Another Character Generator

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

Just design it around a 5 crew or less ship, assume players are running 4 silhouette or smaller. Let players doing capital ship stuff work their own solutions.

Just design it around a 5 crew or less ship, assume players are running 4 silhouette or smaller. Let players doing capital ship stuff work their own solutions.

One of the suggested ships in the book is silhouette 5. My players jumped at the Wayfarer. I don't know if sil 4 is a fair assumption.

Edited by kaosoe

While using the character creator, it seems impossible to select the middle 2 talents from the second line of the Scoundrel tree.

They aren't connected to talents from the top level tree, and so I would have to go all the way down the tree, to then go up again to reach them. Is this intentional?

While using the character creator, it seems impossible to select the middle 2 talents from the second line of the Scoundrel tree.

They aren't connected to talents from the top level tree, and so I would have to go all the way down the tree, to then go up again to reach them. Is this intentional?

If you look at page 84 of the CRB, you'll see that this is exactly how the scoundrel tree is designed. You basically have to purchase talents all the way to the bottom, then work your way back up the middle two columns. Slicer is similar, as you have to buy down to the fourth row before you get access to the majority of the tree.

Just design it around a 5 crew or less ship, assume players are running 4 silhouette or smaller. Let players doing capital ship stuff work their own solutions.

One of the suggested ships in the book is silhouette 5. My players jumped at the Wayfarer. I don't know if sil 4 is a fair assumption.

Whatever I end up doing, I don't think I want it based on silhouette. I'm basically trying to think of value-adds that would make doing something like this worthwhile and useful. Before adversaries, you could still create your own "encounters" by just creating individual characters and printing their sheets. That obviously had some issues: characters take more thought and planning to create than adversaries, adding adversaries to the character pool would just clutter it up and make things harder to find, adversaries have a lot less relevant detail than a PC (they're basically designed to die in dramatic ways) and don't need multiple sheets, the GM would have to shuffle through a bunch of pages during combat, not to mention having to keep track of attributes separately for identical adversaries, etc. Having separate adversaries, which are basically simplified versions of PC's and have special grouping rules, made creating encounters easier and better.

Vehicles don't have "simplified" versions, the way adversaries are simplified PCs. However, if you remove the fancy graphics, their combat details are on par with the details for adversaries. I can see the game play benefit for the GM to have, say, a single "adversary" starfighter defined, and create a group of them to go after the PC's, each with their own hull and system strain columns in a grid, just like a rival group. I can also see the benefit of assigning at least skills to particular crew stations, so during combat, the GM would know what the dice pool would look like for doing maneuvers, firing weapons, doing repairs, or whatever, just like having adversary skills listed next to their weapons is beneficial.

Continuing on the lines of thinking about what adversary encounters currently do, and how to translate the good parts of that into vehicle encounters, we could do something like this:

  • Treat vehicles like "rivals" in the way they're displayed on the encounter sheet.
  • Have a special type of adversary for vehicles, where you take a base vehicle, make modifications to it the same way you can with PC vehicles, except give the GM more flexibility to change the stats to exactly what he wants, like the way you can with adversaries.
  • Instead of having a single group of skills for the "adversary", you could create separate crew positions, each with their own set of relevant skills. These would be listed in the "adversary" summary. For instance, you could have "Pilot" and give it the "Piloting (Space)" and "Gunnery" skill, and "Damage Control Officer", and give it a "Mechanics" skill. These would be listed where "Skills" are listed in the adversary summary. Crew positions don't necessarily represent a single being, but rather an archetype of what gunners, or mechanics, or whatever, look like on that ship.
  • Assign created crew positions to individual weapon systems as the GM sees fit. So, for something like a starfighter, you'd assign the "Pilot" position to its weapons, and make sure that "Pilot" has the gunnery skill. For larger ships, you might create one or more "Gunner" positions, then assign them to the various weapon systems. The appropriate skill for that weapon system, as defined for the crew position, would show up next to the weapon system, just like they do for weapons in the adversary summary.

There could be additional features to add. For instance, keeping track of which ships system has been taken out, or if it's not obvious that the "Pilot" skill set is used to make piloting maneuvers, maybe have a section that tells the GM exactly what dice pool to use for doing particular types of things during combat (weapons would already have this, as they'd be listed separately in the summary).

