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> Chummer Character Generator, Thread #2
Scarecrow
post Jul 10 2012, 11:18 PM
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QUOTE (IridiosDZ @ Jul 10 2012, 03:24 PM) *
The cyberware commlink in Chummer is an additional cost on top of a normal commlink found in the street gear section. In essence, you are paying a premium to have a normal commlink implanted. SR4A p.339 First item in the equipment table.

That's rather....stupid. That's like paying for a cyberweapon implant, and then having to pay for the weapon a second time. Why don't you have to pay for the weapon twice, but you have to pay for the commlink twice? And as far as the software (Chummer) goes, why can't the premium be added to the cyberware implant instead of having to pay for each separately?

If those are the rules, then those are the rules and I have to abide by them. Which is no big deal - games are generally not written 100% perfect. But this one baffles me.
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bannockburn
post Jul 10 2012, 11:23 PM
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Yep, them's the rules. In case of a weapon, you pay for a specialized piece of equipment that can't be used in any other way, but the implanted commlink is just a regular commlink, implanted into your head (or cyberlimb). Just one possible explanation though (IMG:style_emoticons/default/wink.gif)

In regards to programs: You can use those on every commlink, so they are not bound to the one in your head. Just run a copy on another one and you're good. Programs are not an integral part of an implanted commlink. Think of them as ammunition for the same kind of weapon. Just as you can switch out ammo between your Manhunter and Predator, programs are not bound to the 'link in your head.
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IridiosDZ
post Jul 10 2012, 11:35 PM
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QUOTE (Scarecrow @ Jul 10 2012, 06:18 PM) *
That's rather....stupid. That's like paying for a cyberweapon implant, and then having to pay for the weapon a second time. Why don't you have to pay for the weapon twice, but you have to pay for the commlink twice? And as far as the software (Chummer) goes, why can't the premium be added to the cyberware implant instead of having to pay for each separately?

If those are the rules, then those are the rules and I have to abide by them. Which is no big deal - games are generally not written 100% perfect. But this one baffles me.


Well, when you select a cyberweapon it already has the implant premium in the price. Cyber Hvy Pistol is 3200 vs. 500 for an Ares Viper. That's a 2700 nuyen premium. When you get a cybernetic commlink you choose the commlink model, Erika Elite for example, and have it implanted in your body. So you have to pay a 2000 nuyen premium to make it implantable.

As to why you have to do it in two different areas of Chummer. It's reasonable to keep the implant cost (and essence cost) managed under the cyber tab, but to keep the 'link information under the street gear. Perhaps a link could be made between the two in the future, but it's not likely to be high on the priority list.
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SpellBinder
post Jul 11 2012, 01:44 AM
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Consider, too, the wireless DNI you get with an implanted commlink for free. And unlike the selection of cyberguns, I'd also say it's easier to replace/upgrade an implanted commlink if/when you want.

