Difference between revisions of "Aberrant 2.0 Equipment Errata"

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=[[Aberrant 2.0 Weapons Rules]]=
 
=[[Aberrant 2.0 Weapons Rules]]=
  
=Ordinance=
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=[[Aberrant 2.0 Archaic Equipment]]=
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.
 
  
==Tags==
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=Armor=
* '''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.
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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.
* '''AP(X)''': Armor Piercing. Reduce target soak by (X).
 
* '''Area(X)''': Area of effect ordinance with rating 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 ordinance, with rating X. An attack which fails to hit has its damage reduced by this amount per margin of failure. Damage adds are lost first, then damage dice.
 
* '''Guided''': Ignores first dodge success, reduces range penalty difficulties by 1.
 
  
==Missiles and Bombs==
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==Armor Stats==
'''Missiles'''<br>
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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.
Each one of these options is assumed to take up 1 or more hardpoints. Cruise missiles are generally only found on bombers.
 
* Manportable SAM: Accuracy +0, Dmg 8L [8], Range 1,500, Rate 3, Magazine 3, AA, Exp:4, Guided,
 
* Light AAM/SAM: Accuracy +1, Dmg 10L [10], Range 5,000, Rate 1, AA, Exp:4, Guided
 
* Medium AAM/SAM: Accuracy +3, Dmg 13L [12], Range 10,000, Rate 1, AA, AV:1, Exp:5, Guided
 
* Heavy AAM/SAM: Accuracy +2, Dmg 20L [15], Range 15,000, Rate 1, AA, AV:3, Exp:5, Guided
 
* Cruise Missile: Accuracy +3, Dmg 40L [25] or nuclear, Range 20,000, Rate 1, AP:10, AV:5, Exp:5
 
* Light Antitank: Accuracy +2, Dmg 15L [8], Range 2,500, Rate 2, Magazine 2, AP:10, Guided
 
* Heavy Antitank: Accuracy +0, Dmg 20L [12], Range 3,000, Rate 1, AP:15, AV:2, Guided
 
* Rocket Pod: Accuracy -2, Dmg 12L [6], Range 500, Rate 20, Magazine 20, AP:2, Exp:4
 
  
'''Bombs'''<br>
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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.
Each one of these options is assumed to take up 1 hardpoint. Tacnukes aren't common, though.
 
* Cluster Bomb: Accuracy +1, Dmg 12L [5], Range 800, Rate 1, AP:3, Area:10
 
* FAE: Accuracy -2, Dmg 20L [10], Range 1,200, Rate 1, AP:10, Area:20
 
* Microbombs: Accuracy -2, Dmg 15L [5], Range 1,500, Rate 3, Magazine 6, AP:4, Exp:5
 
* Unguided Bomb: Accuracy -2, Dmg 20L [10], Range 1,200, Rate 1, AP:10, Exp:5
 
* Guided Bomb: Accuracy +2, Dmg 20L [10], Range 1,500, Rate 1, AP:10, Exp:5
 
* Tactical Nuclear Bomb: Accuracy -2, Dmg 30A [10] + 60L [20], Range 500, Rate 1, Exp:5 (reduces both aggravated and lethal damage)
 
  
==Guns==
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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.
The minimum strength requirement for these weapons is when ''dismounted''. One dot of Mega-Strength counts as 10 dots of regular Strength for weapons requirements.  
 
  
Additionally, these weapons have 2 magazine sizes, separated by a slash. The first size is the magazine for a vehicle-mounted weapon, such as a coaxial MG, feeding from a large ammunition feed. The second size is for a weapon that is not mounted to a vehicle, but rather carried by hand or mounted on a pintle (note that some weapons expect backpacks or giant barrels full of ammunition) Finally, weapon masses are unloaded masses.
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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.
  
