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EP Core Rulebook Errata

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Sunfall Sunfall's picture
and More
p.96, Valles-New Shanghai: "principle" -> "principal"
HappyDaze HappyDaze's picture
re: Arachnoid morph
A few things to clean-up the Arachnoid morph from pages 143-144: 1) Replace reference to "hydraulic" with "pneumatic" to fit the installed features. 2) Either delete "The manipulator claws on each arm/leg can be switched out with extendable mini-wheels for high-speed skating movement." or add an appropriate Wheeled movement rate under the Mobility System. 3) Increase Extra Limbs (6 Arms/Legs) to Extra Limbs (8 Arms/Legs) to match the description (and the Arachnoid name) of the morph with the smaller manipulators appearring to be the "base set" of prehensile limbs.
Admini Admini's picture
The answer is that the Lost

The answer is that the Lost have Psi at Level 2, the cause of their two disorders.
Slith Slith's picture
Perhaps. The way I've
Perhaps. The way I've understood it from the rulebook, is that every character goes through all action phases, regardless of their speed. Increased speed merely allows a character to act during the additional action phases.

In my group there are two ways people are interpreting this from what I've seen. One group considers it like this:

Action Turn 1 [12 Seconds long]
Roll Initiative
Action Phase 1 [3 seconds]
Action Phase 2 [3 seconds]
Action Phase 3 [3 seconds]
Action Phase 4 [3 seconds]
Action Turn 2 Begins

Meanwhile the other group interprets it as this:

Action Turn 1 [3 Seconds long]
Roll Initiative
Action Phase 1 [750 milliseconds]
Action Phase 2 [750 milliseconds]
Action Phase 3 [750 milliseconds]
Action Phase 4 [750 milliseconds]
Action Turn 2 Begins

All in all, the rules describing action phases/turns are not very clear. Pretty much all of us are confused on the matter.
Slith Slith's picture
Synths Taking Bioware Augments
pg. 301 - "Bioware augmentations can be acquired either as a genemod when the morph is designed and grown or as a later modification to an existing morph, either by using nanomachines to modify the morph's tissue or by externally growing the organ and implanting it. Bioware may be used to enhance biomorphs (including pods and uplifts), but not synthmorphs."

Okay, so it says Synthmorphs cannot use bioware augmentations at all. But if you take a look at the default Synthmorphs on pg. 143-145 you'll find that several of them have Enhanced Vision. Which is explicitly a Bioware augmentation.

So which bioware augmentations are Synthmorph allowed to use? Shouldn't these augmentations be duplicated under cyberware or nanoware instead?
KhellMG KhellMG's picture
To be honest
To be honest I thought it read pretty clearly as the second option you present and don't think it needs any further explanation. If it helps, don't think of each phase in its individual milliseconds, that just confuses things. Everyone acts at the start of the three seconds, then the super-(trans)humanly fast people get to take more actions "at the same time", though in the system happening slightly afterwards.
Sunfall Sunfall's picture
Out of Witty Subjects
p.100, "Liberty": "monitored and processes" -> "monitored and processed"
Admini Admini's picture
Definitely an oversight.

Definitely an oversight. Enhanced Vision, at the very least, should be transferred to nanotech, so both types of morphs can buy it.
Sunfall Sunfall's picture
p.106
Besides the font issue mentioned before with "Deutsch"...
  • p.106, first column, last paragraph: "parapelagia"? Huh? I'm not even sure the correct spelling, "paraplegia", makes a lot of sense here...
  • p.106, second column, "Aarkus", first paragraph: "offwordlers" -> "offworlders"
JimJim JimJim's picture
Synthmorphs and Bioware
I believe that this is covered on page 306, in the "Synthmorphs and Bioware" sidebar.
Slith Slith's picture
Perhaps a small blurb under
Perhaps a small blurb under the bioware section pointing to this sidebar?
Lord Licorice Lord Licorice's picture
your/you're error

AAARRRGGH. I actually cringed when I read the following sentence on page 240:

"Pull up a skin that makes it seems like your outdoors, with the sun shining down ..." (your/you're error)

Additionally, on 239:

"While visual AR data ... is the most common, other senses may also be used. AR is not limited to visuals, however, and can also include acoustic sounds and voices, odors, tastes, and even tactile sensations."

These sentences are a bit redundant, and also repeat themselves.

