Character Sheet for Aberrants

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Starting Points

Starting Points (Stronger W/ More Taint)

  • Attributes 7/5/3
  • Skills 13/9/6
  • Nova Points 30 (Spent the same as experience)
  • Experience 15
  • Quantum = 3
  • Taint = 3

Starting Points (Weaker W/ Less Taint)

  • Attributes 7/5/3
  • Skills 13/9/6
  • Nova Points 25 (Spent the same as experience)
  • Experience 25
  • Quantum = 2
  • Taint = 1

Calculated Skills

  • Defense = Lowest of (Mega)Wits of (Mega)Dexterity + Athletics
  • Health = (Mega)Stamina + Size
  • Initiative Mod = (Mega)Dexterity + (Mega)Composure
  • Size = 5
  • Speed = Strength + (Mega)Dexterity + 5
  • Willpower = Resolve + Composure

 Quantum derived traits

Quantum Pool: This pool is now derived by a simple formula. [Quantum x 3] + [willpower x2]. That means bare minimum quantum pool will be 7, and the standard highest, will be 35 (quantum 5, and willpower 10). Nova points and experience points can still be used to increase this pool. 

Mega-dice: These dice are counted like normally for determining success. The number of dice that you add to any roll related to that mega-attributes is your [Quantum x Mega-Attribute]. Example, A character with a quantum trait of 4 and a mega dexterity trait of 2, would add 8 dice to any normal dexterity related roll.

Costs

Experience Points

  • Attributes: 5 x Dot Exp.
  • Merits: 2 x Dot Exp. or 2 per Dot Exp.
  • Morality: 8 x Dot Exp. (Up to the Inverse of Taint i.e 10 - Taint)
  • Skills: 3 x Dot Exp.
  • Specialty: 3 Exp.
Devils Deal: 1 pt Temporary Taint = -2 Exp. Transaction Cost

Nova Points

  • Mega-Attribute: 5 x Dot NP
  • Mega-Enhancement: 3 NP (First ones free)
  • Quantum: 8 x Dot NP
  • Quantum Pool: 1 NP
  • Quantum Power Level 1: 1 NP
  • Quantum Power Level 2: 3 NP
  • Quantum Power Level 3: 5 NP
Half-Price Deal: 1 pt Taint => Half off Nova Point Transaction Cost (Rounded Up)
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