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> Chummer Character Generator
Nebular
post May 13 2011, 02:46 AM
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Edit: According to this thread, and confirmed by one of the forum mods who has seemingly been doing this for a very long time, you add all of the modifiers together and then apply the whole shebang to the item's ESS cost. So -10% Adapsin + -10% Biocompatability + -20% Alphaware = -40% ESS cost. I'm going to work with this until Topps tells me it's wrong or someone can provide conclusive evidence to the contrary. It does seem to match the spirit of the other rules where all modifiers are simply added together.
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Argent
post May 13 2011, 03:20 AM
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QUOTE (Nebular @ May 12 2011, 10:46 PM) *
Edit: According to this thread, and confirmed by one of the forum mods who has seemingly been doing this for a very long time, you add all of the modifiers together and then apply the whole shebang to the item's ESS cost. So -10% Adapsin + -10% Biocompatability + -20% Alphaware = -40% ESS cost. I'm going to work with this until Topps tells me it's wrong or someone can provide conclusive evidence to the contrary. It does seem to match the spirit of the other rules where all modifiers are simply added together.


Who am I to question the master of the matrix, FastJack. I always think a little too conservatively, its the GM inside of me. Now I can really pack in the cyberware!
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Argent
post May 13 2011, 03:58 PM
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Request:

1. For adept power Improved Sense, can you make it so that we can manually write what it is that we are choosing. ie. Low-Light or Thermographic and then it displays

Improved Sense (Low-Light)


Ok so to just put this essense reduction thing to bed, here are all the combos. Let me know if you agree.

Cyber:
Biocompatability or adapsin = 10% reduction
Biocompatability + adapsin = 20% reduction
Alpha grade + biocompatability or adapsin = 30% reduction, with beta =40%, with delta =60%
Alpha grade + biocompatibility + adapsin = 40% reduction, with beta =50%, with delta =70%

Bioware:
Biocompatability = 10% reduction, does not include geneware.
Type O System = 50% reduction for basic bioware only.
Biocompatability + Type O System = 60% reduction for basic bioware, 10% for all other bioware.

Geneware:
Genecrafted = 20% reduction in cost only, not essence during character creation. All geneware.
Genetic Heritage = any one genetic enhancement for free and 20% reduction in cost for transgenic genetic enhancements only.
Genecrafted + Genetic Heritage =
At character creation: any one genetic enhancement for free and 40% reduction in cost for transgenic enhancements, 20% for all other geneware.
After character creation: 20% reduction in cost to transgenic enhancements only.
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Nebular
post May 13 2011, 04:03 PM
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QUOTE (Argent @ May 12 2011, 06:29 AM) *
3. When selecting underbarrel flamethrower, can you include an add weapon button so we can select a particular flame thrower.

4. Can you add a select gear button for the Device Mount mod.

5. Underbarrel Weapon mod is missing. When added can you make so that we can select a particular weapon for that mod.

The Underbarrel Weapon Mod is there - it's just named Underbarrel Bola Launcher, Underbarrel Flamethrower, and Underbarrel Grapple Gun since those are your limited choices.

I'm going to say no to the rest (for now at least), largely because they can be modified individually and it's necessary in order to keep track of their ammo counts in Career Mode. The Device thing is an ugly issue as well. For now it should be easy enough to keep track of what's an underbarrel weapon or device mounted item in something like the Notes section if needed.

That said, I DO have the mount thing all cleaned up after re-writing how it's handled. All Mods and Accessories can now be added/removed from Weapons and can be marked as Installed or not. Weapons update their RC to reflect all of the items currently Installed in it, so if you remove the Stock, its RC will drop.

I'll have another update ready to go this evening which will include this stuff.
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LonePaladin
post May 13 2011, 04:19 PM
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Low priority item here. I'm getting an exception when I try to download the latest character sheet. The program and data files updated fine.

