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> Chummer Character Generator
Nebular
post Jul 16 2011, 09:21 PM
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QUOTE (Fyndhal @ Jul 16 2011, 04:11 PM) *
Another item:

SMG's have a concealability mod of +4 which is not reflected in the Weapons data. I noticed this when boggling over the fact that an FN 5-7C had a higher Concealability Mod than an Ingram Smartgun X.

SMGs do have their concealability set properly at +4. Ingram Smartgun X has a conceal of +4 (standard for all Submachine Guns). The FN 5-7C has a concealability of +2 (standard for all Machine Pistols). Remember that higher is worse in this situation since concealability affect the spotter's dice pool. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 16 2011, 09:23 PM
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QUOTE (Chromeburner @ Jul 16 2011, 01:43 PM) *
Hey, first post here.
I upped Aokami, a character I built for an upcoming game.
Here's an idea.
Can we throw up a generic build section in addition to contact and enemies?

Are you asking to just add another category to the list of character types in Omae? Just want to make sure you're not looking for a place to store characters for a weekly game session since it's intended to be an online repository for people to pick up NPCs, and not just personal online storage. (IMG:style_emoticons/default/smile.gif)
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gamergurl23
post Jul 16 2011, 10:17 PM
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First, thank you so much for making this. It has helped me a lot!

Now, on to my one gripe about it. I'm trying to make a character with dormant metagenetics, but it doesn't even show up on the list unless I uncheck the box for showing only qualities that I can take. Even then, it says that I have to have one of the Changling qualities to take it. However, my understanding from RC is that the dormant metagenetics quality is for runners who haven't changed, yet, but have the necessary genetic code for it to happen in game.
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Nebular
post Jul 16 2011, 10:51 PM
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QUOTE (gamergurl23 @ Jul 16 2011, 05:17 PM) *
First, thank you so much for making this. It has helped me a lot!

Now, on to my one gripe about it. I'm trying to make a character with dormant metagenetics, but it doesn't even show up on the list unless I uncheck the box for showing only qualities that I can take. Even then, it says that I have to have one of the Changling qualities to take it. However, my understanding from RC is that the dormant metagenetics quality is for runners who haven't changed, yet, but have the necessary genetic code for it to happen in game.

You're right. I marked the Dormant Metagenetics as being required to take the Qualities instead of marking them as forbidden Qualities. I've updated the Qualities data file to correct this.
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Nebular
post Jul 16 2011, 11:17 PM
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QUOTE (ShadowWalker @ Jul 15 2011, 07:02 PM) *
Just a question about Omae, because I know at some point someone will have this problem. How does one recover ones account if you can't remember your login information?

Ever have one of those times when you realise that something is missing as soon as you're done? This was one of those times. (IMG:style_emoticons/default/smile.gif) This will be in the next update.
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McDougle
post Jul 16 2011, 11:27 PM
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Nebular
post Jul 16 2011, 11:50 PM
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Another small update to correct a quirk in the Improvement Manager, and take care of some issues with Omae while it's still small, otherwise these would be a bigger pain in the butt to fix later. (IMG:style_emoticons/default/smile.gif)

Build 153
  • fixed an issue with the Improvement Manager that forced values to be selected after changing the Rating of an Adept Power
  • character's Created status is now sent as part of their upload information for Omae
  • added support for filtering characters in Career or Create Mode to Omae
  • added a My Account button to Omae that appears after you are logged in which lets you add or change the email address for your account
  • added support for resetting your Omae password which emails your new password (must have an email address set for your account)
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Burrito Al Pasto...
post Jul 17 2011, 03:51 AM
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I'm having an issue with a character I haven't opened in... about two weeks. He's an adept, and I'm finding that now I have 2.00 power points unspent, powers that I was sure I had bought are missing, and I have a two point skill rating modifier to my Automatics skill which I can't find or get rid of. (Notably, I have Way of the Warrior, I had Improved Combat Skill (Automatics) at 2 on Way discount, and now that's gone.) So it seems like some of my adept powers went away but their math didn't? And can't be recalculated?

