Aberrant 2.0 Changelog: Difference between revisions
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Created page with "=September 5, 2011= ==Additions== * Added new Paramorph Knacks * Reimplemented Inspiration Facets for Paramorphs * Trinity-era Vehicle Options ==Changes== * Significant changes ..." |
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** Redundant Organs increased in cost and effectiveness | ** Redundant Organs increased in cost and effectiveness | ||
** Hyperdense Musculature No Longer Exists | ** 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. | * Mega-Stamina now gives Incapacitated health levels as well. | ||
* High Stamina now slightly increases character health levels. | * High Stamina now slightly increases character health levels. | ||
=June 28, 2011= | |||
* Miscellaneous fixes to various descriptions | * Miscellaneous fixes to various descriptions | ||
* Improved Radiant Conversion (ever wanted to wipe out a small continent? Well.) | * Improved Radiant Conversion (ever wanted to wipe out a small continent? Well.) | ||
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* Added a limit on the number of actions/turn characters can attempt. | * Added a limit on the number of actions/turn characters can attempt. | ||
=April 21, 2011= | |||
* Added new Merits | * Added new Merits | ||
* Added Errata: Disimmunize and Quantum Forgery | * Added Errata: Disimmunize and Quantum Forgery | ||
* Explained how Extras affect power cost | * Explained how Extras affect power cost | ||
=April 19, 2011= | |||
* Changed how Mastery works ''again''. | * Changed how Mastery works ''again''. | ||
* Altered the Node background to give mental disorders rather than Taint. | * Altered the Node background to give mental disorders rather than Taint. | ||
=April 18, 2011= | |||
* Altered functionality of LANSA system. | * Altered functionality of LANSA system. | ||
* Altered amount of dice given by assistants-Mega-Intelligence now gives further bonuses. | * Altered amount of dice given by assistants-Mega-Intelligence now gives further bonuses. | ||
=April 17, 2011= | |||
* Additional Biomanipulation Errata | * Additional Biomanipulation Errata | ||
* Altered Healing and Regeneration, increased cost of regenerating Aggravated damage to render the Aggravated extra for certain powers more effective. | * Altered Healing and Regeneration, increased cost of regenerating Aggravated damage to render the Aggravated extra for certain powers more effective. | ||
* Altered Dormancy background | * 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. | * 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. | * 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. | * Anti-vehicle ratings for weapons lowered across the board, to add more viable anti-Nova weapons for baselines. | ||
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* Moved merits and flaws to "Aberrant 2.0 Character Generation" | * Moved merits and flaws to "Aberrant 2.0 Character Generation" | ||
=April 10, 2011= | |||
* Added grievous injury rules | * Added grievous injury rules | ||
* Adding rules for damaging/destroying inanimate objects | * Adding rules for damaging/destroying inanimate objects | ||
* Altered Mega-Strength (now gives additional -0 HLs) | * Altered Mega-Strength (now gives additional -0 HLs) | ||
=April 7, 2011= | |||
* Altered Lifting and Throwing | * Altered Lifting and Throwing | ||
* Altered Carrying Capacity and Encumbrance | * Altered Carrying Capacity and Encumbrance | ||
* New Physical Enhancements | * New Physical Enhancements | ||
=April 4, 2011= | |||
* Altered movement speed calculations for walking, running, and sprinting. | * Altered movement speed calculations for walking, running, and sprinting. | ||
* Additional body modifications added. | * Additional body modifications added. | ||
=April 2, 2011= | |||
* Altered Damage Adds and their functioning | * Altered Damage Adds and their functioning | ||
** Significant changes to all armory weapons and weapons maneuvers | ** Significant changes to all armory weapons and weapons maneuvers |
Revision as of 01:12, 6 September 2011
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.