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Savage Worlds Tabbed

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🆕 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.

The original SW-TCS was created by G V. Version 3.x of the SW-TCS was updated by Finderski.

The forum for the character sheet, while under development, is here: 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

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-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

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).

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 also has an alternate version specifically for Mooks/Allies, allowing for quick input and access to an NPC's stats.

The Header Section

The "header" section of the character sheet contains two buttons:

  • The Configuration button
  • The Switch to Ally/Mook (or Switch to Wild Card) button

SW-Tabbed-Header.png

Configuration

Savage Worlds Tabbed Character Sheet Configuration Window in its default state with the four different configuration areas collapsed and hidden

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 the Arcanum Tab.

Configuration: Game Settings
Snapshot of the Game Settings Configuration Window
This section of the Configuration is broken down into 2 areas: Home Brew Rules, and Setting Modifications. Setting Modifications is further broken down into 3 groups: Additional Derived Stats, Field Replacements, and Additional Fields. This section is where you can modify the sheet to fit a particular setting you may be playing.
Additional Derived Stats: This grouping provides more Derived stats to flesh out a game. These are different from the other groupings in that the items under this heading will appear in the Derived Stats section of the Basic Info tab. Currently, this section includes (each will be discussed in the Derived Stats section of this guide):
  • Corruption
  • Fame
  • Firewall
  • Glory
  • Grit
  • Sanity
  • Strain
  • Street Cred
Field Replacements: These are options to re-label an existing field of the character sheet. For example, Low Life refers to money as Clams, and 50 Fathoms as well as Pirates of the Spanish Main use Pieces of Eight. The money field remains the same, only the label changes. In most instances, the field that is being replaced will be listed in parentheses next to the new field label. The options available are:
  • Claims
  • Code Name
  • Pieces of Eight
  • Origin of Parahuman Abilities (this modifies the Physical Appearance header, but doesn't really replace anything—merely adds to it)
  • Species
  • Threat Rating
Additional Fields: These are fields that can be shown in other areas of the character sheet, but are not Derived Stats. Most of these additional fields appear on the Basic Info tab, but not all of them. The list of additional fields includes:
  • Augmentations (Equipment Tab)
  • Home World (Basic Info Tab)
  • Languages (Basic Info Tab)
  • Nerves of Steel (Basic Info Tab)
  • Occupation (Basic Info Tab)
  • Permanent Injuries (Basic Info Tab)
  • Ship Name (Basic Info Tab)
  • Worst Nightmare (Basic Info Tab)

Each of these additional fields will be discussed in the section of the guide detailing the appropriate tab.

Home Brew Rules: Currently, there are only two options under this section. They are: allow a progression of Bonus Damage Dice when raises are achieved, and allow a Power Pointsless option.

According to the Core Rules, when an attack succeeds with one ore more raises damage is rolled with an additional d6—however, some groups play where each additional raise on the attack roll increases the die type by one, to a maximum of d12. Checking this box will provide a drop down menu where the appropriate die type for the bonus damage can be selected. This will be outlined later in the appropriate section under Skills and Arcanum.

The Power Pointsless option removes the Power Points field from the Arcanum tab.

Configuration: Core Skills
Skills available to Wild Cards in the Configuration window
The Core Skills windows are essentially identical, the only difference is which character sheet view is affected. Rather than list out all the skills available (see the screen shot), all the skills from the Savage Worlds Deluxe Core rules are available, plus the following additional skills:
  • Faith
  • Guts
  • Psionics
  • Ritual
  • Spellcasting
  • Weird Science
All skills are hidden (unselected) be default, except for Fighting which is always visible, since it is necessary in calculating Parry.

Wild Card Tabs

The tabs on the Savage Worlds Tabbed Character Sheet only apply to Wild Cards and are there to make navigation easier and to assist in keeping the screen as clear of clutter as possible. The tabs are:

  • Basic Info
  • Edges & Hindrances
  • Skills
  • Equipment
  • Arcanum
  • Journal
  • All

Each tab will be discussed in detail below, except for the All tab. This tab displays all sections in one, long scrollable section (as if there were no tabs).