'''Smaller 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.
* Medium MG (M60, M240): Accuracy +1, Dmg 10L, Range 150, Rate 60/20, Magazine 2400/100, AP:2, Burst:3, Mass 12, Min Str. 3
 
* Heavy MG (M2, Kord): Accuracy +1, Dmg 10L [2], Range 300, Rate 30, Magazine 1200/150, AP:3, Mass 30, Min Str. 7
 
* Minigun: Accuracy +0, Dmg 10L, Range 150, Rate 300/100, Magazine 4000/2000, AP:2, Burst:3, Mass 15, Min Str. 6
 
* 30mm Autocannon: Accuracy +0, Dmg 12L [4], Range 300, Rate 25, Magazine 600/50, AP:5, Mass 60, Min Str. 12
 
  
'''Aircraft Guns'''
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==Armor Types==
* 20mm Rotary Cannon: Accuracy +2, Dmg 12L [10], Range 300, Rate 500/20, Magazine 1500/1000, Burst:25, AP:3, Mass 100, Min Str. 20
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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 500/20, Magazine 1000/500, Burst:25, AP:5, Mass 400, Min Str. 25
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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 5, Magazine 50/5, AP:5, Mass 150, Min Str. 15
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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'''
 
* 105mm Cannon: Accuracy +0, Dmg 20L [10], Range 800, Rate 1, Magazine 60/1, AP:10, AV:4, Mass 1000, Min Str. 35
 
: '''Canister''': Accuracy +3, Dmg 10L [7], Range 400, Rate 1, AP:3
 
* 120mm Cannon: Accuracy +0, Dmg 25L [12], Range 1,000, Rate 1, Magazine 45/1, AP:15, AV:4, Mass 1500, Min Str. 40
 
: '''Canister''': Accuracy +3, Dmg 12L [8], Range 500, Rate 1, AP:3
 
* Tank Railgun: Accuracy +2, Dmg 30L [15], Range 1,500, Rate 1/2 (every other turn), Magazine 100/1, AP:20, AV:4, Mass 2000, Min Str. 60
 
: '''Flechette''': Accuracy +5, Dmg 15L [9], Range 800, AP:5
 
 
 
'''Launchers'''
 
* Vehicle Grenade Launcher: Accuracy +0, Dmg 10L [4] or as grenade, Range 100, Rate 9, Magazine 200, Exp:3, Mass 50, Min Str. 7
 
 
 
=Armory Errata and Expansion=
 
This section has new and interesting stuff in it.
 
  
==Armor==
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* '''Reinforced Clothing''': Soak 2B/4L, 2 HLs, Penalty -0, Bypass +1 (upper body), Destruction 15
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 base 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 2 kg, Cost **-**** depending on brand name and style (more expensive versions may give a +1 or +2 Style equipment bonus)
* '''Thick Clothing''': Soak 1B/1L, Penalty -0, Bypass +2 (upper and lower body), Destruction 10, half soak against firearms
 
** 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.
 
* '''Heavy Leather''': Soak 2B/1L, Penalty -0, Bypass +1 (upper body), Destruction 12, half soak against firearms
 
** Leather armor is reasonably good at blunting clubs, blades, and even the occasional arrow. Unfortunately, it does somewhat less well against firearms.
 
* '''Reinforced Clothing''': Soak 1B/2L, Penalty -0, Bypass +1 (upper body), Destruction 12
 
 
** 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.
 
** 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.
* '''Kevlar Vest''': Soak 2B/3L, Penalty -0, Bypass +1 (torso), Destruction 15
 
** High-strength fibers combined with shear-thickening fluids are used in current-generation body armor, allowing police and soldiers relatively comfortable ballistic-resistant body armor.
 
* '''Sports Gear''': Soak 3B/2L, Penalty -0, Bypass +2 (torso, shoulders, upper legs), Destruction 12, half soak against firearms
 
** 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.
 
* '''Military Body Armor''': Soak 4B/4L, Penalty -1, Bypass +2 (torso, shoulders, groin), Destruction 18
 
** Advanced military armor-high-strength ballistic polymer paired with lightweight composite trauma plates, with auxiliary shrapnel protection for shoulders and groin. Normally paired with a combat helmet.
 
* '''Chainmail''': Soak 3B/3L, Penalty -1, Destruction 16, Bypass +3 (torso, arms, groin), half lethal soak against firearms
 
** For guys who like old-school protection, chainmail and padding is pretty good protection against clubs and swords, but fails against firearms.
 
