Freedom’s Most Wanted Errata
This is errata for the pdf version of the book. The vast majority of this appears to be fixed in the published book; however, the pdf has never been updated. I have tried to bold errors that I believe are still in the published book, though this is likely to be incorrect and/or incomplete as I only have the pdf.
Steve has said “Generally, authors are encouraged to use the core rules whenever and as much as possible, unless they need an option that is only available in Ultimate Power.”
In some cases, authors are using a power only found in Ultimate Power (and not the core book) that is just a renamed version of a simple core book power (e.g., Universal Translator instead of Comprehend Languages 4). In these cases, you could make Freedom’s Most Wanted more compatible with the core book by simply replacing these powers with their core book equivalents. I have tried to point out these cases. Changing PLs and the Villain Appendix:
A bunch of villains need their PL adjusted. One thing to remember is that the villain appendix on pg 122 has the villains indexed by their PL, so this should be updated to reflect the changed PLs as well. As indicated by comments on the published book, this has not happened.
Pg 9: Bear Knuckle has +10 attack and 20 Unarmed damage. He also has the Rage 4 feat. Assuming this meant to have the extra Rage ranks applied to increasing the bonuses of Rage, that would be +10 Strength more (which counts against PL limits). This would give him effectively +10 attack and 25 Unarmed damage for PL purposes, which would make him PL 18.
As he is listed as PL 10 I assume he wasn’t meant to be this powerful and not just his PL but also his stats are in error. I’d recommend reducing his base strength from 30 to 18, and making Rage the (+4 Strength… 20 rounds) variety. This leaves him as a PL 13 character (Attack +10, max damage with Rage 16).
His Toughness is also wrong. He has +4 from Constitution and +6 from Protection, but is listed at +14 Toughness (with a * that is not explained). He has spent 20 pp on saves, which looking at his ability scores and other saves means that the writer has tried to spend 4 pp to directly boost his Toughness save. However, you cannot buy up Toughness saves directly, so this is incorrect.
If he had Protection 10 (Impervious 6) rather than Protection 6 (Impervious), that would leave him with a +14 Toughness save (add 4 pp spent to powers, lower 4 pp spent on saves). His +8 Defense/+14 Toughness would be PL 11, not PL 10 as he’s listed, though his offensive capabilities are currently much higher than PL 11.His Knockback is incorrect for his (incorrectly) listed +14 Toughness save. It is listed as -20, but a +14 Toughness save would be -6 for 6 Impervious Toughness, -4 for 8 non-Impervious Toughness= -10.
Pg 10, Fly Boy: Toughness save should be +3 from Constitution, yet it is listed at +11. He has spent 27 pp on saves, which looking at his ability scores and other saves means that the writer has tried to spent 8 pp to directly boost his Toughness save. However, you cannot buy up Toughness saves directly, so this is incorrect. You could fix this by giving him Protection 8 (add 8 pp spent to powers, lower 8 pp spent on saves).His Knockback is incorrect for his (incorrectly) listed +11 Toughness save. It is listed as -9. It should be -5 based on 11 points of non-Impervious Toughness.
It says “Climb +8 (17)”, which should be 8 (+17)
Acrobatics, Escape Artist, and Stealth skill bonuses are calculated as if his Dex modifier was +9, but it’s actually +10.
His listed PL is 10, but his +17 Reflex save places him at PL 12. If his Toughness save bonus of +11 was correct (it isn’t, see above), that plus his Defense of +10 requires him to be at least PL 11. His Defense bonus is listed at +10, but in accord with Freedom City’s method of writing stats it should be noted that this is +4 flat-footed (since he has 2 ranks of Dodge Focus).
Has Corrosion 8 (Ranged), which calculations show he’s paid 24 pp for. This isn’t correct: as the core book states, a Ranged version of Corrosion is Disintegrate, since it’s built on Strike linked to Drain, and should cost 4 pp/rank. So this should be Disintegration 8 instead of Corrosion 8 and his powers cost (and overall cost) should go up by 8 pp.
Pg 11, Heavyweight: His Density power is listed as granting Protection 4, but in fact it grants Protection 4 (Impervious).
His Knockback should be -10 from 10 Impervious Toughness, -2 from 4 non-Impervious Toughness, -2 from Immovable, -4 from Size= -18. It is listed as -14.
Steve’s answer to me viewtopic.php?t=26553
indicates that you shouldn’t count the Attack penalty from size even indirectly on grapple checks. Going by this ruling Heavyweight’s Grapple modifier should be +25, not +24.
My calculation indicates that his Heavy Load should be 11.2 tons, not the 10.8 tons listed (49 effective Strength for lifting).
Pg 11, TKO: His powers are listed as “Invisibility 4, Mind Shield 10, Telekinesis 8 (Damaging; Touch Range) for a total cost of 42 pp. From this, one can back out that Invisibility costs 16 pp. However, this is certainly wrong, as Invisibility comes in 2 varieties, either 4 pp or 8 pp. I believe this was intended to represent Concealment 4 (All Visual), or perhaps Invisibility 2 (all visual senses), which is how the 8 pp version of Invisibility is annotated in Freedom City.
His cost of powers and total pp cost should be reduced accordingly.
His +9 Will save and Mind Shield 10 put him at an effective +19 Will save, over his PL limits as a PL 10 character—either his PL needs to be increased (to 14), or something has to be reduced here.
He has Uncanny Dodge 2 as feats, but no sense types are listed (Freedom City lists sense types for characters’ Uncanny Dodge feat, for example).
His Toughness save is +10, but as listed it should only be +2 from Constitution. He has spent 32 pp on saves, which looking at his ability scores and other saves means that the writer has tried to spend 8 pp to directly boost his Toughness save. However, you cannot buy up Toughness saves directly, so this is incorrect. Even with a +10 Toughness save (which isn’t correct, see above), his Knockback is calculated incorrectly as -8. It would be -5 for 10 points of non-Impervious Toughness.
Pg 13, Doctor Zero: His stat block lists Defense +9 (+2 flat-footed). However, his Defense should be +3 flat-footed, as he has 5 ranks of base defense and your dodge bonus from X ranks of base Defense is X/2, rounded down.