Edit: On page 241: "Since the first programs were developed that provide(d?) a simple interface to 'snapshot' ones experiences, ..." (missing apostrophe)

Edit 2: On page 244: "various countermeasures may be applied..." (capitalization error)

Edit 3: On page 245: "In some cases these digital minds are so different from human mindsets that communication is is impossible." (duplicate word)

Edit 4: On page 246: "Fortunately for Firewall sentinels and others who value their privacy, their are ways around this" (their/there)

Did the editors just not get a chance to read this chapter or something?

Edit 5: On page 249: "There is no penalty for doing this, but the character may only focus on one system at a time. In other words, you may only interact with one system at a time, ..."

Well, I guess those are other words. Specifically, one other word.

Decivre Decivre's picture
It's not an oversight.
It's not an oversight. Enhanced vision is one of the bioware that can also be purchased alternatively as cyberware (page 306).
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Decivre Decivre's picture
Action turns are always 3
Action turns are always 3 seconds, meaning your second interpretation is the closest (albeit also somewhat incorrect... the length of an action phase depends on your speed: someone with a speed of one does their action phase in 3 seconds, while someone with a speed of 4 acts does something akin to the 750 milliseconds per action phase).
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Decivre Decivre's picture
Actually, it was unnecessary
Actually, it was unnecessary snark against a gamer who posted unnecessary insults tacked onto a legitimate complaint. His response actually seems targeted at the posters ad hominem statements against the team's skills, rather than the rest of the post. There are plenty of grammatical errors in the book (of course, what book doesn't have grammatical errors) and no one is arguing against that, but it doesn't necessarily mean that they are bad at their job. That crap happens. 90% of the errors I've seen are factual errors (which can creep in from time to time), incorrect usage of homonyms (which won't necessarily be caught by a spell checker), and other basic errors which are rather easy to miss. There was no need for insults because of it.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
thefnord thefnord's picture
Well, if you must know.

My name's Guillaume, I'm French Canadian, and my comment is as legitimate as anyone's on a public forum. I'm definitely sorry to shatter your identification theory, however. If you ever drop by Ottawa, I'll get you a pint to make up for it.

Cheers,

-tF

Lorem ipsum dolore sit amet, motherfucker.

thefnord thefnord's picture
Perhaps my sense of humor

Perhaps my sense of humor differs from the vast majority 'round here, but I hardly see my 'do better' post as especially snarky, as you people put it. You figured out correctly that the post wasn't because of the 'Hey folks, you made errors' part of the OP, especially seeing as I think I was among the first to request an errata page here; it was about the gratuitous, unnecessary insults sprinkled throughout.

I hope that's cleared out. In fact, I'd hope for that whole section to be purged as it has no place in an errata thread. Complain in some other section.

-tF

Lorem ipsum dolore sit amet, motherfucker.

Admini Admini's picture
Did the editors just not get

Did the editors just not get a chance to read this chapter or something?

What's a "editors"?
Lord Licorice Lord Licorice's picture
Damn you. :P
Damn you. :P
Mykaen Mykaen's picture
Page 260

Hacking VPNS:
Should read "all but impossible without the encryption key" and the next line should be the same saying "impossible without the key"

