Errata: Overrun

5 posts / 0 new
Last post
DivineWrath DivineWrath's picture
Errata: Overrun

I'm kinda surprised that no one has made this yet.

This thread is for the errata of the introductory mission Overrun. Obviously, this thread will contain spoilers. Viewers beware!

DivineWrath DivineWrath's picture
p. 7

p. 7
Pleas is spelled wrong.

Quote:
A few minutes after the platform goes silent, Linard will begin spam-
ming channels with please for help.

p. 10
machine/fabber shop (area 6)

The description doesn't mention if the fabber and other tools are on lock down. Area 13 mentions that it is on the same lock down state as area 6, but area 6 makes no mention of a lock down.

p. 13
Echolocation was replaced by sonar ware in 2E.

See "going under".

Quote:
PCs
that swim underwater may easily become disoriented if they fail
a Survival Test (unless they have echolocation ware).

p. 17
An 'o' character by itself. I suspect it was supposed to be a 'to'.

See the end of the second paragraph.

Quote:
To
simplify matters, players can make a single Survival Test at –20 o
see if they make it alive.

p. 20
Infested crew skills. It lists melee 50 (60) without mentioning what the 60 is for.

p.20
Could be rephrased.

Quote:
Muses: The hookbladder’s minuscule intelligence makes mesh inserts
useless, but muses belonging to the victim are unaffected and may
contact others via the mesh in search of help. Cutting down a zombie
while their muse pleads for mercy inflicts SV 1d6.

"Muses: The hookbladder’s minuscule intelligence is unable to use mesh inserts, but the muses are unaffected and may contact others via mesh in search of help."

p. 23
Typo

Quote:
When Nat made contact and offered to help the brothers
out with their escape plans, Frank agreed to let take up residence in
his ghostrider module.

It should be "...let her take up..."

p. 24
Nat should have exploits software. She has infosec 80 skill. I think it would be a waste for her to not have it. Likewise, it makes it difficult to explain how she got rid of the ALI in Frank's body without it.

p. 25
I think this map is supposed to show what the site would look like on a normal day. The problem I noticed is the map shows 2 hovercraft (I think they are supposed to be hovercraft) not in the docks.

I noticed that the helipad (area 16) is not on the list of sites. I think it got cut off because site 15 is a drifting hover craft, overrun by zombies.

DivineWrath DivineWrath's picture
More feedback.

More feedback.

It is mentioned that hookbladers inflict damage to their hosts when they infest them. Does this mean that the infested should be missing some DUR when you meet them?

If I understand this right, this means the host would have taken 1d10+1 plus 1d6 for 3 turns. So 6+3+3+3 = 15 DUR. Average damage shouldn't leave any wounds, but I assume that nearly half of all infested should have a wound from the infestation process.

I'm under the impression that you can rescue infested from the hookbladers. So does this mean they can help you (assuming they are not too wounded or traumatized to do so)? Or maybe they can defend themselves?

p. 21
Random Zombie augmentations. Oxygen Reserve ware.
This implies that rescued people might be paralyzed after the hookbladder is removed. Or at least people who were "released" from hookbladders and didn't die are paralyzed.

DivineWrath DivineWrath's picture
p. 20

p. 20
I noticed that the infested crew have puppet sock! They're worker pods. This mission would become much easier if the Muses took control over their user's bodies. Then again, the hookbladders could asphyxiate the affected morphs. This would leave the splicer and other biomorph bodies to do the dirty work.

p. 22
Average Indenture. The skills are in the wrong order. Kinesics and the know skills should come after the 'I' skills like Infiltrate.

DivineWrath DivineWrath's picture
p. 22

p. 22
Average Security. The COG score is 10, but for some reason the aptitude check is 35 (5 points more than what it should be). Do these guys have the Acumen trait or something?