0% found this document useful (0 votes)
194 views7 pages

Earthdawn Errata

Uploaded by

José Garcia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
194 views7 pages

Earthdawn Errata

Uploaded by

José Garcia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 7

Earthdawn Rulebook Errata

The following errata apply to the hardcover edition of the Earthdawn rulebook only; they have been
corrected in the softcover edition.

Page 36: Step/Action Dice Table


The Action Dice listed for Step 19 should be D20 + 2D6, NOT D20 + D6.

Page 51: Mystic Armor


The paragraph describing Mystic Armor should include the following sentence: "A character's
Willpower Attribute determines his Mystic Armor Rating."

Page 52: Lifting/Carrying Capacity Table


The column heading for Lifting/Carrying Capacity should read, "Carrying Capacity/Lifting". The
values remain the same.

Page 53: Karma


The paragraph describing Maximum Karma Points should read as follows: "Maximum Karma Points
refers to the maximum number of Karma Points characters of each race can have at any one time."

Page 71: Ork Cavalryman


The Initiative Dice should be D6, NOT D8.

Page 73: Dwarf Elementalist


The Spellcasting Talent Step Number/Action Dice should be 9/D8 + D6, NOT 10/D10 + D6.

Page 77: Human Nethermancer


The Armor Rating should be 3, NOT 4.

Page 119: Trick Riding Talent


The Step Number should be Rank+Dexterity Step, NOT Rank+Willpower Step

Page 179: Spirit Servant (Circle 4 Nethermancer Spell)


The game statistics for this spell were left off the page. The statistics are as follows:
Threads: 3 Weaving Difficulty: 8/20
Range: Touch Duration: 3 + Rank days
Effect: Summons spirit servant
Casting Difficulty: 9

RULES CLARIFICATION
To clear up confusion as to how Karma is used in the game, FASA offers the following
clarification.

All adepts, as well as some of the more powerful creatures of Earthdawn, can tap into the world's
magical energy in order to enhance their magical abilities. This magical energy is called Karma, and its
use is simulated through Karma Points and Karma dice. If an adept wishes to use Karma when
attempting an action, he or she spends a Karma Point. This allows the player of the adept character to
roll Karma dice in addition to the standard dice when performing the action. The result of the Karma
dice roll is added to the result of the other dice rolled. Like all dice used in Earthdawn, Karma dice can
be re-rolled as Bonus dice. Each of the Name-Giver races rolls a different type of dice when using
Karma; these Karma dice are listed on the Karma Table, page 53 of the Earthdawn rulebook.

Adepts can only use Karma when performing actions using talents that are either Discipline talents or
whose descriptions state that their use requires Karma. Discipline talents and talents requiring Karma
are both described on page 95 of the Earthdawn rulebook. As they progress to higher Circles, adepts
may use Karma on other specific types of actions, listed in the Discipline descriptions on pages 66-90
of the Earthdawn rulebook. Certain powerful creatures, such as dragons and most Horrors, can also use
Karma. Their use of Karma is described in the Creatures section of the Earthdawn rulebook.

Earthdawn Companion Errata

The Discipline talents for the Air Sailor and Scout Disciplines were not indicated (this error has been
corrected in the second printing of this book). The Discipline talents are as follows:

Air Sailor
Acrobatic Strike
Air Sailing
Avoid Blow
Great Leap
Wind Catcher
Thread Weaving
Air Dance
Second Weapon
Wound Balance
Endure Cold

Scout
Avoid Blow
Climbing
Silent Walk
Tracking
Astral Sight
Thread Weaving
Trap Initiative
Detect Trap
Creature Analysis
Safe Path

Clarification: Thread Weaving and Group True Patterns


When a group creates a Group True Pattern, each member of the group may weave a thread from the
Group Pattern to his or her own True Pattern. This thread is attached to one specific ability (listed on
page 50). The rank of the chosen ability is increased by the rank of the thread whenever the character
acts as a part of the group. In practice, that means virtually any time the group is participating in an
adventure. If a character acts only for his own good, however (for example, a thief who steals only to
enrich himself), the character does not receive the increase to his ability normally granted by the thread.
These rules allow characters acting as a group to become more powerful and eventually become heroes
of legend. The group as a whole does not benefit from its True Pattern, but each member of the group
can use the Group True Pattern to enhance his or her own abilities when acting on the group's behalf.

Clarification: Thread Weaving and Pattern Items


When a character obtains another character's Pattern Item, he can use it to a) enhance his own abilities
when interacting with the other character (the subject), or b) bolster the subject's abilities.

