Aberrant 2.0 Optional Rules

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This page of Optional Systems is basically for things that are supposed to give you options for various crunchy bits that add more detail but aren't strictly necessary to errata.

Gun Construction

Ever wanted to make your own Frankengun? Look no more.

Caliber

Weapon damage primarily depends on caliber. All caliber stats give damage, range increment, and ammunition capacity, which has three numbers separated by slashes: pistol magazine size, rifle magazine size, and drum/belt size for MGs.

Pistol Rounds

  • Plinking Pistol (.22 LR): Damage 2L, Range 10, Magazine 20/50/200+
  • Light Pistol (9mm Parabellum): Damage 3L, Range 20, Magazine 15/40/200+
  • PDW (5.7x28, 4.6x30, 7.62x25): Damage 3L, Range 25, Magazine 20/50/200+, AP(2)
  • Heavy Pistol (.357 Magnum, .44 Magnum, etc): Damage 4L, Range 20, Magazine 8/30/100
  • Very Heavy Pistol (.50 AE): Damage 5L, Range 20, Magazine 8/30/200

Rifle Rounds

  • Intermediate Rifle (5.56 NATO, 5.45 or 7.62 Soviet, 4.73 Caseless): Damage 5L, Range 30, Magazine 5/30/200
  • Battle Rifle (7.62 NATO, 7.62x54R, .303): Damage 6L, Range 60, Magazine 5/20/100

Heavy Rounds

  • Heavy Machine Gun (12.7 NATO, 14.5 Soviet): Damage
  • Light Autocannon (20mm-25mm)

Shotgun Rounds

  • 12 ga.
  • 4 ga. (23mm shotshell)

Frame

A weapon's frame gives its basic rate of fire and modifies other stats such as rate of fire.

  • Pistol Frame: Accuracy +0, Damage +0L, Range +0%, Magazine Pistol
  • Revolver Frame: Accuracy +0, Damage +0L, Range +0%, Magazine 6 or 8
  • Carbine (manual): Accuracy +2, Damage +1L, Range +50%, RoF 2, Magazine Rifle
  • Carbine (select-fire): Accuracy +1, Damage +1L, Range +50%, RoF 60, Magazine Rifle
  • Rifle (manual): Accuracy +2, Damage +2L, Range +150%, RoF 1, Magazine Rifle
  • Rifle (select-fire): Accuracy +1, Damage +2L, Range +100%, RoF 40, Magazine Rifle
  • Machine Gun: Accuracy +0, Damage +4L, Range +150%, RoF 60/20, Magazine MG, Burst(3)

Skill Mastery

An optional system for high abilities. Any character may buy a Skill Mastery for an ability at 4, 5, or above. An ability at 4 may have 1 skill mastery, an ability at 5 may have 2, and an ability at 6 (only possible for Daredevils/Paramorphs) may have up to 4. Each mastery costs 10 XP or 3 BP, and allows one to do some pretty incredible things with the skill.

Skill masteries allow baselines to do some incredible feats of skill, or allow Novas to take things to 11 and do absolutely insane things when combined with Nova powers.

Any

Trivia Expert: The character is familiar with a wide variety of tools related to the ability in question, allowing him or her to add the ability to Investigation rolls whenever objects related to the ability factor heavily (such as Trivia Expert(Drive) adding to Investigation rolls for an auto accident or when finding contraband smuggled in a car, Trivia Expert(Firearms) factoring into rolls where someone was killed by guns, Trivia Expert(Medicine) when dealing with drugs, so on and so forth).

Skill Mastery: The character is so skilled with the ability in question that he almost never fails dramatically. A character may pay 1wp to reroll any botched roll.

Superhuman Under Pressure: Once per session, the character may reverse difficulties for a single roll by paying 1 wp-that is to say, any addition to difficulty becomes extra successes instead. This may be taken for multiple skills but may only be used once per session (or per downtime for things like crafting or gadgeteering or R&D).

Savant: A character with this mastery is particularly good in a certain field. If the character spends Willpower to add an automatic success to a roll where his ability specialty would apply, the specialty's dice bonus is converted into successes. A character may only use savant once per scene.

Strength Abilities

Brawl

Lethal Weapon: The character's fists are rated as lethal weapons. Characters with this skill trick may pay 1 WP to deal lethal instead of bashing unarmed damage for a scene.

Fight Dissection: With the skill borne of

Dexterity Abilities

Athletics

Freerunner: A character with this mastery adds his

Drive

Crack Driver: A character with this mastery is superhumanly good at

Offensive Driving: A character with this mastery has mastered the fine art of vehicular manslaughter, halving all damage done to his vehicle from attacks he initiates.

Speed Demon:

Firearms

Double Tap: A character with this can pull the trigger so fast people think she's using an automatic weapon-even when it isn't. A character with this mastery may use the burst rules even if the weapon could not normally use them, as long as the weapon has sufficient RoF and magazine size.

Guns Akimbo: When dual-wielding firearms, the character may make a single attack roll applying to both firearms, rather than having to take normal multiple actions-although the character can do so as well, becoming a tornado of carnage. The character uses the accuracy of the least accurate weapon he holds. Both firearms do not have to be targeted on the same target. Weapons used akimbo are at -2 accuracy and cannot be aimed, however.

Lead Dispenser: The character adds (Firearms) to the actual (not effective, for burst weapons) rate of fire of any firearm the character uses. Although not significant for high-RoF automatic weapons, this allows a character to do serious damage with a pump action shotgun or bolt-action rifle, especially combined with multiple action penalty reducers and other tricks.

One Shot One Kill: A character with this skill trick becomes an expert at dealing horrific damage with firearms even if he can't always live up to its name. Any successful attack with a firearm converts up to (Firearms/2, round up) dice of damage into automatic successes. Note that this only affects unsoaked damage and has no effect if the attack is soaked to the 1 die of ping damage.

Sleight of Hand: A character with this Tier 2 Perk reloads in half the time it normally takes to reload. Once per action, reloading a firearm is a reflexive action.

Spray 'n Pray: A character with this mastery is an expert at hosing down areas with fire. When firing medium or long bursts, the character increases the difficulty of dodge or block rolls against his fusillade of gunfire by 1.

Heavy Weapons

Overkill: A character with this ability reduces any penalties a heavy weapon may have for targeting small targets (like say, personnel) by 1.

Fast Load: Normally reloading a heavy weapon is an action that requires at least one full turn and no multiple actions. A character with this ability may reload a weapon preternaturally fast, reducing the reload time of weapons by 1 turn. If a weapon's reload time is already 1 turn, the character may reload as part of a multiple action.

Rocket Jockey: A character with this mastery is amazing with unguided rockets and other launchers, adding +1 to their accuracy and damage due to superior understanding of the characteristics of his weapons.

Legerdemain

Light Fingers: The character may automatically steal small things from others (wallets, credit cards, cell phones) without a roll if they are not in use.

Spot Concealed Weapon: The character can automatically spot concealed weapons with no roll.

Pilot

Ace Pilot: A character with this mastery can make a fighter dance, do near-impossible stunts in a bomber or jumbo jet, and other feats of insanity. A pilot with this replaces the vehicle's maneuverability bonus or penalty with his Pilot skill, turning all Piloting rolls into (Dexterity + Piloting x 2).

Alpha Strike: A character with this mastery halves the multiple action penalties of his actions for the purposes of attacks only with the caveat that the character must use all actions to attack. This mastery only works once per scene and is most typically used for a single, apocalyptic attack from surprise or a position of advantage that fires all of the vehicle's ordinance, an "alpha strike".

Stamina Abilities

Endurance

Dead Man Walking: Most characters are Incapacitated when their Incapacitated level is filled with damage. A character with this ability is just getting started. Characters with this ability may pay 1 WP per turn to act while Incapacitated until they run out of WP or finally die.

Marathon Man: The character has increased his endurance to near-superhuman levels and can do strenuous activity for hours without tiring. Halve (round down) the difficulty of all endurance rolls for strenuous activity.

Resistance

Made of Iron: The character is ridiculously tough and can survive a lot more punishment than he should. The character gains a number of -4 health levels equal to his (Resistance - 2).

Pain Don't Hurt: A character with this ability not only ignores wound penalties, but fights harder when wounded worse. A character with this mastery ignores wound penalties, and can reverse wound penalties for a scene at the cost of 1 willpower (that is to say, he gains dice rather than losing them).

Intelligence Abilities

Intrusion

All Doors Open: The character may either pick a lock without a roll or open them without proper tools with no penalty (not both), as long as the lock's difficulty is less than the character's Instrusion. This applies to all forms of lock.

Called Shots