text:
	<input type="hidden" name="attr_10" value="10" disabled="disabled" />
	<input type="hidden" name="attr_VS" value="vs:" disabled="disabled" />
	<input type="hidden" name="attr_languages_points" value="0" />
	<input type="hidden" name="attr_cf_points" value="0" />
	<input type="hidden" name="attr_advantages_points" value="0" />
	<input type="hidden" name="attr_disadvantages_points" value="0" />
	<input type="hidden" name="attr_racial_points" value="0" />
	<input type="hidden" name="attr_skills_points" value="0" />
	<input type="hidden" name="attr_techniques_points" value="0" />
	<input type="hidden" name="attr_spells_points" value="0" />
	<input type="hidden" name="attr_announcements_hide" value="0" />
	<input type="hidden" name="attr_inventory_fixed_digits" value="0" />

	        <input type="checkbox" class="sheet-showarrow sheet-ack-button" name="attr_announcements_show" value="1" title="Click to view announcements" />
		    Announcements

GURPS Version <input type="text" name="attr_announcement_version" readonly="readonly" value="0" title="GURPS Sheet Version" />

Rolltemplate text. On critical failure for dodge, added additional notes. Suggested by Mike W.

Rolltemplate text. On critical failure for parry, added additional notes. Suggested by Mike W.

Rolltemplate text. On critical failure for block, added additional notes. Suggested by Mike W.

Rolltemplate text. On critical success for any active defense, added additional notes. Suggested by Mike W.

Bio\Misc. Tab. Added Training textarea below Background history & notes. Suggested by Mike W.

General Tab. Added toggle to show/hide encumbrance table. Suggested by Mike W.

General Tab: Revamped Point summary to show more details. Added more space for notes.

Grimoire Tab: Added tool tips to headers. Additional information will be added later. Suggested by Mike W.

General Tab: Added tooltips to Flying and Swimming sections. Moved movement feats below the encumbrance table.

General Tab: Changed spacing in box for containing Hit Points and Energy Reserve.

General Tab: Tweaked spacing to main stats section. Added Custom Pools heading and tooltip.

	            <input type="checkbox" name="attr_announcements_hide" value="1"> Hide until next update
	            <button type="action" name="act_view_updates_tab" class="reset" />View All Updates</button>

	<input type="radio" name="attr_tab" value="1" class="sheet-tab sheet-tab1" checked="checked" />General
	<input type="radio" name="attr_tab" value="2" class="sheet-tab sheet-tab2" title="Languages, Advantages, Disadvantages, and Cultural Familiarities" />Traits
	<input type="radio" name="attr_tab" value="1a" class="sheet-tab sheet-tab-misc" title="Miscellaneous box, Bio Notes, General Notes" />Bio\Misc
	<input type="radio" name="attr_tab" value="3" class="sheet-tab sheet-tab3" title="Skills and Techniques" />Skills
	<input type="radio" name="attr_tab" value="4" class="sheet-tab sheet-tab4" />Combat
	<input type="radio" name="attr_tab" value="5" class="sheet-tab sheet-tab5" />Inventory
	<input type="radio" name="attr_tab" value="6" class="sheet-tab sheet-tab6" />Grimoire
	<input type="radio" name="attr_tab" value="7" class="sheet-tab sheet-tab7" />Updates
	<input type="radio" name="attr_tab" value="0" class="sheet-tab sheet-tab0" />y

Attributes

Mod

							A modifier that will be applied to your

							attribute. All derived attributes draw their

							base from your  unmodified attributes.

							Therefore this MOD will generally only

							affect direct attribute rolls and skill rolls.

Pts

ST

								Strength

								10pts/level

								Unmodified

							<input type="number" name="attr_strength" value="10" readonly="readonly" >

							<input type="number" name="attr_strength_mod" value="0" step="1" />

							<input type="number" name="attr_strength_points" value="0" step="10" />

							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Strength Roll}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{strength} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsST" />

DX

								Dexterity

								20pts/level

								Unmodified:

							<input type="number" name="attr_dexterity" value="10" readonly="readonly" >

							<input type="number" name="attr_dexterity_mod" value="0" step="1" />

							<input type="number" name="attr_dexterity_points" value="0" step="20" />

							<button type="roll" value="&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Dexterity Roll}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{dexterity} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsDX" />

IQ

								Intelligence

								20pts/level

								Unmodified:

							<input type="number" name="attr_intelligence" value="10" readonly="readonly" >

							<input type="number" name="attr_intelligence_mod" value="0" step="1" />

							<input type="number" name="attr_intelligence_points" value="0" step="20" />

							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Intelligence Roll}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{intelligence} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsIQ" />

HT

								Health

								10pts/level

								Unmodified:

							<input type="number" name="attr_health" value="10" readonly="readonly" >

							<input type="number" name="attr_health_mod" value="0" step="1" />

							<input type="number" name="attr_health_points" value="0" step="10" />

							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Health Roll}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{health} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsHT" />

Per

							Perception

							Based on Intelligence

							5pts/level

							Unmodified:

						<input type="number" name="attr_perception" value="10" readonly="readonly" >

						<input type="number" name="attr_perception_mod" value="0" step="1" />

						<input type="number" name="attr_perception_points" value="0" step="5" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Perception Roll}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{perception} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsPer" />

Vision

							Visual Perception

							Based on Perception

							2pts/level

							Unmodified:

						<input type="number" name="attr_vision" value="10" readonly="readonly" >

						<input type="number" name="attr_vision_mod" value="0" step="1" />

						<input type="number" name="attr_vision_points" value="0" step="2" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Vision Roll}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{vision} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsVision" />

Hearing

							Audio Perception

							Based on Perception

							2pts/level

							Unmodified:

						<input type="number" name="attr_hearing" value="10" readonly="readonly" >

						<input type="number" name="attr_hearing_mod" value="0" step="1" />

						<input type="number" name="attr_hearing_points" value="0" step="2" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Hearing Roll}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{hearing} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsHearing" />

Smell

							Taste & Smell Perception

							Based on Perception

							2pts/level

							Unmodified:

						<input type="number" name="attr_taste_smell" value="10" readonly="readonly" >

						<input type="number" name="attr_taste_smell_mod" value="0" step="1" />

						<input type="number" name="attr_taste_smell_points" value="0" step="2" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Taste/Smell Roll}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{taste_smell} + @{modifier}]]}} {{useCriticalPlusTen=[[0]]}}" name="roll_vsTasteSmell" />

Touch

							Touch Perception

							Based on Perception

							2pts/level

							Unmodified:

						<input type="number" name="attr_touch" value="10" readonly="readonly" >

						<input type="number" name="attr_touch_mod" value="0" step="1" />

						<input type="number" name="attr_touch_points" value="0" step="2" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Touch Roll}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{touch} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsTouch" />

Will

							Willpower

							Based on Intelligence

							5pts/level

							Unmodified:

						<input type="number" name="attr_willpower" value="10" readonly="readonly" >

						<input type="number" name="attr_willpower_mod" value="0" step="1" />

						<input type="number" name="attr_willpower_points" value="0" step="5" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Will Roll}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{willpower} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsWill" />

Fright

							Fright Check

							Based on Willpower

							2pts/level

							Unmodified:

						<input type="number" name="attr_fear_check" value="10" readonly="readonly" >

						<input type="number" name="attr_fear_check_mod" value="0" step="1" />

						<input type="number" name="attr_fear_check_points" value="0" step="2" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Attribute Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Fright Check}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[ ( {@{fear_check} + @{modifier}, @{fright_check_threshold}}kl1) ]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}} {{useFrightLabel=[[1]]}}" name="roll_vsFearCheck" />

Thresh

							Fright Check Threshold

							If final modified fright check exceeds threshold,
							then reduce modified fright check to threshold level.

							Can be modifed by Brave, Rule of 15, etc.

						<input type="number" name="attr_fright_check_threshold" value="13" readonly="readonly" >

						<input type="number" name="attr_fright_check_threshold_mod" value="0" step="1" />

						Fright Check

Unstun

							Recover from physical stun, based on Health.

							High Pain Threshold +3 to check

							Low Pain Threshold -3 to check

						<input type="number" name="attr_stun_check" value="10" readonly="readonly" >

						<input type="number" name="attr_stun_check_mod" value="0" step="1" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Condition Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Unstun Check}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{stun_check} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}} {{showNotes=[[1]]}} {{notes=If failed, must Do Nothing. \n
-4 to defenses, no retreat.\n
Roll per turn to recover.}}"  name="roll_vsUnstun" />

K Down

							Knockdown Check, based on Health.

							Roll on Major wound, vitals or head strike.

							-5 for major wound, -10 if skull or eye.

							+3 High Pain Threshold

							-4 Low Pain Threshold

							Fail means stunned. If fail by 5 or more, unconscious.

						<input type="number" name="attr_knockdown_check" value="10" readonly="readonly" >

						<input type="number" name="attr_knockdown_check_mod" value="0" step="1" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Condition Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Knockdown Check}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{knockdown_check} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}} {{showNotes=[[1]]}} {{notes=Fail means stunned. If fail by 5 or more, unconscious.}}"  name="roll_vsKnockdown" />

Unc.

							Unconscious Check, based on Health

							If HP or FP less than zero, roll per turn.

							Hard/Easy to Subdue plus or minus pts/level. Plus or minus one to Unconscious Check per level.

						<input type="number" name="attr_unconscious_check" value="10" readonly="readonly" >

						<input type="number" name="attr_unconscious_check_mod" value="0" step="1" />

						<input type="number" name="attr_unconscious_check_points" value="0" step="2" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Condition Check}} {{showSuccessLabel=[[1]]}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Unconscious Check}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{unconscious_check} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}} {{showNotes=[[1]]}} {{notes=If HP > 0, wake up in 15 minutes. \n
0 to -HP, roll HT per hour. \n
-HP or worse, Single HT after 12 hours. \n
If that fails, need medical attention, then HT roll every 12 hours or die.}}" name="roll_vsUnconsciousCheck" />

Death

							Death Check, based on Health.

							On damage taken, Roll if -HP. Another roll for each multiple of -HP.

							Immediate Death at -5xHP

							Hard/Easy to Kill plus or minus 2 pts/level. Plus or minus one to Death Check per level

							Fit +1 to Death Check . Very Fit +2 to Death Check

						<input type="number" name="attr_death_check" value="10" readonly="readonly" >

						<input type="number" name="attr_death_check_mod" value="0" step="1" />

						<input type="number" name="attr_death_check_points" value="0" step="2" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Condition Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Death Check}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{unconscious_check} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsDeathCheck" />

Speed

							Basic Speed

							Based on Health and Dexterity

							5pts/0.25

							Unmodified:

						<input type="number" name="attr_basic_speed" value="" step="0.25" readonly="readonly" >

						<input type="number" name="attr_basic_speed_mod" value="0" step="0.25" />

						<input type="number" name="attr_basic_speed_points" value="0" step="5" />

						<button class="sheet-roll-tracker" type="roll" value="@{speed_tracker} [[@{basic_speed} &{tracker}]] &{template:addToTracker} {{characterName=@{character_name}}} {{basicSpeed=@{basic_speed}}}" name="roll_init" />

Move

							Basic Move

							Based on Basic Speed

							5pts/level

							Unmodified:

						<input type="number" name="attr_basic_move" value="" readonly="readonly" >

						<input type="number" name="attr_basic_move_mod" value="0" step="1" />

						<input type="number" name="attr_basic_move_points" value="0" step="5" />

Enhncd

							Enhanced ground move.

							10pts per half level. Can use up|down arrow keys

							Level:

						<input type="number" name="attr_enhanced_ground_move" value="0" readonly="readonly">

						<input type="number" name="attr_enhanced_ground_move_mod" value="0" step=".5" class="editable" />

						<input type="number" name="attr_enhanced_ground_move_points" value="0" step="10" class="editable" />

Dodge

							Dodge

							Based on Basic Speed

							Unmodified:

						<input type="number" name="attr_dodge" value="" readonly="readonly" >

						<input type="number" name="attr_dodge_mod" value="0" step="1" />

Lift ST

							Lifting Strength

							Based on Strength

							3pts/level

							Unmodified: <input class="sheet-inline" type="number" name="attr_lift_st_base" readonly="readonly" >

						<input type="number" name="attr_lift_st" value="0" readonly="readonly" >

						<input type="number" name="attr_lift_st_mod" value="0" step="1" />

						<input type="number" name="attr_lift_st_points" value="0" step="3" />

Lift

						<input type="number" name="attr_basic_lift" value="0" readonly="readonly" >

Striking

							Striking Strength

							Based on Strength

							5pts/level

							Unmodified: <input class="sheet-inline" type="number" name="attr_striking_st_base" readonly="readonly" >

						<input type="number" name="attr_striking_st" value="0" readonly="readonly" >

						<input type="number" name="attr_striking_st_mod" value="0" step="1" />

						<input type="number" name="attr_striking_st_points" value="0" step="5" />

Thrust

							Thrust Damage

See page 16 for the complete table.

