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Caine Hazen
Yes you should... I need it for my next character concept

Moar pets!!!! grinbig.gif
Werewindlefr
Hi DamienKnight, may I request a small feature? Could you expend the cyberware suites to cyberlimbs/cybereyes/ears, please?

Thanks, and thanks for the awesome work.
GrimWulf
QUOTE (DamienKnight @ Apr 5 2010, 08:22 AM) *
When you get a headware commlink, you just pay for the surgery and the additional cost of having the commlink put in your head. You can use the Hacking page to track the statistics of the commlink in your head.

The only drug I could not find in the table in SR4a was Bliss. I went ahead and made it 10 nuyen. Anyone have know if its price is mentioned anywhere in the books? Maybe in 3rd ed?


AR p. 188/189 Has a table for all the drug costs. Bliss is 15 nuyen.gif Annoyingly still no cost/listing for Guts(nofear, brass balls)

Question on the commlink bit though, anyway of adding multiple custom commlinks that I'm missing?

Unrelated note: Is there a way to make a weapon mount reinforced? AR p147
Whitefur
Hi all,

Been here as a "ghost" for some time now but finaly goten around to crate an account:).

My exel-fu is not so good and I´m trying to figure out how to change some of the cost in it.
We use a houserule conserning stats and groupskills. We do karmabuild and use *4/*4 insead of *5/*5. But I´m having a hard time finding were to change this. Whould be gratefull for any help I can get.

I´m dyslectic and swedich so exuse any bad spelling:)

Love the builder by the way!!!
bmcoomes
The nuts and bolts for that is hinden from AU through BK, you'll have to show colums and rows under options, unprotect the form and then highlight AT thru BL left click and "unhide" then have fun.
Whitefur
Thanks but sadly im still in the blind:(
For exaple for stats it states: =IF(OR(P3<=MAX(O3;Base_Body_Min);P3="");0;VLOOKUP(P3;Complete_Karma_Math_Table;IF(Increased_Attributes_Cost;6;4);
FALSE)-VLOOKUP(MAX(O3;Base_Body_Min);Complete_Karma_Math_Table;IF(Increased_Attributes_
Cost;6;4);FALSE))

what am I to change exactly? not very good at this
SpellBinder
Wrong place.

Right click in the sheets area near the bottom, select Unhide. From the list choose Karma_Math_Data; a new sheet appears and you're already in it. Copy column E into column F and you will change the attributes calculation of the Increased Attributes Karma Cost to *4. This will also modify the Skill Group cost at the same time, making a new Skill Group also cost 8 karma; to keep the initial Skill Group cost at 10 here, just up all of the positive values (excluding zero) by 2 in column F (the attributes karma cost won't be affected).

If anyone is interested in doing this for only the attribute cost, just copy column E into column D instead and make sure to choose FALSE for on the Increase Attributes Karma Cost in the Settings sheet. Attributes will cost at *4 instead of *3, and fortunately nothing else is calculated at *3.

When done, just right click on Karma_Math_Data and select Hide.

And in messing around, I noticed that the karma math table needs to be expanded just a little. Don't know about full game legality in this, but a fomori ghoul changeling with Metagenetic Improvement (Body), Exceptional Attribute (Body) and Genetic Optimization (Body) can have an insanely high Body attribute of 18! Karma stops calculating at 15. Granted the karma cost is rather insane (total of 525, or more), but is likely possible.
DamienKnight
QUOTE (Whitefur @ Apr 11 2010, 12:00 AM) *
Thanks but sadly im still in the blind:(
For exaple for stats it states: =IF(OR(P3<=MAX(O3;Base_Body_Min);P3="");0;VLOOKUP(P3;Complete_Karma_Math_Table;IF(Increased_Attributes_Cost;6;4);
FALSE)-VLOOKUP(MAX(O3;Base_Body_Min);Complete_Karma_Math_Table;IF(Increased_Attributes_
Cost;6;4);FALSE))

what am I to change exactly? not very good at this


All karma cost calculations go off the Karma_Math_Table. It basically lists the costs of raising stats/attributes with karma based on a multiplier. The first Column is the target stat/skill number base.

