Hi All!
Let me re-introduce the Mook Generator I've been working on! It's complete and fully functional, for a Version 1.0 release, anyway. Please download and try this out! I'd love to get feedback and/or bug alerts!
Get it here:
https://drive.google.com/file/d/0B0cWLUCJD5oZX2Nxc29VczNLalU/view?usp=sharing!
So, without further ado, let me explain some things...
What it is NOT meant to do:
Replace the need to draw out named bad-guys
Give skills that are not immediately needed for combat or stealth
Flesh out any sort of Personality
Provide any sort of magic/resonance (this is planned for a future update)
Provide random qualities (again, planned in the future)
Provide random 'ware (as above)
Generate a non-human NPC
Generate a PC
What it IS meant to do:
Give you access to quick bad guys that you do not care about
Give you a cash loot for each guy
Give you a name for said bad guy or gal (Chosen randomly. There are over 240 million possible combinations ... literally)
Provide an easy to use/read printable txt document for said NPC (Complete with damage track at the bottom)
Create archetype-based gear (You wont see a SWAT member with a Thunderstruck and Synth Leather armor, etc)
The program has 3 columns to choose from. On the left is "Normal", middle is "Tough" and the right most column is "Baddass". In the future I might Narrow this to be a set of fillable bullets so that we have more space, but for now, this is the format in use.
The "Normal" version of any character should closely match up (with minor discrepancies due to the random element of stats and skills introduced by the generator) to the NPC of similar name mentioned in the Core rule book. IE, the "Cop" Mook will closely resemble the Professional Rating 3 of the same archetype, etc.
The "Tough" version of any character should closely resemble the "Lieutenant" of its archetype, as listed in the book. This is only true if the Lieutenant stayed a similar type and didn't transition to a hacker or magician, as was the case in some examples. In these cases I used an approximate formula based off the other patterned characters to come up with what I thought was suitable advancement.
The "Baddass" version of any character is a SUBSTANTIAL increase, introducing a harsh power creep. These guys will be the extreme of these archetypes. For example, sticking with the Cop example from above, the Baddass Cop could be used as a SWAT member or even as a low-grade HRT member.
While this mook generator is far from perfect or done, it already has all existing books coded in it (in regards to Armor and Weapons, anyway), though not all have been implemented in a mook as yet. This "Version 1" of the generator is being provided to hopefully garner some interest, suggestions, thoughts, etc from the general public so please share your thoughts!
Things I hope to implement still:
The ability to add or create Resonance based characters
The ability to add or create Magic based characters
Add ability to give random attachments to weapons
Add ability to give random modifications to armor
Randomize Cyberware on relevant NPCs
Randomize Qualities for all mooks
Add additional relevant gear to loot (Commlinks, drugs, etc)
Create an 'odds & ends' loot section (Filled with things that could spark additional missions / tasks / hooks, etc)
Add buttons to instantly generate a random weapon / armor / quality / 'ware / spell / adept power, etc
Add a race button so as to select the species of any given mook
...and surely more that I have already forgotten.
Update 1: Corrected an issue where users were unable to open created mooks when using a program other than notepad.