TEXT: Exodus Survivor’s Guide Errata  
   
  1  
  2/6/2009  
  ©2008–2009 Glutton Creeper Games 
  Survivor’s Guide 
  Errata 
  The first printing of the Exodus Survivor’s Guide had a few misprints, most being typo’s, some items that 
  missed their mark, and rules that needed clarification.  This Erratum addresses the known issues.  Future 
  issues will be addressed and added to these Errata.  If you find an errata issue not address here, please 
  contact us at gcg@gluttoncreeper.com we appreciate all feedback on errata.  
  Page 5, Introduction  
  The first sentence of the second paragraph should read as followed:  
  On December 21, 2012, a Mayan prophecy came to light as the world axis shifted from the force of 
  nuclear devastation.  
  Page 14, Cultist Traits  
  The Bonus Class Skills in the trait box of the Cultist need clarification in the text, and should read as followed: 
  Bonus Class Skills: Gather Information, Knowledge (occult, street, and theology/philosophy), Perform 
  (any), and Profession (any), and choose one of the following: Read/Write Language, Speak Language, or 
  Craft (any). 
  Page 16, Mutant Defector Traits  
  Added proficiency (Mutant Armor) to trait box:  
  Mutant Defectors are proficient with Simple and Archaic Weapon, Heavy Weapons, and Mutant 
  Armor.  
  Page 38, Hand to Hand  
  The follow two Talents under the Hand to Hand Category description should read as followed:  
  Hammer Attack: The character swings his fist or a leg in a hammer-like motion that deals 1d8 points 
  of lethal or non-lethal damage.   
  Prerequisites: Strength 15, Brawl, Strong Attack 
  Haymaker Attack: Also known as a 'knock-out punch or sweet chin music', the character winds up 
  and deliver a powerful attack that deals 1d10 points of lethal or non-lethal damage.   
  Prerequisites: Strength 17, Brawl, Strong Attack, Hammer Attack 
   
   
  
  Exodus Survivor’s Guide Errata  
   
  2  
  2/6/2009  
  ©2008–2009 Glutton Creeper Games 
  Page 41, Quicker than the Eye  
  The Talent Category description should read as followed:  
  Disappearing in a mob or from a scene of a crime is helpful to those that need to.  Now you see me, 
  now you don’t.  You are the Master of Disguise and a Trickster.  
  Page 42, Spontaneous Fighting  
  The first sentence of Improvised should read as followed:  
  Improvised Weapon: The character can use his environment as a weapon—chair legs become clubs, 
  broken Toxicola bottles become knives, and pieces of metal become shivs.  
  Page 61, Craft (Electronic)  
  The Special entry of the Skill description should read as followed:  
  Craft (electronic) requires a Snapper Super Toolkit for crafting tasks over DC 15 or a multipurpose 
  tool for tasks of DC 15 and under.  A multipurpose tool can be use on tasks over DC 15, but imposes a 
  –2 penalty to the Craft check.  If the character does not have the appropriate tools for the Craft, he 
  takes a –4 penalty on the check.  
  Page 62, Craft (Mechanical)  
  The Special entry of the Skill description should read as followed:  
  Craft (mechanical) requires a Snapper Super Toolkit for crafting tasks over DC 15 or a multipurpose 
  tool for tasks of DC 15 and under. A multipurpose tool can be use on tasks over DC 15, but imposes a 
  –2 penalty to the Craft check.  If the character does not have the appropriate tools for the Craft, he 
  takes a –4 penalty on the check.  
  Page 62, Craft (Structural)  
  The Special entry of the Skill description should read as followed:  
  Craft (structural) requires a Snapper Super Toolkit for crafting tasks over DC 15 or a multipurpose 
  tool for tasks of DC 15 and under.  A multipurpose tool can be use on tasks over DC 15, but imposes a 
  –2 penalty to the Craft check.  If the character does not have the appropriate tools for the Craft, he 
  takes a –4 penalty on the check.  
  Page 65, Disable Device  
  The third sentence of the Skill description should read as followed:  
  Or is that stupid AI putting up force fields to keep you out of the fallout shelter?  
  Page 66, Disguise  
  The third sentence of the Skills description should read as followed:  
  Disguise is generally used in the Wasteland to hide from someone, like the mob, that is looking to put 
  a serious hurt on a character or to infiltrate an organization.  
  Page 81, Repair  
  The second sentence under Special of the Skill description should read as followed:  
  Repair requires a Snapper Super Toolkit for repairs tasks over DC 15 or a multipurpose tool for tasks 
  of DC 15 and under.  A multipurpose tool can be use on repairs over DC 15, but imposes a –2 penalty 
  to the Repair check.  If the character does not have the appropriate tools for the repair, he takes a –4 
  penalty on the check.  
  Page 84, Sleight of Hands  
  The first sentence of the Skill description should read as followed:  
  Sir, try and guess at which of these three cups hold this metal ball bearing and win a prize, only for one 
  coin.  
  
