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Message no. 1
From: Alfredo B Alves <dghost@****.COM>
Subject: [SR3] Errata
Date: Wed, 26 Aug 1998 20:20:43 -0500
Here's a boo-boo ... I think. I've been skimming more than reading (a
progressive method like Jpgs so I can get a feel for the system quickly)
so I might just not have spotted this but ... Combat spells (and a few
others too) have a variable drain code. What's the cost for buying the
spell formual for Manabolt, for example?

D. Ghost
(aka Pixel, Tantrum, RuPixel)
o/` Trideo killed the Video Star ... o/`

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Message no. 2
From: K is the Symbol <Ereskanti@***.COM>
Subject: Re: [SR3] Errata
Date: Thu, 27 Aug 1998 12:51:32 EDT
In a message dated 8/27/1998 5:55:49 AM US Eastern Standard Time,
dghost@****.COM writes:

> Here's a boo-boo ... I think. I've been skimming more than reading (a
> progressive method like Jpgs so I can get a feel for the system quickly)
> so I might just not have spotted this but ... Combat spells (and a few
> others too) have a variable drain code. What's the cost for buying the
> spell formual for Manabolt, for example?
>
Same as for Heal/Treat I would imagine, which has , as far as a I know, has
always been (second edition anyway), the cost of the highest potential form.
"D".

-K
Message no. 3
From: Lady Jestyr <jestyr@*******.COM.AU>
Subject: Re: [SR3] Errata
Date: Fri, 28 Aug 1998 08:34:01 +1000
>Here's a boo-boo ... I think. I've been skimming more than reading (a
>progressive method like Jpgs so I can get a feel for the system quickly)
>so I might just not have spotted this but ... Combat spells (and a few
>others too) have a variable drain code. What's the cost for buying the
>spell formual for Manabolt, for example?

Although I don't have SR3, I've heard people discussing this on IRC (and
I'm surprised you haven't, Pix). Basically, they're turning these spells
into combat versions of heal and treat. You haul out the old 'Stun' spell,
decide what damage level you want to cast it at, and the damage code is
based on that. So instead of having to learn all the different variants of
a spell, you just learn the one, and decide the damage level at casting
time.

Lady Jestyr

- Eagles may soar, but turkeys don't get sucked into jet engines. -
jestyr@*******.com.au URL: http://www.geocities.com/~jestyr
Message no. 4
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: [SR3] Errata
Date: Thu, 27 Aug 1998 20:29:02 -0500
On Fri, 28 Aug 1998 08:34:01 +1000 Lady Jestyr <jestyr@*******.COM.AU>
writes:
>>Here's a boo-boo ... I think. I've been skimming more than reading (a
>>progressive method like Jpgs so I can get a feel for the system
quickly)
>>so I might just not have spotted this but ... Combat spells (and a few
>>others too) have a variable drain code. What's the cost for buying the
>>spell formual for Manabolt, for example?

>Although I don't have SR3, I've heard people discussing this on IRC (and
>I'm surprised you haven't, Pix). Basically, they're turning these spells
>into combat versions of heal and treat. You haul out the old 'Stun'
spell,
>decide what damage level you want to cast it at, and the damage code is
>based on that. So instead of having to learn all the different variants
of
>a spell, you just learn the one, and decide the damage level at casting
>time.
>
>Lady Jestyr
<SNIP Sig>

Actually, THAT I know (And I'm on IRC MUCH less now that classes started
back up ... :/) :P~ ... I meant the cost for the spell's formula is based
on the drain. The Combat spells (and heal/treat spells) have a variable
drain. K said that it was based off the highest drain code possible
(Deadly). I was posting this more for Mongoose's benefit (since Mongoose
is forwarding this stuff to the Errata author) than anything else. :)

D. Ghost
(aka Pixel, Tantrum, RuPixel)
o/` Trideo killed the Video Star ... o/`

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Message no. 5
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: [SR3] Errata
Date: Thu, 27 Aug 1998 23:54:43 -0500
Pg 255, look at the cost for increasing Knowledge/language skills.
For the Base skill it's:
Skill is Cost
Upto Attrib 1
Upto 2xAttrib 1.5
Greater than 2xAttrib 2
For the Specialization skill it's:
Skill is Cost
Upto Attrib .5
Upto 2xAttrib 1.5
Greater than 2xAttrib 2.5

WHat??? It cost more to raise the Specialization?

D. Ghost
(aka Pixel, Tantrum, RuPixel)
o/` Trideo killed the Video Star ... o/`

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Message no. 6
From: Mongoose <evamarie@**********.NET>
Subject: Re: [SR3] Errata
Date: Fri, 28 Aug 1998 18:34:11 -0700
>Pg 255, look at the cost for increasing Knowledge/language skills.
>For the Base skill it's:
>Skill is Cost
> Upto Attrib 1
> Upto 2xAttrib 1.5
> Greater than 2xAttrib 2
>For the Specialization skill it's:
>Skill is Cost
> Upto Attrib .5
> Upto 2xAttrib 1.5
> Greater than 2xAttrib 2.5
>
>WHat??? It cost more to raise the Specialization?


In case Rob misses this post (and he has already noticed this problem),
the specialization costs for knowledge skills are wrong, and should be the
same cost as for active specializations:
Knowledge Skill specialization is Cost
Upto Attrib .5
Upto 2xAttrib 1
Greater than 2xAttrib 2
Message no. 7
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: [SR3] Errata
Date: Fri, 28 Aug 1998 18:56:31 -0500
On Fri, 28 Aug 1998 18:34:11 -0700 Mongoose <evamarie@**********.net>
writes:
>>Pg 255, look at the cost for increasing Knowledge/language skills.
>>For the Base skill it's:
>>Skill is Cost
>> Upto Attrib 1
>> Upto 2xAttrib 1.5
>> Greater than 2xAttrib 2
>>For the Specialization skill it's:
>>Skill is Cost
>> Upto Attrib .5
>> Upto 2xAttrib 1.5
>> Greater than 2xAttrib 2.5
>>
>>WHat??? It cost more to raise the Specialization?

> In case Rob misses this post (and he has already noticed this
problem),
>the specialization costs for knowledge skills are wrong, and should be
the
>same cost as for active specializations:

<I fixed the chart so it lines up when using a fixed font, btw. I hope
you don't mind>

>Knowledge Skill specialization is Cost
> Upto Attrib .5
> Upto 2xAttrib 1
> Greater than 2xAttrib 2

Waitasec ... for skill ratings greater than 2x the default attrib the
cost for the raising the specialization is the same as for raising the
general skill? Or was the cost supposed to be 1.5? Or are the costs for
the general skill off too?

D. Ghost
(aka Pixel, Tantrum, RuPixel)
o/` Trideo killed the Video Star ... o/`

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Message no. 8
From: Mongoose <evamarie@**********.NET>
Subject: Re: [SR3] Errata
Date: Fri, 28 Aug 1998 18:34:56 -0700
>The Combat spells (and heal/treat spells) have a variable
>drain. K said that it was based off the highest drain code possible
>(Deadly). I was posting this more for Mongoose's benefit (since Mongoose
>is forwarding this stuff to the Errata author) than anything else. :)


Thanks. Rob is subscribed to the list now (he's the one I was forwarding
to), but I do read more than he does (he has an itchy delete finger). If you
want to attract his attention to a perceived error, try putting "errata" and a
page number in your subject; and please, when it drifts, change the subject
header.
BTW, in case he doesn't post this any time soon, he'll be needing to track
down VR2 errata soon. (And you thought woodchucks could swamp the list...
Don't carp me, this is a SERIOUS request, not a sick joke.)

