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