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ERRATA

Note that Errata has not yet been backed into the PDF or print versions, but will be in our second print run of ZWEHÄNDER for 2019.

ERRATA (last updated December 11, 2018)

  • All Pages: Change all cases of Generalist Petty Magick to Generalist Magick
  • All Pages: remove instances of hyphenation
  • All Pages: utilize new layout standards (no paragraph breaks, indentation of paragraphs as in Main Gauche
  • All Pages: Capitalize all instances of Recuperate, Recuperation, Recuperating and Recuperated
  • All Pages: Change all instances Race to Ancestry, Change Races to Ancestries, Racial to Ancestral
  • Bestiary Pages – all instances of Hatred Trait should read: When facing the Ancestries indicated in parentheses, these creatures add an additional 1D6 Fury Die to Damage and automatically succeed at Resolve Tests.
  • Bestiary Pages – all instances of SHAPESHIFTER Trait should read: These creatures may take any form they please, providing it is of a Small or Large Animal or Humanoid (including player Ancestries).
  • Bestiary Pages – all instances of BATTLE FRENZY Trait should read: When these creatures are encountered, roll 1D6 Chaos Die. If it lands on a face ‘1’, ‘2’ or ‘3’, they are under the effect of that many doses of red cap mushrooms.
  • Pg 23: Fortune Point use should read: Immediately after failing a Skill Test, spend a Fortune Point. You may then re-roll to generate a better result, but must accept the outcome. Note that you cannot use a Fortune Point to re-roll a Critical Failure.
  • Pg 31: Blessing in Disguise: change Effect to: Whenever the time calls for you to suffer a debilitating Injury or face death, you may alternatively gain 1 permanent Chaos Rank (instead of spending a Fate Point) to ignore it entirely.
  • Page 33: Grudgebearer: change Effect to: Whenever you use Fury Dice to determine weapon Damage, they explode on face ‘5-6’. You can learn more about how Fury Dice affects Damage in Chapter 8: Combat.
  • Pg 42: Deadly Aim description should read: Whenever you make an Attack Action or Perilous Stunt using a ranged weapon, foes must flip the results to fail to Dodge, Parry or Resist it.

