Shadowrun

Catalyst Game Labs => Errata => Topic started by: Taejix on <07-01-14/0336:14>

Title: Street Grimoire Errata
Post by: Taejix on <07-01-14/0336:14>
Pg 176, The Athlete's Way quality offers a discount on the Great Leap power. This power does not exist in SR5.
Title: Re: Street Grimoire Errata
Post by: Ryo on <07-01-14/0407:12>
Corrode/Melt/Sludge need to be changed, whether or not the way they are currently written was intended or not. As it currently stands, they are worse versions of Acid Stream/Toxic Wave. They are restricted to a specific target named when the spell is learned, and they have worse drain codes. I see no benefit to taking them over the version in the core book.

Destroy [Vehicle] is listed as a Mana spell, which would make it useless, as Mana spells can't affect inanimate objects. Why is this specified as a variant of Slay instead of Wreck?

Ice Storm is listed as having Drain: Force +1, instead of Force -1, like every other area elemental combat spell.

Ram/Wreck/Demolish are completely useless. Similar to the acid issue, these spells are inherently worse than Shatter/Powerbolt/Powerball. They're restricted to a specific type of object, and are resisted by either Barrier Rating or Object resistance, a problem Shatter/Powerbolt/Powerball would not have against inanimate objects. They also do not have lower Drain values, which is what these restricted target spells had going for them in 4th edition. Hell, Ram has a higher drain than Shatter!
Title: Re: Street Grimoire Errata
Post by: XyraFhoan on <07-01-14/0421:01>
Page 170, Commanding Voice. This power exists in Stolen Souls... but it is substantially different from what is presented in Street Grimoire.

Stolen Souls: Costs 1 PP, forces listeners who fail the opposed check to briefly obey a 5-word-or-less command. Groups of targets get bonuses to their opposed defense test.

Street Grimoire: Costs 0.25 PP per level to a maximum of 3, and gives additional dice to initimidate or leadership opposed tests. A success means the adept's next suggestion will be followed within reason. There's also a charisma limit here for how many people can be affected by the power.

Page 173, Nerve Strike. Again, the rules between Street Grimoire and Stolen Souls contradict each other. However, these two powers are a lot more similar. The biggest error is in recovery. In Stolen Souls, the target must succeed a Body + Willpower check every hour, regaining one point of either Agility or Reaction per hour. In Street Grimoire, you automatically regain one attribute. I assume the nerfed version of this ability as presented in Street Grimoire is the intended effect (which would make this errata for Stolen Souls)?
Title: Re: Street Grimoire Errata
Post by: Taejix on <07-01-14/0425:28>
Pg 139, the text and the sidebar offer contradictory costs for learning new advanced rituals and enchantments. The main text states they take the same karma and time as initiating to the magician's current grade, while the sidebar prices them the same as normal rituals and enchantments.
Title: Re: Street Grimoire Errata
Post by: Ryo on <07-01-14/0526:12>
(Critter) Form has a higher Drain value than Shapechange, making it useless. Somebody seriously dropped the ball on these restricted function spells. (Critter) Form also sends mixed signals, since it says you can only change into a specific non-paranormal critter, and then lists two paracritters as examples (Hellhound and Devil Rat.)
Title: Re: Street Grimoire Errata
Post by: Csjarrat on <07-01-14/0553:44>
Interference spell; pg 117
it lists all signals as being jammed if they have a signal rating less than hits.
By RAW this is everything as nothing has had a signal rating since SR4!!!!
seriously guys, proof read?
Title: Re: Street Grimoire Errata
Post by: kuromi on <07-01-14/1314:12>
Corrode/Melt/Sludge need to be changed, whether or not the way they are currently written was intended or not. As it currently stands, they are worse versions of Acid Stream/Toxic Wave. They are restricted to a specific target named when the spell is learned, and they have worse drain codes. I see no benefit to taking them over the version in the core book.

Isn't the benefit being able to do acid damage on a specific item, without the danger of damaging anything else? Like being able to corrode off restraints without melting the hands of the person being restrained?
Title: Re: Street Grimoire Errata
Post by: Ariketh on <07-01-14/1425:32>
Ice Storm is listed as having Drain: Force +1, instead of Force -1, like every other area elemental combat spell.

This may be intentional. In addition to being an area ice spell, it also provides the effects of the Ice Sheet spell (SR5, p 293). So it combines a F - 1 drain spell for the elemental AoE, and a F drain spell. Sounds like a F + 1 drain spell due to the combo.

Isn't the benefit being able to do acid damage on a specific item, without the danger of damaging anything else? Like being able to corrode off restraints without melting the hands of the person being restrained?

Yes, it does.

Quote from: Street Grimoire, page 102
These  spells  conjure  a  sizzling  blast  of  corrosive spray that inflicts Acid damage (p. 170, SR5) upon their targets similar to Acid Stream and Toxic Wave (p. 283, SR5).  The  corrosive  nature  of  these  blasts  only  affects
the specified object for which the spell was created to harm. All other objects remain unharmed.

So also probably intentional.

-Ariketh
Title: Re: Street Grimoire Errata
Post by: kuromi on <07-01-14/1500:53>
Hmm, how about One Less vs Death Touch- the drain codes are the same, even though One Less is set to a specific species/metatype. In this case I would think the drain should be less since it says its a specialized version of Death Touch. And given its a touch spell, its not like you'd be using One Less Troll to hurt the troll holding your elf buddy without hurting him, since your friend wouldn't be taking damage anyways.

Which does make it interesting that Slaughter has less drain than Manaball. Yes, Slaughter is only useful against one particular species/metatype, but at the same time, the aforementioned Corrode/Melt/Sludge allow you to throw them willy nilly without damaging the things you don't want damaged. So if you were like some Anti-Elf mage, you could be tossing Slaughter Elf into a crowd, only damaging the elves and leaving everyone else alone. So I would think for sure One Less and Slay should definitely have less drain than Death Touch/Manabolt, but Slaughter is a little more nebulous since it will only work against certain creatures/metatypes, but at the same time, it would allow you to do an area effect spell that could possibly only damage the people you want. Like dropping Slaughter Ghoul on a mixed crowd of ghouls attacking metahumans.
Title: Re: Street Grimoire Errata
Post by: The Masked Ferret on <07-01-14/1636:09>
The Artisans's Way (mentione pg 167) is not detailed on pg 156 like the other Ways.
Title: Re: Street Grimoire Errata
Post by: Katerchen on <07-01-14/1700:35>
Page 157 - Claws - Prerequisite: Keratin Control
same page: Hot Qi - Prerequisite: Living Focus
But there are no adept powers like living focus and keratin control in SR5 yet. Seriously, this book should be rewritten with so much content missing.
Title: Re: Street Grimoire Errata
Post by: Ryo on <07-01-14/1731:59>
Blind Fighting adept power says it reduces the Blind Fighting penalty by 1, but I can't find the Blind Fighting penalty referenced anywhere, in any of the books. This problem also extends to Run & Gun, which does the same thing with Strike the Darkness. What is the Blind Fighting penalty?
Title: Re: Street Grimoire Errata
Post by: Sendaz on <07-01-14/1807:33>
Page 14:  Ibn Eisa is listed as being head of the Islamic Unity Movement (IUM) which he did lead back in his former life, but now he leads the New Islamic Jihad(NIJ), a terrorist organization.

The IUM currently acts to curtail the activities of the NIJ when possible.
Title: Re: Street Grimoire Errata
Post by: XyraFhoan on <07-01-14/1857:37>
Blind Fighting adept power says it reduces the Blind Fighting penalty by 1, but I can't find the Blind Fighting penalty referenced anywhere, in any of the books. This problem also extends to Run & Gun, which does the same thing with Strike the Darkness. What is the Blind Fighting penalty?

Reading through the alchemy section (pg 220), there are modifiers for being blinded. -4 for being blinded in one eye, and -8 for both, with no visual perception tests. The same penalties also come up a few times in Run & Gun throughout the Called Shots (Eyes and blinding is pg 113). It isn't specifically "blind fighting" but I assume that you are reducing that specific penalty. Overall the power seems pretty weak for the cost.
Title: Re: Street Grimoire Errata
Post by: Ryo on <07-01-14/2105:12>
There aren't any rules for Geasa in the book. Every mention of Geas refers to page 142, which contains a single blurb three sentences long referring to the Geas ordeal. All it really says is "Create a Geas with your gamemaster," which is really unhelpful when the average player would have no idea what a geas is, how to create one, or what the word even means. Seriously, geas isn't in my dictionary. If I wasn't already familiar with the concept from 4th edition, I would have no idea what this book is talking about.
Title: Re: Street Grimoire Errata
Post by: Ryo on <07-01-14/2208:13>
The imposed limit on assensing through a Quicksilver Camera makes them almost useless. With a combination of increasing the threshold by 2 and having a fixed limit of 4 (or 3 with a copy), it is already impossible to assense the typical Astral Signature, which would now require a threshold of 5. And that's without bringing Masking and Flexible Signature into the equation.
Title: Re: Street Grimoire Errata
Post by: Namikaze on <07-01-14/2222:32>
Seriously, geas isn't in my dictionary.

I get your point, but:

a) what dictionary do you use that doesn't include geas?
b) why all the hyperbole added to the errata mention?  This is hopefully to help encourage a good errata document, or (ideally) changes to the PDF before release.  This isn't a soapbox.
Title: Re: Street Grimoire Errata
Post by: Ryo on <07-01-14/2234:49>
Seriously, geas isn't in my dictionary.

I get your point, but:

a) what dictionary do you use that doesn't include geas?
b) why all the hyperbole added to the errata mention?  This is hopefully to help encourage a good errata document, or (ideally) changes to the PDF before release.  This isn't a soapbox.

a) dictionary.com app, no results.
b) because these errors are starting to get ridiculous.

On that note, the Lot's Curse alchemical compound references a Petrify spell to determine its effects. There is no Petrify spell. This should either reference the Petrification critter power instead, or there should be a Petrify spell in the book.
Title: Re: Street Grimoire Errata
Post by: Tenlaar on <07-01-14/2253:54>
Merriam-Webster does not have it either.  And even if you do find the "an obligation or prohibition magically imposed on a person" definition, that's hardly enough info to go on to use it in a game correctly.
Title: Re: Street Grimoire Errata
Post by: Tarislar on <07-01-14/2307:12>
The Beast's Way,  Pg. 176/177.

Last sentance of the section reads:

Quote
choose one power other power for the discount

Not sure what that means.

Supposed to read,
Quote
choose one other power for the discount
and just had power in there twice ?

Or similar to last line of "Spiritual Way Pg.178" that reads
Quote
choose one power from another Way's list for the discount

Limited to just other Ways or choose any other power ?

I'd be inclined to go any other power since its only 1 word off in the wording, but the Spiritual example was close enough that I though maybe that is what was supposed to be typed.
Title: Re: Street Grimoire Errata
Post by: DeathStrobe on <07-01-14/2340:05>
Blind Fighting adept power says it reduces the Blind Fighting penalty by 1, but I can't find the Blind Fighting penalty referenced anywhere, in any of the books. This problem also extends to Run & Gun, which does the same thing with Strike the Darkness. What is the Blind Fighting penalty?

Reading through the alchemy section (pg 220), there are modifiers for being blinded. -4 for being blinded in one eye, and -8 for both, with no visual perception tests. The same penalties also come up a few times in Run & Gun throughout the Called Shots (Eyes and blinding is pg 113). It isn't specifically "blind fighting" but I assume that you are reducing that specific penalty. Overall the power seems pretty weak for the cost.

I assume blind fighting can affect visibility modifiers which can be found in core p175. Total Darkness is -6, so blind fighting will make it -5. Which, I do have to agree doesn't sound particularly helpful.
Title: Re: Street Grimoire Errata
Post by: Agonar on <07-02-14/0241:30>
Blind Fighting adept power says it reduces the Blind Fighting penalty by 1, but I can't find the Blind Fighting penalty referenced anywhere, in any of the books. This problem also extends to Run & Gun, which does the same thing with Strike the Darkness. What is the Blind Fighting penalty?

They might mean "Blind Fire"/total darkness from the chart on 176.. -6 Modifier.  I can see Blind Fire referring to blinded while fighting,
Title: Re: Street Grimoire Errata
Post by: Taejix on <07-02-14/1045:38>
Pg 30, right hand column, third paragraph, the sentence "Magic just feels sluggish, like slurping a milkshake through a, in more extreme cases, like slurping gelatin)." appears to be missing a word between the 'a' and the comma, likely 'straw'. It is probably that there is an 'or' missing after the comma as well.
Title: Re: Street Grimoire Errata
Post by: ZeConster on <07-02-14/1154:13>
Seriously, geas isn't in my dictionary.
I get your point, but:

a) what dictionary do you use that doesn't include geas?
a) dictionary.com app, no results.
Searching for "geas" on dictionary.com gives an Encyclopedia "Geasa" option, which redirects to "Geis", which explains the term.
Title: Re: Street Grimoire Errata
Post by: Kincaid on <07-02-14/1408:20>
What does attuning an item actually do?  Page 124 gives the rules to attune something, but other than a reference to an unquantified limit increase, it doesn't explain why someone would go through all those steps.  It feels like there's a table missing.
Title: Re: Street Grimoire Errata
Post by: Lucean on <07-02-14/1416:18>
You can increase the accuracy of a weapon by your initiate grade. So this gets really interesting for strong weapons with the drawback of low accuracy.
I don't know though, if it could be worth for bikes, cars or other items.
Title: Re: Street Grimoire Errata
Post by: Giabralter on <07-02-14/1436:24>
You can increase the accuracy of a weapon by your initiate grade. So this gets really interesting for strong weapons with the drawback of low accuracy.
I don't know though, if it could be worth for bikes, cars or other items.

