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Cyberpunk RED by Roll20

Believability still does not work correctly. You cannot select 1+4 pieces of evidence. The algorithm still does not match the game mechanics. We fussed around for a while tonight but ended up doing it by hand. Charles C.  Plus  October 03 (11 months ago) Just played a game with a Media, with a Credibility rank 4 Role Ability. He wanted to make an active Believability roll in our game tonight. Game mechanics says with his 4 distinct verifiable pieces of evidence, it should be "two higher". For Pieces of Evidence, if I selected "One + Four Or More" the "Roll Believability" button just didn't do anything. If I select "Four or more pieces" it works. If I mouse over the left number, it says I rolled a 1d10 = (4). The mouse over on the right number says Rolling +2 = 2. But what are we rolling here? The core mechanics says for a rank 4, believability is 3 out of 10 chance the audience buys it. Because it is +2, that means that there is a 5/10 chance the audience buys it. So rolling a 4 was a failure. Then after the game I rolled again and rolled a 6, and that was also a failure. So are we rolling above or below some requirement? The core book is not clear at all, and it seems like either the 4 or the 6 should have worked (but not both).  I followed that by just rolling a whole bunch of times. getting between 4-9 each time. Eventually I was able to roll a natural 2, and that finally gave me a success. It seems like this math is not set up correctly. Math should be (roll - evidence modifier) vs (believability). If you roll equal to or under your believability, it is a success. Thus my player's original roll of a (4) - 2 (modifier) is less than his believability of 3 (for being rank 4).  I know, a bit to kludgy, but that's how some RPGs are. Rank 1 or 2 : Believability (roll less than after modifier) 2 Rank 3 or 4: Believability (roll less than after modifier) 3 Rank 5 or 6: Believability  (roll less than after modifier)  4 Rank 7 or 8: Believability  (roll less than after modifier)  5 Rank 9: Believability  (roll less than after modifier)  6 Rank 10: Believability  (roll less than after modifier)  7 morgdalaine  Roll20 Production Team   Sheet Author   API Scripter January 03 (8 months ago) Permalink  for 11259781 Quote   Report 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.
I'm trying to find the character sheet element for ammo so I can use the chatsetattr API to tick down ammo used when they press a token action to reload their weapon. When inspected it says the attribute name is {ammo_count} and it's numbered as most sheets are ($0, $1, etc.), but using something like @{selected|ammo_count_$0} doesn't work.. so I'm wondering if anyone knows the translation needed to allow me to pinpoint these ammos.
Hi, I ist possible (an legal) to get the code for the Roll20 CP Red Charactersheet? It seems not to be up on GitHub. Its a pretty well made sheet but there are some things that I dont like that much (especially the roll templates) that I woul really like to change for my campaing. 
1694980748

Edited 1694980761
Gauss
Forum Champion
Markus M. said: Hi, I ist possible (an legal) to get the code for the Roll20 CP Red Charactersheet? It seems not to be up on GitHub. Its a pretty well made sheet but there are some things that I dont like that much (especially the roll templates) that I woul really like to change for my campaing.  Any "by Roll20" character sheet is proprietary and is not going to be available on GitHub. 
