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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
DamienKnight
post Sep 19 2008, 08:04 PM
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Edit: Dec 2020 I am making the source folder available here. I have been tweaking the sheet a bit lately and will put newer versions here.

I am a big fan of the Character Generator spreadsheet created by Autarkis, and updated by blakkie. My SR group started using this sheet, and I began making small revisions. After awhile it turned into a bit of a pet project and the spreadsheet has come a long way. Since releasing the beta to Dumpshock we have reviewed and upgraded this sheet through several major versions and its looking great!

Features:

- Classic Character Generator by Autarkis and Blakkie as the basis
- Added a formatted printable Character Sheet, inspired by Harri Tusa's Wizdoc.
- Added full list of cyberware/bioware from the Augmentation book.
- Added a Hacking sheet for tracking Comlink and programs.
- Added a Vehicles page for tracking Vehicles, including Mounting turrets and other mods. Vehicle mods data and design inspired by Vehicle_SR4 by Zsolt Guthy.
- Added a complete list of weapons (as described in the back of Arsenal) in the Gear_Data page.
- Added Melee and Ranged Weapon details in the Gear page, along with armor and armor mods.
- Added a Custom_Weapons page, which allows up to three custom modded weapons as per Arsenal rules.
- Added in Metavarients, Drakes, Sapient Critters and Infected races from the Runners Companion. Standard races now list racial abilities in the Qualities area of the CharSheet.
- Added the Karma Build System, and Karma Upgrades for BP created characters. If you create your character with BP, you can raise skills/attributes with Karma for post-creation upgrades. You can also elect to build with the Karma Build System, as described in Runners Companion.
- Traditions and Adept paths by Kairo.
- Initiation w/ Ordeals/Metamagic
- Submersion, Paragons, Streams and Living Persona for Technomancers
- Changelings and Metagenic qualities for Surge or Metavarient characters.
- Sample of a sheet used for outputting the character data as a text file.
- Revised Cyberparts page
- Fully working Qualities Selection Dropdown that only lists qualities currently valid for your character (Metagenic, Infected qualities)
- Modular Cyberlimb support
- Stack armor into Outfits and display Calculated Armor/Encumberance and Mods nicely on the printable CharSheet page.
- Pets!!!!

(Edit: Now links to SR4CG STL 1)
Click Here to Download the New Character Generator

Click here for a standalone commlink tracker. Perfect for the runner with multiple commlinks!

Please check it out and tell me what you think. I would love to hear of any suggestions/requests/bugs.

And thanks again to Autarkis, Blakkie, Harri Tusa, and others who have created part of this or inspired my work. See the Credits sheet for a complete list.
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SpellBinder
post Apr 17 2010, 03:50 AM
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Oh yeah. Biowire opens up a lot for a TM, like being able to thread & memorize skillsofts. Even without that, a TM can also thread to add, or permanently add program options to their complex forms (though some are silly for a TM). (IMG:style_emoticons/default/wink.gif) (IMG:style_emoticons/default/wink.gif) (IMG:style_emoticons/default/wink.gif)
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Thirty Second Ar...
post Apr 17 2010, 07:06 PM
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A few more things I've noticed while poking around at v1i:

Cyberparts tab: Cells R27, R37, R47, R57, R67, R77, R87, and R97 are basing their calculations off of the rating column instead of the capacity column. Using cell R27 as an example, it's checking O29:O35 for the modular limb's capacity when it should be checking P29:P35 instead. Cell R107 is, strangely enough, checking the proper column already.

Cyberparts & Cyberware/Bioware tabs: Foot Anchors have no listed availability or cost. Checking on the Cyberware/Bioware tab shows the same. As listed on Augmentation p.41, the availability and cost are 10 and 4,000¥, respectively.

Gear tab: Nanomemory (Nanotech category) has no listed cost. As listed on Unwired p.200, the cost is 200¥.

Gear & CharSheet tabs: Any outfit group on the Gear tab that includes a piece of armor in the very first row of the armor section causes the outfit group's entry on Charsheets 1, 2, and 3 to display "#VALUE!" in the Bal/Imp column of their respective armor sections.

Weapons tab: The melee weapons section isn't properly multiplying costs for customizations when selecting a quantity greater than 1; It appears to be multiplying the cost of the weapon by the entered quantity value, then simply adding the cost of one modification. For example: One monofilament sword with a personalized grip should cost [(750*1)+(100*1)], or 850, and this is displayed correctly. Two monofilament swords with personalized grips should cost [(750*2)+(100*2)], totaling 1,700, but the price returned from the spreadsheet appears to be using a formula similar to [(750*2)+(100)] for a value of 1,600. This is consistent across all rows in the melee weapons section.


