My group is playing Savage Worlds DX with modified (original-Deadlands-esque) Initiative rules. Each player rolls their Agility, and (in place of the standard Wild Die,) whatever's higher: their Smarts or their Spirit. On a success, they get a card as usual. On a raise, they get two cards and use the highest for their action (à la the Level-Headed Edge). Two raises, they draw two cards for two actions. Three raises, they get three cards and keep the highest two for their two actions. If they don't get a success... they still get a card to use for their one action, but they can't use interrupt actions. OK, yeah, that's the other rub; this used to be a Shadowrun game before I got sick of trying to GM Shadowrun. But my players and I really liked the interrupt action system, and I've made SWDX equivalents for most of them.  You can use a 10-point Interrupt Action by discarding an (unused/held) action with a card that's a 9 or higher. You can use a 5-point Interrupt Action by discarding an (unused or held) action with a card that's an 8 or lower, or by deducting 7 from a card's value. A 6 of diamonds would need to be forfeited, but a Jack of spades would become an altered 4 of spades, which would go after a natural 4 of clubs. So, in summary, this introduces: A weird (for Savage Worlds) dice roll Potential for multiple cards for some characters Potential for multiple actions in a turn A card value hierarchy in which the usual suit order (s>h>d>c) happens for all the natural occurrences of a face value of a card, and happens again for each altered one I really want to see if it's possible to use the turn tracker and any available tools to streamline this. Here's the best solution I could come up with for each problem: Store a value for "wdinit" (wild die for initiative) on each character's attributes to indicate what trait would be rolled with agility. (I'm using the Tabbed character sheet so Agility is in the system already). Using the macro "/r {1d@{selected|agility}! , 1d@{selected|wdinit}!}k1" for Initiative rolls. I'll be distributing cards manually, providing extra(s) to those who got a raise or higher. They discard the clunker and add the higher one to their turn order. I'll be adding an extra turn manually via right-clicking their token for anyone who got a second raise or higher. The card hierarchy is trickier. The way card values are sorted doesn't leave a lot of wiggle room. 4.5♣ shows up as a lower value than 4♣ when you auto-sort. So I'm going to try hitting "sort" at the beginning and then make any alterations manually. (After all, the whole point of Interrupt Actions is you can do them at any time.) If anyone knows of any way I could make this all a little easier than I've made it for myself here, I'm all ears. And final question, the end of each combat turn is actually kind of proving trickiest: Is there an easy way to clear out the values of everyone in the turn tracker? I don't mean delete every token from it; I want to keep the party and any remaining NPCs in the tracker rather than add them all after every turn, but the problem is that it's not readily apparent (unless you have an exceptionally keen memory) whether the card value next to someone's name is one from the concluded round, or one from the upcoming round. It probably would go find most of the time, but seems to introduce a high likelihood of eventual conclusion. Is there a macro that'll just wipe everyone's score out but leave them in the Tracker window?