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Aberrant RPG - The Game of Versus: 2


metaphysician

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Hmm, taking my PC team. . . tough one.

Aral has the best tactical and combat skills of the lot of us, by far, and also has a nasty Disrupt. OTOH, his defense is the lowest of the group, and his offensive punch is only moderate without various modifiers applied.

Hermes is the most mobile, by far, and a variety of combat options. OTOH, all his useful options burn quantum, and they all of weaknesses ( his Stun Attack is melee only, his Boost/Claws combo burns huge amount of quantum and requires a power max to work properly ).

Artemis is the toughest overall, by far, and uses less quantum than any of us. OTOH, she has lowish megadex and combat skills.

Quetzlcoatl has incredibly high physical defense, and a wide variety of powers. OTOH, his offensive power is both low and cost intensive, and he's slow.

Likelihood of victory:

4. Quetzlcoatl- his only tactic available that stands a chance of taking anyone down before he runs out of qp is timestopping each person, one a turn, then pushing them all through a warp that he opens to his maximum possible unknown distance. Problem is, he acts after everyone, and it'd take very good rolls to disable everyone else in as little as three turns. Plus, Artemis' warform is unlikely to fit through a warpgate.

3. Artemis- her main problem is, point susceptibility. Disrupt her Shapeshift, and she has no offensive combat ability. And Aral knows this. OTOH, with Hermes likely focusing on Aral, she's got a shot to wait it out, and if she's up when Aral isn't, she stands a decent chance.

2. Hermes- he has options available that can hurt everyone else. Problem is, most of them have limits. Combined with Aral's greater Quickness, and even with him Disrupting Artemis, he should be able to hold off Hermes. . . which leads to Hermes losing his Hypermovement next turn.

1. Aral- he's got reflexes, he's got Disrupt, he's got tactical genius. The upset condition, of course, is if everyone focuses all their effort on him from the getgo. . .

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In my campaign, it would be either the adventurer that I allowed to have a guitar that did vehicle class damage (in effect, it had [0], just enough to null armor adds) and a 500 pt teleporter. It would come down to range (close-range, and the first character's initiative would give him the advantage, as well as his knacks and Inspiration, long-range and the teleporter would kick butt)...

FR

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