DamienKnight
Sep 26 2011, 03:04 PM
QUOTE (Socinus @ Sep 23 2011, 05:36 PM)
Here's the generator I'm using, all filled out and everything.
http://www.mediafire.com/?w5aoeobrbprbq77Ah, the 0's are not coming from the Technomancer page, they are coming from your hacking page. Apparently the formula needs tweaking there. To fix this yourself:
Unprotect the hacking page. Set it to show row and column headers.
Unhide the hidden columns after column Q
In cell S28, change the first part from
CODE
=IF(OR($C28<>"",D28<>"")
to
CODE
=IF(OR($C28<>"",D28>0)
Make the same change to cells S29 - S 31
This will be fixed in the next version of the sheet.
Socinus
Sep 26 2011, 08:18 PM
My mistake. Thanks for the help
Also, I found a little hicup on the Magic sheet. [Element] Grenade's drain code doesnt show up when it's selected.
DamienKnight
Sep 28 2011, 02:30 PM
QUOTE (Socinus @ Sep 26 2011, 03:18 PM)
My mistake. Thanks for the help
Also, I found a little hicup on the Magic sheet. [Element] Grenade's drain code doesnt show up when it's selected.
Ah, yes... spells that include a bracketed variable like [Element] need a special entry in Magic Table to handle their dynamic text. Fixed for Grenade and Cloud spells from war in version v. Thanks for finding this Socinus!
DamienKnight
Oct 3 2011, 06:45 PM
Found an Issue with Ranged Weapon Mods. When building a weapon with mods on the Weapon sheet, the first row of mods charges double. This was due to an update when I introduced Vintage weapons from the Gun Heaven book. I have corrected this in version V. For now, just dont use the first weapon mod slot unless you are installing on a Vintage weapon.
Jhaiisiin
Oct 6 2011, 01:16 AM
Bug report:
When taking Latent Dracomorphosis, and later expressing as a Drake, the X in the box next to the drop down for Drake/Infected to make it take from karma, and it still adds it to the starting BP total rather than removing from available Karma.
EDIT: Also, where did normal clothing get moved to? Can't seem to find it in the drop downs...
DamienKnight
Oct 6 2011, 02:28 PM
QUOTE (Jhaiisiin @ Oct 5 2011, 08:16 PM)
Bug report:
When taking Latent Dracomorphosis, and later expressing as a Drake, the X in the box next to the drop down for Drake/Infected to make it take from karma, and it still adds it to the starting BP total rather than removing from available Karma.
EDIT: Also, where did normal clothing get moved to? Can't seem to find it in the drop downs...
Fixed in version v. Thanks for finding this.
About clothes... There are 'Street Clothes' in the Gear pages armor section. I am not sure if any clothing has ever existed outside the armor area. Is that what you are looking for, or are there other clothing options that need to be added to the sheet?
Edit: Verified clothing does not exist elsewhere on sheet. Clothing prices are very subjective. I suggest using the custom item area at the bottom of the gear page to elaborate on your wardrobe.
DamienKnight
Oct 6 2011, 09:35 PM
Version v is now available.http://www.filedropper.com/sr4cgdk1vUpdates:
- Changed Shifter race to an infection type, allowing the selection of shifted humanoid forms other than Human
- Added 'Injection Dart' to 'Ammo - Other' gear category
- Added more slots for Adept powers
- Added 'High Power Chambering' and other mods from War book for custom weapons
- Fixed issue with 'Karma Attribute Easy Raise' where Shifters and Infected were calculated improperly
- Fixed issue where Immersed Technomancers in the BP system did not pay full price for rating 6 resonance
- Fixed issue with weapon mods and vintage weapons
- Fixed issue with Charsheet situational attribute mods where the modded attribute could not exceed racial limit, now it can go as high as the racial modified limit
- Fixed issue with Latent Dracomorphasis, where Drakes who selected the 'x' under infection after character creation were still being charged BP instead of karma
Bearclaw
Oct 8 2011, 10:56 PM
I can't open the zip
Black Angus
Oct 9 2011, 12:09 AM
I can't either--is it something with the website?