benjamin F. said: I'm trying to find the character sheet element for ammo so I can use the chatsetattr API to tick down ammo used when they press a token action to reload their weapon. When inspected it says the attribute name is {ammo_count} and it's numbered as most sheets are ($0, $1, etc.), but using something like @{selected|ammo_count_$0} doesn't work.. so I'm wondering if anyone knows the translation needed to allow me to pinpoint these ammos. Nabend, I think the comand line you are looking for is @{selected|repeating_ammo_$0_ammo_count} Where $0 is the first ammo in the list
1696274713

Edited 1696274844
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter
Hey Charles C. Reading over both of your posts, it’s possible the Believability value is uninitialized/corrupted on the sheet, perhaps in the backend and invisible to the user. Could you change the Media rank and verify the corresponding Believability value appears on the role card? If it fails, please check the Developer Console in your browser to see if any error is given (link: How to Open the Developer Console ). Concerning the roll template, the values presented are [[1d10]] vs [[Believability + Evidence]] (evidence should increase your chances of success rather than decreasing your roll). In order to get a Success, the 1d10 must be equal to or less than the right-hand side. Charles C. said: Believability still does not work correctly. You cannot select 1+4 pieces of evidence. The algorithm still does not match the game mechanics. We fussed around for a while tonight but ended up doing it by hand. Charles C.  Plus  October 03 (11 months ago) Just played a game with a Media, with a Credibility rank 4 Role Ability. He wanted to make an active Believability roll in our game tonight. Game mechanics says with his 4 distinct verifiable pieces of evidence, it should be "two higher". For Pieces of Evidence, if I selected "One + Four Or More" the "Roll Believability" button just didn't do anything. If I select "Four or more pieces" it works. If I mouse over the left number, it says I rolled a 1d10 = (4). The mouse over on the right number says Rolling +2 = 2. But what are we rolling here? The core mechanics says for a rank 4, believability is 3 out of 10 chance the audience buys it. Because it is +2, that means that there is a 5/10 chance the audience buys it. So rolling a 4 was a failure. Then after the game I rolled again and rolled a 6, and that was also a failure. So are we rolling above or below some requirement? The core book is not clear at all, and it seems like either the 4 or the 6 should have worked (but not both).  I followed that by just rolling a whole bunch of times. getting between 4-9 each time. Eventually I was able to roll a natural 2, and that finally gave me a success. It seems like this math is not set up correctly. Math should be (roll - evidence modifier) vs (believability). If you roll equal to or under your believability, it is a success. Thus my player's original roll of a (4) - 2 (modifier) is less than his believability of 3 (for being rank 4).  I know, a bit to kludgy, but that's how some RPGs are. Rank 1 or 2 : Believability (roll less than after modifier) 2 Rank 3 or 4: Believability (roll less than after modifier) 3 Rank 5 or 6: Believability  (roll less than after modifier)  4 Rank 7 or 8: Believability  (roll less than after modifier)  5 Rank 9: Believability  (roll less than after modifier)  6 Rank 10: Believability  (roll less than after modifier)  7
Does the -2 penalty to all rolls apply when a character reaches -50% HP? I can't seem to trigger it.
All social skills have disappeared from my sheet. Using the Roll20 Cyberpunk RED sheet. I just prepped a ton of NPCs for a game and I'm really not looking forward to having to copy all these stats to another external sheet that won't randomly delete entire blocks of stats. Was this a typo on your end disabling proper sorting or something?
is it possible to take into account the modifier from the cyberware in the character stats and skills?  For example, i have a cyberoptics with "Image Enhance" that gives me +2 to Perception, Lip Reading, and Conceal/Reveal Object. If i add this to modifiers i still must manually add this modifier to skills instead of just write perception_mod +2 etc. It's not that big of a deal at first, but when you need to count all modifiers from cyberware, wounds, addictions, armors, weather and change it manually every time when something of conditions is changed it realy hard to keep in mind, other than select/unselect it like in dnd5e sheet
1698081029
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter
Heya, this has been confirmed to be a result of using an adblocker. Try disabling it and refreshing your game window. It's a false positive, I promise we're not actually including ads in the cyberpunk sheet. You might look into whitelisting the page. Thanks! devil's fav demon said: All social skills have disappeared from my sheet. Using the Roll20 Cyberpunk RED sheet. I just prepped a ton of NPCs for a game and I'm really not looking forward to having to copy all these stats to another external sheet that won't randomly delete entire blocks of stats. Was this a typo on your end disabling proper sorting or something?
