Wild Card    Extra /

Attributes

+ y

Whisper roll to GM


+
+ y

Whisper roll to GM


+
Animal intelligence
+ y

Whisper roll to GM


+
+ y

Whisper roll to GM


+
+ y

Whisper roll to GM


+
, , , ,

Skills


d4- 2 y

Whisper roll to GM


Jack of All Trades
Apply Encumbrance
(AGL) + y

Whisper roll to GM


+

Fencing Schools/Styles

(SMA) + y

Whisper roll to GM


+
+ y
Linked Attribute
Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(AGL) + y

Whisper roll to GM


+
(STR) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(AGL) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(SPI) + y

Whisper roll to GM


+
(SPI) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(SPI) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(SPI) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(AGL) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(SPI) + y

Whisper roll to GM


+
(SPI) + y

Whisper roll to GM


+
(AGL) + y

Whisper roll to GM


+
+ y
Linked Attribute
Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(AGL) + y

Whisper roll to GM


+
+ y
Linked Attribute
Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(AGL) + y

Whisper roll to GM


+
+ y
Linked Attribute
Whisper roll to GM


+
(AGL) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(AGL) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
(AGL) + y

Whisper roll to GM


+
(AGL) + y

Whisper roll to GM


+
(SMA) + y

Whisper roll to GM


+
+ y
Linked Attribute
Whisper roll to GM


+
+ y
Linked Attribute
Whisper roll to GM


+

Health

Wounds
y
! Shaken
Y Inc
y
Fatigue
Max Wounds:
Wound Modifiers
:
:
:
Max Fatigue level:
Fatigue Modifiers
:
:
:
Burn
 
 
 
Internal Repair System
/ 3
 
 
y

Whisper roll to GM


+
y

Whisper roll to GM


+
Conviction
 
 
 

Derived Stats

 
Base
Mod
Current
 
Charisma
 
Parry
Armor
Size{{0}}
 
Toughness

Neural Toughness
Scholarship
 
Sanity
 
Fame
 
Reason
 
Status
 
Glory
 
Firewall
 
Grit
 
Corruption
 
 
Base
Mod
Current
Max
Street Cred
Strain

Miscellaneous

 
Trait;
Damage
 
 
Modifiers
 
 
 
Mod
Limit
Carried
Penalty
Load
y
Die Type Delta:
Load Limit Multiplier:
+
 
Tiks
Agols
Smerduks
Rilks
Money
Pieces of Eight
Clams
Credits
Livre
+
+

TAP Readout

FirewallAMSNeural ToughnessRange
y y
Firewall
Firwall Mod
Neural Toughness
Neural Toughness Mod

Engrams

Engram
AMS
Active

Hindrances

y
Whisper Hindrance Description

Edges

y
Whisper Edge Description
Type or Took at...

Advancements

XP

Advance

Advancement

Weapons

  Weapon Range ROF Damage AP Shots Wt Carried
of
y

Unskilled
+ +

Total Weapon Weight Carried:







 of 
 of 
 of 
 of 
 of 

 

 

Range

Damage

Duration

Invested

y


Unskilled
+ +

Talismans

 

Talisman

Activation Penalty

Effect

Armor

Worn

Armor Type

Area Protected

Protection

Stacks

Weight

Carried

Total Armor Weight Carried:


Gear

Worn

Item

Weight

Total Gear Weight Carried:

Stashed


Rippertech

 

Rippertech

Benefits/Side Effects/Details

Damage Formula


Augmentations

Cybernetics

Enable

Augmentation

Cybernetic Enhancement

Strain

Details

Total Strain:

Permanent Injuries

Worst Nightmare

Major:

Minor:

Activities

Exams

Motivation

Physical Appearance + Personal History

Physical Appearance + Personal History + Origins of Parahuman Abilities

Quest Log

Title

Boss

Goal

Done

Hero's Journey

Result

Table/Event

Notes

Advancements

XP

Advance

Advancement

Party Bag

Sailing Ship

Ship Name
Captain
Ship Type
 of 

Provisions

Cargo

Critical Hits

Hindrances

Edges

Notes and Upgrades

Armaments

 

Weapon

Range

ROF

Damage

Placement

+

Crew

Name or Number

Type

Position

Pay

Notes

Flying Vehicle

Vehicle Name
Captain
Vehicle Type
 of 

Provisions

Cargo

Critical Hits

Hindrances

Edges

Notes and Upgrades

Armaments

 

