Another Character Generator

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

Is there a way to add a notes section to an encounter so I can have ideas for triumph and despair ahead of time as well as more detailed descriptions of the area?

Note panels show up whenever there's space at the bottom of a page. For your needs, use the Information text box on the Description pane. It'll show up at the top of each page.

The problem with the note panels that appear if there is space left is that we can't type it in on the computer, but write by hand later. And the Info box doesn't allow for much text before being cut off on the top of the page.

I guess maybe what would be nice is a way to be able to type in more text, should we have lots of notes to put. Unless I'm blind and that's already in there?

As always, great work. Here are a few more things I noticed/would love to see.

1. (Functionality) There is some specialized ammunition for a few weapons that seem to be missing (unless I just missed them). Specifically the Smarttranq for the Model 77 (page 40 ETU), and the Detonator rounds for the Model 38 (page 41 ETU). I'm not sure what the best way to handle these would be, but one suggestion is to just make a dupe of the base weapon and change the weight to 0, cost as appropriate, modify the stats as needed, and change the title to be "Model xx Rifle (xx rounds). The thinking behind this rather than an attachment or gear is that you will see both the normal rifle entry and the entry for using the special ammo right next to each other (presumably the player can switch between ammo when desired). Would this be something that others would like added to be base program? As an example, this is what my custom one looks like.

GM Note: You must already own a Model 38 rifle for this ammo to be loaded into. It cannot be loaded into other weapons. When using Detonator rounds, use this weapon profile instead of the standard Model 38 rifle.

While the standard penetrator ammunition offered with the Model 38 works well in most situations, sometimes a shooter needs a little extra punch to fell his prey. To this end, Czerka offers the Detonator Round for use with the Model 38. Instead of the coated penetrator bullet, Detonator Rounds have a metal coated shaped charge bullet that explodes on contact with its target. When used with the Model 38, these rounds have the following effect on the weapon's stats: Remove the Pierce quality and add the Blast (5) quality and Knockdown quality. Detonator Rounds cost 450 credits for a box of rounds, and have a rarity of 7. If the weapon ever runs out of ammo, a new box of rounds must be purchased to reload it. (p. 41 ETU)

2. (Wishlist) For the character generator, anyplace that has a random number chart in the book (and possibly other areas too), it would be awesome to have a random button in the program to pick one for you. For example, in the Background tab, next to Social Class and Background Hook sections, there would be Random buttons that would choose one of the legal options (based on the sources selected). Other areas where this would be great include Obligation/Duty, Species, Career, Starting Specialization, Motivation Type, and Specific Motivations. The reason I ask for this is because my players are rolling on the charts anyhow, and they said it would be super cool to be able to do everything within the program without having to resort to the charts.

3. (Wishlist) In the character generator, under Equipment when I select something from the list on the left (say a Holdout Blaster), the description windows update to show me the stats and descriptions for it. When I click on something from the Owned Weapons tab on the right, I would expect the descriptions panel to update to show me the stats for what I just selected, but it doesn't, instead staying with what I had selected on the left. It would be super cool if it was able to tell what was last clicked on between then two areas and update the descriptions based on that. Aside from being user friendly UI, it would also allow me to quickly compare items by clicking back and forth.

4. (Functionality) I didn't see a place to add the new Career specific obligations. For example, in ETU there are a bunch of new descriptions tailored more specifically to Explorers. While theoretically other careers could take them, they are pretty clearly designed for Explorers. What I did in my data editor was add them all and just add the (Explorer) tag to the titles. Then in the character generator when choosing an obligation players see the list and it displays Addiction, Addiction (Explorer), Betrayal, Betrayal (Explorer), etc.. This lets other careers choose them if they and the GM deem it appropriate. Would this be something that others would like added to be base program? For example:

This is often thought of in terms of a substance of some kind or a compulsion to act in a descriptive manner (as with gambling). For example, the Trader may have an addiction to "the Deal," always needing to make arrangements and work the numbers. A Big-Game Hunter may be addicted to "the Hunt," never happy unless he's on the ground, weapon in hand, on the trail of something. Drivers are often adrenaline junkies, addicted to speed and performance from their machines. Obsession is another way to portray some of these concepts. (p. 19 ETU)

As always, great work. Here are a few more things I noticed/would love to see.

1. (Functionality) There is some specialized ammunition for a few weapons that seem to be missing (unless I just missed them). Specifically the Smarttranq for the Model 77 (page 40 ETU), and the Detonator rounds for the Model 38 (page 41 ETU). I'm not sure what the best way to handle these would be, but one suggestion is to just make a dupe of the base weapon and change the weight to 0, cost as appropriate, modify the stats as needed, and change the title to be "Model xx Rifle (xx rounds). The thinking behind this rather than an attachment or gear is that you will see both the normal rifle entry and the entry for using the special ammo right next to each other (presumably the player can switch between ammo when desired). Would this be something that others would like added to be base program? As an example, this is what my custom one looks like.

