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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Stormdrake
post Aug 24 2011, 06:05 PM
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Love the sheet! Have been using it for a couple years now. Question/suggestion; is it possibile to put on the magic tab a section for sustained spells that adds into the character sheet much like cyberware or adept abilities? I have a mage that uses a sustaining foci to keep increase reflexes up while on runs and have just been writing it in. Just a thought.
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Draco18s
post Aug 24 2011, 07:34 PM
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Ooh, that's a good one.
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DamienKnight
post Aug 25 2011, 07:33 PM
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This is a good idea. I think I would want to add in a general purpose area for mods, that had a spot for a short description. This way it could be used for spell effects, spirit effects, adrenaline temporary effects, adept attribute boost effects, or even drug effects. Since this just affects your charsheet temporarily, Ill probably add it on the charsheet page.
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Stormdrake
post Aug 25 2011, 07:43 PM
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My players thank you as my scrawled notes have the appperance of a crippled chicken having walked through ink and onto the paper.
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Draco18s
post Aug 25 2011, 08:15 PM
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QUOTE (Stormdrake @ Aug 25 2011, 03:43 PM) *
My players thank you as my scrawled notes have the appperance of a crippled chicken having walked through ink and onto the paper.


You must write in fairly large letters. (IMG:style_emoticons/default/wobble.gif)
(I have cheekens, I knows how beeg their feets are)
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bobbaganoosh
post Sep 1 2011, 04:37 PM
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I noticed that the sheet lets me take the Ascetism ordeal on two consecutive initiations. As per Street Magic, page 51, "Asceticism may not be taken on two consecutive initiation rites."
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DamienKnight
post Sep 2 2011, 06:08 PM
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QUOTE (bobbaganoosh @ Sep 1 2011, 11:37 AM) *
I noticed that the sheet lets me take the Ascetism ordeal on two consecutive initiations. As per Street Magic, page 51, "Asceticism may not be taken on two consecutive initiation rites."

Fixed in version u. Thanks for the find.
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DamienKnight
post Sep 9 2011, 08:29 PM
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Version u is now available.

http://www.mediafire.com/file/pauqkkhx6sk6...SR4CG_DK_1u.xls (thanks for the upload Xenefungus)

New Features:

Added prices to some software in the Gear page
Added option to Spoof the first lifestyle on the lifestyle page if Spoof Program is 5 or greater and Commlink is > average rating 3
Added movement modifier for Cyberskates
Fixed formatting issue on selected metamagic on the magic sheet
Fixed Book/page reference on adept abilities that contain custom text
Fixed weapon focus karma bonding cost
Added magical compounds from the Street Magic book
Added houserule allowing attribute karma cost to ignore racial and infection modifiers
Added option for marking spells as 'Fetish' spells.
Added error checking for consecutive Asceticism ordeals select in Initiation on the Magic Sheet
Added Situational Modifiers to the CharSheet Page to the right of the first charsheet.

The Situational Modifiers allows for attribute mods, pain resist mods (great for the drug users out there) and Run Speed mods. (Spirit movement power HOOOOO!!). You select the type, enter the bonus amount, and then put a note to describe the source (spell, armor, spirit channelling, etc.)

If someone would like to upload this to a more permanent upload site, I will link it.
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Xenefungus
post Sep 9 2011, 08:58 PM
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Awesome Damien, thanks a bunch!

Reupped the file both at Mediafire and to my personal Dropbox for everyone's convenience.

Keep it coming! (IMG:style_emoticons/default/smile.gif)
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Xenefungus
post Sep 9 2011, 10:52 PM
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And the first bugreport (IMG:style_emoticons/default/wink.gif)
Just wanted to try a Bear Shifter now with the cool new Attribute cost option - does not work, new value *5 is calculated still. For other races I've tried, it works though.
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Socinus
post Sep 11 2011, 02:48 AM
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I'm a little curious about something.

On the Vehicles Tab, you can select sensors to add to vehicles. What does the "Def:" designation mean?
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DamienKnight
post Sep 12 2011, 04:33 PM
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QUOTE (Socinus @ Sep 10 2011, 09:48 PM) *
I'm a little curious about something.

On the Vehicles Tab, you can select sensors to add to vehicles. What does the "Def:" designation mean?


That is a question for Zsolt Guthy. He created a spreadsheet for Vehicles, and I used it as a template for adding vehicle mods to this sheet. All the mod data originated with him, with only a few additions from me since then. I dont know much about vehicle sensors, maybe an vehicle modding expert can look at the sensors and recommend some changes to the sheet?
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DamienKnight
post Sep 12 2011, 04:36 PM
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QUOTE (Xenefungus @ Sep 9 2011, 05:52 PM) *
And the first bugreport (IMG:style_emoticons/default/wink.gif)
Just wanted to try a Bear Shifter now with the cool new Attribute cost option - does not work, new value *5 is calculated still. For other races I've tried, it works though.

I am not able to duplicate this issue. Can you specifically tell me which attribute you are raising, and what value you have the custom attributes set to?

By the way, this is not a new feature... it has been out for the last 4 or 5 releases.
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Stormdrake
post Sep 12 2011, 07:26 PM
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After downloading it is saying it is not a complete zipfile. Is anyone else having this issue?
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DamienKnight
post Sep 12 2011, 08:11 PM
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QUOTE (Stormdrake @ Sep 12 2011, 02:26 PM) *
After downloading it is saying it is not a complete zipfile. Is anyone else having this issue?

Try the mediafire link instead. It is unzipped and works.
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Socinus
post Sep 13 2011, 07:24 PM
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I also noticed that you cant add Program Options to Technomancer's Complex Forms (In Unwired, it says you can add them for 2 Karma or 1 BP)

Could that be added in the next edition?
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DamienKnight
post Sep 15 2011, 03:47 PM
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QUOTE (Socinus @ Sep 13 2011, 02:24 PM) *
I also noticed that you cant add Program Options to Technomancer's Complex Forms (In Unwired, it says you can add them for 2 Karma or 1 BP)

Could that be added in the next edition?


Sure. Does the book provide a list of which program options are compatible with technomancer forms?
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Socinus
post Sep 15 2011, 06:14 PM
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YAY! (IMG:style_emoticons/default/smile.gif) I love me some Technomancer options

Unwired Pg 136
"Complex Forms and Program Options: Options for complex forms must be purchased at a cost of 2 Karma per program option or program option rating (1 BP per option or point at character creation). A complex form can be equipped with a number of options equal to half its rating. For threading of program options, see p. 148. Once an option is purchased, the technomancer can choose whether or not to use that option each time he uses the complex form."

Also, I noticed that High Power Chambering isnt on the list of weapon modifications.
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Xenefungus
post Sep 16 2011, 08:07 AM
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QUOTE (DamienKnight @ Sep 12 2011, 06:36 PM) *
I am not able to duplicate this issue. Can you specifically tell me which attribute you are raising, and what value you have the custom attributes set to?

By the way, this is not a new feature... it has been out for the last 4 or 5 releases.



I meant the definetely new feature "Added houserule allowing attribute karma cost to ignore racial and infection modifiers" that is called "Racial Attribute easy raise" in the sheet.

With this activated (and in KarmaGen of course), choose (Bear-)shifter as your race. Then raise your Body by one point (from 7 to (IMG:style_emoticons/default/cool.gif) . it stills costs 40, whereas it should only cost 10 because its the first point.

For normal races (like Trolls) it works exactly as expected though.

Can you reproduce that?

Maybe Shapeshifter Attributes are not stored as "racial" mods?

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Socinus
post Sep 21 2011, 08:21 PM
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Quick bug report: I created a Technomancer with Karma Gen and I picked up a couple of the Common Complex Forms. On the PDF, they display as being there but at a 0 rating
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DamienKnight
post Sep 22 2011, 04:45 PM
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QUOTE (Xenefungus @ Sep 16 2011, 03:07 AM) *
I meant the definetely new feature "Added houserule allowing attribute karma cost to ignore racial and infection modifiers" that is called "Racial Attribute easy raise" in the sheet.

With this activated (and in KarmaGen of course), choose (Bear-)shifter as your race. Then raise your Body by one point (from 7 to (IMG:style_emoticons/default/cool.gif) . it stills costs 40, whereas it should only cost 10 because its the first point.

For normal races (like Trolls) it works exactly as expected though.

Can you reproduce that?

Maybe Shapeshifter Attributes are not stored as "racial" mods?

Ah, I understand now. Yeah, it seems I was using the racial modifier for your attribute, instead of your Modified Minimum Attribute - 1.

Fixed. Btw, this problem was affecting any shifter with different min/max mods and infected.

Also, while I was in there tinkering around I changed Shifter to be in the Infection drop down, so you can now pick your humanoid shifted form to be any race.

QUOTE (Socinus @ Sep 21 2011, 03:21 PM) *
Quick bug report: I created a Technomancer with Karma Gen and I picked up a couple of the Common Complex Forms. On the PDF, they display as being there but at a 0 rating
I am unable to replicate this issue:
Switched to karma gen
Added 'Technomancer' quality. (kept as human)
Raised Resonance to 5.
Went and selected 5 complex forms from the 'common' category, at ratings 1 - 5.
On the Printable page it correctly displayed the ratings.

What are you doing different from me?
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Socinus
post Sep 23 2011, 08:56 AM
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The metatype I had was Elf and the ratings were all 6's.
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DamienKnight
post Sep 23 2011, 06:40 PM
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QUOTE (Socinus @ Sep 23 2011, 03:56 AM) *
The metatype I had was Elf and the ratings were all 6's.
Still cant reproduce the problem. What spreadsheet program are you using?
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Socinus
post Sep 23 2011, 10:36 PM
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Here's the generator I'm using, all filled out and everything.

http://www.mediafire.com/?w5aoeobrbprbq77
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bibliophile20
post Sep 24 2011, 07:52 PM
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Any chance the Cyborg/Cyberzombie negative qualities can get added? (I've just started up a new game, and I've got one PC with Delusions and another with Claustrophobia)
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