Running Wild Errata, Unofficial errata for Running Wild |
Running Wild Errata, Unofficial errata for Running Wild |
Sep 14 2009, 01:43 PM
Post
#1
|
|
Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
I was a proofreader on Running Wild, but unfortunately most of it was done while I had most of my vacation.
But now I know how big a job the proofreaders do, and has experienced that mistakes do slip past even the best eyes. But here is what I've found since I got my own copy of the finished book: Anything in RED is either the text to be corrected or the correted text. Hope it makes sense. Running Wild errata: Global: "Infected" does not always have to have a capital I. It's OK when you talk about "The Infected", but not OK when you write (quote page 57) "HMHVV has Infected, worldwide, hundreds of thousands of individuals from six sapient species". Search for all "Infected" and check if they should be capitalized. Global: Decide how the Fragile weakness should be written: In the mundane animals chapter it is written: Weaknesses: Fragile 2 In the Paranormal Animals chapter it is written: Weaknesses: Fragile (2) So either remove the parenthesis "()", or use them every time. Global: The Smiling Bandit has apparently chanced his handle from "The Smiling Bandit" to "Smiling Bandit", however the following references have not been changed: page 185, Technolution, Header: Replace: Posted by The Smiling Bandit With: Posted by Smiling Bandit page 185, Feral AI in Paris Métro Network?, Header: Replace: // upload Uniformat text file :: user The Smiling Bandit// With: // upload Uniformat text file :: user Smiling Bandit// Page 186, Feral AI in Paris Métro Network?, paragraph 3: Replace: // End Uniformat text file :: user The Smiling Bandit// With: // End Uniformat text file :: user Smiling Bandit// Page 187, Feral AI in Paris Métro Network?, paragraph 21: Replace: // copy-paste JackP Inbox :: user The Smiling Bandit :: 3/25/72 // From: Dr. Kristine Martin [KAM] To: The Smiling Bandit Re: Emerged Animals With: // copy-paste JackP Inbox :: user Smiling Bandit :: 3/25/72 // From: Dr. Kristine Martin [KAM] To: Smiling Bandit Re: Emerged Animals Alternatively all the other "Smiling Bandit" should be changed to "The Smiling Bandit" (which I personally would prefer since he has always been "The Smiling Bandit". Global: Decide what symbol will be used for division. Most places "÷" is used, but some places "/" is used. Especially in the Protosapient Critters chapter (page 198-201). Page 15, Animal Control, paragraph 10 (comment by Butch), sentence 3: replace: You’re more likely to find a top secret animal genetics lab in the heart of Redmond/Seattle than in the Congo. With: You’re more likely to find a top secret animal genetics lab in the heart of Redmond/Seattle than in Congo. Page 24, Sapience, paragraph 3, sentence 5: replace: (Animal Training, p. 35). With: (Animal Training, p. 34). Page 25, Emergent Critters, paragraph 2, sentence 2: Replace: Complete information about Emergent critters can be found on p. 189. With: Complete information about Emergent critters can be found on p. 183. Page 26, Critter Augmentations, paragraph 2: Replace: minimally invasive implants. With: minimally invasive implants. Page 28, Example Warform (side-box), sentence 1: Replace: apply Attri-bute Enhancement (Body), Attribute Enhancement (Agility), Attribute Enhance-ment (Reaction) With: apply Attribute Enhancement (Body), Attribute Enhancement (Agility), Attribute Enhancement (Reaction) Page 28, Chimeric Critters, paragraph 2, sentence 5: Replace: Because each Chimeric is a unique strain, all bioware must be cultured before implantation. This increases the cost of bioware implants, but Chimerics do not receive the standard Essence reductions for cultured bioware. With: [There are no rules for making "normal" bioware "cultured", and thus no way to increase to cost of such bioware. Also there is no rules for reducing Essence cost of "normal" bioware turned into "cultured". In effect the paragraph is just confusing and should be deleted.] Page 29, Rigging Biodrones, paragraph 2: Insert an extra line-break before the "Sensor Suites" Page 30, Hunter Seekers (Warform), Powers: Replace: Enhanced Senses (Low-Light Vision, Scent) With: Enhanced Senses (Low-Light Vision, Smell) [For consistency with other critters] Page 30, Kamikaze, Powers: Replace: Powers: Natural Weapon (Bite: 1P, AP—) With: Powers: Natural Weapon (Bite: 1P, AP 0) Page 31, Patroller (Warform), Cyberware: Replace: Commlink (DR: 6) With: Commlink Page 31, Razorhound, Weapons: Replace: Submachine Gun (DV 5P, AP –, SA/BF, RC 2, 24 ©) With: Submachine Gun (DV 5P, AP 0, SA/BF, RC 2, 24 ©) Page 32, Sensor Swarm VI (Swarm), Cyberware: Replace: Commlink (DR 3) With: Commlink Page 32, Smart-Connect (Swarm), Cyberware: Replace: Commlink (DR 6) With: Commlink Page 34, animal availability and cost chart Replace: Horse* 4* 2,000Â¥ Luxury/250Â¥ With: Horse* 4 2,000Â¥ Luxury/250Â¥ Page 35, VetTech (Logic), paragraph 1, sentence 5: Replace: which can be negated by specializing in treating Awakened animals. With: which can be negated by specializing in treating Awakened or Emergent animals. Page 52, Field Journal [August 18, 2065], paragraph 1, sentence 9: Replace: the baby has the rank of her mother (1). With: the baby has the rank of her mother. [As there is no explanation of what the (1) refers to] Page 55, The Infected (Intro fiction), paragraph 2, sentence 2: Replace: There, they sex it up something fierce, With: There, they sex it up to something fierce, Page 57, Aetherpedia Entry: HMHVV Varieties (Sidebar): Mutaqua is missing from the "HMHVV Ia: Ghilani vrykolakiviridae sanguisuga" entry. [This could be OK as the Aetherpedia could just not have been updated with this new information] Page 62, Anomalies and Other Weirdness, paragraph 2, sentence 3: Replace: The abat and the amanalahig are variants of the vampire found in the Philippines With: The abat and the amalanhig are variants of the vampire found in the Philippines [At least thats how it's spelled in RC and everywhere else I could reference] Page 64, Bandersnatch, stats: Replace: B A R S C I L W EDG ESS M Init IP 8 3 3 7 1 4 2 4 3 5 3 7 1 With: B A R S C I L W EDG ESS M Init IP 8 3 3 7 1 3 2 5 3 5 3 7 1 [At least that's how an average Bandersnatch is created according to RC] Page 65, Banshee, stats: Replace: B A R S C I L W EDG ESS M Init IP 3 4 3 3 5 4 3 4 3 2D6–1 3 7 2 With: B A R S C I L W EDG ESS M Init IP 3 4 3 3 5 4 3 4 3 5 1 7 2 [At least that's how an average Banshee is created according to RC] Page 66, Dzoo-noo-qua, stats: Replace: B A R S C I L W EDG ESS M Init IP 9 2 5 8 1 3 2 4 3 2D6–1 3 8 2 With: B A R S C I L W EDG ESS M Init IP 9 2 5 8 1 2 2 4 3 5 1 7 2 [At least that's how an average Dzoo-noo-qua is created according to RC] Page 66, Fomóraig, stats: Replace: B A R S C I L W EDG ESS M Init IP 10 2 4 10 1 3 2 4 3 5 3 7 1 With: B A R S C I L W EDG ESS M Init IP 10 2 4 10 1 2 2 4 3 5 1 6 1 [At least that's how an average Fomóraig is created according to RC] Page 67, Goblin, stats: Replace: B A R S C I L W EDG ESS M Init IP 