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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
Muspellsheimr
post Dec 8 2008, 07:22 PM
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You should be unable to add Mobility to SWAT Armor to begin with; it is a Milspec upgrade, & thus only available to Light, Medium, or Heavy Military Armor.
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TitanMachine
post Dec 8 2008, 07:53 PM
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Word on my VPN is that LordTorgo has version 7d. Experimental and unfinished as it may be I would like to scan it. I promise not to hate on any gliches.
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Cabral
post Dec 9 2008, 04:25 AM
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QUOTE (Warlordtheft @ Dec 8 2008, 01:36 AM) *
Give him a break!! It Christmas almost. (IMG:style_emoticons/default/smile.gif)

I seem to recall him being in school as well so he would have finals to worry about to ... Though I could be mistaking him for someone else. (IMG:style_emoticons/default/biggrin.gif)
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Caadium
post Dec 10 2008, 07:11 PM
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Deleted due to later revision of this correction. See post #261.

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DamienKnight
post Dec 11 2008, 06:08 AM
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I still exist, just as version 8 exists. Rumors of my demise during finals were exaggerated in a largely Buller-esque fashion, much to my amusement.

I am not a student currently... started working as a programmer after I got my bachelors and haven't resolved to a masters program yet.

I have an 8 week old son, but Netflix on Xbox360 and frustration with XML are more to blame for my slowness. I had previously resolved to have character export/import ready for 7, then I promised to have it for 8. Once again, I am thinking of renigging, and not making such grand promises anymore. I just keep getting distracted by fixes, or by other neat ideas for the sheet (*cough*cyberparts*cough*).

After completely rewriting one of the pages, I found the sheet full of REF errors, and have been working furiously to correct them, adding names to important cells wherever I can (to facilitate the EVENTUAL implementation of Exporting...)

I wont promise a release date (game developers have embittered me to the concept) but I will say things are looking nice and nearly releasable.

I did get the chance to finally use the spreadsheet (first time I have actually sat down and used it since version 3), and made a Goblin Black Magician. Great fun, and gaming with my laptop in front of me instead of a character sheet was nice. (Edit: Oh yeah, and playing on the Ultimate Gaming Table was AMAZING! Holy Crapola it was AWESOME. All hail the Charleston Gaming Group, and LordTorgo and their other skilled advocates. You guys r0x0r my b0x0rz) When I left the game (I was just visiting) I got a chance to use the print feature and was very pleased with the charsheet output (used option 2 since Goblins have so many darn Qualities!). All in all it was enlightening and enjoyable. I came to the conclusion that a big revision needs to be made to the Gear sheet. Digging through the books for each piece of electronics equipment, and each POS little medkit etc. was very tedious, and unnecessary considering the excellent tools Excel provides. I will save that for version 9 I think, since it seems folks are anxious to get a less broken version into circulation.

Oh, btw, do not download any versions called 7c or 7d out there. They may have been made by me, but their distribution is dubious and unwarranted *big grin at Titanmachine*
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betterwatchit
post Dec 13 2008, 10:42 PM
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You should add the advanced contacts rules from Runner's Companion.
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Immortal Elf
post Dec 14 2008, 09:37 PM
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Having just found this particular item, I must say it's very useful for generating characters and I like it quite a bit. I think I'm missing something though and I thought I would ask. There seems to be a Karma log, but is there a way to log improvements to skills/attributes/qualities through Karma usage with the sheet? When I try to use the Karma section on skills, it does nothing to raise them so I'm thinking that must just be for Karma build? And when I try to increase attributes with the Raise box it does nothing to increase them.

Haven't really had the chance to dig too deep into it right now, since Im at work, and I thought maybe by shouting here I could get an answer on if this is something that isn't yet supported or I am doing something wrong.
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Bobson
post Dec 14 2008, 09:44 PM
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QUOTE (Immortal Elf @ Dec 14 2008, 04:37 PM) *
Having just found this particular item, I must say it's very useful for generating characters and I like it quite a bit. I think I'm missing something though and I thought I would ask. There seems to be a Karma log, but is there a way to log improvements to skills/attributes/qualities through Karma usage with the sheet? When I try to use the Karma section on skills, it does nothing to raise them so I'm thinking that must just be for Karma build? And when I try to increase attributes with the Raise box it does nothing to increase them.