Strength	Thrust

1	1d6-6

2	1d6-6

3	1d6-5

4	1d6-5

5	1d6-4

6	1d6-4

7	1d6-3

8	1d6-3

9	1d6-2

10	1d6-2

11	1d6-1

12	1d6-1

13	1d6

Strength	Thrust

14	1d6

15	1d6+1

16	1d6+1

17	1d6+2

18	1d6+2

19	2d6-1

20	2d6-1

21	2d6

22	2d6

23	2d6+1

24	2d6+1

25	2d6+2

26	2d6+2

						<input type="text" name="attr_thrust" value="1d6-2" />

					    <input type="hidden" name="attr_thrust_damage_dice_icon" class="thrust-damage-dice-icon" value="explode" />
						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Damage Roll}} {{characterName=@{character_name}}} {{skillName=Thrust Damage}} {{damageRoll=[[@{thrust}]]}}" name="roll_dmgThrust" class="roll_damage" />

Swing

							Swing Damage

See page 16 for the complete table.

Strength	Swing

1	1d6-5

2	1d6-5

3	1d6-4

4	1d6-4

5	1d6-3

6	1d6-3

7	1d6-2

8	1d6-2

9	1d6-1

10	1d6

11	1d6+1

12	1d6+2

13	2d6-1

Strength	Swing

14	2d6

15	2d6+1

16	2d6+2

17	3d6-1

18	3d6

19	3d6+1

20	3d6+2

21	4d6-1

22	4d6

23	4d6+1

24	4d6+2

25	5d6-1

26	5d6

						<input type="text" name="attr_swing" value="1d6" />

						<input type="hidden" name="attr_swing_damage_dice_icon" class="swing-damage-dice-icon" value="explode" />
						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Damage Roll}} {{characterName=@{character_name}}} {{skillName=Swing Damage}} {{damageRoll=[[@{swing}]]}}" name="roll_dmgSwing" class="roll_damage" />

Stats

Value

Mod

Pts

Max HP

							Hit Points

							Based on Strength

							2pts/level

						<input type="number" name="attr_hit_points_max" value="10" readonly="readonly" />

						<input type="number" name="attr_hit_points_mod" value="0" step="1" />

						<input type="number" name="attr_hit_points_points" value="0" step="2" />

Current HP

							Current Hit Points

							When you're hit points are low, you take penalties.

							See Page 419.

										Reeling
										<input type="text" name="attr_hp_reeling" value="[[floor((@{hit_points|max}) / 3)]]" disabled="disabled">

												- Halve Move, Speed, and Dodge

										Verge of Collapse
										<input type="text" value="Less than 0" readonly="readonly" >

												- Roll every turn @{VS} HT or fall unconscious.

												- Your HT roll is at -1 for every 1xHP you are below 0.

												- If you do nothing, and don't defend, you don't have to roll.

										Verge of Death
										<input type="number" name="attr_hp_verge" value="[[(@{hit_points|max}) * -1]]" disabled="disabled">

												- Roll once @{VS} HT to stay alive.

												- If you fail by 1 or 2 you are mortally wounded, but not dead.

												- Roll again every time you take injury that puts you below

												another multiple of your max HP.

										Death
										<input type="number" name="attr_hp_death" value="[[(@{hit_points|max}) * -5]]" disabled="disabled">

												- You are dead.

										Total Destruction
										<input type="number" name="attr_hp_destruction" value="[[(@{hit_points|max}) * -10]]" disabled="disabled">

												- Your body has been destroyed beyond recognition or ressurection.

						<input type="number" name="attr_hit_points" value="10" />

Max FP

							Fatigue Points

							Based on Health

							3pts/level

						<input type="number" name="attr_fatigue_points_max" value="10" readonly="readonly" />

						<input type="number" name="attr_fatigue_points_mod" value="0" step="1" />

						<input type="number" name="attr_fatigue_points_points" value="0" step="3" />

Current FP

							Current Fatigue Points

							When you're fatigue points are low you take penalties.

							See Page 426.

										Tired
										<input type="number" name="attr_fp_tired" value="[[floor((@{fatigue_points|max}) / 3)]]" disabled="disabled">

												- Halve Move, ST, and Dodge

										Verge of Collapse
										<input type="text" value="Less than 0" disabled="disabled">

												- Further FP loss also comes off your HP.

												- Roll against Will to do anything besides rest or talk.

												- If you fail your Will roll, you fall unconscious.

												- On a critical failure, roll @{VS} HT or suffer a heart attack.

										Unconscious
										<input type="number" name="attr_fp_unconscious" value="[[-(@{fatigue_points|max})]]" disabled="disabled">

												- Immediately fall unconscious

												- FP can't drop any lower, but you still lose HP.

												- You regain consciousness at 0 FP

						<input type="number" name="attr_fatigue_points" value="10" />

Max ER

							Energy Reserve

							Rules can vary depending on what

							magic system you are using.

						<input type="number" name="attr_energy_points_max" />

						<input type="number" name="attr_energy_points_points" value="0" step="3" />

Current ER

							Current Energy Reserve

							Rules can vary.

						<input type="number" name="attr_energy_points" value="0" />

				            Custom Pools

				        Add additional energy pools. Enter a name of the pool,
				        max number points, cost in character points, and the current points of pool.

						<input type="text" name="attr_user_pool1_name" />

						<input type="number" name="attr_user_pool1_max" />

						<input type="number" name="attr_user_pool1_points" value=0 />

Current

						<input type="number" name="attr_user_pool1" value="0" />

						<input type="text" name="attr_user_pool2_name" />

						<input type="number" name="attr_user_pool2_max" />

						<input type="number" name="attr_user_pool2_points" value=0 />

Current

						<input type="number" name="attr_user_pool2" value="0" />

Notes

    		            <textarea name="attr_general_tab_notes"></textarea>

			    <input type="hidden" name="attr_toggle_unspent_points" class="sheet-toggle-unspoint-points" value="0" />

Point Sum

						Total: Manual input: Represents total value of the

						PC in Character Points (spent & unspent combined).

						Spent: Automatic total of Spent points:

						Attributes + Traits + Skills + Other.

						Unspent: Has the option of being Manual or

						Automatic, depending on an option selected on the

						Settings page entitled 'Enter Unspent Points'.

						Manual Mode (Blue color): You manually enter your

						Unspent points.

						Automatic mode (Black color): It calculates the

						point total difference between Total and Spent.

Total

    					    Total: Manual input: Represents total value of the

						    PC in Character Points (spent and unspent combined).

						<input type="text" name="attr_total_points" value="150" />

Attributes

    						Point Summary for:

    						ST, DX, IQ, HT,

    						HP, FP, Energery Reserve One, Two, and Three,

    						Per, Vision, Hearing, Smell, Touch,

    						Will, Fright, Hard to Subdue, Hard to Kill,

    						Speed, Move, Enhanced Move, Enhanced Dodge,

    						Lift ST, Striking ST,

    						Flying, Air Move, Enhanced Air Move, Super Jump

						<input type="text" name="attr_att_points" value="@{strength_points} +
						                                                 @{dexterity_points} +
						                                                 @{intelligence_points} +
						                                                 @{health_points} +
						                                                 @{perception_points} +
						                                                 @{vision_points} +
						                                                 @{hearing_points} +
						                                                 @{taste_smell_points} +
						                                                 @{touch_points} +
						                                                 @{willpower_points} +
						                                                 @{fear_check_points} +
						                                                 @{hit_points_points} +
						                                                 @{fatigue_points_points} +
						                                                 @{energy_points_points} +
						                                                 @{user_pool1_points} +
						                                                 @{user_pool2_points} +
						                                                 @{basic_speed_points} +
						                                                 @{basic_move_points} +
						                                                 @{striking_st_points} +
						                                                 @{lift_st_points} +
						                                                 @{enhanced_ground_move_points} +
						                                                 @{flight_points} +
						                                                 @{basic_air_move_points} +
						                                                 @{enhanced_air_move_points} +
						                                                 @{amphibious_points} +
						                                                 @{basic_water_move_points} +
						                                                 @{enhanced_water_move_points} +
						                                                 @{super_jump_points} +
						                                                 @{unconscious_check_points} +
						                                                 @{death_check_points}" disabled="disabled" />

Adv.

    						Point Summary for:

    						Languages, Tech Level, Appearance, Cultural Familiarities,

    						Advantages & Perks

						<input type="number" name="attr_trait_advantages_points" disabled="disabled" value="@{languages_points} +
						                                                                          @{tl_pts} +
						                                                                          @{appearance_pts} +
						                                                                          @{cf_points} +
						                                                                          @{advantages_points}" />

Disadv.

    						Point Summary for:

    						Disadvantages & Quirks

						<input type="number" name="attr_trait_disadvantages_points" disabled="disabled" value="@{disadvantages_points}" />

Racial

    						Point Summary for Racial Traits

						<input type="number" name="attr_trait_racial_points" disabled="disabled" value="@{racial_points}" />

						Traits

						<input type="number" name="attr_trait_points" readonly="readonly" value="0" />

						Skills

						<input type="text" name="attr_skill_points" disabled="disabled" value="@{skills_points}" />

Tech.

    						Techniques

						<input type="text" name="attr_techniques_total_points" disabled="disabled" value="@{techniques_points}" />

						Spells

						<input type="text" name="attr_spells_total_points" disabled="disabled" value="@{spells_points}" />

						Other

						<input type="text" name="attr_misc_points" value="0" />

						Spent

						<input type="text" name="attr_point_summary" disabled="disabled" value="@{att_points} + @{trait_points} + @{skill_points} + @{misc_points}" />

						Unspent

					    <input type="text" name="attr_point_diff" value="@{total_points} - (@{att_points} + @{trait_points} + @{skill_points} + @{misc_points})" disabled="disabled" />

						Unspent

						<input type="text" name="attr_unspent_points" value="0" />

Lifting and Moving

Weight

Simple Lift

							The weight the character can lift overhead
with one hand in one second.

						<input type="text" name="attr_simple_lift" value="round(@{basic_lift})" disabled="disabled" />

One-Handed Lift

							The weight the character can lift overhead
with one hand in two seconds.

						<input type="text" name="attr_one_hand_lift" value="round(2 * @{basic_lift})" disabled="disabled" />

Two-Handed Lift

							The weight the character can lift overhead
with both hands in four seconds.

						<input type="text" name="attr_two_hand_lift" value="round(8 * @{basic_lift})" disabled="disabled" />

Shove & Knock Over

							The weight of an object the character can
shove and knock over.

						<input type="text" name="attr_shove_lift" value="round(12 * @{basic_lift})" disabled="disabled" />

Running Shove & Knock Over

							The weight of an object the character can
shove and knock over with a running start.

						<input type="text" name="attr_run_shove_lift" value="round(24 * @{basic_lift})" disabled="disabled" />

Carry On Back

							The weight the character can carry slung
over his/her back.

						<input type="text" name="attr_carry_back_lift" value="round(15 * @{basic_lift})" disabled="disabled" />

Shift Slightly

							The weight of an object that the character
can shift slightly on a floor.

