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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Mickle5125
post Aug 19 2009, 06:54 PM
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QUOTE (Mickle5125 @ Aug 14 2009, 01:14 PM) *
on the charsheet page, the base mental stats get the modified mental stats instead.

IE: instead of Cha 4 [7], it's showing Cha 7 [7]



missing drugs from the BBB.



Vehicle gear prices are all zero.


No program options


just bumping in case you missed it.
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InfinityzeN
post Aug 20 2009, 11:20 AM
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Hey Damien, I was looking over the hidden sheets and it looks like you might have to tweak the vehicle one to make the Turbo add in right. As it is now, you use multiples. Doesn't work for the Turbo though since that adds a flat bonus per level. Spent a couple hours toying with it and the only way I can see is to add an additional colum. Make it 5 per level, adding that to walking speed and double that to run. Should work fine.
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Marduc
post Aug 20 2009, 01:19 PM
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He Damien,

I've got an updated version of your sheet, that I want to share with you.

Added Geneware, updated vehicle sheet (still need to work on the conditional formatting) extended the knowledge skills and started to work on tracking inventory and essence hole.

here is the link

Feel free to rip out what you like and use it.
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Nigel
post Aug 20 2009, 05:36 PM
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Do you think you could upload that sheet somewhere else, Marduc? Megashare won't let me download it - the CAPTCHA refuses to display.
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malichai
post Aug 20 2009, 08:58 PM
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Nice Marduk, though I can't get your "Genetic Heritage Geneware is Essence Free" option to work.
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Stormdrake
post Aug 20 2009, 10:25 PM
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Great chargen. I use it for my game and it makes tracking all the players much easier.
One thing though, the gencon version does not display spirit powers for free spirits. Am I doing something wrong?
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DamienKnight
post Aug 21 2009, 02:44 PM
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QUOTE (Mickle5125 @ Aug 14 2009, 02:14 PM) *
on the charsheet page, the base mental stats get the modified mental stats instead.

IE: instead of Cha 4 [7], it's showing Cha 7 [7]


Ah yes, found this problem on the Charsheet. Fixed in next version.
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Tyro
post Aug 24 2009, 06:18 PM
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Genetech shouldn't be affected by Biocompatability (Bioware) as per Augmentation 20.

The Olfactory Booster says "+1 to perception tests based on smell" regardless of rating.

On any vehicle, based on a limited quick sampling, the Upgrade, Total Cost, Total Vehicles Cost and Available Cash boxes all say "#VALUE!" (no quotes) when I add an anti-theft system. The sheet doesn't know what to charge.

I couldn't find the Vehicle Tag Eraser in the vehicle mods dropdown.

Hardliner gloves should do Physical damage, not Stun (Arsenal 39).
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Joel47
post Aug 27 2009, 09:14 PM
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For Registered Sprites, the "Tasks" pulldown just lists the Sprite types again, instead of the number of tasks owed.
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Tyro
post Aug 29 2009, 12:04 AM
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The GMC Bulldog Stepvan isn't getting its extra modification slots.

Autosoft prices are screwy (and in one case missing).

[Edit:] Misspelling in Active Skills: Aeronatic should be Aeronautic.

[Edit 2:] Choosing Technomancer causes a whole bunch of errors (Resonance, total Karma cost, total Karma left etc. read ###).
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DamienKnight
post Aug 31 2009, 07:43 PM
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QUOTE (Tyro @ Aug 28 2009, 07:04 PM) *
The GMC Bulldog Stepvan isn't getting its extra modification slots.

Autosoft prices are screwy (and in one case missing).

[Edit:] Misspelling in Active Skills: Aeronatic should be Aeronautic.

[Edit 2:] Choosing Technomancer causes a whole bunch of errors (Resonance, total Karma cost, total Karma left etc. read ###).



Tyro, with the Technomancer problems, were you using the Gencon version, or 9t? This is a problem that was in 9t, but was fixed for the Gencon version.
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Tyro
post Aug 31 2009, 08:58 PM
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QUOTE (DamienKnight @ Aug 31 2009, 12:43 PM) *
Tyro, with the Technomancer problems, were you using the Gencon version, or 9t? This is a problem that was in 9t, but was fixed for the Gencon version.

9t. What's the difference, please, other than that?

[Edit:] In the Gencon version, the Paragon dropdown is locked. It works fine if I unlock the sheet.
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DamienKnight
post Aug 31 2009, 10:16 PM
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QUOTE (Tyro @ Aug 24 2009, 01:18 PM) *
Genetech shouldn't be affected by Biocompatability (Bioware) as per Augmentation 20.

