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THE GRIMOIRE 0.1
****************
Part 1. Physical Adepts
-----------------------


This UGC is an update of the old SME: Chi Casting mod, but it should also be the first piece of a magic overhaul UGC. However, even if Grimoire 0.1 is an update of an older UGC, it is in a way very different from the original. This is why it should be considered as a Beta test UGC. Any help testing this UGC (with bug reports, game balance discussions, English writing issues, and various ideas) shall be greatly appreciated. Thanks you in advance for your feedback. With your cooperation, the final GRIMOIRE will provide a much better gaming experience.


DESCRIPTION

THE GRIMOIRE (Part 1) is a data only UGC made as a total conversion of the Physical Adept's gameplay. All the existing Chi Casting spells have been rewritten, or removed. In this UGC, adepts may choose between 15 Chi Casting spells, 10 player outfits, 5 melee weapons and 5 adept ways (+ the Hermetic Tradition). Among other things, this UGC also features unique combat abilities (Unarmed, Edged, and Throwing Blades), and tweaks summoned spirits vulnerabilities (Eg: Fire Spirit are immune to Fire damage).

Note that this UGC has the name of a Shadowrun PnP supplement, but despite my efforts to keep it close to the original, this is not my top priority: SRR gameplay and resources comes first ... Still I'm open to requests and suggestions.


REQUIREMENTS

This UGC requires Shadowrun Returns AND Dragonfall. Making a version of it without Dragonfall is not on my tab and anyway, HBS's DLC is a must have, so if you don't have it yet, get it already ! ;)


INSTALL

Thankfully, The GRIMOIRE (part 1) should now be available on Steam's workshop merged into the Dragonfall campaign. For other campaigns, there is always the old SME technique ... though this time this shall be much more easier to use since this data content pack uses HBS's equipment sheets. For further information please see the dedicated discussion on this UGC Steam's page.


UGC CREATORS

Please do not hesitate to ask anything if you want to incorporate The Grimoire (part 1) to your UGC.


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CONTENTS
********

SPELLS
------

* NOTE 1: in The GRIMOIRE (part 1), Chi Casting spells have an activation cost of 0 AP. But after the 1rst activation, the AP cost of each further ones shall be increased by 1. In other words, an adept can cast only 1 Chi spell for free each turn.

* NOTE 2: some Chi spells now have a side effect which is not described into the game. When activated, these spells ends an negative ongoing effects (such like Fire Damage Over Time). All these side effects are intended and shall be described below in the "SPECIAL" field.

* NOTE 3: each spells Drain value are calculated that way: (Force + remaining cooldown) x4. Eg: a F0 spell will have a drain value of 4 if there is only 1 turn left before its cooldown ends ... if its Force is 3 instead, the drain value would be 16.


**KILLING HANDS**
DURATION/COOLDOWN: 1/3 RND.
FORCE: 2
REQUIREMENTS: Chi Casting 1
PASSIVE EFFECT: +4 Unarmed Damage.
ACTIVATE: deals a further +6 Damage.
SPECIAL: -

**ANALYTICS**
DURATION/COOLDOWN: 1/3 RND.
FORCE: 1
REQUIREMENTS: Chi Casting 2
PASSIVE EFFECT: etiquette Academics.
ACTIVATE: Biotech +2.
SPECIAL: the adept stops bleeding.

**MAGIC RESISTANCE**
DURATION/COOLDOWN: instantaneous/2 RND.
FORCE: 99 (dispell effect)
REQUIREMENTS: Chi Casting 2
PASSIVE EFFECT: Light Cover against Mana spells.
ACTIVATE: dispells all ongoing magic effects on the adept .
SPECIAL: activating this spell do not raise the spells AP cost.

**STRIDE**
DURATION/COOLDOWN: 1/3 RND.
FORCE: 0
REQUIREMENTS: Chi Casting 2
PASSIVE EFFECT: +1 movement Speed.
ACTIVATE: the adept gains a further +3 movement Speed.
SPECIAL: stops various movement effects.

