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Player's Guide Errata
Includes new errata since the release of the Narrator's Guide

Narrator's Guide Errata

Frequently Asked Questions



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Calling Gift Rolls (Page 104)

  • The statement: “… the target number does not have to be beaten to achieve success” is incorrect.  It should read:  … the target number only needs to be beaten by one point to achieve success.  Success levels of 1 or higher provide additional details or bonuses to the effect.
    Refer to Page 218 of the Narrator's Guide on Non-Level Based Rolls

Carnivorous Plants—Clarification

  • For plant himsati such as Flytraps, Sundew, Bladderworts and Pitcher Plants, Blood Drain is considered a common nature.

Destruction Attention (Page 162)

  • The last paragraph concerning the description of the Destruction Attention starting with “When a destruction serenade is increased,...” should read “When a destruction serenade’s duration is increased via immaculum,…”.

Destruction Attention—Clarification

  • When destruction serenades gain the (–E) notation — through Immaculum or when custom built — the effect level drops along with the serenade strength, unlike other types of serenades.  Each round damage is recalculated using the new lower serenade strength. 
    This can be avoided for custom built serenades by placing a trigger (-T) notation allowing the serenade to immediately end.  If this is done (and approved by the Narrator) the serenade will do damage each time until the serenade strength drops low enough or the trigger is activated.

Hyper Nature (Pages 126 - 128)

  • Hyper is common to all himsati species.

Ichor Serenade (Page 192)

  • After you apply END and armor, remaining damage points transfer to the item and it then also resists per the “Breaking Thing” rules on page 201.

Mien (Page 193)

  • The Focus should be “Terrene Form”, not Contortion

Parrying Weapons (Page 205) (NEW - Added 07/08/08)

  • The phrase "-2 to your next attack roll" should read: "-2 to your next attack or defense roll during the round, whichever comes first."

Peri Stronghold (Page 113)

  • The main Peri stronghold is the Hearth, though they do maintain a tight reign on the outer areas of the Foundry.

Rounds and Count—Clarification

  • Rounds are broken down into initiative counts, starting at the highest initiative rolled.  When the count reaches zero, a new initiative is rolled to start a new round.  Per page 200, initiative counts determine when you can use your allotted actions during a round.

Terrible Countenance (Page 138)

  • When directing the nature at a single target, the target rolls his WIL against your PRS plus half your SPT, not just against your PRS.  The mechanics of Terrible Countenance and Beauty are identical, though the outcomes rather different.


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Aura Shifting (Page 237)

  • The Aura Shifting ability listed on page 237 is only available in full himsati at no immaculum cost.  It provides the same effect as shifting auras using immaculum (page 144 Player's Guide) and is an alternative method usable only in full himsati and only if the Narrator decides to use this optional rule.

Tarterus (Page 53)

  • In the last paragraph concerning Tarterus it should say the Magdalen flung their fortress into the Dominions, not the Eremites. 
    Historical tidbit on the mix-up:  This was done after they buried the Titans alive within it (after the Titans inadvertently created the Illuminati, the forbearers of the Apocrypha).  The Eremites ravaged Samiel's ancient fortress of Babel that was at the time under Anopheles control (part of the events that began the Shouting War); Babl was lost to the far reaches of the Dominions when all life force within it ran out and the two groups had to evacuate.

Alphabetical by topic

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Have a question?  See our Contact Page.


Damage Questions

Q: Knockout

Please re-explain how knockout works.

A:  Normal incapacitation means that an immortal cannot get up and move around under his own power, and a mortal is most likely dying.  It does not mean he is unconscious however.  In order to render someone unconscious without potentially killing them requires stunning them into incapacitation.  Simply put, if the character reaches the incapacitation limit but has at least half of his health boxes marked off with the stun notation, he is incapacitated by being knocked unconscious instead of from real damage.  If less than half the boxes are marked with the stun notation the character still runs the risk of dying if mortal. 

For an immortal becoming unconscious isn't much different from normal incapacitation, though the immortal can no longer sense what is happening around him obviously.  For a mortal though, it is quite different since it means the difference between simply being knocked out and possibly dying.

Q: Panacea

Does the Panacea work while an immortal is incapacitated or knocked out?

A:  Yes, though its effectiveness may be adjusted for factors such as Massive Truama (TM) damage.


Firearms Questions

Q: Full Auto

Doesn't the -2 to hit and the +2 to damage make full auto (as defined on page 241 at the bottom of the chart) the same as regular fire?

A:  Yes and No.  It makes it harder to hit your target, but the base value of the damage goes up.  When combined with advanced and optional rules in Narrator's Guide such as Bracing, Armor Piercing and High Explosive Rounds it alters not only your chances to hit, but it does make the autofire different from regular fire.  When using only basic rules there is little difference for immortals due to the Panacea.

Q: Range

Why are the penalties in the Player and Narrator Guides for range different?

A:  Because the Narrator's Guide uses several advanced and optional rules that are not made use of in the Player's Guide.  If not using the advanced and optional weapon rules from the Narrator's Guide, use the range penalties as presented in the Player's Guide.

Q:  Recoil

Where are the rules for recoil?

A:  The recoil rules are simply the Full Auto rules presented on page 241 of the Player's Guide as noted above.


Held Action Questions

Q: Parry with Riposte

When does the -2 penalty as described on page 205 of the Player's Guide take place when riposting?

A:  It doesn't take place at all.  Parrying as described on page 205 of the Player's Guide is part of a normal passive defense roll, trading off a -2 on the next attack or defense in the round (see errata above) for the immediate defensive bonus.  Parrying with Riposte is a different maneuver -- using a previously held action -- so it does not take a -2 penalty nor is one applied to any future attack or defense roll since it is using a standard action (the one being held).

