Aberrant:Legacy: Difference between revisions

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:Oseng 5 PM Central Fri onwards
:Oseng 5 PM Central Fri onwards


Team Late
:9PM CST ish.
Team Early
:6-8 EST ish


==Player Characters==
==Player Characters==

Revision as of 17:08, 26 February 2010

SESSION on Friday 26th


Premise

In 1998 the Galatea research satellite explodes. Despite some early claims of the entry of radioactive material into the jetstream the WHO/WSA publishes studies indicating that the material, despite some areas of increased radioactivity to dangerous levels, have had a negligible effect. In June of the year the Aeon Society, a philanthropic organization dating from the League of Nations, funds the construction of a number of research institutes to both study the radioactivity and as part of its on-going mission to improve the human "condition". As the years roll by in the course of human history is struck and for better or worse turned to a new path. In 2007, the man who would be the first Nova Erupts in the streets of New York, a miracle widely attributed to unknown latent effects of the Galatea explosion. And seemingly not too soon Project Utopia arose with its backers in the U.N. and amoung national governments to harness Nova Talent for the "betterment and future of mankind". Perhaps had Team Tomorrow existed when a freak series of earthquakes and a volcanic eruption destroyed the town of San Carlos the town and people might have been saved... And so after the first generation, three years later, a new group of Nova's erupt...

Locations

Ranqstan
A small troubled state on the Indian ocean whose government, in the wake of being installed by popular sentiment following the collapse of its previous corrupt strongman regime received a great deal of international support as part of the War on Terror. Questions of why much of the populace is in revolt has not been dealt with. In mid 2009 Coalition troops fought "the battle of Tahati" in chaotic conditions and was forced to retreat with some heavy losses. With the death of the "Lion of Ranqstan" it was hoped that the insurgency would have been broken.

Game

Character Creation

Allegiance will be "none" at beginning. Hopefully each player will have some idea of a Secret Origin, which will have a mini or full session devoted to it. Use the regular rules to make a sheet, but don't worry too much about the technical aspect.

The puny human rule will be in effect. Meaning that "if a Nova has natural defences (not artificial armor) in the super-human levels (six extra soak aganist bashing; three extra soak aganist lethal), and the nova's soak subtracts twice the amount of the attacker's damage effect, the attacker may not even roll his one die in hopes of attaining a single damage success. In this manner, novas with soak ratings of 12, 15 or even higher can wade through human-level attackers or small-arms without a care." Which is the book definition; if/when I simplify the combat rules to be quicker and more GM-friendly the specifics might change, but the theme will remain. The point isn't about normal men making a difference... Unless they have a big gun or a laser.

You may buy up to 2 points of taint and convert them into up to 4 NP (2 per).

HUMAN

Step 1
Concept, Nature and Allegiance. p. 127
Step 2 - Attributes p. 133
Physical/Mental/Social. 1 is default; prioritize each area with 7/5/3.
Step 3 Abilities p. 136
Choose desired Abilities. 23 points. No higher then 3.
Step 4 Backgrounds p. 139.
7 points.
Step 5 Finishing Touches
Record Initial Willpower (3), Quantum (1), Initiative (Dexerity + Wits), movement (walk 7m, run Dex +12m, sprint [Dex x 3] + 20m) Spend 15 bonus points.

NOVA

Step 1
Your Secret Origin
Step 2 Nova Points
Spend 30 nova-points on Mega-attributes; enchancements; quantum powers; Quantum; Quantum Pool; or extra Attributes, Abilities and Backgrounds. Quantum cannot be raised higher than 5; if Quantum is 5, the character gains +1 permanent Taint.
Step 3 Finishing Up
Record Taint and aberrations (if any), changes to skill totals, changes to initative and movement, bashing and lethal soak; decide on any physical changes made by eruption.
BONUS POINTS (Page 120)
Attribute 5 pts
Ability 2
Specialty (max three per Ability) 1
Background 1
Willpower 2
Quantum 7
Initiative 1
NOVA POINTS
[*]Mega-Attr 3
[*]Enhancement 3
[*]Quantum 5
[*]Q-Power Level 1 1
[*]Q-Power Level 2 3
[*]Q-Power Level 3 5
[*]Quantum Pool 1 for 2
3 Attribute dots 1
6 Ability dots 1
5 Background dots 1
[*]Can be bought Tainted

XP Costs

TRAIT INCREASE

  • Name Cost (current rating)
  • Attribute x2
  • Ability x1
  • Background x2 (For some things)
  • M-Attribute x5
  • Q-Power (L1) x2
  • Q-Power (L2) x5
  • Q-Power (L3) x7
  • Willpower x1
  • Quantum x8
  • Q. Pool 3 XP for 2
  • Initiative x1

NEW TRAIT

  • Ability 1
  • Specialty* 1
  • Background 2
  • Enhancement 5
  • M-Attribute 6
  • Q-Power (L1) 3
  • Q-Power (L2) 6
  • Q-Power (L3) 9
  • 3 Specialties max. per ability

Rule Changes

Body mods are half price, round up.

