Aberrant: Exile (Team Tactics)

From Sphere
Revision as of 01:08, 2 February 2011 by Norseman (talk | contribs)
Jump to navigation Jump to search

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