Pg 13, King Cole: His flat-footed Defense Bonus has the exact same problem as Doctor Zero’s, above.
Pg 15, Magnifico the Magician: His stat block lists: Defense +7 (+1 flat-footed), Knockback –2 (–1 flat-footed).
However, his Defense should be +2 flat-footed, as he has 3 ranks of base defense and your dodge bonus from X ranks of base Defense is X/2, rounded down. Also, his Knockback should be -3 (-1 flat-footed), as his Toughness save counting Defensive Roll is +6.
Pg 16, Tom Cyprus: Knockback modifier should be -15: -7 from 7 points of Impervious Toughness save, -4 from 8 points of non-Impervious Toughness save, -4 from Size= -15. It is listed as -11.
Pg 20, Bres the Beautiful:
His ability scores list 34 pp spent, but he’s actually spent 35 pp. Wisdom could be lowered from 17 to 16 and this would make the points add up.
Breakdown of points spent on saves looks like: 4 Fortitude, 4 Reflex, 9 Will= 17 total. However, the total pp spent on saves is listed as 19 pp, which is incorrect.
Grapple should be +11: +7 base attack, +4 Strength. It is listed at +12.
Pg 22, Dr. Noman: Ability scores should cost 14 pp, not the 12 pp listed. Total pp cost should go up accordingly.
Under skills, it says Intimidate “+6 (+6).” This should just be “6 (+6)”.
Pg 23, Ivan Korcek: His Undercover Vest is correctly listed as +3 Toughness save (in accordance with the core book’s equipment item). However, his Toughness save is calculated as +7 with the vest and +3 without; it should be +6 with the vest and +3 without.
Pg 24, Will Larue: His stats include an undercover shirt, but in his combat stats below it’s incorrectly listed as Toughness +1 (+3 with undercover vest).
Abilities should cost 34 pp, not 30 pp. Total pp cost should go up accordingly.
Pg 24, Matthew Sorenson: Abilities should cost 38 pp, not 36 pp. Total pp cost should go up accordingly.
Notice is based on Wisdom, so it should be 12 (+16). It is 12 (+13) as listed.
Uncanny Dodge has no sense type listed.
If Defensive Roll is presented as in Freedom City, due to his Defensive Roll feats he should have a * (and a note about his flat-footed Toughness save) due to his Defensive Roll 2 feats.
His Knockback is listed at -1. If you want to do this as if he had the undercover shirt on, then it should be -3 (-2 flat-footed) (this is how I’d do it). If you want to do this as if he didn’t have the undercover shirt on, then it should be -2 (-1 flat-footed). Either way, the listed -1 figure is incorrect.
His stats include an undercover shirt, but in his combat stats below it’s incorrectly listed as Toughness +4 (+6 with undercover vest).
Pg 25, The Hollow Men: PL should be 5: Attack +4, Light Pistol for 3 damage, and Sneak Attack +2 damage. It is listed as PL 4.
Abilities should cost 18 pp, not the 16 pp listed. Overall pp cost should be changed accordingly.
Climb is listed at 8 (+10), but since Climb is based on Strength, this should be 8 (+9). Escape Artist is listed at 4 (+5), but this should be 4 (+6).
Uncanny Dodge has no sense type listed.
Their stats include an undercover shirt, but in his combat stats below it’s incorrectly listed as Toughness +1 (+3 with undercover vest).
Pg 26, Doctor Twilight: Abilities should cost 45 pp, rather than the 54 pp listed, since Doctor Twilight has effectively paid -10 pp for his nonexistent Constitution score (that’s the main error, plus the stat block was off by 1 even without it). Overall pp cost should be changed accordingly.
Pg 27, Virago: Abilities should cost 42 pp, rather than the 50 pp listed, since Virago has effectively paid -10 pp for her nonexistent Constitution score (that’s the main error, plus the stat block was off by 2 even without it). Overall pp cost should be changed accordingly.
Pg 28, Mistral: Abilities should cost 22 pp, rather than the 50 pp listed, since Mistral has effectively paid -10 pp for her nonexistent Constitution score (that’s the main error, plus the stat block was off by 2 even without it). Overall pp cost should be changed accordingly.
Combat stats says: Damage +6 (melee), +10 (sneak attack). However, as she has Sneak Attack 2, it only adds +3 damage when applicable, so this should be +9 (sneak attack). Technically the term is “Surprise Attack” (the Sneak Attack feat gives you extra damage when you make a surprise attack). As Sneak Attack counts against PL limits, her +10 attack and +9 damage should make her PL 10, rather than PL 9.
Her Suffocate power has the Affects Corporeal extra. This is not necessary, as she only has Insubstantial 2 and Affects Corporeal is only required for Insubstantial 4. (Side note: Ultimate Power mentions otherwise in one place, but Steve has said that this is a mistake and should receive errata: see viewtopic.php?t=20528
Pg 28, Nocturne: Abilities should cost 20 pp, rather than the 28 pp listed, since Nocturne has effectively paid -10 pp for his nonexistent Constitution score (that’s the main error, plus the stat block was off by 2 even without it). Overall pp cost should be changed accordingly.
Knowledge (arcane lore) is listed as 1 (+5), but this should be 1 (+4).
Grapple should be +16: +8 melee attack, +6 Strength bonus, +2 Super-Strength= +16. It is listed at +14.
Pg 29, Talon: Abilities should cost 23 pp, rather than the 32 pp listed, since Talon has effectively paid -10 pp for his nonexistent Constitution score (that’s the main error, plus the stat block was off by 1 even without it). Overall pp cost should be changed accordingly.
Grapple should be +22: +12 melee attack, +8 Strength, +2 Super-Strength. It is listed as +20.
Search is listed as 6 (+8). However, as Search is based on Int, this should be 6 (+7). Stealth is listed as 11 (+14); this should be 11 (+15).
Due to Defense +14 and Toughness +7, he should be PL 11, not PL 10 as listed.
Pg 31, Headmistress: Grapple bonus should be +14 due to Grappling Finesse: +10 melee attack, +4 Dexterity.
