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Nebular
post May 26 2011, 06:30 PM
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QUOTE (Dakka Dakka @ May 26 2011, 01:00 PM) *
A normal sized heavy turret is nonsense. The heavy turret is for main guns. The normal weapon mount can't take any weapon larger than an LMG.

While I can't find a rule forbidding it, internal and concealed heavy turrets sound implausible.

The Body Stabilizer is restricted to rating 1 it should be rating 1-3 (Arsenal p. 133).

It would be really cool, if you implemented the possibility to load Mechanical Arms with Cyberlimb Accessories.

Yeah, there are some really silly possibilities for Weapon Mounts. Chances are some of those combinations will never be used. But since there are so many options for the Weapon Mounts, I just wrote a little script that combined all of the options and spit them out to XML rather than entering 'em all by hand. So while it is completely redicumous, they're at least there if someone really wants one. (IMG:style_emoticons/default/smile.gif)

I can't reproduce the Body Stabilizer issue. If you add it to a Vehicle, both the Select Vehicle Modification window and the Vehicle tab let you set a Rating of up to 3. The only time the Rating should be stuck is if it comes with the Vehicle itself.

Is there anywhere that says Mechanical Arms can actually be added as Cyberlimber Accessories?
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Dakka Dakka
post May 26 2011, 06:53 PM
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QUOTE (Nebular @ May 26 2011, 08:30 PM) *
I can't reproduce the Body Stabilizer issue. If you add it to a Vehicle, both the Select Vehicle Modification window and the Vehicle tab let you set a Rating of up to 3. The only time the Rating should be stuck is if it comes with the Vehicle itself.
When I add it I can change the rating, but once it is on the vehicle I can't change it. Funny thing, if I change the rating to three before adding it, changing still works afterwards.
QUOTE (Nebular @ May 26 2011, 08:30 PM) *
Is there anywhere that says Mechanical Arms can actually be added as Cyberlimber Accessories?
Yes, with the GM's permission:
QUOTE ('Arsenal p. 139')
At the gamemaster’s discretion, full arms can be tricked out with accessories just like a full cyberlimb (see pp. 335–337, SR4, and pp. 44–48, Augmentation). The gamemaster has final say over what accessories a mechanical arm can take.
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Nebular
post May 26 2011, 06:54 PM
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QUOTE (Credstick @ May 26 2011, 01:03 PM) *
I do not see just a normal helmet in the armor either. Am I missing it?

This clearly isn't as intuitive as it should have been. I'm going to move Helmet and Shields out into their own Category of Armor instead of being Armor Mods for the next update since that is how the represented in the SR4A book anyways.
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Nebular
post May 26 2011, 07:09 PM
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QUOTE (Dakka Dakka @ May 26 2011, 01:53 PM) *
When I add it I can change the rating, but once it is on the vehicle I can't change it. Funny thing, if I change the rating to three before adding it, changing still works afterwards.

Well that's neat! Looks like setting a Rating for a Vehicle Mod also sets the maximum Rating and affects all Mods, not just the Body Stabilizer. Will be fixed for next update.
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Akhet
post May 26 2011, 07:38 PM
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Hey there, awesome work as always!

After you enter career mode, a few issues arise;

1. The list for bound spirits no longer populates with a list of spirits from your tradition, it's blank.

2. For mystic adepts, the maximum force of a bound spirit is limited to 2x the points invested in the Magician aspect of Mystic Adept but it should be the TOTAL magic x2 (A 3 magician, 2 adept should be able to summon force 10 spirits overcasting). I believe this error also appears in build mode as well, not just career mode.

3. The printable character sheet does not do damage tracks correctly, looks like it goes off of your base stats instead of augmented stats.

4. You cannot raise skill groups higher than 4, it gives you an error message.

-Akhet
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Nebular
post May 26 2011, 08:00 PM
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These will be fixed in the next update which should be available this evening.
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SpellBinder
post May 26 2011, 09:35 PM
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QUOTE (Akhet @ May 26 2011, 01:38 PM) *
2. For mystic adepts, the maximum force of a bound spirit is limited to 2x the points invested in the Magician aspect of Mystic Adept but it should be the TOTAL magic x2 (A 3 magician, 2 adept should be able to summon force 10 spirits overcasting). I believe this error also appears in build mode as well, not just career mode.

By your logic, then the same adept can overcast a Force 10 spell as well.

