This is errata for the final release (3.0) PDF. Errata for the pre-releases is no longer necessary, and has been deleted.

2.1.16.5 BC and Ability Caps (p.17)
Attack abilities which do not inflict hit point damage (for example, Devitalization, Mind Control and Repulsion) are bound by the character’s Ability Cap, but not by their Damage Cap.

BASE (p.27)
The Base’s (-15) cost adjustment affects its basic cost for purposes of the Ability Cap (2.1.16.5).

FLIGHT (p.37-38)
Characters may also push their deceleration, dividing their current movement rate by 2 twice, at a PR of 2 for the second deceleration. Note that since a character whose first deceleration drops them to their acceleration rate can then come to a complete stop by pushing.

HEIGHTENED SENSES (p.44)
On the Random Sensory Modifiers table:
– The Cost Adjustment for ‘+1 Sensory Level’ should be (+5) to raise a Basic sense to Full, and (+10) to raise a Full sense to Analytical.
– The Cost Adjustment for ‘Acute +3’ should be (+2.5).

ILLUSIONS (p.50)
There is an error on the Illusion Area of Effect table. The CP Cost for any area 5″ or larger should be reduced by (-2.5) CPs.

INVULNERABILITY (p.51)
The first sentence of the first paragraph is missing a comma between “Damage Types” and “Sub-Types”.

NATURAL WEAPONRY (p.57)
This ability represents either a single, specific attack (a spikey tail, fangs, the Two Finger Punch, etc.), or else several different attacks which are so similar as to make no difference except in name (for example, you could call your Martial Arts ‘Karate’, but no matter how you describe each separate ‘punch’ attack, they all get exactly the same bonuses to hit and damage).

Use the ‘Heightened Attack’ and ‘Heightened Expertise’ abilities if you want to build something that applies to several different types of attack at once (for example, punch AND kick AND grapple AND shuriken).

POISON/VENOM (p.60)
First Paragraph: The range is not specified. Range is Touch/Melee for both A) and B) versions.

SHAPING (p.64)
The character must specify which type of matter or energy their character will be able to Shape when this Ability is taken (examples: steel, hardwood, flame, etc.).

SPEED (p.70)
Characters may also push their deceleration, dividing their current movement rate by 2 twice, at a PR of 2 for the second deceleration. Note that since a character whose first deceleration drops them to their acceleration rate can then come to a complete stop by pushing.

TRANSFORMATION (p.76)
PR=0 per hour. Each separate form may take up to (-20) CPs in Weaknesses.

Vehicle Turning Rate (p.79)
When a vehicle needs to turn an amount that’s not exactly 60 degrees, round to the nearest 60 degrees (so, a turn of 30 degrees or less is free, while a turn of 31 degrees to 90 degrees counts as one 6 degree turn, and so on).

Making a turn that’s beyond the vehicle’s ability requires a driving task check, with a difficulty modifier of at last -2 or as decreed by the GM. If the check fails, the vehicle continues in its current direction (and may run into something, taking Velocity Damage on impact). On a fumble, it flips – immediately taking Velocity Damage (see 5.6) as well as failing to turn and possibly running into something. On a success, the vehicle turns but suffers its Mass roll in damage to its movement system. On a critical success, the vehicle turns without taking any damage.

Different Damage Type (p.89)
The Cost Adjustment to convert an attack Ability from Psychic to an Other damage type is missing from the table; it should be (+5).

ALSO: Attacks which have a Kinetic, Energy, Bio or Entropy damage type are Physical attacks. Attacks which have the Psychic damage type are Mental attacks. Changing from a damage type that’s a Physical attack to a damage type that’s a Mental attack also changes the attack type, and vice versa.

Weakness (p.95)
The cost adjustment is (-2.5) per (5) CPs of Weakness.

5.7 Example of Play (p.120)
First paragraph at the top of the right-hand column:
American Woman has a base chance of 14 or less to hit (on a d20). She suffers a penalty of -3 for range, and -3 more for Harwol’s physical defense, but Harwol (and the rest of the Avant Guards) can’t see her clearly; his sight perception is reduced 2 levels (from Full to None) within her Glare. All of his remaining senses are only Basic (see Default Senses, p.46), and so he must make a perception check (see 4.6 Acquiring Targets) to determine the combat penalties. For brevity, all of the Avant Guards are assumed to succeed at a Basic sense perception check throughout the remainder of this example, suffering a penalty of -3 to hit American Woman and -3 to defend against her due to her Glare.