Her feats are not in alphabetical order. In particular, at the very end of the listing it says “Sneak Attack, Diehard, Equipment 3, Fascinate (Bluff), Favored Opponent 2 (men), Taunt.” Those feats in the middle are out of alphabetical order.
Her stat block says: “Create Object 4 (shadow constructs; Distracting; Alternate Powers: Darkness Control 4”
There should be a close parentheses after Darkness Control so you know that’s where the array ends. At the moment, there’s an open parentheses but not close parentheses.
Pg 32, Count Zero: Abilities should cost 30 pp, rather than the 40 pp listed, since Zero has effectively paid -10 pp for his nonexistent Constitution score. Overall pp cost should be changed accordingly.
Has the Speed of Thought feat from the Mastermind’s Manual, which lets you add Intelligence bonus to initiative instead of Dexterity. This feat does not appear in the core book, but it would be easy to include what it does in the feats section. For example, “Speed of Thought (use Int for initiative)”.
Pg 32, Dwarfstar: Ability scores should cost 20 pp, not the 17 pp listed. Total cost should be increased accordingly.
His stats include “Blast 6 (Linked to Shrinking)”. This isn’t a correct use of the Linked extra. Linked powers must have the same range (modify their ranges so they match). Linked is meant for a Blast + Dazzle effect, not to represent a Blast that you can only use while shrunk. The latter might be a 1 pp Drawback on Blast (can’t use unless shrunk), but it’s definitely not what Linked was meant for.
His Attack bonus with Blast is listed as +8. However, since he can only use Blast with Shrinking and has Attack Specialization 3 (Blast), his attack bonus with it should be +12: +2 base attack, +4 from size D, +6 from Attack Specialization.
Clearly Dwarfstar is built using Ultimate Power Shrinking rather than core rules Shrinking, as he has the Compression and Normal Toughness extras that are only found in Ultimate Power. In particular, Compression would be absolutely mystifying to anyone who didn’t have UP to know that it’s simply Density linked to Shrinking (with Density at the same rank as Shrinking). This should be spelled out explicitly to make it easier to understand; instead of having the Compression extra, you can simply add a Density 12 power linked to Shrinking.
His Strength score while shrunk is calculated incorrectly: as Density grants +2 Strength per rank, 12 ranks of Density from Compression is +24 Strength, which would be 42 Strength (for a +16 damage modifier).
Note that Steve has said (here, viewtopic.php?t=14890
, among other places) that temporary Shrinking/Growth benefits shouldn’t count against PL. With that in mind, Dwarfstar’s PL would still be correct at PL 9 with Strength calculated correctly as 42: +16 damage (the linked Density should count against PL limits), and +2 base attack, with the +4 bonus to hit from being small sized not counting against his PL limits.
His Defense while flat-footed should be +2 normally and +6 while Shrunk, as he has 3 ranks of base defense and 3 ranks of Dodge Focus.
His Knockback while shrunk is listed as -[?]. This should be -8. I got this as follows: -6 from 6 Impervious Toughness (from 12 ranks of Density from Compression), -4 from 4 ranks of Immovable from Density, -1 from 2 points of non-Impervious Toughness, +3 for being size Diminutive= -8.
Note: As the core book states, you “Add 1 [to Knockback] for each size category smaller than Medium (a Small character adds 1, for example)”.
Steve’s answer to me viewtopic.php?t=26553
indicates that you shouldn’t count the Attack penalties/bonuses from size even indirectly on grapple checks. So Dwarfstar’s grapple bonus while shrunk should be +10. Breakdown: +2 base attack, +16 Strength [see note above about error in his calculated Str score], -12 from being size Diminutive, +4 Super-Strength from Density= +10. It is incorrectly listed as +5.
Pg 33, Hellhound: He is listed as having Hellfire Aura 4. Energy Aura in UP is just Strike (Extra: Sustained (+2), Aura (+1)) but there’s no specific “Energy Aura” power in the core book. For someone who doesn’t own Ultimate Power, the specification listed will be confusing. This should probably be built as Strike 4 (Sustained, Aura) (Hellfire), so that you don’t need UP to see what’s going on.
He also has Hypnosis 6 [Continuous, Perception Area [Hearing], Touch Range; Mind Blank, Subtle]. Hypnosis is only found in Ultimate Power and is Sustained, Sense-Dependent (Hearing) Mind Control. It would be just as easy to write Mind Control 6 [Continuous, Perception Area [Hearing], Touch Range; Mind Blank, Subtle] and give it a descriptor of (Hypnosis).
Perception Area includes the Sense-Dependent flaw if a power didn’t already have it (and just costs a different amount in that case), so these constructions are equivalent.
His description says that he can “twist minds and hearts with a glance.” As his Mind Control is Sense-Dependent (Hearing), this should probably reference his voice, not his glance (or alternately, the power should be changed so that it’s dependent on Vision).
Pg 34, Lethal Lolita: Powers are listed as costing 1730 pp. That’s a lot of pp! It’s hard for me to see what these powers were actually supposed to cost.
Counting everything but the base of the array brings me to 10 pp. The array itself is unclear: assuming Penetrating on the base of the array is meant to apply to both Strength and Strike (which is why it might be good to note it as Penetrating 9 so this is clear), then this brings the base power to 13 pp (total cost of powers to 23 pp). This syncs with the Flurry Attack and Whirlwind Attack being built on 13 pp (with the extra applied to Strength and Strike); it should probably be noted if you want to apply the Autofire/Area extras to Strength and Strike as well.
The Whirlwind Attack should likely be specified as a Targeted Area (an option for Areas only in UP) rather than a General Area (how areas are handled by default in the core book), since it makes more sense to roll to hit with a flurry of knives rather than having a Reflex save for half effect.
Her Counterstrike Stance is Strike 4 [counterstrike stance; Aura; Mighty]). However, Aura has to be applied to a Sustained effect per the errata to the core book/most recent printing, and going by the rules on applying Mighty to extras on Strength, this would mean that she’d need 3 pp per point of Strength she wanted to add to the damage of the Aura. Even at Strike 4 [Aura, Sustained] would cost too many pp, as that alone is 16 pp, which is higher than the 13 pp I’ve calculated for the base effect.
