Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

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}}]]]
1746039481

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!
1746243900

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.
We really need a global modifier option for smartlinks and other sources for bonuses to numbers. Neither the roll20 sheet nor the demiplane have one. The 2020 sheet does, for several different modifiers. It's just a QoL improvement that would make things so much easier.
1750071201
Yui V.
Pro
Sheet Author
The community would really benefit from tabs on this character sheet. No need to make real tabs, just href link buttons attached to the fixed header, that let us jump to the different blocks (skills, cyberware, gear, etc). The other one is a button to "show all" for cyberware. And a global modifier (maybe in the form of a toggable/optional pop-up dialog box)
It would be nice if the skill code for martial arts would actually grab and use the name of the skill and not just say Martial Art 1. The code for custom skills can do it.
1753377285
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter
EdrickV said: It would be nice if the skill code for martial arts would actually grab and use the name of the skill and not just say Martial Art 1. The code for custom skills can do it. Thanks for calling this out EdrickV! We’ve rectified the issue and custom names for martial arts will now appear in skill rolls.
Hi, I was wondering if there is a way to disable wound calculation. I have a player who is playing an FBC, and I notice that wound states still calculate. is there any way around this?
Matt B. said: Hi, I was wondering if there is a way to disable wound calculation. I have a player who is playing an FBC, and I notice that wound states still calculate. is there any way around this? No proper way to disable it entirely, but they can set action_woundmod to 0 after it changes on the Attributes &amp; Abilities tab for the Roll20 sheet. However, they'd have to keep resetting it to 0 every time they lose HP while under the threshold. And apparently an API script would be required in order to be able to make a better way to do that, since it seems you need API access in order to write data back to the character sheet. A relatively easy way to do this, if the sheet supported it, would be a global modifier. But the sheet doesn't have those. On another topic, it would be nice if the sheet had a way to do custom range tables for weapons. Like Nate's Long-Barreled Pistol.
Matt B. said: Hi, I was wondering if there is a way to disable wound calculation. I have a player who is playing an FBC, and I notice that wound states still calculate. is there any way around this? No proper way to disable it entirely, but they can set action_woundmod to 0 after it changes on the Attributes &amp; Abilities tab for the Roll20 sheet. However, they'd have to keep resetting it to 0 every time they lose HP while under the threshold. And apparently an API script would be required in order to be able to make a better way to do that, since it seems you need API access in order to write data back to the character sheet. A relatively easy way to do this, if the sheet supported it, would be a global modifier. But the sheet doesn't have those. On another topic, it would be nice if the sheet had a way to do custom range tables for weapons. Like Nate's Long-Barreled Pistol.
This right here @Developers! ITMC said: We really need a global modifier option for smartlinks and other sources for bonuses to numbers. Neither the roll20 sheet nor the demiplane have one. The 2020 sheet does, for several different modifiers. It's just a QoL improvement that would make things so much easier.
Hi Chooms!&nbsp; Is manually adjusting the skill itself the only way to reflect a character plugging in a Skill Chip?
1756838544

Edited 1756838575
Nic B.
Roll20 Team
Gaz said: This right here @Developers! ITMC said: We really need a global modifier option for smartlinks and other sources for bonuses to numbers. Neither the roll20 sheet nor the demiplane have one. The 2020 sheet does, for several different modifiers. It's just a QoL improvement that would make things so much easier. Could either (or both) of you expand a little on what you're asking for here, exactly? What would this feature look like and what would it enable? Thanks!
1757353469

