Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie |
Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie |
Sep 26 2011, 03:04 PM
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#2301
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Here's the generator I'm using, all filled out and everything. http://www.mediafire.com/?w5aoeobrbprbq77 Ah, the 0's are not coming from the Technomancer page, they are coming from your hacking page. Apparently the formula needs tweaking there. To fix this yourself: Unprotect the hacking page. Set it to show row and column headers. Unhide the hidden columns after column Q In cell S28, change the first part from CODE =IF(OR($C28<>"",D28<>"") to CODE =IF(OR($C28<>"",D28>0) Make the same change to cells S29 - S 31 This will be fixed in the next version of the sheet. |
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Sep 26 2011, 08:18 PM
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#2302
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Moving Target Group: Members Posts: 582 Joined: 13-April 08 Member No.: 15,881 |
My mistake. Thanks for the help (IMG:style_emoticons/default/smile.gif)
Also, I found a little hicup on the Magic sheet. [Element] Grenade's drain code doesnt show up when it's selected. |
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Sep 28 2011, 02:30 PM
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#2303
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
My mistake. Thanks for the help (IMG:style_emoticons/default/smile.gif) Ah, yes... spells that include a bracketed variable like [Element] need a special entry in Magic Table to handle their dynamic text. Fixed for Grenade and Cloud spells from war in version v. Thanks for finding this Socinus!
Also, I found a little hicup on the Magic sheet. [Element] Grenade's drain code doesnt show up when it's selected. |
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Oct 3 2011, 06:45 PM
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#2304
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Found an Issue with Ranged Weapon Mods. When building a weapon with mods on the Weapon sheet, the first row of mods charges double. This was due to an update when I introduced Vintage weapons from the Gun Heaven book. I have corrected this in version V. For now, just dont use the first weapon mod slot unless you are installing on a Vintage weapon.
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Oct 6 2011, 01:16 AM
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#2305
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Running Target Group: Members Posts: 1,416 Joined: 4-March 06 From: Albuquerque Member No.: 8,334 |
Bug report:
When taking Latent Dracomorphosis, and later expressing as a Drake, the X in the box next to the drop down for Drake/Infected to make it take from karma, and it still adds it to the starting BP total rather than removing from available Karma. EDIT: Also, where did normal clothing get moved to? Can't seem to find it in the drop downs... |
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Oct 6 2011, 02:28 PM
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#2306
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Bug report: When taking Latent Dracomorphosis, and later expressing as a Drake, the X in the box next to the drop down for Drake/Infected to make it take from karma, and it still adds it to the starting BP total rather than removing from available Karma. EDIT: Also, where did normal clothing get moved to? Can't seem to find it in the drop downs... Fixed in version v. Thanks for finding this. About clothes... There are 'Street Clothes' in the Gear pages armor section. I am not sure if any clothing has ever existed outside the armor area. Is that what you are looking for, or are there other clothing options that need to be added to the sheet? Edit: Verified clothing does not exist elsewhere on sheet. Clothing prices are very subjective. I suggest using the custom item area at the bottom of the gear page to elaborate on your wardrobe. |
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Oct 6 2011, 09:35 PM
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#2307
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Version v is now available.
http://www.filedropper.com/sr4cgdk1v Updates: - Changed Shifter race to an infection type, allowing the selection of shifted humanoid forms other than Human - Added 'Injection Dart' to 'Ammo - Other' gear category - Added more slots for Adept powers - Added 'High Power Chambering' and other mods from War book for custom weapons - Fixed issue with 'Karma Attribute Easy Raise' where Shifters and Infected were calculated improperly - Fixed issue where Immersed Technomancers in the BP system did not pay full price for rating 6 resonance - Fixed issue with weapon mods and vintage weapons - Fixed issue with Charsheet situational attribute mods where the modded attribute could not exceed racial limit, now it can go as high as the racial modified limit - Fixed issue with Latent Dracomorphasis, where Drakes who selected the 'x' under infection after character creation were still being charged BP instead of karma |
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Oct 8 2011, 10:56 PM
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#2308
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
I can't open the zip (IMG:style_emoticons/default/frown.gif)
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Oct 9 2011, 12:09 AM
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#2309
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Target Group: Members Posts: 3 Joined: 13-November 10 Member No.: 19,171 |
I can't either--is it something with the website?
