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DamienKnight
Version 9t is available.

Added a place to select weapons on your vehicles/drones. They still need to be purchased on the weapons page.

Added attribute column for players who become infected after character creation.

Fixed various things, mostly related to vehicle mods. Still have some changes left to make on the Vehicles page.

Background sheet will be available in the next release.

Input is appreciated, as always.
Noirfatale
could you ad a couple of spots in the quality column? if you take the karma build option with experienced character, the spots you have tend to fill very quickly, with surge, martial arts and the quality you can buy after character creation (or when you create a experienced character to be on par with your gaming group after you previous character went sadly to a better world lol)

is there a way to put the optional rule for adept and mystic adept - if you dont take a metamagic at initiation you can get a power point when you initiate?

thanks, splendid work as always!
DamienKnight
QUOTE (Noirfatale @ Aug 6 2009, 06:59 PM) *
could you ad a couple of spots in the quality column? if you take the karma build option with experienced character, the spots you have tend to fill very quickly, with surge, martial arts and the quality you can buy after character creation (or when you create a experienced character to be on par with your gaming group after you previous character went sadly to a better world lol)

is there a way to put the optional rule for adept and mystic adept - if you dont take a metamagic at initiation you can get a power point when you initiate?

thanks, splendid work as always!


Sure thing. Could you give me the book and page # for this optional adept rule. I remember it from 3rd, but I cannot seem to find it in 4th.
LurkerOutThere
One minor nitpick that may be there for a reason. On the cyberparts page theres no way to return a selected box to blank. Once you select to use a cyberpart your stuck with it
mmmkay
Genetic optimization has been mentioned before.

There are optional qualities that could be added. For instance on pg. 106 of RC.
Noirfatale
if your street magic is blue like mine you wont find it, its in tweeking the rule p 31 in the new orange version or in the errata on catalyst website:

http://www.shadowrun4.com/resources/sr4/sm_errata_v141.pdf

p. 31 Tweaking the Rules
Add the following Tweak:
“Adep. Initiation. Group. may consider allowing adepts to gain
1 Power Point instead of a Metamagic at Initiation.�

also is it possible to ad adept powers the same way you add skills? just wondering before I mess my sheet up:)
AlaskaSean
Dude, very nice work. I seem to be having a small problem I hope you can help me fix. When making a technomancer I keep getting a N/A for resonance attribute. I’m not sure how to fix it. dead.gif
Noirfatale
QUOTE (AlaskaSean @ Aug 8 2009, 04:02 AM) *
Dude, very nice work. I seem to be having a small problem I hope you can help me fix. When making a technomancer I keep getting a N/A for resonance attribute. I’m not sure how to fix it. dead.gif



yep does the same to me:)
dobbersp
DamienKnight you've done a pretty stellar job keeping this thing maintained. kudos to you dude.

d:- )
Werewindlefr
So, input.

I've noticed a couple bugs or lacks that could require some fixing:
-The Chemistry skill from Arsenal is missing,
-In the Gear section, the explosives (foam and plastic) can't be given a rating - the rating box turns yellow and the price doesn't change,
-In the weapon section, on the range weapon list, the ammo doesn't display.

Otherwise, thanks for your hard work !
Socinus
If you add an Anti Theft System to a vehicle it skews the cost to an error
DamienKnight
QUOTE (Noirfatale @ Aug 8 2009, 02:29 AM) *
if your street magic is blue like mine you wont find it, its in tweeking the rule p 31 in the new orange version or in the errata on catalyst website:

http://www.shadowrun4.com/resources/sr4/sm_errata_v141.pdf

p. 31 Tweaking the Rules
Add the following Tweak:
�€œAdep. Initiation. Group. may consider allowing adepts to gain
1 Power Point instead of a Metamagic at Initiation.�€�

also is it possible to ad adept powers the same way you add skills? just wondering before I mess my sheet up:)

Finished adding this. It does not increase your magic rating, just your points available for adept powers. Check it out in the next versions Magic tab.

Yes, you can add new powers. The new version includes the Digital Grimoire powers. You can add your own via the Adept_Powers sheet. Just be sure to insert the new line (or replace and existing) before the end of the list, or else you will have to adjust the 'Names' range that point to the adept powers list.

