This page corrects, changes and clarifies certain rules in the Pasts, Personas & Prophecies Core Rulebook. Recent printings of the Revised Edititon book include revised text that reflects the explanations here.

 GENERAL RULE CHANGES

  • Rule Change - Boons & Despairs (Page 29 & 42): To help clarify the difference between regular results to determine success and uncanceled results to determine the extra effects added to each dice roll, I have added the keywords Boons and Despairs. Boons being the uncanceled successes from a dice pool and Despairs being the uncanceled failures.

  • Rule Change - Dual Wielding (Page 31): Dual-wielding now requires only a single roll rather than a single roll for each extra weapon. Attacking with multiple weapons however reduces a PC's dice pool by -2 dice thus reducing their chance of hitting. 

  • Rule Change - Drawing Weapons (Page 28): An Action is no longer required to draw a weapon during combat or Round Play.

MAGIC CHANGES

  • Rule Change - Magic Drain (Page 36): When casting their final spell after their other Defensive Skills have been fully depleted, a character will no longer be killed from over-exerting themselves with magic use. Instead of dying, characters will fall unconscious. 

  • Rule Change - Defensive Skills Recovery from Magic Use (Page 36): Rather than having a character's Defensive skills recuperate on hourly basis, they will only be restored daily equal to the character's current Endure skill modifier.

VITALITY CHANGES

  • Rule Change - Heal checks (Page 33): A character can only benefit from  medicinal assistance from a Heal check to regain Vitality once per day. The Heal check is set to a 2 Difficulty, and will only give the character 1 VitalityBoons may be spent to replenish additional Vitality. A PC receives +1 Difficulty if they are administering first aid to themselves.

  •  Rule Change - Endure Checks to Regain Vitality (Page 22 & 33): Characters can now only make an Endure check on a weekly basis to regain Vitality rather than once per dayFor every Success rolled, that PC gains a single VitalityBoons may be spent to regain additional Vitality.

CHARACTER CREATION CHANGES

  • Rule Change - Artificer Mentality (Page 10):  The  Artificer's benefit of receiving "+1 Success to spend on successful spells using a single Spell School" has been replaced by a "+1 Craft" bonus to represent an artificer's tinkering nature with arcane items.

  • Rule Change - Sleepless Elves (Page 7): The Elven player race no longer shares the Darkvision special quality with dwarves, instead elves now have "Sleepless: Elves do not require sleep."

  • Rule Change - Past Status Changes (Page 9): Many of the Past Statuses in Chapter Two have been changed.

    • The Clergy Past Status now has the following +1 Religion and -1 Security skill modifiers.

    • The Merchant Past Status now has the following +1 Diplomacy and -1 Composure skill modifiers. 

    • The Soldier Past Status now has the following +1 Composure and -1 Research skill modifiers. 

    • The Laborer Past Status now has the following +1 Athletics and -1 Stealth skill modifiers. 

    • The Farmer Past Status now has the following +1 Handle and -1 Arcana skill modifiers. 

    • The Wanderer Past Status now has the following +1 Nature and -1 Diplomacy skill modifiers.

    • The Criminal Past Status now has the following +1 Streetwise and -1 History skill modifiers.

    • The Slave Past Status now has the following +1 Insight and -1 Intimidation skill modifiers. 

SKILL CHANGES

  • Rule Change - Transmutation Spell Skill (Page 22): Transmutation spells can now only affect physical attributes and skills, such as Strength, Tough, Acrobatics and Melee.

  • New Rule - Passive Perception (Page 19):GMs can now use a PCs Passive Perceptionskill to determine whether or not a PC notices something in their environment without alerting their players to the presence of an unseen factor. A PC's Passive Perception is equal to their Perception skill modifier.

ITEM CHANGES

  • Item Change - Robes of Replenishment (Page 25): These basic magic robes do not provide their user with an Armor Score, but instead replenish the user’s Defensive skills an additional point each day. Useful for spell casting.

GAME MASTER RULE CHANGES

  • Despairs - No More Stunning (Page 42):  GMs can no longer Stun PCs by spending Despairs.

  • Rule Change - Despair Abilities (Page 42): Failure Abilities have been renamed to Despair Abilities.

NPC CHANGES

  • NPC Special Quality - Weapon (Page 55): To help increase the lethality posed by NPCs, there is a new Special Quality titled Weapon. This Special Quality provides +3 damage to NPCs that carry weapons.

  • New NPC Special Quality - Weapon (Page 54): A Minion NPC can gain the benefits of extra Minions in their group for a designated skill, similar to that benefit they receive to Melee, Range, Perception, Athletics and Spell checks.

  • Spirit Correction (Page 52-55): The Spirit Points listed on the various example NPCs/monsters in Chapter Seven's  sidebars have been corrected.

TALENT CHANGES

  • Talent Correction - Cosmic Magic (Page 14): The mistake regarding Cosmic magic in Chapter Two's Scholar Talents is now correct. The Cosmic category should no longer include the ability to travel to other planes of existence.

  • Talent Change - Dual Wielder (Page 10): This Tier-One Warrior Talent now reads, "When wielding multiple weapons, the PC only receives a -1 dice penalty when attacking."

  • Talent Change - Quickdraw (Page 12): This Tier-One Rogue Talent now reads, "If the PC attacks on the same turn as they drew their weapon, they receive a +1 bonus to their attack.

  • Talent Change - Mighty Rend (Page 11): The PC’s Critical Hits with Heavy Melee Weapons destroy 1 point of the target’s Armor."

  • New Talent - Heavy Lifter (Page 15): This Tier-Five Scholar Talent reads, "The PC triples the amount of weight they can move when using the Manipulate Weight result on Table 5-7 (pg, 36)."

  • New Talent - Spell Potency (Page 15): This Tier-Five Scholar Talent reads, "The PC may double their spell’s efficacy when using the Increase Spell Effect result on Table 5-7 (pg, 36)." 

  • Talent Change -  Vigorous (Page 11): The Vigorous Talent can now only be taken once and is now listed as a Tier Two Warrior Talent.

  • New Talent - Healthy (Page 10): This Tier-One Warrior Talent reads, "The PC gains +2 Vitality."