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<!DOCTYPE html>
<html>
<script type="text/worker">
on("change:injury change:condition", function() {
getAttrs(["condition", "injury"], function(values) {
setAttrs({
injured: parseInt(values.injury) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:poison change:condition", function() {
getAttrs(["condition", "poison"], function(values) {
setAttrs({
poisoned: parseInt(values.poison) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:sickness change:condition", function() {
getAttrs(["condition", "sickness"], function(values) {
setAttrs({
sick: parseInt(values.sickness) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:exhaustion change:condition", function() {
getAttrs(["condition", "exhaustion"], function(values) {
setAttrs({
exhausted: parseInt(values.exhaustion) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:muddle change:condition", function() {
getAttrs(["condition", "muddle"], function(values) {
setAttrs({
muddled: parseInt(values.muddle) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:shock change:condition", function() {
getAttrs(["condition", "shock"], function(values) {
setAttrs({
shocked: parseInt(values.shock) > parseInt(values.condition) ? 2 : 0
});
});
});
on("change:str change:poisoned change:sick change:shocked change:bonus change:condition", function() {
getAttrs(["str", "poisoned", "sick", "shocked", "bonus", "condition"], function(values) {
setAttrs({
currentStr: Math.min(12, Math.max(4, parseInt(values.str)-parseInt(values.poisoned)-parseInt(values.sick)-parseInt(values.shocked)+(values.bonus == 'STR' && parseInt(values.condition) >= 10 ? 2 : 0)))
});
});
});
on("change:dex change:injured change:sick change:shocked change:bonus change:condition", function() {
getAttrs(["dex", "injured", "sick", "shocked", "bonus", "condition"], function(values) {
setAttrs({
currentDex: Math.min(12, Math.max(4, parseInt(values.dex)-parseInt(values.injured)-parseInt(values.sick)-parseInt(values.shocked)+(values.bonus == 'DEX' && parseInt(values.condition) >= 10 ? 2 : 0)))
});
});
});
on("change:int change:muddled change:sick change:shocked change:bonus change:condition", function() {
getAttrs(["int", "muddled", "sick", "shocked", "bonus", "condition"], function(values) {
setAttrs({
currentInt: Math.min(12, Math.max(4, parseInt(values.int)-parseInt(values.muddled)-parseInt(values.sick)-parseInt(values.shocked)+(values.bonus == 'INT' && parseInt(values.condition) >= 10 ? 2 : 0)))
});
});
});
on("change:spi change:exhausted change:sick change:shocked change:bonus change:condition", function() {
getAttrs(["spi", "exhausted", "sick", "shocked", "bonus", "condition"], function(values) {
setAttrs({
currentSpi: Math.min(12, Math.max(4, parseInt(values.spi)-parseInt(values.exhausted)-parseInt(values.sick)-parseInt(values.shocked)+(values.bonus == 'SPI' && parseInt(values.condition) >= 10 ? 2 : 0)))
});
});
});
on("change:condition change:class1 change:class2", function() {
getAttrs(["condition", "class1", "class2"], function(values) {
var tipTopShape = 10 - (values.class1 == 'Navigator' ? 1 : 0) - (values.class2 == 'Navigator' ? 1 : 0);
setAttrs({
outOfShape: parseInt(values.condition) <= 2 && parseInt(values.condition) > 0 ? 1 : 0,
tipTopShape: parseInt(values.condition) >= tipTopShape ? 1 : 0,
conditionDeath: parseInt(values.condition) <= 0 ? 1 : 0
});
});
});
on("change:healthPoints change:healthPoints_max change:condition", function() {
getAttrs(["healthPoints", "healthPoints_max", "condition"], function(values) {
setAttrs({
hpUnconscious: parseInt(values.healthPoints) <= 0 && parseInt(values.healthPoints) > (0 - parseInt(values.condition)) ? 1 : 0,
hpDeath: parseInt(values.healthPoints) <= (0 - parseInt(values.condition)) ? 1 : 0
});
});
});
on("change:magicPoints", function() {
getAttrs(["magicPoints"], function(values) {
setAttrs({
mpUnconscious: parseInt(values.magicPoints) <= 0 ? 1 : 0
});
});
});
on("change:type1 change:type2", function() {
getAttrs(["type1", "type2"], function(values) {
setAttrs({
typeDamageMod: (values.type1 == 'Attack' ? 1 : 0) + (values.type2 == 'Attack' ? 1 : 0),
typeInitiativeMod: (values.type1 == 'Technical' ? 1 : 0) + (values.type2 == 'Technical' ? 1 : 0),
showAttackTypeMastery: (values.type1 == 'Attack' || values.type2 == 'Attack' ? 1 : 0),
showSecondAttackTypeMastery: (values.type1 == 'Attack' && values.type2 == 'Attack' ? 1 : 0)
});
});
});
on("change:showAttackTypeMastery", function() {
getAttrs(["showAttackTypeMastery"], function(values) {
if (parseInt(values.showAttackTypeMastery) == 0) {
setAttrs({
attackTypeMastery: 0
});
}
});
});
on("change:showSecondAttackTypeMastery", function() {
getAttrs(["showSecondAttackTypeMastery"], function(values) {
if (parseInt(values.showSecondAttackTypeMastery) == 0) {
setAttrs({
attackTypeMastery2: 0
});
}
});
});
on("change:class1 change:class2 change:class1Other change:class2Other", function() {
getAttrs(["class1", "class2", "class1Other", "class2Other"], function(values) {
setAttrs({
classTravelMod: (values.class1 == 'Minstrel' ? 1 : 0) + (values.class2 == 'Minstrel' ? 1 : 0),
classDirectionMod: (values.class1 == 'Minstrel' ? 1 : 0) + (values.class2 == 'Minstrel' ? 1 : 0) + (values.class1 == 'Navigator' ? 2 : 0) + (values.class2 == 'Navigator' ? 2 : 0) - (values.class1 == 'Navigator' && values.class2 == 'Navigator' ? 1 : 0),
classCampMod: (values.class1 == 'Minstrel' ? 1 : 0) + (values.class2 == 'Minstrel' ? 1 : 0),
classNegotiationMod: (values.class1 == 'Merchant' ? 1 : 0) + (values.class2 == 'Merchant' ? 1 : 0),
classConditionMod: (values.class1 == 'Farmer' ? 1 : 0) + (values.class2 == 'Farmer' ? 1 : 0),
classSkillBonus: (values.class1 != null && values.class1 == values.class2 && (values.class1 != 'Other' || values.class1Other == values.class2Other) ? 1 : 0),
showArtisanSkills: (values.class1 == 'Artisan' || values.class2 == 'Artisan' ? 1 : 0),
showFarmerSkills: (values.class1 == 'Farmer' || values.class2 == 'Farmer' ? 1 : 0),
showHealerSkills: (values.class1 == 'Healer' || values.class2 == 'Healer' ? 1 : 0),
showHunterSkills: (values.class1 == 'Hunter' || values.class2 == 'Hunter' ? 1 : 0),
showNavigatorSkills: (values.class1 == 'Navigator' || values.class2 == 'Navigator' ? 1 : 0),
showMerchantSkills: (values.class1 == 'Merchant' || values.class2 == 'Merchant' ? 1 : 0),
showMinstrelSkills: (values.class1 == 'Minstrel' || values.class2 == 'Minstrel' ? 1 : 0),
showNobleSkills: (values.class1 == 'Noble' || values.class2 == 'Noble' ? 1 : 0),
showWeaponGrace: (values.class1 == 'Noble' || values.class2 == 'Noble' ? 1 : 0),
showSecondWeaponGrace: (values.class1 == 'Noble' && values.class2 == 'Noble' ? 1 : 0),
animals_max: 1 + (values.class1 == 'Merchant' || values.class1 == 'Farmer' ? 2 : 0) + (values.class2 == 'Merchant' || values.class2 == 'Farmer' ? 2 : 0)
});
});
});
on("change:showWeaponGrace", function() {
getAttrs(["showWeaponGrace"], function(values) {
if (parseInt(values.showWeaponGrace) == 0) {
setAttrs({
weaponGrace: 0
});
}
});
});
on("change:showSecondWeaponGrace", function() {
getAttrs(["showSecondWeaponGrace"], function(values) {
if (parseInt(values.showSecondWeaponGrace) == 0) {
setAttrs({
weaponGrace2: 0
});
}
});
});
on("change:repeating_containers remove:repeating_containers change:repeating_animals remove:repeating_animals change:currentStr change:level change:type1 change:type2 change:class1 change:class2 change:species", function() {
getSectionIDs("repeating_containers", function(containerIdArray) {
getSectionIDs("repeating_animals", function(animalIdArray) {
var fieldNames = ["currentStr", "level", "type1", "type2", "class1", "class2", "species"]