Attuned weapons also allows for Imbued weapons, which adds a trait (p 133)
Title: Re: Street Grimoire Errata
Post by: RHat on <07-02-14/1449:05>
a) what dictionary do you use that doesn't include geas?

I should think most English dictionaries wouldn't - the word is Gaelic.
Title: Re: Street Grimoire Errata
Post by: ProfGast on <07-02-14/1514:12>
On the other hand, if you punch it into google you get an immediate front page definition...

Edit: Or at least some versions of Google... older browsers may not get that entry.
Title: Re: Street Grimoire Errata
Post by: voydangel on <07-02-14/1527:30>
1. The "secrets of the initiates" chapter (starts on pg. 138) Is rather poorly organized (a subjects for a separate but very important thread) which makes it quite confusing imho, but beyond that, various arts list "enchanting" abilities. However, many of these 'enchantments' are listed in a previous chapter as rituals. So which are they, enchantments, or rituals? Example: pg. 143, Geomancy sidebar says that you get "Recharging Reagents". However, looking back to pg. 136 (would have been nice if the geomancy sidebar had mentioned this page, i had to go hunting), we find "Recharging Reagents" in the section of new rituals.


2. Also:  the sidebar on pg. 139 under "Enchanting" sends us to the core book pg. 299. After flipping around a little bit we figure out that they meant pg. 304.
3. And:  the section of new rituals that begins on pg.122 with a header in red is broken up on pg.130 with a new header in red, making us think that the section of new rituals is ended, but then, without warning, the new rituals section continues halfway through pg. 133 with no warning or sign that it is resuming the rituals list. Makes it very hard to follow.
Title: Re: Street Grimoire Errata
Post by: Namikaze on <07-02-14/1648:15>
a) what dictionary do you use that doesn't include geas?

I should think most English dictionaries wouldn't - the word is Gaelic.

Yes, I'm aware.  Technically it's Scots-Gaelic.  My wife speaks Gaelic - thanks, great-grandma Carnahan! - still, it's a term that is used in English with increasing popularity.  I just typed the word into Google, and it came up with the definition, along with it's etymology and usage over the past two centuries.

Actually, I'm done replying to this issue, as it's doing exactly what I was trying to avoid - distracting the conversation from the errata.

Back on topic though:

This is per one of the developers, Giabralter:

Greater Spirit Powers:
Guardian: Shielding (SR5 p. 326)
Guidance: Psychometry (p. 119)
Task: Compulsion (SR5 p. 395)
Title: Re: Street Grimoire Errata
Post by: ZeConster on <07-02-14/1659:50>
Also per Giabralter:
The Beast's Way,  Pg. 176/177.
Last sentance of the section reads:
Quote
In addition, Beast's Way adepts are able to choose one power other power for the discount
Not sure what that means.
That sentence should have been removed entirely. Only the powers in the sentence before it are allowed for the discount.
Title: Re: Street Grimoire Errata
Post by: Ryo on <07-02-14/1710:53>

This is per one of the developers, Giabralter:

Greater Spirit Powers:
Guardian: Shielding (SR5 p. 326)
Guidance: Psychometry (p. 119)
Task: Compulsion (SR5 p. 395)

Wait, Shielding? I think we're missing something here. How does a great form spirit have a metamagic that adds Initiate grade to spell defense pool? Are they supposed to use a different number in place of Initiate Grade, like Force?

There's also no Psychometry on page 119. Is that meant to be like the Psychometry metamagic, on page 145? Once again, what does the Spirit use instead of Initiate grade? Do they use Edge, like a Free Spirit?
Title: Re: Street Grimoire Errata
Post by: Namikaze on <07-02-14/1729:02>
Wait, Shielding? I think we're missing something here. How does a great form spirit have a metamagic that adds Initiate grade to spell defense pool? Are they supposed to use a different number in place of Initiate Grade, like Force?

There's also no Psychometry on page 119. Is that meant to be like the Psychometry metamagic, on page 145? Once again, what does the Spirit use instead of Initiate grade? Do they use Edge, like a Free Spirit?

I dunno - probably Force.  I'll see if I can find out.
Title: Re: Street Grimoire Errata
Post by: ZeConster on <07-02-14/1735:12>
Free Spirits use Edge in place of Initiate grade for metamagics, and this is also the case for the Aura Masking spirit power, so I'm guessing it's that.
Title: Re: Street Grimoire Errata
Post by: Namikaze on <07-02-14/1735:48>
Yeah, just caught that.
Include line: Substitute Edge for Initiate Grade.

Confirmation from Giabralter that the spirit is supposed to use Edge.
Title: Re: Street Grimoire Errata
Post by: Katerchen on <07-02-14/1832:42>
Page 169: Cool Resolve 1 PP per Level
Seriously????? Isn't 1 PP a bit too high for that power?
Title: Re: Street Grimoire Errata
Post by: Ryo on <07-02-14/1837:46>
Page 169: Cool Resolve 1 PP per Level
Seriously????? Isn't 1 PP a bit too high for that power?

Yeah, I think that might be an error, myself. It is the only power listed as 1.0 PP rather than 1 PP. Makes me think it was supposed to be less than one, hence the decimal, and something got messed up somewhere.
Title: Re: Street Grimoire Errata
Post by: voydangel on <07-02-14/1922:54>
This is per one of the developers, Giabralter:

Greater Spirit Powers:
Guardian: Shielding (SR5 p. 326)
Guidance: Psychometry (p. 119)
Task: Compulsion (SR5 p. 395)
Can we get a link or source or something? or was this you speaking to them IRL and we can take this as "official"?
Also, no offense intended by questioning your post, I know you're in contact with some people and all, I'm just looking for double confirmation.
Title: Re: Street Grimoire Errata
Post by: Tarislar on <07-02-14/1954:59>
Also per Giabralter:
That sentence should have been removed entirely. Only the powers in the sentence before it are allowed for the discount.
Where was this stated ?
Title: Re: Street Grimoire Errata
Post by: ZeConster on <07-02-14/1958:20>
This is per one of the developers, Giabralter:

Greater Spirit Powers:
Guardian: Shielding (SR5 p. 326)
Guidance: Psychometry (p. 119)
Task: Compulsion (SR5 p. 395)
Can we get a link or source or something? or was this you speaking to them IRL and we can take this as "official"?
Also, no offense intended by questioning your post, I know you're in contact with some people and all, I'm just looking for double confirmation.
It's a direct quote from a PM convo with Giabralter.

Also per Giabralter:
That sentence should have been removed entirely. Only the powers in the sentence before it are allowed for the discount.
Where was this stated ?
Also a PM convo with Giabralter. The exact quote is this:
Quote
That last sentence should have been removed.The sentence prior to that was the one that was added.to replace it. None of the Ways were allowed to be open ended in what powers to improve.
Title: Re: Street Grimoire Errata
Post by: Giabralter on <07-02-14/2017:25>
This is per one of the developers, Giabralter:

Greater Spirit Powers:
Guardian: Shielding (SR5 p. 326)
Guidance: Psychometry (p. 119)
Task: Compulsion (SR5 p. 395)
Can we get a link or source or something? or was this you speaking to them IRL and we can take this as "official"?
Also, no offense intended by questioning your post, I know you're in contact with some people and all, I'm just looking for double confirmation.
It's a direct quote from a PM convo with Giabralter.

Also per Giabralter:
That sentence should have been removed entirely. Only the powers in the sentence before it are allowed for the discount.
Where was this stated ?
Also a PM convo with Giabralter. The exact quote is this:
Quote
That last sentence should have been removed.The sentence prior to that was the one that was added.to replace it. None of the Ways were allowed to be open ended in what powers to improve.

I can vouch for Giabralter ;-)
Title: Re: Street Grimoire Errata
Post by: voydangel on <07-02-14/2053:01>
Thanks very much to both of you for the clarification. =)
Much appreciation all around.
Title: Re: Street Grimoire Errata
Post by: Kincaid on <07-02-14/2209:19>
Page 169: Cool Resolve 1 PP per Level
Seriously????? Isn't 1 PP a bit too high for that power?

If we figure that .5 PP is the appropriate cost for +1 skill, Cool Resolve gets you +1 to any non-threshold roll of a Social Skill.  That includes Con, Etiquette, Impersonation, Intimidation, Leadership (Command only), Negotiation, and Performance (distraction-related stuff only).  That seems pretty amazing; I'm sort of bummed there isn't an equivalent of PhysAds for the Athletics group like there was in 4e.
Title: Re: Street Grimoire Errata
Post by: Ryo on <07-02-14/2241:54>
Page 169: Cool Resolve 1 PP per Level
Seriously????? Isn't 1 PP a bit too high for that power?

If we figure that .5 PP is the appropriate cost for +1 skill, Cool Resolve gets you +1 to any non-threshold roll of a Social Skill.  That includes Con, Etiquette, Impersonation, Intimidation, Leadership (Command only), Negotiation, and Performance (distraction-related stuff only).  That seems pretty amazing; I'm sort of bummed there isn't an equivalent of PhysAds for the Athletics group like there was in 4e.

4e had the same ability to get +1 when making or resisting any Social Skill tests, plus it gave you +1 for any opposed test to gauge your truthfulness or emotional state (even against assensing), and as the cherry on top, let you communicate with other adepts through Interpretive Dance. All for .5 pp per level.

But they nerfed the shit out of Kinesics, and tried to give us back our dancing adepts at .5 pp, while turning Cool Resolve into this for 1 PP. So for the same effects you got in 4e for .5 PP, you have to spend 1.75 PP in 5e.
Title: Re: Street Grimoire Errata
Post by: Agonar on <07-03-14/0047:25>
There are several references to Object Resistance Threshold (p.295, sr5), when there isn't actually a Threshold, as Object Resistance is an opposed dice pool.  The word "Threshold should probably just be removed, and leave all references as "if you beat an item's Object Resistance" instead.

References...
Catalog, p.107
Chaff, p.111
Fix, p.116
Glue Strip, p.116
Decrease Noise, p.116
Decrease Gear Limit, p.116
Lock, p.117
Protect Vehicle, p.117 and 118
Pulse, p.118
Slow Vehicle, p.118
Shape [Material], p.118
Title: Re: Street Grimoire Errata
Post by: Kincaid on <07-03-14/0703:24>
I was wondering about the object resistance threshold/test thing as well.  What I can't quite figure out is how someone is ever supposed to be able to fix a drone if he's rolling against 15+ dice every time he casts Fix.  If the categories on page 295 in SR5 were translated to thresholds (2/3/4/5), it would make a lot more sense.
Title: Re: Street Grimoire Errata
Post by: Kincaid on <07-03-14/0710:16>
Page 169: Cool Resolve 1 PP per Level
Seriously????? Isn't 1 PP a bit too high for that power?

If we figure that .5 PP is the appropriate cost for +1 skill, Cool Resolve gets you +1 to any non-threshold roll of a Social Skill.  That includes Con, Etiquette, Impersonation, Intimidation, Leadership (Command only), Negotiation, and Performance (distraction-related stuff only).  That seems pretty amazing; I'm sort of bummed there isn't an equivalent of PhysAds for the Athletics group like there was in 4e.
4e had the same ability to get +1 when making or resisting any Social Skill tests, plus it gave you +1 for any opposed test to gauge your truthfulness or emotional state (even against assensing), and as the cherry on top, let you communicate with other adepts through Interpretive Dance. All for .5 pp per level.

But they nerfed the shit out of Kinesics, and tried to give us back our dancing adepts at .5 pp, while turning Cool Resolve into this for 1 PP. So for the same effects you got in 4e for .5 PP, you have to spend 1.75 PP in 5e.

