Champions Errata
From: William W. Arnold 
Subject: champs errata


	No matter how hard you try, a product is never perfect, and the 
Campions hardcover is no exeption. In addition to the typos and misspellings,
there were also some significant errors that sneaked into the book. The
following corrections and clarification should be made to any Campions
hardcover that was printed in the first print run. Later print runs (and the
HERO System Rulebook) already have the corrections incorporated into the text.

Page 19, Skill Chart: The base Roll for Climbing should be 9 + (DEX/5), not
	9 + (STR/5).
Page 19, Skill Chart: The base Roll for Forensic Medicine should be
	9 + (INT/5), not 11.
Page 20, Background Skills List: The Background Skills should also include
	Familiarity and Transport Familiarity.
Page 20, PRE-Based Skills should also include Bureaucratics and Streetwise.
Page 27, Interogation Skill: Delete the last sentence that refers to
	Resistance Skill.
Page 31, Martial Maneuvers Table: The +1 DC line should read :
	"+1 DC (+1/2 DC for Killing Attacks)". This can be purchased
	multiple times.
Page 32-33, Martial Arts Styles: All Martial Grabs should cost 3 points,
	not 4 points.
Page 32, Boxing: Add the maneuver:      "Cross   (Martial Strike - Points)"
Page 33, Savate: Delete the Jab/Cross Maneuver.
Page 38, Stealth: The first line should begin "This DEX-based Skill is the
	ability  to...".
Page 41, Well Connected: Add the following sentence at the end:
	"Well Connected may only be purchased once."
Page 54, fith Paragraph: Add Presence (PRE) to the list of Defenses.
Page 56, Special Powers Chart: Move Life Support from the Standard Power
	Chart to the Special Power Chart.
Page 63, Dispel: In the fourth paragraph, change "aborts" to "uses". A
	character cannot abort to a Dispel.
Page 64, Duplication: Change the reference in the example from "multiforms"
	to "duplicates".
Page 66, Enhanced Senses: In the Sense Groups Chart, add clairsentience to the
	Unusual Senses Sense Group.
Page 67, Detect: Change "Parabolic" to "Telescopic".
Page 75, Life Support: In the first sentence, change "Standard Power" to
	"Special Power".
Page 83, Regeneration: In the cost summary, the minimum cost for Regeneration
	should be 10 Character Points, not 20 points.
Page 84, Stretching: Add the following setence to the end of the first
	paragraph: "A character can double his noncombat stretching for +5
	points."
Page 92, Attack Versus Limited Defense: The Power should be marked with a
	magnifying glass, not a stop sign.
Page 92, Autofire: In the third paragraph, the cost for doubling the maximum
	number of shots should be +1/4, not +1/2.
		In the cost summary, replace the second sentence with:
		"There is an additional +1 Advantage if the Power is not
		applied against normal defenses or if the Power does not
		require a To-hit Roll."
***Page 94, NEW ADVANTAGE: Insert the new advantage Does Knockback.
			DOES KNOCKBACK
	This Advantage enables an attack to do Knockback, even if it normally
	does no Knockback. The attacker should compute the BODY rolled on the
	effect dice (even though the Power does not do body damage), and then
	rool normally for Knockback based on that BODY total.
	  *Does Knockback Multiplier Cost: +1/4.
***Page 97, NEW ADVANTAGE: Insert the new advantage Transdimensional.
			TRANSDIMENSIONAL      ***stop sign***
	This Advantage allows the character to use a Power to affect other
	dimensions. Although normally applied to Clairsentience or Mind Scan,
	Transdimensional can also be used with any Power that is indirect or
	that has been purchased with the Advantage Indirect to the 1/2 or +3/4
	level. For +1/2 (in addition to the cost of the indirect ), the
	charatcer can use the Power on a single, other dimension. For +1/4
	additional Advantage, the character can use the Power on a related
	group of dimensions (the outer planes, the 9 hells, etc) For +1/4
	additional Advantage, the character can use the Power on any
	dimension.
		Transdimensional does not involve any geographical distance; its
	user must still calculate range modifiers normally while in this
	dimension.
	EXAMPLE: Delaxor the Destroyer wants to create an attack that will work
	through all the elemental planes. He purchases a 12d6 Energy Blast with
	the Advantage "Indirect" (for +1/2). He then purchases the Advantage
	"Transdimensional" at the +3/4 level, which means that Delaxor can use
	the attack on a group of related dimensions (the elemental planes). The
	Active Cost is 60 * (1 + 1/2 + 3/4) = 135 points.
		Transdimensional is an extremly potent Advantage. It is 
	intended primarily for sensory Powers, not attacks. GMs should regulate
	its use very carefully.
	  *Transdimensional Multiplier Cost: +1/2 to use Power into a single
	dimension; +1/4 additional Advantage to use Power into related
	group of dimensions; +1/4 additional Advantage to use Power in all
	dimensions.  Power must be indirect, or bought with the Advantage
	Indirect.

