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Call of Cthulhu 7th Edition by Roll20

Found the problem: all of the pre-generated characters have malfunction of "00" on their weapons. Somewhere along the line, this changed so that the malfunction value should be "100". Obviously, any number rolled is going to be greater than "00" and so it always shows as a malfunction. This is in a purchased module called "None More Black" which is part of the "Doors to Darkness" series. The pre-generated characters should be updated so that the malfunction value for all of the weapons that have a value (pretty much all firearms) is changed to read "100" instead of "00". Saul J. said: Something appears to be broken in Call of Cthulhu games. This is on jumpgate.  Pre-generated character has the following weapon in his inventory:   Note that the malfunction number is 00. I did a roll with this weapon. Here's what came up in chat: How is a roll of 3 on the D100 a malfunction??? In fact, it seems to ALWAYS show "Malfunction":
Saul J. said: Found the problem: all of the pre-generated characters have malfunction of "00" on their weapons. Somewhere along the line, this changed so that the malfunction value should be "100". Obviously, any number rolled is going to be greater than "00" and so it always shows as a malfunction. This is in a purchased module called "None More Black" which is part of the "Doors to Darkness" series. The pre-generated characters should be updated so that the malfunction value for all of the weapons that have a value (pretty much all firearms) is changed to read "100" instead of "00". Thanks Saul! Chaosium usually handles the data in the compendium. I'm going to look into whether we can get a quick fix in-house or if we'll need to turn to them to get this sorted.
Technically, what Chaosium did, and has in module for the pre-generated character is correct. The "00" is the nomenclature that Chaosium uses for 100. What changed is how Roll20 interprets it. Back when I last ran a Call of Cthulhu game, it was fine. But, somewhere in the year or two since then, Roll20 changed how it interprets that "00", probably because of conflict with other changes. So, now, instead of it being interpreted as 100, it's being interpreted as 0.  The items in the Compendium, use 100, not 00 so dropping say a revolver onto a sheet will work just fine (I hope). It's just in the pre-generated characters in a module that pre-dates whatever change Roll20 made that are incorrect. Nora C. said: Saul J. said: Found the problem: all of the pre-generated characters have malfunction of "00" on their weapons. Somewhere along the line, this changed so that the malfunction value should be "100". Obviously, any number rolled is going to be greater than "00" and so it always shows as a malfunction. This is in a purchased module called "None More Black" which is part of the "Doors to Darkness" series. The pre-generated characters should be updated so that the malfunction value for all of the weapons that have a value (pretty much all firearms) is changed to read "100" instead of "00". Thanks Saul! Chaosium usually handles the data in the compendium. I'm going to look into whether we can get a quick fix in-house or if we'll need to turn to them to get this sorted.
Saul J. said: Technically, what Chaosium did, and has in module for the pre-generated character is correct. The "00" is the nomenclature that Chaosium uses for 100. What changed is how Roll20 interprets it. Back when I last ran a Call of Cthulhu game, it was fine. But, somewhere in the year or two since then, Roll20 changed how it interprets that "00", probably because of conflict with other changes. So, now, instead of it being interpreted as 100, it's being interpreted as 0.  The items in the Compendium, use 100, not 00 so dropping say a revolver onto a sheet will work just fine (I hope). It's just in the pre-generated characters in a module that pre-dates whatever change Roll20 made that are incorrect. I was not able to find a point in the pdfs where "00" was used to mean "100". The listings in the Keeper's Rulebook and Investigator's handbook both say 100, and the pregen character you provided doesn't mention malfunctions at all in the book. I think this nomenclature was actually a requirement of the original implementation that wasn't converted when we updated malfunctions to be more accurate to the book. I'm making a ticket and this will be resolved with the next update (coming very soon)! Thanks again for the report ^-^
Thank you! Can you give us a heads up as to what else is coming in the next update? Nora C. said: Saul J. said: Technically, what Chaosium did, and has in module for the pre-generated character is correct. The "00" is the nomenclature that Chaosium uses for 100. What changed is how Roll20 interprets it. Back when I last ran a Call of Cthulhu game, it was fine. But, somewhere in the year or two since then, Roll20 changed how it interprets that "00", probably because of conflict with other changes. So, now, instead of it being interpreted as 100, it's being interpreted as 0.  The items in the Compendium, use 100, not 00 so dropping say a revolver onto a sheet will work just fine (I hope). It's just in the pre-generated characters in a module that pre-dates whatever change Roll20 made that are incorrect. I was not able to find a point in the pdfs where "00" was used to mean "100". The listings in the Keeper's Rulebook and Investigator's handbook both say 100, and the pregen character you provided doesn't mention malfunctions at all in the book. I think this nomenclature was actually a requirement of the original implementation that wasn't converted when we updated malfunctions to be more accurate to the book. I'm making a ticket and this will be resolved with the next update (coming very soon)! Thanks again for the report ^-^
Having some issues with CoC character sheets, when manually creating a PC sheet (not using the CoC Charactermancer): Although "Enable Damage Bonus Calculation" is set on the sheet, it does not calculate the Damage Bonus, and put it into the field on the sheet. Same thing for "Enable Movement Calculation" - it does not set "Movement Rate". For "Enable Hit Points Calculation" it calculates and populates the maximum hp and puts it on the sheet, but does not populate the "Current" hp field. Same thing for "Magic Points".  "Sanity" is not being set at all. It should start at the same value as "POW".  I have "Luck Recovery" set on the sheet. When I click on the icon, it puts the information in chat, but it does not update the field (it used to, I believe). On the "Game Settings" page, I have "Bar1 Value" set to "hitpoints", and "Bar1 Maximum" set to "hitpoints_maximum". These are not being set. Same for "Bar3 Value" and "Bar3 Link". I have them both set to "movement_rate".  I'll be sending a Help Center request too. Hopefully, these can be fixed before my game starts. .  
