Victoriana 3rd Edition Official Clarifications and Errata

A world of adventure in an age of sorcery and steam. Join the fight against the enemies of Queen and Empire. Battle ancient evils, uncover sinister plots, and root out predators stalking the cobble-stoned streets. Your tools are arcane magics, steam-driven marvels, and a stiff upper lip. Learn more at our website: http://www.cubicle7.co.uk/our-games/victoriana/
Walt Ciechanowski
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Joined: Fri May 03, 2013 11:29 am

Victoriana 3rd Edition Official Clarifications and Errata

Post by Walt Ciechanowski » Mon Aug 26, 2013 3:04 pm

Hello,

It's inevitable that the new edition would have some errors or areas in need of clarification. This is the official thread for Third Edition errata. I'll update as necessary.

Note: This is only a substantive errata; we won't be covering simple grammatical or spelling errors.

p.83 Build packages are built with 35 points (an earlier draft of Vic 3e was going to use 25 build points as a baseline). You’ll need to remove 5 points from each package or increase all adventurer’s Build Points by 5 if you’re mixing and matching adventurers using build packages and those that aren’t.

p.84 Under Guild Hermeticist, the Hermeticist talent should read ‘Thaumaturgist’

p.86 Under the example, it should note that Tom's adventurer's 'society friend' recruited him into the Star Chamber and ensured he received an upper class education. That's why he's able to select an upper class package with a middle class upbringing.

p.114 Under Cavalry Combat, there is a 6 black dice penalty for performing mounted combat actions without this talent.

p.155 "Reloading" is the number of rounds it takes to fully reload the weapon. For multiple-shot firearms, you can reduce this to 1 action per round if loading a single bullet. The harmonica gun requires an additional round to slot the slide - if you have a spare loaded slide handy then it only takes 2 rounds to reload.

p.157 The Gatling gun's ROF should be 10, not 20.

The mitralleuse is a volley gun. It uses a single cartridge and takes 2 rounds to fully reload.

p.164 In a given round, you get a +2 to your actions against anyone you beat in initiative that round. This bonus, as with all bonuses, is factored in before a pool is split for multiple actions.

All actions should be declared before anyone acts in order to resolve "pool-splitting" questions.

Under Surprise, replace 'Bluff' with 'Act.'

p.166 You may counter a ranged weapon being used against you at point blank range. This incurs a 3 black dice penalty. Ignore the "if the ranged weapon does not require reloading" phrase.

p.167 In the example under damage, Sir William Maisey should have done 5 pips of damage, not 6.

p.171 When attempting a Disarm, you must hit the opponent first with a normal combat roll.

p.172 Unless otherwise stated, magical ranged attacks are treated as thrown objects.

p.174 The Throwing table was duplicated for explosions. The table should be:

Explosion (Distance from centre for each -1 damage die)
Stick of Pyroglycerine (1 yard)
Grenade (2 yards)
50 pounds pyroglycerine (5 yards)

p.177 Under Common Chase Dice Pools, Participants in vehicles should roll the Vehicle's current Handling + Wits + Relevant Vehicle skill.

p.182 Illness damage was accidentally left off. Measles (-1 Health pip), Cholera (-1 Health pip/potency), Dysentery (-1 Health pip), Small Pox (-1 Health pip), Diphtheria (-1 Heath pip/potency), Syphilis (-1 Health pip/potency), Consumption (-1 Health pip/potency), Common cold (none)

p.184 The example of Joe bending prison bars was inadvertently attributed to Larry. Joe would only need 8 or 10 successes.

p.187 Fate points aren't awarded after the adventure. We suggest that Gamesmasters allow players to refresh Fate Points per session because it encourages them to use their Complications regularly as well as makes it easy to keep track of Fate Points from session to session. That said each gaming group is unique and session length varies. These rules assume a session length of about 4-6 hours. If your sessions are shorter you may wish to refresh fate points every two sessions; if longer than you may refresh Fate Points halfway through a session.

p.189 When spending a fate point using the Celestial Engine, you either get 3 dice per Entropy cog or 1 success per Order cog (you no longer add an additional success to either). You can do this up to 3 times per round, as with any fate point. Yes, this means that Order 1 is mechanically the same as Harmony in terms of automatic successes and Entropy 1 is potentially swapping a success for 3 dice.