Man, this reminds me of beta-testing videogames, only without all the explosions.
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DamienKnight
post Apr 19 2010, 01:32 PM
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QUOTE (Thirty Second Artbomb @ Apr 17 2010, 02:06 PM) *
A few more things I've noticed while poking around at v1i:

Cyberparts tab: Cells R27, R37, R47, R57, R67, R77, R87, and R97 are basing their calculations off of the rating column instead of the capacity column. Using cell R27 as an example, it's checking O29:O35 for the modular limb's capacity when it should be checking P29:P35 instead. Cell R107 is, strangely enough, checking the proper column already.

Cyberparts & Cyberware/Bioware tabs: Foot Anchors have no listed availability or cost. Checking on the Cyberware/Bioware tab shows the same. As listed on Augmentation p.41, the availability and cost are 10 and 4,000¥, respectively.

Gear tab: Nanomemory (Nanotech category) has no listed cost. As listed on Unwired p.200, the cost is 200¥.

Gear & CharSheet tabs: Any outfit group on the Gear tab that includes a piece of armor in the very first row of the armor section causes the outfit group's entry on Charsheets 1, 2, and 3 to display "#VALUE!" in the Bal/Imp column of their respective armor sections.

Weapons tab: The melee weapons section isn't properly multiplying costs for customizations when selecting a quantity greater than 1; It appears to be multiplying the cost of the weapon by the entered quantity value, then simply adding the cost of one modification. For example: One monofilament sword with a personalized grip should cost [(750*1)+(100*1)], or 850, and this is displayed correctly. Two monofilament swords with personalized grips should cost [(750*2)+(100*2)], totaling 1,700, but the price returned from the spreadsheet appears to be using a formula similar to [(750*2)+(100)] for a value of 1,600. This is consistent across all rows in the melee weapons section.


Man, this reminds me of beta-testing videogames, only without all the explosions.


Excellent bug finding! I corrected all of the above except for the armor #VALUE issue. On version j I did not see that problem. I have already fixed an issue relating to MOD values on the Gear page, maybe I corrected this other issue while I was at it. You are simply putting two pieces of armor on the gear page in the top two slots, giving them the same outfit name, and they show #VALUE on the charsheet, correct? If you are still having problems after version j is released, please let me know.

Thanks for the list of bugs, and thanks for being so detailed.
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Dumori
post Apr 19 2010, 01:47 PM
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I cant find enough space to effectively mod the higher cappisty armours.
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Draco18s
post Apr 19 2010, 03:31 PM
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QUOTE (Dumori @ Apr 19 2010, 08:47 AM) *
I cant find enough space to effectively mod the higher cappisty armours.


I believe that is why there is a "mod" type armor that grants an additional line to making mods.
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Thirty Second Ar...
post Apr 19 2010, 04:01 PM
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QUOTE (DamienKnight @ Apr 19 2010, 06:32 AM) *
Excellent bug finding! I corrected all of the above except for the armor #VALUE issue. On version j I did not see that problem. I have already fixed an issue relating to MOD values on the Gear page, maybe I corrected this other issue while I was at it. You are simply putting two pieces of armor on the gear page in the top two slots, giving them the same outfit name, and they show #VALUE on the charsheet, correct? If you are still having problems after version j is released, please let me know.

Thanks for the list of bugs, and thanks for being so detailed.

Not a problem, I like finding ways to break things if it means I can help the person or people behind it make it better. And yeah, that's exactly what I was doing. I'll check on it when v1j comes out.
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DamienKnight
post Apr 19 2010, 09:25 PM
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QUOTE (Dumori @ Apr 19 2010, 08:47 AM) *
I cant find enough space to effectively mod the higher cappisty armours.

QUOTE (Draco18s @ Apr 19 2010, 10:31 AM) *
I believe that is why there is a "mod" type armor that grants an additional line to making mods.


Spot on.

Select (Mod) on the next line after your armor, then add more upgrades on that line. Be sure to add it to whatever outfit your high capacity armor is part of if you want the mods to show up on the Charsheet.

