Difference between revisions of "Aberrant 2.0"

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Rebuilding Aberrant to deal with some of its most eregrious flaws.
 
Rebuilding Aberrant to deal with some of its most eregrious flaws.
  
=Miscellaneous Rule Changes=
+
=[[Aberrant 2.0 Rules Alterations]]=
==Botching==
+
* Alterations to core system elements.
* '''Botches''': A character botches a roll if it fails with a margin of failure higher than the character's Ability rating in that roll + 1. Count each '1' rolled as +1 to the margin of failure. Therefore, if a character has an ability rating of 1, he botches with an adjusted MoF of 3 or greater, while a character with an ability rating of 5 will only botch rolls if his adjusted MoF is 6 or higher. Mega-Attributes do not reduce the botch chance of dramatic failure, save for adding more successes and therefore reducing the number of failed rolls and the chance for high MoFs.
 
  
* '''Botching Rolls without an Ability''': Some rolls may not have an ability or Quantum power governing them (i.e. Node detection, certain Enhancements which require a roll of their associated attribute and only that attribute, so on). In that case, a character botches if he rolls no successes and at least one 1-Mega-Attributes do not insulate against botching with their requisite Enhancements.
+
=[[Aberrant 2.0 Combat Alterations]]=
 
+
* Alterations to elements of the combat system.
==Hazards==
 
* '''Falling Damage''': Falling damage is now 1 bashing die/2 meters (round down), up to 25B damage from a fall. Fall damage is ''lethal'' if the damage equals or exceeds the character's (Stamina + Athletics). So a character with Stamina 5 and Athletics 5 considers fall damage lethal only from falls of 20 meters or more, but an old granny with Stamina 1 and Athletics 0 considers all fall damage lethal. Remember that each dot of Mega-Stamina counts as 2 dots of Stamina.
 
* '''Hard Radiation''': Hard Radiation's damage is ''aggravated'' at high levels, causing permanent damage which baselines cannot heal without extensive medical aid.
 
 
 
==Equipment==
 
* '''Vehicles''': Vehicles now have altered stats, as listed in the expansion. There are no longer armor adds for vehicles, which should be noted. Note that vehicles do not take "ping" damage from attacks that lack damage adds. You ''can'' trash a car with bare hands, but you better be Charles Atlas or a Nova before you try it.
 
* '''Weapons''': Weapons have errata and a few new additions. Both vehicle and weapon errata are listed in the expansion.
 
* '''Resources''': The cost of an item establishes the rough "budget range" of an item rather than its precise cost. A Resources 4 car might cost a hundred thousand dollars, yet a Resources 4 set of clothing might only cost a thousand or so. It is possible to liquidate money to buy objects above one's price range. In that case, roll resources. For every success rolled, add +1 to effective resources for the purposes of a single purchase-if successful, you are now a proud owner of the desired item. This can only be attempted once per month and for particularly expensive items (Russian surplus air superiority fighters, new homes, illegal nuclear weapons) the ST reserves the right to '''permanently''' reduce resources by 1 or more points after a purchase.
 
 
 
==Combat==
 
* '''Death''': A character is not always ''irrecoverably dead'' after being incapacitated, unless the deed is done by truly horrific or irreparable forms of damage. Typically there is a window equal to the character's (Stamina) in minutes to resuscitate them via a (Dexterity + Medicine) roll with a base difficulty of +1, +1 for each minute the character has been "dead", +1 for each additional level of damage past Incapacitated the character has taken. This stabilizes a character and prevents them from dying, but does not heal any damage.
 
 
 
* '''Instant Death''': Being killed by some attacks may cause instant death and prevent any resuscitation without techniques such as Healing or Iatrosis 5. Instant death happens from one of several methods. Obviously, even a dead character who could be resuscitated might not be, if the circumstances of their death prevent it.
 
** The character is killed by a called shot to a vital organ. CPR doesn't work if the heart or brain is destroyed.
 
** The character is killed by Aggravated damage. Any attempt to resuscitate in this case via mundane medicine merely prolongs the character's agonizing death.
 
** The character is killed by an attack which deals automatic levels of damage after soak, and is turned into meat sauce.
 
 
 
* '''Health Levels of a Corpse''': A corpse typically has (dead person's Strength + Stamina) total health levels. Mega-Strength and Mega-Stamina each add an effective +2 per dot-even after the M-R node connection dies, something remains (which is how Soma and Mite work). This is generally only relevant in the case of attempting to resuscitate a dead character, given above.
 
 
 
* '''Human Shields''': If using a person as a shield (generally a human shield is Superior cover for +3 difficulty) and the attack hits the person (this happens if it rolls enough successes to hit but not enough to overcome the cover), damage from an attack is reduced by the person in question's soak + 1 before your soak applies. If this reduces the attack's damage to 0L or less, you take no damage. Damage is rolled for both parties. Taking a human shield requires a Grapple maneuver. A character may parry with a human shield, a successful parry negating the attack as normal (the human shield takes the full force)
 
 
 
* '''Stun Damage''': Some attacks do ''stun'' damage, which is essentially "virtual" damage. These attacks fail to do any lasting harm, and the worst they can inflict is unconsciousness. Stun damage is entirely healed at the end of each combat turn and does not deal any lasting effects. However, they may Daze (net Stamina levels of damage) or render Unconscious (net 2*Stamina levels) the victim. A point of spent Willpower may reduce damage by 1 for the effects of unconsciousness.
 
 
 
* '''Incapacitation''': A character is Dazed if he takes more than (Stamina) levels of damage in a single turn or Unconscious if he takes more than (2*Stamina) levels, A Dazed character loses their next turn, an unconscious character wakes up at the end of combat. This ignores the character's remaining HLs. A character with a lot of Extra Health Levels may still be easily knocked out.
 
