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Cyberpunk RED by Roll20

1670273018
Jeff D.
Sheet Author
I think it makes sense that these bonuses need to be manually entered as modifiers to the skill list itself. These are conditional bonuses that would only kick in if the player were "actively" using the tech. The agent in particular specifically says the player confers the wardrobe bonus only if they take the agent's advice on which clothes to wear. TheWebCoder said: Got it. No biggie. On an unrelated note, I am noticing that cyberware and gear that adds to skills doesn't automatically do so. For example, having an Agent adds +2 to Library Search, and having certain fashionware adds +2 to Wardrobe & Style. Is the idea there that we manually edit skill modifiers? That's also fine, I was just wondering the intent. morgdalaine said: We are unable to dynamically update drop downs, so Martial Arts X is the workaround from the original repeating sections.
1670274068
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter
Jeff D. said: I think it makes sense that these bonuses need to be manually entered as modifiers to the skill list itself. These are conditional bonuses that would only kick in if the player were "actively" using the tech. The agent in particular specifically says the player confers the wardrobe bonus only if they take the agent's advice on which clothes to wear. TheWebCoder said: Got it. No biggie. On an unrelated note, I am noticing that cyberware and gear that adds to skills doesn't automatically do so. For example, having an Agent adds +2 to Library Search, and having certain fashionware adds +2 to Wardrobe & Style. Is the idea there that we manually edit skill modifiers? That's also fine, I was just wondering the intent. That is correct—we have not implemented the functionality for the Modifiers fields as of this time, so you'll need to modify skills manually.
1670274716
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter
Xian said: I'm having trouble with the Empathy/Humanity loss fields since the last character sheet update.  You can't edit these fields anymore, and the calculations are not correct. If cyberware is added and the humanity loss is rolled or entered manually, nothing changes.  Am I missing something? Thanks in advance Sorry, yes, we are aware of this bug and are currently working on a solution! For now, please use the Mods input under Humanity to adjust your Humanity (and therefore EMP) as needed. We'll be adding a dedicated Therapy input and a roll template. Humanity Loss has been a beast, so please hold tight.
1670302448
Sheet Issue Description of Issue:  No skills populate when you select the "Social" on the menu. All other skill types populate. I'm currently using custom skills for all social skill.  Screenshot:
Can we please get an explanation of this bug and how it's affecting the calculations? Want to check my player's sheets. morgdalaine said: Xian said: I'm having trouble with the Empathy/Humanity loss fields since the last character sheet update.  You can't edit these fields anymore, and the calculations are not correct. If cyberware is added and the humanity loss is rolled or entered manually, nothing changes.  Am I missing something? Thanks in advance Sorry, yes, we are aware of this bug and are currently working on a solution! For now, please use the Mods input under Humanity to adjust your Humanity (and therefore EMP) as needed. We'll be adding a dedicated Therapy input and a roll template. Humanity Loss has been a beast, so please hold tight.
1670341444

Edited 1670347513
Jeff D.
