AS OF MAY 17: ERRATA RED FLAG! THERE BE ERRATAS AHEAD
In the process of making a game, a billion things could go wrong. I could’ve given the Dragon 750 health instead of 75. I could’ve written a non-sentence that rambles unendingly down five pages, thought I’d deleted it, and it’s still actually wedged there. I could’ve misplaced a gender pronoun, and I could’ve suggested that by consuming ganja, characters could restore all of their health as a non-action, leading to pot-smoking hippiezards dominating the game. This post is the traditional errata post, where mistakes are corrected, where horrors are unveiled, where insults are leveled at the author from positions of nigh-impunity. This is where the magic happens. Post all the errors. Post the things that might be errors but aren’t, they’re just that crazy. Post the things that aren’t errors that you still want to see changed in some way.
PAGE [Various], CHECK VS TEST: It’s hard to get away from terminology you’ve been using from several versions of your game! Essentially, every time the game mentions a “check” it really should be saying “test.” Expedition’s rolls are tests, not checks. I slipped in several areas which I’ve corrected, and wrote “check” instead of test.
PAGE 7, ROGUE ARCHETYPE: Clarification that the Rogue doesn’t receive an extra Potential. Add the following sentence: “The Rogue still receives only 5 potentials total: 2 Skill, 2 Defining and 1 Quirk.”
PAGE 15, INTELLECT PERK: The Intellect 2 AP effect is ambiguous. It should say:
•2 AP: You make an important observation about a certain area of the battlefield, giving it a +2 terrain benefit of your choice against a particular enemy type as a Support Action (“the pillars can withstand the dragon’s flames!” [+2 Armor vs. the Dragon, while in the adjoining hall]”). The benefit lasts for 1d5 rounds.
PAGE 44, FLANKING: Under “Flanking” a tactical benefit is outlined for passing initiative and “ganging up” on the same enemy. This ability is mildly unclear. Regardless of how many allies gang up on the same enemy, you only ever get +1 attack and +1 damage. The bonus isn’t added to the attacks made to “establish” a flank, they’re gained after, like how you the penalty for Hinder is only applied when the test to Hinder is successful. And finally, by default, this bonus works by characters at any range. However, if this final clarification seems abusive, you can have it so you need an ally at Close range to “set it up” for everyone. But remember that the enemies can use the same tactic too. Here is the new text:
Flanking: Normally, the Edge, Impair and similar maneuvers handle tactics such as Flanking in the narrative. But if a character attacks an enemy then every consecutive ally gaining initiative immediately after who also succeeds on an attack, on the same enemy, all gain +1 to attack and damage for 1 round, and grant this bonus to the ally initiating the tactic. These attacks can be made from any range. Keep in mind that the enemy can also do this to gang up on you.
PAGE 45, PINNING: A character rolls Potentials against Pinning. It should have been written that it is an opposed test, rather than the non-indicative “opposed roll.” An opposed attack roll may sometimes make more sense, however, such as if both characters have ranged weapons and are shooting it out with each other.