Files
roll20-character-sheets-tester/The Troubleshooters/TheTroubleshooters.html
T
Fragpuss 08d201ebd1 Update to fix formatting issue
Discrepancy between formatting in Sandbox and live - changed logo image URL and updated legacy setting in .json to resolve
2021-06-16 21:40:32 +01:00

498 lines
35 KiB
HTML
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
<div class="sheet-2colrow">
<div class="sheet-col" width="60%">
<button type="action" name="act_cover" >Cover</button>
<button type="action" name="act_character" >Character</button>
<button type="action" name="act_skills" >Skills</button>
<button type="action" name="act_gear" >Gear</button>
<button type="action" name="act_journal" >Journal</button>
<button type="action" name="act_combat" >Combat</button>
</div>
<div class="sheet-col" width="40%">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The Troubleshooters/Logo-Black.png" class="sheet-logo">
</div>
</div>
<input type="hidden" class="sheet-tabstoggle" name="attr_sheetTab" value="cover" />
<hr/>
<div class="sheet-cover">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The Troubleshooters/Achievement.png" class="sheet-shield">
<br />
<h2>EMERGENCY PASSPORT</h2>
<h2>PASSEPORT TEMPORAIRE</h2>
<h2>PASSERSATZ</h2>
<br />
<input type="text" name="attr_passport_number" /><br /><h3>No of Passport / No du Passeport / Nummer des Reisepasses</h3>
<br />
<input type="text" name="attr_character_name" /><br /><h3>Name of bearer / Nom du titulaire / Name des Passinhabers</h3>
<br />
<input type="text" name="attr_nationality" /><br /><h3>National status / Nationalité / Staatsangehörigkeit</h3>
<br />
</div>
<div class="sheet-character">
<h2>Description / Description / Beschreibung</h2>
<input type="text" name="attr_profession" placeholder="Profession"/> <br />
<label>Profession / Profession / Beruf</label>
<input type="text" name="attr_surname" placeholder="Family name"/><br />
<label>Name / Nom / Name</label>
<input type="text" name="attr_name" placeholder="Given name"/><br />
<label>Given name / Prénom / Vornamen</label>
<input type="text" name="attr_residence" placeholder="Place of residence"/><br />
<label>Residence / Domicile / Wohnort</label>
<input type="text" name="attr_height" placeholder="Height"/><br />
<label>Height / Taille / Größe</label>
<input type="text" name="attr_eyecolour" placeholder="Eye colour"/><br />
<label>Colour of eyes / Couleur des yeux / Augenfarbe</label>
<input type="text" name="attr_haircolour" placeholder="Hair colour"/><br />
<label>Colour of hair / Couleur des cheveux / Haarfarbe</label>
<input type="text" name="attr_marks" placeholder="Distinguishing marks"/><br />
<label>Distinguishing marks / Signes particuliers / Unveränderliche Kennzeichen</label>
<input type="text" name="attr_dob" placeholder="Date of birth"/><br />
<label>Date of birth / Date de naissance / Geburtsdatum</label>
<input type="text" name="attr_birthplace" placeholder="Birthplace"/><br />
<label>Place of birth / Lieu de naissance / Geburtsort</label>
<input type="text" name="attr_signature" placeholder="Signature"/><br />
<label>Holder"s signature/ Signature du titulaire / Unterschrift des Passinhabers</label>
<br />
<h3>Native language(s) / Langue(s) maternelle / Muttersprache(n)</h3>
<input type="text" name="attr_language1" placeholder="Language"/>
<br />
<input type="text" name="attr_language2" placeholder="Language"/>
<br />
<h3>Fluent languages / Langues parlées / Sprachkenntnisse</h3>
<fieldset class="repeating_languages">
<input type="text" name="attr_language" placeholder="Language"/><input class="sheet-skill" type="text" value="Cost" style="width: 8ch"/>
<input type="checkbox" name="attr_languagetick1" value="1"/>
<input type="checkbox" name="attr_languagetick2" value="1"/>
<input type="checkbox" name="attr_languagetick3" value="1"/>
<input type="checkbox" name="attr_languagetick4" value="1"/>
<input type="checkbox" name="attr_languagetick5" value="1"/>
</fieldset>
<h3>Contacts / Contacts / Kontakte</h3>
<input type="text" name="attr_plothook1" placeholder="Plot Hook"/><br />
<input type="text" name="attr_plothook2" placeholder="Plot Hook"/>
</div>
<div class="sheet-skills sheet-gear sheet-combat">
<div class="sheet-3colrow">
<h2>Status</h2>
<div class="sheet-col">
<input type="number" name="attr_vitality" class="sheet-number" min="0" max="[[@{vitality_max}]]"/> / <input type="number" name="attr_vitality_max" class="sheet-number" value="4" readonly="true"/>
