Aberrant 2.0/2.1 Quick Reference

From Sphere
Revision as of 11:51, 19 November 2011 by MJ12 Commando (talk | contribs) (Created page with "=Common Rules= ==Mega-Attributes== Unless stated otherwise (or separately accounted for), each dot of a Mega-Attribute counts for 2 dots of an attribute. ==Physical Actions== ==...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Common Rules

Mega-Attributes

Unless stated otherwise (or separately accounted for), each dot of a Mega-Attribute counts for 2 dots of an attribute.

Physical Actions

Lifting

Characters can lift 30kg times their (Strength + Might) total. To lift more than that, a character requires a Str + Might roll, with difficulty of half the Str + Might value needed to lift the object, minus 1. Round down. (So a 450kg object, requiring Str/Might 15, has difficulty 15/2 = 7.5 - 1 = 6.5, rounded to 6). Success adds +1 to the character's Str + Might, exceptional success (more than 5 net successes rolled) adds +2.

Mega-Strength multiplies lifting capacity by 10/100/250/500/1000 at M-Str 1-5. Mega-Strength scores beyond 5 multiply lifting capacity by an additional 10 per dot.

Encumbrance

Unencumbered: A character is unencumbered if he carries up to 5 kg per dot of Str + Might.

Light Encumbrance: Light Encumbrance occurs when the character is carrying more than that, up to 10 kg per dot of Str + Might. A lightly encumbered character merely adds +1 difficulty for all rolls involving long-term physical endurance and reduces her Dexterity by 1 for the purposes of movement. The dexterity penalty may not reduce Walking speeds to lower than 3 m/round.

Moderate Encumbrance: A character is moderately encumbered if he carries up to 15 kg per dot of Str + Might, adding +1 difficulty to all physical actions involving movement or endurance, and subtracts 1 from Strength and Dexterity for effective movement speeds. The dexterity penalty may not reduce Walking speeds to lower than 3 m/round.

Heavy Encumbrance: Characters carrying 20 kg per dot of Str + Might are heavily encumbered, and suffer +2 difficulty to all physical actions involving movement or endurance, -2 to strength and dexterity for movement, and +1 difficulty to all other physical actions. The dexterity penalty may not reduce Walking speeds to lower than 3 m/s. Heavily encumbered characters may not run or sprint.

Mega-Strength and Encumbrance: Each dot of Mega-Strength multiplies the character's encumbrance thresholds by the same amount it multiplies the character's lifting thresholds.

Movement

  • Walking: (Strength + Dexterity) meters/round.
  • Running: (5 + [Dexterity * 2] + Strength) meters/round.
  • Sprinting: (5 + [Athletics] + [Dexterity * 3] + [Strength]) meters/round. Sprinting characters may not take any actions during the turn except defensive maneuvers, and are at +1 difficulty to all defensive maneuvers they take.
  • Jumping: Jumping is a (Strength + Athletics) roll, giving the character a 0.5 meter vertical jump or 2m horizontal leap per success. Mega-Strength adds 5 automatic successes per dot, giving an additional 2.5 meters of height or 10m of horizontal distance, and additionally jumping distances and heights are multiplied by (Mega-Strength + 1).

Falling

A character can safely fall (Stamina - 1) * 2 meters without taking damage. Past that, falling damage is 1d/2 meters (round down) for the first 20 meters and then 1d/5 meters past that, up to 40d pre-soak damage from a fall (at ~170m). Fall damage is lethal if the damage equals or exceeds the character's (Stamina + Athletics).

A character may roll (Dexterity + Athletics) to break a fall, with each success reducing fall damage by 1 per success.

2.0 Rules

Specialties

Specialties allow a character to reroll 10s if applicable.

Health Levels

Characters start with -0 x 1/-1 x 2/-2 x 2/-4 x 1/Incap health levels, with Dying HLs equal to (Strength + Stamina).

Characters gain 1 health level for every odd point of Stamina past 1, so 1 at 3, 1 at 5, etc. These HLs go -0/-1/-2/-4 and cycle back (so Sta 3 gets a -0 HL, Sta 5 gets a -1 HL, Sta 7 gets a -2 HL, Sta 9 grants a -4 HL, Sta 11 grants another -0, etc.)

Each point of M-Sta gives 1 -0, 1 -1, 1 -2, 1 -4, and 1 Incap HL (rather than adding +2 to Stamina for HL calculations). Each point of Quantum gives a -0 HL.

Health Levels from armor are -0 HLs.

Soak

Natural Character Soak is by default (Quantum + Stamina + Mega-Stamina) Bashing/(Quantum + Stamina/2 + Mega-Stamina) Lethal/(Quantum/2) Aggravated.

This is modified by any sort of armor a character wears and by some Enhancements.

Combat

Initiative: Initiative is (Dexterity + Wits + Mega-Dexterity + Mega-Wits + 1d10).

Defensive Maneuvers: Characters can dodge (Dex + Athletics), parry (Dex + Melee/Brawl), or powerblock (power activation roll) incoming attacks.

Soak: Characters subtract soak from damage dice, not damage adds. Damage adds apply if the attack deals at least one die of damage after soak.

Ping: If an attack fails to penetrate soak, it deals 1 die of ping damage of one lower type. Bashing damage deals Stun, Lethal damage deals Bashing, and Aggravated damage deals Lethal.

Dazing/Stunning: A character is Dazed if he takes (Stamina) HLs of damage in a single turn, or stunned if he takes (2 * Stamina) HLs of damage. Dazed characters are at +2 difficulty to all subsequent actions, Stunned ones lose their next turn (or their next 2 turns, if they take (3 * Stamina) HLs of damage in one turn).

Armor Piercing: Armor Piercing attacks only decrease power or armored soak, they have no effect on natural soak.

2.1 Rules

Specialties

Specialties allow a character to add +1 to their dice pool if applicable. Mega-Attributes allow a character to reroll 10s if applicable.

Health Levels

Characters have (Willpower + [Stamina * 2] + [Mega-Stamina * 6] + Quantum) health levels. The character takes a -1 wound penalty for every (Stamina + Resistance)/2, rounded down (minimum of 1) health levels of damage they suffer.