Greetings,
I'm hoping that I can help out develop this great game by providing some feedback/input/suggestions...
DISCLAIMER: This is a list of corrections/suggestions/edits/ideas. Please don't take this as critisism, I'm mearly trying to help improve on the tremendous amount of work thats already done. Also, this is only a small chunk, after going through the first 15 pages or so, I began to realize that using a text file isn't the most efficient way of marking up these documents. I would HIGHLY suggest that we continue to use PDF format for comments and markup unless there is a continuing desire to use the forums. The PDF allows for cleaner and easier to read markup (If you have Adobe Acrobat that is).
Otherwise, I can continue to use plain text.
Below is what I have thus far, if this proves to be useful in any capacity I will be willing to continue.
Also, this is a FIRST blush of corrections, I did NOT get into the mechanics or grammer as deeply as I could as I wanted to get an overall sense of the state of the content and go from there.
Finally, a bit of my background. I used to work as an Content Manager for a technical publishing company. We used to make boring black/white instruction/owner manuals for motors and vehicles. I managed Docbook XML content with XSL-FO stylesheets to render PDF documents. Allot of this is very similar to what you are doing here as far as writing content goes and organizing instructions. I also have my own project which I have worked on in the past (CORE: https://sites.google.com/site/d20futurecampaign/ that I created for my own interests, it never had the amount of support this project has however, but my ideas are very similiar to what you guys have and thats why I'm so interested in helping). I've also been playing RPGs over 15 yrs (Cyberpunk, Shadowrun, DnD, Car Wars, Battletech, Robotech, Warhammer 40k..etc).
here we go...
-- Focus on flow issues and formatting and continuity. Less focus on grammar and clarity of text, game mechanics. If this review proves helpful, I can provide more revisions, suggestions, ideas.
ICAR Errata v4
-- Focus on flow issues and formatting and continuity. Less focus
on grammar and clarity of text, game mechanics. If this review
proves helpful, I can provide more revisions, suggestions, ideas.
OVERALL ISSUES
VOICE - If the narritive of the book is as though you are speaking
to someone at the table then use consistant language.
-- Use "The Character" instead of "Your Character" or "A character"
to be consistant.
-- GM should be referred to neutrally not "he".
-- Use "you" or "your" instead of "the player"
-- Assume nothing, these are rules, make them literal and clear.
-- Consistency, consistency, consistency! when using verbage, statistics, attributes. Check wording, case and formatting.
-- ICAR? Icar? pick one. Icar. Always has been, it's the sodding logo that's complicated it!
HYPENATION - Remove it Done
Table formats, remove hard lines, try headers with black backgrounds
with white text, rows to have light grey backgrounds... possibly White text? Couldn't find any in the doc I'm processing, probably fixed it before.
number your tables so they can be referenced throughout the book.
Sort out Cross-References
Consistant labels and mechanics for creating and using cross-
references should be used (xrefs). Apparently this is not apart of Adobe InDesign (it IS in Framemaker however), here are some ways to use InDesign with proper cross-references:
CREATIVE COMMONS LICENSE BOILERPLATE -
placed at the end of each book.
