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Savage Worlds Tabbed Sheet: Version 2.0

Just a notice that in the next few weeks the newer version (version 3.0) will be released. This will be a major update and will completely change the layout of the sheet. It will be updated to support SWADE and be backwards compatible with with SWEX.

Because of all the changes that will be implemented, it's recommended that you make a back-up of your game; it's not anticipated that there should be any data loss with this upgrade, but there are some major changes and some existing fields will be deprecated and new fields created. What are those major changes?

  • Melee and Ranged Weapons are being combined into a single section
  • Damaging and non-damaging powers are being combined into a single section
  • Tweaks to the Vehicles' Crew sections

If you'd like to see what's happening with the sheet, join my Test/QA game at:

https://tinyurl.com/SWTabbedQA

That game allows characters to be imported from the Character Vault. The Test/QA game also has a forum where you can ask questions, provide feedback, or make requests for future enhancements.

Wild Card

Mook


y       Wild Card    Mook

sheet version: 2 Apr 2017

CONFIGURATION

API Fields

API: Initiative Edges iDealInit API Script

Initiative Edges must be stored in a comma separated list in an Attribute named InitEdges. (e.g. Qu,LH)

The Edge shorthand is as follows:

  • Qui = Quick
  • LH = Level Headed
  • ILH = Improved Level Headed
  • WCE = Any Joker Activated Wild Card Edge


Edges/Hindrances

Nerves of Steel
Running Die-type:

Sheet Settings

Backgrounds

No Background Image
Cyberpunk
Hellfrost
Hellfrost: Land of Fire
Last Parsec
Noir
Old Map
Parchment
Rippers
Rifts/Sci Fi
Superhero
Zombie-esque

Logos

Savage Worlds Deluxe
Savage Worlds Deluxe (Bloodied)
All For One
Deadlands
Deadlands: Noir
Deadlands: Hell on Earth
East Texas University
Hellfrost
Hellfrost: Land of Fire
Interface Zero 2.0
Lankhmar
The Last Parsec
Necessary Evil
Pirates of the Spanish Main
Rifts
Rippers

Other Miscellaneous Tweaks

Use Dice Drop Down Menus (Attributes & Skills)
Use Dice Drop Down Menus (Wild Die)
Hide the Arcanum Tab
Show Advancements (on Journal Tab)
Show Shaken Checkbox
Show the Vehicles Tab
      Show Sailing Ship
      Show Flying Ship
      Show Ground Vehicle
      Show Power Armor
      Show Robot Armor
      Show Walker

Quest Font Type:
Default Option 1 Option 2 Option 3 Option 4 Option 5 Option 6 Option 7 Option 8
Default
Handwriting
Glitch
CuttyFruty
Saucy
Rujis
Dashley
Graziano
Architect

Trait Roll Template:
No Roll Template
Damage Roll Template:
No Roll Template

Quick Setting Configuration

Select a setting to preset the configuration for the Setting. You can also Reset to Default 0

50 Fathoms
All For One
Deadlands Reloaded
East Texas University
Hellfrost
Interface Zero 2.0
Lankhmar
Last Parsec
Low Life
Necessary Evil
Pirates of the Spanish Main
Rifts
Rippers
Tour of Darkness

Additional Derived Stats

Academics
Corruption
Fame
Firewall
Glory
Grit
Neural Toughness
Reason
Sanity
Status
Strain
Street Cred

Field Name Replacements

Class (Rank)
Clams (Money)
Code Name (Character Name)
Credits (Money)
Cybernetics (Augmentations)
Increased Max Fatigue (3)
Lankhmar Currency (Money)
Livre (Money)
Pieces of Eight (Money)
Origin of Parahuman Abilities
PPE (Power Points)
Power Type
     Miracles
     Psionics
     Spells
     Rituals
     Weird Science Gadgets
Species (Race)
Threat Rating (Rank)

Additional Setting Fields

Activities & Exams
Archetype
Augmentations
Burn
Engrams
Fencing Styles & Schools
Home World
Hero's Journey
Iconic Framework
Inner Strength Points (ISP)
Internal Repair System Charges
Languages
Max Load Modifier
Minor/Major
Motivation
Occupation
Permanent Injuries
Rippertech
Ship Name
Talismans
TAP Readout
Worst Nightmare
Wild Card Icon:

Optional & Home Brew Rules

Variable Bonus Damage die type
Power Pointless Magic System
Skill Specialization
Roll for extra XP for remaining Bennies
Roll for extra XP for Bennies used

Release Notes

Savage Worlds Tabbed Sheet: Version 2.0

Changes this Release:

  • Added Translation Support
  • Added a Banner for easy identification of character type (Mook vs. Wild Card)
  • Mook Fields have migrated to use the same fields as Wild Cards
    • No data should be lost
    • You can get back to the old Mook View by:
      1. Go to the Attribute & Abilities tab
      2. Click on the Attributes +Add button
      3. Name the new attribute: showMook
      4. set the value of showMook to 1
      5. NOTE: this view will be going away in the near-ish future.
    • This is was done to simplify the code-base and allow for universal macros
  • Added Stat Block button
    • Whispers the Stat Block to the GM
    • Allows rolling from the stat block
    • Better formatting may be coming in the future. :)
  • Weight/Encumbrance now supports decimals (needed for some international translations)
  • Can Change Running Die (in Configuration)
  • Added a Running roll button to the Basic Info tab
  • Added checkbox for Shaken status
    • The Character Type Banner will also display this
  • Added a field to Hindrances to indicate Major/Minor hindrance type
  • Added a Release Notes section to the Configuration

If you'd like to see what's happening with the sheet, join my Test/QA game at:

https://tinyurl.com/SWTabbedQA

That game allows characters to be imported from the Character Vault. The Test/QA game also has a forum where you can ask questions, provide feedback, or make requests for future enhancements.