What spellbinder is suggesting is to alter the karma math table. If attributes are the only thing that tries to use rating x 5 as the cost, that is a valid method. It will be a quick fix, so long as nothing else ever needs to use the x 5 multiplier spot.

The more accurate way to do it would be to update the attribute formulas to point to a different column in the karma math table. It will take more time and effort. Below I will outline an explination.

A vlookup is used to lookup values in the table.

A basic vlookup is like this:
VLOOKUP([Search Text],[Table to Search],[Column number to return],[Return closest relative value?])

So for above we have
VLOOKUP(P3;Complete_Karma_Math_Table;IF(Increased_Attributes_Cost;6;4);
FALSE)-VLOOKUP(MAX(O3;Base_Body_Min);Complete_Karma_Math_Table;IF(Increased_Attributes_
Cost;6;4);FALSE)

P3 = New stat value
Complete_Karma_Math_Table = Table where karma values are stored
IF(Increased_Attributes_Cost;6;4) = If using increased attribute costs look in column 6, otherwise use the lower attribute costs by looking in column 4. Column 6 contains the attribute cost at x 5 per rating, and column 4 has the cost at x 3 per rating.
FALSE = Do not settle for a close value, but only return exact matches. I ALWAYS use FALSE in this field. You must specify it though, or the formula assumes you mean to say 'TRUE' and will cause errors.

Then we have the second vlookup. This vlookup finds the cost of the attribute base. This is important to subtract from the total cost, because we are looking up the cost of raising the attribute from the base to the new value, not from 0 to the new value.

So for example, if your character had 3 body, and decided to raise it to 4 when using the Increased Attributes_Cost:

VLOOKUP(P3;Complete_Karma_Math_Table;IF(Increased_Attributes_Cost;6;4);
FALSE)-VLOOKUP(MAX(O3;Base_Body_Min);Complete_Karma_Math_Table;IF(Increased_Attributes_
Cost
;6;4);FALSE)

VLOOKUP(4;Complete_Karma_Math_Table;IF(TRUE;6;4);
FALSE)-VLOOKUP(MAX(3;Base_Body_Min);Complete_Karma_Math_Table;IF(TRUE;6;4);FALSE)

VLOOKUP(4;Complete_Karma_Math_Table;6;
FALSE)-VLOOKUP(MAX(3;Base_Body_Min);Complete_Karma_Math_Table;6;FALSE)

55-35

Result is 20.

To use a custom Karma Math value of 4 for all attribute costs, all of the attribute formulas will have to be updated to have their ;6;4) changed to ;5;4)

I will see if I can make the attribute costs more customizable.

I recommend using the base 5 cost. Attributes are very powerful in SR4, since they directly add to your dice pools and defaulting to an attribute is just a -1 die. A high attribute with no skill can make you better than a professional with an average attribute. High attributes are meant to be epic, and so they should also be rare.
Jhaiisiin
I noticed the conditional formatting on the Karma Generation stats block doesn't take racial cost into account. I.E., if you select Troll for your race, it should allow for 1/2 karma for stats plus 80. So for say, a 750 karma character, it should allow 455 karma before going into warning stage.

EDIT: This is what I've used as a temporary solution until someone comes up with a cleaner way of doing it. I've replaced the existing conditional formatting formula with the following

=AND(Creation_Mode,IF(Karma_Build_System="TRUE",IF(Standard_Races_Selection="Normal",$AD$3>(($AD$13/2)+$AD$4),IF(Standard_Races_Selection="Reduced",$AD$3>(($AD$13/2)+($AD$4*2)),$AD$3>($AD$13/2)+(VLOOKUP(Race,Complete_Race_Table,2,FALSE)*2)))))

EDIT2: Feature Request: Add a field/option to include cyberparts in a suite. Such as eyes, or ears or whatever.
SpellBinder
When I looked at that code I thought there would be an easier way too fix the karma attribute cost limit.

