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> Do adepts suck right now?, Yes, they do.
JonathanC
post Jan 23 2007, 01:53 AM
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QUOTE (emo samurai)
For example, their Improved Skill power. For .5 power points, they can get +1 to a combat skill of their choice. For .2 (thanks for the correction, yoippari) essence, a samurai can get muscle toner to boost their Agility, making all their combat skills more effective. They both have hard caps no matter what they do, +3 bonus if skills and attributes are maxed. That is not fraggin fair at all.

In my game, the Improved Skill power will give you an auto-hit. One dice out of every roll using that skill will be a success. The power will be limited to skill level. I believe this to be fair.

As for Improved Attribute, it will cost .5 PP no matter what. This is stolen from Serbitar.

Increased Reflexes will cost 1 PP per level.

As for all the gimmick powers from Street Magic, I am making them cost half what they do. 1 PP for living focus? WTF?

How do I balance this out? I halve all essence costs. All of them.

wait, what? Weren't we all talking last year about how terrible Street Sams were in comparison to Adepts? Yes, those points are a little more expensive, but keep in mind that the supply is, in theory, infinite. Where as Essence is a very limited resource, and low essence has a distinct disadvantage (magical healing is harder).
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Roni
post Jan 23 2007, 01:55 AM
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That's what I was thinking. I never really could get a mundane street sammy to work right for me, but maybe I'm just an awakened kind of guy...
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Glyph
post Jan 23 2007, 03:40 AM
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Personally, I think some 'ware should be better, able to do things that adept abilities can't. And it should be a temptation for an adept. And if he gives in, so what? He's just being smart!

For a hit of one Magic point, you can get Muscle Toner: 2, Synthcardium: 3, an alphaware Ultrasound Sensor, alphaware Cyberears with audio enhancement: 3 and sound dampening, and an alphaware Internal Air Tank. You have 2 points to all Agility tests and related skill tests, 3 additional points to all skills in the Athletics group, you can detect invisible enemies and active ultrasound sensors, you have superior hearing, and you can hold your breath long enough to negate any purely-inhaled gasses. And that's only one example.

But the poor sammie can't save a point of his Essense to buy adept powers with, so he is at a disadvantage compared to the adept, who can get the best of both worlds.

Street samurai start out potentially more well-rounded, as adepts start out as potentially better specialists, but adepts have the higher growth potential.
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Crusher Bob
post Jan 23 2007, 05:59 AM
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Well, here's my contribution teh broken cyber-adept build:

Ork (bow before the master race) 20 BP

B 4
A 5 (7)
S 3
R 4 (8)

I 5
L 3
C 2
W 3

Edge 3
Magic 5 (3)

Init 13 (3 IP)

Essence 4.0

skills:
Athletics Skill Group 4

Pistols (revolvers) 6 (9)
Unarmed Combat 4
Etiquette 4
Perception 3


Ambidexterity 5
Adept 5
whatever flaws float your boat (-25)

Adept Powers
Imp Pistols +3
Combat Sense 3

Contacts 15 pts
Resources 50 pts (30K Y left over for gear)

Ware:
Synaptic booster-2
Muscle Toner -2
Reaction Booster -2
Skill wires -3
2 active skillsofts @ rating 3 (maybe pilot ground vehicle & first aid?)

The skillwires allow the adept to compensate for its main weakness, lack of points left over for skills. On the other hand, you roll 13 dice of initiative, have 3 IP, shoot your warhawks with 20 dice, have a passive defense of 11 dice, can wear an armored jacket, can initiate...
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Protector152
post Jan 23 2007, 06:31 AM
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this is my 'pure' adept

Metatype : Troll
Adept

Attributes
Body: 8
Agility: 5
Reaction: 6 (9)
Strength: 8
Charisma: 2
Intuition: 2
Logic: 2
Willpower: 2

Edge: 2
Magic: 6 (12)
Initiative: 11
Essence: 6

Knowledge Skills
: N

Active Skills
Throwing Weapons : 5
Dodge : 6
Pistols : 4
Pilot Ground Craft : 4
Blades : 4


Positive Qualities

Negative Qualities
Sensitive System

Weapons
Katana
Survival Knife
Ares Viper Slivergun
10x Flechette Rounds (10 shots)

