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Wizard_Thoarin
So then, is the best way to quickly move a character from one version to the next to open the two versions side by side and cut and past from one to the other or is it best to rebuild the character from the ground each time? I'm hoping cutting and pasting the majority of the info would be best... I'm assuming that would be easy for base characters still in the Build Point stage, but what about characters that have advanced a bit or a lot?

Thanks for the quick reply,
SpellBinder
Copying over from an older to a newer is what I tend to do for some character sheets I have, particularly if the sheet has been expanded to cover an area the character makes use of (like the now resolved Adapsin issue).

Now, if you're going to do a copy and paste I'd advise that when you paste you right-click and choose "Paste Special...", choose the option "Values", then "Okay". This way the data validation and all that lets the sheet work remains intact. Should work relatively fine for all sheets, including the karma log. Just don't try to copy across columns where merged cells are involved, I keep getting a message about the size and shape not matching and it won't paste (i.e., paste your list of skills alone, then the BP/Karma ranks next; same for contacts, your list of contacts alone, then Loyalty & Connection can be done together).
ravensoracle
In the n version I have found that I am getting an additional +4 to Body when I choose Orc and Ghoul together and enter a value. The base is set to 8 but when I select that I get a Body of 12.

Draco18s
QUOTE (ravensoracle @ Mar 29 2011, 12:07 PM) *
In the n version I have found that I am getting an additional +4 to Body when I choose Orc and Ghoul together and enter a value. The base is set to 8 but when I select that I get a Body of 12.


Uh, yeah? Racial mods happen after the "base" value. Orcs have +2 and Ghouls have +2 (IIRC).
The "8" is how much you're buying with BP/Karma.
DamienKnight
QUOTE (Draco18s @ Mar 29 2011, 12:31 PM) *
Uh, yeah? Racial mods happen after the "base" value. Orcs have +2 and Ghouls have +2 (IIRC).
The "8" is how much you're buying with BP/Karma.


Nope, the sheet is f'ed up on Infected attributes it seems.


Currently, it only works correctly if you are a character that became infected AFTER character creation (marked an 'x' in the cell after your infected type on Main_Sheet).

If you begin infected, the infected attributes are applying TWICE. Bleh.

Fixed in version o.

If you are so inclined, you can fix version n:

For cells r3:r11 near the end of the formula there is a '+infectionBodyBonus' or '+infectionAgilityBonus' etc.

Just wrap that bonus in an if statement.

Go from this:
CODE
=IF(afterBody<>"",afterBody,MAX(Final_Body_Min,MAX(bpBody,karmaBody)+infectionBodyBonus))


To This:
CODE
=IF(afterBody<>"",afterBody,MAX(Final_Body_Min,MAX(bpBody,karmaBody)+IF(New_Infected,infectionBodyBonus,0)))
Socinus
Quick question, where did the Altmayr SP in the Longarms -> Weapons section come from? I've tried to find it in the sourcebooks but I cant seem to pin it down
Dakka Dakka
Arsenal 2070 i.e. the German Edition of Arsenal. There are several other additions from that book. Unfortunately the German extra content was never released digitally in English as the original plan was,
Tyro
QUOTE (Dakka Dakka @ Mar 30 2011, 11:15 PM) *
Arsenal 2070 i.e. the German Edition of Arsenal. There are several other additions from that book. Unfortunately the German extra content was never released digitally in English as the original plan was,

For which I am very pissed. I ~two blocks from the frelling City of Seattle north border and people in Germany have better books!
Dakka Dakka
Books with more stuff in them i can agree on, but better not so much.
Tyro
QUOTE (Dakka Dakka @ Mar 31 2011, 02:41 AM) *
Books with more stuff in them i can agree on, but better not so much.

They got the Karmagen errata. That alone is enough to be pissed about.
Wizard_Thoarin
Out of curiosity, on vehicles and drones, I'm trying to recreate the SR4a Drone Rigger which lists some vehicles and drones with specific ratings for its software, but it appears to me anyway that the ratings on the Drone Riggers commlink is being used to set some of the stats. As an example:

SR4a page 101 Drone Rigger:
GMC Bulldog Step Van (Pilot 4, Signal 4, Firewall 4, Response 4, Rigger Adaptation)
Transys Avalon Commlink (with Response 5, Signal 5, Firewall 5, System 5, and Sim Module with Hot Sim modification)

Now Pilot, Response, and Signal were editable and I set those just fine, but the Firewall rating was not and was set at 5 which is what the modified commlink of the Drone Rigger has. It also looks like ECCM and Encrypt may be set by the program ratings for those that are in the Commlink. So, am I missing something? Or should those stats be editable and not pulled from the rigger's commlink? Or is there some Errata I'm missing that corrects whats listed in SR4a?

To me anyway, the Drone Rigger's vehicle and some of his drones are a little easier to hack then his commlink. And it probably should be that way, at least according to the way the Drone Rigger is written for a starting character.

Another quick question about vehicles/drones... Where do you put in the Rigger Adaptation? Or do you just list that under the generic "Other Notes"?
SpellBinder
I always figured that DK had it set so the Firewall and programs would be cracked and copied from the commlink to the drones. I'd expect most smart riggers worth their salt are going to that to ensure their drones are well protected against hacking.

And mind that the archtypes in the core book aren't always the best laid out.

On the question of the Rigger Adaption, it's in the list of vehicle mods (right above the two for the Rigger Cocoon). Just don't forget that drones have that mod automatically.
DamienKnight
QUOTE (SpellBinder @ Apr 1 2011, 01:54 PM) *
I always figured that DK had it set so the Firewall and programs would be cracked and copied from the commlink to the drones. I'd expect most smart riggers worth their salt are going to that to ensure their drones are well protected against hacking.

And mind that the archtypes in the core book aren't always the best laid out.

On the question of the Rigger Adaption, it's in the list of vehicle mods (right above the two for the Rigger Cocoon). Just don't forget that drones have that mod automatically.


This is correct. The page assumes the runner aquires 1 legal copy of software (purchased on the comlink page) so they do not have to worry about degradation/patching.

See unwired p.94 for piracy rules. Basically a noob with a 3 attribute and 1 skill can break copy protection on ANY program in less than a day. Skilled hackers will accomplish this in a matter of hours.

The effort required to copy software is MINIMAL. You have to break copy protection on software once, then you can make as many copys of it as you want. Many parts of the software on a drone are unique to that drone, so they wont be copyable to a different type of drone, but the sheet doesnt make you buy software twice otherwise.

Since all of the copies suffer from degredation, it is assumed that any hacking character is expected to spend a few hours per legal copy of software unlocking the program.

Honestly, when you use legal software it leaves a trail to your SIN, so even if you only need 1 copy of your program, you want to buy a legal copy, then break the copy protection and copy it, and only actually ever use the pirated copy.

This is for simplicities sake. If you want to micromanage every hour of your hacker's month, and track every copy of every program he uses, you should probably keep a seperate sheet to track your software. Its not worth the headache in my opinion.

Now if I ever found some rare unattainable software, then I might go through the trouble of patching myself, because you cannot get a legal copy so you have to manually compensate for degredation, but that is a rare case, and doesnt need to be tracked on the sheet, but on your calendar.
Wizard_Thoarin
OK, I understand and I don't have a problem allowing a character to hack his software before the start of a campaign just as I don't have a problem allowing a magic character to roll for binding one or two spirits before the start of a game.

It might be nice to have an instructions page with a text box full of instructions or common questions/answers though. I think it would help those of us that are still learning the sheet and its full capabilities. Or else some more tool tips in the appropriate places. Although, I may just be over looking some of those.

Thanks,
Dakka Dakka
While playing around with an augmented character I found that the condition monitor and overflow boxes are not correctly calculated, if the character has the Suprathyroid Gland. this is one of the few augmentations that actually raises the BOD attribute. This includes all aspects of it, including more Physical Damage boxes and Overflow.

The character in question had a natural BOD of 6 and the Suprathyroid Gland. this should give him 8+(Round Up(7/2))=12 Boxes and 7 Overflow Boxes. The CharSheet shows 11 and 6 respectively.

[Edit1]Oh and the Essence in the Attribute section of CharSheet should be rounded up to the next integer for the rare cases where you use it in a test.[/Edit1]

[Edit2]The change in the Walking/Running ratefrom the metagenic Quality Celerity does not show up on CharSheet, nor does the one from Raptor legs. I can't even find the Cell ModWalk to which the CharSheet refers.[/Edit2]
SpellBinder
The movement issue is in a hidden sheet, Misc_Data. There's a double issue with the celerity showing up, one is that the cell for celerity isn't being called on properly ("35:35" instead of "CB35"), and two is that the cells that calculate the speed have a few closing parentheses in the wrong place. Oddly enough, I think this will also fix an apparent issue with adiposis. Did also figure a way to get the Raptor legs to count as well. Added a new check cell in the Misc_Data, right beneath the Celerity check:
CODE
=IF(COUNTIF(Cyber_Legs,"*Raptor Full*")+COUNTIF(Cyber_Legs,"*Raptor Lower*")=2,TRUE,FALSE)

Cyber_Legs is a named area I created for the two cells in Cyberparts that refers to your option of cyber legs. Then I added another multiplier check in the walk/run cells. I expect those two cells will need more work, as the entry in Arsenal for the raptor legs states you round down on the speed calculation.

Edit: Sorry, hit the wrong button to try and go from quick to full reply to make sure I had the post coded right.

Edit 2: Looked into the Superthyroid Gland, and I think all it'll take is to have the character sheet cell for the DMG overflow call on modBody instead of baseBody. As for the Physical condition monitor, it looks like it's working properly already (Body 6 + Superthyroid = 12 Physical on the condition monitor). Oh, and I'm working with 1n.
DamienKnight
Version o is now available.

A few fixes available in this version:

Fixed issue with skill group cost when selecting skills without groups
Essence drain infected who become infected AFTER character creation can now specify what their initiation grade was at the time of infection
Added book/page references for positive qualities (Thanks Fionnella)
Fixed Celerity references
Fixed character sheet 2's condition monitor
Dakka Dakka
QUOTE (SpellBinder @ Apr 3 2011, 08:33 PM) *
Looked into the Superthyroid Gland, and I think all it'll take is to have the character sheet cell for the DMG overflow call on modBody instead of baseBody. As for the Physical condition monitor, it looks like it's working properly already (Body 6 + Superthyroid = 12 Physical on the condition monitor). Oh, and I'm working with 1n.
I checked again and it works as it should - except on Layout 2. I'm using 1n as well.

[Edit]Wow, fixed and published before i could clarify where the problem lay. Great job DamienKnight[/Edit]
SpellBinder
Ah, didn't check any other than Layout 1. Forgot there were more.
cybertier
Sorry if this has been brought up before but my search-fu didn't bring anything up.

I tried using this sheet and karma gen i get a #NAME? Error in the field for Total karma, Contacts and Remaining Karma

Cell AW12 contains:
=MAX(0;WENN(Karma_Build_System;WENN(Clout_House_Rule;SUMME(AE20:AE33)*3+5*(#BEZU
G!*#BEZUG!+#BEZUG!)/2;SUMME(AE20:AF33;AY20:AY33))*2;0)+WENN(Free_Contacts_House_Rule;AE12;0))

I guess the error comes from the #BEZUG! error but i have no clue what that error means or how to fix it.
I am using the sheet in a german excel 2007.
DamienKnight
QUOTE (cybertier @ Apr 5 2011, 04:04 AM) *
Sorry if this has been brought up before but my search-fu didn't bring anything up.

I tried using this sheet and karma gen i get a #NAME? Error in the field for Total karma, Contacts and Remaining Karma

Cell AW12 contains:
=MAX(0;WENN(Karma_Build_System;WENN(Clout_House_Rule;SUMME(AE20:AE33)*3+5*(#BEZU
G!*#BEZUG!+#BEZUG!)/2;SUMME(AE20:AF33;AY20:AY33))*2;0)+WENN(Free_Contacts_House_Rule;AE12;0))

I guess the error comes from the #BEZUG! error but i have no clue what that error means or how to fix it.
I am using the sheet in a german excel 2007.

Doh, I did not remove the old Clout House Rule from the contacts karma cost line.

