Page 77 "Augment" should say "Amplify"
Page 109 Brave: Invert the benefits - Intensity 1-3 you get +4 AV vs higher level foes, and then at intensity 4 you get a free Amplify (in addition to the +4 bonus)
Page 109 Degeneration: Intensity 1-3 accept 1 Death. Intensity 4 Accept 2 Death.
Page 109 Divine Fury/Wrath is a spiritual condition
Page 109 Fury is a Mental condition (applied by powers rather than social combat)
Page 110 Miracle is a Spiritual condition
ERRATA: Creatures from Fairy Tale and Myth RGS3 Errata
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Re: ERRATA: Creatures from Fairy Tale and Myth RGS3 Errata
Now that we're creating the new dweller sheet and playmat, am issue arose where the Spiritual and Social acronymbs are too close together, both starting with "S".
As an errata, we'll be converting all Social acronyms to use "C" for Communication. So SDF which stood for Social Defense Factor and could easily be mistaken for Spiritual Defense Factor will now be CDF, representing Communication Damage Factor. A summary of the acronym conversions can be found below:
SPR (Social Protection Rating) -> CPR (Communication Protection Rating)
SAF (Social Attack Factor) -> CAF (Communication Attack Factor)
SDF (Social Defense Factor) -> CDF (Communication Defense Factor)
ISD (Innate Social Defense) -> ICD (Innate Communication Defense)
This isn't set in stone yet, since we haven't moved into final layout, so forum dwellers are welcome to chime in with ideas on how to best handle the acronyms, reducing the chance of confusion wit existing ones.
Edit: "Verbal" is a close second
and in the same process the acronyms may get a further unification. "Rating" as is Difficulting Rating (DR) and "Factor" as in Protection Factor could also use some more strict re-definitions as to passive vs active values (a numerical value that is passively active vs a numerical value that is evoked when a rune is played).
As an errata, we'll be converting all Social acronyms to use "C" for Communication. So SDF which stood for Social Defense Factor and could easily be mistaken for Spiritual Defense Factor will now be CDF, representing Communication Damage Factor. A summary of the acronym conversions can be found below:
SPR (Social Protection Rating) -> CPR (Communication Protection Rating)
SAF (Social Attack Factor) -> CAF (Communication Attack Factor)
SDF (Social Defense Factor) -> CDF (Communication Defense Factor)
ISD (Innate Social Defense) -> ICD (Innate Communication Defense)
This isn't set in stone yet, since we haven't moved into final layout, so forum dwellers are welcome to chime in with ideas on how to best handle the acronyms, reducing the chance of confusion wit existing ones.
Edit: "Verbal" is a close second
and in the same process the acronyms may get a further unification. "Rating" as is Difficulting Rating (DR) and "Factor" as in Protection Factor could also use some more strict re-definitions as to passive vs active values (a numerical value that is passively active vs a numerical value that is evoked when a rune is played).
- Panjumanju
- Posts: 58
- Joined: Fri Aug 17, 2018 10:38 am
Re: ERRATA: Creatures from Fairy Tale and Myth RGS3 Errata
p108 "Anger" at Intensity 1 to 3 should grant Provoke to Fear +2. (Rather than Compel.)
p110 "Shroud" - At Intensity 1 to 3 it should be that someone who wishes to target you must play a rune, and at Intensity 4 someone who wishes to target you this round must Accept a Wound. They need to be flipped.
//Panjumanju
p110 "Shroud" - At Intensity 1 to 3 it should be that someone who wishes to target you must play a rune, and at Intensity 4 someone who wishes to target you this round must Accept a Wound. They need to be flipped.
//Panjumanju
--
"What strength!! But don't forget there are many guys like you all over the world."
"What strength!! But don't forget there are many guys like you all over the world."
Re: ERRATA: Creatures from Fairy Tale and Myth RGS3 Errata
Tracking sources of fear may be an issue for Norns, is that an occurrence at your game table? Let us know.
Re: ERRATA: Creatures from Fairy Tale and Myth RGS3 Errata
Looks like 2 defensive meta tags also needed to be included from Denizens of the North:
Absorb
Defensive Meta (can be triggered more than once)
Absorb negates two intensities of a harmful condition that are coming in as a result of an Active power. The meta
will not reduce the intensities of pre-existing conditions. Stacking the Absorb meta will negate an additional two
harmful conditions (you choose which conditions if there are more than one type). This meta may be played in
conjunction with a Counter rune being played. This can only be placed on armour and shields.
Deflect
Defensive Meta (can be triggered more than once)
Deflect triples the total PF and Parry values. This can only be placed on armour and shields. Multiple instances
of Deflect increase the multiplier by 3 (ie. x3, x6, x9, etc...)
Absorb
Defensive Meta (can be triggered more than once)
Absorb negates two intensities of a harmful condition that are coming in as a result of an Active power. The meta
will not reduce the intensities of pre-existing conditions. Stacking the Absorb meta will negate an additional two
harmful conditions (you choose which conditions if there are more than one type). This meta may be played in
conjunction with a Counter rune being played. This can only be placed on armour and shields.
Deflect
Defensive Meta (can be triggered more than once)
Deflect triples the total PF and Parry values. This can only be placed on armour and shields. Multiple instances
of Deflect increase the multiplier by 3 (ie. x3, x6, x9, etc...)
Re: ERRATA: Creatures from Fairy Tale and Myth RGS3 Errata
Rules clarification question potentially requiring errata:
On page 76 it states
On page 76 it states
According to the stat block above, Pwyll has essence 4 and destiny 2. He has two physical, 1 mental, and 1 spiritual rune. The mental and one of the physical are bound to brewing. If he's drawing 2 runes then there is no way he can fail to draw at least one physical or mental, where does the 75% success rate come from?Pwyll declares that he is using his Brew skill to make a potion while the group is camped in the forest for the night. He Wyrds and must spend the required time and materials, in this case 6 hours. Pwyll must pull a rune bound to the skill (match Trait colour) in order to succeed. If after the Wyrd, Pwyll didn’t pull a Physical (red) or Mental (blue) rune, the skill check would have failed... luckily he pulled the Naudhneed rune (he has a 75% Brew success rate with his current rune bindings).