Errata for ERIC FLINT'S 1632 RESOURCE GUIDE AND ROLE PLAYING GAME
Last updated July 23, 2005.
Pg. 94 under the heading Wealth Bonus
the first paragraph should read...
To determine a character's starting Wealth
bonus, roll 2d6 plus 1 per every +5 a character has in the
Profession skill.
Page 164
There should be no reference to Escalators.
Page 165
Remove the reference to Submarine and Railroad car in the table under vehicles
Remove the reference to Spaceship interior wall in the table.
Page 184
The Inquisitor was accidentally left without equipment. That section should read…
Equipment: Downtime Pistol [Of Choice], Knife, Rosary, Cross [material of choice], Bible, a book of choice and a change of clothes
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Errata for CITYSCAPE: CITY ON THE NEXUS OF THE OMNIVERSE
Last updated November 9, 2002 (This document can be found
on PDF here.)
Credits: The some of the credits were inadvertently left out. Sorry everyone! This is the way they should read.
Feats and Skills: The following descriptions of feats and skills were inadvertently left out of the book.
Benefit: The character gets a +2 bonus on all Investigation checks and Sense Motive checks.
Special: Remember that the Investigation skill can’t be used untrained.
BORN SPACER [general]
You are familiar and comfortable with space and its exotic environments.
Benefit: You get a +2 bonus on all Freefall and Navigate checks.
Close–Order Fighting [General]
You understand how to work with a fighting partner, providing the soldier on your left with a modest bit of cover, not interfering with the blows of your fellows, and taking advantage of the slight cover from the shield on your right.
Prerequisites: Base Attack Bonus 3+
Benefit: If two characters fighting side-by-side both have the Close–Order Fighting feat the fighter on the left gains the benefit of fighting behind one–quarter cover. (+2 AC, +1 Reflex Save)
Prerequisite: Defensive Martial Arts.
Benefit: The character gains a +2 bonus on opposed Strength and Dexterity checks any time the character attempts trip or grapple attacks, or when the character tries to avoid a trip or grapple attack made against him or her.
Prerequisites: Drive 4 ranks, Vehicle Expert.
Benefit: When the character attempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, the character must have sufficient movement remaining to move a number of squares equal to the character’s turn number.
After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character’s, so that they form a tee. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage.
If the character fails the check, resolve the sideswipe normally.
HACKER [GENERAL]
You are skilled at breaking codes and cracking computer systems.
Prerequisite: Computer Use Skill.
Benefit: You get a +2 bonus on all Cryptography and Computer Use checks.
GUNNER'S EYE [GENERAL]
You are skilled at acquiring targets in vehicle combat.
Benefit: You get a +4 bonus to acquire targets in vehicle combat.
HIGH-G TOLERANCE [general]
You are well adapted to high-g environments.
Prerequisite: Str 13+.
Benefit: You treat all high-g environments as if they were 1g lower, to a minimum of 1g.
Prerequisites: Brawl, base attack bonus +3.
Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.
Prerequisites: Combat Martial Arts, base attack bonus +4.
Benefit: The character’s threat range on an unarmed strike improves to 19–20.
Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20.
Prerequisites: Defensive Martial Arts, Combat Throw, base attack bonus +3.
Benefit: In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity.
Special: This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.
Prerequisites: Intelligence 13+, Brawl, Streetfighting.
Benefit: The character can make a Bluff check in combat as a move action. The character receives a +2 bonus on Bluff checks made to feint in melee combat.
Normal: Feinting in combat requires an attack action.
Prerequisites: Brawl, Knockout Punch, base attack bonus +6.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal
LOW G TOLERANCE [general]
You are well adapted to low-g environments.
Prerequisite: Dex 13+.
Benefit: You treat all low-g environments—those between 0. 1g and 1g—as if they were 1g for purposes of Dexterity modifiers.
REMOTE OPERATION [general]
You know how to operate a robot remotely.
Prerequisites: Mechanist, Techie.
Benefit: If you have a remote operation rig and access to a robot with the remote operation upgrade, you can control the robot's actions through a wireless communications link. The robot will do any task you command to the best of its ability. If you make an attack using the robot, you may either use your attack bonus with a - 4 penalty or you may simply issue the commands and use the robot's attack bonus.
SPACE JOCKEY [general]
You are more at home behind the controls of a starship than anywhere else, and you don't mind getting your hands dirty to keep your craft in tip-top shape.
Prerequisites: Pilot skill, Starship Operation.
Benefit: You get a +2 bonus on all Pilot and Repair checks involved in the operation of a starship.
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).
Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area.
Streetfighting [General]
Prerequisites: Brawl, base attack bonus +2.
Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.
Prerequisites: Dexterity 13, Drive 6 ranks, Vehicle Expert.
Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defense against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.
Benefit: The character gets a +2 bonus on all Drive checks and Pilot checks.
WEIRD SCIENCE CREATION [SPECIAL; WEIRD SCIENTIST ONLY]
Allows the creation of items utilizing weird science.
Benefit: Allows the weird scientist to craft and create items utilizing weird science, as described in Chapter 12: Weird Science.
WEIRD SCIENCE WEAPON CREATION [SPECIAL; WEIRD SCIENTIST ONLY]
Allows the creation of weapons using weird science.
Prerequisite: Weird Science Creation
Benefit: Allows the weird scientist to craft and create weapons by utilizing weird science, as described in Chapter 12: Weird Science.
ZERO-G TOLERANCE [general]
You are well adapted to zero-g environments.
Prerequisites: Freefall skill, Dex 15+.
Benefit: You treat all zero-g environments—those up to O.lg—as if they were 1g for purposes of Dexterity modifiers.
Skills
FREEFALL [DEX; ARMOR CHECK PENALTY]
Use this skill to maneuver in a low- or zero-gravity environment. Even simple movements are challenging in these conditions, and you have to retrain your body to adjust to them.
Check: Any time you’re trying to make any kind of complicated move or action in microgravity or zero gravity, you must make a Freefall check. Attacks with all but recoilless energy weapons (such as lasers and blasters) require this check, as do Reflex saving throws. The check does not determine your success or failure (though other skill checks, ability checks, attack rolls, or saving throws may). The Freefall check simply determines what happens to you after you attempt the maneuver. The skill check does not require an action, though the specific maneuver might.
If the check is successful, you’re able to control your position and motion and can continue to act normally. The table on the following page lists a variety of situations and corresponding DCs.
If you fail a Freefall check, you spin out of control. On your next action, you can attempt to right yourself by making another Freefall check at the original DC. This is a move-equivalent action that provokes attacks of opportunity. Of course, to stop yourself, you have to be able to find something to hold on to or have some means of propulsion (such as a thruster pack) to stabilize yourself. If no anchor or propulsion is available, you’ll continue spinning until you hit something.
When you are out of control, you lose your Dexterity bonus to AC and opponents get a +4 circumstance bonus on attack rolls against you. You can take no move actions and cannot make attacks of opportunity, but you can still make normal attacks if there is a target in range. You suffer a -4 circumstance penalty on melee attacks and a -6 circumstance penalty on ranged attacks.
To make any skill check based on Intelligence, Wisdom, or Charisma, you must make a Concentration check against the original DC. Otherwise, you suffer a 10 circumstance penalty.
Retry: Yes, although only to regain control of yourself
Special: This skill is only used in places where there is negligible gravity (0.lg or less). In any other environment, you should use Climb instead.
If you have at least 5 ranks in the Climb skill, you get a +2 synergy bonus when you’re using a climbing motion to move, such as pulling yourself up or down a ladder or along a series of handholds. If you have at least 5 ranks in Tumble, you get a -2 synergy bonus when you’re attempting an acrobatic maneuver.
Weird Science! (Int; trained only; Weird Scientist Only)
Weird Science! Is intended to simulate the scientist who knows a little about everything. You have general knowledge about all the techniques and theories of virtually every branch of laboratory and theoretical science.
Check: You're equally at home monitoring a chemistry experiment, excavating an archaeological dig or expounding on a sociological theory. You're a "Mr. Know It All." Weird Science! skill will not allow you to create a new theory, invention or experiment, but on a successful roll you will know about any theory, invention or experiment that anyone else has published, in any branch of science, and be able to reconstruct it with the proper equipment. The GM can allow this to become as much or as little of a deus ex machina as he wishes. The Weird Science! Skill doesn't do any good to the Weird Scientist without at least 4 ranks in research and 2 ranks in any three Knowledge skills related to science (ex: Physics, Mathematics, Chemistry, Temperoal Physics, etc.)
Retry: The attempt can be made again, but on a different area of expertise and only after a turn has passed.
Page 52 - Remove the skill Use Device from the skill list of the Mechanist. That skill does not appear in the Cityscape text.
Page 72 - The skill Investigate should be listed as Investigation. All text references to Investigation are correct.
Page 127 - Under the description of power armor the line that reads ". . . for a fell 12 hours a week" should read ". . . for a full 12 hours a week"
Page 135 - The vehicle reference is page 147.
Page 187 - Remove the skill Use Device from the skill list of the Technomancer. That skill does not appear in the Cityscape text.
Page 191 - The following should be changed under the Weird Scientist Prestige Class: