Files
roll20-character-sheets-tester/Shadowrun5thEdition/Shadowrun5thEdition.html
T
Cassie Levett 369dc320a2 Shadowrun 5th Edition hot fix 1.43 (#4768)
* SR 1.41 - fixed modifier,edge,wound buttons

* CSS update for French & Spanish

* Dice roller, Wounds improvement (#14)

* Update Branch (#15)

* Add readme documentation. Fix small issues (#4708)

* Fix issue #2: exclude dropped items from total weight
* Fix issue #3: add critical rolls to base spells
* Fix issue #4: add underflow to attack rolls
* Fix issue #5: add missing fumble rolls
* Fix typo: movement maneuver to moving maneuver

* Cyberpunk 2020 - localization (#4727)

- i18n tags added to the sheet (with help from Andreas 1223200 localization script)
- translation.json created
- italian translation inlcuded (thanks to Salerno T. 2547667)
- few small changes to help with localization layout
- added a new roll template "&{template:general}"  and updated the ability rolls so they could also be translated.

* Call_of_cthulhu_7th_ed extention (#4726)

* Commit for Extending coc_7th_ed.html

• Moved ''Mana Points'' to the left under ''Luck''

• Added ''Bouts of Madness'' with respective buttons and rollTemplates as per Call of Cthulhu 7th Ed Rules. Also added Current Mental Condition Input for players to keep track of (Default set to Stable).

• Added Commonly Used Dice Rolls, Custom Dice Roller and Body Hit Location Button and respective rollTemplates.

• Shortened the height of Backstory Textboxes.

* Commit for extended coc_7th_ed.css

• Added Background

• Made Inputs and Text Areas Translucent.

• Added another button designated for Bouts of Madness, Dice and Body Hit Location.

• Added Templates for Bouts of Madness, Dice and Body Hit Location.

* Update en.json

Added 
• "bouts-of-madness-u": "Bouts of Madness"
• "stable": "Stable"
• "dicerolls-u": "Dice Rolls"
• "custom-u": "Custom"
to accomplany the additions to the Char Sheet

* Add files via upload

* [CWOD V20] Bug Fixes (#4723)

-Fixed the issue with Main Dice Pool rolls not having attributes properly named.

-Fixed the issue with the Vinculum section putting the To Target and To Me sections to 10 if the user chose 3 or higher as the rating.

* [The Strange] Fix 'might' attribute (#4722)

* change mightpool from 'span' to 'input'

* rm span tag

* Splittermond: Improving mana regeneration calculation (#4721)

* Adding button to directly calculate mana

* Fixed a spelling error

* Changed image color for better visibility

* Deleting debug info

* Restructuring mana cost calculation

* Adding updates

* Updated sheet.json

* Update es.json (#4720)

Minor corrections.

* Starfinder (simple) update 021619 (#4719)

* Starfinder (simple) Update 021619

Sheet cosmetic changes
•Added Faction Block for Organized Play use
•Swapped Other Statistics and Currency and Experience blocks to make signifcant attributes (initiative and movement speeds) encountered sooner when opening character sheet.
•Added Fame and Reputation to Currency and Experience block for Organized Play use.
•Added Skill Notes block in preparation for including skill notes in Skill Check rolls.

* Starfinder (simple) update 021719

Added functionality for selecting which skills will display a skill note when the check is rolled.

* Nemesis v1.1 (#4718)

* SR 1.41 - fixed modifier,edge,wound buttons

* CSS update for French & Spanish

* Dice roller, Wounds improvement (#14)

* [RWBY_RoC-Unofficial_Tabletop_RPG] sheet functions update (#4717)

* Update to V2- Added numerous roll and display options

change log
¤ Modified all roll values
¤ Added Empower feature in Semblance section
¤ Added optional Additional, Unarmed and Alternate Form attack and damage rolls in Weapon section footer
¤ Added Info boxes attached to various parts of the sheet containing rule details
¤ Added Version Notes section in the header containing update and how-to-use notes
¤ Added Sheet Options section in the footer, containing modifiers and roll options
¤ Added option to hide Modification and Phial description fields, reduced format includes a Quick description field for mods and roll buttons for phials
¤ Changed Weapon Variants to Weapon Styles
¤ Added default placeholders to drop-down menus for Weapon styles and phial attributes
¤ Minor cosmetic changes (sans-serif font in text areas, etc)
¤ (Chrome only) Added webkit buttons (up/down arrows) in RoC Dice field for one-click RoC modification

* Update RWBY_RoC-Unofficial_Tabletop_RPG/RWBY-UnofficialTabletopRPG.css

Changed image link to github repo

Co-Authored-By: Kasenai3 <Sengannomahoutsukai@gmail.com>

* changed logo link to github repo

* Update preview.jpg

* [Blades in the Dark] v3.8 (#4716)

* [Blades in the Dark] v3.8

* Minor bugfixes and removal of legacy code

* [Blades in the Dark] Simplified handling of fortune rolls

* Bug Fixes for Starcraft RPG (#4714)

* Update sheet.json

* Update starcraft.html

* .gitattribute & template update (#4712)

* Updates for git files

* updated gitattribute to enforce lf

* Update ChroniquesOublieesContemporain to 2.5, small fixes on (#4711)

ChroniquesGalactiques.

* Corrected a bug in the UESTRPG sheet that caused some classes to be assigned the wrong hit dice (#4710)

* Added UESTRPG based on the 5e Sheet

This is a customised version of the 5e OGL sheet for use in the Unofficial Elder Scrolls Tabletop Role-Playing Game conversion. Known issues: Agility saves for NPCs don't display properly, minor formatting issue with temp HP

* Added spell costs, fixed NPC AGI save bug

* Create UESTRPG core page preview.png

* Added preview, user ID, clarified file names

* Update sheet.json

* Renamed folder

* Corrected a bug that caused some classes to be assigned wrong hit die

* [LANCER RPG 1.8] Numerous Style/QoL Fixes (#4709)

* fixed 'tech attack' field extending outside of the sheet frame

* Numerous Style/QoL fixes

-made talent rank text containers longer to accomodate longer description text
-tweaked height/margins of several repeating fields to make them tile correctly
-reorganized pilot weapons and armor fields to look cleaner
-added a damage type dropdown for pilot weapons
-resized various modules to make them flush with sheet gutters
-Added new toggle indicator for core power button
-added a default of 0 to SP value to prevent NaN on new sheet load
-fixed some macros with trailing brackets

* Spell listener refactor (#4705)

* Add Halo & fix line endings

* Creating Leovaunt Halo RPG (#4713)

* Creating Halo RPG

* Create sheet.json

* Rename halo.css.txt to halo.css

* Rename halo.html.txt to halo.html

* Rename translation.json.txt to translation.json

* Add files via upload

* Delete halo.png.png

* Added MadCoder253 Gurps changes

* Changes from PR 4696

* Revert 4713 master (#4735)

* Revert "Creating Leovaunt Halo RPG (#4713)"

This reverts commit d5bb1e2ea8.

* Removed new Halo sheet

* Update translations"

* Fixed translation issue. Removed unneccessary code. (#16)

* Update fork (#17)

* Add readme documentation. Fix small issues (#4708)

* Fix issue #2: exclude dropped items from total weight
* Fix issue #3: add critical rolls to base spells
* Fix issue #4: add underflow to attack rolls
* Fix issue #5: add missing fumble rolls
* Fix typo: movement maneuver to moving maneuver

* Cyberpunk 2020 - localization (#4727)

- i18n tags added to the sheet (with help from Andreas 1223200 localization script)
- translation.json created
- italian translation inlcuded (thanks to Salerno T. 2547667)
- few small changes to help with localization layout
- added a new roll template "&{template:general}"  and updated the ability rolls so they could also be translated.

* Call_of_cthulhu_7th_ed extention (#4726)

* Commit for Extending coc_7th_ed.html

• Moved ''Mana Points'' to the left under ''Luck''

• Added ''Bouts of Madness'' with respective buttons and rollTemplates as per Call of Cthulhu 7th Ed Rules. Also added Current Mental Condition Input for players to keep track of (Default set to Stable).

• Added Commonly Used Dice Rolls, Custom Dice Roller and Body Hit Location Button and respective rollTemplates.

• Shortened the height of Backstory Textboxes.

* Commit for extended coc_7th_ed.css

• Added Background

• Made Inputs and Text Areas Translucent.

• Added another button designated for Bouts of Madness, Dice and Body Hit Location.

• Added Templates for Bouts of Madness, Dice and Body Hit Location.

* Update en.json

Added 
• "bouts-of-madness-u": "Bouts of Madness"
• "stable": "Stable"
• "dicerolls-u": "Dice Rolls"
• "custom-u": "Custom"
to accomplany the additions to the Char Sheet

* Add files via upload

* [CWOD V20] Bug Fixes (#4723)

-Fixed the issue with Main Dice Pool rolls not having attributes properly named.

-Fixed the issue with the Vinculum section putting the To Target and To Me sections to 10 if the user chose 3 or higher as the rating.

* [The Strange] Fix 'might' attribute (#4722)

* change mightpool from 'span' to 'input'

* rm span tag

* Splittermond: Improving mana regeneration calculation (#4721)

* Adding button to directly calculate mana

* Fixed a spelling error

* Changed image color for better visibility

* Deleting debug info

* Restructuring mana cost calculation

* Adding updates

* Updated sheet.json

* Update es.json (#4720)

Minor corrections.

* Starfinder (simple) update 021619 (#4719)

* Starfinder (simple) Update 021619

Sheet cosmetic changes
•Added Faction Block for Organized Play use
•Swapped Other Statistics and Currency and Experience blocks to make signifcant attributes (initiative and movement speeds) encountered sooner when opening character sheet.
•Added Fame and Reputation to Currency and Experience block for Organized Play use.
•Added Skill Notes block in preparation for including skill notes in Skill Check rolls.

* Starfinder (simple) update 021719

Added functionality for selecting which skills will display a skill note when the check is rolled.

* Nemesis v1.1 (#4718)

* SR 1.41 - fixed modifier,edge,wound buttons

* CSS update for French & Spanish

* Dice roller, Wounds improvement (#14)

* [RWBY_RoC-Unofficial_Tabletop_RPG] sheet functions update (#4717)

* Update to V2- Added numerous roll and display options

change log
¤ Modified all roll values
¤ Added Empower feature in Semblance section
¤ Added optional Additional, Unarmed and Alternate Form attack and damage rolls in Weapon section footer
¤ Added Info boxes attached to various parts of the sheet containing rule details
¤ Added Version Notes section in the header containing update and how-to-use notes
¤ Added Sheet Options section in the footer, containing modifiers and roll options
¤ Added option to hide Modification and Phial description fields, reduced format includes a Quick description field for mods and roll buttons for phials
¤ Changed Weapon Variants to Weapon Styles
¤ Added default placeholders to drop-down menus for Weapon styles and phial attributes
¤ Minor cosmetic changes (sans-serif font in text areas, etc)
¤ (Chrome only) Added webkit buttons (up/down arrows) in RoC Dice field for one-click RoC modification

* Update RWBY_RoC-Unofficial_Tabletop_RPG/RWBY-UnofficialTabletopRPG.css

Changed image link to github repo

Co-Authored-By: Kasenai3 <Sengannomahoutsukai@gmail.com>

* changed logo link to github repo

* Update preview.jpg

* [Blades in the Dark] v3.8 (#4716)

* [Blades in the Dark] v3.8

* Minor bugfixes and removal of legacy code

* [Blades in the Dark] Simplified handling of fortune rolls

* Bug Fixes for Starcraft RPG (#4714)

* Update sheet.json

* Update starcraft.html

* .gitattribute & template update (#4712)

* Updates for git files

* updated gitattribute to enforce lf

* Update ChroniquesOublieesContemporain to 2.5, small fixes on (#4711)

ChroniquesGalactiques.

* Corrected a bug in the UESTRPG sheet that caused some classes to be assigned the wrong hit dice (#4710)

* Added UESTRPG based on the 5e Sheet

This is a customised version of the 5e OGL sheet for use in the Unofficial Elder Scrolls Tabletop Role-Playing Game conversion. Known issues: Agility saves for NPCs don't display properly, minor formatting issue with temp HP

* Added spell costs, fixed NPC AGI save bug

* Create UESTRPG core page preview.png

* Added preview, user ID, clarified file names

* Update sheet.json

* Renamed folder

* Corrected a bug that caused some classes to be assigned wrong hit die

* [LANCER RPG 1.8] Numerous Style/QoL Fixes (#4709)

* fixed 'tech attack' field extending outside of the sheet frame

* Numerous Style/QoL fixes

-made talent rank text containers longer to accomodate longer description text
-tweaked height/margins of several repeating fields to make them tile correctly
-reorganized pilot weapons and armor fields to look cleaner
-added a damage type dropdown for pilot weapons
-resized various modules to make them flush with sheet gutters
-Added new toggle indicator for core power button
-added a default of 0 to SP value to prevent NaN on new sheet load
-fixed some macros with trailing brackets

* Spell listener refactor (#4705)

* Add Halo & fix line endings

* Creating Leovaunt Halo RPG (#4713)

* Creating Halo RPG

* Create sheet.json

* Rename halo.css.txt to halo.css

* Rename halo.html.txt to halo.html

* Rename translation.json.txt to translation.json

* Add files via upload

* Delete halo.png.png

* Added MadCoder253 Gurps changes

* Changes from PR 4696

* Revert 4713 master (#4735)

* Revert "Creating Leovaunt Halo RPG (#4713)"

This reverts commit d5bb1e2ea8.

* Removed new Halo sheet

* Update translations"

* Sr5 1.42 (#19)

* Fixed translation issue. Removed unneccessary code.

