Transhuman Errata Thread

54 posts / 0 new
Last post
CodeBreaker CodeBreaker's picture
Transhuman Errata Thread

Transhuman may have had an extremely public playtest, but that doesn't mean that all the mistakes will have been caught. This thread is to keep the forums nice and tidy, and provide a central repository for future changes to Transhuman. Did you find a spelling or grammar mistake in Transhuman? A rule that really, really needs changed? Some numbers that aren't adding up? This is the thread for you.

This thread is not for general discussion of Transhuman. Instead, you should put that kind of stuff in http://eclipsephase.com/transhuman-general-discussion

-

wildeling wildeling's picture
Typo: Random language table

Typo: Random language table on p. 43 includes the word "vietnwamese."

kindalas kindalas's picture
Page 76 Build outcomes is

Page 76 Build outcomes is listed twice.

Page 217 A page reference at the end of the text box collapsed.

In the Bookmarks Chapter 3 isn't labelled correctly.

I am a Moderator of this Forum
My mod voice is red.

The Eclipse Phase Character sheet is downloadable here:
Get it here!

OneTrikPony OneTrikPony's picture
Can't do TwoUp view.

Can't do TwoUp view.

I know this probably can't be fixed but I really hate it when PDF's use print layout be cause it it shows opposite sides of the same leaf in two up view. That is sooooo annoying when art crosses the spine. I've got the screen acreage to read two up but it dosn't work unless you throw in a 'page 0' before or after the cover art. Is it possible to "fix" this problem?

Page 217. The antiVehicle weapons sidebar
There's some type of problem (font issue? looks like wingdings) with the last word which should be "Seekers."

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

CodeBreaker CodeBreaker's picture
OneTrikPony wrote:Can't do

OneTrikPony wrote:
Can't do TwoUp view.

I know this probably can't be fixed but I really hate it when PDF's use print layout be cause it it shows opposite sides of the same leaf in two up view. That is sooooo annoying when art crosses the spine. I've got the screen acreage to read two up but it dosn't work unless you throw in a 'page 0' before or after the cover art. Is it possible to "fix" this problem?

Are you using Adobe Reader? If so, throw it in two page spread mode. Then go into the View header/Page Display/Show Cover Page in Two Page View. Toggle that last one until it puts out the correct view.

-

Janusfaced Janusfaced's picture
p. 96, Very Small Size

p. 96, Very Small Size
At last sentence of first paragraph, "small" are written twice.

Your average, everyday, normal, plain and dull transhuman

Janusfaced's outpost(writtern in Japanese)
http://janusfacedsoutpost.blog.fc2.com/

OneTrikPony OneTrikPony's picture
CodeBreaker wrote:Are you

CodeBreaker wrote:
Are you using Adobe Reader? If so, throw it in two page spread mode. Then go into the View header/Page Display/Show Cover Page in Two Page View. Toggle that last one until it puts out the correct view.

Ahhh! I love you man. You just fixed all my Cthulhutech books too. Thanks.
I'd feel really embarrassed right now if I wasn't feeling so relieved.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

OneTrikPony OneTrikPony's picture
Page 9 left column 4 line;

Page 9 left column 4 line;
Support is spelled with a W for some reason.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Hoarseman Hoarseman's picture
Savant Async 5pp breaks starting Psi rules

On p. 34 the 5pp version of Savant Async has Psi 1 and 6 Sleights. Since starting characters are limited to 5 of each Chi and a level 1 Psi can only take 5 sleights then there is a problem with this version of Savant Async.

Lu-Ka Lu-Ka's picture
Character options / Playing characters

Page 76: Build Outcomes is duplicate
Page 106 : General advice is duplicate

Decivre Decivre's picture
I think there might be an

Nevermind. Reserved for future errata I notice.

Transhumans will one day be the Luddites of the posthuman age.

Help me get my gaming fix, if you want.

FortMan FortMan's picture
Decivre wrote:I think there

Decivre wrote:
I think there might be an error in the non-human biochemistry trait, as the octomorph is not listed as having it, nor are any of the uplift bird variants. Perhaps this is because they have been uplifted longest and have had their biochemistries made more compatible with humans, but it might also just be a flaw.

