NEWS

[SR5] Mentor Spirits, the Street Grimoire, and Chummer

  • 27 Replies
  • 39331 Views

Ariketh

  • *
  • Omae
  • ***
  • Posts: 258
« Reply #15 on: <07-23-14/1544:39> »
Ariketh,

Thank you for this work.  One of my players LOVES the Owl mentor spirit, and I had created some house rules to accommodate his desire.  Interestingly enough, you and I had created almost identical rules for the Owl.  I had managed to fumble my way through adding Owl to the exiting mentor XML file, because I didn't know how to add a custom one that Chummer would automatically load.  He (and I) are very happy that you did this, so I just wanted to express our mutual gratitude.

Glad I could help!

Might I recommend changing the disadvantage for Owl? Specifically, to something that affects Adepts.

Because it's looking overly attractive for them right now, with it combing a disadvantage that doesn't apply to them with a power that's worth 1PP instead of 0.5PP.

Oh. Damn good catch. I didn't even think about it. It also doesn't affect aspected conjurers, which was something I wanted. I translated it pretty much directly. I'm not too worried about the 1 point power. Raven as 1.5 points of powers, for instance.

To keep it in theme of its previous incarnation, I'm thinking -1 dice to combat spells, spirits linked to combat spells (based on tradition), and combat skills. Mystic adepts take a double ding, but it covers the spellcasters, aspected conjurers, and adepts equally. It's rough enough that the 1 point power is less of a free gift, but for a mentor that doesn't appreciate combat, it fits.

Edited to Add: Maybe just a specific Combat skill? But a character could just specify a Combat skill they don't intend on taking.

Thoughts?

-Ariketh

« Last Edit: <07-23-14/1616:37> by Ariketh »

Ariketh

  • *
  • Omae
  • ***
  • Posts: 258
« Reply #16 on: <07-24-14/0937:09> »
I apparently missed one of the Trickster options in the file. That's corrected.

I've added the currently in progress SR3 conversions. It's not complete and I'm not entirely satisfied with some of them.

-Ariketh

Ariketh

  • *
  • Omae
  • ***
  • Posts: 258
« Reply #17 on: <07-26-14/0749:09> »
All of the Animal Totems/Mentors from SR3 are now up. Due to the character cap, I had to put them in this post. (Minus the ones already converted from SR4 & SR5). The only Mentors I haven't converted from SR3 are the Loa. I haven't updated the Chummer files yet. I've started on the coding.

Batch 2, including SR3 and Magic in the Shadows. These are now integrated into the files.

Bacchus (MitS 160)
Advantage: All: +2 dice to Performance or Artisan tests (pick 1)
Magician: +2 dice to Illusion spells or spirits of man (pick 1)
Adept: 1 free level of Improved Ability (skill) in one Social Active skill of choice.
Disadvantage: A follower of Bacchus must succeed on a Willpower + Charisma (3) check to continue on a task if something prettier, more interesting, or more relaxing presents itself. They also suffer a -1 to Perception tests when in the presence of art, music, or great beauty.

Badger (MitS 152)
Advantage: All:  +2 dice to all tests involving one Combat Active skill
Magician: +2 dice to Combat spells or earth or guardian spirits. (pick 1)
Adept: Free Killing Hands
Disadvantage: As Bear in SR5.

Bat (MitS 152)
Advantage: All: +2 dice to Survival checks
Magician: +2 dice to Detection spells or air spirits. (pick 1)
Adept: 1 free Improved Sense (high frequency hearing) and 1 level of Freefall
Disadvantage: Treat Magic Rating as 1 point lower for all purposes, including power point loss (adept's choice), while in direct sunlight. If reduced to 0 Magic, the follower of Bat is unable to use their magical abilities until they enter a shadowed area.

Boar (MitS 152)
Advantage: All:  +2 dice to all tests involving one Combat Active skill
Magician: +2 dice to Combat spells or beast or guidance spirits. (pick 1)
Adept: Free Killing Hands
Disadvantage: As Wolf in SR5

Buffalo (SR3 163)
Advantage: All: +2 dice to all tests involving one skill in the Biotech skill group.
Magician: +2 health spells or earth spirits (pick 1)
Adept: Free Empathic Healing
Disadvantage: As Fire-Bringer in SR5

Cheetah (MitS 154)
Advantage: All: ++2 dice to all tests involving one Combat Active skill.
Magician: +2 dice to Combat spells or earth spirits (pick 1)
Adept:  1 level of Improved Ability (skill)
Disadvantage:  Cheetah followers pride themselves on their competence and must make a Willpower + Charisma (3) test or aggressively/angrily confront anyone who challenges their skill.