Separately, although I'm very happy to see that military armors now have capacity for gear, I'd like to note that 1) the stuff built into the armor (camera, flare comp, image link, smartlink, etc. on helmet, for example) are not listed, and 2) only the gear from core with capacity listings in the table on page 44 appear to be added, but there's a note in that table that for items in this book, see individual listings. (I'd like to have ultrawideband in my helmet, for example.)

Thanks!
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Fyndhal
post Jul 17 2011, 04:13 AM
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QUOTE (Nebular @ Jul 16 2011, 05:21 PM) *
SMGs do have their concealability set properly at +4. Ingram Smartgun X has a conceal of +4 (standard for all Submachine Guns). The FN 5-7C has a concealability of +2 (standard for all Machine Pistols). Remember that higher is worse in this situation since concealability affect the spotter's dice pool. (IMG:style_emoticons/default/smile.gif)


Strange...the Ingram Smartgun in my save had it as +0. I added a new copy and it's +4. Wonky!
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Wizard_Thoarin
post Jul 17 2011, 05:21 AM
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QUOTE (Fyndhal @ Jul 16 2011, 09:13 PM) *
Strange...the Ingram Smartgun in my save had it as +0. I added a new copy and it's +4. Wonky!


Did you happen to have the concealable holster added to the weapon? That would lower your Conceal rating for the weapon.
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longbowrocks
post Jul 17 2011, 06:09 AM
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I can't seem to find any nanites. Nanohive is easy enough, but that's it. Have they been added yet?
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Nebular
post Jul 17 2011, 06:18 AM
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QUOTE (longbowrocks @ Jul 17 2011, 01:09 AM) *
I can't seem to find any nanites. Nanohive is easy enough, but that's it. Have they been added yet?

Nanocybernetics is all a part of Cyberware,, but it looks like I missed the Nanoware stuff from AU 110. I'll add these to Gear some time on Sunday.
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SpellBinder
post Jul 17 2011, 07:00 AM
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A thought came to me as I was bouncing around a couple of tabs in chummer and PDFs of books for a mystic adept I was inspired to create. Would it be possible to at least include on the Spells and Spirits tab the benefits & drawback of the selected Mentor Spirit? And if so, where choices might be possible (like a bonus given for one of two types of spirits) for the benefits could a choice be at least indicated with a radio button?
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longbowrocks
post Jul 17 2011, 09:24 AM
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Thanks. Also, how would I add response enhancer (UN 196), or directional antenna (UN 199) to my commlink?
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Nebular
post Jul 17 2011, 04:12 PM
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QUOTE (longbowrocks @ Jul 17 2011, 04:24 AM) *
Thanks. Also, how would I add response enhancer (UN 196), or directional antenna (UN 199) to my commlink?

Gear has been updated to include Nanoware, Electronics, and Commlink Modules from Arsenal and Unwired. Anything else you'd like to point out that I missed? (IMG:style_emoticons/default/biggrin.gif)

(The Fetch Module's Rating won't work properly until the next update since it required support for varying Avail based on Rating)
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longbowrocks
post Jul 17 2011, 04:26 PM
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I'll test the living daylights out of it. (IMG:style_emoticons/default/wink.gif)
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longbowrocks
post Jul 17 2011, 04:33 PM
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Ah, you can't select a rating for nonstandard wireless link or response enhancer.
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Nebular
post Jul 17 2011, 04:39 PM
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You can if you update your file (again)! (IMG:style_emoticons/default/wink.gif)
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ggodo
post Jul 17 2011, 04:47 PM
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I'm having trouble with Improved Ability not adding to my Unarmed Combat pool. I'm getting really odd results on top of that. Somehow 5+3=9, but 5+2=7, and 6 ranks of improved ability are ignored either way. I don't get it at all. This happens for every character I make.
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Nebular
post Jul 17 2011, 05:02 PM
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QUOTE (ggodo @ Jul 17 2011, 11:47 AM) *
I'm having trouble with Improved Ability not adding to my Unarmed Combat pool. I'm getting really odd results on top of that. Somehow 5+3=9, but 5+2=7, and 6 ranks of improved ability are ignored either way. I don't get it at all. This happens for every character I make.

If you hover over the total value for Unarmed Combat, it should pop up a tooltip showing you everything that's counting towards that Skill.

