Talk:Aberrant: A Better Tomorrow

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Current Rulebook (09/08/2013): https://dl.dropboxusercontent.com/u/990685/Aberrant%20Revised%20Rulebook%20-%20Master%20Copy.docx

Changes as of 9/08/2013

Major Changes

  • Mega-Stamina soak bonuses clarified and modified. Now Mega-Stamina just adds +2 to Stamina for soak purposes, just like any other static value. This should be helpful for everyone.
  • Precognition combat bonuses enhanced. +5d to attacks or defenses was kind of weedy compared to things like telekinesis. We'll see how it works with the new DV rules. It may or may not implode horrifically in everyone's faces.
  • Novas no longer get free Resistance/Endurance. Instead, they get bonus dice to Endurance/Resistance rolls dependent equal to their Quantum score.

Fixes

  • More minor proofreading fixes.
  • A few things with ranges given in meters have been replaced with the abstract range system.
  • There's a "Benefits" section for Quantum, neatly stating exactly what just having a Quantum score does for you and accumulating all the rules for special nova benefits that are scattered around. Spoilers: Quantum does quite a bit, actually.

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.