Shadowrun

Catalyst Game Labs => Errata => Topic started by: Patrick Goodman on <10-02-16/1127:01>

Title: Shadowrun Anarchy Errata discussion
Post by: Patrick Goodman on <10-02-16/1127:01>
We stomped and stomped and stomped, but we didn't get all the bugs. Annoying but fixable. Let us know what you found here. Thanks!
Title: Re: Shadowrun Anarchy Errata discussion
Post by: zcthu3 on <10-02-16/1314:22>
OK. A few that I had posted on RPGNet

p.30 - Karma - states that character advancement rules aren't included. This seems to be a cut and paste error from Prototype (I presume)
p.202 - Acid Stream spell - should this be Amp Level 3 as it does something in addition to 6P damage (i.e. +2 damage v armor)?
p.202 - Armor spell - should this be Amp Level 4 as it is a spell (level 1) providing 3 armor (+3)? (alternatively, could be Amp Level 3 as all it does is provide 3 armor, but either way it is too cheap at Amp Level 2.

Actually, looking at the costs for building Shadowamps, all the combat spells seem undercosted if, per the shadow amp section, doing damage in addition to the base description costs +1., e.g. mana bolt = Spell description (1) + Damage (1) + Armor Piercing (+1) = shadow amp Level 3, not 2. If however, one assumes that the base description is the damage, then it works for most combat spells e.g. Mana bolt - spell description is do 6P damage (1) + armor piercing (1) = shadow amp 2.

Some clarification of this would be good.

p.205 - Lifelong Thief quality - this appears to be a negative quality (forces you to spend plot points to avoid crime) but is in the positive quality list

Character Sheet - attribute boxes shouldn't be black (as it makes the character sheet basically useless)

Title: Re: Shadowrun Anarchy Errata discussion
Post by: Patrick Goodman on <10-02-16/1416:39>
Thank you, good sir (or madam, as the case may be).
Title: Re: Shadowrun Anarchy Errata discussion
Post by: zcthu3 on <10-02-16/1424:38>
No problem, this is only on an initial scan. I'll go through in more detail later.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: kla060365 on <10-02-16/1629:19>
A few questions on Magical Amps:

Accident: I assume the glitch dice cannot roll an exploit? If it  can this isn't really an accident spell! The same is true of the critter amp.

Acid Stream: what is the defense for this spell, A + L to dodge it (like Fireball)?

Heal: pre-gens state "Effect spell. Target character regains one box of physical damage per hit per Narration the spell is sustained." the catalog omits the sustained part. And is the Sorcery + Willpower roll opposed?

Stunbolt: seems overpowered with base damage of 8S/AA all physical spells are 6P/AA. Why would a runner pick a spell with less damage? I know this is stun damage but it will still knock an opponent out.

And kind of linked the quality:

Mentor Spirit (Bear): states "using First Aid does not cost a Plot Point" what does this mean? The rules state you can spend a plot point to heal one point of damage but does not say First Aid is required for this. I can't ee any details of how the first aid skill with or without a first aid kit should be used. Is it a normal opposed roll with a difficulty set based on the targets wound level, modified up or down if a first aid kit is used?
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-02-16/1945:41>
I'll get to typos and formatting oversights later on but the pressing needs are with some systemic breaks:

1) How does counterspellingwork? It's a specialization (on pg. 32, and on Tommy Q, pg. 127) but the mechanics are never mentioned.  How do they work on combat spells?  effect spells?  [Edit] I might suggest the following:  for an effect, make a Sorcery + Willpower vs the spell's caster's Sorcery + Willpower, if the counter spelled gets a net hit, the effect is cancelled.  For a combat spell, the player may defend against a spell with sorcery + Willpower instead of the listed defense.  To protect a teammate, you must spend a Plot Point to Take the Hit.

2) How much armor do friendly Shadow Amp Drones have? Enemy Drones are mentioned on pg. 135, but there is no method I can see to distinguish your own drones as small, medium, or heavy.

3) Vehicle Durability is mentioned on pg. 48 and never again. What is it? It also mentions Ramming weapons?

4) What are the stats of IC or Sprites like?  [Edit] I see IC on pg. 179.  Don't bury it in a Contract. Put it with the rest of the NPCs.

5) Can Edge be increased with Karma as any other attribute? I assume so but no mention of it on pg. 70-71.

6) Why does a Drone Mounted Machine Gun have the same stats as a Heavy Pistol on pg. 135 and 206, but a Heavy Weapon MG (also pg. 206) has different stats that are much better than an Assault Rifle?

7) Shadow Amps that are "just gear" (like lined coat, pg. 204; or top-end B&E kit, pg 107, etc.) do not have a base cost on the Shadow Amp Table, pg. 65. Can we assume it is the same: 1 to HAVE, 1 more for it to DO something?  it should be spelled out.

8. Cyberdecks have conflicting stats and reference to something not included in SR:A.  Pg. 45 says a cyberdeck has a CM of (DR/2) +8, but DR is not mentioned in Anarchy. On pg. 65, it says a starting cyberdeck (Amp Level 2) has Firewall 2 and CM 8.  On pg. 203, the Cyberdeck 1 (Amp Level 2) has a Firewall of 1 and a CM of 6.

9) Cybercombat on pg. 45 gives no indication of how to calculate matrix damage.  There are ways to increase it (+2 from Hammer) but +2 to what?  My guess is Logic (like decompiling a sprite) but it should be spelled out.

10) Take the Hit on pg. 36 refers to spending an Initiative Point.  What is that?  Assuming it means "Plot Point."

11) Not a System Break but every other edition has described how Fire works within the system.  Page 50 does not list Fire as an Environmental Condition.

12) Page  206 has Staff/baton/club listed as dealing Physical Damage, but on pg. 41 it says, "...blunt weapons, do stun damage."
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-02-16/2027:44>
Speaking of Cyberdecks, they are not consistant:

p. 65 Base Cost Cyberdeck (Amp 2): no reroll?, FW 2, CM 8, ? programs.

p. 203 Cyberdeck 1 (Amp 2): reroll 1, FW 1, CM 6, 1 program.

p. 203 Cyberdeck 2 (Amp 3): reroll 1, FW 2, CM 9, 1 program.  (Bit-Bucket's Cyber-4 matches this, though his Ares Predator V is weaker than most. LOL.)

p. 101 Jinn's Cyber-4 (Amp 2): reroll 1, FW 2, CM 9, 1 program.

p. 203 Cyberdeck 3 (Amp 4): reroll 2, FW 3, CM 12, 2 programs.

p. 77 Gentry's Cyber-5 (Amp 5): reroll 2, FW 3, CM 12, 2 programs.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-02-16/2119:28>
p. 43, 47, 68 refer to LN.  From context, it seems synonymous to GM, but it is not spelled out.  I imagine it stood for "Lead Narrator" or "Last Narrator" which was likely a concept that disappeared for the more recognizable "GM."
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-02-16/2130:26>
p. 65 to avoid confusion, "Gear" should be added as a type to "Shadow Amp Cost Table" to represent standard armor, standard weapon, standard equipment.

Then "+3 armor" should be added to "Added Effects" like it is described on pg.67.  This will clear up confusion with Shadow Amp Armor (spell) too.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Opti on <10-03-16/0046:32>
just collecting and posting these without edit or comment...


 For example the link to the official Shadowrun website is wrong on page 61. The link points to http://www.shadowruntabletop.com.com/. :P
A version of the character sheet which doesn't make the stat boxes black! If you are meant to write your character stats into those boxes, a black background is rather problematic.

Page 201 says physical limits should be calculated using Resonance. Also the Audio Analyzer doesn't have stats? Also are there even rules for sprites? Also there's a spell to remove toxins but no rules for toxins.


Is it just me or is the relation character creation / character development totally broken? Let's say as a human: I have 4 points for Shadow Amps left. Now I could take Combat Reflexes 3 and raise my Edge from 2 to 6 with Karma for 36 KP or I transform my Shadow Amp Points to raise my Edge from 2 to 6 and buy the Wired Reflexes later for 10 KP.


Muscle Toner 1 and Synthacardium do the same thing (1 reroll on athletics). Synthacardium costs 3 SAPs, Muscle toner 1 2SAPs.

Critical Strike increases my melee damage. Attribute boost (Agility) does the same plus imprives my driving, my athletics, my dodging and my ranged attack damage. When it comes to attacks ic an choose if I take the +3 dice to improve my chance to hit or to improve my damage by 3 provided I do hit. It's like Short Burst Mode.


