There's been another couple of additions to the MPRPG Errata Page:
FORCE FIELD (p.38)
The rules as written do not offer the opportunity to re-distribute the Field's points of protection among different damage types. That is the best way to simulate a 'traditional' Force Field. However, GMs may choose to allow characters to re-distribute those points if it serves to better simulate a special, unique type of Force Field. We don't think it will break the game.
5.2 Environmental Effects (p.119)
Environmental damage counts as an 'area effect' vs. damage protection such as Armor (see 4.7.5.3), but shields have no effect against it.
-Jeff Dee
Monkey House Games
NEW:
4.10 Snare Attacks (p.113)
Clarification: The target may not reduce a Snare Attack's break point by 'rolling with damage'.
NEW:
TRANSMUTATION (p.76)
Clarification: The ‘duration’ of Transmutation is the time between the target’s recovery rolls, i.e. 1 Round (not 1 ‘turn’ as stated).
NEW:
A) Damaging Poison
When a target who's already suffering from a Damaging Poison is hit by another Damaging Poison attack, and fails to save against the new Poison, the two Poison effects are combined. The new recovery save changes to match the lower Poison save (or is reduced by 1 if the two saves are identical), and the new damage changes to match the higher Poison’s damage (or is increased by 1 if the two damage amounts are identical).
Example: Kid Neptune has been stung by a astronemone, and has to make a save of 3 or less per round to recover or else suffer 2 Poison damage. Fleeing, he runs into starshark who stings him again for 2 damage per round, with a save of 5 or less to recover. Combining the two Poison effects, Kid Neptune now has to make a save of 3 or less each round, or else suffer 3 points of Poison damage.
B) Paralytic Poison
When a target who's already suffering from a Paralytic Poison is hit by another Paralytic Poison attack, and fails to save against the new Poison, the two Poison effects are combined. The new recovery save changes to match the lower Poison save (or is reduced by 2 if the two saves are identical).
NEW:
ARMOR (p.25-26)
Ablative Armor clarification: The character’s Armor values recover either with a good night’s rest, or after 1 hour spent back at base for repairs if it’s Gear.
NEW:
2.1.4 Culture (p.8)
Clarification:
Fantasy cultures are steeped in powerful magic, and know nothing about technology.
Primitive cultures rely mostly on magic, but have developed some simple technology.
Mixed cultures use magic and technology interchangeably.
Modern cultures rely mostly on technology, with only a fringe believing in magic.
High Tech cultures are steeped in advanced technology, and have no belief in the supernatural.
NEW:
SHIELD (p.65)
TARGETING A SHIELD: Intentionally targeting an opponent's Shield ignores the Shield's defensive bonus, but does incur the -3 penalty to hit a piece of Gear (or Body Part).
NEW:
Shaping Modifier: Animation (p. 65)
First Paragraph (Additional): Shapes also use their creator's relevant Defenses when attacked.
NEW:
Teleportation Modifier: Teleport Beam (p. 76)
Clarification: The maximum amount of mass which can be Beamed equals the character's own Mass plus their Carrying Capacity.
NEW:
HEIGHTENED SENSES (p.47)
Additional: Senses with the IN/2" Ranged option always achieve an ID result on the Acquiring Targets table (see 4.6), as long as the target isn't hidden. Such senses only use perception checks (see 3.15) when the character is trying to locate something that's hidden, or attempting to make out smaller, unobvious details (requiring a + or ++ result).