<label>Vitality / Max</label>
</div>
<div class="sheet-col">
<input type="checkbox" name="attr_storytick1" value="1"/>
<input type="checkbox" name="attr_storytick2" value="1"/>
<input type="checkbox" name="attr_storytick3" value="1"/>
<input type="checkbox" name="attr_storytick4" value="1"/>
<input type="checkbox" name="attr_storytick5" value="1"/>
<input type="checkbox" name="attr_storytick6" value="1"/>
<br />
<input type="checkbox" name="attr_storytick7" value="1"/>
<input type="checkbox" name="attr_storytick8" value="1"/>
<input type="checkbox" name="attr_storytick9" value="1"/>
<input type="checkbox" name="attr_storytick10" value="1"/>
<input type="checkbox" name="attr_storytick11" value="1"/>
<input type="checkbox" name="attr_storytick12" value="1"/>
<label>Story points</label>
</div>
<div class="sheet-col">
<input type="checkbox" name="attr_advancementtick1" value="1"/>
<input type="checkbox" name="attr_advancementtick2" value="1"/>
<input type="checkbox" name="attr_advancementtick3" value="1"/>
<input type="checkbox" name="attr_advancementtick4" value="1"/>
<input type="checkbox" name="attr_advancementtick5" value="1"/>
<br />
<input type="checkbox" name="attr_advancementtick6" value="1"/>
<input type="checkbox" name="attr_advancementtick7" value="1"/>
<input type="checkbox" name="attr_advancementtick8" value="1"/>
<input type="checkbox" name="attr_advancementtick9" value="1"/>
<input type="checkbox" name="attr_advancementtick10" value="1"/>
<label>Advancement / Reward rolls</label>
</div>
</div>
<div class="sheet-3colrow">
<h2>Conditions</h2>
<div class="sheet-col">
<label class="sheet-conditionlabel">Blinded</label><input class="sheet-showcondition" type="checkbox" name="attr_blinded" value="1"/>
<div class="sheet-condition_blinded">All checks to notice something by sight automatically fail. All checks for Search and Investigation, and all Attack checks and Defence checks are at −5 pips. Many actions, like reading, are impossible. If the cause of the blindness is due to darkness, drop the Blinded Condition when light is restored. If the cause of the blindness is temporary, drop the Blinded Condition after the scene.
</div>
<br/>
<label class="sheet-conditionlabel">Deaf</label><input class="sheet-showcondition" type="checkbox" name="attr_deaf" value="2"/>
<div class="sheet-condition_deaf">All checks to notice something by hearing automatically fail. Checks for Charm, Languages, Entertainment and even Contacts and Sneak can be at −2 or −5 pips. If the cause of the deafness is a sudden loud sound, drop the Deaf Condition after the scene.
</div>
<br/>
<label class="sheet-conditionlabel">Exhausted</label><input class="sheet-showcondition" type="checkbox" name="attr_exhausted1" value="3"/><input class="sheet-showcondition" type="checkbox" name="attr_exhausted2" value="3"/><input class="sheet-showcondition" type="checkbox" name="attr_exhausted3" value="3"/>
<div class="sheet-condition_exhausted">Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.
</div>
<br/>
<label class="sheet-conditionlabel">Frightened</label><input class="sheet-showcondition" type="checkbox" name="attr_frightened" value="4"/>
<div class="sheet-condition_frightened">You cannot enter the same zone as the source of your fright. Attack checks are at −2 pips. Drop the Frightened Condition by making a successful Willpower task check as your main action.
</div>
<br/>
<label class="sheet-conditionlabel">Intoxicated</label><input class="sheet-showcondition" type="checkbox" name="attr_intoxicated1" value="5"/><input class="sheet-showcondition" type="checkbox" name="attr_intoxicated2" value="5"/><input class="sheet-showcondition" type="checkbox" name="attr_intoxicated3" value="5"/>
<div class="sheet-condition_intoxicated">All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.
</div>
<br/>
<label class="sheet-conditionlabel">Mortal Peril</label><input class="sheet-showcondition" type="checkbox" name="attr_mortalperil" value="6"/>
<div class="sheet-condition_mortal_peril">Take the Mortal Peril Condition instead of Vitality loss. You can only take the Mortal Peril Condition if you do not already have the Mortal Peril Condition. Flip any Attack check for the remainder of the fight. If Vitality runs out in the current fight, you die, unconditionally.