Perhaps change this to Strike 3 [counterstrike stance; Sustained; Aura; Mighty], where it is hopefully understood that the Mighty power feat only lets her apply her Strength damage to Strike attacks where she’s rolling an attack roll, not all of the instances where the Aura might activate (if an opponent hit her with an unarmed attack for example).
She’s listed as having Leap 1. The power’s name is technically Leaping.
Pg 34, Shadowbox: Medicine skill is listed at 2 (+6), but since Medicine is based on Wisdom, not Int, this should be 2 (+3).
Snare AP is Snare 5 [shadow bind; Perception], but since the base power is 12 pp and Snare (Perception) is 3 pp/rank, this should only be at rank 4.
Her powers listing says: ESP 4 [shadow scry; sound, hearing, and sight]. Sound + Hearing is redundant.
Pg 35, Stompzilla: Abilities should cost 15 pp. Density 5 provides +10 Str, Growth 5 provies +10 Str and +5 Con. The build has “double-charged him” and that’s why it comes up with 40 pp. Overall cost should be lowered accordingly.
Density 5 provides +2 Toughness (Impervious). So his total Toughness save should be +15, not +13 as listed. This raises his PL to 10.
His Knockback should be -16. Breakdown: -7 from 7 Impervious Toughness, -4 from 8 non-Impervious Toughness, -4 from Size L, -1 from Immovable from Density= -16. It is listed at -17.
He has Attack Focus 4 (Melee), but is listed as having Melee Attack only 3 higher than Ranged Attack. I can’t divine what his stats were meant to be as the number of pp he’s spent on Combat, 8, is clearly too low to fit his stats in either circumstance (he has 3 ranks of base defense and at least 4 ranks of base attack to get the listed stats, given his Growth penalties).
His Grapple is wrong, regardless of the above. Assuming he’s meant to have +6 melee attack counting size penalties (and should be reduced to Attack Focus 3 above), this would break down as: +7 melee attack (not counting size penalties), +10 Strength, +4 Size, +5 Super-Strength (from Super-Str 4 and Density)= +26. It is listed at +30, which is too high.
Intimidate should be 8 (+11), due to the bonus from Large size.
He is listed as having Leap 2; technically this should be Leaping 2.
His Regeneration 8 is not enough to account for his listed recovery rates. In particular, he’s spent 2 pp on Bruised, 2 on Injured, 2 on Staggered, and 4 on Disabled, which should be Regeneration 10 (cost of powers and overall cost should go up accordingly).
Pg 36, La Bola: She has +11 ranged attack and has a Bola with Snare 10. This makes her PL 11, rather than the PL 10 listed.
Under her combat stats, it says Damage +8 (Blast). As she has two Blast powers, this should probably be clarified to read (Area Blast) rather than just Blast (her non-Area Blast deals 6 damage).
Her stat block lists Defense +11 (+3 flat-footed). However, her Defense should be +4 flat-footed, as she has 7 ranks of base defense and your dodge bonus from X ranks of base Defense is X/2, rounded down.
Pg 36, The Firebug: Is listed as having spent 4 pp on saves, but has only spent 1 pp on each of Fort/Reflex/Will, so saves should cost 3 pp instead of 4 pp. Overall cost should be lowered accordingly.
Pg 37, Looking Glass: Has Device 15 (mirror gadgets, easy to lose)
Laser-Mirror Gun: Blast 8 (heat; Penetrating; Accurate 2)
Holographic Mirrors: Confusion 10 (funhouse mirror images), Illusion 10 (visual, 50 ft. radius; Progression 3)
Reflecting Pane: Deflect 8 (energy attacks; Reflection)
By my calculations, Laser Mirror Gun is 26 pp, Holographic Mirror is 43 pp (20 pp for Confusion [technically this power is named ‘Confuse’] since it costs 2 pp/rank by errata/most recent core book printing, 23 pp for Illusion since Visual counts as 2 sense types), 16 pp for Reflecting Pane. That adds up to 85 pp, which means this should be Device 17 instead of Device 15. PP spent on powers (and on the character as a whole) should each go up by 6 pp as well.
Pg 39, The Mad Maple: Is listed as Defense +11 (+3 flat footed). However, his Defense should be +4 flat-footed, as he has 7 ranks of base defense and your dodge bonus from X ranks of base Defense is X/2, rounded down.
Is listed as having spent 4 pp on saves, but should only have spent 3 pp—1 pp each on Fort/Ref/Will.
Pg 39, The Weather Mistress: Her Favored Environment 2 (Aerial) feats mean that she could hit +16 Defense and +6 Toughness, making her PL 11 rather than her listed PL 10.
If Favored Environment is used on offense it gets her up to +10 attack and her highest rank attack power to use with this is Snare 10, so this fits in her PL limits at PL 10.
Pg 43, Adamant: Adamant has Regeneration which includes (staggered/no action). However, since he doesn’t have a Constitution score, he doesn’t suffer nonlethal damage conditions at all (see pg 32, M&M). So it makes no sense for him to have regeneration to a damage condition he can never receive. Removing this lowers his Regeneration from 34 ranks to 28 ranks.
By “includes Density”, the stat block could mean that a listed bonus in parentheses takes into account the bonus from Density as well. That’s consistent with Immovable 4 (+20 bonus, includes Density; Unstoppable), as if this was 4 ranks of Immovable counting Density, it would be a +16 bonus.
However, “includes Density” could also mean that the number of ranks in the power listed takes into account ranks in said power from Density. That is consistent with Super Strength 10 (heavy load: 7,680 tons; includes Density). If the number of Super-Strength ranks here doesn’t count the 1 rank in Super-Strength from Density, then his total lifting is too low by a factor of two (should be about 15,000 tons) and his Grapple modifier is one point too low (should be +37).
You’ll have to decide what was meant by “includes Density” here, as there is an error somewhere depending on how this is interpreted.
