Shadowrun Returns

Shadowrun Returns

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Magical Tattoos V2
 
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Contains: Data Only
Tags: Seattle
File Size
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0.253 MB
Aug 6, 2013 @ 9:22am
1 Change Note ( view )

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Magical Tattoos V2

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Description
Version 2

Have added 'tattoos' that are placed in cyberware slots to help give adepts a leg up on street sams that don't have to pay karma for chi casting, plus have access to cyberware:

This is a cooked pack, and should be useable with Deadman's Switch or other cooked packs.

Contains gear list: merchant_Magic_Tattoo
to make adding them to a merchant easy

use cyberware screen to install

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Eyes: 1000Y
+1 Cha, +1 Conjuring (Req: 3 conjuring)
+1 summoning, +1 control (Req: 3 summoning)
+1 Willpower, +1 spellcastino (Req: 3 spell casting)

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Arms: 1000Y (Req: 4 Chi Casting)
+1 ranged combat
+1 strength
+1 close combat
+1 melee combat

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Legs: 1000Y (Req: 4 Chi Casting)
+1 dodge
+1 movement
+1 unarmed combat
+5 HP

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Body: 5000 Y (Req: 6 Chi Casting)
Heal self for 20HP, cooldown 4
0 AP wired reflex dodge
2 armor, -1 damage reduction
+10 accuracy

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So, for example, a gun focused adept might go for:

Arms: +2 Ranged Combat
Legs: +2 Dodge
And whatever body tattoo looked interesting.

The Chi Casting requirements are reasonably high so that it's painful to dip into chi casting just to get the ability to install tattoos.

Added the mage focused tattoo that fit in the cybereye slot in case you are using my costume mod, and feel that mages needed the +1 abilities provided by their costumes.
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44 Comments
bigduck 2+2 Feb 25 @ 11:25am 
ahhh, yes... i would like to Tattoo my eyes
Majber Jun 23, 2018 @ 5:40am 
Can I use this with Vanilla Shadowrun Returns campaign to add new tattoos?
Shazai Jul 26, 2015 @ 1:59am 
@tofanb02 maybe not be a bug can be a internal cap within the core game itself, for instance you can't get intelligence at least not in my game beyond 9 which is the racial cap for the highest intelligence races, same with drone control it can't go above 9 either.
Lotus Fire Jun 2, 2014 @ 1:37pm 
@Batgenstien: The stats as they appear on the karma spending screen are unmodified in any way by anything you might have equipped. Otherwise you could, for example, wear armour and use buffs that boost your quickness and ranged combat a bunch, spend a few karma to get high-end rifle skills, then remove the quick/range gear, equip mage gear....and so on
Kolodis May 30, 2014 @ 4:36pm 
To my knowledge, added stats don't appear on the karma spending screen.
Batgenstein May 17, 2014 @ 9:45am 
Maybe someone can help me out here:
I've applied (for instance) the eye tattoo "Focus Delligence (+1 willpower, +1 spellcasting) and do meet the required "spellcasting 3". My willpower and spellcasting stats on my character sheet are now displayed in "green numbers" with the given bonus (say now 5 and 5). On the "karma spending screen" however, the skills doesn't have the added bonus (still 4 and 4).
Is this right? Does it work like this? Just asking, because I really don't know.
Besides this, thanks a lot for creating this mod!
TheAgarrar Mar 2, 2014 @ 12:19pm 
The leg tattoos that increase movement don't seem to be working
Shadow Feb 28, 2014 @ 4:21am 
Please make work with Dragon Fall.
Yung Dab Jan 24, 2014 @ 1:48pm 
I have this installed and requirements for tattoos don't seem to work.
=DeadShot= Dec 18, 2013 @ 12:26pm 
A bug with your ugc. When you have an characteristic at maximum (like ranged weapons for elves at 11) and you add a magical tattoo for +1 range weapons in the character screen it is still 11 for range weapons and not 12. When your stats are not at maximum the problem doesn't apear.