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  1. [Promethean]Transmutations

    Screencap from The Shaggy Dog (1959, dir. Charles Barton) So, Transmutations. The “kewl powerz” of the Promethean set. Let’s talk about them. In Promethean‘s first edition, Transmutations worked more or less like the powers in other White Wolf games; they had a linear progression (though you could buy them out of sequence for an additional experience cost), and they covered a lot of the bases: aura sight, some mild shapeshifting, combat power here, stealth power there. Most of the powers worked pretty well in-theme, with a few weird outliers, not that I’m ever going to complain about something weird in Promethean. For the second edition, though, we wanted to mix things up a bit. We wanted to earn the name “Transmutation.” As such, here are my notes from the outline: Principles of Transmutations Transmutations are all about change. They change the Promethean’s mind, soul, body, Azoth, whatever or they change the world around her. If you’re changing a living thing, you’re pumping it full of Azoth. If that changes its body, it should run the risk of doing lethal damage if you get it wrong. If that changes its mind, it should run the risk of creating or worsening Disquiet, or causing a breaking point. Prometheans don’t have much in the way of mental manipulation powers, and what they do have should center on Disquiet. A lot of the Mesmerism Transmutations can get rethought; I don’t want Prometheans to have mind control in any fine-control way. The best they can do is get someone to take brief, understandable and in-character action. Ignore you and leave you alone? Sure. Show a momentary act of kindness? Probably. Post-hypnotic suggestion? No. Nothing that requires long, drawn out rolls or extended actions. For one thing, they eat words, but I also don’t think they’re in-theme. Everything requires Pyros expenditure, and all Transmutations get more impressive as you pump more Pyros into them. So with all that in mind, my authors came up with a system for Transmutations that I think is pretty cool, but is pretty different from the way the powers in Chronicles of Darkness games generally work. Check it out. Every Refinement has two Transmutations. Each Transmutation is broken down into four Alembics. Each Alembic is broken down into four Distillations. With me so far? When you adopt a new Refinement, your Transmutations change. So lets say I’m on the Refinement of Gold (a good starting place); my Transmutations are Deception and Mesmerism. I choose one Alembic from each one. I can use any Distillation from those Alembics; Distillations aren’t learned, you just activate them by spending Pyros. Distillations are roughly broken down into a persistent effect (doesn’t require any Pyros expenditure, it’s just always on) and three abilities that cost 1, 2, or 3 Pyros to “charge” for the scene. When I change Refinements, let’s say to Stannum (I had a bad time on Aurum), my Refinements change from Deception and Mesmerism to Electrification and Disquietism. I pick new Alembics (one from each Transmutation), and on I go. Ah, you say, there must be more to it than that. Yes! If you master a Role, you add an Alembic from each Transmutation. Since each Transmutation only has four Alembics, once you’ve mastered three Roles, you have access to the entire Transmutation…while you’re in that Refinement. But suppose I’m playing my character (on Stannum, remember) and I decide that the Weaponize Alembic is just too useful to give up (I apparently had a really bad time on Aurum). I can expend Vitriol to calcify the Alembic, making it a permanent part of my alchemical makeup. Now, that Alembic doesn’t count toward my total; when I change Refinements again, I get to pick the appropriate number Alembics (one from each Transmutation plus one from each Transmutation per Role I’ve mastered), plus I keep Weaponize. I’m sure you’d love an example, so here’s the first Alembic of the Metamorphosis Transmutation: Metamorphosis Prometheans who follow the Refinement of Cuprum believe that their bodies are not unlike clay, waiting to be shaped into something more useful. They