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#851
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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#852
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
Nebular:
I may have missed it, is there currently a way to bind purchased Foci? |
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#853
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
Nebular: Though I'm not Nebular...I may have missed it, is there currently a way to bind purchased Foci? If the character has an awakened quality there'll be a box to the right of the gear with the label "Bonded Foci" just above it that lists all of the purchased/owned foci; no awakened quality, no Bonded Foci box. Put a check in the box to bond it, and it'll deduct the BP/Karma accordingly. Now what's not supported are the unique foci (like the Kurokawa, described in the Digital Grimore) that can bond to anyone for no karma. That might be a bit tricky to implement. |
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#854
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Target ![]() Group: Members Posts: 17 Joined: 4-June 11 Member No.: 30,935 ![]() |
The "Sprawl Ganger" sample character has the Technomancer quality. He should have the Toughness quality instead. (Oops.)
Exotic skills have a math issue; it should not cost 2 bp to type something in the specialization box for exotic skills, because you are not buying a specialization - you're specifying what the skill is. (Exotic skills have no specializations; see page 122 of Anniversary and note that "Specializations" are noted as "N/A" for the two exotic skills on that page.) |
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#855
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Though I'm not Nebular... If the character has an awakened quality there'll be a box to the right of the gear with the label "Bonded Foci" just above it that lists all of the purchased/owned foci; no awakened quality, no Bonded Foci box. Put a check in the box to bond it, and it'll deduct the BP/Karma accordingly. Now what's not supported are the unique foci (like the Kurokawa, described in the Digital Grimore) that can bond to anyone for no karma. That might be a bit tricky to implement. I would think you would need to enter the unique item in a custom xml file. There would still need to be an xml tag that would note it as being a unique foci so anyone could bond it. |
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#856
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
Well, I was able to put the Kurokawa in a custom weapons list and the DV works like it's supposed to. However it's only half as effective as I just noticed that there's no DP values for individual weapons listed in the character sheets.
Added: Could be helpful if at least a DP modifier could be included. And also a way to cross check items that normally aren't weapons but can be used as such (like the monofilament chainsaw, normally B&E Gear but can be used as an exotic weapon with -2DP and DV 5P; see SR4a 335 for details). |
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#857
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Moving Target ![]() ![]() Group: Members Posts: 423 Joined: 18-August 08 From: Dear lord help me, Maryland Member No.: 16,254 ![]() |
Though I'm not Nebular... If the character has an awakened quality there'll be a box to the right of the gear with the label "Bonded Foci" just above it that lists all of the purchased/owned foci; no awakened quality, no Bonded Foci box. Put a check in the box to bond it, and it'll deduct the BP/Karma accordingly. Now what's not supported are the unique foci (like the Kurokawa, described in the Digital Grimore) that can bond to anyone for no karma. That might be a bit tricky to implement. Interesting. I've no idea how I missed that when I was working on it last night. I'll have to take a look at the character I was messing with when I get home to see if it didn't show up for whatever reason or if I'm just going blind. (IMG:style_emoticons/default/smile.gif) |
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#858
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Added: Could be helpful if at least a DP modifier could be included. And also a way to cross check items that normally aren't weapons but can be used as such (like the monofilament chainsaw, normally B&E Gear but can be used as an exotic weapon with -2DP and DV 5P; see SR4a 335 for details). Crap. This was working before. This will be fixed in the next update. Edit: I take that back. It was updated to not show the specialized dice pool amount since you can't specialize in it. The point calculation was never updated. |
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#859
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Well, I was able to put the Kurokawa in a custom weapons list and the DV works like it's supposed to. However it's only half as effective as I just noticed that there's no DP values for individual weapons listed in the character sheets. Added: Could be helpful if at least a DP modifier could be included. And also a way to cross check items that normally aren't weapons but can be used as such (like the monofilament chainsaw, normally B&E Gear but can be used as an exotic weapon with -2DP and DV 5P; see SR4a 335 for details). It doesn't look like you'd need to do anything special for the Kurokawa. Since the Focus doesn't cost anything for binding, I'd just treat it as a standard Weapon. For items that can also be used as Weapons, I'd treat them like Grenades. They're Gear that has a matching Weapon item that it adds when it is given to the character. The -2 dice pool is just a modifier you will have to manually handle, similar to the +2 dice pool bonus from Smartlink/Smart Gun. |
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#860
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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#861
