Another Character Generator

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

Awesome dude! Thanks for putting that in! Hopefully it was not to much work.

That will really help when trying to pair up talents/trees across numerous options.

Well, if I add a cover sheet feature, it would probably be something like the stat blocks that can be customized, so yeah, it would take a bit of work. Everyone wants something different for a cover sheet.

OggDude how have Fantasy flight not bought this from you yet? 'm surprised you're not on their full time payroll

Well, if I add a cover sheet feature, it would probably be something like the stat blocks that can be customized, so yeah, it would take a bit of work. Everyone wants something different for a cover sheet.

Have you considered some kind of templating system? Like HTML or something so people could create their own sheets with the program replacing wildcards with the correct information? Is that how you're doing the current output, with XML? It'd be nice to be able to import our own custom export/print templates...

Well, if I add a cover sheet feature, it would probably be something like the stat blocks that can be customized, so yeah, it would take a bit of work. Everyone wants something different for a cover sheet.

Eh, if you want stat blocks, that's what the actual sheet is for! A cover sheet with Name and Career (and maybe Player Name, First Specialization, or a couple lines for user-entered text) is really all you need.

Well, if I add a cover sheet feature, it would probably be something like the stat blocks that can be customized, so yeah, it would take a bit of work. Everyone wants something different for a cover sheet.

Eh, if you want stat blocks, that's what the actual sheet is for! A cover sheet with Name and Career (and maybe Player Name, First Specialization, or a couple lines for user-entered text) is really all you need.

And maybe a character portrait.

Is there any way to get a signature ability for a specialization even if you're not that career initially? I wanted to make a Sith warrior with Last One Standing.

Is there any way to get a signature ability for a specialization even if you're not that career initially? I wanted to make a Sith warrior with Last One Standing.

No. you can only attack signature abilities from your career.

Also, don't forget, that once you have attached a signature ability to a career, you cannot attach another. You must follow another specialisation and get to the required talents to attach a second.

There's a typo in the Fingerprint Masque Features section. There's a [DI missing a ].

I know not all games have this, but I begin my players off with bonus characteristics, but don't want this as bonus starting xp since they are bonus stats not bonus xp. Is there anyway to have GM grants for bonus characteristics after character creation? I have been going into the PC's species and making a modified species with the bonuses, but would love not to have that.

I know not all games have this, but I begin my players off with bonus characteristics, but don't want this as bonus starting xp since they are bonus stats not bonus xp. Is there anyway to have GM grants for bonus characteristics after character creation? I have been going into the PC's species and making a modified species with the bonuses, but would love not to have that.

GM grants has what you want.

So I could use some assistance with the Group Base's Base Career skill feature.

I created a group in the GM tools and put all of the PCs into it. I then created a base and selected Rebel Base/Training Camp. The PCs went a bit off the rails and wanted to do Piloting Space instead of the listed options. I went into the database editor, and then selected Piloting Space. Next I went back to GM tools, added the training center option and under description selected Piloting Space. Everything was working fine until I went back to character generator and saw that Piloting Space was not marked as a career skill. I have been trying a numerous different combinations to try to get it to show up in the character generator but the only way I can get it to work is I use the GM grants feature and check off Piloting Space for each PC.

What I am miss? I feel like I am doing something wrong.

To add more complexity, the PCs want to go further off the rails and want to add a secondary training room (willing to pay the cost/obligation) and have select Gunnery. I have no idea how to make this happen except again using GM grants. Help!

Edited by Arrakus

It does?

First off, I think career skills from bases stopped working. I've fixed it in the upcoming release, however. So don't go crazy thinking about that one :)

Second, base upgrades can also contribute career skills. You could just create various upgrades, each one of which has a career skill. That should work.

Edit: Actually, never mind. You can only even have one career skill from a base. It combines career skills from all sources and lets you select one of them.

Edited by OggDude

I just finished updating the documentation. I think that's about the last thing I need to do for this release. I'll go over a few more things just to make sure, but expect the new release any time now...

Awesome, is there a way to make a vehicle weapon use personal scale for its damage like the speeder bikes do?

I just finished updating the documentation. I think that's about the last thing I need to do for this release. I'll go over a few more things just to make sure, but expect the new release any time now...

This news has made my morning.

I'm tensely like a bow.^^

Is there a way to re-download just the launcher, and have it work with all my previous save files and sub-programs?

My computer suffered a small drop off a chair while running the launcher and character creation program, and everything about the laptop works fine now except I get an immediate crash on the launcher. (I can still run the character creator/GM tools directly.) I don't want to lose or corrupt my character saves.

Thanks in advance for all the help!

Is there a way to re-download just the launcher, and have it work with all my previous save files and sub-programs?

