Aberrant 2.0 Abilities

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Revision as of 09:12, 19 January 2011 by MJ12 Commando (talk | contribs)
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Physical

Strength

  • Brawl: The most straightforward combat ability, a character skilled in Brawl is skilled in punching people. Brawl without Martial Arts is a straightforward skill, with brutality but little grace or efficiency.
  • Melee: A character skilled in melee is skilled in the use of swords, knives, clubs, batons, shields, and other weapons as implements to cause harm.
  • Might: The Might skill improves a character's ability to lift and throw objects.

Dexterity

  • Athletics
  • Drive
  • Firearms
  • Heavy Weapons: Practical use of heavier weapons than standard firearms is a similar, though unrelated, skill to Firearms. Heavy Weapons covers aiming and maintaining larger and bulkier weapons than Firearms does, such as rocket propelled grenades, grenade launchers, semi-portable support autocannon, and heavy machine guns.
  • Legerdemain
  • Martial Arts
  • Pilot
  • Stealth

Stamina

  • Endurance
  • Resistance

Mental

Perception

  • Awareness
  • Investigation
  • Gunnery: The Gunnery skill covers large, vehicle-mounted or crew-served weapons which are more complex to operate and manage than man-portable equipment. Gunnery is used to fire guided antitank weapons, vehicle weaponry, call in artillery strikes, and even launch ICBMs.

Intelligence

  • Academics (Field): Academics covers social fields of formal study, such as sociology, psychology, economics, history, and the like. Each Academics field is a separate skill, but if a character has 3 or more separate Academics disciplines at 3 or above, any further acquisition of Academics skills is half cost, rounded down.
  • Bureaucracy
  • Computer
  • Engineering (Field): Engineering covers applied sciences, such as aerospace engineering, bioengineering, metallurgy, environmental engineering, or so on. Each Engineering field is a separate skill but characters with multiple separate Engineering fields (3 or more at 3+) acquire further Engineering fields at half cost.
  • Intrusion
  • Linguistics: Linguistics covers the speaking of languages, their analysis, and overlaps slightly with Academics in that it covers literature and history if one takes formal language study as an option.
  • Medicine: Medicine covers diagnosing and treating ailments. Medicine is primarily focused on physical treatment, and when it dips into psychology it tends to be when psychological ailments have physical causes that can be treated via surgical or chemical means, or mitigated by lifestyle choices. For counseling and psychoanalysis, a character should acquire Academics (Psychology).
  • Science (Field): Science covers pure and theoretical sciences, such as mathematics, physics, biology, geology, computer science (versus Computers), so on and so forth. Each Science field is a separate skill, but if a character has 3 or more separate Science disciplines at 3 or above, any further acquisition of Science skills is half cost, rounded down.
  • Survival

Wits

  • Art (Field): The Art skill generally covers one of several forms of art. Examples of valid fields are Singing, Dance, Musical Instruments, Calligraphy, and so on.
  • Biz
  • Rapport
  • Tactics

Social

Appearance

  • Intimidation
  • Style

Manipulation

  • Interrogation
  • Streetwise
  • Subterfuge

Charisma

  • Command: Command is used to inspire and lead personnel. By default, it does not come with the ability to make intelligent command decisions-to do so, a character should have additional abilities instead.
  • Etiquette
  • Perform
  • Instruction: Instruction is used to teach people abilities. The difficulty for an Instruction roll is, by default, 6 - (average of the student's mental attributes) for 1 week's worth of instruction. For this, 1 Mega-Attribute dot counts as 2 dots of the relevant attribute. Reducing the difficulty of the roll below 0 adds bonus successes instead. A student gains 1xp for a successful roll + 1xp for every 2 additional successes rolled.