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Adding the ability to be an adapt was one of the areas that felt like it needed a hammer more than some tape to add it... There are adept spells there, one for each point of magic I believe. Unfortunately they are all locked behind dog's fetch quests. (Each collection of widgets will unlock a class of spells)
Option 3 has potential though, treating it as something other than magic... I'll see if I can come up with anything along those lines, but it won't be for a while.
CHI casting is a bit tougher than mage or shaman abilities (the only modified spells currently are the two basic attack spells. Power bolt, and toxic "spirit" bolt)
CHI casting relys far more on picking the passive and active benifits for your specific playthru style, rather than a single attack spell... So stacking abilities like that becomes more problematic.
In a perfect world, what would the chi casting amulet grant, in your opinion? Would they be all stacked together on a single attack spell, like the power bolt and spirit bolt?
Killing hands doesn't really lend itself to "modified versions" like the bolt spells did... So I'm not sure exactly what would be a reasonable course.
Adding a magic vendor is a simple solution, but they'd really need all schools of magic to make it fair. Which kinda goes against the "dog grants the magic" theme. (Not accurate to Shadowrun, for sure... But faithful to SNES' version)
Basically, this means you can be an adept, but if you start buying cyberware, you'll limit what adept powers you can use.
The fact is, tho, that this game wasn't really well-balanced on the SNES (armor 1 made you invincible, or you could use invisibility instead to make yourself untargetable - both were basically "i win" buttons, tho invis was the better one, since enough hits could still stun-lock you even if they did no damage), and anyone who wants to do so can simply turn "Jake" into an invincible walking wrecking ball with the right cyber and/or adept powers.
--Arek75
Edit: Nevermind about the datajack.
So that's a free-bee for everyone.
I wonder... Could they be built with two active (or passive) abilities? A strong version for a high-essense build, and a detuned version for chrome plated ninjas...
Probably not going to look into it, if I'm honest... But it's a neat concept. Maybe for my next project...
I think their essence requirements might be a bit steep (5 for Stride, for example), but puttin essence requirements on Chi Casting is exactly what they did.
And yes, you could have more poerful Chi Casting abilities have a 6 essence requirement, and have less powerful abilities with lower requirements.
Do not put counterstrike in, tho (or take it out if it's there now), if you want any semblence of balance. You can literally grab a Vindicator or Ares Alpha, select "Full Auto Fire" and use Counterstrike with your last AP for the round to become a "trap turret", retaliating against up to 3 targets per round with your weapon's Full Auto mode. No cyber required, tho you do want high armor, Martial+Magic Defense (active), and Pain Resist to prevent 'em from killing you.
--Arek75
Also, if this hasn't already been addressed, when entering the mod all Cyberware is stripped - when doing this, would it be possible to also refund the essence taken (ie set the character's Essence to 6)? If not, you should put a big fat warning in the description not to take Decking or Rigging at creation, but instead wait to spend points in them until you're in-game.
--Arek75
I'm familiar with the essence hole issue... I tried fixing it before but to no avail. I feel like someone told me it wasn't possible... We could add a warning...
I already repaired the broken and repaired datajacks to have zero essense costs. (Since they're forced, and might affect magic characters.)
There was a mod for adapts back in DMS that created mystical tattoos in cyberware slots...
Silly me... I forgot about that.
--Arek75