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Slipstream errata ...
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Errata?
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Bewildered Badger
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PostPosted: Fri Mar 20, 2009 7:33 am    Post subject: Reply with quote

I can understand the reasoning behind a Valkyrian's Death Wish. If the only way to obtain entry to the afterlife is to fulfil a certain task, then you'd be prepared to risk death to achieve it. But this thread:
http://www.peginc.com/forum/viewtopic.php?t=21943
makes it seem that once the death wish has been achieved the character has literally no reason left to live.
Is this applicable in the case of Valkyrians? If a character achieves her goal, would she really have no reason to carry on?
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Wiggy
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PostPosted: Fri Mar 20, 2009 10:37 am    Post subject: Reply with quote

Bewildered Badger wrote:
Is this applicable in the case of Valkyrians? If a character achieves her goal, would she really have no reason to carry on?


That's the way is intended in writing. It was pretty much a, "What's left to live for now I've THIS!?" If you have a minor goal, it probably isn't a Death Wish.
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Bewildered Badger
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PostPosted: Sat Mar 21, 2009 7:27 am    Post subject: Reply with quote

Yeah, that makes sense, but it does leave a problem if a character actually achieves her goal without dying in the process. What's to stop her committing suicide? What motivates her to continue adventuring?

Would it be possible to swap the Death Wish hindrance for something else, once the goal has been achieved? Overconfident might be appropriate, as the Valkyrian knows she will go to the afterlife, and thus has no fear of death. Or perhaps a penalty to soak rolls, as she no longer clings to life so tenaciously.


Another matter, Sepitosians and the all thumbs hindrance. In SWEX all thumbs causes a -2 penalty to Repair rolls, and if the trait die comes up 1 the device is broken, irrespective of the wild die. Repair takes 1d6 hours.
In Slipstream, on page 16 the only change to all thumbs is that it is now a major hindrance rather than a minor one as in SWEX.
On page 12, in the section on Sepitosian's racial edges and hindrances, all thumbs is somewhat different. The -2 penalty is to repair AND use of high tech devices. Breaking the device still occurs on a roll of one, however it does not specify that this is on the trait die, so it could be interpreted as a roll of 1 on either the trait die or the wild die. Repair of broken items takes only ten minutes.
This seems just a bit to much to me. A minus two on repairs is all very well, but when a Sepitosian must subtract two from shooting rolls, for example, it makes me wonder if the race is balanced.
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Mindseye
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PostPosted: Sat Mar 21, 2009 9:50 am    Post subject: Reply with quote

Bewildered Badger wrote:

Another matter, Sepitosians and the all thumbs hindrance. In SWEX all thumbs causes a -2 penalty to Repair rolls, and if the trait die comes up 1 the device is broken, irrespective of the wild die. Repair takes 1d6 hours.
In Slipstream, on page 16 the only change to all thumbs is that it is now a major hindrance rather than a minor one as in SWEX.
On page 12, in the section on Sepitosian's racial edges and hindrances, all thumbs is somewhat different. The -2 penalty is to repair AND use of high tech devices. Breaking the device still occurs on a roll of one, however it does not specify that this is on the trait die, so it could be interpreted as a roll of 1 on either the trait die or the wild die. Repair of broken items takes only ten minutes.
This seems just a bit to much to me. A minus two on repairs is all very well, but when a Sepitosian must subtract two from shooting rolls, for example, it makes me wonder if the race is balanced.


My two cents:
Only if the shooting rolls involve an advanced tech weapon. On a bow and arrow, no penalty in my book. Throwing with spears would be the same way. Most of the combat in Slipstream is meant to be hand to hand for the genre, in any case.
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Sadric
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PostPosted: Tue Mar 24, 2009 7:50 am    Post subject: Reply with quote

Do we have a encounter table for City fragments, like Mechanos?
Page 74 has the fragment encounters, but no City table.
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Clint
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PostPosted: Tue Mar 24, 2009 9:10 am    Post subject: Reply with quote

Bewildered Badger wrote:
Breaking the device still occurs on a roll of one, however it does not specify that this is on the trait die, so it could be interpreted as a roll of 1 on either the trait die or the wild die. Repair of broken items takes only ten minutes.


The roll of 1 still applies to the Trait die. The only change is the -2 to use hi-tech items, and the reduction in the time to repair a broken item.

Bewildered Badger wrote:
This seems just a bit to much to me. A minus two on repairs is all very well, but when a Sepitosian must subtract two from shooting rolls, for example, it makes me wonder if the race is balanced.


Well, the whole point is that they typically don't use hi-tech items; it's a drawback, but not a hugely debilitating one in Slipstream. I mean, a bow does one less point of damage that a ray gun pistol for 1/10 the cost. And even then, their hindrance is only going to affect hi-tech items that require a Trait roll to use in the first place.

But if you want to switch it back to the other version, try it out. Just be sure to use the whole thing, including the item requiring 1d6 hours to repair.
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Clint
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PostPosted: Tue Mar 24, 2009 9:12 am    Post subject: Reply with quote

Sadric wrote:
Do we have a encounter table for City fragments, like Mechanos?
Page 74 has the fragment encounters, but no City table.


