Another Character Generator

By OggDude, in Star Wars: Edge of the Empire RPG

hello oggDude. when will you update your EOTE character sheet stuff and is there going to be more starship sheet stuff?

What else do you want on the vehicle sheet?

I know I haven't updated in awhile, but I've been busy (and was at KublaCon all last weekend). I'll try to get a new release out this week.

Is there a way to switch the item mod'd with Tinkerer without unselecting and reselecting Tinkerer Talent on the tree?

Yeah, you're supposed to just click the Play button in the corner, but I noticed that when I changed the talent trees to have variable height, I didn't change the location of the Play button. This will be fixed in the new release.

This is a long (but great) topic, so perhaps this has been mentioned and I'm just not finding it.

I created a character that is base Thief, then purchased Archaeologist and Sharpshooter.

Used Archaeologist talent - Well Rounded to add Survival and Lightsaber as class skills.

Used Sharpshooter talent - Deadly Accuracy (twice) to add ranks of skill to damage for Ranged - Light and Lightsaber.

Ranged Light weapons show up correctly with improved damage, but Lightsaber still shows base damage.

Thoughts? Did I miss something in the rules that states lightsaber damage can't be modified?

Thanks and really great work!

There's a slight bug in the program. Deadly Accuracy is supposed to work with only 1 skill. Multiple ranks just add damage to that one skill. If you choose 1 skill from one instance of the talent, and another from a second, it'll ignore the second instance. Unfortunately, when you click the play button on the second instance, it comes up blank, allowing you to select another skill. It shouldn't be doing that. But internally, it seems to work. So... just pick 1 skill from the first instance of Deadly Accuracy and it'll work fine.

Is there errata or FAQ on this anywhere? If you can only select it for one skill, then why does the Sharpshooter specialization get the talent twice in its tree?

Upgrading Ship Weapons:

When replacing the stock medium laser cannon on the YT-1300 with a quad laser cannon, it is trying to charge an extra hardpoint.

The rules say to charge a hard point if the new weapon combines 2 or more weapons. I am checking the Linked quality for this, so the quad laser cannon shows up as having more than one weapon. However, the quad laser cannon is weird in that it is a single stock weapon that has the Linked quality, but it is actually just one weapon. I need to do this check in another way for it to work properly.

This is a long (but great) topic, so perhaps this has been mentioned and I'm just not finding it.

I created a character that is base Thief, then purchased Archaeologist and Sharpshooter.

Used Archaeologist talent - Well Rounded to add Survival and Lightsaber as class skills.

Used Sharpshooter talent - Deadly Accuracy (twice) to add ranks of skill to damage for Ranged - Light and Lightsaber.

Ranged Light weapons show up correctly with improved damage, but Lightsaber still shows base damage.

Thoughts? Did I miss something in the rules that states lightsaber damage can't be modified?

Thanks and really great work!

There's a slight bug in the program. Deadly Accuracy is supposed to work with only 1 skill. Multiple ranks just add damage to that one skill. If you choose 1 skill from one instance of the talent, and another from a second, it'll ignore the second instance. Unfortunately, when you click the play button on the second instance, it comes up blank, allowing you to select another skill. It shouldn't be doing that. But internally, it seems to work. So... just pick 1 skill from the first instance of Deadly Accuracy and it'll work fine.

Is there errata or FAQ on this anywhere? If you can only select it for one skill, then why does the Sharpshooter specialization get the talent twice in its tree?

No, you're right. It doesn't work the same as other skill selections. I'll have to work on this...

Is there errata or FAQ on this anywhere? If you can only select it for one skill, then why does the Sharpshooter specialization get the talent twice in its tree?

I've never quite understood how this was supposed to work. I think what might happen is that you get it once for a given skill, and then you can take it a second time for another one. I've seen talents like this show up more than once in other trees, too.

Is there errata or FAQ on this anywhere? If you can only select it for one skill, then why does the Sharpshooter specialization get the talent twice in its tree?

I've never quite understood how this was supposed to work. I think what might happen is that you get it once for a given skill, and then you can take it a second time for another one. I've seen talents like this show up more than once in other trees, too.

