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> Shadowrun 4 Errata, Post errors you've noticed here, please
Cold-Dragon
post Dec 28 2005, 05:53 PM
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well, from what I read on the fake sin, it sounded like it constantly checks it. The matrix has to keep track of your nuyen globally, after all. the reason for the risk was (supposedly) the fact it has to go through so many things to confirm and do the transaction that agents and legit systems might notice the errors, and bite your ID.

Mind you, what you say also makes sense too; if it can be confirmed with a few page numbers, even better! ^-^

and there are some shadowrunners that are SINners and quite legit - they're bounty hunters, corp people, etc. what you do on some corps turf doesn't mean squat to the law, just their law.
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kigmatzomat
post Dec 28 2005, 06:13 PM
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This is a valid point. How many debit transactions below, say, 500Y will really require a security check? Today IRL you can go to fast food places and swipe a credit card for food and not have to sign anything as long as it is less than $20.

Perhaps scanners should be a rarity, at least for Joe Schmoe activities. Donald Trump won't buy anything that doesn't require at least a rating:5 scanner; he has flunkies handle all smaller purchases.



Rating - Purchase
  • none unrestricted sale less than 500Y outside of an "exclusive" district
  • 1 unrestricted sale up to 500Y/1000Y inside/outside an "exclusive" district; standard mall security scanner
  • 2 sale up to 1000Y/(restricted)30000Y inside/outside an "exclusive" district; standard police scanner
  • 3 sale up to 30000Y/100000Y inside/outside an exclusive district including those requiring a civilian permit; standard customs/border checkpoint scanner
  • 4 sale up to 100,000Y/>100000Y inside/outside an exclusive district including those requiring a civilian permit; high-alert customs/border checkpoint scanner
  • 5 sales >100,000Y inside an exclusive district including those requiring a civilian permit; any item not typically available to civilians; CIA/FBI/CorpSec
  • 6 NSA, corporate black ops, WorldBank
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Rotbart van Dain...
post Dec 28 2005, 07:48 PM
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The SIN issue was in discussion pages ago.

If using the SIN rating as a threshold for the scanner, this produces much better results.
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Fedifensor
post Dec 29 2005, 03:52 PM
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Well, I recently received a 1st print run copy of the Shadowrun 4E book, and there's a serious problem with the pages in the Magic and Matrix sections. My book goes to page 193 without a problem, then has pages numbered as follows: 178, 179, 196, 197, 182, 183, 200, 201, 186, 187, 204, 205, 190, 191...then proceeds normally from 208.

This means I'm completely missing pages 194, 195, 198, 199, 202, 203, 206, and 207. :(

Is there any exchange program for these faulty books?
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TheHappyAnarchis...
post Dec 29 2005, 05:06 PM
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Just yours. Mine does not do that at all, and it is a first print run.
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kigmatzomat
post Dec 29 2005, 07:11 PM
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I got mine at Gencon (as first print as it gets) and it is complete. I seem to recall there were a few misprints that got through the printer's QA/QC that Bull was using for the demos.

If you bought it at a store you should be able to exchange it there; if you direct ordered it contact Fanpro and they should take care of you.
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Fedifensor
post Jan 1 2006, 07:37 PM
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QUOTE (kigmatzomat)
I got mine at Gencon (as first print as it gets) and it is complete.  I seem to recall there were a few misprints that got through the printer's QA/QC that Bull was using for the demos. 

If you bought it at a store you should be able to exchange it there; if you direct ordered it contact Fanpro and they should take care of you.

Well, it was a Christmas gift bought from the Lone Star Comics in Texas...and I live in Colorado, so taking it back isn't really feasible.

I sent an email to info@shadowrunrpg.com. We'll see what happens.
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Angenoir
post Jan 3 2006, 09:48 PM
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I will ask someting big, but someone have made a files with all the errata found for now. Because the files in the shadowrun page is outdate.

(ver.1.1 for http://www.shadowrunrpg.com/resources/sr4/..._errata_v11.pdf )

Thank for the reply (smile) :rotfl:

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Adam
post Jan 3 2006, 11:41 PM
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Version 1.3 has just been posted. Thanks to everyone who helped out posting errors and keeping them nicely confined to this thread.
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Ranneko
post Jan 4 2006, 12:10 AM
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Awesome, will a new copy of the PDF also be released?
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Ancient History
post Jan 4 2006, 12:29 AM
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Everyone together now. "Thank you Adam."
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Adam
post Jan 4 2006, 12:53 AM
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QUOTE (Ranneko @ Jan 3 2006, 07:10 PM)
Awesome, will a new copy of the PDF also be released?

Yes. Exact timeframe unknown. So I'm going to say "soon," because it's such a stretchy fun word!
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RunnerPaul
post Jan 4 2006, 01:54 AM
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Thank you, FanPro.
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Feshy
post Jan 4 2006, 04:48 AM
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Woohoo, new errata!

From the errata:
QUOTE

Note that the modi ed
rating is used when calculating costs to improve the skill.”

Ouch.

QUOTE

p. 322 Fake SIN Table
 e Availability should be (Rating x 3)F


Excellent! I always felt rating 4 SINs were more appropriate for characters whose backgrounds reflect more in-depth fake identities.
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PlatonicPimp
post Jan 4 2006, 05:58 AM
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Spirit reflexes are updated! yay!

Skill caps receive some clarity!
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Sphynx
post Jan 4 2006, 02:05 PM
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Very small typo on page 168.
QUOTE
The Force of a lodge
must be at least equal to the skill rating being learned or the force
of a spell being cast (in the case of Ritual Spellcasting) or learned.


I believe the 'or learned' is in error (since spells aren't learned in forces).
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Eyeless Blond
post Jan 5 2006, 01:06 AM
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Don't know if this is errata or not, but Hush and Silence really ought to be in the same category as the Shadow spell, as they do the same thing to different mediums (sound vs. light), just like Stealth and Invisability do the same thing to different senses. Either make them both Manipulations or make them both Illusions.
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Sphynx
post Jan 5 2006, 09:33 AM
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The problem is the Light Spell, Illusions don't create actual Light, that's the field of Manipulation. So Shadow (anti-light) would fall under Manipulation because of that. Hush and Silence are not effecting physical energy sources though.

However, my personal opinion is that both Light and Shadow should fall under Illusions, I think with the changes to Manipulation, those two spells should have been converted.

Sphynx
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RunnerPaul
post Jan 5 2006, 09:36 AM
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QUOTE (Sphynx)
Hush and Silence are not effecting physical energy sources though.

Sound is a form of energy.
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Sphynx
post Jan 5 2006, 10:03 AM
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Very true, Paul, but that's not what I said. Hush and Silence are not effecting Physical Energy sources, they're creating illusions of no-sound. They are the 'sound' versions of Invisibility, not the 'sound' version of Shadow. The 'sound' version of Shadow would fall under Manipulation and be something like 'White Noise'.

Sphynx
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RunnerPaul
post Jan 5 2006, 10:56 AM
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QUOTE (Sphynx)
Hush and Silence are not effecting Physical Energy sources, they're creating illusions of no-sound.

Silence is a physical spell and it's description says it "damps sound" It affects technological devices and protects against technological sonic weapons. Since a sonic weapon uses sound to deliver it's energy to the target, I'd say that yes it is affecting physical energy by way of nullifying it. YMMV.
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Eyeless Blond
post Jan 5 2006, 03:06 PM
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Right, I guess I agree with Sphynx then, in that Light and Shadow should be Illusion spells. For me it's just about consistency of approach: if two spells are very similar in nature and in "how" they work, they probably should be classified in the same "school".

Similarly I'd much rather the Stealth spell work more like a sound version of Invisability, rather than the quirky personalized version of Silence that it is currently.

Maybe Ignite should be an Indirect Combat spell as well?
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Eyeless Blond
post Jan 5 2006, 03:20 PM
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Oh, and another question: what implants and magic actually increase a skill rating? So far everything I've looked at provide a dice pool modifier to a test involving a specific skill, which I guess would be interpreted as bonus dice and not a modified skill rating. So, other than Improved Ability where the wording has been specifically changed in the errata to make the skill cap apply, where *does* that rule apply?
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Rotbart van Dain...
post Jan 5 2006, 03:32 PM
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Reflex Recorders - see Errata.
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Orb
post Jan 6 2006, 02:45 AM
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The rule for using First Aid on yourself seems to be a little confusing. On page 242 under "Using First Aid":

QUOTE
(Characters using First
Aid on themselves must apply their wound modifiers to
the test.)


Huh? Of course they do. To me this means one of two things.

1) Characters who are wounded and apply first aid to someone else don't apply their wound modifiers - this would go against a specific rule and is just plain silly.

2) The line is meant to read "Characters using First Aid on themselves must apply TWICE their wound modifiers to the test." This makes up nicely for the difficulty of trying to patch that hole in you own liver.

Comments?
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