Nope, as noted under the Encounter Tables section on page 57, "A terrain type of “City” means the whole fragment is a single settlement." Which means basically there is only one "encounter," the specific civilization.
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TheLoremaster
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PostPosted: Wed Jun 10, 2009 9:59 am    Post subject: Reply with quote

I think I just found a good one...

... pg. 106, Lord Cryos is listed as having the Weird Science Skill and Arcane Background (Weird Science), but isn't listed as having any Powers. Since having AB: Weird Science isn't a requirement for the Weird Science Skill in Slipstream, is this because:
  • He shouldn't have AB: Weird Science
  • He is supposed to have AB: Weird Science, but his Power list was omitted
If it's the second option, what Powers is he supposed to have?
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kreider204
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PostPosted: Sun Sep 06, 2009 9:41 pm    Post subject: Reply with quote

any chance of the info in this thread turning into a conveniently compiled errata download?

Very Happy
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GarethLazelle
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PostPosted: Sat Jun 23, 2012 4:14 am    Post subject: Slipstream Vehicle Fires? Reply with quote

Hi there,

p46 of the Slipstream rules indicates that critical and heatray hits start fires aboard rocketships (and presumably other vehicles and/or targets), but doesn't really cover the effects of a burning rocketship (does the rocketship suffer fire damage each round? What is the flammability of a rocketship?)

Because critical and heatrays hits "start fires", presumably the initial roll for catching fire is bypassed by these hits?

The fire rules on p88 of SWD provide fire rules, but seem more aimed at fires inflicted upon characters - and even there only provide rules for fire-fighting by inference (does the fire go out if the d6 roll at the start of each turn fails? Or do you simply suffer normal damage instead of suffering from the fire "growing in intensity" (which presumably means that you suffer a higher level of damage than on a previous round),
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ValhallaGH
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PostPosted: Sat Jun 23, 2012 8:33 am    Post subject: Re: Slipstream Vehicle Fires? Reply with quote

GarethLazelle wrote:
Because critical and heatrays hits "start fires", presumably the initial roll for catching fire is bypassed by these hits?

No, it means that you check to see if they start fires (roll a d6; unless the ship is especially volatile, it ignites on a 6).

Anything, anything, that is on fire takes Xd10 fire damage. If the fire just started then that is 1d10, which might increase at any time (if the d6 roll indicates an increased intensity) to 2d10, and eventually to 3d10. The fire continues to burn until either someone puts it out or the object is burned to a crisp ("wrecked" in the case of vehicles). Anyone inside a burning object may take some of this damage, and may catch on fire - the variables are too many to put into a rule book, so the Game Master has to use her best judgement about who and what can burn and how quickly it burns.
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GarethLazelle
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PostPosted: Sat Jun 23, 2012 12:35 pm    Post subject: Re: Slipstream Vehicle Fires? Reply with quote

Thanks Valhalla,

Does this:
ValhallaGH wrote:
The fire continues to burn until either someone puts it out or the object is burned to a crisp ("wrecked" in the case of vehicles).

infer that the d6 roll at the start of each turn is to check for increased intensity also?

By that I mean, if the d6 roll fails does the fire go out? (this seems especially weak for a TN6 fire, which will rarely start, and likely go out even if a fire does start in a sort of anti-climactic way?)

Also, the fire-fighting notes in Slipstream (p46) simply provides a penalty to the d6 roll at turn start, and does not provide any information about when the fire should be extinguished?

Likewise, the fire rules in SWD do not provide any information at all about what happens to the fire should the d6 roll be failed.

Hence I assumed that if the d6 roll was less than the TN then the fire went out?

I guess it is possible that it is one of the following instead:

a) When the d6 roll at the start of the turn fails, the fire drops one intensity level.
b) When the d6 roll at the start of the turn is <1 then the fire goes out.
c) When the d6 roll <1 then the fire drops one intensity.

Any of which makes firefighting a little more interesting (and fires a lot more hazardous),
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ValhallaGH
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PostPosted: Sat Jun 23, 2012 3:14 pm    Post subject: Re: Slipstream Vehicle Fires? Reply with quote

GarethLazelle wrote:
Does this:
ValhallaGH wrote:
The fire continues to burn until either someone puts it out or the object is burned to a crisp ("wrecked" in the case of vehicles).

infer that the d6 roll at the start of each turn is to check for increased intensity also?

By that I mean, if the d6 roll fails does the fire go out? (this seems especially weak for a TN6 fire, which will rarely start, and likely go out even if a fire does start in a sort of anti-climactic way?)

It checks to see if the fire gets worse. The fire does not automatically end. It just keeps burning until the fuel (i.e. vehicle or character) is completely burned up - we're talking charred skeletons.