for(var i=0; i < containerIdArray.length; i++) {
fieldNames.push("repeating_containers_" + containerIdArray[i] + "_containerCapacity");
fieldNames.push("repeating_containers_" + containerIdArray[i] + "_containerWater");
}
for (var i=0; i < animalIdArray.length; i++) {
fieldNames.push("repeating_animals_" + animalIdArray[i] + "_animalCapacity");
}
var containerItemCapacities = 0;
var containerWaterCapacities = 0;
getAttrs(fieldNames, function(values) {
for (var i=0; i < containerIdArray.length; i++) {
if (values["repeating_containers_" + containerIdArray[i] + "_containerWater"] == 1) {
containerWaterCapacities += parseInt(values["repeating_containers_" + containerIdArray[i] + "_containerCapacity"]);
} else {
containerItemCapacities += parseInt(values["repeating_containers_" + containerIdArray[i] + "_containerCapacity"]);
}
}
for (var i=0; i < animalIdArray.length; i++) {
containerItemCapacities += parseInt(values["repeating_animals_" + animalIdArray[i] + "_animalCapacity"]);
}
var maximumLoad = parseInt(values.currentStr) + parseInt(values.level) + 2 + (values.type1 == 'Technical' ? 3 : 0) + (values.type2 == 'Technical' ? 3 : 0) + (values.class1 == 'Farmer' ? 3 : 0) + (values.class2 == 'Farmer' ? 3 : 0) + (values.species == 'Koneko Goblin' ? 3 : 0);
setAttrs({
capacity_max: maximumLoad + containerItemCapacities,
weaponCapacity_max: maximumLoad,
water_max: containerWaterCapacities
});
});
});
});
});
on("change:repeating_containers remove:repeating_containers change:repeating_items remove:repeating_items", function() {
getSectionIDs("repeating_containers", function(containerIdArray) {
getSectionIDs("repeating_items", function(itemIdArray) {
var fieldNames = [];
for(var i=0; i < containerIdArray.length; i++) {
fieldNames.push("repeating_containers_" + containerIdArray[i] + "_containerSize");
}
for (var i=0; i < itemIdArray.length; i++) {
fieldNames.push("repeating_items_" + itemIdArray[i] + "_itemSize");
fieldNames.push("repeating_items_" + itemIdArray[i] + "_itemCount");
}
var totalBurden = 0;
getAttrs(fieldNames, function(values) {
for (var i=0; i < containerIdArray.length; i++) {
totalBurden += parseInt(values["repeating_containers_" + containerIdArray[i] + "_containerSize"]);
}
for (var i=0; i < itemIdArray.length; i++) {
totalBurden += parseInt(values["repeating_items_" + itemIdArray[i] + "_itemSize"]) * parseInt(values["repeating_items_" + itemIdArray[i] + "_itemCount"]);
}
setAttrs({
capacity: totalBurden
});
});
});
});
});
on("change:capacity change:capacity_max change:applyOverburdenPenalty", function() {
getAttrs(["capacity", "capacity_max", "applyOverburdenPenalty"], function(values) {
setAttrs({
overburdenPenalty: parseInt(values.applyOverburdenPenalty) * Math.max(0, parseInt(values.capacity) - parseInt(values.capacity_max)),
overCapacity: parseInt(values.capacity) > parseInt(values.capacity_max) ? 1 : 0
});
});
});
on("change:overburdenPenalty", function() {
getAttrs(["overburdenPenalty"], function(values) {
setAttrs({
overBurdened: parseInt(values.overburdenPenalty) > 0 ? 1 : 0,
});
});
});
on("change:repeating_armor:armorPenalty remove:repeating_armor", function() {
getSectionIDs("repeating_armor", function(armorIdArray) {
var fieldNames = [];
for (var i=0; i < armorIdArray.length; i++) {
fieldNames.push("repeating_armor_" + armorIdArray[i] + "_armorPenalty");
}
var totalPenalty = 0;
getAttrs(fieldNames, function(values) {
for (var i=0; i < armorIdArray.length; i++) {
totalPenalty += parseInt(values["repeating_armor_" + armorIdArray[i] + "_armorPenalty"]);
}
setAttrs({
armorPenalty: totalPenalty
});
});
});
});
on("change:repeating_animals remove:repeating_animals", function() {
getSectionIDs("repeating_animals", function(idarray) {
setAttrs({
animals: idarray.length
});
});
});
on("change:animals change:animals_max", function() {
getAttrs(["animals", "animals_max"], function(values) {
setAttrs({
tooManyAnimals: parseInt(values.animals) > parseInt(values.animals_max) ? 1 : 0
});
});
});
on("change:water", function() {
getAttrs(["water"], function(values) {
setAttrs({
outOfWater: parseInt(values.water) == 0 ? 1 : 0
});
});
});
on("change:repeating_weapons:weaponClassification", function() {
getAttrs(["repeating_weapons_weaponClassification", "initialMastery", "attackTypeMastery", "attackTypeMastery2", "weaponGrace", "weaponGrace2"], function(values) {
var masteries = [values.initialMastery, values.attackTypeMastery, values.attackTypeMastery2];
setAttrs({
repeating_weapons_weaponGraceMod: ((values.repeating_weapons_weaponClassification == values.weaponGrace && masteries.indexOf(values.weaponGrace) > -1) ? 1 : 0) + ((values.repeating_weapons_weaponClassification == values.weaponGrace2 && masteries.indexOf(values.weaponGrace2) > -1) ? 1 : 0)
});
});
});
on("change:initialMastery change:attackTypeMastery change:attackTypeMastery2 change:weaponGrace change:weaponGrace2", function() {
getSectionIDs("repeating_weapons", function(weaponIdArray) {
var fieldNames = ["initialMastery", "attackTypeMastery", "attackTypeMastery2", "weaponGrace", "weaponGrace2"];
for (var i=0; i < weaponIdArray.length; i++) {
fieldNames.push("repeating_weapons_" + weaponIdArray[i] + "_weaponClassification");
}
getAttrs(fieldNames, function(values) {
var masteries = [values.initialMastery, values.attackTypeMastery, values.attackTypeMastery2];
var attrsToSet = {};
for (var i=0; i < weaponIdArray.length; i++) {
var weaponClassification = values["repeating_weapons_" + weaponIdArray[i] + "_weaponClassification"];
var weaponGraceMod1 = weaponClassification == values.weaponGrace && masteries.indexOf(values.weaponGrace) > -1 ? 1 : 0;
var weaponGraceMod2 = weaponClassification == values.weaponGrace2 && masteries.indexOf(values.weaponGrace2) > -1 ? 1 : 0;
var weaponGraceModId = "repeating_weapons_" + weaponIdArray[i] + "_weaponGraceMod";
attrsToSet[weaponGraceModId] = weaponGraceMod1 + weaponGraceMod2;
}
setAttrs(attrsToSet);
});
});
});
on("change:fumble", function() {
getAttrs(["fumble", "concentrationFumble"], function(values) {
setAttrs({
showFumbleConcentration: parseInt(values.fumble) > 0 ? 1 : 0,
concentrationFumble: parseInt(values.fumble) > 0 ? parseInt(values.concentrationFumble) : 0
});
});
});
on("change:concentrationMP change:concentrationFumble change:type1 change:type2", function() {
getAttrs(["concentrationMP", "concentrationFumble", "type1", "type2"], function(values) {
var applyConcentration = parseInt(values.concentrationMP) + parseInt(values.concentrationFumble) > 0 ? true : false;
setAttrs({
concentrationBonus: applyConcentration ? parseInt(values.concentrationMP) + parseInt(values.concentrationFumble) + (values.type1 == 'Technical' ? 1 : 0) + (values.type2 == 'Technical' ? 1 : 0) : 0
});
});
});
on("change:repeating_weapons:weaponSize change:repeating_armor:armorSize remove:repeating_weapons remove:repeating_armor", function() {
var fieldNames = [];
getSectionIDs("repeating_weapons", function(weaponIdArray) {
for (var i=0; i < weaponIdArray.length; i++) {
console.log("pushing " + "repeating_weapons_" + weaponIdArray[i] + "_weaponSize")
fieldNames.push("repeating_weapons_" + weaponIdArray[i] + "_weaponSize");
}
getSectionIDs("repeating_armor", function(armorIdArray) {
for (var i=0; i < armorIdArray.length; i++) {
console.log("pushing " + "repeating_armor_" + armorIdArray[i] + "_armorSize")
fieldNames.push("repeating_armor_" + armorIdArray[i] + "_armorSize");
}
var totalBurden = 0;
console.log("burden starts at 0")
getAttrs(fieldNames, function(values) {
for (var key in values) {
totalBurden += parseInt(values[key])