Haven't really had the chance to dig too deep into it right now, since Im at work, and I thought maybe by shouting here I could get an answer on if this is something that isn't yet supported or I am doing something wrong.

You need to put in the new value that the karma is raising it to, rather than the number of points you want to raise it by.
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Immortal Elf
post Dec 14 2008, 10:18 PM
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QUOTE (Bobson @ Dec 14 2008, 03:44 PM) *
You need to put in the new value that the karma is raising it to, rather than the number of points you want to raise it by.


Cool, thanks:)
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Cadmus
post Dec 15 2008, 05:07 AM
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Hello, I was wondering if any one has noticed a diffrence with the numbers in this version compared to the older spread sheets,

By what I mean is, I am playing with making a mage with cyberwear, he had a magic of 5 which ofcourse gets droped to 4 after 1 point of essence is used, but the numbers on the main page that show your total counts seems to be adding magic points, What I did was add in second hand alpha pain editor and damage comps, it took my number for magic from a 40 to aroudn 70? like I had added more points to my magic stat, Any other people having this issue?

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Caadium
post Dec 16 2008, 06:24 AM
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QUOTE (Dakka Dakka @ Nov 11 2008, 02:37 PM)
I put in 6 (Cell bpMagic) for 65 BP shown in Cell AA5, the modified magic Attribute (modMagic) is 6 as well. After I added a synaptic booster, modMagic is 5 as it should be, but AA5 is at 40 BP and P11 is at 6 and red. If you enter 5 in bpMagic after the 'ware AA5 increases to 55 but modMagic at 4?!


A couple of days ago I suggested a way to fix this problem, but it would appear that my fix didn't account for a situation like the one Cadmus is asking about. My first fix worked for characters whose cyber lowered their modified magic from max to something lower, Cadmus has the opposite problem of being assessed the 15bp cost when his bought value equals the reduced 'maximum' magic. I've cleared my post from the other day and am submitting a new fix that should correct both the original problem and the one presented by Cadmus.

The error occurs because of the way that the sheet recalculates your maximum magic attribute. Simply put, it factors the bp cost after lowering the max rating due to implants. In order to correct for this while limiting the chances that I'd interfere with other calculations later I chose to use cell AL11 which is normally blank, but technically in the racial min/max section for magic. The solution below corrects BP costs without changing the sequencing or formulas for other calculations.

Disclaimer - This may affect formulas that I've not found yet. If you find that it does please let me know and I'll look for another solution.

There are two steps to correcting the above problems:
1. Change the blank cell AL11 to the following: =FLOOR(IF(Is_Infected,5,6)-modEssence,1)
2. Change the formula in AO11 to the following: =IF(N11>0,(N11-1)*10+IF(N11=FLOOR(modEssence,1)+AL11,15),0)
I underlined the change that I made to the original formula.


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Ehleric
post Dec 16 2008, 12:58 PM
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I just noticed this one last night, and you'll have to forgive me if it's been mentioned already. On the Hacking sheet, the cost of agents wasn't being summed up with the rest of the prices.
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Deus Innomen
post Dec 16 2008, 04:51 PM
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Man was I glad to find that somebody was updating Autarkis's spreadsheet. It was a great start but lacked so much. I'm finally getting a chance to get into a SR4 campaign starting next month, and was looking for something exactly like this.

Here's my observations regarding the character sheet page, using Beta 7b. This is all using Excel 2007. Forgive me if anything here is a repeat, I scanned the posts a few times before registering and replying:
1) The Notes/Description field for weapons seems to have nowhere to live on the actual character sheet, thereby not actually showing me what mods/enchancements are on my weapons.
2) The Mods box for armor on the character sheet is too small. It allows for three mods but the text gets cut off pretty quickly. (I can see the first mod and rating fully, and only the name of the second mod.)

Also, the comments on the Main Sheet at AD13, AD32 and AD33 are unreadable due to the popup bubble being tiny. I have no idea if this is just Excel 2007 being dumb, though. (IMG:style_emoticons/default/smile.gif)

I'm not sure if the Character Sheet is one of your "when I get to it" projects, as I can understand some other things having higher priority. For now I'm just scribbling the missing info on my print-out.

