Head-Shot the Rot
Different values: 4
=====================================
object {Head-Shot the Rot}
    _id : string {Head-Shot the Rot._id} (all different values)
    folder : string {Head-Shot the Rot.folder} (same value: EfQSgHra56EegVxm)
    img : string {Head-Shot the Rot.img} (3 different values)
        systems/pf2e/icons/default-icons/character.svg (x2)
        systems/pf2e/icons/default-icons/alternatives/ancestries/goblin.svg (x1)
        systems/pf2e/icons/default-icons/alternatives/ancestries/elf.svg (x1)
    items : array<object> {Head-Shot the Rot.items}
        Length: min=28 max=35
        Value type: object {Head-Shot the Rot.items.[]}
            _id : string {Head-Shot the Rot.items.[]._id} (124 different values)
            img : string {Head-Shot the Rot.items.[].img} (49 different values)
            name : string {Head-Shot the Rot.items.[].name} (89 different values)
            sort : integer {Head-Shot the Rot.items.[].sort} (3 different values)
                0 (x116)
                100 (x4)
                600 (x4)
            system : object {Head-Shot the Rot.items.[].system}
                description : object {Head-Shot the Rot.items.[].system.description}
                    value : string {Head-Shot the Rot.items.[].system.description.value} (78 different values)
                [mod] : object {Head-Shot the Rot.items.[].system.mod}
                    value : integer {Head-Shot the Rot.items.[].system.mod.value} (same value: 0)
                [proficient] : object {Head-Shot the Rot.items.[].system.proficient}
                    value : integer {Head-Shot the Rot.items.[].system.proficient.value} (same value: 1)
                publication : object {Head-Shot the Rot.items.[].system.publication}
                    license : string {Head-Shot the Rot.items.[].system.publication.license} (2 different values)
                        OGL (x123)
                        ORC (x1)
                    remaster : boolean {Head-Shot the Rot.items.[].system.publication.remaster} (2 different values)
                        False (x123)
                        True (x1)
                    title : string {Head-Shot the Rot.items.[].system.publication.title} (5 different values)
                         (x5)
                        Pathfinder Core Rulebook (x57)
                        Pathfinder Guns & Gears (x58)
                        Pathfinder Advanced Player's Guide (x3)
                        Pathfinder Player Core (x1)
                rules : ###FoundryRulesObject###
                [slug] : string {Head-Shot the Rot.items.[].system.slug} (84 different values)
                [ancestry] : object {Head-Shot the Rot.items.[].system.ancestry}
                    name : string {Head-Shot the Rot.items.[].system.ancestry.name} (3 different values)
                        Human (x2)
                        Goblin (x1)
                        Elf (x1)
                    slug : string {Head-Shot the Rot.items.[].system.ancestry.slug} (3 different values)
                        human (x2)
                        goblin (x1)
                        elf (x1)
                    uuid : string {Head-Shot the Rot.items.[].system.ancestry.uuid} (3 different values)
                        Compendium.pf2e.ancestries.Item.IiG7DgeLWYrSNXuX (x2)
                        Compendium.pf2e.ancestries.Item.sQfjTMDaZbT9DThq (x1)
                        Compendium.pf2e.ancestries.Item.PgKmsA2aKdbLU6O0 (x1)
                [traits] : object {Head-Shot the Rot.items.[].system.traits}
                    rarity : string {Head-Shot the Rot.items.[].system.traits.rarity} (2 different values)
                        common (x106)
                        uncommon (x13)
                    value : array<string> {Head-Shot the Rot.items.[].system.traits.value}
                        Length: min=0 max=5
                        Value type: string {Head-Shot the Rot.items.[].system.traits.value.[]} (38 different values)
                    [traditions] : array<string> {Head-Shot the Rot.items.[].system.traits.traditions}
                        Length: min=4 max=4
                        Value type: string {Head-Shot the Rot.items.[].system.traits.traditions.[]} (all different values)
                [actionType] : object {Head-Shot the Rot.items.[].system.actionType}
                    value : string {Head-Shot the Rot.items.[].system.actionType.value} (all different values)
                [actions] : object {Head-Shot the Rot.items.[].system.actions}
                    [value] : integer {Head-Shot the Rot.items.[].system.actions.value} (same value: 1)
                [category] : string {Head-Shot the Rot.items.[].system.category} (13 different values)
                    skill (x11)
                    general (x4)
                    class (x9)
                    ancestry (x4)
                    advanced (x1)
                    martial (x8)
                    light (x4)
                    potion (x4)
                    ammo (x5)
                    classfeature (x16)
                    offensive (x8)
                    other (x1)
                    talisman (x1)
                [level] : object {Head-Shot the Rot.items.[].system.level}
                    value : integer {Head-Shot the Rot.items.[].system.level.value} (all different values)
                    [taken] : integer {Head-Shot the Rot.items.[].system.level.taken} (3 different values)
                        1 (x12)
                        3 (x4)
                        2 (x8)
                [location] : mixed
                    string {Head-Shot the Rot.items.[].system.location} (13 different values)
                        CsSKqGy3Qlx6qbXq (x1)
                        general-3 (x4)
                        skill-2 (x4)
                        class-1 (x4)
                        class-2 (x4)
                        ancestry-1 (x4)
                        XdfVpmz2dFb1aNmx (x3)
                        IAjmeihiPlR8FQoQ (x1)
                        q3sW5uqSFuGervT5 (x3)
                        iDaWWgTq37pm3YLt (x1)
                        8WrT86g0btIMYAKd (x3)
                        tTDku1gi16sICTE4 (x1)
                        6TVC7DpwuqRgeH7X (x3)
                    object {Head-Shot the Rot.items.[].system.location}
                        value : string {Head-Shot the Rot.items.[].system.location.value} (same value: dsGlEEvaBpeGjMlA)
                [maxTakable] : mixed
                [prerequisites] : object {Head-Shot the Rot.items.[].system.prerequisites}
                    value : array<object> {Head-Shot the Rot.items.[].system.prerequisites.value}
                        Length: min=0 max=2
                        Value type: object {Head-Shot the Rot.items.[].system.prerequisites.value.[]}
                            value : string {Head-Shot the Rot.items.[].system.prerequisites.value.[].value} (9 different values)
                                trained in at least one skill (x1)
                                trained in Athletics (x2)
                                trained in Crafting (x2)
                                trained in Intimidation (x1)
                                trained in Deception (x1)
                                trained in Medicine (x3)
                                Battle Medicine (x1)
                                trained in Acrobatics (x2)
                                trained in Stealth (x1)
                [boosts] : object {Head-Shot the Rot.items.[].system.boosts}
                    0 : object {Head-Shot the Rot.items.[].system.boosts.0}
                        [selected] : string {Head-Shot the Rot.items.[].system.boosts.0.selected} (3 different values)
                            str (x2)
                            wis (x1)
                            dex (x3)
                        value : array<string> {Head-Shot the Rot.items.[].system.boosts.0.value}
                            Length: min=1 max=6
                            Value type: string {Head-Shot the Rot.items.[].system.boosts.0.value.[]} (6 different values)
                                dex (x6)
                                str (x3)
                                cha (x3)
                                con (x3)
                                int (x3)
                                wis (x4)
                    1 : object {Head-Shot the Rot.items.[].system.boosts.1}
                        [selected] : string {Head-Shot the Rot.items.[].system.boosts.1.selected} (all different values)
                        value : array<string> {Head-Shot the Rot.items.[].system.boosts.1.value}
                            Length: min=1 max=6
                            Value type: string {Head-Shot the Rot.items.[].system.boosts.1.value.[]} (6 different values)
                                cha (x6)
                                con (x6)
                                dex (x7)
                                int (x7)
                                str (x6)
                                wis (x6)
                    [2] : object {Head-Shot the Rot.items.[].system.boosts.2}
                        value : array<string> {Head-Shot the Rot.items.[].system.boosts.2.value}
                            Length: min=0 max=6
                            Value type: string {Head-Shot the Rot.items.[].system.boosts.2.value.[]} (6 different values)
                                str (x2)
                                dex (x2)
                                con (x2)
                                int (x2)
                                wis (x2)
                                cha (x2)
                        selected : string {Head-Shot the Rot.items.[].system.boosts.2.selected} (2 different values)
                            con (x1)
                            wis (x1)
                [items] : object {Head-Shot the Rot.items.[].system.items}
                    [ab9pz] : object {Head-Shot the Rot.items.[].system.items.ab9pz}
                        img : string {Head-Shot the Rot.items.[].system.items.ab9pz.img} (same value: icons/sundries/books/book-red-exclamation.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.ab9pz.level} (same value: 1)
                        name : string {Head-Shot the Rot.items.[].system.items.ab9pz.name} (same value: Hefty Hauler)
                        uuid : string {Head-Shot the Rot.items.[].system.items.ab9pz.uuid} (same value: Compendium.pf2e.feats-srd.Item.Hefty Hauler)
                    [0f5gd] : object {Head-Shot the Rot.items.[].system.items.0f5gd}
                        img : string {Head-Shot the Rot.items.[].system.items.0f5gd.img} (same value: icons/magic/fire/explosion-embers-evade-silhouette.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.0f5gd.level} (same value: 11)
                        name : string {Head-Shot the Rot.items.[].system.items.0f5gd.name} (same value: Evasion)
                        uuid : string {Head-Shot the Rot.items.[].system.items.0f5gd.uuid} (same value: Compendium.pf2e.classfeatures.Item.Evasion)
                    [182it] : object {Head-Shot the Rot.items.[].system.items.182it}
                        img : string {Head-Shot the Rot.items.[].system.items.182it.img} (same value: systems/pf2e/icons/features/classes/shootists-edge.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.182it.level} (same value: 17)
                        name : string {Head-Shot the Rot.items.[].system.items.182it.name} (same value: Shootist's Edge)
                        uuid : string {Head-Shot the Rot.items.[].system.items.182it.uuid} (same value: Compendium.pf2e.classfeatures.Item.Shootist's Edge)
                    [1qqd9] : object {Head-Shot the Rot.items.[].system.items.1qqd9}
                        img : string {Head-Shot the Rot.items.[].system.items.1qqd9.img} (same value: systems/pf2e/icons/features/classes/gunslinger-expertise.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.1qqd9.level} (same value: 9)
                        name : string {Head-Shot the Rot.items.[].system.items.1qqd9.name} (same value: Gunslinger Expertise)
                        uuid : string {Head-Shot the Rot.items.[].system.items.1qqd9.uuid} (same value: Compendium.pf2e.classfeatures.Item.Gunslinger Expertise)
                    [5m24f] : object {Head-Shot the Rot.items.[].system.items.5m24f}
                        img : string {Head-Shot the Rot.items.[].system.items.5m24f.img} (same value: systems/pf2e/icons/features/classes/greater-deed.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.5m24f.level} (same value: 15)
                        name : string {Head-Shot the Rot.items.[].system.items.5m24f.name} (same value: Greater Deed)
                        uuid : string {Head-Shot the Rot.items.[].system.items.5m24f.uuid} (same value: Compendium.pf2e.classfeatures.Item.Greater Deed)
                    [5vutv] : object {Head-Shot the Rot.items.[].system.items.5vutv}
                        img : string {Head-Shot the Rot.items.[].system.items.5vutv.img} (same value: systems/pf2e/icons/features/classes/advanced-deed.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.5vutv.level} (same value: 9)
                        name : string {Head-Shot the Rot.items.[].system.items.5vutv.name} (same value: Advanced Deed)
                        uuid : string {Head-Shot the Rot.items.[].system.items.5vutv.uuid} (same value: Compendium.pf2e.classfeatures.Item.Advanced Deed)
                    [6sihc] : object {Head-Shot the Rot.items.[].system.items.6sihc}
                        img : string {Head-Shot the Rot.items.[].system.items.6sihc.img} (same value: icons/equipment/chest/breastplate-quilted-brown.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.6sihc.level} (same value: 13)
                        name : string {Head-Shot the Rot.items.[].system.items.6sihc.name} (same value: Medium Armor Expertise)
                        uuid : string {Head-Shot the Rot.items.[].system.items.6sihc.uuid} (same value: Compendium.pf2e.classfeatures.Item.Medium Armor Expertise)
                    [8ndxn] : object {Head-Shot the Rot.items.[].system.items.8ndxn}
                        img : string {Head-Shot the Rot.items.[].system.items.8ndxn.img} (same value: icons/magic/symbols/question-stone-yellow.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.8ndxn.level} (same value: 1)
                        name : string {Head-Shot the Rot.items.[].system.items.8ndxn.name} (same value: Gunslinger's Way)
                        uuid : string {Head-Shot the Rot.items.[].system.items.8ndxn.uuid} (same value: Compendium.pf2e.classfeatures.Item.Gunslinger's Way)
                    [bskyv] : object {Head-Shot the Rot.items.[].system.items.bskyv}
                        img : string {Head-Shot the Rot.items.[].system.items.bskyv.img} (same value: icons/equipment/chest/breastplate-collared-steel.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.bskyv.level} (same value: 19)
                        name : string {Head-Shot the Rot.items.[].system.items.bskyv.name} (same value: Medium Armor Mastery)
                        uuid : string {Head-Shot the Rot.items.[].system.items.bskyv.uuid} (same value: Compendium.pf2e.classfeatures.Item.Medium Armor Mastery)
                    [emlsp] : object {Head-Shot the Rot.items.[].system.items.emlsp}
                        img : string {Head-Shot the Rot.items.[].system.items.emlsp.img} (same value: systems/pf2e/icons/features/classes/gunslinging-legend.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.emlsp.level} (same value: 13)