Combat

Stage One: Initiative
-Roll. Declares actions in order.
Stage Two: Attack
-For unarmed close-combat roll Brawl or Martial Arts.
-For armed close-combat roll Melee.
-for ranged (with hand-weapons) roll Firearms
-For power use roll the skill total listed with the appropriate power.
-A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed as long as the player makes a successful Willpower roll or a WP is spent.
Stage Three: Resolution
-Determine damage total and add any extra dice gained from successes on attack roll.
-Subtract the target's soak (if applicable) then apply remaining damage effect.

Combat Misc

Aborting Actions
-As long as you haven't acted you may abort to block, dodge or parry. Must pass a Willpower roll or spend a WP point.
Flank and Rear Attacks
-Flank +1 Acc -Behind +2
Multiple Actions
-Subtract dice from the first dice pool equal to the total number of actions taken. Each subsequent action loses an additional die (cumulative). If a character performs only a about action in a turn, use the appropriate block.
Targeting
-Target a specific location for more damage or to bypass armor.
Target Size Diff Damage
Medium (limb, briefcase) +1 None
Small (hand, head, computer) +2 +2
Precise (eye, groin, lock( +3 +4
Power Block
-Block an attack with a Quantum Power, such as Force Field, Gravity Control, Elemental Mastery, etc, etc. Take a defensive action as normal and substitute your dex+power rating total for the normal block/parry/dodge roll. Each sux subtracts 1 attack success. This is dependent on the power.
Clinch
-On successful attack roll the attacker goes into a clinch with the target. In the first turn the attacker may roll strength +2 damage effect. In each subsequent turn, combatants act on their orders in the Initiative. A combatant can inflict another Str+2 damage effect automatically or attempt to escape. No other combat maneuvers may be used. Body altering powers such as density decrease, shapeshift, flexibility or immolate may attempt to use them normally. TO escape make a resisted Brawl or Martial Arts roll against the opponent. If escaping character rolls more sux she breaks free. (Brawl or Martial Arts)
COVER Difficulty Modifier
Light (Lying prone) +1
Good (Behind wall) +2
Superior (Only head exposed) +3

Rules Misc

Regeneration - May heal aggravated damage at triple normal cost.
Immolate - Use the following damage rating: QUantum + (Power ratingx3) bashing or Quantum + (power ratingx2) lethal.
Telepathy: Use of Telepathy can be resisted with a Willpower roll, with each success subtracting from the telepath's rolled successes.
Aggravated Extra. Ranged attacks purchased with the Aggravated Extra have a range equal to 5 x (Quantum + Power Rating) or half-normal ranage, whichever is lower. If the character has Quantum 5, treat Aggravated Q-Bolt as Disintegration (page 190).

Characters

Put your character sheets here! This means you OP, Silence and Ent(?)!

Character/Player Info

Timeslot: Friday Evening / Sat @ 10 EST.

BM 6/7PM EST / 4 or 5 pm EST best for Sat
Koffee
MJ
OP 9PM CST (8PM Mountain, 10PM EST)
Oseng 5 PM Central Fri onwards

Team Late

9PM CST ish.

Team Early

6-8 EST ish

Player Characters

Emilio Cortez
Megan LaMarsh
Marcus Brinkman
Nia Halozy
Kimberly Leyland
Ryan Foucalt
John Page

NPCS

Chimera Unit (This is good enough for you. >:()

Norten Bates. ????
Unnamed Lady in Red. The first Lady that Cortez hasn't "impressed".

The Alive or the Good

Cathy Madison. City of Toronto Cop (or Provincial Police?). Quite entralled with Father Cortez.
Walker Callahan. Retired after 30 years on the beat due to both age and wounds; sports a nasty facial scar which he keeps mum about.
Ruddy. Possibly a Hardknocker, and possibly dead.

The Dead or the Bad

Mario Randal. Gunned down a clerk on thirty-sixth street and attempted to burn down Cortez's church. Now he's dead... somehow he cut his own throat in a back alley. Police mystified but not unhappy. Leader of Randal's Posse, or the Hardknockers.
Hardknocker 2 "the Angry Bitch". Capped in the knee. Presumably alive and angry. Foul mouthed little thing with a garlish lip piercing.
Gustav B. Considered a crack of a researcher. Ryan once utterly destroyed a paper and surprise, surprise, Ryan wakes up twenty years later in a research facility and shoots him in the arm, leg and then face.

NPC Stats

Goon Leader

Attack 5+[5], Shotgun: 7d10L, 3B/5L. Dex+Wits: 6

Goon Knifeman

Attack 5, Knife Str+2d10, 3B. Dex+Wits: 5

Goon Mook

Attack 4, Pistol: 4d10L, 3B/3L, -1 Hurt, -3 Maimed, Crippled, Incapacitated/Dead. Dex+Wits: 4

Sharpshooter

Attack 6+2, Rifle 8d10 L, 7B/4L. 0, -1, -1, -2, -3, -4, Incapacitated, Dead

Gunman

Attack 6, SMG Large 7d10L, 7B/4L. 0, -1, -1, -2, -3, -4, Incapacitated, Dead

Mitoid

M-Str 1, 5B/2L (Leather jacket). 0, -1, -1, -2, -3, -4, Incapacitated, Dead
Punch Att: 6 Dmg: [5]+7B.
Chain Att: 5 Dmg: [5]+10B.

Liberator
Lion of Ranqstan