Model 38 Rifle (Detonator Rounds)

GM Note: You must already own a Model 38 rifle for this ammo to be loaded into. It cannot be loaded into other weapons. When using Detonator rounds, use this weapon profile instead of the standard Model 38 rifle.

While the standard penetrator ammunition offered with the Model 38 works well in most situations, sometimes a shooter needs a little extra punch to fell his prey. To this end, Czerka offers the Detonator Round for use with the Model 38. Instead of the coated penetrator bullet, Detonator Rounds have a metal coated shaped charge bullet that explodes on contact with its target. When used with the Model 38, these rounds have the following effect on the weapon's stats: Remove the Pierce quality and add the Blast (5) quality and Knockdown quality. Detonator Rounds cost 450 credits for a box of rounds, and have a rarity of 7. If the weapon ever runs out of ammo, a new box of rounds must be purchased to reload it. (p. 41 ETU)

2. (Wishlist) For the character generator, anyplace that has a random number chart in the book (and possibly other areas too), it would be awesome to have a random button in the program to pick one for you. For example, in the Background tab, next to Social Class and Background Hook sections, there would be Random buttons that would choose one of the legal options (based on the sources selected). Other areas where this would be great include Obligation/Duty, Species, Career, Starting Specialization, Motivation Type, and Specific Motivations. The reason I ask for this is because my players are rolling on the charts anyhow, and they said it would be super cool to be able to do everything within the program without having to resort to the charts.

3. (Wishlist) In the character generator, under Equipment when I select something from the list on the left (say a Holdout Blaster), the description windows update to show me the stats and descriptions for it. When I click on something from the Owned Weapons tab on the right, I would expect the descriptions panel to update to show me the stats for what I just selected, but it doesn't, instead staying with what I had selected on the left. It would be super cool if it was able to tell what was last clicked on between then two areas and update the descriptions based on that. Aside from being user friendly UI, it would also allow me to quickly compare items by clicking back and forth.

4. (Functionality) I didn't see a place to add the new Career specific obligations. For example, in ETU there are a bunch of new descriptions tailored more specifically to Explorers. While theoretically other careers could take them, they are pretty clearly designed for Explorers. What I did in my data editor was add them all and just add the (Explorer) tag to the titles. Then in the character generator when choosing an obligation players see the list and it displays Addiction, Addiction (Explorer), Betrayal, Betrayal (Explorer), etc.. This lets other careers choose them if they and the GM deem it appropriate. Would this be something that others would like added to be base program? For example:

Addiction (Explorer)

This is often thought of in terms of a substance of some kind or a compulsion to act in a descriptive manner (as with gambling). For example, the Trader may have an addiction to "the Deal," always needing to make arrangements and work the numbers. A Big-Game Hunter may be addicted to "the Hunt," never happy unless he's on the ground, weapon in hand, on the trail of something. Drivers are often adrenaline junkies, addicted to speed and performance from their machines. Obsession is another way to portray some of these concepts. (p. 19 ETU)

Some great ideas here!

1. After reading up on the two different types of ammo (and yes, I hadn't noticed them before :) ), it actually looks like the first one would be best as an attachment, while the second one would probably need two entries, since the profile of the gun is actually altered. I'll look into doing this.

2. I was trying to avoid having the generator "roll dice" for you, but I suppose having it as an option would be OK. I'll look into adding this, too.

3. I had been thinking of adding this myself, so I'll look into this as well.

4. I think rather than doubling up on the obligations, you could add career-specific explanations as part of the description. For instance, if Addiction is described in two different ways in the CRB and EtU, you could just tack on the additional description for explorers at the end of the main description. Descriptions have no real character generation effects, other than to aid the user in choosing the right obligation that they want, so having two or more of the same obligation would end up being cluttered and confusing. And yes, I wanted any new obligations or motivations to be available to any career choice.

So... A Wookie walked into a bar with Heavy Repeating Blaster on his shoulder....

It strikes me that it may be necessary to have alternate gear load outs on each character. Equipped A and Equipped B, etc. a load out for all out combat and a load out for a more civilized location like the Mos Eisley Cantina.

There are times you can wear the heavy powered armour of scary death... And times you cannot.

Is there a way to add a notes section to an encounter so I can have ideas for triumph and despair ahead of time as well as more detailed descriptions of the area?

