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[Shadowrun, Sixth World] Character Sheet Major Update

1785089416

Edited 1785884820
I'm in the final stages of a fairly major update to the Shadowrun, Sixth World sheet previously maintained by Chuz (and thank you for the great sheet to work from sir!). I've got the updates release ready and would be happy to share them before publish with anyone that wants to test the changes either in the sheet sandbox or to copy their games and switch to the new sheet via adding them as a Custom sheet in the copied game to confirm full functionality and no data loss in the conversion. You can also join my public sheet testing game to see the sheet in action. **2026-08-04** v.93 Caith (Rob Fouts) Modifiers and Effects Added separate manual Mod and Effects Mod values for attributes, skills, Social Rating and condition monitors. Added skill modifiers to the Effects modification system and ensured Effects change only Effects Mod values rather than manually entered modifiers. Added support for using a repeating item's rating in its Modifications field with values such as "body_modifier: rating_num". Added the +4 augmented modifier cap to attributes and skills. Situational roll modifiers remain exempt. Added an Ignore Mod Cap option for campaigns that do not use the +4 limit. Added ai_matrix_track_modifier and matrix_modifier to the Effects modification whitelist. Added pain_tolerance_effect as a supported Effect modifier for High and Low Pain Tolerance behavior without enabling unrestricted modifiers, kept separate from the manual Pain Tolerance selection. Added a Rebuild Effects control that reconstructs stored modifier totals from active modification rows and reruns derived-value synchronization. Updated the Genesis importer to clear successfully imported JSON and remove any stored importer text when the sheet opens, while preserving failed input for correction. Effects now default to disabled and display their calculated modifications on the sheet. Added a Statuses tab with repeating status presets, activation controls and automatic status-specific modifications. Added automatic initiative modifiers for Dazed, Hobbled and Nauseated, along with status-specific roll and movement effects. Active statuses are identified in affected roll results, including Hobbled movement and post-roll Sprint calculations. Added power-style activation controls to Gear, Augmentations, Adept Powers, Metamagics, Qualities, Devices, Programs, Complex Forms and Echoes. Power-controlled modifications now apply only while their row is enabled. Augmentation Essence costs remain active when an augmentation's modifications are disabled. Added a data migration that preserves the enabled state of existing rows whose modifications were already applied. Skills and Situational Modifiers Added separate Mod and Effects Mod columns to skills. Added the Skill Roll Modifiers tab for an open-ended list of situational modifiers assigned to specific skills. Skill rolls can select all applicable situational modifiers before rolling. Situational modifier dialogs open only when the Modifiers option is enabled and matching modifiers exist. Action rolls retain their trained, specialization and expertise choices even when situational modifiers are disabled. Added a Knowledge Skills list button and display-to-chat buttons for individual Knowledge and Language skills. Untrained skill rolls now use the linked attribute minus 1. Added skill-specific Specialization and Expertise selections with standard choices, custom entries and automatic conversion of legacy values. Added an Allow Additional Skill Training option that exposes one additional Specialization and Expertise per Skill after the primary entry is filled. Secondary choices are filtered to the linked skill, support direct rolls and training matching without stacking, and imports preserve all source training for a possible future open-ended Training tab. Added the optional High Strength Reduces Recoil house rule, reducing firing-mode Attack Rating penalties by 1 at Strength 7+ or by 2 at Strength 10+. Weapon Training Type selections now derive from the linked skill's Specializations and Expertise, automatically applying +2 or +3 when the selected training is learned. Rolls, Actions and Edge Added an Actions tab with Major and Minor Action sections, action-economy descriptions and Initiative (I) or Anytime (A) indicators. Added action buttons with descriptions, linked skills and attributes, skill