If anyone can tell me how drone riggers are meant to work that would be really good.
Can someone tell me how the Decks were built using the Shadow Amp values?

Edit: And also how to build drones

You summon spirits by making a Conjuring Test. But rolling against what? In SR5e it's against spirit's Force, in SRA? I don't know. And the book tells me I can summon more powerful spirits, and in the stats section it tells me how some greater spirit should look like, yet again, I don't know against what I'm supposed to roll to summon a greater spirit. (Tbh, I find spirit stats derived from Force and rolling against Force to conjure spirits much more intuitive and easier than some free-form-ish approach where I just don't know what to do   and how Conjuring Test ties to spirits overall power.)

What's the difference between an Event Brief and Contract Brief? Also, Tiny is referred to as "Timy" in the story. 

Also, it states that players may not spend more than one Plot Point to maximize a twist, but then states they can spend any number of Plot Points.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: maroofthye on <10-03-16/0252:28>
pg. 32

"Tasking: Summoning sprites, threading complex
forms
, and other Matrix tasks. Technomancers only.
Cannot use untrained."

pg.  46

"Complex Forms: Technomancers have no
cyberdeck to hold programs. Instead they
possess complex forms, Shadow Amps that
replicate the effects of certain cyberdeck
programs. These are applied in Matrix-related
Tests and cybercombat just like standard
Shadow Amps
."

"Compiling a sprite costs a full attack action. Success
on a Hacking Test summons one sprite of the chosen
type. A successfully conjured sprite acts like an NPC and
has its own NPC sheet, but unless the gamemaster says
otherwise, the player who compiled a sprite narrates the
sprite’s actions and rolls the sprite’s dice during their
own Narration.
A player may only have one compiled sprite at a time.
To compile another, the player must first either decompile it with a successful Hacking Test (upon which it will
return to the Resonance) or let its last Condition Monitor box get damaged.
Sprites are Matrix entities and thus can only be damaged in cybercombat or by another technomancer using
the Hacking Skill to decompile the sprite
.
Decompiling a sprite into harmless, random lines of
code costs a full attack action. Use the Hacking Skill in a
cybercombat roll against the sprite’s defense dice. If the
roll succeeds, deal the sprite a number of damage equal
to the technomancer’s Logic."


So, should all of these instances of Hacking Skill be Tasking Skill? Are some of these things still covered by the Hacking Skill?  I'm not sure where to draw the line, but as it stands it doesn't look like Tasking actually does anything.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: DracoDruid on <10-03-16/0745:52>
Just got my e-copy of Anarchy. Havn't read all through yet, but some points I stumbled upon were already posted above.

While converting from SR5 to Anarchy, a few skill-related questions popped up:

- Is it just me, or is putting "Etiquette" into "Con" rather weird. I would have thought it to be under "Negotiation" instead.

- Also, wouldn't "Impersonation" be a part of "Disguise"?

Finally, where do I put the following skills:
- Computer (Hacking?)
- Forgery (Con?)
- Locksmith (Electronics?)
- Demolitions (Heavy Weapons?)
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Opti on <10-03-16/0956:24>
From a "review":

Several sections of the book obviously use or refer to earlier, outdated versions of the rules. (One of many examples: P. 68: Your Runner starts with at least two weapons; the group must approve if you want more than two. In the example, Sledge selects four weapons. - P. 83: Sledge has a Level-1-Amp "More where that came from", granting "2 additional weapons" and the ability to "trade melee and ranged weapons", whatever that is supposed to mean. - P. 66: Sledge does not buy this Amp in the example for buying Shadow Amps. - P. 204: The Amp shows up in the complete listing of Amps, but with an Amp-Level of 2.)


Stats for vehicles and drones are missing (except for mounted vehicle weapons and "enemy drones"). This is a bug, not a feature - the rules do make reference to stats like vehicle armor or durability, for example, I just could not find these stats anywhere. Didn't anyone play a Rigger during playtesting?


Stats for Technomancer Sprites are missing completely.

Title: Re: Shadowrun Anarchy Errata discussion
Post by: DracoDruid on <10-03-16/1513:54>
Specializations
Page 31: they give a +2 dice bonus (though not really clearly written)

Page 71: they give a +1 dice bonus

Title: Re: Shadowrun Anarchy Errata discussion
Post by: kla060365 on <10-03-16/1551:22>
A couple more:

Plot Points on page 35 uses mention "alter a die roll"

Damage, Armor, and the Condition Monitor
"Stun represents nonlethal damage... magical drain..." Drain is not part of Anarchy


By the way, although I'm posting what I see as"issues" (and agree with those posted by others) I really do like Anarchy and am hoping the feedback gathered here will be taken onboard to make this a better product.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-03-16/2345:09>
Pg. 65 says  you can add, improve, or replace Shadow Amps.
But pg 71 says if you do not have an open Shadow Amp slot, you cannot buy one.  Nothing about replacing them.

Pg 71 says, if you want to add a level 2 Shadow Amp, you have to buy the first level and then the second (for 3 points).
But the next paragraph says you can pull them from other character sheets for the level listed and pay the level.  Why would it be cheaper to rip a SA than to create one.

Pg 29 says you can add Cues to Scenes/Contracts.  But none of the contracts have Cues, they only have Tags.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: kla060365 on <10-05-16/0747:48>
Some thing else that would help is an extended example of play. Using a selection of the pregens with examples of how various skills & amps are used e.g. spells, conjuring, spirits, drives, sprites etc
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-05-16/1707:20>
p. 47 Banishing.  Spirits defend with what dice pool?  Unspecified but I would suggest Cha + Will as those are the only stats that stay the same for each type.

Same question for sprites... But I don't even know what stats a sprite has, let alone different types.

[Edit] For Banishing Spirits, I now suggest Willpower + Edge.  Cha + Will is too high IMO; for decompiling Sprites, I now suggest Logic + Edge.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-06-16/0351:18>
p. 77 "shucked"  should be "should"

p 136 Ganger Close Combat is 3+W s/b 3+A

Hell Hound has Heavy Weapons, s/b Projectile Weapons (according to p. 32)

Spirit of Beast, Vampire, Dragon Animal Control entry has a superfluous ")"

p. 137 Soldier's AR has wrong stats.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Kyorou on <10-06-16/0700:28>
Big one:

P3. Table of contents has both references to "Anarchy and 5th Edition" and "Anarchy and Shadowrun, 5E", both linked to page 197.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Hobbes on <10-06-16/2007:50>
P. 103 Kix's  CUSTOM CYBERARM SUITE
"Cyberware. May reroll 2 dice on Agility-related rolls, Unarmed attacks may do physical or stun damage, may reroll 2
dice with Unarmed attacks. –3 Essence."

Increased Essence cost isn't specified anywhere for higher ranked Amps.  Makes sense but isn't spelled out in the Character Creation rules that I saw.  And reroll 2 dice on Unarmed is superfluous with reroll 2 dice with Agility.  Unless being on the same Amp lets them stack, although that doesn't seem the intention. 
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-07-16/0516:56>
p. 65 The Shadow Amp Added Effect table has "Additional dice pips (adding numbers to dice rolls)" as an effect.  This is misleading for 2 reasons:

-"Pips" are the dots on dice that make a 4 a 4 and a 5 a 5.  Adding a pip to a die could turn a rolled 4 into a 5, which could be game breaking.
-There are no examples of adding pips to a die in sample characters, nor in Anarchy Catalog.