  • Pg 64: Veteran’s Boot description should read “…or in the jaws of a rabid animal,”
  • Pg 131: Reeve should have Martial Ranged instead of Survival (be sure to re-alphabetize the Skill list)
  • Pg 99: Cult of Personality – remove entirely: In addition, you must always add 1 additional Chaos Die when you elect to Channel Power.
  • Pg 101: The End Is Night – change Effect to:  You can never be restored to Unharmed on your Damage Condition Track, only to Lightly Wounded.
  • Pg 111: Hedgewizardry – remove entirely: In addition, you must always add 1 additional Chaos Die when you elect to Channel Power.
  • Pg 162: Funerary Mage – replace Intimidate with Simple Melee (be sure to re-alphabetize the Skill list)
  • Pg 179: The Fiery Heart effect should read: You and any non-living possessions carried cannot be harmed by non-Magickal fire.
  • Pg 182: Rune Thane Talents replace Higher Mysteries with Instincts
  • Pg. 185: Soothsayer Special Trait “Arcana of Astromancy” should read “You can now attempt to learn Magicks from the Arcana of Astromancy, as listed under Chapter 10: Grimoire. In addition, you automatically learn one Petty and one Lesser Magick spell from the Arcana of Astromancy. You cannot cast Lesser Magick from the Arcana of Astromancy until you have two Skill Ranks in Incantation. You can continue to learn Generalist Magick. Finally, you may only ever use Arcana of Astromancy and cannot adopt any other Profession that gives different Arcane types.”
  • Pg 217: Haggling should read: With a successful Bargain Test, you can increase the resale price for every 6 points of [FB]. However, if you generated a Critical Success, multiply your [FB] by three to determine how you increase the resale price by.
  • Pg 219: Change Gunpowder Quality to: Weapons of this Quality can be loaded and fired while standing in an Engagement. Furthermore, these weapons cannot be Dodged or Parried. Finally, they explode on a face ‘1’ or ‘6’.
  • Pg 234: under Housing & Property, add Laboratory and workshop: 90gc
  • Pg 243: Take Aim should read: Spend 1 AP for +10 Base Chance to your next Attack Action or Perilous Stunt. If you spend 2 AP, +20 Base Chance instead.
  • Pg 243: Change Walk to Hustle in table.
  • Pg 243: Move Hustle (1 AP) + effects between Get Up (2 AP) and Maneuver (2 AP) headers (alphabetical)
  • Pg 244: Change Walk (1 AP) to Hustle (1 AP) in table.
  • Pg 244: Move Hustle (1 AP) between Get Up (2 AP) and Maneuver (2 AP) on table (alphabetical)
  • Pg 245. Under Cast Magick (varies) change this sentence: Casting Generalist and Petty Magicks requires 1 AP, Lesser Magicks 2 APs and Greater Magicks 3 APs.
  • Pg 248: Take Aim should read:  Spend 1 AP to gain a +10 Base Chance to your next Attack Action or Perilous Stunt. If you spend 2 APs, you gain a +20 Base Chance instead. You cannot Take Aim to Cast Magick.
  • Pg. 260: Chaotic Rot should read under Effect: “To have a chance at being treated, you must undergo psychosurgery once a week. Psychosurgery is fully covered later in this chapter. If they succeed at an (Arduous -30%) Heal Test, you are cured. You may only be treated in this manner once every week, no matter whether it is successful or not “
  • Pg. 263: Change AVOIDING FLAMES to AVOIDING FLAMES: Whenever you are first exposed to fire and every minute thereafter, you must succeed at a Coordination Test.
  • Pg 288: Change Three Principles of Magick to Four Principles of Magick
    • Change below header There are four principles of Magick – General, Petty, Lesser and Greater…
  • Pg 288: Add new header: Generalist Magick
    • Add below header: Generalist Magicks are the lowest principles of Magickal power, easily harnessed by those who know how to reach into the Æthereal Veil to draw forth their power. Learned by rote, intense prayer or by accident, Generalist Magicks are shared between both practitioners of Arcane and Divine Magick. Practitioners of either Magick must first master the lessons of basic Magick if they are to progress on to learning how to cast the Petty, Lesser and Greater Magicks of their chosen arcana or prayers to their god. Although they are the simplest to cast, Generalist Magicks are not without their dangers and just like more powerful spells, they too can generate Chaos Manifestations as the Ætheric Winds whip uncontrollably into the Material Realm.
  • Pg 290: change starting sentence to Generalist & Petty Magick has a fixed Difficulty Rating of (Routine +10%), Lesser Magick a (Standard +/-0%) and Greater Magick a (Challenging -10%), but the GM may change it as the situation dictates.
  • Pg 290: change the header THE FOUR GOLDEN RULES to FOUR RULES OF MAGICK
  • Pg 290: Change to – You can only ever learn a number of Generalist Magick, Petty Magick, Lesser Magick and Greater Magick spells equal to your [IB]. This means that if you have an [IB] of 5, you can only learn five Generalist, Petty, five Lesser and five Greater Magick spells.
  • Pg 291: Change Magick Spells in combat to: If you are in combat, you must spend the appropriate number of APs on your Turn before you make an Incantation Test. Generalist and Petty Magick costs 1 AP, Lesser Magick 2 APs and Greater Magick costs 3 APs. Casting a spell takes ten seconds of in-game time. As Duration is measured in minutes (and combat Turns are measured in seconds), it’s usually unnecessary to track Duration in combat.
  • Pg 293: in the Call-out, remove this entirely from the writing –  (1 step for Petty, 2 for Lesser, 3 for Greater).
  • Pg 293: Change sentence to – This a Petty Manifestation when casting Generalist or Petty Magick, a Lesser Manifestation when casting Lesser Magick and a Greater Manifestation when casting Greater Magick.
  • Pg 294: Change sentence to When you do this, you must immediately lower your condition on the Peril Condition Track a number of steps according to Magick cast. For Generalist and Petty Magick, this is one step down the Peril Condition Track negatively; for Lesser Magick, this is two steps down the Peril Condition Track negatively; and for Greater Magick, this is three steps down the Peril Condition Track negatively.
  • Pg 295: Remove – Generalist Petty Magicks are the lowest principles of Magickal power, easily harnessed by those who know how to reach into the Æthereal Veil to draw forth their power. Learned by rote, intense prayer or by accident, Generalist Petty Magicks are shared between both practitioners of Arcane and Divine Magick. Practitioners of either Magick must first master the lessons of basic Magick if they are to progress on to learning how to cast the Petty, Lesser and Greater Magicks of their chosen arcana or prayers to their god. Although they are the simplest to cast, Generalist Petty Magicks are not without their dangers and just like more powerful spells, they too can generate Chaos Manifestations as the Ætheric Winds whip uncontrollably into the Material Realm.
  • Pg. 373: Change Pike from CB+3 to AB+3
  • Pg 395: Repair Structural Integrity should read “… If an object is repaired with a successful Tradecraft Test, it is moved one step up the Hardness Condition Track positively. This means if the object was Grievously Weakened, it is now Seriously Weakened. A Critical Success allows the object to be moved two steps up the Hardness Condition Track positively.”
  • Pg 401: PC Flaw should be listed as Character Flaw
  • Pg 496: Large Insect remove from Traits Bloodlust w/description of effect
  • Pg 508: Chimaera should have a Damage Threshold of: 13 (19/25/31)
  • Pg 562: Under Lycanthropy, it should read Disorder and not Affliction
  • Pg 617: Underlings bullets should be:
    • Underlings do not bank APs, nor can they use Reactions
    • Underlings cannot use Misfortune Points to change the outcome of their actions
    • Underlings are instantly Slain! when they are made to Bleed or suffer any sort of Injury
  • Pg 619 change Pact Magick to Covenant Magick and Main Gauche to MAIN GAUCHE
  • Pg 630 change sentence to Familiarity with Mutants and a caster with the Generalist Magick called Wytchsight
  • Pg 674: Taints of Chaos table:
    • Arachnos should read: Attacks made bare-handed inflicts a single dose of spider venom.
    • Burning Body should read: Attacks made bare-handed gains the Fiery Quality (but you are not harmed by these flames).
    • Flaming Skull should read: When you succeed Intimidate or Interrogation Tests, you provoke Fear.
  • Pg 675: Taints of Chaos table:
    • Metasoma should read: Attacks made bare-handed inflicts a single dose of scorpion venom.
    • Octopi Suckers should be Octopoid Suckers
    • Ouroboros should read: Attacks made bare-handed inflicts a single dose of snake venom.
  • Pg 677: Change Walk to Hustle in table.
  • Pg 677: Change Walk at Movement x1 to Hustle at Movement x1.
  • Pg 676: Taints of Chaos table:
    • Uncontrollable Flatulence should read: Whenever you are made to Bleed or suffer an Injury, all those in a Burst Template around you are Stunned.
  • Pg 685: Change Walk 244 to Hustle 244