Difference between revisions of "Aberrant 2.0 Equipment Errata"

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=Vehicle Errata=
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=[[Aberrant 2.0 Vehicle Rules]]=
==Vehicle Stats==
 
Safe Speed and Max Speed are in km/h. The speed in meters/combat round is given in parentheses. Maneuver is the dice bonus or penalty to any control rolls (Dex + Pilot or Dex + Drive). Armor also has a value in parentheses, which is the amount of soak given to the passenger. Damage penalties to vehicles affect both mounted weapons and maneuvering.
 
  
* '''Compact Car''': Safe Speed 100 (80), Max Speed 150 (120), Maneuver +0, Passengers 3, Armor 6B/2L (+3B/1L), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 1, Wrecked
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=[[Aberrant 2.0 Weapons Rules]]=
* '''Midsize Car''': Safe Speed 150 (120), Max Speed 250 (200), Maneuver +1, Passengers 4, Armor 8B/3L (+4B/1L), HLs -0 x 2, -1 x 5, -2 x 5, -4 x 2, Wrecked
 
* '''Large Car''': Safe Speed 150 (120), Max Speed 250 (200), Maneuver +0, Passengers 5, Armor 9B/4L (+4B/1L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 2, Wrecked
 
* '''Sports Car''': Safe Speed 200 (160, Max Speed 420 (340), Maneuver +2, Passengers 0-2, Armor 6B/2L (+4B/1L), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 2, Wrecked
 
* '''Motorcycle''': Safe Speed 80 (65), Max Speed 150 (120), Maneuver +2, Passengers 0-1, Armor 3B/2L (+0B/0L), HLs -0 x 1, -1 x 2, -2 x 2, -4 x 1, Wrecked
 
* '''Small Truck''': Safe Speed 100 (80), Max Speed 150 (120), Maneuver -1, Passengers 2, Armor 9B/4L (+4B/1L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 2, Wrecked
 
* '''Large Truck''': Safe Speed 100 (80), Max Speed 150 (120), Maneuver -2, Passengers 2, Armor 10B/5L (+5B/2L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 4, Wrecked
 
* '''Small Prop Plane''': Safe Speed 220 (175), Max Speed 340 (275), Maneuver +1, Passengers 4, Armor 4B/2L (+1B/1L), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 1, Crashed
 
* '''Large Prop Plane''': Safe Speed 540 (430), Max Speed 760 (600), Maneuver -2, Passengers 40, Armor 8B/3L (+4B/1L), HLs -0 x 5, -1 x 6, -2 x 6, -4 x 2, -5 x 4, -8 x 10, Crashed
 
* '''Small Jet Aircraft''': Safe Speed 600 (480), Max Speed 900 (720), Maneuver +1, Passengers 6, Armor 8B/3L (+4B/1L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 4, -7 x 2, -8 x 2, Crashed
 
* '''Jumbo Jet''': Safe Speed 600 (480), Max Speed 900 (720), Maneuver -5, Passengers 300, Armor 10B/5L (+5B/2L), HLs -0 x 5, -1 x 5, -2 x 5, -3 x 5, -4 x 5, -5 x 3, Crashed
 
* '''Strike Aircraft''': Safe Speed 600 (480), Max Speed 1000 (800), Maneuver +3, Passengers 0, Armor 12B/8L (+6B/6L), HLs -0 x 3, -1 x 6, -2 x 6, -4 x 3, Eject!
 
* '''Fighter Aircraft''': Safe Speed 1000 (800), Max Speed 2000 (1600), Maneuver +3, Passengers 0, Armor 8B/3L (+4B/4L), HLs -0 x 2, -1 x 5, -2 x 5, -4 x 1, -5 x 1, Eject!
 
* '''Advanced Fighter''': Safe Speed 1000 (800), Max Speed 3000 (2400), Maneuver +4, Passengers 0, Armor 8B/3L (+4B/4L), HLs -0 x 2, -1 x 5, -2 x 5, -4 x 1, -5 x 1, Eject!
 
* '''Superfighter''': Safe Speed 1500 (1200), Max Speed 4500 (3600), Maneuver +5, Passengers 0, Armor 8B/3L (+4B/4L), HLs -0 x 2, -1 x 5, -2 x 5, -4 x 1, -5 x 1, Eject!
 
* '''Bomber''': Safe Speed 1000 (800), Max Speed 2000 (1600), Maneuver -3, Crew 4, Armor 10B/5L (+4B/4L), HLs -0 x 5, -1 x 5, -2 x 5, -3 x 5, -4 x 5, -5 x 3, Eject!
 
* '''UCAV''': Safe Speed 600 (480), Max Speed 1000 (800), Maneuver +3, Passengers 0, Armor 8B/4L, HLs -0 x 1, -1 x 2, -2 x 2, -4 x 1, -5 x 1, -6 x 1, -8 x 1, Eject!
 
* '''Civilian Helicopter''': Safe Speed 200 (160), Max Speed 400 (320), Maneuver +3, Passengers 4, Armor 6B/2L (+4B/1L), HLs -0 x 1, -1 x 4, -2 x 4, -4 x 2, Crashed
 
* '''Attack Helicopter''': Safe Speed 250 (200), Max Speed 450 (360), Maneuver +3, Passengers 0, Armor 15B/10L (+8B/8L), HLs -0 x 3, -1 x 6, -2 x 6, -4 x 3, Eject!
 
* '''Transport Helicopter''': Safe Speed 200 (160), Max Speed 400 (320), Maneuver +0, Passengers 10, Armor 12B/8L (+6B/6L), HLs -0 x 2, -1 x 6, -2 x 6, -4 x 3, Eject!
 
* '''APC''': Safe Speed 30 (24), Max Speed 60 (48), Maneuver -2, Passengers 10, Armor 15B/10L (+10B/8L), HLs -0 x 5, -1 x 6, -2 x 6, -4 x 3, -5 x 4, Disabled x 10, Catastrophic Kill
 
* '''Infantry Combat Vehicle''': Safe Speed 50 (40), Max Speed 80 (64), Maneuver -3, Passengers 7, Armor 20B/13L (+10B/10L), HLs -0 x 5, -1 x 6, -2 x 6, -4 x 3, Disabled x 10, Catastrophic Kill
 
* '''Light Tank''': Safe Speed 50 (40), Max Speed 100 (80), Maneuver -2, Passengers 0, Armor 20B/13L (+10B/10L), HLs -0 x 5, -1 x 6, -2 x 6, -4 x 3, Disabled x 10, Catastrophic Kill
 
* '''Main Battle Tank''': Safe Speed 50 (40), Max Speed 80 (64), Maneuver -3, Passengers 0, Armor 25B/18L (+10B/10L), HLs -0 x 6, -1 x 6, -2 x 6, -4 x 6, Disabled x 10, Catastrophic Kill
 
  
==Vehicle Features==
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=[[Aberrant 2.0 Archaic Equipment]]=
  
* Strike Aircraft: Hardpoints x 6, 30mm Rotary Cannon
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=Armor=
* Fighter Aircraft: Hardpoints x 6, 20mm Rotary Cannon, Stealth (+1 difficulty to enemy awareness and attack rolls), Advanced Sensors (+1d to awareness and attack rolls, no penalties for darkness or poor vision conditions)
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Armor provides defense against most forms of attacks via two methods, increasing soak ''and'' granting additional health levels. Armor health levels represent armor's ability to absorb initial blows more capably than repeat hits, as the material degrades from repeated abuse, while armor soak represents its ability to absorb damage without degradation.
* Advanced Fighter: Hardpoints x 6, 20mm Rotary Cannon, Stealth (+2 difficulty to enemy awareness and missile attack rolls), Advanced Sensors (+2d to awareness and attack rolls, no penalties for darkness or poor vision conditions), Computer Assistance (-1 multiple action penalty, +3 Initiative)
 
* Superfighter: Hardpoints x 8, Tactical Laser, Stealth (+3 difficulty to enemy awareness and attack rolls), Advanced Sensors (+3d to awareness and attack rolls, no penalties for darkness or poor vision conditions), Computer Assistance (-1 multiple action penalty, +5 Initiative)
 
* Bomber: Hardpoints x 20, Stealth (+3d to dodge and stealth rolls), Computer Assistance (-2 multiple action penalty)
 
* UCAV: Hardpoints x 4, Stealth (+2 difficulty to enemy awareness and missile attack rolls), AI Piloted (Init 13, 6d for attack and piloting rolls before adding bonuses), Sensors (+1d to awareness and attack rolls, no penalties from poor vision conditions or darkness)
 
* Attack Helicopter: 30mm Cannon, Hardpoints x 8, Advanced Sensors (+1d to awareness and attack rolls, no penalties from poor vision conditions or darkness), Computer Assistance (-1 multiple action penalty)
 
* Transport Helicopter: Miniguns x 2 (one per side), Hardpoints x 4
 
* APC: Light MG x 2, Vehicle Grenade Launcher x 1
 
* ICV: Heavy MG x 2, 30mm Cannon x 1, Hardpoints x 2 (missiles only). Alternately Heavy MG x 2, 105mm Cannon x 1
 
* Light Tank: Heavy MG x 2, 105mm Cannon x 1
 
* Main Battle Tank: Heavy MG x 2, Tank Railgun x 1. Alternately Heavy MG x 1, 120mm Cannon x 1, Vehicle Grenade Launcher x 2
 
  
=Ordinance=
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==Armor Stats==
Ordinance is the really heavy stuff, the ''fun'' guns that get broken out when you need to bring a Nova down. Or if you are a Nova and you need a toy to play with. Most Ordinance requires at least Mega-Strength 1 or 2 to use effectively, and requires Mega-Dexterity to aim. A Nova which seeks to make use of guided weapons may also wish to have Mega-Perception and some method to program weapons on-the-fly, such as Cyberkinesis.
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*'''Soak''': Armor soak is added to the wearer's soak, giving them additional protection against bashing and lethal attacks. Armor does not grant aggravated soak in most cases. Soak does not generally degrade with multiple attacks.
  
