Aberrant 2.0 Changelog: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
|||
Line 1: | Line 1: | ||
=September 8, 2011= | |||
==Additions== | |||
* New Bodymod: Personality Analysis (thank you CASIE). | |||
==Changes== | |||
* Changes to several Body Modifications | |||
**Extrasensory Access renamed to (Exotic Sensory Mode). Some sensory types moved between Extrasensory Access and Exotic Sensory Mode. | |||
**Alternate Sensory Mode cost increased to 5 XP. | |||
**Rangefinder reduced in power. | |||
**Pain Editor is its own bodymod. | |||
**Nematocysts folded into Venom Sacs (renamed Toxin Generation). | |||
**Toxin Generation made more flexible. Added method of buying more toxin types/delivery methods. | |||
**Concealable Pocket cost reduced from 1/4 XP to 1/3 XP. | |||
**Physical Optimization cost increased to 16 XP from 12 XP. | |||
*Shapeshift altered, now fixed result. The fixed results hopefully will allow Shapeshift to be more predictable. | |||
*Disrupt now more effective against quantum constructs/etc at high levels, slightly weaker at low levels. | |||
*Boost now also fixed-effect to reduce dice rolling, returned to (Quantum + Boost) rather than (Stamina + Boost). Buying the power up is now more effective than increasing Quantum. | |||
=September 5, 2011= | =September 5, 2011= | ||
==Additions== | ==Additions== |
Revision as of 21:19, 8 September 2011
September 8, 2011
Additions
- New Bodymod: Personality Analysis (thank you CASIE).
Changes
- Changes to several Body Modifications
- Extrasensory Access renamed to (Exotic Sensory Mode). Some sensory types moved between Extrasensory Access and Exotic Sensory Mode.
- Alternate Sensory Mode cost increased to 5 XP.
- Rangefinder reduced in power.
- Pain Editor is its own bodymod.
- Nematocysts folded into Venom Sacs (renamed Toxin Generation).
- Toxin Generation made more flexible. Added method of buying more toxin types/delivery methods.
- Concealable Pocket cost reduced from 1/4 XP to 1/3 XP.
- Physical Optimization cost increased to 16 XP from 12 XP.
- Shapeshift altered, now fixed result. The fixed results hopefully will allow Shapeshift to be more predictable.
- Disrupt now more effective against quantum constructs/etc at high levels, slightly weaker at low levels.
- Boost now also fixed-effect to reduce dice rolling, returned to (Quantum + Boost) rather than (Stamina + Boost). Buying the power up is now more effective than increasing Quantum.
September 5, 2011
Additions
- Added new Paramorph Knacks
- Reimplemented Inspiration Facets for Paramorphs
- Trinity-era Vehicle Options
Changes
- Significant changes to Body Modifications
- Redundant Organs increased in cost and effectiveness
- Hyperdense Musculature No Longer Exists
- Actions/Turn Limit Improved
August 2, 2011
- New Martial Arts System
July 23, 2011
- Mega-Stamina now gives Incapacitated health levels as well.
- High Stamina now slightly increases character health levels.
June 28, 2011
- Miscellaneous fixes to various descriptions
- Improved Radiant Conversion (ever wanted to wipe out a small continent? Well.)
- Improved Telekinesis
- Added a limit on the number of actions/turn characters can attempt.
April 21, 2011
- Added new Merits
- Added Errata: Disimmunize and Quantum Forgery
- Explained how Extras affect power cost
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.