PAGE 4
Gamemaster is referenced for the first time and on p.5 GM anacronym is used. Change p.4 Gamemaster reference to read "Gamemaster (GM)". Done
Imperium and human race are seperate, is the Imperium alien? Done
If Droids constitude 95% of known space, why are they rarely-seen? Done
"The characters take on a variety of human characters in a post-war feel society", reads very odd. Change to "The players take on the roles of human characters in a post-war galaxy." Done
"In a single session, characters will be exploring long deserted colonies and abandoned space craft, starting bar fights, hacking into corporate files, escaping colonies invaded by Droids and zipping between the stars.", replace "long deserted colonies and abandoned" with "long deserted colonies, abadooned". Done
"The mechanics of Icar are intended to be cinematic, based either with ten sided dice (D10), two ten sided dice to make
a percentile (out of 100 or D100)." - should read "The mechanics of Icar are intended to be cinematic, based on using ten-sided dice (D10), two ten-sided dice (2D10) can be rolled to produce a percentile (a number out of 100), or a single hundred-sided die (d100) can be used." Done
"human race at large", remove "at large" Done
"The characters take on", change to "The players take on" Done
"variety of human characters", remove "human" Done
"post-war feel society.", change to "post-war galaxy." Done
"long deserted colonies and", remove "and" replace with "," Done
"This character will, no doubt, would have trained thier Battle statistic up from the original value to 6 to a new value of 8", replace "This character" with "The Character". "no doubt, would" remove "would", "original value to 6", should be "original value of 6" Done
"There are some other uses for these discs, but these are described where required", remove. Done
"Creating a character is a matter of filling in each of the properties in turn.", change to "Creating a character is a matter of following the character creation steps detailed below." Done
"The Concept of a character", remove "of a character" Done
"you start with", change to "the character starts with" Done
"Character's Deviant", remove "Character's" Done
"The Skills of the character", replace with "Skills" Done
"The Body of the character", replace with "Body" Done
"much damage a character takes", replace "a" with "the" Done
"down a series of", remove Done
"You will find out", change to "You will learn" Done
"(cash)", change to "(money used in ICAR)" Done
PAGE 5
"Within the following sections, a new character", replace "a" with "the" Done
"This character",replace "This example character" Done
"The Concept defines who you character is", change to "The Concept defiens who your character is" Done
"The Skeleton defines the starting", change "the" to "their" Done
"personality of the character", change "of the" to "your" Done
"5 squares in trait." change to "5 squares in a trait." Done
"Opposite sides of the wheel must add up to 5", add "squares" Done
"The physical properties of the", change to "They physical properties of your" Done
"Write a description, quote and put in your Skeleton.", change "Write a description, quote and put in your characters Skeleton." Done
Fillin Body and Amrmor: Question: Androids have same stats? Only humans mentioned here. Fixed. Human characters only
"Your encumbrance is the", change "Your encumbrance score is the". Done
"record it in the second sheet", chage "record it in your second sheet." Done
"If you've got bionics", change "If your character has bionics" Done
"new Meat", change "modified Meat score" Done
"Record Roleplaying Points" add "(RP)" Done
"Roll Psychotheatrics", NOTE: a cross-reference (xref) is useful here pointing to a table by number and name. (ie and then roll on table 1A:blah taking the affects as you go".
"11. Irritate teh GM with Questions", This is humor and so far this book dosn't read with this kind of tone consistently. Is this book to have jokes in it? If so, you may want to add more instead of one or two. Otherwise, if you want a serious tone, leave humor out or put it in the sidebar. (thats my 2 cents) Removed
PAGE 6
"A character concept should have reference to the settingthat you" change "A character concept should have a reference to the setting you" Done
"need a little warping to all it to fit into", change "need a little adjustment to fit into" Done
"but that bit is east compared to coming up with the concept in the first place." remove or correct. Done
"Do not worry if you Concept is not perfect,", change "Do not worry if your Concept is not perfect," Done
"as your character experiences different", change "as the character experiences different" Done
"start with the character your would like, you can always mould it into another.", change "start with a character you like, you can always change it." Done
"Our example Character Creation (John Smith) will use one of the given Concepts in the Deep Space Scavenger Setting
(given later). Our Character Concept will be as given in the box (below)." change, "Our example Character Creation (John Smith) will use one of the given concepts in the Deep Space Scavenger Setting (found at the end of this book). Below is an example character concept." Done
idealist star trekker? God yeah!
