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From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Errata
Date: Wed, 27 Oct 1993 03:24:05 GMT
here is ONE of my errata files. I'm short on time and figured you guys
would rather have this one rather than wait unknown eons until I can get the
rest saved as text and uploaded.

This one combines about 4 or 5 posts made over te summer. I went through and
re-arranged things by category on this one (one reason I put things off so
long--I want to organize hte others similarly).

I present you with: Errata (sounds kinda sexy, don't it? :)

J Roberson
**********
Questions And Answers with the Dark Lord

A round of Questions and Answers with your host: Doc X

Today our guest is the developmental director of FASA's role-playing game
Shadowrun. None other than Tom Dowd.

[CANNED APPLAUSE]

MATRIX

What is the load rating of Black IC?
1.5 x Rating.

Where are the graphics subroutines located in the Matrix?
He waited a second and said something to the effect that I knew too
much about computers for his own good. "It is fantasy." The Matrix is
not meant to be taken literaly and is not based on reality. It is
cinematic and should be taken as such.

If you can see a node in the Matrix why do you need the LTG#?
Well you don't really, if you want to get their public datanet, but if
you want that top secret R&D node you need the number. The node may run
off of the same icon but You need to walk through a different door which
you get through with (you guessed it) the LTG#.

Can frames perform system operations?
Not yet.
Tom said that they were working on a Grimoire style book on the Matrix.
"Kind
of like a Virtual Realities II?", I ask. "Yeah, sort of", he
replies. Only a few
deckers currently can make such a frame but when the knowledge gets out
(when
the book is released) then PC's will be able to do it. The main problem,
he said was mechanics. Making a system that would not make the decker obselete.

Will there be rules for Running Naked in the forthcoming VR II?
[GIVES A 'DON'T BE SILLY' KIND OF LOOK] I DON'T LIKE THE IDEA OF
RUNNING NAKED AND THERE WILL BE NO SUCH RULES IN ANY FUTURE
PRODUCTS

We've had quite a heated discussion on using two cyberdecks in series
to run the Matrix. Your thoughts?
[GIVES THE SAME LOOK AGAIN] NO. CYBERDECKS DON'T WORK THAT
WAY.

Program Enablers?
THEY DON'T EXIST


MAGIC

Can an Elemental Adept summon a watcher?
No.

If someone enters the Area of Effect for a sustained spell (i.e. Chaotic
World) do they become subject to the effects?
No unless the spell is a Physical Manipulation spell with a physical
effect. Mana spells have their circuit fixed when the spell is first cast.

Do physical adepts make a magic roll when they take a deadly wound?
Yes.
"That is the price they pay for having magic."

If spell locks may be turned off, does this allow them to go through
wards and barriers with no problem?
YES

When assensing, what exactly is the +2 target number applied to?
IT IS APPLIED TO ALL TARGET NUMBERS REGARDLESS......WAIT....I AM
CHANNELING THE SPIRIT OF PAUL HUME....[YOU ONLY GET THE +2 FOR
PHYSICAL ACTIONS. ANY ACTIONS WHICH ARE MYSTICAL IN NATURE,
SUCH AS SPELLCASTING AND ASTRALLY PERCIEVING DO NOT GET THE
PENALTY].....THERE YOU HAVE IT. HE WROTE THE GRIMOIRE. THAT IS THE
OFFICIAL RULING AND I HAVE TO AGREE THAT IT IS LOGICAL

THE WORLD

What is in space/near orbit? Do you plan to develop it?
THAT IS IN LONG TERM DEVELOPMENT

How widespread is cyber in the SR world?
IT IS LIMITED AND HIGHLY DEPENDENT ON ONE'S VOCATION

How is cyberware powered?
WHO CARES. IT WORKS. DON'T WORRY ABOUT THE DETAILS

COMBAT

5) If you succeccfully stun a mage with the taser from NAGRL, can the mage
still cast a spell?
NO

RIGGING

6) In vehicle combat, if you get 3 successes, can you attack 3 times and
move once Or attack once and move once?
NOT REALLY. THEY ARE TWO DIFFERENT TESTS AND THE DICE RESULTS
ARE APPLIED DIFFERENTLY TO GET THE INDIVIDUAL RESULTS. FOR A
FURTHER CLARIFICATION LOOK AT THE RULES CINCERNING VEHICLE
COMBAT IN SRII NEAR THE END OF THE SECTION

7) With a good rigger that has a massive control pool that gets 7
successes on his test, does he attack 7 times?
HE ATTACKS AS MANY TIMES AS HE HAS ACTIONS. WHEN, IN THE BOOKS
IT SAYS ATTACKS IT IS IMPLIED THAT IT MEANS ACTIONS

8) In the RBB, one of the accessories (the one with that replaces the
steering wheel with a trackball) increases your reaction. Does this work
for riggers also? Doce this also increase their Control Pool?
NO AND NO

9) In the RBB there a couple of accessories that increase the reaction of
the user of the vehicle. Does this add to their control pool?
IN REFERENCE TO THIS AND ANY OTHERE DISCREPENCIES BETWEEN THE
SRII AND RBB GO WITH THE RULES IN THE SRII. THEY ARE TWEAKED AND
ADJUSTED AND TAKE PRECEDENCE

Thank you for your time. Anything you'd like to add?

