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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Nifft
post May 31 2010, 08:23 PM
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QUOTE (DamienKnight @ May 28 2010, 08:43 AM) *
You may request it, yes. You are not the first. I disable the wild rules, but enable some of the ones that really make sense for me. Yes, I use the sheet as a platform to preach my opinions on shadowrun. Its fun.

Could you make it such that all non-standard rules are clearly marked as House Rules, so a less forum-savvy player can work out what those settings options mean?

Thanks, -- N
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Caadium
post Jun 1 2010, 05:10 AM
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QUOTE (Nifft @ May 31 2010, 12:23 PM) *
Could you make it such that all non-standard rules are clearly marked as House Rules, so a less forum-savvy player can work out what those settings options mean?

Thanks, -- N


The first tab on the sheet is "Settings." Under that you can clearly see the optional rules put into the sheet and you can turn them on, off, or tweak them as needed. Their fairly easy to find as is, and while I don't use all of the rules that the program defaults to, I've never had a hard time setting it the way I do play.
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Dakka Dakka
post Jun 1 2010, 06:40 AM
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The thing is that not every rule mentions which setting is the houserule.
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RedFish
post Jun 1 2010, 10:10 AM
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QUOTE (Dakka Dakka @ Jun 1 2010, 07:40 AM) *
The thing is that not every rule mentions which setting is the houserule.


They are all optional/houserules. Hence the name "optional" rules.

EDIT: To clarify: FALSE should be the default setting on all of them.
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Dakka Dakka
post Jun 1 2010, 11:31 AM
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QUOTE (RedFish @ Jun 1 2010, 12:10 PM) *
They are all optional/houserules. Hence the name "optional" rules.

EDIT: To clarify: FALSE should be the default setting on all of them.
a) There are optional, as in proposed by the books, rules and fan-created houserules. Not all houserules are designated as such.
b) There has been a lot of discussion whether averaging cyberlimb armor is a houserule. I try to express this as neutrally as possible since I disagree with DamienKnight on that point.
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FenrisWolf
post Jun 2 2010, 04:31 PM
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Just wanted to chime in and say thanks for the spreadsheet. It helped a ton with character gen for my group. After tinkering with it, I had a couple of questions:

1) The cyber spur is displaying a reach of 1. I thought it didn't have a reach.
2) How do you properly display purchased ammo magazines on the character sheet (i.e. purchased a smg and want to purchase 10 full magazines of regular ammo for it)? I saw where it will show ammo purchased by rounds. Just didn't know how to input it to show full mags.
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Draco18s
post Jun 2 2010, 08:56 PM
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QUOTE (FenrisWolf @ Jun 2 2010, 12:31 PM) *
2) How do you properly display purchased ammo magazines on the character sheet (i.e. purchased a smg and want to purchase 10 full magazines of regular ammo for it)? I saw where it will show ammo purchased by rounds. Just didn't know how to input it to show full mags.


You can't, AFAIK.
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Synner
post Jun 3 2010, 11:38 PM
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QUOTE (Dakka Dakka @ Jun 1 2010, 12:31 PM) *
a) There are optional, as in proposed by the books, rules and fan-created houserules. Not all houserules are designated as such.
b) There has been a lot of discussion whether averaging cyberlimb armor is a houserule. I try to express this as neutrally as possible since I disagree with DamienKnight on that point.

For the record, and since I've stated it elsewhere: as of SR4A cyberlimb armor is not averaged. The only point that needs errata is the fact that partial limbs (like hands and feet) cannot recieve more than 1 Armor enhancement.
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Dakka Dakka
post Jun 4 2010, 02:48 PM
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QUOTE (Draco18s @ Jun 2 2010, 10:56 PM) *
You can't, AFAIK.
What you can do is buy spare "clips" [sic]. I think they are in the accessory section, away from sheet atm. They only show up in the gear section however.
If someone does a weapons sheet the ability to strike off magazines and individual ptrojectiles, similar to the condition monitors would be nice. The normal sheet however does not have the room for it and DamienKnight does not want do much layouting IIRC.