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Edited 1743372271
Kim
Pro
I'm setting up my player's character sheets for a game of Pulp Cthlulhu (The Two Headed Serpent). I'm using Roll20 instead of Foundry because I thought things would be simpler over here with everything supported, but I'm having a time of it. :) In testing out dice rolls (using 3d dice so I can see the result), I'm always getting two sets of rolls per skill, like I was rolling at Advantage or Disadvantage in other systems. I see the settings tab and dice roll behavior, but I'm having trouble just getting one set of dice to roll. I also noticed the 1d10 rolls for Bonus/Penalty dice are 1d10-1 if you hover over the result in the chat window. When rolling bonus/penalty dice by clicking on the Bonus/Penalty link in the Chat tab, I get two "Ones" (regular 1d10) dice rolling and -1 subtracted from the higher of the two. An (8, 3) result shows in the chat window as 7. Hovering over the 7, I see "Rolling 1d10-1=(8)-1". It should be a "tens" of a percentage die.  I could work around the two sets of 3d dice rolling by telling my players not to turn that on, but I thought I'd ask in here in case I'm missing a setting somewhere.  Thank you.
I never use the 3d dice because it never really added anything, or seemed useful for me. As for the bonus/penalty die being 1d10-1, that's correct. You want a number between 0-9 inclusive, so subtracting 1 from the result of the roll gives you the correct range of values. So, if the result of the roll is yx, you replace the y with the number rolled on the d10-1, or not, depending on whether it's a bonus or penalty. In other words, if the D100 roll is 58 and you roll a 3 (after the -1), then that becomes 38 if it's a bonus die, and stays 58 if not. Does that make sense?
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Edited 1743385624
Gauss
Forum Champion
Hi Kim,  To explain further about the 3d dice, the extra dice are for the dice that are rolled but you don't see normally.  The system has in the background all the rolls that are required. Any extra dice that might be required are also rolled. Then the system decides which dice to display in the chat.  The problem is, the 3d dice roller is a separate dice roller system it is rolling the dice rolls before the "what do I display" decision comes up.  So you will always see the extra dice of whatever sheet you are using. It would probably require a complete rewrite of the dice roller and all of the 1000+ sheets on Roll20 to change this behavior.
Thanks for the responses. I did figure out (finally) that the 3d dice thing was something that's been going on for a long time, not a recent bug. We just like to see dice clatter when we roll stuff, but we will turn that off so we aren't confused. I noticed the 3d dice are hidden by the character sheet anyway. Thanks for the explanation on the bonus dice. 
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Edited 1744067239
Nora C.
