TEXT: O.L.D. Errata (v1.0)  
  This document contains official errata for 
  O.L.D. The Fantasy Heroic Roleplaying Game. 
  Keep an eye on the version number to make 
  sure you have the latest version of this FAQ. 
     This errata assumes you have Version 1.1. of 
  O.L.D. You can check which version you have 
  on the first (credits) page. If it does not say  
  "Version 1.1" towards the bottom of the page, 
  you can redownload the PDF from the store 
  you got the book from. The hardcovers at the 
  time of writing are all Version 1.1. If you have 
  any difficulty, feel free to contact us and we'll 
  help make sure you have the correct file. 
  Hooks (p. 15-16) 
  Hooks no longer grant a +1d6 bonus to your 
  roll. When making an attribute check, if the 
  task is related to your hook, the dice pool 
  explodes (in other words, any sixes rolled 
  grant an additional die). You still cannot use it 
  for a combat bonus, but you can use it in 
  conjunction with a skill. 
  Skills (p. 20) 
  Add spellcraft to the [lore] skill list.  
     Add prestidigitation to the [subterfuge] skill 
  list. It is also in the [performance] skill list under 
  the legacy name magic; this should be renamed 
  prestidigitation. 
     Add prestidigitation to the skill choices for: 
  Wizard's Apprentice, Mage. 
  Humans (p. 23) 
  Humans also gain the following exploit: 
     Enduring. Humans may not be the fastest or 
  the strongest, but they are known for their 
  resilience. Humans get +1 to their 1d6 die roll 
  to shake off a temporary condition. 
  Ogres (p. 24) 
  Ogres gain the following exploit: 
     Strong. Ogres are noted for their strength. 
  When taking a new career, an Ogre may 
  optionally exchange one of the listed four 
  attribute increases for STR, as long as it 
  doesn’t result in a duplicate attribute 
  advancement. 
  Grand Elves (p. 24) 
  Grand Elves gain these exploits: 
     Long-lived. When creating a Grand Elf 
  character, multiply their career lengths by 5. 
     Magical. Grand Elves are noted for their 
  magic. When taking a new career, a Grand Elf 
  may optionally exchange one of the listed four 
  attribute increases for MAG, as long as it 
  doesn’t result in a duplicate attribute 
  advancement. 
  Sylvan Elves (p. 25) 
  Sylvan Elves gain these exploits: 
     Long-lived. When creating a Sylvan Elf 
  character, multiply their career lengths by 4. 
     Agile. Sylvan Elves are noted for their 
  dexterity. When taking a new career, a Sylvan 
  Elf may optionally exchange one of the listed 
  four attribute increases for AGI, as long as it 
  doesn’t result in a duplicate attribute 
  advancement. 
  Mountain Dwarves (p. 26) 
  Mountain Dwarves gain the following 
  exploits: 
     Long-lived. When creating a Mountain 
  Dwarf character, multiply their career lengths 
  by 3. 
     Stubborn. Mountain Dwarves are noted for 
  their stubborn demeanour. When taking a new 
  career, a Mountain  Dwarf may optionally 
  exchange one of the listed four attribute 
  increases for WIL, as long as it doesn’t result in 
  a duplicate attribute advancement. 
  Career Attribute Exchanges (p. 28) 
  Instead of the references to race and hook 
  attributes, change to: “Some races noted for a 
  particular attribute have an ability which 
  allows them to optionally exchange one of 
  
  these four attribute increases for a different 
  one, as long as it doesn’t result in a duplicate 
  attribute advancement.” 
  Armor Skills (p. 29-48) 
  The following careers have access to these 
  armor skills:
  • Light armor. Archer, Assassin, Gladiator, 
  Knight, Knight-Errant, Man-at-Arms, 
  Musketeer, Ranger, Smith, Squire, 
  Watchman.
  • Medium armor. Cleric, Gladiator, Knight, 
  Knight-Errant, Man-at-Arms, Smith, Squire.
