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

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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.

2.1.16.5 BC and Ability Caps (p.17)
The Damage Cap listed in the rulebook is meant to prevent characters from dealing an excessive amount of damage for their power level. It does not take the character’s accuracy into account, however, and this creates an opportunity for abusive characters to be built. To eliminate this loophole, use a new Damage Over Time (DOT) cap instead of the simple Damage Cap. DOT cap equals the (Damage Cap x2)+3. For example, the DOT cap for a 100 cp character is 25 instead of 11. Add the character’s average damage for each attack plus their chance to hit with that attack. If the total exceeds their DOT cap, then either the damage or the accuracy of that attack must be reduced.

Attack abilities which do not inflict hit point damage (for example, Devitalization, Mind Control and Repulsion) are bound by the character’s Ability Cap, not by their Damage Cap (or the DOT cap).

ABSORPTION (p.22)
Absorption Protection, paragraph 1, Clarification:
The first sentence reads, “If the character has a saved action…” This is imprecise. It should read, “If the character has a saved turn…”

Also: 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.’

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.

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

COMPANION (p.30)
The Example at the top of the 2nd column contains a typo, For (5) CPs, Doctor Killjoy’s Companion ‘Spoilsport’ should get 150-45=105 CPs (plus Weaknesses), not 110.

CYBERNETICS (p.31)
The number of CPs a character with Cybernetics receives in each of their two Abilities was unclear. Here’s how it works out:

A Low Powered Cybernetic Character gets:
* First Ability, base cost (10) and Gear modifier for (-5), total cost (5) CPs.
* Second Ability, base cost (10) and Gear modifier for (-5), total cost (5) CPs.
Total Cost for both Abilities gained through the Cybernetics Ability: (10) CPs

A Standard Powered Cybernetic Character gets:
* First Ability, base cost (15) and Gear modifier for (-5), total cost (10) CPs.
* Second Ability, base cost (15) and Gear modifier for (-5), total cost (10) CPs.
Total Cost for both Abilities gained through the Cybernetics Ability: (20) CPs

A High Powered Cybernetic Character gets:
* First Ability, base cost (20) and Gear modifier for (-5), total cost (15) CPs.
* Second Ability, base cost (20) and Gear modifier for (-5), total cost (15) CPs.
Total Cost for both Abilities gained through the Cybernetics Ability: (30) CPs

DISINTEGRATION (p.35-36)
The example at the end of the first paragraph is incorrect. It should say that 5 points of Disintegration damage creates a hole 1 foot wide by 5 inches deep.

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.

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.

GRAVITY CONTROL
B) Gravity Increase (p.41)
Clarification:
– It says that “‘Pushing’ increases the Weight Multiplier x(Power Spent +2) for 1 round.” This means that if the character spends 2 points of Power to Push, you multiply the Weight Multiplier by 4 for 1 round.

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.

HEIGHTENED SENSES (p.47)
Under Heightened Sense Modifier: Acute Sense:
– The cost adjustment should be (+5) per +3 task bonus, not (+2.5).
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.

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).

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).

NON-CORPOREALNESS (p.59)
Non-Corporealness Modifier: Permanent (p. 60)
This becomes the character’s natural state, i.e. a permanently Non-Corporeal character who loses this ability remains Non-Corporeal, rather then reverting to tangibility.

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

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).

REGENERATION (p.62)
Regeneration Modifier: Power Regeneration works equally well against all damage types (unlike Hit Point Regeneration, which doesn’t work against one damage type).

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.), along with its SR. The highest SR which a character may choose for their Shaping equals their Damage Cap x1.5, rounded down.

By default, Shapes have no Strength of their own and can’t be used to lift or carry anything beyond the character’s own Carrying Capacity. Loads may be placed upon them, and they may be used as wagons or levers to move objects, but always within the limit of their mechanical properties and the operator’s own ST. The “Animation” modifier *does* give the Shapes a Strength of their own, with a Carrying Capacity equal to that Shape’s weight.

Shaping Modifier: Animation (p. 65)
First Paragraph (Additional): Shapes also use their creator’s relevant Defenses when attacked.

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).

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.

TELEPORTATION (p.75)
First Paragraph (clarification): While ‘the character may only Teleport once per turn’, if this Ability is made ‘Usable on Others’, then *each* affected target can be Teleported once per turn.

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.

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

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).

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.

2.2.4 Ability Modifiers (p.84)
Additional: Ability Modifiers shouldn’t be used to try and make one Ability do something that a different Ability already covers. For example, while the modifiers exist which might make a Power Blast function more like a Flame Blast, it’s better (i.e. easier, faster, and simpler) to just swap out the Power Blast for a Flame Blast, if Flame Blast already does the sort of thing you want.

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.

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.

4.10 Snare Attacks (p.113)
Clarification:
The target may not reduce a Snare Attack’s break point by ‘rolling with damage’.

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.

Clarification: On the table in the second column of the page, the Width column gives measurements in real-world terms while the Depth and Profile columns give measurements in tabletop movement inches.

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.

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.