It still comes down to whether or not this level of detail is needed or is too complicated (creating vehicle encounters should be as simple as creating normal adversary encounters), and whether or not it's reasonable to fit all of this on an encounter sheet and still get a value-add from it. Again, let me know what you think.

Glitch I just ran across.

When designing a talent that is similar to Insight (making two specific skills in to career skills), the change isn't showing as saved in the editor. And when the talent is purchased in the character generator, the two skills aren't showing as now being career skills.

I also checked the Insight talent itself, and it's got the same issues as the custom made ones, in that it's not making Perception and Discipline into career skills. Made sure to select a career/specialization combo that doesn't offer those as career skills, and neither of them have the checkmark on the Skills tab of the chargen app to indicate they're now career skills.

Edited by Donovan Morningfire

Glitch I just ran across.

When designing a talent that is similar to Insight (making two specific skills in to career skills), the change isn't showing as saved in the editor. And when the talent is purchased in the character generator, the two skills aren't showing as now being career skills.

I also checked the Insight talent itself, and it's got the same issues as the custom made ones, in that it's not making Perception and Discipline into career skills. Made sure to select a career/specialization combo that doesn't offer those as career skills, and neither of them have the checkmark on the Skills tab of the chargen app to indicate they're now career skills.

There was an issue with the editor where it wasn't saving the career skills (fixed now). However, I tested Insight and it's working for me. All I did was start the char gen, set my career to something that didn't have Perception and Discipline as career skills, add Force Sensitive specialization, and choose Insight. Checked the skills and they were career skills. Unchecked Insight, checked skills again, and they were no longer career skills.

Can you tell me exactly how you can reproduce this error?

I know I'm late to the party with this, but Ogg, you are the absolute man! I'm a beginning GM and this creator is amazing.

I accidentally figured out another cool use for it. I had saved up a bunch of stat blocks as pics and the other night I was playing around on my PS3 and realized that the folder I use for my Star Wars stuff is sharable, so I got to looking and sure enough, I could pull up all the stat blocks on my TV in the living room. That will come in real handy.

So once again, thank you for this.

I know I'm late to the party with this, but Ogg, you are the absolute man! I'm a beginning GM and this creator is amazing.

I accidentally figured out another cool use for it. I had saved up a bunch of stat blocks as pics and the other night I was playing around on my PS3 and realized that the folder I use for my Star Wars stuff is sharable, so I got to looking and sure enough, I could pull up all the stat blocks on my TV in the living room. That will come in real handy.

So once again, thank you for this.

Very cool! I'm just glad someone is getting a use out of the stat block feature :)

There was an issue with the editor where it wasn't saving the career skills (fixed now). However, I tested Insight and it's working for me. All I did was start the char gen, set my career to something that didn't have Perception and Discipline as career skills, add Force Sensitive specialization, and choose Insight. Checked the skills and they were career skills. Unchecked Insight, checked skills again, and they were no longer career skills.

Can you tell me exactly how you can reproduce this error?

I'll double check it, but I followed that exact same process and those two skills weren't showing as career skills, either via the check-mark or XP costs (was charging 10 XP for the first rank in both instances).

Also, for the custom talents, it's also not saving the updates, so maybe the bug fix you mentioned as having fixed creeps back in for user-generated content?

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.

Well, i will probably allow him to regain his lost stat point with some kind of costly corrective surgery in the future for sure, but at the moment his stat point in presence is 1. This is 1 point below the human minimum, so i cannot set it down. If he had 3 i could lower it by one, but that would make him regain the xp. There should be a way to lower the stat points without regaining xp.

So with Insight, what apparently happened in regards to Insight is that when I ran into the issue with the custom-created talents (Jedi Training, Path to the Dark Side, and Student of Mysteries) not saving the choices made for "these skills become career skills), I went into Insight, saw that it too had no skills selected, tried adding them, and saved it, creating an entry in the custom data set that caused it not to work. Wound up going into the XML file to remove the custom Insight entry and then manually entering the bonus career skills from those talents. And when tested in the chargen program, those talents make the appropriate skills into career skills.