learn the secrets of Metamorphosis in order to change their appearance or even bodily shape. Some make the attempt to shift in just the right manner to make the body fit what the world demands. Others simply relish the opportunity to learn tricks that make survival just that much easier. Charging a Metamorphosis Distillation without flaring disfigurements imposes the Atavistic Condition (p. XX). Metamorphosis is divided into four Alembics. Those Alembics are: Aptare (the ability to adapt to the environment), Bestiae Facies (changing into animal-like forms), Tegere (the ability to create armor due to shapeshifting), and Verto (the ability to change appearance). Aptare Pariahs often live in remote, inhospitable places. While the Promethean body can take far more punishment than a human, it is neither invulnerable nor immune to the need for basic necessities such as food and water. With some practice, the Pariah forces her body to adapt to go without or to function in ways it was never intended. Persistent: The Pariah ignores the effects of one Environmental Tilt per scene. She chooses which Tilt to ignore, her body adapting to the circumstances. She may only ignore Tilts that have environmental consequences — extremes of heat or cold, heavy rains, flooding, earthquakes, and so on. The Pariah cannot breathe water or survive in a vacuum without charging the Alembic, however. Blessing of Tethys The Promethean changes her physiology to breathe water instead of air. She suffers no outward signs of this alteration. Instead, the lining in her lungs changes to filter oxygen from water instead of air. Cost: 1 Pyros Dice Pool: None Action: Instant Once this power is activated, the character’s lungs change to breathe water. This effect persists until the Promethean spends 1 Pyros to reverse the effect. During this exchange, any residual air or water in the character’s lungs is instantly and effortlessly expelled, so the character is in no danger of drowning. Scuttling Spider Sometimes a Promethean needs to scale a cliff, tree, or other vertical surface. This could be to acquire food, to escape from enemies, predators, or natural disasters, or to find shelter. Her hands and feet grow tiny hooks, suckers, or similar miniature adhesive adaptations. Her bones become hollow, enabling her to climb vertical surfaces without tearing pieces of that surface off. Cost: 2 Pyros Action: Reflexive Dice Pool: None The Pariah adapts her body as described. For the remainder of the scene, she may scale vertical obstructions effortlessly, moving as her usual Speed. Particularly slick surfaces may require a Strength + Athletics roll to make headway (a Climbing Specialty certainly applies). Even slick surfaces are no barrier, as she may climb them as she would any other barrier. In addition, she may move upside-down across ceilings and similar surfaces with a successful Strength + Athletics roll. Procrustean Shape With full control over her own body, the Promethean can adapt to any number of situations. This power allows her to change her own proportions for a variety of effects. Cost: 3 Pyros Dice Pool: Resolve + Medicine + Azoth Action: Instant Roll Results Dramatic Failure: The Pariah attempts to alter some aspect of her body and fails utterly. She suffers from the Stunned Tilt, as the pain makes her temporarily unable to act. Failure: The Promethean fails to adapt her body. Success: The Pariah successfully alters her body, adopting one facet from the list below. Exceptional Success: The character may select two alterations from the list below. Alterations The following list is provided to act as examples of alterations possible with this Distillation. Similar abilities may be available at the Storyteller’s discretion. Long Arms: The Promethean’s arms extend, gaining a +1 to Defense while in close combat as his reach gives him an advantage. Alternatively, the character may extend only one arm up to two feet per success to reach something out of his reach, but suffers a –1 penalty to all actions while in combat. Long Legs: The character’s legs lengthen, lengthening her stride. She gains a +1 to Speed per success. Malleable Skeleton: The Pariah makes his bones like rubber, enabling him to twist and squeeze his body through any opening at least one foot in diameter. While moving through the opening, the character may move at half of her Speed, but loses Defense. If used in conjunction with Long Arms or Long Legs, the limbs are pliable, able to bend around corners and perform similar feats. Altered Body: The character’s body alters as desired. He can make his body rubbery and pliant, or harden it like rock. Regardless of the method, the character gains armor equal to the activation successes as his body simply absorbs or deflects impacts. View the full article
