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Aberrant RPG - Aberrant 2.0


Matthew

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Aberrant second edition

Conflict resolution

Success determination is based on the following.

7,8,9 count as one success

10’s count as two successes.

Difficulty

This is assigned by the storyteller, it generally ranges from 1 to 5. Truly heroic tasks run higher. To succeed in a task a player must roll a minimum number of successes equal to the difficulty level. Earning successes beyond the bare minimum will generally yield better results on the task being performed.

Tie goes to the defender on any contested or compared rolls.

Combat System

All combat action types in Exalted second edition can be used for Aberrant. Some have been altered to accommodate the Aberrant power set.

Join battle roll: Wits +Dexterity (this does include the ratings in a character’s Mega-wits and Mega-dexterity). Do not use mega-dice. Your rank in the Join battle action is 6 - successes. Maximum of 6. You can go into negative ticks.

Attacking:

Attacks are generally made by rolling Strength or Dexterity (+ mega-dice) + Appropriate skill + Misc. bonuses. When it comes to quantum powers the roll is Attribute (+ mega-dice) + power rating. An example of this would be quantum bolt, which is Dexterity + Mega dexterity + rating in Quantum bolt. While a mega-strength punch would be Strength + Mage-Strength dice + Brawl.

Successes over the defender’s defense value (see below) add dice of raw damage to the attack.

* Yes, in this new system the strength attribute is generally used for all melee/brawl oriented attacks and Dexterity rules ranged. This is to spread combat power out between two physical stats. To often in older systems you had a to make a character with a high Dexterity score in order to be good in combat.

Damage resolution:

Raw melee damage is calculated by adding the attackers Strength Attribute + Extra successes + Mega-strength dice+ Equipment modifiers. The defender’s soak is then subtracted by the Raw damage number. If there is a positive number left over, then that is how many dice the character rolls for damage. There is a minimum amount of damage a nova will inflict and that is determined by their quantum rating. Example. Hard-ass is hit by Dr. Fury. Dr. Fury has a raw damage of 15, while Hard-ass has a soak of 20. This would leave Dr. Fury with no damage dice, but since Dr. Fury’s quantum is 4. He will roll 4 dice to hurt Hard-ass.

* if the attacker does not have a quantum rating, then they have no minimum damage rating. This means humans have little chance of hurting a super-tough nova.

Movement:

The movement action allows a person to move (Dexterity + mega-dexterity) yards in one tick. Wound penalties subtract from this. You apply distance multipliers after you have calculated the base distance they could move in one tick.

Dash action is Dexterity (+ mega dexterity included) + 6 yards per tick. Wound penalties subtract from this total. You apply distance multipliers after you have calculated the base distance they could move in one tick.

Alternative Movement types follow the above movement rules except the number of yards moved are Dexterity (+ mega dexterity rating) + Power rating. An example is if a person could fly. He has a flight power rating of 3 and a dexterity of 3. That mean in a normal move action he can move 6 yards per tick. If he were to dash he could move 12 yard per tick. This generally only applies while in combat.

A standard physical actions has a speed of 5.

Mental actions typically have a speed rating of 3.

Weapons and other equipment have their own speed ratings.

* all the below protection values refresh on the character’s next action tick.

** All derived values are rounded up for Novas or other inspired characters. Normal humans round down.

Defense Value: [Dexterity + Athletics] / 2. Mega-dexterity increase DV by it’s rating.

This value is the standard difficulty an attacker must beat in order to hit the target. Suc

Parry Value: [ Dexterity + Brawl or Melee] /2. Mega-dexterity increases PV by it’s rating.

Power Block Value: [Dexterity + power rating + quantum]/ 2. Mega-dexterity increases PBV by it’s rating. This is a special deflection/block maneuver that can be done with quantum powers. Each time a character wishes to use this ability they must pay the quantum cost of the power.

Mental defense Value: [Willpower]/2 + Mega-wits rating.

Power defense Value: [Quantum rating + node] /2. This defense trait is used when various non-mental and non-physical abilities are used on the character. This include Disrupt, Time Stop, est.

Character Creation

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Baseline Attributes

(7/5/3) is the spread for Aberrant character’s before nova points are applied.

These traits can be raised above human limit (5) after the character has reached Quantum 6 or higher. The limit the attribute can be raised to is equal to the character’s Quantum rating.

Skills

All skills are here by removed and replaced with the skills in NWoD. Specialties are used to determine areas of expertise and talent. A person receives a total of 21 point to spread across all skills. No skill should start above level 3 unless the storyteller gives permission. Application of Nova points bypasses this rule.

