CC ERRATA This errata is a distillation of the complete 3/1/03 update (which was already implemented) and elements of the 1/1/04 update that are used on Crucible City. Many of the additions (and subtractions) either were found pointless, senseless or much too disruptive to the grid to be remotely feasible. Note that only game mechanics are dealt with here, not typos or credits or other drek. As always, rules featured on the House Rules bboard take precedence. P. 9: Important Terms check: Change the word 'characteristic' in the second sentence to 'attribute'. damage: Change to read as follows: 'Any harm caused to a character by an attack, power, illness or other source.' Hero Points: change 'characters' to 'players'. Characters don't spend Hero Points, players do. stack: Add '(or penalty)' after the word 'bonus' in the last sentence. P. 36: Intimidate Add 'or STR' to the parenthesis after the skill name. Super-strong characters should be pretty darn intimidating, if strength is the basis of the threat. P 45: Evasion Change to read: 'When making a Damage save, you can choose to use your Reflex save bonuse in place of your Damage save bonus, avoiding an attack through agility and defensive maneuvering rather than sheer toughness. You cannot evade the damage of area attacks and the GM may rule that there are other attacks you cannot evade. You cannot use Evasion if you are denied your dodge bonus to Defense for any reason.' P. 47: Photographic Memory Change the Prerequisite to Int 15+ or Super-Intelligence. P. 48: Rapid Healing Change the +2 bonus to a +1 bonus. Add the following at the end of the Special section: 'So you recover your Regeneration power rank plus one in stun hits per minute if you have Rapid Healing.' P. 48: Skill Focus Add Prerequisite: Trained in the chosen skill. P. 49: Talented Add Prerequiste: Trained in the chosen skills. P. 50: Blindsight Add 'or Super-Senses' to the Prerequisites. P. 52: Penetrating Attack Replace its description with the following: One of your attacks or powers is particularly effective in overcoming resistance. Benefit: Choose an attack or power. When the target attempts to resist that attack or power, reduce any Protection that they have by 2. Once Protection is reduced to 0, any remaining reduction is applied to the target's saving throw bonus, which cannot be reduced below +0. Special: You can take this feat multiple times. It's effects stack (if applied to the same attack or power) or apply to a different attack or power. Each application of this feat is considered a +2 increase in the attack or power's rank for purposes of stacking limits (see p. 58). Defenses with the Impervious extra ignore the effects of this feat. P. 53: Scent Add 'or Super-Senses' to the Prerequisites. True Sight Add 'or Super-Senses' to the Prerequisites. P. 56: Power Costs Under 'Extras' change the second sentence of the second paragraph to read: 'For example, if Sean adds the Protection extra to Protonik's Super-Strength (already at rank 10), he must spend 10 power points, one for each rank Protonik already has, before increasing Protonik's Super-Strength another rank (which now costs 5 points per rank because of the Protection extra).' Change the fourth sentence of the third paragraph to read: 'Growth (with a cost of 6 points per rank) increases the cost of Shapeshift by 5 ponits per rank as an extra (Growth's normal cost, minus 1).' P. 59: Table 5-1 Change the cost of Leaping to 1 per rank. P. 61: Absorption At the end of the first paragraph, add: 'This power is considered a Protection bonus for stacking purposes.' In the second paragraph change the word 'absorb' to 'store' and insert 'absorbed' before the first use of 'damage bonus'. In the third paragraph, change 'the absorbed energy' to 'stored energy'. Under 'Energy Conversion' change the first sentence to 'You can convert absorbed energy into a specific type of energy such as light, heat, sound, and so forth as a free action." Alternate Form Under Energy form, drop the words 'if you prefer' from the beginning of the second sentence, so it starts 'You have an Energy Field...' Under Liquid form, change 'Amazing Save (below)' to 'Protection (p. 79)' Under Semisolid form, add 'like the Strike power (p. 84)' to the end of the last sentence. P. 62: Armor Change Duration to Permanent. Note that this keeps Armor from being affected by Neutralize (p. 77), but has no similar effect on any extras of the Armor. P. 63: Boost Change the third sentence to: 'You gain bonus ranks in that attribute equal to your Boost power rank. For ability scores these are ranks in the appropriate super-ability.' P. 65: Deflection Change Action from 'Reaction' to 'Reaction/Half'. (Essentially, the reaction to an attack before your turn during a round uses a half action rather than a free, or one can be declared as a form of Readied action if your turn is first.) Delete the last sentence of the first