  Exodus Survivor’s Guide Errata  
   
  3  
  2/6/2009  
  ©2008–2009 Glutton Creeper Games 
  Page 86, Treat Injury (Heal Concussion)  
  The Heal Concussion feature of this skill is inconsistent with the Targeted Attacks (Concussion) and should 
  read as follows for clarification: 
  With medical supplies, a character can tend to someone that suffered a concussion.  A successful 
  Treat Injury check treats the main threat of concussion if preformed within 6 hours of the 
  concussion.  A concussed character suffers a –4 to Intelligence and Wisdom, loses his Dexterity 
  bonus, and can only make standard actions for 2d4 days.  If the check fails by more than 10, the 
  character suffers an additional –2 points of temporary Intelligence and Wisdom damage.  The use of 
  this skill consumes one use of consumable medical supplies. 
  Page 92, Feat Table (Improved Brawl)  
  The Feat requirement for Improved Brawl of BAB +1 is incorrect.  This should be BAB +3 as listed correctly 
  under the Feat’s description on page 108. 
  Page 92, Feat Table (Improved Combat Martial Arts)  
  This Feat is incorrectly labeled on the table as Improved Martial Arts. 
  Page 98, Bonus Ranged Damage  
  The Feat description should read as followed:  
  You enjoyed shooting a Red Ryder BB gun and throwing rocks at empty Toxicola bottles as a child, 
  but with the time you have learnt that the most important lesson in the world is: When fighting and 
  your ammo run lows, hurt is coming your way.  So best to make every shot count.  
  Page 101, Defensive Martial Arts,  
  The Feat description should read as followed:  
  The Rad-Tek guide to becoming a wasteland Kung-Fu master has taught you some simple steps in 
  defense; Wax-on, wax-off.  
  Page 129, Ammunition  
  Some of damage and scarcity listed per ammunition type was incorrect.  Additionally a weight category was 
  added to the ammunition table.  
  Ammunition 
  Types of ammo 
  Gun Type 
  Damage 
  WT 
  SCRC 
  Cost per round 
  .22  
  Handgun 
  2d4 
  1lb./40 
  C 
  1 
  .223  
  Handgun 
  2d8 
  1lb./40 
  R 
  4 
  .357  
  Handgun 
  2d6 
  1lb./40 
  UN 
  6 
  .38 or .380 
  Handgun 
  2d6 
  1lb./40 
  UN 
  3 
  .44  
  Handgun 
  2d8 
  1lb./20 
  UN 
  3 
  .45  
  Handgun 
  2d6 
  1lb./30 
  I 
  8 
  .50 
  Handgun/Rifle 
  2d12 
  1lb./20 
  I 
  15 
  2mm EC 
  Handgun/Rifle 
  5d6 
  1lb./20 
  R 
  8 
  5.7mm 
  Submachine 
  2d8 
  1lb./40 
  VR 
  12 
  9mm 
  Handgun 
  2d6 
  1lb./40 
  C 
  5 
  10mm 
  Handgun 
  2d6 
  1lb./40 
  UN 
  4 
  14mm 
  Handgun 
  2d8 
  1lb./20 
  R 
  15 
  .30-06 
  Rifle 
  2d10 
  1lb./20 
  I 
  8 
  .30-30 
  Rifle 
  2d8 
  1lb./30 
  I 
  7 
  .444 
  Rifle 
  2d10 
  1lb./30 
  R 
  11 
  4.7mm caseless 
  Rifle 
  3d8 
  1lb./30 
  R 
  12 
  5mm 
  Rifle 
  2d6 
  1lb./30 
  I 
  3 
  5.56mm 
  Rifle 
  2d8 
  1lb./30 
  I 
  6 
  6.5mm 
  Rifle 
  2d8 
  1lb./30 
  I 
  7 
  7.62mm  
  Rifle 
  2d10 
  1lb./20 
  I 
  8 
  8mm 
  Rifle 
  2d4 
  1lb./20 
  I 
  8 
  .10 (gauge shot) 
  Shotgun 
  2d10 
  1lb./30 
  R 
  17 
  