5 3 4 6 1 4 1 5 3 2D6–1 3 8 2 With: B A R S C I L W EDG ESS M Init IP 5 3 3 6 1 3 1 6 3 5 1 6 2 [At least that's how an average Goblin is created according to RC] Page 67, Loup-garou, paragraph 1, sentence 6: Replace: save for a peak period of four to six days out of every twenty-eight With: save for a peak period of four to six out of every twenty-eight days Page 67, Loup-garou, stats: Replace: B A R S C I L W EDG ESS M Init IP 4 3 3 7 1 4 2 4 2 5 3 7 1 With: B A R S C I L W EDG ESS M Init IP 4 3 3 7 1 3 2 4 2 5 1 6 1 Page 68, Nosferatu, Stats: Replace: B A R S C I L W EDG ESS M Init IP 4 4 4 4 5 5 5 5 3 2D6+5 4 9 2 With: B A R S C I L W EDG ESS M Init IP 4 4 4 4 5 5 5 5 3 5 1 9 2 [At least that's how an average Nosferatu is created according to RC] Page 68, Nosferatu, Qualities/Notes: Replace: Qualities: Magician With: Notes: Most Nosferatu have the Magician quality. [According to RC a Nosferatu does not have to have the Magician quality.] Page 68, Nosferatu, Powers: Replace: In addition, the maximum Essence that a nosferatu can drain is equal to three times its natural maximum Essence. With: In addition, the maximum Essence that a nosferatu can obtain at a time through Essence Drain is equal to 18. Page 68, HMHVV I (Ghilani vrykolakiviridae), Vector: Replace: Vector: Infection power (p. 295, SR4A) With: Vector: Infection power (page 212) [Although the Infection power is described on page 295 of SR4A, it is also described in Running Wild page 212, which is more handy] Page 68, HMHVV I (Ghilani vrykolakiviridae), paragraph 1, sentence 1: Replace: HMHVV I is responsible for the creation of banshees, dzoo-noo-qua, goblins, nosferatu, vampires, and wendigo With: HMHVV I is responsible for the creation of banshees, dzoo-noo-qua, goblins, mutaqua, nosferatu, vampires, and wendigo Page 68, HMHVV I (Ghilani vrykolakiviridae ), paragraph 2, sentence 2: Replace: and has an Essence of 1 and Magic of 1 (or retains her own Magic attribute, if higher). With: and has an Essence of 5 and Magic of 1 (or retains her own Magic attribute, if higher). [According to RC all Infected start with an Essence of 5. In any case the character cannot have a Magic higher than Essence unless the character is an initiate, so the sentence should be reworded.] Page 68, HMHVV II (Ghilani moneriviridae ), paragraph 1, sentence 1: Replace: creation of bandersnatchii, fomóraig, and loup-garou With: creation of bandersnatchii, fomóraig, gnawers, grendel, harvesters, and loup-garou Page 76, Known Great Dragons table: Replace: Ryumyo Eastern Male Silver/Red Mount Mihara, Japan With: Ryumyo Eastern Male Red Mount Mihara, Japan [According to the drawing in SR4A page 25 Ryumyo is all red] Page 83, Hydra, Movement: Replace: Movement: 10/30 (5/15 and 15/30 swimming for hydra-wyrm) With: Movement: 10/30, 5/15 (15/30 swimming) for hydra-wyrm [Normally only flying/swimming speed is inside parenthesis] Page 83, Hydra, Skills: Replace: Skills: Assensing 6, Astral Combat 6, Perception 6, Swimming 6, Unarmed Combat 6 With: Skills: Assensing 6, Astral Combat 6, Exotic Ranged Weapon (Elemental Attack) 6, Perception 6, Unarmed Combat 6 Page 83, Hydra, Notes: Add: Hydra-wyrms also have the Swimming skill at rating 6. Page 85, Sea Serpent, Skills: Replace: Skills: Assensing 6, Astral Combat 6, Perception 6, Stealth group 6, Swimming 6, Unarmed Combat 6 With: Skills: Assensing 6, Astral Combat 6, Exotic Ranged Weapon (Elemental Attack) 6, Perception 6, Stealth group 6, Swimming 6, Unarmed Combat 6 Page 85, Wyvern, Skills: Replace: Skills: Assensing 6, Astral Combat 6, Dodge 3, Flight 6, Perception 6, Stealth group 6, Unarmed Combat 6 With: Skills: Assensing 6, Astral Combat 6, Dodge 3, Exotic Ranged Weapon (Elemental Attack) 6, Flight 6, Perception 6, Stealth group 6, Unarmed Combat 6 Page 89, Box Jellyfish, Powers: Replace: Powers: Gills, Venom With: Powers: Gills, Venom (Man O' War Venom) Page 90, Great White, Powers: Replace: Powers: Enhanced Senses (Smell), Gills, Natural Weapon (Bite: DV 7P, AP 1) With: Powers: Enhanced Senses (Smell), Gills, Natural Weapon (Bite: DV 7P, AP -1) Page 90, Alligator, Komodo Dragon: Replace: Komodo Dragon: Venom With: Komodo Dragon: Venom (Komodo Dragon Venom) Page 90, Alligator, Monitor Lizard: Replace: Monitor Lizard: Body 2, Strength 2, Venom With: Monitor Lizard: Body 2, Strength 2, Venom (Monitor Lizard Venom) Page 93, Norwegian Rat, Similar Animals: Replace: Similar Animals: Chinchilla, Giant Pouch Rat, Guinea Pig, Hedgehog, Marmot, Muskrat With: Similar Animals: Chinchilla, Giant Pouch Rat, Hedgehog, Marmot, Muskrat Page 93, Hamster, Similar Animals: Replace: Similar Animals: Degas, Gerbil, Mouse, Naked Mole Rat, Polynesian Rat With: Similar Animals: Degas, Gerbil, Guinea Pig, Mouse, Naked Mole Rat, Polynesian Rat [Having had Guinea Pigs for years, I can assure you the are a lot more like Hamsters than like Norwegian Rats.] Page 96, Domestic Cat, Powers: [Are you sure they shouldn't have Natural Weapon. Cats are fierce, and do attack Foxes and similar sized creatures] Page 96, Anole, Frog: Replace: Frog: Gymnastics 3 (Jumping +2), Amphibious With: Frog: Gymnastics 3 (Jumping +2) [There is no Amphibious power] Page 96, Cockroach, Movement: [Missing flying speed for the similar animals with the Flight skill] Page 98, Fire Ant, Similar Animals: [Missing flying speed for Bee (Wasp)] Page 98, Spider, Similar Animals: Replace: Similar Animals: Black Widow (Brown Recluse, Scorpion): Venom With: Similar Animals: Black Widow (Brown Recluse, Scorpion): Venom (Black Widow Venom) Page 102, Embracer, Habits-paragraph 1, sentence 1: Replace: the extinct mountain gorilla (Gorilla beringei) With: the extinct mountain gorilla (Gorilla beringei beringei) [But according to page 7 it's the African Gorilla that is extinct. The African Gorilla is also known as the Western Gorilla (Gorilla gorilla).] Page 104, Oracle Owl, Habits-paragraph 3, sentence 3: An oracle owl can live up to 60 years. [How on earth do they know this? It's only 61 years into the 6th world. Not enough to even estimate the life span of any oracle owls yes.] Page 112, Aardwolf, Habits-paragraph 2, sentence 3: Replace: The skillful use of the concealment ability is clearly crucial the species’ survival. with: The skillful use of the concealment ability is clearly crucial to the species’ survival. Page 117, Lambton Lizard, Habits-Paragraph 3, sentence 2/Movement: [Despite the following:] When traveling out of the water, lambton lizards are much slower moving and easily avoided by any metahuman. [There is no running speed given for the Lambton Lizard.] Page 118, Lambton Lizard, Skills: Replace: Skills: Infiltration 2, Exotic Ranged Weapon 3, Perception 2, Shadowing 3, Swimming 3, Unarmed Combat 3 With: Skills: Infiltration 2, Exotic Ranged Weapon (Venom spit) 3, Perception 2, Shadowing 3, Swimming 3, Unarmed Combat 3 Page 118, Spitting Pike, Identification, sentence 3: Replace: It has a large mouth with 28 small teeth on top and 18 large teeth on the bottom. With: It has a large mouth with twenty-eight small teeth on top and eighteen large teeth on the bottom. Page 118, Spitting