Weapon

Range

ROF

Damage

Placement

+

Crew

Name or Number

Type

Position

Pay

Notes

Ground Vehicle

Vehicle Manufacturer
Driver
Vehicle Type
 of 

Provisions

Cargo

Critical Hits

Hindrances

Edges

Notes and Upgrades

Armaments

 

Weapon

Range

ROF

Damage

Placement

+

Crew

Name or Number

Type

Position

Pay

Notes

Walker

Walker Name
Captain
Walker Type
 of 

Provisions

Cargo

Critical Hits

Hindrances

Edges

Notes and Upgrades

Armaments

 

Weapon

Range

ROF

Damage

Placement

+

Crew

Name or Number

Type

Position

Pay

Notes

Power Armor

 of 
   
+ y

Whisper roll to GM


+

Armaments

  Weapon Range ROF Damage AP Shots
y
+ +

Notes and Upgrades

Robot Armor

 of 
   
+ y

Whisper roll to GM


+

Armaments

  Weapon Range ROF Damage AP Shots
y
+ +

Notes and Upgrades

Quick Setting Configuration

Backgrounds

Logos

Other Sheet Tweaks

Additional Derived Stats

Field Name Replacements

Change Skill Names

=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=
=

Additional Setting Fields

Rules Modifications

Release Notes

Changes this release:

  • Bug Fixes
    • Fixed a bug where Boost/Lower Trait wasn't calculating correctly; now the number in the steps fields is always assumed to be the number of steps from the BASE trait value.
    • Fixed a bug where consumables couldn't be deleted nor rearranged.

Changes this release:

  • Bug Fixes
    • Fixed a bug where miscellaneous trait and skill modifiers weren't being applied to knowledge/other skills
  • Functionality Enhancements
    • Renamed the academics derived stat to scholarship for both clarity and SWADE-ETU compatibility
    • Behind the scenes attribute name refactoring

Changes this release:

  • Bug Fixes
    • General typo fixes
  • Functionality Enhancements
    • Added option for dice smoothing, adding 1dF to every roll. This specifically fixes the probability quirk where d4-2 was more likely to succeed against TN 4 than d6-2.
    • Added support for Interface Zero 3.0 with toggleable augmentations and a new Street Cred

Changes this release:

  • Bug Fixes
    • Fixed the issue that prevented the Powers Section from displaying properly for new character sheets.
    • The word Edge wasn't translating properly when it was displayed in the chat window as part of the Edge template. This has been changed so it can be translated properly.
    • The Spell Bonus Damage field will now only display if the button action is Atk+Dmg or Damage Only.
    • Fixed the improper display of fatigue when rolling for a Knowledge/Other skill (added by a sheet user).
    • Fixed the issue where Occult rolls couldn't be whispered.
  • Functionality Enhancements
    • Change the Wild Die from a universal field to individual for each Trait. This allows for Edges like Master that change/modify the Wild Die for a particular trait. All Wild Die configurations default to d6.
    • Added a field under each trait's configuration to allow it to be temporarily boosted/lowered by a number of steps. Changing the number to something other than 0 will automatically calculate the change is in the die type for the given trait and mark the character sheet to show the trait has been adjusted temporarily (it will show in italicized red text with an asterix). The roll output will also have an asterix.

Changes this release:

  • Bug Fixes
    • Fixed the shooting roll, so the correct roll was made when Shooting was selected for a weapon.
    • The Load Limit die type delta field is now centered.
    • The Base Strain field height is fixed to match the other fields.
  • Functionality Enhancements
    • The Shots field under weapons was changed from one field to two. This allows one to show how many shot remain of the max load.
    • Added the option to display a Consumables section under wealth. This section is similar to the Wealth system and draws inspiration from the Forbidden Lands RPG, to make the tracking of things like food and water easier.
    • Added the option to display to Size under the Derived Stats list. This will display above Toughness and the Current Size will modify Toughness appropriately.
    • Added a toggle on the Configuration tab to allow the stat block to be displayed to everyone and not just as a whispered display.

Changes this release:

  • Bug Fixes
    • Fixed the XP/Advance Label issues, where the wrong label would appear, regardless of what system of advancement was used.
    • Fixed the Skill drop down list in the weapons section
    • The missing Talismans section has been added back to the sheet.
    • Fixed the tooltip for the wounds and fatigue modifier fields.

