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> Digital Grimoire Errata, Nobody knows all editing
Cabral
post Nov 24 2008, 04:54 AM
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Page 4: Rastafarian and Psionics Traditions should have summon Guidance not Guide spirits.
(I'm suprised psionics was made a possession tradition even though discourse with disembodied spirits is fairly staple psychic. I find it odd but not in error.)

Page 5: There's a mechanical penalty for being "Lost" adept though not a clear definition of what constitutes a "lost" adept (in the sense of an adept with no path.

Page 8, first paragraph: The second to last paragraph should end with "... for a like amount of time as the infusion was in effect."

Page 9-10, Magical compounds: If the interval for researching a new magical compound is 1 month (2nd sentence of first paragraph), how does Laura (in Pied Piper Paste example) research the new compound in 18 days? The example sounds like it was computed with an interval of 1.3 days.

THat's all I've seen so far.
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Jaid
post Nov 24 2008, 06:18 AM
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re: psionics traditions

possession spirits still have an astral form. they can still be disembodied spirits. it's when it comes to fully interacting with the physical world that they have to possess something. the concepts of poltergeists, posessing spirits, etc is also pretty firmly entrenched in psionics, imo (IMG:style_emoticons/default/wink.gif)
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Cabral
post Nov 24 2008, 12:02 PM
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Yes, but I believe the trend in the psychic interacts with the possessing spirit (a wild spirit, free spirit or possibly other tradition's spirit) but I don't really see support for the psychic summoning those spirits himself. Materializing spirits (apparitions) are similarly, in my recollection, generally external to the psychic, but the dealings are generally more positive and therefore more conducive to becoming the tradition's summoned spirit type.

I'm no expert, but that's just how it strikes me.
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streetangelj
post Nov 30 2008, 04:37 PM
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I was happier with my version of the psionic tradition (I'd link to the thread but I don't know how), but overall I'm glad I was finally able to grab the book. I was hoping for some info on banishing inhabitation spirits and I'm not sure If the rules on banishing possession spirits are complete enough. (My current adventure revolves around rescuing people from a bug hive, including some that where just inhabited.)
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Hagga
post Nov 30 2008, 06:30 PM
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If you are inhabited, your soul is EATERED OM NOM NOM NOM NOM. Pardon me. You're stuffed, irreversibly. Bug spirits have been like that forever.
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Dr Funfrock
post Nov 30 2008, 06:55 PM
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Yeah, it's not really much fun if there's a magic cure for being turned into a horrible interdimensional monstrosity (IMG:style_emoticons/default/wink.gif)

Obviously if that doesn't suit your game, and you're OK with ignoring canon, go ahead and make up your own answers. Maybe Ares has some secret research on banishing inhabited spirits lying around. Be a tough run to get it, but if the lives of some close friends and are in the balance... well, that'd be pretty epic really.
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Ryu
post Nov 30 2008, 07:01 PM
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QUOTE (streetangelj @ Nov 30 2008, 05:37 PM) *
I was happier with my version of the psionic tradition (I'd link to the thread but I don't know how), but overall I'm glad I was finally able to grab the book. I was hoping for some info on banishing inhabitation spirits and I'm not sure If the rules on banishing possession spirits are complete enough. (My current adventure revolves around rescuing people from a bug hive, including some that where just inhabited.)

When you use the AddReply button, the button under the F of the Fonts pulldown menu (to the right of the smiley pulldown menu) is for adding a link. If need be, you can aquire the link to your thread from the address field of your browser after loading it.
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Ancient History
post Nov 30 2008, 07:32 PM
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QUOTE (Cabral @ Nov 24 2008, 05:54 AM) *
Page 9-10, Magical compounds: If the interval for researching a new magical compound is 1 month (2nd sentence of first paragraph), how does Laura (in Pied Piper Paste example) research the new compound in 18 days? The example sounds like it was computed with an interval of 1.3 days.

Should probably be obvious in context, but in this case the writer was computing the interval as days and using the rule of swapping 4 dice for an automatic hit (Threshold 36, 2 hits a day, 36/2 = 18 days. Yay, basic math!) I honestly can't recall if this example slipped through because the rule was changed from "days" to "months" in editing, or if I can't read my own writing and just used "days" from memory. Under current rules (and barring errata) the correct length of time should be 18 months to get the magical compound formula.
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Glyph
post Nov 30 2008, 08:58 PM
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QUOTE (Cabral @ Nov 23 2008, 10:54 PM) *
Page 5: There's a mechanical penalty for being "Lost" adept though not a clear definition of what constitutes a "lost" adept (in the sense of an adept with no path.

