Difference between revisions of "Talk:Aberrant: A Better Tomorrow"
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− | Current Rulebook (08/ | + | Current Rulebook (08/30/2013): https://dl.dropboxusercontent.com/u/990685/Aberrant%20Revised%20Rulebook%20-%20Master%20Copy.docx |
− | Changes as of | + | =Changes as of 8/30/2013= |
+ | ==Major Changes== | ||
+ | *Added a "Flying" complication to combat because a guy on the ground who can't fly probably shouldn't be able to knife a fighter jet via RAW. Probably. But what do I know? | ||
− | + | *Clarified how Extras interact with Suites. Tl;dr: Suites are awesome and Extras in suites are even more awesome. | |
+ | |||
+ | *Added movement speeds to normal people. (5 + Dexterity) walking speed, (10 + [Dexterity * 2]) running speed. | ||
+ | |||
+ | *Variable now can be repurchased. Repurchase Variable twice to have powers that can turn into other powers! | ||
+ | |||
+ | ==Fixes== | ||
+ | *Improvements to various extras, including Aggravated and Delayed. Aggravated had its cost increased to compensate. | ||
+ | |||
+ | *Sizemorph speeds fixed | ||
+ | |||
+ | =Changes as of 8/23/2013= | ||
+ | |||
+ | ==Major Changes== | ||
*Set speed multipliers on fire, because they were almost as complex as non-abstract ranges. Now speeds are much more abstracted (this creates some odd edge cases, but combat is entirely odd edge cases). Anyone with Flight, Hypermovement, or a vehicle should probably take a look at the combat rules or their power rules. | *Set speed multipliers on fire, because they were almost as complex as non-abstract ranges. Now speeds are much more abstracted (this creates some odd edge cases, but combat is entirely odd edge cases). Anyone with Flight, Hypermovement, or a vehicle should probably take a look at the combat rules or their power rules. | ||
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*Removed Level 3+ powers from the book awaiting figuring out how to handle transcending normal nova limitations. | *Removed Level 3+ powers from the book awaiting figuring out how to handle transcending normal nova limitations. | ||
− | + | ==Fixes== | |
*Body modifications multiplying speeds now add dice. | *Body modifications multiplying speeds now add dice. | ||
Revision as of 14:45, 30 August 2013
Current Rulebook (08/30/2013): https://dl.dropboxusercontent.com/u/990685/Aberrant%20Revised%20Rulebook%20-%20Master%20Copy.docx
Changes as of 8/30/2013
Major Changes
- Added a "Flying" complication to combat because a guy on the ground who can't fly probably shouldn't be able to knife a fighter jet via RAW. Probably. But what do I know?
- Clarified how Extras interact with Suites. Tl;dr: Suites are awesome and Extras in suites are even more awesome.
- Added movement speeds to normal people. (5 + Dexterity) walking speed, (10 + [Dexterity * 2]) running speed.
- Variable now can be repurchased. Repurchase Variable twice to have powers that can turn into other powers!
Fixes
- Improvements to various extras, including Aggravated and Delayed. Aggravated had its cost increased to compensate.
- Sizemorph speeds fixed
Changes as of 8/23/2013
Major Changes
- Set speed multipliers on fire, because they were almost as complex as non-abstract ranges. Now speeds are much more abstracted (this creates some odd edge cases, but combat is entirely odd edge cases). Anyone with Flight, Hypermovement, or a vehicle should probably take a look at the combat rules or their power rules.
- Difficulty increases from being fast are now consolidated into the main combat section. Tl;dr: every 5 autosux you have adds +1 difficulty to attempts to shoot you. Superfighters are ridiculously hard to hit. Fast-tracking weapons ignore this penalty. Speedsters should avoid SAMs.
- Removed Level 3+ powers from the book awaiting figuring out how to handle transcending normal nova limitations.
Fixes
- Body modifications multiplying speeds now add dice.
- Rangefinder body modifications now act differently.
- Various minor edits to grammar and spelling.