That's exactly how it works. I fixed it so that there's now a flag for talents that do this. Only Deadly Accuracy has this flag right now (if more are supposed to work this way, please let me know; I don't feel like going through every talent description :) ). What will now happen is that each talent instance will allow you to select a skill. If the flag is set, all skills that have already been selected will be removed from the list so you can't select it twice. If the flag isn't set, then it works like Knowledge Specialization, where each instance of the talent will have the same skill selected.

Edited by OggDude

Just a thing here, I don't know if anyone has mentioned this before but,

I've noticed that if you get the Strength Enhancing system for the Power Armor, for a total of +2 Brawn boost.

The Character Generator erroneously assigns 1 additional soak to the PC.

Strength enhancing attachment gives +1 Brawn and doesn't add an additional Soak (other than what the armor provides). I have a feeling you're getting the other +1 Brawn from another source.

I just tried it again, a human with 2 brawn and the PX-11 Power Armor should have 5 soak, But if you equip the Strength Enhancing system to the Power Armor your Character Generator gives the character a 6 soak.

Upgrading Ship Weapons:

When replacing the stock medium laser cannon on the YT-1300 with a quad laser cannon, it is trying to charge an extra hardpoint.

The rules say to charge a hard point if the new weapon combines 2 or more weapons. I am checking the Linked quality for this, so the quad laser cannon shows up as having more than one weapon. However, the quad laser cannon is weird in that it is a single stock weapon that has the Linked quality, but it is actually just one weapon. I need to do this check in another way for it to work properly.

My understanding of the quad laser is that its like the guns on the falcon. One weapon with 4 barrels.

Just a thing here, I don't know if anyone has mentioned this before but,

I've noticed that if you get the Strength Enhancing system for the Power Armor, for a total of +2 Brawn boost.

The Character Generator erroneously assigns 1 additional soak to the PC.

Strength enhancing attachment gives +1 Brawn and doesn't add an additional Soak (other than what the armor provides). I have a feeling you're getting the other +1 Brawn from another source.

I just tried it again, a human with 2 brawn and the PX-11 Power Armor should have 5 soak, But if you equip the Strength Enhancing system to the Power Armor your Character Generator gives the character a 6 soak.

OK, that's a little different. The problem was that I have a special way of figuring out Brawn bonuses for soak and wound that doesn't include Brawn from attachments. In this case, the Brawn was coming from an item, not an attachment, which is stored separately. I just had to include item ranks in this calculation and it now works.

I have a bug with the Vibroknucklers. Everywhere in the program, including the data editor, the special qualities are correctly set to be Pierce 1 and Vicious 1. On the first page of the printed version, however, it is also adding Knockdown and Disorient 1.

This is only on the printed version and only on the first page. The last page is correct but also includes the fact that it cannot deal strain damage and that it's difficult to detect while concealed. Perhaps there's a bug on the first page where it doesn't know how to interpret the second two value and is converting them to Knockdown and Disorient?

I have a bug with the Vibroknucklers. Everywhere in the program, including the data editor, the special qualities are correctly set to be Pierce 1 and Vicious 1. On the first page of the printed version, however, it is also adding Knockdown and Disorient 1.

This is only on the printed version and only on the first page. The last page is correct but also includes the fact that it cannot deal strain damage and that it's difficult to detect while concealed. Perhaps there's a bug on the first page where it doesn't know how to interpret the second two value and is converting them to Knockdown and Disorient?

This is correct. Brawling weapons augment the standard unarmed attack, which includes Disorient 1 and Knockdown. Page 211 of the CRB explains how brawling weapons are used with unarmed attacks.

Ahh, good to know, thanks.

New release should be up and ready in about 10 minutes:

