Another Character Generator

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

Does anyone know how to properly put the a Race calls in the Generator. I have been trying to add the Miraluka race to the generator but have to this date been unsuccessful. Can anyone help me with that or is there a chance that Oggdude can add it and make it permanent. Just a request.

Thanks.

It's certainly possible to add a Species with the Data Editor.

Depending on the special abilities for that race, it may or may not require new programming on OggDude's part.

OK, back from the con. The one EotE game they had scheduled was cancelled after I signed up for it, which was annoying. I ran both Whisper Base and Shadowpoint from the AoR beginner box as an open game. Besides my nephew and wife, we got three more people to play. Unfortunately, PacifiCon really isn't too huge on RPGs (mostly historic miniatures and board games), so it took a few hours to get anyone interested. Here's what the table looked like:

PacAoRGame.png

As you can see, I even tried bribery by Jelly Belly. At last year's DunDraCon, I got a group together pretty quickly, but then again, it's more of an RPG-centric convention.

Just thought I'd mention, that while playing around with the generator, both the beta and previous more stable version, I broke them. Several times. I decided to mess around and make a generic guy, just for the hell of it. I named him Slab Bulkhead. I then proceeded to give him ample EXP, and tried to give him every single specialization, talent, and force power - every single item under everything - maxed out abilites and skills. The exception was the Dedication talents since once you get to 6, you can't go higher.

OK, I scoured everyone's posts and came up with the following problems and requests:

Bug Reports
Caamasi not adding boost to Knowledge skills
  • The trick with this one is that it adds boosts to skills with at least one rank. I'll need to add a flag for that and change code to support it.
Quantities for weapons
  • If you create your throwing knives without any hard points, you'll be able to stack them.
Cybernetics and base attributes
  • Cybernetics does add to characteristics. You are limited to a max of 7 in a characteristic using cybernetics, however. Also, be sure the cybernetics is "held" in order to get benefits from it.
Shoto lightsaber should reduce crystal damage by 2/Negative damage
  • Hadn't noticed this one, actually. You don't need negative damage for it, just add the "Subtract Damage" descriptor in its base mods. I'll do this for the shoto.
Morality for non-Force users
  • In my opinion, the Morality mechanic is clearly for Force users, since you can't really be a light-side paragon if you have no affinity with the Force. However, I don't want to cramp anyone's style, so I'll have it as an option (as in, a check box in the Options dialog) for non-Force users as well.
Problem with entered inquisitor adversary
  • I'll need a copy of the problematic adversary to discover what its problem is.
Morality missing from data editor
  • Yup, I didn't get a chance to add it yet. It'll be in the release.
Master Grenadier talent entered twice
  • I knew there was a duplicate in there somewhere, but I couldn't find it :) The duplicate will be removed.
Marshal with wrong talent
  • I thought I caught all of those :) It'll be fixed.
Add/Purchase requires two clicks
  • It's not just you, I was noticing this as well, but didn't think much of it. I have no idea why it's doing that, although it might have something to do with double-clicks. I'll try and figure it out.
T-47 different from one from EotE
  • I hadn't noticed the difference. I'll take a look at them.
Unable to add species
  • Are you clicking "Save" after you enter in the species?
New Requests
Option to remove background from color print outs
  • I can add this one to the Options dialog as well. And yes, it'll use the entire page like the simplified sheet.
Folders for characters
  • This might be difficult. I may be able to add a "Campaign" value to the characters, then have a drop down list to filter by campaign, something like that. Would that work?
Changing names of skills
  • You can't do that in the Data Editor, but you can always edit the XML directly and change the names. If you're going to be doing something like making your own game, it would more than likely have it's own base data anyway.
Stacking renamed items
  • Interesting idea. I'll see about checking for a renamed item, rather than just looking at the key of an item.
Dual wield weapon with shown weapon table
  • Another interesting idea. I'll see about having a dual-wield flag or something for shown weapons.
Skinned printed sheets
  • Well... the sheets are actually generic and don't use any particular skin. Are you saying you actually want skinned sheets?

Hi Oggy, thanks for the great tool!

