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crash2029
The thing is I cannot find the quality in the positive qualities dialog box.
Eugene
Great work as always, DamienKnight! Is it possible to add a spot on the character sheet to upload an image?
SpellBinder
Great work, I must say. Never even had any of the crashing problems with my really old copy of Excel.

Though I've noticed a few things that don't appear to have been noticed or mentioned here since I started using these sheets. Largely vehicle related.

First, Arsenal pg 131 says that percentages are based on the vehicle's base speed only. This would mean that a vehicle that normally does not have smart tires or any engine customization which is later upgraded with all would still have the same speed and acceleration scores. The vehicle entry does not calculate speed or acceleration this way, and the vehicle subsequently ends up with a reduced speed and acceleration. Same also holds true for just speed enhancers, where racing tires and engine customization for speed should be a +30%, not +32% as it is actually calculated.

Also, the monetary cost for tires is not quite accurate right off, unless you use the misc. gear section. The arsenal listed cost is per tire, so for example, a set of smart tires for most vehicles (assuming four wheels) should be 10,000 instead of 2,500.

There are also no costs for the morphine license plate or spoof chip (1000 and 500 respectively). The errata also lists the Horizon Double Revolution and Tata Hotspur with a base pilot rating of 2, not 1.

Last to mention is in the qualities section. The last three boxes don't calculate negative metagenic qualities properly, the points are not deducted to cover the positive SURGE quality first.

And thanks for expanding more on the Technomancer sheet. Still needs some work with all the sprites, but at least it's nice to be able to record the stream now.

Again, great work on this project DamienKnight. I think you deserve more thanks than you're getting.
DamienKnight
QUOTE (SpellBinder @ Sep 19 2009, 03:34 PM) *
Same also holds true for just speed enhancers, where racing tires and engine customization for speed should be a +30%, not +32% as it is actually calculated.

I see. Replaced multiplication formula with addition/multiplication formula. Tests on racing tires + Engine cust. Speed successfully.

QUOTE (SpellBinder @ Sep 19 2009, 03:34 PM) *
And thanks for expanding more on the Technomancer sheet. Still needs some work with all the sprites, but at least it's nice to be able to record the stream now.

I see that the Sprites listed for the stream were all drawing on the first sprite entry. Fixed this in the next version.

QUOTE (SpellBinder @ Sep 19 2009, 03:34 PM) *
Last to mention is in the qualities section. The last three boxes don't calculate negative metagenic qualities properly, the points are not deducted to cover the positive SURGE quality first.
Fixed in upcoming version.

Thanks for the feedback Spellbinder!
DamienKnight
QUOTE (ravensoracle @ Sep 18 2009, 08:04 PM) *
I just have to say that I have been using this and it is great. Everyone involved is doing an excellent job.

But I am having problems with the latest version. It is very prone to crashing in open office. I'm not sure if anyone else is having this problem. I have been running Beta7b and had no problems with that.

QUOTE (Penta @ Sep 18 2009, 08:23 PM) *
Weirdly, I'm getting no crashes in OO.


The difference is probably your operating system. We have observed OO crashes alot when running this sheet from Windows XP. It seems to be quite a bit more stable in Vista.
StealthSigma
QUOTE (DamienKnight @ Sep 21 2009, 09:32 AM) *
The difference is probably your operating system. We have observed OO crashes alot when running this sheet from Windows XP. It seems to be quite a bit more stable in Vista.


I've observed the sheet crashing in WinXP using Excel 2000.

Once it crashed when switching it from Karma gen to BP after just opening it.
Once it crashed when disabling freeze frames then scrolling down.

I can't remember any other crashes explicitly, but I do remember those. So it may very well be OS based without even considering the spreadsheet application.
DamienKnight
QUOTE (Eugene @ Sep 19 2009, 12:00 PM) *
Great work as always, DamienKnight! Is it possible to add a spot on the character sheet to upload an image?


I would be happy to make some custom CharSheets. Link me to a sheet style you are interested in, or an image of something you have drawn out/laid out in excel.

I am fidgety about the sheets... I am not sure what people are really looking for. I have added a Magic page and a Vehicle page, and have a couple slightly different versions of the main Charsheet. What next?

I was thinking about a weapons page, which listed weapon descriptions, had places for ammo/clips, and displayed your Martial Arts/Maneuvers. Maybe Maneuvers should be on the main page?