Non-human Biochemistry is for mammal uplifts. For non-mammal, there is Non-mammalian Biochemistry.

Decivre Decivre's picture
FortMan wrote:Non-human

FortMan wrote:
Non-human Biochemistry is for mammal uplifts. For non-mammal, there is Non-mammalian Biochemistry.

I must have glossed over that. Thanks.

Transhumans will one day be the Luddites of the posthuman age.

Help me get my gaming fix, if you want.

zombiak zombiak's picture
My updated copy from

My updated copy from DriveThru has an empty page 35. Not blank, mind you - the background and the table are still present, just without any content.

This happened after the Savant/Theseus Update, anyone has the same issue?

Also, since we're on the update and the errata...when will the print version come out, and will it include the aforementioned fixes? Or is it already in print?

davethebrave davethebrave's picture
zombiak wrote:My updated copy

zombiak wrote:
My updated copy from DriveThru has an empty page 35. Not blank, mind you - the background and the table are still present, just without any content.

This happened after the Savant/Theseus Update, anyone has the same issue?

Yeah, same here!

Yours,
Dave the Brave

FortMan FortMan's picture
My p. 35 loads just fine. I

nvm, didn't see update on Drivethru, re-download and I got the same problem with p.35 not loading too.

FortMan FortMan's picture
New Update on Drivethru

FYI, there's a new Transhuman update on DrivethruRPG. p.35 has been fixed now.

davethebrave davethebrave's picture
FortMan wrote:FYI, there's a

FortMan wrote:
FYI, there's a new Transhuman update on DrivethruRPG. p.35 has been fixed now.

Yep, fixed for me too now!

Yours,
Dave the Brave

Copper Airplane Copper Airplane's picture
Morph Descriptions

GALATEA (SYNTHMORPH) has no mobility system listed

GRIEFER (SYNTHMORPH) has the mobility system entry tabbed to the right

Hoarseman Hoarseman's picture
Flexbot Modules

Transhuman p.202 - The Longbow module is listed as having 20/20 armor with the Heavy Combat Armor that adds to rather than replaces its innate armor. Eclipse Phase (Core Book) p. 310 describes Heavy Combat Armor, and all Robotic Enhancement armors, as "increases the bot’s built-in Armor to 16/16". This suggests that the Longbow should have armor of 16/16 as the Heavy Combat Armor increases it to a value rather than adding it to a total. I could be wrong, but that seems to be the way the enhancement description reads.

CodeBreaker CodeBreaker's picture
Hoarseman wrote:Transhuman p

Hoarseman wrote:
Transhuman p.202 - The Longbow module is listed as having 20/20 armor with the Heavy Combat Armor that adds to rather than replaces its innate armor. Eclipse Phase (Core Book) p. 310 describes Heavy Combat Armor, and all Robotic Enhancement armors, as "increases the bot’s built-in Armor to 16/16". This suggests that the Longbow should have armor of 16/16 as the Heavy Combat Armor increases it to a value rather than adding it to a total. I could be wrong, but that seems to be the way the enhancement description reads.

Its generally considered a mistake in the Core rulebook. When the Core was getting its 3rd (maybe 2nd) printing errata it was meant to be clarified, but all they actually did was make it worse. There are parts of the Core that say that it works both ways.

From developer talk (I can't link, because I am lazy, search might find it), Robotic Armour Enhancements are supposed to stack (add to) the armour levels of Synthmorphs.

-

Chase-san Chase-san's picture
p. 57 in table 3.8 it says

p. 57 in table 3.8 it says "Roll randomly on the Choosing a Morph Table (p. 38)" when the table in question is actually on p. 44.
p. 60, Table 6 says D100 ROLL in the header, where it actually requires a D10 roll.
p. 150, near the image at the bottom, "not cured of their contact with th exsurgent", where th should be "the".

