I was a proofreader on Running Wild, but unfortunately most of it was done while I had most of my vacation.
But now I know how big a job the proofreaders do, and has experienced that mistakes do slip past even the best eyes.
But here is what I've found since I got my own copy of the finished book:
Anything in RED is either the text to be corrected or the correted text. Hope it makes sense.
Running Wild errata:
Global: "Infected" does not always have to have a capital I. It's OK when you talk about "The Infected", but not OK when you write (quote page 57) "HMHVV has Infected, worldwide, hundreds of thousands of individuals from six sapient species". Search for all "Infected" and check if they should be capitalized.
Global: Decide how the Fragile weakness should be written:
In the mundane animals chapter it is written:
Weaknesses: Fragile 2
In the Paranormal Animals chapter it is written:
Weaknesses: Fragile (2)
So either remove the parenthesis "()", or use them every time.
Global: The Smiling Bandit has apparently chanced his handle from "The Smiling Bandit" to "Smiling Bandit", however the following references have not been changed:
page 185, Technolution, Header:
Replace:
Posted by The Smiling Bandit
With:
Posted by Smiling Bandit
page 185, Feral AI in Paris Métro Network?, Header:
Replace:
// upload Uniformat text file :: user The Smiling Bandit//
With:
// upload Uniformat text file :: user Smiling Bandit//
Page 186, Feral AI in Paris Métro Network?, paragraph 3:
Replace:
// End Uniformat text file :: user The Smiling Bandit//
With:
// End Uniformat text file :: user Smiling Bandit//
Page 187, Feral AI in Paris Métro Network?, paragraph 21:
Replace:
// copy-paste JackP Inbox :: user The Smiling Bandit :: 3/25/72 //
From: Dr. Kristine Martin [KAM]
To: The Smiling Bandit
Re: Emerged Animals
With:
// copy-paste JackP Inbox :: user Smiling Bandit :: 3/25/72 //
From: Dr. Kristine Martin [KAM]
To: Smiling Bandit
Re: Emerged Animals
Alternatively all the other "Smiling Bandit" should be changed to "The Smiling Bandit" (which I personally would prefer since he has always been "The Smiling Bandit".
Global: Decide what symbol will be used for division. Most places "÷" is used, but some places "/" is used. Especially in the Protosapient Critters chapter (page 198-201).
Page 15, Animal Control, paragraph 10 (comment by Butch), sentence 3:
replace:
You’re more likely to find a top secret animal genetics lab in the heart of Redmond/Seattle than in the Congo.
With:
You’re more likely to find a top secret animal genetics lab in the heart of Redmond/Seattle than in Congo.
Page 24, Sapience, paragraph 3, sentence 5:
replace:
(Animal Training, p. 35).
With:
(Animal Training, p. 34).
Page 25, Emergent Critters, paragraph 2, sentence 2:
Replace:
Complete information about Emergent critters can be found on p. 189.
With:
Complete information about Emergent critters can be found on p. 183.
Page 26, Critter Augmentations, paragraph 2:
Replace:
minimally invasive implants.
With:
minimally invasive implants.
Page 28, Example Warform (side-box), sentence 1:
Replace:
apply Attri-bute Enhancement (Body), Attribute Enhancement (Agility), Attribute Enhance-ment (Reaction)
With:
apply Attribute Enhancement (Body), Attribute Enhancement (Agility), Attribute Enhancement (Reaction)
Page 28, Chimeric Critters, paragraph 2, sentence 5:
Replace:
Because each Chimeric is a unique strain, all bioware must be cultured before implantation. This increases the cost of bioware implants, but Chimerics do not receive the standard Essence reductions for cultured bioware.
With:
[There are no rules for making "normal" bioware "cultured", and thus no way to increase to cost of such bioware. Also there is no rules for reducing Essence cost of "normal" bioware turned into "cultured". In effect the paragraph is just confusing and should be deleted.]
Page 29, Rigging Biodrones, paragraph 2:
Insert an extra line-break before the "Sensor Suites"
Page 30, Hunter Seekers (Warform), Powers:
Replace:
Enhanced Senses (Low-Light Vision, Scent)
With:
Enhanced Senses (Low-Light Vision, Smell)
[For consistency with other critters]
Page 30, Kamikaze, Powers:
Replace:
Powers: Natural Weapon (Bite: 1P, AP—)
With:
Powers: Natural Weapon (Bite: 1P, AP 0)
Page 31, Patroller (Warform), Cyberware:
Replace:
Commlink (DR: 6)
With:
Commlink
Page 31, Razorhound, Weapons:
Replace:
Submachine Gun (DV 5P, AP –, SA/BF, RC 2, 24 ©)
With:
Submachine Gun (DV 5P, AP 0, SA/BF, RC 2, 24 ©)
Page 32, Sensor Swarm VI (Swarm), Cyberware:
Replace:
Commlink (DR 3)
With:
Commlink
Page 32, Smart-Connect (Swarm), Cyberware:
Replace:
Commlink (DR 6)
With:
Commlink
Page 34, animal availability and cost chart
Replace:
Horse* 4* 2,000Â¥ Luxury/250Â¥
With:
Horse* 4 2,000Â¥ Luxury/250Â¥
Page 35, VetTech (Logic), paragraph 1, sentence 5:
Replace:
which can be negated by specializing in treating Awakened animals.
