This is a collection of all Errata for Valor: the Heroic Tabletop System. This edition has developer notes for some of the more major changes which are not included in the PDF version. This errata applies to the Valor 1.0.1 version of the game, any higher releases will have all this errata already incorporated.
Pg 2: Under Assigning Base Attributes, add the following sentence at the end of the section: The only major requirement for assigning Attributes is you should always have at least one Primary Attribute at its maximum possible value, with two Primary Attributes at maximum being common.
Pg 21: Inspire – change text to: Give an ally who has less Valor than you 1 Valor, change progression to Fixed, change cost to 5 SP
Developer Notes: Inspire proved to be exceptionally powerful in parties, especially with parties that stacked and leveled up the skill. Removing the scaling retains the skill’s power, but without overwhelming the game.
Pg. 26: Impaired Accuracy now has a +4 SP Value. Add Special text: This cannot be taken at the same time as Impaired Evasion. If both are granted, the most recent skill overwrites the other.
Pg. 26: Impaired Evasion- now has a +4 SP Value. Add Special text: This cannot be taken at the same time as Impaired Accuracy. If both are granted, the most recent skill overwrites the other.
Developer Notes: Impaired Accuracy and Impaired Evasion (and their siblings Great Accuracy and Great Evasion which will be addressed later) are powerful skills and flaws that deserve a higher cost. The mutual exclusivity is to create a need for strategic choice, if both can be taken most players will make both their go-to for building Weakens which makes Techniques more homogeneous, something we want to avoid.
Pg 27: Balanced Fighter – update description from “Secondary Attributes” to “Active Attributes”
Pg 27: Bravado – update description to read: Start scenes with +1/+1 Valor –6/6 Cost
Pg 27: Improved Damage Increment–+4/+2 Damage Increment, 4/2 Cost
Pg 27: Increased Size–2/1 Cost
Pg 27: Unyielding Determination – Moved to Situational Skills, text changed to ‘Whenever you are awarded Valor by your GM, gain an additional 1 Valor.’
Developer Notes: Unyielding Determination proved to be by far the most powerful skill in the game. This change brings it down to Earth a bit, giving the GM more direct control while still retaining its strength.
Pg 28: Protector – clarify description to read: Whenever you use the Cover Skill to defend a specific person, gain 1 Valor.
Pg 28: Reckless Attack – correct progression to Slow
Pg 28: Rising Attack: correct SP cost to 6
Pg 29: Attack Node–progression fast.
Pg 30: Battle Analysis — Support Action: Roll Intuition versus Intuition or Dexterity to get +5 to a future Defense Roll.
Pg 30: Swift Step–Support Action, up to 4/+1 ST: move that many spaces (change wording). Fast progression. 4/1 cost.
Pg 30: Exploit Weakness — Support Action: Roll Intuition versus Intuition or Dexterity to get +5 to a future Attack Roll.
Pg 30: Refraction Chain – change text to “Do an extra increment of damage if you refract a Technique through a node.
Pg 32: Challenge technique: correct “role” to “roll”
Pg 35: Despair grants +4 SP, not +3. Add Special text: Despair only causes 1 Valor loss for Soldier or Summon allies, and 0 Valor loss for Flunky allies.
Developer Notes: Despair on a Weaken Core proved to be an unexpectedly powerful tactic against boss enemies with a number of weaker minions. This will make it less potent in such situations.
Pg 36: Malevolent Entity – change text to “When you first obtain this Flaw, the entity has a Resolve score equal to your Resolve -3. This Resolve score can be a negative number.”
Developer Notes: Malevolent Entity was originally optimized to be usable with any build, but the Resolve scaling makes it essentially trivial for Guts builds which, in turn, means that only Guts builds were taking it. This flattens the progression of a Malevolent Entity’s Resolve so it is always equally dangerous no matter what kind of character you are playing.
Pg 37: Slow Healing Level Progression added as “Fixed”
Pg 37: Slow to Act Level Progression changed to “Fixed”
Pg 38: Weak Aura Level Progression changed to “Fixed”
Pg 38: Impaired Accuracy now grants +4 SP. Add Special text: This cannot be taken at the same time as Impaired Evasion. If both are granted, the most recent skill overwrites the other.
Pg 38: Impaired Evasion now grants +4 SP. Add Special text: This cannot be taken at the same time as Impaired Accuracy. If both are granted, the most recent skill overwrites the other.
Pg 39: Bravado – Cost 6/6, text changed to “start of scene.”
Pg 39: Extra Action: add to special – “If you gain this Skill through a Boost or Transformation during your own turn, you don’t get an additional Support Action until the following turn.”
Pg 40: Improved Damage Increment– Cost 4/2, Effect: Damage increment is increased by 4. Level up: Damage Increment is increased by a further 2.
Pg 40: Increased Size– Cost 2/1
Pg 41: Teleportation skill add to Special text: Movement cannot be interrupted by Interrupt Attack skill
Pg 41: Unyielding Determination moved to Situational skills, text changed to: Whenever you are awarded Valor by your GM, gain an additional 1 Valor.
Pg 43: Discretion – change text to “Any time you make an opposed roll against any Enemy or Ally, you may take a -3 penalty after the roll has been made.”
Developer Notes: Slightly changed the mechanics and added a bit of clarity to make Discretion’s value more apparent – trying not to hit allies you “accidentally” targeted with your Blast and Line attacks.
Pg 45: Revenge: Only gives Valor for PC, Elite, Swarm, or Master allies.
Pg 46: Underhanded: Reduced to Season 1
Pg 46: Unmovable: Reduce skill point cost to 4/2
Pg 48: Battle Analysis – Change text to “Make an opposed Intuition roll against a target within 5 spaces that may be defended with either Intuition or Dexterity”, add to Special text: if multiple allies have successfully used this Skill against the same target, no more than one instance of Battle Analysis may be used in a single action.
Pg 49: Duel add to Effect text: “Challenge a foe within 5 spaces to single combat.” Amend sentence 4 in the first paragraph to read “When one of the challengers is defeated, the Duel ends and all Valor bonuses are retained.”
Pg 50: Effect Transfer add to Effect text: “Move any Attack Node, Portal, or Persistent Effect within 5 spaces”.
Pg 50: Exploit Weakness – Change text to “Make an opposed Intuition roll against a target within 5 spaces that may be defended with either Intuition or Dexterity”, add to Special text: if multiple allies have successfully used this Skill against the same target, no more than one instance of Exploit Weakness may be used in a single action.
Pg. 50: Effect Capture add Special text: If targeting an Ultimate ability, the owner of the Ultimate Technique gains +5 to their roll
Pg. 50: Effect Transfer specify range (5), add Special text: If targeting an Ultimate ability, the owner of the Ultimate Technique gains +5 to their roll
Pg. 50: Flunky Domination specify range (5)
Pg. 51: Inspire: Change progression to Fixed and SP cost to 5
Pg. 52: Nullify specify range (5), add Special text: If targeting an Ultimate ability, the owner of the Ultimate Technique gains +5 to their roll. Nullify cannot cancel Transformations.
Pg. 55: Swift Step–fast progression, cost 4/1. Effect revised to read: Expend up to 4/1 ST, move a number of spaces equal to the Stamina you spent when using this ability.
Developer’s Notes: The changed cost and progression make Swift Step more useful to a wider variety of builds
Pg 56: Combination Attack add text: This may only be used once per scene, and participating in a Combination Attack you did not initiate still counts as your use of this skill.
Developer’s Notes: Combination Attacks aren’t especially difficult to execute, whereas the intent of the skill is to have it be an occasional tactical option.
Pg 57: Interrupt Attack add Special text: You must have the Counterattack skill to take this skill.
Pg 61: Great Accuracy now costs 8 SP. Add Special text: This cannot be taken at the same time as Great Evasion. If both are granted, the most recent skill overwrites the other.
Pg 61: Great Evasion now costs 8 SP. Add Special text: This cannot be taken at the same time as Great Accuracy. If both are granted, the most recent skill overwrites the other.