==Tags==
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*'''Armor Health Levels''': Armor has additional health levels which take damage before the wearer. These health levels only apply if the armor has not been bypassed-attacks that bypass armor, whether via armor piercing, called shots, or dealing aggravated damage . Armor health levels absorb damage before the user, and do not heal (however, Stun and Bashing damage levels inflicted to armor disappear at the end of a fight). Armor health levels can be repaired outside of combat using an Intelligence + Engineering (Materials or similar engineering type) roll for more advanced armors. More primitive armors may use Intelligence + Art (Sewing) or Intelligence + Art (Blacksmithing) instead for repairs. Each roll takes 1 hour and repairs 1 health level per success.
* '''AA''': Anti-aircraft tracking, can be fired at aircraft without any difficulty penalties. Missiles only, otherwise missiles suffer a +3 difficulty to hit helicopters and a +6 difficulty to hit any other aircraft type, above and beyond range. Guns only suffer range penalties.
 
* '''AP(X)''': Armor Piercing. Reduce target soak by (X).
 
* '''Area(X)''': Area of effect ordinance, has an area of effect with radius X.
 
* '''AV(X)''': Antivehicle, suffers +X difficulty to attack human-sized or smaller targets.
 
* '''Burst(X)''': Fires (X) rounds per single attack rather than 1, allowing it to use autofire multiple-attack rules even with "single shots". Note that the Rate of the weapon is still the maximum number of rounds it fires. Burst weapons have a slash in their Rate stat, with their effective rate of fire following the unadjusted RoF.
 
* '''Exp(X)''': Explosive blast radius, with damage decreasing by 1 level or die every (X) meters from the center,
 
* '''Guided''': Ignores first dodge success, reduces range penalty difficulties by 1.
 
* '''Prox(X)''': Proximity-fused, loses (X) die or levels of damage (damage adds are lost first) for each success the attack falls short by.
 
  
==Missiles and Bombs==
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*'''Penalty''': Armor penalty is the ''dice'' penalty armor gives. Armor Penalty applies to all Athletics and Stealth rolls, and also to any Endurance rolls to withstand harsh conditions. Penalty applies to defensive maneuvers as well, so heavy armor is a tradeoff-increased protection, decreased mobility.
'''Missiles'''<br>
 
Each one of these options is assumed to take up 1 hardpoint.
 
* Manportable SAM: Accuracy +0, Dmg 8L [5], Range 1,500, Rate 3, Magazine 3, AA, AV(2), Exp (2), Guided, Prox (4)
 
* Light AAM/SAM: Accuracy +1, Dmg 10L [8], Range 5,000, Rate 1, AA, AV(3), Exp (3), Guided, Prox (5)
 
* Medium AAM/SAM: Accuracy +3, Dmg 12L [10], Range 10,000, Rate 1, AA, AV(4), Exp (5), Guided, Prox (5)
 
* Heavy AAM/SAM: Accuracy +2, Dmg 15L [12], Range 15,000, Rate 1, AA, AV(6), Exp (5), Guided, Prox (5)
 
* Cruise Missile: Accuracy -3, Dmg 25L[15] or nuclear as desired, Range 20,000, Rate 1, AP(8), AV(10), Exp(5)
 
* Light Antitank: Accuracy +2, Dmg 13L [10], Range 2,500, Rate 2, Magazine 2, AP(3), AV(3), Exp (5), Guided
 
* Heavy Antitank: Accuracy +0, Dmg 15L [12], Range 3,000, Rate 1, AP(6), AV(6), Exp (5), Guided
 
* Rocket Pod: Accuracy -2, Dmg 10L [5], Range 500, Rate 20, Magazine 20, AP(2), AV (1), Exp (3)
 
  
'''Bombs'''<br>
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*'''Bypass''': Armor can be bypassed by called shots. The Bypass rating is the additional difficulty needed to ignore the armor's soak, added to the base difficulty of the called shot itself. Bypassing armor bypasses ''both'' the health levels it provides and the bonus soak it grants.
Each one of these options is assumed to take up 1 hardpoint.
 
* Cluster Bomb: Accuracy +1, Dmg 12L [5], Range 800, Rate 1, AP(2), Area(20)
 
* FAE: Accuracy -2, Dmg 20L [15], Range 1,200, Rate 1, AP(8), Area(40)
 
* Microbomb Dispenser: Accuracy -2, Dmg 10L [10], Range 1,500, Rate 3, Magazine 6, AP(4), Exp(3)
 
* Unguided Bomb: Accuracy -2, Dmg 20L [10], Range 1,200, Rate 1, AP(8), Exp(5)
 
* Guided Bomb: Accuracy +2, Dmg 20L [10], Range 1,500, Rate 1, AP(8), Exp(5)
 
* Tactical Nuclear Bomb: Accuracy -2, Dmg 30A [20] + 60L [40], Range 500, Rate 1, AV(3), Exp(10)
 
  
==Guns==
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*'''Destruction''': Armor is not indestructible. Any attack with base damage + damage adds exceeding an armor's Destruction rating destroys the armor although it still provides soak against that one attack.
'''Smaller Guns''
 
* Light MG: Accuracy +1, Dmg 10L, Range 150, Rate 60/20, Magazine 2000, AP(1), Burst (3)
 
* Heavy MG: Accuracy +1, Dmg 7L [5], Range 300, Rate 40/20, Magazine 500, AP(2), Burst (2)
 
* Minigun: Accuracy +0, Dmg 9L [5], Range 150, Rate 300/6, Magazine 2000, Burst (50)
 
* 30mm Autocannon: Accuracy +0, Dmg 10L [8], Range 300, Rate 60/20, Magazine 600, AP(3), Burst (3), Exp(0.5)
 
  
'''Aircraft Guns'''
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==Armor Types==
* 20mm Rotary Cannon: Accuracy +2, Dmg 12L [10], Range 300, Rate 400/8, Magazine 800, Burst (50), Exp(0.25)
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* '''Thick Clothing''': Soak 2B/1L, 0 HLs, Penalty -0, Bypass +2 (upper and lower body), Destruction 10, half effectiveness against firearms (round down)
* 30mm Rotary Cannon: Accuracy +1, Dmg 20L [12], Range 350, Rate 280/7, Magazine 1500, Burst (40), Exp(0.5)
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** Mass 1.5 kg, Cost *-*** depending on brand name and style (more expensive versions may give a +1 Style equipment bonus)
* Tactical Laser: Accuracy +3, Dmg 15L [12], Range 500, Rate 2, Magazine 50, AP(3)
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** Although not capable of protecting against serious attacks of any sort, thick clothing can protect against a mugger's knife or a hard blow, or just the thorns and brambles of barbed wire or bush.
  
