Another Character Generator

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

OggDude,

I just started using your generator and I love it!

I've made stabs at programming a web-based version on and off, but kept getting hung up on the best way to model the various skills with different origins (career, specialization, species, and bought). You seem to have found an elegant solution!

One question:

Any chance there could be a way to just edit the character's credits total? For example at the end of character creation when you award them 1d100 credits, it'd be nice to be able to just add that. Perhaps that exists and I'm just missing it?

Anyway, thanks!

You can edit credits and XP from the description pane. Both are numeric up/down controls, so you can either go up and down with the spin box, or just type in what you want.

Oh, and if you're wondering, what I did was create a "rank" class that keeps track of all the sources for each rank in the skill, such as species, career, attachment, talent, purchased, etc. Then I just add them all up for a final rank. Did the same thing for characteristics, attributes, and others.

Edited by OggDude

I was looking up pictures for some of the new SoF vehicles, but couldn't find all of them. Anyone want take a stab at finding them? I can't find color pictures for the following new vehicles:

  • A-11 Model III Burrower
  • A-19 Iron Crawler
  • CAV-11 Condor Airspeeder
  • CEC D-22 Screamer Speeder Bike
  • D-Type Stealth Freighter
  • G35 Silver Cloud Airspeeder
  • MEV2 Dug Digger
  • PB-950 Patrol Boat
  • PPB Pocket Patrol Boat
  • S-5 Flashfury Swoop
  • S-Type Racing Sloop
  • YG-4400 Freighter
I'd also need some overhead pictures (or close to it) in order to make the silhouettes. I believe some of these were created just for this book, so they may not exist anywhere on the internet. Of course, if we have any artists out there, I'll take original art as well :)

Ok, I missed that spot on the Description where that stuff can be edited. Thanks!

I'm pretty sure the image on page 106 of Suns of Fortune is a "Dug Digger"--to me it looks like a Dug alien (such as Sebulba), and that's how that vehicle got its name, so I am betting that's what it is.

I've begun to translate your generator into French. May I put online to share with other french speakers?

Do you know a way to translate the software's UI? at the moment, I used the "custom data" option for careers, spezializations...but the character sheet are english only

I don't mind at all, just be careful with other people's copyrighted material :)

I'll take a look at internationalizing the app after the next release.

Ogg I have some art skill if a few are not possible I can start wire framing some up and begin some color paints of the vehicles.

i seem to have a problem with obligation, i can never select all 4 obligations.

i know that a lot of gm's rule you can take as much as you want, which is in contradiction to the rule book, but my gm does, and it makes it hard to use, could you have a box that disables the limitations on how much extra obligation you can take?

I was just attempting to create some enemies with the Jury Rigged talent however that talent is not selectable by enemies. Is this a bug? Can it be fixed?

Huh...odd...I can't add a new starship either. I keep trying to add the Kom'rk-class Fighter/Transport which can be found at http://gsa.thegamernation.org/2013/02/25/threat-assessment-the-mandalorian-war-machine/

I add it and save it to the Data Editor...however after that it disappears entirely from the data editor and the other character editors.

Edit: Custom vehicle problem solved, apparently you can't use a apostrophe (') or a forward slash (/) in any custom items. That may be problematic for certain races. I know its a minor gribble, any solution to that?

If anyone would like a silhouette of the Komrk, just send me a message and I'll find a way to send it to you.

Edited by Ebak

I was just attempting to create some enemies with the Jury Rigged talent however that talent is not selectable by enemies. Is this a bug? Can it be fixed?

Huh...odd...I can't add a new starship either. I keep trying to add the Kom'rk-class Fighter/Transport which can be found at http://gsa.thegamernation.org/2013/02/25/threat-assessment-the-mandalorian-war-machine/

I add it and save it to the Data Editor...however after that it disappears entirely from the data editor and the other character editors.

Edit: Custom vehicle problem solved, apparently you can't use a apostrophe (') or a forward slash (/) in any custom items. That may be problematic for certain races. I know its a minor gribble, any solution to that?

I purposely removed Jury Rigged from adversaries because it serves no purpose to the adversary. I'll see if it might be possible to include it, even if it doesn't actually do anything for the adversary.

The next version will automatically convert a new item's name to a valid file name, if the item is saved to its own file.

Thanks Ogg! The link I posted also goes to Mandalorian factions, according to that PDF those enemies have Jurry Rigged as a talent on a weapon to reduce the critical hit ratio.

Thanks Ogg! The link I posted also goes to Mandalorian factions, according to that PDF those enemies have Jurry Rigged as a talent on a weapon to reduce the critical hit ratio.

Adversaries will now be able to include Jury Rigged as a talent, but they still won't be able to do anything with it (it'll just be descriptive). To modify a weapon, you can either add attachments to it, or just create a custom weapon. For what you described, a custom weapon is the way to go.

i seem to have a problem with obligation, i can never select all 4 obligations.

i know that a lot of gm's rule you can take as much as you want, which is in contradiction to the rule book, but my gm does, and it makes it hard to use, could you have a box that disables the limitations on how much extra obligation you can take?

Yeah, I've read this too. I added a checkbox to the "Options" dialog that let's you ignore the starting size limitation.

All the SoF data's been added. Still about 8 vehicle pictures short, though, but I'm not worrying about it. Adversaries have been created, new features put in, and now it's testing time. Already done three passes and have found minor, yet surprising, issues (did you know clicking on shock gloves in the adversary editor crashed GM Tools?) that have all been easy to fix. .6 should be out tomorrow sometime. Well, later today; insomnia has me typing at 3:20 in the morning :)

you can find a few ship interiors by searching for (ship name eg yt-2400) floor plan.

if you have any pictures you are struggling with, list them here and I'm sure the community will lend a hand.