CORPORATE SECURITY HANDBOOK IN THREE WEEKS

And thank you the viewer for tuning in. Now back to your regularly
scheduled program.....

************************************************************* ***************
* Witty Remark * Dylan Northrup <norhtup@*****.cas.usf.edu> * This space *
* Here * (Yeah I know they spelled my name wrong) * for rent *
************************************************************* ***************
"No on can tell us we're wrong/searching our hearts for so long"
-- Pat Benatar 'Love is a Battlefield'
*************************************************************

Okay. As promised, I talked with Tom (Dowd, to those of you who don't know)
today. He was kinda in a hurry, so I didn't get to ask him everything. Here's
most of it, however...

Oz sourcebook: YES! It's currently being written. No details.

African sourcebook: yes, they are looking at one, but long term only (i.e.2-3
years)

Aztlan sourcebook: being worked on. Not till early '95, however. According to
Tom, it has enough to fill a whole book by itself, so a South/Central
/Latin America sourcebook will be done separately.

LA SOURCEBOOK! "I'm not dead!" according to Tom, they put it away for a while
so that it didn't look like it was cashing in on the riots. He said it will be
released, and that the new book will "dovetail" San Fran, parts of California,
and Los Angeles.

Shadowrun Game: he said the NES game has SOLD OUT! They are working on one for the Sega
Genesis, which WILL BE DIFFERENT! I.e. different storyline.
He sounded really excited about the games.

Shadowrun MOVIE! When I told him that you guys were working on a movie
"loosely based on Shadowrun", He (note the capitalization:) LAUGHED!
He told me that they held all the rights. He also said that a movie
was "being negotiated." He couldn't/wouldn't give me any ideas as to
time frame, just that it was in negotiation. Hmmm....

FORTHCOMING PRODUCTS: (this is in order as to when it's due out)
Sprawl Maps: a series of color maps for use with DMZ or miniatures
Corporate Sourcebook: a book on the economic theory of corporations.
it will have a listing of the top 8 corps,
a listing of the interests that all the different corps have
(i.e. how they can influence each other)
and "loose" rules for creating a corp.
Tir Nan Og: Irish sourcebook
Celtic Double-cross: module, set in ireland. Will come out at the
same time as Tir Nan Og.
Germany Sourcebook: December. He said that they had enough to say, so
it is its own entire sourcebook.
Then an adventure (no hints as to what it is)
Mercernary Guidebook: "not a hell of a lot of gear in this" book. I
think it may be more along the lines of how mercenaries act, their
lives, etc. Not cyberware and the like (but I wouldn't put it out of
the question)

In planning: (if not writing)
Lone Star sourcebook
Denver
Shaman Sourcebook
NPC book (book of NPCs to use)

Also, I told him that a couple of the list members followed his directions. He
thought that was pretty funny, and confirmed that he knew what he was talking
about. I said "they wound up at a base or academy". His reply "right, the
Air
Force academy". He thought it was great that you guys actually did it!

AND NOW FOR THE QUESTIONS:
Minotaur sent me a HUGE list, and I'm glad he did! (thanx! BTW: what's the 800
number you had? Send it to me privately, please)
Here's the questions we covered

MAGIC

Can a person who has a Quickening walk through any Ward without any
problems? <YES> <NO>
How about an active spell lock? <YES> <NO>

NO! The spells go into conflict. According to my GM, this changes a LOT of
things. I assume the spell lock question was the same as the quickening ques.
Either way, they fight.

Do you folks allow mages who have lost cyberware to install cyberware
upto that 'lost' point for 'free' or does it cost them another magic
point? <FREE> <COST MORE MAGIC>

I didn't ask, but check Shadowtech. You have a "hole" that you can put more
cyber into.

Is anyone else bothered by the fact that the Availibility Rating
for Foci is a constant? Somehow I imagine that the availibility
for these magic devices should be dependent upon their rating.
Should it be changed? <YES> <NO>

"Sure! If you want to, feel free to modify it! Go for it!"
Do you folks believe you could design a sustained Combat Spell? <YES> <NO>

NO!