Oh, by the way, implanted commlinks now are way better than they used to be. In SR3 a SOTA cranial cyberdeck (SR4's implanted commlink) ran 2,000,000 nuyen and 3.5 essence, where the basic one ran 14,000 nuyen (same as the most basic stock cyberdeck) and cost 1.9 essence. Paying a flat 0.2 essence and mere 2,000+commlink cost in nuyen is peanuts now, and also means it's likely that a heavily cybered street sam can be a combat hacker with multiple implanted commlinks to boot.
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ShadowWalker
post Jul 11 2012, 05:46 PM
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If you select the cyberware comlink and right click you can select Add Gear. From here you can add any gear listed, including a commlink. It doesn't stop you from doing things you shouldn't. So expect the GM to complain if you do something other than put in a commlink. Once the particular commlink you wanted is now part of your cyber install you can add programs to it. I'm not sure there is functionallity to move items installed in a commlink such as software to the gear tab, but I could be wrong. Just having a look, it doesn't look like there is. So having some functionality to allow for the ability to move software from one commlink to another regardless of what tab it's on would be nice.
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10gauge
post Jul 11 2012, 06:04 PM
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Tool tips don't show up on my WIN7 computer bute they do show up on my WIN XP computer. Any ideas or suggestions?
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SpellBinder
post Jul 11 2012, 06:59 PM
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I don't know if there will be, ShadowWalker. Might be part of why Nebular added the "Add Location" in the gear section. You can add a location like "Commlink In Skull" or "Left Cyberarm Commlink", and just dump the commlink and all associated software and accessories into that location.
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EpicUnknown
post Jul 11 2012, 08:48 PM
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Attempting to fire a weapon, purchase ammo for a weapon, or reload a weapon doesn't work and throws up this error.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.frmCareer.PickGear(Boolean blnAmmoOnly, Gear objStackGear, String strForceItemValue)
at Chummer.frmCareer.cmdWeaponBuyAmmo_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: 4.0.30319.269 (RTMGDR.030319-2600)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.396
Win32 Version: 0.0.0.396
CodeBase: file:///E:/ShadowRun/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.278 built by: RTMGDR
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: 4.0.30319.282 built by: RTMGDR
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: 4.0.30319.269 built by: RTMGDR
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: 4.0.30319.233 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.233 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.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
----------------------------------------
Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
The weapon also doesn't recognize any of the ammo I have for it.

Also, different issue. Is there a way to program in additional Echos? A player of mine requested an echo which raises your effective Logic for the purposes of how many complex forms you can have. Is there a way that I could program that in? If not, I'll just use the special expenses section and add it to the character notes so its fine.
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Sengir
post Jul 11 2012, 09:45 PM
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QUOTE (EpicUnknown @ Jul 11 2012, 08:48 PM) *
Also, different issue. Is there a way to program in additional Echos?

In general yes, see http://www.chummergen.com/chummer/wiki/Cus...ta%20Files.ashx

At least a straight LOG increase is easy to do that way (look at the echo that increases Reaction for a template). However, something specific such as the number of CFs would probably only be possible if Nebular added support for a <increasecflimit> tag.
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ShadowWalker
post Jul 12 2012, 01:42 AM
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QUOTE (SpellBinder @ Jul 11 2012, 01:59 PM) *
I don't know if there will be, ShadowWalker. Might be part of why Nebular added the "Add Location" in the gear section. You can add a location like "Commlink In Skull" or "Left Cyberarm Commlink", and just dump the commlink and all associated software and accessories into that location.

You can actually put a commlink onto the cyberware tab attached to the commlink cyberware item.
You can also add software and other items to this commlink. This was all added after gear locations. So it would be nice to be able to cut and past from one commlink to another, when those commlink are on different tabs.
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Scarecrow
post Jul 12 2012, 03:27 AM
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QUOTE (ShadowWalker @ Jul 11 2012, 06:42 PM) *
You can actually put a commlink onto the tab attached to the commlink cyberware item.
You can also add software and other items to this commlink. This was all added after gear locations. So it would be nice to be able to cut and past from one commlink to another, when those commlink are on different tabs.

Ok, I tested this to see if this could be done. I started a new character, gave him a boatload of cash, and went to the cyberware tab. I then added Commlink as Cyberware. So far, so good.

After this, I selected the Commlink cyberware and selected Add as Plugin. All I got was the list of cyberware that is available to purchase, so this didn't work. I then selected the Commlink cyberware that I already purchased (I clicked Cancel after Add as Plugin), and I clicked Add Gear. Ok, it gives me a list of the applicable Commlinks that can be added. For this exercise, I chose the Novatech Airware.

So now I wanted to add some software and features to the Commlink, so I selected the Novatech Airware and clicked on Add as Plugin. Again, all I got was the list of available cyberware that could be purchased, and not a listing of Commlink accessories and such. Ok, I clicked Cancel, selected the Novatech Airware, and clicked Add Gear. No dice - got the error message "Gear cannot be added to this piece of Cyberware".

Now, I have no problems with purchasing the Commlink cyberware modification on the Cyberware tab, and then purchasing the Commlink and its mods on the Gear tab. But, if the Commlink is implanted via Cyberware, wouldn't it make more sense to be able to do all of that on the one tab?

