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==Character Creation==
 
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Starting Novas are built as follows:<br>
 
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'''Step 1''' - Make a human.  50 Power Points, and a general cap of +5 on - Strength and Constitution Modifiers, Attack, Defense, Toughness.  +10 Cap on - Total saving throw modifiers, Skill Ranks, Ability Modifiers (aside from Strength or Constitution).<br>
 
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'''Step 2''' - Nova.  Add 70 more Power Points, and increase caps by 3.  You are now a Power Level 8 Nova.<br>
 
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===Additional Character Notes===
 
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* '''Eufiber''' - ''Device'' 1, 4 power points.
 
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** The colony (clothes) changes with the host, and is unaffected by the host’s powers.
 
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** With a moment (free action 1/turn) of focus, the wearer may change the appearance of the Eufiber to virtually anything.
 
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** Eufiber has a third effect that may be changed once per encounter/scene: the suit has 3 points that can be assigned to negating Quantum Pool drawbacks (see above), or act as Protection.
 
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*** For example, in one scene, 1 point could be assigned to negate the effects of a -1pt Quantum Pool on a single power, while the other 2 points are assigned to ranks of protection (providing +2 toughness, up to normal caps).
 
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* '''Node''' - The ability to sense other Novas is a ''Super-Sense''.  To represent the basic sense, use the following:
 
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** ''Super-Senses'' 3: (mental sense - Node) ''Detect Novas'', ''Quantum Awareness'', ''Ranged''.  3 power points.
 
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** This provides the basic awareness of the presence of a Nova or Quantum Power at normal detection range.  For additional accuracy, the sense could be purchased as Accurate (2 ranks, allowing targeting of a quantum signature) or Acute (1 rank, allowing for more information about the subject beyond its presence).  It could also be supplemented with Radius (1pt) to detect in all directions, and Extended (1/rank) to increase the detection range at a factor of x10 each purchase.
 