I also think I want to add foci from the Magic Page to the Gear list on the Charsheets. Any other Charsheet suggestions?
Orcus Blackweather
Looks really good. A couple of items that I noticed, not sure if they are User error or bugs.

I downloaded DK_1a.
1) Could not find DMSO Narcoject capsule rounds. I found the capsule rounds, but could not find Narcojet anywhere.
2) Audio enhancement does not allow purchase of ratings I get the warning red letters when I try to select rating 3. (Vision enhancement works just fine)
Tachi
I love this sheet.
But, before I moved I had a player who was from India who, for fairly obvious reasons, was rather fond of the nartaki ([slap]distinctive style[/slap]) which you misspelled in your sheet, nartaki, not natarki, (though he says it should actually be narthaki, but that's not what RC says, so whatever). The only problem, and I'm not really Excel literate so I don't know if you can change it; if one takes the nartaki, or just the shiva arms metagenetic quality, there is no change in the "cyberparts" section of ANY of the sheets I've seen to reflect the possibility of 4+ cyberarms. So, I was wondering if it would be possible to change it so that each time Shiva-arms were taken (as nartaki or as a separate SURGE quality) the "cyberparts" section added another pair of arms. I have no idea how this would be handled Essence wise, probably full cost to replace each arm.

Anyway, just my .02 nuyen.gif .

As I said, I love this sheet, I've been using it for a while and I'm very happy. Nice work.


BTW I noticed that almost all the sheets I've seen with the nartaki metavariant are all mispelled. They all say natarki. hehe.
Translucent Wolf
QUOTE (Orcus Blackweather @ Sep 21 2009, 02:42 PM) *
2) Audio enhancement does not allow purchase of ratings I get the warning red letters when I try to select rating 3. (Vision enhancement works just fine)


Run the macro to switch to dev mode, and then fix the rating in the 'gear data' tab. Same is true of vision enhancements, and the cost for ratings on vision enhancements. Fix is to change cost to 0, and change x cost to 25/50/100, etc. as per book.

T.W.
Orcus Blackweather
Hmm I managed to switch to dev, and make the changes, but can't seem to switch back I get the error"

Not a Data page: Main_Sheet--1004Application-defined or object-defined errir
SpellBinder
Something more I found in the qualities section. Don't ask why, but I have a tendency to start with the negative qualities at the bottom of the list, and work my way up.

Anyway, two things, and one seems to be confined to the last three that were added a few versions ago. The qualities that affect essence loss due to cyberware and bioware don't reflect properly in the Cyberware/Bioware page if it's in the last three. Maybe you caught that with the metagenic issue I mentioned, don't know, but I thought I'd at least mention it.

The other is that Albinism is listed as an applicable negative metagenic quality, and it doesn't calculate that way at all. Biocompatability for Cyberware also doesn't calculate right, though the Bioware option does. (Yeah, I've been messing around with a lot of SURGE characters lately).

As for suggestions, the only thing I can think of would be adding something like the Ally_Spirit for a technomancer's option of a Bonded Sprite.

Again, DK, great work.
Penta
Is it me, or...?

Using Vista SP2, OO 3.1...1a sheet.

I'm trying to add a free contact on a character in chargen. I see no way to flip the switch on earned contacts to make this contact earned.
DamienKnight
QUOTE (Orcus Blackweather @ Sep 21 2009, 09:37 PM) *
Hmm I managed to switch to dev, and make the changes, but can't seem to switch back I get the error"

Not a Data page: Main_Sheet--1004Application-defined or object-defined errir

Not sure why you would get this error. All that script does is Hide all data pages, protect all non-data pages, and move the selection to cell A1. All this can be done manually.

Tools->Protection->Protect Sheet
will let you protect the pages.

Format->Sheet->Hide
can be used to hide the data sheet and any other sheet you are not using. Do not delete sheets!

QUOTE (SpellBinder @ Sep 22 2009, 01:41 AM) *
Something more I found in the qualities section. Don't ask why, but I have a tendency to start with the negative qualities at the bottom of the list, and work my way up.

