toturi
Dec 24 2006, 04:56 AM
Don't forget to clarify/errta the Asartu/Norse tradition. Whether it is Earth or Beast spirits for Manipulation.
yesman
Dec 24 2006, 11:21 PM
QUOTE (BookWyrm) |
What page, yesman? |
whoops sorry. Pg. 96-98 in the spirit stat blocks.
BookWyrm
Dec 26 2006, 12:26 AM
Thanks, yesman. :ok:
NightmareX
Jan 4 2007, 05:32 PM
Just noticed - in the section on Focus Addiction, reference is made to Focus Addiction tests (captilized as such). Does this mean there were going to be rules for such and that they were left out? If so, perhaps this is something to add in the errata or as a bonus on the website?
BookWyrm
Jan 4 2007, 05:45 PM
Reread the entry. It says it's a variant of the Addiction rules (SR4 p. 80), but also read what the effects are on pg. 27 in Street Magic.
NightmareX
Jan 4 2007, 06:42 PM
No offense, but did so. Are foci then a mental addiction, physical addiction, or something else? Further, what threshold are we talking for said tests (SR4 page 248)?
RunnerPaul
Jan 4 2007, 06:56 PM
QUOTE (NightmareX) |
No offense, but did so. Are foci then a mental addiction, physical addiction, or something else? Further, what threshold are we talking for said tests (SR4 page 248)? |
We can rule out physical, since the description of physical addiction in the BBB specifically refers to chemical dependence. That leaves Mental, or "something else" and I have a feeling that if they'd meant for it to be "something else" they would have taken the time to spell it out.
As for the threshold used, it's the same threshold that you have for hackers who overuse Hot Sim VR immersion: Unstated, but apparently left to GM discretion. The design philosophy behind the Addiction rules is geared to letting the GM decide what level of addiction is right for their own group.
NightmareX
Jan 4 2007, 08:18 PM
QUOTE (RunnerPaul) |
The design philosophy behind the Addiction rules is geared to letting the GM decide what level of addiction is right for their own group. |
I gathered as much, but was hoping for a little more clarfication in this case
Larsine
Jan 29 2007, 11:50 AM
Page 14, THE OTHER SIDE, 1st paragraph:
Wrong: While you're our there...
Right: While you're out there...
Page 23, Adepts, 8-9th line:
Wrong: Some ad-epts abilities...
Right: Some a-depts abilities...
Reason: Accoding to my dictionary the word adept should never be divided as it is less than 5 letters long. By adding the "s" at end you break that rule, and should thus divide "by syllables or units of sound", and thus a-depts instead of ad-epts. But this break another rule "never divide a word so that one of the parts is a single letter". Best solution is proberly never to divide the word adept.
Page 27, Geas, 4th paragraph:
Wrong: ... see Acquiring Geasa in Play, p. 29).
Right: ... see Acquiring Geasa During Play, p. 30).
Page 29, SYMPATHETIC LINK, last paragraph:
Wrong: ... Sympathetic Link Modifiers table (p. 27).
Right: ... Sympathetic Link Modifiers table (p. 29).
Page 29, Symbolic Links, 2nd paragraph:
Wrong: ...Symbolic Link Creation table (p. 27)...
Right: ...Symbolic Link Creation table (p. 29)...
Page 39, THE NORSE TRADITION:
The "Spell Category: Spirit Type" table doesn't seem to match with the description of the spirist:
Table:
Combat: Guardian
Detection: Water
Health: Fire
Illusion: Air
Manipulation: Beast
Description:
Those that can cross to Midgard are the fire giants of Muspellheim (fire spirits), the dark fae of Niffellheim (spirits of water), the dwarves of Nidavellir (earth spirits), the storm spirits of Thrudheim (air spirits), and the Valkyrie (guardian spirits).
In fact the dwarves of Nidavellir seem to be much more like the Task spirits than any other type of spirit.
