Another Character Generator

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

Has anyone done the Adversaries and Encounter data for Ghosts of Dathomir?

On 1/21/2019 at 8:33 PM, Kilcannon said:

Would second this request. Prefer to be able to grant my players thru gm grants then add it in their species. I usually start my players with two +1 stats after character creation and Force rating being one of the available choices.

OK, I did a bit of reworking tonight. I managed to finagle Dedication in as a GM grant. I had left it out before because it was more complicated than other types of talents. I also modified the GM Grants dialog a bit. Each grid now has a filter so you can filter by part of an item's name. This is especially handy for the talents list, since it's so long. Also, I changed the way I store GM Grants with characters. All grants will be stored with the character as before, along with an indicator of whether or not they should be applied. When you run the GM Grant dialog, you will now have additional options to "Suspend" and "Reset". Suspend will keep your GM Grants, but temporarily turn them off for the the character. This is on top of disabling GM Grants, which will also turn them off. Reset will remove all GM Grants and let you start fresh with new grants. Cancel will now actually cancel and keep your old GM Grants. I don't think it quite did that before.

So... it'll now do what everyone wanted it to do. You can grant Dedication and choose different starting values for your characteristics. You can also grant a Force starting rating, and add as many Force Rating talents as you like. This should make everyone happy :)

5 hours ago, OggDude said:

OK, I did a bit of reworking tonight. I managed to finagle Dedication in as a GM grant. I had left it out before because it was more complicated than other types of talents. I also modified the GM Grants dialog a bit. Each grid now has a filter so you can filter by part of an item's name. This is especially handy for the talents list, since it's so long. Also, I changed the way I store GM Grants with characters. All grants will be stored with the character as before, along with an indicator of whether or not they should be applied. When you run the GM Grant dialog, you will now have additional options to "Suspend" and "Reset". Suspend will keep your GM Grants, but temporarily turn them off for the the character. This is on top of disabling GM Grants, which will also turn them off. Reset will remove all GM Grants and let you start fresh with new grants. Cancel will now actually cancel and keep your old GM Grants. I don't think it quite did that before.

So... it'll now do what everyone wanted it to do. You can grant Dedication and choose different starting values for your characteristics. You can also grant a Force starting rating, and add as many Force Rating talents as you like. This should make everyone happy :)

Awesome man!
I just wanted to say that one of the ways I learn systems is by making characters, and in addition to asking some members of the forum here, using your character generator has been one of the biggest helps in learning this one, and for that, I thank you.

You really are an amazing member of this community.
Cheers!

Wow OggDude!!! Thank you very much. Look forward to using this adjustment. Say goodbye to altered races for my players.

Thanks. And generator is best thing I have ever used for any rpg tool.

You are officially better than any politician in office now. Their followers ask and get nothing.

Edited by Kilcannon

I am just wondering now if there is a way to make a Legend of the Five Rings generator for FFG's take on the game using this as a launching pad ? This Generator is perfect for such things, but having it locked to star wars only when FFG has Arkham Hortror and L5R under their belts makes it doable yes ? Or do you not have the books yet for L5R ?

This should be the last pre-release of 2.3.1. The link for it is the same as the other one. Please test the custom vehicle in crafting, the GM Grants (especially Dedication), and the civilian base refit in GM Tools/Groups, as those had some changes since the last pre-release.

Pre-release 2.3.1.0 (Build 2)

New/Changed Data:

  • Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc.
  • Fixed a number of errors for various items and data.
  • For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2. This has been fixed.
  • For crafting, the Distinctive Style improvement cost 1 advantage instead of 3. This has been fixed.
  • For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling. This has been fixed.
  • For crafting, the airspeeder's max altitude should have been 100, not 10 km.
  • Added the "Blaster" category for the Custom Grip attachment.
  • Fixed the name of the Alter Force power's Mastery node.
  • For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames. This may cause some problems with current crafted vehicles. If so, please recreate them using the new attachments.
  • For crafting, added two new templates for Powered Melee weapons, one for a cutting-edge weapon, and another for a bludgeoning weapon. The original entry (without either one) still exists.
  • The text for the Merr-Sonn Model 31 Palm Stunner has been updated to use Stealth, rather than Resilience, for the opposed check, as per F&D errata.
  • The Now the Master talent is now a Force talent, as per F&D errata.
  • The Ion Blaster has been changed to rarity 3 and the Ion quality, rather than Stun (Droid Only).
  • Removed Disorient quality from thermal detonators.
  • Updated many older items to use base mods and other newer features for listed effects. This will be an ongoing task.
  • Updated many vehicles to fix minor errors in stats, weapons, etc. This will also be an ongoing task.
  • Updated the documentation PDF to include new features descriptions for version 2.3.1.
  • Added an updated German language file. This file should be up-to-date as of release 2.3.0, but does not have new phrases added for this release.