With:
which can be negated by specializing in treating Awakened or Emergent animals.
Page 52, Field Journal [August 18, 2065], paragraph 1, sentence 9:
Replace:
the baby has the rank of her mother (1).
With:
the baby has the rank of her mother.
[As there is no explanation of what the (1) refers to]
Page 55, The Infected (Intro fiction), paragraph 2, sentence 2:
Replace:
There, they sex it up something fierce,
With:
There, they sex it up to something fierce,
Page 57, Aetherpedia Entry: HMHVV Varieties (Sidebar):
Mutaqua is missing from the "HMHVV Ia: Ghilani vrykolakiviridae sanguisuga" entry.
[This could be OK as the Aetherpedia could just not have been updated with this new information]
Page 62, Anomalies and Other Weirdness, paragraph 2, sentence 3:
Replace:
The abat and the amanalahig are variants of the vampire found in the Philippines
With:
The abat and the amalanhig are variants of the vampire found in the Philippines
[At least thats how it's spelled in RC and everywhere else I could reference]
Page 64, Bandersnatch, stats:
Replace:
B A R S C I L W EDG ESS M Init IP
8 3 3 7 1 4 2 4 3 5 3 7 1
With:
B A R S C I L W EDG ESS M Init IP
8 3 3 7 1 3 2 5 3 5 3 7 1
[At least that's how an average Bandersnatch is created according to RC]
Page 65, Banshee, stats:
Replace:
B A R S C I L W EDG ESS M Init IP
3 4 3 3 5 4 3 4 3 2D6–1 3 7 2
With:
B A R S C I L W EDG ESS M Init IP
3 4 3 3 5 4 3 4 3 5 1 7 2
[At least that's how an average Banshee is created according to RC]
Page 66, Dzoo-noo-qua, stats:
Replace:
B A R S C I L W EDG ESS M Init IP
9 2 5 8 1 3 2 4 3 2D6–1 3 8 2
With:
B A R S C I L W EDG ESS M Init IP
9 2 5 8 1 2 2 4 3 5 1 7 2
[At least that's how an average Dzoo-noo-qua is created according to RC]
Page 66, Fomóraig, stats:
Replace:
B A R S C I L W EDG ESS M Init IP
10 2 4 10 1 3 2 4 3 5 3 7 1
With:
B A R S C I L W EDG ESS M Init IP
10 2 4 10 1 2 2 4 3 5 1 6 1
[At least that's how an average Fomóraig is created according to RC]
Page 67, Goblin, stats:
Replace:
B A R S C I L W EDG ESS M Init IP
5 3 4 6 1 4 1 5 3 2D6–1 3 8 2
With:
B A R S C I L W EDG ESS M Init IP
5 3 3 6 1 3 1 6 3 5 1 6 2
[At least that's how an average Goblin is created according to RC]
Page 67, Loup-garou, paragraph 1, sentence 6:
Replace:
save for a peak period of four to six days out of every twenty-eight
With:
save for a peak period of four to six out of every twenty-eight days
Page 67, Loup-garou, stats:
Replace:
B A R S C I L W EDG ESS M Init IP
4 3 3 7 1 4 2 4 2 5 3 7 1
With:
B A R S C I L W EDG ESS M Init IP
4 3 3 7 1 3 2 4 2 5 1 6 1
Page 68, Nosferatu, Stats:
Replace:
B A R S C I L W EDG ESS M Init IP
4 4 4 4 5 5 5 5 3 2D6+5 4 9 2
With:
B A R S C I L W EDG ESS M Init IP
4 4 4 4 5 5 5 5 3 5 1 9 2
[At least that's how an average Nosferatu is created according to RC]
Page 68, Nosferatu, Qualities/Notes:
Replace:
Qualities: Magician
With:
Notes: Most Nosferatu have the Magician quality.
[According to RC a Nosferatu does not have to have the Magician quality.]
Page 68, Nosferatu, Powers:
Replace:
In addition, the maximum Essence that a nosferatu can drain is equal to three times its natural maximum Essence.
With:
In addition, the maximum Essence that a nosferatu can obtain at a time through Essence Drain is equal to 18.
