Savage Worlds Character Sheet

Savage Worlds Character Sheet

NOTE: The Savage Worlds Ruleset wiki is in the process of being updated to reflect current Adventure Edition information. Some older pages may still show information that was pertinent to the previous Deluxe edition, and screenshots may show outdated versions of Fantasy Grounds VTT (previously Fantasy Grounds Unity) or may be missing information altogether. Please bear with us while we being these pages in line with the current ruleset.

The information below is current as of May, 2025, and will be kept current moving forward.

Character Sheet Overview

The Savage Worlds Character Sheet in Fantasy Grounds consists of multiple tabs along the right-hand side, each dedicated to a specific category of character data. A few UI elements persist across all tabs and are always visible.

  • Window Title Bar (Static Controls): The top row of the window includes Fantasy Grounds window controls. In addition to standard minimize and close buttons, each window’s controls may vary depending on the record type (e.g., Character Sheet, Skill, Edge, etc.).

  • Header (static):  Displays the character's portrait/token, name, Wild Card indicator, and Bennies pool. This section remains visible across all tabs.

  • Main (tab): Contains Edges, Hindrances, and Abilities, as well as the character's ancestry/race, gender, age, description, and Allies.

  • Traits (tab):  Displays Attributes, Skills, and Derived Stats like Pace, Parry, and Toughness. It also includes Wounds, Fatigue, Shaken/Incapacitated status, Advances, Rank, and Languages.

  • Combat (tab): Lists all active and equipped weapons, including attack rolls, ammo tracking, and custom sub-attacks. This tab is used during combat encounters.

  • Powers (tab): Displays all Arcane Backgrounds and Powers known to the character.

  • Inventory (tab): Tracks all equipment, weapons, armor, vehicles, carried weight, and currency. This tab is split into subtabs: Item, Weapon, Armor, Vehicle, and Notes.

  • Notes (tab): A freeform space to write down background information, session notes, or anything else relevant to the character.

Extension Tabs

Additional tabs may appear depending on your game setup or installed extensions. For example, enabling the Savage Worlds Adventure Deck adds a dedicated tab for managing and playing Action Cards.

Window Title Bar

The row at the very top of the character sheet window includes context-specific controls that vary by record type.

Note: For more on Fantasy Grounds record types, token linking, and window interactions, see Interacting with the Tabletop.

The controls available on a character sheet are:

  • Record Link: Drag this icon to chat, the hotbar, or other windows to share or reference the character.

  • Export: Saves the character sheet as a .xml file.

  • Speak As: Sets this character as the active speaker in chat for the player.

  • Find Token: Opens the map where the character’s token is currently placed (if any).

  • Mini-Sheet: Opens a condensed version of the character sheet.

  • Lock/Unlock: Toggles between view and edit mode. Character sheets are locked by default.

  • Help: Opens the Fantasy Grounds User Manual in a browser.

  • Minimize / Close: Standard window controls for collapsing or closing the window.

Note: Only the Record Link, Help, Minimize, and Close icons appear on all record types. Other icons shown here are specific to the character sheet.

Header

The Header appears at the top of every tab in the character sheet and contains persistent character-specific information. This section includes:

Portrait and Tokens

  • Click the portrait frame to the left of the name field to open the Portrait and Token dialog.

  • Drag a portrait image, 2D token, or 3D token (Token - Camera) from the Assets window into the appropriate area.

  • Tokens are used to represent the character in the Combat Tracker and on battlemaps. Portraits appear at the top of the tabletop interface.

  • If the GM assigns a token, it overrides the default. Otherwise, the token mirrors the portrait.

Name:

  • Click the editable text field to enter or update the character’s name.

  • This name appears in the chat window, Combat Tracker, and other linked references.

Wild Card Indicator

  • The icon to the right of the name identifies whether the character is a Wild Card.

  • Right-click the icon to open a context menu. From this menu you can:

  • Toggle Wild Card status on or off.

  • Set the character’s Wild Die (defaults to d6 per SWADE rules, but other options are available).

  • The selected Wild Die will be applied automatically by Fantasy Grounds where appropriate.

Bennies

  • Displays the current number of Bennies the character has available.

  • Drag Bennies into the field to grant them, or drag them out to spend them.

  • See Dragging and Dropping Bennies for more on how Bennies work in the Fantasy Grounds UI. 

Main Tab

The Main tab contains narrative and mechanical information about the character’s background, Edges, Hindrances, and Abilities. Some fields are descriptive only, while others (like Edges) may support automation if added with effects coding.

Setting

  • Click the editable line to enter the name of the setting in which the character is currently playing.