Tactics and other forms of extreme study are covered under academics.

Occult, as it pertains to the Aberrant universe, is the skill that covers more obscure forms of religion and rituals.

Languages are handled as per NWoD.

Most instances of Style, Rapport, and Art will be handled under socialize, expression, or empathy.

Three free Specialties can be assigned at character creation. Since quantum power do not use skills they cannot be targets of specializations.

Willpower: As per Aberrant 1.0

Nova points: As per Aberrant 1.0

Experience point chart:

Attributes New rating x 4

Skills New rating x 2

Willpower New rating

Backgrounds New rating

Powers

Level 1 New rating x 3

Level 2 New rating x 5

Level 3 New rating x 7

Mega-attributes New rating x 5

Quantum New rating x 8

* Buying a Tainted power halved the power’s experience point cost.

Training Times

Previously possessed traits

Attributes New rating x months

Skills New rating x weeks

Willpower Special

Backgrounds Special

Powers New rating x weeks

Mega-attributes New rating x weeks

Quantum

2-5 New rating x months

6-7 New rating x years

8-9 New rating x decades

10 ?

New traits

Specialties 2 weeks

Powers Power level in months

Mega-attributes One month.

* Buying a Tainted power halves the training time.

Quantum derived traits:

Quantum:

Besides being a bench mark for power, this trait also helps flavor how “Nova” a character is. Even with out taint a character with a high quantum rating just “seems” out of place amongst humans. He or she seems too calm or too perfect. While not really a social problem, because many baselines enjoy having novas around, the higher a character quantum rating the more first amongst equals the character seems.

Quantum Nova characteristic

1-2 none, the character seems rather normal and does not give off any “vibes”

3 mild, the character seem rather healthy.

4 moderate, The character seem vibrant and their pose is rather refined.

5 definite, The character is a Nova. They stick out of a crowd.

* Quantum 5 automatically earns a character a permanent point of taint.

Taint:

This trait is a representation of a character’s inhumanity. How taint is acquired is by buying tainted powers, [Please see Aberrant 1.0] or by maxing out. Unlike the first edition of Aberrant, maxing out automatically gives a character 1 point of temporary taint. If a character fails a roll involving maxing out they receive an additional taint. A botched max out roll will cause the character to acquire another point of temporary taint. ( for a total max of 3) There is a price to be paid for power.

Besides the physical and mental transformations that occur because of taint, the character receives an increase in social difficulties when dealing with baselines. The following chart explains the severity of this social penalty

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Taint Social Penalty

1-3 0

4-5 +1

6-7 +2

8-9 +3

10 +4

A character at Taint 10 has become so inhuman that he or she is no longer a playable PC.

Quantum Pool:

This pool is now derived by a simple formula. [Quantum x 3] + [willpower x2]. That means bare minimum quantum pool will be 9, and the standard highest will be 35 (quantum 5, and willpower 10). Nova points and experience points can still be used to increase this pool.

Mega-attributes

Please remove the dice rules for mega-attributes.

Mega-dice: These dice are counted like normal dice for determining success. The number of dice that you add to any roll related to that attribute is your Quantum rating times the mega-attribute rating. Example, A character with a quantum trait of 4 and a mega dexterity trait of 2 would add 8 dice to any normal dexterity related roll.

Mega-attribute rating: This is the raw score of the mega-attribute, usually 1 to 5. If a roll calls for just the rating only add dice equal to the rating. Example. If a character wants to join a battle and rolls his normal Dexterity + Wits, he would also roll a number of dice equal to his Mega-dexterity and Mega-wits.

Universal enhancements

The following two enhancements can be bought and used for any mega-attribute.

Superior

Perquisite: Mega-attribute at 3 or greater

A nova has started understanding the power that they can truly wield. They may now spend one quantum point and convert 2 of their mega-dice into one automatic success. This can be done as many times as the player wishes so long as they have enough dice to convert.

Supreme

Perquisite: Mega-attribute at 6 or greater, superior enhancement.

The Nova has such control and power in this attribute that few things can every threaten them. This is an upgrade to the superior enhancement. They may convert, as per the Superior enhancement, as many times as they wish by spending just one quantum point.

Mega-strength:

While the auto damage successes have been removed from this ability, the lifting capacity is still determined by the rating in mega-strength.

- Crush: By spending 1 quantum point per attack the character can inflict lethal damage with his unarmed attacks. Secondly, if you are in a grapple, you may spend 1 quantum point to add a number of automatic successes equal to your quantum rating to control the grapple.

- Shockwave: Effects an area equal to mega-strength x10 meters. This attack only effects those that are of the ground. Damage is a pool equal to quantum rating in bashing. Characters effected must make an athletics check, difficulty equal to the attacker dots in mega-strength or be knocked prone.

-Thunderclap: Effect a sphere of mega-strength x 5 meters, and a bashing damage pool equal to the character’s quantum rating.

- Explosive: Spend 3 quantum points, for the rest of the scene you may consider your quantum trait one higher for the purposes of determining minimum damage. This enhancements only effect melee and brawl attacks. This enhancement maybe bought a number of time equal to the character’s rating in mega-strength.

Mega-Dexterity

- Rapid Strike: The player may spend a number of quantum points up to the character’s rating in Mega-Dexterity. For each quantum point spent they may lower the speed rating of their next physical action by 1. (Minimum of speed 1). Examples of physical attacks are punches, kicks, super-slams, est.

- Accuracy: By taking a turn to aim and spending one quantum point, the character may count their mega-dexterity trait as one higher for the purpose of calculating the total number of mega-dice that are added to the roll.

- Physical prodigy: By spending a quantum point, the character gains a number of automatic successes on non-dodge or non-attack related athletics rolls. This does not mean they cannot use this power in combat situations, it just cannot be used for direct combat rolls.

- Cat footed: The character may spend one quantum point and for the rest of the scene gain a number of automatic successes equal to their quantum trait to all stealth related rolls.

- Enhanced Movement: Besides the movement bonus that this power provides, when this power is used with a move action then the character’s DV value increases by 1. If this power is used with a Dash action the DV penalty is negated.

- One Man army: This enhancement cost 1 quantum point and last a scene. For this scene the character does not suffer the penalty for fighting multiply opponents and does not suffer from onslaught penalties.

Mega-Stamina

Besides the health levels increase and wound penalty suppression that this quantum power gives you, it also provides additional bashing soak equal to it’s rating, and half to lethal soak (rounded up)

- Regeneration: one quantum point heals 2 levels of bashing or one level of lethal. 2 quantum points are required to heal one level of aggravated damage. This enhancement can be used while unconscious from bashing damage. Though incapacitation from lethal damage prevents it’s use until the wounds naturally heal. Only a number of health levels equal to the character’s mega-stamina rating can be healed in a action. This ability is considered reflexive.

- Back from the Brink

Requites: Mega-stamina 5 and regeneration enhancement

The nova is truly a hard man to put down. So strong is their will to live and their physical tenacity that when the character takes damage that would kill him, he may spend one permanent point of willpower to be brought back to incapacitated. This power also allows a character to use regeneration even when they are incapacitated with lethal damage.

-Fortitude: The character has refined the innate defense mechanism that all Novas possess. When ever the character is effected by minimum damage due to an opponent’s Quantum rating the character with this enhancement can spend 2 quantum points to lower the incoming damage dice by 1. (This is before the opponent rolls to determine how much damage actual occurred.) This can be done as many times as possible, but cannot lower the incoming damage below 1.

Mega-Perception

Instead of the three extra dice that a character gets from the various enhancements, instead a character receives a number of extra dice to the related sense equal to their quantum rating.

- Ultra-peripheral vision: By spending 1 quantum point for a scene the character registers all things around him. Besides the obvious advantages of this power this also means the character cannot be snuck up on and does not suffer the penalty for fighting multiply opponents.

Mega- Intelligence.

- Prodigy: When it comes to the character’s field of expertise, the character mega-intelligence is considered one higher for the purpose of determining mega-dice.

- Natural linguist: This power is handled back allowing the character to double his existing Languages, also he can buy two languages for the price of one. The automatic successes are still in effect for trying to speak and understand languages that are not known.

Mega-Wits

- Enhances Initiative: Give a bonus to Join Battle action equal to the character’s quantum rating This is a permanent effect. This can only be bought once.

- Quickness: The player may spend a number of quantum points up to the character’s rating in Mega-wits. For each quantum point spent they may lower the speed of their next mental or quantum based action by 1. Examples of Quantum attacks are Quantum bolt, Matter creation, Disintegration, est.

- Multitasking: This power halves the multiply action penalty for one action. Cost of the power is 1 quantum per action.

Mega- Appearance.

The extra style dice are on top of the Mega-dice you receive.

Mega-manipulation

Just as in the main Aberrant book, Mega-dice from Mega-Manipulation can be used to defend against social attacks.

Mega-Charisma

- Commanding Presence: This enhancement provides a number of Automatic successes equal to the character’s rating in Mega-charisma on any roll where command is an issue. In certain instances this can be used in stare downs.

- Dreadful Mien: The power of the character’s demeanor is so palpable that few people can bring themselves to bring harm to the character. The character spends 1 quantum and for the rest of the scene all those who can perceive and attack the character subtract a number of dice equal to the character’s rating in Mega-charisma to any attack roll. An opponent can spend a willpower to negate the effect of this enhancement.

Power Type

Type does not generally effect duration. So a character can have supplemental/maintained power or a simple/instant power.

Simple: These power require a good bit of concentration and focus, and as such can only be used once per action. Quantum bolt and Matter creation are prime examples of simple powers. Unless other wise noted simple powers have a speed of 6 and a -1 DV penalty. Most Quantum powers are considered mental actions. If a power is typed Simple and it’s duration is Maintenance. When the power is renewed it can be done reflexively.

Supplemental: Powers of this nature augment an action that the nova will be doing. This means they typically do not have speeds of their own. Though they can augment the speed of an action they are supplementing. Great examples of these type powers are Hyper-movement, enhanced movement, and claws.

Reflexive: Very little time and concentration are needed for these powers to be used. Reflexive powers can be used outside of the character’s normal action time. Force field and the Regeneration enhancement are reflexive powers.

Permanent: These power are an augmentation to the character. They do not need to be activated and are always considered on.

Quantum Powers

Below is the a list of powers from the first edition Aberrant. I have added the types for each power after the name and any edits to the power necessary to function in the new system.

Absorption: Reflexive

A character can absorb a number of health levels equal to their rating in the power. Rolling is not necessary. Each health level absorbed cost 2 quantum points.

When bought the absorbed energy must be channeled to one of the physical mega-attributes.

Animal/Plant Mastery: Reflexive or Simple

Talking and understanding animals/plants is reflexive.Summoning or commanding is Simple.

Armor: Permanent

Bioluminescence: Simple

The duration of this power is [Power rating + Quantum rating] x 10 minutes.

Body augmentation.

Additional health levels: When a character buys this power they may choice one of the following.

One -0 health level

Two -1 Health levels

One -1 health level and two -2 health levels.

Body-morph: Simple

Boost: Simple

Claws: Reflexive.

Clone: Simple

Cyberkinesis: All Techniques are simple

Density control: Simple

Disintegration: Simple

Disorient: Simple

Disrupt: Simple

The successes on this power are compared to the target’s Power Defense value.

Dominate: Simple

Elemental Anima: All Techniques are Simple except Movement and Wall.

Movement is supplemental

Wall is reflexive.

Elemental Mastery: All Techniques are Simple except Propel and Shield.

Propel is Supplemental

Shield is Reflexive

Empathic Manipulation: Simple

This power is defended by Mental defense Value

Entropy Control: All Techniques are Simple Except Entropic shield and Probability Corruption.

Entropic shield is Reflexive.

Probability Corruption is Reflexive

ESP: Simple

Flight: Supplemental

Force field: Reflexive

This powers adds a number of bashing and lethal soak points equal to the [Power rating x3 + Quantum ]

Gravity Control: All Techniques are Simple except Gravitic Shield, which is reflexive.

Healing: Simple

Holo: Simple

Homunculus: Simple

Hyper-movement: Supplemental

The character’s DV value goes up by their rating in hyper movement. When this power is used in conjunctions with a dash action, the DV penalty is negated and then the DV bonus from the power is added.

Hypnosis: Simple

Immobilize: Simple

This power is resisted by a target’s Power Defense value.

Immolate: Reflexive.

Intuition: Permanent

Invisibility: Simple

Invulnerability: Permanent

Luck: Reflexive

Magnetic Mastery: All Techniques are Simple except Magnetic field, Magnetic Shield and Magnetize.

Magnetic field, Magnetic Shield and Magnetize are Reflexive.

Matter Chameleon: Simple

Matter Creation: Simple

Mental Blast: Simple

Mirage: Simple

Teleport: Simple

The combat Teleport extra changes the power from simple to reflexive. It also adds 2 to your DV for that one attack.

Psychic shield: This power adds it’s rating to the character's mental defense value.

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Extras:

Quick power. With this extra the power can be activated and used more quickly. Half the speed (round down) of the power. This extra can only be applied to simple type powers.

Innate: The power is so apart of you and your physiology that it is very difficult for the power to be turned off or controlled by others. You receive a bonus number of automatic successes to resist disruption, and other nullification attempts, equal to your quantum rating.

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