I think this effect actually means "Additional dice to a dice pool" like "+2 dice to Stealth" not "+2 pips to dice to Stealth."
Title: Re: Shadowrun Anarchy Errata discussion
Post by: claes on <10-07-16/0846:31>
Some spelling errors (still wrong in the updated pdf):
p. 17 (left column, 1st paragraph): "heart of Area." Area should be "Ares".
p. 21 (left column, 3rd paragraph: it says "over- [new line] do- ing". Next line "uni-  versal".
p. 22 (right column, 1st paragraph): "man- power".
p. 23 (the blue box "Major Powers"): In the last column it says "parts".
p. 31 (under Specializations, 2nd paragraph): Pistols Skill should be Firearms Skill.
p. 38 (right column, Untrained section): It says "..see Skills list.." The 'S' in skills should be bold.
p. 77 (Quality Codeslinger): "+2 dice when for Hacking tests". when/for

Also, some good points from a reviewer over at DriveThruRPG:
http://www.drivethrurpg.com/product_reviews_info.php?&reviews_id=157191&products_id=194759 (http://www.drivethrurpg.com/product_reviews_info.php?&reviews_id=157191&products_id=194759)
Title: Re: Shadowrun Anarchy Errata discussion
Post by: zcthu3 on <10-08-16/0228:46>
The updated pdf has addressed at least some of the issues raised - there are now stats for a basic sprite, drones have their armor and damage in brackets after their names in the shadowamp lists, and there is now a spell-cost table which makes more sense given how the spells are costed - although it states that the base damage of a combat spell is 6P or 5S+AA, and that extra damage is +1 per point. Which means that either the 5S is a typo, or the Stunbolt amp is wrong everywhere in the book (8S/AA for Amp level 2).

EDIT: cross posting from RPG.net, Critias has confirmed that 5S/AA is correct. It would be great if that could be corrected in the rest of the text before it goes to the printer.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Patrick Goodman on <10-08-16/0754:06>
It almost certainly can't, but we'll be ready for it.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: DeathStrobe on <10-08-16/1122:04>
Page 16 typo on Ares name- "but as time as past it has become clear that there is a rot at the heart of Area" should be "but as time as past it has become clear that there is a rot at the heart of Ares"
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Hobbes on <10-08-16/1137:41>
Speaking of Cyberdecks, they are not consistant:

p. 65 Base Cost Cyberdeck (Amp 2): no reroll?, FW 2, CM 8, ? programs.

p. 203 Cyberdeck 1 (Amp 2): reroll 1, FW 1, CM 6, 1 program.

p. 203 Cyberdeck 2 (Amp 3): reroll 1, FW 2, CM 9, 1 program.  (Bit-Bucket's Cyber-4 matches this, though his Ares Predator V is weaker than most. LOL.)

p. 101 Jinn's Cyber-4 (Amp 2): reroll 1, FW 2, CM 9, 1 program.

p. 203 Cyberdeck 3 (Amp 4): reroll 2, FW 3, CM 12, 2 programs.

p. 77 Gentry's Cyber-5 (Amp 5): reroll 2, FW 3, CM 12, 2 programs.

New PDF is up  P.65 Base Cyberdeck and P. 203 Cyberdeck 1 (Amp 2) are both re-roll 1; FW 1; CM 6; 1 Program.  Jinn's deck looks like it now matches p. 203 Cyberdeck 3 (Amp 4).  Gentry's Deck also now matches with p. 203 Cyberdeck 4 (Amp 5) however it is labeled as Cyberdeck 3 on the Character sheet.  Also, no programs when he could have two?  Room for growth I guess.   
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Navigator on <10-08-16/1529:30>
Apologies for the ugly post, the text box barely resembles the preview. More to come later. My word these Captchas are illegible!

Page No:         Detail                                              Correction

Preface II    "indie-style RPG game play"      should be "gameplay"?
2                   "KEEPING IT CIVIL:"              Other headers don't include the ":"
2                    ENEMY DRONE (MEDIUM)      Missing Hyperlink
2                    ENEMY DRONE (SMALL)      Missing Hyperlink
2                    ENEMY MAGE                         Missing Hyperlink
2                    HELL HOUND                      Missing Hyperlink
2                    MR. JOHNSON (CORPORATE)    Missing Hyperlink
3                   CHARACTER SHEET              Missing Hyperlink
2                   TECHNO SPRITE (BASIC)      Not on Table of Contents (seeing as it was just added in the first errata)
22                   "Know where the go-gangs in whatever sprawl you’re in and avoid them"      
                                                                                Add "are" or "ride" or "run" after "go-gangs"
23                   "new-anarchist"      Change "new" to "neo"
24                   "On the darker side is Ordo Maximus."      Bold the group name "Ordo Maximus"
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-08-16/1650:24>
At /u/ockbald's suggestion, I am posting this here as well...

Because the book never states how cybercombat damage is calculated (either with a damage code or a statement of net hits = damage), I am doing the following in my games:

Hacking + Logic vs. Logic + Firewall; Damage = [Logic/2]S It's like cyber-punching!

This makes it more in line with melee attacks, ranged attacks, spell attacks, resonant attacks (Resonance Spike), even banishing spirits and decompiling sprites. This normalizes the rules (because no other attack delivers 1 damage per hit), and puts hacking more on par with tasking damage. There is an issue of defense though, so there is one more step:

Double all cyberdeck Firewall stats

That way a +3 (now 6) Firewall will have a similar dice pool (Logic + 6 dice) for defense as a Logic 6 Technomancer (12 dice). It also makes IC (with 15 defense dice!) a less insurmountable obstacle. Ever try to burn down IC one net success at a time? It doesn't work. One should also invest in defensive programs too, like damage reduction (which must exist because p. 46 has this, "Any Shadow Amps that reduce cybercombat damage can be used to lower the damage received.")

[Edit] I no longer recommend this.  Lower Firewall but extra Condition Monitor (Matrix) is a good balance against the TM's higher defense dice but taking Matrix damage straight to Stun.

Also:

Sprites should have 3 stats, Firewall, Logic, and Edge; and 3 skills, Hacking, Tasking, Tracking.

The stats they threw up on the PDF update make no sense: They have no Firewall (so have no defense), no Tasking skill (so they cannot use their Technomancer Amps), waste stats on WIL/CHA (never had them before and cannot use them), and their stats are too low compared to spirits/IC/small children, especially considering you can only have one.

[Edit] I now think that sprites should not have Firewall; they should use LOG x2 like TMs.  But their LOG needs to be boosted dramatically.

So... that's me. Let the math-hammering begin!
Title: Re: Shadowrun Anarchy Errata discussion
Post by: claes on <10-09-16/0339:40>
The rules regarding Shadow Amp Effects on dice rolls should really be more detailed, preferably along with an example. On page 38 is says "Only one Shadow Amp can affect a roll’s outcome; if two or more could apply to the Test, you must choose one effect to apply." The same is stated in the combat chapter on page 40. It's quite unclear, especially when reading this thread: http://forums.shadowruntabletop.com/index.php?topic=25069.0 (http://forums.shadowruntabletop.com/index.php?topic=25069.0)
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-10-16/1403:16>
Patrick, are you looking for more or is it pretty much cooked?
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Navigator on <10-10-16/1607:49>
Bit confused over where the Lined Coat Gear Amp (Pages 107, 111 & 204) gets its Armour Rating of 10 from. Also it looks like I can take Business Clothes (Armour 6 and an extra skill point) and add them as an Amp for zero points gaining 3 extra armour as long as I have a spare Amp slot?

Pg 67 - "Some armor might be selected as Shadow Amps to give bonuses besides straight protection.....These pieces of armor should be selected as Shadow Amps, with a base armor value of 9. In these cases, the armor value may be increased by 3 for an additional Shadow Amp point, to a maximum of 12."

Pg 29   "sagging to the grind"                                                      Change "grind" to "ground"
Pg 32   Knowledges linked to Logic despite having no rating      Remove from list?
Pg 34   "starts a serious Negotiation and Intimidation"                Replace "and" with "or"
Pg 45   Technomancers are listed under optional Matrix rules      
Pg 48   "When Shadow Amp drone lose all of their armor"              Change "drone " to "drones"
Pg 50   "natural abilities (a dwarf or troll with thermographic vision)"      No mention made of these or Elf/Ork Low-light vision in the PDF.
Pg 54   "Plot Point generation during game play."                      Remove extra space between "game" and "play"
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Navigator on <10-11-16/1633:56>
58   "when someone starts a serious Negotiation and Intimidation"      Change "and" to "or"
33 & 40   Missile Parry adept power not included in Adept Amps on Pg 202      
75   Coydog's Survival Knife has a Near Rating of -2 instead of "N/A"      
75   Coydog's Mentor Spirit refers to "illusion and control" spells instead of "effect" spells      
77   Gentry's Datajack and Headware costs 2 Amps and adds "1d6 to Matrix Actions".       
       It should cost 1 Amp (leaving an Amp Point for Edge 3) per Pg 203 and read "1 die" not "1d6" like it does elsewhere in the PDF.
77   Gentry's Unarmed Damage should be 2S      
77   Gentry should have 10 boxes on his Stun Monitor      
79   Hardpoint's Ingram has a Near Rating of -2 instead of "OK"      
81   Myth's Ingram has a Near Rating of -2 instead of "OK"      
62   Street Runner Chargen gives 2 weapons (one ranged, one melee), but Pg 68 states "We recommend each player take one ranged weapon and one melee weapon"      
        Also the Characters in "Street People" sometimes take 2 ranged weapons. Should Pg 62 be corrected to give players the choice like at Gang-Level & Prime Runner?
         