Page 68, HMHVV I (Ghilani vrykolakiviridae), Vector:
Replace:
Vector: Infection power (p. 295, SR4A)
With:
Vector: Infection power (page 212)
[Although the Infection power is described on page 295 of SR4A, it is also described in Running Wild page 212, which is more handy]
Page 68, HMHVV I (Ghilani vrykolakiviridae), paragraph 1, sentence 1:
Replace:
HMHVV I is responsible for the creation of banshees, dzoo-noo-qua, goblins, nosferatu, vampires, and wendigo
With:
HMHVV I is responsible for the creation of banshees, dzoo-noo-qua, goblins, mutaqua, nosferatu, vampires, and wendigo
Page 68, HMHVV I (Ghilani vrykolakiviridae ), paragraph 2, sentence 2:
Replace:
and has an Essence of 1 and Magic of 1 (or retains her own Magic attribute, if higher).
With:
and has an Essence of 5 and Magic of 1 (or retains her own Magic attribute, if higher).
[According to RC all Infected start with an Essence of 5. In any case the character cannot have a Magic higher than Essence unless the character is an initiate, so the sentence should be reworded.]
Page 68, HMHVV II (Ghilani moneriviridae ), paragraph 1, sentence 1:
Replace:
creation of bandersnatchii, fomóraig, and loup-garou
With:
creation of bandersnatchii, fomóraig, gnawers, grendel, harvesters, and loup-garou
Page 76, Known Great Dragons table:
Replace:
Ryumyo Eastern Male Silver/Red Mount Mihara, Japan
With:
Ryumyo Eastern Male Red Mount Mihara, Japan
[According to the drawing in SR4A page 25 Ryumyo is all red]
Page 83, Hydra, Movement:
Replace:
Movement: 10/30 (5/15 and 15/30 swimming for hydra-wyrm)
With:
Movement: 10/30, 5/15 (15/30 swimming) for hydra-wyrm
[Normally only flying/swimming speed is inside parenthesis]
Page 83, Hydra, Skills:
Replace:
Skills: Assensing 6, Astral Combat 6, Perception 6, Swimming 6, Unarmed Combat 6
With:
Skills: Assensing 6, Astral Combat 6, Exotic Ranged Weapon (Elemental Attack) 6, Perception 6, Unarmed Combat 6
Page 83, Hydra, Notes:
Add:
Hydra-wyrms also have the Swimming skill at rating 6.
Page 85, Sea Serpent, Skills:
Replace:
Skills: Assensing 6, Astral Combat 6, Perception 6, Stealth group 6, Swimming 6, Unarmed Combat 6
With:
Skills: Assensing 6, Astral Combat 6, Exotic Ranged Weapon (Elemental Attack) 6, Perception 6, Stealth group 6, Swimming 6, Unarmed Combat 6
Page 85, Wyvern, Skills:
Replace:
Skills: Assensing 6, Astral Combat 6, Dodge 3, Flight 6, Perception 6, Stealth group 6, Unarmed Combat 6
With:
Skills: Assensing 6, Astral Combat 6, Dodge 3, Exotic Ranged Weapon (Elemental Attack) 6, Flight 6, Perception 6, Stealth group 6, Unarmed Combat 6
Page 89, Box Jellyfish, Powers:
Replace:
Powers: Gills, Venom
With:
Powers: Gills, Venom (Man O' War Venom)
Page 90, Great White, Powers:
Replace:
Powers: Enhanced Senses (Smell), Gills, Natural Weapon (Bite: DV 7P, AP 1)
With:
Powers: Enhanced Senses (Smell), Gills, Natural Weapon (Bite: DV 7P, AP -1)
Page 90, Alligator, Komodo Dragon:
Replace:
Komodo Dragon: Venom
With:
Komodo Dragon: Venom (Komodo Dragon Venom)
Page 90, Alligator, Monitor Lizard:
Replace:
Monitor Lizard: Body 2, Strength 2, Venom
With:
Monitor Lizard: Body 2, Strength 2, Venom (Monitor Lizard Venom)
Page 93, Norwegian Rat, Similar Animals:
Replace:
Similar Animals: Chinchilla, Giant Pouch Rat, Guinea Pig, Hedgehog, Marmot, Muskrat
With:
Similar Animals: Chinchilla, Giant Pouch Rat, Hedgehog, Marmot, Muskrat
Page 93, Hamster, Similar Animals:
Replace:
Similar Animals: Degas, Gerbil, Mouse, Naked Mole Rat, Polynesian Rat
With:
Similar Animals: Degas, Gerbil, Guinea Pig, Mouse, Naked Mole Rat, Polynesian Rat
[Having had Guinea Pigs for years, I can assure you the are a lot more like Hamsters than like Norwegian Rats.]
