–William Shakespeare, The Two Gentlemen of Verona
Thanks to: Acheron, Gerry Baygents, Mitchell Ryan Forney, Clay Gardner, Rosemary Grey, Michael Gunderson, Bret Hewes, Sidney Kuhn, James Malerich, Sean McLane, A. Jay Medder, Omega, Mojo Shen Po, Dharma Ramos, Mark Shapiro, Oscar Simmons, Maximilian Ursovich, Aric Wedder, the White Crow, Alexander Williams, Frank Wrege, and the miscellaneous crew on the Ironclaw Mailing List.
Found something we've missed? Send all errata to firstname.lastname@example.org Please reference page numbers, so we can properly add to this list.
|Introduction||Under Playtesting and Editorial Contribution, Denson Conn and Jarret "Bear" Sheppard should be listed. (Oops! To Denson, I say "Sorry". To Jarret, I say "Aarrgh.")|
|p. 3||The artwork for this page was misplaced.|
|p. 8||On Domnhull's character sheet, the "Sixth Sense" skill should be d8, not d7.|
|p. 10||The "Favored Weapon" text should read the same as the "Favored Use" rule. The "Favorite" rule, for either Weapon or Use or whatnot, is that you may re-roll one 1. Delete the "d4" reference.|
|p. 11||The last sentence should read that Movement is explained in the Combat chapter, not the Conflict chapter.|
|p. 12||In the table of Dash, Stride, and Full Move, eliminate the "-4 paces/round" and "+4 paces/round." These should be -3 and +3 respectively.
Clarification: If you have a Body of d4 and the "Frail" flaw, your Soak drops to "level zero." You have no dice to roll at all.
|p. 15||Vesper's Will Trait should be d10, not d12.|
|p. 16||Anton's Plate Mail weighs 12 stone, not 13.|
|p. 19||Mansur has a "Gun" among his equipment – a "Pistol" that does 2d8 damage and weighs 1/8 stone.|
|p. 22||Mavra's Elementalist Career applies to "Elementalist Lore", not "Green & Purple Lore".
Mavra's Skill "Dodge 3" should be "Dodge 1."
|p. 23||Tycho's Thaumaturge Career is listed incorrectly. It should have a Level of d8, and it should read "Applies to: Literacy, Magic Lore, and Meditation."
Tycho's Personal Gifts should read "Extra Trait d4 x2 (6 points); Luck (3 points)."
|p. 24||Dierdre's should be wearing Reinforced Leather Armor, not Banded Mail.|
|p. 63||Under the "Watchman" career description, delete the last, unfinished sentence.|
|p. 65||Clarification: How does one get these "Special Traits"? With the gift of "Extra Trait", p. 79.|
|p. 67||Insert the following Passion between Love and Sorrow:
|p. 69||Delete the reference to "Accounting" skill.|
|p. 71||Delete the reference to "Divination" skill.|
|p. 73||Between "Language" and "Literacy," insert the following Skill:
|p. 77||Under "Wrestling", the "Possible Favorites" should be "Pinning; Crushing; Disarming."|
|p. 79||Under "Extra Trait", there's one too many d6's. Zoe's Traits should read d12, d10, d8, d8, d6, d6, and d4.|
|p. 80||Under "Increased Trait", the first sentence should read that you may increase one of your six starting Traits, not seven.|
|p. 86||The natural weapon of "Hooves" are missing. They cost 1 point, and do d6 damage.|
|p. 87||Expand "Teeth" to include "Tusks". Can't leave out the Boars, now.|
|p. 90||Change the description of the Gift of "Wealth" to read as follows:
Your character is independently wealthy. He or she has an estate, with land, holdings, and resources that they may draw upon on a regular basis. Your character may start the game with as many Expensive Items as the size of your largest Career Die, to a maximum of 12. For example, if you have the Career of Artisan at d10 and Thaumaturge at d4, you may start the game with 10 Expensive Items. With very rare exceptions, your character should have either a Guild Membership (p. 89) or the Gift of Nobility (see above)."
|p. 107||On the "Armor and Shields" table, Chain Mail should cost 36 denarii (not 48), it should be an "Average" cost item (not Expensive) and it should have an Availability of 2d10 (not 2d12).
