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Cyberpunk RED by Roll20

1735983782

Edited 1735983813
ITMC
Pro
I'm not 100% sure if this is the right place to post, but recently I've noticed that the Social tab for any sheet I open is always completely blank. Nothing is there. I asked one of my players to see if they had the same issue but they said they could still see everything just fine, so... I'm kind of stuck wondering what in the world happened. In both GM and Player view, there's just nothing there. Any help would be REALLY appreciated, since I can't make the most sociable characters right now.
1736052193

Edited 1736057590
Raf
Pro
Do you have any adblockers running? I know they can sometimes interfere with Roll20 character sheets. 'Nomaly said: I'm not 100% sure if this is the right place to post, but recently I've noticed that the Social tab for any sheet I open is always completely blank. Nothing is there. I asked one of my players to see if they had the same issue but they said they could still see everything just fine, so... I'm kind of stuck wondering what in the world happened. In both GM and Player view, there's just nothing there. Any help would be REALLY appreciated, since I can't make the most sociable characters right now.
Raf said: Do you have any adblockers running? I know they can sometimes interfere with Roll20 character sheets. 'Nomaly said: I'm not 100% sure if this is the right place to post, but recently I've noticed that the Social tab for any sheet I open is always completely blank. Nothing is there. I asked one of my players to see if they had the same issue but they said they could still see everything just fine, so... I'm kind of stuck wondering what in the world happened. In both GM and Player view, there's just nothing there. Any help would be REALLY appreciated, since I can't make the most sociable characters right now. Sorry this is old but yeah, I just whitelisted my adblocker. Kind of weird that it interferes with the sheet.
1741342288

Edited 1741342496
Raf
Pro
'Nomaly said: Raf said: Do you have any adblockers running? I know they can sometimes interfere with Roll20 character sheets. 'Nomaly said: I'm not 100% sure if this is the right place to post, but recently I've noticed that the Social tab for any sheet I open is always completely blank. Nothing is there. I asked one of my players to see if they had the same issue but they said they could still see everything just fine, so... I'm kind of stuck wondering what in the world happened. In both GM and Player view, there's just nothing there. Any help would be REALLY appreciated, since I can't make the most sociable characters right now. Sorry this is old but yeah, I just whitelisted my adblocker. Kind of weird that it interferes with the sheet. Sorry this is old but yeah ;) a lot of adblockers scan for HTML elements with classes or ids that contain certain keywords - and if a character sheet happens to have such HTML elements, your adblocker will block them from appearing. I see some hits on Stack Overflow with web devs finding out that adblockers are nuking HTML elements containing social media links on their websites, with the adblockers seeming to trigger on some HTML elements with a class or id that has the word "social" in it. On the CPR character sheet, the Social skills are contained in an HTML element with the class "group--social" so maybe that's why your adblocker is blocking it.
Hi folks, Super sorry that there have been outstanding issues on the Cyberpunk sheet for some time around NPC drag and drop. There has been a confluence of problems that contributed to making this a much larger technical undertaking that it appears from the surface. We have now identified and resolved four issues surfaced in the process of dragging and dropping characters from the compendium and into the sheet. Those issues are: Certain skills not populating Certain melee attacks missing Humanity Loss from Cyberware being counted twice in Empathy calculations Some NPCs dropping without the correct ammunition These issues should now be resolved, and characters should drop with the details corrected. Please note, there are two more fixes for smaller concerns that will be forthcoming this week. Thank you for your patience!
For the past two to three weeks, I've been experiencing a problem with the character sheet in Cyberpunk RED by Roll20. The sections displaying the damage are blank. No data is shown in these areas. 
Paquette J. said: For the past two to three weeks, I've been experiencing a problem with the character sheet in Cyberpunk RED by Roll20. The sections displaying the damage are blank. No data is shown in these areas. Hi Paquette! Thank you for the report - we're looking into reproducing this bug on our end and will work on a fix when we can!
Paquette J. said: For the past two to three weeks, I've been experiencing a problem with the character sheet in Cyberpunk RED by Roll20. The sections displaying the damage are blank. No data is shown in these areas. Hi again Paquette! We've been unable to reproduce this on our end. If this is still occurring for you, please submit a request through the Help Center and include your campaign id in the description of the request. That way, we'll be able to take a look at your character specifically to see if we can find a cause. Here's a link to get you started! <a href="https://help.roll20.net/hc/en-us/requests/new?ticket_form_id=1500000234201" rel="nofollow">https://help.roll20.net/hc/en-us/requests/new?ticket_form_id=1500000234201</a>
Maybe I am missing something, but with weapons there doesn't seem to be a proper way to add the +1 bonus from Smartgun Link. There are no fields for custom modifiers. As a workaround, I changed the weapon quality to Excellent, but that won't help if I was to actually acquire an excellent quality weapon with Smartgun Link. (The weapon would have a +1 from quality, and a +1 from Smartgun Link.)
As a different work-around to the same issue that EdrickV cites,&nbsp; I put a modifier in the associated skill (Archery in my case)&nbsp; The numbers come out right, but then I ran into a problem where I had two excellent quality bows that I used for different purposes, but only one had a Smartgun Link.&nbsp; Then I had to remember each time, or&nbsp; change the Modifier field in the skill for each combat.&nbsp;&nbsp; But if you have only one regular weapon, the skill Modifier field can accomodate the Smartgun Link bonus and the math comes out right.&nbsp;&nbsp;
Unlike the D&amp;D 5e sheet, there are no global modifiers you can turn on and off, which is a feature I miss from that sheet. I only have the one weapon at the moment, but I'm planning to get more, which may complicate things. I might have to start using the modifier myself, or do something else. Maybe I will end up trying to write a macro to do what the character sheet should be able to do. Which brings up another annoyance, which is the lack of any info about any roll templates included with the character sheet. I know the sheet itself seems to use some, but whether they're accessible via macro or not, I have no clue. And there's not really any documentation I've been able to find about it.
1745330913