I also added a Location (Commlink Cyberware Implant) on the Street Gear tab, and I selected it to add a Commlink. Purchased the Commlink, and...it was added, but not under this location. I had to click/hold and drag it to this location for it to stick there. Not sure if that's a bug, but it would be nice to select the location, purchase the gear, and have it show up there instead of having to click and drag to the location.

(Note - I attempted all of this with multiple Commlinks and multiple locations, all with the same results.)
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SpellBinder
post Jul 12 2012, 04:19 AM
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Guess it's just my way of thinking. I find it easier just dumping a cyberware commlink in a custom location in the gear tab, where said character usually has at least one other commlink that's not cyberware.
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ShadowWalker
post Jul 12 2012, 04:26 AM
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QUOTE (Scarecrow @ Jul 11 2012, 10:27 PM) *
Ok, I tested this to see if this could be done. I started a new character, gave him a boatload of cash, and went to the cyberware tab. I then added Commlink as Cyberware. So far, so good.

After this, I selected the Commlink cyberware and selected Add as Plugin. All I got was the list of cyberware that is available to purchase, so this didn't work. I then selected the Commlink cyberware that I already purchased (I clicked Cancel after Add as Plugin), and I clicked Add Gear. Ok, it gives me a list of the applicable Commlinks that can be added. For this exercise, I chose the Novatech Airware.

So now I wanted to add some software and features to the Commlink, so I selected the Novatech Airware and clicked on Add as Plugin. Again, all I got was the list of available cyberware that could be purchased, and not a listing of Commlink accessories and such. Ok, I clicked Cancel, selected the Novatech Airware, and clicked Add Gear. No dice - got the error message "Gear cannot be added to this piece of Cyberware".

Now, I have no problems with purchasing the Commlink cyberware modification on the Cyberware tab, and then purchasing the Commlink and its mods on the Gear tab. But, if the Commlink is implanted via Cyberware, wouldn't it make more sense to be able to do all of that on the one tab?

I also added a Location (Commlink Cyberware Implant) on the Street Gear tab, and I selected it to add a Commlink. Purchased the Commlink, and...it was added, but not under this location. I had to click/hold and drag it to this location for it to stick there. Not sure if that's a bug, but it would be nice to select the location, purchase the gear, and have it show up there instead of having to click and drag to the location.

(Note - I attempted all of this with multiple Commlinks and multiple locations, all with the same results.)


Not sure why you are having strange things happening with the cyberware commlink. When I create a new character. I can go to the cyberware tab and click the Add Cyberware button. The resulting list that is displayed includes the Commlink cyberwre just a few items from the top. I can then right click the new commlink cyberwre item and the Add gear is listed. Selecting Add Gear has the gear list show up with the default of commlinks being displayed.

As for the gear showing up in lists, it always adds new gear, that'snot part of another piece of gear to the root location at the top of the tree. You then have to move it to the location you want it in. I'd like to see it add any new items to the currently selected location.
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CeeJay
post Jul 12 2012, 10:15 AM
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- All the camera upgrade firearm modifications should cost one mod slot (AR p. 147.). Right now they cost zero mod slots.
- When I select one of the new Shiawase Arms Tactical firearms in the "Select Weapon" window the text listing all the built-in modifications and accessories is so long that it continues "under" the source information. Looks like the layout of the "Included Accessories and Modifications" field was designed to have max 4 entries. But now there are firearms that come with up to 6 or 7 built-in features...

-CJ
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Scarecrow
post Jul 12 2012, 01:46 PM
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QUOTE (ShadowWalker @ Jul 11 2012, 09:26 PM) *
Not sure why you are having strange things happening with the cyberware commlink. When I create a new character. I can go to the cyberware tab and click the Add Cyberware button. The resulting list that is displayed includes the Commlink cyberwre just a few items from the top. I can then right click the new commlink cyberwre item and the Add gear is listed. Selecting Add Gear has the gear list show up with the default of commlinks being displayed.

