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generators

UrsZeidler edited this page May 15, 2015 · 12 revisions

generators and systems

To build a character two things are needed, a generator system which describes the way the character get builded which rules have to apply and convention factors for several properties. Second a generator which stores the data for the character currently building.

create characters by using the generators

As it would be possible to create a character "by hand" with the editors, it would be hard to keep track with all theses constrains described in the core rule book. So to create a character you use a generator object which keeps track of all the constrains and the choices you made to define it.

A generator is a builder to create one character, and is connected to a generator system, which describes the rules and options the user can choose as we support many. The generator system is a set of objects describing the rules and constrains for building a character. It defines the start end exchange values and the limit constrains when building a system conform character.

It is recommended to use the character generator wizard as it simplifies the process. When you select the group where the character should be stored in the model tree the wizard pick up you choice and preselect this group, and also the container.

A generator has set of simple states, describing the generation phase it is in.

  • new this is the first state
  • ready for creation when all necessary choices are made the generator wicharacter-generator-wizardhoices
  • persona Created when you have applied your generation choices the character is created and you will need to match the creation constrains defined by the rule system
  • committed when all constrains are satisfied your character is able to be committed, a committed character is ready for gameplay and the generator will moved in the character.

All generators have a set of different pages allowing to edit the different aspects of the character.

currently we support these different kind of character generators :

the page generator

When you double click a new generator it's editor open. For all generator object, it here you choose a generator system you like to use. A character need a group to be associated with, as the group is the primary container for a managed character.

karma generator1

When you create your character the 2. create section will be opened and the editor get some new pages to edit the created character. karma generator1 Here you can exchange karma for resources and check which points you need to spend. With the reset command, you will destroy the managed character. So be careful with that axe eugen.

the page persona

karma generator1 On this page of the editor you define the attributes, skills and other persona related stuff of your character. All skill defined in the resource set are displayed, you could simple add new skills by creating them. The column value hold the skill or group value and the column dice pool displays the corresponding attribute and the effective dice pool. Note that on this page you also manage the cyber and bioware also as the spells or ki powers, depending on your persona type. Please refer to [persona](The model#persona) in the model to get an overview over the types and properties a persona has.

the page character

karma generator1 All the gear and the contracts are managed on this page, you also define the native language and the main life style, also the sex of your character. This is mostly the managed character part of the object, look to [character](The model#character) in the model section.

All changes will reflect in the generator ui. karma generator1 Your character is stored in the group you choose. karma generator1

You find here also the extended character sheet option to export the character to a sheet : export You will find further infos on the m2t page.

advancements

On the advancement page you can exchange karma. karma generator1

You need to select an advancement type, like increase an attributes or learn a new spell, depending on your character. The software will track two dates associated with the change, the change when you did it in the real world, and a set able date in the shadowrun world. karma generator1

character sheet

You can find the Character sheet as last page in the character and generator editor. For now you could print a basic character sheet containing most information needed to play. karma generator1

When you change your character you need to refresh the printing.

shr5 generator sheet page

The generator page contains all information to check the spended resources points and so on. It should be usable for a game master to check all the character data fast and verify it. karma generator1

editing the character

karma generator1 Characters are stored in the group you choose in the generator page. As the imported resources are not cover every aspect, and also you might want to have other stuff or change properties of it you can simply open the editor and change it the way it need. You can take a look at the example characters Rob and Kyra or Gu. This is mostly true for the edges and flaw and the bio/cyberware which lacking most modificators. You can use the context menu to create the appropriated.
karma generator1

grunts

Grunts are described in the core rule book at page 378 as stated there are groups of npc. You can create grunt group as child of the Gamemaster Management object(see [management](The model#management)), the grunts stats it self are defined as non player character and simply referred.
karma generator1 In the grunt group editor you create the groups you need and link then to a Non player character, set the professional rating and so on. karma generator1 The sheet of the grunt group contains the data needed for using it in the game play. karma generator1

define your own generator system

You can easily create you own set of rules for the shr5 generator. karma generator1

To copy an element simply drag and drop it in the same container.

karma generator1

It is good to give a new name to the generator system be be able to distinguish them from another this one is called My Own Theme Park With Blackjack and Hookers.. You could change the basic properties like start karma or the karma to resources factor or disable some options by simply delete them from the system. If you do not use the technomacer, as you don't play with matrix you could simply remove the option, and it is no longer an option.

karma generator1

You can change the building options by adding or removing skills for example, to dig deeper take a look at the [shr5 core rule generator model](The model#shr5-core-rule-generator).

karma generator1

To use the newly created system you just select the system in the generator.

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