PAGE 7
"If no Skeleton exists for you character concept, then use the given ones as a guide", there are no given Skeletons... Done
"Deviant is the Character’s personality", change "Character's" to "characters". Done
"Deviant wheel, go round each", change "round" to "around to" Done
"or are creating a character in a hurry,", remove Done
"Roleplaying points. This accounts for someone’s personality", change "Roleplaying points. This accounts for the characters personality" Done
"Do not be bound by the Deviant wheel, it is there as a guide to help the player keep the character’s decisions", change "Do not be bound by the Deviant wheel, it is there as a guide to help you keep the characters decisions" Done
"reason to change personality." change "reason to change the characters personality." Done
"If the Character gets augmented in some way (with bionics, for example), then these values can exceed 10. There are two ways to determine Attributes, random or points. It’s up to the GM whether he allows you to choose which method." change "If the character gets augmented in some way (with bionics, for example), then these values can exceed
10. There are two ways to determine Attributes, randomly or with points. It’s up to the GM whether to allow you to
choose either method." Done
"make-up of the Character." change "make-up of their character." Done
"This is to allow the player to tune (or rescue) the genetic make-up of the Character." change "This is to allow you to tune (or rescue) the genetic make-up your character." Done
"A Random system avoids lengthy tuning of the character and provides a more organic outcome. A player may have elected to play a cool, calm fighter pilot but genetics may mean that they begin one that does not have a natural talent for flying. As Skills and Attributes are not permanent and will change during the course of a campaign." change "A Random system avoids lengthy tuning of the character and provides a more organic outcome. You may have elected to play a cool, calm fighter pilot but genetics may mean that the character does not have a natural talent at flying. Skills
and Attributes are not permanent and will change during the course of a campaign." Done
GM is a "he"?, "It’s up to the GM whether he allows you to choose which method.", should read "It's up to the GM to allow you to choose which method." Done
PAGE 8
"Shift controls the quickness of the character. This includeshow far the character can move each turn, how dexterous
they a and also the likelihood of the character winning the initiative in a fight. At walking pace, the Shift determines how
far they move in metres in a single turn (3 seconds). More on movement in the Combat section.", There are new game terms here that are mentioned and not defined. Perhaps refrain from using them at this point (initiative, turn). Should read "Shift controls the quickness of the character. This includes how far the character can move, how dexterous they are and the likelihood of going first in a fight. At walking pace, the Shift determines how many meters the character moves in a turn (3 seconds). More on movement can be found in the Combat section." Done
"how dexterous they a and also the likelihood of the character winning the initiative in a fight. At walking pace, the Shift determines" change "how dexterous they are and also the likelihood of the character winning the initiative combat. Shift determines" Done
"character's" to "characters", dunno why but that bothers me.. Actually, the use of the apostrophe is correct as it is the life force belonging to the character, not many characters
"A high Soul appreciates the fear but is not driven by it.", change "A high Soul recognizes fear but is not driven by it." Done
"a character" to "the character" Done
"useful function and the player should make use of a panic stricken to freeze, run amok" change "useful action and you should role-play a panic stricken character to freeze, run amok" Done
"intelligence and being able to spot" change "intelligence and the ability to spot" Done
"difficulty logically reasoning things through." change "difficulty reasoning logically." Done
"Some Skeletons provided with the Attributes have recommended statistic values. These suggest" -- we were never provided Done
Skeletons?? Done
"be intentional from the player and" change "be intentional and" Done
"A fighting-centred character with a low Battle statistic will find it difficult to beat people up.", possibly a softer re-write to "A combat based character with a low Battle score will find it difficult to survive." Done
"Where Attributes make up the natural physical description of the character, the Skills represent the learnt Skills.", rewrite "Where Attributes make up the natural physical abilities of the character, Skills represent the leartnt abilities." Done
"Skills are learnt abilities. Where Attributes make up the natural physical description of the character, the Skills represent the learnt Skills. A character is likely to learn a great many Skills during their lifetime in the game and is likely to morph and change their role in the team. Skills are also easier to improve than Attributes, although both can be improved by taking an active role in society. The Skills are jotted down on Character sheet two, included at the back of this book. This section will describe how to use"
change
"Skills are learnt abilities. Where Attributes make up the natural physical abilities of the character, Skills represent the leartnt abilities. The character is likely to learn a great many Skills and is likely to change their role in the
game. Skills are also easier to improve than Attributes, although both can be improved by taking an active role in
society. Skills are jotted down on Character sheet two, included at the back of this book. This section will describe how to use" Done
"can be improved by taking an active role in society." could use more explaination or remove.Done
PAGE 9
"a character" change "the character" Done
"the player needs to roll a Skill check." change " you need to roll a skill check." Done
"beginning at a combination of Attributes, using its parent or as set in the character Skeleton and with a maximum of 99%. The player rolls a D100 (normally 2 d10 dice, darkest coloured one elected as the 10s, the other as 1s). The player first checks to see if this roll is under the Skill value and tells the GM."
change
"beginning at a combination of Attributes, using its parent or as it is set in the characters Skeleton and with a
maximum of 99%. The player rolls a D100 (or 2D10). You check to see if this roll is under the Skill value and tell the GM." Done
"Meat is character’s toughness." change "Meat is the characters toughness." Nope, it is the toughness belonging to the character
"When the Skill is used," change "When a Skill is used," Done
"tick mark against it to signify that" change "tick mark against it to note that" Done
that you use - even if you failed." change "that you used - even if you failed." Done
"Before the player rolls, the GM" change "Before you roll, the GM" Done
"can take before falling over (see Stun later)," change(?) "can take before being stunned (see Stun later),"
"There may be times where other modifiers are added to the Skill. This occurs when the character is performing an action
that not a normal use of the Skill. Modifiers are always applied to the Skill. Therefore, a modifier of -30 is making the action more difficult to achieve. Some example modifiers are listed with each Skill and more are given in the combat
section. When there are more than one modifier, add them all together and apply to the Skill before rolling."
change
"Modifiers may be added to a Skill. This occurs when the character is performing an action that is not normal use of the Skill. A modifier of -30 makes the action more difficult to achieve. Some example modifiers are listed with each Skill and more are listed in the combat section. There can be additional modifiers, add them all together and apply to the Skill before rolling." Done
"There is a temptation for Skills to replace the act of roleplaying. This is not in the spirit of Icar. Before rolling a for a Skill, describe the action as best you can. The better the description, the less of a difficulty the roll will get. If the Skill is performing some acrobatic feat, then the twist and turn through the air should be described. If the Skill involves haggling a deal, then try to haggle. The GM is not looking for the best dealer or acrobat in the world, just some effort in description as it is this effort that adds richness to the game for everyone."
change
"Skills should be used along with role-playing. Before rolling a for a Skill, describe the action as best you can. A good description of the skills application may make your GM lower your difficulty roll. If the Skill is performing some acrobatic feat, then the twists and turns through the air should be described. If the Skill involves haggling a deal, then try to haggle. The GM is not looking for the best dealer or acrobat in the world, just some effort in description as
this effort adds richness to the game for everyone." done
"This occurs when the character is performing an action that not a normal use of the Skill.", should read "This occurs when the character is performing an action that is not a normal use of the skill." done
Is Skill capitalized everywhere? may want to sort out "Skill" and "skill". done
PAGE 10
If the player rolls ‘1’ on the D100 then this is always a pass. If the player roll 100, then this is always a fail. These are called critical rolls. This system is not entirely realistic but does add some interesting playability to the game - no matter how good a character is at a Skill, there is always room for error.
change
If you roll a 1 (on a d100), then you always pass. A roll of 100 is always a fail. These are called critical rolls. No matter how skillfull a character is, there is always room for error.
question: should terms critical success, critical failure be used instead? Nope because I don't use them anywhere else
"The starting values for these Skills are given" change "The starting values are given" done
"Self Taught means that the character learns the Skill be either attempting it or by looking around Gaia (the internet) to learn it. Learning any Skill will require the virtual world of Gaia as a simulator in some form. For example, you cannot teach History to yourself without some"
change
"Self Taught means that you can gain the Skill be either having a go at it or by looking around Gaia (See XXX). Learning any Skill will require the Gaia as a simulator. For example, you cannot teach History to yourself without some" done
"You teach yourself by trying the Skill during the session using another Skill with a modifier (such as Taxing: 30%) or an
appropriate statistic (at -4). Regardless of whether you passed or failed you then pencil it in." done
change
"The character learns a new skill during a game session using another skill with a modifier (such as Taxing: 30%) or an appropriate statistic (at -4). Regardless of whether the character passed or failed you then pencil it in."
