Another Character Generator

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

Bug report:

Augmented Buffer cannot be attached to a Storm IV Cloud Car as the Jewel of Yavin suggests.

In the Shien Expert tree, the "Touch of Fate" talent in the 1st column, 2nd row, should be the "Toughened" talent.

Both have been fixed. Thanks.

Yeah, I found it right after I posted that :)

Anyway, here's the question that I asked:

I have a question about two-weapon combat. In many cases, certain skills or certain weapons will have various modifiers applied to them, such as boost dice, setback dice, or the ability to remove setback dice. How are these applied when you use two-weapon combat?
Example 1: You're shooting two blasters. One of them has the actuating module, while the other one doesn't. For the first weapon, you add a setback die to all attacks, but not for the second weapon. How would this apply if 1) the first blaster is your primary weapon, or 2) the second blaster is your primary weapon? Or does it matter?
Example 2: You're attacking with both a vibroknife and your fists (unarmed). The first uses Melee, the second uses Brawl. For whatever reason (talent, weapon mod, etc), your vibroknife attack removes a setback, and your unarmed adds a boost. How would these features be applied, again, with 1) the vibroknife as your primary, or 2) unarmed as your primary?
The same question could go for multiple modifier dice. If one attack adds 2 boosts, and the other adds 1, which applies? If one adds 2 setback, and the other 1 setback, which applies? Or maybe there's a combination of boosts, setbacks, and the ability to remove setbacks, divided out in different numbers between the attacks. How are these situations resolved?

Any blues or blacks on your offhand weapon don't count in the roll. The primary weapon is the only one that matters for the sake of rolling. After you succeed and have enough advantage you can fire your offhand weapon. If you have enough advantage you can then trigger any special properties the guns might have. For example if you had accurate 3 on your offhand weapon, it is of no use to you when duel wielding and have declared a different weapon your primary.

My character duel wields so I'm pretty fluent on the rules. Hope that helps.

Ok...

My blasters are both the same, so when I fire the first wpn, and the 2nd weapon can fire, do I roll the setback die from that wpn? Or is it just mute? Gun 1 & 2 have BAM so both have 1 setback die....Plz put the dice poll and what happens after Gun 1 fires and has enough adv. for the 2nd gun to go off...

I could be missing it, but there seems to be no way to change what attribute the lightsaber skill uses on an adversary. I tried the proper talents, but they made no change on the final sheet for the adversary.

I could be missing it, but there seems to be no way to change what attribute the lightsaber skill uses on an adversary. I tried the proper talents, but they made no change on the final sheet for the adversary.

on the tree where the change happens there is a button that allows you to make the change.

Edited by Daeglan

I could be missing it, but there seems to be no way to change what attribute the lightsaber skill uses on an adversary. I tried the proper talents, but they made no change on the final sheet for the adversary.

on the tree where the change happens there is a button that allows you to make the change.

Does it work that way for Adversaries created in GM Tools?

I haven't tried it, but I know that GM Tools handles Talents a bit differently than Character Generator.

Speaking of Adversaries. I would like to see a special feature to build inquisitors using the rules and simple steps described in the Force and Destiny beta.

Glop grenades are missing the Blast quality. It has Blast - because it does no damage but can still blast it's effect. It cannot be added unless the number 1 is used. Is this a pain to fix?

Again, Thanks for all the hard work.

Yeah, I found it right after I posted that :)

Anyway, here's the question that I asked:

I have a question about two-weapon combat. In many cases, certain skills or certain weapons will have various modifiers applied to them, such as boost dice, setback dice, or the ability to remove setback dice. How are these applied when you use two-weapon combat?
Example 1: You're shooting two blasters. One of them has the actuating module, while the other one doesn't. For the first weapon, you add a setback die to all attacks, but not for the second weapon. How would this apply if 1) the first blaster is your primary weapon, or 2) the second blaster is your primary weapon? Or does it matter?
Example 2: You're attacking with both a vibroknife and your fists (unarmed). The first uses Melee, the second uses Brawl. For whatever reason (talent, weapon mod, etc), your vibroknife attack removes a setback, and your unarmed adds a boost. How would these features be applied, again, with 1) the vibroknife as your primary, or 2) unarmed as your primary?
The same question could go for multiple modifier dice. If one attack adds 2 boosts, and the other adds 1, which applies? If one adds 2 setback, and the other 1 setback, which applies? Or maybe there's a combination of boosts, setbacks, and the ability to remove setbacks, divided out in different numbers between the attacks. How are these situations resolved?