We acknowledge that Parrying and Riposting is normally considered (though not with all styles of fighting) a two-weapon function, but to better mimic popular media, written fiction and other sources, the statement was omitted to allow for more dramatic fights in the game.


Himsati Questions

Q: Aura Shifting

There are two versions of Aura Shifting (page 144 of the Player's Guide and page 237 of the Narrator's Guide).  Are these different abilities accidentally given the same name?

A:  No.  The Aura Shifting ability listed on page 237 is only available in full himsati at no immaculum cost.  It provides the same effect as shifting auras using immaculum (page 144 Player's Guide) and is an alternative method usable only in full himsati and only if the Narrator decides to use this optional rule.  The optional rule on page 237 is just another way to accomplish the same thing as presented in the Player's Guide on page 144 (but again only in full himsati).

Movement Questions

Q:  Combat Movement

How does combat movement work?  If someone uses all their combat movement in the first action, what happens in other actions during the round?

A:  Combat movement is simply a rough measure of how much "dancing around" a character can do in the middle of combat while performing other standard actions over the course of a round; combat movement is not a standard or passive action and doesn't even exist outside of measured combat time.  If a character wants to use all his combat move in the first action, he is obviously crossing a large distance in comparison to his AGL, so he is now running and cannot engage in combat.  On his next action he can slow down and enter into combat with his combat movement or even continue running to go even further.  This does mean a character with three actions (6 SPT) can run on the first two actions, and then still have his full combat move available on the third action.

Remember that combat move is basically the equivalent of a slow casual walking speed.  A 2 AGL gives a character 2 yards per round (6 feet in 3 seconds) which is a little over 1/2 mph (roughly 1 kph).  Even a character with a 5 AGL (max human) only moves 15 feet in 3 seconds for a combat move.  If something is going to take up all the character's combat move to reach in a single action, he isn't casually or carefully moving about any longer, he's running.  This is why it takes an a standard action to switch opponents that are not in close proximity because you are going to have to take the time to move from one opponent to another quickly and it uses up an action (since you cannot engage in any standard combat actions while running).


Offspring (Trysts, Chimera, Dopplegangers)

Q:  Madonnas

Can two immortals produce an offspring if neither is a madonna, how rare are madonnas?

A:  No they cannot, immortals are not sterile but their genetic code is malleable and has difficulty combining with another.  Combined with the fact that immortals are not humans, but actually creatures of varying species (and sometimes even plant and elemental), this makes it impossible to foster a child together.  The exception are madonnas, very rare immortals who physically can pass a bit of their own shard on to their immortal mate, thus melding the two genetic codes together to create a Chimera.  Some of the Tribes have ritualistic serenades they can use to prove whether or not someone that is suspected of being a madonna really is or is not, but it takes days and involves great amounts of immaculum to perform.

Q:  Offspring combinations

Which combinations of immortal(s) and human(s) produce which types of offspring?

A:  Remember, the odds of successfully conceiving a child even when purposely setting out to do such are very low.  There are only a few exceptions in immortal history where the odds were reversed (which resulted in a great number of offspring being born such as the Garm of the Eremites or the Toys of the Peri).  But here is the quick chart:

  • Any immortal (even a madonna) casually mating with any human = No child
  • Any immortal (even a madonna) purposely mating with a Bright Blood human to conceive a child = Tryst
  • Two normal Immortals mating (casual or purposely) = No child
  • A madonna and a normal immortal mating (casual or purposely) = Chimera
  • Two madonnas mating (casual or purposely) = Doppleganger


Serenade Questions

Q: Anthems and Ripples

Exactly how far away are anthems and ripples heard?

A:  When an immortal is in the presence of another immortal singing a serenade, he can hear the singer's anthem via the rules on page 183 of the Narrator's Guide.  An anthem can only be heard in the immediate area, typically this should be determined using the singer's SPT at a Level 2 AOE (Level 1 if the serenade is being hidden in any way, Level 3 if it is sung rather loudly, part of a meld, etc.).  Penalties can be applied if it is part of a chorus or if many serenades are being sung in the area at the time.

A ripple occurs when the serenade is horribly misplayed (critical failure or judgement call by the Narrator if those optional rules are not being used); and the serenade is played against someone or something aside from the character's own self.  The ripple carries the anthem far further than normal, for example:  a character with a 5 SPT causes a ripple, that is a Level 5 AOE (Meta AOE) equal to a large region that might possibly hear it.  Of course this doesn't mean every drove in a small country will hear it as other magical effects, serenades and such being played throughout the region will obviously make it harder to hear the further away one is from the source.  But since the target number starts at only a 6, very perceptive drove predators, immortals and other supernaturally aware creatures still stand a chance of hearing it at such great distances.

Tribal Law vs. Dragon's Rule will also cover the thinning of the barrier between Earth and other realms that allows more heavily tainted creatures to quickly cross over through the immediate area at the source of a ripple.  This is a primary reason why the Law of the Silence exists as detailed in the upcoming Tribal Law vs. Dragon's Rule book.


Success and Failure Questions

Q: Critical Failure vs. Serenades

Serenades always work with a focus, how can someone critically fail and gain taint?

A:  When working with related and unrelated foci, the character is no longer working in their actual focus, thus they only roll one die.  Thus if they roll a one on the die and fail by 2 or more points (which can happen in a contested roll quite easily), they critically fail and gain a point of taint.  For example:  a character with a fireball serenade (motif of fire, attention of destruction, focus of a large ball of fire) decides to instead make a fire-spear, he is now susceptible to critical failure.

A large amount of the sample serenades in the Player's Guide are meant to reduce the chance of such failure for basic game play based on simple foci that characters will rarely use with related and unrelated foci.  As characters start developing their own serenades you'll find lots of opportunities for critical failure.

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