Just remove the first half of the if (or WENN if you are using wierd german stuff). I will update the O download.
cybertier
Thanks for your help! Works again and i can finally continue my vile work in creating my first runner since months!
MarvinCZ
Hello! I've got a few bugs, confirmed in the O version. I'm using OpenOffice 3.3.0, so something might be caused by that - I've had errors with calculating some costs with older versions. I also have macros disabled, but I doubt you use that for actual calculations.
  • M79B1 LAW is missing (Arsenal, p. 32)
  • Contacts cells won't let me type my own names, I can only pick from the dropdown menu. I had to manually disable this protection in order to write my own. Skills, for example, let me type in my own values (for specializations).
  • When there is a named set of tools available (e.g Chemical facility) it has cost 0. Just "facility" works, so I can use that with the type in notes.
  • EDIT: Freeze Foam and C-Squared (AR, p. 82) correctly calculate their prices from Rating, but said Rating shows as an error (yellow) in the table when specified, even though these items are definitely meant to have a rating.


Thanks for a great tool, it's very helpful.
DamienKnight
QUOTE (MarvinCZ @ Apr 7 2011, 05:26 AM) *
Hello! I've got a few bugs, confirmed in the O version. I'm using OpenOffice 3.3.0, so something might be caused by that - I've had errors with calculating some costs with older versions. I also have macros disabled, but I doubt you use that for actual calculations.
  • M79B1 LAW is missing (Arsenal, p. 32)
  • Contacts cells won't let me type my own names, I can only pick from the dropdown menu. I had to manually disable this protection in order to write my own. Skills, for example, let me type in my own values (for specializations).
  • When there is a named set of tools available (e.g Chemical facility) it has cost 0. Just "facility" works, so I can use that with the type in notes.
  • EDIT: Freeze Foam and C-Squared (AR, p. 82) correctly calculate their prices from Rating, but said Rating shows as an error (yellow) in the table when specified, even though these items are definitely meant to have a rating.


Thanks for a great tool, it's very helpful.


Added all Arsenal Missile Launchers to version p.
Added prices for chemistry tools/kit/facility
Added max rating of 10 for Freeze Foam and C-Squared

I am not having the same problem with the contacts dropdown. I think this is because the Error message option is checked, but not message is specified, so in Excel 2003 it skips the error message, but in Open Office it does not.

I went ahead and removed the error option on contacts in version p, so it looks like the Skills Validation. Hopefully this will fix the issue for you.
MarvinCZ
Thanks for the quick resolution. I'll report back when the changes get public, but I expect the Contacts problem will be solved.
Vilda
Amazing work that brought me to dumpshock smile.gif
Now, several issues I've found in version o:
- silver bullets cost 2.5 - now I am not sure if it is bug, but my Arsenal copy states that cost is 250 per 10
- on Magic list, there is already checked first level of initiation (Adept character)
- off-road tires and suspension both doubles Acceleration and Speed of vehicles and generally breaks money count
- Rating of Commlink armor at gear section is yellowed for no apparent reason
- 6 slots for weapon mods was not enough for my character smile.gif (all mods took 0 or 1 slot)

Keep up the good work
DamienKnight
QUOTE (Vilda @ Apr 14 2011, 11:21 AM) *
Amazing work that brought me to dumpshock smile.gif
Now, several issues I've found in version o:
- silver bullets cost 2.5 - now I am not sure if it is bug, but my Arsenal copy states that cost is 250 per 10
- on Magic list, there is already checked first level of initiation (Adept character)
- off-road tires and suspension both doubles Acceleration and Speed of vehicles and generally breaks money count
- Rating of Commlink armor at gear section is yellowed for no apparent reason
- 6 slots for weapon mods was not enough for my character smile.gif (all mods took 0 or 1 slot)

Keep up the good work


Fixed silver bullet cost, removed iniation grade one selected as default, corrected off-road tires and suspension, Change Commlink Armor max rating to 10 (was 0???)

I also
- added offroad handling vs on-road handling to the vehicle sheet.
- Added 4 more slots for weapon mods for each custom weapon on the Weapons Sheet

I do not have a problem where Off-road Suspension is breaking money count. Are you using excel or Open Office? The price includes a a calculation flag ('v') which used to change how the price is calculated. Several vehicle mods use this, and it works fine in excel. Give me a little more data and I will look into it, such as Do any other vehicle mods cause a calculation error for you?

