I have trouble with a jump kick in the uni system. A jump kick needs one roll to get airborne. This roll will have a rolled number and from this number there is a successlevel calculated. For example 9=1, 11=2 etc. Now this success level would be added to a follow up roll for the actual jump kick. Example: You roll the get airborne 11. This is a success level 2. Then you roll the jump kick and add 2 to the roll. Similar question for aim. I have shoot actions. You can mark a checkbox "aim" and when you shoot it should roll the aim and calculate the success level and use these to add them to the actual shoot roll. Any idea how this could work? I have an example of a simple kick here: <!-- Kick --> <th><button type='roll' class="sheet-skillbutton" value="&{template:default} {{name=@{character_name} attacks with @{Kick_name-1} }} [[ [[{9,11,13,15,17,21,24,27,30}<[[1d10+@{Kick_attack_rating-1}+?{Modifiers|0}]] ]]+ @{Kick_damage_base} ]] {{Roll=$[[0]]}} {{Levels=$[[1]]}} {{Damage=$[[3]]}}"></button> <td><input type="hidden" class="sheet-textbox" style="width:200px" value="Kick" disabled="true" name="attr_Kick_name-1" />&nbsp;&nbsp;&nbsp;Kick</td> <th><input type="number" class="sheet-numberbox" style "width:150px" name="attr_Kick_attack_rating-1" value="@{base-Dexterity} + @{mod-Dexterity} + @{Kung_Fu_rating}-1" disabled="true" /></th> <th class="sheet-lb"><input type="number" name="attr_Kick_damage_base" value="[[2* (@{base-Strength} + @{mod-Strength}+1)]]" disabled="true" /></th> <th class="sheet-lb"></th>