Here's the exception text, stuck in a nice little code-box so it doesn't take up excess space:
CODE
************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Documents and Settings\Chris\sheets\Shadowrun 4.xsl'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
at System.IO.StreamWriter.CreateFile(String path, Boolean append)
at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding, Int32 bufferSize)
at System.IO.StreamWriter..ctor(String path, Boolean append, Encoding encoding)
at System.IO.File.InternalWriteAllText(String path, String contents, Encoding encoding)
at System.IO.File.WriteAllText(String path, String contents)
at Chummer.frmUpdate.DownloadUpdates()
at Chummer.frmUpdate.cmdUpdate_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.225 (RTMGDR.030319-2200)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.75
Win32 Version: 0.0.0.75
CodeBase: file:///C:/Documents%20and%20Settings/Chris/My%20Documents/Downloads/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
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Nebular
post May 13 2011, 04:30 PM
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QUOTE (Argent @ May 13 2011, 09:58 AM) *
Request:

1. For adept power Improved Sense, can you make it so that we can manually write what it is that we are choosing. ie. Low-Light or Thermographic and then it displays

Improved Sense (Low-Light)


Ok so to just put this essense reduction thing to bed, here are all the combos. Let me know if you agree. (big long list removed)

The Power thing will be in the next update.

And yes, that list looks correct. My head nearly exploded from trying to get everything to match up, but I think I finally have it! Oh do I ever hope I have it and don't need to worry about it again. (IMG:style_emoticons/default/wobble.gif)
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Nebular
post May 13 2011, 04:38 PM
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QUOTE (LonePaladin @ May 13 2011, 10:19 AM) *
Low priority item here. I'm getting an exception when I try to download the latest character sheet. The program and data files updated fine.

So you have Chummer.exe located right in the "C:\Documents and Settings\Chris\" directory, correct? That's weird that it won't update the sheet since updating a sheet and updating a data file is the same block of code. If

Edit: I think I found the problem. When the you grab tonight's update, just grab the Chummer update on its own, restart Chummer, then try updating everything again. There may have been a possible issue of it trying to save downloaded files to the wrong location. Not entirely sure why, but I explicity tell it where to save things now.
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LonePaladin
post May 13 2011, 06:31 PM
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QUOTE (Nebular @ May 13 2011, 11:38 AM) *
So you have Chummer.exe located right in the "C:\Documents and Settings\Chris\" directory, correct?

Sort of. It's actually in: C:\Documents and Settings\Chris\My Documents\Downloads\Chummer\
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Nebular
post May 13 2011, 08:01 PM
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k. Hopefully this update fixes it for you.
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Nebular
post May 13 2011, 09:28 PM
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Here's this weekend's big update.

Build 78
- added support for <sensitivesystem /> to Improvement Manager since Sensitive System explicity doubles the final Essence cost rather than applying a +100% cost modifier
- Essence modifiers are now added together to determine a total percentage which is then deducted from an item's Essence cost
- linked Contacts and Enemies now open in their correct mode (either Build or Career)
- clicking Add & More when adding a Weapon Mod to a standard Weapon now correctly goes through the process again instead of trying add a Mod to a Vehicle Weapon
- PACKS Kits now support the new Exotic Skill setup
- updated Exotic PACKS Kits to include all Exotic Skills
- Essence Loss now correctly impacts MAG and RES
- added an option to support the More Lethal Gameplay optional rule (off by default)
- added support for Weapon Ranges
- added support for SoftWeave Armor Mod
- resizing the window no longer causes the Notes field on the Character Info tab to slide behind other fields
- opening the Metamagic window as a non-Technomancer no longer causes an error
- Armor Mods with no Rating no longer have the Rating field enabled
- Weapon Mods and Accessories that come with a Weapon can now be removed
- removed Weapon Accessory Mount tracking since Accessories can be swapped and removed during play and places too much restriction on Accessory selection
- Melee Weapons now show the damage they will do and their full Reach based on the character's Attributes in the Select a Weapon window
- added an Installed option for Weapon Mods and Accessories to show that they are currently in use on the Weapon and are contributing to the Weapon's stats
- re-wrote how Weapon RC is calculated (see below)
- fixed an issue that could cause data and character sheet files to be saved to the wrong location during an update
- added a Condition Monitor tab in Career Mode which records the character's Condition Monitors and applies penalties to Skills

Weapon Recoil Changes
Since Weapons can now have their Mods and Accessories added and removed, the Weapon's RC now shows what it is with the items currently attached to it. When selecting a Weapon, the Select a Weapon window may show the lower RC number as being slightly different than it appears in the source book, however the number IS CORRECT since it comes with all of the attachments already installed. This happens because in SR4A, some Stocks were removable and some were not. With the addition of the Stock Accessory in Arsenal, they all effectively became removable items.
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Wizard_Thoarin
post May 14 2011, 10:57 AM
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Going through and working on an adept for a player in my campaign, it would be nice if Killing Hands, Mystic Armor, and Critical Strike actually modified some of the things on the character sheet.