Mongoose
Message no. 9
From: Autonomous Zone <azone@***.COM>
Subject: Re: [SR3] Errata
Date: Fri, 28 Aug 1998 20:12:51 -0500
> >Pg 255, look at the cost for increasing Knowledge/language skills.
> >WHat??? It cost more to raise the Specialization?
>
> In case Rob misses this post (and he has already noticed this problem),
> the specialization costs for knowledge skills are wrong, and should be the
> same cost as for active specializations:
> Knowledge Skill specialization is Cost
> Upto Attrib .5
> Upto 2xAttrib 1
> Greater than 2xAttrib 2

Close! Yes, the cost for Knowledge/Language Specializations on p. 245 is
wrong. The costs should be the same as for Active Specializations. That
is:
< or = Attrib .5
< or = (Attrib x 2) 1
> (Attrib x 2) 1.5

Rob

--


@*> AUTONOMOUS ZONE INFOSHOP | Anarchist-Community-Activist Resource Center
@*> street: 2012 W. Chicago Ave. | mail: 1573 N. Milwaukee #420 CHILL 60622
@*> phone: 773.252.6019 | http://www.neiu.edu/~aadams/azone.html <--NEW!
@*> azone@***.com or chill@****.ucsd.edu | Where the State Stops Life Begins!
Message no. 10
From: Autonomous Zone <azone@***.COM>
Subject: Re: [SR3] Errata
Date: Fri, 28 Aug 1998 20:14:47 -0500
> BTW, in case he doesn't post this any time soon, he'll be needing to track
> down VR2 errata soon. (And you thought woodchucks could swamp the list...
> Don't carp me, this is a SERIOUS request, not a sick joke.)

Actually, I'm working on the VR2 Errata for the FASA web page right now,
and probably will be for the next week. So, yes, if you have errata stuff
for VR2, post it now!

Rob Boyle

--


@*> AUTONOMOUS ZONE INFOSHOP | Anarchist-Community-Activist Resource Center
@*> street: 2012 W. Chicago Ave. | mail: 1573 N. Milwaukee #420 CHILL 60622
@*> phone: 773.252.6019 | http://www.neiu.edu/~aadams/azone.html <--NEW!
@*> azone@***.com or chill@****.ucsd.edu | Where the State Stops Life Begins!
Message no. 11
From: Tarek Okail <Tarek_Okail@**********.COM>
Subject: Re: [SR3] Errata
Date: Sat, 29 Aug 1998 01:43:19 -0400
Mongoose--

> BTW, in case he doesn't post this any time soon, he'll be needing to=

>track down VR2 errata soon. (And you thought woodchucks could swamp the=

>list... Don't carp me, this is a SERIOUS request, not a sick joke.)

Woodchucks can't swamp the list... they don't live in swamps. <g>=


BTW, which <ahem> logs <ahem, ahem> contain the infamous woodchuc=
k
thread?

Shadowmage
Message no. 12
From: Mongoose <evamarie@**********.NET>
Subject: Re: [SR3] Errata
Date: Sat, 29 Aug 1998 15:02:15 -0700
>> In case Rob misses this post (and he has already noticed this
>problem),
>>the specialization costs for knowledge skills are wrong, and should be
>the
>>same cost as for active specializations:
>
><I fixed the chart so it lines up when using a fixed font, btw. I hope
>you don't mind>

I can't find a good one in OE- much to my car-viewing regret.


>>Knowledge Skill specialization is Cost
>> Upto Attrib .5
>> Upto 2xAttrib 1
>> Greater than 2xAttrib 2
>
>Waitasec ... for skill ratings greater than 2x the default attrib the
>cost for the raising the specialization is the same as for raising the
>general skill? Or was the cost supposed to be 1.5? Or are the costs for
>the general skill off too?
>


My bad; Rob posted the propper prices, and you are right, the cost should
be 1.5x new level.

Mongoose
Message no. 13
From: Alfredo B Alves <dghost@****.COM>
Subject: [SR3] Errata
Date: Sun, 30 Aug 1998 21:34:29 -0500
Under Pistols (and the other firearm skills) it says specialization is by
weapon *TYPE* (page 86) but the archetypes (pages 65-79) have
specializations in specific weapons. The examples (pages 57-58) agree
with the archetypes. The archetypes and examples are probably right but
I'd like to get a confirmation.

D. Ghost (Who doesn't understand how firing a Ruger Security Six and
firing a Ruger Police Security Six could be so different ...)
(aka Pixel, Tantrum, RuPixel)
o/` Trideo killed the Video Star ... o/`

_____________________________________________________________________
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Message no. 14
From: Bob Tockley <zzdeden@****.ASGARD.NET.AU>
Subject: Re: [SR3] Errata
Date: Mon, 31 Aug 1998 12:49:52 +1000
>Under Pistols (and the other firearm skills) it says specialization is by
>weapon *TYPE* (page 86) but the archetypes (pages 65-79) have
>specializations in specific weapons. The examples (pages 57-58) agree
>with the archetypes. The archetypes and examples are probably right but
>I'd like to get a confirmation.

The exact wording for page 86 is that specializations are chosen "By
specific weapon type". I'd generally tend to assume this meant "By
specific weapon", especially given the backing of the Pistols/Ares Predator
examp[le on page 82 and the aforementioned skill lists of example
characters (they're not archetypes anymore but it's gonna take a hell of a
long time to change the mindsets of long-term players....).


- ARKHAM
"Trust me - hitting someone is always the answer. The trick to it is to
figuring out who to hit and how hard to hit 'em...."
Message no. 15
From: David Foster <fixer@*******.TLH.FL.US>
Subject: [SR3] Errata
Date: Wed, 9 Sep 1998 07:35:59 -0400
Perusing the BBB3, I've found a few more Errata:

pg 121, 2nd paragraph under Whips, 2nd sentence should say "Whip Test"
instead of "Armed Combat Test".
pg 275, 2nd paragraph under Monofilament Whip, 3rd sentence should say
"Whip Test" instead of "Armed Combat Test"
pg 278, Firearms Table, Defiance Super Shock, Damage should be labeled as
stun damage, not physical (unless there's been a major change).

Fixer --------------} The easy I do before breakfast,
the difficult I do all day long,
the impossible only during the week,
and miracles performed on an as-needed basis....

Now tell me, what was your problem?
Message no. 16
From: "D. Ghost" <dghost@****.COM>
Subject: Re: [SR3] Errata
Date: Wed, 9 Sep 1998 06:56:06 -0500
On Wed, 9 Sep 1998 07:35:59 -0400 David Foster <fixer@*******.TLH.FL.US>
writes:
> Perusing the BBB3, I've found a few more Errata:
>
>pg 121, 2nd paragraph under Whips, 2nd sentence should say "Whip Test"
>instead of "Armed Combat Test".
>pg 275, 2nd paragraph under Monofilament Whip, 3rd sentence should say
>"Whip Test" instead of "Armed Combat Test"

There is no Armed Combat Skill ... It's broken down into Edged Weapons,
Clubs, *Whips*, and one or two others ...