</div>
</div>
<div class="sheet-col">
<label class="sheet-conditionlabel">On Fire</label><input class="sheet-showcondition" type="checkbox" name="attr_onfire" value="7"/>
<div class="sheet-condition_onfire">At the start of your turn, take 1dX Damage. If you are Out Cold at the start of your turn and still On Fire, take one Wounded Condition. You can take a Main action to try to put out the fire if you are in a zone that is not on fire. Make an Agility task check. If successful, drop the On Fire Condition. Someone else can also put out the fire in the same way on their turn. If you have a blanket or other fire-extinguishing tool, the task check is at +2 pips or more.
</div>
<br/>
<label class="sheet-conditionlabel">Out Cold</label><input class="sheet-showcondition" type="checkbox" name="attr_outcold" value="8"/>
<div class="sheet-condition_outcold">When Vitality runs out, you’re Out Cold and you are no longer in the fight. Drop the Out Cold Condition at the start of the next scene if another character makes a successful Medicine task check. Drop the Condition at the start of the scene after that if the task check failed or if there was no Medicine task check.
</div>
<br/>
<label class="sheet-conditionlabel">Overburdened</label><input class="sheet-showcondition" type="checkbox" name="attr_overburdened" value="9"/>
<div class="sheet-condition_overburdened">When Overburdened, movement and attack checks are at −2 pips. Drop the Overburdened Condition as a Free action if you can put down or drop the items that make you Overburdened. Drop the Overburdened Condition as a main action if you have to wriggle out of a harness to put down the items that make you Overburdened.
</div>
<br/>
<label class="sheet-conditionlabel">Paralysed</label><input class="sheet-showcondition" type="checkbox" name="attr_paralysed" value="10"/>
<div class="sheet-condition_paralysed">You can’t take any actions on your turn. At the end of your turn, make an Endurance task check. If successful, “unlock” one kind of action (Free, Move, Main or Bonus) for the rest of the scene. Depending on the reason for the paralysis, there may be a modifier on the task check. Drop the Paralysed Condition when the source of the paralysis says it should be dropped.
</div>
<br/>
<label class="sheet-conditionlabel">Prone</label><input class="sheet-showcondition" type="checkbox" name="attr_prone" value="11"/>
<div class="sheet-condition_prone">You can’t take a Move action. You can take a Sprint action, but it requires an Agility task check. Ranged Attack checks made against you from another zone are at −2 pips. Your Defence checks against melee attacks or ranged attacks from the same zone are at −2 pips. At the end of your turn, you may get up and drop the Prone Condition as a bonus action.
</div>
</div>
<div class="sheet-col">
<label class="sheet-conditionlabel">Restrained</label><input class="sheet-showcondition" type="checkbox" name="attr_restrained" value="12"/>
<div class="sheet-condition_restrained">You cannot take a Move action or Sprint action. Drop the Restrained Condition by making a successful Unarmed Melee, Strength or Agility task check as your Main action. The check is opposed if another character is holding you. If the check fails, or if you lose, you’re still Restrained.
</div>
<br/>
<label class="sheet-conditionlabel">Stunned</label><input class="sheet-showcondition" type="checkbox" name="attr_stunned" value="13"/>
<div class="sheet-condition_stunned">Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.
</div>
<br/>
<label class="sheet-conditionlabel">Surprised</label><input class="sheet-showcondition" type="checkbox" name="attr_surprised" value="14"/>
<div class="sheet-condition_surprised">Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.
</div>
<br/>
<label class="sheet-conditionlabel">Terrified</label><input class="sheet-showcondition" type="checkbox" name="attr_terrified" value="15"/>
<div class="sheet-condition_terrified">All checks are at −2 pips. Attack checks against the source of your terror are at −5 pips. You cannot move closer to the source of your terror. At the start of your turn, if you are in the same zone as the source of your terror, make a Willpower task check as a Free action. If it fails, you must move out of the zone before doing anything else. Replace the Terrified Condition with the Frightened Condition by making a successful Willpower task check as your Main action.
</div>
<br/>
<label class="sheet-conditionlabel">Wounded</label><input class="sheet-showcondition" type="checkbox" name="attr_wounded" value="16"/>
<div class="sheet-condition_wounded">Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate.
