Aberrant Rules Conversion
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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> | '''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> | ||
'''Step 2''' - Nova. Add 70 more Power Points, and increase caps by 3. You are now a Power Level 8 Nova.<br> | '''Step 2''' - Nova. Add 70 more Power Points, and increase caps by 3. You are now a Power Level 8 Nova.<br> | ||
+ | |||
+ | ===Additional Character Notes=== | ||
+ | * '''Eufiber''' - ''Device'' 1, 4 power points. | ||
+ | ** The colony (clothes) changes with the host, and is unaffected by the host’s powers. | ||
+ | ** With a moment (free action 1/turn) of focus, the wearer may change the appearance of the Eufiber to virtually anything. | ||
+ | ** 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. | ||
+ | *** 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). |
Revision as of 00:15, 20 February 2008
Contents |
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.
Example 2: Flight Rank 5 (assuming a starting PL8 nova), costs 10 power points. 25 ‘uses’ would cost 9 power points, and the character could maintain the power for 200 turns (20 minutes; 8 times 25). 10 ‘uses’ would cost 8 power points and the power could be maintained for 80 turns (8 minutes). 5 ‘uses’ would make the power cost 7 power points, and it could be maintained for 40 turns (4 minutes).
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.
Unreliable (Highly Limited Quantum Pool) - Characters can take the Unreliable Flaw (-1/rank to power cost) on powers with extremely limited quantum pools. This flaw allows the character to use the power only 5 times per session as opposed to per encounter uses. Each additional use of the power costs 1 hero point, or gaining 1 point of Taint.
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.
Character Creation
Starting Novas are built as follows:
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).
Step 2 - Nova. Add 70 more Power Points, and increase caps by 3. You are now a Power Level 8 Nova.
Additional Character Notes
- Eufiber - Device 1, 4 power points.
- The colony (clothes) changes with the host, and is unaffected by the host’s powers.
- With a moment (free action 1/turn) of focus, the wearer may change the appearance of the Eufiber to virtually anything.
- 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.
- 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).