TEXT: Digging enables a Character to tunnel through an
  assortment of substances.
  The AV/EVs for a Digging
  attempt are equal to the Character’s APs of Power; OV/RV
  are determined according to the following table. The RAPs
  of the Digging Action Check equal the volume of the sub-
  stance removed.
  Icing allows a Character to cover himself with a sheet of
  ice and not incur any damage. The characters APs of icing
  may be added to his RV against physical attacks. The APs
  of Icing may also be added to the Character’s RV against ice
  or cold based attacks.
  Against fire or heat based attacks, such a Character
  suffers a –2 Column shift modifier to his RV. APs of Icing
  may also be substituted for the Character’s EV when mak-
  ing hand-to-hand attacks.
  Neon Knights armor has this power.
  This power allows a Character to summon into exis-
  tence an actual creature of living ice who will follow the
  Character’s instructions for a length of time equal to the
  Character’s APs of Ice Animation. At the end of this time,
  the creature will disperse into ice and water.
  A Character using Ice Animation divides the APs of
  Power into two numbers as desired.
  The first number
  serves as the creatures Dex, Str, and Body while the sec-
  ond number servers as the creature’s Infl, Aura and Spirit
  against Mystical Attacks.
  Ice creatures do not possess
  Mental Attributes and are therefore immune to all Mental
  Attacks.
  This Power allows a Character to move and control vol-
  umes of ice.
  Ice Control does not, however, give the
  Character the ability to generate ice (as does Ice
  Production), only the ability to control and manipulate pre-
  existing ice formations.
  G The ability to hurl ice at a target to cause damage.
  This is treated as a Physical Attack with AV/EVs equal
  to APs of Power and OV/RVs equal to the target’s
  DEX/BODY.
  G The ability to surround oneself with ice formations
  which will provide defense against Physical Attacks
  (APs of Ice Control being added to the Character’s RV).
  G The ability to move volumes of ice. AV/EVs are equal
  to the APs of Power while OV/RVs are equal to the APs
  of the volume of ice to be moved. RAPs equal the dis-
  tance (in APs) which the ice is displaced.
  An Action Check with the AV/EVs equal to the APs of
  Power and OV/RVs equal to the opponent’s  Int/Mind. The
  Character may then implant suggestions as he wishes, up
  to the number of RAPs received on the Check.
  The Character must divide the RAPs earned between
  each of the implanted suggestions as desired. The comple-
  tion of each suggestion is then treated as a separate Action
  Check with the AV/EVs equal to the opponent’s Int/Mind. If
  an Action Check succeeds, the suggestion is carried out by
  the victim.
  A Hypnotism victim will not do anything completely
  against his motivations or beliefs, but a clever Character can
  often get around this restriction. If someone attempted to
  Hypnotize Striker into injuring the President, for example,
  the attempt would fail; but the person could possibly
  Hypnotize Striker into believing that the President was actu-
  Powers
  ICING
  Link: Str
  Physical Power
  Range: Self
  Type: Auto
  Base Cost: 25
  Factor Cost: 6
  ICE ANIMATION
  Link: Aura
  Mystical Power
  Range: Normal
  Type: Auto
  Base Cost: 25
  Factor Cost: 8
  ICE CONTROL
  Link: Int
  Mental Power
  Range: Normal
  Type: Dice
  Base Cost: 5
  Factor Cost: 8
  HYPNOTISM 
  Link: Will
  Mental Power
  Range: Normal
  Type: Dice
  Base Cost: 50
  Factor Cost: 6
  DIGGING
  Link: Str
  Physical Power
  Range: Touch
  Type: Auto
  Base Cost: 5
  Factor Cost: 2
  Substance
  OV/RV of Dig
  Sand
  2
  Dirt
  4
  Rocky Soil
  6
  Soft Rock (Limestone) 
  8
  Hard Rock (Granite) 
  10
  Steel
  12
  Diamond
  15
  Yullarium
  20
  B
  l
  o
  o
  d
   
  o
  f
   
  H
  e
  r
  o
  e
  s
  :
  E
  r
  r
  a
  t
  a
   
  1
  .
  3
  
  ally a villain, probably creating the same result.
  Example: A character  with 10 APs of Hypnotism tries
  to Hypnotize another Character, who has an Int/Mind of 3/2.
  First, the Power user makes an Action Check and receives
  10 RAPs. The user then tries to implant three suggestions,
  allocating 3 RAPs to each of the first two, and 4 RAPs to the
  third.
  The first suggestion is that the victim will a carry a bomb
  (made by the Power user) into the victim’s office; the second
  suggestion is that the victim will activate the bomb and leave
  the office; and the third suggestion is that the victim will for-
  get everything which occurred. Each of these suggestions
  must be resolved as a separate Action Check.
  The Power user first rolls to see if the victim will take the
  bomb into the office (AV/EVs of 3/3, OV/RVs of the 3/2, 1
  RAP necessary for success); the user then rolls to see if the
  victim will activate the bomb and leave the room (Similar
  AV/EVs and OV/RVs); and finally, the user rolls to see if the
  victim will forget everything which occurred (AV/EVs of 4/4,
  OV/RV of 3/2). If the implantation of any of these sugges-
  tions fail, the victim will break the Hypnosis and all the ensu-
  ing suggestions will be obliterated.
  The Diehard Cyborgs are equipped with this capability.
  This Power allows a Character to separate himself into
  two or more complete beings. Each Split being possesses
  the same Attributes, Powers, and Skills as the original char-
  acter.
  A Character can Split a total number of times equal to
  the APs of Power. Rejoining of duplicates is instantaneous
  at the original Character’s will, at which point the Character
  sustains the greatest amount of damage taken by any one
  of the duplicates. Dead duplicates cannot rejoin with the
  original character, additionally, for every duplicate which
  dies, the original Character automatically loses one AP from
  each of his Attributes, Powers, and Skills.
  A Character can only maintain his duplicates for a
  length of time equal to the APs of power minus the current
  number of duplicates. At the end of this time, the duplicates
  will automatically rejoin the original character. The original
  character will lose one AP from each of his Attributes,
  Powers, and Skills for each Duplicate which is prevented
  from rejoining.
  The character will regain these lost AP’s
  once the duplicates rejoin.
  Duplicates created through the Split Power do not pos-
  sess the Split Power themselves.
  A special limitation may be chosen reducing the base
  cost of Split by 50 points. This special imitation states that
  each split possesses the same Attributes, Powers, and
  Skills as the original character’s AP-level, minus one (1) for
  each split. This special limitation ignores the time restric-
  tions placed on the characters splits.
  Dehumanizer has this power.
  Powers:
  Systemic Antidote: 25, Skin Armor: 5, Speak with
  Animals: 5, Telescopic Vision: 5, Sealed Systems: 11
  Skills:
  Acrobatics: 10, Charisma: 10, Martial Artist: 15, Military
  Science: 15, Thief (Stealth): 10, Vehicles: 10, Weaponry: 10 
  Advantages:
  Lightning Reflexes, Iron Nerves, Scholar (Warfare),
  Attractive, Intensive Training, Gadgets (2)
  Disadvantages:
  Serious Irrational Attraction (Melkore Formula), Dark
  Secret, Exile (self) , Serious Rage (When using Melkore
  Device)
  Equipment:
  Melkore Device [R#0, Body: 20, Poison Touch: 30,
  Regeneration: 10, Iron Will: 20, Enchantment: 27, 
  Invulnerability: 10]
  Bonuses:
  -Poison Touch has an area affect when not confined
  within the unit.
  -Enchantment automatically increases all attributes
  by 3AP’s.
  -Melkore device stops aging.
  Limitations:
  -The Device imparts Serious Rage to the user when
  activated.
  -When activated the Melkore device automatically
  gives the user a Serious Irrational Attraction to
  Melkore formula.
  -Invulnerability only prevents death by aging or
  worn out organs.
  FLASH SUIT [R#0, STR: 6 (12), Body: 10, INT: 2,
  WIL: 4, Skin Armor: 5, Air Control: 4, Flight: 40 (9 in
  atmosphere), 
  Gravity 
  Decrease:
  7, 
  Sealed
  Systems: 20, Energy Blasts: 18, Bomb: 20,
  Reflection/Deflection: 19, Mind Blast: 15, Life
  Sense: 15, Recall: 10, Shrinking: 8, Shape Change:
  1]
  Limitations:
  -Flash Suit is suspectible to it’s own bomb power.
  Skin armor is ignored, except for determining con-
  tainment of blast.
  -Reflection Deflection only works on lasers/light.
  -Mind Blast only works on unauthorized users.
  -Shape Change only allows armor to look like a
  common  item, usually a piece of jewelry.
  -The Suit once activated may only be used for 15
  minutes per day.
  Alter Ego: Zax Holland
  SPLIT
  Link: Dex
  Physical Power
  Range: Self
  Type: Auto
  Base Cost: 100
  Factor Cost: 10
  Characters
  Dex:
  10 
  Str:
  6
  Body:
  8
  Int:
  8
  Wil:
  9
  Mind:
  8
  Inf:
  7
  Aura: 7
  Spirit:
  7
  Initiative:
  26
  Hero Points:
  277
  D i s p a t c h
  
