Releases: ryno4ever16/cp2020-augmented
Release list
v1.1.0 — Combat drugs, chipware, borg loadouts, ACPA combat & 540+ new items
What's New in v1.1.0
Covers everything user-facing since v1.0.7.
✦ Combat drugs
- Combat drugs work: Take a dose and its stat boosts apply — the card shows the book's printed
duration, and the dose runs until Wear off now (short combat-round durations expire on their
own); when it wears off, the crash hits — side-effect saves and penalties per the book. Deliberate
re-dosing is possible (Wear off now, then Take again), but a second dose while one is running
is refused: the book stacks only the penalties, never the benefits. - Dosing a full-conversion borg follows the book: the physical stats its chassis actually locks
(REF, MA, BODY on a full stat-block chassis) can't be pharmaceutically boosted, while boosts to
mental/social stats still apply — the card lists the blocked boosts explicitly and flags the
reason. A chassis that sets no stat block (an SDP/SP-only body) blocks nothing. - Addiction is tracked per character and shown in a new status strip on the sheet — a
collapsible header strip with one badge per active influence (drugs, addiction, cyberware) and a
quick-off × on each, so nothing currently affecting the character gets lost. Addiction shows
one badge per drug with its tally count, and each clears individually. - Stat totals show their math: a stat pushed by a drug, cyberware, or a personality mod carries
a tooltip breakdown of exactly what's contributing (base, temp, cyberware, wounds, humanity,
other) next to its boosted total.
✦ Chipware
- Chips grant skills you never learned (RAW): activating a skill chip creates the skill at the
chip's level; deactivating removes it unless you trained it since. "Choose" chips (Language,
Martial Art) prompt for the specific skill on first activation. - The book's chip limits are enforced: the Chipware Socket is a real container that holds 10
chips (drag chips onto it; the count is editable), and running more chip programs than your INT
asks for confirmation first — one click to respect the limit, one click to wave it through. - Knowledge chips that were plain gear (CultOps Chipset, Arasaka Security Services chip) are now
real chipware and grant their printed skills. - The Facedown Chip works: its printed +1 applies to Facedown rolls and shows on the roll's
chat card alongside the COOL and Reputation it's added to.
✦ Cyberware & the body map
- The cyberware tab is a telescoping body map: implants nest inside their hosts (a scope inside
a cybereye, options inside a cyberarm), uninstalling sends chrome to the Carried Options
bin, and the base book's install restrictions (what fits where — implant type, host, zone, side,
capacity) are enforced on every drag. - Full-conversion borgs are first-class: install a chassis and its whole factory loadout
materializes in the right zones — and the options actually work (optic suites see in the dark,
audio packages boost Awareness, radiation shielding is real typed armor, spotlights light the
token). A full-borg body is immune to any gas (Chromebook 2) — gas saves skip it and say why. Per-zone SDP, intrinsic chassis SP, and chassis-delete prompts included. 15 chassis
ship in the compendium. - A vision-device picker on the status strip lets you choose which installed vision source
governs when more than one could apply; picking "Natural" suspends every override and falls back
to unaugmented sight. - Cyberlimbs track their own SDP and are repaired from the sheet, instead of riding the wound
track. - A destroyed cyberlimb now matters: cyberware installed in a destroyed limb stops contributing
(mods, vision, light — and its status-strip badges drop with it), and attacking with a wrecked
cyberarm posts a table notice naming the arm and its state — the GM adjudicates, nothing is
hard-blocked. Repairing the limb brings everything back. - Full-borg upgrades actually apply: the Increased REF / MA / BODY options are purchasable
per printed step (equip one copy per +1, capped at the book maxima), and Increased SP / SDP
raise every zone by their printed steps. Your borg's sheet reflects what you paid for. - Real compartments: cyberfinger Storage Compartment, Hidden Holster, and Storage Space hold actual
stowed items.
✦ Damage & armor
- Armor that counts only against the right kind of damage: the damage dialog has a Damage type
selector (Normal default).