BASIC INFO EDGES & HINDRANCES SKILLS EQUIPMENT VEHICLES ARCANUM JOURNAL ALL

DEMOGRAPHICS


     
TAP Readout
FirewallAMSNeural ToughnessRange
Base
Mod
Armor
Current

 

 
 
 
 
 
 
 
 
 
 
 
 
Base
Mod
Current
Max


Basei

Equal to the die type of the characters unaugmented Spirit or Vigor, whichever is lower.

Modi

Number of additional points of Strain the character can handle.

Maxi

Base + Mod = Max Strain

Current

d4 d6 d8 d10 d12
d
f
h
k
l


d4 d6 d8 d10 d12
d
f
h
k
l
d

Engrams

Engram
AMS
Active
attempts to be agile and rolls attempts to be faithful and rolls attempts to be gutsy and rolls attempts to be stealthy and rolls attempts to not suck and rolls attempts to hit something and rolls attempts to hit something, while fencing, and rolls attempts to boat and rolls attempts to pilot at attempts to climb and rolls attempts to drive and rolls attempts to drive a(n) and rolls attempts to gamble and rolls attempts to heal and rolls attempts to intimidate and rolls attempts to investigate and rolls attempts to lockpick and rolls attempts to notice and rolls attempts to persuade and rolls attempts to pilot and rolls attempts to use Psionics and rolls attempts to repair and rolls attempts to be smart and rolls attempts to be spirited and rolls attempts to be strong and rolls attempts to be healthy and rolls rolls attempts to become unshaken and gets attempts to ride and rolls attempts to shoot and rolls attempts to shoot something and rolls attempts to cast a spell and rolls attempts to be streetwise and rolls attempts to survive and rolls attempts to swim and rolls attempts to taunt and rolls attempts to throw and rolls attempts to track and rolls attempts to do something with attempts to do damage with a attempts to activate the talisman and rolls attempts to do damage with the spell and rolls attempts a ritual and rolls attempts to throw something and rolls attempts to track something and rolls attempts some weird science and rolls runs inches

Attributes

 
Rank
 
Mod
d4 d6 d8 d10 d12
d
f
h
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+
 + 
d4 d6 d8 d10 d12
d
f
h
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+
 + 
d4 d6 d8 d10 d12
d
f
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+
 + 
d4 d6 d8 d10 d12
d
f
h
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+
 + 
d4 d6 d8 d10 d12
d
f
h
k
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+
 + 

Health


of

of

Permanent Injuries

Miscellaneous


   



/ 3




Worst Nightmare


Motivation


EDGES & HINDRANCES

Hindrances

Hindrance

Type

Description



Edges

Edges

Took at...

Notes


SKILLS

+ Jack of All Trades
 
 

Rank

Skill

Linked Att

Skill Mod

Encumbrance

Roll For It


Use Skill Specialization
Fencing Styles & Schools
Show Boating
Show Climbing
Show Driving
Show Faith
Show Gambling
Show Guts
Show Healing
Show Intimidation
Show Investigation
Show Lockpicking
Show Notice
Show Persuasion
Show Piloting
Show Psionics
Show Repair
Show Riding
Show Ritual
Show Shooting
Show Spellcasting
Show Stealth
Show Streetwise
Show Survival
Show Swimming
Show Taunt
Show Throwing
Show Tracking
Show Weird Science

d0 d4 d6 d8 d10 d12
0
d
f
h
k
l
+
d
+
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
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+
d
+
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
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+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
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+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
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+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
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+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
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+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
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+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
d4 d6 d8 d10 d12
d
f
h
k
l
+
d
+
 
 
 
 
+
d
+
  Hide Macro Formula  

NOTE: &{template:solidtrait} can be replaced with &{template:spadestrait2}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

EQUIPMENT

Armor

Armor Type

Area Protected

Protection

Weight

Description/Notes


 
 

Total Weight Carried:

 


||

Melee Weapons / Strength-based Weapons

Weapon Type

Damage

Raise

Weight

Description/Notes


d ++
 
 

Total Weight Carried:

 
  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.


||
||

Ranged Weapons / Non-Strength-based Weapons

Weapon Type

Range

RoF

Damage

Raise

Weight

Description/Notes


+
 
 

Total Weight Carried:

  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

Gear

Worn


 

Total Weight Carried:

Stashed


Rippertech

Rippertech

Benefits/Side Effects/Details

Damage Formula

Strain

Details


 

Total Strain:


VEHICLES

Sailing Ship



WOUNDS

of








Provisions

Cargo

Hindrances

Critical Hits

Ship's Edges

Edges

Ship's Weapons

Ship's Armaments

Weapon Type

Range

RoF

Damage

Raise

Placement

+
 

Notes

  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

Ship's Crew

Ship's Crew

Name or #

Type

Position

Salary

Shares

Notes

Notes and Upgrades

Flying Ship



WOUNDS

of











Provisions

Cargo

Hindrances

Critical Hits

Ship's Edges

Edges

Ship's Weapons

Ship's Armaments

Weapon Type

Range

RoF

Damage

Raise

Placement

+
 

Notes

  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

Ship's Crew

Ship's Crew

Name or #

Type

Position

Salary

Shares

Notes

Notes and Upgrades

Ground Vehicle

WOUNDS

of







Provisions

Cargo

Hindrances

Critical Hits

Ship's Edges

Edges

Ship's Weapons

Vehicles's Armaments

Weapon Type

Range

RoF

Damage

Raise

Placement

+
 

Notes

  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

Ship's Crew

Ship's Crew

Name or #

Type

Position

Salary

Shares

Notes

Notes and Upgrades

Walker

WOUNDS

of







Provisions

Cargo

Hindrances

Critical Hits

Walker's Edges

Edges

Ship's Weapons

Walker's Armaments

Weapon Type

Range

RoF

Damage

Raise

Placement

+
 

Notes

  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

Walker's Crew

Walkers's Crew

Name or #

Type

Position

Salary

Shares

Notes

Notes and Upgrades

Power Armor

WOUNDS

of





 
 
Ground
Flight
Swim
 
 
 
Rank
 
Mod
d4 d6 d8 d10 d12
d
f
h
k
l
+  + 

Ranged Armaments

Weapon Type

Range

RoF

Damage

Raise

Placement

+
 

Notes

  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

Melee Armaments

Weapon

Damage

Raise

Description/Notes

STR ++
  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

Notes and Upgrades

Robot Armor

WOUNDS

of






 
 
Ground
Flight
Swim
 
 
 
Rank
 
Mod
d4 d6 d8 d10 d12
d
f
h
k
l
+  + 

Ranged Armaments

Weapon Type

Range

RoF

Damage

Raise

Placement

+
 

Notes

  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

Melee Armaments

Weapon

Damage

Raise

Description/Notes

STR ++
  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

Notes and Upgrades

ARCANUM

of
of

     
  
  
  
  

(Damaging)

Range

Duration

Damage

Raise

Roll Dmg

+

  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

(Non-Damaging)

Range

Duration

Trappings/Notes

Talismans

Talisman

Activation Penalty

Effects

Activate


  Hide Macro Formula  

NOTE: &{template:solidtrait} can be replaced with &{template:spadestrait2}. <id> represents the unique of each repeating item; to find that value, make sure that your macro quick bar is enabled, and drag the roll button for the item to the macro quick bar—the <id> will be prefaced with a minus sign. Replace "<id>" with the unique value shown on the button in the quick macro bar. You can remove the button from the macro bar once you have the <id>.<
  Hide Macro Formula  

NOTE: the <id> represents the unique of each repeating item; to find that value, make sure that your macro quick bar is enabled, and drag the roll button for the item to the macro quick bar—the <id> will be prefaced with a minus sign. Replace "<id>" with the unique value shown on the button in the quick macro bar. You can remove the button from the macro bar once you have the <id>.

JOURNAL

Quest Log

Quest Title

Boss

Goal


Hero's Journey

Result

Table/Event

Activities

Exams

Notes

Party Bag

Advancements Taken

XP

Advancement


Combat Options

🚧 Under Construction 🚧
Attack Defend Other

Melee Attack Options

Attack OptionWhy do it?
Called Shot You can deal additional damage to your opponent, but penalties apply to Fighting.
  • Head/Vitals: -4 to hit, +4 Damage
  • Limb: -2 to hit, +2 Damage
  • Small Target: -4 to hit, Special Damage
  • Tiny Target: -6 to hit, Special Damage
DisarmRenders your opponent weaponless, requires a called shot.
Draw & AttackGet a jab in quickly. -2 to Fighting.
The DropYou're catching someone completely unawares (GM's discretion). +4 to Fighting and Damage.
Finishing Move (insta-kill)The foe is utterly helpless and needs to be taken out.
FrenzyGet to two attacks with the same weapon. Requires an Edge.
Gang-upStrength in numbers. +1 to Fighting/per Ally, to a max +4
GrapplingYou don't want to kill your opponent, just subdue him.
Improvised WeaponYou need a weapon, and it's all that's available. -1 to Fighting and Parry
Multi-actionYou're surrounded or just need to put your foe(s) down ASAP. -2 to all rolls per additional action.
Non-lethal DamageYou don't want to kill your opponent, just subdue her. If using an edged weapon, suffer a -1 to the Fighting roll.
Off-hand AttackYour dominant hand is otherwise occupied and you need to do something. -2 to Fighting
PushYou need to reposition your opponent. Opposed Strength rolls. Can move your foe up to 2".
Rapid AttackYou're desperate and you've done the math... Allows you to make 3 Fighting attacks. -4 to all Fighting rolls, and uses a single Wild Die. You suffer -2 to Parry until next your next action
Touch attackYou're using something that just needs to touch your opponent, but not necessarily physically hurt them. +2 to Fighting
Use two weaponsYou took the Edge and want to get in two attacks with no multi-action penalty (off-hand penalty still applies)
Unarmed DefenderYour opponent has no weapon and suffers a -2 to Parry.
Wild AttackYou need to put the enemy down, so give it all you've got. +2 to Fighting and Damage, -2 to Parry.

