Files
roll20-character-sheets-tester/DeltaGreenRPG/DeltaGreenRPG.html
T
Marco Menarini c6bbe7f710 Delta Green RPG
New Character sheet for DG based on the rules provided in Need to Know and the Agent's Handbook by ArcDream Publishing.
Integrated roll template for the SAN check and all the attacks, skill and stat tests.
Support of the projection on bonds using the blue textbox next to the bond score.
Auto computation of the new Breaking Point with update every time the power of the character changes
Support of the automatic roll for special action like healing, resucitating, falling, catching fire, pinning, and disarm not supported in this version of the sheet.

These special rolls might be obtained rolling the relative skill and interpreting the output result.

Special thanks to AquaAlex in helping me creating the initial version
2017-08-15 03:30:41 -07:00

3058 lines
199 KiB
HTML

<script type="text/worker">
// A full night of sleep cures exhaustion so if sedatives work, you are not exhausted anymore
// the day after a full night of sleep and both exhaustion (they work mechanically the same)
let checkstim=['stim1_chk','stim2_chk','hardstim1_chk','hardstim2_chk','exhaustion_chk'];
on(checkstim.map(str => `change:${str}`).join(' '),function(){
getAttrs(checkstim,function(v){
let sum=0;
let sec=0;
for (let i=0; i < (checkstim.length)-1; i++){
sum += (parseInt(v[checkstim[i]],10) || 0);
}
sec=(parseInt(v[checkstim[4]],10) || 0);
if ((sum>=1) && (sec==1)) {
setAttrs({stim_chk: 1});
}
else{
setAttrs({stim_chk: 0});
}
});
});
on('change:sedatives_chk', function(){
getAttrs(["sedatives_chk"],function(v){
setAttrs({
exhaustion_chk: v.sedatives_chk
});
});
});
on('change:exhaustion_chk', function(){
getAttrs(["exhaustion_chk"], function(v){
if (v.exhaustion_chk ==0){
setAttrs({
sedatives_chk: v.exhaustion_chk
});
}
});
});
on('change:stim1_chk',function(){
getAttrs(["stim1_chk"],function(v){
if(v.stim1_chk==1){
setAttrs({stim1_time: Math.floor(Math.random()*6+1)});
setAttrs({hardstim1_chk: 0});
setAttrs({hardstim2_chk: 0});
}
if(v.stim1_chk==0){
setAttrs({stim2_chk: 0});
setAttrs({stim1_time: 0});
}
});
});
on("change:stim2_chk",function(){
getAttrs(["stim2_chk","wp"],function(v){
setAttrs({stim_wp:0});
if(v.stim2_chk==1){
setAttrs({stim2_time: Math.floor(Math.random()*6+1)});
setAttrs({stim1_chk: 1});
setAttrs({hardstim1_chk: 0});
setAttrs({hardstim2_chk: 0});
setAttrs({stim_wp: Math.floor(Math.random()*6+1)});
}
if(v.stim2_chk==0){
setAttrs({stim2_time: 0});
}
});
});
on("change:hardstim1_chk",function(){
getAttrs(["hardstim1_chk"],function(v){
if(v.hardstim1_chk==1){
setAttrs({hardstim1_time: Math.floor(Math.random()*6+1)+Math.floor(Math.random()*6+1)});
setAttrs({stim1_chk: 0});
setAttrs({stim2_chk: 0});
}
if(v.hardstim1_chk==0){
setAttrs({hardstim2_chk: 0});
setAttrs({hardstim1_time: 0});
}
});
});
on("change:hardstim2_chk",function(){
getAttrs(["hardstim2_chk","wp"],function(v){
setAttrs({
hardstim_wp:0
});
if(v.hardstim2_chk==1){
setAttrs({hardstim2_time: Math.floor(Math.random()*6+1)+Math.floor(Math.random()*6+1)});
setAttrs({hardstim1_chk: 1});
setAttrs({stim1_chk: 0});
setAttrs({stim2_chk: 0});
setAttrs({hardstim_wp: Math.floor(Math.random()*6+1)});
}
if(v.hardstim2_chk==0){
setAttrs({hardstim2_time: 0});
}
});
});
// Modify wp due to 2nd dose of stimulants
on("change:stim_wp",function(){
getAttrs(["stim_wp","wp"],function(v){
setAttrs({wp:Math.round(v.wp)-Math.round(v.stim_wp)});
});
});
on("change:hardstim_wp",function(){
getAttrs(["hardstim_wp","wp"],function(v){
setAttrs({wp:Math.round(v.wp)-Math.round(v.hardstim_wp)});
});
});
// Functions that compute the total armor protection due to equipment and cover
on('change:armor1_chk change:armor2_chk change:cover_chk ', function(){
getAttrs(["armor1_chk","armor2_chk","cover_chk","armor1","armor2","cover"],function(v){
setAttrs({tmp_armor: (Math.round(v.armor1_chk)*Math.round(v.armor1) ) + (Math.round(v.armor2_chk)*Math.round(v.armor2) ) + (Math.round(v.cover_chk)*Math.round(v.cover))});
});
});
// Functions for special combat actions modifiers
on("change:pcovered_chk", function(){
getAttrs(["pcovered_chk"],function(v){
if(v.pcovered_chk==1){
setAttrs({fcovered_chk: 0});
setAttrs({rapidfire_chk: 0});
setAttrs({stunshot_chk: 0});
setAttrs({fleshwoundshot_chk: 0});
setAttrs({headshot_chk: 0});
}
});
});
on("change:fcovered_chk", function(){
getAttrs(["fcovered_chk"],function(v){
if(v.fcovered_chk==1){
setAttrs({pcovered_chk: 0});
setAttrs({rapidfire_chk: 0});
setAttrs({stunshot_chk: 0});
setAttrs({fleshwoundshot_chk: 0});
setAttrs({headshot_chk: 0});
}
});
});
on("change:rapidfire_chk", function(){
getAttrs(["rapidfire_chk"],function(v){
if(v.rapidfire_chk==1){
setAttrs({pcovered_chk: 0});
setAttrs({fcovered_chk: 0});
setAttrs({stunshot_chk: 0});
setAttrs({fleshwoundshot_chk: 0});
setAttrs({headshot_chk: 0});
}
});
});
on("change:stunshot_chk", function(){
getAttrs(["stunshot_chk"],function(v){
if(v.stunshot_chk==1){
setAttrs({pcovered_chk: 0});
setAttrs({fcovered_chk: 0});
setAttrs({rapidfire_chk: 0});
setAttrs({fleshwoundshot_chk: 0});
setAttrs({headshot_chk: 0});
}
});
});
on("change:fleshwoundshot_chk", function(){
getAttrs(["fleshwoundshot_chk"],function(v){
if(v.fleshwoundshot_chk==1){
setAttrs({pcovered_chk: 0});
setAttrs({fcovered_chk: 0});
setAttrs({rapidfire_chk: 0});
setAttrs({stunshot_chk: 0});
setAttrs({headshot_chk: 0});
}
});
});
on(" change:headshot_chk", function(){
getAttrs(["headshot_chk"],function(v){
if(v.headshot_chk==1){
setAttrs({pcovered_chk: 0});
setAttrs({fcovered_chk: 0});
setAttrs({rapidfire_chk: 0});
setAttrs({stunshot_chk: 0});
setAttrs({fleshwoundshot_chk: 0});
}
});
});
// Breaking points unconcious, stunned, incapacitated and death
on('sheet:opened change:wp change:hp change:san change:wp_max change:hp_max change:san_max change:bp_san',function(){
getAttrs(["wp","lowwill_chk","wp_max","hp","unconscious_chk","death_chk","hp_max","san","bp","san_max" ],function(v){
// Set Up the value with its max if above limit
if(Math.floor(v.wp)>Math.floor(v.wp_max)){
setAttrs({wp: Math.floor(v.wp_max)});
}
if(Math.floor(v.hp)>Math.floor(v.hp_max)){
setAttrs({hp: Math.floor(v.hp_max)});
}
if(Math.floor(v.san)>Math.floor(v.san_max)){
setAttrs({san: Math.floor(v.san_max)});
}
// Check Special Conditions
if((Math.floor(v.hp)>2) && (Math.floor(v.unconscious_chk)==1)){
setAttrs({unconscious_chk: 0});
setAttrs({death_chk: 0});
}
if((Math.floor(v.hp)<=2)){
setAttrs({unconscious_chk: 1});
setAttrs({death_chk: 0});
}
if((Math.floor(v.hp)<=0) && (Math.floor(v.death_chk)==0)){
setAttrs({death_chk: 1});
setAttrs({hp: 0});
}
if((Math.floor(v.wp)>2) && (Math.floor(v.lowwill_chk)==1)){
setAttrs({lowwill_chk: 0});
}
if((Math.floor(v.wp)<=2) && (Math.floor(v.lowwill_chk)==0)){
setAttrs({lowwill_chk: 1});
}
if(Math.floor(v.wp)<0){
setAttrs({wp: 0});
}
if(Math.floor(v.san)<=Math.floor(v.bp)){
setAttrs({bp: Math.max(Math.floor(v.san)-Math.floor(v.pow),0)});
}
if(Math.floor(v.san)<=0){
setAttrs({san: 0});
setAttrs({insane_chk:1});
}
});
});
// stats and skills
on("change:unnatural", function() {
getAttrs(["unnatural"], function(values) {
setAttrs({san_max: 99-Math.floor(values.unnatural)});
});
});
// I need this to take in account the changing BP changing the POW
on('sheet:opened',function(){
getAttrs(['pow'],function(v){
setAttrs({pow_tmp: v.pow});
});
});
on('change:bp_diff',function(){
getAttrs(['bp_diff','bp'],function(v){
setAttrs({bp: Math.max(Math.floor(v.bp)+Math.floor(v.bp_diff),0)});
setAttrs({bp_diff: 0});
});
});
on('change:str change:con change:pow change:dex change:int', function() {
getAttrs(["str","con","pow","dex","int","cha","pow_tmp"], function(values) {
setAttrs({str_x5: Math.floor(values.str * 5)});
setAttrs({con_x5: Math.floor(values.con * 5)});
setAttrs({pow_x5: Math.floor(values.pow * 5)});
setAttrs({dex_x5: Math.floor(values.dex * 5)});
setAttrs({int_x5: Math.floor(values.int * 5)});
setAttrs({cha_x5: Math.floor(values.cha * 5)});
setAttrs({wp_max: Math.floor(values.pow)});
setAttrs({hp_max: Math.ceil(values.str/2)+Math.ceil(values.con/2)});
setAttrs({hp_max: Math.ceil(values.str/2)+Math.ceil(values.con/2)});
if(Math.floor(values.pow_tmp)!=Math.floor(values.pow)){
setAttrs({bp_diff:Math.floor(values.pow_tmp)-Math.floor(values.pow)});
}
if (values.str<=4){
setAttrs({str_mod: (-2)});
}else if (values.str<=8 && values.st>=5 ){
setAttrs({str_mod: (-1)});
}else if (values.str<=12 && values.str>=9){
setAttrs({str_mod: 0});
}else if (values.str<=16 && values.str>=13){
setAttrs({str_mod: 1});
}else if (values.str>=17){
setAttrs({str_mod: 2});
}
});
});
// Projection on bonds
on("change:repeating_bonds:bscore", function(){
getAttrs(["repeating_bonds_bscore","repeating_bonds_bprojection"], function(values){
setAttrs({
repeating_bonds_bprojection: values.repeating_bonds_bscore
});
});
});
on("change:repeating_bonds:bprojection", function(){
getAttrs(["repeating_bonds_bscore","repeating_bonds_bprojection","wp"], function(values){
var bdiff=0
bdiff=Math.round(values.repeating_bonds_bscore)-Math.round(values.repeating_bonds_bprojection)
if (bdiff>0){
setAttrs({
repeating_bonds_bscore: (values.repeating_bonds_bscore-bdiff)
});
setAttrs({
wp: (values.wp-bdiff)
});
}else{
setAttrs({
repeating_bonds_bscore: values.repeating_bonds_bprojection
});
}
});
});
// Weapons scripts
on("change:repeating_weapons:atkskill",function(){
getAttrs(["repeating_weapons_atkskill","unarmed_combat","melee_weapons","firearms","athletics","demolitions","heavy_weapons","heavy_machinery","artillery","str_mod"], function(values){
if ((values.repeating_weapons_atkskill<=2)){
setAttrs({
repeating_weapons_dmg_mod : values.str_mod
});
}else{
setAttrs({
repeating_weapons_dmg_mod : 0
});
}
if (values.repeating_weapons_atkskill==1){
setAttrs({
repeating_weapons_atkrealskill: values.unarmed_combat
});
}
if (values.repeating_weapons_atkskill==2){
setAttrs({
repeating_weapons_atkrealskill: values.melee_weapons
});
}
if (values.repeating_weapons_atkskill==3){
setAttrs({
repeating_weapons_atkrealskill: values.firearms
});
}
if (values.repeating_weapons_atkskill==4){
setAttrs({
repeating_weapons_atkrealskill: Math.ceil(values.firearms * 1)+20
});
}
if (values.repeating_weapons_atkskill==5){
setAttrs({
repeating_weapons_atkrealskill: values.athletics
});
}
if (values.repeating_weapons_atkskill==6){
setAttrs({
repeating_weapons_atkrealskill: values.demolitions
});
}
if (values.repeating_weapons_atkskill==7){
setAttrs({
repeating_weapons_atkrealskill: values.heavy_weapons
});
}
if (values.repeating_weapons_atkskill==8){
setAttrs({
repeating_weapons_atkrealskill: values.heavy_machinery
});
}
if (values.repeating_weapons_atkskill==9){
setAttrs({
repeating_weapons_atkrealskill: values.artillery
});
}
});
});
let generalmod=['exhaustion','stim','lowwill','dazzled','pepperspray','teargas','flashbang','electroshock','status1','status2','status3','mod1','mod2','mod3'];
let generalmodchk=['exhaustion_chk','stim_chk','lowwill_chk','dazzled_chk','pepperspray_chk','teargas_chk','flashbang_chk','electroshock_chk','status1_chk','status2_chk','status3_chk','mod1_chk','mod2_chk','mod3_chk']
//generalmod.map(str => `change:${str}_chk`);
on('sheet:opened '+ generalmodchk.map(str => `change:${str}`).join(' '), function(){
getAttrs(generalmod.concat(generalmodchk),function(v){
let sum=0;
for (let i=0; i < (generalmod.length); i++){
sum += ( parseInt(v[generalmod[i]],10) * (parseInt(v[generalmodchk[i]],10) || 0) );
}
setAttrs({totalgeneralmod: sum});
});
});
on('change:hp',function(){
getAttrs(['hp','hptmp','firstaidattempted'],function(v){
if (Math.floor(v.hp)<Math.floor(v.hptmp)){
setAttrs({firstaidattempted:0});
}
setAttrs({hptmp: Math.floor(v.hp)});
});
});
on('change:testingncs change:testinghomescene',function(){
getAttrs(['testingncs','testinghomescene'],function(v){
if (v.testingnc==1){
setAttrs({
specncrolls: 1
});
}else if (v.testingnc==0){
setAttrs({
specncrolls: 0
});
}
});
});
</script>
<div class='sheet-maindiv'>
<input type='text' style='display: none;' name='attr_character_sheet' value='Delta Green Tabbed v1.0' />
<input type="hidden" style="display:none;" name="attr_character_sheet" value="" disabled="true" />
<div class='sheet-2colrow' style='padding-top: 5px; margin-left: 30px;'>
<div class='sheet-col' style='margin-right: 20px;'>
<input type="checkbox" class="sheet-useCodeName" name="attr_codename" style="width: 15px; display: none;" />
<input class="sheet-basicstandard" type="text" title="@{character_name}" name="attr_character_name" style='text-align: center;' /><label class='sheet-characterName sheet-basiclabel'>Agent Name</label>
</div>
<div class='sheet-col'>
<input class="sheet-basicstandard" type="text" title="@{player_name}" name="attr_player_name" placeholder="Player's Name" style='text-align: center;' /><label class='sheet-basiclabel'>Player Name</label>
</div>
</div>
<div class='sheet-cdiv'>
<input class="sheet-HideConfig" type="checkbox" checked name="attr_is_config" /><span class="sheet-is-config"><span style='font-family:"Pictos";'>y</span></span>
<input class="sheet-is-npc" type="checkbox" name="attr_is_npc" value="1" /><span class="sheet-is-npc-tab"></span>
<!-- -->
<!-- BEGIN CONFIGURATION STUFF -->
<!-- -->
<div class="sheet-config" style='border-style: dotted; border-color: #dbc792; padding: 5px; background-color: white; background-image: none;'>
sheet version: 2 Apr 2017
<div class='sheet-row'><h2 class='sheet-sectionHeader'>CONFIGURATION</h2></div>
<div class='sheet-UITweaks' style="padding: 10px;">
<div class="sheet-row">
<h3>Options</h3>
<input type="checkbox" class="sheet-tabinforolltemplate" style="width: 15px;" name="attr_tabinforolltemplate" value="1" title="Info Rolltemplate" /> Info Roll Template
<input type="checkbox" class="sheet-tabdebug" style="width: 15px;" name="attr_debug" value="1" title="Debug Mode" /> Debug Mode
<div class="sheet-options-inforolltemplate">
<h3 class='sheet-sectionHeader'>Informations About Rolltemplate Parameters</h3>
<table width="775px" style="text-alignement:center">
<caption>Parameters to be used in the rolltemplate</caption>