  Character Type: Anti-hero
  Motivation: Mercenary
  Wealth: 10
  Credits Page.
  Character Concepts.
  Geoffery C.
  Dickens should be Geoffrey C. Dickens.
  Credits Page. Playtesters should include Tony Alvarez.
  Page 19.
  Item 21 should read, “Within a half hour
  you’ve managed to protect your friends, and defeat the
  villain(s). Just another night out on the town with
  Anarchy Man.
  Page 26. Will Benchmarks. 7-8 APs. Shaman is the
  nick-name the Maulers use for White Eagle.
  Page 28. Influence Benchmarks. 11-12 APs. Shaman
  is the nick-name the Maulers use for White Eagle.
  Page 40. AP PURCHASE CHART clairification.
  The
  Factor Cost of “Other Attributes” is 6. The Factor Cost
  of “Action Attributes” is 7. The Factor Cost of Wealth is
  2.
  Page 78. Mind Drain is Factor Cost 8, not Factor Cost
  3.
  Page 172. The Laser Sights stats should be: [Body:2,
  AV: 6, R#3]
  Page 241. Anarchy Man's quote should read "You real-
  ize that you’re just a puppet of the capitalist regime.
  Page 242. Jay Bolts physical stats should be Dex: 10,
  Str: 5, and Body: 6
  Page 268: The  Superspeed Power on Invulnerus’s
  Time Displacer should be replaced with Time Control
  Power.
  Page 315. Frenzy’s quote should read “Did you say
  you know my brother?”
  The Gamemaster pictured on Page 176 is Pulsar
  Games Art Director, Ray Hedman!
  Doug Cenko likes to hide his signature in pieces of his
  artwork!  Check out the picture of the Twelve and see if
  you can find his signature!  
  You cannot multiply the APs of power purchased by
  the Factor Cost to get the cost of the power in Hero
  Points.
  If you have any comments, questions, or find an error
  that is not addressed in this Errata please contact
  Pulsar Games at 9413 San Miguel Dr. Indianapolis, IN
  46250.
  You can also visit us on the internet at
  www.PulsarGamesInc.com or e-mail us at  
  info@pulsargamesinc.com.
  Thank you for your support! 
  Errata Version 1.4.0
  4/12/99
  © Copyright 1998, 1999. All Rights Reserved. Pulsar
  Games, Inc.
  Text Changes
  Fun Facts
  Frequently Asked Questions
  Notes
  
SOURCE: textdata/thevault/Blood of Heroes/Blood of Heroes - Errata 1.3.pdf