Post Instant Superheroes Errata here

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Post Instant Superheroes Errata here

Post by Der Schatten » Sun Feb 11, 2007 12:08 pm

Well, first off, the Weather Controller Archetype is layed out goofy. The notes section overlaps the totals numbers, page 77.
Last edited by Der Schatten on Sun Feb 11, 2007 2:06 pm, edited 2 times in total.
Yes, superheroes should be played like paladins in capes.

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Post by calonnau » Sun Feb 11, 2007 12:43 pm

Battlesuit and Paragon's total lifting capacity is laid out wrongly. It should be a lot more than 45 tons.

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Post by Der Schatten » Sun Feb 11, 2007 1:13 pm

Swashbuckler archetype, page 65. Under skills Ride is listed, but under the customization, adding Ride is an option.
Yes, superheroes should be played like paladins in capes.

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Post by Der Schatten » Sun Feb 11, 2007 2:19 pm

Paragon, page 47. The note for the enhanced abilities is missing.
Yes, superheroes should be played like paladins in capes.

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Constructs and Extra Effort

Post by chatty » Sun Feb 11, 2007 2:54 pm

Page 11 states that because the Android has no Con, it cannot use Extra Effort. The FAQ states that Constructs can.
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Post by HappyDaze » Sun Feb 11, 2007 4:29 pm

Example of further limitations on Shapeshift implies that a hero capable of Shapeshifting into mammals only cannot fly - and then lists the 'bat' as the second sample form.

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Post by Der Schatten » Mon Feb 12, 2007 1:46 am

Page 51, Psionic. Most Powerful Mind customization box. "Free up points for additional traits by placing making stand-alone powers." Should read, "Free up points for additional traits by making stand-alone powers."
Yes, superheroes should be played like paladins in capes.

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Post by DSumner » Mon Feb 12, 2007 3:01 am

I'm guessing these little boo boo's will be corrected by the time this hits print, correct?
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Post by HappyDaze » Mon Feb 12, 2007 5:41 am

If so, then I hope we can download an updated pdf around that time too.

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Post by Bretbo » Wed Feb 21, 2007 2:23 pm

A few items that aren't in alphabetical order:

Revenant (p. 18 ): Feats - Fearless
Duality (p. 20): Feats- Distract (Bluff)
Cryosuit (p. 12: Feats - Defensive Attack
Alien Star Captain (p. 38 ): Skills - Pilot

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Post by Monolith » Sun Apr 01, 2007 6:56 am

The Magnetism Master has Magnetic Control 18 but because it's a perception power I think it should be limited to PL.

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Post by Paragon » Sun Apr 01, 2007 11:44 am

Monolith wrote:The Magnetism Master has Magnetic Control 18 but because it's a perception power I think it should be limited to PL.
Its based on TK/Move Objects, which does not force a saving throw, and as such is not PL capped at all.
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Post by Monolith » Mon Apr 02, 2007 8:31 am

Paragon wrote:
Monolith wrote:The Magnetism Master has Magnetic Control 18 but because it's a perception power I think it should be limited to PL.
Its based on TK/Move Objects, which does not force a saving throw, and as such is not PL capped at all.
Thanks again. I didn't realize a grapple check wasn't considered a save.

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Post by Setothes » Tue May 08, 2007 5:43 am

p. 78, Amphibian is mispelled.

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Post by Squad of Helper Monkeys » Mon Jun 11, 2007 7:29 pm

The Speedster breaks the PL caps. The Speedster is PL 10, has a Ref save of +13, a Defense bonus of +15, and and a Toughness save bonus of +5

An alternate of his/her Super-Speed is Spinning at power rank 9. Spinning confers a Toughness save bonus equal to the power rank, but the Speedster's Toughness is already at max (after trade-off). Spinning also confers a bonus to saves against Snare, but Snare's default save is Ref, which the Speedster already has at 2 less than max.

The Speedster should have an alternate power other than Spinning.

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