Files
roll20-character-sheets-tester/Streets_of_Marienburg/StreetsOfMarienburg.html
T

1073 lines
43 KiB
HTML
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
<!--
TODO
* make a preview
* upload to github
-->
<input type="radio" name="attr_tab" class="sheet-tab sheet-tab1" value="1" title="Character" checked="checked" />
<input type="radio" name="attr_tab" class="sheet-tab sheet-tab2" value="2" title="Hirelings" />
<input type="radio" name="attr_tab" class="sheet-tab sheet-tab3" value="3" title="Rules" />
<input type="radio" name="attr_tab" class="sheet-tab sheet-tab4" value="4" title="Magic" />
<input type="radio" name="attr_tab" class="sheet-tab sheet-tab5" value="5" title="Trappings" />
<div class="sheet-tab-content sheet-tab1"> <!-- Character -->
<div class="sheet-title">
<h1>Streets of Marienburg</h1>
</div>
<div class="sheet-topbar">
<span class="sheet-name">Name <input type="text" placeholder="Name" name="attr_character_name"></span>
<span class="sheet-careers">Careers <input type="text" placeholder="Careers" name="attr_class"></span>
<span class="sheet-race">Race <input type="text" placeholder="Race/Nationality" name="attr_race"></span>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<!--
.oooooo..o . .
d8P' `Y8 .o8 .o8
Y88bo. .o888oo .oooo. .o888oo .oooo.o
`"Y8888o. 888 `P )88b 888 d88( "8
`"Y88b 888 .oP"888 888 `"Y88b.
oo .d8P 888 . d8( 888 888 . o. )88b
8""88888P' "888" `Y888""8o "888" 8""888P'
-->
<h3>Attributes</h3>
<div class="sheet-row sheet-attributes">
<table class="sheet-TTStatsTable">
<tr>
<th> </th><th>Action is: </th><th class="sheet-fineprint">Hard</th><th>Normal</th><th>Easy</th>
</tr>
<tr>
<th>Strength: </th>
<td>
<input type="number" name="attr_strmod" />
</td>
<td>
<button type='roll' style="background-color:darkred"
value='&{template:TTRoll} {{name=Decreased Strength Test}} {{result=[[@{decreasedRollTemplate} + @{strmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{strmod}}} {{notes=?{What is @{character_name} trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_DecreasedStrength'/>
</td>
<td>
<button type='roll' style="background-color:grey"
value='&{template:TTRoll} {{name=Normal Strength Test}} {{result=[[@{normalRollTemplate} + @{strmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{strmod}}} {{notes=?{What is @{character_name} trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_NormalStrength'/>
</td>
<td>
<button type='roll' style="background-color:lightgreen"
value='&{template:TTRoll} {{name=Increased Strength Test}} {{result=[[@{increasedRollTemplate} + @{strmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{strmod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_IncreasedStrength'/>
</td>
</tr>
<tr>
<th>Dexterity: </th>
<td><input type="number" name="attr_dexmod" /></td>
<td>
<button type='roll' style="background-color:darkred"
value='&{template:TTRoll} {{name=Decreased Dexterity Test}} {{result=[[@{decreasedRollTemplate} + @{dexmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{dexmod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_DecreasedDexterity'/>
</td>
<td>
<button type='roll' style="background-color:grey"
value='&{template:TTRoll} {{name=Normal Dexterity Test}} {{result=[[@{normalRollTemplate} + @{dexmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{dexmod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_NormalDexterity'/>
</td>
<td>
<button type='roll' style="background-color:lightgreen"
value='&{template:TTRoll} {{name=Increased Dexterity Test}} {{result=[[@{increasedRollTemplate} + @{dexmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{dexmod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_IncreasedDexterity'/>
</td>
</tr>
<tr>
<th>Constitution: </th>
<td><input type="number" name="attr_conmod" /></td>
<td>
<button type='roll' style="background-color:darkred"
value='&{template:TTRoll} {{name=Decreased Constitution Test}} {{result=[[@{decreasedRollTemplate} + @{conmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{conmod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_DecreasedConstitution'/>
</td>
<td>
<button type='roll' style="background-color:grey"
value='&{template:TTRoll} {{name=Normal Constitution Test}} {{result=[[@{normalRollTemplate} + @{conmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{conmod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_NormalConstitution'/>
</td>
<td>
<button type='roll' style="background-color:lightgreen"
value='&{template:TTRoll} {{name=Increased Constitution Test}} {{result=[[@{increasedRollTemplate} + @{conmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{conmod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_IncreasedConstitution'/>
