The Character Actor Sheet will be the most commonly used Actor sheet and provides flexibility for a variety of character types. The Misc Tab has options to Awakened or Emerged Characters, plus those with Critter Powers.
Header
The header section appears regardless of the tab selected and shows basic information about the character. All fields in this section (except the sprint bonus) are auto calculated from the characters stats and gear.
- Change the character's mugshot portrait by clicking on the image. Token artwork can be configured in "Prototype Token".
- Enter the character's name to the right of the image.
- The combat and spellcasting workflow can apply damage automatically, but you can also apply or remove damage manually by left clicking a box on the Physical or Stun. The Overflow track will appear when the Physical track is full. You can also right click anywhere on a track to clear it completely. Wound penalties will be automatically applied to appropriate Tests.
- Perform Healing Tests by clicking on the Physical or Stun labels.
- Movement shows walking and running rates, calculated from Agility, along with a field to enter how many extra meters each hit from Sprinting provides.
- Select the character's Initiative mode — Meatspace, Matrix, or Astral — on the right side. Initiative is automatically rolled for each Combatant at the start of each Combat Round. (Combatants introduced in the middle of a round can be rolled manually.) Activating the round checkbox will apply the Blitz Edge action and roll 5d6, though the Edge will not be deducted automatically.
- Edge can be manually spent by clicking the boxes of the tracker. Clicking the label will make an Edge Test.
- Common Attribute-Only Tests (e.g. Composure, Judge Intentions, etc.) can be prompted by clicking on the text label. You can find these action items in the General Actions compendium, should you want to use them as actions or macros.
- Defense, Armor, and Damage Resistance Tests are available in a similar fashion, plus Drain or Fade if the character is set to Awakened or Emerged on the Misc Tab.
- The dice button in the middle will roll an ad hoc Test with arbitrary parameters.
Actions Tab
In the Actions tab, you can create and configure embedded Action Items for tasks that frequnetly come up but are not covered by other sections of the character sheet.
- After adding an Action Item (either by pressing "+ Add") or dragging it to a character from a Compendium or sidebar directory, click on the image in front of the entry to trigger them.
- You can also drag and drop Actions to your macro bar for quick access.
Skills Tab
In the Skills tab you configure a character's Attributes and Skills, and trigger basic Tests using them.
- The character's three Inherent Limits (plus Astral Limit for Awakened) show at the top. Hovering over the text shows a popup indicating where some adjustements may have come from.
- Each of the attributes shows the calculated value (hovering over the large number shows how it's calculated). Special attributes are shown to the right and slightly below. Magic or Resonance will appear for Awakened or Emerged characters (configurable on the Misc Tab. Inherent Limits are automatically calculated from these values.
- The left field under the attribute is for the permanent value, though it may be ignored if certain Active Effects override it.
- The right field is for applying ad hoc temporary adjustments.
- Clicking on the text label will prompt for a roll.
- Active Skills and Knowledge Skills can be entered here. The sheet will be prepopulated with the standard Active Skills, while there are no Knowledge Skills by default.
- Skills can be added to any of the categories by pressign the "+ Add" button. This will prompt for a Name, a sourcebook reference, the base value of the skill, any special bonuses (though Active Effects can do that, too), and any specializations. Active Skills also include a field for primary linked attribute, while Language and Knowledge Skills infer the appropriate attribute from the category they're entered under.
- Clicking the "Active Skills" header will only show skills with rating greater than 0.
- Clicking on the name of a skill will prompt a roll. Clicking on the name of a specialization will include the extra two dice in the roll.
- SHIFT+Click will roll without prompting for details.
- While they are not Embedded Items, Skills have the same three buttons. Note that Delete only hides default skills, but custom skills are gone if deleted.
Gear Tab
The Gear Tab shows the character's Weapons, Ammo, Armor, Bioware, Cyberware, Device, Equipment, and Modification Items. These items all function as other Embedded Items do, plus a few extra features unique to the Gear Tab.
A character's inventory can be divided into multiple inventory locations. New locations can be added with the "+ Add" button. This can be used to organize a characters possessions. You could have one for things left in a particular vehicle or lifestyle home. You could arrange equipment by usage such as one bundle for walking-around-town and a different one for full tactical assaults. Each item can only be assigned to one inventory location, though items assigned to "All" will appear in all other locations. "All" is good for things like implants that a character will have no matter how they're kitted out.