Ranged Attack Options

Attack OptionWhy do it?
AimImprove your chances of hitting your opponent. +2 to Shooting/Throwing (requires a round to aim).
Called Shot You can deal additional damage to your opponent, but penalties apply to Fighting.
  • Head/Vitals: -4 to hit, +4 Damage
  • Limb: -2 to hit, +2 Damage
  • Small Target: -4 to hit, Special Damage
  • Tiny Target: -6 to hit, Special Damage
DisarmRenders your opponent weaponless, requires a called shot.
Double-tapShoot like a cop! +1 to Shooting, expends 2 bullets
Draw & AttackGet a jab in quickly. -2 to Fighting.
The DropYou're catching someone completely unawares (GM's discretion). +4 to Fighting and Damage.
Finishing Move (insta-kill)The foe is utterly helpless and needs to be taken out.
Firing BlindYou know someone is "there," but you can't see them. -4 to Shooting/Throwing
Full AutoYou need to fill the air with lead, fast. Roll 3 Shooting dice and 1 Wild Die, all rolls are at -2.
Improvised WeaponYou need a weapon, and it's all that's available. -1 to Fighting and Parry
Multi-actionYou're surrounded or just need to put your foe(s) down ASAP. -2 to all rolls per additional action.
Off-hand AttackYour dominant hand is otherwise occupied and you need to do something. -2 to Fighting
Rapid Attack/Fanning the HammerYou're desperate and you've done the math... Allows you to make 6 Shooting attacks. -4 to all Fighting rolls, and uses a single Wild Die. You suffer -2 to Parry until next your next action
Suppressive FireYou need to keep heads down. Requires Full-Auto. Spray a Medium Burst Template.
Three Round BurstNeed to improve your accuracy to hit your opponent. +2 to Shooting, expends 3 bullets
Use two weaponsYou took the Edge and want to get in two attacks with no multi-action penalty (off-hand penalty still applies)
Attack OptionWhy do it?
Cover You're getting attack and don't have enough armor—or you just don't want to get hit.
  • Light: attacker suffers -1 to hit
  • Medium: attacker suffers -2 to hit
  • Heavy: attacker suffers -4 to hit
  • Total: attacker suffers -6 to hit
DefendWant to withdraw from combat, or just don't want to get hit in a melee fight? +2 to Parry and can move half pace.
DisarmRenders your opponent weaponless, requires a called shot.
Full DefenseYou really can't afford to get hit, and just need to buy some time for the cavalry to arrive... Make a Fighting roll +2, and this is your new Parry—your Parry can not get worse, because of this manuever.
Illumination Your opponent can see you too easily—make it dark!
  • Dim: attacker suffers -1 to hit
  • Dark: attacker suffers -2 to hit
  • Pitch Dark: attacker suffers -4 to hit
If you suffer these penalties, try turning on the lights...
Prone Make yourself harder to hit when being shot at: in most instances functions as medium cover.
Just don't go prone in Melee...-2 to Parry and Fighting.
WithdrawTake your chances and get the heck out of dodge. All adjacent foes get a free attack, but you might get out unscathed and live to fight another day.
Attack OptionWhy do it?
Movement Don't just stand there...move around.
  • Crawling: move 2"/turn and counts as prone when being fired upon.
  • Crouching: move at half pace, ranged attacks suffer -1.
  • Walking: move your full pace as a free action.
  • Running: move your full pace +1d6 as an action.
  • Jumping: jump horizontally 1" (from dead stop), or 2" with a run. A success Strength roll adds an addition 1".
  • Go Prone: fall prone at any time during your action. Getting up costs 2" of movement.
Test of WillsYou're quick witted or scarier than your foe. Use a Taunt or Intimidation skill. Success gives +2 to your next action against the opponent, and a Raise scores a Shaken result in addition.
TricksYour foe isn't as nimble, or smart as you. Use a Smarts or Agility Trick. Success and the foe suffers -2 to Parry until their next action, on a Raise your opponent is also Shaken.

  

TAP Readout
FirewallAMSNeural ToughnessRange
Base
Mod
Armor
Current

 
 
 
 
 
 
 
 
 
 
 
 
Basei

Equal to the die type of the characters unaugmented Spirit or Vigor, whichever is lower.

Modi

Number of additional points of Strain the character can handle.

Maxi

Base + Mod = Max Strain

Current

d4 d6 d8 d10 d12
d
f
h
k
l

Base
Mod
Current
Max




Engrams

Engram
AMS
Active
of

of

    

Attributes

Edges & Hindrances

 

Modifier
 

Edge / Hindrance

Notes

+
+
+
+
+
Hide Edges & Hindrances


core skills selection
Use Skill Specialization
Use Fencing Styles and Schools
Show Boating
Show Climbing
Show Driving
Show Faith
Show Gambling
Show Guts
Show Healing
Show Intimidation
Show Investigation
Show Lockpicking
Show Notice
Show Persuasion
Show Piloting
Show Psionics
Show Repair
Show Riding
Show Ritual
Show Shooting
Show Spellcasting
Show Stealth
Show Streetwise
Show Survival
Show Swimming
Show Taunt
Show Throwing
Show Tracking
Show Weird Science

Skills


Skill

Bonus

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  Hide Macro Formula  

NOTE: &{template:solidtrait} can be replaced with &{template:spadestrait2}. Also, the _$0_ represents the first added skill. For each subsequent skill added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added skill. For each subsequent skill added, increment the number.

