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Serbitar
I started to add a change history, so here are the changes.
Maybe somebody can look for serious flaws and problems. Especially with my new ruling for Cyberlimbs. With the simple damage resistance rule, they should be much better and offer additional style.
  • changed maximum number of rolls for skilltests to skill+1
  • skipped magical drain healing rules, they are now RAW
  • skipped spirits on away missions rule, as it is now RAW
  • skipped changes to ammunition (except stickNshock), as RAW ammunition was changed
  • added alternative rigging attribute table
  • changed the area attack rules from the FAQ
  • skipped the area rule for direct combat spells, at it is now RAW
  • added +1 to all cyberlimb base attributes, added damage resistance
  • technomancer threading slightly for balancing reasons
  • deleted ``2x maximum cap'', further unified skill and attribute caps
  • added rules for cyberware/bioware compatibility
SHP v1.9

For 1.10 I want to attack mage creation rules to get a little more out of aspected magicians.
The idea is to make the mage edge much more expensive and throw magic 3 in from start. The aspected magicians edge will be much cheaper.
Knack stuff and latent awakening will then make sense again.
JongWK
You might want to update your sig. nyahnyah.gif
Konsaki
SHP v1.9 Errata

Table 1 - Karma cost to raise attribute from 1 to 2 should read 10 Karma.
Serbitar
Ah thanks. Corrected. Seems like I had only uploaded my "pre error searching" version. Right one should be up now.
SCARed
QUOTE (Serbitar)
[*]skipped the area rule for direct combat spells, at it is now RAW

maybe you want to add an in- before the direct ...

otherwise i just scanned through the rules. well done as usual!
Serbitar
ah true, boosting direct combat spells would be a little silly
Matsu Kurisu
Thanks for yet another great job. We are assessing at the moment and will probably implement a lot of your suggestions in our current game

fLaSh!!
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