Severance maneuverRollGenerator
Severance maneuverRollGenerator
White cells are the only cells which are intended for the user to change. Modifying any other cell may result
in an error in the processing.
The cells which are not intended for user entry have been "locked" with a protection. If you wish to make
changes to these cells, you can "unprotect" the worksheet easily because the password is null.
B. Enter the date for the Profile, Movement and Starting Points for each character (PC, NPC or Creature)
C. Enter the Current Points for each character and the Health penalties will be calculated automatically.
D. Make sure you enter penalties as negative number. Enter critical STUN as the number of round of stun.
Enter critical BLEED as the number of hits per round bleeding rate. Enter the critical +/- as a penalty or
bonus due to critical injuries.
A. Select the "Rolls" worksheet from the tab below and scroll up to the top of the sheet (the Static
Maneuver Rolls start in row 1)
B. Enter the name of the character performing the Static Maneuver in cell A3.
C. Go down through the B, C and D columns and change any white cells to reflect the modification (do not
change the yellow cells).
D. In the E column, enter a percentage of the modification to use. If left blank, 100% of the modification
will be moved to the F column for final calculation.
E. Roll the die by pressing the F9 key. The random number generator (in the red cells) will function and the
results can be cut and pasted from the blue cells in the G column.
A. Select the "Rolls" worksheet from the tab below and scroll down to row 33 (the Casting Maneuver Rolls
start in row 33)
B. Enter the name of the character performing the Static Maneuver in cell B35.
C. Enter the spell List, Spell Name and Level in cells B35, C35 nd E35.
D. Go down through the B, C and D columns and change any white cells to reflect the modification (do not
change the yellow cells).
E. In the E column, enter a percentage of the modification to use. If left blank, 100% of the modification will
be moved to the F column for final calculation.
F. Roll the die by pressing the F9 key. The random number generator (in the red cells) will function and the
results can be cut and pasted from the blue cells in the G column.
A. Select the "Rolls" worksheet from the tab below and scroll down to row 54 (the Movement Maneuver
Rolls start in row 54)
B. Enter the name of the character performing the Movement Maneuver in cell B56, the type of movement
in cell C56, and the difficulty in cell D56.
C. Enter the percentage of the round that the character will be devoting to movement in cell F56.
D. Go down through the B, C and D columns and change any white cells to reflect the modification (do not
change the yellow cells).
SPECIAL MODIFICATION INSTRUCTIONS
*** Other Skills
Enter any additional Skill that the character possesses which might aide in this movement maneuver into
(Row 62).
For example, A climbing movement would have a primary skill of Gymnastic: Climbing, but might be
further aided by Self Control: Adrenal Balance
*** Other
Enter any additional modifications in the Other rows (Rows 28 and 29)
E. In the E column, enter a percentage of the modification to use. If left blank, 100% of the modification will
be moved to the F column for final calculation.
F. Roll the die by pressing the F9 key. The random number generator (in the red cells) will function and the
results can be cut and pasted from the blue cells in the G column.
Character Status
Profile Movement Starting Points Current Points
Character Move Weight
Level Realm Base Hits Exhaustion Power Hits Exhaustion
Penalty Penalty
Syzygy 5 Essence 52 0 0 60 58 54 60 58
GreyFox 4 Channeling 79 0 0 80 61 8 80 61
Borak 3 Essence 61 0 0 81 61 21 81 61
Devron 4 Mentalism 73 0 0 83 64 7 83 64
LoneWolf 3 Channeling 71 0 0 71 52 26 71 52
Steel 4 Channeling 34 0 0 88 103 45 88 103
Jarden 5 Mentalism 68 0 0 127 70 12 127 70
ShenJu 3 Channeling 52 0 0 73 170 20 73 170
Bargalina 6 Essence 52 -6 -6 65 52 57 65 52
Current Points Health Critical
Penalty Penalty
Bleed
Move/ Conc/
Stun
+/-
Power
Fight Cast
54 0 0
8 0 0
21 0 0
7 0 0
26 0 0
45 0 0
12 0 0
20 0 0
57 0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
Static Maneuver Roll (SMR)
Character
Jarden << Static Maneuver Ro
Jarden's Outdoor Anim
Outdoor Animal Animal
Description Value % Mod Mod Difficulty Easy
Phase Normal Phase 0 0 Prior Roll Partial Su
Skill Outdoor Animal Animal Handling 15 15 In a Melee Environmen
Health Health Penalty 0 0 Dark Advantageous Hea
Crit Critical Penalty 0 0 Species Canine
Difficulty Difficulty Easy 20 20 Background Raised
Prior Roll Prior Roll Partial Success 10 10 GreyFox RANKS Aided
Situation In a Melee Environment -20 -20 LoneWolf RANKS Aided
Lighting Dark Advantageous Heavy Shadows 10 10 Aide Penalty
Skill Special Known 0 0 Roll (+ 43 )
Skill Special Same 0 0 Total
Skill Special Known 0 0 Your gentle touch and
Skill Special Yes 0 0 and obedience to the
Cat Special Species Canine 10 10 in your maneuver. Suc
Cat Special Background Raised 20 20 NextMod(+20)
Cat Special 0 0
Aided by GreyFox RANKS Aided 8 8
Aided by LoneWolf RANKS Aided 6 6
Aided by 0
Aided by 0
Aided by 0
Aid Penalty Aide Penalty -4 -4
Other 1 0
Other 2 0
Rolls/Total 43 0 0 0 118
Results Success
Roll (CMR)