Release 1.1.5.0
New Features and Enhamcements:
  • When selecting skills for ranked talents such as Knowledge Specialization, it will save the skill choice for all instances of the talent. When you click the Play button in any instance, it will display the same skill as being selected. This fixes an issue where it allowed different skills to be selected, even though only one selection would be counted.
  • The Deadly Accuracy talent will now allow you to select a unique combat skill for each rank you select. Previously selected skills for this talent will no longer show up in the skill list.
  • Added a new flag to the talent editor to reflect the change to Deadly Accuracy.
Bug Fixes:
  • If a vehicle is given an attachment that also adds an innate talent, printing the vehicle from somewhere other than a character (stock vehicles, groups, or encounters) would cause a crash. This is because it was attempting to look up the talents in the character's talent list, and no character was associated with the vehicle. Printing will now check for this and ignore the character aspect if no character has been specified. This prevents the crash.
  • If you printed a sheet with a particular printer, then removed the printer from your system, subsequent printing would get an error. This is becaused the saved printer settings still contained the old, non-existant printer. The preview dialog will now check to make sure the saved printer is valid before continuing, using the system default printer if it is not.
  • The Trast A-A5 Heavy Speeder Truck had an incorrect silhouette. It is now Silhouette 3.
  • The species image for Selonians was incorrect. They now have an accurate image.
  • The Play button on talents that allow you to choose characteristics, skills, etc, was no longer showing up. It will now show up on appropriate talents.
  • When upgrading a vehicle weapon with a new weapon that already has the linked quality (such as the quad laser cannon), the innate linked quality will be ignored and it will be treated as a single weapon system. So, you can now replace an existing weapon system with a quad laser cannon and it won't cost an HP.
  • If an attachment gave an innate unranked talent (such as Quick Draw for Filed Front Sights), and the weapon was equipped, the talent would show up as automatically selected in talent trees when a connecting talent was selected. This should only happen if the talent came from the character and not equipment. This will no longer happen.
  • The Blaster Carbine and Geonosian Blaster Carbine now have the "Non-Heavy Rifle" category, so they will now work properly with attachments that limit by this category.
  • When performing a data restore from the data editor, if you clicked cancel when choosing a file to restore, a blank back/restore dialog would be displayed that would only respond to a close. Now, if you cancel when choosing the file, the restore function will be aborted and the dialog will not appear.
  • Removed the capability to import or export the default data set. This function can be performed by the backup and restore features and is not needed. If you want to save all of your custom data, use backup instead of export, then use restore to replace your custom data at a later time.

I'm going to be gone for two weeks starting on Friday. If this latest version has any issues, please let me know today or tomorrow and I'll try to get them fixed.

Is there a way for the printout to include Force dice added to skill checks (ie., Influence's Control Upgrade adding to Charm, Negotiate, Deception, Leadership; or the stuff from Enhance)?

Also, is there a way to save the file for a character to print on a PC that doesn't have the CharGen on it?

[EDIT] Never mind. Figured out how to save it as an .xps file.

Edited by yeti1069

Is there a way for the printout to include Force dice added to skill checks (ie., Influence's Control Upgrade adding to Charm, Negotiate, Deception, Leadership; or the stuff from Enhance)?

On the character sheet, skill pools should include boosts, removed setbacks, and Force dice from talents, powers, or items. It it's not showing the proper die for a skill, then it may not be configured properly. I'll look at it in a week or so (I'm out of town right now).

How does one get force powers? We have 2 characters in our campaign that want force powers and I don't see the option in your program.

You need to take either of the Force Sensitive Specializations - Force Sensitive Exile or Force Sensitive Emergent, and then you need to purchase the powers, and the upgrades you would like.

How does one get force powers? We have 2 characters in our campaign that want force powers and I don't see the option in your program.

read the manual...all set

I meant using the character generator...you need to input everything manually

You need to take either of the Force Sensitive Specializations - Force Sensitive Exile or Force Sensitive Emergent, and then you need to purchase the powers, and the upgrades you would like.

Is there a way for the printout to include Force dice added to skill checks (ie., Influence's Control Upgrade adding to Charm, Negotiate, Deception, Leadership; or the stuff from Enhance)?

On the character sheet, skill pools should include boosts, removed setbacks, and Force dice from talents, powers, or items. It it's not showing the proper die for a skill, then it may not be configured properly. I'll look at it in a week or so (I'm out of town right now).

Yeah, none of those are showing up with the skill pools. Let me know what I should do to get this solved (either something I can do on my end, or something I should e-mail to you), but don't worry about it until you're back home. Have a nice trip. And, again, thanks for all the work you have, and continue to, put into this awesome program!

the manual shows you how to input force powers.

the manual shows you how to input force powers.

If it is one of the force powers from a book then you just buy them like anything else.