This seems much more like an argument that Kinsesics was broken in 4e than one that argues Cool Resolve is overcosted.  I think pretty much everyone agrees that Kinesics was over the top in 4e, but more to the point, I don't think there's much benefit in trying to gauge balance between editions.  The active skill benchmark is .5/+1, so analysis should flow from that.  There are certain groups of skills--Social and Vehicle, especially--that lend themselves to being grouped into some sort of Cool Resolve-ish package in my mind, but clearly those should cost more than baseline.
Title: Re: Street Grimoire Errata
Post by: Larsine on <07-03-14/0719:46>
P. 88, Nuclear (Toxic Spirit of Fire)
Replace: Physical Init. ((F x 2) +3) +2D6
With: Physical Init. ((F x 2) +4) +2D6

P. 88, Plague (Toxic Spirit of Man)
Replace: Physical Init. ((F x 2) +2) +2D6
With: Physical Init. ((F x 2) +3) +2D6

P. 100, Torso (While detached)
Replace: Physical Init. 10 +2D6
With: Physical Init. 8 +2D6

P. 193, Guardian Spirits
Replace: Physical Init. ((F x 2) +1) +2D6
With: Physical Init. ((F x 2) +3) +2D6

P. 193, Guidance Spirits
Replace: Physical Init. (F x 2) +2D6
With: Physical Init. ((F x 2) +2) +2D6




Title: Re: Street Grimoire Errata
Post by: Katerchen on <07-03-14/0733:56>
How about the new qualities for ways? It may be not an error, but the cost seems a Bit high if you consider that you only have 25 points at character creation. With 20 points for one way, that leaves not much room for further Fleshing out your character with qualities. It. might be reduced to 15 or even 10 points to reflect the new Limits at creation in 5e.
Title: Re: Street Grimoire Errata
Post by: Ruhageb on <07-03-14/0800:45>
Specific contradiction I found:

pg. 45 Plague Cloud listed as preferred adept power in the Druid tradition, then
pg. 87 second bit under "Twisted Arts" specifically states that only toxic adepts can learn this power (and Toxic Strike),

To further confuse the issue, when you read each spell/power listed in twisted arts section (pg. 87) only Plague Cloud does not specifically state that is restricted to the Toxic tradition.  Considering the severity of pollutant elemental effects I figured the power is supposed to be toxic specific, regardless of much the idea of a swarm-enveloped melee druid adept might have called to me.
Title: Re: Street Grimoire Errata
Post by: Isengrim on <07-03-14/1120:05>
On page 122 the ritual Ally Conjuration, and on page 127 the ritual Create Ally Spirit both reference page 200. There is no mention of these rituals anywhere in the Ally Spirit chapter.
Title: Re: Street Grimoire Errata
Post by: DeathStrobe on <07-03-14/2217:36>
p69

The Technomagicians' Members, Dues, and Area of Expertise are italicized and not bolded. Just a small inconsistency error when all the other organizations have had those bolded.
Title: Re: Street Grimoire Errata
Post by: T on <07-05-14/1311:01>
POSSESSION:
(The Immaterial Touch -> New Spirit Powers -> Possession. P.197.)

I'm not sure whether that's a mistake or a change in the Rules-As-Intended, but there is no mention anywhere (that I could find) of Immunity to Normal Weapons being granted to spirits possessing a living (or inanimate) vessel.

I expect it was simply overlooked as possession becomes really weak without it. Possession already has tons of limitations that make it much trickier to use than Materialization, so I'll be quite disappointed if the ItNW is gone.

 
Title: Re: Street Grimoire Errata
Post by: Tarislar on <07-05-14/1444:44>
Buddhism Pg 43
Burnout's Way Pg.157

Both reference Adept Power - Living Focus - But there is no such power in the book.

Title: Re: Street Grimoire Errata
Post by: Namikaze on <07-05-14/1823:17>
Buddhism Pg 43
Burnout's Way Pg.157

Both reference Adept Power - Living Focus - But there is no such power in the book.

Living Focus and Keratin Control are both slated for release in an e-book called Shadow Spells, which I assume is going to be similar to the Digital Grimoire from 4th edition.  One of the developers has stated what his intentions are with the powers, but as they are unpublished and unconfirmed, it would be unwise to spell them out currently.
Title: Re: Street Grimoire Errata
Post by: Serin_Marst on <07-05-14/2114:28>
I'm not sure whether that's a mistake or a change in the Rules-As-Intended, but there is no mention anywhere (that I could find) of Immunity to Normal Weapons being granted to spirits possessing a living (or inanimate) vessel.

(((Possession never granted ItNW, AFAIK.  That's a function of Materialization)))


P. 149  Astral Bluff is listed as a technique, which doesn't appear to be a defined category.  The text seems to indicate it is a metamagic

It appears to be impossible for Aspected Conjurers to summon great form spirits as this has changed to a ritual spell (a function of the Sorcery skill group) from an expansion of the Binding skill as it was in previous editions.
Title: Re: Street Grimoire Errata
Post by: RHat on <07-05-14/2142:08>
I'm not sure whether that's a mistake or a change in the Rules-As-Intended, but there is no mention anywhere (that I could find) of Immunity to Normal Weapons being granted to spirits possessing a living (or inanimate) vessel.

(((Possession never granted ItNW, AFAIK.  That's a function of Materialization)))

((The rule was in the Possession and Vessels sidebar on page 102 of Street Magic))
Title: Re: Street Grimoire Errata
Post by: Serin_Marst on <07-05-14/2233:26>
I'm not sure whether that's a mistake or a change in the Rules-As-Intended, but there is no mention anywhere (that I could find) of Immunity to Normal Weapons being granted to spirits possessing a living (or inanimate) vessel.

(((Possession never granted ItNW, AFAIK.  That's a function of Materialization)))

((The rule was in the Possession and Vessels sidebar on page 102 of Street Magic))

(((Ah, there it is, must have skipped over the header when I double checked.  My bad.)))
Title: Re: Street Grimoire Errata
Post by: Sir_Prometheus on <07-08-14/1006:18>
Can I add as likely Errata that Counterstrike and Riposte should cost the same? Unless you're going to tell me that Unarmed (for an extended combat, no less!) is somehow better. 
Title: Re: Street Grimoire Errata
Post by: Frostbyte on <07-09-14/1744:16>
Page 105, Radiation Beam and Radiation Burst have vastly incongruous descriptions.

Radiation Beam, the supposed single target spell, is listed as (Direct, Area) with drain as F-3 (which would be super sweet for an area spell), while Radiation Burst is listed as merely (Indirect, Elemental). So one's direct and one's indirect?

(Also, I agree with what some other people have pointed out, the "Secrets of the Initiates" section is a mess.)


Page 201, under Conjuring an Ally:

"If the binding succeeds, the magician pays an amount of Karma as outlined in the ally’s spirit formula. If the binding generates succeeds, the magician pays an amount of Karma as outlined in the ally’s spirit formula."

This seems odd. Copy/paste error from a redline document?
Title: Re: Street Grimoire Errata
Post by: Ryo on <07-16-14/0542:29>
It should probably be specified in the Adepts and Rituals section that Adepts can only take Rituals that have the Adept keyword. As it stands, the book says that only Adepts can take those rituals, not that those are the only rituals available to an Adept. Without this distinction, Rules as Written, an Adept could take any number of rituals, or even make his own Ally Spirit.

Maybe that's intended, but it doesn't sound like it.
Title: Re: Street Grimoire Errata
Post by: Lucean on <07-16-14/0803:56>
p. 139 and the following seem to exclusively use the term magician when talking about Magic Arts:

Quote
Presented here are some of the higher arts a magician can initiate into—either alone, through a group, or with a school.

So by that line I think only mystic adepts following the Magician's Way can initiate into the Magic Arts.
Title: Re: Street Grimoire Errata
Post by: Ariketh on <07-17-14/0236:11>
p. 139 and the following seem to exclusively use the term magician when talking about Magic Arts:

Quote
Presented here are some of the higher arts a magician can initiate into—either alone, through a group, or with a school.

So by that line I think only mystic adepts following the Magician's Way can initiate into the Magic Arts.

Freelancer already weighed in on this, and considering a couple of his other posts, I suspect he knows what's going on:

http://forums.shadowruntabletop.com/index.php?topic=17274.msg305529#msg305529

-Ariketh
Title: Re: Street Grimoire Errata
Post by: Lucean on <07-17-14/0345:48>
Thanks, lost track of that thread ...

So for the Art of Channeling you have to take the Channeling metamagic, since it's listed as prerequisite for the ritual/enchantment?
That would be about 18 karma net loss for possession based traditions compared to SR4, realistically even more since you need to initiate for the "standard" stuff, too. That is even neglecting the issue that one better specializes on one type of vessels or otherwise you'd need one more skill to raise and 5 additional karma for the missing ritual/enchantment.

The absolute need to have chosen a way as a quality before being able to initiate into it is not so good from a fluff perspective. Because now every adept without a way seems to fall under Undecided. For me it's like having to pay karma to have a tradition as a mage :(
Title: Re: Street Grimoire Errata
Post by: Ariketh on <07-17-14/0448:04>
So for the Art of Channeling you have to take the Channeling metamagic, since it's listed as prerequisite for the ritual/enchantment?
That would be about 18 karma net loss for possession based traditions compared to SR4, realistically even more since you need to initiate for the "standard" stuff, too. That is even neglecting the issue that one better specializes on one type of vessels or otherwise you'd need one more skill to raise and 5 additional karma for the missing ritual/enchantment.

The absolute need to have chosen a way as a quality before being able to initiate into it is not so good from a fluff perspective. Because now every adept without a way seems to fall under Undecided. For me it's like having to pay karma to have a tradition as a mage :(

Yeah, it looks that way. And yes, I agree. Requiring the Way quality to be a practitioner of that Way is a bit too much. Clarity in the errata would be good.

-Ariketh
Title: Re: Street Grimoire Errata
Post by: Xelron on <07-17-14/1524:39>
Cant find the rule how Mystic-Adepts can by PP after creation.

Adept Ways are to expensive with 20 create karma or 40 in game karma for what you get from it.

Page176
1.) THE ARTIST’S WAY --> replace nimble fingers because its costs 0.25 PP and cant be halft
2.) THE ARTIST’S WAY --> replace kinetics because its costs 0.25 PP and cant be halft
3.) THE ATHLETE’S WAY --> Greate Leap do's not exist

Page 178
1.) THE INVISIBLE WAY --> Greate Leap do's not exist
2.) THE SPEAKER’S WAY --> replace kinetics because its costs 0.25 PP and cant be halft

Page 156
1.) AIR WALKING --> to what is the initiate grade added exactly?

Page 32
1.)  BACKGROUND COUNT RULES --> because 1-3 backround count is normal (see description on page 31) for the barrens (simply from polution and violance) so that foci are nearly useless unless they have a high force
2.) BACKGROUND COUNT RULES --> because 1-3 backround count is normal  for the barrens and you have a run in other barrens (eg. Redmont) nearly all Powers of an Adept get useless.
      Even  IMPROVED REFLEXES 3 get useless with a backround count of 3 because all added dice will be negated and this for 3.5 PP.
     Or take IMPROVED SENSE low light vision with 1-3 dice penalety on every perseption test. Or or or ....
3.)  BACKGROUND COUNT RULES --> Please list up the effected powers or redesign the backround count for adepts

The dice penalety is ok for a mage because he can take the cleansing Meta feat and the dice penalety isn't so hard for them as for adepts where it goes up parallel for all powers.
Please list up the
Title: Re: Street Grimoire Errata
Post by: Timothy M. Patrick on <07-17-14/1620:32>
Cant find the rule how Mystic-Adepts can by PP after creation.



They must take the Meta Magic when they initiate.
Title: Re: Street Grimoire Errata
Post by: Lucean on <07-17-14/1627:04>
Right, Sendaz ...
Title: Re: Street Grimoire Errata
Post by: Sendaz on <07-17-14/1649:14>
Um, actually a 3 Background count should mean -3 dice to that initiative roll for the poor sod trying to use IR3 in that zone.
Quote from: SG pg 32
A background count impose a negative dice pool penalty equal to its rating for all tests linked in any way to magic
<snip>
Adepts may use a Simple Action to turn on or off a passive power in cases where penalties from background counts might exceed bonuses from their powers.
This last bit is what can really impact adepts since it doesn't matter if he has IR1 or IR3, in a BGC of 3 he is taking -3 dice even if it exceeds what he was originally getting unless he turns it off.

Magically powered also means magically vulnerable in the new order.

Title: Re: Street Grimoire Errata
Post by: Ariketh on <07-18-14/0335:51>
Cant find the rule how Mystic-Adepts can by PP after creation.



They must take the Meta Magic when they initiate.

Uh, no they don't.

 “If  you’re  an  adept,  you  get  a  free  Power Point whenever you increase your Magic attribute (though this doesn’t apply to mystic adepts, and you can gain a Power Point through Initiation (p. 324) instead of gaining a metamagic.”

That's from the SR5 errata. So MA's don't get a PP when they increase their magic, but they can sack their metamagic to get a PP.

-Ariketh
Title: Re: Street Grimoire Errata
Post by: Sendaz on <07-18-14/0633:08>
Um, actually a 3 Background count should mean -3 dice to that initiative roll for the poor sod trying to use IR3 in that zone.
Quote from: SG pg 32
A background count impose a negative dice pool penalty equal to its rating for all tests linked in any way to magic
<snip>
Adepts may use a Simple Action to turn on or off a passive power in cases where penalties from background counts might exceed bonuses from their powers.
This last bit is what can really impact adepts since it doesn't matter if he has IR1 or IR3, in a BGC of 3 he is taking -3 dice even if it exceeds what he was originally getting unless he turns it off.

Magically powered also means magically vulnerable in the new order.

Right, Sendaz ...

@ Lucean: Actually it turns out you are right concerning the effect on Initiative.

Bull popped up and clarified why you don't lose init dice (but still lose reaction for dodge and such) to BGC HERE (http://forums.dumpshock.com/index.php?s=&showtopic=40603&view=findpost&p=1296529).