=AND(Creation_Mode,$AD$3>($AE$13/2)+(IF(Karma_Build_System=TRUE,$AD$4,0)))

I've tested it against BP system as well as the Reduced Race cost & Free Race cost karma options, and it works as outlined in RC page 42.
DamienKnight
QUOTE (Jhaiisiin @ Apr 13 2010, 08:57 AM) *
I noticed the conditional formatting on the Karma Generation stats block doesn't take racial cost into account. I.E., if you select Troll for your race, it should allow for 1/2 karma for stats plus 80. So for say, a 750 karma character, it should allow 455 karma before going into warning stage.

EDIT: This is what I've used as a temporary solution until someone comes up with a cleaner way of doing it. I've replaced the existing conditional formatting formula with the following

=AND(Creation_Mode,IF(Karma_Build_System="TRUE",IF(Standard_Races_Selection="Normal",$AD$3>(($AD$13/2)+$AD$4),IF(Standard_Races_Selection="Reduced",$AD$3>(($AD$13/2)+($AD$4*2)),$AD$3>($AD$13/2)+(VLOOKUP(Race,Complete_Race_Table,2,FALSE)*2)))))

EDIT2: Feature Request: Add a field/option to include cyberparts in a suite. Such as eyes, or ears or whatever.


I had not noticed that rule about Attribute maximums in the karmagen system. The sheet has been updated accordingly. Thanks for the heads up.

Also, this is about the 11th time someone has mentioned cyberparts as a suite. Rest easy you Samurai's of the Street, cyberpart suites are safely embedded in SR4CG_DK_1j, awaiting your joyous exploitation.


QUOTE (SpellBinder @ Apr 13 2010, 02:46 PM) *
When I looked at that code I thought there would be an easier way too fix the karma attribute cost limit.

=AND(Creation_Mode,$AD$3>($AE$13/2)+(IF(Karma_Build_System=TRUE,$AD$4,0)))

I've tested it against BP system as well as the Reduced Race cost & Free Race cost karma options, and it works as outlined in RC page 42.


Smart and Concise... However it adds infection costs to the limit, which is not explicitly endorsed by RAW.
bmcoomes
Hoorah! I can update some of my Samies. Sweet thank!
SpellBinder
Oops.

Added: How about this instead?

=AND(Creation_Mode,$AD$3>($AE$13/2)+(IF(Karma_Build_System=TRUE,(VLOOKUP(Race,Complete_Race_Table,2,FALSE)*IF(Race_Is_Standard,Standard_Races_Co
st,IF(Other_Races_Free,0,2)))
,0)))

Had to figure out how the base race cost would be called up so the Infected and Drake qualities would be ignored, but still include that modifier you have for race cost you have put in. It works, but feels so much messier.
DamienKnight
QUOTE (SpellBinder @ Apr 13 2010, 03:14 PM) *
Oops.

Added: How about this instead?

=AND(Creation_Mode,$AD$3>($AE$13/2)+(IF(Karma_Build_System=TRUE,(VLOOKUP(Race,Complete_Race_Table,2,FALSE)*IF(Race_Is_Standard,Standard_Races_Co
st,IF(Other_Races_Free,0,2)))
,0)))

Had to figure out how the base race cost would be called up so the Infected and Drake qualities would be ignored, but still include that modifier you have for race cost you have put in. It works, but feels so much messier.


Yeah, thats when its time to put two cells in the Misc_Data page. One called 'Race_Cost' which does a lookup on your race cost, and one called 'Infection Cost' which does a lookup on your infection cost. Then you can make your other formulas cleaner!

Since these values are only used a couple of formulas, I did not do this, but you understand why I have SO many Named cells in the sheet.
SpellBinder
The more I learn about how this file works the more I think I understand why.
Jhaiisiin
It's crazy impressive either way.