* '''Full Riot gear''': Soak 6B/5L, Penalty -2, Destruction 22, Bypass +3 (torso, arms, legs, groin)
 
** The modern equivalent of plate armor, full riot gear provides near full-body ballistic and impact protection, with a commensurate increase in bulk and discomfort compared to standard armor vests.
 
* '''Plate Armor''': Soak 6B/6L, Penalty -2, Destruction 22, Bypass +4 (all body parts), half lethal soak against firearms
 
** The pinnacle of classic armor design, full plate surrounds its wearer in a heavy casing of hard metal that gives superlative protection against blades and clubs but only limited firearms protection.
 
* '''Advanced Body Armor''': Soak 6B/6L, Penalty -2, Destruction 25, Bypass +4 (all body parts)
 
** 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 8B/7L, Penalty -4, Destruction 25, Bypass +4 (all body parts)
 
** Designed for specialists who need protection against close-proximity explosions, bomb suits are very difficult to move in but extremely protective.
 
  
===Accessories===
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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)
* '''Exoskeleton''': Strength + 1, reduces armor Penalty by 1 (min -0), 8 hours powered duration.
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** Mass 5 kg, Cost **
** A powered exoskeleton increases the wearer's strength and agility by reducing the effective weight of his armor.
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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).
* '''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)
 
** Combat optics in 2021 combine IR and nightvision capability to provide all-environment imaging.
 
* '''Reinforced Strike Faces''': +1B to unarmed damage
 
** 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)
 
** 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''.
 
* '''Sports Helmet/Hard Hat''': Soak 2B/1L, Penalty -0, Bypass (N/A), Destruction 10, Protects head against called shots, half soak against firearms
 
** Hard hats and sports helmets are used to protect heads from various kinds of blunt trauma.
 
* '''Combat Helmet''': Soak 3B/3L, Penalty -0, Bypass *, Destruction 15, Protects head against called shots
 
** A heavy kevlar and plastic helmet, combat helmets protect a soldier's head from shrapnel and impact, while also having mounting systems for various sensor equipment.
 
* '''Goggles''': Soak 1B/1L, Penalty -0, Bypass *, Destruction 4, Protects eyes against called shots
 
** Your run of the mill laboratory safety goggles.
 
* '''The Goggles''': Soak 0B/0L, Penalty -0, Bypass *, no game effect
 
** They do nothing.
 
  
==Guns==
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* '''Light Armor Vest''': Soak 4B/6L, 3 HLs, Penalty -1, Bypass +1 (torso), Destruction 18
===Pistols and SMGs===
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** Mass 6 kg, Cost **
* '''Light Pistol''': Accuracy +0, Dmg 5L, Range 20, RoF 10, Magazine 20, Mass 0.5kg
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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.  
* '''Light SMG''': Accuracy +0, Dmg 6L, Range 30, RoF 40, Magazine 40, Mass 2.5kg
 
* '''Heavy Pistol''': Accuracy +0, Dmg 6L, Range 30, RoF 5, Magazine 10, Mass 1 kg
 
* '''Heavy SMG''': Accuracy +0, Dmg 7L, Range 40, RoF 30, Magazine 30, Mass 3 kg
 
* '''PDW''': Accuracy +1, Dmg 5L, Range 40, RoF 50, Magazine 50, AP:3, Mass 2.5 kg
 
  
===Shotguns===
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* '''Heavy Armor Vest''': Soak 5B/7L, 4 HLs, Penalty -1, Bypass +1, Destruction 20
Shotguns may alternatively fire slug rounds, which remove their damage adds but add an equal amount of damage ''dice''.
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** Mass 10 kg, Cost ***
* '''Shotgun''': Accuracy +3, Dmg 5L [4], Range 20, RoF 2, Magazine 8
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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.
* '''Semi-Auto Shotgun''': Accuracy +3, Dmg 4L [4], Range 20, RoF 6, Magazine 8, Mass 4kg, Cost ***.
 
