{"_id":"8zu8Uzw13lfjqrV9","name":"Advancement Tracker","content":"
| Number | \nRank | \nAdvance | \n
| 1 | \nNovice | \n\n |
| 2 | \nNovice | \n\n |
| 3 | \nNovice | \n\n |
| 4 | \nSeasoned | \n\n |
| 5 | \nSeasoned | \n\n |
| 6 | \nSeasoned | \n\n |
| 7 | \nSeasoned | \n\n |
| 8 | \nVeteran | \n\n |
| 9 | \nVeteran | \n\n |
| 10 | \nVeteran | \n\n |
| 11 | \nVeteran | \n\n |
| 12 | \nHeroic | \n\n |
| 13 | \nHeroic | \n\n |
| 14 | \nHeroic | \n\n |
| 15 | \nHeroic | \n\n |
| 16 | \nLegendary | \n\n |
| 17 | \nLegendary | \n\n |
| 18 | \nLegendary | \n\n |
| 19 | \nLegendary | \n\n |
| 20 | \nLegendary | \n\n |
| @Compendium[swade-core-rules.swade-rules.Fxh6qdmOiHPAO0VK]{Aim} | \nTake an action, ignore up to 4 points of penalties on your next Shooting roll. | \n
| @Compendium[swade-core-rules.swade-rules.xxEcWExtn36PPxg0]{Area Effect Attacks} | \nRoll Shooting/Athletics. Hit everyone under the template. Misses deviate the template. | \n
| @Compendium[swade-core-rules.swade-rules.854By7DpYevCCEfJ]{Cover and Obstacles} | \n-2/-4/-6/-8 for light, medium, heavy, near total cover. | \n
| @Compendium[swade-core-rules.swade-rules.2SQh9s7jsVJw3rvj]{Evasion} | \nTarget makes Agility roll at -2 to avoid attack. Source must allow evasion. | \n
| @Compendium[swade-core-rules.swade-rules.R3V40P1SzkF7ZDhB]{Range} | \n-2/-4 for medium/long range | \n
| @Compendium[swade-core-rules.swade-rules.kJyfnH2OFc7Pu3Xj]{Unstable Platform} | \n-2 to Shooting or thrown-weapon Athletics. | \n
| @Compendium[swade-core-rules.swade-rules.OpzGhU3fssihv5ds]{Called Shots} | \nUsually -2 (limbs) or -4 (hand, head, vitals) | \n
| @Compendium[swade-core-rules.swade-rules.n8BxTC4dtoZVPpaK]{Firing Into Melee} | \nSee @Compendium[swade-core-rules.swade-rules.fPGcxVNndgRdBu9U]{Innocent Bystanders}. Each skill die that rolls 1 hits an unintended target. | \n
| @Compendium[swade-core-rules.swade-rules.033IuoJfthTXBJ4w]{Illumination} | \n-2 (dim) / -4 (dark) / -6 (pitch dark) | \n
| @Compendium[swade-core-rules.swade-rules.qNRVmDLu2ykCsqkF]{Off-Hand Attacks} | \n-2 when using a one-handed weapon with your non-dominant hand. Weapons in off-hand provide no Parry bonus. | \n
| @Compendium[swade-core-rules.swade-rules.JhBfyamFYWMA4T93]{Prone} | \n-2 Parry, -2 Fighting, -4 to be hit from range 3\" (doesn't stack with cover). -4 damage from AoE attacks. use 2” of Pace to crawl 1” or to stand up. | \n
| @Compendium[swade-core-rules.swade-rules.mbP0fwcquD98QtwX]{Size and Scale} | \n-6 to +6 when attacker and defender are different scales | \n
| @Compendium[swade-core-rules.swade-rules.ghXOj9Rpuw7vSQpu]{Defend} | \n\n Use entire turn. +4 to Parry. \n | \n
| @Compendium[swade-core-rules.swade-rules.hdXOHCe38O8KGyUz]{Ganging Up} | \n\n +1 to Fighting roll per adjacent ally. Each allied foe adjacent to target cancels one gang up bonus. \n | \n
| @Compendium[swade-core-rules.swade-rules.od3tHNJTS8Ma4n2o]{Grappling} | \n\n Opposed roll of Athletics. Failure means the foe is @Compendium[swade-core-rules.swade-rules.sTArFBzbesQkjLVg]{Entangled}. Raise means they are @Compendium[swade-core-rules.swade-rules.sTArFBzbesQkjLVg]{Bound} \n | \n
| @Compendium[swade-core-rules.swade-rules.Ak4wCBcktCrF8uiS]{Improvised Weapons} | \n\n -2 to Fighting roll; stats in link \n | \n
| @Compendium[swade-core-rules.swade-rules.C0hfKlUGhVyDAa7R]{Mounted Combat} | \n\n Charge of 6” adds +4 to Parry. \n | \n
| @Compendium[swade-core-rules.swade-rules.IzrUxDIcUsSdJabI]{Touch Attack} | \n\n +2 to Fighting roll. \n | \n
| @Compendium[swade-core-rules.swade-rules.hYspQGFV5gtyVvab]{Two Weapons} | \n\n +1 to Fighting if defender has only one weapon. \n | \n
| @Compendium[swade-core-rules.swade-rules.vUIrohlyY40n0LR2]{Ranged Weapons In Melee} | \n\n Small weapons only. Use target's Parry as the target number. Shooting at someone while in melee with another, shooter becomes @Compendium[swade-core-rules.swade-rules.vuud75GDkKL3NW10]{Vulnerable}. \n | \n
| @Compendium[swade-core-rules.swade-rules.MRYf6mWekemNT2Gq]{Unarmed Defender} | \n\n Attacker adds +2 to fighting w/melee weapon if defender has no weapon or shield (incl. improvised weapons). \n | \n
| @Compendium[swade-core-rules.swade-rules.iGSH4rtlKNSlJJff]{Wild Attack} | \n\n +2 Attack and Damage for a whole turn. Attacker is @Compendium[swade-core-rules.swade-rules.vuud75GDkKL3NW10]{Vulnerable} until end of next turn. \n | \n