Could you develop a spell to basically negate the hypersense spells
under the Detection Catagory? <YES> <NO>

Yes, it IS possible. The category? "the same as the hypersense spell itself".

Does an illusion that is seen through disappear or can it still
be a visual impairment. <DISAPPEARS> <REMAINS>

He almost said "this ain't D&D". It remains, but is an obstruction.

If not can an illusion protect a person(s) from a combat spell?
(An illusion of a solid black wall that disables the 'line of sight'
requirement- even though the mage knows the image to be false, it
may still block their vision). <Y> <N>

"if the mage believes the image to be real, then he cannot target through it.
If, however, he knows that the image is false, then he can" nail the mage
through it. If he knows the "black wall" is false, the mage on the other side
is toast. (however, if you are casting a spell, cast a physical area-of-effect
spell, centered on the wall.--my personal opinion-Rev)

How do you folks resolve mages who have increased reactions spells
locked who subsequently de-activate them *after* initiative is rolled?

At this point he took in a deep breath, and sighed. He said that it's not
supposed to happen, but gave me a rough idea of how to do it. One of the
initiative dice should be a different color, to give you your unaugmented
initiative". He also noted that you could not move sooner than 10 combat
phases. I'm not quite sure what he meant. Future callers can ask him that.

CYBERWARE

Can 2 people with datajacks "link" to create a techno-telepathy? <Y>
<N>

No. The transmission rate is too fast. It IS possible with a deck, though
(hitcher jacks)

AI's free in the matrix? (do they exist, etc)

They don't, you can bet the corps are keeping them in tightly.

When are cyberpsychosis rules due?

He said that it will probably be a year or so, that he is writing the
sourcebook. (apparently more than just CP rules, but no details). He said
he'd have to write a novel about it before he wrote the sourcebook. He said
that if you have a negative essense, "life sucks". He also doesn't want to
turn it into Cyberpunk, where CP is an excuse. "I don't want it to be like
cyberpunk, where someone goes 'I'll shotgun the crowd. I can do it since I'm
cyberpsycho'". He wants to do it well, and he's still working out how to do
that.

Since Bonelacing affect Unarmed attacks, and Cyberspurs qualify as Unarmed,
would you then deduce that Bonelacing affects Spurs? <YES> <NO>

No. I asked "but wouldn't it let you hit harder?" Tom said that it absorbs
damage, so it won't.

GENERAL

How long (time) do you folks charge your player to raise a skill?

According to Tom, it doesn't matter. It only gets in the way. Don't worry
about it.

Are Were-beasts outlawed by man (ie the same way there is a bounty out
for vampires?) <YES> <NO>

No. They are much rarer.

Targeting people with a car:
You do it optically. A person doesn't give off nearly the heat, etc that a
vehicle does. He said the sig would easily be a 10-12. Also, he says that the
vehicle-mounted weapons DO have smartgun links (it's assumed, when they are put
into the vehicle), but that it doesn't give you any benefits (rats!).

That's it for now. Certain parts of this DO matter, so you may want to ask
your GM. Most notably, the wards and the spells. This conceivably could
change security. If anyone wants a clarification, I'll get one from my GM,
and post here. If anyone HERE knows, please post it. I don't want to have to
type anymore. BCNU,

Reverend


-----------------------------SHADOWRUN II ERRATA-----------------------------

This errata list is taken directly from the Summer 2054 issue of KA-GE.

"Hey, better this than a third edition..."
--The Folks at FASA

Here are the current known errata for Shadowrun, Second Edition, including
the hard and softcover printings. HC indicates errata to the hardcover
edition only, and SC refers to changes to the softcover edition only.

p. 32 AUTOMATIC SUCCESS AND FAILURE [HC]
Ignore the notation about the Rule of Six giving an automatic success.
That statement is wrong.
p. 32 THE RULE OF SIX [HC]
Add the rule of six does not apply to Initiative (see p. 79).
p. 50 THE COMBAT MAGE
The Combat Mage's Body should be 2 (3), and his Dice Pools should read:
Combat: 7 (9) and Magic 6 (8). Also his heal Moderate Wounds: 3 spell
should simply be Heal: 3.
p. 51 THE DECKER
The Decker's Reaction should read 5 (7)* and her initiative should read
5 (7) + 1D6 (2D6)*. The asterisk still refers to Matrix-only initiative.
Also, her Cyberdeck should have Response Increase 1.
p. 54 THE ELVEN DECKER
The Elven Decker's changes are the same as the Decker, p. 51
p. 56 THE FORMER WAGE MAGE
The Heal Severe Wounds: 3 spell under the Fighter profile should read
simply Heal: 3.
p. 57 THE GANG MEMBER
The Gang Member has a Projectile Weapons skill of 3.
p. 59 THE RIGGER
The Rigger's Essence should read 1.35.
p. 60 THE SHAMAN
The Shaman's Magic Attribute should read simply 6. The Shaman's
Reaction is listed as "Reaction Time." It should read "Reaction."
p. 62 THE STREET SAMURAI
The Street Samurai's Quickness should read 4 (5), his Strength 6 (7),
his Essence .1, his Combat Pool 7, and he should have only one level of
Muscle Replacement.
p. 68 THE SKILL WEB
In the third paragraph, delete the last sentence referring to including
the starting and ending circle count.
p. 69 THE SKILL WEB [HC/GM Screen]
Add a dot (o) between the Firearms, Gunnery, Projectile, and Throwing
skills and their respective (B/R) skills. Those four should resemble
Armed Combat, like so:

