Another Character Generator

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

1 hour ago, OggDude said:

There's really no point in even getting Armored Clothing. Just get Heavy Clothing with a fully-modded Armor Inserts. Twice as effective for 75% of the cost. There's definitely something broken with this attachment.

I am actually kinda OK with it. IMO, player character survivability is already at a disadvantage with how the game favors offense over defense. So I am willing to over look a suspect dev rulings in this particular case.

Perhaps a disclaimer on the attachment. Some kind of GM beware. However... that could lead to a slippery slope.

Food for thought.

@OggDude

I found a typo when using the gear crafting process (based on Special Modifications p. 84). A gadget with "Safety Features" (3 Advantage or 1 Triumph) is listed in the inventory as helping "checks made by this weapon ". "Weapon" should be replaced with "tool".

I've ruled that when you put inserts into simple clothes like Concealing Robes, it basically just leaves the clothes the same, but with the mods for +1 Soak and +1 Defense (and increase difficulty to notice inclusion). It makes 'Light' armor that might have thematic or personal value better, but not the OP, cost-cutting options that the existing attachment is. Thematically, adding armor inserts to a set of Jedi robes doesn't suddenly transform them into Han Solo's vest.

For reference, it's just the 'Armor Insert' attachment as seen in CharGen.

I'm just going to leave Armor Inserts the way they are. You can always ignore the attachment and just add Armored Clothing to your inventory. If you want to make them into Super Armored Clothing, create a new Armor with the stats you want.

Is there a way to do GM grants on weapons or armor? I made customs Kyber crystals that grant feats or add weapon qualities, is there any way to represent that on the character generator?

My group found an error on the Juyo beserker talent tree. It has Dynamic Fire, in the 3rd slot on the left side of the talent tree and it should be - Embrace your Hate

11 minutes ago, damnkid3 said:

Is there a way to do GM grants on weapons or armor? I made customs Kyber crystals that grant feats or add weapon qualities, is there any way to represent that on the character generator?

Just create a custom lightsaber crystal in the data editor with the abilities/talents/etc as base modifiers (or optional if they need to "earn" the further upgrades) and then export your dataset for your players to use. You can do that with literally anything - if it's something they can add to their existing gear, make it a 0 HP attachment for that equipment type etc.

Data editor is your best friend.

I don't understand how the Group creator in GM Tools calculates Morality on the printed page. I have three PC's using Morality. Two are at 50 and the other at 54. When I print the Group page it list their d10 values at 0, 0, 4. I have tried adjusting the others Morality, but the values stay.

Is it possible to somehow change the images added by the tags the different symbols? I'd like to try and use this to create adversaries for Genesys but would like to use the Genesys symbols.

9 hours ago, Jedifish said:

I don't understand how the Group creator in GM Tools calculates Morality on the printed page. I have three PC's using Morality. Two are at 50 and the other at 54. When I print the Group page it list their d10 values at 0, 0, 4. I have tried adjusting the others Morality, but the values stay.

Morality does not work like Obligation,

12 hours ago, Jedifish said:

I don't understand how the Group creator in GM Tools calculates Morality on the printed page. I have three PC's using Morality. Two are at 50 and the other at 54. When I print the Group page it list their d10 values at 0, 0, 4. I have tried adjusting the others Morality, but the values stay.

The d10 roll is the mod 10 value of the morality. So, if morality is 56, the roll would be 6.

That being said, I can no longer find this rule for triggered morality in the CRB. Page 323 just says to roll a d100 and the closest morality to that roll is triggered. Has this changed? Does anyone know where I got this rule from? 🙂 It was a long time ago, so I don't remember.

1 hour ago, OggDude said:

The d10 roll is the mod 10 value of the morality. So, if morality is 56, the roll would be 6.

That being said, I can no longer find this rule for triggered morality in the CRB. Page 323 just says to roll a d100 and the closest morality to that roll is triggered. Has this changed? Does anyone know where I got this rule from? 🙂 It was a long time ago, so I don't remember.

I think that was the beta rules

After making a custom specialization, how do you assign it to a career?

13 minutes ago, damnkid3 said:

After making a custom specialization, how do you assign it to a career?

In the databeditor go to the career andncheck off the box for it.

So, I updated the Morality table in groups to use the CRB, rather than the beta. I'm guessing not a lot of people use the group feature from GM Tools, or this would have come up sooner. If you're a GM, and you already have all your players' characters in the generator, it's probably worth it to add a group for them, if for nothing else than to print out the group sheet. It's very useful during play, as it has obligation, duty, and morality rolls, plus common skills, group equipment, etc.