My thoughts exactly, Synner.
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Kairo
post Jun 5 2010, 01:39 PM
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Nice to see this thing is still going. I'll have to check the latest update. (IMG:style_emoticons/default/smile.gif)
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Traul
post Jun 6 2010, 03:36 PM
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Hi,

Would it be possible to set a default grade for cyber parts (most likely Standard)? This looks like the only place where an explicit grade is needed: it is used to set the price for cyber accessories. With OpenOffice, the accessory price does not display before I select a grade for the limb.
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Abstruse
post Jun 8 2010, 12:27 AM
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Not sure if I'm screwing up, but I ran into a couple of minor problems.

First off, the houserule of getting 6 points of contacts for free is turned on as downloaded around noon today. I actually like that rule and will be using it myself, but it's not canon.

Second, I ran into a problem where it kept adding up BP even when I was purchasing my free Knowledge Skills. So I purchased my 66 points worth at the end of everything and suddenly, my BP was at 466. Had to unprotect the page, modify the formula to subtract the BP of the Knowledge Skills (which only works because I didn't go over my free points), then re-protect everything so I didn't screw anything up.

Finally, it will let you go over the limit of 35 BP worth of negative qualities without giving a yellow highlight warning.
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Caadium
post Jun 8 2010, 09:04 PM
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QUOTE (Abstruse @ Jun 7 2010, 04:27 PM) *
First off, the houserule of getting 6 points of contacts for free is turned on as downloaded around noon today. I actually like that rule and will be using it myself, but it's not canon.


As I recall, Damien said a bit ago that the default for the sheet are the default settings that he and his group use. This means that there might be some of the houserules turned on, just check that page in the sheet if you aren't sure.

Also, I don't have access to the sheet at work, but I believe the houserule you are referring to is 2*base Charisma in free BP contacts; not a static 6. You might want to check that out.

Again, since I don't have access to the sheet here I can't comment on your other issues.
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Deadmannumberone
post Jun 8 2010, 10:28 PM
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QUOTE (Abstruse @ Jun 7 2010, 06:27 PM) *
Second, I ran into a problem where it kept adding up BP even when I was purchasing my free Knowledge Skills. So I purchased my 66 points worth at the end of everything and suddenly, my BP was at 466. Had to unprotect the page, modify the formula to subtract the BP of the Knowledge Skills (which only works because I didn't go over my free points), then re-protect everything so I didn't screw anything up.

Finally, it will let you go over the limit of 35 BP worth of negative qualities without giving a yellow highlight warning.


Both happen for me too.
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Traul
post Jun 9 2010, 10:54 AM
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I found a weird bug with firearms.

The recoil compensation of mods (namely personalized grip) does not add to a Ruger Thunderbolt L or S, but it works fine with the basic Ruger Thunderbolt. Not such a big deal, though, as long as the price is right.
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DamienKnight
post Jun 9 2010, 06:15 PM
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QUOTE (Abstruse @ Jun 7 2010, 07:27 PM) *
Not sure if I'm screwing up, but I ran into a couple of minor problems.

First off, the houserule of getting 6 points of contacts for free is turned on as downloaded around noon today. I actually like that rule and will be using it myself, but it's not canon.

Second, I ran into a problem where it kept adding up BP even when I was purchasing my free Knowledge Skills. So I purchased my 66 points worth at the end of everything and suddenly, my BP was at 466. Had to unprotect the page, modify the formula to subtract the BP of the Knowledge Skills (which only works because I didn't go over my free points), then re-protect everything so I didn't screw anything up.

Finally, it will let you go over the limit of 35 BP worth of negative qualities without giving a yellow highlight warning.


