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Difference between revisions of "Savage Worlds Tabbed"

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βˆ’
== πŸ†• Intro ==
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 +
 
 +
== Intro ==
 
[[File:SW-TCS tall overview.jpg|thumbnail|500px|right|Savage Worlds (tabbed) Character Sheet, v3]]
 
[[File:SW-TCS tall overview.jpg|thumbnail|500px|right|Savage Worlds (tabbed) Character Sheet, v3]]
 
The Savage Worlds Tabbed Character Sheet (SW-TCS) tracks Wild Card characters, Extra characters, and vehicles for [https://www.peginc.com/product-category/savage-worlds/ Savage Worlds] by [http://www.peginc.com/ Pinnacle Entertainment Group]. It supports the Core rules for Savage Worlds Deluxe (SWD) and Adventure Edition (SWADE), includes support for many popular settings, and allows for customization. It automatically calculates modifiers due to wounds, fatigue, and encumbrance, and provides buttons for trait, attack, damage, and other rolls.
 
The Savage Worlds Tabbed Character Sheet (SW-TCS) tracks Wild Card characters, Extra characters, and vehicles for [https://www.peginc.com/product-category/savage-worlds/ Savage Worlds] by [http://www.peginc.com/ Pinnacle Entertainment Group]. It supports the Core rules for Savage Worlds Deluxe (SWD) and Adventure Edition (SWADE), includes support for many popular settings, and allows for customization. It automatically calculates modifiers due to wounds, fatigue, and encumbrance, and provides buttons for trait, attack, damage, and other rolls.
  
βˆ’
The original SW-TCS was created by [https://app.roll20.net/users/173448/g-v G V]. Version 3.x of the SW-TCS was updated by [https://app.roll20.net/users/173448/finderski Finderski].  
+
* Original SW-TCS was created by [https://app.roll20.net/users/173448/g-v G V].
 +
* SW-TCS v3.x major update by [https://app.roll20.net/users/173448/finderski Finderski].
 +
* SW-TCS 4.x updated by [https://app.roll20.net/users/158620 Joseph M]
 +
* [https://app.roll20.net/join/5632027/uRRDdA Character Sheet comments]
 +
* [https://github.com/Roll20/roll20-character-sheets/tree/master/SavageWorlds-Character Character sheet on GitHub]
 +
* Wiki pages updated by [https://app.roll20.net/users/2656153 Mike deBoston].
 +
* [https://app.roll20.net/forum/post/8456793/wiki-pages Wiki Page comments]
  
βˆ’
The forum for the character sheet, while under development, is here: [https://app.roll20.net/campaigns/details/2770481/swt-qa-game SWT QA Game]. The latest version of the sheet can be found on GitHub: [https://github.com/Roll20/roll20-character-sheets/tree/master/SavageWorlds-Tabbed https://github.com/Roll20/roll20-character-sheets/tree/master/SavageWorlds-Tabbed]
 
  
βˆ’
{{mbox|text=As of June 2019, this page is under construction. A πŸ†•
+
{{mbox|text=As of April 2020, this page has had a major update to reflect the 4.x Character Sheet. }}
βˆ’
new icon will be added to each section heading as it is updated, and then all of them will be removed when the page has gotten a once-over. You can discuss this page here: [https://app.roll20.net/campaigns/details/2770481/swt-qa-game SWT QA Game] }}
+
  
 
__TOC__
 
__TOC__
 +
<br clear=all>
  
βˆ’
=== πŸ†• Major Feature Tabs ===
+
=== Major Feature Tabs ===
 
Buttons at the top access the major features of the sheet (called tabs).
 
Buttons at the top access the major features of the sheet (called tabs).
  
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<br clear=all>
 
<br clear=all>
  
βˆ’
=== πŸ†• Common Buttons ===
+
=== Common Buttons ===
 
These character sheet conventions that apply throughout the character sheet.
 
These character sheet conventions that apply throughout the character sheet.
  
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<br clear=all>
 
<br clear=all>
 +
[[File:Sw-roll-template.png|framed|left]] '''Roll Template''': The standard roll template appears in the chat window to show the results of attribute and skill rolls.
 +
* The trait roll (left), is already adjusted for the modifiers shown on the next row.
 +
* The Wild die (or '''Group/Crit Check''') (right), is always rolled. If it's for an extra that doesn't need the crit check, just ignore it. It's rolled automatically to save time.
 +
* Modifiers (2nd row) include Wounds, Fatigue, Encumbrance, and others.
 +
* Roll Damage button (bottom row) is visible if the trait roll was made by clicking on a weapon or power.
 +
 +
<br clear=all>
 +
[[File:Sw-damage-template.png|framed|left]]'''Damage Roll Template''': The damage template appears in the chat window to show the results of damage rolls.
 +
* The damage roll (left), is already adjusted for modifiers. If there are any (like Wounds), they are shown in the next row
 +
* The bonus damage roll (right), is always rolled. Use it if you got a raise on the attack roll or otherwise need it, or just ignore it.
 +
* Notes are shown if entered in the weapon description
 +
* Modifiers (next row, not shown)
 +
 +
  
  
 +
<br clear=all>
 
[[File:SW-TCS repeating items.jpg|framed|left]] '''Repeating Sections''': At the bottom of each repeating section (Skills, Hindrances, Edges, Advancements, Weapons, Powers, Armor), there are buttons to add more items, or delete and rearrange existing items.  
 
[[File:SW-TCS repeating items.jpg|framed|left]] '''Repeating Sections''': At the bottom of each repeating section (Skills, Hindrances, Edges, Advancements, Weapons, Powers, Armor), there are buttons to add more items, or delete and rearrange existing items.  
 
<br clear=all>
 
<br clear=all>
  
βˆ’
== Character Sheet ==
+
=== Character Sheet Import & Export ===
 +
There hasn't been a working character sheet import script for a long time. When it worked, it required a paid account. You could paste in a Stat Block, run the script, and it would populate all the Character Sheet fields.
  
βˆ’
The character sheet section contains all the data for a Savage Worlds character, and leverages the capabilities of Roll20 to auto-calculate derived stats (including Parry or cyberpunk Strain), calculate roll modifiers (including Wounds or encumbrance), and provide buttons for die rolls (including trait, power, and damage rolls).
+
With a paid account, you can move character sheets from one Roll20 game to another. As a GM, if you build a bestiary, this would be a way to re-use your work.
 +
 
 +
PEG announced impending support for Roll20. It's hoped that this will include Compendiums of ready-to-use maps, PCs, and NPCs and more. [https://www.peginc.com/virtual-tabletop-vtt-for-savage-worlds-expanding PEG, April 14, 2020].
 +
 
 +
You can easily output character data as a Stat Block in a format that many other sites will import.
 +
 
 +
== Character Sheet Tab ==
 +
 
 +
The Character sheet tab contains all the data for a Savage Worlds character, and leverages the capabilities of Roll20 to auto-calculate derived stats (including Parry or cyberpunk Strain), calculate roll modifiers (including Wounds or encumbrance), and provide buttons for die rolls (including trait, power, and damage rolls).
  
 
The sheet includes every skill from the Savage Worlds Deluxe and Adventure editions plus a few popular skills such as: Faith, Guts, Rituals, Spellcasting, Psionics, and Weird Science. All skills except for Fighting are hidden by default allowing the player to select the skills they will be using.
 
The sheet includes every skill from the Savage Worlds Deluxe and Adventure editions plus a few popular skills such as: Faith, Guts, Rituals, Spellcasting, Psionics, and Weird Science. All skills except for Fighting are hidden by default allowing the player to select the skills they will be using.
  
βˆ’
=== Configuration ===
+
==== Attributes ====
 +
If you have a weapon or edge that modifies an attribute, click the cog and enter it in the 'modifier due to edges' field.
 +
 
 +
==== Skills ====
 +
Click the Configure (wrench/hammer) icon to select from standard skills. You can add more skills to the standard list through the Configuration tab. You can add custom skills by clicking the + (plus) button at the bottom left. Custom skills can be linked to any attribute.
 +
 
 +
==== Health ====
 +
Wounds, Fatigue, and Distracted will be applied as modifiers to trait rolls. Wounds and Fatigue are usually linked to Tokens (Bar 3 and Bar 1, respectively).
 +
 
 +
==== Derived Statistics ====
 +
Parry and Toughness are calculated automatically, and Toughness includes modifiers from armor in the Armor section.
 +
 
 +
Size and Encumbrance can be enabled in the Configuration Tab.
 +
 
 +
==== Miscellaneous ====
 +
The Trait and Damage modifiers will be applied to Trait and Damage rolls. Some players link these to Tokens (Bar 1 and Bar 2).
 +
 
 +
Load Limit Modifier - This helps calculate the Load Limit. The Load Limit is a calculated field and is the maximum weight a character can carry before becoming encumbered. The formula is:
 +
 
 +
<code>(@{strength}+@{stMod}) * @{loadlimitmulitplier}</code>
 +
 
 +
Total Load Carried - This is a calculated automatically as the sum of armor, weapons, and gear carried.
 +
 
 +
==== Advancements ====
 +
Use this to record what was added with each advancement. If you increase a trait or add an edge, you should also record that in those sections; this is just a log. This section can be configured to appear on the Character or Journal page.
 +
 
 +
==== Weapons ====
 +
The weapon button can be Damage, Attack + Damage, or if RoF is more than 1, AttackX + Damage.
 +
 
 +
The weapon will only show in the Stat Block and the weight will only be counted if carried (Carried button shows a checkmark).
 +
 
 +
The notes field is shown when rolling damage.
 +
 
 +
==== Powers ====
 +
The configuration button (wrench/hammer) allows multiple Powers sections to support multiple arcance backgrounds (spell casting, psionics, etc.)
 +
 
 +
The trappings field is shown when the power is activated. The notes field can configured to also show at activation.
 +
 
 +
Power points are not automatically reduced when a power is activated. Many players link the power points field to Bar 2 on their token.
 +
 
 +
==== Armor ====
 +
Armor weight is added to total weight if it is carried, even if it is not worn. If worn, the armor value is automatically added to Toughness.
 +
 
 +
==== Gear ====
 +
The weight of gear that is worn is automatically added to total weight.
 +
 