</td>
</tr>
<tr>
<th>Intelligence: </th>
<td><input type="number" name="attr_intmod" /></td>
<td>
<button type='roll' style="background-color:darkred"
value='&{template:TTRoll} {{name=Decreased Intelligence Test}} {{result=[[@{decreasedRollTemplate} + @{intmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{intmod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_DecreasedIntelligence'/>
</td>
<td>
<button type='roll' style="background-color:grey"
value='&{template:TTRoll} {{name=Normal Intelligence Test}} {{result=[[@{normalRollTemplate} + @{intmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{intmod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_NormalIntelligence'/>
</td>
<td>
<button type='roll' style="background-color:lightgreen"
value='&{template:TTRoll} {{name=Increased Intelligence Test}} {{result=[[@{increasedRollTemplate} + @{intmod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{intmod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_IncreasedIntelligence'/>
</td>
</tr>
<tr>
<th>Wisdom: </th>
<td><input type="number" name="attr_wismod" /></td>
<td>
<button type='roll' style="background-color:darkred"
value='&{template:TTRoll} {{name=Decreased Wisdom Test}} {{result=[[@{decreasedRollTemplate} + @{wismod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{wismod} }} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_DecreasedWisdom'/>
</td>
<td>
<button type='roll' style="background-color:grey"
value='&{template:TTRoll} {{name=Normal Wisdom Test}} {{result=[[@{normalRollTemplate} + @{wismod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{wismod} }} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_NormalWisdom'/>
</td>
<td>
<button type='roll' style="background-color:lightgreen"
value='&{template:TTRoll} {{name=Increased Wisdom Test}} {{result=[[@{increasedRollTemplate} + @{wismod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{wismod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_IncreasedWisdom'/>
</td>
</tr>
<tr>
<th>Charisma: </th>
<td><input type="number" name="attr_chamod" /></td>
<td>
<button type='roll' style="background-color:darkred"
value='&{template:TTRoll} {{name=Decreased Charisma Test}} {{result=[[@{decreasedRollTemplate} + @{chamod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{chamod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_DecreasedCharisma'/>
</td>
<td>
<button type='roll' style="background-color:grey"
value='&{template:TTRoll} {{name=Normal Charisma Test}} {{result=[[@{normalRollTemplate} + @{chamod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{chamod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_NormalCharisma'/>
</td>
<td>
<button type='roll' style="background-color:lightgreen"
value='&{template:TTRoll} {{name=Increased Charisma Test}} {{result=[[@{increasedRollTemplate} + @{chamod}]]}} {{lowerLimit=[[@{lowerLimit}]]}} {{upperLimit=[[@{upperLimit}]]}} {{rollDescription=Rolling @{diceType} + @{chamod}}} {{notes=?{What are you trying to achieve} }} {{character_name=@{character_name}}}'
name='roll_IncreasedCharisma'/>
</td>
</tr>
</table>
</div>
<h3>Offense</h3>
<div class="sheet-statistics">
<fieldset class="repeating_weapons sheet-section-weapons">
<div class="sheet-damage">Weapon: <input type="text" name="attr_weaponName" autocomplete="off"> Damage: <input type="text" name="attr_weaponDamage"> <button type='roll' name='roll_RollDamage' value='/me rolls [[@{weaponDamage}]] damage.'></button></div>
</fieldset>
</div>
<h3>Defense</h3>
<div class="sheet-statistics">
<div class="sheet-speed">
Armor: <input type="number" name="attr_armor" />
Max Speed:
<select name="attr_speed">
<option value="Sprint">Sprint</option>
<option value="Run">Run</option>
<option value="March">March</option>
<option value="Walk">Walk</option>
</select>
</div>
<div class="sheet-stamina">
Stamina: <input type="number" name="attr_stamina" /> <button type="roll" name="roll_Stamina" value="/me rolls [[(@{stamina}+?{Bonus stamina dice? eg: for healer or 24 hours rest in comfort?|0})d6kh@{level}+?{bonus health? (eg: +6 for Hardened)|0}]] for Health.">Recovery</button>
Health: <input type="number" name="attr_health" />
</div>
</div>
</div>
<div class="sheet-col">
<!--
.o. .o8 o8o oooo o8o . o8o
.888. "888 `"' `888 `"' .o8 `"'
.8"888. 888oooo. oooo 888 oooo .o888oo oooo .ooooo. .oooo.o
.8' `888. d88' `88b `888 888 `888 888 `888 d88' `88b d88( "8
.88ooo8888. 888 888 888 888 888 888 888 888ooo888 `"Y88b.