In the first case, the character's abilities are only increased when the character interacts with the subject.
The nature of the interaction depends on the ability increased by the thread woven to the Pattern Item.
In order for the increase to be effective, the character must interact with the subject in some way;
simply being near the subject is not enough.

In the second case, the subject's abilities are increased whether or not the character is interacting with
him. In essence, the character is adding his own strength to the subject's.
Denizens of Earthdawn Volume I

Page 112: Woodsman Discipline description


The Seventh Circle Talent Earth Skin is incorrect; it should be Wood Skin.
The Durability Rating of the Woodsman Discipline is 6/5.

New Disciplines
Below are the Discipline talents for the new Disciplines that appear in Denizens of Earthdawn Volume
I.

Boatman
Avoid Blow
Melee Weapons
Pilot Boat
Read River
Cast Net
Haggle
Thread Weaving (Net Weaving)

Journeyman
The Journeyman Discipline has no pre-set Discipline talents. Instead, at each Circle past First, a
journeyman may choose one of the talents he has learned and use it as a Discipline talent. A
journeyman can choose up to 10 Discipline talents from all Circles he attains.

Wind-Dancer
Insect Communication
Mimic Voice
Read and Write Language
Speak Language
Wind Dance
Thread Weaving
Lasting Impression
Graceful Exit

Windmaster
Avoid Blow
Dive Attack
Melee Weapons
Thread Weaving
Armor Bypass
Maneuver
Disarm
Air Dance
Whirlwind

Wind Scout
Air Tracking
Avoid Blow
Silent Walk
Thread Weaving
Tracking
Scent Identifier
Sense Poison
Eagle Eye

Woodsman
Silent Walk
Tracking
Animal Training
Climbing
Borrow Sense
Thread Weaving
Endure Cold
Poison Resistance

Horrors

Page 107: Horror Stalker Discipline


The Durability Rating of the Horror Stalker Discipline is 6/5.
Throal: The Dwarf Kingdom

Due to a last-minute change in layout, several of the page references in the Character Table (p. 171-
183) in this book are incorrect. Click here for an updated and correct version of this table.

Arcane Mysteries of Barsaive


Page 8: Rust spell
The Reattunement Difficulty should be NA/15

Page 24: Eye of Truth spell


The Effect Line should read '+10 steps to Disbelief Tests' NOT to Perception tests.

Page 27: Dreamsend spell


If the spell is used to soothe and relax a subject, the subject receives a number of additional Recovery
Tests equal to the number of success level achieved (1 for Average, 2 for Good, 3 for Excellent, 4 for
Extraordinary).

Page 56: Faulty Bowyer Knack


The Cost should be 200.

Page 58: Improvised Missiles Knack


The Cost should be 200.

Page 59: Lightning Throw Knack


The Cost should be 200.

Page 59: Mystic True Shot Knack


The last sentence of this should read: 'If the test succeeds, the archer can add his rank in Mystic Aim to
his True Shot step rather than his Missile Weapons step.'

Page: 60: Pin Knack


The Cost should be 200.

Page 61: Placed Shot Knack


The Cost should be 100/200*Thieves
Page 96: Spell Table
The Reattunement Difficulty for the Rust spell should be NA/15.

Page 97: Spell Table


The Effect of the Eye of Truth spell should be +10 steps to Disbelief Tests

Crystal Raiders of Barsaive


Page 93-94
The following text was accidentally cut from the description of Delos Earthshaker Blackfang: "Using
his nethermantic skills, Delos has built a bone circle in a hidden cave where he practices his forbidden
art. Through the bone circle. . ."

Page 109 - 100


The following sentence was accidentally cut out of the text of the description of Choras Brightstone
Skyseeker in the Distant Moots section. The last sentence that appears on page 109 should be followed
by "Choras Brightstone is particularly obsessed with making some grand discovery, convinced that his
devoted service to Mynbruje entitles him to such good fortune."

Page 123 - 124


The following text was accidentally cut out of the text of the Ship to Ship Combat section of the
Airships and Ship Combat chapter. The last sentence that appears on page 123 should be followed by:

DAMAGE IN SHIP-TO-SHIP COMBAT


A ship takes damage in much the same way as a player character. The damage done to the ship by each
attack is reduced by the ship's Armor Rating. When a ship accumulates damage equal to its Derelict
Rating (or has its Speed or Maneuverability reduced to 0), it becomes incapacitated and can no longer
perform any combat maneuvers.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy