DSRB errata, incorporated into printing 3

Daemoneye Publishing's flagship science fiction RPG

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Strutinan
Mad Scientist Supreme
Posts: 198
Joined: Fri Mar 23, 2012 7:54 am

DSRB errata, incorporated into printing 3

Postby Strutinan » Fri Dec 14, 2012 11:53 pm

Chapter 2: Character Creation
Page 11 - Choose Class Levels: Added the sentence "If you choose your preferred class, you get +10 skill points at 1st-level." since there was some confusion about this.
Page 13 - Buying Class Levels: Changed "Table 2-X: Character" to "Table 2-3: Character".
Page 13 - Buying Class Levels: Added this notation after the entry "Buying LA: When a character gains a Level Adjustment they must pay it off before they can take Character Levels. If gained after already having Character Levels, they are paid for with XP before XP can be used for other purchases." Had to adjust the formatting to fit it in.

Chapter 3: Races
Page 19 - Helizara - Technology Type: Fixed legacy errors from un-revised version, changing "(see the Helizara entry in Chapter 10: Technology)" to "(see “Unknown Technology Penalties” page 90)", and "(see Chapter 10: Technology)" to "(see Chapter 7: Technology)".
Page 20 - Orliss: Added the text after the "Plant Biology" entry, "* Psionic Incapability: Orliss brain evolution skipped the stages needed to produce any psionic abilities, and therefore cannot develop psionics naturally or through genetic engineering."
Page 22 - Artificial Brain: Replaced the text "(including hacking at computer speed, and programming at x10 speed)" with "(all such skill ranks count as Digital Skills, see Task Time on page 40)" for clarity, and to reflect the rules under "Task Time" on page 40.

Chapter 4: Classes
Page 27 - Technical Bonus: Added the sentence at the end, "You can always take 10 with this skill no matter the circumstances, and failed checks have no penalties, unless using Emergency Repair."
Page 27 - Jury Rig: Changed the entire paragraph to read, "If you have the necessary parts to make an item you can spend 1 full round per 100 credits cost of the item to try and make an unstable version of it. This requires a Craft check against a DC equal to the Craft DC of the item. If you succeed, then the item will work normally for a while. At the end of any round it is used, damaged, or hit in combat, it must make a DC 15 Quality + your Technician level check, with a natural 1 being automatic failure. If this Quality check fails then it breaks apart back into the Crafting materials, minus 1 Credit worth for every Hit Point of damage it took."
Page 29 - Technical Skills: Shrank the separation spaces so that this line is in the same block as the rest of the skills, for clarity.
Page 29 - Weapons and Armor Proficiency: Changed the last sentence to, "In exchange you receive a bonus General feat at 1st-level, 3rd-level, and 5th-level, without any XP cost.

Chapter 5: Skills
Page 54 - Handle Animal - Action: Added the missing rules for riding an animal in combat, "* Mounted Fighting: Controlling a trained mount in battle takes a move action, and a Reflex save with a +1 synergy bonus for every 3 ranks in Handle Animal. DC 15 allows the mount to be controlled, but in order for you to take standard actions(s) you must pass DC 20. Add +10 to the DC if it is not combat trained, -5 if it has an Intelligence above 2, and -5 for two-way communication.". I had to alter the image "Gather Information" size on page 53, and the formatting on page 55, in order to fit in this text block.
Page 55 - Intimidate: Added the sentence below the section "Demoralize Opponent", "Both uses count as fear-based effects.", to clarify. Changed the type of "Action" for Demoralize Opponent" to a full action, instead of just a standard action.
Page 56 - Computer Use - Programming: Changed "(see Programs in Chapter 10: Personal Gear)" to "(full action to initiate, completes after MP in minutes)".
Page 56 - Computer Use - Program DC table: Added entry for compiling "Compile Program (see “Recompiling page 141”) 10+R (or MP)".
Page 58 - Heal - Healing Boost: Changed "When using an item that heals" to "When using an item or ability that heals". Added the sentence "Add +5 to the DC if not task-timed." just before "If the Heal check succeeds".