| @Compendium[swade-core-rules.swade-rules.qfAkQVB9LbFFdDQ3]{Withdrawing From Melee} | \n\n All adjacent capable opponents get an immediate @Compendium[swade-core-rules.swade-rules.aZTSos2vu1ksfwtZ]{Free Attack}. Can be combined with @Compendium[swade-core-rules.swade-rules.ghXOj9Rpuw7vSQpu]{Defend}. \n | \n
| @Compendium[swade-core-rules.swade-rules.wY5EuZm8B3ebTBRr]{Breaking Things} | \nSee @Compendium[swade-core-rules.swade-rules.wY5EuZm8B3ebTBRr]{Object Hardness Table} for required damage. Stationary objects are Parry 2, Damage rolls vs objects allow no bonus damage or Aces. | \n
| @Compendium[swade-core-rules.swade-rules.2aAyYC6n07MrZ47O]{Test} | \nSkill roll vs attribute roll. If they win, attacker applys @Compendium[swade-core-rules.swade-rules.vuud75GDkKL3NW10]{Distracted or Vulnerable} to defender until end of next turn. On raise, also apply @Compendium[swade-core-rules.swade-rules.30TJKevSbgxK6jQy]{Shaken} | \n
| @Compendium[swade-core-rules.swade-rules.TFR8EmfT9ci1gBEy]{Support} | \n\n Roll a Skill test and describe how you're helping. Success: ally gets +1 (+2 on raise). Critical failure: -2 \nMax of +4 from all Support results. \n | \n
| @Compendium[swade-core-rules.swade-rules.70hkDzqDF2O662YN]{The Drop} | \n\n +4 to attack and +4 to damage vs. completely unaware foes. \n | \n
| @PDF[Savage Pathfinder Core PDF|page=171]{Backlash} | \nCritical failure when activating a power. Level of @Compendium[swade-core-rules.swade-rules.1oKkC3l4rDrKX6ZB]{Fatigue} and all currently active powers instantly terminate. | \n
| @Compendium[swade-core-rules.swade-rules.6SGCG8rZNklN3U6w]{Maintaining Powers} | \nspend 1 Power Point per target to extend a power by its base Duration. | \n
| @PDF[Savage Pathfinder Core PDF|page=171]{Recharging} | \n5 Power Points per hour spent in uninterrupted rest. | \n
| @Compendium[swade-core-rules.swade-rules.U60uPBerO6VHRAUi]{Power Modifiers} | \nSpend extra power points to cause additional effects or alter the power being used. | \n
| @PDF[Savage Pathfinder Core PDF|page=171]{Shorting} | \nCast with fewer Power Points than required. -1 to arcane roll for each Power Point shorted. Any failure is a Critical Failure | \n
Active Effects (AEs) are a powerful tool but they are techy and not easy to understand for non-developers. Below is a list of attribute keys to enter for various effects.
\nTo set up an AE create it in the character sheet and in the new window click on \"Effects\", then click the little + icon on the right near the bottom to create a new line:
\n
You can now enter the Attribute Key. This is a string that makes much sense for developers and little to no sense for everyone else. Just copy the string from the list below. Make sure to adjust it. \"<Something>\" is a placeholder, replace it entirely, including the \"<>\".
\n\n\nExample: You wish to give your Smarts a +2 modifier. The Attribute Key is data.attributes.<attribute>.die.modifier so you need to enter: data.attributes.smarts.die.modifier
\n
The Change Mode usually doesn't need to be changed as \"Add\" is usually what you want. You may want to change it to overwrite for things like a weapons range or damage though. Keep in mind that you don't enter a + for increasing a value but you hav to enter a - for lowering a value. So in the example above you would enter an Effect Value of \"2\" (withouth the \"\"). If you were to give it a -2 then you'd need to enter \"-2\" (mind the minus) instead.
\nYou can add multiple Attribute Keys for a single AE by clicking the little plus icon again.
\nIf you want to edit a die type (i.e. from d4 to d6) you need to select \"Add\" as your Change Mode and enter \"2\" (as you are increasing it by two sides. The only exception is the one for encumbrance (see Attributes below), which increases by die steps and thus 1 increases it to the next die type.
\nAsk your GM for help if you need any.
\nUse Change Mode \"Overwrite\" and Effect Value \"true\" or \"false\" (without \"\").
\nImportant: Usually I would suggest not using these, go to the tweaks section (in the header of your character sheet) to edit these instead. Use these as AEs only for temporary effects.
\nThe general code for these is:
\n\n\n@<Type>{<Item name or ID>}[<Attribute Key on the item>]
\n
Type is the item type (i.e. \"Skill\", \"Weapon\", \"Armor\", etc.). Item name must be the exact name, the attribute key is difficult to determine for non developers, ask your GM about it if you can't find it in the list below.
\n