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Chrome Flesh Errata

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Sterling

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« on: <06-30-15/1009:01> »
I really didn't want to be the one who started this, but...

p. 117 the information for Gills in the table is out of place - Essence is under Rating, Rating is under Cost, and the Cost is missing completely.
"His name is Sterling. He’s an ex-pat Brit making a living as a fixer and a hacker in Metropole. He’s a rare blend of upstanding and fun...(so) listen to his experience."
>>Data Trails, p.82

Top Dog

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« Reply #1 on: <06-30-15/1043:54> »
Nanogear on p.154 has an Essence column that should be labeled Availability.

Sendaz

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« Reply #2 on: <06-30-15/1456:01> »
Please to include a little bit on Essence holes if someone should yank out some of their cyber and replace with something else.

It's not major, but would be a good place to slip this in just to reinforce what has been done before in previous edition.
Do you believe in a greater WIRELESS, an Invisible(WiFi) All Seeing(detecting those connected- at least if within 100'), All Knowing(all online data) Presence that we can draw upon for Wisdom(downloads & updates), Strength (wifi boni) and Comfort (porn) or do you turn your back on it  (Go Offline)?

Wakshaani

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« Reply #3 on: <06-30-15/2129:11> »
Ah! Thank you. Meant to start this, but you beat me to it.

I_AM_ZHOUL!!!

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« Reply #4 on: <06-30-15/2251:18> »
The Custom Drugs & Drug Interaction Tables & Crunch need some serious attention. Using examples as a way to express Rules is Bad Form, examples should be used to clarify Rules.

#1. How does Wreckers custom drug get an Addiction Threshold of 8 & an Addiction Rating of 10? The table show * under both headings for all Block Levels except for Enhancer. Which puts his Addiction Threshold at 4 (+ *) & Addiction Rating at 8 (+ *). He has 2 Blocks at level 2 & 1 Block at level 3. How do Block Levels increase Addiction Threshold? It is never explained... this is what I'm guessing from the numbers provided in the example.
---Block Level 1 +0 Addiction Threshold
---Block Level 2 +1 Addiction Threshold
---Block Level 3 +2 Addiction Threshold

Addiction Rating
1 Block   +0 Addiction Rating
2 Blocks +1 Addiction Rating
3 Blocks +2 Addiction Rating
.....

Corollary issue... are there Psychological, Physiological, or Both???

Also are the -1 Addiction Threshold & 2x Cost of Pharmaceutical Grade Drugs already factored in to the Threshold & Cost of Custom Drugs? If so... why mention it in that description? If not... why is not part of the Table? Vague and Confusing either way added into the Byzantine Rule Set that already is Drug use in Shadowrun system.


Over all these are NOT IMPROVEMENTS for Drugs. The Thresholds quickly become to high which means that your guy Wrecker is Burned Out in a Month & DEAD 6 weeks later as his Attributes are burned to 0 every week. That is not a Playable Mechanic!!! Also it makes taking even a Single drug become iffy & 2 Drugs is down right insane when even using a stimm patch can result Double Duration for crash effects for 1 drug & 2 Drugs can give you an immediate crash, 3 Damage Stun unresisted, or Physical instead of Stun Damage which if using a Stimm Patch can pretty much Kill you. Especially if coupled with any combat drug which is what you are likely to be on given that you are taking Stun Damage to start with. So again the Rules for Addiction were already wonky in core.... all these ones did was make them wonky & lethal!!!!!

« Last Edit: <07-01-15/0017:55> by I_AM_ZHOUL!!! »

I_AM_ZHOUL!!!

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« Reply #5 on: <07-01-15/0458:50> »
The Table on pg 150 is incorrectly labeled Hard Nannite Systems... it should be Soft Nannite Systems.

The Masked Ferret

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« Reply #6 on: <07-01-15/0943:30> »
Trauma Damper, Pg. 119:
  • Fluff indicates that it is possible to get addicted to a Trauma Damper. Is it? If so, can we get the Addiction Rating and Addiction Threshold?
  • Also, maybe some exposition on when the addiction might start? Anytime you use it? A period of time it is active?


For Immunization, Pg. 164:
  • The cost line for immunization is currently in the 'Optional Rule: Similar Agents' sidebar. I don't think this was intended.
  • Final paragraph about multiple doses of a compound or pathogen is incomplete. Final sentence currently reads: 'For every dose administered past the first,'. It is missing the actual rules text for multiple exposures.

Compiled Augmentation tables, Basic Bioware, Pg. 229 (See also the More Bioware Table, Pg. 117. It has many of the same issues.)
  • Amplified immune system's line is specified different than the standard Bioware entry. Should read:
    Amplified immune system (Rating 1-4) Rating x 0.1 (Rating x 7) Rating x 4,000¥ 
  • Expanded volume's line is specified different than the standard Bioware entry. Should read:
    Expanded volume (Rating 1-4) Rating x 0.1 (Rating x 4) Rating x 2,000¥   
  • Muscle toner's listed essence cost is incorrect. It should be listed as Rating x 0.2
  • Nephritic screen's line is specified different than the standard Bioware entry. Should read:
    Nephritic screen (Rating 1-6) Rating x 0.05 (Rating x 2 Rating x 4,000¥   

Compiled Augmentation tables, Basic Bioware, Pg. 230 (See also the More Bioware Table, Pg. 117. It has many of the same issues.)
  • Tailored critter pheromones's line is specified different than the standard Bioware entry. Should read:
    Tailored critter pheromones (Rating 1-3) Rating x 0.1 (Rating x 4) Rating x 2,000¥ 

