
















| Firewall | AMS | Neural Toughness | Range |
| y | y |
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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:
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.
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.
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.
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.
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).
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:
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 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:
Vehicles page coming soon
Journal page coming soon
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:
| Result (2d6) | Description | Sub-effect | Weight |
|---|---|---|---|
| 2 | Unmentionables | N/A | 12 |
| 3-4 | Arm | Left Arm | 30 |
| 3-4 | Arm | Right Arm | 30 |
| 5-9 | Guts | Broken | 96 |
| 5-9 | Guts | Battered | 96 |
| 5-9 | Guts | Busted | 96 |
| 10-11 | Leg | Left Leg | 30 |
| 10-11 | Leg | Right Leg | 30 |
| 12 | Head | Hideous Scar | 6 |
| 12 | Head | Blinded | 4 |
| 12 | Head | Brain Damage | 2 |
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