1. I do not change the settings to cannon before I release the sheet, nor do I ever plan to.

2. The calculation was fried. Fixed in version L.

3. The confitional formatting is looking for negative qualities exceeding 35 or 70, instead of qualities less than -35 or -70. A quick 'Conditional Formatting' fix and it is good to go in version L.

QUOTE (Traul @ Jun 9 2010, 05:54 AM) *
I found a weird bug with firearms.

The recoil compensation of mods (namely personalized grip) does not add to a Ruger Thunderbolt L or S, but it works fine with the basic Ruger Thunderbolt. Not such a big deal, though, aslong as the price is right.

There is a 'Weapons Default Recoil' table for weapons with built in recoil. When I added Thunderbolt L and S I forgot to add them to this table. Fixed in version L.

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DamienKnight
post Jun 9 2010, 06:27 PM
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QUOTE (Traul @ Jun 6 2010, 10:36 AM) *
Hi,

Would it be possible to set a default grade for cyber parts (most likely Standard)? This looks like the only place where an explicit grade is needed: it is used to set the price for cyber accessories. With OpenOffice, the accessory price does not display before I select a grade for the limb.


This issue does not occur in Excel 2003. Any advanced OO users out there who can help Traul with this?
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SpellBinder
post Jun 9 2010, 07:25 PM
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QUOTE (DamienKnight @ Jun 9 2010, 12:15 PM) *
1. I do not change the settings to cannon before I release the sheet, nor do I ever plan to.

For those who absolutely want to have the sheet defaulted to cannon & RAW, one can always change the settings to such and resave the default sheet. I do that myself for a few personal adjustments (like adding a Task column for Technomancer submersions).

Could also work as a temporary fix for the cyber parts issue, set all the grades to Std. and save the otherwise blank sheet for the default. Don't have OO myself, so sorry I can't help better.
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Deadmannumberone
post Jun 9 2010, 09:10 PM
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QUOTE (DamienKnight @ Jun 9 2010, 12:27 PM) *
This issue does not occur in Excel 2003. Any advanced OO users out there who can help Traul with this?


Basically, the issue is that if you start picking accessories for a cyberlimb before you chose the grade it doesn't display the price of the accessories in the lower list, however as soon as you pick a grade, it all fixes itself and stuff.


Also found another error, the custom weapon mods in the custom firearms section that normally have a price based on the weapon are price 0 instead.
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Traul
post Jun 10 2010, 12:00 AM
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QUOTE (SpellBinder @ Jun 9 2010, 09:25 PM) *
Could also work as a temporary fix for the cyber parts issue, set all the grades to Std. and save the otherwise blank sheet for the default. Don't have OO myself, so sorry I can't help better.


Once you know it, it is not such a big deal, as it works fine once the grade is selected. It just took me some time to figure it out the first time.

QUOTE (DamienKnight @ Jun 9 2010, 08:15 PM) *
There is a 'Weapons Default Recoil' table for weapons with built in recoil. When I added Thunderbolt L and S I forgot to add them to this table. Fixed in version L.


Thanks (IMG:style_emoticons/default/smile.gif)

Some more nitpicks with the data:

- the non-mobile emotitoy price should Rating x 100Y, not 1000 (although this might be a fine house-rule...)
- the auto-injector (Augmentation, p. 39) seems to be missing both as cyberware and a cyberlimb accessory
- there are several cyberear accessories available in the sheet that are not listed as such in the rules : biomonitor, datajack, bombs, ultrasound sensor
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DamienKnight
post Jun 10 2010, 01:55 PM
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QUOTE (Traul @ Jun 9 2010, 07:00 PM) *
Once you know it, it is not such a big deal, as it works fine once the grade is selected. It just took me some time to figure it out the first time.