So maybe for errata they could add in something clarifying it or at least a FAQ somewhere down the road as it could easily be misread for Init otherwise
Title: Re: Street Grimoire Errata
Post by: Xelron on <07-18-14/1531:47>
Thanks for the link.

But Bulls answer isn't very satisfying.
A list which power is affected which way would be necessary.
For example  i can't figure out how "improved sense" -> low light vision is affected by backround count. Get i no minus dices due to it isn't a power which grants bonus dice, get i only minus dice to perception test or get i this minus dice even to attack rolls because low light vision affects my attack dice pool  too (due to vision modifiers).  This was a discussion with a friend of mine with no conclusion.
So this is not a simple rule which is easily applied.
I would prefer a rule like "Every backround count subtract one PP". Simple to apply and has a good scaling with the backround count. And it is even simple to explain: The backround count make it harder to channel mana into your body so that you can't obtain all your powers.

Is it still possible in SR5 to obtain meta-feats per karma up to the initiate grade like it was in SR4? Haven't found something about this.
Title: Re: Street Grimoire Errata
Post by: Xelron on <07-18-14/1638:00>
Cant find the rule how Mystic-Adepts can by PP after creation.



They must take the Meta Magic when they initiate.

Sorry this is a kind of stupid.
It is a good rule for Magic-Adepts with main part is the magican but horrible for Magic-Adepts with main part Adept.
In addition it forces the player to create the character with max magic value so that they can buy a lot of PP for 5 Karma each. Simply out of the reason that a Character with a low start magic value never can build up to that PP values.

Title: Re: Street Grimoire Errata
Post by: ZeConster on <07-18-14/2028:06>
Mystic Adepts getting a free PP whenever they increase their Magic would be unbalancing. The current system isn't perfect, but it's better than giving Mystics the free PP.
Title: Re: Street Grimoire Errata
Post by: MijRai on <07-18-14/2253:08>
My perspective is that Mystic Adepts should have some kind of scaling cost increase for Power Points, instead of 5 Karma each at CC only.  Not sure of the balance, but something like 2-3-4-5-6-7-so on so forth, or perhaps something a little more exponential.  As it is, making it so a Mystic Adept can't purchase Power Points up to 6 (Or Essence, if it's lower) after CC is a little unfair from the meta-perspective; I can't think of any other situation where an entire character type can't access a part of its powers/abilities after CC. 
Title: Re: Street Grimoire Errata
Post by: RHat on <07-19-14/0234:19>
There is one really effective way to balance out Mystic Adepts, which is to let them buy Power Points at a cost that scales based on their Magic, but also charge them more to increase their Magic based on the number of Power Points they have (such that no matter the order of operations, getting to X Magic/Y Power Points always costs the same amount).  Problem is, it's a relatively complex system, and may be too much so.
Title: Re: Street Grimoire Errata
Post by: Xelron on <07-19-14/0352:27>
Mystic Adepts getting a free PP whenever they increase their Magic would be unbalancing. The current system isn't perfect, but it's better than giving Mystics the free PP.

I said nothing about a free PP. The PP should be cost karma. I would say 10 karma (2 times start karma cost).

Do someone know if you can buy Meta feats per karma like in SR4?
Title: Re: Street Grimoire Errata
Post by: Ariketh on <07-19-14/0718:46>
Do someone know if you can buy Meta feats per karma like in SR4?

Yes.

Quote from: Street Grimoire, page 139, last line of the introduction to initation
For each new metamagical technique, however, the magician will need to initiate to the next grade to gain that new metamagic.

Quote from: Street Grimoire, page 139, sidebar, under Metamagics
METAMAGICS
These metamagics are only available to those who initiate into this school of magic. If more than one metamagic is available, the magician must perform the initiation process, including the Karma and time cost, to learn each one.

Unlike the previous sidebar in Street Magic that presented it as an optional rule, there is no such sidebar in the SG that I can find.

-Ariketh
Title: Re: Street Grimoire Errata
Post by: Xelron on <07-26-14/0731:09>
While discussing Spells with my friends following questions came up:

- Can damage of hight background count / mana ebb become physical (except for overflow when you can’t turn off being dualnatured or become unconscious when astral projecting)

- Does the spell „switch vehicle signature” also alter the appearance of the vehicle (because of being a variant of the “vehicle mask”spell)  or “just” the electronic signature?

- What is the amor penetration of “element [aura]” when being attacked? (when attacking its appropriate to the attack)

- The spell “Interference” influences the no longer existent matrix-attribute signal.

- The duration of Mist is very short, because you take force combat turns to cast it (because it being a permanent spell) and it can at maximum last also that long (with decreasing effect).  Here it would make more sense to let this be a sustained spell with no decreasing effect.

- Can the spell “Reinforce” also be cast on vehicles?

- Can “Shapechange” transform a being into a human (so do humans count in this case as “critters” -> because there is nearly no biological difference to a not awakened animal)?
Title: Re: Street Grimoire Errata
Post by: Ariketh on <07-26-14/1040:39>
- The duration of Mist is very short, because you take force combat turns to cast it (because it being a permanent spell) and it can at maximum last also that long (with decreasing effect).  Here it would make more sense to let this be a sustained spell with no decreasing effect.

It's not a permanent spell. It's a physical spell yes (Type P), but the duration is instant (Duration: I). So it doesn't take you any time to cast it other than the complex action. For a near identical spell regarding the statblock: Ice Sheet from the core book. Only the Drain is different. In both cases, the spell instantly creates the effect (after the complex action to cast it), and then the effect lasts depending on environmental conditions. No sustain, no long cast time.

And even then, I believe you may be misunderstanding how casting a permanent spell works. Unless it's Ritual Spellcasting, all spells cast in one Complex Action. (Or Simple if you like drain.) In the case of Permanent spells, you sustain (not continue casting) for the Force duration in combat turns, with all attendant drawbacks to sustaining a spell. (Note that if you are familiar with SR3, there's no such thing an an exclusive spell/action anymore, so you can cast other spells while sustaining an existing spell for as long as you want..)

Quote from: SR5, page 283
Permanent (P) spells don’t fade or dissipate; their effect becomes a lasting, non-magical characteristic after you sustain the spell for (Force) Combat Turns.

Bold mine. Now, if you think that it should be a sustained spell rather than an instant spell with a short duration, that's fine. But this doesn't exactly count as errata, because the spell isn't wrong.

- Can the spell “Reinforce” also be cast on vehicles?

Why wouldn't it? Given the restrictions, it appears to be mostly useful for small objects. (For various values of small.)

Though, good luck getting your Magic Rating high enough to be effective for a car. Magic Rating caps the area in square meters. Remember a square meter is 1x1 meter square. So half the windshield or a side window. A 3m x 3m square is actually 9 square meters. A full car bumper to bumper all the way around to include tires would be difficult to cover with PC Magic Rating.* Heck, Dragons would probably have a problem with it, though there might be an improved spell (in universe) that does a volume rather than surface area.  So you'd need to be strategic with Reinforce, assuming your GM says that a window or a panel is an "object" not the car.

*Surface area (http://www.mathwords.com/s/surface_area.htm).

-Ariketh
Title: Re: Street Grimoire Errata
Post by: Triskavanski on <08-10-14/1227:46>
I'd like to throw in that DIGITAL CELERITY is currently not right, or it was created purposefully weak.

It requires Nimble Fingers, an adept power that gives +1 to palming and a few actions that were simple are now free. Then it gives -1 additional perception check modifiers to those observing the Adept per level of Nimble Fingers. Problem of course is that Nimble Fingers is only a 1 level power, and that the power Light Touch, does the same thing as the meta magic, and has levels.

So if its suppose to stay nimble fingers, then the metamagic is really weak and needs "per level removed"

I believe though it  is suppose to be Light Touch, effectively doubling the effect of this power, which does make it very much a much more desirable metamagic.
Title: Re: Street Grimoire Errata
Post by: Nabirius on <08-17-14/0052:48>
I think a bit one that has gone over looked for sometime is this from pg. 41:

Mages of that particular tradition may only summon the spirits listed with the tradition, and they are restricted in the tasks they can assign them. Assigning tasks outside the general area of their tradition will not receive a re- sponse from the spirit (for example, a Buddhist mage telling an air spirit to heal him will get no response, as air is a Combat spirit in that tradition, while the Health spirit is earth).

Now keep in mind that the spirit of earth, the 'healing spirit' in the Buddhist system has no healing abilities, and yet is the healing spirit. In fact the only 'traditional' spirit that can heal is the Spirit of Man with Innate spell (Heal). Furthermore this means that in the Hermetic Tradition Earth spirits can only be used for Manipulation Tasks, and what does that mean? If I want something from across the room, is that the time to summon an earth spirit?

This need either to be scrapped, or to have errata clarifying that this only refers to spirits assisting in spells/alchemy/research.
Title: Re: Street Grimoire Errata
Post by: Lucean on <08-18-14/0132:57>
It not exclusively applying to the bound spirit services of aiding spellcasting/sorcery/study/whatnot would be ... restrictive.
So I'd suggest that you ignore it aside from the above services and wait for them to provide clear basis before you get too much of a headache or get your players get angry with you ;)
Title: Re: Street Grimoire Errata
Post by: Ryo on <08-18-14/0229:42>
I've always treated it that way, otherwise dividing the spirits into categories is kind of meaningless. Only, I don't have them stand there doing nothing. An Earth spirit will still get into combat if you tell it to, it just does so begrudgingly, which would affect the player's reputation with his spirits.
Title: Re: Street Grimoire Errata
Post by: Malevolence on <08-18-14/1609:24>
(for example, a Buddhist mage telling an air spirit to heal him will get no response, as air is a Combat spirit in that tradition, while the Health spirit is earth)

My favorite part of their example is that if the Buddhist mage told an Earth spirit to heal him, he'd also get no response, other than possibly "I'm sorry Dave. I'm afraid I can't do that."
Title: Re: Street Grimoire Errata
Post by: Michael Chandra on <09-30-14/1757:17>
Pages 31 & 33: Page 31 says a positive background count of 16+ is a mana warp. Page 33 says Mana Warps are between -16 and -20, not +16 and +20.
Title: Re: Street Grimoire Errata
Post by: MijRai on <10-01-14/1844:59>
Pages 31 & 33: Page 31 says a positive background count of 16+ is a mana warp. Page 33 says Mana Warps are between -16 and -20, not +16 and +20.

Pretty sure 31 is correct, seeing as it becomes an ebb or a void when you hit the negatives.
Title: Re: Street Grimoire Errata
Post by: ZeConster on <10-01-14/1847:46>
So you agree it should be fixed.
Title: Re: Street Grimoire Errata
Post by: MijRai on <10-01-14/1857:49>
So you agree it should be fixed.

I was specifying what part I thought should be fixed.  Otherwise, who knows what would end up happening? 
Title: Re: Street Grimoire Errata
Post by: ZeConster on <10-01-14/2015:50>
Based on every single bit of fluff text about mana warps, I'd assume the writers are competent enough not to mess up the fix.
Title: Re: Street Grimoire Errata
Post by: MijRai on <10-01-14/2022:26>
Based on every single bit of fluff text about mana warps, I'd assume the writers are competent enough not to mess up the fix.

And based on the dozens of glaring errors surrounding the books (Street Grimoire in particular), I'm going to assume that everyone can make mistakes. 
Title: Re: Street Grimoire Errata
Post by: PiXeL01 on <10-09-14/2246:47>
Comparing the stats for "pure" spirits (CRB p. 303 & 304) and their Toxic kindred (SG p. 87 & 88) for the first four (air through fire) the statistics are identical but plague and sludge spirits deviates from their pure kin.

So shouldn't the following be true:

Plague (SG p. 88) B: F+1 A: F+2
Sludge (SG p. 88) B: F

Also if spirit initiative is calculated the same way as characters then I assume the following would be true
Nuclear (SG p. 88) Phys Init: (fx2)+4+2d6 Astral Init: ((f+1)x2)+3d6
Plague (SG p. 88) Phys Init: (fx2)+3+2d6 Astral Init: ((f+1)x2)+3d6
Title: Re: Street Grimoire Errata
Post by: Michael Chandra on <10-10-14/0602:23>
The differences for multiple Spirit types seem to suggest that Initiative and Astral Initiative often can contain a hidden modifier for Spirits. It's just the way it is.
Title: Re: Street Grimoire Errata
Post by: Bruce on <10-10-14/1700:44>
I couldn't find any listing for what Attributes are used for resisting Drain for the various Traditions presented in Street Grimoire, and it doesn't seem to be in the errata either.  Since I have Street Magic, I'm using those listings, but the info might be handy for folks who don't have the 4th edition supplement.
Title: Re: Street Grimoire Errata
Post by: Michael Chandra on <10-10-14/1702:01>
((Each Tradition statblock contains their 5 spirits and their drain stats, then preferred spells & adept powers.))
Title: Re: Street Grimoire Errata
Post by: Rift_0f_Bladz on <10-13-14/1729:08>
Sorry for the Necro/Shedim-ing this tread. I was wondering, does the power point cost reduction from gaining a way retro-active? I don't think it is, but otherwise I have a hard time swallowing the karma cost after character generation. Especially after I have already maxed out improved reaction and taken several of the other powers in the way I am most interested in (Warrior's Way).
Title: Re: Street Grimoire Errata
Post by: Michael Chandra on <10-13-14/1743:20>
((That probably shouldn't be an errata note, since errata are "here's a mistake". But I don't see why you wouldn't be able to do so retroactively, freeing up some PP.))
Title: Re: Street Grimoire Errata
Post by: Rift_0f_Bladz on <10-13-14/2239:36>
Sorry, was not sure really were to post the question, but thanks though.
Title: Re: Street Grimoire Errata
Post by: JackVII on <10-23-14/1644:11>
I didn't see a correction in the Street Grimoire errata, so I figured I would check here to see if anyone else noticed this and has subsequently asked:

The Sidebar "Quick Answers to Questions on Preparations" on p. 210, Third Bulllet
Quote
* Only one preparation can be activated per Combat Turn, using a Simple Action.