Changes this release:

  • Bug Fixes
    • Default sheet settings : missing translations entries for "rename piloting" and "rename climbing" settings options.
    • Default sheet settings : Renaming skills on the Game Setting page would not transfer in game on character sheets.
    • StatBlocks : rolling for Smarts or Spirit from StatBlocks would fail.
    • Fixed SWADE Encumbrance rules support when Strength is d12+x. Each x will add an additional 20 to the loadlimit.
    • Spells are now part of the Statblock output
    • Fixed the copyright notification issues.
  • Functionality Enhancements
    • Ability to flag Smarts as "Animal Intelligence", which then appears as (A) in character sheet and statblocks.
    • Support for multiple Arcane Backgrounds; a character can have up to five (5) different ABs, each with its own power point pool.
    • As part of the statblock update to include powers, there are six (6) new fields for macro support. @{charpowers} will output the information how it's used in the statblock. @{ab1powerlist} will output a comma separated values list of powers, for the first Arcane Background, using the ability command button format (e.g. [power name](~powerbutton)). The other five fields are: @{ab2powerlist}, @{ab3powerlist}, @{ab4powerlist}, @{ab5powerlist} (each one corresponding to the relevant Arcane Background).
  • Known Issues
    • Statblock Output Button doesn't currently output:
      • Talismans
      • Cybernetics/Augmentations
      • Rippertech
    • Talismans are missing from the sheet completely

Changes this release:

  • Bug Fixes
    • Unshake roll would not display failure when Skill roll and Wild die were equal.
    • Wounds and Fatigue modifiers display going wonky when translations where too long (e.g. French). Fixed by reducing the font size for all languages.
    • Allowed Academics (derived stat) and Acedemics (SWADE Skill) to have different translations (e.g. French).
  • Functionality Enhancements
    • Added a Soak button (based on vigor, allow to set mods dedicated to Soak rolls)
    • Allow to rename skills directly from game settings page

Changes this release:

  • Bug Fixes
    • Robot Armor Weapon wasn't working
    • Running Roll output wasn't displaying properly
    • Wounds weren't reducing Pace
    • Derived Stats weren't using Sheet Workers and should have been.
  • Functionality Enhancements
    • Support for Gritty Damage (see documentation tab for details)
    • Option to move Advancements to the Journal Tab
    • Setting to allow Pace to ignore Wounds
    • Option for custom Wild Card Icon (supports unicode characters)
    • Statblock Output button

Changes this release:

  • Bug Fixes
    • Power Armor and Robot Armor Strength rolls (including Damage) were incorrect
    • Configuration Window had sections with odd displays for some users
    • Armor stacking wasn’t working when all Protection values were 1
    • Many rolls were getting an error due to fatigueMod not being found
    • Vigor roll failed when Attributes were collapsed
    • Agility roll was odd when Attributes were collapsed
    • Occult rolls had an error

Changes this release:

  • Bug Fixes
    • Various items were missing or had malformed data-i18n tags.
      • Thanks Gronyon, for your help!
  • Functionality Enhancements
    • Ability to rename skills
    • Nerves of Steel type functionality for Fatigue
    • Wealth modifier for Wealth Rolls

Changes this release:

  • Bug Fixes
    • Language Skill changed to Native Language for clarity
    • Athletics now linked to Agility by default
    • Wrong titles displaying for age, gender, and pace
    • Fixed the Use Experience Points rules modification
    • Fixed the Whisper capability for Edges and updated with the correct roll template
    • Augments weren't hiding when clicking the hide button
    • Missing checkbox for whispering spells rolls to chat has been found
    • Spells section wasn't hiding when configuration section indicated it should be hidden
    • Removed the extra space in the roll template header when rolling a Custom Skill
  • Functionality Enhancements
    • SWADE Wealth System
    • Ability to completely hide Load/Encumbrance info
    • Variable Bonus Damage based on Edges rather than Raises
    • Added an Unshake button
      • Shown by default, but can be hidden via the Configuration tab (Other Sheet Tweaks)
    • Added Chat Output button for Spells
    • Rate of Fire support
    • Decimal points can be used in the Money field
  • Usability Enhancements
    • Weapon and Spell config sections have a different background color to make them stand out a bit more
    • Lengthened the Money input field if it's the only field to display
    • Repeating Fields (such as Weapons, Edges/Hindrances, etc) have different colored icons for modification; this is intended to help them stand out and be a little more visible
    • The trashcan icon to delet a repeating section row has been enlarged and made red so it's easier to see and click
    • Section headers Weapons, Spells, etc. have been given a background color to make them easier to find
    • Separate field for power Trappings
    • Action button replaced readonly field for Weapon and Spell damage; opens the config section and highlights the damage fields