Anyway, two things, and one seems to be confined to the last three that were added a few versions ago. The qualities that affect essence loss due to cyberware and bioware don't reflect properly in the Cyberware/Bioware page if it's in the last three. Maybe you caught that with the metagenic issue I mentioned, don't know, but I thought I'd at least mention it.

The other is that Albinism is listed as an applicable negative metagenic quality, and it doesn't calculate that way at all. Biocompatability for Cyberware also doesn't calculate right, though the Bioware option does. (Yeah, I've been messing around with a lot of SURGE characters lately).

As for suggestions, the only thing I can think of would be adding something like the Ally_Spirit for a technomancer's option of a Bonded Sprite.

Again, DK, great work.

Updated the 'Qualities_Area' name to include the last three rows. This fixed the Connected -Wares and other traits affected.

Flipped metagenic switch on Albinism. Also copied it to the Metagenic area of qualities.

I will look into the Bonded Sprite thing. Good suggestion!

QUOTE (Penta @ Sep 22 2009, 09:43 AM) *
Is it me, or...?

Using Vista SP2, OO 3.1...1a sheet.

I'm trying to add a free contact on a character in chargen. I see no way to flip the switch on earned contacts to make this contact earned.


The cell simply needs to contain any character in order for the switch to be flipped. Added a comment in the next version.
Orcus Blackweather
Thanks Damien. I did that, and it worked.

I also answered my own question about Narcojet. It is listed as a combat chemical, I was looking in toxins.

To buy Narcojet buy 1 ammunitionX10 Capsule rounds, and 10 doses of Narcojet.
DamienKnight
QUOTE (Orcus Blackweather @ Sep 22 2009, 12:27 PM) *
Thanks Damien. I did that, and it worked.

I also answered my own question about Narcojet. It is listed as a combat chemical, I was looking in toxins.

To buy Narcojet buy 1 ammunitionX10 Capsule rounds, and 10 doses of Narcojet.



The gear in the Gear sheet is organized exactly as it is listed in the tables in the SR4 book, that is to say, it is organized very strangely. I would very much like to see things categorized differently. If anyone would like to help me out ALOT, they could come up with a better grouping for the gear, and send me a list of gear in the fashion of:

Gear Old Category New Category


That would help me ALOT, and make gear selection so much easier.
DamienKnight
QUOTE (SpellBinder @ Sep 22 2009, 01:41 AM) *
As for suggestions, the only thing I can think of would be adding something like the Ally_Spirit for a technomancer's option of a Bonded Sprite.


I would absolutely like to do that. Could you give me the page reference that has the Bonded Sprite rules. Didnt realize that technomancers could get Ally Sprites. Having trouble finding this in Unwired.
Tyro
Chameleon coating is still costing a flat 16k for vehicles instead of 1k x body.

"Audio Enhancements" under "enhancements" should be "Audio Enhancement (1-3)", and the category would be much easier to find as "Audio Wear Enhancers" (with the "audio enhancer" category renamed to "audio enhancement wear"). The Rating box turns yellow if I add a rating to Audio Enhancements (but the cost works out fine anyway).

[Edit:] It looks like I was editing a character on the old Gencon Edition sheet. Please disregard any of the above which has already been addressed.
Phoenix (A-Team)
I was wondering...

The cap on Qualities is supposed to be 35/-35. Should it become a house rule to exceed this number? Thus far I haven't seen the Quality areas light up yellow when I exceed the cap, it only says its capped in the note and in the books.

I was also wondering what you wanted to be different in the organization of the gear categories. Yours/the books' categories group appropriate things together, but can be a bit dizzying if you don't know where to look for something. What would you like to see changed?

You were completely right about the sensor question I had last. So the problem is that, like BTLs, they never gave us a price for any of these instruments (RFID tags, micro sensors, and handheld chassis?
DamienKnight
QUOTE (Phoenix (A-Team) @ Sep 24 2009, 12:53 PM) *
The cap on Qualities is supposed to be 35/-35. Should it become a house rule to exceed this number? Thus far I haven't seen the Quality areas light up yellow when I exceed the cap, it only says its capped in the note and in the books.


If you use the Karma system it is a 70 cap. The sheet ignores the cap once you have begun earning Karma, since a character in play can pick up additional qualities through gameplay (such as hunted) and the highlighting is annoying.