  2. Now available in PDF and print from DriveThruRPG: Chronicles of Darkness: Dark Eras! Darkness Is Always With Us We have shared the world with monsters for millennia.In the time of Alexander the God-King, mages fought their secret wars. In Elizabeth’s London, vampires built their own empire brick by bloody brick. Before the founding of America, hunters fought enemies within and without. And in the Cold War, as the clock ticked towards Armageddon, we could have been damned by fallen angels. Secrets Revealed Chronicles of Darkness: Dark Eras reveals the world throughout its long and storied past. Through sixteen eras, you’ll learn the secret history of the world, from the flame-lit tales of the Neolithic to the drug-fueled rebellion of the 1970s. Delve into the past, and learn that the Chronicles of Darkness began long before the modern nights. Dark Eras includes historical settings for Chronicles of Darkness game lines Dark Eras includes 16 sections, at least one for each game line, including: Chronicles of Darkness: Beneath the Skin (Skinchangers, 1486-1502) Vampire: The Requiem: Requiem for Regina (1593) Werewolf: The Forsaken: The Sundered World (5500-5000 BCE), The Wolf and the Raven (700-1100), The Bowery Dogs (1969) Mage: The Awakening: The Sundered World (5500-5000 BCE), To the Strongest (330-320 BCE) Promethean: The Created: A Handful of Dust (1933-1940) Changeling: The Lost: Three Kingdoms of Darkness (220-280), Requiem for Regina (1593), Lily, Sabre, and Thorn (1600s-early 1700s), A Grimm Dark Era (1812-1820) Hunter: The Vigil: Fallen Blossoms (1640-1660), Doubting Souls (1690-1695) Geist: The Sin-Eaters: Three Kingdoms of Darkness (220-280), The Wolf and the Raven (700-1100), God’s Own Country (1950s) Mummy: The Curse: The Ruins of Empire (1893-1924) Demon: The Descent: After the Fall (1453-1458), Beneath the Skin (1486-1502), Into the Cold (1961) There’s a little something for everyone! Also keep an eye out for the upcoming Dark Eras Companion, a secondary book roughly the same size containing over a dozen additional eras. If you’re thirsting for more CofD historical content, please check out: Vampire: The Requiem‘s Requiem for Rome and New Wave Requiem Mage: The Awakening‘s Mage Noir Changeling: The Lost‘s Victorian Lost But wait, there’s more Dark Eras merch is now available, featuring the Dark Eras clock symbol! Dark Eras: Chronicles of Darkness Dark Eras: Vampire Dark Eras: Werewolf Dark Eras: Mage Dark Eras: Promethean Dark Eras: Changeling Dark Eras: Hunter Dark Eras: Geist Dark Eras: Mummy Dark Eras: Demon Dark Eras phone skin View the full article
  3. RPG Post Updates

    I have moved the site design back to the older theme. The software doesn't allow alternate themes to be easily updated without manually going in and recoding every change. So I'm going to stay with this version so that I don't have to update multiple themes for every little update.
  4. Changes in text entry windiows

    Thanks for pointing this out. I think that the issue has been resolved.
  5. RPG Post Updates

    I am in the process of organizing the "Characters" database. The current content was updated from a previous version with different functionality. Going forward everyone is allowed to have 1 master account and then as many character accounts as they want, with a limit of 1 account per day. A character account can't create new characters and can only belong to 1 master account. And a master account can't be a character account. If I removed the link to one of your accounts please let me know in a PM. Thanks.