**CRITICAL STRIKE**
DURATION/COOLDOWN: 1/3 RND.
FORCE: 1
REQUIREMENTS: Chi Casting 3
PASSIVE EFFECT: Close Combat +1.
ACTIVATE: Unarmed and Edged (specializations) +2.
SPECIAL: -

**KEEN SIGHT**
DURATION/COOLDOWN: 1/3 RND.
FORCE: 1
REQUIREMENTS: Chi Casting 3
PASSIVE EFFECT: Ranged Combat +1.
ACTIVATE: Pistols and SMGs (specializations) +2.
SPECIAL: -

**BLIND FIGHTING**
DURATION/COOLDOWN: 1/1 RND.
FORCE: 1
REQUIREMENTS: Chi Casting 4
PASSIVE EFFECT: Accuracy +5%.
ACTIVATE: Only if the adept is on a smoke tile (Eg: from a smoke grenade). Gives him a further +10% Accuracy.
SPECIAL: stops much Accuracy effects (regardless if they are buffs or debuffs).

**RUSH**
DURATION/COOLDOWN: instantaneous/3 RND.
Force: 1
REQUIREMENTS: Chi Casting 4
PASSIVE EFFECT: -
ACTIVATE: +1 AP.
SPECIAL: ends ongoing lighting effects (Eg: Ball Lightning).

**COUNTERSTRIKE**
DURATION/COOLDOWN: instantaneous/3 RND.
Force: 0
REQUIREMENTS: Chi Casting 5
PASSIVE EFFECT: Quickness +1.
ACTIVATE: the adept ends his turn and counterattack up to 3 times.
SPECIAL: -

**MISSILE MASTERY**
DURATION/COOLDOWN: 1/3 RND.
Force: 2
REQUIREMENTS: Chi Casting 5
PASSIVE EFFECT: Strength +1.
ACTIVATE: Throwing weapons (skill) +2.
SPECIAL: -

**POWER THROW**
DURATION/COOLDOWN: 1/3 RND.
Force: 2
REQUIREMENTS: Chi Casting 6
PASSIVE EFFECT: unlocks a throwing blade combat ability.
ACTIVATE: Thrown Blades do +4 Dmg.
SPECIAL: -

**INDOMITABLE WILL**
DURATION/COOLDOWN: instantaneous/3 RND.
Force: 0
REQUIREMENTS: Chi Casting 6
PASSIVE EFFECT: etiquette Gang.
ACTIVATE: only if the adept has activated another Chi spell this turn. Reduces his spells AP cost by 1.
SPECIAL: ends mana effects (such like DoT from Mana Balls)

**COMBAT SENSE**
DURATION/COOLDOWN: 1/3 RND.
Force: 4
REQUIREMENTS: Chi Casting 7
PASSIVE EFFECT: Dodge +1.
ACTIVATE: the adept will dodge the first attack against him (this round).
SPECIAL: ends Flashbang grenades effects.

**MYSTIC ARMOR**
DURATION/COOLDOWN: 1/3 RND.
Force: 2
REQUIREMENTS: Chi Casting 8
PASSIVE EFFECT: +2 Armor.
ACTIVATE: +2 Armor.
SPECIAL: ends Fire effects (such like Fireballs DoT).

**PAIN RESISTANCE**
DURATION/COOLDOWN: 1/3 RND.
Force: 3
REQUIREMENTS: Chi Casting 9
PASSIVE EFFECT: -3 incoming damage.
ACTIVATE: heals the adept's latest wound.
SPECIAL: ends Toxic effects (such like Acid Stream).


OUTFITS
-------

* NOTE 1: adept outfits tend to have lower armor value, but they're giving a flat +1 Chi Casting bonus which can be useful both for adept melee weapons and spells. As you will see, I lacked inspiration for the item's name and description, so if you have any idea, do not hesitate to share it ^^ !