<tr>
<td style="width:20%"><b>rolltype</b></td>
<td>Define the type of roll used, if:
<p style="padding-left:5em"><b>0</b>: Skill or Stat roll (general modifier and difficulty)</p>
<p style="padding-left:5em"><b>1</b>: Combat Roll (general modifiers and attack related modifiers)</p>
<p style="padding-left:5em"><b>2</b>: Special Combat Roll (general modifier and Combat Dependant roll)</p>
<p style="padding-left:5em"><b>3</b>: Special NonCombat Roll (general modifier and Special roll)</p>
</td>
</tr>
<tr>
<td style="width:20%"><b>specialnc</b></td>
<td>Define the type of special non combat roll used, if:
<p style="padding-left:5em"><b>0</b>: Sleeplessness roll: check if you can fall asleep after reaching breaking point or acute episode (modified by sleeping pills and alchool)</p>
<p style="padding-left:5em"><b>1</b>: Stun roll: check if you can move next turn, simple CON X5 roll</p>
<p style="padding-left:5em"><b>2</b>: Permanent Injury: when you get HP<=2 different possible Permanent Injuries</p>
<p style="padding-left:5em"><b>3</b>: Healing: different kind of healing rolls defined by <i>healingtype</i></p>
<p style="padding-left:5em"><b>4</b>: Hazard: different type of hazard rolls defined by <i>hazardtype</i></p>
</td>
</tr>
<tr>
<td style="width:20%"><b>specialnc</b></td>
<td>Define the type of special non combat roll used, if:
<p style="padding-left:5em"><b>0</b>: Sleeplessness roll: check if you can fall asleep after reaching breaking point or acute episode (modified by sleeping pills and alchool)</p>
<p style="padding-left:5em"><b>1</b>: Stun roll: check if you can move next turn, simple CON X5 roll</p>
<p style="padding-left:5em"><b>2</b>: Permanent Injury: when you get HP<=2 different possible Permanent Injuries</p>
<p style="padding-left:5em"><b>3</b>: Healing: different kind of healing rolls defined by <i>healingtype</i></p>
<p style="padding-left:5em"><b>4</b>: Hazard: different type of hazard rolls defined by <i>hazardtype</i></p>
</td>
</tr>
</table>
<!-- What kind of roll?
rolltype = 0 Skill or Stat
rolltype = 1 Combat roll
rolltype = 2 special combat roll
rolltype = 3 special noncombat roo
specialnc=0 sleepness
specialnc=1 stun
specialnc=2 Permanent Injury
specialnc=3 healing
specialnc=4 Hazard
healingtype=0 resurrection
healingtype=1 stabilization
healingtype=2 treatment medicine
healingtype=3 treatment surgery
healingtype=4 recuperation
hazardtype=0 poison
hazardtype=1 disease
hazardtype=2 falling
hazardtype=3 fire
specialc=0 pin
specialc=1 dodge
specialc=2 escape
specialc=3 disarm
-->
<!--
<input type="hidden" name="attr_loudexplosion" value="-20">
<input type="hidden" name="attr_gas" value="-20">
<input type="hidden" name="attr_pointblank" value="20">R
<input type="hidden" name="attr_baserangeX2" value="-20">R
<input type="hidden" name="attr_baserangeX5" value="-40">R
<input type="hidden" name="attr_lowvisibility" value="-20">R
<input type="hidden" name="attr_novisibility" value="-40">R
<input type="hidden" name="attr_lasersight" value="20">R
<input type="hidden" name="attr_targetstill" value="20">
<input type="hidden" name="attr_targetprone" value="20">R
<input type="hidden" name="attr_targetpinned" value="20">R
<!--
disarmed
cover
// To be used for escape, max between STR X5 and unarmed combat
escape_name
escape
<input type="number" name="attr_totalgeneralmod" value="0">
<input type="hidden" name="attr_totalattackmod" value="0">
<input type="hidden" name="attr_totalhealingmod" value="0">
<input type="hidden" name="attr_totalsleepingmod" value="0">
<input type="hidden" name="attr_totaldifficultymod" value="0">
<input type="hidden" name="attr_totalinsanitymod" value="0">
hp_tmp <input type="number" name="attr_hptmp" value="0">
<input type="hidden" name="attr_pow_tmp" value="0">
<input type="hidden" name="attr_bp_diff" style="width: 73px;" value="0">
<input type="hidden" name="attr_benzodiazepine" value="20">
<input type="hidden" name="attr_sedatives" value="20">
<input type="hidden" name="attr_stim_chk" value="0">
<input type="hidden" name="attr_stim" value="20">
<input type="hidden" name="attr_heavydrinking" value="20">
<input type="hidden" name="attr_marijuana" value="20">
<input type="hidden" name="attr_antidote" value="20">
<input type="hidden" name="attr_antibiotics" value="20">
<input type="hidden" style="width:20px" name="attr_hospitalization" value="20">
<input type="hidden" name="attr_str_mod" value="0">
<input type="hidden" name="attr_atkrealskill" value="@{unarmed_combat}" />
<input type="hidden" style="width:20px" name="attr_gasmask" value="20">
<input type="hidden" style="width:20px" name="attr_earprotection" value="20">
<input type="hidden" name="attr_aim" value="20"/>
<input type="hidden" name="attr_dmg_mod" value="@{str_mod}">
<input type="hidden" name="attr_pcovered" value="-20"/>
<input type="hidden" name="attr_fcovered" value="-40"/>
<input type="hidden" name="attr_tmp_armor" value="0">
<input type="hidden" name="attr_rapidfire" value="-20"/>
<input type="hidden" name="attr_stunshot" value="-20"/>
<input type="hidden" name="attr_fleshwoundshot" value="-40"/>
<input type="hidden" name="attr_headshot" value="-40"/>
<input type="hidden" name="attr_prone" value="20"/>
<input type="hidden" name="attr_exhaustion" value="-20">
<input type="hidden" name="attr_lowwill" value="-20">
<input type="hidden" name="attr_dazzled" value="-20">
<input type="hidden" name="attr_pepperspray" value="-20">
<input type="hidden" name="attr_teargas" value="-40">
<input type="hidden" name="attr_flashbang" value="-40">
<input type="hidden" name="attr_electroshock" value="-20">
<input type="hidden" name="attr_pblind" value="-20">
<input type="hidden" name="attr_pdeaf" value="-20">
<input type="hidden" name="attr_acrippled" value="-20">
<input type="hidden" name="attr_lcrippled" value="-20">
<input type="hidden" name="attr_trivial" value="40">
<input type="hidden" name="attr_easy" value="20">
<input type="hidden" name="attr_hard" value="-20">
<input type="hidden" name="attr_impossible" value="-40">
-->
</div>
<div class="sheet-options-debugmode">
<h3 class='sheet-sectionHeader'>Hidden Paremeters for Debug Mode</h3>
<table width="775px" style="text-alignement:center">
<caption>General common modifiers</caption>
<tr>
<input type="hidden" name="attr_exhaustion" value="-20">
<input type="hidden" name="attr_lowwill" value="-20">
<input type="hidden" name="attr_dazzled" value="-20">
<input type="hidden" name="attr_pepperspray" value="-20">
<input type="hidden" name="attr_teargas" value="-40">
<input type="hidden" name="attr_flashbang" value="-40">
<input type="hidden" name="attr_electroshock" value="-20">
<input type="hidden" style="width:20px" name="attr_gasmask" value="20">
<input type="hidden" style="width:20px" name="attr_earprotection" value="20">
</tr>
</table>
<table width="775px" style="text-alignement:center">
<caption>Alternative Permanent Injuries Modifiers</caption>
<tr>
<!-- Permanent Injuries Modifier (only affect particular actions that relates to movement/eyesight/earing... (Optional rules) -->
<input type="hidden" name="attr_pblind" value="-20">
<input type="hidden" name="attr_pdeaf" value="-20">
<input type="hidden" name="attr_acrippled" value="-20">
<input type="hidden" name="attr_lcrippled" value="-20">
<table width="775px" style="text-alignement:center">
<caption> Difficulty Modifier</caption>
<tr>
<!--Standard difficulty modifiers-->
<input type="hidden" name="attr_trivial" value="40">
<input type="hidden" name="attr_easy" value="20">
<input type="hidden" name="attr_hard" value="-20">
<input type="hidden" name="attr_impossible" value="-40">
<!-- Beginning of the character sheet -->
</tr>
</table>
<table width="775px" style="text-alignement:center">
<caption>General Attack Modifiers</caption>
<tr>
<td>Loud Explosion<input type="number" name="attr_loudexplosion" value="-20"></td>
<td>Gas<input type="number" name="attr_gas" value="-20"></td>
<td>Cover: fail lethality+armor</td>
</tr>
<tr>
<td>Skill to Atk (default unarmed) [in repeating_weapons]</td>
</tr>
<input type="hidden" name="attr_aim" value="20"/>
<input type="hidden" name="attr_dmg_mod" value="@{str_mod}">
<input type="hidden" name="attr_pcovered" value="-20"/>
<input type="hidden" name="attr_fcovered" value="-40"/>
<input type="hidden" name="attr_tmp_armor" value="0">
<input type="hidden" name="attr_rapidfire" value="-20"/>
<input type="hidden" name="attr_stunshot" value="-20"/>
<input type="hidden" name="attr_fleshwoundshot" value="-40"/>
<input type="hidden" name="attr_headshot" value="-40"/>
<input type="hidden" name="attr_prone" value="20"/>
<!-- General Modifiers -->
</table>
<table width="775px" style="text-alignement:center">
<caption>Range Attack Modifiers</caption>
<tr>
<td>Point Blank<input type="number" style="width:27px" name="attr_pointblank" value="20">/Range X2<input style="width:29px" type="number" name="attr_baserangeX2" value="-20">/Range X5<input style="width:29px" type="numbler" name="attr_baserangeX5" value="-40"> </td>
<td>Low<input type="number" style="width:29px" name="attr_lowvisibility" value="-20">/No<input type="number" style="width:29px" name="attr_novisibility" value="-40"> Visibility</td>
<td>Laser Sight<input type="number" style="width:29px" name="attr_lasersight" value="20" ></td>
</tr>
<tr>
<td>Target Still<input type="number" style="width:29px" name="attr_targetstill" value="20">
<td>Target Prone<input type="hidden" name="attr_targetprone" value="-20"></td>
</tr>
</table>
<table width="775px" style="text-alignement:center">
<caption>Melee Attack Modifiers</caption>
<tr>
<td>Disarmed: can only attack unarmed</td>
<td>Pinned: can only Escape</td>
<td>Disarm: Unaremed attack</td>
</tr>
<tr>
<td>Target Pinned<input type="number" style="width:29px" name="attr_targetpinned" value="20"></td>
<td>Target Still<input type="number" style="width:29px" name="attr_targetstillmelee" value="@{targetstill}" disabled="true"></td>
<td>dmg_mod only for melee/unarmed<input type="number" style="width:29px" disabled="true" name="attr_dmg_mod" value="@{str_mod}"></td>
<td></td>
</tr>
</table>
<table width="775px" style="text-alignement:center">
<caption>Special Non Combat Modifiers</caption>
<tr>
<!-- First Aid Flag Handling -->
<td>hp_tmp: param for first aid flag <input type="number" style="width:20px" disabled="true" name="attr_hptmp" value="0"></td>
<!-- BP Handling -->
<td>pow_tmp: param for handle mod pow<input type="number" style="width:20px" disabled="true" name="attr_pow_tmp" value="0"></td>
<td>bp_diff: param for handle pow mode of BP<input type="number" style="width:20px" disabled="true" name="attr_bp_diff" style="width: 73px;" value="0"></td>
</tr>
<tr>
<td>Antidote<input type="number" style="width:25px" name="attr_antidote" value="20">/Antibiotics<input type="number" style="width:20px" name="attr_antibiotics" value="20"></td>
<td>Hospitalization<input type="number" style="width:25px" name="attr_hospitalization" value="20"></td>
<td>Stimulants/Hard Stimulants <input type="number" style="width:25px" name="attr_stim" value="20"></td>
</tr>
<tr>
<td calspan="3">stim_chk: overall stimulant effect due to stim/hardstim<input type="number" style="width:25px" name="attr_stim_chk" value="0"></td>
</tr>
<tr>
<td colspan="3">heavy drinking(exclusive marijuana): sleep roll <input type="number" style="width:25px" name="attr_heavydrinkingsleep" value="20">/
disorder <input type="number" style="width:25px" name="attr_heavydrinkingdisorder" value="10">/
Trigger Exhaustion</td>
</tr>
<tr>
<td colspan="3">marijuana(exclusive heavydrink): sleep roll <input type="number" style="width:25px" name="attr_marijuanasleep" value="20">/
disorder <input type="number" style="width:25px" name="attr_marijuanadisorder" value="10">/
Trigger Exhaustion</td>
</tr>
<tr>
<td colspan="3">benzodiazepine(overwrite heavydrinking/marijuana mod): disorder roll <input type="number" style="width:25px" name="attr_benzodiazepine" value="20">
</tr>
<tr>
<td colspan="3">sedatives(overwrite heavydrinking/marijuana mod): sleep roll <input type="number" style="width:25px" name="attr_sedatives" value="20"></td>
</table>
<table width="775px">
<caption>Total Modifiers</caption>
<tr>
<td>totalgeneralmod</td>
<td>Sum(general_chk*general_mod)</td>
<td><input type="number" style="width:25px" name="attr_totalgeneralmod" value="0"></td>
</tr>
<tr>
<td>totalhealingmod</td>
<td>(cure_chk*cure_mod+hospitalization_chk*hospitalization_mod)</td>
<td><input type="number" style="width:25px" name="attr_totalhealingmod" value="0"></td>
</tr>
<tr>
<td>totalattackmod</td>
<td>aim_chk*aim_mod+gears_chk*gears_mod+callshot_chk*callshot_mod+env_chk*env_mod</td>
<td><input type="number" style="width:25px" name="attr_totalattackmod" value="0"></td>
</tr>
<tr>
<td>totalsleepnessmod</td>
<td>sedatives_mod || marijuana_mod || heavydrinking_mod || 0</td>
<td><input type="number" style="width:25px" name="attr_totalsleepessmod" value="0"></td>
</tr>
<tr>
<td>totaldifficultymod</td>
<td>sum(difficulty_chk*difficulty_mod) || 0</td>
<td><input type="number" style="width:25px" name="attr_totaldifficultymod" value="0"></td>
</tr>
<tr>
<td>totalinsanitymod</td>
<td>marijuana || heavydrinking || benzodiazepine || 0</td>
<td><input type="number" style="width:25px" name="attr_totalinsanitymod" value="0"></td>
</tr>
</table>
<!--Important hidden variables to use in the sheet %%%-->
<!-- Total Modifiers -->
<!-- Special Non Combat Actions Modifiers-->
<!-- Combat modifiers-->
</div>
</div>
</div>
</div>
<div class='sheet-player' style="width: 810px;"><!-- Begin Player Sheet -->
<!-- Set up the Tabs -->
<input type="radio" class="sheet-tab sheet-tab1" name="attr_core-tab" value="1" title="PERSONAL DATA" checked="checked"/>
<span class="sheet-tab sheet-tab1" style='line-height: 40px;'>PERSONAL</span>
<input type="radio" class="sheet-tab sheet-tab2" name="attr_core-tab" value="2" title="STATS" />
<span class="sheet-tab sheet-tab2" style='line-height: 40px;'>STATS</span>
<input type="radio" class="sheet-tab sheet-tab3" name="attr_core-tab" value="3" title="SKILLS"/>
