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roll20-character-sheets-tester/Degenesis-Eng/Degenesis.html
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2016-06-08 17:15:38 +02:00

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<rolltemplate class="sheet-rolltemplate-degen-comp">
<table>
<tr><th>{{name}} tests {{#roll_name}} {{roll_name}}{{/roll_name}}</th></tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
{{/mod_num}}
</td></tr>
<tr>
<td class="result">{{result}} Successes</td>
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-degen-combat">
<table>
<tr><th>{{name}} {{action}}</th></tr>
<tr>
<td class="weapon">{{weapon}}</td>
</tr>
<tr>
<td class="qualite">{{qualite_arme}}</td>
</tr>
<tr>
<td class="munition">{{munition}}</td>
</tr>
<tr>
<td class="qualite">{{qualite_munition}}</td>
</tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
{{/mod_num}}
</td></tr>
<tr>
<td class="result">{{result}} Successes</td>
</tr>
<tr>
<td class="degat">{{deg_num}} damages</td>
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-degen-def">
<table>
<tr><th>{{name}} {{action}}</th></tr>
<tr>
<td class="weapon">{{weapon}}</td>
</tr>
<tr>
<td class="qualite">{{qualite_arme}}</td>
</tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
{{/mod_num}}
</td></tr>
<tr>
<td class="result">{{result}} Successes</td>
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-degen-soins">
<table>
<tr><th>{{name}} heals {{target}}</th></tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
{{/mod_num}}
</td></tr>
<tr>
<td class="result">{{result}} successes</td>
</tr>
{{#rollGreater() result 1}}
<tr>
<td class="soin">1 wound healed</td>
</tr>
{{/rollGreater() result 1}}
{{#rollLess() result 2}}
<tr>
<td class="soin">Failure !</td>
</tr>
{{/rollLess() result 2}}
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-degen-chirurgie">
<table>
<tr><th>{{name}} operates {{target}}</th></tr>
<tr><td class="attr">
{{#attr}}
{{attr}}({{attr_num}})
{{/attr}}
{{#skill}}
+ {{skill}}({{skill_num}})
{{/skill}}
{{#mod_num}}
+ Bonus/Malus({{mod_num}})
{{/mod_num}}
</td></tr>
<tr>
<td class="result">{{result}} successes</td>
</tr>
{{#rollGreater() result trauma}}
<tr>
<td class="soin">1 trauma healed</td>
</tr>
{{/rollGreater() result trauma}}
{{#rollLess() result trauma2}}
<tr>
<td class="soin">Failure !</td>
</tr>
{{/rollLess() result trauma2}}
</table>
</rolltemplate>
<div id="Main" class="Main">
<img class="separation-header" src="http://i66.tinypic.com/2cdahj8.png" style="margin-left:-2px;"/>
<input type="radio" class="sheet-tab sheet-tab1" name="attr_background" value="1" checked style="margin-left:155px;"/><span class="sheet-tab sheet-tab1" style='line-height: 12px;'>GENERAL & ORIGINS</span>
<input type="radio" class="sheet-tab sheet-tab2" name="attr_background" value="2"/><span class="sheet-tab sheet-tab2" style='line-height: 12px;'>ATTRIBUTES & SKILLS</span>
<input type="radio" class="sheet-tab sheet-tab3" name="attr_background" value="3"/><span class="sheet-tab sheet-tab3" style='line-height: 24px;'>INVENTORY</span>
<img class="titre-img" src="http://i66.tinypic.com/29ymm8j.png"/>
<input type="checkbox" class="sheet-creation" name="attr_creation" checked /><span> creation mod</span>
<img class="separation-footer" src="http://i65.tinypic.com/2mc6fpf.png" />
<div class="sheet-section-gen">
<div class="sheet-gen">
<table cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="tab-info1">
<table cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr><td><table cellspacing="0" cellpatding="0" border="0"><tbody><tr><td><label class="info">Name :</label></td><td><input type="text" class="input-info" name="attr_nom" /></td></tr></tbody></table></td></tr>
<tr><td><table cellspacing="0" cellpatding="0" border="0"><tbody><tr><td><label class="info">Age :</label></td><td><input type="text" class="input-info" name="attr_age" /></td></tr></tbody></table></td></tr>
<tr><td><table cellspacing="0" cellpatding="0" border="0"><tbody><tr><td><label class="info">Sex :</label></td><td><input type="text" class="input-info" name="attr_sexe" /></td></tr></tbody></table></td></tr>
<tr><td><table cellspacing="0" cellpatding="0" border="0"><tbody><tr><td><label class="info">Height :</label></td><td><input type="text" class="input-info" name="attr_taille" /></td></tr></tbody></table></td></tr>
<tr><td><table cellspacing="0" cellpatding="0" border="0"><tbody><tr><td><label class="info">Weight :</label></td><td><input type="text" class="input-info" name="attr_poids" /></td></tr></tbody></table></td></tr>
</tbody>
</table>
</td>
<td class="titre2">
<img src="http://i66.tinypic.com/bdqy9y.png">
</td>
<td class="tab-info2">
<table cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td><table cellspacing="0" cellpatding="0" border="0"><tbody><tr><td><label class="info">Rank :</label></td><td><input type="text" class="input-info" name="attr_rang" /></td></tr></tbody></table></td>
</tr>
<tr>
<td><table cellspacing="0" cellpatding="0" border="0"><tbody><tr><td><label class="info">Total xp :</label></td><td><input type="text" class="input-info" name="attr_exp-total" /></td></tr></tbody></table></td>
</tr>
<tr>
<td><table cellspacing="0" cellpatding="0" border="0"><tbody><tr><td><label class="info">Remaining xp :</label></td><td><input type="text" class="input-info" name="attr_exp-disp" /></td></tr></tbody></table></td>
</tr>
<tr>
<td><table cellspacing="0" cellpatding="0" border="0"><tbody><tr><td><label class="info">Money :</label></td><td><input type="text" class="input-info" name="attr_argent" /></td></tr></tbody></table></td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</div>
<div class="spe">
<table class="rub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td>
<label class="spec">CULTURE</label>
<select class="ccc" name='attr_CULTURE'>
<option value="Borca" title="Waves of red dust broke against monolithic cliffs, piling up
and becoming lost in stone labyrinths: buildings, eroded
by the ravages of time, now breathe cold dust and dirt.
Brush covers ancient floors as pale, wet roots find their
way down and through.
Humans wander through a wilderness of steel and
concrete, past overgrown craters, through fields of wild
wheat, following dried-up riverbeds from settlement to
settlement. In centuries of sediment, they dig for the ancient
people?s wonders, hoping to find something revelatory.
Their future, however, does not lie in history?s quarry, but in
their inexhaustible energy. Stone after stone, they wrest
metropolises like Justitian, Cathedral City and Osman
from the ruins and erect a new world. Conquering the
land and fortifying their rule.
Cults flourish as they devote themselves to civilization
and order, carrying both into the wasteland with fire and
steel. But not everyone bends the knee. Some want to keep
living as free folk in their ancestors? ruins. They get no
choice. Those who do not take the hand offered to them
must flee underground or die in a hail of lead.
For decades, those that fled drank water from puddles,
scraped lichens from walls and cracked cockroaches.
They got rid of the last scraps of civilization, their hearts
and minds poisoned by hatred. Now they step from the
shadows. Teeth filed, spiked clubs and stone knifes in hand.
They will reclaim what was once theirs.">Borca</option>
<option value="Franka" title="Glands on the Psychonauts? bodies become bloated and
crumble. A sweetish scent rises, wafts down the Ziggurats?
steps into the land of humans and becomes entangled
between clay vents and ruins. The Pheromancers weave
their nets. They beguile, obfuscate minds, and assimilate.
Insects have long been at their service, and human will
vanishes in their oily haze. Forcing them to live as drones
in the queens? hive.
Where Homo Degenesis flourishes, Homo Sapiens fade.
Humans flee the wasp storms and termite attacks to
the rivers, only to see vents grow on their fields, laden with
ants. Soon, the land will spit forth the swarm. Village after
village decays.
But now, the Frankers fight. The rivers carry them deep
into enemy territory, where they fire pesticide bombs, smoke
out breeding colonies and assassinate. A whole people rises.">Franka</option>
<option value="Pollen" title="Mother spore fields tear up cities and turn the land into
a restless sea of decaying stone. Spider webs span chasms
and hide ruins. Thousands of arachnid black eyes follow
every step. Where green grows, Rift Centipedes burst from
the ground to drag the sprout into the depths of their
breeding colonies. The ground crackles, rising and falling
in a monthly rhythm like waves on distant seas. Here and
there, forgotten cities break through the ancient gossamer
and bathe in sunlight. They remain for days or weeks before
falling down again as the spiders close the wounds in their
web.
The permafrost thaws in circular areas, giving birth to
a steaming paradise of translucent plants. The surrounding
spore fields rot, their rings collapse. But they try to resist.
Waves of spiders strangle the strange vegetation in their
webs. Streams of Rift Centipedes dive into the feverish
ground, surrounded by root membranes and skewered by
quickly growing thorns. They bite themselves, poison the
soil, and tear themselves free. A subterranean battle rages
until the Rift Centipedes finally push through and the oasis
above crumbles.
Spore fields and their plagues are pitted against bizarre
proliferation. The Polleners live somewhere in between.
They defend the oasis with stone axes and passion, even
though they know it is only a matter of time before
the wasteland crashes back down and they must start
anew. Uprooted to once again drift through the tundras,
their few belongings on sleds as they follow the spore fields
in search of a new home.">Pollen</option>
<option value="Balkhan" title="The Balkhan is a land of extremes, permeated by strength
and pride and threatening to be torn by primordial forces
on a daily basis. Storms ravage the plains, making the tree
tops of endless forests quiver. Winter hits the people with
arctic cold and mountains of snow. Summer burns the
grassy plains to stubble fields. And when it rains, torrents
gouge the valleys and merge into raging rivers.
The humans mirror their home: savage and untamed,
unbeholden, passionate and volatile. Power struggles rage
across the region, as bloody disputes turn farmers into
warriors overnight and their wives into widows the next.
Only in these troubled times do the warlords lay
down their malice at their doorsteps and shake hands
with men they would have slain only a day before. Now
they attack the enemy together, fueled by passion with no
compromise, loyal like a father unto his son. But once the
threat has been conquered, the winds will shift, and old
alliances will fade like dreams in the morning sun.
Above all this, the deep, resonating song of the Dushani
rises. Nature is their music box. He can tune and shape
his song to create the perfect harmony, extinguishing
any dissonances as if his life depended on it. His melody
infiltrates the heart and captures the mind, making
changes there. Pain or comfort. Gives and takes.">Balkhan</option>
<option value="Hybrispania" title="Africans roam the Alhambra?s gardens, sitting in the
shadows of awnings and drinking tea with native
Hybrispanians. In the midday heat, they retreat to libraries
and shadowed halls of ancient peoples. They have grown
fond of the land. Sevilla to them is a second Tripoli.
It seems as if the Neolibyan consuls tightly controlled
ancient Al-Andalus in southern Hybrispania. But the
borders were drawn with the blood of Hybrispanian
resistance fighters and Scourgers. The pinpricks of the
Guerreros deplete Cordoba; the Scourgers follow up by
driving the Hybrispaniards into the jungles, shooting
them from their buggies and cutting down men, women
and children alike.
Fear and hatred take over. The Hybrispaniards are
in no way inferior to them, planting sting and explosive
traps and quietly enter the Africans? homes at night. Acts
of mercy are punished ? if not by the enemy, then by other
Guerreros.
Every Hybrispaniard is instilled with the idea of
freedom and reconquest at birth. All around him, friends,
brothers, sisters and companions rise to heroes in battle,
then fall in a hail of bullets the very next moment. These
martyrs form the foundation of Hybrispanian culture:
battle paintings adorn houses, songs prepare for death,
texts teach the use of weapons and survival in the jungle.
Life falls by the wayside.
The Scourgers are superior in number and weaponry.
The resistance would have died long ago if the Guerreros
hadn?t received help from the enigmatic Pregnoctics. These
strangers delve into past and future and offer snippets of
the future to the daring: the outcome of skirmishes and
attack routes.
Of course, the price can be one?s soul.">Hybrispania</option>
<option value="Purgare" title="The need for strength, insight and a higher power
has always burned in the hearts of the Purgers. The
Anabaptists opened their arms and took in their lost
brothers and sisters. With warmth and love, they anointed
them with Elysian oils ? and threw them into purgatory.
Partitioned by a mountain range, Purgare is divided
into two distinct regions. In the east, olive groves, wine
vineyards, and other crops grow. Ancestral holds are
lined up like pearls on a string, each speaking of familial
tradition and honor. The west, however, has been burnt
and poisoned by the Reaper?s vapors. The ground quivers
as rivers of lava roll relentlessly toward the Mediterranean.
Amidst this destruction are the Psychokinetics. The
Anabaptists know them by many names: Scum of the
Demiurge, The Primeval, Devourers of Paradise. Fleas and
mosquitoes buzz around them. Clouds of gossamer burst
from ravines and rocky clefts ? each hard and sharp like
glass. In Rifts, pure elemental darkness condenses and
grows into crystalline structures. The air itself compresses
into force fields that fracture the sunlight thousandfold.
The Anabaptists say Humankind must prove its worth
right here and now and march into the final battle. They
consider themselves the chosen ones and willingly follow
Cathedral City into a holy war.">Purgare</option>
<option value="Africa" title="Though Africa has long since liberated itself, driving the
white man into the sea, the old wound is far too deep.
Every ship sunk by Mediterranean pirates, every battle
in Hybrispania and the Balkhan, it all brings up old pain.
The chains from the past rattle like dissonant wind chimes
and echo into today.
Yet Africa is strong and flourishes. The Neolibyan
merchant Cult has been feeding the coastal cities with
European loot for centuries. It has bored wells, erected
factories and paved foot paths to glorious promenades.
Legendary artisans carve ancestral steles, forge and
engrave hunting guns. Water carriers even give out free
drinks, courtesy of the Neolibyans.
The markets smell of spices, fruit and tea. Hosts of
children sit and listen to old men showing their scars
and telling tales about every mark. They talk about
expeditions into the Crow?s land. About the Scourgers?
bravery and the battles for Cordoba against the savages.
About the pale shadows who love their rifles more than
their mothers and wives.
A gentle breeze wafts over from the Mediterranean.
Blue and red awnings fly, the coal on the hookahs glows
and sends ashes up into the wind. Rain clouds roll across
the sky. It?s in the air ? soon, the rain will pelt down.
It will fall on the jungle, too. Where once a sandy
desert glowed in the sun, rivers now meander through
the land. Mangroves sink their roots into the water,
as the jungle steams in the heat. But in this jungle,
something strange is growing: plants with pentagonal
to octagonal leaves, prickly and tangled like a nightmare.
The Psychovores. One scratch and a human?s skin starts
to blister, boils searing and blackening within seconds.
