Just thought I'd let everyone know that I have submitted the Pull Request for an update to the Savage Worlds (Tabbed) character sheet. The changes you can expect in this one are: Added InitEdges support in the Configuration panel for those who use the API to handle initiative This is completely optional and will not affect rolls in anyway—added merely as a convenience for GMs who happen to use this script (like me) This supports the API script called: Deal-Init.js Modified the Presentation for the Configuration button (now a gear-y icon) Add button to manage Core Skills, so you don't have to go into the Configuration all the time (easier for players to grasp) Wild Card Skill Tab NPC Skills Section Modify Roll Templates to accommodate Skill Specialization (optional Rule) Added the {{skill_nameHeader}} to the Trait Roll Templates. This is an optional tag that can be used with the Skill Specialization optional rule. The result is to display the Skill and the specialization (e.g. Shooting:Hand Guns). Reworked the Equipment Tab Moved Vehicles from Equipment to a separate tab The tab can be shown in Configuration All the existing settings should migrate over If Vehicles were shown, the Vehicles Tab should be present Which ever vehicles were selected and set up should be present Changed Augmentations to a Repeating Section Modified Gear into two separate tracking mechanisms Worn Gear (Repeating Section includes a weight value) Stashed Gear (Text area/free-form entry) Removed one of the weight fields from Armor, Melee, Range, and Gear The assumption is that they are all carried, which makes calculating encumbrance easier If any of these items are not carried/worn, they should be captured in the Stashed Gear box Added Sheet Workers Rank now "auto-calculates" based upon the value in the XP field Toughness Parry Strain Includes a visual cue when Current Strain is nearing Max Strain Encumbrance Inventory Weights Armor Melee Weapons Ranged Weapons Gear (worn)—this is a new repeating section The old Gear text field is still there (and still named the same so no data-loss), but it has been changed to be stashed gear so you don't need to keep track of the weights of stuff in that field Added a Combat Options Tab with a list of things to try to spice up combat and get out of the "I hit. It hits" rut. Currently this tab is nothing more than a list of suggestions of things to try, but at some point down the road, the intention is to add buttons to the options that make sense to add buttons to. I will post once I get confirmation that everything has been accepted. WARNING : I completely changed the way Augmentations work...they are now a repeating section. So, if anyone was using those, I'd recommend writing down what augmentations your characters have so you can enter them in the new repeating section. I had posted earlier about this and got zero responses, so I'm assuming no one is impacted, but just in case...