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Introducing the SR5 Mook Generator

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prismite

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« Reply #15 on: <02-19-15/1943:08> »
Sorry for the delay guys. I've got the file fixed so that the above error (files are protected) wont happen again. I've been under the weather today so I'll update tomorrow morning with the fixed version!

Really appreciate the feedback. Lets keep it comin!
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prismite

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« Reply #16 on: <02-20-15/1035:40> »
Update: Ownership issue has been corrected. Please re-download for the updated version, V1.1.
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Raven2049

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« Reply #17 on: <02-20-15/1744:45> »
no, i refuse! not until i get credit for the bug report in an official capacity!

;) kidding, working great!

whats the chance you can add in one for melee weapon specialist (non adept) or infiltration specialist

i know we could just go with the die pools listed and get it working good enough by changing the skill, but its more fun to read the names it comes up with. :)

prismite

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« Reply #18 on: <02-24-15/2148:47> »
no, i refuse! not until i get credit for the bug report in an official capacity!

;) kidding, working great!

whats the chance you can add in one for melee weapon specialist (non adept) or infiltration specialist

i know we could just go with the die pools listed and get it working good enough by changing the skill, but its more fun to read the names it comes up with. :)

Haha, yes, the name generator is a bit ... eccentric at times :P

I've already begun working on the next update, hopefully including some more stuff like more archetypes, random feature rollers and more. Its a while away, unfortunately, but it should be a substantial update that brings tons of new material and updated stuff that others have requested.

If anyone has anymore suggestions, feel free to let me know!
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Rotten_Emu

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« Reply #19 on: <02-26-15/0410:57> »
I think this is a great tool! Thanks for sharing this. I've downloaded it and will definately use it in my mission creation.
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prismite

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« Reply #20 on: <02-27-15/1917:27> »
Just wanted to give everyone a shot of what the updated version looks like.



Not ALL of the buttons are working yet, but they will. So far, the first 6 archetypes work. All races work. All difficulty selections work. Progress is a'comin. Still, open to suggestions and ideas if anyone has any.
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Namikaze

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« Reply #21 on: <02-28-15/0023:20> »
Great progress!
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Adder

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« Reply #22 on: <02-28-15/2134:48> »
Super neat! Just checked it out now, will use it to churn out a few baddies I need for my next run tomorrow.

Thoughts:
1. Better define what Normal/Tough/Bad-Ass are supposed to mean. You could do this by their largest dice pool and/or average critical dice pool, for example.
2. Give checkboxes that allow us to select optional features for a mook instead of hard-coding it in. For example, cyberware off/on, non-lethal weapons off/on, aspected magician off/on.
3. Summarize the condition monitors into a single number. I record their monitors as "Physical HP: 10/10" and it takes me an extra second to count :-)
4. This will take some serious charting, but allow us to specify max cost of single inventory item. For example, no item exceeds 1,000¥.
5. For skill ranks, don't list them using square brackets []. Since that's typically used for limits (even in your own file) it's a bit confusing. You can just list them without extra syntax, e.g. "Automatics 5" instead of "Automatics [5]".

edit: Noticed that your new version already included some of #2, nice! But if it's only an on/off option it should be a checkbox and not a radio button :-P (the UI designer in me coming out)
« Last Edit: <02-28-15/2138:10> by Adder »

IssLance

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« Reply #23 on: <03-14-15/2045:47> »
I don't want to sound rude but when can we expect 2.0 version to be released? 1.0 was big use for me and I just can't wait :P

alchamest

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« Reply #24 on: <03-15-15/1904:39> »
Thanks for creating this tool!! 
I have just got it now and will be using it to populate baddies for my runs :)

Really appreciate the time you must have put in this.    Ill be keeping my eye out for the next release as the extra options and content in the look killer!

Cheers chummer

pariah3j

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« Reply #25 on: <03-23-15/2250:00> »
Got Version 1 - its pretty cool, I expect I will be using it to build some random encounters for my game. Esp maybe ones I didn't expect to turn into a fight.

Might I suggest some sort of personality or quirk that it randomly generates with the NPC ? I mean I can make up my own chart or just come up with something on the fly. But sometimes the most memorable NPCs had just that extra bit of flavor to make them stand out more and it would be nice to have it thrown in there to use or not to use when appropriate.

ScytheKnight

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« Reply #26 on: <03-24-15/0331:30> »
This is more for quickly generating some mooks to be gunned down by the players rather than a proper NPC..
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pariah3j

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« Reply #27 on: <03-24-15/1216:47> »
This is more for quickly generating some mooks to be gunned down by the players rather than a proper NPC..

I do realize that - just a random description of said mook would be kinda interesting. "Walks with a Limp" - "Smells Bad" - " Bad teeth" ... Like I said I can do this myself, just thought it would be an interesting feature.