Another Character Generator

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

This is brilliant Ogg.

I had an idea about the Intergrated aspect of equipping droids, I added this as an attachment option for Gear, Armour and weapons, with mod options of concealed and spring loaded, which should be self explanatory. This might be something that would be useful in the base program for future releases.

So basically, you created a 0-HP cost Droid Integration attachment that works for everything and has various options for how it's integrated? Excellent idea! What options are available in the CRB? Do you have a page #? I haven't looked into integration that much...

This was really just to add an 'Intergrated' descriptor to any items/armour/weapons that I wanted to indicate were built in to a droid. The additional mods were to add a bit of flavour.

Minor issue: The picture you have representing the YT-1000 is incorrect. You have the Dynamic-class freighter pictured (which does come up on some google searches for the YT-1000). But the YT-1000 is a different vessel. It is pictured on pg 65 of Enter the Uknown.

In the Data Editor, what is the difference between the Force Powers tab and the Force Abilities tab? The Force Powers seems less complete.

As a ship buff, how did I miss the YT-1000 picture being incorrect. Good idea referencing the page number, maybe someone can scan it in and throw it over to Ogg....I would do it but I lack a scanner myself.

In the Data Editor, what is the difference between the Force Powers tab and the Force Abilities tab? The Force Powers seems less complete.

Force Power is like specializations, while Force Abilities are like talents. You add Force Abilities to the Force Power tree.

As a ship buff, how did I miss the YT-1000 picture being incorrect. Good idea referencing the page number, maybe someone can scan it in and throw it over to Ogg....I would do it but I lack a scanner myself.

Does this one look about right?

Hey, it's your program, but yeah that looks perfect. :)

So does your program automatically change the ability dice to proficiency dice for minion groups or is that still something i have to do manually? and if not how do you go about doing that in the GMtools when creating an encounter?

btw AWESOME generator and everything definitely using this for my group!

In the Data Editor, what is the difference between the Force Powers tab and the Force Abilities tab? The Force Powers seems less complete.

Force Power is like specializations, while Force Abilities are like talents. You add Force Abilities to the Force Power tree.

Oh, oh, I got it. So if I alter the description for a Force Power, that is the text that will appear in the pop up menu for choosing additional specializations to buy. Gotcha.

As a ship buff, how did I miss the YT-1000 picture being incorrect. Good idea referencing the page number, maybe someone can scan it in and throw it over to Ogg....I would do it but I lack a scanner myself.

Does this one look about right?

That's the one, yes! :lol:

So does your program automatically change the ability dice to proficiency dice for minion groups or is that still something i have to do manually? and if not how do you go about doing that in the GMtools when creating an encounter?

btw AWESOME generator and everything definitely using this for my group!

The dice pool changes depending on how many minions you have left. So, as you check them off, there's a number that represents the current count. Just upgrade skills by that many, up to 5 (I think it is).

As a ship buff, how did I miss the YT-1000 picture being incorrect. Good idea referencing the page number, maybe someone can scan it in and throw it over to Ogg....I would do it but I lack a scanner myself.

Does this one look about right?

That's the one, yes! :lol:

OK, good. Before writing this thing, my exposure to the EU was limited to a couple of Han Solo books I read 20 years ago :) I remember feeling all nice and geeky when I recognized Y-wing starfighters in one of the movies, but beyond that, I had no idea how many ships and species and just all the massive amount of information that was available for Star Wars. Entering in all of these things for the apps has definitely been an education, but I'm still far from being a walking encyclopedia of Star Wars lore.

So... If I screwed up any more pictures, let me know :)

In the Data Editor, what is the difference between the Force Powers tab and the Force Abilities tab? The Force Powers seems less complete.

Force Power is like specializations, while Force Abilities are like talents. You add Force Abilities to the Force Power tree.

Oh, oh, I got it. So if I alter the description for a Force Power, that is the text that will appear in the pop up menu for choosing additional specializations to buy. Gotcha.

Sort of :) Because force powers are all added automatically to a character whenever they get a force rating of at least 1, their descriptions aren't used at the moment (that I can recall, anyway). Specialization trees and signature ability descriptions are used in, as you said, the dialog that allows you to choose them. For force abilities, talents, and signature ability nodes, the description is the text that's displayed on the node panel in the trees.