I saw more, but I forgot where/what they were. I was tired last night.

jackgraham jackgraham's picture
I need to fix the rules for

I need to fix the rules for the Squishbot aug to mention that they can't use Shape Adjusting to form mobility systems requiring rigid parts (e.g., rotorcraft). I should probably tweak a few other things about it, too. Thanks to the poster who pointed this out.

J A C K   G R A H A M :: Hooray for Earth!
  http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham

jackgraham jackgraham's picture
CodeBreaker wrote:Hoarseman

CodeBreaker wrote:
Hoarseman wrote:
Transhuman p.202 - The Longbow module is listed as having 20/20 armor with the Heavy Combat Armor that adds to rather than replaces its innate armor. Eclipse Phase (Core Book) p. 310 describes Heavy Combat Armor, and all Robotic Enhancement armors, as "increases the bot’s built-in Armor to 16/16". This suggests that the Longbow should have armor of 16/16 as the Heavy Combat Armor increases it to a value rather than adding it to a total. I could be wrong, but that seems to be the way the enhancement description reads.

Its generally considered a mistake in the Core rulebook. When the Core was getting its 3rd (maybe 2nd) printing errata it was meant to be clarified, but all they actually did was make it worse. There are parts of the Core that say that it works both ways.

From developer talk (I can't link, because I am lazy, search might find it), Robotic Armour Enhancements are supposed to stack (add to) the armour levels of Synthmorphs.

Confirmed. Armor from robo upgrades stacks with innate synth armor.

J A C K   G R A H A M :: Hooray for Earth!
  http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham

Decivre Decivre's picture
jackgraham wrote:I need to

jackgraham wrote:
I need to fix the rules for the Squishbot aug to mention that they can't use Shape Adjusting to form mobility systems requiring rigid parts (e.g., rotorcraft). I should probably tweak a few other things about it, too. Thanks to the poster who pointed this out.

That was me, just not in this thread. I didn't want to put another thing in the errata thread unless I was absolutely sure it was something that needed errata, and not just something I had doubts about personally. The squishbot stuff was part of it.

Also, can it work with skinflex to imitate biomorphs? That might be something to reference.

Transhumans will one day be the Luddites of the posthuman age.

Help me get my gaming fix, if you want.

jackgraham jackgraham's picture
Decivre wrote:Also, can it

Decivre wrote:
Also, can it work with skinflex to imitate biomorphs? That might be something to reference.

I wouldn't allow it, even though in general bots are supposed to be able to used nanoware.

Hardened skeleton is like adding a weapon mount. Technically possible, but defeats the purpose of being squishy. I could see maybe allowing structural enhancement, though, as that one doesn't imply as strongly that there's a rigid frame involved.

J A C K   G R A H A M :: Hooray for Earth!
  http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham

Decivre Decivre's picture
jackgraham wrote:I wouldn't

jackgraham wrote:
I wouldn't allow it, even though in general bots are supposed to be able to used nanoware.

Hardened skeleton is like adding a weapon mount. Technically possible, but defeats the purpose of being squishy. I could see maybe allowing structural enhancement, though, as that one doesn't imply as strongly that there's a rigid frame involved.


Not necessarily a hardened endoskeleton, but the ability to recolor the outer skin and shape the body to look exactly like a biomorph. It might fail any cursory internal scan (so an X-ray basically tells you right off that this isn't a person, or that it's at least a very boneless person), but I'm wondering if the squishbot can retain a solid enough outer structure to fool people visually into believing that its a biological person.

Basically I'm trying to figure out the squishbots capacity for making its body solid. Even if it can't form rigid shapes like a propeller, I'm wondering if it can form less rigid but still solid shapes, like imitating biological creatures.

Transhumans will one day be the Luddites of the posthuman age.

Help me get my gaming fix, if you want.

DivineWrath DivineWrath's picture
How about Synthetic Mask for

How about Synthetic Mask for Flexbots? The intent is being able to infiltrate a location while appearing to be a normal biomorph, but then switch to a robotic combat mode (that looks nothing like the "biomorph" it came in as), and then put the disguise back on and leave while everyone is busy looking for a combat synthmorph. Or maybe you want to go to a hypercorp party, drop off a Flexbot module (with some infiltration tools) to do some snooping around, and then later retrieve the module before leaving the party.

Lalande21185 Lalande21185's picture
My God, it's full of errors!

Taken mostly from my Rants about Transhuman Thread and from the Sample Characters Chapter...

Page 110 -- "Even the toughest morphs benefit from wearing armor. Armor maxes out at 32 for both Energy and Kinetic damage," This is wrong. The maximum armor is DUR not 32 (p. 194, Eclipse Phase).

Page 110 -- "Characters with a high weapon skill and no significant aim penalties should use full auto when possible to gain additional damage dice and make called shots to ignore armor." This is mathematically incorrect. Characters with a high weapon skill and no significant penalties should use two +1d10 DV bursts.

Page 115 -- "then setting off a HEAP grenade inside its body cavity." There are no such things as HEAP grenades (p. 340, Eclipse Phase).

Page 115 -- "You can also jam the seeker missiles of any member in your party." This is wrong. You cannot jam seekers as they don't have a puppet sock (p. 196 of Eclipse Phase and reiterated on p. 219 of Transhuman)

Page 116 -- "Mental speed is the superior implant for attacking enemies with malware in combat. The time-dilation reduces the Task Action of brute-force hacking down to a matter of turns rather than minutes." Mental speed is not simulspace time dilation. Also Mental speed does not reduce the Task Action of brute-force hacking to turns (it reduces it from 20 to 16 turns).

Page 116 -- "Cyberbrains can also be equipped with the Math Wiz trait," Cyberbrains cannot be equipped with the Math Wiz trait as it is an ego trait. There is a Math Boost implant, but that is not limited to cyberbrains.

Page 117 -- "A transporter with a chameleon or invisibility cloak will be successful against most visual sensors, though lidar, sonar, and chem sniffers will still present a problem." LIDAR should be fooled by the invisibility cloak at least.

Page 125 -- "created AGIs are based upon human neural networks. A handful are also based on non-human uplifts[1]." The [1] should not be there.

Page 128 -- "For more on infugees and indentures, see p. 161.." There is a double period.

Page 140 -- "To prevent ego theft, the backup copies are transmitted using quantum cryptography (p. 254, EP)." The section cited requires hardware devices, not software, meaning that this plug-in is non-functional. Note: allowing software only quantum cryptography is a horrible idea from a game point of view.

Page 144 -- "Additionally, they lose the effects of any upgrades that increase their Speed or provide them with additional actions (such as mind speed)," Mind speed was removed from this version of the rules.

Page 148 -- "Psych scans are a form of psychosurgery that requires either the user’s permission or a successful brainhacking (p. 261, EP)." The reference should be to the infomorph brainhacking rules on p. 148 of Transhuman, rather than the cyberbrain hacking rules in Eclipse Phase.

Page 150 -- "They are not cured of their contact with th exsurgent" The word 'the' is misspelled.

Page 154 -- Aphasic Touch should use the Psi-Assault Skill, not the Control skill.

Page 164 -- "Some rimward habs are much more welcoming of new residents, but outright ban indenture within their jurisdictions." This sentence belongs at the end of the preceding paragraph.

Page 166 -- "Muses now how to keep others outs of your private inbox." The word 'outs' is incorrectly pluralized. It should be 'out'.

Page 167 -- "In many circumstances, having a complementary skill provides a bonus on a skill test. Your muse should be able to provide that bonus, even if teamwork does not apply." Teamwork should always apply when two people/AIs are capable of working on a test. Complementary skills should never apply to another person, that is what teamwork is for.

Page 167 -- "Combat-focused characters should look into skills like Profession: Gunsmith or Profession: Armorer to modify, repair, and maintain important gear." Profession: Gunsmith and Profession: Armorer cannot do what this section says they can. That requires the active skill, Hardware: Armorer or (for maintenance only) the active combat skills. The professions would be complementary skills or allow someone to aid with teamwork.