Armors
Chameleon Suit
Lined Coat
Clothing (Regular)
Clothing (Regular)
Actioneer Businnes Clothes

Vehicles
Suzuki Mirage (Racing Bike)

Commlinks
Commlink : Novatech Airware
OS : Iris Orb

Equipments
3x Fake Sin (Rating 6)
Weapon Focus (Rating 6)

Powers
Combat Sense (Level 6)
Improved Ability : Dodge (Level 6)
Improved Reflexes (level 3)
Mystic Armor (level 2)

Contacts
jo (L:3 C:2)
bob (L:2 C:3)

the combat sense and Improved Reflexes allow him to roll 15 dice to avoid getting shot and with Improved Ability : Dodge as well he rolls 27 dice to dodge attacks in close combat his mystic armor gives him 8/6 armor with a lined coat. this is just off the top of my head too
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Fortune
post Jan 23 2007, 06:33 AM
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QUOTE (Protector152 @ Jan 23 2007, 05:31 PM)
Magic: 6 (12)


:?
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Crusher Bob
post Jan 23 2007, 06:42 AM
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?!

Weapon foci do not add to magic. Imp ability is limited to 1/2 skill rating (so, basically 3). The dodge skill takes an action to do, so is almost never worth it. In addition, the gymnastics skill will do the exact same thing (for ranged combat, anyway), but is useful for other stuff as well. For close combat active defenses (as a close combat monkey), you should be relying on your close combat skill anyway.
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L.D
post Jan 23 2007, 06:42 AM
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That'd be the rating 6 weapon foci...

But the troll adept is breaking the rules in so many ways....
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Glyph
post Jan 23 2007, 08:11 AM
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For one thing, you can only get up to a rating: 2 weapon focus at char-gen due to availability. And a weapon focus adds to your dice pool for attacks with it - it does NOT raise your Magic Attribute. Improved Ability: Dodge, as someone mentioned, can only be 3 (1/2 the skill rating).
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Crusher Bob
post Jan 23 2007, 08:19 AM
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There's also 3 maxed stats (REA, AGL, MAG) at chargen (don't the only let you max 1)? A skill of 6 and as skill of 5 (only allowed one skill at 6 or two skills at five). It's possible the points don't add up correctly either. Really he might as well have written POWER LEVEL 9000+ on there somewhere.
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hyzmarca
post Jan 23 2007, 08:24 AM
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The difference between the adept and the Samurai is simple. At 500 karma, the Samurai will be throwing at least 12 dice in everything he does and at least 18 in what he does best. He even has a skill of 6 is sorcery and counter-spelling because he has nothing left to do with his karma but make Power Pacts with spirits who have Magical Guard and Innate Spell.
At the same level, the Adept is throwing upwards of 0 dice in what he does best but is probably still in the single digits with everything else.

Samurai are great generalists and poor specialists. Adepts are great specialists and poor generalists. It has always been so.

QUOTE (Crusher Bob)
POWER LEVEL 9000+


Power level 9000 really isn't that much. Plain humans are going to have power levels in the double digits but a plain old Super Sayajin is going to have a power level will over a million. By the time you hit SSJ3 it'll be in the high billions.
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Narse
post Jan 23 2007, 08:40 AM
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In my opinion adepts have always been kind of broken. Of couse I don't have as much experience with street sam, but it seems to me that some of the things adepts can do are kindof crazy. However it is true that street sams are more combat oriented, as far as the abilities provided by cyberwear go. I think this is what several of you are refering to when you say adepts cant compare to street sams with equivalent resources. But it is important to remember that adepts aren't always combat monsters. Adepts can be stealthy or charismatic or atheletic and many other things. Really it is this versitility that makes adepts of equal 'power' as street sams. Adepts can do some things that street sam just cant (improved skill, astral perception, combat sense, elemental strike, to name a few). And of course there are those combat niches where adepts are superior to cybered characters. For example throwing adepts can serously own, as far as I know there is no 'ware that enhances throwing abilities. So can meele troll adepts (weapon focus + improved skill > cyber spur + cybered attribute, IMO) and they have fun little abilities like counterstrike (combo that with combat sense). Furthermore some of the adept builds do have the 'concealability' factor. Cyber-replacements incur negative social modifiers (ok so bio avoids almost all of these, but its expensive!) where as no-one is likely to know that you have killing hands untill after you've hit them, Missile mastery is another example of an adept power that improves combat abilities with no-one being the wiser. The throwing adept is also a good example of the combat potential of adepts. with missle mastery and 5 levels of power throw an adept could throw hypodermic seringes for STR/2 + 5 P that also function as injection vectors for toxin attacks. (so with a trolls strenght of 9, and narcoject that is 10P now and 10S at the end of the combat turn. )
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Serbitar
post Jan 23 2007, 09:14 AM
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It is a myth that in SR4 SAMs have no potential and Adepts have all potential.

