IPB

Welcome Guest ( Log In | Register )

22 Pages V  « < 11 12 13 14 15 > »   
Reply to this topicStart new topic
> Shadowrun 5 Errata, Let's stay focused here
Tzeentch
post Jul 21 2013, 08:28 PM
Post #301


Moving Target
**

Group: Members
Posts: 746
Joined: 26-February 02
Member No.: 459



Page 452 Control Rig

-- As has been noted, directly adding to vehicle Speed leads to some unintended craziness. Suggest replacing the last part of the rules with the following reorganization, clarifications, and rewording:


QUOTE
Additionally, your Vehicle Test thresholds (p. 199) are reduced by the rating of your control rig (to a minimum of 1) when you're jumped in (p. 266). As if that was not enough, while jumped in, the rating of your control rig is added to the Handling and Speed of your vehicle when using the Chase Combat rules (pp. 203 - 205).



-- Not perfect but I think it clears it up.
Go to the top of the page
 
+Quote Post
Ruffio
post Jul 22 2013, 07:22 AM
Post #302


Target
*

Group: Members
Posts: 7
Joined: 20-July 13
Member No.: 130,201



Astral Initiative Dice are inconsistent throughout the book, changing between 2d6 and 3d6.

References:
Character Creation Chapter, p. 101: 2d6
Initiative Attribute Chart, p. 159: 2d6
Astral Attribute Table, p. 314: 3d6

Occult investigator: +2d6
Street Shaman: +3d6
Corp Security Lieutenant: +3d6
Go to the top of the page
 
+Quote Post
Swift
post Jul 22 2013, 09:11 AM
Post #303


Target
*

Group: Members
Posts: 1
Joined: 12-July 13
Member No.: 126,804



General "unclear" stuff:

1. Arcana:
Arcana is said to be needed "to understand formulae that may be purchased over the counter" (p.142), but learning spells simply requires Spellcasting/Ritual Spellcasting or Alchemy. (p. 299). It doesn't mention Arcana at all. Could we get that in there somewhere?

2. Knowledge Skills:
Chemistry and Medicine are both active skills that appear also as knowledge skills. Where is the difference? Does a typical doctor really have both? (the example Street Doc doesn't.)

3. Dart Weapons:
Why is it that a dart PISTOL requires an exotic weapon skill, while tasers, which fire taser DARTS can be used with the pistols skill?

4. Touch spells:
Do you roll unarmed combat before or after you make the spellcasting test?

5. Cyberlimbs:
5.1 On what exactly can you use the attributes from a lower Cyberarm? One more sentence could really clarify things. Like "use average ratings when performing actions only with the arm"...
5.2 Would you apply the rules for extra condition boxes to armored cyberlimbs as well? (ignore hands and feet and halve ratings for partial limbs) It would make sense, that an armored cyberhand wouldn't add the same protection as a full arm...
(PLEASE don't start a discussion about this)

...

p.51/94/288/309
"Augmentation Bonus":
Character creation (p.94) refers to an "augmentation bonus", while Increase [Attribute] (p.288) and Improved Phyiscal Attribute (p.309) refer to augmentend maximum, but the general attributes section (p.51) explains neither of these concepts.
This is quite an important rule, which is sort of obfuscated right now.

p.115
The street shaman has a spell focus (health) with no rating and no subtype.
EDIT: meaning that it's not specified, whether it's a spellcasting, counterspelling, ritual spellcasting or sustaining focus.

p.140/372
The Social Modifiers table lists Street Cred as a dice modifier, while p.372 says it's a limit modifier.

p.165-167/179/180/196
"Firing Modes":
All the burst firing modes (and full auto) (p.179) can take advantage of the Multiple Attack Free Action to attack multiple targets, which the action itself (p.196) doesn't mention or explain at all.
Also the action descriptions (p.165-167) only mention this option for SB, LB and FA as a complex action, not for BF or FA (simple action), which p.179 does.
The Firing Mode table (p.180) could probably inform on that, too. (like a * unter notes -> multiple targets possible)

Additionally information on logical limitations would be welcome, like [max. targets] = [#bullets] or targets have to be within [#bullets] meters. (like with shotguns)
Right now, with a pistols skill of 8 I could hit 4 targets 2 before me and 2 behind with a short SB of 2 bullets... (okay it's silly, but still...)

Also when you attack multiple targets, do they still take the same defense penalty?
Can I make a short semi-automatic burst on purpose (shooting 2 times)?

p.180
The example mentions an Uzi V, but the book only includes the Uzi IV. (probably not important)

p.283
The example has a Manabolt deal stun damage. (also it's spelled Mana Bolt)

p.432
The Periscope's Wireless bonus seems to be the same as the item's base funcion.
Go to the top of the page
 
+Quote Post
Ruffio
post Jul 22 2013, 11:13 AM
Post #304


Target
*

Group: Members
Posts: 7
Joined: 20-July 13
Member No.: 130,201



QUOTE (Swift @ Jul 22 2013, 11:11 AM) *
p.114
The occult investigator has Arcana 4 (+2) with no specialization specified.


The +2 comes from the archetype's Mentor Spirit (Snake, +2 bonus dice for Arcana).
Go to the top of the page
 
+Quote Post
Draco18s
post Jul 22 2013, 12:10 PM
Post #305


Immortal Elf
**********

Group: Members
Posts: 10,289
Joined: 2-October 08
Member No.: 16,392



QUOTE (Swift @ Jul 22 2013, 04:11 AM) *
p.115
The street shaman has a spell focus (health) with no rating and no subtype.


Unless I'm mistaken, "(health)" is the subtype. As opposed to, for example, (combat).
Go to the top of the page
 
+Quote Post
Wakshaani
post Jul 22 2013, 01:30 PM
Post #306


Shooting Target
****

Group: Members
Posts: 1,598
Joined: 24-May 03
Member No.: 4,629



QUOTE (Swift @ Jul 22 2013, 03:11 AM) *
General "unclear" stuff:
p.115
The street shaman has a spell focus (health) with no rating and no subtype.


That should read spell FETISH (health). (At Resources E +10,000 from 5 karma, he can't afford a Foci!)
Go to the top of the page
 
+Quote Post
Patrick Goodman
post Jul 22 2013, 01:40 PM
Post #307


Tilting at Windmills
****

Group: Members
Posts: 1,636
Joined: 26-February 02
From: Amarillo, TX, CAS
Member No.: 388



QUOTE (Tzeentch @ Jul 21 2013, 01:23 PM) *
Page 380
Why in the world is the Metahuman Characteristics Table and Metatype Attribute Modifiers buried way back here in the NPC section?! It should be placed around pp. 65-66

Edit: At the very least it's confusing because I thought it had something to do with NPC generation but it really doesn't.

Because I was bound and determined that it was going to be in the book SOMEWHERE, and I failed to get it up front in Concepts or CharGen. So I put it in the section I wrote and called it good.
Go to the top of the page
 
+Quote Post
Elve
post Jul 22 2013, 01:41 PM
Post #308


Moving Target
**

Group: Members
Posts: 276
Joined: 6-August 02
From: Kiel, Germany
Member No.: 3,071



QUOTE (Wakshaani @ Jul 22 2013, 03:30 PM) *
That should read spell FETISH (health). (At Resources E +10,000 from 5 karma, he can't afford a Foci!)


There are no fetishes in SR5.
Go to the top of the page
 
+Quote Post
Umidori
post Jul 23 2013, 12:55 AM
Post #309


Runner
******

Group: Members
Posts: 2,575
Joined: 5-February 10
Member No.: 18,115



P. 139, 140

The Intimidation rules paragraph states that an Intimidation test is Opposed with Charisma + Willpower, but in the example at the bottom of the next page, the ganger is opposing with Intimidation + Willpower.

It seems like Charisma + Willpower would be the stronger resistance pool, and Intimidation + Willpower would place much more value on a character actually having the Intimidation skill to defend against hostile attempts. Given the typical negative modifiers a character already faces on making Intimidation tests, I actually feel targets Opposing via Intimiation + Willpower is the better balanced option. It rewards those who invest in the skill with both better offence against those opponents who don't take it, and better defense against those who do.

~Umi
Go to the top of the page
 
+Quote Post
saiyanslayer
post Jul 23 2013, 02:33 PM
Post #310


Target
*

Group: Members
Posts: 24
Joined: 2-April 09
Member No.: 17,039



pg 453 under Smartlink. There is a reference to page 444 for further info, page 433 is a far better page to reference.
Go to the top of the page
 
+Quote Post
pragma
post Jul 23 2013, 07:50 PM
Post #311


Running Target
***

Group: Members
Posts: 1,278
Joined: 15-April 05
Member No.: 7,336



p 246 -- agents -- "use the rating of the device they run on and their rating (up to 6) for attributes" should probably be "and their rating (up to 6) for tests." I'm interpreting this as: they'll use the attributes of the device running them as their own, and they'll use their rating+those attributes as their skill test pool. However, I could just be confused by this.
p 266 -- riggers and deckers -- "your headware can mess with their wetware usually in the form of ... gunshot wound" you probably mean
"your hardware" rather than headware unless VCRs allow you to fire rifle shots from your forehead. (A much more appealing piece of cyberware in that case.)

(my new favorite find.)

p 271 -- The initiative order in this example is confusing because of the sentence "It doesn't take any actions this action phase since it doesn't have any commands to follow" after it has initiated full matrix defense. Nominally, Driver should be taking actions next and not the drone.
p 279 -- By text an Adept's magic going to zero means they are burned out, while mages burn out when their magic maximum hits zero. Presumably the latter is also true of adepts, but it's unclear from final sentence describing adept burnout: "If your magic attribute is reduced to 0 ...".
p. 282 -- legit question: using move sustained spell area action can you hit people out of your LOS. i.e. moving chaotic world onto cover. No, but wording doesn't make it explicit.
p. 283 -- Example with Rikki, second paragraph -- "A risky maneuver for, but" should probably be "A risky maneuver for him, but"
p. 294 -- physical barrier spell -- "reduced to structure rating zero" doesn't seem to jive with the structure rating rules presented in the combat chapter. There the structure rating never changes, but merely indicates the length of the barrier's condition monitor.
p. 309 -- Adept powers -- Does Attribute boost applied to strength affect damage? The description says that the power only affects dice pools but doesn't explicitly exclude damage calculations. If it doesn't affect damage I find it counterintuitive and it might behoove you to add/explain the specific exception.
Go to the top of the page
 
+Quote Post
Vicar
post Jul 24 2013, 04:34 AM
Post #312


Target
*

Group: Members
Posts: 31
Joined: 24-July 13
Member No.: 131,870



I'm not sure if this is an actual error or not, but it certainly doesn't make any sense to me:

The Biotech Skill Group consists of 3 skills:
1) First Aid (emergency life-saving paramedic/doctor stuff)
2) Medicine (non-emergency doctor stuff)
3) Cybertechnology (Building and repairing and maintaining machinery. You know, like what engineers/mechanics do.)

Additionally, the Biotechnology Skill, which consists of other sciencey/doctor stuff like "Gene Therapy", is not a part of the Biotech group.

So what gives? Why is Cybertechnology, a skill that more resembles Armorer and the skills in the Engineering group than any of the skills it's actually grouped with, in the Biotech group? And why isn't Biotechnology in the Biotech group?
Go to the top of the page
 
+Quote Post
Tecumseh
post Jul 24 2013, 05:45 AM
Post #313


Prime Runner
*******

Group: Members
Posts: 3,501
Joined: 1-September 11
From: Seattle
Member No.: 37,075



Did the Glitch rules change or does the phrasing need to be errata'd?

SR4A (p. 62) "If half or more of the dice pool rolled come up as 1s, then a glitch results."
SR5 (p. 45) "If more than half the dice you rolled show a one, then you’ve got problems. This is called a glitch."

Emphasis mine. Did the rule change from greater-than-or-equal-to to simply greater-than? That changes a lot of the math and has some nonsensical implications. For example, it would mean that glitching with 3 dice (requiring 2 ones, 7.4% chance) would be more likely than glitching with 2 dice (also requiring 2 ones, 2.8% chance). Presumably the odds of a glitch should not go down by rolling fewer dice.

As a matter of in-book consistency, the Gremlins quality implies that it's still half or more: "For example, a character with a dice pool of 8 and Gremlins level 2 (8 Karma) would trigger a glitch if two or more 1s result from the test (instead of the normal 4)."
Go to the top of the page
 
+Quote Post
Elve
post Jul 24 2013, 05:58 AM
Post #314


Moving Target
**

Group: Members
Posts: 276
Joined: 6-August 02
From: Kiel, Germany
Member No.: 3,071



QUOTE (Tecumseh @ Jul 24 2013, 07:45 AM) *
Did the Glitch rules change or does the phrasing need to be errata'd?

SR4A (p. 62) "If half or more of the dice pool rolled come up as 1s, then a glitch results."
SR5 (p. 45) "If more than half the dice you rolled show a one, then you’ve got problems. This is called a glitch."

Emphasis mine. Did the rule change from greater-than-or-equal-to to simply greater-than? That changes a lot of the math and has some nonsensical implications. For example, it would mean that glitching with 3 dice (requiring 2 ones, 7.4% chance) would be more likely than glitching with 2 dice (also requiring 2 ones, 2.8% chance). Presumably the odds of a glitch should not go down by rolling fewer dice.


I hope this change is intended, as the old glitch rules made it almost impossible to roll 2 dice. The fact of a lesser number lesser of dice having a lower glitch probability is also present with more or equal ones (as in SR4).
Go to the top of the page
 
+Quote Post
Samoth
post Jul 24 2013, 01:09 PM
Post #315


Moving Target
**

Group: Members
Posts: 422
Joined: 26-February 02
From: Columbus, OH
Member No.: 875



Pg. 421:
QUOTE
Incompatibility
When two items are incompatible—like a shotgun and a laser sight, or wired reflexes and synaptic boosters—you cannot use the effects of both items at the same time. If one item of gear says it’s incompatible and the other doesn’t, they’re incompatible. You can have both items if you want, you just have to pick what piece of gear to use at what time.


Pg. 429:
QUOTE
Enfield AS-7: This military assault shotgun provides its user with massive firepower. As a close-quarters weapon and general combat gun, it is universally feared. It can either be loaded with ten-round ammo clips or a special twenty-four-round drum. The Enfield AS-7 comes equipped with a built-in, top-mounted laser sight.
Go to the top of the page
 
+Quote Post
Larsine
post Jul 24 2013, 01:33 PM
Post #316


Moving Target
**

Group: Members
Posts: 647
Joined: 9-September 03
From: Sorø, Denmark
Member No.: 5,604



The Infiltration skill has changed name to Sneaking, but there are still several references to the old Infiltration skill:

P. 184, Sensor Defense Table
Replace:
Metahuman, Critter Infiltration + Agility [Physical]
Vehicle Infiltration (Vehicle) + Reaction [Handling]

With:
Metahuman, Critter Sneaking + Agility [Physical]
Vehicle Sneaking + Reaction [Handling]


P. 184, Sensor Attacks, paragraph 1, sentence 3-4:
Replace:
If the target is trying to evade detection, make this an Opposed Test versus the target’s Infiltration + Agility [Physical] (metahumans, critters), Infiltration (Vehicle) + Reaction [Handling] (driven vehicles), or Pilot + [Model] Stealth [Handling] (drones). Since vehicle stealth is limited by the driver’s ability, the dice applied for Infiltration skill should not exceed the driver’s appropriate Vehicle skill.

With:
If the target is trying to evade detection, make this an Opposed Test versus the target’s Sneaking + Agility [Physical] (metahumans, critters), Sneaking + Reaction [Handling] (driven vehicles), or Pilot + [Model] Stealth [Handling] (drones). Since vehicle stealth is limited by the driver’s ability, the dice applied for Sneaking skill should not exceed the driver’s appropriate Vehicle skill.


P. 207, Autosofts (cont'd), paragraph 7, sentence 1:
Replace:
[Model] Stealth: This autosoft helps a drone of a specific model operate with as much stealth as possible and acts as the Infiltration skill for the drone.

With:
[Model] Stealth: This autosoft helps a drone of a specific model operate with as much stealth as possible and acts as the Sneaking skill for the drone.

P. 321, Cat, Paragraph 2, sentence 1:
Replace:
All: +2 dice to either Gymnastics or Infiltration Tests (choose one)

With:
All: +2 dice to either Gymnastics or Sneaking Tests (choose one)

P. 362, Landscaping, paragraph 1, sentence 8:
Replace:
Dense brush and ground cover are also difficult for an intruder to bypass without creating noise (apply an appropriate modifier to a character’s Infiltration Tests) and may be coupled with acoustic sensors.