I noted something else. Per RC RAW, Magic and Edge are supposed to be included in the Attribute Karma total for determining maximum amount spent, yet the sheet excludes them when using the Karma gen option.

I do know some tables house rule that away, so maybe adding another toggle setting might be in order here.
Dakka Dakka
The AK-97 does not have a base concealment and thus all mods to concealment don't show up either.

[Edit]Found the missing info. The weapon is missing its type. Adding Assault Rifle to the entry in Gear_Data fixes the problem.[/Edit]

[Edit2]Shouldn't the folding stock reduce the concealment modifier? As it is it adds to it.
Unfortunately I have not found a rule stating that concealment is modified, positively or negatively. But by RAW, at least as accessory, stocks (folding or otherwise) may not be added to rifles or assault rifles. silly.gif
You may want to look into a houserule like: "folding stocks may replace the rigid stock of weapons larger than SMGs but do not provide RC, instead they reduce the weapon's concealment by 1 when folded. The weapon can not be fired properly without an extended stock (-2 dice)[/Edit2]
vollmond
Question: in the vehicle mod dropdowns, why do some of the sensor mods have "def: " in front of them?
DamienKnight
QUOTE (Dakka Dakka @ Apr 14 2010, 04:24 AM) *
The AK-97 does not have a base concealment and thus all mods to concealment don't show up either.

[Edit]Found the missing info. The weapon is missing its type. Adding Assault Rifle to the entry in Gear_Data fixes the problem.[/Edit]

[Edit2]Shouldn't the folding stock reduce the concealment modifier? As it is it adds to it.
Unfortunately I have not found a rule stating that concealment is modified, positively or negatively. But by RAW, at least as accessory, stocks (folding or otherwise) may not be added to rifles or assault rifles. silly.gif
You may want to look into a houserule like: "folding stocks may replace the rigid stock of weapons larger than SMGs but do not provide RC, instead they reduce the weapon's concealment by 1 when folded. The weapon can not be fired properly without an extended stock (-2 dice)[/Edit2]


Fixed AK-97 on the newest sheet.

A folding stock makes a weapon harder to conceal if it does not already have a stock, and easier to conceal when it does.

Ie. An SMG has no stock, conceal modifier of +4 (Bonus dice for searching character to notice it).
You add a folding stock, the base conceal is not affected (in its folded state).
If you unfold the stock, you now have a metal bar sticking from the back of the smg, so it is harder to hide it. (Conceal +1).

On a rifle (which are assumed to have a built in stock) you can modify it to be foldable. This means the base would still be +6 (standard conceal on assault rifles) but when folded in it would be -1, for a total of +5 conceal.

The sheet does not distinguish... it is assumed any time a folding stock is added, the weapon had no stock already. It adds 1 to the option conceal. If you have houseruled (wisely) that assault rifles should have a +5 conceal when their stock is folded, then you should note that in the custom notes section (blue area) in the Custom Weapon entry.
Draco18s
I added this to the bottom of the Weapon Bases table:

Elemental Attack 0 0 =$Magic!M23 damage P -0.5 SS x 0 LOS Elemental (type as appropriate), Complex Action LOS

As drakes have the ability, but there's no real place to put it on the sheet.

Basically it adds an Elemental Attack (notes: damage type as appropriate, complex action) that does =$Magic!M23 damage (Magic shee =>, magic attribute) that has a range of "LOS" which I defined as 999 and a base conceal defined as -99.

The tabs, if they copy, should just drop the data in the right cells.
Gmoz
One thing I came across as I was playing around with free spirits is that the option to get 1 power point isn't in the drop down menu of initiation metamagics.
Thanks for all the hard work put into the sheet.
DamienKnight
QUOTE (Gmoz @ Apr 15 2010, 02:45 AM) *
One thing I came across as I was playing around with free spirits is that the option to get 1 power point isn't in the drop down menu of initiation metamagics.
Thanks for all the hard work put into the sheet.