 +
==== Augmentations ====
 +
The Augmentation section can be enabled in the Configuration settings.  This field is mainly intended for cyberpunk settings or any other setting that may use implants to enhance or extend the bodies capabilities, especially if those implants are mechanical in nature.  This section is '''NOT''' a repeating section and there are a total of 12 different rows that a character can use, but they are show in groups of 4 rows.  While this potentially adds to the clutter of the character sheet this approach was taken so that the Strain can be calculated and automatically applied to the '''Strain''' Derived Stat.  Each Row in this section has three fields: Augmentation, Strain, and Details.
 +
 
 +
The initial view will display the first four rows. Below that block is a button to show another four rows.  Clicking that button will display a second set of four rows (8 total will then be displayed). Below that block will be two buttons, one to hide 4 rows and one to add 4 more rows.  Clicking the Hide 4 Rows buttons will hide the last 4 rows. Clicking the Add 4 Rows buttons will add 4 more rows and below that button will be a button to Hide 4 rows.  This has the same functionality as the other Hide button, always hiding the last 4 rows.  Hiding the rows does not erase the data, so if you had Strain values in those rows, the '''Strain''' stat will still be impacted.
 +
 
 +
== Vehicle Sheet Tab ==
 +
The Vehicle tab supports SWD and SWADE vehicles.
 +
 
 +
== Configuration Tab ==
 
This section is where you can modify the sheet to fit a particular setting you may be playing. Settings are grouped into:
 
This section is where you can modify the sheet to fit a particular setting you may be playing. Settings are grouped into:
  
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βˆ’
===== <span style="color:white;">The Other Stuff</span> =====
 
βˆ’
All of the formulas used for the Attribute roll buttons follow the same formula, so I'm only going to include two formulas in this Guideβ€”Agility and Smarts (because Agility and Strength are slightly different from the others, but still follow the same basic format).
 
  
βˆ’
:::'''''Agility Roll Formula''''':
+
== Macros and Automation ==
βˆ’
::::<code>/em @{character_name} attempts to be agile and rolls [[{1d@{agility}![Agility], 1d@{wilddie}![Wild Die]}kh1 + @{agMod}[Agility Rank Modifier] + @{agrollMod}[Agility Roll Modifier] + @{ttmod}[Trait Test Modifiers] + @{encumbrance}[Encumbrance Penalty] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]</code>
+
You can make Token Macros for common rolls from the character sheet. You could create token macros for common rolls like: Notice, Fight, damage from your primary weapons, damage from your main spells.
  
βˆ’
:::'''''Smarts Roll Formula''''':
+
First, get the script for the macro:
βˆ’
::::<code>/em @{character_name} attempts to be smart and rolls [[{1d@{smarts}![Smarts], 1d@{wilddie}![Wild Die]}kh1 + @{smMod}[Smarts Rank Modifier] + @{smrollMod}[Smarts Roll Modifier] + @{ttmod}[Trait Test Modifier] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]</code>
+
# Open the Character Sheet.
 +
# Click on the Roll button (dice icon) you'd like as a token macro. For example, choose the Damage roll for the first weapon. The dice will roll and you'll see the result in the chat window.
 +
# Click in the chat window and press the Up Arrow key. The chat window will show the macro text, for example: <code><nowiki>0 &{template:damage} {{name=@{Ishmael|character_name}}} {{source=Shariha (Knife) }} {{dmg_rank=Str+1d4+0}} {{dmg_roll=[[@{Ishmael|strength_rank}+1d4!+0 + @{Ishmael|damagemods}]]}} {{bonus_die=[[@{Ishmael|vbonusdamage}]]}} {{showap=[[1d0+]]}} {{ap=}} {{notes=Improved Trademark Weapon, +2 hit, +1 parry. 3/6/12}} {{button=y}} {{DmgRoll=[Re-Roll Damage](~-LZkrQ6g_wBtlsu7Z4sM|repeating_weapons_-Lahy6h2MHL4mPqwHHzh_dmg) }}</nowiki></code>
 +
# Copy the text from the macro window. (Don't copy the example above, it won't work for you.)
  
βˆ’
:::'''Hidden Fields''':
 
βˆ’
::::There are some fields that are hidden, but can be used to make macros or Abilities easier.  I've never had luck using button names to create Abilities or Macros, so these fields are there help with that. They are:
 
βˆ’
::::{| class="wikitable"
 
βˆ’
|-
 
βˆ’
! Field Name !! Ability Macro Text
 
βˆ’
|-
 
βˆ’
| rollAgility || @{rollAgility}
 
βˆ’
|-
 
βˆ’
| rollSmarts || @{rollSmarts}
 
βˆ’
|-
 
βˆ’
| rollSpirit || @{rollSpirit}
 
βˆ’
|-
 
βˆ’
| rollStrength || @{rollStrength}
 
βˆ’
|-
 
βˆ’
| rollVigor || @{rollVigor}
 
βˆ’
|}
 
  
βˆ’
::::The Ability text does not need to be enclosed in double square brackets, nor does it require a /r or /roll, because the value of each field is already a roll. Creating that macro will roll exactly as if the roll button next to each Attribute had been pressed.
+
Next, add an Ability (macro) to the token:
 +
# Click back in the character sheet window and select the Attributes & Abilities tab.
 +
# In the Abilities column, click the ''+ Add'' button. A ''New Ability'' row will appear. Hover it and click the pencil icon. Give the macro a name like "Slash with knife".
 +
# Paste the macro text into the main text box. Click the checkbox icon to finish.
 +
# After you've closed the macro editing box, select ''Show as Token Action''.
 +
# Deselect the token. When you click to select it again, the token macro should appear.
  
βˆ’
====== <span style="color:white;">Miscellaneous</span> ======
+
'''Shortcut''': For Attributes and built-in Skills, there is a shortcut. Hover over the attribute or skill and you'll see a tooltip like <code>@{tAgility}</code> or <code>@{tAthletics}</code>. When you create a new Ability (macro) as above, just use enter something like <code>%{selected|tAgilityRoll}</code> or <code>%{selected|tAthleticsRoll}</code>.
βˆ’
::'''Miscellaneous''':
+
βˆ’
:::By and large this section is a collection of modifiers with a couple of rolls thrown in. The section contains:
+
βˆ’
::::*Become Unshaken Modifier - Some Edges provide a bonus when rolling to become unshaken. This field allows you to input that bonus (or penalty) and then provides a roll button. The roll button formula is:
+
  
βˆ’
:::::<code>/em @{character_name} rolls attempts to become unshaken and gets [[{1d@{spirit}![Spirit]+@{spMod}[Spirit Rank Modifier], 1d@{wilddie}![Wild Die]}kh1 + @{UnshakenMod}[Unshaken Modifier] + @{ttmod}[Trait Test Modifier] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]</code>
+
=== Useful Token Macros ===
βˆ’
::::*Trait Test Modifier (aka Situational Modifiers) - This is a catch-all modifier field and is intended to encompass things like: Wild Attacks, Range Penalties, Lighting Modifiers, etc. Some math must be done before hand, because this field should be the final, overall modifier to be applied to the roll. 
+
With the SW-TCS you can save screen space and use macros to act without having to open the character sheet.
βˆ’
::::*Damage Modifier - This is similar to the Trait Test modifier, but is used for Damage rolls.  This modifier is not the bonus that some weapons have, but would be for any additional modifiers.
+
βˆ’
::::*Load Limit Modifier - This is a numeric field to help calculate a characters Load Limit.  The default value is 5, but because some Edges can modify this, the field is not Read-only.
+
βˆ’
::::*Load Limit - This is a calculated field and is the maximum weight a character can carry before becoming encumbered. The formula is:
+
  
βˆ’
:::::<code>(@{strength}+@{stMod}) * @{loadlimitmulitplier}</code>
+
These scripts are mostly stored as abilities in a character sheet named "player-macros", with Can Be Edited And Controlled By = All Players. This technique makes it possible to move all the macros to another game (with the transmogrifier) and edits affect all players.
βˆ’
::::*Total Load Carried - This is a calculated field that sums the total weight carried (Weight Carried will be covered in greater detail under the Equipment Tab). The formula is:
+
  
βˆ’
:::::<code>@{armortotalweightcarried} + @{meleetotalweightcarried} + @{rangedtotalweightcarried} + @{geartotalweightcarried}</code>
+
{{mbox|text=To make the core-skills token macro work, you have to enter all four macros here.}}
βˆ’
::::*Encumbrance Penalty - This is a calculated field to determine if a penalty is applied to Agility- and Strength-based rolls. The formula is:
+
  
βˆ’
:::::<code>floor(((@{loadlimit}) - (@{totalloadcarried}))/(@{loadlimit}))</code>
+
[[File:SW-TCS tm1 core skills.jpg|framed|right]]
βˆ’
::::*&#35; of Bennies Used - This field will likely become a Home Brew Rule in the near future, but essentially, the number of Bennies spent is input in the number field and clicking the roll button will let you know how many additional experience points you gain.  The roll button's formula is:
+
'''core-skills''' (a token macro, visible to all players)
 +
<br><code><nowiki>%{player-macros|core-menu}</nowiki></code>
  
βˆ’
:::::<code>/em @{character_name} rolls @{BenniesUsed} dice to try and score additional experience and gets [[@{BenniesUsed}d6>5]] extra experience points!</code>
+
'''core-menu''' (ability in character sheet player-macros)
βˆ’
::::*ModSum (hidden) - This field is the sum of the Trait Test Modifier, Wounds, and Fatigue fields. This can be used to make roll calculations simpler and cleaner, because it combines all the standard modifiers into one variable. This field can be called using: @{ModSum}
+
<br><code><nowiki>/w @{selected|token_name} &{template:info}  {{name=@{selected|character_name}}}{{Core skills= [Athletics @{selected|athletics_display}](~selected|tAthleticsRoll), [Common Knowledge @{selected|commonknowledge_display}](~selected|tCommonKnowledgeRoll), [Notice  @{selected|notice_display}](~selected|tNoticeRoll), [Persuasion @{selected|persuasion_display}](~selected|tPersuasionRoll), [Stealth @{selected|stealth_display}](~selected|tStealthRoll) }} {{Combat=[Fighting @{selected|fighting_display}](~selected|tFightingRoll), [Unshake  @{selected|spirit_display}](~selected|unshakeRoll), [Soak  @{selected|vigor_display}](~selected|tVigorRoll), [Run](~selected|runningRoll) }} {{Weapons=[@{selected|repeating_weapons_$0_weapon}](~player-macros|roll-weapon-0), [@{selected|repeating_weapons_$1_weapon}](~player-macros|roll-weapon-1) }}</nowiki></code>
  
βˆ’
:::::<code>@{ttmod}-@{woundsMod}-@{fatigue}</code>
+
''Syntax: The code at the end for the weapons, roughly translates to <code>[weapon-name-0](~roll-weapon-0)</code>, and creates a button that calls another macro.''
  