 
 
* '''Range Increments''': The range increment is the short range of the attack. Medium range is up to double the range increment and +2 difficulty, Long range is up to quadruple the range increment and +4 difficulty, and an Extreme range shot is up to eight times the range increment, at +6 difficulty.
 
 
 
* '''Healing Times''': A character who has taken damage heals each level at the rates given below. Novas heal at at least double normal rate by default, which increases via Mega-Stamina. Furthermore, Novas with Mega-Stamina 1 reduce wound severity by 1 category when calculating healing times, Novas with Mega-Stamina 3 reduce wound severity by 2 categories when calculating healing times, and Novas with Mega-Stamina 5 reduce wound severity by 3 categories for healing. A character heals an additional 1 category faster with competent medical care (a small clinic with decent provisions) and 2 categories faster with expert care (a top of the line trauma ward).
 
** -0 HLs: 1 hour (bashing)/1 day (lethal)
 
** -1 HLs: 2 hours (bashing)/2 days (lethal)
 
** -2 HLs: 4 hours (bashing)/1 week (lethal)
 
** -4 HLs: 8 hours (bashing)/2 weeks (lethal)
 
** Incapacitated: 1 day (bashing)/3 months (lethal)
 
** Dying: 1 day (bashing)/3 months (lethal)
 
 
 
==Backgrounds==
 
'''Revised Background''': Mentor
 
: The Mentor background gives you a teacher, who will allow you to purchase certain attributes, abilities, or powers at a XP discount. On the other hand, a Mentor often will require you to learn other things that you don't want to. You have to learn to sweep the floor very well and proper etiquette before your martial arts sifu teaches you how to punch better, so on and so forth. For every block of 15 XP spent on attributes, abilities, or powers the Mentor is willing to teach, a Mentor gives a discount equal to their Mentor rating. So for example if a character buys Charisma 4 (12 XP), Manipulation 3 (8 XP) and Mental Blast 3 (10 XP) from a mentor of rating 3, the character saves 6 XP on costs. Generally, the more expensive the desired power learned the more additional "stuff" needs to be learned, and higher level mentors are often more demanding than lower level ones.
 
 
 
'''New Background''': Sanctum
 
: The Sanctum background gives the character in question some sort of safehouse, hidden base, or similar. The background's rating gives the Sanctum an effective Cipher rating, adding to the difficulty of finding it, and also allows for ever more unrealistic Sancta from safehouses in the middle of a major city at low ratings to strange extradimensional realms at higher ones. The background gives a number of points equal to its (rating + 2) to be spent on Size, Inhabitants, Defenses, and Accessibility.
 
* '''Size''': Size is the size and scope of your Sanctum. Size 0 is a small town house, while Size 1 is a mansion, Size 2 is a tiny island (maybe a square kilometer), and Size 3 is a larger (but still small) island approximately ten times the size. Larger sanctums give more space for experiments, guests, and inhabitants, increasing their numbers. Increasing Size beyond 3 increases size by a factor of ten per increase.
 
* '''Inhabitants''': At Inhabitants 0, your Sanctum has maybe a butler or two. Inhabitants 1 grants you competent workers and guards, Inhabitants 2 gets you more seasoned personnel, and at Inhabitants 3 you get particularly elite personnel, equal to experts in their field or special forces ninjas or whatever. Inhabitants 4+ grants you inhuman personnel, allowing you to give them an effective Enhancements rating (chosen with the Sanctum, cannot be changed later) equal to (Inhabitants - 3). Space elves, green-skinned amazons, whatever you want.
 
* '''Defenses''': Defenses 0 means you have a burglar alarm, and Defenses 1 gets you reinforced doors, windows, and locks. The more points in Defenses, the more traps and other protective methods you get, from minefields to automated sentry guns to laser traps and poison gas rooms.
 
* '''Accessibility''': Accessibility 0 means you actually have to get there by normal means. Increasing Accessibility reduces the difficulty of getting to the Sanctum from anywhere in the galaxy.
 
  
 
=[[Aberrant 2.0 Character Generation]]=
 
=[[Aberrant 2.0 Character Generation]]=
 +
* How to build a Nova character.
  
 
=[[Aberrant 2.0 Abilities]]=
 
=[[Aberrant 2.0 Abilities]]=
 +
* Alterations to the Abilities found in ''Aberrant''.
  
=Physical Rebuild=
+
=[[Aberrant 2.0 Mental Systems]]=
==Natural Lethal Soak==
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* Science, gadgeteering, and mental combat.
All characters, baseline and Nova, have natural lethal soak equal to Stamina/2. Novas no longer gain natural lethal soak as one of their special abilities-their increased toughness is represented by additional health levels, as listed below. All Stamina soak is Stackable.
 
  
==Quantum and Soak==
+
=[[Aberrant 2.0 Social Systems]]=
In Aberrant as written, Novas can spend 1 Quantum (up to their permanent Quantum score) to roll 1 die and add successes to soak for 1 turn. This is an incredibly inefficient and unpredictable defensive method, which is essentially pointless for most characters.  
+
* Social Combat, Sway, and other ways to win friends and influence people.
  
''Instead'', in this system, a Nova may always pay 1 or more Quantum to roll their permanent Quantum score in response to being hit by a damaging attack. Each success reduces the damage of one attack by 1 health level-and each additional point of Quantum spent adds an additional success to this roll. This is an instinctive response and does not require the Nova to be aware of the attack, and may reduce damage down to 0 health levels. Although worse against being hit by about a dozen attacks, it's more effective against sudden horrific ones. Willpower may be spent on this roll for an additional success. This last-ditch defense is obvious, and generally manifests in a way in line with the powers and beliefs of the Nova in question. Although one can only attempt this once per attack, it may be used multiple times a turn, the only limit to doing so being the Nova's limit on quantum expenditure per turn. All Novas possess this last-ditch but relatively inefficient defensive power.
+
=[[Aberrant 2.0 Quantum and Mega-Attributes]]=
 +
* Alterations to Quantum, Mega-Attributes, Quantum Pool, and other facets of Nova superiority.
  