Gamer6432
Oct 9 2011, 09:34 AM
I managed to get it to work after 3 tries (I closed the filedropper.com page and reopened the link from the first post in this thread each time).
QUOTE (DamienKnight @ Oct 6 2011, 02:35 PM)
- Changed Shifter race to an infection type, allowing the selection of shifted humanoid forms other than Human
While this is a nice QoL feature, the current implementation skews the attributes a bit. Assuming I'm reading the book correctly (Runner's Companion pg. 87 sidebar), the only benefit Shifters gain are the natural abilities (such as Thermographic vision for Trolls) and the metatype's look, but retain all of the Shifter's attributes.
Bearclaw
Oct 9 2011, 05:55 PM
QUOTE (Gamer6432 @ Oct 9 2011, 02:34 AM)
I managed to get it to work after 3 tries (I closed the filedropper.com page and reopened the link from the first post in this thread each time).
While this is a nice QoL feature, the current implementation skews the attributes a bit. Assuming I'm reading the book correctly (Runner's Companion pg. 87 sidebar), the only benefit Shifters gain are the natural abilities (such as Thermographic vision for Trolls) and the metatype's look, but retain all of the Shifter's attributes.
You got the zip to open?
edit>Nevermind. It appears to work now.
Socinus
Oct 10 2011, 05:43 AM
How do I link something like Improved Combat Ability to a specific skill so it adjusts the maximum for that power accordingly?
DamienKnight
Oct 10 2011, 04:56 PM
QUOTE (Socinus @ Oct 10 2011, 12:43 AM)
How do I link something like Improved Combat Ability to a specific skill so it adjusts the maximum for that power accordingly?
You dont.
For the adept power 'Improved Combat Ability' edit the name to say 'Improved Combat Ability [Pistols]' for example.
Now on the main sheet, next to your pistols skill, there is a column called 'bonus' This is a column used to manage bonuses from various sources, such as Reflex recorders and adept powers. Enter the bonus amount there and it will be reflected on the final charsheet.
DamienKnight
Oct 10 2011, 05:00 PM
QUOTE (Gamer6432 @ Oct 9 2011, 04:34 AM)
I managed to get it to work after 3 tries (I closed the filedropper.com page and reopened the link from the first post in this thread each time).
While this is a nice QoL feature, the current implementation skews the attributes a bit. Assuming I'm reading the book correctly (Runner's Companion pg. 87 sidebar), the only benefit Shifters gain are the natural abilities (such as Thermographic vision for Trolls) and the metatype's look, but retain all of the Shifter's attributes.
Interesting interpretation. The book says you pay the BP for the race, and gain their abilities. If you dont want your players to have their attributes too, dont use this optional rule. I cant imagine paying the extra BP for the race and not having their attribute bonuses/penalties apply.
This is not the forum to discuss it. If you have a strong argument for it, then please start a thread in the General Shadowrun forum and link it here.
Socinus
Oct 10 2011, 06:41 PM
QUOTE (DamienKnight @ Oct 10 2011, 04:56 PM)
You dont.
For the adept power 'Improved Combat Ability' edit the name to say 'Improved Combat Ability [Pistols]' for example.
Now on the main sheet, next to your pistols skill, there is a column called 'bonus' This is a column used to manage bonuses from various sources, such as Reflex recorders and adept powers. Enter the bonus amount there and it will be reflected on the final charsheet.
Ahhh, alright, thank you
Draco18s
Oct 10 2011, 07:31 PM
QUOTE (DamienKnight @ Oct 10 2011, 01:00 PM)
Interesting interpretation. The book says you pay the BP for the race, and gain their abilities. If you dont want your players to have their attributes too, dont use this optional rule. I cant imagine paying the extra BP for the race and not having their attribute bonuses/penalties apply.
Here's what the book(s) say:
QUOTE (Runner)
Not Always Quite Human
Shapeshifters look mostly human—normally. Through
some quirk of magic or paragenetics, some shapeshifters
can transform into a form that more closely resembles another
metatype, or even metavariants. This is represented
by changing their Shift (Human) power to another, as
appropriate—Shift (Elf), Shift(Oni), etc.—and spending an
additional number of BP equal to the typical cost for that
race –10 BP. A shapeshifter with a different metatype gains
their standard metatype abilities (see Metatype Attribute
Table, p. 72, SR4) when in that form.