Glad to see people are putting the Armor section to use! It was one of my favorite things to add... armor can be a real slitch to calculate when you are in a hurry. And the two different capacity systems can be a pain.
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GrimWulf
post Apr 20 2010, 05:59 AM
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Found some other things while playing around

Panther XXL shows as not being smart enabled, though p310 SR4, 320 SR4a show it coming with a smartgun.
Ares Antioch-2 Should also be Smart

Also the underbarrel weapon mount takes up slots properly, but there's no way to note the actual mod. Not sure of the best way to add this, especially with the ability to mimic any specific weapon.
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DamienKnight
post Apr 20 2010, 01:28 PM
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QUOTE (GrimWulf @ Apr 20 2010, 12:59 AM) *
Found some other things while playing around

Panther XXL shows as not being smart enabled, though p310 SR4, 320 SR4a show it coming with a smartgun.
Ares Antioch-2 Should also be Smart

Also the underbarrel weapon mount takes up slots properly, but there's no way to note the actual mod. Not sure of the best way to add this, especially with the ability to mimic any specific weapon.


Added smartlink to Panther and Antioch-2.

Just note the mod on the weapon, then purchase another weapon.
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DamienKnight
post Apr 21 2010, 04:27 PM
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Version j is imminent. Please post any further suggestions/corrections you would like included in this release.

I have added a Pets page. It resembles the vehicles page a bit. It allows for purchasing trained pets, and includes Warform powers, Chimeric powers, and Wares (with Rating and Grades).

I included a list of cyberware that is selectable, leaving out just a handful of wares I thought would not apply to a pet. However, I could not find stats (Essence, nuyen, etc) for some of the wares mentioned in Running Wild. Specifically CAST, Orientation Goad, SEIES, and TRACES.

I saw on rw p29 a description of VGI, and they mention that developing VGI for a specific type of creature is 50k, but that does not directly translate to a price per animal cost. And honestly, common security animals will have already had VGI developed for them, so the VGI setup might be purchased for significantly less than the research price.

Any suggestions/directions to stats for these items would be much appreciated. I would hate to include pets w/ powers and wares, and leave out any possibility of Pet Rigging!
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Draco18s
post Apr 21 2010, 05:53 PM
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QUOTE (DamienKnight @ Apr 21 2010, 11:27 AM) *
Version j is imminent. Please post any further suggestions/corrections you would like included in this release.


Critter powers for critter PCs. Particularly any that would be classified as a weapon or attack. I had to add elemental attack myself, for playing a drake, and I'm sure there's a few more that could come up.
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SpellBinder
post Apr 21 2010, 05:58 PM
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Augmentation, page 153 for CAST, Orientation Goad, SEIES, and TRACES gear.

As for the VGI cost, the entry kinda suggests that it wouldn't be available to runners (like rating 7+ software).
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Stahlseele
post Apr 21 2010, 09:01 PM
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I would like to see the weapons/vehicle modification rules built in
maybe spell/ally design too? Or hbetter yet, have it as a new side-project maybe.
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Thirty Second Ar...
post Apr 21 2010, 11:40 PM
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QUOTE (DamienKnight @ Apr 21 2010, 08:27 AM) *
Version j is imminent. Please post any further suggestions/corrections you would like included in this release.


I've noticed some strange things going on with armor mods, but since I don't think I'll be able to figure out exactly what it is in a reasonable period of time, I'll look into it once I get my hands on v1j. No reason to hold up a release, but it'd probably be prudent to ask people to double-check their armor mod values manually.
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DamienKnight
post Apr 22 2010, 01:15 PM
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QUOTE (SpellBinder @ Apr 21 2010, 12:58 PM) *
Augmentation, page 153 for CAST, Orientation Goad, SEIES, and TRACES gear.

As for the VGI cost, the entry kinda suggests that it wouldn't be available to runners (like rating 7+ software).
Thanks SpellBinder!

QUOTE (Stahlseele @ Apr 21 2010, 04:01 PM) *
I would like to see the weapons/vehicle modification rules built in
maybe spell/ally design too? Or hbetter yet, have it as a new side-project maybe.

You can Customize weapons and Vehicles in the sheet (since before version DK1)

There is also an Ally Spirit Sheet, for building an ally spirit.

I do not have anything for Spell design. I will look into in. In the mean time, add your custom spells to the spell list on the 'Magic_Data' tab.

QUOTE (Draco18s @ Apr 21 2010, 12:53 PM) *
Critter powers for critter PCs. Particularly any that would be classified as a weapon or attack. I had to add elemental attack myself, for playing a drake, and I'm sure there's a few more that could come up.


You are right, Drakes need their breath weapon! Added Breath weapon selection on the Magic tab for Drakes. Now the breath weapon will fill the first weapon slot on the CharSheet if you are a Drake, including an effect description in the Ammo area.