* Whisper bug fix, Host Rating fix

* Fixed whisper bug
2019-02-27 10:05:17 -06:00

3954 lines
265 KiB
HTML

<!-- ~~~~~~~~ Character Sheet Page, default view ~~~~~~~~ -->
<input class="sheet_type" name="attr_sheet_type" type="hidden" value="pc">
<!-- ~~~~~~~~ Show & hide optional Magic & Resonance areas ~~~~~~~~ -->
<input class="character-type" name="attr_flag_special" type="hidden" value="mundane">
<!-- ~~~~~~~~+:+:::::+:+::+:+:+::+:+:+:+::+:+::::::+:+::+:+:+:+::+:+:::::+:+:+:+:::::+:+::+:+:+::+:+:+:+::+:+:+:~~~~~~~~ -->
<!-- ~~~~~~~~:+:+::+:+:+:+:+::+:+:+:+:+:+: Tabs :+:+::+:+:+::+:+:+:+::+:+:+::+:+:+:+::+:+:::::+:+:+:+:+:+:+:+:+:~~~~~~~~ -->
<!-- ~~~~~~~~+:+:::::+:+::+:+:::::+:+::+:+:+::+:+:+:+::+:+:::::+:+:::::+:+:+:+:::::+:+::+:+:+::+:+:+:+::+::+:+:+~~~~~~~~ -->
<div class="tabs">
<div class="info-box">
<img src="https://raw.githubusercontent.com/clevett/Shadowrun-5e/master/ShadowrunLogo.png" style="max-height: 200px;" />
<div>
<h1 data-i18n="character">Character</h1><input type="text" name="attr_character_name" placeholder="Character name" title="@{character_name}" />
<h1 data-i18n="player">Player</h1><input type="text" name="attr_player_name" placeholder="Player name" title="@{player_name}" />
</div>
</div>
<div class="tab-whisper">
<input type="hidden" name="attr_gm_toggle" value=" " /><button type="action" name="act_whisper" title="whisper" data-i18n="gm">/w GM</button>
</div>
<div class="tab-toggles">
<input type="hidden" name="attr_wound_toggle" value="@{wounds}" /><button type="action" name="act_wound" title="@{wound_toggle}" data-i18n="wounds">wounds</button>
<input type="hidden" name="attr_modifier_toggle" value="?{Modifiers +/-|0}" /><button type="action" name="act_modifier" title="@{modifier_toggle}" data-i18n="modifiers">modifiers</button>
<input type="hidden" name="attr_edge_toggle" value="@{edge}" /><button type="action" name="act_edge" title="@{edge_toggle}" data-i18n="edge">edge</button>
<button type="roll" value="@{gm_toggle} &{template:rolls}{{header=Dice Roll}}{{base=Rolling dice}}{{dice=[[(?{Base d6s|0}d6>5)]]}}" title="Roll D6s"><span class="d6">L</span></button>
</div>
<div class="tab-col">
<input type="hidden" name="attr_tab" value="core" />
<button type="action" name="act_tab_core" title="@{tab}" data-i18n="core">core</button>
<button type="action" name="act_tab_arms" title="@{tab}" data-i18n="arms">arms</button>
<button type="action" name="act_tab_augs" title="@{tab}" data-i18n="augs">augs</button>
<button type="action" name="act_tab_gear" title="@{tab}" data-i18n="gear">gear</button>
<button type="action" name="act_tab_magic" title="@{tab}" data-i18n="magic">magic</button>
<button type="action" name="act_tab_matrix" title="@{tab}" data-i18n="matrix">matrix</button>
<button type="action" name="act_tab_social" title="@{tab}" data-i18n="social">social</button>
<button type="action" name="act_tab_vehicle" title="@{tab}" data-i18n="vehicle">vehicle</button>
<button type="action" name="act_tab_options" title="@{tab}">y</button>
</div>
<div class="tab-sheet">
<select name="attr_sheet_type" title="Sheet Type">
<option value="grunt" data-i18n="grunt">Grunt</option>
<option value="host" data-i18n="host">Host</option>
<option value="sprite" data-i18n="sprite">Sprite</option>
<option value="vehicle" data-i18n="vehicle">Vehicle</option>
<option value="pc" data-i18n="pc">PC</option>
</select>
</div>
</div>
<!-- ~~~~~~~~+:+:::::+:+::+:+:+::+:+:+:+::+:+::::::+:+::+:+:+:+::+:+:::::+:+:+:+:::::+:+::+:+:+::+:+:+:+::::+:+:~~~~~~~~ -->
<!-- ~~~~~~~~:+:+::+:+:+:+:+::+:+:+:+:+:+: Start of PC Sheet :+:+::+:+:+::+:+:+:+::+:+:+::+:+:+:+::+:+:::::+:+:~~~~~~~~ -->
<!-- ~~~~~~~~+:+:::::+:+::+:+:::::+:+::+:+:+::+:+:+:+::+:+:::::+:+:::::+:+:+:+:::::+:+::+:+:+::+:+:+:+::+::+:+:+~~~~~~~~ -->
<div class="pc">
<input class="options_toggle" name="attr_tab" type="hidden" value="options" />
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE STATIC LEFT COLUMN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="static pc-col">
<div class="pc-row core-info">
<div class="header"><div class="triangle"></div><h1 data-i18n="personal">Personal Data</h1></div>
<div class="border-box">
<div class="pc-box small-box">
<div class="row-long pd-nam">
<h2 data-i18n="namealias">NAME/PRIMARY ALIAS</h2><input type="text" name="attr_name" placeholder="name" title="@{name}" />
</div>
<div class="row-long pd-meta">
<h2 data-i18n="metatype">Metatype</h2><input type="text" name="attr_metatype" placeholder="metatype" title="@{metatype}" />
<h2 data-i18n="ethnicity">Ethnicity</h2><input type="text" name="attr_ethnicity" placeholder="ethnicity" title="@{ethnicity}" />
</div>
<div class="row-long pd-age">
<h2 data-i18n="age">Age</h2><input type="text" name="attr_age" placeholder="age" title="@{age}" />
<h2 data-i18n="sex">Sex</h2><input type="text" name="attr_sex" placeholder="sex" title="@{sex}" />
<h2 data-i18n="height">Height</h2><input type="text" name="attr_height" placeholder="height" title="@{height}" >
<h2 data-i18n="weight">Weight</h2><input type="text" name="attr_weight" placeholder="weight" title="@{weight}" />
</div>
<div class="row-long pd-rep">
<h2 data-i18n="streetcred">Street Cred</h2><input type="number" name="attr_street_cred" placeholder="#" title="@{street_cred}" />
<h2 data-i18n="notoriety">Notoriety</h2><input type="number" name="attr_notoriety" placeholder="#" title="@{notoriety}" />
<h2 data-i18n="publicawareness">Public Awereness</h2><input type="number" name="attr_public_awareness" placeholder="#" title="@{public_awareness}" />
</div>
<div class="row-long pd-kar">
<h2 data-i18n="karma">Karma</h2><input type="number" name="attr_karma" placeholder="#" title="@{karma}" />
<h2 data-i18n="totalkarma">Total Karma</h2><input type="number" name="attr_total_karma" placeholder="#" title="@{total_karma}" />
<h2 data-i18n="misc">Misc</h2><input type="text" name="attr_misc" placeholder="misc" title="@{misc}" />
</div>
</div>
</div>
</div>
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF ATTRIBUTES ROW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="pc-row">
<div class="header"><div class="triangle"></div><h1 data-i18n="attributes">Attributes</h1></div>
<div class="border-box">
<div class="pc-box medium-box attr-box">
<input type="checkbox" class="settings-toggle" name="attr_flag_attribute" checked="checked" title="Settings toggle" /><span>x</span>
<div class="attr-col attr-col-left">
<!-- ~~:+: Body :+:~~ -->
<input type="hidden" name="attr_body" value="" />
<button type="roll" name="body" value="@{gm_toggle} &{template:rolls}{{header=Body}}{{base=Attributes}}{{dice=[[(@{body}+(?{2nd Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="red" data-i18n="body">Body</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_body_base" value="" placeholder="3" title="@{body_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_body_modifier" value="" placeholder="0" title="@{body_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_body" title="@{body}" /></span>
</div>
<div class="display"><span name="attr_display_body" title="@{body}"></span></div>
</div>
<!-- ~~:+: Agility :+:~~ -->
<input type="hidden" name="attr_agility" value="" />
<button type="roll" name="agility" value="@{gm_toggle} &{template:rolls}{{header=Agility}}{{base=Attributes}}{{dice=[[(@{agility}+(?{2nd Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="red" data-i18n="agility">Agility</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_agility_base" value="" placeholder="3" title="@{agility_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_agility_modifier" value="" placeholder="0" title="@{agility_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_agility" title="@{agility}" /></span>
</div>
<div class="display"><span name="attr_display_agility" title="@{agility}"></span></div>
</div>
<!-- ~~:+: Reaction :+:~~ -->
<input type="hidden" name="attr_reaction" value="" />
<button type="roll" name="reaction" value="@{gm_toggle} &{template:rolls}{{header=Reaction}}{{base=Attributes}}{{dice=[[(@{reaction}+(?{2nd Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="red" data-i18n="reaction">Reaction</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_reaction_base" value="" placeholder="3" title="@{reaction_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_reaction_modifier" value="" placeholder="0" title="@{reaction_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_reaction" title="@{reaction}" /></span>
</div>
<div class="display"><span name="attr_display_reaction" title="@{reaction}"></span></div>
</div>
<!-- ~~:+: Strength :+:~~ -->
<input type="hidden" name="attr_strength" value="" />
<button type="roll" name="strength" value="@{gm_toggle} &{template:rolls}{{header=Strength}}{{base=Attributes}}{{dice=[[(@{strength}+(?{2nd Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="red" data-i18n="strength">Strength</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_strength_base" value="" placeholder="3" title="@{strength_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_strength_modifier" value="" placeholder="0" title="@{strength_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_strength" title="@{strength}" /></span>
</div>
<div class="display"><span name="attr_display_strength" title="@{strength}"></span></div>
</div>
<!-- ~~:+: Willpower :+:~~ -->
<input type="hidden" name="attr_willpower" value="" />
<button type="roll" name="willpower" value="@{gm_toggle} &{template:rolls}{{header=Willpower}}{{base=Attributes}}{{dice=[[(@{willpower}+(?{2nd Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span data-i18n="willpower">Willpower</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_willpower_base" value="" placeholder="3" title="@{willpower_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_willpower_modifier" value="" placeholder="0" title="@{willpower_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_willpower" title="@{willpower}" /></span>
</div>
<div class="display"><span name="attr_display_willpower" title="@{willpower}"></span></div>
</div>
<!-- ~~:+: Logic :+:~~ -->
<input type="hidden" name="attr_logic" value="" />
<button type="roll" name="logic" value="@{gm_toggle} &{template:rolls}{{header=Logic}}{{base=Attributes}}{{dice=[[(@{logic}+(?{2nd Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span data-i18n="logic">Logic</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_logic_base" value="" placeholder="3" title="@{logic_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_logic_modifier" value="" placeholder="0" title="@{logic_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_logic" title="@{logic}" /></span>
</div>
<div class="display"><span name="attr_display_logic" title="@{logic}"></span></div>
</div>
<!-- ~~:+: Intuition :+:~~ -->
<input type="hidden" name="attr_intuition" value="" />
<button type="roll" name="intuition" value="@{gm_toggle} &{template:rolls}{{header=Intuition}}{{base=Attributes}}{{dice=[[(@{intuition}+(?{2nd Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span data-i18n="intuition">Intuition</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_intuition_base" value="" placeholder="3" title="@{intuition_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_intuition_modifier" value="" placeholder="0" title="@{intuition_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_intuition" title="@{intuition}" /></span>
</div>
<div class="display"><span name="attr_display_intuition" title="@{intuition}"></span></div>
</div>
<!-- ~~:+: Charisma :+:~~ -->
<input type="hidden" name="attr_charisma" value="" />
<button type="roll" name="charisma" value="@{gm_toggle} &{template:rolls}{{header=Charisma}}{{base=Attributes}}{{dice=[[(@{charisma}+(?{2nd Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span data-i18n="charisma">Charisma</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_charisma_base" value="" placeholder="3" title="@{charisma_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_charisma_modifier" value="" placeholder="0" title="@{charisma_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_charisma" title="@{charisma}" /></span>
</div>
<div class="display"><span name="attr_display_charisma" title="@{charisma}"></span></div>
</div>
<!-- ~~:+: Edge :+:~~ -->
<button type="roll" name="edge" value="@{gm_toggle} &{template:rolls}{{header=Edge}}{{base=Attributes}}{{dice=[[(@{edge}+(?{2nd Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}|None,0})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span data-i18n="edge">Edge</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_edge" placeholder="3" title="@{edge}" />
</div>
<div class="display"><span name="attr_edge" title="@{edge}"></span></div>
</div>
</div>
<div class="attr-col attr-col-right">
<!-- ~~:+: Essence :+:~~ -->
<label data-i18n="essence">Essence</label>
<div class="attr-und">
<div class="settings"><input type="text" min="0" name="attr_essence" placeholder="6" title="@{essence}" /></div>
<div class="display"><span name="attr_essence" title="@{essence}"></span></div>
</div>
<!-- ~~:+: Magic or Resonance :+:~~ -->
<input type="hidden" name="attr_magic" value="3" />
<input type="hidden" name="attr_resonance" value="3" />
<label data-i18n="magicres">Magic/Resonance</label>
<div class="attr-und">
<div class="settings">
<div class="hide-magic">
<input type="number" name="attr_magic_base" placeholder="0" title="@{magic_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_magic_modifier" placeholder="0" title="@{magic_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_magic" title="@{magic}" /></span>
</div>
<div class="hide-resonance">
<input type="number" name="attr_resonance_base" placeholder="0" title="@{resonance_base}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_resonance_modifier" placeholder="0" title="@{resonance_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_display_resonance" title="@{resonance}" /></span>
</div>
</div>
<div class="display">
<div class="hide-magic"><span name="attr_display_magic" title="@{magic}"></span></div>
<div class="hide-resonance"><span name="attr_display_resonance" title="@{resonance}"></span></div>
</div>
</div>
<!-- ~~:+: Initiative :+:~~ -->
<input type="hidden" name="attr_initiative_mod" value="6" />
<input type="hidden" name="attr_initiative_dice" value="1" min="1" max="5" />
<button class="attr-ini" name="initiative" type="roll" value="@{gm_toggle} &{template:rolls}{{header=Initiative}}{{base=Base}}{{dice=[[(@{initiative_mod}+@{wound_toggle}+@{modifier_toggle})+(@{initiative_dice})d6cf0 &{tracker}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span class="attr-ini red" data-i18n="initiative">Initiative</span></button>
<div class="attr-und attr-ini">
<div class="settings">
<input type="number" name="attr_initiative_modifier" value="0" placeholder="0" title="@{initiative_modifier}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_initiative_dice_modifier" value="0" min="0" max="4" placeholder="modifier" title="@{initiative_dice_modifier}" />
<span class="tiny-span "data-i18n="d6"> d6</span><span class="tiny-span"> = </span>
<span name="attr_display_initiative_mod"></span><span class="tiny-span" title="@{initiative_mod}"> + </span>
<span name="attr_initiative_dice"></span><span class="tiny-span" title="@{initiative_dice}" data-i18n="d6"> d6</span>
</div>
<div class="display">
<span name="attr_display_initiative_mod" title="@{initiative_mod}"></span><span class="tiny-span"> + </span>
<span name="attr_initiative_dice" title="@{initiative_dice}"></span><span class="tiny-span" data-i18n="d6"> d6</span>
</div>
</div>
<!-- ~~:+: Matrix Initative :+:~~ -->
<input type="hidden" name="attr_matrix_mod" value="0" />
<input type="hidden" name="attr_matrix_dice" max="5" />
<button class="attr-ini" name="matrix initiative" type="roll" value="@{gm_toggle} &{template:rolls}{{header=Matrix Initiative}}{{base=Base}}{{dice=[[(@{matrix_mod}+@{wound_toggle}+@{modifier_toggle})+(@{matrix_dice})d6cf0 &{tracker}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span class="attr-ini red init-settings" data-i18n="matrixinit">Matrix Ini</span>
<span class="attr-ini red init-display" data-i18n="matrixinitiative">Matrix Initiative</span>
</button>
<div class="attr-und attr-ini">
<div class="settings">
<input type="number" name="attr_matrix_mod_modifier" value="0" placeholder="0" title="@{matrix_mod_modifier}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_matrix_dice_modifier" value="0" min="0" max="4" placeholder="modifier" title="@{matrix_dice_modifier}" />
<span class="tiny-span" data-i18n="d6"> d6</span><span class="tiny-span"> = </span>
<span name="attr_display_matrix_mod" title="@{matrix_mod}"></span><span class="tiny-span"> + </span>
<span name="attr_matrix_dice" title="@{matrix_mod}"></span><span class="tiny-span" data-i18n="d6"> d6</span>
</div>
<div class="display">
<span name="attr_display_matrix_mod" title="@{matrix_mod}"></span><span class="tiny-span"> + </span>
<span name="attr_matrix_dice" title="@{matrix_dice}"></span><span class="tiny-span" data-i18n="d6"> d6</span>
</div>
</div>
<!-- ~~:+: Astral Initative :+:~~ -->
<input type="hidden" name="attr_astral_mod" value="6" />
<input type="hidden" name="attr_astral_dice" value="3" max="5" />
<button class="attr-ini" name="astral initiative" type="roll" value="@{gm_toggle} &{template:rolls}{{header=Astral Initiative}}{{base=Base}}{{dice=[[(@{astral_mod}+@{wound_toggle}+@{modifier_toggle})+(@{astral_dice})d6cf0 &{tracker}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span class="attr-ini red init-settings" data-i18n="astralini">Astral Ini</span>
<span class="attr-ini red init-display" data-i18n="astralinitiative">Astral Initiative</span>
</button>
<div class="attr-und attr-ini">
<div class="settings">
<div class="hide-magic">
<input type="number" name="attr_astral_mod_modifier" value="0" placeholder="modifier" title="@{astral_mod_modifier}" /><span class="tiny-span"> + </span>
<input type="number" name="attr_astral_dice_modifier" value="0" min="0" max="3" placeholder="modifier" title="@{astral_dice_modifier}" />
<span class="tiny-span" data-i18n="d6"> d6</span><span class="tiny-span"> = </span>
<span name="attr_display_astral_mod" title="@{astral_mod}"></span><span class="tiny-span"> + </span>
<span name="attr_astral_dice" title="@{astral_dice}"></span><span class="tiny-span" data-i18n="d6"> d6</span>
</div>
</div>
<div class="display">
<span name="attr_display_astral_mod" title="@{astral_mod}"></span><span class="tiny-span"> + </span>
<span name="attr_astral_dice" title="@{astral_dice}"></span><span class="tiny-span" data-i18n="d6"> d6</span>
</div>
</div>
<!-- ~~:+: Composure :+:~~ -->
<input type="hidden" name="attr_composure" value="" />
<button type="roll" name="composure" value="@{gm_toggle} &{template:rolls}{{header=Composure}}{{base=Base}}{{dice=[[(@{composure}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}}"><span data-i18n="composure">Composure</span></button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_composure_modifier" placeholder="0" title="@{composure_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_composure" title="@{composure}" /></span>
</div>
<div class="display">
<span name="attr_composure" title="@{composure}"></span>
</div>
</div>
<!-- ~~:+: Judge Intentions :+:~~ -->
<input type="hidden" name="attr_judge_intentions" value="" />
<button type="roll" name="judge intentions" value="@{gm_toggle} &{template:rolls}{{header=Judge Intentions}}{{base=Base}}{{dice=[[(@{judge_intentions}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span data-i18n="judgeintentions">Judge Intentions</span>
</button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_judge_intentions_modifier" placeholder="0" title="@{judge_intentions_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_judge_intentions" title="@{judge_intentions}" /></span>
</div>
<div class="display">
<span name="attr_judge_intentions" title="@{judge_intentions}"></span>
</div>
</div>
<!-- ~~:+: Memory :+:~~ -->
<input type="hidden" name="attr_memory" value="" />
<button type="roll" name="memory" value="@{gm_toggle} &{template:rolls}{{header=Memory}}{{base=Base}}{{dice=[[(@{memory}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span data-i18n="memory">Memory</span>
</button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_memory_modifier" placeholder="0" title="@{memory_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_memory" title="@{memory}" /></span>
</div>
<div class="display">
<span name="attr_memory" title="@{memory}"></span>
</div>
</div>
<!-- ~~:+: Lift & Carry :+:~~ -->
<input type="hidden" name="attr_lift_carry" value="" />
<button type="roll" name="lift & carry" value="@{gm_toggle} &{template:rolls}{{header=Life & Carry}}{{base=Base}}{{dice=[[(@{lift_carry}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span data-i18n="liftcarry">Lift & Carry</span>
</button>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_lift_carry_modifier" placeholder="0" title="@{lift_carry_modifier}" /><span class="tiny-span"> = </span>
<span class="totals" name="attr_lift_carry" title="@{lift_carry}" /></span>
</div>
<div class="display">
<span name="attr_lift_carry" title="@{lift_carry}"></span>
</div>
</div>
<!-- ~~:+: Walk & Run :+:~~ -->
<input type="hidden" name="attr_walk" value="12" />
<input type="hidden" name="attr_run" value="24" />
<label data-i18n="movement">Movement</label>
<div class="attr-und">
<div class="settings">
<input type="number" name="attr_walk_modifier" value="" placeholder="0" title="@{walk_modifier}" /><span class="tiny-span"> / </span>
<input type="number" name="attr_run_modifier" value="" placeholder="0" title="@{run_modifier}" /><span class="tiny-span"> / +</span>
<input type="number" name="attr_movement_mod" value="2" placeholder="2" title="@{movement_mod}" />
</div>
<div class="display">
<span name="attr_walk" title="@{walk}"></span><span> / </span>
<span name="attr_run" title="@{run}"></span><span> / +</span>
<span name="attr_movement_mod" title="@{movement_mod}"></span>
</div>
</div>
</div>
<div class="attr-lim">
<div class="settings">
<label data-i18n="physicallimit">Physical Limit: </label><input type="number" name="attr_physical_limit_modifier" placeholder="0" title="@{physical_limit_modifier}" />
<span class="tiny-span"> = </span><span class="totals" name="attr_physical_limit" title="@{physical_limit}" /></span>
<label data-i18n="mentallimit">Mental Limit: </label><input type="number" name="attr_mental_limit_modifier" placeholder="0" title="@{mental_limit_modifier}" />
<span class="tiny-span"> = </span><span class="totals" name="attr_mental_limit" title="@{mental_limit}" /></span>
<label data-i18n="sociallimit">Social Limit: </label><input type="number" name="attr_social_limit_modifier" placeholder="0" title="@{social_limit_modifier}" />
<span class="tiny-span"> = </span><span class="totals" name="attr_social_limit" title="@{social_limit}" /></span>
</div>
<div class="display">
<label data-i18n="physicallimit">Physical Limit: </label><div><span name="attr_physical_limit" title="@{physical_limit}"></span></div>
<label data-i18n="mentallimit">Mental Limit: </label><div><span name="attr_mental_limit" title="@{mental_limit}"></span></div>
<label data-i18n="sociallimit">Social Limit: </label><div><span name="attr_social_limit" title="@{social_limit}"></span></div>
</div>
</div>
<div class="edg-hex" style="width: 50%;">
<input class="edge-zero"type="hidden" name="attr_edge_hex" value="0"/>
<input class="hex-hider"type="hidden" name="attr_edge" value="1"/>
<input type="checkbox" name="attr_edge_hex" value="1" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="2" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="3" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="4" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="5" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="6" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="7" /><span class="hexagon"></span>
<input type="checkbox" name="attr_edge_hex" value="8" /><span class="hexagon"></span>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ End of PC Attributes~~~~~~~~ -->
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF SKILLS ROW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="pc-row">
<div class="header">
<div class="header htab">
<div class="triangle"></div>
<input class="tab-switch" type="radio" name="attr_skill_toggle" value="active" checked="checked" title="Active skills" /><h1 data-i18n="active">Active</h1>
<div class="right-tri"></div>
</div>
<div class="header htab">
<div class="triangle"></div>
<input class="tab-switch" type="radio" name="attr_skill_toggle" value="knowledge" title="Knowledge skills" /><h1 data-i18n="know">Know..</h1>
<div class="right-tri"></div>
</div>
<div class="header htab">
<div class="triangle"></div>
<input class="tab-switch" type="radio" name="attr_skill_toggle" value="language" title="Language skills" /><h1 data-i18n="lang">Lang..</h1>
<div class="right-tri"></div>
</div>
<div class="triangle"></div><h1 data-i18n="skills">Skills</h1>
</div>
<div class="border-box repeat-box skill-box">
<div class="pc-box medium-box">
<div class="row-long">
<h3 data-i18n="skill">Skill</h3><h3 data-i18n="rtg">RTG</h3><h3 data-i18n="attribute">Attribute</h3>
</div>
<input class="tab-switch" type="hidden" name="attr_skill_toggle" value="active">
<div class="skills-active">
<div class="row-long">
<div class="name" style="width: 81%;">
<button type="roll" name="default" value="@{gm_toggle} &{template:rolls}{{header=Default Skill}}{{base=@{default_display}}}{{dice=[[((@{default_attribute}+-1)+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" ><span data-i18n="default">Default a skill</span></button>
</div>
<input type="hidden" name="attr_default_display" />
<select class="attr-select" name="attr_default_attribute" style="position: inherit;" title="Skill attribute">
<option value="@{body}" data-i18n="body">Body</option>
<option value="@{agility}" selected="selected" data-i18n="agility">Agility</option>
<option value="@{reaction}" data-i18n="reaction">Reaction</option>
<option value="@{strength}" data-i18n="strength">Strength</option>
<option value="@{willpower}" data-i18n="willpower">Willpower</option>
<option value="@{logic}" data-i18n="logic">Logic</option>
<option value="@{intuition}" data-i18n="intuition">Intuition</option>
<option value="@{charisma}" data-i18n="charisma">Charisma</option>
<option value="@{magic}" data-i18n="magic">Magic</option>
<option value="@{resonance}" data-i18n="resonance">Resonance</option>
</select>
</div>
<fieldset class="repeating_active">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div class="skills-row">
<input type="hidden" name="attr_dicepool" />
<select class="skill-select" name="attr_skill" title="Active skill" value="Close Combat Group">
<option class="option-headers" disabled="true" data-i18n="combatskills">Combat Skills</option>
<option class="option-groups" value="Close Combat Group" data-i18n="closecombat">Close Combat Group</option>
<option class="option-groups" value="Firearms Group" data-i18n="firearms">Firearms Group</option>
<option value="Archery" data-i18n="archery">Archery</option>
<option value="Automatics" data-i18n="automatics">Automatics</option>
<option value="Blades" data-i18n="blades">Blades</option>
<option value="Clubs" data-i18n="clubs">Clubs</option>
<option value="Exotic Melee" data-i18n="exoticmelee">Exotic Melee</option>
<option value="Exotic Range" data-i18n="exoticrange">Exotic Range</option>
<option value="Heavy Weapons" data-i18n="heavyweapons">Heavy Weapons</option>
<option value="Longarms" data-i18n="longarms">Longarms</option>
<option value="Pistols" data-i18n="pistols">Pistols</option>
<option value="Throwing Weapons" data-i18n="throwingweapons">Throwing Weapons</option>
<option value="Unarmed Combat" data-i18n="unarmedcombat">Unarmed Combat</option>
<option class="option-headers" disabled="true" data-i18n="physicalskills">Physical Skills</option>
<option class="option-groups" value="Athletics Group" data-i18n="athleticsgroup">Athletics Group</option>
<option class="option-groups" value="Outdoors Group" data-i18n="outdoorsgroup">Outdoors Group</option>
<option class="option-groups" value="Stealth Group" data-i18n="stealthgroup">Stealth Group</option>
<option value="Disguise" data-i18n="disguise">Disguise</option>
<option value="Diving" data-i18n="diving">Diving</option>
<option value="Escape Artist" data-i18n="escapeartist">Escape Artist</option>
<option value="Flight" data-i18n="flight">Flight</option>
<option value="Free Fall" data-i18n="freefall">Free Fall</option>
<option value="Gymnastics" data-i18n="gymnastics">Gymnastics</option>
<option value="Palming" data-i18n="palming">Palming</option>
<option value="Perception" data-i18n="perception">Perception</option>
<option value="Running" data-i18n="running">Running</option>
<option value="Sneaking" data-i18n="sneaking">Sneaking</option>
<option value="Survival" data-i18n="survival">Survival</option>
<option value="Swimming" data-i18n="swimming">Swimming</option>
<option value="Tracking" data-i18n="tracking">Tracking</option>
<option class="option-headers" disabled="true" data-i18n="socialskills">Social Skills</option>
<option class="option-groups" value="Acting Group" data-i18n="actinggroup">Acting Group</option>
<option class="option-groups" value="Influence Group" data-i18n="influencegroup">Influence Group</option>
<option value="Con" data-i18n="con">Con</option>
<option value="Etiquette" data-i18n="etiquette">Etiquette</option>
<option value="Impersonation" data-i18n="impersonation">Impersonation</option>
<option value="Instruction" data-i18n="instruction">Instruction</option>
<option value="Intimidation" data-i18n="intimidation">Intimidation</option>
<option value="Leadership" data-i18n="leadership">Leadership</option>
<option value="Negotiation" data-i18n="negotiation">Negotiation</option>
<option value="Performance" data-i18n="performance">Performance</option>
<option class="option-headers" disabled="true" data-i18n="magicalskills">Magical Skills</option>
<option class="option-groups" value="Conjuring Group" data-i18n="conjuringgroup">Conjuring Group</option>
<option class="option-groups" value="Enchanting Group" data-i18n="enchantinggroup">Enchanting Group</option>
<option class="option-groups" value="Sorcery Group" data-i18n="sorcerygroup">Sorcery Group</option>
<option value="Alchemy" data-i18n="alchemy">Alchemy</option>
<option value="Arcana" data-i18n="arcana">Arcana</option>
<option value="Assensing" data-i18n="assensing">Assensing</option>
<option value="Astral Combat" data-i18n="astralcombat">Astral Combat</option>
<option value="Banishing" data-i18n="banishing">Banishing</option>
<option value="Binding" data-i18n="binding">Binding</option>
<option value="Counterspelling" data-i18n="counterspelling">Counterspelling</option>
<option value="Disenchanting" data-i18n="disenchanting">Disenchanting</option>
<option value="Ritual Spellcasting" data-i18n="ritualspellcasting">Ritual Spellcasting</option>
<option value="Spellcasting" data-i18n="spellcasting">Spellcasting</option>
<option value="Summoning" data-i18n="summoning">Summoning</option>
<option class="option-headers" disabled="true" data-i18n="resonanceskills">Resonance Skills</option>
<option class="option-groups" value="Tasking Group" data-i18n="taskinggroup">Tasking Group</option>
<option value="Compiling" data-i18n="compiling">Compiling</option>
<option value="Decompiling" data-i18n="decompiling">Decompiling</option>
<option value="Registering" data-i18n="registering">Registering</option>
<option class="option-headers" disabled="true" data-i18n="technicalskills">Technical Skills</option>
<option class="option-groups" value="Biotech Group" data-i18n="biotechgroup">Biotech Group</option>
<option class="option-groups" value="Cracking Group" data-i18n="crackinggroup">Cracking Group</option>
<option class="option-groups" value="Electronics Group" data-i18n="electronicsgroup">Electronics Group</option>
<option class="option-groups" value="Engineering Group" data-i18n="engineeringgroup">Engineering Group</option>
<option value="Aeronautics Mechanic" data-i18n="aeronauticsmechanic">Aeronautics Mechanic</option>
<option value="Animal Handling" data-i18n="animalhandling">Animal Handling</option>
<option value="Armorer" data-i18n="armorer">Armorer</option>
<option value="Artisan" data-i18n="artisan">Artisan</option>