Remove their earned Karma and see if the cap highlights when exceeding the limit.
SpellBinder
QUOTE (DamienKnight @ Sep 23 2009, 12:04 PM) *
I would absolutely like to do that. Could you give me the page reference that has the Bonded Sprite rules. Didnt realize that technomancers could get Ally Sprites. Having trouble finding this in Unwired.

The rules for free sprites starts on page 157 with the bonding suggestions listed on page 160. There's sadly not a whole lot there, but much of what's printed is rather open ended still.
DamienKnight
QUOTE (SpellBinder @ Sep 25 2009, 03:06 PM) *
The rules for free sprites starts on page 157 with the bonding suggestions listed on page 160. There's sadly not a whole lot there, but much of what's printed is rather open ended still.


Ah. This will not require a page similar to the Ally_Spirit page, but will simply require an elaborate on the Resonance Bond Quality on the Main_Sheet.
rob
Re: Gear organization: I have been writing something like that. I can implement it in the sheet myself. it ain't hard.

Also, on my version of the sheet I've completely rewritten the hacking page to include programs, options, and bundles. Do you have an address i can send it to?
DamienKnight
QUOTE (rob @ Sep 25 2009, 04:10 PM) *
Re: Gear organization: I have been writing something like that. I can implement it in the sheet myself. it ain't hard.

Also, on my version of the sheet I've completely rewritten the hacking page to include programs, options, and bundles. Do you have an address i can send it to?


I would like to see your reorganization, and your revised hacking page. PM me.
ravensoracle
QUOTE (DamienKnight @ Sep 21 2009, 07:32 AM) *
The difference is probably your operating system. We have observed OO crashes alot when running this sheet from Windows XP. It seems to be quite a bit more stable in Vista.


I have saved the document as a .ods document and have yet to experience a crash with the sheet. I have used it over a period of about 4 hrs putting old characters into a digital format. Before when it was an .xls I would matbe get 5 minutes out of it. Hope this helps.

On another note, I am not finding the Human Looking positive quality listed.
Whizbang
I recently had a problem where under the vehicle tabs, it was only counting the nuyen for the drone in the first box.
Dakka Dakka
I just noticed that the shock gloves (SR4A p. 315, SR4 p. 306) are missing in the melee weapon section.
DamienKnight
QUOTE (Whizbang @ Sep 26 2009, 11:18 AM) *
I recently had a problem where under the vehicle tabs, it was only counting the nuyen for the drone in the first box.


Not sure about this one. The copy I am working on does not have this problem, so either I have already fixed it, or it is just not having this problem for me.

QUOTE (Dakka Dakka @ Sep 29 2009, 03:44 AM) *
I just noticed that the shock gloves (SR4A p. 315, SR4 p. 306) are missing in the melee weapon section.


Thanks, added these to melee weapons in version 1b.
Tachi
Any idea of an approximate date of 1b delivery?

How is the multi-arm thing going? Saw your thread on the other forums, I got curious, thought I'd ask.
cndblank
Speaking of arms, how do you buy a full Modular Arm?

You can get a modular hand or lower arm but I don't see how to get a full Modular Arm (obvious or synthetic)

And thanks for all your hard work.

This is a wonderful aid.
Phoenix (A-Team)
Hey DK,

I was wondering if we'd see more of the armored clothing choices in the next CG edition. I have a character that wants to purchase some Moonsilver line dresses and accessories. Maybe even the Second Skin Line (good time to wish the charisma 8 elf maiden in the group were coming to the party!)

The Zoe Heritage line seems a tough one to orchestrate, seeing as there are so many types available (not listed because they design so many custom variants) and yet some shadowrunners are likely to spend the cred to look good. Maybe a box that allows the user to unlock one row on the clothing section to add a customized piece of armor/clothing to their gear? After all, I know there are some things that even the books don't list that I like to remind myself that I have (ski-masks, a few sets of clothing I wear around the apartment when I'm not running the shadows... etc.)
Mordinvan
I'm curious if it would be possible to add an option to the karma gen system so stat costs are calculated before racial modifiers as opposed to after? Or if this is already in does anyone know how to turn it on?
DamienKnight
QUOTE (Mordinvan @ Oct 7 2009, 08:08 AM) *
I'm curious if it would be possible to add an option to the karma gen system so stat costs are calculated before racial modifiers as opposed to after? Or if this is already in does anyone know how to turn it on?

