Difference between revisions of "MCS semiofficial system"

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=Character Creation=
 
=Character Creation=
Build your character as a "One percenter" with no quantum powers and no limit on starting abilities. It is suggested you take bioenhancements as part of being an augmented special forces unit.
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Build a character at the 1%er level of character creation from the Aberrant 2.0 rulebook. You are not limited to 3 ability points, and have 15 BP. Each character will receive a bespoke superpower of some kind that fits with their background.
 
 
Once you have created your character you may pick one of the following
 
 
 
===Super Soldier===
 
Super Soldiers have no special powers but gain 3 additional ability prodigies, and 15 supersoldier points which maybe used to by attributes at a rate of 1 for 2, or abilities at a rate of 1 for 6, or merits at a rate of 1/3
 
 
 
===Super Martial Artist===
 
You are the heir or originator of a martial art above human norms. You enjoy the following automatic benefits
 
:1: You can pick whether you use strength or dexterity to attack in melee
 
:2: You may deal lethal damage with your hands if you want too. You may block lethal attacks with your hands.  
 
:3: Your success number for all attacks is down shifted by one (so normal attacks hit on 5s)
 
:4: You automatically gain 6 points into brawl
 
:5: You automatically gain 6 points into martial arts
 
:6: You gain 1 automatic success and one megaattribute enhancement to one physical attribute of your choice. Note you do not gain the full bonuses for mega strength 1, just a single auto-success.
 
:7: You make pick three from the following powers:
 
 
 
Any technique from the do maneuvers section on page 64 of the Akashics book of mage
 
 
 
Players may suggest more.
 
 
 
===Hardsuit User===
 
You have a robot suit, superior in all respects to the one found in the equipment section of aberrant.
 
 
 
Hardsuits have the following automatic powers
 
:1: 10L/10B hardened soak, AP does not affect it
 
:2: No penalty to movement or dexterity
 
:3: +2 Strength
 
:4: x2 movement speed and jump distances
 
:5: 4 HLs, when the user takes damage, the suit takes one HL and the rest goes through to the user.
 
:6: +1 perception
 
:7: Access to thermal etc. vision
 
 
 
It may have the five of the following powers. Powers that do not boost attributes maybe taken more than once
 
:1: +3 Dex
 
:2: Lower soak difficult to 4
 
:3: +3 strength (replacing the usual +2
 
:4: Medical System, rolls d8 to heal the user 1 HL per success
 
:5: Enhanced movement, x4 movement speed and jump distances
 
:6: 2 built in infantry (including grenade launchers) or one built in heavy weapons (including portable rail guns or EM sniper rifles) 
 
:7: +2 Wits (brain enhancer)
 
:8: +1 actions per round
 
:9: +2 additional soak
 
:10: Stealth system equal to invisibility 2
 
:11: Autorepair system, regenerates 1 suit HL per hour
 
:12: Additional environments, works even submerged in deep water etc
 
:13: Folding: folds away for easy storage or carrying
 
:14: Can be called, will come when called by radio.
 
:15: Suggest your own
 
 
 
===Themed Superpower===
 
Themed power users gain 2 additional dice to their theme pool, and may have an openly supernatural theme such as telekinetic powers or telepathy.
 
 
 
==Theme Pool==
 
Each character has a theme pool, which starts as 4 dice. This works like arete in mage, it is rolled, with 1s subtracting, for an effect. This effect is the character's theme, and grants bonuses along the lines of that theme. This theme can be simply the type of character you are, but will be more powerful if it is more specific. So for instance, a super martial artist with the theme "ancient martial arts style" might be able to use move reading to move her difficulty down against specific enemies. A themed superpower might use telekinesis to shatter enemies and so on.
 

Revision as of 10:08, 20 November 2014

System subject to change if balance issues are found.

Rules

Rules are as aberrant 2.0 except as follows

1: Success numbers are maluable, 6 is the standard, 10s are rerolled, but do not double.
2: Soak is rolled except in special circumstances (IE firing a rifle at a tank)
3: You may not take Eurofiber, dormacy, or gadget, nor are any of you sanctioned.

Character Creation

Build a character at the 1%er level of character creation from the Aberrant 2.0 rulebook. You are not limited to 3 ability points, and have 15 BP. Each character will receive a bespoke superpower of some kind that fits with their background.