Well I was incapable of scanning the entire book into PDF, but I will eventually get the main details either posted here by me copying the type by hand, or doing what I can with scans and OCR PDF conversions.
Its really not a complex system at all and here I will post a really summarized thought on their core fundamentals.
Attribute points
Everything is done is what is called Attribute points, or AP's for short. It is the AP system that allows the rules of the game to function cleanly. AP's are entirely interchangeable. A character that has 6 AP's of strength, can lift an object that weighs 6 AP's (about 3000 lbc); while a character with flight 6 can travel 6 AP's of distance (600 feet) every turn (O AP's or 4 seconds). Note that 0 always used as a unit of measurement, and for all quantities, zero represents the base value around which the individual measurement system is designed.
Weight 0 AP = 50 lbs
Distance 0AP = 10 feet
Information 0AP = 1 paragraph
Time 0AP = 4 seconds
Money 0AP = $25
Each additional one AP of a quantity doubles the amount measured by the previous AP. For instance, 0 AP's of weight is equal to 50 lbs, 1 AP is 100 lbs, 2 AP is 200 lbs, 3 AP is 400 lbs, and so on. With a strength of 25 (Superman's first appearance.) one could lift 25 AP's of weight, or approximately 972,800,000 lbs (about 81,000 tons).
Weight 5 AP = 1,600 lbs
Distance 5 AP = 320 feet
Information 5 AP = 32 paragraphs
Time 5 AP = 4 minutes, 16 seconds
Money 5 AP = $800
Each AP actually represents a range of values rather than the absolute figure. As said earlier, 0 AP's of weight is 50 lbs, and 1 AP is 100 pounds. A player might wonder, then, how many AP's of weight is something that weighs 75 lbs' The answer is 1 AP, because 1 AP of weight actually represents the entire range of weight from 51-100 lbs; 2 AP's of weight represents the range of values from 101-200 lbs, and so on. Similarly, 0 AP's of distance is 0-10 feet, while 1 AP is 11-20 feet, and 2 AP's is 21-40, etcetera.
Rolling the Dice
There are two tables used in this AP system. The Action Table is used to determine whether or not an action succeeds or not. The second table, the Result Table is almost always used in conjunction with the Action Table. One die roll is used to determine your number of successes (Result AP's, or RAP's) as well as the results, don't fear having to roll to many times.
Every time a character attempts a dice action, the Player must make an 'Action Check.' Every action check involves four factors: The Acting Value (AV), the Effect Value (EV), the Opposing Value (OV), and the Resistance Value (RV). Say you are trying to punch someone; your skill/attribute would be used as the AV and your targets skill/att would be used as the OV. If you hit, your strength would be the OV and the persons Stamina or armor would be the RV. A roll of 2D10 would be referenced on the Action Table to yield the successes or lack thereof. That number is then referenced on the Results table for the amount of damage or effect. The dice are rerolled if there are ever doubles are rolled, except for double ones. Double ones are an auto failure. SO if you rolled double 4's and then rolled a 5 and 6, your total roll would be 19; and keep rolling if you get doubles again.
Summary
Die rolls are based on your attribute and Skill or power level just as it normally is, the numbers are just different and you are not going to roll as many dice. This AP system ranges all the way to 99 but the levels of power just in the mid 20's is such an ungodly power level that there really is no reason to go higher. But having the 'Potential' attain the higher levels is awesome. There is no limit to this system technically! Powers, skills and every aspect of the character can be related in AP's. Whenever two AP ratings are added together, like in skill plus attribute, you add one AP to the highest AP. For example, 7 AP + 3 AP is not 10 AP, it is 8 AP's, this is because all AP's are double the AP that comes before it.
this is rather cramped and might seem, odd, but recall that you are not really rolling here, I am. It flows really fast if we were sitting at a table together. This systems has much flexibility for me and I have yet to see gaping holes like some in Storyteller.<!--fonto:Times--><span style="font-family:Times"><!--/fonto-->[size:"3"][/size]<!--fontc--></span><!--/fontc-->
now my reason for wanting a new system:
- I wanted more room for growth.</li>
- I wanted to be able to easily reflect uber levels as well as meager levels and everything in between.</li>
- I am mostly a child of the Weaver and must stat Everything in my game.
Since this is the route were going, And I hope there are little unpleasantries here, I wanted to make sure that no player was lowered in relative power level. I think that by looking at some of the sheets I make public, you will see that you all are in a League of Equals when compared to some DC classics.
This area here is for open and free discussion and questioning of this system.</li>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Smite said;
Hero and Villain Points, that is the beginning and the ending of my concern with the system, as it is design to encourage what would be considered "4-color" heroic behavior. I don't think Smite would adapt well to that.<!--QuoteEnd--></div><!--QuoteEEnd-->ahh, Hero and Villain points, Karma, etc, will not be carried over. DC has a thing where all the "good-guys" never use killing combat and more or less are always using bashing attacks. If they use Killing attacks, they simply dont get xp.
I am not adapting completely to any system; you are still Nova's and at the Core, we're still playing Aberrant as much as we were when we started. Just the labels on your sheets might change, but not the overall feel.
Wasn't Hero and Villain points from Mutants and Masterminds?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Glean said;
I downloaded the software; it seems that Body is directly related to toughness. Maybe even moreso than Aberrant was. Looking at the example of mega stamina in the core book, level 5 says something about shrugging off cruise missiles. DC Body attribute more accurately affects this.