Hey, you've made a fantastic app, you're doing the best you can with the resources at your disposal. There were no decent pictures of the YT-1000 before the Enter the Unknown book came around, you simply did the best you could and the Dynamic-Class Freighter has a similar engine output configuration so...fo all you knew it was accurate.

That's also what I love about these books, they are filling in a lot of the technical side of things.

OK, good. Before writing this thing, my exposure to the EU was limited to a couple of Han Solo books I read 20 years ago :) I remember feeling all nice and geeky when I recognized Y-wing starfighters in one of the movies, but beyond that, I had no idea how many ships and species and just all the massive amount of information that was available for Star Wars. Entering in all of these things for the apps has definitely been an education, but I'm still far from being a walking encyclopedia of Star Wars lore.

So... If I screwed up any more pictures, let me know :)

Hey, don't sweat it. It wasn't a dead recall for me either. I may have looked up that ship a while back, but I never would have remembered what it looked like until I saw it in this book. The only reason it even registered with me is because the Dyanamic-class was a rather iconic one used in the Knights of the Old Republic computer games and my players used one of them during an older Star Wars campaign.

There's way too much Star Wars information out there, these days. And a lot of it is contradictory. Jut do what I do: go with what you know and hope that at least one person knows something you don't. :)

Edited by GoblynByte

In the Gm tools when creating an adversary with the Tinkerer talent, I don't see any way to mark an item and give it the extra HP slot(s). Is there a way to do this?

I thought I could use the Custom Armor to do it, but I don't see any way to add attachments to that either...

Am I missing something?

Perhaps under attachments rather than put up the warning telling you that you can't do any more attachments, you could allow for more but change the warning to say that you are over your limit and would require permission of the GM, or something similar? Alternately, add another button that allows you to add extra slots next to the New/Remove/Reset buttons.

Also, I noticed that when I take an e-11 weapon with cumbersome 3 and add a bipod mount (should be -2 cumbersome) and a weapon sling attachment (should be -1 cumbersome) it should result in a 0 cumbersome rating or remove cumbersome, but instead it lists it as cumbersome -1. It looks like the bipod has the cumbersome -1 special quality, when it should be -2 cumbersome according to the CRB.

Lastly, it looks like the e-11 doesn't have all the necessary categories for attachments that it should have. I had to give it some of the other ones before all the proper attachments finally showed up as options.

Edited by ianinak

Do you think it would be too much to add the ability to not show the XP on the group sheet?

I don't want my other players to see each others XP but want them to have access to that sheet.

In the Gm tools when creating an adversary with the Tinkerer talent, I don't see any way to mark an item and give it the extra HP slot(s). Is there a way to do this?

I thought I could use the Custom Armor to do it, but I don't see any way to add attachments to that either...

Am I missing something?

Perhaps under attachments rather than put up the warning telling you that you can't do any more attachments, you could allow for more but change the warning to say that you are over your limit and would require permission of the GM, or something similar? Alternately, add another button that allows you to add extra slots next to the New/Remove/Reset buttons.

Also, I noticed that when I take an e-11 weapon with cumbersome 3 and add a bipod mount (should be -2 cumbersome) and a weapon sling attachment (should be -1 cumbersome) it should result in a 0 cumbersome rating or remove cumbersome, but instead it lists it as cumbersome -1. It looks like the bipod has the cumbersome -1 special quality, when it should be -2 cumbersome according to the CRB.

Lastly, it looks like the e-11 doesn't have all the necessary categories for attachments that it should have. I had to give it some of the other ones before all the proper attachments finally showed up as options.

The Tinkerer talent in adversaries is just descriptive. If you want to add fancy armor or weapon, just create a custom one.

I'm not sure if I can do the over-HP-limit thing. I think it'll remove excess attachments if it see is, I'm not sure. I'll have to check the code.

I'll check the bipod to see if I messed something up. Looks like the E-11 is missing the Rifle, Blaster, and Ranged categories. I'll add those.

Do you think it would be too much to add the ability to not show the XP on the group sheet?

I don't want my other players to see each others XP but want them to have access to that sheet.