Underlined for important detail.
The table on that page has a column labeled
Metatype Abilities.
You're also paying
10 BP less than it would cost to play that race as a non-shifter. So 10 more for Ork and you get Low-Light Vision or 30 for Troll and get Thermographic Vision, +1 Reach, +1 natural armor.
Seems fair to me.
(I'll also point out that a human shapeshifters doesn't get +1 Edge, as at no time does it say that all human-type shifters get the "Metatype Ability" of humans, which is +1 Edge).
However, if you think a Troll Bear shifter should get 12* strength and body, base, when in Troll form for a mere 110 BP....
(But do they get 1/4 INT and REA? Or 1/5? If the 5 and the 7 stack, then so too should the penalties)
*11?
DamienKnight
Oct 11 2011, 02:38 PM
QUOTE (Draco18s @ Oct 10 2011, 02:31 PM)
Here's what the book(s) say:
Underlined for important detail.
The table on that page has a column labeled Metatype Abilities.
You're also paying 10 BP less than it would cost to play that race as a non-shifter. So 10 more for Ork and you get Low-Light Vision or 30 for Troll and get Thermographic Vision, +1 Reach, +1 natural armor.
Seems fair to me.
(I'll also point out that a human shapeshifters doesn't get +1 Edge, as at no time does it say that all human-type shifters get the "Metatype Ability" of humans, which is +1 Edge).
However, if you think a Troll Bear shifter should get 12* strength and body, base, when in Troll form for a mere 110 BP....
(But do they get 1/4 INT and REA? Or 1/5? If the 5 and the 7 stack, then so too should the penalties)
*11?
Did not read this post. Not even finished the first sentence. Please see my first reply to understand why.
Gamer6432
Oct 11 2011, 11:13 PM
QUOTE (DamienKnight @ Oct 10 2011, 10:00 AM)
This is not the forum to discuss it. If you have a strong argument for it, then please start a thread in the General Shadowrun forum and link it here.
Discussion here
DamienKnight
Oct 12 2011, 02:14 PM
QUOTE (Gamer6432 @ Oct 11 2011, 06:13 PM)
Thanks Gamer. That thread has convinced me, and the next version of the sheet has been updated to reflect that.
Pheno
Oct 18 2011, 05:17 AM
Hey Folks,
New to posting here, long time reader. I have been using the "n" sheet for some time, and recently saw that the "t" sheet and then the "u" and "v" sheets were available. I love these sheets as they make character creation much easier. I have been able to figure everything out thus far. The two groups that I play in all use computers at the table and being able to make changes on the fly is very useful. The only thing that I cant seem to figure out is how to annotate damage on the sheet. Can someone please explain how damage is put in to show the current penalities for damage taken?
DamienKnight
Oct 18 2011, 02:43 PM
QUOTE (Pheno @ Oct 18 2011, 12:17 AM)
Hey Folks,
New to posting here, long time reader. I have been using the "n" sheet for some time, and recently saw that the "t" sheet and then the "u" and "v" sheets were available. I love these sheets as they make character creation much easier. I have been able to figure everything out thus far. The two groups that I play in all use computers at the table and being able to make changes on the fly is very useful. The only thing that I cant seem to figure out is how to annotate damage on the sheet. Can someone please explain how damage is put in to show the current penalities for damage taken?
Damage is tracked via traditional physical and stun boxes on the Charsheet pages. The only real difference is that the boxes and modifiers listed within are dynamic. If you have high pain tolerance, or if you have low pain tolerance etc, the modifiers are shifted accordingly.
For example, If you have 3 body you will have 10 physical damage boxes. Every 3 boxes of damage results in a penalty, so there are modifiers listed in the boxes, a -1 at the third box, a -2 at the sixth box, and a -3 at the ninth box.
If you got the low pain tolerance flaw, then you feel a modifier for every two boxes of damage. Now the charsheet's damage track will shift its modifiers so that there is a -1 in the second box, a -2 in the fourth box, -3 in the sixth and -4 in the eight, etc.
If you get the adept power to ignore pain mods at level 2, the first two boxes of damage you take will not count towards figuring modifiers. In that case (assuming you still have low pain tolerance) you would not get a modifier until the 4th box, then th 6th, etc.
There is not currently a way to edit the spreadsheet to reflect current damage level. This is meant to be used as a printable sheet, where you are drawing lines across the boxes to denote damage. In my experience damage is a very transient thing... you take 6 boxes in a fight, but then you get first aid to heal two, then later a heal spell fixes up three more boxes, then you end up taking three more, etc.
The modifiers for damage add a negative dice modifier to your poll, but dont actually lower your attributes or skills, so there is not a real need to have the charsheet apply changes due to damage... just use the track to know what modifier you are facing, then subtract that many dice from any rolls you make while injured (except for Damage and Drain resistance, which are not affected by wound penalties).
Does that answer your question Pheno? If there is some other way you think the sheet should aid the player in tracking damage, please let me know. I am always looking for ways to improve the sheet.
Pheno
Oct 18 2011, 05:07 PM
Yes, it does answer my question. I just wish there was a way to annotate damage, like maybe to the far right side of the Main Sheet tab that would then high-light the correct number of boxes on the Character Sheet tab. I realize that with damage being so fluid that it changes quickly, but I play with groups who use the sheets on laptops at the table and being able to make the changes on the fly would allow someone to remember what damage they have taken, as some people can't seem to get the negatives right.
Also, when you consider that while damage is fluid, it seldom all goes away with First Aid and Magic and there is normally a remainder that needs to be accounted for when throwing bones, that its nice to not have to keep a separate annotation elsewhere. There was a sheet that I used before this one, and while it was not nearly as complete or simple to use, it did have the ability to annotate the damage on the Main sheet so that the boxes on the Character tab would turn red, thus allowing you to know at a glance where you stood.
As an IT Manager who does not code, I realize this is a coding issue that may seem unnecessary and maybe a little frivolous , I'm just saying that its helpful for those who use the sheet on the fly. Its one of those "nice to haves" on an interactive sheet like this that makes it so much nicer to use.
Draco18s
Oct 18 2011, 07:40 PM
Personally I just make use of some of the empty cells on one page or another (I tend not to use the character sheets at the end) and make note of how much edge I've used, how much stun I have, and how much physical.
I can divide by 3 in my head well enough to know what my DP penalty is from there.
zephraim
Oct 19 2011, 07:33 AM
The sheet currently has the possibility to enter custom streams for Technomancers, but not traditions for mages. Is there any plans to add this? If not, why?
Also, the last couple of versions (q+ I believe) the weapon on row 6 of all print sheets gains the type and concealability of the weapon on row 2. I haven't seen this reported yet.
Pheno
Oct 19 2011, 07:02 PM
Hey Folks,
Can someone please give me some insight on the proper way to set up and use the "outfits" section on the Gear tab? I cant seem to get it to function the way the description says it should work and I'm getting frustrated for being an idiot.
Dakka Dakka
Oct 19 2011, 07:10 PM
You have to write the same name of the outfit in all the cells corresponding to the individual items you want included in the ensemble.
For example in the first 3 lines you have an FFBA Full Suit, an Armor Jacket, and a Helmet. Now you put the same name in all three cells under the Outfit Name heading. Let's call it "Working Clothes". Now you have one set of armor called "Working Clothes" on the CharSheet with 15/10 [12/9] istead of three items.
Pheno
Oct 19 2011, 07:43 PM
OK, so what if you have two or three sets of clothing that you wear and some of the items are different and some the same depending on which outfit your wearing. How would you annotate that? This is where I am having an issue.
ShadowWalker
Oct 20 2011, 09:00 AM
The SR4A Changes pdf lists a vehicle mod called Modular Electronics.
The pdf can be found
here.
I can't seem to find it listed in the vehicle mod list.
Although it seems from the functionality that increasing Response and Signal on a vehicle is not limited to +2.
