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Re: [ORE] Digest for cult-of-ore@googlegroups.com - 1 update in 1 topic

ORE/Aberrant: Taint Rules

---Tainted: Flaw -1/-2/-3/-4, this flaw has no effect on the power itself other than to reduce the cost, however each Point saved on the power due to this flaw becomes Temporary Taint, you must always pay the discounted cost.
----Temporary Taint is a temporary Stat, like Willpower. It can be earned by saving points or botching rolls on Tainted powers. Every time you accrue 10 pts of temporary Taint you trade them in for 1 pt of Permanent Taint.
----1 point of Temp Taint can be bought off for 2 pts of Willpower during a "low power" period. The amount of Taint you can buy off is equal to the iterative sum of weeks, so 1 taint for 1 week, 3 taint for 2 weeks, 6 taint for 3 weeks etc.

For every point that a character's Permanent Taint exceeds their Base Will reduce the height of all non-powered Social Rolls against Baselines. This is the result of a subtle psychic pressure Taint exerts on the Baseline psyche, even mundane actions are perceived as devious, narcissistic (high Charm), megalomaniacal, threatening (high Command), etc. If/when this number is 10+ your character can no longer meaningfully interact with Baselines, your mere presence inspiring fear or madness.

Permanent Taint is assigned to Aberrations ala Base Will to Passions/Loyalties
-At least Half your character's permanent Taint must be assigned to 1 Aberration
-Aberrations rated 1-3 are Insignificant (Sensitivity to Cheese, the ability to distinguish between 2 specific shades of black, an oddly colored stomach lining, etc.). Many novas have a few of these without realizing it.
-Aberrations rated 4-5 are Minor (these include eyes/auras that glow in the dark without providing illumination, oddly colored skin etc).
-Aberrations rated 6-7 are Moderate (minor magnetism, a glow that illuminates a dim room, black thumb, etc).
-Aberrations rated 8-10 are Major (Permanent Forcefields that prevent physical contact, radioactivity, etc).
-Aberrations that have their ratings increased will mutate along a thematic line, an oddly colored stomach become oddly colored skin or peculiar visual senses becoming strange eyes (glowing, faceted etc).
-Aberrations function like dud powers but players can spend Experience over time to develop them into Taint Powers
--Taint Powers are not eligible for the Tainted Flaw


-Matt Conlon

On Mar 22, 2015, at 12:55 PM, 'Adam Rice' via Cult of ORE <cult-of-ore@googlegroups.com> wrote:

I, for one, would love to see the Aberrant setting and house rules. 

Adam

Sent from my iPhone

On Mar 22, 2015, at 4:41 PM, Matt <moeheid@gmail.com> wrote:

I made up some Taint rules for Aberrant run with ORE (Taint as a 1,2,4 flaw with a derived Stat based on the total number of points you saved and Aberrations as Dud powers you can upgrade later), I also have several custom powers and specific applications for a game I ran about high schoolers that had been sort of turned into demons. 

That setting is actually somewhat well developed, I have a synopsis somewhere if you ant me to share it. 

-Matt Conlon

On Mar 22, 2015, at 6:31 AM, Sean Worcester <worcester.sean@gmail.com> wrote:

I am revving up to run my first WT series, Powers of River City.  Which, I hope, will be a game is about the nature of power and what people choose to do with it.  I am stealing heavily from 4 main sources, the nightly news, the comic series Powers, the comic series The Ultimates, and the comic series The Boys.
           I haven't had any reason to homebrew rules yet, as we've barely started playing.  I've run like 2 combats (only one serious) and a bit of investigation.

That is what I've done with it so far.

--Sean Worcester

> Outside of the commercially available settings...has much been done with
> home brew settings and hacking of the rules for Wild Talents??

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