[color=#BF0000:b81f6]You can download the latest official errata pdf here: [url=http://mindstormlabs.com/media/AO-CR-Errata-1-0.pdf:b81f6]http://mindstormlabs.com/media/AO-CR-Errata-1-0.pdf[/url:b81f6].
Thank you again for the shout out and thank you to the entire community![/color:b81f6]
***
Herein we have compiled all the clarifications, errors and solutions we’ve received thus far. Over time, we will condense these listings as necessary. Hopefully this makes it easier for everyone to find what they are looking for. My intention is to only keep verified errors (or obvious ones) in this thread. Anything that appears incorrect but is unverified will be marked as such.
[color=#0000BF:b81f6]DISCLAIMER: I am only posting content as documentation for errata. I will attempt to only include as much as is perceivably necessary. Also, please make me aware if you find any mistakes here.[/color:b81f6]
[color=#800000:b81f6][size=125:b81f6][b:b81f6]Chapter 3[/b:b81f6][/size:b81f6][/color:b81f6]
3.8.5 - AI: State of the Art - 6th Paragraph
"You would have entirely unfamiliar senses It would be a…" should read "You would have entirely unfamiliar senses. It would be a…"
[color=#800000:b81f6][size=125:b81f6][b:b81f6]Chapter 5[/b:b81f6][/size:b81f6][/color:b81f6]
5.1.14 - Lothan Hunt - 2nd Paragraph
"Lothan is a towering Nephilim…" should read "Lothan is a towering Lesser Nephilim…"
[color=#800000:b81f6][size=125:b81f6][b:b81f6]Chapter 6[/b:b81f6][/size:b81f6][/color:b81f6]
6.2 - All Species - Core Quality Tables - Final Row
"CHRISMA" should read "CHARISMA"
6.2 - All Species - Game Elements Tables
Rules Clarification as follows:
[quote="Alpha Omega Errata 1.0":b81f6]For those species capable of Wielding, the maximum Source and Intention Ranks listed is not meant as the maximum sum total of Ranks they may have, it is the maximum number of Ranks they may have in each of their available Sources and Intentions. For example, the Grigori cannot have more than 6 Ranks in each of their Sources and Intentions during Character Creation. As a Grigori character progresses, they may purchase additional Ranks but no more than 24 Ranks in their Source and each of their Intentions since 24 is their Maximum Source and Intention Ranks.[/quote:b81f6]
6.2.4 - Bio-Engineered
Figure 6-3-A - Inherent Skills: Inherent Skills is repeated twice.
Figure 6-3-A through C: Low-Light Vision is listed as a Bonus Ability for the first three types of Bio-Engineered. It should be listed as a Genetic Deviation.
Figure 6-3-B: The title reads "Labour Designed…" but for consistency, should read "Labor Designed…"
6.2.6 - Lesser Nephilim - Game Elements - Abilities, Drawbacks and Genetic Deviations - 2nd Line
Should read as "Lesser Nephilim can purchase Elim and Terran Genetic Deviations."
6.2.10 - Artificial Intelligence - Game Elements
[quote="Mind Storm Labs":b81f6]The free 50 Core Quality points should be distributed [i:b81f6]before[/i:b81f6] using CDPs to raise them. [/quote:b81f6]
The rule "No more than 25 points can be assigned to any 1 Core Quality" is technically unnecessary because of the rule "AI have Core Quality Maximums of 30 during Character Creation."
6.7.1 - Abilities - Figure 6-12 - Fast Learner
"Pays have price…" should read "Pays half price…"
6.8.2 - Elim Genetic Deviations - Wings
"Ophanum derived wings have finger-like appendages with act…" should read "Ophanum derived wings have finger-like appendages which act…"
6.9 Skills
A discussion was made regarding Sleight of Hand and whether or not it should use the Associated Quality of Will. You can read that discussion here: <!—l—>viewtopic.php?f=23&t=249<!—l—> .
6.9.2 - Physical Skill Descriptions - Melee
Unarmed Melee is missing its Associated Quality. It is Athleticism.
Please note, in Figure 6-21 and on the character sheet the Associated Quality is listed correctly.
6.9.2 - TO DO - 2
Page Two of the Character Sheet should not have a blank skill box. The Character Sheet was updated and Nefarious Skills were placed therein.
