What follows is an unoffical listing of Errata, Changes and Additions
to the AQ/Jaern manual. Unofficial in this case means that these aren't
endorsed by Lafayette Simulations
and haven't made it into the manual for a later printing. Probably some
never will. However these are the rules we play by at the Purdue Fantasy
Club.
All of the following assumes that your manual is 7th printing or newer.
Where changes have made it back into the Official AQ/Jaern manual it will
be noted in the text and what printing those updates occured in. When a
new printing is done this page will likely have to undergo a massive
revamp in order to bring it up to that revision.
NOTE: Lots of additional material is listed under the "Additional Materials" section after you log in from the main page.
Consolidated PDF of Local Rules (Updated 2009-09-20) - Everything below hasn't made its way into this document yet. Local Rules Versions
New, Standardized Spell Durations - On a club vote, this document was approved to overhaul the book durations and create standard, non-random durations. These completely replaces the spell sections of the AQ/Jaern manual.
Four Page Spell Duration Chart - This is a handy 4 page chart to make looking up the new spell durations easy.
Errata
This section is a list of errors in the manual and their potential corrections.
In all likelyhood, these will get folded into the official manual at its next
printing.
Changes
Additions/Clarifications
NOMADS
- A nomadic (or chromatic) matrix gem: When can incant is used by someone with this
type of matrix gem, the effect will be two ranks higher then the incant's original rank.
- Nomads are normally assumed to possess all of the material components
they require to prepare their incants. However, some incants require special
components that are rare or not easily accessible. To insure that the adventurer
has these components they should procure them through a GM and ensure that they
are listed on their adventurer card. It is also possible that nomads on an
extended mission or nomads who have had their belongings taken will likewise
be without the necessary components.
- [PROPOSED]Most Nomads cannot use second lifer incants. Only a spirit that has
returned from the Kurago and possessed a new body can utilize second lifer
incants.
- Heart of Courage
While the nomad is sings, all WIL based resistance checks made by the
singer and her allies are made at one d6 less for each rank of the incant.
(e.g. if a rank 1 incant is used then a 3d6 WIL check becomes a 2d6 WIL check).
- Dance of Distraction
While this song is heard, for those not warned beforehand, all
PER based resistance checks are one d6 higher per rank of the incant. (e.g.
if a rank 1 incant is used then a 2d6 PER check becomes a 3d6 PER check).
- Luck Amulets
- Luck amulets cannot be used to increase or decrease a die roll beyond the
maximum or minimum possible die roll.
- Luck amulets cannot be used by someone that is unaware of the action they
are attempting to alter.
- Luck amulets cannot be used to affect DI rolls (luck doesn't work on gods)
or magic item creation rolls.
SKILLS
MAGIC AND CREATURE ABILITES
- Clarification to 15.1.1 -- Fireball -
A fireball works by sending magic to a point where it magically extends
out to the full radius. It will not go through solid objects, but will
fill in an area if there is a resonably sized opening to enter the area
(big enough to fit ones arm through). After filling the area, the
fireball ignites into physical fire (thus, a health check).
- Magic Ward - This spell only stop spells that are directly targeted
within the boundries of the magic ward, not area effect spells whose area extends
into the warded area. Exceptions are spells that are purely physical in their casting, as are
the "Jet" spells which propel clay or stone from the casters hands, or
hearing targeted spells, which don't really affect an area, but target
individually anyone within hearing distance.
- Otherworld -
An object must be entirely within the otherworld corridor before it is transported
to the other side of the portal. This means an object cannot be partially on both
sides of an otherworld at the same time.
- Phantasmal Spells -
As per the spell descriptions, phantasmal spells will be "completely
harmless." There spells will not cause anyone to go unconcious. It is
possible for creatures to lose a round due to surprise.
- Equipment and Living Creatures -
In order to qualify as equipment of another creature, a sentiant creature must:
- be in total possesion by the creature [they cannot be held by anyone else or manacled to a wall]
- fail a 2d6 PWR check with the option to auto-fail if the creature is concious
- all equipment must not exceed STR*10 jaernian pounds (GM adjuction on weight), if it does,
the sentiant creature is excluded
- Dimension Definitions
- Guidelines for using Mutate
Gods
- Garin - God of War and Tyranny - Wright Frazier put together a writeup for a new god that a group was trying to ascend. Didn't come off in game this time around but its cool reference material.
Random Thoughts/Under Development
Start of a GMs guide to Rudri