<span class="sheet-tab sheet-tab3" style='line-height: 40px;'>SKILLS</span>
<input type="radio" class="sheet-tab sheet-tab4" name="attr_core-tab" value="4" title="STATUS" />
<span class="sheet-tab sheet-tab4" style='line-height: 40px;'>STATUS</span>
<input type="radio" class="sheet-tab sheet-tab5" name="attr_core-tab" value="5" title="COMBAT" />
<span class="sheet-tab sheet-tab5" style='line-height: 40px;'>COMBAT</span>
<input type="radio" class="sheet-tab sheet-tab6" name="attr_core-tab" value="6" title="OTHER" />
<span class="sheet-tab sheet-tab6" style='line-height: 40px;'>OTHER</span>
<input type="radio" class="sheet-tab sheet-tab99" name="attr_core-tab" value="99" title="All" />
<span class="sheet-tab sheet-tab99" style='line-height: 40px'>ALL</span>
<!-- End Tab setup -->
<span class="sheet-spacer"></span>
<!--</div>-->
<div class="sheet-section-personal">
<div class='sheet-row'><h2 class='sheet-sectionHeader'>PERSONAL DATA</h2></div>
<div class='sheet-2colrow' style='padding-top: 5px; margin-left: 30px;'>
<div class='sheet-col' style='margin-right: 20px;'>
<label class='sheet-characterName sheet-basiclabel'> Agent Name</label><input class="sheet-basicstandard" style="width: 370px;" type="text" title="@{character_name}" name="attr_character_name" style='text-align: center;' />
<label class='sheet-characterName sheet-basiclabel'> Employer</label><input class="sheet-basicstandard" style="width: 370px;" type="text" name="attr_employer" title="@{employer}" placeholder='FBI' />
</div>
<div class='sheet-col'style='width:300px;'>
<label class='sheet-characterName sheet-basiclabel'> Profession</label><input class="sheet-basicstandard" style="width: 370px;" type="text" title="@{profession}" name="attr_profession" placeholder='Agent' style='text-align: center;' />
<label class='sheet-characterName sheet-basiclabel'> Nationality</label><input class="sheet-basicstandard" style="width: 370px;" type="text" name="attr_nationality" title="@{nationality}" placeholder='US' />
</div>
</div>
<div class='sheet-3colrow' style='padding-top: 5px; margin-left: 30px;'>
<div class='sheet-col' style='margin-right: 20px;' style='width: 30%;' >
<label class='sheet-characterName sheet-basiclabel' > Gender</label><input class="sheet-basicstandard" type="text" title="@{gender}" name="attr_gender" style='text-align: center;' />
</div>
<div class='sheet-col' style='margin-right: 20px;' >
<label class='sheet-characterName sheet-basiclabel' > Age</label><input class="sheet-basicstandard" type="text" title="@{age}" name="attr_age" style='text-align: center;' />
</div>
<div class='sheet-col' style='margin-right: 20px;' >
<label class='sheet-characterName sheet-basiclabel' > Education </label><input class="sheet-basicstandard" type="text" title="@{Education}" name="attr_education" style='text-align: center;' />
</div>
</div>
</div>
<div class="sheet-section-stats">
<div class='sheet-2colrow'>
<div class='sheet-col'>
<h2 class='sheet-sectionHeader' style="width:405px">STATISTICAL DATA</h2>
<table width="405px">
<tr><th >STATISTICS</th> <th >SCORE</th> <th> X5 </th><th > Distinguished Features </th><th></th></tr>
<tr><th style='text-align: left;'>Strength</th>
<td><input type="number" name="attr_str" value="10"></td>
<td><input type="number" name="attr_str_x5" value="50"></td>
<td><input type="text" name="attr_str_txt" style="width: 159px;"></td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg} {{name=STR roll}} {{normal_d=[[floor(@{str_x5}/10)]]}} {{impossible_d=[[floor(@{str_x5}/10)-4]]}} {{hard_d=[[floor(@{str_x5}/10)-2]]}}{{easy_d=[[floor(@{str_x5}/10)+2]]}}{{trivial_d=[[floor(@{str_x5}/10)+4]]}} {{normal_u=[[@{str_x5}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_str_check' />
</td></tr>
<tr><th style='text-align: left;'>Constitution</th>
<td><input type="number" name="attr_con" value="10"></td>
<td><input type="number" name="attr_con_x5" value="50" ></td>
<td><input type="text" name="attr_con_txt" style="width: 159px;" ></td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg} {{name=CON roll}} {{normal_d=[[floor(@{con_x5}/10)]]}} {{impossible_d=[[floor(@{con_x5}/10)-4]]}} {{hard_d=[[floor(@{con_x5}/10)-2]]}}{{easy_d=[[floor(@{con_x5}/10)+2]]}}{{trivial_d=[[floor(@{con_x5}/10)+4]]}} {{normal_u=[[@{con}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_con_check' />
</td></tr>
<tr><th style='text-align: left;'>Dexterity</th>
<td><input type="number" name="attr_dex" value="10"></td>
<td><input type="number" name="attr_dex_x5" value="50" ></td>
<td><input type="text" name="attr_dex_txt" style="width: 159px;" ></td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg} {{name=DEX roll}} {{normal_d=[[floor(@{dex_x5}/10)]]}} {{impossible_d=[[floor(@{dex_x5}/10)-4]]}} {{hard_d=[[floor(@{dex_x5}/10)-2]]}}{{easy_d=[[floor(@{dex_x5}/10)+2]]}}{{trivial_d=[[floor(@{dex_x5}/10)+4]]}} {{normal_u=[[@{dex_x5}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_dex_check' />
</td></tr>
<tr><th style='text-align: left;'>Intelligence</th>
<td><input type="number" name="attr_int" value="10"></td>
<td><input type="number" name="attr_int_x5" value="50" ></td>
<td><input type="text" name="attr_int_txt" style="width: 159px;" ></td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg} {{name=INT roll}} {{normal_d=[[floor(@{int_x5}/10)]]}} {{impossible_d=[[floor(@{int_x5}/10)-4]]}} {{hard_d=[[floor(@{int_x5}/10)-2]]}}{{easy_d=[[floor(@{int_x5}/10)+2]]}}{{trivial_d=[[floor(@{int_x5}/10)+4]]}} {{normal_u=[[@{int_x5}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_int_check' />
</td></tr>
<tr><th style='text-align: left;'>Power</th>
<td><input type="number" name="attr_pow" value="10"></td>
<td><input type="number" name="attr_pow_x5" value="50" ></td>
<td><input type="text" name="attr_pow_txt" style="width: 159px;" ></td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg} {{name=POW roll}} {{normal_d=[[floor(@{pow_x5}/10)]]}} {{impossible_d=[[floor(@{pow_x5}/10)-4]]}} {{hard_d=[[floor(@{pow_x5}/10)-2]]}}{{easy_d=[[floor(@{pow_x5}/10)+2]]}}{{trivial_d=[[floor(@{pow_x5}/10)+4]]}} {{normal_u=[[@{pow_x5}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_pow_check' />
</td></tr>
<tr><th style='text-align: left;'>Charisma</th>
<td><input type="number" name="attr_cha" value="10"></td>
<td><input type="number" name="attr_cha_x5" value="50" ></td>
<td><input type="text" name="attr_cha_txt" style="width: 159px;" ></td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg} {{name=CHA roll}} {{normal_d=[[floor(@{cha_x5}/10)]]}} {{impossible_d=[[floor(@{cha_x5}/10)-4]]}} {{hard_d=[[floor(@{cha_x5}/10)-2]]}}{{easy_d=[[floor(@{cha_x5}/10)+2]]}}{{trivial_d=[[floor(@{cha_x5}/10)+4]]}} {{normal_u=[[@{cha_x5}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_cha_check' />
</td></tr>
</table>
<h3 class='sheet-sectionHeader' style="width:405px">DIFFICULTY</h3>
<table width="100%">
<tr>
<td><input type="checkbox" name="attr_trivial_chk"/>Trivial</td>
<td><input type="checkbox" name="attr_easy_chk"/>Easy</td>
<td><input type="checkbox" name="attr_custom_chk"/>Custom<input type="number" value="0"></td>
<td><input type="checkbox" name="attr_hard_chk"/>Hard</td>
<td><input type="checkbox" name="attr_impossible_chk"/>Impossible</td>
</tr>
</table>
<table width="405px">
<tr><th style="width: 180px;">DERIVATED ATTRIBUTES </th> <th style="width: 70px;" > MAXIMUM </th> <th style="width: 70px;"> CURRENT </th><th style="width: 35px;"> </th></tr>
<tr><th style='text-align: left;'>Hit Points (HP)</th>
<td><input type="number" name="attr_hp_max" style="width: 73px;" value="10"></td>
<td><input type="number" name="attr_hp" style="width: 73px;" value="10"></td>
<td></td>
</tr>
<tr><th style='text-align: left;'>Will Power Points (WP)</th>
<td><input type="number" name="attr_wp_max" style="width: 73px;" value="10"></td>
<td><input type="number" name="attr_wp" style="width: 73px;" value="10"></td>
<td></td>
</tr>
<tr><th style='text-align: left;'>Sanity (SAN)</th>
<td><input type="number" name="attr_san_max" style="width: 73px;" value="99"></td>
<td><input type="number" name="attr_san" style="width: 73px;" value="50"></td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg} {{name=SAN roll}} {{normal_d=[[floor(@{san}/10)]]}} {{impossible_d=[[floor(@{san}/10)-4]]}} {{hard_d=[[floor(@{san}/10)-2]]}}{{easy_d=[[floor(@{san}/10)+2]]}}{{trivial_d=[[floor(@{san}/10)+4]]}} {{normal_u=[[@{san}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_cha_check' />
</td></tr>
<tr><th style='text-align: left;'>Breaking Point (BP)</th>
<td><input type="number" name="attr_bp_max" style="width: 73px;" value="40"></td>
<td><input type="number" name="attr_bp" style="width: 73px;" value="40"></td>
<td></td>
</tr>
</table>
</div>
<div class='sheet-col'>
<h2 class='sheet-sectionHeader'>PSYCHOLOGICAL DATA</h2>
<table width="100%">
<tr>
<th style="width: 50%">BONDS</th>
<th style="width: 25%">SCORE</th>
<th style="width: 25%">PROJ</th>
</tr>
</table>
<fieldset class="repeating_bonds">
<table width="100%">
<tr>
<td style="width: 50%"><input type="text" name="attr_bname" value="Name" /></td>
<td style="width: 25%"><input type="number" style="width:100%" name="attr_bscore" value="10"/></td>
<td style="width: 25%"><input class="sheet-input-projection" style="width:100%" type="number" name="attr_bprojection" value="10"/></td>
</tr>
</table>
</fieldset>
<table width="100%">
<tr>
<th colspan="2">
MOTIVATION AND MENTAL DISORDER
</th>
</tr>
<tr>
<td style="width:50%">
<select name="attr_main_mot_type" style="width: 100%">
<option value="1">Motivation</option>
<option value="2">Disorder</option>
</select>
</td>
<td style="width: 50%">
<input type="text" name="attr_main_mot_descr"/>
</td>
</tr>
</table>
<fieldset class="repeating_motive">
<table style="width:100%">
<tr>
<td style="width: 50%">
<select name="attr_mot_type" style="width: 100%">
<option value="1">Motivation</option>
<option value="2">Disorder</option>
</select>
</td>
<td style="width: 50%" style="align: center">
<input type="text" name="attr_mot_descr"/>
</td>
</tr>
</table>
</fieldset>
<h3 class='sheet-sectionHeader'>ADAPT TO INSANITY</h3>
<table width="100%">
<tr><th>VIOLENCE</th><th>HELPNESS</th></th></tr>
<tr>
<td style='text-align: center; width: 240px'><input type="checkbox" name="attr_check_violence_1">
<input type="checkbox" name="attr_check_violence_2">
<input type="checkbox" name="attr_check_violence_3"> adapted</td>
<td style='text-align: center;; width: 240px'><input type="checkbox" name="attr_check_helpness_1">
<input type="checkbox" name="attr_check_helpness_2">
<input type="checkbox" name="attr_check_helness_3"> adapted</td>
</tr>
</table>
</div>
</div>
</div>
<div class="sheet-section-skills">
<div class='sheet-row'>
<h2 class='sheet-sectionHeader'>APPLICABLE SKILL SETS</h2>
<h3 class='sheet-sectionHeader'>DIFFICULTY</h3>
<table width="100%">
<tr>
<td><input type="checkbox" name="attr_trivial_chk"/>Trivial(+40%)</td>
<td><input type="checkbox" name="attr_easy_chk"/>Easy(+20%)</td>
<td><input type="checkbox" name="attr_custom_chk"/>Custom<input type="number" value="0"></td>
<td><input type="checkbox" name="attr_hard_chk"/>Hard(-20%)</td>
<td><input type="checkbox" name="attr_impossible_chk"/>Impossible(-40%)</td>
</tr>
</table>
<h3 class='sheet-sectionHeader'>SKILLS</h3>
</div>
<div class='sheet-3colrow'>
<div class="sheet-col">
<table width="250">
<tr>
<td><input type="checkbox" name="attr_accounting_chk"/> Accounting (10%)</td>
<td><input type="number" name="attr_accounting" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg} {{name=Accounting roll}} {{normal_d=[[floor(@{accounting}/10)]]}} {{impossible_d=[[floor(@{accounting}/10)-4]]}} {{hard_d=[[floor(@{accounting}/10)-2]]}}{{easy_d=[[floor(@{accounting}/10)+2]]}} {{trivial_d=[[floor(@{accounting}/10)+4]]}} {{normal_u=[[@{accounting}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_accounting_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_alertness_chk" /> Alertness (20%)</td>
<td><input type="number" name="attr_alertness" value="20"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Alertness roll}} {{normal_d=[[floor(@{alertness}/10)]]}} {{impossible_d=[[floor(@{alertness}/10)-4]]}}{{hard_d=[[floor(@{alertness}/10)-2]]}}{{easy_d=[[floor(@{alertness}/10)+2]]}}{{trivial_d=[[floor(@{alertness}/10)+4]]}} {{normal_u=[[@{alertness}%10]]}}{{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_alertness_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_antropology_chk" /> Antropology (0%)</td>
<td><input type="number" name="attr_antropology" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Antropology roll}} {{normal_d=[[floor(@{antropology}/10)]]}} {{impossible_d=[[floor(@{antropology}/10)-4]]}}{{hard_d=[[floor(@{antropology}/10)-2]]}}{{easy_d=[[floor(@{antropology}/10)+2]]}}{{trivial_d=[[floor(@{antropology}/10)+4]]}} {{normal_u=[[@{antropology}%10]]}}{{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_antropology_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_archeology_chk"/> Archeology (0%)</td>
<td><input type="number" name="attr_archeology" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Archeology roll}} {{normal_d=[[floor(@{archeology}/10)]]}} {{impossible_d=[[floor(@{archeology}/10)-4]]}}{{hard_d=[[floor(@{archeology}/10)-2]]}}{{easy_d=[[floor(@{archeology}/10)+2]]}}{{trivial_d=[[floor(@{archeology}/10)+4]]}} {{normal_u=[[@{archeology}%10]]}}{{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_archeology_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_art1_chk"/>Art: <input type="text" style="width:80px" name="attr_art1_name" value="Painting"> </td>
<td><input type="number" name="attr_art1" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{art1_name} roll}} {{normal_d=[[floor(@{art1}/10)]]}} {{impossible_d=[[floor(@{art1}/10)-4]]}}{{hard_d=[[floor(@{art1}/10)-2]]}}{{easy_d=[[floor(@{art1}/10)+2]]}}{{trivial_d=[[floor(@{art1}/10)+4]]}} {{normal_u=[[@{art1}%10]]}}{{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_art1_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_art2_chk"/>Art: <input type="text" style="width:80px" name="attr_art2_name" value="Sculpture"> </td>
