Another Character Generator

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

16 minutes ago, Nytwyng said:

Doing that as a reward is a simple and elegant way of doing it! I certainly wouldn’t have thought of it.

You can actually add the reward even if you're not a Jedi, since there's no career validation. However, unless you already have a Force rating, adding a rank of the Force Rating talent won't do anything (Force Rating is a Force talent, which only takes effect if you have a Force rating already). However, I actually like it this way, as you may have other needs for it, such as adding another FR to a character with FSE or a FaD career.

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@OggDude

I just want to say:


You Rock!
And thanks for all of your work!! ❤️

59 minutes ago, OggDude said:

I've been adding all the new stuff from Collapse of the Republic. When I add a new book, there's a chance that some talent, item, or whatnot does something that the generator doesn't support. This was the case with the Ichor Blade talent, where you choose a weapon and modifications are applied to it. This required a whole new feature to be added, which slowed things down. Sometimes, I think that they add things like this just to try and stump me 🙂

Anyway, that's working now. I think I have vehicles left to enter, plus assorted adversaries scattered around the remainder of the book. Oh, and for the option where you can spend 30 XP to get an extra Force rating when you start in the Jedi career, I'm handling that by having a special reward called "Jedi" that grants the talent, and shows up on your character sheet so you can track where it came from.

Anyway, still plugging along.

Have you considered adding phalanx support to the GM tool?

5 minutes ago, Daeglan said:

Have you considered adding phalanx support to the GM tool?

I'll see about maybe changing the text up a bit for Encounter sheets if they choose a Phalanx option or something like that in the editor. It's more of a display change than anything else.

21 minutes ago, OggDude said:

I'll see about maybe changing the text up a bit for Encounter sheets if they choose a Phalanx option or something like that in the editor. It's more of a display change than anything else.

Hey Ogg is there a reason why Tinker cant add hardpoints to ships?

3 hours ago, Daeglan said:

Hey Ogg is there a reason why Tinker cant add hardpoints to ships?

I thought it could. I'll have to check.

Is Tinkerer even supposed to do that?

1 minute ago, micheldebruyn said:

Is Tinkerer even supposed to do that?

there is no limitation on it in the long description. just has to be owned by the character...

6 minutes ago, Daeglan said:

there is no limitation on it in the long description. just has to be owned by the character...

The talent description says it works on "one piece of equipment" and repeatedly uses this phrase. Nowhere does it indicate this can be used on vehicles, which are not classed as "pieces of equipment" anywhere else in the books' semantics but as their own category (which is why vehicles are included in their own chapter separate from Gear & Equipment).

Unless there's an errata or dev response that says otherwise, I would argue Tinkerer is not intended for vehicles in the slightest.

Question asked by 2P51 :

Can Tinkerer be used on starships?

Answered by Sam Stewart :

The Tinkerer talent refers to “one piece of equipment,” which implies personal equipment, aka not vehicles, starships, and other things too large to carry (and not generally found in Chapter V: Gear and Equipment of the Core Rulebook). However, if the GM wishes to let a starship or vehicle count as a “piece of equipment,” then it’s well within their rights to do so.

So, the default answer is, "No."

Edited by salamar_dree
3 hours ago, salamar_dree said:

Question asked by 2P51 :

Can Tinkerer be used on starships?

Answered by Sam Stewart :

The Tinkerer talent refers to “one piece of equipment,” which implies personal equipment, aka not vehicles, starships, and other things too large to carry (and not generally found in Chapter V: Gear and Equipment of the Core Rulebook). However, if the GM wishes to let a starship or vehicle count as a “piece of equipment,” then it’s well within their rights to do so.

So, the default answer is, "No."

Cool. So I had it right all along 🙂 Actually, I'm pretty sure this has come up before, it's just been so long I had forgotten.

I had to get home to check my books. The Modder from Special Modifications has a Talent called Custom Loadout that allows them to add 2 Hardpoints to their Signature Vehicle.

6 hours ago, salamar_dree said:

I had to get home to check my books. The Modder from Special Modifications has a Talent called Custom Loadout that allows them to add 2 Hardpoints to their Signature Vehicle.

That's why I'd argue against tinker working on vehicles, it steps on the toes of what another talent and spec can do.

