Mark Damon Hughes RPG: Shadowrun 3rd Edition Errata [Parental Advisory: Explicit Lyrics] [about]

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Version 1.5

Date: 11/2/98

   Shadowrun and this errata text are the property of FASA, Inc. I'm just providing a printable version (as opposed to their unprintable version at <http://www.fasa.com/errata/10070/errata10070.html>).

____________

[ERRATA BEGINS]

   All changes will be reflected in the 3rd corrected printing of Shadowrun Third Edition. A notation will be made on p. 5 in the third column after the credits to indicate what version you have. No indication means first or second printing. The difference between the first and second printing is the cost.

   Those changes noted with an asterisk (*) are changed in the corrected fourth printed noted on p. 5 of SR3.

Page 47: Why do those people act that way?
  • The first two lines on this page, " ... wilderness to life in crowded city streets; though quite ... " are repeated from the bottom of page 46.
Page 55: Full Magicians
  • In the second line of the first column replace the word Force with the word Karma.
Page 59: Language Skills
  • The end of the third sentence should read, " ... equal to 1.5 x Intelligence Rating (round down)."
Page 63: Dice Pool Example
  • The Combat Mage's Spell Pool dice calculation is wrong. The Spell Pool is 5. Even in 2060, 4 + 6 + 6 = 16, and 16 ÷ 3 = 5. The Dice Pool appears correctly on the Combat Mage record sheet, p. 326.
Page 64 Sample Characters
  • The page reference for the record sheets should be 326.
Page 75: The Street Samurai
  • This character was calculated with Resources at Priority A (1,000,000¥) and Attributes at Priority B. The priorities were simply mislabeled. The record sheet on p. 328 accurately reflects Resources at Priority A and Attributes at Priority B.
Page 84: Specialization Example
  • This example includes text left over from an earlier version. Remove the final paragraph of the example.
Page 108: Movement
  • In the second sentence of the second paragraph, replace the term "Combat Phase" with the term "Combat Turn". Replace the last sentence with, "Characters can begin the turn stationary and declare their movement during any subsequent Combat Phase."
Page 108: Movement Rate
  • Add the word "maximum" before the words "Walking Rate" and "Running Rate."
  • Replace the second paragraph with the following text.
  • Movement during a Combat Turn is divided evenly between the turn's Initiative Passes. The maximum distance a character can move is equal to the character's maximum Movement Rate for the type of movement being used in that turn divided by the total number of Initiative Passes (rounding up) in that Combat Turn. The result is the maximum number of meters a character can move during each Initiative Pass. If the character moves at all (even a single meter), he is assumed to be moving at the rate he declared and suffers the appropriate movement modifiers to his actions. If the character does not move, he must still reduce his maximum available movement for the turn by the number of meters allowed in each pass. Characters may continue to move during passes in which they have no available actions, moving their maximum distance for that pass after all other characters have taken their actions.
  • Replace the example with the following text.
  • Twitch the elf samurai has a Quickness of 6. His maximum Running Rate is 18 meters (6 x 3) and his maximum Walking Rate is 6 meters. There are 3 Initiative Passes in the current Combat Turn, which means that Twitch can run for 6 meters or walk for 2 meters during each Initiative Pass. Because Twitch is standing still and firing his gun for the first pass, the movement mode doesn't matter. But his target decides to run, so on Twitch's Combat Phase of the second Initiative Pass, he declares he will run. He moves 6 meters for this pass, and if he continues to run through the next pass he will run 6 more (for a total of 12 for the entire Combat Turn). Because Twitch did not move in the first pass, he "loses" those 6 meters.
*Page 111: Weapon Range Table
  • The Long Range target number for a Grenade Launcher is 8; see p. 119, SR3.
Page 122: Whips
  • Replace the third sentence on the page (second paragraph) with, "Double the Impact Armor Rating against normal whips. Normal whips may snare their victim (see p. 276)."
Page 169: Improved Physical Attribute
  • In the second paragraph, replace "racial maximums" with "racial modified limit."
Page 174: Astral Combat Tests
  • In the second sentence of the third paragraph, replace "Armed Combat" with "an armed combat skill."
Page 176: Astral Objects
  • The last sentence in the first column contains a typographical error. The word "fopcus" should be "focus."
Page 181: Spell Learning Example
  • Replace second paragraph with the following text:
  • Alternately, if Bones decided he could risk the physical Drain and wanted to make the Fireball spell easier to learn instead, he could apply the -2 modifier to the Force of the spell, reducing both the target number and the Karma cost. His target number would be 14 (8 x 2 = 16 and 16 - 2 = 14) and he needs to spend only 6 Karma.
Page 183: Spell Effect
  • Add the following sentence to the end of the third paragraph. "For any spells that damage the target, stage up the Damage Level for every 2 net successes."
Page 192: Analyze Device
  • Change the second sentence as follows. "Every two successes gives the character a single skill point in a corresponding or logical Background or Build/Repair Skill Rating for the device in question, up to maximum skill rating or bonus equal to the Force of the spell."
Page 192: Combat Sense