You can download a [url=http://www.mindstormlabs.com/products.html:b81f6]Refit Character Sheet here[/url:b81f6].
This step should be updated to reflect this change.
6.10 - Wielding
Figure 6-22 - Title: Reads "Initial and Instruction Cost" but should read "Initial Cost."
Figure 6-22 - Rank Level Final Row: "2830" should read "28-30"
6.10.2 - The Wielding Cosmology - TO DO - Step 3
"If your character is an Arcane Wielder, deduct 100 from your remaining CDP total…" should read "If your character is an Arcane Wielder, deduct 80 from your remaining CDP total…"
[color=#800000:b81f6][size=125:b81f6][b:b81f6]Chapter 7[/b:b81f6][/size:b81f6][/color:b81f6]
7.1 - Figure 7-1
It should be noted that Active Segments are determined by the Reaction score.
7.2.2 - Stances - Static Stances
"Players can change their character’s Static Stance to another Static Stance as a Free Action at the beginning of a Turn only."
7.3 - Character Or Creature State
Speed Tracking Table - Figure 7-6-B
Movement Rate column to be inserted On Hold
Agility Resist column to be inserted On Hold
Density Tracking Table - Figure 7-6-D
For Levels -1 to -4, under Damage Resistance, a bonus to "Kinetic Resistance" is given. These should be listed as Thresholds.
7.4.3 Skill Combinations Step 4
It is suggested that GMs allow players to use all their Skill/Field Ranks from the Skill pertaining to the higher DR and allow them to add half their Skill/Field Ranks from the Skill involved in the easier DR. However a GM can choose not to allow or to allow all.
7.5.1 - Active Segments
It should be noted that Active Segments are determined by the Reaction score.
7.9.1 - Range - Range Rating - 4th Paragraph
The paragraph requires clarification.
[quote="Mind Storm Labs":b81f6]The 8 is not a misprint. We should have stated that "8 is added to the DR for all Ranged Attacks", not just those in the weapon’s Nominal Range. The Modifiers that come into play for firing at distances greater than Nominal or shorter than Nominal are added to the standard 8. Why 8 you ask? To be honest, 10 seemed too high and 5 was too low, but without this modifier too many hits occur with any decent dice rolls.[/quote:b81f6]
7.9.1 - Range - Range Rating - 5th Paragraph
"It is not not possible to hit…" should read "It is not possible to hit…"
7.9.1 - Range - Example
The DR adjustment of 15 is incorrect. The example should read:
[i:b81f6]"Mark’s character is using a Promethion Artemis Sniper Rifle. It has a Range Rating of 6. His GM just informed him that an enemy soldier has been spotted 500 m (1,640.4 ft) away. Since the target is 420 m outside the Nominal Range of the weapon, the DR is raised by an additional 9 for a total of +17; 8 for the Nominal Range and +9 for the extended range."[/i:b81f6]
7.9.7 - Called Shots
Please note that AI can make Called Shots. They are exempt from the Endurance cost but not the +5 increase to the DR of the attack.
7.11.3 - Improvised Weapons - 2nd Paragraph
Using a Two-Handed Melee Weapon as a One-Handed Melee Weapon is like using an Improvised One-Handed Melee Weapon, i.e. 10% of the Character’s Manageable Weight.
7.13.3 - Maneuvering and Handling - Figure 7-25
The MR Modidfiers listed for the Current Velocity Factors are incorrect. The table should read as follows:
[quote="Mind Storm Labs":b81f6]Rather than Conditioning, Intellignece, Discipline, Charisma and Will coinciding with Max Velocity, <75% of Max Velocity, etc., the values should have been:
Max Velocity +8
< 75% of Max Velocity +6
< 50% of Max Velocity +4
< 25% of Max Velocity +2
Current Velocity of 1 +1
These are added to the Difficulty Factor to give you a total Maneuver Rating (MR).[/quote:b81f6]
7.14.2 - Bane - Nihilism
The last sentence of the paragraph reads: "Salvation Effects can be used to counter or undo Damnation Effects." I believe this should read: "Nihilism Effects can be used to counter or undo Creation Effects."
7.14.2 - Constancy/Entropy
Both intentions mention "Alter Form State." This should read "Alter Density State."
