{{localize "VERMINE.damages"}}:
{{#if param.weapon.system.damage.addVigor}}{{localize "ADVERSITY.vigor"}}+ {{/if}}
{{param.weapon.system.damage.value}} ({{param.weapon.system.damage.type}})
{{localize "VERMINE.ranges"}}:
{{param.weapon.system.min_range}} / {{param.weapon.system.max_range}}
{{localize "VERMINE.ammo"}}:
{{param.weapon.system.ammo}}
{{#if param.weapon.system.traits}}
{{localize "VERMINE.traits"}}:
{{#each param.weapon.system.traits as |trait key|}}
{{#if trait}}
{{trait.name}}{{#if trait.value}} ({{trait.value}}){{/if}}
{{/if}}
{{/each}}
{{/if}}
{{/if}}
{{#if param.attack}}
{{localize "VERMINE.difficulty"}}
{{param.difficulty}}
{{localize "VERMINE.success_required"}}
{{verdict.required}}
{{#if param.handicap}}
{{localize "VERMINE.handicap"}}
+{{param.handicap}}
{{/if}}
{{#if verdict.bonusSuccesses}}
{{localize "VERMINE.auto_successes"}}
+{{verdict.bonusSuccesses}}
{{/if}}
{{#if param.specialtyName}}
{{localize "VERMINE.specialty"}}
+1D {{param.specialtyName}}
{{/if}}
{{#if param.self_control}}
{{localize "VERMINE.self_control"}}
+{{param.self_control}}D
{{/if}}
{{#if param.totems.human}}
{{localize "VERMINE.totem_used"}}
{{localize "TOTEMS.human.name"}}{{#ife param.keepTotem "human"}} ({{localize "VERMINE.totem_keep"}}){{/ife}}
{{/if}}
{{#if param.totems.adapted}}
{{localize "VERMINE.totem_used"}}
{{localize "TOTEMS.adapted.name"}}{{#ife param.keepTotem "adapted"}} ({{localize "VERMINE.totem_keep"}}){{/ife}}
{{/if}}
{{#if param.skillLevel}}
{{localize "VERMINE.skill_mastery"}}
{{skillLevel "label" param.skillLevel}}
{{/if}}
{{!-- Dice pool breakdown --}}
{{#if param.poolBreakdown}}