Replacing the old vegetation, Psychovores have
transformed the land and its peoples. Everyone around
the Psychovores find themselves abandoning their native
languages, relapsing into a primordial tongue that only
those nearby can understand. Under the influence of
Psychovores, all language barriers have fallen and Africa
has united, but the diversity of their tribes and cultures
diluted as well.
Now the Lion, Africa?s unifying symbol, rules supreme.
The Neolibyans are its heart, lending it strength. The
Scourgers are its claws, killing its prey. And the Anubians
are its soul, governing its fate.">Africa</option>
</select>
</td>
<td>
<label class="spec">CONCEPT</label>
<select class="ccc2" name='attr_CONCEPT'>
<option value="0" title="Folly, recklessness, and the search for physical and mental
limits are the Adventurer?s driving force. He continually
confronts situations beyond his abilities. If he survives,
he gains experience and looks for new motivations. The
Adventurer never stays in one place for too long, because
there is too much to discover. There are ruins to explore,
passages to take, Clans to find. He embraces fear as a
friend; without it, everything is boring. Nothing is worse
than the boredom and predictability of a normal day.">The adventurer</option>
<option value="I" title="Everything crumbles. Humans simply die. Only their
buildings and inventions, the knowledge from their
lifetime, survives. The need to leave their legacy, to keep
their name from being forgotten, is what drives Creators.
They are constantly working meticulously, seeking the
biggest challenges to prove themselves worthy by mastering
them. They build monoliths, construct defensive walls for
villages, weld together pipes for irrigation systems, or
consider the awakening of the Stream their life?s work.
Nothing motivates a Creator more than the desire to build
a monument to his name through his endeavors.">The creator</option>
<option value="II" title="Teaching and learning have raised humanity above the
state of animals. The Mentor lives in this tradition and
shares his knowledge with chosen disciples. He sees
himself in them, immortalizes himself and his knowledge
through them. He grooms their curiosity and teaches
them. One day they will continue his work, and the
cycle will continue. Indifference towards the marvels of
the world, stubbornness, and stupidity are the banes of
humanity. The Mentor disdains those afflicted by them.">The mentor</option>
<option value="III" title="Self-sacrifice unto self-abandonment is the Martyr?s
purpose in life. He gains strength and power from
protecting the weak, charging into the fray first, working
when everyone else has given up. He suffers for others. The
Martyr knows that his solitary actions are more inspiring
than any flaming speech. His principles are adamant. They
are his shield, his armor, and his weapon at once, a blazing
example of willpower and faithfulness. As a paragon, he
feels bulletproof. Nothing can make him surrender.">The martyr</option>
<option value="IV" title="Control is the only way to reach a goal. Most people are
mindless cockroaches that need taming. There are tasks to
assign and orders to shout. If you let the reins slacken even
once, the world tumbles into chaos. The Ruler must lead
his flock, be beyond all question, make the right decisions,
and lead in person if the people do not recognize his
wisdom. Nothing is more frightening for the Ruler than
assigning responsibility and power to others.">The ruler</option>
<option value="V" title="Where do we come from, and where do we go? The
questions of life and death vex the Seeker. He wants to
unravel the mysteries of the world, dissect them down to
the bones, ask questions no one has ever asked before?
and answer them. What is behind the 2 to the power of 16
phenomenon? Where did the asteroids come from? What
is the nature of the Primer? Was this really the first impact?
The Seeker digs in the thicket of the past and in the labs of
the present for explanations, but time is hot on his heels.">The seeker</option>
<option value="VI" title="The Healer sees the world?s collapse and fights it. Whether
it is a physical wound, barren soil, a burned-out mind, or
broken technology, the Healer sees it as his task to rebuild
the old order. You can splinter the bone, water the dry
soil, and repair an old boat. Everything he does he does
meticulously so the collapse will not endanger his work
again the next day. The Healer gives up on nothing that is
not beyond hope.">The healer</option>
<option value="VII" title="Order is safety; it separates the humans from the apes. It
prevents humanity from wandering aimlessly and falling
prey to the next pack of Gendos. Those who stay true
to the traditions, honor the family and act accordingly,
chase chaos from the world. Anarchy is anathema to the
traditionalist. He implores people to look to the past when
today?s questions are hard to bear. He clings to the ancient
rules, never adapting them, no matter what happens.
It would sweep him off his feet. He hates change, only
wanting to guarantee continuity.">The traditionalist</option>
<option value="VIII" title="If we all spoke the same language, strife and
misunderstandings would be no more. The Mediator
sees himself as a speaker for all parties, looks for peace
in harmony, implores and pacifies. He internalizes the
parties? motives, pointing out common ground to the
squabblers and sharpening their understanding for each
other. Shouting and loud words are not the Mediator?s
way. Emotion must take second place to reason.">The médiator</option>
<option value="IX" title="People chatter all the time, so much so that every thought
drowns in the sea of spoken inanities that constantly
surround us. The hermit does not want companionship.
He dislikes everybody. He does not want to communicate
and is not interested in the stories of others. In a group,
he always flees to the fringe, needing his distance from
the din of the world. Life as a loner is so much better.
No responsibility towards anybody: being left to his
own devices makes the Hermit happy. Only in absolute
solitude does he find peace.">The hermit</option>
<option value="X" title="The Heretic does not believe in anything, and nothing
is sacred to him. Rules, religions, traditions: everything
can and must be scrutinized. He looks for glitches in the
system, wants to shake others? faith. Rebellion, revolts,
and riots are the Heretic?s brands. He wants to destroy
the stagnation and the traditions, wants to see precious
civilization shatter against its own ideals. He casts doubt,
and that is good. The more people deviate from their ways,
the larger his fellowship.">The heretic</option>
<option value="XI" title="The Conqueror only exists between the poles of competing
powers. To him, every battle is a power struggle; every
decision is a move in the game of life. Victory means
everything to him; only losers blather about morale. The
Conqueror finds power in his ego?s exorbitance; his hubris
drives him towards great deeds. He considers modesty
false and vain; he brags about his successes.">The conqueror</option>
<option value="XII" title="Some people have seen too much. Something within
them has broken, guiding their thoughts down strange
paths. No one wants to be around them. The ways of the
Abomination disturb those who meet him. His proximity
makes them shiver. He sucks in the fright he awakens
in others like mother?s milk. It nourishes and disturbs
him, adding to his weirdness. He loves getting lost in
fantasies and seeing the fire of fear burn in his opponent?s
eyes. When others realize that he has shed any civilized
emotions like compassion or responsibility, they see a feral
beast looking at them through his eyes. Madness squats in
the Abomination?s brain. He is a clockwork bomb without
clockwork. Tick tock.">The abomination</option>
<option value="XIII" title="To make room for something new, everything old has to
die. According to this principle, the Destroyer fully gives
in to madness. Everyone is an enemy, and one life will not
be enough to destroy them all. He hunts his enemies to the
four corners of the world, fighting them, eradicating them.
Even if he claims to act for a greater cause, he actually acts
for his own sake. When something new grows after the
destruction, he has long since moved on. He never looks
back.">The destroyer</option>
<option value="XIV" title="People come running to see him, to bask in his glory.
Others have always listened to every word the chosen said.
All of his words sounded wise. That had its consequences:
he sees himself as the solution to every problem. He is
the sword splitting apart the Gordian knot, and he is the
Messiah that the congregation has awaited. His presence
inspires the people, for good or for bad. Those who disdain
him and call him a fraud are damned in their faithlessness
in his eyes.">The chosen</option>
<option value="XV" title="The Defiler wears a cloak of envy. Why should others
always get more than he does? Why should they be
happier, more beautiful, stronger? The Defiler cannot
stand other people?s joy. When he drags them down into
the muck, when he kicks up a cloud of dust, when he sets
lovers at each other?s throats, he fulfills his destiny. The
Defiler rules over all those who always feel aggrieved and
blame others for it.">The defiler</option>
<option value="XVI" title="The world is full of treasures, small ones and big ones,
and they all need protection. The Protector stands in
front of his charges like a tower, whether they are people
or objects. He wants to preserve things, be they artifacts,
cultural achievements, or human life. Whatever the
Protector dedicates himself to, he protects with his life
until he himself is destroyed.">The protector</option>
<option value="XVII" title="When knowledge finally steps out of time and into the
foreground of reality, the Visionary has already seen it.
He sees the course of the future, thinks decades ahead,
accuses unbelievers, and implores people to be reasonable.
He hopes to pave the way for a better tomorrow. His
intellect and his visions determine humanity?s progress.">The visionary</option>
<option value="XVIII" title="The Zealot?s faith moves mountains. He toils and suffers
beyond human understanding, knowing no limits. His
power comes from his devotion to his Lord. He would die
for his religion, his Cult, and his ideology, and he proves
his worth for the cause day by day. He burns with madness,
singeing the minds of those around him until nothing
remains but ash drifting in the wind and blazing faith.">The zealot</option>
<option value="XIX" title="Knowledge is like an ocean the Disciple will travel on for all
his life. He follows great teachers, looking for the Bygones?
forgotten libraries, forever driven by his curiosity. He is
enormously knowledgeable, but it is never enough. He
carries many ways of life and specializations within him,
but he can never decide on one path.">The disciple</option>
<option value="XX" title="Action and conscience are inseparable, and the Righteous?s
conscience is pure. He sees the world in stark contrasts,
and people around him consider him self-righteous.
Indeed, he passes up no opportunity to implement his
idea of righteousness. As a keeper of questions of faith or
law, he judges everyone, every deed, every people, even
every emotion. Everything is either good or bad. He never
doubts himself.">The righteous</option>
<option value="XXI" title="The Traveler must wander the world to grow by
experiencing it and its people. He collects impressions and
experiences like others collect Gendo skulls, but he does
not keep them to himself. He spreads good and bad news,
connecting the hinterland to the metropolis, linking Clans
and Cults. He is restless; he longs for the road.">The traveler</option>
</select>
</td>
<td>
<label class="spec">CULTE</label>
<select class="ccc3" name='attr_CULTE'>
<option value="Spitalian" title="">Spitalian</option>
<option value="Chronicler" title="">Chronicler</option>
<option value="Helvetic" title="">Helvetic</option>
<option value="Judge" title="">Judge</option>
<option value="Clanner" title="">Clanner</option>
<option value="Scrapper" title="">Scrapper</option>
<option value="Neolibyan" title="">Neolibyan</option>
<option value="Scourger" title="">Scourger</option>
<option value="Anubian" title="">Anubian</option>
<option value="Jehammedan" title="">Jehammedans</option>
<option value="Apocalyptic" title="">Apocalyptic</option>
<option value="Anabaptist" title="">Anabaptist</option>
<option value="Paler" title="">Paler</option>
</select>
</td>
</tr>
</tbody>
</table>
</div>
<div class="status">
<label class="titre-Ego">Ego</label>
<label class="titre-Contamination">Infestation</label>
<label class="titre-Encombrement">Encumbrance</label>
<label class="titre-Blessures">Wounds</label>
<label class="titre-Traumas">Trauma</label>
<label class="max maxego" title="Maximum ego points ((INTELLECT+Focus)x2 OR (INSTINCT+Primal)x2)">Max</label>
<label class="actuel actuelego" title="Remaining ego points">Actual</label>
<input class="put-pts-max putmaxego" title="Maximum ego points ((INTELLECT+Focus)x2 OR (INSTINCT+Primal)x2)" type="text" name="attr_Ego_max" value="((@{INTELLIGENCE}*2+@{Concentration}*2)*@{Orien-concentration-flag}+(@{INSTINCT}*2+@{Primaire}*2)*@{Orien-primaire-flag})" disabled="true"/>
<input class="put-pts putego" title="Remaining ego points" type="text" name="attr_Ego" value="0"/>
<label class="max maxcontamination" title="Maximum spore infestation points (PSYCHE+Faith/Willpower)x2)">Max</label>
<label class="actuel actuelcontamination" title="Remaining spore infestation points">Actual</label>
<input class="put-pts-max putmaxcontamination" title="Maximum spore infestation points (PSYCHE+Faith/Willpower)x2)" type="text" name="attr_Contamination_max" value="(@{PSYCHE}*2)+(@{Foi}*2)+(@{Volonté}*2)" disabled="true"/>
<input class="put-pts putcontamination" title="Remaining spore infestation points" type="text" name="attr_Contamination" value="0"/>
<label class="max maxblessures" title="Maximum trauma and fleshwounds points ((BODY+Toughness)x2) / (BODY+PSYCHE)" >Max</label>
<label class="actuel actuelblessures" title="Remaining trauma and fleshwounds points">Actual</label>
<input class="put-pts-max putmaxblessures" title="Maximum fleshwounds points ((BODY+Toughness)x2)" type="text" name="attr_blessures_max" value="((@{PHYSIQUE}+@{Résistance})*2)" disabled="true"/>
<input class="put-pts putblessures" title="Remaining fleshwounds points"type="text" name="attr_blessures" value="0"/>
<input class="put-pts-max putmaxtrauma" title="Maximum trauma points (BODY+PSYCHE)" type="text" name="attr_Traumatisme_max" value="(@{PHYSIQUE}+@{PSYCHE})" disabled="true"/>
<input class="put-pts puttrauma" title="Remaining trauma points"type="text" name="attr_Traumatisme" value="0" title="PHYSIQUE + PSYCHE"/>
<label class="max maxpoids" title="Maximum encumbrance capacity before having malus (BODY+Force)">Max</label>
<label class="actuel actuelpoids" title="Encumbrance in combat">Combat</label>
<label class="actuel actuelpoidsrepos" title="Actual encumbrance">Actual</label>
<input class="put-pts-max putmaxpoids" title="Maximum encumbrance capacity before having malus (BODY+Force)" type="text" value="(@{Force}+@{PHYSIQUE})" class="put-pts" type="text" name="attr_Poids-total_max" disabled="disabled"/>
<input class="put-pts putpoids" title="Encumbrance in combat" type="text" type="text" name="attr_Poids-total" value="0" />
<input class="put-pts putpoidsrepos" title="Actual encumbrance" type="text" type="text" name="attr_Poids-total-repos" value="0" />
</div>
<img class="fond-status" src="http://i63.tinypic.com/1zzhok9.png"/>
<div class="tab2">
<table class="rub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td>
<div class="tab-ori">
<div class="carac-div"><img class="etoile" src="http://i64.tinypic.com/2ufat85.png"/><label class="carac">ORIGINS</label></div>
<table class="ssrub-ori" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="labl">
<label class="comp" title="A Character with an Allies score has found some assistance
within the Cult. They may be colleagues, comrades,
brothers in arms, or friends; they side with him when the
time comes or the circumstances demand it. They don?t
care about the Character?s social position. Maybe the
Character has saved some of them from certain death;
others he has impressed with his feats or brought over to
his side through blackmail or extortion.
USE: If the Character meets members of his Cult, he might
be able to recruit their help. The Allies score determines
the number of allies, but also their rank. With a score of
5 or 6, you can get help from the highest ranking Cult
members.