Chapter 6: Feats and Psionics
Page 61 - Combat Expertise: Changed the short description to reflect the new rule modification, so now it reads "-1/3rd overage, trade BAB for DS, melee".
Page 61 - Gun-Fu: Changed the short description to reflect the new rule modification, so now it reads "-1/3rd overage, trade BAB for DS, ranged".
Page 63 - Wild Talents: Added a column with the GLMs, for easier reference. Bolded and underlined the "Gear Level Modifier" text to indicate this column.
Page 63 - Wild Talents - Immortality: Changed the quick description to "+CL to Decrepitude checks, re-roll failed saves", to reflect the new text of the feat.
Page 66 - Combat Expertise: Added the following line at the start of the Benefit, so it is clear that it applies even WITHOUT trading in BAB, "You take 1/3rd less overage when hit in melee." Had to adjust formatting to get it to fit.
Page 69 - Gun-Fu: Added the following line at the start of the Benefit, so it is clear that it applies even WITHOUT trading in BAB, "You take 1/3rd less overage when hit at range." Had to adjust formatting to get it to fit.
Page 68 - Gadget Curse: After the text "avoid malfunctioning" I added the explanatory text "(so you cannot have most cyberware, since its complexity is usually above Basic)", to clarify what should have been obvious. Had to adjust the formatting in the left-hand column to fit it in.
Page 70 - Immortality: Replaced the text "have a +2 psionic bonus to all your Fortitude saves to resist poisons and diseases as well as to stabilize when you are below 0 Hit Points" with "get to re-roll all your failed saves once, keeping the higher of the two results". Also added the line "Special: You only lose Vitality for the higher save."
Page 70 - Implant Natural: Added the tag "<Physical>", which should have been there from the start.
Page 73 - Martial Arts: Added the line "These also apply to Combat Gloves, Staves, and Chain weapons you are proficient with." to the end of the benefits for Martial Arts.
Page 73 - Negapsi: Changed the Special entry from "Gorbrasch and Orliss cannot take this feat" to "Psionics-incapable races cannot take this feat".
Page 74 - Racial Ability Focus: Added additional "Note: Androids can only apply this to their Slam attack."
Page 79 - Duration: Expanded the last sentence by adding ", and can be ended early as a free action on the character's turn or if they die" to the end of it.
Page 83 - Brain Ripper: Added the sentence "Alternatively they are stunned for a round per point of damage, or unconscious for 1d6 hours on a natural 1." after "On a natural 1 he also takes a Negative Level.".