<option value="Automotive Mechanic" data-i18n="automotivemechanic">Automotive Mechanic</option>
<option value="Biotechnology" data-i18n="biotechnology">Biotechnology</option>
<option value="Chemistry" data-i18n="chemistry">Chemistry</option>
<option value="Computer" data-i18n="computer">Computer</option>
<option value="Cybercombat" data-i18n="cybercombat">Cybercombat</option>
<option value="Cybertechnology" data-i18n="cybertechnology">Cybertechnology</option>
<option value="Demolitions" data-i18n="demolitions">Demolitions</option>
<option value="Electronic Warfare" data-i18n="eletronicwarfare">Electronic Warfare</option>
<option value="First Aid" data-i18n="firstaid">First Aid</option>
<option value="Forgery" data-i18n="forgery">Forgery</option>
<option value="Hacking" data-i18n="hacking">Hacking</option>
<option value="Hardware" data-i18n="hardware">Hardware</option>
<option value="Industrial Mechanic" data-i18n="industrialmechanic">Industrial Mechanic</option>
<option value="Locksmith" data-i18n="locksmith">Locksmith</option>
<option value="Medicine" data-i18n="medicine">Medicine</option>
<option value="Nautical Mechanic" data-i18n="nauticalmechanic">Nautical Mechanic</option>
<option value="Navigation" data-i18n="navigation">Navigation</option>
<option value="Gunnery" data-i18n="gunnery">Gunnery</option>
<option value="Pilot Aerospace" data-i18n="pilotaerospace">Pilot Aerospace</option>
<option value="Pilot Aircraft" data-i18n="pilotaircraft">Pilot Aircraft</option>
<option value="Pilot Exotic Vehicle" data-i18n="pilotexoticvehicle">Pilot Exotic Vehicle</option>
<option value="Pilot Ground Craft" data-i18n="pilotgroundcraft">Pilot Ground Craft</option>
<option value="Pilot Walker" data-i18n="pilotwalker">Pilot Walker</option>
<option value="Pilot Watercraft" data-i18n="pilotwatercraft">Pilot Watercraft</option>
<option value="Software" data-i18n="software">Software</option>
</select>
<input type="number" name="attr_rating" min="0" placeholder="0" title="Skill rating" />
<div class="settings-row">
<label data-i18n="specializations">Specializations</label><input type="text" name="attr_specialization" placeholder="Specalizations" title="Skill specializations" />
<label data-i18n="ratingmodifier">Rating Modifier</label><input type="number" name="attr_rating_modifier" min="0" placeholder="0" title="Skill rating bonus" />
</div>
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
<div class="display">
<div class="name">
<button type="roll" name="skill" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[((@{dicepool}+@{attribute})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" ><span name="attr_display"></span></button>
<button class="spec-button" name="specialization" type="roll" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[(@{dicepool}+@{attribute}+2+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=Spec: @{specialization}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_display_specialization"></span></button>
</div>
<div class="rank"><span name="attr_display_rating" title="Skill rating"></span></div>
</div>
<input type="hidden" name="attr_display_attribute" />
<select class="attr-select" name="attr_attribute" title="Skill attribute">
<option value="@{body}" data-i18n="body">Body</option>
<option value="@{agility}" selected="selected" data-i18n="agility">Agility</option>
<option value="@{reaction}" data-i18n="reaction">Reaction</option>
<option value="@{strength}" data-i18n="strength">Strength</option>
<option value="@{willpower}" data-i18n="willpower">Willpower</option>
<option value="@{logic}" data-i18n="logic">Logic</option>
<option value="@{intuition}" data-i18n="intuition">Intuition</option>
<option value="@{charisma}" data-i18n="charisma">Charisma</option>
<option value="@{magic}" data-i18n="magic">Magic</option>
<option value="@{resonance}" data-i18n="resonance">Resonance</option>
</select>
</fieldset>
</div>
<div class="skills-know">
<fieldset class="repeating_knowledge">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div class="skills-row">
<input type="hidden" name="attr_dicepool"/>
<input type="text" name="attr_skill" placeholder="Knowledge skill name" title="Knowledge skill name" />
<input type="number" name="attr_rating" placeholder="0" title="Skill rating" />
<div class="settings-row">
<label data-i18n="specializations">Specializations</label><input type="text" name="attr_specialization" placeholder="Specalizations" title="Knowledge specializations" />
<label data-i18n="ratingmodifier">Rating Modifier</label><input type="number" name="attr_rating_modifier" placeholder="0" title="Skill rating bonus" />
</div>
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
<div class="display">
<div class="name">
<button type="roll" name="knowledge" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[(@{dicepool}+@{attribute}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_display"></span></button>
<button class="spec-button" name="knowledge specialization" type="roll" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[(@{dicepool}+@{attribute}+2+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=Spec: @{specialization}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_display_specialization"></span></button>
</div>
<div class="rank"><span name="attr_display_rating" title="Skill rating"></span></div>
</div>
<input type="hidden" name="attr_display_attribute" />
<select class="attr-select" name="attr_attribute" title="Skill attribute">
<option value="@{body}" data-i18n="body">Body</option>
<option value="@{agility}" data-i18n="agility">Agility</option>
<option value="@{reaction}" data-i18n="reaction">Reaction</option>
<option value="@{strength}" data-i18n="strength">Strength</option>
<option value="@{willpower}" data-i18n="willpower">Willpower</option>
<option value="@{logic}" selected="selected" data-i18n="logic">Logic</option>
<option value="@{intuition}" data-i18n="intuition">Intuition</option>
<option value="@{charisma}" data-i18n="charisma">Charisma</option>
<option value="@{magic}" data-i18n="magic">Magic</option>
<option value="@{resonance}" data-i18n="resonance">Resonance</option>
</select>
</fieldset>
</div>
<div class="skills-lang">
<fieldset class="repeating_language">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div class="skills-row">
<input type="hidden" name="attr_dicepool" />
<input type="text" name="attr_skill" placeholder="Language" title="Language skill name" />
<input type="number" name="attr_rating" placeholder="0" title="Skill rating" />
<div class="settings-row">
<label data-i18n="specializations">Specializations</label><input type="text" name="attr_specialization" placeholder="Specalizations" title="Language specializations" />
<label data-i18n="ratingmodifier">Rating Modifier</label><input class="language-native" type="number" min="0" name="attr_rating_modifier" placeholder="0" title="Language rating bonus" />
</div>
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
<div class="display">
<div class="name">
<button type="roll" name="language" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[((@{dicepool}+@{attribute})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_display"></span></button>
<button class="spec-button" name="language specialization" type="roll" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[(@{dicepool}+@{attribute}+2+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=Spec: @{specialization}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_display_specialization"></span></button>
</div>
<div class="rank"><span name="attr_display_rating" title="Skill rating"></span></div>
</div>
<input type="hidden" name="attr_display_attribute" />
<select class="attr-select" name="attr_attribute" title="Skill attribute">
<option value="@{body}" data-i18n="body">Body</option>
<option value="@{agility}" data-i18n="agility">Agility</option>
<option value="@{reaction}" data-i18n="reaction">Reaction</option>
<option value="@{strength}" data-i18n="strength">Strength</option>
<option value="@{willpower}" data-i18n="willpower">Willpower</option>
<option value="@{logic}" data-i18n="logic">Logic</option>
<option value="@{intuition}" selected="selected" data-i18n="intuition">Intuition</option>
<option value="@{charisma}" data-i18n="charisma">Charisma</option>
<option value="@{magic}" data-i18n="magic">Magic</option>
<option value="@{resonance}" data-i18n="resonance">Resonance</option>
</select>
</fieldset>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ End of PC Skills ~~~~~~~~ -->
</div><!-- ~~~~~~~~ END OF THE STATIC LEFT COLUMN ~~~~~~~~ -->
<!-- ~~~~~~~~ START OF THE RIGHT COLUMN 'CORE' ~~~~~~~~ -->
<div class="core pc-col">
<div class="pc-row">
<div class="header right-header"><h1 data-i18n="corecombatinfo">Core Combat Info</h1><div class="right-tri"></div></div>
<div class="border-box">
<div class="pc-box small-box core-combat">
<div class="row-long cc-arm">
<h2 data-i18n="primaryarmor">Primary Armor</h2>
<button type="roll" name="soak" value="@{gm_toggle} &{template:rolls}{{header=Soak}}{{base=Base}}{{dice=[[((@{soak})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}} style="width: 32%;">
<span name="attr_armor_name" title="@{soak}"></span></button>
<h3 data-i18n="rating">Rating</h3>
<button type="roll" name="armor" value="@{gm_toggle} &{template:rolls}{{header=@{armor}}}{{base= Armor}}{{dice=[[((@{armor_rating})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span name="attr_armor_rating" title="@{armor_rating}"></span></button>
<div class="armor-buttons">
<button type="roll" name="defense" value="@{gm_toggle} &{template:rolls}{{header=Defense}}{{base=Base}}{{dice=[[((@{defense})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Defense Roll"><span class="pictosC" title="@{defense}">e</span></button>
<button type="roll" name="acid protection" value="@{gm_toggle} &{template:rolls}{{header=Acid Protection}}{{base=Base}}{{dice=[[((@{soak}+@{acid_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Acid Protection"><span class="pictos3" title="@{acid_modifier}">d</span></button>
<button type="roll" name="cold protection" value="@{gm_toggle} &{template:rolls}{{header=Cold Protection}}{{base=Base}}{{dice=[[((@{soak}+@{cold_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Cold Protection"><span title="@{cold_modifier}">b</span></button>
<button type="roll" name="electrical protection" value="@{gm_toggle} &{template:rolls}{{header=Electricity Protection}}{{base=Base}}{{dice=[[((@{soak}+@{electrical_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Electrical Protection"><span title="@{electrical_modifier}">e</span></button>
<button type="roll" name="fire protection" value="@{gm_toggle} &{template:rolls}{{header=Fire Protection}}{{base=Base}}{{dice=[[((@{soak}+@{fire_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Fire Protection"><span class="pictos3" title="@{fire_modifier}">j</span></button>
<button type="roll" name="radiation protection" value="@{gm_toggle} &{template:rolls}{{header=Radiation Protection}}{{base=Base}}{{dice=[[((@{soak}+@{radiation_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Radiation Protection"><span class="pictos3" title="@{radiation_modifier}">l</span></button>
</div>
</div>
<div class="row-long cc-row">
<h2 data-i18n="primaryrangedweapon">Primary Ranged Weapon</h2>
<button type="roll" name="primary range" value="@{gm_toggle} &{template:rolls}{{header=@{primary_range_weapon}}}{{base=Base}}{{dice=[[((@{primary_range_weapon_skill}+@{primary_range_weapon_dicepool}+@{agility})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=@{primary_range_weapon_mode}, ACC @{primary_range_weapon_acc}, DV @{primary_range_weapon_damage}, AP @{primary_range_weapon_ap}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Primary range weapon"><span name="attr_primary_range_weapon" title="@{primary_range_weapon}"></span></button>
</div>
<div class="cc-row">
<h3 data-i18n="dam">Dam</h3><span name="attr_primary_range_weapon_damage" title="@{primary_range_weapon_damage}"></span>
<h3 data-i18n="acc">ACC</h3><span name="attr_primary_range_weapon_acc" title="@{primary_range_weapon_acc}"></span>
<h3 data-i18n="ap">AP</h3><span name="attr_primary_range_weapon_ap" title="@{primary_range_weapon_ap}"></span>
<h3 data-i18n="mode">Mode</h3><span name="attr_primary_range_weapon_mode" title="@{primary_range_weapon_mode}"></span>
<h3 data-i18n="rc">RC</h3><span name="attr_primary_range_weapon_recoil" title="@{primary_range_weapon_recoil}"></span>
<h3 data-i18n="ammo">Ammo</h3><span name="attr_primary_range_weapon_ammo" title="@{primary_range_weapon_ammo}"></span>
</div>
<div class="row-long cc-row">
<h2 data-i18n="primarymeleeweapon">Primary Melee Weapon</h2>
<button type="roll" name="primary melee" value="@{gm_toggle} &{template:rolls}{{header=@{primary_melee_weapon}}}{{base=Base}}{{dice=[[((@{primary_melee_weapon_skill}+@{primary_melee_weapon_dicepool}+@{agility})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=ACC @{primary_melee_weapon_acc}, DV @{primary_melee_weapon_damage}, AP @{primary_melee_weapon_ap}, Reach @{primary_melee_weapon_reach}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Primary melee weapon"><span name="attr_primary_melee_weapon" title="@{primary_melee_weapon}"></span></button>
</div>
<div class="cc-row">
<h3 data-i18n="reach">Reach</h3><span name="attr_primary_melee_weapon_reach" title="@{primary_melee_weapon_reach}"></span>
<h3 data-i18n="dam">Dam</h3><span name="attr_primary_melee_weapon_damage" title="@{primary_melee_weapon_damage}"></span>
<h3 data-i18n="acc">ACC</h3><span name="attr_primary_melee_weapon_acc" title="@{primary_melee_weapon_acc}"></span>
<h3 data-i18n="ap">AP</h3><span name="attr_primary_melee_weapon_ap" title="@{primary_melee_weapon_ap}"></span>
</div>
</div>
</div>
</div>
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE CONDITION MONITOR ROW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="pc-row">
<div class="header right-header"><h1 data-i18n="conditionmonitor">Condition Monitor</h1><div class="right-tri"></div></div>
<div class="border-box">
<div class="pc-box medium-box condition-box">
<input type="checkbox" class="settings-toggle" name="attr_flag_condition" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<label data-i18n="conditionmonitormodifiers">Condition Monitor Modifiers (P/S): </label>
<input type="hidden" name="attr_physical" value="10" />
<input type="hidden" name="attr_stun" value="10" />
<input type="hidden" name="attr_physical_max" min="0" value="10" />
<input type="hidden" name="attr_stun_max" min="0" value="10" />
<input type="number" name="attr_physical_modifier" value="" placeholder="#" title="@{physical_modifier}" /><span> / </span>
<input type="number" name="attr_stun_modifier" value="" placeholder="#" title="@{stun_modifier}" /><br />
<input type="hidden" name="attr_overflow" value="3" />
<label data-i18n="overflowmodifier">Overflow Modifier</label><input type="number" name="attr_overflow_modifier" value="" placeholder="#" title="@{overflow_modifier}" /><br />
<label data-i18n="paintolerance">Pain Tolerance</label><input type="number" name="attr_pain_tolerance" value="0" placeholder="#" title="@{pain_tolerance}" />
<div class="con-footer">
<span data-i18n="painfooter">Low Pain Tolernace adds a -1 and High Pain Tolerance adds a +1 per rank.</span>
</div>
</div>
<div class="display">
<div class="con-track">
<input type="hidden" name="attr_physical_damage" value="0" />
<button type="action" name="act_cond_reset_physical" data-i18n="physicaldamagetrack">Physical Damage Track</button>
<div class="squares">
<input class="hex-hider" type="hidden" name="attr_physical_max" value="10" />
<input type="radio" name="attr_physical_damage" value="1" /><span></span>
<input type="radio" name="attr_physical_damage" value="2" /><span></span>
<input type="radio" name="attr_physical_damage" value="3" /><span></span><div>-1</div>
<input type="radio" name="attr_physical_damage" value="4" /><span></span>
<input type="radio" name="attr_physical_damage" value="5" /><span></span>
<input type="radio" name="attr_physical_damage" value="6" /><span></span><div>-2</div>
<input type="radio" name="attr_physical_damage" value="7" /><span></span>
<input type="radio" name="attr_physical_damage" value="8" /><span></span>
<input type="radio" name="attr_physical_damage" value="9" /><span></span><div>-3</div>
<input type="radio" name="attr_physical_damage" value="10" /><span></span>
<input type="radio" name="attr_physical_damage" value="11" /><span></span>
<input type="radio" name="attr_physical_damage" value="12" /><span></span><div>-4</div>
<input type="radio" name="attr_physical_damage" value="13" /><span></span>
<input type="radio" name="attr_physical_damage" value="14" /><span></span>
<input type="radio" name="attr_physical_damage" value="15" /><span></span><div>-5</div>
<input type="radio" name="attr_physical_damage" value="16" /><span></span>
<input type="radio" name="attr_physical_damage" value="17" /><span></span>
<input type="radio" name="attr_physical_damage" value="18" /><span></span><div>-6</div>
</div>
<div class="con-footer" title="@{overflow}">
<label data-i18n="overflow">Overflow</label><div class="attr-und"><span name="attr_overflow"></span></div>
</div>
</div>
<div class="con-track">
<input type="hidden" name="attr_stun_damage" value="0" />
<button type="action" name="act_cond_reset_stun" data-i18n="stundamagetrack">Stun Damage Track</button>
<div class="squares">
<input class="hex-hider" type="hidden" name="attr_stun_max" value="10" />
<input type="radio" name="attr_stun_damage" value="1" /><span></span>
<input type="radio" name="attr_stun_damage" value="2" /><span></span>
<input type="radio" name="attr_stun_damage" value="3" /><span></span><div>-1</div>
<input type="radio" name="attr_stun_damage" value="4" /><span></span>
<input type="radio" name="attr_stun_damage" value="5" /><span></span>
<input type="radio" name="attr_stun_damage" value="6" /><span></span><div>-2</div>
<input type="radio" name="attr_stun_damage" value="7" /><span></span>
<input type="radio" name="attr_stun_damage" value="8" /><span></span>
<input type="radio" name="attr_stun_damage" value="9" /><span></span><div>-3</div>
<input type="radio" name="attr_stun_damage" value="10" /><span></span>
<input type="radio" name="attr_stun_damage" value="11" /><span></span>
<input type="radio" name="attr_stun_damage" value="12" /><span></span><div>-4</div>
<input type="radio" name="attr_stun_damage" value="13" /><span></span>
<input type="radio" name="attr_stun_damage" value="14" /><span></span>
<input type="radio" name="attr_stun_damage" value="15" /><span></span><div>-5</div>
</div>
<div class="con-footer">
<span data-i18n="conditionfooter">For every 3 boxes of damage on any one damage track, the character takes a -1 Dice Pool modifier on tests; these modifiers are cumulative within and across damage tracks.</span>
</div>
</div>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ End of Condition Monitor ~~~~~~~~ -->
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE QUALITY ROW ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="pc-row quality-box">
<div class="header right-header htab">
<input class="tab-switch" type="radio" name="attr_quality_toggle" value="quality" checked="checked" title="Qualities" />
<h1 data-i18n="qualities">Qualities</h1><div class="right-tri"></div>
</div>
<div class="header right-header">
<div class="header htab">
<div class="triangle"></div>
<input class="tab-switch" type="radio" name="attr_quality_toggle" value="martial" title="Martal Arts" />
<h1 data-i18n="martialarts">Martial Arts</h1><div class="right-tri"></div>
</div>
</div>
<div class="border-box repeat-box">
<div class="pc-box medium-box">
<input class="tab-switch" type="hidden" name="attr_quality_toggle" value="quality" />
<div class="quality">
<div class="row-long">
<h3 data-i18n="quality">Quality</h3><h3 data-i18n="type">Type</h3>
</div>
<fieldset class="repeating_quality">
<input type="checkbox" class="settings-toggle" name="attr_flag_quality" checked="checked" title="Qualities settings" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_quality" placeholder="Quality name" title="Quality name" />
<select name="attr_type" title="Positive or Negative quality">
<option value="P" selected="selected" data-i18n="p">P</option>
<option value="N" selected="selected" data-i18n="n">N</option>
</select>
<div class="settings-row">
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag">
<div class="display-row"><span name="attr_quality" title="Quality name"></span></div>
<div class="display-row"><span name="attr_type" title="Quality type"></span></div>
<div class="collapsable">
<span class="desc" name="attr_notes"></span>
</div>
</div>
</fieldset>
</div>
<div class="martial">
<div class="row-long">
<h3 data-i18n="technique">Technique</h3><h3 data-i18n="style">Style</h3>
</div>
<fieldset class="repeating_martial">
<input type="checkbox" class="settings-toggle" name="attr_flag_martial" checked="checked" title="Marital settings" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_technique" placeholder="Clinch" title="Technique name" />
<input type="text" name="attr_style" placeholder="Krav Maga" title="Style name" />
<div class="settings-row">
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag">
<div class="display-row"><span name="attr_technique" title="Technique name"></span></div>
<div class="display-row"><span name="attr_style" title="Style name"></span></div>
<div class="collapsable">
<span class="desc" name="attr_notes"></span>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ End of Quality row ~~~~~~~~ -->
</div><!-- ~~~~~~~~ END OF THE RIGHT COLUMN 'CORE' ~~~~~~~~ -->
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE RIGHT COLUMN 'ARMS' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="arms pc-col">
<div class="pc-row weapon-box"><!-- ~~~~~~~~ Start of the Weapon Section ~~~~~~~~ -->
<div class="header right-header"><h1 data-i18n="weapons">Weapons</h1><div class="right-tri"></div></div>
<div class="header right-header">
<div class="header htab">
<div class="triangle"></div>
<input class="tab-switch" type="radio" name="attr_weapon_type_toggle" value="range" checked="checked" title="Range weapons" /><h1 data-i18n="ranged">Ranged</h1>
<div class="right-tri"></div>
</div>
<div class="header htab">
<div class="triangle"></div>
<input class="tab-switch" type="radio" name="attr_weapon_type_toggle" value="melee" title="Melee weapons" /><h1 data-i18n="melee">Melee</h1>
<div class="right-tri"></div>
</div>
</div>
<div class="border-box repeat-box">
<div class="pc-box medium-box">
<input class="tab-switch" type="hidden" name="attr_weapon_type_toggle" value="range" />
<div class="weapon-range row-long">
<h3 data-i18n="weapon">Weapon</h3><h3 data-i18n="dam">Dam</h3><h3 data-i18n="acc">Acc</h3><h3 data-i18n="ap">AP</h3><h3 data-i18n="mode">Mode</h3><h3 data-i18n="rc">RC</h3><h3 data-i18n="ammo">Ammo</h3>
</div>
<div class="weapon-range">
<fieldset class="repeating_range">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" value="primary" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_weapon" placeholder="Ares Alpha" title="Weapon name" />
<input type="text" name="attr_damage" placeholder="11P" style="width: 11%;" title="Damage" />
<input type="number" name="attr_acc" placeholder="5" title="Accuracy" />
<input type="number" name="attr_ap" placeholder="-2" title="Armor Penetration" />
<select name="attr_mode" title="Current mode" >
<option value="BF" data-i18n="bf">BF</option>
<option value="FA" data-i18n="fa">FA</option>
<option value="Other" data-i18n="other">Other</option>
<option value="SA" data-i18n="sa">SA</option>
<option value="SS" data-i18n="ss">SS</option>
</select>
<input type="number" name="attr_recoil" placeholder="2" title="Recoil Compensation" />
<input type="number" name="attr_ammo" placeholder="42" title="Ammo per clip" />
<div class="settings-row">
<label data-i18n="modeoptions">Mode Options</label><input type="text" name="attr_mode_options" placeholder="SA/BF/FA" title="Available modes" />
<label data-i18n="range">Range</label><input type="text" name="attr_range" placeholder="25/150/350/550" title="Range" />
<label data-i18n="primary">Primary</label><input type="checkbox" class="skill-select" name="attr_primary" value="primary" title="Add to Core tab as primary range" />
</div>
<div class="settings-row">
<input type="hidden" name="attr_dicepool" value="0" />
<label data-i18n="combatskill">Combat Skill</label>
<select class="skill-select" name="attr_skill" title="Weapon skill" >
<option class="option-headers" disabled="true" data-i18n="combatskills">Combat Skills</option>
<option class="option-groups" value="@{firearms}" data-i18n="firearms">Firearms Group</option>
<option value="@{archery}" data-i18n="archery">Archery</option>
<option value="@{automatics}" data-i18n="automatics">Automatics</option>
<option value="0" data-i18n="exoticrange">Exotic Range</option>
<option value="@{heavyweapons}" data-i18n="heavyweapons">Heavy Weapons</option>
<option value="@{longarms}" data-i18n="longarms">Longarms</option>
<option value="@{pistols}" data-i18n="pistols">Pistols</option>
<option value="@{throwingweapons}" data-i18n="throwingweapons">Throwing Weapons</option>
<option class="option-headers" disabled="true" data-i18n="vehicleskills">Vehicle Skills</option>
<option value="@{gunnery}" data-i18n="gunnery">Gunnery</option>
</select>
<label data-i18n="specializations">Specialization</label><input class="skill-select" type="checkbox" name="attr_spec" value="2" title="Applicable specialization" />
<label data-i18n="modifierdice">modifier dice</label><input type="number" name="attr_dicepool_modifier" title="Additional dicepool bonus" />
<input class="skill-select" type="hidden" name="attr_skill" /><br />
<div class="exotic-warning">
<span><i data-i18n="exoticnote">Exotics are not linked to skills. Use modifier Dice input to set skill dice.</i></span>
</div>
</div>
<div class="settings-row">
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
</div>
<div class="display">
<div class="display-row" title="Roll attack">
<input class="flag-primary" type="hidden" name="attr_primary" value="" /><div title="Primary"><span>S</span></div>
<button type="roll" name="range" value="@{gm_toggle} &{template:rolls}{{header=@{weapon}}}{{base=Agility}}{{dice=[[((@{skill}+@{dicepool}+@{agility})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=@{mode}, ACC @{acc}, DV @{damage}, AP @{ap}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_weapon"></span></button>
</div>
<div class="display-row" title="Damage"><span name="attr_damage"></span></div>
<div class="display-row" title="Accuracy"><span name="attr_acc"></span></div>
<div class="display-row" title="Armor Penetration"><span name="attr_ap"></span></div>
<select name="attr_mode" title="Current mode">
<option value="BF" data-i18n="bf">BF</option>
<option value="FA" data-i18n="fa">FA</option>
<option value="Other" data-i18n="other">Other</option>
<option value="SA" data-i18n="sa">SA</option>
<option value="SS" data-i18n="ss">SS</option>
</select>
<div class="display-row" title="Recoil Compensation"><span name="attr_recoil"></span></div>
<div class="display-row" title="Armor per clip"><span name="attr_ammo"></span></div>
<input class="display-flag" type="checkbox" name="attr_display_flag" title="Display notes" /><span>i</span>
<div class="collapsable">
<div class="desc" title="Mode options"><i><span name="attr_mode_options"></span></i></div>
<div class="desc" title="Range"><i><span name="attr_range"></span></i></div>
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
<div class="weapon-melee row-long">
<h3 data-i18n="weapon">Weapon</h3><h3 data-i18n="reach">Reach</h3><h3 data-i18n="dam">Dam</h3><h3 data-i18n="acc">Acc</h3><h3 data-i18n="ap">AP</h3>
</div>
<div class="weapon-melee">
<fieldset class="repeating_melee">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_weapon" placeholder="Katana" title="Weapon name" />
<input type="number" name="attr_reach" placeholder="1" title="Reach"/>
<input type="text" name="attr_damage" placeholder="6P" title="Damage"/>
<input type="number" name="attr_acc" placeholder="7" title="Accuracy"/>
<input type="number" name="attr_ap" placeholder="-3" title="Armor Penetration"/>
<label data-i18n="primary">Primary</label><input type="checkbox" class="skill-select" name="attr_primary" value="primary" title="Add to Core tab as primary melee"/>
<div class="settings-row">
<input type="hidden" name="attr_dicepool" value="0" />
<label data-i18n="primary">Primary</label>
<select class="skill-select" name="attr_skill" title="Weapon skill">
<option class="option-headers" disabled="true" data-i18n="combatskills">Combat Skills</option>
<option class="option-groups" value="@{closecombat}" data-i18n="closecombat">Close Combat Group</option>
<option value="@{blades}" data-i18n="blades">Blades</option>
<option value="@{clubs}" data-i18n="clubs">Clubs</option>
<option value="0" data-i18n="exoticmelee">Exotic Melee</option>
<option value="@{unarmedcombat}" data-i18n="unarmedcombat">Unarmed Combat</option>
<option class="option-headers" disabled="true" data-i18n="vehicleskills">Vehicle Skills</option>
<option value="@{gunnery}" data-i18n="gunnery">Gunnery</option>
</select>
<label data-i18n="specializations">Specialization</label><input class="skill-select" type="checkbox" name="attr_spec" value="+2" title="Applicable specialization"/>
<label data-i18n="modifierdice">modifier dice</label><input type="number" name="attr_dicepool_modifier" title="Additional dicepool bonus"/>
<div class="exotic-warning">
<span><i data-i18n="exoticnote">Exotic weapons are currently not linked to the skills section. Use modifier Dice input to set dicepool.</i></span>
</div>
</div>
<div class="settings-row">
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
</div>
<div class="display">
<div class="display-row" title="Roll attack">
<input class="flag-primary" type="hidden" name="attr_primary" value="" /><div title="Primary"><span>S</span></div>
<button type="roll" name="melee" value="@{gm_toggle} &{template:rolls}{{header=@{weapon}}}{{base=Agility}}{{dice=[[((@{skill}+@{dicepool}+@{agility})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=ACC @{acc}, DV @{damage}, AP @{ap}, Reach @{reach}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_weapon"></span></button>
</div>
<div class="display-row" title="Reach"><span name="attr_reach"></span></div>
<div class="display-row" title="Damage"><span name="attr_damage"></span></div>
<div class="display-row" title="Accuracy"><span name="attr_acc"></span></div>
<div class="display-row" title="Armor Penetration"><span name="attr_ap"></span></div>
<input class="display-flag" type="checkbox" name="attr_display_flag" title="Display notes" /><span>i</span>
<div class="collapsable">
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ End of the WEAPON Section ~~~~~~~~ -->
<div class="pc-row"><!-- ~~~~~~~~ Start of the ARMOR Section ~~~~~~~~ -->
<div class="header right-header"><h1>Armor</h1><div class="right-tri"></div></div>
<div class="border-box repeat-box armor-box">
<div class="pc-box medium-box">
<div class="row-long">
<h3 data-i18n="armor">Armor</h3><h3 data-i18n="rating">Rating</h3><h3 data-i18n="acid">Acid</h3><h3 data-i18n="cold">Cold</h3><h3 data-i18n="elec">Elec.</h3><h3 data-i18n="fire">Fire</h3><h3 data-i18n="radi">Radi.</h3>
</div>
<fieldset class="repeating_armor">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_name" placeholder="Armor Jacket" title="Armor name" />
<input type="number" name="attr_rating" min="0" value="0" placeholder="12" title="Rating" />
<input type="number" name="attr_acid_modifier" min="0" value="0" placeholder="+5" title="Acid modifier" />
<input type="number" name="attr_cold_modifier" min="0" value="0" placeholder="0" title="Cold modifier" />
<input type="number" name="attr_electrical_modifier" min="0" value="0" placeholder="+5" title="Electrical modifier" />
<input type="number" name="attr_fire_modifier" min="0" value="0" placeholder="0" title="Fire modifier" />
<input type="number" name="attr_radiation_modifier" min="0" value="0" placeholder="0" title="Radiation modifier" />
<div class="settings-row">
<label data-i18n="primary">Primary</label><input type="checkbox" class="skill-select" name="attr_primary" value="primary" title="Add to Core tab as primary armor" />
<label data-i18n="modifierdice">modifier dice</label><input type="number" name="attr_dicepool_modifier" min="0" value="0" title="Additional dicepool bonus" />