Note panels show up whenever there's space at the bottom of a page. For your needs, use the Information text box on the Description pane. It'll show up at the top of each page.

The problem with the note panels that appear if there is space left is that we can't type it in on the computer, but write by hand later. And the Info box doesn't allow for much text before being cut off on the top of the page.

I guess maybe what would be nice is a way to be able to type in more text, should we have lots of notes to put. Unless I'm blind and that's already in there?

The note sections are just filler that's there to take up space that would normally be blank on the sheet. As such, I don't know where they'll be (if anywhere) until I print the sheet. You could have printouts that fill up the pages exactly and never show a note section.

Because of this, you can't really pre-plan notes that are displayed there. Besides not knowing how big any note section will be, you don't even know if they'll show up at all.

I could look into making the Info text bigger, if that will help.

You are correct, sir. Armor attachment should cost 2 HPs. That'll be fixed in the next release.

Interesting idea, having a gear summary for each character on the group sheet. How would you want that presented, individually or combined?

Now that would be complicated question now wouldn't it.

Vehicles should be dead simple, and I think required. Just toss them on the vehicle list with a simple description and the owner's name. Possibly go with the full description as well.

I think combat abilities should be on the simple character stat list. (Weapon and dice rolled.) Mostly this is useful because in the heat of combat its hard to look up and track stuff.

General gear is much more complicated question. As a programmer I'm fond of dumping the decision on the user. How about an optional field in the gear to put it on the group equipment list?

So... it sounds like you want the character summary at the top to be expanded with more info? Or maybe a separate character summary sheet who's specific purpose would be to summarize the abilities of all party members? This sounds more in line with the spirit of what you're looking for, rather than having complete inventory and skill lists for each character. If you want that, you might as well just print out copies of everyone's character sheet.

Loving this suite of tools. Noticed today in the GM Tools, while building an adversary, the custom item description isn't being used. Custom weapon description is just fine however.

Is there a way to add a notes section to an encounter so I can have ideas for triumph and despair ahead of time as well as more detailed descriptions of the area?

Note panels show up whenever there's space at the bottom of a page. For your needs, use the Information text box on the Description pane. It'll show up at the top of each page.

The problem with the note panels that appear if there is space left is that we can't type it in on the computer, but write by hand later. And the Info box doesn't allow for much text before being cut off on the top of the page.

I guess maybe what would be nice is a way to be able to type in more text, should we have lots of notes to put. Unless I'm blind and that's already in there?

The note sections are just filler that's there to take up space that would normally be blank on the sheet. As such, I don't know where they'll be (if anywhere) until I print the sheet. You could have printouts that fill up the pages exactly and never show a note section.

Because of this, you can't really pre-plan notes that are displayed there. Besides not knowing how big any note section will be, you don't even know if they'll show up at all.

I could look into making the Info text bigger, if that will help.

Yes, that's what I mean, if we had more room in the info text it would accomplish exactly what I was looking for. Keep up the good work.

More special thanks goes out to Anthony Linkens and Linh Nguyen-Papst for their generous donations!

In my latest vainglorious web search to see who might be using my generator, I came across this blog . Notice the stat blocks? Yup, the writer is using the Stat Block generator for adversaries from the GM Tools! Pretty cool, huh? He also has some very kind words for the generator and for me. Be sure to check out the rest of his blog, too!

Here's the latest and greatest. Most are changes that were made due to some recent discussions, plus there's some additions and a bug fix or two as well.