Chapter 7: Technology
Page 85 - Table 7-1 Notations: Changed "Medieval level explosives" to "Below Industrial civ level".
Page 87 - Table 7-5: For clarity the entries "1 x lb per" and "+(Item Cost x2) per" have been changed to "Device lbs" and "+(Device's x2)" respectively.
Page 87 - Integral Device: For clarity the entries "1 x lb per options" and "special price" have been changed to "Device lbs in options" and "add Device's Cost x2 price" respectively.
Page 88 - Nanorepair: For balance reasons, and to make it match with the general system, replaced the entire text with the following: "Nanorepair (Space and higher civilization level only): This device uses imbedded self-organizing chains of nanites to fix breaks and malformations. As long as it is connected to a computer with the schematics, it gets to make a DC 15 Quality check every 24 hours (or hour at Star civilization level, and minute at Galactic). It heals 1d6 Hit Points plus overage if the check passes, for each time this option is taken. If it rolls a natural 1 the system stops working until Repair check materials are consumed by it, equal 1% its cost (2 per option, +50% per price).". Had to change some of the page formatting to wedge in the extra lines of text.
Page 92 - Phased Control Nanites:[/] To clarify a usage point I added the line "([b]no nanites, no activation, period!)" after "allows them to control Magi gear".
Page 92 - Table 7-10: Added the following Gear Level to the following entries, and adjusted the table to make space for them: Aura Booster (+Q/2), Distortion Screen (+Q), Familiar (CR +1), Fire Seed (Q), Force Glove (1+Q). Also moved the Electronics Crafting notation to the top of the table, since it is the default Craft skill.
Page 93 - Magi Compression: Added the text "(except for fuels and explosives)" after "chemical nature".
Page 96 - Orliss - Table 7-16: Added missing "x2" to the Price of the Living Battery.
Page 99 - Anti-Matter: Clarified the conversion to anti matter, by adding " (or x2 in other matter)" after "of fission-waste".
Page 100 - Fuel Cell Unit: Clarified the text by replacing "When operating at full power they can convert a gallon of mixed gaseous hydrogen and oxygen to 10 points of Charge/round, but require an hour to finish the conversion" with "When operating at full power they can convert mixed gaseous hydrogen and oxygen to a gallon of water for up to 10 points of Charge/round, but require an hour to finish the conversion". Also replaced "This conversion creates 1/10th gallon of liquid water. The same process can be reversed in order to create gaseous Hydrogen and Oxygen from water, but there is (11% –Quality) energy loss due to heat and low-wave energy emission" with "This conversion creates a gallon of liquid water. The same process can be reversed in order to create gaseous Hydrogen and Oxygen from water, but there is (11% –Quality) gaseous mass loss due to heat and low-wave energy emissions".
Page 100 - Hydrox/Water Tank: Clarified the text by replacing "Each Hydrox/Water Tank can contain a mixture of up to a gallon of compressed water or ten gallons each of compressed Hydrogen and Oxygen. The presence of any of the three moves an internal bladder that limits the overall amount of the other two it can contain. The device’s unloaded weight is only 1 lb, but they are typically manufactured containing a gallon of compressed pure water" with "Each Hydrox/Water Tank contains a mixture of up to a gallon of water or ten gallons of compressed Hydrogen or Oxygen. The presence of any of the three moves a bladder that limits the overall amount of the other two it can contain. The device’s unloaded weight is only 1 lb, but they are typically manufactured containing a gallon of pure water, adding 8 lbs (they are listed with 4 lbs of extra mass to represent conversion loss)".

Chapter 8: Armor
Page 101 - Powered: Fixed a typo changing "Clothing armor cane be layered" to "Clothing armor can be layered".
Page 104 - Table 8-4: For clarity the entries "1 x lb per" and "+(Item Cost x2) per" have been changed to "Device lbs" and "+(Device's x2)" respectively.
Page 108 - Table 8-7: In order to make it clearer, I removed the spaces from the "+1 B" and similar notations, i.e. "+1B". Now it matches the displays for creatures.

Chapter 9: Weapons
Page 111 - Table 9-1: Fixed a couple long-standing balance issues, changing the entry for "Heavy Power Use" to "+1 per +Die" and "Increased Damage" to "+1/2 Dice, min 1" and moved many table entries down to accommodate it.
Page 112 - Table 9-2 Notations: Added "(or +2/3 dice if the damage die size is d4 instead of d6)" to the end of "This is per type of damage, i.e. incendiary explosives deal two types of damage so the GL is equal to +dice".
Page 112 - Melee Weapon Quality: Changed "Also subtract half its Quality (x10%) from its weight, rounding down to a minimum of –0% at Quality 1" to "Also reduce its pre-Table weight by 10% for every two points of Quality above Quality 1" to clarify the point.
Page 112 - Table 9-2 - Notations: Added ", with 1/3 Q for Max Options" to the end of "Then treat them normally" under the notation for staves, since the barbed/bladed component CAN have options and a Quality!
Page 117 - Table 9-5: Added a column for "Craft DC".
Page 120 - Handmade: Fixed a typo, replacing the DC for Basic complexity from the incorrect "10 + Quality", to the accurate "15 + Quality".
Page 120 - Table 9-8: Changed the Civ Level for Shot to Industrial.
Page 121 - Table 9-10: For clarity the entries "1 x lb" and "+(Cost x2)" have been changed to "Dvc lbs" and "+(Dvc's x2)" respectively.
Page 122 - Table 9-11: Changed the Civ Level for Extra Shots to Industrial.
Page 122 - Table 9-11: For clarity the entries "1 x lb per" and "+(Item Cost x2) per" have been changed to "Device lbs" and "+(Device's x2)" respectively.
Page 122 - Cyber Sight: Fixed a missing page reference by replacing "When properly used, it" with "When properly used (see “Cyber Sight Use” page 144), it".
Page 123 - Heavy Power Use: Changed the GL entry to "+1 per extra Die of damage".
Page 123 - Increased Damage: Changed the GL entry to "+1/2 damage Dice, minimum 1".
Page 125 - Table 9-14: Changed the Note entry fro Light Crossbow to fix a typo, it now says "-Quality to DR".
Page 126 - Table 9-16: To reflect the change in the GL for Increased Damage, changed the GL for Boomstick to "9", DeathTek Deadshot to "5", DeathTek Infantryman to "7", and Hvy Kinetic Gyroc to "+Q+4".