Good point about Biocompatibilty. Does Type O system affect Geneware?

QUOTE (Tyro @ Aug 31 2009, 03:58 PM) *
9t. What's the difference, please, other than that?


Fixed technomancers resonance attribute.
Fixed vehicle cost bug.
Added Adept powers from the Digital Grimoire.
Added 'Power Point' metamagic for physical adepts, allows for purchasing more phys ad powers.
Fixed Main_Sheet/Karma_Log so negative karma and negative nuyen entries total correctly.
Added a neat new SRgencon logo (blend of Shadowrun and Gencon indy logo) to Main_Page and CharSheet3.
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Tyro
post Aug 31 2009, 10:20 PM
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QUOTE (DamienKnight @ Aug 31 2009, 03:16 PM) *
Good point about Biocompatibilty. Does Type O system affect Geneware?

Thanks. Genetech doesn't have grades ("Geneware, Essence, and Grades"; Aug 87), so Type O shouldn't apply.
QUOTE (DamienKnight @ Aug 31 2009, 03:16 PM) *
Fixed technomancers resonance attribute.
Fixed vehicle cost bug.
Added Adept powers from the Digital Grimoire.
Added 'Power Point' metamagic for physical adepts, allows for purchasing more phys ad powers.
Fixed Main_Sheet/Karma_Log so negative karma and negative nuyen entries total correctly.
Added a neat new SRgencon logo (blend of Shadowrun and Gencon indy logo) to Main_Page and CharSheet3.

facepalm
Sorry, I was distracted. I should have checked the frelling changes tab.


[Edit:] Something I thought of a while back but never got around to asking about: Gunnery is Agility-based if you're using it physically, but sensor gunnery and rigged gunnery (whether captain's chair or jumped in) do not. So what does it cost if you have the Infirm trait? I'd houserule half skill level, round down, for an infirm gunner using manual control, with normal Karma cost to increase the skill. Thoughts?
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DamienKnight
post Sep 2 2009, 05:46 PM
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[Edit:] Something I thought of a while back but never got around to asking about: Gunnery is Agility-based if you're using it physically, but sensor gunnery and rigged gunnery (whether captain's chair or jumped in) do not. So what does it cost if you have the Infirm trait? I'd houserule half skill level, round down, for an infirm gunner using manual control, with normal Karma cost to increase the skill. Thoughts?
[/quote]

Good question. You should post this in the Discussion Forum and see what the community thinks.
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Dakka Dakka
post Sep 2 2009, 06:23 PM
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It may be the wrong thread but actually Infirm does not change anything for Gunnery, whether it's used in the meat or virtually. The negative Quality only applies to Physical Skills, Gunnery is a Vehicle Skill. So the cost is normal. Strangely enought the same goes for Combat Skills, by RAW.

If it wasn't the case, Enhanced Articulation just got a lot more powerful.
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Tyro
post Sep 3 2009, 12:14 AM
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QUOTE (Dakka Dakka @ Sep 2 2009, 11:23 AM) *
It may be the wrong thread but actually Infirm does not change anything for Gunnery, whether it's used in the meat or virtually. The negative Quality only applies to Physical Skills, Gunnery is a Vehicle Skill. So the cost is normal. Strangely enought the same goes for Combat Skills, by RAW.

If it wasn't the case, Enhanced Articulation just got a lot more powerful.

Thanks for the clarification. I guess I should have read it more carefully :-/
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Socinus
post Sep 3 2009, 03:40 AM
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Im finding two weapons in the generator that I cant seem to find in any of the rulebooks.

The Parashield Dart Rifle and Pistol.
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Tyro
post Sep 3 2009, 06:09 AM
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QUOTE (Socinus @ Sep 2 2009, 08:40 PM) *
Im finding two weapons in the generator that I cant seem to find in any of the rulebooks.

The Parashield Dart Rifle and Pistol.

They're in SR4A (the 20th anniversary core book).
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Phoenix (A-Team)
post Sep 3 2009, 07:51 PM
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Hey Damien, nice work

Quirks I've found:

Trust fund does not provide you with a self-sustaining lifestyle and regular bonus income. (Hard to incorporate, I'm sure, but if anyone can...)

Even though the Positive Qualities BP/Karma bonus is capped at 35, it seems I can go way above this number with unlimited qualities. The Negative Qualities, on the other hand, seem annoyingly rule-abiding. Heh.

