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w1r3d0n3

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About w1r3d0n3

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  • Birthday 03/26/1987

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    Hawaii
  1. All characters you have stored will automatically be generated as adversaries in GM Tools. That is, the characters are loaded, converted into their equivalent adversary, and the adversary is inserted in with your other adversaries. All PC adversaries belong to the "Player Character" category so you can get to them quickly. To do what you want to do, just create a vehicle encounter and man your vehicle with the adversary versions of your PCs. Going back to my earlier question(also quoted) i guess i will turn it in to a request. Can you add the ability to select a characters position in on the star ship/vehicle. I would like to see it on the vehicle tab on the character creator portion. And have it add the position specific maneuvers/actions(with the descriptions I've added) to the character sheet on the vehicle portion of the sheet. Kinda the way the talents are listed.
  2. Not sure if this has been asked before, but is there a way to place the PCs into there positions on the vehicle so that it will show all the vehicle specific talents/skills for them either on there character sheet or on the vehicle sheet?
  3. Thank you for adding the printable skill trees.
  4. Different things can add boost dice, such as items, talents, species options, etc. What you can do for an item is add a base mod, give it a misc description of "Adds [bOOST][bOOST] to the blah blah skill", then select the skill in the special dice section. That way, when you see the item in inventory, it'll tell you what it does. Make sure to set the item's type to "Cybernetics" so that the program will keep track of them properly. This issue is that all the "base mods" also add something additional weather its a characteristic, ability dice to skill, or other enhancement, i cant find a "base mod" that adds nothing and i cant figure out how to create my own base mod. I only want to add the boost die not the other mod. Edit: I made it work by creating a talent and then adding that as the base mod for my item. You don't have to do that. If you type something into the "ad hoc" text box, it ignores the mod that's listed in the drop down and treats the mod as ad-hoc. That's why I said to type in a description, then just set the special dice. Ohh ok thanks i didn't realize that it would ignore the drop down.
  5. Different things can add boost dice, such as items, talents, species options, etc. What you can do for an item is add a base mod, give it a misc description of "Adds [bOOST][bOOST] to the blah blah skill", then select the skill in the special dice section. That way, when you see the item in inventory, it'll tell you what it does. Make sure to set the item's type to "Cybernetics" so that the program will keep track of them properly. This issue is that all the "base mods" also add something additional weather its a characteristic, ability dice to skill, or other enhancement, i cant find a "base mod" that adds nothing and i cant figure out how to create my own base mod. I only want to add the boost die not the other mod. Edit: I made it work by creating a talent and then adding that as the base mod for my item.
  6. So I've got a situation that I am trying to make work using the Data Editor and cant quite make it work for me. ***SPOILERS**** I am currently running Beyond the Rim. I have reached the part where the players have made it to the Survivor camp and have talked to Cartala. The droid convince her to enhance his legs using the Cybernetics she has available. This enhancement does not count as replacing the limb and merely modifies it adding 2 x boost to all athletic checks. I am trying to add this to the players character sheet. The only way i can think to add it is to give him a piece of gear/cybernetic implant that adds to 2 x boost. With that being said I am trying to create an item that adds just the +2x boost. However, when I attempt create the item I have to "select a standard mod" as well as adding the 2 x boost under "special dice for skills". None of the standard mods or already created items do what i need them to do. Now my question is 2 fold. First is there away to add the +2 x boost with out creating an item and giving it to the player. And second is there a way to create an item but not select a "standard mod"?
  7. Is there a way to print the skill tree as it appears in the character builder once I've bought some talents off it. I would like to have it still in the tree format with maybe an x or a check in the corner so I know iv bought it.
  8. Remember this is your game. You don't have to be super strict with the rules. If you can make the narrative grand enough you can explain/make anything happen for the better/worse.
  9. You could also have the Rodians (not sure if they are relevant in your game still) show up and in the chaos they are able to escape with Cratala on their ship. Might have to spend some destiny points to do this though.
  10. First since you did the manual install make sure you have the most recent version. As far as the award XP button, I don't think it has been added yet (next update maybe?) For the remove set back dye you have to have a talent or a racial stat that gives that to you in order to have that on your sheet.
  11. The Jedi did not get involved at the beginning. How ever once the separatist began to threaten the establishment of the republic by attempting to force other planets to join them this is when the Jedi get involved. The Jedi at this time are the sworn protectors of the republic and as such would have a vested interest in seeing it survive.
  12. Here's an example of what a colored printed version would look like. How did you get it to look like that. I use Oggdudes and cant get that kind of result. Am I missing an option or something? Never mind i figured it out. Explain plz, I can't figure it out You have to use the GM tools to create an encounter then add the adversaries to it. Then when you go to print the encounter it will look like that.
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