**WRESTLER**
Armor value: 2
Bonus: +1 Chi Casting
Bonus: +1 Unarmed

**NINJA**
Armor value: 2
Bonus: +1 Chi Casting
Bonus: +2 Movement Speed

**DANDY**
Armor value: 4
Bonus: +1 Chi Casting
Bonus: +1 Charisma

**ROGUE**
Armor value: 4
Bonus: +1 Chi Casting
Bonus: +1 Unarmed

**INTRUSION SPECIALIST**
Armor value: 3
Bonus: +1 Chi Casting
Bonus: +1 Dodge
Bonus: +2 Movement Speed

**BUSHI**
Armor value: 4
Bonus: +1 Chi Casting
Bonus: +1 Edged Weapons

**FACE**
Armor value: 6
Bonus: +1 Chi Casting
Bonus: +1 Charisma
Bonus: +1 Willpower

**ASSASSIN**
Armor value: 3
Bonus: +1 Chi Casting
Bonus: +1 Throwing Weapons
Bonus: +2 Movement Speed

**MONK**
Armor value: 6
Bonus: +1 Chi Casting
Bonus: +1 Willpower
Bonus: +1 Unarmed

**KENSAI (sword saint)**
Armor value: 6
Bonus: +1 Chi Casting
Bonus: +5 HP
Bonus: +1 Edged Weapons


TOTEMS (Adept Ways)
------------------

* NOTE 1: in order to restrain adept ways to adepts only, there is a Chi Casting restriction on those specific items. However, the way totems are chosen, we cannot stop players to pick ANY totem, regardless of their requirements. In the end, restriction can only fall on the totem's ability, which might be confusing for players. So please ^^ if your character don't have at least Chi Casting 4, do not pick an adept way instead of a regular totem (or the hermetic tradition), or you'll end up with a blank ability, until its requirements are met.

* NOTE 2: the Totem adept's way has not been made since players may choose between many interesting totems from the shamanistic tradition. Same goes now, with the Magician adept's way and the totem choice "Hermetic Mage". Sidenote about Hermetic Mages: players considering their characters as Hermetic Mages will not be obliged to choose a shaman totem for them once they reach 3 in summoning ... just saying ! ;)


**ARTIST**
Power: Voice Control
AP cost: 1
Duration/cooldown: instantaneous/3
Area of effect: 2 tiles around the caster.
effect: does 1 AP damage to all enemies within 2 tiles. Low Critical Hit chances.

**ATHLETE**
Power: Great Leap
AP cost: 0
Duration/cooldown: 1/3
Area of effect: can only target the adept.
effect: the adept automatically dodges the first attack against him this round, but he suffers a -15% Accuracy penalty.
Special: these effects (bonus & penalty) are stopped by the spell Stride. Also works the other way around.

**INVISIBLE**
Power: Unseen Hands
AP cost: 0
Duration/cooldown: 1/2
Area of effect: 1 tile around the adept.
effect: creates a smoke fx around the adept (just like smoke grenades). All characters, including the adept, in the area of effect suffers a -15% accuracy penalty. Likewise, any character attacking a target in the mist area have -15% chance to hit.
Note: smoke tiles may unlock extra combat abilities (for PC only).

**SPEAKER**
Power: NONE (no Chi Casting restriction either)
Passive effect: grants etiquette Socialite.

**WARRIOR**
Power: Karmic Duel
AP cost: 0
Duration/cooldown: 2/4
Area of effect: 1 tile around the adept.
effect: At the end of the adept's turn, all enemies within the area of effect are rooted (can't move) and have -1 in Ranged Combat.

**HERMETIC MAGE**
Power: Geas
AP cost: 1
Duration/cooldown: 1/1
Area of effect: can only target the mage.
effect: the mage channels the mana around him, simulating the effects of a basic Ley Line. Or if he was on a basic Ley Line already, he gets the power of a medium one instead ... Likewise, if he was on a medium Ley Line, he gains the power of a greater one (but this shall cost +1 AP).


WEAPONS
-------

* NOTE 1: adept melee weapons (those you will find at the talismonger's shop), do not check Strength and Close Combat for their chances to hit. Instead, they ALL key of Willpower and Chi Casting. However, their usual combat abilities, and critical hit chances still use either the Unarmed or Edged specialization. Meaning an adept might have 1 strength and still being able to hit his enemies in close combat, but built that way, he won't deal meaningful damage, thus leading his melee capabilities into a support position.

* NOTE 2: each adept melee weapon have at least 1 special combat ability. Some of them will pop up in the HUD depending on various situations. Abilities and their special conditions are described later in this document. Unarmed abilities mostly depends of Killing Hands ; abilities with a stars(*) joined to their name depends on the adept's killing Hands status. Read it like this ... (*_without Killing Hands equipped) (**_Killing Hands Passive) (***_Killing Hands Active on)


**NERVE STRIKE**
Specialization: Unarmed
Requirement: Chi Casting 3
HP damage: +0
AP damage: on critical hit
Bonus Ability: Banish***, Redirect, Palm Strike*, Atemi**, Dim-Mak***
Design Intent: support weapon, mostly dealing AP damages.

**ELEMENTAL STRIKE_ACID**
Specialization: Unarmed
Requirement: Chi Casting 4
HP damage: +0
AP damage: on critical hit
Bonus Ability: Banish***, Redirect, Seize*, Venomous Grip**, Acid Lash***
Design Intent: support weapon, reducing enemies armor.