  
===Precision Weapons===
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* '''Combat Armor''': Soak 7B/7L, 5 HLs, Penalty -2, Bypass +3, Destruction 22
* '''Rifle''': Accuracy +2, Dmg 8L, Range 150, RoF 1, Magazine 5, AP(2)
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** Mass 13 kg, Cost ***
* '''Antimateriel Rifle''': Accuracy +2, Dmg 9L [3], Range 300, RoF 1, Magazine 10, AP:3, Mass 10kg, Cost ***.
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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.
  
===Military Weapons===
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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, RoF 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 100, RoF 30, Magazine 30, AP:1, Mass 3kg
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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.
* '''Light Machine Gun''': Accuracy +1, Dmg 9L, Range 150, RoF 60/20, Magazine 200, AP:1, Burst:3, Mass 10kg, Cost ****.
 
* '''Medium Machine Gun''': Accuracy +0, Dmg 10L, Range 150, RoF 60/20, Magazine 100, AP:2, Burst:3, Mass 10kg, Cost ****.
 
* '''Portable Railgun''': Accuracy +2, Dmg 10L [2], Range 400, RoF 6, Magazine 18, AP:3, Mass 10kg, Cost *****.
 
  
===Heavy Weapons===
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* '''Advanced Body Armor''': Soak 10B/9L, 6 HLs, Penalty -3, Bypass +5, Destruction 30
* '''Flamethrower''': Accuracy +4, Dmg 5L [4], Range 10, RoF 1, Capacity 30, Ignores unsealed armor, Incendiary (successful attack sets target on fire, doing 6L/turn until put out)
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** Mass 20 kg, Cost ****
* '''Portable Laser''': Accuracy +2, Dmg 14L [6], Range 400, RoF 1, Magazine 5, AP:3, Mass 30kg
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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.
* '''Grenade Launcher''': Accuracy +0, Dmg 10L [4] or as grenade, Range 100, RoF 2, Magazine 1, Exp:3, Mass 3kg
 
* '''Multiple Grenade Launcher''': Accuracy +0, Dmg 10L [4] or as grenade, Range 100, RoF 2, Magazine 6, Exp:3, Mass 6kg
 
  
===Energy Weapons===
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* '''Bomb Suit''': Soak 12B/12L, 7 HLs, Penalty -5, Bypass +5, Destruction 35
* '''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)
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** Mass 20 kg, Cost ***
* '''Maser Gun''': Accuracy +3, Dmg 10L, Range 750, RoF 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)
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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.
* '''Taser''': Accuracy +2, Dmg 1L + 8B, Range 10, RoF 1, Magazine 1, Mass 0.5 kg, No range increments, armor with soak >1L or more renders the target immune
 
* '''HERF Rifle''': Accuracy +1, Dmg 6E, Range 100, Magazine 40, RoF 2, Mass 4kg
 
  
===Accessories===
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* '''Power Armor''': Soak 12B/12L, Strength +2, 8 HLs, Penalty -2, Bypass +5, Destruction 35
* '''Non-Magnifying Sight''': Accuracy +1, first turn of aiming adds +3 versus +1 accuracy
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** Mass 20 kg, Cost *****
* '''Magnifying Sight''': -1 difficulty from range penalties, aiming adds +2 instead of +1 accuracy/turn
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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.
* '''Underbarrel Grenade Launcher''': Accuracy -2, Dmg 10L [4] or as grenade, Range 75, RoF 1, Magazine 1, Exp:3
 
* '''Underbarrel Shotgun''': Accuracy -1, Dmg 7L, Rng 20, RoF 2, Magazine 4
 
* '''Suppressor''': Used with subsonic ammo, attacks do not break stealth unless opponents succeed on a Per + Awareness roll (difficulty 1 for damage of 8L or more, difficulty 3 for damage of 7-5L, difficulty 5 for damage of 4L or less) to locate shooter
 
* '''Extended Magazine''': Doubles magazine capacity for weapons aside from pistols, which increase capacity by 50%, rounded up.
 