                        name : string {Head-Shot the Rot.items.[].system.items.emlsp.name} (same value: Gunslinging Legend)
                        uuid : string {Head-Shot the Rot.items.[].system.items.emlsp.uuid} (same value: Compendium.pf2e.classfeatures.Item.Gunslinging Legend)
                    [g7b2s] : object {Head-Shot the Rot.items.[].system.items.g7b2s}
                        img : string {Head-Shot the Rot.items.[].system.items.g7b2s.img} (same value: systems/pf2e/icons/features/classes/weapon-specialization.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.g7b2s.level} (same value: 7)
                        name : string {Head-Shot the Rot.items.[].system.items.g7b2s.name} (same value: Weapon Specialization)
                        uuid : string {Head-Shot the Rot.items.[].system.items.g7b2s.uuid} (same value: Compendium.pf2e.classfeatures.Item.Weapon Specialization)
                    [gfou8] : object {Head-Shot the Rot.items.[].system.items.gfou8}
                        img : string {Head-Shot the Rot.items.[].system.items.gfou8.img} (same value: icons/creatures/mammals/bull-horns-eyes-glowin-orange.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.gfou8.level} (same value: 3)
                        name : string {Head-Shot the Rot.items.[].system.items.gfou8.name} (same value: Stubborn)
                        uuid : string {Head-Shot the Rot.items.[].system.items.gfou8.uuid} (same value: Compendium.pf2e.classfeatures.Item.Stubborn)
                    [gpkfl] : object {Head-Shot the Rot.items.[].system.items.gpkfl}
                        img : string {Head-Shot the Rot.items.[].system.items.gpkfl.img} (same value: icons/skills/targeting/crosshair-bars-yellow.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.gpkfl.level} (same value: 1)
                        name : string {Head-Shot the Rot.items.[].system.items.gpkfl.name} (same value: Singular Expertise)
                        uuid : string {Head-Shot the Rot.items.[].system.items.gpkfl.uuid} (same value: Compendium.pf2e.classfeatures.Item.Slinger's Precision)
                    [kh0qp] : object {Head-Shot the Rot.items.[].system.items.kh0qp}
                        img : string {Head-Shot the Rot.items.[].system.items.kh0qp.img} (same value: systems/pf2e/icons/features/classes/gunslinger-weapon-mastery.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.kh0qp.level} (same value: 5)
                        name : string {Head-Shot the Rot.items.[].system.items.kh0qp.name} (same value: Gunslinger Weapon Mastery)
                        uuid : string {Head-Shot the Rot.items.[].system.items.kh0qp.uuid} (same value: Compendium.pf2e.classfeatures.Item.Gunslinger Weapon Mastery)
                    [pi0ik] : object {Head-Shot the Rot.items.[].system.items.pi0ik}
                        img : string {Head-Shot the Rot.items.[].system.items.pi0ik.img} (same value: systems/pf2e/icons/features/classes/incredible-sense.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.pi0ik.level} (same value: 19)
                        name : string {Head-Shot the Rot.items.[].system.items.pi0ik.name} (same value: Incredible Senses)
                        uuid : string {Head-Shot the Rot.items.[].system.items.pi0ik.uuid} (same value: Compendium.pf2e.classfeatures.Item.Perception Legend)
                    [rqnn0] : object {Head-Shot the Rot.items.[].system.items.rqnn0}
                        img : string {Head-Shot the Rot.items.[].system.items.rqnn0.img} (same value: icons/magic/perception/eye-tendrils-web-purple.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.rqnn0.level} (same value: 7)
                        name : string {Head-Shot the Rot.items.[].system.items.rqnn0.name} (same value: Vigilant Senses)
                        uuid : string {Head-Shot the Rot.items.[].system.items.rqnn0.uuid} (same value: Compendium.pf2e.classfeatures.Item.Perception Mastery)
                    [uq3mi] : object {Head-Shot the Rot.items.[].system.items.uq3mi}
                        img : string {Head-Shot the Rot.items.[].system.items.uq3mi.img} (same value: icons/creatures/mammals/bull-horned-blue.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.uq3mi.level} (same value: 17)
                        name : string {Head-Shot the Rot.items.[].system.items.uq3mi.name} (same value: Juggernaut)
                        uuid : string {Head-Shot the Rot.items.[].system.items.uq3mi.uuid} (same value: Compendium.pf2e.classfeatures.Item.Juggernaut)
                    [zmmy3] : object {Head-Shot the Rot.items.[].system.items.zmmy3}
                        img : string {Head-Shot the Rot.items.[].system.items.zmmy3.img} (same value: icons/skills/melee/hand-grip-sword-orange.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.zmmy3.level} (same value: 15)
                        name : string {Head-Shot the Rot.items.[].system.items.zmmy3.name} (same value: Greater Weapon Specialization (Level 15))
                        uuid : string {Head-Shot the Rot.items.[].system.items.zmmy3.uuid} (same value: Compendium.pf2e.classfeatures.Item.Greater Weapon Specialization)
                    [n6uq0] : object {Head-Shot the Rot.items.[].system.items.n6uq0}
                        img : string {Head-Shot the Rot.items.[].system.items.n6uq0.img} (same value: icons/sundries/books/book-red-exclamation.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.n6uq0.level} (same value: 1)
                        name : string {Head-Shot the Rot.items.[].system.items.n6uq0.name} (same value: Risky Surgery)
                        uuid : string {Head-Shot the Rot.items.[].system.items.n6uq0.uuid} (same value: Compendium.pf2e.feats-srd.Item.Risky Surgery)
                    [osb2w] : object {Head-Shot the Rot.items.[].system.items.osb2w}
                        img : string {Head-Shot the Rot.items.[].system.items.osb2w.img} (same value: icons/sundries/books/book-red-exclamation.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.osb2w.level} (same value: 1)
                        name : string {Head-Shot the Rot.items.[].system.items.osb2w.name} (same value: Crafter's Appraisal)
                        uuid : string {Head-Shot the Rot.items.[].system.items.osb2w.uuid} (same value: Compendium.pf2e.feats-srd.Item.Crafter's Appraisal)
                    [ku7lr] : object {Head-Shot the Rot.items.[].system.items.ku7lr}
                        img : string {Head-Shot the Rot.items.[].system.items.ku7lr.img} (same value: icons/sundries/books/book-red-exclamation.webp)
                        level : integer {Head-Shot the Rot.items.[].system.items.ku7lr.level} (same value: 1)
                        name : string {Head-Shot the Rot.items.[].system.items.ku7lr.name} (same value: Terrain Stalker)
                        uuid : string {Head-Shot the Rot.items.[].system.items.ku7lr.uuid} (same value: Compendium.pf2e.feats-srd.Item.Terrain Stalker)
                [trainedSkills] : object {Head-Shot the Rot.items.[].system.trainedSkills}
                    [custom] : string {Head-Shot the Rot.items.[].system.trainedSkills.custom} (same value: )
                    [lore] : array<string> {Head-Shot the Rot.items.[].system.trainedSkills.lore}
                        Length: min=1 max=1
                        Value type: string {Head-Shot the Rot.items.[].system.trainedSkills.lore.[]} (all different values)
                    value : array<string> {Head-Shot the Rot.items.[].system.trainedSkills.value}
                        Length: min=0 max=1
                        Value type: string {Head-Shot the Rot.items.[].system.trainedSkills.value.[]} (all different values)
                    [additional] : integer {Head-Shot the Rot.items.[].system.trainedSkills.additional} (same value: 3)
                [baseItem] : string {Head-Shot the Rot.items.[].system.baseItem} (7 different values)