</div>
</div>
</div>
<hr/>
</div>
<div class="sheet-skills">
<h2>Skills / Competences / Kompetenzen</h2>
<div class="sheet-3colrow">
<div class="sheet-col">
<label class="sheet-skilllabel">Agility</label><input type="number" name="attr_agility" class="sheet-skill" value="15"/>
<button type="roll" name="roll_agility" value="&{template:default} {{name=@{name} uses AGILITY}} {{rolling=[[1d100]] vs. [[@{agility}]]}}"></button>
<input type="checkbox" name="attr_agilityused" value="1"/>
<br />
<label class="sheet-skilllabel">Alertness</label><input type="number" name="attr_alertness" class="sheet-skill" value="15"/>
<button type="roll" name="roll_alertness" value="&{template:default} {{name=@{name} uses ALERTNESS}} {{rolling=[[1d100]] vs. [[@{alertness}]]}}"></button>
<input type="checkbox" name="attr_alertnessused" value="1"/>
<br />
<label class="sheet-skilllabel">Charm</label><input type="number" name="attr_charm" class="sheet-skill" value="15"/>
<button type="roll" name="roll_charm" value="&{template:default} {{name=@{name} turns on the CHARM}} {{rolling=[[1d100]] vs. [[@{charm}]]}}"></button>
<input type="checkbox" name="attr_charmused" value="1"/>
<br />
<label class="sheet-skilllabel">Contacts</label><input type="number" name="attr_contacts" class="sheet-skill" value="15"/>
<button type="roll" name="roll_contacts" value="&{template:default} {{name=@{name} calls in a favour (CONTACTS)}} {{rolling=[[1d100]] vs. [[@{contacts}]]}}"></button>
<input type="checkbox" name="attr_contactsused" value="1"/>
<br />
<label class="sheet-skilllabel">Credit</label><input type="number" name="attr_credit" class="sheet-skill" value="15"/>
<button type="roll" name="roll_credit" value="&{template:default} {{name=@{name} splashes the cash (CREDIT)}} {{rolling=[[1d100]] vs. [[@{credit}]]}}"></button>
<input type="checkbox" name="attr_creditused" value="1"/>
<br />
<label class="sheet-skilllabel">Electronics</label><input type="number" name="attr_electronics" class="sheet-skill" value="15"/>
<button type="roll" name="roll_electronics" value="&{template:default} {{name=@{name} tinkers with the ELECTRONICS}} {{rolling=[[1d100]] vs. [[@{electronics}]]}}"></button>
<input type="checkbox" name="attr_electronicsused" value="1"/>
<br />
<label class="sheet-skilllabel">Endurance</label><input type="number" name="attr_endurance" class="sheet-skill" value="15"/>
<button type="roll" name="roll_endurance" value="&{template:default} {{name=@{name} digs deep (ENDURANCE)}} {{rolling=[[1d100]] vs. [[@{endurance}]]}}"></button>
<input type="checkbox" name="attr_enduranceused" value="1"/>
<br />
<label class="sheet-skilllabel">Engineering</label><input type="number" name="attr_engineering" class="sheet-skill" value="15"/>
<button type="roll" name="roll_engineering" value="&{template:default} {{name=@{name} rolls up their sleeves (ENGINEERING)}} {{rolling=[[1d100]] vs. [[@{engineering}]]}}"></button>
<input type="checkbox" name="attr_engineeringused" value="1"/>
<br />
<label class="sheet-skilllabel">Entertainment</label><input type="number" name="attr_entertainment" class="sheet-skill" value="15"/>
<button type="roll" name="roll_entertainment" value="&{template:default} {{name=@{name} puts on a show (ENTERTAINMENT)}} {{rolling=[[1d100]] vs. [[@{entertainment}]]}}"></button>
<input type="checkbox" name="attr_entertainmentused" value="1"/>
<br />
<label class="sheet-skilllabel">Humanities</label><input type="number" name="attr_humanities" class="sheet-skill" value="15"/>
<button type="roll" name="roll_humanities" value="&{template:default} {{name=@{name} contemplates the human condition (HUMANITIES}} {{rolling=[[1d100]] vs. [[@{humanities}]]}}"></button>
<input type="checkbox" name="attr_humanitiesused" value="1"/>
</div>
<div class="sheet-col">
<label class="sheet-skilllabel">Investigation</label><input type="number" name="attr_investigation" class="sheet-skill" value="15"/>