βˆ’
::::*ModSumEnc (hidden) - this field is similar to the ModSum field, but also includes the Encumbrance Penalty. This field can be called using @{ModSumEnc}.
+
'''roll-weapon-0''' (an ability in player-macros)
 +
<br><code><nowiki>@{selected|repeating_weapons_$0_weaponroll}
 +
</nowiki></code>
  
βˆ’
::::: <code>@{ttmod}-@{woundsMod}-@{fatigue}+@{encumbrance}</code>
+
'''roll-weapon-1''' (an ability in player-macros)
 +
<br><code><nowiki>@{selected|repeating_weapons_$1_weaponroll}
 +
</nowiki></code>
  
βˆ’
::::*Worst Nightmare - This field is to detail the character's worst nightmare (used mainly in Deadlands), and is not visible by default.  To add this field go to '''''Configuration>Game Settings Configuration>Setting Modifications>Additional Fields'''''.
+
=== Attribute Roll Formulas ===
βˆ’
::::*Physical Appearance + Personal History (+ Origins of Parahuman Abilities) - This field is to detail any important information about the Character's appearance, history and, in the case of certain games such as a Superheroes-style game, how the character came to have various powers and abilities
+
All of the formulas used for the Attribute roll buttons follow the same basic formula, shown in this Agility example:
  
βˆ’
==== <span style="color:white;">Skills</span> ====
+
'''Agility Roll Formula''':
βˆ’
:<blockquote style="border:1px solid #755b27;background:#dbc792;color:#755b27;padding:10px">Skills</blockquote>
+
<code>/em @{character_name} attempts to be agile and rolls [[{1d@{agility}![Agility], 1d@{wilddie}![Wild Die]}kh1 + @{agMod}[Agility Rank Modifier] + @{agrollMod}[Agility Roll Modifier] + @{ttmod}[Trait Test Modifiers] + @{encumbrance}[Encumbrance Penalty] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]</code>
βˆ’
[[File:SWT-Skills.png|400px|thumb|right|Snapshot of the Skills Tab with the Macro Formula hidden]]
+
βˆ’
::This tab contains all the skills a character can have from the Core Rules and a Repeating Section for additional skills that may be more Setting specific. Skills from the Repeating Section can be identified by the underlined Skill Name.
+
  
βˆ’
::Each row contains a single skill, consisting of six elements: Skill Rank, Skill Name, Linked Att(ribute), Skill Mod(ifier), Encumbrance, and roll buttons.  There is one non-skill row on this tab and that is for the Unskilled roll. 
+
'''Hidden Fields''':
βˆ’
 
+
These fields are hidden but available to make it easier to make your own macros:
βˆ’
::'''Unskilled'''': This row has two checkboxes that may be used if applicable.  The "Jack of All Trades" checkbox is there for characters who have the Jack of All Trades Edge and will add a +2 to the roll.  The other checkbox is for Encumbrance and should be used if the Unskilled task involves either Strength or Agility.  Any other modifiers to this roll should be captured via the Trait Test Modifier (on the Basic Info Tab).
+
{| class="wikitable"
βˆ’
 
+
βˆ’
::'''Rank''': Like Attributes, the Skill Rank consists of two fields: the die type field, and the skill die type modifier. Also like the skill die type modifier only applies to the skill roll and '''not''' the Wild Die roll.  The skill die type field is a drop down field with the standard die types: d4, d6, d8, d10, and d12.
+
βˆ’
 
+
βˆ’
::'''Linked Att''': The linked Attribute column is automatically populated for the Core skills and shows the die type of the linked attribute. There are some skills that can be selected from the Configuration that have a drop down for selecting the Linked Attribute.  Skills that allow you to select the Linked Attribute are: Psionics (defaults to Smarts), Ritual (defaults to Spirit), Spellcasting (defaults to Smarts), and Weird Science (defaults to Smarts).  Skills added via the Repeating Section (clicking the +Add button), all have a selectable Linked Attribute and don't default to anything in particular.
+
βˆ’
 
+
βˆ’
::'''Skill Mod''': This modifier applies to both the Skill roll and the Wild Die roll.  It is intended to be place to capture fairly constant modifiers such as modifiers due to Edges, Hindrances, and the like.
+
βˆ’
 
+
βˆ’
::'''Encumbrance''': This checkbox is automatically selected for all Agility and Strength based skills. Any skill where the Linked Attribute can be selected will allow for checking/un-checking of this box.  If this checkbox is selected the Encumbrance modifier will be added to list of modifiers for the roll
+
βˆ’
 
+
βˆ’
::'''Roll Button Formulas''': The roll buttons follow the standard format.  Here are the formulas for all the skills.
+
βˆ’
:::{| class="sortable"
+
βˆ’
|-
+
βˆ’
! Skill !! Formula
+
βˆ’
|-
+
βˆ’
| Unskilled || <code>/em @{character_name} attempts to not suck and rolls: [[{1d@{Unskilled}![Unskilled], 1d@{wilddie}![Wild Die]}kh1 -2[Unskilled Penalty] + {0,@{JackOfAllTrades}}kh1[Jack of All Trades Modifier] + @{ttmod}[Trait Test Modifier] +(@{UnskilledEncumbrance}*@{encumbrance})[Encumbrance Penalty] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Fighting || <code>/em @{character_name} attempts to hit something and rolls [[{1d@{fighting}![Fighting], 1d@{wilddie}![Wild Die]}kh1 + @{FightingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{FightingEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code> + @{FightingMod}[Fighting Rank Modifier]
+
βˆ’
|-
+
βˆ’
| Boating || <code>/em @{character_name} attempts to boat and rolls [[{1d@{boating}![Boating], 1d@{wilddie}![Wild Die]}kh1 + @{BoatingMod}[Boating Rank Modifier] + @{BoatingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{BoatingEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Climbing || <code>/em @{character_name} attempts to climb and rolls [[{1d@{Climbing}![Climbing], 1d@{wilddie}![Wild Die]}kh1 + @{ClimbingMod}[Climbing Rank Modifier] + @{ClimbingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{ClimbingEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Driving || <code>/em @{character_name} attempts to drive and rolls [[{1d@{Driving}![Driving], 1d@{wilddie}![Wild Die]}kh1 + @{DrivingMod}[Driving Rank Modifier] + @{DrivingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{DrivingEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Faith || <code>/em @{character_name} attempts to be faithful and rolls [[{1d@{Faith}![Faith], 1d@{wilddie}![Wild Die]}kh1 + @{FaithMod}[Faith Rank Modifier] + @{FaithskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Gambling || <code>/em @{character_name} attempts to gamble and rolls [[{1d@{Gambling}![Gambling], 1d@{wilddie}![Wild Die]}kh1 + @{GamblingMod}[Gambling Rank Modifier] + @{GamblingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Guts || <code>/em @{character_name} attempts to be gutsy and rolls [[{1d@{Guts}![Guts], 1d@{wilddie}![Wild Die]}kh1 + @{GutsMod}[Guts Rank Modifier] + @{GutsskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Healing || <code>/em @{character_name} attempts to heal and rolls [[{1d@{Healing}![Healing], 1d@{wilddie}![Wild Die]}kh1 + @{HealingMod}[Healing Rank Modifier] + @{HealingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Intimidation || <code>/em @{character_name} attempts to intimidate and rolls [[{1d@{Intimidation}![Intimidation], 1d@{wilddie}![Wild Die]}kh1 + @{IntimidationMod}[Intimidation Rank Modifier] + @{IntimidationskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Investigation || <code>/em @{character_name} attempts to investigate and rolls [[{1d@{Investigation}![Investigation], 1d@{wilddie}![Wild Die]}kh1 + @{InvestigationMod}[Investigation Rank Modifier] + @{InvestigationskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Lockpicking || <code>/em @{character_name} attempts to lockpick and rolls [[{1d@{Lockpicking}![Lockpicking], 1d@{wilddie}![Wild Die]}kh1 + @{LockpickingMod}[Lockpicking Rank Modifier] + @{LockpickingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{LockpickingEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Notice || <code>/em @{character_name} attempts to notice and rolls [[{1d@{Notice}![Notice], 1d@{wilddie}![Wild Die]}kh1 + @{NoticeMod}[Notice Rank Modifier] + @{NoticeskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Persuasion || <code>/em @{character_name} attempts to persuade and rolls [[{1d@{Persuasion}![Persuasion], 1d@{wilddie}![Wild Die]}kh1 + @{PersuasionMod}[Persuasion Rank Modifier] + @{PersuasionskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Piloting || <code>/em @{character_name} attempts to pilot and rolls [[{1d@{Piloting}![Piloting], 1d@{wilddie}![Wild Die]}kh1 + @{PilotingMod}[Piloting Rank Modifier] + @{PilotingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{PilotingEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Psionics || <code>/em @{character_name} attempts to use Psionics and rolls [[{1d@{Psionics}![Psionics], 1d@{wilddie}![Wild Die]}kh1 + @{PsionicsMod}[Psionics Rank Modifier] + @{PsionicsskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Repair || <code>/em @{character_name} attempts to repair and rolls [[{1d@{Repair}![Repair], 1d@{wilddie}![Wild Die]}kh1 + @{RepairMod}[Repair Rank Modifier] + @{RepairskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Riding || <code>/em @{character_name} attempts to ride and rolls [[{1d@{Riding}![Riding], 1d@{wilddie}![Wild Die]}kh1 + @{RidingMod}[Riding Rank Modifier] + @{RidingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{RidingEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Ritual || <code>/em @{character_name} attempts a ritual and rolls [[{1d@{Ritual}![Ritual], 1d@{wilddie}![Wild Die]}kh1 + @{RitualMod}[Ritual Rank Modifier] + @{RitualsskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Shooting || <code>/em @{character_name} attempts to shoot and rolls [[{1d@{Shooting}![Shooting], 1d@{wilddie}![Wild Die]}kh1 + @{ShootingMod}[Shooting Rank Modifier] + @{ShootingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{ShootingEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Spellcasting || <code>/em @{character_name} attempts to cast a spell and rolls [[{1d@{Spellcasting}![Spellcasting], 1d@{wilddie}![Wild Die]}kh1 + @{SpellcastingMod}[Spellcasting Rank Modifier] + @{SpellcastingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Stealth || <code>/em @{character_name} attempts to be stealthy and rolls [[{1d@{Stealth}![Stealth], 1d@{wilddie}![Wild Die]}kh1 + @{StealthMod}[Stealth Rank Modifier] + @{StealthskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{StealthEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Streetwise || <code>/em @{character_name} attempts to be streetwise and rolls [[{1d@{Streetwise}![Streetwise], 1d@{wilddie}![Wild Die]}kh1 + @{StreetwiseMod}[Streetwise Rank Modifier] + @{StreetwiseskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Survival || <code>/em @{character_name} attempts to survive and rolls [[{1d@{Survival}![Survival], 1d@{wilddie}![Wild Die]}kh1 + @{SurvivalMod}[Survival Rank Modifier] + @{SurvivalskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Swimming || <code>/em @{character_name} attempts to swim and rolls [[{1d@{Swimming}![Swimming], 1d@{wilddie}![Wild Die]}kh1 + @{SwimmingMod}[Swimming Rank Modifier] + @{SwimmingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{SwimmingEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Taunt || <code>/em @{character_name} attempts to taunt and rolls [[{1d@{Taunt}![Taunt], 1d@{wilddie}![Wild Die]}kh1 + @{TauntMod}[Taunt Rank Modifier] + @{TauntskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Throwing || <code>/em @{character_name} attempts to throw and rolls [[{1d@{Throwing}![Throwing], 1d@{wilddie}![Wild Die]}kh1 + @{ThrowingMod}[Throwing Rank Modifier] + @{ThrowingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] +(@{ThrowingEncumbrance}*@{encumbrance}[Encumbrance Penalty]) - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Tracking || <code>/em @{character_name} attempts to track and rolls [[{1d@{Tracking}![Tracking], 1d@{wilddie}![Wild Die]}kh1 + @{TrackingMod}[Tracking Rank Modifier] + @{TrackingskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|-
+
βˆ’
| Weird Science || <code>/em @{character_name} attempts some weird science and rolls [[{1d@{WeirdScience}![WeirdScience], 1d@{wilddie}![Wild Die]}kh1 + @{WeirdScienceMod}[WeirdScience Rank Modifier] + @{WeirdScienceskillMod} [Skill Modifier] + @{ttmod}[Situational Modifiers] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]!</code>
+
βˆ’
|}
+
βˆ’
 