                    dwarven-scattergun (x1)
                    studded-leather-armor (x1)
                    dragon-mouth-pistol (x1)
                    dueling-pistol (x1)
                    leather-armor (x3)
                    spoon-gun (x1)
                    mithral-tree (x1)
                [bonus] : object {Head-Shot the Rot.items.[].system.bonus}
                    value : integer {Head-Shot the Rot.items.[].system.bonus.value} (same value: 0)
                [bonusDamage] : object {Head-Shot the Rot.items.[].system.bonusDamage}
                    value : integer {Head-Shot the Rot.items.[].system.bonusDamage.value} (same value: 0)
                [bulk] : object {Head-Shot the Rot.items.[].system.bulk}
                    value : mixed
                        integer {Head-Shot the Rot.items.[].system.bulk.value} (3 different values)
                            2 (x1)
                            0 (x5)
                            1 (x18)
                        float {Head-Shot the Rot.items.[].system.bulk.value} (same value: 0,1)
                [containerId] : mixed
                [damage] : object {Head-Shot the Rot.items.[].system.damage}
                    [damageType] : string {Head-Shot the Rot.items.[].system.damage.damageType} (2 different values)
                        piercing (x7)
                        bludgeoning (x2)
                    [dice] : integer {Head-Shot the Rot.items.[].system.damage.dice} (same value: 1)
                    [die] : string {Head-Shot the Rot.items.[].system.damage.die} (3 different values)
                        d8 (x1)
                        d4 (x4)
                        d6 (x4)
                    [formula] : string {Head-Shot the Rot.items.[].system.damage.formula} (same value: 1d8)
                    [kind] : string {Head-Shot the Rot.items.[].system.damage.kind} (same value: healing)
                    [type] : string {Head-Shot the Rot.items.[].system.damage.type} (same value: vitality)
                [equipped] : object {Head-Shot the Rot.items.[].system.equipped}
                    carryType : string {Head-Shot the Rot.items.[].system.equipped.carryType} (2 different values)
                        held (x9)
                        worn (x41)
                    [handsHeld] : integer {Head-Shot the Rot.items.[].system.equipped.handsHeld} (3 different values)
                        2 (x2)
                        1 (x7)
                        0 (x13)
                    [invested] : mixed
                    [inSlot] : boolean {Head-Shot the Rot.items.[].system.equipped.inSlot} (2 different values)
                        True (x3)
                        False (x1)
                [group] : string {Head-Shot the Rot.items.[].system.group} (all different values)
                [hardness] : integer {Head-Shot the Rot.items.[].system.hardness} (same value: 0)
                [hp] : mixed
                    object {Head-Shot the Rot.items.[].system.hp}
                        max : integer {Head-Shot the Rot.items.[].system.hp.max} (same value: 0)
                        value : integer {Head-Shot the Rot.items.[].system.hp.value} (same value: 0)
                    integer {Head-Shot the Rot.items.[].system.hp} (2 different values)
                        8 (x6)
                        6 (x2)
                [material] : object {Head-Shot the Rot.items.[].system.material}
                    [grade] : mixed
                    [type] : mixed
                [price] : object {Head-Shot the Rot.items.[].system.price}
                    value : object {Head-Shot the Rot.items.[].system.price.value}
                        [gp] : integer {Head-Shot the Rot.items.[].system.price.value.gp} (11 different values)
                            10 (x2)
                            3 (x3)
                            15 (x2)
                            5 (x2)
                            4 (x4)
                            1 (x5)
                            9 (x2)
                            12 (x1)
                            2 (x3)
                            6 (x1)
                            7 (x1)
                        [sp] : integer {Head-Shot the Rot.items.[].system.price.value.sp} (3 different values)
                            2 (x4)
                            5 (x5)
                            1 (x13)
                        [cp] : integer {Head-Shot the Rot.items.[].system.price.value.cp} (2 different values)
                            5 (x1)
                            1 (x1)
                    [per] : integer {Head-Shot the Rot.items.[].system.price.per} (2 different values)
                        5 (x1)
                        10 (x4)
                [quantity] : integer {Head-Shot the Rot.items.[].system.quantity} (8 different values)
                    1 (x32)
                    2 (x5)
                    20 (x5)
                    7 (x1)
                    9 (x2)
                    13 (x2)
                    5 (x2)
                    4 (x1)
                [range] : mixed
                    integer {Head-Shot the Rot.items.[].system.range} (all different values)
                    object {Head-Shot the Rot.items.[].system.range}
                        value : string {Head-Shot the Rot.items.[].system.range.value} (same value: )
                [reload] : object {Head-Shot the Rot.items.[].system.reload}
                    value : string {Head-Shot the Rot.items.[].system.reload.value} (2 different values)
                        1 (x5)
                         (x4)
                [runes] : object {Head-Shot the Rot.items.[].system.runes}
                    potency : integer {Head-Shot the Rot.items.[].system.runes.potency} (2 different values)
                        1 (x4)
                        0 (x9)
                    property : array<> {Head-Shot the Rot.items.[].system.runes.property}
                        Length: min=0 max=0
                        Value type: mixed
                    [striking] : integer {Head-Shot the Rot.items.[].system.runes.striking} (same value: 0)
                    [resilient] : integer {Head-Shot the Rot.items.[].system.runes.resilient} (same value: 0)
                [selectedAmmoId] : string {Head-Shot the Rot.items.[].system.selectedAmmoId} (3 different values)
                    DufqUpCPzHv4DppX (x1)
                    EPkTyUZXh1qaiHME (x1)
                    ypx3RVJX3aqDvW3j (x1)
                [size] : string {Head-Shot the Rot.items.[].system.size} (2 different values)
                    med (x53)
                    sm (x1)
                [splashDamage] : object {Head-Shot the Rot.items.[].system.splashDamage}
                    value : integer {Head-Shot the Rot.items.[].system.splashDamage.value} (same value: 0)
                [usage] : object {Head-Shot the Rot.items.[].system.usage}
                    value : string {Head-Shot the Rot.items.[].system.usage.value} (3 different values)
                        held-in-two-hands (x9)
                        held-in-one-hand (x28)
                        affixed-to-armor (x1)
                [acBonus] : integer {Head-Shot the Rot.items.[].system.acBonus} (2 different values)
                    2 (x1)
                    1 (x3)
                [checkPenalty] : integer {Head-Shot the Rot.items.[].system.checkPenalty} (same value: -1)
                [dexCap] : integer {Head-Shot the Rot.items.[].system.dexCap} (2 different values)
                    3 (x1)
                    4 (x3)
                [speedPenalty] : integer {Head-Shot the Rot.items.[].system.speedPenalty} (same value: 0)
                [strength] : integer {Head-Shot the Rot.items.[].system.strength} (2 different values)
                    1 (x1)
                    0 (x3)