'''Big Guns'''
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* '''Reinforced Clothing''': Soak 2B/4L, 2 HLs, Penalty -0, Bypass +1 (upper body), Destruction 15
* 105mm Cannon: Accuracy +0, Dmg 20L [15], Range 800, Rate 1, Magazine 60, AP(4), AV(4)
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** Mass 2 kg, Cost **-**** depending on brand name and style (more expensive versions may give a +1 or +2 Style equipment bonus)
: '''Canister''': Accuracy +3, Dmg 10L [7], Range 400, Rate 1, AP(2)
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** Reinforced with shear-thickening fluid and kevlar, armored jackets can provide reasonable ballistic protection with only minor bulk and heat problems, and provide some protection against melee blows.
: '''HE''': Accuracy +0, Dmg 18L [10], Range 800, Rate 1, Exp(3)
 
* 120mm Cannon: Accuracy +0, Dmg 23L [16], Range 1,000, Rate 1, Magazine 45, AP(5), AV(4)
 
: '''Canister''': Accuracy +3, Dmg 12L [8], Range 500, Rate 1, AP(3)
 
: '''HE''': Accuracy +0, Dmg 20L [11], Range 1,000, Rate 1, Exp(3)
 
* Tank Railgun: Accuracy +2, Dmg 25L [18], Range 1,500, Rate 1/2 (every other turn), Magazine 100, AP(7), AV(4)
 
: '''Flechette''': Accuracy +5, Dmg 13L [9], Range 800, AP(4)
 
  
'''Launchers'''
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* '''Sports Gear''': Soak 8B/6L, 4 HLs, Penalty -0, Bypass +2 (torso, shoulders, upper legs), Destruction 15, half effectiveness against firearms (round down)
* Vehicle Grenade Launcher: Accuracy +0, Dmg 8L [5] or as grenade, Range 100, Rate 9, Magazine 200, Exp(1)
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** Mass 5 kg, Cost **
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** Used in various contact sports, sports gear is designed primarily to protect against blunt trauma, although the hard plastic and thick padding provide some measure of protection against blades and claws. Firearms, however, not only halve its soak, but deal double damage until the armor's health levels are depleted (so 1 level of damage from a firearm damage roll inflicts 2 levels of damage to the armor and user until the armor's HLs are depleted, after which firearms inflict only normal damage).
  
=Armory Errata and Expansion=
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* '''Light Armor Vest''': Soak 4B/6L, 3 HLs, Penalty -1, Bypass +1 (torso), Destruction 18
This section has new and interesting stuff in it.
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** Mass 6 kg, Cost **
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** High-strength fibers combined with dilatant fluids for impact resistance are used in current-generation body armor. This is a light vest, usable by police, covert agents, and bodyguards, as it can be concealed under heavy clothing.  
  
==Armor==
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* '''Heavy Armor Vest''': Soak 5B/7L, 4 HLs, Penalty -1, Bypass +1, Destruction 20
Armor now has a "Bypass" rating with its coverage in parentheses, which is the difficulty for a called shot to ignore the armor. Armor with a bypass rating of "*" only protects part of the body. Some armor halves soak against firearms, round soak down in that case. Any attack with pre-soak damage + damage adds exceeding an armor's Destruction rating destroys the armor although it still provides soak against that one attack.
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** Mass 10 kg, Cost ***
* '''Heavy Leather''': Soak 1B/1L, Penalty -0, Bypass +2 (upper body), Destruction 10
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** A heavier armor vest with trauma plates and thicker armor weave, this armor provides significantly improved protection for the torso. Heavy armor vests cannot be concealed, and must be worn over clothing.
* '''Reinforced Clothing''': Soak 1B/2L, Penalty -0, Bypass +2 (upper body), Destruction 10
 
* '''Kevlar Vest''': Soak 2B/3L, Penalty -0, Bypass +1 (torso), Destruction 12
 
* '''Sports Gear''': Soak 3B/1L, Penalty -1, Bypass +2 (torso, shoulders, upper legs), Destruction 12, half soak against firearms
 
* '''Military Body Armor''': Soak 4B/4L, Penalty -1, Bypass +2 (torso, shoulders, groin), Destruction 15
 
* '''Chainmail''': Soak 3B/3L, Penalty -1, Destruction 14, Bypass +3 (face), half lethal soak against firearms
 
* '''Plate Armor''': Soak 7B/6L, Penalty -2, Destruction 20, Bypass +4 (eyes or joints), half lethal soak against firearms
 
* '''Bomb Suit''': Soak 6B/6L, Penalty -3, Destruction 20, Bypass +4 (eyes or joints)
 
* '''Advanced Body Armor''': Soak 6B/6L, Penalty -2, Destruction 22, Bypass +4 (eyes or joints)
 
  
===Accessories===
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* '''Combat Armor''': Soak 7B/7L, 5 HLs, Penalty -2, Bypass +3, Destruction 22
* '''Exoskeleton''': Strength + 1, Penalty -1, 8 hours powered duration.
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** Mass 13 kg, Cost ***
* '''Sports Helmet''': Soak 2B/1L, Penalty -0, Bypass *, Destruction 6, Protects head against called shots, half soak against firearms
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** This is a heavy armor vest with enhanced trauma plates for greater protection and mass, paired with a combat helmet, forearm, shin, and thigh guards, knee and elbow pads, and an armored collar. The result is near full-body protection against pistols, shrapnel, and SMGs, and head/torso protection against rifles.
* '''Combat Helmet''': Soak 3B/2L, Penalty -0, Bypass *, Destruction 10, Protects head against called shots
 
* '''Goggles''': Soak 1B/1L, Penalty -0, Bypass *, Destruction 4, Protects eyes against called shots
 
* '''The Goggles''': Soak 0B/0L, Penalty -0, Bypass *, no game effect
 
  
==Guns==
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* '''Riot Gear''': Soak 10B/6L, 6 HLs, Penalty -2, Bypass +4, Destruction 25
* '''Flechette Rifle''': Accuracy +1, Dmg 10L, Range 60, Rate 48/12, Magazine 48, AP(2), Burst(4), Limited Ammo Options (Multiplex/Hypercore only)
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** Mass 12 kg, Cost ***
* '''Assault Rifle''': Accuracy +0, Dmg 7L, Range 50, Rate 30, Magazine 30, AP(1), Mass 3kg (replaces Heavy SMG)
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** Intended to protect against knives and blunt trauma, riot gear covers more of the body than combat armor but provides worse ballistic protection, as many of its elements are merely impact-resistant plastic.
* '''Shotgun''': Accuracy +0, Dmg 9L, Rng 20, Rate 2, Magazine 8
 
* '''Semi-Auto Shotgun''': Accuracy +0, Dmg 8L, Rng 20, Rate 6, Magazine 8, Mass 4kg, Cost ***.
 
* '''Rifle''': Accuracy +2, Dmg 8L, Rng 150, Rate 1, Magazine 5, AP(1)
 
* '''Antimateriel Rifle''': Accuracy +2, Dmg 9L[4], Rng 300, Rate 1, Magazine 10, AP(2), Mass 10kg, Cost ***.
 
* '''Light Machine Gun''': Accuracy +1, Dmg 10L, Range 150, Rate 60/20, Magazine 90, AP(1), Burst (3), Mass 10kg, Cost ****.
 
* '''Flamethrower''': Accuracy +4, Dmg 10L, Rng 10, Rate 1, Capacity 30, Ignores unsealed armor, Incendiary (successful attack sets target on fire, doing 4L/turn until put out)
 
* '''Portable Laser''': Accuracy +2, Dmg 10L [10], Range 400, Rate 1, Magazine 5, AP(3), Mass 30kg
 
* '''Grenade Launcher''': Accuracy +0, Dmg 8L [5] or as grenade, Range 100, Rate 2, Magazine 1, Exp(1), Mass 3kg
 
* '''Multiple Grenade Launcher''': Accuracy +0, Dmg 8L [5] or as grenade, Range 100, Rate 2, Magazine 6, Exp(1), Mass 6kg
 
* '''Electrolaser Pistol''': Accuracy +2, Dmg 5S/10S/5L, Range 75/100/125, Magazine 100/25/3, RoF 9/6/3, Mass 1kg, Multiple Settings (low stun, high stun, lethal)
 
* '''Maser Gun''': Accuracy +3, Dmg 10L, Range 750, Rate Special, Magazine 10, Mass 3kg, Continuous Beam (+1 accuracy per consecutive turn attacking the same target, may attack up to 5 targets per attack roll by sweeping the beam or attack 1 target up to 5 times, uses 1 charge/turn)
 
* '''Taser''': Accuracy +2, Dmg 1L + 8B, Range 10, Rate 1, Magazine 1, Mass 0.5 kg, No range increments, armor with soak >1L or more renders the target immune
 
  
==Grenades==
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* '''Advanced Body Armor''': Soak 10B/9L, 6 HLs, Penalty -3, Bypass +5, Destruction 30
* '''Frag''': Dmg 8L [5], Exp (1), default ammo
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** Mass 20 kg, Cost ****
* '''Flechette/Buckshot''': Dmg 15L, Rng 30
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** Some concepts get revived centuries later, such as plate mail. Although it might be made of high-tech composites instead of steel, advanced body armor is recognizable as a successor to the full body hard armors that dominated the medieval battlefield.
* '''HEAP''': Dmg 10L [5], AP(3)
 
* '''Incendiary''': Dmg 12L, Area(6), Incendiary (successful attack sets target on fire, doing 4L/turn until put out)
 
* '''EMP''': Dmg 10E, Area(6), EMP damage (ignores armored soak for electronics and other high-tech, living targets treat as bashing)
 
* '''Gas''': Dmg None, Area(6), Gas Payload (choose any airborne toxin to deploy)
 
  
==Ammunition==
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* '''Bomb Suit''': Soak 12B/12L, 7 HLs, Penalty -5, Bypass +5, Destruction 35
* '''Armor Piercing Ammo''': AP(+2), Dmg(-1L)
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** Mass 20 kg, Cost ***
* '''Beanbag/Rubber Bullet''': Doubles armor/power-granted lethal soak, deals bashing damage past 5 meters.
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** Designed for specialists who need protection against close-proximity explosions, bomb suits are very difficult to move in but extremely protective.
* '''Buckshot/Multiplex''': Accuracy +3, doubles armor/power-granted lethal soak and loses -2L damage per range increment
 
* '''Flamethrower''': Shotgun only, no range increments, successful attack deals no damage but sets target on fire (4L/turn until put out, unsealed armor does not protect)
 
* '''Frag''': Shotgun only, Dmg 10L, Area(0.5)
 
* '''+P''': Dmg(+1L), Weapon breaks if more 1s are rolled than successes.
 