Mykaen Mykaen's picture
Page 268
1st column, 5th paragraph should read "without any noticable loss"
Sunfall Sunfall's picture
Mind Hacks chapter
For the Mind Hacks chapter, the 'progress stack' on the left side reads for the Combat chapter instead.
Sunfall Sunfall's picture
Accelerated Future Chapter
The header on the first 'real' page of the chapter repeats 'GEAR' over and over at the top instead of the standard chapter name.
HappyDaze HappyDaze's picture
Re: EP Core Rulebook Errata
Both "re-instantiated" and "reinstantiated" appear throughout the document. The unhypenated version should probably be used in all cases. Both "hyper linguist" and "hyper-linguist" appear throughout the document. Either "hyper" is an informal adjective making "hyper linguist" (no hyphen) correct for all uses, or it's a prefix. Used as an informal adjective, it typically refers only to hyperactivity such that "hyper linguist' does not mean an 'over/beyond linguist' anymore than saying "hyper child" refers to an 'over/beyond child'. Both instead refer to a 'hyperactive linguist/child'. Since this is unlikely your intended meaning, "hyper" appears to be being used as a prefix, and if following the general rules for prefixes (and there really is no reason not to follow this rule), this should be written as "hyperlinguist" in all cases.
JLongden JLongden's picture
Re: Spelling, Editors and 1st impressions.
//deleted, apologies for derailing the thread
[Size=2]"The great thing about the internet is its leveling effect; online all opinions are equally WORTHLESS."-- Grant Morrison[/size]
Prime Mover Prime Mover's picture
Re: EP Core Rulebook Errata
Quote:
On the character sheet, it says that DB is DUR / 10. The rulebook claims that it's SOM / 10. One of these probably needs to be changed.
This has been asked a few times and a pretty serious stumbling block. Has this every been answered officially? EDIT: So if no official errata for this , how is everyone playing it???
"The difference between truth and fiction, people expect fiction to make sense."
Aleksander Aleksander's picture
Re: EP Core Rulebook Errata
A DTP mistake in the printed book: Sample Character pages are cut improperly - character names at the top are cut in 1/3, which isn't a big deal, but still looks bad.
JLongden JLongden's picture
Re: EP Core Rulebook Errata
Aleksander wrote:
A DTP mistake in the printed book: Sample Character pages are cut improperly - character names at the top are cut in 1/3, which isn't a big deal, but still looks bad.
Not exactly errata.
[Size=2]"The great thing about the internet is its leveling effect; online all opinions are equally WORTHLESS."-- Grant Morrison[/size]
JimJim JimJim's picture
Re: EP Core Rulebook Errata
Not sure if this qualifies as errata, but I've been looking at the Advantages and Disadvatages of the Backgrounds and Factions. It seems that an extra +40 in skills (or the equivalent, for a few entries) seems to be the norm; anything higher starts to net you Disadvantages (frex, the Jovian Faction starts with +50 worth of skills, but has some morph and gear disads). If I've read the previous errata correctly, the HyperElite Background and Socialite Faction aren't supposed to have those morph restriction disads (mentioned in connection with the Socialite Escort premade character; makes sense, since both of these only garner +40 skill points apiece). So, the crux of my post: Is the math on the Ultimate Faction correct? It looks like it's only getting +40 skill points, and has some morph restriction disads, while the Mercurial, by way of of example, has the exact same advantages, and no disads. It also looks like the math doesn't shake out for the Fall Evacuee (+35 points and a disad), Isolate (+40 points and a disad), and Uplift (+40 points and a morph restriction disad) Backgrounds. Am I missing something, or perhaps just overthinking this?
It that must no... It that must not be named's picture
Re: EP Core Rulebook Errata
Is there an actual errata file yet? I don't seem to see a link. I don't think my browser is blocking one.

"I learned the hard way that if you take a stand on any issue, no matter how insignificant, people will line up around the block to kick your ass over it." -Jesse "the mind" Ventura.

HappyDaze HappyDaze's picture
Re: EP Core Rulebook Errata
JimJim wrote:
Am I missing something, or perhaps just overthinking this?
I started to overthink it an then realized that I'd rather just let each character have 100 CP to put together their own personalized Background and Faction package (subject to GM approval). Now the player can tailor his/her character to match concepts and blend aspects more easily. Sure, it's a few more CP than most Background+Faction options, but I like the comfortable value of 100 CP.
It that must no... It that must not be named's picture
Re: EP Core Rulebook Errata
I was wondering if anyone had put the errata into a text file in page order yet or will that be done sometime...

"I learned the hard way that if you take a stand on any issue, no matter how insignificant, people will line up around the block to kick your ass over it." -Jesse "the mind" Ventura.