<td><input type="number" name="attr_art2" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{art2_name} roll}} {{normal_d=[[floor(@{art2}/10)]]}} {{impossible_d=[[floor(@{art2}/10)-4]]}}{{hard_d=[[floor(@{art2}/10)-2]]}}{{easy_d=[[floor(@{art2}/10)+2]]}}{{trivial_d=[[floor(@{art2}/10)+4]]}} {{normal_u=[[@{art2}%10]]}}{{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_art2_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_artillery_chk" /> Artillery (0%)</td>
<td><input type="number" name="attr_artillery" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Artillery roll}} {{normal_d=[[floor(@{artillery}/10)]]}} {{impossible_d=[[floor(@{artillery}/10)-4]]}}{{hard_d=[[floor(@{artillery}/10)-2]]}}{{easy_d=[[floor(@{artillery}/10)+2]]}}{{trivial_d=[[floor(@{artillery}/10)+4]]}} {{normal_u=[[@{artillery}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_artillery_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_athletics_chk" /> Athletics (30%)</td>
<td><input type="number" name="attr_athletics" value="30"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Athletics roll}} {{normal_d=[[floor(@{athletics}/10)]]}} {{impossible_d=[[floor(@{athletics}/10)-4]]}}{{hard_d=[[floor(@{athletics}/10)-2]]}}{{easy_d=[[floor(@{athletics}/10)+2]]}}{{trivial_d=[[floor(@{athletics}/10)+4]]}} {{normal_u=[[@{athletics}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_athletics_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_bureaucracy_chk" /> Bureaucracy (10%)</td>
<td><input type="number" name="attr_bureaucracy" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Bureaucracy roll}} {{normal_d=[[floor(@{bureaucracy}/10)]]}} {{impossible_d=[[floor(@{bureaucracy}/10)-4]]}}{{hard_d=[[floor(@{bureaucracy}/10)-2]]}}{{easy_d=[[floor(@{bureaucracy}/10)+2]]}}{{trivial_d=[[floor(@{bureaucracy}/10)+4]]}} {{normal_u=[[@{bureaucracy}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_bureaucracy_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_computer_science_chk" /> Computer Science (0%)</td>
<td><input type="number" name="attr_computer_science" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Computer Science roll}} {{normal_d=[[floor(@{computer_science}/10)]]}} {{impossible_d=[[floor(@{computer_science}/10)-4]]}}{{hard_d=[[floor(@{computer_science}/10)-2]]}}{{easy_d=[[floor(@{computer_science}/10)+2]]}}{{trivial_d=[[floor(@{computer_science}/10)+4]]}} {{normal_u=[[@{computer_science}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_computer_science_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_craft1_chk" /> Craft: <input type="text" style="width:80px" name="attr_craft1_name" value="Forgery"></td>
<td><input type="number" name="attr_craft1" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{craft1_name} roll}} {{normal_d=[[floor(@{craft1}/10)]]}} {{impossible_d=[[floor(@{craft1}/10)-4]]}}{{hard_d=[[floor(@{craft1}/10)-2]]}}{{easy_d=[[floor(@{craft1}/10)+2]]}}{{trivial_d=[[floor(@{craft1}/10)+4]]}} {{normal_u=[[@{craft1}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_craft1_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_craft2_chk" /> Craft: <input type="text" style="width:80px" name="attr_craft2_name" value="Woodwork"></td>
<td><input type="number" name="attr_craft2" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{craft2_name} roll}} {{normal_d=[[floor(@{craft2}/10)]]}} {{impossible_d=[[floor(@{craft2}/10)-4]]}}{{hard_d=[[floor(@{craft2}/10)-2]]}}{{easy_d=[[floor(@{craft2}/10)+2]]}}{{trivial_d=[[floor(@{craft2}/10)+4]]}} {{normal_u=[[@{craft2}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_craft2_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_criminology_chk" /> Criminology (10%)</td>
<td><input type="number" name="attr_criminology" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Criminology roll}} {{normal_d=[[floor(@{criminology}/10)]]}} {{impossible_d=[[floor(@{criminology}/10)-4]]}}{{hard_d=[[floor(@{criminology}/10)-2]]}}{{easy_d=[[floor(@{criminology}/10)+2]]}}{{trivial_d=[[floor(@{criminology}/10)+4]]}} {{normal_u=[[@{criminology}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_criminology_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_demolitions_chk" /> Demolitions (0%)</td>
<td><input type="number" name="attr_demolitions" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Demolitions roll}} {{normal_d=[[floor(@{demolitions}/10)]]}} {{impossible_d=[[floor(@{demolitions}/10)-4]]}}{{hard_d=[[floor(@{demolitions}/10)-2]]}}{{easy_d=[[floor(@{demolitions}/10)+2]]}}{{trivial_d=[[floor(@{demolitions}/10)+4]]}} {{normal_u=[[@{demolitions}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_demolitions_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_disguise_chk" /> Disguise (10%)</td>
<td><input type="number" name="attr_disguise" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Disguise roll}} {{normal_d=[[floor(@{disguise}/10)]]}} {{impossible_d=[[floor(@{disguise}/10)-4]]}}{{hard_d=[[floor(@{disguise}/10)-2]]}}{{easy_d=[[floor(@{disguise}/10)+2]]}}{{trivial_d=[[floor(@{disguise}/10)+4]]}} {{normal_u=[[@{disguise}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_disguise_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_dodge_chk" /> Dodge (30%)</td>
<td><input type="number" name="attr_dodge" value="30"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Dodge roll}} {{normal_d=[[floor(@{dodge}/10)]]}} {{impossible_d=[[floor(@{dodge}/10)-4]]}}{{hard_d=[[floor(@{dodge}/10)-2]]}}{{easy_d=[[floor(@{dodge}/10)+2]]}}{{trivial_d=[[floor(@{dodge}/10)+4]]}} {{normal_u=[[@{dodge}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_dodge_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_drive_chk" /> Drive (20%)</td>
<td><input type="number" name="attr_drive" value="20"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Drive roll}} {{normal_d=[[floor(@{drive}/10)]]}} {{impossible_d=[[floor(@{drive}/10)-4]]}}{{hard_d=[[floor(@{drive}/10)-2]]}}{{easy_d=[[floor(@{drive}/10)+2]]}}{{trivial_d=[[floor(@{drive}/10)+4]]}} {{normal_u=[[@{drive}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_drive_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_firearms_chk" /> Firearms (20%)</td>
<td><input type="number" name="attr_firearms" value="20"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Firearms roll}} {{normal_d=[[floor(@{firearms}/10)]]}} {{impossible_d=[[floor(@{firearms}/10)-4]]}}{{hard_d=[[floor(@{firearms}/10)-2]]}}{{easy_d=[[floor(@{firearms}/10)+2]]}}{{trivial_d=[[floor(@{firearms}/10)+4]]}} {{normal_u=[[@{firearms}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_firearms_check' /></td>
</tr>
</table>
</div>
<div class="sheet-col">
<table width="250">
<tr>
<td><input type="checkbox" name="attr_first_aid_chk"/> First Aid (10%)</td>
<td><input type="number" name="attr_first_aid" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=First Aid roll}} {{normal_d=[[floor(@{first_aid}/10)]]}} {{impossible_d=[[floor(@{first_aid}/10)-4]]}}{{hard_d=[[floor(@{first_aid}/10)-2]]}}{{easy_d=[[floor(@{first_aid}/10)+2]]}}{{trivial_d=[[floor(@{first_aid}/10)+4]]}} {{normal_u=[[@{first_aid}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_first_aid_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_forensics_chk"/> Forensics (0%)</td>
<td><input type="number" name="attr_forensics" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Forensics roll}} {{normal_d=[[floor(@{forensics}/10)]]}} {{impossible_d=[[floor(@{forensics}/10)-4]]}}{{hard_d=[[floor(@{forensics}/10)-2]]}}{{easy_d=[[floor(@{forensics}/10)+2]]}}{{trivial_d=[[floor(@{forensics}/10)+4]]}} {{normal_u=[[@{forensics}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_forensics_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_heavy_machinery_chk"/> Heavy Machinery (10%)</td>
<td><input type="number" name="attr_heavy_machinery" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Heavy Machinery roll}} {{normal_d=[[floor(@{heavy_machinery}/10)]]}} {{impossible_d=[[floor(@{heavy_machinery}/10)-4]]}}{{hard_d=[[floor(@{heavy_machinery}/10)-2]]}}{{easy_d=[[floor(@{heavy_machinery}/10)+2]]}}{{trivial_d=[[floor(@{heavy_machinery}/10)+4]]}} {{normal_u=[[@{heavy_machinery}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_heavy_machinery_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_heavy_weapons_chk"/> Heavy Weapons (0%)</td>
<td><input type="number" name="attr_heavy_weapons" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Heavy Weapons roll}} {{normal_d=[[floor(@{heavy_weapons}/10)]]}} {{impossible_d=[[floor(@{heavy_weapons}/10)-4]]}}{{hard_d=[[floor(@{heavy_weapons}/10)-2]]}}{{easy_d=[[floor(@{heavy_weapons}/10)+2]]}}{{trivial_d=[[floor(@{heavy_weapons}/10)+4]]}} {{normal_u=[[@{heavy_weapons}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_heavy_weapons_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_history_chk" /> History (10%)</td>
<td><input type="number" name="attr_history" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=History roll}} {{normal_d=[[floor(@{history}/10)]]}} {{impossible_d=[[floor(@{history}/10)-4]]}}{{hard_d=[[floor(@{history}/10)-2]]}}{{easy_d=[[floor(@{history}/10)+2]]}}{{trivial_d=[[floor(@{history}/10)+4]]}} {{normal_u=[[@{history}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_history_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_humint_chk" /> HUMINT (10%)</td>
<td><input type="number" name="attr_humint" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=HUMINT roll}} {{normal_d=[[floor(@{humint}/10)]]}} {{impossible_d=[[floor(@{humint}/10)-4]]}}{{hard_d=[[floor(@{humint}/10)-2]]}}{{easy_d=[[floor(@{humint}/10)+2]]}}{{trivial_d=[[floor(@{humint}/10)+4]]}} {{normal_u=[[@{humint}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_humint_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_law_chk" /> Law (0%)</td>
<td><input type="number" name="attr_law" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Law roll}} {{normal_d=[[floor(@{law}/10)]]}} {{impossible_d=[[floor(@{law}/10)-4]]}}{{hard_d=[[floor(@{law}/10)-2]]}}{{easy_d=[[floor(@{law}/10)+2]]}}{{trivial_d=[[floor(@{law}/10)+4]]}} {{normal_u=[[@{law}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_law_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_medicine_chk" /> Medicine (0%)</td>
<td><input type="number" name="attr_medicine" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Medicine roll}} {{normal_d=[[floor(@{medicine}/10)]]}} {{impossible_d=[[floor(@{medicine}/10)-4]]}}{{hard_d=[[floor(@{medicine}/10)-2]]}}{{easy_d=[[floor(@{medicine}/10)+2]]}}{{trivial_d=[[floor(@{medicine}/10)+4]]}} {{normal_u=[[@{medicine}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_medicine_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_melee_weapons_chk" /> Melee Weapons (30%)</td>
<td><input type="number" name="attr_melee_weapons" value="30"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=melee_weapons roll}} {{normal_d=[[floor(@{melee_weapons}/10)]]}} {{impossible_d=[[floor(@{melee_weapons}/10)-4]]}}{{hard_d=[[floor(@{melee_weapons}/10)-2]]}}{{easy_d=[[floor(@{melee_weapons}/10)+2]]}}{{trivial_d=[[floor(@{melee_weapons}/10)+4]]}} {{normal_u=[[@{melee_weapons}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_melee_weapons_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_military_science1_chk" /> Military Sci: <input type="text" style="width:80px" name="attr_military_science1_name" value="Air"> </td>
<td><input type="number" name="attr_military_science1" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{military_science1_name} roll}} {{normal_d=[[floor(@{military_science1}/10)]]}} {{impossible_d=[[floor(@{military_science1}/10)-4]]}}{{hard_d=[[floor(@{military_science1}/10)-2]]}}{{easy_d=[[floor(@{military_science1}/10)+2]]}}{{trivial_d=[[floor(@{military_science1}/10)+4]]}} {{normal_u=[[@{military_science1}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_military_science1_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_military_science2_chk" /> Military Sci: <input type="text" style="width:80px" name="attr_military_science2_name" value="Ground"> </td>
<td><input type="number" name="attr_military_science2" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{military_science2_name} roll}} {{normal_d=[[floor(@{military_science2}/10)]]}} {{impossible_d=[[floor(@{military_science2}/10)-4]]}}{{hard_d=[[floor(@{military_science2}/10)-2]]}}{{easy_d=[[floor(@{military_science2}/10)+2]]}}{{trivial_d=[[floor(@{military_science2}/10)+4]]}} {{normal_u=[[@{military_science2}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_military_science2_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_navigate_chk" /> Navigate (10%)</td>
<td><input type="number" name="attr_navigate" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Navigate roll}} {{normal_d=[[floor(@{navigate}/10)]]}} {{impossible_d=[[floor(@{navigate}/10)-4]]}}{{hard_d=[[floor(@{navigate}/10)-2]]}}{{easy_d=[[floor(@{navigate}/10)+2]]}}{{trivial_d=[[floor(@{navigate}/10)+4]]}} {{normal_u=[[@{navigate}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_navigate_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_occult_chk" /> Occult (10%)</td>
<td><input type="number" name="attr_occult" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Occult roll}} {{normal_d=[[floor(@{occult}/10)]]}} {{impossible_d=[[floor(@{occult}/10)-4]]}}{{hard_d=[[floor(@{occult}/10)-2]]}}{{easy_d=[[floor(@{occult}/10)+2]]}}{{trivial_d=[[floor(@{occult}/10)+4]]}} {{normal_u=[[@{occult}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_occult_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_persuade_chk" /> Persuade (20%)</td>
<td><input type="number" name="attr_persuade" value="20"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Persuade roll}} {{normal_d=[[floor(@{persuade}/10)]]}} {{impossible_d=[[floor(@{persuade}/10)-4]]}}{{hard_d=[[floor(@{persuade}/10)-2]]}}{{easy_d=[[floor(@{persuade}/10)+2]]}}{{trivial_d=[[floor(@{persuade}/10)+4]]}} {{normal_u=[[@{persuade}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_persuade_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_pharmacy_chk" /> Pharmacy (0%)</td>
