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: 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.