						<input type="text" name="attr_shift_lift" value="round(50 * @{basic_lift})" disabled="disabled" />

				<input type="checkbox" name="attr_toggle_encumbrance" class="toggle toggle-encumbrance" />

    				        <input type="checkbox" name="attr_toggle_encumbrance" class="toggle toggle-encumbrance" />

				        Encumbrance

Load

Move

ENH MOVE

Air

Water

Dodge

    						None (0)

    						<input type="text" name="attr_lift_0" value="@{basic_lift}" disabled="disabled" />

    						<input type="text" name="attr_move_0" value="@{basic_move}" disabled="disabled" />

    						<input type="text" name="attr_enhanced_move_0" value="" readonly="readonly" />

    						<input type="text" name="attr_air_0" value="0" readonly="readonly" />

    						<input type="text" name="attr_water_0" value="0" readonly="readonly" />

    						<input type="text" name="attr_dodge_0" value="@{dodge}" disabled="disabled" />

    						Light (1)

    						<input type="text" name="attr_lift_1" value="2 * @{basic_lift}" disabled="disabled" />

    						<input type="text" name="attr_move_1" value="[[((1 + floor((@{basic_move} * 0.8))) + abs(1 - floor((@{basic_move} * 0.8)))) / 2]]" disabled="disabled" />

    						<input type="text" name="attr_enhanced_move_1" value="" readonly="readonly" />

    						<input type="text" name="attr_air_1" value="0" readonly="readonly" />

    						<input type="text" name="attr_water_1" value="0" readonly="readonly" />

    						<input type="text" name="attr_dodge_1" value="[[((1 + (@{dodge} - 1)) + abs(1 - (@{dodge} - 1))) / 2]]" disabled="disabled" />

    						Medium (2)

    						<input type="text" name="attr_lift_2" value="floor(3 * @{basic_lift}*100)/100" disabled="disabled" />

    						<input type="text" name="attr_move_2" value="[[((1 + floor((@{basic_move} * 0.6))) + abs(1 - floor((@{basic_move} * 0.6)))) / 2]]"  disabled="disabled" />

    						<input type="text" name="attr_enhanced_move_2" value="" readonly="readonly" />

    						<input type="text" name="attr_air_2" value="0" readonly="readonly" />

    						<input type="text" name="attr_water_2" value="0" readonly="readonly" />

    						<input type="text" name="attr_dodge_2" value="[[((1 + (@{dodge} - 2)) + abs(1 - (@{dodge} -2))) / 2]]" disabled="disabled" />

    						Heavy (3)

    						<input type="text" name="attr_lift_3" value="floor(6 * @{basic_lift}*100)/100" disabled="disabled" />

    						<input type="text" name="attr_move_3" value="[[((1 + floor((@{basic_move} * 0.4))) + abs(1 - floor((@{basic_move} * 0.4)))) / 2]]"  disabled="disabled" />

    						<input type="text" name="attr_enhanced_move_3" value="" readonly="readonly" />

    						<input type="text" name="attr_air_3" value="0" readonly="readonly" />

    						<input type="text" name="attr_water_3" value="0" readonly="readonly" />

    						<input type="text" name="attr_dodge_3" value="[[((1 + (@{dodge} - 3)) + abs(1 - (@{dodge} -3))) / 2]]" disabled="disabled" />

    						X-Heavy (4)

    						<input type="text" name="attr_lift_4" value="10 * @{basic_lift}"  disabled="disabled" />

    						<input type="text" name="attr_move_4" value="[[((1 + floor((@{basic_move} * 0.2))) + abs(1 - floor((@{basic_move} * 0.2)))) / 2]]"  disabled="disabled" />

    						<input type="text" name="attr_enhanced_move_4" value="" readonly="readonly" />

    						<input type="text" name="attr_air_4" value="0" readonly="readonly" />

    						<input type="text" name="attr_water_4" value="0" readonly="readonly" />

    						<input type="text" name="attr_dodge_4" value="[[((1 + (@{dodge} -4)) + abs(1 - (@{dodge} - 4))) / 2]]" disabled="disabled" />

MAX Load*

    							Carry on Back (B353) 15xBL. Thus, you can carry

    							more than you can lift by yourself . . . but

    							every second that your encumbrance is over 10xBL

    							(that is Extra-Heavy encumbrance), you lose 1 FP.

    						<input type="text" name="attr_lift_5" value="15 * @{basic_lift}"  disabled="disabled" />

    						<input type="text" name="attr_move_5" value="[[((1 + floor((@{basic_move} * 0.2))) + abs(1 - floor((@{basic_move} * 0.2)))) / 2]]"  disabled="disabled" />

    						<input type="text" name="attr_enhanced_move_5" value="" readonly="readonly" />

    						<input type="text" name="attr_air_5" value="0" readonly="readonly" />

    						<input type="text" name="attr_water_5" value="0" readonly="readonly" />

    						<input type="text" name="attr_dodge_5" value="[[((1 + (@{dodge} -4)) + abs(1 - (@{dodge} - 4))) / 2]]"disabled="disabled" />

						Current ()

						<input type="text" step=".001" name="attr_total_weight" value="" readonly="readonly" />

						<input type="text" name="attr_current_move" value="" readonly="readonly" />

						<input type="text" name="attr_enhanced_move_current" value="0" readonly="readonly" />

						<input type="text" name="attr_current_air" value="0" readonly="readonly" />

						<input type="text" name="attr_current_water" value="0" readonly="readonly" />

						<input type="text" name="attr_current_dodge" value="" readonly="readonly" />

Movement Feats

Flying

Flight

    						    Check the box to add Flight(Ref: B56) to the character.

    						    This will update the Air movement column for the encumbrance table.

    						    Use the text box to enter the numbrer of character points used for Flight

    					    <input type="checkbox" name="attr_flight_checked" value="1" class="sheet-boolean" />

    						<input type="number" name="attr_flight_points" value="0" class="editable" />

Air Mv

    							Base Air Move = Basic Speed * 2 = <input class="sheet-inline" type="number" name="attr_basic_air_move_unmodified" readonly="readonly">

    							2pts/level, you can use up and down arrows

    						<input type="number" name="attr_basic_air_move" value="0" readonly="readonly">

    						<input type="number" name="attr_basic_air_move_mod" value="0" step="1" class="editable" />

    						<input type="number" name="attr_basic_air_move_points" value="0" step="2" class="editable" />

Enhncd

    							Enhanced Air Move

    							Modifier box: steps of .5, you can use up and down arrows.

    							Points box: 10 points per half-level, you can use up and down arrows.

    							Each level doubles top air move. Half-level is a multiple of 1.5.

    							Level:

    						<input type="number" name="attr_enhanced_air_move" value="0" readonly="readonly">

    					    <input type="number" name="attr_enhanced_air_level" value="0" step=".5" class="editable" />

    						<input type="number" name="attr_enhanced_air_move_points" value="0" step="10" class="editable" />

Swimming

Amphib

    						    Amphibious: Check the box to apply Amphibious (B40) to character

    						    This will update the swimming movement on the encumbrance table.

    					    <input type="checkbox" name="attr_amphibious_checked" value="1" class="sheet-boolean" />

    						<input type="number" name="attr_amphibious_points" value="0" class="editable" />

Wtr Mv

    							Basic Move = <input class="sheet-inline" type="number" name="attr_basic_water_move_unmodified" readonly="readonly">

    							Formula = Basic Move / 5 or Basic Move if amphibious.

    							5pts/level, you can use up and down arrows.

    							NOTE: Max +2 water move if you have swimming skill.

    						<input type="number" name="attr_basic_water_move" value="0" readonly="readonly">

    						<input type="number" name="attr_basic_water_move_mod" value="0" step="1" class="editable" />

    						<input type="number" name="attr_basic_water_move_points" value="0" step="5" class="editable" />

Enhncd

    							Enhanced Water Move

    							Modifier box: steps of .5, you can use up and down arrows.

    							Points box: 10 points per half-level, you can use up and down arrows.

    							Each level doubles top water move. Half-level is a multiple of 1.5.

    							Level:

    						<input type="number" name="attr_enhanced_water_move" value="0" readonly="readonly">

    					    <input type="number" name="attr_enhanced_water_level" value="0" step=".5" class="editable" />

    						<input type="number" name="attr_enhanced_water_move_points" value="0" step="10" class="editable" />

Jumping

Skill

    						    Jump Skill. If entered, use Jump skill/2 instead of Basic Move.

    					    <input type="text" name="attr_jump_skill" value="" class="editable" />

Use ST

    							If Basic Lift (<input type="text" name="attr_display_jump_basic_lift" value="@{simple_lift}" disabled="disabled" class="textInline" />) > body weight, use ST/4 instead of Move or Jump skill.

    						<input type="checkbox" name="attr_use_st_for_jump" value="1" class="sheet-boolean" />

Super

    							Super Jump

    							Modifier box: steps of 1, you can use up and down arrows.

    							Points box: 10 points per level, you can use up and down arrows.

    							Each level doubles jump.

    						<input type="number" name="attr_super_jump_level" value="0" readonly="readonly">

    					    <input type="number" name="attr_super_jump_entered_level" value="0" step="1" class="editable" />

    						<input type="number" name="attr_super_jump_points" value="0" step="10" class="editable" />

Prep

    						    Concentrate for 2 seconds for full jump distances.

    						    If no concentration, jump distances are halved.

    						<input type="checkbox" name="attr_jump_concentration" value="1" class="sheet-boolean" />

                            feet

    						yards

Broad

    							Standing Broad Jump Distance.

    							First column is base move stat.

    							Formula = (2 x Stat To use) - 3 feet

    					 		Stat to use: <input type="text" name="attr_standing_broad_jump_stat_to_use" value="" readonly="readonly" class="textInline width-wide" />

    						<input type="text" name="attr_broad_jump_base" value="0" readonly="readonly" />

    						<input type="text" name="attr_broad_jump_distance_feet" value="0" readonly="readonly" />

                        	<input type="text" name="attr_broad_jump_distance_yards" value="0" readonly="readonly" />

Run

    							Running Broad Jump.

    							Formula = (2 x Stat To use) - 3 feet

    					 		Stat to use: <input type="text" name="attr_running_broad_jump_stat_to_use" value="" readonly="readonly" class="textInline width-wide" />

    							Max running broad jump distance is twice standing broad jump distance.

    							Basic Set Campaigns Page 352.

    						<input type="number" step="1" name="attr_running_jump_yards_moved" value="0" class="editable">

    						<input type="text" name="attr_running_jump_distance_feet" value="0" readonly="readonly">

                        	<input type="text" name="attr_running_jump_distance_yards" value="0" readonly="readonly">

High

    							High Jump Distance.

    							First column is base move stat.

    							Formula = (6 x Stat To use) - 10 inches

    					 		Stat to use: <input type="text" name="attr_standing_high_jump_stat_to_use" value="" readonly="readonly" class="textInline width-wide" />

    						<input type="text" name="attr_high_jump_base" value="0" readonly="readonly" />

    						<input type="text" name="attr_high_jump_distance_feet" value="0" readonly="readonly">

                        	<input type="text" name="attr_high_jump_distance_yards" value="0" readonly="readonly">

Run

    							Running High Jump.

    							Formula = (6 x Stat To use) - 10 inches

    					 		Stat to use: <input type="text" name="attr_running_high_jump_stat_to_use" value="" readonly="readonly" class="textInline width-wide" />

    							Max running high jump distance is twice standing high jump distance.

    							Basic Set Campaigns Page 352.

    						<input type="number" step="1" name="attr_running_high_jump_yards_moved" value="0" class="editable">

    						<input type="text" name="attr_running_high_jump_distance_feet" value="0" readonly="readonly">

                        	<input type="text" name="attr_running_high_jump_distance_yards" value="0" readonly="readonly">

JMP MV

    							Jump move.

    							Greater of Broad Jump Yards / 5 OR Normal Ground Move.

    						<input type="text" name="attr_jump_move_speed" value="0" readonly="readonly">

Native Language

Spoken

Written

Pts

						<input type="text" style="font-weight:bold;" name="attr_name_native_language" placeholder="-Enter Native Language here">

						<select name="attr_native_language_spoken">
							<option value="0" selected>Native</option>
							<option value="-1">Accented</option>
							<option value="-2">Broken</option>
							<option value="-3">None</option>
						</select>

						<select name="attr_native_language_written">
							<option value="0" selected>Native</option>
							<option value="-1">Accented</option>
							<option value="-2">Broken</option>
							<option value="-3">None</option>
						</select>

						<input type="text" name="attr_native_language_points" value="@{native_language_spoken} + @{native_language_written}" disabled="disabled" />

Learned Languages

Spoken

Written

Pts

				<fieldset class="repeating_languages">

							<input type="text" name="attr_name" />

							<select name="attr_spoken">
								<option value="3">Native</option>
								<option value="2">Accented</option>
								<option value="1">Broken</option>
								<option value="0" selected>None</option>
							</select>

							<select name="attr_written">
								<option value="3">Native</option>
								<option value="2">Accented</option>
								<option value="1">Broken</option>
								<option value="0" selected>None</option>
							</select>

							<input type="text" name="attr_points" value="@{spoken} + @{written}" disabled="disabled" />

				</fieldset>

Miscellaneous

Pts

Tech Level

							This is the technology level that you character is familiar with.