Knockback modifier should be -13 from 13 Impervious Toughness (counting density), -2 from 5 points of non-Impervious Toughness, -5 from 5 ranks of Immovable [if it’s actually 5 ranks, see above] = -20. It is listed at -35.
Pg 44, Alien-Gator: Steve’s answer to me viewtopic.php?t=26553
indicates that you shouldn’t count the Attack penalties/bonuses from size even indirectly on grapple checks. So Gator should have a +19 Grapple check. Breakdown: +8 melee attack not counting size penalties, +7 Str, +4 size L= 19.
Knockback should be -8. Breakdown: -2 from 2 Impervious Toughness, -2 from 5 non-Impervious Toughness, -4 from size L= -8. It’s listed at -4.
Pg 47, Alpha Centurion: Abilities should cost 95 pp, not the 92 pp listed. Total cost should be increased accordingly.
His +30 Toughness save and +10 Defense would make him PL 20. As the regular Centurion in Freedom City has +20 Toughness (50 Con and Impervious Toughness 10), it looks to me like this build was incorrectly written to have Protection 10 (Impervious) rather than Impervious Toughness 10. Update: Steve has confirmed this was supposed to be Impervious Toughness 10.
His Toughness save should be lowered to +20 accordingly, and cost of powers (and thus overall character pp cost) should decrease by 10. Total cost should be 229 pp (counting what is mentioned above)
As written, his Knockback is also incorrect; were he to have Impervious Toughness 10 rather than Protection 10 (Impervious), his Knockback would be correct as written.
Pg 49, Balor: His Knockback should be -11. Breakdown: -8 from 8 Impervious Protection, -3 from 6 non-Impervious Toughness. It’s listed at -15.
His Defense is listed as Defense +10 (+3 flat-footed). However, since he has Dodge Focus 2 and 8 ranks of base defense, his flat-footed Defense should be +4.
His Climb skills is listed as 4 (+17). However, increases in Strength from the Growth power do not add to your Climb or Swim checks. So this should be 4 (+14) instead.
His Abilities should cost 45 pp: the author seems to have forgotten that Growth 3 adds +3 Constitution in addition to +6 Strength, which is why his Abilities cost is listed at 48 pp.
Pg 52, Beast of Kilimanjaro:
Strength for lifting is effectively 111 (56 + 45 from Enhanced Strength, +10 from Huge size). This corresponds to a Heavy Load of approximately 60,000 tons by my calculations, not 24 tons as listed in the stat block!
Steve’s answer to me viewtopic.php?t=26553
indicates that you shouldn’t count the Attack penalty from size even indirectly on grapple checks. So the Beast’s Grapple modifier should be +49, not +47.
Pg 53, Black Anubis: His skills include: Language [need language listing].
His Initiative bonus is +5, but his Dex modifier is +2 and he has no other abilities that add to initiative. So his Initiative should be +2.
Black Anubis has +5 melee attack and +10 ranged attack. However, he has no ranks in Attack Focus (Ranged), which is inconsistent with his listed stats. He either needs 5 ranks in Attack Focus (Ranged) to justify his existing stats, or you can buy 5 more ranks of base attack and change his melee attack to +10 (and grapple to +14).
If we assume that he should have his listed +10 Ranged attack bonus, his Attack bonus with his Disintegrate power should be +14, as he has two ranks of Attack Specialization (Disintegrate), not +16 as is listed.
With said +14 attack bonus, then Black Anubis should be PL 11; +14 attack and 8 damage/save DC from Disintegrate. He has no traits that come close to his listed PL 13.
Normative issue (not errata): Black Anubis’s defenses are far too weak. In particular, his +5 Toughness save and +7 Defense leave him at a pathetic PL 6 defensively. +5 Fortitude is rather low as well. It seems highly unlikely he’s intended to have a total glass jaw given his description, so his defenses should be quite a bit better.
Personally, I’d recommend adding Protection 7 (adjusting Knockback to -6) and +3 ranks of base defense (so his Defense is +10 (+5 flat-footed)). Then I’d also add 3 points to his Fortitude save directly. This makes him PL 11 for Defense/Toughness.
Pg 55, Blackbird: Sense Motive is based on Wisdom, so it should be 12 (+13).
He has Uncanny Dodge 2 as feats, but no sense types are listed (Freedom City lists sense types for characters’ Uncanny Dodge feat, for example).
His Toughness save is +12, but as listed it should only be +10 from +4 Constitution and +6 Protection. He has spent 32 pp on saves, which looking at his ability scores and other saves means that the writer has tried to spend 8 pp to directly boost his Toughness save. However, you cannot buy up Toughness saves directly, so this is incorrect. Indeed, it appears that the writer forgot about his Protection from his Flight suit when adding 8 points directly spent on Toughness save to 4 Con for +12 Toughness.
Has Attractive 3 as feats, which since Attractive counts against skill bonus and he has 12 ranks in Bluff, would bring him up to 24 effective ranks of Bluff, for a corresponding PL of 19. In general Steve advocates being lax with the “skill rank” as opposed to “ability rank” nature of Attractive, but this seems excessive. He should probably have only one rank in Attractive, which means even under the letter of the rules he’d only be stretching PL skill caps by 1 for a PL 10 character.
His Blackbird Gauntlets appear to be unfinished: Blackbird Gauntlets: Blast 7 (blades), Snare 6 (net; [Type?] Area), Strike 8 (here?)
A minor issue: His Helmet is listed as having “Mental Shield 7”, but the name of the power is actually “Mind Shield.”
The entries on learning about Blackbird seem off: the entry under DC 10 doesn't sound like something that should be that easy to find out/know and the entry under DC 20 sounds like something that should be common knowledge.
Pg 57, Blackthorn: Abilities should cost 16 pp, rather than the 26 pp listed, since he has effectively paid -10 pp for his nonexistent Constitution score. Overall pp cost should be changed accordingly.
One of the alternate powers in his main array is:
Summon Elementals 12 [broad type]). Under the language of the Summon power, a “general type” is a +1 extra (elementals is listed here) and a “broad type” is a +2 extra. The way this power is constructed (if it had a +2 extra it would be over the 40 pp of the base power) and the example of elementals makes me think this should read “General Type” instead of “broad type”.