QUOTE (Werewindlefr @ Aug 10 2009, 05:02 AM) *
So, input.

I've noticed a couple bugs or lacks that could require some fixing:
-The Chemistry skill from Arsenal is missing,
-In the Gear section, the explosives (foam and plastic) can't be given a rating - the rating box turns yellow and the price doesn't change,
-In the weapon section, on the range weapon list, the ammo doesn't display.

- Sure thing, added this option Active skill.
- Corrected, they now have max 15 rating
- Yes it does.

QUOTE (Socinus @ Aug 10 2009, 11:04 AM) *
If you add an Anti Theft System to a vehicle it skews the cost to an error


There was a formula problem (big one) on the vehicles cost. Corrected in next version.

Thanks for the help, new version coming soon.
DamienKnight
SR4CG Upgraded Gencon Edition is now available.

Fixed technomancers resonance attribute.
Fixed vehicle cost bug.
Added Adept powers from the Digital Grimoire.
Added 'Power Point' metamagic for physical adepts, allows for purchasing more phys ad powers.
Fixed Main_Sheet/Karma_Log so negative karma and negative nuyen entries total correctly.
Added a neat new SRgencon logo (blend of Shadowrun and Gencon indy logo) to Main_Page and CharSheet3.

Enjoy all, see you at Gencon!
Werewindlefr
QUOTE
- Yes it does.
Must be an open office problem, I guess. Anyone else on OO.o able to see the ammo?
Marduc
You can find the ammo under the gear tab, and the ammo catagory.
Not on the weapon tab.

You'll only find rockets and missiles on the weapon tab.
AlaskaSean
DamienKnight, Dude! You are the man! Thanks for the fast fix for Technomancers! biggrin.gif
Zurai
There's still some problems on the Technomancer sheet, at least in Open Office:

For Registered Sprites, you can't select number of tasks owed; the dropdown box for that column is a duplicate of the dropdown box for sprite type (which doesn't include any of the Unwired sprites, for the record).
You can't select a Submersion Task to reduce the amount of karma it costs to Submerge.
You can't select the Swap echo twice, despite this being allowed by the rules.
EDIT: Also, karma is not being deducted for karma expenditures on the Technomancer sheet (submersion or complex forms).
Werewindlefr
QUOTE (Marduc @ Aug 12 2009, 08:56 AM) *
You can find the ammo under the gear tab, and the ammo catagory.
Not on the weapon tab.

You'll only find rockets and missiles on the weapon tab.

Well, that's not what I meant.
What I meant is that clip capacity doesn't display for most weapons in the weapons tab for most weapons, though it does in the custom weapons section. That might be OpenOffice. Can someone with MSOffice check for an Ares Alpha in the standard list of weapons?
Kronk2
how do I add gear? I want to add the armored kilt, and the chain shirt.
Mickle5125
on the charsheet page, the base mental stats get the modified mental stats instead.

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



missing drugs from the BBB.



Vehicle gear prices are all zero.


No program options
Nigel
Do you think you could add an Import/Export Character option, for upgrading versions? I have a rigger I made in 9s, but the vehicle weapons selector would be very useful. I want to upgrade him to using the 9t sheet, but I don't know how.

I can also post an updated vehicle_data worksheet that includes all the vehicle mods if you'd like. Notably missing are Amenities and Drone Racks (though if there was an option for drone racks in turret slots, that would also be amazing - maybe grey out all the entries if a drone rack is selected under the Vehicle Weapon?)
datawuppi
Hi there,
First I must thank you, DamienKnight for a very fine piece of work you've done so far *bow*
But I think I've found two minor glitches.
1. For infected chars is the 5. magic point the maximum, and costs 25BP instead of 10.
2. The "Infertile Infected" quality is worth 10BP for chars with the Infection Power instead of 5.
SeriousPaul
I had extensive problems using this Generator, and other XLS generators with Open Office. I use Windows XP; and I generally use Open Office for my various needs. I make it about 20 seconds into a character, and then everything crashes. This on occasion also includes my machine. I've tried re downloading Open Office, and the Generator several times. Let me know if I need to add more details.
DamienKnight
QUOTE (Kronk2 @ Aug 14 2009, 11:31 AM) *
how do I add gear? I want to add the armored kilt, and the chain shirt.