Pg 65: Change Attributes – Add to special text: This can only be used on a Transformation.
Developer’s Notes: This skill doesn’t really mesh well with Boosts and slows down game play, it’s really intended for Transformations.
Pg 69: Add “or +4/+4 for Dexterity and Spirit” to Ranged Technique description
Pg 79: Add “If successful, the movement continues and the barrier is destroyed. If unsuccessful, the movement stops and the barrier is not destroyed” to the end of the Effect text.
Pg. 80: Healing Core value equation change to 9 + 3 per Core Power + half of Primary Attribute. Addition to Special text: the Stamina cost of a Healing Core Technique cannot be reduced below 2.
Developer’s Notes: The Healing Core has been somewhat divisive in development, with early iterations not even including it due to it not necessarily fitting the thematic feel of the game. It was found that players expect to be able to heal each other, and some players really do enjoy playing healing-focused characters. The core design of the Healing Core was to allow players who enjoy healing to do so, but not make it a requirement to have or require players using it to sacrifice their entire turn. Early playtest groups would typically take some healing on one, possibly two characters like they would in more traditional roleplaying games. After release, we found many parties regarded healing as a strong tactical option to be taken on most, or even all party members as its broad requirements made this strategy viable. The reduction in power is primarily to address this concern, groups that tend to play more traditionally and only have a single healer may still want to retain the old values but since Healing can be taken by so much of the party without requiring major build modifications, we strongly recommend the weakened values. Finally, the fixed Stamina cost of no less than 2 is to address the most common GM query. Valor is intended to be based more on abstraction than reality, with the flow of the scenes being developed in a stylized narrative manner. However, many players who are more familiar with games that hew closer to the reality side than the abstraction side often feel they should be able to heal their entire party’s health by creating a Healing Technique with no Stamina cost. While our opinion has always been if the characters have time to do that, they have time to take a full rest and just completely recover their health and stamina, the feedback we have received has been that this isn’t always an answer players find acceptable. The minimum stamina cost is intended to head off these debates and keep the game flowing.
Pg. 80: Mimic Core: Change text from “As a Free Action, you can dismiss a Mimicked Technique, replacing it with the original Mimic Core Technique.” to “As a Support Action, you can dismiss a Mimicked Technique, replacing it with the original Mimic Core Technique.”
Pg. 81: Summoning Core: Change text at the end of the first paragraph as follows: “All healing Techniques possessed by Summons are ½ effective. Summons do not gain Ultimate Techniques. Summons do not gain Valor and cannot take the Bravado Skill. If a Summon loses Valor, it instead becomes Shaken.”
Pg. 82: Blast Radius change Special text, “The user is not affected by the Technique, even if they are in range unless the Technique is a Healing or Boost core.”
Pg. 83: Indirect Attack “Cannot be combined with any other Alteration Modifier except Multiple Targets” change to “Cannot be combined with any other Target Modifier except Multiple Targets”
Pg 84: Drain Attack: change text to “After resolving the attack, you gain Health equal to the largest amount of damage you inflicted on a single target.”
Developer’s Notes: This change is related to the Healing Core changes, but specific to how Drain functioned. Before, Drain’s most optimal build was a large area of effect that would strike (and drain health from) multiple targets. This change makes it more reliable in both single and multiple-target situations without allowing it to heal too much from one attack.
Pg. 87: Reposition can be applied to Weaken, Boost, and Healing Cores. If used on an Ally through a Boost or Healing core, it ignores Unmoveable
Developer’s Notes: This gives Reposition more strategic options and lets players make more interesting Weakens, Boosts and Healing Techniques.
Pg. 88: Increase Level to +2. Add text to Special: If the Technique is a Damage Core inflicting Strength damage, the level is decreased to +1.
Pg. 90: Health limit change to; “Special: Cannot take limit above level 5.”
Pg. 91: Immobile Limit add additional special text: “You cannot use this Limit on Techniques with the Rush Attack or Ramming Attack modifiers”.
Pg. 94: Transformation change initial Effect to: Technique changes the user into an alternate form. When using this Technique, heal 10 health per character level. All Active Attributes are increased by 1.