Chapter 10: Personal Gear
Page 133 - Phantom Cloak: Changed the word "concealment" to "camouflage" to avoid confusion - it is the GHOST CLOAK that provides concealment NOT the PHANTOM CLOAK!
Page 134 - Table 10-4: Added a GLM for Fascination, so now the user gains the target's ECL "as minion".
Page 134 - Table 10-4: Fixed carry-over typo for the "Radblock" entry, to make it line up with the entry for radiation meds on page 249. This means the cost was changed to "Q x 5", and the GLM to "---".
Page 135 - Fascination: Added the text ", making them a minion" to the end of the first sentence.
Page 135 - Intoxicant: Changed the sentences "The person taking this drug must make a Fortitude save or take a penalty to his Dexterity and Wisdom ability scores equal to the drug's Quality. The penalty reduces by one point every hour. This drug is addictive." to "The drug gives a bonus on Horror checks and saves against Fear effects equal to Quality, for Quality hours. The user must pass a Fortitude save or suffer a penalty to Dexterity and Wisdom equal to Quality, which reduces by a point every hour, and then dazzled the day after rest. This drug is addictive, but at a -5 penalty to DC." Then had to adjust the formatting on page 133 to fit it in.
Page 135 - Radblock: Replaced the cary-over text "For one hour per point of Quality after it is taken, Radblock provides extra Radiation Resistance equal to it's Quality. The drug heats up as it absorbs radiation, causing the user to take Vitality damage from the increased body temperature. This equates to 1d6 Vitality damage every time the Radblock protects from any radiation. Even though higher-Quality Radblock provides more protection, it also does not heat up quite so much and therefore produces no more heat overall than lower-Quality Radblock.", with the following text "A dose of Radblock provides the user with an enhancement bonus to his natural armor equal to its Quality in Radiation Resistance. This means that multiple doses do not provide cumulative protection, only the highest-Quality is counted. It protects for 1 hour if made at Industrial civilization level, 1d6 hours at 20th, 12 hours at Space, 1d6 days at Star, and 12 days at Galactic.", to make it match the entry on page 249.
Page 136 - Source Code: Made the notation "(see page 56)" after "fashioned into the final program", to refer the reader back to the newly-added text for compiling programs under the Computer Use skill.
Page 136 - Programs: Just below the entry for "Source Code" I added the following text, "* Storage: A 1/10th lb media holds Quality x Civilization Level MP, and costs Quality credits - but cannot run programs from it." to cover a missing element of the game system. Had to adjust the rest of the formatting on page 136 to fit it in.
Page 137 - Table 10-6: Added entry for source code to the end of the table "(above) Source Code above x2 R + above not applicable".
Page 138 - Targeting: Added the sentence "Maximum Rating equals the programmer’s BAB." to the end, so that it matches the system for skill-ranks programs.
Page 139-140 - Tools: Consolidated text to save space, and to put in a missing rule about changing tools to match Civilization Level. Just above the table is the text "Complexity: Unless specified otherwise, all tools are of Average complexity at 20th. Each civilization level below that increases Weight and HP by +50%, and the complexity goes down to Basic at Renaissance, and Simple at Bronze." Also removed the now-erroneous entries for Complexity from many of the toolkits, and changed the HP values where required.
Page 140 - Table 10-10: For clarity the entries "1 x lb per" and "+(Item Cost x2) per" have been changed to "Device lbs" and "+(Device's x2)" respectively.
Page 141 - Recompiling: Added the notation "(see pages 56 and 136)" to the end of the first sentence, to direct the reader to further information on the compiling process.
Page 141 - Block Program: Added the text, ", and if an OS it uses it's Rating in MP to run" to the end of "points it occupies by +100%".
Page 141 - Low-level Program: Added the text, ", or to run an OS one Rating above Quality" to the end of "(minimum Rating 1)". Had to adjust the formatting on page 140 and 141 to fit it in.

