Copyright © by Steve Jackson Games Incorporated.
P. 1. Some Playtesting spelling corrections: Thomas Ackermann and Mikael Hansson.
P. 4. Under the Introduction, Secret is a disadvantage, not an advantage.
P. 6. In the Low Attributes as Disadvantages sidebar, change the last sentence to read "Thus, the most anyone can ever get from a single low attribute and disadvantages combined is -55 points."
P. 11. Beneath the Throwing Damage Table, in "Example 2", change "which rounds to 9d-5" to "which rounds down to 9d-4".
P. 12. In the Extra Effort with High Strength table, delete the first two rows (for ST15 and ST16). The formula used only applies to ST greater than 16.
Also in the Extra Effort with High Strength table, some of the Extra Effort Lift numbers are incorrect. The correct values for these entries are:
ST | Extra Effort Lift |
---|---|
19 | 617 |
21 | 787 |
23 | 977 |
25 | 1187 |
27 | 1417 |
29 | 1667 |
35 | 2537 |
45 | 4387 |
55 | 6737 |
65 | 9587 |
75 | 12937 |
85 | 16787 |
95 | 21137 |
P. 19. Under Alcohol Tolerance, change the third sentence to read "If the detailed drinking rules on pp. CII162-168 are being used, the following benefits are gained." In the next paragraph change the Intoxication Table page reference to pp. CII163-165.
P. 24. Under Enhanced Parry, the Prerequisites should require the Trained by a Master or Weapon Master advantage, but not both.
Pp. 24, 183. Extra Stun cost is Variable. It may be purchased at the rate of 1/2 to 2 points per extra point, at the GM's discretion. If Extra Hit Points are allowed, then Extra Stun should cost only 1/2 point per level.
P. 25. Replace the first paragraph under Hard to Kill with:
In a realistic campaign, the GM may wish to limit characters to a certain level of Hard to Kill; 1 or 2 levels is reasonable.
Pp. 27, 64, 81. Page reference under Less/Reduced/Extra Sleep is pp. CII173-174.
P. 27. Under Manual Dexterity, change "DX," to "DX, or IQ in some cases,".
P. 28. Change all instances of "Legality Rating" to "Legality Class".
P. 31. Under 3D Spatial Sense, add +2 to Free Fall to the list of bonuses conferred.
P. 32. Under Weapon Master, note that weapon skills may not be bought up from the improved defaults that this advantage grants.
Pp. 34, 182. Being of Pure Thought costs 290 points. Their Insubstantiability gets the -50% special limitation Always On and the +100% special enhancement Can Affect Substantial.
Delete the phrase "You can fly at a rate equal to your Move; however" and let the rest of the sentence stand alone.
P. 34. Under Blessed, the page reference for Inherent Magic (Knacks) is p. 38.
P. 37. Under The Mage Can Take His Familiar's Shape, change "Cost is assessed" to "Point cost is assessed".
P. 43. Page reference for silver weapons under Shapeshifter is p. CII21.
P. 50. Under Bite, note that the HT drain is based on Steal HT.
P. 52. Replace the entire ablative Damage Resistance section (from the start of the third paragraph down to the end of the little table) with:
Special Limitation: Ablative DR, -15%. When an attack strikes ablative DR, every 10 points of basic damage rolled removes one point of DR, regardless of whether or not the attack penetrates DR. Lost DR "heals" at the same rate as lost HT. Characters who want their DR to regenerate more quickly may take Regeneration. A character may put a layer of ablative DR under normal DR, in which case only the damage that penetrates the normal DR reduces the ablative DR.
P. 55. Replace the text under Feet Manipulators with:
Any limb which can manipulate should be purchased as a short Extra Arm (5 points, see p. 54) with Nuisance Effect: Temporary Disadvantage (Legless while using Extra Arms, -35%), for 4 points. This means that if a person with feet manipulators is using his feet as arms, he can't walk or run; he can sit still, float (in space or liquid) or fly, of course.
P. 56. Under Flight, add CII74 to the B139 page reference.
P. 57. Under Growth, relabel the third column of the Growth and Strength table "Cost reduction". Replace the Special limitation with this text: "Special limitation: Maximum size only. If you can only switch between normal height and your maximum, you may apply the same cost reduction from the chart above to the Growth ability itself." Replace the last sentence with "If so, they should be bought with the same cost reduction from the chart."
P. 58. Under Hyper-Reflexes, add this sentence to the end of the text: "This fatigue cost may not be reduced by the Reduced Fatigue Cost enhancement."
Under Hyper-Strength, add this sentence to the end of the text: "This fatigue cost may not be reduced by the Reduced Fatigue Cost enhancement."
P. 61. Under Modified Arm ST delete the sentence "This ST must be bought normally, not as the Enhanced ST advantage."
P. 64. Under Regeneration, the page reference for Rapid Healing in the first paragraph should be p. B23, not B22.
P. 72. Delete "ranged or area" from the first sentence under Natural Attacks.
P. 79. Replace the page reference under Alcohol-Related Quirks with pp. CII162-168.
P. 83. Page reference under Reduced Hit Points is pp. CII152-154.
Under Reduced Manual Dexterity, change "DX," to "DX, or IQ in some cases,".