Fire-proof garments (the Salamander line) count their SP only against fire and are skipped
otherwise, and the armor panel shows the SP a hit will actually meet — a fire-only garment no longer
inflates the number against bullets, with the extra protection listed in a Conditional Armor
sub-panel. (Radiation is handled by the separate Deep Space dose system below, not as a per-hit
damage type — a rad-suit's rating counts there as its Radiation Stopping Power.) Nothing
changes for tables that ignore the selector. - Ammo modifiers apply only to the calibers they fit — a modifier never touches ammo it
couldn't load; cover SP, armor modes, and ablation carry over unchanged from before. - Edged and monoblade weapons cut armor by the book (CP2020 p.112): every weapon sheet gains
Edged and Mono checkboxes. An edged weapon meets soft armor at half SP; a monoblade meets
soft armor at a third and hard armor at two-thirds — and on a fumbled natural 1, a monoblade
breaks (a Broken marker the sheet shows and the GM can clear). To feed that math, every armor
piece has a new Hard/Soft dropdown (Auto keeps the sensible guess — metal and rigid plate read
as hard, kevlar and fabric as soft — and you can override any piece).
✦ Deep Space radiation (optional — inert until the GM places a radiation effect)
- A radiation model built from Deep Space pp.19–22. Radiation is a cumulative rad dose, not
a per-hit damage type: doses accrue on a character, a worn rad-suit's Radiation Stopping Power
subtracts its rating each turn, and crossing a band on the Radiation Effects Table applies temporary
and permanent stat loss, a disease-susceptibility note, direct radiation damage, and an interactive
chance-of-death check — which never auto-kills, since radiation death plays out over the printed
timeframe under the GM's call. - The tools to actually run it. A GM radiation panel on the character sheet shows current exposure,
lifetime history, the character's RSP, and any active stat loss, with one-click Apply dose,
Clear exposure, Cure, and Long-term effects. Three GM-only tools on the Token
Controls toolbar (left of the canvas) let the GM drop a radiation zone on the map (everyone
standing inside takes a dose each round), apply a dose to the selected tokens, or advance
cosmic-ray / solar-flare exposure over hours out of combat. The long-term
reference (cancers, cataracts, sterility, and the Offspring Mutation roll) is keyed to lifetime dose
and, like the book, left to the Referee — nothing long-term is auto-applied. - No setting to find or flip. There's no on/off toggle — nothing happens until the GM places a
radiation effect with one of the Token Controls tools above (or clicks Apply dose on a
character sheet's radiation panel); that is the opt-in. If you never touch them, the whole
system is invisible; the radiation panel appears on a character sheet only once that character
has actually taken a dose.
✦ Powered armor (ACPA) combat — from Maximum Metal (pages cited below), with a per-suit mode choice
- Powered armor fights by the book (Maximum Metal p.52): a piloted ACPA resolves combat through
its pilot — the pilot's own Heavy Weapons / Rifle / Martial Arts skill drives the attack, PA Combat
Sense and the suit's initiative bonus set the order, the suit's power adds to the pilot's own
movement, and incoming damage runs Weapon − Armor SP − Toughness − structure − the pilot's BTM,
with anything that breaches the suit flowing to the pilot's wound track and saves. Damage that
destroys an internal system or weapon passes its remainder to the pilot (MM p.55) — and whatever
reaches the pilot meets their own worn armor and BTM first, like any other hit. - A light-vehicle "quick-kill" mode, per suit: flip any suit (GM-only) to Maximum Metal's faster,
deadlier small-vehicle resolution (p.6) — the right call for mook suits and unpiloted armor, which
use it automatically. Each suit's active mode shows on its sheet; switching a damaged or in-combat
suit asks first. - The powered-armor multi-action penalty is the book's (Maximum Metal p.54): a pilot's second
action is −3 and each further action a step worse (−3, −4, −5…) — gentler than the standard
−3-per-action, because the suit shares the load — and the number of actions is capped at half the
suit's modified Reflex (flagged on the combat tracker, the GM decides). - PA Combat Sense works in and out of the suit (Maximum Metal p.52–53): in a suit it drives
initiative and adds to the pilot's Awareness (and a Solo's ordinary Combat Sense steps
aside — you're not a Solo in a can); out of the suit it gives half its initiative bonus. A new
PA Pilot skill covers non-Trooper pilots (the maneuver benefit, without the initiative bonus). - Budget suits feel it (Maximum Metal p.60): an Aperture-interface ACPA — the bargain no-HUD,
no-VR option — can't use guided missiles or indirect artillery fire; the suit warns and refuses
instead of quietly firing. Direct fire is untouched, and proper VRI suits notice nothing. - Overloading a suit costs initiative (Maximum Metal p.57): a new Carried gear field plus the
suit's external-mounted systems tally against its chassis Carry rating — past half, the suit sheet
flags Overloaded and initiative (and run/jump, which derive from it) take the book's −2. - ACPA sheets shed the vehicle-only options: Cyberlinked, Fire...
