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Matt

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  1. I'm Back As Well

    Welcome back. Hope your medical issues have been resolved.
  2. Version 1.0.0

    29 downloads

    The evolution of the Storypath system is tied to our work on Trinity: Continuum, a world of hope, heroism, and peril, and Scion, a world where the children of the old gods walk the earth. Early on, we found that both new editions of these games had similar system needs, because their characters are larger-than-life and fight in epic battles on a grand scale. We knew we needed a system that could accommodate everyday citizens on the street, superheroes soaring above skyscrapers, and gods of the sun and sky, but we also wanted rules to help facilitate the connection between the player-characters, their organizations (Allegiances for Trinity and Pantheons for Scion), and their values. To move forward, however, we needed to take a step back, because the first editions of Trinity: Continuum and Scion used custom variants of the Storyteller System which powered Vampire: The Masquerade and other classic White Wolf games. Despite the differences between those variants, however, at its core the Storyteller System was designed chiefly as a horror game for creatures that could be effectively fought by human opponents. In other words, the Storyteller System is great for vampires, but it didn’t excel at portraying superheroes…or gods! To us, this meant that the stories of these action-adventure games were hindered by their original systems. The Storypath System was designed as a new set of rules, inspired by the legacy of the Storyteller and Storytelling Systems, in addition to other story-centric rules. The Storypath System keeps the focus on narrative, story-built play, and action-adventure. It also draws inspiration from a number of other influences that focus on a cinematic high-octane action and storytelling, as well, to create a streamlined experience for epic stories. Within these pages, you’ll find a preview of the rules and examples for both Scion and Trinity: Continuum. We hope you enjoy the new Storypath System and are inspired to roll the dice and tell great stories! - Onyx Path Design Team
  3. The evolution of the Storypath system is tied to our work on Trinity: Continuum, a world of hope, heroism, and peril, and Scion, a world where the children of the old gods walk the earth. Early on, we found that both new editions of these games had similar system needs, because their characters are larger-than-life and fight in epic battles on a grand scale. We knew we needed a system that could accommodate everyday citizens on the street, superheroes soaring above skyscrapers, and gods of the sun and sky, but we also wanted rules to help facilitate the connection between the player-characters, their organizations (Allegiances for Trinity and Pantheons for Scion), and their values. To move forward, however, we needed to take a step back, because the first editions of Trinity: Continuum and Scion used custom variants of the Storyteller System which powered Vampire: The Masquerade and other classic White Wolf games. Despite the differences between those variants, however, at its core the Storyteller System was designed chiefly as a horror game for creatures that could be effectively fought by human opponents. In other words, the Storyteller System is great for vampires, but it didn’t excel at portraying superheroes…or gods! To us, this meant that the stories of these action-adventure games were hindered by their original systems. The Storypath System was designed as a new set of rules, inspired by the legacy of the Storyteller and Storytelling Systems, in addition to other story-centric rules. The Storypath System keeps the focus on narrative, story-built play, and action-adventure. It also draws inspiration from a number of other influences that focus on a cinematic high-octane action and storytelling, as well, to create a streamlined experience for epic stories. Within these pages, you’ll find a preview of the rules and examples for both Scion and Trinity: Continuum. We hope you enjoy the new Storypath System and are inspired to roll the dice and tell great stories!
  4. The first brochure for Trinity Continuum and Trinity Continuum: Æon is available at the link below.
  5. Version 1.0.0

    30 downloads

    Trinity Continuum EVERY AGE HAS ITS HEROES. Our modern world is fraught with dangers, from the products of mad science and corporate greed to the perils of lost civilizations. Fortunately, as many of the Talented will tell you, danger is their middle name, and the Æon Society is here to help them put things to right. The only constant in the world is change, and that’s where you come in. At long last, the Trinity: Continuum returns in this new edition with a new system and setting revised from the ground up. Talents: the subtle champions, daredevils of unparalleled skill and luck. Psiads: those able to employ the powers of their own minds to affect those around them. Novas: the stalwart few with the power to alter the very fabric of reality. These Inspired arise in times of need. Few of them will ever sit idly: they seem to be driven to act. Some will be crowned as heroes, others as power–mad aberrations. Which will you be? The Trinity: Continuum Rulebook will include: • The Storypath system • A modern introductory setting that’s packed with action and adventure • A full guide to playing Talents, their Gifts, and their various allegiances. Trinity Continuum: Æon In a world still recovering from a devastating war with horrifying mutated Aberrants, the last thing humanity wants to hear is that they’re are back, and they want Earth. Fortunately, Orders have arisen, each responsible for the creation of a specialized type of psion ready to combat the Aberrant menace. Will it be enough? A battle rages among the stars, and the psions are humanity’s best weapon. Trinity Continuum: Æon will include a: • Complete 22nd century setting featuring Earth’s first steps into the greater galaxy. • Guide to psions, the powerful artificially–created psi–users produced by the quixotic Psi Orders. • GM–centric material detailing some of the setting’s secrets and potential future fates.
