Please note, none of this is official until Catalyst releases an FAQ or Errata.
Questions & Answers
How exactly does the Distinctive Style Quality work?
The cost is listed as: 5 to 35 BP. Is that 5BP per level? I'm further confused because it then goes on to say that the quality gives a +3 die pool modifier and that you can take the quality multiple times but the max modifier is +6 - which implies that the quality can only be taken twice.
Is the +3 a typo and supposed to be a +1?
Synner
It can be taken multiple times for different features, each time providing a bonus of 5 BP. However, each time the Negative quality is taken, and approved by the gamemaster, anyone trying to locate and identify the character gets a +3. There is a typo in this writeup but its the bonus provided to people hunting you which should cap at +9. While you can take the Distinctive Style Negative quality up to 7 times (for 35 BP), the maximum bonus someone searching for you can benefit should be +9 (meaning that beyond a certain point—the third time the Quality is taken—being even more distinctive provides no additional bonuses to potential trackers.)
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What contact ratings do group and online contacts get as a basis? How would, for instance, ShadowSea's and the Choson Ring's rating look like, could you give us an example?
the_dunner:
In my notes, I had the following:
ShadowSEA
Connection: 2(11) (Base 2 + Membership 6 + Area 2 + Matrix 1)
Komun’go Ring
Connection: 4(11) (Base 4+ Membership 4 + Area 2 + Magic 1)
Of course, these values are somewhat subjective -- which is probably why they were omitted. You may feel that the group's area of influence, base connection, or membership varies a bit. With larger groups, you won't necessarily have a connection with the entire membership. (As a RL example of a virtual contact, some DS members might have a connection with other members in the SR forum, but not in the "Welcome to the Shadows" forum.)
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Infected and Metavariants: are those costs on top of or inplace of the Race BP cost?
Synner
This is clearly noted in the intro sections of each "Creating a XXXXX" entry.
Runner's Companion takes two distinct approaches to the various character options available:
* "Racial" options (including metavariants, the sapient species, shifters, AIs and Free spirits) taht are "exclusive" have a racial BP cost that replaces the typical metatype BP cost at CharGen.
* "Changed" options (including Infected, changelings, drakes) are treated as Qualities, since they are cumulative with different metatype choices. They are bought independently of the metatype BP cost (meaning a changeling character pays to be an Ork and then pays for the appropriate level of SURGE). As noted in the text, exceptionally, such qualities do not count towards your 35 BP limit.
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If one takes Surge Qualities, does one get those Metagenic Qualities required by the Surge Quality Free? Or are they in addition, and the Surge Quality just enables you to take that many?
Synner
Buying one of the three levels of the SURGE quality (5 to 15 BPs) enables you to spend the additional BPs values listed on Positive and Negative Metagenetic qualities (and those alone). Note that gamemasters may reserve the right to assign your Negative Metagenetic quality BPs themselves to ensure balance.
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I notice that several of the Infected and all the shape shifters have a Vulnerability weakness, that doesn't seem to appear in the BBB though, any idea what book I should look for it in.
Ancient History
Looks like we might have lost a Weakness in editing! Treat it as a Severe Allergy for the time being.
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Hmmm would I be right in assuming buying the magician quality for a race/option/etc with a natural magic points doesn't get another free?
Ancient History
No, buying the Magician/Adept/Mystic Adept, etc. quality doesn't net you another Magic point for free. On the other hand, you can now initiate which is a good thing.
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The survival tips section introductory fiction on page 20, fifth paragraph last sentence seems to just stop in mid-sentence.
the_dunner
That's on me. I've just double checked the original word document, and I apparently never finished the sentence, and never noticed it.
The missing words are "their stun batons."
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Hey Devs or Freelancers where is:
Disease Carrier detailed for point costs and descriptions?
Synner
Disease Carrier was accidentally cut during editing and was a new mundane Negative quality that gave the character a chronic contagious disease. I'll post it to DSF later and it will be included in future Errata.
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Arcane Arrester: Does the original Force or adjusted Force determine the Raw Hit limit for spells?
Synner
My ruling on this is that it the adjusted Force should limit hits as normal, however, the ambiguity of the writeup allows gamemasters to rule the other way if they want Arcane Arrester to be less powerful.
