Tribe 8 Player’s Guide Errata

There were a few errors and mix-ups that crept into the Player’s Guide at the last minute.  We apologize for this and will do our best to prevent these errors from cropping up in future works. -Tribe 8 Player's Guide Team.

Chapter One: Introduction
None

Chapter Two: The World of Tribe 8 
None

Chapter Three: Character Development
On page 39 there is a reference to the Joshuan and Marian Tribes that are described in the Tribe 8 Companion.  The Companion is now out of print.  The relevant sections might, in the future, be posted as a free download or included in a future product.  Until then merely note that your character's family history contains a link to these lost Tribes and re-roll on the table.

In the Doomsayer description (page 43) there is a reference to Chevon the Deranged, a NPC in the Children of Lilith storybook.  While she does play a role in that part of the Tribe 8 metaplot the point of her in the description is to illustrate that Doomsayers will follow people they openly admit are unhinged or mentally damaged in some way if they exhibit powerful visions or intriguing interpretations of the Prophecy of Joshua.

In the Lightbringer description the header “Character Suggestions” should be “Suggested Characteristics”.

The “Other Levels of Tribe 8” sidebar is, of course, on page 51.

The page references on the list of skills are for the descriptions in the Tribe 8 Rulebook (the main rulebook).

Chapter Four: Economics and Equipment
None

Chapter Five: Combat
Of obvious importance is the missing weapon and shield table, discussed on page 71.  A Squat took it.  Here it is:

Weapon	ACC	Parry	DM	Range	ROF	Ammo	Value	Wt	Notes	
STICKS AND CLUBS										
Club	0	-1	AD+3	close combat	-	-	Very Low (2)	1	Bl	
Mace	0	0	AD+7	close combat	-	-	Very Low (2)	2	Bl, STR (-1)	
Fighting Stick	0	+1	AD+4	close combat	-	-	Low (4)	1	Bl, STR (-1)	
Quarterstaff, wood	0	+1	AD+5	close combat	-	-	Low (3)	2.5	Bl, 2H, STR (-1)	
Quarterstaff, metal	0	+1	AD+7	close combat	-	-	Average (5)	4	Bl, 2H, STR (0)	
Sledgehammer	-1	-2	AD+16	close combat	-	-	Low (4)	3	Bl, 2H, STR (+1)	
War hammer	0	0	AD+9	close combat	-	-	Low (4)	2	Bl, 2H, STR (0)	
										
BLADES AND DAGGERS										
Dagger	0	-1	AD+3	Throw (STR+1)	-	-	Low (4)	.25	Ha, Pr	
Throwing Knife/Spike	0	-1	AD+3	Throw (STR+4)	-	-	Average (5)	.25	Pr	
Hunting Knife	0	-1	AD+5	Throw (STR+3)	-	-	Low (4)	.5	Ha, Pr	
Arm Blade	0	0	AD+4	close combat	-	-	Low (4)	1	Ha, Pr	
Sickle	0	-2	AD+3	close combat	-	-	Low (4)	.5	Ha, STR (-1)	
Machete (relic)	0	0	AD+8	close combat	-	-	Average (5)	1	Ha, Pr, STR (-1)	
										
SWORDS AND AXES										
Short Sword	0	+1	AD+8	close combat	-	-	Average (5)	1	Ha, Pr, STR (-1)	
Broadsword	0	0	AD+9	close combat	-	-	High (6)	1.5	Ha, Pr, STR (-1)	
Long Sword	0	-1	AD+11	close combat	-	-	High (6)	1.5	Ha, Pr, STR (-1)	
Katana (relic)	0	+1	AD+9/AD+13	close combat	-	-	Very High (7)	1.5	Ha, Pr, STR (-1), may be used two handed, use the greater DM	
Chainsaw (relic)	-1	-2	AD+15	close combat	-	-	Very High (7)	1.25	Ha, 2H, STR (+1)	
Bastard Sword	0	0/-1	AD+11/AD+13	close combat	-	-	Very High (7)	2	Ha, Pr, STR (0/-1), may be used two handed, use the numbers after the slash	
Great sword	-1	-1	AD+18	close combat	-	-	Very High (7)	5	Ha, Pr, 2H, STR (+1)	
Hatchet	0	0	AD+7	Throw (STR+3)	-	-	Low (3)	1.5	Ha, STR (-1)	
Battleaxe	0	-1	AD+13	close combat	-	-	Average (5)	2	Ha, 2H, STR (0)	
Pickaxe	-1	-1	AD+14	close combat	-	-	Average (5)	4	Pr, 2H, STR (-1)	
										
