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About filipham

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  1. I can't see it either without logging in. Odd. Might be something to do with a site admin having to OK my file for public viewing or something? Anyways, its also here: http://www.uploadmb.com/dw.php?id=1354989115
  2. Version 1.2


    Adapted rules from Adventure! for super science inventions and advancements in Aberrant.
  3. Being eager, I went ahead an wrote up my own version of the super science rules. Feel free to give feedback. http://www.rpgpost.com/files/file/89-super-science-for-aberrant/
  4. Hmm. I am probably a few years late here, but does anyone have the document made by Blue Ninja? I am starting up a new aberrant campaign and would like my players to be able to apply their super mentals to actually advancing existing science and making new inventions/gadgets. The rules in Players Guide suck (IMO), and the rules from the fan based novatech supplement are basically 2 paragraphs about modifications to the Adventure! rules and then 7 pages about power armors. I want simple things like updating the advancement from Adventure! to include normal armors and computers, not everyone running around in a mech I do own the adventure core book so i have those rules, but getting a modified version of those rules in a compendium would be super. (Tried the link in BlueNinja's post, it goes to a word file, that is really a pdf file, and the content is the Null Manifesto..)
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