OK, so when you say "adding templates" you're not talking about adding the "html factory" in the sheet that would give you different types of templates (default, attack, npc_action, etc.)... you're talking about abilities that would utilize existing templates in the sheet. You're talking about new "panels" of information about the characters on which these abilities reside. Yes? BTW, ChatSetAttr can add text to an existing attribute, keeping its extant text. It isn't... delicate. Or, aware. For an attribute named "YayaDingDong," which already has "one, two, three", that might look like: !setattr --sel --set YayaDingDong|@{selected|YayaDingDong}, four, five, six Obviously "four, five, six" might come from a different location (another attribute on the sheet), but as I don't know the game or sheet you're using, I can only demonstrate the method. If you want a more delicate or dexterous touch to the composition of the finalized template statement, you could add the Metascript Toolbox or convert to ScriptCards. Alternately, if you're up for a challenge, creating abilities ad hoc is exactly what InsertArg can do. If you share an example command line of a template this process would create (i.e., "&{template:templateName} ..."), and you can annotate it with where the information comes from, I might be able to walk you through the IA command line that would create that and let you distribute it to the NPC sheet.