I can't stop playing with this - it's such fun!
Quick thing I noticed: speeds should round up when halving, not round down.
Do you plan to add the combat derived stats (INITIATVE, PERCEPTION, DEFENSES)? Maybe roll the HEALTH, or use an average score?
One minor interface thing I noticed is that sometimes you press 0 to go back and sometimes you press enter. Not a big deal, obviously, but I've caught myself doing the wrong thing from time to time.
Another interface thing - as I go through careers and edit them to add skills and whatnot, I forget which I've done. I wonder if noting which have skills and/or exploits already selected would be useful?
This is a problem I have as well, but I wouldn't mind some suggestions on how to handle this. If you have the time, could you give me a mock-up output of what would be more clear to you? That would be awesome!
Morrus already made note of the couple of things I'd noticed when briefly playing with the program (Hook, enter/0 return).
Here's a few things that I've thought of since:
* Like Morrus noted, having something to show your choices in the edit views might be good. Even something as simple as name of exploit(s) and number of skills chosen.
* Some way for the program to handle exploits that grant skills at a certain ranks.
* if you don't take an exploit after seeing its description, I would think the more logical spot to return to would be the list of exploits, not the career edit menu.
* I took a look at your character save file, and saw that you're storing the full description of all exploits. Wouldn't it help with typo fix updates and (less so) to reduce save file size to store only the choices, and retrieve descriptions, derive stats and dice pools, etc. only when viewing.
When choosing your trait, would it be better to only show the ones available to you?
I juts found the custom folder and discovered the secret slug people and basket weavers!