class PowerTime(db.Model): power_id = integer(power_id) extra_id = db_integer(Extra, extra_id) units = db_integer(Unit, units) math = db_integer(Math, math) check_type = db_integer(Check, check_type)
class AdvEffort(db.Model): advantage_id = integer(advantage_id) benefit = integer(benefit) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2) benefit_choice = db_integer(Benefit, benefit_choice)
class WeapCondition(db.Model): weapon_id = integer(weapon_id) condition = db_integer(Condition, condition) condition_null = db_integer(Condition, condition_null) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2)
class AdvTime(db.Model): advantage_id = integer(advantage_id) benefit = integer(benefit) units = db_integer(Unit, units) math = db_integer(Math, math) check_type = db_integer(Check, check_type)
class EquipDescriptor(db.Model): equip_id = integer(equip_id) feature = db_integer(Feature, feature) effect = db_integer(EquipEffect, effect) descriptor = db_integer(Descriptor, descriptor)
class AdvCirc(db.Model): advantage_id = integer(advantage_id) benefit = integer(benefit) circ_range = db_integer(Ranged, circ_range) conflict = db_integer(ConflictAction, conflict) null_condition = db_integer(Condition, null_condition)
class SkillCheck(db.Model): skill_id = integer(skill_id) check_type = db_integer(Check, check_type) conflict = db_integer(ConflictAction, conflict) conflict_range = db_integer(Ranged, conflict_range) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2)
class AdvMinion(db.Model): advantage_id = integer(advantage_id) condition = db_integer(Condition, condition) player_condition = db_integer(Condition, player_condition) attitude_type = db_integer(LevelType, attitude_type) attitude_attitude = db_integer(Levels, attitude_attitude) resitable_check = db_integer(Defense, resitable_check)
class PowerResistBy(db.Model): power_id = integer(power_id) extra_id = db_integer(Extra, extra_id) level = db_integer(Levels, level) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2) nullify_alternate = db_integer(Defense, nullify_alternate)
class AdvCondition(db.Model): advantage_id = integer(advantage_id) benefit = integer(benefit) condition = db_integer(Condition, condition) condition_null = db_integer(Condition, condition_null) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2)
class SkillTime(db.Model): skill_id = integer(skill_id) rank1 = db_integer(Rank, rank1) rank_math = db_integer(Math, rank_math) rank2 = db_integer(Rank, rank2) units = db_integer(Unit, units) math = db_integer(Math, math)
class PowerDC(db.Model): power_id = integer(power_id) extra_id = db_integer(Extra, extra_id) math = db_integer(Math, math) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2) level = db_integer(Levels, level)
class AdvDC(db.Model): advantage_id = integer(advantage_id) benefit = integer(benefit) math_math = db_integer(Math, math_math) level_type = db_integer(LevelType, level_type) level = db_integer(Levels, level) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2)
class EquipDamage(db.Model): equip_id = integer(equip_id) feature = db_integer(Feature, feature) effect = db_integer(EquipEffect, effect) damage = db_integer(Descriptor, damage) skill_type = db_integer(Skill, skill_type) skill = db_integer(SkillBonus, skill)
class AdvAltCheck(db.Model): advantage_id = integer(advantage_id) benefit = integer(benefit) check_type = db_integer(Check, check_type) conflict = db_integer(ConflictAction, conflict) conflict_range = db_integer(Ranged, conflict_range) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2)
class SkillCirc(db.Model): skill_id = integer(skill_id) level_type = db_integer(LevelType, level_type) level = db_integer(Levels, level) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2) measure_rank = db_integer(Rank, measure_rank) unit_type = db_integer(MeasureType, unit_type) unit = db_integer(Unit, unit) measure_trait_math = db_integer(Math, measure_trait_math) measure_math_rank = db_integer(Rank, measure_math_rank) time_units = db_integer(Unit, time_units)
class PowerSenseEffect(db.Model): power_id = integer(power_id) extra_id = db_integer(Extra, extra_id) sense = db_integer(Sense, sense) subsense = db_integer(SubSense, subsense) skill = db_integer(Skill, skill) height_ensense = db_integer(Power, height_ensense) lighting = db_integer(Light, lighting) time_unit = db_integer(Unit, time_unit) time_skill = db_integer(Skill, time_skill) time_bonus = db_integer(SkillBonus, time_bonus) distance_unit = db_integer(Unit, distance_unit)