* '''Match''': Accuracy +1, Rng +25% if aiming.
 
* '''Hypercore''': Armor Piercing Enhancement (-2 soak per success), no additional damage from threshold successes
 
* '''JHP/JSP''': Dmg(+3L), double armor/power-granted lethal soak
 
* '''Subsonic''': Dmg(-1L) or (-2L) if damage is greater than 8L, reduces weapon report (with suppressor), insufficient power to manually cycle weapon (RoF is reduced to 2 if normally higher than 2).
 
  
==Weapon Maneuvers==
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* '''Power Armor''': Soak 12B/12L, Strength +2, 8 HLs, Penalty -2, Bypass +5, Destruction 35
* Short Bursts: +2 Accuracy, +1 Damage, 3 shots/bursts worth of ammunition.
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** Mass 20 kg, Cost *****
* Medium Bursts: +4 Accuracy, +2 Damage, 10 shots
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** The cutting edge of 2020-era armor technology, power armor masses nearly 70 kilograms but negates most of it with a muscle suit of electroactive polymer and a load-bearing exoskeleton. Power armor requires power (quite obviously), and can only run for 24 hours of continuous combat on a trio of high-capacity batteries, 96 hours in normal conditions. Swapping out a battery takes 5 minutes, but the suit can still function during the swap.
* Long Bursts: +6 Accuracy, +4 Damage, 20 shots
 
* Strafing: Autofire against multiple targets subtracts 1 die from the attack roll for every target past the first but applies the results against all targets, which defend individually. Only medium and long bursts may attack multiple targets. All weapons which automatically fire in bursts may attack multiple targets with a short burst, and weapons which fire more than 10 rounds in a single attack may attack multiple targets even without firing bursts. No weapon may attack more targets than it fires rounds of ammunition.
 
: '''Example''': Rambo, with Dexterity 5, Firearms 5 (Machine Guns + 3), and firing a Light MG (Acc +1 Dmg 10L) in long burst (Dmg +6, Acc +3) has a total attack pool of 20d, but is facing down 15 mooks. He chooses to attack 15 targets with his long burst, subtracting 14 from his attack pool, leaving him with 6d. He rolls 2 successes on 6d which is applied to every mook. Of those targets, 7 are in the open, 5 are in light cover (+1 difficulty) and 2 are in heavy cover (+2 difficulty). The 7 mooks in the open take 14L and die, the 5 in light cover take 13L and also die, and the 2 in heavy cover are missed.
 
  
=Merits and Flaws=
+
==Armor Accessories==
==Merits==
+
* '''Ablative Trauma Plate''': +1 HL, Cost *
Taint Channeler (4 pts): A Nova with this power is particularly adept at making Taint work for him, rather than the other way around. The Nova gains double the effect whenever he chooses to take temporary Taint, or halves the cost (round up) if the power costs 2 temporary Taint or more. That is to say, a Nova can gain 1 temporary Taint to add 2 successes to a max roll, regenerate 4 Quantum points, or turn all the dice on a powermax into successes. This Taint can be converted into Chrysalis as usual.
+
** Ablative Trauma Plates provide limited protection against heavier attack by shattering or ablating away to carry away force.
  
Taint Resistant (5 pts): A Taint Resistant Nova reduces all involuntary gains of Temporary Taint (botches, failures, Taint radiation) by 1 (minimum 0). Furthermore, every 24 hours, a Taint Resistant Nova loses 1 point of temporary Taint.
+
* '''Auxiliary Protection Systems''': +2B/2L soak, +1 bypass, -1 penalty, Cost **
 +
** Most armor is modular, and can be quickly equipped with thicker overlapping armor elements which provide superior protection for most of the body. However, this protection is tiring and difficult to move in.
  
2nd Generation Nova (6 pts): A 2nd Generation Nova does not gain Taint from any normal source, including Quantum or Node, due to their adapted physiology. 2nd Generation Novas cannot willingly gain Taint (or Chrysalis) under any circumstance, and heal all temporary Taint (and Chrysalis) every 24 hours.
+
* '''Exoskeleton''': Strength + 1, reduces armor Penalty by 1 (min -0), 16 hours powered duration, Cost ***
 +
** A powered exoskeleton increases the wearer's strength and agility by reducing the effective weight of his armor.
  
=Body Modifications=
+
* '''Combat Optics''': Night Vision (no penalties for low light conditions) and Thermal Vision (+2d to detect objects significantly warmer or cooler than their surroundings, -2d to detect objects with similar temperatures to surroundings), Cost ***
Body Modifications are "powers" which give capabilities via physical mutation, rather than channeling quantum forces. These powers are generally much less effective than Quantum powers but far cheaper. At chargen, a Nova may trade in 1 NP for 8 XP worth of body modifications. Furthermore, with superscience genetic or cybernetic engineering, baselines may acquire body modifications.
+
** Combat optics in the 2020s combine IR and nightvision capability to provide all-environment imaging.
  
Some of these body modifications are equivalent to Merits and can be taken by baselines even without superscience. Generally these are minor body modifications like large or small or acute sense.
+
* '''Reinforced Strike Faces''': +1B to unarmed damage, Cost *
 +
** hard plates, reinforced gloves, and other methods of improving the power of a blow can greatly assist a soldier in a fight.
  
Attribute dots gained or lost from body modification do increase or decrease the limits for a character's Mega-Attributes.
+
* '''Personalized Fitting''': reduces armor Penalty by 1 (min -0), Cost +1 (increases armor cost by +1)
 +
** fitting an armor explicitly for a person and their quirks can reduce the difficulty of moving around and fighting in it, but is extremely expensive to do ''en masse''.
  
==Minor==
+
=Chemicals=
Minor Body Modifications cost 2 XP per.
+
The variety of toxins and drugs available in the Nova age is an extensive litany of performance enhancers, recreational drugs, and toxic chemicals for help or harm. This system covers chemicals as well as diseases as both can be modeled in a similar fashion.
: '''Redundant Organs''': A Nova may gain additional toughness by increasing body redundancy, adding either 1 -0 and 1 -1 HL or 2 -2 HLs and 2 -4 HLs per purchase.
 
  
: '''Large''': Being about 50% heavier and larger than the average man has its advantages, adding +1 to strength, +1 to stamina, and 1 -0 HL. Novas which are Large add +1 to Dexterity for movement.
+
==Rules==
 +
All chemicals, toxins, and diseases have several traits, listed below with their explanations. The effects are listed per dose, or per turn of exposure. If a drug does damage, it does
  
: '''Increased Ground Speed''': A Nova's legs are lengthened and strengthened, adding +2 to dexterity for movement purposes.
+
'''Vector''': The method the drug or toxin is delivered. Ingested, inhaled, injected, skin contact, etc.<br>
 +
'''Potency''': A drug or disease's potency is the difficulty penalty to resist the drug's effects (applied to a Stamina + Resistance roll) if they're unwanted.<br>
 +
'''Addiction''': The addiction rating of a drug is the difficulty penalty on the Willpower roll to resist addiction. A drug with an addiction of "-" has no addictive qualities.<br>
 +
'''Effect''': What the drug does. This may be attribute or situational bonuses, damage, penalties, or just about anything. <br>
  
: '''Claws''': Unlike the Quantum "Claws" power, these claws are small retractable things like those of a cat, more useful as utility than weapon. Claws do (Str-2)L damage when raking and are more useful as can openers than weapons.
+
===Novas===
 +
Novas are heavily resistant to most drugs and diseases, and gain no benefit from most everyday drugs. Novas add an automatic success on all Stamina + Resistance rolls made to resist the effects of a drug or disease, and halve the potency of all drugs that are not Nova-derived (round down, min 0). This is applied ''in addition to'' Mega-Stamina's effects. Some Quantum-active or superscience drugs may have ''special'' rules when applied to Novas.
  
: '''Tough Skin''': A Nova's skin becomes armor with this body modification, adding +1B/0L stackable armored soak.
+
The automatic successes from Mega-Stamina and just being a Nova apply even if the Nova is not rolling to resist a drug's effects. Therefore, a Nova is always immune to any drugs with potency less than double (Mega-Stamina + 1).
  
