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January errata

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Michael Chandra

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« on: <03-09-20/0352:32> »
Since we don't have the errata-only document yet, I ran a PDF diff and summarized changes. Below are what I consider significant changes, some of them are big.

- Interval scale table is referenced to be on p312
- Essence loss comes with a corresponding point of Magic or Resonance (whenever Essence goes below an integer)
- Adepts simply have PP equal to Magic
- Mystic Adepts suffer from Essence Loss in chargen
- Spell training time of 'about a week' references p131, which has more precise rules
- Dermal Deposits simply make your unarmed attacks inflict Physical damage, same for Bone Lacing (but not BDA, probably in error)
- No more max to 10 on Exceptional Attribute, just that you can only take the quality once per attribute
- Debt is interest rate of 500 per Karma
- Prejudiced now mentions 'actively opposing' instead of 'attacking'
- Close Combat: Base unarmed damage is 2S
- Firearms: Specializations switched to Tasers, Hold-Outs, Light Pistols,
   Machine Pistols, Heavy Pistols, Submachine Guns,
   Shotguns, Rifles, Machine Guns, Assault Cannons
- p98 reference for the Perception Thresholds
- Perception threshold table added:
   perception thresholds
   ITEM/EVENT IS:THRESHOLDEXAMPLES
   Obvious/Large/Loud1Neon sign, running crowd, yelling, gunfire
   Normal2Street sign, pedestrian, conversation, silenced gunfire
   Obscured/Small/Muffled3Item dropped under table, contact lens, whispering
   Hidden/Micro/Silent4Secret door, needle in haystack, subvocal speech
- Need at least 1 hit AND a tie or better to hit on an attack
- Breaking through: "meets or exceeds" instead of "exceeds"
- Falling damage: >3m = (m/2)P resisted with Body as base value
- Grenade throwing: "each hit" instead of "extra hits"
- Thrown Grenades use unarmed AR for Close, -1 Near, -6 Medium, 0 Far/Extreme (not -?)
- Light level examples
- Medkit healing can be done with MedkitRating+Logic instead of Biotech+Logic (player choice)
- Explicitly states wound modifiers do not apply to natural recovery
- Toxin/drug costs are on p312
- CS Gas description tweaked, no more washing off
- Antidote doesn't face a threshold, each hit reduces power by 1, further spent major actions allow reroll without recasting
- Decrease Attribute cannot go to 0, minimum 1
- Manipulation do not say anymore that limited spells aren't sustained
- Mystic Armor is a Mana spell now
- Vehicle Armor is a Physical spell now
- Rituals require #Threshold reagents if no amount is specified
- After effect goes off, drain is always result of Thresholdx2 roll (minimum 2 drain)
- Ward rating is leader's Magic + net hits, instead of just net hits
- Watcher gets attributes AND skills boosted
- Banishing: FINAL drain determines physical vs stun
- Sustained Preparation spells last 1 minute x remaining Potency upon trigger
- When creating a focus, net hits UP TO FORMULA FORCE become actual Force
- Adepts take Physical drain if the damage AFTER resistance is higher than their Magic
- Mystics cannot buy PP (as per previous errata), losing a point of Magic also costs them a PP if they have any left
- Aspected Magicians can Astrally Project
- Magicians/Adepts using Astral Perception become dual-natured, suffer -2 on all non-Magic actions
- Max Magic and Resonance are decreased by every full point of Essence lost
- Data Processing explicitly is the limit of slave-count, rather than 'determining the number'
- Hog lasts (Attack Rating) rounds
- "By default, Matrix damage is resisted with Fire-
   wall and Biofeedback damage is resisted with Will-
   power."
- Drones use Pilot instead of Mental Attributes, persona actively defending for a device/host can use the other pool with the device/host attributes
- Data Spike is Attack ATTRIBUTE/2, not Rating, and actively linked to Attack attribute (so penalised if Sleaze>Attack)
- Matrix Perception can be used to spot ANY running-silent icons, not just Sleazed ones
- Reboot resets OS, exploits and backdoors
- Swapping Matrix Attributes can only be done on 'non-zero attributes'
- Virtual Machine added to programs
- IC use Host Attack Rating, Host Rating x2 for most rolls, DPx2 +3d6 Initiative
- Spotting TMs requires a SUCCESSFULL Matrix Perception test with minimum 5 hits
- Resonance Spike causes UNRESISTED Matrix damage
- Static Veil helps against accumulating OS from maintaining illegal access to a host _on a sprite_ (so can't protect the TM itself?)
- Sprites have a Matrix Condition Monitor of L/2 + 8
- Sprite Skill ratings equal their Level
- Living Network: Can _participate_ in a PAN
- Rigging keynote corrected to be 2D6/3D6 Initiative Dice in cold/hot-sim
- Vehicles immune to non-electrical stun damage with DV <= Body
- (Mass-)command drones is a Minor
- Concealment <= Body 5 = counts as 1
- Confusion wrong sentence replaced, full description SHOULD be:
"This power causes the target to become indecisive, forgetful and befuddled. The critter makes an Opposed test using its Magic + Willpower against the target's Willpower + Logic. If the critter scores any net hits, the target character gains the Dazed status and the Confused status at a rating equal to the net hits."
- Mist Form gives _moderate_ Allergy to Fire
- Movement: Unwilling targets is opposed M+W vs L+W, can multiply/divide target movement by lowest of (net hits) and Magic
- Paralying Howl 4+ net hits gives _Stilled_ status, not Paralyzed
- Whips add Reaction instead of Strength to Attack Rating [Note that the rule stating you add Strength to AR is missing, but both examples and this alternative reference it]
- Disabling safety feature of launchers requires Engineering + Logic (4, 5 Minutes) Extended Test, minigrenades are same effects as standard grenades
- Grenade launchers use Exotic Weapons (Launcher) + _Agility_
- Missiles add their Sensor Rating to the attack roll, and have a better Attack Rating as mentioned in the Notes (aka +2 AR)
- AV rockets/missiles have +2 AR vs vehicles
- Chemical Seal protects against Corrosive 6x
- Shields use Close Combat as skill
- Agents removed from Software gear listings
- Autosofts are Rating 1-9
- Trauma patches heal 1d6+1 Overflow damage, instead of immediately stabilizing
- Cyberware can be boosted (Augmentation Overdrive), so no overdriving bioware. Overdriving may exceed augmented maximum.
- Control Rig adds rating in bonus dice and decreases vehicle-operation thresholds with rating
- Wired Reflexes and Synaptic Boosters provide (with accompanying Minor Action), so not on top of the normal die->minor rule
- Basic cyberlimbs have Agi 2 & Str 2 (so not all physical attributes)
- Cyberarmor is Availability Rating(L), cost Ratingx5k
- Ares Dragon has 22 Body instead of 12
- Dodge penalty table added at end
- Toxins/drugs availability/costs table added at end
- Interval scale table added at end
How am I not part of the forum?? O_O I am both active and angry!