Sheet Author
TheWebCoder  said: Can we please get an explanation of this bug and how it's affecting the calculations? Want to check my player's sheets. I think I have a pretty good handle on the issues affecting the calculations. There are actually two of them, kinda.  Here are the full details of them, as I understand them, along with some basic steps to work around them in your games. FIRST ISSUE - Maximum Humanity Loss being calculated before 'actual' humanity loss. There is a rule tucked away in the PDF which some players overlook, and it says that every piece of cyberware also  reduces your  character's  maximum humanity by 2. So let's say that your character has 8 empathy, or 80 humanity, and you install a 7 HL cybereye. Per the rules, your character's humanity should now be 73 out of 78. ( 7 Humanity was deducted from the total, THEN the maximum was lowered from 80 to 78.) However the sheet currently appears to deduct 2 from the maximum humanity before subtracting the actual HL. This, in essence, is costing your character an extra two humanity per cyberware piece. So, using the cybereye example above, the sheet would  first lower the character's max humanity to 78 (which in turn makes their 'total' humanity 78 out of 78).  Then it would deduct the 7 HL from that 78, for a final humanity value of 71 out of 78. AS A TEMPORARY WORKAROUND: You can simply add back the humanity lost in this manner using the 'mod' field next to a character's humanity value. To calculate this, simply count the number of cyberware pieces (both foundation & options) which have a humanity loss and multiply by two. (0 HL stuff like Fashionware doesn't trigger this bug, and can be omitted) SECOND ISSUE - Compendium Cyberware incorrectly missing HL dice rolls in the 'HL Dice' dropdown. I reported this issue last week, though I do not believe it is directly related to the character sheet. This issue is with the official Roll20 Cyberpunk Red Compendium addon. With that said, it affects humanity loss, and thus added to my initial confusion. The issue is that when "dragging and dropping" cyberware from the compenium onto a character sheet, some pieces of cyberware erroneously default the 'HL Dice' dropdown menu to "N/A," instead of the proper die roll from the book. I believe this field is what the sheet is checking in order to apply the two maximum humanity loss. This means that any piece of cyberware that has an 'N/A' in the 'HL Dice' dropdown will not automatically trigger the two max humanity loss, even if you manually enter a humanity loss in the 'humanity loss' field beside it. AS A TEMPORARY WORKAROUND: Y ou will want to double check every piece of HL cyberware, and make sure that the 'HL Dice' column is populated with a dice roll, and does NOT say N/A. Sorry if this one is a little confusing. I think there's kinda two issues nested in this one. It might be best if the "Humanity loss" field on a piece of cyberware was the variable dictating whether or not the 'lower max humanity by 2' calculation applies, instead of the "HL Dice" dropdown. If it is at all possible, it would be great of the cyberware entries in the compendium could be double checked & updated to fill in this missing info.
Had no idea, so this was super helpful. TY! Jeff D. said: With that said, here are the full details of the two bugs, as I understand them, along with some basic steps to work around them in your games.
1670532214
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter
Sheet Update Hey chooms, little update for ya! Cyberware to Chat We’ve added send to chat buttons for cyberware! Bug Fix: Humanity Loss Recalculation Humanity and Humanity Max are now calculated independently. To reduce humanity loss from cyberware, there is now an input for Therapy as well as a new button to roll Therapy. NOTE: It is possible to “bank” therapy if you enter more therapy than you can possibly recover due to humanity max loss from installed cyberware. So to prevent this, only enter in the therapy you can actually use. Please Look Forward To Compendium update to fix incorrect cyberware HL Dice values
What other updates are being worked on cause it is near impossible to use the sheet to do Netrunner combat, as Programs have no damage roll buttons.  There is only a handful of categories that can be dragged from Compendium to the sheet.
1670614218

Edited 1670814766
Jeff D.
Sheet Author
Awesome, thanks for your quick response with all this! The humanity loss fix seems to be live - but I am still not seeing a button to send Cyberwear to chat. Is this a separate update? morgdalaine said: Sheet Update Hey chooms, little update for ya! Cyberware to Chat We’ve added send to chat buttons for cyberware! Bug Fix: Humanity Loss Recalculation Humanity and Humanity Max are now calculated independently. To reduce humanity loss from cyberware, there is now an input for Therapy as well as a new button to roll Therapy. NOTE: It is possible to “bank” therapy if you enter more therapy than you can possibly recover due to humanity max loss from installed cyberware. So to prevent this, only enter in the therapy you can actually use. Please Look Forward To Compendium update to fix incorrect cyberware HL Dice values
1670832888
It has been a long time waiting for this sheet to be functional. I am glad they are still working on it. I some some great potential. I think it is almost usable... hoping it wont be too much longer. I will have to go back in test, but is drag and drop functionality available yet?