Armor


Armor Type

Area Protected

Protection

Weight



Melee / Strength-based Weapons


Weapon Type

Damage

Raise


STR+ +
  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added Melee Weapon. For each subsequent weapon added, increment the number.

  Hide Macro Formula  

NOTE: the _$0_ represents the first added Melee Weapon. For each subsequent weapon added, increment the number.

Gear



Ranged Weapons


Weapon Type

Range

RoF

Damage

Raise

Weight

Description/Notes


+
  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added Ranged Weapon. For each subsequent weapon added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added Ranged Weapon. For each subsequent weapon added, increment the number.

Strain

Details


 

Total Strain:


Arcanum


:of
ISP: of

Range

Duration

Damage

Raise

Roll Dmg


+

  Hide Macro Formula  

NOTE: &{template:soliddamage} can be replaced with &{template:clubsdamage}. Also, the _$0_ represents the first added spell. For each subsequent spell added, increment the number.
  Hide Macro Formula  

NOTE: the _$0_ represents the first added spell. For each subsequent spell added, increment the number.
Talismans

Talismans

Talisman

Activation Penalty

Effects

Activate



Activities

Exams

Notes


 

The Savage Worlds The Last Parsec The Pirates of the Spanish Main Savage Worlds The Necessary Evil The Deadlands The Deadlands: Noir The Deadlands: Hell on Earth The Interface Zero 2.0 The Hellfrost The Hellfrost: Land of Fire Lankhmar All For One East Texas University Rifts Rippers Visit their website at:

For additional help with the sheet, see the wiki at: https://wiki.roll20.net/Savage_Worlds_Tabbed

{{#^rollTotal() mook 0}}{{WCI}}{{/^rollTotal() mook 0}} {{name}} Statblock

{{#Description}}{{Description}}
{{/Description}} **Pace**: {{Pace}}; **Parry**: {{Parry}}; **Toughness**: {{Toughness}}; **Charisma**: {{Charisma}}{{#^rollTotal() dsAcademics 0}}; **Academics**: {{Academics}}{{/^rollTotal() dsAcademics 0}}{{#^rollTotal() dsCorruption 0}}; **Corruption**: {{Corruption}}{{/^rollTotal() dsCorruption 0}}{{#^rollTotal() dsFame 0}}; **Fame**: {{Fame}}{{/^rollTotal() dsFame 0}}{{#^rollTotal() dsFirewall 0}}; **Firewall**: {{Firewall}}{{/^rollTotal() dsFirewall 0}}{{#^rollTotal() dsGlory 0}}; **Glory**: {{Glory}}{{/^rollTotal() dsGlory 0}}{{#^rollTotal() dsGrit 0}}; **Grit**: {{Grit}}{{/^rollTotal() dsGrit 0}}{{#^rollTotal() dsNToughness 0}}; **Neural Toughness**: {{NToughness}}{{/^rollTotal() dsNToughness 0}}{{#^rollTotal() dsReason 0}}; **Reason**: {{Reason}}{{/^rollTotal() dsReason 0}}{{#^rollTotal() dsSanity 0}}; **Sanity**: {{Sanity}}{{/^rollTotal() dsSanity 0}}{{#^rollTotal() dsStatus 0}}; **Status**: {{Status}}{{/^rollTotal() dsStatus 0}}{{#^rollTotal() dsStrain 0}}; **Strain (max={{StrainMax}})**: {{Strain}}{{/^rollTotal() dsStrain 0}}{{#^rollTotal() dsStreetCred 0}}; **Street Cred**: {{StreetCred}}{{/^rollTotal() dsStreetCred 0}}

Attributes

**Agility**: {{Agility}}t, **Smarts**: {{Smarts}}, **Spirit**: {{Spirit}}, **Strength**: {{Strength}}, **Vigor**: {{Vigor}}

Skills

{{Skills}} {{#^rollTotal() NumGear 0}}

Gear

{{Gear}} {{/^rollTotal() NumGear 0}} {{#^rollTotal() NumTalismans 0}}

Talismans

{{Talismans}} {{/^rollTotal() NumTalismans 0}} {{#^rollTotal() NumSpecAbilities 0}}

Special Abilities

{{/^rollTotal() NumSpecAbilities 0}} {{#rollGreater() NumSpells 0}}

{{pType}}

{{PPString}} {{/rollGreater() NumSpells 0}}

{{name}}

{{#^rollTotal() mook 0}} {{#wild_die}} {{/wild_die}} {{/^rollTotal() mook 0}} {{#skill_roll2}} {{/skill_roll2}} {{#^rollTotal() mook 0}} {{#wild_die2}} {{/wild_die2}} {{/^rollTotal() mook 0}} {{#skill_roll3}} {{/skill_roll3}} {{#^rollTotal() mook 0}} {{#wild_die3}} {{/wild_die3}} {{/^rollTotal() mook 0}} {{#skill_roll4}} {{/skill_roll4}} {{#^rollTotal() mook 0}} {{#wild_die4}} {{/wild_die4}} {{/^rollTotal() mook 0}} {{#^rollTotal() enc 0}} {{/^rollTotal() enc 0}} {{#^rollTotal() wounds 0}} {{/^rollTotal() wounds 0}} {{#^rollTotal() fatigue 0}} {{/^rollTotal() fatigue 0}} {{#^rollTotal() att_mod 0}} {{/^rollTotal() att_mod 0}} {{#^rollTotal() skill_mod 0}} {{/^rollTotal() skill_mod 0}} {{#^rollTotal() other_mods 0}} {{/^rollTotal() other_mods 0}} {{#^rollTotal() ttmod 0}} {{/^rollTotal() ttmod 0}} {{#sit_notes}} {{/sit_notes}} {{#allprops() mook enc wounds fatigue att_mod skill_mod other_mods ttmod bonuses penalties notes sit_notes skill_roll skill_name skill_rank skill_nameHeader skill_rank_mod wild_die wild_die_rank skill_roll2 skill_name2 skill_rank2 skill_rank_mod2 wild_die2 wild_die_rank2 skill_roll3 skill_name3 skill_rank3 skill_rank_mod3 wild_die3 wild_die_rank3 skill_roll4 skill_name4 skill_rank4 skill_rank_mod4 wild_die4 wild_die_rank4}} {{/allprops() mook enc wounds fatigue att_mod skill_mod other_mods ttmod bonuses penalties notes sit_notes skill_roll skill_name skill_rank skill_nameHeader skill_rank_mod wild_die wild_die_rank skill_roll2 skill_name2 skill_rank2 skill_rank_mod2 wild_die2 wild_die_rank2 skill_roll3 skill_name3 skill_rank3 skill_rank_mod3 wild_die3 wild_die_rank3 skill_roll4 skill_name4 skill_rank4 skill_rank_mod4 wild_die4 wild_die_rank4}} {{#^rollTotal() bonuses 0}} {{/^rollTotal() bonuses 0}} {{#^rollTotal() penalties 0}} {{/^rollTotal() penalties 0}} {{#notes}} {{/notes}}
{{skill_name}}{{#skill_nameHeader}}:
{{skill_nameHeader}}{{/skill_nameHeader}}
Roll Results
   {{skill_name}}{{#skill_rank}}(d{{skill_rank}}{{#skill_rank_mod}}+{{skill_rank_mod}}{{/skill_rank_mod}}){{/skill_rank}}: {{skill_roll}}
   Wild Die {{#wild_die_rank}}(d{{wild_die_rank}}){{/wild_die_rank}}: {{wild_die}}
   {{skill_name2}}{{#skill_rank2}}(d{{skill_rank2}}{{#skill_rank_mod2}}+{{skill_rank_mod2}}{{/skill_rank_mod2}}){{/skill_rank2}}: {{skill_roll2}}
   Wild Die 2 {{#wild_die_rank2}}(d{{wild_die_rank2}}){{/wild_die_rank2}}: {{wild_die2}}
   {{skill_name3}}{{#skill_rank3}}(d{{skill_rank3}}{{#skill_rank_mod3}}+{{skill_rank_mod3}}{{/skill_rank_mod3}}){{/skill_rank3}}: {{skill_roll3}}
   Wild Die 3 {{#wild_die_rank3}}(d{{wild_die_rank3}}){{/wild_die_rank3}}: {{wild_die3}}
   {{skill_name4}}{{#skill_rank4}}(d{{skill_rank4}}{{#skill_rank_mod4}}+{{skill_rank_mod4}}{{/skill_rank_mod4}}){{/skill_rank4}}: {{skill_roll4}}
   Wild Die 4 {{#wild_die_rank4}}(d{{wild_die_rank4}}){{/wild_die_rank4}}: {{wild_die4}}
Modifiers Applied
   Encumbrance: {{enc}}
   Wounds: {{wounds}}
   Fatigue: {{fatigue}}
   Attribute: {{att_mod}}
   Skill: {{skill_mod}}
   {{other_mods}} {{other_mod_vals}}
   Situational: {{ttmod}}
   Situational Notes:{{sit_notes}}
   {{key}}: {{value}}
   Bonuses: {{bonuses}}
   Penalties: {{penalties}}
   Notes: {{notes}}