Page 50, BEYOND THE DORS OF PERCEPTION, 1st paragraph:
Wrong: ...the metaplanes of astral space (see p. 130).
Right: ...the metaplanes of astral space (see p. 128).
Page 51, Geas, 3rd line:
Wrong: Choose a geas from the options available on p. 26...
Right: Choose a geas from the options available on p. 27...
Page 55, BASIC METAMAGIC TECHNIQUES:
Wrong: Great Ritual p. 57
Right: Great Ritual p. 57
Page 57, GREAT FORM POWERS, table:
Wrong: Air: Storm (see p. 103)
Wrong: Fire: Storm (p. 103)
Wrong: Water: Storm (p. 103)
Right: Air: Storm (see p. 102)
Right: Fire: Storm (p. 102)
Right: Water: Storm (p. 102)
Page 58, Sympathetic Linking:
Wrong: ...(see Sympathetic Links, p. 28).
Right: ...(see Sympathetic Links, p. 29).
Wrong: ...(see Symbolic Links, p. 28).
Right: ...(see Symbolic Links, p. 29).
Page 60, line 3:
Wrong: ...as a sympathetic link (p. 28).
Right: ...as a sympathetic link (p. 29).
Page 65, THE GROUP BOND, 3rd paragraph:
Wrong: ...as sympathetic links (p. 28) to...
Right: ...as sympathetic links (p. 29) to...
Page 73, PATHFINDERS, Description and Customs:
Wrong: Investigation plays an important a role in their mission...
Right: Investigation plays an important role in their mission...
toturi
Jan 29 2007, 01:45 PM
QUOTE (Larsine) |
Page 39, THE NORSE TRADITION: The "Spell Category: Spirit Type" table doesn't seem to match with the description of the spirist: Table: Combat: Guardian Detection: Water Health: Fire Illusion: Air Manipulation: Beast Description: Those that can cross to Midgard are the fire giants of Muspellheim (fire spirits), the dark fae of Niffellheim (spirits of water), the dwarves of Nidavellir (earth spirits), the storm spirits of Thrudheim (air spirits), and the Valkyrie (guardian spirits).
In fact the dwarves of Nidavellir seem to be much more like the Task spirits than any other type of spirit. |
Been clarified already. Manipulation was supposed to be Earth but Beast was mixed in because of the Bear Sarks got added into the tradition as well.
Larsine
Feb 10 2007, 11:52 PM
More errata for SM:
Page 81, Fetishes and Talismans, 2nd paragraph:
Wrong: A talisman (see Geasa, p. 27) is...
Right: A talisman (see Geas, p. 27) is...
Page 84, Metamagic Enchantments, Anchoring foci paragraph:
Wrong: ...(see Anchoring Triggers, p. 60).
Right: ...(see Anchoring Trigger Conditions, p. 60).
Page 85, Metamagic Enchantments, Symbolic link foci paragraph:
Wrong: ...Symbolic Linking (p. 28)...
Right: ...Symbolic Linking (p. 29)...
Page 103, Ally Spirit Formula, 4th paragraph:
Wrong: ...a sympathetic link (p. 28)...
Right: ...a sympathetic link (p. 29)...
Page 104, Creating an Ally Spirit, Step 3: Choose Powers paragraph:
Wrong: ...and Sense Link (p. 55) for free.
Right: and Sense Link (p. 54) for free.
Page 105, Sense Link, 1st line:
Wrong: ...power of Sense Link (see p. 55),...
Right: ...power of Sense Link (see p. 54),...
Page 108, Spirit Pacts, last line:
Wrong: ...sympathetic link (see p. 28)...
Right: ...sympathetic link (see p. 29)...
Page 125, Alarm Ward, last paragraph:
Wrong: ...(see Fooling Wards, p. 123).
Right: ...(see Fooling Wards, p. 124).
Page 125, Charged Ward, 1st paragraph:
Wrong: ...Reflecting metamagic technique.
Right: ...Reflecting metamagic technique (p. 61).