The weight of a Dagger should be 1/16 stone, not 1/8 stone. The weight listed on p. 314 is correct.
|p. 109||Omit the asterisk next to the lockpicks. There is no footnote.|
|p. 114||Under "Foil (Fencing)", change the "Special" text to read as follows:
Special: Disarm: If your foe has their weapon held in one hand, they are automatically disarmed. If your foe has a two-handed weapon, roll your Weapon & Strength Dice vs. their Weapon and Strength Dice – if you tie or succeed, your foe is disarmed. You may also strike your foe for normal damage.
|p. 115||Clarification: on an Overwhelming Success on the "To-Hit" Roll, a Gun scores its "Special" hit, which is a "Slaying" critical. All damage dice that Succeed are treated as Overwhelmingly Succeeding. This means that each die causes two points instead of one point of Damage. (There is no extra bonus for Damage Dice that Overwhelm.)
Delete the words "This bonus is included in the listed damage." That sentence makes no sense.
|p. 122||Under "Example 1", change the reference from "gun" to "bow."|
|p. 127||Clarification: How many dice do you include during a Test? Include all dice that the Game Host feels should apply. This can include the basic Traits, Career Traits, Race Traits, and other dice.
For example, under the "Ambush Test", a target who's "wary of ambush" would get to defend with both Sixth Sense and Mind dice.
In particular, if a Career Trait "applies to" that Skill, include those Career Dice with any Test that requires that Skill. The Career Trait may be used with other rolls, but it always applies to the uses of Skills referenced in its description.
|p. 135||Replace the Fear Test Result Table with the following:
|p. 138||Under the "Hide Test", delete the reference to "Will." It should read "Hide (Mind, Camouflage and Stealth vs. Mind and Observation.)"|
|p. 146||Add the following Test:
|p. 150||In the listing under "Strength Test", replace "Lift Bonus dice" with "Strength Dice".|
|p. 155||The second sentence should read that the Game Host rolls 6d6, not 4d12.|
|p. 161||Change the "Charge" text to read as follows:
"A Charge is a berserker-type attack, when a combatant runs headlong at a foe, heedless of danger. A combatant who Charges can move their Dash distance in paces (instead of their Stride); after the Charge, the combatant is automatically sent Reeling (see page 164.)"
Rename "Covering Up" to "Guarding".
Under "Covering Up," the first example should list that Mulciber gains two Bonuses, not one, for covering up. The dice improvements are listed correctly.
|p. 167||The first bold face paragraph should read as follows:
Each character, PC and NPC, rolls their Initiative. (Characters who are Reeling [q.v.] do not roll Initiative). Your default Initiative dice is your Speed Dice and Mind Dice (and Quickness Dice, if any.)
|p. 168||In the "Leaping to your Feat" section, replace the text "At the beginning of the round, when a combatant is asked if they are 'Covering Up'..." with "When a combatant first declares their Maneuver for the Round..."
The last line references a "Miniature" column, which was omitted. For completists:
|p. 170||In the Melee Combat Maneuvers table, under "Cover Up," change the Defense entry to say +2 Bonus, not +1 Bonus.|
|p. 171||The "Disastrous Failure" result says one may roll on a "Combat Botch Table". This was not included in the rules, but may be downloaded separately at:
|p. 172||Change all Range Dice to d10s. (Short is d10, Medium is 2d10, Long is 3d10, eXtreme is 4d10.)|
|p. 182||The "Resolve Test Dice" is written confusingly. "Resolve" is used as shorthand for all Resolve Dice – this includes Resolve Skill Dice, Will Trait Dice, and any other Traits that may apply. ("Willpower" should be changed to "Will".)|
|p. 184||In the second paragraph, the first sentence should read, "When rolling vs. Death, you must make a separate test for each Wound you take at -6 and below", not -3.
The last line at the bottom of the page is the first line of the table on p. 185.
|p. 185||For First Aid, the "default" difficulty is 2d6.