-----Skill Name--o--(B/R)

Also, shift the dot associated with Conjuring in toward the skill, so
that the web-section looks like this:

o-----Magical Theory-----
|
|--o--Conjuring
|
o-----Sorcery

p. 79 INITIATIVE TIES
In the first sentence, change the term "Combat Phase" to "Combat
Turn."
p. 80 DELAYING ACTIONS
In the second column, third Paragraph, the third sentence should finish
out "...the delay is broken and the Action does not occur.".
p. 89 RANGED COMBAT MODIFIERS TABLE [HC/GM Screen]
Change the "Recoil, Heavy Weapon" modifier to "+2 per cumulative round
fired that Combat Phase."
p. 89 RECOIL [HC]
In the first paragraph, replace the second half of the paragraph
starting with "Full-autofire..." with the following "Full-autofire
weapons
take a cumulative +1 modifier for each round fired that Combat Phase. That
is, a character choosing to fire a seven-round full-autofire burst
receives a +7 modifier. If that same character chooses instead to fire two
full-autofire bursts, he would have a +5 modifier for the first burst,
and a +10 modifier for the second burst."
The final paragraph (top of the second column) should read "Double the
uncompensated recoil modifier for medium and heavy machine guns (heavy
weapons and shotguns. If a medium machine gun is firing 10 rounds, and
has six points of recoil compensation, its final recoil modifier would be
+8 (10-6=4; 4 doubled is 8)."
p. 92 FULL-AUTO MODE [HC]
Replace the sentence beginning "Each round fire..." with the following:
Each round fired imposes a +1 recoil modifier for the entire group."
Also replace the last sentence on the page (it overruns to p. 93) with:
"The Power Rating of the weapon increases by 1 point for every round fired
in that full-auto burst."
p. 93 FULL-AUTO MODE [HC]
The example has some errors. Replace the fifth to seventh paragraphs
with the following: "The first punk gets a three-round burst, which
increases the Damage Code of the weapon to 10D. The three-round burst
qualifies for 3 points of recoil, which the weapon compensates for. Punk
1: Damage Code 10D, Target Number 3.
"Punk 2 gets a three-round burst too, with that same healthy Damage
Code of 10D. Now, however, six rounds have been fired so the total recoil
modifier is 6. The weapon compensates for 3, leaving 3 for a +3 modifier.
This is the second target this Combat Phase, which adds another +2
modifier. Punk 2: Damage Code 10D, Target Number 8.
"Punk 3 gets the four-round burst (lucky her) that has a Damage Code of
11D. The recoil modifier is now +7 (10-3). Being the third target also
means a +4 modifier added to the attack because of multiple targets. Punk
3: Damage Code 11D, Target Number 14.
p. 96 STRENGTH MINIMUM RATING [HC]
Change the final sentence of the section to read: "A crossbow's Minimum
Strength Rating is used to determine its range."
p. 98 GRENADE BLAST DIAGRAM [HC]
The "5S" notation in the right-hand diagram should read "4S," and
the
total blast consequently "20S."
p. 98 BARRIERS (GENERAL) [HC]
Add to the end of the page: "Always use the base Power Rating of the
round, unmodified for burst or full-auto fire, for comparison against the
Barrier Rating."
p. 102 FRIENDS IN THE MELEE [HC]
The "see page" reference for Multiple Opponents should read "this
page"
instead of p. 90.
p. 108 VEHICLES, WEAPONS, AND MAGIC [HC]
Third paragraph, change the second sentence to: "That is, if the base
Power of the weapon, unmodified by burst or full-auto fire, does not
exceed the rating of the vehicle armor, it will not penetrate."
Due to the printing error, the first line of the fourth paragraph in
the softback edition only should read "The Power and Damage Codes for
grenades and other explosives are affected...."
p. 130 SPELL TARGETING
The fifth sentence should end with "...Except by using enhanced vision
or astral perception, as appropriate."
p. 131 SPELL SUCCESS TEST [HC]
[HC] The final paragraph of the example should read: "Rolling the dice,
Jason gets a total of 10 dice (4+6) against a Target Number of 6 (5+1).