                [uses] : object {Head-Shot the Rot.items.[].system.uses}
                    autoDestroy : boolean {Head-Shot the Rot.items.[].system.uses.autoDestroy} (same value: True)
                    max : integer {Head-Shot the Rot.items.[].system.uses.max} (same value: 1)
                    value : integer {Head-Shot the Rot.items.[].system.uses.value} (same value: 1)
                [stackGroup] : string {Head-Shot the Rot.items.[].system.stackGroup} (3 different values)
                    rounds5 (x1)
                    coins (x8)
                    rounds10 (x4)
                [ancestryFeatLevels] : object {Head-Shot the Rot.items.[].system.ancestryFeatLevels}
                    value : array<integer> {Head-Shot the Rot.items.[].system.ancestryFeatLevels.value}
                        Length: min=5 max=5
                        Value type: integer {Head-Shot the Rot.items.[].system.ancestryFeatLevels.value.[]} (5 different values)
                            1 (x4)
                            5 (x4)
                            9 (x4)
                            13 (x4)
                            17 (x4)
                [attacks] : object {Head-Shot the Rot.items.[].system.attacks}
                    advanced : integer {Head-Shot the Rot.items.[].system.attacks.advanced} (same value: 0)
                    martial : integer {Head-Shot the Rot.items.[].system.attacks.martial} (same value: 1)
                    other : object {Head-Shot the Rot.items.[].system.attacks.other}
                        name : string {Head-Shot the Rot.items.[].system.attacks.other.name} (same value: Simple Firearms, Martial Firearms)
                        rank : integer {Head-Shot the Rot.items.[].system.attacks.other.rank} (same value: 2)
                    simple : integer {Head-Shot the Rot.items.[].system.attacks.simple} (same value: 1)
                    unarmed : integer {Head-Shot the Rot.items.[].system.attacks.unarmed} (same value: 1)
                [classFeatLevels] : object {Head-Shot the Rot.items.[].system.classFeatLevels}
                    value : array<integer> {Head-Shot the Rot.items.[].system.classFeatLevels.value}
                        Length: min=11 max=11
                        Value type: integer {Head-Shot the Rot.items.[].system.classFeatLevels.value.[]} (11 different values)
                            1 (x4)
                            2 (x4)
                            4 (x4)
                            6 (x4)
                            8 (x4)
                            10 (x4)
                            12 (x4)
                            14 (x4)
                            16 (x4)
                            18 (x4)
                            20 (x4)
                [defenses] : object {Head-Shot the Rot.items.[].system.defenses}
                    heavy : integer {Head-Shot the Rot.items.[].system.defenses.heavy} (same value: 0)
                    light : integer {Head-Shot the Rot.items.[].system.defenses.light} (same value: 1)
                    medium : integer {Head-Shot the Rot.items.[].system.defenses.medium} (same value: 1)
                    unarmored : integer {Head-Shot the Rot.items.[].system.defenses.unarmored} (same value: 1)
                [generalFeatLevels] : object {Head-Shot the Rot.items.[].system.generalFeatLevels}
                    value : array<integer> {Head-Shot the Rot.items.[].system.generalFeatLevels.value}
                        Length: min=5 max=5
                        Value type: integer {Head-Shot the Rot.items.[].system.generalFeatLevels.value.[]} (5 different values)
                            3 (x4)
                            7 (x4)
                            11 (x4)
                            15 (x4)
                            19 (x4)
                [keyAbility] : object {Head-Shot the Rot.items.[].system.keyAbility}
                    value : array<string> {Head-Shot the Rot.items.[].system.keyAbility.value}
                        Length: min=1 max=1
                        Value type: string {Head-Shot the Rot.items.[].system.keyAbility.value.[]} (same value: dex)
                [perception] : integer {Head-Shot the Rot.items.[].system.perception} (same value: 2)
                [savingThrows] : object {Head-Shot the Rot.items.[].system.savingThrows}
                    fortitude : integer {Head-Shot the Rot.items.[].system.savingThrows.fortitude} (same value: 2)
                    reflex : integer {Head-Shot the Rot.items.[].system.savingThrows.reflex} (same value: 2)
                    will : integer {Head-Shot the Rot.items.[].system.savingThrows.will} (same value: 1)
                [skillFeatLevels] : object {Head-Shot the Rot.items.[].system.skillFeatLevels}
                    value : array<integer> {Head-Shot the Rot.items.[].system.skillFeatLevels.value}
                        Length: min=10 max=10
                        Value type: integer {Head-Shot the Rot.items.[].system.skillFeatLevels.value.[]} (10 different values)
                            2 (x4)
                            4 (x4)
                            6 (x4)
                            8 (x4)
                            10 (x4)
                            12 (x4)
                            14 (x4)
                            16 (x4)
                            18 (x4)
                            20 (x4)
                [skillIncreaseLevels] : object {Head-Shot the Rot.items.[].system.skillIncreaseLevels}
                    value : array<integer> {Head-Shot the Rot.items.[].system.skillIncreaseLevels.value}
                        Length: min=9 max=9
                        Value type: integer {Head-Shot the Rot.items.[].system.skillIncreaseLevels.value.[]} (9 different values)
                            3 (x4)
                            5 (x4)
                            7 (x4)
                            9 (x4)
                            11 (x4)
                            13 (x4)
                            15 (x4)
                            17 (x4)
                            19 (x4)
                [spellcasting] : integer {Head-Shot the Rot.items.[].system.spellcasting} (same value: 0)
                [subfeatures] : object {Head-Shot the Rot.items.[].system.subfeatures}
                    proficiencies : object {Head-Shot the Rot.items.[].system.subfeatures.proficiencies}
                        will : object {Head-Shot the Rot.items.[].system.subfeatures.proficiencies.will}
                            rank : integer {Head-Shot the Rot.items.[].system.subfeatures.proficiencies.will.rank} (same value: 2)
                [additionalLanguages] : object {Head-Shot the Rot.items.[].system.additionalLanguages}
                    count : integer {Head-Shot the Rot.items.[].system.additionalLanguages.count} (2 different values)
                        1 (x2)
                        0 (x2)
                    custom : string {Head-Shot the Rot.items.[].system.additionalLanguages.custom} (same value: )
                    value : array<string> {Head-Shot the Rot.items.[].system.additionalLanguages.value}
                        Length: min=0 max=7
                        Value type: string {Head-Shot the Rot.items.[].system.additionalLanguages.value.[]} (9 different values)
                            draconic (x2)
                            dwarven (x1)
                            gnomish (x2)
                            halfling (x1)
                            kholo (x2)
                            orcish (x2)
                            empyrean (x1)
                            fey (x1)
                            goblin (x1)
                [flaws] : object {Head-Shot the Rot.items.[].system.flaws}
                    0 : object {Head-Shot the Rot.items.[].system.flaws.0}
                        value : array<string> {Head-Shot the Rot.items.[].system.flaws.0.value}
                            Length: min=0 max=1
                            Value type: string {Head-Shot the Rot.items.[].system.flaws.0.value.[]} (2 different values)
                                wis (x1)
                                con (x1)
                [languages] : object {Head-Shot the Rot.items.[].system.languages}
                    custom : string {Head-Shot the Rot.items.[].system.languages.custom} (same value: )
                    value : array<string> {Head-Shot the Rot.items.[].system.languages.value}
                        Length: min=1 max=2
                        Value type: string {Head-Shot the Rot.items.[].system.languages.value.[]} (3 different values)
                            common (x4)
                            goblin (x1)
                            elven (x1)
                [reach] : integer {Head-Shot the Rot.items.[].system.reach} (same value: 5)
                [speed] : integer {Head-Shot the Rot.items.[].system.speed} (2 different values)
                    25 (x3)
                    30 (x1)
                [vision] : string {Head-Shot the Rot.items.[].system.vision} (3 different values)
                    normal (x2)
                    darkvision (x1)
                    low-light-vision (x1)
                [ability] : object {Head-Shot the Rot.items.[].system.ability}
                    value : string {Head-Shot the Rot.items.[].system.ability.value} (same value: cha)
                [autoHeightenLevel] : object {Head-Shot the Rot.items.[].system.autoHeightenLevel}
                    [value] : mixed
                [prepared] : object {Head-Shot the Rot.items.[].system.prepared}
                    value : string {Head-Shot the Rot.items.[].system.prepared.value} (same value: innate)
                [proficiency] : object {Head-Shot the Rot.items.[].system.proficiency}
                    slug : string {Head-Shot the Rot.items.[].system.proficiency.slug} (same value: )
                    value : integer {Head-Shot the Rot.items.[].system.proficiency.value} (same value: 1)
                [showSlotlessLevels] : object {Head-Shot the Rot.items.[].system.showSlotlessLevels}
                    value : boolean {Head-Shot the Rot.items.[].system.showSlotlessLevels.value} (same value: False)
                [slots] : object {Head-Shot the Rot.items.[].system.slots}
                [spelldc] : object {Head-Shot the Rot.items.[].system.spelldc}
                    dc : integer {Head-Shot the Rot.items.[].system.spelldc.dc} (same value: 0)
                    value : integer {Head-Shot the Rot.items.[].system.spelldc.value} (same value: 0)
                [tradition] : object {Head-Shot the Rot.items.[].system.tradition}
                    value : string {Head-Shot the Rot.items.[].system.tradition.value} (same value: arcane)
                [area] : object {Head-Shot the Rot.items.[].system.area}
                    type : string {Head-Shot the Rot.items.[].system.area.type} (same value: emanation)
                    value : integer {Head-Shot the Rot.items.[].system.area.value} (same value: 30)
                [cost] : object {Head-Shot the Rot.items.[].system.cost}
                    value : string {Head-Shot the Rot.items.[].system.cost.value} (same value: )
                [counteraction] : boolean {Head-Shot the Rot.items.[].system.counteraction} (same value: False)
                [defense] : mixed
                [duration] : object {Head-Shot the Rot.items.[].system.duration}
                    sustained : boolean {Head-Shot the Rot.items.[].system.duration.sustained} (same value: False)
                    value : string {Head-Shot the Rot.items.[].system.duration.value} (same value: )
                [requirements] : string {Head-Shot the Rot.items.[].system.requirements} (same value: )
                [target] : object {Head-Shot the Rot.items.[].system.target}
                    value : string {Head-Shot the Rot.items.[].system.target.value} (same value: )
                [time] : object {Head-Shot the Rot.items.[].system.time}
                    value : string {Head-Shot the Rot.items.[].system.time.value} (same value: 2)
            type : string {Head-Shot the Rot.items.[].type} (14 different values)
                lore (x4)
                heritage (x4)
                feat (x44)
                background (x4)
                weapon (x9)
                armor (x4)
                equipment (x18)
                consumable (x11)
                treasure (x8)
                class (x4)
                action (x8)
                ancestry (x4)
                spellcastingEntry (x1)
                spell (x1)
            [_stats] : object {Head-Shot the Rot.items.[]._stats}
                compendiumSource : string {Head-Shot the Rot.items.[]._stats.compendiumSource} (84 different values)
            [flags] : object {Head-Shot the Rot.items.[].flags}
                pf2e : object {Head-Shot the Rot.items.[].flags.pf2e}
                    [itemGrants] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants}
                        [assurance] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.assurance}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.assurance.id} (same value: ZtBPbV1hI7VV5vR2)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.assurance.onDelete} (same value: detach)
                        [alchemicalCrafting] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.alchemicalCrafting}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.alchemicalCrafting.id} (same value: FJ4WRUhvwqlphsCT)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.alchemicalCrafting.onDelete} (same value: detach)
                        [wayOfTheVanguard] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfTheVanguard}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfTheVanguard.id} (same value: TBoilgT3cElTT9cx)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfTheVanguard.onDelete} (same value: detach)
                        [clearAPath] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.clearAPath}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.clearAPath.id} (same value: uQg1rUCfGasFxWKN)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.clearAPath.onDelete} (same value: detach)
                        [livingFortification] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.livingFortification}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.livingFortification.id} (same value: HdNckqUcTJrpY3WV)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.livingFortification.onDelete} (same value: detach)
                        [lengthyDiversion] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.lengthyDiversion}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.lengthyDiversion.id} (same value: nvEqABSpSP3SCNGF)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.lengthyDiversion.onDelete} (same value: detach)
                        [hitTheDirt] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.hitTheDirt}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.hitTheDirt.id} (same value: G3jZVxB04bnlAM2h)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.hitTheDirt.onDelete} (same value: detach)
                        [wayOfTheDrifter] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfTheDrifter}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfTheDrifter.id} (same value: 8RLoi2xYbuqZbWmp)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfTheDrifter.onDelete} (same value: detach)
                        [intoTheFray] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.intoTheFray}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.intoTheFray.id} (same value: wkx2RV2sE5f5rldN)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.intoTheFray.onDelete} (same value: detach)