Any blues or blacks on your offhand weapon don't count in the roll. The primary weapon is the only one that matters for the sake of rolling. After you succeed and have enough advantage you can fire your offhand weapon. If you have enough advantage you can then trigger any special properties the guns might have. For example if you had accurate 3 on your offhand weapon, it is of no use to you when duel wielding and have declared a different weapon your primary.

My character duel wields so I'm pretty fluent on the rules. Hope that helps.

Ok...

My blasters are both the same, so when I fire the first wpn, and the 2nd weapon can fire, do I roll the setback die from that wpn? Or is it just mute? Gun 1 & 2 have BAM so both have 1 setback die....Plz put the dice poll and what happens after Gun 1 fires and has enough adv. for the 2nd gun to go off...

The only setbacks or boosts that matter are the ones on your primary weapon. If your primary weapon has one setback and your secondary weapon has eight, you only ever roll the one setback when duel wielding. The reason for this is because your secondary weapon can't even fire unless you have enough advantage so blues and blacks aren't a factor.

When duel wielding the only thing your secondary weapon is good for is telling you how much damage a second hit is going to do. If you have enough extra advantage you could then trigger any of its crit or other special properties.

So lets say I have two identical guns 8 dmg 1 setback. At short range my pool for duel wielding will be YYGG+SB vs PP. Lets say out of that I get 3 success and 4 advantage. That means I will do 11 damage on my primary gun, and I can trigger DW for an additional 11 damage, and have two advantage left over to trigger any crits or weapon qualities.

Doesn't that have the potential to be broken?? Cause then you can have 1 weapon have 2 setback dice and do 5 dmg, but your "primary" wpn has 0 setback dice and do 4 dmg. So you use your less dmg weapon as your "primary" so you can have less setback dice and a better chance at hitting.

Since both of my weapons are the same stat wise, I am cool, but someone could make a crazy weapon w/ so many setback dice and ungodly damage that it is their 2ndary weapon and something basic but w/ all the advantages in it so they can hit as their "primary"

It's a wonder that not everyone is not using 2 wpns. I would be duel wielding lightsabers all day if I could. (My 2nd PC I will be)

I could be missing it, but there seems to be no way to change what attribute the lightsaber skill uses on an adversary. I tried the proper talents, but they made no change on the final sheet for the adversary.

on the tree where the change happens there is a button that allows you to make the change.

Does it work that way for Adversaries created in GM Tools?

I haven't tried it, but I know that GM Tools handles Talents a bit differently than Character Generator.

Pretty much the same thing. The button appears at the top, but you have to have selected both the technique talent AND the lightsaber skill for the adversary.

Doesn't that have the potential to be broken?? Cause then you can have 1 weapon have 2 setback dice and do 5 dmg, but your "primary" wpn has 0 setback dice and do 4 dmg. So you use your less dmg weapon as your "primary" so you can have less setback dice and a better chance at hitting.

Since both of my weapons are the same stat wise, I am cool, but someone could make a crazy weapon w/ so many setback dice and ungodly damage that it is their 2ndary weapon and something basic but w/ all the advantages in it so they can hit as their "primary"

It's a wonder that not everyone is not using 2 wpns. I would be duel wielding lightsabers all day if I could. (My 2nd PC I will be)

Fair point. It's like when using autofire, you have to declare and fire at the most difficult target so you can't do things like bypass a nemeses' Adversary 3 talent by aiming at an immobilized minion next to him.

I would think that for two-weapon combat, you'd at least have to add any bad effects of your secondary weapon, even if you don't add any bonuses. But I couldn't find anything about it in the rules, which is why I asked the rule question.

Doesn't that have the potential to be broken?? Cause then you can have 1 weapon have 2 setback dice and do 5 dmg, but your "primary" wpn has 0 setback dice and do 4 dmg. So you use your less dmg weapon as your "primary" so you can have less setback dice and a better chance at hitting.

Since both of my weapons are the same stat wise, I am cool, but someone could make a crazy weapon w/ so many setback dice and ungodly damage that it is their 2ndary weapon and something basic but w/ all the advantages in it so they can hit as their "primary"

It's a wonder that not everyone is not using 2 wpns. I would be duel wielding lightsabers all day if I could. (My 2nd PC I will be)

Fair point. It's like when using autofire, you have to declare and fire at the most difficult target so you can't do things like bypass a nemeses' Adversary 3 talent by aiming at an immobilized minion next to him.

I would think that for two-weapon combat, you'd at least have to add any bad effects of your secondary weapon, even if you don't add any bonuses. But I couldn't find anything about it in the rules, which is why I asked the rule question.

