2883 lines
189 KiB
HTML
2883 lines
189 KiB
HTML
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<rolltemplate class="sheet-rolltemplate-degen-comp">
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<table>
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<tr><th>{{name}} tests {{#roll_name}} {{roll_name}}{{/roll_name}}</th></tr>
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<tr><td class="attr">
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{{#attr}}
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{{attr}}({{attr_num}})
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{{/attr}}
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{{#skill}}
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+ {{skill}}({{skill_num}})
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{{/skill}}
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{{#mod_num}}
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+ Bonus/Malus({{mod_num}})
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{{/mod_num}}
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</td></tr>
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<tr>
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<td class="result">{{result}} Successes</td>
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</tr>
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</table>
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</rolltemplate>
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<rolltemplate class="sheet-rolltemplate-degen-combat">
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<table>
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<tr><th>{{name}} {{action}}</th></tr>
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<tr>
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<td class="weapon">{{weapon}}</td>
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</tr>
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<tr>
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<td class="qualite">{{qualite_arme}}</td>
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</tr>
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<tr>
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<td class="munition">{{munition}}</td>
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</tr>
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<tr>
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<td class="qualite">{{qualite_munition}}</td>
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</tr>
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<tr><td class="attr">
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{{#attr}}
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{{attr}}({{attr_num}})
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{{/attr}}
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{{#skill}}
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+ {{skill}}({{skill_num}})
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{{/skill}}
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{{#mod_num}}
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+ Bonus/Malus({{mod_num}})
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{{/mod_num}}
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</td></tr>
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<tr>
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<td class="result">{{result}} Successes</td>
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</tr>
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<tr>
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<td class="degat">{{deg_num}} damages</td>
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</tr>
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</table>
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</rolltemplate>
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<rolltemplate class="sheet-rolltemplate-degen-def">
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<table>
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<tr><th>{{name}} {{action}}</th></tr>
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<tr>
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<td class="weapon">{{weapon}}</td>
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</tr>
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<tr>
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<td class="qualite">{{qualite_arme}}</td>
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</tr>
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<tr><td class="attr">
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{{#attr}}
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{{attr}}({{attr_num}})
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{{/attr}}
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{{#skill}}
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+ {{skill}}({{skill_num}})
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{{/skill}}
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{{#mod_num}}
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+ Bonus/Malus({{mod_num}})
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{{/mod_num}}
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</td></tr>
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<tr>
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<td class="result">{{result}} Successes</td>
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</tr>
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</table>
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</rolltemplate>
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<rolltemplate class="sheet-rolltemplate-degen-soins">
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<table>
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<tr><th>{{name}} heals {{target}}</th></tr>
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<tr><td class="attr">
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{{#attr}}
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{{attr}}({{attr_num}})
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{{/attr}}
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{{#skill}}
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+ {{skill}}({{skill_num}})
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{{/skill}}
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{{#mod_num}}
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+ Bonus/Malus({{mod_num}})
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{{/mod_num}}
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</td></tr>
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<tr>
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<td class="result">{{result}} successes</td>
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</tr>
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{{#rollGreater() result 1}}
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<tr>
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<td class="soin">1 wound healed</td>
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</tr>
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{{/rollGreater() result 1}}
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{{#rollLess() result 2}}
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<tr>
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<td class="soin">Failure !</td>
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</tr>
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{{/rollLess() result 2}}
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</table>
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</rolltemplate>
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<rolltemplate class="sheet-rolltemplate-degen-chirurgie">
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<table>
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<tr><th>{{name}} operates {{target}}</th></tr>
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<tr><td class="attr">
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{{#attr}}
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{{attr}}({{attr_num}})
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{{/attr}}
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{{#skill}}
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+ {{skill}}({{skill_num}})
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{{/skill}}
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{{#mod_num}}
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+ Bonus/Malus({{mod_num}})
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{{/mod_num}}
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</td></tr>
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<tr>
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<td class="result">{{result}} successes</td>
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</tr>
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{{#rollGreater() result trauma}}
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<tr>
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<td class="soin">1 trauma healed</td>
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</tr>
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{{/rollGreater() result trauma}}
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{{#rollLess() result trauma2}}
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<tr>
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<td class="soin">Failure !</td>
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</tr>
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{{/rollLess() result trauma2}}
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</table>
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</rolltemplate>
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<div id="Main" class="Main">
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<img class="separation-header" src="http://i66.tinypic.com/2cdahj8.png" style="margin-left:-2px;"/>
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<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>
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<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>
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<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>
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<img class="titre-img" src="http://i66.tinypic.com/29ymm8j.png"/>
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<input type="checkbox" class="sheet-creation" name="attr_creation" checked /><span> creation mod</span>