Page 96, Domestic Cat, Powers:
[Are you sure they shouldn't have Natural Weapon. Cats are fierce, and do attack Foxes and similar sized creatures]
Page 96, Anole, Frog:
Replace:
Frog: Gymnastics 3 (Jumping +2), Amphibious
With:
Frog: Gymnastics 3 (Jumping +2)
[There is no Amphibious power]
Page 96, Cockroach, Movement:
[Missing flying speed for the similar animals with the Flight skill]
Page 98, Fire Ant, Similar Animals:
[Missing flying speed for Bee (Wasp)]
Page 98, Spider, Similar Animals:
Replace:
Similar Animals: Black Widow (Brown Recluse, Scorpion): Venom
With:
Similar Animals: Black Widow (Brown Recluse, Scorpion): Venom (Black Widow Venom)
Page 102, Embracer, Habits-paragraph 1, sentence 1:
Replace:
the extinct mountain gorilla (Gorilla beringei)
With:
the extinct mountain gorilla (Gorilla beringei beringei)
[But according to page 7 it's the African Gorilla that is extinct. The African Gorilla is also known as the Western Gorilla (Gorilla gorilla).]
Page 104, Oracle Owl, Habits-paragraph 3, sentence 3:
An oracle owl can live up to 60 years.
[How on earth do they know this? It's only 61 years into the 6th world. Not enough to even estimate the life span of any oracle owls yes.]
Page 112, Aardwolf, Habits-paragraph 2, sentence 3:
Replace:
The skillful use of the concealment ability is clearly crucial the species’ survival.
with:
The skillful use of the concealment ability is clearly crucial to the species’ survival.
Page 117, Lambton Lizard, Habits-Paragraph 3, sentence 2/Movement:
[Despite the following:]
When traveling out of the water, lambton lizards are much slower moving and easily avoided by any metahuman.
[There is no running speed given for the Lambton Lizard.]
Page 118, Lambton Lizard, Skills:
Replace:
Skills: Infiltration 2, Exotic Ranged Weapon 3, Perception 2, Shadowing 3, Swimming 3, Unarmed Combat 3
With:
Skills: Infiltration 2, Exotic Ranged Weapon (Venom spit) 3, Perception 2, Shadowing 3, Swimming 3, Unarmed Combat 3
Page 118, Spitting Pike, Identification, sentence 3:
Replace:
It has a large mouth with 28 small teeth on top and 18 large teeth on the bottom.
With:
It has a large mouth with twenty-eight small teeth on top and eighteen large teeth on the bottom.
Page 118, Spitting Pike, Stats:
Replace:
B A R S C I L W EDG ESS M Init IP
2 5 4 2 2 4 1 2 2 6 4 8 1
with:
B A R S C I L W EDG ESS M Init IP
2 5 4 2 2 4 1 2 2 6 4 8 1
[Non-bold numbers]
Page 118, Spitting Pike, Skills:
Replace:
Skills: Exotic Ranged Weapon 3, Perception 3, Swimming 3, Unarmed Combat 5
With:
Skills: Exotic Ranged Weapon (Corrosive Spit) 3, Perception 3, Swimming 3, Unarmed Combat 5
Page 118, Centaur, Identification, sentence 3:
resembles a primate with long arms ending in three digits and an opposable thumb
[But the drawing on page 119 clearly shows centaurs with 4 digits and a thumb.]
Page 120, Juggernaut, Identification:
Replace:
the common armadillo (Dasypus praegrandis).
With:
the common armadillo (Dasypus novemcinctus).
Page 122, Devilfish, Range:
Replace:
Range: As far north as
With
Range: As far north as
[Range has to be bold]
Page 122, Devilfish, Movement:
[Flying/gliding speed is missing]
Page 122, Devilfish, Skills:
[Since the Devilfish can fly/glide it should also have the Flying skill]
Page 123, Meistersinger, Skills:
Replace:
Skills: Exotic Ranged Weapon 4, Perception 5, Swimming 4, Unarmed Combat 2
With:
Skills: Exotic Ranged Weapon (Breach) 4, Perception 5, Swimming 4, Unarmed Combat 2
Page 126, Storm Dolphin, Skills:
Replace:
Skills: Counterspelling 3, Exotic Ranged Weapon 3, Perception 3, Swimming 2, Unarmed Combat 4
With:
Skills: Counterspelling 3, Exotic Ranged Weapon (Elemental Attack) 3, Perception 3, Swimming 2, Unarmed Combat 4
Page 127, Anwuma Bavole, Skills:
Skills: Exotic Ranged Weapon 3, Flight 3, Infiltration 2, Perception 3, Shadowing 3, Tracking 3, Unarmed Combat 2
With:
Skills: Flight 3, Infiltration 2, Perception 3, Shadowing 3, Tracking 3, Unarmed Combat 2
[There is no power or weapon that need the Exotic Ranged Weapon]
Page 130, Spider-Beast, Habits-paragraph 3, sentence 2:
Replace:
(see below).
With:
(see spider-beast larvae sidebar).
