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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Sengir
post Feb 27 2010, 12:24 PM
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QUOTE (DamienKnight @ Feb 26 2010, 05:36 PM) *
Ah, the sheet is calculating for New Infection (Post Character Creation Infection) only, which is to say, it is simply affected by essence loss.

To fix this, in version 1g I added a racial modifier to Magic for all characters who were infected at character creation. I applaud your persistence Sengir. Beat me with the facts long enough and I will eventually see it (IMG:style_emoticons/default/smile.gif)

Ah˛, you were thinking of infection during gameplay. Talking at cross purposes, nothing unusual (IMG:style_emoticons/default/wink.gif)
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betterwatchit
post Feb 27 2010, 05:02 PM
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You should add a weapon that's obtained by doing the Manhattan Missions,
[ Spoiler ]
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Axl
post Feb 28 2010, 04:47 PM
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Nice spreadsheet.

[A few spelling mistakes: "Metavarient", "Metagenics" and "Manuevers" should be "Metavariant", "Metagenetics" and "Maneuvers".]
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endou_kenji
post Mar 1 2010, 03:02 AM
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I couldn't find bow ammo (a.k.a. Arrows (IMG:style_emoticons/default/nyahnyah.gif) ) anywhere on the spreadsheet...

It's missing an armor modification from the Core Rulebook: Shock Frills
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Draco18s
post Mar 1 2010, 04:51 AM
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QUOTE (Axl @ Feb 28 2010, 11:47 AM) *
[A few spelling mistakes: "Metavarient", "Metagenics" and "Manuevers" should be "Metavariant", "Metagenetics" and "Maneuvers".]


One in the Facial Sculpt adept power description. "Disguse" should be "disguise."
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endou_kenji
post Mar 1 2010, 05:39 AM
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It's also missing the Spoof Chip vehicle modification.

A feature that would be nice is to use the same highlighting error messages for Availability and Grades. As it is, there's no warning that you can't start with gear over Availability 12 or cybergear over Alpha grade.
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DamienKnight
post Mar 1 2010, 07:47 PM
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QUOTE (Axl @ Feb 28 2010, 11:47 AM) *
Nice spreadsheet.

[A few spelling mistakes: "Metavarient", "Metagenics" and "Manuevers" should be "Metavariant", "Metagenetics" and "Maneuvers".]


The book says both Metagenics and Metagenetics interchangably, probably on accident. Are you sure which one is correct?

Good spot on the other two.

QUOTE (endou_kenji @ Mar 1 2010, 12:39 AM) *
A feature that would be nice is to use the same highlighting error messages for Availability and Grades. As it is, there's no warning that you can't start with gear over Availability 12 or cybergear over Alpha grade.


I would rather not. I have noticed that alot of groups variate from RAW on this...

However, I could setup a custom setting to drive this, and set its default to 12 and alpha. Hmmmhhh
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endou_kenji
post Mar 1 2010, 08:12 PM
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QUOTE (DamienKnight @ Mar 1 2010, 04:47 PM) *
I would rather not. I have noticed that alot of groups variate from RAW on this...
However, I could setup a custom setting to drive this, and set its default to 12 and alpha. Hmmmhhh

That's even BETTER!
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Tyro
post Mar 1 2010, 08:32 PM
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QUOTE (endou_kenji @ Mar 1 2010, 12:12 PM) *
That's even BETTER!

I would LOVE this.
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Draco18s
post Mar 1 2010, 10:16 PM
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Remember to take into account the Restricted Gear quality.

Might be difficult, but...

Hm. What about a checkbox on items that if it throws a "too high" availability you can check it as from the quality. That then would check to see how many times you took the quality and throw another warning if you have too many items (all of those checkboxes would likely turn yellow).
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SpellBinder
post Mar 1 2010, 10:36 PM
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QUOTE (endou_kenji @ Feb 28 2010, 10:39 PM) *
It's also missing the Spoof Chip vehicle modification.


It's not a vehicle mod, per se. You can find it in the Gear sheet, [Vehicle - Gear] > [Spoof Chip], along with the morphing license plate and Pilot Programs. Spoof chips can also be installed into any node, not just vehicles, so I think it's best left where it's at. You can always use the Notes field to indicate which vehicle(s) and other devices have spoof chips installed.
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DamienKnight
post Mar 2 2010, 04:05 PM
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QUOTE (Draco18s @ Mar 1 2010, 05:16 PM) *
Remember to take into account the Restricted Gear quality.

Might be difficult, but...

Hm. What about a checkbox on items that if it throws a "too high" availability you can check it as from the quality. That then would check to see how many times you took the quality and throw another warning if you have too many items (all of those checkboxes would likely turn yellow).


I think players can put up with having one item highlighted whenever they purchase this quality. Its good to highlight it anyway, since any restricted gear obtained through this quality should be closely reviewed by the GM.

QUOTE (SpellBinder @ Mar 1 2010, 05:36 PM) *
It's not a vehicle mod, per se. You can find it in the Gear sheet, [Vehicle - Gear] > [Spoof Chip], along with the morphing license plate and Pilot Programs. Spoof chips can also be installed into any node, not just vehicles, so I think it's best left where it's at. You can always use the Notes field to indicate which vehicle(s) and other devices have spoof chips installed.