P. 84. Replace the CCS53-57 page reference under Susceptibility to Poison with pp. CII163-165.
Thick Fur is on p. 56.
P. 90. Under Guilt Complex, change "advantage" in the first line to "disadvantage".
P. 91. Under Hidebound, "-2 penalty on skills" should be "-2 penalty on tasks". Base skill level is unaffected; the penalty pertains to specific skill uses.
P. 93. Under Prefrontal Lobotomy, note that the -2 to IQ is not included in the -15 point cost of this disad.
P. 101. Under Aquatic, change the density of water to 62.4 lbs.
Under Centauroid, add this sentence: "Extra Legs and any Inconvenient Size must be bought separately." This disadvantage only covers the postural effects.
P. 103. Under One Fine Manipulator, delete the last sentence.
P. 105. Add this note under Uncontrolled Change: "This disadvantage has also appeared under the name Unpredictable Change."
P. 108. Replace the text in the sidebar "Linked Enhancements and Limitations" with the following:
One may "link" a set of enhancements to a set of limitations, in which case the limitations come into effect only when the enhanced version of the power is used. To do this, apply both sets of modifiers normally, but since enhancements linked to limitations still add a capability, they should cost points; the limitations cannot reduce the net modifier for all linked traits to less than ¼ the value of just the enhancements. If they would, use ¼ the value of the enhancements instead.
Example: Instantaneous (+20%) is linked to Eye Contact Only (-20%). Since the net modifier would be +0%, ¼ the value of Explosive Effect is used instead, giving a final modifier of +5%.
P. 110. In the first paragraph at the top of the second column, switch "Only Usable on Friends" and "Only Usable on Enemies".
P. 111. The percentages on Fickle should be halved; a Fickleness number of 5 would be worth -35%, 8 would be worth -15%, etc.
Pp. 123, 125. In the Vehicle Skill Specializations sidebar, change Driving (Large Truck) to Driving (Heavy Wheeled) and Piloting (Airship) to Piloting (Lighter-than-Air).
P. 125. The Guaranteed Play-Balance Table is also on p. CII10.
Building Vehicles is on pp. VE201-202.
P. 126. Under Making a Prototype, change the reference at the end of the first paragraph to GURPS Vehicles, p. 201.
Pp. 138-145. Blind Fighting, Drunken Fighting, Flying Leap, Mental Strength, Power Blow and Precognitive Parry have the prerequisite Trained by a Master or Weapon Master.
P. 140. Under Flying Leap, the prerequisite "Weapon" should be "Weapon Master".
P. 146. Under Bardic Lore, the skill used for composing new songs is Musical Composition, not Musical Instrument.
P. 150. Herbary is a /TL skill.
Under Cryptanalysis the page reference is to p. 156.
P. 151. Intelligence Analysis is a /TL skill.
Delete Naval Strategy. This duplicates the Strategy (Naval) skill from the Basic Set.
Move Naval Tactics to Tactics (Naval). Change text to "This is a required specialization of Tactics."
Under Nuclear-Biological-Chemical Warfare, change "warfare environment" to "hazard environment". This skill has applications outside of wartime.
Traffic Analysis is a /TL skill.
P. 153. Surveying is a /TL skill.
P. 155. Psionics is a /TL skill.
Pp. 155, 188. Under Cartography, add Surveying-5 to the list of defaults.
Pp. 157 Add the following skill:
Hydrology (Mental/Average) / Defaults to Meteorology-6
Hydrology is the science dealing with the waters of the earth - their properties, phenomena and distribution. It includes the hydrologic cycle: precipitation, evaporation and runoff to rivers, oceans and lakes, whether from soil or vegetation. A hydrologist could also answer questions about flood control, irrigation, erosion, glaciers, currents and so on. Should anyone wish to specialize in the Titan equivalent, methology, treat it as basically the same but for methane oceans and currents. It defaults to Meteorology-8; general hydrology and methology specialization would default to each other at -3.
Planetology is a /TL skill.
P. 158. Psionics is a /TL skill.
In the fourth paragraph under Science!, you must invest at least 2 points in each of two skills from the list given.
Pp. 158, 190. Under Surveying/TL, add Cartography-5, Navigation-5 to the list of defaults. Add "Prerequisite: Mathematics".
P. 159. Xenobiology is a /TL skill.
Xenology is a /TL skill.
P. 160. In the last paragraph under Brain Hacking, note that the system from Pyramid has been reprinted in GURPS Warehouse 23 (see pp. WT114-117).
P. 170. Under Knee Strike, note that this attack has a Reach of C (not C, 1 like most other Karate strikes).
P. 181. Under Page References, it should read "p. M72" means "page 72 of GURPS Magic,"
Add PM for Places of Mystery.
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