  • A small icon next to the field opens the Setting Mods dialog, used to record custom modifiers or setting-specific notes.

    • Use the green plus icon to add a new modifier entry.

    • Use the pencil icon to enable edit mode and delete existing entries.

    • These modifiers are informational only and do not affect any automation within Fantasy Grounds.

Gender

  • Enter the character’s gender for roleplay or descriptive purposes.

  • This field is informational only and has no automation.

Race

  • This label may change depending on the active ruleset. For example, “Ancestry” in Fantasy Companion.

  • Drag a race from the source material to create a link. This is the preferred method since it automatically applies any racial Abilities.

  • If a new race is dragged in, its abilities will be applied. However, abilities from the previous race are not automatically removed — these must be manually deleted if no longer applicable.

  • The name may be edited without breaking the link (e.g., “Elven” can be changed to “Elf”).

  • Manual entry is possible, but abilities or automation must also be entered manually.

Age

  • Enter the character’s age for narrative purposes.

  • This field is informational only and does not trigger any automation.

Character Description

  • This multiline field is used to describe the character’s background or other narrative details

  • It is informational only and not linked to any automated functionality.

Edges

  • Drag Edges from sourcebooks to automatically link them and apply any coded effects

  • Edges with effects syntax, (e.g., [Shooting +1]) will adjust applicable traits or systems. Others are informational only.

  • Fantasy Grounds does not enforce Edge prerequisites. Players may add any Edge manually.

  • Use the green plus icon to add a new custom Edge. 

  • To delete an Edge, unlock the character sheet and click the trash can icon to remove it.

  • Some Edges trigger built-in automation (e.g., Level Headed draws an extra action card as described in core rules). 

  • Effects are typically coded when they apply universally regardless of situation.  Situational effects should be managed manually by the player or GM.

Hindrances

  • Hindrances work the same way as Edges.

  • Drag from sourcebooks to create a link, or use the green plus icon to create a custom entry.

  • If a Hindrance includes effect coding, it will be applied similarly to Edges.

  • Players or GMs should indicate whether a Hindrance is Major or Minor and verify that any effect coding reflects the correct version.

Abilities

  • Use this section to list racial or setting-specific Abilities.

  • Drag predefined Abilities from the source records, or use the green plus icon to add a custom entry.

  • Abilities do not trigger automation unless they include effects or are referenced by extensions. (see  Savage Worlds Effects)

Allies

  • Allies are persistent, player-controlled NPC companions.

  • Add an Ally by:

  • Clicking the green plus icon

  • Dragging an NPC record

  • Click the icon next to an Ally to open its detailed NPC sheet and customize stats or notes.

  • Allies appear in the Combat Tracker and on maps if added as linked tokens.

Traits Tab

The Traits tab contains the character’s core mechanical statistics, including Attributes, Derived Stats, Skills, Wounds, Fatigue, Advances, Rank, and Languages.

Attributes

  • The five core attributes are Agility, Smarts, Spirit, Strength, and Vigor.

  • Each is represented by a die value ranging from d4 to d12+2.

  • These attributes are used in various game mechanics and are linked to Skills and Derived Stats.

  • Visual Indicators:  Numeric modifiers (if any) are shown in a small bubble at the bottom right of the die; temporarily boosted or lowered dice are indicated by a green up arrow or red down arrow.

Skills

  • Skills represent a character’s learned abilities and are each linked to an attribute.

  • The “Unskilled” entry is always present and used for any roll involving an untrained skill. It cannot be deleted.  

  • New skills can be added by:  

    • Dragging them from a sourcebook  

    • Clicking the green plus icon  

  • Skills can be deleted using the trash can icon (when the sheet is unlocked).  

  • Visual Indicators:  Numeric modifiers (if any) are shown in a small bubble at the bottom right of the die; temporarily boosted or lowered dice are indicated by a green up arrow or red down arrow.

  • If your setting enables Specializations, right-click a skill name to add one.

Adjusting Trait Values

Attributes and Skills (collectively called Traits) can be modified in several ways. These adjustments affect how rolls are calculated and displayed in Fantasy Grounds.

  • Ctrl + Mouse Wheel: Increases or decreases the die step incrementally (e.g., d6 → d8). 

Other adjustment options are available by right-clicking a trait’s die to open the context menu. Available actions include:

  • Boost/Lower: Temporarily adjust the die up or down by 1 or 2 steps.  

    • Boosts are shown with green arrows; penalties use red arrows. 

    • Intended for temporary effects, e.g., from using a Power.  Use Trait adjustment below for more persistent modifiers. 