The Positive Qualities list does not yet contain (I'm sure you already know this) the Positive Surge Qualities or Metagenetic (surge) Quality versions of the standard types listed on pg. 110 of Runners Companion. Supposedly these can stack with other qualities, so they'd be useful options.

And I don't know if it's possible, but when one obtains the "Restricted Gear" positive quality, they cannot apply it to the piece of gear in question. Not truly necessary if you and your GM see it and agree on it outside of the character creator, but there it is.

Thank you for all your hard work on this project!
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Tyro
post Sep 3 2009, 09:31 PM
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Improved Vehicle Ability is not listed in the Adept powers.
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DamienKnight
post Sep 3 2009, 10:24 PM
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QUOTE (Phoenix (A-Team) @ Sep 3 2009, 02:51 PM) *
Trust fund does not provide you with a self-sustaining lifestyle and regular bonus income. (Hard to incorporate, I'm sure, but if anyone can...)

Even though the Positive Qualities BP/Karma bonus is capped at 35, it seems I can go way above this number with unlimited qualities. The Negative Qualities, on the other hand, seem annoyingly rule-abiding. Heh.

The Positive Qualities list does not yet contain (I'm sure you already know this) the Positive Surge Qualities or Metagenetic (surge) Quality versions of the standard types listed on pg. 110 of Runners Companion. Supposedly these can stack with other qualities, so they'd be useful options.

And I don't know if it's possible, but when one obtains the "Restricted Gear" positive quality, they cannot apply it to the piece of gear in question. Not truly necessary if you and your GM see it and agree on it outside of the character creator, but there it is.


Interesting point about trust fund. I will look into it.

Restricted gear need not be integrated into the sheet. It is a single item, and hardly worthy of adding an extra column into every gear related sheet (Wares, Parts, Gear, Weapons, Vehicles... uugggh!)

I have handled the metagentic qualities this way. In the data sheet, there is a field that flags weither a quality counts as metagenetic or not. Another flag determines if it is standard or not. If you cannot get metagenetic qualities, you can still get a metagenetic quality that is standard, such as High Pain Tolerance (my surge favorite). However, if you are a surge character and select one of these 'Hybrid' qualities that count as standard OR metagentic, it will count that quality towards your metegenetic limits.

*Edit: I went ahead and duplicated the standard qualities that count as metagenic into the Metagenic list. It does not matter which one you select, it will count towards metagenic either way.


QUOTE (Tyro @ Sep 3 2009, 04:31 PM) *
Improved Vehicle Ability is not listed in the Adept powers.


Fixed in version 9u.
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Dakka Dakka
post Sep 4 2009, 11:26 AM
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I just found two tiny things to nitpick about your great character sheet.

For German users entering FALSCH (FALSE) in the Optional rules the Cells turn up as #######. Could you make the cells a bit wider?

Since the qualities have no longer an added (sm), (au) or (rc) you could remove the legend next to the qualities section.

As always thanks for what you've done and keep up the good work.
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DamienKnight
post Sep 4 2009, 03:57 PM
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QUOTE (Dakka Dakka @ Sep 4 2009, 06:26 AM) *
I just found two tiny things to nitpick about your great character sheet.

For German users entering FALSCH (FALSE) in the Optional rules the Cells turn up as #######. Could you make the cells a bit wider?

Since the qualities have no longer an added (sm), (au) or (rc) you could remove the legend next to the qualities section.

As always thanks for what you've done and keep up the good work.


Widened the option rules T/F cells

The legend applies to all book/page references not just Qualities, such as the Book/page refs in the Gear section. Since I have already added alot of book/page data in the Qualities table, I went ahead and implemented it on the Main sheet for version 9u.
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Phoenix (A-Team)
post Sep 4 2009, 04:51 PM
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Gotcha, I'll do that

BTW, the "Engraved Datajack" comes at the right price of nuyen, but it takes no essence. Great as this would be...I know it can't be so.

It can't be used in character creation, but Adapsin supposedly reduces essence lost to all cyberware by 10%. How does one lock in a character so that they can later add this and "make room in the essence void for more metal?"

I may have made this flaw by re deciding qualities too often, but I found that the first 5 negative qualities tally up just fine. But past that, I can't get any more qualities to affect the total BP/Karma (which seems to have topped out at -30 for me instead of -35). It seems that the system does not like multiple little negatives, favoring fewer but nastier ones in their place.
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