The results are 1, 3, 4, 5, 5, 6, 6, 6, 6, 6. Five of the dice score six,
so there are five successes."
P. 137 FOCUS BONDING TABLE
The second type of focus should be listed as a "Spell Category Focus."
p. 144 SPIRIT TABLE [HC]
[HC] Under Nature Spirits it should be the "Hearth" spirit, not
"Heath"
spirit. There are no candy spirits in Shadowrun.
p. 151 SPELL DIRECTORY
[HC] Change the "Type" of the spells Mana Bolt, Mana Missile, and
Manaball to "Mana," rather than "Physical" as listed.
[HC/SC] Under the Ram spell, delete the line "The target's Barrier
Rating is halved as indicated."
p. 153 MIND PROBE [HC]
Change the Drain Code to [(F+2) +2]D.
p. 155 TREAT [HC]
Change the first sentence of the third paragraph to "Successes from the
Spell Success Test can be used to actually heal boxes of damage, or reduce
the base time, as found on the following chart." Also [HC/SC], in the
second paragraph, change the first sentence to read "The Target Number for
these spells is 10 or 8, minus the target's Essence."
p. 158 SPARK [HC]
Change the Duration of the spell to "Instant."
p. 159 TABLE OF SPELLS [HC]
Change the Type of Mana Missile to "M", the Drain Code of Mind Probe to
[(F/2) +2]D, and the Duration of Spark to "Instant."
P. 168 PASSIVE ALERT [HC]
The second sentence should read "Add 50% to the ratings of all IC."
p. 168 THE OPPOSITION [HC]
Use the Decker Archetype instead of the Corporate Decker as noted,
unless the SRII Gamemaster Screen is owned, then use the Coporate Decker.
p. 202 LEGWORK
In the second column, second sentence, add the following at the end of
the sentence "(see published Shadowrun adventures.)."
p. 205 CORPORATE SECURITY GUARD [HC]
Give the Contact a Willpower of 2.
p. 207 THE FIXER [HC]
Add the skill "Equipment Acquisition: 4" skill.
p. 211 THE STREET COP [HC]
Give the Contact a Willpower of 3.
P. 228-229 Nature Spirits
Delete the word "Attack" from the descriptions of desert and field
spirits. Add the Guard power to desert, forest, and lake spirits. Also add
the Engulf power to lake, river, sea, and swamp spirits.
p. 262 CYBERDECK SYSTEMS ADDITIONS
Change the cost of Hitcher Jacks to "MPCP x 100=Y=," Response Increase
Level 1 to "(MPCP x MPCP) x 100=Y=," Level 2 to "(MPCP x MPCP) x
400=Y=,"
and Level 3 to "(MPCP x MPCP) x 900=Y=."
p. 265 RIGGER GEAR
Change the cost of Vehicle Control Gear to a flat 2,800=Y=.
p. 280 SOURCEBOOK UPDATES/STREET SAMURAI TABLE
Add the Riot Shield, Large to the table with "---" Concealability,
"2"
Ballistic, "---" Impact, "3" Weight, "10/14 days"
Availability, "3,200=Y="
Cost, and "2" Street Index.
p. 283 SOURCEBOOK UPDATES/MINIMUM SECURITY CODE
The last sentence should end with "...with a Security Rating of less
than Green-3."
p. 283 SOURCEBOOK UPDATES/RIGGER BLACK BOOK
In the entry for Vehicle Armor Ratings, add this sentence "Also, divide
the armor point costs by 3, and multiply the maximum allowed by 3."
Under Rigger Control Gear, change the sentence to read "Remote and
Vehicle Control Gear is required for Rigger operation." Also change the
Parts Cost for Rigger (Vehicle) Control Gear to 2,800=Y=.
In the second column, change the sentence to read "The Vehicle Control
Rig prices in SRII supersede those given in the Rigger Black Book where
it is called Rigger Control Gear."
p. 283 UPDATING ADVENTURES
The third sentence should refer to Threat Ratings, not Dodge Pools.
------------------------------GRIMOIRE II ERRATA------------------------------
"If everything was perfect,
it would be a boring world"
--The Folks at FASA
The following is the known errata for the Grimoire, Second Edition.

p. 92 WARDS
Replace the third paragraph of this section with the following:
"Warding requires the magician to make a Sorcery Test against the
desired Force Rating of the ward. The astral rating of the ward is equal
to that Force Rating and it remains active for a number of days equal to
the number of successes. The magician may choose not to use all his
successes, making it easier to resist Drain for setting wards."

