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Aberrant RPG - Gaining Extra during Game?


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Yes, you can. To quote the Aberrant core rule book (pg 230):

The cost of doing so is equal to the total difference between the costs of all the dots without the extra and the cost of all the dots with the extra. A character may halve this cost by taking a point of taint at the time the extra is purchased.

This means that if you have 3 dots in a level 2 power and want to add an extra (making it level 3), it will cost you

9+14+21=44 xp (total xp for a lvl 3 power)

- 6+10+15=31 xp (total xp for a lvl 2 power)

=13 xp

Same example as in the rulebook, except I corrected a small typo...

Welcome to the forums and congratulations with you first post , by the way! May there be many more!

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This means that if you have 3 dots in a level 2 power and want to add an extra (making it level 3), it will cost you

  9+14+21=44 xp (total xp for a lvl 3 power)

- 6+10+15=31 xp (total xp for a lvl 2 power)

=13 xp

Actually that's

9+7+14

6+5+10

Or 9 points of experience. In aberrant the cost to advance is based on your current rating, not the one you will have.

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You sure about that, Alex? Doesn't really make sense to me that the second dot should cost less than the first...

White Wolf have always been pretty vague in that exact description (and a gazillion others), but I know they've specified (in WoD at least) that the cost should be based on the target level.

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White Wolf have always been pretty vague in that exact description (and a gazillion others), but I know they've specified (in WoD at least) that the cost should be based on the target level.

Actually one of the WW developers (can't remember which right now) always assumed 'Current Rating' was the target level, whilst everyone else in the known universe (including all the other developers) presumed it was the rating you were currently on (duh! ::rolleyes ).

Now one of the WoD games (VtM I think) works one way, & everything else (inc. the Aeonverse) works the other.

Classic WW really... ::confused

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Just 'cause...In Sorcerer Revised, everything is based on "New Rating"...Which puts about an 85 pt. diff between how my character was done (Original Sorcerer) and if he retained those abilities in Sorcerer Revised...I grandfathered him. but I keep debating throwing him in a Trinity game to gain those XP to be "street legal" ::bigsmile ...

FR

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Well, the numbers I referred to are written that way in the Aberrant rulebook, so at least the guy who wrote the example on page 230 was of the 'target level' persuasion.

Actually, I couldn't care less, as long as the individual storyteller is clear on what way he reads it.

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Well, the numbers I referred to are written that way in the Aberrant rulebook, so at least the guy who wrote the example on page 230 was of the 'target level' persuasion.

Yeah. He also lists the XP cost of the first dot of a level 2 power as 5 when it's really 6 - so we safely assume duff editing at the very least ::wink . The APG 'Aberrations & Errors' section (p.62) states:

"Increasing Abilities, page 125: The 'experience cost' table on page 124 identifies Abilities as 'currant rating x 2'. The example on page 125 incorrectly gives the cost to raise Firearms from 2 to 3 as eight experience points. The actual price should be four."

2x2 = 4, 2x3 does not = 4. Ergo, 'currant rating' = 'the rating you are currantly on'.

For that matter, if 'current rating' meant 'target level' then why would you ever list a seperate cost for the first dot in anything? That cost would then be 1 x (whatever multiplier is involved) - no extra listings for first dots needed.

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  • 1 month later...

The game using desired rating for xp costs is Mage.

and i think the second dot being tougher than the first makes sense (at least in my twisted mind):

the first dot - you have to get over the hump of initial knowledge/capability. then, it costs less as the basic stuff comes quickly, and then it costs more as the subject in question gets more difficult.

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