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character sheet awesomeness

Posted: Mon Mar 24, 2008 11:19 pm
by rydi
http://mrgone.rocksolidshells.com/

best wod sheets, new or old, on the net. interactive w/dropdown menus filled w/all the options for each category. a new must have.

so go get 'em!

Posted: Tue Apr 08, 2008 8:39 am
by durden
I'd love an interactive GURPS sheet.

Posted: Tue Apr 08, 2008 8:58 am
by rydi
i thought there was one already... not at that site, but some sort of character utility.

Posted: Tue Apr 08, 2008 9:46 am
by Thael
I have the GURPS Character Assistant 4... except for the fact that it does not treat racial adv/disadv as exempt from the caps it works fine... it will let you exceed the caps but will mark totals in red to let you know for those cases you legitimately go over.... also it helps check for meeting requirements like on puppet which requires possesion and ally/dependant to be valid... it also has a list of mods for each adv/disadv that are specific to that one and will apply them to make a final cost... it has templates for doing racial/meta-traits as one piece but still lists the components in the details for reference... you can custom build anything not already in there (like a new lizardfolk race)... the skills are paid for by points but then the score total is calculated for you as well... there are tabs for equipment and spells and so forth as well...

Posted: Tue Apr 08, 2008 10:15 am
by rydi
does it have a template for wildcard skills?

Posted: Tue Apr 08, 2008 10:28 am
by Thael
took me a while to find it since it was lableled with an underscore to start but there is a New Wildcard Skill template so you can do those it seems.... will play with it and see how it works since I have to use it myself... group all those pilots into one, elec ops into a 2nd, with a minor 3rd in repairs... yeah

Posted: Tue Apr 08, 2008 10:44 am
by rydi
i would rank repair & electronics as the same skill, Technology!, since Science! is an example, and it even includes stuff like Psychology in the description, and has like 15 skills or more.

Posted: Tue Apr 08, 2008 12:57 pm
by Thael
but if you look at the # of skills in both operation and repair it is quite extensive (since they are almost the same list for categories)... thought it unfair and I wanted to reflect a lower ability on repair since we would have a wrench monkey that should be better anyways... besides I discovered a new group of skills that need taking... No Landing Extraction.... might be useful... I hope not but better wasted than needed

Posted: Tue Apr 08, 2008 3:26 pm
by rydi
not sure. if you include engineering, repair, and ops (mechanical and electric), and all the sub-cats, you sill end up with fewer skills than Science! has under it.

Posted: Mon Jun 30, 2008 6:37 pm
by Guardiankrillin
I love these sheets