notes, specialization or expertise choices and applicable situational modifiers. Added support for actions that offer a choice of skill or attribute, including Trip using Close Combat or Exotic Weapons and Agility or Strength. Updated Sprint action output to report "Sprint: [15 + hits] Meters". Added dynamic Major Actions and Minor Actions displays to the Attributes tab based on the initiative dice used by the latest initiative roll. Action economy updates for physical, astral, Matrix AR, Cold Sim and Hot Sim initiative rolls. Added an Edge tab containing Edge Boosts and Edge Actions grouped by Edge cost. Added descriptive mouseover text to Actions, Matrix Actions and Edge buttons. Expanded Matrix Actions with complete descriptions, situational skill modifiers and extended-test handling for Matrix Perception, Matrix Search and Probe. Added structured descriptive tooltips to Actions, Matrix Actions, Edge options, attributes and skills. Added Display Description controls to direct skill, Action and Matrix Action roll results. Edge reroll and conversion functions now prompt for their Edge cost and decrement the character's current Edge points rather than the Edge attribute maximum. Reroll misses costs 1 Edge per die, to a maximum of 4; converting rolled 4s costs 2 Edge each; rerolling hits costs 1 Edge per hit with no maximum. Updated internal chat action, reroll and extended-test links to target the immutable Roll20 Character ID, allowing character names containing special characters without changing the name displayed in chat. Added the immutable Roll20 Character ID to Personal Data and roll results for identifying the character that owns a roll. Combat and Weapons Weapon attacks now open applicable situational skill modifier dialogs from Core Combat and individual Arms weapon buttons. Added a Use Str option to melee weapons, allowing them to roll with Strength instead of Agility. Improved ranged weapon fire-mode initialization so Single Shot remains available when supported. Ranged attacks now decrement current ammunition without changing maximum ammunition. Single Shot uses 1 round, Semi-Auto 2, Burst Fire and Burst Fire Wide 4, and Full Auto 10. Added Not Enough Rounds handling for Burst Fire, including the reduced Damage Value and adjusted Attack Rating for partial bursts and Single Shot behavior when only one round remains. Added primary weapon selectors for ranged and melee weapons on Core Combat. Added per-weapon installed modifications for dice pool, Damage Value and Attack Rating, including range-specific Attack Rating modifiers. Gear, Weapon Mods and Armor Mods Reorganized the Gear pane into Gear, Weapon Mods and Armor Mods child tabs. Combined ranged and melee weapon modifications into one Weapon Mods list that can install a mod on any ranged or melee weapon. Weapon and armor mod lists display all mods, their installed item and Install or Uninstall controls. Added Modifications text fields to weapon and armor mods. Armor mods can be installed on a specific armor item and can modify DR, Chemical, Cold, Electric, Fire and Social ratings while consuming capacity. Modified armor ratings display both their base and adjusted values, such as "6 (7)". Added a Carried option to Gear and a Carried column in the Gear list. Removed the obsolete Has Mods option from ranged weapons. Added direct Mods buttons to the Arms Ranged, Melee and Armor sections. Added device-specific Program installation, separate Installed and Running states, and per-device running-slot accounting. Added support for added and dedicated program slots, Virtual Machine, RCC program and autosoft capacity, living personas, AI program exceptions and GM-approved slot overages. AI Characters and Matrix Added AI as a Character Type. Added distinct Firewall, Sleaze, Data Processing and Attack attributes for AI characters, with separate manual and Effects modifiers. Switching to AI copies Body, Agility, Reaction and Strength into the corresponding AI attributes, clears the living attributes and excludes their Effects modifiers from the conversion. Switching away from AI copies the AI attributes back and clears the AI attributes. AI Attack Rating is Attack + Sleaze and AI Defense Rating is Data Processing + Firewall. AI personas derive their Matrix ratings from the corresponding AI attributes when no device is marked as contributing to the Persona. Technomancer personas derive their Matrix ratings from their living persona rules when no device is marked as contributing to