TEXT: ERRATA
  ERRATA
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
  PAGE 1
  E.002.00
  P. 9: IMPORTANT TERMS
  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. 10–17: HERO ARCHETYPES
  See the Revised Hero Archetypes file for updates.
  P. 21
  Insert the following sidebar at the end of this page:
  P. 25: INTELLIGENCE
  Delete the words “a lot of skills, particularly” from the second sentence.
  P. 32: DEMOLITIONS
  Remove the words “and disarm’ from the skill description.
  Add the following to Special: A character with 5 or more ranks in
  Demolitions gets a +2 bonus on Disable Device checks to disarm explo-
  sive devices.
  P. 36: INTIMIDATE
  Add “or STR” to the parenthesis after the skill name. Super-strong charac-
  ters should be pretty darn intimidating.
  P. 45: EVASION
  Change to read: “When making a Damage save, you can choose to use
  your Reflex save bonus in place of your Damage save bonus, avoiding an
  attack through agility and defensive maneuvering rather than sheer tough-
  ness. You cannot evade the damage of area attacks and the GM may rule
  that there are certain 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 hits per minute if you have Rapid Healing.”
  P. 48: SKILL FOCUS
  Add the Prerequisite: Ranks in the associated skill.
  OPTION: REDUCED SKILL COSTS
  Mutants & Masterminds characters generally rely on their
  extraordinary ability scores (particularly super-abilities) to provide
  skill bonuses. Some Gamemasters, however, may wish to run a more
  skill-heavy game with a focus on less superhuman characters. In this
  case, the cost of skills should be reduced, with one power point
  granting a character two or three skill ranks rather than just one.
  P. 49: TALENTED
  Add the Prerequisite: Ranks in associated skills.
  Remove: “13+ in the skills’ key abilities.”
  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 the target has 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. Its 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
  points per rank as an extra (Growth’s normal cost, minus 1).
  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.”
  P. 61: 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 (Damage) (below)” to
  “Protection (p. 79)”
  Under Semisolid form, add “like the Strike power (p. 84)” to the end
  of the last sentence.
  MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
  ERRATA & CORRECTIONS
  UPDATED: 03/01/03
  
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
  ERRATA
  ERRATA
  E.003.00
  PAGE 2
  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: DENSITY CONTROL
  Change cost to 6.
  P. 68: DUPLICATION
  In the last sentence of the first paragraph on this page, change “You
  duplications” to “Your duplicates.” Delete the word “usually” from the
  first sentence of the second paragraph.
  Under the Horde extra, change “feat” to “extra.”
  P. 68: ELEMENT CONTROL
  Change Elemental Blast power stunt to an extra.
  P. 69: ENERGY CONTROL
  Change the Disintegration extra under Sonic and Vibration to a power stunt.
  Change 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 bonus.
  Fire: You can cause flammable objects (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 below extras as a free power enhancement.”
  Under Mental Shield change the text to read: “Your force field pro-
  vides Mental Protection (p. 75) equal to its 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 simply by taking a half action and spending a Hero
  Point. You cannot apply any flaws to this power to reduce its cost. You
  may apply extras, but this divides your power ranks by the number of
  extras, plus one. So one extra divides your ranks in half, two extras by
  three, and do forth. Any fractional ranks are dropped. If this reduces your
  power rank below 1, you cannot create a gadget with that power. You
  may divide your power ranks between multiple powers as desired, but
  each sperate 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 crime-
  fighting devices (Gadgets +10). With a half action and a Hero Point,
  Gimmick can pull virtually any sort of device from her utility purse, from
  acid to eat through metal bars (Corrosion) to smoke grenades (Obscure)
  or shark repellent (Mind Control).
  Like all variable effects (see p. 94), the Gamemaster should carefully
  monitor and control the use of Gadgets, and has the right to veto a par-
  ticular use of a gadget if it is inappropriate for the series.
  Note that Gadgets includes the Device flaw in its cost. Individual
  Gadgets, while still devices, do not receive a reduction in cost.
  GROWTH
  Add the following to the end of the power description: “Each time you
  increase a size category, increase your speed by 10 feet and your reach
  (the distance within which you may make melee attacks) by 5 feet.”
  P. 73: ILLUSION
  Add “For two extras” at the beginning of the Damaging extra.
  P. 73: 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 its normal 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.”
  P. 75: MENTAL PROTECTION
  Delete the words “as well as your saving throw bonus” at the end of the
  first paragraph. They’re redundant and somewhat confusing (since they
  imply that Penetrating Attack reduces Protection and save bonus at the
  same time).
  P. 76: MIND CONTROL
  Change the second sentence of the second example 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.”
  P. 77: NEUTRALIZE
  Change the last two sentences to read: “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 tar-
  get’s powers are neutralized.”
  