  6. For some reason, today feels like catch-all day. This month has been crazy and fulfilling in terms of releases, both for sale and to backers of our many Kickstarters, and now we end it with putting the Chronicles of Darkness: Dark Eras on sale in both PDF and PoD versions! Once again, this is a biiiig book. Totally my fault as I just couldn’t resist adding too many of the Dark Eras voted in by backers of the Kickstarter. The thing is, the sequel book, the Dark Eras Companion, is going to be pretty much as big! So we’d have had to have done three books coming out of the KS, and maybe we should have, but my head was about adding value for the original book with extra Eras, and then a cool and meaty overflow book. Singular. So it was a failure of mental flexibility, I’m afraid. I try to leave room in our plans for the unexpected, and this time I didn’t run with the concept as far as I could have. Nevertheless, and despite my self-perceived flaws, there are going to be two whoppin’ cool big books of Dark Eras coming at you, the first starting Weds! Secrets of the Covenants illustration by Samuel Carlos Araya Now, Dark Eras going on sale was as one of the things we talked about today, but hardly the only thing. Let me touch on them in order, so you can get an idea of the kinds of subjects we roll through each Monday. As we tend to do from Jan 1 on, we started with Gen Con prep. For those of you who have never had the life-altering pleasure of attending Gen Con, or any other convention, I know we sure do go on about it. Let me say, though, that while I know it might seem like we obsess over Gen Con beyond the point of reason, there are actually strategies (or strategeries) that represent further into our plans for Onyx Path that we have keyed off of this convention. First off, because Gen Con is our best single event to talk to folks that aren’t aware of who Onyx Path is, what games we create, or how we relate to the White Wolf of yore, we design our presence at the con to inform folks of that. Our booth, the brochure we release each year, our panels, and our gaming events, are all set up to catch somebody’s eye and then inform them about our stuff. The first time we had our own booth, the effort was towards catching the eye with familiar White Wolf imagery and design, and last year we shifted that a bit to include Pugmire images and discussion. This year, a new added part of our conversations will be about Scion 2nd Edition and its Kickstarter slated for after the con. These things take time to work through exactly how we want to proceed. We don’t want our devoted World of Darkness fans to think we are only focused on new gamers, and we don’t want folks excited about our new games to think we only create Vampire: the Masquerade books because our friend Martin as the Tzimisce Dracula signature character is on our signage. We want to see and talk with everybody! And we also try and improve folks’ experiences with us each year. For example, this year we’re emphasizing playtests and demos at the booth in order to better show the different play experiences our variety of game worlds can deliver. So that means a different booth set-up and a different set of skills we need from our crew in the booth. Actually, here’s a good time to ask before I move to the next topic: let me know in the comments if you have a specific aspect of one of our games you’d like us to be demoing at the Gen Con booth. The throwing rules in Scion 2nd? Pugmire combat? Mage 2nd Edition investigation rules? Let me know, as we are just setting those things into our plans. W20 Shattered Dreams art by William Obrien Next, we discussed reaction to my blog last week about Gender Inclusivity for panelists at the Gen Con Industry Insider panels as well as gaming in general, as well as some reactions to the various related FB and other posts by such luminaries as Monica Valentinelli, Eddy Webb, Matt McFarland, and others of our freelancers. They actually seemed to get more nasty comments than my blog (where I only had to trash one very long post , always a warning sign, ranting about SJWs and the like). So thank you all for that. In general, and as always, I want our Onyx Path social media venues and forums to be places where folks feel comfortable hanging out and talking, regardless of their individual political, racial, gender, religious, and any other persuasions. I want folks to be able to post without getting attacked for any reason, so long as their posts aren’t attacks themselves. Nobody needs that. Promethean 2nd Edition art by Samuel Carlos Araya We also took a look at everyone’s schedules for the next couple of weeks. Both LisaT and myself have a hellacious end of the school year couple of weeks where we will be in and out constantly going to kids’ events – thank Steve Jobs for our iPads so we can still keep in touch and do some work. Eddy will try and keep up with our meetings, but his schedule is red hot with demands on his time outside the tabletop RPG area. Our weekly meeting is the right place to spread this info among our core Onyx team, so folks can adjust their thinking and schedules. As always, we end our general meeting topics with very specific looks at the weekly project status reports. Our info is the same as most of what I post in the Updates below, but we tend to delve into the whys and wherefores. So and so is late, because of this reason, which will affect that, etc. First Rollickin’ Rose presents her list that covers the ideas right through each stage of the text until it gets handed over to Mirthful Mike for art direction and layout and all that. And the Mirthful One fills us in on his area after Rose. With that, we have some last minute “I almost forgot”s and we head out. And I write this blog. Every week!