1671104727

Edited 1671113771
Issues: Pre-Generated Characters do not have Role Abilities pre-filled, NPCs are missing several fillable fields, and NPC Cyberware is poorly implemented. Issue 1: Pre-Generated Characters do not have Role Abilities pre-filled I understand this may be caused by Role Abilities not having been present when the sheet was created but I would appreciate if these Pre-Generated Sheets were updated to include their Role Abilities to enhance ease-of-use. Issue 2: NPCs Sheet are missing several fillable fields. Several of the Pre-Generated NPCs in the Core Book and thusly the Roll20 Compendium have Role Abilities (Pyro has Combat Awareness Rank 4, Netrunner & Netrunner Team Member for Exec have Interface 4 and 2 respectively, for example) but cannot access the full Role Ability menu to assign the Pyro's Combat Awareness points, or easily reference/keep track of the Netrunner's Programs. This has caused me to discover other issues with the NPC sheets, such as not having a section for Vehicles which damages the ease-of-use of the Driver Team Member Pre-Generated sheet for example as they come with a Compact Groundcar with a Seating Upgrade but no field to put it in so it just isn't included by default even in their Gear Section for some reason. Requiring you to switch the sheet type to PC to add it in the appropriate field, which then causes more issues. Issue #3: NPC Cyberware is poorly implemented I understand the simplified list was created for ease-of-use but it causes multiple issues. Having one ever-growing vertical list of Cyberware makes organizing said Cyberware harder which in turn makes parsing through an NPC with a lot of it (i.e the Cyberpsycho) more difficult then it needs to be. This has caused me to have to completely reconfigure Cyberware sections of some NPC sheets but not end up entirely happy with them. Having overall Slots Available is not useful. It does not by default take into account Internal/External Cyberware Slots which then requires me to add "Internal Cyberware" and "External Cyberware" as Foundational Cyberware, sort them, and have them clutter up the list. This in turn does not make it easy to see how many slots of a specific type are being taken up unless manually sorted, which is tedious and makes the Pre-Generated Sheets harder to use especially due to some confusing Cyberware placements due to the disregard for Internal and External Cyberware. For some examples, the Cyberpsycho has the Cybersnake and Grafted Muscle and Bone Lace under the Cyberleg, but has the Subdermal Armor under the Neural Link, this can be confusing at a glace due to the fact that the CyberSnake and GM&BL are Internal Cyberware not Cyberleg Options, and the Subdermal Armor is an External Cyberware not Neuralware. So a new Referee may misunderstand how many slots they really have to work with when adding Cyberware to these sheets. Pre-Gen Cyberpsycho on the left, my reconfigured Cyberpsycho on the right. For my last example we return to the Driver Team Member which by default has 4 Cyberware. A Cyberaudio Suite, a Radar/Sonar Implant, an Internal Agent, a Homing Tracer, and lastly a Radar Detector. The Slots Available says 4/3 which indicates that this NPC by default has an illegal amount of Cyberware. But this is not really the case, as you could probably guess the issue is that the Radar/Sonar Implant is a piece of Internal Cyberware. This can be theoretically easily fixed by just including 14 Slots by default and clearly denoting that 7 are for Internal Cyberware, and 7 are for External Cyberware. Now onto the final issue for now.          The formatting of the Cyberware sections on the sheets are so different switching an existing sheet from one type to the other causes major issues. Attempting to switch a sheet from PC to NPC or vice versa after putting in Cyberware does not visually transfer it, so switching an NPC sheet to a PC sheet so you can fill a PC sheet only field it's supposed to have been filled requires you to input all the Cyberware they're supposed to have again. The Humanity Loss from both the PC and NPC sections are combined (As both sheets' Cyberware is considered installed) but only displays the Current Humanity if the sheet is a PC Sheet. When rolling with the Driver Team Member for example, their EMP is counted as 3 even though it displays as 5 in the NPC stat block, shows the Humanity as 40 (Which would indicate EMP would be at a 4 but is actually just the Maximum Humanity) while the real EMP is 3 because the installed Cyberware drops their Humanity down to 34 so EMP becomes 3. Which you would only know by switching the sheet to PC or doing the math and recognizing that these numbers are inaccurate causing more potential confusion. I would personally be fine with the NPC toggle simply just hiding the lifepath fields from the PC sheet and being done with it. I feel like that would ensure all neccesary gameplay-relevent fields are fillable and minimizes confusion. Maybe let us customize what toggling NPC on hides or let us pick the simplified fields such as the Cyberware List of the existing NPC sheet for example. I am not sure how difficult implementing any of that is though so I can't blame anyone if any of these suggestions aren't implemented. I realize this post is long and may seem like a teacher berating a student for making the same mistake multiple times over the course of a single night. But I do hope I was clear, detailed, and construcive enough to assist in making the sheet the best it can be for as many people as possible. Any Roll20 Team Member reading this do know that you have my upmost respect for making this sheet in the first place and I wish you good luck in the future.
