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Earthdawn® 2nd Edition Errata |
Last Updated 09/23/2004
Rule Corrections
EARTHDAWN 2nd EDITION
Blood Magic
The Depatterning Rating for Blood Pebbles are DR 1.
The Depatterning Rating for Living Crystal Armor is DR 1.
Equipment
Missile Weapons
Dwarves should be able to use size 5 missile weapons.
Long Bow and Elven Warbow sizes should be 6.
Horrors
Chantrel's Horror should also have the Horror Power Unnatural Life at Step 15.
On p. 317, the listed Knockdown Step for a Bloatform is 1. It should be 13. If your GM hasn't read this, go kick over some Bloatforms as quickly as possible. Fun for Windlings of all ages! While supplies last!
Magic and Spells
Dampen Karma
The last sentence of the Effect should read, `He must reduce the step of his Karma die by 2.'
Wound Mask
There is a missing paragraph for the spell Wound Mask, on pg. 192. It should read:
The mask has a Death Rating of 25 and an Armor Rating of 10. The armor of a Wound Mask can only be defeated by an Extraordinary success. At the end of each Combat Round in which the mask has survived, the mask fully recovers from any damage taken. Whenever the damage taken in a single Combat Round is equal to or higher than the Wound Mask's Death Rating, it is destroyed. The recipient is spared any damage until the next attack that hits; the destruction of the mask always completely absorbs the blow that shatters it.
Woven Threads
On page 140, sixth paragraph, it states: 'In the case of talents and skills...'
Threads can only increase talents, and the other five things bulleted on that same page. Not skills.
Skills
Wilderness Survival
Wilderness Survival skill Step should be Rank + Perception Step.
Talents
Battle Shout
The Step for Battle Shout should read: Rank + Charisma Step
Eagle Eye
The Step for Eagle Eye should read: Rank + Perception Step
Engaging Banter
Engaging Banter lists 'Mental Defense' as one of the affected attributes. It should say 'Spell Defense.'
Fire Heal
The Fire Heal Talent should read Action: Sustained.
Lightning Throw
The Lightning Throw Talent should read Action: Yes.
Misc.
Jehuthra
The second printing of Earthdawn Second Edition contained a printing error that overwrote part of the Jehuthra stats. They are reproduced below:
DEX 5 STR 5 TOU 7
PER 8 WIL 9 CHA 5
Initiative: 5 Physical Defense: 9
Number of Attacks: 2 Spell Defense: 13
Attack: 13 Social Defense: 9
Damage: 11 Armor: 8
Number of Spells: 1 Mystic Armor: 4
Spellcasting: 11 Knockdown: 5
Effect: special Recovery Tests: 3
Death Rating: 55 Combat Movement: 30
Wound Threshold: 13 Full Movement: 60
Unconsciousness Rating: 50
Creature Durability: 0-6
Legend Points: 250
Equipment: NA
Loot: Thorax web worth 1d12 x 10 silver pieces. Item counts as Treasure worth Legend Points.
Huttawa
page 301. The Wound Threashold should be 12, not 13
Success Level table
page 340. the Extraordinary Success Level for difficulty 29 should be 54, not 56
BARSAIVE IN CHAOS
A writer's note made it into the book. Page 99, the Sons of Air was a note about a possible future adventure we could write.
Missing information about Purifiers and Horror Stalkers:
Purifiers:
Body Control
Step: Rank + Strength Step
Action: Noa
Requires Karma: No Strain: 1
The Body Control talent allows a character to harden her hands and feet when making unarmed attacks. The character uses her Unarmed Combat step for Attack Tests while using Body Control, and uses her Body Control step for the Damage Test. The effects of Body Control last until the character makes a successful attack. The character may use this talent in consecutive combat rounds at a cost of 1 point of Strain each round.
Clay Skin
Clay Skin has the same talent effects as Wood Skin (ED2, p. 113), however, the purifier's skin takes on the appearance of hardened clay.
Horror Stalkers:
Durability is 6/5
Thread Weaving is a Discipline Talent
Confront Horror
The final action Horror Stalker's Confront Horror Talent is NOT Bardic Voice, but is instead Steely Stare.
Light Bearers
The Steel Believers ability has a sizable error. This error was caught in playtest, but made it through to press. Steel Believers should give a +1 step bonus per level of success (1 for average, 2 for good, 3 for excellent, 4 for extraordinary) to a number of believers equal to the Lightbearer's Talent rank. It should NOT give a bonus equal to the level of success multiplied by the Lightbearer's Talent rank.
EARTHDAWN 2nd EDITION COMPANION
Pushing Talents and Abilities
Q: 'pushing Talents and Abilities' (page 120 ED2 Companion): In the third paragraph: enhancing a talent causes a Wound automatically. This Wound last for a month and a day. In the same paragraph: the example states: "..., but the Wound cannot be healed for a year and a day". What is correct? In my understanding it must read in both cases "for a year and a day".
A: Month and a day is correct
Spell Magic
Q: Spell Magic - Nethermancer Spell "Last Chance" (page 150) Under Effect: +8 steps to recovery test In the description: ...use of a Recovery test with an 4-step bonus. What is correct? +8 or +4 step bonus
A: 4-step bonus is correct
Weaving Threads to Group true Patterns:
Section "Weaving Threads to Group True Patterns" (page 125) 1st paragraph: "These Threads can be used to enhance a character's talents, skills, or other characteristics."
Skills will not increased - see LRG errata page for ED2 Woven Threads On page 140, sixth paragraph, it states: 'In the case of talents and skills...'
Threads can only increase talents, and the other five things bulleted on that same page. Not skills.
Spell Matrices
The small section Spell Matrices and Multi-Discipline Magicians on page 75 of the Earthdawn Second Edition Companion is included in error. It is a legacy from Earthdawn First Edition that should not be included in the Second Edition rules, as it contradicts the way Spell Matrices work in ED2.
Step Errata
In the Companion 2nd edition (p. 216) and the Game Master Screen, the Step Action Table has three incorrect entries in it.
Step 26 should be D20+D10+D8+D6
Step 27 should be D20+D10+2D8
and Step 28 should be D20+2D10+D8
Element Spear
The Weaving Difficulty for Element Spear should be NA.
Archer
The Archer circle abilities For Fifteenth Circle should read:
Karma: Increase the Archer's Maximum Karma Points by 25. The archer may spend up to two points of Karma on a Recovery Test.
Physical Defense: Increase the Archer's Physical Defense by 1.
SCOURGE UNENDING
Life Leach
Page 42. The Life Leach's abilities of Corrupt Karma, Cursed Luck, Horror Mark and Steal Vitality should all be rank 15. Number of spells should be 2.
Plagues
Page 74.Plagues have a Knockdown: 8
WAY OF WAR
Zhan Shi
The Zhan Shi should have the talent Great Leap and not Lizard Leap.
Air Falcon Marine (Sky Raider)
At 9th Circle, the Air Falcon Marine Sky Raider replaces Lion Heart with Cobra Strike
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other countries. Used under license. ©2004 by FASA Corp.
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