Yeah, I noticed that last week. One of our players requested a full amnesia character. I decided to make him a former ally spirit free spirit who just broke free of his master. The player does not know alot about magic, so he still has no idea. He just thinks he is a street samurai that can see magic.

But yeah, I wanted to buy a power point for the character with the karma he has earned, and saw that I couldnt! It has been fixed in version J.
Draco18s
QUOTE (DamienKnight @ Apr 15 2010, 09:48 AM) *
Yeah, I noticed that last week. One of our players requested a full amnesia character. I decided to make him a former ally spirit free spirit who just broke free of his master.


Haha! That's awesome. Probably better than Ruke's recently dreamed up character.

I of course, can not post details, as many of the group read dumpshock, and not being in that game I'm privy to special information.*

*Though I admit, I kept a secret from myself once too.
last_of_the_great_mikeys
I think I caught something here...

When you choose the Accelleration echo it does not give you the reaction enhancement that it should. Only the initiative passes.
DamienKnight
QUOTE (last_of_the_great_mikeys @ Apr 15 2010, 08:32 PM) *
I think I caught something here...

When you choose the Accelleration echo it does not give you the reaction enhancement that it should. Only the initiative passes.


Indeed. It is now fixed in version J. Thanks for finding that.

Wow, Technomancers can do some neat0 stuff!
SpellBinder
Oh yeah. Biowire opens up a lot for a TM, like being able to thread & memorize skillsofts. Even without that, a TM can also thread to add, or permanently add program options to their complex forms (though some are silly for a TM). wink.gif wink.gif wink.gif
Thirty Second Artbomb
A few more things I've noticed while poking around at v1i:

Cyberparts tab: Cells R27, R37, R47, R57, R67, R77, R87, and R97 are basing their calculations off of the rating column instead of the capacity column. Using cell R27 as an example, it's checking O29:O35 for the modular limb's capacity when it should be checking P29:P35 instead. Cell R107 is, strangely enough, checking the proper column already.

Cyberparts & Cyberware/Bioware tabs: Foot Anchors have no listed availability or cost. Checking on the Cyberware/Bioware tab shows the same. As listed on Augmentation p.41, the availability and cost are 10 and 4,000¥, respectively.

Gear tab: Nanomemory (Nanotech category) has no listed cost. As listed on Unwired p.200, the cost is 200¥.

Gear & CharSheet tabs: Any outfit group on the Gear tab that includes a piece of armor in the very first row of the armor section causes the outfit group's entry on Charsheets 1, 2, and 3 to display "#VALUE!" in the Bal/Imp column of their respective armor sections.

Weapons tab: The melee weapons section isn't properly multiplying costs for customizations when selecting a quantity greater than 1; It appears to be multiplying the cost of the weapon by the entered quantity value, then simply adding the cost of one modification. For example: One monofilament sword with a personalized grip should cost [(750*1)+(100*1)], or 850, and this is displayed correctly. Two monofilament swords with personalized grips should cost [(750*2)+(100*2)], totaling 1,700, but the price returned from the spreadsheet appears to be using a formula similar to [(750*2)+(100)] for a value of 1,600. This is consistent across all rows in the melee weapons section.


Man, this reminds me of beta-testing videogames, only without all the explosions.
DamienKnight
QUOTE (Thirty Second Artbomb @ Apr 17 2010, 02:06 PM) *
A few more things I've noticed while poking around at v1i:

Cyberparts tab: Cells R27, R37, R47, R57, R67, R77, R87, and R97 are basing their calculations off of the rating column instead of the capacity column. Using cell R27 as an example, it's checking O29:O35 for the modular limb's capacity when it should be checking P29:P35 instead. Cell R107 is, strangely enough, checking the proper column already.