Cobra (MitS 154)
Advantage: All: +2 dice to Sneaking tests.
Magician: +2 dice to Illusion spells or earth or beast spirits. (pick 1)
Adept: 2 levels of Cloak
Disadvantage: If surprised in combat, a follower of Cobra suffers a -1 die penalty to all rolls for the remainder of that combat.

Coyote (SR3 164)
See Trickster

Crab (MitS 154)
Advantage: All: +1 dice to resist damage (including drain)
Magician: +2 dice to Detection spells or for water spirits  (pick 1)
Adept: 1 free level of Mystic Armor or Pain Resistance (pick 1)
Disadvantage: Once a follower of Crab has made a decision or agreed a plan, they must make a Willpower + Charisma (3) test or continue on their planned path, even if that means going alone.

Creator (MitS 160)
As Artificer.

Dolphin (SR3 164)
Advantage: All: +2 dice to Swimming or Diving tests (pick 1)
Magician: +2 die to Detection Spells and water spirits (pick 1)
Adept: Free Skate power
Disadvantage: As Fire-Bringer in SR5

Dove (MitS 154)
Advantage: All: +2 dice to Negotiation tests.
Magician: +2 dice to Health spells or air spirits (pick 1)
Adept: Free Empathic Healing
Disadvantage: Followers of Dove hate violence and the thought of harming another creature. They must succeed on a Willpower + Charisma (3) test to purposely inflict damage on a metahuman.

Elk (MitS 154)
Advantage: All: +2 dice to Etiquette or Leadership tests (pick 1)
Magician: +2 dice to Health Spells, +2 dice to Counterspelling, or +2 dice to earth or guardian spirits (pick 1)
Adept: 2 levels of Danger Sense or 1 level of Combat Sense.
Disadvantage: As Wise Warrior in SR5

Fenrir (MitS 158)
Advantage: All: +2 dice to tests involving a single Combat Active skill.
Magician: +2 dice to Combat spells or beast spirits.
Adept: 1 free level of Critical Strike (skill)
Disadvantage: As Wolf in SR5. If wounded, Bear in SR5.

Fish (MitS 154)
Advantage: All: +2 dice to Swimming tests.
Magician: +2 dice to Detection spells, +2 dice to water spirits or guidance spirits. (Pick 1)
Adept: 2 levels of Attribute Boost (Agility)
Disadvantage:  Fish likes information but hates giving it up, consequently his followers are required to succeed at a Willpower + Charisma (3) test to provide free or discount information, even to his allies. The price is not required to be monetary, and information is often received in exchange.

Fox (MitS 155)
Advantage: All: +2 dice to all tests involving one skill in the Stealth skill group.
Magician: +2 dice to Illusion spells or spirits of man. (pick 1)
Adept: Free Nimble Fingers and 1 free level of Stillness
Disadvantage: Followers of Fox must make a Willpower + Charisma (3) test to spare a fallen enemy.

Gargoyle (MitS 158)
Advantage: All: +2 dice to Sneaking tests.
Magician: +2 dice for Detection or Illusion spells or guardian spirits or spirits of man (pick 1)
Adept: 2 free levels of Stillness
Disadvantage: As Mountain in SR5

Gator (SR3 164)
Advantage: All: +2 dice to all tests involving one Combat Active skill 
Magician: +2 dice to Combat or Detection spells, +2 dice to water spirits (pick 1)
Adept: 2 levels of Penetrating Strike or 1 level of Critical Strike (pick 1)
Disadvantage: Ill-tempered and implacable, followers of Gator must make a Willpower + Charisma (3) test to break away from combat, a chase, or any current activity.

Gecko (MitS 155)
Advantage: All: +2 dice to Sneaking tests.
Magician: +2 dice to Illusion or Manipulation spells or Banishing tests. (pick 1)
Adept: 2 levels of Hang Time
Disadvantage: As Raven in SR5

Goose (MitS 155)
Advantage: All: +2 dice to Survival tests.
Magician: +2 dice to Detection spells or for Summoning tests. (pick 1)
Adept: 1 level of Voice Control
Disadvantage: When working outside of their home territory (as determined by the GM), followers of Goose suffer a -1 die penalty to all tests. It takes one lunar cycle or about 28 days to acclimate to a new home territory.