console.log("burden is now" + totalBurden + " because " + parseInt(values[key]) + " was added to it")
}
setAttrs({
weaponCapacity: totalBurden
});
});
});
});
});
on("change:weaponCapacity change:weaponCapacity_max", function() {
getAttrs(["weaponCapacity", "weaponCapacity_max"], function(values) {
setAttrs({
overEncumbered: parseInt(values.weaponCapacity) > parseInt(values.weaponCapacity_max) ? 1 : 0
});
});
});
on("change:species change:currentSeason", function() {
getAttrs(["species", "currentSeason"], function(values) {
setAttrs({
speciesConditionMod: (values.species == 'Koneko Goblin' && values.currentSeason == 'Spring' ? 1 : 0),
speciesInitiativeMod: (values.species == 'Koneko Goblin' && values.currentSeason == 'Spring' ? 1 : 0)
});
});
});
</script>
<div>
<input type="checkbox" name="attr_npc_switch" class="sheet-block-switch"/>
<span class="npc-switch-label">NPC&nbsp;</span>
<div class='sheet-block-a characterSheet'>
<!-- Hidden Fields -->
<div class='hidden'>
<input type='number' name='attr_typeInitiativeMod' value='0'/>
<input type='number' name='attr_typeDamageMod' value='0'/>
<input type='number' name='attr_classTravelMod' value='0'/>
<input type='number' name='attr_classDirectionMod' value='0'/>
<input type='number' name='attr_classCampMod' value='0'/>
<input type='number' name='attr_classConditionMod' value='0'/>
<input type='number' name='attr_classNegotiationMod' value='0'/>
<input type='number' name='attr_classSkillBonus' value='0'/>
<input type='number' name='attr_armorPenalty' value='0'/>
<input type='number' name='attr_concentrationBonus' value='0'/>
<input type='number' name='attr_speciesConditionMod' value='0'/>
<input type='number' name='attr_speciesInitiativeMod' value='0'/>
</div>
<!-- End Hidden Fields -->
<!-- Roll Templates -->
<rolltemplate class="sheet-rolltemplate-skillCheck">
<div class="container">
<div class="sheet-rolltemplate-skillCheck">
<div class='rollTitle {{season}}'>{{name}}</div>
<div class='rollResult'>{{die1}} + {{die2}} + {{bonusesAndPenalties}}
{{#rollWasFumble() die1}}
{{#rollWasFumble() die2}}
<div class='fumble'>FUMBLE!!!</div>
{{/rollWasFumble() die2}}
{{/rollWasFumble() die1}}
{{#rollWasCrit() die1}}
{{#rollWasCrit() die2}}
<div class='critical'>CRITICAL SUCCESS!!!</div>
{{/rollWasCrit() die2}}
{{/rollWasCrit() die1}}
{{#rollTotal() die1 6}}
{{#rollTotal() die2 6}}
{{#^rollWasCrit() die1}}
{{#^rollWasCrit() die2}}
<div class='critical'>CRITICAL SUCCESS!!!</div>
{{/^rollWasCrit() die2}}
{{/^rollWasCrit() die1}}
{{#rollWasCrit() die1}}
{{#^rollWasCrit() die2}}
<div class='critical'>CRITICAL SUCCESS!!!</div>
{{/^rollWasCrit() die2}}
{{/rollWasCrit() die1}}
{{#^rollWasCrit() die1}}
{{#rollWasCrit() die2}}
<div class='critical'>CRITICAL SUCCESS!!!</div>
{{/rollWasCrit() die2}}
{{/^rollWasCrit() die1}}
{{/rollTotal() die2 6}}
{{/rollTotal() die1 6}}
</div>
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-accuracyCheck">
<div class="container">
<div class="sheet-rolltemplate-accuracyCheck">
<div class='rollTitle {{season}}'>{{name}} accuracy check</div>
<div class='rollResult'>{{die1}} + {{die2}} + {{bonusesAndPenalties}}
{{#rollWasFumble() die1}}
{{#rollWasFumble() die2}}
<div class='fumble'>FUMBLE!!!</div>
{{/rollWasFumble() die2}}
{{/rollWasFumble() die1}}
{{#rollWasCrit() die1}}
{{#rollWasCrit() die2}}
<div class='critical'>CRITICAL HIT!!!</div>
{{/rollWasCrit() die2}}
{{/rollWasCrit() die1}}
{{#rollTotal() die1 6}}
{{#rollTotal() die2 6}}
{{#^rollWasCrit() die1}}
{{#^rollWasCrit() die2}}
<div class='critical'>CRITICAL HIT!!!</div>
{{/^rollWasCrit() die2}}
{{/^rollWasCrit() die1}}
{{#rollWasCrit() die1}}
{{#^rollWasCrit() die2}}
<div class='critical'>CRITICAL HIT!!!</div>
{{/^rollWasCrit() die2}}
{{/rollWasCrit() die1}}
{{#^rollWasCrit() die1}}
{{#rollWasCrit() die2}}
<div class='critical'>CRITICAL HIT!!!</div>
{{/rollWasCrit() die2}}
{{/^rollWasCrit() die1}}
{{/rollTotal() die2 6}}
{{/rollTotal() die1 6}}
</div>
</div>
</div>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-oneDieCheck">
<div class="container">
<div class="sheet-rolltemplate-oneDieCheck">
<div class='rollTitle {{season}}'>{{name}}</div>
{{#result}}
<div class='rollResult'>{{result}}</div>
{{/result}}
{{#freetext}}
<div class='rollFreeText'>{{freetext}}</div>
{{/freetext}}
</div>
</div>
</rolltemplate>
<!-- End Roll Templates -->
<!-- High Level Tabs -->
<input type="radio" class="sheet-tab sheet-tab1" name="attr_core-tab" value="1" title="Details" checked="checked"/>
<span class="sheet-tab sheet-tab1">Info</span>
<input type="radio" class="sheet-tab sheet-tab2" name="attr_core-tab" value="2" title="Class"/>
<span class="sheet-tab sheet-tab2">Class</span>
<input type="radio" class="sheet-tab sheet-tab3" name="attr_core-tab" value="3" title="Stats"/>
<span class="sheet-tab sheet-tab3">Stats</span>
<input type="radio" class="sheet-tab sheet-tab4" name="attr_core-tab" value="4" title="Checks"/>
<span class="sheet-tab sheet-tab4">Checks</span>
<input type="radio" class="sheet-tab sheet-tab5" name="attr_core-tab" value="5" title="Equipment"/>
<span class="sheet-tab sheet-tab5">Inventory</span>
<!-- End High Level Tabs -->
<span class='characterDetails'>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<label class='headerLabel infoLabel'>Species</label>
<select name='attr_species'>
<option value='Human'>Human</option>
<option value='Koneko Goblin'>Koneko Goblin</option>
</select>
</div>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Level</label>
<input type='number' name='attr_level' value='1' min='1'/>
</div>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Experience</label>
<input type='number' name='attr_exp' value='0' min='0' style='width:70px'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<label class='headerLabel infoLabel'>Age</label>
<input type='number' name='attr_charAge' min='1'/>
</div>
<div class='sheet-col'>
<label class='headerLabel infoLabel'>Gender</label>
<input type='text' name='attr_charGender'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<label class='headerLabel infoLabel'>Personal Item</label>
<input type='text' name='attr_personalItem'/>
</div>
<div class='sheet-col'>
<label class='headerLabel infoLabel'>Party Role</label>
<select name="attr_role">
<option value=''></option>
<option value='Journal Keeper'>Journal Keeper</option>
<option value='Leader'>Leader</option>
<option value='Mapper'>Mapper</option>
<option value='Quartermaster'>Quartermaster</option>
</select>
</div>
</div>
<div class='sheet-row'>
<label class='headerLabel infoLabel'>Image Color/Appearance</label>
<textarea name='attr_charAppearance'></textarea>
</div>
<div class='sheet-row'>
<label class='headerLabel infoLabel'>Hometown/Reason for Travel</label>
<textarea name='attr_charHometown'></textarea>
</div>
<div class='sheet-row'>
<label class='headerLabel infoLabel'>Notes</label>
<textarea name='attr_charNotes'></textarea>
</div>
</span>
<span class='characterClass'>
<div class='sheet-2olrow'>
<label class='headerLabel'>Class</label>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
Class 1:
<select name="attr_class1" class='charoptions'>
<option value=''></option>
<option value='Artisan'>Artisan</option>
<option value='Farmer'>Farmer</option>
<option value='Healer'>Healer</option>
<option value='Hunter'>Hunter</option>
<option value='Merchant'>Merchant</option>
<option value='Minstrel'>Minstrel</option>
<option value='Navigator'>Navigator</option>
<option value='Noble'>Noble</option>
<option value='Other'>Other</option>
</select>
<input type='text' name='attr_class1Other' placeholder='If other, type class name here'/>
</div>
<div class='sheet-col'>
Class 2:
<select name="attr_class2" class='charoptions'>
<option value=''></option>
<option value='Artisan'>Artisan</option>
<option value='Farmer'>Farmer</option>
<option value='Healer'>Healer</option>
<option value='Hunter'>Hunter</option>
<option value='Merchant'>Merchant</option>
<option value='Minstrel'>Minstrel</option>
<option value='Navigator'>Navigator</option>
<option value='Noble'>Noble</option>
<option value='Other'>Other</option>
</select>
<input type='text' name='attr_class2Other' placeholder='If other, type class name here'/>
</div>
</div>
<label class='headerLabel checkLabel'>Type</label>
<div class='sheet-2colrow'>
<div class='sheet-col'>
Type 1:
<select name="attr_type1" class='charoptions'>
<option value=''></option>
<option value='Attack'>Attack</option>
<option value='Magic'>Magic</option>
<option value='Technical'>Technical</option>
</select>
</div>
<div class='sheet-col'>
Season 1:
<select name="attr_season1" class='charoptions'>
<option value=''></option>
<option value='Spring'>Spring</option>
<option value='Summer'>Summer</option>
<option value='Autumn'>Autumn</option>
<option value='Winter'>Winter</option>
</select>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
Type 2:
<select name="attr_type2" class='charoptions'>
<option value=''></option>
<option value='Attack'>Attack</option>
<option value='Magic'>Magic</option>
<option value='Technical'>Technical</option>
</select>
</div>
<div class='sheet-col'>
Season 2:
<select name="attr_season2" class='charoptions'>
<option value=''></option>
<option value='Spring'>Spring</option>
<option value='Summer'>Summer</option>
<option value='Autumn'>Autumn</option>
<option value='Winter'>Winter</option>
</select>
</div>
</div>
<label class='headerLabel checkLabel'>Mastered Weapons</label>
<div class='sheet-row'>
<div>Select initial weapon mastery:</div>
<div class='sheet-col'>
<input type="radio" class="radioChoice radioChoice2" name="attr_initialMastery" value="2" title="Blade"/>
<span class="radioChoice radioChoice2">Blade</span>
<input type="radio" class="radioChoice radioChoice3" name="attr_initialMastery" value="3" title="Polearm"/>
<span class="radioChoice radioChoice3">Polearm</span>
<input type="radio" class="radioChoice radioChoice5" name="attr_initialMastery" value="5" title="Bow"/>
<span class="radioChoice radioChoice5">Bow</span>
<input type="radio" class="radioChoice radioChoice1" name="attr_initialMastery" value="1" title="Light Blade"/>
<span class="radioChoice radioChoice1">Light Blade</span>
<input type="radio" class="radioChoice radioChoice4" name="attr_initialMastery" value="4" title="Axe"/>
<span class="radioChoice radioChoice4">Axe</span>
<input type="radio" class="radioChoice radioChoice6" name="attr_initialMastery" value="6" title="Unarmed"/>
<span class="radioChoice radioChoice6">Unarmed</span>
</div>
</div>
<span>
<input type='checkbox' class='showDiv' name='attr_showAttackTypeMastery' value='1'>
<div class='sheet-row'>
<div>Select bonus weapon mastery gained from the attack type:</div>
<div class='sheet-col'>
<input type="radio" class="radioChoice radioChoice2" name="attr_attackTypeMastery" value="2" title="Blade"/>
<span class="radioChoice radioChoice2">Blade</span>
<input type="radio" class="radioChoice radioChoice3" name="attr_attackTypeMastery" value="3" title="Polearm"/>
<span class="radioChoice radioChoice3">Polearm</span>
<input type="radio" class="radioChoice radioChoice5" name="attr_attackTypeMastery" value="5" title="Bow"/>
<span class="radioChoice radioChoice5">Bow</span>
<input type="radio" class="radioChoice radioChoice1" name="attr_attackTypeMastery" value="1" title="Light Blade"/>
<span class="radioChoice radioChoice1">Light Blade</span>
<input type="radio" class="radioChoice radioChoice4" name="attr_attackTypeMastery" value="4" title="Axe"/>
<span class="radioChoice radioChoice4">Axe</span>
<input type="radio" class="radioChoice radioChoice6" name="attr_attackTypeMastery" value="6" title="Unarmed"/>
<span class="radioChoice radioChoice6">Unarmed</span>
</div>
</div>
</span>
<span>
<input type='checkbox' class='showDiv' name='attr_showSecondAttackTypeMastery' value='1'>
<div class='sheet-row'>
<div>Select additional bonus weapon mastery gained from having the attack type twice:</div>
<div class='sheet-col'>
<input type="radio" class="radioChoice radioChoice2" name="attr_attackTypeMastery2" value="2" title="Blade"/>
<span class="radioChoice radioChoice2">Blade</span>
<input type="radio" class="radioChoice radioChoice3" name="attr_attackTypeMastery2" value="3" title="Polearm"/>
<span class="radioChoice radioChoice3">Polearm</span>
<input type="radio" class="radioChoice radioChoice5" name="attr_attackTypeMastery2" value="5" title="Bow"/>
<span class="radioChoice radioChoice5">Bow</span>
<input type="radio" class="radioChoice radioChoice1" name="attr_attackTypeMastery2" value="1" title="Light Blade"/>
<span class="radioChoice radioChoice1">Light Blade</span>
<input type="radio" class="radioChoice radioChoice4" name="attr_attackTypeMastery2" value="4" title="Axe"/>
<span class="radioChoice radioChoice4">Axe</span>
<input type="radio" class="radioChoice radioChoice6" name="attr_attackTypeMastery2" value="6" title="Unarmed"/>
<span class="radioChoice radioChoice6">Unarmed</span>
</div>
</div>
</span>
<span>
<input type='checkbox' class='showDiv' name='attr_showWeaponGrace' value='1'>
<div class='sheet-row'>
<div>Select bonus weapon mastery gained from the noble class (can be the same as a previously selected weapon mastery):</div>
<div class='sheet-col'>
<input type="radio" class="radioChoice radioChoice1" name="attr_weaponGrace" value="2" title="Blade"/>
<span class="radioChoice radioChoice1">Blade</span>
<input type="radio" class="radioChoice radioChoice2" name="attr_weaponGrace" value="3" title="Polearm"/>
<span class="radioChoice radioChoice2">Polearm</span>
<input type="radio" class="radioChoice radioChoice3" name="attr_weaponGrace" value="5" title="Bow"/>
<span class="radioChoice radioChoice3">Bow</span>
</div>
</div>
</span>
<span>
<input type='checkbox' class='showDiv' name='attr_showSecondWeaponGrace' value='1'>
<div class='sheet-row'>
<div>Select additional bonus weapon mastery gained from having the noble class twice:</div>
<div class='sheet-col'>
<input type="radio" class="radioChoice radioChoice1" name="attr_weaponGrace2" value="2" title="Blade"/>
<span class="radioChoice radioChoice1">Blade</span>
<input type="radio" class="radioChoice radioChoice2" name="attr_weaponGrace2" value="3" title="Polearm"/>
<span class="radioChoice radioChoice2">Polearm</span>
<input type="radio" class="radioChoice radioChoice3" name="attr_weaponGrace2" value="5" title="Bow"/>
<span class="radioChoice radioChoice3">Bow</span>
</div>
</div>
</span>
<div class="sheet-row">
<label class='headerLabel spellsLabel'>Spells/Music/Other Abilities</label>
</div>
<fieldset class='repeating_spells'>
<div class="sheet-row sheet-spellRow">
<input type="text" name="attr_spellName" class="sheet-spellName" placeholder="Name">
Duration:
<input type="text" name="attr_spellDuration" class="sheet-spellDuration">
Target:
<input type="text" name="attr_spellTarget" class="sheet-spellTarget">
Range:
<input type="text" name="attr_spellRange" class="sheet-spellRange">
</div>
<div class="sheet-row sheet-spellRow">
<textarea name="attr_spellEffect" class="sheet-spellEffect" placeholder="Effect"></textarea>
<div class='spellDetails'>
<span>Type:</span>
<select name="attr_spellType" class="sheet-spellTypes">
<option value=""></option>
<option value="Incantation">Incantation</option>
<option value="Music">Music</option>
<option value="Spring">Seasonal (Spring)</option>