The only way to put out fires is to successfully put out the fire. This is somewhat subjective and up the the GM's discretion (successful Agility roll, with a bonus for Stop Drop and Roll, might be enough for an individual character; alternately, jumping in a body of water). Slipstream was relying upon the older rules editions (i.e. Explorer's Edition and earlier) including Capital Ships and what happens when they are on fire - including the group roll to fight the fire.
I'd probably use a cooperative Boating (or Repair) roll to put out the flames of a rocket ship (with a penalty of -0, -1, or -2 depending upon the intensity of the fire). Success reduces the level by one, while a raise completely ends that fire; multiple fires are a serious problem. Twisted Evil

Clear?
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GarethLazelle
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PostPosted: Sun Jun 24, 2012 2:20 am    Post subject: Re: Slipstream Vehicle Fires? Reply with quote

ValhallaGH wrote:
Clear?

In every instance except for that of the fire-fighting equipment rules in SS (which require an agility roll to get a penalty to the d6 roll),

But if I am reading you correctly, that is mostly a throwback to a previous edition of the rules, and can be safely ignored?

I can live with that - I may even house-rule it to the d6 roll <1 puts the fire out (thereby requiring some fire-fighting attempt to be made to put the fire out),
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SunJester68
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PostPosted: Sat Jul 28, 2012 7:37 pm    Post subject: Reply with quote

As I was reviewing the Slipstream book in preparation for running the plot point, I just noticed what looks like an error.

On pg. 49 in the Gazetteer, I found the following statement:

"Angelis is an uninhabitated rocky wasteland."

However, on pg. 58 in the GM section, I found the following:

"Many races populate the rocky surface of Angelis..."

Which was supposed to be correct?
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Snate56
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PostPosted: Sat Jul 28, 2012 7:58 pm    Post subject: Reply with quote

The second one. I would interpret it to mean that the main population inhabits the floating cities above with the ground based "cities" nothing more than encampments containing the various races actually mining the ore. No one in their right mind travels out in the wilderness areas. That sort of thing. I would also make the gazetteer entry the Common knowledge, which in this case, just happens to be wrong!
You could even throw in the plotline from the Star Trek episode "The Cloud Minders" where the surface dwellers are overly agressive for some reason.



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SunJester68
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PostPosted: Sun Jul 29, 2012 9:07 am    Post subject: Reply with quote

I came up with another question. Warning: Spoilers!


In Episode 8: Soldiers to the Last, it is suggested to use the mass battle rules to handle the space combat between the two fleets. That seems to make a great deal of sense, but searching through the book, no NPCs including the Queen Anathraxa or her clones, handmaidens, or any other supporters, seem to have Knowledge (Battle). Was this an oversight, or were the villains meant to be mopped up by a much smaller force if a player has the foresight to get a decent Knowlesdge (battle) skill?

If it is an oversight, and some of the NPCs should have had that skill, any input on who should have it and what the skill level should be?
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Vonether
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PostPosted: Sun Jul 29, 2012 11:40 am    Post subject: Reply with quote

SunJester68 wrote:
I came up with another question. Warning: Spoilers!


In Episode 8: Soldiers to the Last, it is suggested to use the mass battle rules to handle the space combat between the two fleets. That seems to make a great deal of sense, but searching through the book, no NPCs including the Queen Anathraxa or her clones, handmaidens, or any other supporters, seem to have Knowledge (Battle). Was this an oversight, or were the villains meant to be mopped up by a much smaller force if a player has the foresight to get a decent Knowlesdge (battle) skill?

If it is an oversight, and some of the NPCs should have had that skill, any input on who should have it and what the skill level should be?


Just a fellow fan's 0.02 cents.

I'm assuming that your core rules are SWD, not SWEX. While SWEX has mass combat rules, most settings didn't really utilize them. (That's not ture of the new 50F SWD edition, btw.)

I just got the PDF and in looking it over, I've noticed that SWD has optional rules that can replace the 4-year old Slipstream rules, like Android vs Robot Man.

In fact, the SWD racial build rules seem to be inspired by the Slipstream version. (But they may go as far back as the Fantasy Toolkit.)
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SunJester68
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PostPosted: Sun Jul 29, 2012 12:42 pm    Post subject: Reply with quote

Vonether wrote:

I'm assuming that your core rules are SWD, not SWEX. While SWEX has mass combat rules, most settings didn't really utilize them.


I have both SWEX and SWD. My group has pretty much entirely switched over to SWD.

I thought that perhaps this was a SWD v. SWEX issue, but when I reviewed the rules for mass combat in SWEX, they were very similar and still used Knowledge (Battle) as the primary means of determining success.

I am currently thinking that I am going to play Slipstream as written as opposed to trying to convert the races, etc. to SWD, but use SWD as the base rules for the game. Hopefully that is not going to be a problem.
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ValhallaGH
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PostPosted: Sun Jul 29, 2012 4:31 pm    Post subject: Reply with quote

I remember running face-first into that problem. I winged it.

Primal Officers got Battle d6, Handmaidens got Battle d8, Clones got Battle d12, and Queen got Battle d10 (the clones are generally more skilled than Anathraxa, but have many fewer special abilities and edges). Assorted NPCs got it as appropriate.
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