Changes this release:

  • Complete re-write from the ground up
    • The sheet is about half the size of it used to be
  • Complete visual redesign
    • This layout should be more streamlined
    • The most commonly used features on one page
    • Moved some things from the configuration page for ease of use
      • The Running Die can now be changed on the main page
      • Nerves of Steel is now accessible under the Wounds configuration
      • Skill Specialization is now toggle-able under the Skills configuration
  • SWADE Compatibility
  • In-sheet documentation
    • This will be built out over time

Documentation

Intro

This sheet is designed to be more Core Rules focused, but does allow for some customization (such as changing the Wild Die type, or modifying the Bonus Damage from Raises, etc).

A quick note on character sheet conventions that apply to all sections:

  • y: Any place you see the cog icon, you can congfigure that item. In most places the cog is hidden until you hover over the configurable item; clicking the cog will force it to remain visible until clicked again.
  • J/E:These two icons hide and show (respectively) the given section.

This sheet includes all the necessary core data for a Savage Worlds character, but leverages the unique capabilities of Roll20. The sheet auto-calculates, Parry and Toughness and a few other setting specific/game expanding derived stats like Strain (cyberpunk) or Sanity (horror). Additionally, this sheet includes every skill from the Savage Worlds Deluxe and Savage Worlds Adventure Edition Core rules; there are also a few popular skills, such as Faith, Guts, etc.

Main Character View U

The Main Character View page contains the information that will be used mostly frequently. Here, you can: indicate whether the character is a Wild Card or an Extra, track your advances, manage your Attributes and Skills, etc.

Traits

Attributes

All five attributes have a drop down menu to select the die rank and a modifier field. The 'always' visible modifier field counts as part of the attribute rank—this means the field will usually be 0, but certain Edges can modify that. Each attribute can also be configured to Whisper the roll to the GM and also provides another modifier box; this second modifier field is really for Edges/Hindrances that may always modify a given attribute, but is not considered part of the rank.

If the Attribute section is 'hidden' a list of buttons will replace it; there is a button for each of the Core Attributes along with the current rank.

Skills

The layout of the skills is identical to the Attributes section in terms of managing the Rank and modifier fields. There are a couple key differences, however.

One of the key differences is how to show each skill. Clicking the x icon will reveal the Skills Configuration panel. Here you can select optional rules, such as using Skill Specialization and/or Fencing styles and schoosl, and you can, also, select which skills to show on the character sheet. Fighting is shown by default, it's a skill that's used quite frequently and is necessary for calculating Parry. Selecting 'All' will check all the skills to be shown, selecting 'Core Skills' will show the Savage Worlds Adventure Edition Core skills (Athletics, Common Knowledge, Notice, Persuasion, and Stealth). When you're done configuring your skills, click the green 2 to close the panel.

Health and Derived Stats

Starting with Version 3.0 of this sheet, support for other conditions (e.g. Distracted, Vulnerable, and Stunned) is included. Any penalties to rolls as a result of these conditions is automatically accounted for in rolls made from the sheet. For great flexibility, the sheet allows you to set the maximum Wound and Fatigue levels; hoving over each field will show the configuration cog.

The Core Derived stats (Pace, Parry, Toughness) automatically calculate based on the various inputs. For example, Parry will take the Fighting rank and determine the Base Parry score. Adding any sort of modifiers will then be taken into consideration and the final score will appear in the current column.

A Note on Toughness: The Toughness score is calculated per the book in terms of the Base. The Current column also includes any armor worn, however, it is only worn armor that covers the Torso; this is because non-called shots automatically target the Torso (per the rules).

Weapons

Melee and Ranged weapons have been combined into a single section. This should help with keeping the clutter down, but also keep all the weapons in a single place, allowing for easier management. It also makes it easier for a weapon that is both Melee and Ranged to be documented in one place.

Rolling Attack and Damage

Each weapon has a roll button, which can be set up to roll damage only, or Attack and Damage (Atk + Dmg). If the weapon has a rate of fire greater than 1, an additional option becomes available to support full-auto rolls; this option is called Atkx+Dmg. These options are available in the weapon config section (visible by default directly under the weapon—the section has a yellow-ish tint). To configure the roll button, select an option from the Button Behavior drop down menu.