Thanks again!
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Muspellsheimr
post Dec 16 2008, 09:49 PM
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QUOTE (Caadium @ Dec 15 2008, 11:24 PM) *
A couple of days ago I suggested a way to fix this problem, but it would appear that my fix didn't account for a situation like the one Cadmus is asking about. My first fix worked for characters whose cyber lowered their modified magic from max to something lower, Cadmus has the opposite problem of being assessed the 15bp cost when his bought value equals the reduced 'maximum' magic. I've cleared my post from the other day and am submitting a new fix that should correct both the original problem and the one presented by Cadmus.

I think you may be misunderstanding the issue. Being charged the additional 15 Build Points is for when you increase an attribute (including Magic) to it's Natural Maximum, & Essence Loss reduces the Natural Maximum of a character's Magic attribute. Being charged for that is correct. Further, Essence Loss reduces the current Magic as well (including during character generation), so it should always cost 65 Build Points to begin play with maximum Magic, regardless of what that maximum may be due to Essence reductions.
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DamienKnight
post Dec 16 2008, 10:29 PM
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Version Beta 8e is now available!

Includes:

- Many Fixes, especially to skill spec costs, magic, and essence calculations
- Revamped Cyberparts page.
- Organized data pages a bit
- Revamped selectable Qualities. Now the drop down will only display valid qualities, and wont be full of spaces in the middle.
- More room for Active and Knowledge skills
- A mild makeover

Things I am aware of:
- No Modular limb support yet
- Milspec still not fully supported
- No Free Spirits
- No Character export. I removed those pages for the public release. XML output is still on the agenda, but a stable working sheet is needed first.
- AI is incomplete. Right now it just mods your primary stats a bit. It is totally experimental and probably non-functioning.

Please check out version 8 and let me know what you think. Thanks again to all of the community who have helped with Beta Testing, and who have been so patient for this latest release.
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Werewindlefr
post Dec 17 2008, 12:31 AM
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Hi and thanks for all the awesome stuff you've been doing, Damien Knight.

I have a small question: how do I access the data tables containing the item list/spell list/etc...? I would like to edit them to include my house rules (would make things easier for my players (IMG:style_emoticons/default/biggrin.gif) ) but haven't found where the tables can be accessed. For instance, I can't find "Complete_Spells_Table".
I am using Office 2007.

Thanks again, DK!
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Draco18s
post Dec 17 2008, 01:28 AM
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They're in some hidden sheets.

Which can be accessed by...

On the Format menu, point to Sheet, and then click Unhide.

In the Unhide sheet box, double-click the name of the hidden sheet you want to display.

You'll be wanting Sheet 1
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Caadium
post Dec 17 2008, 04:01 AM
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QUOTE (DamienKnight @ Dec 16 2008, 02:29 PM) *
Version Beta 8a is now available!

http://www.mediafire.com/file/tddnodx1jml/...aded_Beta8a.zip

Please check out version 8 and let me know what you think. Thanks again to all of the community who have helped with Beta Testing, and who have been so patient for this latest release.


I'm having errors with the cyber/bioware. A datajack is giving me 0s for many values (while the table is correct), but most things are giving me #N/A errors in the lookup fields. If you've got a quick fix, that'd be great. If not, I'll see what I can come up with.

Thanks for all the hard work.
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Caadium
post Dec 17 2008, 04:08 AM
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QUOTE (Muspellsheimr @ Dec 16 2008, 01:49 PM) *
I think you may be misunderstanding the issue. Being charged the additional 15 Build Points is for when you increase an attribute (including Magic) to it's Natural Maximum, & Essence Loss reduces the Natural Maximum of a character's Magic attribute. Being charged for that is correct. Further, Essence Loss reduces the current Magic as well (including during character generation), so it should always cost 65 Build Points to begin play with maximum Magic, regardless of what that maximum may be due to Essence reductions.


Since I'm having issues with 8a I don't know if this was corrected there or not yet. That being said, let me better explain the problems that previously mentioned fix corrected.

Before my fix:
A magically active character buys magic of 6, this costs 65 bp. If the character then took any cyber or bio, the reduction to their magic score caused the bp cost to drop to 50. It's been established that the bp cost should remain at 65 even if you take 5 essence worth of cyber and have just 1 magic left.