With:
Dense brush and ground cover are also difficult for an intruder to bypass without creating noise (apply an appropriate modifier to a character’s Sneaking Tests) and may be coupled with acoustic sensors.


P. 365, Sensors and scanners (cont'd), paragraph 6 (Motion sensors), sentence 4:
Replace:
Defeating a motion sensor requires that characters move very slowly through the field, one half-meter per Combat Turn, and succeeding in an Infiltration + Agility [Physical] (3) Test.

With:
Defeating a motion sensor requires that characters move very slowly through the field, one half-meter per Combat Turn, and succeeding in an Sneaking + Agility [Physical] (3) Test.


P. 365, Sensors and scanners (cont'd), paragraph 8 (Sound detectors), sentence 3:
Replace:
Characters attempting to sneak by a known sound detector must succeed at an Infiltration + Agility [Physical] (3) Test (Silence or Stealth spells can also be used).

With:
Characters attempting to sneak by a known sound detector must succeed at an Sneaking + Agility [Physical] (3) Test (Silence or Stealth spells can also be used).
Go to the top of the page
 
+Quote Post
Samoth
post Jul 24 2013, 04:12 PM
Post #317


Moving Target
**

Group: Members
Posts: 422
Joined: 26-February 02
From: Columbus, OH
Member No.: 875



Pg. 444
Vision magnification: This zoom function digitally
magnifies vision by up to fifty times, allowing distant
targets to be seen clearly. For rules on using vision magnification
in ranged combat, see p. 177.

This should point to page 178.
Go to the top of the page
 
+Quote Post
Vicar
post Jul 24 2013, 04:47 PM
Post #318


Target
*

Group: Members
Posts: 31
Joined: 24-July 13
Member No.: 131,870



This one kind of goes along with my Cybertechnology one:

There is a specialization under the Medicine Skill called "Organ Culture". That is, the growing of body parts in a lab.

Here's part of the description of the Biotechnology Skill, from p.144: "Biotechnology is a wide-ranging skill primarily used by
doctors and scientists to grow organic body parts."

It seems to me that the Organ Culture specialization under Medicine should be removed, as the specializations were apparently copy&pasted from SR4A (they are identical) without regard to the brand-new SR5 skill Biotechnology.
Go to the top of the page
 
+Quote Post
Dashifen
post Jul 24 2013, 08:25 PM
Post #319


Technomancer
********

Group: Retired Admins
Posts: 4,638
Joined: 2-October 02
From: Champaign, IL
Member No.: 3,374



Page 243, Trace Icon.

2 marks are listed as required, but the description indicates that only one is necessary to learn the target's location.
Go to the top of the page
 
+Quote Post
Larsine
post Jul 25 2013, 06:52 AM
Post #320


Moving Target
**

Group: Members
Posts: 647
Joined: 9-September 03
From: Sorø, Denmark
Member No.: 5,604



Missing [Limits]

P. 91, Knowledge and Language skills (cont'd), paragraph 4, sentence 2:
Replace:
Depending on the category, a character rolls either Knowledge skill + Intuition or Knowledge skill + Logic for the appropriate test.

With:
Depending on the category, a character rolls either Knowledge skill + Intuition [Mental] or Knowledge skill + Logic [Mental] for the appropriate test.


P. 129, Skill Ratings, paragraph 3, sentence 5:
Replace:
For example, hitting a Halloweener over the head with a metal pipe calls for Clubs + Agility—if your Agility is 3 and your Clubs skill is 4, you get 7 dice for the attack.

With:
For example, hitting a Halloweener over the head with a metal pipe calls for Clubs + Agility [Accuracy]—if your Agility is 3 and your Clubs skill is 4, you get 7 dice for the attack.


P. 130, Defaulting (Example), paragraph 1, sentence 4:
Replace:
The gamemaster asks for an Etiquette + Charisma test, which would come in handy if Apagar had any ranks in Etiquette.

With:
The gamemaster asks for an Etiquette + Charisma [Social] test, which would come in handy if Apagar had any ranks in Etiquette.


P. 134, Jumping, paragraph 1, sentence 3:
Replace:
Make a Gymnastics + Agility Test, applying any appropriate modifiers.

With:
Make a Gymnastics + Agility [Physical] Test, applying any appropriate modifiers.


