Talk:Aberrant: A Better Tomorrow

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Revision as of 14:45, 30 August 2013 by MJ12 Commando (talk | contribs)
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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.