Page 170 -- "The following two procedures follow the same rule and guidelines for psychosurgery discussed on pp 229–232, EP." There are three techniques in this section, not two.

Page 179 -- There is a problem with the transition from the last paragraph on the left column, to the first paragraph on the right column. The example does not address the points raised in the preceding paragraph (which is talking about making things with no feedstock).

Page 224 (Anarchist Militia Volunteer) -- In the weapon section, there is zap ammo listed for the medium rail pistol. Rail pistols cannot use zap ammo (p. 337, Eclipse Phase)

Page 224 (Anarchist Militia Volunteer) -- In the gear section there is a missing common between 'software sniffer' and 'specs'.

Page 224 (Anarchist Militia Volunteer) -- The DUR of an exalt is 35 not 45 and the character has no DUR boosting implants.

Page 224 (Anarachist Militia Volunteer) -- This one is questionable. The skills section should have the Investigation skill listed with its boost from the Oracles.

Page 225 (Argonaut Xenolinguist) -- For the climbing skill. 50 + 40 = 90 not 95.

Page 225 (Argonaut Xenolinguist) -- Augmentations. The Argonaut Xenolinguist has both mental speed and multitasking, which are not compatible (though I guess nothing says you can't have both, just that they can't be used together?)

Page 225 (Argonaut Xenolinguist) -- This one is questionable. The skills section should have the Investigation skill listed with its boost from the Oracles.

Page 225 (Argonaut Xenolinguist) -- The DUR should be 35 not 30. The respirocytes give a +5 Bonus to DUR.

Page 225 (Argonaut Xenolinguist) -- This character has both ultraviolet vision and enhanced vision. However, enhanced vision lets you see in the ultraviolet spectrum anyways so the ultraviolet vision is redundant.

Page 226 (Carbon Reaver Pirate) -- In the armor and gear section. Standard vacsuit is listed in each section. Normally it is only listed in the armor section.

Page 227 (Dig Ops Specialist) -- The Profession: Colony Administration details (APT, BASE, ect.) are not vertically centered in the text box (as was done in the previous characters).

Page 227 (Dig Ops Specialist) -- In the armor section, there is a newline between 'Second Skin,' and 'Smart Vacsuit'.

Page 227 (Dig Ops Specialist) -- The SOM bonus for the hardened skeleton cannot be deactivated, so in the aptitude section the SOM Morph Bonus should be listed as 15 not 10(15). Likewise, the Total should just be 30.

Page 227 (Dig Ops Specialist) -- The DUR bonus from the tough (level 2) trait cannot be deactivated (why would you want too?). Thus DUR should be listed as 50 not 40 (50), Likewise for WT and DR.

Page 228 (Enceladan Body Stylist) -- Eidetic Memory should be listed before the 'Enhanced X' traits.

Page 228 (Enceladan Body Stylist) -- The body stylist should have bonuses in parentheses listed for Disguise and Impersonation skills.

Page 229 (Extropian Freelance Judge) -- The DUR and SOM bonus from hardened skeleton should not be listed as temporary bonuses. Thus the Morph Bonus for SOM, the Morph Total for SOM, the DUR, DR, and WT values should only be listed as the value currently in parenthesis.

Page 229 (Extropian Freelance Judge) -- In the skills section. Interest Extropian legal codes has zero listed in the morph bonus column instead of being blank.

Page 229 (Extropian Freelance Judge) -- In the Gear section. There is a newline after Brainprint Scanner.

Page 229 (Extropian Freelance Judge) -- The social stigma (pod) trait should be listed in the Trait section.

Page 230 (Flexbot Traceur) -- Gear Section. HEAP grenades do not exist.

Page 230 (Flexbot Traceur) -- The tough trait and structural enhancement cannot be deactivated. The DUR, WT, and DR should just be the parenthetical entries.

Page 230 (Flexbot Traceur) -- The flexbot traceur should have REF of 15 in the parenthesis. +5 from being a rogue flexbot and +10 from the reflex boosters. (This seems listed correctly in the skill section)

Page 230 (Flexbot Traceur) -- The bonus to freerunning from the reconfigurable proprioception and
pneumatic limbs should be listed in parenthesis in the skill table.