P. 136, Using Stealth Skills, paragraph 1, sentence 2:
Replace:
Treat this as an Opposed Test using Perception + Intuition, and apply any appropriate Perception modifiers (see p. 135).

With:
Treat this as an Opposed Test using Perception + Intuition [Mental], and apply any appropriate Perception modifiers (p. 135).


P. 136, Using Stealth Skills, paragraph 1, sentence 4:
Replace:
For example, if a Triad assassin is trying to spot you in a crowd, she could rely on her own experience at hiding and roll Sneaking + Intuition.

With:
For example, if a Triad assassin is trying to spot you in a crowd, she could rely on her own experience at hiding and roll Sneaking + Intuition [Mental].


P. 137, Holding Your Breath, paragraph 1, sentence 2:
Replace:
A character needing to hold his breath longer can make a Swimming + Willpower Test (with the Controlled Hyperventilation specialization coming into play if you have it).

With:
A character needing to hold his breath longer can make a Swimming + Willpower [Mental] Test (with the Controlled Hyperventilation specialization coming into play if you have it).


P. 203, Raming, paragraph 1, sentence 3:
Replace:
The driver rolls Vehicle skill + Reaction to attack.

With:
The driver rolls Vehicle skill + Reaction [Speed or Handling] to attack.


P. 238, Control Device (Variable Action), paragraph 3, sentence 3
Replace:
For example, firing a drone-mounted weapon at a target requires a Gunnery + Agility test, and using a remote underwater welder calls for a Nautical Mechanic + Logic test.

With:
For example, firing a drone-mounted weapon at a target requires a Gunnery + Agility [Physical] test, and using a remote underwater welder calls for a Nautical Mechanic + Logic [Mental] test.


P. 310, Imporved Sense, paragraph 4 (Direction sense), sentence 1:
Replace:
Direction Sense: Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.

With:
Direction Sense: Add +2 dice to Navigational skill tests when traveling. In addition, with a Perception + Intuition [Mental] (2) Test, you can identify the direction you’re facing and if you’re above or below the mean sea level.


P. 310, Imporved Sense, paragraph 6 (Perfect Pitch), sentence 1:
Replace:
Perfect Pitch: With a Perception + Intuition (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency.

With:
Perfect Pitch: With a Perception + Intuition [Mental] (2) Test, you can recognize a musical tone either from hearing it or even feeling the vibration frequency.


P. 310, Imporved Sense, paragraph 7 (Human Scale), sentence 1:
Replace:
Human Scale: With a Perception + Intuition (2) Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object.

With:
Human Scale: With a Perception + Intuition (2) [Mental] Test, the adept can figure out the weight of an object down to the gram if he is able to lift or carry the object.


P. 311, Voice Control, paragraph 1, sentence 4:
Replace:
If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.

With:
If you use this trick to fool a person or a voice recognition system, make an Opposed Test using your Impersonation + Charisma [Mental] against the voice recognition system’s Rating x 2, or against the Perception + Intuition [Mental] of characters the adept is attempting to fool, adding the level of this power as a bonus to your dice pool.


P. 314, Astral Detection, paragraph 1, sentence 2:
Replace:
Make a Perception + Intuition (4) [Mental] Test—you receive a +2 dice pool bonus if you’re Awakened.

With:
Make a Perception + Intuition [Mental] (4) Test—you receive a +2 dice pool bonus if you’re Awakened.


P. 315, Astral Combat, paragraph 1, sentence 2:
Replace:
Astrally perceiving and dual-natured characters use their physical attributes and skills to fight opponents with a physical body, and their Astral Combat + Willpower to fight wholly astral entities.

With:
Astrally perceiving and dual-natured characters use their physical attributes and skills to fight opponents with a physical body, and their Astral Combat + Willpower [Accuracy or Astral] to fight wholly astral entities.


P. 315, Astral Tracking, paragraph 1, sentence 4:
Replace:
Following an astral link requires an Assensing + Intuition (5,1 hour) [Astral] Extended Test modified as noted on the Astral Tracking Modifiers table.

With:
Following an astral link requires an Assensing + Intuition [Astral] (5,1 hour) Extended Test modified as noted on the Astral Tracking Modifiers table.

P. 363, Barriers (cont'd), paragraph 2, sentence 2:
Replace:
Climbing past fencetop wiring requires a Climbing + Agility (3) Test; if the character fails, she takes damage.

