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What New Systems You Want to Try on Roll20

In the survey poll so far, members have listed 16 game systems they haven't played before but want to try. I'm listing them in this post in alphabetical order. Feel free to add to the list and discuss. Burning Wheel Call of Cthulhu Gumshoe Hero Monster Hearts Mutants and Masterminds Pathfinder Rifts Savage Rifts Shadowrun Star Wars Star Frontiers Stars Without Number Traveller Urban Shadows Vampire: the Masquerade I see members mentioning a lot of future and dystopian games. If that proves to be a trend, I'll learn to GM some of those systems myself. :)
Star Wars has two or three "flavors": I think there may be both d6 and D&D-like d20 versions (one is "Saga"), and also Fantasy Flight Games (FFG) -- Edge of the Empire, Age of Rebellion, Force and Destiny -- with custom dice
The local game shop tried running Force and Destiny, but they advertised it as a Star Wars D&D which have a pretty inaccurate impression of the game mechanics. It's dice pools, with one set of dice for players and another for obstacles or opponents. Seemed very interesting if run by someone familiar with the system.
In Star Wars (FFG), the dice types are: 3 good (weak, regular, strong), 3 bad   (weak, regular, strong), and   1 for Force effects. There is also a pool of 2-sided Force chips that GM and players can both use. A typical roll depends on: your PC's Brawn, Agility, Intellect, Cunning, Willpower, and Presence; how many ranks (of training) you choose, whether other PCs help yours, environmental conditions (darkness, prone target, etc.) and the opposing strength of "bad" dice of your target, -- so you end up rolling several dice, which have various symbols on them. Your PC will have special talents from what you've purchased from talent trees, too. Good & Bad symbols annihilate each other (just like matter & antimatter), then you write your action using what's left.  It creates a lots of mixed results -- gray areas -- more like real life than simple d20+modifiers systems.  For example, my pilot failed a roll, but had enough Advantage symbols to make a soft (but very messy) landing in the swamp.  It's possible to succeed, but generate several Threats that the GM resolves -- such as shooting both one of the bad guys and the lighting system into oblivion during a fight. Of course, the Force may be used in a special ways, too, both by the Dark GM, and the Light PCs.
Sounds like a more in-depth version of how Apocalypse World and it's hacks handle checks. 2-6 is a failure, 7-9 is a costly success and 10-12 is usually a normal success.