>pg 278, Firearms Table, Defiance Super Shock, Damage should be labeled
as
>stun damage, not physical (unless there's been a major change).
>
>Fixer --------------} The easy I do before breakfast,
<SNIP>

Interesting ... I didn't notice that. :)

D. Ghost
(aka Pixel, Tantrum, RuPixel)
o/` Trideo killed the Video Star ... o/`

_____________________________________________________________________
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Message no. 17
From: Michael Paff <mikepaff@***.COM>
Subject: Re: [SR3] Errata
Date: Wed, 9 Sep 1998 17:51:07 -0700
At 06:56 AM 9/9/98 -0500, D. Ghost wrote:
>On Wed, 9 Sep 1998 07:35:59 -0400 David Foster <fixer@*******.TLH.FL.US>
>writes:
>> Perusing the BBB3, I've found a few more Errata:
>>
>>pg 121, 2nd paragraph under Whips, 2nd sentence should say "Whip Test"
>>instead of "Armed Combat Test".
>>pg 275, 2nd paragraph under Monofilament Whip, 3rd sentence should say
>>"Whip Test" instead of "Armed Combat Test"
>
>There is no Armed Combat Skill ... It's broken down into Edged Weapons,
>Clubs, *Whips*, and one or two others ...
>
If you'll reread David's statement, I think you'll see that he
was pointing out essentially the same thing. There is no Armed Combat
skill in SR3, but there are still references to it in the text.

Mike
Message no. 18
From: David Foster <fixer@*******.TLH.FL.US>
Subject: Re: [SR3] Errata
Date: Thu, 10 Sep 1998 07:47:40 -0400
On Wed, 9 Sep 1998, D. Ghost wrote:

->On Wed, 9 Sep 1998 07:35:59 -0400 David Foster <fixer@*******.TLH.FL.US>
->writes:
->> Perusing the BBB3, I've found a few more Errata:
->>
->>pg 121, 2nd paragraph under Whips, 2nd sentence should say "Whip Test"
->>instead of "Armed Combat Test".
->>pg 275, 2nd paragraph under Monofilament Whip, 3rd sentence should say
->>"Whip Test" instead of "Armed Combat Test"
->
->There is no Armed Combat Skill ... It's broken down into Edged Weapons,
->Clubs, *Whips*, and one or two others ...

I realize that. The book says "Armed Combat Test" and I was
saying it was supposed to be a "Whip Test".... please read more carefully.

Fixer --------------} The easy I do before breakfast,
the difficult I do all day long,
the impossible only during the week,
and miracles performed on an as-needed basis....

Now tell me, what was your problem?
Message no. 19
From: NightLife <habenir@*****.UC.EDU>
Subject: Re: [SR3] Errata
Date: Fri, 11 Sep 1998 00:06:20 -0400
On the subject of errata. In the skills section. The BBB says that
purchasing a new specilization does NOT, reduce the orginal skills level.
But in the example it give the skill is reduced. Which is it? Hopefully the
later as a EGM of course.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Nightlife Inc.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

"I am telling you nothing - merely asking you to remember that death come in
many shades. Some are harsh and infinitely painful to look upon; others can
be
as peaceful and beautiful as the setting sun. I am an artist, and many colors
lie on upon my palette. Let me paint him a rainbow, and give you the means to
decide where it ends."

Erik from the book Phantom.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Document Classified
<<<<<<<<<<<<<<<<<<<<<<<<<<
Message no. 20
From: Patrick Goodman <remo@***.NET>
Subject: Re: [SR3] Errata
Date: Thu, 10 Sep 1998 23:15:56 -0500
>On the subject of errata. In the skills section. The BBB says that
>purchasing a new specilization does NOT, reduce the orginal skills level.
>But in the example it give the skill is reduced. Which is it? Hopefully
>the later as a EGM of course.

During character generation, specializing in something reduces the base
skill; this is not the case once play begins. I believe that the example
you're looking at is during character generation.

For example, during the Skippy the Scholar takes 20th Century Cartoons as a
knowledge skill at level 6. If during creation Skippy chooses to specialize
in Speed Racer, his general 20th Century Cartoons skill drops to a 5 and his
Specialization in Speed Racer starts at a 7.

On the other hand, if during play Maxie Miser (don't laugh, it's been a
really bad week for me), who has a general skill of 20th Century Comic Books
at 4, decides to specialize in Alpha Flight (why she'd choose to do this is
anyone's guess), her general skill would remain at 4 and the specialization
would start at 5.

Clear as mud, right?

---
(>) Texas 2-Step
El Paso: Never surrender. Never forget. Never forgive.
Message no. 21
From: Number Ten Ox <number_10_ox@**********.COM>
Subject: Re: [SR3] Errata
Date: Fri, 11 Sep 1998 06:30:46 -0700
---NightLife <habenir@*****.UC.EDU> wrote:
>
> On the subject of errata. In the skills section. The BBB says that
> purchasing a new specilization does NOT, reduce the orginal skills level.
> But in the example it give the skill is reduced. Which is it? Hopefully
> the latter as a EGM of course.

I think that the skill should *not* be reduced.

For instance, I, IRL, know a little bit of medieval history (as a
consequence of running Way Too Many Ars Magica Campaigns (tm).) Most of
what I know is concentrated in England. So, I have Medieval History
(1200's England) 3.

I decide, the stupid sod that I am, to go out and run another Ars Magica
campaign, and my players decide to set the covenant in Spain. So I go
out and read up on Spanish History, the Almohades, the Almogavids, the
Reconquista, all that stuff.

Does this mean I now know *less* general history? Nope. I merely
acquired a new specialization.

===
--Number 10, aka Aneirin Two-Tails.

"What's the blast radius of a mouse?"





_________________________________________________________
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Message no. 22
From: David Foster <fixer@*******.TLH.FL.US>
Subject: Re: [SR3] Errata
Date: Fri, 11 Sep 1998 10:38:44 -0400
On Fri, 11 Sep 1998, Number Ten Ox wrote:

->---NightLife <habenir@*****.UC.EDU> wrote:
->>
->> On the subject of errata. In the skills section. The BBB says that
->> purchasing a new specilization does NOT, reduce the orginal skills level.
->> But in the example it give the skill is reduced. Which is it? Hopefully
->> the latter as a EGM of course.
->
-> I think that the skill should *not* be reduced.
->
-> For instance, I, IRL, know a little bit of medieval history (as a
->consequence of running Way Too Many Ars Magica Campaigns (tm).) Most of
->what I know is concentrated in England. So, I have Medieval History
->(1200's England) 3.
->
->I decide, the stupid sod that I am, to go out and run another Ars Magica
->campaign, and my players decide to set the covenant in Spain. So I go
->out and read up on Spanish History, the Almohades, the Almogavids, the
->Reconquista, all that stuff.
->
->Does this mean I now know *less* general history? Nope. I merely
->acquired a new specialization.

And paid the Karma to increase your specialization. The reduction
in general skill for specialization only applies with new character
generation and is ignored after that point. You are no longer a new
character, congratulations! ]:-)

Fixer --------------} The easy I do before breakfast,
the difficult I do all day long,
the impossible only during the week,
and miracles performed on an as-needed basis....