MAGICAL SUPPLIES
Availability Cost
SI
Fetish Focus 3/6 hrs Rating x 3,000 1
Ally Conjuring Materials (Force)/36 hrs 1,000 per unit 1
Ward Casting Materials (Force)/36 hrs 1,000 per unit 1
Watcher Casting Materials (Force)/36 hrs 1,000 per unit 1
ENCHANTING MATERIALS COSTS
Material Raw Form Refined Form Radical Form
Herbals 50 100 200
Crystals 100 200 400
Semi-Precious Gems 200 400 800
Precious Gems 500 1,000 2,000
Iron 50 100 200
Copper 100 200 400
Silver 300 600 1,200
Gold 10,000 20,000 40,000
Mercury 600 1,200 2,400
Tin 30 60 120
Lead 30 60 120

!!Orichalcum: 88,000 per unit

SPELL FORMULAS
Drain Level Price Drain Level Price
!L 50 x Force !M 100 x Force
!S 500 x Force !D 1,000 x Force


--Rat <ratinox@***.neu.edu> Northeastern's Stainless Steel Rat
PGP Public Key Block available upon request Ask about rat-pgp.el
||||| | | | | | | | | | | | | | | | | | | | | | | |||||
Meddle not in the affairs of cats, for they are subtle and will piss on your
cyberdeck. --Jeff Wilder (wilder@****.mik.uky.edu)
**************************************************************************
Last night I spoke with the well known Dr. Doom, who informed me that he had
precipitated conversation and well articulated discourse with the Dark Lord
(i.e. spoke with him). He spoke at some length with Tom about Vision
Magnifiers and Smartguns.

!1) They are either ON or OFF. A mag-3 either is off, or provides you with the
full magnification.

!2) Yes, (yet again!), you CAN use Mags and Smartgun links, at least if both of
them are in the cybereye.

!3) HOWEVER... if the mag causes the range modifier to fall off the chart, then
you will take a +2!

Example: I have a Mag-3, and am aiming at something at
extreme range. Extreme=>Long=>Medium=>Short, no problems.

Example 2: I am now aiming at something at Medium Range. Medium=>Short=>off
chart, and I now take a +2.

!4) This CAN be gotten around, however... you can buy a Mag that will go in
between, at a cost of +50%.
-----Good hunting!-----Rev-----The Reverend
**************************************************************************
Okay Boys and Girls, 'Runners of all ages!!!!!! Here is the last in the
installments of "What I learned from Tom from some expensive long-distance
phone call" Q and A sessions. From now on I have a cheap and easy way to
get in touch with the Dark Lord on High (NO MORE LONG-DISTANCE!!!). I will
continue to accept submissions for the inevitable next installment
of "I have a question with your guest Tom Dowd".

So here are the questions and answers as asked by me and answered by Tom.
There will be an addendum because I was not able to ask all of the
questions that I had at the time.

MAGIC

> In GrimII there is two MANA spells with elemental effects: Manablast &
> Stunblast! Is this a major GrimII bug or do I miss something?

These spells are wrong. Reverse engineer them without the elemental
effects to get the drain for the new spells.

> For PhysAds, exactly how many sense improvements do you have to take to get,
> oh, Vision Magnification 3?

3 Levels.

> I believe the Transformation spells (Critter) Form,
> Shapechange & Transform should have a target number of Body(R), Body &
> Body(R), respectively. After all, they ARE physical spells. Besides, I think
> it seems more logical.

The Willpower roll shows the persons acceptance of the spell. Body rolls
are for damage to the body. Transformation spells do not damage the body,
but merely change it.

[Stuff about vision Magnifications having the same effects for all
weapons, ala staging the ranges down]

TECH

> Sorry doesnt make sense, unless you have to specify the weapon type you
> want to
> use the Magnification for.... afterall the ranges for a light pistol is
> considerable different than those of a sporting rifle, yet according to the
> text, they work fine for each... yet a level III somehow compensates for
> the different ranges of a weapon, BUT NOT for different ranges period...
The Vision Magnifications work the way they do and are defined that way
because it was the easiest and simplest way that they had thought of at
the time. It may not be realistic but if you want to make up house rules,
go ahead. If you want to deal with the complications, it's your game.

WORLD

> What will DOC WAGON do with one client, when this person
> is full of illegal cyberware(no permits), as Wired Ref. ,Smartlink,
> Cyberweapons.....
> Will they call the cops or not.
> And when they call the cops who will then use DOC WAGON service.

This sort of thing falls under the heading of Doctor/Patient privelage.
DW will not notify the authorities.

> What is the place of the Church in the modern world of 2054?

Very minor. They have areas that they control but their sphere of
influence is limited.

RULES

> How LONG can someone be surprised according to SR II ?

Until the next action.