the Persona. Devices can be marked as contributing to Persona Matrix attributes; the highest contributed Attack, Sleaze, Data Processing and Firewall ratings are used, and selecting a Primary Device enables contribution by default. AI characters use Hot Sim initiative and hide physical, Matrix AR and Cold Sim initiative displays. Augmentation Grades Added a permanent Bad Luck control and Omega-grade Bad Luck handling for tests actually affected by an Omega-grade augmentation. Added Exoware Social Rating penalties and Physical Condition Monitor boxes. Added Cyberadept Gammaware Essence handling and configurable Gammaware side effects with functional Modifications fields. Gammaware side-effect controls display only on Gammaware augmentations. Added a per-augmentation Adapsin Therapy option that reduces eligible cyberware Essence costs by ten percent after grade and other adjustments, rounded down. Condition Monitors and Healing Added the AI Matrix Condition Monitor, calculated as 8 + half Firewall rounded up. AI characters hide and reset the Physical and Stun monitors; switching away from AI resets the AI Matrix Track. The AI Matrix Track has no damage-overflow limit. Added AI Natural Healing using Willpower x 2, with each hit removing one point of Matrix damage after an hour of rest. All Natural Healing rolls now remove one point of damage per hit rolled. Added Improved Restoration and Cascading Failure AI qualities to the Matrix Track settings. Improved Restoration heals one additional box when a healing interval rolls at least one hit. Cascading Failure increases an injured AI's wound penalty by 1 and causes the first wound to apply a penalty. AI characters ignore hidden High Pain Tolerance and Low Pain Tolerance settings. Corrected the three-box-per-row condition monitor layout and wound-penalty label positioning. Display Buttons and Help Added display-to-chat buttons to Adept Powers, Conjuring, Metamagics, Complex Forms, Submersion, Devices, Programs, Knowledge Skills, Effects and SINs. Effects chat output includes Name, Duration, Source and Notes but omits the Modifications field. SIN chat output includes Fake ID, Rating, Related Lifestyles, Licenses and Notes. Added a Help pane with Effects, Situational Modifiers and Gear help tabs. Documented supported Effects modifiers, situational skill modifiers, Gear modifications, Weapon Mods and Armor Mods. Attributes, Vehicles and Layout Added Edge to vehicle and drone sheets. Magic or Resonance is shown only for applicable character types and uses the correct displayed label. Expanded the Attributes pane to accommodate the added modifier columns. The "Base + Mod + Effects Mod = Total" heading now aligns with the value columns and hides with the modifier boxes. Standardized the Arms, Rolls, Gear and Help tab navigation. Updated sheet image references to use the Shadowrun Sixth World repository image paths. Weapons, Ammunition and Explosives Replaced the single primary ranged and melee weapon displays on Core Combat with multi-weapon lists controlled by a Show on Core toggle on each weapon. Core Combat weapon buttons now roll their corresponding repeating-row weapon directly, without requiring a primary weapon. Weapon modifications now apply to the weapon on which they are installed whether or not that weapon is displayed on Core Combat. Added editable current ammunition, maximum-ammunition limits and a Reload control to each displayed ranged weapon. Added an Ammo inventory tab with standard or custom ammunition categories, load types, caseless ammunition and quantities. Reloading now draws matching ammunition from inventory by category, load type and caseless state, and returns remaining loaded ammunition when changing load types. Expanded firing-mode names and reorganized Core Combat and Arms weapon fields for clearer Pool, Mod, Damage, Attack Rating, Mode and Ammo displays. Removed attack buttons from the Arms weapon lists so weapon attacks are initiated consistently from Core Combat. Replaced the Grenades section with Explosives supporting grenades, launchers and other explosive weapons with their appropriate skills and attributes. Explosives with no selected skill display their details to chat without making a roll. Melee weapons can now select any attribute for their attack roll and default to Agility. Martial Arts Added a comprehensive Martial Arts technique dropdown covering Firing Squad, Body Shop and Deadly Arts, with a Custom option. Existing free-text technique entries are preserved