Basic Info

Basic Info
Basic Info Tab: Demographics
The Basic Info tab contains much of the core information about a character and is broken down into two basic categories: The Demographic information, and "The Other Stuff".
Demographics
Demographics
This section contains the following fields:
  • Name - This is the Characters Name. If the Field Replacement Code Name is checked (in Configuration), an additional field will also appear labeled "Civilian Name". This is useful for Superheroes or Spycraft type settings.
  • Player - This is the name of the person playing the character
  • Homeworld - This field is one of the "additional fields" and is useful for Sci-Fi settings where the characters may be from different homeworlds.
  • Race - The character's race would be entered here.
  • Gender/Age - These are two different fields. The first is Gender where the player can enter the gender the character identifies as. This is an open text field allowing for more genders rather than the standard binary Fe-/Male. Age is a numeric value representing how old the character is.
  • Derived Stats—This section's header consists of: Base (the starting or default value), Mod (Modifier—any bonuses or penalties that affect the derived stat), Armor (any armor values that may impact the Derived stat—this really is only fro Toughness currently), and Current (the sum of Base+Mod+Armor). There are a couple of Derived Stats with a different header and those will be detailed below.
    • Pace - The pace of the character. The Base value is 6
    • Parry - The character's parry score. The Base value is (Fighting/2)+2
    • Sanity - This field is one that can be added via the Configuration window. It was first introduced in the Tour of Darkness setting. The Base value is (Spirit/2)+2
    • Charisma - This field is the standard Charisma stat for Savage Worlds. The Base Value is 0
    • Fame - This field is one that can be added via the Configuration window. It was first introduced in the Pirates of the Spanish Main setting. It is a measure of ones standing in society and starts at 0
    • Firewall - This field is one that can be added via the Configuration window. It was first introduced in the Interface Zero 2.0 setting. The base value is 4
    • Grit - This field is one that can be added via the Configuration window. It was first introduced in the Deadlands setting. The Base value is 1 point of Grit per Rank (i.e. Novice = 1, Legendary = 5)
    • Toughness - The character's Toughness score. The base value is (Vigor/2)+2
    • Street Cred - This field is one that can be added via the Configuration window. It was first introduced in the Interface Zero 2.0 setting. The base value is 2 points per Rank (i.e. Novice = 2, Legendary = 10). Generally speaking, the max amount of Street Cred one can have is 10, however, this can be modified by Edges, though there is no place to capture the Max Street Cred Modifiers. The Mod field for this field applies to a person current Street Cred rating, and the Current value = Base+Mod
    • Strain - This field is one that can be added via the Configuration window. It was first introduced in the Interface Zero 2.0 setting. This represents the strain on the body and Spirit due to cybernetic augmentation. The base value is 0. The Max field indicates the maximum strain your character can handle. Current = Mod + Strain totals (calculated from the values in the Augmentations section of the Equipment Tab).
  • Wild Die - This is the Wild Die that will be used when rolling a Trait Test for a Wild Card character. This is a text input field (or can be changed to the Dice Drop Down menu via the Configuration window) so it can be changed to accommodate homebrew rules and/or edges that may modify the Wild Die.
  • XP - This is a numeric field to capture the number of experience points a character has
  • Rank - This is the Rank of the character. 0-19 = Novice, 20-39 = Seasoned, 40-59 = Veteran, 60-79 = Heroic, and 80+ = Legendary. Unfortunately, at the current time this field does not auto-adjust and must be manually updated.
  • Occupation - This field is one that can be added via the Configuration window. This field is used in various settings to indicate the characters occupation that is presented to the world.
  • Money - Moolah, Dinero, how much cash a character has available to purchase stuff...
  • Ship's Name - This field is one that can be added via the Configuration window. This field is used in any setting where the character may come into possession of a ship (whether it's a space craft or a seafaring vessel, no distinction is made by this field)
The Other Stuff

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 Guide—Agility and Smarts (because Agility and Strength are slightly different from the others, but still follow the same basic format).