: '''Filter Lungs''': A character gains 1 success to resist inhaled toxins with this body modification.
+
==Toxins==
 +
'''Alcohol''': Well, it's not really that much of a toxin, but it is a depressant. One 'dose' of alcohol represents a fair amount more than just one beer.
 +
: Vector: Ingested
 +
: Potency: +0
 +
: Addiction: +0
 +
: Effect: -1 to all dice pools, -2 to Willpower for the scene, 1 level of bashing damage. Successive doses increase the dice pool and willpower penalties by 1 each. If incapacitated by alcohol damage, the character suffers from alcohol poisoning and will die without medical aid.
  
: '''Filtration Liver''': A Nova gains +2 Resistance against toxins with this body modification.
+
'''Riot Agent''': A standard anti-personnel riot agent. Causes burning pain, choking, and other nasty but nonlethal stuff.
 +
: Vector: Inhaled
 +
: Potency: +1
 +
: Addiction: -
 +
: Effect: -(6 - Stamina) to all dice pools and 1 level of stun damage per round. Success on a resistance roll halves the dice penalty (after Stamina is subtracted, round down) and negates the damage. Exceptional success negates all effects.
  
: '''High-Capacity Lungs''': Novas with this body modification gain +1 Endurance and +1 Resistance.
+
'''Sweet Dreams''': A more humane and potent riot agent, designed to disable targets via a combination of euphoriant and soporific effects. Under investigation by the UN due to its potentially psychological addictive qualities.
 +
: Vector: Contact
 +
: Potency: +2
 +
: Addiction: +1
 +
: Effect: -(6 - Willpower/2) to all dice pools (round penalty up), must succeed on a Willpower roll at +1 difficulty to take any hostile action.
  
: '''Nictating Membranes''': A character with this body modification adds 1 success to resisting blinding or eye irritants. Combined with filter lungs a character becomes mostly immune to riot agents.
+
'''Nerve Gas''': Your normal everyday VX-alike nerve gas.
 +
: Vector: Contact
 +
: Potency: +4
 +
: Addiction: -
 +
: Effect: -(10 - Stamina) to all dice pools and 2 lethal health levels of damage per turn. Success on a resistance roll halves the dice pool penalty and reduces damage to 1 bashing level/turn. An exceptional success (5 successes over difficulty) on the resistance roll negate all effects.
  
: '''Streamlined''': Novas with this modification gain +1 dexterity for swimming speed.
+
'''Nanokill''': Nanotech anti-personnel weaponry that lyses cells in vital organs.
 +
: Vector: Contact
 +
: Potency: +10
 +
: Addiction: N/A
 +
: Effect: 2 lethal health levels of damage per turn. Success on a resistance roll negates the damage for that turn.
  
: '''Small''': A character with this body modification is about half normal mass and roughly 80% as large in every dimension, reducing Strength by 1 and removing a -0 HL. Characters which are small are more vulnerable to damage, reducing soak by 1B/1L/1A (minimum 0 soak). On the other hand, a small character is harder to hit and detect, increasing the difficulty of hitting the character by 1, and the difficulty of any rolls to detect the character.
+
'''Eclipsidol''': Anti-Nova biochemical weaponry. Quantum-active.
: '''Acute (Sense)''': A Nova with acute (sense) gains +1 to Perception for the purposes of using that sense.
+
: Vector: Contact
 +
: Potency: -
 +
: Addiction: -
 +
: Effect: A Nova dosed with Eclipsidol loses all control of Quantum powers and wastes his or her Quantum Pool as quickly as possible (a Nova with Node 0 uses up 6 quantum/round, a Nova with Node 5 uses up 20, etc.). While dosed with Eclipsidol, all Mega-Attributes work at half effectiveness (round down) and no Powers or Enhancements work.
  
: '''Pheromones''': A Nova with this body modification has particularly powerful pheromones which induce a certain state of emotion (chosen at purchase), adding a +1d circumstantial bonus for any social roll which resonates with that emotion. Purchasing this multiple times allows a Nova to choose which pheromone type he or she wishes to use.
+
==Drugs==
 +
'''Panacea''': Triton has created a cutting-edge anti-disease drug that provides broad-spectrum protection against all known diseases.
 +
: Potency: -
 +
: Addiction: -
 +
: Effect: +2 automatic successes to rolls to resist disease.
  
==Moderate==
+
'''Nootropics''': Cognition-enhancing drugs are in their relative infancy but still effective.
Moderate Body Modifications cost 4 XP each.
+
: Potency: +0
: '''Alternate Sensory Mode''': Each time this is purchased, a character gains an alternate sense, such as lateral line sense (the ability to sense the electromagnetic fields of others), echolocation, infrared vision, and so on.
+
: Addiction: +0
 +
: Effect: +1 to any one mental attribute (maximum 5) for 1 scene, -2 to all mental attributes (minimum 1) for an equal amount of time later.
  
: '''Chromatophores''': +2 stealth if naked or wearing attuned Eufiber. (versus +3 by RAW).
+
'''Stimulants''': Drugs that increase the mental and physical speed and reaction of a character, stimulants are sought after by the sleep-deprived, the junkie, and anyone whose life may depend on their reaction speed.
 +
: Potency: +2
 +
: Addiction: +0
 +
: Effect: +1 to Wits, +1 to Dexterity for a scene. After use, +1 difficulty to all physical actions due to lethargy.
  
: '''Dispersed Organs''': A Nova with dispersed organs gains improved resistance to called shots, whether because of organ redundancy or because he just doesn't need them any more. Called shot bonus damage is halved. Purchased twice, the Nova takes no additional damage from called shots and probably looks like a Shoggoth on the inside.
+
'''Analgesics''': This covers a variety of pain management drugs, from over-the-counter medications to addictive ones like morphine and opium.
 +
: Potency: +0 to +4
 +
: Addiction: - to +2
 +
: Effect: Wound penalties are reduced by anything from -1 (aspirin and other over the counter pain medication) to -5 (things like PCP). The potency of the drug is equal to the wound penalty negation -1 and the addiction is equal to the potency -3 (so a drug that negates 5 points of wound penalty would have a potency of +4 and addiction of +2). A negative addiction is considered to be (N/A).
  
: '''Huge''': A Nova with this modification is huge, easily about 180 kilos and 2.2 or more meters tall, and gains +2 Strength, +2 Stamina, 1 additional -0 HL, and 1 additional -1 HL. Huge Novas add +2 to dexterity for movement purposes only.
+
'''Red 7''': Advanced designer combat drug derived from Novas, developed by French pharmaceutical companies for brief performance boosts. Psychological addiction rates are considered high but acceptable.
 +
: Potency: -
 +
: Addiction: +0
 +
: Effect: +2 to all physical attributes (maximum 6) for 1 scene, -2 to all physical attributes (minimum 1) for an equal amount of time.
  
: '''Integrated Light Weapon''': Baselines with cybernetic replacements and Novas which desire it may end up installing or outright growing integrated weapons. This body modification integrates a pistol sized weapon (Light or Heavy revolvers/pistols, Taser, Electrolaser) into the character. The character may have to reload the weapon, or may generate ammunition in his or her body. The former allows quick reloading and ammunition variety, while the latter requires no feed port to load magazines into, but the character only regenerates (Stamina) rounds of ammunition per hour and chooses a single ammunition type to use.
+
'''Mite''': Nova-harvested steroids.
 +
: Potency: +4
 +
: Addiction: +1
 +
: Effect: +1 Strength/Stamina upon use. Continuous use for a month makes this increase permanent. Past Str/Sta 5, another month of Mite use grants the character the Large body modification and -1 to Appearance, and one last month of continuous use grants Mega-Strength 1 after that (further reducing appearance by 1). Further usage just maintains the character's superhuman physique. Each month of Mite use requires the character to make a (Stamina + Resistance) roll, failure means heart attack. Novas do not gain any permanent effects from Mite.
  
: '''Multitools''': A character with this modification possesses an integrated set of precision tools for various purposes, reducing all penalties from insufficient tools by 2, to a minimum of 1.
+
'''Adrenocilin''': Designed to improve Nova control of quantum powers, adrenocilin is also a pain deadener.
 +
: Potency: - or +2 for baselines
 +
: Addiction: +0 or - for baselines
 +
: Effect: +1 to all Quantum powers and -1 to all wound penalties. Baselines take 3 dice of unsoakable lethal damage per round for (10 - Stamina) rounds instead. Succeeding on the potency roll reduces the damage to bashing.
  
: '''Regenerator''': A character with this body modification heals faster than normal, reducing healing times by 1 category. Baselines with this body modification may heal crippling injuries without the need for prosthetic replacement or cloned body parts.
+
'''Moxinoquantamine (Mox)''': Mox reduces a Nova's ability to use quantum powers.
 +
: Potency: - or +2 for baselines
 +
: Addiction: -
 +
: Effect: +1 difficulty for all Quantum power or Enhancement rolls, reduce all Mega-Attributes by 1 (min 0), reduce all temporary Taint gains from botched rolls by 1. Baselines take 3 dice of unsoakable lethal damage per round for (10 - Stamina) rounds instead. Succeeding on the potency roll reduces the damage to bashing.
  
