timmaugh said: OK. Sooooo, that button syntax can take "selected" or it can take a character name: [Button Label](~Character Name|ability) And you can supply that either with standard scripts or metascripts, if you can find a way to provide the character name. We need to save it from the first call (your TokenMod call), and be able to recall it in your Hit and/or Reactions macro. You could do it either of two ways... 1) store it in an attribute on a mule character during the first message, then recall it in the second 2) store it in a Mule ability (capitalization = Muler metascript reference), and then recall it in the second Here's what each would look like: OPTION 1 Setup : create a mule character; I'll assume the character is named "OhMuleBoy" ChatSetAttr will set an attribute to a specified value for you. Interestingly, you can run CSA that is embedded in a roll template very easily, but what we need to do is embed it in the TokenMod call. To do that, we'll use Plugger (a metascript). Here is the CSA command we need to run to put the name of the targeted character (npc) into the HitTarget attribute on the OhMuleBoy character: !set-attr --silent --name OhMuleBoy --HitTarget|'@{target|Defender|character_name}' To run that through Plugger (so we can embed it in the TokenMod command line), we wrap it in {&eval} ... {&/eval} blocks: {&eval}set-attr --silent --name OhMuleBoy --HitTarget|'@{target|Defender|character_name}'{&/eval} With that attribute getting set in the TokenMod call, you can recall it later to help you build the button, like this: [Reactions](~@{OhMuleBoy|HitTarget}|Reactions) OPTION 2 Setup: create a mule character; I'll asume the character is named "OhMuleBoy"; create an ability on that character called "Tracker" We'll save the result of the targeting statement to the Mule, then recall it in the second statement. Put this somewhere in your first macro: set.OhMuleBoy.Tracker.HitTarget = @{target|Defender|character_name}/set {&mule OhMuleBoy.Tracker} Then include the same {&mule} statement in the second macro, somewhere: {&mule OhMuleBoy.Tracker} And you can reference that as part of the button like this: [Counter Attack](~get.OhMuleBoy.Tracker.HitTarget/get|Counter Attack) Finally, since we're using meta constructions in the macro, we'll need to start it as an API call (using a ! at the start), then using a {&simple} to dump it out to chat. Altogether, your Reactions macro would look something like this: !/w gm &{template:npcaction} {{name=Reactions}} {{rname=Reactions}} {{description=[Counter Attack](~~get.OhMuleBoy.Tracker.HitTarget/get|Counter Attack)}}{&mule OhMuleBoy.Tracker}{&simple} That's more verbiage to include, but it does come with some flexibility in that you can track a bunch of different data in the same Mule ability (minimizing the footprint on the character), it's stored in an ability and not an attribute (some people prefer not to touch their attributes, especially on a Roll20 sheet), and you can use the same value to drive different returns (with other metascripts). Bonus - Virtually Selecting a Token This situation doesn't rise to needing this, but just to answer your point about wanting to be able to reference a selected token without having to actually select the token... you can do that with SelectManager. {& select Bob} {& select Bob, Floopy, Volcano Man} {& select -M1234567890abcdef} {& select @{target|Defender|token_id}, @{target|Someone Else|token_name} } {& select @{selected|token_id} } {& select @{OhMuleBoy|HitTarget} } {& select get.OhMuleBoy.Tracker.HitTarget/get }{&mule ...} It takes a comma-separated list of token identifying information, and returns the tokens to the message. This is mostly helpful in calls to a script that require tokens to be selected. Like I said, that's not what you actually need for your use-case. Double Bonus - A Dynamic Menu You spoke of adding the buttons for the reactions manually. InsertArg is a script that can prepare a command line for you on the fly based on parameters you pass it. You could basically instruct it to present you a panel of buttons, building one for each of the abilities that have a particular prefix in their name, ie, "Reaction". If you want to go down this path, I'm game. These all have very promising and unique use cases to make my life easier. In this particular case, I am very interested in the Double Bonus - A Dynamic Menu option. Thank you!