                        [reloadingStrike] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.reloadingStrike}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.reloadingStrike.id} (same value: 2vE9gOdIcMwSPj9a)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.reloadingStrike.onDelete} (same value: detach)
                        [wayOfThePistolero] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfThePistolero}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfThePistolero.id} (same value: m8p7OtxiqvALTR4u)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfThePistolero.onDelete} (same value: detach)
                        [raconteursReload] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.raconteursReload}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.raconteursReload.id} (same value: qNlobFa04JYYvvDM)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.raconteursReload.onDelete} (same value: detach)
                        [tenPaces] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.tenPaces}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.tenPaces.id} (same value: Gg7tlifDK88lkeA0)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.tenPaces.onDelete} (same value: detach)
                        [wayOfTheSniper] : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfTheSniper}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfTheSniper.id} (same value: vHbqRFgBsAuJvsQv)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.wayOfTheSniper.onDelete} (same value: detach)
                        coveredReload : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.coveredReload}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.coveredReload.id} (same value: BiZuGGYMe5rjQTQn)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.coveredReload.onDelete} (same value: detach)
                        oneShotOneKill : object {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.oneShotOneKill}
                            id : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.oneShotOneKill.id} (same value: YqZIxfwDhEx7mFbM)
                            onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.itemGrants.oneShotOneKill.onDelete} (same value: detach)
                    [grantedBy] : object {Head-Shot the Rot.items.[].flags.pf2e.grantedBy}
                        id : string {Head-Shot the Rot.items.[].flags.pf2e.grantedBy.id} (12 different values)
                            E8a9SbYvsDfTrM6b (x1)
                            bHABDUhe1Z2ir1sb (x1)
                            TBoilgT3cElTT9cx (x2)
                            PqwMh7q5GF0N72or (x1)
                            t28t7dfsczh2tqMP (x1)
                            4duThrzOedHwqIQT (x1)
                            8RLoi2xYbuqZbWmp (x2)
                            WUziYMLVZhywIxIu (x1)
                            m8p7OtxiqvALTR4u (x2)
                            t9K5NCS86jXPiTKN (x1)
                            vHbqRFgBsAuJvsQv (x2)
                            dsLc7TWuxcKbAEel (x1)
                        onDelete : string {Head-Shot the Rot.items.[].flags.pf2e.grantedBy.onDelete} (same value: cascade)
    name : string {Head-Shot the Rot.name} (all different values)
    system : object {Head-Shot the Rot.system}
        [abilities] : mixed
        attributes : object {Head-Shot the Rot.system.attributes}
            hp : object {Head-Shot the Rot.system.attributes.hp}
                temp : integer {Head-Shot the Rot.system.attributes.hp.temp} (same value: 0)
                value : integer {Head-Shot the Rot.system.attributes.hp.value} (all different values)
            speed : object {Head-Shot the Rot.system.attributes.speed}
                otherSpeeds : array<> {Head-Shot the Rot.system.attributes.speed.otherSpeeds}
                    Length: min=0 max=0
                    Value type: mixed
                value : integer {Head-Shot the Rot.system.attributes.speed.value} (same value: 25)
        build : object {Head-Shot the Rot.system.build}
            attributes : object {Head-Shot the Rot.system.build.attributes}
                boosts : object {Head-Shot the Rot.system.build.attributes.boosts}
                    1 : array<string> {Head-Shot the Rot.system.build.attributes.boosts.1}
                        Length: min=4 max=4
                        Value type: string {Head-Shot the Rot.system.build.attributes.boosts.1.[]} (6 different values)
                            con (x3)
                            dex (x4)
                            str (x1)
                            cha (x3)
                            wis (x3)
                            int (x2)
        crafting : object {Head-Shot the Rot.system.crafting}
            formulas : array<> {Head-Shot the Rot.system.crafting.formulas}
                Length: min=0 max=0
                Value type: mixed
        details : object {Head-Shot the Rot.system.details}
            age : object {Head-Shot the Rot.system.details.age}
                value : string {Head-Shot the Rot.system.details.age.value} (same value: )
            alliance : string {Head-Shot the Rot.system.details.alliance} (same value: party)
            biography : object {Head-Shot the Rot.system.details.biography}
                allies : string {Head-Shot the Rot.system.details.biography.allies} (same value: )
                anathema : array<> {Head-Shot the Rot.system.details.biography.anathema}
                    Length: min=0 max=0
                    Value type: mixed
                appearance : string {Head-Shot the Rot.system.details.biography.appearance} (same value: )
                attitude : string {Head-Shot the Rot.system.details.biography.attitude} (same value: )
                backstory : string {Head-Shot the Rot.system.details.biography.backstory} (all different values)
                beliefs : string {Head-Shot the Rot.system.details.biography.beliefs} (same value: )
                birthPlace : string {Head-Shot the Rot.system.details.biography.birthPlace} (same value: )
                campaignNotes : string {Head-Shot the Rot.system.details.biography.campaignNotes} (same value: )
                catchphrases : string {Head-Shot the Rot.system.details.biography.catchphrases} (same value: )
                dislikes : string {Head-Shot the Rot.system.details.biography.dislikes} (same value: )
                edicts : array<> {Head-Shot the Rot.system.details.biography.edicts}
                    Length: min=0 max=0
                    Value type: mixed
                enemies : string {Head-Shot the Rot.system.details.biography.enemies} (same value: )
                likes : string {Head-Shot the Rot.system.details.biography.likes} (same value: )
                organizations : string {Head-Shot the Rot.system.details.biography.organizations} (same value: )
            deity : object {Head-Shot the Rot.system.details.deity}
                image : string {Head-Shot the Rot.system.details.deity.image} (same value: systems/pf2e/assets/sheet/deity.webp)
                value : string {Head-Shot the Rot.system.details.deity.value} (same value: )
            ethnicity : object {Head-Shot the Rot.system.details.ethnicity}
                value : string {Head-Shot the Rot.system.details.ethnicity.value} (same value: )
            gender : object {Head-Shot the Rot.system.details.gender}
                value : string {Head-Shot the Rot.system.details.gender.value} (2 different values)
                    M/He/Him (x2)
                    F/She/Her (x2)
            height : object {Head-Shot the Rot.system.details.height}
                value : string {Head-Shot the Rot.system.details.height.value} (same value: )