7.14.3 Hands Free and Stationary
Mind Storm Labs wrote: As long as the Wielder is stationary, i.e. Standing, Hovering they can Wield. We recommend a Concentration Check for instances where Wielders are balancing, standing on a moving platform, the back of a moving vehicle, etc. The simple answer is "Yes", as long as the Wielder is not initiating the movement, and the movement is not extremely disruptive, a Concentration Check could be used to allow them to Wield.
7.14.3 - Effects and the Mechanics of Wielding - Wielding Proficiency Level
"It is important [b:b81f6]ot[/b:b81f6] note that only…" should read "It is important to note that only…"
7.14.3 - Effects and the Mechanics of Wielding - Producing an Effect : [color=#800000:b81f6]UNVERIFIED[/color:b81f6]
"..., which can be used untrained; ..."
This is incredibly unimportant but I believe the semicolon should be a comma.
7.14.4 Wield Checks Step 4
When a player fails a Wielding check by less than 10. If there are not any modifications for a factor that the GM rolls to be affected it is up to the GM whether to let the effect go as normal or re-roll until an applicable factor is rolled.
7.14.27 - Control Energy - Factor 7
Minor Mod is included, but it doesn’t indicate what it is like the rest of the effects.
[quote="Mind Storm Labs":b81f6]This should be treated the same as 7.14.26 for situations where energy is being used to interfere with the movement of the target(s).[/quote:b81f6]
7.14.30 Induce Mind Control
Here is MSL’s approach to Mind Control:
[quote="Mind Storm Labs":b81f6]If you have Line of Sight to the target being controlled, you can control both characters. GMs should use Concentration checks to maintain control over the target’s mind during situations that would be distracting. i.e. bad weather, extreme temperatures, damage, basically when something physically or mentally distracts the Wielder. As long as they pas the Concentration Checks they can control both characters.
If Line of Sight is lost, we recommend the GM does one of two things:
1. Force the character to expend more Endurance points if they wish to maintain the Effect. Perhaps 1 per COmbat Cycle or 1 per minute of Non-Combat time, or more Endurance points to be harsh.
2. The PC must now focus completely on the Mind Control Effect and can no longer control their own character. Since they can no longer see the target, they must concentrate much harder to remain in control of their mind.[/quote:b81f6]
[color=#800000:b81f6][size=125:b81f6][b:b81f6]Chapter 8[/b:b81f6][/size:b81f6][/color:b81f6]
8.2 - Spending Earned CDP - Figure 8-1
Wielding costs should match those in Figure 6-22.
1. Remove "/Wielding" from Column 4 "Skill/Wielding Rank CDP Cost."
2. Add a column titled "Source/Intention Rank CDP Cost" or "Wielding Rank CDP Cost."
2a. The values in this column should match those in Figure 6-22 in section 6-10.
8.3.2 - Evolutionary Bounds
[quote="Mind Storm Labs":b81f6]The CDP cost for each Level of Evolutionary Bound should be 50 CDPs, not 100. The Evolutionary Bounds were meant to be a less expensive alternative to raising all Core Quality Species Maximums at once rather than choosing specific ones with the Genetic Deviation method.[/quote:b81f6]
8.4 Ascension
All races except A.I. can purchase Ascension. While some races could not normally gain some of the abilities, like Wielding, granted by Ascension it was determined that they should be allowed to do so if they are willing to pay the costs.
8.4 - Ascension - 3rd Paragraph
"At important Physis thresholds, characters gain additional abilities, known as Ascension Powers, at no additional CDP cost."
This is false as noted by MSL:
[quote="Mind Storm Labs":b81f6]The fact that the text associated with Ascension was not changed was an oversight. There is in fact costs associated with each Level of Ascension as indicated in their descriptions.[/quote:b81f6]
8.4 - Ascension - Ascenion Level 9 : [color=#800000:b81f6]UNVERIFIED[/color:b81f6]
"Ascended Renewal Level 1" should read as "Ascended Renewal Level 4"
[color=#800000:b81f6][size=125:b81f6][b:b81f6]Chapter 9[/b:b81f6][/size:b81f6][/color:b81f6]
9.4 - Combat Equipment - Mag Clamp, Sling, Speed Loader
Items that are listed to reduce reload time from a Full Action to a Half Action should reduce the number of segments.[quote="Mind Storm Labs":b81f6]This is an oversight on our part. The reload times should be measured in Segments so Equipment designed to reduce reload times should reduce the number of Segments. We will post the exact changes in the Eratta PDF we are planning to have up in the next few days.[/quote:b81f6]
9.5.3 - Melee Weapons - Two-Handed Melee (various)
Using a Two-Handed Melee weapon is like using an Improvised One-Handed Melee Weapon. Please see section 7.11.3.