Pike, Stats: Replace: B A R S C I L W EDG ESS M Init IP 2 5 4 2 2 4 1 2 2 6 4 8 1 with: B A R S C I L W EDG ESS M Init IP 2 5 4 2 2 4 1 2 2 6 4 8 1 [Non-bold numbers] Page 118, Spitting Pike, Skills: Replace: Skills: Exotic Ranged Weapon 3, Perception 3, Swimming 3, Unarmed Combat 5 With: Skills: Exotic Ranged Weapon (Corrosive Spit) 3, Perception 3, Swimming 3, Unarmed Combat 5 Page 118, Centaur, Identification, sentence 3: resembles a primate with long arms ending in three digits and an opposable thumb [But the drawing on page 119 clearly shows centaurs with 4 digits and a thumb.] Page 120, Juggernaut, Identification: Replace: the common armadillo (Dasypus praegrandis). With: the common armadillo (Dasypus novemcinctus). Page 122, Devilfish, Range: Replace: Range: As far north as With Range: As far north as [Range has to be bold] Page 122, Devilfish, Movement: [Flying/gliding speed is missing] Page 122, Devilfish, Skills: [Since the Devilfish can fly/glide it should also have the Flying skill] Page 123, Meistersinger, Skills: Replace: Skills: Exotic Ranged Weapon 4, Perception 5, Swimming 4, Unarmed Combat 2 With: Skills: Exotic Ranged Weapon (Breach) 4, Perception 5, Swimming 4, Unarmed Combat 2 Page 126, Storm Dolphin, Skills: Replace: Skills: Counterspelling 3, Exotic Ranged Weapon 3, Perception 3, Swimming 2, Unarmed Combat 4 With: Skills: Counterspelling 3, Exotic Ranged Weapon (Elemental Attack) 3, Perception 3, Swimming 2, Unarmed Combat 4 Page 127, Anwuma Bavole, Skills: Skills: Exotic Ranged Weapon 3, Flight 3, Infiltration 2, Perception 3, Shadowing 3, Tracking 3, Unarmed Combat 2 With: Skills: Flight 3, Infiltration 2, Perception 3, Shadowing 3, Tracking 3, Unarmed Combat 2 [There is no power or weapon that need the Exotic Ranged Weapon] Page 130, Spider-Beast, Habits-paragraph 3, sentence 2: Replace: (see below). With: (see spider-beast larvae sidebar). [The sidebar is visually not below the Spider-Beast entry] Page 131, Ekyelebenle, Skills: Replace: Skills: Climbing 5, Counterspelling 4, Exotic Ranged Weapon 4, Perception 4, Unarmed Combat 4 With: Skills: Climbing 5, Counterspelling 4, Exotic Ranged Weapon (Venom spray) 4, Perception 4, Unarmed Combat 4 Page 131, Ekyelebenle, Powers: Replace: Powers: Enhanced Senses (Smell, Thermographic Vision), Immunity (Pathogens, Toxins), Magical Guard (Self ), Natural Weapon (Bite: DV 4P, AP 0), Venom (see below) With: Powers: Enhanced Senses (Smell, Thermographic Vision), Immunity (Pathogens, Toxins), Magical Guard (Self ), Natural Weapon (Bite: DV 4P, AP 0), Venom (Ekyelebenle Venom) [Visually the sidebar isn't below, and usually you just refere to the venom type] Page 132, Tasmanian Tiger, Identification, sentence 2: It has a greyhound-like snout, though its ears are rounded like a great cat. [But the drawing of the Tasmanian Tige shows it with pointed ears] Page 133, Rockworm, Skills: Replace: Skills: Exotic Ranged Weapon 4, Unarmed Combat 3 With: Skills: Exotic Ranged Weapon (Corrosive Spit) 4, Unarmed Combat 3 Page 136, Gloaming Owl, Habits-paragraph 2, sentence 5: Replace: Similarly, gloaming birds instill With: Similarly, gloaming owls instill Page 136, Grandfather Elk, Habits, sentence 4: As described earlier, the grandfather elk alpha male resembles a stereotypical metahuman grandfather with a moustache and beard. [What? This hasn't been described before or later in the grandfather elk description. Consider a rewrite] Page 136, Horned Bear, Habits, sentence 4: eating carrion, berries, nuts, insects, and even alligator eggs. [Are there lots of alligator eggs in northern and western America, because there are none in Norway] Page 138, Humped Horse, Frequency: Replace: Frequency: Common With: Frequency: Common [Frequency need to be bold] Page 140, Basilisk, Habits-paragraph 2, sentence 2: then shatter the statue with their powerful jaws. [Despite this the Basilisk on has DV 4S when attacking. Maybe the basilisk should have The Natural Weapon power] Page 140, Birdman, Identification, sentence 1: Replace: weight of up to kilogram. With: weight of up # to kilogram. [Replace # with however many kilograms the birdman should weigh] Page 141, Birdman, Skills: Replace: Skills: Exotic Ranged Weapon 3, Flight 3, Gestalt Consciousness, Perception 3, Unarmed Combat 1 With: Skills: Flight 3, Gestalt Consciousness, Perception 3, Unarmed Combat 1 [The birdman has no attack or power that needs the Exotic Ranged Weapon skill] Page 143, Fenrir Wolf, Powers: Replace: Powers: Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Magical Guard (Self ), Natural Weapon (Claws/Bite: DV 6P, AP 1) With: Powers: Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Magical Guard (Self ), Natural Weapon (Claws/Bite: DV 6P, AP -1) Page 147, Novapossum, Skills: Replace: Skills: Infiltration 3, Intimidation 2, Exotic Ranged Weapon 2, Perception 1, Unarmed Combat 2 With: Skills: Infiltration 3, Intimidation 2, Exotic Ranged Weapon (Corrosive Spit) 2, Perception 1, Unarmed Combat 2 Page 149, Pixie, Range and Habits-paragraph 1, sentence 1 and Habits-paragraph 3, sentence 1: [These three sentences does not agree] Range: Major population centers in the United Kingdom, TÃr na nÓg, and Portland, TÃr Tairngire Habits: Pixies are extraordinarily rare, present only in the wilds of the British Isles and some locations in Western Europe. A few groups have succeeded in creating a recognized selfgoverning community, such as France’s Brocéliande Forest in 2066. Page 155, Jauchekafer, Movement: Movement: 4/8 (flight) [The jauchekafer also need normal movement speed] Page 163, Blood Dog, Modifier/Notes: Replace: Modifier: Reach -1 With: Notes: -1 Reach Page 163, Blood Dog, Powers: Replace: Powers: Enhanced Senses (Smell), Fragile 1, Natural Weapon (Fangs: DV 2P, AP 0, –1 Reach) With: Powers: Enhanced Senses (Smell), Fragile 1, Natural Weapon (Fangs: DV 2P, AP 0) [Otherwise the blood dog will end up with -2 Reach] Page 163, Blood Dog, Similar Animals: Replace: Similar Animals: Blood Dog (Wolf Variant): Strength 4, Intimidation 2, Unarmed Combat 4, Natural Weapon (Fangs: DV 3P, AP 0, –1 Reach) With: Similar Animals: Blood Dog (Wolf Variant): Strength 4, Intimidation 2, Unarmed Combat 4, Natural Weapon (Fangs: DV 3P, AP 0) [Otherwise the Wolf variant will end up with -2 Reach] Page 163, Chalico, Powers/Notes: Replace: Powers: Natural Weapon (Claws: DV 4P, AP 0, +1 Reach) With: Powers: Natural Weapon (Claws: DV 4P, AP 0) Notes: +1 Reach [That's how it is done in all other chapters] Page 164, Hellcow, Skills: Replace: Skills: Exotic Ranged Weapon 2, Perception 2, Running 2, Unarmed Combat 4 With: Skills: Exotic Ranged Weapon (Corrosive Spit) 2, Perception 2, Running 2, Unarmed Combat 4 Page 165, Neogargoyle, Identification: Replace: Identification: The neogargoyle is a mutant bat averaging 250 centimeters tall with grey, crusty skin and weighing around 2 kilograms. With: Identification: The neogargoyle is a mutant bat averaging 25 centimeters tall with grey, crusty skin and weighing around 2 kilograms. Page 165, Neogargoyle, Stats: R 2, I 3, Init 6 [This does not add up, either incraese R