paragraph. Density Control Change Cost to 6. P. 66: Disintegration Add Saving Throw: Reflex (as per CC House Rule 'Powers: Disintegration'). P. 68: Duplication Delete the word 'usually' from the first sentence of the second paragraph. Under the Horde extra, change 'feat' to 'extra'. Element Control Change the Elemental Blast power stunt to an extra. P. 69: Energy Control Change the Disintegration extra under Sonic and Vibration to a power stunt. Change the Energy Blast power stunt to an extra. Replace the following Energy Type descriptions with the new text below: Electricity: You can conduct electricity with a Damage bonus up to your power rank harmlessly through your body and any conductive material (such as water or metal) that you are touching. Anyone touching you or the material (up to Normal range) must make a Damage save to avoid the electricity's damage. Fire: You can cause objects flammable at room temperature (paper, wood, etc) within range to burst into flames. Doing so requires a ranged attack roll and inflicts damage equal to your power rank. You also can cause existing flames to move as you direct within range, causing them to 'leap' up to your rank times 10 feet. Kinetic: You can generate and control kinetic energy, the force of motion. You can move objects at a distance like Telekinesis at your power rank. Radiation: You can generate and control radiation. Note that this is comic book radiation, visible as a glowing light with the effects of intense light and heat. Your radiation doesn't cause radiation sickness, cancer, or genetic mutations like real-world radiation. You can surround yourself with an Energy Field (p. 70) of radiation at your power rank. P. 72: Force Field Change 'a Damage save bonus' in the first sentence to 'Protection'. Add 'Choose one of the the below extras as a free power enhancement.' Under Mental Shield change the text to read: 'Your force field provides Mental Protection (p. 75) equal to it's rank.' Gadgets Change this power's description to read as follows: You have the ability to come up with the right device for any situation. You can allocate your Gadgets ranks to any power with a base cost of 2 or fewer power points per rank simply by taking a half action and spending a Hero Point. You cannot apply any Flaws to this power to reduce it's cost. You may apply extras, but this divides your ranks in half, two extras by three, and so forth. Any fractional ranks are dropped. If this reduces power rank below 1, then you cannot create a gadget with that power. You may divide your power ranks between multiple powers as desired, but each separate power requires a half action (but only one Hero Point, regardless of how many powers the Gadgets ranks are allocated to). Example: Gimmick has a utility purse that holds a variety of crimefighting devices (Gadgets +10). With a half action and a Hero Point, Gimmic can pull virtually any sort of device from her utility purse, from acide to eat through metal bars (Corrosion) to smoke grenades (Obscure) or shark-repellent (Mind Control). Like all variable effects (see p. 94), the GM should carefully monitor and control the use of Gadgets, and has the right to veto a particular use of a gadget if it's inappropriate for the series or character. Note that Gadgets includes the Device flaw in its cost, so it cannot be applied to it again, and individual Gadgets, while still devices, do not recieve a reduction in cost. Growth Add the following to the end of the power description: 'Each time you increase a size category, increase your movement speed by 10 feet and your reach by 5 feet.' P. 73: Illusion Add 'for two extras' at the beginning of the Damaging extra. Incorporeal In the last sentence of the first paragraph change 'attack (melee attack, ranged attack, Energy Blast, etc.)' to 'effect (such as unarmed attacks, iron weapons, a specific type of energy, etc.)' P. 74: Incorporeal Add the following to the end of Phase Attack: 'Protection provides no benefit, but a Force Field has a similar effect (reducing the DC of the Fortitude save).' P. 75: Mental Blast Change the third sentence to read: 'The target's Wisdom bonus rather than Dexterity bonus applies as a dodge bonus to Defense.' Mental Protection Delete the words 'as well as your saving throw bonus' at the end of the first paragraph. P. 76: Mind Control Change the second sentence of the second paragraph to: 'Argent now gets a Will saving throw with a DC of 23 (Ego's original Mind Control check result)'. This brings it in line with the power's description. P. 77: Natural Weapon Change the range from 'Personal' to 'Touch'. Change the saving throw from 'Fortitude' to 'Damage'. Neutralize Change this power's description to read as follows: You can neutralize the effects of another character's powers. Effectively, you turn all their powers from a single source (such as Mutation, which must be chosen during character creation) 