83   Sledge's Katana should do 7P damage (8/2 +3)
83   Sledge's Custom Cyberarm Suite should only cost 1 Essence not 3.
83   Sledge's Essence should be 4. (6 Essence - 3 Cyber + 1 Biocompatability)
83   Sledge Unarmed details are off-centre.
85   Alyosha's Mentor Spirit (Bear) is different from the one presented on Pg 205
85   Alyosha only has 15 Attribute Points spent. Dwarf gets Str+1 & Will+1 per Pg 63
85   Alyosha's Gnarled Staff (Polearm) should do Stun Damage instead of Physical. Perhaps the Boomerang as well.
        From Pg 41 " Some of them, particularly blunt weapons, do Stun damage"

202   "Invisibility (Spell) (Amp Level 2):" Should be bolded like other Magical Amps      
203   Should the Control Rig really cost 2 Essence? Compare to Datajack and Headware Amp (Pg 203) for what 1 Amp point gets you.      
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Navigator on <10-12-16/0847:12>
Up to Page 94 and breathe  :D

77   Gentry's Cyberdeck should omit "Cyberdeck 3" to match the formatting on Bit-Bucket (Pg87) & Jinn's (Pg101) Cyberdecks or vice-versa
87   Bit-Bucket's Datajack and Headware costs 2 Amps instead of 1 per Pg 203, so he should have a spare Amp for Edge 2
87   Bit-Bucket's Ares Predator should have 6P for damage
87   Bit-Bucket's Survival Knife should have 4P for damage
89   Borderline's Wired Reflexes should only cost 1 Essence.
89   Borderline's Essence should be 3.5 and she should only take a -1 penalty to magic/healing tests.
91   Chrome Bison's Smartlink and Skill Wires are mislabelled  "3" instead of "2" Amps each per Pg 203. Her Amp total is otherwise correct.
93   Daktari's Sustaining Focus has "Talisman" in it's description instead of "Focus".
93   Daktari's Narcojet Tranquilizer has a Near Rating of "-2" instead of "-4".
93   Daktari's Stun Baton should do 8S damage (thanks to Bear).
93   Daktari's Heal Spell omits healing Stun damage in it's description. See Pg 202.

95   Fourth's Datajack and Headware costs 2 Amps instead of 1 per Pg 203, so she should have another spare Amp for Edge 3
101   Jinn's Datajack and Headware costs 2 Amps instead of 1 per Pg 203, so he should have a spare Amp for Edge 2
133   Wheezer's Bruiser Quality is different (and much better) than the one presented on Pg  205
   
202   For clarity the Anarchy Catalogue Shadow Amps section could do with a bolded reference to Pg 65 re the table for building custom amps.
203   Should the example Audio Analyzer be replaced with Fourth's Cyberears (Pg 95) in the Cyberware Amps section? This would bring it into line with Cybereyes.
203   (Retractable) Cyberspurs should only cost 1 Shadow Amp and shouldn't be able to inflict Stun damage when used. Compare to Retractable Hand Razors on Pg 203.
   Or the entries for Cyberspurs and Hand Razors could be combined e.g. "Cyberspurs/Hand Razors"
203   Cyberlimb Armor Plating is misleading if you don't refer to Pg 65. It's effect costs 1 Amp and no extra Essence when added to an existing cyberlimb, but a novice might only see Pg 203 and come away with the idea that they have to get Cyberlimbs and this separately wasting a full slot for awesome goodies.
   It could be shown as "Alternate Cyberlimbs (Amp Level 2/3/4): Inflict physical or stun, reduce damage taken by 1/2/3, -1 Essence." to highlight the difference
203   Cyberarms are missing "may inflict either Stun or Physical damage" in the description
203   Synthlink should be limited to performance-related rolls and or be renamed to something that makes more sense. Playing a guitar wirelessly doesn't improve my table manners.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Navigator on <10-12-16/1610:43>
97   Fusion's Control Rig 3 should be "Control Rig 2" and cost 3 Amps not 4.
97   Fusion's Harley-Davidson should cost 2 Amps not 1.
99   Hawk's Wired Reflexes have an extra "or movement" that shouldn't be there.
99   Hawk's "More Where That Came From" costs 2 Amps instead of 1 Amp per Pg 204. He should have an extra Amp for Edge 3.
99   Hawk's Custom Cybereyes cost 4 Amps, while Sledge's version (Pg 83) costs 3 Amps. Could have another extra Amp point for Edge
99   Hawk's Retractable Cyberspur is missing "add 1 damage" from it's description. Or it should cost 1 Amp and have a damage code of 3P. Even more Edge!
99   Hawk's Cougar Fineblade should do 3P damage
101   Jinn's "Go Big or Go Home" and Distinctive Style are in the wrong places on his character sheet.
101   Jinn's Hammer Program should cost 3 Amps not 2 Amps
103   Kix's Defiance-T250 is missing "*" after "OK"on the Close. Otherwise it looks like you can split the shot at Near range as well.
103   Kix's Defiance-T250 should also read "-2" under Near not "-4"
103   Kix's Unarmed damage code is off-centre.
103   Kix's Physical and Stun Monitors are the wrong way around.
103   Kix only has 14 Attribute Points spent. Elf gets +1 Agility & +1 Charisma. She's currently wasting Exceptional Attribute (Agility).
103   Kix's Essence should be 5 (6 -2 (Reflexes & Cyberarm) + 1 Biocompatability). And her penalty to magic/healing should be -1.
103   Kix's Wired Reflexes 3 should only cost 1 Essence. It also has an extra "/movement" in its description.
103   Kix's Cyberarm is a mess. Refer to Pg 83. It should cost 1 Essence not 3 and cost 5 Amps not 6. So she should have a spare Amp for Edge 2.
   It should also refer to Close Combat rolls not "unarmed" rolls.
   Amp 1 - Base Effect - deals Phys/Stun Damage, Amp 2&3 - reroll 2 dice on Agility rolls, Amp 4&5 - reroll 2 dice with Close Combat rolls.
105   Knox has 12 spent Amp Points (2 Awakened, 1 Edge, 9 Adept Powers). If Critical Strike 2 doesn't stack with Attribute Boost (Agility) she should drop that and gain another point of Edge.
105/117   Knox's & Roses Close Combat weapons show a second set of figures in brackets. Other characters with boosts (Mentor Spirit - Bear) only state the final codes.
105/117   So Knox's Unarmed should just read 4S (and not be off-centre) and her knuckles should just read 5P.
105/117   Similarly Rose's Unarmed damage is off-centre and should just read 3S, her Sword should just read 6P
107   Ninetails has done the trick of selecting Armour 6 to get an extra skill point, then selecting a Gear Amp (Lined Coat) to circumvent the downsides.
   If this isn't rules as intended then she has 1 skill point too many.
107, 111 & 204   Custom Lined Coat has Armour 10 instead of Amour 9 as stated on Pg 67.
   "These pieces of armor should be selected as Shadow Amps, with a base armor value of 9"
107   Nine's B&E Kit Gear Amp should only cost 1 Amp per Pg 65.  She should have a spare Amp point for Edge 3.
107   Nine's Unarmed damage is off-centre and should be 2S only. She has no cyberweapons.
107   Nine should have 10 boxes on her Physical Monitor not 8.
111   Raspberry's "More Where That Came From" costs 2 Amps instead of 1 Amp per Pg 204. That means has has a spare Amp point, but already has max Edge.
113   Razzle's Phobia is different from the format set out on Pg 205
113   Razzle's Improved Invisibility has a cap on targets unlike the Amp on Pg 202
113   Razzle's Stunbolt has a "-" in the damage code instead of a second "A"
113   Razzle's Taser should have a Near penalty of "-4" not "-2".
115   Frenzy has 4 Skill points unspent. His extra knowledges have overwritten hat ever he had there.
115   Frenzy's Handprint and Tattoo Amps should both cost 2.
115   Frenzy's Guitar (Club) has the (thematically-fitting) damage code of an axe. Change the decription from "Club" to "Axe" and the damage to 6S for blunt weapons.

