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OOC: Rules of the Game.

Posted by RydiFor group 0
Rydi
GM, 516 posts
Mon 2 Nov 2009
at 06:15
  • msg #1

OOC: Rules of the Game

So, I figure it is about time we had a thread dedicated to the house rules, rules interpretations, and conventions regarding the game.  The first post in this thread will permanently be dedicated to compiling said rules, while further posts will be for rules suggestions and debate.

In no particular order:
quote:
Rolls and other system mechanics
Rolls of 10 on normal dice count for 2 successes if a character has an appropriate Quality (Aberrant, p.134) instead of "popping" 10's.  10's on mega-attributes count as 3 successes (as normal).



quote:
Combat
1)Defense Rolls
Dodge dice rolls are made by the GM to reduce post lag.

Characters get a "Defensive Value" equal to the relevant Attribute+Ability+Modifiers.  This pool decreases by -2 for each successive defensive action taken, and by -1 for each individual attacker, modified by any relevant traits (Multi-tasking, Combat Awareness, etc) or situations (Flanked, Prone, etc.)

Dodges are assumed against all attacks unless otherwise stated, though players may list preference of dodge order if they choose; in situations where players do not actively choose, the GM will assign dodges in a manner generally beneficial to the player, except in cases where attackers are tactically forcing down a dice pool (assassin firing at a character being pummeled by a bunch of hired thugs, for example).

2) Extra actions from Quickness enhancement and other sources can not be further split

3) Declare the dice and auto-levels of damage your attack does and let the ST determine the results (DO NOT ROLL DAMAGE).  Likewise, keep your current soak posted for GM benefit.

4)Mega-Strength
For balance issues, and common sense (strength adds speed and power to attacks after all), mega-strength may be used to increase dice pools on brawling.  Characters may either use a die of mega-strength to increase their dice pool, or reserve it for the standard 5 successes on damage (assuming the attack hits).  They may make this decision for each mega-strength dice in their pool.

5)Spoiler Block Status Update
Please include the following in the spoiler for any combat post (Just fill in the parentheses with your own values):

--
Initiative: (Value)
DV: (Value) - (Penalty)
Soak: (Value)B/(Value)L/(Value)A | Wounds: (Value)
Attack Dice: (Value) | Attack Damage: (Value... Remember to note auto dmg vs dice of dmg)
Active Powers/Enhancements: (stuff) | Quantum Remaining (Value)
--

You can usually just copy paste this info from post to post, updating as needed.


quote:
Alternate Mega-Enhancement Pairings
Not all Mega-Enhancements require their listed Mega-Attribute as a per-requisite.  Some may be paired with other appropriate Mega-Attributes.  The book suggests this if I remember correctly, and it just makes for better play.  Good Examples include Quickness (Dexterity instead of Wits), Discerning Mind (Manipulation instead of Intelligence, or Charisma for a variant enhancement with a similar effect), and  Halo (Charisma instead of Appearance).  While these changes must still be approved, and should not be seen as a carte blanche solution to xp and Mega-Attribute tension, this is a good option for character building and limiting people branching into things they aren't suited to just to get access to a single key enhancement.


quote:
Specialty Limit
Due to the limitless potential of Inspired characters, and the long running nature of this game in particular, the 3 specialty per ability limit is undesirable.  The finalized new ruling is as follows:
Characters may have no more Specialties in an Ability than they have dots in that Ability

The following Mega-Enhancement applies to Specialty Limits:
Broad [Category] Specialist
When this enhancement is taken, characters increase their specialty limit for all Abilities in a given category by a number equal to the Ability's governing Mega-Attribute.  This may be taken as a Mega-Dexterity enhancement in which case it applies to all Physical Abilities.  It may also be taken as a Mega-Intelligence enhancement, in which case it applies to all Mental Abilities.  Finally, it may be taken as a Mega-Manipulation enhancement, in which case it applies to all Social Abilities.  This enhancement may be taken up to three times, once for each of the listed Mega-Attributes.


quote:
Combat Skills and Special Combat Traits
Upon review of the rules presented in the Trinity Player's Guide and the New Flesh fan supplement, I found the rules confusing and a bit off-putting.  Below is a summary, with a few minor alterations to the experience for balance purposes.