Now tell me, what was your problem?
Message no. 23
From: Autonomous Zone <azone@***.COM>
Subject: SR3 Errata !!!
Date: Fri, 18 Sep 1998 21:56:55 -0500
Ok, here you all go. This is the official errata for SR3. I'm not sure if
it's also up on the web page yet or not. Note that I had to clean up the
format a bit, but it should look ok.

Rob Boyle

----
SHADOWRUN 3RD EDITION ERRATA

Version 1.4

Date: 9/18/98

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.

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
(1,000,00 nuyen) 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 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: 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 Armor Table
The stats for Camo Full Suit and Camo Jacket were reversed and should
read as follows:
Conceal Ball. Impact Wgt Avail Cost St.Index Legal
Camo Jacket - 3 1 1.5 4/36 hrs 800Y 1 Legal
Camo Full Suit - 5 3 2 5/36 hrs 1,200Y 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 25Y 1 Legal

Page 302: Bodyware Table
The Essence cost for Skillwires should be .2 x Max Ratin

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."





--


@*> AUTONOMOUS ZONE INFOSHOP | Anarchist-Community-Activist Resource Center
@*> street: 2012 W. Chicago Ave. | mail: 1573 N. Milwaukee #420 CHILL 60622
@*> phone: 773.252.6019 | http://www.neiu.edu/~aadams/azone.html <--NEW!
@*> azone@***.com or chill@****.ucsd.edu | Where the State Stops Life Begins!
Message no. 24
From: K in the Shadows <Ereskanti@***.COM>
Subject: Re: SR3 Errata !!!
Date: Fri, 18 Sep 1998 23:43:54 EDT
In a message dated 9/18/1998 9:59:25 PM US Eastern Standard Time,
azone@***.COM writes:

>
> Ok, here you all go. This is the official errata for SR3. I'm not sure if
> it's also up on the web page yet or not. Note that I had to clean up the
> format a bit, but it should look ok.
>
> Rob Boyle
>
<snipped the errata>

Ah Rob, that is no fair. We sat here and couldn't figure out if it should be
sent out or not. Kind of like stealing FASA's thunder if you ask me :P

-K (going over to his corner and poubting now)
Message no. 25
From: Bull <chaos@*****.COM>
Subject: Re: SR3 Errata !!!
Date: Sat, 19 Sep 1998 01:29:28 -0400
At 09:56 PM 9/18/98 -0500, Autonomous Zone wrote these timeless words:
>Ok, here you all go. This is the official errata for SR3. I'm not sure if
>it's also up on the web page yet or not. Note that I had to clean up the
>format a bit, but it should look ok.
>
>Rob Boyle
>
Hey Rob! Thanks! (Though I got this already :))

I didn't realize you were on the list too :]

Bull

--
Bull -- The Best Ork Decker You Never Met
chaos@*****.com ===== bull22@***********.com
http://www.geocities.com/Area51/Cavern/3604

=======================================================
= =
= Order is Illusion! Chaos is Bliss! Got any Fours? =
= =
=======================================================

"Can the Gummi Worms really live in peace with the Marshmallow Chicks?"
-- Pinky, "Pinky and the Brain"
Message no. 26
From: Spike <u5a77@*****.CS.KEELE.AC.UK>
Subject: Re: SR3 Errata !!!
Date: Sat, 19 Sep 1998 13:06:18 +0100
Scanned through it...

It doesn't address the confusion over the Essence=zeo issue, I noticed....
--
-----------------------------------------------------------------------------
|u5a77@*****.cs.keele.ac.uk| Windows95 (noun): 32 bit extensions and a |
| | graphical shell for a 16 bit patch to an 8 bit |
| Andrew Halliwell | operating system originally coded for a 4 bit |
| Finalist in:- |microprocessor, written by a 2 bit company, that|
| Computer Science | can't stand 1 bit of competition. |
-----------------------------------------------------------------------------
|GCv3.1 GCS/EL>$ d---(dpu) s+/- a- C++ U N++ o+ K- w-- M+/++ PS+++ PE- Y t+ |
|5++ X+/++ R+ tv+ b+ D G e>PhD h/h+ !r! !y-|I can't say F**K either now! :( |
Message no. 27
From: Gurth <gurth@******.NL>
Subject: Re: SR3 Errata !!!
Date: Sat, 19 Sep 1998 19:44:08 +0200
According to Spike, at 13:06 on 19 Sep 98, the word on the street was...

> Scanned through it...
>
> It doesn't address the confusion over the Essence=zeo issue, I noticed....

Nor the rate of fire for full-auto weapons.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Unconsciousness is no excuse.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 28
From: Eric Josue <ericj@****************.COM>
Subject: Re: SR3 Errata !!!
Date: Sat, 19 Sep 1998 11:57:27 -0600
At 19:44 9/19/98 +0200, Gurth wrote:

>According to Spike, at 13:06 on 19 Sep 98, the word on the street was...
>
>> Scanned through it...
>>
>> It doesn't address the confusion over the Essence=zeo issue, I noticed....
>
>Nor the rate of fire for full-auto weapons.

I have assumed that the rate would be the limit of amount of ammo loaded in
your weapon. It is extremely plausible to empty a clip in less than three
seconds. If limits do have to be imposed, a heavy machine gun for instance
shouldn't have a higher rate of fire than a minigun. Thoughts?

EJ

-----------------------------------------
Eric Josue
producer/principal.director

F U S I O N M E D I A G R O U P I N C.
-a new vision in design-
http://www.fusionmediagroup.com

Otaku e-Zine v2 on now...
http://www.otakuezine.com
Message no. 29
From: Bull <chaos@*****.COM>
Subject: Re: SR3 Errata !!!
Date: Sat, 19 Sep 1998 14:48:12 -0400
At 11:57 AM 9/19/98 -0600, Eric Josue wrote these timeless words:

>I have assumed that the rate would be the limit of amount of ammo loaded in
>your weapon. It is extremely plausible to empty a clip in less than three
>seconds. If limits do have to be imposed, a heavy machine gun for instance
>shouldn't have a higher rate of fire than a minigun. Thoughts?
>
Well, going by SR2 rules, everything but Mini Gun class weapons fire 10
rounds per shot... Mini Guns fire 15.

But this SHOULD be stated :]

Bull
--
Bull -- The Best Ork Decker You Never Met
chaos@*****.com ===== bull22@***********.com
http://www.geocities.com/Area51/Cavern/3604

=======================================================
= =
= Order is Illusion! Chaos is Bliss! Got any Fours? =
= =
=======================================================

"Can the Gummi Worms really live in peace with the Marshmallow Chicks?"
-- Pinky, "Pinky and the Brain"
Message no. 30
From: "D. Ghost" <dghost@****.COM>
Subject: Re: SR3 Errata !!!
Date: Sat, 19 Sep 1998 14:22:12 -0500
On Sat, 19 Sep 1998 11:57:27 -0600 Eric Josue
<ericj@****************.COM> writes:
>I have assumed that the rate would be the limit of amount of ammo loaded
in
>your weapon. It is extremely plausible to empty a clip in less than
three
>seconds. If limits do have to be imposed, a heavy machine gun for
instance
>shouldn't have a higher rate of fire than a minigun. Thoughts?

I haven't checked if SR3 made the note but in SR2 it said that the ROFs
of weapons were toned down to make combat survivable.