My computer suffered a small drop off a chair while running the launcher and character creation program, and everything about the laptop works fine now except I get an immediate crash on the launcher. (I can still run the character creator/GM tools directly.) I don't want to lose or corrupt my character saves.

Thanks in advance for all the help!

New installs don't touch your custom data. That includes characters, groups, adversaries, etc. They're saved in their own directory.

It's a good idea to occasionally back up your data. Just launch the Data Editor and click Backup. All of your data will be saved to a ZIP file. You can do a complete restore later on, or if you know what you want, just open the ZIP file and find the file you need. If you don't know where your data folder is, just click Data Folder from the launcher.

I did do a modification to the new Language Data Set feature to allow multiple data sets for the same culture. Because of that, I had to modify how they were loaded.

Language Data Sets are like normal data sets, except they're only loaded when you have a compatible culture selected. Exact cultural matches take precedence over compatible matches (cultures that are different, but use the same language), so if you have an exact match, it ignores compatible matches.

These can be useful if you want to support multiple languages on a single install. For instance, you could have a French and Spanish language data set defined. If you change the language to French, then only the French data set will be loaded. If you then change it to Spanish, only the Spanish language data set will be loaded.

Anyway, I'm going to fiddle around with it some more, then do a release. Thanks for being patient :)

Here it is! Merry Christmas, everyone :)



Release 1.6.0.0


Special Thanks!


This release supports complete language translations of all windows and dialogs in all three of the apps into the Spanish, German, and French languages. This would not have been possible had it not been for the tireless efforts of my translators. They diligently translated over 3,700 different phrases (!!!). It was a labor of love and goes to show how great the support is from the Star Wars RPG community. Thanks guys!

Spanish : Josep María Sàbat Hernández and Alberto Camargo García

German : Jürgen Heinemann, Christopher Schwalb, Sagur (and his friend), and Emmanuel Papst

French : Guy Blavin, Syber Douarph, Pascal Bousquet, and Marc Sauber


New/Changed Data:


  • Added all species, weapons, armor, gear, attachments, and vehicles from "Strongholds of Resistance".
  • Modified the Verpine species to make it the official version from "Strongholds of Resistance".
  • Modified the Quarren species to have both the "Fly Casual" and "Strongholds of Resistance" sources.
  • Added a new import containing all adversaries and modular encounters from "Strongholds of Resistance".
  • Added the "Warde's Foresight" Force power from "Chronicles of the Gatekeeper".
  • Added the Sathari species from "Chronicles of the Gatekeeper".
  • Added the diiro weapon from "Chronicles of the Gatekeeper".
  • Added a new import containing adversaries and encounters from the "Chronicles of the Gatekeeper" adventure module.
  • Added the Cutlass-9, Interceptor IV, and StarViper M-2 starships from the "Mask of the Pirate Queen" adventure.
  • Added the Engine Ring Stabilizer vehicle attachment from the "Mask of the Pirate Queen" adventure.
  • Added a new import containing adversaries and encounters from the "Mask of the Pirate Queen" adventure module.
  • Added a new import containing adversaries and encounters from "Lure of the Lost", the downloadable sequel to the Beginners Game's "Mountaintop Rescue".
  • The top left talent in the Shien Expert tree was incorrect. It is now correctly the Side Step talent.
  • Fixed Marksman Barrel attachment so it's unusable by heavy blaster rifles.
  • Added "Rebel Base" duty.
  • Extended hilt's HP cost was incorrect. It is now correctly set to 1.
  • The "Final Word" Secondary Missile System had the wrong Cumbersome value. It is now propertly set to Cumbersome 2.
  • The Inquisitor's "Intimidating Presence" had a spelling error. This is fixed.
  • The tripod mount attachment had several incorrect settings. These should now be fixed.
  • The Dressellian species had a couple of misspellings in its abilities. These have been fixed.
  • The starfighter text for the Marauder-Class Assault Corvette wasn't showing up. This has been fixed.
  • Added the two special effects to the refined cortosis gauntlets.
  • Added "Bludgeoning Brawl" as an acceptable category for the Stun Pulse attachment.
  • Restuctured the Age of Rebellion and Edge of the Empire imports so that adversaries are organized by category.
  • Updated all Edge of the Empire imported adversaries to include "Edge of the Empire" as the first part of their category.
  • For the RZ-1 A-wing, the light laser cannon now properly has the Linked 1 quality.
  • Updated the Superflare, Needle, 4R3, 8880 landspeeder, J-Type barge, and Keldabe with their special features, using vehicle mods (see below).