"Instructor courses are either an Artificial Intelligence (AI) simulation in Gaia or a human. If it’s a human, they need to
have the Skill at 70% to do the teaching." change "Instructor courses can be given from simulations (Artificial Intelligence) or actual people. Instructors need to have the Skill at 70% to do the teaching." done
"The starting value for Skeleton Skills are as given on the Skeleton sheet." change "The starting value for Skeleton Skills are given on the Skeleton sheet." done
PAGE 11
"Skill trees not only show what Skills there are, but also what a certain Skill requires." "Skill trees are very important because:" "A character may attempt a Skill at a higher Epoch but this is given a modifier of Tricky." done
PAGE 12
"For more advanced players, it is possible to create Skills which cover an area of expertise not covered by the Skill
list. These are called Progressive Skills. You might want to do this to fit your scenario more precisely. To obtain a new Skill, it must be clearly stated what the Skill is designed to cover and which Skills it derives from." change "You can create skills that are not listed on the skill list, these are called Progressive Skills. Progressive Skills
can be created to better fit a need for a skill in the game. To learn a Progressive Skill, it must be clearly defined and you must select a skill from the skill list that it is derived from." Rewrote everything and droppped 'Progressive Skill' term
"The Skills that are being derived from must have a value of 60% or more (showing a particular proficiency in the field).
To gain the Skill, you must have used it for the particular purpose at least once a session for 3 sessions. The sessions do not need to consecutive." change "The skill that is derived must have a value of 60% or more (showing proficiency in the skill). To obtain the skill, you must use it successfully over the course of three game sessions. These sessions do not need to be consecutive, and the skill must be used at least once per session." Binned the whole section as it is mentioned earlier
"Skill lists." should be "Skill list." (or at least be consistant with the terminology).done
"These Skills should be used as a springboard into creating new and interesting Skills that might require a return to base principles." change "These Skills could be used for creating Progressive Skills that require an Academic skill to be derived from." (If I understand that rule right). done
Notation marks: For dervied skills, use some method to label the required skills better...
"Fake Antiques. The design and creation of realistic fake antiques. Antiquities and Forgery."
could be like:
Fake Antiques [Antiquities,Forgery] The design and creation of semi-realistic antiques. Done
** bolding or italic is also suggested here
"Finding the mentor is often" change "Finding a mentor is often" Done
Group/Team verbage should be consistant.
"Medical Skills are essential to all sections of survival." change "Medical Skills can be essential to survival." done
"As most diseases can be cured with an injection of drugs the field of Diagnosis is left to use of these drugs." change "Medical technology and training allows most diseases to be cured in the field". Reworded utterly
"With the addition of technology, we obtain Bionics which deals with all forms of Augmentation. Out on a limb is he Bioweave Skill, which is a special form of Bionics." change "Medical technologies such as bionics allow for many forms of augmentation. An example of a special form of bionics is the Bioweave Skill." Reworded again
"new tech items." change "new technology." done
Note: use of these terms "requires a Systems roll" might be better defined as "requires a Systems check", this is a term used by d20 system and your rolling to check to see if you succeed (pass) or fail. So the verbage is slightly better, and may want to change through the book. agreed
"a test can be done under Hard." change "a Hard Difficulty Check can be made." done
Roleplaying point - should be Roleplaying Point done
PAGE 13
"John skills turn out as:" change "Johns skills turn out as:" done but with the possessive
PAGE 14
"This is the name of the character. It’s best to choose a name from within your own culture. From a white, British perspective, names such as ‘Adam Williamson’, ‘Simon Aubury’ are common. Avoid using names of characters from films unless you want to mimic that character. Within Icar society, people often have just one name, feel free to experiment."
