Errata

raveenaslider02a

This page is current as of 6/10/2015.

This Page is acts as a living document for Errata that applies to both the Fantasy Core Rulebook and the System Resource Document. Page Numbers in BOLD, are for the Fantasy Core Rulebook while page numbers in ITALICS are for the System Resource Document. At the time of when the Print Version of Unchained Heroes is published, all Errata will be applied to the Print and Digital Versions that is presented here.

The Errata Rules have been consolidated and applied to the Unchained Heroes Print Version, the Digital Version, and the System Resource Document. From June 10th onward, all new Errata will not be part of the Print or Digital Versions. Unless otherwise noted, Errata Updates will be applied on a 6-month Cycle to the PDF versions and a yearly (or more) cycle for Print Versions.


Errata as of 5/11/2015

Book Edit #1. All instances of “is healed” will now be changed to “Current Health is healed” for proper clarification. For example: Combatant’s Current Health is healed.

Book Edit #2. All instances of “healed of X Trauma Damage” will now be changed to “Trauma Chart is healed of” for proper clarification. For example: Combatant’s Trauma Chart is healed of 2 Trauma Damage.

Book Edit #3. All instances of Trauma Levels and Trauma Stages are properly organized into their correct categories.

Book Edit #4. All instances of large numbers in the thousands or greater have had a comma added for every set of Three 000’s. For example: 1400sp is now 1,400 sp.

Book Edit #5. All instances of Silver Pieces (sp) have been separated with a space from their preceding value. For example: 2000sp is now 2,000 sp.

Page 31 (Page 26). Hero Class Information Section has been reworded.

Page 35. Universal Solvent Alchemist Tactical Advantage – Your Current Supernatural Boon or Heal Action may Dispel 1 Bane or Boon affecting a Combatant, Battle Zone, or Battlefield in addition to any other Effects.

Page 45 (Page 29). Divine Cleansing Cleric Tactical Advantage – Effect: Your Current Supernatural Boon or Heal Action may Dispel 1 Bane or Boon affecting a Combatant, Battle Zone, or Battlefield in addition to any other Effects.

Page 46 (Page 30). Dispel Magic Cleric Ability – Effect: You may Dispel 1 Bane or Boon affecting a Combatant, Battle Zone, or Battlefield; or you may destroy a Summoned Entity.

Page 48 (Page 32). Hellfire Cleric Ability – Energy is changed from None (40 Out of Combat) to 40. Range is changed from Battlefield to Ranged AoE. It no longer causes the Magnify Condition for +20 Energy and therefore the Duration is Removed.

Page 60. Reaping Souls Dread Knight Ability – The description and Effect was in error. It now reads as: “Reaping the souls of your enemies is one thing that will keep the power of your Dreadnaught flowing through you without pause.

Effect: Each Foe you defeat (with final blow) by destroying, incapacitating, subduing, or forcing to surrender immediately Dispels the Exhausted Condition from you and you gain a Free Strike.

Page 78. Sanctification Paladin Ability – Effect: You may Dispel 1 Bane affecting a Combatant, Battle Zone, or Battlefield.

Page 93 (Page 45). Immolate Sorcerer Ability – Range is changed from Self to Ranged. Text added to Effect Sections that says, You suffer the Exhausted Condition.

Page 94 (Page 47). Unravel Sorcerer Ability – Effect: You may Dispel 1 Bane or Boon affecting a Combatant, Battle Zone, or Battlefield; or you may destroy a Summoned Entity.

Page 99. Anti-Magic Zone Umbral Ability – Effect: Dispel All Banes or Boons affecting Combatants and Battles Zones in the target Battle Zone; destroy all Summoned Entities; and all Banes or Boons Activated in the target Battle Zone are Countered while this Action is Active. All Cerebral Abilities, Psi-Weapons, and magical items are unaffected.

Page 101. Life Siphon Umbral Ability – You may Sacrifice any amount of Health on an Ally. Choose you or an Ally and their Current Health is healed for the Sacrificed amount (Sacrifice X Current Health to heal X Current Health). This may be used as an Onslaught Action.

Page 112. Mass Transference Visceral Ability – You may Sacrifice any amount of Current Health up to your Current Health minus 1. Choose Allies on the Battlefield. The Allies’ Current Health is healed in any combination that is a total equal to the amount Sacrificed. For example: you have 254 Current Health, you decide to Sacrifice 253 Health and heal 3 Allies for 100, 100, and 53 respectively. You would then be at 1 Current Health.