Hyena (MitS 155)
Advantage: All: +2 dice to all tests involving one Combat Active skill.
Magician: +2 dice for Combat spells or Banishing tests. (pick 1)
Adept: 2 levels of Adrenaline Boost.
Disadvantage: Followers of Hyena are selfish and must make a Willpower + Charisma (3) test to perform any action with no benefit to herself.

Jackal (MitS 155)
Advantage: All: +2 to Sneaking tests.
Magician: +2 dice to Detection or Illusion spells or earth spirits. (pick 1)
Adept: Free Nimble Fingers and 1 free level of Attribute Boost (Reaction)
Disadvantage: As Rat in SR5.

Jaguar (MitS 155)
Advantage: All: +2 to Sneaking tests.
Magician: +2 dice to Detection spells or beast spirits. (pick 1)
Adept: Free Traceless Walk
Disadvantage: Followers of Jaguar must make a Willpower + Charisma (3) test to spare a fallen enemy.

Leopard (MitS 155)
Advantage: All: +2 to Perception tests.
Magician: +2 to Combat or Health spells or for all spirits at night (pick 1)
Adept: 2 free Improved Sense powers.
Disadvantage: Followers of Leopard must never allow his friends and family to be harmed and must succeed at a Willpower + Charisma (3) test or attack (physically or verbally) any creature attempting the action. If necessary, they must fight to the death.

Leviathan (MitS 159)
Advantage: All: +2 dice to Diving or Swimming tests. (pick 1)
Magician: +2 dice to Health or Manipulation spells or water spirits (pick 1)
Adept: 2 free levels of Kinesics or Stillness, or 1 free level of each (pick 1)
Disadvantage: -2 penalty (not dice) to Initiative tests.

Lover (MitS 161)
Advantage: All: +2 dice to Con or Etiquette tests (pick 1)
Magician: +2 dice to Illusion or Manipulation spells or water spirits (pick 1)
Adept: 2 free levels of Kinesics
Disadvantage: Hell hath no fury like a scorned lover. If a follower of Lover is crossed or betrayed or believes they have been crossed or betrayed, they must make a Willpower or Charisma (3) test or they take revenge on the one who scorned them. Many a Lover has come to regret their actions after it is too late.

Lizard (MitS 155)
Advantage: All: +2 to Perception tests.
Magician: +2 dice to Health spells or earth spirits. (pick 1)
Adept: 2 levels of Stillness.
Disadvantage: Followers of Lizard must succeed on a Willpower + Charisma (3) test if confined with no clear view of the sky or they become irrational and do everything possible to leave.

Monkey (MitS 156)
Advantage: All: +2 dice to Survival tests
Magician: +2 dice to Manipulation spells or spirits of man (pick 1)
Adept: 1 free levels of Improved Ability (Gymnastics)
Disadvantage: When encountering an overly proud or arrogant individual, Monkey followers must make a Willpower + Charisma (3) test or take an action or make an insult that will result in that person’s embarrassment.

Moon (MitS 157)
Advantage: All: +2 dice to Negotiation or Con tests. (pick 1)
Magician: +2 dice to Illusion or Manipulation spells or water spirits. (pick 1)
Adept: 2 free levels of Kinesics.
Disadvantage: Moon enjoys conversation, not conflict. Consequently, her followers must make a Willpower + Charisma (3) test to engage in combat. They may make new test every Combat Turn if previous test failed.

Mouse (SR3 164)
Advantage: All: +2 dice to the Sneaking skill
Magician: +2 to Detection spells or +2 to earth or guidance spirits. (pick 1)
Adept: 2 free Improved Senses or 1 level of Enhanced Perception (pick 1)
Disadvantage: Mouse followers are curious and must make a Willpower + Charisma (3) test to avoid investigating mysteries and secrets or participating in a new experience.

Otter (MitS 156)
Advantage: All: +2 dice to Swimming or Survival tests. (pick 1)
Magician: +2 dice to illusion spells or water spirits (pick 1)
Adept:  2 levels of Improved Ability (skill) in any Social Active skill or 1 level in two different skills (pick 1)
Disadvantage:  -1 dice to Combat spells, spirits linked to Combat spells (per chosen tradition), and Combat skills.