change
"A name will be used by other players as well as the GM to identify your character. Players will often use this name when speaking as a reference to your character (a fellow player may get questioned about your characters location, "John Smith? dunno who you are talking about".) Use a name that makes sense in the context of the game setting provided by the GM. If you are curious how the game world will react to your name, as the GM first, to avoid trouble later on." Nope, this is roleplaying 101 and has no place here
"There areno hard and fast rules for choosing height as this should be down to the player" change "There are no fixed rules for choosing height, feel free to choose a reasonable height that fits your character". done
If you are going to use stone (st) for weight, please provide a line to detail how many pounds a stone weighs for non UK players. (we understand metrics better than this weight system since metrics is covered in our schools but stones is not). 1 stones = 14 pounds Converted!
Age Comparison Table
do we really care about the 21st century? it was soooooo yesterday. Simply list years and their age category. "Onset of weight gain and ‘middle aged spread’", why is this a requirement?? lol not everyone gets fat. Genetically superior future
my flabby ass!"Greying hair / menopause", eesh there are parts to role-playing I don't care to know.. I like it, made the entries more friendly

PAGE 16
"When the Stun reaches zero, the character is unconscious." change "When Stun reaches zero, the character is unconscious." Done
Why no ranged combat combos?? Good point but doesn't really fit with melting someone from 150ft away. Not the same as being up close and personal, where you get a chance to block incoming blows. If you can block a chain gun firing at full rate, you probably wouldn't bother in the first place!
"with the amount that characters can" change "with the amount of weight the character can" Done
"A player must keep track of what they are carrying." change "You must keep track of what the characters is carrying" Done
PAGE 17
"A certain amount of weaving or fitting in must be done make the Psychotheatric make sense." change "A certain amount
of weaving or fitting must be done to make the Psychotheatric work."
"The GM should read the Psychotheatric before reading it out to the player. Some of the information is the Psychotheatric may need to be kept back from the player." change "the GM should read the Psychotheatric before reading it to the player. Some information may need to be witheld from the player." ** GM notes should have a visual break out, like your examples. done
"For some of the Settings, a special Psychotheatric list is given for that specific scenario. The one included in the Appendix is a default list." change "Some game settings provide a special Psychotheatric list, the list provided in the Appendix is the default."
"Pyschotheatrics are not just for Morius day, they can be bought off by spending 10 RP." change "Psychoteatrics can be purchased by spending 10 RP." -- Morius day is only mentioned starting on pg.50 It confuses the player at this point without more explaination. done
"Combat in Icar is split into three types: Close Combat (fist
fights), Fire Fighting (guns) and Vehicle combat." change "There are three types of combat in ICAR; Close Combat (hand-to-hand), Fire Fights (ranged weapony), Vehicular Combat and Space Combat." -- When I read Fire Fights I think of firemen putting out fires with hoses...lol It's a tip of the hat to Cyberpunk's 'Friday Night Fire Fight' rules
"Space combat is also dealt with but is a matter of description and skills." - remove Done
-- Initiative needs to be broken out and given a heading, its at the same level as Turn Actions and yet is buried in a paragrah. Some readers may not even notice it. Added new sentence...'it is rolled differently depending on what sort of combat you are in.'