Page 230 (Flexbot Traceur) -- Armor section, the way the synthmorph armor is listed for other synthmorphs is 'x Shell'. This characters synthmorph armor's should be listed as 'Flexbot Shell'

Page 231 (Hidden Concern Assassin) -- Weapon section and Gear Section. Sniper Rail Rifle and Seeker rifle don't need to have '(smartlink)' listed. Smartlinks come by default with those weapons (did they spend credits on them? Check the point balance).

Page 231 (Hidden Concern Assassin) -- The weapon section has an extra newline before viewers.

Page 232 (Hidden Concern Assassin) -- Weapon section. The Sniper Rail Rifle cannot use Reactive AP Ammo.

Page 232 (Human Impersonator) -- Under the trait section. 70 points worth of positive traits are listed. The limit is 50.

Page 232 (Human Impersonator) -- Again the hardened skeleton bonuses are listed in parentheses (maybe I should assume that this is what the devs intended and list all the instances where a bonus from gear is NOT listed in parentheses? No I am not going to go back and redo it, plus all the other books included it)

Page 232 (Human Impersonator) -- Weapons. Smartlink does not need to be separately listed as it comes automatically. Check the point balances to make sure the character did not purchase it with points.

Page 232 (Human Impersonator) -- The Gear section. Has extra newlines after Exploit Software and after Spoof Software.

Page 233 (Jovian Envoy) -- Gear Section. There is an extra newline after Muse.

Page 234 (Machine Hunter) -- Armor Section. The correct armor value should be 24/21: 2/3 (light bioweave) +13/13 (Body armor heavy) +4/2 (ablative patches) +2/0 Fireproofing +3/3 (Full helmet).

Page 236 (Titanian Programmer-Archeologist) -- 'Archeologist' is actually spelled 'Archaeologist'. You are missing the 'a'. Repeated numerous times throughout the section. This might be one of those 'American' English vs. Other English things though.

Page 236 (Titanian Programmer-Archeologist) -- Tough Trait should not have the bonus listed parenthetically (like the bonus from respirocytes aren't).

Page 236 (Titanian Programmer-Archeologist) -- Armor section. Should probably specify that it is a standard vacsuit, not a light vacsuit.

Page 237 (Venusian Gargoyle) -- Skill section: There should be a +10 bonus from the Oracles to the Investigation skill (15 total).

Page 237 (Venusian Gargoyle) -- Implant Section: There is an extra newline after 360 vision.

Page 237 (Venusian Gargoyle) -- The name of the faction should be 'Venusian' not 'Morningstar Constellation'.

Page 238 (Ultimate Gatecrasher) -- Muscle Augmentation cannot be turned off (and why would you want to?). So SOM Morph Bonus should just be listed as 15 and Total should just be listed as 20 (similar to the way the Carbon Reaver Pirates is listed).

Page 238 (Ultimate Gatecrasher) -- The reflex booster bonus should be in parenthesis (or the flexbot Traceur's listing should be changed).

Page 238 (Ultimate Gatecrasher) -- Smartlink and Safety System come standard on weapons. They don't need to be listed specifically. Make sure the character didn't purchase them with CP.

Page 238 (Ultimate Gatecrasher) -- Smart Vacsuit is listed twice. Once in the Gear section and once in the armor section. Also it should probably specify that it is a smart standard vacsuit, not a light vacsuit.

Page 239 (Zone Stalker) -- Gear. '4 Scrapper's Gel' should be 'Scrapper's Gel (4)' to maintain consistency with the other listings.

Decivre Decivre's picture
Lalande21185 wrote:Page 116 -

Lalande21185 wrote:
Page 116 -- "Mental speed is the superior implant for attacking enemies with malware in combat. The time-dilation reduces the Task Action of brute-force hacking down to a matter of turns rather than minutes." Mental speed is not simulspace time dilation.