==Health Levels==
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=[[Aberrant 2.0 Power Errata]]=
A baseline human has a health track of -0/-1 x 2 /-2 x 2/-4/Incapacitated. This is the standard 7 level health track.
+
* Changes to many of the powers available to Novas.
  
Novas channel Quantum through their body, increasing the toughness of their skin, muscles, and bones due to such rigors of channeling, and as they become more adept at channeling such energies their body becomes tougher in turn to allow them to make use of their mastery. Each point of Quantum a Nova possesses gives the Nova an additional -0 health level. Furthermore, each point of Quantum adds +1B/1L to the Nova's natural soak. Quantum-granted soak stacks with Stamina and Mega-Stamina soak, although it is not doubled by purchases of Resiliency.
+
=[[Aberrant 2.0 Equipment Errata]]=
 +
* New rules and fixes for armor, vehicles, weapons, and chemicals of all sorts.
  
A Nova has a natural ''Aggravated'' soak of (Quantum/2).
+
=Miscellaneous=
 +
[[Aberrant 2.0/2.1 Quick Reference]]
  
==Mega-Physicals==
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[[Aberrant/Trinity 2.x Background Setting Elements]]
===Mega-Stamina===
 
Mega-Stamina now provides, per dot:
 
* Doubles the Nova's lifespan per level (x2 for M-Sta 1, x4 for M-Sta 2, x8 for M-Sta 3, so on and so forth.)
 
* Increases the Nova's healing rates per level as noted in the core book.
 
* One -0, one -1, one -2, and one -4 Health Level per purchase.
 
* +1B/1L Stackable natural soak per purchase.
 
  
===Mega-Attribute Clarification===
+
==Additional Rules==
Each Mega-Attribute counts as 2 dots of the relevant Attribute when calculating static values, but grant 1 success to all rolls based on that Attribute. No Attribute-increasing ability (save Node Spark) can grant a character Mega-Attributes anymore. Mega-Attributes are after all, powers rather than physical abilities, and you can't get Mega-Strength via bulging biceps or high-end artificial musculature.
+
[[Aberrant 2.0 Body Modifications]]<br>
 
+
* New and improved body modifications for Novas (and baselines alike, with the new system for cybernetics)
==Stacked Defenses==
+
[[Aberrant 2.0 Chrysalis]]<br>
Stacking defensive powers becomes less and less effective the more of them you have. To allow the reduction in stacking effectiveness, there are now three categories of soak.
+
* The Chrysalis Trait revamped
 
+
[[Aberrant 2.0 Expansion]]<br>
* '''Natural soak:''' Natural soak comes from Quantum, Stamina, and Mega-Stamina.
+
* Rewritten weapons and armor section, with tags and other things.
** Without Enhancements, Natural soak should equal (Quantum + Stamina + Mega-Stamina)B, (Quantum + Mega-Stamina + Stamina/2)L, and (Quantum/2)A.
+
[[Aberrant 2.0 Optional Rules]]<br>
* '''Power-Based soak:''' Power-Based soak is gained from Quantum (or Psi) powers.
+
* Optional rules for additional enjoyment
* '''Armored soak:''' Armored soak comes from body armor or eufiber, or body modifications.
+
[[Aberrant 2.0 Paramorphs]]<br>
 
+
* Powering up the last member of the Inspired trio.
Any character may only gain the full defensive value of one source of each soak type (normally the highest soak value). The second source of said soak is halved, the third source has its value divided by 4, and so on, to a minimum of +0L/0B from stacking. Round stacking soak values down. Note that some soak is noted to be ''Stackable'', primarily soak gained from body modifications. This means you add up all sources of stackable soak and treat it as one source of soak.
+
[[Aberrant 2.0 Shards]]<br>
 
+
* Alternative settings
'''Example:''' A Nova with Eufiber 4 (+4B/4L soak), Advanced Body Armor (+6B/6L soak), and Subdermal Armor (+2B/2L soak) with a Hyperdense Skeleton (+2B/1L soak) calculates his armored soak by taking the full value of his Advanced Body Armor (6B/6L), then halving the value of his Eufiber (4B/4L halves to 2B/2L), and then quartering the value of his body modification soak (4B/3L quarters to 1B/0L), giving him a total of 9B/8L soak from armor, rather than 14B/13L.
+
[[Aberrant 2.0 Psion Rules]]
 
+
* Psions
===Non-Soak Defenses===
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[[Aberrant 2.0 Trinity]]
Similarly, all additional defensive powers become less effective the more of them you have. A character with multiple powers which increase their resistance to quantum powers, mental powers, or increase the difficulty to be hit use the '''highest''' bonus and gain an additional +1 bonus for every additional source of the same bonus that is meaningful.
+
* A reimagined Trinity setting by yours truly.
 
+
[[Aberrant 2.0 Societal Changes]]
A meaningful source has a bonus equal or greater than 50% of the total bonus given. For example, if a nova adds +5 difficulty to all enemy attack rolls, a power that adds to the difficulty of enemy attack rolls is ''not'' meaningful unless it adds +3 or more to the difficulty of enemy attack rolls. If the nova had 1 such meaningful power, he would increase that difficulty penalty to +6. If the Nova wished to increase that to a +8 penalty, he would need the basic +5 difficulty power, and 3 powers with +4 difficulty.
+
* How to change society for fun and profit.
 
 
==Armor==
 
Armor is destroyed if an attack has raw damage equal to its Destruction rating, with damage adds counting double. An armor's penalty decreases the user's dice pool for actions such as running, dodging, leaping, and so forth. It also adds to the difficulty of all rolls to resist exertion. Furthermore, the heavier and more tiring the armor, the harder it is for a character to act. A character must have both (Strength + Might) and (Stamina + Endurance) equal to (2 + total mobility penalty), or takes a -1 dice penalty to all rolls for every dot he falls short of this requirement.
 