Combat Skill Specialties
These function as standard specialties, providing an extra die for special situations or maneuvers.
Example: Kicks, Grappling, Dirty Fighting
Cost: 1xp (standard specialty cost)
Limits: Count against specialty limit
Advantage: +1 dice added to dice rolls where the specialty would apply

Expanded Personal Combat / Fighting Techniques (Trinity Player's Guide, p.113)
These are, functionally, advanced specialties.  In the base rules, they function exactly as specialties in terms of cost and limits, though they provide quite significant bonuses.  I am providing modified costs and rules here to make them synchronize better with the other options in play.
Example: Judo, Fencing, Zero-G Combat
Cost: 6xp for the first, 8xp for the second, increases by 2xp for each additional level
Limits: May only have 1 per dot above 3 in a given ability; count against specialty limit
Advantages: Varies, though they typically provide +2 or more to accuracy on specific sets of techniques, as well as a unique benefit

Combat Styles (New Flesh, p.84)
These, per the rules in the book, are yet another form of modified specialty.  Each Combat Style consists of a series of 3 specialties that provides increasing benefits in the form of bonuses to Combat Maneuvers (such as Block, Feint, or Strike) associated with the chosen style (to a maximum of 5 maneuvers  known for a given style), as well as access to Advanced Techniques that may be purchased separately with experience (with no limit to the number of advanced techniques that may be purchased).  I am slightly modifying xp costs here.
Example: Aikido, Golden Gunplay, Qi Meng (Restricted)
Cost: 2xp per Combat Style Specialty; Advanced Techniques vary, but have cost reduced by -1 to a minimum of 1 (the costs are too high as listed when compared to enhancements and body modifications)
Limits: Maximum of 5 Combat Maneuvers that gain the style bonuses (though merits may improve this number, and Advanced Techniques are not limited); count against specialty limit
Advantages: Increases to the effectiveness of various maneuvers associated with the Style, and access to unique techniques.

Combining it All
Concepting: Fighting Techniques from Trinity are best seen as broad mastery of a given fighting art.  Combat Styles from New Flesh are best conceptualized as further specialization within a given art, while basic specialties represent someone who is good at specific tricks or techniques.
Bonuses: The maximum positive modifier to a roll from all of this stuff together is +3,  BUT this is after accounting for any minuses.  So, you may have a +6 bonus, then perform an extremely difficult maneuver with a -3 modifier, and still end up with a +3 on the roll.  This allows for impressive stunts, but limits the overall numbers creep.


quote:
Quantum, Taint, and States of Being
1)Taint from Rapid Quantum Regeneration
The roll listed in the book doesn't do anything, and is even less meaningful in the PbP environment.  New rule: each rapid recharge nets you 1 temporary taint.

2)Quantum Cap = 5 until otherwise noted

3)Chrysalis/Connection
Alternative rules exist for Chrysalis, the rapid evolution accessible to the Teragen, and a parallel path exists for Novas attempting to maintain their humanity.  Maximum XP spent in either state is 45, and time in this state is 1 week/1 XP.

3a)Chrysalis
Chrysalis is a new trait, added to the character sheet of Teragen Novas.  Such novas may purchase temporary Chrysalis points at the cost of 2xp in response to making actions appropriate to their archetype* (or may be awarded at GM discretion); these experience points are "freed" for spending during chrysalis).  When the temporary Chrysalis track reaches 10, the Temporary Chrysalis pool empties, and the nova gains a point of Permanent Chrysalis.  The Nova then enters a quantum coccoon shortly after (see Chrysalis rules in the Teragen guide), and may spend experience as indicated on the Chrysalis chart*.  Permanent Chrysalis is added to Permanent Taint for the purposes of determining penalties for social interactions, and for determining Aberations.  If the nova would gain a new aberation from their newly acquired Permanent Chrysalis, they may choose two aberrations of the next lower level instead of gaining the aberation that they would normally gain; this may only be done during the actual process of Chrysalis.

*Players must choose an Archetype (Marvel/Monster/Portent) when declaring Teragen affiliation.  Of note, the archetypes are defined somewhat more broadly by these rules, and the attributes are not as locked in.  Characters automatically gain two mega-attributes from their archetype list as favored for purposes of reduced xp cost during chrysalis, but may also pick any attribute as a third favored attribute; this is to represent that archetypes are multifaceted.  A Monster can use mental domination and their fearful appearance to fulfill their archetype as easily as they can physical attributes; the same applies to Marvels and Portents.