Nope. The karma system is intended to be used with post-racial-mod costs. If there are enough askers, I will consider adding a house-rule switch for it.

If you are wanting to create more powerful characters, think about setting the rule for higher attribute costs to FALSE. This will change it to 3 karma x new rating instead of 5. 5 karma per rating is the errata price, and makes characters a bit closer in power to the BP system, but if you want to start as a Heroic runner...

QUOTE (Phoenix (A-Team) @ Oct 7 2009, 03:08 AM) *
I was wondering if we'd see more of the armored clothing choices in the next CG edition.

After all, I know there are some things that even the books don't list that I like to remind myself that I have (ski-masks, a few sets of clothing I wear around the apartment when I'm not running the shadows... etc.)


If there is a specific piece I am missing, please refer me to the book and page so I can add it in.

Or are you asking for more room on the Gear tab for armor options?

As for ski masks, random clothing etc., I suggest using the Custom Gear section at the bottom of the Gear page. Its hard to miss... its all blue, indicating the values must be chosen by you. Put 'Ski Mask' in the gear, and put '5' in the cost if you like. It should show up with your gear on the Charsheet.

Now you make a strong point about outfits! I am not sure if this is what you are talking about, but what about this:

A column in gear where you can enter in custom text (basically the name of the outfit), working very similarly to cyberware suites. Then the Charsheet will not display individual items if they are part of an outfit, but instead display their total armor value.

This could be neat for stacking helmet and pants with a vest and coat etc.

I think I would also have to include a house rule for using 3rd edition armor stacking rules. 4th seems kinda like they just didnt wanna mess with it, so they said 'NO ARMOR STACKING! Oh... except for this one, oh, and that one...' bleh.

QUOTE (cndblank @ Oct 6 2009, 12:34 PM) *
Speaking of arms, how do you buy a full Modular Arm?

No idea. The books do not provide for it. Start a discussion in the discussion forum, and when the community comes up with some reasonable rules, link the thread here and I will see about adding it into the sheet.

QUOTE (Tachi @ Sep 30 2009, 06:49 PM) *
Any idea of an approximate date of 1b delivery?

How is the multi-arm thing going? Saw your thread on the other forums, I got curious, thought I'd ask.


Sorry about the wait. I was out of town... then my son got sick, then I got sick...

I would like to release 1b very soon. Maybe this week.

After the response I got in the discussion forums about having Shiva cyber arms, I basically realized that only a very RARE character would ever make use of them, since the essence cost is SO high, that it does not seem like the payoff (usability for 1 or two people) would not be worth the effort. Maybe someday I will get in the mood to play a Cyber shiva and do the work...
Phoenix (A-Team)
Arsenal. pg 47 has all of the following...

Zoé, maker of fine clothing and HIGH fashion.

Executive Suite Line:
  • Long Jacket* (4/1); availability 9; cost 1,000¥
  • Short Jacket* (3/1); availability 9; cost 750¥
  • Plain Blouse/Shirt (1/0); availability 9; cost 400¥
  • Skirt/Trousers (1/1); availability 9; cost 550¥


Heritage Line:
  • Pueblo (?/?); availability 14; cost 10,000+ ¥
  • Navajo (?/?); availability 14; cost 10,000+ ¥
  • Salish (?/?); availability 14; cost 10,000+ ¥
  • Spanish Courtesan (?/?); availability 14; cost 10,000+ ¥
  • Italian Renaissance (?/?); availability 14; cost 10,000+ ¥
  • Fifteenth-century French Royal Court (?/?); availability 14; cost 10,000+ ¥
  • Hanseatic trader (?/?); availability 14; cost 10,000+ ¥
  • Russian Cossack (?/?); availability 14; cost 10,000+ ¥
  • Confederate Aristocrat (?/?); availability 14; cost 10,000+ ¥
  • Indian Maharajah (?/?); availability 14; cost 10,000+ ¥
  • Aztec (?/?); availability 14; cost 10,000+ ¥
  • Mayan (?/?); availability 14; cost 10,000+ ¥
  • Imperial Rome (?/?); availability 14; cost 10,000+ ¥
  • Feudal Japanese (?/?); availability 14; cost 10,000+ ¥
  • Traditional Chinese (?/?); availability 14; cost 10,000+ ¥
  • Nubian (?/?); availability 14; cost 10,000+ ¥
  • Victorian-era Colonial Gentleman (?/?); availability 14; cost 10,000+ ¥
  • Scottish Highlander (?/?); availability 14; cost 10,000+ ¥
  • Traditional Tir (?/?); availability 14; cost 10,000+ ¥


All of the above range in armor from 2-6/1-4
If anybody knows what each of them is, or would like to once and for all make canon what their armors and official prices should be, I'd be interested to know.

