RandomAnime Errata
 

The following section lists the errata from the first printing of RandomAnime. These errata have been fixed in later printings of RandomAnime. To determine if your copy of RandomAnime is a first print copy, check the spine of the book. If the reference number is "IF 1001," you have a first print copy. If the reference number is "IFP 1001," you have a later print copy.

Page 10: On table 1-1, the Memories OAV is now commercially available in the US and should no longer be listed with a (J).

Page 25: On table 2-8, the Call Minions gimmick should have a purchase cost of 5+, not 4+. The Reroll gimmick should have a purchase cost of 4 GP, not 2 GP. The Robot Fighter gimmick entry should have a “+” after the 7 GP cost. The Shockwave gimmick entry should have an asterisk (*) after its name.

Page 57: We describe airblades as “the 21st century equivalent of in-line skates.” Actually, the 21st century equivalent of in-line skates are called… in-line skates. Airblades should be the 22nd century equivalent of in-line skates.

Page 64: In the Battle Aura gimmick, Battle Aura-augmented attacks count as energy-based attacks for the purposes of destroying Barriers, not Shields. The Shield gimmick cannot be destroyed by normal or energy-based attacks.

Page 67: In the Blazing Sword gimmick, a character never gains cumulative bonuses from simultaneously wielding more than one Blazing Sword.

Page 67: The Call Minions gimmick’s purchase cost should be 5+ GP, not 4+ GP.

Page 77: In the Fold gimmick statistics, the Pool Point activation cost should be listed as 10 PP, not 10 GP.

Page 85: In the Liquefy gimmick, a character cannot activate other gimmicks while in his liquid state.

Page 93: The Reroll gimmick’s purchase cost should be 4 GP, not 2 GP.

Page 120: In some areas of the country, “Background Checks” actually occurs alphabetically before “Balance.”

Page 136: On Table 9-2, most shields should have a Resistance Factor of 5, not 7.

Page 139: In the weapon size section, the method used to determine a firearm’s size has changed. To determine a firearm’s size, subtract four from its damage rating and divide the result by two (rounding up). This gives damage 5 and 6 firearms a size of one, damage 7 and 8 firearms a size of two, damage 9 and 10 firearms a size of three, and damage 11 and 12 firearms a size of four.

In addition, when a character attempts to carry a concealed weapon on his body, the weapon’s size is added to the Perception check of anyone who is looking at the character and might notice the weapon. Concealed weapon holsters, weapons that can pass as clothing (like chains or whips), and disassembled weapons may reduce or negate the weapon’s size regarding searches. The Narrator can always rule that a particular weapon is too large to be successfully concealed.

Page 141-142: On tables 9-5 and 9-6, a few statistics for melee weapons and firearms have been changed. Click here to download a pdf file with updated melee weapon and firearm statistics (Alt-click or Option-click to start download).

Page 153-155: On tables 10-5, 10-6, and 10-7, a few statistics for mecha melee weapons, firearms, and missiles have been changed. Click here to download a pdf file with updated mecha melee weapon, firearm, and missile statistics (Alt-click or Option-click to start download).

Page 156: In the Prowler’s Weapons paragraph, the missile cost is increased by 50%, and then “divided evenly between” the mecha’s humanoid form and its vehicle form.

Page 165: In the Linked Weapons paragraph, the page reference for the Linked Weapons gimmick should point to page 84.

Page 167: In the mecha weapon size section, the method used to determine a mecha firearm’s size has changed. To determine a mecha firearm’s size, subtract four from its damage rating and divide the result by two (rounding up). This gives damage 5 and 6 mecha firearms a size of one, damage 7 and 8 mecha firearms a size of two, damage 9 and 10 mecha firearms a size of three, and damage 11 and 12 mecha firearms a size of four.

Page 168-169: In the sections regarding avoiding missiles, to escape damage from a nearby missile strike, characters within the blast radius of an exploding missile must roll a Reflexes check with a –2 penalty, not a Dodge check with a penalty equal to the weapon size of the missile. Any time a Dodge check is mentioned on these pages, replace that reference with Reflexes. Any time a penalty equal to the missiles’ weapon size is mentioned, replace that reference with a –2 penalty.

Page 172: In The Traditional Anime Hero section, Japanese female heroes usually have “brown, black, or red hair…”

Page 176: In the Pizza-La example series, Pizza-La attempts to sabotage Samurai Pizza every “chance” it gets.

Page 178: Just as “Background Checks” occurs alphabetically before “Balance” in the list of action systems, it should also occur before "Balance" in the index.

Page 179: We’re also told that “Energy-Based Gimmicks” occurs alphabetically before “Entrap Gimmick.”

 
 
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