> [!NOTE|div-m] Player Name: `Mason` > [!column|no-i no-t] >> [!div-m|no-title] >> ![[rusted priest - alexander trufanov.jpg]] > >> [!div-m|no-title] Place Name >> ~~~meta-bind >> INPUT[select( >> option(1, ℹ️General), >> option(2, 🧙Description), >> option(3, ⚙️Configure), >> option(4, 📝DM Notes), >> class(tabbed) >> )] >> ~~~ >>>[!tabbed-box-maxh480|10] >>> >[!div-m|no-title] >>> > ![[#General|no-h clean]] >>> >>> >[!div-m|no-title] >>> > ![[#Description|no-h clean]] >>> >>> >[!div-m|no-title] >>> > ![[#Configure|no-h clean]] >>> >>> > [!div-m|no-title] >>> > ![[#DM Notes|no-h clean]] >>> > [!NOTE|no-title] > ~~~meta-bind > INPUT[select( > option(1, 🤹Abilities+Skills), > option(2, 💪Traits), > option(3, ⚔️Inventory), > option(4, 🔗Connections), > option(5, 🧑‍🤝‍🧑Relationships), > class(tabbed) > )] > ~~~ > >[!tabbed-box-maxh] > > >[!div-m|no-title] > > > ![[#Skills|no-h clean]] > > > > >[!div-m|no-title] > > > ![[#Traits|no-h1 clean]] > > > > > ![[#Inventory|no-h1 clean]] > > > > > [!div-m|no-title] > > > ![[#Connections|no-h1 clean]] > > > > > [!div-m|no-title] > > > ![[#Relationships|no-h1 clean]] --- # General ```badges items: - label: Race value: '{{frontmatter.char_race}}' - label: Level value: '{{frontmatter.level}}' - label: Initiative value: '{{frontmatter.modifier}}' ``` <br> ```badges items: - label: AC value: '{{frontmatter.ac}}' ``` <br> ```healthpoints state_key: bungus_health health: '{{ frontmatter.hp }}' reset_on: long-rest hitdice: dice: d6 value: 3 ``` <br> ```event-btns items: - name: Short Rest value: short-rest - name: Long Rest value: long-rest ``` # Description Dr. George Flemming was a scientist. His work and inventions made him one of the most respected men of science in his field. However.... Success breeds jealously. Dr. Flemming was not rude or condescending to his coworkers. He just outshined them..... over and over again. One day a man who would never get out of Dr. Flemmings Shadow had had enough. He was willing to go as far as summoning pure evil to be rid of Dr. Flemming. He called upon Alesus, he called upon chaos and destruction. Chaos answered the call. The man, showing no fear, asked Alesus to make Dr. Flemming a imbecile. He wanted everything that came out of Dr. Flemming mouth to be complete rubbish. The man said " I want him to know he is wrong about everything he speaks, yet still is forced to say it. I want him to be unable to speak him own name. His name will be tarnished, and I want to give him a new name. One that fits this..... transformation. Alesus with a smile and loud deep booming voice says..." I've got just the one...... Soon you will meet Dr. Bungus, a crazy man who lost his job and the communities respect. " Alesus was very pleased with this situation. Normally he would ask for a sacrifice or a cruel payment, but not this time. Alesus despised humans. He was ridding the wolrd of one the top scientific minds and was thrilled to do so. Before Alesus leaves, he gives the man an artifact. Alesus warns the man, " if this is destroyed, There will be no more Dr. Bungus... and i will return to remove your skin for wasting my time." Dr. Bungus was put under psych evaluation by his university. The university was embarrassed to see what he had become. After a while they just wanted him gone. They didn't even want him in the same city anymore. So they deemed him, 'mentally fit to travel', and sent him on his way. The farther Dr. Bungus got from the university, the happier they were. Dr. Bungus knew he was cursed by something, but he didn't know what. He just knew was forced to say idiotic things, he was forced to introduce himself as Dr. Bungus. Whenever he to tried to tell anyone about being cursed, it came out as pure nonsense.... Just like everything else. # Configure | Stat | Value | | ---------- | --------------------------------------------- | | Status | `INPUT[template-person-status][:char_status]` | | Race | `INPUT[template-person-race][:char_race]` | | Class | `INPUT[template-person-class][:char_class]` | | Level | `INPUT[number:level]` | | Gender | `INPUT[template-person-gender][:char_gender]` | | Age | `INPUT[template-person-age-range][:char_age]` | | HP | `INPUT[number:hp]` | | Max HP | `INPUT[number:max_hp]` | | AC | `INPUT[number:ac]` | | Initiative | `INPUT[number:modifier]` | # DM Notes I have no fucking idea # Skills ```ability abilities: strength: 10 dexterity: 14 constitution: 11 intelligence: 19 wisdom: 12 charisma: 7 proficiencies: - intelligence - wisdom ``` <br> ```skills proficiencies: - arcana - insight - investigation - medicine - nature ``` # Traits Feats, class features, and other traits are listed here. ### Researcher (Origin Feat) When you attempt to learn or recall a piece of lore, **if you do not know that information, you often know where and from whom you can obtain it**. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. ### Academic Superiority (Scholar 1st Level) ```consumable label: "Superiority Dice" state_key: bungus_manoeuvre_dice uses: 4 reset_on: ["long-rest", "short-rest"] ``` You have learned manoeuvres that are fuelled by special dice called **Superiority Dice**. You have **`VIEW[ceil(number({level})/2)+2]`** Superiority Dice, which are **d`VIEW[(ceil(number({level})/4)+1)*2]`s**. As you gain Scholar levels, both the number and size of your Superiority Dice increase. A Superiority Die is expended when you use it, and you regain all of your expended Superiority Dice when you finish a Short or Long Rest. You learn one manoeuvre of your choice, and you learn more at higher levels, as shown in the Manoeuvres Known column of the Scholar Table. Many manoeuvres enhance an attack in some way. You can use only one manoeuvre per attack, and you may only use each manoeuvre once per turn. Each time you learn new manoeuvres, you can also replace one manoeuvre you know with a different one. Your manoeuvre ability varies based on the type of manoeuvre you use. You use Strength, Dexterity, or Constitution (your choice) for physical manoeuvres; Intelligence, Wisdom, or Charisma (your choice) for mental manoeuvres; and an ability of your choice for general manoeuvres. You use this ability whenever a manoeuvre refers to your manoeuvre ability. Additionally, you use this ability modifier when setting the saving throw DC for a manoeuvre you use: DC = 8 + PB + modifier. The **saving throw DCs** for each ability are listed below. ```badges items: - label: (Physical) STR DC value: '{{add 8 frontmatter.proficiency_bonus (modifier abilities.strength)}}' - label: (Physical) DEX DC value: '{{add 8 frontmatter.proficiency_bonus (modifier abilities.dexterity)}}' - label: (Physical) CON DC value: '{{add 8 frontmatter.proficiency_bonus (modifier abilities.constitution)}}' - label: (Mental) INT DC value: '{{add 8 frontmatter.proficiency_bonus (modifier abilities.intelligence)}}' - label: (Mental) WIS DC value: '{{add 8 frontmatter.proficiency_bonus (modifier abilities.mental)}}' - label: (Mental) CHA DC value: '{{add 8 frontmatter.proficiency_bonus (modifier abilities.charisma)}}' ``` #### Manoeuvres Known ```badges items: - label: Manoeuvres Known value: 4 ``` <br/> ```badges items: - label: Manoeuvre value: 'Commanders Strike' - label: Manoeuvre value: 'Evasive Footwork' - label: Manoeuvre value: 'Precision Attack' - label: Manoeuvre value: 'Feinting Attack' ``` **Commander's Strike.** When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an unarmed strike, adding the Superiority Die to the attack's damage roll on a hit. **Evasive Footwork.** As a Bonus Action, you can expend one Superiority Die and take the [[Actions#Disengage|Disengage]] action. Roll the die, and add the result to your AC until the start of your next turn. **Precision Attack.** When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit. **Feinting Attack.