**ELEMENTAL STRIKE_FIRE**
Specialization: Unarmed
Requirement: Chi Casting 5
HP damage: +0
AP damage: on critical hit
Bonus Ability: Banish***, Redirect, High Kick*, Dance of Flames**, Flying Drake Kick***
Design Intent: main weapon, dealing extra Fire damages and bypassing Roundhouse Kick's cooldown.

**FOCI WEAPON**
Specialization: Edged (Melee weapons)
Requirement: Chi Casting 6
HP damage: +6
AP damage: with Pommel Strike only.
Bonus Ability: Banish, Back-stab, Chi Focus, Chi Onslaught
Design Intent: main weapon, the one dealing the most basic damages.

**QUICK STRIKE**
Specialization: Unarmed
Requirement: Chi Casting 7
HP damage: +0
AP damage: on critical hit
Bonus Ability: Banish***, Redirect, Quick Strike 1, 2 & 3
Design Intent: mostly for fun but potentially strong. Player get to play with various (low damage) free attacks depending on his PC Killing Hand status.


ABILITIES
---------

**CHI ONSLAUGHT**
Prereq / Type: Chi Casting 6 / Edged weapons.
APcost / Cooldown: 2 / 0
Dmg HP / AP : +0 / No AP damage.
Accuracy modifier: -15%
Critical Hits: Average
Special effects: Make 3 attacks targeting a single enemy.

**BACKSTAB**
Prereq / Type: On smoke tile / Edged weapons.
APcost / Cooldown: 2 / 1
Dmg HP / AP : +5 / +1.
Accuracy modifier: -
Critical Hits: High
Special effects: -

**BANISH (FOCI)**
Prereq / Type: Foci Weapon / Edged weapons.
APcost / Cooldown: 1 / 0
Dmg HP / AP : +4 / No AP damage.
Accuracy modifier: -
Critical Hits: Average
Special effects: An attack only hurting (summoned) spirits. More to come in future updates of The GRIMOIRE.

**POWER THROW**
Prereq / Type: Spell (Power Throw) / Throwing blades.
APcost / Cooldown: 2 / 0
Dmg HP / AP : +4 / +0
Accuracy modifier: -
Critical Hits: High
Special effects: -

**BANISH (KILLING HANDS)**
Prereq / Type: KHands Active / Any adept Unarmed technique (weapon)
APcost / Cooldown: 1 / 0
Dmg HP / AP : +10 / No AP damage.
Accuracy modifier: -
Critical Hits: Average
Special effects: An attack only hurting (summoned) spirits. More to come in future updates of The GRIMOIRE.

**REDIRECT**
Prereq / Type: On Smoke tile / Any adept Unarmed technique (weapon)
APcost / Cooldown: 2 / 1
Dmg HP / AP : No damage.
Accuracy modifier: -
Critical Hits: -
Special effects: The target attacks its own allies until the end of the round.

**PALM STRIKE**
Prereq / Type: KHands Off / Nerve Strike (Unarmed weapon)
APcost / Cooldown: 1 / 0
Dmg HP / AP : +0 / +0
Accuracy modifier: -
Critical Hits: Low
Special effects: the target has -12% Accuracy for 1 Rnd.

**ATEMI STRIKE**
Prereq / Type: KHands Passive / Nerve Strike (Unarmed weapon)
APcost / Cooldown: 1 / 0
Dmg HP / AP : +0 / +1
Accuracy modifier: -
Critical Hits: Low
Special effects: -

**DIM-MAK**
Prereq / Type: KHands Active / Nerve Strike (Unarmed weapon)
APcost / Cooldown: 1 / 0
Dmg HP / AP : No damage.
Accuracy modifier: - 15%
Critical Hits: -
Special effects: Paralyses the target for 1 Rnd.

**SEIZE**
Prereq / Type: KHands Off / Acid Elemental Strike (Unarmed weapon)
APcost / Cooldown: 2 / 0
Dmg HP / AP : +0 / +0
Accuracy modifier: +5%
Critical Hits: Average
Special effects: Roots the target (cannot move), and increases its chances to be hit by 15%, until the end of the next round.

