Errata
This page will contain miscellaneous rules updates and clarifications
Skills Errata
Blindfighting
Q: Can blindfighting be disrupted by shouting at the combatant?
A: No, blindfighters can't be blinded by shouting loudly at them; their skills are such
as to be able to blindfight in most battles, so it takes a really astounding
amount of noise to 'blind' them. Stampeding elephants is the level we're talking.
Disengage
You can disengage through a cluster of enemies or directly away from them, but the second you stop running (i.e. to pick something up or give someone a healing potion) then the Disengage's effects end.
OBS
If a backstab hits then it can't be Parried or Dodged. (In general these calls can't be made against unexpected attacks).
Leadership
Leadership now ignores the restrictions to Damage modifiers imposed by Substandard and Standard Quality weapons.
Leadership effects all mundane damage calls including ranged (bows, throwing weapons) and Subdual calls.
Strength
Mighty only applies to Damage Calls, there is no such thing as a Mighty Shatter or Disarm.
Parry Stacking
The maximum number of parries that a character can call in an encounter for
each of Weapons Master, a fighting style, and superior weaponary, is limited to
their best in each of those categories. So a character with three ranks of
Weapons Master in Mace and four ranks in Dagger can call a maximum of four
weapons master parries per encounter, and only three of those while wielding the
mace. Similarly, each character can call only one superior weapon parry per
encounter. Superior shield parries count as fighting style parries.
Expanded information on use of Blather
Rank 4 - There are some limitations: looking like someone of the opposite gender will only stand up to the most cursory of inspections, large changes in your apparent size are basically impossible, and impersonating specific individuals will only work if the people you are trying to fool have never met that person or heard detailed descriptions (or if they're excessively stupid). You can apply disguises to others, but can't really get them to 'do the voice' (or indeed the walk, etc) properly. A few hexa per adventure will provide you with the materials for a basic disguise, more detailed/expensive trappings may cost more..
*Without* this skill, disguises are limited to the level of 'put on a cowboy hat and boots, talk in a funny accent and pretend to be American oil entrepreneur millionaire' level. They might conceal your own appearance, beyond that only very stupid people will actually think you are what you're pretending to be.
Rank 5 - Note that the one exception to this Rank's total believability is statements like 'Absolutely the only way for you to react is...'. You *can* manipulate someone's mood (tell people OOC: 'Blather 5, I'm trying to make you angry' for example, and preferably play out *how*) in the hope of altering their response, though.
Magic Errata
Lightning Bolts Against Insubstantials
Being a global-damage energy based attack, lightning bolts deal a full Double to insubstantial creatures (effectively a half to each location, rounding down).
Forestall the Pyre
The following sources count as Unnatural Damage in the eyes of the Burned Lords
The Undead
Things of Glass
Things of Dream
Light Magic
The following sources count as Natural
Blood
Wind
Things of Name
Magic in the Burned Realm
Raising the Wind costs twice the normal fatigue to cast. Calling up a Tempest will stir up the Ash from the ground creating an enormous Ashen Cloud.
Blood magic spells cost twice the normal amount of blood hits.
Ashen Clouds in Strong Winds
When a wind has been Raised, Ashen Clouds last for only 5s.
Escaping from Chain Magic
The Iron Chain - The chains can be shattered in a few seconds by anyone with four Ranks of the Strong skill and master Escape Artists can slip loose with similar ease. Groups of creatures with Strong rank 2 or 3 may combine their strength in an attempt to break the chains, or the creature bound may slowly extract themselves from the chains over the course of one minute if they have someone else helping them and are otherwise undisturbed.
The Silk Chain - The spell's target can break the binding by putting out one of their own eyes, this action also protects them from further uses of the chain of silk for the rest of the encounter. Few people know that this is possible and fewer still have the nerve to perform such terrible self-mutilation.
The Golden Chain - Targets with an exceptional mental strength can deny the power of Bind the Will; anyone possessing five ranks of Strong Willed (irrespective of their current psyche hits) can shrug off the spell after a few seconds struggle.
Class Levels Errata
Gaining Sorceror levels- Past Precedents
Level 3
Blood
Be cut down in battle or otherwise messily brought close to death.
Be immersed in a pool of blood during a Blood ritual.
Chain
Ritually bind up your magic for an adventure (You will be completely unable to use your chain magic, even if you wish to)
Observe the rebinding of a Bound One
Have your own spirit bound up in a chain.
Ash
Come close to death (within 15 seconds on your Death Count) or be on the Count repeatedly within an adventure
Wind
Demonstrate your mastery of the winds by winning an aeriel dual with a flying opponent.
Meditate in a hurricane
Light
Burn out your own eyes to demonstrate the glory of the Light
Glass
Face down a mirror version of yourself.
Maim yourself with an artifact of glass.
Flame
Make a significant sacrifice to the Flame
Dream
Travel deep into Dreams and encounter some of its stranger inhabitants
Level 4
General
Enjoy a significant meeting with a god of your pantheon, or major Spirit of your Power.
Blood
Conducting a major ritual to drive unnatural taint from a place sacred to the Old Powers.
Assist in the Rebirth and Renewal of an Old Power.
Chain
Be involved with the Binding of a god/Power
Visit the City of Chains and encounter the Source of Chains
Ash
Do a significant service for an Ash Lord
Wind
Play host to a god within a Wind you have raised.
Do a significant "service" for your goddess, forswearing all others to serve her.
Light
Glass
Permanently fragment yourself through a ritual (this entailed a permanent loss of skills for the PC involved)
Knock yourself unconscious within a great glass ritual site and subsequently be murdered whilst your mind is on the shattered plain
Flame
Aid the Creation of a Potent Spirit of the Flame
Dream
Level 5
Blood
Winning the blessing of Three Old Powers through surviving the bloody betrayal of your party in the Heart of the Great Forest.
Challenge the Lord of Blood Fury to mortal combat and prove yourself a worthy foe.
Chain
Bind yourself deep beneath the Earth in the manner befitting of a god (you gain a level and retire your character, bonus!)
Come to Understand the Chain of Oaths used to defeat the Bound Ones.
Ash
Travel to the Burned Realm and challenge a maddened Burned Lord in psychic combat
(As a Necromancer) Hunting down and killing a Burned Lord
Wind
(As a Priest of the Rattle Prince) Assist with the Murder of a Wind Power
Light
Converse with a manifestation of the Light and win its Blessing to Lead the Church
Glass
Vitrify the Memory made flesh of a God
Flame
Dream
Created Magic Items
Dreamcleaver- 25 points
The axe cuts through the serpentlike Coils of Flame. Sometimes
they reform after it has passed, sometimes not. In system terms, it
cannot be Consumed by the Coils of Flame.
This is around a 5 point power
The axe cuts through Insubstantial spirits, dealing full damage
to them. (Insubstantial creatures which are not spirits, such as the
Swarm, are unaffected by this.) It has no effect on Ethereal
creatures.
A potent ability this is worth around 12 points
The axe can physically attack the Shadowcats summoned by
Dream-Shaping and drive them away. The wielder of the axe needs to
strike another person affected by Shadowcats (they cannot strike
themselves) and deal their basic damage call -- if they would normally
call Triples with the axe, they need to call a Triple. The target
needs to actually take the damage -- it can't be Dodged or Parried --
but it need not hit flesh (an armour hit does count.) This will cancel
the effect of one casting of Shadowcats; if it is cast again, then the
target needs to be struck again.
The ability to negate the use of a 2nd level spell for multiple people is quite potent but this has a significant drawback- it comes out about 8 points.
This page last updated: 16th April 2008
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