119   Ruckus only has 15 Attribute points spent.
119   Ruckus' Cosmo (Club) should be 7S and have the "-4" under Near deleted.
119   It looks like Ruckus' ranged weapon (Rocks) is duplicated in his Gear section. No need to have spare clips and ammunition as Gear and all that.
121   Shades' Shock Glove does 6S. This is in line with Gloves doing one less damage than Staves, but should it be 7S like the other electrical weapons on Pg 206?
123/202   Strider's Light Body Amp costs 3 while it only costs 2 on Pg 202. Should the Power refer to "Athletics" instead of "jumping" and cost 3? It's hardly overpowering as it is. If the version on Pg 202 is correct  Strider needs an extra point of Edge.
123   Strider's Throwing Knives should do 4P damage.
123/133   Strider's Improved Reflexes & Wheezer's Wired Reflexes both have an extra "or movement"
125   Thunder has 17 Attribute Points spent. Something needs to be reduced.
127/136   Tommy and Johnson (Corp)'s Synaptic Boosters should say "attack" not "action"
127   Tommy should only have an Edge of 2. He had no spare amp points.
127   Tommy's Knife should have the "-2" under Near deleted.
129   Vector's Baton should be 4S.
129   Vector's Pulse Storm is has a sustaining clause the one on Pg 203 doesn't.
131   Wagon should have 10 Boxes on his Physical Monitor
131   Wagon's Unarmed should deal 2S.
134   Corporate Suit's Unarmed damage should be 1S. And their Yamaha Pulsar should deal 6S and and read Near "-4".
137   Johnson (Street) should only have 10 boxes on their stun Monitor.
137   Johnson (Street)'s Ruger should deal 6P.
137   Security Spider should have an Essence of 5 and a -1 penalty to magic/healing tests.
137   Soldier's Ares Alpha should have a Far penalty of "-2".

139   Spirit of Earth's Unarmed damage should be 5S.
139   Spirit of Fire's Unarmed damage should be 3S.
140   Vampire's Unarmed damage should be 3S.
140   Vampire is missing the Natural Weapons Critter Power on it's long list of Amps.
140   It's really, really obvious why, but Young Dragon doesn't explicitly have an Amp granting it's Close Combat an "OK" at Near Ranges.
   Maybe change "Natural Weapons" into "Dragon Weapons" and add a range clause to highlight the difference?
158   Onto the Path's Objectives have ">" markings instead of bullet-points.
161   Hong Kong Cannon's 3rd objective is misaligned with the others.
161   Scene 1 - "just down an ally" - Change "ally" to "alley"

Deleted comment re Spirits of Beasts. Body slams and constrictions FTW >.<
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Navigator on <10-14-16/0852:43>
119   Ruckus' Indomitable (Clubs) should read "When attacking with Clubs, may reroll exactly 2 dice" as per Pg 205
154-195   Inconsistent use of full stops in the Objectives sections.
158   Onto the Path's Objectives look like they're in a different font?
181   "warchests" should have a space between "war" and "chests".
192   Extra space after "pukwudgies" in the Un-seeled Fate Pt. 2 Objectives.
193   "renumerate" is a misspelling. The "n" and the "m" should be swapped.
204   Mist Form's description is bolded as well as it's "Name (Type)".
204   Under QUALITIES - maybe add a reference to the Qualities guidelines on Pg 67 so people don't forget they have other options?
       "You can get more creative if you want (see listed qualities on p. 204 for other examples), but adding or subtracting two dice is the most straightforward way to make a quality."
205   Add Hawk & Wagon's Expert Shot Quality to the sample list. Because looking at Ambidextrous, Indomitable and Spirit Affinity it gives the impression that "offensive" qualities shouldn't get a straight 2-dice bonus (even though they can per Pg 67).
204/205   Ace Pilot and Combat Pilot are redundant. Should Combat Pilot refer to Vehicle Weapons?
204/205   Iron Will and Spirit Whisperer are redundant. Perhaps Iron Will should refer to Sorcery or add 2 dice to Conjuring pools?
205   Add Razzle's Focused Concentration (Pg 113) to the list of sample Qualities? It is equivalent to 2 Amp Points. See Sustaining Focus Pg 202.
205   Add Strider's Quick Healer (Pg 123) to the list of sample Qualities?
205   Add Thunder's Mentor Spirit (Dragonslayer) (Pg 125) to the list of sample Qualities? Her's is a bit different than the other options.
205   Mentor Spirit (Raven)'s "+1 die for knowledge tests" does nothing. Should this part grant one additional Knowledge Skill instead?
207   "Enhanced Vision Goggles" look boring next to "Goggles/Glasses (Image Link, Thermo, Vis Mag). Are they supposed to have Low-light or Smartlink Systems?
207   Plastic and Metal Restraints could probably go on one line to save space "Plastic or Metal Restraints"

And that's your lot. I know a lot of these are nit-picking, but I like the idea of Anarchy and want it to be at it's best, especially for those of us who've been put off by the mess the other books were in (Ta, Patrick).
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Carmody on <10-14-16/0918:21>
Thanks Navigator for those extensive feedbacks!
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <10-14-16/1723:20>
I was planning on going page by page like this but I saw you start and knew you would do an exceptional job! Thanks! 

I know what you mean when you say you like the idea of Anarchy and want it to be its best!  This has the potential to be a perfect game and it deserves a perfect book.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Navigator on <10-17-16/1626:17>
Lord Grizzle flagged the following in a rules query:

Pg 66 - Larger example - "This Amp adds an Amp level and increases the Essence cost of the arm."

Also another pair I missed:
Pg 38    "resisting torture, Willpower + Body" - Obviously Body is no longer a stat in Anarchy.
Pg 196  "mirror make a Willpower + Body test"
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Skrinch on <10-26-16/0138:10>
Might have been already mentioned; based on Valiant briefs, a suggested list of Cues are not in the Anarchy briefs.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: imaginaari on <11-07-16/1046:17>
Page 31 states "NPC CHARACTER SHEET"  mentions sheets that "take up a third of a page" yet they are simply not present. It's a leftover from Valiant Universe I guess, you either should include missing sheets or rewrite that section to reflect the fact that only regular SR-style stat tables are provided. (do the sheets please, they're useful)

Page 31 - " the Specialization text on the Pistols Skill is “Pistols +2.”" should be " the Specialization text on the Firearms Skill is “Pistols +2.”"
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Gingivitis on <11-11-16/1356:36>
Was it intended to have wound modifiers to death tests? (Edge + Edge). I am not sure there should be modifiers to that.  Here is why:

Coydog with 2 Strength has 9 Physical damage boxes.  At capacity, a full Physical track would give her a -3. With an Edge of 1, she would get no dice.  That's bad but it gets worse.

Sledge with 8 Strength has 12 Physical damage boxes.  At capacity, a full Physical track would give him a -4. 

Even if they both had 2 Edge, the stronger, tougher character is more likely to die.

Others have pointed out that damage/soak tests do not take wound modifiers.  This is not stated in Anarchy though.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: imaginaari on <11-13-16/0912:40>
I've seen some serious concerns about awakened status being needed for adept amps not stated clearly enough in the rules.

Compare Awakened info:

Page 32 "Spells: Magicians can manipulate mana to cast spells. Characters must be Awakened (see p. 63) to cast spells."

Page 136 Enemy Mage, Page 140 Vampire "Awakened: Has access to magical amps. "

Page 202 SPECIAL AMPS "Awakened (Amp Level 2): Has access to magical amps"

To mentions of Adept Powers:

Page 33 "Adept Powers: Instead of casting spells, adepts use mana to perform physical magic" (no info about awakened requirement)

Page 63 "If you’re not Awakened, you can’t access mana to do amazing things like cast spells, summon spirits, or enhance your physical abilities." (enhancing physical abilities doesn't use "Adept Powers" keyword)

page 134 "Critter Powers work similar to Spells, Adept Powers, and Technomancer Amps in that they can only be used by characters specifically designated as critters, in the same way that spellcasters and adepts are Awakened and technomancers are Emerged. (that's a information hidden deep in bestiary section trivia)

page 202 Adept Amps are a separate category, not a sub-category od Magical Amps, like "Spells" and "Other" are.