  Exodus Survivor’s Guide Errata  
   
  4  
  2/6/2009  
  ©2008–2009 Glutton Creeper Games 
  Ammunition (cont.) 
  Types of ammo 
  Gun Type 
  Damage 
  WT 
  SCRC 
  Cost per round 
  .12 (gauge shot) 
  Shotgun 
  2d8 
  1lb./30 
  UN 
  11 
  .20 (gauge shot) 
  Shotgun 
  2d6 
  1lb./30 
  I 
  8 
  .12 slug 
  Shotgun 
  2d8 
  1lb./20 
  I 
  10 
  .20 slug 
  Shotgun 
  2d6 
  1lb./20 
  I 
  7 
  Fusion Cell 
  Energy Firearm 
  Varies 
  1lb. 
  I 
  20 
  Fuel Tank 
  Flamethrower 
  3d6 
  5lb. 
  I 
  25 
  Rockwell Rocket 
  Rocket Launcher 
  10d6 
  2lb. 
  I 
  200 
  Arbalest Bolt 
  Archaic Bow 
  3d6 
  1lb. 
  R 
  2 
  Crossbow Bolt 
  Archaic Bow 
  1d10 
  1lb./12 
  I 
  1 
  Arrow 
  Archaic Bow 
  1d8 
  1lb./20 
  I 
  2 
  Page 130, Knockdown  
  This sidebar needed clarification of meaning and should be replaced with the following:  
  Several bullet types or guns with advance firing power are powerful enough to knockdown an 
  opponent upon a successful hit.  Firearms that have a base damage die of a d10 or d12 has the 
  potential to blow the man down.  Opponents hit with type of bullet needs to make a Balance skill 
  check equal to the damage dealt (minus DR) or be knocked down to the ground.  Success means that 
  the opponent takes a couple of staggering steps but remains standing.  
  Page 130, Special Ammunition  
  A weight category was added to the special ammunition table.  
   
  Special Ammunition 
  Cost per 
  round 
  Bullet 
  Ammunition 
  Damage 
  Crit 
  WT 
  SCRC 
  Armor Piercing 
  .44 
  ignores PDR/5  
   
  1lb./20 
  R 
  12 
  Hollow Point 
  .44 
  +1d6 damage  
  x 3 
  1lb./20 
  R 
  9 
  Armor Piercing 
  5mm 
  ignores PDR/5  
   
  1lb./30 
  R 
  15 
  Hollow Point 
  5mm 
  +1d6 damage  
  x 3 
  1lb./30 
  R 
  12 
  Armor Piercing 
  9mm 
  ignores PDR/5  
   
  1lb./40 
  I 
  12 
  Hollow Point 
  9mm 
  +1d6 damage  
  x 3 
  1lb./40 
  I 
  10 
  Armor Piercing 
  10mm 
  ignores PDR/5  
   