Cyberparts & Cyberware/Bioware tabs: Foot Anchors have no listed availability or cost. Checking on the Cyberware/Bioware tab shows the same. As listed on Augmentation p.41, the availability and cost are 10 and 4,000¥, respectively.

Gear tab: Nanomemory (Nanotech category) has no listed cost. As listed on Unwired p.200, the cost is 200¥.

Gear & CharSheet tabs: Any outfit group on the Gear tab that includes a piece of armor in the very first row of the armor section causes the outfit group's entry on Charsheets 1, 2, and 3 to display "#VALUE!" in the Bal/Imp column of their respective armor sections.

Weapons tab: The melee weapons section isn't properly multiplying costs for customizations when selecting a quantity greater than 1; It appears to be multiplying the cost of the weapon by the entered quantity value, then simply adding the cost of one modification. For example: One monofilament sword with a personalized grip should cost [(750*1)+(100*1)], or 850, and this is displayed correctly. Two monofilament swords with personalized grips should cost [(750*2)+(100*2)], totaling 1,700, but the price returned from the spreadsheet appears to be using a formula similar to [(750*2)+(100)] for a value of 1,600. This is consistent across all rows in the melee weapons section.


Man, this reminds me of beta-testing videogames, only without all the explosions.


Excellent bug finding! I corrected all of the above except for the armor #VALUE issue. On version j I did not see that problem. I have already fixed an issue relating to MOD values on the Gear page, maybe I corrected this other issue while I was at it. You are simply putting two pieces of armor on the gear page in the top two slots, giving them the same outfit name, and they show #VALUE on the charsheet, correct? If you are still having problems after version j is released, please let me know.

Thanks for the list of bugs, and thanks for being so detailed.
Dumori
I cant find enough space to effectively mod the higher cappisty armours.
Draco18s
QUOTE (Dumori @ Apr 19 2010, 08:47 AM) *
I cant find enough space to effectively mod the higher cappisty armours.


I believe that is why there is a "mod" type armor that grants an additional line to making mods.
Thirty Second Artbomb
QUOTE (DamienKnight @ Apr 19 2010, 06:32 AM) *
Excellent bug finding! I corrected all of the above except for the armor #VALUE issue. On version j I did not see that problem. I have already fixed an issue relating to MOD values on the Gear page, maybe I corrected this other issue while I was at it. You are simply putting two pieces of armor on the gear page in the top two slots, giving them the same outfit name, and they show #VALUE on the charsheet, correct? If you are still having problems after version j is released, please let me know.

Thanks for the list of bugs, and thanks for being so detailed.

Not a problem, I like finding ways to break things if it means I can help the person or people behind it make it better. And yeah, that's exactly what I was doing. I'll check on it when v1j comes out.
DamienKnight
QUOTE (Dumori @ Apr 19 2010, 08:47 AM) *
I cant find enough space to effectively mod the higher cappisty armours.

QUOTE (Draco18s @ Apr 19 2010, 10:31 AM) *
I believe that is why there is a "mod" type armor that grants an additional line to making mods.


Spot on.

Select (Mod) on the next line after your armor, then add more upgrades on that line. Be sure to add it to whatever outfit your high capacity armor is part of if you want the mods to show up on the Charsheet.

Glad to see people are putting the Armor section to use! It was one of my favorite things to add... armor can be a real slitch to calculate when you are in a hurry. And the two different capacity systems can be a pain.
GrimWulf
Found some other things while playing around

Panther XXL shows as not being smart enabled, though p310 SR4, 320 SR4a show it coming with a smartgun.
Ares Antioch-2 Should also be Smart

Also the underbarrel weapon mount takes up slots properly, but there's no way to note the actual mod. Not sure of the best way to add this, especially with the ability to mimic any specific weapon.
DamienKnight
QUOTE (GrimWulf @ Apr 20 2010, 12:59 AM) *
Found some other things while playing around

Panther XXL shows as not being smart enabled, though p310 SR4, 320 SR4a show it coming with a smartgun.
Ares Antioch-2 Should also be Smart

Also the underbarrel weapon mount takes up slots properly, but there's no way to note the actual mod. Not sure of the best way to add this, especially with the ability to mimic any specific weapon.