New Features/Enhancements:

  • For crafting, added alchemical potions and talismans from "Unlimited Power". This includes adding Force points to the pool. Potions and talismans only show up in the Crafting dialog if the character has a Force rating. Force points show up in pool and in the cost count only if a potion or talisman is being created.
  • Added tinkered items to talent description.
  • All item types (gear, armor, weapons, and vehicles) now support built-in attachments. Data editors should now support this new feature.
  • For crafting, vehicles now support a "Custom" frame. This frame can be any vehicle supported by the system. Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization. When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain. When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0. Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type.
  • Support for crafting-only item descriptors. Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc. Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions.
  • The dataset import feature of the Data Editor will now support dataset ZIP archives created with programs that do not include the base directory at the top. This includes Windows' "Send To Compressed File" and other popular ZIP archivers.
  • Added support for civilian vehicle retrofitting from "Fully Operational". This comes as a new attachment that can be added to any vehicle (although it is meant for civilian vehicles being retrofitted to use for military purposes). This attachment will add a hard point to the vehicle, but will also have a degrading effect on the vehicle. The GM may choose any of the optional mods (or more than one) as an undesired consequence of the hard point upgrade.
  • Added support for civilian refit bases from "Fully Operational". All base types, except the rebel base, can be upgraded to work as a secret rebel base. You can optionally conceal up to three civilian refit upgrades. If your base contains unconcealed civilian refit upgrades, the number of boosts that a character receives to detect rebel activity will be displayed on the base sheet.
  • In the Data Editor, the base upgrade dialog now supports the "Civilian Refit" flag. Checking this makes the upgrade a refit upgrade for civilian bases. Refit upgrades make it easier to spot rebel activity at the base, but also makes the upgrade eligible for concealment.
  • GM Grants now supports the Dedication talent. When Dedication is selected, clicking "Choose" will allow you to choose one characteristic for each rank of Dedication.
  • GM Grants now supports a filter for each grid. The filter is applied to the name of the appropriate item in the grid.
  • Two new buttons have been added on the GM Grants dialog. Suspend will save all of your grant changes, but turn off grants temporarily. You can turn them back on by going back into GM Grants and clicking Grant. Reset will remove all grants and allow you to start over. In all cases, hitting Cancel will now revert your grants back to what they were when the dialog was first opened.

Bug Fixes:

  • If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact. This was because the two built-in weapons had the same key. This has been fixed.
  • If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense. This has been fixed.
  • For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle. So, certain changes would not always appear after selecting at attachment. The changes would still be there after vehicle creation, however. Now, vehicles are always recalculated after adding attachments.
  • Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only).
  • Removed the "()" in weapon descriptions. This was caused by the new scale description for weapons.
  • Made a number of minor fixes and tweaks.
  • If an external application was used to compress a dataset file, depending on what software was used, the resulting file sometimes had issues during import. This was due to some ZIP software including the base directory in the archive, while others did not. Both formats should now work during import.
  • When importing datasets in the Data Editor, if a data set's archive file was created by hand (that is, not using the Data Editor), then depending on the app that was used to create it, there was a chance that it wouldn't be recognized as a dataset. This is because different ZIP programs use slightly different formats. This should be fixed now. However, it's generally a better idea to just use the Data Editor to create your datasets.
  • The tool strip on the Print Preview window was always showing the default Edge of the Empire color. It will now match the color for the chosen skin.
1 hour ago, Ni Fang said:

I am just wondering now if there is a way to make a Legend of the Five Rings generator for FFG's take on the game using this as a launching pad ? This Generator is perfect for such things, but having it locked to star wars only when FFG has Arkham Hortror and L5R under their belts makes it doable yes ? Or do you not have the books yet for L5R ?

I barely have time to run my bi-monthly/monthly/every two months campaign as it is :) I don't have any of the books for those games, and I don't have any of the new Genesys books, either. I would be willing to talk with FFG about updating my generator for use with any of their games, but it's hard for me to even find the time to update what I have. I'm still a few books behind for SWRPG...