So they brought back that stupid "we're going to penalize you if your adept can't be pigeonholed" crap? Guess I won't be buying this book.
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WeaverMount
post Dec 1 2008, 12:46 AM
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Possession spirits can still manifest. Manifestation actually model psychic apparitions that you were talking about quit well. As for poltergeist activity doesn't it feel right to have somestart to feel wrong about the portrait in the hallway right be for the psyco kinesics start going off?
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the_dunner
post Dec 1 2008, 01:50 AM
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QUOTE (Glyph @ Nov 30 2008, 04:58 PM) *
So they brought back that stupid "we're going to penalize you if your adept can't be pigeonholed" crap? Guess I won't be buying this book.

That would be an optional rule, that's explicitly noted as an optional rule for gamemasters who prefer that adepts follow a specific philosophical path. It's also pretty explicitly spelled out for how best to apply it:
QUOTE (Digital Grimoire @ p.5)
...apply to adepts who stray from their original way, treading a path that contradicts their outlook and personal convictions

Yes, it's a role-playing definition and not a mechanical definition. However, the source material from SM to which it refers is also RP material. It's fluff, and it's entirely subject to whether or not your group likes this fluff.
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Jaid
post Dec 1 2008, 03:02 AM
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it's also worth noting that you could make up your own 'way', and as long as you stick to that you would be fine.
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Ancient History
post Dec 1 2008, 04:05 AM
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This is very true. It's been said before - sometimes by the writers - that adepts are almost exclusively specialists of one stripe or another, and adept abilities and ways tend to reflect this predisposition. Really, you could also make creative arguments for most powers under any way - if I can make a ninja adept with the elemental strike (light) power, I think you can get away with almost anything with a little creativity.
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Aaron
post Dec 1 2008, 04:19 AM
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HADOUKEN!
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TheOOB
post Dec 1 2008, 08:59 AM
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I actually already used a house rule kinda like this, I allow adepts to retrain powers fairly easily, but they still have to fit the same basic mold they did before.
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streetangelj
post Dec 1 2008, 10:51 AM
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Thanks Ryu but the topic is to out of date to link to (I tried). So anybody who wants to check it out can search for it using "psionic tradition"- it's the one labeled "The Psionic Tradition; Longish but detailed."

I was thinking of working out a metamagic technique for banishing inhabitation spirits. So far I have: Prereq- Invoking. Inhabitation process must not be complete. Still working through mechanics and trying to figure out side effects, any suggestions?
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Ryu
post Dec 1 2008, 03:19 PM
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Psionics

Produced with the method suggested above, I didnĀ“t encounter any problems (except "The" and "but" and the search function).
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streetangelj
post Dec 1 2008, 05:57 PM
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OK, I must have followed the directions wrong, thank you again. Still hammering out the metamagic, will post again when I have more.
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Cabral
post Dec 2 2008, 12:14 PM
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QUOTE (the_dunner @ Nov 30 2008, 09:50 PM) *
That would be an optional rule, that's explicitly noted as an optional rule for gamemasters who prefer that adepts follow a specific philosophical path. It's also pretty explicitly spelled out for how best to apply it:
QUOTE (Digital Grimoire @ p.5)

...apply to adepts who stray from their original way, treading a path that contradicts their outlook and personal convictions

Yes, it's a role-playing definition and not a mechanical definition. However, the source material from SM to which it refers is also RP material. It's fluff, and it's entirely subject to whether or not your group likes this fluff.

I disagree that the quoted text explicitly spells out what is a "Lost" Adept in the sense of an adept with no way (as opposed to one which had a way but strayed.)
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pbangarth
post Dec 15 2008, 08:23 PM
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The Heightened Concentration adept power (DG, p. 18) allows the adept to tune "out a single distraction to her task at hand." The power is described as allowing her to "ignore a single situational negative dice pool modifier of a value up to her Magic attribute."

Looking through situation modifiers in SR4 and Arsenal, I wonder about some situational modifiers. Overcoming movement, visibility, multiple opponents, etc. makes sense with this power.

What about recoil?

What about Micro target? (Hmmm... maybe not so problematic, after all)

What about two-handed weapon in one hand?

Peter
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