Edited 1745331861
My character made frequent use of the Street Drug Smash.&nbsp; Rather than putting in the skill bonuses for it into the sheet every time,&nbsp; I developed a macro that I put in the Abilities section of the Attributes and Abilities tab.&nbsp;&nbsp; I made several such macros, one for each skill affected by the Smash.&nbsp; And I checked the button to have them show up as a token ability, so I could roll them easily by just selecting my token.&nbsp; &nbsp;&nbsp; I will say that it was not perfect.&nbsp; The display was off if you opened up (roll a 10) or down (roll a 1)&nbsp; but the data was all there.&nbsp;&nbsp; Here is a screenshot of the output.&nbsp;&nbsp; FWIW,&nbsp; here is the code:&nbsp;&nbsp; @{DansKrieg|wtype}&amp;{template:skills}{{character_name=@{DansKrieg|character_name}}}{{skill_name=^{Smash-Acting}}}{{skill_stat=^{COOL}}}{{skill_stat_value=[[@{DansKrieg|cool}]]}}{{skill_level=[[@{DansKrieg|acting_level}]]}}{{skill_mod=[[@{DansKrieg|acting_mod}+@{DansKrieg|SMASH}[SMASH]]]}}{{roll=[[@{DansKrieg|acting_level}[LVL]+@{DansKrieg|acting_mod}[MOD]+@{DansKrieg|SMASH}[SMASH]+@{DansKrieg|cool}[COOL]+1d10]]}}{{roll2=[[1d10]]}}{{total=[[0]]}} Code would obviously need adapted to different skills, weapons, but it is a starting point.&nbsp;&nbsp;
There is also this macro, which I got by rolling a regular attack, then changing a few things within it:&nbsp;&nbsp; @{DansKrieg|wtype}&amp;{template:attack}{{character_name=@{DansKrieg|character_name}}}{{roll=[[8[STAT]+6[SKILL]+1[EQ]+1[Smart]+1d10]]}}{{roll2=[[1d10]]}}{{total=[[0]]}}{{weapon_name=Arasaka Origami Bow}}{{weapon_type=ranged_bows_crossbows}}{{bows_crossbows=true}}{{show_range=true}}{{archery=true}}{{weapon_damage=4d6}}{{weapon_range=bows_crossbows}}{{weapon_skill_display=Archery}}{{weapon_skill=[[6]]}}{{weapon_stat_display=REF}}{{weapon_stat=[[8]]}}{{combo1=[[@{DansKrieg|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{DansKrieg|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{DansKrieg|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{DansKrieg|rolltoggle_combat_awareness}]]}}{{weapon_type_display=Bows &amp; Crossbows}}{{quality=Excellent}}{{ammunition=Incendiary}}{{special_features=Quality Upgraded. Slots: 3 Foldable. Smartgun LInk (2 slots) Sniping Scope (1 slot)}}{{notes=A upgraded to Excellent Quality Bow. Concealable when folded. Folding/unfolding does not require an Action. Attachments: Smartgun Link (+1 attack) Sniping Scope (reduces vision penalties) }}{{roll_damage=[[4d6+0]]}}{{crit_injury=[[0]]}} Changes made:&nbsp; where it says [EQ]&nbsp; that was Mod, and I added +1[Smart] after that.&nbsp;&nbsp; This version rolls the damage and range stats, etc, just like a normal attack, but it does break the addition of Crit success and crit fail.&nbsp; The colors still highlight correctly&nbsp; (green and red respectively)&nbsp; and the numbers are still there.&nbsp; But it makes you do your own math on a crit success/fail.&nbsp;&nbsp;
Using the attack template, I made a modified version that uses roll queries and will actually grab your stats/skills from your character sheet (instead of being hard coded) but could not figure out a way to check for 2 sixes in the damage roll, so critical notification is still broken. I think it's possible, but how to do it is more complicated then anything I know how to do so far. &amp;{template:attack}{{character_name=@{YourNameHere|character_name}}}{{roll=[[1d10+[[@{YourNameHere|handgun_total}]]+?{Weapon quality?|Standard,0|Excellent,1}+?{Smartgun?|No,0|Yes,1}]]}}{{roll2=[[1d10]]}}{{total=[[0]]}}{{weapon_name=Heavy Pistol}}{{weapon_type=ranged_pistols}}{{pistol=true}}{{handgun=true}}{{show_range=true}}{{handgun=true}}{{weapon_damage=3d6}}{{weapon_range=pistols}}{{weapon_skill_display=Handgun}}{{weapon_skill=@{YourNameHere|handgun}}}{{weapon_stat_display=REF}}{{weapon_stat=@{YourNameHere|reflexes}}}{{weapon_type_display=Heavy Pistol}}{{ammunition=Basic}}{{special_features=Smartgun Link, Extended Magazine}}{{notes=Can't be concealed when extended magazine equipped.}}{{roll_damage=[[3d6+0]]}}{{crit_injury=[[0]]}} It looks better then the version I'd previously made, which was using the default roll template. The roll queries could also be used to take into account other potential modifiers that may not always be active. (And if you didn't mind a ton of queries, you could probably make one that would handle any basic weapon type.) To use it you'd have to replace YourNameHere and change the weapon type. (Or you could edit an existing version to use the stat/skill references and roll queries.)