<option value="Summer">Seasonal (Summer)</option>
<option value="Autumn">Seasonal (Autumn)</option>
<option value="Winter">Seasonal (Winter)</option>
<option value="Other">Other</option>
</select>
<span>MP:</span>
<input type="number" name="attr_spellCost" value="0" min="0">
</div>
<hr>
</div>
</fieldset>
</span>
<span class='characterStats'>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Health Points</label>
<input type='checkbox' class='penaltyCondition' name='attr_hpUnconscious' value='1'/>
<input type='checkbox' class='deathCondition' name='attr_hpDeath' value='1'/>
<input type='number' class='stats' name='attr_healthPoints' value='8'/> / <input type='number' class='stats' name='attr_healthPoints_max' value='8' min='1'/>
</div>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Magic Points</label>
<input type='checkbox' class='penaltyCondition' name='attr_mpUnconscious' value='1'/>
<input type='number' class='stats' name='attr_magicPoints' value='8' min='0'/> / <input type='number' class='stats' name='attr_magicPoints_max' value='8' min='1'/>
</div>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Condition</label>
<span class='conditionCheck'>
<input type='checkbox' class='penaltyCondition' name='attr_outOfShape' value='1'/>
<input type='checkbox' class='deathCondition' name='attr_conditionDeath' value='1'/>
<input type='checkbox' class='bonusCondition' name='attr_tipTopShape' value='1'/>
<input type='number' name='attr_condition' value='5'/>
Bonus to:
<select name="attr_bonus" class='attributeType'>
<option value=''></option>
<option value='STR'>STR</option>
<option value='DEX'>DEX</option>
<option value='INT'>INT</option>
<option value='SPI'>SPI</option>
</select>
if >=10
</span>
</div>
</div>
<hr>
<div class='coreAttributes'>
<div class='sheet-col'>
<label class='headerLabel attrLabel'>Strength</label>
Base:
<select name="attr_str" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
Current:
<input type='number' name='attr_currentStr' value='4' min='4' step='2' max='12'/>
</div>
<div class='sheet-col'>
<label class='headerLabel attrLabel'>Dexterity</label>
Base:
<select name="attr_dex" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
Current:
<input type='number' name='attr_currentDex' value='4' min='4' step='2' max='12'/>
</div>
</div>
<div class='coreAttributes'>
<div class='sheet-col'>
<label class='headerLabel attrLabel'>Intelligence</label>
Base:
<select name="attr_int" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
Current:
<input type='number' name='attr_currentInt' value='4' min='4' step='2' max='12'/>
</div>
<div class='sheet-col'>
<label class='headerLabel attrLabel'>Spirit</label>
Base:
<select name="attr_spi" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
Current:
<input type='number' name='attr_currentSpi' value='4' min='4' step='2' max='12'/>
</div>
</div>
<hr>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Injury</label>
<input type='checkbox' class='penaltyCondition' name='attr_injured' value='2'/>
<input type='number' name='attr_injury' value='0' min='0'/> lowers DEX die size
</div>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Poison</label>
<input type='checkbox' class='penaltyCondition' name='attr_poisoned' value='2'/>
<input type='number' name='attr_poison' value='0' min='0'/> lowers STR die size
</div>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Sickness</label>
<input type='checkbox' class='penaltyCondition' name='attr_sick' value='2'/>
<input type='number' name='attr_sickness' value='0' min='0'/> lowers all dice sizes
</div>
</div>
<div class='sheet-3colrow'>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Exhaustion</label>
<input type='checkbox' class='penaltyCondition' name='attr_exhausted' value='2'/>
<input type='number' name='attr_exhaustion' value='0' min='0'/> lowers SPI die size
</div>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Muddled</label>
<input type='checkbox' class='penaltyCondition' name='attr_muddled' value='2'/>
<input type='number' name='attr_muddle' value='0' min='0'/> lowers INT die size
</div>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Shock</label>
<input type='checkbox' class='penaltyCondition' name='attr_shocked' value='2'/>
<input type='number' name='attr_shock' value='0' min='0'/> lowers all dice sizes
</div>
</div>
<hr>
<div class='sheet-row'>
<div class='sheet-col'>
<label class='headerLabel checkLabel'>Terrain Modifiers</label>
<table>
<tr>
<th>Level 1=>6</th>
<th>Level 2=>8</th>
<th>Level 3=>10</th>
<th>Level 4=>12</th>
<th>Level 5=>14</th>
</tr>
<tr>
<td><input type='number' name='attr_grasslandMod' value='0'/> Grassland</td>
<td><input type='number' name='attr_woodsMod' value='0'/> Woods</td>
<td><input type='number' name='attr_deepForestMod' value='0'/> Deep Forest</td>
<td><input type='number' name='attr_desertMod' value='0'/> Desert</td>
<td><input type='number' name='attr_alpineMod' value='0'/> Alpine</td>
</tr>
<tr>
<td><input type='number' name='attr_wastelandMod' value='0'/> Wasteland</td>
<td><input type='number' name='attr_highlandsMod' value='0'/> Highlands</td>
<td><input type='number' name='attr_swampMod' value='0'/> Swamp</td>
<td><input type='number' name='attr_jungleMod' value='0'/> Jungle</td>
<td></td>
</tr>
<tr>
<td></td>
<td><input type='number' name='attr_rockyTerrainMod' value='0'/> Rocky Terrain</td>
<td><input type='number' name='attr_mountainMod' value='0'/> Mountain</td>
<td></td>
<td></td>
</tr>
</table>
</div>
</div>
<div class='sheet-row'>
<div class='sheet-col'>
<label class='headerLabel checkLabel'>Weather Modifiers</label>
<table cellpadding=3>
<tr>
<th>Weather +1</th>
<th>Weather +3</th>
<th>Weather +5</th>
</tr>
<tr>
<td><input type='number' name='attr_rainMod' value='0'/> Rain</td>
<td><input type='number' name='attr_hardRainMod' value='0'/> Hard Rain</td>
<td><input type='number' name='attr_hurricaneMod' value='0'/> Hurricane</td>
</tr>
<tr>
<td><input type='number' name='attr_strongWindMod' value='0'/> Strong Wind</td>
<td><input type='number' name='attr_snowMod' value='0'/> Snow</td>
<td><input type='number' name='attr_blizzardMod' value='0'/> Blizzard</td>
</tr>
<tr>
<td><input type='number' name='attr_fogMod' value='0'/> Fog</td>
<td><input type='number' name='attr_deepFogMod' value='0'/> Deep Fog</td>
<td></td>
</tr>
<tr>
<td><input type='number' name='attr_hotMod' value='0'/> Hot</td>
<td><input type='number' name='attr_darkMod' value='0'/> Dark</td>
<td></td>
</tr>
<tr>
<td><input type='number' name='attr_coldMod' value='0'/> Cold</td>
<td></td>
<td></td>
</tr>
</table>
</div>
</div>
</span>
<span class='characterChecks'>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Fumble Points</label>
<input type='number' name='attr_fumble' value='0' min='0'/>
</div>
<div class='sheet-col'>
<label class='headerLabel healthLabel'>Overburden Penalties</label>
<!--<span class='overburdenPenalty'>Overburden Penalties:</span>-->
<input type='checkbox' class='penaltyCondition' name='attr_overburdened' value='1'/>
<input type='number' name='attr_overburdenPenalty' class='overburdenPenalty' value='0'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
Apply Concentration to next roll?
<label class='checkboxLabel concentration'><input type='checkbox' name='attr_concentrationMP' value='1'> Use MP</label>
<input type='checkbox' class='showFumble' name='attr_showFumbleConcentration' value='1'>
<label class='checkboxLabel concentration'><input type='checkbox' name='attr_concentrationFumble' value='1'> Use Fumble Point</label><br>
*Can't apply concentration to initiative, condition, or damage rolls.
