I would have to spin up a V:tM game to know for sure, but I can say that on my World of Darkness Hunter: The Vigil sheet (which has the same mechanism), you can get the value of an individual box like: @{healthbox_1} So you can do *that* from the character sheet, or you can do: @{selected|healthbox_1} ...for selected toknes, or you can do... @{J. Edgar Jessup|healthbox_1} ...to reference the character by name (here, "J. Edgar Jessup"). My sheet also has 7 showing, so you'd be working with healthbox_1 through healthbox_7, but if you inspect any of them in your browser you might find that the sheet is built to handle more than just the 7 that might be showing. My H:tV sheet is built to handle up to 16... so you might get mileage out of future-proofing your macro in case your Health bar increases. It's been a minute since I played V:tM, so I can't remember if the Health Bar can increase, or what happens to the mods if the bar *does* increase... but that gets into a murky area for trying to do this without mods. Let's say the bar looks like: [ ][ ][ ][ ][ ][ ][ ] 0 −1 −1 −2 −2 −5 — ...with every box marked/valued at one of 4 states: [ ] = 0 [\] = 1 [X] = 2 [*] = 3 That means, if you're only looking at totaling the boxes, that you could incur a -2 penalty for everything from a total of 4: [\][\][\][\][ ][ ][ ] 0 −1 −1 −2 −2 −5 — ...to a total of 15: [*][*][*][*][*][ ][ ] 0 −1 −1 −2 −2 −5 — So it might make more sense to use template tricks to do a conditional check of each box, and take the max of whatever penalty is there. For that, I'm going to defer to someone like RainbowEncoder who is much better at that sort of wizardry. Let me see if I can summon them...