Is that supposed to say Initiative Pass? One per CT makes preparations even less of a viable option than they already are... I understand there are already a few things in that sidebar that are being disputed (e.g. the suggestion that a manifesting mage cannot activate a Command preparation) so I wanted to see if it was possible this was also in error.
Title: Re: Street Grimoire Errata
Post by: 8-bit on <10-23-14/1702:47>
While this is not a text issue, my PDF version of Street Grimoire has the "Abomination" spirit type stat block partially clipping into the page margins. I don't have a physical copy of the book, and I don't know if anyone else has it, but it's something that should probably be fixed in a revised PDF. It's located on page 87 of Street Grimoire.
Title: Re: Street Grimoire Errata
Post by: welldressedgent on <12-25-14/1338:15>

I think SG p119 probably meant Turn to Goo to be resisted by body + strength (+counterspelling) and not body (+counterspelling).

-g
Title: Re: Street Grimoire Errata
Post by: ikarinokami on <02-28-15/1303:21>

I think SG p119 probably meant Turn to Goo to be resisted by body + strength (+counterspelling) and not body (+counterspelling).

-g

I think meant just body. I think is reflected in The crazy drain code the spell was errata-ed to.
Title: Re: Street Grimoire Errata
Post by: Lucean on <03-02-15/0400:34>
Drain shouldn't be a factor for resistance to spells. They implemented the two-attribute-tests with few exceptions across the board. There's no need for Turn to Goo needing to stick out.
Title: Re: Street Grimoire Errata
Post by: Retosa on <04-25-15/0514:37>
I'm going to compile a list of the Adept Powers that are listed under the Ways as potential discount powers, but are listed as 0.25 PP.  Or don't exist and weren't noted.  As these should probably be replaced with other powers, or at least noted in the errata.  This is including Great Leap being turned into Light Body (which isn't discountable anyways).

The Artisan's Way:
Heightened Concentration (Does not exist)

The Artist's Way:
Nimble Fingers (0.25 PP)

The Athlete's Way:
Light Body (0.25 PP)

The Beast's Way:
Animal Empathy (0.25 PP)

The Invisible Way:
Light Body (0.25 PP)
There is an entry here for "Hands", which I am assuming is Killing Hands.

The Speaker's Way:
No issues

The Spiritual Way:
No issues

The Warrior's Way:
No issues

Hopefully there is another updated errata that takes care of this and other issues.
Title: Re: Street Grimoire Errata
Post by: Novocrane on <04-25-15/0759:07>
Quote
Heightened Concentration (Does not exist)
Heightened Concern, Shadow Spells.
Title: Re: Street Grimoire Errata
Post by: Facemage on <07-16-15/0611:31>
Are fetishes made by alchemy (p. 212) or by artificing (p. 217)?
Title: Re: Street Grimoire Errata
Post by: schenn on <07-23-15/1829:08>
I'm looking at the 4E book and it's almost a word for word lift in the 5e version except where the 4E book says "it" and has an extra blurb to describe the Spirit Zapper as a modified Offensive Mana Barrier, the 5E book describes the Spirit Zapper as the Spirit Barrier and doesn't have any extra blurb on the difference between these two spells.

4E

Spirit Barrier (Environmental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2)
Spirit zapper (Environmental, Area)
Type: M • Range: LOS (A) • Duration: S • DV: (F ÷ 2) + 2
    This modified version of the Mana barrier spell (p. 204,
SR4) only works against spirits and spirit powers. When cast on
the physical plane, it will impede materialized spirits. It has no
effect on spells, foci, or non-spirit dual beings and astral forms.
    Spirit Zapper is a similar restricted variant of the
Offensive Mana Barrier (p. 174).

5E:

SPIRIT BARRIER
(ENVIRONMENTAL, AREA)
Type: P Range: LOS (A)
Duration: S Drain: F – 1
SPIRIT ZAPPER
(ENVIRONMENTAL, AREA)
Type: P Range: LOS (A)
Duration: S Drain: F + 1
This is modified version of the Mana Barrier spell (p. 294,
SR5) designed to work against spirits and spirit powers. When
cast on the physical plane, Spirit Zapper impedes materialized
spirits. It has no effect on spells, foci, or non-spirit dual beings
and astral forms.

Title: Re: Street Grimoire Errata
Post by: Chummer 5 is Alive on <01-29-16/0829:47>
The Chaos Mentor Spirit allows adepts to take Improved Potential twice for the same Limit, but this circumvents the normal limit of the power. Is this intentional?
Title: Re: Street Grimoire Errata
Post by: Rift_0f_Bladz on <01-29-16/1519:15>
I would believe so (could be mistaken).
Title: Re: Street Grimoire Errata
Post by: adzling on <02-02-16/1056:17>
FYI the freelancer Mystic posted that Adept Ways do not count towards the Positive Quality karma limit and do not double in cost post chargen.
I'm trying to get him to post his confirmation here.
Title: Re: Street Grimoire Errata
Post by: Herr Brackhaus on <02-02-16/1111:25>
FYI the freelancer Mystic posted that Adept Ways do not count towards the Positive Quality karma limit and do not double in cost post chargen.
I'm trying to get him to post his confirmation here.

Allow me...

[Adept Ways] do NOT count towards maximum positive qualities

Source? =)

I believe the author said so ... Need to check up on that again.

Yes I did, you are correct.   8)

And some have claimed the Ways price doubles post character gen, which my group ignores cause about .75 PP refund and cheaper foci/similar effect is not worth 40 karma.

They do not cost 40 post char gen, so you're doing it correctly.

 8)

Job's a good'n.
Title: Re: Street Grimoire Errata
Post by: adzling on <02-03-16/1113:45>
Thanks Herr but I need Mystic to post this so Hero Lab can make the adjustments.
Title: Re: Street Grimoire Errata
Post by: AJCarrington on <03-31-16/0838:34>
Update...targeting to release errata in April, in line with re-printing Street Grimoire.
Title: Re: Street Grimoire Errata
Post by: Herr Brackhaus on <03-31-16/1122:08>
Thanks for passing along that tidbit, AJ. Your work here is always appreciated :)
Title: Re: Street Grimoire Errata
Post by: ScytheKnight on <03-31-16/1837:38>
Update...targeting to release errata in April, in line with re-printing Street Grimoire.

(http://i.imgur.com/lxo6Ecl.gif)
Title: Re: Street Grimoire Errata
Post by: PiXeL01 on <04-01-16/0827:28>
*checks posting date to confirm this isn't some kind of Aprils fool*
Title: Re: Street Grimoire Errata
Post by: Rift_0f_Bladz on <04-01-16/0837:50>
It most likely is, he was just a day off.
Title: Re: Street Grimoire Errata
Post by: Kincaid on <04-01-16/0905:43>
I realize I'm posting this on 4/1, but it's legit.
Title: Re: Street Grimoire Errata
Post by: adzling on <04-01-16/0944:57>
whoaAAA!!!!!

You mean we'll get to download an updated S.G. that incorporates errata?!?!
Title: Re: Street Grimoire Errata
Post by: AJCarrington on <04-01-16/1025:09>
That is my understanding.
Title: Re: Street Grimoire Errata
Post by: Rift_0f_Bladz on <04-06-16/1543:29>
*blink blink* Holy Hell!! Wow, just wow.
Title: Re: Street Grimoire Errata
Post by: MijRai on <04-06-16/1633:54>
We'll see how good it is soon, then...
Title: Re: Street Grimoire Errata
Post by: PiXeL01 on <04-07-16/1114:45>
Even a slight improvement is better than none
Title: Re: Street Grimoire Errata
Post by: ScytheKnight on <04-07-16/1804:05>
Hopefully it's also a sign of things to come.
Title: Re: Street Grimoire Errata
Post by: PiXeL01 on <04-07-16/1913:56>
Here's to hoping. The roar of protests won't be silenced easily
Title: Re: Street Grimoire Errata
Post by: ScytheKnight on <04-07-16/2036:48>
Here's to hoping. The roar of protests won't be silenced easily

Honestly, if it just gets the ball rolling on errata again I'll be happy.
Title: Re: Street Grimoire Errata
Post by: Rift_0f_Bladz on <04-08-16/0939:55>
Here's to hoping. The roar of protests won't be silenced easily

Honestly, if it just gets the ball rolling on errata again I'll be happy.

Same here
Title: Re: Street Grimoire Errata
Post by: ScytheKnight on <04-27-16/0127:20>
Any further news/updates?
Title: Re: Street Grimoire Errata
Post by: Irn0rchid on <05-04-16/1756:24>
He meant April, 2017. :P
Title: Re: Street Grimoire Errata
Post by: ScytheKnight on <05-12-16/2025:47>
This is once again turning into a farce...
Title: Re: Street Grimoire Errata
Post by: MijRai on <05-12-16/2128:19>
You mean it stopped? 
Title: Re: Street Grimoire Errata
Post by: PiXeL01 on <05-13-16/0355:09>
It's April 2071...
Title: Re: Street Grimoire Errata
Post by: AJCarrington on <05-20-16/1432:15>
Following this up to confirm status.
Title: Re: Street Grimoire Errata
Post by: AJCarrington on <05-20-16/1441:32>
Reprint has been submitted to printers; errata will be released, but in layout backlog. PDFs will also be updated; confirming timing.
Title: Re: Street Grimoire Errata
Post by: Herr Brackhaus on <05-20-16/1456:24>
AJCarrington
Can you please pass the word upstairs that some of us at least don't care about layout? Really, at this rate just give us the text, warts and all, and do formatting for reprinting...
Title: Re: Street Grimoire Errata
Post by: Irn0rchid on <05-20-16/1506:50>
I'm pretty sure that 100% of users will agree that if Layout is causing the backlog with Errata, we're okay with ugly... :P
Title: Re: Street Grimoire Errata
Post by: AJCarrington on <05-20-16/1753:56>
Not my call ;)
Title: Re: Street Grimoire Errata
Post by: Herr Brackhaus on <05-20-16/1833:38>
Oh absolutely, AJ, but please pass the message along. The Missions FAQ in its first iteration wasn't pretty, but it got the job done. It's still a far cry from actually published material, but I for one (and I know I'm not alone in this) would much rather have the errata in plain text and have Catalyst spend it's limited resources on more errata instead of layout...
Title: Re: Street Grimoire Errata
Post by: AJCarrington on <05-20-16/1917:14>
Fair point ;)
Title: Re: Street Grimoire Errata
Post by: Sphinx on <05-23-16/1900:04>
Would it help if someone familiar with Adobe Creative Suite volunteered to handle layout?
(Not me ... I can format a mean Word doc, though.)
Title: Re: Street Grimoire Errata
Post by: El Diablo on <07-17-16/2226:28>
Plague Cloud, page 173.

It has been asked before if it's toxic or not. Now I ask 'bout the Pollutant part: in page 105 it mentions Power: DV. There's no DV indicated anywhere in the power.
Title: Re: Street Grimoire Errata
Post by: AJCarrington on <07-23-16/0657:28>
Would it help if someone familiar with Adobe Creative Suite volunteered to handle layout?
(Not me ... I can format a mean Word doc, though.)
I believe that this will get tackled (errata release and updated PDF) post GenCon.
Title: Re: Street Grimoire Errata
Post by: deville on <08-01-16/0111:37>
Just got the updated Street Grimoire pdf on Drive Thru RPG. I'm at work right now so really can't go over it to see how different it might be.
Title: Re: Street Grimoire Errata
Post by: DeathStrobe on <08-01-16/0120:26>
What do you mean updated pdf? I don't see an updated pdf in RPGdrivethru.
Title: Re: Street Grimoire Errata
Post by: deville on <08-01-16/0156:55>
I bought it when it first came out and apparently Catalyst has now made the updated corrected Grimoire available to Drive Thru and that shows up in my library as an updated version I can download to replace the one I bought. It won't show up in the store as corrected or updated or anything, I don't think. If you bought the original, too, the updated version should show up in your library at some point.
Title: Re: Street Grimoire Errata
Post by: Herr Brackhaus on <08-01-16/0753:59>
I hope they still release the Errata separately; tracking down individual changes is a pain unless you've got access to software that can compare PDF documents...
Title: Re: Street Grimoire Errata
Post by: odd on <08-01-16/0858:40>
I just downloaded the updated version and I don't see Keratin Control or Living Focus listed..
Title: Re: Street Grimoire Errata
Post by: Herr Brackhaus on <08-01-16/1021:54>
I just ran both documents through a PDF comparison and I'm looking at the changes now. I'll post an update with what I find.
Title: Re: Street Grimoire Errata
Post by: Patrick Goodman on <08-01-16/1130:26>
I hope they still release the Errata separately; tracking down individual changes is a pain unless you've got access to software that can compare PDF documents...
That's the plan.
Title: Re: Street Grimoire Errata
Post by: cchopps on <08-01-16/1305:37>
I just ran both documents through a PDF comparison and I'm looking at the changes now. I'll post an update with what I find.