</div>
<div class='sheet-col'>
<label class='checkboxLabel'><input type='checkbox' name='attr_applyOverburdenPenalty' value='1' checked='true'> Apply overburden penalties</label>
</div>
</div>
<span class='characterChecks'>
<label class='headerLabel loweredHeaderLabel'>Optional Modifiers</label>
<div class='sheet-3colrow'>
<div class='sheet-col'>
Current Season:
<select name='attr_currentSeason' class='terrain'>
<option value=''></option>
<option value='Spring'>Spring</option>
<option value='Summer'>Summer</option>
<option value='Autumn'>Autumn</option>
<option value='Winter'>Winter</option>
</select>
</div>
<div class='sheet-col'>
Current Terrain:
<select name="attr_terrain" class='terrain'>
<option value='0'></option>
<option value="@{grasslandMod}">Grassland</option>
<option value="@{wastelandMod}">Wasteland</option>
<option value="@{woodsMod}">Woods</option>
<option value="@{highlandsMod}">Highlands</option>
<option value="@{rockyTerrainMod}">Rocky Terrain</option>
<option value="@{deepForestMod}">Deep Forest</option>
<option value="@{swampMod}">Swamp</option>
<option value="@{mountainMod}">Mountain</option>
<option value="@{desertMod}">Desert</option>
<option value="@{jungleMod}">Jungle</option>
<option value="@{alpineMod}">Alpine</option>
</select>
</div>
<div class='sheet-col'>
Current Weather:
<select name="attr_weather" class='terrain'>
<option value='0'></option>
<option value="@{rainMod}">Rain</option>
<option value="@{strongWindMod}">Strong Wind</option>
<option value="@{fogMod}">Fog</option>
<option value="@{deepFogMod}">Hot</option>
<option value="@{coldMod}">Cold</option>
<option value="@{hardRainMod}">Hard Rain</option>
<option value="@{snowMod}">Snow</option>
<option value="@{deepFogMod}">Deep Fog</option>
<option value="@{darkMod}">Dark</option>
<option value="@{hurricaneMod}">Hurricane</option>
<option value="@{blizzardMod}">Blizzard</option>
</select>
</div>
</div>
<div class='sheet-3colrow bonusPenaltyPreferences'>
<div class='sheet-col'></div> <!--Empty column on purpose to move others under the right inputs-->
<div class='sheet-col'>
<label class='checkboxLabel'><input type='checkbox' name='attr_applyTerrain' value='@{terrain}'> Apply terrain bonuses/penalties</label>
</div>
<div class='sheet-col'>
<label class='checkboxLabel'><input type='checkbox' name='attr_applyWeather' value='@{weather}'> Apply weather bonuses/penalties</label>
</div>
</div>
<input type='checkbox' class='showDiv' name='attr_showFarmerSkills' value='1'>
<div class='sheet-3colrow'>
<label class='headerLabel itemLabel'>Side Job</label>
<div class='sheet-col'>
Name:
<input type='text' name='attr_farmerSkillName'/>
</div>
<div class='sheet-col'>
Effect:
<input type='text' name='attr_farmerSkillEffect' class='spellEffect'/>
</div>
</div>
<div class='sheet-row'>
<div class='sheet-col skillCheck classSkillRoll'>
Roll:
<button type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=@{farmerSkillName}}} {{die1=[[1d@{farmerSkillDie1}]]}} {{die2=[[1d@{farmerSkillDie2}]]}} {{bonusesAndPenalties=[[@{farmerSkillMod}-1[Skill Mod]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_farmerSkillRoll'></button>
<select name="attr_farmerSkillDie1" class="attributeType">
<option value="@{currentStr}">STR</option>
<option value="@{currentDex}">DEX</option>
<option value="@{currentInt}">INT</option>
<option value="@{currentSpi}">SPI</option>
</select> +
<select name="attr_farmerSkillDie2" class="attributeType">
<option value="@{currentStr}">STR</option>
<option value="@{currentDex}">DEX</option>
<option value="@{currentInt}">INT</option>
<option value="@{currentSpi}">SPI</option>
</select> +
<input type='number' name='attr_farmerSkillMod' value='0'/> <span class='sideJobPenalty'>(automatic -1 is applied)</span>
</div>
</div>
</span>
<span>
<input type='checkbox' class='showDiv' name='attr_showArtisanSkills' value='1'>
<div class='sheet-2colrow'>
<label class='headerLabel checkLabel'>Artisan Checks</label>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Crafting}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{craftingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_craftingRoll'>Crafting [STR+DEX]</button>
<input type='number' name='attr_craftingMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Trapping}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{artisanTrappingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_artisanTrappingRoll'>Trapping [DEX+INT]</button>
<input type='number' name='attr_artisanTrappingMod' value='0' class='journeyMod'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Repair}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{repairMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_repairRoll'>Repair [STR+DEX]</button>
<input type='number' name='attr_repairMod' value='0' class='journeyMod'/>
</div>
</div>
</span>
<span>
<input type='checkbox' class='showDiv' name='attr_showHealerSkills' value='1'>
<div class='sheet-2colrow'>
<label class='headerLabel checkLabel'>Healer Checks</label>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=First Aid (out of combat)}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{firstAidOocMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_firstAidOocRoll'>First Aid [INT+SPI] (out of combat)</button>
<input type='number' name='attr_firstAidOocMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Healing}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{healingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_healingRoll'>Healing [INT+SPI]</button>
<input type='number' name='attr_healingMod' value='0' class='journeyMod'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:oneDieCheck} {{season=@{currentSeason}}} {{name=First Aid}} {{result=[[1d@{currentInt}+@{firstAidIcMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_firstAidIcRoll'>First Aid [INT] (in combat)</button>
<input type='number' name='attr_firstAidIcMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Herb Gathering}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{herbGatheringMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_musicRoll'>Herb Gathering [STR+INT]</button>
<input type='number' name='attr_herbGatheringMod' value='0' class='journeyMod'/>
</div>
</div>
</span>
<span>
<input type='checkbox' class='showDiv' name='attr_showHunterSkills' value='1'>
<div class='sheet-2colrow'>
<label class='headerLabel checkLabel'>Hunter Checks</label>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Animal Tracking}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{animalTrackingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_animalTrackingRoll'>Animal Tracking [STR+INT]</button>
<input type='number' name='attr_animalTrackingMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Trapping}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{hunterTrappingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_hunterTrappingRoll'>Trapping [DEX+INT]</button>
<input type='number' name='attr_hunterTrappingMod' value='0' class='journeyMod'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Hunting}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{huntingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_huntingRoll'>Hunting [DEX+INT]</button>
<input type='number' name='attr_huntingMod' value='0' class='journeyMod'/>
</div>
</div>
</span>
<span>
<input type='checkbox' class='showDiv' name='attr_showMerchantSkills' value='1'>
<div class='sheet-2colrow'>
<label class='headerLabel checkLabel'>Merchant Checks</label>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Trader}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{traderMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_traderRoll'>Trader [INT+SPI]</button>
<input type='number' name='attr_traderMod' value='0' class='journeyMod'/>
</div>
</div>
</span>
<span>
<input type='checkbox' class='showDiv' name='attr_showMinstrelSkills' value='1'>
<div class='sheet-2colrow'>
<label class='headerLabel checkLabel'>Minstrel Checks</label>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Knowledge of Tradition}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{knowledgeOfTraditionMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_knowledgeOfTraditionRoll'>Knowledge of Tradition [INT+INT]</button>
<input type='number' name='attr_knowledgeOfTraditionMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Music}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{musicMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_musicRoll'>Music [DEX+SPI]</button>
<input type='number' name='attr_musicMod' value='0' class='journeyMod'/>
</div>
</div>
</span>
<span>
<input type='checkbox' class='showDiv' name='attr_showNavigatorSkills' value='1'>
<div class='sheet-2colrow'>
<label class='headerLabel checkLabel'>Navigator Checks</label>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Navigation}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{navigationMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_navigationRoll'>Navigation [STR+DEX]</button>
<input type='number' name='attr_navigationMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Repair}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{navigatorRepairMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_navigatorRepairRoll'>Repair [STR+DEX]</button>
<input type='number' name='attr_navigatorRepairMod' value='0' class='journeyMod'/>
</div>
</div>
</span>
<span>
<input type='checkbox' class='showDiv' name='attr_showNobleSkills' value='1'>
<div class='sheet-2colrow'>
<label class='headerLabel checkLabel'>Noble Checks</label>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Etiquette}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{etiquetteMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_etiquetteRoll'>Etiquette [DEX+INT]</button>
