Hi Everyone, I'm working to a character sheet for DG. It's still missing the last page (I'm working to equipment, special training, and a way to use the injury to add automatically the bonus to all the rolls). But it's good enough to be used for testing. HP max and WP max are computed automatically with the worksheet script, and all the X5 attributes are computed on attribute change. For all attributes and skills there is a rollbutton that will give you the result and if a roll is a critical/success/failure/fumble. All the results are given in a table for a normal roll (no modifier), hard rolls (skill-20%), impossible (skill -40%), easy (skill +20%), and trivial (skill +40%). You can also add new skills, new bounds, new motivations and disorders to the sheet THINKS I CANNOT DUE USING THE WORKSHEET SCRIPT AND CHARACTER SHEET ONLY reducing sanity and deal with breaking point and projection: this was probably the main reason why I started the character sheet, however, giving the limitations, for the the moment it's not possible to do it without the API. I've create one API that define the sanity damages for a group (you need to select a group of PC token as such): !SAN [<num_of dices>d<num_of_faces> --or-- number]/[<num_of dices>d<num_of_faces> --or-- number] If the sanity roll succeed, the attributes attr_tmpsan would be reduced by the value given by number or dice roll in the first bracket, otherwise by the second. The attr_tmpsan would update the current sanity only if another sanity roll is operated on the same character OR if the SAN damage is projected on one of the bounds. If you want, I can introduce a button on the bounds to deal with the projection and to automatically recompute the breaking points in the character sheet, but the !SAN command requires the API. Things to do: 1) Add the modifier due to injury, exhaustion, and poison to all the rolls 2) Roll automatically for attack and damage in the equipment 3) Add cheatsheet for combat 4) Add npc character sheet to simplify handler's life. Sadly all the handling of San/Breaking Points and Bounds Projection REQUIRES (aka I don't know how to do it otherwise) the use of the API. I've made a !SAN and !Projection script to handle it, but I need to test it first. Please, play around with the character sheet as it is and tell me if it works fine or what should I change. Delta Green Character Sheet V0.6 UPDATE FEATURES: Working Rolls for all the skills and attributes Auto-computation of max hp, wp, san when related properties are changed Projection on bonds: now when you create bond there are two input boxes for numbers. one is white and contains the score, one is blue and contains the same value but any reduction of the value in the blue box counts as a projection on bonds. If the number in the blue box is modified and is it is: 1) larger than the number in the white one: the script updates the value of the white one to the value of the blue one; 2) smaller than the number in the white one: the script updates the value of the white one to the value of the blue one AND reduces the WP by the difference between the number in the white box and the number in the blue one; If the number in the white box is modified, the script updates the blue box value to be equal to the white box (no projection) Weapons: now you can roll your attacks from the equipment tab and add new weapons. Lethality roll are not supported yet (you can put the damage to be 1d100 but you have to do the math yourself to see if it's an instant kill or what is the damage for a huge creature or a normal human). The skill used for the attack is selected through a drop down menu. If the attack is melee or unarmed, the damage is modified by the strength modifier. In the drop down menu there are two skills that might look unfamiliar: shotgun: this value is simply the skill of firearms+20%, according to the rules shotguns always have +20% for their skill roll, and they are the only weapon without a kill radius with this characteristics. Since it's a rule that everybody forgets, I made it to have its own category throw: throwing stuff in Delta Green just use athletics, but to avoid any confusion, I called the skill throw here FUTURE AND REQUESTED FEATURE [not implemented yet]: Modifying the bounds score modifies the current WP (projection) [I still don't know how to deal with reduced bounds due to the addition of a Delta Green one] Rolling attack and damages directly from the equipment tab Add a checkbox next to the weapon table to enable aim and called shot [coming soon] Add four extra lines to the weapon table for special actions: pin, escape, disarm, dodge [coming soon] Add support for lethality [coming soon] Add injury modifier for roll and skills Flag in the injury if player is catatonic (WP<=2), unconscious (HP<=2), or if sustained a major wound (HP_new<HP_old/2) Redesign (please give me input on that) [not essential] NPC sheet for the handler [not essential] *PS: thanks to the creators of the Savage World Tabbed CS and the creators of CoC7th CS * *PPS: Thanks Loki, if in my work I had a tester like you my code would be waaaaaaaaaay better*