Actually, while it isn't a form of simulspace dilation, it is a form of time dilation. From the core book: "The character can deliberately speed up their mind to think and also receive and process sensory information far faster than ordinary humans. Time seems to subjectively slow down for the character, allowing them to carefully plan their next action, even if they only have a split second to do so. With this system active, the character can discern things occurring too fast for a normal human to perceive, such as the individual frames of an old analog film or understanding sounds that were accelerated to many times their normal speed. The character can also read 10 times faster than normal and can track the paths of bullets and similar fastmoving objects with a successful Perception Test."

Transhumans will one day be the Luddites of the posthuman age.

Help me get my gaming fix, if you want.

Lalande21185 Lalande21185's picture
More on the pregens.

Some additional notes on the characters (not technically errors):

Anarchist Militia Volunteer and Dig Ops Specialist -- Both these characters have QE Comms but no Qubit Reservoir. So they have a piece of equipment that is pretty useless unless they can get their hands on a qubit reservoir. Not really wrong but sort of weird design choice.

Argonaut Xenolinguist -- Redundant seems to be a theme for the Argonaut Xenolinguist. The character has both mental speed and multitasking, enhanced vision and ultraviolet vision and specs (which overlap with the enhanced vision mod and their t-ray emitter)

Also: I have updated my previous post (again)

Lalande21185 Lalande21185's picture
Errors from the morph list

Looking through the list of morphs:

Page 189 (Blackbird) -- The blackbirds reduced signature enhancement should reference Panopticon.

Page 189 (Blackbird) -- The invisibility enhancement is not compatible with the reduced signature enhancement (see p. 149 of Panopticon)

Page 191 (Flying Squid) -- As a pod biomorph, the flying squid cannot have the 360-Degree Vision robotic enhancement, it should be listed under advantages instead.

page 192 (Galatea) -- The Galatea morph is missing the 'movement system' entry.

page 193 (Griefer) -- The griefer morphs 'movement system' entry is improperly indented.

page 194 (Samsa) -- As a pod biomorph, the Samsa cannot have the 360-Degree Vision robotic enhancement, it should be listed under advantages instead.

page 196 (Theseus) -- The cost for the Theseus morph seems way off. The morph contains an emergency farcaster (expensive) but is only expensive itself. Likewise it only costs 30 CP, while the emergency farcaster by itself costs 20 CP.

nerdnumber1 nerdnumber1's picture
Lalande21185 wrote:

Lalande21185 wrote:

page 196 (Theseus) -- The cost for the Theseus morph seems way off. The morph contains an emergency farcaster (expensive) but is only expensive itself. Likewise it only costs 30 CP, while the emergency farcaster by itself costs 20 CP.

Cases are similarly odd since they are a moderate cost morph that contains a moderate cost cyber-brain. I tend to assume that a case's cyber-brain is made cheaper by using less size-efficient components that work fine in the case that is built around them, but would be too bulky for another morph (and would keep the lemon trait).

The CP cost can be waived over since CP cost seldom correlates well with price (it isn't like the presence of a farcaster significantly effects game balance). The monetary cost on the other hand has little explanation. Good catch.

Justin Alexander Justin Alexander's picture
pg. 42: (Xeno)Archeology ->

pg. 42: (Xeno)Archeology -> (Xeno)Archaeology
pg. 162: "where he player characters" -> "where the player characters"
pg. 168: "the user tries to care of themself" -> "the user tries to take care of themselves"
pg. 169: "Each player running amuse" -> "Each player running a muse"

Joe Joe's picture
Morph Aptitude Bonus

P222: caps the bonuses to 30, but the Remade 2.0 and Hyperbright each have summed bonuses of 35 and no augmentation that would affect their aptitudes.

zombiak zombiak's picture
page 15: The Colonist: Flight

page 15: The Colonist: Flight Staff 1PP package seems to be off; it has +1 Moxie, Pilot 40, Profession 30, but lacks a movement skill (Free Running/Free Fall) at 15 -all the other Colonist packages seem to be balanced that way.

Lalande21185 Lalande21185's picture
I noticed a couple more...

