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Savage Worlds (Tabbed) Character Sheet - Version 05 Jan 2015

1420666285
Finderski
Plus
Sheet Author
Compendium Curator
The latest version of the Savage Worlds Tabbed sheet should go live in a couple of days (just got the notification that it was merged)—I didn't change the json file, so it shouldn't disappear from your drop downs again. :) The Short Version: Additional Modifier field for skills New organization for Configuration Additional header information for skills and attributes Additional setting support Additional skills Roll button to become Unshaken Here's what to expect (the long version): New Layout for the Configuration Window. The four main styles of configuration remain the same, but I reorganized things a little. The Tweak UI is where you'll still find the Dice Drop Menus, but in addition I've added the ability to hide the Arcanum tab (for characters who don't have an Arcane Background). I've also moved the Backgrounds and Logos to this section since they are more cosmetic than anything. A new logo has been added: Interface Zero 2.0 New Backgrounds for Cyberpunk, Last Parsec, Noir, and Superhero have been added Modified the Game Settings Configuration Layout to distinguish between Home Brew Rules, Additional Derived Stats, Field Replacements, and Additional Fields. I've changed the default state of the Character sheet for Bonus Damage on Raises on the attack roll. According to the rules, it's a single d6 additional damage. However, because I play a home brew version of that I wasn't going to get rid of the ability to choose a different die type. So, I kept it, but added a Home Brew Rules section under Game Settings Configuration for that. Added additional setting support (mainly for Cyberpunk style games) New Derived Stats Firewall Strain Street Cred Additional Fields Augmentations Permanent Injuries Added additional skills Faith Rituals (for things like voodoo, Tribal Medicine, etc) Psionics Spellcasting Weird Science For Wild Cards there's a new field on the Skills section for Skill modifiers. The sheet only included one file before, which was the skill rank modifier. I realized that there are skills that may modify a skill roll (including the Wild Die) and so added the additional modifier. I also clarified the header row to more clearly distinguish the fact that the first modifier box is for the Skill Rank (so that modifier will not add to the Wild Die roll). And something similar for the Attributes Under the Miscellaneous section of the Basic Info sheet a roll button to become Unshaken has been added along with a Modifier field to account for Edges like Combat Reflexes. And just because I'm somewhat screenshot happy today, here's one of the Augmentation section (It's under the Equipment tab). I decided to not make this a repeating section, but to fake one to a certain extent. This allows the sheet to track the total strain and can apply that to the Strain Derived Stat. That shot also has the Cyberpunk background enabled to give you an idea of the flavor for that. For Augmentations you can show up to 12 rows (considering that the max strain is something like 14 or 16 I thought that would be a sufficient number. If we need to add more I can probably do that, but will just go with this for now). So, anyway, let me know your thoughts once you get a chance to mess around. I'm still looking for a good background choice for Fantasy, Noir (not completely happy with the existing one, but...) and Supers.
You rock sir!
1420679770
Finderski
Plus
Sheet Author
Compendium Curator
LOL - Thanks. :)
sounds and looks good. One issue so far, (for me anyway), the attribute and skill rank values are hidden by the drop down arrows, so you can only see the values when you click on them. Really appreciate all the work you are doing on this!
1420947745
Finderski
Plus
Sheet Author
Compendium Curator
What browser are you using? Because the drop down arrows should be hidden.
1420978445
Finderski
Plus
Sheet Author
Compendium Curator
Xcentric - I've done some research and I'm guessing you are using Firefox? If you are, unfortunately, this won't be something I can fix for Firefox. Apparently, the Firefox developers made a decision to not let web developers stylistically remove the dropdown arrow with the release of version 30. And, unfortunately, for the page layout, I need those dropdown boxes to be the size they are (otherwise, things get really ugly). But, give me some time to think on this and I may be able to come up with something as a workaround.
ah interesting, I do use firefox. I'll check it out in another browser. thanks for looking into it :)
1423466941
Pat S.