3b)Connection
Connection works in a similar manner to Chrysalis.  Upon declaring that they are maintaining their humanity, characters must choose 2 Virtues (Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance) rather than an archetype, and gain points of Temporary Connection by fulfilling these Virtues, much as a Terat would gain Chrysalis (including any appropriate xp cost).  Those espousing Connection do not enter a Coccoon when their Temporary Connection track reaches 10, but they are still considered "out of play" for purposes of experience gain; such characters are focusing their activities on forming connections with their own humainty, their society, and the world around them.  Connection subtracts from, rather than adding to, Taint for purposes of social interactions; it does not affect aberrations at all.

Characters with Connection recieve a discount on Willpower, Skills, Attributes, and Backgrounds (not including traits that are dependent upon being a nova, with the exception of Dormancy) rather than on Nova derived traits.  Novas pursuing Taint-free Quantum development paths may also receive a discount on Quantum purchases.
Abilities: (Current rating)
Attributes: (Current rating x2)
Backgrounds: (Current rating)
Willpower: (Current rating x 0.5) (round up)
*Quantum: (Current rating x 9)
*Costs for special quantum purchase methods only


quote:
Game Conventions
1) Use < spoiler > to hide OOC thoughts, actions, rules, etc.  Use < i > for specific character thoughts (preferably in appropriate color as well), and use the Monotype styled text for radio chatter/transmissions.  Use quotation marks around actual speech.

2) By convention, the first 'X' dice on the die-roller are your 'X' Mega-Dice if you have Mega-Dice in your pool (also by convention, people tend to bold the results of their mega-dice).  So, rolls will always be formatted (Mega + Att. + Ability + mods) in order.  Also, I was reading that mega-dice subtract first when penalties are applied; we have not been using this, and it's kind of stupid, so we will continue to subtract regular dice first.

3) XP is gained by posting.  Each day that a post is made, the posting character gains 1 xp. After 200xp, it requires 2 days of posts to gain 1xp.  At 500 the number will likely go up again.
Sunday doesn't net you points unless you missed a post earlier in the week.  Basically, its just a make up day and a way of giving people a break on the weekend.

4)Other Inspired:

quote:
Psychomorphs - Psiads/Psions-Use 2 stage character creation with Transformation Points (TP's), as per the Trinity Storyteller's Companion
-Psi Trait is purchased/gained as per Quantum, with a -1 to the multiplier (x7) and -1 to TP cost
-Psi Pool = 10 + (Psi x 2)
-Psionic power activation rolls use: Will + Psi
-Quantum based Attacks/Defenses are halved vs. Psionics, and other penalties may apply
-Psionic rolls are at a -1 to -3 penalty when interacting in/with Quantum fields
-Psions/Psiads gain access to special options as they increase in power:
Psions/Psiads: function as per Trinity Rules, but may purchase psionic modes a second time to utilize Improvised Techniques (this boosts them to "Experienced Psions")
Experienced Psions, and all Psiads: May purchase Mega-Attributes to a maximum of 2, excluding Mega-Physicals
Characters with Psi 6+: May purchase mastery for their psionic modes, following similar rules to those found in the Aberrant Player's Guide p.119


quote:
Paramorphs - All-Character Creation as per Adventure rules for Daredevils, though it is notable that paramorphs either do not require M-R gene sequence, or only require it as a recessive trait; the science is unclear
-When a Paramorph reaches at least Inspiration 6 and has a rating of at least 4 in a given Facet, they gain access to a [Sphere] Excellence in a sphere appropriate to the given Facet.  [Sphere] Excellence is a purchased (10xp first dot, x10 to increase), rated (1-5, cap of 1/2 Inspiration Trait) trait that counts as a mega-attribute for the purpose of dice rolls and opposing mega-attributes.  Excellence relies on exceptional skill and manipulation of probabilities, and as such is not "supernatural" in effect.  Example spheres are broad but specific: Intrigue (Empathy, Subterfuge, rolls involving strategy/planning of a non-combat nature, etc.), Determination (Most Resistance/Endurance/Willpower rolls, countering wound penalties, etc.) Melee Combat (Athletics, Melee, analyzing opponents, etc.), Biological Knowledge (Medicine, Science, Rolls to invent, Called Shots to specific organs, etc.)
-Paramorphs with Inspiration 6+ and Ability Mastery may purchase (10xp) Enhancements appropriate to the mastered Ability, usable only for actions involving the mastered ability.  Like Excellence, these enhancements rely upon superlative skill and subtle probability manipulation, and are thus not considered "Supernatural" in nature.  Examples include Firearms - Quickness (Special rapid-fire training and techniques such as http://en.wikipedia.org/wiki/Mozambique_Drill), Intrusion - Analyze Weakness (determining exploitable holes in security), and Subterfuge - Autonomy (using understanding of manipulation provide partial immunity to the machinations of others).


