EARTHDAWN RPG Product Errata
Copyright: FASA Corporation
The errata for the following Earthdawn products has been collected from various sources including: Lou Prosperi, David Henry, and Robin Laws. Thanks for the contributions! For any corrections or further errata submissions please contact: James Flowers (jflowers@jflowers.spam_me_not.org) (please remove the obvious "spam block content" from the email address before sending).
Earthdawn Errata
"We survived the Scourge, but not without some difficulties..."
-The Folks at FASA
Copyright 1993 FASA Corporation. Provided the copyright notice is included, this document may be freely distributed. This document gives corrections for all currently known errors in the first printing of Earthdawn. It will be updated over time, and as needed. Page 36: The Step/Action Dice Table
The Action Dice listed for Step 19 should be D20+2D6 NOT D20+D6. Page 51: Mystic Armor
The paragraph which describes 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 which desribes Maximum Karma Points should read as follows:
Maximum Karma Points is the maximum number of Karma Points characters of each races 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 179: Spirit Servant (Circle 4 Nethermancer Spell)
The game stats for this spell were left off the page. The stats are as follows:
Threads: 3 Weaving Difficulty: 8/20
Range: Touch Duration: 3+ Ranks days
Effect: Summons spirit servant
Casting Difficulty: 9
Rules Clarification
There is some confusion as to how Karma is used in the game. Below is a clarification of how characters can use Karma in the game. All Adepts, as well as some of the more powerful creatures of the world are able to tap in the magical energy of the world in order to enhance their use of magic and magical abilities. This magical energy is known as Karma. The use of Karma is simulated through Karma Points and Karma Dice. When an Adept wishes to use Karma when attempting an action, he spends a Karma Point. This allows him to roll additional dice when performing the action. The result of the Karma dice is added the result of the other dice rolled for the action. Like all other dice in Earthdawn, Karma dice can be re-rolled as Bonus Dice. Each of the Name-Giver races uses a different type of dice when using Karma. The Karma Table on page 53 of the Earthdawn rulebook lists the Karma Dice for each of the Name-Giver races. Adepts cannot use Karma on any action. Adepts can only use Karma on Talents that are either "Discipline Talents" or those Talents which "Require Karma." These are both described on page 95 of the Earthdawn rulebook. As they progress to higher Circles, Adepts are allowed to 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
Yes, the Discipline talents for the Air Sailor and Scout Disciplines were somehow not indicated. They are as follows:
Air Sailor Scout
Acrobatic Strike Avoid Blow
Air Sailing Climbing
Avoid Blow Silent Walk
Great Leap Tracking
Wind Catcher Astral Sight
Thread Weaving Thread Weaving
Air Dance Trap Initiative
Second Weapon Detect Trap
Wound Balance Creature Analysis
Endure Cold Safe Path
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 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 is acting as a part of the group. That means virtually any time the group is participating in an adventure. If however, a character acts for his own good only (such as a thief who wanders on his own and steals for only himself), the increase granted by the thread is ignored. In this way, by acting as a group, characters can become more powerful and grow to become heroes of legend. To reiterate, 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 their own abilities. Thread Weaving and Pattern Items:
When a character obtains a Pattern Item of another person (called Subject below), he can use it in one of two ways: 1. To enhance his own abilities when interacting with the subject, or
2. To bolster the abilitites of the subject. In the first case, the increase to the character's abilities are only in effect when the character interacts with the subject. Interacts means just that. The nature of the interaction depends on the ability increased by the thread. But in order for the increase to be effective, the character must interact with the subject, not simply be near him. In the second case, the increase to the subject's ability is in effect all the time. In essence, the character is adding his own strength to the abilities of the subject.
Denizens of Earthdawn Volume I Errata
Page 112: Woodsman Discipline description.
The Seventh Circle Talent Earth Skin is incorrect. The Woodsman should get Wood Skin in the place of Earth Skin. 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, he may choose of the talent he has learned and use it as a Discipline Talent. A journeyman can choose only up to 10 Discipline talent throughout all Circles.