Killing Hands should change unarmed combat from S to P/S or P or S since the player gets to choose whether he does physical or stun damage.

Critical Strike should add its rank to the damage value of unarmed combat attack.

Mystic Armor should show up as a plug in to armor so that it can increase the Ballistic/Impact rating of worn armor by the rating of Mystic Armor.

I don't know if there are other adept powers that could or should modify things on the character sheet that don't at this time. I know the Improved Reflexes 2 seems to work just fine though.

Thanks for all the work.
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Nebular
post May 14 2011, 04:28 PM
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Some changes that came to mind during last night's game, and the requested Adept Power updates. (IMG:style_emoticons/default/smile.gif)

Build 79
  • Vehicles now have a Condition Monitor in Career Mode
  • Burst Fire Mode no longer allows Full Bursts since this requires Full Auto Mode
  • Vehicle Weapons now limit the Firing Modes they can used based on the Weapon's Firing Modes
  • Vehicle Weapons now show their correct Ammo Source in Career Mode
  • total number of Drain Resistance dice now appears next to the Drain Attributes on the Spells and Spirits tab
  • Initiative and Initiative Passes now show both their base and Augmented values in the same way as the character sheet
  • Weapon Ranges are now displayed on the Weapons and Vehicles tabs when a Weapon is selected (Vehicle Weapons in Career Mode only)
  • Critical Strike Adept Power now increases Unarmed Damage
  • Killing Hands Adept Power now changes the character's Unarmed Damage to Physical
  • Kinesics Adept Power now improves Social Active Skills
  • corrected Natural Immunity and Mystic Armor Adept Powers (Natural Immunity had Mystic Armor's Armor bonus by mistake)
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LonePaladin
post May 14 2011, 05:25 PM
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Well, it's no longer throwing me an exception when I try to update everything. Catch is, now it won't admit that the character and data sheets are up-to-date.

Traditions.xml is lacking the traditions from Street Magic.

I have a request as well: I'd like the option to create a partial character -- as in, lay out a few skills, maybe some gear -- and save that as a custom PACKS template, so that I can go in an edit out the extraneous parts but have the actual items formatted properly. Basically, have it save anything that has been altered from the baseline and save it in the proper XML format. Does that make sense?

Or I just need to get off my butt and quit grousing about Notepad.
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Nebular
post May 14 2011, 06:13 PM
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Updated the Traditions to add the missing ones.
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Wizard_Thoarin
post May 14 2011, 06:38 PM
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Looks like the cost for the Improved Reflexes is incorrect accord to the table on page 196 in my SR4A book.

Improved Reflexes 1 should be 1.5 magic points
Improved Reflexes 2 should be 2.5 magic points
Improved Reflexes 3 should be 4 magic points.

Currently they are listed as costing 2, 3, and 5 magic points respectively.
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whatevs
post May 14 2011, 06:41 PM
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It looks as though orthoskin is contributing it's rating to encumberance. The description in the book (SR4A 347) doesn't say anything about it either way, just assumed that it wouldn't encumber because it's... your skin...
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whatevs
post May 14 2011, 06:44 PM
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QUOTE (Wizard_Thoarin @ May 14 2011, 07:38 PM) *
Looks like the cost for the Improved Reflexes is incorrect accord to the table on page 196 in my SR4A book.

Improved Reflexes 1 should be 1.5 magic points
Improved Reflexes 2 should be 2.5 magic points
Improved Reflexes 3 should be 4 magic points.

Currently they are listed as costing 2, 3, and 5 magic points respectively.


Just had my copy open. What he said.
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Nebular
post May 14 2011, 07:01 PM
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QUOTE (whatevs @ May 14 2011, 01:44 PM) *
Just had my copy open. What he said.

The values in Chummer are correct based on the updated values from the Runner's Toolkit. They basically cost the same amount in MAG as the equivalent Wired Reflexes ESS. The Toolkit is the closest thing we've had to an errata. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post May 14 2011, 07:03 PM
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QUOTE (whatevs @ May 14 2011, 01:41 PM) *
It looks as though orthoskin is contributing it's rating to encumberance. The description in the book (SR4A 347) doesn't say anything about it either way, just assumed that it wouldn't encumber because it's... your skin...

