Another Character Generator

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

This looks great. Are there any plans to compile it for OS X? I have a mac, and I'm a programmer, I could give it a go. What languages/framework are you using?

As a reminder, this new version changes the way categories work and are used. If you've added your own vehicles or weapons in earlier versions (or customized existing ones), you're going to want to go back to the editor and assign them categories, as by default, they won't have any. Just go through the available categories and assign whatever ones seem to fit. This will increase your chance of having appropriate attachments work with your items. You can do this with armor as well, but there's currently only one category for armor ("Sealed") because that's all I needed for attachments. If you've created your own type of full-body armor, or environmental suit or whatever, then give it the "Sealed" category so certain attachments will work with it.

You can add your own categories if you want, but until I write an attachment editor where you can create your own attachments and have them work with your own categories, the only purpose it will serve is for filtering in the equipment or vehicle panes.

This looks great. Are there any plans to compile it for OS X? I have a mac, and I'm a programmer, I could give it a go. What languages/framework are you using?

It's written using .NET. Do you know of a way to have .NET apps run on a Mac?

This looks great. Are there any plans to compile it for OS X? I have a mac, and I'm a programmer, I could give it a go. What languages/framework are you using?

It's written using .NET. Do you know of a way to have .NET apps run on a Mac?

It may be portable using Mono .

Hey Oggdude, thanks for adding the categories! I keep thinking it can't get more awesome, and it does.

Removed. The issuewas not what I thought it was... Its working correctly

Edited by R00kie

Just out of curiosity, who's working on building custom files for the Age of Rebellion material?

I've already got most of the careers and specs (just have the Soldier stuff left) and the various new talents loaded. Don't have all the weapons yet, and only a couple bits of new gear. Haven't even touched the new Force Powers yet.

If there's interest, I may put these files into a zip folder and offer them to the community. However, the new talents won't have the game rules, and the gear will have just the basic chart stuff, but instead will refer to the proper page in the AoR Beta or Beta Update.

Had to sign up to the forum just the tell you to keep up with the good work! Love the chargen it has helped a lot when making pre-gens for my players :)

Just out of curiosity, who's working on building custom files for the Age of Rebellion material?

Would love to have those files, to busy with work and other stuff to sitt down and add them myself.

Just got picked up by the GM in my new group that my Trandoshan should not have Enduring as a free talent. Not sure how that crept in, since I don't see it in the Core Rulebook and I've been told it's not in the Beta...

Anyway, easy enough to fix in the XML file, but thought you might want to add it in your next batch of fixes.

Oh, and I absolutely love this program and have just bought you a virtual beer! ;)

Just got picked up by the GM in my new group that my Trandoshan should not have Enduring as a free talent. Not sure how that crept in, since I don't see it in the Core Rulebook and I've been told it's not in the Beta...

Anyway, easy enough to fix in the XML file, but thought you might want to add it in your next batch of fixes.

Oh, and I absolutely love this program and have just bought you a virtual beer! ;)

When I first started this, I created everything by hand, and it was usually easier just to start with something that was already finished, then modify it for whatever I was doing. So, whatever species I copied over as the start of the Trandoshan probably had the Enduring talent, and I forgot to remove it :) It'll be gone in the next release.

Just noticed one thing when adding a starship to a character. He has added a hidden compartment to his ship for 1 hardpoint, but there is no option to add another secret compartment for another hardpoint. Not sure if this is possible according to the rules or anything, but i cannot remember reading anything about it at least.

I know you can modify the secret compartment to add more space to it, however i would think that if you simply used more hardpoint locations to add more secret compartments that would work too. At this moment it is impossible to do so.

Intended or not?

Just noticed one thing when adding a starship to a character. He has added a hidden compartment to his ship for 1 hardpoint, but there is no option to add another secret compartment for another hardpoint. Not sure if this is possible according to the rules or anything, but i cannot remember reading anything about it at least.

I know you can modify the secret compartment to add more space to it, however i would think that if you simply used more hardpoint locations to add more secret compartments that would work too. At this moment it is impossible to do so.

Intended or not?

I may be wrong about this, but the main Smuggling Compartment attachment will convert 25 encumbrance capacity into smuggling compartments. If you add one of the optional mods, then you'll need at least another 25 encumbrance capacity to convert. So, if you want to add one of the optional mods, then you'll need a ship with at least 50 encumbrance capacity, and for the second, you'll need a ship with at least 75 encumbrance capacity. This is how I read it, and this should be how I implemented the attachment.

Is the filter by category just used to separate RAW from custom data?

Also, is there a reason why the 'shortened barrel' attachment costs 1725? RAW shows it as 250. I checked official Errata and didnt see any mention of it either.

The only custom data I've done is adding descriptions of talents/weapons etc.

Which leads to next question, would it be possible to get a dialogue box on PURCHASE of new gear that lets you SPECIFY the price, similar to how you have when selling. My campaign is in the outerrim were prices are often % higher than prices listed in book. Its just kind of a pain to do all that math for your entire transaction than go subtract that from your credits in char description window.

Edited by Diggles

My group is thinking of switching over from Saga to Edge and this tool has been a great tool to use it allowed me to whip up character sheets for all five of them in no time. So I just like to add my thanks to OggDude for making it and the continuous updates you have done.

I would like to know if it is possible to add more sheets to the character sheets as currently it is at four and while this is fine for the time being with higher experience characters the third sheet cannot contain all the talents and Force Powers an individual May end up with.

I would like to know if it is possible to add more sheets to the character sheets as currently it is at four and while this is fine for the time being with higher experience characters the third sheet cannot contain all the talents and Force Powers an individual May end up with.

