Another Character Generator

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

I think if you are going for Obligation, might as well do that with Duty and Morality too.

Maybe a randomizer to pick which "toon" goes where in the list.

It's already there. GM Tools/Groups. Group sheets can include charts for obligation, duty, and morality. You can even have group obligation/duty, and it'll be combined with PC obligation/duty.

Does it create a chart? I didn't notice that if it does.

Edit: well crap I never noticed that. Cool.

Edited by fatedtodie

Yeah, just click Print. You can even select which charts to show.

Well then, you are already 1 step ahead. *pat on the back for oggy*

Ask and ye shall receive:


Question :


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?


Answer (from Sam Stewart):


The weapon used sets the pool. The second weapon is only used if you gain two Advantage to trigger the second hit. So only the first weapon sets the pool. So if the second weapon has penalties or bonuses that would affect the pool, such as adding Boost or Setback dice, these would not apply. However, if the second weapon has penalties or bonuses that are applied after the pool has been rolled, then those penalties or bonuses do apply if you trigger the second weapon to hit. So If your second weapon is Accurate, you won't get Boost dice. But if your second weapon has a laser sight that gives you an Advantage on a successful attack, then if you're successful and you trigger the second hit, then you gain the additional Advantage as well.

Ask and ye shall receive:
Question :
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?
Answer (from Sam Stewart):
The weapon used sets the pool. The second weapon is only used if you gain two Advantage to trigger the second hit. So only the first weapon sets the pool. So if the second weapon has penalties or bonuses that would affect the pool, such as adding Boost or Setback dice, these would not apply. However, if the second weapon has penalties or bonuses that are applied after the pool has been rolled, then those penalties or bonuses do apply if you trigger the second weapon to hit. So If your second weapon is Accurate, you won't get Boost dice. But if your second weapon has a laser sight that gives you an Advantage on a successful attack, then if you're successful and you trigger the second hit, then you gain the additional Advantage as well.

So if I am interpreting this correctly...In Oggy's 1st scenario which is my scenario, My 1st blaster w/ BAM & Bantha Eye would have 4Y & 1 Black to hit and I would get the Adv after the roll is made. If I hit w/ the 2nd blaster (Even though I have BAM & Bantha Eye on the 2nd blaster too) The only thing that counts is the Bantha Eye and its 1 Adv it gives but NOT the Bam which has a Black die?!

Well if that is what it is, then that is Awesome AND Broken, because the potential is that you can have your primary weapon have Superior/Accurate/Bantha Eye & BAM or the Rifle equivalent and roll your dice pool. THEN have your 2nd wpn have Every Dmg augmentation on it that has no kind of Adv on it, but just damage or something to the like, and get the 2nd hit if you have 2 non canceling Adv on the 1st hit & PWN!!

So my PCs pool is as follows...4 Agl 4 Ranks in Range Lt. 2 Blasters w/ BAM & Bantha Eye....So I have 4Y 1Blue (Aim) vs 2P 1Blk (BAM)...If I hit and get 2 Adv (Remember I get 1 from Bantha Eye) then I can hit w/ my 2nd blaster that has the exact same stats but w/o the 1Blk and I get the 1Adv from the 2nd guns Bantha Eye...COOL & Potentially Broken!

Don't get me wrong I love it, but I can see potential exploitation.

The way I'm reading this is that you only get dice pool boosts/setback from the primary weapon. After you roll and hit, and AFTER you spend your two Advantage to activate the second weapon, THEN you add any advantage or threat that the second weapon gives.

So yeah, your primary weapon should have everything, while your secondary weapon can just have damage adds. Plus, if you have a BAM on the second weapon, you don't have to worry about the setback at all. If your second weapon has Superior, you'll only be able to add the +1 damage and the free advantage if you hit with the primary and activate the secondary with two advantages. So, spend two advantages, get one back for free :)

Yeah, as I said...Awesome, but MAJOR Potential for it being Broken!!

Min/Max guys like my PC will have a Ball w/ 4Agl or higher! I had my guy start w/ 2 Blasters and it has been fun ever since! Now that these rules have been clarified...WHOOOOOO NELLY!!

I have a problem selling some items. for example, I buy 4 ration packs at 100% price (4 x 5 credits, 20 cr). then I sell them at 100% and I got back ... 80 credits! It happens for many items. Is it a bug or I'm doing something wrong?

Ask and ye shall receive:
Question :
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?
Answer (from Sam Stewart):
The weapon used sets the pool. The second weapon is only used if you gain two Advantage to trigger the second hit. So only the first weapon sets the pool. So if the second weapon has penalties or bonuses that would affect the pool, such as adding Boost or Setback dice, these would not apply. However, if the second weapon has penalties or bonuses that are applied after the pool has been rolled, then those penalties or bonuses do apply if you trigger the second weapon to hit. So If your second weapon is Accurate, you won't get Boost dice. But if your second weapon has a laser sight that gives you an Advantage on a successful attack, then if you're successful and you trigger the second hit, then you gain the additional Advantage as well.