I guess I could have it as an option. I was also thinking about having the destiny pool optional as well, since a lot of people use tokens for keeping track of destiny.

It would appear (though I may be missing something) that starting "pocket money" is not being calculated. Per pg 98 of the Core Rulebook, the player is to roll 1d100, add this to any remaining credits (after buying initial equipment), and this gives him his total pocket money.

On a somewhat related note, perhaps you could add in a "finalize character" button that would end the creation process, calculate this pocket money, open up "restricted" items for purchase (they're normally not allowed during character creation), and lock out increasing characteristics (except by buying the Dedication talent, of course). In theory, this might also have benefits to how ongoing Obligations are managed. I have no idea if this sort of button is possible. Just a thought.

GoblynByte, what we did was just roll a d100 and then type the value into the Credits field :)

OggDude,

I'm away from my PC but I was wondering--

When the Character Generator is calculating the XP spent for a character, it uses the current state of the character's skills and so on, correct? That is, whether a Skill is a Career skill or not determines how much XP is considered spent on that skill.

What does it do if you buy 1 rank in a non-Career skill for 10xp, then play a few sessions, earn some XP and purchase a new Specialization which grants Career status to that Skill?

Does the program now calculate that skill as having cost 5xp instead of 10xp?

This might be another use-case for the "finalize character" option suggested by GoblnByte.

When a character is considered "finalized", then it could restrict purchase of Characteristics or changing of Species, Career or first Specialization, as well as storing the XP spent on skills to reflect how much XP those skills cost at the time the character was finalized.

Then later, if you bought a new specialization it would calculate the cost of new ranks based on the current state of the character...

Hmm, then you'd probably need to have the option to further "finalize" those purchases, and store the XP spent.

This is a pretty complex idea, but it's in aid of being able to have the character generator accurately show "Total XP spent" on a character...

any thoughts?

Hi Ogg

I have to say that I think this program is awesome - The encounter sheets really help me make combat encounters run smooth & I know my players appreciate the nicely organised character sheets.

I have noticed a possible omission:

I plan to run the Trouble Brewing adventure soon from the CRB & going through creating some encounter sheets.

I cant seem to find an import file for the Boss Nemesis - Bandin Dobah.

It's not a big issue as I can create a custom one, but I was just wondering if this was missed on purpose?

OggDude,

I'm away from my PC but I was wondering--

When the Character Generator is calculating the XP spent for a character, it uses the current state of the character's skills and so on, correct? That is, whether a Skill is a Career skill or not determines how much XP is considered spent on that skill.

What does it do if you buy 1 rank in a non-Career skill for 10xp, then play a few sessions, earn some XP and purchase a new Specialization which grants Career status to that Skill?

Does the program now calculate that skill as having cost 5xp instead of 10xp?

This might be another use-case for the "finalize character" option suggested by GoblnByte.

When a character is considered "finalized", then it could restrict purchase of Characteristics or changing of Species, Career or first Specialization, as well as storing the XP spent on skills to reflect how much XP those skills cost at the time the character was finalized.

Then later, if you bought a new specialization it would calculate the cost of new ranks based on the current state of the character...

Hmm, then you'd probably need to have the option to further "finalize" those purchases, and store the XP spent.

This is a pretty complex idea, but it's in aid of being able to have the character generator accurately show "Total XP spent" on a character...

any thoughts?

I've had lots of thoughts about it actually :) It is complicated, since XP cost isn't retroactive when you get new career skills. And yeah, I'm pretty sure it'll hand you back XP if you acquire new career skills. The way to do it currently is to just see how much XP you get back and dock it from your earned amount. You'll get the same effect until I can figure out how to do it correctly.

Hi Ogg

I have to say that I think this program is awesome - The encounter sheets really help me make combat encounters run smooth & I know my players appreciate the nicely organised character sheets.

I have noticed a possible omission:

I plan to run the Trouble Brewing adventure soon from the CRB & going through creating some encounter sheets.

I cant seem to find an import file for the Boss Nemesis - Bandin Dobah.

It's not a big issue as I can create a custom one, but I was just wondering if this was missed on purpose?

Doh! Forgot the main boss :) I'll add him for the next release.