Moonsilver Line:
  • Evening Gown* (4/1); availability 10; cost 7,500¥
  • Cocktail Dress* (3/1); availability 10; cost 5,000¥
  • Shawl (1/0); availability 10; cost 500¥
  • Scarf (1/0); availability 10; cost 500¥
  • Stole (1/0); availability 10; cost 500¥
  • Latest Fashion of Accessories; cost +500¥ to the original cost


Second Skin Line:
  • Bodysuit* (4/1); availability 12; cost 5,000¥
  • Bodysuit w/ Ruthenium Polymers* (4/1); availability 12; cost 6,000¥


*While most items can be mixed and matched, you cannot pair up two items tagged with asterisks. It is my understanding that no two Heritage Line outfits can be worn at once either, though small accessories (and perhaps helmets... though this may diminish the fashion statement of said outfit) can be added.
Phoenix (A-Team)
QUOTE (DamienKnight @ Oct 7 2009, 04:48 PM) *
A column in gear where you can enter in custom text (basically the name of the outfit), working very similarly to cyberware suites. Then the Charsheet will not display individual items if they are part of an outfit, but instead display their total armor value.

This could be neat for stacking helmet and pants with a vest and coat etc.


That's be pretty cool. Could make up my "standard clothing/running gear" list. BTW, thank you for pointing out the custom gear section to a guy who never scrolls down far enough :chuckle: I appreciate it.

QUOTE (DamienKnight @ Oct 7 2009, 04:48 PM) *
I think I would also have to include a house rule for using 3rd edition armor stacking rules. 4th seems kinda like they just didnt wanna mess with it, so they said 'NO ARMOR STACKING! Oh... except for this one, oh, and that one...' bleh.


Hehe, yeah I think they saw some of the scary numbers resulting from stack-abuse in 3rd ed. I kinda agree with their choice to trim it down, although it means a low bodied magician's definitely not gonna be wearing layers. Though... I don't see how wearing three bulletproof blankets over a longcoat only gives you the protective ballistic value of the longcoat or just one of the blankets. Movement and action modifiers yeah I can understand that— but man. Scratchin' my head on that one.
Tachi
QUOTE (DamienKnight @ Oct 7 2009, 04:48 PM) *
After the response I got in the discussion forums about having Shiva cyber arms, I basically realized that only a very RARE character would ever make use of them, since the essence cost is SO high, that it does not seem like the payoff (usability for 1 or two people) would not be worth the effort. Maybe someday I will get in the mood to play a Cyber shiva and do the work...

Yeah, I kinda figured that would happen. It's cool. The player I mentioned before hasn't created a nartaki with cyber arms at CharGen, though he would usually get the Biocampatibility (Cyber) quality then make them later with beta (or in one case delta) grade parts after some Adapsin, otherwise it's just to much essence loss.

Like I said, it's cool, I wasn't sure how much work it would actually take, and if it's a problem there is no point wasting your time on specialty stuff when there are so many more normal entries to add (^^like that big list o' stuff two posts up^^) for regular gear and options.
Ayeohx
First, I love this program! Thanks to all contributors; this tool rocks.


We ran into a few issues so far:

  • Auto-Injectors appear to be missing.
  • Cyberparts do not appear to have an option for Suites.
  • Slap patches are not giving a correct cost. I fixed this on my sheet by going to the Gear_Data sheet and taking the quotes (') out of the cost.
  • Antidote should have a 1 -6 rating.
  • The "Weapon Accessories" option should be taken out. I took the workbook apart before I learned that everything was moved to "Firearm Accessories". Oops. smile.gif


Once again I am incredibly impressed!
Phoenix (A-Team)
Found a problem, and I am wondering if I just don't have a correct errata:

Making a cybersam, I did lots of research in the books and found that their rules aren't matching up with the character generator in the Cyberparts section.

