Old v2/v3 notes
Burster: Loss of HJ rolls limits flexibility – pretty much a one- or two-trick pony. Everything Burns change is good. Fiery Aura nerfs are good, although the damage field reduction combined with the general nerf to melee damage makes it even less appealing than their ranged options. Firewalker nerf is interesting … probably a good thing, but makes them much more vulnerable to vehicle-scale energy weapons, which previously they had a good chance of withstanding. Then we get to Flame Bolt … which costs ISP now? And unless/until you get some Iconic Edges, is worse than an ion rifle? Next.
Combat Cyborg: Generally good with the changes. Loss of HJ and loss of skill chips means less flexibility/potential for variation, and overall nerf to melee makes that less appealing, but tougher, and starting equipment makes them capable of engaging in MD combat and surviving against anything but RA.
Crazy: Significant loss of flexibility with HJ roll nerf. Massive loss of flexibility, defense and offense due to power list changes. Gained Nerves of Steel, which is meh. Nerf to Gun Nut (only works with pistols now) restricts Losing it to pistols and melee (also nerfed), which limits damage potential (compounded by loss of Smite). Loss of defensive powers means that, other than minor stat boosts and healing ability, they’re combat ability is equipment-dependent, and they can’t access cybernetics or powers to improve it (and lack the HJ rolls to try to fill that void with TW items).
Cyber-Knight: Hello god-tier. Loss of flexibility with HJ nerf but … who cares. Lost some interesting power options like barrier, bolt, havoc, pummel that allowed for more of a “Jedi master” concept, but kept all the important combat powers: boost trait, deflection, protection, smite, speed, most of which are free-action casts with minimal cost. On top of that, while most other melee options were nerfed, psi-sword AP was buffed and Iconic edges were kept the same or improved, giving the CK unparalleled melee damage potential.
Dragon: Minor nerfs to melee damage, in line with weapon nerfs. Fire Breath buffed – now a better Burster than the Burster. Free Detect Arcana. Extra Immunities and an extra Wound. Overall, a bit better than before (and comparatively much better, considering the loss of HJ rolls and other nerfs to most other IFs).
Glitter Boy: Loss of flexibility w/HJ nerf, but who cares? That GB armor got buffety-buff-buffed. Loss of MBT on the Boom gun is negligible. Got some free skills and can now use psionics in the GB, although nerfs to the AB: Psionics power list make that generally less useful than going the cybernetics route.
Juicer: Loss of HJ rolls means you’re a combat dude and not much else. New Burn mechanics are good – useful, tempting, but not OP. No longer punished for showing up to the session, which is great. Iconic edges are less powerful (ie. Split the Seconds and changes to the action economy), so you can instead use some edges to grab better gear. Pretty gear-dependent for damage-dealing, and melee isn’t very competitive, but there are some good ranged options.
Ley Line Walker: Standard loss of HJ/variability. Changes to AB: Magic make them vulnerable to disruption/negation, and the (very good) changes to Ley Lines remove the crazy nova potential from before. Those nerfs are easily offset by now gaining Rapid Recharge and 50-100 percent benefit from the Power Points and New Powers edges.
MARS: Compared to other IFs that lost 2-3 HJ rolls, MARS loses 2 F&G rolls, which are worth twice as much, for a loss of 8 Build Points rather than 4-6. Some packages (Body Fixer, City Rat, Headhunter, Merc Soldier, Rogue Scholar, Vagabond, Wilderness Scout) saw minor improvements, in the 2-4 BP range, to offset that, but others were made worse (Operator lost vehicle weapons; PCO lost the extra F&G roll; Psi-Operator’s power list got nerfed; PA and Robot Vehicle Aces are probably a wash (the free skills weren’t needed before). F&G table tweaked strangely – 1) now says “A Mighty Weapon or Armor” but offers only a weapon – and is equal to 1 Edge, instead of 2 like other results; 2) now only gives 1 armor mod instead of 2.
Mind Melters: Hey, these guys aren’t worthless anymore! Only lost 2 HJ rolls, less than most others, have a fantastic power list (especially considering how the core psionic list was neutered), alter aura is cool, more ISP and they reroll all psionic rolls. Top tier, especially considering the losses suffered by other IFs.
Mystic: Loses 3 HJ rolls, feels bad man. Maintains great power list, special trappings nerfed. Loses a Miracles power, a die type of Faith, starting PPE counts as having the Power Points edge (so they can’t take it again at Novice). Now subject to disruption/negation of powers due to changes to AB: Miracles. Overall reduction in power (4-5 build points? on top of HJ loss.
Techno-Wizard: Loses 3 HJ rolls, see above. Lose a die-type of their arcane skill. Massive nerf to Machine Maestro, which no longer applies to Fighting, Shooting or arcane skill rolls.