: '''Reinforced Skin''': A Nova with toughened skin has skin that can ward off small-caliber bullets and slow glancing knife blows, adding 1B/1L stackable armored soak. A character may only have one armor body modification at one time.
+
'''Soma''': Derived from a processed Nova M-R node, Soma is very illegal, very difficult to make, very expensive, and extremely powerful.
 +
: Potency: -
 +
: Addiction: +3
 +
: Effect: +1 to all Mega-Attributes and Powers a Nova possesses. A baseline which ingests Soma must roll (Stamina + Resistance) or instantly die. If the baseline survives, he gains 6 NP worth of powers/Mega-Attributes/enhancements and a quantum pool of 5 points for a scene.
  
: '''Tiny''': A Tiny Nova is roughly a quarter normal mass and 62% normal dimensions, reducing Strength by 2 and removing 1 -0 and 1 -1 HL. Characters which are tiny are more vulnerable to damage, reducing soak by 2B/2L/2A (minimum 0 soak). Tiny characters add +2 to the difficulties of detecting or hitting the character.
+
==Diseases==
 +
'''The Common Cold''': The most aggravating disease in existence, the cold is adaptable but weak and generally nonlethal.
 +
: Vector: Contact
 +
: Potency: +0
 +
: Effect: -1 "wound" penalty for the duration of the disease (typically 5 - Stamina days, min 1)
  
: '''Ultralight Body''': A Nova with an ultralight body has high-efficiency muscle tissue and porous bones that halves his weight, which reduces his natural soak by 2B/1L (min 1B/0L) but halves all falling damage, adds +2 to dexterity for movement purposes, and doubles jump distances. If bought twice, the Nova uses extremely high-efficiency organs and tissues, comparable in strength/weight ratios to carbon nanotube or aircraft composites, which eliminates the soak penalty, adds +4 to dexterity for movement purposes, and quadruples jump distances, as well as reducing the Nova's mass by a full 75%.
+
'''Influenza''': Influenza is a somewhat more dangerous but still generally nonfatal disease. Symptoms include coughing, headache, muscle pains, and lethargy.
 +
: Vector: Contact
 +
: Potency: +1
 +
: Effect: -1 "wound" penalty for the disease duration (typically 7 - Stamina days, min 1).
  
==Significant==
+
'''AIDS''': Acquired Immunodeficiency Syndrome is caused by the HIV virus. An effective antiviral and vaccine for the disease have been created by Utopia's Triton medical facilities, but in poorer countries the disease still exists.
Significant Body Modifications cost 6 XP each.
+
: Vector: Bodily Fluids
: '''Blades''': This body modification adds sharp melee weapons to the character, often elbow or knee blades but sometimes even replacing hands, and some Novas can manifest "psionic blades" or other stranger melee implements. Blades deal Str + 5L damage and can parry lethal melee attacks like any good sword. By default they are not retractable, but may be purchased as retractable for an extra cost (see Retractable Blades, below).
+
: Potency: +4
 +
: Effect: Cumulative +1 difficulty to any roll to resist disease per (Stamina) years.
  
: '''Dense Musculature''': A Nova with high-density musculature masses approximately twice as much due to greatly toughened and heavier skeletal muscles. Dense musculature adds 2B/2L soak due to its higher density, a -0 HL, and +1 to Strength.
+
=[[Aberrant 2.0 Body Modifications]]=
 +
Body Modifications are "powers" which give capabilities via physical mutation, rather than channeling quantum forces. These powers are generally much less effective than Quantum powers but far cheaper. At chargen, a Nova may trade in 1 NP for 8 XP worth of body modifications. Furthermore, with superscience genetic or cybernetic engineering, baselines may acquire body modifications. Attribute dots gained or lost from body modification do not increase the limits for a character's Mega-Attributes, but can ''decrease'' them.
  
: '''Dermal Plating''': A Nova with Subdermal Plating gains 3B/3L stackable armored soak with no penalties, but the armor is obvious to onlookers if the Nova wears skintight or revealing clothing, as it takes the form of heavy bone, metal, or chitin plates under the skin.
 
  
: '''Electroshock''': A character with this ability can shock anyone who contacts him or her at the cost of 1 willpower, dealing (Strength + Stamina) dice of bashing damage which can be soaked normally. If used in conjunction with a melee attack, the damage is soaked separately. Both Mega-Strength and Mega-Stamina apply to this calculation, each adding 1 level of bashing damage rather than 2 dice or 5 levels (in the case of M-Str). If purchased twice, the character may channel this shock through air at short distances, giving it a range of (Strength) meters (and no maximum range), and if purchased three times it no longer costs 1 willpower to use per attack, instead costing 1 willpower to use for a scene.
+
[[Category: Aberrant 2.0]]
 
 
: '''Dragon's Breath''' Like a bombardier beetle, a character with this body modification possesses a naturally evolved or surgically implanted self-defense mechanism which acts as a shotgun firing flamethrower shells (Accuracy +0, Dmg None, Rng 20, Rate 2, Capacity 8). Successful attacks (use Dexterity + Athletics/Brawl to attack) deal no damage, but set the target on fire, causing them to take 4L damage per turn until they put it out, which ignores normal armor. A character may store up to 8 uses of this mechanism and regenerates (Stamina) uses every hour.
 
 
 
: '''Giant''': Giant Novas approach 300 kilos in mass and 2.5 meters in height, gaining +3 strength and stamina, 2 additional -0 HLs, and an additional -1 HL.
 
 
 
: '''Glider''': Novas with gliding wings can glide at their normal running speed.
 
 
 
: '''Hyperdense Skeleton''': A hyperdense skeleton is abnormally heavy and solid, sometimes just out of increased bone density but it is not uncommon for a Nova to end up with bones plated in some sort of dense heavy metal such as adamantium. Novas with hyperdense skeletons add +2 damage to unarmed melee attacks, +2B/1L soak, and because of the greatly reduced chance of breaking limbs, double the distance that needs to be dropped to take fall damage. Terminal fall damage stays the same, as the increased skeletal mass also increases terminal velocity. Purchasing hyperdense skeleton twice allows the Nova to deal ''lethal'' damage with unarmed blows due to the hardness of his skeleton, increases the Nova's soak against damage by 3B/2L instead of 2B/1L, and renders the Nova's bones practically unbreakable, tripling safe fall distances and the number of meters each additional damage interval is.
 
 
 
: '''Inhuman (Attribute)''': A Nova with Inhuman (Attribute) can raise the attribute in question to any level, ignoring normal caps, as long as the Nova has sufficient experience. This can be bought up to 9 times, once per attribute.
 
 
 
: '''Multiple Arms''': A Nova with multiple arms reduces multiple action penalties by 1 per pair of additional arms he or she possesses. A Nova may support up to (Stamina or Wits, choose lower) sets of multiple arms, which does not count Mega-Attributes for the total.
 
 
 
: '''Multiple Legs''': A Nova with multiple legs adds +5 to Dexterity for purposes of ground movement speed, and being able to kick with more than 1 leg increases kick damage by 2B per purchase. Like Multiple Arms, a Nova may support up to (Stamina or Wits) sets of multiple legs, and Mega-Attributes do not count for limb support.
 
 
 
: '''Subdermal Armor''': A Nova's skin at this point is active nanotech armor, reinforced with nanotube sheeting, or so on, adding 2B/2L stackable armored soak. This armor is not inherently visible, but greatly alters the texture of the skin, meaning that it can be discovered by touch.
 
 
 
: '''Tentacles''': Tentacles are flexible appendages which extend up to (Stamina) meters. Each purchase of this body modification grants 2 tentacles, which either do Str + 4B or Str + 2L damage, depending on their makeup, and can grasp and manipulate objects at (Dexterity - 2).
 
 
 
==Extreme==
 
Extreme Body Modifications cost 10 XP each.
 
 
 
: '''Gargantuan''': A Nova with Gargantuan is more than 3 meters tall and masses almost half a ton, adding +4 to strength and stamina, as well as two additional -0 and -1 health levels. Gargantuan Novas gain +4 dexterity for movement, but all opponents gain a +1 circumstance bonus to detect them or successfully attack them.
 
 
 
: '''Heavy Exoskeleton''': A Nova with this body modification has no visible skin, replacing it with hardened metal or chitin plates that give him 6B/6L stackable armored soak, and a penalty of -2, and counts as worn armor for the purposes of penalty calculation. This modification replaces Dermal Plating, Subdermal Armor, and Toughened/Reinforced Skin.
 