9.5.3 - Melee Weapons - Two-Handed Chain Sword
According to the latest errata, "The damage for the Two-Handed Chainsword should be 6d4+1. Armor Penetration should be 3."
9.5.3 - Melee Weapons - Bracers, Small Shield, Large Shield, Tower Shield
The listed Structural Integrities are incorrect. See 9.4.2 Figure 9-15 for the correct values.
9.5.7 - Grenades
For a direct quote from MSL on Grenades, visit [url=http://alphaomegathegame.com/community/viewtopic.php?f=19&t=315:b81f6]this thread[/url:b81f6].
Suggested Rules for Throwing Grenades
[quote:b81f6]Treat like Throwing Knives and Shuriken for Attack Attempts, except for blast radius
Skill to be used: Throwing
Range Rating: 1
Include the +8 for Nominal Range?: Yes
Time to Explode: Based on Fuse
Hit Target Directly: All Normal Ranged Combat Mods Apply
Hit Target with Blast Radius: Use a called shot and pick a particular spot for it to land. Suggested to increase difficultly when throwing into tight spots or against obstacles to bounce around corners, etc.
If your roll is <DR, grenade misses target.
Attack misses by <5, grenade lands within 2 or 3 SIM
Attack misses <10, throw off by direction or distance within 4 to 8 SIM.
Attack misses >=10, both direction and distance are off more than 8 SIM from target
Critical Failure: Use a d8 to determine compass direction and a d20 for distance in SIM. Remember to consider obstacles.[/quote:b81f6]
Suggested Rules for Launching Grenades
[quote:b81f6]Skill to be used: Launchers and Mortars
Range Rating: Range Rating of weapon not grenade
Time to Explode: Grenades used through a Launcher explode on impact. Otherwise, talk with your GM about fuse lengths/variants.
Otherwise, follow the suggestions as made above for Throwing Grenades.[/quote:b81f6]
9.6.3 - Cybernetic Augmentations - Figure 9-23 -
Cyber-legs - Effects column - "Base Strength 15" should read "Base Agility 15."
9.5.7 - Grenades - Figure 9-20 - Explosives - Damage Column
Explosive - Plastic: Damage reads 15d10, should read 12d10. MSL encourages, "GMs should feel free to increase the cost, amount of explosives and the resulting damage/blast radius if they so desire."
9.6.3 Cybernetic Augmentations
The Strength of Cybernetic arms or the Agility of Cybernetic legs cannot be upgraded with additional CDP once they have been purchased. However, players can still use Trust to buy a new set of cybernetic arms or legs according to the appropriate costs and the prerequisite amount of Strength/Agility required, which is half the value of the cybernetic item.
9.6.3 - Cybernetic Augmentations -
Additional Augmentations for Cyber-ears - Improved frequency response - [b:b81f6]no price listed[/b:b81f6]
Additional Augmentations for Cyber-legs - Shock absorber - [b:b81f6]no price listed[/b:b81f6]
[color=#800000:b81f6][size=125:b81f6][b:b81f6]Chapter 10[/b:b81f6][/size:b81f6][/color:b81f6]
10.3.2 - Sample NPCs - Figure 10-3 - Elite Operator - Wielding Sources & Intentions
Insight is incompatable with the Energy Source. Replace Insight with Nihilism.
[color=#800000:b81f6][size=125:b81f6][b:b81f6]Chapter 11[/b:b81f6][/size:b81f6][/color:b81f6]
11 (after Index) - Character Sheet - 2nd Page
Mental Skills: Nefarious skills are missing. They could be located in the empty Field Skill box.
Physical Skill: The Field skill box titled "Nefarious" should read "Espionage."
You can download a [url=http://www.mindstormlabs.com/products.html:b81f6]Refit Character Sheet here[/url:b81f6].
