Lets try to ilustrate that, suppose that I'm current with 3 hit points left in a total of 10, so instead of showing an HP bar tradicionally like ▓▓▓▒▒▒▒▒▒▒ 3 / 10 0 3 10 A GURPS HP Bar will be look more like this ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒▒▒▒▒▒▒ 3 / 10 -50 -40 -30 -20 -10 0 10 And when you're on negative HP bar will show something like ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -5 / 10 -50 -40 -30 -20 -10 0 10 got it ? A GURPS character dead for sure when reaches -5*HT, but whenever it reaches a -HP limit does a "you're dead test" ( in this case, HT is 10, so the bar goes from -50 up to +10, if the character has a HT of 15, the HP bar goes from -75 up to +15) but other factors can increase the bar like an advantage that gaves +10 HP, so it goes from -75 up to +25) Stephanie B. said: #1: I don't think so, and that might be beyond the technical capabilities available. You can have either Euclidean or Manhattan set for your page, but not both at the same time. Perhaps an API script could handle that, though? #3, have you looked at the Dice Reference, specifically Target Numbers ? Does that meet your need? #5: If your tokens are small enough, you can have them occupy the same hex. Hold the ALT key while moving/resizing them to keep them from snapping to the grid. #7: Again, hold the ALT key to resize the token to fit as many hexes as you want, in any direction you want. #8: Can you explain a negative HP limit? A redesign of the token bars are currently being tested on the Dev server. If any Pro users are GURPS users and want to weigh in on whether the changes meet your needs, please do so. Not addressing #4 and #6, since I know we don't have anything that fully meets those needs right now. You can use a rollable table token for #6, but it doesn't resize the token for you. Again, I wonder if an API script might be able to do that, though. Nazamura said: So, only demand #1 is completed and functional ? Display Both Euclidean Distance for Movement, and Manhattan Distance for Ranged Combat, on Hex Grids, Simultaneously (no having to switch from one to the other mid-session; make them selectable with checkboxes, so that both can appear at once) Allow Crit Ranges to be assigned Per Skill via Macros, even when Crit Fails should be High, and Crit Successes should be Low Being Able to Efficiently Compare the Total of 3d6 to a Target Number with Dice Macros Align to Grid for Hex Maps Two Tokens Occupying the Same Hex, (one half each), With Preservation of Facing; Important for Close Quarters Combat Support for Combat Postures, such as a One Hex Token Changing to Occupy Two Hexes, for When a Character Goes Prone Tokens Occupying Multiple Consecutive Hexes, Including Consecutive Linear Hexes, and Oval Clusters of Hexes, from 3, 4, 5, and 6 to Larger Multi-Stage Health Bars that Track Negative HP Limits, Positive HP Limits, and Temporary Health Points