Oggy, thanks for posting this to the forums! This question has been bothering me for quite some time...

Could you cross post this in the frequently asked questions thread or somewhere a bit more easy to discover later? It might be challenging to find again on page 141 of your character generator thread. :)

Ogg Dude

Question have you added the homestead or business rules from Far Horizons to the generator.

I could not figure how to add it. I assumed in the GM tools as they can be awarded in lieu of starting ship from edge but I did not see them in the drop down list

Ogg Dude

Question have you added the homestead or business rules from Far Horizons to the generator.

I could not figure how to add it. I assumed in the GM tools as they can be awarded in lieu of starting ship from edge but I did not see them in the drop down list

He has not programmed that yet.

OggDude, Do you have the rebellion day adventuure? Do you need it? For the generator

What was the rebellion day adventure called? Is it available?

Hello Oggi

Would it be possible for any player to have access to the Morality sheet (not only the Force-users) ? I know the EotE and AoR rules assess the players may only spend Lightside destiny points but I think anyone should be exposed to divided loyalties. Afterall what's true for a Jedi (temptation to the Dark side) should also be true for a smuggler, an ace, etc.. Can we assume that, would Jabba be a PC, he'd use Lightside destiny points ?

Does anyone have the same concern ?

Thx

I have a problem selling some items. for example, I buy 4 ration packs at 100% price (4 x 5 credits, 20 cr). then I sell them at 100% and I got back ... 80 credits! It happens for many items. Is it a bug or I'm doing something wrong?

No, that was a bug. It was multiplying by the quantity twice. I fixed it.

Ask and ye shall receive:
Question :
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?
Answer (from Sam Stewart):
The weapon used sets the pool. The second weapon is only used if you gain two Advantage to trigger the second hit. So only the first weapon sets the pool. So if the second weapon has penalties or bonuses that would affect the pool, such as adding Boost or Setback dice, these would not apply. However, if the second weapon has penalties or bonuses that are applied after the pool has been rolled, then those penalties or bonuses do apply if you trigger the second weapon to hit. So If your second weapon is Accurate, you won't get Boost dice. But if your second weapon has a laser sight that gives you an Advantage on a successful attack, then if you're successful and you trigger the second hit, then you gain the additional Advantage as well.

Oggy, thanks for posting this to the forums! This question has been bothering me for quite some time...

Could you cross post this in the frequently asked questions thread or somewhere a bit more easy to discover later? It might be challenging to find again on page 141 of your character generator thread. :)

It's been added to the dev questions topic as well.

OggDude, Do you have the rebellion day adventuure? Do you need it? For the generator

Do you have it? :) If I could get ahold of a copy of it, I'd add it to the generator, sure.

Hello Oggi

Would it be possible for any player to have access to the Morality sheet (not only the Force-users) ? I know the EotE and AoR rules assess the players may only spend Lightside destiny points but I think anyone should be exposed to divided loyalties. Afterall what's true for a Jedi (temptation to the Dark side) should also be true for a smuggler, an ace, etc.. Can we assume that, would Jabba be a PC, he'd use Lightside destiny points ?

Does anyone have the same concern ?

Thx

There's an option for it in the Options dialog.

Feature request.

Would it be possible on the character printout pages to align the weapons, armor and gear stats in such a way that the encumberance values are all in a column with the total equipped/held encumberance at the bottom?

Not the main current/threshold encumberance box (I like that still at the top), but a small foot note with the total (or a box so we can total it ourselves after printing out and shifting gear around)

My character and some of my players' characters are collectors of gear, but leave most of it on the ship and only take what we want/need each mission, so this would make it real easy for us to total up what we have on us and be able to switch out easily.

Would this be possible to do?

Your gear only adds encumbrance if you have it held. if it's not held, then it's considered somewhere else (like your ship). Each gear table has a Held column that will be checked if it's in the character's possession. Only these checked items apply to encumbrance calculations. So, if you want to look through your gear lists and see what you have on your character, just look for the check mark in the Held column.

It could also be that I'm not quite getting what you're looking for :) If that's the case, could you explain it some more?

So, I have a Zeltron Big Game Hunter who has a few different gear sets (when he's collecting a bounty in the city; when he's collecting one in the wilderness; when he's out finding a job; when he's out partying like it's 4ABY). In any given session, he'll change gear sets or customize a new one for a specific upcoming encounter (and this can happen multiple times in a session, so I don't want to print off a page for each gear set he might use). I don't always have my laptop with me and the other players in the group don't have laptops to bring to the game, so keeping the program up is rarely an option.