<td><input type="number" name="attr_pharmacy" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Pharmacy roll}} {{normal_d=[[floor(@{pharmacy}/10)]]}} {{impossible_d=[[floor(@{pharmacy}/10)-4]]}}{{hard_d=[[floor(@{pharmacy}/10)-2]]}}{{easy_d=[[floor(@{pharmacy}/10)+2]]}}{{trivial_d=[[floor(@{pharmacy}/10)+4]]}} {{normal_u=[[@{pharmacy}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_pharmacy_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_pilot1_chk" /> Pilot: <input type="text" style="width:80px" name="attr_pilot1_name" value="Jet"> </td> </td>
<td><input type="number" name="attr_pilot1" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{pilot1_name} roll}} {{normal_d=[[floor(@{pilot1}/10)]]}} {{impossible_d=[[floor(@{pilot1}/10)-4]]}}{{hard_d=[[floor(@{pilot1}/10)-2]]}}{{easy_d=[[floor(@{pilot1}/10)+2]]}}{{trivial_d=[[floor(@{pilot1}/10)+4]]}} {{normal_u=[[@{pilot1}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_pilot1_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_pilot2_chk" /> Pilot: <input type="text" style="width:80px" name="attr_pilot2_name" value="Jet"> </td> </td>
<td><input type="number" name="attr_pilot2" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{pilot2_name} roll}} {{normal_d=[[floor(@{pilot2}/10)]]}} {{impossible_d=[[floor(@{pilot2}/10)-4]]}}{{hard_d=[[floor(@{pilot2}/10)-2]]}}{{easy_d=[[floor(@{pilot2}/10)+2]]}}{{trivial_d=[[floor(@{pilot2}/10)+4]]}} {{normal_u=[[@{pilot2}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_pilot2_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_psychoterapy_chk" /> Psychoterapy (10%)</td>
<td><input type="number" name="attr_psychoterapy" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Psychoterapy roll}} {{normal_d=[[floor(@{psychoterapy}/10)]]}} {{impossible_d=[[floor(@{psychoterapy}/10)-4]]}}{{hard_d=[[floor(@{psychoterapy}/10)-2]]}}{{easy_d=[[floor(@{psychoterapy}/10)+2]]}}{{trivial_d=[[floor(@{psychoterapy}/10)+4]]}} {{normal_u=[[@{psychoterapy}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_psychoterapy_check' /></td>
</tr>
</table>
</div>
<div class="sheet-col">
<table width="250">
<tr>
<td><input type="checkbox" name="attr_ride_chk"/> Ride (10%)</td>
<td><input type="number" name="attr_ride" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Ride roll}} {{normal_d=[[floor(@{ride}/10)]]}} {{impossible_d=[[floor(@{ride}/10)-4]]}}{{hard_d=[[floor(@{ride}/10)-2]]}}{{easy_d=[[floor(@{ride}/10)+2]]}}{{trivial_d=[[floor(@{ride}/10)+4]]}} {{normal_u=[[@{ride}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_ride_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_science1_chk"/>Science: <input type="text" style="width:80px" name="attr_science1_name" value="Physics"> </td>
<td><input type="number" name="attr_science1" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{science1_name} roll}} {{normal_d=[[floor(@{science1}/10)]]}} {{impossible_d=[[floor(@{science1}/10)-4]]}}{{hard_d=[[floor(@{science1}/10)-2]]}}{{easy_d=[[floor(@{science1}/10)+2]]}}{{trivial_d=[[floor(@{science1}/10)+4]]}} {{normal_u=[[@{science1}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_science1_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_science2_chk"/>Science: <input type="text" style="width:80px" name="attr_science2_name" value="Chemisty"> </td>
<td><input type="number" name="attr_science2" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{science2_name} roll}} {{normal_d=[[floor(@{science2}/10)]]}} {{impossible_d=[[floor(@{science2}/10)-4]]}}{{hard_d=[[floor(@{science2}/10)-2]]}}{{easy_d=[[floor(@{science2}/10)+2]]}}{{trivial_d=[[floor(@{science2}/10)+4]]}} {{normal_u=[[@{science2}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_science2_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_search_chk"/> Search (20%)</td>
<td><input type="number" name="attr_search" value="20"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Search roll}} {{normal_d=[[floor(@{search}/10)]]}} {{impossible_d=[[floor(@{search}/10)-4]]}}{{hard_d=[[floor(@{search}/10)-2]]}}{{easy_d=[[floor(@{search}/10)+2]]}}{{trivial_d=[[floor(@{search}/10)+4]]}} {{normal_u=[[@{search}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_search_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_sigint_chk"/> SIGINT (0%)</td>
<td><input type="number" name="attr_sigint" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=SIGINT roll}} {{normal_d=[[floor(@{sigint}/10)]]}} {{impossible_d=[[floor(@{sigint}/10)-4]]}}{{hard_d=[[floor(@{sigint}/10)-2]]}}{{easy_d=[[floor(@{sigint}/10)+2]]}}{{trivial_d=[[floor(@{sigint}/10)+4]]}} {{normal_u=[[@{sigint}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_sigint_check' /></td>
</tr>
<tr>
<td><input type="checkbox" name="attr_stealth_chk"/> Stealth (10%)</td>
<td><input type="number" name="attr_stealth" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Stealth roll}} {{normal_d=[[floor(@{stealth}/10)]]}} {{impossible_d=[[floor(@{stealth}/10)-4]]}}{{hard_d=[[floor(@{stealth}/10)-2]]}}{{easy_d=[[floor(@{stealth}/10)+2]]}}{{trivial_d=[[floor(@{stealth}/10)+4]]}} {{normal_u=[[@{stealth}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_stealth_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_surgery_chk" /> Surgery (0%)</td>
<td><input type="number" name="attr_surgery" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Surgery roll}} {{normal_d=[[floor(@{surgery}/10)]]}} {{impossible_d=[[floor(@{surgery}/10)-4]]}}{{hard_d=[[floor(@{surgery}/10)-2]]}}{{easy_d=[[floor(@{surgery}/10)+2]]}}{{trivial_d=[[floor(@{surgery}/10)+4]]}} {{normal_u=[[@{surgery}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_surgery_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_survival_chk" /> Survival (10%)</td>
<td><input type="number" name="attr_survival" value="10"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Survival roll}} {{normal_d=[[floor(@{survival}/10)]]}} {{impossible_d=[[floor(@{survival}/10)-4]]}}{{hard_d=[[floor(@{survival}/10)-2]]}}{{easy_d=[[floor(@{survival}/10)+2]]}}{{trivial_d=[[floor(@{survival}/10)+4]]}} {{normal_u=[[@{survival}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_survival_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_swim_chk" /> Swim (20%)</td>
<td><input type="number" name="attr_swim" value="20"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Swim roll}} {{normal_d=[[floor(@{swim}/10)]]}} {{impossible_d=[[floor(@{swim}/10)-4]]}}{{hard_d=[[floor(@{swim}/10)-2]]}}{{easy_d=[[floor(@{swim}/10)+2]]}}{{trivial_d=[[floor(@{swim}/10)+4]]}} {{normal_u=[[@{swim}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_swim_check' /></td>
</tr>
<tr>
<td ><input type="checkbox" name="attr_unarmed_combat_chk" /> Unarmed Combat (40%)</td>
<td><input type="number" name="attr_unarmed_combat" value="40"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=Unarmed Combat roll}} {{normal_d=[[floor(@{unarmed_combat}/10)]]}} {{impossible_d=[[floor(@{unarmed_combat}/10)-4]]}}{{hard_d=[[floor(@{unarmed_combat}/10)-2]]}}{{easy_d=[[floor(@{unarmed_combat}/10)+2]]}}{{trivial_d=[[floor(@{unarmed_combat}/10)+4]]}} {{normal_u=[[@{unarmed_combat}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_unarmed_combat_check' /></td>
</tr>
<tr>
<td > Unnatural (0%)</td>
<td ><input type="number" name="attr_unnatural" value="0"/> </td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=unnatural roll}} {{normal_d=[[floor(@{unnatural}/10)]]}} {{impossible_d=[[floor(@{unnatural}/10)-4]]}}{{hard_d=[[floor(@{unnatural}/10)-2]]}}{{easy_d=[[floor(@{unnatural}/10)+2]]}}{{trivial_d=[[floor(@{unnatural}/10)+4]]}} {{normal_u=[[@{unnatural}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_unnatural_check' /></tr>
</table>
<fieldset class="repeating_skills">
<table width="250">
<tr><td ><input type="text" style="width: 160px;" name="attr_skill_name" /></td>
<td><input type="number" name="attr_skill_score"/></td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg}{{name=@{skill_name} roll}} {{normal_d=[[floor(@{skill_score}/10)]]}} {{impossible_d=[[floor(@{skill_score}/10)-4]]}}{{hard_d=[[floor(@{skill_score}/10)-2]]}}{{easy_d=[[floor(@{skill_score}/10)+2]]}}{{trivial_d=[[floor(@{skill_score}/10)+4]]}} {{normal_u=[[@{skill_score}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} ' name='roll_skill_check' /></tr></tr>
</table>
</fieldset>
</div>
</div>
</div>
<div class="sheet-section-status">
<div class='sheet-row'>
<h2 class='sheet-sectionHeader'>INJURIES</h2>
<h3 class='sheet-sectionHeader'>STATUS</h3>
<table width="810px">
<tr>
<td><input type="checkbox" name="attr_sleepless_chk" value="1"/> Sleeplessness (cant recover WP)</td>
<td><input type="checkbox" name="attr_exhaustion_chk" value="1"/> Exhaustion (-20%)</td>
<td><input type="checkbox" name="attr_pinned_chk" value="1"/> Pinned </td>
<td><input type="checkbox" name="attr_stunned_chk" value="1"/> Stunned </td>
</tr>
<tr>
<td><input type="checkbox" name="attr_prone_chk" value="1"/> Prone (can't act) </td>
<td><input type="checkbox" name="attr_permanentinjury_chk" value="1">Permanent Injury</td>
<td><input type="checkbox" name="attr_lowwill_chk" value="1">Low Willpower (-20%)</td>
<td><input type="checkbox" name="attr_unconscious_chk" value="1">Unconscious</td>
</tr>
<tr>
<td><input type="checkbox" name="attr_pblind_chk" value="1"/>Partially Blinded (-20%) </td>
<td><input type="checkbox" name="attr_pdeaf_chk" value="1"/>Partially Deaf (-20%)</td>
<td><input type="checkbox" name="attr_acrippled_chk" value="1"/>Arm Crippled (-20%)</td>
<td><input type="checkbox" name="attr_lcrippled_chk" value="1"/>Leg Crippled (-20%)</td>
</tr>
<tr>
<td><input type="checkbox" name="attr_dazzled_chk" value="1"/> Dazzled (-20%) [<input type="number" style="width:20px" name="attr_dazzled_time" value="0">turns]</td>
<td><input type="checkbox" name="attr_pepperspray_chk" value="1"/> Pepper Spray (-20%) [1hr]</td>
<td><input type="checkbox" name="attr_teargas_chk" value="1"/> Tear Gas (-40%) [1hr]</td>
<td><input type="checkbox" name="attr_flashbang_chk" value="1"/> Flash Bang (-40%) [<input type="number" style="width:20px" name="attr_flashbang_time" value="0">turns]</td>
</tr>
<tr>
<td><input type="checkbox" name="attr_loudexplosion_chk" value="1"/> Loud Explosion (-20%) [<input type="number" style="width:20px" name="attr_loudexplosion_time" value="0">turns]</td>
<td><input type="checkbox" name="attr_electroshock_chk" value="1"/>Electroshock (-20%) [<input type="number" style="width:25px" name="attr_electroshock time" value="0">turns]</td>
<td><input type="checkbox" name="attr_gas_chk" value="1"/>Gas (-20%)</td>
<td><input type="checkbox" name="attr_death_chk" value="1">Death [in <input type="number" name="attr_timetodeath" value="@{con}" style="width:25px" disabled="true">min]</td>
</tr>
<tr>
<td><input type="checkbox" name="attr_status1_chk" value="1"/><input type="text" style="width:120px" name="attr_status1_name" value=""><input type="number" style="width:25px" name="attr_status1" value="0"></td>
<td><input type="checkbox" name="attr_status2_chk" value="1"/><input type="text" style="width:120px" name="attr_status2_name" value=""><input type="number" style="width:25px" name="attr_status2" value="0"></td>
<td><input type="checkbox" name="attr_status3_chk" value="1"/><input type="text" style="width:120px" name="attr_status3_name" value=""><input type="number" style="width:25px" name="attr_status3" value="0"></td>
<td><input type="checkbox" name="attr_status4_chk" value="1"/><input type="text" style="width:120px" name="attr_status4_name" value=""><input type="number" style="width:25px" name="attr_status4" value="0"></td>
</tr>
<tr><td colspan="4" style="background-color: black; color: white;"><b>Has First Aid been attempted since last injury? <input type="checkbox" name="attr_firstaidattempted" value="1"> yes: only Medicine Surgery or long-term rest can help</b></td></tr>
</table>
<h3 class='sheet-sectionHeader'>MODIFIERS</h3>
<table width="810px">
<tr>
<!-- I can use a hidden stim_chk value that is equal to 1 only if (exhaustion_chk && (stim1_chk ++ stim2_chk ++ hardstim1_chk ++ hardstim2_chk))-->
<td width="25%"><input type="checkbox" name="attr_stim1_chk" value="1"/> Stimulants(1st) <input type="number" style="width:20px" name="attr_stim1_time" value="0">hrs </td>
<td width="25%"><input type="checkbox" name="attr_stim2_chk" value="1"/> Stimulants(2nd) <input type="number" style="width:20px" name="attr_stim2_time" value="0">hrs/<input type="number" style="width:23px" name="attr_stim_wp" value="0">wp</td>
<td width="25%"><input type="checkbox" name="attr_hardstim1_chk" value="1"/>Hard Stims(1st) <input type="number" style="width:20px" name="attr_hardstim1_time" value="0">hrs</td>
<td width="25%"><input type="checkbox" name="attr_hardstim2_chk" value="1"/>Hard Stims(2nd) <input type="number" style="width:20px" name="attr_hardstim2_time" value="0">hrs/<input type="number" style="width:23px" name="attr_hardstim_wp" value="0">wp</td>
</tr>
<tr>
<td><input type="checkbox" name="attr_sedatives_chk" value="1"/> Sedatives (+20% SAN to sleep/-20%)</td>
<td><input type="checkbox" name="attr_antidote_chk" value="1"/> Antidote (+20%/immune)</td>
<td><input type="checkbox" name="attr_antibiotics_chk" value="1"/> Antibiotics (+20%/immune)</td>
<td><input type="checkbox" name="attr_hospitalization_chk" value="1"/> Hospitalization (+20%) </td>
</tr>
<tr>
<td><input type="checkbox" name="attr_benzodiazepine_chk" value="1"/> Benzodiazepine (+20% SAN to disorder/-20%) </td>
<td><input type="checkbox" name="attr_heavydrinking_chk" value="1"/> Heavy Drinking (+10% SAN to disorder/-20%) </td>
<td><input type="checkbox" name="attr_marijuana_chk" value="1"/> Marijuana (+10% SAN to disorder/-20%) </td>
<td><input type="checkbox" name="attr_gasmask_chk" value="1"/>Gas Mask (+20% vs Blind/-20% Alertness/Search)</td>
</tr>
<tr>