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Infected Characters: Am I correct in assuming that since (IC) HMHVV-I can create magical aptitude in characters where none existed before and the Infected are Awakened, the player (OOC) can buy the Magician/Adept/Mystical Adept Qualities when the character gets Infected, even if Latent Awakening wasn't bought at character creation ?
Ancient History
No. Unless specifically stated, the character does not gain or can buy those Qualities just from being Infected.
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Similar question for latent Drakes: if a character is such, since drakes are Awakened, can the player buy Magician/Adept/Mystical Adept when the dracoform manifests, even if he didn't buy Latent Awakening at character creation ?
Ancient History
Also no, see above except with "touched by a Dragon (pun intended)" instead of "Infected".
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From reading the Infected chapter, I am left with the strong impression that the Infection Power, effectively, is nothing more than the HMHVV-I character sharing her blood fluids with the subject when it hits 0 Essence. Therefore, I wonder, is the actual presence of the Infected really necessary to "turn" someone, or a sample of Infected blood, or a purified sample of the virus suffices, if it's administed to a character before or just after it hits 0 Essence by whatever means ?
Ancient History
You need the Infection power to create HMHVV-I strain characters, as it requires a specific test to pass along the infection. Further details on the infection process may be forthcoming in the critters book some time down the line.
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Following the same line of reasoning, is it possible for a 0.1+ Essence character to come in contact with HMHVV-I virus and become a carrier, and transform to a vampire or nosferatu if and when the character is drained to 0 Essence by whatever means, even much more later (from days to years) ?
Ancient History
No. Read the Carrier Negative Quality again; only one of the Infected with the Infection power can become a carrier for an HMHVV-I strain.
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I've found an inconsistency. On p. 61 it says
Studies suggest
that HMHVV-positive individuals must consume
at least 1 percent of their body weight of appropriate
biomaterial each week or begin to suffer the
effects of malnutrition.
but on p. 78 it says
All Infected have a dietary requirement (p. 290, SR4); failure
to meet this dietary requirement (5% of their body weight per
week) results in slow starvation.
For an Infected of 80 kg, 0.8 kg of metahuman blood or flesh per week most definitely are not 4 kg. True, in most cases, it is going to be abstracted as part of the character's lifestyle, as per the Infected Lifestyle rule, but still, given the origin of the food, it's not trivial. Are the studies quoted on p. 61 uncorrect ?
Ancient History
In-character information always has the possibility of being incorrect or misleading. The rules on Dietary Requirement are correct.
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Why does the cost of being a Changeling count against the 35 points of positive qualities allow at character generation when no other racial package counts against that same restriction?
Synner
Mainly for game balance and to ensure some level of rarity. Unlike many of the other "racial" options that have their own built-in restrictions, changeling abilities overlap and complement many augmentations and magical abilities, and designing changelings could potentially degenerate into an exercise in tweaking. While the extra cost won't stop this it will make it less appealing to anyone just looking for benefits (particularly for the more extreme SURGE options) since it will cut into your "Quality budget".
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Arcane Arrester: Under the ruling that the adjusted Force is the limit on the caster's hits regarding that character:
1) Does Arcane Arrester adjust spells that do not affect the character, but they must still resist, such as Invisibility?
2) In the case of Indirect Combat spells, is the Force adjusted as the spell is cast, lowering the Raw Hits limit before the Defense roll, or after the subject is hit, reducing possible increases to damage from Net Hits, but not the chance of being hit?
Synner
1) It is a innante and uncontrollable ability which affects all magic effects against the character including stuff like Invisibility and Heal.
2)The latter. I've already noted this one for a FAQ reply.
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Where is Warezhouse 24?
Synner
Warezhouse 24 is missing because it was a late addition intended to complement the material on the Cracker Underground in Unwired and not part of John Dunn's initial writeups.
Warezhouse 24 would be Connection: 3(13) (Base 3 + Membership 2 + Area 1 + Matrix 2) - I've made the Area of Influence limited to the Warezhouse 24 base of operations node hence only Area 1, however, were one to use the Warezhouse to recruit talent or hire botnets Area might even be considered global. As a rule of thumb the Area of Influence of a Virtual Contact should be in line with the group's actual function and effective ability to implement its agenda. This stat should be discussed with the gamemaster when taking a Virtual Contact.