Wind-Dancer Windmaster
Insect Communication Avoid Blow
Mimic Voice Dive Attack
Read and Write Language Melee Weapons
Speak Language Thread Weaving
Wind Dance Armour Bypass
Thread Weaving Maneuver
Lasting Impression Disarm
Graceful Exit Air Dance
Whirlwind
Wind Scout Woodsman
Air Tracking Silent Walk
Avoid Blow Tracking
Silent Walk Animal Training
Thread Weaving Climbing
Tracking Borrow Sense
Scent Identifier Thread Weaving
Sense Poison Endure Cold
Eagle Eye Poison Resistance
[Bonus to Death/Uncon. Ratings are 6/5]
Mists of Betrayal Errata
p.32
The highwaymen's swords should only do Step 9/d8 + d6 damage. p.35
The orks can't have an 8 PhyDef with only a Step 5 Dex. Lower PhyDef to 7. p.40
The Blood Elves cannot have a SpDef and SoDef of those levels with their given Per and Cha Steps. Change SpDef to 8 and SoDef to 9. p.47
The orks, to match their movement, have to have a PhyDef of 7. Their Initiative is Step 1. p.48
The trolls should have a Mystic Armor of 1. p.51
Same as page 40, above. The Blood Elves should have a SpDef of 8 and SoDef of 9. p.55
The villagers' Str Step is too low for them to weild weapons that would give them +3 Step damage. Change their damage rating to Step 5. p.75
Rustang and his scorchers all should have a Step 4 Initiative. p.88
Just an observation -- Kalourin carries no hand-to-hand weapon, and has only two Spell Matrixes for a Fifth Circle nethermancer (two less than normal). Was that to make him deliberately weak for the recommended starting players? p.89
Takaris cannot be a Fourth Circle Warrior, since he doesn't have enough Talents to qualify to enter the Second Circle. I added Wood Skin at Rank 4 = 10/d10 + d6, since it was a Discipline Talent that would more likely be picked up than another one. p.93
Likewise, Tural cannot qualify for Third Circle Swordmaster. Add Maneuver 3 = 9/d8 + d6 so he meets the required amount of Talents. p.94
Sogora's Tou Step should be 5. This does not change his Death Rating or other such stats.
Terror in the Skies Errata
p.36
The ork scorchers should have an Initiative Step of 1. Remember to add +11 Steps to their damage if they're charging on their Thundra Beasts. p.60
The Cloud Runner crew equipped in chain mail should have an Initiative Step of 1. p.75
Drimsby has a number of problems. He can't qualify for his current Circle, for instance, so I raised his Air Dance to Step 6 = 11/d10 + d8, mainly because it was a low Discipline Talent. His Air Sailing should be Step 12/2d10, and his Great Leap Step 8/2d6. His Movement should be 43/22. His Death Rating and other Toughness stats should be 71/9/57, and he should have 2 Recovery Tests/day. p.77
Yorlk should have Step 5/d8 Per and Step 4/d6 Wil. That makes his Air Sailing Step 5/d8. His Avoid Blow should be Step 7/d12 and his Melee Weapons Step 6/d10. His Movement should be 57/29. His Skills should have a Runic Carving of Step 5/d8 and Scourge Lore of Step 6/d10. His SpDef should be 7, and his Mystic Armor 1. p.78
Kathleen's Physical Armor is 3. p.79
Radlin is not yet an adept, so he can have no Karma. Remove it from him immediately. :-) His movement should be 75/38, and his Air Sailing Step 5/d8. His Physical Armor should be 3. p.80
Tyrannisis should have a Step 14/d20 + d4 Taunt. His Spirit Hold should be Step 20/d20 + d8 + d6. Nothing in the Storm Armor says it reduces Initiative penalties, and since Threaded items have no special powers unless marked as such, I have his Initiative at Step 1/d4-2.
Parlainth Box Set Errata
Apparently the Horrors that ravaged Parlainth extended their baleful influence even to the gentle scribes of FASA, for the Parlainth sourcebook has more errors in its adepts' stats per capita than any other ED supplement so far. Not a good track record. At least the rest of the book was free of silly typos and other layout goofs. Once again, these here are spoilers for the Parlainth box set, especially since they discuss the statistics of the characters therein. Don't read if you don't want to know. p.25 Torgak
Torgak's Down Strike should be a Step 19, which would be a d20 + 2d6. I have no idea what Step number the writer was thinking of with that bizarre d20 + d6 + d4 listed there. Torgak cannot have 38 Karma, although it's nice to see he's trying: the most a Troll can have is 20. Lower him to that number. His Speak Language skill should be a Step 15/d20 + d6. He should have 4 Recovery Tests. His Defenses are completely off: His PhyDef should be 8 and his SpeDef 11. Also, according to the armor he's listed for having, he should have 7 Physical Armor, not 9. Maybe he has some ring mail in storage, or is his footman's shield really a knight's shield? p.26 Vardeghul
Vardeguhl's Acting Skill should be Rank 8/2d6, and presumably should be classified as her Artisan Skill. Her Death Rating is 53. Otherwise, she's fine. p.28 Pagmor Gilt-Throat
Pagmor's doing pretty well as well. His Wood Carving should be Rank 5/d8, and he has a Death Rating of 80 and an Unconsciousness of 62, but otherwise passes muster. p.31 Liniarg Blindingshout