I suggest change "Awakened" amp description (Pages 136, 140 and 202) to "Has access to magical and adept amps", include awakened requirement on page 33, and change "enhance your physical abilities" to "use adept powers" on page 63.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: imaginaari on <11-13-16/1030:40>
Some characters and npc have incorrectly assigned attributes to their skills:

RUCKUS have incorrectly assigned Willpower attribute to Athletics skill
REESE FRENZY have incorrectly assigned Agility attribute to Biotech skill
GANGER have incorrectly assigned Willpower attribute to Close Combat skill (I guess it's not "When attacking spirits only." use)
NINETAILS have incorrectly assigned Agility attribute to Con skill
WHEEZER have incorrectly assigned Strength (sic!) attribute to Intimidation skill
YOUNG DRAGON have incorrectly assigned Willpower attribute to Projectile Weapons skill
COYDOG have incorrectly assigned Logic attribute to Survival skill

One character have incorrectly named skill:

KIX have skill named "PILOT (GROUND)" instead of "Piloting (Ground)"

Some npcs have too many skills:

ENEMY MAGE have 7 skills
MR. JOHNSON (CORPORATE) have 8 skills
MR. JOHNSON (STREET) have 8 skills
VAMPIRE have 9 skills

I would assume that it's on purpose, if not the fact that YOUNG DRAGON have only 6, and SOLDIER/ELITE SOLDIER goes with "choose from" approach to avoid having too many skills. Even if this is intended, then you should remember about maximum of 9 skills (extra row needed) while designing NPC sheet.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: imaginaari on <11-15-16/0957:31>
MISSING QUALITIES:

RAZZLE DAZZLE have FOCUSED CONCENTRATION positive quality "May sustain two spells during a narration instead of just one." that is missing from Catalog.

WAGON have DON’T YOU DIE ON ME! positive quality "+2 dice with Biotech." that is missing from Catalog and should be added there.

HAWK and WAGON have EXPERT SHOT positive quality that is missing from Catalog.
- "+2 dice for Firearms tests." (HAWK)
- "+2 dice with Firearms." (WAGON)

WAGON have negative quality MEDIC! "Must spend a Plot Point to keep from healing friendlies if they’re injured (as long as active combat has ceased)." that is missing from Catalog.

STRIDER have QUICK HEALER positive quality "+2 dice to any test to heal this character" that is not present in catalog.


MISSING QUALITIES/DIFFERENT NAMES DOUBLING EXISTING QUALITIES:

THUNDER have "DEPENDENT (SOPHIE)" quality, which is not available in Catalog, that probably should be renamed to "Emotional Attachment (Sophie)" because they're essentially the same.
- "Must spend a Plot Point to avoid prioritizing (Specify) above anything else." (Catalog)
- "Must spend a Plot Point to avoid prioritizing her sister Sophie above anything else." (Catalog)
- "At GM discretion, must spend a Plot Point to avoid prioritizing her custom bike above anything else." (Fusion)
I would suggest removal of "At GM discretion" from Fusion entry as it seem to be out of place in the context.

TOMMY Q have "FORMAL EDUCATION" -  quality "Gain two additional knowledge skills." that should be replaced with "College Education" - "May choose 2 additional Knowledge skills." used in two other instances (Catalog and REESE FRENZY)

STRIDER have THRILL-SEEKER negative quality that is missing from catalog. It's similar to Combat Junkie quality present on KIX, KNOX and in Catalog, and probably should be replaced by it. The "Average W+L test" especially look like some kind of leftover.
- "Must succeed at an Average W+L test or take the most dangerous course of action" (STRIDER)
- "Must use a Plot Point to avoid using violence as first response to any given problem." (Catalog and KNOX)
- "Must spend a Plot Point to avoid using violence as a first response to most problems." (KIX)
Also "any given" and "most" are quite different in meaning.

SPEED RACER (HARDPOINT) vs Street Racer (Catalog). They have exactly the same description though.

Depending on place, different spelling is used "Elf Poser" in Catalog, "ELF POSEUR" on Gentry character sheet. Also, the description varies:
- "When making social tests about/with elves, always add a Glitch Die that cannot roll an Exploit." (Catalog)
- "When making social tests with elves, always add a Glitch Die that cannot roll an Exploit." (GENTRY)
I would say that having or not having "about" makes difference for a range of situations when it could be used.

Biocompatibility is written as Biocompatability on all three uses (Catalog, Kix, Sledge)


DIFFERENT/MISSING/BROKEN RULES:

Bruiser quality:
- "+2 dice to Intimidation tests." in Catalog and on Sledge
- "+2 dice for Intimidation tests; may link Intimidation to Strength instead of Charisma." on Wheezer.
That puts my remark about incorrect assigment of stat on Wheezer in new light. But then you have to notice, that Sledge also have Intimidation Skill, that is connected to the Charisma (which is correct for his, weaker version of this quality). Anyway, you should pick one and change it in all three places.

Distinctive Style on all characters (SLEDGE, RASPBERRY JAM, JINN, ROSE RED) is missing most important thing from the catalog description, which is test modifier  "Opposition is at +2 dice to recognize or remember you in Perception tests." that should be added after flavour text in all four instances. Also, JINN "DISTINCTIVE STYLE (HIGH FASHION)" is incorrectly stated to be a positive quality, with "GO BIG OR GO HOME" incorrectly stated to be negative one. Their places should be switched.

Guts:
- "May reroll 2 dice when resisting fear or intimidation." (Catalog, WHEEZER, THUNDER, ROSE RED, RAIDER, DAKTARI, CHROME BISON)
- "You may reroll 2 dice when resisting fear or intimidation." (SHADES)
- "+2 dice to resist fear and Intimidation attempts." (HAWK)
While SHADES case is only a wording difference, HAWK is actually using totally different rules.

Mentor Spirit (Bear):
- "Add 1 damage to melee combat damage; heal two points of Physical or Stun damage when using Plot Points to heal (does not work for gear)." (ALYOSHA DUSKA)
- "+1 to melee combat damage; using First Aid doesn’t cost a Plot Point." (DAKTARI)
- "+ 1 damage to melee combat damage, using First Aid does not cost a Plot Point." (Catalog)
ALYOSHA version is twice as strong.

STUBBORN (HARDPOINT) vs Stubborn Loyalty (specific, Choose Corp) (Catalog).
- "–2 dice when using a drone/vehicle that isn’t MCT-crafted or that Hardpoint hasn’t customized." (HARDPOINT)
- "–1 die when using a drone/vehicle that isn’t (Choose Corp)-crafted or that you haven’t customized." (Catalog)
-1/-2 dice difference, also HARDPOINT ability should probably be named Stubborn Loyalty (MCT)

Phobia:
- "When in the presence of (Phobia Source, GM decision), –2 to all dice rolls." (Catalog)
- "When in the presence of any Law Enforcement, –2 to all dice rolls." (RUCKUS)
- "Has an irrational fear of insects. When confronted by them, must succeed at an Average W+L test or suffer a –2 dice penalty to all rolls." (RAZZLE DAZZLE)
The test part really stands out.


QUALITIES REFFERING TO THINGS NOT PRESENT IN ANARCHY:

Indomitable:
- "When attacking with (Choose Combat Skill), may reroll exactly 2 dice." (Catalog)
- "When attacking with Blades, may reroll exactly 2 dice." (ROSE RED)
- "When attacking with the Clubs Skill, may reroll 2 dice." (RUCKUS)
"Exactly" does make a difference. Also, the Catalog version is named "Indomitable (Selected Combat Skill)" when Anarchy does not have multiple combat skills, and "Blades" and "Clubs" are not skills. Should be replaced with "Selected Close Combat Weapon" or something like that.

Mentor Spirit (Raven):
- "+1 die for knowledge tests, using Live Dangerously does not cost a Plot Point."
Knowledge test don't exist in Anarchy, as knowledge skills have no rating.


DESCRIPTION DIFFERENCES THAT MAY HAVE EFFECT ON INTERPRETATION:

Lifelong Thief:
- "At times, you must spend a Plot Point to avoid prioritizing petty (or grand) larceny over other concerns." (Catalog)
- "At GM discretion, you must spend a Plot Point to avoid prioritizing petty (or grand) larceny over other concerns." (NINETAILS)
Looking how Emotional Attachment is handled, probably both "At times" and "At GM discretion" should be removed.

