Thread: SW Editor Qs
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Seeker1728
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Join Date: Mar 2013
Location: LV, NV
Posts: 65

Old February 12th, 2021, 10:23 AM
Hi CapedCrusader, thanks for the assistance

Quote:
Originally Posted by CapedCrusader View Post

1. 1. For the AB, the Edge needs something like this:
I'm embarrassed to admit despite your instructions being fairly clear, this isn't working as anticipated and I can't say why. I uploaded a set of pics to illustrate and make certain I followed your instructions correctly. The validation error came to haunt my entire installation of HL with SW, whether I selected the file or not. I had to remove the .user file entirely from the data folder and put it someplace else or HL wouldn't load


Quote:
Originally Posted by CapedCrusader View Post
2. Hmmm. Tell me more about this one. Picking up an AB gives the hero starting Powers. Changing that number in relation to the related Attribute shouldn't be a huge problem.
Ok, this is going to take a little to explain, hopefully this will help the discussion.

I'm attempting to do a Shadowrun conversion and happened to stumble on a write-up wherein the author has magic tied to Spirit rating. The author didn't make mention buying additional powers that were more than one's Spirit rating, but I intend to translate elements from Shadowrun (via Initiation rules) that allow characters to continue advancing their choices. I figured I could let this default to the "Edge: New Powers", but haven't gotten far enough ahead to be able to test my structures yet.

Since it's Shadowrun, cyberware implants are a thing. The author made use of the SciFi Companion's rules for Implants including Strain and the correlation between Magic and Cyber for what you pay is a even match, i.e. enhanced reflexes are the same value/cost whether one is a Physical Adept or has wired reflexes implanted, a symmetry that I personally really like.

Implants impose Strain from the Sci Fi Companion, they would reduce any magic user's powers. Rather than reducing a magic user's Spirit, I figured it should reduce access to their powers, since if the implants are removed, the interference goes away. In addition, I want to create another type of implant of bioware that will also work with these rules, but where the impact on the availability of powers is much less.

So to line all this up, I have to code some considerations;
  1. A magic user starts of with a number of powers equal to his Spirit die. So if he has a Spirit of d8, he starts with 8 powers. If a magic user raises his Spirit die, it grants 2 new powers automatically as if he had bought the New Powers Edge (yes it's a two for one return, but I like the dynamic). I won't require a minimum Spirit rating, since in Shadowrun one could have a Magic Rating less than 6 via the prioritizing of one's stats and the way I intend to reflect his is by allowing players to start at whatever Spirit die they want.
  2. If a magic user gets a cyberware implant, it reduces the number of powers he has available in proportion to the Strain he is acquiring. But if he removes the implant, the powers need to be returned to active use. I need to be able to offer a set of menus where as the magic user acquires strain, he can choose which powers to lose access to, and if he removes the implant(s) can choose which powers are returned.
  3. I'll need to create a new category of Implants that are biological in nature, some synthetic and others cultivated tissues from magical beasts. Not sure how to go about this just yet and its a lower priority for now, but as my skill with the editor increases figure I can suss this out with a bit of guidance here and there.

Quote:
Originally Posted by CapedCrusader View Post
4. The additional Powers aren't related the Attribute normally. #2 would just change the initial Power allotment. Yes, the New Powers Edge can show you how.
I took a look at the New Powers Edge in the Editor, under Edge's configuration settings the
--Menu #1 "All Picks on Hero"
--Menu #1 Tag Expression = Arcane.? & !Arcane.Arcane & !Skill.? & !Power.? & !Edge.?

I'm assuming that by making the Edges for magic weilders all "Arcane Background: XXX" that the default "New Powers Edge" will play nicely with my custom ABs by default?

Quote:
Originally Posted by CapedCrusader View Post
For the rest, this can likely be dealt with using restrictions on the Edges - They pick up one that defines the "Class" and then the other Edges related to that Class have that initial Edge as a requirement.
Ok, I was thinking this would likely be how I go about constructing things. I'll followup on this and post some findings as I dig deeper.
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