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]]]
Smarts Roll Formula:
/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]]]
Hidden Fields:
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:
Field Name Ability Macro Text
rollAgility @{rollAgility}
rollSmarts @{rollSmarts}
rollSpirit @{rollSpirit}
rollStrength @{rollStrength}
rollVigor @{rollVigor}
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.
Health
Health:
Health consists of four things: Wounds, Fatigue, Nerves of Steel, and Permanent Injuries.
Wounds has two boxes, the first box starts at 0 and represents the number of wounds a character has, and the second box is the maximum number of wounds and is read only.
Fatigue is similar to Wounds, the only difference is the maximum Fatigue level is 2.
Nerves of Steel is a drop down menu and is not displayed by default. This drop down allows rolls to calculate the appropriate wound penalty for characters who have the Nerves of Steel and/or the Improved Nerves of Steel Edges. This required a new hidden field (@{woundsMod}) so that wound penalties would calculate properly. To add this field, go into Configuration>Game Settings Configuration>Setting Modifications>Additional Fields.
Permanent Injuries is a textarea field and is not displayed by default. To add this field, go into Configuration>Game Settings Configuration>Setting Modifications>Additional Fields.
Miscellaneous
Miscellaneous:
By and large this section is a collection of modifiers with a couple of rolls thrown in. The section contains:
  • 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:
/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]]]
  • 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.
  • 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.
  • 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.
  • Load Limit - This 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 field that sums the total weight carried (Weight Carried will be covered in greater detail under the Equipment Tab). The formula is:
@{armortotalweightcarried} + @{meleetotalweightcarried} + @{rangedtotalweightcarried} + @{geartotalweightcarried}
  • Encumbrance Penalty - This is a calculated field to determine if a penalty is applied to Agility- and Strength-based rolls. The formula is:
floor(((@{loadlimit}) - (@{totalloadcarried}))/(@{loadlimit}))
  • # 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:
/em @{character_name} rolls @{BenniesUsed} dice to try and score additional experience and gets [[@{BenniesUsed}d6>5]] extra experience points!
  • 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}
@{ttmod}-@{woundsMod}-@{fatigue}
  • ModSumEnc (hidden) - this field is similar to the ModSum field, but also includes the Encumbrance Penalty. This field can be called using @{ModSumEnc}.
@{ttmod}-@{woundsMod}-@{fatigue}+@{encumbrance}
  • 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.
  • 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

Skills

Skills
Snapshot of the Skills Tab with the Macro Formula hidden
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.
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.
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).
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.
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.
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.
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
Roll Button Formulas: The roll buttons follow the standard format. Here are the formulas for all the skills.
Skill Formula
Unskilled /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]]]!
Fighting /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]]]! + @{FightingMod}[Fighting Rank Modifier]
Boating /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]]]!
Climbing /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]]]!
Driving /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]]]!
Faith /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]]]!
Gambling /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]]]!
Guts /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]]]!
Healing /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]]]!
Intimidation /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]]]!
Investigation /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]]]!
Lockpicking /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]]]!
Notice /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]]]!
Persuasion /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]]]!
Piloting /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]]]!
Psionics /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]]]!
Repair /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]]]!
Riding /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]]]!
Ritual /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]]]!
Shooting /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]]]!
Spellcasting /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]]]!
Stealth /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]]]!
Streetwise /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]]]!
Survival /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]]]!
Swimming /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]]]!
Taunt /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]]]!
Throwing /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]]]!
Tracking /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]]]!
Weird Science /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]]]!
Hidden Fields:
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:
Field Name Ability Macro Text
rollFighting @{rollFighting}
rollBoating @{rollBoating}
rollClimbing @{rollClimbing}
rollDriving @{rollDriving}
rollFaith @{rollFaith}
rollGambling @{rollGambling}
rollGuts @{rollGuts}
rollHealing @{rollHealing}
rollIntimidation @{rollIntimidation}
rollInvestigation @{rollInvestigation}
rollLockpicking @{rollLockpicking}
rollNotice @{rollNotice}
rollPersuasion @{rollPersuasion}
rollPiloting @{rollPiloting}
rollPsionics @{rollPsionics}
rollRepair @{rollRepair}
rollRiding @{rollRiding}
rollRitual @{rollRitual}
rollShooting @{rollShooting}
rollSpellcasting @{rollSpellcasting}
rollStealth @{rollStealth}
rollStreetwise @{rollStreetwise}
rollSurvival @{rollSurvival}
rollSwimming @{rollSwimming}
rollTaunt @{rollTaunt}
rollThrowing @{rollThrowing}
rollTracking @{rollTracking}
rollWeirdScience @{rollWeirdScience}
rollSkill @{repeating_skills_#_rollSkill}
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.

