OK, this bad boy is ready for some serious testing. I've added
ALL the archetypes and
ALL of the powers to the data now.
New site below
https://repl.it/@RussellGregory/SMFCharacterCreatorv2Since posting the last time, I rewrote the program from the ground up to take into account Super, Powerhouse, Street Level, and Henchmen Groups. It also is smart enough to only allow one boost (unless you are a Super, then two), allow for the optional 2 for any 1 trade for supers and such. Immortal is only allowed for Wildcards, unless you are a super or powerhouse, then it isn't. Archery and Sorcery have lots of unique options as well. Lots and lots of logic in this to figure out.
The only thing I haven't added is the Street Level Henchman group because I was just tired of adding data and logic for exceptions at the time, for completeness's sake, I'll likely add it in eventually.
I'd love some folks to put it through the paces, try and make some characters and see how it works for you. The only thing that needs some polish now are the descriptions as I wrote them at different points and put varying levels of details in them, so they are inconsistent.
When it prints out, if you don't need to the notes, just leave them off and you are good to go. I wrote the notes in a fashion to allow for you to make the characters for people that are playing for the first time, such as friends you are trying to interest or convention games.
Looks like I forgot to print out the backgrounds, I'll just go and do that so you should see them when you finish the program.
Here is a Henchmen group I created with the generator.
Name: Hydra Henchmen (Henchmen)
Archetype: Henchmen
Move: 6
Numbers: 15
Melee Att: 2 Melee Def: 2
Ranged Att: 3[1] Ranged Def: 2[0]
Psyche Att: 0 Psyche Def: 2
Minor Power:
Power Blasts (Minor)
Legion
Notes:
Legion - This henchmen group starts with 15 members.
Power Blasts (Minor) - You can make 15in ranged attacks that inflict Body Damage
Here is a Standard Hero
Name: Night Owl
Archetype: Brawler
Move: 9
Body Points: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [KO]
Psyche Points: [ ] [ ] [ ] [ ] [ ] [ ] [KO]
Melee Att: 6 Melee Def: 6[1]
Ranged Att: 0 Ranged Def: 4[1]
Psyche Att: 0 Psyche Def: 4
Major Power:
Scrapper
Minor Power:
Super-Agility
Melee Specialist
Notes:
Scrapper - reduce melee gang-up by -1D, and reflection minor power
Anytime you successfully defend against a Body-damaging attack you can choose to make a Chance roll. On a 2+, your attack- er suffers 2 Body damage.
Melee Specialist - +2D on any checks to break objects or escape entangles.
Super-Agility - +1D on Knock down checks, move along vertacle surfaces, and spend a Move action to move 15in
and a Powerhouse
Name: Superdude (Powerhouse)
Archetype: Blaster
Brick
Move: 6
Body Points: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [KO]
Psyche Points: [ ] [ ] [ ] [ ] [ ] [ ] [KO]
Melee Att: 6 Melee Def: 5[1]
Ranged Att: 6[1] Ranged Def: 5[0]
Psyche Att: 0 Psyche Def: 4
Major Power:
Power Blasts
Super-Strength
Minor Power:
Tough
Armor
Resistance
Flight
Notes:
Power Blasts (Major)- 30in range, body damage
Flight - 20in per turn, ignoring any grounded models or obstacles. May choose to land on an object or piece of terrain, or hover in place. When you do hover you float 15in above the tabletop.
Resistance - +1D on KO checks
Super-Strength (Major) - Hurling - 10in range, body damage, +2D entangle escapes, grappling checks and breaking objects, 4in knockback, +2D on jumping and leaping.
Armor - Ignore the first lost Body damage from each attack. No knockback unless foe possess Super-Strength.
Tough(Boost)