My fix corrected this problem and kept the bp cost for base magic of 6 at 65 bp no matter how much cyber you put in. The first fix I submitted also fixed this, however then Cadmus presented the following:

Cadmus was making a magically active character but only bought magic of 5. This should, and originally did, cost 40 bp. However, he then put a small amount of cyber into the character. This reduction lowered his max magic to 5. Since 5 is also what he had put in, the bp cost jumped from 40 to 55.

The posted above corrects both of these issues and charges the correct bp for magic no matter how much cyber/bio, if any, you put into your character.
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DamienKnight
post Dec 17 2008, 05:01 AM
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QUOTE (Caadium)
Since I'm having issues with 8a I don't know if this was corrected there or not yet. That being said, let me better explain the problems that previously mentioned fix corrected.


Look at 8a before posting old issues. The was corrected. I even mentioned in the notes that Magic and Essence has been fixed.
If you are having trouble making meaningful posts, here is a quick guide:

1. Read
2. Think
3. Type

I hope that helps.

QUOTE (Werewindlefr)
I have a small question: how do I access the data tables containing the item list/spell list/etc...? I would like to edit them to include my house rules (would make things easier for my players biggrin.gif) but haven't found where the tables can be accessed. For instance, I can't find "Complete_Spells_Table".
I am using Office 2007.

That is an excellent question. The 'Complete_Spells_Table' is the name of a Range, which is now stored in the 'Magic_Data' Sheet. Follow the instructions from Draco18s to unhide the Magic_Data sheet, then goto 'Insert->Names->Define'. Find the Complete_Spells_Table name, then click in its range definition at the bottom of the Name Manager window. It should highlight the Complete_Spells_Table. Also, once the Magic_Data sheet is revealed, you can browse through it for the spell list.

If you are using excel and have macros enabled, you should be prompted when you enter a name not on the list for a skill, language, or quality. Havent added a script for spells, since many seem to be using Open Office and hate on my vbscripts. Someday I will setup a USB version of OO and do some testing, maybe make some Open Office Basic scripts.

QUOTE (Caadium)
I'm having errors with the cyber/bioware. A datajack is giving me 0s for many values (while the table is correct), but most things are giving me #N/A errors in the lookup fields. If you've got a quick fix, that'd be great. If not, I'll see what I can come up with.

You win the golden egg! It seems I did not use completely absolute range references when redefining the 'Complete_Ware_Table' named range. Grab the fix.
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Caadium
post Dec 17 2008, 05:47 AM
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QUOTE (DamienKnight @ Dec 16 2008, 09:01 PM) *
You win the golden egg! It seems I did not use completely absolute range references when redefining the 'Complete_Ware_Table' named range. Grab the fix.


Lets see if I can upgrade that to a Platinum Egg then.

On the Cyberware/Bioware page, cell I33 (total cost) the range is set to through row 24, not 32. It should be =SUM(I3:I32).

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Narse
post Dec 17 2008, 07:18 AM
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Regarding the 8b release (was also in 8a...)
Some of the accessories for the cyberparts seem to be missing. Theoretically most things with a capacity cost can be added to cyberlimbs, yes? I understand that most of these aren't under cyberlimb acessories in the book, but it makes sense that you could install a foot anchor in a leg or retractable climbing claws in an arm.

What I noticed (missing):
Cybereyes seem to have everything they should have
limbs, torso, skull: orientation system, radar sensor
limbs (& torso?): magnetic system, single cybereyes (I get that this would be hard to do as it would have its own sub capacity), all the augmentation cyberweapons & cyberweapon mounts
legs: Foot anchor, grip feet
arms: retractable climbing claws
Cybertorso: Balance Tail

Just noticed: the cyber ears seem to allow the addition of headware & other cyber that takes up capacity, I normaly think that cyberears can only accommodate earware (it seems odd to have a large smuggling compartment in your ears, or an internal air tank for that matter) but I suppose I could be wrong, or it could be advantageous to allow the users to choose these options. [actually I just ran across the large smuggling compartment entry, it seems that it is cyberlimb specific, p336 SR4]

Thanks for the great tool, I eagarly anticipate an even less buggy release.
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Ehleric
post Dec 17 2008, 01:27 PM
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I noticed the same thing Narse did, when playing with some cybereyes I noticed the first row of accessories is eyeware, the rest of the drop down menus seemed to refer to the cyberlimb lists though.