QUOTE (SR4a, page 195)
For every point of Magic invested in physical abilities, the character gets one Power Point that she can use to purchase adept powers. Every point of Magic invested in mana-based abilities grants the character one point to use with Magic-based skills. For all other purposes, including the determination of the maximum level for adept powers, the character’s full Magic attribute is used. Such a character will not have as many adept powers as most other adepts, nor will they be able to cast spells with the same skill as true magicians. Mystic adepts may use their adept powers normally.


When it comes to the limit of your foci, passing through mana barriers, and as mentioned the maximum level limit of your Adept powers, you use the total Magic attribute. For the power you can put into Spellcasting, Conjuring, Ritual Casting, Banishing, and Binding, you use what has been allocated to Magic-based skills, just as if you were a Magician with the lower Magic attribute.

Now if the above Mystic Adept could truly summon a Force 10 spirit, then it could also overcast spells at Force 10 as well, which then would make it pointless to allocate points to the Magician aspect as the Mystic Adept gets their full Magic for spells. On this track, a Mystic Adept with a Magic of 5 could spend 1 point for Astral Perception, 4 points on powers, still cast magic at full power, and aside from not being able to astrally project (not even a loss worth mentioning to some) is now better than a pure Magician for less points.
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Nebular
post May 26 2011, 09:45 PM
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I believe SpellBinder is correct. During character creation, Force is limited to the magician's MAG or magician's MAG x 2 during play. This would be the amount of MAG assigned to your Magician aspect, not your total MAG.
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Nebular
post May 26 2011, 09:52 PM
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As promised, Technomancers get some attention in this update. (IMG:style_emoticons/default/smile.gif)

Build 96
  • added support for <selectparagon /> to Improvement Manager which allows a character to select a Paragon
  • Sprite list now populates based on the selected Stream in the same was a Spirits and Magic Traditions (big thanks to ShadowWalker for providing the Streams/Sprites list)
  • added support for Paragons (another big thanks to ShadowWalker for providing the list of Paragons)
  • added Clean Car Coating to Vehicle Mods which was missing its information in the Spy Games book
  • added support for multiple custom data files of the same type (see below)
  • Genetic Heritage now shows the Free item for any Genetech selected, not just Trangenics
  • Nuyen BP is now correctly populated when loading a character that has spent more than 50 BP on Nuyen
  • moved the Advanced Complex Forms from Unwired out of the Autosoft category and into the Advanced category
  • corrected the Shield Complex Form to be marked as allowed for Complex Forms
  • adding a Weapon Accessory to a Weapon with a name no longer throws an error
  • Extended Clip Weapon Mods now affect the Weapon's Ammo Capacity
  • corrected an issue that prevented Vehicle Sensors from only being able to add Sensor plugins
  • adding missing Sensor Software from Arsenal
  • all items in programs.xml can now be taken as Complex Forms
  • added Skillsofts, ARE Software, Sensor Software, and Tactical AR Software to Complex Forms
  • Complex Forms now save/load source book and page number
  • added support for Technomancer Streams
  • only worn Armor now counts towards Armor Encumbrance
  • maximum Force of a Sprite during character creation is properly set
  • loading a character with RES higher than 6 and a Sprite during character creation no longer throws an error
  • added Critters from Parazoology
  • added a splitter to the Skills tab to allow the Active Skills and Knowledge Skills sections to be resized as needed
  • added a splitter to the Common tab to allow the Contacts and Enemies sections to be resized as needed
  • changed the colour of the splitter bar on the Karma and Nuyen tab to make it noticeable
  • added missing Barrel Extension Weapon Mod to Ares Desert Strike
  • Vehicle Weapon Mounts have their context menu restored when loading a saved file
  • Weapon Mounts that come as part of a Vehicle now have their context menu attached
  • added support for Group Intiation/Network Submersion and Initiation Ordeal/Submersion Tasks to Career Mode to discount the Karma cost of Initiation/Submersion
  • added missing Gear from Unwired
  • added missing Drones from Unwired
  • moved helmets and shields out of Armor Mods and into the Helmets and Shields Armor Category
  • fixed an issue that caused the maximum Rating for Vehicle Mods to be set to the Rating that was selected when the Mod was first added
  • Condition Monitors on the printout are now correctly calculated based on the total value of the Attributes
  • Skill Groups in Career Mode can now be raised above 4 without throwing an error
Support for Multiple Custom Data Files
Rather than making people merge multiple XML documents on their own any time someone makes a change to a custom file, Chummer now supports multiple custom data files for each source. Custom files must start with "custom" and end with "_[filename.xml]". Using books.xml as an example, "custom_books.xml", "custom_Nebular_books.xml", and "custom_ThatGuy_books.xml" are all valid names. The base file (books.xml) is loaded first, then the contents of the other files are merged in one-by-one.

