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

Download new abilities for Mighty Protectors HERE.

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.

ABSORPTION (p.22)
The “More (or Fewer) Damage Types” modifier doesn’t do anything. Ignore it.

ANIMAL/PLANT ABILITIES (p.23-25)
On the Amphibian Abilities table on p.24, entry #12 should read ‘Adaptation: Drowning (2.5), High Pressure (5), and Energy: +5 (2.5)’

Under the Fish Abilities table on p. 25, it should read ‘*Character may take Adaptation: Drowning (2.5), High Pressure (5), and Energy: +5 (2.5) as species Abilities in place of one of their random rolls.’

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).

HEIGHTENED SENSES (p.47)
Under Heightened Sense Modifier: Ranged Senses:
– This paragraph should read: “Senses have no range as a default, but you can make them Ranged for a cost adjustment of (+5). Having range enables a sense to be used at a distance of up to IN/2”, OR it allows an IN-based perception check vs. range penalties at any range if the thing being sensed ‘radiates’.”

The +6 modifier currently given is not correct or appropriate.

HEIGHTENED SENSES (p.48)
On the Heightened Sense Modifier: Telescopic Sense table:
– The Magnification for a Cost Adjustment of (+15) should be x4096.

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.

INVISIBILITY (p.51)

  • Invisibility Modifier: Chameleon
    The ‘momentary visibility’ when a Chameleon moves in front of a significantly different background lasts until the start of the same Phase on which the character Moved (or the background changed), on the following Round.

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 60 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.

WEATHER CONTROL
B) Command Weather (p.84)
If the character’s Weather Abilities use Charges instead of Power, then the character receives 24 Charges from which all of their Weather Abilities draw. This results in a Cost Adjustment on those Weather Abilities which have an inherent PR cost greater than 1: (+2.5) on Cloudy/Darkness, (+7.5) on Thunder/Lightning A) Electrical Bolt, (+10) on Tornado/Vibration A), and (+2.5) on Hurricane/Sonic C) Boom. These charges may be reduced to less than 24, but may not be increased to Unlimited.

Ability Field (p.84)
Ability Fields also work like armor protection (except with a random roll) vs. both similar and opposite damage forms. For example, a Heat Energy field works against heat, flame, cold, ice, etc.

Armor Piercing (p.86)
To Clarify: If there are any points worth of Armor Piercing left over, after applying the target’s Armor, then those points immunize an equal number of points of damage against the effects of Invulnerability.

Example 1: Hypertron’s laser does 9 points of Energy damage, and has 3 points of Armor piercing. The target, Madax, has 5 points of Energy armor and is Invulnerable to Energy. 9 damage minus (5 armor-3 a.p.) = 7 damage gets through. ALL of the Armor Piercing was used up in reducing Armor, so Invulnerability applies against all 7 of the remaining damage points.  (7/4, rounded down) = Madax takes 1 damage.

Example 2: Hypertron’s laser does 9 points of Energy damage, and has 6 points of Armor piercing. The target, Madax, has 3 points of Energy armor and is Invulnerable to Energy. 9 damage minus (2 armor – 2 a.p.) = 9 damage get through, AND 4 points or armor piercing remain. So, of that 9 damage, 4 points go straight through (immunized from Invulnerability by Armor piercing) while the remaining 5 points are divided by 4 and rounded down as per the usual Invulnerability rules. 4 + (5/4, rounded down) = Madax takes 5 damage.

Conductive (p.89)
This only applies to single, discreet, more or less homogeneous target objects such as a person, a big rock, a car’s chassis, etc. and cannot be used to achieve an unlimited area of effect by attacking the “ground”.

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..

Can’t Hold Back (p.96)
To Clarify:
The character is unable to hold back any of their Abilities, suffering all of the limitations given for the Can’t Hold Back Ability Modifier (p. 87) on all of their applicable Abilities, all of the time.

4.7.5 Area Attacks (p.109)
Correction:
An Area Attack may be aimed at a specific target, following the usual rules for attacking a single target. If the attack hits, the area effect is centered on the chosen target, and they may not attempt to leap clear (though others within the affected area still may).

4.7.5.2 Escaping an Area Effect (p.109)
Snared and Grappled characters who wish to leap clear must first attempt to escape the Snare or Grapple using only Passive Damage (see 4.4.4), which they may do at no Movement or Action cost.

A character who must pass through a Zone of Control (4.4.8) to escape an Area Attack may attempt to do so, at no Movement or Action cost, but at a penalty of -6 to their chance of success.

5.1 Structural Rating (p.118)
Structural Rating (SR) is physical protection that an object gets by virtue of the material it’s made out of.

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.