** As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack's damage roll. ### Critical Analysis (Scholar 1st level) ```badges items: - label: Critical Analysis modifier value: '{{modifier abilities.intelligence}}' ``` You are able to analyse a creature, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a Bonus Action on your turn, you can **analyse a creature you can see within 60 feet** of you (including yourself). For the next minute, or until you analyse another target, you gain the following benefits: * When you analyse a **hostile creature**, your **attack and damage rolls** made with weapons with the Finesse property or ranged weapons against that target may use your Critical Analysis ability modifier, which is **Intelligence, instead of Strength or Dexterity**. You must use the same modifier for both attack roll and damage roll. * When you analyse a **friendly creature**, the target can end your Critical Analysis on themself (no action required) to **add your Critical Analysis ability modifier**, which is Intelligence, to **one D20 Test**. Once a friendly creature has benefited from this ability, they cannot do so again until they complete a Short or Long Rest. ### Discovery (Scholar 2nd Level) You master two Discoveries of your choice. Some Discoveries have prerequisites. When you gain certain Scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the Scholar table. When you choose an Academic Pursuit, you also unlock Discoveries specific to that Pursuit. When you gain a Scholar level, you can choose one of the Discoveries you know and replace it with another Discovery that you could learn at that level. #### Discoveries Known ```badges items: - label: Discoveries Known value: 4 ``` <br/> ```badges items: - label: Discovery value: 'Perfect Manoeuvre' - label: Discovery value: 'Running on Fumes' - label: Discovery value: 'Universal Language' - label: Discovery value: 'Resolute' ``` **Perfect Manoeuvre.** Your Superiority Die rolls gain a minimum roll threshold (2 for d4, 2 for d6, 3 for d8, 4 for d10, and 5 for d12). They cannot roll below that threshold. **Running on Fumes.** You only need 3 hours of sleep during a Long Rest to gain its benefits, instead of 6. Additionally, if your Long Rest is interrupted, you only need to complete the Long Rest instead of restarting it to gain its benefits. Lastly, you have Advantage on saving throws against Exhaustion. **Universal Language.** You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures. **Resolute.** When you make a saving throw to resist [[Conditions#Charmed|Charm]] and [[Conditions#Frightened|Fear]] effects, you may add your Intelligence modifier to the roll. ### Sage Advice (Scholar 2nd Level) ```badges items: - label: Number of Targets value: '{{modifier abilities.intelligence}}' ``` You can **spend 1 minute spreading your knowledge** and experience, advising those around you. When you do so, choose a skill or tool with which you are proficient and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear and understand you. Once within the next hour, the next time each chosen creature would make an ability check with the chosen skill or tool, **they may add their Proficiency Bonus** to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead. Once you've used this feature, you can't use it again until you finish a Long Rest. %% Starting at 13th level, you regain the ability to use it after you complete a Short or Long Rest.%% ### Expertise (Scholar 3rd Level) Choose two of your skill proficiencies, or one skill proficiency and one tool proficiency, or two tool proficiencies. You have Expertise in those skills or tools. **Proficiencies chosen:** Intelligence (Arcana) and Intelligence (Investigation) %%At 10th level, you can choose another two proficiencies to gain this benefit.%% ### Martial Training (Detective 3rd Level) You gain proficiency in martial melee weapons and in the Investigation skill. Additionally, you can't have Disadvantage on Investigation skill checks. ### Intelligent Applications (Detective 3rd Level) ```badges items: - label: Critical Analysis modifier value: '{{modifier abilities.intelligence}}' ``` When you analyse a hostile creature with your [[#Critical Analysis (Scholar 1st level)|Critical Analysis]], you can use your Critical Analysis ability modifier for the attack and damage rolls (rather than Strength or Dexterity) with any weapon, as long as that weapon does not have the Heavy or Special properties. # Inventory