Setting the buttonroll to Atk + Dmg, will present a drop down menu to select which skill will be rolled for the Attack the Roll. The list of skills are only those which can normally be used for attacks, such as Fighting, Athletics/Throwing, Shooting, etc.

Configuring the damage is also done in this section. Weapons can use any of the Core Attributes (though it defaults to Strength), or none of them (N/A). The field directly after the Core Attribute drop down is for the number of dice typically rolled for damage followed immediately by the the die type. After the die type is a field for additional modifiers that are part of the damage. This field is not for situational modifiers, though. Additionally, this field is a text field, allowing you to add additional attack modifiers. Here are some examples:

  • N/A + 2d6 + __ (rolls 2d6)
  • Strength + 1d4 + __ (rolls Str+d4)
  • N/A + 2d6 + 1 (rolls 2d6+1)
  • Strength + 1d10 + 1d8! (Rolls Str+d10+d8)
  • N/A + 0d4 + __ (No damage to roll)

Each weapon can be configured to whisper the roll(s) to the GM, as well as modify what the roll button does.

Auto-fire

If the ROF is 2+ the Atkx+Dmg option becomes visible. By default this button is configured to present a query asking how many skill dice you’d like to roll; this query has a list of options counting down from the ROF to 1 (highest to lowest). This behavior can be changed to offer the query with the options listed from 1 to the ROF (lowest to highest), or to not present a roll query and just always roll the ROF. This configuration is handled under the Other Sheet Tweaks section of the configuration tab.

When using the Atkx+Dmg button, the number of skill dice rolled will be however you have it configured (and whichever option you selected from the drop down), but will only every roll a single Wild Die.

You can still select Atk + Dmg for the roll button, and that will only do a single attack and a single wild die.

NOTE: If any weapon is configured for Auto-fire before you change the configuration for how auto-fire is handled, those weapons will not be automatically updated to use the new configuration…you will need to change the ROF and then change it back to get the new configuration

Pro Tip: You can set the ROF to 2 for a melee weapon and use this option for things like Frenzy.

Powers

Powers have the same configuration options as Weapons; the skill selection drop down menu only contains Arcane skills, however.

The sheet now supports multiple arcane backgrounds (up to five). To configure multiple arcane backgrounds, click the hammer and wrench icon (x). This will reveal the Powers Configuration window. Here you can modify:

  • The Section Header: this will allow you to change the overall section header to whatever makes sense for your character. If s/he has a single arcane background, perhaps "Spells" is sufficient; if there are multiple arcane backgrounds, perhaps "Powers" makes more sense. Regardless, changing this, changes the lable in the gray header bar.
  • The Column Header: this changes the header for the column with the power name. Because there is only one column for the header name, this will be used for all arcane background powers, so if there are multiple arcane backgrounds for the charcter, something generic would be more appropriate.
  • The Power Point Header: this changes the abbreviation used for Power Points in the column header section. Like the Column Header setting this is for all powers and is used as a column header. There is a character limit for the abbreviation, just so the column view doesn't get messed up.
  • Arcane Background: you can now name each of your different Arcane Backgrounds. The default is AB1[-5].
  • Power Points Label: this allows you to give the power points a different name for each of a character's arcane backgrounds. This label will be shown beneath the power poins fields for the character's arcane background(s).
  • Add (+) and Delete (#) buttons have been added to allow you to configure each arcane background differently. The minimum number of arcane backgrounds supported is one (1). If you want no arcane bakgrounds, you should use the Settings tab and hide the Power Sections. The maximum number of arcane backgrounds supported is five (5).
  • Arcane Background Indicator: When there's more than one (1) arcane background, the Arcane Background Indicaor allows you to pick a color to associate with each arcane background. Once an individual power has been tied to an arcane background (defaults to the first arcane background), the power row will use the indicator as a background color, allowing you to quickly identify which arcane background each power goes with. The power points display will also use the Arcane Background Indicator as the background color as quick reminder of what each color represents.

Vehicles T

Vehicles page coming soon

Journal n

Journal page coming soon

Configuration x

The configuration window allows the GM and Player a little more control over various aspects of the character sheet. One can tweak the User Interface slightly by changing the Logo or the Background image. Additional tweaks include modifying how some of the fields display themselves, and even hiding some of the pages (like the Vehicle page).