  
==Grenades==
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==Armor Accessories==
* '''Frag''': Dmg 10L [4], Exp:3, default ammo
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* '''Ablative Trauma Plate''': +1 HL, Cost *
* '''Flechette/Buckshot''': Dmg 6L [6], Range 30
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** Ablative Trauma Plates provide limited protection against heavier attack by shattering or ablating away to carry away force.
* '''HEAP''': Dmg 13L [5], AP:3
 
* '''Incendiary''': Dmg 5L [4], Area:2, Incendiary (successful attack sets target on fire and ignores non-sealed armor, doing 6L/turn until put out)
 
* '''EMP''': Dmg 10E, Area:2
 
* '''Gas''': Dmg None, Area:2, Gas Payload (choose any airborne toxin to deploy)
 
* '''Stingball''': Dmg 4B + [3]S, Area:2 (note: the damage add is in Stun, not Bashing, damage-all other damage is Bashing)
 
* '''Flashbang''': Dmg 12S, Area:2, roll Stamina + Resistance at difficulty (+4) or be blinded and deafened for (2 + MoF) rounds.
 
  
==Ammunition==
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* '''Auxiliary Protection Systems''': +2B/2L soak, +1 bypass, -1 penalty, Cost **
* '''Armor Piercing Ammo''': AP:+3, Dmg(-1L or -[1] if weapon has damage adds)
+
** 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.
* '''Beanbag/Rubber Bullet''': Doubles armor/power-granted lethal soak, deals bashing damage past 5 meters.
 
* '''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(+1), Weapon breaks if more 1s are rolled than successes.
 
* '''Match''': Accuracy +1, Rng +25% if aiming.
 
* '''Multiplex''': Accuracy +2, Dmg(-3), Dmg Add +[2].
 
* '''Hypercore''': AP:+4, -4 to soak granted by Nova/Psi powers (Armor, M-Sta, Shield, etc all count as such powers).
 
* '''JHP/JSP/Other Antipersonnel''': Dmg(-3), AP reduced to 0, Dmg Add +[3]. Minimum damage is 3L, weapons dealing 5L base damage or less add +[2] instead of +[3] to their Damage add.
 
* '''Subsonic''': Dmg(-1) or (-2) if damage is greater than 8L, reduces weapon report (with suppressor), insufficient power to cycle weapon (RoF is reduced to 2 if normally higher than 2).
 
  
==Weapon Maneuvers==
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* '''Exoskeleton''': Strength + 1, reduces armor Penalty by 1 (min -0), 16 hours powered duration, Cost ***
* '''Autofire:''' Instead of the burst/spray/full auto rules, automatic fire is now limited by weapon rate of fire, and does differing things depending on the number of rounds fired. Bursts add damage adds (if your bullets can't penetrate, firing off more is kind of pointless) or increase accuracy.
+
** A powered exoskeleton increases the wearer's strength and agility by reducing the effective weight of his armor.
** '''Short Bursts:''' +2 Accuracy or +[1] Damage, 3 shots/bursts worth of ammunition.
 
** '''Medium Bursts:''' +4 Accuracy or +[2] Damage, 10 shots
 
** '''Long Bursts:''' +6 Accuracy or +[3] Damage, 20 shots
 
** '''Sustained Bursts:''' +10 Accuracy or +[5] Damage, 50 shots
 
  
* '''Strafing:''' Autofire against multiple targets subtracts 2 die from the attack roll for every target past the first but applies the results against all targets, which defend individually. Weapons with a Burst rating may attack up to that many targets. An attack may not target more enemies than it fires bullets, for obvious reasons. When making a strafing attack, a burst must be used to increase accuracy rather than add damage.
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* '''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 ***
: '''Example''': Rambo, with Dexterity 5, Firearms 5 (Machine Guns + 3), and firing a Light MG (Acc +1 Dmg 10L) in long burst (Acc +6) has a total attack pool of 20d, but is facing down 8 mooks. He chooses to attack 8 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 11L and die, the 5 in light cover take 10L and also die, and the last 2, in heavy cover, are untouched.
+
** Combat optics in the 2020s combine IR and nightvision capability to provide all-environment imaging.
  