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<img class="separation-footer" src="http://i65.tinypic.com/2mc6fpf.png" />
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<div class="sheet-section-gen">
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<div class="sheet-gen">
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<table cellspacing="0" cellpatding="0" border="0">
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<tbody>
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<tr>
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<td class="tab-info1">
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<table cellspacing="0" cellpatding="0" border="0">
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<tbody>
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<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>
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<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>
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<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>
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<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>
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<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>
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</tbody>
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</table>
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</td>
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<td class="titre2">
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<img src="http://i66.tinypic.com/bdqy9y.png">
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</td>
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<td class="tab-info2">
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<table cellspacing="0" cellpatding="0" border="0">
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<tbody>
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<tr>
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<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>
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</tr>
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<tr>
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<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>
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</tr>
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<tr>
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<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>
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</tr>
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<tr>
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<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>
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</tr>
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</tbody>
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</table>
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</td>
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</tr>
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</tbody>
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</table>
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</div>
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<div class="spe">
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<table class="rub" cellspacing="0" cellpatding="0" border="0">
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<tbody>
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<tr>
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<td>
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<label class="spec">CULTURE</label>
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<select class="ccc" name='attr_CULTURE'>
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<option value="Borca" title="Waves of red dust broke against monolithic cliffs, piling up
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and becoming lost in stone labyrinths: buildings, eroded
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by the ravages of time, now breathe cold dust and dirt.
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Brush covers ancient floors as pale, wet roots find their
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way down and through.
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Humans wander through a wilderness of steel and
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concrete, past overgrown craters, through fields of wild
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wheat, following dried-up riverbeds from settlement to
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settlement. In centuries of sediment, they dig for the ancient
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people?s wonders, hoping to find something revelatory.
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Their future, however, does not lie in history?s quarry, but in
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their inexhaustible energy. Stone after stone, they wrest
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metropolises like Justitian, Cathedral City and Osman
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from the ruins and erect a new world. Conquering the
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land and fortifying their rule.
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Cults flourish as they devote themselves to civilization
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and order, carrying both into the wasteland with fire and
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steel. But not everyone bends the knee. Some want to keep
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living as free folk in their ancestors? ruins. They get no
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choice. Those who do not take the hand offered to them
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must flee underground or die in a hail of lead.
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For decades, those that fled drank water from puddles,
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scraped lichens from walls and cracked cockroaches.
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They got rid of the last scraps of civilization, their hearts
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and minds poisoned by hatred. Now they step from the
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shadows. Teeth filed, spiked clubs and stone knifes in hand.
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They will reclaim what was once theirs.">Borca</option>
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<option value="Franka" title="Glands on the Psychonauts? bodies become bloated and
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crumble. A sweetish scent rises, wafts down the Ziggurats?
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steps into the land of humans and becomes entangled
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between clay vents and ruins. The Pheromancers weave
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their nets. They beguile, obfuscate minds, and assimilate.
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Insects have long been at their service, and human will
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vanishes in their oily haze. Forcing them to live as drones
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in the queens? hive.
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Where Homo Degenesis flourishes, Homo Sapiens fade.
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Humans flee the wasp storms and termite attacks to
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the rivers, only to see vents grow on their fields, laden with
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ants. Soon, the land will spit forth the swarm. Village after
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village decays.
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But now, the Frankers fight. The rivers carry them deep
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into enemy territory, where they fire pesticide bombs, smoke
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out breeding colonies and assassinate. A whole people rises.">Franka</option>
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<option value="Pollen" title="Mother spore fields tear up cities and turn the land into
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a restless sea of decaying stone. Spider webs span chasms
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and hide ruins. Thousands of arachnid black eyes follow
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every step. Where green grows, Rift Centipedes burst from
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the ground to drag the sprout into the depths of their
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breeding colonies. The ground crackles, rising and falling
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in a monthly rhythm like waves on distant seas. Here and
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there, forgotten cities break through the ancient gossamer
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and bathe in sunlight. They remain for days or weeks before
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falling down again as the spiders close the wounds in their
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web.
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The permafrost thaws in circular areas, giving birth to
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a steaming paradise of translucent plants. The surrounding
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spore fields rot, their rings collapse. But they try to resist.
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Waves of spiders strangle the strange vegetation in their
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webs. Streams of Rift Centipedes dive into the feverish
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ground, surrounded by root membranes and skewered by
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quickly growing thorns. They bite themselves, poison the
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soil, and tear themselves free. A subterranean battle rages
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until the Rift Centipedes finally push through and the oasis
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above crumbles.