With regard to "Jury Rigged", one a small thing:

The Core Rules, page 138 states: "The character chooses one personal weapon or piece of armor per rank of Jury Rigged".

So as far as I tell there is nothing stopping me from choosing the same piece of equipment multiple times.

But, the Character Generator only allows one Jury Rigged per piece of equipment.

What do you think?

About Jury-rigged: as far as I can recall, that's been clarified: you can only apply Jury Rigged to one piece of weapon or gear once. So multiple ranks means multiple pieces of gear being jury rigged.

About Jury-rigged: as far as I can recall, that's been clarified: you can only apply Jury Rigged to one piece of weapon or gear once. So multiple ranks means multiple pieces of gear being jury rigged.

Thanks.

I found no Errata or FAQ, but I found a comment in this forum: "Regarding the Jury Rigged talent, according to the response I got from Sam Stewart, each rank has to be applied to a separate item".

So I guess that makes it official enough :)

The coloring from each of the books that you used in the generator. I thought it might be kinda cool when you print the sheet out, the sheet matched the colors that you made for each of the books in the generator.

The Shoto saber, I tried putting the dam mod and it only reduced the damage by 1 instead of 2. I even tried putting the mod up to 6 with the same result.

By the way, The generator is awesome, and thanks for making it available to all of us, and for the work you put into it.

Another duplicate talent entry that I did not see highlighted - Unrelenting Skeptic - it has both UNRELENTSKEP (points to F&D) and UNRELSKEP (points to Far Horizons)

I hope that helps!

To the comment about Morality.

There are at least 4-6 threads about who/why it should or should not exist/be applied to only Force users.

One thing to keep in mind while a PC may or may not be a Force Sensitive "now" it may become one later. So saying it only applies when the Specialization is taken ignores the actions taken before, that would totally affect their connection to the Force.

Conversely a non-Force user in the same group as a Force, both moralities could affect the Force user (especially if they are different/opposing).

Most importantly though, RAW doesn't state either way, so the mechanic is "all" until later it is clarified, if it is even clarified in that way ever.

Folders for characters
  • This might be difficult. I may be able to add a "Campaign" value to the characters, then have a drop down list to filter by campaign, something like that. Would that work?

Yes, I knew it would be hard to do. But adding a field to the Character description allowing you to name the campaign, and then filter it by campaign would help and be an easier fix

OggDude,

For me, having a "Campaign" field on the Character model and being able to filter by campaign would be ideal!

Just a question. Where is the new Far Horizons stuff in the character generator?

Just a question. Where is the new Far Horizons stuff in the character generator?

It is coming with the new F&D stuff. The books were released nearly on top of each other, so OggDude decided to roll the Far Horizons updates in with the F&D updates.

Patience, padawan; it is a virtue.

Kevynn

To the comment about Morality.

There are at least 4-6 threads about who/why it should or should not exist/be applied to only Force users.

One thing to keep in mind while a PC may or may not be a Force Sensitive "now" it may become one later. So saying it only applies when the Specialization is taken ignores the actions taken before, that would totally affect their connection to the Force.

Conversely a non-Force user in the same group as a Force, both moralities could affect the Force user (especially if they are different/opposing).

Most importantly though, RAW doesn't state either way, so the mechanic is "all" until later it is clarified, if it is even clarified in that way ever.

Well, as you said, there's pros and cons on this subject, so what I did was have an option for ignoring the Force rating requirement for Morality. That way, whatever your stance on this issue is, you'll be happy :)

OggDude,

For me, having a "Campaign" field on the Character model and being able to filter by campaign would be ideal!

I've already fixed and added a few things that have come up. This will be my next task.

Well, as you said, there's pros and cons on this subject, so what I did was have an option for ignoring the Force rating requirement for Morality. That way, whatever your stance on this issue is, you'll be happy :)

What I'd like to see is something on the first page which allows you to select which Obligation/Duty/Morality option you use, and then a single tab down the left which allows you to enter the details for the selected option. No restrictions on what you can choose based on FR or anything else. I think that's the simplest and most flexible option, although I don't know how hard it would be for you to implement Oggdude.