If you are brave enough, go to the vehicles page, turn on protection and show row/column headers, then unhide the columns to the right of the vehicles. If you can identify which cells show up with errors, it could help me track down the issue.
Vilda
I am using MS Office 2010. Vehicle for testing purpose is Thundercloud Contrail, but as far as I can tell, off-Road suspension breaks it on every vehicle. Both Upgrade and Total Cost shows #VALUE! "exception" and of course it snowballs from there to every Remaining Cash cell so it probably starts at "Upgrade Cost". Other mods that cause same problem are Used (all three).

From snooping around in Vehicle_Data it looks like it is problem with all mods with 'v' in cost calculation.
Tyro
THANK YOU for adding more weapon slot spaces!
Seerow
First, want to say I love the sheet, it is a great tool, my whole group uses it pretty much exclusively.

A few things I wanted to point out that were on the last version of the sheet I downloaded, that I haven't seen brought up here:
-Hyundai Shin Hyung (ar) has 4 extra upgrade slots (14 instead of 10 for 10 body), not sure if there's something I missed that gives it that, but I thought I'd point it out.
-GMC Bulldog also has 4 extra slots.
-Tailored Pheromones grants extra charisma. Judging by a topic I posted a week or so ago with regards to this, that seems to go against the general consensus.



And one feature request: The ability to get pirated software listed on the commlink page and vehicle software. Even if it were something like a little check box like the cybersuites.
Thirty Second Artbomb
QUOTE (Seerow @ Apr 14 2011, 09:04 PM) *
-Hyundai Shin Hyung (ar) has 4 extra upgrade slots (14 instead of 10 for 10 body), not sure if there's something I missed that gives it that, but I thought I'd point it out.
-GMC Bulldog also has 4 extra slots.

The Hyundai and the Bulldog are both listed in Arsenal as having 4 extra mod slots. p.106 for the Bulldog, p.109 for the Hyundai.
Dakka Dakka
QUOTE (Seerow @ Apr 15 2011, 06:04 AM) *
-Tailored Pheromones grants extra charisma. Judging by a topic I posted a week or so ago with regards to this, that seems to go against the general consensus.
No, they don't. They grant extra dice to Charisma and Social Skill tests. The Charisma Attribute is never raised.

QUOTE (Seerow @ Apr 15 2011, 06:04 AM) *
And one feature request: The ability to get pirated software listed on the commlink page and vehicle software. Even if it were something like a little check box like the cybersuites.
I second that. Having the same option for Skillsofts would be coul as well. Unless I'm missing something, right now you can only get pirated skillsofts as a custom piece of gear.
LonePaladin
I'd like to request an addition to the gear list: the basic software package deals, where you get Analyze, Browse, Command, and Edit for cheap when you buy a commlink.

Also, armor modifications needs an addition for tailoring (the option that makes the armor easier to wear).

Vehicle mods seem to be missing an item or two -- the termination system isn't there. I think there are one or two other things missing, but can't recall them right now.
bobbaganoosh
I think that it would be nice if there were more than 3 spaces for armor mods.
Seerow
QUOTE
No, they don't. They grant extra dice to Charisma and Social Skill tests. The Charisma Attribute is never raised.


That's my point. The character sheet increases it by 3. The topic I made indicated exactly what you just said, I'm saying that's an error that should probably be corrected.

QUOTE
The Hyundai and the Bulldog are both listed in Arsenal as having 4 extra mod slots. p.106 for the Bulldog, p.109 for the Hyundai.


That's good to know. I missed that somehow.

QUOTE
I think that it would be nice if there were more than 3 spaces for armor mods.


Not really necessary. There is already the (Mods) option under armor, which lets you add further mods and carrying the cap over from the previous gear slot.
SpellBinder
QUOTE (bobbaganoosh @ Apr 15 2011, 11:42 AM) *
I think that it would be nice if there were more than 3 spaces for armor mods.

Near the bottom of the list of armor selections is an entry "(Mods)". Choose that and it will let you use that row for additional modifications for the armor just above it, for a total of six different mods. A second "(Mods)" entry doesn't exactly work for yet another three, and at the moment I'm not so sure how often you might need more than six even.
bobbaganoosh
QUOTE (SpellBinder @ Apr 15 2011, 11:51 AM) *
Near the bottom of the list of armor selections is an entry "(Mods)". Choose that and it will let you use that row for additional modifications for the armor just above it, for a total of six different mods. A second "(Mods)" entry doesn't exactly work for yet another three, and at the moment I'm not so sure how often you might need more than six even.

