TEXT: EDGES
  HINDRANCES
  WEAPONS   COMBAT
  AMMO
  &
  NAME
  CONCEPT
  OCCUPATION
  APPEARANCE
  AGE
  RACE
  WEIGHT
  HEIGHT
  /
  /
  WEAPON OR TYPE OF ATTACK RANGE S M L
  DAMAGE
  WEIGHT
  SHOTS
  AP
  NOTES
  ROF
  TRAITS   SKILLS
  &
  AGILITY
  SMARTS
  SPIRIT
  STRENGTH
  VIGOR
  BOATING
  DRIVING
  FIGHTING
  LOCKPICKING
  PILOTING
  SHOOTING
  STEALTH
  THROWING
  GAMBLING
  HACKING
  HEALING
  HYPER COMBAT
  INVESTIGATION
  KN
  KN
  KN
  NOTICE
  REPAIR
  STREETWISE
  SURVIVAL
  TAUNT
  TRACKING
  INTIMIDATION
  PERSUASION
  ATHLETICS
  BASE TOUGHNESS
  TORSO
  PROTECTION
  HEAD
  PROTECTION
  ARMS
  PROTECTION
  LEGS
  PROTECTION
  HEALTH
  PERMANENT INJURIES
  MOD
  1
  1
  2
  2
  3
  3
  Shaken: Damage 0-3 points over Toughness. On their Action: must roll Spirit. Failure = Still shaken, only free actions allowed. Success or Raise = complete recovery.
  Wound: Every raise (every 4 points over Toughness) causes a wound. Roll once on Injury Table (Gritty Damage option). Each wound = 1 cumulative penalty to Pace and all Trait tests.
  Incapacitation: Roll Vigor: 1 or less = death. Failure = Roll on Injury Table (p 78) - dmg is permanent and you are bleeding out. Success or raise = Roll on Injury Table. 
  Bonus damage: A raise on an attack roll adds +1d6 damage.
  Aim +2 next round if you don’t move. No more Actions | Automatic Fire -2; roll dice equal to RoF + Wild Dice | Called 
  Shots Limb (-2; may disarm), Head or Vitals (-4; +4 dmg), Small Target (-4), Tiny Target (-6) | Defend +2 Parry. No 
  more Actions | Disarm -2 (Called Shot); defender rolls Str vs. dmg or drops weapon | Double Tap/3 Round Burst +1/+2 
  att and dmg | Full Defense Fighting Roll is Parry (never less than Parry); no movement, no more Actions | Grappling 
  Opposed Fighting roll; raise = Shaken; on subsequent rounds, foe rolls opposed Str. or Agility to escape. Success = free, 
  Raise = free and take action | Push Opposed Str roll. Success = bash or knocked prone | Suppressive Fire Success = 
  targets in Med Burst Template make a Spirit roll or be Shaken; 1 = regular damage | Test of Will Opposed Roll Taunt 
  vs. Smarts or Intimidate vs. Spirit; success = +2 next action against defender; raise = defender is also Shaken | Trick 
  Opposed Agility or Smarts roll; success = defender -2 Parry until next rnd; raise = also Shaken | Wild Attack +2; +2 dmg; 
  -2 Parry | Withdrawing Adjacent foes get one free attack each.
  Breaking Things See obstacle toughness table (p 85). Parry 2, No bonus dmg or 
  Aces | Cover Light -1, Medium -2, Heavy -4 | Darkness Dim -1, Dark -2 and not visible 
  beyond 10”, Pitch black -4 | The Drop +4 attack and damage | Firing into Melee See 
  Innocent Bystanders | Ganging Up +1 per additional attacker; maximum of +4 | Impro-
  vised Weapon -1 attack -1 parry, damage S/Str+d4, M/Str+d6, L/Str+d8 | Innocent By-
  standers A 1 on Shooting hits random, non-adjacent target; (1 or 2 for Auto weapons/
  Shotguns) | Off-hand attack -2 | Prone As medium cover (-2). Prone defenders are -2 
  Fighting and Parry | Ranged weapon in melee Only handguns. TN = defenders Parry 
  | Two Weapons -2; additional -2 for off-hand if not ambidextrous | Unarmed Defender 
  Armed attacker get +2 Fighting | Unstable platform -2.
  A character sheet by Jarl-Stian Olsen - jarlstian@gmail.com
  DERIVED STATS
  LANGUAGES
  PACE
  RUNNING
  CHARISMA
  PARRY
  BASE
  MOD
  TOTAL
  0
  -2 penalty on actions
  2+ 1/2 Fighting
  2+ 1/2 Vigor
  +Charisma
  +Charisma
  XP
  ADVANCES
  5
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  90
  100
  110
  120
  ADVANCE
  SEASONED
  VETERAN
  HEROIC
  LEGENDARY
  NOVICE
  WOUNDS
  FATIGUE
  INC
  ACTIONS
  SITUATIONS
  5
  10
  15
  20
  25
  30
  35
  40
  45
  50
  55
  60
  
  NAME
  A character sheet by Jarl-Stian Olsen - jarlstian@gmail.com
  CREDITS
  INCOME
  CONTACTS
  POWERS
  CHARACTER NOTES
  GEAR
  CYBERWARE   AUGMENTS
  TAP  TENDRIL ACCESS PROCESSOR
  STREET CRED
  ENCUMBRANCE PENALTIES   WEIGHT LIMITS
  0
  1
  2
  3
  TEMP
  MOD
  PERM
  MOD
  MAX
  POOL
  WT LIMITS IN POUNDS
  PENALTY
  TAP ENGRAMS AND APPS
  NAME  TRAPPING  EFFECT
  RANGE
  DUR 
  ATION
  NEURAL TOUGHNESS
  ACTIVE MEMORY SECTORS  AMS
  BASE
  MOD
  TOTAL
  MEM
  STRAIN
  WEIGHT
  NAME  EFFECT  GRADE
  NAME  EFFECT
  TOTAL STRAIN
  TOTAL WEIGHT CARRIED
  IN
  AMS
  &
  &
  (
  )
  )
  (
  (Agility/Strength rolls/skills)
  -> Str x 5
  -> Str x 10
  -> Str x 15
  -> Str x 20
  RANGE
  FIREWALL
  Max Smarts
  2+ 1/2 Vigor
  4
  4
  HANDLE
  #
  /
  /
  /
  /
  /
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Interface Zero/SWADE - Interface Zero - Character Sheet.pdf