As for the gear showing up in lists, it always adds new gear, that'snot part of another piece of gear to the root location at the top of the tree. You then have to move it to the location you want it in. I'd like to see it add any new items to the currently selected location.

Interestingly enough, when I right click on the added commlink on the Cyberware tab, it gives me all of the options to add stuff to the commlink. But when I click on the arrow next to Add Cyberware and then click Add Gear, that's when I get the message indicating that gear can't be added.

TBH, I wasn't aware that the right click was an option, so I'll have to use that from now on.
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10gauge
post Jul 12 2012, 03:09 PM
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QUOTE (10gauge @ Jul 11 2012, 08:04 PM) *
Tool tips don't show up on my WIN7 computer bute they do show up on my WIN XP computer. Any ideas or suggestions?


Any suggestions? (IMG:style_emoticons/default/smile.gif)
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bannockburn
post Jul 12 2012, 03:12 PM
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Your computer. My windows 7, and even the vista laptop show tooltips just fine (IMG:style_emoticons/default/wink.gif)
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ShadowWalker
post Jul 13 2012, 12:54 AM
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QUOTE (Scarecrow @ Jul 12 2012, 08:46 AM) *
Interestingly enough, when I right click on the added commlink on the Cyberware tab, it gives me all of the options to add stuff to the commlink. But when I click on the arrow next to Add Cyberware and then click Add Gear, that's when I get the message indicating that gear can't be added.

TBH, I wasn't aware that the right click was an option, so I'll have to use that from now on.

If I recall the arrow to expand the tree doesn't change the item selected. So after expanding it you still need to click on the item you want selected (even if it's the only item in the list)
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Rugre
post Jul 13 2012, 06:39 PM
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nvm
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All4BigGuns
post Jul 15 2012, 11:47 PM
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Any idea how long until the new Used Car Lot stuff is added in?
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RelentlessImp
post Jul 16 2012, 09:06 PM
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QUOTE (All4BigGuns @ Jul 15 2012, 05:47 PM) *
Any idea how long until the new Used Car Lot stuff is added in?


This. Looking forward to seeing how you deal with the option of upgrading Obsolete vehicles to modern standards.
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Nebular
post Jul 16 2012, 10:39 PM
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QUOTE (10gauge @ Jul 11 2012, 12:04 PM) *
Tool tips don't show up on my WIN7 computer bute they do show up on my WIN XP computer. Any ideas or suggestions?

It's not just your computer or Windows 7; this has been a known issue with the .NET Framework since the early days. Microsoft has known about it since it was initially reported back with .NET Framework 2.0. They have always considered it a fringe issue and do not plan on fixing it. (It happens infrequently so the time it takes to reliable reproduce the issue for testing purposes, hunting down the cause, finding out how to fix it, implementing the fix, and testing the fix likely isn't worth the expense for the development/QA staff). I've had this happen a number of times myself; it seems the only real "fix" is to close the application and re-open it. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Jul 16 2012, 10:41 PM
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QUOTE (All4BigGuns @ Jul 15 2012, 05:47 PM) *
Any idea how long until the new Used Car Lot stuff is added in?

Just uploaded the updated Books and Vehicles files to add these in! (IMG:style_emoticons/default/biggrin.gif)
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All4BigGuns
post Jul 16 2012, 10:45 PM
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QUOTE (Nebular @ Jul 16 2012, 04:41 PM) *
Just uploaded the updated Books and Vehicles files to add these in! (IMG:style_emoticons/default/biggrin.gif)


Thank you.
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Nebular
post Jul 16 2012, 10:52 PM
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QUOTE (EpicUnknown @ Jul 11 2012, 02:48 PM) *
Attempting to fire a weapon, purchase ammo for a weapon, or reload a weapon doesn't work and throws up this error.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.frmCareer.PickGear(Boolean blnAmmoOnly, Gear objStackGear, String strForceItemValue)
at Chummer.frmCareer.cmdWeaponBuyAmmo_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)

This should be fixed in the latest build that I just put up (notes to follow this post). If you're still having an issue, please let me know.
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