Aberrant Rules Conversion

From Mutantsandniz

(Difference between revisions)
(Taint)
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===Quantum Pool===
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==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>
25 Quantum = -1pt<br>
25 Quantum = -1pt<br>
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5 Quantum = -3pts<br>
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.<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.<br>
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>
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===
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==Taint==
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Characters acquire Taint through a variety of means.<br>
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Characters acquire Taint through a variety of means. <br>
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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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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.<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.<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.<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.<br>
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===Effects of Taint===
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Each point of Taint a character gains is added to a pool.  Once the pool reaches [Character’s Power Level], the character gains a '''Rank''' of Taint.  Each Rank of Taint must be used in one of the following ways:<br>
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* Reduce an Ability Score by 1.  This reduction is permanent, and that Ability may not be increased with Experience without GM permission.
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** ''Example'' - Wisdom 15 becomes Wisdom 14.
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* Gain an ‘Aberration’.  The character acquires a Drawback worth one power point.  The character does not gain bonus PP or Hero Points for this Aberration.
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** ''Example'' - The character’s Skin gains a Metallic Sheen (Protection becomes Obvious, the Noticeable Drawback).
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* Defer the Taint.  The character may store this Rank of Taint and allocate its effects later.
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** A character may defer up to 5 Ranks of Taint, at which point all five ranks are spent at once on one of the two previous effects (lowering an Ability by 5, or gaining a 5-point Drawback).
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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.

Revision as of 23:06, 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.

Effects of Taint

Each point of Taint a character gains is added to a pool. Once the pool reaches [Character’s Power Level], the character gains a Rank of Taint. Each Rank of Taint must be used in one of the following ways:

  • Reduce an Ability Score by 1. This reduction is permanent, and that Ability may not be increased with Experience without GM permission.
    • Example - Wisdom 15 becomes Wisdom 14.
  • Gain an ‘Aberration’. The character acquires a Drawback worth one power point. The character does not gain bonus PP or Hero Points for this Aberration.
    • Example - The character’s Skin gains a Metallic Sheen (Protection becomes Obvious, the Noticeable Drawback).
  • Defer the Taint. The character may store this Rank of Taint and allocate its effects later.
    • A character may defer up to 5 Ranks of Taint, at which point all five ranks are spent at once on one of the two previous effects (lowering an Ability by 5, or gaining a 5-point Drawback).
    • 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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