> Q7. When firing weapons mounted on drones can you use the optical
> targeting option, and if so at what range (I would imagine a drone would
> have some sort of visual magnification system[s] )?

You may use optical targeting with drones.

> 1) Two weapons:
> What are the effects, additional attacks, do you get to roll
> two separate attacks, or is it one attack modified somehow. Etc.
> Details, Etc.

"Good question." There are no definite rules for using two weapons in
melee. This falls under the heading of, If You Want A House Rule Make One.
For two weapons in ranged combat, the following effects occur:
You get 2 seperate attacks. There is a TN of +2 for each attack. Recoil
modifiers for each attack apply to both. Any smartlink modifiers or laser
sight modifiers are not taken into account.

CYBERLIMBS

> Q1. Is the starting strength rating of a cyberlimb equal to (1)The
> character's current strength attribute, (2)The racial average of whatever
> race the character is or, (3)The human racial average of 3?

(1) The character's starting strength.

> Q2. Do trolls have to pay extra for cyberlimbs with a +1 reach?

No. Happy Birthday.

> Q3. If a character with a cyberlimb increases his strength attribute with
> karma does the cyberlimb's strength also increase, does it decrease when
> that strength decreasing drug from Shadowtech is used against the character?

If you pay the karma, you get the increase. The drug does decrease
yourstrength. The overriding reason for both answers is that you are not
only dealing with the limb but all of the supporting physiological
processes. When they are increased, you can get more leverage and hence
more strength. When they are decreased, you get less leverage and hence
less strength.

> Q4. Do you have to get a whole new cyberlimb if you want to increase it's
> strength or do you just get a street doc to modify the one you already have?

No, you spend the karma and it happens.

> Q5. Is it possible to get accessories like smartlink or gas vent systems for
> cyberguns?

Yes. They are normal guns. The only difference is they have more
electronics.

> Q6. Is it possible to use spells that change the physical dimensions of a
> being on beings with cyberwear?

You may shapechange beings with cyberware.

OTHER

> Q8. Someone has recently told me that FASA has sold some kind of rights for
> Shadowrun to Disney please verify or deny if you are in the position to do
> so. What the hell would Disney want to do with Shadowrun?

Well, the story goes like this. Tim Diseny has bought a significant
portion of FASA's sister company: Virtual Worlds Entertainment. They are
not FASA and he is not Disney Inc.

List of Fucked Splls and the women who love them

Manipulation Spells

> 1) All control manipulations in both Shadowrun II and Grimoire II have a
> target of Willpower [Resisted]. Is this a rule that was not written in the
> Grimoire or is this using the Mana Spells are resisted by Willpower rule?
(Unwritten rule) >>>(Mana Spell Rule)<<< (target number should
be 4/6)

> 2) Several manipulation spells in the Grimoire have a target number of
> Object Resistance Table (Spells are Animate, Lock, and Seal). Shouldn't the
> target number for these spells be 4?
>>>(They are Correct)<<< (Target number should be 4)

> 3) The bind spell has target of Quickness [Resisted]. Is that correct or
> should the target number be 4?
>>>(It is correct)<<< (Target number should be 4)

> 4) (Critter) Form, Shapechange and Transform all have a target of
> Willpower. As shouldn't the target be either 4 as manipulation spells, or
> Body as Physical Spells?
>>>(Willpower is correct)<<< (target is 4) (target is Body)

> 5) Under the manipulation spell creation rules it says that "the target
> of a manipulation spell that forces a change in shape, form, or behavior must
> resist the spell." Does this mean that the voluntary subjects of (Critter)
> Form and Shapechange have to resist the spell? If so what characteristic
> do they use to resist?
>>>(No)<<< (Yes) (Willpower) (Body)

"That line should read 'the unwilling target of a manipulation spell...'"

Combat Spells

> 1) Is FASA aware that the Manablast and Stunblast spells presented in the
> Grimoire are illegal? They both are mana spells with elemental effects.
Now they do. See the previous answer on this topic.

> 2) Why are the Manaball spell from SRII and the Mana Cloud spell in the
> Grimiore exactly the same?

They are meant to show that two spells can have the same game affects
but have different explanations in 'reality' They do the same thing but
they do it in different ways.

> 3) Shouldn't the Drain for Hellblast be [(F/2)+5]D not [(F/2)+6]D?

Yes, it should be [(F/2)+5]D.

Health Spells

> 1) Shouldn't the Decrease Reaction spells be one Drain Level higher than
> the other Decrease Reaction spells, just like the Increase Reaction spells?

Yes.

> 2) Why is there no Increase Reaction +4 spell, but there is a Decrease
> Reaction -4 spell and a Increase Cybered Reaction +4 spell.