'off', although the subject can re-activate powers normally. So, for example, you might neutralize an opponent's Energy Field, Energy Blast, Flight, and so forth, rendering him momentarily vulnerable if all of those power derived from the same source. You can't neutralize powers with a permanent duration. Neutralize does not affect powers over a long period, for that see Drain (p. 66). It also doesn't work against the lingering effects of powers; Neutralize cannot, for example, restore damage caused by attack powers or cure the blindness caused by Dazzle. To neutralize a target's powers, make a ranged attack roll. If successful, make a Neutralize power check. The target makes a Will saving throw or a check with the affected power rank, whichever has the greater bonus, with a DC equal to the neutralizing character's Neutralize check total. Devices make a power rank check. If the attacker succeeds, the target's powers are neutralized.' Remove the flaw Limited--One Source. Add the power stunt Extra Source: Another source of power beyond the first may be added to powers Neutralized by the character. This may be taken more than once, up to a total of six additional sources of power. The selection of sources is: Alien, Mutation, Mystical, Psionic, Science, Super-Science, and Training. These are 'power modifier' stunts in the same way that Water Run is to Super-Speed (p. 85), and do not count as 'secondary effects'. Obscure Delete the last sentence from the Selective extra. Remove 'a number of' from the first sentence. P. 78: Paralysis Change the power's Duration to Sustained and the name of the extra to Continuous. P. 79: Regeneration Change the second sentence to read: 'Spread this recovery out evenly over ten rounds, so at rank 5 you recover one stun and lethal hit every other round and at rank 10 you recover one hit of each type per round.' P. 81: Shapeshift Change 'three extras' to 'five extras' under the Growth extra. Shrinking Add the following after the second sentence: 'Your normal movement rate decreases by 5 feet per reduction in size category (down to an effective speed of 0 at Infinitesimal size).' P. 82: Snare In the third paragraph, change the damage bonus needed to break a snare automatically to '10 or more than the Snare's rank'. P. 88: Teleportation Delete the 'Effects: Movement' line. P. 89: Time Control For Precognition and Postcognition insert 'For two extras...' at the beginning of each description (since both powers have a cost of 3). P. 91: Transformation Change 'three extras' to 'five extras' under the Growth extra. P. 92: Tunneling Change Rapid Tunneling to a power stunt. P. 99: Step 5 Change the first minus sign in the power cost formula to an equals sign, so it reads: 'Power cost per rank = 1 + total number of effects,' etc. P. 104: Travel Change the example to read as follows: Example: Marathon has Super-Speed +10, giving him a base speed of 80 feet per round and a sprint speed of over four thousand times that (327,680 feet per round, about 32,000 MPH, or over forty times the speed of sound!). At this speed, Marathon can circle the Earth in under an hour. *note that CC House rules change all power-based speeds* P. 105: Table 6-3 Change the colum headers to: Load, Max Dex Bonus, Check Penalty, Speed, Sprint Table 6-4 Bump the 'STR' headers over one column so it reads 'Str 10 Heavy Load, Str 15 Heavy Load,' etc. Hero Points In the second paragraph, change 'free action' to 'reaction'. P. 106: Hero Points Add the word 'entirely' at the end of the first sentence of the Ignore Fatigue section. P. 107: New Weakness Add the following as a subset of the Disabled weakness: Slow: The character's movement is hampered due to lame or stubby legs, malfunctioning servos, or zombified muscle tissue. A Disabled-Slow character suffers a -5 penalty on Acrobatics, Balance, and Jump checks. Reduce his base movement speed by 10 feet. P. 112: Python Rifle Change the final cost in the text to 14pp. Improvised Weapons Change the second and third sentences to read: 'Such objects have a damage bonus equal to the character's Strength bonus or twice the object's hardness, whichever is less. If either the attacker's Strength bonus or the defender's Protection bonus is greater than the object's hardness, the object is destroyed by the attack.' P. 115: Vehicle Cost Change the first sentence to read: 'To determine a vehicle's cost in power points, take its ranks of movement, add any armor or other features the vehicle may have, then add any points of hardness it has greater than its highest other rank.' P. 116: Collisions Delete the third sentence of the second paragraph. P. 118: Hardness Change 'hardness 20' in the first sentence to 'the construct's power level +5.' Construct Characters Change the beginning of the second paragraph to read: Construct characters generally have Immunity super-feats to represent their artificial nature. They have all the Immunities listed on pp. 51-52, including Energy (cold and heat). This has a cost of 20 power points (minus 2 power points per Immunity the character lacks). P. 120: Headquarters Features Under Holding Cells change the end of the second sentence (after the parenthesis) to: 'or their basic hardness is increased by half the base' power level.' P. 129: Unconsciousness Replace the second sentence with: 'A dazed character can take no actions, but defends normally.' P. 132: Table 6-4 Correct the headers so they read: Action, Type, and 5-Foot Step? P. 139: Hardness Replace the last sentence with: 'Each doubling of thickness increases hardness by +1, so an 8-inch thick stone wall has a hardness of 11 (base hardness 8 + 3 doublings of thickness).' Damage To Objects The third paragraph should read: 'The rules for impossible damage saves (p. 127) do not apply to objects; if an attack has a damage bonus of 10 or more than the object's hardness, the object is automatically broken by the attack.' Condition Summary Remove the entry for Fallen (it's redundant with the entry for Prone). P. 140: Condition Summary Under Grappled remove the words 'do not threaten any area and' from the last sentence. P. 142: Trip Add 'your size,' between 'smaller than you' and 'or one size category larger' at the end of the second sentence. P. 152: Table 9-3 Use the table provided by any version of errata instead of this one. FAQ All of the FAQ questions and answers in the 1/1/04 edition should be considered canon, save for the following queries which have been adjusted in some fashion. P. 2 Is Detect a Passive Sense or does it require an action to use? Refer to 'Feats: Detect' under the House Rules (bboard 5) for clarification. What exactly does Immunity protect against? Remember that the ability to shrug off a power depends on the 'vector' in which its carried, not the end condition. For example, Fatigue is a condition, one that can be applied through things ranging from heat exhaustion to going cold turkey from a drug to asphyxiation. Immunity covers sleep and tiring normally, so a Fatigue power operating via a sleep ray could be ignored. Immunity would cover the above heat exhaustion handily. It is reasoning like this that keeps every Energy Blast from being a clone of the next, and keeps a 2-point Immunity from negating an entire power on it's own. How does Surprise Strike interact with the Combat Sense Power? Since characters with Combat Sense retain some or all of their dodge bonus to Defense, they are not affected by Surprise Strike. Please note that requests for Combat Sense lower than a character's dodge bonus from the base Dexterity bonus (not Super-Dexterity) aren't allowed on Crucible City. At what distance can I sustain a power? Even after moving out of range of the target, a power can be sustained. The limiting factors are how many free actions a character can reasonably maintain every round and if they remain conscious or unstunned. How do I determine whether or not a power is Obvious or Subtle (for the purpose of extras and flaws)? Refer to 'Mechanics: Obvious & Subtle' under the House rules for clarification. P. 3 Does Alternate Form (Solid) provide both hardness and Protection? No. It provides Protection equal to the hardness of the material, or the powers rank, whichever is less... in theory. In actuality, a simple thematic plot or backstory can be set up to explain why General Glass has a Protection of +19. All it takes is a little effort, so effectively there is no limit to hardness. P. 4 The Penetrating extra doesn't seem to be very effective. We think this query and answer are suggestive of high drug content amongst those who came up with the main FAQ and Errata this year. Here's our spin - If you don't like the Penetrating /Attack/ SUPER-FEAT, don't take it. It's essentially an 'armor piercing' additive and designed to create a power that doesn't have a lot more 'oomph', but overcomes defenses to deal what oomph it's got. This could be a damaging effect or not. Another option is this: Extra : This extra for damaging effects, which can never be taken partially, changes Protection against it into Amazing Save , meaning it will never be ignored, regardless of a target's Protection rank. Does a power have to be already Continuous in duration to apply the Permanent flaw? No. The basis of the Permanent flaw is that the constant status of the power is a serious inconvenience to the charater. This is determined by application and staff opinion, not whether a power was Sustained or less duration originally. Permanent as the end result of the Duration /extra/ obviously requires being raised up to Continous before being possible. P. 5 How do you determine the Defense of a vehicle? Vehicle Defense = 10 + size modifier + speed modifier + maneuver modifier from the Drive/Pilot check described in House Rules under 'Mechanics: Vehicle Defense', which takes Dexterity bonus into account.