v1.0.7 — Vehicle rules, countermeasures & bug-fix pass
Cyberpunk 2020: Augmented Edition v1.0.7 — a large stability and feature pass over the vehicle/ACPA (Maximum Metal) rules, combat automation, and the module's self-containment on the official system.
Maximum Metal — vehicles & ACPA
- Countermeasures loadout on the vehicle and ACPA sheets: tick which countermeasures the craft carries; an incoming missile is opposed by the best +Difficulty a carried countermeasure imposes on its homing method (MM p.9–10).
- Scatter-pack munition dice: flechette/minelet scatter packs roll their ROF die for the number of munitions that strike each target (MM p.72–73).
- Missile arming distance and alternate fire-rate are now wired — a missile fired inside its arming distance resolves as a dud.
- Warhead controls added to the manual damage dialog; direct-fire bursts now route through the warhead resolver so special warheads resolve.
- Railgun SP-erosion uses the correct factor; the firing weapon is resolved by id (not name) for penetration.
- Assorted ACPA/vehicle damage, missile, and control-roll fixes.
Combat
- Repaired player→GM automation and several defects that surfaced on the stock system, including suppressive fire.
- Area Confirm and death/stun cards resolve exactly once when two GMs are present.
- Corrected the applied-damage target name, a forced death-save threshold, and dead area-effect code.
Martial
- Grapple / choke / hold status effects apply when a martial action is declared.
Sheets & UI
- Repaired a Foundry v14 dialog defect that left the fire and control dialogs' live controls (gunner/driver prefill, loaded-shell penetration, arc warning, fire-mode) non-functional.
- Chat-card buttons read as spent after use instead of highlightable text.
- Item-sheet roll handlers bind correctly after a read-only-first render; tab clicks are no longer swallowed after tearing a tab off over the sheet body.
- IP-tracker re-open, fire-dialog singleton, and skill-chip sync fixes.
- Countermeasures section styled to match the rest of the sheet (label left, checkbox right).
Improvement Points
- The skill-roll bridge now reports the real roll total (IP rows previously logged 0).
Module self-containment & hygiene
- Self-contained CSS tokens so the module renders correctly on the official Cyberpunk 2020 system; de-forked the setup/what's-new notice.
- Self-contained sheet localization and chained the vehicle item data model.
- Removed dead pre-Option-B sheet injectors, a duplicate buy-ammo engine, and the unused martial sheet.
- Localization/convention cleanup (locale-aware sort, duplicate setting, ammo refund, id-matching, defensive guards).
Cyberpunk 2020: Augmented Edition is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG.
v1.0.6 - Content-policy compliance
Metadata-only release (no code, data, or compendium changes) to satisfy the R. Talsorian Games Homebrew Content Policy for the Foundry package registry listing.
- Added the required RTG homebrew disclaimer to the README, the package description (manifest), and the LICENSE.
- Corrected the upstream author credit in the LICENSE (SuperCoon666).
No changes to gameplay, packs, or module code — auto-update is safe and needs no migration.
v1.0.5
Cyberpunk 2020: Augmented Edition v1.0.5
Vehicle item-sheet UI fixes (no data or compendium changes — packs are byte-identical to v1.0.4):
- Read-only safe units. The speed/range unit (mph/kph, mi/km) now renders as plain text on a
locked compendium item instead of a disabled, interactive-looking dropdown. It's an editable
dropdown only when the sheet is actually unlocked. - No more compendium warning spam. The +/- accel/decel controls are wired (and shown) only when
the sheet is editable; previously clicking them on a locked compendium item fired an
"you can't modify a locked compendium" warning. - Compact unit dropdowns, sized to match the number inputs rather than oversized chips.
