Every company makes mistakes now and then. Here are some of the mistakes that show up in the printed versions of our games. The online versions will be corrected on a more or less quarterly basis. This page contains only errors which would significantly impact gameplay; not simple typos or instances of improper grammar.
Poison crafting times were left out of The Other Side, and using the standard "Craft: Alchemy" skill rules makes strong poisons take weeks to brew. Such things as "Huge Scorpion Venom" might be expensive to get, but they don't sound very hard to make. Poison craft times are hereby one day per 1,000 GP cost, just like magic items. Brewing multiple doses of a single potion in a day is allowed; just remember that if you fail the check badly, you get to be affected by all the doses at once.
The initial damage for "Spoiled Food" should be the "nauseated" status, the secondary damage should be 1d2 temporary Constitution.
Valence, 1st edition
The most egregious error comes on page 113. In the table on that page, the headers should read: Name of Spell, Complexity, Spell Point Cost, XP Cost, Range, Effect, Duration, and Area of Effect. The spell descriptions given later are correct.
Another minor Lording error: the Airwalk spell was left out by mistake. This is unfortunate, as all Serpentine Caractingessen have it as a species skill! Airwalk should be treated exactly as Flight, except that it allows the caster to use his or her standard walking/running movement rate, and does not allow straight vertical movement (caster must run up stairs of air at half speed).
Valorian hearing range should be 200 meters for both natural-born Vals and those who get the hearing by being an Ultramerc. As another Valorian note, they should have a low occurence of Duelists in their species.
The Aircraft Engineering and Aircraft Mechanics skills should have a base cost of 18, not 14.
While it is not explicitly stated, the cost for increasing a starting skill is the difference in cost between the two levels. For instance, if you have a 10 in Streetwise and you want to increase it to 15, you pay 4 skill points (instead of the full 12 that it costs to buy it at 15 with no previous skill). Most people figured this out on their own, but some have asked.
Any references to Military Formations skill should refer to Tactics. Any references to Military History should be to History.
The Assassin class and Sniper mentor should have the exact same special ability, and it should read as follows: people with this class/mentor "suffer no range penalty when firing any ranged weapon, as long as they take at least one turn to aim. They may use their backstab skill in ways that other characters may not, using ranged weapons to 'backstab' any opponent who is unaware of their presence or is otherwise surprised by the attack."
The Lording Development skill is limited to a maximum of 10 for anyone who isn't an Archmage. Archmagi have no limit to that skill. This applies only at character creation.
Some people have had trouble finding their species special abilities. Many of these have stats listed in the Ultramerc section and only a mention in their species description. For example, the Gold Inuueliting A'Darn gland, the Platinum Inuuel tesseract stone, exactly how Caract movement works, and a few other special abilities.
Two damned "page xx" references slipped by. One is on page 9. It should reference page 84. Another is on page 147. It should reference page 73.
No other errata have been reported at this time. Please let us know if you find any more errors!
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