Earthdawn

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.

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