In SR4 a SAM has much more potential, because there is Bioware and Alpha and Beta Grades.

Making everything Apha/Beta, for about 1 Million Nuyen, a SAM can have almost all Cyber/Bioware that is available. Using a Karma to Nuyen ratio of 1:3k, this would be 333 Karma. A SAM with 333 karma and 1 Mio Nuyen is God, having about 8/0.8 = 10 Essence Points worth of Cyber/Bio (everything Alpha/Beta, with the Synaptic Alpha of course, that gives +3REA +3 IPS for 1.8 Essence) and all Attributes and Skills he needs maxed, while the Adept might have a Magic of 10 (costing him about 150 karma), but has to pay far more in power points than the SAM does in Essence and he wont have his attributes and skills maxed. He will have pretty good gear, though.
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Crusher Bob
post Jan 23 2007, 09:32 AM
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Shouldn't synaptic-3 alphas be 1.2 essence (1.5*.8=1.2), not 1.8? For an adept, magic 10 might no be worth it, compared to magic 6 and 4 points of high grade 'ware. 6 points of magic will get you combat sense 6, imp ability in your gun skill of chioce 3, with 1.5 points left over for wonky adept only powers. The 4 points of ware is probably enoguh to max your REA and AGL which are the important stats easily effected by ware.
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Serbitar
post Jan 23 2007, 10:13 AM
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QUOTE (Crusher Bob @ Jan 23 2007, 10:32 AM)
Shouldn't synaptic-3 alphas be 1.2 essence (1.5*.8=1.2), not 1.8?  For an adept, magic 10 might no be worth it, compared to magic 6 and 4 points of high grade 'ware.  6 points of magic will get you combat sense 6, imp ability in your gun skill of chioce 3, with 1.5 points left over for wonky adept only powers.  The 4 points of ware is probably enoguh to max your REA and AGL which are the important stats easily effected by ware.


Doesnt Synaptic cost 0.75 per rating? Concerning the cybered Adept: that only shows that adept powers are underpowered and the only thing you want is improved attribute . . .
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NightmareX
post Jan 23 2007, 12:04 PM
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QUOTE (Rotbart van Dainig)
Interesting is indeed the right word. Back to Adeptrun, I guess.

Adeptrun = bad :(

QUOTE (Thanee)
You don't have any min/maxed Samurais in your group, or do you? ;)

The only sam in the group was mine, Silence, who I played when Rico's player GMed (we tag teamed). He is far from min-amed, as I prefer a generalist approach.

QUOTE (lorechaser)
Seriously?

10 dice in their top area?

I'm not in the adepts are underpowered category, or the sams are underpowered category, but 10 dice?

Yup - now admitedly accept for Rico's player these are all newbies to SR. The team included a human rigger as I noted, a human decker (10 dice on the Matrix with programs), a human Chaos mage (10 dice with Sorcery), and the mentioned troll magician adept. They were built on 400bp (max 250 on atts).

QUOTE (lorechaser)
SR really requires competency to survive, I feel.  With the ease of death, an average runner will be dead in a week.

Agreed - but "street" competance and common sense count for more than skill competance in SR IMO. For instance, the rigger and mage were able to take down (as in collapse) an 8 story appartment building on the outskirts of Renton and get aware clean, a job that Rico wouldn't touch. The troll on the other hand almost got herself killed, simply by living at the address that her real SIN listed as her address.

QUOTE (Thanee)
Not Force 20 spirits...

