From: "Leif Eriksson, the One and Only" Subject: WFRP: Official Errata from WD #92 part 1 (Long) Ok, as promised, here is the errata from WD #92 (not #93 as I thought earlier). It's a bit longish, but if I can type it, you can read it ;-) I'll skip the intro bit and go straight to the bone: p15 Dwarfs: Add under Psychology: Subject to animosity against elves. p19 Outrider Advace 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 charcater 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 aftr 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. p120 Weapon Modifiers: amend the table to read: Weapon Initiative To Hit Damage Parry 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. ***