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Oct 9 2011, 09:34 AM
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#2310
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Moving Target Group: Members Posts: 125 Joined: 21-March 10 From: Denver, CO Member No.: 18,325 |
I managed to get it to work after 3 tries (I closed the filedropper.com page and reopened the link from the first post in this thread each time).
- Changed Shifter race to an infection type, allowing the selection of shifted humanoid forms other than Human While this is a nice QoL feature, the current implementation skews the attributes a bit. Assuming I'm reading the book correctly (Runner's Companion pg. 87 sidebar), the only benefit Shifters gain are the natural abilities (such as Thermographic vision for Trolls) and the metatype's look, but retain all of the Shifter's attributes. |
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Oct 9 2011, 05:55 PM
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#2311
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Shooting Target Group: Members Posts: 1,632 Joined: 26-February 02 From: Portland Oregon, USA Member No.: 1,304 |
I managed to get it to work after 3 tries (I closed the filedropper.com page and reopened the link from the first post in this thread each time). While this is a nice QoL feature, the current implementation skews the attributes a bit. Assuming I'm reading the book correctly (Runner's Companion pg. 87 sidebar), the only benefit Shifters gain are the natural abilities (such as Thermographic vision for Trolls) and the metatype's look, but retain all of the Shifter's attributes. You got the zip to open? edit>Nevermind. It appears to work now. |
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Oct 10 2011, 05:43 AM
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#2312
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Moving Target Group: Members Posts: 582 Joined: 13-April 08 Member No.: 15,881 |
How do I link something like Improved Combat Ability to a specific skill so it adjusts the maximum for that power accordingly?
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Oct 10 2011, 04:56 PM
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#2313
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
How do I link something like Improved Combat Ability to a specific skill so it adjusts the maximum for that power accordingly? You dont. For the adept power 'Improved Combat Ability' edit the name to say 'Improved Combat Ability [Pistols]' for example. Now on the main sheet, next to your pistols skill, there is a column called 'bonus' This is a column used to manage bonuses from various sources, such as Reflex recorders and adept powers. Enter the bonus amount there and it will be reflected on the final charsheet. |
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Oct 10 2011, 05:00 PM
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#2314
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
I managed to get it to work after 3 tries (I closed the filedropper.com page and reopened the link from the first post in this thread each time). While this is a nice QoL feature, the current implementation skews the attributes a bit. Assuming I'm reading the book correctly (Runner's Companion pg. 87 sidebar), the only benefit Shifters gain are the natural abilities (such as Thermographic vision for Trolls) and the metatype's look, but retain all of the Shifter's attributes. Interesting interpretation. The book says you pay the BP for the race, and gain their abilities. If you dont want your players to have their attributes too, dont use this optional rule. I cant imagine paying the extra BP for the race and not having their attribute bonuses/penalties apply. This is not the forum to discuss it. If you have a strong argument for it, then please start a thread in the General Shadowrun forum and link it here. |
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Oct 10 2011, 06:41 PM
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#2315
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Moving Target Group: Members Posts: 582 Joined: 13-April 08 Member No.: 15,881 |
You dont. For the adept power 'Improved Combat Ability' edit the name to say 'Improved Combat Ability [Pistols]' for example. Now on the main sheet, next to your pistols skill, there is a column called 'bonus' This is a column used to manage bonuses from various sources, such as Reflex recorders and adept powers. Enter the bonus amount there and it will be reflected on the final charsheet. Ahhh, alright, thank you |
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Oct 10 2011, 07:31 PM
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#2316
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