Another power in his main array is Plant Control 10 [Perception Range, Shapeable Area]. Plant Control normally defaults to a Burst Area, so Shapeable Area would be a +0 modifier on a normal Plant Control power. However, that this power is built at rank 10 makes me believe the author didn’t realize this, as with the power costing 4 pp/rank a rank 10 power would consume all of the available pp, while at 3 pp/rank it could be at rank 12 without going over his existing PL limits (since he’s PL 12). So I think this should probably be changed to Plant Control 12.
Pg 59, Cerberus: His Defense is listed as: Defense +7 (+4 flat-footed, includes size). However, due to his -1 Size penalty to Defense Cerberus has purchased 8 ranks of base defense to get a +7 bonus including size. That means 4 points of his defense bonus are a dodge bonus, so his Defense should be +7 (+3 flat-footed, includes size).
Pg 60, Coda: His Medicine skill is listed at 2 (+5). However, Medicine is based on Wisdom, so this should be 2 (+3).
His Stealth suit has Concealment 5 [all visual, all auditory]. However, All Visual takes 4 ranks and All Auditory takes 2 ranks, so this should require 6 ranks of Concealment, not 5. As his Stealth suit is currently built on 25 pp, this means his Stealth Suit will have to become a rank 6 device to accommodate the 2 extra pp, which will raise his cost of powers and character pp cost by 4 each.
His Combat line includes: Attack +8 (melee), +8 (ranged), +9 (sonic blaster), +12 (boosted sonic blaster). This is incorrect. In particular his Accurate 2 power feats on his Blast mean that it should say +12 (sonic blaster). It doesn’t matter whether it’s Boosted or not; the author seems to have confused the Blaster’s attack and damage here. Regardless of whether his Boost is letting him “break PL limits” or not, his listed PL from +12 attack and 9 damage with the Blaster (un-boosted) puts him at PL 11, not PL 10 as he’s listed.
His Boost power is Boost Sonic Powers 10 [“Overcharger;” Independent]. However, Boost has an Instant duration while Independent is a modifier applied to a Sustained power. Independent makes no sense here and should be removed; the Boost will still remain active (and fades over time according to Boost’s existing rules text) if you switch to a different alternate power for the Blaster without needing Independent.
Pg 63, Conqueror Worm: He is listed at PL 8, but he should be listed at PL 7, as 12 skill ranks in Knowledge [Streetwise] are his highest PL limited traits and would make him PL 7.
His Toughness is listed as “2/–2”. That should be “+2/-2”.
Pg 65, Daddy o Long Legs: The writer has tried to spend 11 pp to boost his Toughness save directly. However, you cannot buy up Toughness saves directly.
Despite being listed at PL 8, his combat stats (Attack/Damage) and Defense/Toughness are way higher than PL 8. He’s PL 10 on offense from +8 attack/11 damage and if you give him a +16 Toughness save (not counting the error above), he’d be PL 12 on defense. Also, having 14 ranks in his skills places him at least at PL 9.
Pg 68, Doc Holiday: His Toughness save is listed as +7/1*. It should be +7/+3*, as he has +3 from Con and +4 from Defensive Roll.
Pg 70, Dr. Mayhem: Knockback should be -7 from 14 points of non-Impervious Toughness. It is currently listed at -6.
Grapple bonus with the armor on should be +21: +10 base attack, +11 Strength. It is listed at +22.
He is listed at PL 11, but his 18 ranks in Disable Device would place him at PL 13. Other than that, he’s a legit PL 11.
Pg 72, Fear Master: His Toughness save is listed as +7/1*. It should be +7/+2*, as he has +2 from Con and +5 from Defensive Roll.
His combat line includes “blade)Defense +10 (+2 flat-footed)”
1) His flat-footed Defense should be +3, as he has 5 ranks of base defense, and your Dodge Bonus is your ranks in base defense/2, rounded down.
2) There should be a comma and a space between blade) and Defense.
His main array includes: Fatigue 4 [Perception Range, Will Save]. Fatigue has a Fortitude save by default, which means that Alternate Save (Will) is a +0 extra, so this power costs 4 pp/rank and can be at rank 5 given that the base effect is 20 pp. It looks like the author assumed that this power was 5 pp/rank which is why it’s only Fatigue 4 instead of Fatigue 5. The exact same issue arises for Nauseate 4 [Perception Range, Will Save] and Stun 4 [Perception Range, Will Save].
Another power in his main array is: Illusion 5 [all senses, Free Action; Limited to fear images, Phantasms; Selective]. By free action I presume it means Sustained (only requires a free action to maintain). This was listed incorrectly at one point in the core book, but future printings have changed/errata’d it (changing the action required to maintain a power means changing the Duration, not the Action).
If this was meant to be Action—Free Action that would both make less sense and as a +2 extra, that would cause this illusion power’s total cost to be 5 pp/rank, meaning that it would have to be at rank 4.
Pg 74, Glacier:
Glacier has Protection as an Alternate Power in an array. Going by the core book, this is not legal, as Pg 108 states that “Permanent powers cannot have Alternate Power feats, nor can they be Alternate Powers (since they can’t be turned on and off).” Ultimate Power removes this restriction on Permanent powers as APs; however, this hasn’t been errata’d to the core book. As there doesn’t seem to be a pressing need to ignore the core book here, this should be changed.
As a normative matter, giving Glacier Protection in his main attack array is problematic, as he’ll have a major glass jaw while the array is on any other setting. A redesign might want to take this into account and simply place his Protection power outside his main attack array, which would solve the ‘Permanent power as an AP” issue as well.
Glacier is listed as PL 11, but his +13 Toughness save and +10 Defense alone should make him PL 12. In fact, Favored Environment 3 lets him get up to +13 Defense (with +13 Toughness), which means he should technically be PL 13 to reflect this.
Pg 77, Goanna: His Toughness save is listed at +12 but his +4 Constitution and Protection 6 only add up to +10. The author has tried to spend pp directly to buy up his Toughness save; he’s spent 13 pp on saves, only 11 pp of which are accounted for in Fort/Reflex/Will.
