Aberrant 2.0: Difference between revisions
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==Changelog== | ==Changelog== | ||
===April 19, 2011=== | |||
* Changed how Mastery works ''again''. | |||
* Altered the Node background to give mental disorders rather than Taint. | |||
===April 18, 2011=== | ===April 18, 2011=== | ||
* Altered functionality of LANSA system. | * Altered functionality of LANSA system. |
Revision as of 17:23, 19 April 2011
Rebuilding Aberrant to deal with some of its most eregrious flaws.
Aberrant 2.0 Rules Alterations
- Alterations to core system elements.
Aberrant 2.0 Combat Alterations
- Alterations to elements of the combat system.
Aberrant 2.0 Character Generation
- How to build a Nova character.
Aberrant 2.0 Abilities
- Alterations to the Abilities found in Aberrant.
Aberrant 2.0 Mental Systems
- Science, gadgeteering, and mental combat.
Aberrant 2.0 Social Systems
- Social Combat, Sway, and other ways to win friends and influence people.
Aberrant 2.0 Quantum and Mega-Attributes
- Alterations to Quantum, Mega-Attributes, Quantum Pool, and other facets of Nova superiority.
Aberrant 2.0 Power Errata
- Changes to many of the powers available to Novas.
Aberrant 2.0 Equipment Errata
- New rules and fixes for armor, vehicles, weapons, and chemicals of all sorts.
Miscellaneous
Additional Rules
Aberrant 2.0 Body Modifications
- New and improved body modifications for Novas (and baselines alike, with the new system for cybernetics)
- The Chrysalis Trait revamped
- Rewritten weapons and armor section, with tags and other things.
- Optional rules for additional enjoyment
- Powering up the last member of the Inspired trio.
- Alternative settings
Changelog
April 19, 2011
- Changed how Mastery works again.
- Altered the Node background to give mental disorders rather than Taint.
April 18, 2011
- Altered functionality of LANSA system.
- Altered amount of dice given by assistants-Mega-Intelligence now gives further bonuses.
April 17, 2011
- Additional Biomanipulation Errata
- Altered Healing and Regeneration, increased cost of regenerating Aggravated damage to render the Aggravated extra for certain powers more effective.
- Altered Dormancy background
April 15, 2011
- New category: Archaic Equipment, for WWII era tanks, anti-tank rifles, Tommy guns and MP44s, bows and arrows, and whatever else.
April 14, 2011
- Increased SAM damage slightly to compensate for increased armor for most vehicles.
- Anti-vehicle ratings for weapons lowered across the board, to add more viable anti-Nova weapons for baselines.
- Slight changes to explosive weaponry.
- Fixed Gunsen/War Fan strength ratings.
- Clarifications on EMP Weaponry added to Combat, EMP technique of Magnetic Mastery altered, EMP weapons added to Armory
- Buffs to Stun Attack and Disintegrate
- Renamed "Aberrant 2.0 Expansion" to "Aberrant 2.0 Equipment Errata", split weapons and vehicles into their own pages to reduce clutter.
- Moved merits and flaws to "Aberrant 2.0 Character Generation"
April 10, 2011
- Added grievous injury rules
- Adding rules for damaging/destroying inanimate objects
- Altered Mega-Strength (now gives additional -0 HLs)
April 7, 2011
- Altered Lifting and Throwing
- Altered Carrying Capacity and Encumbrance
- New Physical Enhancements
April 4, 2011
- Altered movement speed calculations for walking, running, and sprinting.
- Additional body modifications added.
April 2, 2011
- Altered Damage Adds and their functioning
- Significant changes to all armory weapons and weapons maneuvers
- Significant changes to the functioning of most damage-dealing Quantum powers and Mega-Strength
- Altered the Area and Explosive Extras, and how Area and Explosive tags on weapons functioned.