Edited 1757353778
ITMC
Pro
Nic B. said: Gaz said: This right here @Developers! ITMC said: We really need a global modifier option for smartlinks and other sources for bonuses to numbers. Neither the roll20 sheet nor the demiplane have one. The 2020 sheet does, for several different modifiers. It's just a QoL improvement that would make things so much easier. Could either (or both) of you expand a little on what you're asking for here, exactly? What would this feature look like and what would it enable? Thanks! Sure thing. On the Cyberpunk 2020 sheet here on Roll20, there's a list of modifiers you can access by clicking a button to the side of your weapon. It looks like this. Having the option to easily select between different modifiers like these (but in the context of RED, of course) to help calculate the total modifiers for an attack in any given situation (such as attacking with a laser sight and, but then someone shoots out the lights and tosses a smoke so now it's dark and your targets are obscured) On the RED sheet, I think a possible location to have this would be in the WEAPON MOD spot. It could &nbsp;be a dropdown (like 2020) which presents several different modifiers present in the corebook (like certain attachments, conditions etc). It could also show you your current total modifier based on what's selected. Sidenote, I just remembered this but I also think having a system in the Injuries tab to automatically handle negative modifiers would be nice (unless it already does that? I'm not sure if the Modifiers slot is just for noting it down or if it actually has a mechanical use and I just haven't used it right)
ITMC said: Nic B. said: Gaz said: This right here @Developers! ITMC said: We really need a global modifier option for smartlinks and other sources for bonuses to numbers. Neither the roll20 sheet nor the demiplane have one. The 2020 sheet does, for several different modifiers. It's just a QoL improvement that would make things so much easier. Could either (or both) of you expand a little on what you're asking for here, exactly? What would this feature look like and what would it enable? Thanks! Sure thing. On the Cyberpunk 2020 sheet here on Roll20, there's a list of modifiers you can access by clicking a button to the side of your weapon. It looks like this. Having the option to easily select between different modifiers like these (but in the context of RED, of course) to help calculate the total modifiers for an attack in any given situation (such as attacking with a laser sight and, but then someone shoots out the lights and tosses a smoke so now it's dark and your targets are obscured) On the RED sheet, I think a possible location to have this would be in the WEAPON MOD spot. It could &nbsp;be a dropdown (like 2020) which presents several different modifiers present in the corebook (like certain attachments, conditions etc). It could also show you your current total modifier based on what's selected. Sidenote, I just remembered this but I also think having a system in the Injuries tab to automatically handle negative modifiers would be nice (unless it already does that? I'm not sure if the Modifiers slot is just for noting it down or if it actually has a mechanical use and I just haven't used it right) Thanks for making this so informative!! This is for sure going back to the team &lt;3&nbsp;
Hey chooms, I found a new bug, and its REALLY frustrating. Today, all my compendium searches from with my Cyberpunk Red game are basically failing. Earlier this morning, I could type "Heavy Pistol" in the compendium tab in-game and it would bring me the entry for that Gun, and then I could drag-and-drop it onto a character sheet. I did so, in fact, just a few hours ago. But now, within the last half hour searching for nearly anything brings up nothing. As if Heavy Pistols don't exist any more. The same for Heavy Melee Weapons, Wolvers, Car, Cyberaudio, etc.&nbsp; Searching for partial terms (just Heavy or just Pistol or just Linear) all return zero results. When I search for Cyberware, the only result is "The three methods of creating a character: #8: record cyberware".&nbsp; When I search for Armor, the only result is "The three methods of making a character: Armor" Suddenly, the only searchable terms are the headers of that character creation section of the core rulebook. I own every Cyberpunk Red item on Roll20, and I've double-checked that: A) I'm logged in, B) my account still shows that I own all of them, C) I have compendium sharing turned on for all those items D) rebooting my browser doesn't fix it. The one other interesting data point here is that just now when I logged out of Roll20 and then back in, it briefly popped up a Demiplane loading screen, that appeared for a second and then vanished. I don't remember that happening before, and I don't typically use Demiplane. (I do have a Demiplane account, and it is linked, but I've barely ever looked at it.)&nbsp; So now I'm wondering if there some sort of update today involving Demiplane character creation for Cyberpunk Red that maybe borked things? My game is in a couple hours, and it's gonna be hard to finish prepping for it, or to run the session, without this functionality.&nbsp;
1757787473

Edited 1757788364
More data for you:&nbsp; The browser for which it's stopped working is Edge, which I know is not a supported browser, but prior to an hour ago, I actually have had better results on Edge than Firefox for this campaign. But before filing an official bug report, I wanted to try one of the officially supported browsers, so I opened the game in Firefox. Now, from my firefox browser I have NEVER EVER logged in to Demiplane before. So when I launch the game in Firefox, Roll20 gives me this message:&nbsp; And firefox tells me that it prevented the site from opening a pop-up.&nbsp; But once I'm inside, the compendium works just fine with full functionality. Which is great in that it means I can continue running the game today. But it makes me nervous that if I ever log in to Demiplane from firefox this might break for me again.&nbsp; (And as I said, about an hour ago the compendium search was working just fine inside this campaign using Edge.)
1757789190
Gauss
Forum Champion
Hi Rolfe B.,&nbsp; Have you tried clearing cookies and cache?&nbsp;
@Gauss - I tried clearing cookies and cache. No luck.
1757795928

Edited 1757795998
Gauss
Forum Champion
Rolfe B. said: @Gauss - I tried clearing cookies and cache. No luck. Was this in Firefox or in Edge? I suspect you aren't set up in Firefox. In Edge you will probably need to re-set up after the clearing of cookies and cache.
Hey @Developers Would it be possible to get some kind of toggle added to the Seriously Wounded Threshold field? There are mechanics in game that make it so that you aren't susceptible to them (such as in game drugs that ignore/half these penalties). In this same category, NPC sheets tend to have this included Wound penalty applied to their rolls because their "Current" HP field disappears when tagged to NPCs. The only way to fix this is to switch them into PC, fill their "Current HP" field, and then swap them back to NPC, but then ticking down their HP on the sheet reduces their Wound Threshold.
1760205620