            keyability : object {Head-Shot the Rot.system.details.keyability}
                value : string {Head-Shot the Rot.system.details.keyability.value} (same value: str)
            languages : object {Head-Shot the Rot.system.details.languages}
                details : string {Head-Shot the Rot.system.details.languages.details} (same value: )
                value : array<string> {Head-Shot the Rot.system.details.languages.value}
                    Length: min=0 max=2
                    Value type: string {Head-Shot the Rot.system.details.languages.value.[]} (all different values)
            level : object {Head-Shot the Rot.system.details.level}
                value : integer {Head-Shot the Rot.system.details.level.value} (same value: 3)
            nationality : object {Head-Shot the Rot.system.details.nationality}
                value : string {Head-Shot the Rot.system.details.nationality.value} (same value: )
            weight : object {Head-Shot the Rot.system.details.weight}
                value : string {Head-Shot the Rot.system.details.weight.value} (same value: )
            xp : object {Head-Shot the Rot.system.details.xp}
                max : integer {Head-Shot the Rot.system.details.xp.max} (same value: 1000)
                min : integer {Head-Shot the Rot.system.details.xp.min} (same value: 0)
                pct : integer {Head-Shot the Rot.system.details.xp.pct} (same value: 0)
                value : integer {Head-Shot the Rot.system.details.xp.value} (same value: 0)
        exploration : array<> {Head-Shot the Rot.system.exploration}
            Length: min=0 max=0
            Value type: mixed
        initiative : object {Head-Shot the Rot.system.initiative}
            statistic : string {Head-Shot the Rot.system.initiative.statistic} (same value: perception)
        pfs : object {Head-Shot the Rot.system.pfs}
            [characterNumber] : mixed
            currentFaction : string {Head-Shot the Rot.system.pfs.currentFaction} (same value: EA)
            fame : integer {Head-Shot the Rot.system.pfs.fame} (same value: 0)
            levelBump : boolean {Head-Shot the Rot.system.pfs.levelBump} (same value: False)
            [playerNumber] : mixed
            reputation : object {Head-Shot the Rot.system.pfs.reputation}
                EA : integer {Head-Shot the Rot.system.pfs.reputation.EA} (same value: 0)
                GA : integer {Head-Shot the Rot.system.pfs.reputation.GA} (same value: 0)
                HH : integer {Head-Shot the Rot.system.pfs.reputation.HH} (same value: 0)
                RO : integer {Head-Shot the Rot.system.pfs.reputation.RO} (same value: 0)
                VS : integer {Head-Shot the Rot.system.pfs.reputation.VS} (same value: 0)
                VW : integer {Head-Shot the Rot.system.pfs.reputation.VW} (same value: 0)
            school : string {Head-Shot the Rot.system.pfs.school} (same value: none)
        proficiencies : object {Head-Shot the Rot.system.proficiencies}
            attacks : object {Head-Shot the Rot.system.proficiencies.attacks}
                weapon-group-firearm : object {Head-Shot the Rot.system.proficiencies.attacks.weapon-group-firearm}
                    custom : boolean {Head-Shot the Rot.system.proficiencies.attacks.weapon-group-firearm.custom} (same value: True)
                    rank : integer {Head-Shot the Rot.system.proficiencies.attacks.weapon-group-firearm.rank} (same value: 2)
        resources : object {Head-Shot the Rot.system.resources}
            [crafting] : object {Head-Shot the Rot.system.resources.crafting}
                infusedReagents : object {Head-Shot the Rot.system.resources.crafting.infusedReagents}
                    value : integer {Head-Shot the Rot.system.resources.crafting.infusedReagents.value} (same value: 3)
            heroPoints : object {Head-Shot the Rot.system.resources.heroPoints}
                max : integer {Head-Shot the Rot.system.resources.heroPoints.max} (same value: 3)
                value : integer {Head-Shot the Rot.system.resources.heroPoints.value} (same value: 1)
        saves : object {Head-Shot the Rot.system.saves}
            will : object {Head-Shot the Rot.system.saves.will}
                rank : integer {Head-Shot the Rot.system.saves.will.rank} (same value: 2)
        skills : object {Head-Shot the Rot.system.skills}
            acrobatics : object {Head-Shot the Rot.system.skills.acrobatics}
                rank : integer {Head-Shot the Rot.system.skills.acrobatics.rank} (same value: 1)
            arcana : object {Head-Shot the Rot.system.skills.arcana}
                rank : integer {Head-Shot the Rot.system.skills.arcana.rank} (same value: 0)
            athletics : object {Head-Shot the Rot.system.skills.athletics}
                rank : integer {Head-Shot the Rot.system.skills.athletics.rank} (2 different values)
                    0 (x2)
                    1 (x2)
            crafting : object {Head-Shot the Rot.system.skills.crafting}
                rank : integer {Head-Shot the Rot.system.skills.crafting.rank} (2 different values)
                    0 (x3)
                    1 (x1)
            deception : object {Head-Shot the Rot.system.skills.deception}
                rank : integer {Head-Shot the Rot.system.skills.deception.rank} (2 different values)
                    0 (x2)
                    1 (x2)
            diplomacy : object {Head-Shot the Rot.system.skills.diplomacy}
                rank : integer {Head-Shot the Rot.system.skills.diplomacy.rank} (same value: 0)
            intimidation : object {Head-Shot the Rot.system.skills.intimidation}
                rank : integer {Head-Shot the Rot.system.skills.intimidation.rank} (2 different values)
                    2 (x2)
                    0 (x2)
            medicine : object {Head-Shot the Rot.system.skills.medicine}
                rank : integer {Head-Shot the Rot.system.skills.medicine.rank} (3 different values)
                    1 (x1)
                    2 (x1)
                    0 (x2)
            nature : object {Head-Shot the Rot.system.skills.nature}
                rank : integer {Head-Shot the Rot.system.skills.nature.rank} (same value: 0)
            occultism : object {Head-Shot the Rot.system.skills.occultism}
                rank : integer {Head-Shot the Rot.system.skills.occultism.rank} (2 different values)
                    0 (x3)
                    1 (x1)
            performance : object {Head-Shot the Rot.system.skills.performance}
                rank : integer {Head-Shot the Rot.system.skills.performance.rank} (same value: 0)
            religion : object {Head-Shot the Rot.system.skills.religion}
                rank : integer {Head-Shot the Rot.system.skills.religion.rank} (same value: 0)
            society : object {Head-Shot the Rot.system.skills.society}
                rank : integer {Head-Shot the Rot.system.skills.society.rank} (2 different values)
                    0 (x2)
                    1 (x2)
            stealth : object {Head-Shot the Rot.system.skills.stealth}
                rank : integer {Head-Shot the Rot.system.skills.stealth.rank} (2 different values)
                    1 (x3)
                    2 (x1)
            survival : object {Head-Shot the Rot.system.skills.survival}
                rank : integer {Head-Shot the Rot.system.skills.survival.rank} (2 different values)
                    0 (x3)
                    1 (x1)
            thievery : object {Head-Shot the Rot.system.skills.thievery}
                rank : integer {Head-Shot the Rot.system.skills.thievery.rank} (2 different values)
                    0 (x3)
                    1 (x1)
        customModifiers : object {Head-Shot the Rot.system.customModifiers}
    type : string {Head-Shot the Rot.type} (same value: character)