Forum Champion
Sheet Author
I have a question on the latest sheet. Why is the boating skill listed by default and not removeable?
1423474559
Finderski
Plus
Sheet Author
Compendium Curator
Pat, Sorry about that, I thought I'd squished that bug. When I was doing some testing I had Boating set to default so I wouldn't have to reload the campaign every single time and then forgot to undo that. Which version of the sheet are you using? I'm guessing it should be Jan 7 2015 (since that's the latest)? Anyway, It should be resolved once I'm able to work through some GitHub issues I'm having at the moment. However, you should be able to remove it. At least I was able to. I just had to go into settings and check the box for Boating twice. The first time put a check in the box and the second time removed the check mark and the skill. I even closed and reopened the sheet, and then closed and reopened the campaign. The unfortunate downside would be every time you click the Add button to add a new character sheet, it'll come back until you create a base character sheet with Boating removed and then just duplicate the base sheet. Hope that helps a little.
Hey, thanks for the hard work, this sheet is fantastic, my fairly new players are finding it really easy to use in the zombie game I've been running recently. I've only really run into one issue. I know this is a bit of an edge case, but is there a way that fighting could stop being mandatory for character sheets? I only really noticed this as a problem when I decided to use the "skill specialisation" setting rule to split fighting into fighting(bladed) and fighting (blunt) and noticed I couldn't remove fighting from the sheet. I thought this odd at first because its possible to create characters without the fighting skill(despite it being a rather stupid thing to do), but remembered that you calculate parry automatically directly from the fighting skill with this sheet. I can see why this was done, but parry doesn't really change all that often so I don't think its really important that it is calculated automatically like this.
Hello, I'm pretty new here and I find your Savage Worlds Tabbed sheet excellent. There is, however, one minor issue: The "rank modifier", which I assume represents an increase to a Trait rather than a bonus to a Trait, needs to be added to both the Wild Die and the Trait die - just like the "Mod" modifier. The only difference should be that a bonus to a Trait ("Mod") does not increase derived values (such as Parry), while an increase to a Trait ("Rank modifier") also increases derived values. But both are added to the Wild Die.
1424113225
Finderski
Plus
Sheet Author
Compendium Curator
Kyle C. said: Hey, thanks for the hard work, this sheet is fantastic, my fairly new players are finding it really easy to use in the zombie game I've been running recently. Glad you're finding it useful. :) Kyle C. said: I've only really run into one issue. I know this is a bit of an edge case, but is there a way that fighting could stop being mandatory for character sheets? <snip> I thought this odd at first because its possible to create characters without the fighting skill(despite it being a rather stupid thing to do), but remembered that you calculate parry automatically directly from the fighting skill with this sheet. I can see why this was done, but parry doesn't really change all that often so I don't think its really important that it is calculated automatically like this. Because Fighting is required for Parry I'm not inclined to remove it from the character sheet, however, I have added d0 as an option so that it can accurately reflect those characters who do not take Fighting. But because it is used to calculate the Parry score, I don't want to hide Fighting so that it's easy to see what is feeding the Parry score. Thanks for your feedback, though - it did need to be cared for in some fashion. Warthog said: Hello, I'm pretty new here and I find your Savage Worlds Tabbed sheet excellent. There is, however, one minor issue: The "rank modifier", which I assume represents an increase to a Trait rather than a bonus to a Trait, needs to be added to both the Wild Die and the Trait die - just like the "Mod" modifier. The only difference should be that a bonus to a Trait ("Mod") does not increase derived values (such as Parry), while an increase to a Trait ("Rank modifier") also increases derived values. But both are added to the Wild Die. Warthog - thanks for this. It was an interpretation on my part that appears to be incorrect. I posted a question on the Pinnacle forums and you are correct. I will update things so that the Trait Modifier is applied to the Wild Die roll as well. It already feeds the derived stats appropriately. I'll see if I can't get this added quickly for the next repo-refresh.