							It costs 5 points to raise this above or below the campaign"s
normal TL.

TL0	Stone Age (Prehistory and later).

TL1	Bronze Age (3500 B.C.+).

TL2	Iron Age (1200 B.C.+).

TL3	Medieval (600 A.D.+).

TL4	Age of Sail (1450+).

TL5	Industrial Revolution (1730+).

TL6	Mechanized Age (1880+).

TL7	Nuclear Age (1940+).

TL8	Digital Age (1980+).

TL9	Microtech Age (2025+?).

TL10	Robotic Age (2070+?).

TL11	Age of Exotic Matter.

TL12+	Whatever the GM likes!

						<input type="text" name="attr_tl" />

						<input type="number" step="5" name="attr_tl_pts" value="0" />

						Appearance

						<select name="attr_appearance">
							<option value="-24">Horrific (-6)</option>
							<option value="-20">Monstrous (-5)</option>
							<option value="-16">Hideous (-4)</option>
							<option value="-8">Ugly (-2)</option>
							<option value="-4">Unattractive (-1)</option>
							<option value="0" selected="selected">Average</option>
							<option value="4">Attractive (+1)</option>
							<option value="12">Handsome (+4/2)</option>
							<option value="16">Very Handsome (+6/2)</option>
							<option value="20">Transcendent (+8/2)</option>
						</select>

						<input type="text" name="attr_appearance_pts" value="@{appearance}" disabled="disabled" />

Cultural Familiarities

Pts

				<fieldset class="repeating_cultures">

							<input type="text" name="attr_name" />

							<input type="number" name="attr_points" />

				</fieldset>

Advantages (& Perks)

FOA

							Frequency of Appearance

15 or less>

12 or less>

9 or less>

6 or less>

Pts

Ref

				<fieldset class="repeating_traits">
					<input class="sheet-toggle" type="checkbox" />

							<input type="text" name="attr_name" />

							<input type="number" name="attr_foa" />

							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Frequency of Appearance Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=@{name}}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{foa} + @{modifier}]]}} {{notes=@{notes}}} {{showNotes=[[@{show_notes}]]}} {{bookReference=@{ref}}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsAFOA" />

							<input type="number" name="attr_points" />

							<input type="text" name="attr_ref" />

						        <input type="checkbox" name="attr_show_notes" value="1" />
						        Show notes below, in roll template

						    <textarea name="attr_notes"></textarea>

				</fieldset>

Disadvantages (& Quirks)

SCN

							Self-control Number OR

							Frequency of Appearance

15 or less

12 or less

9 or less

6 or less

Pts

Ref

				<fieldset class="repeating_disadvantages">
					<input class="sheet-toggle" type="checkbox" />

							<input type="text" name="attr_name" />

							<input type="number" name="attr_control_rating" />

							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Self-control Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=@{name}}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{control_rating} + @{modifier}]]}} {{notes=@{notes}}} {{showNotes=[[@{show_notes}]]}} {{bookReference=@{ref}}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsDSCR" />

							<input type="number" name="attr_points" />

							<input type="text" name="attr_ref" />

						        <input type="checkbox" name="attr_show_notes" value="1" />
						        Show notes below, in roll template

						    <textarea name="attr_notes"></textarea>

				</fieldset>

Racial Traits

SCN

							Self-control Number OR

							Frequency of Appearance

15 or less

12 or less

9 or less

6 or less

Pts

Ref

				<fieldset class="repeating_racial">
					<input class="sheet-toggle" type="checkbox" />

							<input type="text" name="attr_name" />

							<input type="number" name="attr_control_rating" />

							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Self-control Check}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=@{name}}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{control_rating} + @{modifier}]]}} {{notes=@{notes}}} {{showNotes=[[@{show_notes}]]}} {{bookReference=@{ref}}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsRSCR" />

							<input type="number" name="attr_points" />

							<input type="text" name="attr_ref" />

						        <input type="checkbox" name="attr_show_notes" value="1" />
						        Show notes below, in roll template

						    <textarea name="attr_notes"></textarea>

				</fieldset>

General Information

						Full name

						<input type="text" name="attr_fullname" />

						Nickname

						<input type="text" name="attr_nickname" />

						Race

						<input type="text" name="attr_race" />

						Gender

						<input type="text" name="attr_gender" />

						Size Modifier

						<input type="number" name="attr_size" value="0" />

						Pri Hand

						<input type="text" name="attr_hand" />

						Reactions

					    <textarea name="attr_reactions"></textarea>

Physical Description

						Age

						<input type="text" name="attr_age" />

						Height

						<input type="text" name="attr_height" />

						Weight

						<input type="text" name="attr_weight" />

						Eyes

						<input type="text" name="attr_eyes" />

						Build

					    <input type="text" name="attr_build" />

						Hair

					    <input type="text" name="attr_hair" />

						Appearance

					    <textarea name="attr_general_appearance"></textarea>

Tattoos, scars, etc.

							Scars, tattoos, distinguishing marks or features.

					    <textarea name="attr_distinguishing_features"></textarea>

Background Information

						Birth Date

						<input type="text" name="attr_birth_date" />

						Birth Place

						<input type="text" name="attr_birth_place" />

						Status

						<input type="text" name="attr_status" />

						Wealth

						<input type="text" name="attr_wealth" />

						Income

						<input type="text" name="attr_income" />

						Cost of Living

						<input type="text" name="attr_cost_of_living" />

Stash

							Total available cash stashed in banks,
							vaults, mattresses, etc.

						<input type="text" name="attr_stash" />

						Affiliations

						<input type="text" name="attr_affiliations" value="" />

						Home Base

						<input type="text" name="attr_home_base" />

						Family

					    <textarea name="attr_family"></textarea>

Background History & Notes

					    <textarea name="attr_misc_notes"></textarea>

Training

					    <textarea name="attr_training_notes"></textarea>

Skills

TL

Level

Attr

Diff

							WC = Wildcard Skill.

							PTS = 3, 6, 12, 24, 36, etc.

Mod

Pts

Ref

				<fieldset class="repeating_skills">
				    <input class="toggle-highlight" type="checkbox" name="attr_highlight" />
					<input class="toggle toggle-notes" type="checkbox" />

							<input type="text" name="attr_name" />

							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Skill Roll}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=@{name}}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{level} + @{modifier}]]}} {{notes=@{notes}}} {{showNotes=[[@{show_notes}]]}} {{bookReference=@{ref}}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsSL" />

							<input type="text" name="attr_tl" />

							<input type="text" name="attr_level" disabled="disabled" value="@{base} + @{difficulty} + @{bonus} + (floor(((@{wildcard_skill_points}*@{use_wildcard_points} + @{points}*@{use_normal_points}) * 0.25) + 2) * ceil( ( ( (@{wildcard_skill_points}*@{use_wildcard_points} + @{points}*@{use_normal_points}) - 2 ) + abs( (@{wildcard_skill_points}*@{use_wildcard_points} + @{points}*@{use_normal_points}) - 2) ) / 256 ) + (@{wildcard_skill_points}*@{use_wildcard_points} + @{points}*@{use_normal_points}) * abs( ceil( ( ( (@{wildcard_skill_points}*@{use_wildcard_points} + @{points}*@{use_normal_points}) - 2 ) + abs( (@{wildcard_skill_points}*@{use_wildcard_points} + @{points}*@{use_normal_points}) - 2) ) / 256 ) - 1 ))"/>

							<select name="attr_base">
								<option value="@{strength}">ST</option>
								<option value="@{dexterity}">DX</option>
								<option value="@{intelligence}">IQ</option>
								<option value="@{health}">HT</option>
								<option value="@{willpower}">Will</option>
								<option value="@{perception}">Per</option>
								<option value="10">10</option>
							</select>

							<select name="attr_difficulty">
								<option value="-1">E</option>
								<option value="-2">A</option>
								<option value="-3">H</option>
								<option value="-4">VH</option>
								<option value="-5 + 1">WC</option>
							</select>

							<input type="number" name="attr_bonus" value="0" />

						    <input type="hidden" name="attr_use_wildcard_points" value="0" />
							<input type="hidden" name="attr_use_normal_points" value="1" />
							<input type="hidden" name="attr_wildcard_skill_points" value="0" />
							<input type="number" name="attr_points" value="0" />

							<input type="text" name="attr_ref" />

								Misc:

								<input type="text" name="attr_skill_misc" />

								Reason for MOD (Modifier):

								<input type="text" name="attr_skill_mod_notes" />

						        <input type="checkbox" name="attr_show_notes" value="1" />
						        Show notes below, in roll template

						    <textarea name="attr_notes"></textarea>

				</fieldset>

Techniques

Parent

Min

Max

Level

Cost

Mod

Pts

Ref

				<fieldset class="repeating_techniques">
					<input class="sheet-toggle" type="checkbox" />

							<input type="text" name="attr_name" />

							<input type="text" name="attr_parent" />

							<input type="number" name="attr_min" value="0" />

							---

							<input type="text" name="attr_level" disabled="disabled" value="@{min} + floor(@{points} / @{points_per_level}) + @{bonus}"/>

							<input type="number" name="attr_points_per_level" value="1" />

							<input type="number" name="attr_bonus" value="0" />

							<input type="number" name="attr_points" value="0" />

							<input type="text" name="attr_ref" />

						        <input type="checkbox" name="attr_show_notes" value="1" />
						        Show notes below, in roll template

						    <textarea name="attr_notes"></textarea>

				</fieldset>

						Hit Location

Where

Pen

							This is the Penalty

                                                        applied to attack the

                                                        specific location.

DR

						<input type="text" name="attr_name_skull" value="Skull" />

						<input type="text" name="attr_hit_penalty_skull" value="-7" />

						<input type="text" name="attr_skull_dr_max" value="2" />

						<input type="text" name="attr_name_face" value="Face" />

						<input type="text" name="attr_hit_penalty_face" value="-5" />

						<input type="text" name="attr_face_dr_max" value="0" />

						<input type="text" name="attr_name_eyes" value="Eyes" />

						<input type="text" name="attr_hit_penalty_eyes" value="-9" />

						<input type="text" name="attr_eyes_dr_max" value="0" />

						<input type="text" name="attr_name_neck" value="Neck" />

						<input type="text" name="attr_hit_penalty_neck" value="-5" />

						<input type="text" name="attr_neck_dr_max" value="0" />

						<input type="text" name="attr_name_arms" value="Arms" />

						<input type="text" name="attr_hit_penalty_arms" value="-2" />

						<input type="text" name="attr_arms_dr_max" value="0" />

						<input type="text" name="attr_name_hands" value="Hands" />

						<input type="text" name="attr_hit_penalty_hands" value="-4" />

						<input type="text" name="attr_hands_dr_max" value="0" />

						<input type="text" name="attr_name_torso" value="Torso" />

						<input type="text" name="attr_hit_penalty_torso" value="0" />

						<input type="text" name="attr_torso_dr_max" value="0" />

						<input type="text" name="attr_name_vitals" value="Vitals" />

						<input type="text" name="attr_hit_penalty_vitals" value="-3" />

						<input type="text" name="attr_vitals_dr_max" value="0" />

						<input type="text" name="attr_name_groin" value="Groin" />

						<input type="text" name="attr_hit_penalty_groin" value="-3" />

						<input type="text" name="attr_groind_dr_max" value="0" />

						<input type="text" name="attr_name_legs" value="Legs" />

						<input type="text" name="attr_hit_penalty_legs" value="-2" />

						<input type="text" name="attr_legs_dr_max" value="0" />

						<input type="text" name="attr_name_feet" value="Feet" />

						<input type="text" name="attr_hit_penalty_feet" value="-4" />

						<input type="text" name="attr_feet_dr_max" value="0" />

						<input type="text" name="attr_name_area" value="Area" />

						<input type="text" name="attr_hit_penalty_area" value="n/a" />

						<input type="text" name="attr_area_dr_max" value="0" />

						User Created

				<fieldset class="repeating_location">

							<input type="text" name="attr_name" />

							<input type="text" name="attr_hit_penalty" value="0" />

							<input type="text" name="attr_dr_max" value="0" />

				</fieldset>

Active Defenses

Type

Info

							F: this is a fencing weapon.

