Heya. Visual and sound effects can be fun. Hopefully, this post will explain the details. This is a pretty basic thing, but I thought it might help some people (and also server as a post I can direct my players to, from any game). The game's owner needs to be Pro to use sound effects macros, though players who are Pro subscribers can use visual fx regardless of game owner. To make that clear: pro owner lets any player use vfx and sfx, non-pro-owner but pro-player can use vfx but not sfx. No pro, no go. (I think, anyways). The GM must run a sound call script. Mine is customized, but many people use roll20AM. The GM also needs to set up the tracks in game. The player can ask the GM to add certain tracks, and also what the command to play them is. As an example, in my game, to play the punch sound, a player enters: !Weapon - Punch Visual fx can be utilized by doing either directed or on-target /fx commands. To direct from one target to another, we might type, for example: /fx beam-fire @{selected|token_id} @{target|token_id} To have an effect start at a target, we might type: /fx burst-fire @{target|token_id} Finally, we want an ability roll to go along with these. I'll show my stormtrooper minion from Star Wars EotE as an example. For the stormtrooper, open the character sheet, click the Blaster Rifle weapon die, and see the chat output. Then focus chat (click in the chat box), hit the up arrow on your keyboard, copy all the text (usually more than you see without scrolling through it, make sure to get it all). Then copy the text into an ability, on the character sheet's attributes and abilities tab. Enter a new line at the top for your sound effects call, and another one for your visual effects. In this example, /fx blaster is a custom visual effect (custom fx are covered in the wiki). Make sure to set that ability as a token action. Then, from the token, you will be able to shoot your blaster, have the dice roll, play the blaster sound, and have the bolt fly from the minion to the target on screen: And if anyone needs it, here's that custom blaster fx: { "angle": -1, "angleRandom": 0.1, "duration": 0.5, "emissionRate": 1000, "endColour": [40, 40, 150, 0], "endColourRandom": [10, 10, 40, 0], "lifeSpan": 100, "lifeSpanRandom": 0, "maxParticles": 1000, "size": 13, "sizeRandom": 0, "speed": 50, "speedRandom": 0, "startColour": [20, 20, 210, 1], "startColourRandom": [5, 5, 30, 0.25] }