Mäx
Oct 20 2011, 09:39 AM
QUOTE (Pheno @ Oct 19 2011, 10:43 PM)
OK, so what if you have two or three sets of clothing that you wear and some of the items are different and some the same depending on which outfit your wearing. How would you annotate that? This is where I am having an issue.
You can't, any one piece can only be part of one outfit.
Well you can ofcource always add multiple copies of those pieces that need to be included in more then one outfit.
Draco18s
Oct 20 2011, 07:29 PM
QUOTE (Mäx @ Oct 20 2011, 04:39 AM)
You can't, any one piece can only be part of one outfit.
Well you can ofcource always add multiple copies of those pieces that need to be included in more then one outfit.
And then manually refund the extra expended cash.
DamienKnight
Oct 20 2011, 10:05 PM
QUOTE (zephraim @ Oct 19 2011, 02:33 AM)
The sheet currently has the possibility to enter custom streams for Technomancers, but not traditions for mages. Is there any plans to add this? If not, why?
Also, the last couple of versions (q+ I believe) the weapon on row 6 of all print sheets gains the type and concealability of the weapon on row 2. I haven't seen this reported yet.
Good point! While magicians can change their spirit types, they cannot enter custom names for traditions OR customize their drain attribute.
Fixed in version w, made it similar to the Techmancer's options.
Good catch on the weapon type (and concealability, which did a look up on the weapon type). Fixed this in version w.
Thirty Second Artbomb
Oct 21 2011, 03:51 PM
Oh awesome, this is still around. Now then, speaking of weapons:
- Concealment value for the Nitama Sporter and a number of other weapons is showing up as #N/A. Is this intentional?
- The FN P93 Praetor E is displaying a flat RC of 3 instead of 2(3) as might be expected when compared to the version without electronic firing.
- A number of weapons with integral recoil compensation seem to stacking improperly with the folding stock or powered folding stock modifications.
- Taurus Mark XXXI
- B&P MP9
- FN 5-7C
- Ruger T-983
- Ruger Thunderbolt (all versions)
- Savalette Guardian
- Walther P109
- AK-112
- Ares Alpha
- Ares Bravo
- Ares HVAR
- Ares Sierra
- Steyr Minotaur
Caadium
Oct 22 2011, 08:43 AM
I don't know if this has been mentioned yet or not, but a slight error I just found is this:
On the Magic Page, if an Adept chooses "The Invisible Way", then the power Melanin Control should be one that is discountable. In version V it does not turn Green like others do. You can still put an X there and it does the calculation, but it has the yellow, "you can't do this" formatting.
DamienKnight
Oct 25 2011, 03:51 PM
QUOTE (Caadium @ Oct 22 2011, 03:43 AM)
I don't know if this has been mentioned yet or not, but a slight error I just found is this:
On the Magic Page, if an Adept chooses "The Invisible Way", then the power Melanin Control should be one that is discountable. In version V it does not turn Green like others do. You can still put an X there and it does the calculation, but it has the yellow, "you can't do this" formatting.
Yep, seems the table for the Invisible Way on the Adept_Data sheet has Melanin Control misspelled. It is now fixed in upcoming version w.
QUOTE (Thirty Second Artbomb @ Oct 21 2011, 10:51 AM)
Oh awesome, this is still around. Now then, speaking of weapons:
- Concealment value for the Nitama Sporter and a number of other weapons is showing up as #N/A. Is this intentional?
- The FN P93 Praetor E is displaying a flat RC of 3 instead of 2(3) as might be expected when compared to the version without electronic firing.
- A number of weapons with integral recoil compensation seem to stacking improperly with the folding stock or powered folding stock modifications.
- Taurus Mark XXXI
- B&P MP9
- FN 5-7C
- Ruger T-983
- Ruger Thunderbolt (all versions)
- Savalette Guardian
- Walther P109
- AK-112
- Ares Alpha
- Ares Bravo
- Ares HVAR
- Ares Sierra
- Steyr Minotaur
The recoil compensation restrictions on Arsenal p. 148 do not describe how integral recoil comp stacks with other recoil mods. Is there somewhere in the rules where it elaborates on this?
