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Official Runner's Toolkit errata thread

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Nebular

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« Reply #15 on: <05-27-11/1052:23> »
Agreed, a clear response from CGL is good to have. The intent appears to be that the 1.5/2.5/4 is the proper set of values, since you now pay more Karma for attribute advancement in SR4A to gain extra power points.
Yay, just got confirmation from Jason Hardy! The ones in SR4A are indeed the correct number and the ones listed in the Runner's Toolkit Compiled Tables booklet are wrong.
Need a SR4 character generator? Grab the latest version of Chummer, or check out the Chummer discussion for more information!

All4BigGuns

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« Reply #16 on: <10-06-11/1237:48> »
PACKs pg 21
Option 3 of the Light Augmented Speed Boosts
Synaptic Booster 1 and Reaction Enhancers aren't stackable, making the entire option invalid.
Wired Reflexes are the only exception to Reaction Enhancers.

Incorrect. Move-by-Wire as well is compatible with Reaction Enhancers, just pointless to do so, since MbW will max out your Augmented Maximum for Reaction really easily on its own. Though...I could've sworn that before the anniversary corebook Synaptic Booster and Reaction Enhancers would work together...oh well, I don't like that they're not compatible, so they will be :)
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

Jackal

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« Reply #17 on: <12-23-11/0129:14> »
PACKs page 12.

Ace Mechanic (114 BP)

Mechanic Group 5, but as per SR4A pg 84. Starting characters can only have a skill group up to rank 4.
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gorta

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« Reply #18 on: <01-25-12/1120:41> »
The Toyota Gopher is missing from the compiled tables listing.

Namergon

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« Reply #19 on: <05-01-12/1721:01> »
PACKS p. 13, Outdoorsman:
Active Skills list include both Outdoor Skill Group and Survival Skill. But Survival is part of the Outdoor Skill Group.

Namergon

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« Reply #20 on: <05-08-12/1803:42> »
PACKS
p. 17 : Adept of all trades includes a rating 4 Improved Ability. This power can only improves the skill rating up to 50%, so a rating 4 implies a rating 8 skill.
p. 17, Convincer also includes a rating 4 Improved Ability power.

Anatomy of a Shadowrun
p. 4, "Riser rolls Negotiation 6 (Bargaining +2) + Charisma 7 with a +10 modifier" : actually, the modifier is capped to +7 (Riser's Charisma), for a total dice pool of 22.


Edit: was wrong on Riser's test indeed.
« Last Edit: <05-20-12/1158:41> by Namergon »

Crash_00

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« Reply #21 on: <05-12-12/1409:50> »
Social skills are capped by attribute + skill rating, not just attribute. So 7+6 would be a 13 maximum modifier.

Also of note, the specialty is technically a dice pool modifier as well and would be in there as well, so he would be at 12 out of his 13 maximum modifiers.