Unofficial Aberrant Erratta
p???: The mega-attributes are listed as having a maximum of Quantum
trait, minus one. It is unclear what the -1 refers to.
The maximum for meta-attributes is (Quantum+1).
p125: The example lists a cost of 8 experience points for raising
Firearms ability from 2 to 3 (the only example of experience
spending). This should be 4 experience points.
p147: Under "Dying for Power", it says that by taking 1 point of
lethal damage the Nova can gain 2 quantum points. This seems
unwise since lethal damage can be healed for only 1 quantum
point using Regeneration or Healing. This should probably be
considered aggravated damage, or simply disallow Regeneration
and Healing of it.
p161: Under "Adaptability" it first says the character "can survive
indefinitely in conditions as hostile as Death Valley,
Antartica, or outer space". It then says that in "particularly
hostile environments (the vacuum of space, ...) the character
might need to spend a quantum point per scene, or even turn
of exposure".
p161: Under "Regeneration" it says that "Regeneration does not heal
aggravated damage", which directly contradicts the rules on
aggravated damage on page 254, which say "Healing and
Regeneration powers can heal aggravated damage, but each
level healed costs triple the normal quantum-point cost".
p161: "Resiliency" can be bought up to twice (but no more): once
to double the Mega-Stamina soak bonus, once to double the
regular Stamina bonus.
p163: Under "High-End Electromagnetic Scan", it says that it work
by "spending a quantum point, taking an action and making a
Perception roll", but it does not specify the duration.
Perhaps it only lasts an instant, but it would be nice to
know for sure.
p181: Level Two Quantum powers lists the non-existant power "Growth"
as a separate entry from "Sizemorph (Grow)".
p186: "Boost" lists range as "Touch" which should be "Self". The
ability to affect others with the power is an Extra.
p190: "Disorient" says to reduce the target's dice pools by X dice,
but doesn't say how to handle mega-dice. cf. Immobilize (p204),
which specifies to lose Mega-Dex dots first.
p196: "Entropy Control" lists a dice pool of "Intelligence + Entropy
Control" for the general power, which contradicts the text and
the powers chart. This should be "(variable)+Entropy Control".
p213: "Shape Alteration" lists first a dice pool of Wits + Molecular
Manipulation, but then later in the text says Intelligence +
Molecular Manipulation.
p215: "Psychic Shield" says that it protects against Telepathy, and
that it adds 2 successes to any roll to resist. Telepathy has
no roll to resist.
p218: Under "Quantum Leech", it says that the nova must "touch the
victim (standard contest of Dexterity if the touch is
resisted)". While not really a contradiction, this standard
is different than the general rules for "touch" range powers
on p179, which say that "the nova must make a roll (using the
power's dice pool) to touch the victim".
p219: Quantum Regeneration lists an "extra" which doubles the
effectiveness of the power, for less than double the cost.
p219: Quantum Vampire is listed as being able to steal "Traits" --
i.e. Willpower, Quantum, or Taint -- but the effects of this
are not explained. If Quantum is lowered, how does this effect
powers with a quantum minimum? If Willpower is lost, how are
temporary Willpower points affected?
p221: "Shapeshift" refers to non-existant "Clinging" and "Life
Support" powers as options for putting points into.
p222: "Sizemorph (Grow)" has x2 height and x2 mass per step, while
"Sizemorph (Shrink)" has x1/2 height and x1/8 mass per step.
While not technically a contradiction, x8 mass is appropriate
for proportional growth.
p223: For "Stun Attack", the capsule "Effect" text says it does
(X) "levels of damage only to daze or knock out target". The
term "levels" is deceptive, since the stun-only effect has no
relation to other types of damage. The mechanic acts directly
against Stamina rather than marking Health levels.
p228: The "Warp" power has a table which translates successes rolled
into distance, but lists Dice Pools as "N/A" and the dice pool
used is never mentioned in the text.
p233: The climbing rules refer to a "Clinging" power which does not
exist in the Powers text. This should refer to "Body
Modification: Adhesive Grip".
p236: The throwing rules say to multiply throwing distance by
auto-successes from Mega-Strength, but it is not clear at
what step to apply the multiplier. If applied last, then
all objects over 10kilograms have the same distance regardless
of how strong you are. If applied first, then someone able to
lift 100 tons still can't throw more than 300kg.
p257: "Radiation" refers to a non-existant "Life Support" power,
which should probably refer to the Mega-Stamina enhancement
"Adaptability". However, the same section lists Mega-Stamina
separately, which confuses things.
p257: Fact check: the description given of outer space is erroneous.
In either man-made vacuum or outer space, asphixiation is the
lethal component, while pressure effects can be crippling.
Temperature and radiation are secondary concerns.
p284: The sample character "Hugo the Bouncer" is listed as having
a quantum power called "Danger Sense" at 3 dots that is not
mentioned anywhere in the rules.
p285: The sample character "Marissa Dunlop" is listed as having an
aberration ("Glowing") while having only Taint 3, which
contradicts the taint rules on p150.
p288: "Invisibility" duration is listed as Maintenance in the power
description, but Concentration in the chart.
p288: Chart lists "Psychic Link" power which is not in the text.
p288: The dice pool for "Strobe" is based on Wits in the power
description, but Dexterity in the chart.
John H. Kim <jhkim@darkshire.org>
Last modified: Fri Mar 3 16:15:35 2000