  7. [Promethean]Ramblin’

    Steve Martin, appearance on The Muppet Show One of my favorite bits of Promethean is the Ramble. In case you don’t know, the Ramble is simply the tale of a Promethean’s Pilgrimage, a story summing up their experiences on the road to the New Dawn. I’ve been taken with the idea of Prometheans exchanging letters, constantly relating their Rambles to a disparate throng that maybe only comes together once every few years – it was precisely this idea that fueled The Epistolary Chronicle (which appeared in the Mage Chronicler’s Guide). The chapter openers for Promethean, like Beast, are going to feature two styles of fiction: One, a connected story of a throng (written by Jose R. Garcia, who also contributed a story to the Firestorm Chronicle Anthology), and two, on the facing page, part of a Ramble. One thing that we’ve tried to do with Promethean Second Edition is really dig in to the potential diversity of these characters. Part of that meant adding in the Extempore and the Unfleshed as fully playable options, and collecting all 9 of the original Refinements (and adding a 10th!) into the book, but a more direct way to showcase the myriad character options was to present a whole bunch of examples. The write-ups for the Lineages introduce these characters, in just a paragraph each, and the write-ups for the Refinements help you trace their Rambles just a bit. The full-pages chose seven of those characters (and then I chose an eighth, but he doesn’t show up elsewhere in Promethean and I can’t tell you yet where he shows up), and gives you a detailed look at a formative moment, a key part of their Ramble. So, want to see one? Sure you do. (Next week, I’ll do a write-up about Transmutations. You’ve earned it, you’ve been patient.) Shadow’s Ramble I can tell you everything about dinosaurs. I can cook up a perfect batch of scrambled eggs. I can recite the best of Shakespeare by heart. Algebra? I can solve a quadratic equation in my sleep. I know how to talk someone down from a fight. If that doesn’t work, I know how to strike them so hard, they’ll never want to hit a bottle or a kid for the rest of their life. It’s all there, on the only file that proves that I exist. Police came. Took me away, took Rob from her a few weeks later. When they were processing me, asking me all those questions, that’s when I started learning all the things I didn’t know. The first time I learned what color my eyes were was when one of the officers wrote it down on my rap sheet. They were brown, just like Rob’s. The only thing that I knew for sure was what they wanted on the signature lines. I signed it the same way I’d sign Rob’s permissions slips when Mom was too drunk to do anything: Anthony Barnes, with the “t” crossed near the very top. Yeah, I still called her that. That’s what Rob called her, and he dreamed me up to be his big brother, so why wouldn’t I? Even when they took him into the van, he still called her “Mom.” He said goodbye to her first. Mom was too stunned to even give him a hug, so I did it for the both of us. I thought about staying. I really wanted to when I saw Mom curled up on the couch and wailing. I thought that maybe if I could make Rob happy, I could make her happy too, right? It didn’t sound smart then, either. I was gone by the end of the day. Last I heard, she moved somewhere outside of Jupiter. She said the ocean air helped her stay sober. I don’t know what Rob’s up to these days. I don’t think they’d tell me if I asked. I’m working on it. I lived in a lot of dreams after that. Everyone dreams alone, it’s a great way to keep to yourself. Even when I met Vasily and Driscoll, I’d just spend my time in someone else’s dream, or just go hide when I’d get kicked out. I didn’t like being solid anymore. I kept coming back with a new skin color or a different hair style. One time Driscoll went out on a house call and he took me with him to keep watch. He kept asking me to help him out, so I figured I’d go at least once. I was minding my own business when I saw my reflection in a teapot. Bright green eyes, looking right back at me. Driscoll’s pulled out some gray, slimy thing from one of his patients, and I just stared at myself the whole time. He finishes up, we walk out, and I haven’t been solid since. I think they like me better as a shadow anyways. I know a lot of things. I just wish I knew more about me. View the full article
  8. Now Available: The Pack Merch

    Now available from our RedBubble store: Lodge: Eaters of the Dead (shirts, mugs) Lodge: Lodge of Garm (shirts, mugs) Lodge: Temple of Apollo (shirts, mugs) Lodge: The Screaming Moon (shirts, mugs) Lodge: Thousand Steel Teeth (shirts, mugs) Art: Big Bad Wolf (phones) Art: Big Bad Wolf duotone (phones) Art: Garage Rumble (shirts, phones) Art: Thailand (shirts, phones) Art: The Pack Cover (shirts, phones) Art: The Pack Cover w/logo (shirts) What’s all this about? The recent release of the advance PDF of The Pack for Werewolf: The Forsaken! Have you checked it out yet? View the full article
