Thanks to both of you for the suggestions so far and your concerns about potentially doing too much prep work. To clarify, right now I'm just trying to write a design doc, not do the actual implementation. Also, I did read the official documentation on this regard and studied existing character sheets from the Git repository to understand the limitations of the platform, hence all the questions. I guess I need to be more clear after all, so... PARANOIA SPOILERS ALERT - ULTRAVIOLET SECURITY CLEARANCE REQUIRED ---- Alright, so here are the issues that I'm trying to resolve. Paranoia is a game where all rolls are made on a single d20. Players pick a task, then the GM picks some attribute that corresponds best to said task, and if the d20 is equal or lower than the value of said attribute, it's a success, otherwise it's a failure. Attributes are integers from 1 to 20 and can sometimes be undefined, in which case the the roll defaults to some base attribute instead that is guaranteed to exist. Players may not know the values of some of these attributes, but know of their existence. This is generally all that players are aware of. In addition, there's a bunch of mechanics that players are not aware about during such a roll in some circumstances. There may be c riticals on 1 and f umbles on 20. There may be criticals when there's a difference of 10 or more as well. When firing a laser gun past 6 shots, the range of fumbles increases by 1 for every additional shot past that. When doing an action anywhere, if the dice result is lower than the room's Tension Level (a secret variable), the action is detected by an NPC and reported to the authorities if illegal, which gives them a number of Treason Points (a secret attribute that players are unaware of its existence) depending on the gravity of the crime. Players don't know their exact health values or those of their targets, the strength of weapons and armor, and how combat damage is calculated and applied after a successful roll beyond generalities. During normal gameplay, it's relatively easy for a GM to keep track of the hidden attributes and variables on a piece of paper, and the secret effects by simply looking at the value of the dice and performing a single subtraction for each target. Combat damage is a bit trickier, but the rules are designed in a way that GMs can just make up whatever they want if it gets too involved anyway. And of course, rolls based on attributes with secret values are rolled by the GM behind their screen. Now, let's consider a Roll20 implementation, and the issues I've ran into so far: How to default a roll to some predefined attribute when one does not exist. How to reasonably hide specific character attributes while allowing them to be used for GM rolls. (I'm fine with trusting players, but I at least want the value to be easily accessible by GMs without risking players to accidentally see it.) How to apply a given Tension Level to all player characters at once when necessary without being forced to do so one by one. How to validate if the Tension Level threshold has been reached for a given roll without forcing the GM to dig into the details of said roll to see the original 1d20 result. How to show possible crits, fumbles, and Tension Level alerts to the GM only. Hope it clarifies things. ---- END OF SPOILERS - INFRARED SECURITY CLEARANCE ACCEPTABLE PAST THIS POINT Note that I haven't took the time to ponder on the new suggestions so far - I'll update this thread once I do.