# CyberCall CyberCall adds sci-fi holographic communication overlays to your Foundry VTT sessions. Whether you are running a cyberpunk heist, a space opera, or a futuristic detective story, CyberCall lets the GM place incoming transmissions directly on every player's screen, complete with caller portraits, signal static, and ringing animations. Players can also call the GM using a built-in contacts directory, making two-way in-character communication part of the game. ![CyberCall](../images/Cybercall.jpg) ## What Does It Do? - The GM composes and broadcasts holographic calls to all connected players. - Calls display a caller portrait, name, faction, message, and signal strength bar. - Three visual styles are available: standard blue, emergency red, and corrupted green. - Calls can ring with a looping sci-fi ringtone until someone picks up. GMs can add multiple world-wide ringtone choices from Module Settings. - Players can accept or end calls, and the state syncs across all connected clients. - Fullscreen mode turns a call into a dramatic table-wide broadcast. - Players can keep a personal contacts list for each world and a shared group contacts list, and place calls to the GM from those contacts. - Players can send persistent private CyberCall messages to other players or to contacts handled by the GM. - Players can create named private group chats, invite other player users, and message every member in one thread. - Incoming messages briefly show the sender's portrait and message preview with a short notification tone; each user can disable these alerts in CyberCall settings. - CyberCall cards are hidden from Foundry's standard chat log by default and can be restored per client with **Show CyberCall Chat Cards**. - Message timestamps are hidden by default and can be enabled per client with the **Show Message Timestamps** CyberCall setting. - GMs can link contacts to Actors and reply in message threads as that NPC/contact. - In the GM message list, player messages routed to a managed NPC show a compact **TO: NPC NAME** destination label. - GMs can drag an Actor or Actor-backed Token onto an NPC conversation to link that specific player route to a canonical NPC without merging private threads. - Linked NPC conversations support changing or removing the link and optionally sharing the linked token portrait with that player; portraits remain GM-only by default. - Private player-to-player conversations are hidden from GMs by default. A GM can opt in for the world with **GM: View Player Conversations** in CyberCall settings. - When GM player-conversation visibility is enabled, everyone sees an eye indicator beside the Messages heading with an explanatory tooltip. - Direct calls now leave lightweight history events in the related message thread. ## Tutorial: Using CyberCall as a DM ### Sending a Call 1. Enable **CyberCall** & **Holosuite-core** in your Foundry world. 2. Open the **CyberCall Composer** from the HoloSuite launcher. 3. Fill in the caller's name, faction or subtitle, portrait image path, and message text. 4. Set the signal strength (0 to 100). Lower values add more static to the display. 5. Pick a variant: **Standard** (blue), **Emergency** (red), or **Corrupted** (green). 6. Toggle **Fullscreen** if you want the call to fill the entire screen. 7. Toggle **Ringing** if you want the incoming call animation to play before the message appears. 8. Click **Preview Locally** to see how it looks on your own screen first. 9. Click **Broadcast to Players** to push it to everyone. ### During the Call - When a player clicks **Accept**, the call transitions to a connected state for everyone. The message collapses and only the caller portrait remains visible with an **End Call** button. - Clicking **End Call** from any client closes the call for everyone. ### Handling Player Calls - When a player calls you from their contacts, an incoming call screen appears on your client. - Click **Accept** to connect. Both you and the player see the connected call view. - Use the conversation to roleplay the exchange in character, then end the call when you are done. ## Tutorial: Using CyberCall as a Player ### Receiving Calls 1. When the GM broadcasts a CyberCall, it appears as an overlay on your screen. 2. If the call is ringing, you will hear a ringtone and see an incoming call animation. Click **Accept** to pick up. 3. Read the caller's message once the call connects. 4. Click **End Call** when you are finished. This closes the call for everyone. ### Making Calls 1. Make sure no call is currently active. 2. Open the **CyberCall Contacts** from the HoloSuite launcher. 3. Add contacts to your personal list by entering a name and number, then clicking **Add**. 4. Switch to the **Group** tab to see contacts shared across all players. You can add group contacts too (a GM must be connected for group edits to save). 5. Click **Call** next to any contact to send a call request to the GM. 6. Wait for the GM to accept. Once they do, you both enter the connected call view. ### Choosing a Ringtone - Open **Configure Settings** and find the **CyberCall** section. - Pick a ringtone from the dropdown, or choose **Silent** if you prefer no sound. New clients default to Ringtone 1. - Set **Incoming Call Volume** in Module Settings to adjust CyberCall relative to Foundry's Interface volume. - GMs can open **Additional Ringtones** in Module Settings to add named audio files for everyone in the world. - Your personal contacts and ringtone choice are saved per browser, so they only affect your own client. Personal contacts are separated per world. ### Sending Messages - Open **CyberCall Contacts** and click **Messages** to open the message console. - Use the **Calls** and **Messages** tabs to switch between call/contact tools and message threads. - Click **New** in the message console to start a new conversation. - Click **New Group**, enter a group name, select the players to invite, and click **Create Group**. Offline players can be included and will see the thread when they return. - Use the **To** dropdown to message another player, GM, personal contact, or group contact directly, or click **Message** beside a saved contact. - Messages to saved contacts without a linked player are whispered to the GM users, so the GM can answer in character. - When a GM opens an NPC/contact thread, the **Reply As** dropdown can send the reply under the contact identity instead of the GM name. - NPC threads show an identity panel to the GM. Drop an Actor or token onto the thread row or panel to link it, then use **Share Portrait**, **Change**, or **Unlink** as needed. - When a GM starts a new conversation, **Send As** can send from a GM-managed contact or Actor/NPC identity. - Replies inside an existing thread automatically go back to the current conversation partner; the **To** picker is only used for starting a new thread. - CyberCall message history is stored as private Foundry chat messages with CyberCall flags. Read state is saved locally per client. - CyberCall chat cards in Foundry chat include an **Open CyberCall** button that opens the related message thread. - **Delete Thread** clears a conversation from your local CyberCall message list. Newer messages in that thread can appear again later. - Outgoing, connected, ended, and missed direct-call events appear in the same thread as message history.