<td><input type="checkbox" name="attr_earprotection_chk" value="1"/> Ear Protection (+20% vs Deaf/-20% Alertness/Search)</td>
<td><input type="checkbox" name="attr_mod1_chk" value="1"/><input type="text" style="width:120px" name="attr_mod1_name" value=""><input type="number" style="width:25px" name="attr_mod1" value="0"></td>
<td><input type="checkbox" name="attr_mod2_chk" value="1"/><input type="text" style="width:120px" name="attr_mod2_name" value=""><input type="number" style="width:25px" name="attr_mod2" value="0"></td>
<td><input type="checkbox" name="attr_mod3_chk" value="1"/><input type="text" style="width:120px" name="attr_mod3_name" value=""><input type="number" style="width:25px" name="attr_mod3" value="0"></td>
</tr>
</table>
<input type="checkbox" class="sheet-tabspecialnocombatrolls" style="width: 15px;opacity:0 " name="attr_specncrolls" value="1" checked />
<div class="sheet-options-specialnocombatrolls">
<h3 class='sheet-sectionHeader'>SPECIAL ACTIONS</h3>
<table width="810">
<tr>
<th style="width: 60%">ACTION</th>
<th style="width: 20%">SKILL NAME </th>
<th style="width: 15%">SKILL VALUE</th>
<th></th>
</tr>
<tr>
<td ><b>Sleepness Roll</b></td>
<td style="text-align: center"><input type="text" name="attr_sleepnessroll_name" disabled="true" value="SAN" style="width:80px"> </td>
<td ><input type="number" name="attr_sleepnessroll" disabled="true" value="@{san}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Stun Roll</b></td>
<td style="text-align: center"><input type="text" name="attr_stunroll_name" disabled="true" value="CON" style="width:80px"> </td>
<td><input type="number" name="attr_stunroll" disabled="true" value="@{con_x5}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Permanent Injury Roll</b>
<select name="attr_permanentinjurystat" style="width:110px">
<option value="1">STR</option>
<option value="2">CON</option>
<option value="3">DEX</option>
<option value="4">INT</option>
<option value="5">POW</option>
<option value="6">CHA</option>
<option value="7">Partially Blind</option>
<option value="8">Partially Deaf</option>
<option value="9">Arm Crippled</option>
<option value="10">Leg Crippled</option>
</select>
</td>
<td style="text-align: center"><input type="text" name="attr_permanentinjuryroll_name" disabled="true" value="CON" style="width:80px"> </td>
<td><input type="number" name="attr_permanentinjuryroll" disabled="true" value="@{con_x5}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Resurrection</b></td>
<td style="text-align: center"><input type="text" name="attr_resurrection_name" disabled="true" value="First Aid" style="width:80px"> </td>
<td><input type="number" name="attr_resurrection" disabled="true" value="@{first_aid}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Stabilization</b></td>
<td style="text-align: center"><input type="text" name="attr_stabilization_name" disabled="true" value="First Aid" style="width:80px"> </td>
<td><input type="number" name="attr_stabilization" disabled="true" value="@{first_aid}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Treatment (Medicine) </b></td>
<td style="text-align: center"><input type="text" name="attr_treatmentmedicine_name" disabled="true" value="Medicine" style="width:80px"> </td>
<td><input type="number" name="attr_treatmentmedicine" disabled="true" value="@{medicine}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Treatment (Surgery)</b></td>
<td style="text-align: center"><input type="text" name="attr_treatmentsurgery_name" disabled="true" value="Surgery" style="width:80px"> </td>
<td><input type="number" name="attr_treatmentsurgery" disabled="true" value="@{surgery}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Recuperation</b></td>
<td style="text-align: center"><input type="text" name="attr_recuperation_name" disabled="true" value="CON" style="width:80px"> </td>
<td><input type="number" name="attr_recuperation" disabled="true" value="@{con_x5}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Poison <input type="text" name="attr_poisonname" style="width:80px">:</b> Lethalithy <input type="number" name="attr_poisondamage" style="width:50px" value="0"> [<input type="number" name="attr_poisonspeed">
<select name="attr_poisonspeed_type" style="width:80px">
<option value="1">turns</option>
<option value="2">minutes</option>
<option value="3">hours</option>
</select>]</td>
<td style="text-align: center"><input type="text" name="attr_poisonroll_name" disabled="true" value="CON" style="width:80px"> </td>
<td><input type="number" name="attr_poisonroll" disabled="true" value="@{con_x5}"></td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Disease <input type="text" name="attr_diseasename" style="width:80px">:</b>Dmg <input type="text" name="attr_diseasedamage" style="width:50px" value="0"> [<input type="number" name="attr_diseasespeed">
<select name="attr_diseasespeed_type" style="width:80px">
<option value="1">hours</option>
<option value="2">hours</option>
<option value="3">months</option>
</select>]</td>
<td style="text-align: center"><input type="text" name="attr_diseaseroll_name" disabled="true" value="CON" style="width:80px"> </td>
<td><input type="number" name="attr_diseaseroll" disabled="true" value="@{con_x5}">+<input type="number" name="attr_diseaserollmod" value="0"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Falling:</b> Height <input type="number" name="attr_fallingheight">m</td>
<td style="text-align: center"><input type="text" name="attr_falling_name" disabled="true" style="width:80px" value="CON"> </td>
<td><input type="number" name="attr_falling" disabled="true" value="@{con_x5}"></td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td ><b>Catching Fire:</b>
<select name="attr_catchingfire_type" style="width:80px">
<option value="1">DMG</option>
<option value="2">Lethality</option>
</select> <input type="text" name="attr_catchingfile_dmg" style="width:50px" ></td>
</td>
<td style="text-align: center"><input type="text" name="attr_catchingfire_name" disabled="true" style="width:80px" value="DEX"> </td>
<td><input type="number" name="attr_catchingfire" disabled="true" value="@{dex_x5}"></td>
<td style="text-align: center" >X</td>
</tr>
</table>
</div>
</div>
</div>
<div class="sheet-section-combat">
<div class='sheet-row'><h2 class='sheet-sectionHeader'>ARMOR AND GEAR</h2>
<table width="810">
<tr>
<th>WEAR</th><th>ARMOR TYPE</th><th>DAMAGE REDUCTION</th>
</tr>
<tr>
<td style='text-align: center;' ><input type="checkbox" style='text-align: center;' name="attr_armor1_chk" value="1"/></td>
<td style='text-align: center;'><input type="text" style='text-align: center;' name="attr_armor1_type"/></td>
<td style='text-align: center;'><input type="number" style='text-align: center;' name="attr_armor1" value="0"/></td>
</tr>
<tr>
<td style='text-align: center;'><input type="checkbox" style='text-align: center;' name="attr_armor2_chk" value="1"/></td>
<td style='text-align: center;'><input type="text" style='text-align: center;' name="attr_armor2_type"/></td>
<td style='text-align: center;'><input type="number" style='text-align: center;' name="attr_armor2" value="0"/></td>
</tr>
<tr>
<td style='text-align: center;'><input type="checkbox" style='text-align: center;' name="attr_cover_chk" value="1"/></td>
<td style='text-align: center;'>Cover</td>
<td style='text-align: center;'><input type="number" style='text-align: center;' name="attr_cover" value="0"/></td>
</tr>
<tr>
<td></td>
<td style='text-align: center;'><b>Total</b></td>
<td style='text-align: center;'><input type="number" style='text-align: center;' name="attr_totalarmor" value="@{tmp_armor}" disabled="true" /></td>
</tr>
</table>
<h2 class='sheet-sectionHeader'>COMBAT ACTIONS</h2>
<h3 class='sheet-sectionHeader'>MODIFIERS</h3>
<table width="810">
<tr>
<td><input type="checkbox" name="attr_aim_chk" value="1"/>Aim (+20%) </td>
<td><input type="checkbox" name="attr_pcovered_chk" value="1"/>Partially Covered (-20%) </td>
<td><input type="checkbox" name="attr_fcovered_chk" value="1"/>Fully Covered (-40%) </td>
<td><input type="checkbox" name="attr_rapidfire_chk" value="1"/>Rapid Fire (-20%) </td>
<td><input type="checkbox" name="attr_stunshot_chk" value="1"/>Stun Shot (-20%)</td>
</tr>
<tr>
<td><input type="checkbox" name="attr_fleshwoundshot_chk" value="1"/>Flesh Wound (-40%)</td>
<td><input type="checkbox" name="attr_headshot_chk" value="1"/>Head Shot (-40%)</td>
<td><input type="checkbox" name="attr_targetprone_chk" value="1"/>Target Prone (-20% R)</td>
<td><input type="checkbox" name="attr_targetpinned_chk" value="1"/>Target Pinned (-40% M)</td>
<td><input type="checkbox" name="attr_pointblank_chk" value="1"/>Point Blank (+20% R)</td>
</tr>
<tr>
<td><input type="checkbox" name="attr_lasersight_chk" value="1"/>Laser Sight (+20% R)</td>
<td><input type="checkbox" name="attr_rangex2_chk" value="1"/>Range X2 (-20% R)</td>
<td><input type="checkbox" name="attr_rangex5_chk" value="1"/>Range X5 (-40% R)</td>
<td><input type="checkbox" name="attr_lowvisibility_chk" value="1"/>Low Visibility (-20% R)</td>
<td><input type="checkbox" name="attr_novisibility_chk" value="1"/> No Visibility (-40% R) </td>
</tr>
<tr>
<td><input type="checkbox" name="attr_targetstill_chk" value="1"/>Still Target (+20%)</td>
<td><input type="checkbox" name="attr_disarmed_chk" value="1"/>Disarmed </td>
<td><input type="checkbox" name="attr_cover_chk" value="1"/>Taking Cover <input type="number" name="attr_cover" value="0"/></td>
<td><input type="checkbox" name="attr_combatmod1_chk" value="1"/><input type="text" style="width:100px" name="attr_combatmod1_name" value="Surprise Atk"><input type="number" name="attr_combatmod1" value="20"> </td>
<td><input type="checkbox" name="attr_combatmod2_chk" value="1"/><input type="text" style="width:100px" name="attr_combatmod2_name"><input type="number" name="attr_combatmod2"> </td>
</tr>
</table>
<h3 class='sheet-sectionHeader'>SPECIAL COMBAT ACTIONS</h3>
<table width="810">
<tr>
<th style="width: 31.5%">ACTION</th>
<th style="width: 31.5%">SKILL NAME </th>
<th style="width: 31.5%">SKILL VALUE</th>
<th></th>
</tr>
<tr>
<td style="text-align: center;"><b>Pin Target</b></td>
<td style="text-align: center;"><input type="text" name="attr_pinaction_name" disabled="true" value="Unarmed Combat"> </td>
<td style="text-align: center;"><input type="number" name="attr_pinaction" disabled="true" value="@{unarmed_combat}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td style="text-align: center"><b>Dodge</b></td>
<td style="text-align: center"><input type="text" name="attr_dodgeaction_name" disabled="true" value="Dodge"> </td>
<td style="text-align: center"><input type="number" name="attr_dodgeaction" disabled="true" value="@{dodge}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td style="text-align: center"><b>Escape Pinning</b></td>
<td style="text-align: center"><input type="text" name="attr_escape_name" disabled="true" value="Unarmed Combat"> </td>
<td style="text-align: center"><input type="number" name="attr_escape" disabled="true" value="@{unarmed_combat}"> </td>
<td style="text-align: center" >X</td>
</tr>
<tr>
<td style="text-align: center"><b>Disarm</b></td>
<td style="text-align: center"><input type="text" name="attr_disarm_name" disabled="true" value="Unarmed Combat"> </td>
<td style="text-align: center"><input type="number" name="attr_disarm" disabled="true" value="@{unarmed_combat}"> </td>
<td style="text-align: center" >X</td>
</tr>
</table>
<h3 class='sheet-sectionHeader'>ATTACKS</h3>
<table width="810">
<tr>
<th>WEAPON</th>
<th>SKILL</th>
<th>BASE RANGE</th>
<th>DAMAGE</th>
<th>DMG MOD</th>
<th>ARMOR PIERCING</th>
<th>LETHALITY</th>
<th>KILL RADIUS</th>
<th>AMMO</th>
<th></th>
</tr>
</table>
<fieldset class="repeating_weapons">
<table width="810px">
<tr>
<td style='text-align: center;'><input type="text" style="width:150px" name="attr_atkname" value="Fist"/></td>
<td style='text-align: center;'>
<select name="attr_atkskill" style="width:150px">
<option value="1">unarmed</option>
<option value="2">melee</option>
<option value="3">firearms</option>
<option value="4">shotgun</option>
<option value="5">throw</option>
<option value="6">demolitions</option>
<option value="7">heavy weapons</option>
<option value="8">heavy machinery</option>
<option value="9">artillery</option>
</select>
<input type="hidden" name="attr_atkrealskill" value="@{unarmed_combat}" />
</td>
<td style='text-align: center;' style="width:80px"><input type="number" name="attr_atkrange" value='0'/>m</td>
<td style='text-align: center;'><input type="text" name="attr_atkdamage" style="width:60px" value='1d4-1'/></td>
<td><input type="number" name="attr_atkunarmed_mod" value="@{dmg_mod}" disabled="true"/></td>
<td style='text-align: center;'><input type="number" name="attr_atkap" style="width:60px" value='0'/></td>
<td style='text-align: center;'><input type="number" name="attr_atklethality" style="width:60px" value='0'/></td>
<td style='text-align: center;'><input type="number" name="attr_kkillradius" style="width:60px" value='0'/></td>
<td style='text-align: center;'><input type="number" name="attr_atkammo" style="width:60px" value='0'/></td>
<td class="attr-roll" ><button class='dg-roll' type='roll' value='&{template:dg-attack}{{name=@{atkname} Attack}} {{normal_d=[[floor(@{atkrealskill}/10)]]}} {{impossible_d=[[floor(@{atkrealskill}/10)-4]]}}{{hard_d=[[floor(@{atkrealskill}/10)-2]]}}{{easy_d=[[floor(@{atkrealskill}/10)+2]]}}{{trivial_d=[[floor(@{atkrealskill}/10)+4]]}} {{normal_u=[[@{atkrealskill}%10]]}} {{roll1=[[1d10-1]]}} {{roll2=[[1d10-1]]}} {{damage=[[@{atkdamage}+@{dmg_mod}]]}} ' name='roll_atk_check' /><td>
</tr>
</table>
</fieldset>
<h3 class='sheet-sectionHeader'>GEARS</h3>
<textarea name="attr_armor" style="width:98.5%;height:180px"></textarea>
</div>
</div>
<div class="sheet-section-other">
<div class='sheet-2colrow' width="810px">
<div class='sheet-col' width="405px">
<h2 class='sheet-sectionHeader' style="width:405px">PERSONAL DETAILS AND NOTES</h2>
<textarea name="attr_armor" style="width:102.3%;height:210px"></textarea>
<h2 class='sheet-sectionHeader' style="width:405px">PERSONAL PURSUITS</h2>
<table width="405px">
<!-- Fulfill responsability no DG-->
<tr>
<td rowspan="4" width="40%" style="background-color:white"><input type="checkbox" name="attr_fulfillresponsability"><b>Fulfill Responsability</b></td>
<td width="55%" style="background-color:white"><b>SAN test:</b></td>
<td width="5%" style="background-color:white"></td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Success:</b> +1D6 bond</td>
<td rowspan= "2" width="5%" style="background-color:white">X</td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Critical:</b> +1D6 bond/+1SAN</td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Fumble:</b> -1D4 bond/-1SAN</td>
<td width="5%" style="background-color:white"></td>
</tr>
<!-- Back to Nature-->
<tr>
<td rowspan="4" width="40%" style="background-color:#f2f2f2"><input type="checkbox" name="attr_backtonature"><b>Back to Nature</b></td>
<td width="55%" style="background-color:#f2f2f2"><b>SAN test/-1 bond:</b></td>
<td width="5%" style="background-color:#f2f2f2"></td>
</tr>
<tr>
<td width="55%" style="background-color:#f2f2f2">&emsp;<b>Success:</b> +1D4 SAN</td>
<td rowspan= "2" width="5%" style="background-color:#f2f2f2">X</td>
</tr>
<tr>
<td width="55%" style="background-color:#f2f2f2">&emsp;<b>Critical:</b> +4 SAN</td>
</tr>
<tr>
<td width="55%" style="background-color:#f2f2f2">&emsp;<b>Fumble:</b> -1D4 SAN</td>
<td width="5%" style="background-color:#f2f2f2"></td>
</tr>
<!-- Establish new bond-->
<tr>
<td rowspan="2" width="40%" style="background-color:white"><input type="checkbox" name="attr_establishnewbond"><b>New Bond</b></td>
<td width="55%" style="background-color:white"><b>CHA X5 test/-1D4 bond</b></td>
<td rowspan= "2" width="5%" style="background-color:white">X</td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Success:</b> new bond at 1/2 CHA</td>
</tr>
<!-- Go to Therapy-->
<tr>
<td rowspan="4" width="40%" style="background-color:#f2f2f2"><input type="checkbox" name="attr_therapytruth"><b>Therapy (truth)</b></td>
<td width="55%" style="background-color:#f2f2f2"><b>[<input type="number" name="attr_doctorpsych" style="width:25px" value="70">]/-20% Unnatural causes/-1 bond</b></td>
<td width="5%" style="background-color:#f2f2f2"></td>
</tr>
<tr>
<td width="55%" style="background-color:#f2f2f2">&emsp;<b>Success:</b> +1D6 SAN</td>
<td rowspan= "2" width="5%" style="background-color:#f2f2f2">X</td>
</tr>
<tr>
<td width="55%" style="background-color:#f2f2f2">&emsp;<b>Critical:</b> +6 SAN/cure/th.bond(+1D4/-1D4)</td>
</tr>
<tr>
<td width="55%" style="background-color:#f2f2f2">&emsp;<b>Fumble:</b> -1 SAN</td>
<td width="5%" style="background-color:#f2f2f2"></td>
</tr>
<tr>
<td rowspan="4" width="40%" style="background-color:white"><input type="checkbox" name="attr_therapylie"><b>Therapy (lie)</b></td>
<td width="55%" style="background-color:white"><b>Luck test/-1 bond</b></td>
<td width="5%" style="background-color:white"></td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Success:</b> +1D4 SAN</td>
<td rowspan= "2" width="5%" style="background-color:white">X</td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Critical:</b> +4 SAN/cure /th.bond(+1D4/-1D4)</td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Fumble:</b> -1 SAN</td>
<td width="5%" style="background-color:white"></td>
</tr>
<!-- Improve Skill-->
<tr>
<td rowspan="2" width="40%" style="background-color:#f2f2f2"><input type="checkbox" name="attr_improveskill"><b>Improve Skill/Stat</b></td>
<td width="55%" style="background-color:#f2f2f2"><b>Skill/StatX5 test/ -1 bond:</b></td>
<td rowspan= "2" width="5%" style="background-color:#f2f2f2">X</td>
</tr>
<tr>
<td width="55%" style="background-color:#f2f2f2">&emsp;<b>Failure/Fumble:</b> +1D10 Skill/+1 Stat</td>
</tr>
<!-- Personal Motivation-->
<tr>
<td rowspan="4" width="40%" style="background-color:white"><input type="checkbox" name="attr_personalmotivation"><b>Personal Motivation</b></td>
<td width="55%" style="background-color:white"><b>SAN test/-1 bond:</b></td>
<td width="5%" style="background-color:white"></td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Success:</b> +1SAN</td>
<td rowspan= "2" width="5%" style="background-color:white">X</td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Critical:</b> +1D4 SAN</td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Fumble:</b> -1SAN</td>
<td width="5%" style="background-color:white"></td>
</tr>
<!-- Special Training -->
<tr>
<td width="40%" style="background-color:#f2f2f2"><input type="checkbox" name="attr_specialtraining"><b>Special Training</b></td>
<td width="55%" style="background-color:#f2f2f2"><b>Gain/-1 bond</b></td>
<td width="5%" style="background-color:#f2f2f2">X</td>
</tr>
<!-- Stay on the Case-->
<tr>
<td rowspan="4" width="40%" style="background-color:white"><input type="checkbox" name="attr_stayonthecase"><b>Stay on the Case</b></td>
<td width="55%" style="background-color:white"><b>Secret Criminology/Occult test/-1 bond/+(1D6-3)SAN:</b></td>
<td width="5%" style="background-color:white"></td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Success:</b> Discover Something new</td>
<td rowspan= "2" width="5%" style="background-color:white">X</td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Critical:</b> Discover something really important</td>
</tr>
<tr>
<td width="55%" style="background-color:white">&emsp;<b>Fumble:</b> Dangerous Red Herring</td>
<td width="5%" style="background-color:white"></td>
</tr>
<!-- Study Unnatural -->
<tr>
<td rowspan="2" width="40%" style="background-color:#f2f2f2"><input type="checkbox" name="attr_studyunnatural"><b>Study Unnatural</b></td>
<td width="55%" style="background-color:#f2f2f2"><b>SAN test/-1D4 bond/Need Unnatural source:</b></td>
<td rowspan= "2" width="5%" style="background-color:#f2f2f2">X</td>
</tr>
<tr>
<td width="55%" style="background-color:#f2f2f2">&emsp;<b>Failure/Fumble:</b> +X% Unnatural and -Y% SAN</td>
</tr>
</table>
</div>
<div class='sheet-col' width="405px">
<h2 class='sheet-sectionHeader' style="width:405px"> HOME AND FAMILY</h2>
<textarea name="attr_armor" style="width:100%;height:210px"></textarea>
<table width="405px">
<tr>
<th width="50%">SPECIAL TRAINING</th>
<th width="50%">SKILL OR STAT USED</th>
</tr>
</table>
</table>
<fieldset class="repeating_training">
<table style="width:100%">
<tr>
<td style="width: 50%">
<input type="text" name="attr_newtraining" value="Hand Grenade">
</td>
<td style="width: 50%" style="align: center">
<input type="text" name="attr_skilltraining" value="Athletics"/>
</td>
</tr>
</table>
</fieldset>
<table>
<tr>
<td class="attr-roll" >type0<button class='dg-roll' type='roll' value='&{template:test}{{name=stat/skill}} {{normal=[[1d100]]}} {{commonmod=[[20]]}} {{rolltype=[[0]]}}' name='roll_type0' /><td>
<td class="attr-roll" >type1a<button class='dg-roll' type='roll' value='&{template:test}{{name=combat}}{{rolllet=[[0]]}}{{damage=[[1d7]]}}{{lethscore=[[1d100]]}} {{normal=[[1d100]]}} {{commonmod=[[20]]}} {{rolltype=[[1]]}}' name='roll_type1' /><td>
<td class="attr-roll" >type1b<button class='dg-roll' type='roll' value='&{template:test}{{name=combat}}{{rolllet=[[20]]}}{{damage=[[1d7]]}}{{lethscore=[[1d100]]}} {{normal=[[1d100]]}} {{commonmod=[[20]]}} {{rolltype=[[1]]}}' name='roll_type1' /><td>
<td class="attr-roll" >type1c<button class='dg-roll' type='roll' value='&{template:test}{{name=combat}}{{rolllet=[[20]]}}{{damage=[[1d7]]}}{{lethscore=[[10]]}} {{normal=[[1d100]]}} {{commonmod=[[20]]}} {{rolltype=[[1]]}}' name='roll_type1' /><td>
<td class="attr-roll" >type2<button class='dg-roll' type='roll' value='&{template:test}{{name=snc}} {{normal=[[1d100]]}} {{commonmod=[[20]]}} {{rolltype=[[2]]}' name='roll_type2' /><td>
<td class="attr-roll" >type3<button class='dg-roll' type='roll' value='&{template:test}{{name=sc}} {{normal=[[1d100]]}} {{commonmod=[[20]]}} {{rolltype=[[3]]}}' name='roll_type3' /><td>
</tr>
</table>
</div>
</div>
</div>
</div>
</div>
</div>
<!--dg roll template -->
<rolltemplate class="sheet-rolltemplate-dg">
<table>
<caption>{{name}}</caption>
<tr>
<td class="template_label">Value:</td>
<td class="template_value">{{normal_d}}{{normal_u}}</td>
</tr>
<tr>
<td class="template_label">Rolled:</td>
<td class="template_value">{{roll1}}{{roll2}}</td>
</tr>
<!--Trivial-->
<tr style="background:#DFF0D8;">
<td class="template_label">Trivial (+40%):</td>
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than trivial_d it is always a Fumble -->
{{#rollGreater() roll1 trivial_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 trivial_d}}
<!-- if roll1 is equal to trivial_d it might be both -->
{{#rollTotal() roll1 trivial_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 trivial_d}}
<!-- if roll1 is Less than trivial_d it is always a Crit -->
{{#rollLess() roll1 trivial_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 trivial_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if trivial_d is greater than 0 it's alway a success -->
{{#rollGreater() trivial_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() trivial_d 0}}
<!--if trivial_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() trivial_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() trivial_d 0}}
{{#rollTotal() trivial_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() trivial_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than trivial_d it is always a Failure -->
{{#rollGreater() roll1 trivial_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 trivial_d}}
<!-- if roll1 is equal to trivial_d it might be both -->
{{#rollTotal() roll1 trivial_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 trivial_d}}
<!-- if roll1 is Less than trivial_d it is always a Success -->
{{#rollLess() roll1 trivial_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 trivial_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
<!--Easy-->
<tr style="background:#D9EDF7;">
<td class="template_label">Easy (+20%)</td>
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than easy_d it is always a Fumble -->
{{#rollGreater() roll1 easy_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 easy_d}}
<!-- if roll1 is equal to easy_d it might be both -->
{{#rollTotal() roll1 easy_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 easy_d}}
<!-- if roll1 is Less than easy_d it is always a Crit -->
{{#rollLess() roll1 easy_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 easy_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if easy_d is greater than 0 it's alway a success -->
{{#rollGreater() easy_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() easy_d 0}}
<!--if easy_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() easy_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() easy_d 0}}
{{#rollTotal() easy_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() easy_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than easy_d it is always a Failure -->
{{#rollGreater() roll1 easy_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 easy_d}}
<!-- if roll1 is equal to easy_d it might be both -->
{{#rollTotal() roll1 easy_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 easy_d}}
<!-- if roll1 is Less than easy_d it is always a Success -->
{{#rollLess() roll1 easy_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 easy_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
<!--Normal-->
<tr style="background:#D3D3D3;">
<td class="template_label">Normal</td>
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than normal_d it is always a Fumble -->
{{#rollGreater() roll1 normal_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 normal_d}}
<!-- if roll1 is equal to normal_d it might be both -->
{{#rollTotal() roll1 normal_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 normal_d}}
<!-- if roll1 is Less than normal_d it is always a Crit -->
{{#rollLess() roll1 normal_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 normal_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if normal_d is greater than 0 it's alway a success -->
{{#rollGreater() normal_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() normal_d 0}}
<!--if normal_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() normal_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() normal_d 0}}
{{#rollTotal() normal_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() normal_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than normal_d it is always a Failure -->
{{#rollGreater() roll1 normal_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 normal_d}}
<!-- if roll1 is equal to normal_d it might be both -->
{{#rollTotal() roll1 normal_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 normal_d}}
<!-- if roll1 is Less than normal_d it is always a Success -->
{{#rollLess() roll1 normal_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 normal_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
<!--Hard-->
<tr style="background:#FCF8E3;">
<td class="template_label">Hard (-20%)</td>
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than hard_d it is always a Fumble -->
{{#rollGreater() roll1 hard_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 hard_d}}
<!-- if roll1 is equal to hard_d it might be both -->
{{#rollTotal() roll1 hard_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 hard_d}}
<!-- if roll1 is Less than hard_d it is always a Crit -->
{{#rollLess() roll1 hard_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 hard_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if hard_d is greater than 0 it's alway a success -->
{{#rollGreater() hard_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() hard_d 0}}
<!--if hard_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() hard_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() hard_d 0}}
{{#rollTotal() hard_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() hard_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than hard_d it is always a Failure -->
{{#rollGreater() roll1 hard_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 hard_d}}
<!-- if roll1 is equal to hard_d it might be both -->
{{#rollTotal() roll1 hard_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 hard_d}}
<!-- if roll1 is Less than hard_d it is always a Success -->
{{#rollLess() roll1 hard_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 hard_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
<!--Impossible-->
<tr style="background:#F2DEDE;">
<td class="template_label">Impossible (-40%)</td>
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than impossible_d it is always a Fumble -->
{{#rollGreater() roll1 impossible_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 impossible_d}}
<!-- if roll1 is equal to impossible_d it might be both -->
{{#rollTotal() roll1 impossible_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 impossible_d}}
<!-- if roll1 is Less than impossible_d it is always a Crit -->
{{#rollLess() roll1 impossible_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 impossible_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if impossible_d is greater than 0 it's alway a success -->
{{#rollGreater() impossible_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() impossible_d 0}}
<!--if impossible_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() impossible_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() impossible_d 0}}
{{#rollTotal() impossible_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() impossible_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than impossible_d it is always a Failure -->
{{#rollGreater() roll1 impossible_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 impossible_d}}
<!-- if roll1 is equal to impossible_d it might be both -->
{{#rollTotal() roll1 impossible_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 impossible_d}}
<!-- if roll1 is Less than impossible_d it is always a Success -->
{{#rollLess() roll1 impossible_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 impossible_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
</table>
</rolltemplate>
<!--dt attack roll template -->
<rolltemplate class="sheet-rolltemplate-dg-attack">
<table>
<caption>{{name}}</caption>
<tr>
<td class="template_label">Value:</td>
<td class="template_value">{{normal_d}}{{normal_u}}</td>
</tr>
<tr>
<td class="template_label">Rolled:</td>
<td class="template_value">{{roll1}}{{roll2}}</td>
</tr>
<!--Trivial-->
<tr style="background:#DFF0D8;">
<td class="template_label">Trivial (+40%):</td>
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than trivial_d it is always a Fumble -->
{{#rollGreater() roll1 trivial_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 trivial_d}}
<!-- if roll1 is equal to trivial_d it might be both -->
{{#rollTotal() roll1 trivial_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 trivial_d}}
<!-- if roll1 is Less than trivial_d it is always a Crit -->
{{#rollLess() roll1 trivial_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 trivial_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if trivial_d is greater than 0 it's alway a success -->
{{#rollGreater() trivial_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() trivial_d 0}}
<!--if trivial_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() trivial_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() trivial_d 0}}
{{#rollTotal() trivial_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() trivial_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than trivial_d it is always a Failure -->
{{#rollGreater() roll1 trivial_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 trivial_d}}
<!-- if roll1 is equal to trivial_d it might be both -->
{{#rollTotal() roll1 trivial_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 trivial_d}}
<!-- if roll1 is Less than trivial_d it is always a Success -->
{{#rollLess() roll1 trivial_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 trivial_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
<!--Easy-->
<tr style="background:#D9EDF7;">
<td class="template_label">Easy (+20%)</td>
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than easy_d it is always a Fumble -->
{{#rollGreater() roll1 easy_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 easy_d}}
<!-- if roll1 is equal to easy_d it might be both -->
{{#rollTotal() roll1 easy_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 easy_d}}
<!-- if roll1 is Less than easy_d it is always a Crit -->
{{#rollLess() roll1 easy_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 easy_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if easy_d is greater than 0 it's alway a success -->
{{#rollGreater() easy_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() easy_d 0}}
<!--if easy_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() easy_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() easy_d 0}}
{{#rollTotal() easy_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() easy_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than easy_d it is always a Failure -->
{{#rollGreater() roll1 easy_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 easy_d}}
<!-- if roll1 is equal to easy_d it might be both -->
{{#rollTotal() roll1 easy_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 easy_d}}
<!-- if roll1 is Less than easy_d it is always a Success -->
{{#rollLess() roll1 easy_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 easy_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
<!--Normal-->
<tr style="background:#D3D3D3;">
<td class="template_label">Normal</td>
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than normal_d it is always a Fumble -->
{{#rollGreater() roll1 normal_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 normal_d}}
<!-- if roll1 is equal to normal_d it might be both -->
{{#rollTotal() roll1 normal_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 normal_d}}
<!-- if roll1 is Less than normal_d it is always a Crit -->
{{#rollLess() roll1 normal_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 normal_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if normal_d is greater than 0 it's alway a success -->
{{#rollGreater() normal_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() normal_d 0}}
<!--if normal_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() normal_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() normal_d 0}}
{{#rollTotal() normal_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() normal_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than normal_d it is always a Failure -->
{{#rollGreater() roll1 normal_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 normal_d}}
<!-- if roll1 is equal to normal_d it might be both -->
{{#rollTotal() roll1 normal_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 normal_d}}
<!-- if roll1 is Less than normal_d it is always a Success -->
{{#rollLess() roll1 normal_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 normal_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
<!--Hard-->
<tr style="background:#FCF8E3;">
<td class="template_label">Hard (-20%)</td>
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than hard_d it is always a Fumble -->
{{#rollGreater() roll1 hard_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 hard_d}}
<!-- if roll1 is equal to hard_d it might be both -->
{{#rollTotal() roll1 hard_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 hard_d}}
<!-- if roll1 is Less than hard_d it is always a Crit -->
{{#rollLess() roll1 hard_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 hard_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if hard_d is greater than 0 it's alway a success -->
{{#rollGreater() hard_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() hard_d 0}}
<!--if hard_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() hard_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() hard_d 0}}
{{#rollTotal() hard_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() hard_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than hard_d it is always a Failure -->
{{#rollGreater() roll1 hard_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 hard_d}}
<!-- if roll1 is equal to hard_d it might be both -->
{{#rollTotal() roll1 hard_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 hard_d}}
<!-- if roll1 is Less than hard_d it is always a Success -->
{{#rollLess() roll1 hard_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 hard_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
<!--Impossible-->
<tr style="background:#F2DEDE;">
<td class="template_label">Impossible (-40%)</td>
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than impossible_d it is always a Fumble -->
{{#rollGreater() roll1 impossible_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 impossible_d}}
<!-- if roll1 is equal to impossible_d it might be both -->
{{#rollTotal() roll1 impossible_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 impossible_d}}
<!-- if roll1 is Less than impossible_d it is always a Crit -->
{{#rollLess() roll1 impossible_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 impossible_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if impossible_d is greater than 0 it's alway a success -->
{{#rollGreater() impossible_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() impossible_d 0}}
<!--if impossible_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() impossible_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() impossible_d 0}}
{{#rollTotal() impossible_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() impossible_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than impossible_d it is always a Failure -->
{{#rollGreater() roll1 impossible_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 impossible_d}}
<!-- if roll1 is equal to impossible_d it might be both -->
{{#rollTotal() roll1 impossible_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 impossible_d}}
<!-- if roll1 is Less than impossible_d it is always a Success -->
{{#rollLess() roll1 impossible_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 impossible_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
<tr>
<td style="background:black; color: white;" class="template_value">DAMAGE</td>
<td style="background:white; color:red;" class="template_value">{{damage}}</td>
</tr>
</table>
</rolltemplate>
<!--dg roll template -->
<rolltemplate class="sheet-rolltemplate-dg-neet">
<table>
<caption>{{name}}</caption>
<tr>
<td class="template_label">Value:</td>
<td class="template_value">{{trivial_d}}{{normal_u}}</td>
</tr>
<tr>
<td class="template_label">Rolled:</td>
<td class="template_value">{{roll1}}{{roll2}}</td>
</tr>
<!--Trivial-->
<tr style="background:#DFF0D8;">
{{#rollTotal() t_d trivial_d}}
<td class="template_label">Trivial (+40%):</td>
{{/rollTotal() t_d trivial_d}}
{{#rollTotal() e_d trivial_d}}
<td class="template_label">Easy (+20%):</td>
{{/rollTotal() e_d trivial_d}}
{{#rollTotal() n_d trivial_d}}
<td class="template_label">Normal :</td>
{{/rollTotal() n_d trivial_d}}
{{#rollTotal() h_d trivial_d}}
<td class="template_label">Hard (-20%) :</td>
{{/rollTotal() h_d trivial_d}}
{{#rollTotal() i_d trivial_d}}
<td class="template_label">Impossible (-40%) :</td>
{{/rollTotal() i_d trivial_d}}
<!--For Critical and Fumble with the exception of 01 -->
{{#rollTotal() roll1 roll2}}
<!--Handle 00 -->
{{#rollTotal() roll1 0}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollTotal() roll1 0}}
<!-- Handle all other matching dice -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than trivial_d it is always a Fumble -->
{{#rollGreater() roll1 trivial_d}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll1 trivial_d}}
<!-- if roll1 is equal to trivial_d it might be both -->
{{#rollTotal() roll1 trivial_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:DarkRed;" class="template_value">Fumble</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Green;" class="template_value">Critical</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 trivial_d}}
<!-- if roll1 is Less than trivial_d it is always a Crit -->
{{#rollLess() roll1 trivial_d}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollLess() roll1 trivial_d}}
{{/^rollTotal() roll1 0}}
{{/rollTotal() roll1 roll2}}
{{#^rollTotal() roll1 roll2}}
<!--For Success and Failure AND critical 01 -->
<!--Handle 01-09 -->
{{#rollTotal() roll1 0}}
{{#rollTotal() roll2 1}}
<td style="background:Green;" class="template_value">Critical</td>
{{/rollTotal() roll2 1}}
<!--I need to handle all the 02-09 as a separate case -->
{{#^rollTotal() roll2 1}}
<!--if trivial_d is greater than 0 it's alway a success -->
{{#rollGreater() trivial_d 0}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollGreater() trivial_d 0}}
<!--if trivial_d is Less than 0 (it might happen due to modifiers) it's alway a failure -->
{{#rollLess() trivial_d 0}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollLess() trivial_d 0}}
{{#rollTotal() trivial_d 0}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() trivial_d 0}}
{{/^rollTotal() roll2 1}}
{{/rollTotal() roll1 0}}
<!--Handle Everything else -->
{{#^rollTotal() roll1 0}}
<!-- if roll1 is greater than trivial_d it is always a Failure -->
{{#rollGreater() roll1 trivial_d}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll1 trivial_d}}
<!-- if roll1 is equal to trivial_d it might be both -->
{{#rollTotal() roll1 trivial_d}}
{{#rollGreater() roll2 normal_u}}
<td style="background:Red;" class="template_value">Failure</td>
{{/rollGreater() roll2 normal_u}}
{{#^rollGreater() roll2 normal_u}}
<td style="background:Lime;" class="template_value">Success</td>
{{/^rollGreater() roll2 normal_u}}
{{/rollTotal() roll1 trivial_d}}
<!-- if roll1 is Less than trivial_d it is always a Success -->
{{#rollLess() roll1 trivial_d}}
<td style="background:Lime;" class="template_value">Success</td>
{{/rollLess() roll1 trivial_d}}
{{/^rollTotal() roll1 0}}
{{/^rollTotal() roll1 roll2}}
</tr>
</table>
</rolltemplate>