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  P. 77: 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.
  P. 81: SHRINKING
  Add the following after the second sentence: “Your normal movement
  rate decreases by 5 ft. per reduction in size category (down to an effec-
  tive 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. 85: SUPER-CHARISMA/INTIMIDATING PRESENCE
  Add “plus your ranks in Super-Charisma” to end of first sentence. Add “plus
  your Super-Charisma ranks” after “Charisma bonus” in the next sentence. 
  P. 88: TELEPORTATION
  Delete the “Effects: Movement” line.
  Change Extended Teleport to a power stunt.
  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. 98: PERMANENT
  Change first sentence to “An effect is made permanent…”
  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 more than four thousand times
  that (327,680 feet per round, about 32,000 mph, or more than forty
  times the speed of sound!). At this speed, Marathon can circle the Earth
  in under an hour.
  P. 105: TABLE 6-3
  Change the column headers to: Load, Max Dex Bonus, Check Penalty,
  Speed, Sprint
  P. 105: TABLE 6-4
  Bump the “Str” headers over one column so it reads “Str 10 Heavy Load,
  Str 15 Heavy Load,” etc.
  P. 106: HERO POINTS
  Add the word “completely” before the word “ignore” 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, Jump, Move
  Silently, and Ride checks. Reduce his base movement speed by 10 feet.
  P. 112: 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. Weapons that a character has paid
  for with power points are assumed to be tough enough to withstand the
  character’s full Strength, and provide their normal damage bonus.”
  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.”
  P. 118 CONSTRUCT CHARACTERS
  Change the beginning of the second paragraph to read:
  Construct characters generally have Immunity super-feats to represent
  their artificial nature. At a cost of 20 power points, a standard construct
  has all the Immunities listed on pages 51–52, including Energy (cold and
  heat). If you wish to give the construct fewer Immunities, reduce the 20-
  point cost by 2 points for each Immunity the construct 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’s
  power level.”
  P. 131: DAMAGE REDUCTION
  Change the text under this header to read as follows:
  Instead of reducing damage bonus, Protection and similar powers like
  Force Field provide damage reduction, reducing the amount of damage
  inflicted. Multiply the Protection rank by two and reduce the damage
  inflicted by each attack on the character by this amount. If the damage is
  
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
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  reduced to 0 or fewer hit points, it has no effect on the character. So a
  hero with Protection +11 ignores the first 22 points of damage from each
  attack, and attacks of three or fewer dice don’t affect the character at all,
  except on a critical hit.
  Amazing Save (Damage), Super-Constitution, and other bonuses to
  Damage save do not provide damage reduction. Instead, they increase
  the character’s hit points, adding a number of hit points equal to the
  power’s rank per power level. So a level 10 hero with Super-Constitution
  +6 and Amazing Save (Damage) +4 has an additional 100 hit points
  (6x10 + 4x10 = 100).
  P. 139: 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.”
  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 second sentence.
  P. 152: TABLE 9-3
  Please delete this table and replace with the the chart reproduced on
  page 6 of this erratta. This chart may be cut out and pasted over the
  exisiting chart in the Mutants & Masterminds rulebook.
  P. 154: SUPPORTING CAST
  Under Police Detective, change the Alertness feat to Talented (Listen
  and Spot).
  P. 155: SUPPORTING CAST
  Under Police Officer, change the Alertness feat to Talented (Listen and Spot).
  P. 163: THE FIGHT
  Under Teamwork delete the third sentence. Change the beginning of
  the fourth sentence to: “Captain Thunder may...”
  P. 166: CAPTAIN THUNDER STAT BLOCK
  Add the extra Energy Blast to his Energy Control (electricity) power.
  Change his Animation extra to a power stunt. 
  P. 168: SIREN STAT BLOCK
  Change Elemental Blast to an extra of Element Control (water). Remove
  Profession (psychologist) from her skill listing, but note that her mortal
  form (Cassandra Vale) possesses this skill.
  P. 172-177: SAMPLE VILLAINS
  See the Revised Sample Villains file for updates.
  Green Ronin Publishing
  PO Box 1723
  Renton, WA 98057-1723
  www.greenronin.com
  Super Unicorn a design studio
  12819 SE 38th St. #319
  Bellevue, WA 98006-1395
  www.superunicorn.com
  Mutants & Masterminds is ©2002 Green Ronin Publishing. Reference to other copyrighted
  material in no way constitutes a challenge to the respective copyright holders of that material.
  Mutants & Masterminds, Freedom City, and Green Ronin are Trademarks of Green Ronin Publishing.
  