p. 44, Augmentation:

QUOTE
Customized cyberlimbs come with Body, Strength, and Agility attributes that may exceed the standard cyberlimb attribute rating of 3. Each customized cyberlimb may have a starting Body, Strength, and Agility attribute of up to the character’s natural attribute maximum (see pp. 62 and 73, SR4). Each point of increment to an attribute above 3 raises the limb’s Availability rating by 1 point and adds 1,500¥ to the final cost, but does not take up any Capacity. Further increases above the natural attribute maximum and up to the augmented maximum must be handled as cyberlimb enhancements, with the standard Capacity and nuyen costs (see Cyberlimb Enhancements, p. 335, SR4).


However I found that the CG wants to charge Capacity slots for anything beyond the normal attribute rating of 3. As I read the above section, I take it to mean that one may upgrade their cyberlimb body/agility/strength from 4 up to 6 without having to sacrifice Capacity slots. Then if they wish to upgrade from 7 to 9 they must spend Capacity on it. Is this a correct interpretation?

If so, then the generator needs to understand the math involved.

P.S. Hope you and your family are feeling better! I am on the mend from a pretty nasty cold too, there's something bad going around right now.
DamienKnight
QUOTE (Phoenix (A-Team) @ Oct 12 2009, 10:58 PM) *
Found a problem, and I am wondering if I just don't have a correct errata:

Making a cybersam, I did lots of research in the books and found that their rules aren't matching up with the character generator in the Cyberparts section.

p. 44, Augmentation:



However I found that the CG wants to charge Capacity slots for anything beyond the normal attribute rating of 3. As I read the above section, I take it to mean that one may upgrade their cyberlimb body/agility/strength from 4 up to 6 without having to sacrifice Capacity slots. Then if they wish to upgrade from 7 to 9 they must spend Capacity on it. Is this a correct interpretation?

If so, then the generator needs to understand the math involved.

P.S. Hope you and your family are feeling better! I am on the mend from a pretty nasty cold too, there's something bad going around right now.


Customized Cyberlimb Attributes and Cyberlimb Enhancements are two very different things.

Customized costs 1500 per rating, and cannot exceed your racial limit, and cost no capacity.
Enhancements are MUCH cheaper, but cost capacity and CAN exceed your racial limit, up to your Racial MODIFIED limit.

IE. A human could increase their limbs attributes to 9 in two different ways:

Customized limb 3 points = 4500 cost, no capacity cost
Strength Upgrade 3 points = 600 cost, 3 capacity

OR.

Strength Upgrade 6 = 600, 6 capacity, MUST have cybertorso.

Customized limbs are alot more expensive, but their upgrade takes no capacity, and cannot go above racial limit (6 for humans).

Normal Upgrade is cheap, takes capacity, and can possibly go above your racial limit up to your Modified Racial Limit (9 for humans).

If you have a torso and dont plan on having alot of other upgrades in your limbs, its cheaper to just use standard strength upgrades. If you want to save capacity, it is going to cost you!

Phoenix (A-Team)
Aha, thank you.

Does the 1,500¥ get modified when a cyberlimb becomes Alphaware or greater? Man that'd suck price-wise

Hmm... upon reviewing the generator, I'd take that as a wallet-thinning "yes" ...dang.

BTW, I haven't found rules on it either way, but do Wired Reflexes and Move-By-Wire have reduced essence cost for metahumans with cyberlimbs up the wazzu? I recall 3rd edition taking off a percentage of the essence cost since there was no meat to take essence from with some of the equipment. The new rules regarding cyberlimbs seem to skirt around that subject without approaching it.
SpellBinder
It would seem to make sense, in a fashion, that Wired Reflexes, Move-By-Wire, and even Skill Wires would have a reduced essence or factored essence along with a capacity cost for those with cyberlimbs.

I also flipped through my old 3rd Ed Man & Machine and core book, and did find a note about certain bodyware implants (cyber & bioware) that got a reduction on essence cost based on the number of replaced limbs (5% per partial, 10% per full limb), but the Move-By-Wire was not listed among them. Man & Machine, page 32; listed items are Bone Lacing, Dermal Armor, Dermal Sheaths, Muscle Augmentation, Muscle Replacement, and Orthoskin.