							U: the weapon is unbalanced. You cannot use it to

							parry if you've already attacked with it this turn
 (and vice versa).

Skill

[Optional] Apply Combat Reflexes to Dodge and Fright Modifiers

							Quickly add +1 Dodge modifier and
							+2 Fright modifier on the General tab.

						<input type="checkbox" class="sheet-boolean" name="attr_combat_reflexes" value="1" />

Dodge

Dodge

<input type="text" name="attr_ad_dodge_skill" value="@{current_dodge}" disabled="disabled" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Defense Roll}} {{defenseType=[[1]]}} {{activeDefense=[[1]]}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Dodge}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{current_dodge} + @{modifier}]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsDodge" />

Dodge and Retreat

Dodge

<input type="text" name="attr_ad_dodge_retreat_skill" value="@{current_dodge} + 3" disabled="disabled" />

						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Defense Roll}} {{defenseType=[[1]]}} {{activeDefense=[[1]]}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Dodge and Retreat}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{current_dodge} + @{modifier} + 3]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsDodgeRetreat" />

				<fieldset class="repeating_defense">

							<input type="text" name="attr_name" />

						    <input type="hidden" name="attr_defense_type" value="0" />
							<select name="attr_type">
								<option>Dodge</option>
								<option>Parry</option>
								<option>Block</option>
								<option>Magic</option>
								<option>Other</option>
							</select>

							<input type="text" name="attr_info" />

							<input type="text" name="attr_skill" />

							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Defense Roll (@{type})}} {{defenseType=[[@{defense_type}]]}} {{activeDefense=[[1]]}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=@{name}}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{skill} + @{modifier}]]}} {{showNotes=[[1]]}} {{notes=@{info}}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsSL" />

				</fieldset>

Melee Attacks

Damage

							Armor Divisor: A number in parenthesis after

							the damage - eg. (2) - is an armor divisor.

							Enter this number as AD(#)  or as

                            Armor Divisor(#) in the Damage Notes.

							ex: indicates the attack causes an explosion.

							See page 269. Enter in the Damage Notes

							Damage Macro

Type

										Abbr
										Name

aff	 Affliction

burn	Burning

cor	 Corrosion

cr	  Crushing

cut	 Cutting

fat	 Fatigue

imp	 Impaling

pi-	 Small Piercing

pi	  Piercing

pi+	 Large Piercing

pi++	Huge Piercing

spec	Special

tox	 Toxic

Reach

							The distance in yards that the weapon can reach.

							C: this weapon can be used in close combat.

							*: the weapon is awkward, and requires a Ready

							maneuver to switch between different reaches.

						| skill |

				<fieldset class="repeating_melee">
				    <input class="toggle-highlight" type="checkbox" name="attr_highlight" />
					<input class="sheet-toggle toggle-notes" type="checkbox" />

							<input type="text" name="attr_name" />

							<input type="text" name="attr_damage" />

						    <input type="hidden" name="attr_damage_dice_icon" class="melee-damage-dice-icon" value="explode" />
						    <button type="roll" value="@{roll}&{template:skillRoll} {{type=Melee Damage}} {{characterName=@{character_name}}} {{skillName=@{name}}} {{damageRoll=[[@{damage}]]}} {{damageType=@{type}}} {{useDamageTypeNotes=[[@{use_damage_type_notes}]]}} {{damageTypeNote=@{damage_type_note}}} {{showNotes=[[1]]}} {{notes=@{damage_notes}}}" name="roll_damage" class="roll_damage" />

							<select name="attr_type">
								<option value="Affliction (aff)">aff</option>
								<option value="Burning (burn)">burn</option>
								<option value="Corrosion (cor)">cor</option>
								<option value="Crushing (cr)">cr</option>
								<option value="Cutting (cut)">cut</option>
								<option value="Fatigue (fat)">fat</option>
								<option value="Impaling (imp)">imp</option>
								<option value="Small Piercing (pi-)">pi-</option>
								<option value="Piercing (pi)">pi</option>
								<option value="Large Piercing (pi+)">pi+</option>
								<option value="Huge Piercing (pi++)">pi++</option>
								<option value="Special (spec)">spec</option>
								<option value="Toxic (tox)">tox</option>
							</select>
							<input type="hidden" name="attr_damage_type_note" value="@{damage_type_note_cut}" />

							<input type="text" name="attr_reach" />

							<input type="text" name="attr_skill" />

						    <button type="roll" class="template-attack-roll" value="@{roll}&{template:skillRoll} {{type=Melee Attack}} {{showHitLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=@{name}}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{skill} + @{modifier}]]}} {{reach=@{reach}}} {{notes=@{notes}}} {{showNotes=[[1]]}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsSL" />

							Weapon Notes

							<input type="text" name="attr_notes" />

							Damage Notes

							<input type="text" name="attr_damage_notes" />

				</fieldset>

Ranged Attacks

Damage

							Armor Divisor: A number in parenthesis after

							the damage - eg. (2) - is an armor divisor.

							Enter this number as AD(#)  or as

                                                        Armor Divisor(#) in the Damage Notes.

							ex: indicates the attack causes an explosion.

							[#d]: indicates the attack causes fragmentation.

							See page 269.

Type

										Abbr
										Name

aff	 Affliction

burn	Burning

cor	 Corrosion

cr	  Crushing

cut	 Cutting

fat	 Fatigue

imp	 Impaling

pi-	 Small Piercing

pi	  Piercing

pi+	 Large Piercing

pi++	Huge Piercing

spec	Special

tox	 Toxic

Acc

RNG

							See page 269.

RoF

							Rate of Fire

							The maximum number of shots that can be fired in

							one turn (by a regular person).

							The minimum number of shots is 1.

							!: minimum RoF is 1/4 of the maximum, rounded up.

							mxn: fires the first number of shots, which each then

							split into the second number (eg. shotguns)

							Jet: shoots a continuous stream of fliud. See page 106.

Shots

							The number of shots that can be fired before the

							weapon must be reloaded.

							The parenthetical number indicates the number of 1

							second ready maneuvers required to reload the

							weapon.

							T: the weapon is thrown. To "reload" it, pick it up.

							i: you must load the shots individually. the listed

							time is for each shot.

Bulk

RCL

							When firing at RoF 2+, every full multiple of Rcl

							by which you make your attack roll means you score

							one extra hit, to a maximum number of hits equal

							to total shots fired. See page 373.

						| skill |

				<fieldset class="repeating_ranged">
					<input class="toggle-highlight" type="checkbox" name="attr_highlight" />
					<input class="sheet-toggle toggle-notes" type="checkbox" />

							<input type="text" name="attr_name" />

							<input type="text" name="attr_damage" />

						    <input type="hidden" name="attr_damage_dice_icon" class="range-damage-dice-icon" value="explode" />
							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Ranged Damage}} {{characterName=@{character_name}}} {{skillName=@{name}}} {{damageRoll=[[@{damage}]]}} {{damageType=@{type}}} {{useDamageTypeNotes=[[@{use_damage_type_notes}]]}} {{damageTypeNote=@{damage_type_note}}} {{showNotes=[[1]]}} {{notes=@{damage_notes}}}" name="roll_damage" class="roll_damage" />

							<select name="attr_type">
								<option value="Affliction (aff)">aff</option>
								<option value="Burning (burn)">burn</option>
								<option value="Corrosion (cor)">cor</option>
								<option value="Crushing (cr)">cr</option>
								<option value="Cutting (cut)">cut</option>
								<option value="Fatigue (fat)">fat</option>
								<option value="Impaling (imp)">imp</option>
								<option value="Small Piercing (pi-)">pi-</option>
								<option value="Piercing (pi)">pi</option>
								<option value="Large Piercing (pi+)">pi+</option>
								<option value="Huge Piercing (pi++)">pi++</option>
								<option value="Special (spec)">spec</option>
								<option value="Toxic (tox)">tox</option>
							</select>
							<input type="hidden" name="attr_damage_type_note" value="@{damage_type_note_cut}" />

							<input type="text" name="attr_acc" />

							<input type="text" name="attr_range" />

							<input type="text" name="attr_rof" />

							<input type="text" name="attr_shots" />

							<input type="text" name="attr_bulk" />

							<input type="text" name="attr_recoil" />

							<input type="text" name="attr_skill" />

							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Ranged Attack}} {{showHitLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=@{name}}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{skill} + @{modifier}]]}} {{notes=@{notes}}} {{showNotes=[[1]]}} {{rof=@{rof}}} {{recoil=@{recoil}}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsSL" />

							Weapon Notes

							<input type="text" name="attr_notes" />

							Damage Notes

							<input type="text" name="attr_damage_notes" />

				</fieldset>

Combat Tools

Thrown (lbs)

ST

						    Based on Striking ST

						    Note: future versions will add ability to choose ST source or enter ST.

MOD

					        Strength Modifier to distance only

						    Throwing or Throwing Art at DX Level = +1 ST

						    Throwing or Throwing Art at DX+1 Level = +2 ST

SUPER

						    Super Throw Level

						    Each level of Super Throw, double range.

						    Each level of Super Throw increases damage by +2 per die.

Damage

						    Final damage based on ST, super throw,
						    and damage modifier.

Mod

						    Bonus or penalty per die

						    Throwing Art at DX Level = +1 per die

						    Throwing Art at DX+1 Level = +2 per die

Type

										Abbr
										Name

cut	 Cutting

imp	 Impaling

cr	  Crushing

pi-	 Small Piercing

pi	  Piercing

pi+	 Large Piercing

pi++	Huge Piercing

aff	 Affliction

burn	Burning

cor	 Corrosion

fat	 Fatigue

tox	 Toxic

spec	Special

Acc

RNG

							See GURPS Campaigns Page 355 for formula

RoF

							Rate of Fire

							The maximum number of shots that can be fired in

							one turn (by a regular person).

							The minimum number of shots is 1.

							!: minimum RoF is 1/4 of the maximum, rounded up.

							mxn: fires the first number of shots, which each then

							split into the second number (eg. shotguns)

							Jet: shoots a continuous stream of fliud. See page 106.

Shots

							The number of shots that can be fired before the

							weapon must be reloaded.

							The parenthetical number indicates the number of 1

							second ready maneuvers required to reload the

							weapon.

							T: the weapon is thrown. To "reload" it, pick it up.

							i: you must load the shots individually. the listed

							time is for each shot.