[The sidebar is visually not below the Spider-Beast entry]
Page 131, Ekyelebenle, Skills:
Replace:
Skills: Climbing 5, Counterspelling 4, Exotic Ranged Weapon 4, Perception 4, Unarmed Combat 4
With:
Skills: Climbing 5, Counterspelling 4, Exotic Ranged Weapon (Venom spray) 4, Perception 4, Unarmed Combat 4
Page 131, Ekyelebenle, Powers:
Replace:
Powers: Enhanced Senses (Smell, Thermographic Vision), Immunity (Pathogens, Toxins), Magical Guard (Self ), Natural Weapon (Bite: DV 4P, AP 0), Venom (see below)
With:
Powers: Enhanced Senses (Smell, Thermographic Vision), Immunity (Pathogens, Toxins), Magical Guard (Self ), Natural Weapon (Bite: DV 4P, AP 0), Venom (Ekyelebenle Venom)
[Visually the sidebar isn't below, and usually you just refere to the venom type]
Page 132, Tasmanian Tiger, Identification, sentence 2:
It has a greyhound-like snout, though its ears are rounded like a great cat.
[But the drawing of the Tasmanian Tige shows it with pointed ears]
Page 133, Rockworm, Skills:
Replace:
Skills: Exotic Ranged Weapon 4, Unarmed Combat 3
With:
Skills: Exotic Ranged Weapon (Corrosive Spit) 4, Unarmed Combat 3
Page 136, Gloaming Owl, Habits-paragraph 2, sentence 5:
Replace:
Similarly, gloaming birds instill
With:
Similarly, gloaming owls instill
Page 136, Grandfather Elk, Habits, sentence 4:
As described earlier, the grandfather elk alpha male resembles a stereotypical metahuman grandfather with a moustache and beard.
[What? This hasn't been described before or later in the grandfather elk description. Consider a rewrite]
Page 136, Horned Bear, Habits, sentence 4:
eating carrion, berries, nuts, insects, and even alligator eggs.
[Are there lots of alligator eggs in northern and western America, because there are none in Norway]
Page 138, Humped Horse, Frequency:
Replace:
Frequency: Common
With:
Frequency: Common
[Frequency need to be bold]
Page 140, Basilisk, Habits-paragraph 2, sentence 2:
then shatter the statue with their powerful jaws.
[Despite this the Basilisk on has DV 4S when attacking. Maybe the basilisk should have The Natural Weapon power]
Page 140, Birdman, Identification, sentence 1:
Replace:
weight of up to kilogram.
With:
weight of up # to kilogram.
[Replace # with however many kilograms the birdman should weigh]
Page 141, Birdman, Skills:
Replace:
Skills: Exotic Ranged Weapon 3, Flight 3, Gestalt Consciousness, Perception 3, Unarmed Combat 1
With:
Skills: Flight 3, Gestalt Consciousness, Perception 3, Unarmed Combat 1
[The birdman has no attack or power that needs the Exotic Ranged Weapon skill]
Page 143, Fenrir Wolf, Powers:
Replace:
Powers: Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Magical Guard (Self ), Natural Weapon (Claws/Bite: DV 6P, AP 1)
With:
Powers: Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Magical Guard (Self ), Natural Weapon (Claws/Bite: DV 6P, AP -1)
Page 147, Novapossum, Skills:
Replace:
Skills: Infiltration 3, Intimidation 2, Exotic Ranged Weapon 2, Perception 1, Unarmed Combat 2
With:
Skills: Infiltration 3, Intimidation 2, Exotic Ranged Weapon (Corrosive Spit) 2, Perception 1, Unarmed Combat 2
Page 149, Pixie, Range and Habits-paragraph 1, sentence 1 and Habits-paragraph 3, sentence 1:
[These three sentences does not agree]
Range: Major population centers in the United Kingdom, TÃr na nÓg, and Portland, TÃr Tairngire
Habits: Pixies are extraordinarily rare, present only in the wilds of the British Isles and some locations in Western Europe.
A few groups have succeeded in creating a recognized selfgoverning community, such as France’s Brocéliande Forest in 2066.
Page 155, Jauchekafer, Movement:
Movement: 4/8 (flight)
[The jauchekafer also need normal movement speed]
Page 163, Blood Dog, Modifier/Notes:
Replace:
Modifier: Reach -1
With:
Notes: -1 Reach
Page 163, Blood Dog, Powers:
Replace:
Powers: Enhanced Senses (Smell), Fragile 1, Natural Weapon (Fangs: DV 2P, AP 0, –1 Reach)
With:
Powers: Enhanced Senses (Smell), Fragile 1, Natural Weapon (Fangs: DV 2P, AP 0)
[Otherwise the blood dog will end up with -2 Reach]
Page 163, Blood Dog, Similar Animals:
Replace:
Similar Animals: Blood Dog (Wolf Variant): Strength 4, Intimidation 2, Unarmed Combat 4, Natural Weapon (Fangs: DV 3P, AP 0, –1 Reach)
With:
Similar Animals: Blood Dog (Wolf Variant): Strength 4, Intimidation 2, Unarmed Combat 4, Natural Weapon (Fangs: DV 3P, AP 0)
[Otherwise the Wolf variant will end up with -2 Reach]
Page 163, Chalico, Powers/Notes:
Replace:
Powers: Natural Weapon (Claws: DV 4P, AP 0, +1 Reach)
With:
Powers: Natural Weapon (Claws: DV 4P, AP 0)
Notes: +1 Reach
[That's how it is done in all other chapters]
Page 164, Hellcow, Skills:
Replace:
Skills: Exotic Ranged Weapon 2, Perception 2, Running 2, Unarmed Combat 4
With:
Skills: Exotic Ranged Weapon (Corrosive Spit) 2, Perception 2, Running 2, Unarmed Combat 4
Page 165, Neogargoyle, Identification:
Replace:
Identification: The neogargoyle is a mutant bat averaging 250 centimeters tall with grey, crusty skin and weighing around 2 kilograms.