as Custom selections during conversion. Selecting a standard technique automatically fills Notes with its book and page reference and verbatim rules description. Existing generated technique summaries are upgraded to the verbatim text while manually written Notes remain unchanged. Spirit, Sprite and Grunt NPCs Modernized Spirit skills with editable ratings, manual modifiers and Effects modifiers. Spirit type and Force populate the appropriate inherent and optional powers; optional powers require selection and reset when Force changes. Added complete power and action descriptions, tooltips and Display Description controls to Spirit, Sprite and Grunt NPC sheets. Added spirit-specific weapon notes, Astral Combat attacks and source-book references. Standardized Spirit, Sprite and Grunt skill, power, action and weapon layouts for readable multi-column displays. Added functional initiative and power controls to Host IC and expanded the Host IC GM Helper. Weapon attack results now include a centered Roll Defense button that rolls for the selected target token and offers applicable defense modifiers. Vehicle and Drone NPCs Rebuilt the vehicle statistic block with Base, Mod, Effects Mod and calculated Value columns. Added full Edge and current Edge tracking, rollable Body, Pilot, Sensor and custom PC-style attributes. Added calculated autonomous initiative based on Pilot, with separate value and dice modifiers and action-economy displays. Reorganized Defense Rating, Piloted Defense Rating, Defense Roll, Soak, Matrix Defense Rating and Matrix Soak with calculated values and modifiers. Added editable Physical and Matrix Condition Monitor modifiers across NPC sheets. Added repeating Modifications, Programs and Skills columns with ratings, notes, expandable details and functional Modifications fields. Added vehicle and drone Actions with rules descriptions and tests, while retaining hideable legacy Modifications and Programs fields for compatibility. Standardized Spirit and Vehicle weapon layouts and revealed their dice-pool modifier controls. Rules and Roll Workflow Expanded the PC Actions, Matrix Actions and Edge tabs with options from the available rulebooks and descriptive tooltips. Matrix extended tests preserve their resistance test through every interval, and the unnecessary roll-reason prompt was removed. Updated the Attributes Movement display with separate Move and Sprint buttons and their calculated values. Situational modifiers can now trigger from either a linked Skill or Attribute and can optionally add or remove current Edge when the submitted roll occurs. Added a Spend Edge control to every Edge-option result, defaulting fixed costs to the listed value and variable costs to zero while deducting only from current Edge. Added canonical pre-application description previews to PC and NPC Status selectors. Deployed repeating Status rows, activation controls and automatic status modifications across the NPC sheets. Added firing-mode restrictions to Weapon Mods and an option to disable automatic ammunition tracking. Performance and Layout Canonicalized the shared Actions, Matrix Actions, Edge options and Status definitions so buttons, tooltips and rolls draw from one rules-data source. Scoped Program, weapon and vehicle synchronization to affected owners or rows while retaining authoritative full passes for structural changes. Isolated roll-processing state so overlapping rolls cannot leak weapon, action, Status or augmentation context into one another. Restored the compact sheet widths across PC and NPC layouts and consolidated safe legacy CSS conflicts affecting dark mode, Sprites, vehicle Autosofts and repeating controls. Bug Fix Fixed asynchronous Essence calculations by calculating all augmentation and Matrix-device Essence costs in one guarded update. Fixed overlapping Modifications changes losing updates by serializing modifier events and applying each event in one batched write. Corrected malformed Roll20 attribute references in field tooltips. Corrected the GM Helper settings selector so repeating-row settings display properly. Completed translation-key coverage across the source catalog and all locale files. Reduced worker console noise by gating development diagnostics behind a disabled debug logger while retaining actionable warnings and errors.
Expanded my release notes to what will be my full public release.  Added a public test game that anyone can join to see, test, and experiment with the new sheet functions and layout.