Page 125, Charged Ward, last paragraph:
Wrong: ...(see Fooling Wards, p. 123).
Right: ...(see Fooling Wards, p. 124).
Page 131, The Trials, last paragraph:
Wrong: ...see Friends in High Places.
Right: ...see Friends in High Places (p. 132).
Page 136, Using Threats, 2nd paragraph:
Wrong: ...such as shedim (p. 155)...
Right: ...such as shedim (p. 154)...
Page 139, Path of the Dead, 1st paragraph:
Wrong: ...with shedim (see p. 155).
Right: ...with shedim (see p. 154).
Page 154, Hive Mind, 1st paragraph:
Wrong: ...Sense Link power (p. 55)...
Right: ...Sense Link power (p. 54)...
Page 168, [Sense] Cryptesthesia:
Wrong: [Sense] Cryptesthesia (Passive/Directional)
Right: [Sense] Cryptesthesia (Passive, Directional)
Page 176, Empathic Healing, 2nd last line:
Wrong: Empathic Sense may only...
Right: Empathic Healing may only...
Page 177, Gliding:
Wrong: Gliding:
Right: Gliding
Page 177, Gliding, last line:
Wrong: ...uses the Traceless Walk power.
Right: ...uses the Traceless Walk power (p. 180).
Page 180, Artificer, 1st paragraph:
You mention Hephaestus, Daedalus, Goibhniu and Weland, but they are not mentioned on page 183-184 under the Celtic pantheon, Classical deities or the Norse pantheon.
Page 181, Dark Goddess, 1st paragraph:
You mention Kali, but she is not mentioned on page 184 under the Hindu deities.
Page 181, Dragon, 1st paragraph:
You mention the Dragon Emperor, but he is not mentioned on page 183-184 under the Chinese mythology.
Page 182, Lion, 1st paragraph:
You mention Sekhmet and Durga, but they are not mentioned on page 184 under the Egyptian pantheon or the Hindu deities.
Page 183, Phoenix, 1st paragraph:
You mention the Phoenix Empress, but she is not mentioned on page 183-184 under the Chinese mythology.
Page 187, Spell table, Test paragraph:
Wrong: ...Counterspelling), (Success...
Right: ...Counterspelling), or S (Success...
Lars
BookWyrm
Feb 11 2007, 12:59 AM
Well done, Larsine.
Larsine
Feb 18 2007, 10:19 PM
Just found a few more after carefull inspection:
Page 37, Christian Theurgy:
The "Spell Category: Spirit Type" table doesn't seem to match with the description of the spirits:
Table:
Combat: Fire
Detection: Water
Health: Air
Illusion: Earth
Manipulation: Guidance
Description:
Michael (fire), Gabriel (water), Raphael (air), Uriel (earth) and seraphim at the service of the Holy Spirit (man’s immortal soul).
I would assume that Man's immortal soul = Spirit of Man, instead of Spirit of Guidance.
Page 100, Inhabitation Merges, Hybrid Form:
Wrong: ...single dual natured entity (p. 289, SR4).
Right: ...single dual natured entity (p. 287, SR4).
Page 102, Possession and Vessels, 2nd line:
Wrong: ...results is dual-natured, has...
Right: ...results is dual-natured (p. 287, SR4), has...
Page 125, Charged Ward, 3rd paragraph:
Wrong: ...“pressed through” like a standard ward (see p. 186, SR4)...
Right: ...“pressed through” like a standard ward (see p. 185, SR4)...
Page 141, The Toxic Path, 2nd paragraph:
Wrong: ...(see Magical Associations and Drain, p. 169, SR4)...
Right: ...(see Tradition, p. 169, SR4)...
There is no section called "Magical Associations and Drain" in SR4.
Page 147, Toxic Spirit Quick Design, Smog (Toxic Air Spirit):
Wrong: Use the spirit of air as a template...
Right: Use the spirit of air (p. 294, SR4) as a template...
