Coal Powered Puppet said: I don't play the game, so I am having some issues with your numbers. So, total modifier granted by the Morph cannot raise any attribute over that Morph's aptitude maximum? That will be annoying to install. I take it there are a host of other modifiers that can be added to the roll that are not limited by the Morph maximum? The correction for not exceeding 99 skill total will be as annoying as limiting the morph bonus. Skill specializations I will look at, once I find the books again. You can easily get around not having them by making another skill with the appropriate bonuses until the fix comes in. For example: The first skill is "Basket Weaving", and the next skill entry can be "Basket Weaving: Underwater". When I made the sheet- the third one I ever made- I knew of no morph that had more than a single aptitude maximum (there could have been, but I certainly didn't know of any). So, with these morphs that limit different aptitudes different...is every aptitude limit adjustable, or only one of two? 1) Nope. Missing this is perfectly understandable, because it's never explicitly stated in the rulebooks. I would never have noticed it unless I had used the official character creator (called Singularity). I noticed it there, did some googling, and there it was: <a href="http://www.eclipsephase.com/aptitude-max#comment-3" rel="nofollow">http://www.eclipsephase.com/aptitude-max#comment-3</a>... 2) It gets more annoying. Basically, in Eclipse Phase, Aptitudes decide what your Skill starts at. Aptitude doesn't give a bonus to a skill, really, it just says that you have X in the skill. This is relevant for different purposes, such as the cost of raising Skills later. Where this gets annoying is that the total skill can't exceed 99, but you can exceed 99 from other bonuses (up to +60, if I'm not mistaken). So if I have an Aptitude of 30, a related Skill will cost 30 CP to raise to 60, with every point over 60 costing 2 CP, regardless of whether I went over 60 because I raised my Aptitude or because I bought extra skill ranks. Now, this isn't truly relevant to the sheet itself, but what is relevant is that Skill Total can never go over 99, but if I somehow reach 99 in a skill, I can still push this higher. For example, I may have a Coordination of 10, pushed my Infiltration to 99 by putting 89 skill ranks into it (oh god). If I then raise my Aptitude to 11, I'd still have 99. But if I'm wearing a Chameleon Cloak that'd give +30 to Infiltration? 129 Infiltration. Skills are limited at 99, but skill tests and modifiers are not. 3) That's an extremely simple solution that I was too stupid to see. I should've been able to figure it out, because this is exactly how I did it in a Shadowrun sheet on Roll20 once. Works for me. Since Specializations gives a +10 modifier, you can exceed the 99-limit with it, so it'd just blanket into the "Specialization/Other" bonus. 4) I'm not sure what you mean by "One of two". For example the "Blackbird" morph has an Aptitude Maximum of "30 (20 SOM)", the "Bruiser" and Daitya morphs have Aptitude Maximums of "30 (40 SOM)", the Hyperbright and Savant morphs have Aptitude Maximums of "40 (COG and INT), 30 (all others)". All morphs with varying Aptitude Maximums only affect SOM, except for the Hyperbright and Savant morphs. Really, if it's all too much of a hassle, we'll just work something else out. It was not my intent to hunt you down and shovel the proverbial shit your way. I think it's great that you made a sheet at all. It's really appreciated. I just assumed that you were a player yourself; I can't imagine that it's much fun working on something that you're not even using yourself. That being said, though, and I feel bad for pointing it out.. the sheet also does not seem to have anywhere to enter Psi Sleights. The Passive ones fit in under the Positive and Negative Traits header (because that's basically what they are), but the Active ones have no home. And nowhere to enter the name of your Muse. Edit: When it comes to representing the Skills, I would recommend something like this . The reason is that while the total of Aptitude+Skill Ranks+Morph Apt. Bonus can't exceed 99, the +Morph Apt. is added after the Base (Aptitude+Ranks), and it's important to keep track of your current skill total (sans Morph Bonus) because it determines the cost of the skill if you buy more ranks. In the linked example, Deception is a good example. My SAV is 6 (which is unfortunately not represented), I have 44 ranks in it, and this puts my Base at 50. I get a bonus of 5 from the morph, putting my total at 55. Despite this, I'll be able to buy 10 more ranks before I have to start paying a premium for my skill ranks.