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
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.