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