.8' `888. 888 888 888 888 888 888 . 888 888 .o o. )88b
o88o o8888o `Y8bod8P' o888o o888o o888o "888" o888o `Y8bod8P' 8""888P'
-->
<h3>Abilities</h3>
<div class="sheet-section-moves sheet-abilities">
<fieldset class="repeating_moves">
<input type="text" name="attr_movename" placeholder="Ability Name" autocomplete="off">
<input type="checkbox" class="sheet-toggle" title="show/hide" name="attr_move-show" value="1" />
<textarea name="attr_movebody" class="sheet-hide" placeholder="Ability Description"></textarea>
</fieldset>
</div>
<!-- ===== SKILLS ===== -->
<h3>Skills</h3>
<div class="sheet-section-skills sheet-abilities">
<fieldset class="repeating_skills">
<input type="text" name="attr_skillname" placeholder="Skill Name" autocomplete="off">
<input type="checkbox" class="sheet-toggle" title="show/hide" name="attr_move-show" value="1" />
<textarea name="attr_movebody" class="sheet-hide" placeholder="Skill Description"></textarea>
</fieldset>
</div>
</div>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<!-- ===== GEAR ===== -->
<h3>Gear</h3>
<div class="sheet-gear">
<textarea placeholder="Gear, Weapons, Armor, Trappings, Hirelings, Expenses" name="attr_gear"></textarea>
</div>
</div>
<div class="sheet-col">
<!-- ===== BONDS ===== -->
<h3>Bonds, Contacts, Circles</h3>
<div class="sheet-bonds">
<textarea placeholder="Contacts, Networks, Circles, Bonds" name="attr_contacts"></textarea>
</div>
</div>
</div>
<div class="sheet-2colrow">
<div class="sheet-col">
<!-- ===== SPELLS ===== -->
<h3>Spells, Rituals, Summons</h3>
<div class="sheet-section-spells">
<fieldset class="repeating_spells sheet-section-spells">
<input type="text" name="attr_spellname" placeholder="Spell Name" autocomplete="off">
<input type="checkbox" class="sheet-toggle" title="show/hide" name="attr_spell-show" value="1" />
<textarea name="attr_spellbody" class="sheet-hide" placeholder="Spell Description"></textarea>
</fieldset>
</div>
</div>
<div class="sheet-col">
<h3>Personality</h3>
<div class="sheet-personality">
<textarea placeholder="Personality, Beliefs, Instincts, Goals, Stress Reliever, Vice" name="attr_personality"></textarea>
</div>
</div>
</div>
<!-- ===== Loot, XP ===== -->
<h3>Progression</h3>
<div class="sheet-progression">
<div class="sheet-row">
<span class="sheet-coin">Coin <input type="text" name="attr_coin"></span>
<span class="sheet-level">Level <input type="number" name="attr_level"></span>
<span class="sheet-XP">XP <input type="text" name="attr_xp"></span>
</div>
<div class="sheet-row">
<span class="sheet-Power">Power <input type="number" name="attr_PowerDice"></span>
<span class="sheet-Warp">Warp Exposure <input type="text" name="attr_WarpExposure"></span>
<span class="sheet-heroPoints">Hero Points <input type="number" name="attr_HeroPoints"></span>
</div>
</div>
</div>
<!--
ooooo ooo ooooooooo. .oooooo.
`888b. `8' `888 `Y88. d8P' `Y8b
8 `88b. 8 888 .d88' 888 .oooo.o
8 `88b. 8 888ooo88P' 888 d88( "8
8 `88b.8 888 888 `"Y88b.
8 `888 888 `88b ooo o. )88b
o8o `8 o888o `Y8bood8P' 8""888P'
-->
<div class="sheet-tab-content sheet-tab2"> <!-- NPCs -->
<div class="sheet-row">
<!-- ===== SPELLS ===== -->
<h3>NPCs and Hirelings</h3>
<div class="sheet-section-hirelings">
<fieldset class="repeating_hirelings sheet-section-hirelings">
<div class="sheet-NPCs">
<input type="text" name="attr_NPCname" placeholder="Name" autocomplete="off">
<input type="text" name="attr_NPCCost" placeholder="Cost" autocomplete="off">
<input type="text" name="attr_NPCHealth" placeholder="Health" autocomplete="off">
<input type="text" name="attr_NPCWeapons" placeholder="Weapons" autocomplete="off">
<input type="text" placeholder="Damage" name="attr_NPCWeaponDamage">
<button type='roll' name='roll_RollNPCDamage' value='/me rolls [[@{NPCWeaponDamage}]] damage for @{NPCname}.'></button>
<input type="text" placeholder="Abilities" name="attr_NPCAbilities">
<input type="checkbox" class="sheet-toggle" title="show/hide" name="attr_spell-show" value="1" />
<div class="sheet-hide">
<textarea name="attr_hirelingDetails" placeholder="Details"></textarea>
</div>
</div>
</fieldset>
</div>
</div>
</div>
<!--
ooooooooo. oooo
`888 `Y88. `888
888 .d88' oooo oooo 888 .ooooo. .oooo.o
888ooo88P' `888 `888 888 d88' `88b d88( "8
888`88b. 888 888 888 888ooo888 `"Y88b.