As far as I understand it, anything that contributes to your Armor Ratings also contributes towards your Encumbrance since it is more bulk being added to your frame.
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LonePaladin
post May 14 2011, 07:24 PM
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QUOTE (Nebular @ May 14 2011, 01:13 PM) *
Updated the Traditions to add the missing ones.

Looks like the code's not checking the source on traditions; if you turn off Street Magic from the list, it still shows the extra traditions.

And I'm starting to think my netbook's copy is borked somehow, what with the updating issue and its refusal to play well with the display. The only way I can get it to scroll down to reach the Knowledge skills is to maximize the program, then un-maximize the character window and resize it.
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Nebular
post May 14 2011, 07:50 PM
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QUOTE (Nebular @ May 14 2011, 02:01 PM) *
The values in Chummer are correct based on the updated values from the Runner's Toolkit. They basically cost the same amount in MAG as the equivalent Wired Reflexes ESS. The Toolkit is the closest thing we've had to an errata. (IMG:style_emoticons/default/nyahnyah.gif)

Just to follow up on this, here's the Powers table from the Runner's Toolkit's Compiled Tables booklet. http://www.dndjunkie.com/images/AdeptPowersTable.jpg
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Nebular
post May 14 2011, 07:55 PM
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QUOTE (LonePaladin @ May 14 2011, 02:24 PM) *
Looks like the code's not checking the source on traditions; if you turn off Street Magic from the list, it still shows the extra traditions.

And I'm starting to think my netbook's copy is borked somehow, what with the updating issue and its refusal to play well with the display. The only way I can get it to scroll down to reach the Knowledge skills is to maximize the program, then un-maximize the character window and resize it.

If you move it outside of the My Documents directory and put it somewhere like C:\Chummer, does that solve the problem?

I'm able to reproduce the resizing problem you're having. I'll work on a fix for this.
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fazzamar
post May 14 2011, 07:59 PM
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QUOTE (Nebular @ May 14 2011, 03:01 PM) *
The values in Chummer are correct based on the updated values from the Runner's Toolkit. They basically cost the same amount in MAG as the equivalent Wired Reflexes ESS. The Toolkit is the closest thing we've had to an errata. (IMG:style_emoticons/default/nyahnyah.gif)


How do we know the Runner Toolkit is correct and the values weren't a mistake?

Also, as a note, if anyone wants to change the Improved Reflexes values back to pre-Runner's Toolkit costs all it takes is a simple edit in notepad of the Powers.xml file.
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Nebular
post May 14 2011, 08:13 PM
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QUOTE (fazzamar @ May 14 2011, 01:59 PM) *
How do we know the Runner Toolkit is correct and the values weren't a mistake?

Also, as a note, if anyone wants to change the Improved Reflexes values back to pre-Runner's Toolkit costs all it takes is a simple edit in notepad of the Powers.xml file.

That's like arguing how do you know the numbers in an errata are now correct and not a mistake. (IMG:style_emoticons/default/smile.gif) One must assume that the latest revision of the numbers from the publisher are in fact the most up-to-date, just like the values in SR4A superseding the ones in SR4. The numbers make sense to me as they bring the cost in line with similar Cyberware. The difference between 1.5 and 2 isn't a simple miss of a keystroke like most of the mistakes in their books, so someone had intentionally made that change. Augmentation didn't have matching number when you compared the Genetech tables with the descriptions to the Genetech summary tables at the back of the book, but the Toolkit seems to confirm that the tables with the descriptions are the correct values. Given that they've been working on that Toolkit and compiled tables for quite some time, and that the Genetech tables in the Toolkit aren't a 3rd different set of numbers, I'd be inclined to say they were a little more diligent in making sure the information they were providing and updating are what they should now be.

Or at least that's my take on it. (IMG:style_emoticons/default/biggrin.gif)
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LonePaladin
post May 14 2011, 08:28 PM
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QUOTE (Nebular @ May 14 2011, 02:55 PM) *
If you move it outside of the My Documents directory and put it somewhere like C:\Chummer, does that solve the problem?

I'll try that this evening.

In the meantime, there's another little add-on I'd like to see added to the sourcebook list: Digital Grimoire. (Can't finish the original PACKS document without it.)

I've made some entries in a custom-packs.xml file for testing, and it doesn't seem to be appearing on the list of options. Perhaps the program isn't reading it?
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