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<br>
 
==Quantum Pool==
==Quantum Pool==
Characters may take a ‘quantum pool’ limit on the use of powers.  Each power taken this way has a limit on number of uses or duration of use.  Activating a power costs 1 quantum, maintaining a power costs 1 quantum per [Power Level of Character] turns.  Treat this as a drawback, reducing the cost of any powers taken thus by a fixed number of power points.<br>
Characters may take a ‘quantum pool’ limit on the use of powers.  Each power taken this way has a limit on number of uses or duration of use.  Activating a power costs 1 quantum, maintaining a power costs 1 quantum per [Power Level of Character] turns.  Treat this as a drawback, reducing the cost of any powers taken thus by a fixed number of power points.<br>
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** Ranks of Taint may be allocated at any time, until rank 5 is reached when they are allocated immediately.  This allows a character to end up with a 2-4 point drawback, or lose 2-4 points in an Ability.
** Ranks of Taint may be allocated at any time, until rank 5 is reached when they are allocated immediately.  This allows a character to end up with a 2-4 point drawback, or lose 2-4 points in an Ability.
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===Aberrations===
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<br>
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* ''Quantum Pool'' - 1 to 3 ptsA power gains a Quantum Pool limitation (see above).
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* ''Noticeable'' - 1ptA power that was previously passive and without display becomes visible in some mannerProtection may cause the Novas skin to urn to stone or metal, a Super-Sense may cause the Nova’s eyes to glow or spark.
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==Character Creation==
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* ''Obvious'' - 1pt.  A previously noticeable power becomes very easy to pick out. Anyone with clear line of sight to the area the character is in would have to be blind (or deaf, etc) to not notice the power.  This includes large Anima Banners, as well as effects so bright or loud (akin to brilliant halogen lamps, or a jet engine landing close by) as to be nigh-impossible to miss.
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Starting Novas are built as follows:<br>
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* ''Power Loss'' - 1 to 3 pts.  One of the character’s powers is unusable during certain situations, such as when unable to speak, or when immersed in water. The value depends on how common the trigger is: 1pt is relatively uncommon (such as when immersed fully in water, or unable to both move and speak), 2pts is more common (such as when touching water, or unable to speak), 3pts if common (such as when wet, or when the sun is up).
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'''Step 1''' - Make a human50 Power Points, and a general cap of +5 on - Strength and Constitution Modifiers, Attack, Defense, Toughness.  +10 Cap on - Total saving throw modifiers, Skill Ranks, Ability Modifiers (aside from Strength or Constitution).<br>
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* ''Temporary Disability'' - 1 to 4 pts.  You suffer a disability in conjunction with the use of a power.  For example, if your arms transform into wings in order for you to fly (leaving you without the use of your arms and hands while flying) then you have the disability of no arms (4pts, common, major).
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'''Step 2''' - NovaAdd 70 more Power Points, and increase caps by 3You are now a Power Level 8 Nova.<br>
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* ''Reduced Range'' - 1 or 2 ptsFor 1 point, a ranged power may only work out to 5 increments (instead of the normal 10).  For 2 points, the range is reduced to only 2 increments.
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* ''One-Way Transformation'' - 3 to 5 pts.  A character with the ability to transform (via Morph, Shapeshift, Alternate Form, etc) with this Aberration becomes unable to voluntarily shift back.  For 3 points, it takes a few hours to return to a previous shape (generally fine outside of combat).  For 4 points, it takes hours as before, but also takes some manner of equipment or stimulus (steady electric current, heavy meditation, etc) to revert.  For 5 points, it takes days for the character to return back to normal.
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===Additional Character Notes===
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* ''Full Power'' - 1pt.  A power with this must be used at its full rank, or not at all.  This means that a character cannot pull their punch with an attack power so limited, nor can a super-speedster with this aberration move less than their full maximum speed (unless they choose to walk at normal human speed and not use the power).  The power cannot have the Precise power feat.
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* '''Eufiber''' - ''Device'' 1, 4 power points.
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* ''Vulnerable'' - 1 to 5 ptsThe character develops a weakness to certain (already harmful) effects. For 1pt, the effect has it’s save DC (including damage) increased by 1.  For 2pts, the effects is increased by 50% (round up).  For 3pts, the effect is doubled.  This base assumes a fairly uncommon effect (such as light-effects).  For 1 additional point, the effect is more common (such as fire, or metal).  For 2 additional points, the effect is very common (such as physical damage).  Example - for 4 pts a character might take double damage from fire, while for 5pts a character could take double damage from energy based attacks.
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** The colony (clothes) changes with the host, and is unaffected by the host’s powers.
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* ''Weakness'' - variable.  The character suffers adverse effects from normally harmless substances or situations.  The value of the Weakness is dependant on three qualities: what harms the character, the effect, and how often the effect is applied.  Depending on how common the source of harm is, it can be between 1-3 points (from cold iron, to sunlight).  At this base value, the character cumulatively loses 1 to checks, attack bonus, or defense bonus (pick one).  For +1 point, the loss is to all three of these, or a cumulative -1 to an ability score (+1 value if constitution).  For +3 points, the loss is a cumulative drain on all ability scores (bonus for constitution already included).  For +0, the loss occurs every 20 minutes; for each step up or down the Time and Value Progression Table, add or subtract 1 (less cost for less frequent, more value for more often).
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** With a moment (free action 1/turn) of focus, the wearer may change the appearance of the Eufiber to virtually anything.
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** Eufiber has a third effect that may be changed once per encounter/scene: the suit has 3 points that can be assigned to negating Quantum Pool drawbacks (see above), or act as Protection.
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*** For example, in one scene, 1 point could be assigned to negate the effects of a -1pt Quantum Pool on a single power, while the other 2 points are assigned to ranks of protection (providing +2 toughness, up to normal caps).
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* '''Node''' - The ability to sense other Novas is a ''Super-Sense''To represent the basic sense, use the following:
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** ''Super-Senses'' 3: (mental sense - Node) ''Detect Novas'' at ''Range'', ''Quantum Awareness''.  3 power points.
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** This provides the basic awareness of the presence of a Nova or Quantum Power at normal detection range.  For additional accuracy, the sense could be purchased as Accurate (2 ranks, allowing targeting of a quantum signature) or Acute (1 rank, allowing for more information about the subject beyond its presence).  It could also be supplemented with Radius (1pt) to detect in all directions, and Extended (1/rank) to increase the detection range at a factor of x10 each purchase.

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