or I, or decrease Init] Page 166, Borax Burro, Skills: Replace: Skills: Athletics skill group, Exotic Ranged Weapon 2, Perception 2, Running 3, Unarmed Combat 2 With: Skills: Athletics skill group, Exotic Ranged Weapon (Corrosive Spit) 2, Perception 2, Running 3, Unarmed Combat 2 [The Athletic skill group also need a rating, I would assume 2] Page 166, Borax Burro, Powers: Replace: Powers: Corrosive Saliva, Devouring, Natural Weapon (Bite: DV 3P, AP 0) With: Powers: Corrosive Spit, Devouring, Natural Weapon (Bite: DV 3P, AP 0) or: Powers: Corrosive Saliva (Treat as Corrosive Spit), Devouring, Natural Weapon (Bite: DV 3P, AP 0) Page 166, Sea Leech, Range: Replace: Range: From the San Francisco Bay to as far south as San Diego; the waters off South Africa With: Range: From the San Francisco Bay to as far south as San Diego; the waters off South Africa [Range needs to be bold] Page 167, Twisted Stymphalian, Identification: Replace: Identification: The twisted stymphalian is differentiated from a normal stymphalian (p. 158) by its bald head, which is tinged with a dark red color. With: Identification: The twisted stymphalian is differentiated from a normal stymphalian (p. 159) by its bald head, which is tinged with a dark red color. Page 167, Twisted Stymphalian, Skills: Replace: Skills: Exotic Ranged Weapon 3, Flight 2, Infiltration 1, Perception 3, Running 1, Unarmed Combat 3 With: Skills: Exotic Ranged Weapon (Arrow Feather) 3, Flight 2, Infiltration 1, Perception 3, Running 1, Unarmed Combat 3 Page 167, Twisted Stymphalian, Powers/Notes: Replace: Powers: Anaphylaxis, Enhanced Senses (Smell), Natural Weapon (Bite: DV 3P, AP 0, +1 Reach), Natural Ranged Weapon (Arrow Feather: DV 3P, AP 0), Noxious Breath, Pestilence With: Powers: Anaphylaxis, Enhanced Senses (Smell), Natural Weapon (Bite: DV 3P, AP 0), Natural Ranged Weapon (Arrow Feather: DV 3P, AP 0), Noxious Breath, Pestilence Notes: +1 Reach Page 172, Ghost, paragraph 5: [Inset line-break before comments by Haze] Page 176, Crone, Powers: Replace: Powers: Accident, Astral Form, Banishing Resistance, Compulsion, Enhanced Senses (Smell), Innate Spell (Agony), Innate Spell (Bugs or Swarm), Fear, Fey Glamour, Materialization, Sapience, Shadow Cloak, Vanishing With: Powers: Accident, Astral Form, Banishing Resistance, Compulsion, Enhanced Senses (Smell), Innate Spell (Agony and Bugs or Swarm), Fear, Fey Glamour, Materialization, Sapience, Shadow Cloak, Vanishing Page 176, Frost, Powers: Replace: Powers: Accident, Astral Form, Banishing Resistance, Energy Aura (Cold), Immunity (Cold), Innate Spell (Ice), Innate Spell (Ice Sheet), Innate Spell (Blizzard), Innate Spell (Ice Wall), Magical Guard (Self Only), Materialization, Movement, Sapience, Vanishing With: Powers: Accident, Astral Form, Banishing Resistance, Energy Aura (Cold), Immunity (Cold), Innate Spell (Ice, Ice Sheet, Blizzard, Ice Wall), Magical Guard (Self Only), Materialization, Movement, Sapience, Vanishing Pager 176, Kappa, Powers: Replace: Powers: Astral Form, Banishing Resistance, Concealment, Confusion, Elemental Attack (Water) Engulf (Water), Fey Glamour, Materialization, Movement, Sapience, Search, Vanishing With: Powers: Astral Form, Banishing Resistance, Concealment, Confusion, Elemental Attack (Water), Engulf (Water), Fey Glamour, Materialization, Movement, Sapience, Search, Vanishing Page 177, Knocker, Stats: Replace: B A R S C I L W EDG ESS M Init IP F+4 F F F+3 F F F F F F F (Fx2)+2 2 With: B A R S C I L W EDG ESS M Init IP F+4 F F F+3 F F F F F F F Fx2 2 Page 176, The Wild Hunt, Astral Initiative: Replace: Astral Initiative/IP: 12, 3 With: Astral Initiative/IP: 12, 3 (Hounds, Steeds and Huntsmen), 18, 3 (Great Huntsman) Page 176, The Wild Hunt, Skills: [The skills entry are confusing and should be broken up like the Powers, with common skills and skills only available to individuals, like the following: Skills: Assensing 6, Astral Combat 6, Dodge 6, Flight 6, Perception 6, Unarmed Combat 6 Hounds: Tracking 6 Steeds: Exotic Ranged Weapon (Elemental Attack) 6 Huntsmen: Archery 6, Blades 9 Great Huntsman: Blades 9, Counterspelling 9, Exotic Ranged Weapon (Elemental Attack) 6, Spellcasting 9 [In addition: Why does the Huntsmen and the Great Huntsman have the Blades skill, when they have no bladed weapon to use it on? Why doesn't the Hound have any natural weapon power? Can they really only do DV 3S?] Page 179, Grim Reapers, Powers: [The Energy Drain (Karma, Moment of Death) entry needs to be explained better, as it stands it's confusing and does not fit with the Energy Drain power description. What does Moment of Death mean exactly? Can the Grim Reaper only drain one point of karma at the moment you die? In that case it really doesn't matter since you died as well and don't need your karma any longer] Page 180, Brocken Bow, Powers: [The Energy Drain (Essence, Touch, Physical Damage) entry needs to be explained better, as it stands it's confusing and does not fit with the Energy Drain power description. What doesPhysical Damage mean exactly? Does the Energy Drain also cause Physical Damage or can the Broken Bow only drain Essence if you also take physical damage (which the Brocken Bow can't deal)?] Page 180, Nomad, Powers: [The Energy Drain (Karma, Host, Stun Damage) entry needs to be explained better, as it stands it's confusing and does not fit with the Energy Drain power description. What does Host and Stun Damage mean exactly? Does the Energy Drain also cause Stun Damage or can the Nomad only drain Karma if you also take stun damage, or can it only drain Karma when you deal stun damage?] Page 180, Snatcher, Stats: Replace: B A R S C I L W EDG ESS M Init IP F+2 F+1 F F+2 F F F F F F F (Fx2) 2 With: B A R S C I L W EDG ESS M Init IP - - - - F F F F F F F - - [The Snatcher can not Materialize and does not have any physical stats. Only it's Force is added to the possessed victims physical stats.] Page 180, Snatcher, Powers: [The Energy Drain (Karma, Attacked Victim, Stun Damage) entry needs to be explained better, as it stands it's confusing and does not fit with the Energy Drain power description. What does Stun Damage mean exactly? Does the Energy Drain also cause Stun Damage or can the Snatcher only drain Karma if the victim also take stun damage?] Page 182, Man-of-the-woods, Powers: Replace: Powers: Accident (Domain), Banishing Resistance, Concealment (Domain), Confusion, (Domain), Engulf, Fear (Domain), Guard, Magical Guard, Materialization, Movement, Personal Domain, Sapience, Silence With: Powers: Accident (Domain), Banishing Resistance, Concealment (Domain), Confusion (Domain), Engulf, Fear (Domain), Guard, Magical Guard, Materialization, Movement, Personal Domain, Sapience, Silence Page 182, Silap Inua, Skills: Replace: Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Flight, Perception, Unarmed Combat With: Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon (Elemental Attack), Flight, Perception, Unarmed Combat Page 189, Tehcnocritter Game Information, Headline: Replace: Technocritter Game Information With: Game Information [Also correct the size of the font] Critter Power