Whats the human norm and max?
How about experience and costs of improvement?
Can I have a level 95 Energy Manipulation?<!--QuoteEnd--></div><!--QuoteEEnd-->
Human norm varies by stat unfortunately as does max. following is by stat and set by norm/max
Dex: 1-2/10
Int:2/15(none)
Influence: 1-2/15
Str:1-2/6
Will:2/none
Aura: 1-2/none
Body:1-2/6
Mind:2/12
Spirit: 1-2/none
Experience will be done similarly as we have done it thus far and I will convert any saved xp from Aberrant to xp DC. It will be somewhat easier to improve I think because no one here is approaching the upward limit of their power. I really feel this is one of the biggest reasons I wanted to open this opportunity of advancement to all of you.
Sure, you can have level 95 energy manipulation. Just send a check to me first in the amount of say, $5000.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Chronos said;
Could you please give us a sample combat... say a two mitiods vs. two cops?<!--QuoteEnd--></div><!--QuoteEEnd-->
Here are the action and result tables... please dont let this sway you one way or another. I am the only one who needs to understand it but I will try and explain it a bit. [attachment=8:attachment]
The Action Table is is used to determine success of many things and is nearly always used in conjunction with the Result Table. Every time the dice are to be rolled it is called an ?action check.? Every action check involves four factors;
The Acting Value (AV), The Effect Value (EV), the Opposing Value (OV), and the Resistance Value (RV). DC loves these abbreviations so get used to them for this example.
We will assume 2 people are fighting each other, one is a nova with 2 dots of mega?s in everything, and the other is a nova with 4 dots in everything. Converted, the 4 dot nova has 14?s in his physicals while the 2 dotter has 11.
We?ll give 2 dots initiative, he surprised the 4 dot.
Step one
Locate the correct Acting Value Row, using the guide numbers on the left side of the Action Table. This is a physical contest so DEX is used; in this case the 11-12 row. 2 dots is trying to punch 4 dot in the nose.
Step two
Locate the correct Opposing Value Column, 13 to 15. 4 dot has no chance to dodge as he is surprised.
Step three
Cross reference to get the Success Number but finding where the two lines intersect. Notice that it?s a 13. 2 dot needs to roll a 13 or better on 2d10.
Step four
Not a routine roll by any means. Lets say he gets lucky and rolls double 4?s and then a 4,6 totaling 18. Action is considered successful.
Step five
Check for Column Shift. Anytime a character rolls greater than his Success Number and the roll is over 11, he is eligible for a column shift. We already determined he did roll above it, an 18.
Step six
Determine number of column shifts. Notice that 18 is 2 columns to the right. This is TWO Column Shifts. This shift will increase the end result.
Step seven
Result Table. Look at the Effect Value Ratings on the left side. This time we?re still using 2 dots strength of 11 so were in the 11-12 row
Step eight
Look at the Resistance Value column, this time 4 dots Body is used since it?s a physical blow. 4 dot has a Body of 14 so we?re in the 13 to 15 column.
Step nine
See where the 2 points intersect. Its an ?N.? This normally means no success and the attack could have been ignored. The punch obviously hit but if it were not for the Column Shift there would be no damage. The CS is counted to the left to yield a ?4.? This means 4 dot took 4 physical damage to his Body.
this process is much faster in practice than reading it this manner.
Now 4 dot is angry.
Step one, faster this time
Determine his AV of 14 and look on the row ?13-15.? The OV is ?11 to 12? since 2 dot is trying to dodge this time, using his 11 DEX. 4 dot needs to roll a 9 or above on 2d10.
Step two
Roll. This time, 4 dot is not so lucky a roller as 2 dot. He only scores a 10. Still a success.
Step three
NO column shifts for 4 dot. Cross reference the EV row of 13-15 since 4 dots Strength is 14 and the ?11 to 12? column of the RV column. It?s a 5.
Step four
4 dot took 5 damage to his Body. And since it was over 2 AP?s (normal human weight) 2 dot is knocked back. The distance is equal to the AP?s of damage (5) minus the weight (2). So 3 AP?s of distance, or 80 feet. The effective strength of the knockback is 3 AP.
Step five
Determine Knockback damage. 3 is the AV this time and the OV is still 11 (2 dots Body). Use the same roll 4 dot made in the initial attack. (9). Notice now that a ?21? or higher would have been needed to effectively hurt 2 dot with this level of knockback.
Now we start over again. Body levels are not reduced for rolling purposes and each combatant can function till they get to Half their Body (or resisting attribute), then a roll is made. If this roll is failed, they are at ? their effectiveness. The reduced effectiveness also can reduce the overall effectiveness of powers and such overall unless a Will roll is made.
If we simply made 2 dot use a quantum bolt of the same level, 4 dots Body would have been cut in half for resistance rolls. This is assuming Q-bolt was some form of energy.
There are many varieties of combat that can take place, just like Aberrant. DC has special maneuvers like Abby does in their signature moves section of combat and the AP bonuses and column shifts granted by such moves are worthy. If you like, I can do a sample fight, more detailed perhaps, between say a Smite-wannabe and a slew of Thugs or something. My fingers are tired and I am hungry.. :dots: I know that was exciting was it not? hehehe.
Anyhow, I want to stress that if we go this route, its purely cosmetic. You will still have nodes, quantum rating, quantum pool, attunement, etc...
What I want is to keep these characters, move into a new mechanics that has more breathing room, and get the story flowing smoother.