DamienKnight
Oct 25 2011, 04:07 PM
QUOTE (Pheno @ Oct 19 2011, 02:43 PM)
OK, so what if you have two or three sets of clothing that you wear and some of the items are different and some the same depending on which outfit your wearing. How would you annotate that? This is where I am having an issue.
This is an issue I have run into also. I have a full body form fitting suit that goes into every outfit. The replies you received are right, you have to record the outfit three times in your list if you want to include it in three outfits. With the limits of excel, this is really the best way to handle it.
However, in response to your queries I decided to add another column to the gear page, to the left of Cost. This new column is simply labeled as 'x' (no room for a full name) with a comment that explains, 'Put an 'x' in this column if gear was acquired through other means. This will disable costs and availability.'
Basically an x in this column = 0 cost and no highlighting on availability if it exceeds creation limits for availability. This can be used for creating multiple entries for a single piece of armor, or can be used after character creation to note gear found if you are trying to use the sheets Nuyen Remaining to track your costs.
Look for this update in version w.
Dakka Dakka
Oct 25 2011, 04:17 PM
QUOTE (DamienKnight @ Oct 25 2011, 05:51 PM)
The recoil compensation restrictions on Arsenal p. 148 do not describe how integral recoil comp stacks with other recoil mods. Is there somewhere in the rules where it elaborates on this?
Since it is not mentioned under the restrictions I'd say it stacks with everything.
3278
Nov 1 2011, 08:33 PM
This may have been noted somewhere, and if so, I apologize. All of the grenade launchers - Underbarrel Grenade Launcher, ArmTech MGL-6, ArmTech MGL-12, ArmTech MGL-18, Enfield GL-67, ITS Gonryu - on the Weapons tab appear to have excitingly Missile-like Ranges. Is this an error, or am I [it's not unlikely] missing something?
Let me take this opportunity to thank you for all your work, DamienKnight. I pride myself in making very detailed, very carefully-considered characters, and there's no way I could do it without this sheet. Thanks again.
Xenefungus
Nov 2 2011, 11:26 AM
Somehow, i cannot chose any Grades for 'ware in version v. All rows are filled with "#VALUE!" for me. Anyone else having that problem?
DamienKnight
Nov 2 2011, 11:03 PM
QUOTE (Xenefungus @ Nov 2 2011, 06:26 AM)
Somehow, i cannot chose any Grades for 'ware in version v. All rows are filled with "#VALUE!" for me. Anyone else having that problem?
These are working for me in the version v distribution. I am using excel 2003. What program are you using?
To try and recreate the issue, exactly what positive and negative qualities do you have and what wares are you trying to get. Does it do that to all wares and all grades, or just some. Is the problem happening on the Cyberware_Bioware page AND/OR the Cyberparts page?
Xenefungus
Nov 7 2011, 03:21 PM
I am using LibreOffice here. It happens on the very fresh sheet with no qualities or anything else selected at all. It also happens for both the Cyber/Bio and Cyberparts pages. It seems to be broken generally, not only for a single piece of 'ware.
Kronk2
Nov 12 2011, 06:17 PM
I know this has been covered, but a refresher please. How do I add a new mentor spirit (squirrel) to the list?
DamienKnight
Nov 16 2011, 10:52 PM
QUOTE (Kronk2 @ Nov 12 2011, 01:17 PM)
I know this has been covered, but a refresher please. How do I add a new mentor spirit (squirrel) to the list?
This thread is so big I have no qualms answering a question twice. I personally would not want to have to dig through all of it to find any answer!
These directions are for Excel 2003. If they don't work for you, post your spreadsheet program name and hopefully one of the other helpful regulars here can help.
Format->Sheet->Unhide
Select 'Magic_Data'
On the Magic_Data tab you should find a list of mentor spirits starting in column D. They are part of a named range and the first column is a formula.
The easiest way to create a custom Mentor spirit is to overwrite an existing mentor spirit. Simply pick one (like The Force(House)) and replace the name in column 'E' with the new custom name, ie 'Squirrel (House)', then update the bonuses in column F and G, and the disadvantages in column H.
Column D is a formula used to blank out the list of mentors if you do not have a mentor. If you are overwriting an existing mentor you should not have to change this column.