    • Select “Default” to clear any temporary adjustment.  

  • Assign: Opens a die selector to manually assign a base die (e.g., d10).  

  • Trait Info: Opens a detailed modifier dialog window.  

    • Use the green plus icon to add labeled modifiers (e.g., “Fatigue -1”).  

    • Each modifier has a toggle to enable or disable it.  

    • The total value of all active modifiers appears in a numeric bubble.

    • Intended for more persistent adjustments that may be toggled on or off as appropriate.

  • Clear Dice: Resets any assigned die and removes Boost/Lower changes.  

    • Note: This does **not** clear Trait Info modifiers — they must be toggled or deleted separately.

These options allow players and GMs to manage both permanent changes (e.g., due to Advancement) and temporary effects (e.g., spells or injuries) in one unified system.

Making Trait Rolls

  • Double-click a trait die (attribute or skill) to roll.

  • Alternatively, drag the die to the chat window, Combat Tracker, or a token on the map.

    • While dragging, right-click to add extra dice (for Multi-Actions, modifiers, etc.).

  • Fantasy Grounds will automatically:

    • Roll the Wild Die (if the character is a Wild Card)

    • Re-roll Aces

    • Apply trait-specific bonuses, wound/fatigue penalties, and temporary boosts

Example:
A player character with Agility d10 and a +1 bonus rolls a d10 and a d6. If the d6 rolls a 6 (Ace), it is re-rolled. A result of 2 makes it 6 + 2 = 8, plus 1 = 9 total.

Note: For more detail on dice handling and modifier keys, seeInteracting with the Tabletop.

Derived Statistics

This section displays key statistics derived from Attributes, Edges, Hindrances, or equipment. These values are used frequently in gameplay and can be modified through dialog windows.

Pace

  • Represents the character’s movement speed. (default is 6).

  • The running die is shown as a small die icon next to Pace

  • Right-click the value and select Info to open the modifier dialog window.  

    • Use Ctrl + Mouse Wheel to modify the default running die

    • Use the green plus to add named modifiers (e.g., “Dwarf -1”).  

    • Toggle modifiers on or off using the checkbox.  

    • The final Pace value reflects the base value plus all active modifiers.

    • Right-click on the modifier and select Delete Item to remove it

Parry

  • Represents how hard the character is to hit in melee.  

  • Automatically calculated as:
    `2 + (½ Fighting skill die type)` (rounded down).  

  • Right-click the value and select Info to open the modifier dialog window.  

    • Use the green plus to add named modifiers

    • Toggle modifiers on or off using the checkbox. 

    • Add positive or negative modifiers (e.g., from a shield) or use Ctrl + Mouse Wheel

    • Some modifiers from equipped items—such as shields or magical gear—may not apply automatically unless they include coded effects. Manual adjustment may be required in the modifier dialog.

    • All changes are reflected in the final Parry total.

    • To delete a modifier, right-click on the modifier and select Delete Item

Toughness

  • Represents the character’s resistance to damage

  • Displayed as a total value and an armor contribution

  • Automatically calculated as:
    `2 + (½ Vigor die type) + armor bonus`.  

  • Right-click the shield icon to open the Info armor modifier dialog window.  

    • All worn armor pieces appear here if present in inventory.  

    • Toggle armor items on/off to apply or remove their bonus. (e.g., specific body parts)  

    • Fantasy Grounds does not enforce or automate stacking rules.  Layered armor must be added manually.

  • Right-click the base toughness value to open the Info modifier dialog window. 

    • Total (modified) armor value will be displayed here automatically

    • Additional Toughness modifiers can be added in the same way as in other modifier dialog windows.

Size

  • The Size field represents the relative mass and scale of the character.

  • This affects damage (via Scale rules), grapple outcomes, and other mechanics.

  • Most characters begin with Size 0.

  • Right-click the field and choose Info to add modifiers or alter base size.

Wounds

  • Tracks how much physical damage a character has sustained.

  • Up to 3 Wounds can be marked using the circular indicators.

  • Apply or remove Wounds by clicking the circles manually.

  • If the GM has enabled Auto-apply Wound Penalties, Fantasy Grounds will:

    • Apply a -1 penalty per wound to Trait rolls

    • Not apply movement penalties (those must be tracked manually)

  • Wounds can also be applied automatically through combat.

  • Healing or Soaking Wounds does not remove them automatically; players or GM must update this manually.

Fatigue

  • Represents exhaustion, environmental effects, or status conditions.

  • Up to 2 levels of Fatigue can be tracked using the circular indicators.