SPEARS AND HALBERDS										
Short Spear/Javelin	0	+1	AD+6/AD+8	Throw (STR+6)	-	-	Low (4)	1.5	Pr, 1H/2H, STR (-1)	
Long Spear	-1	+1	AD+12	Throw (STR)	-	-	Average (5)	3	Pr, 2H, STR (0)	
Poleax	-1	+1	AD+13	close combat	-	-	Average (5)	2.5	Pr, 2H, STR (0)	
Scythe	-1	-1	AD+14	close combat	-	-	Low (4)	2.5	Ha, 2H, STR (-1)	
										
WHIPS AND FLAILS										
Bullwhip	0	-2	AD+3	close combat	-	-	Low (4)	3	Ha, Ent (2)	
Chain	-1	-2	AD+6	close combat	-	-	Very Low (2)	1	Bl, Ent (2)	
Flail	-1	-2	AD+10	close combat	-	-	Low (3)	2	Bl, Ent (3), STR (-1)	
Grain Flail	-1	-1	AD+11	close combat	-	-	Low (4)	2.5	Bl, 2H, STR (-1)	
Net	0	-3	-	Throw (STR+2)	-	-	Low (3)	1	Ent (1)	
										
SHIELDS AND BRACERS										
Buckler	-1	+1	AD+1	close combat	-	-	Low (3)	.5	Bl, Shd (13)	
Light Shield, leather	-2	+2	AD	close combat	-	-	Very Low (2)	.5	Bl, Shd (8)	
Light Shield, wood	-2	+2	AD+2	close combat	-	-	Low (4)	1	Bl, Shd (14)	
Light Shield, metal	-2	+2	AD+4	close combat	-	-	Average (5)	2.5	Bl, Shd (17), STR (-1)	
Large Shield, wood	-3	+3	AD+3	close combat	-	-	Low (4)	2	Bl, Shd (14), STR (-1)	
Large Shield, metal	-3	+3	AD+5	close combat	-	-	Average (5)	3	Bl, Shd (17), STR (-1)	
Large Shield, relic	-2	+3	AD+5	close combat	-	-	High (6)	2.5	Bl, Shd (20), STR (-1)	
Tower Shield	-4	+3	AD+5	close combat	-	-	Average (5)	2.5	Bl, Shd (17), TWR, STR (0)	
Heavy Bracer	0	+1	AD+1	close combat	-	-	Low (3)	1	Bl, Shd (10, no ranged dodge bonus)	
Armored Arm	-1	+1	AD+3	close combat	-	-	Low (4)	2	Bl, Shd (14, no ranged dodge bonus)	
										