+
βˆ’
:::'''Hidden Fields''':
+
βˆ’
::::Like the Attributes, there are some fields that are hidden, but can be used to make macros or Abilities easier to create.  I've never had luck using button names to create Abilities or Macros, so these fields are there help with that. They are:
+
βˆ’
::::{| class="wikitable"
+
 
|-
 
|-
 
! Field Name !! Ability Macro Text  
 
! Field Name !! Ability Macro Text  
 
|-
 
|-
βˆ’
| rollFighting || @{rollFighting}  
+
| rollAgility || @{rollAgility}  
 
|-
 
|-
βˆ’
| rollBoating || @{rollBoating}  
+
| rollSmarts || @{rollSmarts}  
 
|-
 
|-
βˆ’
| rollClimbing || @{rollClimbing}  
+
| rollSpirit || @{rollSpirit}  
 
|-
 
|-
βˆ’
| rollDriving || @{rollDriving}
+
| rollStrength || @{rollStrength}
 
|-
 
|-
βˆ’
| rollFaith || @{rollFaith}
+
| rollVigor || @{rollVigor}  
βˆ’
|-
+
βˆ’
| rollGambling || @{rollGambling}
+
βˆ’
|-
+
βˆ’
| rollGuts || @{rollGuts}
+
βˆ’
|-
+
βˆ’
| rollHealing || @{rollHealing}
+
βˆ’
|-
+
βˆ’
| rollIntimidation || @{rollIntimidation}
+
βˆ’
|-
+
βˆ’
| rollInvestigation || @{rollInvestigation}
+
βˆ’
|-
+
βˆ’
| rollLockpicking || @{rollLockpicking}
+
βˆ’
|-
+
βˆ’
| rollNotice || @{rollNotice}
+
βˆ’
|-
+
βˆ’
| rollPersuasion || @{rollPersuasion}
+
βˆ’
|-
+
βˆ’
| rollPiloting || @{rollPiloting}
+
βˆ’
|-
+
βˆ’
| rollPsionics || @{rollPsionics}
+
βˆ’
|-
+
βˆ’
| rollRepair || @{rollRepair}
+
βˆ’
|-
+
βˆ’
| rollRiding || @{rollRiding}
+
βˆ’
|-
+
βˆ’
| rollRitual || @{rollRitual}
+
βˆ’
|-
+
βˆ’
| rollShooting || @{rollShooting}
+
βˆ’
|-
+
βˆ’
| rollSpellcasting || @{rollSpellcasting}
+
βˆ’
|-
+
βˆ’
| rollStealth || @{rollStealth}
+
βˆ’
|-
+
βˆ’
| rollStreetwise || @{rollStreetwise}
+
βˆ’
|-
+
βˆ’
| rollSurvival || @{rollSurvival}
+
βˆ’
|-
+
βˆ’
| rollSwimming || @{rollSwimming}
+
βˆ’
|-
+
βˆ’
| rollTaunt || @{rollTaunt}
+
βˆ’
|-
+
βˆ’
| rollThrowing || @{rollThrowing}
+
βˆ’
|-
+
βˆ’
| rollTracking || @{rollTracking}
+
βˆ’
|-
+
βˆ’
| rollWeirdScience || @{rollWeirdScience}
+
βˆ’
|-
+
βˆ’
| rollSkill || @{repeating_skills_#_rollSkill}
+
 
|}
 
|}
βˆ’
::::'''NOTE''': The last example is for a repeating section, so the # would need to be replaced with an actual number.  For example, if you were using that for the very first item in the repeating section, it would be @{repeating_skills_0_rollSkill}, and the for each subsequent row you increment the number by 1.
 
  
βˆ’
==== <span style="color:white;">Equipment</span> ====
+
The Ability macro text does not need to be enclosed in double square brackets, nor does it require a /r or /roll, because the value of each field is already a roll. Creating that macro will roll exactly as if the roll button next to each Attribute had been pressed.
βˆ’
:<blockquote style="border:1px solid #755b27;background:#dbc792;color:#755b27;padding:10px">Equipment</blockquote>
+
βˆ’
[[File:SWT-Gear1.png|400px|thumb|right|Snapshot of the first half of the Equipment Tab with the Macro Formula hidden]]
+
βˆ’
::This tab contains all the Equipment a character has.  Most of the sections are repeating sections. There are five distinct areas of this tab: Armor, Melee Weapons, Ranged Weapons, Augmentations, and Gear.  Each section has a '''Total Weight''' and a '''Total Weight Carried''' field. These fields do not auto calculate the weights, and must be updated manually.  The '''Total Weight Carried''' field is used to calculate the Encumbrance penalty.  The '''Total Weight Carried''' field under the '''''Gear''''' section of the tab has a value of 1 by default; this is because if put to zero, then the Encumbrance penalty becomes a positive number instead of just 0. This is something I will be looking into, but in the meantime, it was quicker and easier to just have a 1 as a default value for Gear.
+
  
βˆ’
===== <span style="color:transparent;">Armor</span> =====
+
<br clear=all>
  
βˆ’
:::''' Armor '''
+
=== Roll Templates ===
βˆ’
:::This section is fairly self-explanatory. Each row has five fields: Armor Type, Area Protected, Protection, Weight, and Description.
+
When you click on the character sheet for a Trait roll, the output in the Chat window is formatted by a Roll Template. When you click on the sheet for a damage roll, the output is formatted by the Damage roll template. There are many Roll Templates available and you can use them to format the output from your own macros.
βˆ’
::::'''Armor Type''' is the type of Armor (i.e. Leather, Plate, etc)
+
βˆ’
::::'''Area Protected''' captures the part of the body protected by the armor. Not all amor is full body, so you would want to capture which area specifically is protected by this piece of armor.
+
βˆ’
::::'''Protection''' field is a number field to log the numeric value of protection the armor provides.  This value does not automatically update the '''Toughness''' Derived Stat.
+
βˆ’
::::'''Weight''' is a numeric field for capturing the weight of the piece of armor.
+
βˆ’
::::'''Description/Notes''' is for capturing any special notes or information about the piece of armor.
+
βˆ’
===== <span style="color:transparent;">Augmentations</span> =====
+
βˆ’
:::''' Augmentations '''
+
βˆ’
[[File:SWT-Gear2.png|400px|thumb|right|Snapshot of the the second half of the Equipment Tab with the Macro Formula hidden]]
+
βˆ’
:::Augmentations are hidden by default and can be shown by going into the Configuration settings.  This field is mainly intended for cyberpunk settings or any other setting that may use implants to enhance or extend the bodies capabilities, especially if those implants are mechanical in nature.  This section is '''NOT''' a repeating section and there are a total of 12 different rows that a character can use, but they are show in groups of 4 rows.  While this potentially adds to the clutter of the character sheet this approach was taken so that the Strain can be calculated and automatically applied to the '''Strain''' Derived Stat.  Each Row in this section has three fields: Augmentation, Strain, and Details.
+
βˆ’
::::'''Augmentation''' is a text field for the actual augmentation.
+
βˆ’
::::'''Strain''' is a numeric value and represents the amount of stress the augmentation causes the character. This field directly updates the Current Strain value on the '''''Basic Info''''' tab.
+
βˆ’
::::'''Details''' is text area field that should be large enough to capture any special information around the augmentation and how it functions, any limitations, etc.
+
βˆ’
:::As mentioned previously, there are three groups of 4 rows each that can be displayed.  The initial view will display the first four rows. Below that block is a button to show another four rows.  Clicking that button will display a second set of four rows (8 total will then be displayed). Below that block will be two buttons, one to hide 4 rows and one to add 4 more rows.  Clicking the Hide 4 Rows buttons will hide the last 4 rows. Clicking the Add 4 Rows buttons will add 4 more rows and below that button will be a button to Hide 4 rows.  This has the same functionality as the other Hide button, always hiding the last 4 rows.  Hiding the rows does not erase the data, so if you had Strain values in those rows, the '''Strain''' stat will still be impacted.
+
  
βˆ’
===== <span style="color:transparent;">Gear</span> =====
+
* Roll--- A black 2-column table used for Trait rolls
βˆ’
:::''' Gear '''
+
* Damage--- A red 2-column table used for damage rolls
βˆ’
:::This is just a big ol' text area to capture your list of equipment.
+
* Info--- A tan 1-column table with a text field
 +
* Description--- A black 1-column table with a text field
 +
* Unshake--- Uses emote (italic, tan text) with a roll to unshake.
 +
* Running--- Uses emote with text and a roll to run.
 +
* Consumables
 +
* Emote--- Italic, tan text on a tan background.
 +
* Gritty
 +
* Statblock--- A tan 1-column table with many fields for a complete Stat Block.
  
