Aberrant: Exile (Team Tactics): Difference between revisions
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=Overview= | =Overview= | ||
This is where we write down the ideas we have for how the team should work together in case of a fight. The idea is not to create a step by step tactical manual, but rather to have some idea of how the team should work together as a team, rather than everyone fighting as individuals. E.g. who acts as each others wingmen, who is responsible for what, do we take prisoners, when do we retreat, and how do we preserve each others covert identities. | This is where we write down the ideas we have for how the team should work together in case of a fight. The idea is not to create a step by step tactical manual, but rather to have some idea of how the team should work together as a team, rather than everyone fighting as individuals. E.g. who acts as each others wingmen, who is responsible for what, do we take prisoners, when do we retreat, and how do we preserve each others covert identities. | ||
=Alex's Minime= | |||
==Basics== | |||
===Description=== | |||
==Stats== | |||
===Attributes (11NP)=== | |||
Strength 1; Dexterity 3; Stamina 2; Perception 5; Intelligence 5; Wits 5; Appearance 3; Manipulation 5; Charisma 2 | |||
===Abilities (5 NP)=== | |||
Athletics: 3; Drive: 1; Firearms: 1; Heavy Weapons: 1; Microgravity Ops: 1; Awareness: 3; Computer: 5; Engineering [Aerospace]: 2; Engineering [Electronics]: Engineering [Robotics]: 2; 3; Linguistics: 1 (English; Formal English); Science [Noetics]: 1; Intrusion: 3; Tactics: 3 | |||
===Other=== | |||
Initiative: +8<br> | |||
Movement: walk 4m, run 7m, sprint 15m<br> | |||
Quantum Energy: 45 (45)<br> | |||
Quantum: ●●●●●<br> | |||
Soak: | |||
:Natural 2B/1L | |||
:Second Skin 4+1B / 4+1L | |||
====Attacks==== | |||
====Health Levels==== | |||
:[ ]: Hurt, -1 | |||
:[ ]: Wounded, -2 | |||
:[ ]: Crippled, -4 | |||
:[ ]: Incapacitated | |||
:Dead | |||
===Powers (11NP)=== | |||
:Mega-Intelligence ●● (Engineering Prodigy; Analyze Weakness) | |||
::Analyze Weakness: Roll intelligence then again a number of dice equal to your successes to strengthen or weaken a system. | |||
::Engineering Prodigy: Add an amount of dice equivalent to Mega-Intelligence to any engineering roll. | |||
:Molecular Manipulation ●● | |||
::Molecular Alteration: Int + MM roll lets you temporarily change and transform stuff up to 50M away. | |||
::Second Skin: Soak +4B +4L | |||
[[Category: Aberrant 2.0]] | [[Category: Aberrant 2.0]] |
Revision as of 01:08, 2 February 2011
Overview
This is where we write down the ideas we have for how the team should work together in case of a fight. The idea is not to create a step by step tactical manual, but rather to have some idea of how the team should work together as a team, rather than everyone fighting as individuals. E.g. who acts as each others wingmen, who is responsible for what, do we take prisoners, when do we retreat, and how do we preserve each others covert identities.
Alex's Minime
Basics
Description
Stats
Attributes (11NP)
Strength 1; Dexterity 3; Stamina 2; Perception 5; Intelligence 5; Wits 5; Appearance 3; Manipulation 5; Charisma 2
Abilities (5 NP)
Athletics: 3; Drive: 1; Firearms: 1; Heavy Weapons: 1; Microgravity Ops: 1; Awareness: 3; Computer: 5; Engineering [Aerospace]: 2; Engineering [Electronics]: Engineering [Robotics]: 2; 3; Linguistics: 1 (English; Formal English); Science [Noetics]: 1; Intrusion: 3; Tactics: 3
Other
Initiative: +8
Movement: walk 4m, run 7m, sprint 15m
Quantum Energy: 45 (45)
Quantum: ●●●●●
Soak:
- Natural 2B/1L
- Second Skin 4+1B / 4+1L
Attacks
Health Levels
- [ ]: Hurt, -1
- [ ]: Wounded, -2
- [ ]: Crippled, -4
- [ ]: Incapacitated
- Dead
Powers (11NP)
- Mega-Intelligence ●● (Engineering Prodigy; Analyze Weakness)
- Analyze Weakness: Roll intelligence then again a number of dice equal to your successes to strengthen or weaken a system.
- Engineering Prodigy: Add an amount of dice equivalent to Mega-Intelligence to any engineering roll.
- Molecular Manipulation ●●
- Molecular Alteration: Int + MM roll lets you temporarily change and transform stuff up to 50M away.
- Second Skin: Soak +4B +4L