JimJim JimJim's picture
Re: EP Core Rulebook Errata
It that must not be named wrote:
I was wondering if anyone had put the errata into a text file in page order yet or will that be done sometime...
Not that I've seen. I'm hoping that it'll be out no later than January; I'm running a game of it at a local con in February, and I'd like to make sure that I have everything looking right (or as right as possible) before I dive into it.
Nyvak Nyvak's picture
Page 178
Page 178, Skills Chapter : In Exotic Ranged Weapon: [Field] [i]What it is : Exotic Ranged Weapon skill includes the use and maintenance of all ranged weapons not covered by the Beam, [u]Flechette[/u], Kinetic, [u]Sonic[/u], or Throwing Weapons skills.[/i] It seems to me some of these skills went through the airlock. Should be : [i]Beam, Kinetic, Seeker, Spray, or Throwing Weapons skills.[/i] Good luck!
TheRawrnstuff TheRawrnstuff's picture
Re: Weapon Mounts
Slith wrote:
...there is no important information regarding combat rules or the effect mounting a weapon has on the weapon stats. Does a mounted rifle [a two-handed weapon] penalize the character firing it with the one arm it's mounted in?
Wait, are you talking about replacing your arm with a gun? You do realize it makes your arm pretty much useless, not to mention a hindrance if you'll ever need to visit a place where weapons are not allowed? Well, anyway, there's no reason to NOT use the rules for using two handed weapon singlehandedly.
Slith wrote:
What about mounting it in the chest, or the shoulder?
Mounting any firearms to your chest wouldn't work, unless some sort of railgun is used. The recoil and the constant miniatyre explosions would tear your chest to bits. Reloadind and the aiming would prove to be hell and you'd have to cut a hole to your shirts. And personally, I wouldn't weld any AK-47s to my shoulder, either. Those things get real hot when firing. The gunnery skill covers the use of mounted, DEFENSIVE weapons. The ones that generally have fixed aiming radius of 0-90 degrees.
Slith wrote:
How does a mounted weapon reload, is the magazine internal? Is it the same size as normal weapon magazines?
Same thing here. I believe the existing rules for mounted weapons consider the use of defencive turrets and whatnot. Those weapons rarely have nothing different compared to the unmounted ones, save, perhaps, the magazine size which could be enhanced. typical, easy to count sizes include 30, 60, 120, 180 and 300 shots.
Slith wrote:
Does the character have to spend as much time reloading a mounted gun as other characters do with unmounted weapons?
Yes.
Slith wrote:
Can a character punch someone and fire a mounted weapon at the same time?
Both are considered complex actions., so you'd need a speed of at least two.
Slith wrote:
There is also a lack of combat rules regarding multiple limbs. Can a character take 4 arms, and then use those 4 arms to carry out 4 unarmed attacks? Or is it just one unarmed attack?
I see no reason why unarmed attacks couldn't be handled as multiple weapons; Extra damage, but cumulative -20 per attacking unarmed weapon. Heck, why not even adding the defending bonus untill your next turn for every arm used (now being +30) since with four arms it's really easy to keep that one nasty knife out of your guts.
Slith wrote:
If it's only one unarmed attack then shouldn't additional arms do additional damage?
I'd say they do. Perhaps d10÷5 per attacking leg/fist?
Slith wrote:
And what about tails? For example, if I want to re-create a Xenomorph from Aliens - which has a spikey tail. Obviously it's prehensile, but does it add additional unarmed attacks?
The characteristics of a tail doesnt really differ from your arms and legs, so go ahead. PS. If I'm wrong on any of the answers, please correct me. I haven't got the pdf at hand at the moment, so I was just kind of swinging it from the memory.
AdamJury AdamJury's picture
Re: EP Core Rulebook Errata
JLongden wrote:
Aleksander wrote:
A DTP mistake in the printed book: Sample Character pages are cut improperly - character names at the top are cut in 1/3, which isn't a big deal, but still looks bad.
Not exactly errata.
Especially as it was intentional; the character names should bleed off the top of the page. :)
The_Vanguard The_Vanguard's picture
Re: EP Core Rulebook Errata
Prime Mover wrote:
On the character sheet, it says that DB is DUR / 10. The rulebook claims that it's SOM / 10. One of these probably needs to be changed. So if no official errata for this , how is everyone playing it???
I vote for SOM, as it reflects not only being able to punch harder but also allows you to hit where it hurts more. Sure, a denser body makes a better bludgeoning weapon, but all synth morphs already get +2 DV on unarmed attacks by default.
20 minutes into the future...
Halloween Halloween's picture
Re: EP Core Rulebook Errata
I don't know if this is an errata or a misunderstanding from me: In the character creation rules it is mentionned that Somatics is a stat link to the Morph and not to the Ego. I understand that Somatic is a stat that defines how well you are using your morph, but that stat is linked to your ego in the sense that it doesn't changed (like Durability) when you change Morph. To me it seems that SOM is linked to the Ego not the Morph. Please advise
Twem Twem's picture
Learned Skills?
Page 136, "Keep in mind that learned skills start at the rating of the linked aptitude." This isn't so much a problem with the sentance, but with what exactly a learned skill is. Is it any skill you take a character creation? Is it skills learned from backgrounds? I'm left a little confused not by that line, but mostly by exactly what a "Learned Skill" is. It would be cool if we could get a little clarification. If this has been covered elsewhere, I appologize, I haven't seen anything on it so far.
RobBoyle RobBoyle's picture
Re: Combat rules