Reason: The Carnage and Contagion toxic spirits has references to their template spirit.
Page 149, Evanescence, 3rd paragraph:
Wrong: ...(see Passing Through Barriers, p. 185–186, SR4).
Right: ...(see Passing Through Barriers, p. 185, SR4).
Reason: Everywhere else you refere to Passing Through Barriers, you only refer to the starting page (p. 185).
Page 151, Wasp, Last paragraph:
Wrong: ...the skill of Flight and the power of Venom.
Right: ...the skill of Flight (p. 286, SR4) and the power of Venom (p. 290, SR4).
Page 151, Cicada, Last paragraph:
Wrong:...the skill of Flight...
Right:...the skill of Flight (p. 286, SR4)...
Page 151, Firefly, Last paragraph:
Wrong: ...the skill of Flight and the power of Confusion.
Right: ...the skill of Flight (p. 286, SR4) and the power of Confusion (p. 287, SR4).
Page 151, Fly, Last paragraph:
Wrong: ...the skill of Flight and the powers of Pestilence (p. 154) and Immunity to Disease.
Right: ...the skill of Flight (p. 286, SR4) and the powers of Pestilence (p. 154) and Immunity to Disease (p. 288, SR4).
Reason for the last 4 erratas: Most other powers are refered, these should aswell.
Page 154, Pestilence, 5th line:
Wrong: ...as a toxin (p. 245, SR4)...
Right: ...as a toxin (p. 244, SR4)...
Page 164, Elemental Effects, Ice:
Wrong: ...vehicles must make a Crash Test (p. 159, SR4).
Right: ...Vehicles must make a Vehicle Test (p. 159, SR4).
Page 168, Thermographic Vision:
Wrong1: ...the cybernetic enhancement (p. 324, SR4).
Wrong2: ...the cybernetic enhancement (p. 324, SR4).
Right1: ...the cybernetic enhancement (p. 333, SR4).
Right2: ...the vision enhancement (p. 324, SR4).
Reason: Page 324 is the normal Vision enhancement, page 333 is the cybernetic version (which refers to page 324).
Page 169, Fast:
Wrong: ...the Disorientation effect, p. 275, SR4).
Right: ...the Disorientation effect, p. 245, SR4).
Page 170, Stim:
Wrong:...the Disorientation effect, p. 275, SR4).
Right: ...the Disorientation effect, p. 245, SR4).
Page 170, Dream:
Wrong: ...ritual sorcery (p. 175, SR4)...
Right: ...ritual spellcasting (p. 174, SR4)...
Page 173, [Element] Aura:
Wrong: ...elemental damage (see p. 155, SR4...
Right: ...elemental damage (see p. 154-155, SR4...
Page 173, [Elemental] Wall:
Wrong: ...the element (see p. 155, SR4...
Right: ...the element (see p. 154-155, SR4...
Page 177, Flexibility:
Wrong: ...Subduing attempts (p. 151, SR4).
Right: ...Subduing attempts (p. 152, SR4).
Page 177, Iron Lungs:
Wrong: ...fatigue sets in (p. 154, SR4).
Right: ...fatigue sets in (p. 155, SR4).
Lars
BookWyrm
Feb 19 2007, 02:58 PM
Bravo, Larsine! *applause*
Pyritefoolsgold
Apr 14 2007, 12:50 AM
I don't know if this was intentional, but no prices were given for Talislegger kits or Enchanter's workshops. Both are something my character may become interested in acquiring.
BookWyrm
Apr 14 2007, 12:54 AM
Good spotting Pyre! *more applause*
sapphire_wyvern
Apr 14 2007, 03:26 AM
I've got one for you as well. I emailed this to info@shadowrunrpg.com but never got a response, so I don't know if the email was ever read.