Consequently, his Knockback is wrong given his listed stats, as it should be -16 instead of -17. However, you cannot buy Toughness saves directly. Personally, I’d probably increase Protection (Impervious) from rank 6 to rank 8, adding 4 pp to his cost of powers and leaving him with a -18 Knockback modifier and the correct +12 Toughness save.
He’s listed with Handle Animal 8 (+10). As Handle Animal is based on Cha, this should be 8 (+9) instead.
He’s listed with Search 8 (+10). As Search is based on Int, this should be 8 (+13) instead.
He’s listed with Regeneration 30 (recovery bonus +9; rates: bruised/unconscious as a standard action, injured/staggered as a standard action, disabled every 5 minutes; Regrowth). However, he doesn’t need 30 ranks in Regeneration for these effects: he’s got 9 pp Recovery bonus, 2 pp Bruised, 2 pp Unconscious, 5 pp Injured, 5 pp Staggered, 4 pp Disabled—Regrowth is a power feat so it doesn’t affect the number of ranks you buy in Regeneration. So this should say Regeneration 27…
Pg 79, King Cole: You can’t get any points back for taking Power Loss on his Super-Senses 1 (Danger Sense) power, since it only cost 1 pp to begin so if you got 1 pp back for Power Loss then you’d be getting a sometimes-active Danger Sense power for free!
So his Drawback should only be worth -2 points, even if it includes a Power Loss for his Super Senses power as it does now.
Pg 83, Lenore: Her Defense Bonus is listed as Defense +9 (+2 flat-footed), but she has 5 ranks of base defense, so this should be Defense +9 (+3 flat-footed).
She has a +9 melee attack bonus, 6 damage unarmed normally, and Sneak Attack. That places her at PL 9 offensively, so she should be PL 9 rather than the PL 8 that is listed.
Pg 85, Luna Moth: Her Pheromone Capsules are Device 7. Looking at this, it seems like Device 6 would suffice. Her Emotion Control 10 power should cost 3 pp/rank: 2 base, with three +1 extras (Cloud Area, Contagious, Selective Attack), one +0 extra (Fort Save) and two -1 flaws (Ranged, Scent-Dependent). So it should be 30 pp overall, which corresponds to Device 6. This reduces pp spent on powers to 42 pp and total pp spent to 155 pp.
A minor point: her Toughness save is written as +5/1*. I’d probably add a plus sign so this is written as +5/+1*, which is how Freedom City did it.
Pg 88, Madame Zero: Medicine is listed as 10 (+16). However, Medicine is based on Wisdom, so this should be 10 (+14).
A minor point: Inventor is listed in her feats before Improved Critical, but this is out of alphabetical order.
Pg 90, The Magician: His Toughness save is listed at +4 but he only has +1 Constitution contributing to it. The author has tried to spend pp directly to buy up his Toughness save; he’s spent 11 pp on saves, only 8 pp of which are accounted for in Fort/Reflex/Will.
His Defense is listed as Defense +7 (+3 flat-footed), but as he has 7 ranks of base defense, this should be Defense +7 (+4 flat-footed).
He is listed as PL 7, but his Hypno-Wheel is Confuse 12. I’ll assume that he is/should be using Confuse as the 2 pp/rank Perception Range version in the core rules—in this case it would place him at PL 12. Since the Hypno-Wheel has Confuse 12, this should cost 24 pp but as Device 3 it only has 15 pp available.
A solution that leaves him PL 7 and doesn’t have problems with changing the rank of the Device: make this Confuse 7, which fits for his PL 7 and costs 14 of the 15 pp available to the Device.
Pg 92, Negator: His Force Field has no rank listed. It should be Force Field 9 (Impervious), given his Toughness save.
His Knockback is calculated incorrectly as -14 (-2 without Force Field). In fact, it should be -11 (-2 without Force Field). Breakdown: with the Force Field his Knockback is -9 from 9 points of Impervious Toughness, -2 from 5 points of non-Impervious Toughness save.
Pg 93, Nero: His Immunity power is Immunity 11 (fire damage and hot environments). However, Immunity to Fire Damage is only a 5 pp immunity (Immunity to all fire effects would be a 10 pp Immunity), so as written this should read Immunity 6… His cost of powers and total pp cost should be reduced accordingly.
His Distract feat needs a skill (Bluff or Intimidate) listed with it.
Pg 95, Recall: His Grapple bonus should be +14: +11 from melee attack bonus, +3 from Strength. It is incorrectly listed as +11.
Pg 98, Red Death: Her flat-footed Toughness save bonus should be +5: +2 from Constitution, +3 from his Armored Jumpsuit. It is incorrectly listed as +4. Her regular Toughness save bonus of +9 is correct.
A minor point: Power Attack is not in alphabetical order in her feats section. It should be before Quick Draw.
Pg 100, Sandstone: Grapple modifier in Stone Form should be +30, not +28 as is listed. Breakdown: +12 Attack, +12 Strength bonus, +6 Super-Strength.
Sandstone’s Alternate Forms are Dynamic Alternate Powers of each other. The author seems to think that this allows Sandstone to mix and match powers from them at will—see the sentence on the bottom left side of page 101, “The GM should make good use of the Dynamic quality of Sandstone’s Alternate Forms, mixing and match-ing the different effects.”
However, using the Dynamic Feature of Sandstone’s array would be a logistical nightmare and wouldn’t be a very effective use of her array points: see Steve’s answer here: viewtopic.php?t=21850
about how having multiple powers in a single Dynamic array works. In particular, Sandstone would have to assign at least one rank to every power in a particular Alternate Form in order to assign any points to it at all. That’s going to make mixing and matching hard from a pp standpoint and particularly difficult for actually calculating Sandstone’s stats while doing this.
Potential solutions? You can leave everything as is; if people think that you can mix and match as you please between different powers in a Dynamic Array with multiple powers in a slot, then this will work out. Or you can delete the bolded sentence above I’ve pointed out and/or remove the Dynamic feature from Sandstone’s array of the two Alternate Forms.