22 minutes ago, OggDude said:

I barely have time to run my bi-monthly/monthly/every two months campaign as it is :) I don't have any of the books for those games, and I don't have any of the new Genesys books, either. I would be willing to talk with FFG about updating my generator for use with any of their games, but it's hard for me to even find the time to update what I have. I'm still a few books behind for SWRPG...

Honestly its really just a thought, its an awesome generator and the work you put into it already is amazingly well done. If its not something you feel you'd be able to do, that's perfectly fine there's nothing wrong with that whatsoever. You're doing a wonderful job with the generator already and I'd hate for you to stop as it is :)

I was looking at the preview of the netrunner sourcebook for the Genesys system and I got the crazy idea to use the ice rules to and more flavor to slicing encounters where there isn't operator to oppose the slicer. I hope your own Bi monthly game is keeping the players on their toes Oggy and they aren't tossing too many Monkey wrenches into the works unintentionally and intentionally.

Edited by kiranar
7 hours ago, kiranar said:

I was looking at the preview of the netrunner sourcebook for the Genesys system and I got the crazy idea to use the ice rules to and more flavor to slicing encounters where there isn't operator to oppose the slicer. I hope your own Bi monthly game is keeping the players on their toes Oggy and they aren't tossing too many Monkey wrenches into the works unintentionally and intentionally.

Actually, the monkey wrenches are the best part :) A couple of years ago, I ran the Perlemian Haul adventure for my group. They managed to get on the ship, but after that, they had no clue what to do and had no idea of how the adventure was supposed to unfold. So, I told them that I was just going to not even look at the adventure anymore and they should just tell me what they wanted to do, and we'd rely on the dice.

That was the most fun we've had so far in the campaign :) Normally, around midnight or so, people are starting to get a bit tired and start to look at the time. Not this night :) We played with full energy until 4 in the morning! We were having so much fun and making so much noise that my wife woke up and came down to see what the excitement was all about. We had no script, and just used the narrative aspect of the dice to tell the story. After that, everyone had a lot of respect for the dice system. To this day, my players still bring up that adventure and reminisce about what happened.

So... gumming up the works can sometimes work out for the best :)

21 hours ago, OggDude said:

I barely have time to run my bi-monthly/monthly/every two months campaign as it is :) I don't have any of the books for those games, and I don't have any of the new Genesys books, either. I would be willing to talk with FFG about updating my generator for use with any of their games, but it's hard for me to even find the time to update what I have. I'm still a few books behind for SWRPG...

I would love to see a Genesys character builder based off your Star Wars one! :)

I for one am just happ[y to wait for the new books Oggy has yet to get for the Star Wars scourcebooks that he needs to get the generator caught up to now. L5R and Arkham Horror and Genesys is doable yes, they're all priced actually cheaper corebook wise than the three SW games {F&D and AoR are both 60 bucks or so whereas L5R and Emerald Empire for L5R are both 50} So I think it COULD be adaptable, but for noew, I am just content to see how Oggy can catch up with hte current SW sourcebooks :)

I sorta derailed a campaign by accident for a few weeks with a failed with a despair mechanics check. It was my first intellect based character, but my second one was actually quite useful with mechanics and slicing while only starting to actually get skilled at smacking people with a engineering hammer.

So, I noticed in the craft item in the equipment section, for armour, none of the templates are labeled as powered, as some of the purchasable armours are. I tried attachments that I thought would require power, like the repulsor-assisted lifting, but that did not seem to give it the powered quality either.

Sorry if there is just something I am missing, but I noticed while checking out the pre=release, and decided to mention it in case it was some sort of bug.

3 hours ago, lollypopalopicus said:

So, I noticed in the craft item in the equipment section, for armour, none of the templates are labeled as powered, as some of the purchasable armours are. I tried attachments that I thought would require power, like the repulsor-assisted lifting, but that did not seem to give it the powered quality either.

Sorry if there is just something I am missing, but I noticed while checking out the pre=release, and decided to mention it in case it was some sort of bug.

Unfortunately, Keeping the Peace is a bit light on describing the different armor templates. Combat, segmented, and augmentative armor might be powered. I'm thinking augmentative is at least. But I don't know.