Founding a new Initiatory Group (Street Magic, page 69). In previous editions of SR, having previous experience with an initiatory group provided a -2 reduction in the Target Number for the test. Thus, previous experience was a bonus to the check. In Street Magic, for each member of the prospective group with previous experience in an initiatory group, there is a -2 reduction in the dice pool. So in SR4, previous experience is a penalty. Is this an intentional change to the rules or an inadvertent error in the conversion from previous editions?
sapphire_wyvern
Apr 14 2007, 03:39 AM
QUOTE (toturi) |
QUOTE (Larsine @ Jan 29 2007, 07:50 PM) | Page 39, THE NORSE TRADITION: The "Spell Category: Spirit Type" table doesn't seem to match with the description of the spirist: Table: Combat: Guardian Detection: Water Health: Fire Illusion: Air Manipulation: Beast Description: Those that can cross to Midgard are the fire giants of Muspellheim (fire spirits), the dark fae of Niffellheim (spirits of water), the dwarves of Nidavellir (earth spirits), the storm spirits of Thrudheim (air spirits), and the Valkyrie (guardian spirits).
In fact the dwarves of Nidavellir seem to be much more like the Task spirits than any other type of spirit. |
Been clarified already. Manipulation was supposed to be Earth but Beast was mixed in because of the Bear Sarks got added into the tradition as well.
|
Er. With all due respect, Toturi, I find your response unclear as to which of the two options is correct. I *think* you're saying that Manipulation should still be Earth and the Bear Sark reference was accidentally mixed in. So there shouldn't be any Beast spirits. Is that right?
Where is the original clarification, anyway? I've searched the forum for it but I couldn't find it.
Larsine
Apr 14 2007, 11:54 AM
QUOTE (Pyritefoolsgold) |
I don't know if this was intentional, but no prices were given for Talislegger kits or Enchanter's workshops. Both are something my character may become interested in acquiring. |
I think the kits and workshops should be priced just like any other kit, worshop or facilty:
SR4 page 322:
Kit 500
Shop 5,000
Facility 100,000
Lars
BookWyrm
Apr 14 2007, 03:11 PM
QUOTE (sapphire_wyvern) |
I've got one for you as well. I emailed this to info@shadowrunrpg.com but never got a response, so I don't know if the email was ever read.
Founding a new Initiatory Group (Street Magic, page 69). In previous editions of SR, having previous experience with an initiatory group provided a -2 reduction in the Target Number for the test. Thus, previous experience was a bonus to the check. In Street Magic, for each member of the prospective group with previous experience in an initiatory group, there is a -2 reduction in the dice pool. So in SR4, previous experience is a penalty. Is this an intentional change to the rules or an inadvertent error in the conversion from previous editions? |
Nice spotting, Sapphire! *includes applause*
Synner
Apr 14 2007, 08:08 PM
QUOTE (sapphire_wyvern) |
Founding a new Initiatory Group (Street Magic, page 69). In previous editions of SR, having previous experience with an initiatory group provided a -2 reduction in the Target Number for the test. Thus, previous experience was a bonus to the check. In Street Magic, for each member of the prospective group with previous experience in an initiatory group, there is a -2 reduction in the dice pool. So in SR4, previous experience is a penalty. Is this an intentional change to the rules or an inadvertent error in the conversion from previous editions? |
This is an intentional shift.
However the modifier should be clearer. The -2 modifier was intended to impact only perspective members who are already initiated members of another group (meaning actively belong to another group).
Kyoto Kid
Apr 15 2007, 10:52 PM
...while we're on the subject of groups. With respect to Adepts, somehow requiring Arcana skill as a prerequisite to join an adept group doesn't make sense to the concept, particularly if the character is a physad. The description of the skill and it's various specialisations all relate to spell design and conjuring/focus creation formulae and have little if anything to do with Adepts (with the exception of Mystic Adepts). I believe in the case of Physads and Social Adepts, there should have been a different criteria for the bonding process more appropriate to the nature of the character, like say a challenge combat (physads) or successfully performing some form of service for the group.