RANGED WEAPONS										
Weapon	ACC	Fumble	DM	Range	ROF	Ammo	Value	Wt	Notes	
Self Bow	0	Low	7	5/10/20/40	0/1	1	Low (3)	.5	Pr, 2H, STR (0)	
Longbow	0	Low	10	9/18/36/72	0/1	1	Low (4)	1	Pr, 2H,       STR (+1)	
Recurved Bow	0	Low	8	8/16/31/64	0/1	1	Average (5)	1	Pr, 2H, STR (0)	
Composite Bow	0	Low	9	9/18/36/72	0/1	1	Average (5)	1	Pr, 2H, STR (0)	
Composite Bow (relic)	+1	Medium	15	7/14/28/56	0/1	1	Average (5)	3	Pr, 2H, STR (0)	
Compound Bow (relic)	+1	Medium	16	8/16/32/64	0/1	1	High (6)	3	Pr, 2H, STR (0)	
Yagan Bone Bow	+1	Low	9	8/16/32/64	0/1	1	High (6)	1	Pr, 2H, STR (0)	
Hand Crossbow	0	Medium	6	4/8/16/32	0/1	1	Average (5)	1	Pr, 2H (to load), STR (-1/-, load/fire)	
Crossbow	+1	Low	17	6/12/24/48	0/3	1	Average (5)	3	Pr, 2H, STR (+1/-1, load/fire)	
Repeating Crossbow	-1	Medium	7	7/14/28/56	0	6	Average (5)	3	Pr, 2H, STR (0/-1)	
Sling	+1	Low	5	4/8/16/32	0	1	Very Low (2)	.5	Bl, 2H (to load)	
Bola	0	Low	7	6/12/24/48	0	1	Very Low (2)	1	Bl, Ent (1), 2H (to load)	
Zip Gun (relic)	-2	High	8	4/8/16/32	0/2	1	Low (4)	.5	Mtn (2)	
Pistol, black powder (relic)	-1	High	15	6/12/24/48	0/1	1	High (6)	1	Mtn (3)	
Pistol, jury rigged (relic)	-1	High	14	4/8/16/32	0	6	High (6)	1	Mtn (3)	
Pistol (relic)	0	High	15	5/10/20/40	0	6	Average (5)	1	Mtn (2)	
Machine Pistol (relic)	0	High	15	5/10/20/40	+1	20	Very High (7)	1	Mtn (3)	
Submachinegun (relic)	0	High	15	5/10/20/40	+1	50	Very High (9)	1	Mtn (3)	
Musket (relic)	0	High	24	10/20/30/40	0/1	1	Average (5)	4	Mtn (3)	
Rifle, jury rigged (relic)	-1	High	20	7/14/28/56	0	1	High (6)	3	Mtn (3)	
Rifle (relic)	0	High	25	25/50/100/300	0	10	High (6)	4	Mtn (2)	
Heavy Rifle (relic)	0	High	30	35/70/140/280	0	10	Very High (7)	4	Mtn (2)	
Assault Rifle (relic)	0	High	25	25/50/100/200	+1	30	Very High (8)	4	Mtn (3)	
Shotgun (relic)	0	High	28	7/14/28/56	0	8	Average (5)	3	Mtn (2)	
										
EXPLOSIVES										
Weapon	ACC	Fumble	DM	Range	Radius	Ammo	Value	Wt	Notes	
Concussion Grenade (relic)	0	High	30	Throw (STR+3)	9	-	High (6)	1	Mtn (4)	
Dynamite, stick (relic)	-1	High	30	Throw (STR+3)	10	-	Average (5)	1	Mtn (4)	
Smoke Bomb	+1	High	5/Smoke	Throw (STR+3)	2/20	-	Low (4)	1.5	Mtn (3), Use smaller range fro damage only	

Ignore the table that begins “Armor Pieces” (page 72).

About the wayward “Reduce Damage” description on page 75:  Imagine the hit that pushed the description clear into the next topic!

“Synthesis in Combat” (page 76) – yes, the Synthesis Chapter is the following chapter (chapter six).

Chapter Six: Synthesis
The asterisks in the list of Aspects on page 88 denote those Aspects which are listed in a “Word of “ sourcebook. Those with two asterisks are from the Adrift on the River of Dream sourcebook on Synthesis or from a storybook, with the book and page number listed on the right hand side.

Chapter Seven: d20 OGL Conversion
Yes, the Z’bri stat blocks (pages 118-121) are intentionally missing a list of skills and instead only have their base number of skill points.  Z’bri are highly individualistic and should have their skills tailored by the DM according to the role they play in your campaign.  Any skill selected with these points (as opposed to any skill points gained from templates or class levels) is considered to be “class skills” for that particular Z’bri.  The maximum rank for any skill is the Z’bri’s Hit Dice +3 (just like a player character’s).