Hey Mike, thanks for the feedback Bullet tracking - munition is only discounted when damage is rolled, so only on a hit. A miss doesn't discount bullets. Munition should be discounted when the attack roll is made, not the damage roll. struggled with this issue but ultimately decided to maintain the current approach. Explanation: Without an API, Roll20 can't automatically determine whether a bullet hits or misses after a roll. To prevent a pop-up appearing every time a player rolls (asking them to specify the type of attack, such as single shot, selective fire, etc.), I've implemented a separate damage roll that only appears if the initial roll is successful. Bullets are subtracted only at this point, although players can manually adjust their bullet count anytime. An alternative approach would have required: Automatically subtracting one bullet per base roll. Using a key combination (like shift+roll) to trigger a modifier pop-up. However, having the modifier pop-up appear with every roll was a frequent complaint with the previous sheet. Adding extra buttons specifically for players using an iPad. Considering these complexities, I opted to subtract bullets only on successful rolls. In many games, bullet tracking tends to be cinematic (ending with a fumble or when the Handler declares ammunition depleted), and players are typically already at a disadvantage. Handlers who prefer stricter bullet-count enforcement will need to manage this manually. 2. Missing with a weapon doesn't add a fail check to the firearms skill for improvement at the end of the session. It only works if you click directly on the Firearms skill. Missing with a specific weapon should trigger a check on the associated skill. This was an oversight; I can fix it this weekend and push the new sheet. Rituals - there are a number of problems with rituals: POW is not reduced by 1 by accepting to go forward with a failed ritual check This should happen, it must be a bug, and I need to find it. Thanks for pointing it out. 2. SAN loss calculation doesn't match the rules. It's not clear what the "/" is for in SAN loss, but one should be for a successful casting and the other should be for a failed casting. First value: SAN loss for a failed ritual activation (or for NPC-induced SAN loss, the amount lost after a successful Sanity check). Second value (typically higher): SAN loss for a successful ritual activation (or after a failed Sanity check). If left blank, the default displayed is 0/1. According to the rules (Handler's Guide p.168): Failure: If the Ritual Activation roll fails, the operator can either have no effect occur (but must still pay half the ritual cost and suffer a reduced SAN loss) or proceed differently, as detailed in specific ritual descriptions. Because SAN loss on a failed ritual activation isn't consistently half the cost (referencing Handler's Guide p.168), I've allowed players to manually specify the exact value. For all other ritual cost, losses default to half the ritual cost, rounded down as by the rules. 3. The POW check button doesn't work on advanced options for rituals The POWER button works, but it might not be straightforward: After clicking the button, you must press Enter (on a PC) or click Submit (on a touch screen device). Without an API, I cannot automate actions following the roll once it reaches chat. Thus, I assume the Power contest might have a modifier, prompting the modifier pop-up every time. This behavior was standard for all rolls previously but is now limited specifically to the POWER contests in rituals and the REPRESS insanity action in bond rolls. Note: while I could allow for button combination like Shift/Ctrl/Alt/Meta+button when the roll happens on a sheet, I cannot control this behavior in the chat. This requires an external API, that I can write if someone is interested but would only take effect for the players that activates it (it requires a Pro subscription, it is not available for the free tier).