X-Kalibur
Apr 16 2007, 04:43 PM
QUOTE (NightmareX) |
QUOTE (RunnerPaul @ Jan 4 2007, 01:56 PM) | The design philosophy behind the Addiction rules is geared to letting the GM decide what level of addiction is right for their own group. |
I gathered as much, but was hoping for a little more clarfication in this case |
Basically they develop a mental addiction to the focus that probably is somewhat different based on the focus. In the case of a power focus they get addicted to the rush or extra power, in the case of a sustaining focus they develop more a dependency on not needing to sustain a spell themselves. If you wish to really take it a step further, loss of said foci they have become addicted to could cause a crisis of faith and the character could potentially have to pick up a geas. My reasoning for this being that they don't believe they have the extra power they once had and are now useless.
Demerzel
Apr 20 2007, 03:07 AM
Page 44, The Speaker's Way:
Wrong: ...the aleph of every group and social network.
Right: ...the alpha of every group and social network.
This may be ethnocentric of me, but don't we generally use the first letter of the greek alphabet rather than the hebrew alphabet to denote the dominant of a pack?
Ophis
Apr 20 2007, 04:39 PM
Aleph can also mean centre point, the thing the networks would revolve around. Alpha would imply leader.
Demerzel
Apr 20 2007, 04:57 PM
Hummn, that definition does not come up at merriam webster online at:
http://www.m-w.com/dictionary/alephor Dictionary.com at:
http://dictionary.reference.com/browse/aleph
Synner
Apr 20 2007, 05:05 PM
Ophis is correct although this usage comes from a literary reference (possibly a bit obscure for most people - just cause SR is fun it doesn't have to be low-brow), a term coined by Jorge Luis Borges in one of his short stories (and obviously referencing the metaphysical and qabbalistic usage of the hebrew letter "aleph"). In this particular context it refers to the "first point" (hence the use of hebrew ), the center point from which all the universe is visible, the primal point to which all things connect (actually it's more complicated than that but I don't have the time).
Borges is up there with Eco as one of my fave literary authors.
Demerzel
Apr 20 2007, 05:25 PM
Hummn, now you've got me curious. I found this:
QUOTE (http://www.enotes.com/aleph/) |
In a 1970 commentary on the story, Borges explained, "What eternity is to time, the Aleph is to space." |
I'll have to keep digging though . . .
MaxHunter
May 4 2007, 03:42 AM
I have read that short story, I think the aleph is an object / point in space / symbol.
The aleph makes the concept of distance dissappear: i.e. everything at the same place
Can't be sure if I explained it correctly, Borges is deep.
Cheers,
Max
ornot
May 15 2007, 10:10 AM
I couldn't find this issue addressed in the FAQ or in any threads, so I decided to put the excellent minds at Dumpshock to work with my own post.
One of my players brought something up with some spells he wanted to make. Can the touch range modifier be stacked with the extremely restricted target (caster only) modifier? If no, there'd be no point in taking "caster only" as the drain modifier is the same. If yes, you can wind up with some very silly drain modifiers for still quite potent spells.
I'm inclined to say they don't stack, but the touch modifier is not asterixed, unlike restricted and very restricted target, and as I mentioned, there'd be no point taking very restricted target when a spell was also going to have a touch only modifier.
As an extension to this question, how does the "very restricted target (self only)" drain modifier stack with health spells, which are by their nature touch only?
Aaron
May 15 2007, 07:45 PM
I believe that if one took the text literally, then they would, indeed, stack.
Aaron
May 29 2007, 11:22 PM
Here's a nifty one.
I haven't been able to find anything in either the BBB or SM that states that materialized critters (including spirits) are dual-natured. There's an implication in the rulebook on page 286 ("Astral critters that materialize can affect physical targets, however, just as dual-natured critters can interact with both the physical and astral planes equally effectively."), and an oblique reference in one of the NERPS sections of Street Magic on page 92 ("Even when a spirit materializes into our world, it still exists primarily as an astral creature.").
I pity the newbie that must puzzle this out alone.
knasser
May 30 2007, 12:01 AM
QUOTE (Aaron) |
Here's a nifty one.