Michael Chandra

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« Reply #2 on: <03-09-20/1555:57> »
Eh, not touching Reddit myself, the good isn't worth the bad to me.

So Riggers got a serious boost in that they can stunt more easily and drones can reach good dicepools with rating 9 autosofts.
How am I not part of the forum?? O_O I am both active and angry!

Sir Ludwig

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« Reply #3 on: <03-11-20/1050:25> »
Michael,

I am no rigging expert.  what do you mean by "stunt more easily".

Thanks,
Ludwig
Si vis pacem, para bellum

Stainless Steel Devil Rat

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« Reply #4 on: <03-11-20/1104:07> »
Michael,

I am no rigging expert.  what do you mean by "stunt more easily".

Thanks,
Ludwig

He's referring to the January Errata adding a capability to Control Rig cyberware: it now reduces thresholds as well as adding dice.  If the GM says "ok, you've got a red light at the upcoming intersection.  If you want to blow through the crossing traffic without crashing, it'll be a threshold of (X)."  The rigger gets to subtract the Control Rig rating from X, which is a big deal.
« Last Edit: <03-11-20/1106:20> by Stainless Steel Devil Rat »
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Xelian

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« Reply #5 on: <03-12-20/0950:51> »
- Mystics cannot buy PP (as per previous errata), losing a point of Magic also costs them a PP if they have any left

Does this mean they cannot take the Initiation Power Point or just that the entry which was removed about 5 XP per point which was removed before that?

Stainless Steel Devil Rat

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« Reply #6 on: <03-12-20/1023:49> »
They can still gain PP via making that choice as a metamagic at initiation.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.