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Edited 1785611862
Shadowrun Sixth World Roll20 Character Sheet — Public Roadmap   Last updated: 2026-08-01 Current development release: v.93   This document collects potential improvements for community discussion. It is not a promise that every item will be implemented, nor does its order guarantee a release schedule. Rules interpretations, usability feedback, backward compatibility, Roll20 platform constraints, and testing results may change the final design.   ## How to provide useful feedback   When commenting on a proposal, it helps to include: The character or NPC sheet type affected. The rulebook and page supporting the requested behavior. Whether the feature should automate a rule, warn about it, or merely display the relevant information. How existing characters should be migrated. Whether a gamemaster override is needed. A concrete example of the desired workflow.   ## Current development priorities   ### Canonical modifier aggregation   **Status:** Proposed technical correction  **Community impact:** More reliable Effects, equipment, augmentation, Program, Status, and other modification totals.   Replace incremental modifier additions and subtractions with an authoritative recalculation from every active source. The current serialized modifier queue prevents most simultaneous updates from racing, but totals could still drift after interrupted updates, incomplete legacy data, or unusual repeating-row migrations.   Discussion points:   - Should inactive permanent installations continue consuming capacity while withholding only their mechanical modifiers? - Which modifier sources need to be identified by name in roll results? - Are there modifier types where stacking order matters rather than simple aggregation?   ### Weapon recalculation consolidation   **Status:** Proposed technical correction  **Community impact:** More predictable weapon Pool, Damage, Attack Rating, firing-mode, ammunition, and installed-mod values.   Establish one authoritative recalculation path for each affected weapon. Legacy primary-weapon compatibility should be restricted to migration boundaries instead of competing with the current per-weapon system during ordinary use.   Discussion points:   - How long should legacy primary-weapon fields remain available for old macros? - Are any community macros still reading the legacy fields directly?   ### Regression tests for migrations and derived values   **Status:** Proposed development infrastructure  **Community impact:** Fewer regressions when older characters are opened in a new sheet version.   Add repeatable checks for:   - Character initialization and sheet-type changes. - AI attribute conversion and restoration. - Effects and Status modifier aggregation. - Weapon ammunition, firing modes, and installed mods. - Armor and Social Rating totals. - Program assignment, running state, and slot capacity. - Persona-contributing devices and Matrix Reconfigure. - Gammaware and other augmentation-grade behavior. - NPC initialization and derived Condition Monitors.   ## Programs, devices, and Matrix personas   ### Program slot-overage behavior   **Status:** Needs community decision   Programs currently remain running above capacity and report an overage. The GM Override acknowledges the exceptional configuration but does not otherwise change the underlying behavior.   Possible approaches:   1. Keep permissive activation and rename the control to clearly indicate that it acknowledges the overage. 2. Prevent another Program from being activated when capacity is full unless GM Override is enabled. 3. Automatically stop another Program, with the user choosing which one.   The first approach is safest for unusual rules interactions and existing characters; the second provides stricter automation.   ### Dedicated Program slots   **Status:** Proposed rules feature   Dedicated slots currently behave as generic additional capacity. Add a relationship between a dedicated slot and the specific Program it is permitted to run.   Questions for discussion:   - Should dedicated Programs be selected individually on the Device? - Should a Program row identify that it occupies a dedicated slot? - How should multiple dedicated slots for the same Program be handled?   ### Virtual Machine consequences   **Status:** Partially implemented   Virtual Machine capacity is calculated, but its additional Matrix-damage consequence still needs to be connected to Persona damage resolution.   Questions for discussion:   - Should Virtual Machine be a Device option, a running Program, or both for compatibility? - How should the roll result identify additional damage caused by Virtual Machine? - How should it interact with AI personas, living personas, and devices contributing to a Persona?   ### Program duplication and special owners   **Status:** Refinement proposed   Review duplicate-Program restrictions and special capacity rules for RCC autosofts, living personas, AIs, Software Emulator, dedicated slots, and similar exceptions. The sheet should warn where the rules require judgment without blocking valid exceptional configurations.   ## Vehicles and drones   ### Vehicle modification categories and slots   **Status:** Proposed expansion of the current modification system  **Primary source:** *Double Clutch*, pp. 119–120   Vehicle and Drone sheets already support active repeating Modifications with Notes and functional modification expressions. Expand that foundation to model the full modification-slot economy:   - Install each modification on a specific vehicle or drone. - Categorize it as Chassis, Powertrain, Electronics, Accessory, or an appropriate custom category. - Record slots used. - Calculate category capacity from the vehicle’s unmodified Body. - Support transferring slots between categories at the rules-defined rate. - Display used, transferred, and remaining slots. - Warn about over-capacity configurations while retaining a GM override. - Retain slot consumption where an installed modification is temporarily inactive.   Potential modifier targets include Handling, Acceleration, Speed Interval, Top Speed, Body, Armor, Pilot, Sensor, Seats, weapon capacity, and Matrix ratings.   Discussion points:   - Should installation tests be automated or only displayed? - Which accessories should not consume modification slots? - How much vehicle-type compatibility validation should the sheet enforce?   ### Autonomous vehicle and drone refinements   **Status:** Ongoing refinement   Continue reviewing autonomous initiative, actions, Programs, autosofts, custom attributes, defenses, and Condition Monitors against vehicle and drone rules. Jumped-in initiative should remain the controlling rigger’s responsibility rather than being recalculated by the vehicle sheet.   ## Augmentations and cyberlimbs   ### Cyberlimb ownership and capacity   **Status:** Proposed major feature  **Primary sources:** *Shadowrun Sixth World Core Rulebook* and *Body Shop*   Create cyberlimb containers or equivalent ownership fields that can track:   - Limb type and side. - Synthetic or obvious construction. - Total, used, and remaining capacity. - Accessories installed in a specific limb. - Limb-specific Agility and Strength. - Physical Condition Monitor contributions. - The limb selected for an applicable weapon or skill test.   Discussion points:   - Should cyberlimbs be a separate list or special augmentation rows? - How should actions involving multiple limbs calculate their attributes? - Should the sheet enforce capacity or warn and allow a GM override? - How should existing cyberlimb text entries migrate without losing data?   ### Additional augmentation automation   **Status:** Future review   Continue identifying augmentation effects that can be expressed safely through modification fields. Automation should apply only when the augmentation actually contributes to the test, following the targeted Omegaware Bad Luck model rather than applying effects globally.   ## Weapons, accessories, and ammunition   ### Weapon accessory mount validation   **Status:** Proposed feature  **Primary sources:** *Shadowrun Sixth World Core Rulebook* and *Firing Squad*   Weapon Mods already attach to individual ranged or melee weapons. Add optional mount and compatibility tracking:   - Top, Barrel, Underbarrel, Internal, None, and Special mounts. - Available mounts on each weapon. - Built-in versus removable accessories. - Warnings when installed accessories compete for the same mount. - Weapon-category compatibility.   Discussion points:   - Should the sheet prevent incompatible installation or issue warnings only? - How should accessories that can occupy one of several mounts be assigned? - Should melee-weapon customizations use the same mount model or a separate compatibility field?   ### Ammunition containers and special ammunition effects   **Status:** Current inventory and reload foundation completed; refinements proposed   The current sheet tracks ammunition category, load type, caseless state, quantity, current weapon ammunition, maximum ammunition, reloads, partial bursts, and returning ammunition when load identity changes.   Potential additions:   - Track magazines, cylinders, belts, drums, internal magazines, and other containers separately. - Preserve partially expended containers. - Select which compatible container is loaded. - Add rule-aware ammunition effects to Damage, Attack Rating, Defense Rating, armor interaction, blast behavior, or Status application. - Improve support for launchers, grenades, DMSO, and unusual ammunition.   Discussion points:   - Is container-level tracking useful enough to justify the additional bookkeeping? - Should ammunition effects be automatic, optional roll modifiers, or descriptive reminders? - How should mixed ammunition loads be represented?   ## Statuses, Effects, and situational modifiers   ### Complete recurring and conditional Status behavior   **Status:** Partially automated   PC and NPC sheets have repeating Status rows, presets, activation, descriptions, modification expressions, cancellation rules, initiative effects, roll attribution, and Hobbled Move/Sprint handling.   Potential additions:   - Recurring damage and recovery intervals. - Level-based Status effects that change dynamically. - Additional roll-specific modifiers that cannot be represented as ordinary attribute or skill modifiers. - Clear prompts or reminders for effects requiring a choice. - More automatic cancellation and replacement relationships.   Discussion points:   - Which Statuses benefit from automation rather than reminders? - Should recurring damage require a companion API script, or remain a user-triggered sheet action? - When should the sheet avoid automation because timing is controlled by the gamemaster?   ### Effects and modifier usability   **Status:** Ongoing refinement   Potential improvements include searchable modifier documentation, validation for unknown modifier keys, clearer attribution of active sources, and a preview of calculated changes before an Effect is enabled.   ### Situational modifiers on additional roll types   **Status:** Broad Skill-or-Attribute support implemented; testing ongoing   Continue checking every roll path to ensure matching situational modifiers appear only when appropriate, selected modifiers are attributed in the result, optional Edge changes occur only when the submitted roll is actually executed, and canceling a macro prompt changes no resources.   ## Edge and action economy   ### Functional Edge options   **Status:** Partially implemented   The Edge tab lists canonical options with descriptions and costs, and results include a Spend Edge control. Reroll Misses and converting rolled 4s retain automatic post-roll costs; hostile Reroll Hits intentionally does not automatically charge the roll’s owner.   Potential additions:   - Automate more Edge Boost and Edge Action effects where Roll20 can resolve them safely. - Distinguish actions affecting the roller from hostile actions paid by another selected character. - Add eligibility reminders and clearer variable-cost handling. - Preserve manual resolution for effects requiring narrative or gamemaster judgment.   ### Spendable Major and Minor Actions   **Status:** Proposed feature   The sheet currently calculates maximum Major and Minor Actions from the initiative dice used by physical, astral, AR, Cold Sim, and Hot Sim initiative rolls.   Potential additions:   - Current Major and Minor Action counters. - Spend and restore controls. - Convert Minor Actions into a Major Action according to the rules. - Reset counters at the appropriate combat-round boundary. - Allow manual adjustment for qualities, statuses, and gamemaster rulings.   Roll20 character sheets cannot reliably detect every turn-order transition without an API companion, so automatic round resets may require either a manual control or the deferred companion script.   ## NPC and GM tools   ### Continue NPC modernization   **Status:** Substantially completed; additional rules depth proposed   Continue bringing Grunt, Spirit, Sprite, Host, IC, Vehicle, and Drone sheets to consistent standards for:   - Attributes, modifiers, and derived values. - Skills, Specializations, and Expertise. - Powers, Programs, Actions, and Matrix Actions. - Canonical descriptions, tooltips, and Display Description controls. - Weapons, defenses, Condition Monitors, Statuses, and initiative. - Compact layouts that remain within the supported sheet width.   Each NPC type should retain its own rules rather than inheriting Spirit- or PC-specific behavior merely for visual consistency.   ### Optional companion API script   **Status:** Deferred for community discussion   A companion Roll20 API script could support operations that a character sheet cannot perform reliably by itself, including:   - Applying a Status directly to a selected token’s represented character from the GM Helper. - Detecting turn-order changes and resetting action counters. - Cross-character hostile Edge spending. - More reliable selected-token defense workflows. - Campaign-wide migration or validation commands.   Discussion points:   - Which features justify requiring a Pro campaign and API installation? - Must every API-assisted feature retain a manual sheet-only fallback? - How should script and sheet versions verify compatibility?   ## Rules content and source coverage   ### Expansion import and source tracking   **Status:** Ongoing   Continue expanding canonical registries for Actions, Matrix Actions, Edge options, Statuses, Skills, Martial Arts, Powers, gear, and other rules elements.   Potential improvements:   - Store book and page references consistently. - Preserve custom user entries during conversions. - Distinguish canonical presets from user-authored content. - Add migration version fields so conversions run only once. - Validate that every displayed button has exactly one canonical definition. - Keep descriptions faithful to the source text where permitted and required for unambiguous play. ** As a note, I will not be hardcoding descriptions I don't feel are required for play.  