GAIN | LOSS: Allies share the Character?s views?but if he
changes his moral or ethical disposition or turns his back
on the Cult, the old ties will break. An alliance is always
a give-and-take thing: allies will demand things from the
Character. If he does not help, his allies will turn their
backs on him.">Allies</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Alliés" value="0" />
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="The Character is esteemed for his knowledge, experience,
or strength of determination, but he does not have to
be a moral compass. His influence stems from his social
primacy within the Cult. The stronger his authority, the
more likely other Cult members will see his words of
advice as commands to follow.
USE: Authority is used to bring other Cult members into
line in social conflicts or to make them do something. Most
often, it is used in conjunction with CHA+Leadership,
CHA+Negotiation, and PSY+Domination.
GAIN | LOSS: Authority may be sharp as a scalpel, but
if the blade remains unused, it will rust. Only those who
work proactively on their primacy will not be forced into a
corner by other alphas. You have to compete with people
of the same rank and rise above them to strengthen your
authority.">Authority</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Authorité" value="0" />
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="The Cults are not hermetic systems. Beyond the control
structures, they fracture into groups of individuals. In the
inns, Anabaptists drink with Scrappers, and Hellvetics
laugh at the jokes of the Apocalyptics. People from different
Cults know each other?and sometimes, they help each
other. The Network background sums up contacts outside
the Cult.
USE: What is going on in the city? Where do I get a job?
Who profits from this murder? Have you heard anything
about a profitable field of ruins? A Character with a
functioning Network finds someone who can answer
these questions.
GAIN | LOSS: People prefer dealing with someone they
know. Favors small and big; a strong, helping hand;
ritualized companionship in inns, or simply a fistful of
Chroniclers? Drafts: as if of its own volition, a Network
grows around a friendly or fascinating person.
For some, this is hard work. Brutal or unpredictable
people can become socially outcast and thus lose access to
parts of their Network.">Network</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Réseau" value="0" />
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="The Character has gained some respect outside of the
hierarchy. Inwardly and outwardly, he embodies the Cult?s
ideals. He is charismatic, a blazing star in heaven.
USE: Characters with a high Renown are paragons. In
inns, people want to break their bread with them and
freely offer them their aid. Renown does not demand
anything, but it is very profitable.
GAIN | LOSS: As opposed to Authority, Renown does not
have to be proven. It is born in the minds of your fellows
and grows into an idealized view of the Character until
he is considered an example for the purest and best ideas
of the Cult. Only deviant actions or slander can damage
Renown.">Renown</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Renommé" value="0" />
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Everyone recognizes a Judge when he sees his coat, hat,
and Judgment Hammer, or the Spitalian in his neoprene
suit with his Splayer. They are insignia of membership, but
also of influence and standing within the Cult. A simple
Anabaptist Ascetic may not use a Spitfire in battle; that is
a prerogative of the Furors. An Apocalyptic Battle Crow
having a try at a Tarot flies too close to the sun.
The Resource score determines what the Character
gets from his Cult.
USE: Every Cult object has a Resource value and a price
(see Chapter 8, ?Bazaar?). While the price is important for
markets, the Resource value determines how the object can
be acquired within the Cult: if the object?s Resource value
is lower than the Characters Resource score, the Character
may take the object. If the Character?s Resource score is
equal to the object?s value, the same is true. However, the
Character?s Resources are reduced by 1.
Please note: not everything is available everywhere. The
most valuable Cult artifacts (level 5-6) can only be found in
headquarters.
GAIN | LOSS: Resources accompany important missions
or come as a reward when a great feat of the Character fills
the arsenals. A high Resource score is always a sign of trust
and appreciation. Those who enrich themselves from the
arsenals, though, greedily hoarding treasures or wasting
Cult resources, disqualify themselves. Their access to
resources will dwindle.">Resources</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Ressources" value="0" />
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="The Anubian rites are only mumbo-jumbo to hide the
truth from the eyes of the villagers. What kind of influence
would they hold if everyone knew that?
Under the Cathedral, manuscripts detailing every
step of Rebus, the Cult?s founder, are stored. They permit
for other interpretations than the official ones lived these
days.
In the Cluster, the secrets of centuries simmer behind
cascades of password barriers in crypto vaults. Those
who penetrate to the depths of the Cults look behind
the veneer of heroic deeds into the vortex of history,
recognize the network of necessities. The Spitalian gets
to know about the Preservists? atrocities; the Paler begins
to understand Getrell?s Memetics and their impact on
himself and his community.
The Secrets score signifies how close the Character
has gotten to the truth about his Cult.
USE: Those who know the Secrets can judge the true
meaning of a decision from above. They know hidden or
abandoned facilities (bonus on INS+Orienteering) and
can guess the truth behind the legends surrounding the
Cult (bonus on INT+Legends). They know passwords or
the entrances to ancient portals. However, illegal deeds
of corrupt influential Cultists and the deals they make
also fall under ?Secrets? and can help to gain short time
advantages or eternal enmities.
A high Secrets score reveals shortcuts and promises
additional information during the game.
GAIN | LOSS: The truth is infectious and incurable. It
lurks in forbidden places or rises from a dying man?s lips.
Those who use this secret knowledge recklessly risk their
lives. Those who use compromising knowledge and make
it public can lose one point of Secrets.">Secrets</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Secrets" value="0" />
</td>
</tr>
</tbody>
</table>
</div>
</td>
<td>
<img class="accessoire" src="http://i67.tinypic.com/125opaq.png"/>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<!-- Tab compétences -->
<div class="sheet-section-comp">
<label class="info-culture">Culture :</label>
<input type="radio" class="crea-culture-reset" name="crea-culture" value="0" checked /><label class="span-creation">None</label>
<input type="radio" class="crea-culture-borca" name="crea-culture" value="1" /><label class="span-creation">Borca</label>
<input type="radio" class="crea-culture-franka" name="crea-culture" value="2" /><label class="span-creation">Franka</label>
<input type="radio" class="crea-culture-pollen" name="crea-culture" value="3" /><label class="span-creation">Pollen</label>
<input type="radio" class="crea-culture-balkhan" name="crea-culture" value="4" /><label class="span-creation">Balkhan</label>
<input type="radio" class="crea-culture-hybrispania" name="crea-culture" value="5" /><label class="span-creation">Hybrispania</label>
<input type="radio" class="crea-culture-purgare" name="crea-culture" value="6" /><label class="span-creation">Purgare</label>
<input type="radio" class="crea-culture-africa" name="crea-culture" value="7" /><label class="span-creation">Africa</label>
<label class="info-culte">Culte :</label>
<input type="radio" class="crea-culte-reset" name="crea-culte" value="0" checked /><label class="span-creation">None</label>
<input type="radio" class="crea-culte-spitalier" name="crea-culte" value="1" /><label class="span-creation">Spitalian</label>
<input type="radio" class="crea-culte-chroniqueur" name="crea-culte" value="1" /><label class="span-creation">Chronicler</label>
<input type="radio" class="crea-culte-helvetique" name="crea-culte" value="1" /><label class="span-creation">Helvetic</label>
<input type="radio" class="crea-culte-juge" name="crea-culte" value="1" /><label class="span-creation">Judge</label>
<input type="radio" class="crea-culte-clanner" name="crea-culte" value="1" /><label class="span-creation">Clanner</label>
<input type="radio" class="crea-culte-scrapper" name="crea-culte" value="1" /><label class="span-creation">Scrapper</label>
<input type="radio" class="crea-culte-neolibien" name="crea-culte" value="1" /><label class="span-creation">Neolibian</label>
<input type="radio" class="crea-culte-scourger" name="crea-culte" value="1" /><label class="span-creation" style="padding-right:40px;">Scourger</label>
<input type="radio" class="crea-culte-anubien" name="crea-culte" value="1" /><label class="span-creation">Anubian</label>
<input type="radio" class="crea-culte-jehammedans" name="crea-culte" value="1" /><label class="span-creation">Jehammedan</label>
<input type="radio" class="crea-culte-apocalyptic" name="crea-culte" value="1" /><label class="span-creation">Apocalyptic</label>
<input type="radio" class="crea-culte-anabatiste" name="crea-culte" value="1" /><label class="span-creation">Anabaptist</label>
<input type="radio" class="crea-culte-paler" name="crea-culte" value="1" /><label class="span-creation">Paler</label>
<label class="info-concept">Concept :</label>
<input type="radio" class="crea-concept-reset" name="crea-concept" value="0" checked /><label class="span-creation">None</label>
<input type="radio" class="crea-concept-aventurier" name="crea-concept" value="1" /><label class="span-creation">The adventurer</label>
<input type="radio" class="crea-concept-createur" name="crea-concept" value="2" /><label class="span-creation">The creator</label>
<input type="radio" class="crea-concept-mentor" name="crea-concept" value="3" /><label class="span-creation">The mentor</label>
<input type="radio" class="crea-concept-martyr" name="crea-concept" value="4" /><label class="span-creation">The martyr</label>
<input type="radio" class="crea-concept-dominateur" name="crea-concept" value="5" /><label class="span-creation" >the ruler</label>
<input type="radio" class="crea-concept-chercheur" name="crea-concept" value="6" /><label class="span-creation" style="padding-right:100px;">The seeker</label>
<input type="radio" class="crea-concept-guerisseur" name="crea-concept" value="7" /><label class="span-creation">The healer</label>
<input type="radio" class="crea-concept-traditionnaliste" name="crea-concept" value="8" /><label class="span-creation">The traditionnalist</label>
<input type="radio" class="crea-concept-mediateur" name="crea-concept" value="9" /><label class="span-creation">The mediator</label>
<input type="radio" class="crea-concept-hermite" name="crea-concept" value="10" /><label class="span-creation">The hermit</label>
<input type="radio" class="crea-concept-heretique" name="crea-concept" value="11" /><label class="span-creation">The heretic</label>
<input type="radio" class="crea-concept-conquerant" name="crea-concept" value="12" /><label class="span-creation" style="padding-right:100px;">The conqueror</label>
<input type="radio" class="crea-concept-abomination" name="crea-concept" value="13" /><label class="span-creation">The abomination</label>
<input type="radio" class="crea-concept-destructeur" name="crea-concept" value="14" /><label class="span-creation">The destroyer</label>
<input type="radio" class="crea-concept-elu" name="crea-concept" value="15" /><label class="span-creation">The chosen</label>
<input type="radio" class="crea-concept-profanateur" name="crea-concept" value="16" /><label class="span-creation">The defiler</label>
<input type="radio" class="crea-concept-protecteur" name="crea-concept" value="17" /><label class="span-creation">The protector</label>
<input type="radio" class="crea-concept-visionnaire" name="crea-concept" value="18" /><label class="span-creation" style="padding-right:90px;">The visionary</label>
<input type="radio" class="crea-concept-zealot" name="crea-concept" value="19" /><label class="span-creation">The zealot</label>
<input type="radio" class="crea-concept-disciple" name="crea-concept" value="20" /><label class="span-creation">The disciple</label>
<input type="radio" class="crea-concept-vertueux" name="crea-concept" value="21" /><label class="span-creation">The righteous</label>
<input type="radio" class="crea-concept-voyageur" name="crea-concept" value="22" /><label class="span-creation">The traveler</label>
<label class="info-ptsattributs">Attribute points remaining :</label><input type="text" class="compe input-ptsattributs" name="attr_ptsattributs" value="16-@{PHYSIQUE}-@{AGILITE}-@{CHARISME}-@{INTELLIGENCE}-@{PSYCHE}-@{INSTINCT}" disabled="true"/><label class="info-ptscompetences">Skill points remaining :</label><input type="text" class="compe input-ptscompetences" name="attr_ptscompetences" value="28-@{Athlétisme}-@{Bagarre}-@{Force}-@{Melée}-@{Endurance}-@{Résistance}-@{Craft}-@{Dextérité}-@{Navigation}-@{Mobilité}-@{Projectiles}-@{Furtivité}-@{Art}-@{Comportement}-@{Expression}-@{Commandement}-@{Négociation}-@{Séduction}-@{Connaissance-des-artefacts}-@{Ingéniosité}-@{Concentration}-@{Légendes}-@{Médecine}-@{Science}-@{Ruse}-@{Tromperie}-@{Domination}-@{Foi}-@{Réflexes}-@{Volonté}-@{Empathie}-@{Orientation}-@{Perception}-@{Primaire}-@{Survie}-@{Domptage}" disabled="true"/>
<label class="info-orientation">Attitude :</label>
<input type="radio" class="orientation-primaire" name="attr_Orien" value="Primaire" checked /><label class="span-creation">Primal </label><select style="width:45px;text-align:center;margin-right:20px;" class="Orien-primaire-flag" name="attr_Orien-primaire-flag"><option value="0">0</option><option value="1" selected>1</option></select>
<input type="radio" class="orientation-concentration" name="attr_Orien" value="Concentration" /><label class="span-creation">Focus </label><select style="width:45px;text-align:center" class="Orien-concentration-flag" name="attr_Orien-concentration-flag"><option value="0" selected>0</option><option value="1">1</option></select>
<label class="info-croyance">Belief :</label>
<input type="radio" class="croyance-foi" name="attr_Croyance" value="Foi" checked /><label class="span-creation">Faith</label>
<input type="radio" class="croyance-volonte" name="attr_Croyance" value="Volonté" /><label class="span-creation">Willpower</label>
<div class="line1">
<table class="rub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td>
<div class="tab-header">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="td-header">
<label class="carac-attr" title="Body stands for physical force, tenacity, and stamina. People
with a high Body Attribute go down slower and get back
up again faster. They impress their enemies through their
physical presence. Those who keep fit have shoulders that
can carry a larger burden. This Attribute allows them to
survive longer, resist pain, and use their body as a weapon.">BODY</label><label class="crea-culture-physique">+1</label><label class="crea-concept-physique">+1</label>
</td>
<td class="put">
<input class="caract-primaire" type="text" name="attr_PHYSIQUE" value="1" />
</td>
</tr>
</tbody>
</table>
</div>
<div class="tabl">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="labl">
<label class="comp" title="Climbing, running, jumping and swimming: Athletics in its
simplest form means forging ahead without any elegance,
but efficiently. When the machine works, you leap barriers
and cover good distances. Apocalyptics quickly flee across
rooftops by using athletics, and a Scrapper uses it to vault
across a chasm to reach the artifact he desires.
The athlete adapts to his environment, uses the
wisdom of his body to master any path and escape quickly
under duress.
ACTION: Running; climbing; jumping; swimming; overcoming
obstacles; covering distances
REACTION: Gauging time / distance relation; regaining
balance; escaping from dangerous situations
COMBINATION: >BOD+Stamina: jogging or prolonged
swimming">Athletics</label><label class="crea-culture-athletisme">+1</label><label class="crea-concept-athletisme">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Athlétisme" value="0"/>
</td>
<td>
<button type='roll' name='roll_Athlétisme' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Athletisme}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Athlétisme}} {{skill_num=@{Athlétisme}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PHYSIQUE}+@{Athlétisme}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="The fist, the elbow, and the knee are weapons humans are
born with. They cannot be stolen, they cannot jam, and
they are always at hand. They push down enemies, make
them gasp for breath; they break ribs. The more trained
the fighter, the faster he will get through his enemy?s
defense to strike his throat or spleen.