RCL

							When firing at RoF 2+, every full multiple of Rcl

							by which you make your attack roll means you score

							one extra hit, to a maximum number of hits equal

							to total shots fired. See page 373.

						| skill |

    				    <input class="sheet-toggle" type="checkbox" />

        						<input type="number" step="1" value="1" min="1" name="attr_thrown_object_weight" />

        						<input type="text" name="attr_thrown_object_strength" readonly="readonly" value="10" />

        						<input type="number" name="attr_thrown_object_strength_mod" value="0" step="1" />

        						<input type="number" name="attr_super_throw_level" value="0" step="1" />

        						<input type="text" name="attr_thrown_object_damage" readonly="readonly" value="@{thrust}" />

        						<input type="number" step="1" name="attr_thrown_object_damage_mod" value="0" />

        					    <input type="hidden" name="attr_damage_dice_icon" class="range-damage-dice-icon" value="explode" />
        						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Ranged Damage}} {{characterName=@{character_name}}} {{skillName=Thrown Object @{thrown_object_weight} lbs.}} {{damageRoll=[[@{thrown_object_damage}]]}} {{damageType=@{thrown_object_damage_type}}} {{useDamageTypeNotes=[[@{use_damage_type_notes}]]}} {{damageTypeNote=@{thrown_object_damage_type_note}}} {{showNotes=[[1]]}} {{notes=@{thrown_object_damage_notes}}}" name="roll_damage" class="roll_damage" />

        						<select name="attr_thrown_object_damage_type">
        							<option value="Cutting (cut)">cut</option>
        							<option value="Impaling (imp)">imp</option>
        							<option value="Crushing (cr)">cr</option>
        							<option value="Small Piercing (pi-)">pi-</option>
        							<option value="Piercing (pi)">pi</option>
        							<option value="Large Piercing (pi+)">pi+</option>
        							<option value="Huge Piercing (pi++)">pi++</option>
        							<option value="Affliction (aff)">aff</option>
        							<option value="Burning (burn)">burn</option>
        							<option value="Corrosion (cor)">cor</option>
        							<option value="Fatigue (fat)">fat</option>
        							<option value="Toxic (tox)">tox</option>
        							<option value="Special (spec)">spec</option>
        						</select>
        						<input type="hidden" name="attr_thrown_object_damage_type_note" value="@{damage_type_note_cut}" />

        						<input type="number" step="1" name="attr_thrown_object_acc" value="0" />

        						<input type="text" name="attr_thrown_object_range" readonly="readonly" value="10" />

        						<input type="text" name="attr_thrown_object_rof" value="1" />

        						<input type="text" name="attr_thrown_object_shots" value="1" />

        						<input type="text" name="attr_thrown_object_recoil" value="-1" />

        						<input type="text" name="attr_thrown_object_skill" value="10" />

        						<button type="roll" value="@{roll}&{template:skillRoll} {{type=Ranged Attack}} {{showHitLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=Thrown Object @{thrown_object_weight} lbs.}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{thrown_object_skill} + @{modifier}]]}} {{showNotes=[[1]]}} {{notes=@{thrown_object_notes}}} {{rof=@{thrown_object_rof}}} {{recoil=@{thrown_object_recoil}}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsSL" />

        						Weapon Notes

        						<input type="text" name="attr_thrown_object_notes" />

        						Damage Notes

        						<input type="text" name="attr_thrown_object_damage_notes" />

			            Range Calculator for Ranged Attacks only

Range

						    Distance between shooter and target.

Speed

						   (2 mph = 1 yard/second).

						   Ignore if human like target moving 10 yards or less.

						Size Mod

Direction

						   Ignore up/down for beam type weapons like lasers.

						Elevation

						Speed/Range

						Hit Mod

    					    <input type="number" step="1" value="0" min="0" name="attr_firing_distance" />

    					    <input type="number" step="1" value="0" min="0" name="attr_firing_speed_difference" />

    					    <input type="number" step="1" value="0" name="attr_firing_size_mod" />

    					    <select name="attr_firing_direction">
    					        <option value="linear">Normal</option>
    					        <option value="up">Elev. Up</option>
    					        <option value="dn">Elev. Down</option>
    					    </select>

    					    <input type="number" step="1" value="0" min="0" name="attr_firing_up_dwn_distance" />

    					    <input type="number" step="1" value="0" min="0" name="attr_firing_new_range" readonly="readonly" />

    					    <input type="number" step="1" value="0" name="attr_firing_hit_mod" readonly="readonly" />

					        <button type="action" name="act_range_calc_reset" class="reset" />Reset</button>

			            Falling and Collision

						Yds Fallen

				        Gravity

Atm.

						   Atmosphere

Velocity

						    If collision, use relative velocity.

						    Headon collision = Add velocity of both objects

						    Reared collisioin = Faster object - slower object

						    Side collision = Speed of object causing collision

HP

						   Hit Points of falling object or object initiating

						   collision.

						   If hitting immovable object, use HP*2

						   NOTE: If collision, if the other object is moving

						   it will inflict its own damage to object that initiated

						   the collision.

						   See B430

						Damage

    					    Falling

    					    <input type="number" step="1" value="1" min="1" name="attr_yards_fallen" />

    					    <input type="number" value="1" min="0" name="attr_gravity" />

    					    <input type="number" value="1" min="0" name="attr_atmosphere" />

    					    <input type="number" value="5" readonly="readonly" name="attr_falling_velocity" />

    					    <input type="number" step="1" value="10" min="1" name="attr_falling_hit_points" />

    					    <input type="text" value="1d6-2" name="attr_falling_damage" readonly="readonly" />

    					    <input type="hidden" name="attr_thrust_damage_dice_icon" class="thrust-damage-dice-icon" value="explode" />
						    <button type="roll" value="@{roll}&{template:skillRoll} {{type=Damage Roll}} {{characterName=@{character_name}}} {{skillName=Falling Damage}} {{damageRoll=[[@{falling_damage}]]}} {{showNotes=[[1]]}} {{notes=@{falling_collision_damage_notes}}}" name="roll_dmgFalling" class="roll_damage" />

					        <button type="action" name="act_falling_reset" class="reset" />Reset</button>

    					    Collision

    					    <input type="number" value="1" step="1" min="1" name="attr_collision_velocity" />

    					    <input type="number" step="1" value="10" min="1" name="attr_collision_hit_points" />

    					    <input type="text" value="1d6-3" name="attr_collision_damage" readonly="readonly" />

    					    <input type="hidden" name="attr_thrust_damage_dice_icon" class="thrust-damage-dice-icon" value="explode" />
						    <button type="roll" value="@{roll}&{template:skillRoll} {{type=Damage Roll}} {{characterName=@{character_name}}} {{skillName=Collision Damage}} {{damageRoll=[[@{collision_damage}]]}} {{showNotes=[[1]]}} {{notes=@{falling_collision_damage_notes}}}" name="roll_dmgFalling" class="roll_damage" />

					        <button type="action" name="act_collision_reset" class="reset" />Reset</button>

Quick Inventory & Wealth

			    <textarea name="attr_quick_inventory"></textarea>

Possessions

TL

Ref

On

							Carried

							Is the item being carried at the moment?

#

$

W

$+

W+

				<fieldset class="repeating_item">
					<input class="toggle-highlight" type="checkbox" name="attr_highlight" />
					<input class="sheet-toggle toggle-notes" type="checkbox" />

							<input type="text" name="attr_name" />

							<input type="text" name="attr_tl" />

							<input type="text" name="attr_ref" />

							<input class="sheet-boolean" type="checkbox" name="attr_carried" value="1" checked />

							<input type="number" name="attr_count" value="1" />

							<input type="number" name="attr_cost" value="0.00" step="0.01" />

							<input type="number" name="attr_weight" value="0.000" step="0.001" />

						        Notes

						    <textarea name="attr_notes"></textarea>

				</fieldset>

						Total Value:

						<input type="number" style="font-weight: bold;" step=".01" name="attr_total_value" value="0" readonly="readonly" />

						Total Weight:

						<input type="number" style="font-weight: bold; text-align: center;" step=".001" name="attr_total_weight" value="0" readonly="readonly" />

 Spells Based on:

						<select name="attr_spell_base">
							<option value="@{strength}">ST</option>
							<option value="@{dexterity}">DX</option>
							<option value="@{intelligence}" selected>IQ</option>
							<option value="@{health}">HT</option>
							<option value="@{willpower}">Will</option>
							<option value="@{perception}">Per</option>
							<option value="10">10</option>
						</select>

 Magery/PI/Bonus Level:

						<input type="number" name="attr_spell_bonus" value="0" />

Spell

						   Name of spell

Level

						   Skill level with spell

Diff

						   Difficulty

Mod

						   Modifier

Pts

						   Points

Class

						   Spell class; Area, Blocking, Information, Melee,

						   Missile, Regular, Regular (Jet), Resisted, Special

Resisted By

						   Resisted By

Duration

						   Duration

Cost

						   FP cost for casting the spell.

Time

						   Amount of time to cast the spell.

Maintain

						   FP cost to maintain the spell.

Ref

						   Reference to book and page numbers.

						   Examples:

						   B238 = GURPS Basic, page #238

						   PU# = Power-Ups. # = number book number

				<fieldset class="repeating_spells">
				    <input class="toggle-highlight" type="checkbox" name="attr_highlight" />
					<input class="toggle toggle-notes" type="checkbox" />

							<input type="text" name="attr_name" />

							<button type="roll" value="@{roll}&{template:skillRoll} {{type=Spell Skill Roll}} {{showSuccessLabel=[[1]]}} {{characterName=@{character_name}}} {{skillName=@{name}}} {{rollResult=[[3d6]]}} {{effectiveSkill=[[@{level} + @{modifier}]]}} {{notes=@{notes}}} {{showNotes=[[@{show_notes}]]}} {{castingTime=@{casttime}}} {{castingDuration=@{duration}}} {{castingCost=@{cost}}} {{castingMaintain=@{maintain}}} {{castingResist=@{spell_resisted_by}}} {{castingClass=@{spell_class}}} {{bookReference=@{ref}}} {{useCriticalPlusTen=[[@{use_critical_plus_10}]]}}" name="roll_vsSL" />

							<input type="text" name="attr_level" disabled="disabled" value="@{spell_base} + @{difficulty} +@{spell_modifier} + @{spell_bonus} + (floor((@{points} * 0.25) + 2) * ceil( ( ( @{points} - 2 ) + abs( @{points} - 2) ) / 256 ) + @{points} * abs( ceil( ( ( @{points} - 2 ) + abs( @{points} - 2) ) / 256 ) - 1 ))"/>

							<select name="attr_difficulty">
								<option value="-3">H</option>
								<option value="-4">VH</option>
							</select>

							<input type="number" name="attr_spell_modifier" value="0" />

							<input type="number" name="attr_points" value="0" />

							<input type="text" name="attr_spell_class"  />

							<input type="text" name="attr_spell_resisted_by" />

							<input type="text" name="attr_duration" />

							<input type="text" name="attr_cost" />

							<input type="text" name="attr_casttime" />

							<input type="text" name="attr_maintain" />

							<input type="text" name="attr_ref" />

								College(s):

								<input type="text" name="attr_spell_college" />

								Reason for MOD (Modifier):

								<input type="text" name="attr_spell_mod_notes" />

						        <input type="checkbox" name="attr_show_notes" value="1" />
						        Show notes below, in roll template

						    <textarea name="attr_notes"></textarea>

				</fieldset>

Latest Changes: Updated
		<input type="text" style="font-size: 20px; font-weight: bold; border-style: none;" name="attr_latest_changes" value="07/23/2019" readonly="readonly"/>

Known Issues

Unable to delete a Technique - UPDATE

		    The issue is the 'Max' value for the Technique. If any value was placed in there, the row will not delete.
		    So I have blocked values from being placed there so that new Techniques can be deleted if need be.
		    Existing Techniques that you are unable to delete - the Devs are looking into that issue and will advise me.

NOTE: Techniques, as it is now on the character sheet, does not really work well - that section will most likely be completely rewritten (I plan on doing it when I get some time and my skills at HTML improve).

Note to authors

I need to mention that the original author(s) misspelled the words Miscellaneous (as Miscellwneous) and Encumbrance (as Encumberance) in both the CSS and HTML files. Rather than write extensive code to fix this, I just corrected the cosmetic portions only. Also note that the original author(s) use the word Fear in place of Fright although the proper word to use is Fright. As with the misspelled words, I changed no code other than the cosmetic side. This seemed simpler then spending hours writing code, transferring values from the attributes in question, and making sure it still functions. It also avoids having to explain it to the users in case they used those misspelled attributes in homemade macros.

Revision History

Please note: I, Mike W, am not one of the original authors of this sheet. All I have done is to fix a number of small issues, changed some formatting, and implemeted some suggested changes. The basic functionality of the sheet has remained the same.

To report any Issues or a Suggestion, please use the Roll20 forum under Character Sheets & Compendium. I have created a thread named: [GURPS] - Sheet #1 - Thread 1 (that seems to be similar to the naming convention used by other sheets).

https://app.roll20.net/forum/post/6616836/gurps-sheet-number-1-thread-1/

In your post, please specify if it is an Issue or Suggestion with as much detail information as possible. Screen shots help a lot! I am just learning to work with HTML and CSS so I may not be able to do everything requested. I make no promises on how fast I may be able to implement a Fix or a Suggestion - so please be patient. -Thanks, Mike W.

If there are others that are working on or wish to work on this sheet, lets coordinate using the Roll20 forum for now - perhaps later we can use GitHub.

Version: 1.6.2

Pull Request: 07/30/2019

Rolltemplate text. On critical failure for dodge, added additional notes. Suggested by Mike W.

Rolltemplate text. On critical failure for parry, added additional notes. Suggested by Mike W.

Rolltemplate text. On critical failure for block, added additional notes. Suggested by Mike W.

Rolltemplate text. On critical success for any active defense, added additional notes. Suggested by Mike W.