class PowerMove(db.Model): power_id = integer(power_id) extra_id = db_integer(Extra, extra_id) math = db_integer(Math, math) condition = db_integer(Condition, condition) distance_math = db_integer(Math, distance_math) concealment_sense = db_integer(Sense, concealment_sense) ground_type = db_integer(Ground, ground_type) ground_units = db_integer(Unit, ground_units) objects_check = db_integer(Check, objects_check) objects_attack = db_integer(ConflictAction, objects_attack) damage_type = db_integer(Ability, damage_type)
class Weapon(db.Model): cat_id = db_integer(WeaponCat, cat_id) type_id = db_integer(WeaponType, type_id) material = db_integer(Material, material) length_units = db_integer(Unit, length_units) resistance = db_integer(Defense, resistance) power = db_integer(Power, power) advantage = db_integer(Advantage, advantage) conceal = db_integer(Conceal, conceal) sense = db_integer(Sense, sense)
class PowerMod(db.Model): power_id = integer(power_id) extra_id = db_integer(Extra, extra_id) objects_alone = db_integer(Defense, objects_alone) objects_character = db_integer(Defense, objects_character) limited_level = db_integer(Levels, limited_level) limited_extra = db_integer(Extra, limited_extra) limited_sense = db_integer(Sense, limited_sense) limited_range = db_integer(Range, limited_range) side_level = db_integer(Levels, side_level) reflect_check = db_integer(Check, reflect_check)
class Advantage(db.Model): adv_type = integer(adv_type) action = db_integer(Action, action) check_type = db_integer(Check, check_type) expertise = db_integer(SkillBonus, expertise) conflict = db_integer(ConflictAction, conflict) consequence = db_integer(Consequence, consequence) conflict_immune = db_integer(ConflictAction, conflict_immune) action1 = db_integer(Action, action1) action2 = db_integer(Action, action2)
class PowerRanged(db.Model): power_id = integer(power_id) extra_id = db_integer(Extra, extra_id) flat_units = db_integer(Unit, flat_units) flat_rank_units = db_integer(Unit, flat_rank_units) units_rank_units = db_integer(Unit, units_rank_units) effect_mod_math = db_integer(Math, effect_mod_math) check_math = db_integer(Math, check_math) trait_math = db_integer(Math, trait_math) distance_mod_math = db_integer(Math, distance_mod_math)
class PowerDegMod(db.Model): power_id = integer(power_id) extra_id = db_integer(Extra, extra_id) measure_math = db_integer(Math, measure_math) measure_rank = db_integer(Rank, measure_rank) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2) level = db_integer(Levels, level) consequence = db_integer(Consequence, consequence)
class AdvDegree(db.Model): advantage_id = integer(advantage_id) benefit = integer(benefit) consequence = db_integer(Consequence, consequence) level_type = db_integer(LevelType, level_type) level = db_integer(Levels, level) measure_math = db_integer(Math, measure_math) measure_rank = db_integer(Rank, measure_rank) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2)
class EquipLimit(db.Model): equip_id = integer(equip_id) feature = db_integer(Feature, feature) effect = db_integer(EquipEffect, effect) time_units = db_integer(Unit, time_units) range_units = db_integer(Unit, range_units) time_capacity_units = db_integer(Unit, time_capacity_units) area_units = db_integer(Unit, area_units) light = db_integer(Light, light)
class EquipOpposed(db.Model): equip_id = integer(equip_id) feature = db_integer(Feature, feature) effect = db_integer(EquipEffect, effect) skill_type = db_integer(Skill, skill_type) skill = db_integer(SkillBonus, skill) check = db_integer(Check, check) condition1 = db_integer(Condition, condition1) condition2 = db_integer(Condition, condition2)
class PowerMinion(db.Model): power_id = integer(power_id) extra_id = db_integer(Extra, extra_id) condition = db_integer(Condition, condition) player_condition = db_integer(Condition, player_condition) attitude_type = db_integer(LevelType, attitude_type) attitude_attitude = db_integer(Levels, attitude_attitude) resitable_check = db_integer(Defense, resitable_check)
class PowerDefense(db.Model): power_id = integer(power_id) extra_id = db_integer(Extra, extra_id) defense = db_integer(Defense, defense) reflect_action = db_integer(Action, reflect_action) reflect_check = db_integer(Check, reflect_check) immunity_damage = db_integer(Descriptor, immunity_damage) cover_type = db_integer(Cover, cover_type)
class Power(db.Model): power_type = integer(power_type) action = db_integer(Action, action) power_range = db_integer(Ranged, power_range) duration = integer(duration) check_type = db_integer(Check, check_type) skill = db_integer(Skill, skill) conflict = db_integer(ConflictAction, conflict) condition = db_integer(Condition, condition)
class EquipCheck(db.Model): equip_id = integer(equip_id) feature = db_integer(Feature, feature) effect = db_integer(EquipEffect, effect) skill_type = db_integer(Skill, skill_type) skill = db_integer(SkillBonus, skill) check_type = db_integer(Check, check_type) action = db_integer(Action, action)