Chapter, Global: Replace: Spirit With: Creature [That way powers which was developed for a spirit, will be usable by any new creatures. In addition the Meistersinger already has the Mind Link power (page 213), but in the power description it talk about spirits communicating together] Page 206, Gestalt Consciousness: Replace: See Swarms (p. 25) With: See Swarms and Mischiefs (p. 25) Page 206, Pestilence: Replace: Type: P • Action: Auto • Range: Touch • Duration: Instant With: Type: P • Action: Auto • Range: Touch • Duration: Always Page 207, Substance Extrusion—Skunk Fluid: Replace: A potent and nauseating liquid, skunk fluid is an irritant that affects the skin, eyes, and mucus membranes. In addition to the basic effects, creatures struck by skunk fluid will carry the odor with them for (Body) weeks. Enzymes can be used to diminish the scent reducing the time from (Body) weeks to (Body) hours. (50 nuyen per use). Vector: Contact/Inhalation Speed: Immediate Penetration: 0 Power: 6 Effect: Disorientation, Stun Damage, Nausea With: A potent and nauseating liquid, skunk fluid is an irritant that affects the skin, eyes, and mucus membranes. Treat it as a toxin with the following attributes: Vector: Contact/Inhalation, Speed: Immediate, Penetration: 0, Power: 6, Effect: Disorientation, Stun Damage, Nausea. In addition to the basic effects, creatures struck by skunk fluid will carry the odor with them for (Body) weeks. Enzymes can be used to diminish the scent reducing the time from (Body) weeks to (Body) hours. (50 nuyen per use). Page 208, Venom: Replace: Type: P • Action: Auto • Range: Touch • Duration: Instant With: Type: P • Action: Auto • Range: Touch • Duration: Always Page 208, Animal Control: Correct the font of the "(Paranormal)" Page 208, Astral Form: Correct the font of the "(Paranormal)" Page 208, Aura Masking: Replace: Type: M • Action: Auto • Range: Self • Duration: Sustained With: Type: M • Action: Auto • Range: Self • Duration: Always or: Type: M • Action: XXX • Range: Self • Duration: Sustained [Where XXX is Free, Simple or Complex] Page 209, Corrosive Secretion, sentence 1: Replace: with a rating equal to the critter’s Essence With: with a rating equal to the critter’s Magic [All other powers in SR4 are based on Magic, so this look like a holdover from SR3] Page 210, Dragonspeech: Replace: Type: M • Action: Auto • Range: LOS • Duration: Instant With: Type: M • Action: Auto • Range: LOS • Duration: Always Page 210, Energy Drain: If a critter’s Magic is reduced to 0, it dies. [Why is there a difference between a PC critter (PC Vampire) and a NPC critter (NPC Vampire)? The rules should be the same as the ones in Runners Companion] Page 211, Engulf, paragraph 3, sentence 3: Replace: Make an Opposed Test. rolling the victim’s Strength + Body against the critter’s Magic + Body. With: Make an Opposed Test, rolling the victim’s Strength + Body against the critter’s Magic + Body. Page 211, Essence Drain, paragraph 2, sentence 4: Replace: The emotions must he strong With: The emotions must be strong Page 212, Infection: Replace: Type: P • Action: Auto • Range: Touch • Duration: Permanent With: Type: P • Action: Auto • Range: Touch • Duration: Always Page 212, Infection, paragraph 2, sentence 1: Player characters transformed through the Infection power automatically become NPCs upon their “deathâ€? and are controlled by the gamemaster from that point forward. [This does not fit with the rules from The Infected chapter (pages 64-68) and Runner's Companion] Page 213, Magical Guard: Replace: Type: M • Action: Free • Range: LOS • Duration: Instant With: Type: M • Action: Free • Range: LOS • Duration: Sustained Page 214, Personal Domain: Replace: Type: M • Action: Auto • Range: LOS • Duration: Permanent With: Type: M • Action: Auto • Range: LOS • Duration: Always Page 215, Storm: Replace: Type: P • Action: Complex • Range: Special • Duration: Special With: Type: P • Action: Complex • Range: Special • Duration: Sustained [Or describe how long "Special" is] Page 216, Anthropomorphism: Replace: the critter must succeed in Threading (3) Success With: the critter must succeed in a Threading (3) Success Page 218, Technovantage: Replace: If the Echo’s effect is based is based on the technomancer’s submersion grade treat those as if the technocritter had a submersion grade of Resonance/2. With: If the Echo’s effect is based on the technomancer’s submersion grade treat those as if the technocritter had a submersion grade of Resonance ÷ 2. Page 219, Dietary Requirement: Correct the font used on "(Paranormal)". Page 219, Essence Loss: Correct the font used on "(Paranormal)". Page 223, Powers: Replace: Accident, 209 Adaptive Coloration, 209 Anaphylaxis, 209 Animal Control, 209 Astral Form, 209 Aura Masking, 209 Banishing Resistance, 209 Gremlins, 216 With: Accident, 208 Adaptive Coloration, 208 Anaphylaxis, 208 Animal Control, 208 Astral Form, 208 Aura Masking, 208 Banishing Resistance, 208 Gremlins, 217 Page 223, Weaknesses: Replace: Allergy, 218 With: Allergy, 219 |
|
|
Sep 14 2009, 02:24 PM
Post
#2
|
|
Moving Target Group: Members Posts: 745 Joined: 13-April 07 From: Houston, Texas Member No.: 11,448 |
Page 68, HMHVV I (Ghilani vrykolakiviridae ), paragraph 2, sentence 2: Replace: and has an Essence of 1 and Magic of 1 (or retains her own Magic attribute, if higher). With: and has an Essence of 5 and Magic of 1 (or retains her own Magic attribute, if higher). [According to RC all Infected start with an Essence of 5. In any case the character cannot have a Magic higher than Essence unless the character is an initiate, so the sentence should be reworded.] This is potentially incorrect. PC vampires out of character creation do start with an essence of 5 and a natural maximum of 6, but new infected do indeed wake up with an essence of 1. |
|
|
Sep 14 2009, 02:55 PM
Post
#3
|
|
Moving Target Group: Members Posts: 265 Joined: 17-August 09 From: Northern California Member No.: 17,510 |
|
|
|
Sep 14 2009, 04:48 PM
Post
#4
|
|
Target Group: Members Posts: 10 Joined: 27-December 08 Member No.: 16,710 |
Page 28, Chimeric Critters, paragraph 2, sentence 5:
Replace: Because each Chimeric is a unique strain, all bioware must be cultured before implantation. This increases the cost of bioware implants, but Chimerics do not receive the standard Essence reductions for cultured bioware. With: [There are no rules for making "normal" bioware "cultured", and thus no way to increase to cost of such bioware. Also there is no rules for reducing Essence cost of "normal" bioware turned into "cultured". In effect the paragraph is just confusing and should be deleted.] I see a couple of errors in your proposed replacement as follows: ... and thus no way to increase to cost of such bioware. Should be and thus no way to increase the cost of such bioware. and: Also there is no rules ... should be Also there are no rules ... Just an observation. Grim Dark Knight |
|
|
Sep 14 2009, 04:54 PM
Post
#5
|
|
Moving Target Group: Members Posts: 664 Joined: 3-February 08 Member No.: 15,626 |
DR stands for Device rating. It's the Stats for the comlink.
