Aberrant 2.0 Abilities

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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: The athletics skill governs movement, evasion, swimming, and accurate throwing, and most other feats of raw physical prowess.
  • Drive: The Drive skill covers driving all sorts of vehicles, from motorcycles to main battle tanks.
  • Firearms: Firearms covers the use of light man-portable kinetic and energy weapons, from pistols to light machine guns.
  • 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: The Legederdemain skill covers pickpocketing, planting evidence or bugs, magic tricks, and other actions which require a light touch and sleight of hand.
  • Martial Arts: The Martial Arts ability improves the mechanics of unarmed (and occasionally armed melee) combat. More details are on the Aberrant 2.0 main page.
  • Pilot: Pilot covers the piloting of more exotic craft, from aircraft to giant robots.
  • Stealth: Stealth is simply the art of not being seen, whether it involves camouflage or keeping out of lines of sight or blending into crowds.

Stamina

  • Endurance: Endurance governs a character's ability to endure fatigue, exertion, and pain.
  • Resistance: Resistance (along with Stamina) governs a character's ability to resist poison, harsh environments, and disease.

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: A combination of political know-how, the understanding of how to write forms and fill in reports, and how governmental and business systems work, bureaucracy covers a character's ability to manage, manipulate, or destroy a large organization of bureaucrats for whatever purpose.
  • Computer: The Computers ability covers computer hacking, computer programming, and computers usage. Someone with Computer 0 may be able to use a computer, but without any skill in the area they will be completely lost when it inevitably fails.
  • 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.
  • 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.
  • Strategy: Where tactics governs the small stuff, strategy governs the big picture. Although primarily military, strategy is not entirely useless out of it-plenty of businessmen and CEOs have at least a dot or two of strategy, as it covers a host of concepts such as utility, operations planning, and game theory.
  • Survival: The ability to live off the land, navigate with nothing more than a compass and the stars, and identify poisonous plants and animals, survival covers the character's ability to live without the assistance of modern technology.

Wits

  • Art (Field): The Art skill generally covers one of several forms of non-performance art. Examples of valid fields are Painting, Drawing, 3D Art, Calligraphy, and so on.
  • Biz: Applied economics and finance, the Biz skill is more practical than economics, involving a knowledge of advertisement, marketing, branding, and practical law.
  • Intrusion: Whether it involves low-tech locks or high-tech security systems, Intrusion covers the identification, subversion, and disabling of the system in question, to access whatever a person may own.
  • Rapport: Rapport is the skill used to understand another person's motivations and desires, and connect to them on a personal level. This knowledge can be used for mutual benefit, or for one's own selfish advantage.
  • Tactics: Tactics is the smaller-scale brother to strategy. Where strategy focuses on winning wars, Tactics focuses on winning battles. Tactics involves battlefield maneuvering, an understanding of proper tactical positioning, and planning on the fly, moreso than Strategy.

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.