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Later printings of the book will contain the following clarifications
and missing items:
Mutants/Experiments
- PAGE 158:
- Mutants/Experiments with psionic powers start off with a base
ISP of their M.E. attribute times 2, plus the roll of one 8-sided
die. They gain 10 ISP per level of experience.
The Psychic Hero
- PAGE 190:
- The base I.S.P. sections for the Master Psionic and the Latent
Psionic are all screwed up.
The Natural or Master Psionic should read as follows:
- The Master Psychic's base I.S.P. is his Mental Endurance (M.E.)
attribute number x2, plus the roll of 2D6x10. The total
is the character's starting level of raw mental power.
The Latent Psionic should read as follows:
- The Latent Psychic's base I.S.P. is his Mental Endurance (M.E.)
attribute number x2, plus the roll of 1D4x10. The total
is the character's starting level of raw mental power.
The Achilles' Heel for Mega-Heroes
- PAGE 183:
- 11-20 Vulnerability to Magic should also include a penalty
of 1D4+1 to save vs. magic of all kind (spells, circles, potions,
etc.).
Random Heroes with Psionic & Super Abilities
- PAGE 226:
- Players who use the random table for the Number & Category
of Super Abilities, can roll up superbeings who have both a super
ability and psionic powers (86-00). Such characters are considered
to be Latent Psychics, and must spend I.S.P. to use their psionic
ability(s). Since they also possess one or more super abilities,
the character does not gain new psionic abilities like the normal
Latent Psychic (unless the G.M. thinks it is okay, and allows
it, but be careful not to unbalance the game). However, I.S.P.
does increase at a rate of 1D6+1 I.S.P. per each level of experience,
starting with level one. Base I.S.P. is the M.E. number, plus
the roll of 1D6x10.
Minor Super Ability: Clock Manipulation
- PAGE 229:
- The following was omitted from the description:
Range: touch and close distances only (6ft).
Duration: as long as the character is concentrating on the desired
action
Super Ability: Manipulate Kinetic Energy
PAGE 235:
- Damage corrections for ancient weapons:
Large Axes: (battle, chopping types) damage should be 3D6 (not
2D6).
Throwing Axes: damage should be 2D4 (not 1D6).
Bola: damage should be 2D4 (not 1D6).
Discus, Metal: damage should be 2D6 (not 1D6).
Discus, Metal with Blade Edges: damage should be 3D6 (not 2D6).
Throwing Sticks: have a range of 120 ft (36.6 m)
Recovery of S.D.C. for Alter Physical Structure Powers
PAGES 240 - 251:
- The extra S.D.C. provided by any of the Alter Physical Structure
abilities recovers much more quickly than normal S.D.C.; roughly
4D6 S.D.C. points per every 10 minutes! This impressive rate of
recovery applies only to those special S.D.C. gained from the
altered state (metal, rock, ice, etc.). Ordinary physical S.D.C.
and Hit Points recover at the normal rate for humans.
Super Ability: Alter Physical Structure: Fire
- PAGE 243:
- Omissions from #7. Other Abilities & Bonuses: Fiery
Aura adds 50 to S.D.C. while in the fire form. Maximum altitude
for characters who can fly when transformed in to flame is 2000
feet (610 m).
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