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Aberrant Version 2.

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This is more of an errata and clarification of rules. Unless other wise stated, the rules in the book should be
followed.

Conflict resolution:
7,8,9 count as one success
10s count as two successes.

Successes are determined in degrees and increased difficulty is imposed to determine minimum success.
- Damage: 10s do not counter as two successes, and 1s are not counted towards determining a botch.

Difficulty
This is assigned by the storyteller, it generally ranges from 1 to 5. Truly heroic tasks run higher.

Quantum derived traits:

Quantum Pool:
This pool is now derived by a simple formula. [Quantum x 3] + [willpower x2]. That means bare minimum
quantum pool will be 9, and the standard highest will be 35 (quantum 5, and willpower 10). Nova points and
experience points can still be used to increase this pool.

Mega-attributes
Please remove the dice rules for mega-attributes.

Mega-dice: These dice are counted like normally for determining success. The number of dice that you add to any
roll related to that mega-attributes is your Quantum trait times the mega-attribute. Example, A character with a
quantum trait of 4 and a mega dexterity trait of 2, would add 8 dice to any normal dexterity related roll.

Universal enhancement
Superior
Perquisite: Mega-attribute at 3 or greater
A nova has started understanding the power that they can truly wield. They may now spend one quantum
point and convert 2 of their mega-dice into one automatic success.

Supreme
Perquisite: Mega-attribute at 6 or greater, superior enhancement.
The Nova has such control and power in this attribute that few things can every threaten them. This is an
upgrade to the superior enhancement. They may convert, as per the Superior enhancement, as many times as they
wish by spending just one quantum point.

Mega-strength:
While the auto damage successes have been removed from this ability. The lifting capacity is still
determined by the rating in mega-strength.

- Crush: Your melee attacks now have the option of inflicting lethal damage. Also, if you are in a grapple, you may
spend 1 quantum point to add a number of automatic success equal to your quantum rating to control the grapple.

- Shockwave: Effects an area equal to mega-strength x10 meters. This attack only effects those that are of the
ground. Damage is a pool equal to quantum in bashing. Characters effected must make an athletics check,
difficulty equal to the attacker dots in mega-strength or be knocked prone.

-Thunderclap: Effect a sphere of mega-strength x 5 meters, and a bashing damage pool equal to the characters
quantum rating.

- Explosive: Spend 3 quantum points, for the rest of the scene you may consider your quantum trait one higher for
the purposes of determining minimum damage. This enhancements only effect melee ranged attacks.

Mega- Dexterity:

- Accuracy: By taking a turn to aim and spending one quantum point, the character may count their mega-dexterity
trait as one higher for the purpose of calculating the total number of mega-dice that are added to the roll.

- Physical prodigy: By spending a quantum point, the character gains a number of automatic successes on
non-dodge or attack related athletics rolls. This does not mean they cannot use this power in combat, it just cannot
be used for direct combat rolls.

- Cat footed: The character may spend one quantum point and for the rest of the scene gain a number of automatic
successes equal to their quantum trait to all stealth related rolls.

- Rapid strike: Spend 1 quantum point. Treat all extra success dice as double for the purposes of determining extra
damage.

Mega-Stamina:
Besides the health levels increase and wound penalty suppression that this quantum power gives you, it
gives additional bashing soak equal to its rating, and half to lethal soak (rounded up)

- Regeneration: one quantum point heals 2 levels of bashing or one level of lethal. 2 quantum points are required to
heal one level of aggravated damage. This enhancement can be used while uncontested. Though incapacitated with
lethal prevents its use until they naturally heal. Only a number of health levels equal to the characters
mega-stamina rating can be healed in a round.

New enhancements
Back from the Brink
Requites: Mega-stamina 5 and regeneration enhancement
The nova is truly a hard man to put down. So strong is their will to live and their physical tenacity that
when the character takes damage that would kill him, he may spend one permanent point of willpower to be brought
back to incapacitated. This power also allows a character to use regeneration even when they are incapacitated with
lethal damage.

Mega- Perception
Instead of the three extra dice that a character gets from the various enhancements, instead a character
receives a number of extra dice to the related sense equal to their quantum.

Mega- intelligence.
Prodigy:
When it comes to the characters field of expertise, the character mega-intelligence is considered
one higher for the purpose of determining mega-dice.

Mega-wits

Mega- Appearance.

Mega-manipulation

Mega-Charisma

Powers
Since there are so many powers, it would be very difficult to rewrite all of them. Here are some examples
of how one could rewrite and adjust powers to make them flow better.
Power costs:
Level 1 power: 1 quantum point
Level 2 power: 2 quantum points
Level 3 power: 3 quantum points

Armor: Level 2, Permanent.


Added a number of bashing and lethal soak points equal to [ Power rating x3]

Force field: Level 2, maintained


This powers adds a number of bashing and lethal soak points equal to the [Power rating x3 + Quantum x2]

Healing: Level 3, Instant


The 3 quantum points used to activate this power does not go toward healing.

Immolate: level 2, maintained


The damage of this power is [Quantum + power]x3 bashing damage, or [quantum + power] x2 lethal.

New extras
Innate: The power is so apart of you and your physiology that is very difficult for the power to be turned off
or controlled by others. You receive a bonus number of automatic successes to resist disruption, and other
nullification attempts, equal to your quantum rating.

System

Skills
All skills are here by removed and replaced with the skills in NWoD. Specialties are used to determine
areas of expertise and talent.

Combat:

Attack rolls:
All melee ranged attacks use Strength to determine if the attacker hits. It is really easy to touch or make
contact with someone, it takes a good bit more to do lasting damage.

Dexterity is used for attack at ranged.


Extra successes to hit do bleed over to damage.

Evasion (dodge) rolls:


This is ruled by the dexterity attribute.

Initiative:
D10 roll plus Dexterity + Wits

Declaration phase:
This part starts with the lowest initiative and ends at the highest. Besides declaring what they are
doing, this is also the phase where the play tells the ST how many quantum points they will be spending for powers.
Quantum points are no actually spent at this time, that happens when the action is executed . A nova with the
quickness enhancement must declare how many action they are taking and what they will be doing in those actions.

Execution phase:
This part is after the declaration phase and starts with the highest initiative and ends at the lowest.
His is where attack and evasion rolls are made. Quantum points are also spent at this time. Aborting to evade or
defend is still a option, but it no longer cost a willpower or enacts a willpower roll. Quickness actions take place 2
initiative counts later than the nova who powered the effect.

Damage resolution:
Raw melee damage is calculated by adding the attackers strength attribute + Extra successes +
Mega-strength dice. This is then subtracted from the defenders soak score. If there is a positive number left over,
then that is how many dice the character rolls for damage. There is a minimum amount of damage a nova will inflict
and that is determined by their quantum trait. Example. Hardass is hit by Dr. Fury. Dr. Fury As a raw damage of 15,
while Hardass as a soak of 20. This would leave Dr. Fury with no damage dice, but since Dr. Furys quantum is 4.
He will roll 4 dice to hurt Hardass.
* if the attacker does not have a quantum rating, then they have no minimum damage rating. This means
humans have little chance of hurting a super-tough nova.

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