The three- Equip — The circular button controls wether an item is equiped. For many item types, it does nothing at this time. Most importantly, it does not have any effect on wether or not an item's Active Effects are applied.
- For Weapons, it impacts the Reach used in Melee Defense Tests
- For Armor, in impacts Damage Resistance Tests.
- For Bioware and Cyberware, only equipped items impact the character's Essence rating.
- For Devices, only one can be activated and it affects the stats shown on the Matrix Tab.
- Move — The double-arrow button is used to assign Items to an inventory location as described above.
Critter Powers Tab
If the character is flagged as a Critter on the Misc Tab, this tab appears. Any Critter Power Embedded Items the character has appear and can be controlled from here.
Magic Tab
The Magic tab functions much like the Gear Tab, but for Adept Power, Spell, Ritual, and Summoning Embedded Items. It only appears for characters with Awakened/Emerged set to "Awakened" on the Misc Tab. Unlike the Gear Tab, none of these item types impact the character directly - see [Active Effects](https://github.com/SR5-FoundryVTT/SR5-FoundryVTT/wiki/Active-Effects) for how to make things affect the character.
Matrix Tab
The Matrix tab shows the character's currently equipped Device (from the Gear tab), its Matrix Condition Monitor, Matrix attributes and the available Program Items. If the character is set to Emerged on the Misc Tab, it shows Complex Form and Compliation items instead of Programs.
- The matrix attribute array is pulled from the character's device statistics. If the Device is configured as a cyberdeck, the attributes can be shuffled around.
- Activating "Hot Sim" changes the character's matrix initiative and adds a +2 to all Matrix Tests - anything using a matrix attribute as the limit.
- Activating "Running Silent" applies a -2 to all Matrix Tests - anything using a matrix attribute as the limit.
- Changing the active programs has currently no effect on the tests.
Bio Tab
In the Bio tab features a text field for the character's description and is home to Quality-type Embedded Items.
Social Tab
In the Social tab, you can manage the character's SIN, Lifestyles, and Contact Embedded Items.
Effects Tab
The Effects tab is where you can control a character's Active Effects. Effects shown here are collected from those inside Embedded Items as well as ones created here with the "+ Add" button.
It has the same control buttons as Embedded Items, plus an enable/disable checkbox like the Gear tab provides.
- Active Effects created here (i.e. character-level instead of item-level) won't have a source button.
- Inactive Effects have been turned off and won't apply any of thier adjustments to the character.
- Persistent Effects are active and thier adjustments will be applied, but have no duration configured.
- Temporary Effects are active and have a duration configured. If the Active Effect has an icon, that icon will be displayed on the Actor's canvas Tokens.
Misc Tab
The Misc tab collects functions that don't fit in anywhere else.
- You can access the Chummer Character Importer here.
- There are fields to record the characters' available Karma, total Career Karma, Notoriety, Public Awareness, and Street Cred. These fields are purely for display and have no mechanical impact.
- Awakened/Emerged controls the configuration of the Matrix tab (if set to "Emerged") and the visbility of the Magic tab (if "Awakened").
- Full Defense Attribute controls what attribute is added in the combat automation when Full Defense is used.
- Critter controls the visibility of the "Critter Powers" tab.
- NPC controls wether or not the "Grunt" option is available.
- If Grunt is enabled, the character has single Condition Monitor, which ever of the two is larger.
- Metatype's behavior depends on the configuration of the "NPC" option.
- If "NPC" is off, it has no immediate mechanical benefit.
- If "NPC" is on, it applies the basic metatype stat adjustments. This is useful for applying quick adjustments, assuming you enter all your NPCs as if they were human.
- Restore Default Skills unhides any standard skills deleted from the Skills tab. Custom skills will not be restored; once they're deleted, they're gone.
- New Run Reset clears the character's Stun, Physical, and Matrix Condition monitors and restores it's Edge.
- Situational Modifers displays the modifiers set at the scene level. They're read-only here.
- Modifiers allows access to a large number of values that affect a character in play. Be aware that anything adjusted by an [Active Effect](https://github.com/SR5-FoundryVTT/SR5-FoundryVTT/wiki/Active-Effects) cannot be modified here. The text fields may allow you to input changes, but they'll be ignored.