Back in 3rd, Rico's player (playing an elf magician adept with Killing Hands M) took out three Froce 8 Roach spirits without a scratch, as a starting character. Admitedly now that said Force 20 spirit would be rolling 40ish dice for defense, I would still expect similar results from a properly min/maxed adept.

QUOTE (WhiskeyMac)
Oh yeah, not to nitpick but with the sample uber-adept his addictions aren't legal. Nicotine and Caffeine aren't considered "harmful" enough to warrant BP.

By RAW, I know - I allow it as a legacy/humor thing.

QUOTE (FrankTrollman)
And if you want to have Distance Shot and Elemental Strike at the same time to throw fireballs like Ryu, why the hell not? And people certainly shouldn't be paying more than a single Magic Point for either power when both are objectively inferior to just being a Mage and knowing a single spell.

I kinda like that idea.
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toturi
post Jan 23 2007, 12:28 PM
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QUOTE (NightmareX)
QUOTE (Thanee)
You don't have any min/maxed Samurais in your group, or do you? ;)

The only sam in the group was mine, Silence, who I played when Rico's player GMed (we tag teamed). He is far from min-amed, as I prefer a generalist approach.

Untrue. A min-maxed sam is a generalist in this edition. A sam is, IMO, the best suited, in terms of game mechanics, to be a generalist. He might not be the best in something, but he can sure give trouble to everyone else over everything. Unless the player deliberately squanders his BPs, a well-made generalist sam can be dangerously min-maxed.
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NightmareX
post Jan 23 2007, 12:41 PM
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QUOTE (toturi)
Untrue. A min-maxed sam is a generalist in this edition. A sam is, IMO, the best suited, in terms of game mechanics, to be a generalist. He might not be the best in something, but he can sure give trouble to everyone else over everything. Unless the player deliberately squanders his BPs, a well-made generalist sam can be dangerously min-maxed.

Very true - that's why Silence is rolling 14 dice with pistols (that and to help Rico's player share my pain when most of his opposition NPCs die instantly :P ). What I meant was I didn't design him in a min/max fashion - after all, he still has 2.5 Essence left :eek:
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ElFenrir
post Jan 23 2007, 01:51 PM
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Im on the boat that says Adepts in other areas wipe the floor with mundanes(Social, Brain), but can get a little outclassed in combat....but at the same time, should they specialize, its dangerous.

Case in point, a gunslinger adept. They can indeed get scary. However, as you can see in the BBB, the gunslinger adept isnt doing much else except shooting really good; a mundane sammy can shoot really good and also be a fair backup something or other.(with that extra 40-65 BP they save from Magic, thats a couple of high skills there.)

I am one that can agree with someone mentioning them seemingly changing the focal point for adepts. While you can make an excellent highly specialized combat adept, they are at their most impressive when used for the Social or Brain departments.

I WOULD like to see lowered attribute powers(or at least houserule them), they are too expensive. For the cost of upping one attribute with a power(1 point, or 10 BP for 1 point of magic), the sam could have gone and upped his Agility and Strength numerous times.
This could help out the combat adept. I think .5 for increasing combat skills is reasonable. (if anything i hear people discussing how the social skills are too cheap).

You can still make an impressive unarmed adept(crit strike is cheap, killing hands is cheap and a one shot buy), but again, what keeps them a little under the sam is the price of the attribute increasing powers. (My combat adept threw 11 dice unarmed, but he wasnt TOTALLY combat specialized, it was big, but i wanted him to be good at a few things. More than held his own though.) If i changed anything about him, i would consider dropping a couple powers and increasing his unarmed, and if the adept power was houseruled, his agility.

Again though, i took the focus away from specialist(i made a bouncer, so i wanted a high Perception and Intimidation, which i did get. To be fair, he rolled a total of 13 dice with visual and audio perception with enhancements, and 10 with anything else, so he was rarely taken by surprise..and he threw a pretty impressive 13 dice for physical intimidation...which were both subsequently more than his combat skill, if only by a little.)

I like adepts, i think they are good(great in some areas) but i do think they need a little bit of tweaking.
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Thanee
post Jan 23 2007, 02:57 PM
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QUOTE (ElFenrir)
...they are at their most impressive when used for the Social or Brain departments.