The last line at the bottom of the page is the first line of the table on p. 186.
|p. 189||Delete the entire paragraph under "Defending Against Grapples." A combatant may use the standard Parry, Block, or Dodge vs. a Grapple.|
|p. 190||In the listing under Weapon Grab, replace "Lift Bonus dice" with "Strength Dice".|
|p. 197||In the example of Explosion spells, delete the sentence "Explosions also ignore Shield Dice." Eliminate the reference to Hendrick's "extra d4 for Favored Use". This rule is listed incorrectly. (As per the errata on p. 10, Favored Use does not give extra dice but instead permits the re-roll of any one single die showing "1".) Also, Fireballs only do 4d10 damage. Change the example to read as follows:
|p. 199||Under "Summary of Spell Types", "Delayed" should read "Maneuver", not "Defense." (While it is true that the "Delay" spell on p. 236 allows you to release a spell later as a Defense, the casting of a Delayed Spell is still a Maneuver.)|
|p. 202||In the Elemental descriptions, "complete mastery" is the same as "being Adept" – Elementals never need roll to cast their spells.
The Sylph is given a Will of d6 and Air Elemental Trait of d8, so its Magic Points should be (6+8) 14 points, not 16.
|p. 210||The spell "Lightning Bolt" is of type "Targeted", not "Attack."|
|p. 211||The spell "Stone Hurlant" is of type "Targeted", not "Attack."|
|p. 212||The spell "Pilum of Fire" does 3d12 damage, the same as its Effect Dice. Eliminate the phrase "Wizard Dice" from the To-Hit Roll; The "Elementalist" Career Dice do not apply to To-Hit Rolls with Targeted Spells.
The spell "Freeze Arrow" is of type "Targeted", not "Attack."
|p. 220||The spell "Healing II" has an Effect of "Heal a character as a 3d6 attack vs. Body" – the listed Effect Dice and Description are correct.|
|p. 236, 239||Under "Dispel Magic II", change the phrase "Hold your action" to "use Focus". "Holding your action" and "using Focus" are the same thing.|
|p. 237||The Difficulty Dice and Effect Dice for Lesser Counter-Spell is 3d10, not 3d12.
Replace the description of the "Severance" spell with the following:
|p. 239||The Difficulty Dice for Lesser Counter-Spell is 3d10, not 3d12. The Effect Dice for Greater Counter-Spell is 6d10, not 3d12.|
|p. 240||Change the description of "Reflect" to read as follows:
|p. 243||Under both "Atavist-Wizard" and "Thaumaturge", change the spell "Detect Magic" to the spell "Scry Magic I"|
|p. 293||Dr. Ostler has a Soak of only d4, not d6.|
|p. 294||Both Gregor and Kitaro have a Strength of d8, not d6.|
|p. 305||The "Necromancer" Career is not detailed. It applies to Black Magic Lore, Literacy, and Meditation, similar to other Wizard Careers.|
|p. 306||Clarification: Black Magic starts on an odd page so the Game Host may show the spells to the Players without them seeing the "Hidden Risk" rules.|
|p. 308||For the spell "Black Bargain", the Effect should read "Compare your Casting Roll vs. 6d6 to earn Magic Points", not 3d6.|
|p. 310||The description of the spell "Curse III" should refer to "Curse I", not "Cure I."|
|p. 316||The Quarter-Stone Crossbow, when loaded by hand, only needs a Lift Bonus of 3, not 5.|
|Character Sheet||A revised character sheet can be found at:
|Appendix||The "States" Appendix was omitted. It can be found at:
The calendar comparison is inaccurate. A revised comparison is presented here:
Conversion of S'allumer Calendar to Doloreaux Calendar
Conversion of Doloreaux Calendar to S'allumer Calendar
|p. 55||Letya's Soak should be d6, not d8|
|p. 81||Doctor Plith's Soak and Strength are d6, not d8|
|p. 82||Maxim Bauer's Soak is d12, not d8|
|p. 83||Hilliam Luce's Soak is d6, not d8|
|p. 1||Ursula's last name is Husted, not Hedges.|