</div>
<div class="settings-row">
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
</div>
<div class="display">
<div class="display-row" title="Soak roll">
<input class="flag-primary" type="hidden" name="attr_primary" value="" /><div title="Primary"><span>S</span></div>
<button type="roll" name="soak" value="@{gm_toggle} &{template:rolls}{{header=Soak}}{{base=Body ♦ Armor}}{{dice=[[((@{body}+@{rating}+@{dicepool_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_name"></span></button>
</div>
<div class="display-row hoverswitch" title="Armor roll">
<button type="roll" name="armor" value="@{gm_toggle} &{template:rolls}{{header=@{armor}}}{{base= Armor}}{{dice=[[((@{rating})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span class="default" name="attr_rating"></span><!--<span class="hover" name="attr_soak"></span>--></button>
</div>
<div class="display-row hoverswitch" title="Acid protection roll"><button type="roll" name="acid protection" value="@{gm_toggle} &{template:rolls}{{header=Acid Protection}}{{base=Body ♦ Armor}}{{dice=[[((@{body}+@{rating}+@{dicepool_modifier}+@{acid_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span class="default" name="attr_acid_modifier"></span><!--<span class="hover" name="attr_acid_protection"></span>--></button>
</div>
<div class="display-row hoverswitch" title="Cold protection roll"><button type="roll" name="cold protection" value="@{gm_toggle} &{template:rolls}{{header=Cold Protection}}{{base=Body ♦ Armor}}{{dice=[[((@{body}+@{rating}+@{dicepool_modifier}+@{cold_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span class="default" name="attr_cold_modifier"></span><!--<span class="hover" name="attr_cold_protection"></span>--></button>
</div>
<div class="display-row hoverswitch" title="Electrical protection roll"><button type="roll" name="electrical protection" value="@{gm_toggle} &{template:rolls}{{header=Electrical Protection}}{{base=Body ♦ Armor}}{{dice=[[((@{body}+@{rating}+@{dicepool_modifier}+@{electrical_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span class="default" name="attr_electrical_modifier"></span><!--<span class="hover" name="attr_electrical_protection"></span>--></button>
</div>
<div class="display-row hoverswitch" title="Fire protection roll"><button type="roll" name="fire protection" value="@{gm_toggle} &{template:rolls}{{header=Fire Protection}}{{base=Body ♦ Armor}}{{dice=[[((@{body}+@{rating}+@{dicepool_modifier}+@{fire_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span class="default" name="attr_fire_modifier"></span><!--<span class="hover" name="attr_fire_protection"></span>--></button>
</div>
<div class="display-row hoverswitch" title="Radiation protection roll"><button type="roll" name="radiation protection" value="@{gm_toggle} &{template:rolls}{{header=Radiation Protection}}{{base=Body ♦ Armor}}{{dice=[[((@{body}+@{rating}+@{dicepool_modifier}+@{radiation_modifier})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span class="default" name="attr_radiation_modifier"></span><!--<span class="hover" name="attr_radiation_protection"></span>--></button>
</div>
<input class="display-flag" type="checkbox" name="attr_display_flag" title="Display notes" /><span>i</span>
<div class="collapsable">
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
</div>
</div><!-- ~~~~~~~~ End of the ARMOR Section ~~~~~~~~ -->
</div><!-- ~~~~~~~~ END OF THE RIGHT COLUMN 'ARMS' ~~~~~~~~ -->
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE RIGHT COLUMN 'AUGS' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="augs pc-col">
<div class="pc-row">
<div class="header right-header"><h1 data-i18n="augmentations">Augmentations</h1><div class="right-tri"></div></div>
<div class="border-box repeat-box aug-box">
<div class="pc-box medium-box">
<div class="row-long">
<h3 data-i18n="augmentations">Augementation</h3><h3 data-i18n="rating">Rating</h3><h3 data-i18n="essence">Essence</h3>
</div>
<fieldset class="repeating_augementations">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_augmentation" placeholder="Augementation" title="Augementation name" />
<input type="number" name="attr_rating" placeholder="#" title="Rating" />
<input type="text" name="attr_essence" placeholder="6" style="width: 10%" title="Essence cost" />
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag" title="Display settings" />
<div class="display-row" title="Augementation"><span name="attr_augmentation"></span></div>
<div class="display-row" title="Rating"><span name="attr_rating"></span></div>
<div class="display-row" title="Essence"><span name="attr_essence"></span></div>
<div class="collapsable">
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ END OF THE RIGHT COLUMN 'AUGS' ~~~~~~~~ -->
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE RIGHT COLUMN 'GEAR' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="gear pc-col">
<div class="header right-header"><h1 data-i18n="gear">Gear</h1><div class="right-tri"></div></div>
<div class="border-box repeat-box item-box">
<div class="pc-box medium-box">
<div class="row-long">
<h3 data-i18n="item">Item</h3><h3 data-i18n="rating">Rating</h3>
</div>
<fieldset class="repeating_items">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_item" placeholder="Item name" title="Item name" />
<input type="number" name="attr_rating" placeholder="#" title="Rating"/>
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag" title="Settings toggle" />
<div class="display-row" title="Item name"><span name="attr_item"></span></div>
<div class="display-row" title="Rating"><span name="attr_rating"></span></div>
<div class="collapsable">
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
</div>
</div><!-- ~~~~~~~~ END OF THE RIGHT COLUMN 'GEAR' ~~~~~~~~ -->
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE RIGHT COLUMN 'MAGIC' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="magic pc-col">
<div class="pc-row spell-box">
<div class="header right-header"><h1 data-i18n="magic">Magic</h1><div class="right-tri"></div></div>
<div class="header right-header">
<div class="header htab">
<div class="triangle"></div>
<input class="magic-toggle" type="radio" name="attr_magic_toggle" value="spells" checked="checked" title="Spells" /><h1 data-i18n="spells">Spells</h1><div class="right-tri"></div>
</div>
<div class="header htab">
<div class="triangle"></div>
<input class="magic-toggle" type="radio" name="attr_magic_toggle" value="preps" title="Preperation" /><h1 data-i18n="prep">Prep...</h1><div class="right-tri"></div>
</div>
<div class="header htab">
<div class="triangle"></div>
<input class="magic-toggle" type="radio" name="attr_magic_toggle" value="rituals" title="Rituals" /><h1 data-i18n="rituals">Rituals</h1><div class="right-tri"></div>
</div>
</div>
<div class="border-box repeat-box">
<div class="pc-box medium-box">
<input class="magic-toggle" type="hidden" name="attr_magic_toggle" value="spells">
<div class="row-long">
<h3 data-i18n="spells">Spells</h3><h3 data-i18n="type">Type</h3><h3 data-i18n="range">Range</h3><h3 data-i18n="duration">Duration</h3><h3 data-i18n="drain">Drain</h3>
</div>
<div class="magic-spells">
<fieldset class="repeating_spell">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_name" placeholder="Fireball" title="Spell name" />
<select name="attr_type" title="Type">
<option value="Mana" selected="selected" data-i18n="mana">Mana</option>
<option value="Physcial" data-i18n="physical">Physical</option>
</select>
<select name="attr_range" title="Range">
<option value="LOS" selected="selected" data-i18n="los">LOS</option>
<option value="LOS (A)" data-i18n="losa">LOS (A)</option>
<option value="Special" data-i18n="special">Special</option>
<option value="T" data-i18n="t">T</option>
<option value="T (A)" data-i18n="ta">T (A)</option>
</select>
<select name="attr_duration" title="Duration">
<option value="Instant" selected="selected" data-i18n="instant">Instant</option>
<option value="Permanent" data-i18n="permanent">Permanent</option>
<option value="Special" data-i18n="special">Special</option>
<option value="Sustained" data-i18n="sustained">Sustained</option>
</select>
<input type="number" name="attr_drain" value="" placeholder="-1" title="Drain code" />
<div class="settings-row">
<label data-i18n="spellcategory">Spell Category</label>
<select name="attr_category" title="Category">
<option class="option" value="Combat" selected="selected" data-i18n="combat">Combat</option>
<option class="option" value="Detection" data-i18n="detection">Detection</option>
<option class="option" value="Health" data-i18n="health">Health</option>
<option class="option" value="Illusion" data-i18n="illusion">Illusion</option>
<option class="option" value="Manipulation" data-i18n="manipulation">Manipulation</option>
<option class="option" value="Other" data-i18n="other">Other</option>
</select>
<input class="category" name="attr_category" type="hidden" value="Combat">
<div class="combat-type-hide">
<label data-i18n="combattype">Combat Type</label>
<select class="combat-type" name="attr_combat_type" title="Combat type">
<option class="option" value="Force " selected="selected"></option>
<option class="option" value="Direct, Force " data-i18n="direct">Direct</option>
<option class="option" value="Indirect, Force ?{Force|}, AP -" data-i18n="indirect">Indirect</option>
</select>
<label class="combat-type" data-i18n="damagetype">Combat Damage</label><input class="spell-input" type="text" name="attr_damage" value="" placeholder="P" title="Damage type" style="width: 8%;"/>
</div>
</div>
<div class="settings-row">
<input type="hidden" name="attr_dicepool" value="0" />
<label data-i18n="magicalskill">Magic Skill</label>
<select class="skill-select" name="attr_skill" title="Magic skill">
<option class="option-headers" disabled="true" data-i18n="magicalskills">Magic Skills</option>
<option class="option-groups" value="@{sorcery}" data-i18n="sorcerygroup">Sorcery Group</option>
<option value="@{spellcasting}" selected="selected" data-i18n="spellcasting">Spellcasting</option>
</select>
<label data-i18n="specializations">Specialization</label><input class="skill-select" type="checkbox" name="attr_spec" value="2" title="Applicable specialization" />
<label data-i18n="modifierdice">modifier dice</label><input type="number" name="attr_dicepool_modifier" title="Additional dicepool bonus" />
</div>
<div class="settings-row">
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
</div>
<div class="display">
<div class="display-row" title="Spell roll"><button type="roll" name="spell" value="@{gm_toggle} &{template:rolls}{{header=@{name}}}{{base=Magic}}{{dice=[[((@{skill}+@{dicepool}+@{magic})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=@{combat_type}?{Force|}}}{{drain=[[?{Force|}+(@{drain})]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_name"></span></button></div>
<div class="display-row" title="Type"><span name="attr_type"></span></div>
<div class="display-row" title="Range"><span name="attr_range"></span></div>
<div class="display-row" title="Duration"><span name="attr_duration"></span></div>
<div class="display-row" style="text-align: center;" title="Drain code"><span name="attr_drain"></span></div>
<input class="display-flag" type="checkbox" name="attr_display_flag" title="Display notes" /><span>i</span>
<div class="collapsable">
<div class="desc"><i><span name="attr_category" title="Category"></span></i></div>
<div class="desc"><i><input class="combat-type" type="hidden" name="attr_combat_type" title="Combat type" /><span></span></i></div>
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
<div class="magic-preps">
<fieldset class="repeating_preps">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_name" placeholder="Fireball" title="Spell name" />
<select name="attr_type" title="Type">
<option value="Mana" selected="selected" data-i18n="mana">Mana</option>
<option value="Physcial" data-i18n="physical">Physical</option>
</select>
<select name="attr_range" title="Range">
<option value="LOS" selected="selected" data-i18n="los">LOS</option>
<option value="LOS (A)" data-i18n="losa">LOS (A)</option>
<option value="Special" data-i18n="special">Special</option>
<option value="T" data-i18n="t">T</option>
<option value="T (A)" data-i18n="ta">T (A)</option>
</select>
<select name="attr_duration" title="Duration">
<option value="Instant" selected="selected" data-i18n="instant">Instant</option>
<option value="Permanent" data-i18n="permanent">Permanent</option>
<option value="Special" data-i18n="special">Special</option>
<option value="Sustained" data-i18n="sustained">Sustained</option>
</select>
<input type="number" name="attr_drain" value="" placeholder="-1" title="Drain code" />
<div class="settings-row">
<label data-i18n="spellcategory">Spell Category</label>
<select name="attr_category" title="Category">
<option class="option" value="Combat" selected="selected" data-i18n="combat">Combat</option>
<option class="option" value="Detection" data-i18n="detection">Detection</option>
<option class="option" value="Health" data-i18n="health">Health</option>
<option class="option" value="Illusion" data-i18n="illusion">Illusion</option>
<option class="option" value="Manipulation" data-i18n="manipulation">Manipulation</option>
<option class="option" value="Other" data-i18n="other">Other</option>
</select>
<input class="category" name="attr_category" type="hidden" value="Combat">
<div class="combat-type-hide">
<label data-i18n="combattype">Combat Type</label>
<select class="combat-type" name="attr_combat_type" title="Combat type">
<option class="option" value="Force " selected="selected"></option>
<option class="option" value="Direct, Force " data-i18n="direct">Direct</option>
<option class="option" value="Indirect, Force ?{Force|}, AP -" data-i18n="indirect">Indirect</option>
</select>
<label class="combat-type" data-i18n="damagetype">Combat Damage</label><input class="spell-input" type="text" name="attr_damage" value="" placeholder="P" title="Damage type" style="width: 8%;"/>
</div>
</div>
<div class="settings-row">
<input type="hidden" name="attr_dicepool" value="0" />
<label data-i18n="magicalskill">Magic Skill</label>
<select class="skill-select" name="attr_skill" title="Magic skill">
<option class="option-headers" disabled="true" data-i18n="magicalskills">Magic Skills</option>
<option class="option-groups" value="@{enchanting}" data-i18n="enchantinggroup">Enchanting Group</option>
<option value="@{alchemy}" selected="selected" data-i18n="alchemy">Alchemy</option>
</select>
<label data-i18n="specializations">Specialization</label><input class="skill-select" type="checkbox" name="attr_spec" value="2" title="Applicable specialization" />
<label data-i18n="modifierdice">modifier dice</label><input type="number" name="attr_dicepool_modifier" title="Additional dicepool bonus" />
</div>
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Alchemy notes"></textarea>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag" />
<div class="display-row" title="Spell roll"><button type="roll" name="alchemic" value="@{gm_toggle} &{template:rolls}{{header=@{name}}}{{base=Magic}}{{dice=[[((@{skill}+@{dicepool}+@{magic})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=@{combat_type}?{Force|}}}{{drain=[[?{Force|}+(@{drain})]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_name"></span></button></div>
<div class="display-row" title="Type"><span name="attr_type"></span></div>
<div class="display-row" title="Range"><span name="attr_range"></span></div>
<div class="display-row" title="Duration"><span name="attr_duration"></span></div>
<div class="display-row" style="text-align: center;" title="Drain code"><span name="attr_drain"></span></div>
<input class="display-flag" type="checkbox" name="attr_display_flag" title="Display notes" /><span>i</span>
<div class="collapsable">
<div class="desc"><i><span name="attr_category" title="Category"></span></i></div>
<div class="desc"><i><input class="combat-type" type="hidden" name="attr_combat_type" title="Combat type"/><span></span></i></div>
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
<div class="magic-rituals">
<fieldset class="repeating_ritual">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_name" placeholder="Curse (MATERIAL LINK, SPELL)" title="Ritual name" />
<div class="settings-row">
<input type="hidden" name="attr_dicepool" value="0" />
<label data-i18n="magicalskill">Magic Skill</label>
<select class="skill-select" name="attr_skill" title="Magic skill">
<option class="option-headers" disabled="true" data-i18n="magicalskills">Magic Skills</option>
<option class="option-groups" value="@{sorcery}" data-i18n="sorcerygroup">Sorcery Group</option>
<option value="@{ritualspell}" selected="selected" data-i18n="ritualspellcasting">Ritual Spellcasting</option>
</select>
<label data-i18n="specializations">Specialization</label><input class="skill-select" type="checkbox" name="attr_spec" value="2" title="Applicable specialization" />
<label data-i18n="modifierdice">modifier dice</label><input type="number" name="attr_dicepool_modifier" title="Additional dicepool bonus" />
</div>
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Ritual notes"></textarea>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag" />
<div class="display-row" class="Ritual roll"><button type="roll" name="ritual" value="@{gm_toggle} &{template:rolls}{{header=@{name}}}{{base=Magic}}{{dice=[[((@{skill}+@{dicepool}+@{magic})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=Force ?{Force|}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_name"></span></button></div>
<input class="display-flag" type="checkbox" name="attr_display_flag" title="Display notes" /><span>i</span>
<div class="collapsable">
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div>
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE POWERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="pc-row">
<div class="header right-header"><h1>Adept Powers or Other Abilities</h1><div class="right-tri"></div></div>
<div class="border-box repeat-box powers-box">
<div class="pc-box medium-box">
<div class="row-long">
<h3>Name</h3><h3>Rating</h3>
</div>
<fieldset class="repeating_powers">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_name" placeholder="Adept powers or other ability" title="Ability or power name" />
<input type="number" name="attr_rating" placeholder="#" title="Rating" />
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Power notes"></textarea>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag" />
<div class="display-row" title="Ability or power name"><span name="attr_name"></span></div>
<div class="display-row" title="Rating"><span name="attr_rating"></span></div>
<div class="collapsable">
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ END OF THE RIGHT COLUMN 'MAGIC' ~~~~~~~~ -->
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE RIGHT COLUMN 'MATRIX' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="matrix pc-col">
<div class="pc-row"><!-- ~~~~~~~~ Start of the Cyberdeck Row ~~~~~~~~ -->
<div class="header right-header"><h1 data-i18n="cyberdeck">Cyberdeck</h1><div class="right-tri"></div></div>
<div class="border-box repeat-box matrix-box">
<div class="pc-box medium-box cyberdeck">
<div class="row-long">
<label data-i18n="model">Model</label><input type="text" name="attr_cyberdeck" value="" placeholder="Sony CYI-720" title="Cyberdeck name" />
</div>
<div class="row-long">
<label><button type="roll" name="device rating" value="&{template:rolls}{{header=Matrix Soak}}{{base=Device Rating}}{{dice=[[((@{device_rating}+@{firewall})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Roll matrix soak" data-i18n="devicerating">Device Rating</button></label><input type="number" name="attr_device_rating" min="0" value="" placeholder="4" style="margin-right: 15%;" title="@{device_rating}" />
<label data-i18n="attributearray">Attribute Array</label>
<input type="number" name="attr_attribute_1" min="0" value="" placeholder="7" />
<input type="number" name="attr_attribute_2" min="0" value="" placeholder="6" />
<input type="number" name="attr_attribute_3" min="0" value="" placeholder="5" />
<input type="number" name="attr_attribute_4" min="0" value="" placeholder="4" />
</div>
<div class="row-long">
<h3 data-i18n="total">Total</h3><h3 data-i18n="temp">Temp</h3><h3 data-i18n="modifier">modifier</h3><h3 data-i18n="base">Base</h3><h3 data-i18n="baseslider">Base slider</h3><br />
<label><button type="roll" name="attack" value="&{template:rolls}{{header=Attack}}{{base=Attack}}{{dice=[[(@{attack}+(?{Attribute|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Roll attack" data-i18n="attack">Attack</button>
</label>
<div class="matrix-tot" title="@{attack}" ><span name="attr_attack"></span></div><span> = </span>
<input type="number" name="attr_attack_temp" min="0" value="" placeholder="0" title="@{attack_temp}" /><spam> + </spam>
<input type="number" name="attr_attack_modifier" min="0" value="" placeholder="0" title="@{attack_modifier}" /><spam> + </spam>
<input type="number" name="attr_attack_base" min="0" value="" placeholder="7" title="@{attack_base}" />
<div class="device-attr">
<div class="matrix-bubble matrixAttack">
<input type="radio" name="attr_attack_base" value="1" /><span></span>
<input type="radio" name="attr_attack_base" value="2" /><span></span>
<input type="radio" name="attr_attack_base" value="3" /><span></span>
<input type="radio" name="attr_attack_base" value="4" /><span></span>
<input type="radio" name="attr_attack_base" value="5" /><span></span>
<input type="radio" name="attr_attack_base" value="6" /><span></span>
<input type="radio" name="attr_attack_base" value="7" /><span></span>
<input type="radio" name="attr_attack_base" value="8" /><span></span>
<input type="radio" name="attr_attack_base" value="9" /><span></span>
<input type="radio" name="attr_attack_base" value="10" /><span></span>
</div>
</div>
</div>
<div class="row-long">
<label><button type="roll" name="sleaze" value="&{template:rolls}{{header=Sleaze}}{{base=Base}}{{dice=[[(@{sleaze}+(?{Attribute|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Roll sleaze" data-i18n="sleaze">Sleaze</button></label>
<div class="matrix-tot" title="@{sleaze}" ><span name="attr_sleaze"></span></div><span> = </span>
<input type="number" name="attr_sleaze_temp" min="0" value="" placeholder="0" title="@{sleaze_temp}" /><spam> + </spam>
<input type="number" name="attr_sleaze_modifier" min="0" value="" placeholder="0" title="@{sleaze_modifier}" /><spam> + </spam>
<input type="number" name="attr_sleaze_base" min="0" value="" placeholder="6" title="@{sleaze_base}" />
<div class="device-attr">
<div class="matrix-bubble matrixSleaze">
<input type="radio" name="attr_sleaze_base" value="1" /><span></span>
<input type="radio" name="attr_sleaze_base" value="2" /><span></span>
<input type="radio" name="attr_sleaze_base" value="3" /><span></span>
<input type="radio" name="attr_sleaze_base" value="4" /><span></span>
<input type="radio" name="attr_sleaze_base" value="5" /><span></span>
<input type="radio" name="attr_sleaze_base" value="6" /><span></span>
<input type="radio" name="attr_sleaze_base" value="7" /><span></span>
<input type="radio" name="attr_sleaze_base" value="8" /><span></span>
<input type="radio" name="attr_sleaze_base" value="9" /><span></span>
<input type="radio" name="attr_sleaze_base" value="10" /><span></span>
</div>
</div>
</div>
<div class="row-long">
<label><button type="roll" name="data processing" value="&{template:rolls}{{header=Data Processing}}{{base=Base}}{{dice=[[(@{data_processing}+(?{Attribute|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Roll data processing" data-i18n="dataproc">Data Proc.</button></label>
<div class="matrix-tot" title="@{data_processing}" ><span name="attr_data_processing"></span></div><span> = </span>
<input type="number" name="attr_data_processing_temp" min="0" alue="" placeholder="0" title="@{data_processing_temp}" /><spam> + </spam>
<input type="number" name="attr_data_processing_modifier" min="0" value="" placeholder="0" title="@{data_processing_modifier}" /><spam> + </spam>
<input type="number" name="attr_data_processing_base" min="0" value="" placeholder="5" title="@{data_processing_base}" />
<div class="device-attr">
<div class="matrix-bubble matrixData">
<input type="radio" name="attr_data_processing_base" value="1" /><span></span>
<input type="radio" name="attr_data_processing_base" value="2" /><span></span>
<input type="radio" name="attr_data_processing_base" value="3" /><span></span>
<input type="radio" name="attr_data_processing_base" value="4" /><span></span>
<input type="radio" name="attr_data_processing_base" value="5" /><span></span>
<input type="radio" name="attr_data_processing_base" value="6" /><span></span>
<input type="radio" name="attr_data_processing_base" value="7" /><span></span>
<input type="radio" name="attr_data_processing_base" value="8" /><span></span>
<input type="radio" name="attr_data_processing_base" value="9" /><span></span>
<input type="radio" name="attr_data_processing_base" value="10" /><span></span>
</div>
</div>
</div>
<div class="row-long">
<label><button type="roll" name="firewall" value="&{template:rolls}{{header=Firewall}}{{base=Base}}{{dice=[[(@{firewall}+(?{Attribute|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Roll firewall" data-i18n="firewall">Firewall</button></label>
<div class="matrix-tot" title="@{firewall}" ><span name="attr_firewall"></span></div><span> = </span>
<input type="number" name="attr_firewall_temp" min="0" value="" placeholder="0" title="@{firewall_temp}" /><spam> + </spam>
<input type="number" name="attr_firewall_modifier" min="0" value="" placeholder="0" title="@{firewall_modifier}" /><spam> + </spam>
<input type="number" name="attr_firewall_base" min="0" value="" placeholder="4" title="@{firewall_base}" />
<div class="device-attr">
<div class="matrix-bubble matrixFirewall">
<input type="radio" name="attr_firewall_base" value="1" /><span></span>
<input type="radio" name="attr_firewall_base" value="2" /><span></span>
<input type="radio" name="attr_firewall_base" value="3" /><span></span>
<input type="radio" name="attr_firewall_base" value="4" /><span></span>
<input type="radio" name="attr_firewall_base" value="5" /><span></span>
<input type="radio" name="attr_firewall_base" value="6" /><span></span>
<input type="radio" name="attr_firewall_base" value="7" /><span></span>
<input type="radio" name="attr_firewall_base" value="8" /><span></span>
<input type="radio" name="attr_firewall_base" value="9" /><span></span>
<input type="radio" name="attr_firewall_base" value="10" /><span></span>
</div>
</div>
</div>
<div class="con-hex">
<input type="radio" name="attr_matrix_con" value="0" /><h2 data-i18n="conditionmonitor">Condition Monitor</h2>
<input type="radio" name="attr_matrix_con" value="1" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="2" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="3" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="4" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="5" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="6" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="7" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="8" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="9" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="10" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="11" /><span class="hexagon"></span>
<input type="radio" name="attr_matrix_con" value="12" /><span class="hexagon"></span>
</div>
<h3>Programs</h3>
<div class="program-box">
<fieldset class="repeating_programs">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_program" value="" placeholder="Program name" title="Program name" />
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" placeholder="Program description"></textarea>
</div>
</div>
<div class="display">
<input type="checkbox" class="program-toggle" name="attr_program_on" checked="checked" title="Program loaded" /><span class="program-toggle" style="color: #000;">Q</span>
<input class="display-flag" type="checkbox" name="attr_display_flag" />
<div class="display-row" title="Program name"><span name="attr_program"></span></div>
<div class="collapsable">
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ End of the Cyberdeck Row ~~~~~~~~ -->
<div class="pc-row">
<div class="header right-header"><h1 data-i18n="complexform">Complex Forms</h1><div class="right-tri"></div></div>
<div class="border-box repeat-box form-box">
<div class="pc-box medium-box">
<div class="row-long">
<h3 data-i18n="complexform">Complex Form</h3><h3 data-i18n="target">Target</h3><h3 data-i18n="duration">Duration</h3><h3 data-i18n="fade">Fade</h3>
</div>
<fieldset class="repeating_forms">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_name" placeholder="Editor" title="Complex Form name" />
<select name="attr_target" title="Target">
<option class="option" value="Device" selected="selected" data-i18n="device">Device</option>
<option class="option" value="File" data-i18n="file">File</option>
<option class="option" value="Host" data-i18n="host">Host</option>
<option class="option" value="IC" data-i18n="ic">IC</option>
<option class="option" value="Persona" data-i18n="persona">Persona</option>
<option class="option" value="Other" data-i18n="other">Other</option>
<option class="option" value="Self" data-i18n="self">Self</option>
<option class="option" value="Sprite" data-i18n="sprite">Sprite</option>
</select>
<select name="attr_duration" title="Duration">
<option value="Extended" data-i18n="extended">Extended</option>
<option value="Instant" data-i18n="instant">Instant</option>
<option value="Permanent" data-i18n="permanent">Permanent</option>
<option value="Other" data-i18n="other">Other</option>
<option value="Sustained" data-i18n="sustained">Sustained</option>
</select>
<input type="number" name="attr_fade" value="" placeholder="-1" title="Fade code" />
<div class="settings-row">
<input type="hidden" name="attr_dicepool" value="0" />
<label>Tech. Skill</label>
<select class="skill-select" name="attr_skill" title="Technical skill" >
<option class="option-headers" disabled="true" data-i18n="technicalskills">Technical Skills</option>
<option class="option-groups" value="@{electronics}" data-i18n="electronicsgroup">Electronics Group</option>
<option value="@{software}" selected="selected" data-i18n="software">Software</option>
</select>
<label data-i18n="specializations">Specialization</label><input class="skill-select" type="checkbox" name="attr_spec" value="2" title="Applicable specialization" />
<label data-i18n="modifierdice">modifier dice</label><input type="number" name="attr_dicepool_modifier" title="Additional dicepool bonus" />
</div>
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag" />
<div class="display-row"><button type="roll" name="complex form" value="@{gm_toggle} &{template:rolls}{{header=@{name}}}{{base=Resonance}}{{dice=[[((@{skill}+@{dicepool}+@{resonance})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=Level ?{Level|}, Fade [[?{Level|}+(@{fade})]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}"><span name="attr_name"></span></button></div>
<div class="display-row" title="Target"><span name="attr_target"></span></div>
<div class="display-row" title="Duration"><span name="attr_duration"></span></div>
<div class="display-row" style="text-align: center;" title="Fade code"><span name="attr_fade"></span></div>
<input class="display-flag" type="checkbox" name="attr_display_flag" title="Display notes" /><span>i</span>
<div class="collapsable">
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ END OF THE RIGHT COLUMN 'MATRIX' ~~~~~~~~ -->
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE RIGHT COLUMN 'SOCIAL' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="social pc-col">
<div class="pc-row"><!-- ~~~~~~~~ Start of Lifestyles Row ~~~~~~~~ -->
<div class="header right-header"><h1 data-i18n="idslifestylecurrency">IDs/Lifestyles/Currency</h1><div class="right-tri"></div></div>
<div class="border-box repeat-box lifestyle">
<div class="pc-box small-box social-box">
<div class="row-long"><h3 data-i18n="primarylifestyle">Primary Lifestyle</h3><input type="text" name="attr_primary_lifestyle" placeholder="Middle /w GRID subscription" style="width: 77%" title="@{primary_lifestyle}" /></div>
