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Errata and FAQ

This page includes corrections and clarifications for the Fantastic Tails rules, as well as frequently asked questions.

Corrections - Core Rules

Attacks and Damage
(page 63)

In the third sentence, remove the section “the defender chooses whether to defend actively or passively.” Active defense is covered by the rules on page 64.

Melee and Ranged Maneuvers (page 64)

Remove references to a Defend check in the sections for Body, Mind, and Soul maneuvers. These are replaced by the Active Defense rules on the same page.

Active Defense (page 64)

The second sentence should read "The total number of successes on this check adds to the number any attackers need to hit the character until the start of their next turn."

Choose Your Childhood (page 77)

In the second bullet there is an extraneous paren after the word “Trained.”

Fast Weapon Master (page 85)

The description should read “You ignore an additional point of damage reduction with all Fast Melee Weapons.”

Vision (page 95)

The vision enchantment can only be applied once as there is no benefit from multiple applications.

Ale, Gallon (page 100)

A gallon of ale should contain 128 ounces, not 64.

Adventuring Gear - Flint (page 101)

The cost for flint should be 1 CP rather than 1 SP. 

Monsters - Abomination (page 114)

The huge perk was not accounted for in the original stat block. The Abomination should have 12 Health.

Monsters - Giant Crab (page 121)

The huge perk was not accounted for in the original stat block. The Giant Crab should have 11 Health.

Monsters - Troll
(page 125)

The huge perk was not accounted in the original stat block. The Troll should have 13 Health.

Clarifications - Core Rules

Active Defense (page 64)

Q: Does active defense work like damage reduction? If so, does it stack?


A: Sort of; the number of success on an active defense check cancel successes from the opponent's attack check. If a defender rolls a single success, then the attacker must make at least two successes in order to strike the them, and so on. If the attacker has at least one uncancelled success, then they apply the number of successes plus the damage rating of their weapon, minus any damage reduction the target has to determine the overall stress the target suffers.

Backlash (page 65)

Q: If a character suffers a Backlash injury that causes them to suffer an immediate Health injury, how many injuries are added for the purpose of penalizing future injury rolls?


A: In this case, just the one Health injury is added for that purpose.

Bleeding (page 65)

Q: Do the effects of Bleeding (or Annoyed or Drain) injuries stack? 


A: Yes, your character suffers one point of stress for each bleeding injury at the start of their turn. The same applies to Annoyed or Drain injuries, or any other effects that deals ongoing damage.

Spellcasting (page 68)

Q: When the spellcasting rules says that “the effects from each level of training are cumulative,” does this refer to everything in the spellcasting table on page 69?


A: No, this refers only to the conjuration effects. The entries for range, damage rating, and effects are not added together.

Boon (page 71)

Q: What happens if you combine effects like Boon that give you extra dice with modifiers that change the size of your dice pool, such as the Clumsy flaw?


A: Modifiers to your dice pool are always applied first, before any changes to the results of your roll.

​

Q: How does Boon interact with conditions like Blinded?


A: Since Blinded interacts with the results of your roll, apply the affects from Boon first (rolling additional dice for any 8s) and then apply the results of Blinded afterwards, treating the highest remaining die as a 1.

Skill Packages (page 76)

Q: When a skill package directs you to pick +1 skill, does that mean a level of skill training, a bonus die, or a bonus success?


A: This refers to one level of skill training, for example, from untrained to trained or from trained to proficient.

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