<button type="roll" name="roll_investigation" value="&{template:default} {{name=@{name} scours the scene (INVESTIGATION)}} {{rolling=[[1d100]] vs. [[@{investigation}]]}}"></button>
<input type="checkbox" name="attr_investigationused" value="1"/>
<br />
<label class="sheet-skilllabel">Languages</label><input type="number" name="attr_languages" class="sheet-skill" value="15"/>
<button type="roll" name="roll_languages" value="&{template:default} {{name=@{name} attempts to communicate (LANGUAGES)}} {{rolling=[[1d100]] vs. [[@{languages}]]}}"></button>
<input type="checkbox" name="attr_languagesused" value="1"/>
<br />
<label class="sheet-skilllabel">Machinery</label><input type="number" name="attr_machinery" class="sheet-skill" value="15"/>
<button type="roll" name="roll_machinery" value="&{template:default} {{name=@{name} powers it up (MACHINERY)}} {{rolling=[[1d100]] vs. [[@{machinery}]]}}"></button>
<input type="checkbox" name="attr_machineryused" value="1"/>
<br />
<label class="sheet-skilllabel">Medicine</label><input type="number" name="attr_medicine" class="sheet-skill" value="15"/>
<button type="roll" name="roll_medicine" value="&{template:default} {{name=@{name} tends to the patient (MEDICINE)}} {{rolling=[[1d100]] vs. [[@{medicine}]]}}"></button>
<input type="checkbox" name="attr_medicineused" value="1"/>
<br />
<label class="sheet-skilllabel">Melee</label><input type="number" name="attr_melee" class="sheet-skill" value="15"/>
<button type="roll" name="roll_melee" value="&{template:default} {{name=@{name} gets stuck in (MELEE)}} {{rolling=[[1d100]] vs. [[@{melee}]]}}"></button>
<input type="checkbox" name="attr_meleeused" value="1"/>
<br />
<label class="sheet-skilllabel">Prestidigitation</label><input type="number" name="attr_prestidigitation" class="sheet-skill" value="15"/>
<button type="roll" name="roll_prestidigitation" value="&{template:default} {{name=@{name} demonstrates that the hand is quicker than the eye (PRESTIDIGITATION)}} {{rolling=[[1d100]] vs. [[@{prestidigitation}]]}}"></button>
<input type="checkbox" name="attr_prestidigitationused" value="1"/>
<br />
<label class="sheet-skilllabel">Ranged Combat</label><input type="number" name="attr_rangedcombat" class="sheet-skill" value="15"/>
<button type="roll" name="roll_ranged" value="&{template:default} {{name=@{name} opens fire (RANGED COMBAT)}} {{rolling=[[1d100]] vs. [[@{rangedcombat}]]}}"></button>
<input type="checkbox" name="attr_rangedused" value="1"/>
<br />
<label class="sheet-skilllabel">Red tape</label><input type="number" name="attr_redtape" class="sheet-skill" value="15"/>
<button type="roll" name="roll_redtape" value="&{template:default} {{name=@{name} wades through the RED TAPE}} {{rolling=[[1d100]] vs. [[@{redtape}]]}}"></button>
<input type="checkbox" name="attr_redtapeused" value="1"/>
<br />
<label class="sheet-skilllabel">Science</label><input type="number" name="attr_science" class="sheet-skill" value="15"/>
<button type="roll" name="roll_science" value="&{template:default} {{name=@{name} puts on their lab coat (SCIENCE)}} {{rolling=[[1d100]] vs. [[@{science}]]}}"></button>
<input type="checkbox" name="attr_scienceused" value="1"/><br />
<label class="sheet-skilllabel">Search</label><input type="number" name="attr_search" class="sheet-skill" value="15"/>
<button type="roll" name="roll_search" value="&{template:default} {{name=@{name} SEARCHes high and low }} {{rolling=[[1d100]] vs. [[@{search}]]}}"></button>
<input type="checkbox" name="attr_searchused" value="1"/>
</div>
<div class="sheet-col">
<label class="sheet-skilllabel">Security</label><input type="number" name="attr_security" class="sheet-skill" value="15"/>
<button type="roll" name="roll_testattack" value="&{template:default} {{name=@{name} does a bit of Breaking and Entering (SECURITY)}} {{rolling=[[1d100]] vs. [[@{security}]]}}"></button>
<input type="checkbox" name="attr_securityused" value="1"/>
<br />
<label class="sheet-skilllabel">Sneak</label><input type="number" name="attr_sneak" class="sheet-skill" value="15"/>
<button type="roll" name="roll_sneak" value="&{template:default} {{name=@{name} attempts to go unnoticed (SNEAK)}} {{rolling=[[1d100]] vs. [[@{sneak}]]}}"></button>
<input type="checkbox" name="attr_sneakused" value="1"/>
<br />
<label class="sheet-skilllabel">Status</label><input type="number" name="attr_status" class="sheet-skill" value="15"/>
<button type="roll" name="roll_status" value="&{template:default} {{name=Do they not know who @{name} is? (STATUS)}} {{rolling=[[1d100]] vs. [[@{status}]]}}"></button>
<input type="checkbox" name="attr_statusused" value="1"/>
<br />
<label class="sheet-skilllabel">Strength</label><input type="number" name="attr_strength" class="sheet-skill" value="15"/>
<button type="roll" name="roll_strength" value="&{template:default} {{name=@{name} gives it everything (STRENGTH)}} {{rolling=[[1d100]] vs. [[@{strength}]]}}"></button>
<input type="checkbox" name="attr_strengthused" value="1"/>
<br />
<label class="sheet-skilllabel">Subterfuge</label><input type="number" name="attr_subterfuge" class="sheet-skill" value="15"/>
<button type="roll" name="roll_subterfuge" value="&{template:default} {{name=@{name} employs SUBTERFUGE}} {{rolling=[[1d100]] vs. [[@{subterfuge}]]}}"></button>
<input type="checkbox" name="attr_subterfugeused" value="1"/>
<br />
<label class="sheet-skilllabel">Survival</label><input type="number" name="attr_survival" class="sheet-skill" value="15"/>
<button type="roll" name="roll_survival" value="&{template:default} {{name=@{name} shows off their SURVIVAL skills}} {{rolling=[[1d100]] vs. [[@{survival}]]}}"></button>
<input type="checkbox" name="attr_survivalused" value="1"/>
<br />
<label class="sheet-skilllabel">Vehicles</label><input type="number" name="attr_vehicles" class="sheet-skill" value="15"/>
<button type="roll" name="roll_vehicles" value="&{template:default} {{name=@{name} shows what this baby can do (VEHICLES)}} {{rolling=[[1d100]] vs. [[@{vehicles}]]}}"></button>
<input type="checkbox" name="attr_vehiclesused" value="1"/>
<br />
<label class="sheet-skilllabel">Willpower</label><input type="number" name="attr_willpower" class="sheet-skill" value="15"/>
<button type="roll" name="roll_willpower" value="&{template:default} {{name=@{name} exerts their WILLPOWER}} {{rolling=[[1d100]] vs. [[@{willpower}]]}}"></button>
<input type="checkbox" name="attr_willpowerused" value="1"/>
</div>
</div>
<hr />
<div class="sheet-2colrow">
<div class="sheet-col">
<h3>Abilities / Capacites / Fahigkeiten</h3>
<fieldset class="repeating_abilities">
<input type="text" name="attr_ability" placeholder="Ability"/>
<input class="sheet-skill" type="text" placeholder="Cost" style="width: 8ch"/>
<input type="checkbox" name="attr_abilitytick1" value="1"/>
<input type="checkbox" name="attr_abilitytick2" value="1"/>
<input type="checkbox" name="attr_abilitytick3" value="1"/>
<input type="checkbox" name="attr_abilitytick4" value="1"/>
<input type="checkbox" name="attr_abilitytick5" value="1"/>
<input type="checkbox" name="attr_abilitytick6" value="1"/>
<input type="checkbox" name="attr_abilitytick7" value="1"/>
<input type="checkbox" name="attr_abilitytick8" value="1"/>
<textarea name="attr_abilitydesc" placeholder="Description"></textarea>
</fieldset>
</div>
<div class="sheet-col">
<h3>Complications / Desavantages / Komplikationen</h3>
<fieldset class="repeating_complications">
<input type="text" name="attr_complication" placeholder="Complication"/>
<textarea name="attr_abilitydesc" placeholder="Description"></textarea>
</fieldset>
</div>
</div>
</div>
<div class="sheet-gear">
<h2>Licences for dangerous items</h2>
<h2>Permis pour objets reglementes</h2>
<h2>Lizenzen fur verbotene gegenstande</h2>