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Spore fields and their plagues are pitted against bizarre
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proliferation. The Polleners live somewhere in between.
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They defend the oasis with stone axes and passion, even
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though they know it is only a matter of time before
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the wasteland crashes back down and they must start
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anew. Uprooted to once again drift through the tundras,
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their few belongings on sleds as they follow the spore fields
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in search of a new home.">Pollen</option>
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<option value="Balkhan" title="The Balkhan is a land of extremes, permeated by strength
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and pride and threatening to be torn by primordial forces
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on a daily basis. Storms ravage the plains, making the tree
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tops of endless forests quiver. Winter hits the people with
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arctic cold and mountains of snow. Summer burns the
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grassy plains to stubble fields. And when it rains, torrents
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gouge the valleys and merge into raging rivers.
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The humans mirror their home: savage and untamed,
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unbeholden, passionate and volatile. Power struggles rage
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across the region, as bloody disputes turn farmers into
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warriors overnight and their wives into widows the next.
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Only in these troubled times do the warlords lay
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down their malice at their doorsteps and shake hands
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with men they would have slain only a day before. Now
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they attack the enemy together, fueled by passion with no
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compromise, loyal like a father unto his son. But once the
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threat has been conquered, the winds will shift, and old
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alliances will fade like dreams in the morning sun.
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Above all this, the deep, resonating song of the Dushani
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rises. Nature is their music box. He can tune and shape
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his song to create the perfect harmony, extinguishing
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any dissonances as if his life depended on it. His melody
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infiltrates the heart and captures the mind, making
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changes there. Pain or comfort. Gives and takes.">Balkhan</option>
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<option value="Hybrispania" title="Africans roam the Alhambra?s gardens, sitting in the
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shadows of awnings and drinking tea with native
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Hybrispanians. In the midday heat, they retreat to libraries
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and shadowed halls of ancient peoples. They have grown
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fond of the land. Sevilla to them is a second Tripoli.
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It seems as if the Neolibyan consuls tightly controlled
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ancient Al-Andalus in southern Hybrispania. But the
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borders were drawn with the blood of Hybrispanian
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resistance fighters and Scourgers. The pinpricks of the
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Guerreros deplete Cordoba; the Scourgers follow up by
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driving the Hybrispaniards into the jungles, shooting
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them from their buggies and cutting down men, women
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and children alike.
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Fear and hatred take over. The Hybrispaniards are
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in no way inferior to them, planting sting and explosive
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traps and quietly enter the Africans? homes at night. Acts
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of mercy are punished ? if not by the enemy, then by other
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Guerreros.
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Every Hybrispaniard is instilled with the idea of
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freedom and reconquest at birth. All around him, friends,
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brothers, sisters and companions rise to heroes in battle,
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then fall in a hail of bullets the very next moment. These
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martyrs form the foundation of Hybrispanian culture:
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battle paintings adorn houses, songs prepare for death,
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texts teach the use of weapons and survival in the jungle.
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Life falls by the wayside.
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The Scourgers are superior in number and weaponry.
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The resistance would have died long ago if the Guerreros
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hadn?t received help from the enigmatic Pregnoctics. These
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strangers delve into past and future and offer snippets of
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the future to the daring: the outcome of skirmishes and
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attack routes.
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Of course, the price can be one?s soul.">Hybrispania</option>
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<option value="Purgare" title="The need for strength, insight and a higher power
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has always burned in the hearts of the Purgers. The
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Anabaptists opened their arms and took in their lost
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brothers and sisters. With warmth and love, they anointed
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them with Elysian oils ? and threw them into purgatory.
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Partitioned by a mountain range, Purgare is divided
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into two distinct regions. In the east, olive groves, wine
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vineyards, and other crops grow. Ancestral holds are
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|
lined up like pearls on a string, each speaking of familial
|
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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
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|
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
|
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right here and now and march into the final battle. They
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consider themselves the chosen ones and willingly follow
|
|
Cathedral City into a holy war.">Purgare</option>
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<option value="Africa" title="Though Africa has long since liberated itself, driving the
|
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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
|
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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
|
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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
|
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Scourgers are its claws, killing its prey. And the Anubians
|
|
are its soul, governing its fate.">Africa</option>
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</select>
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</td>
|
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<td>
|
|
<label class="spec">CONCEPT</label>
|
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<select class="ccc2" name='attr_CONCEPT'>
|
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<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,
|
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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>
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<option value="I" title="Everything crumbles. Humans simply die. Only their
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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>
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</td>
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</tr>
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|
<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>
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|
</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>
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|
</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>
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|
</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>
|