Liniarg has some troubles with her Skills. Her Conversation should be Rank 9/d8 + d6, her Engaging Banter Rank 10/d10 + d6, her Read/Write Languages Rank 8/2d6, and her Seduction Rank 9/d8 + d6. She should have a Death Rating of 92, which will please her I'm sure. Her SocDef should be 10. Finally, she has that odd Havenite padded leather + shield combo that somehow gives her 9 points of armor. Either assume she brings out ring mail or a knight's shield for big-time trouble, or reduce her Physical Armor to 7. p.32 Archiana Smoothskin
Arhiana's Acting Skill is presumably classified as her Artisan one. Also, her Political History should be Rank 7/d12. She should have 2 Recovery Tests/day, and she only gets a d8 for them, not a d10. Nice try, babe. She also has that bizarre 9-point Haven leather armor combo -- see Liniarg's entry, right above, for how to deal with that. p.33 Justice Bells
Not having Denizens II yet, I do not know if Justice Bells fits the rules properly. I'll update this Errata when Denizens II comes out. >>>The ED Rule Book says that Thera was proclaimed an Empire in the 943th year of Throal and that Parlainth was founded some time later. In the Gamemaster Book of the Parlainth Boxed Set I could find that Parlainth was founded in 50 TE (493 TH). There lies a big discrepance.<<< Holy @#$%, you're right. I was laboring under the impression that Theran dating starts with the declaration of the empire. Yikes! Fortunately, the history still makes sense when you change the dates. In fact, it makes rather more sense, collapsing the time scale. The correct dates should be (references to Parlainth GM book):
p. 8, 2nd paragraph 505 TE (948 TH) Parlainth started
p. 11, 1st para 525 TE (968 TH) official opening
p. 11, 2nd para 602 TE (1048 TH) disappearance of city*
p. 11, 3rd para 536 TE (979 TH) Fallo's recall
*actually this is a separate mistake, contradicting the date given 2 pages later for the disappearance of Parlainth. The rest of the dates in this section are correct. The Theran date on the handout ARCHITECTURE OF PARLAINTH is correct, but Vardeghul has (yeah, sure Robin, blame a fictional character) gotten the Throal year wrong: should be 936 TH. The same error appears in her FRAGMENTARY HISTORY OF PARLAINTH. In LOST THERAN WAR MACHINE, the date for the Battle of Sky Point should be 943 TH.
Infected Errata
Under Construction!
Parlainth Adventures Errata
p.24 Sekra
Sekra cannot qualify for a Third Circle Troubador as is. Furthermore, her Talents are all messed up. First off, give her Speak Language at (3) 10/d10 + d6, since that's a Discipline Talent, and it looks like a good one to give her. Next, change Disguise to (3) 10/d10 + d6, Emotion Song to (3) 10/d10 + d6, and Mimic Voice to (3) 10/d10 + d6. Her Movement should be 75/38, her Initiative 7/d12, and her Karma a d6. She has a PhyDef of 9, SocDef of 10, and MysArm of 2. Change her Recovery Dice to a d10. p.42 Gharmek
The Gharmek had Step 30 Toughness in their first appearance, the Parlainth Box. p.42 Sendric
Sendric should have an Initiative of 7/d12. p.43 Torgak
Torgak has the same errors he had in the Parlainth Box set. For your convenience, I'll go over them again. :-) Change his Down Strike to (8) 19/d20 + 2d6. Give him War Weaving of (8) 15/d20 + d6. Trolls can only have 20 Karma, not 38. His Speak Language Skill should be (8) 15/d20 + d6. His Defenses should be Phy 8 and Spell 11. He has a Movement of 60/30, and Initiative of 5/d8 or 3/d4, depending on his armor (see below). He should have 4 Recovery Tests per day. He may very well wear Padded Leather Armor to expect trouble, but that would give him a Physical Armor of 7. Since he's a bit well-off, I gave him a suit of ring mail he wears when he's expecting _big_ trouble, which will raise his PhyArm to the listed 9. p.53 Fondest Wishes
Vardeghul is a t'skrang, not an ork. p.57 Archiana Smoothskin
Archiana's Political History Skill should be (2) 7/d12. A skill she had in the Parlainth Box was left off: give her Knowledge/Scourge (1) 6/d10. She has 2 Recovery Tests at d8 per day. For her armor, see the notes under Torgak, above (or change her PhyArm to 7 to fit her listed armor). p.57 Needren Lannen Wiswell
Needren should have a Movement of 57/29, an Initiative of 5/d8, and his Embroidery Skill should be (4) 9/d8 + d6. He has a Death Rating of 51 and Unconsciousness of 39. p.58 Liniarg Blindingshout
Liniarg, once again, has the same errors she had in the Parlainth Box. Give her Blade Weaving (5) 11/d10 + d8. Change her Conversation to (2) 9/d8 + d6, Engaging Banter to (3) 10/d10 + d6, Read and Write Language to (2) 8/2d6, and Seduction to (2) 9/d8 + d6. She has a Death Rating of 92, Social Defense of 10, and the same notes on Armor as Torgak above (change her PhyArm to 7 or give her ring mail). p.58 Tylia
Tylia's Step values should be: Dex 6
Str 6
Tou 6
Per 8
Wil 7
Cha 6
Denizens of Earthdawn Vol II Errata
No errata applies.