Hero.
Title: Re: Street Grimoire Errata
Post by: Herr Brackhaus on <08-01-16/1324:11>
Well, I've just run a comparison between the two PDF documents from DriveThruRPG three times (visual comparison, text based comparison < 60% diff, and text based comparison <100% diff) and there are 0 changes that I can find despite the file being several megabytes large (2313Kb vs 17337Kb).

If anything, the Shadow Rituals section that starts on Page 120 is now missing from the Table of Contents, so that's one change for the worse weirdly enough.

ETA:
Scratch that, did a quick Mark I Eyeball random check and found differences, so time to look more closely at better PDF comparison tools.

For example, Stench on page 113 has the following difference:
Old: Stink affects a single target, Stench is an area spell.
New: Stink affects a single target, Stench is an area spell, affecting enemies and allies alike.
Title: Re: Street Grimoire Errata
Post by: Finstersang on <08-01-16/1547:40>
Page 153:
Penetrating Spell is still completely pointless...

However, is this supposed to be an actual Errata or is it just the reprint with different artwork?
Title: Re: Street Grimoire Errata
Post by: Sphinx on <08-17-16/1443:42>
As long as we're revisiting Street Grimoire errata, here's my list of typos and other errors. Official errata may obviate some of these. This is the first of two parts.

Everywhere: change “net success” and “net successes” to “net hit” and “net hits”
Everywhere: capitalize the names of attributes (e.g., Willpower, Essence) and other important terms (e.g., Karma, Force, Awakening)
Back cover: change “dozens of way” to “dozens of ways
Page 5 (Secrets of the Initiates), change “available from” to “available for
Pages 7 and 9, footer: change “Where Few Fear to Tread” to “Where Few Dare to Tread”
Page 9, change “larger than anything imaginable” to “larger than a garbage truck” or some other useful comparison
Page 10, change “Anya” to “Ayana”
Page 10, change “falling unto the bed” to “falling onto the bed”
Page 11, lowercase “of” in “Man-of-Many-Names” … again on page 18
Page 11 (Born Awakened), change “is beautiful contrast” to “is a beautiful contrast” (insert “a”)
Page 11 (Born Awakened), hyphenate “feel-good”
Page 12 (Born Awakened), change “members of the society” to “members of society” (delete “the”)
Page 12 (Born Awakened), change “to be goblinized or born of the elven breed” to “being Goblinized or born elven”
Page 12 (Born Awakened), change “more susceptible to having” to “more likely to have”
Page 13 (Magic in Ethnic Cultures), change “it can effect” to “it can affect
Page 13 (Asamando), capitalize “Awakening”
Page 15 (Aztlan), change “are banned” to “is banned”
Page 15 (Hawai’i), change “applicants” to “applicant’s” (singular possessive)
Page 15 (Hawai’i), change “practice magically illegally” to “practice magic illegally”
Page 17 (College Life), change “being accepting and cultivated” to “being accepted and cultivated”
Page 20 (Vodou), change “amongst” to “among” … again on page 21
Page 24, change “Das and Rustbucket” to “Dax and Rustbucket”
Page 26 (The Rules We Impose), change “Awkened” to “Awakened”
Page 26 (The Rules We Impose), hyphenate “witch-hunt-like”
Page 26 (The Rules We Impose), change “The NANs” to “The NAN”
Page 28 (Astral Topography), change “astral projecting” to “astrally projecting”
Page 28 (Astral Rifts), change “have thinned” to “has thinned”
Page 29 (Alchera), change “alchera form afters” to “alchera forms after
Page 29 (Profession: Metaphysicist), change “phenomenon” to “pheneomena”
Page 29 (Sears Tower), change “Feb 10th” to “February 10”
Page 30 (Displacement Alchera), change “interac” to “interact”
Page 30 (Denver), move the period inside the quote: “lost in the mountains.”
Page 30 (Background Count), change “because of astral phenomenon” to “because of astral phenomena
Page 32 (Background Count Rules), change “A background count impose” to “A background count imposes
Page 32 (Background Count Rules), change “The exception” to “The exceptions
Page 32 (Background Count Rules), change “A foci cannot” to “A focus cannot” or “Foci cannot”
Page 32 (Background Count Rules), change “alignment within domains regarding background counts” to “align with a domain’s background count.”
Page 32 (Background Count Rules), change “aspected definition” to “aspect”
Page 32 (Background Count Rules), change “get acclimated” to “acclimate”
Page 33 (Mana Voids), insert a semicolon or dash after “Very little life survives”
Page 33 (Foveae), change “wee” to “we”
Page 33 (Foveae), change “insofar as they have been able to have been studied” to “insofar as we’ve been able to study them”
Page 33 (Mana Warps), delete “occurred”
Page 33 (Mana Warps), change “Neither is completely” to “Neither is it completely” (insert “it”)
Page 33 (Mana Warps), change “dame to be” to “came to be”
Page 33 (Mana Warps), change “Mana warps have a rating between –16 and –20.” to “Mana warps have a rating between +16 and +20.”
Page 33 (Crater Lake), change “Tesetelinsstea” to “Tesetelinestéa”
Page 33 (Cattenom Void), change “CANTTENOM” to “CATTENOM”
Page 33 (Cattenom Void), change “it’s border” to “its border”
Page 34 (Foveae), change “within the Foveae” to “within foveae” or “within a fovea”
Page 34 (Foveae), change “in Foveae” to “in a fovea”
Page 34 (Foveae), change “the Foveae drops” to “the fovea drops”
Page 34 (Mana Storms), change “weather phenomenon” to “weather phenomena” (plural)
Page 34 (Mana Storms), change “(chosen from the indirect combat or illusion spell)” to “(chosen from indirect combat and illusion spells)”
Page 34 (Mana Storms), change “These reagents only stable” to “These reagents are only stable” (insert “are”)
Page 35 (Ley Lines), change “trying to aspected the line toward their needs and give them an advantage over the completion” to “trying to aspect the lines toward their own needs to give themselves an advantage over their competition.”
Page 35 (Song Lines), change “both dragon or ley lines” to “both dragon and ley lines”
Page 35 (Song Lines), delete “notably” and “guidance”
Page 35 (Song Lines), insert a period after “risk”
Page 36 (Mana Storms), change “both on the astral and physical plane” to “on both the astral and physical planes.”
Page 36 (Mana Storms), change “spell-like phenomenon” to “spell-like phenomena
Page 37 (Maya Cloud), change “It was a dome between seventy-five to one hundred kilometers thick, more than five million square kilometers wide, and over three thousand kilometers high.” to “It was a bubble about 100 meters thick, 1,000 kilometers wide, 2,500 kilometers long, and 50 kilometers high.”
Page 37 (Maya Cloud), change “aspectedto” to “aspected to” (insert space)
Page 39, change “how magic work” to “how magic works
Page 40, change “brings my the info, the trids, and music, and calls, and the whatever else I want” to “brings me info, trids, music, calls, and whatever else I want”
Page 40, change “the way it is the magic” to “the way it is with magic”
Page 41 (Traditions of the Sixth World), change “type of spirits” to “types of spirits”
Page 41 (Traditions of the Sixth World), change “a response from the spirit” to “a favorable response from the spirit”
Page 41 (Traditions of the Sixth World), change “a Buddhist mage telling an air spirit to heal him will get no response,” to “a Buddhist mage cannot ask an air spirit to sustain a Health spell”
Page 41 (Aztec), change “one in the same” to “one and the same”
Page 41 (Aztec), change “share” to “shares”
Page 41 (Aztec), change “compliment” to “complement”
Page 42 (Black Magic), change “virtue and benefit” to “virtue or benefit”
Page 43 (Buddhism), delete “either forcibly by their own volition”
Page 44 (Christian Theurgy), change “the follow” to “they follow”
Page 45 (Christian Theurgy), change “Nathaniel de Leon was led a small group” to “Nathaniel de Leon led a small group” (delete “was”)
Page 45 (Druid), change “They are highly conscious background counts” to “They are highly conscious of background counts” (insert “of”)
Page 46 (Hinduism), change “uses magic” to “use magic”
Page 46 (Hinduism), change “practices” to “practice”
Page 46 (Hinduism), change “spell casting or power usage” to “spellcasting and other magic.”
Page 48 (Qabbalism), change “The tradition use” to “The tradition uses
Page 48 (Qabbalism), change “Hebrews sects” to “Hebrew sects”
Page 48 (Shinto), change “including practitioners part” to “including practitioners as part” (insert “as”)
Page 49 (Sioux), change “hints from how” to “hints about how”
Page 49 (Sioux), change “Inktomi” to “Iktomi”
Page 52 (Zoroastrianism), change “sit an contemplate” to “sit and contemplate”
Page 55 (Why We Gather), change “familial-based” to “family-based” or just “familial”
Page 55 (Why We Gather), change “MagicNet” to “MagickNet” … twice on page 55, twice on page 56
Page 56 (Why We Gather), change “insure” to “ensure”
Page 58 (ASPS), change “the groups various facilities” to “the group’s various facilities” (possessive)
Page 58 (ASPS), change “Hestaby has lead” to “Hestaby has led
Page 59 (Gate of Ishtar), change “noses” to “nose”
Page 59 (Gate of Ishtar), change “sans their body” to “sans body” (delete “their”)
Page 62 (DIMR), change “step-child” to “stepchild”
Page 63 (Malakim), change “of member’s soul” to “of the member’s soul” (insert “the”)
Page 64 (Malakim), change “off-shoot” to “offshoot”
Page 65 (Pathfinders), change “slow to action” to “slow to act
Page 65 (Pathfinders), change “arms length” to “arm’s length”
Page 65 (Ordo Maximus), change “Their is an initiatory group” to “There is an initiatory group”
Page 66 (Black Lodge), change “with elves, in particular, the so-called immortal elves as well as the dragons” to “with dragons and elves—so-called immortal elves in particular.”
Page 67 (Brotherhood of Darkness ), change “Cape Town” to “Azania”
Page 67 (Brotherhood of Darkness), change “includes” to “include”
Page 71 (Society of the Phoenix Arisen), change “mettle” to “meddle”
Page 71 (Aleph Society), change “Aleph’s” to “Alephs” (delete the apostrophe)
Page 71 (Religious Organization), change “What I want to talk about is” to “What I want to talk about are
Page 72 (Order of St. Sylvester), change “good and evil was” to “good and evil were
Page 72 (Order of St. Sylvester), change “church’s teaching” to “Church teachings.”
Page 72 (Order of St. Sylvester), change “fovae” to “foveae”
Page 74 (Local Groups), change “poignant” to “pointed”
Page 75 (Planestriders), change “explore” to “exploring”
Page 75 (Dead Warlocks), change “Warlock’s ranks” to “Warlocks’ ranks”
Page 76 (HOAA), change “HERMITIC” to “HERMETIC”
Page 76 (The Rat Pack), change “around the MDC” to “around Manhattan.”
Page 76 (The Rat Pack), change “beneath the MDC” to “beneath the island.”
Page 77 (The Periphery), change “intimidates people in” to “intimidates people into
Page 103 (Destroy [Vehicle]), change “Type: M” to “Type: P”
Page 103 (Firewater/Napalm), change “Flaming Water causes” to “Firewater causes”
Page 103 (Insecticide [Insect Spirit]), change “Type: P” to “Type: M”
Page 103 (Insecticide [Insect Spirit]), change “Range: LOS” to “Range: LOS(A)”
Page 103 (Insecticide [Insect Spirit]), change “variant of Slay” to “variant of Slaughter”
Page 103 (Ice Spear/Ice Storm), change “Spellcasters that weld” to “Spellcasters who wield
Page 104 (One Less/Slay/Slaughter), change “species or metaType:” to “species or metatype:”
Page 105 (Water), change “forcibly taken” to “forced to take”
Page 105 (Ram/Wreck/Demolish), change “only affect” to “only affects”
Page 105 (Ram/Wreck/Demolish), change “affects a metahumans” to “affects a metahuman.”
Page 105 (Ram/Wreck/Demolish), change “Body Wreck affects” to just “Wreck affects”
Page 105 (Radiation Beam), change “(DIRECT, AREA)” to “(INDIRECT, ELEMENTAL)”
Page 105 (Radiation Burst), change “(INDIRECT, ELEMENTAL)” to “(INDIRECT, AREA, ELEMENTAL)”
Page 106 (Radiation Beam/Burst), hyphenate “single-target” … again under Pollutant Stream
Page 106 (Pollutant Wave), change “(INDIRECT, ELEMENTAL)” to “(INDIRECT, AREA, ELEMENTAL)”
Page 106 (Shattershield), change “manna” to “mana”
Page 106 (Astral Message), delete “a variant of the Astral Projection spell (p. 313, SR5)”
Page 106 (Astral Message), change “summons a watcher (p. 313, SR5)” to “creates a watcher (p. 298, SR5).”
Page 107 (Diagnose), change “possesses” to “possess”
Page 107 (Diagnose), change “detailed level of the information” to “level of detail”
Page 107 (Diagnose), change “It provide” to “It provides”
Page 108 (Mindnet), change “to once again to gain” to “to regain”
Page 108 (Mindnet), change “Mindlink Extended” to “Mindnet Extended”
Page 109 (Ambidexterity), move this spell after Alleviate [Allergy] to preserve alphabetical order
Page 109 (Ambidexterity), change “Duration: S” to “Duration: I” (or else rewrite the spell description as a sustained spell)
Page 109 (Alleviate Addiction), change “This cure only last while the spell is powered” to “This cure only lasts while the spell is sustained,”
Page 110 (Fast), change “supplant” to “suppress”
Page 111 (Illusion Spells), change “disorientate” to “disorient”
Page 111 (Camouflage), change “CAMOUFLAGE CHECK” to just “CAMOUFLAGE”
Page 111 (Physical Camouflage), change “Type: M” to “Type: P”
Page 111 (Chaff), change “Range: LOS” to “Range: LOS(A)”
Page 112 (Foreboding), change “can not” to “cannot”
Page 112 (Foreboding), change “effects” to “affects”
Page 112 (Hot Potato), change “they will a dice pool modifier” to “they receive a dice pool modifier”
Page 112 (Mass [Sense] Removal), change “Range: LOS” to “Range: LOS(A)”
Page 112 (Mass [Sense] Removal), change “This set of spells allow” to “This set of spells allows
Page 113 (Stench), change “Range: LOS” to “Range: LOS(A)”
Page 113 (Sound Barrier), change “in the same manners” to “in the same manner”
Page 113 (Switch Vehicle Signature), change “within a five” to “within five” (delete “a”)
Page 113 (Net Bind), change “(PHYSICAL)” to “(PHYSICAL, AREA)”
Page 114 (Bug Zapper), change “Spirit Zapper” to “Bug Zapper”
Page 115 ([Element] Wall), change “The width of the wall” to “The thickness of the wall”
Page 115 ([Element] Wall), delete “with a Drain equal to the spell’s Force”
Page 116 (Fix), change “Object Resistance threshold” to “Object Resistance Test”
Page 116 (Gecko Crawl), change “Gecko Crawl spell allows” to “Gecko Crawl allows” (delete “spell”)
Page 116 (Gecko Crawl), change “hands or feet” to “hands and feet”
Page 116 (Glue / Glue Strip), change “surface to which” to “surface with which”
Page 116 (Glue / Glue Strip), change “Object Resistance threshold” to “Object Resistance Test”
Page 116 (Increase/Decrease Noise), move this spell below Increase/Decrease Gear Limits
Page 116 (Increase/Decrease Noise), change “(PHYSICAL)” to “(PHYSICAL, AREA)” … both versions
Page 116 (Increase/Decrease Noise), change “Range: LOS” to “Range: LOS(A)” … both versions
Page 116 (Increase/Decrease Noise), change “Object Resistance threshold” to “Object Resistance Test”
Page 116 (Increase/Decrease Gear Limits), change “the true the instrument” to “the true instrument”
Page 116 (Increase/Decrease Gear Limits), change “Object Resistance threshold” to “Object Resistance Test”
Page 117 (Interference), change “This spell jams all signals in the area of effect with a Signal rating less than the hits scored by the spellcaster, just like a jammer (p. 248, SR5).” to “Every net hit from the spellcasting test increases Noise in the area of effect, just like a jammer (p. 441, SR5).”
Page 117 (Lock), change “Object Resistance threshold” to “Object Resistance Test”
Page 117 (Mana Static), move this spell below “Makeover” for alphabetical order.
Page 117 (Makeover), change “to voluntary subject that mystically alters” to “to a voluntary subject. The spell mystically alters”
Page 117 (Protect Vehicle), change “Object Resistance threshold” to “Object Resistance Test” (twice)
Page 117 (Protect Vehicle), delete the last sentence.
Page 118 (Pulse), change “can effect” to “can affect
Page 118 (Pulse), change “the spell’s range” to “the spell’s area
Page 118 (Pulse), change “Object Resistance threshold” to “Object Resistance Test”
Page 118 (Pulse), change “the range of the Pulse” to “the area of the Pulse”
Page 118 (Slow Vehicle), move this spell below Shapechange/Critter Form.
Page 118 (Slow Vehicle), change “Object Resistance threshold” to “Object Resistance Test”
Page 118 (Shape [Material]), change “Object Resistance threshold” to “Object Resistance Test”
Page 118 (Shapechange/[Critter] Form), swap the two drain codes (Shapechange should have the higher drain)
Page 119 (Shapechange/[Critter] Form), change “Hellhound Form” to “Wolf Form” and “Devil Rat Form” to “Bear Form” (or some other mundane, non-paranormal critters)
Title: Re: Street Grimoire Errata
Post by: Sphinx on <08-17-16/1454:26>
Second part.

