Eclipse Phase Quick Start Rules Errata – Rules Only

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Eclipse Phase Quick Start Rules Errata – Rules Only

Unemployment drags on, I couldn't contribute to the Transhuman Kickstarter, so instead I decided to make myself useful and begin on the Quick Start rules errata. I have been meaning to do this since PHS+ asked for the NPC Files errata, but never got around to it. I am ignoring any grammar issues, mostly because my own is terrible enough. If I see a spelling mistake, I will mention it, but this is mostly for the 3rd Printing errata.

I will be using page references, which are taken from the current Quick Start rules on the Resources page of this website (27/05/2013). I also intend to write up the errata for 'Mind the WMD' adventure, but that takes up quite a bit of space by itself, so instead I am splitting them into two separate posts.

BEGIN!

Page 9: Moxie subsection
The potential uses of Moxie are different from those in the Core rulebook. I suspect that this may be on purpose. If it isn't, the equivalent Moxie use bullet points could be copy and pasted from (Page 122 Core 3rd Print). NOTE: This has a knock-on effect on other parts of the Quick Start rules. It might just be easier to leave it as is. If not, I have included any other potential conflicts below:

Page 14: Subversion Example
The last paragraph would not be possible with the Core rulebook moxie rules. Rather the example player would likely spend their point of Moxie to negate the negative modifiers applied to the test.

[End of Moxie Conflicts]

Page 12: Margin of Success/Failure
The first paragraph either needs to be rewritten to be in line with the 3rd Printing changes, or the paragraph changes from the Core need to be applied. The relevant paragraph in the Core rulebook can be found on (Page 118 Core 3rd Print):

MARGIN OF SUCCESS/FAILURE
Sometimes it may be important that a character not only succeeds, but that they kick ass and take names while doing it. This is usually true of situations where the challenge is not only difficult but the action must be pulled off with finesse. Tests of this sort may call for a certain Margin of Success (MoS). MoS is simply determined by what the character rolled on a successful test. For example, a character who rolls a 20 against a target number of 55 succeeds with an MoS of 20. The higher the character rolls while still making it equal to or less than the target number, the higher the MoS. Higher skills thus make it possible to get a higher MoS.

Page 12: Margin of Success/Failure Example
The example tab at the very bottom right of Page 12 needs to be changed to be in line with the 3rd Printing changes. Simply change the 'she notes her MoS of 9' to 'she notes her MoS of 21' and it is fine.

Page 13: Opposed Tests and Margin of Success/Failure
The first (only) paragraph needs to be replaced with the updated version from the 3rd Printing changes. The relevant paragraph in the Core rulebook can be found on (Page 119 Core 3rd Print):

OPPOSED TESTS AND MARGIN OF SUCCESS/FAILURE
In some cases, it may also be important to note a character’s Margin of Success or Failure in an Opposed Test, as with a Success Test above. In this case, the MoS/MoF is still simply determined by the character’s roll—it is not measured against the opposing character’s roll.

Page 14: The Networking Test
'The Networking Test is a Task Test'. I think that the style guide requires that this should be 'is a Task Action Test'. The only other time 'Task Test' is used is in the short hand tables in the Core rulebook, never within an actual descriptive paragraph.

Page 15: The Networking Test Example
'so he asks Blythe, anarchist hacker in his @-Rep social network' should be 'Blythe, an anarchist hacker'.

Page 16: Initiative Order
This section, up to the “Initiative and Damage” example tab, needs to be rewritten to be in line with the 3rd Printing changes, or the paragraph changes from the Core need to be applied. The relevant paragraphs in the Core rulebook can be found on (Page 189 Core 3rd Print). There are differences between the two, relevant to the Quick Start rules, so I suggest a rewrite. Both the in line paragraphs, and the example tabs, require changes.

Page 18: Firing Modes and Rate of Fire
This section differs enough from the Core rulebook that I assume it is intentional. However, this raises issues when running the packaged adventure, as there and incidents within that adventure that make use of rules not present here, such as Full Auto. My suggestion is to simply copy and paste the relevant Firing Modes section from the Core rulebook, which can be found on (Page 198 Core 3rd Print). This will also bring the Quick Start rules up to date with the 3rd printing changes to firing mode damage.

END OF QUICK START ERRATA!

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