Added smartlink to Panther and Antioch-2.

Just note the mod on the weapon, then purchase another weapon.
DamienKnight
Version j is imminent. Please post any further suggestions/corrections you would like included in this release.

I have added a Pets page. It resembles the vehicles page a bit. It allows for purchasing trained pets, and includes Warform powers, Chimeric powers, and Wares (with Rating and Grades).

I included a list of cyberware that is selectable, leaving out just a handful of wares I thought would not apply to a pet. However, I could not find stats (Essence, nuyen, etc) for some of the wares mentioned in Running Wild. Specifically CAST, Orientation Goad, SEIES, and TRACES.

I saw on rw p29 a description of VGI, and they mention that developing VGI for a specific type of creature is 50k, but that does not directly translate to a price per animal cost. And honestly, common security animals will have already had VGI developed for them, so the VGI setup might be purchased for significantly less than the research price.

Any suggestions/directions to stats for these items would be much appreciated. I would hate to include pets w/ powers and wares, and leave out any possibility of Pet Rigging!
Draco18s
QUOTE (DamienKnight @ Apr 21 2010, 11:27 AM) *
Version j is imminent. Please post any further suggestions/corrections you would like included in this release.


Critter powers for critter PCs. Particularly any that would be classified as a weapon or attack. I had to add elemental attack myself, for playing a drake, and I'm sure there's a few more that could come up.
SpellBinder
Augmentation, page 153 for CAST, Orientation Goad, SEIES, and TRACES gear.

As for the VGI cost, the entry kinda suggests that it wouldn't be available to runners (like rating 7+ software).
Stahlseele
I would like to see the weapons/vehicle modification rules built in
maybe spell/ally design too? Or hbetter yet, have it as a new side-project maybe.
Thirty Second Artbomb
QUOTE (DamienKnight @ Apr 21 2010, 08:27 AM) *
Version j is imminent. Please post any further suggestions/corrections you would like included in this release.


I've noticed some strange things going on with armor mods, but since I don't think I'll be able to figure out exactly what it is in a reasonable period of time, I'll look into it once I get my hands on v1j. No reason to hold up a release, but it'd probably be prudent to ask people to double-check their armor mod values manually.
DamienKnight
QUOTE (SpellBinder @ Apr 21 2010, 12:58 PM) *
Augmentation, page 153 for CAST, Orientation Goad, SEIES, and TRACES gear.

As for the VGI cost, the entry kinda suggests that it wouldn't be available to runners (like rating 7+ software).
Thanks SpellBinder!

QUOTE (Stahlseele @ Apr 21 2010, 04:01 PM) *
I would like to see the weapons/vehicle modification rules built in
maybe spell/ally design too? Or hbetter yet, have it as a new side-project maybe.

You can Customize weapons and Vehicles in the sheet (since before version DK1)

There is also an Ally Spirit Sheet, for building an ally spirit.

I do not have anything for Spell design. I will look into in. In the mean time, add your custom spells to the spell list on the 'Magic_Data' tab.

QUOTE (Draco18s @ Apr 21 2010, 12:53 PM) *
Critter powers for critter PCs. Particularly any that would be classified as a weapon or attack. I had to add elemental attack myself, for playing a drake, and I'm sure there's a few more that could come up.


You are right, Drakes need their breath weapon! Added Breath weapon selection on the Magic tab for Drakes. Now the breath weapon will fill the first weapon slot on the CharSheet if you are a Drake, including an effect description in the Ammo area.

