Why are there no Melee Upgrades? Ideas?

Considering there's plenty of upgrades for guns with classical attachments and stuff like smartgun systems, there isn't really anything for melee characters to invest their eddies into, is there?

I know a Tech can always invent stuff, but it'd be nice to have official examples, to see what's balanced and what's not, considering melee interacts with armor differently than guns.

I've never played Cyberpunk 2020, did that have anything for melee weapons?

Also, do you guys have any Melee Upgrades in your game or ideas you'd like to see?

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u/Ryouhi — 6 days ago

Rebecca S4 or Lucy S1?

Heya,

I've finally gotten the last Waveband Selector with my Becca at S3R1 and Lucy at S0R1.

Would you guys recommend getting Becca's S4 or Lucy's S1 with it?

Thanks!

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u/Ryouhi — 6 days ago

Are the Longterm Humanity Loss & Gain effects cumulative? (CEMK)

I'm asking because the tables for humanity loss & gain differ from each other.

The humanity loss table lists multiple effects that make you lose 1d6, 2d6 or 3d6 humanity if they apply to you. There is no mention of only the highest effect triggering humanity loss, so I assume this means, you add every source of humanity loss that applies.

However, while the humanity gain table also lists multiple effects, each givin" you either 1d6 or 2d6 humanity back, the row for 3d6 specifically says this:

"You qualified for four or more Humanity Gain Long Term Effects (not including this one) at once, whilst qualifying for less than three Humanity Loss Long Term effects. You're living the good life!"

This reads to me, as if only the effect with the highest number of dice applies for humanity gain?
Or is it supposed to mean that the 3d6 adds on top of the 4 humanity gain events? That would add up to at least 7d6 humanity gain which seems... a lot, considering the cost of therapy alone.
But then it's also unique to the gain table, while the loss table lacks such an effect.

What is your reading on these rules?

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u/Ryouhi — 13 days ago

How do you balance your Tech's inventions?

Hey Chooms,

it's the first time I have a Tech want to invent something (a Stun Gun that actually stuns) and I have some ideas for how this could work, but I'm worried about being to careful while balancing and making it less fun for the player to use.

My idea was to up the damage to 4d6 and RoF1 and a hit target has to make a resist torture/poison roll with a low DV to resist falling unconcsious and a second higher DV to resist falling prone.

This should be fine and dandy for mooks, but I'm a little worried about a very bad roll messing up a tough boss fight.

Do you think it's fair to make it "only work on mooks"?

Another idea was to only have targets roll the DV one time, so worst case is you couldn't stunlock a boss, but this would then suck against mooks.

Am I being to careful?

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u/Ryouhi — 1 month ago

[module agnostic] Looping a sound with Sequencer

I'm trying to loop a soundeffect using the Sequencer module and a macro until it's stopped by a macro again, but I'm having trouble.

There's the ".repeats" function, but this one only loops the sound a specified amount of times and then stops.
There's also ".loopOptions" but, but if I use this, the soundfile doesn't play at all.

Is anyone more experienced and could help me get this working?

here's the part of the macro:

new Sequence()
.sound()
.file("assets/Ambience SFX/Trauma Team AV/Trauma Team Loop.ogg")
.loopOptions()
.play()

And this is what it says on the Sequencer help site:

Loop Options

.loopOptions(inOptions) or .loopOptions({ maxLoops: 1 }) or .loopOptions({ loopDelay: 1000, maxLoops: 5 })

Allows you to control the number of loops and the delays between each loop.

Accepts an object that can contain

  • loopDelay: number (default 0) - adds a delay in milliseconds between each loop of the sound
  • maxLoops: number (default 0) - makes the sound only loop this many times before ending
  • endOnLastLoop: boolean (default false) - whether the sound should end when reaching the last loop (if persistent)

But no matter what I put in the .loopOptions part, it keeps the audio from playing at all.

Any help would be appreciated

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u/Ryouhi — 2 months ago

What do you use 1d6 or 2d6 weapons for?

I'm still new-ish to GMing CPR, but so far I don't really see why a player would ever go for a light melee weapon or a medium handgun.
Especially stuff like the talon foot cyberware sound cool on paper, but with 1d6 you gotta be lucky to even scratch a basic gonk with kevlar on the street and why would I spent my money on cyberware like that?

Is there any actual usecases for this stuff I'm not seeing?
SMGs only have 2d6 as well, but they can leverage that for auto and suppressive fire at least, but for the other weapons I don't see it rn.

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u/Ryouhi — 2 months ago

Heya!

I've found an old macro by user Eskiemoh for Cyberpunk Red to call in a Trauma Team Vehicle and also got permission to post it elsewhere to get help working on it.
Since it didn't work on Foundry version 12 that I use, I've tinkered with it until it worked, even though I have zero experience with coding (which is why I need help now).

A nice thing about the macro is, that the first time you click it, it plays the fly in animation and on the second click it plays a fly out animation and despawns everything.

Now I've also added a simple AudioHelper command to play a fly in/out soundeffect whenever you click the macro, that was simple enough.

However I'd also love to have it play a looping hovering soundeffect, that stops looping once you click the macro a second time, since that would work great with the already existing functionality of the token spawning in and out with a click.

Setting it to loop is easy, but I can't get it to stop after it starts playing unless I reload my forge instance.

Is that possible to set up?
Any help would be very appreciated!

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u/Ryouhi — 2 months ago

[CPR] Heya!

I'm on the search for a module to generate names for NPCs when I place their token. I've tried a few, but none seem to fit what I have in mind.

I'm still pretty new and I'm setting up Cyberpunk Red right now, so I'm still on Foundry version 12.

While "All Goblin Have Names (Rereborn)" seems to be exactly what I need since I can choose what roll tables to use for names, I can't get it to work. I'm pasting the @UUID in the prototype token name field but it doesn't generate a name from the referenced roll table.
It says it's Foundry version 11+ (verified 13) - does anyone know if this just doesn't work on version 12 or am I doing something wrong?

Next I tried Random Procedural Names, but I can't define whether I need a male or female name, so this isn't ideal.

And lastly I tried Token Mold, but as far as I can tell, it just generates names that better fit D&D monsters rather than normal human names.

Ideally I'd just love to get the first module working, but I'd also be otherwise open to other suggestions if you have any 😄

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u/Ryouhi — 2 months ago