βˆ’
== Roll Templates ==
+
Use a template by specifying the name followed by a series of field/value pairs.
βˆ’
There are three different types of Roll Templates: Trait, Damage, and Trait+Damage.  Each Roll Template type has two different styles choose from: Solid, or Ace card; the combined (Trait+Damage) template can use either of the Ace Cards, so technically has three styles.
+
  
βˆ’
=== Trait Roll Template ===
+
<code><nowiki>&{template:roll} {{name=Mike the Portal Maker}} {{trait=Open Portal}} {{source=Spirit}} {{skill_rank=d6}} {{skill_roll=[[1d6!]]}} {{mook=[[1d0+1]]}} {{wild_die=[[1d6!]]}}</nowiki></code>
βˆ’
+
 
βˆ’
<gallery>
+
The <code>mook</code> field needs a 0 or 1 value, you should enter either [[1d0]] or [[1d0+1]].
βˆ’
File:SolidTrait.png|template:solidtrait
+
 
βˆ’
File:SpadesTrait.png|template:spadestrait2
+
Most templates have a set of fields you can use. The Info template is unique; you can send any field name you'd like and it will show in the output.
βˆ’
</gallery>
+
 
 +
==== Damage Roll Template ====
 +
This will put a 'Reroll' button at the bottom of the damage template. Be sure to change the part that says '~test|Work-the-room' to the name of the character sheet and name of the macro you add this to.
 +
 
 +
<code><nowiki>{{button=y}} {{DmgRoll=[Reroll](~test|Work-the-room)}}</nowiki></code>
  
βˆ’
'''Required''' fields for Trait Roll Template usage:
 
βˆ’
{| class="wikitable"
 
βˆ’
|-
 
βˆ’
! Template Field !! Description
 
βˆ’
|-
 
βˆ’
| <nowiki>{{name}}</nowiki> || The Character's name. Can be pulled from @{character_name}
 
βˆ’
|-
 
βˆ’
| <nowiki>{{skill_name}}</nowiki> || The Trait being used rolled. This can also be an Attribute (e.g. Agility)
 
βˆ’
|-
 
βˆ’
| <nowiki>{{skill_roll}}</nowiki> || The formula used for the actual roll. Must be done as an inline roll.
 
βˆ’
|}
 
  
 
'''Optional''' fields for Trait Roll Template usage:
 
'''Optional''' fields for Trait Roll Template usage:
Line 385: Line 313:
 
<nowiki>&{template:solidtrait} {{name=@{character_name}}} {{skill_name=Agility}} {{skill_rank=@{Agility}}} {{skill_rank_mod=@{agMod}}} {{att_mod=@{agrollMod}}} {{ttmod=@{ttmod}}} {{wounds= -@{wounds}}} {{fatigue= -@{fatigue}}} {{skill_roll=[[1d@{agility}! + @{agMod} + @{agrollMod}[Skill Modifier] + @{ModSum}[Other Modifiers]]}} {{wild_die_rank=@{wilddie}}} {{wild_die=[[1d@{wilddie}! + @{agMod} + @{agrollMod}[Skill Modifier] + @{ModSum}[Other Modifiers]]}}</nowiki>
 
<nowiki>&{template:solidtrait} {{name=@{character_name}}} {{skill_name=Agility}} {{skill_rank=@{Agility}}} {{skill_rank_mod=@{agMod}}} {{att_mod=@{agrollMod}}} {{ttmod=@{ttmod}}} {{wounds= -@{wounds}}} {{fatigue= -@{fatigue}}} {{skill_roll=[[1d@{agility}! + @{agMod} + @{agrollMod}[Skill Modifier] + @{ModSum}[Other Modifiers]]}} {{wild_die_rank=@{wilddie}}} {{wild_die=[[1d@{wilddie}! + @{agMod} + @{agrollMod}[Skill Modifier] + @{ModSum}[Other Modifiers]]}}</nowiki>
  