=Merits and Flaws=
+
* '''Reinforced Strike Faces''': +1B to unarmed damage, Cost *
Remember you can buy Merits (2 * point cost for a merit) or Flaws (you gain that much XP) in play.
+
** hard plates, reinforced gloves, and other methods of improving the power of a blow can greatly assist a soldier in a fight.
  
==Merits==
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* '''Personalized Fitting''': reduces armor Penalty by 1 (min -0), Cost +1 (increases armor cost by +1)
'''High Pain Tolerance''' (3 or 5 points): The 3 point version works identically to the one in the Player's Guide. At 5 points, a character is completely inured to pain and suffers no wound penalties.
+
** 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''.
 
 
'''Determinator''' (2, 5 or 10 pts): A character with this merit is extremely hard to stop. Not any harder to ''kill'', just stop. At the 2 point level, the character adds +1 to her Stamina score for the purposes of resisting Dazing or Stun, and can pay 1 willpower to ignore 2 levels of injury for the purposes of resisting those effects (rather than 1). At the 5 point level, the character gains those abilities and also gains the ability to ignore being Incapacitated by Bashing damage with a Willpower roll (cumulative +1 difficulty). At the 10 point level, the character automatically succeeds on WP rolls to ignore being Incapacitated from Bashing and can attempt to do the same with Lethal damage, at the same difficulty. Determinators treat Incapacitated as a -6 wound penalty.
 
 
 
'''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.
 
 
 
'''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.
 
 
 
'''2nd Generation Nova''' (1 pt): 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. Furthermore, 2nd Generation Novas can buy Node up to 10 (and never gain Taint from high Node), but may not possess Dormancy. Powers which automatically give Permanent Taint no longer do so for 2nd Gen Novas.
 
: Yes, 2nd Generation Nova is extremely cheap (despite this it is also an extremely rare merit). The methods of gaining involuntary Taint are rare, and being incapable of using any Taint-based mechanics at all gives this a rather significant downside.
 
 
 
'''(Ability) Prodigy''' (3 pts): A character with this merit allows the character to increase one chosen ability up to 6 with experience or bonus points, ''and'' as a side effect allows a character to choose a special benefit for that ability. An example would be being able to pick locks and bypass simple electronic systems without tools for Security, reflexively draw a weapon without any action for Firearms, so on and so forth. These abilities should be ST-approved.
 
 
 
==Flaws==
 
'''Crippled/Missing Arm''' (2 or 4 points): A character with this flaw is has a damaged or missing arm. With a crippled arm, one of the character's arms is incapable of fine manipulation due to nerve or muscle damage, but can be used for rough tasks such as smashing someone's face in. Alternatively, one of the character's arms is extremely weak and has an effective Strength of 0, but can still be used normally. A missing arm makes doing anything which requires two arms impossible without help or a prosthetic.
 
 
 
'''Crippled/Missing Leg''' (1 or 3 points): A character with this flaw has a damaged or missing leg. With a crippled leg, a character is incapable of sprinting or running (the character may still limp around). A missing leg means the character is incapable of Without a prosthetic, a character may not move at more than a crawl (1 m/round) with a missing leg. Using a wheelchair, a character may move at up to their normal walking speed per turn.
 
 
 
'''Feeble (Attribute)''' (5 points): A character with a Feeble attribute has one attribute which they are extremely poor at. Characters with this flaw choose one of their attributes, which no longer gains a free dot (although it must be bought up to 1 at character creation) and has an attribute maximum of ''2''. If a character acquires this flaw in play for an attribute with a rating above 3, the character's actual attribute score does not change, but the effective attribute score for all intents and purposes is capped at 2 until this flaw is bought off.
 
 
 
'''Low Pain Tolerance''' (1, 3, or 6 points): A character with Low Pain Tolerance is allergic to fights (they break out in wounds). At 1 point, the character loses the ability to roll (Stamina + Resistance) or pay Willpower to ignore wound penalties. At 3 points, a character gains all the effects of the 1 point flaw, but also increases all wound penalties by 1. (So his health track looks like -1/-2/-2/-3/-3/-5/Incapacitated). At 6 points, a character doubles all wound penalties ''beyond'' that (health levels become -2/-4/-4/-6/-6/-10/Incapacitated).
 