|
|
|
Sep 15 2009, 12:55 AM
Post
#6
|
|
Moving Target Group: Members Posts: 826 Joined: 28-April 07 Member No.: 11,552 |
It's properly written "The Congo." That is correct.
|
|
|
Sep 15 2009, 08:03 AM
Post
#7
|
|
Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
This is potentially incorrect. PC vampires out of character creation do start with an essence of 5 and a natural maximum of 6, but new infected do indeed wake up with an essence of 1. You are absolutely right about the starting Essence of created and infected Infected, but the comment about Magic being higher that Essence should still be reworded so it does fit with SR4A page 68 and RC page 77. Lars |
|
|
Sep 15 2009, 08:09 AM
Post
#8
|
|
Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
Call me crazy, but these appear to be identical. Yes they look identical, but was not identical when I posted them. The problem is that there are extra spaces " " between "minimally" and "invasive", but Dumpshock removes extra spaces in posts unless you use the code tag (which I didn't). Lars |
|
|
Sep 15 2009, 08:12 AM
Post
#9
|
|
Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
Page 28, Chimeric Critters, paragraph 2, sentence 5: Replace: Because each Chimeric is a unique strain, all bioware must be cultured before implantation. This increases the cost of bioware implants, but Chimerics do not receive the standard Essence reductions for cultured bioware. With: [There are no rules for making "normal" bioware "cultured", and thus no way to increase to cost of such bioware. Also there is no rules for reducing Essence cost of "normal" bioware turned into "cultured". In effect the paragraph is just confusing and should be deleted.] I see a couple of errors in your proposed replacement as follows: ... and thus no way to increase to cost of such bioware. Should be and thus no way to increase the cost of such bioware. and: Also there is no rules ... should be Also there are no rules ... Just an observation. Grim Dark Knight Anything i square brackets [] is comments by the proofreader, so I didn't mean it should be replaced with my comments. I should have suggested that the entire paragraph should be deleted, as it makes no sense, and does not fit with the rules for cultured bioware. Lars |
|
|
Sep 15 2009, 08:26 AM
Post
#10
|
|
Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
DR stands for Device rating. It's the Stats for the comlink. The problem is that there are three other entries where the device rating is left out. So either all commlinks should have device ratings, or none of the commlinks should have device ratings. House Cat Mk2 (page 30), Port Authoryty (page 31) and ReCondor (page 32) all just have a commlink. Patroller (page 31), Smart-Connect (page 32) and Sensor Swarm VI (Page 32) all have commlinks with DR. In any case DR is not an abbreviation used in any other SR4 books, and as far as I remember it is only use in the Missions scenarios. In all other rulebooks it is written full out as "Device rating". Lars |
|
|
Sep 15 2009, 08:29 AM
Post
#11
|
|
Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
|
|
|
Sep 15 2009, 02:09 PM
Post
#12
|
|
Running Target Group: Members Posts: 1,245 Joined: 27-April 07 From: Running the streets of Southeast Virginia Member No.: 11,548 |
All I have to say is... Damn! Now I don't feel so bad when a document I've drafted gets eviscerated.
|
|
|
Sep 16 2009, 03:56 AM
Post
#13
|
|
Tilting at Windmills Group: Members Posts: 1,636 Joined: 26-February 02 From: Amarillo, TX, CAS Member No.: 388 |
Global: "Infected" does not always have to have a capital I. It's OK when you talk about "The Infected", but not OK when you write (quote page 57) "HMHVV has Infected, worldwide, hundreds of thousands of individuals from six sapient species". Search for all "Infected" and check if they should be capitalized. Damn. I thought I'd gone through all that and fixed it; must've missed some. QUOTE Page 55, The Infected (Intro fiction), paragraph 2, sentence 2: Replace: There, they sex it up something fierce, With: There, they sex it up to something fierce, Nope. The former is what I meant to say; the latter doesn't make much sense. QUOTE Page 57, Aetherpedia Entry: HMHVV Varieties (Sidebar): Mutaqua is missing from the "HMHVV Ia: Ghilani vrykolakiviridae sanguisuga" entry. [This could be OK as the Aetherpedia could just not have been updated with this new information] This was, in fact, quite deliberate. The existence of mutaqua as victims of HMHVV Ia has not been confirmed, only mentioned in shadowtalk. QUOTE Page 62, Anomalies and Other Weirdness, paragraph 2, sentence 3: Replace: The abat and the amanalahig are variants of the vampire found in the Philippines With: The abat and the amalanhig are variants of the vampire found in the Philippines [At least thats how it's spelled in RC and everywhere else I could reference] Yeah, that's my mistake. After a while it all started blending together a bit.... There's a lot of stuff concerning the stats of the Infected. John Dunn and I spent several days going over all of them; while I appreciate your diligence, I can assure you that the stats are exactly where we wanted them. QUOTE Page 64, Bandersnatch, stats: Replace: B A R S C I L W EDG ESS M Init IP 8 3 3 7 1 4 2 4 3 5 3 7 1 With: B A R S C I L W EDG ESS M Init IP 8 3 3 7 1 3 2 5 3 5 3 7 1 [At least that's how an average Bandersnatch is created according to RC] We weren't creating player character bandersnatchii here; these (and all the other critter stats in this section) are NPCs. There's no requirement for the two to be identical. QUOTE Page 65, Banshee, stats: Replace: B A R S C I L W EDG ESS M Init IP 3 4 3 3 5 4 3 4 3 2D6–1 3 7 2 With: B A R S C I L W EDG ESS M Init IP 3 4 3 3 5 4 3 4 3 5 1 7 2 [At least that's how an average Banshee is created according to RC] Again, not creating a PC banshee here. Also, the 2D6-1 Essence is absolutely correct, and in agreement with the way vampires and wendigos are presented in the core book. The Magic rating is in accordance with past presentations of the banshee. QUOTE Page 66, Dzoo-noo-qua, stats: Replace: B A R S C I L W EDG ESS M Init IP 9 2 5 8 1 3 2 4 3 2D6–1 3 8 2 With: B A R S C I L W EDG ESS M Init IP 9 2 5 8 1 2 2 4 3 5 1 7 2 [At least that's how an average Dzoo-noo-qua is created according to RC] See above in regards to the Essence. The Intellect score and Init score are also representative of past presentations of the dzoo-noo-qua, and were not made using the PC rules from Runner's Companion. QUOTE Page 66, Fomóraig, stats: Replace: B A R S C I L W EDG ESS M Init IP 10 2 4 10 1 3 2 4 3 5 3 7 1 With: B A R S C I L W EDG ESS M Init IP 10 2 4 10 1 2 2 4 3 5 1 6 1 [At least that's how an average Fomóraig is created according to RC] Conversion from previous editions, not created using the rules from RC. As with all the critter stats here, this was quite deliberate and was checked and rechecked by the developer a number of times. (If I sound defensive, it's probably because I am. Nothing personal.) More in a moment. |
|
|
Sep 16 2009, 04:09 AM
Post
#14
|
|
Tilting at Windmills Group: Members Posts: 1,636 Joined: 26-February 02 From: Amarillo, TX, CAS Member No.: 388 |
Continued from previous post.