Release 1.1.0.5:
  • Added the following vehicles from "Beyond the Rim": Jawa Salvage Skiff, IPV-1 System Patrol Craft, Skywatcher-Class Deep Space Scout Ship, and V5 Medium Cargo Floater.
  • Added "Show Purchasable" checkbox back in the equipment screen. Apparently, a number of people still find it useful.
  • The durasteel armor vehicle attachment cost an incorrect number of hard points. It now correctly costs 2 hard points.
  • Added a SmartTranq attachment especially for the Model 77 Air Rifle.
  • Added another profile for the Model 38 Sharpshooter Rifle that shows the changes made for using the Detonator round. If you want to use Detonator rounds for this rifle, purchase the rifle as usual, then add the weapon with the Detonator profile without purchasing it. Do not hold both weapons, or you'll be charged double for encumbrance. You may also want to do a "Shown" on both of them if you switch back and forth during combat.
  • Added extra reload gear items for both the Detonator and SmartTranq ammo.
  • Added a "Random" button to the Motivation and Obligation/Duty panes. Clicking on this button will remove all of your current motivations or obligations/duty and choose a random one for your character. Obligation/Duty size will be the same as the "Starting Size" you've selected from the dropdown. You have the same chance as stated in the CRB for getting two of either one. Two obligations/duty will divide your currently selected starting size between the two of them. Two motivations will assure that two different motivations are selected. Since starting size is not relevant for group obligation or duty, the "Random" button is not available when editing groups in the GM Tools.
  • Modified how encounter information works when creating an encounter. Encounter info is now treated like a standard description field that accepts tags and HTML. It is no longer displayed in the header table, but rather has its own space at the top of the first encounter sheet. This space can grow to fit whatever you type in for information (you're still limited to one page). The group sections will be displayed beneath the information, as usual. If no information has been typed in, the information block won't be displayed on the encounter sheet.
  • The equipment screen will now display information for the last clicked item in either the equipment grid or the owned grid (before, it only showed items clicked in the equipment grid). The info displayed for weapons also shows more information, such as damage and range and, if clicked from the owned grid, any item attachments present.
  • When adding attachments, the New attachment list wasn't sorted. It now defaults to being sorted on the name of the attachment.
  • Fixed a potential bug for obligations, duties, and motivations. If a character was given any one of these items from a particular source, and the source was then unchecked from the Options button, the grid would throw an error because the created combo box would not have that item in it. The code will now check the character's obligations, duties, and motivations and make sure that they exist in the dropdown. If they don't, they're added. This prevents the error.

Oooh, another update! Yay! Thanks for all the tweaks!

I do have another feature request: In the GM Tools, can you add a tab to Group Management that will display a table of all the group member's Obligations and Duties for ease of rolling against at session start?

Thanks so much for the update, that info box is great.

Oooh, another update! Yay! Thanks for all the tweaks!

I do have another feature request: In the GM Tools, can you add a tab to Group Management that will display a table of all the group member's Obligations and Duties for ease of rolling against at session start?

It shows the obligation and duty tables on the group sheet. Just make sure they're checked when you go to print.

Edited by OggDude

Probably someone reported it yet but, if you want to access to DISCONNECTED talents from level 2 or further, you cannot do it and you have to do it from the bottom of the table.

By the way, again, thanks Oggy!

Probably someone reported it yet but, if you want to access to DISCONNECTED talents from level 2 or further, you cannot do it and you have to do it from the bottom of the table.

By the way, again, thanks Oggy!

You're welcome :)

Some specialization trees have circuitous routes you need to go through in order to get to certain talents. That's because each specialization generally has two aspects to its talent choices, and those two aspects follow certain routes. For instance, the Politico specialization allows you to use certain social and knowledge skills to either 1) negatively affect enemies (left two columns), or 2) positively effect the group (right two columns). The two paths meet up at the bottom, but in general, you'd choose one of those two paths in the beginning.

Now, if there's no way to get to a talent in one of the trees, then that's a bug and needs fixing :) But the weird routes you have to go through on some of the trees are intentional.

Oggy, will you listen to the Order 66 Podcast today?

I'll try to be there :D

Edited by Josep Maria

I think Ogg should be on the Order 66 podcast to talk about his app.

Oooh, another update! Yay! Thanks for all the tweaks!

I do have another feature request: In the GM Tools, can you add a tab to Group Management that will display a table of all the group member's Obligations and Duties for ease of rolling against at session start?

It shows the obligation and duty tables on the group sheet. Just make sure they're checked when you go to print.

Ahh, I didn't think to check the printed version! I'm running a Play by Post game so I wasn't planning on running off a hardcopy. Thankfully, I found the thingie in the FAQ that lets me "print" to PDF like you suggested. Thanks!

In my latest vainglorious web search to see who might be using my generator, I came across this blog . Notice the stat blocks? Yup, the writer is using the Stat Block generator for adversaries from the GM Tools! Pretty cool, huh? He also has some very kind words for the generator and for me. Be sure to check out the rest of his blog, too!

You are very welcome.

I thought that you should have a little bit more publicity with your excellent work. That and I really like to credit the people who do the artwork, and programs that I use to make my own content.

I can't wait for him to upload the data from Suns of Fortune now that the book is out for sale.

Has anyone put in the adversaries from the GM kit?

I can't wait for him to upload the data from Suns of Fortune now that the book is out for sale.

Oh, cool :) Guess I'll be making a trip to my FLGS :)

Incidentally, I just added the new species from Donovan's Menagerie 3.0. Next release :)

Has anyone put in the adversaries from the GM kit?

The ZIP file comes with a bunch of adversaries from all the available FFG sources (except Suns of Fortune, obviously). They're in the Import directory and are organized by source book/adventure. Use the Import feature in the GM Tools to add them to your collection.