There are 8 groupings of configurations. They are:

  • Quick Settings Configuration
    • Automatically selects all the necessary fields for a particular setting
  • Backgrounds
    • Select a more theme appropriate background for your character sheet.
  • Logos
    • Select a different logo
  • Other Sheet Tweaks
    • Hide different sections and tabs (e.g. Powers and Vehicles)
    • Configure modifiers; the sheet can prompt for roll modifiers and you can choose to have them display in the roll template when rolls are made
    • Configure Rate of Fire rolling
    • Wild Card Icon can be up to two (2) characters, including unicode. Some examples include (copy/paste from below):
    • Configure API settings
  • Additional Derived Stats
  • Field Name Replacements
  • Change Skill Names
    • Skills can be named anything you like.
    • Changes to skill names will be reflected in all areas of the character sheet
  • Additional Setting Fields
    • Activies & Exams
    • Archetype
    • Conviction
    • etc
  • Rules Modifications
    • Use Charisma
    • Don't use Power Points
    • Use experinece points instead of the SWADE advancement mechanic
    • Use Gritty Damage
      • Selecting this option will add a roll button to the damage output of weapons and spells
      • You will need to specify the name of the Injury Table; a field will display for this input
      • The Injury Table needs to be a rollable table in order for this functionality to work
      • You can set up the Rollable with the following weights
      • Result (2d6)DescriptionSub-effectWeight
        2UnmentionablesN/A12
        3-4ArmLeft Arm30
        3-4ArmRight Arm30
        5-9GutsBroken96
        5-9GutsBattered96
        5-9GutsBusted96
        10-11LegLeft Leg30
        10-11LegRight Leg30
        12HeadHideous Scar6
        12HeadBlinded4
        12HeadBrain Damage2
    • Use variable die types for bonus damage (based on the number of raises)
The  logo is a trademark of logo © 2016 Triple Ace Games Ltd. All for One: Régime Diabolique and all related marks and logos are trademarks of Triple Ace Games Ltd. Ubiquity Roleplaying System, Exile Games Studio, and all associated logos and trademarks are copyright, Exile Games Studio, LLClogo and Megaverse are registered trademarks of PALLADIUM BOOKS, INC. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. Savage Worlds logo is a trademark of Pinnacle Entertainment Group. Used with permission. Visit their website at
{{^PowerTemplate}}

{{name}}

({{trait}}{{#source}}: {{source}}{{/source}})

{{/PowerTemplate}} {{#PowerTemplate}}

{{name}}

{{trait}}{{#source}}: {{source}}{{/source}}

{{#trappings}}

Trappings: {{trappings}}

{{/trappings}} {{/PowerTemplate}}
{{skill_rank}} {{skill_roll}} {{#rollGreater() numrolls 1}} {{#skill_roll2}}{{skill_roll2}}{{/skill_roll2}} {{/rollGreater() numrolls 1}} {{#rollGreater() numrolls 2}} {{#skill_roll3}}{{skill_roll3}}{{/skill_roll3}} {{/rollGreater() numrolls 2}} {{#rollGreater() numrolls 3}} {{#skill_roll4}}{{skill_roll4}}{{/skill_roll4}} {{/rollGreater() numrolls 3}} {{#rollGreater() numrolls 4}} {{#skill_roll5}}{{skill_roll5}}{{/skill_roll5}} {{/rollGreater() numrolls 4}} {{#rollGreater() numrolls 5}} {{#allprops() skill_rank mook showtt showwounds showfatigue showdistracted showenc skill_roll skill_roll2 skill_roll3 skill_roll4 skill_roll5 name trait source PowerTemplate wild_die wild_die2 wild_die3 wild_die4 wild_die5 mods ttmod wounds fatigue distracted encumbrance notes button DmgRoll numrolls}}{{value}}{{/allprops() skill_rank mook showtt showwounds showfatigue showdistracted showenc skill_roll skill_roll2 skill_roll3 skill_roll4 skill_roll5 name trait source PowerTemplate wild_die wild_die2 wild_die3 wild_die4 wild_die5 mods ttmod wounds fatigue distracted encumbrance notes button DmgRoll numrolls}} {{/rollGreater() numrolls 5}}
{{#^rollTotal() mook 0}}Wild Die{{/^rollTotal() mook 0}} {{#rollTotal() mook 0}}Group/Crit Check{{/rollTotal() mook 0}} {{wild_die}} {{#wild_die2}}{{wild_die2}}{{/wild_die2}} {{#wild_die3}}{{wild_die3}}{{/wild_die3}} {{#wild_die4}}{{wild_die4}}{{/wild_die4}} {{#wild_die5}}{{wild_die5}}{{/wild_die5}}
{{#^rollTotal() mods 0}}
{{#^rollTotal() showtt 0}}Misc. Modifers: {{ttmod}}{{/^rollTotal() showtt 0}}{{#^rollTotal() showwounds 0}} Wounds: {{wounds}}{{/^rollTotal() showwounds 0}}{{#^rollTotal() showfatigue 0}} Fatigue: {{fatigue}}{{/^rollTotal() showfatigue 0}}{{#^rollTotal() showdistracted 0}} Distracted: {{distracted}}{{/^rollTotal() showdistracted 0}}{{#^rollTotal() showenc 0}} Enc: {{encumbrance}}{{/^rollTotal() showenc 0}}{{#^rollTotal() actpenalty 0}} Activation Penalty: {{actpenalty}}{{/^rollTotal() actpenalty 0}}
{{/^rollTotal() mods 0}} {{#notes}}
{{notes}}
{{/notes}} {{#button}}
{{DmgRoll}}
{{/button}}