5) Pick a color for your character, preferably one not in use by other players.  Color code all your spoken interaction with that color.  Italics for thought statements, with or without color as you prefer.
Comstock - Aqua
Dr. Zero - Purple
Flare - Red
Gale - Blue
Gravitas - Dark Green
Impetus - Green
Phantasm - Brown
Solitaire - Pink
Suzukaze - Purple
Hell Kraken - Red
El Dragon - Orange
Serenade - Rose
Operator - Coral
Daphne Ward -Sea Green
Operations/NPCs - Yellow
Did I forget anything?
This message was last edited by the GM at 22:53, Tue 03 Sept 2013.
Rydi
GM, 517 posts
Mon 2 Nov 2009
at 06:50
  • msg #2

teras

I've got several ideas for the way chrysalis should work, but ultimately I'd like to see what you guys like.

* Note that all these options divorce chrysalis from taint somewhat.  This is purposeful.  While the option for converting temporary taint to chrysalis should stay intact, such situations seldom come up even in tabletop play without purposeful and unrealistic player manipulation, and do not generally reinforce the "cool factor" meant to be associated with nova evolution (since most taint acquisition is associated with failure of some sort, novas only get chrysalis by sucking, at least in the standard rules).

1.1) Imp's idea: basically chrysalis becomes another taint track, and lets you buy "chrysalised" traits at half price, in exchange for a permanent chrysalis point.  Nice, easy, elegant.  And it powers down the process.
Flaws: the simplification drastically alters the feel, and the system encourages a certain level of min/maxing
1.2) As 1.1, but allows multiple traits (# to be determined later) to be purchased at the same time
Flaws: more powerful than 1.1
1.a) An option that can be added to either 1.1 or 1.2; this will take an amount of IN-GAME TIME equal to the xp spent on the process in weeks (this lets it retain some of the same feel, accounts for the chrysalis, and serves to even out the power a bit).
1.b) Traits involving taint/aberrations may be purchased along with any other purchase, at the cost listed on the chrysalis chart.
1.c) Refer to ** for when a chrysalised trait may be purchased.


2.1) Characters buy temporary chrysalis with xp**, and when they hit 10, they enter a chrysalis as normal (but do not gain the xp for the chrysalis they've accrued). They then add 2 points of permanent chrysalis to their sheet that does not go away. This evens out the xp somewhat by removing the "free xp" element from the process, and governs when characters can enter a chrysalis.
2.2) as 2.1, but characters gain back their spent xp
Flaws: complicated.

3.1) Characters are given temporary chrysalis**, and when they hit 10, they enter a chrysalis as normal, and gain 2 points of permanent chrysalis.
3.2) As 3.1, but they do not gain xp for chrysalis points
Flaws: while this system preserves, imo, the feel of the chrysalis mechanic, it also preserves its overpowering nature, with time as the only real balance.  It is also largely out of player control.

** Chrysalis may only be gained in response to characters behaving in a manner appropriate to their archetype.  So, when characters do something appropriately awesome (masterful/powerful/aberrant for Monsters, cool/impressive/influential for Marvels, portentious/insightful/enlightened for Portents), they qualify to gain Chrysalis, or convert temp. taint into temp. chrysalis.

Yet another worry for this is HOW TO MAKE CHRYSALIS FAIR, as it basically gives freebies to people just for checking off the teragen box on their sheet.

Should other players start getting little goodies, like backgrounds and skills for staying in touch with their humanity?
This message was last edited by the GM at 14:00, Mon 02 Nov 2009.
Impetus
player, 545 posts
Zen and the art of
Transhumanism
Mon 2 Nov 2009
at 11:57
  • msg #3