-- Detail what is rolled and what the numbers mean for Initiative! See above
"A Turn is three seconds for a turn and that is a long time in Combat." change "A turn is three seconds." Done
PAGE 18
"noncombat" change "non-combat" Done
"Move Shift Attribute in metres in any direction" change "Move any direction a distance in meters equal to the characters Shift Attribute."Done
"Move 3 x Shift metres in any direction." change "Move (Shift x 3) meters in any direction."Done
"A character will recover stun at 10 per turn if not doing anything else." change "A character will recover 10 stun points per turn if the character remains inactive". Done
"Combat runs through the turn sequence (there are different turn sequences for different types of combat) until all
the combat is complete. At this point, the GM calls ‘combat over’ although this is normally obvious."
change
"There are different turn sequences for each type of combat. Once a combat sequence is complete, the GM will announce that the combat turn is over." Done
"If a character is shot with just about anything without being armoured or augmented, then it’s very likely that they’re going to die." change "If an unarmored/augmented person is shot by a gun, they will most likely die." Done
"However, healing is powerful for when the armour finally runs out." ?? cannot be healed while still armored? lol, perhaps it should say: "IcAR Medical technology is very advanced and can resolve most health issues both on the field and off." Done
"Characters with Medical skill training are essential because they can use modern medical technology to keep the Character alive." change "Characters with Medical skills are essential." Done
-- No tech available w/o a combat medic in the team? In combat scenarios, all the characters are a medic. Elsewhere, there's more panic.
"When a combat session is initialised either by NPCs or by the player characters themselves, the GM will do the following
steps:" -- NPCs is an anacronym; don't assume a new reader knows what it means. change "When a combat turn begins the GM will follow these steps:"
"1. State that combat has started. This is to make sure nobody is unaware of what is going on. It’s normally obvious!" change "1. Announce the start of the combat turn. Make sure all players are aware that combat has begun, otherwise they may be in a vulnerable state."
"A natural biological creature is one that has growth from a natural source." ?? whats "natural" in a sci-fi game. Are you assuming organic/grown? clones are what? non-biological...may consider removing this line. Done
"A natural biological creature is one that has growth from a natural source. This includes humans and animals. If the
damage take on any part of the natural biological is less than half the total, then a roll using Medical Basic or Surgery
is sufficient. If the damage taken is larger than half of the total amount, then Surgery is required." change "If damage is taken by a human or animal is less than half the total, then roll a difficulty check using Medical Basic or Surgery. If the damage taken is greater than half of the total amount, Surgery is required." done
PAGE 19
"Close combat occurs when two people are close to each other and begin to fight without firearms." change (dont use the term to describe itself)."Close combat is engaging in combat without firearms." done
"Players should not be given much time to decide what to do, it should be done quickly." change
"During their turn in combat, players need to make quick descisions as to their characters actions. The GM should limit the time to take actions to simulate the speed necessary for combat." Done
"The abilities of character can differ greatly depending on what skills they have." change "The abilities of the character can differ greatley depending on their skills." Done
"In the world of fighting, you are only truly blessed if you can tag fighting movements together that give you a flow of
movement." change "To gain an edge in combat, its wise to have proper training. Performing a series of motions creates a flow of movement." Done
"Turn Sequence" Heading should be changed to "Close Combat Turn Sequence" to keep from confusing it with other Turn Sequences. Done
PAGE 20
"Close combat is entered into if the combatants have not got range weapons drawn (except with Gun Fu - see later) or if
they are within 2 metres." change "Close combat occurs when both combatants are not using ranged weapons, or are within 2 meters of each other (except with GunFu or other skills that state otherwise)." Done
* What happens if a combatant holds gun to your head?? Not so much in Combat, more just screwed. This would be a common sense call.
* All Formulas need to be formatted consistantly. Done
"The lower initiative, is the worse combatant and thus fights at the disadvantage of not knowing what everyone else is
doing." change "The lower initiative, is teh slower combatant and fights at the disadvantage of not knowing what other combatants are doing." done
* replace worse fighter, with slower fighter; better fighter with faster fighter. If you involve a thing like chance ( ie a dice roll for init, then you cant fairly label one combatant good and another worse). Done
PAGE 21
* How does Cost work for combos? Cost? Covered in the building rules
PAGE 22
"Humorous dismemberment should be considered." as in "OW my arm is gone and not HA HA HA thats hilarious he totally sliced off your arm!" Yes, just like that
R
"When a character is fighting more than one person in a turn, she can squash her combo." where did "she" come up? Use neutral terms or use consistant sex / characters in examples and rules. An example is to use the sample characters you mention throughout the book, perhaps a team and she is actually someone in that team with a name so then you would change to something like: "Sharia is fighting multiple combatants in a turn, she can squash her combo". Whole book used to be in feminine tone. Done
Squash? seems odd terminology...Scrub her combo?? Split is better
TERMINOLOGY: combatants should be used consistantly throughout Yep
** Great example close combat, perhaps use this same example again in the armor section and add armor to Rage, Mush and Dude to show how that works. Nice idea
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** Firefight example, format like the close combat example, elminate armor if possible so to not confuse the rules. Firefighting without armour is a bit too deadly to make a good example, beyond the lethality of the system.