Roll20 Team
Hey Gang! In preparation for the upcoming release of Cthulhu by Gaslight,  the following changes were just pushed: Charactermancer Updated the Occupation slide of the Charactermancer to show more information about what Compendium expansion the occupation is coming from. Loosened the restrictions on filtering occupation duplicates in the Charactermancer to only filter out duplicates from the free basic rules Updated Skills in the Charactermancer to allow for the new skills, skill names, and base values from Cthulhu by Gaslight Added the ability to define which Setting you are making a character for. The only choices so far are 1920s/Modern or Gaslight Updated spending level and cash handling to match the era specified by Player choices in the Charactermancer (falling back to campaign/sheet settings) Simplified the backstory slide to allow for the prompts from Cthulhu by Gaslight (Gaslight/Custom Occupations only) Added the ability to specify your social class on the occupation slide Fixed some Secondary Characteristics not calculating when the Charactermancer finishes Resolved various occupations not properly registering their skills and skill points Fixed Compendium Page Preview on Skills and Backstory slides Sheet Fixed uncommon skills only showing on Pulp Cthulhu sheets Fixed older pregen characters' weapons so those that have a malfunction threshold of 100 properly say "Malfunction" only on results of 100 (this replaces values of "00" with "100" to match the books, but I also added handling so "00" would be treated as "100." If, for some reason, you really want a weapon to malfunction on every roll, you can still enter a simple "0.") Fixed Sanity Rolls not showing a success message Added the ability to note your character's Social Class, from Cthulhu by Gaslight Added new Cthulhu by Gaslight Skills Added Cthulhu by Gaslight Skill Base Values Added Skill Era Visibility for the following eras: Gaslight, 1920s, Modern, with a default of "Show All." For the time traveling investigators : changing Skill Eras will not hide skills which have a value that differs from the enabled Base Value Updated the settings tab to account for changes for Cthulhu by Gaslight Hidden skills now become visible when you change their value Updated Insanity threshold to calculate the actual threshold instead of the required loss. The old value can still be found at indef_insane_required_loss
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Edited 1744074152
Great changes, Nora!! And, thank you for putting the era settings into the Settings tab so we can set defaults!!  One thing I noticed: the "Uncommon" skills: Animal Handling, Artillery, Demolitions, Diving, Hypnosis, and Read Lips are all 1920s skills but are greyed out when the sheet is set to 1920s era. And one Uncommon skill, that is also a 1920s skill that is still missing from the sheet is Lore, which should be treated like Science and Language - i.e. it is broken up into different sub-skills/areas of knowledge.  Can this please be fixed?
Saul J. said: Great changes, Nora!! And, thank you for putting the era settings into the Settings tab so we can set defaults!!  One thing I noticed: the "Uncommon" skills: Animal Handling, Artillery, Demolitions, Diving, Hypnosis, and Read Lips are all 1920s skills but are greyed out when the sheet is set to 1920s era. And one Uncommon skill, that is also a 1920s skill that is still missing from the sheet is Lore, which should be treated like Science and Language - i.e. it is broken up into different sub-skills/areas of knowledge.  Can this please be fixed? Uncommon skills are invisible by default because they are uncommon! The clock just ticked past my end of day, but I'm going to make a note to look into the Lore issue first thing tomorrow.
To have both the non-era skills and Uncommon skills greyed out in the same way makes it confusing. For example, Electronics is a non-1920s skill but it appears on the sheet greyed out. Or maybe that should move to the "Modern" setting where it belongs? That would resolve the issue too. (See p. 98 of the Investigator book showing that Electronics is a "Modern Era" skill). Thanks, again! Nora C. said: Saul J. said: Great changes, Nora!! And, thank you for putting the era settings into the Settings tab so we can set defaults!!  One thing I noticed: the "Uncommon" skills: Animal Handling, Artillery, Demolitions, Diving, Hypnosis, and Read Lips are all 1920s skills but are greyed out when the sheet is set to 1920s era. And one Uncommon skill, that is also a 1920s skill that is still missing from the sheet is Lore, which should be treated like Science and Language - i.e. it is broken up into different sub-skills/areas of knowledge.  Can this please be fixed? Uncommon skills are invisible by default because they are uncommon! The clock just ticked past my end of day, but I'm going to make a note to look into the Lore issue first thing tomorrow.
Saul J. said: To have both the non-era skills and Uncommon skills greyed out in the same way makes it confusing. For example, Electronics is a non-1920s skill but it appears on the sheet greyed out. Or maybe that should move to the "Modern" setting where it belongs? That would resolve the issue too. (See p. 98 of the Investigator book showing that Electronics is a "Modern Era" skill). Thanks, again! I see! The rationale was to keep them available as an option to address use-cases 2 and 4 in your post here , but my (perhaps optimistic) expectation was that the GM would know which uncommon skills needed to be turned on for the characters they were working with. It won't be as simple as just marking the uncommon skills, since I believe at least a couple sourcebooks introduce other uncommon skills for their eras. I can't promise much beyond "I'll give it some thought" for now, but I just tested and confirmed a work-around that seems to address your use-case in the meantime:  If you have the era set to "Show All," then hit the "Toggle All..." button so that all the skills are showing, and finally set the   era  after  you do that, the uncommon skills that should apply remain visible. It's not perfect - I can imagine it might get a bit taxing if you're making more than a handful characters in one sitting - but it works. As for the Lore issue you raised; I've isolated the cause and I've made a ticket that I'll endeavour to get out the door ASAP.