Spells, Gear, Weapons etc will all need to be sourced from a book or Roll20's compendium. This sheet is not intended and will not be designed as a replacement for having the source books or compendium.  I am looking into the available Roll20 compendium linking, which I know exists but have not done any investigation on yet.   ### Help and translation coverage   **Status:** Ongoing release requirement   Every new user-facing feature should update:   - The Help tab. - `translation.json` and locale files. - Modifier-key documentation and whitelists. - Public release notes.   Community translators should be able to identify newly added and changed strings without searching the full sheet source.   ## Layout, accessibility, and maintainability   ### Canonical sheet width and responsive components   **Status:** Active cleanup   The PC and NPC sheets use an 850px canvas. Shared footer and NPC fixed-width overflows have been corrected, but individual sections still need regression testing.   Potential improvements:   - Define shared width, spacing, and control-size variables. - Replace fixed and percentage positioning with component-scoped Grid or Flexbox layouts. - Allow grid children to shrink safely with `min-width: 0`. - Reduce unnecessary `!important` declarations. - Test every major tab and NPC type at supported Roll20 window sizes. - Prevent decorative or hidden controls from contributing to overflow.   ### CSS consolidation   **Status:** Ongoing low-risk cleanup   Continue replacing broad legacy selectors and duplicated corrective layers with narrowly scoped component rules. Visual regression testing is required because the PC and NPC sheets share many historical class names.   ### Logging and diagnostics   **Status:** Minor cleanup proposed   Route the remaining direct drop-event console messages through the existing disabled-by-default debug logger. Preserve actionable warnings and errors.   ### Accessibility review   **Status:** Proposed discussion item   Potential work includes keyboard focus visibility, accessible labels for icon-only controls, more consistent disabled-state behavior, improved color contrast, and ensuring that information conveyed by red/green borders is also available as text.   ## Compatibility principles   Future work should follow these guidelines:   1. Preserve existing character data whenever possible. 2. Use one-time, versioned migrations for renamed or restructured fields. 3. Keep manually entered modifiers distinct from calculated Effects Mod values. 4. Do not silently erase unsupported or custom content. 5. Prefer warnings and GM overrides where the rules permit exceptional configurations. 6. Keep resource changes—Edge, ammunition, damage, and actions—at the final submitted action rather than an earlier cancelable prompt. 7. Keep canonical rules data in one registry and derive buttons, tooltips, and rolls from it. 8. Avoid requiring a primary weapon or device unless the game rule itself requires one. 9. Retain sheet-only fallbacks for API-assisted features whenever practical. 10. Treat Help, translations, migrations, and release notes as part of feature completion.   ## Recently completed foundations   These systems are already present in the v.93 development branch and inform the remaining proposals:   - Separate manual and Effects modifiers for attributes, skills, Condition Monitors, vehicles, and other supported values. - Per-item activation for Effects, Statuses, Gear, augmentations, Programs, Devices, Powers, and similar repeating rows. - Per-weapon mods, multi-weapon Core Combat displays, ammunition inventory, reloads, and firing-mode handling. - Armor mods attached to specific armor pieces. - Skill- or Attribute-targeted situational modifiers with final-roll Edge adjustments. - Canonical Actions, Matrix Actions, Edge options, Statuses, Martial Arts, and many NPC rules registries. - AI attributes, Persona derivation, Matrix Condition Monitor, healing, and AI-specific qualities. - Program ownership, installed/running states, Device capacity, Persona contribution, and owner-scoped synchronization. - Modernized Spirit, Sprite, Grunt, Host, IC, Vehicle, and Drone controls. - Immutable Character ID targeting for internal roll links and special-character-safe character names. - Serialized initialization and scoped recalculation for several high-traffic systems.   ## Suggested discussion order   1. Canonical modifier aggregation and regression testing. 2. Program overage semantics, dedicated slots, and Virtual Machine. 3. Vehicle modification categories and slots. 4. Cyberlimb ownership and capacity. 5. Weapon mounts and ammunition-container depth. 6. Which Status and Edge effects should be automated. 7. Spendable action counters and whether they justify an API companion. 8. NPC rules-depth priorities. 9. Layout, accessibility, and translation improvements.