Love that Rise is finally on here. I'm spending lockdown building and painting a bunch of Legion minis in preparation for a Clone Wars campaign we want to get going once we can actually meet up in person again. Now if only Collapse wasn't nearly impossible to find... 😞

I just noticed something while going through the data to put in all the Rise of the Separatists info. Any particular reason why all the universal specializations from Dawn of Rebellion are checked as class specializations for each class while the other universal specializations are not?

2 minutes ago, Kesin said:

I just noticed something while going through the data to put in all the Rise of the Separatists info. Any particular reason why all the universal specializations from Dawn of Rebellion are checked as class specializations for each class while the other universal specializations are not?

It's an option from one of the new books. You can turn it off from the Options dialog.

12 hours ago, OggDude said:

Cool. So I had it right all along 🙂 Actually, I'm pretty sure this has come up before, it's just been so long I had forgotten.

Maybe it should be an optional setting.

2 hours ago, Daeglan said:

Maybe it should be an optional setting.

A GM grants wouldn't be a bad call. However I would advise against it because what's to stop someone from getting a GM to do that and then crossing into Modder to get more benefits applied?

Tinkerer exists for equipment, vehicles are not equipment, there's already a spec and a talent for vehicles.

7 hours ago, Kesin said:

I just noticed something while going through the data to put in all the Rise of the Separatists info. Any particular reason why all the universal specializations from Dawn of Rebellion are checked as class specializations for each class while the other universal specializations are not?

UnivSpecs.png

8 minutes ago, OggDude said:

Hmmm...that just reads to me as a way of illustrating that you can purchase a Universal spec during character creation as a way of fleshing out backstory.

For me, it could go either way, but the person who brought this to my attention actually spoke to a developer and they said the point of this was to be able to use universal specs in place of class specs during character creation in order to add some additional flavor or options. They still don't count as career specs, so, for instance, you wouldn't be able to attach a Signature Ability to one, but it makes things more interesting.

Nothing in there says that it breaks the normal career/spec rules. It just reiterates that you can choose a universal spec at launch in addition to your career spec.

Otherwise it wouldn't make sense to note that it expands a Mechanic's repertoire - if the universal was supposed to be used as first spec, the character wouldn't have the Mechanic spec already.

And frankly, word of dev means nothing, considering how contradictory it has always been.

Edited by Stan Fresh
2 minutes ago, Stan Fresh said:

Nothing in there says that it breaks the normal career/spec rules. It just reiterates that you can choose a universal spec at launch in addition to your career spec.

Otherwise it wouldn't make sense to note that it expands a Mechanic's repertoire - if the universal was supposed to be used as first spec, the character wouldn't have the Mechanic spec already.

Then again, that's the way its always worked, so why even mention it? "A Mechanic, for example, might have picked up her engineering skills as a Cadet in one of the Imperial Academies." This implies that her talents came from the Imperial Academy Cadet spec, rather than a Mechanic career spec.

As I said, I could go either way, and to be honest, when I read this, I questioned it too. But, apparently what they had in mind was to allow universal specs to be used in place of career specs during character creation. So, I added an option for it. If it's just too weird for you (which is understandable), you can turn off the option in the Options dialog.

Quote

"A Mechanic, for example, might have picked up her engineering skills as a Cadet in one of the Imperial Academies." This implies that her talents came from the Imperial Academy Cadet spec, rather than a Mechanic career spec.

Since Mechanic isn't a career, but a spec, the text is talking about the character having an universal in addition to a career spec. Ergo the character doesn't start out with just the universal.

Edited by Stan Fresh
3 hours ago, Stan Fresh said:

Since Mechanic isn't a career, but a spec, the text is talking about the character having an universal in addition to a career spec. Ergo the character doesn't start out with just the universal.

I always confuse Technician career with Mechanic spec 🙂 But in the second example, Warrior is a career (I double checked 🙂 ) and they're referring to taking Retired Clone Trooper spec instead of a Warrior spec. Of course, that's a weird example, as Warrior is a Force career, and not one you'd normally associate with a clone.

Regardless, it's supposedly what they had in mind, which is why I added it. You can turn it off if you don't like it and everything is back to the way it was.