The Oracle has heard your pleas, and sends forth the following
--- In email@example.com
> Automatic Attack - Says -1 penalty to the acck roll for every
> 'additional' target. This means -4 on 5 targets where as the
> says -4 with 4 targets
The example is wrong; it should be -3 for 4 targets.
> ablities that say 'Power List: Transgenic Augment' should say
> 'Power List: Artifical Augments'
Yes, they should. Mea maxima culpa.
> Many of the Armor Adept Suit Modifications could/should be
> as Artificial Augment powers. This should probably be at least
> as an optional rule to use them as such.
Hmmm. Good thought.
> Extra Hit Points on p 149 should at least gain the 3 hp change
> Suit Hit POints p221 plans to be getting.
I thought about this, but I wanted Suit HP to be slightly cheaper,
considering that a) adept HP don't help prevent the suit from
getting trashed; b) field first-aid, healing spells, etc. won't help a
damaged suit; c) suit HP totals were looking a bit low on a
level-by-level basis to remain competitive with other "tough"
classes, considering the inherent disadvantages of donning,
doffing, and repairing armor.
> Weapon sizes. I can't seem to locate what each weapon's
> be for handedness and feats such as Two Weapon Fighting.
D'oh! For most melee weapons, you may presume they have the
same features as standard D&D/d20 weapons. I may need to
tack on an addendum for firearms.
> Natrual Weaponry and Various Suit weapon enhancements
> summarized into one enhancement for easy reference,
usuable by all
> power/suit types.
Hmmmm. That *is* a cool idea...
> Was it intetended that Cybernetic Eyes (Infrared Vision) cost 2
> while the power Infrared Vision cost 5 EP?
Yes; the Cyber-Eyes version works out to 30 feet; the full version
works out to the complete extent of the character's natural vision.