Kishar

Core Book Errata

Section Page Errata
How Do I Become a Volunteer 12 Players may become Medics by explaining their credentials to an Organizer. For all roles except for Medic, you must be an Active Player (have attended at least 1 of the last 3 Events), and have attended at least one full Season (6 games) of Kishar. Ask an Organizer about how to gain the role you are interested in.
Retiring a Character 26 While this paragraph refers to "earned Progression" is should say "non-starting Progression". This is (# of Progression - 3).
Role Summary Table 43 Guardian Benefit: Items that grant +Max HP grant Guardians an extra +1 Max HP.
(Down from +2 in the Rulebook)
Role Summary Table 43 Guardian Drawback: Guardians are capped at 4 damage with default weapon attacks. This applies to any power that would Add to your default weapon damage or that would increase your Base Weapon damage. Powers or items that would raise default weapon attack damage above 4 instead raise it to 4 for Guardians. This cap does NOT apply to any power that Substitutes for your default weapon attack or to any power that doesn't use weapons (such as Alchemist's Fire).
Role Summary Table 43 Savant Benefit: 'Consumable' here means an items marked this way that could normally be upgraded to Elite. This currently applies to many items created by Alchemy and Cooking, Book of Poetry / Scroll of Power (Calligraphy), Perfume or Hunting / Rescue Animal (Droving) but does NOT apply to Jewelery.
Role Summary Table 43 Healer Drawback: Healers are capped at 4 damage with default weapon attacks. This applies to any power that would Add to your default weapon damage or that would increase your Base Weapon damage. Powers or items that would raise default weapon attack damage above 4 instead raise it to 4 for Healers. This cap does NOT apply to any power that Substitutes for your default weapon attack or to any power that doesn't use weapons (such as Alchemist's Fire).
Background Summary Table 53 "Medic" is changed to "Healer" and the title is changed from "Master Medic" to "Master Healer". Medic should remain an OOC call only.
Mindscape Rituals 88 "Harden Mind" refers to Mental Resists, which were removed in V11. Instead, rename this to "Shield Form" and participants receive 1 Resist Status Effect.
Enchanting Rituals 90 "Lucid" refers to Mental Resists, which were removed in V11. Instead, rename this to "Slippery" and it grants 1 Resist Status Effect.
Maintenance Costs 95 Gold dot items / powers are no longer covered under Maintenance. Instead, when you bind the item it is charged and its gold dot powers can be used. When you use them, in order to recharge them, you must spend 10 Kismet per gold dot. A recharged power can still only be used as often as its Type allows - ie a gold dot Exhausting power can still only be used one per Day.
Artificing 100 Removed the notion of 'Tools of the Trade'. Artificers Tools will be re-introduced at some point as 'standard' tools.
Clothier 102 "Work Tunic" grants an Artisan bonus of 5 lunari per Day. This should be 10 lunari per Event.
Courtesan 104 When your Connection Rating drops to 0, you may keep the Connection card. With Narrator approval, you may make an Establish Connection check with any NPC you hold a Rating 0 with. You may not make a Develop Connection check until the Connection is restored to at least Rating 1.
Courtesan 104 When using a Connection, the Rank of the Favor cannot exceed the Rank of the NPC with their Organization.
Jewelrysmithing 106 Using a power in jewelry does not trigger any power or abilits that would otherwise trigger when you use a specific power on your sheet. As an example, Vest of Power (Avoidance/Missed Me) would not trigger when using a Difficult Bracelet of Avoidance/Missed Me.
Archery 111 Mindbow incorrectly lists the Destruction tree. It should be the Avoidance tree.
Command - Tactician 115 Lines 'face' the same direction as the Tactician, so the people on either side of the Tactician should in face be beside them, and not in front and behind.
Command - Tactician 115 Rally - This effect should be treated as a Point and Click for range (30 feet).
Evocation - Evoker 121 Torment Infusion (Upgrade) - This version of this power implies self-harm in a way that might be upsetting to some players.
We are replacing it with the following version:
E - Take Clumsy 15 seconds, Bypass. Call "Torment Sustains Us!". All Allies Heal 10.
E - Take Clumsy 30 seconds, Bypass. Call "Torment Revives Us!". All Allies Heal 20.
Phasing - Etherealist 127 Mass Confusion - This effect should be treated as a Point and Click for range (30 feet).
Terrain Mastery - Scout 134 Salamander's Fire (Upgrade) - This effect should be treated as a Point and Click for range (30 feet).
Universal / Rank 139 Buying Rank with the following Organizations requires Organizer approval: The Jin Shi, The Samazar Sentries (or similar Guards), The Hidden Court
Universal / Organizations 143 The second Benefit for The Daihonsha should read:
"When purchasing the Linguist or Rare Linguist power or its upgrades, gain an additional language (this is retroactive)."


ANPRM - Likely Changes

Section Page Change
Sections to Add to the Rulebook --- "How to use Titles", "How to Flavor your Powers"
Weapons, Shields, and Items 63 The base power for Long Blade causes confusion about when it applies (carried, wielded, etc) and needs to be changed.
Enchanting Rituals 90 Address whether Major Magic Items can receive these. It's as much a practical issue for the cards as a balance issue.
Courtesan 104 Change rules about Maintenance / Connection value decreasing. Only un-maintained Connections will decrease.
Archery 111 Hail of Arrows - Break this into two identical sub-powers to avoid confusion in jewelry.
Body Control 113 Training - Break the first sub-power into two sub-powers, one for Dodges and one for FoS.
Brilliant Armor 113 Shield Surge - Break this into two identical sub-powers to avoid confusion in jewelry.
Command 115 Consider nerfs to line powers for balance.
Control 117 Wave of Emotion (Upgrade) - Re-write as just a Burst (not a functional change).
Blast Wave - Break this into two identical sub-powers to avoid confusion in jewelry.
Enervation 121 Taunting Strike (Upgrade) - Change 'this power' to Taunting Strike (not a functional change).
Evocation 121 Torment Lash (Upgrade) - Break this into two identical sub-powers to avoid confusion in jewelry.
Field Medicine 123 Stimulant - Break this into two identical sub-powers to avoid confusion in jewelry.
Emergency Treatment - Break this into two identical sub-powers to avoid confusion in jewelry.
Phasing 127 Mass Confusion - Specify that you may not combine this with any power that targets a specific area with damage.
Shielding 131 Barrier (Upgrade) - Break this into two identical sub-powers to avoid confusion in jewelry.
Thievery 135 Deft Fingers - Clarify what's going on with the Difficult power here.
(upgrade) - Make the Exhausting power E! and increase payout.
Flourish - Break this into two identical sub-powers to avoid confusion in jewelry.
Warcraft 136 Vicious Strike - Re-write the second sub-power, since it isn't currently Final, but is confusing. It currently replaces base weapon damage increases, but not others.
Killing Blow - Doesn't need the reminder text for Final. Consider whether it needs a secondary Difficult effect.
Weapon Mastery 136 Expertise - Re-write this to not use base weapon damage.
Mastery - Break this into two identical sub-powers to avoid confusion in jewelry.


Changelogs