Altaran: “Altarain” (All-Terrain, really?) needs to be fixed. It would be useful to know how Blind interacts with scopes, Multi-Optics helmets, PA and Robot controls, etc. Penalty to Smarts replaced with penalty to Common Knowledge, gain AB: Psionics and minor penalty to Healing.
D’Norr: Gain moderate penalty to Healing, partial cybernetic resistance, useless horns.
Dog Boy: Bite nerfed (meh). Just give them +2 Notice and save some characters. Gained minor penalty to Healing.
Fennodi: Gain moderate penalty to Healing and +1d Spirit.
Grackletooth: Gained massive penalty to Healing, Leap ability (huh?), bite got nerfed (meh). Non-Standard Build got much worse, -2 now applies to weapons, too, and pays double for equipment and food.
Lyn-Srial: Gained moderate penalty to Healing, Non-Standard Build got much worse, -2 now applies to weapons and equipment, pays triple for armor, and pays double for equipment and food.
Psi-Stalker: Gains Fleet-Footed edge from Fast ability instead of just the Pace and Running boost (which would stack with Fleet-Footed). Why is this different from the Fast that Quick-Flex get (or Fast from SWADE)? Psychic Vampire is less of a hindrance now (can feed at range).
Quick-Flex: Basically unchanged.
Simvan: Riding bonus reduced; Gained Bad Reputation and minor Healing penalty; typo (speak language should be beast friend).
Trimadore: Gained moderate Healing penalty and semi-Cybernetic Resistance; Non-Standard Physiology gets much worse – or seems to; language is inconsistent with Non-Standard Build on other races; Gain an extra d6 skill.
Humans and “ordinary” characters punished
Human Edge needs to get Born a Human
Melee nerfed … except for the CK, who was buffed.
Power lists nerfed …
Filthy Rich allowing PA/RA is awful … Borg in Power Armor, Juicer in Power Armor, CK in Power Armor …
Ranged Superiority: SWADE rearranged the action economy, mostly for the better, although high ROF weapons are now comparatively more powerful. The SR draft doubles down on that, nerfing melee damage (almost) across the board, buffing armor slightly, and making ranged weapons considerably more dangerous (damage/AP increases, but mostly the Mega-Damage/Gritty Damage rule). Exacerbates rocket tag.
Starting Gear changes: Good, including more cash at start.
AB changes/additions: Good.
Ley Line changes & Rituals: Good. The nova potential for PPE users under the old rules was pretty OP.
Burster: Loss of HJ rolls limits flexibility – pretty much a one- or two-trick pony. Everything Burns change is good. Fiery Aura nerfs are good, although the damage field reduction combined with the general nerf to melee damage makes it even less appealing than their ranged options. Firewalker nerf is interesting … probably a good thing, but makes them much more vulnerable to vehicle-scale energy weapons, which previously they had a good chance of withstanding. Then we get to Flame Bolt … which costs ISP now? And unless/until you get some Iconic Edges, is worse than an ion rifle? Next.
Combat Cyborg: Generally good with the changes. Loss of HJ and loss of skill chips means less flexibility/potential for variation, and overall nerf to melee makes that less appealing, but tougher, and starting equipment makes them capable of engaging in MD combat and surviving against anything but RA.
Crazy: Significant loss of flexibility with HJ roll nerf. Massive loss of flexibility, defense and offense due to power list changes. Gained Nerves of Steel, which is meh. Nerf to Gun Nut (only works with pistols now) restricts Losing it to pistols and melee (also nerfed), which limits damage potential (compounded by loss of Smite). Loss of defensive powers means that, other than minor stat boosts and healing ability, they’re combat ability is equipment-dependent, and they can’t access cybernetics or powers to improve it (and lack the HJ rolls to try to fill that void with TW items).
Cyber-Knight: Hello god-tier. Loss of flexibility with HJ nerf but … who cares. Lost some interesting power options like barrier, bolt, havoc, pummel that allowed for more of a “Jedi master” concept, but kept all the important combat powers: boost trait, deflection, protection, smite, speed, most of which are free-action casts with minimal cost. On top of that, while most other melee options were nerfed, psi-sword AP was buffed and Iconic edges were kept the same or improved, giving the CK unparalleled melee damage potential.
Dragon: Minor nerfs to melee damage, in line with weapon nerfs. Fire Breath buffed – now a better Burster than the Burster. Free Detect Arcana. Extra Immunities and an extra Wound. Overall, a bit better than before (and comparatively much better, considering the loss of HJ rolls and other nerfs to most other IFs).
Glitter Boy: Loss of flexibility w/HJ nerf, but who cares? That GB armor got buffety-buff-buffed. Loss of MBT on the Boom gun is negligible. Got some free skills and can now use psionics in the GB, although nerfs to the AB: Psionics power list make that generally less useful than going the cybernetics route.