Welcome to the party pal!

One thing that I did as a EoE player in beta was to print each of my talent trees out and put a check in the top left box, next to the ones I had purchased. Plus as a gamer used to talent trees, I also used a highlighter and made a path to the build I was planning.

This may help you in place of extra pages or in the interim.

Edited by Diggles

As you may know there is a critical damage result that permanently lowers the stat of a character. One of my players had the misfortune to experience this, but i cannot find a way to reduce the stat in question by one point. Anything you can do about this or is there just something i`m missing?

Quick Question, and forgive my if it's already been answered.

If I modify Talents and then copy the talent file from the custom Files folder to a different PC will that file work, or do I need to do anything to add it to the Generator?

I am asking rather than trying because I do not wish to mess up things I have already done.

Cheers

Quick Question, and forgive my if it's already been answered.

If I modify Talents and then copy the talent file from the custom Files folder to a different PC will that file work, or do I need to do anything to add it to the Generator?

I am asking rather than trying because I do not wish to mess up things I have already done.

Cheers

If you added talents since version .10, you can copy the Talents.xml file found in DataCustom to the DataCustom directory of the other install, but be warned that it will replace any added, custom, or description talents that are already there. That means that characters, adversaries, etc., that were created with that data may have problems. If the other install has no custom data, then you can just copy your DataCustom directory over the other one and all your changes will appear in that generator.

My group is thinking of switching over from Saga to Edge and this tool has been a great tool to use it allowed me to whip up character sheets for all five of them in no time. So I just like to add my thanks to OggDude for making it and the continuous updates you have done.

I would like to know if it is possible to add more sheets to the character sheets as currently it is at four and while this is fine for the time being with higher experience characters the third sheet cannot contain all the talents and Force Powers an individual May end up with.

Not currently. However, if it becomes an issue, just let me know and I'll look into dividing out pages 3 and 4.

As you may know there is a critical damage result that permanently lowers the stat of a character. One of my players had the misfortune to experience this, but i cannot find a way to reduce the stat in question by one point. Anything you can do about this or is there just something i`m missing?

My suggestion would be to have mercy on the guy and not to maim his character :)

No, I don't have a way to do that right now. You can lower the stat in the Characteristics panel, assuming it's been raised previously, but he'd get back XP, so you'd then have to dock him. Which begs the question... are there any other conditions that can essentially remove XP, as well as a stat point, permanently without having an option to get it back? That's pretty nasty.

When you select Deadly Accuracy as a Talent, the generator lets you choose 1 combat skill, but unfortunately doesn't seem to add the damage of base skill ranks on the character sheet to appropriate weapons. Would be really nice if it did that somehow... =)

I love the GMTools. Makes keeping track of encounters so much easier.

Question: Are there plans to add in the ability to track ship combat encounters? Similar to the way planetary encounters are done except with the ability to add ships and track those battles.

Thanks!

Edited by hendersondayton

Hey Donovan, I would love to see the talents and stuff made available in .zip file form. I got most of talents done and a friend of mine that was housesitting for me deleted several folders on accident, and that was one of them. Also in sure other would be interested as well.

When you select Deadly Accuracy as a Talent, the generator lets you choose 1 combat skill, but unfortunately doesn't seem to add the damage of base skill ranks on the character sheet to appropriate weapons. Would be really nice if it did that somehow... =)

I would, except Deadly Accuracy is only applied on the first attack, so I'd have to have both normal damage and DA damage listed. And I don't think there's enough room in the column for both. But, I'll look into it and see if there's something I can do.

I love the GMTools. Makes keeping track of encounters so much easier.

Question: Are there plans to add in the ability to track ship combat encounters? Similar to the way planetary encounters are done except with the ability to add ships and track those battles.

Thanks!

There's a couple of things I was pondering about adding. One was the ability for adventure groups to own their own "group" vehicles. That way, vehicles don't have to only be attached to characters. However, I suppose encounters could also be expanded to include vehicles, with some sort of crew roster created from the available adversaries. And, of course, crew rosters could also be applied to "group" vehicles, so you can man your own vehicles with available group members.

If I were to include crew rosters for vehicles, plus the ability to add vehicles to encounters (as well as groups), how would you want this to look? Some ships specify particular posts, like pilot, gunner, engineer, etc, but others are vague, especially capital ships, and others have combined posts (like pilot/gunner). So, maybe a good way to do it is to have a fixed number of possible crew positions, then just assign one or more positions to particular adversaries/group members. This would be shown on the starship sheet as a crew manifest, along with associated skills for each position.

One problem I can see with this is if a group of, say, 5 characters somehow obtains a capital ship. In order to fill all the positions, they'd have to hire a crew. That would mean that crew positions can't just come from available characters (or even adversaries, in the case of encounters). There's have to be some sort of way to add on-the-fly "crew members" where you just specify the appropriate skill level for the position (pilot for pilot, astrogation for navigator, gunnery for gunner, mechanics for engineer, or whatever). And, of course, you would really need to "hire" these phantom crew members by "buying" them with credits :)

Anyway, the application of this can be rather complicated, plus there's a bunch of different ways it can go. Is what I mentioned too complicated? Does anyone even care about crew manifests? Are they even needed? Also, we'd have to come up with an exhaustive list of crew positions that can be assigned, based upon the skill required to fill that position. Not only that, but I will also eventually have to add inventory capability to ships and groups. If anyone has suggestions on exactly how they'd want any of this to look, or if maybe this has spurred some creative thoughts on other features to add, please post!