Well now... That is a lot to to take in. I will say that I only have Select Manager installed, not Fetch at all. Didn't know it was even needed. I have a lot of reading to do LOL timmaugh said: I should really put a couple of videos together on using the metascripts. =D The message you're getting is coming from Fetch, which is telling you that there isn't anything selected from which to get the token_id. I'm going to take a wild guess and say that you DON'T have ZeroFrame installed... just SelectManager and Fetch... and that Fetch is installed before SelectManager. Am I right? If so, here's what's going on: scripts queue up in the order they get processed as your sandbox goes into its "ready" state. Metascripts shin-kick their way to the head of that queue so that they get processed before standard scripts, but they are still in their own queue. In other words, if Fetch is installed before SelectManager, they will both register before standard scripts, but Fetch will register first, and it will be processed first. So when your message comes through, first Fetch tries to pull the token_id from the selected token (there isn't one)... and then later SelectManager adds the specified token to the set of selected. Kinda backwards. To solve that, ZeroFrame creates its own registry of the metascripts you have installed. It basically says: "I will register before all of the standard scripts, and all of metascript peeps can register with me. Then I will control which of them runs in what order." Every one of the other metascripts have a "priority" with which they register to ZeroFrame... 99% of the time, you're going to want SelectManager to run before any of the other metascripts, so it has a higher priority than Fetch. No matter what order SM and Fetch are installed, with ZeroFrame also installed SM will default to run before Fetch (this can be changed with ZeroFrame, but that's beyond the scope of what you need to do). Just by installing ZeroFrame, you'll fix the message you're getting, above. (Or you can reorder your metascripts by uninstalling Fetch and installing it again -- effectively installing it after SelectManager.) Now, back to what you're trying to do... If you are only trying to modify one token, TokenMod's --ids argument will do what you need it to do (without selecting the token and without any metascripts): !token-mod --set statusmarkers|+aura:3 --ids -N0wEOJ2iAV_D4HbZLSZ The {&select...} verbiage can really help for a script that doesn't have the ability to designate a token in the command line this way, but it can be used in place of the --ids argument for TokenMod. It does not require the forselected handle at the beginning of the line; it will work on its own. The following is functionally the same as the previous command: !token-mod --set statusmarkers|+aura:3 {& select -N0wEOJ2iAV_D4HbZLSZ} Tangent of Use: There are reasons you might want to use the latter formulation... for instance if you have a list of characters and/or party sub-divisions that you would want to quickly access without having to find them on the gameboard. By putting them in a roll query (processed before metascripts), you can effectively choose from that list which characters to affect with your TokenMod command: {& select ?{Who|Dingus|Modus|Dingus and Modus,Dingus, Modus} By the time SelectManager sees the command line, it will see one of the following: {& select Dingus} {& select Modus} {& select Dingus, Modus} If you don't use the --ids argument of TokenMod, the script will affect the selected tokens; it will just affect them all the same. In this case, no matter which of the 3 options get returned from your roll query, you will effectively be replacing the set of selected tokens on the gameboard with the response you provide... and *those* are the tokens TokenMod will affect. Tangent of Tangent of Use: Now you get into a realm where you might want to use forselected ... if you have to set individual information for each token. The forselected handle can be used independently of {&select...} . Without the {&select...} statement, forselected will just iterate over the tokens you have selected on the game board. If you have to set the aura marker value to increment by a separate value for each token, you might need to pull that from the token/character. In that case, you'd use forselected to separate/iterate every call, and then a Fetch construction to get the increment value (maybe that's called "fatigue"): !forselected(^) token-mod --set statusmarkers|+aura:+@^(selected.fatigue) That will use the tokens selected at the time the command is run, and increment their aura status marker by the value of their fatigue attribute. Taking a step further, you can use the {&select... statement, and control which of them are affected: !forselected(^) token-mod --set statusmarkers|+aura:+@^(selected.fatigue) {& select ?{Who|Dingus|Modus|Dingus and Modus,Dingus, Modus} Now, no matter if you just choose one token or multiple, you'll get the right value to process, and everyone will have the appropriately incremented status marker.