**VENOMOUS GRIP**
Prereq / Type: KHands Passive / Acid Elemental Strike (Unarmed weapon)
APcost / Cooldown: 2 / 0
Dmg HP / AP : +0 / +0
Accuracy modifier: +5%
Critical Hits: Average
Special effects: The target has -2 Armor, and is +15% more likely to be hit, until the end of the next round.

**ACID LASH**
Prereq / Type: KHands Active / Acid Elemental Strike (Unarmed weapon)
APcost / Cooldown: 1 / 0
Dmg HP / AP : +0 / no AP damage
Accuracy modifier: -
Critical Hits: Average
Special effects: The target has -3 Armor, until the end of the next round.

**HIGH KICK**
Prereq / Type: KHands Off / Fire Elemental Strike (Unarmed weapon)
APcost / Cooldown: 1 / 0
Dmg HP / AP : +4 / +0
Accuracy modifier: -10%
Critical Hits: High
Special effects: -

**DANCE OF FLAMES**
Prereq / Type: KHands Passive / Fire Elemental Strike (Unarmed weapon)
APcost / Cooldown: 1 / 0
Dmg HP / AP : +0 / +0
Accuracy modifier: -5%
Critical Hits: Average
Special effects: May Hit more than one target. Enemies have an additional -8HP (fire damage) at the start of their next turn.

**FLYING DRAKE KICK**
Prereq / Type: KHands Active / Fire Elemental Strike (Unarmed weapon)
APcost / Cooldown: 1 / 0
Dmg HP / AP : +4 / no AP damage
Accuracy modifier: -5%
Critical Hits: Average
Special effects: May Hit more than one target. Enemies have an additional -10HP (fire damage) at the start of their next turn.

**QUICK STRIKE 1**
Prereq / Type: Fire Elemental Strike (Unarmed weapon)
APcost / Cooldown: 0 / 3
Dmg HP / AP : +0 / no AP damage
Accuracy modifier: -
Critical Hits: Average
Special effects: -

**QUICK STRIKE 2**
Prereq / Type: KHands Equipped / Fire Elemental Strike (Unarmed weapon)
APcost / Cooldown: 0 / 2
Dmg HP / AP : +0 / no AP damage
Accuracy modifier: -
Critical Hits: Average
Special effects: -

**QUICK STRIKE 3**
Prereq / Type: KHands Active / Fire Elemental Strike (Unarmed weapon)
APcost / Cooldown: 0 / 1
Dmg HP / AP : +0 / no AP damage
Accuracy modifier: -
Critical Hits: Average
Special effects: -


INCLUDING THIS MOD INTO SOMEONE ELSE'S CAMPAIGN
***********************************************

Step 1: subscribe the Grimoire.

Step 2: Search your hard drive for .cpz files. You should find the Grimoire and the campaign you want to play with it (for more convenience, we'll call that one "Campaign").

Step 3: create a new folder. Make a copy of Grimoire and Campaign .cpz there.

Step 4: open SRR's editor

Step : In the editor "File" menu, select: "Edit Content Pack Search Path". By clicking the green "+", add an entry to the list. Choose the directory of the folder you created on "Step 3".

Step 5: Create a new content pack. As a content pack dependency, give it Grimoire and Campaign. Make sure Grimoire is on the bottom of the list.

Step 6: in the story data window of the editor, click the clockwork on the upper right corner. You'll find a list there. At the bottom of this list, there are various content pack names. Select Campaign.

Step 7: in the story data window, use the filter to see the scenes of campaign. Once you spotted Campaign starting Scene, double click it. You should now be able to see that scene in the map editor window.

Step : Save the scene. The editor will pop 2 warning messages. That's all right, you may ignore them.

Step 8: In the editor's "File" menu, choose "Publish Content Pack To". Choose the directory where you can find official campaigns (something like: Steam/SteamApps/common/Shadowrun Returns/Shadowrun_Data/StreamingAssets/ContentPacks"

Step 9: using the free program 7-zip, open Campaign.cpz in the folder you created on step 3. Browse the file's data and extract the file "story.story".

Step 10: Add Campaign's "story.story" to the UGC's archive you just published. Put it in the "Data/Story/..." folder.

Crossing fingers ^^ This way of doing is not 100% optimal but at least, it should be up to play !
By not 100% optimal, I mean we should normally edit the first scene to change the equipment given to the PC (from triggers). But doing this neatly requires us to use the Campaign's story.story file in text format ... thus some tools are needed (I use Digital Pigeon's binary editor).