All these unarmed combat techniques are summarized
under the Brawl Skill.
ACTION: Boxing; kicking; throwing; pit fighting
REACTION: Quitting a brawl; breaking strangleholds
COMBINATION: >PSY+Reaction: disarm">Brawl</label><label class="crea-culture-bagarre">+1</label><label class="crea-culte-bagarre">+1</label><label class="crea-concept-bagarre">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Bagarre" value="0"/>
</td>
<td>
<button type='roll' name='roll_Bagarre' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Bagarre}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Bagarre}} {{skill_num=@{Bagarre}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PHYSIQUE}+@{Bagarre}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="The blow is focused energy; the enemy?s skull shatters in a
compound fracture. Force is pure physical violence. When
the talk is over, when the anger lashes out, simple hands
become garrotes breaking a neck, bludgeons splintering
wood and bashing through shields as if they were old
sheets of metal. A door is kicked from its hinges; bonds are
broken with a start.
Force is the power behind the Anabaptists? swords, the
Judgment Hammers, and the Clanners? clubs.
ACTION: Bending up sewer grates; breaking chains;
kicking in doors; showing strength (arm wrestling)
REACTION: Holding someone; pushing against an opposing
force (arm wrestling or keeping a door closed)
COMBINATION: >PSY+Domination: intimidation by force
SPECIALTY: in many melee attacks, force is added to the
damage">Force</label><label class="crea-culture-force">+1</label><label class="crea-culte-force">+1</label><label class="crea-concept-force">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Force" value="0"/>
</td>
<td>
<button type='roll' name='roll_Force' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Force}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Force}} {{skill_num=@{Force}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PHYSIQUE}+@{Force}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Sword, axe, morning star: humans have always been
creative when it comes to developing their murder
implements. The Melee Skill allows a fighter to use
these weapons precisely and replaces uncoordinated
bludgeoning with a series of complex thrusts, blows,
parries, and feints. The weapon becomes an extension of
the arm; the fighter becomes a danger to his enemies.
No combatant can afford to slacken when training this
Skill.
ACTION: Using weapons: axe, sword, hammer, club, knife,
Splayer, etc.
REACTION: Knowledge about weaknesses and properties
of various sorts of weapons in combat; gauging the enemy?s
combat power
COMBINATION: >PSY+Reaction: disarming an enemy">Melee</label><label class="crea-culture-melee">+1</label><label class="crea-culte-melee">+1</label><label class="crea-concept-melee">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Melée" value="0" />
</td>
<td>
<button type='roll' name='roll_Melée' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Melée}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Melée}} {{skill_num=@{Melée}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PHYSIQUE}+@{Melée}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="High Stamina makes strength-sapping Actions possible.
Gangs of Scourgers run down their enemies; Scrappers
survive for days without water. A Clan?s Chieftain can dive
to the bottom of a lake and retrieve strange pearls. After a
hot meal, the Orgiastic sheds his battlefield illnesses like
an old skin. A runner without Stamina will not reach his
goal quickly, but will tire and dawdle.
ACTION: Tracking; diving; marching for hours
REACTION: Fleeing; holding your breath; overcoming
illness, poisoning, and weariness; standing guard for
several nights in a row
COMBINATION: >INS+Survival: hounding;
>BOD+Toughness: forced march">Stamina</label><label class="crea-culture-endurance">+1</label><label class="crea-culte-endurance">+1</label><label class="crea-concept-endurance">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Endurance" value="0" />
</td>
<td>
<button type='roll' name='roll_Endurance' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Endurance}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Endurance}} {{skill_num=@{Endurance}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PHYSIQUE}+@{Endurance}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Those who dish out must also take. How long can the
Scrapper withstand the tundra?s cold? How much pain
can the Preservist in the Psychokinetic?s comet fire endure
before falling down and turning to ashes? Toughness is the
interior armor that deflects the blows and gives the fighter
time to strike back. He may lose a fight from time to time,
but he quickly gets up again, licks his wounds, and asks
for more.
ACTION: Impressing with pain tolerance
REACTION: Physical regeneration; withstanding pain and
environmental influences; enduring torture
COMBINATION: >INS+Survival: facing extreme cold or heat
SPECIALTY: maximum of Flesh Wounds = BOD+Toughness
x 2">Toughness</label><label class="crea-culture-resistance">+1</label><label class="crea-culte-resistance">+1</label><label class="crea-concept-resistance">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Résistance" value="0" />
</td>
<td>
<button type='roll' name='roll_Résistance' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Résistance}} {{attr=PHYSIQUE}} {{attr_num=@{PHYSIQUE}}} {{skill=Résistance}} {{skill_num=@{Résistance}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PHYSIQUE}+@{Résistance}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
</table>
</div>
</td>
<td>
<div class="tab-header">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="td-header">
<label class="carac-attr" title="Strength without control means nothing. People with high
Agility are more nimble and can dodge dangers, manipulate
complex mechanisms, and kill their enemies with firearms
over long distances?perhaps with a rifle whose barrel
they have filed">AGILITY</label><label class="crea-culture-agilite">+1</label><label class="crea-concept-agilite">+1</label>
</td>
<td class="put">
<input class="caract-concentration" type="text" name="attr_AGILITE" value="1" />
</td>
</tr>
</tbody>
</table>
</div>
<div class="tabl">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="labl">
<label class="comp" title="Human ingenuity creates machines, weapons, and other
useful items. But anyone can screw a gun sight on top of a
rifle or put nails into a club. A true craftsman uses scraps
from artifacts and separates the useful from the rotten. He
enhances things, combining old parts in new ways. The
constructions become more daring, more useful.
The Manufacturers amongst the Scrappers are the
masters of their generation. Their workshops give birth to
technological and mechanic marvels.
ACTION: Enhancing or repairing gear; cannibalizing
artifacts; erecting defenses
REACTION: Estimating the value and condition of things;
finding weak spots in a building
COMBINATION: >AGI+Dexterity or >CHA+Arts: forging">Crafting</label><label class="crea-culture-craft">+1</label><label class="crea-culte-craft">+1</label><label class="crea-concept-craft">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Craft" value="0" />
</td>
<td>
<button type='roll' name='roll_Craft' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Craft}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Craft}} {{skill_num=@{Craft}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{AGILITE}+@{Craft}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Stealing a key from a Judge?s belt, defusing a booby trap
with a length of wire, changing the nanite membrane of
an AMSUMO aggregate: all this takes a steady hand and a
great degree of Dexterity. Those who train their Dexterity
can use sleight of hand to make money, pick locks, steal
without being seen, or assemble the tiniest mechanisms.
ACTION: Stealing; lock picking with skeleton keys or wire;
various tricks (loaded dice, coins, thimblerig, gaming, and
tarot cards)
REACTION: Keeping your hands steady; catching throws
COMBINATION: >AGI+Crafting: creating the finest
mechanics">Dexterity</label><label class="crea-culture-dexterite">+1</label><label class="crea-culte-dexterite">+1</label><label class="crea-concept-dexterite">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Dextérité" value="0" />
</td>
<td>
<button type='roll' name='roll_Dextérité' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Dextérité}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Dextérité}} {{skill_num=@{Dextérité}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{AGILITE}+@{Dextérité}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Whether on a horse, a Kom, a torpedo boat, or a Surge
Tank, riding mounts or vehicles demands foresight and
delicacy, as well as good reactions.
With the Navigation Skill, you control your vehicle
without losing your bearings in your surroundings. Judges
and Jehammedans are masters of mounted combat;
Scourgers drive their buggies through difficult terrain
while firing at their prey.
Apocalyptics, on the other hand, thunder across
Purgare?s slag deserts on motorbikes. Their Pelicans steer
vessels into safe harbors no matter how high the waves are,
vessels dismantled and refitted for the next ocean voyage
by the Seagulls.
ACTION: Riding and animal handling; piloting motored
vehicles or planes; navigating ships; aligning heavy artillery
REACTION: gauging braking and acceleration paths; judging
the condition of a vehicle
COMBINATION: >AGI+Mobility: special maneuvers (e.
g. attacking or dodging); >INS+Taming: spur a steed to
maximum performance">Navigation</label><label class="crea-culture-navigation">+1</label><label class="crea-culte-navigation">+1</label><label class="crea-concept-navigation">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Navigation" value="0" />
</td>
<td>
<button type='roll' name='roll_Navigation' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Navigation}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Navigation}} {{skill_num=@{Navigation}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{AGILITE}+@{Navigation}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Blow from the left. Dodge. Blow from the right. Duck.
Jump ahead, tuck, roll.
The bullets fly. Mobility makes an agile person almost
impossible to hit. He becomes more nimble and can dodge
before danger turns to damage. The higher the Skill rating,
the easier he can escape from dangerous situations, get rid
of bonds, and wriggle out of a stranglehold or through a
crack in a wall.
ACTION: Free running; jumping; dodging; acrobatics
REACTION: Escape artist; swimming with or against the
tide of a crowd
COMBINATION: >BOD+Brawl: freeing yourself from a
clinch or countering strangleholds; > AGI+Stealth: moving
unseen">Mobility</label><label class="crea-culture-mobilite">+1</label><label class="crea-culte-mobilite">+1</label><label class="crea-concept-mobilite">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Mobilité" value="0" />
</td>
<td>
<button type='roll' name='roll_Mobilité' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Mobilité}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Mobilité}} {{skill_num=@{Mobilité}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{AGILITE}+@{Mobilité}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Mastering Projectiles?be they crossbows, rifles, or Soul
Burners?requires dexterity and precision. The fighter has
to learn to gauge his rifle?s recoil and power; he must pull
the bowstring just right to avoid hurting himself when
shooting. Pull and spin, aim and hit, reload: a shooter
must be familiar with weapons and their characteristics.
Jehammedan bow riders, Hellvetic Sappers, Palers with
submachine guns and Judges with muskets all must master
their Projectiles or die.
ACTION: Projectiles use: bow, crossbow, Judges? Musket,
Soul Burner, Fungicide Rifle, blowgun, Spitfire, etc;
weapons maintenance
REACTION: Gauging range and characteristics of
Projectiles; gauging distance; finding cover
COMBINATION: >AGI+Mobility: precisely throwing a
grenade; > AGI+Navigation: mounted ranged combat;
shooting from a moving vehicle">Projectiles</label><label class="crea-culture-projectiles">+1</label><label class="crea-culte-projectiles">+1</label><label class="crea-concept-projectiles">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Projectiles" value="0" />
</td>
<td>
<button type='roll' name='roll_Projectiles' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Projectiles}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Projectiles}} {{skill_num=@{Projectiles}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{AGILITE}+@{Projectiles}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Darkness, half-light, shadows, and other forms of
concealment are the Stealth user?s best friends. Under their
cover, he can spy, smuggle, and assassinate. Those who
rely on Stealth avoid the din of battle and the revealing
light of day. They mind the ground and are knowledgeable
about the world?s dark nooks and crannies.
ACTION: Hiding; hiding objects; stalking; sneaking;
camouflage
REACTION: gauging a level of sound; controlling heartbeat
and breath; feigning death; ducking out of sight
COMBINATION: >BOD+Brawl/Melee: sneak attack;
>PSY+Domination: secretly fanning fear and superstition">Stealth</label><label class="crea-culture-furtivite">+1</label><label class="crea-culte-furtivite">+1</label><label class="crea-concept-furtivite">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Furtivité" value="0" />
</td>
<td>
<button type='roll' name='roll_Furtivité' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Furtivité}} {{attr=AGILITE}} {{attr_num=@{AGILITE}}} {{skill=Furtivité}} {{skill_num=@{Furtivité}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{AGILITE}+@{Furtivité}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
</table>
</div>
</td>
<td>
<div class="tab-header">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="td-header">
<label class="carac-attr" title="People with Charisma impress through their authentic
presence. They don?t have to pretend to be liked or adored.
Others follow them out of conviction and with devotion.
Charisma opens up doors to the world: diplomacy,
negotiation, and unity require people with Charisma who
stand out from the crowd and are able leaders.">CHARISMA</label><label class="crea-culture-charisme">+1</label><label class="crea-concept-charisme">+1</label>
</td>
<td class="put">
<input class="caract-primaire" type="text" name="attr_CHARISME" value="1" />
</td>
</tr>
</tbody>
</table>
</div>
<div class="tabl">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0" >
<tbody>
<tr>
<td class="labl">
<label class="comp" title="Music and Art are an important part of any culture,
reflecting its needs and dreams, allowing people to create
great things rooted in their sensitivity and impress others.
Wishes and hopes can be reflected in the works, hearts
beat to the rhythm of the music, and songs make friends
out of foes.
Use Art when enemies do not speak the same language,
when people from different regions have to interact.
Art builds bridges beyond words, making friends out of
strangers on the road?or humiliating enemies through
the use of imposing architecture.
ACTION: Dancing; playing music; painting; tarot reading;
writing poetry; storytelling; sculpting
REACTION: Esthetical judgments; appraisals
COMBINATION: >AGI+Crafting: raising an object?s value
by embellishing it">Arts</label><label class="crea-culture-art">+1</label><label class="crea-culte-art">+1</label><label class="crea-concept-art">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Art" value="0" />
</td>
<td>
<button type='roll' name='roll_Art' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Art}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Art}} {{skill_num=@{Art}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{CHARISME}+@{Art}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Those who greet strangers with a friendly word; those
who gain a Scrapper?s trust with a few earthy jokes; those
who uphold the Phosphorites? traditions; those who meet
a Hagari?s gaze austerely and not wantonly; those who
don?t piss against the stone steles in front of the Hall of
Judgment in Justitian; those who deny their friendship
with Jehammedans when feasting with Orgiastics: they all
know the cultures and specifics of the world. They know
the unspoken rules and how to use them diplomatically to
reach their goals.
ACTION: Choosing appropriate words; knowing
traditions, rituals, and customs and acting accordingly
REACTION: Avoiding attention; seeing and evaluating
another?s reaction to an action or a statement in a cultural
context
COMBINATION: >CHA+Arts: Choosing the right gift or
an appropriate toll; >CHA+Expression: praising someone">Conduct</label><label class="crea-culture-comportement">+1</label><label class="crea-culte-comportement">+1</label><label class="crea-concept-comportement">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Comportement" value="0" />
</td>
<td>
<button type='roll' name='roll_Comportement' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Comportement<}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Comportement<}} {{skill_num=@{Comportement<}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{CHARISME}+@{Comportement<}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="The outspoken word; the truth that sets others free; the
deliberate emphasis at the right time: Expression creates
friends and foes, can threaten, flatter, hurt, command, and
catch off guard. Expression is the power of the voice, of
facial expressions and gestures. But it also enables some to
evaluate other people?s body language, to sense danger and
mistrust via sight and sound, to recognize a betrayer by the
twitching of his eyelid or to unmask a liar with pointed
questions. Coupled with leadership, expression moves the
masses, kindles faith in the hearts of the unbelievers and
wins them over.
