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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Dakka Dakka
post Oct 19 2011, 07:10 PM
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You have to write the same name of the outfit in all the cells corresponding to the individual items you want included in the ensemble.

For example in the first 3 lines you have an FFBA Full Suit, an Armor Jacket, and a Helmet. Now you put the same name in all three cells under the Outfit Name heading. Let's call it "Working Clothes". Now you have one set of armor called "Working Clothes" on the CharSheet with 15/10 [12/9] istead of three items.
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Pheno
post Oct 19 2011, 07:43 PM
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OK, so what if you have two or three sets of clothing that you wear and some of the items are different and some the same depending on which outfit your wearing. How would you annotate that? This is where I am having an issue.
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ShadowWalker
post Oct 20 2011, 09:00 AM
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The SR4A Changes pdf lists a vehicle mod called Modular Electronics.
The pdf can be found here.
I can't seem to find it listed in the vehicle mod list.
Although it seems from the functionality that increasing Response and Signal on a vehicle is not limited to +2.
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Mäx
post Oct 20 2011, 09:39 AM
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QUOTE (Pheno @ Oct 19 2011, 10:43 PM) *
OK, so what if you have two or three sets of clothing that you wear and some of the items are different and some the same depending on which outfit your wearing. How would you annotate that? This is where I am having an issue.

You can't, any one piece can only be part of one outfit.
Well you can ofcource always add multiple copies of those pieces that need to be included in more then one outfit.
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Draco18s
post Oct 20 2011, 07:29 PM
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QUOTE (Mäx @ Oct 20 2011, 04:39 AM) *
You can't, any one piece can only be part of one outfit.
Well you can ofcource always add multiple copies of those pieces that need to be included in more then one outfit.


And then manually refund the extra expended cash.
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DamienKnight
post Oct 20 2011, 10:05 PM
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QUOTE (zephraim @ Oct 19 2011, 02:33 AM) *
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.

Good point! While magicians can change their spirit types, they cannot enter custom names for traditions OR customize their drain attribute.

Fixed in version w, made it similar to the Techmancer's options.

Good catch on the weapon type (and concealability, which did a look up on the weapon type). Fixed this in version w.
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Thirty Second Ar...
post Oct 21 2011, 03:51 PM
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Oh awesome, this is still around. Now then, speaking of weapons:
  • Concealment value for the Nitama Sporter and a number of other weapons is showing up as #N/A. Is this intentional?
  • The FN P93 Praetor E is displaying a flat RC of 3 instead of 2(3) as might be expected when compared to the version without electronic firing.
  • A number of weapons with integral recoil compensation seem to stacking improperly with the folding stock or powered folding stock modifications.
    • Taurus Mark XXXI
    • B&P MP9
    • FN 5-7C
    • Ruger T-983
    • Ruger Thunderbolt (all versions)
    • Savalette Guardian
    • Walther P109
    • AK-112
    • Ares Alpha
    • Ares Bravo
    • Ares HVAR
    • Ares Sierra
    • Steyr Minotaur
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Caadium
post Oct 22 2011, 08:43 AM
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I don't know if this has been mentioned yet or not, but a slight error I just found is this:

On the Magic Page, if an Adept chooses "The Invisible Way", then the power Melanin Control should be one that is discountable. In version V it does not turn Green like others do. You can still put an X there and it does the calculation, but it has the yellow, "you can't do this" formatting.
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DamienKnight
post Oct 25 2011, 03:51 PM
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QUOTE (Caadium @ Oct 22 2011, 03:43 AM) *
I don't know if this has been mentioned yet or not, but a slight error I just found is this:

On the Magic Page, if an Adept chooses "The Invisible Way", then the power Melanin Control should be one that is discountable. In version V it does not turn Green like others do. You can still put an X there and it does the calculation, but it has the yellow, "you can't do this" formatting.

Yep, seems the table for the Invisible Way on the Adept_Data sheet has Melanin Control misspelled. It is now fixed in upcoming version w.