Compiled Augmentation tables, Cultured Bioware, Pg. 231(See also the Cultured Bioware Table, Pg. 119. It has many of the same issues.)
  • Cerebellum booster's line is specified different than the standard Bioware entry. Should read:
    Cerebellum booster (Rating 1-2) Rating x 0.2 (Rating x 8 ) Rating x 50,000¥ 
  • Trauma damper's line is specified different than the standard Bioware entry. Should read:
    Trauma damper (Rating 1-4) Rating x 0.1 (Rating x 4) R Rating x 4,000¥   
  • Tremor reducer's line is specified different than the standard Bioware entry. Should read:
    Tremor reducer (Rating 1-3) Rating x 0.1 (Rating x 6) Rating x 10,000¥   
« Last Edit: <07-01-15/0954:37> by The Masked Ferret »
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prionic6

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« Reply #7 on: <07-01-15/0946:56> »
Red Mescaline on p. 182 makes a reference to a drug interaction roll on p. 178 but there is only fluff. The crunch is on p. 192.

Wakshaani

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« Reply #8 on: <07-01-15/1959:32> »
Trauma Damper, Pg. 119:
  • Fluff indicates that it is possible to get addicted to a Trauma Damper. Is it? If so, can we get the Addiction Rating and Addiction Threshold?
  • Also, maybe some exposition on when the addiction might start? Anytime you use it? A period of time it is active?

It's effectively a low-level Opiate. I'll have to bounce off the rest of the guys (especially the drug cartel!) to see what level is appropriate here.

UnLimiTeD

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« Reply #9 on: <07-02-15/0838:08> »
Nah, they have failed when it comes to appropriate. :P
The silver lining is that Drug Gas Grenades are even more fun now.

We need a line of clarificaation on modular limbs.
The way it's written, it's just like the real thing, meaning you can get extra armour on both the upper and lower half of a limb, allowing a naked human with 3.2 essence in otherwise unupgraded synthetic limbs to have 24 armour.
Unless that's intended, in which case that also needs clarifying.
Also, on page 93, we have :
Quote
Most cyberlogicians also get an encephalon bioware
augmentation, but it isn’t a bundled item.
> Glitch
This augmentation doesn't exist, however, and isn't mentioned ever again in the entire book.
« Last Edit: <07-02-15/0852:44> by UnLimiTeD »
Still waiting on a Vector-Thrust Liminal Body.

Wakshaani

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« Reply #10 on: <07-02-15/0928:04> »
Note the large capacity cost on modular limbs. That was intended. Essentially, a modular hand has 4 Capacity in it, but takes 5 off the limb it's attached to. Parial limb same thing, yanking from a full limb. Your overall capacity for a modular limb is, thus, 1 less thana normal limb (The 1 is taken up by the modular joint) ... So, you could have a partial limb with a modular hand, for instance, and have a weapon hand, a shooting hand, a couple of modular bits of equipment, and so on.

For a modular limb that was larger, you could have an armored one, but it won't hold anymore armor than the limb could have held originally. (Less, really, with the reduced capacity).

UnLimiTeD

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« Reply #11 on: <07-02-15/1008:00> »
Well, a point of armour costs only 1 point of capacity, so a normal arm can have 3/15. Capacity wasn't exactly the problem.
Unless that is somehow clarified, I'd assume you can have a Full Cyberarm with 3 Armour, and a little bit of Agility, and then have sufficient space left in the modular lower half for another three armour.
You say it can't hold more than a regular full limb, but isn't actually written anywhere as far as I can tell.
Still waiting on a Vector-Thrust Liminal Body.

Wakshaani

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« Reply #12 on: <07-02-15/1251:14> »
Teh modular lower arm has a Capacity ocst of 10 out of your Full Arm. The Hand has 5 out of your Partial Arm or Fulll Arm. (Or at last should. I'll need to check the final PDF.)

prionic6

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« Reply #13 on: <07-02-15/1500:15> »
The point is: Say you have a (full) cyberarm. You put the maximum amount of armor in it, which is three - because the cyberlimb armor enhancement says "Rating 1-3". Now you attach a modular lower arm, which has its own capacity that can now hold another rating 3 armor enhancement. I think now you could even attach a modular hand to your lower arm which hold another 3 armor! So before, the max amount of armor any cyberarm could have was 3, because there was no rating 4, 5, 6, etc armor enhancement. But now you could have 9 in your arm, maybe even more in your leg?

It also doesn't make a lot of sense for other stuff. When you put an AGI enhancement in you cyberarm, then attach a modular lower arm with other stuff in it, your "agility enhancment parts" are completely in you upper arm. Which is a bit difficult to imagine how that would work.

UnLimiTeD

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« Reply #14 on: <07-02-15/1511:21> »
Well, technically, all important muscles for arm movement are in your upper arm and shoulder, and a cyberhand shouldn't even significantly increase gripping strength.
But yes, prionic explained it better than me.
Either you need the same things in every subpart of a limb, then even +5 capacity would potentially leave you weaker. Or you don't, then you can stack defense to a madness.
Example:
Cyberlegs with modular Lower Legs with modular Raptor Feet, and and Arms with modular lower arms. R3 Orthoskin, full armour in every limb part.
Total Armour: ((3+3+3)x2)+(3+3)x2+3 = 33 Armour while completely naked.
So a line saying "Enhancements in modular limbs stack with Enhancements in the limb they are mounted on, if any, to a maximum of +3" would remove that worrisome interpretation.
Still waiting on a Vector-Thrust Liminal Body.