Name
Faction
Damage bonus
Melee
Ranged
Chronicle Points
Current
Starting
Dread Setting
20
D1 19-20
D2 18-20
D3 17-20
D4 16-20
Critical Injury
1-2 Head
Soak
3-5 Right Arm
Soak
Status
Mental Wounds
6-8 Left Arm
Soak
9-14 Torso
Soak
15-17 Right Leg
Soak
Critical Wounds
Current
Starting
18-20 Left Leg
Soak
Serious Wounds & Fatigue
Current
Starting
Fatigue
Talents
Name
Skill
Effect
Attibutes & Skills
Agility
Skills Signature Expertise Focus
Acrobatics
Close Combat
  • Unarmed Combat
Stealth
Awareness
Skills Signature Expertise Focus
Observation
  • Insight
Thievery
Coordination
Skills Signature Expertise Focus
Ranged Weapons
  • Heavy Weapons
  • Gunnery
Pilot
  • Space
Intelligence
Skills Signature Expertise Focus
Education
  • Linguistics
  • Science
Mechanics
Survival
  • Vacuum
Treatment
  • Medicine
  • Psychotherapy
Mental
Skills Signature Expertise Focus
Willpower
Mysticism
Personality
Skills Signature Expertise Focus
Animal Handling
Lifestyle
Persuade
  • Command
Physique
Skills Signature Expertise Focus
Resistance
Strength
Skills Signature Expertise Focus
Athletics
Weapons
Weapon
Range
Mode
Damage bonus
Fixed Damage
Damage
Qualities
Enc.
Size
Reliability
Reloads
Attack skill
Spells / Dark Gift / Mutation
Name
Difficulty
Target
Duration
Effect
Belongings
Name
Load
Enc.
Reliability
Restriction
Cost
Maintenance
Background
Social Status

Influence

Traits
Experience

Total Experience

Earnings
Assets
Relationships
Event
Effect
General Notes
{{character_name}}'s {{skill_name}} skill

Rolls {{num_dice}} dice! Target number is: {{target_number}}

Scores {{successes}} successes!
{{#rollWasFumble() successes}}
Check roll for Repercussions.
{{/rollWasFumble() successes}}
{{character_name}}'s {{weapon_name}} damage
Dice rolled:
{{num_dice}} + {{attribute_bonus}} (attribute)
Fixed damage:
{{fixed_damage}}
Hit location:
{{hit_location}}, i.e. {{#rollBetween() hit_location 1 2}}Head{{/rollBetween() hit_location 1 2}} {{#rollBetween() hit_location 3 5}}Right Arm{{/rollBetween() hit_location 3 5}} {{#rollBetween() hit_location 6 8}}Left Arm{{/rollBetween() hit_location 6 8}} {{#rollBetween() hit_location 9 14}}Torso{{/rollBetween() hit_location 9 14}} {{#rollBetween() hit_location 15 17}}Right Leg{{/rollBetween() hit_location 15 17}} {{#rollBetween() hit_location 18 20}}Left Leg{{/rollBetween() hit_location 18 20}}
Scores {{damage}} damages!
{{character_name}}'s earnings check
Scores {{earning}} successes!
Understanding skill rolls result

Rolls equal to or less than the target number generates one success. One additional success is generated if the rolls equal to or less than the focus in the tested skill.

When you look a skill check result:

  • Green numbers are equal to or less than the focus.
  • Red numbers are over the Dread setting and represents Repercussions.
  • White numbers represents successes and failures. They are already included in the successes total but you can compare them to the target numbers if needed.

N.B. In Roll20, there are only three colors availaible to represents various dice values. I just hope the color scheme choosen won't confuse anyone.

Unskilled skill tests

Note that skill roll's Repercussion range do not include the unskilled modifier.

How skill rolls works

This section will try to answers any questions you have about how skill rolls works in Roll20. The math behind it is counterintuitive. Read this only if you want to understand why the rolls are so peculiar.

Here is how one would assume the formula would be :
[nb critical successes] x 2 + [nb successes]

Since a dice can't generate two successes in Roll20, the formula is :
[nb dice] + [nb critical successes] - [nb failures]

where:

  • [nb dice] is the total number of dice rolled.
  • [nb critical successes] is the number of rolls equal to or less than the focus.
  • [nb failures] is the number of rolls over the target number.
Backward compatibility
The two legacy talent sections have been merged into one. For backward compatibility reasons, there are 8 fixed talent entries before the repeatable entries.
Required rollable table

The GM need to create a rollable table called "Symmetry-Dice" with the folowing values :

  • 1
  • 2
  • -
  • -
  • -
  • DSI (which stand for "Dark Simetry Icon")

Carefully look at any damage check to locate any DSI rolled

Alternatively, you could replace this last value with "100 + DSI". In this case, when you look at the result every hundreds indicates an DSI was rolled.