Chapter 11: Personal Augmentation
Page 142 - Cybernetic Skills: At the end of the first sentence I clarified a rules issue by adding the text "(if using a reference device, such as Display Goggles, count only half the program rating)". I had to move around some formatting on the same page to get it to fit.
Page 143 - Table 11-2: For clarity the entries "1 x lb per" and "+(Item Cost x2) per" have been changed to "Device lbs" and "+(Device's x2)" respectively.
Page 145 - Full Cyborg Body: Added the text "(adjust by Table 12-1)" after "Dexterity score is unchanged."
Page 145 - Full Cyborg Body - Systems: Changed "the Total Disguise robot option" to "the Basic or Total Disguise robot option (by civilization level)".
Page 150 - Psionic Encoding: Changed "Cannot be taken by Gorbrasch or Orliss, since they have no pre-psionic brain structure to rewire." to "Cannot be taken by members of races with Psionic Incapability, because they do not have the needed precursor mental structures." for clarification and compatibility with any new races.

Chapter 12: Robots
Page 153 - Sensors: Added the text " including free Built-In Display (even with Full Cyborg Body)" after "options on page 143)" to clarify that robotic sensors always have it. Yes, this does apply to robotic senors from Full Cyborg Body!
Page 154: Added after the description of Nonliving, "Psionic Incapability: Robots do not have the brain structures needed to develop psionic abilities, and therefore cannot develop psionics naturally or through artificial means. Yes, this means Androids (see page 22) and similar minds cannot be psionic!" This SHOULD be obvious, but wanted to make CERTAIN of it.
Page 155 - Table 12-5: For clarity the entries "1 x lb per" and "+(Item Cost x2) per" have been changed to "Device lbs" and "+(Device's x2)" respectively.
Page 156 - Artificial Brain: Similar to the change in Chapter 3, changed "(including hacking at computer speed)" to "(all such skill ranks count as Digital Skills, see Task Time on page 40)".

Chapter 13: Nanotech
Page 162 - Table 13-2: Changed the entry for Primitive to indicate a Cost multiple of x1.
Page 162 - Primitive: Changed the text "for everything but lifespan" to "for everything but cost and lifespan".

Chapter 14: Vehicles
page 166 - Size: To clarify the question of a vehicle's volume, I included the text "“Space” on page 190 for “Size Category” indicates volume." at the end to point people to the correct location.
Page 170 - Table 14-7: Fixed errors for the table's entries regarding fuel capacity of the Fission, Fusion, and Hi-P Fusion systems. Their Fuel is now properly listed as equal to their Rating in lbs.
Page 170 - Table 14-8 - Launch Deck: Fixed error in the Hit Points column, changing it from 1.4 to 2,000 x Mass.
Page 171 - Mechanical Arm: Deleted the legacy text ", but it can have the Increased Strength robot option".
page 171 - Quarters, Cramped: Fixed conceptual misunderstanding by changing "A bunk bed" to "A folding shelf bed".
Page 175 - Table 14-12: Added the missing line for even-bigger weapons, "^Bigger! ^+1 ^+20 ^x2 ^x1.8 ^x2 10 + Q ^x2". Also changed the GL for several weapons to reflect the modified Increased Damage GL rule - Meteor Shower to 94, Lightning Strike to 17, Shipslayer to 68, and Terminal Cannon to 120.

Chapter 15: Combat
Page 187 - Cold: Added the line at the end "Cold damage is reduced by both Cold and Fire resistance.", to clarify the point. Changed the formatting around the "Cumulative Penalties" text box to fit it in.
Page 194 - Traps - Challenge Rating: Changed "dealing with it was a battle" to "dealing with it was a battle" to put in missing words.