I haven't been able to find anything in either the BBB or SM that states that materialized critters (including spirits) are dual-natured. There's an implication in the rulebook on page 286 ("Astral critters that materialize can affect physical targets, however, just as dual-natured critters can interact with both the physical and astral planes equally effectively."), and an oblique reference in one of the NERPS sections of Street Magic on page 92 ("Even when a spirit materializes into our world, it still exists primarily as an astral creature.").
I pity the newbie that must puzzle this out alone. |
Here you go.
QUOTE (SR4 @ pg.176) |
Spirits use the Materialization power to assume physical form when they must use a power on a target not present in astral space. Physical spirits have Physical attributes determined by their individual descriptions (see Critters, p. 285, for more information). Spirits in physical form are in fact dual natured, interacting with the physical and astral planes simultaneously. Spirits dislike taking physical form because it makes them vul- nerable to physical attacks.
|
I agree, this really should be stated under the Materialisation power description. Still, one less thing to errata at least.
Aaron
May 30 2007, 11:53 AM
Oh, good. Thanks. Odd that it didn't come up when I searched "dual-natured" ... wait, no it's not. The book uses the hyphen inconsistently.
Da9iel
Jul 10 2007, 08:00 AM
p. 171 Stench Range should be LOS(A) instead of LOS
BookWyrm
Jul 10 2007, 02:13 PM
Thanks, Da9iel.
pbangarth
Oct 26 2007, 07:06 PM
Well, I can't find the answer to this anywhere, so please forgive me if a FAQ or errata file exists that I haven't found.
In SM, page 51 under Initiatory Ordeals -- Meditation, two Extended Tests are required:
1) Body + Willpower (Charisma X Strength, 1 day)
2) Logic + Agility (Intuition X Reaction, 1 day)
Are the multiplication signs in the Threshold values correct, and not, say, addition signs? It seems to me the Thresholds would be prohibitive, especially since the Extended Tests must be completed in (desired grade X 4) days.
It would get easier at higher initiate grades, but the first Extended Test especially would be difficult for many magicians, as Charisma is often high for drain or spirit control purposes.
bibliophile20
Oct 26 2007, 07:12 PM
QUOTE (pbangarth @ Oct 26 2007, 03:06 PM) |
Well, I can't find the answer to this anywhere, so please forgive me if a FAQ or errata file exists that I haven't found.
In SM, page 51 under Initiatory Ordeals -- Meditation, two Extended Tests are required:
1) Body + Willpower (Charisma X Strength, 1 day) 2) Logic + Agility (Intuition X Reaction, 1 day)
Are the multiplication signs in the Threshold values correct, and not, say, addition signs? It seems to me the Thresholds would be prohibitive, especially since the Extended Tests must be completed in (desired grade X 4) days.
It would get easier at higher initiate grades, but the first Extended Test especially would be difficult for many magicians, as Charisma is often high for drain or spirit control purposes. |
Which is why you don't do that one for your first initiation, or second, or even third.
Orient
Oct 27 2007, 12:09 AM
"Aleph" as that sort of primal point, a "everything is one" point, is perhaps more of a play on aleph as the metaphysical representation of the divine fool. Typically aleph (in the numerological/metaphysical sense) represents either "first" (in the sense of numerical listing), or "source" (as you mentioned above). It does not typically represent any sort of ranking, as would be necessary for the Street Magic usage to make sense.
Greek letters, on the other hand, are commonly used to imply ranking.
I'd be inclined to say that the word "aleph" in Street Magic should be replaced with "alpha."
raverbane
Oct 31 2007, 10:43 PM
It's been a year since this thread was started.
Has a Street Magic errata ever been compiled?
I cant seem to find any links on the main website
HappyDaze
Oct 31 2007, 10:58 PM
Look for the Street Magic errata on Holostreets.