<div class="sheet-2colrow">
<div class="sheet-col">
<fieldset class="repeating_gearkits">
<input type="text" name="attr_gearkit" placeholder="Gear kit"/>
<input type="number" name="attr_gearcost" value="1">
<input type="checkbox" name="attr_signatureitem" value="1"/><label class="sheet-gearcheck"> Signature item | Equipped</label>
<input type="checkbox" name="attr_equipped" value="1"/>
<textarea name="attr_gearcontents" placeholder="Contents" style="height: 60px"></textarea>
<textarea name="attr_geartags" placeholder="Tags" style="height: 40px"></textarea>
</fieldset>
</div>
<div class="sheet-col">
<fieldset class="repeating_gearkitsb">
<input type="text" name="attr_gearkitb" placeholder="Gear kit"/>
<input type="number" name="attr_gearcostb" value="1">
<input type="checkbox" name="attr_signatureitemb" value="1"/><label class="sheet-gearcheck"> Signature item | Equipped</label>
<input type="checkbox" name="attr_equippedb" value="1"/>
<textarea name="attr_gearcontentsb" placeholder="Contents" style="height: 60px"></textarea>
<textarea name="attr_geartagsb" placeholder="Tags" style="height: 40px"></textarea>
</fieldset>
</div>
</div>
</div>
<div class="sheet-journal">
<h2>Visa Stamps / Visas / Visastempel</h2>
<textarea name="attr_journal" placeholder="Notes"></textarea>
</div>
<div class="sheet-combat">
<h2>Combat rolls</h2>
<button class="sheet-blankbutton" name="roll_initiative" value="&{template:default} {{name=@{name} leaps into action}} {{rolling=[[1d100]] vs. [[@{alertness}]]target}} {{success=Initiative is Sum of dice}} {{failure=Initiative is Ones result}} {{good karma=Initiative is 10 + sum of dice}} {{bad karma=Initiative is 0}}" type="roll">Initiative</button>
<button class="sheet-blank-button" name="roll_defend_ranged" value="&{template:default} {{name=@{name} dives for cover}} {{Rolling=[[1d100]] vs. [[@{agility}]]}} {{good karma = make a 1dP recovery roll after damage is dealt}} {{bad karma=Knocked down - Take the PRONE condition}}" type="roll">Take cover!</button>
<button class="sheet-blank-button" name="roll_defend_melee" value="&{template:default} {{name=@{name} defends themself}} {{Rolling=[[1d100]] vs. [[@{melee}]]}} {{good karma = make a 1dP recovery roll after damage is dealt}} {{bad karma=Knocked down - Take the PRONE condition}}" type="roll">Parry!</button>
<button class="sheet-blank-button" name="roll_soak" value="&{template:default} {{name=@{name} resists damage}} {{Soaking=[[?{Armour value}d6>4]] damage}}" type="roll">Soak</button>
<button class="sheet-blank-button" type="roll" name="roll_recover" value="&{template:default} {{name=@{name} pulls themself together}} {{Recovering=[[?{Recovery dice}d6>4]] vitality}}">Recovery</button>
<br />
<hr/>
<input type="text" name="attr_weapon" class="sheet-short" value="Unarmed attack" readonly="true"/>
<input name="attr_unarmedskill" class="sheet-short" value="Melee" readonly="true" style="width: 10%"/>
<input type="number" name="attr_unarmeddmg" value="2" disabled="true">dX
<input name="attr_unarmedtags" placeholder="Tags">
<button class="sheet-blank-button" type="roll" name="roll_unarmedattack" value="&{template:default} {{name=@{name} attacks}} {{rolling=[[1d100]] vs. [[@{melee}]]}} {{damage=[[@{unarmeddmg}d6!>6>4]]}} {{good karma=Mooks and Underlings are OUT COLD. Re-roll damage if you wish}} {{bad karma=Zut alors! Take -2 pips on your next check}}">Attack</button>
<button class="sheet-blank-button" type="roll" name="roll_unarmedwhump" value="&{template:default} {{name=WHUMP! @{name} attempts a takedown}} {{rolling=[[1d100]] vs. [[@{melee}]]}} {{choose 2 from=[[1d6!>6>4]] damage}} {{and=Target is RESTRAINED}} {{=Target is PRONE}} {{good karma=Mooks and Underlings are OUT COLD. Re-roll damage if you wish}} {{bad karma=Zut alors! Take -2 pips on your next check}}">Whump!</button>
<br />
<br />
<fieldset class="repeating_attacks">