ACTION: Body language; public speaking; teaching
REACTION: Giving hand signs; reading facial expressions
COMBINATION: >CHA+Arts: Singing and dancing">Expression</label><label class="crea-culture-express">+1</label><label class="crea-culte-express">+1</label><label class="crea-concept-express">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Expression" value="0" />
</td>
<td>
<button type='roll' name='roll_Expression' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Expression}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Expression}} {{skill_num=@{Expression}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{CHARISME}+@{Expression}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="The Isaaki stands in front of his troops, looking towards
the horizon, towards a better future. His every word echoes
with power. The tribulations his tribe had to face in recent
years will fall away, and there will be golden years. The fire
burns in the hearts of his men; the tribe has never been so
strong, so unified, so united as it is now. The Isaaki sets souls
on fire, gives his warriors a homestead in the community he
speaks of. Leadership inspires the masses, gives a goal to the
people that they can project their hopes onto.
ACTION: Encouragement; propaganda; leading groups
REACTION: Bolstering morale; avoiding mutinies
COMBINATION: >BOD+Melee or >AGI+Projectiles: combat
formations and tactical considerations; >AGI+Navigation:
herding">Leadership</label><label class="crea-culture-commandement">+1</label><label class="crea-culte-commandement">+1</label><label class="crea-concept-commandement">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Commandement" value="0" />
</td>
<td>
<button type='roll' name='roll_Commandement' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Commandement}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Commandement}} {{skill_num=@{Commandement}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{CHARISME}+@{Commandement}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="War or peace, winning or losing: it?s all a matter of
negotiation. Man has to fight for his own interests, and
in the best case, his words and his negotiation talent will
decide this fight. To reach this goal, he has to make his
counterpart think that his needs have been satisfied as well.
Everyone has won?or so it seems.
The art of Negotiation can pacify whole regions. It?s the
unbroken seal of diplomacy that decides the future of the
world, as well as the amount of money in one?s purse.
ACTION: Diplomacy; haggling; persuasion; drawing up
contracts
REACTION: Retorts; recognizing oppressive contracts
COMBINATION: >CHA+Expression: maximum profit;
>PSY+Deception: selling red dust to Stukov Nomads">Negociation</label><label class="crea-culture-negociation">+1</label><label class="crea-culte-negociation">+1</label><label class="crea-concept-negociation">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Négociation" value="0" />
</td>
<td>
<button type='roll' name='roll_Négociation' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Négociation}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Négociation}} {{skill_num=@{Négociation}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{CHARISME}+@{Négociation}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="The right tone of voice. The right look at the right moment.
A Demagogue rallies his followers through his seductive
powers. The Raven uses them to fascinate his host. The
Magpie twists the soul, makes others so devoted that they
become reckless. Those who know about Seduction can
beguile their opponents, overcome their reservations, get
to know their secrets?even those they would not confess
if tortured. The seducer burrows into his victim?s heart and
circumvents all trained forms of defense and caution.
ACTION: Seducing; flirting; turning tricks; pumping others
for information
REACTION: Counter-flirting; resistance against flattery;
recognizing and countering seductive tricks
COMBINATION: >CHA+Expression: fascinating others;
>PSY+Domination: persuading others of dependencies">Seduction</label><label class="crea-culture-seduction">+1</label><label class="crea-culte-seduction">+1</label><label class="crea-concept-seduction">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Séduction" value="0" />
</td>
<td>
<button type='roll' name='roll_Séduction' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Séduction}} {{attr=CHARISME}} {{attr_num=@{CHARISME}}} {{skill=Séduction}} {{skill_num=@{Séduction}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{CHARISME}+@{Séduction}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
</table>
</div>
</td>
</tr>
</tbody>
</table>
</div>
<div class="line2">
<table class="rub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td>
<div class="tab-header">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="td-header">
<label class="carac-attr" title="A trained and keen Intellect enables abstract thinking and
deep concentration. Both are essential to understanding
and using technology or science.
A clever thinker can quickly absorb and remember
knowledge from various sources. Intellect means planning
and foresight, considerate action, and a keen sense of
consequence.">INTELLECT</label><label class="crea-culture-intel">+1</label><label class="crea-concept-intel">+1</label>
</td>
<td class="put">
<input class="caract-concentration" type="text" name="attr_INTELLIGENCE" value="1" />
</td>
</tr>
</tbody>
</table>
</div>
<div class="tabl">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="labl">
<label class="comp" title="In the ruins, Bygone relics can still be found. Scrappers call
these technological marvels ?artifacts?, look for them to
polish up or sell to the Chroniclers. For most people, it?s
simply scrap that can only serve as exotic jewelry even after
cleaning.
Only those with Artifact Lore recognize its true value. It
opens up the gate into the world of technological wonder.
With this Skill, artifacts can be identified and gauged, and
their function can be determined.
ACTION: Using, repairing and modifying artifacts
REACTION: Identifying artifacts; recognizing meaning
and context; gauging worth
COMBINATION: >INT+Engineering: awakening or expanding
artifacts">Artefact lore</label><label class="crea-culture-artefacts">+1</label><label class="crea-culte-artefacts">+1</label><label class="crea-concept-artefacts">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Connaissance-des-artefacts" value="0" />
</td>
<td>
<button type='roll' name='roll_Ingéniosité' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Conn. des artefacts}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Conn. des artefacts}} {{skill_num=@{Connaissance-des-artefacts}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INTELLIGENCE}+@{Connaissance-des-artefacts}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Through Engineering, man dominated the world and filled
it with machinery. As a Skill, it allows the construction
of new things and the repairing of old ones. With it, a
Scrapper improves the basic operation of his rifle; the
Scourger uses a pulley to free his Kom from the swamp;
the Apocalyptic Woodpecker devises trap mechanisms;
the Paler uses the same Skill to disarm them.
ACTION: Understanding and manipulating mechanisms;
upgrading high-tech equipment
REACTION: Identifying technology; recognizing damages
or weak spots (in vehicles, AMSUMOs)
COMBINATION: >INT+Legends: reconstructing lost
technological processes
SPECIALTY: improving high-tech equipment; the modern
counterpart to >AGI+Crafting">Engineering</label><label class="crea-culture-ingeniosite">+1</label><label class="crea-culte-ingeniosite">+1</label><label class="crea-concept-ingeniosite">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Ingéniosité" value="0" />
</td>
<td>
<button type='roll' name='roll_Ingéniosité' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Ingéniosité}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Ingéniosité}} {{skill_num=@{Ingéniosité}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INTELLIGENCE}+@{Ingéniosité}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp-concentration" title="Those who Focus their mind beyond the meditative point
transcend the flesh. They are seized by an all-encompassing
calm through concentration; primal mechanisms like
anger and fear are dissected and used as weapons once
their emotional component is taken away.
When thinking clearly, every shot is a hit, and every
action is executed with cold-blooded calm.
ACTION: Mental performance; meditation and
concentration; overcoming doubts
REACTION: Self-restraint; vanquishing fears; slowing
down breath
COMBINATION: > INT+Medicine: highly complex surgeries;
>INT+Artifact lore: repairing highly complex artifacts;
>AGI+Projectiles: sharpshooter attack
SPECIALTY: Characters have to decide between INT+Focus
and INS+Primal, as the Skill not chosen here cannot
be raised. Focus and Primal are the base traits for the Ego
Points.">Focus</label><label class="crea-culture-concentration">+1</label><label class="crea-culte-concentration">+1</label><label class="crea-concept-concentration">+1</label>
</td>
<td class="put">
<input class="compe-concentration" type="text" name="attr_Concentration" value="0" />
</td>
<td>
<button class="roll-concentration" type='roll' name='roll_Concentration' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Concentration}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Concentration}} {{skill_num=@{Concentration}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INTELLIGENCE}+@{Concentration}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="The secrets of the world are borne out of the past. Those
who know them understand people and their ways: why
the Spitalians fear germs; why the Africans detest the
Crow. Sagas and Legends contain a kernel of truth at
the core, and by chewing and swallowing it, perspective
widens. Are the Palers? gods only humans? Who inspired
the rise of the Judges? What are the Usudi, and what is
their weakness?
ACTION: Knowledge about the history of the Cultures
and Cults; knowledge about inventions, the Primer, and
cities both known and forgotten; knowledge about ancient
signs and allegories; knowledge of old stories
REACTION: Gauging chance; evaluating historical developments
and the reactions of the Cults
COMBINATION: >INS+Orienteering: finding artifacts;
>BOD+Melee: revealing knowledge about the great battles;
>CHA+Leadership: summoning the ghost of the
past; >INT+Artifact lore: recognizing the workings of the
known Bygone artifact">Legends</label><label class="crea-culture-legendes">+1</label><label class="crea-culte-legendes">+1</label><label class="crea-concept-legendes">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Légendes" value="0" />
</td>
<td>
<button type='roll' name='roll_Légendes' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Légendes}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Légendes}} {{skill_num=@{Légendes}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INTELLIGENCE}+@{Légendes}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Illnesses and wounds are a part of life. Humans have the
ability to get over them?sometimes. Healers have always
been at the center of any community: shamans crush
herbs and drop them into wounds; the Elysian kindles the
fire of life by rubbing in oils; an adrenaline injection tears
the dying Preservist back from the veil and pushes him
once again into the arms of the Field Medic.
Those knowledgeable in Medicine know about the
power of nature, understand anatomy, and know the ways
of the body fluids. They play music on the strings of life.
ACTION: Diagnosing and curing illnesses; brewing
medicines; collecting healing herbs; treating wounds
REACTION: Anticipating illnesses; recognizing dangerous
substances
COMBINATION: >AGI+Dexterity: splinting fractures;
>INT+Science: knowing about pharmacy or epigenetics;
>INS+Survival: identifying medical herbs and using
natural medicine">Medicine</label><label class="crea-culture-medecine">+1</label><label class="crea-culte-medecine">+1</label><label class="crea-concept-medecine">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Médecine" value="0" />
</td>
<td>
<button type='roll' name='roll_Médecine' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Médecine}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Médecine}} {{skill_num=@{Médecine}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INTELLIGENCE}+@{Médecine}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="So much knowledge has been lost. Physics once made it
possible to focus ionized gas through magnetic fields and
emit a plasma beam with the heat of a collapsing star;
this is how the Soul Burner works. Chemistry produced
pesticides and fungicides that still keep the Sepsis at bay
today.
Those interested in the Science Skill learn about the
inner workings of the world, be they of mathematical,
chemical, or biological nature. In his hand he holds the key
to a better future.
ACTION: Reading and writing; scientific knowledge; math
knowledge; mixing explosives
REACTION: Uncovering logical errors; gauging the strength
of walls or doors; anticipating chemical reactions
COMBINATION: >AGI+Projectiles: assessing trajectories,
finding the position of an assassin using the bullet hole;
>CHA+Expression: knowledge of linguistics and various
dialects; >INT+Engineering: structural engineering
calculation; >INS+Orienteering: logistics">Science</label><label class="crea-culture-science">+1</label><label class="crea-culte-science">+1</label><label class="crea-concept-science">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Science" value="0" />
</td>
<td>
<button type='roll' name='roll_Science' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Science}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Science}} {{skill_num=@{Science}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INTELLIGENCE}+@{Science}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
</table>
</div>
</td>
<td>
<div class="tab-header">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="td-header">
<label class="carac-attr" title="Psyche is the fire that keeps our inner temperature up,
that fuels our will and faith. Psyche is mental strength,
the Intellect?s unloved sister. It fuels lies and deception,
intimidation and mental superiority. With the Psyche?s
power one can restrict the Primer?s influence and go
beyond the limits of his own abilities.">PSYCHE</label><label class="crea-culture-psyche">+1</label><label class="crea-concept-psyche">+1</label>
</td>
<td class="put">
<input class="caract-concentration" type="text" name="attr_PSYCHE" value="1" />
</td>
</tr>
</tbody>
</table>
</div>
<div class="tabl">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="labl">
<label class="comp" title="Truth is the lover of the cunning one. She bends under his
caress, and when she breaks, her ugly sister, the lie, steps
in. Both lead him to his goal without his victims being
any wiser. The Raven uses subterfuge to get through the
Judge?s interrogation. A Scrapper?s sudden joke distracts
the city guard while the smugglers creep in behind him.
A fountain of sand is kicked into the eyes of the Clan
Champion.
The Cunning realizes the possibilities around him and
uses them quick as lightning. He doesn?t have the time to
consider concepts like ?honor?.
ACTION: Planning; improvisation; distraction
REACTION: Recognizing an advantage; using subterfuge
COMBINATION: >INS+Orienteering: exploiting the
terrain as well as possible">Cunning</label><label class="crea-culture-ruse">+1</label><label class="crea-culte-ruse">+1</label><label class="crea-concept-ruse">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Ruse" value="0" />
</td>
<td>
<button type='roll' name='roll_Ruse' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Ruse}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Ruse}} {{skill_num=@{Ruse}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PSYCHE}+@{Ruse}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="You trust those you know?or those you think you know.
Those who learn the Deception Skill behave like strangers,
dress like them, and trust in their ability to blend in.
Imitation, lies, deception, and fraud are their forte, for
better or worse.
ACTION: Pretending to be someone else, disguising one?s
voice and appearance; forging documents and objects
REACTION: Lies; bluffs
COMBINATION: >AGI+Crafting: creating forgeries;
>CHA+Leadership: posing as the leader of an unknown
group">Deception</label><label class="crea-culture-tromperie">+1</label><label class="crea-culte-tromperie">+1</label><label class="crea-concept-tromperie">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Tromperie" value="0" />
</td>
<td>
<button type='roll' name='roll_Tromperie' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Tromperie}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Tromperie}} {{skill_num=@{Tromperie}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PSYCHE}+@{Tromperie}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Domination is an attack on the soul. Free will is culled by
intimidation; this creates obedience and awe. Dominant
people use their gestures, their voice, and their gaze as a
weapon to make their victims obey them.
ACTION: Intimidation; torture; terror; subjugation
REACTION: Countering influences; implementing pecking
order
COMBINATION: >CHA+Expression: roaring, battle cries;
>INS+Empathy: digging into others? feelings and using
them against them, shaking faith and will">Domination</label><label class="crea-culture-domination">+1</label><label class="crea-culte-domination">+1</label><label class="crea-concept-domination">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Domination" value="0" />
</td>
<td>
<button type='roll' name='roll_Domination' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Domination}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Domination}} {{skill_num=@{Domination}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PSYCHE}+@{Domination}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp-foi" title="Faith is a haven, a house that never collapses. Whether it?s
the Anabaptists? Neognosis, Jehammed?s promise, totems,
ancestors of the Scourgers, or the spirits of nature, the
commandments and traditions they are linked with lead
the faithful through life and protect them from seduction
and intimidation. The atheist relies on his free will, but
faith can move mountains.
The Faith Skill is tied to a religion; it offers no knowledge
about other beliefs.
