Basic Tribe 8 Rulebook Errata A few mistakes unfortunately slipped into the first printing of the Tribe 8 Rulebook (DP9-801). The following corrections should help resolve a few confusing points: PAGE 100 In the character sidebar on Den-Hades, replace all references to "Helios" with "Halos." This is the Guide profiled on page 82. PAGE 104 Veruka should have both the Dream Travel and Curse of Dream Aspects. PAGE 107 Altara Ven's Eminences should be Unity and Inspiration. PAGE 165 The second to last paragraph under "Conjunctional Synthesis" should read: When Conjunctional Synthesis is used to augment a person, the Margin of Success is added to the desired Attribute or Secondary Trait (3 x MoS in the case of STA, UD or AD). The augmentation lasts for a length of time determined by the MoS (see Basic Margin of Success Equivalencies, below). A character can benefit from several augmentations in a scene (simultaneous or not) only if they fall within very different domains (i.e. physical, spiritual, or sensory). Cumulative or permanent effects are never possible. PAGE 171 The description for "Metamorphosis" should read: Metamorphosis allows the dreamer to transform an object or others' perception of it. Changing perceptions essentially creates an illusion and can render an actual object invisible or conjure an illusory object from thin air. The MoS indicates the number of senses affected by the illusion. Observers will believe these stable illusions until they are given a real reason to disbelieve it - hearing the sound of an invisible cart, being hurt by an illusory dagger, noticing that an illusory cloak makes no sound. In these cases the observer rolls WIL against a Threshold equal to 3 + the MoS of the illusion. The Weaver is the final arbiter as to when such a test is appropriate. Illusory damage vanishes as soon as it is disbelieved. Illusory attacks have a Damage Multiplier equal to the lowest of either the imitated weapon's DM or the dreamer's Synthesis Skill +10. If a character is hurt by an illusory attack and does not successfully disbelieve it, treat the damage as normal. Those who "die" from such an attack actually suffer Disconnection as if they had lost Equilibrium (see p. 166). Note that illusory weapons do not create illusory wounds unless the dreamer creates them with another Metamorphosis use. A victim will hence likely disbelieve the pain she is feeling as soon as she (or a healer) notices her stomach does not have a gaping hole in it. When transforming a physical object, the MoS determines the duration of the transformation (see Basic MoS Equivalencies, p. 165). The roll may suffer penalties based on the complexity of the change and the size of the object (choose the highest applicable penalty in each column and add the two together). Failed rolls while transforming a physical object prevent the dreamer from using Synthesis for MoF hours. METAMORPHOSIS PENALTIES Penalty Size Complexity 0 a dagger change color, add design (e.g. make an object glow) -1 a sack of grain radically change its aspect (e.g. turn a tree into a stone wall) -2 a person radically alter its size (e.g. make a dagger a broadsword) -3 a horse alter its function completely (e.g. turn a cloak into a staff or bow) -4 a building completely unrecognizable (e.g. make a house into a flock of birds) PAGE 172 The description for "Anima" should read: Anima allows the acceleration of the flow of life. If used to heal, the Threshold is 4 plus the highest penalty from the victim's wounds (+1 if she only has Flesh Wounds, +2 if she has any Deep Wounds, +3 if she is near death). Heavier wounds get healed first and "cost" a specific number of MoS points: 3 for Fatal Wounds, 2 for Deep Wounds, 1 for Flesh Wounds. A wound can also be downgraded (one level per MoS). Anima can be used on an individual only once per day. Note that Anima is also part of normal healing with Dedicated Care (see Recovery from Injuries, pp. 150-151). Assuming a target had one Deep Wound and multiple Flesh Wounds, a MoS of 3 would heal the Deep Wound and one Flesh Wound, a MoS of 2 would heal the Deep Wound, and a MoS of 1 would downgrade the Deep Wound to a Flesh Wound. The Threshold would be 6.