 
 
Some particularly light armor is now considered to be "lightweight" and has no strength or stamina requirements. Armored T-Shirts, Reinforced Clothing, and Eufiber are the only lightweight armor in the core.
 
 
 
===Armor Stacking===
 
Each "layer" of armor past the first increases the difficulty penalty of ''all'' worn armor by +1 if it has a penalty of 1 or more. Stacking multiple layers of armor with -0 penalty is somewhat less harsh, as it only adds +1 difficulty for each layer of penalty-free armor past the first. More importantly, stacked armor becomes encumbering and poorly balanced-the total Penalty Rating now applies to ''all'' physical actions, rather than merely just movement.
 
 
 
=Mental Rebuild=
 
==Science (or is it SCIENCE!)==
 
To fully clarify, there are three "types" of technical advancement in ''Aberrant''. Conventional science, super-science, and Devices.
 
 
 
'''Conventional''' science is stuff that fully meshes with the laws of physics and requires no exotic ingredients, nor does it play with the nigh-magical forces that the Inspired possess. Conventional science creates things like suborbitals, advanced body armor, railguns, powersuits, the occasional robot, fusion reactors, pollution-eating microbes, genetic enhancements, the list goes on and on. Anyone, baseline or Inspired, can advance conventional science.
 
 
 
'''Super-science''' isn't the same thing as cutting edge science. It's research and development which requires exotic, Nova-created ingredients or perhaps uses Noetic or Quantum forces (as opposed to small-q quantum). Super-science can be duplicated by baselines with the right materials, but cannot be advanced by baselines. Super-science developments include FTL drives, Soma, Eufiber based infrastructure, hypercore rounds, and several varieties of free-floating active nanotech.
 
 
 
'''Devices''' are handcrafted systems which are unique to the creator and their harnessing of Quantum or Noetic forces. Devices can be created by the Inspired but cannot be duplicated (although there are Devices that are similar enough to have identical game effects) because they are personal expressions of power, rather than technical advancements per se.
 
 
 
==Advancement==
 
 
 
To create an advancement (either mundane or super-science) a character must have sufficient dots in the ability to make an advancement, typically 4+ in the primary ability and 3+ in at least two related abilities (so a character attempting to develop a fusion reactor needs Science[Physics] 4 and Engineering and Computers 3, for example), while his lab assistants need either 4+ in a related ability or 3+ in the primary ability (so said character could be assisted by an engineer with Engineering 4, or a physicist with Science[Physics] 3). Advancements typically are rolled for over the course of weeks or months, and best done during downtime. Each lab assistant adds +2d to this roll, up to the lower of (Charisma or [Primary Ability]) assistants.
 
 
 
Minor advancements (inventing the iPod, assembling already-existing technology into a new product) use 1 week as an interval for the roll, while major ones (developing sentient AI, creating a new species, curing aging, etc) require 1 month per roll interval. Typically a character must accumulate 20-100 successes although particularly bleeding-edge projects may require far more than this.
 
 
 
Super-science advancements require the character to be Inspired ''and'' use a roll interval of 2 months. Baseline lab assistants for super-science must have 4+ in the primary ability and 3+ in at least two related abilities, while Inspired (Nova/Psion/Paramorph) lab assistants may use the standard rules instead.
 
 
 
==[[Aberrant 2.0 Gadgeteering]]==
 
 
 
==Anticipation==
 
Oftentimes in ''Aberrant'' people will play characters smarter than they are. Far smarter, in fact. Due to this, a player may not consider an element in the story or predict a turn of events which the character, by all rights, should have been able to predict and prepare for. Modifying the Anticipation system from nWoD: Mirrors, this section covers how a Mega-Intelligent (or in certain cases, Mega-Witty or Mega-Perceptive) Nova may be able to alter a situation to their advantage.
 
 
 
===Requirements===
 
To be capable of using Anticipation, the character must have a relevant Mega-Mental attribute, or an Ability Mastery. A character may do this a number of times per scene equal to (1 + Highest Mega-Mental Attribute). Being able to predict a situation isn't just about raw intellect, after all. Someone superhumanly perceptive can twig onto extremely minor changes in tone or disposition which might betray future plans, while someone with superhuman thinking speed and poise can run through a half-dozen scenarios with their merely human intellect. At the ST's discretion, low average mental abilities may prevent the use of Anticipation without spending WP, or forbid it entirely. Planning is not all about perception, or thinking quickly, or thinking well. It requires all three elements.
 
 
 
Alternatively, characters without a relevant Mental Attribute may attempt this if their total (relevant Attribute + Ability) dice pool is above 7 and they spend 1 Willpower. They may only do this once per scene. Only the extremely skilled are going to have sufficient ''actual'' genius in the field for them to be capable of doing such feats.
 
 
 
===Systems===
 
During a situation where the player thinks their character could have anticipated, the character may roll a Mental Attribute and Ability combination which makes sense. Examples would be "Wits + Empathy" to plan for a social encounter or predict the actions of a hated nemesis, "Intelligence + Tactics" or "Intelligence + Security" to have a safehouse already set up when you're on the run, "Wits + Computers" to have infiltrated a virus into the security system ten minutes ago when you were at that unattended terminal, so on and so forth.
 
 
 
Successes on that roll translate to points which can be used to access effects. These effects must make some degree of sense. Effects include bonus dice, inflicting penalties, having equipment accessible, so on and so forth. The opponent may attempt to counter as per the rules, either canceling out anticipation successes, or using his own anticipation successes to alter your
 
 
 
====Example Effects====
 
* 1 success: Having a small item on hand ("I thought we might run into guys with guns, so I happened to be wearing a bulletproof vest")
 
* 1 success: +/- 1d on any one dice roll (yours or the opponents), cannot add more than +/-3 to any one roll ("I could see that he favored his right eye. If I made a run for it when he was only looking at me with his left, I'd have a better chance.")
 