Also, I didn't get the metagenic quality options when I picked a metavariant character.

Awesome work so far Damien, keep it up!
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DamienKnight
post Dec 17 2008, 03:17 PM
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QUOTE (Ehleric @ Dec 17 2008, 07:27 AM) *
I noticed the same thing Narse did, when playing with some cybereyes I noticed the first row of accessories is eyeware, the rest of the drop down menus seemed to refer to the cyberlimb lists though.

You will have to describe what you have done to the sheet, because I cannot recreate this issue. In excel 2003 after selecting Cybereye Rating 1, the area called 'Eyes - Cybereye Rating 1 (Standard)' has accessory dropdowns that only display eyeware. Maybe its an Open Office thing?

QUOTE (Ehleric @ Dec 17 2008, 07:27 AM) *
Also, I didn't get the metagenic quality options when I picked a metavariant character.

Read the rules on this. Lord Torgo pointed out to me that only Surge characters have access to all metagenic qualities. The only Metagenic qualities that Metavarients have access to is the ones that are specific to their race, which are not optional. Those will be listed on your Charsheet, without you having to pick them.
QUOTE (Cadium)
Lets see if I can upgrade that to a Platinum Egg then.

On the Cyberware/Bioware page, cell I33 (total cost) the range is set to through row 24, not 32. It should be =SUM(I3:I32).

Consider yourself upgraded. Well done... I had not made any characters with enough wares to notice that glitch. Good catch, it is fixed now and 8c is coming soon. Also, Kudos on not flaming me after my sarcastic post earlier.
QUOTE (Narse)
Some of the accessories for the cyberparts seem to be missing.
Good list, I will look into it.


Everyone... thanks for finding the flaws. A wise marriage counselor once said to me, "For every criticism, you should give at least 5 compliments." The forums are certainly not so dynamic a relationship however I think the spirit of the advice applies to many facets of life. While I absolutely want to hear every issue, and am glad to fix them all, I am human. I am (perhaps childishly) slightly wounded that so many posted about everything that was wrong, and no one commented on the redesign of the cyberparts page. Its a tricky bit of design that I felt (overly) excited about. I really want some feedback on it. Right now I understand it has the issue that if you pick 1 cyberpart and load it with gear, then later add another part that is prior on the list, it can displace your parts and require a 'Copy, then Paste Special->Values' operation to move your already selected gear to the new part. But aside from that, it has cleared a lot of clutter from the page and achieved a more dynamic sheet without employing scripts.

Also, the qualities drop down... it was an issue that plagued me for 7 versions... how can I create a dynamic drop down list in excel without scripting? I figured it out, and suspect I am quite clever, and would love to have my suspicions confirmed or denyed. Has this technique been discovered by someone else and is well known throughout the spreadsheet community.. or am I the king of spreadsheets, that all other designers should bow down to, and that will likely face a righteous demise for his haughtiness at the mouth of a hungry divinely driven worm plague?
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Deus Innomen
post Dec 17 2008, 03:30 PM
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QUOTE (DamienKnight @ Dec 17 2008, 09:17 AM) *
You will have to describe what you have done to the sheet, because I cannot recreate this issue. In excel 2003 after selecting Cybereye Rating 1, the area called 'Eyes - Cybereye Rating 1 (Standard)' has accessory dropdowns that only display eyeware. Maybe its an Open Office thing?


I can confirm I have this same problem with Excel 2007 actually, with or without Macros enabled. This is on a brand new sheet (beta 8b). I picked "Cybereye Rating 3" and then "Cyberears Rating 3", then moved down to pick accessories. Both accessory areas demonstrate that behavior: the first line is appropriate for the area, the remaining lines are for cyberlimbs. (If I pick a cyberlimb, all of its accessory lines are correct.)

I do like the cleaned up look of the new Cyberparts page, though. If you can get it fully functioning as expected, it will be leaps and bounds cleaner than the old system. (IMG:style_emoticons/default/smile.gif)
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