This is errata for the pre-release PDF. Once the final version comes out, we’ll delete this information and start tracking errata for the final version instead.

2.2.4 Culture (p.16)

Mixed (p. 16)
Mixed cultures possess both some technology and a limited magical tradition.

2.2.7.1 Determining BC Scores (p.17)
Each point in a BC is worth (1) CP.

2.2.7.2 Basic Characteristics Table (p.19)
Hits Points for a CL of 0 should be -1.

2.2.8 Secondary Characteristics (p.19)

Inventing Points (p. 19)
Round up.

2.2.15 Abilities & Weaknesses (p. 22)

Weaknesses Table (p. 19)
06-10 Distinctive

2.2.16.2 Ability Points (p.23)
The first paragraph is badly phrased. It should read: “Each character receives a certain number of CPs in each of their Core Abilities, in addition to the CPs they’ve received in their BCs. The number of CPs each Core Ability gets depends on the campaign’s Power Level:”

2.2.16.3 Weaknesses (p.24)
The total number of CPs that a character may take among all of their Weaknesses is indicated on the table. So, a Low Powered character could take a maximum of (-20) CPs in one Weakness, or (15) in one and (5) in another, or (10) each in two Weaknesses, etc., but no more.

2.2.16.4 Ability Levels (p. 24)
Sub-abilities with a letter code, such as Chemical Abilities A) Chemical Blast and Chemical Abilities B) Chemical Body, are treated as entirely separate abilities for purposes of Ability Caps (see 2.2.16.5), and may be Modified (see 2.3.4) independently. Elements of an ability which do not have letter codes, such as the various types of Adaptation, may be taken all together or separately or in separate groups as the character wishes.

2.2.16.7 Advanced Customization (p.25)
Characters must pay a minimum of (1) CP for any Ability or BC, after all of the cost adjustments for its modifiers are applied. Species Abilities (see 2.1.3) are an exception; some species Abilities cost (0) CPs.

2.3.2 Ability Descriptions (p.29)
This should be designated 2.3.3

Adaptation (p.30)
PR=0 per round.

Armor (p.32)
PR=0 per round.

Density Change (p.40)

A) Density Increase (p.40)
PR=2 per round.

B) Density Decrease (p.40)
PR=0 per round.

Duplication (p.43)
PR=0 per round.

Force Field (p.46)
By default, Force Fields block Teleportation. For a cost adjustment of (-5) CPs, the Force Field is permeable to Teleportation.

Heightened Attack (p.49)
PR=0 per round

Heightened Defense (p.50)
PR=0 per round.

Heightened Expertise (p.50)
PR=0 per round.

Heightened Initiative (p.50)
PR=0 per round.

Heightened Senses (p.50)

Heightened Senses Modifier: Acute Sense (p.54)
+3 per (2.5) CPs

Illusions (p.57)
Illusions now have no range; they’re centered on the character. There is no longer a CP cost for the difficulty of a save to see through them, nor does the area of effect default to 3″. Instead, there is a base cost of (0) CPs for this Ability, and you must give it an Area Effect (p. 92). It takes the character’s entire Movement phase to create and maintain an Illusion.

Illusions Modifier: Analytical Illusions (p.57)
This Modifier should cost (+10) CPs.

Invulnerability (p.58)
PR=0 per round.

Physical Ability (p.67)

C) Inertia (p.67)
PR=0 per round.

E) Protected Brain (p.67)
PR=0 per round.

Reflection (p.68)

A) Reflection Protection (p.68)
PR=0 per use.

Shaping (p.71)
PR=0 per round.

Shield (p.72)
PR=0 per use.

Shield Modifier: Not Gear (p.73)
Re-name this ‘Innate’, and the cost adjustment is only (+2.5). The Shield can’t be disarmed or taken away, but it can still be broken.

Special Weapon (p.76)
PR=0 per use.