Distaste for Violence:
- "Player attacks do 2 less damage." (Catalog)
- "Player attacks do 2 circles less damage. " (ALYOSHA DUSKA)
Maybe the "circles" were meant to clarify something, but they actually confuse me more.

Mentor Spirit (Cat):
- "+1 die for Athletics or Stealth tests, may reroll 1 die when casting effect spells." (RAZZLE DAZZLE)
- "+1 die for Athletics or Stealth tests; may reroll one failed Sorcery die when using effect spells." (Catalog)
"Failed" is present in one version and missing in the other, but it's "when using" vs. "when casting". "Using" may imply that you can sustain effect spell getting a bonus to all sorcery rolls.

Mentor Spirit (Coyote):
- "+1 die for Con tests, may reroll 1 die when casting effect spells." (Catalog)
- "+1 die for Con tests, may reroll 1 die when casting illusion or control spells." (COYDOG)

Toughness:
- "All damage taken is reduced by 1." (Catalog)
- "All damage taken is reduced by 1 point per attack" (BIT-BUCKET)

Natural Hardening:
- "Reduce Matrix damage taken by 2." (Catalog)
- "Matrix damage taken is reduced by 2 points per attack." (VECTOR)

Spirit Affinity:
- "+2 dice with (Chosen Spirit Type)." (COYDOG)
- "+2 dice summoning Air Spirits." (Catalog)
"with" have a broader area of use than "summoning"


UNCUSTOMIZED QUALITIES/CHARACTER SHEETS:

Negative Quality "ALLERGY (SEAFOOD)" on CHROME BISON have uncustomized description taken from "Allergy (Specify)". It says "When affected by allergy (GM decision), -4 to all dice rolls." when it should have "(GM decision)" removed and include Seafood in description text.

CHROME BISON have High Pain Tolerance quality "Does not take dice penalties for damage until second row of damage boxes is filled." yet still have -1 modifiers on the sheet for both tracks. Also, there is nothing stopping people from taking both "High Pain Tolerance" and "Low Pain Tolerance" which would be weird.


OTHER INCONSISTENCIES IN WORDING:

Codeslinger:
- "+2 dice to Hacking tests." (Catalog)
- "+2 dice for Hacking tests." (BIT-BUCKET and VECTOR)
- "+2 dice when for Hacking tests." (GENTRY)

Combat Paralysis:
- "Act last on the first round of any combat (that isn’t you specifically initiating an ambush)." (Catalog and MS. MYTH)
- "Act last on the first round of any combat (that wasn’t specifically you initiating an ambush)." (DAKTARI)
- "Act last on the first round of any combat (which wasn’t specifically you initiating an ambush)." (FOURTH)

Gearhead:
- "When pushing the limits of vehicles or performing difficult maneuvers, +2 dice to roll." (Catalog)
- "When pushing the limits of vehicles or performing difficult maneuvers, add +2 dice to roll." (Fusion)
it's funny that the longer version is actually on character sheet, where space could be more of a problem.

Iron Will:
- "May reroll two dice during Conjuring tests." (TOMMY Q)
- "May reroll 2 dice during Conjuring tests." (Catalog)

