Dave ST Posted November 16, 2017 Share Posted November 16, 2017 So, I've been playing Aberrant for... longer than I'd like to admit. Through out the years, like most people, I've adapted my own rules and systems and for the most part they've worked out for me. So, what have I done? Well I'll post a few for starters: 1. Every (Q5 or below) Aberrant has the potential for a 15 die pool (Att + M-Att + Power Rating) when it comes to power uses. I discovered this was less so for defenses. I changed the defenses so they all calculate out to the potential for a 15 die pool. (Att + M-Att + Relevant Defensive Ability). Willpower was no longer used to resist mental attacks, for example. 2. Endurance and Resistance. Completely redundant. I got rid of Endurance and replaced it with Integrity (under the Wits Attribute). Resistance is used to resist any and all physical conditions from poisons, to holding your breath, diseases, and powers that require a physical resistance check (like Disorient). Integrity is used to resist any any all mental impairments, like psychological torture, fast-talking, seduction, and any mental power assault (like Domination). Now when you are assaulted by physical or mental powers, you have the potential for a 15 die defensive pool that balances out their potential 15 die offensive pool. 3. I differentiated between Physical/Energy Soak and Mental Soak. Wits is used to calculate mental soak using the same formula as Stamina, so if you have a Wits of 5 your mental soak is 2L/5B. Mega-Wits does the same for you mental soak as Mega Stamina does, using the same table for soak listed under M-Stam. When you are attacked by a mental attack, you know exactly what your soak is and there no question what powers protect you and which ones do not. You also don't have to rely on a completely useless Willpower score to protect you from successes generated from high rated Mega-Atts. There are many more, which I'm hoping through the use of this thread you will come to like and enjoy for use in your own games. I want to make it clear though that these rules have worked for me and my group of players, but they are not in any way flawless. No one's paying me to make a perfect a system, so I didn't make one. If you read something and decide it's not right, or you don't like it... simply don't use it. Don't waste key strokes telling me 'that's not right, it doesn't work for Aberrant' when what you really mean is, it doesn't work for you in your Aberrant game. I can assure you, these rules have been used for years at our table, and they work. They work well. For us. I hope they do the same for you. Wen it came to powers I borrowed heavily from Aberrant d20. I'll wait while you all stop booing and hissing. Seriously though, hear me out. We all know that Aberrant d20 was a douche propelled shit missile straight into the heart of Aberrant. But, I don't discount anything out of hand, so I borrowed some things and cast aside others until I got something balanced that worked for the game I was trying to run. Here's a few things I stole: 1. Extras do not need to always be used when the power is activated. They instead add to the cost of activating that power. 2. I did away with the standard cost of powers. The 1QP, 2QP, 3QP scale was just lazy on the designers part and I used the method presented in d20 Aberrant, giving each power a separate cost with Level 3 powers being rather costly at times while Level 1 powers are less so. Why the different cost per power? Tell me if you've played this game: Everyone makes a character, you all sit down to play, and 20 sessions later... not a single one of you has needed to purchase a larger Quantum Pool. If not, then congrats. Unfortunately, I have been in that game. Using this method we found that some of us were okay with lower pools, while others needed to invest in a larger pool to support the added costs tacked on when we maintained powers with a lot of extras. In the end it turned out to be a great way to develop characters. I'll start with Powers, since that is usually what everyone seems to give a shit about. I'll be posting them alphabetically, and not all at once in case people want to discuss some of the changes I've made or why I've made them. Keep in mind, if you like this set up, feel free to use them. All I've done is combine formats between d10 and d20 Aberrant into a set of write ups that work for me. Also, keep in mind that there will probably be typos and the occasional contradiction. I'm not claiming these are perfect, it's from a document I made sometime back and probably just never edited a change after we ran into it in game. I'll do each power in its own post, so you can copy and paste it into your own document at home if you're so inclined. Link to comment Share on other sites More sharing options...
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