Yeah, I wouldn't mind lending a hand with the silhouettes for the ships you are short of, just need reference material and I'm away.

Is the encounter sheet meant to be used to hold all the information on an encounter or simply as a tracker for the adversaries. I just inserted about 3000 characters about the encounter. Basically how it can go. It all fits on the first page. However it seems to bleed over into page 2 with the occasional line appearing under the adversary info.

Here's a screenshot:

https://www.dropbox.com/s/17v9l59ns1dldwl/Screenshot%202014-02-03%2015.39.37.png

Edited by Ebak

Is the encounter sheet meant to be used to hold all the information on an encounter or simply as a tracker for the adversaries. I just inserted about 3000 characters about the encounter. Basically how it can go. It all fits on the first page. However it seems to bleed over into page 2 with the occasional line appearing under the adversary info.

Here's a screenshot:

https://www.dropbox.com/s/17v9l59ns1dldwl/Screenshot%202014-02-03%2015.39.37.png

No, it's not supposed to do that :) I'll fix it before the next release.

Great! And sorry to keep bothering you Ogg and increasing your work. I just think that your character creator and GM tools are a MUST HAVE for any GM and player out there and its an awesome app. I apologise for any inconvenience I may cause.

also items are not auto updating their skill bonus.

for example a slicer gear should give 1 blue, an illegal hacking rig should give 2 blue etc...

could you get the gear to list its self in the skill section and show that you have a blue dice on a skill check.

Edited by Hakon

Great! And sorry to keep bothering you Ogg and increasing your work. I just think that your character creator and GM tools are a MUST HAVE for any GM and player out there and its an awesome app. I apologise for any inconvenience I may cause.

Please! Increase my work! :) Bug reports are very helpful, keep 'em coming.

also items are not auto updating their skill bonus.

for example a slicer gear should give 1 blue, an illegal hacking rig should give 2 blue etc...

could you get the gear to list its self in the skill section and show that you have a blue dice on a skill check.

I've thought about doing that, but it can be tricky. First off, you can't do it with conditional bonuses, only with things like "add <B> to all Resilience skill checks". I'd also have to modify item descriptors to include boost/setback counts associated with skills, which takes some design work. Finally, the formatting of the skills grids would change if boosts and setbacks were included with the dice pool.

I do do a limited amount of this in shown weapons.grid. Accurate weapons have a boost show, while weapons with the SETBACKADD descriptor in one of its attachments displays setback dice. But it's different for skills.

It is something I'll look into doing for future releases though.

good to hear, sorry for giving you all this work, but i'm sure the end will justify all your effort :D

I have to agree with Hakon. I played a game the other day and one of my players kept on forgetting that a skill gave him a boost bonus and it lead to a few arguments that I had to quickly defuse as the GM. It would be nice if the skill checks listed boost and seckback die as part of their dice pool...or failing that even if there was something that indicated that there are extra modifiers that need to be applied like an asterix so you are at least aware there is more to it.

However I can understand Ogg that it is a very difficult to install a new feature into an established system.

I will probably not release the next version until tomorrow. I have RL stuff to do the rest of the day, and I just made a change to adversaries that will allow them to keep a unique key (using a GUID), rather than generating a new simplistic one every time they're imported. Because of that, I'll be able to add import and export to encounters, and to include all of the modular encounters found in SoF.

Unfortunately, I'm also going to have to import and export all of the adversaries I've already included from all sources in order for them to get this new universally unique key. However, looking to the future, any other encounters that I (or anyone else for that matter) include will work with any adversary in the Import directory. Another down side is that in order to use any future included encounters that use adversaries from other sources (such as the CRB), you'll have to remove your old existing adversary and re-import it so it'll have the right key. That includes the modular encounter with the aqualish thugs and barabel enforcers.

Incidentally, the encounter creator works REALLY well with the new modular encounters :) That includes the vehicles and rosters from "Corellian Shuffle" and the swoop racing encounter, all of which I'm going to have to redo because of the adversary key changes :) It didn't take long to add them, fortunately.

I will probably not release the next version until tomorrow. I have RL stuff to do the rest of the day, and I just made a change to adversaries that will allow them to keep a unique key (using a GUID), rather than generating a new simplistic one every time they're imported. Because of that, I'll be able to add import and export to encounters, and to include all of the modular encounters found in SoF.

Unfortunately, I'm also going to have to import and export all of the adversaries I've already included from all sources in order for them to get this new universally unique key. However, looking to the future, any other encounters that I (or anyone else for that matter) include will work with any adversary in the Import directory. Another down side is that in order to use any future included encounters that use adversaries from other sources (such as the CRB), you'll have to remove your old existing adversary and re-import it so it'll have the right key. That includes the modular encounter with the aqualish thugs and barabel enforcers.

Incidentally, the encounter creator works REALLY well with the new modular encounters :) That includes the vehicles and rosters from "Corellian Shuffle" and the swoop racing encounter, all of which I'm going to have to redo because of the adversary key changes :) It didn't take long to add them, fortunately.

I would have pounded my head into my desk a week ago with this news. Then I realized I can import a whole directory at once by just selecting more than one adversary entry at a time. Yay!

So, should we all simply re-import all of our adversaries with the new update?

OggDude what vehicles do you need I can start making them in rough drafts then you can decide which you like and i can put some real work on the individual ones.