New Features/Enhancements:


  • All applications now support language translation. You can change the language and edit translations through the launcher or the data editor. The translations support all text displayed in any of the apps' forms and in the printed sheets. The translations do not include data, however, except for characteristics, skills, and item descriptors. Those three data files can be translated through the new translation mechanism. The following languages are currently supported:
    • English (United States)
    • Spanish (Neutral)
    • German (Neutral)
    • French (Neutral)

  • The data editor now supports language data sets. These data sets will only be loaded if they match the current language. All language-specific customization should go into an appropriate language data set if you want to support multiple languages for the apps.
  • This release also now includes a language data set import for the following language:
    • German (partial)

This data set is not complete, but should be a good start for doing your own data translations.


  • You may now grant free talents from the GM Grants dialog. Just select the talent to grant plus any ranks. These talents will be added to the character if they don't already exist, and any ranked talents will have its ranks added to any existing ranks. Certain talents that require user interaction, such as Dedication, are not included.
  • Added support for Jury-Rigged (checkbox) and "Raise Hard Points with Check" (used by Intuitive Improvements) to the Talent editor.
  • The Talent editor will now keep all settings on a talent, even if the setting isn't currently supported by the editor, such as the Signature Vehicle talents. Before, if you customized such talents, the non-supported options were removed.
  • For compact character sheet, skills will include any skill, ranked or not, that has some sort of a modifier, such as a boost, advantage, remove setback, etc.
  • For compact character sheet, modified the way talents and Force abilities are added. In order to even out distribution, the list with the most items will be shortened each pass, instead of each in its turn. So, if there's 10 talents and 5 Force abilities, Force abilities won't be touched until talents are whittled down to 5 or under.
  • For compact character sheet, if a weapon has a quanity more than 1, it'll be shown in the second line. Likewise, gear counts will only be shown if higher than 1.
  • Reworked weapon categories to be a bit more useful and straightforward.
  • In the skills pane, sorting by career status had stopped working. You may now, once again, sort on career status, and by dice pool as well.
  • For group resources, when you add a rebel base as a resource, it will now automatically give your group the Rebel Base duty. The size of the duty will depend on the number of group members, but can be changed just like any other duty or obligation.
  • To allow for the lightsaber hilt construction rules found in the Force and Destiny GM's Kit, a new attachment was added called "Lightsaber Hilt Construction Modifications". This is a zero-cost and zero-HP "attachment" that can be used to apply special results of a construction check of a lightsaber hilt, such as added/removed HP, or added/removed encumbrance.
  • The dialog to select a Signature Vehicle should be displayed much quicker now.
  • Any holocron in the inventory of a group that a character belongs to will now give any career skill benefit to the character when using the generator.
  • Added species features to compact character sheet. If the only features that a species has are mechanical (such as added skills or talents), it will not be shown.
  • For GM Grants, you may now grant up to 5 Force rating instead of just one.
  • You can now use unarmed with itself when creating a Two Weapon set.
  • Innate weapons (including unarmed) can now have their names changed like normal weapons.
  • Changed the way caching works so that items such as characters and adversaries should load faster. This should cut down on the time it takes to load the generator and the GM Tools.
  • Vehicles now support base (built-in) mods. This can be used to add special rules or features to the vehicle. Mods can be added using the add vehicle dialog in the data editor. Vehicle sheets will now display any mods under the action panel, while vehicle summaries display them as "Features".
  • When printing trees (talents, Force powers, and Signature Abilities), the character sheet and GM Tools' print trees feature will now intelligently vary the size of the font used in order to fill up the page as much as possible. The displayed tree in the generator should now be a bit clearer.
  • In the add adversary dialog, you may now type in a filter for skills, talents, and force abilities.
  • In the add adversary dialog, if you currently have an adversary category filter selected from GM Tools, that category will be used by default for a new adversary.
  • In the add adversary dialog, the description and preview for custom items has been removed, since they were never used for anything.
  • In the add encounter dialog, if you currently have a campaign or adventure filter selected from GM Tools, they will be used by default for a new encounter. Additionally, the location from the last previously-edited encounter will be used for the location.
  • In the dialog for inserting previous custom items for adversaries, you may now type in a filter for the item name.
  • In the dialog for inserting previous custom items for adversaries, you may now preview the text before inserting the custom item.
  • In the equipment pane, double-clicking an item for sale will bring up the purchase dialog. If the Purchase button is not shown, it will bring up the add dialog (or automatically add the item) instead.
  • In the data editor, you may now change the name of an item as well as its description from the main window. Both the name and description will be used for "DescOnly" type custom items.
  • In the data editor, if you blank out the name of an item (delete all characters), the name will automatically be replaced with the base name (assuming it's not an added item). This will happen for the description as well. If both the name and descripition of a "DescOnly" item are the same as its base item, the customization will automatically be removed. This will not happen for "Added" or "CustomItem" items.
  • When changing the source of an item being added or updated in the data editor, checking any existing source will automatically uncheck the "User Data" source.
  • The tool tip for talents in the specialization pane now includes a count of how many times the talent shows up in each specialization listed.