Chapter 16: Running a Game
Page 203 - Table 16-2: Added the following entry to the bottom of the table "Each doubling of fearful creature (i.e. x2, x4, x8, ...) -1 per". Had to alter the formatting on the left-hand column to fit it in.

Chapter 18: Other Settings
Page 224 - Primitive Base Classes - Warrior: Changed "Adds Handle Animal (Cha) to the list of class skills." to "Adds Handle Animal (Cha) and Listen (Wis) to the list of class skills.", since primitive warriors "stand watch" ACTUALLY outside, rather than just by looking at monitors. I had to mess around with the page layout a bit to get it to fit.
Page 226 - Human-Equivalent - Skills: Added the following sentence to the end of the entry "Cannot choose a Psionic skill or Spellcraft."
Page 228 - Charged Devices: Added missing text ", up to 1 charge per Rank" to the end of the first sentence.
Page 229 - Daily Use Devices: Added missing text ", up to 1 use per 3 Ranks" to the end of the first sentence.
Page 229 - Craft (weapon type): Changed "equal to 1/2 the ranks of the effect" to "equal to the ranks of the effect", to keep it in line with the standard "+2 Damage = +1 GLM" model.
Page 230, 231, 233, 234 - Spellcraft: To help clarify how it is used, I changed all the instances of "focal component" and "focal item" to "spell reagent".
Page 232 - Linked Skill: Changed the last sentence to read, "The maximum total DC Mod for a spell is equal to your ranks in the feat's Linked Skill plus its ability score modifier, and any DC-specific casting modifiers." to match the changed text on page 233, and fix a rule discrepancy.
Page 233 - Casting a Spell: Changed the last sentence to read, " The maximum total DC Mod for a spell is equal to your ranks in the feat's Linked Skill plus its ability score modifier, and any DC-specific casting modifiers." to fix a rule discrepancy.
Page 234 - Iconic Spells: Forgot to move the DC Mods for spells to prior to the name of the spell. Fixed this.
Page 234 - Summary - Maximum DC Mod per Spell: Changed "Linked Skill, plus DC" to "Linked Skill and ability score modifier, plus DC", so that it matches the rules on pages 232 and 233.
Page 235 - Gear Level Modifier: For clarity, changed the entire text to read "The spellcaster has a total spellcasting GLM of 1/2 the ranks in the highest linked skill of all his Spellcasting feats. Then add +1 for each Spellcasting feat used after the first - even if the “beneficiary” is not the spellcaster (such as when using most Boost and Health spells). This means that a spellcaster with two Spellcasting feats at linked skills of 6 and 4 ranks who uses both has a GLM of +4, or +3 if using only one (or no) Spellcasting feat."

Chapter 19: Space and Stars
Page 258 - Table 19-13: Flipped the DC a Cost columns, to make it more in-line with the resources list, then centered the columns.

Chapter 20: Creatures
Page 274 - Savage: Fixed an alphabetical listing error, moving this entry to page 275 just before Scent.
Page 288 - Infiltrator: Changed the entry for "Total Gear Level" from "25" to "32 (Cyberware 18, Programs 7, Weapons 7)", to be clearer.
Page 288 - Warrior Drone: Changed the entry for "Total Gear Level" from "31" to "25 (Programs 11, Weapons 14)", to be clearer and reflect the change in Increased Damage GL. Also changed the Challenge Rating from "16" to "17".
Page 289 - Warrior Drone - Robotic Programs: Changed the case for "simple Weapon" to "Simple Weapon".
Page 291 - The Hive: Fixed typo in the third paragraph, changing "produce a crowd-sourced distributed organization" to "produce a crowd-sourced, distributed organization". In addition to putting in the missing comma, I connected the two lines of the sentence to fix the paragraph justification. It still looks weird, but cannot make it look better without totally redoing the page layout.
Page 293 - Empire Boarder: Changed the Total Gear Level from "29" to "30", to reflect the new rule for Increased Damage GL.
Page 295 - Clan Raider - Looting: Fixed a copy/psate error, removing the line "* Nanites: Q# Nanite (notes) [Cost].".
Page 297 - Ganger - ER: Added the missing " > 1" on this line.
Page 300 - Grizzled Veteran: Changed the Total Gear Level from "10" to "11", and the Challenge Rating from "5" to "6", to reflect the new rule for Increased Damage GL.
Page 308 - Star Engine: Changed the damage for the Slug Pistol from "3d6" to "3d8", to fix this typo.
Page 312 - Zombie - Statistics: Added the missing "Filth fever (Fort DC 12)" to the entry.
Page 313 - Undead - Advantages: Put in the missing text for the Incorporeal advantage "Incorporeal (counts as 2): The undead has no physical body, existing as a translucent presence in space. It is immune to all physical attacks, but cannot make them either. It can still attack with non-physical attacks (such as psionics or Enervating Touch), and such attacks against them have a 50% chance of failure unless they have the Force descriptor." I had to shrink and move elements on pages 310 to 312 to fit it in, so some minor layout changes there as well.
Page 316 - Tactics: Fixed an auto-correct error in paragraph one sentence three, and paragraph two sentence one, that replaced "area" with "are". They are now back to their intended "area" wording.