* 1 success: Define a minor element of the scene ("There happens to be an abandoned building a block away which is pretty empty, we could hide there.")
 
* 2 successes: Having a larger item on hand ("I thought we might face that guy. Fortunately I have a RPG over here somewhere.")
 
* 2 successes: 1 temporary background dot (Allies, Followers, Resources/etc) for the scene
 
* 2 successes: reroll any one failed or botched roll for the scene.
 
* 3 successes: Define a major scene element ("You just happened to have stepped into a minefield." "I shut down the security five minutes ago.")
 
* 3 successes: Change an already taken action ("Okay, I read about the minefield and so I don't step into it, but hose the ground down with high-explosive 30mm shells instead.")
 
 
 
====Complications====
 
* +1-4: Desired effects are extremely unlikely ("You want me to believe that you, a law-abiding citizen, happen to have stashed a RPG and a half-dozen reloads in your car's trunk?")
 
* +2: Repeating the same effect again and again. Don't be boring!
 
* +2: Desired effect does not mesh with setting ("You're in an affluent neighborhood. An abandoned building nearby? Really?")
 
 
 
=Social Rebuild=
 
Do you like Sway? I like Sway! Get nWoD Mirrors!
 
 
 
==Sway==
 
Making a character do what you want is simple, in practice. Any logical combination of Attribute and Ability can be used to attempt to create Sway, which the subject may resist via straight Willpower and bonuses from Wits/Enhancements, or a related Attribute + Ability combination if so desired. Unsuccessful attempts to generate Sway create a cumulative +2 difficulty penalty for rolling the same attribute/ability combination during the scene, and a cumulative +1 difficulty penalty for any other attempts to create Sway. Botching extends the penalty duration for the rest of the story, or permanently if the character was attempting to create Intimate Sway.
 
 
 
By default, this roll is over the timeframe of one day, which covers several hours' worth of schmoozing someone. Reducing the time taken for this roll increases difficulty:
 
* 1 hour: +1 difficulty
 
* half-hour: +2 difficulty
 
* 10 minutes: +3 difficulty
 
* 5 minutes: +4 difficulty
 
* 1 minute: +5 difficulty
 
 
 
Each net success over the opponent's defense and the difficulty creates one point of Sway of the given type (Casual or Intimate) which can be used to make the target take a desired action. Each individual action costs 1 point of Sway, so if you wanted for someone to "stop chatting, tell your friend to go home, and go help me with this project", that would cost 3 points of Sway, one for getting your lab partner to stop chatting, another to make him ask his friend to leave, and a third to help you with your stuff. The opponent may resist Sway with Willpower, paying 1WP to cancel out 1 point of Sway. If canceled with WP, any attempt to demand a similar condition automatically fails for the rest of the scene.
 
 
 
Extending the influence of your actions for a scene costs 1 additional point, extending them for a session costs 2, and extending them for an entire story costs 5. Extending your influence longer, to years or even permanently, can easily cost far more successes than that and is the result of weeks or months of constant influence.
 
 
 
===Casual===
 
Casual sway has no significant emotional component and is generally short lived. It is most useful for forming the basis of a personal relationship, creating vague positive or negative feelings, or getting minor favors done which might cause some trouble for the other character, but is not capable of doing anything more than that. Getting your captor to hand you his gun is not something casual sway can do, but it might let you stall him for long enough to build a rapport. Casual Sway cannot be extended past a scene, and fades at 1 point/day.
 
 
 
It requires 2*willpower successes worth of Casual Sway to start creating Intimate Sway. For most normal people, that requires days of work, but a particularly capable Nova may be able to become your best friend in a handful of minutes.
 
 
 
===Intimate===
 
Intimate sway has an emotional component, and attempting to build it also renders you vulnerable to similar attempts, for it requires bonding and understanding the other party as a person (or pretending to be, you could be a sociopathic asshole after all). Intimate sway can allow you to make a target act against his morals or ideology, take actions which might cause them serious trouble, have them abandon long-held beliefs or change the target's opinion on an important issue, or even temporarily change the character's Demeanor. The few things it cannot do are change the character's Nature, make them take actions that directly lead to self-harm (such as jumping off a bridge or in front of a bus) unless they're already inclined towards that, or permanently change their personality.
 
 
 
===Bonuses and Penalties===
 
There are social "weapons" that can be used to give bonuses to Sway attempts, such as Influence, Backing, Fame, high appearance, having a loaded gun to the victim's head, threatening his children, so on and so forth. These bonuses tend to increase the dice of the person attempting to Sway others, or may alternatively increase the difficulty of resistance. On the flipside, social "armor" exists that protects against Sway. Having a ideological or ethical objection to the task requested (+1-5 diff), negotiating from a position of strength (+1-5 diff), being requested to perform an action which could be dangerous to life or social standing (+1-5 difficulty) are all examples of potential "social armor".
 
 
 
Similarly, if you're the one staring down the barrel of a loaded gun, difficulty penalties can often be insane. A Mega-Charismatic Nova with no non-social powers staring down the barrel of a shotgun (+3 difficulty to Sway) against fanatics who absolutely loathe the Nova and what he stands for (+5 difficulty to Sway) might still be able to talk his way out of the situation if he's good enough and has enough time... but if he's about to be executed in a minute (+5 difficulty) that's a total of +13 difficulty and the opposition can roll to resist beyond that. Not a good position to be in at all.
 
 
 
=Quantum Rebuild=
 
 
 
==Quantum Pool==
 
A Nova's base Quantum Pool is now calculated by: 10 + [(Quantum + Node) * 5]. A chargen Nova has minimum Quantum Pool 15, maximum 60, without buying expansions.
 
