MCC CORE BOOK 2ND PRINTING ERRATA
Updated on 12/6/20
Started with the post gathering the errata part 2 for the revised corebook on 082417:
https://goodman-games.com/forums/viewto ... 8&start=25
Uncorrected Errata from this list (updated where needed for changes in page numbers, where it wasn’t clear what the errata was, etc.):
Page 22, "...will be assigned the plumb role of tribal “Seeker.” plumb should be plum.
Pp 28-38 Tables for the Character Classes are misnumbered (except for Sentinel):
P 28: Table 2-2 should say Table 2-3
P 30: Table 2-3 should say Table 2-5
P 32: Table 2-4 should say Table 2-7
P 32: Table 2-6 should say 2-8
P 34: Table 2-5 should say 2-9
P 36: Table 2-6 should say 2-11
P 38: Table 2-7 should say 2-13
P 38: Table 2-12 should say 2-14
P 28, Shamans -- Artifacts: “Shamans have a natural affinity for understanding the artifacts of the ancients, resulting in an added bonus to artifact checks (see Table 2-2).” This should say Table 2-3.
Page 30, Healers -- Artifacts: “Healers have a natural affinity for understanding the artifacts of the ancients, resulting in an added bonus to Artifact checks (see Table 2-3).” This should say Table 2-5.
Page 30, Healers -- Naturopathy: “A healer may use these techniques 2x per day per level (see Table 2-3).” This should say Table 2-5.
Page 32, Rovers -- Artifacts: “Rovers have a natural affinity for understanding the artifacts of the ancients, resulting in an added bonus to Artifact checks (see Table 2-4).” This should say Table 2-8.
Page 32, Rovers -- Artifact Doors and Security Systems: “Being quite stealthy individuals, rovers have increased chances of remaining undetected by ancient security systems, or even other mutants (see Table 2-4).” This should say Table 2-8.
Page 34, Mutants -- Artifacts: Mutants have some affinity for the artifacts of the ancients, giving them medium-ranged bonuses to Artifact checks (see Table 3-2). This should say Table 2-9.
Page 42, Metagenesis -- column 2, 2nd paragraph: "Then determine if it the mutation is in the active or passive category (see individual mutation description)." -- "it" should be removed
Page 57, New Body Parts, result 2-11: "antennae" --> "antenna" and "gills" --> "gill"
Page 70, Empathy, result 28-29: "whose advise" --> "whose advice".
Page 102, Anaerobic, Result 2-13: "manifestation" needs closing parenthesis.
Page 171 Holo=Cloak in Table 7-2 should be Holo-Cloak
Page 173, Gauzer rifle, last sentence: "at to 10 multiple..." should read "at 10 multiple..." or "at up to 10...."
Page 180, “The holo cloak is comprised of a web…” Holo-Cloak should be hyphenated
Page 184, Gene Resequencer. "...use the table at right to determine the outcome...", The table is not "at right", it's on the next page, page 185. Should be “use Table 7-5 to determine the outcome” or “use table 7-5 on page 185 to determine the outcome.”
Pg. 191, "mega fauna" and "mega-fauna" are both used. "Mega-fauna" is also used on pg. 9. Should be "megafauna."
Page 195, under Pyrosome: In both the stat block and the description the word "envelope" should be "envelop".
Page 197, under Tetravalent: In the stat block "envelope" should be "envelop".
Page 258, UKUR Trans-Replication Program Results for 30-33: "... into the aether the planet’s electromagnetic field...", should be an "of" after "aether" so it reads “into the aether of the the planet's…".
NEW ERRATA
Page 10, add the following on page 10 or other place that makes sense, “A mutation or wetware check result of a natural 1 is always a failure. A result of 1 may also result in Patron Taint or acquiring a defect as indicated by the result on the table the character is using for the check.” Automatic Failures with mutations and wetware checks on a roll of 1 is implied in the rules, but an automatic failure with a bad effect is not stated anywhere except for fumbles. Without this rule, it is not possible to roll a 1 on a mutation or wetware check, because you always add your level to your check roll.
Page 10, add the following on page 10 or other place that makes sense, “A mutation or wetware check result of a natural 20 is a critical success. The character receives an additional bonus to that check equal to their level.” Critical Success with wetware and mutations is not stated but is implied in the rules since “As noted elsewhere, wetware programs in MCC RPG are functionally equivalent to spells in DCC RPG” and mutations and wetware have the same basic mechanic in MCC.
Page 14, "Roll for beginning profession and equipment" Profession should be occupation.
Page 15, Agility, references Two-weapon fighting: “… as well as the ability to fight with a weapon in each hand.” There are no two-weapon fighting rules in the book. Import the ones from DCC.
Page 16, "Additional beginning equipment is rolled after determining profession" Profession should be occupation.
Page 17, Table 1-4, Beginning Equipment: missing initiative rule to be compatible with DCC, add * after Bow and Stone Axe, and add a footnote on the table “* Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks.” (Note: This is stated in the Initiative rules on page 123, but it should also be annotated on the table as it is in DCC for clarity.)
COMMENTS / SUGGESTIONS FOR RULES CLARIFICATIONS AND ADDITIONS
[Updated 12/6/20] Shaman Programs: There is some confusion over how to calculate Shaman wetware. This can be largely resolved by clarifying that all programs granted by a Patron AI are gift programs, including those added for having a high Intelligence, by making the following changes.
Page 28: “Choosing an AI Patron: At 1st level, a Shaman selects an AI patron to serve. This patron will grant the shaman access to wetware programs of terrible power, …” change “grant” to “gift”
Page 140: “The maximum number of total wetware programs that a shaman can learn is determined by the program check result of their Patron AI Bond program when run, and limited or expanded by their Intelligence score.” Change “total” to “gift”
MCC uses a lot of the rules from DCC, which it should as the two are 100% compatible. However, there are rules in DCC that seem like they should have been ported over into MCC that weren’t, for example: allowing some classes (Sentinel and Manimal?) in MCC to use a Luck point to avoid a fumble like the Warrior and Dwarf in DCC; allowing Shaman to burn Luck to avoid Patron Taint like Wizards can use Luck to avoid corruption; and allowing characters using mutations to burn Luck to avoid defects like Wizards can use Luck to avoid corruption. Good opportunity to add them in the next edition.
Recommended Wording for ported rules:
Luck to avoid Fumbles: “Sentinels and Manimals, and only Sentinels and Manimals, may burn 1 point of Luck to cancel a roll on table 4-2: Fumbles. The natural 1 still results in a miss but by burning a point of Luck they can avoid any further negative effects.”
Luck to avoid Patron Taint: “A Shaman that suffers Patron Taint may burn a point of Luck to avoid the taint. The Luck can be burned after the player rolls to determine the specific corruption result. The natural 1 still results in a check failure and losing the program but by burning a point of Luck they can avoid any further negative effects.”
Luck to avoid acquiring a defect: “A character that rolls a 1 on a mutation check may burn a point of Luck to avoid the defect normally acquired. The Luck can be burned after the player rolls to determine the specific defect result. The natural 1 still results in a check failure and losing the mutation but by burning a point of Luck they can avoid any further negative effects. A character cannot use Luck to avoid acquiring a defect as the result of Radburn (see p. 42 of the MCC core book).”
Happy gaming...
- Melfast