1671503985
LordCheesusCrust said: You sound like a great GM and I applaud your effort. Thank you for writing this post.
1671793920

Edited 1671794241
Jeff D.
Sheet Author
Formatting request: The improvement points section seems to be improperly(?) labelled. I would suggest renaming the left field to "Current" and the right field to "Lifetime Total." Presently, the left field is what appears in large text when you close the editing mode and view the sheet normally. If one were to use the two fields as they are currently labelled, players would actually need to do the subtraction themselves to calculate their current spendable IP. I think simply renaming these fields to make their use less abstract would make life easier.
This is exactly how we used them in our campaign Jeff D. said: Formatting request: The improvement points section seems to be improperly(?) labelled. I would suggest renaming the left field to "Current" and the right field to "Lifetime Total." Presently, the left field is what appears in large text when you close the editing mode and view the sheet normally. If one were to use the two fields as they are currently labelled, players would actually need to do the subtraction themselves to calculate their current spendable IP. I think simply renaming these fields to make their use less abstract would make life easier.
1672350724
Xian
Plus
Just noticed that when firing shotguns, the damage of shell versus slug is the same.  It would be great if when switched to shell the damage is 3d6 since that is always the case according to the RED rule system.  
1672785170
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter
Sheet Update Tiny update for the new year! Role: Media Believability is now a calculated field! You can roll for both Active and Passive rumors! The roll template contains a skill roll (selected via drop down from the role ability card), the passive GM roll, and the Rumor DV table from page 151. * NOTE: If you want to roll a rumor check from a repeating skill, you’ll need to roll from skill itself. Compendium Update Fix incorrect cyberware HL Dice values Bug Fix: Cyberware Send to Chat It’s there now! Remember, sharing is caring. Upcoming Netrunner Program drag and drop
@morg thanks again for all of the updates. We've seen a lot of forward momentum since you appeared on the scene! 
1673471740
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter
Sheet Update Drag & Drop: Netrunner Programs Support added for Programs! You can drag and drop from compendium onto the character sheet! NOTE: Only See Ya and Asp have data in the compendium at the moment. We’re working to fill out the compendium. Upcoming Compendium updates for Programs
1673516477
morgdalaine said: Sheet Update Drag & Drop: Netrunner Programs Support added for Programs! You can drag and drop from compendium onto the character sheet! NOTE: Only See Ya and Asp have data in the compendium at the moment. We’re working to fill out the compendium. Upcoming Compendium updates for Programs Thank you for the constant updates, the character sheet is starting to feel like it's in a good place.  
1674167282
In Weapons, under the Weapon Skill dropdown menu, Athletics needs to be an option, for thrown weapons like grenades.
1674183520
Jeff D.
Sheet Author
Jaden R. said: Thank you for the constant updates, the character sheet is starting to feel like it's in a good place.   Just wanted to drop by and say the same. All of my & my group's issues were promptly addressed. Thanks for everything, morgdalaine!
1674229950
GM
Pro
yes... let me chip in too. It's good to see it come along nicely. Still some gameplay and rules issues, but as a frequent gamemaster i don't get as much heat from my players any more :) Thanks for the great work. (my suggestion forward would be to really read the rulebook and get a hold on all those small weird special rules and ofc the whole netrunning/cyberdeck/programs/hardware thing.)  
Can we have some update about the problem with the Social skill section? For some reason some of my players can't open it
1674494612

Edited 1674494803
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter
Hey there, in order to help me diagnose the issue, can you answer some questions for me under Attributes & Abilities, what is the value of attribute named "skill" what language are the affected players using are there any console errors Việt V. said: Can we have some update about the problem with the Social skill section? For some reason some of my players can't open it
So does anyone have any good API or Macros for putting weapons on token macros and having them tick down ammo, and another button to reload and it take away from your ammo in your character sheet?