  6. Aberrant: Nexus is available for download here: Please use this thread to discuss the book.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Aberrant RPG Mega-Attribute Enhancement: Acumen (Mega-Wits) Humans - and therefore most novas - are dependent on a wide variety of environmental factors in order to function at their best. As with their physical and social requirements, people also have intellectual needs that must be met in order to avoid mental stagnation and prevent the eventual degradation of their healthy brain functions. Even worse, their minds often are prevented from developing to their full potential in the first place due to harmful influences in their intellectual environments. Mega-Witty novas with this enhancement can shrug off those problems with ease, as their evolved intellects can function just fine without adequate intellectual stimulation and will develop properly in even the most hostile intellectual environments. While this can cause social conflicts with people and cultures of an anti-intellectual bent, such is only to be expected and planned for in advance. System: The nova can sustain himself intellectually for an indefinite period on residual quantum energies. So long as he still has at least 1 quantum point in quantum pool, the nova will have no need for sources of intellectual stimulation to keep his mind active and fully capable, but will still enjoy and desire such. For purposes of this enhancement, sources of "intellectual stimulation" include having intelligent discussions with other people near the nova's intellectual plateau, all forms of thought-provoking entertainment and exposure to the arts. The nova will still require a knowledge base to work from, but that won't be any great problem if the nova also has a Mega-Intelligence rating and suitable enhancements. The nova is also able to operate and develop at his full intellectual capacity in the most hostile of intellectual environments. For purposes of this enhancement, "hostile intellectual environments" contain some or all of the following harmful influences: anti-intellectual social norms, prevention of full access to instruction, dishonesty and disinformation by the instructor, the instructor's refusal to explore controversial topics which are germane through intelligent and measured discussion, any irrelevant distractions and all harmful social influences intended to prevent the nova from making full use of and improving his own critical thinking and complex reasoning. (This covers all forms of harassment and abusive speech.) The nova is automatically immune to undesirable (distracting, harmful, subversive, virulent, self-destructive, etc.) memes* of all sorts, hysterical reactions, cognitive distortion, all forms of cognitive bias**, mundane detrimental biofeedback effects and gaslighting***. The nova also gains 6 Willpower or Attribute successes against Inspired effects which cause detrimental biofeedback effects or reduce the character's Intelligence and/or Wits ratings and those of the corresponding Mega-Attributes. The nova can automatically recognize cognitive dissonance - when two cognitions, or a cognition and a behavior, are in contradiction - within his own thought processes and correct for it as he pleases. Finally, the nova can detect and identify any and all memes he encounters as an automatic action. Acumen is an automatic enhancement and requires no quantum point expenditure. *Meme: a concept, behavior or style that spreads through sapient minds via their communications, much like diseases spread among living organisms. **Cognitive Bias: a form of distortion in judgment resulting in false deductions about a given subject. **Gaslighting: a form of psychological abuse in which false information is presented with the intent of making a victim doubt his own memory and perceptions. 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: Wayfarer (Mega-Intelligence) Given the globe-trotting lives many novas end up leading, it should come as no surprise that they face certain difficulties in their journeys that others don't even consider. Aside from the extra attention they get from their status as celebrities, the use of quantum powers brings up certain questions. How does one fly to another country without being flagged down by the local air force? How does one smuggle five young orphans (who also happen to be latent novas) out of mainland China without attracting the attention of the Heaven Thunder Triad, who are always looking for more nova bodies to process into lucrative nova-derived drugs? And even if you do manage to get the kids away from the Triad, how do you get them past the customs agents and the local INS? How does one avoid Directive agents, or even nosy paparazzi? A nova with this enhancement has an intuitive understanding of both the problems faced by traveling novas and how best to evade those problems. Some novas have used this to become superhuman smugglers - whether they run Underground Railroads for innocent people or funnel black market items to First World nations has been left to their individual consciences. System: The nova automatically reduces all rolls made by others to track, intercept, or waylay him (and/or his cargo while traveling by [Mega-Intelligence] successes. This enhancement is permanent, and has no quantum point cost when used by the nova himself. If the nova wants to use this with a group of travelers or a cargo, he must spend 2 quantum points to protect the group or cargo for the duration of their journey. (The nova must also accompany the group or cargo in order to provide his protection.) 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.