  • Apply or remove Fatigue manually by clicking the circles.

  • If the GM has enabled Auto-apply Fatigue Penalties, Fantasy Grounds will:

    • Apply a -1 penalty per level of Fatigue to Trait rolls

  • Fatigue must be manually removed when recovered (e.g., after rest or ability use).

Shaken

  • Indicates mental or physical trauma that prevents action.

  • The Shaken icon lights up when a character is affected.

  • Can be toggled manually by clicking the icon.

  • Auto-applies when the character receives damage but not enough to cause a Wound.

  • If the Auto Roll Shaken Recovery setting is enabled, the system will:

    • Roll a Spirit check at the start of the character’s turn

    • Clear the status on success

Incapacitated

  • Automatically triggered when the character exceeds their Wound or Fatigue limit.

  • The Incapacitated icon will light up to reflect this state.

  • If the GM has enabled automatic Incapacitation rolls:

    • A Vigor roll is made immediately

    • A result is rolled on the Injury Table, and output appears in chat

  • Players may also toggle this status manually by clicking the icon.

Advances 

  • The Advances field shows how many improvements the character has earned over time.

  • Players or GMs can update this by:

    • Clicking into the number and typing manually

    • Using Ctrl + Mouse Wheel to increment or decrement the value

  • Fantasy Grounds automatically tracks:

    • How many Advances a character has

    • The resulting Rank (e.g., Seasoned, Veteran)

Character Summary 

Click the green plus icon next to the Rank field on the Traits tab to open the Character Summary window.

This summary provides a snapshot of the character's key build statistics:

  • Name: Pulled from the character sheet header.

  • Attributes: Total number of attribute points spent.

  • Skills: Total number of skill points spent.

  • Rank: Automatically updates based on the number of Advances.

  • Edges: Number of Edges added (whether by drag-and-drop or manual entry).

  • Advances: Total number of Advances earned.

  • Hindrances: Summary of selected Hindrances (e.g., “2 Minors, 1 Major”).

  • Extra Points: Displays any points spent beyond the standard build allocation.

  •  

Note: This is useful for quickly auditing whether the character conforms to the standard rules for character creation or has been modified (e.g., during advancement or through campaign-specific rules).

Languages

The Languages section tracks any spoken or written languages the character knows.

  • Click the green plus icon to add a new language entry.

  • Type directly into the field to name the language.

  • Click the trash can icon to remove a language (if the sheet is unlocked).

 Fantasy Grounds does not automatically validate or enforce language rules—this list is informational only. Use it for reference during roleplay or when applying setting-specific communication restrictions.

Combat Tab

The Combat tab allows players to manage their character's physical and trait-based attacks. These may include melee strikes, ranged shots, thrown items, or other custom trait actions such as Tests, Opposed rolls, or ability checks. Each attack entry can be customized with a skill, damage formula, rate of fire, armor piercing, and optional effects.

Note: Magical and supernatural powers are managed separately on the Powers tab. The Combat tab is reserved for non-power-based attacks.

This tab is most commonly used to:

  • Add, edit, and roll attacks

  • Link attacks to equipped inventory weapons

  • Track rate of fire and ammunition

  • Roll damage and apply modifiers

  • Configure attack effects and alternate traits (e.g., Persuasion, Agility, etc.)

Any action that involves rolling a trait—such as a Test, Opposed check, or status infliction—can be represented in the Combat tab using a custom trait and the Effect field.

Note:  For full scripting options for the Effect field, see the Challenge Effects documentation. For broader automation support, refer to the full Effects system reference.

 

Attack List

Each row in the Combat tab represents a single attack and contains all relevant information and controls needed to use it during gameplay.  The row is divided into two main parts: the top row contains the primary fields and buttons, while the second row (when present) displays additional context.  Weapons marked as ‘equipped’ in the Inventory tab will automatically generate attacks in this list.

From left to right, each attack entry includes:

Record link icon

  • Clicking it opens the linked item record, if one exists.

Attack name

  • Displays the label for the attack (e.g., Colt Peacemaker (.45), Survival Knife, Marksman Shot).

  • This name is editable and may represent a full weapon, custom ‘attack’, or sub-attack variation.

Ammo counter (ranged only)

  • Displays ammunition count tracking for ranged weapons.

Attack roll button

  • Rolls the configured trait used for the attack (e.g., Shooting d8).

  • Modifier bubbles (e.g., +1, -1) may appear beside the icon if modifiers are applied.

Damage roll button

  • Rolls the configured damage dice (e.g., 2d6+1, Str+d6).