While I'm catching up on the errata, going to answer some of the questions posed in this thread: > p. 310. Does the synthomorph alternative armor stack with worn armor without penalty? The rules are unclear on the matter. Yes, this is detailed on p. 194 under Layered Armor. > p. 200. Microgravity habitats gravity description seems strange at best. Gravity starts working once you get near the rotating wall? How in the six worlds is that working? What is the force that starts affecting the character out of thin air? It's called centrifugal force (or to some, centripetal force, or centripetal acceleration). When you spin a wheel, you're applying a force that's pushing that wheel towards it's center (centripetal force). There's an equal and opposite force that pushes back, of course, and so things inside the wheel are pushed towards the rim (centrifugal force). On a rotating space habitat, the centrifugal force acts as pseudo-gravity. This force is not even throughout the wheel, though. It's non-existent at the center (the zero-g hub, where spaceships dock), and it's stronger the closer you get to the rim. So the closer you get to the outer rim, the more "gravity" you feel. http://startswithabang.com/?p=1718 http://blogs.discovermagazine.com/badastronomy/2006/08/30/when-i-say-cen... > p. 204. Grapple rules - "To break free, a grappled character must take a Complex Action and succeed in either an Opposed Unarmed Combat Test or an Opposed SOM x 3 Test, though the subdued character suffers a –30 modifier on this test." Does the modifier apply for both tests or the Opposed SOMx3 only? It applies to both. > Combat and turns need to be better described, because there has been a lot of discussion in my group as to how things actually work. The order of turns, the definitions of action turn, action phase, and turn; It all needs to be clarified or expanded upon in my opinion. The part that people usually get hung up on is understanding that the duration of Action Phases is essentially *relative* to the character. Each Action Turn is 3 seconds long. Your Speed determines how many Action Phases you get to act on in a turn. If your Speed is 1, you get to act in one Action Phase. If your Speed is 4, you get to act in four. Since the max Speed is 4, we talk about the maximum number of Action Phases in a turn being four. Really, though, the amount of Action Phases is determined by the highest Speed. If everyone has Speed 1, everyone acts in one Action Phase. There are no other Action Phases. So that one Action Phase stretches 3 seconds. If everyone has Speed 1 except for one person (""Speedy") who has Speed 3, then there are 3 Action Phases in the turn. Speedy acts on 3 Action Phases, the others only act on the first phase. Here's where it gets conceptually tricky. The turn described above has 3 Action Phases. Everyone except Speedy, however, only acts in the first phase, which means that the other 2 phases don't really matter to them, since they can't really act. For all intents and purposes, there is only 1 Action Phase in the turn to them. Since the turn is 3 seconds long, that means the actions they take in that one Action Phase stretch out over 3 seconds. Now, Speedy gets 3 Action Phases. Three seconds in a turn divided by 3 phases = 1 second per phase. So Speedy's phases essentially last 1 second each, whereas everyone else's phases (or, rather, one phase) take the full 3 seconds. Does that make sense? > But there is no important information regarding combat rules or the effect mounting a weapon has on the weapon stats. Does a mounted rifle [a two-handed weapon] penalize the character firing it with the one arm it's mounted in? What about mounting it in the chest, or the shoulder? How does a mounted weapon reload, is the magazine internal? Is it the same size as normal weapon magazines? Does the character have to spend as much time reloading a mounted gun as other characters do with unmounted weapons? This is a subject that would require a lot of rules to cover adequately, given the many varieties of weapons and morph sizes and the numerous other factors involved. We didn't have room in the core book, though we might explore in more detail in a supplement down the line. For now, the GM simply needs to make a call based on their best judgment. To respond to some specific Qs: -- A 2-handed rifle mounted on or in an arm would indeed penalize someone, assuming they are human-sized or smaller. On a much larger morph, no. Some sort of cybernetic gyroscope, a la Shadowrun, could probably offset this modifier. -- Rifles are likely too big to mount _in_ a chest or shoulder. -- Mounted weapon magazines could be internal or external, depending on preference. Internal magazines would likely have smaller capacities, given space limitations. -- Reloading would be the same, yes. > Can a character punch someone and fire a mounted weapon at the same time? No. Those are both Complex Actions. > There is also a lack of combat rules regarding multiple limbs. Can a character take 4 arms, and then use those 4 arms to carry out 4 unarmed attacks? Or is it just one unarmed attack? If it's only one unarmed attack then shouldn't additional arms do additional damage? See Wielding Two or More weapons, p. 206. It's all just one attack. As noted "extra limbs do not count as extra weapons" and give no bonus. I could see a house rule that allows a small damage bonus, and also allows a bonus to defending. > And what about tails? For example, if I want to re-create a Xenomorph from Aliens - which has a spikey tail. Obviously it's prehensile, but does it add additional unarmed attacks? No, but if fielding a weapon it could add extra damage (p. 206). > Page 136, "Keep in mind that learned skills start at the rating of the linked aptitude." This isn't so much a problem with the sentance, but with what exactly a learned skill is. Learned skills (the game term) are defined on p. 126.

Rob Boyle :: Posthuman Studios

RobBoyle RobBoyle's picture
Re: EP Core Rulebook Errata
Hey folks, Before we publish the official iteration of the errata, below is a beta version. Please take a look and let us know if anything seems wrong or messed up ... in other words, if our errata might need errata :) We're making these corrections to the core book right now for an updated PDF and second printing, and we'll publish an official version of the errata in PDF format. Note that I've only included the stuff that is a direct change to the rules or setting below -- none of the errata involving basic typos or other mistakes is included. -- p. 89, Venus In the second column, second paragraph, replace the last two sentences with: “Some 5,000,000 transhumans live in aerostat habitats and another 10,000 on the surface. Roughly 350,000 transhumans live in habitats orbiting Venus.” p. 90, Octavia The population listed should be 500,000, not 35,000 p. 90, Aphrodite Prime The population listed should be 300,000, not 190,000 p. 130, Step-by-Step Guide Under 5b, change “400 skill points” to “400 CP” Under 5c, change “300 skill points” to “300 CP” p. 131, Lost Under Advantages, “Psi trait” should say “Psi trait (Level 1)” Under Disadvantages, “(choose two)” should be “(choose two, this includes the one from Psi)” p. 136, Learned Skills Change the first sentence to: “Each character must purchase a minimum of 400 CP of Active skills and 300 CP of Knowledge skills (see Skills, p. 170).” p. 137, CharacterCreation example, 2nd column The fourth paragraph should end with “... leaving her with 40 CP left to spend.” The first two sentences of the fifth paragraph should read: “Looking back at her skills, she decides to raise her Pilot: Spacecraft from 50 to 65. It costs her 10 CP to raise the skill to 60, and another 10 CP to raise it from 60 to 65, for a total cost of 20 CP.” p. 137, Purchase Gear Add the following paragraph to this section (between the third and fourth paragraphs): “The one exception to buying gear with Credit is the purchase of additional morphs. Characters may buy extra morphs during character creation, but they must be bought with CP. The player must choose one morph in which the character is sleeved. Extra morphs also require body bank service fees (p. 331).” p. 141, Neo-Hominids Under Implants, add “Prehensile Feet” p. 144, Arachnoid Enhancements “Extra Limbs (6 Arms/Legs)” should be “Extra Limbs (10 Arms/Legs)” p. 144, Arachnoid Mobility System Add: “Wheeled 8/40” p. 144, Flexbot Enhancements Add: “Nanoscopic Vision” p. 146, Exceptional Aptitude Replace the text with the following: Exceptional Aptitude (Ego or Morph Trait) Cost: 20 CP As an ego trait, the character may raise the maximum for a particular chosen aptitude to 40 rather than 30 (p. 122). As a morph trait, it raises the morph aptitude maximum (p. 124) for a particular chosen aptitude by 10 (30 for flats, 35 for splicers, 40 for all others). Note that this trait just raises the maximum, it does not give the character 10 more aptitude points. This trait may only be taken by a morph or ego once. p. 150, Morphing Disorder “Cost” should be “Bonus” p. 152, Uncanny Valley trait Remove the last line: “This trait is only available for synthmorphs.” p. 153, Specializations Replace 20 with 30 in this line: "Specializations may be purchased for existing skills, as long as that skill is at least rating 20." p. 162, Lunar Ego Hunter Under Traits, remove “VR Vertigo” and add “Mental Disorder (PTSD)” Under Psi-Chi sleights, add “Downtime” Under Psi-Gamma sleights, add “Scramble” p. 166, Socialite Escort Moxie should be 4. Add the Second Skin ego trait. p. 178, Control Add “(no defaulting)” after WIL p. 178, Exotic Ranged Weapon Under “What it is,” the entry should read: “Exotic Ranged Weapon skill includes the use and maintenance of all ranged weapons not covered by the Beam, Kinetic, Seeker, Spray, or Throwing Weapons skills.” p. 184, Psi Assault and Sense skills Add “(no defaulting)” after WIL and INT (respectively) p. 192, Step 5: Determine Outcome For clarity, change the second sentence (“If the defender succeeds but the attacker fails, the attack misses completely”) to this: “If the attacker fails, the attack misses completely” Change the second paragraph under Criticals to read: “If the defender rolls a critical