888 `88b. 888 888 888 888 .o o. )88b
o888o o888o `V88V"V8P' o888o `Y8bod8P' 8""888P'
-->
<div class="sheet-tab-content sheet-tab3"> <!-- Core Rules -->
<div class="sheet-optionalRules">
<label for="sheet-rulesOptionsCheckbox">Optional Rules and Settings</label>
<input type="hidden" name="attr_OptionalRules-show" value="0" /> <!-- cheat to make the checkbox unchecked by default -->
<input type="checkbox" class="sheet-toggle" id="sheet-rulesOptionsCheckbox" title="show/hide" name="attr_OptionalRules-show" value="1" />
<div class="sheet-hide"> <!-- Optional Rules -->
<div class="sheet-2colrow">
<div class="sheet-col">
<h3>Dice Type</h3>
<p>
Set your Roll type: 2d6, 3d20 or 2d10
<select name="attr_diceType">
<option label="2d6 Apocalypse World Style. All rolls are the same difficulty" value="2d6" selected="selected">
<option label="2d6 variant with harder and easier rolls (hard)" value="2d6variant">
<option label="2d10 variant with advantage, disadvantage (recommended)" value="2d10">
<option label="3d20 like Tavern Tales and D&D5e (easiest)" value="3d20">
</select>
</p>
<h3>Specific Roll Macros</h3>
<p>You can safely ignore these. They should be set automatically when you choose a dice type.</p>
<p>Decreased: <input type="text" name="attr_decreasedRollTemplate" value="3d20kl1"></p>
<p>Normal: <input type="text" name="attr_normalRollTemplate" value="{{3d20dl1}dh1}"></p>
<p>Increased: <input type="text" name="attr_increasedRollTemplate" value="3d20kh1"></p>
</div>
<div class="sheet-col">
<h3>Target Numbers</h3>
<p>Change these numbers to adjust the difficulty.</p>
<p>Lower Margin: <input type="number" name="attr_lowerLimit" value="7" /></p>
<p>Upper Margin: <input type="number" name="attr_upperLimit" value="9" /></p>
<p>Make sure these fields are not empty. If you're not sure, set them to 7, 9 for 2d6 or 10,15 for 3d10 and 3d20 rolling.</p>
</div>
</div>
</div>
</div>
<div class="translucent">
<h1>Rules Summary</h1>
<h2>Rolling the Dice</h2>
<p>When you attempt something risky or opposed, roll 2d6 and
total the results, adding one of your Attribute scores based on
the action you’re taking. The GM will tell you some of the
possible risks before you roll, so you can decide if it’s worth the
chance or if you want to revise your action.</p>
<ul>
<li>A total of 6 or less is a Failure; things don’t go well, and the
GM will describe the consequences.</li>
<li>A total of 7 - 9 is a Problem; you do it, but there is some
cost, compromise, retribution, harm, etc.</li>
<li>A total of 10 - 11 is a Success; you do it without any
complications.</li>
<li>A total of 12+ is a Critical; you do it perfectly and receive
some extra benefit or advantage.</li>
</ul>
<h2>Skills</h2>
<p>If you have an applicable Skill, you can’t Fail. A roll of 6 or less
counts as a Fumble, which barely succeeds, and with a bigger
compromise or complication than a Problem.</p>
<h2>Damage</h2>
<p>When you inflict damage, roll the dice listed for your weapon,
and add any applicable bonuses to the result. If you are unarmed,
you roll 1d6-2 damage.</p>
<p>When you suffer damage, reduce it by your armor score, and
subtract the remainder from your current Health. When your
Health drops to zero or below, roll+CON:</p>
<ul>
<li>A Failure means you die immediately.</li>
<li>A Problem means you are unconscious and dying; if revived, you will only live long enough for some parting words.</li>
<li>If you Succeed, you are unconscious and bleeding, but you are not beyond hope.</li>
<li>A Critical merely results in unconsciousness; pray that a foe does not take advantage of your incapacitation.</li>
</ul>
<h2>Recovery</h2>
<p>When you rest and consume a ration/waterskin, roll your Stamina
dice and keep results equal to your Level to determine your current
Health. If you are attended by someone trained in the healing arts,
you roll an extra Stamina die. If you rest for a day where it is safe
and comfortable, you roll an extra Stamina die.</p>
<h2>The Die of Fate</h2>
<p>Sometimes the GM will roll the Die of Fate to randomly
determine the result of events beyond the characters’ control.
Odd numbers are ill fortune, even numbers are good fortune
(or, at least, nothing terrible). The Die of Fate might be rolled
to establish the weather, indicate a random NPCs attitude, or
to determine if a wandering monster appears. The GM may also
roll the Die of Fate if the PCs take some action for which sheer
chance is the only factor in the outcome.</p>
<h2>Problems & Failures</h2>
<p>When your roll results in either a Failure, Fumble, or Problem,
you suffer the consequences of your actions. The severity
will depend largely on the fiction – what you were trying to
accomplish, what was opposing you, and what was happening
nearby. What follows are some general examples of appropriate
consequences.</p>
<h2>Problems & Fumbles</h2>
<ul>
<li>Counter their action with another – the enemy attacks them simultaneously, a socialite throws a fit when they try to confront her.</li>
<li>Delay their next action – they are stunned from a sharp blow to the head, they have to gather the coins that have fallen to the ground.</li>
<li>Distract them – they don’t immediately notice the tripwire up ahead, a dancer draws their attention away from an assassin.</li>
<li>Disturb their sensibilities – reveal the horror or insanity of the world around them, expose them to terrible truths.</li>
<li>Escalate the situation – a fire spreads to a neighboring building, a crowd starts to run in panic.</li>
<li>Exaggerate what they experience – make things seem more terrible than they are or, conversely, safer.</li>
<li>Impair their thoughts or actions – give them a general -1 penalty for a short time, knock away a useful tool or weapon.
</li><li>Impede their movements or progress – block their escape route, trip them with vines or loose stones.
</li><li>Impose a compromise on their success – they can only succeed IF they allow something else to happen, too.
</li><li>Provoke them into action – taunt them into attacking, introduce some danger and ask “What do you do?”</li>
</ul>
<h2>Failures</h2>
<ul>
<li>Capture them – kidnap them, drop them in a pit, have a giant grab one of them.
</li><li>Conceal something important – they find nothing of interest in the room...because it was hidden!
</li><li>Control their actions, directly or indirectly – an ally is mistaken for an enemy, they are blackmailed into inaction.
</li><li>Corrupt their minds or bodies – exposure to Warpstone causes a sudden mutation, a cursed amulet makes them dream of horrible things.
</li><li>Defame their actions or intent – they are mistaken for thugs, their words are misconstrued by the court magistrate.
</li><li>Inflict harm or effects – they are attacked, a spell makes them vomit uncontrollably.
</li><li>Destroy something important to them – a sword is broken in the middle of a fight, a loved one is murdered during the night.
</li><li>Overwhelm them with great force, while leaving an opportunity – a strike hits them for great damage but leaves the attacker vulnerable, a mob rushes at them but makes it easier to slip away in the fray.
</li><li>Prevent them from doing something – a spell keeps a door locked and sturdy, an orc destroys the bridge they want to cross.
</li><li>Reinforce the enemy – the enemy goblins are joined by orc
raiders, a Sigmarite is infused with godly power.
</li><li>Separate the characters – a cave-in splits them into two
smaller groups, constables put them into different rooms for
questioning.
</li><li>Surprise them and force them to react – a volley of arrows is
fired from afar, a mirror disgorges shadow beasts when they
aren’t looking.
</li>
</ul>
</div>
</div>
<!--
ooo ooooo o8o
`88. .888' `"'
888b d'888 .oooo. .oooooooo oooo .ooooo.
8 Y88. .P 888 `P )88b 888' `88b `888 d88' `"Y8
8 `888' 888 .oP"888 888 888 888 888
8 Y 888 d8( 888 `88bod8P' 888 888 .o8
o8o o888o `Y888""8o `8oooooo. o888o `Y8bod8P'
d" YD
"Y88888P'
-->
<div class="sheet-tab-content sheet-tab4"> <!-- Magic Rules -->
<div class="sheet-translucent">
<h1>Magic</h1>
<p>Magic is a dangerous element, one not to be trifled with by the
uninitiated.
<h2>Alchemy
</h2>
<p>Alchemy works similarly to spells, except that the magic is
contained within a physical form, typically a potion or an object.
Creating an alchemical object can be quite risky because of the
various chemicals and explosive fumes involved, but using one is
not inherently dangerous, and usually does not require a roll.
</p>
<p>It costs 100C in caustic chemicals, herbs, and purified minerals,
and requires a day to prepare. If you have an Alchemists Kit,
then it only costs 25C and takes four hours.
</p><p>Alchemists start with three magical formulas, and may learn
more through research or experimentation. These formulas are
built much like spells, picking one option from each of the
following.
</p><p>The Preparation is... (pick one)</p>
<ul>
<li>A potion, that can be consumed only once
</li><li>A salve or balm, that can be applied up to three times
</li><li>An object, that grants its effects only once to each user
</li><li>An object, that needs 2 Health of human blood to be used
</li><li>An object, that needs to be doused with holy water to be used
</li><li>An object, that requires quicksilver to be consumed before use
</li>
</ul>
<p>The user will... (pick one)</p>
<ul>
<li>+1 armor for one minute
</li><li>+1 to a single Attribute for one minute
</li><li>Add +d6 damage to either melee or ranged attacks for one minute
</li><li>Benefit from an Ability for one hour
</li><li>Benefit from a Skill for one hour
</li><li>Inflict 2d6 magical damage against a nearby target (3d6 if vulnerable)
</li><li>Instantly heal, +1 Recovery die
</li><li>Know the answer to one question
</li><li>Not feel pain
</li><li>Perform a superhuman feat (flying, breathe underwater) for ten minutes
</li>
</ul>
<h2>Examples</h2>
<h3>Balm of the Sea</h3>
<p>The user can apply this balm three times, and will be able to
breathe underwater for ten minutes.
</p>
<h3>Dragon’s Breath</h3>
<p>The user drinks this foul potion once, and will able to breathe
fire at an enemy, doing 2d6 damage.</p>
<h3>Bracers of the Giant</h3>
<p>Once the user drinks a vial of quicksilver, these bracers provide
+1d6 damage to his melee attacks for one minute.</p>
<h2>Sorcery</h2>
<p>Spells are the most reliable way to harness the powers of Chaos
– specific rituals and formulas that bind and form magical
energies into very specific, distinct effects. Sorcery essentially
allows you to perform actions that would otherwise be mundane
if you had the correct training, tools or sufficient time, but
instead you do it through arcane means.