* As a clarification, 1 Aggravated HL sacrificed provides 2 temporary Quantum points. These Quantum points can be spent above and beyond normal Quantum expenditure for the turn-they do not count towards the Quantum/turn limit.
 
 
 
==Taint==
 
Each Dot of Permanent Taint provides the following advantages:
 
* Aberrations: The Nova gains beneficial body modifications (large size, acute senses, hardened skin, etc.) per dot of Permanent Taint. This body modification must generally relate to the power/etc. the Taint was used to purchase. After the 4th point of Taint, these body modifications become ever more obvious, and ever more powerful. At Taint 1-4, each point of Taint grants 2 XP worth of modifications, at Taint 5-7, each point grants 4 XP worth, and at Taint 8+ each point grants 6 XP worth.
 
* Reduced Cost: Taking a power or level of Quantum Tainted reduces its cost by 3 NP (at chargen) or half (after chargen) at the cost of 1 permanent Taint. This can give a power negative cost at chargen.
 
* Transhuman Ascendence: The quantum energies coursing through the Nova mutate her body far past human limits, both for good and for ill. At Taint 4, a Nova chooses one attribute. This attribute no longer has a rating cap, and any body modifications or merits which adjust or eliminate this rating cap (such as Exceptional [Attribute] or Inhuman [Attribute]) are converted back into XP. Every point of Taint after that removes the rating cap from an additional attribute, so a Nova at Taint 8 has 5 attributes which have no limit to their development.
 
 
 
However, each Dot has the following disadvantages:
 
* Social Issues: A Nova suffers +1 difficulty on social rolls against others if the Nova's permanent Taint is 4 levels higher than the opponent, and this difficulty penalty increases by every additional 2 levels of permanent Taint the Nova has. A Nova with Taint 8 suffers a +2 difficulty against a Nova with Taint 2, and +3 difficulty against a baseline. This applies for ''all'' social rolls, including intimidation-the Nova is just ''so'' fearsome the opponent is driven catatonic or desperately tries to make a stand rather than telling the Nova what he or she wants.
 
* Taint Radiation: At high Taint levels (8+) the Nova radiates Taint radiation, which can poison baselines and give Taint to nearby Novas. With one scene of constant exposure, a Nova or baseline with permanent Taint less than half that of another Nova must roll (Stamina + Resistance) at the end of the scene, the difficulty being half the difference between the Taint levels of the two Novas (round up). Failure means a Nova takes 1 point of temporary Taint + 1 more point for every point of permanent Taint a Nova has above 9, while a baseline gains 1 level of ''permanent'' Taint and the advantages and disadvantages of said.
 
* Aberrations: The Aberration system is used as normal for disadvantageous or inconvenient changes. These changes are merely paired with beneficial ones. Minor Aberrations are generally minor physical changes which merely stand out, equivalent to 0 to 1 point flaws. Moderate Aberrations are generally equal to 1-3 point flaws, and should be disadvantageous to the character, or highly inconvenient. Severe Aberrations are equivalent to 4+ point flaws.
 
 
 
Novas gain Aberration points with increasing Taint as shown below:
 
: Taint 0-2: 0 pts
 
: Taint 3-5: 1 pt/level
 
: Taint 6-8: 2 pts/level
 
: Taint 9-10: 4 pts/level.
 
 
 
A minor Aberration is worth 1 point, a moderate 2, and a severe 4.
 
 
 
==Temporary Taint==
 
This section lists new and altered ways to gain or lose temporary Taint.
 
 
 
===Quantum Recharging===
 
Novas can unsafely channel ambient quantum energies, recharging 3 Quantum Points instantly at the cost of 1 temporary Taint. This supplements Dying for Power: A very desperate Nova can do truly insane things by taking temporary taint.
 
 
 
===Losing Temporary Taint===
 
Characters may lose temporary Taint as listed in the core rulebook. Furthermore, a few additional systems help losing temporary Taint.
 
 
 
*Taint Resistant Novas lose 1 temporary Taint every 24 hours.
 
 
 
*2nd Gen Novas lose ''all'' temporary Taint every 24 hours.
 
 
 
==Power Maxing==
 
A Power Max requires the character to pay double the cost of the power, although more Quantum can be spent (an additional amount up to the character's permanent Quantum score). The character rolls his permanent Quantum. The character gains 1 temporary taint for a failed max, and 2 if the roll botches. Successes on this roll (if any were rolled) are added to the number of additional Quantum spent and used to buy new features for the power. This is a reflexive action.
 
 
 
*1 success buys +1d to the power's dice pool or damage, up to [Quantum].
 
*2 successes converts 1 dice in the power's pool into a success. For powers which have a roll to hit and another damage roll, it converts both part of the to-hit and damage roll.
 
*2 successes buys any desired Extra for the power.
 
*3 successes increases the power's level by 1 for all purposes, including accuracy, damage, and range.
 
*5 successes allows the Nova to alter the chosen power for (Quantum) actions, turning it into a similar but related power. For example, a Nova could pay 5 successes to turn Healing into Biomanipulation, or Bioluminescence into Quantum Bolt.
 
 
 
===Power Maxing and Taint===
 
A character may choose to take 1 temporary taint to add an additional point to their power max pool, or 2 temporary taint to convert all dice into successes.
 
 
 
==Extras and Enhancements==
 
Instead of how Extras work currently, an Extra can be purchased for a power for the flat cost of 10 XP per Extra, with a maximum amount of Extras equal to half the power rating, rounded up (so a power at Rating 3 can support up to 3 Extras). A power may use as many or as few Extras as desired, each one adding +1 to the Quantum cost of the power. Buying an Extra at chargen is worth 3 NP. This change makes L3 powers somewhat better because they can support just as many Extras as L1 powers, and gives an incentive to buy power ratings up. Furthermore, a power may also have Strengths (as per the Player's Guide) equal to its rating. Each Strength costs 4 XP or 1 NP at chargen. Extras and Strengths do not increase the level of the power.
 
