{{#times actor.system.resources.hitPoints.max}}
{{/times}}
{{localize "DAGGERHEART.GENERAL.HitPoints.short"}}
{{actor.system.resources.hitPoints.value}} / {{actor.system.resources.hitPoints.max}}
{{#times actor.system.resources.stress.max}}
{{/times}}
{{localize "DAGGERHEART.GENERAL.stress"}}
{{actor.system.resources.stress.value}} / {{actor.system.resources.stress.max}}
{{#if actor.system.armor.system.marks}}
{{localize "DAGGERHEART.GENERAL.armorSlots"}}
{{actor.system.armor.system.marks.value}} / {{actor.system.armorScore}}
{{/if}}
{{localize "DAGGERHEART.GENERAL.hope"}}
{{#times actor.system.resources.hope.max}}
{{#if (gte actor.system.resources.hope.value (add this 1))}}
{{else}}
{{/if}}
{{/times}}
{{localize "DAGGERHEART.GENERAL.DamageThresholds.minor"}}
{{actor.system.damageThresholds.major}}
{{localize "DAGGERHEART.GENERAL.DamageThresholds.major"}}
{{actor.system.damageThresholds.severe}}
{{localize "DAGGERHEART.GENERAL.DamageThresholds.severe"}}