Bio\Misc. Tab. Added Training textarea below Background history & notes. Suggested by Mike W.

General Tab. Added toggle to show/hide encumbrance table. Suggested by Mike W.

General Tab: Revamped Point summary to show more details.

Grimoire Tab: Added tool tips to headers. Additional information will be added later. Suggested by Mike W.

General Tab: Added tooltips to Flying and Swimming sections. Moved movement feats below the encumbrance table.

General Tab: Changed spacing in box for containing Hit Points and Energy Reserve.

General Tab: Tweaked spacing to main stats section. Added Custom Pools heading and tooltip.

Version: 1.6.1

Pull Request: 07/09/2019

Changes, Fixes, and Adds made by Mike W (UserID: 1414610)

Fixed wording from roll table to roll template. (Cosmetic Only)

Fixed Spell Macro roll to include Modifier, if any.

Fixed the Spell Effective Skill level to include the Spell MOD, if any

Fixed columns for MOD, Pts, Duration, and Maintains. (Cosmetic Only)

Reordered column layout to match GURPS Magic format. (Cosmetic Only)

Added the attributes for Class and Resisted By for the Grimoire.

Fixed Spells 'Based On' header to show the attribute chosen. (Cosmetic Only)

Reduced the attribute size for Diff, MOD and Pts and increased size for Cost and Time. (Cosmetic Only)

Added the attributes for Latest Changes date. (Cosmetic Only)

Added the attributes for College and Modifier Notes for the Grimoire.

Added Attributes Misc and Modifier Notes for Skills.

Fixed Inventory totals for Value and Weight totals to show trailing zeros.

Fixed issue with Inventory Total Weight not rounding properly and not showing to 3 decimal places.

Made some format changes for Total Value and Total Weight under Inventory. (Cosmetic Only)

Version 1.6.0

Roll template update: Move "Ref" to the right of roll type to save space. Suggested by Mike W.

Grimoire tab: Added checkbox to highlight spells. Added a spell level modifier column.

Fallling/Collision notes: Revised the default notes when the falling damage is rolled.
            However, these notes are only visible on new characters sheets, since the those notes can be edited on the options page.

Bug fix: Racial Traits Self-control roll. Success/Fail text was missing, fixed.

Version: 1.5.9

	        Notes boxes for advantages, disadvantages, racial traits, skills, techniques, inventory items, and spells
	        were converted to a text area, allowing you to enter more notes easily. There's also an option to include
	        the notes on the roll template.

Roll results table. Removed "Notes" label to provide more space to notes.

Skills tab: changed column heading from BONUS to MOD. MOD can be positive or negative numbers. Suggested by Mike W.

Removed powered by GURPS logo. Suggested by Mike W.

Version: 1.5.8

Added button links to GURPS Wiki and Forum Thread

Skills Tab. Added Wildcard! Skill level option

Roll Results. Refactored logic to show text for hit/miss or success/fail, and handle critical rolls better.

	        Added names to a few roll buttons. if you drag the button to the macro quick bar, then a useful name will show.
	        For example; drag the die for ST to the quick macro bar and it will be called ST Roll

Version: 1.5.7

Pull Request: 4/23/2019

Added new method for showing announcements and updates. Inspired by Pathfinder Community Character Sheet

Combat Tab: Added Falling and collision combat tool

Version: 1.5.6

Pull Request: 4/9/2019

Updated all 3d6 rolls to use the option "Critical Successes: Use rules as written", instead of just skill and combat rolls. Reported by Mike W

All tables: When modifying tables, delete button fits on row and the move button is more accessible and easier to use.

	        Skill, Melee Attacks, Range Attacks, and Inventory tables: Added checkbox to highlight the row.
	        Requested by Larry R. NOTE: Future updates will allow ability to select color.

	        By default, Wound Modifier Notes have been turned off by default. This can be changed by editing your character sheets default settings
	        on the campaign page.

Combat Tab: Added Combat Tools Heading

Combat Tab: Added Range Calculator

General Tab: Fright check threshold wasn't showing the final modified total. Fixed. Reported by Ray G

Version: 1.5.5

Pull Request: 4/2/2019

Changed title of Damage Type Notes to Wound Modifier Notes.

Rolltemplates: Remove RoF. and Reach. Style updates

Corrected a spelling error for encumbrance. Spotted by Larry R

Combat tab: Added Rapid Fire Table, image provided by Mike W.

Updated the default character sheet options to use drop-down lists.

Version: 1.5.4

Pull Request: 3/26/2019

Changed title of Damage Type Notes to Wound Modifier Notes.

Changed Speed Add To Tracker to use rolltemplates.

Added Thrown Object based on weight on combat tab below Ranged Attacks.

Added Bio tab. For Misc. Information, Physical Description, Background information.

Updated General tab. Replaced Miscellaneous box with a notes text box

Inventory tab. Cosmetic update to text box to remove scroll bar.

Options tab. Reduced font-size for Wound Modifier Notes text boxes.

Roll templates. Reduced font-size for results.

Delete old update notices

Updates tab. Highlight "mark updates as read" checkbox

Grimoire Tab. Tweak Spells based on: heading area. Added spacing

Version: 1.5.3

Pull Request: 03/12/2019

Changes, Fixes, and Adds made by Mike W (UserID: 1414610)

Changed Damage Type into alphabetical select order for Melee and Ranged Attacks in the ToolTips aand Dropdown – Cosmetic Only

Changed the term Fear Check to Fright Check in the Fright Check Roll Template and the ToolTip – Cosmetic Only

Changed the tern Fear to Fright under Active Defenses for the Combat Reflexes option – Cosmetic Only

Version: 1.5.2

Pull Request: 02/20/2019

Fixed rounding bug with flight move. Updated Air move column to hide enhanced move if there's no enhanced move.

Added condition rolls: Unstun, Knockdown, Unconscious, and Death Checks.

Added ability to turn off damage type notes.

Added ability to edit damage type notes.

Added Critical Successes option: Turn off

[Experimental] Added default sheet options. Can only be tested after deployment.

Tweak some spacing

Version: 1.5.1

Pull Request: 02/11/2019

Added attributes for enhanced ground movement, flying, swimming, and jumping

Added encumbrance columsn for enhanced ground movement, flying, and swimming

Added roll template templates. Shows success/error on rolls. Shows critical success or fail.

Modified option for private/public rolls. NOTE: Roll templates do not support showing just skill.

            Added option for private/public speed button. NOTE: If token is not selected,
            it show an error to select token in order to add character to the order tracker

Added option to use Skill+10 for critical success or just use 3 or 4 for critical success

Added option to mark updates as read. If marked, last tab visited will be opened instead of the updates tab.

Version: 1.5.0

Pull Request: 02/05/2019

Changes, Fixes, and Adds made by Mike W (UserID: 1414610)

Fixed alert indicating to use a valid 3 decimal Weight value for the Inventory weight attribute, which in fact can up to 4 decimal places, Reported by Ray G (@raymond-g)  (UserID: 1600355

Fixed Inventory header alignment – Cosmetic Only

Fixed Inventory calculations color bacground – Cosetic Only

				<input type="radio" name="attr_modifier" value="0" />
				No Modifier Prompt

					Rolls will be made immediately with no prompt.

<input type="radio" name="attr_modifier" value="[[?{Modifier|0}]]" checked="true" />
				Single Modifier Prompt

					Ask for a bonus or penalty to be added to dice rolls.

					This will not affect damage rolls.

				<input type="radio" name="attr_modifier" value="[[?{Modifier|0}]] +[[?{Shock|0}]] + [[?{Reeling or Staggered|0}]] + [[?{Off-Hand|0}]] + [[?{Familiarity|0}]]" />
				Extended Modifier Prompts

					Instead of a single modifier, rolls will ask for a series of modifiers,

					to remind you about potential bonuses/penalties.

					This will not affect damage rolls.

    				<input type="radio" name="attr_roll" value="" checked="true" />
    				Public Rolls

    					All players will be able to see

    					your skill level, roll and results.

    				<input type="radio" name="attr_roll" value="/w gm --l " />
    				Private Skill Levels deprecated

    					Only the GM will be able to see

    					your skill level, but all players

    					will see the result.

    					NOTE: This now behaves just like Private Rolls

    				<input type="radio" name="attr_roll" value="/w gm " />
    				Private Rolls

    					Only the GM will see your skill

    					level and the result.

    				<input type="radio" name="attr_speed_tracker" value="/em" checked="true" />
    				Public Speed Tracker

    					Show basic speed and add to Chat message to public.

    				<input type="radio" name="attr_speed_tracker" value="/w gm" />
    				Private Speed Tracker

    					Show basic speed and add to Chat message to GM.

    			    <input type="checkbox" name="attr_use_unspent_box" class="sheet-manual-unspent-box" value="1" />
    			    Enter Unspent Points
    			    Check if you would like to manually track your unspent points

			    Damage Dice Icon

    			    <input type="radio" name="attr_damage_dice_type" value="explode" checked="true" />
    			    <button type="roll" value="0" name="btn_damage_dice_explode" class="roll_explode btn" disabled="disabled" />

    				<input type="radio" name="attr_damage_dice_type" value="d6black" />
    			    <button type="roll" value="0" name="btn_damage_dice_d6black" class="btn" disabled="disabled" />

    				<input type="radio" name="attr_damage_dice_type" value="d20blank" />
    			    <button type="roll" value="0" name="btn_damage_dice_d20blank" class="btn roll_d20blank" disabled="disabled" />

    				<input type="radio" name="attr_damage_dice_type" value="d4skull" />
    			    <button type="roll" value="0" name="btn_damage_dice_d4skull" class="btn roll_d4skull" disabled="disabled" />

				<input type="radio" name="attr_mod_cascade" value="all" checked="true" />
				Mods to attributes increase all derived stats (including HP, FP)

				<input type="radio" name="attr_mod_cascade" value="some" />
				Mods to attributes increase most derived stats (not HP, FP)

				<input type="radio" name="attr_mod_cascade" value="none" />
				Mods to attributes do not increase derived stats

                Critical Successes:

				<input type="radio" name="attr_use_critical_plus_10" value="1" checked="checked" />
				Use rules as written

				<input type="radio" name="attr_use_critical_plus_10" value="0" />
				Only on a 3 or 4

				<input type="radio" name="attr_use_critical_plus_10" value="2" />
				Turn Off

			    Falling & Collision Damage Notes

			    <textarea name="attr_falling_collision_damage_notes">Collisions: If an object is bullet-shaped, sharp, or spiked, it does half damage, but this damage is piercing, cutting, or impaling, rather than crushing.

Falling Damage: If using hit locations, roll randomly for the hit location damaged in a fall. If the injury is to an extremity or a limb, do not ignore injury in excess of that required to cripple it. Instead, subtract the full amount from HP! If the fall would cripple a limb, roll 1d. On 5-6, all limbs of that type are crippled, although there is no extra injury. B431</textarea>

Editable Wound Modifier Notes

Initial wound modifier notes based on GURPS 4th Edition - Campaigns

    			    <input type="checkbox" name="attr_use_damage_type_notes" class="sheet-manual-unspent-box" value="1" />
    			    Show notes below, in roll template

			            Type
			            Notes

			            Cutting

			                <textarea name="attr_damage_type_note_cut">Damage x1.5
Neck Damage x2
Skull Damage x4</textarea>

			            Impaling

			                <textarea name="attr_damage_type_note_imp">Damage x2
Vitals Damage x3
Skull Damage x4</textarea>

			            Crushing

			                <textarea name="attr_damage_type_note_cr">Damage x1
Neck Damage x1.5
Skull Damage x4</textarea>

			            PI-

			                <textarea name="attr_damage_type_note_pi_minus">Damage x .5
Vitals Damage x3
Skull Damage x4</textarea>

			            PI

			                <textarea name="attr_damage_type_note_pi">Damage x1
Vitals Damage x3
Skull Damage x4</textarea>

			            PI+

			                <textarea name="attr_damage_type_note_pi_plus">Damage x1.5
Vitals Damage x3
Skull Damage x4</textarea>

			            PI++

			                <textarea name="attr_damage_type_note_pi_plus_plus">Damage x2
Vitals Damage x3
Skull Damage x4</textarea>

			            Affliction

			                <textarea name="attr_damage_type_note_aff">special damage and affects based on affliction description</textarea>

			            Burn

			                <textarea name="attr_damage_type_note_burn">Damage x1
Skull Damage x4</textarea>

			            Corrosion

			                <textarea name="attr_damage_type_note_cor">Damage x1
Face Damage x1.5, blind eye if major wound, both eyes if full HP
Neck Damage x1.5
Skull Damage x4
-1 DR per 5 of points damage</textarea>

			            Fatigue

			                <textarea name="attr_damage_type_note_fat">Damage x1</textarea>

			            Toxic

			                <textarea name="attr_damage_type_note_tox">Damage x1</textarea>

			            Special

			                <textarea name="attr_damage_type_note_spec">See notes for weapon.</textarea>

		    <button type="roll" class="no-decoration" name="roll_blank" value="https://wiki.roll20.net/GURPS_4th_Edition" title="Show link in chat. NOTE: Right-click to open in new window">
		        GURPS 4th Edition Roll20 Wiki Page
		    </button>

 Your feedback is most welcomed! See link below.