I'd be curious to hear of anyone else has tried to enter custom talents that make two specific skills into career skills and either had it work or ran into the same issue I did.

Don't know if it's already been suggested (probably), but I'd prefer if there was a separate way of making a ship to having it attached to one player. A ShipGen program, much like the CharGen and Data Editor, GM tools and so on would be really great. To just make a whole new sheet for the ship.

I might be missing something, but I'm entering some of the stuff from AoR. How do get Driver to show up under the Explorer tree?? Right now it just shows up under all specializations

I might be missing something, but I'm entering some of the stuff from AoR. How do get Driver to show up under the Explorer tree?? Right now it just shows up under all specializations

Did you attach the Driver Specialization to the Explorer Career? You have to modify the Career to include the new Spec.

So with Insight, what apparently happened in regards to Insight is that when I ran into the issue with the custom-created talents (Jedi Training, Path to the Dark Side, and Student of Mysteries) not saving the choices made for "these skills become career skills), I went into Insight, saw that it too had no skills selected, tried adding them, and saved it, creating an entry in the custom data set that caused it not to work. Wound up going into the XML file to remove the custom Insight entry and then manually entering the bonus career skills from those talents. And when tested in the chargen program, those talents make the appropriate skills into career skills.

I'd be curious to hear of anyone else has tried to enter custom talents that make two specific skills into career skills and either had it work or ran into the same issue I did.

OK, that makes sense then. The editor fix will be in the next release. Also, what you can do in instances like this is just remove the "CustomItem", just like you remove an added item. After you verify that you want to do this, it'll ask you if you would, first, like to convert the item to a "DescOnly" item, just to save the description. If not, it'll be removed. Added items will just go away, while custom items will revert to their original form.

Don't know if it's already been suggested (probably), but I'd prefer if there was a separate way of making a ship to having it attached to one player. A ShipGen program, much like the CharGen and Data Editor, GM tools and so on would be really great. To just make a whole new sheet for the ship.

What I want to do is allow Groups to own their own ships, and eventually to allow ships in encounters.

I might be missing something, but I'm entering some of the stuff from AoR. How do get Driver to show up under the Explorer tree?? Right now it just shows up under all specializations

Did you attach the Driver Specialization to the Explorer Career? You have to modify the Career to include the new Spec.

I did not, works just fine now.

Thanks

The Trandoshan species has a incorrect talent added, "Enduring". It's easy to remove with the data editior.

The Trandoshan species has a incorrect talent added, "Enduring". It's easy to remove with the data editior.

Thanks, it's been reported. The correction will be in the next release.

I've been kind of taking a break from adding more features, mainly because cool features to add aren't as obvious as they once were :) However, I did just purchase Beyond the Rim. I thought I'd give my nephew a break and run this one with the group. I haven't gotten very far in it yet, but I have a feeling I'll get some ideas for some new features after I read through it.

In the mean time, if anyone has any suggestions, let me know.

I mentioned a while back that it would be nice to have the ability to add two separate talent descriptions, a short and a long. The short would display in the talent tree, while the long description (like those found in the talents section of the book) would show on the character sheet.

For ease of use for those that would not want to spend the extra time to input two talent descriptions I would suggest that the short description is required for any talent and the long description if blank pulls from the short description otherwise it uses whatever is entered in the long description.

Oggy, can you respond to my post 2 pages back?

http://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/page-25#entry897740

Allowing purchase prices to be specified as you do with sales and I noticed an incorrect attachment price.

The price has been fixed. Yeah, I can show a price dialog so you can change the purchase price. What standard discounts would everyone like?

I mentioned a while back that it would be nice to have the ability to add two separate talent descriptions, a short and a long. The short would display in the talent tree, while the long description (like those found in the talents section of the book) would show on the character sheet.

For ease of use for those that would not want to spend the extra time to input two talent descriptions I would suggest that the short description is required for any talent and the long description if blank pulls from the short description otherwise it uses whatever is entered in the long description.

Out of curiosity, why do you want a longer description on the character sheet? The standard description has the same basic info, plus it takes up less space on the character sheet. That means it can display more talents.