<div class="row-long"><h3 data-i18n="nuyen">Nuyen</h3><input type="text" name="attr_primary_nuyen" placeholder="$1,000 UCAS" style="width: 90%" title="@{primary_nuyen}" /></div>
<div class="row-long"><h3 data-i18n="licenses">Licenses</h3><input type="text" name="attr_primary_licenses"placeholder="Technomancer, Pistols..." style="width: 87%" title="@{primary_licenses}" /></div>
<div class="row-long">
<h3 data-i18n="fakeidsrelated">Fake IDs / Related Lifestyles / Funds / Licenses</h3>
</div>
<fieldset class="repeating_lifestyle">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<h3 data-i18n="fakeid">Fake ID</h3><textarea name="attr_name" placeholder="John Doe" title="Fake ID"></textarea>
<h3 data-i18n="relatedlifestyle">Related Lifestyle</h3><textarea name="attr_lifestyle" placeholder="Middle" title="Related lifestyle"></textarea>
<h3 data-i18n="funds">Funds</h3><textarea name="attr_funds" placeholder="$1,000 UCAS" title="Funds"></textarea>
<h3 data-i18n="licenses">Licenses</h3><textarea name="attr_licenses" placeholder="Technomancer, Pistols" title="Licenses"></textarea>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag" />
<span name="attr_display" style="width: 100%;"></span>
<span name="attr_name" title="Fake ID"></span>
<span name="attr_lifestyle" title="Related lifestyle"></span>
<span name="attr_funds" title="Funds"></span>
<span name="attr_licenses" title="Licenses"></span>
</div>
</fieldset>
</div>
</div>
</div><!-- ~~~~~~~~ End of Lifestyle Row ~~~~~~~~ -->
<!-- ~~~~~~~~ Start Contacts Row ~~~~~~~~ -->
<div class="pc-row">
<div class="header right-header"><h1 data-i18n="contacts">Contacts</h1><div class="right-tri"></div></div>
<div class="border-box repeat-box contacts">
<div class="pc-box small-box">
<div class="row-long">
<h3 data-i18n="name">Name</h3><h3 data-i18n="loyalty">Loyalty</h3><h3 data-i18n="connection">Connection</h3><h3 data-i18n="favor">Favor</h3>
</div>
<fieldset class="repeating_contacts">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<input type="text" name="attr_name" placeholder="Old Crow" title="Contact name" />
<input type="number" name="attr_loyalty" min="1" placeholder="3" title="Loyalty" />
<input type="number" name="attr_connection" min="1" placeholder="8" title="Connection" />
<input type="number" name="attr_favors" placeholder="+2" title="Favors" />
<h3 data-i18n="notes">Notes</h3>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag" />
<div class="display-row" title="Contact name"><span name="attr_display"></span></div>
<div class="display-row" title="Loyalty"><span name="attr_loyalty"></span></div>
<div class="display-row" title="Connection"><span name="attr_connection"></span></div>
<div class="display-row" title="Favors"><span name="attr_favors"></span></div>
<div class="collapsable">
<div class="desc" title="Notes"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
</div>
</div><!-- ~~~~~~~~ End of Contacts row ~~~~~~~~ -->
</div><!-- ~~~~~~~~ END OF THE RIGHT COLUMN 'SOCIAL' ~~~~~~~~ -->
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE RIGHT COLUMN 'VEHICLE' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="vehicle pc-col">
<div class="pc-row">
<div class="header right-header"><h1 data-i18n="vehicle">Vehicle</h1><div class="right-tri"></div></div>
<div class="border-box repeat-box vehicle-box">
<div class="pc-box medium-box">
<fieldset class="repeating_vehicle">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div>
<div class="row-long">
<label data-i18n="name">Name</label>
<input type="text" name="attr_name" placeholder="name" title="Vehicle name" />
<input type="hidden" name="attr_display_name" />
<label data-i18n="handling">Handling</label>
<input type="hidden" name="attr_handling" />
<input type="number" name="attr_handling_base" placeholder="#" title="Handling base" />
<input type="number" name="attr_handling_modifier" placeholder="#" title="Handling modifier" />
<input type="number" name="attr_handling_temp" placeholder="#" title="Handling temp" />
<input type="hidden" name="attr_display_handling" placeholder="#" />
</div>
<div class="row-long">
<label data-i18n="acceleration">Acceleration</label>
<input type="hidden" name="attr_acceleration" />
<input type="number" name="attr_acceleration_base" placeholder="#" title="Acceleration base" />
<input type="number" name="attr_acceleration_modifier" placeholder="#" title="Acceleration modifier" />
<input type="number" name="attr_acceleration_temp" placeholder="#" title="Acceleration temp" />
<input type="hidden" name="attr_display_acceleration" placeholder="#" />
<label data-i18n="speed">Speed</label>
<input type="hidden" name="attr_speed" />
<input type="number" name="attr_speed_base" placeholder="#" title="Speed base" />
<input type="number" name="attr_speed_modifier" placeholder="#" title="Speed modifier" />
<input type="number" name="attr_speed_temp" placeholder="#" title="Speed temp" />
<input type="hidden" name="attr_display_speed" placeholder="#" />
</div>
<div class="row-long">
<label data-i18n="pilot">Pilot</label>
<input type="hidden" name="attr_pilot" />
<input type="number" name="attr_pilot_base" placeholder="#" title="Pilot base" />
<input type="number" name="attr_pilot_modifier" placeholder="#" title="Pilot modifier" />
<input type="number" name="attr_pilot_temp" placeholder="#" title="Pilot temp" />
<input type="hidden" name="attr_display_pilot" placeholder="#" />
<label data-i18n="body">Body</label>
<input type="hidden" name="attr_body" />
<input type="number" name="attr_body_base" placeholder="#" title="Body base" />
<input type="number" name="attr_body_modifier" placeholder="#" title="Body modifier" />
<input type="number" name="attr_body_temp" placeholder="#" title="Body temp" />
<input type="hidden" name="attr_display_body" placeholder="#" />
</div>
<div class="row-long">
<label data-i18n="armor">Armor</label>
<input type="hidden" name="attr_armor" />
<input type="number" name="attr_armor_base" placeholder="#" title="Amro base" />
<input type="number" name="attr_armor_modifier" placeholder="#" title="Armor modifier" />
<input type="number" name="attr_armor_temp" placeholder="#" title="Armor temp" />
<input type="hidden" name="attr_display_armor" placeholder="#" />
<label data-i18n="sensor">Sensor</label>
<input type="hidden" name="attr_sensor" />
<input type="number" name="attr_sensor_base" placeholder="#" title="Sensor base" />
<input type="number" name="attr_sensor_modifier" placeholder="#" title="Sensor modifier" />
<input type="number" name="attr_sensor_temp" placeholder="#" title="Sensor temp" />
<input type="hidden" name="attr_display_sensor" placeholder="#" />
</div>
<div class="row-long">
<h3 data-i18n="base">Base</h3><h3 data-i18n="modifier">Modifier</h3><h3 data-i18n="temp">Temp</h3><h3 data-i18n="base">Base</h3><h3 data-i18n="modifier">Modifier</h3><h3 data-i18n="temp">Temp</h3>
</div>
<h3 data-i18n="notes">Notes</h3>
<textarea name="attr_notes" value="" placeholder="Notes"></textarea>
</div>
</div>
<div class="display">
<input class="display-flag" type="checkbox" name="attr_display_flag" />
<div class="row-long">
<div class="display-row" title="Vehicle"><h3 data-i18n="vehicle">Vehicle</h3><div><span name="attr_display_name"></span></div></div>
<div class="display-row" title="Handling"><h3 data-i18n="handling">Handling</h3><div><span name="attr_display_handling"></span></div></div>
</div>
<div class="row-long">
<div class="display-row" title="Acceleration"><h3 data-i18n="acceleration">Acceleration</h3><div><span name="attr_display_acceleration"></span></div></div>
<div class="display-row" title="Speed"><h3 data-i18n="speed">Speed</h3><div><span name="attr_display_speed"></span></div></div>
</div>
<div class="row-long">
<div class="display-row" title="Pilot"><h3 data-i18n="pilot">Pilot</h3><div><span name="attr_display_pilot"></span></div></div>
<div class="display-row" title="Body"><h3 data-i18n="body">Body</h3><div><span name="attr_display_body"></span></div></div>
</div>
<div class="row-long">
<div class="display-row" title="Armor"><h3 data-i18n="armor">Armor</h3><div><span name="attr_display_armor"></span></div></div>
<div class="display-row" title="Sensor"><h3 data-i18n="sensor">Sensor</h3><div><span name="attr_display_sensor"></span></div></div>
</div>
<div class="collapsable">
<div class="desc"><span name="attr_notes"></span></div>
</div>
</div>
</fieldset>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ End of the VEHICLE Column ~~~~~~~~ -->
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ START OF THE RIGHT COLUMN 'OPTIONS' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<div class="options pc-col">
<div class="pc-row">
<div class="header right-header"><h1 data-i18n="options">Options</h1><div class="right-tri"></div></div>
<div class="border-box">
<div class="pc-box">
<div class="op-col">
<div>
<h2 data-i18n="character">Character</h2><br />
<label data-i18n="mundane">Mundane</label><input class="character-type" type="checkbox" name="attr_flag_special" value="mundane" title="@{flag_special}" checked /><br />
<label data-i18n="awakened">Awakened</label><input class="character-type" type="checkbox" name="attr_flag_special" value="magic" title="@{flag_special}" /><br />
<label data-i18n="emerged">Emerged</label><input class="character-type" type="checkbox" name="attr_flag_special" value="resonance" title="@{flag_special}" />
</div>
<div>
<h2 data-i18n="sheetselect">Sheet Select</h2><br />
<select name="attr_sheet_type" title="@{sheet_type}">
<option value="pc" data-i18n="pc">PC</option>
<option value="grunt" data-i18n="grunt">grunt</option>
<option value="host" data-i18n="host">Host</option>
<option value="sprite" data-i18n="sprite">Sprite</option>
<option value="vehicle" data-i18n="vehicle">Vehicle</option>
</select>
</div>
</div>
<div class="op-col">
<div>
<h2 data-i18n="temporarymodifiers">Temporary Modifiers</h2><br />
<label data-i18n="defense">Defense</label><input type="number" name="attr_defense_temp" title="@{defense_temp}" /><input type="checkbox" name="attr_defense_temp_flag" value="on" checked />
<label data-i18n="soak">Soak</label><input type="number" name="attr_soak_temp" title="@{soak_temp}" /><input type="checkbox" name="attr_soak_temp_flag" value="on" checked />
<hr />
<label data-i18n="body">Body</label><input type="number" name="attr_body_temp" title="@{body_temp}" /><input type="checkbox" name="attr_body_temp_flag" value="on" checked />
<label data-i18n="agility">Agility</label><input type="number" name="attr_agility_temp" title="@{agility_temp}" /><input type="checkbox" name="attr_agility_temp_flag" value="on" checked />
<label data-i18n="reaction">Reaction</label><input type="number" name="attr_reaction_temp" title="@{reaction_temp}" /><input type="checkbox" name="attr_reaction_temp_flag" value="on" checked />
<label data-i18n="strength">Strength</label><input type="number" name="attr_strength_temp" title="@{strength_temp}" /><input type="checkbox" name="attr_strength_temp_flag" value="on" checked />
<label data-i18n="willpower">Willpower</label><input type="number" name="attr_willpower_temp" title="@{willpower_temp}" /><input type="checkbox" name="attr_willpower_temp_flag" value="on" checked />
<label data-i18n="logic">Logic</label><input type="number" name="attr_logic_temp" title="@{logic_temp}" /><input type="checkbox" name="attr_logic_temp_flag" value="on" checked />
<label data-i18n="intuition">Intuition</label><input type="number" name="attr_intuition_temp" title="@{intuition_temp}" /><input type="checkbox" name="attr_intuition_temp_flag" value="on" checked />
<label data-i18n="charisma">Charisma</label><input type="number" name="attr_charisma_temp" title="@{charisma_temp}" /><input type="checkbox" name="attr_charisma_temp_flag" value="on" checked />
<label data-i18n="magic">Magic</label><input type="number" name="attr_magic_temp" title="@{magic_temp}" /><input type="checkbox" name="attr_magic_temp_flag" value="on" checked />
<label data-i18n="resonance">Resonance</label><input type="number" name="attr_resonance_temp" title="@{resonance_temp}" /><input type="checkbox" name="attr_resonance_temp_flag" value="on" checked />
<hr />
<label data-i18n="initiative">Initiative</label><input type="number" name="attr_initiative_temp" title="@{initiative_temp}" /><input type="checkbox" name="attr_initiative_temp_flag" value="on" checked />
<label data-i18n="initiativedice">Initiative Dice</label><input type="number" name="attr_initiative_dice_temp" title="@{initiative_dice_temp}" /><input type="checkbox" name="attr_initiative_dice_temp_flag" value="on" checked />
<hr />
<label data-i18n="mentallimit">Mental Limit</label><input type="number" name="attr_mental_limit_temp" title="@{mental_limit_temp}" /><input type="checkbox" name="attr_mental_limit_temp_flag" value="on" checked />
<label data-i18n="physicallimit">Physical Limit</label><input type="number" name="attr_physical_limit_temp" title="@{physical_limit_temp}" /><input type="checkbox" name="attr_physical_limit_temp_flag" value="on" checked />
<label data-i18n="sociallimit">Social Limit</label><input type="number" name="attr_social_limit_temp" title="@{social_limit_temp}" /><input type="checkbox" name="attr_social_limit_temp_flag" value="on" checked />
</div>
</div>
</div>
</div>
</div>
</div><!-- ~~~~~~~~ End of the OPTIONS Column ~~~~~~~~ -->
</div><!-- ~~~~~~~~ End of PC Sheet ~~~~~~~~ -->
<!-- ~~~~~~~~+:+:::::+:+::+:+:+::+:+:+:+::+:+::::::+:+::+:+:+:+::+:+:::::+:+:+:+:::::+:+::+:+:+::+:+:+:+::::+:+:~~~~~~~~ -->
<!-- ~~~~~~~~:+:+::+:+:+:+:+::+:+:+:+:+:+: Start of NPC Sheet :+:+::+:+:+::+:+:+:+::+:+:+::+:+:+:+::+:+:::::+:+:~~~~~~~~ -->
<!-- ~~~~~~~~+:+:::::+:+::+:+:::::+:+::+:+:+::+:+:+:+::+:+:::::+:+:::::+:+:+:+:::::+:+::+:+:+::+:+:+:+::+::+:+:+~~~~~~~~ -->
<div class="npc">
<div class="stats toggle"><!-- ~~~~~~~~ Start of the grunt Sheet ~~~~~~~~ -->
<input type="checkbox" class="settings-toggle npc-stats-toggle" name="attr_stats_toggle" checked="checked" /><span>y</span>
<div class="settings stat-inputs">
<input type="hidden" class="npc-type" name="attr_sheet_type" value="grunt" />
<!-- ~~~~~~~~ Attributes ~~~~~~~~ -->
<div class="grunt attribute">
<input type="hidden" class="character-type" name="attr_flag_special" />
<div class="attr-header">
<label data-i18n="b">B</label><br />
<input type="number" name="attr_body_base" placeholder="3" title="@{body_base}" value="3" /><br />
<span>(</span><input type="number" name="attr_body_modifier" placeholder="+" title="@{body_modifier}" value="" /><span>)</span>
</div>
<div class="attr-header">
<label data-i18n="a">A</label><br />
<input type="number" name="attr_agility_base" placeholder="3" title="@{agility_base}" value="3" /><br />
<span>(</span><input type="number" name="attr_agility_modifier" placeholder="+" title="@{agility_modifier}" value="" /><span>)</span>
</div>
<div class="attr-header">
<label data-i18n="r">R</label><br />
<input type="number" name="attr_reaction_base" placeholder="3" title="@{reaction_base}" value="3" /><br />
<span>(</span><input type="number" name="attr_reaction_modifier" placeholder="+" title="@{reaction_modifier}" value="" /><span>)</span>
</div>
<div class="attr-header">
<label data-i18n="s">S</label><br />
<input type="number" name="attr_strength_base" placeholder="3" title="@{strength_base}" value="3" /><br />
<span>(</span><input type="number" name="attr_strength_modifier" placeholder="+" title="@{strength_modifier}" value="" /><span>)</span>
</div>
<div class="attr-header">
<label data-i18n="w">W</label><br />
<input type="number" name="attr_willpower_base" placeholder="3" title="@{willpower_base}" value="3" /><br />
<span>(</span><input type="number" name="attr_willpower_modifier" placeholder="+" title="@{willpower_modifier}" value="" /><span>)</span>
</div>
<div class="attr-header">
<label data-i18n="l">L</label><br />
<input type="number" name="attr_logic_base" placeholder="3" title="@{logic_base}" value="3" /><br />
<span>(</span><input type="number" name="attr_logic_modifier" placeholder="+" title="@{logic_modifier}" value="" /><span>)</span>
</div>
<div class="attr-header">
<label data-i18n="i">I</label><br />
<input type="number" name="attr_intuition_base" placeholder="3" title="@{intuition_base}" value="3" /><br />
<span>(</span><input type="number" name="attr_intuition_modifier" placeholder="+" title="@{intuition_modifier}" value="" /><span>)</span>
</div>
<div class="attr-header">
<label data-i18n="c">C</label><br />
<input type="number" name="attr_charisma_base" placeholder="3" title="@{charisma_base}" value="3" /><br />
<span>(</span><input type="number" name="attr_charisma_modifier" placeholder="+" title="@{charisma_modifier}" value="" /><span>)</span>
</div>
<div class="attr-header"><label data-i18n="e">E</label><br /><input type="number" name="attr_edge" placeholder="3" title="@{edge}" value="0"/></div>
<div class="attr-header"><label data-i18n="ess">Ess</label><br /><input type="text" name="attr_essence" placeholder="3" style="width: 80%;" title="@{essence}" value="6" /></div>
<div class="attr-header magic"><label data-i18n="m">M</label><br /><input type="number" name="attr_magic" placeholder="0" title="@{magic}" value="3" /></div>
<div class="attr-header magic"><label data-i18n="f">F</label><br /><input type="number" name="attr_force" placeholder="0" title="@{force}" value="3" /></div>
<div class="attr-header resonance"><label data-i18n="r">R</label><br /><input type="number" name="attr_resonance" placeholder="0" title="@{resonance}" value="3" /></div>
</div>
<div class="host attribute">
<div class="attr-header"><label data-i18n="hostrating">Host Rating</label><br /><input type="number" name="attr_host_rating" placeholder="5" title="@{host_rating}" value="" /></div>
<div class="attr-header"><label data-i18n="attack">Attack</label><br /><input type="number" name="attr_attack" placeholder="5" title="@{attack}" value="" /></div>
<div class="attr-header"><label data-i18n="sleaze">Sleaze</label><br /><input type="number" name="attr_sleaze" placeholder="6" title="@{sleaze}" value="" /></div>
<div class="attr-header"><label data-i18n="dataprocessing">Data Processing</label><br /><input type="number" name="attr_data_processing" placeholder="7" title="@{data_processing}" value="" /></div>
<div class="attr-header"><label data-i18n="firewall">Firewall</label><br /><input type="number" name="attr_firewall" placeholder="8" title="@{firewall}" value="" /></div>
</div>
<div class="vehicle attribute">
<div class="attr-header"><label data-i18n="hand">Hand</label><br /><input type="number" name="attr_handling" placeholder="3" title="@{handling}" value="" /></div>
<div class="attr-header"><label data-i18n="handoff">Hand (Off)</label><br /><input type="number" name="attr_handling_offroad" placeholder="3" title="@{handling_offroad}" value="" /></div>
<div class="attr-header"><label data-i18n="speed">Speed</label><br /><input type="number" name="attr_speed" placeholder="3" title="@{speed}" value="" /></div>
<div class="attr-header"><label data-i18n="speedoff">Speed (Off)</label><br /><input type="number" name="attr_speed_offroad"placeholder="3" title="@{speed_offroad}" value="" /></div>
<div class="attr-header"><label data-i18n="accel">Accel</label><br /><input type="number" name="attr_acceleration"placeholder="3" title="@{acceleration}" value="" /></div>
<div class="attr-header"><label data-i18n="body">Body</label><br /><input type="number" name="attr_body" placeholder="3" title="@{body}" value="" /></div>
<div class="attr-header"><label data-i18n="pilot">Pilot</label><br /><input type="number" name="attr_pilot" placeholder="3" title="@{pilot}" value="" /></div>
<div class="attr-header"><label data-i18n="sensor">Sensor</label><br /><input type="number" name="attr_sensor" placeholder="3" title="@{sensor}" value="" /></div>
<div class="attr-header"><label data-i18n="seat">Seat</label><br /><input type="number" name="attr_seating" placeholder="3" title="@{seating}"value="" /></div>
</div>
<div class="sprite attribute">
<div class="attr-header"><label data-i18n="levelresonance">Level / Resonance</label><br /><input type="number" name="attr_level" placeholder="5" title="@{level}" value="" /></div>
<div class="attr-header"><label data-i18n="attack">Attack</label><br /><input type="number" name="attr_attack" placeholder="5" title="@{attack}" value="" /></div>
<div class="attr-header"><label data-i18n="sleaze">Sleaze</label><br /><input type="number" name="attr_sleaze" placeholder="6" title="@{sleaze}" value="" /></div>
<div class="attr-header"><label data-i18n="dataprocessing">Data Processing</label><br /><input type="number" name="attr_data_processing" placeholder="7" title="@{data_processing}" value="" /></div>
<div class="attr-header"><label data-i18n="firewall">Firewall</label><br /><input type="number" name="attr_firewall" placeholder="8" title="@{firewall}" value="" /></div>
</div>
<!-- ~~~~~~~~ modifieres ~~~~~~~~ -->
<h1 data-i18n="bonuses">Bonuses</h1>
<div class="leftcol"><!--Start Left modifieres-->
<input type="hidden" class="npc-type" name="attr_sheet_type" value="grunt" />
<div class="grunt">
<label data-i18n="pr">Professional Rating</label><input type="number" name="attr_pr" title="@{pr}" /><br />
<label data-i18n="initiative">Initiative</label>
<input type="number" name="attr_initiative_modifier" placeholder="0" title="@{initiative_modifier}" value="0" /><span> + </span>
<input type="number" name="attr_initiative_dice_modifier" min="0" max="4" placeholder="0" title="@{initiative_dice_modifier}" value="0" />
<span data-i18n="d6"> d6</span><span class="tiny-span"> = </span>
<span name="attr_display_initiative_mod"></span><span class="tiny-span" title="@{initiative_mod}"> + </span>
<span name="attr_initiative_dice"></span><span class="tiny-span" title="@{initiative_dice}" data-i18n="d6"> d6</span>
<input type="hidden" class="character-type" name="attr_flag_special" />
<div class="magic-skill">
<label data-i18n="astralinitiative">Astral Initiative</label>
<input type="number" name="attr_astral_mod_modifier" placeholder="0" title="@{astral_mod_modifier}" value="0" /><span> + </span>
<input type="number" name="attr_astral_dice_modifier" min="0" max="3" placeholder="0" title="@{astral_dice_modifier}" value="0" />
<span class="tiny-span" data-i18n="d6"> d6</span><span class="tiny-span"> = </span>
<span name="attr_display_astral_mod" title="@{astral_mod}"></span><span class="tiny-span"> + </span>
<span name="attr_astral_dice" title="@{astral_dice}"></span><span class="tiny-span" data-i18n="d6"> d6</span>
</div>
</div>
<div class="grunt sprite">
<label data-i18n="matrixinitiative">Matrix Initiative</label>
<input type="number" name="attr_matrix_mod_modifier" placeholder="0" title="@{matrix_mod_modifier}" value="0" /><span> + </span>
<input type="number" name="attr_matrix_dice_modifier" min="0" max="4" placeholder="0" title="@{matrix_dice_modifier}" value="0" />
<span class="tiny-span" data-i18n="d6"> d6</span><span class="tiny-span"> = </span>
<span name="attr_display_matrix_mod" title="@{matrix_mod}"></span><span class="tiny-span"> + </span>
<span name="attr_matrix_dice" title="@{matrix_mod}"></span><span class="tiny-span" data-i18n="d6"> d6</span>
</div>
<div class="grunt">
<label data-i18n="movement">Movement</label>
<input type="number" name="attr_walk_modifier" placeholder="0" title="@{walk_modifier}" value="0" /><span> / </span>
<input type="number" name="attr_run_modifier" placeholder="0" title="@{run_modifier}" value="0" /><span> / +</span>
<input type="number" name="attr_movement_mod" placeholder="2" title="@{movement_mod}" value="2" />
<span class="tiny-span"> = </span>
<span name="attr_walk" title="@{walk}"></span><span> / </span>
<span name="attr_run" title="@{run}"></span><span> / +</span>
<span name="attr_movement_mod" title="@{movement_mod}"></span>
<label data-i18n="conditionmonitorps">Condition Monitor (P/S)</label>
<input type="number" name="attr_physical_modifier" placeholder="0" title="@{physical_modifier}" value="0" /><span> / </span>
<input type="number" name="attr_stun_modifier" placeholder="0" title="@{stun_modifier}" value="0" />
<br />
<label data-i18n="limits">Limits</label><br />
<label data-i18n="physical" style="margin-left: 2%;">Physical </label>
<input type="number" name="attr_physical_limit_modifier" placeholder="0" title="@{physical_limit_modifier}" value="0" />
<span class="tiny-span"> = </span><span class="totals" name="attr_physical_limit" title="@{physical_limit}" /></span>,
<label data-i18n="mental">Mental </label>
<input type="number" name="attr_mental_limit_modifier" placeholder="0" title="@{mental_limit_modifier}" value="0" />
<span class="tiny-span"> = </span><span class="totals" name="attr_mental_limit" title="@{mental_limit}" /></span>,
<label data-i18n="social">Social </label>
<input type="number" name="attr_social_limit_modifier" placeholder="0" title="@{social_limit_modifier}" value="0" />
<span class="tiny-span"> = </span><span class="totals" name="attr_social_limit" title="@{social_limit}" /></span>
<br />
<label data-i18n="paintolerance">Pain Tolerance</label>
<input type="number" name="attr_pain_tolerance" min="-1" max="3" placeholder="0" title="@{pain_tolerance}" value="0" /><br />
</div>
<div class="vehicle">
<label data-i18n="conditionmonitorpm">Condition Monitor (P/M) </label>
<input type="number" name="attr_physical_modifier" placeholder="0" title="@{physical_modifier}" value="0" /><span> / </span>
<input type="number" name="attr_matrix_modifier" placeholder="0" title="@{matrix_modifier}" value="0" />
<br />
<label data-i18n="dataprocessing">Data Processing </label>
<input type="number" name="attr_data_processing" min="0" placeholder="0" title="@{data_processing}" value="" /><br />
<label data-i18n="firewall">Firewall </label>
<input type="number" name="attr_firewall" min="0" placeholder="0" title="@{firewall}" value="" /><br />
<label data-i18n="devicerating">Device Rating </label>
<input type="number" name="attr_device_rating" min="0" placeholder="0" title="@{device_rating}" value="" /><br />
</div>
</div><!--End Left modifieres-->
<div class="grunt vehicle 2col"><!--Start Mid modifieres-->
<label data-i18n="defense">Defense</label>
<input type="number" name="attr_defense_modifier" placeholder="0" value="0" />
<label data-i18n="armorrating">Armor Rating </label>
<input type="number" name="attr_armor_rating" placeholder="9" title="@{armor_rating}" value="0" /><br />
<label data-i18n="soakbonus">Soak Bonus </label>
<input type="number" name="attr_soak_modifier" placeholder="0" title="@{soak_modifier}" value="0" /><br />
<label data-i18n="acidprotection">Acid Protection </label>
<input type="number" name="attr_acid_modifier" placeholder="0" title="@{acid_modifier}" value="0" /><br />
<label data-i18n="coldprotection">Cold Protection </label>
<input type="number" name="attr_cold_modifier" placeholder="0" title="@{cold_modifier}" value="0" /><br />
<label data-i18n="electricalprotection">Electrical Protection </label>
<input type="number" name="attr_electrical_modifier" placeholder="0" title="@{electrical_modifier}" value="0" /><br />
<label data-i18n="fireprotection">Fire Protection </label>
<input type="number" name="attr_fire_modifier" placeholder="0" value="0" title="@{fire_modifier}"" /><br />
<label data-i18n="radiationprotection">Radiation Protection </label>
<input type="number" name="attr_radiation_modifier" placeholder="0" title="@{radiation_modifier}" value="0" />
</div>
<div class="grunt 2col"><!--Start Right Checkboxes -->
<input class="character-type" type="checkbox" name="attr_flag_special" checked="checked" title="@{flag_special}" value="mundane" /><label data-i18n="mundane">Mundane</label><br />
<input class="character-type" type="checkbox" name="attr_flag_special" title="@{flag_special}" value="magic" /><label data-i18n="awakened">Awakened</label><br />
<input class="character-type" type="checkbox" name="attr_flag_special" title="@{flag_special}" value="resonance" /><label data-i18n="emerged">Emerged</label>
<br /><br />
<input class="character-type" type="checkbox" name="attr_flag_matrix" title="@{flag_matrix}" value="matrix" /><label data-i18n="matrixdevice">Matrix Device</label>
</div>
<div class="vehicle 2col"><!--Start Right Checkboxes -->
<input class="character-type" type="checkbox" name="attr_flag_drone" title="@{flag_drone}" value="drone" /><label data-i18n="drone">Drone</label>
</div>
<br />
<!-- ~~~~~~~~ Qualities/Augs/Init/Gear/Weakness & Other STUFF ~~~~~~~~ -->
<div class="grunt textrow">
<label data-i18n="qualities">Qualities </label><textarea name="attr_quality" placeholder="Quality" title="@{quality}"></textarea><br />
<label data-i18n="augmentations">Augmentations </label><textarea name="attr_augmentations" placeholder="Augmentations" title="@{augmentations}"></textarea><br />
</div>
<div class="grunt vehicle textrow">
<label data-i18n="gear">Gear </label><textarea name="attr_gear" placeholder="Gear" title="@{gear}"></textarea>
</div>
<div class="vehicle textrow">
<label data-i18n="programs">Programs </label><textarea name="attr_programs" placeholder="Programs" title="@{programs}"></textarea><br />
<label data-i18n="modifications">Modifications </label><textarea name="attr_modifications" placeholder="Modifications" title="@{modifications}"></textarea>
</div>
<div class="grunt textrow">
<input type="hidden" class="character-type" name="attr_flag_special" />
<div class="magic textrow">
<label data-i18n="initiate">Initiate </label>
<input type="number" name="attr_initiate" value="0" placeholder="Grade" title="@{initiate}" /><textarea name="attr_metamagic" placeholder="Metamagics" title="@{metamagic}"></textarea><br />
<label data-i18n="powers">Powers </label><textarea name="attr_powers" placeholder="Powers" title="@{powers}"></textarea><br />
<label data-i18n="weakness">Weakness </label><textarea name="attr_weakness" placeholder="Weaknesses" title="@{weakness}"></textarea>
</div>
<input type="hidden" class="character-type" name="attr_flag_special" />
<div class="resonance textrow">
<label data-i18n="submersion">Submersion </label>
<input type="number" name="attr_submersion" value="0" placeholder="Grade" title="@{submersion}" /><textarea name="attr_echos" placeholder="Echos" title="@{echos}"></textarea><br />
</div>
</div>
</div><!-- ~~~~~~~~ End of Settings ~~~~~~~~ -->
<div class="display">
<!-- ~~~~~~~~ Attributes ~~~~~~~~ -->
<input type="hidden" class="npc-type" name="attr_sheet_type" value="grunt" />
<div class="grunt attribute">
<input type="hidden" class="character-type" name="attr_flag_special" />
<div class="attr-header">
<label><button type="roll" name="body" value="@{gm_toggle} &{template:rolls}{{header=Body}}{{base=Base}}{{dice=[[(@{body}+(?{Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Body Roll" data-i18n="b">B</button></label><br /><span name="attr_display_body"></span>
</div>
<div class="attr-header">
<label><button type="roll" name="agility" value="@{gm_toggle} &{template:rolls}{{header=Agility}}{{base=Base}}{{dice=[[(@{agility}+(?{Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Agility Roll" data-i18n="a">A</button></label><br /><span name="attr_display_agility"></span>
</div>
<div class="attr-header">
<label><button type="roll" name="reaction" value="@{gm_toggle} &{template:rolls}{{header=Reaction}}{{base=Base}}{{dice=[[(@{reaction}+(?{Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Reaction Roll" data-i18n="r">R</button></label><br /><span name="attr_display_reaction"></span>
</div>
<div class="attr-header">
<label><button type="roll" name="strength" value="@{gm_toggle} &{template:rolls}{{header=Strength}}{{base=Base}}{{dice=[[(@{strength}+(?{Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Strength Roll" data-i18n="s">S</button></label><br /><span name="attr_display_strength"></span>
</div>
<div class="attr-header">
<label><button type="roll" name="willpower" value="@{gm_toggle} &{template:rolls}{{header=Willpower}}{{base=Base}}{{dice=[[(@{willpower}+(?{Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Willpower Roll" data-i18n="w">W</button></label><br /><span name="attr_display_willpower"></span>
</div>
<div class="attr-header">
<label><button type="roll" name="logic" value="@{gm_toggle} &{template:rolls}{{header=Logic}}{{base=Base}}{{dice=[[(@{logic}+(?{Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Logic Roll" data-i18n="l">L</button></label><br /><span name="attr_display_logic"></span>
</div>
<div class="attr-header">
<label><button type="roll" name="intuition" value="@{gm_toggle} &{template:rolls}{{header=Intuition}}{{base=Base}}{{dice=[[(@{intuition}+(?{Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Intuition Roll" data-i18n="i">I</button></label><br /><span name="attr_display_intuition"></span>
</div>
<div class="attr-header">
<label><button type="roll" name="charisma" value="@{gm_toggle} &{template:rolls}{{header=Charisma}}{{base=Base}}{{dice=[[(@{charisma}+(?{Attribute|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Charisma Roll" data-i18n="c">C</button></label><br /><span name="attr_display_charisma"></span>
</div>
<div class="attr-header">
<label><button type="roll" name="edge" value="@{gm_toggle} &{template:rolls}{{header=Edge}}{{base=Base}}{{dice=[[(@{edge}+(?{Attribute|Only Edge,0|None,0|Body,@{body}|Agility,@{agility}|Reaction,@{reaction}|Strength,@{strength}|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}|Charisma,@{charisma}|Edge,@{edge}})+@{wound_toggle}+@{modifier_toggle})d6>5]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}" title="Edge Roll">E</label><br /><span name="attr_edge"></span>
</div>
<div class="attr-header" title="@{essence}"><label data-i18n="ess">Ess</label><br /><span name="attr_essence"></span></div>
<div class="attr-header magic" title="@{magic}"><label data-i18n="m">M</label><br /><span name="attr_magic"></span></div>
<div class="attr-header magic" title="@{force}"><label data-i18n="f">F</label><br /><span name="attr_force"></span></div>
<div class="attr-header resonance" title="@{resonance}"><label data-i18n="r">R</label><br /><span name="attr_resonance"></span></div>
</div>
<div class="host attribute">
<div class="attr-header">
<label>
<button type="roll" name="host rating" value="@{gm_toggle} &{template:rolls}{{header=Matrix Resistance}}{{base=Host Rating ♦ Host Rating}}{{dice=[[((@{host_rating}+@{host_rating})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Host Rating Roll" data-i18n="hostrating">Host Rating</button>
</label><br />
<span name="attr_host_rating"></span>
</div>
<br />
<div class="attr-header">
<label>
<button type="roll" name="attack" value="@{gm_toggle} &{template:rolls}{{header=Attack}}{{base=Attack}}{{dice=[[(@{attack}+(@{host_rating})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Attack Roll" data-i18n="attack">Attack</button>
</label><br />
<span name="attr_attack"></span>
</div>
<br />
<div class="attr-header">
<label>
<button type="roll" name="sleaze" value="@{gm_toggle} &{template:rolls}{{header=Sleaze}}{{base=Sleaze ♦ Host Rating}}{{dice=[[(@{sleaze}+(@{host_rating})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Sleaze Roll" data-i18n="sleaze">Sleaze</button>
</label><br />
<span name="attr_sleaze"></span>
</div>
<br />
<div class="attr-header">
<label>
<button type="roll" name="data processing" value="@{gm_toggle} &{template:rolls}{{header=Data Processing}}{{base=Data Processing ♦ Host Rating}}{{dice=[[(@{data_processing}+(@{host_rating})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Data Processing Roll" data-i18n="dataprocessing">Data Processing</button>
</label><br />
<span name="attr_data_processing"></span>
</div>
<br />
<div class="attr-header">
<label>
<button type="roll" name="firewall" value="@{gm_toggle} &{template:rolls}{{header=Firewall}}{{base=Firewall ♦ Host Rating}}{{dice=[[(@{firewall}+(@{host_rating})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Firewall Roll" data-i18n="firewall">Firewall</button>
</label><br />
<span name="attr_firewall"></span>
</div>
</div>
<div class="vehicle attribute">
<div class="attr-header" title="@{handling}"><label data-i18n="hand">Hand</label><br /><span name="attr_handling"></span></div>
<div class="attr-header" title="@{handling_offroad}"><label data-i18n="handoff">Hand (Off)</label><br /><span name="attr_handling_offroad"></span></div>
<div class="attr-header" title="@{speed}"><label data-i18n="speed">Speed</label><br /><span name="attr_speed"></span></div>
<div class="attr-header" title="@{speed_offroad}"><label data-i18n="speedoff">Speed (Off)</label><br /><span name="attr_speed_offroad"></span></div>
<div class="attr-header" title="@{acceleration}"><label data-i18n="accel">Accel</label><br /><span name="attr_acceleration"></span></div>
<div class="attr-header" title="@{body}"><label data-i18n="body">Body</label><br /><span name="attr_body"></span></div>
<div class="attr-header" title="@{pilot}"><label data-i18n="pilot">Pilot</label><br /><span name="attr_pilot"></span></div>
<div class="attr-header" title="@{sensor}"><label data-i18n="sensor">Sensor</label><br /><span name="attr_sensor"></span></div>
<div class="attr-header" title="@{seating}"><label data-i18n="seat">Seat</label><br /><span name="attr_seating"></span></div>
</div>
<div class="sprite attribute">
<div class="attr-header">
<label>
<button type="roll" name="level" value="@{gm_toggle} &{template:rolls}{{header=Matrix Resistance}}{{base=Level ♦ Level}}{{dice=[[((@{level}+@{level})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Matrix Resistance Roll" data-i18n="levelresonance">Level / Resonance</button>
</label><br />
<span name="attr_level"></span>
</div>
<br />
<div class="attr-header">
<label>
<button type="roll" name="attack" value="@{gm_toggle} &{template:rolls}{{header=Attack ♦ Level}}{{base=Attack}}{{dice=[[((@{attack}+@{level})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Attack Roll" data-i18n="attack">Attack</button>
</label><br />
<span name="attr_attack"></span>
</div>
<br />
<div class="attr-header">
<label>
<button type="roll" name="sleaze" value="@{gm_toggle} &{template:rolls}{{header=Sleaze}}{{base=Sleaze ♦ Level}}{{dice=[[((@{sleaze}+@{level})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Sleaze Roll" data-i18n="sleaze">Sleaze</button>
</label><br /><span name="attr_sleaze"></span>
</div>
<br />
<div class="attr-header">
<label>
<button type="roll" name="data processing" value="@{gm_toggle} &{template:rolls}{{header=Data Processing}}{{base=Data Processing ♦ Level}}{{dice=[[((@{data_processing}+@{level})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Data Processing Roll" data-i18n="dataprocessing">Data Processing</button>
</label><br />
<span name="attr_data_processing"></span>
</div>
<br />
<div class="attr-header">
<label>
<button type="roll" name="firewall" value="@{gm_toggle} &{template:rolls}{{header=Firewall}}{{base=Firewall ♦ Level}}{{dice=[[((@{firewall}+@{level})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Firewall Roll" data-i18n="firewall">Firewall</button>
</label><br />
<span name="attr_firewall"></span>
</div>
</div>
<!-- ~~~~~~~~ Initiative ~~~~~~~~ -->
<div class="grunt">
<div>
<label data-i18n="pr">Professional Rating</label><span name="attr_pr"></span>
</div>
<div>
<label>
<button type="roll" name="initiative" value="@{gm_toggle} &{template:rolls}{{header=Initiative}}{{base=Base}}{{dice=[[((@{initiative_mod})+@{wound_toggle}+@{modifier_toggle})+(@{initiative_dice})d6cf0 &{tracker}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Initiative Roll" data-i18n="initiative">Initiative</button>
</label>
<span name="attr_display_initiative_mod"></span><span> + </span><span name="attr_initiative_dice"></span><span data-i18n="d6">d6</span>
</div>
<!-- ~~~~~~~~ Astral Initiative ~~~~~~~~ -->
<input type="hidden" class="character-type" name="attr_flag_special" />
<div class="magic">
<label>
<button type="roll" name="astral initiative" value="@{gm_toggle} &{template:rolls}{{header=Astral Initiative}}{{base=Base}}{{dice=[[(@{astral_mod}+@{wound_toggle}+@{modifier_toggle})+(@{astral_dice})d6cf0 &{tracker}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Astral Initiative Roll" data-i18n="astralinitiative">Astral Initiative</button>
</label>
<span name="attr_display_astral_mod"></span><span> + </span><span name="attr_astral_dice"></span><span data-i18n="d6">d6</span>
<br />
</div>
</div>
<!-- ~~~~~~~~ Matrix Initiative ~~~~~~~~ -->
<div class="host grunt sprite vehicle">
<label><button type="roll" name="matrix initiative" value="@{gm_toggle} &{template:rolls}{{header=Matrix Initiative}}{{base=Base}}{{dice=[[((@{matrix_mod})+@{wound_toggle}+@{modifier_toggle})+(@{matrix_dice})d6cf0 &{tracker}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Matrix Initiative Roll" data-i18n="matrixinitiative">Matrix Initiative</button>
</label>
<span name="attr_display_matrix_mod"></span><span> + </span><span name="attr_matrix_dice"></span><span data-i18n="d6">d6</span>
</div>
<div class="grunt">
<!-- ~~~~~~~~ Movement ~~~~~~~~ -->
<div>
<label data-i18n="movement">Movement</label>
<span name="attr_walk" title="@{walk}"></span><span> / </span><span name="attr_run" title="@{run}"></span><span> / +</span><span name="attr_movement_mod" title="@{movement_mod}"></span>
</div>
<!-- ~~~~~~~~ Condition Monitor ~~~~~~~~ -->
<div>
<button type="action" name="act_cond_reset" data-i18n="conditionmonitorps">Condition Monitor (P/S)</button>
<span name="attr_physical" title="@{physical}"></span><span> / </span><span name="attr_stun" title="@{stun}"></span>
</div>
<!-- ~~~~~~~~ Limits ~~~~~~~~ -->
<div>
<label data-i18n="limits">Limits</label>
<span data-i18n="physical" style="margin-right: 1%">Physical </span><span name="attr_physical_limit" title="@{physical_limit}"></span>,
<span data-i18n="mental" style="margin-right: 1%">Mental </span><span name="attr_mental_limit" title="@{mental_limit}"></span>,
<span data-i18n="social" style="margin-right: 1%">Social </span><span name="attr_social_limit" title="@{social_limit}"></span>
</div>
</div>
<!-- ~~~~~~~~ Vehicle Display ~~~~~~~~ -->
<div class="vehicle">
<div>
<label data-i18n="dataprocessing">Data Processing</label><span name="attr_data_processing" title="@{data_processing}"></span><br />
<label data-i18n="firewall">Firewall</label><span name="attr_firewall" title="@{firewall}"></span><br />
<label data-i18n="devicerating">Device Rating</label><span name="attr_device_rating" title="@{device_rating}"></span><br />
<button type="action" name="act_cond_reset" data-i18n="conditionmonitorpm">Condition Monitor (P/M)</button>
<span name="attr_physical" title="@{physical}"></span><span> / </span><span name="attr_matrix" title="@{matrix}"></span>
</div>
</div>
<!-- ~~~~~~~~ Sprite Display ~~~~~~~~ -->
<div class="sprite">
<div>
≈
<span name="attr_matrix" title="@{matrix}"></span>
</div>
</div>
<!-- ~~~~~~~~ Host Display ~~~~~~~~ -->
<div class="host">
<button type="action" name="act_cond_reset" data-i18n="conditionmonitorm">Condition Monitor (M)</button>
<span name="attr_matrix" title="@{matrix}"></span>
</div>
<!-- ~~~~~~~~ Armor ~~~~~~~~ -->
<div class="grunt vehicle">
<div>
<label>
<button type="roll" name="soak" value="@{gm_toggle} &{template:rolls}{{header=Soak}}{{base=Base}}{{dice=[[(@{soak}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Soak Roll" data-i18n="armor">
Armor
</button>
</label>
<button type='roll' name="armor" value="@{gm_toggle} &{template:rolls}{{header=Armor Roll}}{{base=Base}}{{dice=[[(@{armor_rating}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Armor Roll">
<span name="attr_armor_rating"></span>
</button>
<div class="armor-buttons">
<button type="roll" value="@{gm_toggle} &{template:rolls}{{header=Defense}}{{base=Base}}{{dice=[[(@{defense}+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Defense Roll"><span class="pictosC">e</span></button>
<button type="roll" name="acid protection" value="@{gm_toggle} &{template:rolls}{{header=Acid Protection}}{{base=Base}}{{dice=[[(@{soak}+@{acid_modifier}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Acid Protection"><span class="pictos3" title="@{acid_modifier}">d</span></button>
<button type="roll" name="cold protection" value="@{gm_toggle} &{template:rolls}{{header=Cold Protection}}{{base=Base}}{{dice=[[(@{soak}+@{cold_modifier}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Cold Protection"><span title="@{cold_modifier}">b</span></button>
<button type="roll" name="electrical protection" value="@{gm_toggle} &{template:rolls}{{header=Electricity Protection}}{{base=Base}}{{dice=[[(@{soak}+@{electrical_modifier}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Electrical Protection"><span title="@{electrical_modifier}">e</span></button>
<button type="roll" name="fire protection" value="@{gm_toggle} &{template:rolls}{{header=Fire Protection}}{{base=Base}}{{dice=[[(@{soak}+@{fire_modifier}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Fire Protection"><span class="pictos3" title="@{fire_modifier}">j</span></button>
<button type="roll" name="radiation protection" value="@{gm_toggle} &{template:rolls}{{header=Radiation Protection}}{{base=Base}}{{dice=[[(@{soak}+@{radiation_modifier}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Radiation Protection"><span class="pictos3" title="@{radiation_modifier}">l</span></button>
</div>
</div>
</div>
<!-- ~~~~~~~~ Skills ~~~~~~~~ -->
<input type="hidden" class="npc-type" name="attr_sheet_type" value="grunt" />
<div class="grunt skills">
<div class="skill-box"><label data-i18n="skills">Skills</label>
<fieldset class="repeating_active">
<div class="npc-repeating">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<button type="roll" name="skill" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[((@{dicepool}+@{attribute})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Skill Roll"><span name="attr_display"></span></button>
<button class="spec-button" name="specialization" type="roll" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[((@{dicepool}+@{attribute}+2)+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=Spec: @{specialization}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Specialization Roll"><span name="attr_display_specialization"></span></button>
<span name="attr_display_rating"></span><span>,</span>
<div class="settings repeat-section">
<div class="skills-row">
<input type="hidden" name="attr_dicepool" />
<div class="settings-row">
<label data-i18n="skill">Skill</label>
<select class="skill-select" name="attr_skill" title="Active skill">
<option class="option-headers" disabled="true" data-i18n="combatskills">Combat Skills</option>
<option class="option-groups" value="Close Combat Group" data-i18n="closecombat">Close Combat Group</option>
<option class="option-groups" value="Firearms Group" data-i18n="firearms">Firearms Group</option>
<option value="Archery" data-i18n="archery">Archery</option>
<option value="Automatics" data-i18n="automatics">Automatics</option>
<option value="Blades" data-i18n="blades">Blades</option>
<option value="Clubs" data-i18n="clubs">Clubs</option>
<option value="Exotic Melee" data-i18n="exoticmelee">Exotic Melee</option>
<option value="Exotic Range" data-i18n="exoticrange">Exotic Range</option>
<option value="Heavy Weapons" data-i18n="heavyweapons">Heavy Weapons</option>
<option value="Longarms" data-i18n="longarms">Longarms</option>
<option value="Pistols" data-i18n="pistols">Pistols</option>
<option value="Throwing Weapons" data-i18n="throwingweapons">Throwing Weapons</option>
<option value="Unarmed Combat" data-i18n="unarmedcombat">Unarmed Combat</option>
<option class="option-headers" disabled="true" data-i18n="physicalskills">Physical Skills</option>
<option class="option-groups" value="Athletics Group" data-i18n="athleticsgroup">Athletics Group</option>
<option class="option-groups" value="Outdoors Group" data-i18n="outdoorsgroup">Outdoors Group</option>
<option class="option-groups" value="Stealth Group" data-i18n="stealthgroup">Stealth Group</option>
<option value="Disguise" data-i18n="disguise">Disguise</option>
<option value="Diving" data-i18n="diving">Diving</option>
<option value="Escape Artist" data-i18n="escapeartist">Escape Artist</option>
<option value="Flight" data-i18n="flight">Flight</option>
<option value="Free Fall" data-i18n="freefall">Free Fall</option>
<option value="Gymnastics" data-i18n="gymnastics">Gymnastics</option>
<option value="Palming" data-i18n="palming">Palming</option>
<option value="Perception" data-i18n="perception">Perception</option>
<option value="Running" data-i18n="running">Running</option>
<option value="Sneaking" data-i18n="sneaking">Sneaking</option>
<option value="Survival" data-i18n="survival">Survival</option>
<option value="Swimming" data-i18n="swimming">Swimming</option>
<option value="Tracking" data-i18n="tracking">Tracking</option>
<option class="option-headers" disabled="true" data-i18n="socialskills">Social Skills</option>
<option class="option-groups" value="Acting Group" data-i18n="actinggroup">Acting Group</option>
<option class="option-groups" value="Influence Group" data-i18n="influencegroup">Influence Group</option>
<option value="Con" data-i18n="con">Con</option>
<option value="Etiquette" data-i18n="etiquette">Etiquette</option>
<option value="Impersonation" data-i18n="impersonation">Impersonation</option>
<option value="Instruction" data-i18n="instruction">Instruction</option>
<option value="Intimidation" data-i18n="intimidation">Intimidation</option>
<option value="Leadership" data-i18n="leadership">Leadership</option>
<option value="Negotiation" data-i18n="negotiation">Negotiation</option>
<option value="Performance" data-i18n="performance">Performance</option>
<option class="option-headers" disabled="true" data-i18n="magicalskills">Magical Skills</option>
<option class="option-groups" value="Conjuring Group" data-i18n="conjuringgroup">Conjuring Group</option>
<option class="option-groups" value="Enchanting Group" data-i18n="enchantinggroup">Enchanting Group</option>
<option class="option-groups" value="Sorcery Group" data-i18n="sorcerygroup">Sorcery Group</option>
<option value="Alchemy" data-i18n="alchemy">Alchemy</option>
<option value="Arcana" data-i18n="arcana">Arcana</option>
<option value="Assensing" data-i18n="assensing">Assensing</option>
<option value="Astral Combat" data-i18n="astralcombat">Astral Combat</option>
<option value="Banishing" data-i18n="banishing">Banishing</option>
<option value="Binding" data-i18n="binding">Binding</option>
<option value="Counterspelling" data-i18n="counterspelling">Counterspelling</option>
<option value="Disenchanting" data-i18n="disenchanting">Disenchanting</option>
<option value="Ritual Spellcasting" data-i18n="ritualspellcasting">Ritual Spellcasting</option>
<option value="Spellcasting" data-i18n="spellcasting">Spellcasting</option>
<option value="Summoning" data-i18n="summoning">Summoning</option>
<option class="option-headers" disabled="true" data-i18n="resonanceskills">Resonance Skills</option>
<option class="option-groups" value="Tasking Group" data-i18n="taskinggroup">Tasking Group</option>
<option value="Compiling" data-i18n="compiling">Compiling</option>
<option value="Decompiling" data-i18n="decompiling">Decompiling</option>
<option value="Registering" data-i18n="registering">Registering</option>
<option class="option-headers" disabled="true" data-i18n="technicalskills">Technical Skills</option>
<option class="option-groups" value="Biotech Group" data-i18n="biotechgroup">Biotech Group</option>
<option class="option-groups" value="Cracking Group" data-i18n="crackinggroup">Cracking Group</option>
<option class="option-groups" value="Electronics Group" data-i18n="electronicsgroup">Electronics Group</option>
<option class="option-groups" value="Engineering Group" data-i18n="engineeringgroup">Engineering Group</option>
<option value="Aeronautics Mechanic" data-i18n="aeronauticsmechanic">Aeronautics Mechanic</option>
<option value="Animal Handling" data-i18n="animalhandling">Animal Handling</option>
<option value="Armorer" data-i18n="armorer">Armorer</option>
<option value="Artisan" data-i18n="artisan">Artisan</option>
<option value="Automotive Mechanic" data-i18n="automotivemechanic">Automotive Mechanic</option>
<option value="Biotechnology" data-i18n="biotechnology">Biotechnology</option>
<option value="Chemistry" data-i18n="chemistry">Chemistry</option>
<option value="Computer" data-i18n="computer">Computer</option>
<option value="Cybercombat" data-i18n="cybercombat">Cybercombat</option>
<option value="Cybertechnology" data-i18n="cybertechnology">Cybertechnology</option>
<option value="Demolitions" data-i18n="demolitions">Demolitions</option>
<option value="Electronic Warfare" data-i18n="eletronicwarfare">Electronic Warfare</option>
<option value="First Aid" data-i18n="firstaid">First Aid</option>
<option value="Forgery" data-i18n="forgery">Forgery</option>
<option value="Hacking" data-i18n="hacking">Hacking</option>
<option value="Hardware" data-i18n="hardware">Hardware</option>
<option value="Industrial Mechanic" data-i18n="industrialmechanic">Industrial Mechanic</option>
<option value="Locksmith" data-i18n="locksmith">Locksmith</option>
<option value="Medicine" data-i18n="medicine">Medicine</option>
<option value="Nautical Mechanic" data-i18n="nauticalmechanic">Nautical Mechanic</option>
<option value="Navigation" data-i18n="navigation">Navigation</option>
<option value="Gunnery" data-i18n="gunnery">Gunnery</option>
<option value="Pilot Aerospace" data-i18n="pilotaerospace">Pilot Aerospace</option>
<option value="Pilot Aircraft" data-i18n="pilotaircraft">Pilot Aircraft</option>
<option value="Pilot Exotic Vehicle" data-i18n="pilotexoticvehicle">Pilot Exotic Vehicle</option>
<option value="Pilot Ground Craft" data-i18n="pilotgroundcraft">Pilot Ground Craft</option>
<option value="Pilot Walker" data-i18n="pilotwalker">Pilot Walker</option>
<option value="Pilot Watercraft" data-i18n="pilotwatercraft">Pilot Watercraft</option>
<option value="Software" data-i18n="software">Software</option>
</select>
<label data-i18n="rating">Rating</label><input type="number" name="attr_rating" min="0" placeholder="0" />
<input type="hidden" name="attr_display_attribute" />
<select name="attr_attribute" title="Skill attribute">
<option value="@{body}" data-i18n="body">Body</option>
<option value="@{agility}" selected="selected" data-i18n="agility">agility</option>
<option value="@{reaction}" data-i18n="reaction">Reaction</option>
<option value="@{strength}" data-i18n="strength">Strength</option>
<option value="@{willpower}" data-i18n="willpower">Willpower</option>
<option value="@{logic}" data-i18n="logic">Logic</option>
<option value="@{intuition}" data-i18n="intuition">Intuition</option>
<option value="@{charisma}" data-i18n="charisma">Charisma</option>
<option value="@{magic}" data-i18n="magic">Magic</option>
<option value="@{resonance}" data-i18n="resonance">Resonance</option>
</select>
</div>
<div class="settings-row">
<label data-i18n="specializations">Specializations</label><input type="text" name="attr_specialization" placeholder="Specalizations" title="Active skill specialization" />
<label data-i18n="ratingmodifier">Rating Modifier</label><input type="number" name="attr_rating_modifier" min="0" placeholder="0" title="Skill rating modifier" />
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="skill-box"><label data-i18n="knowledgeskills">Knowledge Skills</label>
<fieldset class="repeating_knowledge">
<div class="npc-repeating">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<button type="roll" name="knowledge" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[((@{dicepool}+@{attribute})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Knowledge Roll"><span name="attr_display"></span></button>
<button class="spec-button" type="roll" name="knowledge specialization" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[((@{dicepool}+@{attribute}+2)+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=Spec: @{specialization}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Specialization Roll"><span name="attr_display_specialization"></span></button>
<span name="attr_display_rating"></span><span>,</span>
<div class="settings repeat-section">
<div class="skills-row">
<input type="hidden" name="attr_dicepool" />
<div class="settings-row">
<label data-i18n="skill">Skill</label><input type="text" name="attr_skill" placeholder="Knowledge skill name" style="width: 61%;" title="Knowledge skill" />
<label data-i18n="rating">Rating</label><input type="number" name="attr_rating" min="0" placeholder="0" title="Skill rating"/>
<input type="hidden" name="attr_display_attribute" />
<select name="attr_attribute" title="Skill attribute">
<option value="@{body}" data-i18n="body">Body</option>
<option value="@{agility}" data-i18n="agility">agility</option>
<option value="@{reaction}" data-i18n="reaction">Reaction</option>
<option value="@{strength}" data-i18n="strength">Strength</option>
<option value="@{willpower}" data-i18n="willpower">Willpower</option>
<option value="@{logic}" selected="selected" data-i18n="logic">Logic</option>
<option value="@{intuition}" data-i18n="intuition">Intuition</option>
<option value="@{charisma}" data-i18n="charisma">Charisma</option>
<option value="@{magic}" data-i18n="magic">Magic</option>
<option value="@{resonance}" data-i18n="resonance">Resonance</option>
</select>
</div>
<div class="settings-row">
<label data-i18n="specializations">Specializations</label><input type="text" name="attr_specialization" placeholder="Specalizations" title="Specializations" />
<label data-i18n="ratingmodifier">Rating Modifier</label><input type="number" name="attr_rating_modifier" min="0" placeholder="0" title="Rating modifier" />
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="skill-box"><label data-i18n="languageskills">Language Skills</label>
<fieldset class="repeating_language">
<div class="npc-repeating">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<button type="roll" name="language" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[((@{dicepool}+@{attribute})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Language Roll"><span name="attr_display"></span></button>
<button class="spec-button" type="roll" name="language specialization" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=@{display_attribute}}}{{dice=[[((@{dicepool}+@{attribute}+2)+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=Spec: @{specialization}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Specialization Roll"><span name="attr_display_specialization"></span></button>
<span name="attr_display_rating"></span><span>,</span>
<div class="settings repeat-section">
<div class="skills-row">
<input type="hidden" name="attr_dicepool" />
<div class="settings-row">
<label data-i18n="skill">Skill</label><input type="text" name="attr_skill" placeholder="Language" style="width: 61%;" title="Language skill" />
<label data-i18n="rating">Rating</label><input type="number" name="attr_rating" min="0" placeholder="0" title="Rating" />
<input type="hidden" name="attr_display_attribute" />
<select name="attr_attribute" title="Skill attribute">
<option value="@{body}" data-i18n="body">Body</option>
<option value="@{agility}" data-i18n="agility">agility</option>
<option value="@{reaction}" data-i18n="reaction">Reaction</option>
<option value="@{strength}" data-i18n="strength">Strength</option>
<option value="@{willpower}" data-i18n="willpower">Willpower</option>
<option value="@{logic}" data-i18n="logic">Logic</option>
<option value="@{intuition}" selected="selected" data-i18n="intuition">Intuition</option>
<option value="@{charisma}" data-i18n="charisma">Charisma</option>
<option value="@{magic}" data-i18n="magic">Magic</option>
<option value="@{resonance}" data-i18n="resonance">Resonance</option>
</select>
</div>
<div class="settings-row">
<label data-i18n="specializations">Specializations</label><input type="text" name="attr_specialization" placeholder="Specalizations" title="Specalizations" />
<label data-i18n="ratingmodifier">Rating Modifier</label><input type="number" name="attr_rating_modifier" min="0" placeholder="0" title="Rating modifier" />
</div>
</div>
</div>
</div>
</fieldset>
</div>
</div><!-- ~~~~~~~~ End of Skills ~~~~~~~~ -->
<div class="sprite skills">
<div class="skill-box"><label data-i18n="skills">Skills</label>
<fieldset class="repeating_active">
<div class="npc-repeating repeat-section">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<button type="roll" name="skill" value="@{gm_toggle} &{template:rolls}{{header=@{skill}}}{{base=Level}}{{dice=[[((@{level}+@{level})+@{modifier_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Level Roll"><span name="attr_display"></span></button><span>,</span>
<div class="settings">
<div class="skills-row">
<div class="settings-row">
<label data-i18n="skill">Skill</label>
<select class="skill-select" name="attr_skill" title="Skill">
<option value="Computer" data-i18n="computer">Computer</option>
<option value="Cybercombat" data-i18n="cybercombat">Cybercombat</option>
<option value="Electronic Warfare" data-i18n="eletronicwarfare">Electronic Warfare</option>
<option value="Hacking" data-i18n="hacking">Hacking</option>
<option value="Hardware" data-i18n="hardware">Hardware</option>
</select>
</div>
</div>
</div>
</div>
</fieldset>
</div>
<div class="skill-box"><label data-i18n="powers">Powers</label>
<fieldset class="repeating_powers">
<div class="npc-repeating repeat-section">
<input type="checkbox" class="settings-toggle" name="attr_flag" checked="checked" title="Settings toggle" /><span>x</span>
<button type="roll" name="powers" value="@{gm_toggle} &{template:rolls}{{header=@{power}}}{{base=Level}}{{dice=[[((@{level}+@{level})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Power Roll"><span name="attr_power"></span></button><span>,</span>
<div class="settings">
<div class="skills-row">
<div class="settings-row">
<label data-i18n="power">Power</label><input type="text" name="attr_power" style="width: 92%" title="Power" />
</div>
<label data-i18n="notes">Notes</label>
<textarea name="attr_notes" value="" placeholder="Powers notes"></textarea>
</div>
</div>
</div>
</fieldset>
</div>
</div>
<!-- ~~~~~~~~ Qualities/Augs/Init/Gear/Weakness & Other STUFF ~~~~~~~~ -->
<div class="grunt textrow">
<input type="hidden" class="optional-flag" name="attr_quality" value="0" />
<div class="textboxes">
<label data-i18n="qualities">Qualities</label>
<span name="attr_quality" title="@{quality}"></span>
</div>
<input type="hidden" class="optional-flag" name="attr_augmentations" value="0" />
<div class="textboxes">
<label data-i18n="augmentations">Augmentations</label>
<span name="attr_augmentations" title="@{augmentations}"></span>
</div>
<input type="hidden" class="optional-flag" name="attr_gear" value="0" />
<div class="textboxes">
<label data-i18n="gear">Gear</label>
<span name="attr_gear" title="@{gear}"></span>
</div>
<input type="hidden" class="optional-flag" name="attr_initiate" value="0" />
<div class="textboxes">
<label data-i18n="initiate">Initiate</label><span name="attr_initiate" title="@{initiate}"></span><br />
<label data-i18n="metamagic">Metamagics</label><span name="attr_metamagic" title="@{metamagic}"></span>
</div>
<input type="hidden" class="optional-flag" name="attr_submersion" value="0" />
<div class="textboxes">
<label data-i18n="submersion">Submersion</label><span name="attr_submersion" title="@{submersion}"></span><br />
<label data-i18n="echos">Echos</label><span name="attr_echos" title="@{echos}"></span>
</div>
<input type="hidden" class="optional-flag" name="attr_powers" value="0" />
<div class="textboxes">
<label data-i18n="powers">Powers</label>
<span name="attr_powers" title="@{powers}"></span>
</div>
</div>
<div class="grunt vehicle textrow">
<input type="hidden" class="b" name="attr_gear" value="0" />
<div class="textboxes">
<label data-i18n="gear">Gear</label>
<span name="attr_gear" title="@{gear}"></span>
</div>
<input type="hidden" class="optional-flag" name="attr_programs" value="0" />
<div class="textboxes">
<label data-i18n="programs">Programs</label>
<span name="attr_programs" title="@{programs}"></span>
</div>
<input type="hidden" class="optional-flag" name="attr_modifications" value="0" />
<div class="textboxes">
<label data-i18n="modifications">Modifications</label>
<span name="attr_modifications" title="@{modifications}"></span>
</div>
</div>
<div class="grunt">
<input type="hidden" class="optional-flag" name="attr_weakness" value="0" />
<div class="textboxes">
<label data-i18n="weakness">Weakness</label>
<span name="attr_weakness" title="@{weakness}"></span>
</div>
</div><!-- ~~~~ End of Display Qualities/Augs/Init/Gear/Weakness ~~~~~ -->
</div><!-- ~~~~~~~~ End of Display ~~~~~~~~ -->
</div><!-- ~~~~~~~~ End of Stats area ~~~~~~~~ -->
<!-- ~~~~~~~~ Weapons ~~~~~~~~ -->
<input type="hidden" class="npc-type" name="attr_sheet_type" value="grunt" />
<div class="grunt vehicle">