<input type='number' name='attr_etiquetteMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Refined Education}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{refinedEducationMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classSkillBonus}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_refinedEducationRoll'>Refined Education [INT+INT]</button>
<input type='number' name='attr_refinedEducationMod' value='0' class='journeyMod'/>
</div>
</div>
</span>
<label class='headerLabel checkLabel'>Common Checks</label>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Camp}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{campMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classCampMod}[Class Bonus]+@{applyTerrain}[Terrain][Terrain]+@{applyWeather}[Weather][Weather]-@{overburdenPenalty}[Overburden][Overburden]]]}}' name='roll_campRoll'>Camp [DEX+INT]</button>
<input type='number' name='attr_campMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Direction}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{directionMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classDirectionMod}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_directionRoll'>Direction [INT+INT]</button>
<input type='number' name='attr_directionMod' value='0' class='journeyMod'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Condition}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{conditionMod}[Skill Mod]+@{classConditionMod}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]+@{speciesConditionMod}-@{overburdenPenalty}[Overburden]]]}}' name='roll_conditionRoll'>Condition [STR+SPI]</button>
<input type='number' name='attr_conditionMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Travel}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{travelMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classTravelMod}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{armorPenalty}-@{overburdenPenalty}[Overburden]]]}}' name='roll_travelRoll'>Travel [STR+DEX]</button>
<input type='number' name='attr_travelMod' value='0' class='journeyMod'/>
</div>
</div>
<hr>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Delicate Work}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{delicateWorkMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_delicateWorkRoll'>Delicate Work [DEX+SPI]</button>
<input type='number' name='attr_delicateWorkMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Monster Knowledge}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{monsterKnowledgeMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_monsterKnowledgeRoll'>Monster Knowledge [INT+INT]</button>
<input type='number' name='attr_monsterKnowledgeMod' value='0' class='journeyMod'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Dodge}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{dodgeMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_dodgeRoll'>Dodge [DEX+INT]</button>
<input type='number' name='attr_dodgeMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Negotiation}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{negotiationMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{classNegotiationMod}[Class Bonus]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_negotiationRoll'>Negotiation [INT+SPI]</button>
<input type='number' name='attr_negotiationMod' value='0' class='journeyMod'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Drinking}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{drinkingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_drinkingRoll'>Drinking [STR+SPI]</button>
<input type='number' name='attr_drinkingMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Perception}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{perceptionMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_perceptionRoll'>Perception [DEX+INT]</button>
<input type='number' name='attr_perceptionMod' value='0' class='journeyMod'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Hard Exercise}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{hardExerciseMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_hardExerciseRoll'>Hard Exercise [STR+DEX]</button>
<input type='number' name='attr_hardExerciseMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Search for Food}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{foragingMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_foragingRoll'>Search for Food [STR+INT]</button>
<input type='number' name='attr_foragingMod' value='0' class='journeyMod'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:oneDieCheck} {{season=@{currentSeason}}} {{name=@{character_name} Initiative}} {{result=[[1d@{currentDex}+1d@{currentInt}+@{initiativeMod}+@{typeInitiativeMod}[Skill Mod]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]+@{speciesInitiativeMod}-@{armorPenalty}-@{overburdenPenalty}[Overburden] &{tracker}]]}}' name='roll_initiativeRoll'>Initiative [DEX+INT]</button>
<input type='number' name='attr_initiativeMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Sense}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{senseMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_senseRoll'>Sense [INT+SPI]</button>
<input type='number' name='attr_senseMod' value='0' class='journeyMod'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Job Knowledge}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{jobKnowledgeMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_jobKnowledgeRoll'>Job Knowledge [INT+INT]</button>
<input type='number' name='attr_jobKnowledgeMod' value='0' class='journeyMod'/>
</div>
<div class='sheet-col'>
<button class='skill-check-button' type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=Stealth}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{stealthMod}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_stealthRoll'>Stealth [DEX+DEX]</button>
<input type='number' name='attr_stealthMod' value='0' class='journeyMod'/>
</div>
</div>
<label class='headerLabel itemLabel'>Additional Checks</label>
<fieldset class="repeating_skills">
<div class='sheet-2colrow'>
<div class='sheet-col'>
Name:
<input type='text' name='attr_skillNameA'/>
<div class='skillCheck classSkillRoll'>
Roll:
<button type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=@{skillNameA}}} {{die1=[[1d@{skillDie1A}]]}} {{die2=[[1d@{skillDie2A}]]}} {{bonusesAndPenalties=[[@{skillModA}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_otherRollA'></button>
<select name="attr_skillDie1A" class="attributeType">
<option value="@{currentStr}">STR</option>
<option value="@{currentDex}">DEX</option>
<option value="@{currentInt}">INT</option>
<option value="@{currentSpi}">SPI</option>
</select> +
<select name="attr_skillDie2A" class="attributeType">
<option value="@{currentStr}">STR</option>
<option value="@{currentDex}">DEX</option>
<option value="@{currentInt}">INT</option>
<option value="@{currentSpi}">SPI</option>
</select> +
<input type='number' name='attr_skillModA' value='0'/>
</div>
</div>
<div class='sheet-col'>
Name:
<input type='text' name='attr_skillNameB'/>
<div class='skillCheck classSkillRoll'>
Roll:
<button type='roll' value='&{template:skillCheck} {{season=@{currentSeason}}} {{name=@{skillNameB}}} {{die1=[[1d@{skillDie1B}]]}} {{die2=[[1d@{skillDie2B}]]}} {{bonusesAndPenalties=[[@{skillModB}[Skill Mod]+@{concentrationBonus}[Concentration]+@{applyTerrain}[Terrain]+@{applyWeather}[Weather]-@{overburdenPenalty}[Overburden]]]}}' name='roll_otherRollA'></button>
<select name="attr_skillDie1B" class="attributeType">
<option value="@{currentStr}">STR</option>
<option value="@{currentDex}">DEX</option>
<option value="@{currentInt}">INT</option>
<option value="@{currentSpi}">SPI</option>
</select> +
<select name="attr_skillDie2B" class="attributeType">
<option value="@{currentStr}">STR</option>
<option value="@{currentDex}">DEX</option>
<option value="@{currentInt}">INT</option>
<option value="@{currentSpi}">SPI</option>
</select> +
<input type='number' name='attr_skillModB' value='0'/>
</div>
</div>
</div>
</fieldset>
</span>
<span class='characterEquipment'>
<label class='headerLabel itemLabel'>Currency:</label>
<input type='number' name='attr_currency' value='0' min='0' style='width:70px'/>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<label class='headerLabel headerLabel-eq itemLabel'>Equipped Weapon & Armor Capacity</label>
<input type='checkbox' class='penaltyCondition' name='attr_overEncumbered' value='1'/>
<input type='number' name='attr_weaponCapacity' value='0' min='0'/> / <input type='number' name='attr_weaponCapacity_max' value='0' min='0'/>
</div>
<div class='sheet-col'>
<label class='headerLabel itemLabel'>Item Capacity</label>
<input type='checkbox' class='penaltyCondition' name='attr_overCapacity' value='1'/>
<input type='number' name='attr_capacity' value='0' min='0'/> / <input type='number' name='attr_capacity_max' value='0' min='0'/>
</div>
</div>
<div class='sheet-2colrow'>
<div class='sheet-col'>
<label class='headerLabel itemLabel'>Water Capacity</label>
<input type='checkbox' class='penaltyCondition' name='attr_outOfWater' value='1'/>
<input type='number' name='attr_water' value='0' min='0'/> / <input type='number' name='attr_water_max' value='0' min='0'/>
</div>
<div class='sheet-col'>
<label class='headerLabel itemLabel'>Animal Capacity</label>
<input type='checkbox' class='penaltyCondition' name='attr_tooManyAnimals' value='1'/>
<input type='number' name='attr_animals' value='0' min='0'/> / <input type='number' name='attr_animals_max' value='1' min='0'/>
</div>
</div>
<label class='headerLabel itemLabel'>Weapons</label>
<fieldset class='repeating_weapons'>
<div class='sheet-row'>
Classification:
<select name='attr_weaponClassification' style='width:120px;margin-right:4px;position:relative;top:5px'>
<option value='0'></option>
<option value='1'>Light Blade</option>
<option value='2'>Blade</option>
<option value='3'>Polearm</option>
<option value='4'>Axe</option>
<option value='5'>Bow</option>
<option value='6'>Unarmed</option>
</select>