  • Heavy armor. Knight, Knight-Errant, Smith, 
  Squire.
  Pirate (p. 44) 
  The Pirate's attribute adjustments should be: 
  AGI+1, INT+1, LUC+1, REP+1. 
  Achilles Heel (p. 48) 
  Alternatively, you may grant this bonus to one 
  ally who must use it within one round. 
  Arm Lock (p. 49) 
  Change to: “When you successfully grab a foe, 
  you place your target in a painful armlock. The 
  target gains the Restrained condition, drops 
  any items in that hand, and cannot use that 
  arm until he escapes. You may move at half 
  SPEED, taking your victim with you. If you 
  apply this twice, the attacker gains the second 
  Restrained condition. 
  Bearhug (p. 49) 
  Change to: “When you successfully grab a foe, 
  you grab your target with both arms, 
  squeezing him. You can only bearhug a target 
  of your size category or smaller. The target 
  gains the Restrained condition, and takes 1d6 
  damage at the start of each of his turns. You 
  may move at half SPEED, taking your victim 
  with you.” 
  Blinding Attack (p. 49) 
  Change to: “You throw sand into your 
  opponent’s eyes, cover him in a cloak, pull his 
  helm down, or gash his forehead; on a 
  successful hit your target gains the Blind 
  condition.” 
  Crippling Strike (p. 49) 
  Change to: “You expertly target your 
  opponent’s legs, causing a wound which 
  inflicts the Slowed condition upon him. You 
  still do your normal weapon damage.” 
  Disarm (p. 49) 
  Change to: “When you use a Called Shot to 
  disarm a target, you do not have to pay the 
  2d6.” 
  Dive for Cover (p. 49) 
  Change “free action” to “immediate reaction”. 
  Dodge (p. 49) 
  Replace the exploit with the following text: 
  "You may use a reaction to dodge one attack 
  you are aware of. State your intention before 
  the attack roll. The attacker suffers a -1d6 
  penalty for that attack.” 
  Draw a Bead (p. 49) 
  Change to “You do not pay any penalty for 
  firing into melee, as long as your target is at 
  least 10’ away from you.” 
  Knockback (p. 50) 
  Change to “When you use a Called Shot to 
  move a target, you do not have to pay the 2d6; 
  however, for each 1d6 you choose to pay, the 
  target is pushed one extra square. You still do 
  your normal attack damage.” 
  Knockdown (p. 50) 
  Change to “When you use a Called Shot to 
  knock a target prone, you do not have to pay 
  the 2d6; additionally, the target gains the 
  Downed condition (making it unable to stand 
  until that condition has been shaken off). You 
  still do your normal attack damage.” 
  Piledriver (p. 50) 
  Change 3d6 to 2d6 and change “is stunned 
  until he shakes the condition off” to “gains the 
  Dazed condition.” 
  Quickdraw (p. 50) 
  Change to: “If you are disarmed, you may 
  immediately draw another weapon as an 
  immediate reaction as long as you have one 
  available.” 
  Quickstand (p. 50) 
  Change “free action” to “free action or reaction 
  and you are immune to the Downed 
  condition.” 
  
  Reckless Act (p. 50) 
  Change to “You gain +1d6 to ranged attacks as 
  long as you are not concealed, in cover, or 
  using a shield. If you use Dodge, or any other 
  exploit which protects you, you lose this bonus 
  for one minute.” 
  Spinning Kick (p. 50) 
  Change to “A quick turn and your foot lashes 
  out to strike your opponent. This attack is a 
  free action. You do your normal unarmed 
  damage.” 
  Throw (p. 51) 
  Change to “When you use a Called Shot to 
  knock a target prone, you also move the target 
  two squares and do your unarmed damage.” 
  Trip (p. 51) 
  Change to “When you use a Called Shot to 
  knock a target prone, you do not have to pay 
  the 2d6; additionally, the target gains the 
  Downed condition (making it unable to stand 
  until that condition has been shaken off). You 
  still do your normal attack damage. 
  Additionally, if you are a smaller size category 
  than your target, you gain +1d6 to your 
  attack.” 
  Whirlwind Frenzy (p. 51) 
  This exploit does not cost -3d6 to use. Any 
  targets you hit are pushed back one square, 
  clearing a space around you. 
  Alert Trait (p. 53) 
  Constantly aware of your surroundings, you 
  gain +1d6 to INT (perception) checks, and you 
  always win INITIATIVE ties. 
  Forgetful Trait (p.53) 
  The item can be any type of item, and can have 
  a value in gc up to the result of your LUC 
  check. 
  Illiterate Trait (p. 53) 
  Replace the last sentence with “You have a 
  fantastic memory and can automatically recall 
  information you have been exposed to.” 
  Spendthrift Trait (p. 54) 
  Change “5gc” to “the value of your LUC check 
  in gold coins.” 
  Defenses (p. 56) 
  Add a new DEFENSE called VITAL DEFENSE. 
  This uses END as the attribute and resistance as 
  the skill. It is used for constitutional attacks by 
  poisons and the like. 
     For MENTAL DEFENSE, the attribute 
  choices are WIL and CHA. 
  Size Categories (p. 56) 
  The size modifiers for MELEE and RANGED 
  DEFENSE are: Small +2, Tiny +4. The others 
  remain unchanged. Note that size modifiers do 
  NOT apply to MENTAL DEFENSE. 
  Damage Types (p. 69) 
  The following damage types cannot be 
  SOAKed unless an exploit or equipment 
  specifically says so: psionic, radiation, sonic. 
  Vulnerabilities (p. 70) 
  Vunerabilities cannot more than double the 
  damage taken. If an undead critter takes 4 holy 
  damage, its 2d6 vulnerability to holy damage 
  cannot increase that to more than 8 damage. 
  Inneffective SOAK (p. 18) 
  All armors are ineffective against following 
  damage types unless otherwise specified: 
  psionic (psychic), radiation, sonic. 
  Shields (p. 92) 
  You cannot benefit from more than one shield. 
  You also cannot benefit from a shield when 
  you are in cover. Change shield bonuses to: 
  • Shield, large +3 
  • Shield, medium +2 
  • Shield, small +1 
  Helmets (p. 93) 
  Helmets grant +1 to rolls to shake off the 
  Dazed condition. 
  Weapon Upgrades (p. 97) 
  Add the following upgrade. 
     High damage (1,000gc). The weapon has been 
  modified to make it more deadly. Perhaps a 
  club has spikes on it, or a flintlock uses an 
  advanced form of blackpowder. It does +1d6 
  damage. 
  Upgrade Coﬆs (p. 97-99) 
  The following upgrades should have the 
  following costs: 
  • Fast - 10,000gc 
  
  • Summoning - 20,000gc (50,000 for the 
  improved version) 
  Venom Groove (p. 99) 
  Change the last sentence to “The toxic agent 
  adds the poison damage type to the weapon’s 
  damage (e.g. changing an arrow to piercing/
  poison damage.)” 
     It does not add extra poison damage. 
  Leadership (p. 133) 
  Leadership is now an exploit. This exploit 
  allows you to donate your own LUC to others. 
  Initiative (p. 134) 
  Creatures with 3 actions take two actions on 
  their turn and one action on their INITIATIVE 
  count +10. Those with 4 or more actions take 
  two actions on their turn and one action every 
  5 INITIATIVE counts later up to their total 
  number of actions. 
  Attacks (p. 137) 
  When you make an attack, choose one of the 
  following options as long as (a) it makes sense, 
  and (b) the target is not immune to that 
  condition or action. You cannot, for example, 
  disarm a tiger, trip a snake, or grab a 
  hologram. 