Thanks. I didn't realize that I could do that.
DamienKnight
QUOTE (Seerow @ Apr 14 2011, 11:04 PM) *
-Tailored Pheromones grants extra charisma. Judging by a topic I posted a week or so ago with regards to this, that seems to go against the general consensus.
You are right, this is a mistake. Tailored Phermones on the sheet raise Charisma and they shouldnt. Will fix in the next version.


QUOTE (LonePaladin @ Apr 15 2011, 10:44 AM) *
I'd like to request an addition to the gear list: the basic software package deals, where you get Analyze, Browse, Command, and Edit for cheap when you buy a commlink.

Also, armor modifications needs an addition for tailoring (the option that makes the armor easier to wear).

Vehicle mods seem to be missing an item or two -- the termination system isn't there. I think there are one or two other things missing, but can't recall them right now.


Please list book and page number for all of these. If you list relevant stats it is even more likely to be added.
Socinus
I seem to have run into a problem.

Some of the stuff in the generator seems to be from other versions of Shadowrun (specifically the German version) and I guess some homebrew stuff, but there's no supporting info on it.

IE: I have a character who took the [Element] Bolt/Wave spells, only to discover these spells do not exist in any ANY 4th Edition book. We kind of extrapolated what the specifics of the spells were.

For future editions, is there a possibility of putting an option in to enable or disable these things?
bobbaganoosh
QUOTE (Socinus @ Apr 17 2011, 07:52 PM) *
I seem to have run into a problem.

Some of the stuff in the generator seems to be from other versions of Shadowrun (specifically the German version) and I guess some homebrew stuff, but there's no supporting info on it.

IE: I have a character who took the [Element] Bolt/Wave spells, only to discover these spells do not exist in any ANY 4th Edition book. We kind of extrapolated what the specifics of the spells were.

For future editions, is there a possibility of putting an option in to enable or disable these things?

I think that the [Element] Bolt/Wave are from Street Magic. Let's see ... Page 168 gives some examples. The elements are described a few pages before that.
DamienKnight
QUOTE (Socinus @ Apr 17 2011, 10:52 PM) *
I seem to have run into a problem.

Some of the stuff in the generator seems to be from other versions of Shadowrun (specifically the German version) and I guess some homebrew stuff, but there's no supporting info on it.

IE: I have a character who took the [Element] Bolt/Wave spells, only to discover these spells do not exist in any ANY 4th Edition book. We kind of extrapolated what the specifics of the spells were.

For future editions, is there a possibility of putting an option in to enable or disable these things?



QUOTE (bobbaganoosh @ Apr 18 2011, 01:18 AM) *
I think that the [Element] Bolt/Wave are from Street Magic. Let's see ... Page 168 gives some examples. The elements are described a few pages before that.


Thats correct bobba, the element bolt and element wave are pulled from the book, they are not homebrew.

Lets make a list of all homebrew entries in the sheet so we can evaluate the need for a toggle. Please anyone post anything you can think of in the sheet that is non standard that is not enabled/disabled by the settings page already.

Off the top of my head:

Magician Tradition:
Jedi (Labeled as '(House)' in the sheet)

Mentor Spirit:
The Force (Labeled as '(House)' in the sheet)

Armor:
Chameleon Cloak (Same stats at Chameleon Suit, just a different style for flavor)
Lined Cloak (Same stats as Lined Coat, just a different style for flavor)

The entire 'Light Armor Section'. The section heading notes '(Houserule)'

Weapons:
The 'Weapon Bases' section. This needs to be labeled as (HouseRule).

Anything else I am missing?

From what I can see, the only houseruled items which are not explicitly labeled as such are the Lined Cloak and Chameleon Cloak. Adding the text '(House)' to that seems unnecessary to me.
Tyro
Maybe a note by the German items? It would save me time searching for the less obviously German ones when I want full text.
Socinus
QUOTE (Tyro @ Apr 19 2011, 10:09 PM) *
Maybe a note by the German items? It would save me time searching for the less obviously German ones when I want full text.