Silver Tongue:
- "May reroll 2 dice on Charisma tests." (Catalog)
- "May reroll 2 failed dice on Charisma-related tests." (FOURTH)
- "May reroll two dice on Charisma tests." (MS. MYTH)
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Sphinx on <11-22-16/1136:39>
Page ii (Rules Are Meant to be Broken), change “2018” to “2021”
Page 2 (Contents 154), change “Be Careful What” to “Be Careful What You Search For
Page 2 (Contents 157), change “Don’t Know Much” to “Don’t Know Much About Arcology
Page 3 (Contents 165), change “The Halloweener” to “The Halloweener Underground
Page 3 (Contents 170), change “Is That a Bug” to “Is That a Bug in Your Pocket?”
Page 6 (Synchronicity), change “was visibly” to “were visibly”
Page 6 (Synchronicity), change “older, simple” to “old, simple” or “older, simpler
Page 6 (Synchronicity), change “Timy rippled” to “Tiny rippled”
Page 6 (Synchronicity), change “of they’d tried” to “if they’d tried”
Page 6 (Synchronicity), change “shamen” to “shamans”
Page 6 (Synchronicity), hyphenate “thumbs-up”
Page 7 (Synchronicity), change “arraying” to “arranging”
Page 10 (Introduction), change “set runners” to “send runners”
Page 10 (Introduction), change “from one rule set to another” to “from one rule set to the other
Page 10 (Introduction), change “ready for make” to “ready to make”
Page 12 (Magic), change “dwarves” to “dwarfs”
Page 13 (Corporation), change “At the top is the Big Ten” to “At the top are the Big Ten”
Page 16 (2064), change “their mind” to “their minds” (plural)
Page 17 (Ares Macrotechnology), change “time as past” to “time has passed”
Page 17 (Ares Macrotechnology), change “the heart of Area” to “the heart of Ares”
Page 18 (Horizon Tags), delete “UCAS corp”
Page 20 (Shiawase Tags), change “Market Information and Forecasting Department” to “Market Forecasting and Information Department”
Page 20 (Wuxing), capitalize “Pacific Rim”
Page 21 (Koshari), change “over-do-ing” to “overdoing” and “uni-versal” to “universal”
Page 22 (Go-Gangs), change “where the go-gangs” to “where the go-gangs are” (insert “are”)
Page 23 (Allied German States), normalize the font for “in large part
Page 24 (Draco Foundation), change “the disposition obscure” to “the disposition of obscure” (insert “of”)
Page 24 (Magical Groups), make the first mention of “Ordo Maximum” bold.
Page 25 (Matrix Musts), change “But there are some things that are” to “But some things are”
Page 25 (Matrix Musts), change “as your can virtually attend” to “as you can virtually attend”
Page 25 (Entertainment), change “what-not” to “whatnot”
Page 28 (Select a Contract Brief), change “is endless” to “are endless”
Page 28 (Objectives), change “take runners in strange places” to “take runners to strange places.”
Page 19 (Willpower), change “grind” to “ground”
Page 19 (Willpower), add a period to the end of the paragraph
Page 30 (Cues), change “define the character, whether it’s attitude, capabilities, or personality” to “define the character’s attitude, capabilities, and personality.”
Page 31 (Skills), change “provides a guideline for some ideas for what the Skill can do” to “provide guidelines for what the Skill can do”
Page 31 (Specialization), change “Pistols Skill” to “Firearms Skill”
Page 34 (Talk Time), change “Negotiation and Intimidation” to “Negotiation or Intimidation”
Page 34 (Scene), change “Event Brief” to “Contract Brief”
Page 34 (Scene), change “ultimately leads” to “ultimately lead
Page 34 (Contract Brief), change “Event Brief” to “Contract Brief” (twice)
Page 35 (Contract Brief), change “Event Brief” to “Contract Brief” (twice)
Page 37 (Hits), change “are counted as hits” to “counts as a hit.”
Page 37 (Core Mechanic), change “Shadow Amps effects” to “Shadow Amp effects”
Page 37 (Dice Pools), change “bad situational circumstances” to “bad circumstances” (delete “situational”)
Page 38 (Opposing Dice), change “the opposing dice are determined by making dice pools of an opposing player” to “the opposing dice are an opposing character’s dice pool.”
Page 38 (Dice Pools), change “a maglock at a securing” to “a maglock securing” (delete “at a”)
Page 38 (Attribute-Only Tests), change “Willpower + Body” to “Willpower + Strength
Page 39 (Glitches), hyphenate “life-threatening”
Page 40 (Combat), hyphenate “what-have-you.”
Page 40 (Combat), change “the attacker’ hits and defenders hits” to “the attacker’s and defender’s hits”
Page 43 (Staggered), change “up to the LN” to “up to the GM.”
Page 43 (Knocked Out), change “is damaged again with Stun damage” to “takes Stun damage again”
Page 43 (Regaining Armor/Condition Monitor Damage), change “attempting” to “attempted”
Page 44 (Character Death), change “Killed In Action” to “Killed in Action” (lowercase “in”) (multiple times)
Page 46 (Diving Deep into the Matrix), change “deal the sprite a number of damage” to “deal the sprite damage”
Page 46 (Spells, Spirits, and Astral Combat), change “is listed” to “are listed”
Page 47 (Spells, Spirits, and Astral Combat), change “shucked” to “should”
Page 48 (Vehicle and Drone Combat), change “inside on top” to “inside or on top” (insert “or”)
Page 48 (Vehicle and Drone Combat), change “a number of Armor circle” to “a number of Armor circles”
Page 48 (Vehicle and Drone Combat), change “help things alone” to “help things along
Page 50 (Darkness), change “Kiken Aug” to “Shadow Amp”
Page 50 (Underwater), change “the difficulty with moving” to “the difficulty of moving”
Page 50 (Mind Control), change “are in effect” to “apply”
Page 50 (Mind Control), change “the character or NPCs appropriate Narrations” to “the character’s or NPC’s appropriate Narrations”
Page 52 (When It’s Not Your Narration), change “Interactions between players is one of the best parts” to “Interaction between players is one of the best parts”
Page 52 (A More Focused Gamemaster), hyphenate “Double-time”
Page 53 (A More Focused Gamemaster), change “the same player a turn” to “the same player each turn”
Page 54 (Rolling Initiative), change “Amps still provides” to “Amp still provides” or “Amps still provide
Page 54 (Rolling Initiative), change “successes” to “hits”
Page 64 (Assign Attribute Points Example), change “Willpower 4 puts Sledge 10 boxes” to “Willpower 4 puts 10 boxes” (delete “Sledge”)
Page 64 (Assign Skill Points), change “doing a Prime Runner game” to “playing a Prime Runner game”
Page 67 (Add Qualities), change “from on Skill” to “from one Skill”
Page 135 (Devil Rat), change “Animal Control” to “Vermin Control”
Page 144 (The Culture), hyphenate “side-by-side”
Page 151 (Council Island), change “Rumors are that there are” to “There are rumors of”
Page 151 (Council Island), change “even a draco-forms” to “even dracoforms.”
Page 153 (Happening World), change “iron-clad” to “ironclad” (no hyphen)
Pages 154–196 (Objectives), review all Objectives and ensure they all end in periods.
Pages 154–196 (Tags), review all Tags and ensure that they are capitalized consistently according to the rules for proper case.
Pages 154–196 (Suggested NPCs), review the “Suggested NPCs” line at the beginning of every Scene and ensure that they are all capitalized and punctuated consistently.
Pages 154–196 (Mr. Johnson’s Pitch), whenever “Mr. Johnson” is a woman (Black Star Rising p.155, Assassin’s Greed p.171, Street Sweeper p.173, Company Town p.178, Leaks and Plumbers Pt.1, p.181, Arabian Knights Pt.1–3, p.186–188), change the headline for this section from “Mr. Johnson’s Pitch” to “Ms. Johnson’s Pitch”
Page 154 (Scene 1), change “to franticly look around” to “to look around frantically”
Page 154 (Epilogue), change “have some of the money trail leading to” to “have the money trail lead to”
Page 155 (Black Star Rising), change “Bogota” to “Bogotá” (with the accent, five times)
Page 156 (There’s No Mr. Johnson), remove the comma from “combat-heavy whirlwind”
Page 158 (Onto the Path), hyphenate “smash-and-grab” (three times)
Page 160 (Mr. Johnson’s Pitch), change “taken by from” to “taken from” (delete “by”)
Page 162 (Mr. Johnson’s Pitch), remove the comma from “hard-working corporate shark” and “dog-eat-dog world” (and hyphenate “dog-eat-dog”).
Page 162 (Scene 1), hyphenate “pistol-whipped”
Page 165 (Context), change “Halloweener’s” to “Halloweeners’” (plural possessive)
Page 169 (Scene 1), change “in wardrobe” to “into wardrobe”
Page 169 (Scene 1), change “fire fight” to “firefight” (one word, no space)
Page 169 (Scene 2), change “Bogota” to “Bogotá” (with the accent)
Page 169 (Scene 2), change “Amazonia/Aztlan war” to “Aztlan-Amazonia War”
Page 175 (Mr. Johnson’s Pitch), change “which has other factions” to “who has other factions”
Page 175 (Scene 2), change “Prince Connal Taylor” to “Prince Conall Taylor”
Page 176 (Scene 5), change “SCENE 6” to “SCENE 5” (you skipped #5)
Page 177 (Scene 2), do not hyphenate “wholly owned”
Page 180 (Scene 2), change “hellhounds” to “hell hounds” (two words, three times)
Page 185 (Scene 4), change “runner’s” to “runners’” (plural possessive)
Page 186 (Ms. Johnson’s Pitch), hyphenate “out-of-town”
Page 187 (Scene 1), change “runner’s” to “runners’” (plural possessive)
Page 187 (Context), change “judgement” to “judgment”
Page 188 (Scene 2), always use parentheses in pairs: (a) … (b) … or (c) … .
Page 190 (Epilogue), change “the runners actions” to “the runners’ actions” (insert apostrophe)
Page 190 (Epilogue), change “has succeed” to “has succeeded”
Page 192 (Technology and Cyber sidebar), hyphenate “will-o’-the-wisp”
Page 192 (Scene 1), change “every fairy tale forest you heard” to “every fairy tale you heard” (delete “forest”)
Page 193 (Context), change “sourcebook)” to “sourcebook.” (convert parenthesis to period)
Page 196 (Scene 4), change “Willpower + Body” to “Willpower + Strength
Page 199 (Step 2: Translate Skills), change “put in the skill” to “put it in the skill” (insert “it”)
Page 202 (Voice Control), change “mimic others voices” to “mimic other voices”
Page 203 (Diffusion), change “of enemy in Matrix” to “of an enemy in the Matrix”
Title: Re: Shadowrun Anarchy Errata discussion
Post by: LittleBird on <07-11-17/1050:57>
Pg 10
    Paragraph 2 "Plenty opportunities to throw dice"  should be "plenty of opportunities..."
   
    Paragraph 3 "The Bleeding Edge" - chapter title is "Bleeding on the Edge", also referred to as "Bleeding on the Edge" in the index, "The Bleeding Edge" should be changed
     to match?
   
    Paragraph 5 "get ready for make your own..."  should be "Get ready to make your own..."

Page 12
      Paragraph 1 "Enchanted swords...mojo bags, every potion..."  should be "Enchanted swords...mojo bags, and ever potion..."
      "..but as time as past..." should be "...but has time has passed..."
      "...at the heart of area..."  should be "...heart of Ares..."

Page 21
      "spirit of over-doing....uni-versal..."" remove dashes
     
     
   
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Navigator on <07-11-17/1552:08>
Thanks for those LittleBird. Anything new you (or anyone else) dig(s) up, especially grammar- or index-related, is definitely still appreciated.

Sphinx's postings were pretty thorough, but if anyone's in any doubt, or holds a differing opinion, after a quick scan please post it up anyway.

Many thanks, Navi
Title: Re: Shadowrun Anarchy Errata discussion
Post by: cssmythe3 on <03-02-18/1646:17>
Did any of these get compiled into a single document?

For the questions about rules, did a FAQ ever get assembled?

I'm super psyched about starting my first Shadowrun Anarchy campaign this month, as is evidenced by my character creation spreadsheet (link below), and I'd like to help out getting all the corrections / fixes to my copy of the rules before I start.

Character Generator:
https://docs.google.com/spreadsheets/d/12-YN0UWI9N8mRf9gta6wHLtmAvLaTu9DVJxLSrPZf7E/edit?usp=sharing

Regards,

Brooklyn Game Dad
Title: Re: Shadowrun Anarchy Errata discussion
Post by: cssmythe3 on <03-19-18/0912:12>
I think these haven't been done yet:

P125 Thunder’s Fix Spell needs to be added to the catalog.

P138-139 Any spirit with an elemental attack should add to skills: Projectile Weapons skill level 3. Agility + Projectile Weapons attack should be listed as the attack pool for the power. The defense for elemental attack is inconsistent, sometime S+W other times A+L. The engulf power should state it is a close combat attack.

-Brooklyn Gamer Dad

Edit: Correction from below.
Title: Re: Shadowrun Anarchy Errata discussion
Post by: Navigator on <03-22-18/1821:53>
I must have (repeatedly) overlooked the Fix spell as a Heal spell variant (Thunder was a mess). Ta.

Per Pg. 32, Critter ranged attacks are covered by Projectile Weapons. Anarchy doesn't use the Exotics or other niche skills if it can help it. Issues with which Critters have it and why have been raised.