Thanks (IMG:style_emoticons/default/smile.gif)

Some more nitpicks with the data:

- the non-mobile emotitoy price should Rating x 100Y, not 1000 (although this might be a fine house-rule...)
- the auto-injector (Augmentation, p. 39) seems to be missing both as cyberware and a cyberlimb accessory
- there are several cyberear accessories available in the sheet that are not listed as such in the rules : biomonitor, datajack, bombs, ultrasound sensor


1. Fixed emotitoy price.
2. Added single dose, 4 dose, and unreusable autoinjector to bodyware and for installing on cyberlimbs
3. A biomonitor cannot be in a cyberear? Why, please explain. Same goes for a datajack, what is the issue?
Bombs should not go in ears, but due to how the sheet is setup, they will stay. Dont use them unless your GM thinks its ok.

Ultrasound sensor could NOT go in EAR? Seriously? Your going to object to putting an audio sensor in your cyber ear? I have no response... I am dumbfounded.
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Drats
post Jun 10 2010, 02:24 PM
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QUOTE (DamienKnight @ Jun 10 2010, 01:55 PM) *
3. A biomonitor cannot be in a cyberear? Why, please explain. Same goes for a datajack, what is the issue?
Bombs should not go in ears, but due to how the sheet is setup, they will stay. Dont use them unless your GM thinks its ok.

Ultrasound sensor could NOT go in EAR? Seriously? Your going to object to putting an audio sensor in your cyber ear? I have no response... I am dumbfounded.


Not that you need it, but just to back you up with some RAW, headware with a capacity cost doesn't have to go in the head, but can go into any cyberlimb with a capacity slot for it. As they do have capacity slots, cyberears and -eyes could be considered legal placement in that regard. Technically, you'd even be able to put a datajack in your cyberEYE, though blinking might pose a bit of a problem.
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Traul
post Jun 10 2010, 04:07 PM
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Cybereyes and ears are not listed among cyberlimbs but with Earware / Eyeware, you can check it in the rulebook. Per RAW, Cyberlimbs are Torso, Skull, Arms and Legs. The problem is that Capacities for cyberlimbs and for cybereyes/ears are on different scales. Otherwise you have to admit that you can fit 8 commlinks or a grenade launcher in an eye, or more disturbingly that an obvious full arm has smaller Capacity than a pair of eyes. Fluffwise, a biomonitor or a datajack could fit in an eye (the Eye datajack even existed in SR3), but definitely not for 1 Capacity, and conversion rules are sadly missing. Or once again you can fit 16 datajacks in your eyes. Where do you find the room for the sockets?

EDIT: if you want a final proof, just look at the large smuggling compartment. If cybereyes count as cyberlimbs, then you can hide 3 normal sized heavy pistols in your eyes. That should settle it.

I suppose the rationale behind the Ultrasound sensor being Headware instead of Earware (or Eyeware, as it is used as a visual device) is that despite its name, it is not just a sensor: there is already the Increased sensitivity Earware to sense ultra and infrasound. It is an active device that emits his own signal and gets a 3D mapping from the reflections. The emission must require heavier hardware, thus more space.

But there is no need to argue much about this: as you said, if I don't want them, I don't have to use them (IMG:style_emoticons/default/smile.gif)

QUOTE
Bombs should not go in ears, but due to how the sheet is setup, they will stay. Dont use them unless your GM thinks its ok.

I had no problem to take them out of my sheet. They are listed among Cyberear accessories, so I could just remove the lines from Ware_data. Or do you generate the accessory lists automatically from the cyberware list?
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Deadmannumberone
post Jun 10 2010, 08:40 PM
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More issues/omissions:

I tested in OO, and equipment upgrades with a cost derived from something other than the rating end up with a price of 0.

No bioware/geneware/nanoware for pets.
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WarpedAzz
post Jun 11 2010, 07:35 AM
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Hi,
Im having y first play with the shadowrun characte generator.
How do I get the points I used on Martial Arts to come off my total?
When I put in muscle aug/toner it seems to be giving me 10% off the cost and essence. Is this a mistake? I dont have any discounts on any other Bioware.


The final character sheet doesnt seem to be picking up the cyberarms strength for any melee attacks primarily made by that limb. It is just using the average.
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