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 ![]() |
Oh, are you referring to the Membershp, Area of Influence, etc. stuff found in the table at the bottom of RC 124? Exactly. (IMG:style_emoticons/default/cool.gif) |
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#862
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
This week's update comes sooner than I had expected with the focus being on Critters and Metatypes. Sprites are now supported, and, despite saying I would likey never include support for them, there is now support for... wait for it... Free Spirits and A.I.s! (IMG:style_emoticons/default/biggrin.gif)
Build 117
Magic replaces Force since they are the same Attribute for the Free Spirit. When you first create a Free Spirit character, your Attribute BP total will be very high but is technically correct. All of the character's Attribute start at 2 and have a Metatype Maximum of 2 (the Free Spirit's starting Force/Magic). This means that all of your Attribute costs are being calculated at their Metatype Maximum which adds +15BP per Attribute. (This technically breaks all of the other written rules saying only 1 Physical/Mental Attribute can be at it's Metatype Maximum.) When MAG 3 or higher is selected, this number drops back down since they are all no longer at their Metatype Maximum. (And who would play a Force 2 Free Spirit anyways?) A.I. Characters Resonance replaces Rating. Their free Programs can be purchased through Gear by selecting the Free! checkbox when purchasing. Outstanding Items
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#863
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
And of course as soon as I post it, my site slows to a dead crawl (at least from my connection - it's hosted remotely). If you try to update, it may time out on you for a while. (IMG:style_emoticons/default/nyahnyah.gif)
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#864
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
A.I. Characters Resonance replaces Rating. Their free Programs can be purchased through Gear by selecting the Free! checkbox when purchasing. Outstanding Items
A.I.s don't have a resonance attribute, and there rating is equal to the average of the 4 mental attributes. The Rating attribute also does not cost any bp or karma to increase. |
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#865
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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#866
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Eh?! RC make it sound like you pick what your Rating is. Well crud. page 89 of RC, QUOTE The Rating attribute expresses the general strength of the AI. It is equal to the average of the AI’s four Mental attributes, rounded up. A metasapient’s Rating acts as the natural maximum for its Edge. Response and Signal are equal to the node the AI is in. System is equal to the average of Intuition and Logic rounded up. Firewall is equal to the average of Charisma and Willpower rounded up. The condition Monitor is equal to 8 plus half System rounded up. |
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#867
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Target ![]() Group: Members Posts: 17 Joined: 4-June 11 Member No.: 30,935 ![]() |
Check page 89 of RC, paragraph 3 - it's the average of the four mental stats, rounded up, and also determines maximum Edge. (It's just as well - there was some kind of bug in the Resonance point cost math anyways.)
On a related note, AIs are currently incapable of increasing any of their mental stats to 6, presumably because they already have four stats at the maximum value of 0. I don't see any way to select inherent programs; I tried just giving myself an appropriate program at the appropriate rating and clicking the "Free!" box, but it didn't seem to do anything. (I was still billed.) However, they should be tracked separately anyways, since they're a source of karma expenditure. Note that the list of programs which can be inherent is limited to the table on page 89, and that the starting values of said programs cannot be changed at character creation (except by changing the values of the associated stats). It's worth noting that AI inherent programs have Ergonomic and Optimize, but I don't see anything about what rating they should have Optimize at. This may be a thing that needs errata. AIs should have a permanent three initiative passes. It would be good if there was a free "modification" for nodes/drones/etc to mechanically record the "node sweet node" bonus ratings. Technomancers should be unable to take biofeedback filter complex forms, and probably shouldn't be able to take program package complex forms, either. (I'm honestly uncertain that they're allowed to take as complex forms anything other than common use, hacking, program options, and their special simrig, shield, and smartlinks.) Program packages as currently implemented aren't particularly useful, because they don't contain any information on the software that's in them. This seems like information that should be present on one's character sheet. Vehicles probably should have a minimum value of 0 for speed and acceleration values. |
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#868
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Target ![]() Group: Members Posts: 17 Joined: 4-June 11 Member No.: 30,935 ![]() |
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#869