--
D. Ghost
(aka Pixel, Tantrum, RuPixel)
o/` I traded my Flesh for a Fantasy and now my truck broke down, my wife
left me, and my dog died o/` -- Billy Idol, Jr. Rock Country Singer

_____________________________________________________________________
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Message no. 31
From: Steadfast <laughingman@*******.DE>
Subject: Re: SR3 Errata !!!
Date: Sun, 20 Sep 1998 00:31:03 +0200
And so it came to happen that Bull wrote:

----------
> At 11:57 AM 9/19/98 -0600, Eric Josue wrote these timeless words:
>
> >I have assumed that the rate would be the limit of amount of ammo loaded
in
> >your weapon. It is extremely plausible to empty a clip in less than
three
> >seconds. If limits do have to be imposed, a heavy machine gun for
instance
> >shouldn't have a higher rate of fire than a minigun. Thoughts?
> >
> Well, going by SR2 rules, everything but Mini Gun class weapons fire 10
> rounds per shot... Mini Guns fire 15.
>
> But this SHOULD be stated :]

Ahm. As mentioned earlier in another thread, had you found actually an
entry in SR2 there it states that the max ROF IS 10? I hadn't. It's, as I
had learned, in FOF (but you reffer to that, don't you ;)). Much to my
dismay.

Well, maybe there _is_ a hint in SR3 (and in SR2, can't find the quote buts
under the water cannon entry either) what "normal FA weapons" have for a
rate of
Fire.

"A high-pressure projector, the water cannon always fires in autofire mode
_(10 shots per action)_ and suffers no recoil penalty."
(SR 3rd. page 307, second column). Maybe it is something.

But FASA realy should have cleared that up. For the new ones that is.

--->Steadfast
to be "human" is not a state of living
I want to achieve.
Message no. 32
From: Iridios <iridios@*********.COM>
Subject: Re: SR3 Errata !!!
Date: Sat, 19 Sep 1998 21:56:47 -0400
Steadfast wrote:

> Ahm. As mentioned earlier in another thread, had you found actually an
> entry in SR2 there it states that the max ROF IS 10? I hadn't. It's, as I
> had learned, in FOF (but you reffer to that, don't you ;)). Much to my
> dismay.

First, the references...

FoF, Pg 81, Col 1, "Maximum Rate of Fire"
Regular weapons capable of full auto fire can fire up to 10 rounds
in 1 Combat Phase.

Minigun-class weapons can fire up to 15 rounds per Combat Phase
using the full-auto mode rules.

Super machinegun-class weapons (new to [FoF]) fire a maximum of 15
rounds per Combat Phase. They fire six-round busts in burst-fire
mode.

The Shadowrun Combat Turn does not limit maximum number of rounds
that a weapon can discharge that turn.

SR3 (BABY), Pg 6, Introduction
SR3 does NOT (their emphasis) make other Shadowrun products
obsolete. (They said this twice)

SR3 (BABY), Pg 324, "Converting Sourcebook Material"
If a conflict exists between the rules printed in a published
sourcebook and information covering the same topic in SR3, use the SR3
rules.

(Col 2) The information in Awakenings, [...], Fields of Fire, [...]
will be updated in upcoming products to reflect the changes in SR3.

I just wanted to make the point that the ROF rules came out in FoF,
and aren't conflicted by SR3 (yet?). So, IMO they are still valid.
However, this may change with the release of Canon Companion (that is
going to be the gun/gear book right?)

--
--"Any science, sufficiently advanced is indistinguishable from
magic."
--Arthur C. Clarke

Iridios
iridios@*********.com
ICQ UIN:6629224
http://www.geocities.com/Area51/Shadowlands/9489
http://members.theglobe.com/Iridios

-------Begin Geek Code Block------
GS d-(++) s+: a- C++ U?@>++ P L E?
W++ N o-- K- w(---) O? M-- V? PS+@
PE Y+ !PGP>++ t++@ 5+ X++@ R++@ tv
b+ DI++ !D G e+@>++++ h--- r+++ y+++
-------End Geek Code Block--------
Message no. 33
From: K in the Shadows <Ereskanti@***.COM>
Subject: Re: SR3 Errata !!!
Date: Sun, 20 Sep 1998 00:59:45 EDT
In a message dated 9/19/1998 12:42:43 PM US Eastern Standard Time,
gurth@******.NL writes:

>
> > Scanned through it...
> >
> > It doesn't address the confusion over the Essence=zeo issue, I
noticed....
>
> Nor the rate of fire for full-auto weapons.

Which I believe came out as a discussion topic here on RN about the same time
as the final editing for the Errata would have been done.

Talk about bad timing...

-K
Message no. 34
From: Josh Munn <barnack@*******.COM>
Subject: Re: SR3 Errata !!!
Date: Sun, 20 Sep 1998 02:23:57 EDT
>>Nor the rate of fire for full-auto weapons.
>I have assumed that the rate would be the limit of amount of ammo
>loaded in your weapon. It is extremely plausible to empty a clip in
>less than three seconds. If limits do have to be imposed, a heavy
>machine gun for instance shouldn't have a higher rate of fire than a
>minigun. Thoughts?
Although I don't have the rules in front of me at this time, I believe
the rate of fire is effectivly acounted for with the recoil modifiers.
These make it very dificult to hit anything if you don't controll how
many rounds you fire. Heavier weopons tend to have larger recoil
compesation therefore have effectively rates of fire.

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
Message no. 35
From: Gurth <gurth@******.NL>
Subject: Re: SR3 Errata !!!
Date: Sun, 20 Sep 1998 12:28:28 +0200
According to Eric Josue, at 11:57 on 19 Sep 98, the word on the street was...

> I have assumed that the rate would be the limit of amount of ammo loaded in
> your weapon.

According to Fields of Fire, it's 10 rounds per action. Also, if you look
at the examples closely, nobody ever fires more than 10 rounds at once,
yet it's not mentioned either in SRII or SR3 except in references (like
the water cannon saying it fires in FA mode, i.e. 10 "shots" per action).

> It is extremely plausible to empty a clip in less than three seconds.

Yes, it is, except when you get to belted ammo, as I think you also
realized, going by your next sentence:

> If limits do have to be imposed, a heavy machine gun for instance
> shouldn't have a higher rate of fire than a minigun. Thoughts?

I'll stick to the rules in FoF: 10 rounds per Complex Action for normal
weapons, 15 for miniguns and supermachineguns.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Unconsciousness is no excuse.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 36
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: SR3 Errata !!!
Date: Sun, 20 Sep 1998 12:32:14 -0400
-----BEGIN PGP SIGNED MESSAGE-----

At 11:57 AM 9/19/98 -0600, EJ wrote:
>I have assumed that the rate would be the limit of amount of ammo
loaded in
>your weapon. It is extremely plausible to empty a clip in less than
three
>seconds.
<<Snip>>
>Thoughts?

Thoughts? Only that this would be a major departure from the previous
standard operating procedure, where the max rate of fire for full auto
was 10 rounds per phase (the exceptions of course being miniguns and
super machine gun class weapons which can fire 15 rounds, and vehicle
mounted autocannons which can fire 12 rounds.)

It's not that I mind the change, it's just with something this
signifigant, I would have liked to see it stated explicitly.

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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 37
From: The Great Cornholio <ChemPhD2Be@***.COM>
Subject: Re: SR3 Errata !!!
Date: Sun, 20 Sep 1998 17:00:09 EDT
Speaking of Errata...