Technically there should be

>Okay, the question I have is, with the two riot shields, they provide some
>balistic cover... thats just fine, but traditionally shields ahve been used for
>mainly melee purposes, and well, that feature has been removed all together.
>so I am looking for some advice/input on how to adjust the mechanics of Melee
>to account for shields... any ideas?

For the small shield, give it a 2 Impact rating. For the Large shield,
give it a 4 Impact rating.

> I have a problem with the killing hands skill. The rulebook says that spirit
> have invulnerabillity against normal weapons. That means they have an
> armour-class equal to twice their force. It is also mentioned that this
doesn't count
> against killing hands. Does that mean, they have NO armour against a
> physical adept using killing hands?!

Yes it does.

> Do PhysAds use Willpower or Sorcery skill instead of Unarmed Combat?

They use whichever is higher.

> Question for all you magic types out there: If a mage is projecting
> and another mage casts sleep or stun on his physical body, what happens?
> Does his astral form get sucked back to his body? what if the body has
> been moved since he went astral? The second question is about foci. If
> the astral part of the foci goes with the mage when projecting, can it be
> dropped or taken away?
Nothing happens. They mages physical body lays there in astral space
unconscious. As for the foci, no it cannot be stolen.

> 1. Are quickened/spelllocked spells active in astral space
> For example: Intelligence +4, Charisma +4, Willpower +4...
> ( Spells that could really beef up a projecting mage )

Yes they are active. Can you say "Yippe!"? I knew you could!

> 2. Are quickened/Spellocked spells active when shapechanged, and if so
> how is initiative resolved? (Several Critters have extra initiative dice)
> For example: shapechanging into a tiger and having increase
> reflexes +3d6 quickened.

Quickened spells affecting the Mental abilities are still in effect.
Physical spells are not. You figure iniative using the new ratings.

> 1.What skills (Active, Language, Knowledge, B/R) can the encephalon's
> task pool be used for?

Any knowledge or B/R skill.

> 2.Are gas vents and silencers mutually exclusive (Since gas vents can
> never be removed, can you ever use a gun with them and not make a lot of
> noise)?

Yes, they are. (That's what it means.)

> 3. Ask him whether or not you can ground through Quickenings, and get a
> damn good rationalization that works within the magic theory.

You can ground through ANY spell that has an effect on the real world, be
it mana or physical.

> 4. Tell him to ask Paul Hume about all this "how do Combat AoE spells
> ground though" stuff.

They ground through the hole in astral space created by the spell or
dual-natured being, or whatever. They then work on all the beings in the
area that the mage could see from his position in real space. If the
casting mage is projecting, you figure LOS from the place in real space
corresponding to the place in Astral where he is.

> 5. Ask him what the proper damage code for the Ares Viper Slivergun is
> supposed to be.

As listed. 9S. Ouch.

> 6. Ask him if it's okay that I change one of his rules now and again :)

Absoulutely not. There is a secret division of FASA that deals with this
problem exclusively. This division is where they originally got the idea
for Bioware. :)

> 7. Ask him what the ShadowTech Adrenal Pump is compatible with, in terms of
> magic and cyberware.

Everything. So get those Boosted Reflexes and that Increased Cyber +4
locked on you today and do your imitation of the Flash today!!

> 8. Ask him why Boosted Reflexes aren't bioware.

Beacuse the rules for Bioiware had not been developed at the time. For a
real explanation, because they chemical treatments used on your nerves are
so toxic that they destroy your essence.

That is the end of this install ment of "Tom Talks". Look for session #2
soon on a terminal near you.

Doc X
****************************************************************************
* Witty Remark * Dylan Northrup <norhtup@*****.cas.usf.edu> * This space *
* Here * (Yeah I know they spelled my name wrong) * for rent *
****************************************************************************
"You can feel it/Rhythm is a dancer" --Snap 'Rhythm is a Dancer'
****************************************************************************
Contacts

As we all know, CONTACTS can make or break a character sometimes, and
INFORMATION is power, just like magic...

Anyway, my question/observation is this...

I have been looking for "official" places to ask questions and stuff about
shadowrun, and this is what i've found so far...if anyone has any others
please let me know...

fasatom@***.com tom dowd
73020.752@**********.com paul hume (has written/contributed to many
SR sourcebooks...i saw that he
was replying to OODLES of
questions
from people on Compuserve, and a
lot of them about magic and
grounding...)
FASA.SUPPORT@**********.com
not sure about this one, just saw it in a compuserve forum, may not work


i cannot say if these addresses are correct or still current...as i said
above, paul hume was answering a lot of questions about the game...

| rcoster@*****.net Currently in Baltimore, MD |
| Richard C. Osterhout but hope to be home in |
| professional nerd Orlando, FL soon!!! |

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.