 
 
'''Glass Jaw''' (3 pts): Characters with this flaw are extremely easy to daze or render unconscious beyond what their durability would imply. The character is Dazed if he takes more than (Stamina/2) levels of damage (round up) in one round, and Unconscious if he takes more than (Stamina) levels of damage in a round.
 
 
 
'''Sickly''' (3 or 7 pts): A Sickly character is extremely fragile. At the 3 point level, the character halves his or her natural soak, rounding down. At the 7 point level, the character halves his or her natural soak and loses 1 of each health level besides the Incapacitated level (the character's normal health track is now 1 x -1/1 x -2/Incapacitated/Dead).
 
  
 
=Chemicals=
 
=Chemicals=
Line 219: Line 83:
  
 
==Rules==
 
==Rules==
All chemicals, toxins, and diseases have several traits, listed below with their explanations.
+
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
  
'''Potency''': A drug or disease's potency determines how hard it is to get rid of. A successful roll against a drug's potency reduces or eliminates its effect, as noted in Effect. This is only rolled when the drug is unwanted, or in cases where the character's immune system is overactive or other situations like that.<br>
+
'''Vector''': The method the drug or toxin is delivered. Ingested, inhaled, injected, skin contact, etc.<br>
'''Onset''': Not all diseases or drugs have immediate onset. This determines how long before symptoms/results appear.<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>
'''Interval''': A drug or sickness has a certain interval which shows how long it takes for a drug to wear off or for its effects to wane.<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>
'''Addiction''': The addiction rating of a drug is a number (corresponding to the difficulty of the Willpower roll to resist). 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>
 
'''Effect''': What the drug does. This may be attribute or situational bonuses, damage, penalties, or just about anything. <br>
  
 
===Novas===
 
===Novas===
Novas are heavily resistant to most drugs and diseases, halving their potency (round down) and being outright immune to any drugs or diseases with a base Potency lower than (Mega-Stamina + 1). The few which they are not immune to will note their effects on Novas, which are often reduced.
+
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==
 
==Toxins==
'''Alcohol''': Well, it's not really that much of a toxin, but it is a depressant.
+
'''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
 
: Potency: +0
: Onset: 1 minute
 
: Interval: 1 scene
 
 
: Addiction: +0
 
: Addiction: +0
: Effect: -1 to all dice pools, -2 to Willpower. Successive doses increase the dice pool and willpower penalties by 1 each.
+
: 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 stuff.
+
'''Riot Agent''': A standard anti-personnel riot agent. Causes burning pain, choking, and other nasty but nonlethal stuff.
 +
: Vector: Inhaled
 
: Potency: +1
 
: Potency: +1
: Onset: Immediate
 
: Interval: 1 minute
 
 
: Addiction: -
 
: Addiction: -
: Effect: -(6 - Stamina) to all dice pools and 1 die of bashing damage. Success on a resistance roll halves the dice penalty.
+
: 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 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.
+
'''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
 
: Potency: +2
: Onset: Immediate
 
: Interval: 1 hour
 
 
: Addiction: +1
 
: 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.
 
: 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.
 
'''Nerve Gas''': Your normal everyday VX-alike nerve gas.
 +
: Vector: Contact
 
: Potency: +4
 
: Potency: +4
: Onset: Immediate
 
: Interval: 1 round, a brief moment of exposure (~1 second) causes the toxin to last for 5 intervals.
 
 
: Addiction: -
 
: Addiction: -
: Effect: -(10 - Stamina) to all dice pools and 2 lethal health levels of damage per interval. Success on a resistance roll halves the dice pool penalty and reduces damage to bashing.
+
: 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.
: Novas halve damage and dice penalties before rolling to resist.
 