Parrot (MitS 156)
Advantage:  All: +2 dice to Performance skill tests.
Magician: +2 dice to Illusion spells or air spirits (pick 1)
Adept: 2 levels of Freefall, or Free Voice Control. (Pick 1)
Disadvantage:  Parrot and her followers live to show off and their magic is part of their showmanship. They must succeed at a Willpower + Charisma (3) test to avoid performing magical actions in a showy and attention attracting way.

Pegasus (MitS 159)
Advantage: All: +2 dice to Etiquette or Pilot Aircraft tests.
Magician: +2 dice for Detection or Health spells or air spirits (pick 1)
Adept: 2 levels of Freefall or light body, or 1 level of each (pick 1)
Disadvantage: Pegasus and his followers want to be free. They must succeed on a Willpower + Charisma (3) test if confined to one location or they become irrational and do everything possible to leave.

Plumed Serpent (MitS 159)
Advantage: All: +2 dice to Etiquette or Leadership tests (pick 1)
Magician: +2 dice to Detection spells or air spirits (pick 1)
Adept: 2 levels of Freefall or light body, or 1 level of each (pick 1)
Disadvantage: -1 dice to all tests if outside Aztlan or Aztechnology territory. This penalty does not apply on extraterratorial sites claimed by Aztecnology nor in the Aztlan sector of Denver.

Polecat (MitS 156)
Advantage: All: +2 dice to all tests involving one Social Active skill (pick 1)
Magician: +2 dice to Combat spells or earth spirits (pick 1)
Adept: 2 free levels of Flexibility.
Disadvantage: Followers of Polecat are single minded in combat. They must succeed at a Willpower + Charisma (3) test to change targets or break off an attack.

Prairie Dog (MitS 156)
Advantage: All: +2 dice to Etiquette or Leadership tests. (pick 1)
Magician: +2 dice to Detection spells or earth spirits. (pick 1)
Adept: 2 levels of Danger Sense
Disadvantage: As Fire Bringer in SR5.

Puma (MitS 156)
Advantage: All: +2 dice to Sneaking tests.
Magician: +2 dice to Illusion spells or earth spirits or beast spirits (pick 1)
Adept: 2 levels of Stillness
Disadvantage: Puma prefers to be solitary when practicing magic. Reduce Magic Rating by 1 for all purposes, including power point loss (adept's choice), while in a crowd larger than 10 individuals. If reduced to 0 Magic, the follower of Puma is unable to use their magical abilities until they enter a less crowded area.

Python (MitS 156)
Advantage: All: +2 dice to Healing tests when naturally recovering from damage.
Magician: +2 dice to Health or Manipulation spells or beast spirits. (pick 1)
Adept: 1 level of Rapid Healing or 2 levels of Attribute Boost (Strength)
Disadvantage: Followers of Python are single minded once roused to action and must make a Willpower + Charisma (3) test to break away from combat or any current activity.

Raccoon (SR3 166)
Advantage: All: +2 dice to Palming or Sneaking tests (pick 1)
Magician: +2 dice to Manipulation spells or spirits of man (pick 1)
Adept: Free Nimble Fingers and 1 free level of Attribute Boost (Agility)
Disadvantage: When tempted, followers of Raccoon must make a Wil + Cha (3) test avoid stealing something precious or significant; only the best will do.

Scorpion (MitS 157)
Advantage: All: Followers of Scorpion can milk venom from normal or Awakened scorpions and never takes more than one box  of damage doing so.
Magician: +2 dice for Illusion or Combat spells or beast spirits (pick 1)
Adept: Free Critical Strike or 2 free levels of Penetrating Strike (pick 1)
Disadvantage: Followers of Scorpion are listless and irritable when forced to work outside of their home territory (as determined by the GM); consequently, they suffer a -1 die penalty to all tests. It takes one lunar cycle or about 28 days to acclimate to a new home territory.

Sea King (MitS 161)
Advantage: All: +2 dice to Etiquette tests
Magician: +2 dice for Manipulation spells or water spirits. (pick 1)
Adept: Free Melanin Control or 2 free levels of Facial Sculpt (pick 1)
Disadvantage: Sea King and his followers are proud. They must succeed at a Willpower + Charisma (3) test or retaliate against any slight, perceived or actual. However, they always mind their manners when doing so.