While Entropy frowns on it, you can trade Entropy dice for straight successes.

While you don’t need to spend a fate point to use Entropy cogs when performing magic or Order cogs when using marvels, you still only get the benefit if you are acting as a Liberator or Templar respectively.

The examples are inaccurate. In the first example, Dame Thecla (Order 2) would get 2 successes when burning a fate point, and the Demonologist (Entropy 2) would add 6 dice to his magic pool. In the second example, Brother Oswald (Order 2) should get 4 automatic successes (2 for each fate point).

p. 193 There are no Attribute maximums. An adventurer may raise any attribute as high as she wants providing she can pay the XP cost.

p.194 'New Psychical Ability' should read 'New Magnetic Ability.' A clarification on Specialty Skills; adventurers automatically have Common Skills at level 0, so there's no need to buy into it. An adventurer must buy a Specialty Skill at Rank 0 (which gives her a dice pool equal only to her appropriate Attribute) before she can raise it at the normal cost.

p.195 'Psychical Abilities' are the same as Magnetic abilities.

p.203 The term "cost" is used to mean two different things in the fourth paragraph of the second column (above the final example on the page). Read it as:

For hermeticism, the cost indicates the number of actions needed to cast using the formula of (Action Total = Cost -1). If the action total is 0 or 1 then the spell manifests on the magician's first action. If the action total is 2 or more, then the magician either needs to wait multiple rounds for the spell to manifest or take a multiple action penalty to reduce the Action Total. No matter what, all spells take at least one action.

p.204 In the example Vivienne splits her pool in the first paragraph, not add 3 black dice.

p.205 If Vivienne is out of quintessence, then she should take 2 pips of Health damage for attempting to cast the spell and an additional Health pip for the outstanding black die. Ouch.

p.215 Under Visus Praetor (Second Sight) 'experiment effects' should read 'spell effects.'

p.222 The quintessence cost in inscribing a sigil is equal to the power of the sigil (the number of dice it grants).

p.229 The Warding invocation should be removed, as it is an incomplete repeat of Protected Domain.

p.234 The line 'The oracle can answer any question concerning the future or the past' should be removed; oracles of night only answer questions about the present and future.

p.241 'Handling' only applies to the Chase rules and assumes that the vehicle is travelling at its top speed; subtract 1 point of Handling for every 10 mph the vehicle is travelling under its maximum. It is possible to have a negative Handling score; this is interpreted as black dice on a Chase roll.

p.309 Karabim should have a social competence of 12, not 0.

p.310 The Health column for Natural Beasts should be read as dice, not pips
Walt Ciechanowski
Victoriana Line Developer
Cubicle 7 Entertainment

Gareth_Lazelle
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Re: Victoriana 3rd Edition Official Clarifications and Errat

Post by Gareth_Lazelle » Sun Mar 02, 2014 11:56 am

Is there any chance of the pdf version of the rulebook on RPGNow being updated to include these errata?

Just to clarify on the turn sequence in combat,

* We first declare all actions starting with the highest Initiative and working down?

* Whenever a character is declared the target of an attack they may elect to use an action to defend or counte-rattack (subject to the usual rules for splitting pools where appropriate)

* Then we work through the declared actions, starting with the highest initiative and working down,

Walt Ciechanowski
Posts: 294
Joined: Fri May 03, 2013 11:29 am

Re: Victoriana 3rd Edition Official Clarifications and Errat

Post by Walt Ciechanowski » Sun Mar 02, 2014 9:42 pm

We do periodically update the pdf.
Walt Ciechanowski
Victoriana Line Developer
Cubicle 7 Entertainment

DynodragonHello
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Re: Victoriana 3rd Edition Official Clarifications and Errat

Post by DynodragonHello » Tue Mar 18, 2014 11:24 am

An attack spell has a range listed as 20 yards(bolt range), is 20 yards the absolute max range or is it the medium range like firearms? Do they use the pistol or rifle range progression?