{{name}}

{{source}}{{#rollGreater() showap 0}} (AP: {{ap}}){{/rollGreater() showap 0}}

{{dmg_rank}} {{dmg_roll}} {{#dmg_roll2}}{{dmg_roll2}}{{/dmg_roll2}} {{#dmg_roll3}}{{dmg_roll3}}{{/dmg_roll3}} {{#dmg_roll4}}{{dmg_roll4}}{{/dmg_roll4}} {{#dmg_roll5}}{{dmg_roll5}}{{/dmg_roll5}}
Bonus Damage {{bonus_die}} {{#bonus_die2}}{{bonus_die2}}{{/bonus_die2}} {{#bonus_die3}}{{bonus_die3}}{{/bonus_die3}} {{#bonus_die4}}{{bonus_die4}}{{/bonus_die4}} {{#bonus_die5}}{{bonus_die5}}{{/bonus_die5}}
{{#notes}}
{{notes}}
{{/notes}} {{#button}}
{{DmgRoll}}
{{/button}} {{#getgritty}}
{{GrittyRoll}}
{{/getgritty}}

{{name}}

{{item}}{{#type}} ({{type}}){{/type}}

{{#description}}{{description}}{{/description}} {{#allprops() description item type}}

{{key}}: {{value}}

{{/allprops() description item type}}
{{name}} {{item}} {{#type}}({{type}}){{/type}}
{{description}}
{{name}} attempts to unshake (Spi: {{skill_roll}} / Wild: {{wild_die}}) and {{#rollGreater() skill_roll wild_die}} {{#rollGreater() skill_roll 3}}succeeds! {{name}} can now act.{{/rollGreater() skill_roll 3}} {{#^rollGreater() skill_roll 3}}fails!{{/^rollGreater() skill_roll 3}} {{/rollGreater() skill_roll wild_die}} {{#^rollGreater() skill_roll wild_die}} {{#rollGreater() wild_die 3}}succeeds! {{name}} can now act.{{/rollGreater() wild_die 3}} {{#^rollGreater() wild_die 3}}fails!{{/^rollGreater() wild_die 3}} {{/^rollGreater() skill_roll wild_die}}
{{name}} runs for {{roll}} inches.
{{name}} rolls for {{0}} consumption and gets a {{roll}}.
{{name}} {{does}}

Injury Roll

{{result}}

{{#wci}}{{wci}} {{/wci}}{{name}}

{{#description}}
{{description}}
{{/description}} {{#charatts}}
**Attributes**: {{charatts}}
{{/charatts}} {{#charskills}}
**Skills**: {{charskills}}
{{/charskills}} {{#charderived}}
{{charderived}}
{{/charderived}} {{#chargear}}
**Gear**: {{chargear}}
{{/chargear}} {{#charhindrances}}
**Hindrances**: {{charhindrances}}
{{/charhindrances}} {{#charedges}}
**Edges**: {{charedges}}
{{/charedges}} {{#rollGreater() showspec 0}}{{#charspecabilities}}
**Special Abilities**:
    {{charspecabilities}}
{{/charspecabilities}}{{/rollGreater() showspec 0}} {{#rollGreater() powercount 0}}
{{charpowers}}
{{/rollGreater() powercount 0}}