On page 239 (yours may differ.. ont he errate sheet, not many of my pages
matched up), in the box for Forging Credsticks...

Only levels 1-4 are squared for forgery time. All other levels are not
squared. Is this a misprint? For the life of me I can't find any reference
in SRII about it.

TGC
Message no. 38
From: "D. Ghost" <dghost@****.COM>
Subject: Re: SR3 Errata !!!
Date: Sun, 20 Sep 1998 19:58:16 -0500
On Sun, 20 Sep 1998 17:00:09 EDT The Great Cornholio <ChemPhD2Be@***.COM>
writes:
>Speaking of Errata...
>
>On page 239 (yours may differ.. ont he errate sheet, not many of my
pages
>matched up), in the box for Forging Credsticks...
>
>Only levels 1-4 are squared for forgery time. All other levels are not
>squared. Is this a misprint? For the life of me I can't find any
reference
>in SRII about it.
>
>TGC

That's not an Error. Rob said that was correct :)

--
D. Ghost
(aka Pixel, Tantrum, RuPixel)
o/` I traded my Flesh for a Fantasy and now my truck broke down, my wife
left me, and my dog died o/` -- Billy Idol, Jr. Rock Country Singer

_____________________________________________________________________
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Message no. 39
From: Gurth <gurth@******.NL>
Subject: Re: SR3 Errata !!!
Date: Mon, 21 Sep 1998 12:57:31 +0200
According to The Great Cornholio, at 17:00 on 20 Sep 98, the word on the street was...

> On page 239 (yours may differ.. ont he errate sheet, not many of my pages
> matched up), in the box for Forging Credsticks...
>
> Only levels 1-4 are squared for forgery time. All other levels are not
> squared. Is this a misprint? For the life of me I can't find any reference
> in SRII about it.

Rob, you may want to add in a future version of the errata that this was
intended to be the way it's written :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Unconsciousness is no excuse.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 40
From: Fixer <fixer@*******.TLH.FL.US>
Subject: Re: SR3 Errata !!!
Date: Mon, 21 Sep 1998 09:14:49 -0400
On Sat, 19 Sep 1998, Gurth wrote:

->According to Spike, at 13:06 on 19 Sep 98, the word on the street was...
->
->> Scanned through it...
->>
->> It doesn't address the confusion over the Essence=zeo issue, I noticed....
->
->Nor the rate of fire for full-auto weapons.

Maybe they're waiting to clear all that up in MaM?

Fixer --------------} The easy I do before breakfast,
the difficult I do all day long,
the impossible only during the week,
and miracles performed on an as-needed basis....

Now tell me, what was your problem?
Message no. 41
From: Mike Bobroff <Airwasp@***.COM>
Subject: Re: SR3 Errata
Date: Wed, 23 Sep 1998 15:52:43 EDT
To those of us on the RN list who are also playtesters (and this does include
me) ...

Please consider the following statement ...

-=-=-=-=-

>Can I forward this on to the ShadowRN group for them to read also?
>
>You did not say anything about doing such, so I did not do anything to it
other
>than forward copies to Keith (ereskanti).
>
>-Mike

Sure go ahead. It's going up on our web page so yes, it's public domain.

Have Fun!
Play Games!

Mike Mulvihill
Shadowrun Line Developer
FASA
www.fasa.com

-=-=-=-=-

For those of us who are and want to be playtesters, whenever you get something
official sounding from FASA, check with them before forwarding anything onto
the RN group. This will help cover yourselves because of the Non-DIsclosure
Agreements we have all signed.

-Mike Bobroff
- Herc
------- The Best Mechanic you can ever have.
Message no. 42
From: Phillip Menkel <pmenkel@***.EDU>
Subject: SR3 errata
Date: Wed, 11 Nov 1998 09:43:02 -0600
I heard of people talk about SR3 errata. I have not seen where I could
get it. Fasa site does not seem to have a link for it, or one I
can't find. Could someone point me to it.

Thanks


--
**********************************************************
* Phillip Menkel, CNA *
* pmenkel@***.edu http://www.umr.edu/~pmenkel *
* 1700 Ashwood Apt.#3 *
* Rolla, MO 65401 *
* (573) 368-3946 Majoring in Computer Science *
* (573) 368-3947 University of Missouri@***** *
**********************************************************
Message no. 43
From: "Steven A. Tinner" <bluewizard@*****.COM>
Subject: Re: SR3 errata
Date: Wed, 11 Nov 1998 11:35:16 -0500
>I heard of people talk about SR3 errata. I have not seen where I could
>get it. Fasa site does not seem to have a link for it, or one I
>can't find. Could someone point me to it.

I've got it posted on my site.
URL is in my .sig.
It's in PDF format, so you'll need Acrobat or other reader to view it.

Steven A. Tinner - Rascal King
bluewizard@*****.com
http://listen.to/Tinner
"We hole up in the gasworks and tell the police we want a tank full of
axolotls and David Bowie's autograph, or the Japanese tourists get it."
Message no. 44
From: Ed <equine@***********.COM>
Subject: Re: SR3 errata
Date: Wed, 11 Nov 1998 11:02:56 -0600
Bluewizard...I just tried to send you email and it bounced. I sent it to
bluewizard@*****.COM. Anyways I just wanted to say the S3 errata link is
broken.

Ed


- - - - - - - - - - - - Cut Here - - - - - - - - - - - - - -
Ed Mayhall "ZERO is my HERO!"
Dallas, Tx
The Hunger Page: http://www.the-hunger.com/index.html
Personal Page: http://www.terravirtua.com/ed/index.html
JADG Page: http://www.terravirtua.com/jadg/index.html
The 3D Ark Page: http://www.3dark.com/
Message no. 45
From: rook <rook@***.NET>
Subject: Re: [SR3] Errata:
Date: Thu, 3 Dec 1998 17:52:51 -0800
-----Original Message-----
From: Lehlan Decker <DeckerL@******.COM>
Subject: Re: [SR3] Errata: p. 307, 312


>The SR3 errata
>was posted here by the folks at fasa, and they
>promised to put it, and the Rigger and Virtual Reality
>books errata up on their web site. We still haven't
>seen it.

hey all. wow, two posts in one day, fraggin amazing.
anywho, does anyone have that email still?? with the 3rd edition errata??
and if so could you reply privately and send it to me?? thanks in advance

rook aka david
rook@***.net
Message no. 46
From: David Buehrer <dbuehrer@******.CARL.ORG>
Subject: Re: [SR3] Errata
Date: Fri, 4 Dec 1998 12:44:03 -0700
For the mere cost of a Thaum, Shawn Plummer wrote:
/
/ <snip huge errata sheet>
/
/ Shouldn't there be one for the example under Layering Armor pg. 285.
/ Shouldn't the elf lose 5 dice from his combat pool (9 and 7 = 16 points
/ of armor - 6 Quickness = 10 points over quickness / 2 = 5 dice)

That's what I got from FASAMike. If there's a more recent version, I
missed it.

Maybe you should email the Layering Armor gaff off to FASA. I'm sure
they would appreciate it.

/ ps thanks for the errata it is very helpful.