  
'''Eclipsidol''': Anti-Nova biochemical weaponry.
+
'''Nanokill''': Nanotech anti-personnel weaponry that lyses cells in vital organs.
: Potency: N/A
+
: Vector: Contact
: Onset: Immediate
+
: Potency: +10
: Interval: 30 minutes
+
: 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: -
 
: 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.
 
: 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==
 
==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.
 
'''Nootropics''': Cognition-enhancing drugs are in their relative infancy but still effective.
: Potency: +4
+
: Potency: +0
: Onset: 1 minute
 
: Interval: 1 scene
 
 
: Addiction: +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.
 
: 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.
: Novas are unaffected.
+
 
 +
'''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.
 
'''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
 
: Potency: +0 to +4
: Onset: 1 minute
+
: Addiction: - to +2
: Interval: 1 day
+
: 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).
: Addiction: N/A to +1
 
: Effect: Wound penalties are reduced by anything from -1 (aspirin and other over the counter pain medication) to -4 (things like PCP).
 
: Novas gain half effect.
 
  
'''Red 7''': Advanced designer combat drug, developed by French pharmaceutical companies for brief performance boosts. Psychological addiction rates are considered high but acceptable.
+
'''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: +4
+
: Potency: -
: Onset: 1 minute
 
: Interval: 1 scene
 
 
: Addiction: +0
 
: 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.
 
: Effect: +2 to all physical attributes (maximum 6) for 1 scene, -2 to all physical attributes (minimum 1) for an equal amount of time.
: Novas gain full effect from Red 7.
 
  
 
'''Mite''': Nova-harvested steroids.  
 
'''Mite''': Nova-harvested steroids.  
 
: Potency: +4
 
: Potency: +4
: Onset: 1 hour
 
: Interval: 1 scene/permanent
 
 
: Addiction: +1
 
: Addiction: +1
: Effect: +1 Strength/Stamina (up to 5). 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 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.
+
: 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.
: Novas do not gain any permanent effects from Mite and treat it as potency +0.
 
  
'''Adrenocilin''': Designed to improve Nova control of quantum powers adrenocilin is also a pain deadener.
+
'''Adrenocilin''': Designed to improve Nova control of quantum powers, adrenocilin is also a pain deadener.
: Potency: N/A/+2 for baselines
+
: Potency: - or +2 for baselines
: Onset: 1 minute
+
: Addiction: +0 or - for baselines
: Interval: 1 scene/1 round 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.
: Addiction: +0 or N/A for baselines
 
: Effect: +1 to all Quantum powers and -1 to all wound penalties. Baselines take (3 - Stamina/2, round damage up) dice of lethal damage per round for 10 rounds instead. Succeeding on the potency roll reduces that interval's damage to bashing.
 
  
 
'''Moxinoquantamine (Mox)''': Mox reduces a Nova's ability to use quantum powers.
 
'''Moxinoquantamine (Mox)''': Mox reduces a Nova's ability to use quantum powers.
: Potency: N/A/+2 for baselines
+
: Potency: - or +2 for baselines
: Onset: 1 minute
+
: Addiction: -
: Interval: 1 scene/1 round for baselines
+
: 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.
: Addiction: N/A
+
 
: Effect: +2 difficulty for all Quantum power or Enhancement rolls, reduce all Mega-Attributes by 2 (min 0). Baselines take (3 - Stamina/2, round damage up) dice of lethal damage per round for 10 rounds instead. Succeeding on the potency roll reduces that interval's 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==
 
==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)
  
=[[Aberrant 2.0 Body Modifications]]=
+
'''Influenza''': Influenza is a somewhat more dangerous but still generally nonfatal disease. Symptoms include coughing, headache, muscle pains, and lethargy.
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.
+
: Vector: Contact
 +
: Potency: +1
 +
: Effect: -1 "wound" penalty for the disease duration (typically 7 - Stamina days, min 1).
  
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. In this case, each body modification costs 1 BP per 2 XP.
+
'''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.
  
Attribute dots gained or lost from body modification do not increase the limits for a character's Mega-Attributes, but can ''decrease'' them.
+
=[[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.
  
  
 
[[Category: Aberrant 2.0]]
 
[[Category: Aberrant 2.0]]

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.