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Heroes Unlimited, 2nd Edition Errata


Later printings of the book will contain the following clarifications and missing items:

 

Mutants

PAGE 158: Mutants/experiments with psionic powers start off with a base ISP of their M.E. attribute times 2, plus the roll of one 8-sided die. They gain 10 ISP per experience level.

The Psychic Hero

PAGE 190: the base I.S.P. sections for the Master Psionic and the Latent Psionic are all screwed up (editors have been appropriately tortured).

The Natural or Master Psionic should read as follows:

The Master Psychic's base I.S.P. is his Mental Endurance (M.E.) attribute number x2, plus the roll of 2D6x10 (not 2D4x10 as listed). The total is the character's starting level of raw mental power.

The Latent Psionic should read as follows:

The Latent Psychic's base I.S.P. is his Mental Endurance (M.E.) attribute number x2, plus the roll of 1D4x10. The total is the character's starting level of raw mental power.

The Achilles' Heel for Mega-Heroes

PAGE 183: 11-20 Vulnerability to Magic should also include a penalty of 1D4+1 to save vs. magic of all kind (spells, circles, potions, etc.).

Random Heroes with Psionic & Super Abilities

PAGE 226: Players who use the random table: The Number & Category of Super Abilities, can roll up superbeings who have both a super ability and psionic powers (86-00). Such characters are considered to be Latent Psychics, and must spend I.S.P. to use their psionic ability(s).

Since they also possess one or more super abilities, the character does not gain new psionic abilities like the normal Latent Psychic (unless the G.M. thinks it is okay, and allows it, but be careful not to imbalance the game). However, I.S.P. does increase at a rate of 1D6+1 I.S.P. per each level of experience, starting with level one. Base (starting) I.S.P. is the M.E. number, plus the roll of 1D6x10.

Minor Super Ability: Clock Manipulation

PAGE 229: the following was omitted from the description:

Range: touch and close distances only (6ft).
Duration: as long as the character is concentrating on the desired action

Super Ability: Manipulate Kinetic Energy

PAGE 235: damage corrections:

Large Axes: (battle, chopping types) damage should be 3D6 (not 2D6).
Throwing Axes: damage should be 2D4 (not 1D6).
Bola: damage should be 2D4 (not 1D6).
Discus, Metal: damage should be 2D6 (not 1D6).
Discus, Metal with Blade Edges: damage should be 3D6 (not 2D6).
Throwing Sticks: have a range of 120 ft (36.6 m)

Recovery of S.D.C. for Alter Physical Structure Powers

PAGES 240 - 251: The extra S.D.C. provided by any of the Alter Physical Structure abilities recovers much more quickly than normal S.D.C.; roughly 4D6 S.D.C. points per every 10 minutes! This impressive rate of recovery applies only to those special S.D.C. gained from the altered state (metal, rock, ice, etc.). Ordinary physical S.D.C. and Hit Points recover at the normal rate for humans.

Super Ability: Alter Physical Structure: Fire

PAGE 243: omissions from #7. Other Abilities & Bonuses:

  • Fiery Aura adds 50 to S.D.C. while in the fire form.
  • Maximum altitude for characters who can fly when transformed in to flame is 2000 feet (610 m).

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