Appendix B: Useful Tables
Master Table of All Mutables and Master Table of All Options: Replaced these with copied versions of the armor templates, powered armor templates, weapon templates (including Primitive Mutables and Shot Types), and personal gear. Labelled this section "Commonly Used Gear Tables". Did not put in more because of page count, could BARELY fit in these!

Index
* Added "Concentration page 186" entry.
* Added "Mounted Fighting page 54" entries.
* Added "Savage 275" entry.

Strutinan
Mad Scientist Supreme
Posts: 198
Joined: Fri Mar 23, 2012 7:54 am

Re: DSRB errata, incorporated into printing 3

Postby Strutinan » Tue Feb 05, 2013 12:44 pm

Some of the in-house playtesting group is doing a game and have noticed a few more errors in the book. I am fixing them as they bring them up.

Strutinan
Mad Scientist Supreme
Posts: 198
Joined: Fri Mar 23, 2012 7:54 am

Re: DSRB errata, incorporated into printing 3

Postby Strutinan » Tue Mar 05, 2013 1:46 pm

The list of errata is getting pretty sizable. This means we are likely going to be producing the 3rd-printing this summer, with the errata incorporated into it! :D

Strutinan
Mad Scientist Supreme
Posts: 198
Joined: Fri Mar 23, 2012 7:54 am

Re: DSRB errata, incorporated into printing 3

Postby Strutinan » Wed Sep 04, 2013 3:04 am

Somebody I talked to recently came up with an idea that I want to pass by all of you: What about highlighting the errata'd text so that people reading the 3rd-printing can easily tell what was changed from the 2nd-printing?

Personally I am against this because it brings up issues with coloring text and whether or not to keep prior-printing highlights when going into the NEXT errata'd printing. But I can see an argument FOR it as well. So I am asking all of you...what is YOUR opinion on this?

Strutinan
Mad Scientist Supreme
Posts: 198
Joined: Fri Mar 23, 2012 7:54 am

Re: DSRB errata, incorporated into printing 3

Postby Strutinan » Sun Sep 22, 2013 2:42 pm

IT IS DONE! The third printing has been uploaded to the projects cue, and now we only await a (good) proofing copy before releasing it into the wild :D

UPDATE 9-27-13: Due to a last-minute "forgot to propagate a rule change to all locations it is mentioned"-error, the book is delayed a bit. Should be ordering the proofing copy this weekend instead. Oops :oops:

Strutinan
Mad Scientist Supreme
Posts: 198
Joined: Fri Mar 23, 2012 7:54 am

Re: DSRB errata, incorporated into printing 3

Postby Strutinan » Sun May 04, 2014 8:46 pm

Unfortunately, that would require...printing in China :?

LarryPage
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Posts: 7
Joined: Thu Jan 28, 2016 8:35 am

Re: DSRB errata, incorporated into printing 3

Postby LarryPage » Thu Jan 28, 2016 8:39 am

This is a very good post. I will follow this for future reference. I want to learn more about printing and this will be very useful. My daily life involves printing and I want to enhance my knowledge about it. Knowing more information about it is never undervalued.


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