Aberrant Rules Conversion

From Mutantsandniz

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===Quantum Pool===
===Quantum Pool===
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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.
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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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25 Quantum = -1pt
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25 Quantum = -1pt<br>
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10 Quantum = -2pts
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10 Quantum = -2pts<br>
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5 Quantum = -3pts
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5 Quantum = -3pts<br>
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Example: Blast (Quantum Bolt) Rank 8 costs 16 power points.  If the Quantum Bolt had a limit of 25 shots it would cost 15 power points.  10 shots would cost 14 power points.  5 shots would cost 13 power points.
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Example: Blast (Quantum Bolt) Rank 8 costs 16 power points.  If the Quantum Bolt had a limit of 25 shots it would cost 15 power points.  10 shots would cost 14 power points.  5 shots would cost 13 power points.<br>
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Recovering - Quantum Pool is recovered at the end of a scene/encounter for every power.  A character may also use extra effort to instantly replenish the quantum pool of a power.
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Recovering - Quantum Pool is recovered at the end of a scene/encounter for every power.  A character may also use extra effort to instantly replenish the quantum pool of a power.<br>
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===Taint===
===Taint===
Characters acquire Taint through a variety of means.
Characters acquire Taint through a variety of means.
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Extra Effort (Maxing) - In place of suffering fatigue, a character may take a point of temporary Taint to use extra effort.  Tainted Extra Effort does not count toward a character’s limit on using extra effort once per action.
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Extra Effort (Maxing) - In place of suffering fatigue, a character may take a point of temporary Taint to use extra effort.  Tainted Extra Effort does not count toward a character’s limit on using extra effort once per action.<br>
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Power Botch - If a character rolls a natural ‘1’ when using a power they have applied Extra Effort to, they risk gaining Taint.  Make a Fortitude Save (even if you are Immune to Fortitude Effects), at a DC of 10 + [Power’s Enhanced Level].  Failure garners the character 1 point of Taint for every application of Extra Effort applied.
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Power Botch - If a character rolls a natural ‘1’ when using a power they have applied Extra Effort to, they risk gaining Taint.  Make a Fortitude Save (even if you are Immune to Fortitude Effects), at a DC of 10 + [Power’s Enhanced Level].  Failure garners the character 1 point of Taint for every application of Extra Effort applied.<br>
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Madness - In extreme situations, mental stress may cause Taint on its own.  The GM may call for a Will save, DC 10 + [the character’s Power Level], modified by the situation.  Failure gives the character a point of Taint.
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Madness - In extreme situations, mental stress may cause Taint on its own.  The GM may call for a Will save, DC 10 + [the character’s Power Level], modified by the situation.  Failure gives the character a point of Taint.<br>

Revision as of 22:57, 12 February 2008

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.
25 Quantum = -1pt
10 Quantum = -2pts
5 Quantum = -3pts

Example: Blast (Quantum Bolt) Rank 8 costs 16 power points. If the Quantum Bolt had a limit of 25 shots it would cost 15 power points. 10 shots would cost 14 power points. 5 shots would cost 13 power points.

Recovering - Quantum Pool is recovered at the end of a scene/encounter for every power. A character may also use extra effort to instantly replenish the quantum pool of a power.


Taint

Characters acquire Taint through a variety of means. Extra Effort (Maxing) - In place of suffering fatigue, a character may take a point of temporary Taint to use extra effort. Tainted Extra Effort does not count toward a character’s limit on using extra effort once per action.
Power Botch - If a character rolls a natural ‘1’ when using a power they have applied Extra Effort to, they risk gaining Taint. Make a Fortitude Save (even if you are Immune to Fortitude Effects), at a DC of 10 + [Power’s Enhanced Level]. Failure garners the character 1 point of Taint for every application of Extra Effort applied.
Madness - In extreme situations, mental stress may cause Taint on its own. The GM may call for a Will save, DC 10 + [the character’s Power Level], modified by the situation. Failure gives the character a point of Taint.

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