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  PAGE 6
  E.006.00
  TABLE 9-3: RANDOM EVENTS
  d20 Roll
  Event Type
  1–4
  Random crime
  5–8
  Organized crime
  9–11
  Terrorism
  12–15
  Disaster
  16–18
  Personal trouble
  19–20
  Crisis!
  d20 Roll
  Random Crime
  1–2
  Assassination
  3–4
  Murder
  5–6
  Kidnapping
  7–8
  Theft
  9–10
  Mugging or Robbery
  11–12
  Arson
  13–14
  Vandalism
  15–16
  Reckless endangerment
  17–18
  Car chase (involving police)
  19–20
  Shootout (involving police)
  d20 Roll
  Organized Crime
  1–2
  Mob hit or assassination
  3–4
  Protection racket
  5–6
  Kidnapping
  7–8
  Smuggling
  9–10
  Drug trafficking
  11–12
  Extortion
  13–14
  Political corruption
  15–16
  Hijacking
  17–18
  Arms dealing
  19–20
  Turf war between rival gangs
  d20 Roll
  Terrorism
  1–6
  Organized crime front (roll on Organized Crime table)
  7–10
  Bombing
  11–14
  Hostage situation
  15–16
  Political assassination
  17–18
  Political overthrow
  19–20
  Weapon of mass destruction (nuclear, chemical, 
  or biological)
  d20 Roll 
  Disaster
  1–2
  Earthquake
  3–4
  Fire
  5–6
  Tornado
  7–8
  Hurricane
  9–10
  Tsunami/flood
  11–12
  Plague
  13–14
  Traffic or shipping accident
  15–16
  Building or bridge collapse
  17–18
  Chemical spill
  19–20
  Nuclear meltdown or accident
  d20 Roll
  Personal Trouble
  1–3
  Job or financial problems
  4–6
  Relationship or romantic problems
  7–9
  Hero’s secret identity is threatened
  10–12
  Hero is vilified in the press
  13–15
  Villain strikes at a hero (directly or indirectly)
  16–18
  Hero is framed/set up/mistaken for a villain
  19–20
  Hero’s powers mysterious fade, change, or go 
  out of control
  d20 Roll
  Crisis!
  1–3
  Supervillain attempts to conquer the world
  4–6
  Invasion! (from space, the inner earth, another 
  dimension, etc.)
  7–8
  Earth becomes a front in an alien or 
  extradimensional war
  9–11
  Cosmic disaster (asteroid collision, solar flare, 
  worldwide disaster, etc.)
  12–14
  Monster rampages through the city
  15–16
  Massive breakout or attack of supervillains
  17–18
  Item of cosmic power falls into the wrong hands
  19–20
  Threat to the space-time continuum
  OUTLINING THE PLOT
  Once you have an idea for a threat in mind, give some thought to
  how that threat will manifest itself. Outline a series of events that
  will take place. This will give you the overall plot of your adventure, a
  sort of roadmap that you can follow while you’re running the game
  to know what is likely to happen next.
  For example, you decide that the threat in your adventure involves
  the crew of an alien ship stranded on Earth. Unable to speak any
  Earth languages and mistrustful of humans, the aliens must acquire
  some advanced technology to repair their ship. They begin to track
  down and steal the things that they need, using their own advanced
  technology and alien powers to overcome security and the conven-
  tional authorities. After they’ve made four thefts, they make the
  repairs to their ship and leave for home, smugly satisfied that
  humanity was no match for them.
  Now, that’s what would happen if the heroes weren’t around. Odds
  are that the players aren’t going to just allow the aliens to get away
  with their crimes. Perhaps the heroes are called in after the first rob-
  bery to begin an investigation, or maybe they are called in during
  the first robbery, giving them a chance to encounter the aliens and
  learn something about them (and probably fight them). The heroes
  then can begin investigating, trying to piece together who the aliens
  are, what they want, and what they’ll probably do next. They might
  figure things out and set up a trap at one of the potential targets.
  They might try to track the aliens back to their hidden ship, or cap-
  ture one of them for interrogation. The aliens may come back for a
  captured crewmember, and so forth. Exactly how things end up
  depends on what the players choose to do.
  
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