ACTION: Religious knowledge; preaching; inspiring; making
sacrifices; asceticism
REACTION: Unmasking heresy; maintaining mental
strength through the power of faith
COMBINATION: >PSY+Domination: the zealot; >CHA+
Leadership: awaken fanaticism; >INS+Empathy: making
peace
SPECIALTY: The Faith Skill and the Willpower Skill cannot
be combined, the Character has to choose one of them;
PSY+Faith serves as a defense against mental influences and
protects from the results of spore infestation">Faith</label><label class="crea-culture-foi">+1</label><label class="crea-culte-foi">+1</label><label class="crea-concept-foi">+1</label>
</td>
<td class="put">
<input class="compe-foi" type="text" name="attr_Foi" value="0" />
</td>
<td>
<button class="roll-foi" type='roll' name='roll_Foi' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Foi}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Foi}} {{skill_num=@{Foi}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PSYCHE}+@{Foi}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Opportunities and dangers continually swirl around
humanity. However, recognizing them does not necessarily
mean being able to take advantage. With the Reaction
Skill, the fighter dodges a blow just in time or jumps into
cover before the salvo hits. If the hanging bridge collapses,
it leads the hands to a bailing rope.
ACTION: Taking the initiative; making quick attacks; surprising
others
REACTION: Sixth sense; noticing dangers
COMBINATION: >BOD+Brawl/Melee: surprise attacks,
knife games; >AGI+Projectiles: quick-drawing; >AGI+Mobility:
escaping a sprung trap
SPECIALTY: >PSY+Reaction determines the order of the
players? Actions during combat (Initiative)">Reaction</label><label class="crea-culture-reflexes">+1</label><label class="crea-culte-reflexes">+1</label><label class="crea-concept-reflexes">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Réflexes" value="0" />
</td>
<td>
<button type='roll' name='roll_Réflexes' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Réflexes}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Réflexes}} {{skill_num=@{Réflexes}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PSYCHE}+@{Réflexes}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp-volonte" title="Neither a god nor fate determines the path, only the human
will. It shapes, creates great things, tears down walls of
deception, protects from the whispers of the Demagogues.
It helps people withstand torture and conquer their fears.
As long as the will is strong, there is a way.
ACTION: Self-conquest; tenacity; perseverance; austerity
REACTION: Detecting superstition; repelling manipulation
COMBINATION: >PSY+Domination: asserting your will;
>BOD+Toughness: overcoming Trauma, ignoring pain
SPECIALTY: Willpower precludes the Faith Skill;
PSY+Willpower is useful for countering mental manipulation
and protects from the effects of spore infestation">Willpower</label><label class="crea-culture-volonte">+1</label><label class="crea-culte-volonte">+1</label><label class="crea-concept-volonte">+1</label>
</td>
<td class="put">
<input class="compe-volonte" type="text" name="attr_Volonté" value="0" />
</td>
<td>
<button class="roll-volonte" type='roll' name='roll_Volonté' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Volonté}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Volonté}} {{skill_num=@{Volonté}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{PSYCHE}+@{Volonté}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
</table>
</div>
</td>
<td>
<div class="tab-header">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="td-header">
<label class="carac-attr" title="Instinct has helped us to survive when neither language
nor rules did and we had to stick together anyway. Instinct
guides our rudimentary reactions to outside influences,
unleashes the beast within us. In a world without any
measure, Instinct guarantees survival.">INSTINCT</label><label class="crea-culture-instinct">+1</label><label class="crea-concept-instinct">+1</label>
</td>
<td class="put">
<input class="caract-primaire" type="text" name="attr_INSTINCT" value="1" />
</td>
</tr>
</tbody>
</table>
</div>
<div class="tabl">
<table class="ssrub" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td class="labl">
<label class="comp" title="A handful of Drafts for your counterpart?s thoughts: what
does he want, what does he think about me? Is he afraid?
Emotions communicated through body language are
easy to read for those with the Empathy Skill. An empathic
person harvests basic emotions like a farmer harvests
grain, whether dealing with individuals or with groups.
He can attune to his counterpart, reflect his emotions, or
react empathically. He realizes the true motives behind
lies and deception.
ACTION: Attuning to others; feigning friendship; assessing
and manipulating group dynamics; psychology
REACTION: Seeing the truth behind emotions; guessing
the attitude and disposition of a counterpart
COMBINATION: >INT+Medicine: imparting salvation;
>CHA+Conduct: ingratiation">Empathy</label><label class="crea-culture-empathie">+1</label><label class="crea-culte-empathie">+1</label><label class="crea-concept-empathie">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Empathie" value="0" />
</td>
<td>
<button type='roll' name='roll_Empathie' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Empathie}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Empathie}} {{skill_num=@{Empathie}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INSTINCT}+@{Empathie}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Rugged wastelands struggle against forests, spore fields,
and ruins. The landscape is changing. Towns are many
days? marches apart, and only those who know how to
read the way markers and to interpret the position of the
sun find the most direct route, circumventing dangers and
saving food and water.
With the Orienteering Skill, a traveler is at home
everywhere. Without it, he wanders aimlessly for days
and nights, even when the town he is looking for is right
behind the next chain of hills.
ACTION: Finding someone or something in the country;
drawing and reading maps; identifying way markers
REACTION: Avoiding getting lost in dust storms or blizzards;
blindly remembering the way when being abducted
COMBINATION: >AGI+Navigation: safe maneuvering;
>BOD+Athletics: exploring a target area">Orienteering</label><label class="crea-culture-orientation">+1</label><label class="crea-culte-orientation">+1</label><label class="crea-concept-orientation">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Orientation" value="0" />
</td>
<td>
<button type='roll' name='roll_Orientation' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Orientation}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Orientation}} {{skill_num=@{Orientation}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INSTINCT}+@{Orientation}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="An artifact in a sea of dust, the glittering of a telescope lens
in the distance, or the shadow between the ruins: to notice
all this in time is invaluable.
With a high Perception Skill, the details of your
surroundings are clear, leading the Scrapper to his goal or
warning the Judge of an ambush.
ACTION: Finding objects or spotting hidden things (traps);
eavesdropping at doors
REACTION: Noticing sudden events in time; spotting ambushes;
hearing or smelling stalking enemies
COMBINATION: >INS+Survival: looking for a haven;
>PSY+Reaction: sensing danger; >CHA+Arts: recognizing
forgeries">Perception</label><label class="crea-culture-perception">+1</label><label class="crea-culte-perception">+1</label><label class="crea-concept-perception">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Perception" value="0" />
</td>
<td>
<button type='roll' name='roll_Perception' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Perception}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Perception}} {{skill_num=@{Perception}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INSTINCT}+@{Perception}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp-primaire" title="Those who dedicate themselves to the Primal Skill feel
the beast snarl inside them and throw itself against the
bars of reason. Primal ferocity breaks free from its prison.
Once Primal is set free, the good and the bad aspects of self
rage in a firestorm, burning away any thought of caution
and planning. Instead, passion, the willingness to make
sacrifices, violence, and rage take over?the beast is free to
race across the plains. The mind does not control the hand
anymore; that is the heart?s job now.
ACTION: Raging and intimidating enemies
REACTION: Suppressing rational fears; following feral
survival instincts in crisis situations
COMBINATION: >INS+Taming: pack pecking orders
SPECIALTY: Characters have to decide between
>INT+Focus and >INS+Primal. Focus and Primal are the
base traits for the Ego Points.">Primal</label><label class="crea-culture-primaire">+1</label><label class="crea-culte-primaire">+1</label><label class="crea-concept-primaire">+1</label>
</td>
<td class="put">
<input class="compe-primaire" type="text" name="attr_Primaire" value="0" />
</td>
<td>
<button class="roll-primaire" type='roll' name='roll_Primaire' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Primaire}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Primaire}} {{skill_num=@{Primaire}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INSTINCT}+@{Primaire}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Where do I dig for water? Will the weather remain
unchanged? Nature knows no mercy, and nothing in
the cities prepares a traveler for it. Waiting out there, its
weapons are thirst, hunger, and sickness.
The Survival Skill sharpens instincts that have eroded
in the safety of civilization. The traveler recognizes the
water veins meandering through the underground. Tracks
in the dust warn him or lead him to a nest full of eggs.
Rabbits are caught in his traps. The wilderness is his home.
ACTION: Hunting; gathering; tracking; eviscerating;
building fires; setting traps
REACTION: Sensing danger in wilderness (poisons, traps)
COMBINATION: >AGI+Crafting: setting traps;
>INT+Science: knowledge of flora and fauna">Survival</label><label class="crea-culture-survie">+1</label><label class="crea-culte-survie">+1</label><label class="crea-concept-survie">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Survie" value="0" />
</td>
<td>
<button type='roll' name='roll_Survie' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Survie}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Survie}} {{skill_num=@{Survie}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INSTINCT}+@{Survie}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="labl">
<label class="comp" title="Those who confront wild Gendos staring and snarling, who
train birds or break in a stallion, must know about animal
instincts and behavior and counter them with confidence,
strength, and empathy. He must be skilled at Taming. With
this Skill, the Garganti integrate mammoths into their
herds, the Preservists prepare their charges for battle, and
the Scourgers train their hyenas for the hunt. The higher
the Skill, the closer the bond between human and animal.
ACTION: Calming creatures; mentally strengthening, influencing,
and training them
REACTION: Showing strength to an attacking animal and
thus unsettling it
COMBINATION: >BOD+Force: wrestling down an enemy;
>AGI+Navigation: mounted combat, setting animals on
enemies">Taming</label><label class="crea-culture-domptage">+1</label><label class="crea-culte-domptage">+1</label><label class="crea-concept-domptage">+1</label>
</td>
<td class="put">
<input class="compe" type="text" name="attr_Domptage" value="0" />
</td>
<td>
<button type='roll' name='roll_Domptage' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Domptage}} {{attr=INSTINCT}} {{attr_num=@{INSTINCT}}} {{skill=Domptage}} {{skill_num=@{Domptage}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INSTINCT}+@{Domptage}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
</tbody>
</table>
</div>
</td>
</tr>
</tbody>
</table>
</div>
<div class="tab-jet-spe">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<label class="comp" style="padding-right: 10px;">Special test </label>
</td>
<td>
<select style="width:120px;text-align:center;" name='attr_attribut'>
<option value="">ATTRIBUTE</option>
<option value=""></option>
<option value="@{PHYSIQUE}">BODY</option>
<option value="@{AGILITE}">AGILITY</option>
<option value="@{CHARISME}">CHARISMA</option>
<option value="@{INTELLIGENCE}">INTELLECT</option>
<option value="@{PSYCHE}">PSYCHE</option>
<option value="@{INSTINCT}">INSTINCT</option>
</select>
</td>
<td style="width:20px;text-align:center;font-size:1.5em;">+</td>
<td>
<select style="width:120px;text-align:center" name='attr_competence'>
<option value="">SKILL</option>
<option value=""></option>
<option value="">-* BODY *-</option>
<option value="@{Athletisme}">Athletics</option>
<option value="@{Bagarre}">Brawl</option>
<option value="@{Force}">Force</option>
<option value="@{Melée}">Melee</option>
<option value="@{Endurance}">Stamina</option>
<option value="@{Résistance}">Toughness</option>
<option value=""></option>
<option value="">-* AGILITY *-</option>
<option value="@{Craft}">Crafting</option>
<option value="@{Dextérité}">Dexterity</option>
<option value="@{Navigation}">Navigation</option>
<option value="@{Mobilité}">Mobility</option>
<option value="@{Projectiles}">Projectiles</option>
<option value="@{Furtivité}">Stealth</option>
<option value=""></option>
<option value="">-* CHARISMA *-</option>
<option value="@{Art}">Arts</option>
<option value="@{Comportement}">Conduct</option>
<option value="@{Expression}">Expression</option>
<option value="@{Commandement}">Leadership</option>
<option value="@{Négociation}">Negociation</option>
<option value="@{Séduction}">Seduction</option>
<option value=""></option>
<option value="">-* INTELLECT *-</option>
<option value="@{Conn. des artefacts}">Artefact lore</option>
<option value="@{Ingéniosité}">Engineering</option>
<option value="@{Concentration}">Focus</option>
<option value="@{Légendes}">Legends</option>
<option value="@{Médecine}">Medecine</option>
<option value="@{Science}">Science</option>
<option value=""></option>
<option value="">-* PSYCHE *-</option>
<option value="@{Ruse}">Cunning</option>
<option value="@{Tromperie}">Deception</option>
<option value="@{Domination}">Domination</option>
<option value="@{Foi}">Faith</option>
<option value="@{Réflexes}">Reaction</option>
<option value="@{Volonté}">Willpower</option>
<option value=""></option>
<option value="">-* INSTINCT *-</option>
<option value="@{Empathie}">Empathy</option>
<option value="@{Orientation}">Orienteering</option>
<option value="@{Perception}">Perception</option>
<option value="@{Primaire}">Primal</option>
<option value="@{Survie}">Survival</option>
<option value="@{Domptage}">Taming</option>
</select>
</td>
<td style="padding-left: 10px;">
<button style="margin-bottom:2px" type='roll' name='roll_Special' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Special}} {{attr=ATTRIBUTE}} {{attr_num=@{attribut}}} {{skill=Skill}} {{skill_num=@{competence}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{[[(@{attribut}+@{competence}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]])d6}>4]]}}"></button>
</td>
</tr>
</tbody>
</table>
</div>
<div class="tab-potspe">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<div class="tab-pot">
<div class="carac-div"><img class="etoile" src="http://i64.tinypic.com/2ufat85.png"/><label class="carac">POTENTIALS</label></div>
<fieldset class="repeating_potentiel">
<table class="ssrub-pot" cellspacing="0" cellpatding="0" border="0">
<tbody>
<tr>
<td>
<input style="width:180px;" type="text" class="input-info" name="attr_pot" placeholder="Name" />
</td>
<td class="put">
<input class="compe" type="text" name="attr_Potentiel" value="1"/>
</td>
</tr>
<tr>
<td class="labl">