Excellent answer SpellBinder!
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Delarn
post Mar 2 2010, 06:08 PM
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Did you include the infected from running wild ?
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Axl
post Mar 2 2010, 06:11 PM
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"The book says both Metagenics and Metagenetics interchangably, probably on accident. Are you sure which one is correct?" - DamienKnight

It does? Okay, I'll take a closer look.
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Draco18s
post Mar 2 2010, 07:13 PM
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QUOTE (DamienKnight @ Mar 2 2010, 11:05 AM) *
I think players can put up with having one item highlighted whenever they purchase this quality. Its good to highlight it anyway, since any restricted gear obtained through this quality should be closely reviewed by the GM.


Reasonable.
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Axl
post Mar 2 2010, 09:01 PM
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"The book says both Metagenics and Metagenetics interchangably, probably on accident. Are you sure which one is correct?" - DamienKnight

Okay, I had another look. You are right; Runner's Companion uses both terms. However "Metagenetics" is used far more often than "Metagenics". Augmentation only uses the term "Metagenetics".
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endou_kenji
post Mar 2 2010, 10:32 PM
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QUOTE (endou_kenji @ Mar 1 2010, 12:02 AM) *
I couldn't find bow ammo (a.k.a. Arrows (IMG:style_emoticons/default/nyahnyah.gif) ) anywhere on the spreadsheet...

It's missing an armor modification from the Core Rulebook: Shock Frills

Did somebody find the arrows? Or is it really missing? (Both from core and arsenal)

edit.: as a side note, Crossbow Bolts are also missing... (Both from core and arsenal)
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SpellBinder
post Mar 2 2010, 10:41 PM
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As far as I know, arrows are missing. Just use the open fields near the bottom of the Gear sheet for the short term (it's what I did for a troll adept archer).

Generally, crossbow bolts are handled the same as arrows in most cases. If it's absolutely essential to differentiate between the two, just do the same for arrows and bolts as for regular ammo for firearms (like how light pistols and heavy pistols cannot share ammo).

And thanks DK.
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endou_kenji
post Mar 2 2010, 11:14 PM
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Sequencer, Keykard Copier and Maglock Passkeys are missing their ratings.
Well, not really missing, but it's greyed out as if it had no rating (it still calculates like they had it, thou).

Edit 1: Myomeric Rope is bought per 10m increments, the spreadsheet is listing 100m increments.
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LurkerOutThere
post Mar 3 2010, 05:52 PM
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Damien I just wanted to take a moment to thank you for your work on this project, I live and die by this spreadsheet when making characters.
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Tyro
post Mar 3 2010, 06:38 PM
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I require my players to use it for character generation. The sheet settings I prefer are part of my houserule document.
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Penta
post Mar 3 2010, 06:51 PM
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Some quick questions and comments as I use the sheet again.

1. When I load it in Excel 2007, I get a dialog box saying: "Excel has detected that this file contains labels in formulas. These are no longer supported in Excel 2007 and will be replaced with cell references. Your formulas will continue to work correctly. You cannot undo this change. Do you want to continue?" I click yes, but then don't save out of fear I'll break something.

2. In my campaign, I give my players a free common contact, on top of whatever free contacts they get by RAW. How do I get the sheet to support this?

3. How do I switch from BP to earned-karma, say for after the campaign's started?

4. Some tooltips (Adept powers Geas houserule for example) don't display the whole text of the tooltip when I bring it up. How do I retreive the whole text so I can read it all?
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Draco18s
post Mar 3 2010, 08:52 PM
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QUOTE (Penta @ Mar 3 2010, 01:51 PM) *
Some quick questions and comments as I use the sheet again.


1. Likely nothing is going to go bad. As long as you don't move cells around you're fine.
2. Alter the free-contacts points formula (there should be a cell just to the left of the total expenditure column for it, just like SURGE qualities)
3. There are separate cells for increasing things with karma.
4. Right click the cell, edit note, resize the yellow box. Also post in this thread saying which cell of which sheet so it can be fixed for everyone.
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Tyro
post Mar 3 2010, 08:58 PM
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Would it be possible to have a houserule setting for free Knowledge/Language skills via Logic & Intuition in Karmagen?
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Caadium
post Mar 3 2010, 09:13 PM
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QUOTE (Penta @ Mar 3 2010, 10:51 AM) *
Some quick questions and comments as I use the sheet again.

1. When I load it in Excel 2007, I get a dialog box saying: "Excel has detected that this file contains labels in formulas. These are no longer supported in Excel 2007 and will be replaced with cell references. Your formulas will continue to work correctly. You cannot undo this change. Do you want to continue?" I click yes, but then don't save out of fear I'll break something.

2. In my campaign, I give my players a free common contact, on top of whatever free contacts they get by RAW. How do I get the sheet to support this?

3. How do I switch from BP to earned-karma, say for after the campaign's started?

4. Some tooltips (Adept powers Geas houserule for example) don't display the whole text of the tooltip when I bring it up. How do I retreive the whole text so I can read it all?


1. No clue, save a copy and see if there is a problem.

2. Put the contact on the sheet, then put an X in the column marked "Earned" for contacts. This gives it as free (per the info on the column).

3. Once gameplay starts, leave the bp value in the bp column for things like skills, etc. But then put the increased value in the karma section. It will calculate out the appropriate karma cost and shows up in the available karma section on the totals at the top. For example, if you start with Dodge 2 and then raise it to a 3 leave the 2 alone in the bp column, then put a 3 in the karma column. Stats work the same way, qualities have a column to mark if they were bought (or bought off) with karma, etc. The way the sheet works, doing it this way, you can see what the bp base character was as well as what has been advanced.
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