Bug Fixes:


  • Certain characters with multiple Dedication talents being applied to multiple characteristics did not translate correctly over to PC Adversaries in GM Tools. Final characteristic scores were off, since Dedication was not being applied correctly. Talents such as Dedication that change characteristics are no longer added to the adversary version of a PC. Instead, the "purchased" ranks of the characteristic are just increased to compensate.
  • In shown weapons, if a weapon had multiple sources of the Superior quality, it was showing more than one added advantage. It will now show at most 1 advantage for the Superior quality, no matter how many times it's included.
  • Mods that lower encumbrance will always do so to a minimum of one encumbrance. Zero encumbrance items are not affected by such mods.
  • Modified the numeric up/down control in the grids. It should now register changes to the value immediately, instead of requiring the control to lose focus first. This should work both with using the spinners, and with directly changing the value of the text.
  • Career skills from group bases weren't showing up properly on characters. This has been fixed.
  • If a droid bought into a FaD specialization and selected a Force-only lightsaber technique talent, it still brought up the skill char dialog, even though the talent could not be used. Additionally, when another specialization was selected, then the FaD specialization was selected again, an error would occur. This should no longer happen.
  • When adding a new source using a data editor, an exception would be thrown. This will no longer happen.
  • If a character had a Signature Vehicle, typing in a new name for the character would cause delays between each keystroke. This was because a name change caused the Signature Vehicle attachment to be re-created each time you pressed a key. This behavior has been changed to only rename the attachment (ie, "Bob's Signature Vehicle") if your Signature Vehicle is part of your character.
  • If you clicked the "New" button to create a new character, adding a Signature Vehicle would cause an exception. This has been fixed.
  • If you loaded a character with a non-FaD career, then subsequently loaded a character with an FaD career, the character's career skills would no longer be checked. This was because the new career skills hadn't been updated yet in the career pane, and the check logic took the discrepency between the old count (4) and the new count (3) as a problem and wiped the career skills. The career pane is now updated before this check can occur, so the problem has been resolved.
  • There was a possibilty that the compact character sheet would print with very poor quality if the symbol key was included. This ended up being due to a corrupted graphic in the symbol key. This should no longer happen.
  • When the Jury Rigged attachment was purchased, multiple options were allowed to be selected. It will now correctly allow you to choose only one Jury Rigged option.
  • Again, with the Jury Rigged attachment, the "Failed" check boxes were functional, even though they made no sense for Jury Rigged. They will no longer be displayed for this attachment.
  • When a previously-selected attachment option was "failed", the attachment cost was not updated. It will now be properly updated.
  • If you enabled and disabled Shown, Carried, or Equipped multiple times on the Unarmed weapon (or any innate weapon), the changes would not always take effect as they should. This has been fixed.
  • If an adversary had an ability or talent that added special dice to a combat skill that it did not possess, they would not show up in the weapons list if a weapon used that skill. They will now show up properly.
  • The calculation for determining your final melee and ranged defense values was incorrect based on a recent developer-answered question. Now, only one equipped item will contribute to melee or ranged defense at a time. For instance, if your armor gives you a total of 1 melee and 1 ranged defense, an equipped melee weapon (maybe a shield) contributes 2 melee defense, and an equipped lightsaber has 1 melee and 3 ranged defense, your final defense values will be 2 melee (from the melee weapon) and 3 ranged defense (from the lightsaber), assuming you always have the weapon and lightsaber in-hand during combat. "+ Defense" mods (such as from the Defensive or Deflection qualities, or from talents) only stack for a particular item, not for your final defense values. Soak values will still stack, with the highest figured soak from each of four "source types" (armor, cybernetics, weapons, gear) contributing to the final value.
  • In the dialog for inserting previous custom items for adversaries, double-clicking was supposed to automatically add the item to your adversary. It will now properly do this.
  • When using a vehicle attachment with ad-hoc weapons defined, the ad-hoc weapons would not always show up properly with the vehicle. This has been fixed.
  • Default settings in GM Tools (such as last-used filters, etc) would no longer save properly. They should now save once again.
  • If you created a Force character and selected a technique, but kept the base characteristic (Brawn), the next time the character was loaded, it would ask for characteristic again. If you, once again, selected Brawn, an exception would occur. This was due to the order in which I updated the GUI after a character was loaded. The exception will no longer occur, and selecting the base characteristic (Brawn) will no longer cause the system to prompt you for a characteristic upon load, or after switching specializations. If you wish to change the characteristic used for your lightsaber, just click the "play" button on the technique talent, or click the "Skill Char" button at the top, as usual.

As always, give DropBox about 15 min or so to sync up before trying to download...

Yey! Thanks for the early Christmas gift! \ :D /