If I'm DW at an adversary 3 character at short range that's Red Red Purple. At medium range that's 3 Reds and you'll need to succeed with 2 advantage just to shoot your other gun. I'd rather have the two setbacks. One of the devs broke it all down on the O66 podcast.

Rogue7 Posted Today, 04:52 PM

"If I'm DW at an adversary 3 character at short range that's Red Red Purple. At medium range that's 3 Reds and you'll need to succeed with 2 advantage just to shoot your other gun. I'd rather have the two setbacks. One of the devs broke it all down on the O66 podcast."

Which episode?

Edited by AgentJ

Rogue7 Posted Today, 04:52 PM

"If I'm DW at an adversary 3 character at short range that's Red Red Purple. At medium range that's 3 Reds and you'll need to succeed with 2 advantage just to shoot your other gun. I'd rather have the two setbacks. One of the devs broke it all down on the O66 podcast."

Which episode?

I don't remember the episode number. But here is a similar answer from a QnA:

Question asked by Yepesnopes :

Does a character wielding two Ryyk Blades (or two superior vibro swords) gain automatically two advantages with his melee checks? or just one?

Does he gain 2 points of melee defense (one per weapon) or just 1?

Answered By Sam Stewart :

Just one advantage, and just one melee defense.

---------------------------------------------------------------------------------------

So even with that answer you can see that the secondary weapon doesn't affect the roll or defense for that matter. If you think duel wielding is too strong don't look at auto-fire, you can jury rig that to one advantage to trigger.

Where do you get RRP from??? Most shots are just purples...Where do the reds come from??

The CRB says increase NOT Upgrade

Edited by Lancer999

Adversary upgrades purple to red. It is a Nemesis (and sometimes Rival) ability.

So a 2 difficulty versus an Adversary 3 becomes 2 red 1 purple. 2 of the purple turned to red, and 1 extra purple for the last upgrade. If it was 3 purple to start it would become 3 red.

Does that make sense? (not trying to be rude just making sure I explained right)

so the pilot NPC my party hired to fly their ship just got the Avionics Interface cybernetic enhancement installed, but I can't seem to get the skill boost to reflect on the character sheet. She does have ranks in Pilot (Space), but nothings poping up in the cyber column.

Hi Oggy!

In this link: you can download a character that was exported some time ago in a previous version of the program (I don't know which one)

https://sites.google.com/site/atistalessw/edge-of-the-empire/karakteralkotas/karakterek/Amelie%20Maul%20-%20Zabrak%20Explorer.xml?revision=3

When I tried to import this character on a new install (1.3.0.1. I think), it run to a NullReferenceException.

(I found a computer, that I had 1.2.1.0. and it imports it fine)

Hi Oggy!

In this link: you can download a character that was exported some time ago in a previous version of the program (I don't know which one)

https://sites.google.com/site/atistalessw/edge-of-the-empire/karakteralkotas/karakterek/Amelie%20Maul%20-%20Zabrak%20Explorer.xml?revision=3

When I tried to import this character on a new install (1.3.0.1. I think), it run to a NullReferenceException.

(I found a computer, that I had 1.2.1.0. and it imports it fine)

It'll work in the next version. Basically, something in the relink was causing a recalculation to be performed, which is not supposed to happen (the relink has to be complete before a recalc will work).

Hi Oggy!

In this link: you can download a character that was exported some time ago in a previous version of the program (I don't know which one)

https://sites.google.com/site/atistalessw/edge-of-the-empire/karakteralkotas/karakterek/Amelie%20Maul%20-%20Zabrak%20Explorer.xml?revision=3

When I tried to import this character on a new install (1.3.0.1. I think), it run to a NullReferenceException.

(I found a computer, that I had 1.2.1.0. and it imports it fine)

It'll work in the next version. Basically, something in the relink was causing a recalculation to be performed, which is not supposed to happen (the relink has to be complete before a recalc will work).

Thanks! I might be wrong, but since I'm recreating this character: I realized, that there are multiple versions of the Zabrak species: it can cause such a collision...

One more thing to keep you busy. ;-)

If a character is force sensitive and the FaD book is used: Morality is automatically shown on the character sheet. I think: it should only appear, when there is at least one Strength/Weakness selected.

Edited by Alex76g

so the pilot NPC my party hired to fly their ship just got the Avionics Interface cybernetic enhancement installed, but I can't seem to get the skill boost to reflect on the character sheet. She does have ranks in Pilot (Space), but nothings poping up in the cyber column.

Got this to work. Basically, when you add a skill mod, you can now check whether or not you need basic (non-equipment) ranks in it before it will be applied.

And while I was at it, I also modified die modifiers so that they can optionally only apply to ranked skills. So, the Caamasi species trait will work now.

