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Aberrant RPG: The New Flesh


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#31 iamthedave

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Posted 18 February 2011 - 07:25 PM

I felt the bits going into detail about the effects mega-attributes have on life in general were Aberrant-y. Those I thought added somewhat to the universe.

What would you have rather seen? I think that might be a more productive angle to take than generic 'liked it' 'hated it' opinions which is what we've mostly had. If we liked it, great. If not, might as well share ideas on what we'd have liked to see, right?

#32 Tintevent

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Posted 27 May 2011 - 02:25 PM

Nice work, I'll be reading this very soon

#33 Kougen

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Posted 03 August 2011 - 07:49 AM

First off, thanks very much to the creators of the book. I can imagine just how much time and effort went into its production. I'm one of 3 GM's that take turns running our group games and we've already been able to incorporate much of the additional material into our stories. laugh

That said, I should note that our current games run in an alternate, albeit custom reality based on the real world starting from the 1940's (this actually makes us GM's research a lot on history beforehand - which is fun in itself actually). Consequently, we primarily use the game mechanics and practically none of the Trinity Universe settings/stories so I can't really comment on how this book affects the Aberrant setting itself.

Anyways, after going through the new powers list, I've been wondering a bit about the statistics for Quantum Weapon. My comments below might just be my lack of understanding of the power's rules or intent so please just correct me if I'm misunderstanding something and please bear with me on this.

First off, Quantum Weapon (Level 2 Power) -in the practical sense- seems to pretty much work just like the Level 1 Claws power (both being melee distance powers that grant lethal damage) except that damage is not reliant on strength thereby allowing a melee character to focus on dexterity (to hit) and the power (for damage) instead of the usual STR, and POW for Claws.

The main difference I see is the potentially double edged benefit of loaning the weapon to an ally which can consequently be disarmed from the user as well (AFAIK, there are no provisions for Claws being disarmed from the user apart from the Disrupt power). I suppose the disarmed nova can always reform the weapon thereby dissipating the first one that he lost. I wonder though if the nova can dissipate the weapon at will. The rules stated that a disarmed Quantum Weapon will dissipate in a number of turns equal to his power rating - does the nova need to be holding the weapon itself to dissipate it without creating another one, or can he just 'will' it away regardless of his distance to it?

Also, apart from this difference, I don't understand the practical reason for this to be a Level 2 power since it equates to the Level 1 Claws power -at least in my mind it does- except that it's made for Dexterity characters and not Strength ones. It might actually lose out a bit to Claws since claw damage factors in strength thereby giving Mega Strength characters a good deal of automatic damage while this one solely relies on power and quantum ratings - For lethal damage at Quantum 5 + Power 5(x2), it'd still just do 15 auto damage tops, versus a minimum of 25 auto damage with claws + Mega Strength 5 (wherein the EXP cost of a Level 2 power and Mega Attribute are virtually equal).

Please don't get me wrong. I think the power is cool. I can see a lot of story potential in it. I just wonder if the cost of getting it is worth it given what it does. I don't mean to criticize the great work that the creators put together and I know that as a GM I don't HAVE to use it if I don't like it but I just wanted to ask if there was more to the power that I might be missing out on. It just strikes me as a power that's weaker than both Quantum Bolt (LVL 2) and Claws (LVL 1) for its asking price.

Thanks in advance.

P.S. Sorry for the long post guys. It's my first one so I thought I'd introduce myself a bit as well. smile

#34 Courier

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Posted 12 August 2011 - 06:45 PM

RE: Dissipate
IMHO a nova can normally turn off their powers, meaning someone with FF doesn't need to wait until the end of the scene in order to eat, etc.

RE: Level 2
First, it's equiv is more Q-Bolt than Claws.  Second, Level One powers are stronger than they seem because they can have multiple enhancements and have their q-cost reduced to zero by RQC.  Area+RQC, Agg+Area, that sort of thing.  Making it level 2 limits that sort of thing.
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#35 Kougen

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Posted 15 August 2011 - 06:11 AM

View PostCourier, on 12 August 2011 - 06:45 PM, said:

RE: Dissipate
IMHO a nova can normally turn off their powers, meaning someone with FF doesn't need to wait until the end of the scene in order to eat, etc.

RE: Level 2
First, it's equiv is more Q-Bolt than Claws.  Second, Level One powers are stronger than they seem because they can have multiple enhancements and have their q-cost reduced to zero by RQC.  Area+RQC, Agg+Area, that sort of thing.  Making it level 2 limits that sort of thing.

Thanks very much for clearing up my dissipate question. I still don't quite understand the level 2 issue though. I can understand that level 1 powers are stronger than they seem since they can get more multiple enhancements tagged onto them and that this makes some level 2 powers a bit more limited. My inquiry was more to the nova/experience points cost in getting or improving the power in that it seems to cost too much for what it does.

I apologize if I'm not understanding it right away but I guess my inquiry is more about why someone would choose to get Q-Weapon when they can just get Claws at a lower cost instead - given that the combat effect is similar. Similarly, apart from customization, why would someone get Q-Weapon instead of Q-Bolt when they cost the same? I guess the option to pass the weapon to someone else would make it more appealing than Claws but it also meant that the weapon could be disarmed from the user so I figured the advantage was cancelled off by its disadvantage. Just wondering.

#36 Courier

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Posted 15 August 2011 - 06:40 PM

Quote

...why someone would choose to get Q-Weapon when they can just get Claws at a lower cost instead - given that the combat effect is similar.
Depends on the "someone" and the degree to which it fits their concept.  The issue we're dancing around here is Mega-Strength.  I want to build a speed guy who isn't super strong, but I also want to be effective.  Claws+AP is about as good as it gets, and that has serious limits... and the heck of it is, that would benefit strongly from a dot or three of M-Str.

Quote

...Similarly, apart from customization, why would someone get Q-Weapon instead of Q-Bolt when they cost the same?
Q-Cost.  With Q-Bolt you can hit 8-ish people before your pool is shot.  Q-Weap is a maintence effect and stacks with Quick as well.
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#37 Kougen

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Posted 15 August 2011 - 07:17 PM

View PostCourier, on 15 August 2011 - 06:40 PM, said:

Depends on the "someone" and the degree to which it fits their concept.  The issue we're dancing around here is Mega-Strength.  I want to build a speed guy who isn't super strong, but I also want to be effective.  Claws+AP is about as good as it gets, and that has serious limits... and the heck of it is, that would benefit strongly from a dot or three of M-Str.

Q-Cost.  With Q-Bolt you can hit 8-ish people before your pool is shot.  Q-Weap is a maintence effect and stacks with Quick as well.

Ooohhh~ okay! I get it now. Wow. Thanks very much for explaining it all. :D




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