Another Character Generator

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

One suggestion, is it possible to add a custom armour option to the gear section for adversaries and players, with the option to define soak or defence of the armour, this would save me having to manually adjust this. But it isn't a big deal as I can manually adjust without any issues.

And a question, is there an option to record equipment as intergrated, as I have input a number of droids that have standard weapons/gear/armour built in but to demonstrate this I think that I have to use custom items?

Agreed, sometimes I want to have custom armour for some foes, like Mandos.

there is a edditor option to add your desired armor its in the data editor

What I normally do is add a custom item describing the armor, then just up it myself using the Attributes pane.

However... if you want custom armor, you now have custom armor :) It'll be in the next release.

Then why include a custom weapons editor? You could just add it into the data editor. It's to not clutter up your armour page for just one bad guy who you want to use a particular or even unique item that isn't open to your PCs.

Great work on it Ogg. I was just GMing a session earlier today and I had my laptop infront of me and it made me wonder if there was a way we could have a digital way of keeping track of enemies and other players. Basically the tool could not just be used for session prep but could also be used to keep track of hits against enemy groups, status effects etc. It's just an idea though.

What I normally do is add a custom item describing the armor, then just up it myself using the Attributes pane.

However... if you want custom armor, you now have custom armor :) It'll be in the next release.

Brilliant, thanks Ogg, you are awesome! :)

What about the integrated question for droid equipment, what is the best way to enter this?

Edit: Bah, found it. Feel like a fool, lol.

Edited by Falkrunn

Then why include a custom weapons editor? You could just add it into the data editor. It's to not clutter up your armour page for just one bad guy who you want to use a particular or even unique item that isn't open to your PCs.

Great work on it Ogg. I was just GMing a session earlier today and I had my laptop infront of me and it made me wonder if there was a way we could have a digital way of keeping track of enemies and other players. Basically the tool could not just be used for session prep but could also be used to keep track of hits against enemy groups, status effects etc. It's just an idea though.

Yes this would be great. I understand the encounter sheets are designed for tabletop use (pencils, pens) and thats great, but I would LOVE an interactive PDF with radio buttons, I just lack the skill to make one out of the PDF's the generator makes.

One thing that I would loooove for each encounter is a new page with an expanded Initiative tracker.

When I'm playing I tend to make a grid once we've rolled Initiative, and I've got rows for the slot (PC or NPC) and columns for the turns. I check them off as we go, so I can keep track of where we are in the combat.

I probably just need to print out some grids like this so I can use them, but it'd be a handy addition to the Encounter sheet anyway. Maybe you could tell the Encounter how many players there are in your party. Then it'd know to make rows for X PCs plus Y NPCs.

Anyway, just a thought!

I feel sorry for Ogg right about now, he's probably banging his head in frustration at people giving him ideas and work. :P

Found a bug. A character of mine bought armored clothing which has 1 hardpoint. He also has one level of tinkerer and added 1 hardpoint to the armored clothing. He then adds optical camoflage attachment to the armor and fully mods it.

When i try to save it the attachment dont save and it reverts to 1 hardpoint.

What I normally do is add a custom item describing the armor, then just up it myself using the Attributes pane.

However... if you want custom armor, you now have custom armor :) It'll be in the next release.

Brilliant, thanks Ogg, you are awesome! :)

What about the integrated question for droid equipment, what is the best way to enter this?

What you could do for this is add a note to the equipment and say that it's integrated into a droid. Another benefit of this is that if you transfer the equipment around to various sources, like groups or vehicles, it keeps the notes. So, if you transfer your droid's blaster to a vehicle, it'll show up on the vehicle equipment sheet as being an integrated droid blaster, so you'll know where it came from and what it's used for.

One thing that I would loooove for each encounter is a new page with an expanded Initiative tracker.

When I'm playing I tend to make a grid once we've rolled Initiative, and I've got rows for the slot (PC or NPC) and columns for the turns. I check them off as we go, so I can keep track of where we are in the combat.

I probably just need to print out some grids like this so I can use them, but it'd be a handy addition to the Encounter sheet anyway. Maybe you could tell the Encounter how many players there are in your party. Then it'd know to make rows for X PCs plus Y NPCs.

Anyway, just a thought!