{{name}}

{{#^rollTotal() mook 0}} {{#wild_die}} {{/wild_die}} {{/^rollTotal() mook 0}} {{#skill_roll2}} {{/skill_roll2}} {{#^rollTotal() mook 0}} {{#wild_die2}} {{/wild_die2}} {{/^rollTotal() mook 0}} {{#skill_roll3}} {{/skill_roll3}} {{#^rollTotal() mook 0}} {{#wild_die3}} {{/wild_die3}} {{/^rollTotal() mook 0}} {{#skill_roll4}} {{/skill_roll4}} {{#^rollTotal() mook 0}} {{#wild_die4}} {{/wild_die4}} {{/^rollTotal() mook 0}} {{#^rollTotal() enc 0}} {{/^rollTotal() enc 0}} {{#^rollTotal() wounds 0}} {{/^rollTotal() wounds 0}} {{#^rollTotal() fatigue 0}} {{/^rollTotal() fatigue 0}} {{#^rollTotal() att_mod 0}} {{/^rollTotal() att_mod 0}} {{#^rollTotal() skill_mod 0}} {{/^rollTotal() skill_mod 0}} {{#^rollTotal() other_mods 0}} {{/^rollTotal() other_mods 0}} {{#^rollTotal() ttmod 0}} {{/^rollTotal() ttmod 0}} {{#sit_notes}} {{/sit_notes}} {{#allprops() mook enc wounds fatigue att_mod skill_mod other_mods ttmod bonuses penalties notes sit_notes skill_roll skill_name skill_rank skill_nameHeader skill_rank_mod wild_die wild_die_rank skill_roll2 skill_name2 skill_rank2 skill_rank_mod2 wild_die2 wild_die_rank2 skill_roll3 skill_name3 skill_rank3 skill_rank_mod3 wild_die3 wild_die_rank3 skill_roll4 skill_name4 skill_rank4 skill_rank_mod4 wild_die4 wild_die_rank4}} {{/allprops() mook enc wounds fatigue att_mod skill_mod other_mods ttmod bonuses penalties notes sit_notes skill_roll skill_name skill_rank skill_nameHeader skill_rank_mod wild_die wild_die_rank skill_roll2 skill_name2 skill_rank2 skill_rank_mod2 wild_die2 wild_die_rank2 skill_roll3 skill_name3 skill_rank3 skill_rank_mod3 wild_die3 wild_die_rank3 skill_roll4 skill_name4 skill_rank4 skill_rank_mod4 wild_die4 wild_die_rank4}} {{#^rollTotal() bonuses 0}} {{/^rollTotal() bonuses 0}} {{#^rollTotal() penalties 0}} {{/^rollTotal() penalties 0}} {{#notes}} {{/notes}}
{{skill_name}}{{#skill_nameHeader}}:
{{skill_nameHeader}}{{/skill_nameHeader}}
Roll Results
   {{skill_name}}{{#skill_rank}}(d{{skill_rank}}{{#skill_rank_mod}}+{{skill_rank_mod}}{{/skill_rank_mod}}){{/skill_rank}}: {{skill_roll}}
   Wild Die {{#wild_die_rank}}(d{{wild_die_rank}}){{/wild_die_rank}}: {{wild_die}}
   {{skill_name2}}{{#skill_rank2}}(d{{skill_rank2}}{{#skill_rank_mod2}}+{{skill_rank_mod2}}{{/skill_rank_mod2}}){{/skill_rank2}}: {{skill_roll2}}
   Wild Die 2 {{#wild_die_rank2}}(d{{wild_die_rank2}}){{/wild_die_rank2}}: {{wild_die2}}
   {{skill_name3}}{{#skill_rank3}}(d{{skill_rank3}}{{#skill_rank_mod3}}+{{skill_rank_mod3}}{{/skill_rank_mod3}}){{/skill_rank3}}: {{skill_roll3}}
   Wild Die 3 {{#wild_die_rank3}}(d{{wild_die_rank3}}){{/wild_die_rank3}}: {{wild_die3}}
   {{skill_name4}}{{#skill_rank4}}(d{{skill_rank4}}{{#skill_rank_mod4}}+{{skill_rank_mod4}}{{/skill_rank_mod4}}){{/skill_rank4}}: {{skill_roll4}}
   Wild Die 4 {{#wild_die_rank4}}(d{{wild_die_rank4}}){{/wild_die_rank4}}: {{wild_die4}}
Modifiers Applied
   Encumbrance: {{enc}}
   Wounds: {{wounds}}
   Fatigue: {{fatigue}}
   Attribute: {{att_mod}}
   Skill: {{skill_mod}}
   {{other_mods}} {{other_mod_vals}}
   Situational: {{ttmod}}
   Situational Notes:{{sit_notes}}
   {{key}}: {{value}}
   Bonuses: {{bonuses}}
   Penalties: {{penalties}}
   Notes: {{notes}}

{{name}}

{{#weapon}}{{/weapon}} {{#raise}} {{/raise}} {{#dmgmod}} {{/dmgmod}} {{#misc_notes}} {{/misc_notes}} {{#bonuses}} {{/bonuses}} {{#penalties}} {{/penalties}} {{#notes}} {{/notes}}
{{weapon}}
Roll Results
   Damage ({{damage_type}}): {{damage}}
Modifiers Applied
   Raise: d{{raise}}
   Miscellaneous: {{dmgmod}}
   Miscellaneous Notes:{{misc_notes}}
   Bonuses: {{bonuses}}
   Penalties: {{penalties}}
   Notes:{{notes}}

{{name}}

{{#weapon}}{{/weapon}} {{#raise}} {{/raise}} {{#dmgmod}} {{/dmgmod}} {{#misc_notes}} {{/misc_notes}} {{#bonuses}} {{/bonuses}} {{#penalties}} {{/penalties}} {{#notes}} {{/notes}}
{{weapon}}
Roll Results
   Damage ({{damage_type}}): {{damage}}
Modifiers Applied
   Raise: d{{raise}}
   Miscellaneous: {{dmgmod}}
   Miscellaneous Notes:{{misc_notes}}
   Bonuses: {{bonuses}}
   Penalties: {{penalties}}
   Notes:{{notes}}