success, they dodge with flair, reach cover that protects from follow-up attacks, maneuver to a superior position, or otherwise benefit.” p. 193, Combat Modifiers Table Under Melee Combat, add this line (after the reach modifier): “Character charging -10” Under Melee Combat, “Character charging or receiving a charge” should be “Character receiving a charge” Under Ranged Combat, remove this modifier: “Attacker has reach advantage +10” p. 196, Collisions Replace the last line with: “They suffer one half the DV applied to their vehicle (less their own Kinetic armor).” p. 196, Attacking Vehicle Passengers Replace the last two sentences with: “Area effect weapons are an exception to this rule, but in this case the passengers also benefit from the vehicle Armor Value.” p. 206, Two-Handed Weapons Add the following sentence to the end: “This modifier does not apply to mounted weapons.” p. 206, Extra Melee Weapons Add this sentence after the second: “Off-hand weapon modifiers are ignored.” In the third sentence, change “this bonus” to “these bonuses” p. 207, Unconsciousness Change “they have been knocked unconscious” to “they have been knocked unconscious (until they are awoken or heal)” p. 231, Deep Learning The Timeframe should be Skill Learning Time ÷ 2. p. 258, Joint Hacking/Securing In the second paragraph, replace “maximum +60 modifier” with “maximum +30 modifier” p. 273, Alpha Forks Change “directly from the cortical stack” to “a removed cortical stack in an ego bridge” Immediately after that sentence, add the following: “Alpha forks mat be generated from biomorph brains using an ego bridge and the same process as uploading (p. 268).” p. 273, Beta Forks Change the first sentence of the second paragraph to: “Beta forks are created by taking an alpha fork and running it through a process known as neural pruning (p. 274).” p. 274, Neural Pruning Remove this first line: “Most forking is done on the fly—something comes up that the character needs a fork for, so they whip one up on the spot.” Add the following sentence to the end of the third paragraph: “If an alpha fork is not available to prune, a delta fork can be whipped up from a biomorph brain with an ego bridge and 1 minute. Many people sleeved in biomorphs keep delta forks on hand in storage, to whip up on the fly as needed.” p. 281, Hamilton Cylinders “There are only two fully operational Hamilton cylinders in the system” should be “There are only three fully operational Hamilton cylinders in the system” “Both known Hamilton cylinders orbit Saturn” should be “Two of the known Hamilton cylinders orbit Saturn” “neither of the Hamilton cylinders has” should be “none of the Hamilton cylinders have” p. 304, Chameleon Cloak Replace the first full sentence with: “The character must be nude or wearing smart clothing (p. 325) of the same color/pattern. If incompletely camouflaged, or if moving faster, reduce the modifier to +10.” p. 305, Drug Glands Cost Change it from “Low” to “One Cost Category Higher Than Drug Cost” p. 308, Hand Laser Replace “good for 6 shots” with “good for 50 shots” p. 325, Smart Clothing Replace the second and third sentences (“More advanced ...” and “When worn ...”) with: “It can also camouflage the wearer, providing a +20 bonus to Infiltration Tests to avoid being seen, as long as the wearer is stationary or not moving faster than a slow walk, and as long as the wearer is completely covered or also using chameleon skin (p. 303) of the same color/pattern. If incompletely camouflaged, or if moving faster, reduce the modifier to +10. p. 329, Nanoswarms and Microswarms In the fourth paragraph (the last paragraph before the Cleaners entry), add the following sentence right before the last sentence (“Swarms are not affected by vacuum.”): “EMP weapons (p. 340) are very effective against swarms, inflicting 2d10 + 5 damage and a -10 modifier to all tests due to their damaging effects on the swarm's communication abilities until repaired.” p. 336, Kinetic Weapons tables On both tables, the Firing Mode of Sniper Rifles should be changed to “SA” p. 346, Speck stats Specks should have Armor —, Durability 5, and Wound Threshold 1 p. 399, Character Sheet Front The stat lines for Ranged and Melee weapons are mislabeled, and should be switched. Under Stats, the derived stat bubble for DB should say “SOM ÷ 10” not “DUR ÷ 10”

Rob Boyle :: Posthuman Studios

nolith nolith's picture
Re: EP Core Rulebook Errata
RobBoyle wrote:
p. 131, Lost Under Advantages, “Psi trait” should say “Psi trait (Level 1)” Under Disadvantages, “(choose two)” should be “(choose two, this includes the one from Psi)”
How much does PSI level 2 trait cost for a Lost ? Only 5 CP (the difference) ? Tnx a lot
RobBoyle RobBoyle's picture
Re: EP Core Rulebook Errata
nolith wrote:
How much does PSI level 2 trait cost for a Lost ? Only 5 CP (the difference) ?
Yep, 5 CP.

Rob Boyle :: Posthuman Studios

Tiempo Tiempo's picture
Re: EP Core Rulebook Errata
RobBoyle wrote:
p. 131, Lost Under Advantages, “Psi trait” should say “Psi trait (Level 1)” Under Disadvantages, “(choose two)” should be “(choose two, this includes the one from Psi)”
Sorry, i still don't get it. Do you need to choose 2 besides the one you get because of psi, or do you have to choose 2, 1 of wich is the psi one?
JimJim JimJim's picture
Re: EP Core Rulebook Errata
I don't want to put words in Rob's mouth, but based on the errata for both the Lost faction and the Lunar Ego Hunter, it looks to me like you choose two for a "baseline" Lost, one for being at Psi Level 1 and one for being Lost. If you boost your Psi to Level 2, you take a third one. The Ego Hunter seems to bear this out; she has Psi Level 2 and three disorders (borderline personality, obsessive-compulsive, and PTSD). I'm assuming that two are from Psi, and the third is just for being her charming, nutty self.
RobBoyle RobBoyle's picture
Re: EP Core Rulebook Errata
Tiempo wrote:
Sorry, i still don't get it. Do you need to choose 2 besides the one you get because of psi, or do you have to choose 2, 1 of wich is the psi one?
The latter. You choose two. One is from the Psi trait, one you get just from being Lost. (And if you upgrade to Psi level 2, you would get a 3rd Mental Disorder trait.)

Rob Boyle :: Posthuman Studios

Tiempo Tiempo's picture
Re: EP Core Rulebook Errata
Thank you (both of you, jimjim) very much
BookwyrmEDS BookwyrmEDS's picture
Re: EP Core Rulebook Errata
RobBoyle wrote:
p. 304, Chameleon [b]Cloak[/b] Replace the first full sentence with: “The character must be nude or wearing smart clothing (p. 325) of the same color/pattern. If incompletely camouflaged, or if moving faster, reduce the modifier to +10.”
Shouldn't that be Chameleon [i]Skin[/i]?
RobBoyle RobBoyle's picture
Re: EP Core Rulebook Errata
BookwyrmEDS wrote:
Shouldn't that be Chameleon [i]Skin[/i]?
Yes, yes it should. Thanks for the catch!

Rob Boyle :: Posthuman Studios

JimJim JimJim's picture
Re: EP Core Rulebook Errata
Hope it's not too late to post another potential erratum (I know that the deadline was the 22nd): It appears that the enhancement list for the Reaper synthmod is missing Mnemonic Augmentation, which is a standard component for a cyberbrain, and is present in all of the other synthmods. EDIT: It also seems to be the only one listing a puppet sock as an enhancement. The description for a standard cyberbrain on page 300 seems to indicate that anything with one of these in its head has a built-in puppet sock and mnemonic augmentation. Shouldn't both of these enhancements be listed for every synth, by way of the cyberbrain?

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