Could you show me an example of what you're talking about? I could expand the initiative tracker to include a turn count, like having 1 through 10 with a check box so you can check off each turn as they happen.

I feel sorry for Ogg right about now, he's probably banging his head in frustration at people giving him ideas and work. :P

Nah :) These apps are for you guys, so I want to make them as usable for everyone as possible. I like getting ideas from other people because they're usually things I haven't thought of before.

Found a bug. A character of mine bought armored clothing which has 1 hardpoint. He also has one level of tinkerer and added 1 hardpoint to the armored clothing. He then adds optical camoflage attachment to the armor and fully mods it.

When i try to save it the attachment dont save and it reverts to 1 hardpoint.

I've tested for this in the past because someone else mentioned something similar. But it works for me. I'll have to play around with it a bit and see if I can get it to happen. Can you tell me the steps he went through to get this issue?

Edit: Just tried it again and it's working. It saves the extra HP on armored clothing and keeps the optical camouflage attachment as well. When I click the play button on Tinkerer, the armored clothing is still selected. I tried this after saving and reloading, and also after closing the chargen and opening it again.

I did make a couple of changes, though. When Tinkerer is first selected, it's supposed to immediately show the dialog. If this was the first time you selected it, it wouldn't immediately show because the talent collection hadn't been updated yet. I modified a couple of routines to do this.

Also, on the equipment screen, additional HP weren't showing when you clicked on a tinkered item. It'll now show up.

Edited by OggDude

By the way, you misspelled Assassin Droid in the AoR imports.

By the way, you misspelled Assassin Droid in the AoR imports.

Fixed :) My fingers are sometimes too fast for the keyboard.

What I normally do is add a custom item describing the armor, then just up it myself using the Attributes pane.

However... if you want custom armor, you now have custom armor :) It'll be in the next release.

Brilliant, thanks Ogg, you are awesome! :)

What about the integrated question for droid equipment, what is the best way to enter this?

What you could do for this is add a note to the equipment and say that it's integrated into a droid. Another benefit of this is that if you transfer the equipment around to various sources, like groups or vehicles, it keeps the notes. So, if you transfer your droid's blaster to a vehicle, it'll show up on the vehicle equipment sheet as being an integrated droid blaster, so you'll know where it came from and what it's used for.

Would I need to make a custom weapon/item for this to work or is there a way to add 'Integrated' to standard gear?

Also, is there away to add item descriptions to the stat blocks? As I added a custom item that adds boost dice to stealth checks but this doesn't appear in the stat block?

What I normally do is add a custom item describing the armor, then just up it myself using the Attributes pane.

However... if you want custom armor, you now have custom armor :) It'll be in the next release.

Brilliant, thanks Ogg, you are awesome! :)

What about the integrated question for droid equipment, what is the best way to enter this?

What you could do for this is add a note to the equipment and say that it's integrated into a droid. Another benefit of this is that if you transfer the equipment around to various sources, like groups or vehicles, it keeps the notes. So, if you transfer your droid's blaster to a vehicle, it'll show up on the vehicle equipment sheet as being an integrated droid blaster, so you'll know where it came from and what it's used for.

Would I need to make a custom weapon/item for this to work or is there a way to add 'Integrated' to standard gear?

Also, is there away to add item descriptions to the stat blocks? As I added a custom item that adds boost dice to stealth checks but this doesn't appear in the stat block?

Well... yeah, I could have an integrated flag. Did you try the notes feature?

Custom adversary items have a description, but I'm not using it. I enabled it, but then I realized that a lot of adversaries with custom items still had "Edit description here", or whatever, as their description. So, I would have to go through them all and remove that (and remove the default description as well). And you'd probably have to do that to all of your own custom adversaries, too. Kind of a pain...

One thing that I would loooove for each encounter is a new page with an expanded Initiative tracker.

When I'm playing I tend to make a grid once we've rolled Initiative, and I've got rows for the slot (PC or NPC) and columns for the turns. I check them off as we go, so I can keep track of where we are in the combat.

I probably just need to print out some grids like this so I can use them, but it'd be a handy addition to the Encounter sheet anyway. Maybe you could tell the Encounter how many players there are in your party. Then it'd know to make rows for X PCs plus Y NPCs.