Re: teras

I posted my idea for chrysalis knowing that it was depowering the chrysalis process, and knowing that it did take away much of the crunch driven flavour.  I do think, though, that those of us who appear to be heading towards teras and chrysalis are portraying our characters in ways that line up with the archetypes for marvel and portent (i don't think we have any would be monsters) and since i've seen nothing but mature, responsible decisions here in regards to character growth and power acquisition I'm pretty sure that none of us will go mad with the power granted via chrysalis, nor will we just use it as a fast track to kicking Cueball's ass.
I do like 2.2, if it works the way i believe it does it's elegant, but it does have the big fat problem of being powerful.  really powerful.  Unless you don't get the break for power costs normally granted via the process.  In which case it simply becomes a strict method of banking xp.
One thing that I don't see, or am failing to understand, in options 2.1-3.2 is how we gain chrysalis style taint (i.e. controlled mutation) via the process.  Are we going up to 10 (as in permanent chrysalis) which means 6 increasingly powerful aberrations, or are we going to 10 as in temp chrysalis, thereby gaining none, at least by raw?  if we do go all the way to 10 permanent we're going to be really, really, really alien: permanent powers, personality disorders (megalomania would fit at least a couple of us) and things that would make it very, very hard to pass for Utopianites.
This is not meant as criticism, just me thinking my way through.  If Chrysalis does become just so much flavour, without the power or the mutations, I would still be fine with it, and interested in having Imp pursue it, but that does take away from the from accepting my nature i gain understanding, from understanding i gain power and control that teras is all about.
Rydi
GM, 519 posts
Mon 2 Nov 2009
at 13:53
  • msg #4

Re: teras

In reply to Impetus (msg #3):

ah, I re-read what you are talking about.  I was under the assumption that the rules stated temp chrysalis was reset to zero, and marked the point at which you could actually enter the cocoon, but it is permanent chrysalis... That changes things.

I'll edit with that in mind.
Gravitas
player, 359 posts
aka Quentin Abernathy
Master of Gravity
Mon 2 Nov 2009
at 19:42
  • msg #5

Re: teras

I am not sure I understand the motive behind 10 temp turning into 2 perm in most of the examples here - that's sort of unintuitive given the already existent system of both Taint and Chrysalis.

I'm not sure I'm fond of any of the systems presented so far (including the one in the book). I agree that the default system seems dumb - you only get cool by sucking (generally botching) and you get to pay basically half price for a nice package of goodies.

I do like the idea of evolution by fulfilling an archetype (which our nascent Teragen in-game have yet to define). I think its nice for there to be some sort of break in costs associated with it (though perhaps not one as drastic as the one presented in the Teragen book). My line of thinking is that by focusing yourself along this archetype you're following a road that is, while perhaps not already paved, at least vaguely defined - it simplifies the process. Now, the big question is one of game-balance, as not everyone is pursuing Teras. I think perks associated with maintaining humanity are not out of the question, but we'd want to ensure that those perks equal those gained by pursueing the transhuman state.

I think that was probably a lot of rambling without much substance. Hrm.
Rydi
GM, 521 posts
Tue 3 Nov 2009
at 01:29
  • msg #6

Re: teras

In reply to Gravitas (msg #5):

Permanent is normally reset every time you come out of the cocoon, but aberrations just keep accruing. It makes more sense that Chrysalis be a more permanent trait, like Taint.  But to do that, and keep it a limited process (even Mal only undergoes... 4 I think?), and to give it consequences (aberrations don't even start popping until 4 chrysalis/taint), I set it at 2, not 1, permanent chrysalis per.

That said, I'm not set on anything, I really just like to get some input from other people, and what they want to see.  And what they think would be fun/useful to play with.
Gravitas
player, 362 posts
aka Quentin Abernathy
Master of Gravity
Tue 3 Nov 2009
at 04:53
  • msg #7

Re: teras

Mal has only undergone that much because he only relatively recently discovered the process (probably within the last 10-20 years) and it does take time to build up enough to be able to undergo the process. For a process that is supposed to be about self-evolution, it seems weird to put any sort of cap on how many times it can be done.
Rydi
GM, 524 posts
Tue 3 Nov 2009
at 06:20
  • msg #8

Re: teras

I can see it both ways, especially when you look at the fact that second gen novas don't have all the weird taint (and thus chrysalis) issues.  But as state, I'm fine with other ideas, just put 'em up, and we can take a look at them.
Rydi
GM, 525 posts
Wed 4 Nov 2009
at 03:41
  • msg #9

Re: teras

So, votes?  Suggestions?  Novel ideas?
Comstock
GM, 528 posts
a.k.a. Dillon Amargosa
Man or Mineral?
Wed 4 Nov 2009
at 03:50
  • msg #10

Re: teras

I am somewhat ambivalent about the precise mechanics behind chrysalis, but I think that it is probably fair to hand out some dots in Allies, Backing and Contacts to non-chrysalis team members.  Since the biggest downside of Chrysalis is the distance it puts between you and human authorities, emphasizing that bond for the non-Teragen PCs might help.  Skills ... I would not hand out anything more than a third dot in an ability in this way.

Exact ratio?  Not sure.  I'll ponder it.
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