Outstanding Issues
  • Unwired Options
  • Unwired Optional Rules
  • Text-Only Output
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Dakka Dakka
post May 26 2011, 10:00 PM
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OK here's how it goes:
To summon/bind/banish a spirit the Mystic adept rolls Magician's Magic+Summoning
To cast/ritually cast/counterspell a spell he rolls Magician's Magic+Spellcasting/Ritual Spellcasting/Counterspelling.

He gets power Points equal to his Adept Magic.

The maximum Spirit/Spell Force is his Total Magic, the Maximum Level for Adept Powers is his Total Magic.
This is what the quote above says, no matter what the bogus FAQ wants us to do.
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ShadowWalker
post May 26 2011, 10:09 PM
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QUOTE (Nebular @ May 26 2011, 04:52 PM) *
As promised, Technomancers get some attention in this update. (IMG:style_emoticons/default/smile.gif)

Build 96
  • added support for <selectparagon /> to Improvement Manager which allows a character to select a Paragon
  • Sprite list now populates based on the selected Stream in the same was a Spirits and Magic Traditions (big thanks to ShadowWalker for providing the Streams/Sprites list)
  • added support for Paragons (another big thanks to ShadowWalker for providing the list of Paragons)
  • added Clean Car Coating to Vehicle Mods which was missing its information in the Spy Games book
  • added support for multiple custom data files of the same type (see below)
  • Genetic Heritage now shows the Free item for any Genetech selected, not just Trangenics
  • Nuyen BP is now correctly populated when loading a character that has spent more than 50 BP on Nuyen
  • moved the Advanced Complex Forms from Unwired out of the Autosoft category and into the Advanced category
  • corrected the Shield Complex Form to be marked as allowed for Complex Forms
  • adding a Weapon Accessory to a Weapon with a name no longer throws an error
  • Extended Clip Weapon Mods now affect the Weapon's Ammo Capacity
  • corrected an issue that prevented Vehicle Sensors from only being able to add Sensor plugins
  • adding missing Sensor Software from Arsenal
  • all items in programs.xml can now be taken as Complex Forms
  • added Skillsofts, ARE Software, Sensor Software, and Tactical AR Software to Complex Forms
  • Complex Forms now save/load source book and page number
  • added support for Technomancer Streams
  • only worn Armor now counts towards Armor Encumbrance
  • maximum Force of a Sprite during character creation is properly set
  • loading a character with RES higher than 6 and a Sprite during character creation no longer throws an error
  • added Critters from Parazoology
  • added a splitter to the Skills tab to allow the Active Skills and Knowledge Skills sections to be resized as needed
  • added a splitter to the Common tab to allow the Contacts and Enemies sections to be resized as needed
  • changed the colour of the splitter bar on the Karma and Nuyen tab to make it noticeable
  • added missing Barrel Extension Weapon Mod to Ares Desert Strike
  • Vehicle Weapon Mounts have their context menu restored when loading a saved file
  • Weapon Mounts that come as part of a Vehicle now have their context menu attached
  • added support for Group Intiation/Network Submersion and Initiation Ordeal/Submersion Tasks to Career Mode to discount the Karma cost of Initiation/Submersion
  • added missing Gear from Unwired
  • added missing Drones from Unwired
  • moved helmets and shields out of Armor Mods and into the Helmets and Shields Armor Category
  • fixed an issue that caused the maximum Rating for Vehicle Mods to be set to the Rating that was selected when the Mod was first added
  • Condition Monitors on the printout are now correctly calculated based on the total value of the Attributes
  • Skill Groups in Career Mode can now be raised above 4 without throwing an error
Support for Multiple Custom Data Files
Rather than making people merge multiple XML documents on their own any time someone makes a change to a custom file, Chummer now supports multiple custom data files for each source. Custom files must start with "custom" and end with "_[filename.xml]". Using books.xml as an example, "custom_books.xml", "custom_Nebular_books.xml", and "custom_ThatGuy_books.xml" are all valid names. The base file (books.xml) is loaded first, then the contents of the other files are merged in one-by-one.