Which is kinda funny, though, since it can hardly be the intention, that this is the Adept's primary focus. ;)

Bye
Thanee
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Thain
post Jan 23 2007, 03:27 PM
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Of course, the fact is that a cybered character pays far more in Build Points to get their gear than an Adept.

Consider Improved Reflexes (Power), Wired Reflexes (Cyberware), and Synaptic Booster (Bioware). I pick these three, simply because all things being equal, the `runner who goes first is the one who wins the fight, imho.

[ Spoiler ]


Now, tell me how Adepts "suck right now"?

They spend faaar less BP then a Bioware user, and have no Availability limitations. They spend more BP than a Cyberware user, I admit, but all but 5 of those BP are increasing their Magic attribute, which has all sorts of additional benefits.

BP spent on cyber- or bioware has no added effect, apart from the `ware itself. Thus, the true "cost" (ie, BP that can not be used towards other results) of a Adepts power is, in fact, 5 BP... that one spent to take the Adept Quality.

(Of course, if you take more than one Adept Power, you need to divide those 5 BP among all of them; Oh, and an Adept only needs to purchase one Fake License for his entire suite of Powers, a Razorbor (cyber- or bio-) will need to purchase one for each peice of illicit `ware, and cannot get one for any 'F'-class items.)

Adepts are alot more cost efficent than anyone seems to give them credit for.
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lorechaser
post Jan 23 2007, 04:18 PM
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QUOTE (toturi)
Adepts are weakened in Combat Skills, but they are better now in other things.

Adepts are weakened in *ranged* combat.

A melee combat adept, on the other hand....
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emo samurai
post Jan 23 2007, 04:52 PM
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The thing is, the bioware costs them 2 magic points, while the other two options cost them 5. Bioware is WAY more efficient than adept powers.

I'd say that improved ability dice cost .25 power points, are limited to skill, and that autohits cost .75 power points and are limited to improved ability dice. Those autohits are, in reality, threshold modifiers, and thresholds can not be moved below 0.

How does that sound for balance?
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Thain
post Jan 23 2007, 05:04 PM
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No. No it isn't.

Bioware Synaptic Booster III costs 48 build points, and 2 magic rating points (1.5 essence lost).

Improved Reflexes III costs 45 build ponts, and their is no loss of magic rating.

Further, the 45 build points (5pt Adept, 40pt for Magic 5) can be used on all manner of other things. Assuming the adept buys only one other power (say, Astral Perception), the actual cost of the Improved Reflexes is 22.5 BP.

The 48 build points spent on the ¥240,000 you need to get Synaptic Booster III has no use after you get the `ware. Magic is an attribute with multiple uses, spent Nuyen is gone.
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Cynic project
post Jan 23 2007, 06:19 PM
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QUOTE (emo samurai)
For example, their Improved Skill power. For .5 power points, they can get +1 to a combat skill of their choice. For .2 (thanks for the correction, yoippari) essence, a samurai can get muscle toner to boost their Agility, making all their combat skills more effective. They both have hard caps no matter what they do, +3 bonus if skills and attributes are maxed. That is not fraggin fair at all.

In my game, the Improved Skill power will give you an auto-hit. One dice out of every roll using that skill will be a success. The power will be limited to skill level. I believe this to be fair.

As for Improved Attribute, it will cost .5 PP no matter what. This is stolen from Serbitar.

Increased Reflexes will cost 1 PP per level.

As for all the gimmick powers from Street Magic, I am making them cost half what they do. 1 PP for living focus? WTF?

How do I balance this out? I halve all essence costs. All of them.

Let's get this off right off the top. Fuck no.
adepts are not too weak. They do not suffer a lot of shit that street same suffer. They for one can walk past almost any scan point without worry of being found out.Even if they are noticed as being magical..Most areas in the world it is not a crime to be magical.So even if they couldn't beat a street sam for sheer numbers they do it in other ways. Not every tool is a hammer and not every problem is a nail.



And above all else Increased Reflexes will cost 1 PP per level. has no place what so ever. Sorry but you get the best deal of all....Better than bioware, way better than cyberware...fuck that.
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