Siren (MitS 162)
Advantage: All: +2 dice to Con or Performance checks.
Magician: +2 dice to Illusion or Manipulation spells or water spirits (pick 1)
Adept: 1 free level of Improved Ability (skill) in a Social Active skill or 1 level of Voice Control (pick 1)
Disadvantage: Siren and her followers revel in luring people to their doom. They must succeed at a Willpower + Charisma (3) test or encourage others to pursue a vice or indulgence (BTLs, sex, drugs, and so on) when it is made available. Do to the resulting reputation, followers of Siren increase their Notoriety by 1.

Stag (MitS 157)
Advantage: All: +2 to Leadership tests.
Magician: +2 dice to Health or Illusion spells or earth or plant spirits (pick 1)
Adept: 2 levels of Attribute Boost (Reaction)
Disadvantage: Followers of Stag are proud and must make a Willpower + Charisma (3) test or angrily/aggressively confront or retaliate against a slight.

Stream (MitS 158)
Advantage: All: +2 dice to Negotiation tests.
Magician: +2 dice for Health spells or water spirits. (pick 1)
Adept: Free Skate power.
Disadvantage: Stream prefers to work towards peaceful resolutions. Followers of Stream must make a Willpower + Charisma (3) test to engage in combat. They may make new test every Combat Turn if previous test failed.

Turtle (MitS 157)
Advantage: All:  +2 dice to resist damage, not including drain.
Magician: +2 dice for Illusion spells or water spirits (pick 1)
Adept: 1 level of Mystic Armor.
Disadvantage: Followers of Turtle feel little attachment or connection to others. They suffer a -1 penalty to all Social tests.

Unicorn (MitS 160)
Advantage: All: +2 dice to Assensing or Perception tests (pick 1)
Magician: +2 dice to Health or Illusion spells or earth or plant spirits (pick 1)
Adept: 2 levels of Natural Immunity
Disadvantage:  Due to their connection with the land, followers of Unicorn suffer a -1 penalty to all tests while in city environs.

Whale (MitS 157)
Advantage: All: +2 dice to Etiquette or Leadership tests. (pick 1)
Magician: +2 dice for Combat spells and water spirits. (pick 1)
Adept: 1 free level of Combat Sense
Disadvantage: As Dragonslayer in SR5

Wild Huntsman (MitS 162)
Advantage: All: +2 to Performance or Artisan checks (pick 1)
Magician: +2 dice to Detection or Illusion spells or air spirits (pick 1)
Adept: 1 free level in Improved Ability (skill)
Disadvantage: As Bear in SR5.

Wind (MitS 158)
Advantage: All: +2 dice to Pilot Aircraft or Survival (pick 1)
Magician: +2 dice to Detection spells or air spirits (pick 1)
Adept: 2 free levels of Light Body or Freefall or 1 free level of each. (Pick 1)
Disadvantage: Wind and his followers dislike being constrained or restricted. While indoors or underground, followers of Wind are treated as if they have 1 less Magic Rating for all purposes, including power point loss (adept's choice). If reduced to 0 Magic, the follower of Wind is unable to use their magical abilities until they return to open sky.

Wyrm (MitS 160)
Advantage: All: +2 dice to Unarmed Combat tests
Magician: +2 dice to Health and Manipulation spells or earth spirits.
Adept:  2 free levels of Attribute Boost (Strength) or 1 level of Rapid Healing.
Disadvantage: Slow to change their minds, adapt to changing situations, or unwilling to let go, followers of Wyrm must make a Willpower + Charisma (3) test to stop any action they are doing and change to another.


As always, let me know if you have any suggestions.


-Ariketh

Changelog:
7/26: Moved SR3 Mentors to this post.
7/27: Added phrasing to indicate a power point was temporarily lost when the followers of certain mentors lost Magic Rating in specific circumstances. Also updated beginning text to include the progress updates.
7/29: Made a few slight changes. Added code for these mentors to custom_mentors.xml. See OP for up to date files.
« Last Edit: <07-29-14/1446:52> by Ariketh »

Taejix

  • *
  • Chummer
  • **
  • Posts: 188
« Reply #18 on: <07-26-14/1651:07> »
You may wish to specify how the -1 Magic disadvantages work for adepts. Do they loose PP (in which case how do you determine which powers they loose access to?) or do they take a -1 penalty on rolls using their powers like with background count?
« Last Edit: <07-26-14/1653:27> by Taejix »

Ariketh

  • *
  • Omae
  • ***
  • Posts: 258
« Reply #19 on: <07-26-14/1824:56> »
You may wish to specify how the -1 Magic disadvantages work for adepts. Do they loose PP (in which case how do you determine which powers they loose access to?) or do they take a -1 penalty on rolls using their powers like with background count?