That would be nice.

A further problem is the default Magic max value seems to be 7 now instead of 6. This occurs even if the only setting changed is making the character Awakened. Ironically enough, it's 5BP cheaper to set Magic to 7 than it is to have it at 6.

So far, it's great work smile.gif I'm looking forward to the next version.
SpellBinder
The max Magic is because the first Initiation is tagged as completed. You can find this in the Magic sheet, and remove the "x" to fix this. DK said he already has this fixed for the next version, IIRC.

On a side note for the next version, in the custom spells at the end of the list, having the range for the drain modifiers expanded to -3 to +7 can cover a greater range of possible custom spells possible.

And agreed for the note on the Germain items, like "(gr)" or "(de)" or something. Would certainly be nice to know what won't show up in my books.
Wizard_Thoarin
I'm starting to enter characters from a campaign I started this last weekend, and for the first character I'm entering, I've noticed that the Character Sheet 3 does not list the characters rolled starting Nuyen while the first two sheets do. Also, unless its hiding on me somewhere on the character sheets that I'm not seeing, the Stealth Program and its rating is not listed. I'm working off slightly modified version of the Smuggler from pg. 108 SR4A.

Thanks for all your work
Seerow
Another thing I found odd: Under pets, there's no way to add bioware to your pets, though quite a bit of cyber is listed as possible. Given that Bioware is a very effective way of improving your pets, (especially Chimeric pets, which per RW28 don't have to pay essence to get bioware), missing it hurts a lot.

Related Feature Request: Under Ally Spirit, if you pick the Inhabitation form, it'd be nice to be able to pull up either a pet or one of the constructs from SM, so you can have your spirit's physical stats easily accessible on the same page as its skills/powers.

Unrelated feature request: When selecting something such as Improved Skill adept power, reflex recorder, etc, a secondary box opening up that you can choose the skill it affects.
Tyro
Pets are awesome ^_^
Wizard_Thoarin
Did something happen to the Metagenetic Improvement (Body) that the Fomori (Runners Companion pg 72) get? According to page 114 of Runners Companion Metagenetic Improvement (Attribute) is supposed to raise the Minimum and Maximum values for the chosen attribute by 1 above the racial minimums for the core race. This should give the Fomori a body with min/max of 6/11 not counting augmentation or am I missing something? The Metagenetic Improvement (Body) does not seem to list in the Positive Qualities on the character sheet either. Is this something that is too difficult to implement in the spreadsheet and I'm just going to have to remember and note by hand?
bobbaganoosh
QUOTE (Wizard_Thoarin @ Apr 21 2011, 12:56 PM) *
Did something happen to the Metagenetic Improvement (Body) that the Fomori (Runners Companion pg 72) get? According to page 114 of Runners Companion Metagenetic Improvement (Attribute) is supposed to raise the Minimum and Maximum values for the chosen attribute by 1 above the racial minimums for the core race. This should give the Fomori a body with min/max of 6/11 not counting augmentation or am I missing something? The Metagenetic Improvement (Body) does not seem to list in the Positive Qualities on the character sheet either. Is this something that is too difficult to implement in the spreadsheet and I'm just going to have to remember and note by hand?

I don't see what the problem is. If you select Fomori it displays the body attribute is 6/11. As far as SURGEd characters go, in order to select any metagenetic qualities you must first choose a SURGE quality.
Wizard_Thoarin
QUOTE (bobbaganoosh @ Apr 21 2011, 03:36 PM) *
I don't see what the problem is. If you select Fomori it displays the body attribute is 6/11. As far as SURGEd characters go, in order to select any metagenetic qualities you must first choose a SURGE quality.


Ok, then I'm missing something. Where do you find the Surge Qualities, are they in with the positive/negative qualities? And why wouldn't what is listed as a racial quality in the book not be listed simply by paying the BP Cost for the race? The Arcane Arrestor and Thermographic Vision show up under racial traits just fine and I believe Arcane Arrestor is also a metagenetic quality...

Using version 10_fix in Office 2007 as an xlsm file doesn't seem to give any bonus to the min/max of the body attribute. maybe its an office 2007 issue then?
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