QUOTE (Thirty Second Artbomb @ Oct 21 2011, 10:51 AM) *
Oh awesome, this is still around. Now then, speaking of weapons:
  • Concealment value for the Nitama Sporter and a number of other weapons is showing up as #N/A. Is this intentional?
  • The FN P93 Praetor E is displaying a flat RC of 3 instead of 2(3) as might be expected when compared to the version without electronic firing.
  • A number of weapons with integral recoil compensation seem to stacking improperly with the folding stock or powered folding stock modifications.
    • Taurus Mark XXXI
    • B&P MP9
    • FN 5-7C
    • Ruger T-983
    • Ruger Thunderbolt (all versions)
    • Savalette Guardian
    • Walther P109
    • AK-112
    • Ares Alpha
    • Ares Bravo
    • Ares HVAR
    • Ares Sierra
    • Steyr Minotaur

The recoil compensation restrictions on Arsenal p. 148 do not describe how integral recoil comp stacks with other recoil mods. Is there somewhere in the rules where it elaborates on this?
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DamienKnight
post Oct 25 2011, 04:07 PM
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QUOTE (Pheno @ Oct 19 2011, 02:43 PM) *
OK, so what if you have two or three sets of clothing that you wear and some of the items are different and some the same depending on which outfit your wearing. How would you annotate that? This is where I am having an issue.

This is an issue I have run into also. I have a full body form fitting suit that goes into every outfit. The replies you received are right, you have to record the outfit three times in your list if you want to include it in three outfits. With the limits of excel, this is really the best way to handle it.

However, in response to your queries I decided to add another column to the gear page, to the left of Cost. This new column is simply labeled as 'x' (no room for a full name) with a comment that explains, 'Put an 'x' in this column if gear was acquired through other means. This will disable costs and availability.'

Basically an x in this column = 0 cost and no highlighting on availability if it exceeds creation limits for availability. This can be used for creating multiple entries for a single piece of armor, or can be used after character creation to note gear found if you are trying to use the sheets Nuyen Remaining to track your costs.

Look for this update in version w.
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Dakka Dakka
post Oct 25 2011, 04:17 PM
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QUOTE (DamienKnight @ Oct 25 2011, 05:51 PM) *
The recoil compensation restrictions on Arsenal p. 148 do not describe how integral recoil comp stacks with other recoil mods. Is there somewhere in the rules where it elaborates on this?
Since it is not mentioned under the restrictions I'd say it stacks with everything.
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3278
post Nov 1 2011, 08:33 PM
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This may have been noted somewhere, and if so, I apologize. All of the grenade launchers - Underbarrel Grenade Launcher, ArmTech MGL-6, ArmTech MGL-12, ArmTech MGL-18, Enfield GL-67, ITS Gonryu - on the Weapons tab appear to have excitingly Missile-like Ranges. Is this an error, or am I [it's not unlikely] missing something?

Let me take this opportunity to thank you for all your work, DamienKnight. I pride myself in making very detailed, very carefully-considered characters, and there's no way I could do it without this sheet. Thanks again.
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Xenefungus
post Nov 2 2011, 11:26 AM
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Somehow, i cannot chose any Grades for 'ware in version v. All rows are filled with "#VALUE!" for me. Anyone else having that problem?
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DamienKnight
post Nov 2 2011, 11:03 PM
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QUOTE (Xenefungus @ Nov 2 2011, 06:26 AM) *
Somehow, i cannot chose any Grades for 'ware in version v. All rows are filled with "#VALUE!" for me. Anyone else having that problem?

These are working for me in the version v distribution. I am using excel 2003. What program are you using?

To try and recreate the issue, exactly what positive and negative qualities do you have and what wares are you trying to get. Does it do that to all wares and all grades, or just some. Is the problem happening on the Cyberware_Bioware page AND/OR the Cyberparts page?
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Xenefungus
post Nov 7 2011, 03:21 PM
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I am using LibreOffice here. It happens on the very fresh sheet with no qualities or anything else selected at all. It also happens for both the Cyber/Bio and Cyberparts pages. It seems to be broken generally, not only for a single piece of 'ware.
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Kronk2
post Nov 12 2011, 06:17 PM
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I know this has been covered, but a refresher please. How do I add a new mentor spirit (squirrel) to the list?
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DamienKnight
post Nov 16 2011, 10:52 PM
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QUOTE (Kronk2 @ Nov 12 2011, 01:17 PM) *
I know this has been covered, but a refresher please. How do I add a new mentor spirit (squirrel) to the list?


This thread is so big I have no qualms answering a question twice. I personally would not want to have to dig through all of it to find any answer!

These directions are for Excel 2003. If they don't work for you, post your spreadsheet program name and hopefully one of the other helpful regulars here can help.

Format->Sheet->Unhide
Select 'Magic_Data'

On the Magic_Data tab you should find a list of mentor spirits starting in column D. They are part of a named range and the first column is a formula.