Developer’s Notes: Transformation’s initial design was premised on the idea that a character would become visibly tougher and stronger when they transformed with both a boost to Attributes and bonus health. Unfortunately, what the bonus health did was create a few peculiarities that went against the intent. Since it gave bonus health, many players would build Transformations as Techniques they would activate on the first turn, which doesn’t thematically fit with how Transformations are typically used in a Shounen Anime or JRPG. Further, because it was temporary health, the health would be lost at the end of the scene, making using Transformations a risky endeavor to characters who are being pushed hard, it’s much easier to accidentally kill yourself if you stack several Transformations! Finally, re-calculating Health Increments in the middle of combat, a necessity for some builds, was a lot of work that slowed the game down with little game. This change makes Transformations simply heal the character when they use it, making it an all-around easier mechanic that also encourages the kind of play behavior the Core was supposed to be used for in the first place.
Pg. 95: Change Unerring Attack effect to “If this Technique misses all targets, you may attempt to use it again on a future turn, paying all costs as normal.”
Pg.95: Final Limit change, effect; “Add +5 to all of your attack rolls made with this Technique.”
Pg. 95: Intimidating Transformation, change effect to: “When you use this technique, and on each subsequent turn while the Transformation remains active, make a Resolve or Aura roll against all enemies within 1 space, which can be defended by either Aura or Resolve. If you succeed, they become Shaken.”
Pg. 96: Ultimate Health Limit remove Special text, this Limit now reduces Stamina by 20 no matter what season.
Developer’s Notes: The reduction on this Limit got way too high way too fast.
Pg. 100: Add text to Flunkie column; “Flunkies do not get Ultimates.”
Pg. 100: Change “1 Health” to “Go down in one hit”
Pg. 100: Add bullet point for Flunkies; “Do not track health”
Pg. 101: Add text to Soldier column; “Soldiers do not get Ultimates.”
Pg. 101: Add text to Swarm column; “Swarms do not get Ultimates.”
Developer’s Notes: Flunkies, Soldiers and Swarms were never intended to get Ultimate Techniques, but it was not specified in the text.
Pg. 114: Replace all instance of “Barrier” with “Terrain”
Sample Adventure and Sample Characters
Developer’s Notes: The following changes are both corrections of incorrect text and modifications to bring the stat blocks in line with the post-errata rules. The Sample Campaign should remain generally playable without using these changes, but these are noted here to give the corrected expression of the rules.
Hiiro character sheet: Swordplay core power should be 1. Resistant costs 4 SP (calculation is correct, error is only on the page)
Shuuichi character sheet: Spirit attack listed as 48, should be 6. Mind attack listed as 8, should be 18. Damage increment should be 10. Improved Damage Increment costs 4, gives +4 damage increment. Knife Flurry lists Dexterity as 10; should be 5. On Firebomb, remove listed individual TP cost for Blast Radius. On Blade Run, correct spelling of Rush Attack and omit the individual TP cost.
Gabrielle character sheet: Resistance should be 14. Chain Lightning name is changed to Multibolt, change Chain Attack to Multiple Targets. Multibolt should cost 3 stamina.
Muranaka character sheet: Move should be 4. Remove Line Variation from Earthspike and increase Core Power by 1 and Damage by 5. On Healing Wave, omit individual modifier TP cost. Healing Wave’s healing value should be 19.
Tora character sheet: Critical Health value should be 84. Don’t Give Up! heals for 22. Omit cost listing for all Technique modifiers.
Hiiro Level Up Suggestions: Remove instruction to increase Phoenixflame Slash’s core power at level 2. On Blade Dash, omit the listed TP cost of Rush Attack.
Shuuichi Level Up Suggestions: Change action on Sniper Rifle from Attack and Move Action to Attack action, change Arsenal of Fury damage to 96. Specify Arsenal of Fury does Agility damage.
Gabrielle Level Up Suggestions: In Shock Bolt, change ‘Bestows’ to ‘Inflicts’. Specify Devastating Storm does Spirit damage. Devastating Storm deals 108 damage. Italicize all Skill names.