Page 121, change “Even in the trid” to “Even the trid” (delete “in”)
Page 121 (Adepts and Rituals), change “(steps 4 and 5)” to “(Step 7: Seal the Ritual)”
Page 121 (Adepts and Rituals), change “Attune Animal and Imbue” to “Attune Animal and Empower”
Page 121 (Adepts and Rituals), change “use in substitution of” to “substitute for”
Page 122 (Organic Link), change “substituted for” to “substituted with
Page 122 (Line of Influence), change “ten meters times twice the Force” to “twenty times the Force” (although “ten times the Force” might be better)
Page 122 (Alarm Ward), change “a perception test and a threshold of 5” with “a Perception + Intuition [Mental] (5) Test.”
Page 123 (Atonement), change “similar to that of a Metaplanar Quest” to “similar to a Metaplanar Quest” (delete “that of”)
Page 123 (Attune Animal), capitalize Willpower, Karma, and Essence
Page 124 (Augury and Sortilage), change “successes” to “hits” (twice)
Page 124 (Augury and Sortilage), change “determines” to “determine”
Page 124 (Item Attunement Table), lowercase the first word inside the parentheses in each row
Page 124 (Item Attunement Table), change “Mono filament” to “monofilament”
Page 125 (Blood Rite), change “up to net successes” to “up to the net hits”
Page 126 (Calling), change “thaumaturgians” to “thaumaturges”
Page 126 (Calling), change “Paraphernalia is” to “Paraphernalia are
Page 126 (Calling), change “the said spirit” to “the spirit” (delete “said”)
Page 126 (Calling), change “It can also include” to “They can also include”
Page 126 (Calling), change “successes” to “hits” (four times)
Page 127 (Circle of Cleansing), change “Net success from the ritual” to “Net hits from the ritual”
Page 127 (Circle of Cleansing), change “each net success” to “each net hit.”
Page 127 (Death Mark), change “Net Successes from the ritual adds dice” to “Net hits from the ritual add dice”
Page 127 (Death Mark), capitalize “Essence” (twice) and “Force”
Page 127 (Dispersion Circle), change “the power alchemical preparation” to “the power of an alchemical preparation” (insert “of an”)
Page 127 (Dispersion Circle), change “net success” to “net hit” and “net successes” to “net hits”
Page 127 (Door Ward), change “The myth in” to “Superstitions about”
Page 127 (Door Ward), change “absorb” to “absorbs”
Page 127 (Door Ward), change “net successes” to “net hits”
Page 128 (Books of Magic), change “Magiknet” to “MagickNet”
Page 128 (Books of Shadows), change “variations ritual formulas” to “variations on ritual formulas” (insert “on”)
Page 128 (Emerald Tablets), change “he original tablets” to “the original tablets”
Page 128 (Temporary Transfer), change “one of his own power” to “one of his own powers
Page 129 (Temporary Transfer), change “his initiate grade” to “her initiate grade”
Page 129 (Qi Marked), delete “but cannot be deactivated”
Page 130 (Secrecy), change “Rule #1 of X group: You don’t talk about X group!” to “The first rule of X group is: You do not talk about X group!”
Page 130 (Secrecy), change “member’s activities for the group” to “its activities”
Page 131 (You Talked!), change “visible presentation” to “visible manifestation”
Page 131 (You Talked!), change “ritual-based spellcasting” to “Ritual Spellcasting”
Page 131 (Group Bond and Tattoo Magic), change “Sorcery skill” to “Ritual Spellcasting”
Page 132 (Blood Thirst), change “more successes” to “more hits
Page 132 (Rectitude), change “Force of the foci” to “Force of the focus
Page 133 (Removing Traits), change “benefit to the new owner” to “benefit the new owner” (delete “to”)
Page 133 (Kything), change “Net successes from” to “Net hits from”
Page 133 (Kything), change “astral projecting” to “astrally projecting” (twice)
Page 133 (Far Sensing), change “phenomenon” to “phenomena” (plural)
Page 133 (Far Sensing), change “or things similar” to “and similar things”
Page 133 (Leeching), change “successes” to “hits” (six times) and “success” to “hit”
Page 134 (Leeching), change “recovery” to “recover”
Page 134 (Ley Sight), change “Net successes become” to “Net hits become”
Page 134 (Light of Dharma), change “speaking or perception” to “speaking or perceiving”
Page 134 (Light of Dharma), change “(net successes x 10)” to “(net hits x 10)”
Page 135 (Manifest Sha), change “successes” to “hits” (four times) and “success” to “hit” (twice)
Page 135 (Masking Ward), change “resisting” to “resist”
Page 135 (Masking Ward), change “net successes” to “net hits”
Page 135 (Fooling Wards), delete “or to press through it”
Page 135 (Obfuscating Ward), change “similar to the Alarm Ward” to “similar to the Masking Ward”
Page 136 (Recharge Reagents), change “net success” to “net hit,”
Page 136 (Smudging), change “by number of success for the ritual” to “by the number of hits for the ritual”
Page 136 (Smudging), change “by number of successes within the area” to “by the number of hits within the area”
Page 136 (Spirit Pact), change “The cost of completing this ritual is in Karma equaling Force x 2 of the spirit.” to “The Karma cost of this ritual is double the spirit’s Force.”
Page 136 (Summon Greater Form Spirit), change “determines” to “determine”
Page 136 (Summon Greater Form Spirit), change “the effect is has” to “the effect it has”
Page 137 (Possible Pacts), change “her game’s dynamics” to “their game’s dynamics”
Page 137 (Dream Pact), change “control if her body” to “control of her body”
Page 137 (Trap Ward), change “like an alarm ward” to “like Alarm Wards”
Page 137 (Whisper of Bones), change “is specific type” to “is a specific type” (insert “a”)
Page 143 (Necromancy), change “not to use” to “not in using”
Page 147 (Divination), change “IWith regard” to “With regard”
Page 160, change “trying psyche him out” to “trying to psych him out”
Page 160, change “the weapon foci’s twin” to “the weapon focus’ twin”
Page 161, change “the only ones in left was” to “the only ones left were”
Page 161, delete “pair of”
Page 161, change “Oh contraire,” to “Au contraire,”
Page 162, change “Copy, that Zero-Two.” to “Copy that, Zero-Two.”
Page 163, change “she’d lay there” to “she’d lain there”
Page 163, change “roll on her back” to “roll onto her back.”
Page 163, change “as she reached” to “as he reached”
Page 163, change “tight group on the blade” to “tight grip on the blade”
Page 163, change “Image link in her goggles” to “Camera in her goggles”
Page 164, change “his dwarven stature” to “his dwarf stature”
Page 165 (Adepts: Powers and Prejudice), delete either “eventually” or “gradually”
Page 166 (Mystic Adepts: Blurring Magical Lines), delete “both”
Page 166 (Mystic Adepts: Blurring Magical Lines), change “their magicians or adept counterparts” to “their magician and adept counterparts”
Page 166 (Mystic Adepts: Blurring Magical Lines), change “mystical adepts” to “mystic adepts” (twice)
Page 167 (Ways of the Old Meet the New), change “began cataloging” to “have begun cataloging”
Page 167 (Beast’s Way), change “ideas of combat” to “ideals of combat”
Page 167 (Beast’s Way), change “less she offend” to “lest she offend”
Page 169 (Berserk), change “any enemy targets” to “all enemy targets”
Page 170 (Elemental Body), change “Initiative Passes” to “Combat Turns”
Page 170 (Elemental Strike), change “with. Free Action” to “with a Free Action”
Page 170 (Elemental Weapon), change “Prerequisites: Weapon Foci” to “Prerequisite: Weapon Focus
Page 172 (Inertia Strike), change “Strength” to “Damage Value”
Page 172 (Metabolic Control), change “the adept in this state” to “the adept is in this state” (insert “is”)
Page 173 (Nimble Fingers), change “Insert Clip, Remove Clip” to “Insert/Remove Clip, Pick Up/Put Down Object,”
Page 173 (Plague Cloud), change “Ranged Attack Modifiers” to “Environmental Modifiers”
Page 174 (Skate), change “dice pool penalty to her dice pool” to just “dice pool penalty”
Page 177 (The Beast’s Way), change “one power other power” to “one other power”
Page 178 (The Magician’s Way), change “sorcery and spellcasting” to “sorcery and conjuring
Page 185 (Inhabitation), change “redecorate the exterior” to “redecorate the interior”
Page 192 (Long-Term Binding), change “an prohibitively” to “a prohibitively”
Page 197 (Possession), clarify: Does a possessed vessel have Immunity to Normal Weapons or not?
Page 201 (Conjuring an Ally), delete the duplicate sentence: “If the binding generates succeeds, the magician pays an amount of Karma as outlined in the ally’s spirit formula.”
Page 223, change “Seeing as though” to “Seeing how”
Page 224 (The Role of the Artisan Skill and Enchanting sidebar), change “make call” to “may call”
Page 225, change “cred sticks” to “credsticks”
Page 225, change “impacted negatively” to “spoiled”
Page 226, change “endear” to “endure”
Page 226, change “Talisleggers wil” to “Talisleggers will
Page 226 (Highlighted Focus sidebar), change “weapon focuses” to “weapon foci
Page 226 (Highlighted Focus sidebar), delete ”nearly sixty years later”
Page 227, change “extracted their vengeance” to “exacted their vengeance”
Page 227, change “shifting territories” to “shifting boundaries”
Page 227, change “going to people” to “going to be people” (insert “be”)
Page 227, change “amongst” to “among”
Page 227, change “ruining cause the focus” to “ruining the focus” (delete “cause”)
Page 227, change “approved the sell” to “approved the sale
Page 227, change “an enchanting” to “an enchantment”
Page 227, change “how it was made” to “how they were made”
Page 227, change “the street rep of a talismonger” to “their street rep”
Page 230 (Talismongers and Reagents), change “risks damaging the pelt, and risk damaging the reagents” to “risks damaging both the pelt and the reagents”
Page 231 (The Business Side of Talismongering), change “descent” to “decent”
Page 231 (Highlighted Focus), change “2040’s” to “2040s” (twice)
Title: Re: Street Grimoire Errata
Post by: Herr Brackhaus on <08-17-16/1617:41>
Someone give this man an Errata MVP trophy. Seriously, Sphinx, impressive work. To quote Deadpool: "Maximum effort!"
Title: Re: Street Grimoire Errata
Post by: Sir_Prometheus on <10-03-16/1235:08>
Parrick, upon hearing you're willing to rewrite things, can I suggest that elemental strike/weapon either lose the action to activate, or just be written and buffed in some other way?