  1lb./40 
  I 
  12 
  Hollow Point 
  10mm 
  +1d6 damage  
  x 3 
  1lb./40 
  I 
  10 
  Hollow Point 
  14mm 
  ignores PDR/5 
  x 3 
  1lb./20 
  VR 
  30 
  Page 131, Handguns (table)  
  Changed statistics on the Sig Sauer 14mm as below:  
  Handguns  
  DMG 
  CRIT 
  RNG  ROF  MAG  SIZE  WT  STR  SCRC 
  COST 
  Sig-Sauer (14mm)  
  3d8 
  x 2 
  30 
  S 
  6 B 
  Med 
  5 
  14 
  R 
  1100 
  Page 135, Rifles (table)  
  Changed statistics on several Rifles in the table and added the missing five rifles statistics below:  
  Rifles  
  DMG  CRIT 
  RNG  ROF 
  MAG 
  SIZE 
  WT 
  STR 
  SCRC 
  COST 
  AK 47 (7.62mm)  
  2d8 
  20 
  60 
  S, A 
  30 B 
  LG 
  10 
  10 
  I 
  1300 
  H&K G11 (4.7mm caseless)  
  3d8 
  20 
  80 
  S, A 
  50 
  LG 
  7 
  10 
  VR 
  6500 
  Lever Action Carbine (.30-30)  
  2d8 
  20 
  70 
  S 
  6 T 
  LG 
  6 
  10 
  UN 
  1100 
  M1 Carbine (.30 carbine)  
  2d8 
  20 
  60 
  S 
  15 B 
  LG 
  5 
  10 
  UN 
  1200 
  M1 Garand (.30-06)  
  2d10 
  20 
  100 
  S 
  8 CL 
  LG 
  12 
  12 
  I 
  1650 
  M16A1 (.223)  
  2d8 
  20 
  80 
  S, A 
  30 B 
  LG 
  7 
  10 
  I 
  1500 
  M16A2 (.223)  
  2d8 
  20 
  80 
  S, A 
  30 B 
  LG 
  7 
  10 
  I 
  2100 
  M1903 Bolt Action (.30-06)  
  2d10 
  20 
  100 
  S 
  5 C/I 
  LG 
  9 
  12 
  I 
  1800 
  M4 Carbine (.223)  
  2d8 
  20 
  60 
  S, A 
  30 B 
  Med 
  5 
  10 
  R 
  2800 
  Remington 700 (.30-06)  
  2d10 
  20 
  100 
  S 
  7 C/I 
  LG 
  8 
  12 
  I 
  1950 
  Steyr AUG (5.56 mm)  
  2d8 
  20 
  80 
  S,A 
  30 B 
  LG 
  9 
  10 
  R 
  3400 
  Winchester 94 (.30-30)  
  2d8 
  20 
  100 
  S 
  7 I 
  LG 
  8 
  8 
  UN 
  800 
  
  Exodus Survivor’s Guide Errata  
   
  5  
  2/6/2009  
  ©2008–2009 Glutton Creeper Games 
   
  Page 138, Shotguns (table)  
  Add the statistics for the Mossburg that missed the table.  
  Shotguns  
  DMG  CRIT  
  RNG  ROF  MAG  SIZE  
  WT  STR  SCRC  COST  
  Mossberg (12-gauge)  
  2d8 
  19-20 
  30 
  S 
  6 I 
  Large 
  7 
  10 
  I 
  1200 
  Page 141, Heavy Weapons (M-60/M60 LMG)  
  The description for this weapon has been broken into two descriptions.  Replace the M-60 with M60 LMG and 
  remove the M60 LMG from between the two paragraphs. 
  Page 142, Minigun, Punisher 
  The scaling for this Minigun was not progressive.  We have increased the autofire rate and DC.  The second 
  paragraph should now read as follows:  
  Unlike normal auto-fire weapons, the Punisher fires 30 rounds (instead of 10) into the auto-fire area.  
  Due to the increase in the number of ammunition shot from this minigun, the Reflex save to avoid 
  damage is increased to DC 30. 
  Page 142, Minigun, Vulcan 
  The scaling for this Minigun was not progressive.  We have increased the autofire rate and DC.  The second 
  paragraph should now read as follows:  
  Unlike normal auto-fire weapons, the Vulcan fires 40 rounds (instead of 10) into the auto-fire area.  
  Due to the increase in the number of ammunition shot from this minigun, the Reflex save to avoid 
  damage is increased to DC 35. 
  Page 156, Upgrades and Modification  
  Descriptions for Electro-Optical Scope, Speed Loader, and Suppressor were missed in the print.  These all 
  function as listed in the d20 Modern book but are reprinted below for completeness:  
  Scope, Electro-Optical: An electro-optical scope functions the same as a standard scope in normal 
  light.  In darkness, however, the user sees through it as if he or she had the darkvision ability granted 
  by night vision goggles.  
  Speed Loader: A speed loader holds a number of bullets in a ring, in a position that mirrors the 
  chambers in a revolver cylinder.  Using a speed loader saves time in reloading a revolver, since a 
  character can insert all the bullets at once.  
  Suppressor: A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic 
  speed that propel a bullet as it is fired.  This eliminates the noise from the bullet’s firing, dramatically 
  reducing the sound the weapon makes when it is used.  For handguns, the only sound is the 
  mechanical action of the weapon (Listen check, DC 15, to notice).  For longarms, the supersonic speed 
  of the bullet itself still makes noise.  However, it’s difficult to tell where the sound is coming from, 
  requiring a Listen check (DC 15) to locate the source of the gunfire.  
  Modifying a weapon to accept a suppressor requires a Repair check (DC 15).  Once a weapon has 
  been modified in this manner, a suppressor can be attached or removed as a move action.  
  Suppressors cannot be used on revolvers or shotguns.  A suppressor purchased for one weapon can 
  be used for any other weapon that fires the same caliber of ammunition.  
  Page 159, Inferno  
  The third sentence of the description for Inferno should read as followed:  
  After Inferno wears off the character gains a –6 penalty to DEX, +2 INT, and gains –2 PDR. 
   