** System shock when getting shot (Meat damage)? aka cyberpunk rules. Nope. Attributes don't change. You take stun and HP damage.
** Dog Fighting isn't defined in the first paragraph. Assuming you mean combat between vehicular combatants? Done
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"Biblical Weather" change to "Extreme weather" Done
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"Gaia is the 3D virtual world that acts as the internet in Icar." "Gaia is networking and software that creates a virtual environment that allows the characters to communicate and obtain information over great distances." Nope, it is not. It's actually a parallel dimension that exists in a single point with only an energy spectrum. I won't mention that just yet.
"Hacking is a support activity in Icar. Hackers make use of Hacking Entities to help the team achieve their goal." change
"Hacking can be used to support a team in Icar. Hackers make use of specialized hacking programs called "Entities", to help them achieve their goal." Done
"If you want to then change the information you will need to roll Hacking again." change "If you want to change the information (ie their banking statements), you will need to roll a Hacking check again." done
"As such Hacking Space Craft systems must be performed from inside or standing on the hull of the craft." --??
Remember if the ship can access Gaia remotely, then it can be remotely hacked, thats the nature of any system of rules. It maybe harder but shouldn't be considered impossible. Hacking from the hull of the ship seems as relevant as hacking a planet away. Gaia isn't actually the internet - as it operates in a parallel dimension without X,Y,Z. The 'operating system' of Gaia (which is actually an Artificially Intelligent machine) uses the user's X,Y and Z to perform core security functions. You can't hack that because you cannot access the core of what Gaia is without changing it. If you change it any way then you can't use Gaia. It's like this because it makes it Droid proof. I can go on, I've got sodding reams of explanation written down. Outside of the core rules, sadly. All of Icar is based on a set of core principles (which makes it not very space opera like but I leave that alone) - most of which are online in the Technology Index.
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"To survive, you need a team of capable people to fly, gun and repair." change "To survive, you will needa team (crew) able to fly, arm and repair the space craft." Done
** Move Space Combat before Hacking, to be consistent with the flow of combat rules. Good idea, at the end as it will bugger up the page numbering!
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"Space Craft" why caps? change "spacecraft" Done
"Everyone on the Space Craft has a role. The roles are Operations, Pilot, Gunners and Engineers. During the combat
sequence, each of these roles has a special job to do. The aim is to keep all of the players busy during combat." Change
"The crew on-board a spacecraft have a role. The roles are stations such as; Command, Pilot, Gunner and Engineer. A spacecraft may have multiple people manning these stations. During the space combat sequence, each of these stations has a job to do. These rules allow all the players in a team to be active running a spacecraft." Done
** Change Operations to Command? Nope, command suggests leaadership - which will terrify my player group. Operations allows for a more hippy form of command.
** positions are stations. Gotcha, thanks
Operations is in charge of understanding the positions of all the enemy and telling the crew what needs to happen next." change "Operations is in charge of the tactical situation of all combatants and managing the crew as to the course of action." Done
"Anyone can do the Operations role but it should be someone with a high Wit and Battle." change "Anyone can perform the Operations station, but it is best suited for someone with a high WIT and BATTLE score." Done
Woooeeee! What a night this is turning out to be! RL signing off this post.