  16. Aberrant RPG Mega-Attribute Enhancement: Mental Prodigy: Xenology (Mega-Intelligence) A nova with this enhancement is a genius when it comes to alien lifeforms - in some cases, the nova may actually relate better with alien sapients that he does with baseline humans! Aside from making the nova an excellent candidate for First Contact (and subsequent diplomatic relations), his genius also applies to every possible facet of alien life - xenobotany, xenoecology, xenozoology, xenosociology, you name it! System: Whenever the nova is involved in situations or problems concerning extraterrestrial life forms, and/or nonhuman terrestrial sapients, the player may make an Intelligence roll. For each success achieved, he may roll an additional die when making Xenology and Xenorelations rolls and any other rolls related to those tasks. This enhancement costs 1 quantum point to activate; the effects and bonuses received last for a minimum of an hour, and possibly longer (at the Storyteller's discretion). 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.
  17. Aberrant RPG Mega-Attribute Enhancement: Hyper-Enhanced Learning Prerequisites: Eidetic Memory, Enhanced Memory, Fast Learner, Mega-Intelligence 3+ Some novas can learn and retain knowledge to an exceptional degree, grasping new ideas and information quickly. They never forget anything, and pick up new bits of knowledge and understanding at lightning speed. Novas with this enhancement take their capability to learn far beyond even that, mastering even the most complex ideas with ease and speed that leaves others gasping for breath. These novas can become expert in things far beyond what any baseline would be capable of mastering in years. System: This enhancement extends the effects of the Fast Learner enhancement to other abilities beyond those based on Intelligence. The nova must possess a Mega-Attribute dot associated with that ability and the nova's player must role-play the learning process to the Storyteller's satisfaction. If both requirements are met, the nova gains two benefits. First, he may extend the maximum number of specialties in Intelligence based abilities up to his Mega-Intelligence dot rating. Second, he gets a free specialty (no experience point cost) in any Intelligence based ability he has rated at 4+. This enhancement has no quantum point cost and is always on. Example: Brainy McBrain has Mega-Intelligence 5 with Eidetic Memory, Enhanced Memory, Fast Learner and Hyper-Enhanced Learning, he also has Mega-Wits 1 with Multitasking. He can learn the Wits based abilities of Arts, Biz, Cunning, Rapport, Meditation, Modulate, Unify and Weave with the reduced experience cost and speed of the Fast Learning Enhancement as though they were Intelligence based abilities. In addition, he has the Science ability at four dots, so he gets a free specialty with that, as long as he goes though the trouble of role playing it to the ST's satisfaction. Finally, he can develop up to 5 specialties in Science, since he has Mega-Intelligence 5. 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.
  18. Aberrant RPG Mega-Attribute Enhancement: Data Analyst (Mega-Intelligence) Even with computer databases and search engines, performing research is too often like panning for gold - the good stuff is in there, but it's mixed in with tons of useless junk. That isn't the case for a nova with this enhancement, as her prodigious intellect lets her sift out the worthwhile information from the useless data with ridiculous ease. System: Each dot of Mega-Intelligence possessed by the nova reduces the time she requires to process data and extract useful information from it by 20%. At Mega-Intelligence ratings of 5 or more, the nova can find the information she needs just about instantaneously. The effects of this enhancement are fully cumulative with the Speed Reading enhancement. This enhancement has no quantum point cost and is always on. 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.