   
  
  Exodus Survivor’s Guide Errata  
   
  6  
  2/6/2009  
  ©2008–2009 Glutton Creeper Games 
  Page 160, Mutagen, Rad-Blocker 2, Vigoroids, and Voodoo  
  Each of the chemical listing is missing the time needed to successful craft the chemical.  
  Mutagen – time needed 24 hours 
  Rad-Blocker 2 – time needed 2 hours 
  Vigoroids – time needed 12 hours 
  Voodoo – time needed 10 minutes  
  Page 162, Field Gear (table)  
  Remove the two Rifle Scope entries from the table, these items where cut from the final printing in exchange 
  for the d20 Modern Scopes listed in the Upgrades and Modification entries on page 156.  
  Page 162, Field Gear (table)  
  Change the misprint Snap-off Super Toolkit to correct label of Snapper Super Toolkit in the Field Gear table 
  under the Item column.  
  Page 164, Multipurpose Tool  
  Change the Multipurpose Tool description to as follows.  
  This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, 
  file, short ruler, scissors, tweezers, and wire cutters.  The whole thing unfolds into a handy pair of 
  pliers.  A multipurpose tool can lessen the penalty for making Repair, Craft (mechanical), Craft 
  (electronic), or Craft (structural) checks without appropriate tools on skill checks over DC 15 to –2 
  instead of the normal –4.  The tool is useful for certain tasks, as determined by the Overseer, but may 
  not be useful in all situations.  
  Page 199, Size and Defense of Object (table)  
  Under Diminutive, it should read (book or magazine).  
  Page 207, Targeted Attacks (Concussion)  
  The Concussion description is contradictory with the Treat Injury (Heal Concussion) skill feature and should 
  be changed as followed.  
  The character has taken a mighty wound to the cranium.  He loses his Dexterity bonus, takes 4 points 
  of temporary Intelligence and Wisdom damage and can only make Standard actions, until the effects 
  of the concussion wears off.  The effect of the temporary damage returns at the standard ability 
  healing rate. 
  Page 240, Master Trader  
  One of the Feat requirements for the Master Trader is misprinted, the Requirements for Master Trader should 
  read as followed:  
  To qualify to become a Master Trader, a character must meet the following requirements:  
  Skills: Barter 5 ranks, Bluff 5 ranks, and Diplomacy 5 ranks  
  Feats: Negotiator  
  Talent: Skill Emphasis (Barter) 
  Page 239, Mutant Commando  
  Under the Death Strike class feature, the feat listed does not exist.  The ability should read as followed: 
  Death Strike 
  At 10th level, all of the Mutant Commando attacks critical threat range increases by +1, this ability stacks 
  with the Better Critical and the More Critical feats.   
   
   
  
  Exodus Survivor’s Guide Errata  
   
  7  
  2/6/2009  
  ©2008–2009 Glutton Creeper Games 
  Page 250, Socalite  
  The Socalite’s Class Skills listing has a misprint and should read as followed: 
  Class Skills 
  The Socialite’s class skills are as follows: Bluff, Concentration, Diplomacy, Decipher Script, Disguise, 
  Forgery, Gamble, Gather Information, Intimidate, Knowledge (civics, street, and underworld), Listen, 
  Perform (acting, dance, and music), Profession, Sense Motive, and Spot. 
  Page 254, Steel Disciple Initiate  
  The 5th level ability title is incorrect and should read “Initiation to the Steel Disciples” both in the table and 
  the header of the ability description. 
  Page 263, Tribal Shaman  
  Under Bonus Feat class feature, the levels are misprinted as 3rd, 6th, and 9th.  This should read as followed: 
  Bonus Feat  
  At levels 2nd and 4th levels, a Shaman may choose a bonus feat from the following list to the right.  The 
  Shaman must still meet the requirements of the bonus feat in order to gain its benefits. 
  Page 288, Open Gaming License  
  The Copyright Notice is missing the MSRD credits as detailed below: 
  15. COPYRIGHT NOTICE  
  Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc.  
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill 
  Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher 
  Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
   
  
SOURCE: textdata/thevault/Exodus/Exodus {Game books}/Exodus - Survivor's Guide Corrections.pdf