</p><p>Sorcerers start with three spells, and may learn more through
their studies or adventures. Casting a spell is not always
risky, but it depends on the situation and how long it takes
for the effect to manifest. Each should have an appropriately
arcane-sounding name, and choose one option from each of the
following:
<h3>Casting (pick one)</h3>
<ul>
<li>Quick: Manifests immediately after casting, and its effect is instant or momentary
</li><li>Slow: Manifests the turn after casting, and it lasts as long as you concentrate
</li><li>Incantation: Takes a minute to cast, and it lasts for no more than an hour
</li><li>Ritual: Takes five minutes to cast, and lasts one hour per 2 Health sacrificed
</li>
</ul>
<h3>Target (pick one)</h3>
<ul>
<li>Yourself, subtly
</li><li>Someone you touch, intently
</li><li>Someone close by, loudly
</li><li>Everyone in the immediate area, conspicuously
</li>
</ul>
<h3>Effect (pick one)</h3>
<ul>
<li>+1 armor
</li><li>+1 or -1 to an Attribute
</li><li>Benefit from a Skill
</li><li>Benefit from an Ability
</li><li>Inflict 1d6 magical damage (+2 if vulnerable)
</li><li>Magically perform a mundane task instantly
</li><li>Magically perform a mundane task at range
</li><li>The function of a mundane item worth no more than 10C
</li><li>Increase or decrease a particular environmental effect
</li>
</ul>
<p>By drinking a dose of quicksilver, the Sorcerer can extend the
duration of his spells by one rank (instant duration becomes
concentration, concentration becomes an hour, etc.), or quickens
the time it takes to cast by one rank.
<h3>Examples</h3>
<h4>Ghostly Candle</h4>
<p>Slowly cast, the caster holds out his hand as if he had a lamp,
illuminating the area.</p>
<h4>Sigmar’s Hunt</h4>
<p>After a ritual, the caster gains the use of the Scout ability for one hour per 2 Health he has sacrificed.</p>
<h4>Righteous Fury</h4>
<p>With a quick touch of his hand, the caster inflicts 1d6 damage upon an
enemy, as if he carried a sword.</p>
<h4>Speak the Mind</h4>
<p>Slowly cast, the caster can speak to people from afar with only the power
of his mind.</p>
<h2>Summoning</h2>
<p>Calling forth and binding a demon is often a quick route for
Arcanists to gain great power. The act of summoning can be
dangerous, depending on the circumstance, and requires that you
know the name of the demon you wish to conjure, and one of
the following:</p>
<ul>
<li>One hour of uninterrupted ritual
</li><li>A dose of quicksilver
</li><li>A magic
item containing the bound demon
</li><li>A sacrifice worth 5 Health
</li><li>A
magic circle drawn with emerald powder
</li>
</ul>
<p>Once summoned, you can converse with it and ask it questions,
for demons possess many secrets unknown to mortals. You can
also attempt to bind it. Binding is always risky, as the demon
will try to take every advantage of unwary mortals, It requires a
circle to be drawn in gold powder during an hour-long ritual, as
well as one of the following:</p>
<ul>
<li>A Warpstone
</li><li>A portion of the spirit or demon’s flesh
</li><li>Signing a
contract with the demon
</li><li>A sacrifice worth 20 Health
</li>
</ul>
<p>When the demon is Bound, it can be summoned once a day to
perform a single deed, typically answering questions or using
baleful magic (as controlled by the GM) without any risk to the
Summoner. Anything beyond that will require some very tricky
negotiations, as the demon will do anything to twist your requests
to its own evil desires. Summoners start with two bound demons.
</p>
<h2>Wizardry</h2>
<p>Being able to directly harness the energies of magic makes a
Wizard particularly powerful...but it comes with great risks.
unlike Sorcery, channelling pure magic is limited only by the
Wizard’s own ability to endure the power being gathered into
his body.</p>
<p>Wizards have a Power score equal to their base Stamina +WIS.
For example, a 1st Level Wizard with +2 WIS would start with
3 Power. When you direct magical energies into a coherent
effect, you will spend Power to create the effect.
</p><p>
As a default, your magic will be slow (manifests the turn after it
is cast), affects a single target within line of sight, and lasts for
one minute. By adjusting these limitations, you can increase or
decrease your available Power.