With:
Identification: The neogargoyle is a mutant bat averaging 25 centimeters tall with grey, crusty skin and weighing around 2 kilograms.
Page 165, Neogargoyle, Stats:
R 2, I 3, Init 6
[This does not add up, either incraese R or I, or decrease Init]
Page 166, Borax Burro, Skills:
Replace:
Skills: Athletics skill group, Exotic Ranged Weapon 2, Perception 2, Running 3, Unarmed Combat 2
With:
Skills: Athletics skill group, Exotic Ranged Weapon (Corrosive Spit) 2, Perception 2, Running 3, Unarmed Combat 2
[The Athletic skill group also need a rating, I would assume 2]
Page 166, Borax Burro, Powers:
Replace:
Powers: Corrosive Saliva, Devouring, Natural Weapon (Bite: DV 3P, AP 0)
With:
Powers: Corrosive Spit, Devouring, Natural Weapon (Bite: DV 3P, AP 0)
or:
Powers: Corrosive Saliva (Treat as Corrosive Spit), Devouring, Natural Weapon (Bite: DV 3P, AP 0)
Page 166, Sea Leech, Range:
Replace:
Range: From the San Francisco Bay to as far south as San Diego; the waters off South Africa
With:
Range: From the San Francisco Bay to as far south as San Diego; the waters off South Africa
[Range needs to be bold]
Page 167, Twisted Stymphalian, Identification:
Replace:
Identification: The twisted stymphalian is differentiated from a normal stymphalian (p. 158) by its bald head, which is tinged with a dark red color.
With:
Identification: The twisted stymphalian is differentiated from a normal stymphalian (p. 159) by its bald head, which is tinged with a dark red color.
Page 167, Twisted Stymphalian, Skills:
Replace:
Skills: Exotic Ranged Weapon 3, Flight 2, Infiltration 1, Perception 3, Running 1, Unarmed Combat 3
With:
Skills: Exotic Ranged Weapon (Arrow Feather) 3, Flight 2, Infiltration 1, Perception 3, Running 1, Unarmed Combat 3
Page 167, Twisted Stymphalian, Powers/Notes:
Replace:
Powers: Anaphylaxis, Enhanced Senses (Smell), Natural Weapon (Bite: DV 3P, AP 0, +1 Reach), Natural Ranged Weapon (Arrow Feather: DV 3P, AP 0), Noxious Breath, Pestilence
With:
Powers: Anaphylaxis, Enhanced Senses (Smell), Natural Weapon (Bite: DV 3P, AP 0), Natural Ranged Weapon (Arrow Feather: DV 3P, AP 0), Noxious Breath, Pestilence
Notes: +1 Reach
Page 172, Ghost, paragraph 5:
[Inset line-break before comments by Haze]
Page 176, Crone, Powers:
Replace:
Powers: Accident, Astral Form, Banishing Resistance, Compulsion, Enhanced Senses (Smell), Innate Spell (Agony), Innate Spell (Bugs or Swarm), Fear, Fey Glamour, Materialization, Sapience, Shadow Cloak, Vanishing
With:
Powers: Accident, Astral Form, Banishing Resistance, Compulsion, Enhanced Senses (Smell), Innate Spell (Agony and Bugs or Swarm), Fear, Fey Glamour, Materialization, Sapience, Shadow Cloak, Vanishing
Page 176, Frost, Powers:
Replace:
Powers: Accident, Astral Form, Banishing Resistance, Energy Aura (Cold), Immunity (Cold), Innate Spell (Ice), Innate Spell (Ice Sheet), Innate Spell (Blizzard), Innate Spell (Ice Wall), Magical Guard (Self Only), Materialization, Movement, Sapience, Vanishing
With:
Powers: Accident, Astral Form, Banishing Resistance, Energy Aura (Cold), Immunity (Cold), Innate Spell (Ice, Ice Sheet, Blizzard, Ice Wall), Magical Guard (Self Only), Materialization, Movement, Sapience, Vanishing
Pager 176, Kappa, Powers:
Replace:
Powers: Astral Form, Banishing Resistance, Concealment, Confusion, Elemental Attack (Water) Engulf (Water), Fey Glamour, Materialization, Movement, Sapience, Search, Vanishing
With:
Powers: Astral Form, Banishing Resistance, Concealment, Confusion, Elemental Attack (Water), Engulf (Water), Fey Glamour, Materialization, Movement, Sapience, Search, Vanishing
Page 177, Knocker, Stats:
Replace:
B A R S C I L W EDG ESS M Init IP
F+4 F F F+3 F F F F F F F (Fx2)+2 2
With:
B A R S C I L W EDG ESS M Init IP
F+4 F F F+3 F F F F F F F Fx2 2
Page 176, The Wild Hunt, Astral Initiative:
Replace:
Astral Initiative/IP: 12, 3
With:
Astral Initiative/IP: 12, 3 (Hounds, Steeds and Huntsmen), 18, 3 (Great Huntsman)
Page 176, The Wild Hunt, Skills:
[The skills entry are confusing and should be broken up like the Powers, with common skills and skills only available to individuals, like the following:
Skills: Assensing 6, Astral Combat 6, Dodge 6, Flight 6, Perception 6, Unarmed Combat 6
Hounds: Tracking 6
Steeds: Exotic Ranged Weapon (Elemental Attack) 6
Huntsmen: Archery 6, Blades 9
Great Huntsman: Blades 9, Counterspelling 9, Exotic Ranged Weapon (Elemental Attack) 6, Spellcasting 9
[In addition: Why does the Huntsmen and the Great Huntsman have the Blades skill, when they have no bladed weapon to use it on? Why doesn't the Hound have any natural weapon power? Can they really only do DV 3S?]
Page 179, Grim Reapers, Powers:
[The Energy Drain (Karma, Moment of Death) entry needs to be explained better, as it stands it's confusing and does not fit with the Energy Drain power description. What does Moment of Death mean exactly? Can the Grim Reaper only drain one point of karma at the moment you die? In that case it really doesn't matter since you died as well and don't need your karma any longer]
Page 180, Brocken Bow, Powers:
[The Energy Drain (Essence, Touch, Physical Damage) entry needs to be explained better, as it stands it's confusing and does not fit with the Energy Drain power description. What doesPhysical Damage mean exactly? Does the Energy Drain also cause Physical Damage or can the Broken Bow only drain Essence if you also take physical damage (which the Brocken Bow can't deal)?]
Page 180, Nomad, Powers:
[The Energy Drain (Karma, Host, Stun Damage) entry needs to be explained better, as it stands it's confusing and does not fit with the Energy Drain power description. What does Host and Stun Damage mean exactly? Does the Energy Drain also cause Stun Damage or can the Nomad only drain Karma if you also take stun damage, or can it only drain Karma when you deal stun damage?]
Page 180, Snatcher, Stats:
Replace:
B A R S C I L W EDG ESS M Init IP
F+2 F+1 F F+2 F F F F F F F (Fx2) 2
With:
B A R S C I L W EDG ESS M Init IP
- - - - F F F F F F F - -
[The Snatcher can not Materialize and does not have any physical stats. Only it's Force is added to the possessed victims physical stats.]
Page 180, Snatcher, Powers:
[The Energy Drain (Karma, Attacked Victim, Stun Damage) entry needs to be explained better, as it stands it's confusing and does not fit with the Energy Drain power description. What does Stun Damage mean exactly? Does the Energy Drain also cause Stun Damage or can the Snatcher only drain Karma if the victim also take stun damage?]
Page 182, Man-of-the-woods, Powers:
Replace:
Powers: Accident (Domain), Banishing Resistance, Concealment (Domain), Confusion, (Domain), Engulf, Fear (Domain), Guard, Magical Guard, Materialization, Movement, Personal Domain, Sapience, Silence
With:
Powers: Accident (Domain), Banishing Resistance, Concealment (Domain), Confusion (Domain), Engulf, Fear (Domain), Guard, Magical Guard, Materialization, Movement, Personal Domain, Sapience, Silence
Page 182, Silap Inua, Skills:
Replace:
Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon, Flight, Perception, Unarmed Combat
With:
Skills: Assensing, Astral Combat, Dodge, Exotic Ranged Weapon (Elemental Attack), Flight, Perception, Unarmed Combat
Page 189, Tehcnocritter Game Information, Headline:
Replace:
Technocritter Game Information
With:
Game Information
[Also correct the size of the font]
Critter Power Chapter, Global:
Replace:
Spirit
With:
Creature
[That way powers which was developed for a spirit, will be usable by any new creatures. In addition the Meistersinger already has the Mind Link power (page 213), but in the power description it talk about spirits communicating together]
Page 206, Gestalt Consciousness:
Replace:
See Swarms (p. 25)
With:
See Swarms and Mischiefs (p. 25)
Page 206, Pestilence:
Replace:
Type: P • Action: Auto • Range: Touch • Duration: Instant
With:
Type: P • Action: Auto • Range: Touch • Duration: Always
Page 207, Substance Extrusion—Skunk Fluid:
Replace:
A potent and nauseating liquid, skunk fluid is an irritant that affects the skin, eyes, and mucus membranes. In addition to the basic effects, creatures struck by skunk fluid will carry the odor with them for (Body) weeks. Enzymes can be used to diminish the scent reducing the time from (Body) weeks to (Body) hours. (50 nuyen per use).