Edited by OggDude

One more thing to keep you busy. ;-)

If a character is force sensitive and the FaD book is used: Morality is automatically shown on the character sheet. I think: it should only appear, when there is at least one Strength/Weakness selected.

The mechanic is still in effect even if you haven't picked your strengths/weaknesses yet, and will show up properly on the character sheet so you can track conflict. It won't show up on the group sheet, however, since the chart on the group sheet requires strengths/weaknesses to be displayed.

I don't know who the World Racketeering Squad is, but you guys are PHENOMENAL! They sent me yet another donation! I can't tell you how much I appreciate the support! You rock! Thank you SO MUCH!

A new release is now available. Again, for you Google Drive users, please wait about 20 minutes.

Release 1.3.1.0
New/Changed Data:
  • Fixed the price and restricted flag for Armored Robes.
  • Collar-Amp (Upgraded) from Far Horizona had a user key. It has now been given an actual key (COLLARAMPUP).
  • The FasClean Atmospheric Reactive Damper's name was incorrect. This has been fixed.
  • "The Local Leader" was missing from background hooks. It has been added.
  • Changed Unmatched Expertise signature ability to include two versions of Activation and Reduce Difficulty.
  • The Keldabe battleship had an incorrect "type". It should now be properly set to "Battleship".
  • The Heal/Harm Force power was missing a Control upgrade and had Strength instead. This has been fixed.
  • A Togruta option choice had a misspelling. This has been fixed.
  • The Augmented Buffer from the Jewel of Yavin adventure was incorrectly limited to airspeeders. It is now properly limited to vehicles with silhouette 2 or lower.
  • Shien Expert tree incorrectly had Touch of Fate instead of Toughened. This has been fixed.
  • Updated the CAAF-2 Avionics Interface to give a skill rank in Piloting - Space if a basic rank already exists (using the below new feature). It's mods have also been split up between the aforementioned mod and an ad hoc mod for the situational increase in Piloting - Planetary if piloting an airspeeder.
  • The Caamasi has been modified to add boost ranks to Knowledge skills with ranks (again, using the below new feature).
New Features and Enhancements:
  • The vehicle list in any vehicle pane will now default to being sorted by name.
  • The weapon list in the vehicle upgrade dialog will now be sorted by name.
  • When you choose a vehicle weapon to upgrade, when the vehicle upgrade dialog is displayed, all settings will default to the weapon being upgraded. You can then make any changes you like to it.
  • All apps will now check for valid installed printers before printing is allowed.
  • Added an option to die modifiers where the modifier is only applied if the skill in question is ranked. When editing die modifiers in the Data Editor, just click the far right checkbox next to the skill to turn this feature on.
  • A skill mod may now be set to only apply if the skill already has basic ranks (ranks not coming from items or attachments). A new checkbox has been added to the mod editor to select this feature.
  • The skill pane will now keep its selection, sort, and scroll location between character updates.
Bug Fixes:
  • The new campaign sorting from the Character pane would only show a single character when filtering was turned on. It should now work properly.
  • The campaign setting in the Description pane would display the previous campaign value when a new character was loaded that did not have a campaign. It will now properly show a blank campaign.
  • When upgrading a vehicle weapon to a weapon that intrinsically has the linked quality (such as the Quad Laser Cannon), the cost would be based the linked quality as an upgrade, rather than taking into account the original linked value. Costs should now be calculated correctly.
  • When copying a PC adversary in GM Tools, the copy was not saved and did not show up the next time the app was launched. This was because PC adversaries, by definition, do not persist, so the copy was not persisting either by default. Copies of PC adversaries will now be saved correctly and treated like normal adversaries, rather than like PC adversaries.
  • When printing an encounter sheet with a minion group with a count over 10, it would only show the 10's digit for 2 digit counts under "Remaining". Now, 2 digit counts will use a smaller font that will properly show both digits.
  • If the data folder was switched to an empty folder, the previous items weren't being removed properly from the cache database. This would cause errors, since the old XML files were expected to exist, but didn't. If no items are found, the respective table will now properly be cleared.
  • For adversaries, the category list was being populated by the actual adversary list, rather than the display list. It will now properly be populated by the display list.
  • When the relink method was performed on a character, in certain cases, it was causing a recalculate to be performed as well. Since a recalculation always requires the character to be properly linked, this could cause a null reference exception. A relink will no longer accidentally cause a recalculation.
Changes for FaD Update #1:
  • Togruta's "Pack Hunters" ability changed to "Pack Insincts".
  • Reflect (Improved) changed to "Incidental (Out of Turn)".