It should come as no surprise that if I’m going to run an Aberrant game set in the Marvel Universe that Victor VonDoom would play no small part in it. While I do not have (and do not plan to have) a coherent story for it, ‘The Doom Effect’ is a general enough name for it that it could mean anything.
I’m trying to run this as a series of one-off stories that will eventually cut out when interest dies down (Maybe I should call it The Atlas Effect) which means I can’t plan because planning is the campaign-killer. This much I know definitively.
Now, none of my players are familiar with the Aberrant system. They know it’s D10, but not much else. To help with that, I’ve included a quick and dirty primer distilled from my regular old dirty primer (which, by the way, is available upon request via email).
Aberrant character sheets can be found here.
Make a Baseline:
Abilities: 23, none above 3
Backgrounds: 5 dots
_____Eufiber-Shapeshifting armor/battery stuff
Willpower: Starts at 3
_____Starts at 1
Bonus Points: 15 bonus points
_____Attributes: 5 bonus points
_____Abilities: 2 bonus points
_____Background: 1 bonus points
_____Willpower: 2 bonus points
_____Quantum: 7 bonus points
Make it super:
_____Science-Gamma rays, et al
Nova Points: 30 nova points
_____Mega-Attributes: 3 Nova Points/dot
_____Enhancement*: 3 Nova Points
_____Level 1 Power: 1 Nova Point/dot
_____Level 2 Power: 3 Nova Points/dot
_____Level 3 Power: 5 Nova Points/dot
_____Quantum: 5 Nova Points/dot
_____+2 Quantum Pool: 1 Nova Point
_____5 Dots of Backgrounds: 1 Nova Point
*You get one enhancement free with the first dot of a Mega-Attribute. You cannot buy an Enhancement without the corresponding Mega-Attribute.
_____The points you use to power your superhuman abilities.
_____20+Quantum x 2
_____The sum of a character’s Wits + Dexterity + 2 x (Mega Wits + Mega Dexterity).
_____Dexterity here refers to the character’s Dexterity + Mega-Dexterity.
_____Walking: 7 meters/turn
_____Sprinting (Two move actions): (Dexterity x 3)+20
Mega-Attributes and Enhancements:
_____Crush-Take a turn to turn brawl damage into lethal damage.
_____Shockwave-Area damage based on the ground.
_____Lifter-Your lifting capacity is increased.
_____Quantum Leap-You can jump really far.
_____Thunderclap-Volume damaged by clapping your hands together.
_____Accuracy-Take a turn to get three extra attack dice.
_____Enhanced Movement-Multiply your movement speeds by (1+Mega-Dexterity)
_____Fast Tasks-Halves the time necessary most tasks. Accomplish trivial things almost instantly.
_____Flexibility-Mr. Fantastic. May stretch limbs up to 2 meters dot of Mega-Dexterity.
_____Physical Prodigy-Character gains 3 extra dice for certain physical tasks.
_____Catfooted-The character gets extra Stealth dice and can avoid being tracked.
_____Rapid Strike-Adds standard dice to a damage roll equal to the character’s Mega-Dexterity.
_____Adaptability-The character can adapt to survive in most environments. Harsh environments require the expenditure of a Quantum Point.
_____Durability-The character can downgrade lethal damage to bashing damage.
_____Hardbody-The character can downgrade aggravated damage to lethal damage.
_____Regeneration-The character can spend Quantum Points to regenerate health levels.
_____Resiliency-The character gains additional soak dice from their Mega-Stamina.
_____Analytic Taste/Touch-The character can identify things by touch alone and distinguish constituent compounds of almost anything they taste.
_____Blindfighting-The character isn’t affected by fighting in darkness or fighting invisible opponents.
_____Bloodhound-The character has an impressive olfactory sense.
_____Electromagnetic Vision-Offers the ability to perceive microwaves, radiowaves, x-rays, infrared radiation, and in low-light.
