Aberrant Rules

From Sphere
Jump to navigation Jump to search

Character Creation

Allegiance will be "none" at beginning. Hopefully each player will have some idea of a Secret Origin, which will have a mini or full session devoted to it. Use the regular rules to make a sheet, but don't worry too much about the technical aspect.

The puny human rule will be in effect. Meaning that "if a Nova has natural defences (not artificial armor) in the super-human levels (six extra soak aganist bashing; three extra soak aganist lethal), and the nova's soak subtracts twice the amount of the attacker's damage effect, the attacker may not even roll his one die in hopes of attaining a single damage success. In this manner, novas with soak ratings of 12, 15 or even higher can wade through human-level attackers or small-arms without a care." Which is the book definition; if/when I simplify the combat rules to be quicker and more GM-friendly the specifics might change, but the theme will remain. The point isn't about normal men making a difference... Unless they have a big gun or a laser.

You may buy up to 2 points of taint and convert them into up to 4 NP (2 per).

HUMAN

Step 1
Concept, Nature and Allegiance. p. 127
Step 2 - Attributes p. 133
Physical/Mental/Social. 1 is default; prioritize each area with 7/5/3.
Step 3 Abilities p. 136
Choose desired Abilities. 23 points. No higher then 3.
Step 4 Backgrounds p. 139.
7 points.
Step 5 Finishing Touches
Record Initial Willpower (3), Quantum (1), Initiative (Dexerity + Wits), movement (walk 7m, run Dex +12m, sprint [Dex x 3] + 20m) Spend 15 bonus points.

NOVA

Step 1
Your Secret Origin
Step 2 Nova Points
Spend 30 nova-points on Mega-attributes; enchancements; quantum powers; Quantum; Quantum Pool; or extra Attributes, Abilities and Backgrounds. Quantum cannot be raised higher than 5; if Quantum is 5, the character gains +1 permanent Taint.
Step 3 Finishing Up
Record Taint and aberrations (if any), changes to skill totals, changes to initative and movement, bashing and lethal soak; decide on any physical changes made by eruption.
BONUS POINTS (Page 120)
Attribute 5 pts
Ability 2
Specialty (max three per Ability) 1
Background 1
Willpower 2
Quantum 7
Initiative 1
NOVA POINTS
[*]Mega-Attr 3
[*]Enhancement 3
[*]Quantum 5
[*]Q-Power Level 1 1
[*]Q-Power Level 2 3
[*]Q-Power Level 3 5
[*]Quantum Pool 1 for 2
3 Attribute dots 1
6 Ability dots 1
5 Background dots 1
[*]Can be bought Tainted

XP Costs

TRAIT INCREASE

  • Name Cost (current rating)
  • Attribute x2
  • Ability x1
  • Background x2 (For some things)
  • M-Attribute x5
  • Q-Power (L1) x2
  • Q-Power (L2) x5
  • Q-Power (L3) x7
  • Willpower x1
  • Quantum x8
  • Q. Pool 3 XP for 2
  • Initiative x1

NEW TRAIT

  • Ability 1
  • Specialty* 1
  • Background 2
  • Enhancement 5
  • M-Attribute 6
  • Q-Power (L1) 3
  • Q-Power (L2) 6
  • Q-Power (L3) 9
  • 3 Specialties max. per ability

Rule Changes

Body mods are half price, round up. Health Levels are bought normally.

Combat

Stage One: Initiative
-Roll. Declares actions in order.
Stage Two: Attack
-For unarmed close-combat roll Brawl or Martial Arts.
-For armed close-combat roll Melee.
-for ranged (with hand-weapons) roll Firearms
-For power use roll the skill total listed with the appropriate power.
-A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed as long as the player makes a successful Willpower roll or a WP is spent.
Stage Three: Resolution
-Determine damage total and add any extra dice gained from successes on attack roll.
-Subtract the target's soak (if applicable) from damage levels (the [#] part of [10] + d5 of attacks) then apply remaining damage effect. If the enemy soak exceeds your damage levels, it subtracts from your damage dice.

Combat Misc

Page 245 for Close Combat
Aborting Actions
-As long as you haven't acted you may abort to block, dodge or parry. Must pass a Willpower roll or spend a WP point.
Flank and Rear Attacks
-Flank +1 Acc -Behind +2
Multiple Actions
-Subtract dice from the first dice pool equal to the total number of actions taken. Each subsequent action loses an additional die (cumulative). If a character performs only a about action in a turn, use the appropriate block.
Multiple Opponents
-A character who battles multiple opponents in close combat suffers attack and defence difficulties of +1, cumulative, for each opponent after the first (to a max of +4).
Targeting
-Target a specific location for more damage or to bypass armor.
Target Size Diff Damage
Medium (limb, briefcase) +1 None
Small (hand, head, computer) +2 +2
Precise (eye, groin, lock( +3 +4
Power Block
-Block an attack with a Quantum Power, such as Force Field, Gravity Control, Elemental Mastery, etc, etc. Take a defensive action as normal and substitute your dex+power rating total for the normal block/parry/dodge roll. Each sux subtracts 1 attack success. This is dependent on the power.
Clinch
-On successful attack roll the attacker goes into a clinch with the target. In the first turn the attacker may roll strength +2 damage effect. In each subsequent turn, combatants act on their orders in the Initiative. A combatant can inflict another Str+2 damage effect automatically or attempt to escape. No other combat maneuvers may be used. Body altering powers such as density decrease, shapeshift, flexibility or immolate may attempt to use them normally. TO escape make a resisted Brawl or Martial Arts roll against the opponent. If escaping character rolls more sux she breaks free. (Brawl or Martial Arts)
COVER Difficulty Modifier
Light (Lying prone) +1
Good (Behind wall) +2
Superior (Only head exposed) +3

Rules Misc

Quantum Devices

Regeneration - May heal aggravated damage at triple normal cost.
Immolate - Use the following damage rating: QUantum + (Power ratingx3) bashing or Quantum + (power ratingx2) lethal.
Telepathy: Use of Telepathy can be resisted with a Willpower roll, with each success subtracting from the telepath's rolled successes.
Aggravated Extra. Ranged attacks purchased with the Aggravated Extra have a range equal to 5 x (Quantum + Power Rating) or half-normal ranage, whichever is lower. If the character has Quantum 5, treat Aggravated Q-Bolt as Disintegration (page 190).
Quantum Costs - A Nova can save 1 quantum point per use of a power by using it at half effectiveness (damage/dice pool).

Node

-X (1st instar) 6Q/turn
-* (2nd) 8Q/turn
-** (3rd) 10Q/turn
-*** (4th) 12Q/turn 1 Taint
-**** (5th) 15Q/turn 2 Taint
-***** (6th) 20Q/turn 3 Taint

Power Armor

Complex Movement, Dodging uses the Pilot skill.
Integrated weapons use the Gunnery skill.
Firearms use hand-held weapons as normal, and Brawl for hand to hand- martial arts is not possible.

Armor: If the armor add is higher then the base damage before combat sux is added in than the attack inflicts no damage.

Health Track

Scrapped
Dented -1
Battered -1
Smashed -2
Breached -3
Wreked -4
Broken Down Cannot Move and has no power
Demolished Destroyed.