Vector: Contact/Inhalation
Speed: Immediate
Penetration: 0
Power: 6
Effect: Disorientation, Stun Damage, Nausea
With:
A potent and nauseating liquid, skunk fluid is an irritant that affects the skin, eyes, and mucus membranes. Treat it as a toxin with the following attributes: Vector: Contact/Inhalation, Speed: Immediate, Penetration: 0, Power: 6, Effect: Disorientation, Stun Damage, Nausea. In addition to the basic effects, creatures struck by skunk fluid will carry the odor with them for (Body) weeks. Enzymes can be used to diminish the scent reducing the time from (Body) weeks to (Body) hours. (50 nuyen per use).
Page 208, Venom:
Replace:
Type: P • Action: Auto • Range: Touch • Duration: Instant
With:
Type: P • Action: Auto • Range: Touch • Duration: Always
Page 208, Animal Control:
Correct the font of the "(Paranormal)"
Page 208, Astral Form:
Correct the font of the "(Paranormal)"
Page 208, Aura Masking:
Replace:
Type: M • Action: Auto • Range: Self • Duration: Sustained
With:
Type: M • Action: Auto • Range: Self • Duration: Always
or:
Type: M • Action: XXX • Range: Self • Duration: Sustained
[Where XXX is Free, Simple or Complex]
Page 209, Corrosive Secretion, sentence 1:
Replace:
with a rating equal to the critter’s Essence
With:
with a rating equal to the critter’s Magic
[All other powers in SR4 are based on Magic, so this look like a holdover from SR3]
Page 210, Dragonspeech:
Replace:
Type: M • Action: Auto • Range: LOS • Duration: Instant
With:
Type: M • Action: Auto • Range: LOS • Duration: Always
Page 210, Energy Drain:
If a critter’s Magic is reduced to 0, it dies.
[Why is there a difference between a PC critter (PC Vampire) and a NPC critter (NPC Vampire)? The rules should be the same as the ones in Runners Companion]
Page 211, Engulf, paragraph 3, sentence 3:
Replace:
Make an Opposed Test. rolling the victim’s Strength + Body against the critter’s Magic + Body.
With:
Make an Opposed Test, rolling the victim’s Strength + Body against the critter’s Magic + Body.
Page 211, Essence Drain, paragraph 2, sentence 4:
Replace:
The emotions must he strong
With:
The emotions must be strong
Page 212, Infection:
Replace:
Type: P • Action: Auto • Range: Touch • Duration: Permanent
With:
Type: P • Action: Auto • Range: Touch • Duration: Always
Page 212, Infection, paragraph 2, sentence 1:
Player characters transformed through the Infection power automatically become NPCs upon their “death� and are controlled by the gamemaster from that point forward.
[This does not fit with the rules from The Infected chapter (pages 64-68) and Runner's Companion]
Page 213, Magical Guard:
Replace:
Type: M • Action: Free • Range: LOS • Duration: Instant
With:
Type: M • Action: Free • Range: LOS • Duration: Sustained
Page 214, Personal Domain:
Replace:
Type: M • Action: Auto • Range: LOS • Duration: Permanent
With:
Type: M • Action: Auto • Range: LOS • Duration: Always
Page 215, Storm:
Replace:
Type: P • Action: Complex • Range: Special • Duration: Special
With:
Type: P • Action: Complex • Range: Special • Duration: Sustained
[Or describe how long "Special" is]
Page 216, Anthropomorphism:
Replace:
the critter must succeed in Threading (3) Success
With:
the critter must succeed in a Threading (3) Success
Page 218, Technovantage:
Replace:
If the Echo’s effect is based is based on the technomancer’s submersion grade treat those as if the technocritter had a submersion grade of Resonance/2.
With:
If the Echo’s effect is based on the technomancer’s submersion grade treat those as if the technocritter had a submersion grade of Resonance ÷ 2.
Page 219, Dietary Requirement:
Correct the font used on "(Paranormal)".
Page 219, Essence Loss:
Correct the font used on "(Paranormal)".
Page 223, Powers:
Replace:
Accident, 209
Adaptive Coloration, 209
Anaphylaxis, 209
Animal Control, 209
Astral Form, 209
Aura Masking, 209
Banishing Resistance, 209
Gremlins, 216
With:
Accident, 208
Adaptive Coloration, 208
Anaphylaxis, 208
Animal Control, 208
Astral Form, 208
Aura Masking, 208
Banishing Resistance, 208
Gremlins, 217
Page 223, Weaknesses:
Replace:
Allergy, 218
With:
Allergy, 219