Eventually, I'll try creating a template editor in the Data Editor, but I haven't had the time. In the mean time, you can create your own custom templates by hand. Just look at the CraftTemplates.xml file in the installed data directory to get an idea of what a crafting template should look like. Then, create your own CraftTemplates.xml file in the DataCustom directory in your data folder (not the install folder). Create whatever you want in there, then add this XML tag under <CraftTemplate> : <Custom>AddedItem</Custom> . Just make sure the root tag of the file is <CraftTemplates> and all of your <CraftTemplate> templates are inside that.

Here's an example of what such a file could look like:

<CraftTemplates>
  <CraftTemplate>
    <Key>ARMORUSER1</Key>
    <Name>Powered Armor</Name>
    <Description>
      [H3]Powered Armor[h3]
      This is an armor template.  Please enter the description of the finished armor here.
    </Description>
    <Source>User Data</Source>
    <Custom>AddedItem</Custom>
    <TempType>ctArmor</TempType>
    <TimeHours>160</TimeHours>
    <CheckSkills>
      <Key>MECH</Key>
    </CheckSkills>
    <CheckDifficulty>
      <Difficulty>5</Difficulty>
    </CheckDifficulty>
    <MaterialCost>6500</MaterialCost>
    <MaterialRarity>8</MaterialRarity>
    <MaterialRestricted>true</MaterialRestricted>
    <ArmorProfile>
      <Categories>
        <Category>Full Body</Category>
        <Category>Hard Full Body</Category>
        <Category>Hard</Category>
        <Category>Heavy</Category>
        <Category>Resistant</Category>
        <Category>Powered</Category>
      </Categories>
      <Rarity>-1</Rarity>
      <Encumbrance>6</Encumbrance>
      <HP>4</HP>
      <BaseMods>
          <Mod>
            <Key>BR</Key>
            <Count>1</Count>
          </Mod>
          <Mod>
            <Key>RESIL</Key>
            <Count>1</Count>
          </Mod>
      </BaseMods>
      <WeaponModifiers />
      <Defense>2</Defense>
      <Soak>2</Soak>
    </ArmorProfile>
  </CraftTemplate>
</CraftTemplates>

Note the Key needs to be unique. Using ARMORUSERx will solve that. Also, by convention, the source should be "User Data", but it can be anything really (a unique source will show up as such in the source list of the Options dialog). You can also set the material costs, hours, etc., to whatever you like. In this example, I made the armor add +1 Brawn and +1 rank in Resilience. The sky's the limit. And, of course, all types of templates, not just armor, can be added to the file. There's plenty of examples in the installed CraftTemplates.xml file.

Thanks again for the addition of dedication grants. Can't wait for dawn of rebellion and knights of fate. Then my players will be complete

I got a friend asking me to data add one of his specialization trees from knights of fate because I already added Steel fist adapt for myself.

6 hours ago, kiranar said:

I got a friend asking me to data add one of his specialization trees from knights of fate because I already added Steel fist adapt for myself.

Are you managing his character sheet on your PC or is he asking you to add it to his PC?

@OggDude

Is there a way to actually add text to the "Notes" sections that appear when you print out characters (other than penciling them in afterward)?

1 hour ago, salamar_dree said:

@OggDude

Is there a way to actually add text to the "Notes" sections that appear when you print out characters (other than penciling them in afterward)?

Hopefully, he won’t mind someone else providing the answer he’s given before. They’re graphical placeholders with size determined by how much open space is on a page based upon the other content, so they’re not really fields that can be filled in the software.

@Nytwyng

Thanks.

He is just asking me to add it to print it out.

Version 2.3.1 has been released. Download links are in my "About Me" page. Web installs should automatically update. Note that the files are still copying, so give it about 10-15 min from this post.

Release 2.3.1.0:

New/Changed Data:

  • Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc.
  • Fixed a number of errors for various items and data.
  • For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2. This has been fixed.
  • For crafting, the Distinctive Style improvement cost 1 advantage instead of 3. This has been fixed.
  • For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling. This has been fixed.
  • For crafting, the airspeeder's max altitude should have been 100, not 10 km.
  • Added the "Blaster" category for the Custom Grip attachment.
  • Fixed the name of the Alter Force power's Mastery node.
  • For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames. This may cause some problems with current crafted vehicles. If so, please recreate them using the new attachments.
  • For crafting, added two new templates for Powered Melee weapons, one for a cutting-edge weapon, and another for a bludgeoning weapon. The original entry (without either one) still exists.
  • The text for the Merr-Sonn Model 31 Palm Stunner has been updated to use Stealth, rather than Resilience, for the opposed check, as per F&D errata.
  • The Now the Master talent is now a Force talent, as per F&D errata.
  • The Ion Blaster has been changed to rarity 3 and the Ion quality, rather than Stun (Droid Only).
  • Removed Disorient quality from thermal detonators.
  • Updated many older items to use base mods and other newer features for listed effects. This will be an ongoing task.
  • Updated many vehicles to fix minor errors in stats, weapons, etc. This will also be an ongoing task.
  • Updated the documentation PDF to include new features descriptions for version 2.3.1.
  • Added an updated German language file. This file should be up-to-date as of release 2.3.0, but does not have new phrases added for this release.


New Features/Enhancements:

  • For crafting, added alchemical potions and talismans from "Unlimited Power". This includes adding Force points to the pool. Potions and talismans only show up in the Crafting dialog if the character has a Force rating. Force points show up in pool and in the cost count only if a potion or talisman is being created.
  • Added tinkered items to talent description.
  • All item types (gear, armor, weapons, and vehicles) now support built-in attachments. Data editors should now support this new feature.
  • For crafting, vehicles now support a "Custom" frame. This frame can be any vehicle supported by the system. Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization. When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain. When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0. Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type.
  • Support for crafting-only item descriptors. Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc. Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions.
  • The dataset import feature of the Data Editor will now support dataset ZIP archives created with programs that do not include the base directory at the top. This includes Windows' "Send To Compressed File" and other popular ZIP archivers.
  • Added support for civilian vehicle retrofitting from "Fully Operational". This comes as a new attachment that can be added to any vehicle (although it is meant for civilian vehicles being retrofitted to use for military purposes). This attachment will add a hard point to the vehicle, but will also have a degrading effect on the vehicle. The GM may choose any of the optional mods (or more than one) as an undesired consequence of the hard point upgrade.
  • Added support for civilian refit bases from "Fully Operational". All base types, except the rebel base, can be upgraded to work as a secret rebel base. You can optionally conceal up to three civilian refit upgrades. If your base contains unconcealed civilian refit upgrades, the number of boosts that a character receives to detect rebel activity will be displayed on the base sheet.
  • In the Data Editor, the base upgrade dialog now supports the "Civilian Refit" flag. Checking this makes the upgrade a refit upgrade for civilian bases. Refit upgrades make it easier to spot rebel activity at the base, but also makes the upgrade eligible for concealment.
  • GM Grants now supports the Dedication talent. When Dedication is selected, clicking "Choose" will allow you to choose one characteristic for each rank of Dedication.
  • GM Grants now supports a filter for each grid. The filter is applied to the name of the appropriate item in the grid.
  • Two new buttons have been added on the GM Grants dialog. Suspend will save all of your grant changes, but turn off grants temporarily. You can turn them back on by going back into GM Grants and clicking Grant. Reset will remove all grants and allow you to start over. In all cases, hitting Cancel will now revert your grants back to what they were when the dialog was first opened.

Bug Fixes:

  • If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact. This was because the two built-in weapons had the same key. This has been fixed.
  • If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense. This has been fixed.
  • For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle. So, certain changes would not always appear after selecting at attachment. The changes would still be there after vehicle creation, however. Now, vehicles are always recalculated after adding attachments.
  • Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only).
  • Removed the "()" in weapon descriptions. This was caused by the new scale description for weapons.
  • Made a number of minor fixes and tweaks.
  • If an external application was used to compress a dataset file, depending on what software was used, the resulting file sometimes had issues during import. This was due to some ZIP software including the base directory in the archive, while others did not. Both formats should now work during import.
  • When importing datasets in the Data Editor, if a data set's archive file was created by hand (that is, not using the Data Editor), then depending on the app that was used to create it, there was a chance that it wouldn't be recognized as a dataset. This is because different ZIP programs use slightly different formats. This should be fixed now. However, it's generally a better idea to just use the Data Editor to create your datasets.
  • The tool strip on the Print Preview window was always showing the default Edge of the Empire color. It will now match the color for the chosen skin.

While going through and consolidating info, removing my "band aid" Unlimited Power data, I noticed a typo. For the species, the source is "Unlimited Powerr," making the software see it as a separate source.

Awesome, thanks!