While we wait for a good character sheet for this game, maybe this macro might help some people out. It's my first Roll20 macro and it took me several days to learn enough to build it,  so I hope that maybe some other noob might get something useful from it. The basic technique is  of course  useful for many other games as well. :)   Here's an example of the macro: Rolling for  Athletics : [[?{Number of Dice|2}d20<[[ 1 ]]f>[[[[[[?{Choose an attribute|Strength,@{Strength}|Perception,@{Perception}|Endurance,@{Endurance}|Charisma,@{Charisma}|Intelligence,@{Intelligence}|Agility,@{Agility}|Luck,@{Luck}}]]+@{ Athletics }]]+1]]cs<[[?{Choose an attribute}+@{ Athletics }]]cf>[[@{ComplicationRange}]]+?{Number of Dice}]] How to set it up  Create a character with Roll20's default character sheets. Go to the tab "Attributes and abilities". Under Attributes , create rows for each SPECIAL attribute and each skill, and use the lefthand column ("current") to write in the values. Please note that you cannot use spaces in the attribute or skill names here, Roll20 doesn't support it. Also create a row called "ComplicationRange" and set it to 20. Players will need to change this value manually when they roll, if needed. A complication range of 3 for example would be represented by setting this to 18. Then any value of 18 or above would count be counted by the macro as a complication. (Compare to the table on p. 17 in the Fallout 2D20 core rule book.) (I also wrote the default SPECIALs for each skill in the right column, just to keep track myself, but that has no mechanical use in the macro.) Under Abilities , create an entry for each skill. Paste the above macro into the textarea of each skill. The example above is written for Athletics, so you will need to change it on all the other skills. The parts you need to change are marked in  bold  in the example: - The three  Athletics  should be changed to the name of the skill. It is important it is the exact same name as you gave the skill in the left column of the Attributes section.  - The  1  means that each roll of 1 will count as a crit, giving double the number of successes. Change this for all of your tag skills by deleting the one (1) and replacing it with this:  @{Skillname}  (where "Skillname" of course should be the name of the skill.) Now the macro knows to count these extra successes properly as well.  How to use it in play Players can now click the die symbol next tot he ability. They then get to choose how many D20 to roll (default 2), and then they get a drop-down menu where they choose which SPECIAL attribute to use for the roll.  The macro then shows the correct number of successes in the chat log, including the doubles from crits, in a small yellow square. The square might have a border: - Green border means at least one success, without any complications. - Blue border means at least one success, but also at least one complication. - Red border means no successes, and at least one complication. Hover your mouse pointer above the square to see the results for each individual die, encapsulated by parenthesis: - Red results are complications - White results are unsuccessful (re-roll maybe?) - Green results are successes. Note!  Both crits and normal successes are green with this macro. This is intentional. It is so the player can see immediately which dice he or she wants to reroll (the white ones). In Fallout 2D20 there is little point in differing crits from normal successes, except for the total sum and that is shown automatically with this macro anyway. Note also:  when hovering to see individual results, there will ba a "+x" after the parenthesis. This is not a die roll, ignore it. It's just there to make the whole thing work. See below. Explanation: why does this work? Researching this, I found a lot of people asking how to count double successes for critical rolls with Roll20. Lots of answers where "it's only possible with the API". However, I found a very clever solution in a short thread on Reddit. I'm sorry to say I can't find the link again right now, but thank you SO MUCH if you are reading this, people of that thread. See that  ?{Number of Dice}  at the end of the macro? It means this macro starts out by assuming that every die is a success.  The  ?{Number of Dice|2}d20<[[1]]  in the beginning prompts the user for the number of dice to roll, and then compares each die with the number one (or the skill rating, if you changed this for your tag skills). This adds one success for each such die result. The  f>  ........ means that every die that is above the target number (prompt for SPECIAL attribute, add it to the skill, the sum is the target number) is removed from the number of successes. Voila! Problem solved! :)  Variants 1. Remove the text and the [[ in the beginning, as well as the ]] at the very end. Then write /roll at the very beginning, before the  ?{Number of Dice|2}d20 , instead. Now all the individual dice will be shown directly in the chat, no need to hover. I think it looks a bit messy though, but to each their own. :)  2. The drop-down for choosing a SPECIAL attribute always shows the first option listed in the macro first, as default in the drop-down. So... Strength, since that is the first one in SPECIAL. If you want to you can change the order of the attributes in the macro, to have the default attribute for each skill pre-selected instead. This would mean that they are no longer listed in the SPECIAL order though. 3. If you want to have only crits marked with green, not all successful dice, change this part:  cs<[[?{Choose an attribute}+@{Athletics}]] to just this for tag skills:  cs<[[@{Athletics}]]  (and change "Athletics" to the relevant skill name obviously) or just this for all other skills:  cs<[[1]] .