Page 67, Goblin, stats: Replace: B A R S C I L W EDG ESS M Init IP 5 3 4 6 1 4 1 5 3 2D6–1 3 8 2 With: B A R S C I L W EDG ESS M Init IP 5 3 3 6 1 3 1 6 3 5 1 6 2 [At least that's how an average Goblin is created according to RC] I know this is repetitive, but I figure I'd better chime in every time, lest my silence be construed as acquiescence. Converted from previous edition, not created using RC rules. QUOTE Page 67, Loup-garou, paragraph 1, sentence 6: Replace: save for a peak period of four to six days out of every twenty-eight With: save for a peak period of four to six out of every twenty-eight days Yeah, that is clearer. That might have been one of those words I cut to make the word count, when I was literally scrambling about, looking for words to trim that didn't seem necessary at the time. QUOTE Page 67, Loup-garou, stats: Replace: B A R S C I L W EDG ESS M Init IP 4 3 3 7 1 4 2 4 2 5 3 7 1 With: B A R S C I L W EDG ESS M Init IP 4 3 3 7 1 3 2 4 2 5 1 6 1 My mantra for some of this: Conversion, not created using the RC rules. QUOTE Page 68, Nosferatu, Stats: Replace: B A R S C I L W EDG ESS M Init IP 4 4 4 4 5 5 5 5 3 2D6+5 4 9 2 With: B A R S C I L W EDG ESS M Init IP 4 4 4 4 5 5 5 5 3 5 1 9 2 [At least that's how an average Nosferatu is created according to RC] Again, silence equals acquiescence. This is a conversion from a previous edition, not a creation from the RC rules. Nosferatu start with a bucketload of Essence. QUOTE Page 68, Nosferatu, Qualities/Notes: Replace: Qualities: Magician With: Notes: Most Nosferatu have the Magician quality. [According to RC a Nosferatu does not have to have the Magician quality.] According to the previous edition stat blocks and the available fiction, nosferatu are all magicians. AncientHistory didn't include the Magician quality in the RC rules for a variety of reasons, none of which would need to apply to a non-player character. QUOTE Page 68, Nosferatu, Powers: Replace: In addition, the maximum Essence that a nosferatu can drain is equal to three times its natural maximum Essence. With: In addition, the maximum Essence that a nosferatu can obtain at a time through Essence Drain is equal to 18. That is clearer, but there was some objection to just saying "18" in there, though I can't for the life of me remember what it was at this late date.... QUOTE Page 68, HMHVV I (Ghilani vrykolakiviridae), Vector: Replace: Vector: Infection power (p. 295, SR4A) With: Vector: Infection power (page 212) [Although the Infection power is described on page 295 of SR4A, it is also described in Running Wild page 212, which is more handy] We weren't sure at the time if there was going to be room to include a reprinting of the Infection power in RW; I was told to make all page references to the SR4 Anniversary edition. It would make more sense to refer to the book's own pages, however. QUOTE Page 68, HMHVV I (Ghilani vrykolakiviridae), paragraph 1, sentence 1: Replace: HMHVV I is responsible for the creation of banshees, dzoo-noo-qua, goblins, nosferatu, vampires, and wendigo With: HMHVV I is responsible for the creation of banshees, dzoo-noo-qua, goblins, mutaqua, nosferatu, vampires, and wendigo This was cut-and-pasted from the RC, and I didn't include some of the new critters because I didn't want to make Qualities for the new critters (thus making them playable). I thought John was going to add them in if he felt it necessary, but that apparently didn't happen. I'll take the bullet for this bit of sloppiness, though, since it was my laziness that started it. QUOTE Page 68, HMHVV I (Ghilani vrykolakiviridae ), paragraph 2, sentence 2: Replace: and has an Essence of 1 and Magic of 1 (or retains her own Magic attribute, if higher). With: and has an Essence of 5 and Magic of 1 (or retains her own Magic attribute, if higher). [According to RC all Infected start with an Essence of 5. In any case the character cannot have a Magic higher than Essence unless the character is an initiate, so the sentence should be reworded.] The "Essence of 1" bit was a deliberate change from the PC rules. The Magic rating was something we bandied about, but I've slept since then and can't remember what my exact reasoning was for not rewording things. QUOTE Page 68, HMHVV II (Ghilani moneriviridae ), paragraph 1, sentence 1: Replace: creation of bandersnatchii, fomóraig, and loup-garou With: creation of bandersnatchii, fomóraig, gnawers, grendel, harvesters, and loup-garou See above re: laziness and cut-and-paste. I gotta tell ya, Larsine...you're thorough. I like that. Keep up the good work! |
|
|
Sep 16 2009, 04:12 AM
Post
#15
|
|
Tilting at Windmills Group: Members Posts: 1,636 Joined: 26-February 02 From: Amarillo, TX, CAS Member No.: 388 |
|
|
|
Sep 16 2009, 04:50 AM
Post
#16
|
|
Neophyte Runner Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 |
We weren't creating player character bandersnatchii here; these (and all the other critter stats in this section) are NPCs. There's no requirement for the two to be identical. And to all your similar statements... Magic attribute should be at 3, as it is the 'standard', opposed to the suggested 1. As for Essence, I agree with you - the 5 is a character generation limiter & has little if any effect on NPC's. However, for every other attribute, quality, etc, it should absolutely be equivalent for PC's & NPC's. While Jim the Banshee may have a higher Reaction, Banshees in general should have no characteristics to set them apart from the rules governing Player Characters. This was the single greatest flaw in Runners Companion (regarding Free Spirits & Synthetic Intelligences), above & beyond the terrible balancing of many options. It was also probably the single greatest flaw in previous edition equivalencies, & one of the greatest flaws in any number of RPG's. The base values of a character should never be dependent on if that character is Player or Non-Player. To do so is poor design & provides for shitty gameplay (yes, this will not always be the case, but it will never result in shitty gameplay if done correctly; remember this is base statistics, not unique individuals). |
|
|
Sep 16 2009, 05:20 AM
Post
#17
|
|
Great Dragon Group: Members Posts: 7,089 Joined: 4-October 05 Member No.: 7,813 |
well, i would argue that for any Infected that *chooses* who to infect, they are largely going to be picky about who they infect. additionally, if you think about it, applying the average value to a regular metahuman is fine, because they don't consistently spend all their time being pushed to their limits in combat (ie they don't gain karma very fast) whereas a vampire, after a short while of being a vampire, will likely have hunted and killed one or more people, and will quite possibly have had to deal with some vampire hunters, or angry mobs. something as simple as walking down the street has become a life-threatening challenge. you know how a runner team has to worry when they're trying to socially infiltrate a secure corp facility? well for a vampire, it's like that all the time.