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Check page 89 of RC, paragraph 3 - it's the average of the four mental stats, rounded up, and also determines maximum Edge. (It's just as well - there was some kind of bug in the Resonance point cost math anyways.) On a related note, AIs are currently incapable of increasing any of their mental stats to 6, presumably because they already have four stats at the maximum value of 0. I don't see any way to select inherent programs; I tried just giving myself an appropriate program at the appropriate rating and clicking the "Free!" box, but it didn't seem to do anything. (I was still billed.) However, they should be tracked separately anyways, since they're a source of karma expenditure. Note that the list of programs which can be inherent is limited to the table on page 89, and that the starting values of said programs cannot be changed at character creation (except by changing the values of the associated stats). It's worth noting that AI inherent programs have Ergonomic and Optimize, but I don't see anything about what rating they should have Optimize at. This may be a thing that needs errata. AIs should have a permanent three initiative passes. It would be good if there was a free "modification" for nodes/drones/etc to mechanically record the "node sweet node" bonus ratings. Technomancers should be unable to take biofeedback filter complex forms, and probably shouldn't be able to take program package complex forms, either. (I'm honestly uncertain that they're allowed to take as complex forms anything other than common use, hacking, program options, and their special simrig, shield, and smartlinks.) Program packages as currently implemented aren't particularly useful, because they don't contain any information on the software that's in them. This seems like information that should be present on one's character sheet. They can go to a 6 you just need to increase resonance. The problem is that you start with a 1 edge and a 1 resonance. Which means you have a stat at max. Technomancers can have other forms of programs as complex forms. Pg 136 Unwired - Adopting Software. You could have a Technomancer create Empathy 6 as a complex form. I thought that Biofeedback and Program Packages had been removed as complex forms. |
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#870
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Target ![]() Group: Members Posts: 17 Joined: 4-June 11 Member No.: 30,935 ![]() |
Mmm... no, if I start a new character, then try to increase Logic to 6 as the first thing I do (which should be legal) I get the "no more than one at max" error message; this doesn't change if I increase my Resonance. (Edge, Resonance, and Magic all don't count against the "one maximum attribute" rule - it only applies to physical and mental Attributes.)
Biofeedback filter is still a selectable complex form (under Hacking), and so are the whole category of software packages. Good catch on "Adopting Software". This is... actually very useful information to have. On a related note, I haven't been able to find the MRSI software from War! anywhere in Chummer. Am I just looking in the wrong places? |
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#871
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
Mmm... no, if I start a new character, then try to increase Logic to 6 as the first thing I do (which should be legal) I get the "no more than one at max" error message; this doesn't change if I increase my Resonance. (Edge, Resonance, and Magic all don't count against the "one maximum attribute" rule - it only applies to physical and mental Attributes.) Biofeedback filter is still a selectable complex form (under Hacking), and so are the whole category of software packages. Good catch on "Adopting Software". This is... actually very useful information to have. On a related note, I haven't been able to find the MRSI software from War! anywhere in Chummer. Am I just looking in the wrong places? Well that's strange, the first time I tried this it let me increase to a 6 after I increased resonance. Not sure what else I had done. |
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#872
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
And of course as soon as I post it, my site slows to a dead crawl (at least from my connection - it's hosted remotely). If you try to update, it may time out on you for a while. (IMG:style_emoticons/default/nyahnyah.gif) Really? Thought it was the local phone company fornicating my ISP with with a Louisville Slugger up the waste processing plant's pipes. I keep having to refresh web pages at least three times in order to get anywhere at the moment (save my local e-mail). |
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#873
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
Found a couple of issues with Martial Arts:
- The Martial Art should be called Sangre y Acero not Sangrey y Acero. (Arsenal p. 158) - The Maneuver should be called Two Weapon Style, not Two Weapon Strike (Arsenal p. 160). BTW could you add the other Martial Arts as well? While for example Sangre y Acero, Eztlitzli and Ars Cybernetica offer the same bonuses they are distinct Arts and their bonuses do stack, except for +DV which is capped at +3. Also for flavor it may be interesting to have a character skilled in ROSS instead of Krav Maga. |
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#874
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Target ![]() Group: Members Posts: 43 Joined: 15-June 11 Member No.: 31,494 ![]() |
Linux and Mac users would greatly appreciate Mono-based builds so this program isn't windows-only. If I had the source, I could (attempt to) make the binaries, if need be.
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#875
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Program packages as currently implemented aren't particularly useful, because they don't contain any information on the software that's in them. This seems like information that should be present on one's character sheet. Holy crap, I forgot all about this. Now that Gear supports child items in the data file, I can actually go back and fix all of these up! |
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Lo-Fi Version | Time is now: 10th March 2025 - 02:04 PM |
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