βˆ’
=== Damage Roll Template ===
+
{{mbox|text=The roll templates will break if any of the fields called aren't properly filled out. This is most likely to occur with roll templates used in conjunction with repeating sections.  For example, if you are using a roll template for a damage roll and calling the fields from one of the repeating weapons selection, ALL fields for that weapon will have to be explicitly initialized (i.e. you will need to make sure that you have entered a value in every field at least once--even if a value was already there when the weapon was created (default values do not initialize fields in repeating sections, so you will need to enter each field and hit enter to ensure that the values are activated). If field information is missing, the roll template results will not be what you expect.}}
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<gallery>
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File:SolidDamage.png|template:soliddamage
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File:ClubsDamage.png|template:clubsdamage
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</gallery>
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'''Required''' fields for Damage Roll Template usage:
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{| class="wikitable"
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|-
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! Template Field !! Description
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|-
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| <nowiki>{{name}}</nowiki> || The Character's name. Can be pulled from @{character_name}
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|-
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| <nowiki>{{damage_type}}</nowiki> || Really anything you want parenthetically listed; I tend to use the damage dice to be rolled).
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|-
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| <nowiki>{{damage}}</nowiki> || The formula used for the actual damage roll. Must be done as an inline roll.
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|}
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'''Optional''' fields for Trait Roll Template usage:
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{| class="wikitable"
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|-
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! Template Field !! Description
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|-
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| <nowiki>{{weapon}}</nowiki> || The damage causing weapons. Can be manually input or added using: @{repeating_meleeweapons_#_WeaponType} (where # is the corresponding number for the repeating field order).
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|-
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| <nowiki>{{raise}}</nowiki> || The die type rolled for any raises on the damage roll
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|-
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| <nowiki>{{dmgmod}}</nowiki> || Any damage modifiers used in the roll, typically would pull from @{dmgmod}
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|-
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| <nowiki>{{misc_notes}}</nowiki> || Any notes related to the damage roll that you would like to call out.
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|-
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| <nowiki>{{bonuses}}</nowiki> || Generic field for blanket bonuses
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|-
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| <nowiki>{{penalties}}</nowiki> || Generic field for blank penalties
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|-
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| <nowiki>{{notes}}</nowiki> || Generic field for notes
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|}
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'''Example of usage:'''
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<nowiki>&{template:clubsdamage} {{name=@{character_name}}} {{weapon=@{repeating_meleeweapons_0_WeaponType}}} {{damage_type=Str+d@{repeating_meleeweapons_0_DmgType}+@{repeating_meleeweapons_0_MDmgMod}}} {{damage=[[1d@{Strength}![Strength]+1d@{repeating_meleeweapons_0_DmgType}+@{repeating_meleeweapons_0_MDmgMod}[Weapon Damage]+@{dmgmod}[Damage Modifier]+1d@{repeating_meleeweapons_0_DmgRaise}[Bonus Damage]]]}} {{raise=@{repeating_meleeweapons_0_DmgRaise}}} {{dmgmod=@{dmgmod}}}</nowiki>
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=== Trait+Damage Roll Template ===
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<gallery>
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File:SW-CombinedRT-Solid.png|template:combined with {{background=[[0]]}}
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File:SW-CombinedRT-Spades.png|template:combined with {{background=[[1]]}}
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File:SW-CombinedRT.png|template:combined with {{background=[[2]]}}
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</gallery>
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'''Required''' fields for Combined Roll Template usage:
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{| class="wikitable"
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|-
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! Template Field !! Description
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|-
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| <nowiki>{{header}}</nowiki> || The top colored bar indicating things like who is performing the action, or what skill and/or weapon is being used.
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|-
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| <nowiki>{{trait_name}}</nowiki> || The Trait (Attribute or Skill) being used rolled.
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|-
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| <nowiki>{{trait_roll}}</nowiki> || The formula used for the actual roll. Must be done as an inline roll encapsulated within double square brackets.
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|-
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| <nowiki>{{weapon}}</nowiki> || The weapon used to deliver the damage.
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|-
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| <nowiki>{{damage}}</nowiki> || The formula used for the actual damage roll. Must be done as an inline roll encapsulated within double square brackets.
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|}
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'''Optional''' fields for Combined Roll Template usage:
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{| class="wikitable"
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|-
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! Template Field !! Description
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|-
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| <nowiki>{{background}}</nowiki> || Defines the background image (or no image) to be used with the roll template. The options are: 0 (solid background), 1 (Ace of Spades background), or 2 (Ace of Clubs background)
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|-
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! Trait Roll Field !! Description
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|-
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| <nowiki>{{trait_rank}}</nowiki> || The die rank of the Trait (skill or attribute).
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|-
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| <nowiki>{{trait_rank_modCheck}}</nowiki> || If used, will hide any rank modifiers that are 0.
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|-
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| <nowiki>{{trait_rank_mod}}</nowiki> || The die rank modifier of the Trait (skill or attribute).
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|-
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| <nowiki>{{wild_die}}</nowiki> || The formula used for the actual Wild Die roll. Must be done as an inline roll.
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|-
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| <nowiki>{{wild_die_rank}}</nowiki> || The Wild Die die-type.
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|-
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| <nowiki>{{trait_rank(2-4)}}</nowiki> || Same as <nowiki>{{trait_rank}}</nowiki>, but used in cases of multiple actions
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|-
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| <nowiki>{{trait_rank_modCheck(2-4)}}</nowiki> || Same as <nowiki>{{trait_rank_modCheck}}</nowiki>, but used in cases of multiple actions
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|-
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| <nowiki>{{trait_rank_mod(2-4)}}</nowiki> || Same as <nowiki>{{trait_rank_mod}}</nowiki>, but used in cases of multiple actions
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|-
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| <nowiki>{{wild_die(2-4)}}</nowiki> || Same as <nowiki>{{wild_die}}</nowiki>, but used in cases of multiple actions
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|-
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| <nowiki>{{wild_die_rank(2-4)}}</nowiki> || Same as <nowiki>{{wild_die_rank}}</nowiki>, but used in cases of multiple actions
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|-
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! Damage Roll Field || Description
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|-
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| <nowiki>{{damage_type}} || Anything you want parenthetically listed, for example the damage dice to be rolled (2d6).
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|-
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| <nowiki>{{weapon(2-4)}}</nowiki> || The damage causing weapons. Can be manually input or added using: @{repeating_meleeweapons_#_WeaponType} (where # is the corresponding number for the repeating field order). This field is required for each multi-attack that causes damage. Example usage: <nowiki>{{weapon2}}</nowiki>
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|-
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| <nowiki>{{damage_type}}</nowkik> || Same as <nowiki>{{damage_type}}</nowiki>, but used in cases of multiple attacks
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|-
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| <nowiki>{{damage(2-4)}}</nowiki> || Same as <nowiki>{{damage}}</nowiki>, but used in cases of multiple attacks
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|-
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! Trait Modifier Fields !! Description
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|-
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| <nowiki>{{enc}}</nowiki> || Encumbrance penalty
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|-
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| <nowiki>{{wounds}}</nowiki> || The number of wounds for the character (<nowiki>@{wounds}</nowiki>)
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|-
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| <nowiki>{{woundsMod}}</nowiki> || The actual wound modifier (<nowiki>@{woundsMod}</nowiki>)
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|-
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| <nowiki>{{fatigue}}</nowiki> || The number of Fatigue levels for the character (<nowiki>@{fatigue}</nowiki>)
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|-
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| <nowiki>{{fatigueMod}}</nowiki> || The actual fatigue modifier (i.e. <nowiki>[[@{fatigue} * -1]]</nowiki>)
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|-
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| <nowiki>{{att_mod}}</nowiki> || The Attribute Roll Modifier
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|-
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| <nowiki>{{skill_mod}}</nowiki> || The Skill Roll Modifier
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|-
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| <nowiki>{{ttmod}}</nowiki> || Situational Roll Modifier
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|-
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| <nowiki>{{sit_notes}}</nowiki> || Situational Modifier Notes (can be used to list all the situational modifiers that equal the one modifier value)
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|-
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| <nowiki>{{tbonuses}}</nowiki> || Generic field for blanket trait bonuses
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|-
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| <nowiki>{{tpenalties}}</nowiki> || Generic field for blanket trait penalties
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|-
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| <nowiki>{{tnotes}}</nowiki> || Generic field for blanket trait notes
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|-
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! Damage Modifier Fields !! Description
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|-
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| <nowiki>{{dmgmod}}</nowiki> || Any damage modifiers used in the roll, typically would pull from @{dmgmod}
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|-
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| <nowiki>{{dbonuses}}</nowiki> || Generic field for blanket damage bonuses
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|-
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| <nowiki>{{dpenalties}}</nowiki> || Generic field for blanket damage penalties
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|-
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| <nowiki>{{dnotes}}</nowiki> || Generic field for damage notes
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|-
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! Shared (Trait and Damage) Modifier Fields !! Description
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|-
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| <nowiki>{{sbonuses}}</nowiki> || Generic field for bonuses that apply to both the Trait and Damage rolls
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|-
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| <nowiki>{{spenalties}}</nowiki> || Generic field for penalties that apply to both the Trait and Damage rolls
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|-
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| <nowiki>{{snotes}}</nowiki> || Generic field for notes for modifiers that apply to both the Trait and Damage rolls
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|}
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'''Example of usage:'''
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<nowiki>&{template:combined} {{header=Shooting & @{repeating_rangeweapons_0_RWeaponType}}} {{background=[[2]]}} {{trait_name=Shooting}} {{trait_rank=@{Shooting}}} {{trait_rank_mod=@{ShootingMod}}} {{trait_mod=@{ShootingskillMod}}} {{trait_roll=[[1d@{shooting}![Shooting] + @{ShootingMod}[Shooting Rank Modifier] + @{ShootingskillMod} [Skill Modifier] + @{ModSum}[Modifiers]]]}} {{wild_die_rank=@{wilddie}}} {{wild_die=[[1d@{wilddie}! + @{ShootingMod}[Shooting Rank Modifier] + @{ShootingskillMod} [Skill Modifier] + @{ModSum}[Modifiers]]]}} {{trait_name2=Shooting}} {{trait_rank2=@{Shooting}}} {{trait_rank_mod2Check=[[@{ShootingMod}]]}} {{trait_rank_mod2=@{ShootingMod}}} {{trait_mod2=@{ShootingskillMod}}} {{trait_roll2=[[1d@{Shooting}![Shooting] + @{ShootingMod}[@{ShootingMod} Rank Modifier] + @{ShootingskillMod} [Skill Modifier] + @{ModSum}[Modifiers]]]}} {{wild_die_rank2=@{wilddie}}} {{wild_die2=[[1d@{wilddie}! + @{ShootingMod}[Fighting Rank Modifier] + @{ShootingskillMod} [Skill Modifier] + @{ModSum}[Modifiers]]]}} {{weapon=@{repeating_rangeweapons_0_RWeaponType}}} {{damage_type=@{repeating_rangeweapons_0_NoDmgDice}@{repeating_rangeweapons_0_RDmgType}+@{repeating_rangeweapons_0_RDmgMod}}} {{damage=[[@{repeating_rangeweapons_0_NoDmgDice}@{repeating_rangeweapons_0_RDmgType}+@{repeating_rangeweapons_0_RDmgMod}[Weapon Damage]+@{dmgmod}[Damage Modifier]+@{repeating_rangeweapons_0_RDmgRaise}[Bonus Damage]]]}} {{weapon2=@{repeating_rangeweapons_0_RWeaponType}}} {{damage2=[[@{repeating_rangeweapons_0_NoDmgDice}@{repeating_rangeweapons_0_RDmgType}+@{repeating_rangeweapons_0_RDmgMod}[Weapon Damage]+@{dmgmod}[Damage Modifier]+@{repeating_rangeweapons_0_RDmgRaise}[Bonus Damage]]]}} {{tbonuses=+2}} {{wounds= [[@{wounds}]]}} {{woundsMod=[[@{woundsMod} * -1]]}} {{fatigue= [[@{fatigue}]]}} {{fatigueMod=[[@{fatigue} * -1]]}} {{tpenalties=-2}} {{tnotes=Medium Range (-2), Aim (+2), Magic Bow allows 2 shots/rnd at no penalty}} {{dbonuses=+1}} {{dnotes=Magic Bow grants +1 to damage}} {{sbonuses=+4}} {{snotes=The Drop (+4)}}</nowiki>
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=== SPECIAL NOTE ===
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The roll templates will break if any of the fields called aren't properly filled out. This is most likely to occur with roll templates used in conjunction with repeating sections.  For example, if you are using a roll template for a damage roll and calling the fields from one of the repeating weapons selection, ALL fields for that weapon will have to be explicitly initialized (i.e. you will need tom make sure that you have entered a value in every field at least once--even if a value was already there when the weapon was created (default values do not initialize fields in repeating sections, so you will need to enter each field and hit enter to ensure that the values are activated). If field information is missing, the roll template results will not be what you expect.
+
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== Making Token Macros ==
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You can make Token Macros for common rolls from the character sheet. You could create token macros for common rolls like: Notice, Fight, damage from your primary weapons, damage from your main spells.
+
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First, get the script for the macro:
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# Shift-double-click on the token. The linked character sheet will open. (If it doesn't open, there is no character sheet linked to the token.)
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# You'll see three tabs, ''Bio & Info'', ''Character Sheet'', and ''Attributes & Abilities''. Click on Character Sheet.
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# Click on the dice icon you'd like as a token macro. For example, choose the Damage roll for the first weapon. The dice will roll and you'll see the result in the chat window.
+
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# Click in the chat window and press the Up Arrow key. The chat window will show the macro text, for example: <code><nowiki>0 &{template:damage} {{name=@{Ishmael|character_name}}} {{source=Shariha (Knife) }} {{dmg_rank=Str+1d4+0}} {{dmg_roll=[[@{Ishmael|strength_rank}+1d4!+0 + @{Ishmael|damagemods}]]}} {{bonus_die=[[@{Ishmael|vbonusdamage}]]}} {{showap=[[1d0+]]}} {{ap=}} {{notes=Improved Trademark Weapon, +2 hit, +1 parry. 3/6/12}} {{button=y}} {{DmgRoll=[Re-Roll Damage](~-LZkrQ6g_wBtlsu7Z4sM|repeating_weapons_-Lahy6h2MHL4mPqwHHzh_dmg) }}</nowiki></code>
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# Copy the text from the macro window. (Don't copy the example above, it won't work for you.)
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Next, add an Ability (macro) to the token:
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# Click back in the character sheet window and select the Attributes & Abilities tab.
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# In the Abilities column, click the ''+ Add'' button. A ''New Ability'' row will appear. Hover it and click the pencil icon. Give the macro a name like "Slash with knife".
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# Paste the macro text into the main text box. Click the checkbox icon to finish.
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# After you've closed the macro editing box, select ''Show as Token Action''.
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# Deselect the token. When you click to select it again, the token macro should appear.
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'''Shortcut''': For Attributes and built-in Skills, there is a shortcut. Hover over the attribute or skill and you'll see a tooltip like <code>@{tAgility}</code> or <code>@{tAthletics}</code>. When you create a new Ability (macro) as above, just use enter something like <code>%{selected|tAgilityRoll}</code> or <code>%{selected|tAthleticsRoll}</code>.
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=== πŸ†• Useful Token Macros ===
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With the SW-TCS you can save screen space and use macros to act without having to open the character sheet.
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These scripts are mostly stored as abilities in a character sheet named "player-macros", with Can Be Edited And Controlled By = All Players. This technique makes it possible to move all the macros to another game (with the transmogrifier) and edits affect all players.
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{{mbox|text=To make the core-skills token macro work, you have to enter all four macros here.}}
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[[File:SW-TCS tm1 core skills.jpg|framed|right]]
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'''core-skills''' (a token macro, visible to all players)
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<br><code><nowiki>%{player-macros|core-menu}</nowiki></code>
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'''core-menu''' (ability in character sheet player-macros)
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<br><code><nowiki>/w @{selected|token_name} &{template:info}  {{name=@{selected|character_name}}}{{Core skills= [Athletics @{selected|athletics_display}](~selected|tAthleticsRoll), [Common Knowledge @{selected|commonknowledge_display}](~selected|tCommonKnowledgeRoll), [Notice  @{selected|notice_display}](~selected|tNoticeRoll), [Persuasion @{selected|persuasion_display}](~selected|tPersuasionRoll), [Stealth @{selected|stealth_display}](~selected|tStealthRoll) }} {{Combat=[Fighting @{selected|fighting_display}](~selected|tFightingRoll), [Unshake  @{selected|spirit_display}](~selected|unshakeRoll), [Soak  @{selected|vigor_display}](~selected|tVigorRoll), [Run](~selected|runningRoll) }} {{Weapons=[@{selected|repeating_weapons_$0_weapon}](~player-macros|roll-weapon-0), [@{selected|repeating_weapons_$1_weapon}](~player-macros|roll-weapon-1) }}</nowiki></code>
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''Syntax: The code at the end for the weapons, roughly translates to <code>[weapon-name-0](~roll-weapon-0)</code>, and creates a button that calls another macro.''
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'''roll-weapon-0''' (an ability in player-macros)
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<br><code><nowiki>@{selected|repeating_weapons_$0_weaponroll}
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</nowiki></code>
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'''roll-weapon-1''' (an ability in player-macros)
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<br><code><nowiki>@{selected|repeating_weapons_$1_weaponroll}
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</nowiki></code>
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<br clear=all>
+
  
