It's starting to become clear that there's a lot in the starter kit that's either vague or just plain wrong. I'm starting a thread listing as many of these things as possible, in hopes that this will become a stickied reference.
I'm not including typoes and other errors that don't change the meaning, only things that are missing or incorrect.
Please feel free to reply with anything additional you find, and I'll add them to this post.
Errata
- Some hero abilities listed as "I" ("Inherent") are mis-labeled. Usually, if it involves the player making a roll, it should be an Action or a Reaction. Specific abilities we know are wrong:
- Absolute Zero's Modular realignment should be a Reaction
- Bunker's BUDDABUDDABUDDABUDDA should be an Action
- The "gameplay example" on page 2 has Legacy taking damage equal to the Min die as a minor twist. While the GM is of course free to do this, it's a poor example, since the default minor twist is to lose health equal to the Max die. (The difference between "takes damage" and "loses health" is also relevant--in this case, Legacy's Fortitude would have reduced "damage taken" but not "health lost.") https://greaterthangames.com/comment/183576#comment-183576
- Page 16 suggests that "the scene" takes turns. This isn't correct. The environment takes a turn (even if no environment is described), and the scene tracker advances on the environment's turn. https://greaterthangames.com/comment/183523#comment-183523
- Minions created as a threat by the environment act on the environment's turn, the round after they were created. https://greaterthangames.com/comment/183523#comment-183523
Clarifications
- Unless otherwise explicitly stated, Actions always use three dice (Power, Quality, Status). Reactions and Out abilities always use one die (specified in the ability).
- When new minions enter a fight, if there's an existing group of that type of minion, they join the group and act when they do. If there aren't any existing minions of that type, they form a new group and go for the first time in the next round. (Minions created by the environment are an exception, see errata above.) https://greaterthangames.com/comment/182808#comment-182808
- When you cause a twist, you choose the twist first and then roll. No rolling first and then choosing a twist that's weaker based on your roll! https://greaterthangames.com/comment/183208#comment-183208
- Whoever creates a bonus or penalty chooses when that bonus or penalty is to be applied, before the roll. This should be appropriate to what the penalty or bonus was supposed to be, although the GM should interpret this generously (e.g. if Wraith was suffering from "I dropped all my knives -2," that wouldn't do anything to her doing detective work). https://greaterthangames.com/comment/186384#comment-186384
- Bonuses and penalties apply to an "effect die," after min/mid/max is determined. Most actions have only one effect die, but abilities that cause more than one separate effect have multiple effect dice, and each mod applies to only one (again, determined before rolling). For instance, if Tachyon wants to deal lots of damage with a Hypersonic Assault, she can declare before the roll to add a bonus she has to the damage effect of that ability (i.e. whichever the min die ends up being). https://greaterthangames.com/comment/186384#comment-186384
- If an ability says that a thing happens sometimes, that's in addition to what happens normally. E.g. Bunker's Grenade Launcher always attacks up to 3 targets but also damages Bunker or causes a twist on doubles. https://greaterthangames.com/comment/184938#comment-184938