So in the packages I noticed a few errors (in my version of the book, which is 1.0.1):

p. 24 under Europan:
'Pilot: Submarine' should be 'Pilot: Watercraft'

p. 33 under Icon:
'Networking: Socialities' should be 'Networking: Media'

Not really an error, but it bugs me:
Field skills that are prechosen sometimes have parentheses around the second part and sometimes don't. They should probably all have the parentheses removed (as it is redundant with the colon).

DivineWrath DivineWrath's picture
p. 214: Micro-Tools - This

p. 214: Micro-Tools - This swarmanoid augment has no price.

thebluespectre thebluespectre's picture
Question!!

So most of the Async packages in the package character creator clam to let you start with more sleights than is legal. Like, one of them starts you with EIGHT. There's other stuff that's supposed to be impossible in core too, like AGI starting as psychics.

So should we let these slide, or replace them with stuff that makes sense? WHAT would you replace them with?

"Still and transfixed, the el/
ectric sheep are dreaming of your face..." -Talk Shows on Mute

UnitOmega UnitOmega's picture
You can start with 5 Chi and

You can start with 5 Chi and 5 Gamma Sleights, unless I'm mistaken. So with the exception of one Async package (which I think is may be misprinted since it's Psi (1) but +6 Sleights), you can split those up between the two levels.

Also, as of 4th printing, AGI can start with Psi. Not that that's a big deal for transhuman, that's only in the one Generic AGI background (which the system from Transhuman replaces) that said that in the first place.

H-Rep: An EP Homebrew Blog
http://ephrep.blogspot.com/

Zarpaulus Zarpaulus's picture
Brain Box is a robotic

Brain Box is a robotic enhancement but the text says "Any POD and any synthmorph that does not use either modular design or swarm composition can house a brain box." (Emphasis mine)

Though I suppose it's easier to believe that a Pod could support a fully organic brain than a complete machine.

jackgraham jackgraham's picture
I should just use this, too. :)

p. 126, Pithing & MIRM sidebar, "anthem" s/b "anathem".

J A C K   G R A H A M :: Hooray for Earth!
  http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham

Darkening Kaos Darkening Kaos's picture
@JackGraham

Do you mean 'Anathema' which means to be cursed by the pope, (or the council).

from Transhuman wrote:
In the inner system, there’s not much legal debate on AGIs; they’re either property or an occasion to sing anthems.

So you're either singing a rousing, uplifting song, (anthem), or one of curses/excommunication, (anathema). I can't see any reason for either song tbh.

Your definition of horror is meaningless to me.......
I. Am. A Bay12'er.

sysop sysop's picture
Anthems also have an informal

Anthems also have an informal use as revolution / rebellion songs. That's almost certainly the context here. As in leading-a-rights-march sort of song....

I fix broken things. If you need something fixed, mention it on the suggestions board.
I also sometimes speak as website administrator and/ moderator.

jackgraham jackgraham's picture
Stephenson.

Stephenson.

J A C K   G R A H A M :: Hooray for Earth!
  http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham

sysop sysop's picture
ah HA! http://en.wikipedia

ah HA! http://en.wikipedia.org/wiki/Anathem - ok - sideways from both possible options. I like :) also - a new book to read (whenever I can come back up for air...)

I fix broken things. If you need something fixed, mention it on the suggestions board.
I also sometimes speak as website administrator and/ moderator.

ledlogic ledlogic's picture
Page 236 Scum barge chemist

The spray weapons goes from 35 to 55, unless there is a special bonus, should it just be 35 in the total column?

Shambleau Shambleau's picture
Hi there,

Hi there,

Is there an official compilation of Erratas? I couldn't find one anywhere. Are there plans to prepare one?

ORCACommander ORCACommander's picture
http://eclipsephase.com
Shambleau Shambleau's picture
There are only erratas for

There are only erratas for the Core Rulebook, Sunward and Gatecrashing there, hence the question.

ORCACommander ORCACommander's picture
ah indeed, well then it is a

ah indeed, well then it is a question of how much made this into the book before it was printed

Pages