The following items belong to `= this.file.name`. Items: `INPUT[inlineListSuggester(optionQuery(#Category/Item)):char_items]` # Connections Is the person linked to any groups or quests? Quests: `INPUT[inlineListSuggester(optionQuery(#Category/Quest)):Connected_Quests]` Groups: `INPUT[inlineListSuggester(optionQuery(#Category/Group)):Connected_Groups]` # Relationships List important relationships here. ```dataviewjs var parents = dv.current().parents ?? []; var children = dv.current().children ?? []; var enemies = dv.current().enemies ?? []; var allies = dv.current().allies ?? []; var siblings = dv.current().siblings ?? []; var current = dv.current().file.name; var partner = dv.current().partner ?? []; dv.paragraph("```mermaid\nflowchart LR\n" + // Parents with internal-link on individual nodes only (parents.length > 0 ? parents.map((parent, index) => `P${index + 1}[${parent}]:::internal-link\nP${index + 1} --> Current\n`).join('') : '') + // Current node `Current[${current}]\n` + // Partner group node (no internal-link applied) (partner.length > 0 ? `PT[Partner]\nCurrent --> PT\n` : '') + // Individual partners with internal-link (partner.length > 0 ? partner.map((p, index) => `PT${index + 1}[${p}]:::internal-link\nPT --> PT${index + 1}\n`).join('') : '') + // Children group node (no internal-link applied) (children.length > 0 ? `C[Children]\nCurrent --> C\n${children.map((child, index) => `C${index + 1}[${child}]:::internal-link\nC --> C${index + 1}\n`).join('')}` : '') + // Siblings group node (no internal-link applied) (siblings.length > 0 ? `S[Siblings]\nCurrent --> S\n${siblings.map((sibling, index) => `S${index + 1}[${sibling}]:::internal-link\nS --> S${index + 1}\n`).join('')}` : '') + // Enemies group node (no internal-link applied) (enemies.length > 0 ? `E[Enemies]\nCurrent --> E\n${enemies.map((enemy, index) => `E${index + 1}[${enemy}]:::internal-link\nE --> E${index + 1}\n`).join('')}` : '') + // Allies group node (no internal-link applied) (allies.length > 0 ? `A[Allies]\nCurrent --> A\n${allies.map((ally, index) => `A${index + 1}[${ally}]:::internal-link\nA --> A${index + 1}\n`).join('')}` : '') + // Styling: Apply internal-link only to individual nodes, not group nodes `class ${parents.length > 0 ? parents.map((_, index) => `P${index + 1},`).join('') : ''}Current${children.length > 0 ? children.map((_, index) => `C${index + 1},`).join('') : ''}${siblings.length > 0 ? siblings.map((_, index) => `S${index + 1},`).join('') : ''}${enemies.length > 0 ? enemies.map((_, index) => `E${index + 1},`).join('') : ''}${allies.length > 0 ? allies.map((_, index) => `A${index + 1},`).join('') : ''} internal-link;` ) ``` %% CODE ABOVE CREATED WITH CHAT-GPT. ITS COMPLEX CODE THAT SHOULD NOT BE CHANGED UNLESS YOU KNOW WHAT YOU ARE DOING %% %% MERMAID-FIX-TEXT-CLIPPING.CSS is enabled in Settings > Appearance > CSS Snippets. This fixes text clipping and styles the boxes %% > [!NOTE]- Relationship Config - Enter name of People Notes > `BUTTON[button_person]` Nodes will link to notes of the same name. > > | Parents | Partner | Children | > | --- | --- | --- | > | `INPUT[list:parents]` | `INPUT[list:partner]` | `INPUT[list:children]` | > > | Siblings | Enemies | Allies | > | --- | --- | --- | > | `INPUT[list:siblings]` | `INPUT[list:enemies]` | `INPUT[list:allies]` | ```dataviewjs const player = dv.current(); const factions = dv.pages('"3-Mechanics/Guilds and Groups"'); let tableData = []; for (let faction of factions) { let factionName = faction.faction; let playerStanding = player.faction_standing?.[factionName] || 0; // Ensure benefits is treated as an array let benefitsList = Array.isArray(faction.benefits) ? faction.benefits : []; // Filter benefits the player qualifies for let qualifiedBenefits = benefitsList .filter(b => playerStanding >= b.standing) .map(b => b.reward) .join(", "); let primaryContact = faction.primary_contact || "No contact set"; tableData.push([factionName, playerStanding, qualifiedBenefits || "No benefits yet", primaryContact]); } dv.table(["Faction", "Your Standing", "Benefits", "Primary Contact"], tableData); ```