		    <button type="roll" class="no-decoration" name="roll_blank" value="https://app.roll20.net/forum/post/6616836/gurps-sheet-number-1-thread-1/" title="Show link in chat. NOTE: Right-click to open in new window">
		        Roll20 Forum - [GURPS] - Sheet #1 - Thread 1
		    </button>

    <rolltemplate class="sheet-rolltemplate-addToTracker">

                    {{characterName}}

					{{skillName}}

                    Speed:
                    {{basicSpeed}}

    </rolltemplate>

    <rolltemplate class="sheet-rolltemplate-skillRoll">

                    {{characterName}}

					{{skillName}}

                {{#type}}

                    Type:

                        {{type}}
                        {{#bookReference}}
                        Ref: {{bookReference}}
                        {{/bookReference}}

                {{/type}}
                {{#rollResult}}

                    Roll:

                        {{#rollTotal() rollResult 18}}

                                {{rollResult}}

                                    {{#showHitLabel}}Critical Miss{{/showHitLabel}}
                                    {{#showSuccessLabel}}Critical Failure{{/showSuccessLabel}}

                                {{#rollTotal() defenseType 1}}

Lose your footing and fall prone. (B382)

                                {{/rollTotal() defenseType 1}}

                                {{#rollTotal() defenseType 2}}

If you get a critical miss on a parry, roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.

                                {{/rollTotal() defenseType 2}}

                                {{#rollTotal() defenseType 3}}

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

                                {{/rollTotal() defenseType 3}}

                        {{/rollTotal() rollResult 18}}

                        {{#rollTotal() rollResult 17}}

                                {{rollResult}}

                                    {{#rollLess() effectiveSkill 16}}Critical{{/rollLess() effectiveSkill 16}}

                                    {{#showHitLabel}}Miss{{/showHitLabel}}
                                    {{#showSuccessLabel}}Failure{{/showSuccessLabel}}

                                {{#rollLess() effectiveSkill 16}}

                                    {{#rollTotal() defenseType 1}}

Lose your footing and fall prone. (B382)

                                    {{/rollTotal() defenseType 1}}

                                    {{#rollTotal() defenseType 2}}

Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.

                                    {{/rollTotal() defenseType 2}}

                                    {{#rollTotal() defenseType 3}}

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

                                    {{/rollTotal() defenseType 3}}

                                {{/rollLess() effectiveSkill 16}}

                        {{/rollTotal() rollResult 17}}

                        {{#rollBetween() rollResult 3 4}}

                                {{rollResult}}

                                    {{#rollLess() useCriticalPlusTen 2}}Critical{{/rollLess() useCriticalPlusTen 2}}

                                    {{#showHitLabel}}Hit{{/showHitLabel}}
                                    {{#showSuccessLabel}}Success{{/showSuccessLabel}}

                                {{#rollTotal() activeDefense 1}}

If defending against a melee attack, then your foe goes immediately to the Critical Miss Table (B556). (B381)

                                {{/rollTotal() activeDefense 1}}

                        {{/rollBetween() rollResult 3 4}}

                        {{#rollBetween() rollResult 5 16}}

                            {{#rollGreater() rollResult effectiveSkill}}

                                    {{rollResult}}

                                        {{#rollLess() effectiveSkill 4}}
                                            {{#rollGreater() rollResult 12}}Critical{{/rollGreater() rollResult 12}}
                                        {{/rollLess() effectiveSkill 4}}

                                        {{#rollTotal() effectiveSkill 4}}
                                            {{#rollGreater() rollResult 13}}Critical{{/rollGreater() rollResult 13}}
                                        {{/rollTotal() effectiveSkill 4}}

                                        {{#rollTotal() effectiveSkill 5}}
                                            {{#rollGreater() rollResult 14}}Critical{{/rollGreater() rollResult 14}}
                                        {{/rollTotal() effectiveSkill 5}}

                                        {{#rollTotal() effectiveSkill 6}}
                                            {{#rollGreater() rollResult 15}}Critical{{/rollGreater() rollResult 15}}
                                        {{/rollTotal() effectiveSkill 6}}

                                        {{#rollBetween() effectiveSkill 7 15}}
                                            {{#rollGreater() rollResult 16}}Critical{{/rollGreater() rollResult 16}}
                                        {{/rollBetween() effectiveSkill 7 15}}

                                        {{#showHitLabel}}Miss{{/showHitLabel}}
                                        {{#showSuccessLabel}}Fail{{/showSuccessLabel}}

                                    {{#rollLess() effectiveSkill 4}}
                                        {{#rollGreater() rollResult 12}}

                                            {{#rollTotal() defenseType 1}}

Lose your footing and fall prone. (B382)

                                            {{/rollTotal() defenseType 1}}

                                            {{#rollTotal() defenseType 2}}

Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.

                                            {{/rollTotal() defenseType 2}}

                                            {{#rollTotal() defenseType 3}}

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

                                            {{/rollTotal() defenseType 3}}

                                        {{/rollGreater() rollResult 12}}
                                    {{/rollLess() effectiveSkill 4}}

                                    {{#rollTotal() effectiveSkill 4}}
                                        {{#rollGreater() rollResult 13}}

                                            {{#rollTotal() defenseType 1}}

Lose your footing and fall prone. (B382)

                                            {{/rollTotal() defenseType 1}}

                                            {{#rollTotal() defenseType 2}}

Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.

                                            {{/rollTotal() defenseType 2}}

                                            {{#rollTotal() defenseType 3}}

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

                                            {{/rollTotal() defenseType 3}}

                                        {{/rollGreater() rollResult 13}}
                                    {{/rollTotal() effectiveSkill 4}}

                                    {{#rollTotal() effectiveSkill 5}}
                                        {{#rollGreater() rollResult 14}}

                                            {{#rollTotal() defenseType 1}}

Lose your footing and fall prone. (B382)

                                            {{/rollTotal() defenseType 1}}

                                            {{#rollTotal() defenseType 2}}

Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.

                                            {{/rollTotal() defenseType 2}}

                                            {{#rollTotal() defenseType 3}}

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

                                            {{/rollTotal() defenseType 3}}

                                        {{/rollGreater() rollResult 14}}
                                    {{/rollTotal() effectiveSkill 5}}

                                    {{#rollTotal() effectiveSkill 6}}
                                        {{#rollGreater() rollResult 15}}

                                            {{#rollTotal() defenseType 1}}

Lose your footing and fall prone. (B382)

                                            {{/rollTotal() defenseType 1}}

                                            {{#rollTotal() defenseType 2}}

Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.

                                            {{/rollTotal() defenseType 2}}

                                            {{#rollTotal() defenseType 3}}

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

                                            {{/rollTotal() defenseType 3}}

                                        {{/rollGreater() rollResult 15}}
                                    {{/rollTotal() effectiveSkill 6}}

                                    {{#rollBetween() effectiveSkill 7 15}}
                                        {{#rollGreater() rollResult 16}}

                                            {{#rollTotal() defenseType 1}}

Lose your footing and fall prone. (B382)

                                            {{/rollTotal() defenseType 1}}

                                            {{#rollTotal() defenseType 2}}

Roll on the appropriate Critical Miss Table B556. (B382). Apply the result immediately.

                                            {{/rollTotal() defenseType 2}}

                                            {{#rollTotal() defenseType 3}}

You lose your grip on whatever you were Blocking with and must take a turn to ready it before you can use it to block again. (B382)

                                            {{/rollTotal() defenseType 3}}

                                        {{/rollGreater() rollResult 16}}
                                    {{/rollBetween() effectiveSkill 7 15}}

                            {{/rollGreater() rollResult effectiveSkill}}

                            {{#rollBetween() rollResult 5 effectiveSkill}}

                                    {{rollResult}}

                                        {{#rollLess() useCriticalPlusTen 2}}

                                            {{#rollTotal() useCriticalPlusTen 1}}

                                                {{#rollGreater() effectiveSkill 15}}
                                                    {{#rollTotal() rollResult 6}}Critical{{/rollTotal() rollResult 6}}
                                                    {{#rollTotal() rollResult 5}}Critical{{/rollTotal() rollResult 5}}
                                                {{/rollGreater() effectiveSkill 15}}

                                                {{#rollTotal() effectiveSkill 15}}
                                                    {{#rollTotal() rollResult 5}}Critical{{/rollTotal() rollResult 5}}
                                                {{/rollTotal() effectiveSkill 15}}

                                            {{/rollTotal() useCriticalPlusTen 1}}

                                        {{/rollLess() useCriticalPlusTen 2}}

                                        {{#showHitLabel}}Hit{{/showHitLabel}}
                                        {{#showSuccessLabel}}Success{{/showSuccessLabel}}

                                    {{#rollLess() useCriticalPlusTen 2}}

                                        {{#rollTotal() useCriticalPlusTen 1}}

                                            {{#rollGreater() effectiveSkill 15}}

                                                {{#rollBetween() rollResult 5 6}}

                                                    {{#rollTotal() activeDefense 1}}

If defending against a melee attack, then your foe goes immediately to the Critical Miss Table (B556). (B381)

                                                    {{/rollTotal() activeDefense 1}}

                                                {{/rollBetween() rollResult 5 6}}

                                            {{/rollGreater() effectiveSkill 15}}

                                            {{#rollTotal() effectiveSkill 15}}
                                                {{#rollTotal() rollResult 5}}

                                                    {{#rollTotal() activeDefense 1}}

If defending against a melee attack, then your foe goes immediately to the Critical Miss Table (B556). (B381)

                                                    {{/rollTotal() activeDefense 1}}

                                                {{/rollTotal() rollResult 5}}
                                            {{/rollTotal() effectiveSkill 15}}

                                        {{/rollTotal() useCriticalPlusTen 1}}

                                    {{/rollLess() useCriticalPlusTen 2}}

                            {{/rollBetween() rollResult 5 effectiveSkill}}

                        {{/rollBetween() rollResult 5 16}}

                {{/rollResult}}
                {{#effectiveSkill}}

                    Target:

                        {{effectiveSkill}}
                        {{#useFrightLabel}}
                            Fright Threshold
                        {{/useFrightLabel}}

                {{/effectiveSkill}}
                {{#damageRoll}}

                    Damage:

                        {{damageRoll}} {{damageType}}

                {{/damageRoll}}
                {{#rollTotal() useDamageTypeNotes 1}}
                    {{#damageTypeNote}}

                        {{damageTypeNote}}

                    {{/damageTypeNote}}
                {{/rollTotal() useDamageTypeNotes 1}}
                {{#rollTotal() showNotes 1}}
                    {{#notes}}

                        {{notes}}

                    {{/notes}}
                {{/rollTotal() showNotes 1}}
                {{#castingTime}}

                    Time:
                    {{castingTime}}

                {{/castingTime}}
                {{#castingDuration}}

                    Duration:
                    {{castingDuration}}

                {{/castingDuration}}
                {{#castingCost}}

                    Cost:
                    {{castingCost}}

                {{/castingCost}}
                {{#castingMaintain}}

                    Maintain:
                    {{castingMaintain}}

                {{/castingMaintain}}
				{{#castingResist}}

					Resisted by:
					{{castingResist}}

				{{/castingResist}}
				{{#castingClass}}

					Class:
					{{castingClass}}

				{{/castingClass}}
                {{#recoil}}

                    Recoil:
                    {{recoil}}

                {{/recoil}}

    </rolltemplate>