![shadowrun 5e specialized character sheet shadowrun 5e specialized character sheet](https://i.pinimg.com/736x/c9/78/a5/c978a571a7e2e50f789a7c8f6b22b314--shadowrun-gaming.jpg)
I've already added in an extra vehicle slot. I'm contemplating specialist sheets, but to be honest I may just make it one really, really big sheet and make bookmarks (5 pages would probably be the tops). Source page (plus tutorial) for those who want to make their own: Version 2.5a with calculated attributes and essence as well as extra gear spots. Suggestions for V3 are still open V2.5 will include initiation and submersion, calculated movement speeds, and searchable text on the third page, while V3 will have even more functionality for quick reference, including modified AGI/REA for armor and more fun stuff. In addition, there is a second vehicle section and another Adept Power/Special Abilties section. So here's some links: V1 is the original sheet with just some form fillable stuff, V2.2 is an extended character sheet with some automatic calculations and a third page used both for some of the calculations but also for the wonder that is having enough spell blanks on the character sheet to actually pick a Magic A spellcaster and not run out of room.
![shadowrun 5e specialized character sheet shadowrun 5e specialized character sheet](https://66.media.tumblr.com/5a802f77a9dbfd354485e3b3ba67e0dd/tumblr_inline_pk0oi9eae91rcz1nm_400.jpg)
However, I happen to have Scribus and a few clues about how to use it, so without further ado, I present my form fillable character sheet for SR5. You can test the macro by hitting the d20 button to the right of the initiative roll - once you’re happy it’s working, press the green tick.The first thing I noticed when I went through SR5 is that there was no form fillable sheet (seriously, with PDF releases, you'd think companies publishing character sheets would just make them when they were working on the original PDF's). Hit the add button and then the edit pencil and type /r + You should end up with this screen: (image missing) Once we’ve filled out those fields we can automate the initiative by creating a new ability. You could also create a MatrixInit or MagicInit for characters that require them. Fill these in with your physical and stun track, and put your physical initiative in the Init-field. Once we’ve copied the information in, we create three Attributes - Physical, Stun and Init. You don’t have to export it as plain text of course - the character sheet also supports tables, so pick the format you like best and paste it in there. This really helps when a player can’t make a session, as it means another player can float their character, which is why I always make the character appear and be controllable by players. This displays a preview window, which we can copy and paste directly into the character sheet. We create and manage our characters on Chummer (which is free and well-supported), then tell the program to print the character sheet as text. That being said, here are some character sheet tips that my players and I find really useful. A more complicated macro might be able to set whether to use edge (Exploding Dice ( ! modifier)) or not. &>5 which, when used, will ask the user for any modifiers to their roll, and then pull the value of the Negotiation-attribute, then roll the dice and display the result. Modifiers like damage compensators need to be taken into account manually.So the red bubble and the blue bubble have to be at least 0.
![shadowrun 5e specialized character sheet shadowrun 5e specialized character sheet](https://www.enworld.org/data/thumbs/705-1.jpg)
It does not matter which is which, but they can't be empty. bar1 and bar2 are considered to be physical and stun condition monitors.Requirements to use this macro successfully: Macros for Initiative, Attack, Defense, and Skill Test utilizing the default template of roll20.