I believe you're running into the maximum modified skill rating rule. If you have Unarmed Combat Rating 5, AGI 3, and Improved Ability (Unarmed Combat) Rating 6, your total score for Unarmed Combat should be 10. You'd get 5 from Unarmed Combat itself, 2 from Improved Ability (Unarmed Combat) because it cannot take Unarmed Combat higher than 1.5X its Rating by itself (see SR4A 196), and 3 from AGI.

If your group doesn't use the Maximum Modified Rating rule, you can turn it off by going to Tools > Options and removing the check from "Enforce maximum Skill modified Rating". (You'll need to restart Chummer for the change to take effect)
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Nebular
post Jul 17 2011, 05:16 PM
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QUOTE (McDougle @ Jul 11 2011, 03:45 PM) *
Edi2:
It should be possible to connect a weaponfocus and the corresponding weapon(altering the dv on the way).

Where does it say that Weapon Foci add their Force to DV? The only thing I've seen in the rules is that they add their Force as a dice pool modifier to the Weapon, which I'm presuming means you get additional dice for the Test to hit the opponent (and is why I don't have it including any bonus right now since it's a conditional thing).
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ggodo
post Jul 17 2011, 05:45 PM
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QUOTE (Nebular @ Jul 17 2011, 10:02 AM) *
If you hover over the total value for Unarmed Combat, it should pop up a tooltip showing you everything that's counting towards that Skill.

I believe you're running into the maximum modified skill rating rule. If you have Unarmed Combat Rating 5, AGI 3, and Improved Ability (Unarmed Combat) Rating 6, your total score for Unarmed Combat should be 10. You'd get 5 from Unarmed Combat itself, 2 from Improved Ability (Unarmed Combat) because it cannot take Unarmed Combat higher than 1.5X its Rating by itself (see SR4A 196), and 3 from AGI.

If your group doesn't use the Maximum Modified Rating rule, you can turn it off by going to Tools > Options and removing the check from "Enforce maximum Skill modified Rating". (You'll need to restart Chummer for the change to take effect)


Reverse AGI and skill, 3 in skill, 5 in AGI 6 in Improved Ability. I should have 14, but it seems like it's only counting improved ability as a rating 1 power, no matter what I do to it's rating.

wait, it's doing some wierd proportional thing. according to the mouseover, I get one point of IMP AB for every two points of skill. I'm going to test and see if this is happening with other skills.


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ggodo
post Jul 17 2011, 05:49 PM
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It's doing it for all Improved Ability powers, combat or no. This worked earlier, so I'm not sure what's up now.
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Dakka Dakka
post Jul 17 2011, 05:49 PM
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QUOTE (Nebular @ Jul 17 2011, 07:16 PM) *
Where does it say that Weapon Foci add their Force to DV? The only thing I've seen in the rules is that they add their Force as a dice pool modifier to the Weapon, which I'm presuming means you get additional dice for the Test to hit the opponent (and is why I don't have it including any bonus right now since it's a conditional thing).
Exactly. Also, they only add dice to the attack. Defense gets no bonus.
It would be good however to specify the type of weapon for the focus which will then be added at no cost and can be modded. Something like:
Katana (Force 1 Weapon Focus) 10k ¥
-Personalized Grip 100¥

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Nebular
post Jul 17 2011, 06:19 PM
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QUOTE (ggodo @ Jul 17 2011, 12:45 PM) *
Reverse AGI and skill, 3 in skill, 5 in AGI 6 in Improved Ability. I should have 14, but it seems like it's only counting improved ability as a rating 1 power, no matter what I do to it's rating.

wait, it's doing some wierd proportional thing. according to the mouseover, I get one point of IMP AB for every two points of skill. I'm going to test and see if this is happening with other skills.

You're still hitting the cap then. With Unarmed Combat 3, the modified skill rating can never go higher than 4 (so you're only getting 1 of the (or whatever number you have it at) from Improved Ability). Maximum Skill Rating is always defined as Skill's Rating (not including any bonuses such as linked Attribute) x 1.5. So even if you have 100 points of bonuses, if Unarmed Combat is at 3, its Modified Rating can never go higher than 4.
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