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== πŸ†• Planned Enhancements & Wishlist ==
+
== Planned Enhancements & Wishlist ==
 
As of April 2020, discussion of features and bugs is in the [[https://app.roll20.net/campaigns/details/5632027/swt-test-game-v4-and-later| SWT Test Game v4 and later]].
 
As of April 2020, discussion of features and bugs is in the [[https://app.roll20.net/campaigns/details/5632027/swt-test-game-v4-and-later| SWT Test Game v4 and later]].
  
 
<br />
 
<br />
 
[[Category:Character Sheet Documentation]]
 
[[Category:Character Sheet Documentation]]

Revision as of 20:45, 15 April 2020


Intro

Savage Worlds (tabbed) Character Sheet, v3

The Savage Worlds Tabbed Character Sheet (SW-TCS) tracks Wild Card characters, Extra characters, and vehicles for Savage Worlds by Pinnacle Entertainment Group. It supports the Core rules for Savage Worlds Deluxe (SWD) and Adventure Edition (SWADE), includes support for many popular settings, and allows for customization. It automatically calculates modifiers due to wounds, fatigue, and encumbrance, and provides buttons for trait, attack, damage, and other rolls.


Contents


Major Feature Tabs

Buttons at the top access the major features of the sheet (called tabs).

Major Character Sheet Tabs, v3
  • Character Tab--- For Wild Cards and Extras
  • Vehicle Tab--- Attributes like Handling, Toughness, Top Speed, Crew
  • Quest Log Tab--- Including personal appearance and community property
  • Configuration Tab--- Customize skills, edges, rules, and design for a particular setting
  • Stat Block--- Not really a tab. Outputs to chat, suitable for pasting into other applications
  • Release Notes Tab
  • Documentation Tab--- Find help here


Common Buttons

These character sheet conventions that apply throughout the character sheet.

SW-TCS show-hide buttons.jpg
Show/Shrink Buttons: Next to the section title, click the Shrink icon to hide the section (or shrink it to a summary). Click the Eye icon to show it again.


SW-TCS roll buttons.jpg
SW-TCS repeating roll buttons.jpg

tRoll Buttons: Clicking the troll button will roll its associated trait, weapon, or power. Roll buttons can be dragged to the Macro quick bar at the bottom of the screen. You can make rolls public or visible only to the GM: Hover the item to reveal the settings (ygear) icon, then select Whisper roll to GM.

Here's the general formula for the roll buttons:

 Highest of Rank die + Rank modifier, or Wild die
 + Trait Roll Modifier 
 + Trait Test Modifier (or Damage Modifier for damage rolls) 
 + Encumbrance Penalty (0 or negative for Agility & Strength-based rolls) 
 - Wounds
 - Fatigue 

Weapon and Power roll buttons are configurable (click the cog):

  • Damage--- Rolls damage when clicked
  • Atk + Dmg--- Rolls linked attack skill (like Fighting or Shooting) when clicked. The roll result has a button to roll damage. The linked skill is configurable.
  • Atkx + Dmg--- Used for guns with RoF more than 1. Prompts for number of skill dice (max is the RoF) before rolling.
  • Cast--- For powers, rolls linked skill like Faith or Spellcasting. The linked skill is configurable.


Sw-roll-template.png
Roll Template: The standard roll template appears in the chat window to show the results of attribute and skill rolls.
  • The trait roll (left), is already adjusted for the modifiers shown on the next row.
  • The Wild die (or Group/Crit Check) (right), is always rolled. If it's for an extra that doesn't need the crit check, just ignore it. It's rolled automatically to save time.
  • Modifiers (2nd row) include Wounds, Fatigue, Encumbrance, and others.
  • Roll Damage button (bottom row) is visible if the trait roll was made by clicking on a weapon or power.


Sw-damage-template.png
Damage Roll Template: The damage template appears in the chat window to show the results of damage rolls.
  • The damage roll (left), is already adjusted for modifiers. If there are any (like Wounds), they are shown in the next row
  • The bonus damage roll (right), is always rolled. Use it if you got a raise on the attack roll or otherwise need it, or just ignore it.
  • Notes are shown if entered in the weapon description
  • Modifiers (next row, not shown)




SW-TCS repeating items.jpg
Repeating Sections: At the bottom of each repeating section (Skills, Hindrances, Edges, Advancements, Weapons, Powers, Armor), there are buttons to add more items, or delete and rearrange existing items.


Character Sheet Import & Export

There hasn't been a working character sheet import script for a long time. When it worked, it required a paid account. You could paste in a Stat Block, run the script, and it would populate all the Character Sheet fields.

With a paid account, you can move character sheets from one Roll20 game to another. As a GM, if you build a bestiary, this would be a way to re-use your work.

PEG announced impending support for Roll20. It's hoped that this will include Compendiums of ready-to-use maps, PCs, and NPCs and more. PEG, April 14, 2020.

You can easily output character data as a Stat Block in a format that many other sites will import.

Character Sheet Tab

The Character sheet tab contains all the data for a Savage Worlds character, and leverages the capabilities of Roll20 to auto-calculate derived stats (including Parry or cyberpunk Strain), calculate roll modifiers (including Wounds or encumbrance), and provide buttons for die rolls (including trait, power, and damage rolls).

The sheet includes every skill from the Savage Worlds Deluxe and Adventure editions plus a few popular skills such as: Faith, Guts, Rituals, Spellcasting, Psionics, and Weird Science. All skills except for Fighting are hidden by default allowing the player to select the skills they will be using.

Attributes

If you have a weapon or edge that modifies an attribute, click the cog and enter it in the 'modifier due to edges' field.

Skills

Click the Configure (wrench/hammer) icon to select from standard skills. You can add more skills to the standard list through the Configuration tab. You can add custom skills by clicking the + (plus) button at the bottom left. Custom skills can be linked to any attribute.

Health

Wounds, Fatigue, and Distracted will be applied as modifiers to trait rolls. Wounds and Fatigue are usually linked to Tokens (Bar 3 and Bar 1, respectively).

Derived Statistics

Parry and Toughness are calculated automatically, and Toughness includes modifiers from armor in the Armor section.

Size and Encumbrance can be enabled in the Configuration Tab.

Miscellaneous

The Trait and Damage modifiers will be applied to Trait and Damage rolls. Some players link these to Tokens (Bar 1 and Bar 2).

Load Limit Modifier - This helps calculate the Load Limit. The Load Limit is a calculated field and is the maximum weight a character can carry before becoming encumbered. The formula is:

(@{strength}+@{stMod}) * @{loadlimitmulitplier}

Total Load Carried - This is a calculated automatically as the sum of armor, weapons, and gear carried.

Advancements

Use this to record what was added with each advancement. If you increase a trait or add an edge, you should also record that in those sections; this is just a log. This section can be configured to appear on the Character or Journal page.

Weapons

The weapon button can be Damage, Attack + Damage, or if RoF is more than 1, AttackX + Damage.

The weapon will only show in the Stat Block and the weight will only be counted if carried (Carried button shows a checkmark).

The notes field is shown when rolling damage.

Powers

The configuration button (wrench/hammer) allows multiple Powers sections to support multiple arcance backgrounds (spell casting, psionics, etc.)

The trappings field is shown when the power is activated. The notes field can configured to also show at activation.

Power points are not automatically reduced when a power is activated. Many players link the power points field to Bar 2 on their token.

Armor

Armor weight is added to total weight if it is carried, even if it is not worn. If worn, the armor value is automatically added to Toughness.

Gear

The weight of gear that is worn is automatically added to total weight.

Augmentations

The Augmentation section can be enabled in the Configuration settings. This field is mainly intended for cyberpunk settings or any other setting that may use implants to enhance or extend the bodies capabilities, especially if those implants are mechanical in nature. This section is NOT a repeating section and there are a total of 12 different rows that a character can use, but they are show in groups of 4 rows. While this potentially adds to the clutter of the character sheet this approach was taken so that the Strain can be calculated and automatically applied to the Strain Derived Stat. Each Row in this section has three fields: Augmentation, Strain, and Details.