Page 136. Ogre’s Totem Shape Species Advantage is reworded. Old Wording: May use the Shapeshift Talent to turn into an Animal of their choice that functions exactly like Shapeshift except that the Ogre may only change into a Tiny or Small size Animal. Shapeshift Energy Cost is lowered by 50.

New Wording: You may use the Shapeshift Talent to turn into a Tiny or Small Size Animal of their choice.  The Shapeshift Talent used in this way has its Energy Cost lowered by 50. Ogres may only turn into their Totem Animal, once chosen, the choice is permanent.

Page 140 (Page 62). Aura Sight Talent has Energy, Range, and Action Time added. It now states: Energy: 20, Range: Ranged, Action Time: 5

Page 141. Birthright Talent is reworded. You gain the option to purchase the Shapeshift Talent and gain the full use of its functions. You may also ignore the Level 21 Prerequisite. This Talent does not grant the Shapeshift Talent, only access to it.

Page 156 (Page 75). Shapeshift Talent has been reworded in the first paragraph, it now reads: You may shapeshift into any Fodder, Minion, or Elite Villain of any Creature Type except Dragons. You become a perfect copy, gaining its Abilities and Statistics except Health and Trauma Chart which remain linked to your original form. Adjustments from Size (page 247) still apply.

Page 177 (Page 92). Added Weapon Speed Section.

Page 181 (Page 96). Selling Equipment bullets have been correctly changed to 20/30% as found in Numbered List below it.

Page 222 (Page 126). Extended Skill Check Calculation is more clearly defined: Multiply the Difficulty Factor of the Action based on Table 7-1 by the number of Rolls you wish the participant to perform. An Extended Skill Check will have a Difficulty Factor that is a Multiple of 10 for an easy task to and a multiple of 125 (or more) for a difficult task.

Page 224 (Page 128). Added information about Dice Size Categories larger than d12 as follows: The Size Category Rule uses the Dice Scale:

d2 – d3 – d4 – d6 – d8 – d10 – d12 – d12+1 – d12+2 – d12+3 – d20

The Dice Scale above is the path that you use to determine how far up or down the scale you go when you shift the size of the dice you are using. After d12, your Dice Size Category increases to d12+1, d12+2, d12+3, and then ends at d20. No dice may be smaller than a d2 or larger than a d20 in the Real Time Combat Engine. Any adjustments to your Dice Size Category move up or down the Dice Scale by the number of categories specified in the Action or Ability.

Page 227 (Page 131). Added Weapon Speed Clarifications. Weapon Speed: A Time Interval value assigned to a weapon that is always 2 times the Average Dice Roll of its Dice Size Category. For example, a d6 (Average 3.5) uses Weapon Speed 7, a d10 (Average 5.5) uses Weapon Speed 11, a d12+1 (Average 7.5) uses Weapon Speed 15 and so on. See also Time Interval and Action Time in the following sections.

Page 247 (Page 150). Size also affects your Weapon Dice Pool. For each Size Category over Medium, add 1dp to your Weapon Dice Pool. For Each Size Category below Small subtract 1dp from your Weapon Dice Pool. If you would have 0dp for your Weapon Dice Pool, reduce the Dice Size Category by one Step on the Dice Scale (page 224).

Page 247 (Page 150). Table 8-4, Small Category has Small(s) when it should be Small (S).

Page 290-291 (Page 184-185) Sections were reworded for brevity.

Page 291 (Page 185) Masterful Dodge was added for Elite Grade Villains to protect against AoE damage. Eminent Threat mechanic was created to explain the extra attacks of Boss Grade Villains more clearly.


Errata additions as of 6/10/2015

Page 187 (page 102). Magical Item Limit section has been reworded for clarity.

Page 231 (Page 135). Instant Action rules have been reworded for clarity.

Page 232 (Page 136). Reaction rules have been reworded for clarity.

Page 238 (Page 142). Damage Dealt calculations have been reorganized to better explain the order of calculations and apply Damage Type.

Page 239 (Page 142). Suffering the Dying Condition now causes the Combatant to lose all Current TP.

Page 241 (Page 143). Damage Type calculations have been reorganized to better explain the order of calculations and how Damage Dealt is factored.

Page 302-303 (Page 195-196) Tables 10-2 through 10-5 had all Villain Character Skills for Elites and Bosses reduced by 2-4 points. This was updated in the respective Bestiary sections as well.


Errata Consolidation Point #1 – All Errata as listed in the above sections has been rolled into the Digital Core Rulebook, Print Core Rulebook, and System Resource Document as of June 10th, 2015. Any future Errata will be listed below this section.

Current Errata

None Applied