Equipment

Equipment
Snapshot of the first half of the Equipment Tab with the Macro Formula hidden
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.
Armor
Armor
This section is fairly self-explanatory. Each row has five fields: Armor Type, Area Protected, Protection, Weight, and Description.
Armor Type is the type of Armor (i.e. Leather, Plate, etc)
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.
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.
Weight is a numeric field for capturing the weight of the piece of armor.
Description/Notes is for capturing any special notes or information about the piece of armor.
Augmentations
Augmentations
Snapshot of the the second half of the Equipment Tab with the Macro Formula hidden
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.
Augmentation is a text field for the actual augmentation.
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.
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.
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.
Gear
Gear
This is just a big ol' text area to capture your list of equipment.

Journal

Journal
Journal Tab with all fields showing.
The Journal tab is place to capture any information that may be relevant to the character. This tab is broken down into three sections: The Quest Log, the Party Bag, and Notes.
Quest Log
Quest Log
The Quest Log is for logging any important details about quests the character may undertake. This is a repeating section with the intent that each row would be a unique quest. The font of this section can be changed via the Configuration "window" to give it a handwritten look and feel to help with game immersion. The section is designed help keep a record of all the accomplishments of the character and as such is comprised of 5 fields.
Quest Title is a text field designed to allow you to enter a descriptive title for the quest (for example: Find the Black Queens Heart). It's meant to help give some color to the story as it unfolds.
Boss is a text field to capture who sent the character on the quest (assuming there was someone/something that contracted the character.
Goal is a text field to capture what the purpose of the quest is.
check box (untitled) is a checkbox to indicate whether the quest is complete or not.
notes (untitled) is a large text area field to capture any specific notes related to the quest—names, places, etc.
Party Bag
Party Bag
The Party Bag is a large text area field intended to help keep track of communal party property and/or money. Use it however you want.
Notes
Notes
The Notes field is just that—a big text area to capture any miscellaneous notes.

Roll Templates

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.

Trait Roll Template

Required fields for Trait Roll Template usage:

Template Field Description
{{name}} The Character's name. Can be pulled from @{character_name}
{{skill_name}} The Trait being used rolled. This can also be an Attribute (e.g. Agility)
{{skill_roll}} The formula used for the actual roll. Must be done as an inline roll.

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]]}}

Damage Roll Template

Required fields for Damage Roll Template usage:

Template Field Description
{{name}} The Character's name. Can be pulled from @{character_name}
{{damage_type}} Really anything you want parenthetically listed; I tend to use the damage dice to be rolled).
{{damage}} The formula used for the actual damage roll. Must be done as an inline roll.