in short, the average vampire doesn't stay average very long (and quite possibly wasn't average to begin with)... he either gets dead, or he gets stronger, faster, better (and then quite possibly still gets dead). so i don't see a huge problem with presenting an above-average Infected. sure, they're above average. if you're hunting a freshly risen vampire, then yeah that'll change things... they'll probably be less impressive, assuming they were spawned accidentally. but a vampire who's been around for even a couple of days will have already made their first kill, and will probably have been busy dealing with the troubles caused by the fact that it was pretty obviously a vampire and not having any experience in covering it's tracks. by the time a week has passed, it's pretty much already gone on a run, and quite possibly has had to spend essence on improving stats to survive... and is already having to hunt a second time. |
|
|
Sep 16 2009, 11:05 AM
Post
#18
|
|
Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
QUOTE (Larsine @ Sep 14 2009, 08:43 AM) Global: "Infected" does not always have to have a capital I. It's OK when you talk about "The Infected", but not OK when you write (quote page 57) "HMHVV has Infected, worldwide, hundreds of thousands of individuals from six sapient species". Search for all "Infected" and check if they should be capitalized. Damn. I thought I'd gone through all that and fixed it; must've missed some. I've found 10 places where I personally would change Infected to infected, and an additional 2 where I'm i doubt. That's why even proofreaders need editors. QUOTE (Larsine @ Sep 14 2009, 08:43 AM) Page 55, The Infected (Intro fiction), paragraph 2, sentence 2: Replace: There, they sex it up something fierce, With: There, they sex it up to something fierce, Nope. The former is what I meant to say; the latter doesn't make much sense. The latter makes more sense to me, but then I'm not a native speaker of any English dialect. Usually if I find anything that sounds wrong to me, I consult my wife which is Irish, and here she also said it sounded better with the "to" added. But then it might just be a difference between British English and US English. There's a lot of stuff concerning the stats of the Infected. John Dunn and I spent several days going over all of them; while I appreciate your diligence, I can assure you that the stats are exactly where we wanted them. Just a shame they don't fit with the rules from Runner's Companion. Maybe they should be included as errata for Runner's Companion then. I don't think there should be a difference between a PC Infected and a similar NPC Infected. I agree with the random Essence and the improved Magic, since we can't assume that all Infected are in the same state of Essence Loss. But I also agree with Muspellsheimr on the following: QUOTE The base values of a character should never be dependent on if that character is Player or Non-Player. To do so is poor design & provides for shitty gameplay (yes, this will not always be the case, but it will never result in shitty gameplay if done correctly; remember this is base statistics, not unique individuals). (If I sound defensive, it's probably because I am. Nothing personal.) I'm not taking it personal, and neither should you. All I do is report the errors I find. Some of them are factual errors, some are layout errors and some of them are just my mistakes. Lars |
|
|
Sep 16 2009, 11:43 AM
Post
#19
|
|
Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
According to the previous edition stat blocks and the available fiction, nosferatu are all magicians. AncientHistory didn't include the Magician quality in the RC rules for a variety of reasons, none of which would need to apply to a non-player character. Again something to consider for the Runner's Companion errata. I was actually quite surprised when I noticed that you could choose to play a Nosferatu that wasn't a magician, since all other sources had always said nosferatus were magicians. I still think there should be consistency between Running Wild and Runner's Companion. QUOTE (Larsine @ Sep 14 2009, 08:43 AM) Page 68, Nosferatu, Powers: Replace: In addition, the maximum Essence that a nosferatu can drain is equal to three times its natural maximum Essence. With: In addition, the maximum Essence that a nosferatu can obtain at a time through Essence Drain is equal to 18. That is clearer, but there was some objection to just saying "18" in there, though I can't for the life of me remember what it was at this late date.... The Mutaqua entry on page 67 was corrected to the above suggestion, but unfortunately the Nosferatur wasn't. QUOTE (Larsine @ Sep 14 2009, 08:43 AM) Page 68, HMHVV I (Ghilani vrykolakiviridae), Vector: Replace: Vector: Infection power (p. 295, SR4A) With: Vector: Infection power (page 212) [Although the Infection power is described on page 295 of SR4A, it is also described in Running Wild page 212, which is more handy] We weren't sure at the time if there was going to be room to include a reprinting of the Infection power in RW; I was told to make all page references to the SR4 Anniversary edition. It would make more sense to refer to the book's own pages, however. And since the proofreaders only see the book in small bits it wasn't one of the errors found by any of us. I personally can't remember having seen the "Critter and Power Index", and when I saw the "Critters Power" chapter it didn't even have the right page numbers. Errors like this is bound to happen. QUOTE (Larsine @ Sep 14 2009, 08:43 AM) Page 68, HMHVV I (Ghilani vrykolakiviridae), paragraph 1, sentence 1: Replace: HMHVV I is responsible for the creation of banshees, dzoo-noo-qua, goblins, nosferatu, vampires, and wendigo With: HMHVV I is responsible for the creation of banshees, dzoo-noo-qua, goblins, mutaqua, nosferatu, vampires, and wendigo This was cut-and-pasted from the RC, and I didn't include some of the new critters because I didn't want to make Qualities for the new critters (thus making them playable). I thought John was going to add them in if he felt it necessary, but that apparently didn't happen. I'll take the bullet for this bit of sloppiness, though, since it was my laziness that started it. That's also why I only suggested changing the paragraph 1, sentence 1 entry, and not the paragraph 2, sentence 2 entry (where the reference to the quality is). QUOTE (Larsine @ Sep 14 2009, 08:43 AM) Page 68, HMHVV II (Ghilani moneriviridae ), paragraph 1, sentence 1: Replace: creation of bandersnatchii, fomóraig, and loup-garou With: creation of bandersnatchii, fomóraig, gnawers, grendel, harvesters, and loup-garou See above re: laziness and cut-and-paste. See above... I gotta tell ya, Larsine...you're thorough. I like that. Keep up the good work! Thanks, I do what I can, but I do think we proofreaders should be given more time to proofread. It would result in better books. Lars |
|
|
Sep 16 2009, 01:34 PM
Post
#20
|
|
Running Target Group: Members Posts: 1,245 Joined: 27-April 07 From: Running the streets of Southeast Virginia Member No.: 11,548 |
The part about the nosferatu draining up to 18 Essence might be wrong.
What if the nosferatu had any implants? If they had some, it would lower their normal max which in turn reduces the maximum they can drain. |
|
|
Sep 16 2009, 02:12 PM
Post
#21
|
|
Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
The part about the nosferatu draining up to 18 Essence might be wrong. What if the nosferatu had any implants? If they had some, it would lower their normal max which in turn reduces the maximum they can drain. Which would be the same for the Mutaqua. Both entries needs to be reworded, into something that is easy to understand, and takes care of the fact that both creatures can have implants (although only deltaware as they have the regeneration power, see Runner's Companion page 77). Lars |
|
|
Sep 16 2009, 04:00 PM
Post
#22
|
|
Neophyte Runner Group: Members Posts: 2,336 Joined: 24-February 08 From: Albuquerque, New Mexico Member No.: 15,706 |
|
|
|
Sep 16 2009, 06:07 PM
Post
#23
|
|
Tilting at Windmills Group: Members Posts: 1,636 Joined: 26-February 02 From: Amarillo, TX, CAS Member No.: 388 |
However, for every other attribute, quality, etc, it should absolutely be equivalent for PC's & NPC's. While Jim the Banshee may have a higher Reaction, Banshees in general should have no characteristics to set them apart from the rules governing Player Characters. We'll have to agree to disagree on this one, since I think it's one of the biggest fallacies in modern RPGs. It was also not my mandate to make things equal to the PC rules. My mandate was to convert the critters over from previous editions in a manner consistent with the translation of vampires and wendigos in the SR4 core book. I think I did a decent job there; your mileage may vary. |
|
|
Sep 16 2009, 06:11 PM
Post
#24
|
|
Tilting at Windmills Group: Members Posts: 1,636 Joined: 26-February 02 From: Amarillo, TX, CAS Member No.: 388 |
The latter makes more sense to me, but then I'm not a native speaker of any English dialect. Usually if I find anything that sounds wrong to me, I consult my wife which is Irish, and here she also said it sounded better with the "to" added. But then it might just be a difference between British English and US English. It's definitely a dialect issue. QUOTE Just a shame they don't fit with the rules from Runner's Companion. Maybe they should be included as errata for Runner's Companion then. I'd rather go that angle. Of course, I wasn't in favor of PC rules for the Infected to start with, even when I was the one writing them back in the SR3 incarnation of this book, and think that if they had to exist they needed to stick closer to what the existing creatures were like. But, much as I like AH and his work, I don't think they should have been written at all. |
|
|
Sep 24 2009, 12:09 PM
Post
#25
|
|
Moving Target Group: Members Posts: 647 Joined: 9-September 03 From: Sorø, Denmark Member No.: 5,604 |
Just found one more error in the PDF-version:
The bookmark for "The Infected" chapter has been put under "A Walk on the Wild Side", it should be at the top level. Lars |
|
|
Lo-Fi Version | Time is now: 29th November 2024 - 10:13 AM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.