_____High-End Electromagnetic Scan-The character may see through solid objects by spending a quantum point.
_____Hyperenhanced Hearing-Extra 3 dice for rolls based on hearing. Gives sonar, infra and ultrasonic hearing and even-impossibly-the ability to detect and broadcast radio waves.
_____Quantum Attunement-The character can perceive sources of quantum energy in an area, either other metahumans or strong sources of energy like nuclear reactors, cosmic cubes, temporal rifts, etc.. Costs a quantum point per turn.
_____Ultraperipheral Perception-The character has a 360-degree awareness of their surroundings. Costs a quantum point and lasts for a scene.
_____Analyze Weakness-The character can spend a quantum point and make an Intelligence roll to find a weakness, whether it’s in a system or a physical object, giving them a bonus to stop or destroy it.
_____Eidetic Memory-You have perfect and near instantaneous recall. Not absolute for storytelling reasons.
_____Enhanced Memory-More depth and reliability than Eidetic Memory, but only for shorter periods of time.
_____Mathematical Savant-The character is a calculator. A good calculator.
_____Linguistic Genius-The character gets five automatic successes for Linguistics rolls. The number of languages with which he is familiar with is multiplied by four.
_____Metal Prodigy-Roll Intelligence and add the successes to a dice roll in a chosen ability. Each ability requires a different enhancement: Engineering, Financial, Investigative, Medical, Scientific, Tactical
_____Speed Reading-You’ve read the novelization of the Keanu Reeves movie Speed like, a hundred times. Seriously.
_____Artistic Genius-The character may may a Wits roll when ‘doing art.’ Receives extra dice equal to their successes on the art-related roll.
_____Enhanced Initiative-+5 initiative whenever you pay a quantum point.
_____Lie Detector-spend a quantum point to determine if someone is lying.
_____Natural Empath-For a quantum point, you get 3 extra dice on Rapport rolls and can read people’s emotions, if not more.
_____Synergy-Make a Wits roll, everyone working with you gains dice equal to your successes when you’re all working together.
_____Appearance Alteration-You can make slight changes to your appearance.
_____Awe-Inspiring-Receive automatic successes on Intimidation, Command, and Interrogation rolls as well as persuasion. Costs a quantum point, but still impresses people when not active.
_____Copycat-You may specifically look like someone else. Requires a high-quality model. Costs a quantum point. Doesn’t change, DNA, fingerprints, etc..
_____Face of Terror-Spend a quantum point. Gains three automatic successes to Intimidate rolls.
_____First Impression-Spend a quantum point to automatically make a good impression. You have to really try to ruin that impression, but you can. Will make the character seem like just what the other person wants.
_____Mr. Nobody-Spend a quantum point to vanish into a crowd or exude an aura of ‘unextraordinaryness.’
_____Seductive Looks-Spend a quantum point to get 3 automatic successes to seduce or persuade a target.
_____Hypnotic Gaze-If everything works just right, you can hypnotize someone a little bit.
_____Persuader-Spend a quantum point to get 1-3 successes on a roll to persuade someone of something. Higher bonus for simpler things, harder bonus for more outrageous requests.
_____Trickster-Spend a quantum point. Gain three automatic succeses to convince someone of something. Usually uses Subterfuge.
_____The Voice-The nova can subtly affect one target within 20 meters with a simple instruction.
_____Commanding Presence-Can spend a Quantum Point to get three automatic successes on rolls to command people. Reduce bonuses for more outlandish commandes.
_____Dreadful Mein-Can spend a quantum point and roll charisma. Successes are penalties against the target’s attack rolls against the character for the rest of the engagement. Effect is lost for aggressive actions.
_____Natural Agitator-The character can sway a crowd with their rhetoric and a Charisma roll.
_____Seductive-The nova can spend a Quantum point and gain three automatic successes to seduce or persuade a target.
_____Soothe-The character can convince everyone in an area to calm the fuck down. Costs a quantum point.
Attunement*-The ability to make things part of your Quantum field. Ie, your clothes are as tough as you are.
Claws-You deal additional, lethal damage in combat.
Dormancy*-You can hide your powers and pass as human.