The easiest way to create a custom Mentor spirit is to overwrite an existing mentor spirit. Simply pick one (like The Force(House)) and replace the name in column 'E' with the new custom name, ie 'Squirrel (House)', then update the bonuses in column F and G, and the disadvantages in column H.

Column D is a formula used to blank out the list of mentors if you do not have a mentor. If you are overwriting an existing mentor you should not have to change this column.

Now the revised mentor should appear in your drop down. Optionally you can rehide the Magic_Data tab with 'Format->Sheet->Hide' to hide the current tab while Magic_Data is the active tab.

Let me know if this works for you.
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Socinus
post Nov 21 2011, 09:50 AM
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Where are the [Element] Bolt, Ball, and Wave spells from? I cant seem to find them anywhere.

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Draco18s
post Nov 23 2011, 05:00 AM
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QUOTE (Socinus @ Nov 21 2011, 04:50 AM) *
Where are the [Element] Bolt, Ball, and Wave spells from? I cant seem to find them anywhere.


They're template spells based on existing spells, like Fire Ball and Acid Wave.
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Dakka Dakka
post Nov 25 2011, 10:24 PM
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I just found out that a character with 5 customized and enhanced cyberlimbs (2 arms, 2 legs, torso) only gets one overflow box. Is that intentional? If it is, do you have a quote to back that decision up?
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DamienKnight
post Nov 30 2011, 05:27 PM
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QUOTE (Dakka Dakka @ Nov 25 2011, 05:24 PM) *
I just found out that a character with 5 customized and enhanced cyberlimbs (2 arms, 2 legs, torso) only gets one overflow box. Is that intentional? If it is, do you have a quote to back that decision up?

First off, you mention overflow boxes... are you talking about the Physical Condition track or the Damage Overflow? I assume you are talking about the Physical Condition track because:

QUOTE (SR4a p.343)
They also grant the user 1 extra damage box to her Physical Condition Monitor for each cyberlimb she possesses


The sheet does this properly in my experince:

Human, Body 3 has 10 Boxes in his Physical Condition Track. (base 8 + 1/2 of 3 body rounded up = 10)

Add two full arms, two full legs and a Cyber torso, The Physical Condition Track is 15 (10 + 5 limbs = 15).

Keep in mind if you mod your body attribute on the limbs that will affect your final body attribute, which will also increase your Physical Condition track.

Its also possible you are maxing out the Phsyical Track. On charsheet 1 and 2 the track only goes up to 18. When one of my players pushed the track past that I extended the track on Charsheet 3 to 21 boxes. Use charsheet 3 if you are surpassing 18 boxes on the physical track.

If the sheets numbers still look wrong to you with all that in mind, please post your characters Race, natural body, all body affecting bioware/genware/qualities, and the specifics of their cyberlimbs. If I can recreate the problem then I can fix it.
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DamienKnight
post Nov 30 2011, 05:36 PM
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QUOTE (Socinus @ Nov 21 2011, 04:50 AM) *
Where are the [Element] Bolt, Ball, and Wave spells from? I cant seem to find them anywhere.



QUOTE (Draco18s @ Nov 23 2011, 12:00 AM) *
They're template spells based on existing spells, like Fire Ball and Acid Wave.

Draco18s is right... these are custom spells based on existing elemental combat spells. These are not house ruled spells, but follow the rules in Street Magic p.159 under 'Designing New Spells'. Only select these spells if your GM allows custom spells from Street Magic. A very nice list of Elements and their affects appears on a sidebar on pages 164 and 165 of Street Magic.
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Jhaiisiin
post Dec 5 2011, 07:27 PM
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Noticing that Improved Combat Ability [Skill] doesn't allow a rating higher than 3. Took this for Blades, and tested it with a blades skill of 6 and a magic of 6 with no luck. Using version v.
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Dakka Dakka
post Dec 5 2011, 07:43 PM
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QUOTE (DamienKnight @ Nov 30 2011, 06:27 PM) *
First off, you mention overflow boxes... are you talking about the Physical Condition track or the Damage Overflow? I assume you are talking about the Physical Condition track because:
No I was talking about the Damage Overflow. The Character had a natural 1 in BOD, and all 5 limbs customized to 6 and enhanced +3 for a net 9, yet the damage overflow was only 1 box/circle. The additional boxes on the physical Condition monitor were fine (18).

@Jhaiisiin: That is correct. Read up on the rules for augmented skill ratings
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Jhaiisiin
post Dec 5 2011, 08:03 PM
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Crap, I was still looking at SR4, not 4A. They changed it in the anniversary edition. My bad.
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