I suspect the special highlighting for 2 sixes, and the addition on the crit rolls might be tied to a sheetworker, and breaks when used as a macro outside the sheet.&nbsp;
I know it's possible to make some code for an ability that can detect 2 sixes, but I don't know enough to understand how the code involved works. Here's code that can detect double 1's: $[[$[[1]]]] [[[ [[ {0,[[2d4]]}=2*2 ]] ]]] &amp;{template:default} {{2d4=$[[0]]}} [[[0 [[0]] {{2d4=$[&amp;lsqb;0&amp;rsqb;] Snake Eyes!}} {{Bonus Section}}]]]
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Edited 1746039505
Peter
Roll20 Team
Hi everyone — with today’s launch of the Demiplane x Roll20 Public Beta, Cyberpunk RED players can now bring their Demiplane characters into the Roll20 Virtual Tabletop. This character link can take place in both new or existing campaigns. Additionally,&nbsp; we've added more than 500 new character sheet attributes that can be accessed by mods or macros on the VTT when using Demiplane character sheets. As you make changes to the character in Roll20, those same changes will take place to your character on Demiplane.&nbsp; You can check out &nbsp; the full announcement and what's live today here . If you link your Roll20 and Demiplane accounts, you'll also be able to take advantage of our "Cross Platform Sync" program (which unlocks content purchased from one platform onto another), as well as shared subscription benefits if you're an existing Roll20 subscriber.&nbsp; One more thing! We’re also excited to share that full Cross-Platform Sync for the Cyberpunk RED library is on the way. R. Talsorian and Roll20 have finalized the agreement, and we’re working on the implementation and roll-out now. Expect an announcement soon once it’s ready to go live. Certainly more to come. Let me know what you think!
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Edited 1746243922
The character sheet in Roll20 is of limited utility until the Core Rule Book at least is working with Cross-Platform Sync. The sheet's aesthetics look good. But I can't fully make a character since 90% of everything is locked. Can't easily make characters with more or less then 62 stat points either, even though that is actually an option in the core rule book. (It's possible to adjust stats post-character creation using Overrides, but that seems to be the only way.) There's also apparently no way currently to add stuff that's not in Demiplane's Compendium. (Say, the Zonda Metrocar and SkidRow PackShield from The 12 Days of Gearmas.) And I have no idea if or when that content (and other missing stuff) will get added. The shield, I could probably do a workaround for. The car, not so much, since you can't edit a car's basic attributes apparently. I'm not crazy about how editing items works either, specifically the fact that everything is "add" rather then replace. For some items, the regular character sheet would be better. And some stuff that seems like it's supposed to work doesn't seem to be functional yet. (TeleOptics Active on/off doesn't seem to do anything, for example. Can't test Smart Gun Link, which is my pet peeve with the regular sheet, because it's locked.) There's also no range table shown, which would be useful information. The skill list IMHO has a lot of wasted space, and means that the list of skills is a lot bigger then it needs to be. I think it can actually be quicker to find skills on the regular Roll20 sheet, at least once you learn their categories. Having the dice thing pop up every time you make a roll is kind of annoying, because then I have to go and close it every single time. It also looks a little bit out of place. It's great that there are so many attributes available to macros and stuff, but it'd be nice if a couple of them were available to the token. Like sp_body and sp_head.
Another little issue, in case anyone is paying attention: The Roll20 character sheet's Interface roll section does not have support for multiple cyberdecks.