</p>
<h4>+1 Power</h4>
<ul>
<li>Affects only yourself or a touched target
</li><li>Effects are instantaneous or only last a few moments
</li><li>Sacrifice 5 Health of blood or ingest two vials of quicksilver
</li><li>Inhale a pinch of warpstone powder
</li><li>Requires an hour-long ritual
</li><li>Requires a fetish made from the target's hair
</li>
</ul>
<h4>-1 Power</h4>
<ul>
<li>Affects everyone adjacent to the target or everyone within the area
</li><li>Target can be anywhere, as long as you have a sample of their blood
</li><li>Lasts for one hour
</li><li>Lasts as long as you concentrate
</li><li>Lasts as long as you sacrifice 5 Health of blood every hour
</li><li>Manifests immediately
</li>
</ul>
<p>Each point of Power you end up spending can create one of the
following effects:</p>
<ul>
<li>Control mindless undead equal to your INT
</li><li>Control the actions of the target
</li><li>Create an environmental condition
</li><li>Dispel an environmental condition
</li><li>Grant +1 bonus to any action
</li><li>Grant +2 bonus to one Attribute
</li><li>Grant a supernatural ability
</li><li>Inflict -1 penalty to any action
</li><li>Inflict -2 penalty to one Attribute
</li><li>Inflict 2d6 magical damage (3d6 if vulnerable)
</li><li>Instantly heal, +2 Recovery dice
</li><li>Know the answers to three questions
</li><li>Raise mindless undead equal to your Stamina
</li>
</ul>
<p>You don’t want to spend all of your Power on effects, however,
since it also determines how many dice you get to roll+INT
when casting! If you are fortunate enough to roll more than 2d6,
keep only the two highest results.
</p><p>
The success of wizardly magic is also different from normal,
because of the terrible energies the caster is toying with:
</p>
<ul>
<li>
A Failure means the magic will still work, but under the
complete control of the GM, who will describe the disaster
that follows. You will also have been exposed to the Warp.
</li><li>
A Problem means the magic will work as desired, but with
some unforeseen consequence or side-effect, as well as
exposure to the Warp.
</li><li>
If you Succeed, your magic will work as desired.
</li><li>
A Critical means your magic will work as desired, but
because of the excess of energy, it will have unforeseen effects
as determined by the GM. This could be bad or good,
depending on the whims of the Die of Fate.
</li>
</ul>
<!--
oooooo oooooo oooo
`888. `888. .8'
`888. .8888. .8' .oooo. oooo d8b oo.ooooo.
`888 .8'`888. .8' `P )88b `888""8P 888' `88b
`888.8' `888.8' .oP"888 888 888 888
`888' `888' d8( 888 888 888 888
`8' `8' `Y888""8o d888b 888bod8P'
888
o888o
-->
<h2>Exposure to the Warp</h2>
<p>The Warp is the manifestation of pure, unbridled Chaos. The
more one plays with forces beyond their imagining, the more
vulnerable they become to being corrupted by the demonic
energies flowing through their bodies.
</p><p>
The most common ways of being exposed to the Warp are:
</p>
<ul>
<li>
Ingesting or inhaling Warpstone
</li><li>
Having Warpstone in your possession for at least a week
</li><li>
Being cut with Warpstone or Warpstone-laced weapons
</li><li>
Being exposed to uncontrolled or demonic magics
</li><li>
Continued use of Wizardry
</li>
</ul>
<p>When you have been exposed to the Warp, roll+CON:</p>
<ul><li>
A Failure means your body contorts in the energies of Chaos, and suffers a Warp Mutation.
</li><li>
A Problem means you are permanently scarred with the Taint
of the Warp. Hopefully none of your allies will notice...
</li><li>
If you Succeed, you are merely Touched by the Warp. The
effects should abate eventually...
</li><li>
A Critical means you resist the Warp, and remain free from
the clenches of Chaos for the time being...
</li>
</ul>
<h3>Warp Mutations (roll 2d6)</h3>
<br/>2: Your body is wracked with boils and disease, -1 CON
<br/>3: Your bones and muscles ache with every move, -1 STR
<br/>4: You become bloated and heavy, tripling your weight, -1 DEX
<br/>5: Your legs become those of a beast
<br/>6: Massive horns sprout from your forehead
<br/>7: Your teeth become razor sharp, and tusks burst from your jaw
<br/>8: Your arms grow long and rubbery, dotted with hideous warts
<br/>9: A long, reptilian tail sprouts from your hindquarters
<br/>10: Your voice cracks glass and spoils milk, -1 CHA
<br/>11: Your eyes grow cloudy, and your mind enfeebled, -1 WIS
<br/>12: Your mind snaps, and you suffer delusions, -1 INT
<h3>Taint of the Warp (roll 2d6)</h3>