Name: <input type='text' name='attr_weaponName' style='width: 100px;margin-right:4px'/>
Effect: <input type='text' name='attr_weaponEffect' style='width: 150px; margin-right: 4px'/>
Durability: <input type='number' name='attr_weaponDurability' value='0' min='0'/> / <input type='number' name='attr_weaponDurability_max' value='1' min='1' style='margin-right: 4px'/>
Size: <input type='number' name='attr_weaponSize' value='0' min='0'/>
</div>
<div class='sheet-2colrow weaponRow2'>
<div class='sheet-col skillCheck'>
<input type='number' class='hidden' name='attr_weaponGraceMod' value='0'>
<button type='roll' value='&{template:accuracyCheck} {{season=@{currentSeason}}} {{name=@{weaponName}}} {{die1=[[1d@{weaponAccuracyDie1}]]}} {{die2=[[1d@{weaponAccuracyDie2}]]}} {{bonusesAndPenalties=[[@{weaponAccuracyMod}[Accuracy Mod]+@{concentrationBonus}[Concentration]+@{weaponGraceMod}[Weapon Grace]-@{overburdenPenalty}[Overburden]]]}}' name='roll_weaponAccuracyRoll'></button>
Accuracy:
<select name="attr_weaponAccuracyDie1" class="attributeType">
<option value="@{currentStr}">STR</option>
<option value="@{currentDex}">DEX</option>
<option value="@{currentInt}">INT</option>
<option value="@{currentSpi}">SPI</option>
</select> +
<select name="attr_weaponAccuracyDie2" class="attributeType">
<option value="@{currentStr}">STR</option>
<option value="@{currentDex}">DEX</option>
<option value="@{currentInt}">INT</option>
<option value="@{currentSpi}">SPI</option>
</select> +
<input type='number' name='attr_weaponAccuracyMod' value='0'/>
</div>
<div class='sheet-col skillCheck damage'>
<button type='roll' value='&{template:oneDieCheck} {{season=@{currentSeason}}} {{name=@{weaponName} Damage}} {{result=[[[[1+@{weaponCriticalMod}]]d@{weaponDamageDie}+@{weaponDamageMod}[Wpn Bonus]+@{typeDamageMod}[Class Type Mod]-@{overburdenPenalty}[Overburden]]]}}' name='roll_weaponDamageRoll'></button>
Damage:
<select name="attr_weaponDamageDie" class="attributeType">
<option value="@{currentStr}">STR</option>
<option value="@{currentDex}">DEX</option>
<option value="@{currentInt}">INT</option>
<option value="@{currentSpi}">SPI</option>
</select> +
<input type='number' name='attr_weaponDamageMod' value='0'/>
<label class='checkboxLabel inlineCheckbox'><input type='checkbox' name='attr_weaponCriticalMod' value='1'> Add Critical Die</label>
</div>
</div>
</fieldset>
<label class='headerLabel itemLabel'>Shields & Armor</label>
<fieldset class='repeating_armor'>
<div class='sheet-3colrow'>
<div class='sheet-col'>
Name: <input type='text' name='attr_armorName'/>
</div>
<div class='sheet-col'>
Effect: <input type='text' name='attr_armorEffect'/>
</div>
<div class='sheet-col' style='position:relative; right:14px;'>
Durability: <input type='number' name='attr_armorDurability' value='0' min='0'/> / <input type='number' name='attr_armorDurability_max' value='1' min='1'/>
Size: <input type='number' name='attr_armorSize' value='0' min='0'/>
</div>
</div>
<div class='sheet-row'>
Defense Points: <input type='number' name='attr_armorDefense' value='0' min='0'/>
Penalty: <input type='number' name='attr_armorPenalty' value='0'/>
</div>
</fieldset>
<label class='headerLabel itemLabel'>Traveler's Outfit</label>
<fieldset class='repeating_outfit'>
<div class='sheet-3colrow'>
<div class='sheet-col'>
Name: <input type='text' name='attr_outfitName'/>
</div>
<div class='sheet-col'>
Effect: <input type='text' name='attr_outfitEffect'/>
</div>
</div>
</fieldset>
<label class='headerLabel itemLabel'>Items</label>
<fieldset class='repeating_items'>
<div class='sheet-3colrow'>
<div class='sheet-col'>
Name: <input type='text' name='attr_itemName'/>
</div>
<div class='sheet-col'>
Effect: <input type='text' name='attr_itemEffect'/>
</div>
<div class='sheet-col'>
Size: <input type='number' name='attr_itemSize' value='0' min='0'/>
<span class='itemCount'>Ct: <input type='number' name='attr_itemCount' value='0' min='0'/></span>
</div>
</div>
</fieldset>
<label class='headerLabel itemLabel'>Containers</label>
<fieldset class='repeating_containers'>
<div class='sheet-3colrow'>
<div class='sheet-col'>
Name: <input type='text' name='attr_containerName'/>
</div>
<div class='sheet-col'>
Effect: <input type='text' name='attr_containerEffect'/>
</div>
<div class='sheet-col'>
Size: <input type='number' name='attr_containerSize' value='0' min='0'/>
Capacity: <input type='number' name='attr_containerCapacity' value='0' min='0'/>
<label class='checkboxLabel inlineCheckbox'><input type='checkbox' name='attr_containerWater' value='1'/> water</label>
</div>
</div>
</fieldset>
<label class='headerLabel itemLabel'>Animals</label>
<fieldset class='repeating_animals'>
<div class='sheet-3colrow'>
<div class='sheet-col'>
Name: <input type='text' name='attr_animalName'/>
</div>
<div class='sheet-col'>
Effect: <input type='text' name='attr_animalEffect'/>
</div>
<div class='sheet-col'>
<span class='animalCapacity'>Capacity: <input type='number' name='attr_animalCapacity' value='0' min='0'/></span>
</div>
</div>
</fieldset>
</span>
</div>
<!--- Start of NPC sheet-->
<div class="sheet-block-b npc-sheet-container">
<table class="npc-header-table">
<tr>
<td class="npc-name"><span class="npc-name" name="attr_character_name"></span></td>
<td class="npc-level-label">LEVEL</td>
<td><input class="npc-level-input" type="number" name="attr_npc_level" value="1"/></td>
</tr>
</table>
<table class="npc-data-table">
<tbody>
<!-- Top Half of Npc Table -->
<tr>
<td class="npc-table-section-top-left">HABITAT</td>
<td class="npc-table-section-top-right" colspan="3">
<input type="text" name="attr_npc_habitat"
placeholder="All"/></td>
</tr>
<tr>
<td class="npc-table-section-top-left">SEASON</td>
<td class="npc-table-section-top-right" colspan="3">
<select name="attr_npc_season" class='npc-season'>
<option value=''></option>
<option value='Spring'>Spring</option>
<option value='Summer'>Summer</option>
<option value='Autumn'>Autumn</option>
<option value='Winter'>Winter</option>
</select>
</td>
</tr>
<tr>
<td class="npc-table-section-top-left">MATERIALS</td>
<td class="npc-table-section-top-right" colspan="3">
<input type="text" name="attr_npc_materials" placeholder="Shell (1000G)"/></td>
</tr>
<tr>
<td class="npc-table-section-top-left">DRAGONICA NUMBER</td>
<td class="npc-table-section-top-right" colspan="3">
<input type="text" name="attr_npc_dragonica_num" placeholder="001"/></td>
</tr>
<!-- Bottom Half of Npc Table-->
<tr>
<td class="npc-table-section-bottom-a">HP</td>
<td class="npc-table-section-bottom-b">
<input type="number" name="attr_npc_hp" value="0"/> /
<input type="number" name="attr_npc_hp_max" value="0"/>
</td>
<td class="npc-table-section-bottom-c">ABILITIES</td>
<td class="npc-table-section-bottom-d">
<input type="number" name="attr_npc_str" placeholder="STR"/>
<input type="number" name="attr_npc_dex" placeholder="DEX"/>
<input type="number" name="attr_npc_int" placeholder="INT"/>
<input type="number" name="attr_npc_spi" placeholder="SPI"/>
</td>
</tr>
<tr>
<td class="npc-table-section-bottom-a">MP</td>
<td class="npc-table-section-bottom-b">
<input type="number" name="attr_npc_mp" value="0"/> /
<input type="number" name="attr_npc_mp_max" value="0"/>
</td>
<td class="npc-table-section-bottom-c">ACCURACY</td>
<td class="npc-table-section-bottom-d">
<button type='roll' value='@{wtype} &{template:accuracyCheck} {{season=@{currentSeason}}} {{name=@{character_name}}} {{die1=[[1d@{npc_accuracy_dice1}]]}} {{die2=[[1d@{npc_accuracy_dice2}]]}} {{bonusesAndPenalties=[[@{npc_accuracy_bonus}]]}}]]' name='roll_npcAccuracyRoll'></button>
<select name="attr_npc_accuracy_dice1" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
<select name="attr_npc_accuracy_dice2" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
+
<input type="number" name="attr_npc_accuracy_bonus" value="0"/>
</td>
</tr>
<tr>
<td class="npc-table-section-bottom-a">INITIATIVE</td>
<td class="npc-table-section-bottom-b">
<input type="number" name="attr_npc_initiative" value="0"/>
<button type='roll' value='@{wtype} &{template:oneDieCheck} {{season=@{currentSeason}}} {{name=@{character_name} Initiative}} {{result=[[@{npc_initiative} &{tracker}]]}}' name='roll_npcDamageRoll'></button>
</td>
<td class="npc-table-section-bottom-c">DAMAGE</td>
<td class="npc-table-section-bottom-d">
<button type='roll' value='@{wtype} &{template:oneDieCheck} {{season=@{currentSeason}}} {{name=@{character_name} Damage}} {{result=[[(1+@{npcCriticalMod})d@{npc_damage_dice} + @{npc_damage_bonus}]]}}' name='roll_npcDamageRoll'></button>
<select name="attr_npc_damage_dice" class="dtype">
<option value="4">d4</option>
<option value="6">d6</option>
<option value="8">d8</option>
<option value="10">d10</option>
<option value="12">d12</option>
</select>
+
<input type="number" name="attr_npc_damage_bonus" value="0"/>&nbsp;
<label class='checkboxLabel inlineCheckbox'><input type='checkbox' name='attr_npcCriticalMod' value='1'>&nbsp;Add Critical Die</label>
</td>
</tr>
<tr>
<td class="npc-table-section-bottom-a">CONDITION</td>
<td class="npc-table-section-bottom-b">
<input type="number" name="attr_npc_condition" /></td>
<td class="npc-table-section-bottom-c">ARMOR</td>
<td class="npc-table-section-bottom-d">
<input type="number" name="attr_npc_armor" /></td>
</tr>
</tbody>
</table>
<textarea class="npc-details" name='attr_npc_details' placeholder="Space for npc details or special abilities. Use inline rolls ex. [[1d6]]."></textarea>
<button type='roll' value='@{wtype} &{template:oneDieCheck} {{season=@{currentSeason}}} {{freetext=@{npc_details}}}' name='roll_npcDetails'>&nbsp;Output Description Box to chat</button>
<select name="attr_wtype" class="npc-always-whisper-roll">
<option value="" >Never Whisper Rolls</option>
<option value="?{Whisper?|Public Roll,|Whisper Roll,/w gm }">Query Whisper</option>
<option value="/w gm ">Always Whisper Rolls</option>
</select>
</div>
<!--- End of NPC sheet-->
</div>
</html>
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