Optional fields for Trait Roll Template usage:

Template Field Description
{{weapon}} The damage causing weapons. Can be manually input or added using: @{repeating_meleeweapons_#_WeaponType} (where # is the corresponding number for the repeating field order).
{{raise}} The die type rolled for any raises on the damage roll
{{dmgmod}} Any damage modifiers used in the roll, typically would pull from @{dmgmod}
{{misc_notes}} Any notes related to the damage roll that you would like to call out.
{{bonuses}} Generic field for blanket bonuses
{{penalties}} Generic field for blank penalties
{{notes}} Generic field for notes

Example of usage: &{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}}}

Trait+Damage Roll Template

Required fields for Combined Roll Template usage:

Template Field Description
{{header}} The top colored bar indicating things like who is performing the action, or what skill and/or weapon is being used.
{{trait_name}} The Trait (Attribute or Skill) being used rolled.
{{trait_roll}} The formula used for the actual roll. Must be done as an inline roll encapsulated within double square brackets.
{{weapon}} The weapon used to deliver the damage.
{{damage}} The formula used for the actual damage roll. Must be done as an inline roll encapsulated within double square brackets.

Optional fields for Combined Roll Template usage:

Template Field Description
{{background}} 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)
Trait Roll Field Description
{{trait_rank}} The die rank of the Trait (skill or attribute).
{{trait_rank_modCheck}} If used, will hide any rank modifiers that are 0.
{{trait_rank_mod}} The die rank modifier of the Trait (skill or attribute).
{{wild_die}} The formula used for the actual Wild Die roll. Must be done as an inline roll.
{{wild_die_rank}} The Wild Die die-type.
{{trait_rank(2-4)}} Same as {{trait_rank}}, but used in cases of multiple actions
{{trait_rank_modCheck(2-4)}} Same as {{trait_rank_modCheck}}, but used in cases of multiple actions
{{trait_rank_mod(2-4)}} Same as {{trait_rank_mod}}, but used in cases of multiple actions
{{wild_die(2-4)}} Same as {{wild_die}}, but used in cases of multiple actions
{{wild_die_rank(2-4)}} Same as {{wild_die_rank}}, but used in cases of multiple actions
Damage Roll Field Description
{{damage_type}} || Anything you want parenthetically listed, for example the damage dice to be rolled (2d6). |- | <nowiki>{{weapon(2-4)}} 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: {{weapon2}}
{{damage_type}}</nowkik> || Same as <nowiki>{{damage_type}}, but used in cases of multiple attacks
{{damage(2-4)}} Same as {{damage}}, but used in cases of multiple attacks
Trait Modifier Fields Description
{{enc}} Encumbrance penalty
{{wounds}} The number of wounds for the character (@{wounds})
{{woundsMod}} The actual wound modifier (@{woundsMod})
{{fatigue}} The number of Fatigue levels for the character (@{fatigue})
{{fatigueMod}} The actual fatigue modifier (i.e. [[@{fatigue} * -1]])
{{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)
{{tbonuses}} Generic field for blanket trait bonuses
{{tpenalties}} Generic field for blanket trait penalties
{{tnotes}} Generic field for blanket trait notes
Damage Modifier Fields Description
{{dmgmod}} Any damage modifiers used in the roll, typically would pull from @{dmgmod}
{{dbonuses}} Generic field for blanket damage bonuses
{{dpenalties}} Generic field for blanket damage penalties
{{dnotes}} Generic field for damage notes
Shared (Trait and Damage) Modifier Fields Description
{{sbonuses}} Generic field for bonuses that apply to both the Trait and Damage rolls
{{spenalties}} Generic field for penalties that apply to both the Trait and Damage rolls
{{snotes}} Generic field for notes for modifiers that apply to both the Trait and Damage rolls

Example of usage: &{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)}}

SPECIAL NOTE

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.

Making Token Macros

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. 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.)
  2. You'll see three tabs, Bio & Info, Character Sheet, and Attributes & Abilities. Click on Character Sheet.
  3. 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.
  4. 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) }}
  5. 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}

🆕 Planned Enhancements & Wishlist

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