I'm not sure I follow your abbreviations, so I'll make up my own example. Suppose you have a Character "Bob". Bob has an Attribute "BaseAttack" with a value of, I dunno, "10". Now suppose Bob has a magic sword that gives him +1 to his base attack. Create the sword as a Character called "Bob's Sword" controlled by the player that controls Bob and give it an Attribute "AttackBonus" with a value "1". Create a Folder for Bob and all his stuff that's made as Characters and file them together. Now create a new Ability inside Bob called SwordAttack. Let's suppose an attack is a 1d20 roll, plus the base attack value, plus any adjustment. So in the SwordAttack Ability you'd put the following: "/roll 1d20 + @{BaseAttack} + @{Bob's Sword|AttackBonus}" The trick is that anything that stores data (scores, bonuses, whatever) must be created as a Character and must store that data in Attributes. You then reference those attributes with @{CharacterName|AttributeName}. You must control the item Characters as well as the normal Character. You could get more complicated than the above, generalizing the attack bonus into any kind of adjustment at all, adding descriptive messages, or whatever else tickles your fancy. This is just the basic idea. Of course, if you're using a Character Sheet then the sheet may have its own way of handling equipment and adjustments.