 
 
For Mega-Attributes, a character may support up to (Mega-Attribute + 2) Enhancements per attribute instead of an infinite amount.
 
 
 
===New Enhancements===
 
====General====
 
* [Attribute] Paragon : This Enhancement decreases the cost of purchasing superhuman attributes for the chosen Mega-Attribute. The cost of purchasing dots of the chosen attribute above 5 is reduced to (current value - 5) * 4, minimum 4 XP. This only affects the cost of purchasing an attribute above human levels (i.e. above 5), and does nothing to cheapen the cost of purchasing an attribute up to 5.
 
 
 
===Altered Enhancements===
 
====Physical====
 
* '''Crush''': Crush damage is lethal by default, and if used to charge an attack for extra damage levels, the attack may take the form of a Smackdown (Str + 6 damage) or be aimed for 1 turn, instead of being a normal strike.
 
 
 
* '''Accuracy''': Accuracy adds +1 to the accuracy of all Nova powers, and increases the Nova's maximum aiming bonus by 3, to (Perception + 3), as well as adding 3 extra dice on the first turn of aiming. Accuracy may be purchased more than once to stack the improved power accuracy, but not further increase aiming ability.
 
 
 
* '''Hardbody''': Hardbody only affects Mega-Stamina soak, giving the Nova an aggravated soak score equal to his Mega-Stamina score normally, or twice that if the Nova also has Resiliency.
 
 
 
* '''Shockwave''': Shockwave deals (Strength + [Mega-Strength * 2])B damage to an area [Mega-Strength x 10]m in radius, and forces a Strength + Athletics roll at Difficulty 3 to stay upright or fall prone.
 
 
 
* '''Thunderclap''': Thunderclap deals (Strength + [Mega-Strength * 2])B damage to soft targets in an area [Mega-Strength x 10]m in radius, and those in that radius must roll Stamina + Resistance, difficulty equal to the number of levels of bashing damage they have taken, or be deafened. Surgery is required to repair this damage in baselines, but Novas regain their hearing immediately after healing the bashing damage.
 
 
 
* '''Catfooted''': ''replace system with:'' Catfooted adds 1 success to any contested Stealth roll, and all attempts to track the Nova's footprints without superhuman senses automatically fail as long as the Nova does not botch her stealth roll. This costs 1 Quantum and lasts for a scene.
 
 
 
* '''Physical Prodigy''': ''replace system with:'' +1 success to any Athletics, Performance, or other rolls based on physical prowess. This does not affect combat or dodge rolls. However, Physical Prodigy adds a bonus die to all Athletics rolls, including dodge.
 
 
 
* '''Rapid Strike''': Rapid Strike adds [Mega-Dexterity] dice to any melee damage roll.
 
 
 
* '''Adaptability''': Adaptability renders the Nova biologically immortal and adds (Mega-Stamina) dice to any roll to resist toxins or diseases which the Nova is not immune to.
 
 
 
* '''Regeneration''': A Nova with Regeneration heals (Mega-Stamina + 1) levels of bashing or lethal damage per hour and heals half that many levels of aggravated damage each day. Regeneration allows a Nova to regrow missing limbs or organs in (30/Mega-Stamina) days.
 
 
 
* '''Fast Tasks''': On extended rolls which require effort and knowledge, divide the timeframe of a roll by (Mega-Dexterity). Simple tasks such as painting or gardening can be completed in one combat round (3 seconds). When Fast Tasks is active, a Nova may take advantage of their increased speeds, reloading, drawing, or changing ammunition for weapons as a reflexive action.
 
 
 
====Social====
 
In general, multiple dice-adding Enhancements shouldn't stack. Instead, add another bonus die if two enhancements would stack, unless the situation is particularly fitting or critical or there's a really good stunt backing them.
 
 
 
* '''Awe-Inspiring/Face of Terror''': ''replace system with:'' Awe-Inspiring gives +(Mega-Appearance) dice on Sway rolls where physical impressiveness is especially useful (commanding/etc), while Face of Terror does the same on rolls where raw horror may provide an advantage (for example, on torture). In ''especially'' fitting situations, a character may be able to add 1 success to the roll along with the bonus dice.
 
 
 
* '''Seductive Looks''': ''replace system with:'' +(Mega-Appearance) dice to any Sway roll where seuxality could be an additional advantage. In ''especially'' fitting situations, a character may be able to add 1 success to the roll along with the bonus dice.
 
* '''Persuader''': ''replace system with:'' Reduce the target's willpower by (Mega-Manipulation) when calculating the amount of Casual Sway needed to start creating Intimate Sway, minimum 1 effective Willpower. Costs no Quantum points and is always on.
 
 
 
* '''The Voice''': ''replace system with:'' Spend 1 Quantum to make a Sway roll via Manipulation + Relevant Social Ability, creating Intimate Sway, which has a difficulty of (Opponent's Wits). The victim may roll Willpower to resist. The timeframe of this action is 1 combat turn, but this can only be applied to one target and only may apply once per scene. Sway generated by The Voice ''cannot'' have its duration extended at all-it only lasts for the instant in question.
 
 
 
* '''Commanding Presence''': ''replace system with:'' +(Mega-Charisma) bonus dice to rolls made to create Sway which use superior rank or social class as an element of persuasion. In ''especially'' fitting situations, a character may be able to add 1 success to the roll along with the bonus dice.
 
 
 
* '''Seductive''': ''replace system with:'' +(Mega-Charisma) bonus dice to rolls made to create Sway via sexual attractiveness. In ''especially'' fitting situations, a character may be able to add 1 success to the roll along with the bonus dice.
 