{{header}}

{{^background}}
{{/background}} {{#rollLess() background 1}}
{{/rollLess() background 1}} {{#rollTotal() background 1}}
{{/rollTotal() background 1}} {{#rollGreater() background 1}}
{{/rollGreater() background 1}} {{#wild_die}} {{/wild_die}} {{#trait_roll2}} {{/trait_roll2}} {{#wild_die2}} {{/wild_die2}} {{#trait_roll3}} {{/trait_roll3}} {{#wild_die3}} {{/wild_die3}} {{#trait_roll4}} {{/trait_roll4}} {{#wild_die4}} {{/wild_die4}}
Trait Roll{{#trait_name2}}s{{/trait_name2}}
Roll Results
   {{trait_name}}{{#trait_rank}}(d{{trait_rank}}{{#rollGreater() trait_rank_modCheck 0}}+{{trait_rank_mod}}{{/rollGreater() trait_rank_modCheck 0}}){{/trait_rank}}: {{trait_roll}}
   Wild Die {{#wild_die_rank}}(d{{wild_die_rank}}){{/wild_die_rank}}: {{wild_die}}
   {{trait_name2}}{{#trait_rank2}}(d{{trait_rank2}}{{#rollGreater() trait_rank_mod2Check 0}}+{{trait_rank_mod2}}{{/rollGreater() trait_rank_mod2Check 0}}){{/trait_rank2}}: {{trait_roll2}}
   Wild Die 2 {{#wild_die_rank2}}(d{{wild_die_rank2}}){{/wild_die_rank2}}: {{wild_die2}}
   {{trait_name3}}{{#trait_rank3}}(d{{trait_rank3}}{{##rollGreater() trait_rank_mod3Check 0}}+{{trait_rank_mod3}}{{/#rollGreater() trait_rank_mod3Check 0}}){{/trait_rank3}}: {{trait_roll3}}
   Wild Die 3 {{#wild_die_rank3}}(d{{wild_die_rank3}}){{/wild_die_rank3}}: {{wild_die3}}
   {{trait_name4}}{{#trait_rank4}}(d{{trait_rank4}}{{##rollGreater() trait_rank_mod4Check 0}}+{{trait_rank_mod4}}{{/#rollGreater() trait_rank_mod4Check 0}}){{/trait_rank4}}: {{trait_roll4}}
   Wild Die 4 {{#wild_die_rank4}}(d{{wild_die_rank4}}){{/wild_die_rank4}}: {{wild_die4}}
{{#damage2}} {{/damage2}} {{#damage3}} {{/damage3}} {{#damage4}} {{/damage4}}
Damage Roll{{#weapon2}}s{{/weapon2}}
Roll Results
   {{weapon}}{{#damage_type}} ({{damage_type}}){{/damage_type}}: {{damage}}
   {{weapon2}}{{#damage_type2}} ({{damage_type2}}){{/damage_type2}}: {{damage2}}
   {{weapon3}}{{#damage_type3}} ({{damage_type3}}){{/damage_type3}}: {{damage3}}
   {{weapon4}}{{#damage_type4}} ({{damage_type4}}){{/damage_type4}}: {{damage4}}
{{#enc}} {{/enc}} {{#rollGreater() wounds 0}} {{/rollGreater() wounds 0}} {{#rollGreater() fatigue 0}} {{/rollGreater() fatigue 0}} {{#att_mod}} {{/att_mod}} {{#skill_mod}} {{/skill_mod}} {{#other_mods}} {{/other_mods}} {{#ttmod}} {{/ttmod}} {{#sit_notes}} {{/sit_notes}} {{#tbonuses}} {{/tbonuses}} {{#tpenalties}} {{/tpenalties}} {{#tnotes}} {{/tnotes}} {{#rollGreater() raise 0}} {{/rollGreater() raise 0}} {{#rollGreater() dmgmod 0}} {{/rollGreater() dmgmod 0}} {{#rollLess() dmgmod 0}} {{/rollLess() dmgmod 0}} {{#misc_notes}} {{/misc_notes}} {{#dbonuses}} {{/dbonuses}} {{#dpenalties}} {{/dpenalties}} {{#dnotes}} {{/dnotes}} {{#TheDrop}} {{/TheDrop}} {{#Berserk}} {{/Berserk}} {{#WildAttack}} {{/WildAttack}} {{#sbonuses}} {{/sbonuses}} {{#spenalties}} {{/spenalties}} {{#snotes}} {{/snotes}}
Modifiers
Trait Roll Modifiers
   Encumbrance: {{enc}}
   Wounds ({{wounds}}): {{woundsMod}}
   Fatigue ({{fatigue}}): {{fatigueMod}}
   Attribute: {{att_mod}}
   Skill: {{skill_mod}}
   {{other_mods}} {{other_mod_vals}}
   Situational: {{ttmod}}
   Situational Notes:{{sit_notes}}
   Bonuses: {{tbonuses}}
   Penalties: {{tpenalties}}
   Notes:{{tnotes}}
 
Damage Modifiers
   Raise: d{{raise}}
   Miscellaneous: +{{dmgmod}}
   Miscellaneous: {{dmgmod}}
   Miscellaneous Notes:{{misc_notes}}
   Bonuses: {{dbonuses}}
   Penalties: {{dpenalties}}
   Notes:{{dnotes}}
 
Trait & Damage Modifiers
   The Drop: +4
   Berserk: +2
   Wild Attack: +2
   Bonuses: {{sbonuses}}
   Penalties: {{spenalties}}
   Notes:{{snotes}}