Ok, I see why that workaround works. But, the more I thought about it last night, the more I'm convinced that "Electronics" doesn't belong in the 1920s skill set. It's clearly marked as a "Modern era"-only skill in the Keeper's Rulebook. In fact, the description of the skill says:  "For troubleshooting and repairing electronic equipment.  Allows simple electronic devices to be made. This is a skill  for the present day—use Physics and Electrical Repair for  electronic developments of the 1920s." So, I really think that skill should be moved to the "Modern Era" skill set. Your workaround is good for the rest of the "Uncommon" skills but that one really doesn't belong. And, thanks for looking into the Lore skill! Nora C. said: Saul J. said: To have both the non-era skills and Uncommon skills greyed out in the same way makes it confusing. For example, Electronics is a non-1920s skill but it appears on the sheet greyed out. Or maybe that should move to the "Modern" setting where it belongs? That would resolve the issue too. (See p. 98 of the Investigator book showing that Electronics is a "Modern Era" skill). Thanks, again! I see! The rationale was to keep them available as an option to address use-cases 2 and 4 in your post here , but my (perhaps optimistic) expectation was that the GM would know which uncommon skills needed to be turned on for the characters they were working with. It won't be as simple as just marking the uncommon skills, since I believe at least a couple sourcebooks introduce other uncommon skills for their eras. I can't promise much beyond "I'll give it some thought" for now, but I just tested and confirmed a work-around that seems to address your use-case in the meantime:  If you have the era set to "Show All," then hit the "Toggle All..." button so that all the skills are showing, and finally set the   era  after  you do that, the uncommon skills that should apply remain visible. It's not perfect - I can imagine it might get a bit taxing if you're making more than a handful characters in one sitting - but it works. As for the Lore issue you raised; I've isolated the cause and I've made a ticket that I'll endeavour to get out the door ASAP.
1744697663
Ralph
Pro
Marketplace Creator
Looks like there was a change made in the character sheet regarding how the value for the indefinite insanity threshold is calculated. Previously it used the current sanity value. I noticed yesterday, that now it takes the max sanity as a base. Anyone else encountered this?
Ralph said: Looks like there was a change made in the character sheet regarding how the value for the indefinite insanity threshold is calculated. Previously it used the current sanity value. I noticed yesterday, that now it takes the max sanity as a base. Anyone else encountered this? Yes, this was a fix to an earlier problem that was reported and discussed upthread. The field now does the correct thing. It starts off being calculated against the max sanity. But, as you lose sanity, it can be recalculated against the current sanity.  Take a look at the following: 1/5 of 30 is 6, so the threshold is 24. That is, if the character's sanity drops below 24 in this game day, they go indefinitely insane. To recalculate the threshold each "day" is easy. At the start of the "day", you click on that little circle on the right-side of the "indef. insane" field. This now works much better than the old field did, and is more in keeping with the rules.
Ralph said: Looks like there was a change made in the character sheet regarding how the value for the indefinite insanity threshold is calculated. Previously it used the current sanity value. I noticed yesterday, that now it takes the max sanity as a base. Anyone else encountered this? What Saul has outlined is correct. If you need the old value for macros for whatever reason, you can find that at  indef_insane_required_loss  
This isn't really a character sheet issue or a compendium issue, but a module question: Are there plans to release "Masks of Nyarlathotep "  as a Roll20 VTT module?
Kim said: This isn't really a character sheet issue or a compendium issue, but a module question: Are there plans to release "Masks of Nyarlathotep "  as a Roll20 VTT module? Chaosium handles their own module conversions. I've passed this question along to them via our partner relations team, but you should also feel free to ask them directly on social media or via their forums  to make sure your wishes are heard!
Nora C. said: Kim said: This isn't really a character sheet issue or a compendium issue, but a module question: Are there plans to release "Masks of Nyarlathotep " &nbsp;as a Roll20 VTT module? Chaosium handles their own module conversions. I've passed this question along to them via our partner relations team, but you should also feel free to ask them directly on social media or via their forums &nbsp;to make sure your wishes are heard! I've asked Chaosium, and they said "Maybe." They do have the module on other platforms but, at present, don't have any plans to do one for Roll20. I'm in the process of preparing to run that module myself, and I've done all the maps, and handouts, as well as all of the Tomes already. There's a RELLY good resource at&nbsp; <a href="https://www.prosperopublishing.com/" rel="nofollow">https://www.prosperopublishing.com/</a> &nbsp;that has maps designed by others who have run the module, as well as write-ups on all the tomes in the module, the artifacts, and more. It even includes some hints, and tips for new Keepers planning to run the module. Oh, and there are also some vintage-style "newsreel" videos about the Carlyle expedition. I also recommend reading the The Masks of Nyarlathotep Companion. It was written based on the earlier version of the module but it still has lots of good information in it. It used to be available on Chaosium's site but I don't think they have it any more due to its age. You might find it elsewhere on the net.
Found a bug: The "luck recovery" roll that the sheet does when you click on the wheel next to the attribute, rolls 2D10 and adds 10 for the amount of Luck recovered. This is not correct. &nbsp;The luck recovery amount should only be 1D10. From the 7E Keeper's Handbook: "The player rolls 1D100 and&nbsp; if the roll is above their present Luck score they add 1D10&nbsp; points to their Luck score."