Intuition-Spider-sense for non-spiders.
Power of Will*-Additional dice on willpower rolls.
Prodigy*-Additional dice to certain abilities.
Psychic Shield-Defense versus mind control/attacks.
Quantum Conversion-You can make a form of energy.
Sensory Shield-You are protected from sensory-based attacks.
Virtuosity*-You can unconsciously affect the world around you. Enhances backgrounds.
Absorption-You can absorb damage to enhance a trait.
Animal/Plant Mastery-You can talk to and control plants or animals.
Armor-Additional, permanent defense.
Bodymorph-You may take on the form of an energy or substance, granting you versatile abilities.
Boost-You can enhance a trait at will.
Density Control-You can become an intangible gas or a superheavy brick.
Disorient-You can impair other people’s ability to operate effectively.
Disrupt-You can turn off someone else’s powers.
Domination-You can control someone’s mind.
Empathic Manipulation-You can make manipulate the emotions of others…with super powers.
ESP-You have ESP.
Force Field-You can create a powerful force field at will.
Holo-You can create an illusion visible to everyone.
Hypermovement-You can move really fast.
Immobilize-You can slow down people. If you do it well enough, they will be frozen.
Immolate-Touching you hurts.
Invisibility-You can’t be seen until you take noticeable actions.
Invulnerability-You have additional soak versus a particular type of attack.
Mental Blast-Mind bullets, Kyle.
Poison-Impairs, weakens, and even kills some people. Can even include diseases.
Premonition-You can see the future…sorta.
Quantum Bolt-All of your blasts. Optic blasts, lightning bolts, repulsor rays, firebreath, gouts of plama, z-rays, shock gauntlets, laser beams, green energy blasts, etc.. If you wanna blast it, you need Quantum Bolt-Worth listing twice. Probably not indicative of some larger error when I cut/pasted all of these powers.
Quantum Leech-You can steal quantum points from a target you touch.
Quantum Regeneration-Regenerate the quantum points used to fuel your powers somewhat more quickly.
Quantum Vampire-You can steal quantum powers from a target you touch.
Shroud-you can create an area of darkness that only you can see in.
Sizemorph (Grow)-Giant Man
Sizemorph (Shrink)-The Wasp
Strobe-Disable or impair people with your choice of light, sound, tactile distress, bad taste, or icky smells.
Stun Attack-Like a quantum bolt, but not. Like immobilize, but not. Like strobe and mental blast, but again..not quite.
Clone*-Make copies of your self (Rob Schneider impression strictly forbidden)
Cyberkinesis-Technique power letting you control computers and simple machines.
Disintegration-Aggravated Quantum Bolt
Elemental Anima-Technique power allowing you to control an element.
Elemental Mastery-Technique power allowing you to create and control an element.
Entropy Control-Technique power allowing you to control decay and destruction.
Gravity Control-Technique power which operates like most technique powers, but uses the word ‘Gravity’ a lot.
Healing-You can heal wounds; yours and others.
Homunculus-Pieces of you can come off, allowing you to actually break your foot off in someone’s ass. Just as well, probably wouldn’t want it back anyway.
Magnetic Mastery-Technique power. Magnetism.
Matter Chameleon-Like Bodymorph, but the substance you can take on the properties of isn’t set, but rather based on the things around you. Absorbing Man.
Matter Creation-You can create anything from a brick to an iPod to a functioning nuclear reactor.
Molecular Manipulation-Technique power. Molecules.
Pretercognition-You can willingly have detailed versions of the past and future.
Quantum Construct-You can make things. Green Lantern. Only usable once per scene.
Quantum Imprint-Copies a power or ability or someone you touch.
Shapeshift-You can take many forms at will on the fly. Usually limited to physical things.
Telekinesis-A technique power much like the rest.
Telepathy-A technique power focusing on reading minds (if you can believe it).
Temporal Manipulation-A technique power based on controlling time.
Warp-Create warps that allow multiple people to travel long distances.
Weather Manipulation-Technique power used to manipulate weather (obviously).