You're welcome :)

-David B.
--
"Earn what you have been given."
--
email: dbuehrer@******.carl.org
http://www.geocities.com/TimesSquare/1068/homepage.htm
Message no. 47
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: [SR3] Errata
Date: Fri, 4 Dec 1998 19:31:23 -0500
-----BEGIN PGP SIGNED MESSAGE-----

At 12:44 PM 12/4/98 -0700, David B. wrote:
>Maybe you should email the Layering Armor gaff off to FASA. I'm sure
>they would appreciate it.

Isn't Rob Boyle still listening in on the list for us to flag things
that need errata?

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PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 48
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: [SR3] Errata
Date: Fri, 4 Dec 1998 19:43:37 -0500
-----BEGIN PGP SIGNED MESSAGE-----

At 03:27 PM 12/4/98 -0600, D.Ghost wrote:
>>SHADOWRUN 3RD EDITION ERRATA
>>Version 1.4
>>Date: 9/18/98
><SNIP>
>
>By the way, does anybody know if/when a newer version will be out
(when
>the webpage is updated?)

Since they're using version numbers and revision dates, I'd wager that
FASA planned to have the 3rd edition errata be a "living document",
never totally finished. There have been errors spotted since ver. 1.4,
so the thing is in need of an update.

That takes care of "if", as for "when" -- this is FASA, so Damned if I
Know. :)

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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 49
From: Dvixen <dvixen@********.COM>
Subject: Re: [SR3] Errata
Date: Sat, 5 Dec 1998 20:31:39 -0800
>On Fri, 4 Dec 1998 12:00:08 -0700 David Buehrer

>By the way, does anybody know if/when a newer version will be out (when
>the webpage is updated?)

<blatant plug>
Version 1.5 is online at the new site for Herkimer's Lair. URL:
http://shadowrun.html.com/hlair/errindex.php3

Other Erratas from FASA are also there, and I'll continue to keep it
updated so long as FASA's kind enough to send them to me. :)
</blatant plug>

--
Dvixen - dvixen@********.com - dvixen@****.com
First Priest of the Church of the Squooshy Ball - boB!
- Target : Smuggler's Haven - same page as the day of my birthday! Go fig!
ShadowRN FAQ - http://shadowrun/html.com/hlair/FAQindex.php3
Message no. 50
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: [SR3] Errata
Date: Sun, 6 Dec 1998 00:01:42 -0500
-----BEGIN PGP SIGNED MESSAGE-----

At 08:31 PM 12/5/98 -0800, Dvixen wrote:
>>On Fri, 4 Dec 1998 12:00:08 -0700 David Buehrer
>
>>By the way, does anybody know if/when a newer version will be out
(when
>>the webpage is updated?)
>
><blatant plug>
>Version 1.5 is online at the new site for Herkimer's Lair. URL:
>http://shadowrun.html.com/hlair/errindex.php3

So, the only changes between 1.4 and 1.5 are the addition of errata
for grenade launcher ranges, and heal/treat spells.

So how long after November 2nd had FASA released version 1.5 for
public consumption?

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-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 51
From: "D. Ghost" <dghost@****.COM>
Subject: Re: [SR3] Errata
Date: Sat, 5 Dec 1998 23:40:45 -0600
On Sat, 5 Dec 1998 20:31:39 -0800 Dvixen <dvixen@********.COM> writes:
>>On Fri, 4 Dec 1998 12:00:08 -0700 David Buehrer
>>By the way, does anybody know if/when a newer version will be out (when
>>the webpage is updated?)

><blatant plug>
>Version 1.5 is online at the new site for Herkimer's Lair. URL:
>http://shadowrun.html.com/hlair/errindex.php3
>
>Other Erratas from FASA are also there, and I'll continue to keep it
>updated so long as FASA's kind enough to send them to me. :)
></blatant plug>

<Wayne's World>
We're not worthy!
We're not worthy!
</Wayne's World>

Actually, thanks.

--
D. Ghost
(aka Pixel, Tantrum, RuPixel)
"Coffee without caffeine is like sex without the spanking." -- Cupid
"A magician is always 'touching' himself" --Page 123, Grimoire (2nd
Edition)

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Message no. 52
From: Dvixen <dvixen@********.COM>
Subject: Re: [SR3] Errata
Date: Sat, 5 Dec 1998 21:58:42 -0800
>><blatant plug>
>>Version 1.5 is online at the new site for Herkimer's Lair. URL:
>>http://shadowrun.html.com/hlair/errindex.php3
>
>So, the only changes between 1.4 and 1.5 are the addition of errata
>for grenade launcher ranges, and heal/treat spells.
>
>So how long after November 2nd had FASA released version 1.5 for
>public consumption?

I received it on November 17, which is one of the reason *I* was anxious to
get our sites online. ;)

--
Dvixen - dvixen@********.com - dvixen@****.com
Herkimer's Lair - http://coastnet.com/~dvixen
"What's your sign?" - "Trespassers will be shot."
Comments/Questions accepted, flames dropped into the abyss.
Message no. 53
From: Grahamdrew <mnemonic25@*********.COM>
Subject: Re: [SR3] Errata
Date: Sun, 6 Dec 1998 19:21:03 -0500
Dvixen wrote:
> <blatant plug>
> Version 1.5 is online at the new site for Herkimer's Lair. URL:
> http://shadowrun.html.com/hlair/errindex.php3
>
> Other Erratas from FASA are also there, and I'll continue to keep it
> updated so long as FASA's kind enough to send them to me. :)
> </blatant plug>
<SNIP SIG>

I was looking at the SR3 eratta and noticed somehting that had been
bugging me for a while had been fixed up. The Camo Jacket had a higher
armor rating than the Camo suit in Fields Of Fire. Although it seems to
have been fixed in the SR3 eratta, shouldn't that reversal be noted in
the Fields Of Fire eratta?
Message no. 54
From: Chastity <dvixen@********.COM>
Subject: Re: [SR3] Errata
Date: Wed, 6 Feb 1980 22:29:56 -0800
>Dvixen wrote:
>> <blatant plug>
>> Version 1.5 is online at the new site for Herkimer's Lair. URL:
>> http://shadowrun.html.com/hlair/errindex.php3
>>
>> Other Erratas from FASA are also there, and I'll continue to keep it
>> updated so long as FASA's kind enough to send them to me. :)
>> </blatant plug>
><SNIP SIG>
>
>I was looking at the SR3 eratta and noticed somehting that had been
>bugging me for a while had been fixed up. The Camo Jacket had a higher
>armor rating than the Camo suit in Fields Of Fire. Although it seems to
>have been fixed in the SR3 eratta, shouldn't that reversal be noted in
>the Fields Of Fire eratta?

Thanks for pointing that out, I'll make a note in the Field of Fire Errata,
and I'll let the FASA types know. :)

--
Dvixen - dvixen@********.com - dvixen@****.com
Herkimer's Lair - http://coastnet.com/~dvixen
"What's your sign?" - "Trespassers will be shot."
Comments/Questions accepted, flames dropped into the abyss.
Message no. 55
From: Gurth <gurth@******.NL>
Subject: Re: [SR3] Errata
Date: Mon, 7 Dec 1998 11:31:39 +0100
According to Grahamdrew, at 19:21 on 6 Dec 98, the word on
the street was...