<textarea class="textarea-pot" name="attr_Lab-Potentiel" placeholder="Description"></textarea>
</td>
<td>
</td>
</tr>
</tbody>
</table>
</fieldset>
</div>
</td>
<td>
<div class="tab-special">
<div class="carac-div"><img class="etoile" src="http://i64.tinypic.com/2ufat85.png"/><label class="carac">TRAITS</label></div>
<fieldset class="repeating_special">
<input style="width:180px;margin-bottom:6px;margin-top:5px;" type="text" class="input-info" name="attr_special" placeholder="Name"/>
<textarea class="textarea-special" name="attr_Lab-Special" placeholder="Description"></textarea>
</fieldset>
</div>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<!-- Tab equipement -->
<div class="sheet-section-equip">
<div class="tab-cac">
<div class="carac-div"><img class="etoile" src="http://i64.tinypic.com/2ufat85.png"/><label class="carac">WEAPONS (contact)</label></div>
<br/>
<table cellspacing="0" cellpadding="0" border="0">
<thead>
<th style="width:324px;" title="Description">Description</th>
<th style="width:49px;" title="Bonus/Malus in handling">Hand</th>
<th style="width:54px;" title="Range">Range</th>
<th style="width:34px;" title="Damage">Dam</th>
<th style="width:79px;" title="Number of ammunition (max/actual)">Mag</th>
<th style="width:34px;" title="Weight">Wei</th>
<th style="width:49px;" title="Tech level">Tech</th>
<th style="width:54px;" title="Number of slots for modifications (max/remaining)">Slots</th>
<th style="width:30px;" title="Attack roll">Att</th>
<th style="width:30px;" title="Defense roll">Def</th>
</thead>
</table>
<fieldset class="repeating_cac">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="width:324px;">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<input type="text" class="input-info" name="attr_cac-Description" style="width:225px;font-size:16px;padding-bottom:3px;" placeholder="Name" title="Description"/>
<select style="width:75px;text-align:center" name='attr_cac-comp' title="Skill for the test">
<option value="(@{PHYSIQUE}+@{Melée})">Melee</option>
<option value="(@{PHYSIQUE}+@{Bagarre})">Brawl</option>
</select>
</td>
</tr>
<tr>
<td><TEXTAREA name='attr_cac-Propriétésa' style="width:300px;height:40px;" placeholder="Properties" title="Properties"></textarea></td>
</tr>
</tbody>
</table>
</td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_cac-Maniement' title="Bonus/Malus in handling">
<option value="+3">+3</option>
<option value="+2">+2</option>
<option value="+1">+1</option>
<option value="0" selected>0</option>
<option value="-1">-1</option>
<option value="-2">-2</option>
<option value="-3">-3</option>
</select>
</td>
<td style="width:54px;text-align:center"><input style="width:50px;text-align:center" name='attr_cac-Portée' type="text" value="-" title="Range"/></td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center" name='attr_cac-Dégâts' type="text" value="0" title="Damage"/></td>
<td style="width:79px;text-align:center"><input style="width:43px;text-align:center;background-color:lightgrey;color:darkgrey;" name='attr_cac-Munitions-max' type="text" value="-" title="Max number of ammunition"/><input style="width:45px;text-align:center" name='attr_cac-Munitions' type="number" value="-" title="Actual of ammunition (max/actual)"/></td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center" name='attr_cac-Poids' type="text" value="-" title="Weight"/></td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_cac-Tech' title="Tech level">
<option value="I" selected title="Primitive">I</option>
<option value="II" title="Medieval">II</option>
<option value="III" title="Progressive">III</option>
<option value="IV" title="Industrial Age">IV</option>
<option value="V" title="Transhuman Age">V</option>
<option value="VI" title="Wonderland">VI</option>
</select>
</td>
<td style="width:54px;text-align:center"><input style="width:30px;text-align:center;background-color:lightgrey;color:darkgrey;" name='attr_cac-Slot-max' type="text" value="-" title="Max number of slots for modifications"/><input style="width:30px;text-align:center" name='attr_cac-Slot' type="text" value="-" title="Actual number of slots for modifications"/></td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll"name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{action=attacks}} {{weapon=@{cac-Description}}} {{qualite_arme=@{cac-Propriétésa}}} {{attr=Combat}} {{attr_num=[[@{cac-comp}]]}} {{mod_num=[[@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}(@{Poids-total_max})*floor(@{Poids-total}/(@{Poids-total_max})))]]}} {{deg_num=@{cac-Dégâts}}} {{result=[[{([[@{cac-comp}+@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
<td style="width:30px;text-align:center"><button type='roll' title="Defense roll"name='roll_def' value="&{template:degen-def} {{name=@{character_name}}} {{action=parries}} {{weapon=@{cac-Description}}} {{qualite_arme=@{cac-Propriétésa}}} {{attr=Combat}} {{attr_num=[[@{cac-comp}]]}} {{mod_num=[[@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-@{Terrain}-(@{Mouv}*2)+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{cac-Dégâts}}} {{result=[[{([[@{cac-comp}+@{cac-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</tr>
</tbody>
</table>
</fieldset>
</div>
<div class="tab-bouclier">
<div class="carac-div"><img class="etoile" src="http://i64.tinypic.com/2ufat85.png"/><label class="carac">SHIELDS</label></div>
<br/>
<table cellspacing="0" cellpadding="0" border="0">
<thead>
<th style="width:324px;" title="Description">Description</th>
<th style="width:49px;" title="Active defense bonus">Hand</th>
<th style="width:49px;" title="Passive defense bonus">Def</th>
<th style="width:49px;" title="Attack malus">Att</th>
<th style="width:34px;" title="Weight">Wei</th>
<th style="width:49px;" title="Tech level">Tech</th>
<th style="width:64px;" title="Number of slots for modifications (max/remaining)">Slots</th>
<th style="width:30px;" title="Defense roll">Def</th>
</thead>
</table>
<fieldset class="repeating_bouclier">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="width:324px;">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<input type="text" class="input-info" name="attr_bouclier-Description" style="width:200px;font-size:16px;margin-bottom:3px;" placeholder="Name" title="Description"/>
</td>
</tr>
<tr>
<td><TEXTAREA name='attr_bouclier-Propriétésa' style="width:300px;height:40px;" placeholder="Properties" title="Properties"></textarea></td>
</tr>
</tbody>
</table>
</td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_bouclier-Maniement' title="Active defense bonus">
<option value="3">4</option>
<option value="3">3</option>
<option value="2">2</option>
<option value="1">1</option>
<option value="0" selected>0</option>
</select>
</td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_bouclier-Defense' title="Passive defense bonus">
<option value="3">4</option>
<option value="3">3</option>
<option value="2">2</option>
<option value="1">1</option>
<option value="0" selected>0</option>
</select>
</td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_bouclier-Attaque' title="Attack malus">
<option value="0" selected>0</option>
<option value="1">-1</option>
<option value="2">-2</option>
<option value="3">-3</option>
<option value="4">-4</option>
</select>
</td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center" name='attr_bouclier-Poids' type="text" value="-" title="Weight"/></td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_bouclier-Tech' title="Tech level">
<option value="I" selected title="Primitive">I</option>
<option value="II" title="Medieval">II</option>
<option value="III" title="Progressive">III</option>
<option value="IV" title="Industrial Age">IV</option>
<option value="V" title="Transhuman Age">V</option>
<option value="VI" title="Wonderland">VI</option>
</select>
</td>
<td style="width:64px;text-align:center"><input style="width:30px;text-align:center;background-color:lightgrey;color:darkgrey;" name='attr_bouclier-Slot-max' type="text" value="-" title="Max number of slots for modifications"/><input style="width:30px;text-align:center" name='attr_bouclier-Slot' type="text" value="-" title="Actual number of slots for modifications"/></td>
<td style="width:30px;text-align:center"><button type='roll' title="Defense roll"name='roll_def' value="&{template:degen-def} {{name=@{character_name}}} {{action=parries}} {{weapon=@{bouclier-Description}}} {{qualite_arme=@{bouclier-Propriétésa}}} {{attr=PHYSIQUE}} {{attr_num=[[@{PHYSIQUE}]]}} {{skill=Mélée}} {{skill_num=[[@{Melée}]]}} {{mod_num=[[@{bouclier-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{PHYSIQUE}+@{Melée}+@{bouclier-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</tr>
</tbody>
</table>
</fieldset>
</div>
<div class="tab-projectiles">
<div class="carac-div"><img class="etoile" src="http://i64.tinypic.com/2ufat85.png"/><label class="carac">WEAPONS (projectiles)</label></div>
<br/>
<table cellspacing="0" cellpadding="0" border="0">
<thead>
<th style="width:324px;" title="Description">Description</th>
<th style="width:49px;" title="Bonus/Malus in handling">Hand</th>
<th style="width:34px;" title="Weight">Wei</th>
<th style="width:49px;" title="Tech level">Tech</th>
<th style="width:64px;" title="Number of slots for modifications (max/remaining)">Slots</th>
</thead>
</table>
<fieldset class="repeating_projectiles">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="width:324px;">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<input type="text" class="input-info" name="attr_arme-Description" style="width:200px;font-size:16px;padding-bottom:3px;" placeholder="Name" title="Description"/>
<select style="width:100px;text-align:center" name='attr_arme-comp' title="Skill for the test">
<option value="(@{AGILITE}+@{Projectiles})">Projectiles</option>
<option value="(@{INTELLIGENCE}+@{Ingéniosité})">Engineering</option>
<option value="(@{PHYCHE}+@{Domination})">Domination</option>
</select>
</td>
</tr>
<tr>
<td><TEXTAREA name='attr_arme-Propriétésa' style="width:300px;height:40px;" placeholder="Properties" title="Properties"></textarea></td>
</tr>
</tbody>
</table>
</td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_arme-Maniement' title="Bonus/Malus in handling">
<option value="+3">+3</option>
<option value="+2">+2</option>
<option value="+1">+1</option>
<option value="0" selected>0</option>
<option value="-1">-1</option>
<option value="-2">-2</option>
<option value="-3">-3</option>
</select>
</td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center" name='attr_arme-Poids' type="text" value="-" title="Weight"/></td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_arme-Tech' title="Tech level">
<option value="I" selected title="Primitive">I</option>
<option value="II" title="Medieval">II</option>
<option value="III" title="Progressive">III</option>
<option value="IV" title="Industrial Age">IV</option>
<option value="V" title="Transhuman Age">V</option>
<option value="VI" title="Wonderland">VI</option>
</select>
</td>
<td style="width:64px;text-align:center"><input style="width:30px;text-align:center;background-color:lightgrey;color:darkgrey;" name='attr_arme-Slot-max' type="text" value="-" title="Max number of slots for modifications"/><input style="width:30px;text-align:center" name='attr_arme-Slot' type="text" value="-" title="Actual number of slots for modifications"/></td>
</tr>
</tbody>
</table>
<div class="munition">
<table cellspacing="0" cellpadding="0" border="0">
<thead>
<th style="width:124px;" title="Type">Type</th>
<th style="width:54px;" title="Range">Range</th>
<th style="width:34px;" title="Dammage">Dam</th>
<th style="width:84px;" title="Number of ammunition (max/actuel)">Munitions</th>
<th style="width:304px;" title="Properties">Properties</th>
<th style="width:49px;" title="Tech level">Tech</th>
<th style="width:30px;" title="Attack roll">Att</th>
</thead>
</table>
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="width:124px;text-align:center"><input class="input-info" style="width:120px;font-size:14px;padding-bottom:3px;" name='attr_muni-Description' type="text" placeholder="Ammunition 1" title="Type of ammunition"/></td>
<td style="width:54px;text-align:center"><input style="width:50px;text-align:center" name='attr_muni-Portée' type="text" value="-" title="Range"/></td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center" name='attr_muni-Dégâts' type="text" value="0" title="Dammage"/></td>
<td style="width:84px;text-align:center"><input style="width:30px;text-align:center;background-color:lightgrey;color:darkgrey;" name='attr_muni-Munitions-max' type="text" value="-" title="Max number of ammunition"/><input style="width:50px;text-align:center" name='attr_muni-Munitions' type="number" value="-" title="Actual number of ammunition"/></td>
<td style="width:304px;text-align:center"><input style="width:300px;" name='attr_muni-Propriétésa' type="text" placeholder="Properties" title="Properties"/></td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_muni-Tech' title="Tech level">
<option value="I" selected title="Primitive">I</option>
<option value="II" title="Medieval">II</option>
<option value="III" title="Progressive">III</option>
<option value="IV" title="Industrial Age">IV</option>
<option value="V" title="Transhuman Age">V</option>
<option value="VI" title="Wonderland">VI</option>
</select>
</td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll" name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{action=attacks}} {{weapon=@{arme-Description}}} {{munition=@{muni-Description}}} {{qualite_arme=@{arme-Propriétésa}}} {{qualite_munition=@{muni-Propriétésa}}} {{attr=Combat}} {{attr_num=[[@{arme-comp}]]}} {{mod_num=[[@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{muni-Dégâts}}} {{result=[[{([[@{arme-comp}+@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</tr>
<tr>
<td style="width:124px;text-align:center"><input class="input-info" style="width:120px;font-size:14px;padding-bottom:3px;" name='attr_muni2-Description' type="text" placeholder="Ammunition 2" title="Type of ammunition"/></td>
<td style="width:54px;text-align:center"><input style="width:50px;text-align:center" name='attr_muni2-Portée' type="text" value="-" title="Range"/></td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center" name='attr_muni2-Dégâts' type="text" value="0" title="Dammage"/></td>
<td style="width:84px;text-align:center"><input style="width:30px;text-align:center;background-color:lightgrey;color:darkgrey;" name='attr_muni2-Munitions-max' type="text" value="-" title="Max number of ammunition"/><input style="width:50px;text-align:center" name='attr_muni2-Munitions' type="number" value="-" title="Actual number of ammunition"/></td>
<td style="width:304px;text-align:center"><input style="width:300px;" name='attr_muni2-Propriétésa' type="text" placeholder="Properties" title="Properties"/></td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_muni2-Tech' title="Tech level">
<option value="I" selected title="Primitive">I</option>
<option value="II" title="Medieval">II</option>
<option value="III" title="Progressive">III</option>
<option value="IV" title="Industrial Age">IV</option>
<option value="V" title="Transhuman Age">V</option>
<option value="VI" title="Wonderland">VI</option>
</select>
</td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll" name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{action=attacks}} {{weapon=@{arme-Description}}} {{munition=@{muni2-Description}}} {{qualite_arme=@{arme-Propriétésa}}} {{qualite_munition=@{muni2-Propriétésa}}} {{attr=Combat}} {{attr_num=[[@{arme-comp}]]}} {{mod_num=[[@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{muni2-Dégâts}}} {{result=[[{([[@{arme-comp}+@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</tr>
<tr>
<td style="width:124px;text-align:center"><input class="input-info" style="width:120px;font-size:14px;padding-bottom:3px;" name='attr_muni3-Description' type="text" placeholder="Ammunition 3" title="Type of ammunition"/></td>
<td style="width:54px;text-align:center"><input style="width:50px;text-align:center" name='attr_muni3-Portée' type="text" value="-" title="Range"/></td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center" name='attr_muni3-Dégâts' type="text" value="0" title="Dammage"/></td>