C) Standard Weapon (p.77)
Melee Weapon Table:

Javelin, +1, +d4 sharp, STx2″, (5)
Spear, +2, +d8+1 sharp, 3″, (15)

Missile Wpn Table:
Blast Rifle, AGx2, +0, 2d8 energy, 2 handed, 12 charges, (15)
Boomerang, STx1, +1, +d4 blunt, Range x2 w/o return, (3)
Bow, AGx2, +1, +d3 sharp, 2-handed, 12 charges, (8)
Heavy Bow, AGx2, +1, +d6 sharp, 2-handed, 12 charges, (13)
Short Bow, AGx2, +1, +d2-1 sharp, 2-handed, 12 charges, (3)
Shotgun, AGx1, +0, d8+d10 blunt, 2 charges, 3″ area, (8)
Shuriken, ST/2, +3, +1 sharp, 12 charges, (13)

Stretching Abilities (p.78)

A) Elongation (p.78)
PR=0 per hour.

B) Flattening (p.78)
PR=0 per hour.

C) Inflation (p.78)
PR=0 per hour.

D) Oozing (p.78)
PR=0 per hour.

E) Plasticity (p.79)
PR=0 per round.

Summoning (p.79)
Once the Summoning has been performed, the Summoned entity appears adjacent to the character.

Teleportation (p. 82)
The distances for (42.5) and (47.5) CPs should be in miles, not spaces.

Teleportation can penetrate any type of barrier, except for a Force Field. There is a cost adjustment of (+5) CPs to enable Teleportation to pass through force fields.

Vehicle (p.84)

Vehicle Armor (p. 85)
Vehicles have a default Structural Rating (see 5.1) of 3.

Vehicle Explosions (p. 88)
Vehicles also explode if their overall hits are reduced below zero.
Vehicle explosions inflict Energy damage.

Weakness Detection (p.89)
PR=0 per use.

Wealth (p.90)
PR=0 per hour.

2.3.2 Ability Modifiers (p. 91)
This should be designated 2.3.4

Carrier Attack (p.94)
Do NOT add the carrier and carried attacks damages together when calculating the damage cap. The cost adjustment is (+7.5) to the carrier attack, and (+7.5) to the carried attack. The carried attack may not be used independently unless a further (+2.5) cost adjustment is applied to it.

Contact Attack (p.96)
The cost adjustment is (+15). The contact attack may not be used independently unless a further (+2.5) cost adjustment is applied to it.

Duration (p.96)
This modifier is being simplified. Almost every ability now has a default ‘duration’; either it’s a combat ability whose PR makes it last 1 round, or a utility ability whose PR makes it last 1 hour. So there really only needs to be one column on the Duration table, and a rule that increasing an ability’s duration costs (5) CPs per step, while decreasing its duration costs (-5) CPs per step.

Multitudes (p.99)
This modifier is not usable with the Duplicates Ability.

2.4 WEAKNESSES (p.102)

Reduced Cool (p. 106)
The 9-10 column on the table says ‘Inana’. It should say ‘Inane’.

4.7.5 Area Attacks (p. 115)
Roll damage, saving rolls, etc. separately vs. each target within the area which doesn’t escape (see 4.7.5.2).

4.8.4.2.1 Waking Others (p. 118)
This should be designated 4.8.4.1.1

4.8.4.3 Bleeding & Mortality (p. 118)
This should be designated 4.8.4.2

4.13 Healing (p. 120)
A decimal in a character’s Healing Rate represents a chance of healing an additional point of damage. Roll 1d10 to determine whether the additional healing occurs. For example, a character with a Healing Rate of 2.2 heals 2 Hits per day, with an additional 2 in 10 chance of healing a 3rd Hit point.

5.5 Pushing (p. 126)
Characters can Push all of these things, *unless* the ability in question is entirely Gear-based, at a cost of 2 points of Power:

  • Movement (x2 acceleration and top speed)
  • Standard Attack damage (+2)
  • Save Attack target number (-2)
  • Snare Attack breakpoint (+2)
  • Strength (+2 Base HTH damage and x2 Carrying Capacity)

Pushing must be declared and paid for before rolling to hit, or before rolling the ability’s effect if no roll to hit is needed.

Vehicles, Unliving robots, etc. *may* Push their own abilities; you just can’t Push an ability like a gun that really isn’t part of you.

5.6 Example of Play (p. 128)
The last villain standing should be Kane, not Lovecraft.