Difference between revisions of "Aberrant 2.0"

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=[[Aberrant 2.0 Rules Alterations]]=
 
=[[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]]=
 
=[[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=
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=[[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==
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=[[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.  
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* 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.
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=[[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.
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* 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.
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=[[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).
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=Miscellaneous=
 +
[[Aberrant 2.0/2.1 Quick Reference]]
  
==Armor==
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[[Aberrant/Trinity 2.x Background Setting Elements]]
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.
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==Additional Rules==
 
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[[Aberrant 2.0 Body Modifications]]<br>
===Armor Stacking===
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* New and improved body modifications for Novas (and baselines alike, with the new system for cybernetics)
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.
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[[Aberrant 2.0 Chrysalis]]<br>
 
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* The Chrysalis Trait revamped
=Mental Rebuild=
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[[Aberrant 2.0 Expansion]]<br>
==Science (or is it SCIENCE!)==
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* Rewritten weapons and armor section, with tags and other things.
To fully clarify, there are three "types" of technical advancement in ''Aberrant''. Conventional science, super-science, and Devices.
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[[Aberrant 2.0 Optional Rules]]<br>
 
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* Optional rules for additional enjoyment
'''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.
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[[Aberrant 2.0 Paramorphs]]<br>
 
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* Powering up the last member of the Inspired trio.
'''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.
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[[Aberrant 2.0 Shards]]<br>
 
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* Alternative settings
'''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.
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[[Aberrant 2.0 Psion Rules]]
 
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* Psions
==Advancement==
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[[Aberrant 2.0 Trinity]]
 
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* A reimagined Trinity setting by yours truly.
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.
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[[Aberrant 2.0 Societal Changes]]
 
+
* How to change society for fun and profit.
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====
+
==[[Aberrant 2.0 Changelog]]==
* +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?")
 
  
=[[Aberrant 2.0 Social Systems]]=
+
== [[Aberrant 2.0 Requests]] ==
 
+
* Use this (uncreated) page for requests, suggestions, and other things.
=[[Aberrant 2.0 Quantum and Mega-Attributes]]=
 
 
 
=[[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.