- Horizontal conversion hint. The "≈ " hint stays on one line instead of
word-wrapping into stacked characters in the narrow grid cell.
v1.0.4
Cyberpunk 2020: Augmented Edition v1.0.4
Maintenance release — manifest metadata only.
- Adds
readme,bugs, andchangeloglinks to the package manifest so the
Foundry package-registry listing carries the recommended links.
No code or compendium changes; the runtime build and all compendium packs are
byte-identical to v1.0.3.
v1.0.3 — Maximum Metal & Vehicle Data Audit
Maximum Metal — ACPA & vehicle weapons
- Weapon catalog 68 → 102: armed melee with +FIST, scatter/cone flechette packs, autocannons & gatlings, rocket pods, SAMs, 30mm grenade launchers, flamers, micro-missiles, obstacle/spray packs, and named specials (Super Rakate, Saucer Shooter, EMP Grenadier…).
- ACPA systems 20 → 56: comms, sensors, movement, defensive, auto-docs, life-support, utility — plus 10 existing systems corrected against the book.
- Photon Assault Cannon power dial — choose a power setting (shell variant) at fire time.
- Weapon weights (empty / full-magazine) and concise in-item descriptions.
- SOP → SDP rename (OCR artifact corrected) across data + sheets, with backward migration.
Vehicle data audit (137 supplement vehicles)
- Filled top speed, acceleration, maneuver, range, and fuel efficiency, sourced from book prose and the Chromebook / Maximum Metal class tables.
- Mixed-unit support: speed (mph/kph) and range (mi/km) are stored in the book's own unit and converted live on the sheet — fixes 16 vehicles whose kph was shown as mph. New
rangefield added.
Fixes
- Vehicle item sheet: repaired malformed template markup that collapsed/overlapped the stat fields.
- TYPES labels: create dialogs now show Vehicle / Vehicle Weapon / ACPA System.
- IP tracker: prunes orphaned queue rows when a source actor is deleted.
Existing actors and items update automatically on load — no migration needed.
v1.0.2
Patch — Facedown / Recognition now use the Reputation you enter.
The combat-tab Reputation value wasn't being stored on a stock system (it always read 0), so Facedown and Recognition rolls ignored it. Reputation now persists and is applied correctly — for both your character and a targeted opponent in a contested Facedown.
v1.0.1
Patch release — two reported live bugs + a bundled martial-arts fix.
- Facedown / Recognition buttons now work. The combat tab shipped the buttons and click handler, but the roll methods and chat templates lived only in the base system, so on a stock install the buttons did nothing. The feature is now self-contained in the module (it still defers to a host method if the system provides one).
- Chat cards are readable again. Cyberpunk chat cards were inheriting dark text on the dark chat backdrop (unreadable in both light and dark themes). They now use a self-contained readable surface.
- Martial-arts Key Attack fix. A built-in martial art added to a character sheet now keeps its Key-Attack bonus (reads the Foundry v12+ compendium-source field).
Cyberpunk 2020: Augmented Edition v1.0.0
Cyberpunk 2020: Augmented Edition v1.0.0
First public release. A companion module for the Cyberpunk 2020 FoundryVTT system, adding — as opt-in overlays, without modifying the base system:
- Vehicles & ACPA (Maximum Metal): module-owned document sub-types, with control/maneuver rolls, weapon fire, targeted combat, missiles-in-flight, and damage application.
- Combat automation: automated damage, saves, area-effect templates, and combat-tracker controls.
- Shopping: a buy interface over the system's compendia, with an imported multi-supplement catalog (1001 items across 12 category packs that fold into the system's own compendium folders), optional GM shops, and recurring services.
- Improvement Point tracking: a GM IP tracker plus in-sheet player level-ups.
- Module V2 actor & item sheets (opt-in default) with tear-off tab windows.
Runs on a stock cyberpunk2020 system (v1.1.1+) via bundled fallbacks; it uses the system's helper API (game.cyberpunk.api) automatically when present. Foundry VTT v13–v14.
Install via the manifest URL:
https://raw.githubusercontent.com/ryno4ever16/cp2020-augmented/main/module.json