<h2 data-i18n="weapons">Weapons</h2>
<fieldset class="repeating_weapon">
<div class="repeating toggle">
<input type="checkbox" class="settings-toggle" name="attr_weapon_toggle" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div class="repeat-section npc-weapons">
<input type="radio" class="range-toggle" name="attr_weapon_range" checked="checked" title="Range weapon" value="0" /><span data-i18n="range">Range</span>
<input type="radio" class="melee-toggle" name="attr_weapon_range" title="Melee weapon" value="1" /><span data-i18n="melee">Melee</span>
<div class="repeat-row"><label data-i18n="dice">Dice</label><br/><input type="number" name="attr_weapon_dice" placeholder="18" title="Weapon dice" value="" /></div>
<div class="repeat-row repeat-row-20"><label data-i18n="name">Name</label><br/><input type="text" name="attr_weapon_name" placeholder="Ares Predator" title="Name" value="" /></div>
<div class="repeat-row repeat-row-20"><label data-i18n="type">Type</label><br/><input type="text" name="attr_weapon_type" placeholder="Heavy Pistol" title="Type" value="" /></div>
<div class="repeat-row weapon-melee repeat-row-8"><label data-i18n="reach">Reach</label><br/><input type="number" name="attr_weapon_reach" min="0" placeholder="Reach" title="Reach" value="0"/></div>
<div class="repeat-row"><label data-i18n="acc">Acc</label><br/><input type="text" name="attr_weapon_acc" placeholder="ACC" title="Accuracy" value="" /></div>
<div class="repeat-row"><label data-i18n="dam">Dam</label><br/><input type="text" class="wea-dv" name="attr_weapon_dv" placeholder="9P" title="Damage Value" value="" /></div>
<div class="repeat-row"><label data-i18n="ap">AP</label><br/><input type="number" name="attr_weapon_ap" placeholder="AP" title="Armor Penetration" value="" /></div>
<div class="repeat-row weapon-range repeat-row-8"><label data-i18n="modes">Modes</label><br/><input type="text" name="attr_weapon_mode" placeholder="SA/BF/FA" title="Modes" value="" /></div>
<div class="repeat-row weapon-range repeat-row-8"><label data-i18n="recoil">Recoil</label><br/><input type="text" name="attr_weapon_rc" placeholder="Recoil" title="Recoil Compensation" value="" /></div>
<div class="repeat-row weapon-range"><label data-i18n="ammo">Ammo</label><br/><input type="number" name="attr_weapon_ammo" placeholder="15" title="Ammo" value="" /></div>
<div class="repeat-row weapon-range" style="width: 2%;"><span>(c)</span></div>
<br />
<div class="weapon-note">
<input type="text" name="attr_weapon_note" value="" placeholder="w/ 3 clips of explosive rounds"/>
</div>
</div>
</div>
<div class="display">
<input type="hidden" name="attr_weapon" value="" />
<div class="repeat-indent">
<span class="repeat-dice">(<span name="attr_weapon_dice" title="Weapon dicepool"></span>)</span>
<button type="roll" name="weapon" value="@{gm_toggle} &{template:rolls}{{header=@{weapon_type}}}{{base=Base}}{{dice=[[((@{weapon_dice})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=ACC @{weapon_acc}, DV @{weapon_dv}, AP @{weapon_ap}}}{{rea=[[@{weapon_reach}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Weapon Roll">
<span name="attr_weapon_name" title="Weapon name"></span>
</button>
<span name="attr_weapon"></span>
</div>
</div>
</div>
</fieldset>
</div><!-- ~~~~~~~~ End Weapons ~~~~~~~~ -->
<!-- ~~~~~~~~ Spells ~~~~~~~~ -->
<input type="hidden" class="character-type" name="attr_flag_special" />
<div class="magic"><h2 data-i18n="spells">Spells</h2>
<fieldset class="repeating_NPCspell">
<div class="repeating toggle">
<input type="checkbox" class="settings-toggle" name="attr_toggle" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div class="repeat-section">
<div class="repeat-row repeat-row-15"><label data-i18n="spellcategory">Category</label><br/>
<select class="category" name="attr_category" title="Category">
<option class="option" value="Combat" selected="selected" data-i18n="combat">Combat</option>
<option class="option" value="Detection" data-i18n="detection">Detection</option>
<option class="option" value="Health" data-i18n="health">Health</option>
<option class="option" value="Illusion" data-i18n="illusion">Illusion</option>
<option class="option" value="Manipulation" data-i18n="manipulation">Manipulation</option>
</select>
</div>
<div class="repeat-row"><label data-i18n="dice">Dice</label><br/><input type="number" name="attr_dice" value="" placeholder="18" title="Spell dicepool" /></div>
<div class="repeat-row repeat-row-20"><label data-i18n="name">Name</label><br/><input type="text" name="attr_name" value="" placeholder="Fireball" title="Name" /></div>
<div class="repeat-row repeat-row-11"><label data-i18n="type">Type</label><br/>
<select name="attr_type" title="Type">
<option class="option" value="M" selected="selected" data-i18n="mana">Mana</option>
<option class="option" value="P" data-i18n="physical">Physical</option>
</select>
</div>
<div class="repeat-row repeat-row-11"><label data-i18n="range">Range</label><br/>
<select name="attr_range" title="Range">
<option value="LOS" selected="selected" data-i18n="los">LOS</option>
<option value="LOS (A)" data-i18n="losa">LOS (A)</option>
<option value="Special" data-i18n="special">Special</option>
<option value="T" data-i18n="t">T</option>
<option value="T (A)" data-i18n="ta">T (A)</option>
</select>
</div>
<div class="repeat-row repeat-row-12"><label data-i18n="duration">Duration</label><br/>
<select name="attr_duration" title="Duration">
<option value="Instant" selected="selected" data-i18n="instant">Instant</option>
<option value="Permanent" data-i18n="permanent">Permanent</option>
<option value="Special" data-i18n="special">Special</option>
<option value="Sustained" data-i18n="sustained">Sustained</option>
</select>
</div>
<div class="repeat-row"><label data-i18n="drain">Drain</label><br/><input type="number" name="attr_drain" value="" placeholder="-1" title="Drain code" /></div>
<input class="category" name="attr_category" type="hidden" value="Combat">
<div class="repeat-row repeat-row-11"><label data-i18n="combat">Combat</label><br/>
<select class="combat-type" name="attr_combat_type" title="Combat type">
<option class="option" value="Force " selected="selected"></option>
<option class="option" value="Direct, Force " data-i18n="direct">Direct</option>
<option class="option" value="Indirect, Force ?{Force|}, AP -" data-i18n="indirect">Indirect</option>
</select>
</div>
<div class="repeat-row"><label>Dam</label><br/>
<input class="spell-input" type="text" name="attr_damage" value="" placeholder="P" title="Damage type" />
</div>
<div class="weapon-note">
<input type="text" name="attr_note" value="" placeholder="Spell notes"/>
</div>
</div>
</div>
<div class="display">
<input type="hidden" name="attr_spell" value="" />
<div class="repeat-indent">
<span class="repeat-dice">(<span name="attr_dice"></span>)</span> <button type="roll" name="spell" value="@{gm_toggle} &{template:rolls}{{header=@{name}}}{{base=Base}}{{dice=[[((@{dice})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=@{combat_type}?{Force|}, Drain [[?{Force|}+(@{drain})]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}">
<span name="attr_name"></span>
</button>
<span name="attr_spell"></span>
</div>
</div>
</div>
</fieldset>
</div><!-- ~~~~~~~~ End of Spells ~~~~~~~~ -->
<!-- ~~~~~~~~ Complex Forms ~~~~~~~~ -->
<input type="hidden" class="character-type" name="attr_flag_special" />
<div class="resonance"><h2 data-i18n="complexform">Complex Forms</h2>
<fieldset class="repeating_form">
<div class="repeating spell toggle">
<input type="checkbox" class="settings-toggle" name="attr_form_toggle" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div class="repeat-section">
<div class="repeat-row"><label data-i18n="dice">Dice</label><input type="number" name="attr_software_dice" value="" placeholder="18" title="Software dicepool" /></div>
<div class="repeat-row repeat-row-20"><label data-i18n="name">Name</label><input type="text" name="attr_form_name" value="" placeholder="Editor" title="Complex form name" /></div>
<div class="repeat-row repeat-row-15"><label data-i18n="target">Target</label>
<select name="attr_form_target" title="Target">
<option class="option" value="Device" selected="selected" data-i18n="device">Device</option>
<option class="option" value="File" data-i18n="file">File</option>
<option class="option" value="Host" data-i18n="host">Host</option>
<option class="option" value="IC" data-i18n="ic">IC</option>
<option class="option" value="Persona" data-i18n="persona">Persona</option>
<option class="option" value="Self" data-i18n="self">Self</option>
<option class="option" value="Sprite" data-i18n="sprite">Sprite</option>
</select>
</div>
<div class="repeat-row repeat-row-11"><label data-i18n="duration">Duration</label><input class="spell-input" type="text" name="attr_form_duration" value="" placeholder="P" title="Duration" /></div>
<div class="repeat-row repeat-row-11"><label data-i18n="fadevalue">Fade Value</label><input type="number" name="attr_form_fade" value="" placeholder="+2" title="Fade code" /></div>
<div class="weapon-note">
<input type="text" name="attr_form_note" value="" placeholder="Form notes"/>
</div>
</div>
</div>
<div class="display">
<input type="hidden" name="attr_form" value="" />
<div class="repeat-indent">
<span class="repeat-dice">(<span name="attr_software_dice"></span>)</span> <button type="roll" name="complex form" value="@{gm_toggle} &{template:rolls}{{header=@{form}}}{{base=Base}}{{dice=[[((@{form_dice})+@{wound_toggle}+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{desc=?{Level|}, Fade [[?{Level|}+(@{form_fade})]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Complex form name">
<span name="attr_form_name"></span>
</button>
<span name="attr_form"></span>
</div>
</div>
</div>
</fieldset>
</div><!-- ~~~~~~~~ End of Complex Forms ~~~~~~~~ -->
<!-- ~~~~~~~~ IC! ~~~~~~~~ -->
<input type="hidden" class="npc-type" name="attr_sheet_type" value="grunt" />
<div class="host"><h2 data-i18n="intrusioncountermeasures">Intrusion Countermeasures</h2>
<fieldset class="repeating_IC">
<div class="repeating toggle">
<input type="checkbox" class="settings-toggle" name="attr_weapon_toggle" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<div class="repeat-section">
<div class="repeat-row" style="width: 33%;"><label data-i18n="name">Name</label><input type="text" name="attr_IC_name" value="" placeholder="IC Name" /></div>
<span>[</span>
<div class="repeat-row repeat-row-20"><label data-i18n="iclimit">IC Limit</label><br/>
<select name="attr_IC_limit" title="Limit">
<option class="option" value="@{attack}" selected="selected" data-i18n="attack">Attack</option>
<option class="option" value="@{data_processing}" data-i18n="dataprocessing">Data Processing</option>
</select>
</div>
<span>]</span>
<div class="repeat-row repeat-row-20"><label data-i18n="defenseattribute">Defense Attribute</label><br/>
<select name="attr_IC_attribute" title="Mental attribute resistance">
<option class="option" value="Willpower" selected="selected" data-i18n="willpower">Willpower</option>
<option class="option" value="Intuition" data-i18n="intuition">Intuition</option>
<option class="option" value="Logic" data-i18n="logic">Logic</option>
</select>
</div>
<span> vs. </span>
<div class="repeat-row repeat-row-20"><label data-i18n="defensematrixattr">Defense Matrix Attr.</label><br/>
<select name="attr_IC_matrix" title="Matrix attribute resistance">
<option class="option" value="Attack" data-i18n="attack">Attack</option>
<option class="option" value="Sleaze" data-i18n="sleaze">Sleaze</option>
<option class="option" value="Data Processing" selected="selected" data-i18n="dataprocessing">Data Processing</option>
<option class="option" value="Firewall" data-i18n="firewall">Firewall</option>
</select>
</div>
<div class="weapon-note">
<input type="text" name="attr_IC_note" value="" placeholder="IC notes"/>
</div>
</div>
</div>
<div class="display">
<input type="hidden" name="attr_IC" value="" />
<input type="hidden" class="program-toggle" name="attr_program_toggle" value="" />
<div class="repeat-indent">
<input type="checkbox" class="program-toggle" name="attr_program_toggle" checked="checked" /><span class="program-toggle">Q</span>
<button type="roll" name="IC" value="@{gm_toggle} &{template:rolls}{{header=Intrusion Countermeasures}}{{base=Base}}{{dice=[[((@{IC_attack})+@{modifier_toggle})d6>5@{explode_toggle}]]}}{{desc=Defense: @{IC_attribute} + @{IC_matrix}}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Intrusion Countermeasures Roll">
<span name="attr_IC_name"></span>
</button>
<span name="attr_IC"></span>
</div>
</div>
</div>
</fieldset>
</div><!-- ~~~~~~~~ End of IC! ~~~~~~~~ -->
<!-- ~~~~~~~~ Start of Matrix Area ~~~~~~~~ -->
<input type="hidden" class="character-type" name="attr_flag_matrix" />
<div class="matrix">
<div class="2col">
<h1 data-i18n="matrixdevice">Matrix Device</h1><input type="text" name="attr_device_name" placeholder="Sony CIY-720" />
</div>
<div class="2col">
<label>
<button type="roll" name="device rating" value="&{template:rolls}{{header=Matrix Resistance}}{{base=Base}}{{dice=[[((@{device_rating}+@{firewall})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Matrix Resistance Roll" data-i18n="devicerating">Device Rating</button>
</label>
<input type="number" name="attr_device_rating" value="" placeholder="4" title="Device Rating" />
</div>
<div class="device-attr">
<label>
<button type="roll" name="attack" value="&{template:rolls}{{header=Attack}}{{base=Base}}{{dice=[[(@{attack}+(?{Attribute|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Attack Roll" data-i18n="attack">Attack</button>
</label>
<div class="matrix-bubble matrixAttack">
<input type="radio" name="attr_attack" value="1" /><span></span>
<input type="radio" name="attr_attack" value="2" /><span></span>
<input type="radio" name="attr_attack" value="3" /><span></span>
<input type="radio" name="attr_attack" value="4" /><span></span>
<input type="radio" name="attr_attack" value="5" /><span></span>
<input type="radio" name="attr_attack" value="6" /><span></span>
<input type="radio" name="attr_attack" value="7" /><span></span>
<input type="radio" name="attr_attack" value="8" /><span></span>
<input type="radio" name="attr_attack" value="9" /><span></span>
<input type="radio" name="attr_attack" value="10" /><span></span>
<input type="radio" name="attr_attack" value="11" /><span></span>
<input type="radio" name="attr_attack" value="12" /><span></span>
<input type="radio" name="attr_attack" value="13" /><span></span>
<input type="radio" name="attr_attack" value="14" /><span></span>
<input type="radio" name="attr_attack" value="15" /><span></span>
<input type="radio" name="attr_attack" value="16" /><span></span>
<input type="radio" name="attr_attack" value="17" /><span></span>
<input type="radio" name="attr_attack" value="18" /><span></span>
<input type="radio" name="attr_attack" value="19" /><span></span>
<input type="radio" name="attr_attack" value="20" /><span></span>
</div>
<input type="number" name="attr_attack" value="" placeholder="4" />
</div>
<div class="device-attr">
<label>
<button type="roll" name="sleaze" value="&{template:rolls}{{header=Sleaze}}{{base=Base}}{{dice=[[(@{sleaze}+(?{Attribute|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Sleaze Roll" data-i18n="sleaze">Sleaze</button>
</label>
<div class="matrix-bubble matrixSleaze">
<input type="radio" name="attr_sleaze" value="1" /><span></span>
<input type="radio" name="attr_sleaze" value="2" /><span></span>
<input type="radio" name="attr_sleaze" value="3" /><span></span>
<input type="radio" name="attr_sleaze" value="4" /><span></span>
<input type="radio" name="attr_sleaze" value="5" /><span></span>
<input type="radio" name="attr_sleaze" value="6" /><span></span>
<input type="radio" name="attr_sleaze" value="7" /><span></span>
<input type="radio" name="attr_sleaze" value="8" /><span></span>
<input type="radio" name="attr_sleaze" value="9" /><span></span>
<input type="radio" name="attr_sleaze" value="10" /><span></span>
<input type="radio" name="attr_sleaze" value="11" /><span></span>
<input type="radio" name="attr_sleaze" value="12" /><span></span>
<input type="radio" name="attr_sleaze" value="13" /><span></span>
<input type="radio" name="attr_sleaze" value="14" /><span></span>
<input type="radio" name="attr_sleaze" value="15" /><span></span>
<input type="radio" name="attr_sleaze" value="16" /><span></span>
<input type="radio" name="attr_sleaze" value="17" /><span></span>
<input type="radio" name="attr_sleaze" value="18" /><span></span>
<input type="radio" name="attr_sleaze" value="19" /><span></span>
<input type="radio" name="attr_sleaze" value="20" /><span></span>
</div>
<input type="number" name="attr_sleaze" value="" placeholder="4" />
</div>
<div class="device-attr">
<label>
<button type="roll" name="data processing" value="&{template:rolls}{{header=Data Processing}}{{base=Base}}{{dice=[[(@{data_processing}+(?{Attribute|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Data Processing Roll" data-i18n="dataprocessing">Data Processing</button>
</label>
<div class="matrix-bubble matrixData">
<input type="radio" name="attr_data_processing" value="1" /><span></span>
<input type="radio" name="attr_data_processing" value="2" /><span></span>
<input type="radio" name="attr_data_processing" value="3" /><span></span>
<input type="radio" name="attr_data_processing" value="4" /><span></span>
<input type="radio" name="attr_data_processing" value="5" /><span></span>
<input type="radio" name="attr_data_processing" value="6" /><span></span>
<input type="radio" name="attr_data_processing" value="7" /><span></span>
<input type="radio" name="attr_data_processing" value="8" /><span></span>
<input type="radio" name="attr_data_processing" value="9" /><span></span>
<input type="radio" name="attr_data_processing" value="10" /><span></span>
<input type="radio" name="attr_data_processing" value="11" /><span></span>
<input type="radio" name="attr_data_processing" value="12" /><span></span>
<input type="radio" name="attr_data_processing" value="13" /><span></span>
<input type="radio" name="attr_data_processing" value="14" /><span></span>
<input type="radio" name="attr_data_processing" value="15" /><span></span>
<input type="radio" name="attr_data_processing" value="16" /><span></span>
<input type="radio" name="attr_data_processing" value="17" /><span></span>
<input type="radio" name="attr_data_processing" value="18" /><span></span>
<input type="radio" name="attr_data_processing" value="19" /><span></span>
<input type="radio" name="attr_data_processing" value="20" /><span></span>
</div>
<input type="number" name="attr_data_processing" value="" placeholder="4" />
</div>
<div class="device-attr">
<label>
<button type="roll" name="firewall" value="&{template:rolls}{{header=Firewall}}{{base=Base}}{{dice=[[(@{firewall}+(?{Attribute|Willpower,@{willpower}|Logic,@{logic}|Intuition,@{intuition}})+@{modifier_toggle}+@{edge_toggle})d6>5@{explode_toggle}]]}}{{mod=[[@{modifier_toggle}]]}}{{wound=[[@{wound_toggle}]]}}{{edge=[[@{edge_toggle}]]}}" title="Firewall Roll" data-i18n="firewall">Firewall</button>
</label>
<div class="matrix-bubble matrixFirewall">
<input type="radio" name="attr_firewall" value="1" /><span></span>
<input type="radio" name="attr_firewall" value="2" /><span></span>
<input type="radio" name="attr_firewall" value="3" /><span></span>
<input type="radio" name="attr_firewall" value="4" /><span></span>
<input type="radio" name="attr_firewall" value="5" /><span></span>
<input type="radio" name="attr_firewall" value="6" /><span></span>
<input type="radio" name="attr_firewall" value="7" /><span></span>
<input type="radio" name="attr_firewall" value="8" /><span></span>
<input type="radio" name="attr_firewall" value="9" /><span></span>
<input type="radio" name="attr_firewall" value="10" /><span></span>
<input type="radio" name="attr_firewall" value="11" /><span></span>
<input type="radio" name="attr_firewall" value="12" /><span></span>
<input type="radio" name="attr_firewall" value="13" /><span></span>
<input type="radio" name="attr_firewall" value="14" /><span></span>
<input type="radio" name="attr_firewall" value="15" /><span></span>
<input type="radio" name="attr_firewall" value="16" /><span></span>
<input type="radio" name="attr_firewall" value="17" /><span></span>
<input type="radio" name="attr_firewall" value="18" /><span></span>
<input type="radio" name="attr_firewall" value="19" /><span></span>
<input type="radio" name="attr_firewall" value="20" /><span></span>
</div>
<input type="number" name="attr_firewall" value="" placeholder="4" />
</div>
<div class="matrix-program">
<h3 data-i18n="programs">Programs</h3>
<fieldset class="repeating_programs">
<div class="repeating toggle">
<input type="checkbox" class="settings-toggle" name="attr_program_toggle" checked="checked" title="Settings toggle" /><span>x</span>
<div class="settings">
<input type="text" name="attr_program" value="" placeholder="Program Name" title="Program name" />
<br />
<div class="weapon-note">
<input type="text" name="attr_program_note" value="" placeholder="Program Description" title="Description" />
</div>
</div>
<div class="display">
<input type="hidden" class="program-toggle" name="attr_program_on" value="" />
<div class="repeat-indent">
<input type="checkbox" class="program-toggle" name="attr_program_on" checked="checked" title="Toggle on/off" /><span class="program-toggle">Q</span>
<button type="roll" name="program" value="@{gm_toggle} &{template:rolls}{{header=@{program}}}{{desc=@{program_note}}}"><span name="attr_program"></span></button><span name="attr_program_note"></span>
</div>
</div>
</div>
</fieldset>
</div>
</div><!-- ~~~~~~~~ End of Matrix Area ~~~~~~~~ -->
</div><!-- ~~~~~~~~ End of the NPC sheet ~~~~~~~~ -->
<div class="footer"><span data-i18n="copyrightfooter">The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with any official capacity whatsoever.</span><span>Version </span><span name="attr_version"></span></div>
<!-- ~~~~~~~~+:+:::::+:+::+:+:+::+:+:+:+::+:+::::::+:+::+:+:+:+::+:+:::::+:+:+:+:::::+:+::+:+:+::+:+:+:+::::+:+:~~~~~~~~ -->
<!-- ~~~~~~~~:+:+::+:+:+:+:+::+:+:+:+:+:+: Roll Template :+:+::+:+:+::+:+:+:+::+:+:+::+:+:+:+::+:+::+:+:+:::+:+:~~~~~~~~ -->
<!-- ~~~~~~~~+:+:::::+:+::+:+:::::+:+::+:+:+::+:+:+:+::+:+:::::+:+:::::+:+:+:+:::::+:+::+:+:+::+:+:+:+::+::+:+:+~~~~~~~~ -->
<div class="rolltemplates">
<!--Roll Template for rolling without Focus-->
<rolltemplate class="sheet-rolltemplate-rolls">
<div class="sheet-template-body">
<div class="sheet-template-header">
{{#header}}{{header}}{{/header}}{{#spec}}<span> ({{spec}})</span>{{/spec}}<br />
{{#arm}}<span>{{arm}}</span>{{/arm}}
{{#base}}<span>{{base}}</span>{{/base}}
{{#rollLess() wound 0}}<span> ♦ </span><span data-i18n="wounds">Wounds</span>{{/rollLess() wound 0}}
{{#rollLess() mod 0}}<span> ♦ </span><span data-i18n="modifier">Modifier</span>{{/rollLess() mod 0}}
{{#rollGreater() mod 0}}<span> ♦ </span><span data-i18n="modifier">Modifier</span>{{/rollGreater() mod 0}}
{{#rollGreater() edge 0}}<span> ♦ </span><span data-i18n="edge">Edge</span>{{/rollGreater() edge 0}}
</div>
{{#dice}}<div class="sheet-template-row">{{dice}}</div>{{/dice}}
{{#desc}}
<div class="sheet-template-row">
<span class="sheet-template-desc">
{{desc}}
{{#rollGreater() rea 0}}, <span data-i18n="reach">Reach<span> {{rea}}{{/rollGreater() rea 0}}
{{#rollGreater() drain 1}}, <span data-i18n="drain">Drain</span> {{drain}}{{/rollGreater() drain 1}}
{{#rollLess() drain 2}}, <span data-i18n="drain-2">Drain 2<span>{{/rollLess() drain 2}}
</span>
</div>
{{/desc}}
{{#opp}}<div class="sheet-template-row">{{opp}}</div>{{/opp}}
</div>
</rolltemplate>
</div>
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hidden Attributes ~~~~~~~~~~~~~~~~~~~~~~~~ -->
<input type="hidden" name="attr_version" value="1.35" />
<input type="hidden" name="attr_wounds" value="0" />
<input type="hidden" name="attr_explode_toggle" value="" />
<input type="hidden" name="attr_armor_name" value="select a Primary in Arms" />
<input type="hidden" name="attr_soak" min="0" value="0" />
<input type="hidden" name="attr_acid_protection" min="0" value="0" />
<input type="hidden" name="attr_cold_protection" min="0" value="0" />
<input type="hidden" name="attr_electrical_protection" min="0" value="0" />
<input type="hidden" name="attr_fire_protection" min="0" value="0" />
<input type="hidden" name="attr_radiation_protection" min="0" value="0" />
<input type="hidden" name="attr_primary_range_weapon" value="select a Primary in Arms" />
<input type="hidden" name="attr_primary_range_weapon_skill" />
<input type="hidden" name="attr_primary_range_weapon_damage" />
<input type="hidden" name="attr_primary_range_weapon_dicepool" />
<input type="hidden" name="attr_primary_range_weapon_acc" />
<input type="hidden" name="attr_primary_range_weapon_ap" />
<input type="hidden" name="attr_primary_range_weapon_mode" />
<input type="hidden" name="attr_primary_range_weapon_recoil" />
<input type="hidden" name="attr_primary_range_weapon_ammo" />
<input type="hidden" name="attr_primary_melee_weapon" value="select a Primary in Arms" />
<input type="hidden" name="attr_primary_melee_weapon_skill" />
<input type="hidden" name="attr_primary_melee_weapon_damage" />
<input type="hidden" name="attr_primary_melee_weapon_dicepool" />
<input type="hidden" name="attr_primary_melee_weapon_acc" />
<input type="hidden" name="attr_primary_melee_weapon_ap" />
<input type="hidden" name="attr_primary_melee_weapon_reach" />
<input type="hidden" name="attr_physical_limit" value="4" />
<input type="hidden" name="attr_mental_limit"s value="4" />
<input type="hidden" name="attr_social_limit" value="5" />
<input type="hidden" name="attr_initiative_mod" value="6" />
<input type="hidden" name="attr_initiative_dice" min="1" max="5" value="1" />
<input type="hidden" name="attr_astral_mod" value="6" />
<input type="hidden" name="attr_astral_dice" max="5" value="3" />
<input type="hidden" name="attr_matrix_mod" value="0" />
<input type="hidden" name="attr_matrix_dice" max="5" />
<input type="hidden" name="attr_walk" value="12" />
<input type="hidden" name="attr_run" value="24" />
<input type="hidden" name="attr_physical" value="10" />
<input type="hidden" name="attr_stun" value="10" />
<input type="hidden" name="attr_physical_max" min="0" value="10" />
<input type="hidden" name="attr_stun_max" min="0" value="10" />
<input type="hidden" name="attr_matrix" value="10" />
<input type="hidden" name="attr_matrix_max" min="8" value="10" />
<input type="hidden" name="attr_defense" value="6" />
<input type="hidden" name="attr_acting" min="0" value="0" />
<input type="hidden" name="attr_aeronauticsmechanic" min="0" value="0" />
<input type="hidden" name="attr_alchemy" min="0" value="0" />
<input type="hidden" name="attr_animalhandling" min="0" value="0" />
<input type="hidden" name="attr_arcana" min="0" value="0" />
<input type="hidden" name="attr_archery" min="0" value="0" />
<input type="hidden" name="attr_armorer" min="0" value="0" />
<input type="hidden" name="attr_artificing" min="0" value="0" />
<input type="hidden" name="attr_artisan" min="0" value="0" />
<input type="hidden" name="attr_assensing" min="0" value="0" />
<input type="hidden" name="attr_astralcombat" min="0" value="0" />
<input type="hidden" name="attr_athletics" min="0" value="0" />
<input type="hidden" name="attr_automatics" min="0" min="0" value="0" />
<input type="hidden" name="attr_automotivemechanic" min="0" value="0" />
<input type="hidden" name="attr_banishing" min="0" value="0" />
<input type="hidden" name="attr_binding" min="0" value="0" />
<input type="hidden" name="attr_biotech" min="0" value="0" />
<input type="hidden" name="attr_biotechnology" min="0" value="0" />
<input type="hidden" name="attr_blades" min="0" value="0" />
<input type="hidden" name="attr_chemistry" min="0" value="0" />
<input type="hidden" name="attr_closecombat" min="0" value="0" />
<input type="hidden" name="attr_clubs" min="0" value="0" />
<input type="hidden" name="attr_compiling" min="0" value="0" />
<input type="hidden" name="attr_computer" min="0" value="0" />
<input type="hidden" name="attr_con" min="0" value="0" />
<input type="hidden" name="attr_conjuring" min="0" value="0" />
<input type="hidden" name="attr_counterspelling" min="0" value="0" />
<input type="hidden" name="attr_cracking" min="0" value="0" />
<input type="hidden" name="attr_cybercombat" min="0" value="0" />
<input type="hidden" name="attr_cybertechnology" min="0" value="0" />
<input type="hidden" name="attr_decompiling" min="0" value="0" />
<input type="hidden" name="attr_demolitions" min="0" value="0" />
<input type="hidden" name="attr_disenchanting" min="0" value="0" />
<input type="hidden" name="attr_disguise" min="0" value="0" />
<input type="hidden" name="attr_diving" min="0" value="0" />
<input type="hidden" name="attr_electronics" min="0" value="0" />
<input type="hidden" name="attr_electronicwarfare" min="0" value="0" />
<input type="hidden" name="attr_enchanting" min="0" value="0" />
<input type="hidden" name="attr_engineering" min="0" value="0" />
<input type="hidden" name="attr_escapeartist" min="0" value="0" />
<input type="hidden" name="attr_etiquette" min="0" value="0" />
<input type="hidden" name="attr_exoticmelee" min="0" value="0" />
<input type="hidden" name="attr_exoticrange" min="0" value="0" />
<input type="hidden" name="attr_firearms" min="0" value="0" />
<input type="hidden" name="attr_firstaid" min="0" value="0" />
<input type="hidden" name="attr_flight" min="0" value="0" />
<input type="hidden" name="attr_forgery" min="0" value="0" />
<input type="hidden" name="attr_freefall" min="0" value="0" />
<input type="hidden" name="attr_gunnery" min="0" value="0" />
<input type="hidden" name="attr_gymnastics" min="0" value="0" />
<input type="hidden" name="attr_hacking" min="0" value="0" />
<input type="hidden" name="attr_hardware" min="0" value="0" />
<input type="hidden" name="attr_heavyweapons" min="0" value="0" />
<input type="hidden" name="attr_impersonation" min="0" value="0" />
<input type="hidden" name="attr_industrialmechanic" min="0" value="0" />
<input type="hidden" name="attr_influence" min="0" value="0" />
<input type="hidden" name="attr_instruction" min="0" value="0" />
<input type="hidden" name="attr_intimidation" min="0" value="0" />
<input type="hidden" name="attr_leadership" min="0" value="0" />
<input type="hidden" name="attr_locksmith" min="0" value="0" />
<input type="hidden" name="attr_longarms" min="0" value="0" />
<input type="hidden" name="attr_medicine" min="0" value="0" />
<input type="hidden" name="attr_nauticalmechanic" min="0" value="0" />
<input type="hidden" name="attr_navigation" min="0" value="0" />
<input type="hidden" name="attr_negotiation" min="0" value="0" />
<input type="hidden" name="attr_outdoors" min="0" value="0" />
<input type="hidden" name="attr_palming" min="0" value="0" />
<input type="hidden" name="attr_perception" min="0" value="0" />
<input type="hidden" name="attr_performance" min="0" value="0" />
<input type="hidden" name="attr_pilotaerospace" min="0" value="0" />
<input type="hidden" name="attr_pilotaircraft" min="0" value="0" />
<input type="hidden" name="attr_pilotexoticvehicle" min="0" value="0" />
<input type="hidden" name="attr_pilotgroundcraft" min="0" value="0" />
<input type="hidden" name="attr_pilotwalker" min="0" value="0" />
<input type="hidden" name="attr_pilotwatercraft" min="0" value="0" />
<input type="hidden" name="attr_pistols" min="0" value="0" />
<input type="hidden" name="attr_registering" min="0" value="0" />
<input type="hidden" name="attr_ritualspellcasting" min="0" value="0" />
<input type="hidden" name="attr_running" min="0" value="0" />
<input type="hidden" name="attr_sneaking" min="0" value="0" />
<input type="hidden" name="attr_software" min="0" value="0" />
<input type="hidden" name="attr_sorcery" min="0" value="0" />
<input type="hidden" name="attr_spellcasting" min="0" value="0" />
<input type="hidden" name="attr_stealth" min="0" value="0" />
<input type="hidden" name="attr_summoning" min="0" value="0" />
<input type="hidden" name="attr_survival" min="0" value="0" />
<input type="hidden" name="attr_swimming" min="0" value="0" />
<input type="hidden" name="attr_tasking" min="0" value="0" />
<input type="hidden" name="attr_throwingweapons" min="0" value="0" />
<input type="hidden" name="attr_tracking" min="0" value="0" />