As it is now, I click "show" on all the items -but not equipped- so that when I print the character sheet off, I can check off "held" or "equipped" by hand and then calculate the encumberance myself. However, I've noticed with how the gear is tabbed/layed out, the encumberance values and held/equipped check areas are staggered differently, so I occasionally miss some gear. I'm just asking if it would be possible to stagger the gear in such a way that all the encumberance values are vertically aligned when I print out the page so I can easily check off what is equipped by hand and add the total up myself.

It might also be nice to have gear sets so you can set up different load outs for different situations and what the encumbrance would be for those gear sets.

Again, I'm not concerned with gear sets; I don't want to have to print out 12 pages of potential gear sets my character might end up using. I know other people have asked for gear sets (like in WoW) and that might help, but all I'm asking is to align the encumbrance stat of all the gear in such a way that it's easier to calculate by hand after printing it all out and changing gear on the fly

By the way, I forgot to show you how I did this. Is this how everyone wanted this to look?

EncumItems.png

Feature request (or maybe I don't know how to apply it).

Today, in my second play session ever, my character was hit with a Gruesome Injury crit. This reduces a characteristic (determined by die roll) permanently by 1 to a minimum of 1. My willpower is now permanently -1. I don't see a way to reduce a characteristic, except for one that you originally increased at the time of creation, but then reducing it gives the XP you spent on it back.

Is there a way to reduce a characteristic that I am missing? If not, can it be added somehow? I'm still pretty new, so I don't know how common effects like this are in regards to coming from other sources, but perhaps you can simply add a Gruesome Injury field somewhere, with a drop down to select the characteristic affected.

It really wouldn't matter that much, but this affects my strain threshold and dice pool for all skills associated with the affected characteristic, making the sheet print out inaccurate.

Yeah, I know about this one. I've thought about adding something for this, maybe an "Injury" column to the right of the characteristic that lets you choose how many to remove. I'd have to create another characteristic source called something like "Injury" which wouldn't change the XP cost, but would decrease the characteristic.

I'll give it some thought. Personally, I think a permanent stat reduction like that is heinous, and the end result is a massive loss of XP, especially if a stat was raised through Dedication. Dedication doesn't grow on trees... well, yeah, I guess it sorta does, but still :) you have to spend so much to get down to it, only to have it just vanish. If there was a way to get the characteristic back, that would be different.

Here's what this one looks like:

Injury.png

If the checkbox isn't checked (which is the default), then it looks like it did before, except for me stacking the + and - buttons. With it checked, it'll display the injury column and allow you to change it. If the final value is red, then you know that you have an injury.

Edited by OggDude

Minor bug report. the JM5000, LANCERFRIG and JTYPESKIFF vehicle silhouettes are the wrong way around.

I have to say Ogg, the new features and improvements look amazing. :)

Hi Oggy,

Firstly let me say, I am a programmer myself so I really appreciate what you have done with the character generator. I know how much work goes into something like this!

Anyway, of course I have a feature request :)

On several pages you have Notes fields which are used as fillers, and can be useful during play.

However, what I would really like is the option to provide some text for the various notes fields which would be printed on my character sheet.

For example, my character has a number of options for building her attack dice pool: targeting computer add boost at long and extreme range, with a maneuver and 1 strain she can remove 1 setback, etc. And I keep forgetting some or other bonus, especially if we haven't played for a while.

So basically I would like to create a type of checklist, which would always be printed in this area. Then I could just run down the checklist, every time I build a dice pool.

That would be cool.

OK, I have another little (actually biggish) request.

Call me a power user if you like, but my equipment page is full! This is not due to having so much equipment. This is due to the Attachments on my weapons and armor. These are all conveniently printed in the SPECIAL column. But, because there is so much text, each item takes up a lot of space.

So, what about somehow listing the attachments beneath the weapons and armor, either under each item, or in a separate list below the main list?

For example:

                                       WEAPONS
Weapon        Qty Dam Crit ...                         Equip Qualities
Vibroknife    1   3   2    ...                         ^     Pierce 2, Vicious 1
Blaster Rifle 1   10  3    ...                         ^     Stun Setting
...
Weapon        Attachments
Baster Rifle  Augmented Spin Barrel (1 Damage +1 Mod, Add [] to all Mechanics
              checks when performing maintenance on this weapon)
...

                                       ARMOR
Armor         Qty Soak ...                     Held Equip Features
...
Armor         Attachments
...

I think this would save a lot of space on the equipment page, and maybe even make the Attachments text easier to read.

What do you think?

Edited by Jabberwookiee