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White Wolf Errata
White Wolf Errata
http://web.archive.org/web/20060314124447/download.white-wolf.com...
Mistakes happen. The number of things that can go wrong with a book from conception to print is simply staggering, so its no surprise that things slip through the cracks occasionally. Even so, when it happens, the folks here at White Wolf kick themselves and ask, "Howd that slip get by us?" Once a books in print, though, the only thing we can do is resolve to correct it in a future printor publish some errata on the web site. So here we are. This is a work in progress. The plan is to update it every month, as we find more stuff that needs fixin. If we dont find any mistakes in a given month, we wont update. Heres hoping.
Herbalism
Unlike the simple knowledge of herbs granted by the Hearth Wisdom Knowledge (herbs used mainly for cooking or medicine), this Skill provides a character with a knack for understanding the use and power of particular growing plants, whether they be herbs from a garden or the bark from an ancient cemetery yew tree. This skill is essential for making magical elixirs and poultices (see Dark Ages: Mage, pp. 205-206). While any plant-based potion can be devised without this Skill, a successful Intelligence + Herbalism roll (difficulty 6) is required to identify the proper plants needed to gain the superstitions bonus (which allows a player to negate a single 1 from any roll). Additionally, Herbalism allows a character to make a Perception + Herbalism roll (difficulty 8) to recognize a poisonous substance, such as a broth made from the wrong kind of mushrooms or a powder dissolved into the kings mead. (Some substances are easier to recognize than others: the mushroom broth may requires only one success to notice, but the dissolved poison may require five successes and even suffer a higher difficulty.) Novice: You recognize some herbs from your mothers garden. Practiced: You know the magical properties of most common garden herbs. Competent: You can recognize many wilderness herbs and identify their magical properties. Expert: You know the lore of all things that grow in the Earth. Master: You know the lore of all things that grow whose roots are in the Otherworld, such as certain mushrooms that grow in faerie rings.
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http://web.archive.org/web/20060314124447/download.white-wolf.com...
Possessed by: Mages, Wise-women, Hermits Specialties: Elixirs, Poultices, Hallucinogens, Poisons
Evocations Errata:
Enchant Object (Lore of the Forge, level four): The number of successes required to successfully create an enchanted item is 4*the number of Faith points invested in the item. Thus, an item requiring 1 point of Faith to create would require 4 successes (4*1) in an extended Dexterity + Crafts roll. (page 191) Fade (Lore of Humanity, level three): The player rolls Manipulation + Subterfuge, not Manipulation + Presence. (page 174) Manipulate Flesh (Lore of the Flesh, level three): The effects of this evocation last for the duration of the scene. (page 208) Sense Congruence (Lore of Patterns, level one): The text reads: "one success shows the location where the event will occur, but not when or where it is". It should read: "one success shows the location where the event will occur, but not when or how it will occur." (page 192) Twist Time (Lore of Patterns, level five): The text reads: "Outsiders who enter the bubble's space do join it's altered time unless your character wishes it." That should read: "Outsiders who enter the bubble's space do not join its altered time unless your character wishes it." (page 193)
Faith
Faith cannot be used to soak bashing, lethal or aggravated damage. (page 239)
Torment
When making an evocation roll, compare your successes to your Torment- if more of the successes rolled show numbers equal to or less than the character's Torment, the high-Torment effect occurs. Example: Magdiel wishes to use Decay on the body of a cancer patient. Magdiel's Stamina is 2 and her Medicine is 3, for a total of five dice, and her current Torment is 7. The difficulty for the roll is a standard 6. Adam gets three successes: 7, 9, and 9. He has more successes that are greater than his Torment, so the evocation works as planned. If he'd rolled 6, 6, and 8, however, the high-Torment effect would have occurred, decaying everything around the character. Botches cancel successes starting with the highest successes rolled. (pages 161 and 169)
Willpower
You cannot spend a Willpower point to avoid losing a Faith point if you botch an evocation roll. (page 163)
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