  9. Aberrant RPG Mega-Attribute Enhancement: Universal Charm (Mega-Charisma) While Mega-Charismatic novas are famous for getting along with just about anyone on Earth; a nova with this enhancement can get along with just about anyone, period! Such a nova can interact well socially with any form of sapient being they encounter, no matter if it's a Zep scientist or Joe Schmoe from Cleveland. System: The nova's Mega-Charisma and most enhancements are equally effective against any type of sapient being. Mega-Charisma enhancements dependent on sexual appeal can't be used with most alien races, for obvious reasons. (The only exception to this would be the"weird-looking human" variety of aliens portrayed in the various Star Trek television/movie series and the Lum*Urusei Yatsura manga/anime series.) The nova also gains a -[Mega-Charisma] difficulty bonus on all social rolls for interacting with aliens, baseline humans, tainted or high-Chrysalis novas, psions, daredevils, etc. This enhancement is permanent, and has no quantum point cost. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  10. Aberrant RPG Mega-Attribute Enhancement: Credibility (Mega-Charisma) Prior to the Nova Age, most people had a reflexive disbelief of people and things that were beyond what their worldviews defined as "normal". As this attitude is found among humans in nearly all universes without publicly recognized paranormal beings, many novas who travel to parallel universes and to previous eras can find themselves dismissed as hoaxers and the like. While that's useful for keeping a low profile, occasionally a nova will need to shatter that reflexive disbelief. Certain novas have the ability to do just that. System: When activated, this enhancement will cause all non-Inspired beings in the nova's vicinity to take her, her words and her deeds seriously instead of dismissing them as some sort of hoax or hallucination. Inspired beings (and their equivalents) can make a contested Willpower roll against the nova's Mega-Charisma in order to avoid this effect. This enhancement costs 1 quantum point to activate for a scene. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  11. Aberrant RPG Mega-Attribute Enhancement: Universal Appeal (Mega-Appearance) Prerequisite: Two or more dots of the Shapeshift power A nova with this enhancement is retains his superhuman beauty (if sometimes in a weird way) no matter what form he assumes. While often provoking commentary on the nova's personality, this can provide a number of unexpected benefits - most beings don't feel threatened by something they consider beautiful. System: The nova's Mega-Appearance and most enhancements will apply in whatever nonhuman form the nova takes (unless the nova wishes otherwise), be it animal, alien, plant, mythological beast or inanimate object. Mega-Appearance enhancements dependent on sexual appeal are never "carried over" by this enhancement, for obvious reasons. This enhancement is permanent, has no quantum point cost and is only available to Mega-Attractive novas. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  12. Aberrant RPG Mega-Attribute Enhancement: Absurdity (Mega-Appearance) Prior to the Nova Age, most people had a reflexive disbelief of people and things that were beyond what their worldviews defined as "normal". Some novas have learned to take advantage of this common bias to nullify unwelcome attention to their activities. Be warned, this tactic isn't always successful... System: When activated, this enhancement will cause all non-Inspired beings in the nova's vicinity to dismiss her, her words and her deeds as some sort of hoax or hallucination instead of taking them seriously. Inspired beings (and their equivalents) can make a contested Willpower roll against the nova's Mega-Appearance in order to avoid this effect. If the non-Inspired beings have any prior experience with actual Inspired beings or their equivalents, the Willpower roll is considered an automatic success. This enhancement costs 1 quantum point to activate for a scene and is available to novas with either variety of Mega-Appearance. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  13. Aberrant RPG Mega-Attribute Enhancement: Techgnosis (Mega-Wits) For all their superhuman genius, many Mega-Intelligent scientists and engineers share a basic failing with their baseline counterparts. Simply put, they make incorrect - and often wildly over-optimistic - assumptions as to how human technology will progress. While their eventual failure is embarrassing for futurists when they are proved wrong, this can also lead to decades worth of wasted effort and resources. Novas with this enhancement are not burdened with that handicap; as they have an intuitive grasp of technology that lets them understand how to reverse engineer, mass produce and use wisely any device they encounter. System: The nova never suffers any difficulty penalties for working with technologies from different Technology Levels than her own. Provided that the nova has the correct basic Ability to use a device, she can figure out exactly how to use it as a free action. If she gets the chance to examine the device in a non-destructive manner, the nova can make an Intelligence roll to intuit how the device functions and whatever is needed to reproduce it. This enhancement works on both advanced mundane and Inspired technologies of any origin; be it human, transhuman or even alien. This enhancement costs 1 quantum point to use for a scene, although the understanding it grants is permanent for all practical purposes. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  14. Aberrant RPG Mega-Attribute Enhancement: Multiplexed Mind (Mega-Wits) Prerequisites: Mega-Wits at 6+ dots, Hypercognition and Multitasking enhancements. While all Mega-Witty novas possess superhuman speed of thought, those who develop the upper ranges of Mega-Wits can attain degrees of processing speed that rival if not outperform the most advanced supercomputers. Novas who develop this enhancement can perform mentally to match and/or exceed the efforts of entire groups of less-sharp individuals. Some such novas are even rumored to be capable of performing just as well in the physical realm, but there has been no hard evidence for that as of yet. System: A nova with one level of this enhancement can perform (Mega-Wits x 5) extra mental actions per turn, ignoring any and all penalties for making multiple actions. Additional levels of Multiplexed Mind can be purchased as the nova increases his Mega-Wits and Quantum Trait ratings in tandem, as seen below. This is a permanent augmentation of the nova's mental processes and has no quantum point cost. 2 Levels: Requires Quantum 7 and Mega-Wits 7, allows nova to perform (Mega-Wits x 10) extra mental actions per round. If the nova also has the Neural Acceleration enhancement for Mega-Dexterity, he may convert any of his extra mental actions into extra physical actions as desired. The nova still limited to using only one quantum power per turn at this stage, however. 3 Levels: Requires Quantum 8 and Mega-Wits 8, allows nova to perform (Mega-Wits x 15) extra mental actions per round. If the nova also has the Neural Acceleration enhancement for Mega-Dexterity, he may convert any of his extra mental actions into extra physical actions as desired. The nova has also begun to optimize his quantum power usage, and may use up to 5 of his extra actions to use his quantum powers. All normal quantum point costs for power usage apply. 4 Levels: Requires Quantum 9 and Mega-Wits 9, allows nova to perform (Mega-Wits x 20) extra mental actions per round. If the nova also has the Neural Acceleration enhancement for Mega-Dexterity, he may convert any of his extra mental actions into extra physical actions as desired. The nova has continued to optimize his quantum power usage, and may use up to 10 of his extra actions to use his quantum powers. All normal quantum point costs for power usage apply. 5 Levels: Requires Quantum 10 and Mega-Wits 10, allows nova to perform (Mega-Wits x 25) extra mental actions per round. If the nova also has the Neural Acceleration enhancement for Mega-Dexterity, he may convert any of his extra mental actions into extra physical actions as desired. The nova has also fully optimized his quantum power usage, and may use any of his extra actions to use his quantum powers. All normal quantum point costs for power usage apply. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.
  15. Aberrant RPG Mega-Attribute Enhancement: FTL Reactions (Mega-Wits) This is the mental counterpart to FTL Reflexes, and allows novas to react fast enough mentally to travel at relativistic and/or superluminal speeds in space with much less trouble than their slower brethren. Those novas who possess FTL Reflexes as well as this enhancement can traverse interstellar distances as easily as Joe Sixpack could walk the length of an empty field. System: A nova with this enhancement suffers only half the penalties (round up) on rolls for moving at relativistic and/or superluminal speed in space. If the nova also has FTL Reflexes, she will suffer no penalties whatsoever. This is permanent and has no quantum point cost. It's also fairly useless for novas incapable of moving at relativistic and/or superluminal speeds in space. This is a part of the Aberrant RPG book Aberrant: Nexus. Aberrant is a role playing game that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: Nexus.