Format->Sheet->Unhide And select Gear_Data.

Find the armor list there and insert your data.

QUOTE (Nigel @ Aug 16 2009, 11:24 PM) *
Do you think you could add an Import/Export Character option, for upgrading versions? I have a rigger I made in 9s, but the vehicle weapons selector would be very useful. I want to upgrade him to using the 9t sheet, but I don't know how.

I can also post an updated vehicle_data worksheet that includes all the vehicle mods if you'd like. Notably missing are Amenities and Drone Racks (though if there was an option for drone racks in turret slots, that would also be amazing - maybe grey out all the entries if a drone rack is selected under the Vehicle Weapon?)


If you look back at some of the earlier 9 versions you will notice embedded XML coding, which allows export/import. It has a very nasty side effect... when importing data it overwrites the number format with Text Format, and messes alot up!

Your best bet is to manually copy data. Should only take about 10 minutes.

Any vehicle data you provide is welcome, just remember to include page references and availability, cost etc.

QUOTE (datawuppi @ Aug 18 2009, 07:11 AM) *
Hi there,
First I must thank you, DamienKnight for a very fine piece of work you've done so far *bow*
But I think I've found two minor glitches.
1. For infected chars is the 5. magic point the maximum, and costs 25BP instead of 10.
2. The "Infertile Infected" quality is worth 10BP for chars with the Infection Power instead of 5.


Infected characters lose a point of essence, which affects their effective magic, not their natural maximum.

QUOTE (SeriousPaul @ Aug 18 2009, 07:05 PM) *
I had extensive problems using this Generator, and other XLS generators with Open Office. I use Windows XP; and I generally use Open Office for my various needs. I make it about 20 seconds into a character, and then everything crashes. This on occasion also includes my machine. I've tried re downloading Open Office, and the Generator several times. Let me know if I need to add more details.


XP and open office are a bad match. OO with Vista works great, and excel works dandy on all windows platforms.
DamienKnight
Gencon was awesome. The highlight for me was when I went to the catalyst booth and spoke with Jennifer Harding, the writer behind alot of NetCat's stuff. When I mentioned the spreadsheet she said 'You made that? Thanks! I wanna shake your hand!' I shook her hand proudly, 'Damienknight, nice to meet you.'

I also nabbed a shirt with the Ares symbol on it that simply says 'Business is Boomin'

Its a huge compliment to know some of the writers for SR use the spreadsheet. Thanks for everyone's help with the sheet... I never wouldve had the patience or motivation if it had not been for Dumpshock smile.gif
Mickle5125
QUOTE (Mickle5125 @ Aug 14 2009, 01:14 PM) *
on the charsheet page, the base mental stats get the modified mental stats instead.

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



missing drugs from the BBB.



Vehicle gear prices are all zero.


No program options


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

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

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

here is the link

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

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


Ah yes, found this problem on the Charsheet. Fixed in next version.
Tyro
Genetech shouldn't be affected by Biocompatability (Bioware) as per Augmentation 20.

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

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

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

Hardliner gloves should do Physical damage, not Stun (Arsenal 39).
Joel47
For Registered Sprites, the "Tasks" pulldown just lists the Sprite types again, instead of the number of tasks owed.
Tyro
The GMC Bulldog Stepvan isn't getting its extra modification slots.

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

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

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

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

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

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



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

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

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

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

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


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

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

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


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

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

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

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

Thanks for the clarification. I guess I should have read it more carefully :-/
Socinus
Im finding two weapons in the generator that I cant seem to find in any of the rulebooks.

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

The Parashield Dart Rifle and Pistol.

They're in SR4A (the 20th anniversary core book).
Phoenix (A-Team)
Hey Damien, nice work

Quirks I've found:

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

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

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

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

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

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

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

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


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

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

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

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


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


Fixed in version 9u.
Dakka Dakka
I just found two tiny things to nitpick about your great character sheet.

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

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

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

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

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

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


Widened the option rules T/F cells

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

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

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

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