The initial view will display the first four rows. Below that block is a button to show another four rows. Clicking that button will display a second set of four rows (8 total will then be displayed). Below that block will be two buttons, one to hide 4 rows and one to add 4 more rows. Clicking the Hide 4 Rows buttons will hide the last 4 rows. Clicking the Add 4 Rows buttons will add 4 more rows and below that button will be a button to Hide 4 rows. This has the same functionality as the other Hide button, always hiding the last 4 rows. Hiding the rows does not erase the data, so if you had Strain values in those rows, the Strain stat will still be impacted.

Vehicle Sheet Tab

The Vehicle tab supports SWD and SWADE vehicles.

Configuration Tab

This section is where you can modify the sheet to fit a particular setting you may be playing. Settings are grouped into:

  • Quick Setting Configuration--- This changes the other configuration settings as a group to match a setting.
  • Backgrounds
  • Logos
  • Sheet Tweaks
  • Derived Stats--- Stats selected here will be calculated and appear in the character tab. Examples: Corruption, Sanity.
  • Field Name Replacements
  • Skill Name Replacements
  • Additional Setting Fields--- Fields selected here will appear in the character tab. Examples: Augmentations, Fencing Styles.
  • Rules Modifications--- These change dice rolls, and derived stats. Examples: Gritty Damage, No Power Points, Use Wealth System.

All skills except Unskilled and Fighting are hidden (unselected) by default. Fighting is always visible, since it is necessary in calculating Parry.


Macros and Automation

You can make Token Macros for common rolls from the character sheet. You could create token macros for common rolls like: Notice, Fight, damage from your primary weapons, damage from your main spells.

First, get the script for the macro:

  1. Open the Character Sheet.
  2. Click on the Roll button (dice icon) you'd like as a token macro. For example, choose the Damage roll for the first weapon. The dice will roll and you'll see the result in the chat window.
  3. Click in the chat window and press the Up Arrow key. The chat window will show the macro text, for example: 0 &{template:damage} {{name=@{Ishmael|character_name}}} {{source=Shariha (Knife) }} {{dmg_rank=Str+1d4+0}} {{dmg_roll=[[@{Ishmael|strength_rank}+1d4!+0 + @{Ishmael|damagemods}]]}} {{bonus_die=[[@{Ishmael|vbonusdamage}]]}} {{showap=[[1d0+]]}} {{ap=}} {{notes=Improved Trademark Weapon, +2 hit, +1 parry. 3/6/12}} {{button=y}} {{DmgRoll=[Re-Roll Damage](~-LZkrQ6g_wBtlsu7Z4sM|repeating_weapons_-Lahy6h2MHL4mPqwHHzh_dmg) }}
  4. Copy the text from the macro window. (Don't copy the example above, it won't work for you.)


Next, add an Ability (macro) to the token:

  1. Click back in the character sheet window and select the Attributes & Abilities tab.
  2. In the Abilities column, click the + Add button. A New Ability row will appear. Hover it and click the pencil icon. Give the macro a name like "Slash with knife".
  3. Paste the macro text into the main text box. Click the checkbox icon to finish.
  4. After you've closed the macro editing box, select Show as Token Action.
  5. Deselect the token. When you click to select it again, the token macro should appear.

Shortcut: For Attributes and built-in Skills, there is a shortcut. Hover over the attribute or skill and you'll see a tooltip like @{tAgility} or @{tAthletics}. When you create a new Ability (macro) as above, just use enter something like %{selected|tAgilityRoll} or %{selected|tAthleticsRoll}.

Useful Token Macros

With the SW-TCS you can save screen space and use macros to act without having to open the character sheet.

These scripts are mostly stored as abilities in a character sheet named "player-macros", with Can Be Edited And Controlled By = All Players. This technique makes it possible to move all the macros to another game (with the transmogrifier) and edits affect all players.

SW-TCS tm1 core skills.jpg

core-skills (a token macro, visible to all players)
%{player-macros|core-menu}

core-menu (ability in character sheet player-macros)
/w @{selected|token_name} &{template:info} {{name=@{selected|character_name}}}{{Core skills= [Athletics @{selected|athletics_display}](~selected|tAthleticsRoll), [Common Knowledge @{selected|commonknowledge_display}](~selected|tCommonKnowledgeRoll), [Notice @{selected|notice_display}](~selected|tNoticeRoll), [Persuasion @{selected|persuasion_display}](~selected|tPersuasionRoll), [Stealth @{selected|stealth_display}](~selected|tStealthRoll) }} {{Combat=[Fighting @{selected|fighting_display}](~selected|tFightingRoll), [Unshake @{selected|spirit_display}](~selected|unshakeRoll), [Soak @{selected|vigor_display}](~selected|tVigorRoll), [Run](~selected|runningRoll) }} {{Weapons=[@{selected|repeating_weapons_$0_weapon}](~player-macros|roll-weapon-0), [@{selected|repeating_weapons_$1_weapon}](~player-macros|roll-weapon-1) }}

Syntax: The code at the end for the weapons, roughly translates to [weapon-name-0](~roll-weapon-0), and creates a button that calls another macro.

roll-weapon-0 (an ability in player-macros)
@{selected|repeating_weapons_$0_weaponroll}

roll-weapon-1 (an ability in player-macros)
@{selected|repeating_weapons_$1_weaponroll}

Attribute Roll Formulas

All of the formulas used for the Attribute roll buttons follow the same basic formula, shown in this Agility example:

Agility Roll Formula: /em @{character_name} attempts to be agile and rolls [[{1d@{agility}![Agility], 1d@{wilddie}![Wild Die]}kh1 + @{agMod}[Agility Rank Modifier] + @{agrollMod}[Agility Roll Modifier] + @{ttmod}[Trait Test Modifiers] + @{encumbrance}[Encumbrance Penalty] - @{woundsMod}[Wounds] - @{fatigue}[Fatigue]]]

Hidden Fields: These fields are hidden but available to make it easier to make your own macros:

Field Name Ability Macro Text
rollAgility @{rollAgility}
rollSmarts @{rollSmarts}
rollSpirit @{rollSpirit}
rollStrength @{rollStrength}
rollVigor @{rollVigor}

The Ability macro text does not need to be enclosed in double square brackets, nor does it require a /r or /roll, because the value of each field is already a roll. Creating that macro will roll exactly as if the roll button next to each Attribute had been pressed.


Roll Templates

When you click on the character sheet for a Trait roll, the output in the Chat window is formatted by a Roll Template. When you click on the sheet for a damage roll, the output is formatted by the Damage roll template. There are many Roll Templates available and you can use them to format the output from your own macros.

  • Roll--- A black 2-column table used for Trait rolls
  • Damage--- A red 2-column table used for damage rolls
  • Info--- A tan 1-column table with a text field
  • Description--- A black 1-column table with a text field
  • Unshake--- Uses emote (italic, tan text) with a roll to unshake.
  • Running--- Uses emote with text and a roll to run.
  • Consumables
  • Emote--- Italic, tan text on a tan background.
  • Gritty
  • Statblock--- A tan 1-column table with many fields for a complete Stat Block.

Use a template by specifying the name followed by a series of field/value pairs.

&{template:roll} {{name=Mike the Portal Maker}} {{trait=Open Portal}} {{source=Spirit}} {{skill_rank=d6}} {{skill_roll=[[1d6!]]}} {{mook=[[1d0+1]]}} {{wild_die=[[1d6!]]}}

The mook field needs a 0 or 1 value, you should enter either 1d0 or 1d0+1.

Most templates have a set of fields you can use. The Info template is unique; you can send any field name you'd like and it will show in the output.

Damage Roll Template

This will put a 'Reroll' button at the bottom of the damage template. Be sure to change the part that says '~test|Work-the-room' to the name of the character sheet and name of the macro you add this to.

{{button=y}} {{DmgRoll=[Reroll](~test|Work-the-room)}}


Optional fields for Trait Roll Template usage:

Template Field Description
{{skill_roll(2-4)}} Additional options for more trait tests, to support multi-action and/or Frenzy type actions.
{{skill_name(2-4)}} Additional options for more trait tests, to support multi-action and/or Frenzy type actions.
{{skill_rank}} The die rank of the Trait (skill or attribute).
{{skill_rank(2-4) Additional options for more trait tests, to support multi-action and/or Frenzy type actions.
{{skill_rank_mod}} The die rank modifier of the Trait (skill or attribute).
{{skill_rank_mod(2-4) Additional options for more trait tests, to support multi-action and/or Frenzy type actions.
{{wild_die}} The formula used for the actual Wild Die roll. Must be done as an inline roll.
{{wild_die(2-4) Additional options for more trait tests, to support multi-action and/or Frenzy type actions.
{{wild_die_rank}} The Wild Die die-type.
{{wild_die_rank(2-4) Additional options for more trait tests, to support multi-action and/or Frenzy type actions.
{{enc}} Encumbrance penalty
{{wounds}} The number of wounds for the character
{{fatigue}} The number of Fatigue levels for the character
{{att_mod}} The Attribute Roll Modifier
{{skill_mod}} The Skill Roll Modifier
{{ttmod}} Situational Roll Modifier
{{sit_notes}} Situational Modifier Notes (can be used to list all the situational modifiers that equal the one modifier value)
{{bonuses}} Generic field for blanket bonuses
{{penalties}} Generic field for blank penalties
{{notes}} Generic field for notes

Example of usage: &{template:solidtrait} {{name=@{character_name}}} {{skill_name=Agility}} {{skill_rank=@{Agility}}} {{skill_rank_mod=@{agMod}}} {{att_mod=@{agrollMod}}} {{ttmod=@{ttmod}}} {{wounds= -@{wounds}}} {{fatigue= -@{fatigue}}} {{skill_roll=[[1d@{agility}! + @{agMod} + @{agrollMod}[Skill Modifier] + @{ModSum}[Other Modifiers]]}} {{wild_die_rank=@{wilddie}}} {{wild_die=[[1d@{wilddie}! + @{agMod} + @{agrollMod}[Skill Modifier] + @{ModSum}[Other Modifiers]]}}

Planned Enhancements & Wishlist

As of April 2020, discussion of features and bugs is in the [SWT Test Game v4 and later].