 
 
* '''Trickster''': ''replace system with:'' +(Mega-Manipulation) to any roll made to create Sway that would convince a character of a fundamental untruth or otherwise deceive them. In ''especially'' fitting situations, a character may be able to add 1 success to the roll along with the bonus dice.
 
 
 
====Mental====
 
* '''Mental Prodigy (Any)''': ''replace system with:'' +(Mega-Intelligence) dice to any roll made related to the field in question. Mental Prodigy: Tactics no longer adds +3 Initiative.
 
 
 
* '''Quickness''': Quickness actions may explicitly ''not'' be split into multiple actions, and moreover allow all actions, including the use of Quantum powers. A Nova may not take any more Quickness actions than he or she has Mega-Wits.
 
 
 
* '''Multitasking''': ''replace system with:'' Multitasking reduces multiple action penalties by (Mega-Wits). Multitasking is a permanent Enhancement which is always on and costs no Quantum points.
 
 
 
* '''Discerning Mind''': ''replace system with:'' +(Mega-Intelligence) dice to any roll to resist Sway. Furthermore add +(Mega-Intelligence) to the character's Willpower when determining the points of casual way necessary to create intimate sway.
 
 
 
* '''Unfazeable''': ''replace system with:'' +(Mega-Wits) dice to any roll to resist Sway. Furthermore add +(Mega-Wits) to the character's Willpower when determining the points of casual way necessary to create intimate sway.
 
 
 
* '''Electromagnetic Vision''': The Enhancement stays in effect for a scene. Adds (+Mega-Perception + 1) dice for sight rolls instead of +3d.
 
 
 
* '''Hyperenhanced Hearing''': The Enhancement stays in effect for a scene. Adds (+Mega-Perception + 1) dice for hearing rolls instead of +3d.
 
 
 
* '''Eidetic Memory''': The Nova may in effect have up to [Mega-Intelligence + 3] "phantom" dots of knowledge abilities stored in his memory, with no single "phantom" ability having a rating higher than (Mega-Intelligence/2 or 3, whichever is lower, round up) dots. These dots act as the ability in all respects, but are not actually purchased.
 
 
 
===Strengths===
 
Remember, no power can have more levels of strength than its rating. Each strength costs 1 NP or 4 XP.
 
 
 
* '''Accuracy''': Add 1d to the roll to attack with the power.
 
  
* '''Area''': Add 1 to the power's rating when calculating area, or add an area of effect with a radius of (Power Rating) meters if the power lacks an area of effect normally.
+
==[[Aberrant 2.0 Changelog]]==
  
* '''Damage''': Add 1 level of bashing or lethal damage, or 1 die of aggravated damage.
+
== [[Aberrant 2.0 Requests]] ==
 
+
* Use this (uncreated) page for requests, suggestions, and other things.
* '''Effect''': Add 1d to the power's activation roll. 2 levels of Effect adds 1 bonus success to a power's activation roll.
 
 
 
* '''Multiple Actions''': 2 levels of this strength allows a power which normally cannot be used more than once a turn to be used more than once a turn.
 
 
 
* '''Range''': Add 1 to the power's rating when calculating range.
 
 
 
* '''Rate of Fire''': Add 1 to the power's rating when calculating Rate of Fire, for powers with a Rate of Fire.
 
 
 
* '''Soak''': Add 1B/1L/(1A) soak if a power grants soak. This grants aggravated soak only if the power would normally soak aggravated damage.
 
 
 
* '''Speed''': Add +1 to the power's rating for speed. Use for movement powers only.
 
 
 
==[[Aberrant 2.0 Power Errata]]==
 
 
 
=New Additions=
 
[[Aberrant 2.0 Expansion]]<br>
 
[[Aberrant 2.0 Optional Rules]]<br>
 
[[Aberrant 2.0 Paramorphs]]
 
  
 
[[Category: Aberrant 2.0]]
 
[[Category: Aberrant 2.0]]

Latest revision as of 23:20, 19 June 2013

Rebuilding Aberrant to deal with some of its most eregrious flaws.

Aberrant 2.0 Rules Alterations

  • Alterations to core system elements.

Aberrant 2.0 Combat Alterations

  • Alterations to elements of the combat system.

Aberrant 2.0 Character Generation

  • How to build a Nova character.

Aberrant 2.0 Abilities

  • Alterations to the Abilities found in Aberrant.

Aberrant 2.0 Mental Systems

  • Science, gadgeteering, and mental combat.

Aberrant 2.0 Social Systems

  • Social Combat, Sway, and other ways to win friends and influence people.

Aberrant 2.0 Quantum and Mega-Attributes

  • Alterations to Quantum, Mega-Attributes, Quantum Pool, and other facets of Nova superiority.

Aberrant 2.0 Power Errata

  • Changes to many of the powers available to Novas.

Aberrant 2.0 Equipment Errata

  • New rules and fixes for armor, vehicles, weapons, and chemicals of all sorts.

Miscellaneous

Aberrant 2.0/2.1 Quick Reference

Aberrant/Trinity 2.x Background Setting Elements

Additional Rules

Aberrant 2.0 Body Modifications

  • New and improved body modifications for Novas (and baselines alike, with the new system for cybernetics)

Aberrant 2.0 Chrysalis

  • The Chrysalis Trait revamped

Aberrant 2.0 Expansion

  • Rewritten weapons and armor section, with tags and other things.

Aberrant 2.0 Optional Rules

  • Optional rules for additional enjoyment

Aberrant 2.0 Paramorphs

  • Powering up the last member of the Inspired trio.

Aberrant 2.0 Shards

  • Alternative settings

Aberrant 2.0 Psion Rules

  • Psions

Aberrant 2.0 Trinity

  • A reimagined Trinity setting by yours truly.

Aberrant 2.0 Societal Changes

  • How to change society for fun and profit.

Aberrant 2.0 Changelog

Aberrant 2.0 Requests

  • Use this (uncreated) page for requests, suggestions, and other things.