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Shadowrun 5 Errata

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Marvingy

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« Reply #150 on: <08-14-13/0050:36> »
Don't know if it's been mentioned yet but...

Page 309 (Adepts)
Critical Strike
(Skill)
Cost: 0.5 PP
This power improves a specific melee skill: either
Unarmed Combat, Clubs, Blades, Astral Combat, or a
particular Exotic Melee weapon skill. The specific skill
is chosen when you buy the power. Increase the DV of
your attacks with the selected skill by 1. Critical Strike
is compatible with weapons and other adept powers.
The power may be selected multiple times, each time
for a different melee skill.

(emphasis mine)

Page 117 (Character Archtypes, Brawling Adept)
Adept Powers: Critical Strike (Unarmed Combat) (2, 1 PP)

Are we allowed to purchase Critical Strikes multiple times for the same melee skill, or only once per melee skill?

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All4BigGuns

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« Reply #151 on: <08-14-13/0052:10> »
It has, and that is a major point of contention.
(SR5) Homebrew Archetypes

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Teknodragon

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« Reply #152 on: <08-14-13/0332:17> »
p. 460, Basic Bioware table. Bone density's price listed as Raxing x 5,000. The price itself may be in error, in addition to the typo.
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ZeConster

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« Reply #153 on: <08-14-13/0900:34> »
Don't know if it's been mentioned yet but...

Page 309 (Adepts)
Critical Strike (Skill)
Cost: 0.5 PP
This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers. The power may be selected multiple times, each time for a different melee skill. (emphasis mine)

Page 117 (Character Archtypes, Brawling Adept)
Adept Powers: Critical Strike (Unarmed Combat) (2, 1 PP)

Are we allowed to purchase Critical Strikes multiple times for the same melee skill, or only once per melee skill?
It has, and that is a major point of contention.
It's controversial, but the official word is that they nerfed Critical Strike at a point during the development process after the archetypes were made (and the archetypes have more mistakes in them: the Street Samurai is more than 200k over budget while others have over 10k unspent, some have R7 or R8 bows which apparently break the R6 limit, one has an R5 fake SIN which breaks the Availability limit, to name a few).
You may only take Critical Strike once per melee skill.

ZeConster

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« Reply #154 on: <08-14-13/1043:14> »
Q: Adrenaline Boost is a Free Action and makes you eat drain the next turn. No limit in use is mentioned. Can you use it in multiple Action Phases in the same Combat Turn? If so, does the drain stack up in one massive drain check, or will it be several independent drain checks?
Barring errata, you can use it every Initiative Pass. You'd take the Drain from each use separately.
This seems like it should be errata'd: if you take Drain seperately, someone could take Adrenaline Boost 5, and add +10 to their Initiative score during their 'last' IP as often as they'd feel comfortable with, getting a ridiculous amount of IPs with very little risk of death (assuming that if you take an odd amount of Stun damage when your Stun track is full, the remaining 1 Stun damage doesn't remain to stack with any further Stun damage you may take, so if you take 3 Stun damage twice, it only becomes 2 Physical damage, not 3). As an example, an otherwise uninjured Troll with 9 Body and 5 Willpower (Stun Track 11, Physical Track 13, 9 Physical Overflow) who does this 25 times would have about a 98.58% of passing out, but only 0.011% of taking 1+ Physical Overflow, and a chance of less than 1 in a trillion of actually dying, because he resists 5 Drain 25 times instead of 125 Drain once.

Kincaid

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« Reply #155 on: <08-14-13/2246:26> »
In the example for Remove Mark, the IC (not the host) has a rating.
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Michael Chandra

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« Reply #156 on: <08-15-13/0620:49> »
Sample characters: Big list of errors located here. (With potential fixes for GMs and Missions players.)

On top of that the Ares Predator V (and potentially other weapons too) is wrongly statted on 3 characters:
- Covert Ops Specialist (p113) at 7P, AP -4.
- Drone Rigger (p124) at 7P, AP -1.
- Smuggler (p125) at 7P, AP -4.

Furthermore, the Covert Ops Specialist has a contact with 8 points in it. All other contacts are set right.
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Shade

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« Reply #157 on: <08-15-13/2042:40> »
Page 242, Spoof Command:

The text indicates that you can only spoof an OWNER'S identity, making this relatively useless against any megacorporate target(as the corp's property has the corp, not the employee, as the owner). I do not believe this was the intent. How about replacing: You spoof a device’s owner’s identity, with You spoof a user's identity and You need one mark on the icon you are imitating; you do not need a mark on the target. with You need one mark on the icon you are imitating; you do not need a mark on the target. The icon you are imitating must have enough marks on the target to perform the action you are spoofing, as listed in Control Device.

Picesxiii

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« Reply #158 on: <08-18-13/1420:59> »
Bone Lacing Pg 454 reads "It gives you extra Body for resisting physical damage" and in the table it list Body Boost to me this reads as extra body. If you look at Bone density pg 459 however It reads "Your Body attribute is increased by the bone density Rating for the purpose of damage resistance tests." This is a little more specific but still confusing dose it raise your attribute or just give a bonus to Damage resist test? is there a difference between the two (other than the costs and lacing gives armor)? If not why get Bone density over lacing?

Michael Chandra

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« Reply #159 on: <08-18-13/1530:17> »
That does need errata for clarifying it only raises Body for damage resistance tests. Also: physical damage would exclude stun damage.


(The reason it adds to your Body is that the Body part of damage resistance cannot be nullified by Armor Piercing, whereas the Armor part can be nullified. If you have 8+2 +9 and get hit by AP -11, or get caught unarmed, you'd still roll 8+2 dice. If you make a topic on it in the Rules forum I can clarify some more for you.)
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Kincaid

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« Reply #160 on: <08-19-13/1708:04> »
The availability of the Internal Air Tank (p. 456) is Rating.  This means a rating 1 air tank is more accessible than the ubiquitous datajack.  Was a multiplier dropped from the table?
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Michael Chandra

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« Reply #161 on: <08-21-13/1704:55> »
p303: Spirits of Air have Running, not Flight, whereas Spirits of Fire have Flight instead of Running.
« Last Edit: <08-21-13/1834:58> by Michael Chandra »
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Xenon

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« Reply #162 on: <08-21-13/1804:53> »
(Thought all spirits could move in any direction, independent of gravity... The error here is more likely that Fire should have Running instead of Flight)

Michael Chandra

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« Reply #163 on: <08-21-13/1835:48> »
(Good point. Maybe they both should have Running and use it as both normal Running and Flight.)
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Xenon

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« Reply #164 on: <08-23-13/0526:58> »
SR5 does not mention a lower essence limit and what happens if you ever reach 0.00 essence (or if 0.00 even is a limit in SR5; don't actually think SR5 explicit state it is not OK to have a negative essence rating).

(Shadowrun Fifth Edition Quick-Start Rules does not mention essence either)

In previous editions your character would die or end up a GM controlled Cyberzombie if you ever hit 0.00 essence.




(yes, spirits use walking and running to move through he air. Air and Fire spirits use running skill to get sprint hits to move faster. Both Air and Fire spirits even have explicit sprint hit range modifiers - but Fire spirits currently lack running skill.
Flight skill on the Fire spirit is probably a leftover from SR4 and should be changed to running skill).