With:
Climbing past fencetop wiring requires a Climbing + Agility [Physical] (3) Test; if the character fails, she takes damage.

P. 364, Doors, Windows, & Locks (cont'd) , paragraph 9 (Breath, cellular, and DNA scanners), sentence 3:
Replace:
The enzyme bath can be synthesized in a chemistry shop with a Chemistry + Logic (5, 1 hour) Extended Test.

With:
The enzyme bath can be synthesized in a chemistry shop with a Chemistry + Logic [Mental] (5, 1 hour) Extended Test.

P. 413, BTL Chips, paragraph 2, sentence 5:
Replace:
This one-shot, self-erasing feature can be bypassed with a Hardware + Logic (10, 1 hour) Extended Test.

With:
This one-shot, self-erasing feature can be bypassed with a Hardware + Logic [Mental] (10, 1 hour) Extended Test.


P. 417, Gear Ratings Glossary (Concealability Modifier), paragraph 1, sentence 1:
Replace:
This indicates how easy it is to hide a given item, and is applied as a dice pool modifier to Perception + Intuition Tests to spot the item (see Concealing Gear, p. 419).

With:
This indicates how easy it is to hide a given item, and is applied as a dice pool modifier to Perception + Intuition [Mental] Tests to spot the item (see Concealing Gear, p. 419).

P. 450, Medkit, paragraph 2, sentence 1:
Replace:
Wireless: The Medkit provides a dice pool bonus equal to its rating to First Aid + Logic tests, or can operate itself with a dice pool of Medkit Rating x 2 and a limit equal to its Rating.

With:
Wireless: The Medkit provides a dice pool bonus equal to its rating to First Aid + Logic [Mental] tests, or can operate itself with a dice pool of Medkit Rating x 2 and a limit equal to its Rating.
Go to the top of the page
 
+Quote Post
Samoth
post Jul 25 2013, 12:26 PM
Post #321


Moving Target
**

Group: Members
Posts: 422
Joined: 26-February 02
From: Columbus, OH
Member No.: 875



Pg. 434: the (Synth)Leather jacket has a listed price of +200Y, but no note of what that price modifies. If it modifies the price of, say, a Lined Coat, would you really be paying 200Y more for an overall armor of 4 as the leather is listed?
Go to the top of the page
 
+Quote Post
Larsine
post Jul 25 2013, 01:35 PM
Post #322


Moving Target
**

Group: Members
Posts: 647
Joined: 9-September 03
From: Sorø, Denmark
Member No.: 5,604



QUOTE (Samoth @ Jul 25 2013, 02:26 PM) *
Pg. 434: the (Synth)Leather jacket has a listed price of +200Y, but no note of what that price modifies. If it modifies the price of, say, a Lined Coat, would you really be paying 200Y more for an overall armor of 4 as the leather is listed?

That would be on page 436
Go to the top of the page
 
+Quote Post
FuelDrop
post Jul 27 2013, 03:39 PM
Post #323


Neophyte Runner
*****

Group: Members
Posts: 2,389
Joined: 20-August 12
From: Bunbury, western australia
Member No.: 53,300



Page 381: No limits for thugs.
Lieutenant has a 30 round clip in a colt america.
Go to the top of the page
 
+Quote Post
HugeC
post Jul 28 2013, 12:02 AM
Post #324


Moving Target
**

Group: Members
Posts: 315
Joined: 9-May 10
Member No.: 18,563



The Ares Duelist drone (p. 466) mounts a pair of standard swords as weapons. Swords do (STR + 3)P damage. Drones do not have a Strength rating. How much base damage do the swords on the Ares Duelist do?
Go to the top of the page
 
+Quote Post
quentra
post Jul 28 2013, 01:11 AM
Post #325


Moving Target
**

Group: Members
Posts: 493
Joined: 7-December 07
From: Kiev, USSR
Member No.: 14,536



QUOTE (HugeC @ Jul 27 2013, 07:02 PM) *
The Ares Duelist drone (p. 466) mounts a pair of standard swords as weapons. Swords do (STR + 3)P damage. Drones do not have a Strength rating. How much base damage do the swords on the Ares Duelist do?


I read that as a zen koan.
Go to the top of the page
 
+Quote Post

22 Pages V  « < 11 12 13 14 15 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 18th November 2025 - 05:06 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.