<input type="text" name="attr_weapon" class="sheet-short" placeholder="Weapon"/>
<select name="attr_weaponskill" class="sheet-short" placeholder="Skill">
<option value="0">Skill</option>
<option value="1">Melee</option>
<option value="2">Ranged</option>
</select>
<input class="sheet-revealbuttons" type="checkbox" name="attr_weaponskill" value="0" style="display: none"/>
<input class="sheet-revealbuttons" type="checkbox" name="attr_weaponskill" value="1" style="display: none"/>
<input class="sheet-revealbuttons" type="checkbox" name="attr_weaponskill" value="2" style="display: none"/>
<input type="number" name="attr_weapondmg" value="0">dX
<input name="attr_weapontags" placeholder="Tags">
<div class="sheet-meleebuttons">
<button class="sheet-blank-button" type="roll" name="roll_cbtmelee" value="&{template:default} {{name=@{name} attacks with their @{weapon}}} {{rolling=[[1d100]] vs. [[@{melee}]]}} {{damage=[[@{weapondmg}d6!>6>4]]}} {{good karma=Mooks and Underlings are OUT COLD. Re-roll damage if you wish}} {{bad karma=Zut alors! Take -2 pips on your next check}}">Attack</button>
<button class="sheet-blank-button" type="roll" name="roll_cbtwhump" value="&{template:default} {{name=WHUMP! @{name} attempts a takedown}} {{rolling=[[1d100]] vs. [[@{melee}]]}} {{choose 2 from=[[1d6!>6>4]] damage}} {{and=Target is RESTRAINED}} {{=Target is PRONE}} {{good karma=Mooks and Underlings are OUT COLD. Re-roll damage if you wish}} {{bad karma=Zut alors! Take -2 pips on your next check}}">Whump!</button>
</div>
<div class="sheet-rangedbuttons">
<button class="sheet-blank-button" type="roll" name="roll_cbtranged" value="&{template:default} {{name=@{name} lets fly with their @{weapon}}} {{rolling=[[1d100]] vs. [[@{rangedcombat}]]}} {{damage=[[@{weapondmg}d6!>6>4]]}} {{good karma = Mooks and Underlings are OUT COLD. Re-roll damage if you wish}} {{bad karma=Zut alors! Take -2 pips on your next check}}">Attack</button>
<button class="sheet-blank-button" type="roll" name="roll_cbtpam" value="&{template:default} [[[[(@{weapondmg}+1)d6!>6>4]] + [[1d6!>6>4]]]] {{name=PAM! @{name} takes careful aim with their @{weapon}}} {{rolling=[[1d100]] vs. [[@{rangedcombat}]]}} {{damage=[[(@{weapondmg}+1)d6!>6>4]]}} {{=Initiative drops by 2}} {{good karma = Mooks and Underlings are OUT COLD. Re-roll damage if you wish}} {{bad karma=Zut alors! Take -2 pips on your next check}}">PAM!</button>
<button class="sheet-blank-button" type="roll" name="roll_cbtratatat" value="&{template:default} [[[[@{weapondmg}d6!>6>4]] + [[2d6!>6>4]]]] {{name=RATATATAT! @{name} empties their @{weapon}}} {{rolling=[[1d100]] vs. [[@{rangedcombat}]]}} {{damage=$[[2]] to one target}} {{or=$[[0]] to each target}} {{good karma = Mooks and Underlings are OUT COLD. Re-roll damage if you wish}} {{bad karma=Zut alors! Take -2 pips on your next check}}">RATATATAT!</button>
</div>
</fieldset>
</div>
<div class="sheet-fineprint">
<hr/>
The Troubleshooters and the coat of arms are &#169; Helmgast and are used here with kind permission
</div>
<script type="text/worker">
const buttonlist = ["cover","character","skills","gear","journal","combat"];
buttonlist.forEach(button => {
on(`clicked:${button}`, function() {
setAttrs({
sheetTab: button
});
});
});
on("change:agility change:melee change:rangedcombat sheet:opened", function() {
getAttrs(["agility","melee","rangedcombat"], function(values) {
var agi = parseInt(values["agility"])||0;
var mel = parseInt(values["melee"])||0;
var rng = parseInt(values["rangedcombat"])||0;
let agimod = 0;
if(agi > 64) agimod = 2;
else if(agi > 44) agimod = 1;
let cbtmod = 0;
if(mel > 64 || rng > 64) cbtmod = 2;
else if(mel > 44 || rng > 44) cbtmod = 1;
let mod = 4;
if(agimod == 2 && cbtmod == 2) mod = 7;
else if(agimod == 2 || cbtmod == 2) mod = 6;
else if(agimod == 1 && cbtmod == 1) mod = 5;
else if(agimod == 1 || cbtmod == 1) mod = 5;
setAttrs({
vitality_max: mod
});
});
});
</script>