I would think that there will not be an essence cost reduction for Move-By-Wire and the sort, based on it reflecting extra reinforcement necessary to the meat body to handle the stress of boosted cyberware. Likely, actually, an increased essence cost for SURGE characters with extra arms and/or a tail (maybe even if said tail is vestigial) due to the extra meat from those extra limbs. I think rules like this have been intentionally left out to help make the math easier.

Don't know if there's a discussion thread for something like this, but I think anything further should be done in a new thread.
DamienKnight
QUOTE (SpellBinder @ Oct 14 2009, 02:15 PM) *
It would seem to make sense, in a fashion, that Wired Reflexes, Move-By-Wire, and even Skill Wires would have a reduced essence or factored essence along with a capacity cost for those with cyberlimbs.

I also flipped through my old 3rd Ed Man & Machine and core book, and did find a note about certain bodyware implants (cyber & bioware) that got a reduction on essence cost based on the number of replaced limbs (5% per partial, 10% per full limb), but the Move-By-Wire was not listed among them. Man & Machine, page 32; listed items are Bone Lacing, Dermal Armor, Dermal Sheaths, Muscle Augmentation, Muscle Replacement, and Orthoskin.

I would think that there will not be an essence cost reduction for Move-By-Wire and the sort, based on it reflecting extra reinforcement necessary to the meat body to handle the stress of boosted cyberware. Likely, actually, an increased essence cost for SURGE characters with extra arms and/or a tail (maybe even if said tail is vestigial) due to the extra meat from those extra limbs. I think rules like this have been intentionally left out to help make the math easier.

Don't know if there's a discussion thread for something like this, but I think anything further should be done in a new thread.


It is interesting that you mentioned this, as this is a new feature in the next sheet. I had not realized the books addressed it at all, and had made some extreme houserule available (essence cost factored directly by real limbs/total limbs). This was an extreme houserule, and I will probably reprogram the sheet to use the Books rule of 5 to 10% per limb.\

Edit: Ok, finished revision. Discount (when Houserule is applied to the sheet) is 10% per full limb, 5% per partial limb, 2.5% for a hand or Foot, and 10% per Torso or Head replacement.

In the Wares_Data sheet I added a 27th column of booleans called 'Whole Body'. If marked true, the sheet will apply limb discounts to that ware.

I did NOT include wired/move-by-wire etc to the discounts. Here is my opinion: A cyberlimb moves with a reaction/init passes as fast as the whole, and does not dampen your speed. So long as you are getting all the benefits of the speed, I am not a fan of giving price discounts. If you disagree with this, I recommend posting a thread in the main Shadowrun Discussion forum, and linking it here.

I was very excited to include this option. As a GM I see too many magic characters, and am a FAN of any reasonable houserule that lets cyber characters get a leg up (or a leg out of the price, har har:)
Sengir
A couple of things I noticed when toying around with a TM build:

- Matrix initiative should be intuition*2 + 1, not min{intuition;resonance}*2 +1...the "can't exeed resonance" should only apply to response, system etc.
- Natural Hardening quality has no effect
- The charsheet does not display the Living Persona's stats, or am I missing an option?


But great work besides those minor flaws cool.gif
Radical-B
Could you add the Auto-Injector from Augmentation to the cyberware section?
WhiteReaper
is there a way to activate the Metagenetic Qualities without changling quality?
Dakka Dakka
not for all custom guns the CharSheet shows the number of times a cerain setup has been bought.
cndblank
QUOTE (Radical-B @ Oct 18 2009, 02:38 PM) *
Could you add the Auto-Injector from Augmentation to the cyberware section?



Remember that they can be added to a cyberlimb and cost zero capacity.
DamienKnight
QUOTE (WhiteReaper @ Oct 20 2009, 07:53 AM) *
is there a way to activate the Metagenetic Qualities without changling quality?


Check the cell comments in the optional rules area. There is a rule that can be set to 'TRUE' to allow metavarients to select metagenetic w/out surge. Otherwise, you can select surge, then select all metagenetic qualities you desire, then remove surge if your dm allows it.
Cthulhudreams
It would be nice to have checkboxes to enable some of the more common house rules (I'm specifically thinking Franktrollman's stuff that was in the orginal .xls
WhiteReaper
for technomancer the custome complex from boxes are protected
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