Edited 1760206124
1) I'd like to second Kazin's requests about Seriously Wounded/Wound Threshold and Current HP for NPCs. The weirdness around Wound Threshold and HP has caused me to mostly stop using the NPC sheets for tracking the HP of my NPCs. Instead, I purely use an related Bar on their token. It seems pretty silly to have these lovely NPC sheets, but have to perform a kludgey work-around instead.&nbsp; A toggle to turn off the Wound Threshold calculation would be helpful. The ability to manually adjust a characters Wound Threshold would be better. The ability to override and apply a custom current wound penalty instead would be even better than that.&nbsp; 2) On a related note, the automatic calculation of NPC HP by their Body and Will stats is actually annoying, rather than helpful. As a GM, sometimes I want to make a fight simpler or harder. The easiest way to do that should be to drop the HP of my mooks, or beef up the HP of a boss, without necessarily changing a stat that would affect their skill checks or death saves. I might want a big intimidating mook with a glass jaw, who can hit hard and succeed at Resist Torture/Drugs, but is still likely to go down to one or two gunshots from a PC.&nbsp; Or I might want to beef up a boss with 10 extra HP so he's not one-shot before he can monologue.&nbsp; &nbsp;There's not currently a way to do either of those reasonable NPC gimmicks that won't randomly reset to default HP when I least expect it. In the use-case of the Mook, the work-arounds&nbsp;will also apply a Wound Penalty to all his other skill checks because he's at half default HP, so I then need a work-around to my work-around (bumping his other stats up to counteract the automatic penalty).&nbsp; A toggle to turn off automatic stat-based HP updating would be helpful there. 3) Tangential to this, I find the Critical Injuries section of the character sheets to be almost unusable. It's not drag-and-drop, because the individual Critical Injuries are not in the compendium as separate sections you can drag. So you have to fill it in manually. Which would be fine in theory, but in practice the options presented don't match the rules.&nbsp; Specifically, there's a section for "Treatment DV" that doesn't have the option to type in an entry, you have to choose from a drop-down menu of "Simple", "Everyday", "Difficult", "Professional", "Heroic", "Incredible", or Legendary". The problem is that the charts where Critical Injuries are detailed don't use those terms. The rulebook/Compendium instead says things like:&nbsp; Paramedic DV13 Paramedic DV15 or Surgery DV13 &nbsp;It doesn't use the difficulty words, so you either have to have them memorized, or do a separate Compendium search for "Difficulty" and look them up.&nbsp; (A Compendium search for "Everyday" or "Heroic" doesn't find anything.) But you'll also notice from that chart excerpt above that there's really at least two difficulties per Critical Injury. There's a Quick Fix and a Treatment, and sometimes those Treatment values have multiple skills attached. If your party is hardscrabble mercs with no party MedTechie and perpetually short on cash, they might have a crit for a couple sessions, so being able to easily import and reference the relevant data would be very useful. I think the ideal entry for a usable Critical Injury field on the character sheet would be to implement one of the following. listed in order of my preference: Let the user pick a specific Injury from a drop-down menu, and just have it populate a text description of all the relevant details, including modifiers and treatment time. There are relatively few Critical Injuries in the system, so it probably wouldn't be terribly labor-intensive to code the character sheet to have this feature. Or, you could have separate entries in the Compendium for each possible Critical Injury, and the ability to drag-and-drop them onto a character sheet directly.&nbsp; Or a low-effort option might be to just change the Treatment DV drop-down to match the possibilities from the Critical Injury chart (such as "Paramedic DV15 or Surgery DV13" as one entry), so that the user can pick the correct one instead of only being able to choose from options that don't actually match the rules.&nbsp; Or if none of those options are easy to code, then at least just change the Treatment DV field from a useless drop-down menu to instead be a text-entry field with enough space to enter the Skill name(s) and Difficulty by hand.&nbsp; Any of those options would be much more useful than the current Critical Injuries field implementation. 4) Unrelated to points 1 to 3, but instead a follow-up to my posts from a month ago: The problems with Edge browser and the Compendium that wasn't working a month ago have all cleared up, and seem to be working fine these days. If memory serves correct, they were fixed a few days after I first complained, and I believe it was something the Roll20 team did to fix it in response to my bug report. So, thank you, whoever did that!&nbsp;