Outstanding Issues
  • Unwired Options
  • Unwired Optional Rules
  • Text-Only Output


booyah! Downloading and testing now.
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ShadowWalker
post May 26 2011, 10:19 PM
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When doing Submersion it's not calculating the karma cost correctly.
It's always using 10 +(1x3) instead of 10+(new rankx3).
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SpellBinder
post May 26 2011, 10:38 PM
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I don't have a character in career mode, but in creation mode the karma cost on Submersion is calculating correctly for me (13 at 1, 29 at 2, 48 at 3, etc.). Also found I had to recreate a TM in progress, but at least the load error has disappeared (and no longer having to run this as an Administrator).

Regarding the Mystic Adept topic, I was unaware there was a FAQ on this subject (not that I would have even looked at it anyway). I had always taken that the power invested in Magic for a Mystic Adept was like their Magic attribute for spellcasting and such (note that Counterspelling actually doesn't tie into Magic, but Body or Willpower depending on the type of spell being resisted), and what was invested in Adept powers was magic unavailable as it was fueling said Adept powers. To me, a Mystic Adept being able to invest all Magic into Adept powers and still being able to cast a spell with a DP based on their skill alone (assuming no foci are being used) crosses the line into munchkinry. Regardless, in games I run I'm still going to do it this way (Magic invested in Mana based skills limits the force of spells/spirits).

If it becomes too serious an issue for contention, I'd suggest making it a new Option for house rule use. That way we can leave it settled and done and go about our own ways.
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ShadowWalker
post May 26 2011, 10:43 PM
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Yes, the karma cost problem for submersion is happening in career mode.

I also noticed that the Weapon Mod, Camera Upgrades is not working right. It should be an upgrade to either the GunCam or Smargun System's cam. Right now it's using the weapons mod slots instead of the Camera's slots.
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ShadowWalker
post May 26 2011, 11:01 PM
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Here is a funny one.
If you take Genetic Heratige
Go to a GeneTech Modification and check the "Free!" Checkbox.
Now change to a Bioware Modification.
The "Free!" checkbox disappears, but it's still checked so when you click OK or Add & More you get that item for free.

Need a custom comlink option so you can build your own from scratch. With being able to select the Response and Signal separately.

SR4A page 222 under Ugrading devices, "Rules for building your own modules or coding your own packages can be found on p. 228."

SR4A page 227 under Using Hardware talks about price, page 228 has the charge for skill rolls.

And for something even more complex, Nexi need to be added.
They can be found in UW on page 196 and 198.

Tools (Kit, Shop, Facility) should require you to select the skill it's for, or let you attach a note for it.

The cost for the Sensor Software (Empathy, Facial Recognition, Gait Analysis, Lie Detection, Noise Analysis, Visual Spotter, Vehicle Identification, Voice Recognition, Weapon Watcher, Wildlife Spotter) is incorrect. It's currently using 100 nuyen per rating. It should be 200 nuyen per rating for ratings 1 to 3 and 500 nuyen for ratings 4 to 6.
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Nebular
post May 26 2011, 11:45 PM
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Build 97
  • Karma cost for Submersion is now based on the current Submersion Rating instead of Initiate Rating
  • Karma discount for Submersion is now based on the Submersion cost instead of Initiation cost
  • Cyberware/Bioware is no longer believed to be free when the Free checkbox is hidden
  • added an option to base a Spirit's maximum Force on the character's total MAG Attribute for Mystic Adepts which is disabled by default
  • Camera Upgrade Weapon Mods no longer consume Weapon Mod Slots
  • corrected cost of Sensor Software
  • Tool Kit/Shop/Facility now prompt for a text value to specify its exact use
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ShadowWalker
post May 26 2011, 11:47 PM
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QUOTE (Nebular @ May 26 2011, 07:45 PM) *
Build 97
  • Karma cost for Submersion is now based on the current Submersion Rating instead of Initiate Rating
  • Karma discount for Submersion is now based on the Submersion cost instead of Initiation cost
  • Cyberware/Bioware is no longer believed to be free when the Free checkbox is hidden
  • added an option to base a Spirit's maximum Force on the character's total MAG Attribute for Mystic Adepts which is disabled by default
  • Camera Upgrade Weapon Mods no longer consume Weapon Mod Slots
  • corrected cost of Sensor Software


That was quick.