:)

it might be nice to skin sheets by what book they are from. So I agree with that idea. That way you can look at a glance and know.

And for that it might be enough to change the colored bars around the Characteristics and maybe a few smaller accents.

BTW if I hadn't said so so far. OggDude thank you for making this and taking our considerations into account.

Shoto lightsaber should reduce crystal damage by 2/Negative damage

  • Hadn't noticed this one, actually. You don't need negative damage for it, just add the "Subtract Damage" descriptor in its base mods. I'll do this for the shoto.

Tried this. It is Reduced damage not subtract. :) the counter does not seem to work. No matter what it only reduces by 1. Tried several of your suggestions like clicking off the counter etc. To get it to stick. and it does stick it just does not effect the number of times it reduces damage.

So for now I just created a Shoto Krayt pearl with 2 less damage as a work around.

Edited by Daeglan

Shoto lightsaber should reduce crystal damage by 2/Negative damage

  • Hadn't noticed this one, actually. You don't need negative damage for it, just add the "Subtract Damage" descriptor in its base mods. I'll do this for the shoto.

Tried this. It is Reduced damage not subtract. :) the counter does not seem to work. No matter what it only reduces by 1. Tried several of your suggestions like clicking off the counter etc. To get it to stick. and it does stick it just does not effect the number of times it reduces damage.

So for now I just created a Shoto Krayt pearl with 2 less damage as a work around.

Yeah, it wasn't working right. I was treating base mods for items the way "purchased" mods worked for attachments. That is, each purchased mod would be listed individually and a count of 1 was implied, while for base mods, you could have a mod in there once and specify a count. When I added base mods for items, I copied the purchased mod code from attachments. So... adding "2 -1 to Damage mods" was only subtracting 1, not two.

Anyway, base mods work the way they should now, so the Shoto is now subtracting 2 damage after crystals are added.

Shoto lightsaber should reduce crystal damage by 2/Negative damage

  • Hadn't noticed this one, actually. You don't need negative damage for it, just add the "Subtract Damage" descriptor in its base mods. I'll do this for the shoto.
Tried this. It is Reduced damage not subtract. :) the counter does not seem to work. No matter what it only reduces by 1. Tried several of your suggestions like clicking off the counter etc. To get it to stick. and it does stick it just does not effect the number of times it reduces damage.

So for now I just created a Shoto Krayt pearl with 2 less damage as a work around.

Yeah, it wasn't working right. I was treating base mods for items the way "purchased" mods worked for attachments. That is, each purchased mod would be listed individually and a count of 1 was implied, while for base mods, you could have a mod in there once and specify a count. When I added base mods for items, I copied the purchased mod code from attachments. So... adding "2 -1 to Damage mods" was only subtracting 1, not two.

Anyway, base mods work the way they should now, so the Shoto is now subtracting 2 damage after crystals are added.

Thank you. And as always...This program is made of awesome.

Well, as you said, there's pros and cons on this subject, so what I did was have an option for ignoring the Force rating requirement for Morality. That way, whatever your stance on this issue is, you'll be happy :)

What I'd like to see is something on the first page which allows you to select which Obligation/Duty/Morality option you use, and then a single tab down the left which allows you to enter the details for the selected option. No restrictions on what you can choose based on FR or anything else. I think that's the simplest and most flexible option, although I don't know how hard it would be for you to implement Oggdude.

:)

All of these mechanics (duty, obligation, and morality) are still limited by source. That is, depending on which combination of sources you select, there may be no obligation, no duty, or no morality, to select from. And this is by design. If you select only the EotE core source, no duty or morality will be available, so only obligation will be selectable. This allows you to create a pure EotE character. If you select AoR and FaD as your core sources, then duty and morality will be available, but not obligation. The two buttons on the side appear and disappear accordingly.

Also, the reason that morality is not in the same pane as duty and obligation is that it works sufficiently different as to require a different pane. If anything, it works more like motivation than anything else (and, in fact, I used a lot of the motivation code when I created the morality pane).