Errata for the Enforcers™ System

Enforcers™ Game Manual:

Page 12:
• Weight: You may purchase Weight with Creation Points at the rate of 25 pounds for each CP spent. Please strike the line about exchanging ADX for Weight.

Page 15:
• Table 2; The CP cost for Animal Powers should read 1².

Page 17:
• Animal Powers: Change Weaknesses must be taken that add up to the amount of creation points paid for this power. to Weaknesses must be taken that add up to the number of Creation Points spent on powers taken. Under Avian, the +CM should be Speed Increase. Finally, the Creation Point cost is 1 not a variable.

Page 18:
• Armor: There are no ADX modifications for Armor.
• Cellular Regeneration: The Energy Cost per Use for this power should be 0.

Page 19:
• Combat Bonus: Receives a bonus of 8% for each Creation Point spent on it.
• Darkness Control: Creation Point cost is 5.
• Defense Bonus: Receives a bonus of 8% for each Creation Point spent on it.

Page 20:
• Dimension Door: should read ... INT times 4 plus ...

Page 21:
• Energy Vampire: The damage modifier from physical attacks only affects physical impact attacks. An Energy Vampire will take normal damage from such attacks as Chemical Weaponry or Laser Power. Also, Energy Vampires and Lycanthropes will affect each other.
• Entanglement: should read ... usually 6 points ...
• Flight: Space flight speed should be STR × CON × ADX in miles per hour.

Page 24:
• Invisibility: The 50% defensive bonus only applies to attacks that require the attacker to see the defender. Mental powers, powers that affect an area, or random attacks (such as fumbles) are not affected by the Invisibility defense.

Page 26:
• Magic: Energy Vampire and Lycanthropic Immunity should be in the list of powers which may not be taken as spells. The reference to heightened defense should read Defense Bonus. When non-damage spells are used (such as Darkness Control), a save means that the spell has no effect unless the description specifically states otherwise.
• Magnatism: The maximum number of individual objects that may be picked up and manipulated is also limited to 1 object per point of INT. This means that if multiple objects are to be picked up, their total weight cannot exceed your Carrying Capacity for the power, and the number of objects may not exceed you INT.

Page 29:
• Speed Increase: Creation Point cost is 2.

Page 30:
• Telekinesis: The maximum number of individual objects that may be picked up and manipulated is also limited to 1 object per point of INT. This means that if multiple objects are to be picked up, their total weight cannot exceed your Carrying Capacity for the power, and the number of objects may not exceed you INT.

Page 30/31:
• Teleportation: Creation Point cost is 9.

Page 50:
• III.B Initiative: The reference to Heightened Reflexes should be Super Reflexes.

Page 56:
• Evasion: Should read ... deducts 2 × his current energy ...

Page 58:
• Special Attack Rules: A Special does not require 2 to-hit rolls. A Special requires a single to-hit roll with an additional -25% modifier. Also, Multi-Attack Specials are possibe! Each Multi is -25%. (Example: a 3× Multi-Special would be at -75% to-hit.)

Page 62:
• Fatigue: It is normal and proper for a 'regular' person who becomes fatigued to also pass-out and fall down! A 'regular' person for this purpose would typically be 10 Total Creation Points (TCPs) or less.
• Critical Hit Rules: The Critical/Fumble rules are optional. A roll of 01 is not an automatic Critical Hit.
• Table 11: The columns headings should be:
Location, Front, Side, Back, and Above.

Page 64:
• Fumble Rules: The Critical/Fumble raules are optional. A roll of 00 is not an automatic Fumble.

Page 66:
• Head: END appears twice and should be CON
• III.P ENERGY:
Recovery of Energy Points: Energy Points will regenerate at the following rates:
 ›  1 point every 2 minutes while sleeping (30/hour).
 ›  1 point every 10 minutes while resting (6/hour).
 ›  1 point every 20 minutes during 'normal' activity (3/hour).
Resting would be sedintary activities such as reading, sitting in the park, or talking with your friends. Normal activities would include walking to work, driving in the country, eating dinner, or playing chess. You will not recover any energy if you are expending any! Example: You are Non-Detectable sitting on a park bench waiting for a suspect, you will not regenerate any energy during the period of time that the Non-Detection is up.

Spending Energy Points; When and How: Energy Points are spent when the power is initiated. If the Energy Cost per Use (EC/U) of the power is X points per hour, you will spend all of the X points at the beginning of the hour. If the power is turned off before the hour is up, you do not get any 'excess' energy back! Once a duration power is initiated, you are considered to be spending power for the entire duration of the power. If you turn the power off, the energy is spent, but you are no longer considered to be spending energy. Magic spells must also be paid for in full when cast, but you are not considered to be spending energy unless the spell requires maintenance energy to be spent.

Page 81:
• V.J Available Creation Points; What & Why:
Available Creation Points (ACPs) have several uses:
 ›  They increase your chance to hit (To Hit Bonus) by 4% for each one you have.
 ›  They increase your Magic Saving Throw by 1% for each one you have.
 ›  They increase your Defense Bonus by 4% for each one you have.
 ›  They are the Damage # for your spells if you are a Magic User.
 ›  They let you know if you can buy that new power or ability you want yet. Whenever you have ACPs, you may spend them on powers, skills, statistics, spells, or simply keep them for their commbined offensive and defensive pluses.

Your Total Creation Points, or TCPs, are based on the total Experience you have accumulated (see Table 18). Your ACPs are the difference between your TCPs and the CPs (Creation Points) that you have already spent in building and improving your character. Remember that spending CPs from your ACP pool will reduce your ACPs and necessitate the adjusting of the various statistics affected by ACPs. The supplied spreadsheet files will handle this for you automatically, along with all of the other statistic related calculations, as long as you record what you do accurately.

Page 86:
• Q.: Death Level. This is the gap between guaranteed unconsciousness and actual death. If you exceed your Hit Points you will fall over. However, if you do not exceed your Death Level, you will eventually heal up enough to regain consciousness.

Death Level = (CON* × ENG) + Hit Points

Page 87:
• E. 1.: References to accuracy bonus should be To Hit Bonus. The To Hit Bonus for ACPs is 4% per. ACPs add 4% each to your Defense Bonus. You do not need to calculate the difference between the attackers and defenders ACPs.

Back to the main page.