I don't think it needs much clarification. What happens when an adept loses a point of Magic? Per the rules, he loses a power point and the corresponding point's worth of powers (his choice).

If I had intended it to work like BGC, I'd have phrased it that way.

Edited to Add: I've added an extra bit in the conversions to mention the PP loss.

-Ariketh
« Last Edit: <07-27-14/0811:13> by Ariketh »

Ariketh

  • *
  • Omae
  • ***
  • Posts: 258
« Reply #20 on: <07-29-14/0554:01> »
Just to give you an update:

I am still working on coding the SR3/MitS mentors. I'm roughly half way done. I should be done in the next day or two. It's not hard, just tedious. I'm not the fastest of typers and coding is new to me. I'm also testing each mentor as I complete it in the hopes that fewer bugs get through. The result is that it's taking longer than intended.

I made some changes to the SR3 mentors. It turns out that Nimble Fingers has no ranks. Any mentor that had it as an option received an additional power on rewrite. Badger's guidance spirit became a guardian spirit. Elk now has the option of +2 dice to Counterspelling, instead of the +1 typo. Boar's Magician options now require you to pick 1.

Finally, as an added bonus, I included a traditions file and updated the custom books file to be compatible. Remember to enable the books in the options menu before creating a new character, otherwise the options may not show.

The custom traditions include the ones in Street Magic and the Digital Grimoire. As a nod to one of my friend's favorite characters, I added an alternate Hermetic tradition mentioned in Street Legends Supplemental.

-Ariketh

Ariketh

  • *
  • Omae
  • ***
  • Posts: 258
« Reply #21 on: <07-29-14/1449:11> »
And now everything is integrated including SR4 and SR3 mentors. I have not included the loa, but I will if there is a request. If there is anything missing please let me know. Source, if applicable, will certainly help.

There are now warnings in the OP regarding some of the mentors. Please keep them in mind if you are using any of the applicable mentors.

Enjoy.

-Ariketh
« Last Edit: <07-30-14/0239:50> by Ariketh »

Sir_Prometheus

  • *
  • Omae
  • ***
  • Posts: 336
« Reply #22 on: <07-30-14/1243:01> »
Good job, man.  +1

FasterN8

  • *
  • Catalyst Demo Team
  • Omae
  • ***
  • Posts: 607
  • Err on the side of awesome.
« Reply #23 on: <07-31-14/1609:37> »
I'll second that.  I'm definitely bookmarking this thread for my players and future NPCs.

Thanks man.

Ariketh

  • *
  • Omae
  • ***
  • Posts: 258
« Reply #24 on: <08-04-14/0853:12> »
I updated the OP as well as the custom files with a couple corrections.  The issues with Stillness, Flexibility, Penetrating Strike, and Facial Sculpt granted by various mentors has been fixed thanks to Adam.

-Ariketh

DirtyMetis

  • *
  • Newb
  • *
  • Posts: 2
« Reply #25 on: <01-13-15/1428:37> »
Not having any luck trying to load these in the current build of Chummer5 - unzipped them all to my data folder, and nothing.  What am I missing?

SpellBinder

  • *
  • Omae
  • ***
  • Posts: 348
« Reply #26 on: <01-13-15/1458:59> »
Not having any luck trying to load these in the current build of Chummer5 - unzipped them all to my data folder, and nothing.  What am I missing?
The books might not have been enabled by default.  Next time you're in Chummer5, go to Tools > Options and make sure that the books Digital Grimoire, Magic In The Shadows, Shadowrun 3, Shadowrun 4A, Street Legends: Supplimental, and Street Magic are all checked.  If they are not checked, check them all, click [OK], and close & relaunch Chummer5.

DirtyMetis

  • *
  • Newb
  • *
  • Posts: 2
« Reply #27 on: <01-13-15/1720:01> »
The books might not have been enabled by default.  Next time you're in Chummer5, go to Tools > Options and make sure that the books Digital Grimoire, Magic In The Shadows, Shadowrun 3, Shadowrun 4A, Street Legends: Supplimental, and Street Magic are all checked.  If they are not checked, check them all, click [OK], and close & relaunch Chummer5.

That indeed did the trick - thank ya kindly!