Are black dice from range penalties added? Do they cause a spell to fail or just miss?

Walt Ciechanowski
Posts: 294
Joined: Fri May 03, 2013 11:29 am

Re: Victoriana 3rd Edition Official Clarifications and Errat

Post by Walt Ciechanowski » Tue Mar 18, 2014 12:23 pm

DynodragonHello wrote:An attack spell has a range listed as 20 yards(bolt range), is 20 yards the absolute max range or is it the medium range like firearms? Do they use the pistol or rifle range progression?

Are black dice from range penalties added? Do they cause a spell to fail or just miss?
An aetheric bolt flies true unless dodged; there are no ranged penalties (range is only relevant for dodging). The maximum range is 20 yards.
Walt Ciechanowski
Victoriana Line Developer
Cubicle 7 Entertainment

DynodragonHello
Posts: 6
Joined: Sat Oct 19, 2013 1:17 pm

Re: Victoriana 3rd Edition Official Clarifications and Errat

Post by DynodragonHello » Tue Mar 18, 2014 2:19 pm

Walt Ciechanowski wrote:
DynodragonHello wrote:An attack spell has a range listed as 20 yards(bolt range), is 20 yards the absolute max range or is it the medium range like firearms? Do they use the pistol or rifle range progression?

Are black dice from range penalties added? Do they cause a spell to fail or just miss?
An aetheric bolt flies true unless dodged; there are no ranged penalties (range is only relevant for dodging). The maximum range is 20 yards.
Can someone being attacked by this spell then duel the caster?

jolt
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Joined: Mon May 13, 2013 7:52 pm

Re: Victoriana 3rd Edition Official Clarifications and Errat

Post by jolt » Mon Apr 07, 2014 6:17 pm

Walt Ciechanowski wrote: p.83 Build packages are built with 35 points (an earlier draft of Vic 3e was going to use 25 build points as a baseline). You’ll need to remove 5 points from each package or increase all adventurer’s Build Points by 5 if you’re mixing and matching adventurers using build packages and those that aren’t.

My copy of the book already says that the build packages are 35 points. I don't quite understand what the errata here is.

Walt Ciechanowski
Posts: 294
Joined: Fri May 03, 2013 11:29 am

Re: Victoriana 3rd Edition Official Clarifications and Errat

Post by Walt Ciechanowski » Tue Apr 08, 2014 11:24 am

jolt wrote:
Walt Ciechanowski wrote: p.83 Build packages are built with 35 points (an earlier draft of Vic 3e was going to use 25 build points as a baseline). You’ll need to remove 5 points from each package or increase all adventurer’s Build Points by 5 if you’re mixing and matching adventurers using build packages and those that aren’t.

My copy of the book already says that the build packages are 35 points. I don't quite understand what the errata here is.
If you aren't using a Build package, then you only get 20 BP to spend, according to p. 113. This means that an adventurer that's custom-built would have 5 less BP than an adventurer that chose a BP.
Walt Ciechanowski
Victoriana Line Developer
Cubicle 7 Entertainment

jolt
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Re: Victoriana 3rd Edition Official Clarifications and Errat

Post by jolt » Tue Apr 08, 2014 3:45 pm

Okay but I'm still confused. If the build packages are 35 points isn't that a 15 point difference from the 20 base? Though I suppose that actual question becomes, regardless of whether a package is used or not, how many build points are the character supposed to have to start with: 20, 25, or 35? Thanks again.

Walt Ciechanowski
Posts: 294
Joined: Fri May 03, 2013 11:29 am

Re: Victoriana 3rd Edition Official Clarifications and Errat

Post by Walt Ciechanowski » Wed Apr 09, 2014 12:05 am

The package assumes you take the maximum Complications to get an extra 10 points.

Originally, we were going to give beginning adventurers 25 build points (which is what the packages got), but we ended up going with 20 to keep it consistent with 2nd edition.

It doesn't make that big of a difference either way (25 point adventurers only have 5 extra points to spend) but you'll want to stay consistent between players that choose Build packages and players that custom create their adventurers.
Walt Ciechanowski
Victoriana Line Developer
Cubicle 7 Entertainment

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