Basic Tribe 8 Rulebook Errata

A few mistakes unfortunately slipped into the first printing of the Tribe 8 Rulebook 
(DP9-801). The following corrections should help resolve a few confusing points:

PAGE 100

In the character sidebar on Den-Hades, replace all references to "Helios" with 
"Halos." This is the Guide profiled on page 82.

PAGE 104

Veruka should have both the Dream Travel and Curse of Dream Aspects.

PAGE 107

Altara Ven's Eminences should be Unity and Inspiration.

PAGE 165

The second to last paragraph under "Conjunctional Synthesis" should read:

When Conjunctional Synthesis is used to augment a person, the Margin of 
Success is added to the desired Attribute or Secondary Trait (3 x MoS in the case 
of STA, UD or AD). The augmentation lasts for a length of time determined by the 
MoS (see Basic Margin of Success Equivalencies, below). A character can 
benefit from several augmentations in a scene (simultaneous or not) only if they 
fall within very different domains (i.e. physical, spiritual, or sensory). Cumulative 
or permanent effects are never possible.

PAGE 171

The description for "Metamorphosis" should read:

Metamorphosis allows the dreamer to transform an object or others' perception of 
it. Changing perceptions essentially creates an illusion and can render an actual 
object invisible or conjure an illusory object from thin air. The MoS indicates the 
number of senses affected by the illusion. Observers will believe these stable 
illusions until they are given a real reason to disbelieve it - hearing the sound of 
an invisible cart, being hurt by an illusory dagger, noticing that an illusory cloak 
makes no sound. In these cases the observer rolls WIL against a Threshold 
equal to 3 + the MoS of the illusion. The Weaver is the final arbiter as to when 
such a test is appropriate. Illusory damage vanishes as soon as it is disbelieved. 

Illusory attacks have a Damage Multiplier equal to the lowest of either the imitated 
weapon's DM or the dreamer's Synthesis Skill +10. If a character is hurt by an 
illusory attack and does not successfully disbelieve it, treat the damage as 
normal. Those who "die" from such an attack actually suffer Disconnection as if 
they had lost Equilibrium (see p. 166). Note that illusory weapons do not create 
illusory wounds unless the dreamer creates them with another Metamorphosis 
use. A victim will hence likely disbelieve the pain she is feeling as soon as she (or 
a healer) notices her stomach does not have a gaping hole in it. 

When transforming a physical object, the MoS determines the duration of the 
transformation (see Basic MoS Equivalencies, p. 165). The roll may suffer 
penalties based on the complexity of the change and the size of the object 
(choose the highest applicable penalty in each column and add the two together).  
Failed rolls while transforming a physical object prevent the dreamer from using 
Synthesis for MoF hours.

METAMORPHOSIS PENALTIES

Penalty	Size		Complexity

0	a dagger	change color, add design (e.g. make an object glow)
-1	a sack of grain	radically change its aspect (e.g. turn a tree into a stone 
wall)
-2	a person	radically alter its size (e.g. make a dagger a broadsword)
-3	a horse		alter its function completely (e.g. turn a cloak into a staff 
or bow)
-4	a building 	completely unrecognizable (e.g. make a house into a 
flock of birds)

PAGE 172

The description for "Anima" should read:

Anima allows the acceleration of the flow of life. If used to heal, the Threshold is 4 
plus the highest penalty from the victim's wounds (+1 if she only has Flesh 
Wounds, +2 if she has any Deep Wounds, +3 if she is near death). Heavier 
wounds get healed first and "cost" a specific number of MoS points: 3 for Fatal 
Wounds, 2 for Deep Wounds, 1 for Flesh Wounds. A wound can also be 
downgraded (one level per MoS). Anima can be used on an individual only once 
per day. Note that Anima is also part of normal healing with Dedicated Care (see 
Recovery from Injuries, pp. 150-151).  Assuming a target had one Deep Wound 
and multiple Flesh Wounds, a MoS of 3 would heal the Deep Wound and one 
Flesh Wound, a MoS of 2 would heal the Deep Wound, and a MoS of 1 would 
downgrade the Deep Wound to a Flesh Wound. The Threshold would be 6.
