Started testing out this sheet for a possible game I wish to run in the future, and I have to say so far it has been excellent. Have a couple of bugs to report though. Attempting to set up a Spirit as a grunt as has been recommended here, and I noticed that the sprinting field for movement seems to be unresponsive. No matter what value I put in (this was an Air spirit so it had sprinting +10) it remained fixed at "+2" . Realized someone had already mentioned this. Also, trying to click on the "tools" icon to hide or show fields for attacks and skills is finicky to click and sometimes unresponsive. As far as possible suggestions, something that connects the Matrix device condition monitor with device rating would be nice, since that's the usual default to determining it. Also fields for Matrix damage resistance (usually Device Rating + Firewall + bonuses from programs/complex forms) and Biofeedback damage resistance (usually Willpower + Firewall + bonuses from programs/complex forms) would be nice additions, the biofeedback especially for living personas/technomancers since that is a bulk of the damage they end up taking. I also am not a Pro user, so I don't have access to the API, so if these issues/suggestions are taken care of there I apologize. Thank you very much to everyone working on this sheet and keeping it up to date! Edit: to clarify, I am referring to the Matrix Device condition monitor in the PC sheet, the one for vehicles/drones seems to be working fine. Would also like to toss my vote in on getting a spirit page with variable force options, if such a thing is even possible, and that there doesn't seem to be a way to track condition monitor easily using a non-PC sheet? I might just be a fool. Edit 2: Also, having an option to add Autosofts for drones/vehicles (effectively being skills that use their Pilot rating) would be nice for drone riggers. As well, there seems to be an issue in the drone/vehicle sheet where created attacks don't seem to delete properly. I added on by accident, realized I didn't need one, and every time it "deletes" it just re-creates a blank attack that refuses to delete.