<td style="width:84px;text-align:center"><input style="width:30px;text-align:center;background-color:lightgrey;color:darkgrey;" name='attr_muni3-Munitions-max' type="text" value="-" title="Max number of ammunition"/><input style="width:50px;text-align:center" name='attr_muni3-Munitions' type="number" value="-" title="Actual number of ammunition"/></td>
<td style="width:304px;text-align:center"><input style="width:300px;" name='attr_muni3-Propriétésa' type="text" placeholder="Properties" title="Properties"/></td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_muni3-Tech' title="Tech level">
<option value="I" selected title="Primitive">I</option>
<option value="II" title="Medieval">II</option>
<option value="III" title="Progressive">III</option>
<option value="IV" title="Industrial Age">IV</option>
<option value="V" title="Transhuman Age">V</option>
<option value="VI" title="Wonderland">VI</option>
</select>
</td>
<td style="width:30px;text-align:center"><button type='roll' title="Attack roll" name='roll_attaque' value="&{template:degen-combat} {{name=@{character_name}}} {{action=attacks}} {{weapon=@{arme-Description}}} {{munition=@{muni3-Description}}} {{qualite_arme=@{arme-Propriétésa}}} {{qualite_munition=@{muni3-Propriétésa}}} {{attr=Combat}} {{attr_num=[[@{arme-comp}]]}} {{mod_num=[[@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{deg_num=@{muni3-Dégâts}}} {{result=[[{([[@{arme-comp}+@{arme-Maniement}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</tr>
</tbody>
</table>
</div>
</fieldset>
</div>
<div class="tab-armure">
<div class="carac-div"><img class="etoile" src="http://i64.tinypic.com/2ufat85.png"/><label class="carac">ARMORS</label></div>
<br/>
<table cellspacing="0" cellpadding="0" border="0">
<thead>
<th style="width:324px;" title="Description">Description</th>
<th style="width:34px;" title="Armor value">Ar</th>
<th style="width:34px;" title="Weight">Wei</th>
<th style="width:49px;" title="Tech level">Tech</th>
<th style="width:64px;" title="Number of slots for modifications (max/remaining)">Slots</th>
</thead>
</table>
<fieldset class="repeating_armure">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="width:324px;">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<input type="text" class="input-info" name="attr_armure-Description" style="width:200px;font-size:16px;margin-bottom:3px;" placeholder="Name" title="Description"/>
</td>
</tr>
<tr>
<td><TEXTAREA name='attr_armure-Propriétésa' style="width:300px;height:40px;" placeholder="Properties" title="Properties"></textarea></td>
</tr>
</tbody>
</table>
</td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center" name='attr_armure-Valeurarm' type="text" value="0" title="Armor value"/></td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center" name='attr_armure-Poids' type="text" value="-" title="Weight"/></td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_armure-Tech' title="Tech level">
<option value="I" selected title="Primitive">I</option>
<option value="II" title="Medieval">II</option>
<option value="III" title="Progressive">III</option>
<option value="IV" title="Industrial Age">IV</option>
<option value="V" title="Transhuman Age">V</option>
<option value="VI" title="Wonderland">VI</option>
</select>
</td>
<td style="width:64px;text-align:center"><input style="width:30px;text-align:center;background-color:lightgrey;color:darkgrey;" name='attr_armure-Slot-max' type="text" value="-" title="Max number of slots for modifications"/><input style="width:30px;text-align:center" name='attr_armure-Slot' type="text" value="-" title="Actual number of slots for modifications"/></td>
</tr>
</tbody>
</table>
</fieldset>
</div>
<div class="tab-equip">
<div class="carac-div"><img class="etoile" src="http://i64.tinypic.com/2ufat85.png"/><label class="carac">EQUIPMENTS</label></div>
<br/>
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<table cellspacing="0" cellpadding="0" border="0">
<thead>
<th style="width:224px;" title="Description">Description</th>
<th style="width:34px;" title="Weight">Wei</th>
<th style="width:49px;" title="Tech level">Tech</th>
</thead>
</table>
<fieldset class="repeating_equip">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="width:324px;">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="width:224px;">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<input type="text" class="input-info" name="attr_equip-Description" style="width:200px;font-size:16px;margin-bottom:3px;" placeholder="Name" title="Description"/>
</td>
</tr>
<tr>
<td><TEXTAREA name='attr_equip-Effet' style="width:220px;height:40px;" placeholder="Effets" title="Effets"></textarea></td>
</tr>
</tbody>
</table>
</td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center;" name='attr_equip-Poids' type="text" value="-" title="Weight"/></td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_equip-Tech' title="Tech level">
<option value="I" selected title="Primitive">I</option>
<option value="II" title="Medieval">II</option>
<option value="III" title="Progressive">III</option>
<option value="IV" title="Industrial Age">IV</option>
<option value="V" title="Transhuman Age">V</option>
<option value="VI" title="Wonderland">VI</option>
</select>
</td>
</tr>
</tbody>
</table>
</fieldset>
</td>
<td style="padding-left:130px;">
<table cellspacing="0" cellpadding="0" border="0">
<thead>
<th style="width:224px;" title="Description">Description</th>
<th style="width:34px;" title="Weight">Wei</th>
<th style="width:49px;" title="Tech level">Tech</th>
</thead>
</table>
<fieldset class="repeating_equip">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="width:324px;">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="width:224px;">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<input type="text" class="input-info" name="attr_equip2-Description" style="width:200px;font-size:16px;margin-bottom:3px;" placeholder="Nom" title="Description"/>
</td>
</tr>
<tr>
<td><TEXTAREA name='attr_equip2-Effet' style="width:220px;height:40px;" placeholder="Effets" title="Effets"></textarea></td>
</tr>
</tbody>
</table>
</td>
<td style="width:34px;text-align:center"><input style="width:30px;text-align:center;" name='attr_equip2-Poids' type="text" value="-" title="Weight"/></td>
<td style="width:49px;text-align:center">
<select style="width:45px;text-align:center" name='attr_equip2-Tech' title="Tech level">
<option value="I" selected title="Primitive">I</option>
<option value="II" title="Medieval">II</option>
<option value="III" title="Progressive">III</option>
<option value="IV" title="Industrial Age">IV</option>
<option value="V" title="Transhuman Age">V</option>
<option value="VI" title="Wonderland">VI</option>
</select>
</td>
</tr>
</tbody>
</table>
</fieldset>
</td>
</tr>
</tbody>
</table>
</div>
</div>
<!-- Pied de page -->
<div class="footer">
<div class="tab-aide">
<label class="carac aideaucombat">COMBAT HELPER</label>
<div><label class="carac bonusmalus">BONUS/MALUS</label></div>
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<div class="tab-modif">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="padding-bottom:40px;">
<label class="comp" title="Total of bonus/malus (Bonus/Malus/Moving/Range/Visibility/Ground/Trauma/Encumbrance)">Total</label>
</td>
<td style="padding-bottom:40px;">
<input class="totalmalusbonus" title="Total of bonus/malus (Bonus/Malus/Moving/Range/Visibility/Ground/Trauma/Encumbrance)" disabled="true" name='attr_totalbonusmalus' type="text" value="[[@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}-@{Distance}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]" />
</td>
</tr>
<tr>
<td style="padding-bottom:5px">
<label class="comp" title="Bonus">Bonus </label>
</td>
<td title="Bonus" style="padding-bottom:5px">
<select style="width:45px;text-align:center" name='attr_Bonus'>
<option value="0" selected>0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
</select>
</td>
</tr>
<tr>
<td>
<label class="comp" title="Malus">Malus </label>
</td>
<td>
<select title="Malus" style="width:45px;text-align:center" name='attr_Malus'>
<option value="0" selected>0</option>
<option value="1">-1</option>
<option value="2">-2</option>
<option value="3">-3</option>
<option value="4">-4</option>
<option value="5">-5</option>
</select>
</td>
</tr>
</tbody>
</table>
</td>
<td style="padding-left: 30px;">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td>
<label style="text-align:right;width:100px;" class="comp" title="Etes-vous debout et actif ?">Standing </label>
</td>
<td style="width:120px;padding-bottom:2px;">
<select style="width:120px; text-align:center;" name='attr_Debout' title="Are you on your feet and active ?">
<option value="0">No</option>
<option value="1" default>Yes</option>
</select>
</td>
</tr>
<tr>
<td>
<label style="text-align:right;width:100px;" class="comp" title="Did you move more than 2 meters ?">Moving</label>
</td>
<td style="width:120px;padding-bottom:2px;">
<select style="width:120px; text-align:center;" name='attr_Mouv' title="Did you move more than 2 meters ?">
<option value="0" default>No</option>
<option value="1">Yes</option>
</select>
</td>
</tr>
<tr>
<td>
<label style="text-align:right;width:100px;" class="comp" title="Are you behind any cover (natural cover or shield) ?">Cover</label>
</td>
<td style="width:120px;padding-bottom:2px;">
<select style="width:120px; text-align:center;" name='attr_Couvert' title="Are you behind any cover (natural cover or shield) ?">
<option value="0" default>No</option>
<option value="1">Partial/shield</option>
<option value="4">Complete</option>
</select>
</td>
</tr>
<tr>
<td>
<label style="text-align:right;width:100px;" class="comp" title="What is the visibility around you ?">Visibility </label>
</td>
<td style="width:120px;padding-bottom:2px;">
<select style="width:120px; text-align:center;" name='attr_Visibilité' title="What is the visibility around you ?">
<option value="0" default>Good</option>
<option value="1">Poor</option>
<option value="2">Twilight</option>
<option value="4">Obscurity</option>
</select>
</td>
</tr>
<tr>
<td>
<label style="text-align:right;width:100px;" class="comp" title="What kind of ground is beneath your feets ?">Ground </label>
</td>
<td style="width:120px;padding-bottom:2px;">
<select style="width:120px; text-align:center;" name='attr_Terrain' title="What kind of ground is beneath your feets ?">
<option value="0" default>Normal</option>
<option value="1">Rough</option>
<option value="2">Hard</option>
<option value="4">Extreme</option>
</select>
</td>
</tr>
<tr>
<td>
<label style="text-align:right;width:100px;" class="comp" title="To what range is your target ?">Range </label>
</td>
<td style="width:120px;padding-bottom:2px;">
<select style="width:120px; text-align:center;" name='attr_Distance' title="To what range is your target ?">
<option value="0" default>Normal</option>
<option value="4">Long</option>
<option value="8">Extreme</option>
</select>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
</div>
</td>
<td>
<div class="tab-jets">
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td class="lab2">
<label class="comp" title="Initiative roll (PSYCHE+Reaction) - You have to click on your token before rolling dices">Initiative</label>
</td>
<td>
<button title="Initiative roll (PSYCHE+Reaction) - You have to click on your token rolling dices" style="margin-bottom:2px" type='roll' name='roll_Initiative' value="&{template:degen-comp} {{name=@{character_name}}} {{roll_name=Initiative}} {{attr=PSYCHE}} {{attr_num=@{PSYCHE}}} {{skill=Réflexes}} {{skill_num=@{Réflexes}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{PSYCHE}+@{Réflexes}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4 &{tracker}]]}}"></button>
</td>
</tr>
<tr>
<td class="lab2">
<label class="comp" title="Dodge roll (AGILITE+Mobility)">Dodge</label>
</td>
<td>
<button title="Dodge roll (AGILITE+Mobility)" type='roll' name='roll_def' value="&{template:degen-def} {{name=@{character_name}}} {{action=dodges}} {{attr=AGILITE}} {{attr_num=[[@{AGILITE}]]}} {{skill=Mobilité}} {{skill_num=[[@{Mobilité}]]}} {{mod_num=[[@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{AGILITE}+@{Mobilité}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</td>
</tr>
<tr>
<td class="lab2">
<label class="comp" title="Disarmed parry roll (PHYSIQUE+Brawl)">Disarmed parry</label>
</td>
<td>
<button title="Disarmed parry roll (PHYSIQUE+Brawl)" type='roll' name='roll_def' value="&{template:degen-def} {{name=@{character_name}}} {{action=parries}} {{weapon=hands}} {{attr=PHYSIQUE}} {{attr_num=[[@{PHYSIQUE}]]}} {{skill=Bagarre}} {{skill_num=[[@{Bagarre}]]}} {{mod_num=[[@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]]}} {{result=[[{([[@{PHYSIQUE}+@{Bagarre}+@{Bonus}-@{Malus}-@{Visibilité}-(@{Mouv}*2)-@{Terrain}+@{Traumatisme}-@{Traumatisme_max}-((@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max}))]])d6}>4]]}}"></button></td>
</td>
</tr>
<tr>
<td class="lab2">
<label class="comp" title="First aid roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices">First aid</label>
</td>
<td>
<button title="First aid roll (INTELLIGENCE+Medicine) - You have to click on the token of the person you want to heal before rolling dices" style="margin-bottom:2px" type='roll' name='roll_Premiers-soins' value="&{template:degen-soins} {{name=@{character_name}}} {{target=@{target|token_name}}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Médecine}} {{skill_num=@{Médecine}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max}]]}} {{result=[[{(@{INTELLIGENCE}+@{Médecine}+@{Bonus}-@{Malus}+@{Traumatisme}-@{Traumatisme_max})d6}>4]]}}"></button>
</td>
</tr>
<tr>
<td class="lab2">
<label class="comp" title="Surgery roll (INTELLIGENCE+Medecine) - You have to click on the token of the person you want to heal before rolling dices">Surgery</label>
</td>
<td>
<button title="Surgery roll (INTELLIGENCE+Medecine) - You have to click on the token of the person you want to heal before rolling dices" style="margin-bottom:2px" type='roll' name='roll_Chirurgie' value="&{template:degen-chirurgie} {{name=@{character_name}}} {{target=@{target|token_name}}} {{trauma=[[@{target|Traumatisme_max}-@{target|Traumatisme}-1]]}} {{trauma2=[[@{target|Traumatisme_max}-@{target|Traumatisme}]]}} {{attr=INTELLIGENCE}} {{attr_num=@{INTELLIGENCE}}} {{skill=Médecine}} {{skill_num=@{Médecine}}} {{mod_num=[[@{Bonus}-@{Malus}+@{Traumatisme}-(@{Traumatisme_max})]]}} {{result=[[{(@{INTELLIGENCE}+@{Médecine}+@{Bonus}-@{Malus}+@{Traumatisme}-(@{Traumatisme_max}))d6}>4]]}}"></button>
</td>
</tr>
</tbody>
</table>
</div>
</td>
<td>
<div class="tab-defdep">
<table cellspacing="0" cellpadding="0" border="0" style="margin-bottom:30px;">
<tbody>
<tr>
<td style="width:120px;"><label class="comp" style="line-height:0.8em;" title="Movement max per round in combat (in meters)">Movement</label></td>
<td>
<input class="deplacement" title="Movement max per round in combat (in meters)" name='attr_Déplacement' type="text" disabled="disabled" value="@{PHYSIQUE}+@{Athlétisme}-([[(@{Poids-total}-@{Poids-total_max})*floor(@{Poids-total}/@{Poids-total_max})]])"/>
</td>
</tr>
</tr>
</tbody>
</table>
<label class="comp" style="display: block;" title="Your passive defense">Passive defense</label>
<table cellspacing="0" cellpadding="0" border="0">
<tbody>
<tr>
<td style="width:60px;padding-left:20px;" title="Your base passive defense">Base </td>
<td style="width:60px;padding-left:20px;" title="Your actual passive defense (Base defense/Standing/Cover/Moving)">Actual </td>
</tr>
<tr>
<td style="text-align:center;">
<input class="defpassbase" name='attr_Defpassdef' type="text" value="1" title="Your base passive defense"/>
</td>
<td style="text-align:center;">
<input class="defpassactuel" name='attr_Defpassact' type="text" disabled="disabled" value="@{Defpassdef}+@{Debout}+@{Couvert}+@{Mouv}" title="Your actual passive defense (Base defense/Standing/Cover/Moving)"/>
</td>
</tr>
</tbody>
</table>
</div>
</td>
</tr>
</tbody>
</table>
</div>
</div>
</div>