<input type="hidden" name="attr_unarmedcombat" min="0" value="0" />
<!--Sheet Worker-->
<script type="text/worker">
//Sheet open versioning
on("sheet:opened", function() {
getAttrs(["version"], (v) => {versioning(v.version);});
});
const versioning = (version) => {
console.log(`%c Shadowrun 5th Edition versioning, ${version}`, "color: blue; font-weight:bold");
if (version === "1.41") {
console.log(`%c Shadowrun 5th Edition is update to date`, "color: red; font-weight:bold");
} else if (version === "1.4") {
const toggles = [`wound_toggle`, `edge_toggle`, `modifier_toggle`];
getAttrs(toggles, (v) => {
let set = {};
toggles.forEach(attr => {
const name = attr.split("_")[0], value = v[`${attr}`].toString();
(value != "0" || !value.includes(name)) ? set[`${attr}`] = 0 : false;
});
setAttrs(set);
});
setAttrs({version: "1.41"}, () => {versioning("1.41")});
} else if (version === "1.35") {
getAttrs(["sheet_type"], (v) => {
let update = {};
(v.sheet_type === "goon") ? update["sheet_type"] = "grunt" : false;
setAttrs(update);
});
setAttrs({version: "1.36"}, () => {versioning("1.4")});
} else {
setAttrs({version: "1.35"}, () => {versioning("1.35")});
};
};
on("clicked:whisper", (eventinfo) => {
getAttrs([`gm_toggle`], (v) => {
setAttrs({
gm_toggle: (!v.gm_toggle.includes("gm")) ? "/w gm" : " "
});
});
});
on("clicked:wound clicked:modifier clicked:edge", (eventinfo) => {
const attr = eventinfo.triggerName.split("clicked:")[1];
getAttrs([`${attr}_toggle`], (v) => {
const value = v[`${attr}_toggle`];
const change = (attr === "wound" && value != "@{wounds}") ? "@{wounds}" : (attr === "edge" && value != "@{edge}") ? "@{edge}" : (attr === "modifier" && value != "?{Modifiers +/-|0}") ? "?{Modifiers +/-|0}" : 0;
setAttrs({
[`${attr}_toggle`]: change
});
});
});
[`core`, `arms`, `augs`, `gear`, `magic`, `matrix`, `social`, `vehicle`, `options`].forEach(attr => {
on(`clicked:tab_${attr}`, () => {
console.log(`c% The button clicked was tab_${attr} update tab to ${attr}`);
setAttrs({tab: attr});
});
});
//Watch for Updates and Run the needed functions
on("change:agility change:walk_modifier change:run_modifier", () => {
update_movement();
});
on("change:body change:strength change:lift_carry_modifier", (eventinfo) => {
const source = eventinfo.sourceAttribute;
update_common_rolls(["body", "strength", "lift_carry_modifier"]);
//STRENGTH & BODY RUN THIS
(source.includes("strength") || source.includes("body")) ? update_limit("physical") : false;
//ONLY RUN ON BODY CHANGE
if (source.includes("body")) {
update_common_rolls(["body", "overflow_modifier"]);
update_common_rolls(["body", "armor_rating", "soak_modifier", "soak_temp", `soak_temp_flag`]);
update_track("physical");
};
});
on("change:reaction change:intuition", (eventinfo) => {
const source = eventinfo.sourceAttribute;
update_common_rolls(["reaction", "intuition", "defense_modifier", "defense_temp", `defense_temp_flag`]);
update_initiative();
//REACTION UPDATES PHYSICAL, INTUITION UPDATES MENTAL
(source.includes("reaction")) ? update_limit("physical") : update_limit("mental");
//ONLY RUN ON INTUITION CHANGE
(source.includes("intuition")) ? update_common_rolls(["charisma", "intuition", "judge_intentions_modifier"]) : false;
});
on("change:willpower", () => {
update_common_rolls(["charisma", "willpower", "composure_modifier"]);
update_common_rolls(["logic", "willpower", "memory_modifier"]);
update_track("stun");
update_limit("social");
update_limit("mental");
});
on("change:logic change:memory_modifier", (eventinfo) => {
const source = eventinfo.sourceAttribute;
update_common_rolls(["logic", "willpower", "memory_modifier"]);
//LOGIC UPDATES LIMIT
(source.includes("logic")) ? update_limit("mental") : false;
});
on("change:charisma change:composure_modifier change:judge_intentions_modifier", (eventinfo) => {
const source = eventinfo.sourceAttribute;
//CHARISMA & COMPOSURE UPDATE COMPOSURE
(source.includes("charisma") || source.includes("composure")) ? update_common_rolls(["charisma", "willpower", "composure_modifier"]) : false;
//CHARISMA & JUDGE INTENTIONS UPDATE JUDGE INTENTIONS
(source.includes("charisma") || source.includes("judge")) ? update_common_rolls(["charisma", "intuition", "judge_intentions_modifier"]) : false;
//ONLY CHARISMA UPDATES SOCIAL LIMIT
(source.includes("charisma")) ? update_limit("social") : false;
});
on("change:essence", () => {
update_limit("social");
});
on("change:physical_modifier change:flag_drone", () => {
update_track("physical");
});
on("change:stun_modifier", () => {
update_track("stun");
});
on("change:initiative_modifier change:initiative_temp change:initiative_temp_flag", () => {
update_initiative();
});
on("change:defense_modifier change:defense_temp change:defense_temp_flag", () => {
update_common_rolls(["reaction", "intuition", "defense_modifier", "defense_temp", `defense_temp_flag`]);
});
on("change:armor_rating change:soak_modifier change:soak_temp change:soak_temp_flag", () => {
update_common_rolls(["body", "armor_rating", "soak_modifier", "soak_temp", `soak_temp_flag`]);
});
on("change:mental_limit_modifier change:mental_limit_temp change:mental_limit_temp_flag change:physical_limit_modifier change:physical_limit_temp change:physical_limit_temp_flag change:social_limit_modifier change:social_limit_temp change:social_limit_temp_flag", (eventinfo) => {
const type = eventinfo.sourceAttribute.split("_")[0]; update_limit(type);
});
on("change:pain_tolerance", () => {
update_wounds();
});
//Calculate ATTRIBUTES
['body', 'agility', 'reaction', 'strength', 'willpower', 'logic', 'intuition','charisma','magic', 'resonance',
].forEach(attr => {
// Attach listener
on(`change:${attr}_base change:${attr}_modifier change:${attr}_temp change:${attr}_temp_flag`, () => {
// Load attribute values
getAttrs([`${attr}_base`, `${attr}_modifier`, `${attr}_temp`, `${attr}_temp_flag`], (v) => {
// Do some math to calculate the total
const bas = parseInt(v[`${attr}_base`]) || 0;
const mod = parseInt(v[`${attr}_modifier`]) || 0;
const tem = (v[`${attr}_temp_flag`] === "on") ? parseInt(v[`${attr}_temp`]) || 0 : 0;
const bon = mod + tem;
const stat = bas + bon;
// Update the finalized total
setAttrs({
[attr]: stat,
[`display_${attr}`]: bon === 0 ? bas : `${bas} (${stat})`
});
});
});
});
//Calculaute limts
const update_limit = (type) => {
let attrs = [`${type}_limit_modifier`, `${type}_limit_temp`, `${type}_limit_temp_flag`];
if (type === "mental") {
attrs.push("intuition", "willpower", "logic");
} else if (type === "physical") {
attrs.push("body", "reaction", "strength");
} else {
attrs.push("essence", "willpower", "charisma");
};
getAttrs(attrs, (v) => {
const attr1 = attrs[3], attr2 = attrs[4], attr3 = attrs[5];
const stat1 = (attr1 === "essence") ? Math.ceil(v[`${attr1}`]) || 0 : parseInt(v[`${attr1}`]) || 0; //Essence, Intuition, Body
const stat2 = parseInt(v[`${attr2}`]) || 0; //Willpower, Reaction
const stat3 = parseInt(v[`${attr3}`]) || 0; //Logic, Strenght, Charisma
const mod = parseInt(v[`${type}_limit_modifier`]) || 0;
const tem = (v[`${type}_limit_temp_flag`] === "on") ? parseInt(v[`${type}_limit_temp_flag`]) || 0 : 0;
const tot = ((stat1 + stat2 + (stat3 * 2))/3);
const update = Math.ceil(tot) + (mod + tem);
setAttrs({[`${type}_limit`]: update});
});
};
//This function checks changes to repeating_armor and updates the Primary Armor if needed
on("change:repeating_armor", function(eventInfo) {
const source = eventInfo.sourceAttribute;
const newV = eventInfo.newValue;
const arm = ["repeating_armor"];
const armors = [`${arm}_name`, `${arm}_rating`, `${arm}_acid_modifier`, `${arm}_electrical_modifier`, `${arm}_cold_modifier`,`${arm}_fire_modifier`, `${arm}_radiation_modifier`, `${arm}_dicepool_modifier`];
//Check if the event was related to the primary flag & armor is set to primary
if (source.includes('primary') && newV === 'primary') {
//Get attributes from the repeating_armor
getAttrs(armors, (v) => {
let update = {};
//Update the hidden static Primary Armor attributes with the repeating_armor attributes
_.each(armors, (armor) => {
const name = (armor.includes("name") || armor.includes("rating")) ? armor.split("repeating_")[1] : armor.split(`${arm}_`)[1];
update[`${name}`] = v[`${armor}`];
});
setAttrs(update);
});
//Set the other repeating_armor primary flags to 0 aka unchecked
getSectionIDs(`${arm}`, function(ids) {
let IDs = [];
let update = {};
for(var i=0; i < ids.length; i++) {
IDs.push(`${arm}_` + ids[i] + "_primary");
};
IDs.forEach(id => {
if (id != source) {
update[`${id}`] = 0;
};
});
setAttrs(update);
});
//Check if the event was for a relevant Primary Armor attribute
} else if (source.includes('name') || source.includes('rating') || source.includes('dicepool') || source.includes('acid') || source.includes('cold') || source.includes('electrical') || source.includes('fire') || source.includes('radiation')) {
//Get the primary flag attribute for this armor. Also get the repeating_armor attribute we'll need for an update, doing it now is more efficient.
getAttrs([`${arm}_primary`, `${source}`], (v) => {
//Check if this armor is the designated Primary Armor.
if (v[`${arm}_primary`] === 'primary') {
let update = {};
//Apply the repeating_armor attribute to its static counterpart
switch (true) {
case /name/.test(source) : update["armor_name"] = v[`${source}`]; break;
case /rating/.test(source) : update["armor_rating"] = v[`${source}`]; break;
case /dicepool/.test(source) : update["soak_modifier"] = v[`${source}`]; break;
case /acid/.test(source) : update["acid_modifier"] = v[`${source}`]; break;
case /cold/.test(source) : update["cold_modifier"] = v[`${source}`]; break;
case /electrical/.test(source): update["electrical_modifier"] = v[`${source}`]; break;
case /fire/.test(source) : update["fire_modifier"] = v[`${source}`]; break;
case /radiation/.test(source) : update["radiation_modifier"] = v[`${source}`]; break;
default: console.log(`Source ${source} was invalid`);}
setAttrs(update);
};
});
} else {
console.log("CHANGE NOT RELEVENT Primary Armor");
};
});
// COMMON ROLLS: MEOMORY, JUDGE INTETIONS, COMPOSURE, LIFT & CARRY, OVERFLOW, DEFENSE, & SOAK ROLLS
const update_common_rolls = (attrs) => {
getAttrs(attrs, (v) => {
const found = attrs.find((mod) => { return mod.includes("_modifier") });
const name = found.split("_modifier")[0];
let numbers = [];
//DEFENSE & SOAK HAVE TWO EXTRA ATTRIBUTES. TEMP IS NEEDED BUT ONLY IF THE FLAG IS CHECKED IN SETTINGS
const array = (name === "defense" || name === "soak") ? (v[`${name}_temp_flag`] === "on") ? attrs.splice(0, 4) : attrs.splice(0, 3) : attrs;
_.each(array, (attr) => { numbers.push(parseInt(v[`${attr}`]) || 0); });
const add = (a, b) => a + b, sum = numbers.reduce(add);
setAttrs({[`${name}`]: sum});
console.log(`%c ${name} = ${numbers} totaling ${sum}`, "color: green;font-weight: bold;");
});
};
//Calculate Movement Rates
var update_movement = () => {
getAttrs(["agility", "walk_modifier", "run_modifier"], (v) => {
const agi = parseInt(v.agility) || 0, wmod = parseInt(v.walk_modifier) || 0, rmod = parseInt(v.run_modifier) || 0;
let update = {};
update["walk"] = (agi * 2) + wmod;
update["run"] = (agi * 4) + rmod;
setAttrs(update);
});
};
//Update condition tracks
const update_track = (track) => {
let attrs = [`${track}_modifier`, `${track}_damage`];
(track === "stun") ? attrs.push("willpower") : attrs.push("body", "sheet_type", "flag_drone");
getAttrs(attrs, (v) =>{
const attr1 = attrs[2], stat1 = parseInt(v[`${attr1}`]) || 0; //Willpower or Body
const mod = parseInt(v[`${track}_modifier`]) || 0;
const dam = parseInt(v[`${track}_damage`]) || 0;
let update = {};
if (track === "stun" || v["sheet_type"] === "pc" || v["sheet_type"] === "grunt") {
tot = Math.ceil(stat1/2) + 8 + mod;
} else if (v["sheet_type"] === "vehicle" && v["flag_drone"] === "drone") {
tot = (Math.ceil(stat1/2) + 6 + mod);
} else if (v["sheet_type"] === "vehicle") {
tot = (Math.ceil(stat1/2) + 12 + mod);
} else {
tot = 0; //Sprites don't have Stun or Physical track
};
const current = (dam != 0) ? tot - dam : tot;
update[`${track}`] = current;
update[`${track}_max`] = tot;
setAttrs(update, {silent:true});
});
};
//Calculate Device Rating Track
on("change:device_rating change:matrix_modifier", () => {
getAttrs(["device_rating","matrix_modifier","matrix"], (v) =>{
const dev = parseInt(v.device_rating) || 0, mod = parseInt(v.matrix_modifier) || 0;
const dam = parseInt(v.matrix) || 0;
const tot = Math.ceil(dev/2) + 8 + mod;
const current = (dam > 0) ? dam : tot;
setAttrs({matrix: current});
setAttrs({matrix_max: tot});
});
});
//Convert physical into the physical damage track boxes and reverse
['physical', 'stun'].forEach(attr => {
on(`change:${attr} change:${attr}_damage`, function(eventinfo) {
getAttrs([`${attr}`, `${attr}_damage`, `${attr}_max`], (v) => {
const stat = parseInt(v[`${attr}`]) || 0, dam = parseInt(v[`${attr}_damage`]) || 0, max = parseInt(v[`${attr}_max`]) || 0, source = eventinfo.sourceAttribute;
const wou = (source === `${attr}`) ? max - stat : max - dam;
if (source === `${attr}`) {
(dam === wou) ? false : ((stat < max && dam != wou) ? setAttrs({[`${attr}_damage`]: wou}, {silent: true}) : setAttrs({[`${attr}_damage`]: 0}, {silent: true}));
} else {
(stat === wou) ? false : setAttrs({[`${attr}`]: wou}, {silent: true});
};
update_wounds();
});
});
});
const update_wounds = () => {
getAttrs(["stun_damage", "physical_damage", "pain_tolerance"], (v) => {
const stu = parseInt(v.stun_damage) || 0, phy = parseInt(v.physical_damage) || 0, pai = parseInt(v.pain_tolerance) || 0;
lowP = (pai < 0) ? 2 : 3;
highPhy = (pai > 0) ? phy - pai : phy;
highStu = (pai > 0) ? stu - pai : stu;
pMod = (phy > 0) ? (Math.floor(highPhy/lowP)) : 0;
sMod = (stu > 0) ? (Math.floor(highStu/lowP)) : 0;
wou = Math.floor(-(pMod) + -(sMod));
setAttrs({wounds: wou});
});
};
//Calculate Initiatves
var update_initiative = () => {
getAttrs(["reaction", "intuition", "initiative_modifier", "initiative_temp", "initiative_temp_flag"], (v) =>{
const rea = parseInt(v.reaction) || 0;
const int = parseInt(v.intuition) || 0;
const mod = parseInt(v.initiative_modifier) || 0;
const tem = (v.initiative_temp_flag === "on") ? parseInt(v.initiative_temp) || 0 : 0;
const bas = rea + int;
const tot = rea + int + mod + tem;
let update = {};
update["initiative_mod"] = tot;
(mod != 0) ? update["display_initiative_mod"] = bas + " (" + tot + ")" : update["display_initiative_mod"] = bas;
setAttrs(update);
});
};
on("change:initiative_dice_modifier change:edge_toggle change:initiative_dice_temp change:initiative_dice_temp_flag", () => {
getAttrs(["initiative_dice_modifier", "edge_toggle", "initiative_dice_temp", "initiative_dice_temp_flag"], (v) =>{
const mod = parseInt(v.initiative_dice_modifier) || 0;
const tem = (v.initiative_dice_temp_flag === "on") ? parseInt(v.initiative_dice_temp) || 0 : 0;
const bas = mod + tem;
const tot = Math.min(bas+1,5);
edg = (v.edge_toggle == 0) ? tot : 5;
setAttrs({initiative_dice: edg});
});
});
//Calculate Astral Initiatve
on("change:intuition change:astral_mod_modifier", () => {
getAttrs(["intuition", "astral_mod_modifier"], (v) => {
var int = parseInt(v.intuition) || 0;
var mod = parseInt(v.astral_mod_modifier) || 0;
var bas = int * 2;
var tot = (int * 2) + mod;
setAttrs({astral_mod: tot});
(mod != 0) ? setAttrs({display_astral_mod: bas + " (" + tot + ")"}) : setAttrs({display_astral_mod: bas});
});
});
on("change:astral_dice_modifier change:edge_toggle", () => {
getAttrs(["astral_dice_modifier", "edge_toggle"], (v) =>{
var mod = parseInt(v.astral_dice_modifier) || 0;
var tot = Math.min(mod+3,5);
edg = (v.edge_toggle == 0) ? tot : 5;
setAttrs({astral_dice: edg});
});
});
//Calculate Matrix Initiatve.
on("change:host_rating change:data_processing change:pilot change:intuition change:matrix_mod_modifier change:level change:matrix_dice_modifier change:edge_toggle", () => {
getAttrs(["sheet_type", "data_processing", "pilot", "intuition", "matrix_mod_modifier", "host_rating", "level", "matrix_dice_modifier", "edge_toggle"], (v) => {
var dat = parseInt(v.data_processing) || 0;
var pil = parseInt(v.pilot) || 0;
var int = parseInt(v.intuition) || 0;
var mat = parseInt(v.matrix_mod_modifier) || 0;
var hos = parseInt(v.host_rating) || 0;
var lev = parseInt(v.level) || 0;
var dic = parseInt(v.matrix_dice_modifier) || 0;
let update = {};
dice = (v.sheet_type === "grunt" && v.edge_toggle == 0) ? 4 + dic :
((v.sheet_type === "grunt" && v.edge_toggle != 0) ? 5 :
4);
tot = (v.sheet_type === "vehicle") ? dat + pil :
(v.sheet_type === "host") ? dat + hos :
(v.sheet_type === "sprite") ? dat + lev + mat :
dat + int + mat;
bas = (v.sheet_type === "sprite") ? dat + lev : dat + int ;
update["matrix_mod"] = tot;
update["matrix_dice"] = dice;
(mat != 0) ? update["display_matrix_mod"] = bas + " (" + tot + ")" : update["display_matrix_mod"] = tot;
setAttrs(update);
});
});
//Edge toggle to include ! for exploding dice
on("change:edge_toggle", () => {
getAttrs(["edge_toggle"], (v) =>{
edg = (v.edge_toggle != 0) ? "!" : "";
setAttrs({explode_toggle: edg});
});
});
//Calculate Reset Condition Track
on("clicked:cond_reset", () => {
getAttrs(["sheet_type","physical_max","stun_max", "matrix_max"], (v) => {
var phy = parseInt(v.physical_max) || 0;
var stun = parseInt(v.stun_max) || 0;
var mat = parseInt(v.matrix_max) || 0;
let update = {};
if (v.sheet_type === "grunt" || v.sheet_type === "pc") {
update["physical"] = phy;
update["stun"] = stun;
} else if (v.sheet_type === "sprite") {
update["matrix"] = mat;
} else if (v.sheet_type === "vehicle") {
update["physical"] = phy;
update["matrix"] = mat;
} else {
return "Not a grunt or vehicle";
};
setAttrs(update);
});
});
on("clicked:cond_reset_physical clicked:cond_reset_stun", (eventinfo) => {
const attr = eventinfo.triggerName.split("_")[2];
setAttrs({
[`${attr}_damage`] : 0
});
});
//Weapon displays set into an Array
// Builder function to display details properly
// Note that since undefined are falsey if there's no label or sign we can leave the parameters blank
function repeatingStringBuilder(v, keyBase) {
return function(key, label, sign) {
// fetch the attr from v checking if it has a value
const val = v[`${keyBase}${key}`];
if (!val) return '';
// Apply the sign if needed
const disp = sign && val > 0 ? `+${val}` : val;
// Apply label if needed
return label ? `${label} ${disp}` : disp;
}
}
on("change:repeating_weapon", () => {
getAttrs(["repeating_weapon_weapon_range", "repeating_weapon_weapon_melee", "repeating_weapon_weapon_type", "repeating_weapon_weapon_reach", "repeating_weapon_weapon_acc", "repeating_weapon_weapon_dv", "repeating_weapon_weapon_ap", "repeating_weapon_weapon_mode", "repeating_weapon_weapon_rc", "repeating_weapon_weapon_ammo", "repeating_weapon_weapon_note"], (v) =>{
// Local builder putting the needed variables into scope for repeatingStringBuilder
const b = repeatingStringBuilder(v, 'repeating_weapon_weapon_');
// Determine fields to display and in their proper order and formatting
// Anonymous function is purely stylistic and adds more overhead than just a simple switch/case. Personally I find the function looks cleaner and hides any internal scope that might conflict with outside
const display = (() => {
// 0 for weapon_range is a ranged weapon. A 1 is a melee weapon.
switch(v.repeating_weapon_weapon_range) {
case '0':
// Not a fan of how ammo has to be handled. Could potentially be placed in the repeatingStringBuilder if used more often for other change:repeating functions as some sort of suffix parameter
const ammo = b('amm');
return [
b('type'),
b('acc', 'ACC'),
b('dv', 'DV'),
b('ap', 'AP', true),
b('mode'),
b('rc', 'RC'),
ammo ? `${ammo} (c)` : '',
b('note')
];
case '1': return [
b('type'),
b('reach', 'Reach', true),
b('acc', 'ACC'),
b('dv', 'DV'),
b('ap', 'AP', true),
b('note')
];
default: return [
b('type'),
b('acc', 'ACC'),
b('dv', 'DV'),
b('ap', 'AP', true),
b('note')
];
}
})()
// Remove all empty strings
.filter(s => s)
// Concat all the strings and add comma between
.join(', ');
// Finally wrap square brackets around the weapon display
setAttrs({repeating_weapon_weapon: `[${display}]`});
});
});
//Spell displays set into an Array
on("change:repeating_NPCspell", () => {
getAttrs(["repeating_NPCspell_combat_type", "repeating_NPCspell_type", "repeating_NPCspell_range", "repeating_NPCspell_damage", "repeating_NPCspell_duration", "repeating_NPCspell_drain", "repeating_NPCspell_note", ], (v) =>{
var com = (v.repeating_NPCspell_combat_type);
var typ = "Type " + (v.repeating_NPCspell_type) + ", ";
var ran = (v.repeating_NPCspell_range) + ", ";
var dam = "Damage " + (v.repeating_NPCspell_damage) + ", ";
var dur = "Duration " + (v.repeating_NPCspell_duration) + ", ";
var not = (v.repeating_NPCspell_note);
dra = (v.repeating_NPCspell_drain > 0) ? ("F" + "+" + (v.repeating_NPCspell_drain) + ", ") :
((v.repeating_NPCspell_drain < 0) ? ("F" + (v.repeating_NPCspell_drain) + ", ") :
("F" + ", "));
display = (com === "Direct, Force ") ? (" (Direct) " + "[" + typ + ran + dam + dur + dra + not + "]") :
((com === "Indirect, Force ?{Force|}, AP -") ? (" (Indirect) " + "[" + typ + ran + dam + dur + dra + not + "]") :
(" [" + typ + ran + dur + dra + not + "]"));
setAttrs({repeating_NPCspell_spell: display});
});
});
//Complex Form displays set into an Array
on("change:repeating_form", () => {
getAttrs(["repeating_form_form_duration", "repeating_form_form_target", "repeating_form_form_fade", "repeating_form_form_note", ], (v) =>{
var tar = "Target " + (v.repeating_form_form_target) + ", ";
var dur = "Duration " + (v.repeating_form_form_duration) + ", ";
var not = (v.repeating_form_form_note);
fad = (v.repeating_form_form_fade > 0) ? ("L" + "+" + (v.repeating_form_form_fade) + ", ") :
((v.repeating_form_form_fade < 0) ? ("L" + (v.repeating_form_form_fade) + ", ") :
("L" + ", "));
var display = (" [" + tar + dur + fad + not + "]");
setAttrs({repeating_form_form: display});
});
});
//IC displays are set into an Array
on("change:repeating_IC", () => {
getAttrs(["attack", "data_processing", "repeating_IC_IC_limit", "repeating_IC_IC_attribute", "repeating_IC_IC_matrix", "repeating_IC_IC_note"], (v) =>{
var att = parseInt(v.attack) || 0;
var data = parseInt(v.data_processing) || 0;
var attr = (v.repeating_IC_IC_attribute);
var mat = (v.repeating_IC_IC_matrix);
var not = (v.repeating_IC_IC_note);
display = (v.repeating_IC_IC_limit === "@{data_processing}") ? (" (" + "[" + data + "]" + " vs. " + attr + " + " + mat + ", " + not + ")") : (" (" + "[" + att + "]" + " vs. " + attr + " + " + mat + ", " + not + ")");
setAttrs({repeating_IC_IC: display});
});
});
//IC Attack Dice & Condition Track
on("change:host_rating", () => {
getAttrs(["host_rating"], (v) => {
var hos = parseInt(v.host_rating) || 0;
var tot = 8 + Math.ceil(hos/2);
var atk = Math.min(hos + hos);
setAttrs({matrix: tot});
setAttrs({ic_attack: atk});
});
});
//Sprite Condition Track
on("change:level", () => {
getAttrs(["level"], (v) => {
var lev = parseInt(v.level) || 0;
var tot = 8 + Math.ceil(lev/2);
setAttrs({matrix: tot});
});
});
//REFACTORED Skills
[ 'repeating_active',
'repeating_knowledge',
'repeating_language'
].forEach(field => {
// Attach listener
on(`change:${field}`, function(eventInfo) {
const source = eventInfo.sourceAttribute;
const type = eventInfo.sourceType;
if (source.includes("rating")) {
getAttrs([`${field}_rating`, `${field}_rating_modifier`], (v) => {
const bas = parseInt(v[`${field}_rating`]) || 0;
const mod = parseInt(v[`${field}_rating_modifier`]) || 0;
const tot = bas + mod;
setAttrs({
[`${field}_dicepool`]: tot,
[`${field}_display_rating`]: mod === 0 ? bas : `${bas} (${tot})`
});
});
} else if (source.includes("attribute") && type === "player") {
getAttrs([`${source}`], (v) => {;
const attr = v[`${source}`].slice(2, -1);
setAttrs({
[`${field}_display_attribute`]: attr
});
});
} else if (source.includes("specialization") && type === "player") {
getAttrs([`${source}`], (v) => {
const bas = v[`${source}`];
const size = bas.length;
let display = (size > 0 && size <= 20) ? `(${bas})` : (size > 20 ) ? "(" + bas.slice(0, 20) + "...)" : " ";
setAttrs({
[`${field}_display_specialization`]: display
});
});
} else if (source.includes("skill")) {
getAttrs([`${source}`], (v) => {
const bas = v[`${source}`];
const size = bas.length;
let display = (size > 0 && size <= 20) ? bas : (size > 20 ) ? bas.slice(0, 20) + "..." : " ";
setAttrs({
[`${field}_display`]: display
});
});
} else if (source.includes("dicepool")) {
getAttrs([`${source}`, `${field}_skill`], (v) => {
const bas = v[`${source}`];
const skill = v[`${field}_skill`];
let lowercase = skill.toLowerCase();
let removeGroup = (lowercase.includes("group")) ? lowercase.slice(0, -6) : lowercase;
let skillSet = (removeGroup.includes(" ")) ? removeGroup.replace(/ /g,"") : removeGroup;
setAttrs({
[`${skillSet}`]: bas
});
});
} else {
console.log(`Change to ${field} did not set attr`);
};
});
});
//Setting the Default attribute name for default skill
on("change:default_attribute", () => {
getAttrs(["default_attribute", "default_display"], (v) => {
const display = (v.default_display);
const attribute = (v.default_attribute);
let update = {};
//This sets a hidden input with the Attribute name so the roll template can use it to indicate what attribute was rolled
let attributeNew = attribute.slice(2, -1);
if (attributeNew != display) {update["default_display"] = attributeNew;};
setAttrs(update);
});
});
//REFACTORED Range & MELEE UPDATES
['repeating_range',
'repeating_melee',
].forEach(weap => {
on(`change:${weap}`, function(eventInfo) {
const source = eventInfo.sourceAttribute;
const newV = eventInfo.newValue;
const type = weap.slice(-5);
//Setting this here for now to ensure dicepool attribute gets updated. Remove in a future update
getAttrs([`${weap}_dicepool_modifier`, `${weap}_spec`], (v) => {
const mod = parseInt(v[`${weap}_dicepool_modifier`]) || 0;
const spec = parseInt(v[`${weap}_spec`]) || 0;
const tot = mod + spec;
setAttrs({[`${weap}_dicepool`]: tot});
});
if (source.includes('primary')) {
if (newV === 'primary') {
//Shared attributes names.
let array = ["dicepool", "weapon", "damage", "acc", "ap", "skill"];
//Add the range or melee specific ones
(type === "range") ? array.push("ammo", "mode", "recoil") : array.push("reach");
//Add the repeating section to the begining of each attribute
let attrs = [];
for(var i=0; i < array.length; i++) {
attrs.push(`${weap}_` + array[i]);
};
getAttrs(attrs, (v) => {
let update = {};
//Primary weapon name does not follow the naming scheme.
update[`primary_${type}_weapon`] = v[`${weap}_weapon`];
_.each(array, function(value) {
if (value != undefined || value != "weapon") {
update[`primary_${type}_weapon_${value}`] = v[`${weap}_${value}`];
};
});
setAttrs(update);
});
//Set the other repeating_weapon primary flags to 0 aka unchecked
getSectionIDs(`${weap}`, function(ids) {
let IDs = [];
let update = {};
for(var i=0; i < ids.length; i++) {
IDs.push(`${weap}_` + ids[i] + "_primary");
};
IDs.forEach(id => {
if (id != source) {
update[`${id}`] = 0;
};
});
setAttrs(update);
});
};
} else if (source.includes('dicepool') || source.includes('weapon') || source.includes('damage') || source.includes('acc') || source.includes('ap') || source.includes('skill') || source.includes('reach') || source.includes('ammo') || source.includes('mode') || source.includes('recoil')) {
getAttrs([`${weap}_primary`, `${source}`], (v) => {
if (v[`${weap}_primary`] === 'primary') {
let update = {};
//This whole process needs refactored in the future. Its working for now.
switch (true) {
case /weapon/.test(source): update[`primary_${type}_weapon`] = v[`${source}`]; break;
case /damage/.test(source): update[`primary_${type}_weapon_damage`] = v[`${source}`]; break;
case /dicepool/.test(source): update[`primary_${type}_weapon_dicepool`] = v[`${source}`]; break;
case /acc/.test(source): update[`primary_${type}_weapon_acc`] = v[`${source}`]; break;
case /ap/.test(source): update[`primary_${type}_weapon_ap`] = v[`${source}`]; break;
case /skill/.test(source): update[`primary_${type}_weapon_skill`] = v[`${source}`]; break;
case /reach/.test(source): update[`primary_${type}_weapon_reach`] = v[`${source}`]; break;
case /ammo/.test(source): update[`primary_${type}_weapon_ammo`] = v[`${source}`]; break;
case /mode/.test(source): update[`primary_${type}_weapon_mode`] = v[`${source}`]; break;
case /recoil/.test(source): update[`primary_${type}_weapon_recoil`] = v[`${source}`]; break;
default: console.log(`Source ${source} was invalid`);}
setAttrs(update);
};
});
} else {
console.log("Change was not relevant.");
};
});
});
//PC SPELLS/PREPS/RITUALS
[ 'repeating_spell',
'repeating_preps',
'repeating_ritual"'
].forEach(field => {
// Attach listener
on(`change:${field}`, function(eventInfo) {
const source = eventInfo.sourceAttribute;
if (source.includes("dicepool") || source.includes("specialization")) {
getAttrs([`${field}_spec`, `${field}_dicepool_modifier`], (v) => {
const spec = parseInt(v[`${field}_spec`]) || 0;
const mod = parseInt(v[`${field}_dicepool_modifier`]) || 0;
const tot = spec + mod;
setAttrs({
[`${field}_dicepool`]: tot
});
});
} else {
console.log(`Change to ${field} did not set attr`);
};
});
});
//Repeating IDs & Lifestyles Section Display
on("change:repeating_lifestyle", () => {
getAttrs(["repeating_lifestyle_name", "repeating_lifestyle_lifestyle", "repeating_lifestyle_funds", "repeating_lifestyle_licenses", "repeating_lifestyle_display"], (v) => {
var name = ((v.repeating_lifestyle_name).length > 0 && (v.repeating_lifestyle_name).length <= 14) ? (v.repeating_lifestyle_name) :
((v.repeating_lifestyle_name).length > 14 ) ? (v.repeating_lifestyle_name).slice(0,14) + "..." :
"";
var life = ((v.repeating_lifestyle_lifestyle).length > 0 && (v.repeating_lifestyle_lifestyle).length <= 14) ? (v.repeating_lifestyle_lifestyle) :
((v.repeating_lifestyle_lifestyle).length > 14 ) ? (v.repeating_lifestyle_lifestyle).slice(0,14) + "..." :
"";
var funds = ((v.repeating_lifestyle_funds).length > 0 && (v.repeating_lifestyle_funds).length <= 14) ? (v.repeating_lifestyle_funds) :
((v.repeating_lifestyle_funds).length > 14 ) ? (v.repeating_lifestyle_funds).slice(0,14) + "..." :
"";
var lice = ((v.repeating_lifestyle_licenses).length > 0 && (v.repeating_lifestyle_licenses).length <= 14) ? (v.repeating_lifestyle_licenses) :
((v.repeating_lifestyle_licenses).length > 14 ) ? (v.repeating_lifestyle_licenses).slice(0,14) + "..." :
"";
var display = name + " / " + life + " / " + funds + " / " + lice;
setAttrs({repeating_lifestyle_display: display})
});
});
//Repeating contacts for PC sheet
on("change:repeating_contacts", () => {
getAttrs(["repeating_contacts_name"], (v) => {
const name = (v.repeating_contacts_name);
((name).length > 0 && (name).length <= 30) ? setAttrs({repeating_contacts_display: (name)}) :
((name).length > 30) ? setAttrs({repeating_contacts_display: (name).slice(0, 30) + "..."}) :
setAttrs({repeating_contacts_display: " "});
});
});
//Cyberdeck Calculations
['attack', 'sleaze', 'data_processing', 'firewall'].forEach(attr => {
on(`change:${attr}_base change:${attr}_modifier change:${attr}_temp`, () => {
update_common_rolls([`${attr}_base`, `${attr}_modifier`, `${attr}_temp`]);
});
});
//Vehicle displays for PCs
on("change:repeating_vehicle:name", () =>{
getAttrs(["repeating_vehicle_name", "repeating_vehicle_display_name"], (v) => {
const name = (v.repeating_vehicle_name);
const dis = (v.repeating_vehicle_display_name);
let update = {};
let displayName = ((name).length > 0 && (name).length <= 24) ? name : ((name).length > 24 ) ? (name).slice(0, 24) + "..." : " ";
if (dis != displayName) {update["repeating_vehicle_display_name"] = displayName};
setAttrs(update);
});
});
['acceleration', 'armor', 'body', 'data_processing', 'handling', 'pilot', 'sensor','speed'].forEach(attr => {
// Attach listener
on(`change:repeating_vehicle:${attr}_base change:repeating_vehicle:${attr}_modifier change:repeating_vehicle:${attr}_temp`, () => {
// Load attribute values
getAttrs([`repeating_vehicle_${attr}_base`, `repeating_vehicle_${attr}_modifier`, `repeating_vehicle_${attr}_temp`], (v) => {
// Do some math to calculate the total
const bas = parseInt(v[`repeating_vehicle_${attr}_base`]) || 0;
const mod = parseInt(v[`repeating_vehicle_${attr}_modifier`]) || 0;
const tem = parseInt(v[`repeating_vehicle_${attr}_temp`]) || 0;
const bon = mod + tem;
const stat = bas + bon;
// Update the finalized total
setAttrs({
[attr]: stat,
[`repeating_vehicle_display_${attr}`]: bon === 0 ? bas : `${bas} (${stat})`
});
});
});
});
</script>