Interesting interpretation. The book says you pay the BP for the race, and gain their abilities. If you dont want your players to have their attributes too, dont use this optional rule. I cant imagine paying the extra BP for the race and not having their attribute bonuses/penalties apply. Here's what the book(s) say: QUOTE (Runner) Not Always Quite Human Shapeshifters look mostly human—normally. Through some quirk of magic or paragenetics, some shapeshifters can transform into a form that more closely resembles another metatype, or even metavariants. This is represented by changing their Shift (Human) power to another, as appropriate—Shift (Elf), Shift(Oni), etc.—and spending an additional number of BP equal to the typical cost for that race –10 BP. A shapeshifter with a different metatype gains their standard metatype abilities (see Metatype Attribute Table, p. 72, SR4) when in that form. Underlined for important detail. The table on that page has a column labeled Metatype Abilities. You're also paying 10 BP less than it would cost to play that race as a non-shifter. So 10 more for Ork and you get Low-Light Vision or 30 for Troll and get Thermographic Vision, +1 Reach, +1 natural armor. Seems fair to me. (I'll also point out that a human shapeshifters doesn't get +1 Edge, as at no time does it say that all human-type shifters get the "Metatype Ability" of humans, which is +1 Edge). However, if you think a Troll Bear shifter should get 12* strength and body, base, when in Troll form for a mere 110 BP.... (But do they get 1/4 INT and REA? Or 1/5? If the 5 and the 7 stack, then so too should the penalties) *11? |
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Oct 11 2011, 02:38 PM
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#2317
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Here's what the book(s) say: Underlined for important detail. The table on that page has a column labeled Metatype Abilities. You're also paying 10 BP less than it would cost to play that race as a non-shifter. So 10 more for Ork and you get Low-Light Vision or 30 for Troll and get Thermographic Vision, +1 Reach, +1 natural armor. Seems fair to me. (I'll also point out that a human shapeshifters doesn't get +1 Edge, as at no time does it say that all human-type shifters get the "Metatype Ability" of humans, which is +1 Edge). However, if you think a Troll Bear shifter should get 12* strength and body, base, when in Troll form for a mere 110 BP.... (But do they get 1/4 INT and REA? Or 1/5? If the 5 and the 7 stack, then so too should the penalties) *11? Did not read this post. Not even finished the first sentence. Please see my first reply to understand why. |
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Oct 11 2011, 11:13 PM
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#2318
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Moving Target Group: Members Posts: 125 Joined: 21-March 10 From: Denver, CO Member No.: 18,325 |
This is not the forum to discuss it. If you have a strong argument for it, then please start a thread in the General Shadowrun forum and link it here. Discussion here |
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Oct 12 2011, 02:14 PM
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#2319
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Thanks Gamer. That thread has convinced me, and the next version of the sheet has been updated to reflect that. |
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Oct 18 2011, 05:17 AM
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#2320
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Target Group: Members Posts: 6 Joined: 3-September 11 Member No.: 37,289 |
Hey Folks,
New to posting here, long time reader. I have been using the "n" sheet for some time, and recently saw that the "t" sheet and then the "u" and "v" sheets were available. I love these sheets as they make character creation much easier. I have been able to figure everything out thus far. The two groups that I play in all use computers at the table and being able to make changes on the fly is very useful. The only thing that I cant seem to figure out is how to annotate damage on the sheet. Can someone please explain how damage is put in to show the current penalities for damage taken? |
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Oct 18 2011, 02:43 PM
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#2321
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Moving Target Group: Members Posts: 943 Joined: 24-January 04 From: MO Member No.: 6,014 |
Hey Folks, New to posting here, long time reader. I have been using the "n" sheet for some time, and recently saw that the "t" sheet and then the "u" and "v" sheets were available. I love these sheets as they make character creation much easier. I have been able to figure everything out thus far. The two groups that I play in all use computers at the table and being able to make changes on the fly is very useful. The only thing that I cant seem to figure out is how to annotate damage on the sheet. Can someone please explain how damage is put in to show the current penalities for damage taken? Damage is tracked via traditional physical and stun boxes on the Charsheet pages. The only real difference is that the boxes and modifiers listed within are dynamic. If you have high pain tolerance, or if you have low pain tolerance etc, the modifiers are shifted accordingly. For