Synner
Oct 31 2007, 10:59 PM
QUOTE (raverbane) |
Has a Street Magic errata ever been compiled?
|
Yes, it has and several Street Magic related FAQ answers have already been posted.
QUOTE |
I cant seem to find any links on the main website |
That would be because it has yet to be posted, but will be in the near future.
Seven-7
Oct 31 2007, 11:50 PM
QUOTE (HappyDaze) |
Look for the Street Magic errata on Holostreets. |
Isn't that like the soviet union joke?
"Perfect Communism is just on the horizon" told to kids, the kids would look up the word horizon and find: An imaginary circle that delimits the sky and the Earth, or an extension of the plane of the observer.
Why, Holostreets is due in a year! (Saturday, August 27th, 2005 at 22:26:39)
I'd really like to see the SM Errata and web enhancement sooner than the 2008 predicted release of Holostreets.
HappyDaze
Nov 1 2007, 12:08 AM
How about they pack the errata into the pdf release of Shadows of Latin America!
raverbane
Nov 1 2007, 12:24 AM
A quick question about ally spirits that I didnt see covered.
On page 105 of Street Magic is says "An ally can only attempt to break away during a rebinding ritual or if its master is incapacitated by Physical damage or Drain"
What would happen if the master, do to some misfortune, has his Magic attribute reduced to 0?
Granted, he couldnt enhance ally again and couldnt oppose an attempt by the ally to break free.
raverbane
Nov 1 2007, 01:51 AM
Another quick ally question.
Can a mage have more then one Ally Spirit?
I cant find anything in Street Magic that says they cant.
Jaid
Nov 1 2007, 02:07 AM
QUOTE (raverbane) |
Another quick ally question.
Can a mage have more then one Ally Spirit?
I cant find anything in Street Magic that says they cant. |
technically there is no such limitation.
one of the authors (in particular i believe it was franktrollman, who did the spirits section iirc) mentioned the only reason it wasn't specifically limited is because it wasn't specifically limited in earlier editions... the intention has supposedly been (starting from way back when they were introduced) to allow only 1 ally, but that restriction has never actually made it into the rules.
raverbane
Nov 1 2007, 02:23 AM
QUOTE (Jaid) |
QUOTE (raverbane @ Oct 31 2007, 08:51 PM) | Another quick ally question.
Can a mage have more then one Ally Spirit?
I cant find anything in Street Magic that says they cant. |
technically there is no such limitation.
one of the authors (in particular i believe it was franktrollman, who did the spirits section iirc) mentioned the only reason it wasn't specifically limited is because it wasn't specifically limited in earlier editions... the intention has supposedly been (starting from way back when they were introduced) to allow only 1 ally, but that restriction has never actually made it into the rules.
|
The devil is always in the details... hehe
BookWyrm
Nov 1 2007, 09:10 AM
WHAT? You found my hiding-spot! Drat!
Synner
Nov 1 2007, 11:21 AM
QUOTE (Jaid) |
[QUOTE=raverbane,Oct 31 2007, 08:51 PM] Another quick ally question. Can a mage have more then one Ally Spirit? I cant find anything in Street Magic that says they cant. [/QUOTE] technically there is no such limitation.[/quote] |
There is no such limitation in Street Magic (or in fact in any prior edition) and this is intentional. Please note though that acquiring an Ally now adds the cost of a Metamagic (compared to previous editions) and producing the appropriate formula, so invest wisely.
QUOTE |
On page 105 of Street Magic is says "An ally can only attempt to break away during a rebinding ritual or if its master is incapacitated by Physical damage or Drain" What would happen if the master, do to some misfortune, has his Magic attribute reduced to 0? Granted, he couldnt enhance ally again and couldnt oppose an attempt by the ally to break free. |
Though the magician has burned away his Gift the ally is still bound to its summoner. Should the magician mistreat the ally or otherwise make it seek freedom then it's up to the gamemaster whether to allow the spirit to attempt to break free (using the standard rules on p.105) outside the normal circumstances of play.