When in career mode and I spend karma and go to the Karma/Nuyen tab I get the following error, String was not recognized as a valid Date Time.
If I spend karma a second or third, etc time I get one error message for each item listed in the karma log.

The Accessory, Smart Gun, Internal should have a cost equal to the base cost of the weapon.

The Empathy software got missed on the cost changes.
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Nebular
post May 26 2011, 11:49 PM
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Figured I didn't want to leave that stuff just hanging 'round. If I get it out of the way, I have more time to play The Witcher 2 and don't have to worry about that stuff being incomplete. (IMG:style_emoticons/default/biggrin.gif)
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SpellBinder
post May 26 2011, 11:54 PM
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Right quick with the Spirit discussion. Thanks. (IMG:style_emoticons/default/smile.gif)

Added: Will it be possible to implement another limit to Complex Forms? Tacsoft and Skillsofts are still limited to a rating of 4, while Simrig and Smartlink (and other 'unrated' programs) cannot go above 1.
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ShadowWalker
post May 27 2011, 12:14 AM
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QUOTE (SpellBinder @ May 26 2011, 07:54 PM) *
Right quick with the Spirit discussion. Thanks. (IMG:style_emoticons/default/smile.gif)

Added: Will it be possible to implement another limit to Complex Forms? Tacsoft and Skillsofts are still limited to a rating of 4, while Simrig and Smartlink (and other 'unrated' programs) cannot go above 1.


Activesofts would be 4, knowsofts and linguasofts are 5.

And if you actually try to create a Skillsoft cluster as a complex form... It's freaking complicated.
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whatevs
post May 27 2011, 12:22 AM
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I'm noticing that Synthacardium bonuses are only appearing for the physical skills that I don't default on. Is that RAW?
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SpellBinder
post May 27 2011, 12:24 AM
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Hmm, thought all the fake skill programs were limited in their rating the same way. I stand corrected.

As for Skillsoft clusters, I haven't even been curious to look into those. I'll take your word for it.
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ShadowWalker
post May 27 2011, 12:34 AM
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QUOTE (SpellBinder @ May 26 2011, 08:24 PM) *
Hmm, thought all the fake skill programs were limited in their rating the same way. I stand corrected.

As for Skillsoft clusters, I haven't even been curious to look into those. I'll take your word for it.


The skill soft clusters are basically a bunch of skillsofts put together as one program.
The effective rating against your skillwire or biowire is the total of all the ratings minus 2.
As an example: The Whiskey Noir skillsoft cluster has Forensics 4 (Know), Intimidation 3 (Active), Shadowing 2 (Active)
This has a total rating of 9, but has an effective rating on your skillwire or biowire of 7.

Now turning this into a complex form would require you to get 9 successes on your threading, then resist a fading of 9.
If you succeed in getting the successes needed plus are still alive and conscious then all you need to do to make it a permanent complex form is to pay 9 karma. booyah!

Should point out that the cost in karma for Skillsofts is different than other complex forms.
It's not 2, 2, 3, 4, 5 etc.
When you are making a complex form out of a skillsoft you need to have the skillsoft available, and then you thread it as described above.
Both the minimum and maximum rating you can get is the rating of the skillsoft you have on hand.
Once the threading is done you pay karma equal to the rating of the skillsoft plus the rating of any options. You don't pay for a 1, then a 2 etc. Just the final result.
You can find this on page 149 of UW under Emulation.
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Nebular
post May 27 2011, 02:35 AM
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QUOTE (whatevs @ May 26 2011, 06:22 PM) *
I'm noticing that Synthacardium bonuses are only appearing for the physical skills that I don't default on. Is that RAW?

As far as I understand, this is correct based on RAW. Defaulting says that the only thing you get is the linked Attribute - 1. At least that's how it reads to me.
QUOTE (SR4A 121)
Defaulting allows a character to still make the test using only the linked attribute in their dice pool, but with a dice pool modifier of –1.
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longbowrocks
post May 27 2011, 02:54 AM
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QUOTE (Dakka Dakka @ May 26 2011, 10:00 AM) *
While I can't find a rule forbidding it, internal and concealed heavy turrets sound implausible.

There's no rule forbidding it because some people (myself among them) think 8-9 slots is a rather large sum to ration to a single mod.
Besides, a heavy turret is big, and must go on a pretty darn big vehicle (14 BOD). Makes sense to me that you can put it inside (giggity?).
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