Pg 103, Scrounge: Grapple bonus should be +9: +7 base attack +2 Strength. It is listed incorrectly as +11.
Defense is listed as Defense +7 (+3 flat-footed). He has 7 ranks of base defense, so this should be Defense +7 (+4 flat-footed).
Knockback should be -3, not -4 as is listed, since he has 7 points of non-Impervious Toughness save bonus and Knockback modifier is one half this, round down. Also, you may want to add (-1 flat-footed) for situations when he loses Defensive Roll.
Pg 104, Silver Hyena: Toughness save bonus is listed as +8/+3 “if denied Dex bonus.”
Two problems: First, the correct way to put this is “if denied Dodge Bonus”, as Dex doesn’t add to Defense, so there’s no Dex bonus to lose.
Second, he has +6 from Constitution and +2 from Defensive Roll, so this ought to be +6 when denied Dodge bonus.
His Uncanny Dodge feat has no sense type listed—update: Steve says it should be scent.
Technically, his PL should be 12, not the PL 11 listed, since Rage and Sneak Attack both count against PL limits for damage, which means that he’s got +10 attack and 13 damage, which requires him to be PL 12.
Pg 104, Sidney M’Genda: As he has 12 ranks in Medicine, his PL should be 7 to reflect this. He is listed as PL 2.
Pg 107: Sky Lord: One of Skylord’s Devices is: Device 3 (Sky Harness, hard to lose) Sky Harness: Force Field 10, Teleport 5
However, Teleport costs 2 pp/rank, so this needs to be Device 4, not Device 3. His total cost of powers should go up to 28 pp, and his overall pp cost should go up accordingly.
Sky Lord has Teamwork 5, but the Teamwork feat explicitly states that it’s limited to 3 ranks.
His Defense/Toughness and Skills each place him at PL 11. He has no traits that would place him at PL 12. So he should be listed as PL 11, not PL 12.
His Knockback modifier should be -5, for 10 points of Toughness bonus that isn’t Impervious (it is incorrectly listed at -10). In his stat block, it lists his damage as +10 (ranged); this should be +10 (blast) instead.
Pg 109, Syzygy: Has 4 limbs in the picture, but doesn’t have the additional limbs power. These seem at odds.
Has Concentration 12 (+18) listed. However, Concentration is based on Wisdom, so this should be 12 (+16).
His Grapple bonus is listed at +27. I’m assuming that this is for his 4D form, which is the only one with a grapple bonus potentially this high. However, this is incorrect for his 4D form: it should be +33. Breakdown: +12 attack, +15 Strength, +6 Super-Strength= 33.
He has the Universal Translator power from Ultimate Power, which isn’t in the core book. However, this is just Comprehend Languages 4, so it would be easier to understand for people without UP if it was listed as such.
Pg 111, Talona: Her Defense is listed as Defense +12. However, she has 2 ranks of Dodge Focus, so this should say Defense +12 (+5 flat-footed) to account for this.
Her Grapple is listed as +17. This should be +15: +11 attack, +4 Strength. It looks like this was done on the assumption that Favored Environment would be active boosting her attack bonus; but as Favored Environment can be used to boost Defense as well and is not always active, +15 is the more appropriate figure.
Technically her PL should be 12, as Favored Environment 2 (+2 attack) and Rage (+2 damage) each count against her offensive PL caps and she’s PL 10 on offense normally. She is listed as PL 11.
Pg 114, Tick Toc Dock:
He has Perform (singing) 4 (+10) listed as a skill. However, as Perform is based on Cha, this should be 4 (+8).
Knowledge (physical sciences) 16 (+24)—should be 16 (+23).
Knowledge (technology) 16 (+24)—should be 16 (+23)
Notice 4 (+5)—should be 4 (+10)
Craft (chemical) +12 (+19)—delete the first plus, so this just reads “12 (+19)”
He has Skill Mastery (Craft, Disable Device). I assume Craft is meant as shorthand for all of the Craft skills that he has ranks in. However, since he has ranks in 4 different Craft skills, this shorthand wouldn’t technically be correct as he’s taken skill mastery once and applied it to 5 skills. An easy fix: change this to Skill Mastery 2, in which case he’s just not applying Skill Mastery to all of the (8) skills that he could.
Pg 115, Counter Clock Culture Member:
Ability scores are listed as costing 16 pp, but actually cost 17 pp. An easy fix: lower Cha from 13 to 12.
Knockback should be -2 with the Undercover Vest, or -1 without. This is incorrectly listed as -0. Personally, I’d just list -2 (counting the undercover vest) here.
Pg 116, At the third to last line (right side), it says: “challenged Spartan King 5to single combat”. This should be just “to”
Pg 117, Bear and Wildflower:
Feats are not listed in alphabetical order: Accurate Attack, Eidetic Memory and Luck need to be moved.
Toughness should be +9: +4 Con and +5 from Protection 5. It is listed incorrectly at +10.
PL should be PL 8. It is listed incorrectly at PL 10 (Attack/Damage and Defense/Toughness are both at a PL 8 limit, with the correction above).
Knockback should be -4. It is listed incorrectly at -3.
Pg 117, Immortal: Acrobatics is listed as 3 (+12); it should be 3 (+7). Swim is listed as 4 (+6); it should be 4 (+10).
His feats should be put in alphabetical order; they’re not in alphabetical order at the moment.
His equipment sword is listed as +3 damage, but a Sword (from the equipment chapter, M&M) critical on a 19-20. So this should say “+3 damage (crit 19-20)” instead of just “+3 damage”.
Pg 118, Trawler: Nothing. I don’t spot a single mistake. Who did this build, anyway? [checks back of the book] Well, that makes sense.
Pg 120, Alistair Usher: One typo: it says “Minions 7 (5o thugs”. This should be “50 thugs”
He is listed at PL 8, but this is incorrect—he should be PL 7. His highest PL limited traits are his attack with the Assault Rifle/damage, which is 8 attack/5 damage, and his +7 Defense/+6 Toughness, both at PL 7.