Also, I made the first slot of Selectable Additional Metamagics visible for Drakes even when they are not initiated. Uninitiated Drakes will only be able to select 'Dragonspeech' in that slot, for a 15 karma cost.
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Draco18s
post Apr 22 2010, 03:06 PM
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QUOTE (DamienKnight @ Apr 22 2010, 09:15 AM) *
You are right, Drakes need their breath weapon! Added Breath weapon selection on the Magic tab for Drakes. Now the breath weapon will fill the first weapon slot on the CharSheet if you are a Drake, including an effect description in the Ammo area.


Nice! Can't wait to see it.
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Vyrus
post Apr 23 2010, 12:04 PM
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Hi there,

Brilliant program it really helps when making characters (that to be honest shadowrun is not the easiest gaming system for that!)

Just one thing; I noticed the version 1i is missing the quality for AIs: "piloting origin".
Perhaps you have already added this for version 1j, but if not I thought it worth mentioning.

EDIT: this quality can be found in runner's companion page 91

This post has been edited by Vyrus: Apr 23 2010, 12:25 PM
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Kazuhiro
post Apr 23 2010, 10:18 PM
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When I take Electrosense with Class I Surge, it no longer thinks I'm a Magician. Changing to a mundane then back to a magician, removing all metagenic qualities, doesn't help.
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bmcoomes
post Apr 24 2010, 09:58 AM
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QUOTE (DamienKnight @ Mar 31 2010, 06:43 AM) *
4) No, I like having 7s highlighted. Its like restricted gear... its a big deal, so it needs to be easy for a GM to spot when reviewing a character.


The issue I'm finding with Aptitude is when you raise the skill to 7 not only does that cell highlight but all of the Karma column highlights also which is excessive.

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Nifft
post Apr 24 2010, 06:58 PM
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Love this spreadsheet, thank you for making it!

On the Gear page, I can't seem to find Deepweed or Nanotatoos. What category are those under?
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GrimWulf
post Apr 24 2010, 07:58 PM
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I believe the rest of the Drugs are going to be in the next version as the table in Arsenal has been offered up which has all the info from the SR4(a) drugs in addition to the AR ones.
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Eugene
post Apr 25 2010, 01:30 PM
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Something I found the other day -

When you select Aspect Magician in Negative Qualities, the sheet shuts down the spell list. But AFAIK the Quality doesn't actually PREVENT you from having spells, just that you get a -4 pool modifier on anything that you do that DOESN'T involve whatever you're aspected to (i.e. Assensing, spellcasting, etc. if you pick Conjuror).

Thanks again for all your hard work!
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StormPatriarch
post Apr 26 2010, 06:43 PM
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Gotta start off with, Loving this spreadsheet for character creation and character re-creation.

I read the last several pages of posts here and didn't see if the following issue had been reported and is a known issue.

When selecting Explosives- per Kilo > changing the rating of the explosive(Be it foam, plastic, commercial) doesn't multiply the cost by it. So all ratings of the explosives cost the same.

Sorry if this had been reported before and I missed it.

Once again, really loving the spreadsheet, Best I have found...
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DamienKnight
post Apr 26 2010, 06:52 PM
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QUOTE (bmcoomes @ Apr 24 2010, 04:58 AM) *
The issue I'm finding with Aptitude is when you raise the skill to 7 not only does that cell highlight but all of the Karma column highlights also which is excessive.


The entire column should not have been selected. I fixed that. The individual values should be highlighted. Anything beyond the norm is highlighted, to make it easier for GMs to review your sheet for issues of rule breaking or high powered things. IE. Restricted gear lets you get one item of up to 20 availability, but the item should still be highlighted. GMs need to see these restricted items so they can determine if it is going to be game unbalancing.

On version J, you can switch Creation Mode from TRUE to FALSE to turn this highlighting off.

QUOTE (Nifft @ Apr 24 2010, 01:58 PM) *
Love this spreadsheet, thank you for making it!

On the Gear page, I can't seem to find Deepweed or Nanotatoos. What category are those under?


Gear page was missing all of the Nanowares. Added them in version J.

QUOTE (Eugene @ Apr 25 2010, 08:30 AM) *
When you select Aspect Magician in Negative Qualities, the sheet shuts down the spell list. But AFAIK the Quality doesn't actually PREVENT you from having spells, just that you get a -4 pool modifier on anything that you do that DOESN'T involve whatever you're aspected to (i.e. Assensing, spellcasting, etc. if you pick Conjuror).


Yeah, woops! Fixed in J.
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Kazuhiro
post Apr 26 2010, 08:38 PM
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Were you able to find the cause of my problem? Taking SURGE and having it not only forget that I'm a magician, but suddenly stop letting me BE a magician?
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