Now the revised mentor should appear in your drop down. Optionally you can rehide the Magic_Data tab with 'Format->Sheet->Hide' to hide the current tab while Magic_Data is the active tab.
Let me know if this works for you.
Socinus
Nov 21 2011, 09:50 AM
Where are the [Element] Bolt, Ball, and Wave spells from? I cant seem to find them anywhere.
Draco18s
Nov 23 2011, 05:00 AM
QUOTE (Socinus @ Nov 21 2011, 04:50 AM)
Where are the [Element] Bolt, Ball, and Wave spells from? I cant seem to find them anywhere.
They're template spells based on existing spells, like Fire
Ball and Acid
Wave.
Dakka Dakka
Nov 25 2011, 10:24 PM
I just found out that a character with 5 customized and enhanced cyberlimbs (2 arms, 2 legs, torso) only gets one overflow box. Is that intentional? If it is, do you have a quote to back that decision up?
DamienKnight
Nov 30 2011, 05:27 PM
QUOTE (Dakka Dakka @ Nov 25 2011, 05:24 PM)
I just found out that a character with 5 customized and enhanced cyberlimbs (2 arms, 2 legs, torso) only gets one overflow box. Is that intentional? If it is, do you have a quote to back that decision up?
First off, you mention overflow boxes... are you talking about the Physical Condition track or the Damage Overflow? I assume you are talking about the Physical Condition track because:
QUOTE (SR4a p.343)
They also grant the user 1 extra damage box to her Physical Condition Monitor for each cyberlimb she possesses
The sheet does this properly in my experince:
Human, Body 3 has 10 Boxes in his Physical Condition Track. (base 8 + 1/2 of 3 body rounded up = 10)
Add two full arms, two full legs and a Cyber torso, The Physical Condition Track is 15 (10 + 5 limbs = 15).
Keep in mind if you mod your body attribute on the limbs that will affect your final body attribute, which will also increase your Physical Condition track.
Its also possible you are maxing out the Phsyical Track. On charsheet 1 and 2 the track only goes up to 18. When one of my players pushed the track past that I extended the track on Charsheet 3 to 21 boxes. Use charsheet 3 if you are surpassing 18 boxes on the physical track.
If the sheets numbers still look wrong to you with all that in mind, please post your characters Race, natural body, all body affecting bioware/genware/qualities, and the specifics of their cyberlimbs. If I can recreate the problem then I can fix it.
DamienKnight
Nov 30 2011, 05:36 PM
QUOTE (Socinus @ Nov 21 2011, 04:50 AM)
Where are the [Element] Bolt, Ball, and Wave spells from? I cant seem to find them anywhere.
QUOTE (Draco18s @ Nov 23 2011, 12:00 AM)
They're template spells based on existing spells, like Fire Ball and Acid Wave.
Draco18s is right... these are custom spells based on existing elemental combat spells. These are not house ruled spells, but follow the rules in Street Magic p.159 under 'Designing New Spells'. Only select these spells if your GM allows custom spells from Street Magic. A very nice list of Elements and their affects appears on a sidebar on pages 164 and 165 of Street Magic.
Jhaiisiin
Dec 5 2011, 07:27 PM
Noticing that Improved Combat Ability [Skill] doesn't allow a rating higher than 3. Took this for Blades, and tested it with a blades skill of 6 and a magic of 6 with no luck. Using version v.
Dakka Dakka
Dec 5 2011, 07:43 PM
QUOTE (DamienKnight @ Nov 30 2011, 06:27 PM)
First off, you mention overflow boxes... are you talking about the Physical Condition track or the Damage Overflow? I assume you are talking about the Physical Condition track because:
No I was talking about the Damage Overflow. The Character had a natural 1 in BOD, and all 5 limbs customized to 6 and enhanced +3 for a net 9, yet the damage overflow was only 1 box/circle. The additional boxes on the physical Condition monitor were fine (18).
@Jhaiisiin: That is correct. Read up on the rules for augmented skill ratings
Jhaiisiin
Dec 5 2011, 08:03 PM
Crap, I was still looking at SR4, not 4A. They changed it in the anniversary edition. My bad.
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