
Things like @{Joe Blacks|Dexterity} or #{Ship A Maneuverability} does not work. It can be overcome by doing Joe_Black , Joe-Black; but this is just plain inconvenient for any proper names. like NPC Dr. Joe Black Junior. Plus I wish you would fix Nesting so we can nest using logic for macros as an example below. ?{Choose an Attack | Divert Auxiliary Power (Helm),/em diverts power to engines with a engineering check of [[1d20cs>20 +@{Joe Black|Engineering} +?{Mod|0} ]] giving a +2 to speed. | Divert Auxiliary Power (Science Station),/em diverts power to the science station with a engineering check of [[1d20cs>20 +@{Joe Black|Engineering} +?{Mod|0} ]] giving a +2 to the science station. | Divert Auxiliary Power (Tactical Station),/em diverts power to the tactical station with a engineering check of [[1d20cs>20 +@{Joe Black|Engineering} +?{Mod|0} ]] all weapons treat each damage die that rolls a 1 this round as having rolled a 2 instead. | Divert Auxiliary Power (Engineering Station),/em diverts power to with a engineering check of [[1d20cs>20 +@{Joe Black|Engineering} +?{Mod|0} ]] to add [[@{Joe Black|PCU}*.05]] shield points up to the shields' maximum value, evenly distributing restored shield points to all four quadrants. (Excess points go in the forward quadrant) | Hold it Together,/em uses whatever she can to jury-rig up the ?{System |core|engines|life support|sensors|weapons|minor systems} with an engineering check of [[1d20cs>20 +@{Joe Black|Engineering} +?{Mod|0} ]] and treating it as if its critical damage condition were two steps less severe for the rest of the round. This check isn't modified by penalties from critical damage to the power core. | Patch System,/em patches up the ?{System |core|engines|life support|sensors|weapons|minor systems} with an engineering check of [[1d20cs>20 +@{Joe Black|Engineering} +?{Mod|0} ]] to patch a system to reduce the effects of a critical damage condition. This may take more than one round. | Glide,/em moves the star-ship at half its normal speed. The star-ship can take turns during this movement but the star-ship's distance between turns increases by 2. Add @{Joe Black|Pilot} to the star-ship's AC and TL for this round with a pilot override check of [[1d20cs>20 +@{Joe Black|Pilot} +@{Joe Black|ShipPilotBonus} + ?{Mod|0} ]] | Snap Shot,/em fires one of your star-ship's weapons with gunnery override check of [[1d20cs>20 + {@{Joe Black|Pilot},@{Joe Black|BAB}}kh1 - 2 + ?{Mod|0}]] }