Juicer: Loss of HJ rolls means you’re a combat dude and not much else. New Burn mechanics are good – useful, tempting, but not OP. No longer punished for showing up to the session, which is great. Iconic edges are less powerful (ie. Split the Seconds and changes to the action economy), so you can instead use some edges to grab better gear. Pretty gear-dependent for damage-dealing, and melee isn’t very competitive, but there are some good ranged options.
Ley Line Walker: Standard loss of HJ/variability. Changes to AB: Magic make them vulnerable to disruption/negation, and the (very good) changes to Ley Lines remove the crazy nova potential from before. Those nerfs are easily offset by now gaining Rapid Recharge and 50-100 percent benefit from the Power Points and New Powers edges.
MARS: Compared to other IFs that lost 2-3 HJ rolls, MARS loses 2 F&G rolls, which are worth twice as much, for a loss of 8 Build Points rather than 4-6. Some packages (Body Fixer, City Rat, Headhunter, Merc Soldier, Rogue Scholar, Vagabond, Wilderness Scout) saw minor improvements, in the 2-4 BP range, to offset that, but others were made worse (Operator lost vehicle weapons; PCO lost the extra F&G roll; Psi-Operator’s power list got nerfed; PA and Robot Vehicle Aces are probably a wash (the free skills weren’t needed before). F&G table tweaked strangely – 1) now says “A Mighty Weapon or Armor” but offers only a weapon – and is equal to 1 Edge, instead of 2 like other results; 2) now only gives 1 armor mod instead of 2.
Mind Melters: Hey, these guys aren’t worthless anymore! Only lost 2 HJ rolls, less than most others, have a fantastic power list (especially considering how the core psionic list was neutered), alter aura is cool, more ISP and they reroll all psionic rolls. Top tier, especially considering the losses suffered by other IFs.
Mystic: Loses 3 HJ rolls, feels bad man. Maintains great power list, special trappings nerfed. Loses a Miracles power, a die type of Faith, starting PPE counts as having the Power Points edge (so they can’t take it again at Novice). Now subject to disruption/negation of powers due to changes to AB: Miracles. Overall reduction in power (4-5 build points? on top of HJ loss.
Techno-Wizard: Loses 3 HJ rolls, see above. Lose a die-type of their arcane skill. Massive nerf to Machine Maestro, which no longer applies to Fighting, Shooting or arcane skill rolls.
Altaran: “Altarain” (All-Terrain, really?) needs to be fixed. It would be useful to know how Blind interacts with scopes, Multi-Optics helmets, PA and Robot controls, etc. Penalty to Smarts replaced with penalty to Common Knowledge, gain AB: Psionics and minor penalty to Healing.
D’Norr: Gain moderate penalty to Healing, partial cybernetic resistance, useless horns.
Dog Boy: Bite nerfed (meh). Just give them +2 Notice and save some characters. Gained minor penalty to Healing.
Fennodi: Gain moderate penalty to Healing and +1d Spirit.
Grackletooth: Gained massive penalty to Healing, Leap ability (huh?), bite got nerfed (meh). Non-Standard Build got much worse, -2 now applies to weapons, too, and pays double for equipment and food.
Lyn-Srial: Gained moderate penalty to Healing, Non-Standard Build got much worse, -2 now applies to weapons and equipment, pays triple for armor, and pays double for equipment and food.
Psi-Stalker: Gains Fleet-Footed edge from Fast ability instead of just the Pace and Running boost (which would stack with Fleet-Footed). Why is this different from the Fast that Quick-Flex get (or Fast from SWADE)? Psychic Vampire is less of a hindrance now (can feed at range).
Quick-Flex: Basically unchanged.
Simvan: Riding bonus reduced; Gained Bad Reputation and minor Healing penalty; typo (speak language should be beast friend).
Trimadore: Gained moderate Healing penalty and semi-Cybernetic Resistance; Non-Standard Physiology gets much worse – or seems to; language is inconsistent with Non-Standard Build on other races; Gain an extra d6 skill.
Humans and “ordinary” characters punished
Human Edge needs to get Born a Human
Melee nerfed … except for the CK, who was buffed.
Power lists nerfed …
Filthy Rich allowing PA/RA is awful … Borg in Power Armor, Juicer in Power Armor, CK in Power Armor …
Ranged Superiority: SWADE rearranged the action economy, mostly for the better, although high ROF weapons are now comparatively more powerful. The SR draft doubles down on that, nerfing melee damage (almost) across the board, buffing armor slightly, and making ranged weapons considerably more dangerous (damage/AP increases, but mostly the Mega-Damage/Gritty Damage rule). Exacerbates rocket tag.
Starting Gear changes: Good, including more cash at start.
AB changes/additions: Good.
Ley Line changes & Rituals: Good. The nova potential for PPE users under the old rules was pretty OP.