Also, I made the first slot of Selectable Additional Metamagics visible for Drakes even when they are not initiated. Uninitiated Drakes will only be able to select 'Dragonspeech' in that slot, for a 15 karma cost.
Draco18s
QUOTE (DamienKnight @ Apr 22 2010, 09:15 AM) *
You are right, Drakes need their breath weapon! Added Breath weapon selection on the Magic tab for Drakes. Now the breath weapon will fill the first weapon slot on the CharSheet if you are a Drake, including an effect description in the Ammo area.


Nice! Can't wait to see it.
Vyrus
Hi there,

Brilliant program it really helps when making characters (that to be honest shadowrun is not the easiest gaming system for that!)

Just one thing; I noticed the version 1i is missing the quality for AIs: "piloting origin".
Perhaps you have already added this for version 1j, but if not I thought it worth mentioning.

EDIT: this quality can be found in runner's companion page 91
Kazuhiro
When I take Electrosense with Class I Surge, it no longer thinks I'm a Magician. Changing to a mundane then back to a magician, removing all metagenic qualities, doesn't help.
bmcoomes
QUOTE (DamienKnight @ Mar 31 2010, 06:43 AM) *
4) No, I like having 7s highlighted. Its like restricted gear... its a big deal, so it needs to be easy for a GM to spot when reviewing a character.


The issue I'm finding with Aptitude is when you raise the skill to 7 not only does that cell highlight but all of the Karma column highlights also which is excessive.

Nifft
Love this spreadsheet, thank you for making it!

On the Gear page, I can't seem to find Deepweed or Nanotatoos. What category are those under?
GrimWulf
I believe the rest of the Drugs are going to be in the next version as the table in Arsenal has been offered up which has all the info from the SR4(a) drugs in addition to the AR ones.
Eugene
Something I found the other day -

When you select Aspect Magician in Negative Qualities, the sheet shuts down the spell list. But AFAIK the Quality doesn't actually PREVENT you from having spells, just that you get a -4 pool modifier on anything that you do that DOESN'T involve whatever you're aspected to (i.e. Assensing, spellcasting, etc. if you pick Conjuror).

Thanks again for all your hard work!
StormPatriarch
Gotta start off with, Loving this spreadsheet for character creation and character re-creation.

I read the last several pages of posts here and didn't see if the following issue had been reported and is a known issue.

When selecting Explosives- per Kilo > changing the rating of the explosive(Be it foam, plastic, commercial) doesn't multiply the cost by it. So all ratings of the explosives cost the same.

Sorry if this had been reported before and I missed it.

Once again, really loving the spreadsheet, Best I have found...
DamienKnight
QUOTE (bmcoomes @ Apr 24 2010, 04:58 AM) *
The issue I'm finding with Aptitude is when you raise the skill to 7 not only does that cell highlight but all of the Karma column highlights also which is excessive.


The entire column should not have been selected. I fixed that. The individual values should be highlighted. Anything beyond the norm is highlighted, to make it easier for GMs to review your sheet for issues of rule breaking or high powered things. IE. Restricted gear lets you get one item of up to 20 availability, but the item should still be highlighted. GMs need to see these restricted items so they can determine if it is going to be game unbalancing.

On version J, you can switch Creation Mode from TRUE to FALSE to turn this highlighting off.

QUOTE (Nifft @ Apr 24 2010, 01:58 PM) *
Love this spreadsheet, thank you for making it!

On the Gear page, I can't seem to find Deepweed or Nanotatoos. What category are those under?


Gear page was missing all of the Nanowares. Added them in version J.

QUOTE (Eugene @ Apr 25 2010, 08:30 AM) *
When you select Aspect Magician in Negative Qualities, the sheet shuts down the spell list. But AFAIK the Quality doesn't actually PREVENT you from having spells, just that you get a -4 pool modifier on anything that you do that DOESN'T involve whatever you're aspected to (i.e. Assensing, spellcasting, etc. if you pick Conjuror).


Yeah, woops! Fixed in J.
Kazuhiro
Were you able to find the cause of my problem? Taking SURGE and having it not only forget that I'm a magician, but suddenly stop letting me BE a magician?
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