Anyway, just a thought!

Could you show me an example of what you're talking about? I could expand the initiative tracker to include a turn count, like having 1 through 10 with a check box so you can check off each turn as they happen.

Basically, that's all I mean!

When I start an encounter and we roll initiative, I know that if I have 3 NPCs and 5 PCs, I'll have 8 initiative slots with X numbers of rounds. So I make a chart like this:

Slot | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ...

PC | | | | | | | |

NPC | | | | | | | |

PC | | | | | | | |

and so on... but with straighter lines :)

Then when the first PC takes their slot in Round 1, I put a mark in the first box under Round 1. And so on.

It's not hard to make a quick sketched version on notepaper, but if you took the Initiative box from your Encounter printout and showed boxes for the rounds after each slot, it would be the same effect!

I must have missed the notes feature, I will have a look later.

Could you add a special quality box that could be enabled instead of the default description box, this could be used to list any mechanical benefits that the item might have? Just a thought.

As you might guess all of these points have cropped up because I am using the program quite a bit now, so thanks for all of your hard work on this. As a lot of people have been saying, you are awesome sir, many thanks.

One thing that I would loooove for each encounter is a new page with an expanded Initiative tracker.

When I'm playing I tend to make a grid once we've rolled Initiative, and I've got rows for the slot (PC or NPC) and columns for the turns. I check them off as we go, so I can keep track of where we are in the combat.

I probably just need to print out some grids like this so I can use them, but it'd be a handy addition to the Encounter sheet anyway. Maybe you could tell the Encounter how many players there are in your party. Then it'd know to make rows for X PCs plus Y NPCs.

Anyway, just a thought!

Could you show me an example of what you're talking about? I could expand the initiative tracker to include a turn count, like having 1 through 10 with a check box so you can check off each turn as they happen.

Basically, that's all I mean!

When I start an encounter and we roll initiative, I know that if I have 3 NPCs and 5 PCs, I'll have 8 initiative slots with X numbers of rounds. So I make a chart like this:

Slot | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ...

PC | | | | | | | |

NPC | | | | | | | |

PC | | | | | | | |

and so on... but with straighter lines :)

Then when the first PC takes their slot in Round 1, I put a mark in the first box under Round 1. And so on.

It's not hard to make a quick sketched version on notepaper, but if you took the Initiative box from your Encounter printout and showed boxes for the rounds after each slot, it would be the same effect!

So you want round checkboxes after each slot? Like 1 [] PC [] NPC []1 []2 []3 []4 []5 ? Something like that?

Yep, that would be awesome!

Hey Ogg? Why do the items, armor and gear not have a ® marking like the tables in the core rulebook? It's rarity value doesn't determine if it is a blackmarket item or not. For example:
The book lists a bowcaster as having a rarity of 7, but not a Restricted ® item. Meaning you could buy it from a respectable if up market weapon store.

However the Disruptor pistol, which has a lower rarity of 6 does have a Restricted Item Icon ®.

Personally, I think there should be a flag that you can tick to determine that the item is restricted and only avalible on the black market. It would also then enable more filtering options for "Show Purchasable items only". You could have one saying "Include black market weapons" or even "Black Market/Restricted Items Only"?

Hey Ogg? Why do the items, armor and gear not have a ® marking like the tables in the core rulebook? It's rarity value doesn't determine if it is a blackmarket item or not. For example:

The book lists a bowcaster as having a rarity of 7, but not a Restricted ® item. Meaning you could buy it from a respectable if up market weapon store.

However the Disruptor pistol, which has a lower rarity of 6 does have a Restricted Item Icon ®.

Personally, I think there should be a flag that you can tick to determine that the item is restricted and only avalible on the black market. It would also then enable more filtering options for "Show Purchasable items only". You could have one saying "Include black market weapons" or even "Black Market/Restricted Items Only"?

Been thinking about that myself, particularly when adding some of the newer toys from Enter the Unknown.

I'm thinking a tag that notes the item as Restricted, or possibly just an entry line with a Yes/No indicator, would be the simplest way to indicate an item is Restricted.

Admittedly, in terms of building a character, the Restricted tag doesn't really have that much of an impact; once a PC acquires a piece of gear in play, all they'd need to do is add it to their character's file.