Muranaka Level Up Suggestions: Change Sharpen Mind to Mind Boost, Core Power 4 with no range modifier. Stamina cost should be 8. Change Sharpen Mind’s description: Should read ‘Muranaka opens someone’s mind”. Remove Ammunition Limit from Sharpen Mind. Power Sap, replace ‘bestows’ with ‘inflicts’. Arcanum Reinforcement, bonus health value should be +50, not +60. Replace Unyielding Determination with Bravado.
Tora Level Up Suggestions: Wall Smasher, the reposition value should be 5. Specify Hidden Technique – Dance of the Four Heavenly Guardians does Strength damage.
SAMPLE CAMPAIGN
Scene 1
Zombie
- Health should be 98, and Health Increment should be 20, with 40 as critical health.
- Stamina increment should be 6
- Technique ‘Claw’ should cost 4 stamina
- Technique ‘Consume’ should deal 33 damage, and return full value as health
Scene 2:
- ‘Any of the zombies that were laid to rest will be emanating a strong degree necromantic magic’ should read ‘Any of the zombies that were laid to rest will be emanating powerful necromantic magic’
Scene 3:
- Carlo
-
-
- Stamina Increment should be 6
- Technique ‘Blade Toss’ should cost 3 stamina
- In Technique ‘Blade Toss’, ‘may only be used 3 times per scene’ should be listed as a Limit
- Technique ‘Hamstring’ should read ‘Inflicts Slow’.
- Technique ‘Shank’ should deal 42 damage
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- Death Skull
-
- Health should be listed as blank
- Technique ‘Bash’, the cost should be listed as ‘5 Stamina’.
Scene 6:
- Cultist Arcana
-
-
- Aura should be 5
- Intuition should be 4
- Resolve should be 2
- Strength Attack should be 5
- Agility Attack should be 8
- Spirit attack should be 11
- Mind attack should be 10
- Stamina Increment should be 12
- Technique ‘Necrotic Bolt’ should deal 36 damage
- Technique ‘Necrotic Bolt’ should cost 6 stamina
- Technique ‘Necrotic Mire’ should deal 26 damage
- Technique ‘Necrotic Mire’ should cost 6 stamina
-
- Haunted Chains (Trap)
-
- Active attribute should be 6
- Damage should be 31
Scene 8:
- Cultist Arcana
-
-
- See scene 6
-
- Crawler
-
- Strength attack should be 9
- Agility attack should be 11
- Spirit Attack should be 4
- Mind Attack should be 8
- Stamina should be 32
- Stamina Increment should be 7
- Resistance should be 12
- Technique ‘Darting Claw’ should deal 36 damage.
- Technique ‘Pouncing Tackle’ should deal 36 damage.
Scene 10:
- Seekers of Eternity (Assassin)
-
-
- Strength attack should be 9
- Dexterity Attack should be 14
- Spirit Attack should be 5
- Mind attack should be 11
- Health should be 60
- Health Increment should be 12
- Critical health should be 24
- Technique Knife toss should do 34 damage
- Technique Cloak and Dagger should do 49 damage
-
- Zombie Sam
-
- Drop skill Bravado
- Technique Smash should deal 52 damage and cost 4 stamina
- Technique Roar should cost 2 stamina
- Technique Wild Charge should deal 57 damage
- Technique Reckless Bash should require 7 stamina and deal 52 damage
Scene 11:
- Necrotic Archer
-
-
- Strength attack should be 8
- Dexterity attack should be 10
- Spirit attack should be 16
- Mind attack should be 14
- Health should be 58
- Health increment should be 12, critical health 24
- Stamina should be 56
- Stamina Increment should be 12
- Technique Cursed Arrow should deal 36 SPirit damage, have range 2-4, and cost 6 stamina.
- Technique Necrotic Barrage should deal 41 damage
-
- Seeker of Eternity (Cleaver)
-
- Strength Attack should be 14
- Agility Attack should be 14
- Spirit Attack should be 6
- Mind attack should be 5
- Technique Chain Sickle should deal 34 damage
- Technique Bloody Cleaver should deal 39 damage
Scene 12:
- Plague Bomb
-
-
- Agility should be 7
- Spirit should be 9
- Dexterity should be 4
- Aura should be 5
- Agility Attack should be 9
- Aura attack should be 14
- Mind attack should be 6
- Stamina should be 36
- Stamina Increment should be 8
- Add Sprinter lv 1 skill (+1 Move)
- Technique Self-Destruct should deal 44 Spirit damage
-
- Seekers of Eternity: Spellslinger
-
- Spirit attack should be 16
- Mind attack should be 10
- Stamina should be 48
- Stamina Increment should be 10
- Technique Necrotic Ray should deal 46 spirit damage
Scene 14:
- Carlo
-
-
- Muscle should be 7
- Aura should be 4
- Intuition should be 4
- Resolve should be 7
- Resistance should be 11
- Damage Increment should be 12
- The text of skill Improved Damage Increment should read “+4 Damage increment”
- Technique Shank’s stamina cost should be expressed as ‘Stamina’, not ‘ST’
- Technique Blade Toss should do 57 Agility damage, and cost 3 stamina to use
- Technique Hamstring’s Effect text should read “Agility weaken, inflicts Slow (-1 move) and Weak Defender (-4 defense)
-
- Death Skullz Biker
-
- Strength attack should be 7
- Dexterity attack should be 11
- Spirit attack should be 4
- Mind attack should be 3
- Health should be 100
- Health Increment should be 20
- Critical Health should be 40
- Technique Bashing should deal 46 Agility damage, cost 6 stamina to use
- Technique Drive By Bashing should deal 36 agility damage
Scene 15
- Headless Guardian
- Strength attack should be 10
- Agility attack should be 9
- Spirit attack should be 18
- Mind attack should be 12
- Defense should be 14
- Technique energy burst should deal 48 Spirit damage, and cost 6 stamina
- Technique Eye Laser should deal 48 Spirit damage
- Technique Defense Breaker should cost 3 stamina
Scene 16
- Dullahan
-
- Remove skills Exploit Weakness, add skill Balanced Fighter
- Active attributes should be 7, 7, 3, 7, 3
- Dexterity attack should be 26
- Health Increment should be 34
- Critical health should be 68
- Technique ‘Chaos Blade’ should deal 52 Strength damage and cost 5 stamina
- Technique ‘Chaos Chain’ should deal 56 Agility damage and cost 4 stamina
- Technique ‘Hypnotic Gaze’ should only inflict Impaired Evasion, and have range 3.
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- Abductor
- Dexterity should be 4
- Resolve should be 5
- Strength attack should 13
- Dexterity attack should be 10
- Spirit attack should be 8
- Mind attack should be 4
- Stamina should be 32
- Stamina increment should be 7
- Technique ‘Dragging Claw’ should do 48 damage and cost 6 stamina
Scene 17
- Mana
-
- Technique “Restricting Net” should do 65 damage and cost 8 stamina
- Technique “Energy Drain” should reflect the new Drain language
- Technique “Energy Transfer” should cost 8 stamina
-
- Hulking Zombie
- Strength Attack should be 15
- Dexterity attack should be 9
- Spirit attack should be 10
- Mind attack should be 6
- Health increment should be 28, Critical should be 56
- Add flaw Energy vulnerability, resistance should be 12
- Technique ‘Hulking Hurl’ should deal 45 Strength damage and cost 6 stamina
- Technique ‘Kiloton Punch’ should deal 55 Strength damage
Scene 19
- Dead Tracker
- Strength attack should be 13
- Agility attack should be 20
- Spirit attack should be 9
- Mind attack should be 17
- Move should be 5
- Technique Trap Cell should mention that it is core power 6
- Technique “Crossbow Sniper” should deal 50 damage
Scene 20
- Carlo
- All active attributes besides Dexterity should be 1 point higher
- Damage increment should be 13
- Text on Improved Damage Increment should read ‘+4 increment’
- Technique ‘Backpedal’ should deal 61 Agility damage
- Technique ‘Spinning SHivs’ should deal 76 Agility damage
- Technique ‘Blade Toss’ Should deal 66 Agility damage and cost 4 stamina
- Undeath Skullz Biker
- Strength attack should be 10
- Agility attack should be 15
- Spirit attack should be 9
- Mind attack should be 5
- Health increment should be 26
- Critical health should be 52
- Technique ‘Bashing’ should deal 55 Agility damage and cost 7 stamina
- Technique ‘Drive-By Bashing’ should deal 45 Agility damage and cost 7 stamina
Scene 24
- Carlo
- All active attributes besides Dexterity should be 1 point higher
- Damage increment should be 14
- Text on Improved Damage Increment should read ‘+4 increment’
- Technique Backpedal should deal 65 Agility damage
- Technique ‘Spinning Shivs’ should deal 80 Agility damage
- Technique ‘Blade Toss’ should deal 80 Agility damage and cost 6 stamina to use
Skull Riderz!