<br/>2: Your tongue becomes forked like a serpent
<br/>3: Your eyes glow bright and red
<br/>4: Eyeballs sprout upon one of your limbs
<br/>5: All of your hair falls out permanently
<br/>6: Your fingers twist and elongate, like terrible claws, 1D6 damage
<br/>7: All flowering plants and herbs wilt in your presence
<br/>8: Lower animals will never approach you, willing or not
<br/>9: Your body exudes the smell of rotting fish
<br/>10: Your body shrinks or grows significantly
<br/>11: The color of your skin becomes dark, like the deep ocean
<br/>12: Clothes you wear start to smoulder and burn after a few hours
<h3>Touched by the Warp (roll 2d6)</h3>
<br/>2: All food and drink in the area spoils
<br/>3: Your nose bleeds profusely, lose 1 Health
<br/>4: Your breath becomes cold and foul
<br/>5: Your hair becomes singed and smells of smoke
<br/>6: Your eyes turn white, and your voice sounds like the wind
<br/>7: All lower animals in the area become panicked
<br/>8: The skin on your body exfoliates, leaving you feeling raw and sore
<br/>9: You cannot use magic for several minutes
<br/>10: You forget your name and where you are for a few moments
<br/>11: You involuntary urinate
<br/>12: Your nails and hair suddenly grow to twice their original length
</div>
</div>
<div class="sheet-tab-content sheet-tab5"> <!-- Trappings -->
<img src="http://i.imgur.com/gN1Izsp.jpg" />
</div>
<!--
.oooooo..o oooo . oooooo oooooo oooo oooo
d8P' `Y8 `888 .o8 `888. `888. .8' `888
Y88bo. 888 .oo. .ooooo. .ooooo. .o888oo `888. .8888. .8' .ooooo. oooo d8b 888 oooo .ooooo. oooo d8b
`"Y8888o. 888P"Y88b d88' `88b d88' `88b 888 `888 .8'`888. .8' d88' `88b `888""8P 888 .8P' d88' `88b `888""8P
`"Y88b 888 888 888ooo888 888ooo888 888 `888.8' `888.8' 888 888 888 888888. 888ooo888 888
oo .d8P 888 888 888 .o 888 .o 888 . `888' `888' 888 888 888 888 `88b. 888 .o 888
8""88888P' o888o o888o `Y8bod8P' `Y8bod8P' "888" `8' `8' `Y8bod8P' d888b o888o o888o `Y8bod8P' d888b
-->
<script type="text/worker">
on("change:diceType", function() {
getAttrs(["diceType"], function(values) {
if (values.diceType == "3d20") {
setAttrs({
decreasedRollTemplate: "3d20kl1",
normalRollTemplate: "{3d20dl1}dh1",
increasedRollTemplate: "3d20kh1",
lowerLimit: "8",
upperLimit: "13"
});
} else if (values.diceType == "2d10") {
setAttrs({
decreasedRollTemplate: "3d10kl2",
normalRollTemplate: "2d10",
increasedRollTemplate: "3d10kh2",
lowerLimit: "10",
upperLimit: "15" });
} else if (values.diceType == "2d6") {
setAttrs({
decreasedRollTemplate: "2d6",
normalRollTemplate: "2d6",
increasedRollTemplate: "2d6",
lowerLimit: "7",
upperLimit: "9"
});
} else if (values.diceType == "2d6variant") {
setAttrs({
decreasedRollTemplate: "3d6kl2",
normalRollTemplate: "2d6",
increasedRollTemplate: "3d6kh2",
lowerLimit: "7",
upperLimit: "9"
});
}
});
});
</script>
<!--
ooooooooo. oooo oooo ooooooooooooo oooo .
`888 `Y88. `888 `888 8' 888 `8 `888 .o8
888 .d88' .ooooo. 888 888 888 .ooooo. ooo. .oo. .oo. oo.ooooo. 888 .oooo. .o888oo .ooooo.
888ooo88P' d88' `88b 888 888 888 d88' `88b `888P"Y88bP"Y88b 888' `88b 888 `P )88b 888 d88' `88b
888`88b. 888 888 888 888 888 888ooo888 888 888 888 888 888 888 .oP"888 888 888ooo888
888 `88b. 888 888 888 888 888 888 .o 888 888 888 888 888 888 d8( 888 888 . 888 .o
o888o o888o `Y8bod8P' o888o o888o o888o `Y8bod8P' o888o o888o o888o 888bod8P' o888o `Y888""8o "888" `Y8bod8P'
888
o888o
-->
<rolltemplate class="sheet-rolltemplate-TTRoll">
<div class="sheet-rollContent">
{{#name}}
<div class="sheet-rollHeader">{{name}}</div>
{{/name}}
<div class="sheet-rollBody">
{{#rollDescription}}
<div class="sheet-rollDescription sheet-fineprint">{{character_name}} {{rollDescription}} to: </div>
{{/rollDescription}}
{{#notes}}
<div class="sheet-rollNotes">"{{notes}}"</div>
{{/notes}}
{{#lowerLimit}}
<div class="sheet-rollLimits">Lower Margin: {{lowerLimit}}</div>
{{/lowerLimit}}
{{#upperLimit}}
<div class="sheet-rollLimits">Upper Margin: {{upperLimit}}</div>
{{/upperLimit}}
</div>
<div class="sheet-rollFooter">
{{#result}}
Result:
{{#rollLess() result lowerLimit}}
<span class="sheet-sadRollResult">{{result}} Bad</span>
{{/rollLess() result lowerLimit}}
{{#rollBetween() result lowerLimit upperLimit}}
<span class="sheet-exciting">{{result}}<br/> Mixed Result</span>
{{/rollBetween() result lowerLimit upperLimit}}
{{#rollGreater() result upperLimit}}
<span class="sheet-happyRollResult">{{result}} Good</span>
{{/rollGreater() result upperLimit}}
{{/result}}
</div>
</div>
</rolltemplate>