Page 115, Fixed Slots: In the first example, sixth line, change 12 Character
	Points to 10 Character Points.
Page 115, Distributing Multipower Points: In the second paragraph, fourth line,
	the minimum cost should be 20 Character Points, not 30 points.
Page 129, Rogue Package Deal: The Hunted should be 11-.
Page 130 Chiron Character Write-up: The Code against Killing should be Strong,
	not moderate.
		The Magic Ring should have a note: "As this is a magic item,
	Chiron had to recieve special permission from the GM before purchasing
	it."
Page 139 Game Scale: At the very end of the section should be a note:
		One Hex = 1"
Page 143, Swimming: Swimming rate can be increased by +1" for +1 Character
	Point. The maximum swimming in heroic campaigns should be 5" not 4".
Page 150, Encumberance Table: The second row should begin 3.3 - 6.4 not
	4.9 - 6.4.
Page 160, Killing Attack: In the second paragraph, change "PD" to "defense".
Page 167, Recovery: At the end of the first paragraph, add the following
	sentence: "Of course, a character's STUN and END cannot be recovered
	above their initial values."
Page 172, Jumping: A character can leap straight upwards 1/2 the distance of
	his horizontal jump, not 1/4.
Page 200-205, STR Mins: The rules for STR Mins are incorrect. The weapons in
	the chart and examples in the text should be adjusted accordinly.
	Page 204, Weapons Limitation Chart: The first line should read:
		"Base STR Min = (Base Points/3)"
		not "Base STR MIN = (Active Points/3)
		The second line is correct.
	Page 205, second columm, First two text paragraphs: The paragraphs
		"The base STR Min is defined for a weapon usingits Base Cost.
	The STR Mins for Autofire weapons are +5 when the weapon is fired
	autofire. Combat Levels and Range Skill Levels ass to the Base Cost.
	All shotguns should be bought with a -5 STR Min. All guns that have a
	stock should be bought with a -5 STR Min. High Tech or science Fiction
	Weapons should be bought with a -5 or -10 STR Min. These totals are
	cumulative. A weapon which is mounted should not buy STR Min.
		This Base STR Min can be modified in combat. A braced weapon is
	-5 STR Min, and a weapon on a biped is an additional -5 STR Min, but
	must be braced. A one-handed weapon fired with 2 hands is -5 STR Min.
Page 211, second column, second paragraph:  Replace the second sentence with:
	"The 3d6 damage rolls 11 STUN and 3 BODY, which causes you no STUN,
	since your Force Field stays up until the end of the segment."
Page 211, second column, fourth paragraph: The numbers in the last sentence
	are wrong. Replace the sentence with: "Your OCV is 9, -2 for
	Offensive Strike, equals 7. You need 11 + 7 - 3 = 15 or less to hit
	him.
Page 211, second column, ninth paragraph: The numbers in the last sentence are
	reversed. Replace the sentence with: "I roll a 10 for Knockback on
	3d6, so (7 - 10 = -3) he doesn't get Knocked back.
Page S23 The Outlook and Seriousness lines became blurred. Replace the Outlook
	section with:
	Outlook: 1 / 2 / 3 / 4 / 5
	  (1) Everything works out - very optimistic; (2) Almost everything
	  works out; (3) Successes balanced by failures; (4) Successes are
	  rare; (5) Almost nothing works out - very pessimistic
	Seriousness: 1 / 2 / 3 / 4 / 5
	  (1) Very light-hearted - campaign plays for laughs; (2) Mostly light-
	  hearted; (3) Seriousness balanced by light-hearted; (4) More serious
	  than light-hearted; (5) Almost entirely serious
Page C3, Seeker: Seeker's Dodge should do no damage.
Page C4, Obsidian: Obsidian's quote should be "Seeker, wait..."
Page C8, Defender: Defender's Presence bought through the OIF also has the 
	limitation Offense Only (-1/2).
Page C9, Solitaire: Solitaire's Force Field should cost 3 END, not 2.
Page C27, Armadillo: Armadillo's Tunneling should cost 3 END not 6.
Page C30, Powerhouse: Powerhouse's Damage Resistance should be 5 PD / 5 ED, and
	should cost 5 Character Points.
Page C54, second column: Change all references from "El Muerto Negro" to "El
	Muerto Obscuro"
Page C57, Stalker: Stalker's PRE Defense should be replaced with "+20 PRE, Only
	to resist PRE Attacks (+1)".
Page C63, Montana: The Entangle should be taken out of the Elemental Control;
	the cost is 30 Character Points.