  • The Force of the Combat Sense spell limits the success of the spell. Replace the sentence, "Every 2 successes on the Sorcery Test add 1 die to the subject's Combat Pool for the duration of the spell." with, "Every 2 successes on the Sorcery Test add 1 die to the subject's Combat Pool for the duration of the spell, up to a maximum bonus equal to the Force of the spell."
Page 193: Detox
  • Change the first sentence as follows. "Detox relieves the effects of a drug or poison as long as the Force of the spell is equal to or greater than the Power Rating of the toxin.
*Page 194: Heal and Treat Spell
  • Replace the first sentence of the second paragraph with the following: Treat must be applied within one hour of injury, but it takes only half the normal time (round down) for the spell to become permanent. Heal may be applied anytime.
Page 194: Healthy Glow
  • Replace the second half of the final sentence beginning with, " ... the effects of the spell do wear off over time ..." with, "the spell wears off in Force x 24 hours."
Page 194: Stabilize
  • Add the following sentence after the first sentence. "The spell's Force must be equal to or greater than the overflow damage taken by the character for this spell to have any effect on the injured character."
Page 198: Armor
  • Replace the text of this spell with the following text (the printed text is an old version of the spell).
  • This spell creates a glowing field of magical energy around the target that protects against impact and ballistic damage. One success is enough to create the magical field around the character of an Armor Rating equal to the Force of the spell. The Armor spell is compatible with all armor types and adds its rating to the rating of the physical armor being worn. This spell either works or it doesn’t; extra successes do not add additional points to the Armor Rating.
Page 198: Ice Sheet
  • In the second sentence, replace "Quickness (6) Test" with the following text: " ... Quickness (Force) Test to avoid falling prone, adding +1 to the target number for every 2 successes, up to a maximum bonus equal to the Force of the spell."
Page 198: Ignite
  • Add to the end of the third sentence, " ... limited to a number of successes equal to the spell's Force."
Page 221: Track
  • In the second sentence of the second paragraph, remove the words "freeze or" and change the word "IC" to "utility."
Page 244: Exceeding the Racial Modified Limit
  • In the last sentence of the first paragraph, the cost of the improvement is 21 Good Karma Points, not 14.
Page 244: Improving Skills
  • In the second sentence, add the word "natural" before the phrase "Attribute Rating."
Page 245: Skill Improvement Cost Table
  • The cost for Knowledge/ Language Specializations should read as follows:
  • Less than or equal to Attribute Rating .5
    Less than or equal to (2 x Attribute Rating) 1
    More than (2 x Attribute Rating) 1.5
Page 265: Movement
  • The Movement power rules were expanded for the Critter book in the Shadowrun, Third Edition Gamemaster Screen and should read as follows:
  • The being may use the Movement power to increase or decrease a target’s movement rate within the terrain it controls by multiplying or dividing the target's movement rate by the being's Essence.
  • When the Movement power is used on vehicles, the critter makes an Essence Test with a target number equal to half the vehicle’s Body. Multiply the successes by the vehicle’s Acceleration Rating and add the result to or subtract it from the vehicle’s Speed in the next Combat Turn (similar to the vehicle making an Acceleration or Deceleration Test). The critter may continue making Essence Tests to increase or decrease the vehicle’s speed each Combat Turn it sustains the Movement power. Depending on the situation, this change in speed may call for a Crash or Stress Test.
Page 266: Nature Spirits
  • The text header Spirits of Man is missing from the stat block at the bottom of the second column.
Page 273: Legality Codes
  • The last sentence of the first full paragraph in the second column contains a page XX reference. Cut this reference, as Permits, the section referred to, appears at the bottom of the page.
Page 284: Clothing and Arrmor Table
  • The stats for Camo Full Suit and Camo Jacket were reversed and should read as follows:
  • Conceal Ballistic Impact Weight Availability Cost Street Index Legal
    Camo Jacket - 3 1 1.5 4/36 hrs 800¥ 1 Legal
    Camo Full Suit - 5 3 2 5/36 hrs 1,200¥ 1 Legal
Page 285: Armor and Combat Pool
  • In the second sentence of the first paragraph, the text should read, " … for every 2 points of Ballistic and Impact" not "Ballistic or Impact." This also changes the last sentence of the example in Layering Armor to read that Twitch loses 2 dice from his Combat Pool.
Page 294: Security Countermeasures Table
  • The stats for Wire Clippers did not appear on this table.
  • Conceal Weight Availability Cost Street Index Legal
    Wire Clippers 12 1 Always 25¥ 1 Legal
Page 302: Bodyware Table
  • The Essence cost for Skillwires should be .2 x Max Rating.
Page 305: Stimulant Patch
  • The fifth sentence should read as follows. " ... the magician must follow the procedure for possible Magic loss ... ."
Page 307: Vehicle Weapon Mounts
  • In the last paragraph of this section, add the following text to the end of the second to last sentence. " ... but each missile or rocket will reduce the aircraft’s Load Rating."
*Record Sheet
  • In the Corrected 4th Printing, the Vehicle box on the record sheet has been corrected to include Armor, Signature, Sensor, Cargo Factor and Load.

[ERRATA ENDS]

Last modified: 99Apr07
Cleaned up so I could print it.

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