SkyPoint & Vivane Box Set Errata
Under Construction!
SkyPoint & Vivane Adventures Errata
p.19
The route that's supposed to be on Map 2 is not on the map. p.20
Note the Rats apparently have 5 Attacks and an Attack Step of "Bite". :) Give them 1 Attack each at a Step 5. p.22 Resistance Guards
The Guards are supposedly Second Circle Warriors. Give them some Karma (I gave them 20) and allow them to spend it on their Attack tests. If they use their maces, they will do Step 10/d10 + d6 Damage. p.28 Thomalas Janrud
Janrud's Perception should be Step 8. This changes a bunch of his Talents: Book Memory should be Step 9/d8 + d6, Evidence Analysis Step 10/d10 + d6, Read/Write Language Step 11/d10 + d8, Read/Write Magic Step 11/d10 + d8, Spellcasting Step 11/d10 + d8, and Wizardry Step 11/d10 + d8. His Book Recall should be Step 10/d10 + d6. His Knowledge Skills should both be rolling d8 + d6. The given Step Number is correct. p.29 Kazagad Kagend
Kagend's Charisma Step should be 8/2d6. This changes a few of his Talents, but since he doesn't have enough Talents to qualify for a Third Circle Beastmaster anyway, here's all the Talents that needed correcting: Animal Bond 11/d10 + d8, Animal Training (3) 11/d10 + d8, Dominate Beast 11/d10 + d8. His Woodcarving Skill should also be Step 9/d8 + d6. p.30 Haldamund Armunn
Haldamund's Strength should be Step 7/d12. He doesn't have enough Talents to be a Second Circle Warrior, let alone a Third; give him Karma Ritual 3, and change Anticipate Blow to Rank 3: 8/2d6. His Knowledge Skills should both be Step 6/d10. His Death Rating should be 64. The armor pieces he's wearing don't match with the partial armor table given in Denizens II. It's not a big change, so GMs can either use the following Denizen II figures, or assume that Haldamund has some nifty Theran armor. His given armor is 6/1 with -2 to Initiative; following the Denizens guidelines, it would be 7/0 with -3 Initiative. p.55 Marikis
Marikis has the Gliding Stride, not the Gliding Strike, Talent. Marikis should have 4 Recovery Tests per day. There is no given threaded Troll Sword in the rules, but the Damage step given here seems appropriate. p.56 Tamwyn
Just a comment: Tamwyn is a HUGE windling! (Str 10 and Tou 11 !!) p.65 T'rask's Men
They should have a Movement of 42/85. p.72 Slaves
The Slaves should have a Perception and Charisma Step of 4 to match their Defense Numbers. GMs may rule that the soul-spiders granted the Slaves their extra Defenses. Their Movement should be 24/48 in any case. p.75 Soul-Spiders
Note no effect is given for the spiders' Drain Personality power. Presumably an embedded Soul-Spider makes two Drain Personality attacks per round against its host's Spell Defense; as soon as one is successful, the host goes mindless. p.77 Caravath
Caravath is vastly short on Talents to be a Seventh Circle Wizard. Increase his Astral Sight, Book Recall, and Spellcasting to Rank 7: 14/d20 + d4, and increase his Karma Ritual and Enhanced Matrix to Rank 7 as well. His Robe Embroidery should be Step 6/d10. His Defenses should be 7/10/7. Caravath can spend Karma on Charisma, Willpower, and Willforce Tests. p.78 Mervin
Mervin is short on Talents again. Give him Maneuver (2): 9/d8 + d6. His Flirting should be Step 7/d12. p.79 Aberdeen
Aberdeen rolls a d12, not d10, for Recovery Tests. His broadsword does Step 9/d8 + d6 Damage.
Author: Chris Ryan
Last Updated 5th January 1996