General errata and clarifications (1st printing only). Frequently Asked Questions, errata and clarifications for the Main Rulebook. Email any questions to questions@kenzerco.com. ![]() In the first full paragraph on page 62, the text reads "According to Table 2.3-23: Explosive Distance From Target". The actual table is Table 2.3-24: Explosive Distance From Target. BUILDING POINTS Q: Can BP acquired during play be spent to improve attributes (such as Intelligence or Charisma) or buy talents? A: You can use BPs earned during play to buy skills and talents. Attributes cannot be increased after character creation. DAMAGE Q: Does hitting the head change the amount of damage done for all weapons, or only firearms? A: All head injuries cause double dice damage. Drop the +1, if a weapon has one. For example, if a hand axe deals d6+1 damage, it deals 2d6 to the victim's head. DETAILED CHARACTER BACKGROUNDS The Circumstances of Birth table makes it impossible to be of legitimate birth. Instead, use the corrected table in the Revised Character Background chapter PDF from the Downloads section of the Aces & Eights website. Summary: Roll d%. A roll of 93-00 indicates illegitimacy, after which you roll to determine the specific result of your character's illegitimate birth. FACING The descriptive text for facing with long guns (p 43, last paragraph in column 1) is incorrect. Use the diagrams on page 42. PROFESSION PATHS Q: On page 193, the Apothecary profession path references a skill by the same name, but neither Table 3.1-21: Skill List or the Skill Descriptions of chapter 6.3 mention the Apothecary skill. Was the profession path supposed to be cut, did the relevant skill change, or was the Apothecary skill accidentaly left out? A: Oops! That should be the Chemistry skill (the name was changed). QUIRKS AND FLAWS Q: When rolling for quirks and flaws, does Aces & Eights follow the HackMaster model in giving the quirk and flaw BPs only at the end of the process? A: No, quirk and flaw BPs are earned immediately. Intrusive Quirk: The Intrusive quirk is worth 20 BPs, not 10 as seen on p31. SEQUOYAH Poulation should be: 79,263 SHOT CLOCKS Q: My book came with two Shot Clocks, but I don't seem to have a Shotgun Shot Clock. A: That's a printer error, I'm afraid. Email orders(at)kenzerco.com for a replacement Shotgun Shot Clock (or Revolver Shot Clock if you received two Shotgun Shot Clocks). SKILLS Q: When improving a skill, do you add the Relevant Ability Score and the Mastery Die, or only the mastery die roll? A: You add both the Relevant Ability Score and the Mastery Die. Q: When purchasing a Universal skill, do you always add the Relevant Ability Score x2 plus the mastery die roll? A: The first time you purchase a Universal skill, you add the Relevant Ability Score x2 and the Mastery Die. If you purchase another tally to improve that same Universal skill, you only add the Relevant Ability Score once plus the Mastery Die, like any other skill. Q: Does the skill mastery die penetrate? A: Yes and no. Yes, if you are using the Advanced Penetration Rules, then it penetrates when you improve a skill. No, never during character creation. Q: How do I interpret the Skill Learning Modifier for a skill with multiple choices (Diplomacy has Int/Cha)? Is a person with 17 Int (SLM 6) and 6 Cha (SLM -4) really unable to apply his intelligence to learning the skill? A: You add both/all skill learning modifiers in to determine the result. In your Diplomacy example, the net result is "2 BP bonus" (6 bonus from Int but a 4 penalty from Cha = 2 BP bonus from Int). He's not entirely unable to apply his Intelligence, but he's definitely penalized by his Charisma. Q: On page 193, the Apothecary profession path references the Apothecary skill, and a couple of tables on page 388 reference the Surgery skill and the Dress Wounds skill, but neither Table 3.1-21: Skill List or the Skill Descriptions of chapter 6.3 mention these skills. A: Oops! Those skill names were changed. The Apothecary skill is now called Chemistry. The Dress Wounds skill is now called Nursing. The Surgery skill is now called Medicine. Q: On page 214, the Trader profession path references the Haggle skill, but neither Table 3.1-21: Skill List or the Skill Descriptions of chapter 6.3 mention these skills. A: Sorry about that! Use the Salesmanship skill instead of Haggle. WOUNDS AND HEALING Q: How do I determine recovery time from broken bones received from bullet wounds? I don't understand the math in that section. A: Basically, the time to heal the broken bone is 60+2d8-(2xCON) which was arbitrarily set at 50 for the example. Ordinarily, a 7 HP wound takes 28 days to heal. So 50 (true time because of broken bone) - 28 (time for 7 hp wound sans complications) = 22. This means 22 additional days are tacked on to the standard 7 days to recover the first hp. Q: Does hitting the head change the amount of damage done for all weapons, or only firearms? A: All head injuries cause double dice damage. Drop the +1, if a weapon has one. For example, if a hand axe deals d6+1 damage, it deals 2d6 to the victim's head. Aces & Eights: Shattered Frontier, Hackmaster and related indicia are copyright by Kenzer & Company. |