  19. Aberrant RPG Mega-Attribute Enhancement: Computation (Mega-Intelligence) Prerequisites: Mega-Intelligence 6+, Data Analyst and Eidetic Memory enhancements. Some researchers into human intelligence have declared it to be nothing more than pattern matching and memory. The capabilities of some Mega-Intelligent novas lends credence to this idea, as they have taken the human talent for pattern matching to unbelivable new heights. When it comes to understanding the past, present and possible futures of a subject - be it a single being or the entire world - they have few equals. System: This enhancement lets the nova chart the course of a chosen subject, regardless of whether it's a single person, an event or a group of any size up to and including entire civilizations and universes. Unless the nova has some paranormal means of accessing the information required, the nova will have to do research on the subject in question in order to perform these feats. The quality of the research materials is also a factor, as low-quality records will impose a difficulty penalty of the Storyteller's choosing on the nova's Intelligence rolls for using this enhancement. This enhancement has the following three functions: Evaluation: This function lets the nova determine the present state of the subject with an Intelligence roll. One success grants the nova a basic idea of the subject's current state of affairs, while further successes will grant the nova increasingly detailed information on the hows and whys of the subject's circumstances. The nova can also roll Intelligence as an automatic action to notice anything about the subject that's worth examining (in the Storyteller's opinion) with either of the Extrapolation or Retrospection functions. Retrospection: The nova can make an Intelligence roll to assess the history of the subject, along with determining the major factors in the subject's past that have had long-term consequences. One success grants the nova a basic idea of the subject's history. Further successes will grant the nova increasingly detailed information on the subject's history as well as providing possible ways to ensure or prevent other such subjects from either suffering those consequences or coming to pass, as applicable. Extrapolation: The nova can make an Intelligence roll to predict the future actions of or determine the future consequences of the subject, as applicable. One success grants the nova a basic idea of the results and long term effects of subject's future actions or consequences. Further successes will grant the nova increasingly detailed information on said future actions or consequences as well as providing possible ways to ensure or prevent them from happening. This enhancement has no quantum point cost and is always on. 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.
  20. Aberrant RPG Mega-Attribute Enhancement: Void Sense (Mega-Perception) Baseline humans are a product of their environment - and one thing that nearly all of them require in order to function psychologically in a microgravity environment is a local vertical. Without something to orient themselves to, untrained baselines (and many novas) become hopelessly disoriented, nauseated and terrified before losing control of their body functions. For most, only astronautics training can alleviate this. Mega-Perceptive novas with this enhancement have no such troubles. Much like Adaptability lets a nova survive without air, food and water; this enhancement lets the nova adapt mentally to a truly three-dimensional environment without any applicable "up" or "down". While novas don't actually need this enhancement to operate in space - those with the Adaptability enhancement manage well enough - they'll never do as well as a nova with Void Sense. System: The nova gains + 3 automatic successes on any rolls involving space navigation or maneuvering in microgravity or other environments where there's no real "up or down". He also doesn't suffer any penalties that result from not having a local vertical to orient himself with, and is wholly immune to vertigo. This enhancement is always on and costs no quantum points to use. 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.
  21. Aberrant RPG Mega-Attribute Enhancement: Stellar Traveler (Mega-Perception) Prerequisite: Teleport, Warp or Transmit, Holographic Awareness Some Mega-Perceptive novas who possess the ability to transport themselves and a perfect awareness of space-time can enhance their holographic awareness to augment their capability. They use their better understanding of the true nature of existance on a deeper level to focus upon their transportation powers, making them even more effective. System: The nova gets +3 automatic successes for out of combat warp, teleport, or similar rolls which can only be applied to extending distance. This enhancement is always on 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.
  22. Aberrant RPG Mega-Attribute Enhancement: Spacetime Awareness (Mega-Perception) Some novas have the capability to directly perceive the fabric of spacetime. Aside from allowing them to take note of any distortions of spacetime in their vicinity, this also lets them determine their own location in relation to a chosen origin point within their current universe. Such novas can also create tiny fluctuations in spacetime - commonly known as gravity waves - in order to communicate "verbally" with each other. System: This enhancement has the following four functions. Distortion Sense: The nova can detect local spacetime distortions at a range of (Perception + Mega-Perception x 20) meters with an Awareness roll. This allows the nova to detect the use of any powers that affect space, time & gravity. The nova can also perceive gravity waves, allowing him to receive gravity wave communications and sense any solid objects within range solely by their mass. Use of the Gravity Contol power can also be detected with this. Teleport/Warp Detection: The nova can automatically sense the use of the Teleport and Warp powers, provided that either of the subject's origin or destination points is within range (Perception + Mega-Perception x 20 meters). The nova can also spend 1 quantum point to determine the location of the out-of-range coordinate point in the case of long-range teleports and warps, with each success past the first granting increasingly precise information on that location. Gravity Wave Communication: The nova can communicate using weak gravity waves by spending 1 quantum point to activate this capability for a scene. As gravity waves are not hindered at all by water or solid objects, it can be very handy in situations where the nova would otherwise be incommunicado. This form of communication is limited to speech, but can only be received by novas who either possess this enhancement or have the Gravity Control power. Intense gravitational flux can disrupt gravity wave communication, which will typically be created on Nova Age Earth only by novas with the Gravity Control power. In space, such interference is provided by hazards such as neutron stars, pulsars and black holes. The nova's communication range is (Perception + Mega-Perception x 10 kilometers). Location Sense: The nova will always know his own current location in relation to a chosen origin point within his current universe. This grants a bonus of +3 dice on rolls for the Navigation ability and the Teleport & Warp quantum powers. This enhancement has no quantum point cost except where noted above. 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.
  23. Aberrant RPG Mega-Attribute Enhancement: Psi Sensitivity (Mega-Perception) Prerequisite: either Quantum Attunement or Psychic Awareness (from Aberrant: Brainwaves) A nova with this enhancement has developed the ability to perceive subquantum energies. While other novas wouldn't know psionics from persimmons, this nova instinctively senses the differences (and the problematic interactions) between quantum and subquantum energies. (Storyteller note: Given Max Mercer's establishment and leadership of Project Pandora, one can be sure that a nova with this enhancement who doesn't keep the existence of psionics "under wraps" will come to his attention sooner or later...) System: The nova can automatically sense any psionic power used against her or in her presence as visible effects. If the nova is targeted by a psionic power, she can make an Awareness roll to sense the identity of her attacker (against the psion's Wits + Mode rating). Psionic beings may be detected with a simple Perception + Awareness roll. The nova can also scan psionic beings by making a Medicine roll; this allows the nova to sense the rough level of Psi possesed by her subject and determine whether the subject's suffering from psionic dysfunction. With three or more successes, the nova may determine the Aptitudes and Modes of her subject. The automatic function of this enhancement has no quantum point cost, but the scanning function costs one quantum point per turn to use. 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.
  24. Aberrant RPG Mega-Attribute Enhancement: Medium (Mega-Perception) Although it's not anywhere close to being common knowledge, certain Mega-Perceptive novas have developed the ability to perceive and communicate with the "quantum echoes" (also known as psi forms) of deceased people - ghosts, essentially. Other spirits may be encountered - including those that were never human - but beneficial interaction with those entities is far more difficult. Novas with this capability typically choose to keep it a well-guarded secret, as it's an invaluable source of otherwise inaccessible information. They also don't want to be deluged with requests to speak with Elvis Presley. System: The nova can both see and hear "ghosts" without having to make an Awareness roll or spend quantum points. He can also speak with them silently by means of "quantum transmissions" from his M-R node. Once the ghosts learn that the nova can perceive them, most will eagerly hang out and talk with him. This isn't as useful as it sounds; for every ghost with information the nova would find interesting and/or useful, there are at least thirty who will pester the nova with trivia and demands to perform tasks for them. Fortunately, this enhancement can be turned on or off at will as an automatic action that costs nothing. If the nova wants to "summon" a particular ghost, or one that has specific information that the nova desires, he can spend 1 quantum point and make an Awareness roll. One success will result in the arrival of the ghost in question, but does not ensure that the ghost will be willing to speak with the nova. If the Storyteller deems it fitting, the nova may have to make a bargain with the ghost in order to gain the information. Typical tasks that may be required of the nova include ensuring the survival and well-being of the ghost's living loved ones, publicly exposing past injustices and even solving the ghost's own murder. (Note: This experience should be roleplayed when possible.) Further successes on the Awareness roll will result in the ghost being increasingly willing to speak with the nova or willing to settle for smaller favors in return for the information. Alternatively, summoning a particular ghost can negate the worst-case scenario - placing the wrong ghost into a resurrected body - when attempting to use the Resurrection quantum power (Aberrant: The New Flesh, pp. 235-237). In this case, each success gained on the summoning roll will negate one failure made on the Resurrection power roll. If a second level of this enhancement is taken, the nova can reduce the ghosts' Perceptions ratings by (Perception + Mega-Perception) dots as an automatic function. This effect only extends to the nova himself and anyone connected to him (family, close associates, etc.) and can be selectively dropped or restored as an automatic action. This allows the nova to insulate himself and those he cares for from ghostly pestering. This enhancement has no quantum point cost except where noted above. 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.
  25. Aberrant RPG Mega-Attribute Enhancement: Locus (Mega-Perception) Prerequisites: Mega-Perception 6+, Holographic Awareness and Spacetime Awareness enhancements. Novas who manage to attain both the upper levels of Mega-Perception and develop their sensitivity to spacetime can eventually learn to literally expand it to heights lesser novas can only speculate about. In addition to an increased sensitivity to her current spacetime, a nova with this enhancement can sense the presence of intrusions to and from both parallel universes and other points in the nova's current timestream. System: This enhancement provides the nova with the following capabilities. Improved Distortion Sense: The nova can detect any extreme and/or unnatural spacetime distortions within (Mega-Perception) parsecs with an Awareness roll. The nova's range will increase in tandem with her Mega-Perception rating; kiloparsecs at Mega-Perception 7, megaparsecs at Mega-Perception 8, gigaparsecs at Mega-Perception 9 and teraparsecs at Mega-Perception 10. Phenomena that can be detected include but are not limited to pulsars, neutron stars, black holes, white holes, naked singularities, wormholes, temporal rifts and the use of FTL space travel capabilities and technology. Improved Temporal Sense: As per the Holographic Awareness enhancement (see Aberrant: Brainwaves), the nova has the equivalent of the Internal Clock technique of the Temporal Manipulation quantum power. The difference here is that the nova's temporal sense cannot be affected by any temporal distortions such as relativistic effects, use of the Temporal Manipulation quantum power or time travel. The nova will also always know exactly when she is in the timestream in relation to her time of origin in exact mathematical values - an Intelligence roll is required to convert that information to a specific calendar date. This also grants the nova a bonus of +3 dice on all rolls for the Time Travel power, should the nova possess it. Reality Distortion Proof Memory: The nova is immune to having her memories altered by changes to her own history or that of her current world. Instead, she will have both sets of memories - or more, if this has happened to her before - and will be able to differentiate between them as an automatic action. Forgetting unwanted additional memory sets (and negating their emotional impact) only requires a simple Willpower roll. The nova will also suffer nothing in the way of mental illness or psychological stress from dealing with multiple sets of memories. Spacetime Intrusion Sense: The nova can automatically make an Awareness roll to sense the use of the Crosstime Travel and Time Travel quantum powers (and similar phenomena and/or technologies) within a range of (Perception + Mega-Perception x 1,000) kilometers. It makes no difference whether said crosstime or time travelers are either arriving at or departing from the nova's local spacetime, they will be detected. The nova can also spend 1 quantum point to determine the location of said travelers' origin or destination point as applicable, with each success past the first granting increasingly precise information on that location. Reality Analysis: The nova can make an automatic Awareness roll to determine the nature of her local reality. At the most basic level, this lets the nova determine the "laws of reality" for her current universe. She can also sense whether her current universe is either a naturally-occuring alternate reality or a product of reality alteration created via the use of either the Time Travel or the Astromanipulation powers with an Awareness roll. Further details on either the reality alteration or the differences between the current universe and her home universe can be gained by spending 1 quantum point and making another Awareness roll. Each success past the first will grant increasingly precise information on the differences and/or alterations. Foreign Element Detection: The nova can spend 1 quantum point and make an Awareness roll to detect any elements (living beings, inanimate objects, what-have-you) that are foreign to her current reality. The nova will also be able to tell whether said elements arrived via Crosstime Travel or Time Travel, with each success past the first granting increasingly precise information on the element's universe or time of origin. Chronal Distortion Sense: The nova can automatically sense things that are outside the normal flow of time, becoming aware of such things and knowing that she should rightly have no knowledge of them. This is done by having the Storyteller make an Awareness roll for the nova and telling her player what the nova senses in general terms. Any specific information beyond "this being/event does not belong" can be acquired by the nova spending one quantum point and making another Awareness roll, with the number of successes indicating how detailed the information received will be. This is of most use when the past of her current timeline has been tampered with, as the nova can identify all particulars of the tampering and intuit how to correct them if need be. Omniversal Location Sense: The nova will always know her own current location in the Omniverse in relation to her designated home universe. This grants the nova a bonus of +3 dice on rolls for all "crosstime" quantum powers and Navigation (Omniverse). 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.
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