> I was looking at the SR3 eratta and noticed somehting that had been
> bugging me for a while had been fixed up. The Camo Jacket had a higher
> armor rating than the Camo suit in Fields Of Fire. Although it seems to
> have been fixed in the SR3 eratta, shouldn't that reversal be noted in
> the Fields Of Fire eratta?

I think it was the intention in FoF that the jacket has a higher armor
rating than the full suit, probably because the jacket is really a
standard armor jacket with a camo pattern, and the full suit is really not
much more than armor clothing with a camo pattern.

Now I don't know this for certain, but my guess of what happened with 3rd
edition is that Mike, Rob, and/or whoever else decides these things at
FASA, felt that armor that covers the whole body should have a higher
rating than armor that covers only the torso and arms.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
If I had green hair, I'd dye it.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
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Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 56
From: Patrick Goodman <remo@***.NET>
Subject: Re: [SR3] Errata
Date: Tue, 8 Dec 1998 18:54:06 -0600
>From: Dvixen
>Sent: Saturday, December 05, 1998 10:32 PM

><blatant plug>
>Version 1.5 is online at the new site for Herkimer's Lair. URL:
>http://shadowrun.html.com/hlair/errindex.php3

Thanks, DVixen. Question: Are they available in anything other than
the HTML on the site? Some of my players don't have easy net access,
and I usually try to keep printed errata handy for them, and printing it
from a web page is kind of a pain.

Someone said somewhere that there were only three things different
between 1.4 and 1.5; you wouldn't happen to know what they were off the
top of your head, would you?

Thanks!

--
(>) Texas 2-Step
El Paso: Never surrender. Never forget. Never forgive.
Message no. 57
From: Dvixen <dvixen@********.COM>
Subject: Re: [SR3] Errata
Date: Tue, 8 Dec 1998 18:59:01 -0800
>><blatant plug>
>>Version 1.5 is online at the new site for Herkimer's Lair. URL:
>>http://shadowrun.html.com/hlair/errindex.php3
>
>Thanks, DVixen. Question: Are they available in anything other than
>the HTML on the site? Some of my players don't have easy net access,
>and I usually try to keep printed errata handy for them, and printing it
>from a web page is kind of a pain.

You could cut and paste into a text file for now, but I will get a .txt
section of the erratas up within a day or two (and I mean a day or two. ;)

>Someone said somewhere that there were only three things different
>between 1.4 and 1.5; you wouldn't happen to know what they were off the
>top of your head, would you?

Uhm... No? I just updated it, I didn't read it. ;)
I'm glad everyone is having trouble finding the third one, since I had
trouble making sure I got them all in. *grin*



--
Dvixen - dvixen@********.com - dvixen@****.com
Herkimer's Lair - http://shadowrun.html.com/hlair
"What's your sign?" - "Trespassers will be shot."
Comments/Questions accepted, flames dropped into the abyss.
Message no. 58
From: Ed <equine@***********.COM>
Subject: Re: [SR3] Errata
Date: Tue, 8 Dec 1998 22:52:02 -0600
Ok I dont have the book with more info on HMHVV so I an asking you folks to
help me out. How about we make a pamphlet that I can give my player.

It will be a pamphlet with the Top Ten ways to tell if a chummer has HMHVV.


Ed
Message no. 59
From: Nexx <nexx@********.NET>
Subject: Re: [SR3] Errata
Date: Tue, 8 Dec 1998 22:44:33 -0600
----------
> From: Ed <equine@***********.COM>
>
> Ok I dont have the book with more info on HMHVV so I an asking you folks
to
> help me out. How about we make a pamphlet that I can give my player.
>
> It will be a pamphlet with the Top Ten ways to tell if a chummer has
HMHVV.

You'd have to come out with different versions... Top Ten Ways to tell if
an Elf chummer has HMHVV, an Ork chummer, a Troll Chummer, a Human
Chummer, or a Dwarf chummer... all are different...
Message no. 60
From: Patrick Goodman <remo@***.NET>
Subject: Re: [SR3] Errata
Date: Tue, 8 Dec 1998 23:06:17 -0600
>From: Dvixen
>Sent: Tuesday, December 08, 1998 8:59 PM

>>Question: Are they available in anything other than the HTML
>>on the site? Some of my players don't have easy net access,
>>and I usually try to keep printed errata handy for them, and
>>printing it from a web page is kind of a pain.
>
>You could cut and paste into a text file for now...

You either understimate my laziness, or overestimate my manual
dexterity...I'm not sure at the moment which would be worse. <g>

>...but I will get a .txt section of the erratas up within
>a day or two (and I mean a day or two. ;)

Thanks muchly.

--
(>) Texas 2-Step
El Paso: Never surrender. Never forget. Never forgive.
Message no. 61
From: Fade <runefo@***.UIO.NO>
Subject: Re: [SR3] Errata
Date: Wed, 9 Dec 1998 11:48:40 +0000
> Ok I dont have the book with more info on HMHVV so I an asking you folks to
> help me out. How about we make a pamphlet that I can give my player.
>
> It will be a pamphlet with the Top Ten ways to tell if a chummer has HMHVV.

This is for the HVV. (Human, not meta-human, vampiric virus.).
Comments in paranthesis is GM's note stuff not to be included.

1: No respiration.
2: No pulse.
3: Draws breath only to speak.
4: No visible veins in the skin, glassy nails.
5: Drinks blood.
(Big hint, that one.).
6: Terminal disassociation syndrome symptoms.
7: Thrives on other's fear.
(Part of drinking essence.).
8: Doesn't like sunlight or open flame.
9: Doesn't like garlic, crosses, or open water.
(Just superstition, thrown in to confuse the player.).
10: Extremely strong.

I'm borrowing a bit form Anne Rice here on the physical features, so
it might not be canon SR vampries, but that's not a problem.
(Mentioning that a stake through the heart kills'em isn't a good
clue, really... most people die from that. ;)

Regards,
Fade
--
Fade

And the Prince of Lies said:
"To reign is worth ambition, though in Hell:
Better to reign in hell than to serve in heaven."
-John Milton, Paradise Lost
Message no. 62
From: Gurth <gurth@******.NL>
Subject: Re: [SR3] Errata
Date: Wed, 9 Dec 1998 12:26:10 +0100
According to Patrick Goodman, at 18:54 on 8 Dec 98, the word on
the street was...

> Someone said somewhere that there were only three things different
> between 1.4 and 1.5; you wouldn't happen to know what they were off the
> top of your head, would you?

Maybe that's an idea for Rob to consider: add an asterisk before each new
entry in the FAQ (and of course delete the ones from the previous version
before adding in anything new :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
You're only popular with anorexia.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 63
From: Seraph seraph4plm@*********.net
Subject: SR3 errata
Date: Fri, 11 Jun 1999 20:20:15 -0700
From adamj@*********.html.com Fri, 11 Jun 1999 21:37:58 -0600
Date: Fri, 11 Jun 1999 21:37:58 -0600
From: Adam
Message no. 64
From: Adam J adamj@*********.html.com
Subject: SR3 errata
Date: Fri, 11 Jun 1999 21:37:58 -0600
http://www.fasa.com/Errata/10070/errata10070.html

Adam





From chrome@********.org Sat, 12 Jun 1999 00:13:42 -0400
Date: Sat, 12 Jun 1999 00:13:42 -0400
From: Richard L.

Further Reading

If you enjoyed reading about [SR3] Errata, you may also be interested in:

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