It's a straight copy of 4th ed text. Thing is, elemental effects are much much weaker than 4th ed, which is good, but that makes this power much less useful. Which is a shame because it's cinematically cool. The simple action is a high price, as it forfeits your attack that pass. That was worth it in 4th when elements halved armor but not in 5th.

I will just echo everyone's opinion that Ways should be reworked. I'd start by making it official that they never cost double karma-- it just seems like something a player is more likely to pick up later in their career. Obviously power cost reductions need to be less all over the place.
Title: Re: Street Grimoire Errata
Post by: Sir_Prometheus on <10-03-16/1700:35>
Oh, and Turn to Goo and Petrify (effectively the same spell with different cinematic effects) should be resisted by Body and Strength, not just Body (in contradiction of the general rules of manipulation spells).  As it stands, one mage can easily pull it off against another mage even with counterspelling nearly guaranteed. 
Title: Re: Street Grimoire Errata
Post by: Sir_Prometheus on <10-26-16/2116:10>
So....when is that updated version of Street Grimoire with the errata in it, y'know, the one that was actually planned coming out?
Title: Re: Street Grimoire Errata
Post by: Patrick Goodman on <10-26-16/2123:43>
That's a very good question. Let me try and find out.
Title: Re: Street Grimoire Errata
Post by: Sir_Prometheus on <10-26-16/2245:08>
Thanks!  It seriously sounded like it was all prepped, they just sent the wrong proof to the printers.
Title: Re: Street Grimoire Errata
Post by: Patrick Goodman on <11-07-16/1907:44>
The answer I have from on high: {moustache twirl} Soon. {/moustache twirl}
Title: Re: Street Grimoire Errata
Post by: Patrick Goodman on <11-08-16/2334:30>
I'm told it's live. You should check your DriveThru account. Please let me know.
Title: Re: Street Grimoire Errata
Post by: prionic6 on <11-09-16/0240:29>
I got a notification and could download an updated PDF.
Title: Re: Street Grimoire Errata
Post by: PiXeL01 on <11-09-16/0439:04>
What are the changes, if any?
Title: Re: Street Grimoire Errata
Post by: Patrick Goodman on <11-09-16/0829:17>
Just about everything on the 2014 errata sheet was folded in. There's also a fair amount of other errata that had actually made it into the new printing, and which I will be posting shortly. I will also be updating the errata sheet posted on the website very soon (though I don't have a more definite ETA than that at the moment).
Title: Re: Street Grimoire Errata
Post by: Chummer 5 is Alive on <03-15-17/0049:02>
The Improved Potential power allows multiple levels, but each level must be for a separate Limit. The Chaos Mentor Spirit provides two levels of the power that can be applied to the same Limit. Is this intentional, or a misunderstanding of the power? Can these free levels stack with levels paid for with PP?
Title: Re: Street Grimoire Errata
Post by: Lormyr on <03-17-17/0835:43>
Hey Patrick, any chance we can get that changelog sometime soonish? I own a physical copy of the 1st print, so not too keen on having to make another purchase of the same to get access to the changes. Would still very much like to see them though!
Title: Re: Street Grimoire Errata
Post by: Patrick Goodman on <03-17-17/0932:06>
Working on it.
Title: Re: Street Grimoire Errata
Post by: Lormyr on <03-22-17/0815:27>
Thanks man, appreciate you!
Title: Re: Street Grimoire Errata
Post by: Chummer 5 is Alive on <07-11-17/2343:55>
Are there any limitations on the kinds of foci that can be created through Tattoo Magic?
If you can create weapon foci, does it count for all unarmed attacks that you make? If yes, does this flow on to unarmed attacks from bio/cyberware? How do adept powers like Killing Hands interact with this?
If you are somehow incapacitated and someone uses Disenchanting to destroy your tattoo'd focus, does this cause any damage to you? What form would the reagents from this take?
Does an active tattoo focus cause your body to also become dual-natured or otherwise sufficient to be targeted by a mana spell from the astral?
Title: Re: Street Grimoire Errata
Post by: Marcus on <07-31-18/1352:44>
Sorry for necroing this, but it's relevant.
So good friend of mine had a question on a pair of spell, and peripherally  a third .
SG page 119 and page 114
 
SPIRIT BARRIER
(ENVIRONMENTAL, AREA)
Type: P Range: LOS (A)
Duration: S Drain: F – 1
SPIRIT ZAPPER
(ENVIRONMENTAL, AREA)
Type: P Range: LOS (A)
Duration: S Drain: F + 1
This is modified version of the Mana Barrier spell (p. 294,
SR5) designed to work again spirits and spirit powers. When
cast on the physical plane, Spirit Zapper impedes materialized
spirits. It has no effect on spells, foci, or non-spirit dual beings
and astral forms.


BUG ZAPPER
(ENVIRONMENTAL, AREA)
Type: P Range: LOS (A)
Duration: S Drain: F + 1
Bug Zapper is a modified version of the Mana Barrier
spell (p. 294, SR5) designed to work against insect
spirits and insect spirit powers. After the fall of Chicago,
this spell started to become quite popular as the
“Bug Menace” grew in importance. When cast on the
physical plane, Spirit Zapper impedes materialized
spirits, creating a mana-based object that “zaps” any
insect spirits that come into contact with it. The barrier
inflicts Physical damage equal to its Force. Otherwise,
Bug Zapper functions the same as Mana Barrier. Note
that this spell does not damage any other types of spirits
or astral forms.

So presumably spirit barrier is mana barrier spell that only block spirits.
Spirit zapper doesn't really make sense (A spirit barrier that only effect materialized spirits? what?), so the question was, is spirit zapper intended to be a bug zapper that works on spirits?

My feeling was that latter as the materialized thing makes no sense.

Thoughts?
Title: Re: Street Grimoire Errata
Post by: Reaver on <07-31-18/1451:01>
Bug Zapper Only works on Insect Spirits. That's it.

Water, Fire, Earth, Man, Shadow  Spirits can walk through the AOE of Bug Zapper a million and one times without an effect. However, the moment a Insect Spirit enters the AOE... ZAP!!! Hence the name.

As the Spell States, it grew out of the effects of the Chicago Containment zone. And if you as a mage spent 2 years in that hell hole,. you too would come up with a way to protect the little pockets of humanity that weren't under the Bug's Control.


As to Spirit Barrier.... A very good spell to stop possession spirits, inhabitation spirits, or Realistic Spirits from walking into areas that you don't want them to... like a Board meeting where they are going to vote with their meat suit to throw a company into chaos.....

*****


Remember, many of the gear and spells Runners use don't ACTUALLY have a "shadow" role. They were designed and built for the normal world... These spells aree obvious security spells in relation to The activities of Spirits in the 6th world.... And with free spirits, possession spirits, inhabitation spirits, and other things that go bump in the night, its only natural that there would be spells to deal with these threats.

   
Title: Re: Street Grimoire Errata
Post by: Marcus on <07-31-18/1508:31>
Bug Zapper Only works on Insect Spirits. That's it.

Water, Fire, Earth, Man, Shadow  Spirits can walk through the AOE of Bug Zapper a million and one times without an effect. However, the moment a Insect Spirit enters the AOE... ZAP!!! Hence the name.

As the Spell States, it grew out of the effects of the Chicago Containment zone. And if you as a mage spent 2 years in that hell hole,. you too would come up with a way to protect the little pockets of humanity that weren't under the Bug's Control.


As to Spirit Barrier.... A very good spell to stop possession spirits, inhabitation spirits, or Realistic Spirits from walking into areas that you don't want them to... like a Board meeting where they are going to vote with their meat suit to throw a company into chaos.....

*****


Remember, many of the gear and spells Runners use don't ACTUALLY have a "shadow" role. They were designed and built for the normal world... These spells aree obvious security spells in relation to The activities of Spirits in the 6th world.... And with free spirits, possession spirits, inhabitation spirits, and other things that go bump in the night, its only natural that there would be spells to deal with these threats.

 

Yes Reaver i know all that. But the question is what does

SPIRIT BARRIER
(ENVIRONMENTAL, AREA)
Type: P Range: LOS (A)
Duration: S Drain: F – 1
SPIRIT ZAPPER
(ENVIRONMENTAL, AREA)
Type: P Range: LOS (A)
Duration: S Drain: F + 1

This is modified version of the Mana Barrier spell (p. 294,
SR5) designed to work again spirits and spirit powers. When
cast on the physical plane, Spirit Zapper impedes materialized
spirits. It has no effect on spells, foci, or non-spirit dual beings
and astral forms.


this do?
Title: Re: Street Grimoire Errata
Post by: Xenon on <07-31-18/1723:25>
I think his question is if the intent was that Spirit Zapper would “zap” any spirits that come into contact with it, inflicting Physical damage equal to its Force.


It does say that "Spirit Zapper impedes materialized spirits.", but, unlike the Bug Zapper spell, it seem as if the Spirit Zapper spell doesn't expand on what "impedes materialized spirits" entails.

I think it is personable to believe that the intent is that "impedes materialized spirits" = "inflicting Physical damage equal to its Force to all materialized spirits".
Title: Re: Street Grimoire Errata
Post by: prophet42 on <07-31-18/2256:13>
The drain is the same for both Spirit Zapper & Bug Zapper (F + 1).

My initial thought was 'why not just take the version to covers more options?' (i.e. Spirit Zapper).

I suppose using the more limited version (Bug Zapper) would allow you to hinder the bug spirits while allowing your own spirits to act unimpeded.

Still curious to see the thoughts of the errata crew.
Title: Re: Street Grimoire Errata
Post by: Michael Chandra on <08-02-18/1219:14>
Unlike Insecticide, Bug Zapper hits ALL kinds of Bug Spirits, not just 1 kind, so it seems fair it doesn't get the benefit of being more limited.
Title: Re: Street Grimoire Errata
Post by: Marcus on <08-02-18/1429:05>
Unlike Insecticide, Bug Zapper hits ALL kinds of Bug Spirits, not just 1 kind, so it seems fair it doesn't get the benefit of being more limited.

The question isn't Bug Zapper Michael we know that does; the question is Spirit Zapper. What does it do?
Title: Re: Street Grimoire Errata
Post by: Michael Chandra on <08-02-18/1607:51>
If we follow what is written, it's a mana barrier that doesn't block all those useful astral auras of runner tools, so no problem bringing in your foci and quickened spells but a spirit triggers astral intersection. Having two does imply Zapper also does damage on contact so that is obviously missing.
Title: Re: Street Grimoire Errata
Post by: prophet42 on <08-02-18/2028:52>
I suspect that we could just cut n paste from the Bug zapper spell to get the specifics for the Spirit Zapper.