Anyway, here's what Morality looks like now:

Morality.png

*sighs*

I'm now one of those people who've done something unfortunate in the program and therefore encountered an "unhandled exception" complaining about an "object reference not set to an instance of an object" .

In plainer language, one of my characters has just disappeared from the selection list. I found it in the "\Appdata\roaming" path, but can no longer import it and only get an error message with lots of incomprehensible (for me) details.

I believe that the root of the problem lies with some items which I created in the Data Editor and put into the character's inventory. I have just erased those items in the Data Editor (because the 2.3.4.0 version now has those items from RotSep and I wanted to get rid of doubled items). Unfortunately I did this before I'd removed them from the character's inventory. And now the character is no longer accessible in order to remove the items. :(

This is a high XP character, and I'd prefer not to re-create it from scratch. Is there any other solution to my problem?

16 minutes ago, Bellona said:

*sighs*

I'm now one of those people who've done something unfortunate in the program and therefore encountered an "unhandled exception" complaining about an "object reference not set to an instance of an object" .

In plainer language, one of my characters has just disappeared from the selection list. I found it in the "\Appdata\roaming" path, but can no longer import it and only get an error message with lots of incomprehensible (for me) details.

I believe that the root of the problem lies with some items which I created in the Data Editor and put into the character's inventory. I have just erased those items in the Data Editor (because the 2.3.4.0 version now has those items from RotSep and I wanted to get rid of doubled items). Unfortunately I did this before I'd removed them from the character's inventory. And now the character is no longer accessible in order to remove the items. :(

This is a high XP character, and I'd prefer not to re-create it from scratch. Is there any other solution to my problem?

As long as you have the XML file for the character, just import it back. If it doesn't recognize inventory items, it should just remove them without error.

1 hour ago, OggDude said:

As long as you have the XML file for the character, just import it back. If it doesn't recognize inventory items, it should just remove them without error.

It's when I try to import it from the "\Appdata\roaming" path that I encounter the error message quoted above, and have to choose between either quitting the Character Generator or having it freeze on me. When it freezes, the cursor can be moved and used on the buttons on the left side, but I can't select characters or scroll up and down the character list, and I end up having to quit the Character Generator anyway.

Edited by Bellona

I have 2 characters who started in non- force careers and bought in to force careers and the force powers do not appear to buy. They have bought down and purchased the force rating on their force specialization.

Do you know to get the force powers to appear in this case?

16 minutes ago, damnkid3 said:

I have 2 characters who started in non- force careers and bought in to force careers and the force powers do not appear to buy. They have bought down and purchased the force rating on their force specialization.

Do you know to get the force powers to appear in this case?

if they didn’t start with a Force career, they have no Force rating to increase with the Force Rating talent. They’ll need to buy one of the Universal specs that grants a Force rating. Force Sensitive Emergent, Force Sensitive Exile and Padawan Survivor will grant a Force Rating for just purchasing the specs. The Nightsister universal spec has a talent that will grant a Force rating of 1.

4 hours ago, Bellona said:

It's when I try to import it from the "\Appdata\roaming" path that I encounter the error message quoted above, and have to choose between either quitting the Character Generator or having it freeze on me. When it freezes, the cursor can be moved and used on the buttons on the left side, but I can't select characters or scroll up and down the character list, and I end up having to quit the Character Generator anyway.

Email the file to me. [email protected]

2 hours ago, OggDude said:

Email the file to me. [email protected]

The .xml file?

Sorry if this has already been asked, but if it has, I can't find it.

First: There is a corresponding Notes section for Story, Motivation, Obligation, Duty, and Morality that shows up in those sections - those are not the ones to which I'm referring.

When you print a character sheet, there are several places that appear to be intended as space for players to write notes on the sheet. There's one at the bottom of the page for Description/Motivations/Obligations/Duties/Morality. There's another at the bottom of the page for Background/Story. Another at the end of Force Abilities. And finally, there's another below Weapons/Armor/Gear on the equipment page.

Are these only meant to be written in by hand after printing physical copies of a sheet? I put a block of test text in every open field I could find in every tab of the character generator and couldn't anything that populates these sections.

Am I missing something? I attached a pic of the one on the description page for clarity.

My thanks in advance.

notes description page.PNG

They're there basically to fill out partial pages so they don't look funny. Due to the dynamic nature of the character sheet, each page can take up either less than the page, or may extend to another page or pages. Because of that, you can end up with extra space at the bottom. The "Notes" sections are just added to fill in the space, if needed, and do not correspond to any sort of "notes" entered in the generator. When using your sheet, they come in handy for jotting down plot points, found equipment, temporary conditions, etc. At the end of the session, you can use the notes to update your character.

Ok, cool. I just wanted to make sure I wasn't overlooking something. Thanks. This tool has made running my game 1000x easier.