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WITCHCRAFT SECOND EDITION
"A chart detailing how much a character of any given Strength can lift is located nearby. This is the weight someone of that Strength can lift without any effort. Higher weights can be lifted with some effort (assume a maximum lifting weightfor brief periodsequal to double the Lifting Capacity).
Strength Table The "push the limits" rule remains applicable, but comes into play only after the doubling of the weight listed. Page 73: In the middle of the Addiction example at the beginning of the second column, Joshua's Willpower is misstated. The sentences should read: "The next day, Joshua rolls a 4. Adding his Willpower (3 -- no doubling) and subtracting his penalties (still -3), the result is 4." Page 77: The following paragraph should be added to the Delusions Drawback: "Phobia: A Phobia (however defined) counts as a Delusion, worth -1 to -3 points depending on the severity. So, claustrophobia would be worth -1 if the character is uncomfortable in enclosed spaces and -3 if the character is unable to enter an elevator without suffering an anxiety attack." Page 81: The term paraplegic is used to describe someone who has crippled legs. The condition described as paraplegic in the rules is more properly called quadriplegic. Page 84: The following sentence should have been added to the introduction to the Supernatural Qualities and Drawbacks section: "Supernatural Qualities are purchased using Quality or Metaphysics Points, or any combination of the two." p. 86, 303: The cost of Good Luck and the benefit of Bad Luck should be one point per level. Page 89: The second paragraph under Skill Specialties miscalculated the cost of the Special Skill Occult Knowledge. It should have read "For example, a character could purchase Occult Knowledge 3 for 6 Skill category character points." Page 100: Add the following skill: "Throwing (Type) This skill has three basic types, but others may be added as desired. Throwing (Knife) includes all small-sized edged weapons. Throwing (Axe) covers any top-heavy object with a longish handle, like maces, baseball bats and similar projectiles. Throwing (Sphere) provides expertise in targeting rocks, grenades or any such hand-sized object. The latter also defaults directly to Sport (Baseball), if that skill is possessed. If a character throws something unusual, the Chronicler should decide if one of the Skill Types detailed applies, or if another is more appropriate, and what the appropriate modifier should be (see Unskilled Attempts, p. 125). Damage for that object must also be determined (consult the Ranged Weapon Table, p. 146 for guidelines). All skill Tasks use Strength and Throwing." Page 102: Just before the Archetypes presented in the book, an example of character generation was omitted due to space limitations in the book. That example of character generation is presented here. Page 119: The Seer Fugitive's Essence Pool should have been 42 -- 15 for Attributes, 15 for Seer Powers, and 12 for Artistic Talent. Page 129: In the Outcome Table, the line under "13-14: Third Level (Good)" reading "Combat: This is the roll needed to target a specific body part, or to hit a vital area" should be replaced with the following: "Combat: This is the roll needed to hit a relatively small and specifically targeted area, or to accomplish a tricky shot or strike (for strikes at specific body parts, see p. 138)." Page 138: Second paragraph of Targeting Specific Body Parts Chart should read: "Head: -4 to hit. Blunt damage is doubled; slashing/piercing is tripled. Bullet type damage is modified by two levels (i.e., armor-piercing bullets inflict triple damage, normal bullets inflict four times damage, etc.)." Page 140: The poison rules have been slightly revised to account for their Delivery Method. The second paragraph under the Poison heading should be replaced by the following: "In game terms, poisons all have a Delivery Method (how the poison is applied) and a Strength Rating (its lethality). The Delivery Method is either ingested (eaten), injected or contact. Some poisons may be applied in more than one way, but their effectiveness may vary according to how they are delivered. The Strength Rating determines how much damage the poison inflicts, or how difficult it is to resist its effects. The Strength Rating of a poison depends on the type of toxin. There are three basic kinds of poisons: corrosive, irritant and narcotic (also known as nerve poisons). Each kind has its own characteristics." Page 140: The Delivery Method for cobra venom is injection. Page 141: The Delivery Method for arsenic is ingestion. Page 141:The Delivery Method of curare is injection. Page 142:: Under the second paragraph of the Supernatural Healing and Poisons section, "Mindheal Strength and Willpower" are used against the Simple Strength Test of the poison. Page 147: In the Body Armor Table, the Encumbrance value for Padded/Quilted Cloth Armor and Leather Jacket should have an "*" notation. The footnote for the "*" should be expanded to include soft as well as archaic armor. Page 152: The second shot's damage (16 points) should have been doubled to 32, not 36. The total damage taken should have been 56, and the penalty to the Survival Test should have been -2. Page 197: In the first two sentences of the second column, the words "Invocation" should have been used instead of "Incantation." Page 210: The effect and cost of the Blessing of Protection is incorrect. Please replace the description of that effect with the following: "This effect protects the subject from metaphysical harm. Each Essence Point spent gives the subject a +1 bonus to resist one supernatural attack of one specific kind (Magic, the Sight, Necromancy, etc.). This protection is activated whenever a hostile attack is taken against the recipient of the blessing. The protection is only good against one such attack; after helping defend against one attack, the protection ends. A Blessing of Protection can also be oriented against all forms of supernatural attack (including Magic, the Sight, and supernatural Power) at the cost of 2 Essence per +1 bonus." Page 212: Add the following line to the end of the fourth paragraph under the Consecration Invocation: "The maximum amount of Essence a Vessel can hold is equal to the Magicians Essence Pool, divided by three" Page 231: The entry under "10+" on the Mindkill Strength Table should read: "Damage inflicted to a Secondary Attribute is D6(3) x Mindkill Strength. Life Point losses will manifest in burst blood vessels, torn flesh and even exploding heads if enough damage is inflicted to kill the victim." Page 274: Under the Daylight headings, the Essence lost for "activity during the day" should be an Essence Point per one minute (not ten). Also, one Essence Point is lost simply for being exposed to daylight, and another for actually being active during that time. So a Vampyre moving around in daylight is losing 2 Essence Points per minute. The correct rules are presented in Mystery Codex on page 102.
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© 1999 CJ Carella. |