Raphael Noré
Envoy
- Registriert
- 6. März 2006
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- 623
AW: Warhammer FRP - Alt gegen Neu
Da ich dazu nur noch tote Links gefunden habe packe ich die alte Errata jetzt einfasch mal hier herein. Es ist die Version zur englischen WFRP-Variante. Zur deutschen Fassung hat es (meines Wissens) nie eine offizielle Errata-Liste gegeben.
Ciao,
RN
Da ich dazu nur noch tote Links gefunden habe packe ich die alte Errata jetzt einfasch mal hier herein. Es ist die Version zur englischen WFRP-Variante. Zur deutschen Fassung hat es (meines Wissens) nie eine offizielle Errata-Liste gegeben.
WFRP-Errata from White Dwarf #92
p15:
Dwarfs: Add under Psychology:
Subject to animosity against elves.
p19:
Outrider Advance Scheme: Add +1 S
p24:
Druid: add at end of text:
Only Humans may become Druids.
p28:
Herbalist: add `Physician's Student' under Career Exits (also on p346)
p29:
Initiate: delete +10 Int, add +10 Fel
p32:
Outlaw: add following as first line of text:
Outlaws are people who are
p43:
Wizard's Apprentice:
Change Magic Points to 2D4 and 1D4. Add +10 Int and +10 WP to advance scheme.
p45:
Skill List: 105 should read Sense Magical Alarm, renumber the rest accordingly.
p51:
Fleet footed: delete last sentence, add: 'They add 1 to their M score.'
p53:
Manufacture Drugs: change Cure Illness to Cure Disease.
p56:
Insert between Seduction and Set Trap:
Sense Magical Alarm. Characters with this skill are able to sense when an
object or area is protected by the Petty Magic Spell Magic Alarm. A
successful Int test is necessary to sense the alarm, and the character
must be within 2 yards of protected area to detect the spell. Note that
this skill does not permit characters to disarm the Magic Alarm.
p59:
Clem's character sheet: running rate should be 64 yards.
p75:
Parties & Groups: delere the numbers at the end.
p75:
Armour & Encumbrance: change `Toughness x 10' to `(Strength + Toughness) x 100'.
p81:
Manufacturing Poisons: replace the paragraph `Find Materials' as follows:
Find Materials: - Ingredients for poisons are generally rare and
difficult to find, and you may decide that characters may only obtain
them at certain places (for example, where it is stated in a published
adventure that ingredients for poisons are available). Alternatively,
they might be purchased from a suitable source, such as a NPC Pharmacist
or Alchemist - in this event, most poisons will require D4+1 ingredients,
which are all Rare, each costin 3D10 shilling per dose. Note that openly
buying ingredients for poisons is likely to arouse suspicion.
p83:
Gaining Insanity Points:
Critical Hits: change `is forced to roll on the Critical Hits Table' to `takes a Critical Hit'.
Terror: change `D6' to `1'.
p97:
Druidic Priest: add at end `Only Humans may become Druidic Priests'.
p98:
Free Lance: change +2 I to +20 I
p106:
Torturer: replace `Specialist Wepaon - Whip' with
`Specialist Wepaon - Flail Weapons'.
p118:
Combat Procedure: swap stages 2 and 3.
p118:
Parrying: amend paragraph 3 to read:
Weapons suitable for parrying are:
One- and two-handed swords, maces and axes, shields, spears, staves, flails (with handle).
All parrying-wepaons - bucklers, sword-breakers, left-handdaggers, etc.
p120:
Wepaons: add after Fist Weapon:
Whip: The whip is a dangerous weapon in the hands of a skilled
character, and arguably even more dangerous in the hands of an unskilled
character. While it does not cause a great amount of danage, it can
entangle a target on a successful hit. Only a single creature may be hit,
and the target must make a successful Initiative test or become
entangled. Entangled creatures counts as prone targets fr further hits,
and may not attack, although they may attempt a dexterity test each round
in order to free themselves. Range is 5 yards. (reprinted information is available
in "Apocrypha Now" pg 35, by Hogshead Publishing)
p120:
Weapon Modifiers: amend the table to read:
WeaponInitiativeTo HitDamageParry
Hand Weapon - - - -
Knife/Dagger +10 - -2 -20
Spear*+10/+20 +10** - -
Improvised W. -10 - -2 +10
Bastard Sword -10 - +1 -
2-Handed Wepaon -10 - +2 -
Halberd*+10/-20-10/0** +2 -
Quarter-Staff - - -1 -
Flail - -10 +1 -10
2-Handed Flail -20 -20 +3 -10
Rapier +20 - -1 -
Buckler - - -2 +20
Left-Hand Dagger - - -2 -10
Sword-Breaker - - -2 -10
Lance*** +20 +10 +2 -20
Net - -10 - -10
Fist Weapon - -10 -1 -
Whip - -10 -2 -20
p121:
Body Areas & Armour:
Insert at end of paragraph 3: `At the GM's option, a character may
suffer a -10 penalty to I when doing so.'
Add after paragraph 5: `A character can wear plate arm bracers over
a sleeved mail shirt or coat, or over mail arm bracers - which gives
two armour points on the legs. At the GM's option, a character may
suffer a -10 penalty to I when doing so.'
*** Note: there is a misprint in the Errata: plate arm bracers should
naturally confer 2 points of armour on the arms, not the legs. ***
Ciao,
RN