 
 
: '''Integrated Medium Weapon''': This body modification is the equivalent of any shotgun, SMG, or rifle-sized weapon listed in the armory, including the single-shot grenade launcher (but not the multiple shot one). In Novas, this body modification can come in extremely exotic forms, such as high-velocity quill barrages, energy bolts, and so on. The character may have to reload the weapon, or may generate ammunition in his or her body. The former allows quick reloading and ammunition selection, while the latter requires no feed port to load magazines into, but the character only regenerates (Stamina) rounds of ammunition per hour and chooses a single ammunition type to use.
 
 
 
: '''Miniscule''': A miniscule character is approximately 1/16th the mass and 40% the length/width/height of a normal character, losing 4 dots of Strength, a -0, -1, -2, and -4 health level, moving at half speed, and subtracting 4B/4L/4A from soak (min 0), which also affects Mega-Stamina limits. If a character is reduced to 0 Strength he may not physically lift anything heavier than a kilo or two. A character may stack miniscule up to twice, the second purchase reducing the character to 1/4th normal physical dimensions and 1/64th mass. A miniscule Nova is very hard to hit or detect, increasing difficulties by 4.
 
 
 
'''Retractable Blades''': This body modification is identical to the Blade modification, above, except that the blades are retractable and nearly undetectable (Difficulty 4 to detect via examination when not in use, Difficulty 6 if attempting to detect via sight).
 
 
 
: '''Wings''': A Nova with flight ability can fly to a limited extent-not nearly as fast as a Nova with the Flight power, and with an obvious and easily visible cause (such as internal rocket thrusters, gigantic feathered wings, or the like), but fly nontheless. A character with 1 purchase of Flight may fly at half their normal running speed. Purchasing Flight multiple times multiplies flight speed by the number of purchases.
 

Latest revision as of 23:53, 6 June 2012

Aberrant 2.0 Vehicle Rules

Aberrant 2.0 Weapons Rules

Aberrant 2.0 Archaic Equipment

Armor

Armor provides defense against most forms of attacks via two methods, increasing soak and granting additional health levels. Armor health levels represent armor's ability to absorb initial blows more capably than repeat hits, as the material degrades from repeated abuse, while armor soak represents its ability to absorb damage without degradation.

Armor Stats

  • Soak: Armor soak is added to the wearer's soak, giving them additional protection against bashing and lethal attacks. Armor does not grant aggravated soak in most cases. Soak does not generally degrade with multiple attacks.
  • Armor Health Levels: Armor has additional health levels which take damage before the wearer. These health levels only apply if the armor has not been bypassed-attacks that bypass armor, whether via armor piercing, called shots, or dealing aggravated damage . Armor health levels absorb damage before the user, and do not heal (however, Stun and Bashing damage levels inflicted to armor disappear at the end of a fight). Armor health levels can be repaired outside of combat using an Intelligence + Engineering (Materials or similar engineering type) roll for more advanced armors. More primitive armors may use Intelligence + Art (Sewing) or Intelligence + Art (Blacksmithing) instead for repairs. Each roll takes 1 hour and repairs 1 health level per success.
  • Penalty: Armor penalty is the dice penalty armor gives. Armor Penalty applies to all Athletics and Stealth rolls, and also to any Endurance rolls to withstand harsh conditions. Penalty applies to defensive maneuvers as well, so heavy armor is a tradeoff-increased protection, decreased mobility.
  • Bypass: Armor can be bypassed by called shots. The Bypass rating is the additional difficulty needed to ignore the armor's soak, added to the base difficulty of the called shot itself. Bypassing armor bypasses both the health levels it provides and the bonus soak it grants.
  • Destruction: Armor is not indestructible. Any attack with base damage + damage adds exceeding an armor's Destruction rating destroys the armor although it still provides soak against that one attack.

Armor Types

  • Thick Clothing: Soak 2B/1L, 0 HLs, Penalty -0, Bypass +2 (upper and lower body), Destruction 10, half effectiveness against firearms (round down)
    • Mass 1.5 kg, Cost *-*** depending on brand name and style (more expensive versions may give a +1 Style equipment bonus)
    • Although not capable of protecting against serious attacks of any sort, thick clothing can protect against a mugger's knife or a hard blow, or just the thorns and brambles of barbed wire or bush.
  • Reinforced Clothing: Soak 2B/4L, 2 HLs, Penalty -0, Bypass +1 (upper body), Destruction 15
    • Mass 2 kg, Cost **-**** depending on brand name and style (more expensive versions may give a +1 or +2 Style equipment bonus)
    • Reinforced with shear-thickening fluid and kevlar, armored jackets can provide reasonable ballistic protection with only minor bulk and heat problems, and provide some protection against melee blows.
  • Sports Gear: Soak 8B/6L, 4 HLs, Penalty -0, Bypass +2 (torso, shoulders, upper legs), Destruction 15, half effectiveness against firearms (round down)
    • Mass 5 kg, Cost **
    • Used in various contact sports, sports gear is designed primarily to protect against blunt trauma, although the hard plastic and thick padding provide some measure of protection against blades and claws. Firearms, however, not only halve its soak, but deal double damage until the armor's health levels are depleted (so 1 level of damage from a firearm damage roll inflicts 2 levels of damage to the armor and user until the armor's HLs are depleted, after which firearms inflict only normal damage).
  • Light Armor Vest: Soak 4B/6L, 3 HLs, Penalty -1, Bypass +1 (torso), Destruction 18
    • Mass 6 kg, Cost **
    • High-strength fibers combined with dilatant fluids for impact resistance are used in current-generation body armor. This is a light vest, usable by police, covert agents, and bodyguards, as it can be concealed under heavy clothing.
  • Heavy Armor Vest: Soak 5B/7L, 4 HLs, Penalty -1, Bypass +1, Destruction 20
    • Mass 10 kg, Cost ***
    • A heavier armor vest with trauma plates and thicker armor weave, this armor provides significantly improved protection for the torso. Heavy armor vests cannot be concealed, and must be worn over clothing.
  • Combat Armor: Soak 7B/7L, 5 HLs, Penalty -2, Bypass +3, Destruction 22
    • Mass 13 kg, Cost ***
    • This is a heavy armor vest with enhanced trauma plates for greater protection and mass, paired with a combat helmet, forearm, shin, and thigh guards, knee and elbow pads, and an armored collar. The result is near full-body protection against pistols, shrapnel, and SMGs, and head/torso protection against rifles.
  • Riot Gear: Soak 10B/6L, 6 HLs, Penalty -2, Bypass +4, Destruction 25
    • Mass 12 kg, Cost ***
    • Intended to protect against knives and blunt trauma, riot gear covers more of the body than combat armor but provides worse ballistic protection, as many of its elements are merely impact-resistant plastic.
  • Advanced Body Armor: Soak 10B/9L, 6 HLs, Penalty -3, Bypass +5, Destruction 30
    • Mass 20 kg, Cost ****
    • Some concepts get revived centuries later, such as plate mail. Although it might be made of high-tech composites instead of steel, advanced body armor is recognizable as a successor to the full body hard armors that dominated the medieval battlefield.
  • Bomb Suit: Soak 12B/12L, 7 HLs, Penalty -5, Bypass +5, Destruction 35
    • Mass 20 kg, Cost ***
    • Designed for specialists who need protection against close-proximity explosions, bomb suits are very difficult to move in but extremely protective.
  • Power Armor: Soak 12B/12L, Strength +2, 8 HLs, Penalty -2, Bypass +5, Destruction 35
    • Mass 20 kg, Cost *****
    • The cutting edge of 2020-era armor technology, power armor masses nearly 70 kilograms but negates most of it with a muscle suit of electroactive polymer and a load-bearing exoskeleton. Power armor requires power (quite obviously), and can only run for 24 hours of continuous combat on a trio of high-capacity batteries, 96 hours in normal conditions. Swapping out a battery takes 5 minutes, but the suit can still function during the swap.

Armor Accessories

  • Ablative Trauma Plate: +1 HL, Cost *
    • Ablative Trauma Plates provide limited protection against heavier attack by shattering or ablating away to carry away force.
  • Auxiliary Protection Systems: +2B/2L soak, +1 bypass, -1 penalty, Cost **
    • Most armor is modular, and can be quickly equipped with thicker overlapping armor elements which provide superior protection for most of the body. However, this protection is tiring and difficult to move in.
  • Exoskeleton: Strength + 1, reduces armor Penalty by 1 (min -0), 16 hours powered duration, Cost ***
    • A powered exoskeleton increases the wearer's strength and agility by reducing the effective weight of his armor.
  • Combat Optics: Night Vision (no penalties for low light conditions) and Thermal Vision (+2d to detect objects significantly warmer or cooler than their surroundings, -2d to detect objects with similar temperatures to surroundings), Cost ***
    • Combat optics in the 2020s combine IR and nightvision capability to provide all-environment imaging.
  • Reinforced Strike Faces: +1B to unarmed damage, Cost *
    • hard plates, reinforced gloves, and other methods of improving the power of a blow can greatly assist a soldier in a fight.
  • Personalized Fitting: reduces armor Penalty by 1 (min -0), Cost +1 (increases armor cost by +1)
    • fitting an armor explicitly for a person and their quirks can reduce the difficulty of moving around and fighting in it, but is extremely expensive to do en masse.