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Edited 1698429170
Hello all , found a bug in a compandium pack and i am unsure where to put this. . This is regarding the Cyberpunk RED: EASY MODE (free package) I own every official marketplace object from R. Talsorian so i am able to validate and check if these items got put under something else. It does not seem to be the case. Issue 1: The Cyberpunk easy mode art addon does not appear in the Premium arts assets list. (There are 4 unique tokens in this pack not in any of the other ones.) The compendium addon objects do appear in the compendium though. such as the (DIRTY COP, NPC template) Issue 2:  The NPC templates from this pack appear to be broke. I am unable to drag and drop any of them to a Character sheet to make the NPC. I have tested this with many other NPC templates from the other packs and all work flawless. I am available to help troubleshoot this with any dev willing to look at it.  Thanks !!!
morgdalaine said: Hey Charles C. Reading over both of your posts, it’s possible the Believability value is uninitialized/corrupted on the sheet, perhaps in the backend and invisible to the user. Could you change the Media rank and verify the corresponding Believability value appears on the role card? If it fails, please check the Developer Console in your browser to see if any error is given (link: How to Open the Developer Console ). Concerning the roll template, the values presented are [[1d10]] vs [[Believability + Evidence]] (evidence should increase your chances of success rather than decreasing your roll). In order to get a Success, the 1d10 must be equal to or less than the right-hand side. Wow, yes this was the issue. Took me a little while to reply, we had to take a few weeks break. I was able to reapply his Rank and this correctly set the Believability. Thank you for helping.
1699039955
Eve
Roll20 Team
GM Scott said: Hello all , found a bug in a compandium pack and i am unsure where to put this. . This is regarding the Cyberpunk RED: EASY MODE (free package) I own every official marketplace object from R. Talsorian so i am able to validate and check if these items got put under something else. It does not seem to be the case. Issue 1: The Cyberpunk easy mode art addon does not appear in the Premium arts assets list. (There are 4 unique tokens in this pack not in any of the other ones.) The compendium addon objects do appear in the compendium though. such as the (DIRTY COP, NPC template) Issue 2:  The NPC templates from this pack appear to be broke. I am unable to drag and drop any of them to a Character sheet to make the NPC. I have tested this with many other NPC templates from the other packs and all work flawless. I am available to help troubleshoot this with any dev willing to look at it.  Thanks !!! Could I ask you to write in to our support team with information about exactly which 4 tokens are missing and details about the NPC templates that aren't working as expected? Please be as detailed as you can and they'll be able to open a bug ticket for this.
Bulletproof shield when dragged into character sheet tries to populate as Head or Body armor only. Does not offer shield option.
I got a little Idea/suggestion as i finished my CP:R Round today Is it maybe possible to give the d6 damage role in attacks a cs6 trait In CP:R two 6s are a Critical injuries But with the attack rolls right now the Damage does not get a green mark when a 6 gets rolled So if you give the roll the cs6 trait it would get highlighted in Green like the 1 gets red right? That would improve the visibility of a potential Critical injuries //Felix
Eve said: GM Scott said: Hello all , found a bug in a compandium pack and i am unsure where to put this. . This is regarding the Cyberpunk RED: EASY MODE (free package) I own every official marketplace object from R. Talsorian so i am able to validate and check if these items got put under something else. It does not seem to be the case. Issue 1: The Cyberpunk easy mode art addon does not appear in the Premium arts assets list. (There are 4 unique tokens in this pack not in any of the other ones.) The compendium addon objects do appear in the compendium though. such as the (DIRTY COP, NPC template) Issue 2:  The NPC templates from this pack appear to be broke. I am unable to drag and drop any of them to a Character sheet to make the NPC. I have tested this with many other NPC templates from the other packs and all work flawless. I am available to help troubleshoot this with any dev willing to look at it.  Thanks !!! Could I ask you to write in to our support team with information about exactly which 4 tokens are missing and details about the NPC templates that aren't working as expected? Please be as detailed as you can and they'll be able to open a bug ticket for this. Hello, Quick follow up to this item,  On a whim i tried one more time to install this yesterday and it INSTALLED!... I have all the assets and compendium content now and the broken cop template works. No idea what fixed or happened, chalk it up to gremlins???
Rodrigo .. said: Does the -2 penalty to all rolls apply when a character reaches -50% HP? I can't seem to trigger it. It doesn't. The -4 penalty from reaching 0HP does not apply, either.