GM Knowledge Rhino said: S.H. Miller said: So have you taken over the Dice API, the Character Sheets, or both Well I have taken over at least the Character sheet / CSS associated with it, but I made changes to the Dice script as well as it was better than using multiple scripts. Also the last person that was making changes to the script "quit". I figured I would handle it as nobody else was doing anything on it that I wanted. S.H. Miller said: For the sheets, there are three things I would love. * The sheet outputs an "Attribute" for each skill that can be called via macros and stuff. (not just a number but something like 2y 2g) * An Attribute field for available force. I can't seem to make macro code do math (Force Rating - Committed) in that instance. * The Force Talents section allows you to add dice or attach a skill to the roll. I.E. Athletics to Enhance. They are really just quality-of-life improvements, nothing major. Certainly fix the important stuff before thinking about tackling those. Oh, and thanks for doing this! It's nice to have work being done on things. It's my favorite game to play, and really the only I even play anymore. Okay, so lets see that I understand your request: You want an "variable" of some kind for the Force Rating + another for Committed Force Dice. Looking at the Character sheet code itself, I think I found the variable you wanted. In the Force Powers sub section, it has a "roll" with this code "<td><input type="number" name="attr_forceavalible" value="@{forcerating}-@{forcecommitted}" disabled></td>" This leads me to believe you only need to run your macro against the attr_forceavailable Let me know if this helps. You want a skill selector in the Force Powers section, that works like the custom skill option. I can probably add a drop down with the list of skills (Though I might be able steal that from the Vehicle weapons section), I will look into the specifics and get back to you. On other fronts, I have setup a github thing for my "in progress" sheet / css / script. <a href="https://github.com/KnowledgeRhino/FFG-SWRPG-Charac" rel="nofollow">https://github.com/KnowledgeRhino/FFG-SWRPG-Charac</a>... It is still rough, so forgive the ugliness of the coding, I am trying to clean it up while adding things. (Please note, I have one "house rule" currently in the sheet, it is in the Morality section and it has, Conflict like RAW, but adds "Harmony" as an opposite to that, I will remove this from any character sheet I finalize and try to keep that "forked" from the main sheet, as with any other House Rule sections I add) There are attributes for force rating and commited, but there isn't one for available. As for the force rating on skills, which was really two requests for ways of solving the same problem, I was using this with all my skill rolls that might also roll force: ?{Enhance?|Yes, @{Aoro|forcerating}w|No,} (Not all are enhance, obviously) The problem there was I didn't have the available force for that, and when trying to make it math, it would just actually output 2-1w at best. I could never get it to actually do that. So how do I call attr_forceavailable there? Basically having the ability to cause the talent to roll the skill with it would also solve this problem, but that doesn't allow for more complex macro options for the player, which is why I requested both. An easy fix for those who don't want to deal with macros, and one for people like me who will tinker for hours with things.