Carlo mounts his motorcycle and takes off, running over his enemies while slashing wildly with his daggers.
Effect: 104 agility damage, +2 to Attack roll, move while ignoring Zone of Control and attack all targets you move through, on hit, targets are knocked Prone
Limit: Requires 2 Valor to use, expend 1 Valor to use
Cost: 6 Stamina
- Corpse Ascetic
- Stamina increment should be 11
- Strength attack should be 18
- Agility attack should be 16
- Spirit attack should be 6
- Mind attack should be 12
- Technique ‘Kung Fu of the Dead’ should deal 46 Agility damage
- Technique Extending Punch’ should deal 46 Agility damage
- Technique ‘Pressure Point Jab’ should deal 38 Strength damage
Scene 26
- Should be numbered 25
- Hulking Zombie
- Strength attack should be 15
- Agility attack should be 9
- Spirit Attack should be 10
- Mind Attack should be 6
- Health Increment should be 28
- Critical Health should be 56
- Move should be 3
- Add flaw: Slow (-1 Move)
- Technique ‘Hulk Up’ should cost 3 stamina
- Hulking Hurl should deal 35 damage
- Kiloton Punch should deal 55 Strength damage and cost 6 stamina
- Boneshooter
- Strength Attack should be 10
- Agility attack should be 14
- Spirit Attack should be 20
- Mind Attack should be 17
- Technique Bone Bind should deal 40 Spirit damage and cost 7 stamina
- Skeletal Barrage should deal 55 Spirit damage and cost 7 stamina
Scene 27
- Should be numbered 26
- Boneshooter: repeat changes from previous scene
- Crawling Ghoul
- Intuition should be 3
- Strength Attack should be 17
- Agility Attack should be 20
- Spirit Attack should be 10
- Mind Attack should be 7
- Move should be 6
- Add skill: Physical Attacker: +3 Strength and Agility Attack
- Add skill: Sprinter: +1 Move
- Technique Tornado Claw should deal 65 Agility damage
Scene 28
- Should be numbered 27
Scene 29
- Should be numbered 28
- Lunet
- Strength should be 3, Agility should be 12
- Muscle should be 4, Dexterity should be 9
- Strength attack should be 25
- Dexterity Attack should be 52
- Spirit attack should be 52
- Mind attack should be 22
- Health should be 390
- Health Increment should be 78
- Critical Health should be 156
- Stamina should be 112
- Stamina Increment should be 23
- Defense should be 21
- Resistance should be 24
- Technique Ice Lance should deal 82 Spirit damage
- Technique Gouge should deal 54 Agility damage
- Technique Run Through should deal 92 Agility damage
- Technique Frost Bind should cost 7 stamina
- Technique Ruinous Blizzard should deal 72 Spirit damage, affects within 2 spaces of the target, cost 4 stamina
- Technique Ice Nova should deal 92 Spirit damage, cost 4 stamina
- Technique Absolute Zero should deal 124 Spirit damage, health must be 156 or lower
- Mana
- Add Skill: Tireless: +8 Stamina
- Technique Curse of Agony should deal 44 Mind damage