example, If you have 3 body you will have 10 physical damage boxes. Every 3 boxes of damage results in a penalty, so there are modifiers listed in the boxes, a -1 at the third box, a -2 at the sixth box, and a -3 at the ninth box. If you got the low pain tolerance flaw, then you feel a modifier for every two boxes of damage. Now the charsheet's damage track will shift its modifiers so that there is a -1 in the second box, a -2 in the fourth box, -3 in the sixth and -4 in the eight, etc. If you get the adept power to ignore pain mods at level 2, the first two boxes of damage you take will not count towards figuring modifiers. In that case (assuming you still have low pain tolerance) you would not get a modifier until the 4th box, then th 6th, etc. There is not currently a way to edit the spreadsheet to reflect current damage level. This is meant to be used as a printable sheet, where you are drawing lines across the boxes to denote damage. In my experience damage is a very transient thing... you take 6 boxes in a fight, but then you get first aid to heal two, then later a heal spell fixes up three more boxes, then you end up taking three more, etc. The modifiers for damage add a negative dice modifier to your poll, but dont actually lower your attributes or skills, so there is not a real need to have the charsheet apply changes due to damage... just use the track to know what modifier you are facing, then subtract that many dice from any rolls you make while injured (except for Damage and Drain resistance, which are not affected by wound penalties). Does that answer your question Pheno? If there is some other way you think the sheet should aid the player in tracking damage, please let me know. I am always looking for ways to improve the sheet. |
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Oct 18 2011, 05:07 PM
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#2322
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Target Group: Members Posts: 6 Joined: 3-September 11 Member No.: 37,289 |
Yes, it does answer my question. I just wish there was a way to annotate damage, like maybe to the far right side of the Main Sheet tab that would then high-light the correct number of boxes on the Character Sheet tab. I realize that with damage being so fluid that it changes quickly, but I play with groups who use the sheets on laptops at the table and being able to make the changes on the fly would allow someone to remember what damage they have taken, as some people can't seem to get the negatives right.
Also, when you consider that while damage is fluid, it seldom all goes away with First Aid and Magic and there is normally a remainder that needs to be accounted for when throwing bones, that its nice to not have to keep a separate annotation elsewhere. There was a sheet that I used before this one, and while it was not nearly as complete or simple to use, it did have the ability to annotate the damage on the Main sheet so that the boxes on the Character tab would turn red, thus allowing you to know at a glance where you stood. As an IT Manager who does not code, I realize this is a coding issue that may seem unnecessary and maybe a little frivolous , I'm just saying that its helpful for those who use the sheet on the fly. Its one of those "nice to haves" on an interactive sheet like this that makes it so much nicer to use. |
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Oct 18 2011, 07:40 PM
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#2323
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Immortal Elf Group: Members Posts: 10,289 Joined: 2-October 08 Member No.: 16,392 |
Personally I just make use of some of the empty cells on one page or another (I tend not to use the character sheets at the end) and make note of how much edge I've used, how much stun I have, and how much physical.
I can divide by 3 in my head well enough to know what my DP penalty is from there. |
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Oct 19 2011, 07:33 AM
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#2324
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Target Group: Members Posts: 14 Joined: 24-July 11 From: Sweden Member No.: 33,954 |
The sheet currently has the possibility to enter custom streams for Technomancers, but not traditions for mages. Is there any plans to add this? If not, why?
Also, the last couple of versions (q+ I believe) the weapon on row 6 of all print sheets gains the type and concealability of the weapon on row 2. I haven't seen this reported yet. |
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Oct 19 2011, 07:02 PM
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#2325
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Target Group: Members Posts: 6 Joined: 3-September 11 Member No.: 37,289 |
Hey Folks,
Can someone please give me some insight on the proper way to set up and use the "outfits" section on the Gear tab? I cant seem to get it to function the way the description says it should work and I'm getting frustrated for being an idiot. |
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