Chemicals

The variety of toxins and drugs available in the Nova age is an extensive litany of performance enhancers, recreational drugs, and toxic chemicals for help or harm. This system covers chemicals as well as diseases as both can be modeled in a similar fashion.

Rules

All chemicals, toxins, and diseases have several traits, listed below with their explanations. The effects are listed per dose, or per turn of exposure. If a drug does damage, it does

Vector: The method the drug or toxin is delivered. Ingested, inhaled, injected, skin contact, etc.
Potency: A drug or disease's potency is the difficulty penalty to resist the drug's effects (applied to a Stamina + Resistance roll) if they're unwanted.
Addiction: The addiction rating of a drug is the difficulty penalty on the Willpower roll to resist addiction. A drug with an addiction of "-" has no addictive qualities.
Effect: What the drug does. This may be attribute or situational bonuses, damage, penalties, or just about anything.

Novas

Novas are heavily resistant to most drugs and diseases, and gain no benefit from most everyday drugs. Novas add an automatic success on all Stamina + Resistance rolls made to resist the effects of a drug or disease, and halve the potency of all drugs that are not Nova-derived (round down, min 0). This is applied in addition to Mega-Stamina's effects. Some Quantum-active or superscience drugs may have special rules when applied to Novas.

The automatic successes from Mega-Stamina and just being a Nova apply even if the Nova is not rolling to resist a drug's effects. Therefore, a Nova is always immune to any drugs with potency less than double (Mega-Stamina + 1).

Toxins

Alcohol: Well, it's not really that much of a toxin, but it is a depressant. One 'dose' of alcohol represents a fair amount more than just one beer.

Vector: Ingested
Potency: +0
Addiction: +0
Effect: -1 to all dice pools, -2 to Willpower for the scene, 1 level of bashing damage. Successive doses increase the dice pool and willpower penalties by 1 each. If incapacitated by alcohol damage, the character suffers from alcohol poisoning and will die without medical aid.

Riot Agent: A standard anti-personnel riot agent. Causes burning pain, choking, and other nasty but nonlethal stuff.

Vector: Inhaled
Potency: +1
Addiction: -
Effect: -(6 - Stamina) to all dice pools and 1 level of stun damage per round. Success on a resistance roll halves the dice penalty (after Stamina is subtracted, round down) and negates the damage. Exceptional success negates all effects.

Sweet Dreams: A more humane and potent riot agent, designed to disable targets via a combination of euphoriant and soporific effects. Under investigation by the UN due to its potentially psychological addictive qualities.

Vector: Contact
Potency: +2
Addiction: +1
Effect: -(6 - Willpower/2) to all dice pools (round penalty up), must succeed on a Willpower roll at +1 difficulty to take any hostile action.

Nerve Gas: Your normal everyday VX-alike nerve gas.

Vector: Contact
Potency: +4
Addiction: -
Effect: -(10 - Stamina) to all dice pools and 2 lethal health levels of damage per turn. Success on a resistance roll halves the dice pool penalty and reduces damage to 1 bashing level/turn. An exceptional success (5 successes over difficulty) on the resistance roll negate all effects.

Nanokill: Nanotech anti-personnel weaponry that lyses cells in vital organs.

Vector: Contact
Potency: +10
Addiction: N/A
Effect: 2 lethal health levels of damage per turn. Success on a resistance roll negates the damage for that turn.

Eclipsidol: Anti-Nova biochemical weaponry. Quantum-active.

Vector: Contact
Potency: -
Addiction: -
Effect: A Nova dosed with Eclipsidol loses all control of Quantum powers and wastes his or her Quantum Pool as quickly as possible (a Nova with Node 0 uses up 6 quantum/round, a Nova with Node 5 uses up 20, etc.). While dosed with Eclipsidol, all Mega-Attributes work at half effectiveness (round down) and no Powers or Enhancements work.

Drugs

Panacea: Triton has created a cutting-edge anti-disease drug that provides broad-spectrum protection against all known diseases.

Potency: -
Addiction: -
Effect: +2 automatic successes to rolls to resist disease.

Nootropics: Cognition-enhancing drugs are in their relative infancy but still effective.

Potency: +0
Addiction: +0
Effect: +1 to any one mental attribute (maximum 5) for 1 scene, -2 to all mental attributes (minimum 1) for an equal amount of time later.

Stimulants: Drugs that increase the mental and physical speed and reaction of a character, stimulants are sought after by the sleep-deprived, the junkie, and anyone whose life may depend on their reaction speed.

Potency: +2
Addiction: +0
Effect: +1 to Wits, +1 to Dexterity for a scene. After use, +1 difficulty to all physical actions due to lethargy.

Analgesics: This covers a variety of pain management drugs, from over-the-counter medications to addictive ones like morphine and opium.

Potency: +0 to +4
Addiction: - to +2
Effect: Wound penalties are reduced by anything from -1 (aspirin and other over the counter pain medication) to -5 (things like PCP). The potency of the drug is equal to the wound penalty negation -1 and the addiction is equal to the potency -3 (so a drug that negates 5 points of wound penalty would have a potency of +4 and addiction of +2). A negative addiction is considered to be (N/A).

Red 7: Advanced designer combat drug derived from Novas, developed by French pharmaceutical companies for brief performance boosts. Psychological addiction rates are considered high but acceptable.

Potency: -
Addiction: +0
Effect: +2 to all physical attributes (maximum 6) for 1 scene, -2 to all physical attributes (minimum 1) for an equal amount of time.

Mite: Nova-harvested steroids.

Potency: +4
Addiction: +1
Effect: +1 Strength/Stamina upon use. Continuous use for a month makes this increase permanent. Past Str/Sta 5, another month of Mite use grants the character the Large body modification and -1 to Appearance, and one last month of continuous use grants Mega-Strength 1 after that (further reducing appearance by 1). Further usage just maintains the character's superhuman physique. Each month of Mite use requires the character to make a (Stamina + Resistance) roll, failure means heart attack. Novas do not gain any permanent effects from Mite.

Adrenocilin: Designed to improve Nova control of quantum powers, adrenocilin is also a pain deadener.

Potency: - or +2 for baselines
Addiction: +0 or - for baselines
Effect: +1 to all Quantum powers and -1 to all wound penalties. Baselines take 3 dice of unsoakable lethal damage per round for (10 - Stamina) rounds instead. Succeeding on the potency roll reduces the damage to bashing.

Moxinoquantamine (Mox): Mox reduces a Nova's ability to use quantum powers.

Potency: - or +2 for baselines
Addiction: -
Effect: +1 difficulty for all Quantum power or Enhancement rolls, reduce all Mega-Attributes by 1 (min 0), reduce all temporary Taint gains from botched rolls by 1. Baselines take 3 dice of unsoakable lethal damage per round for (10 - Stamina) rounds instead. Succeeding on the potency roll reduces the damage to bashing.

Soma: Derived from a processed Nova M-R node, Soma is very illegal, very difficult to make, very expensive, and extremely powerful.

Potency: -
Addiction: +3
Effect: +1 to all Mega-Attributes and Powers a Nova possesses. A baseline which ingests Soma must roll (Stamina + Resistance) or instantly die. If the baseline survives, he gains 6 NP worth of powers/Mega-Attributes/enhancements and a quantum pool of 5 points for a scene.

Diseases

The Common Cold: The most aggravating disease in existence, the cold is adaptable but weak and generally nonlethal.

Vector: Contact
Potency: +0
Effect: -1 "wound" penalty for the duration of the disease (typically 5 - Stamina days, min 1)

Influenza: Influenza is a somewhat more dangerous but still generally nonfatal disease. Symptoms include coughing, headache, muscle pains, and lethargy.

Vector: Contact
Potency: +1
Effect: -1 "wound" penalty for the disease duration (typically 7 - Stamina days, min 1).

AIDS: Acquired Immunodeficiency Syndrome is caused by the HIV virus. An effective antiviral and vaccine for the disease have been created by Utopia's Triton medical facilities, but in poorer countries the disease still exists.

Vector: Bodily Fluids
Potency: +4
Effect: Cumulative +1 difficulty to any roll to resist disease per (Stamina) years.

Aberrant 2.0 Body Modifications

Body Modifications are "powers" which give capabilities via physical mutation, rather than channeling quantum forces. These powers are generally much less effective than Quantum powers but far cheaper. At chargen, a Nova may trade in 1 NP for 8 XP worth of body modifications. Furthermore, with superscience genetic or cybernetic engineering, baselines may acquire body modifications. Attribute dots gained or lost from body modification do not increase the limits for a character's Mega-Attributes, but can decrease them.