  • Make any attack normally and if you hit 
  you inflict your normal damage. 
  • Make an unarmed melee attack normally 
  and if you hit you grab your target, giving it 
  the Restrained condition. You must pay an 
  additional 1d6 for each size category that 
  the target is larger than you, and also if the 
  target has more than two legs or has no legs. 
  You can apply this condition twice to 
  increase the level of the Restrained 
  condition. 
  • Make an unarmed melee attack or an attack 
  with a small melee weapon normally and if 
  you hit you escape a grab and remove the 
  Restrained condition. 
  Additionally, you may pay 2d6 and spend two 
  actions to make a Called Shot and choose one 
  of the following options: 
  • Make a Called Shot with a melee or ranged 
  attack and if you hit you move your target 
  one square (plus up to one square for each 
  size category by which you exceed the 
  target in melee, or by which your weapon 
  exceeds the target at range). You must pay 
  an additional 1d6 for each size category that 
  the target is larger than you, and also if the 
  target has more than two legs or has no legs. 
  The movement must be one which makes 
  sense, and if it is a result of a blow or ranged 
  attack, will always be a push away from 
  you. 
  • Make a Called Shot with a melee or ranged 
  attack and if you hit you knock or trip your 
  target prone. You must pay an additional 
  1d6 for each size category that the target is 
  larger than you, and also if the target has 
  more than two legs or has no legs.  
  • Make a Called Shot with a melee or ranged 
  attack and if you hit you disarm your 
  opponent, giving it the Disarmed condition. 
  • Make a Called Shot with a melee or ranged 
  attack and if you hit you disable your 
  target, giving it the Slowed condition. 
  • Make a Called Shot specific to that target as 
  outlined in its stat-block. 
  Status Tracks & Conditions (p. 
  141-144) 
  This section has been replaced. See the 
  separate document, WOIN Critical Hits Errata, 
  found on the same page as this errata 
  document. 
  Theatre of the Mind (p. 150) 
  Remove the reference to SPEED granting 
  additional actions. 
  Actions (p. 250) 
  A creature with three actions takes two actions 
  on its INITIATIVE count as normal, and then 
  the third on its INITIATIVE count -10. A 
  creature with four or more actions takes two 
  actions on its INITIATIVE count as normal, 
  and then an additional action every 5 
  INITIATIVE counts thereafter up to its total 
  number of actions. 
  Size Categories (p. 266) 
  The size modifiers for MELEE and RANGED 
  DEFENSE are: Small +2, Tiny +4. The others 
  remain unchanged. 
  Monﬆer Exploits (p. 271) 
  Bearhug, Knockback, Knockdown — replace 
  these with the same text as above in Universal 
  Exploits. 
     Crush. Change “the grabbing creature’s turn” 
  to “the grabbed creature’s turn”. 
  
     Grab. Change to “Many creatures can grab 
  their opponents, often with claws or teeth, or 
  sometimes with a ranged attack like a lasso or 
  spider’s web. A successful attack (which is not 
  a Called Shot for creatures with this ability) 
  inflicts the Restrained condition on the target. 
  The grabbing creature cannot use the 
  appendage used for the grab against other 
  opponents, but may have additional 
  appendages. Many creatures also combine the 
  Crush exploit with a Grab. 
     Pounce. Remove “this costs 2d6”. 
     Trample. Remove “this costs 2d6”. 
  ——————————————————— 
  New Universal Exploits 
  Add these exploits: 
     Cleave (requires STR 8+). When using STR as 
  your attack attribute, you follow through in 
  one mighty swing, and make an additional 
  attack at -1d6 against an adjacent foe if the first 
  one hits. 
     Leadership (requires CHA 8+). You are able to 
  donate one or more of your available LUC dice 
  to another character as a free reaction to their 
  attempting an attribute check. You must 
  declare this before they roll the dice.  
     Quickstep. You can move 5’ as a free action. 
    
  
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