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Matt

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Everything posted by Matt

  1. Awesome. Thanks for letting us know.
  2. When someone creates a game it is set to active by default. This setting controls whether it is displayed on the forum page. If your game ends or will go on hiatus, you can set it to inactive to remove it from the homepage. If you decide to start you game back up you can set it to active at any time. On the game's main page there is a button on the right side labelled "Manage Game." If you click that it will open a drop down menu. In the drop down menu select "Edit Game Settings." The Edit Game Settings popup will have an option for status, which has values of active or inactive. Just click the one you want and hit save to change the setting. When I changed the games app earlier this year it did not copy over the game owner, so many of the old games currently have the site as the owner. If you created a game and want to bring it back into active state and you are no longer listed as the owner, please PM me with the game name and I'll will switch ownership back you to. Please let me know if there are any questions.
  3. Matt

    Aberrant: Nexus

    Version 1.0.0

    425 downloads

    THE DOORWAY TO INFINITY HAS BEEN REVEALED. The Nova Age is filled with wonders and horrors, yet it is only a brief season on a tiny blue planet. There is much more of the Aeon Continuum for intrepid novas to explore. The stars beckon them to find new worlds and life unlike any found on Earth. Parallel universes draw them to explore Earths where history went differently - sometimes dramatically so - from that of their own. Both past and future time periods tempt them to lose themselves in either simpler times or brighter tomorrows. All of these unknown territories lie open for novas to discover, but at what cost to the world and civilization they will leave behind? ARE YOU BRAVE - OR FOOLISH - ENOUGH TO ENTER? Aberrant: Nexus provides the means for Storytellers to expand their chronicles to the stars, other times, parallel universes and beyond. The risks and rewards of extrasolar space exploration are examined, as are the threats such explorers could encounter. Guidelines for engaging in time travel are provided, along with exposés of those figures whose actions most strongly shape the timeline. Crossover mechanics to bring Aberrant characters into Adventure! and Trinity are established. Mysteries of both noetic and quantum space are probed. Finally, the secrets of the Doyen - one of the most potent alien threats to novakind and humanity alike - are revealed. The doorway is open. Will you step through or be left behind? Also included in this download is the font for Vox Deus, which can be used with Aberrant: The New Flesh
  4. Matt

    Fun stuff from the Interwebs

    I don't know that Solo looks good, but I did enjoy the Arrested Development treatment.
  5. Matt

    Aberrant: A Breed Apart

    Version

    407 downloads

    Aberrant: A Breed Apart A NEW RACE… When novas came on the public scene in 1998, they were nothing short of amazing. Even so, they were but a taste of things to come. Despite the best efforts of Project Proteus – and with secretive help by the Teragen – the new marvels would bring forth a second generation…and those children would prove to be a purer breed. …FOR A NEW AGE Aberrant: A Breed Apart explores the future of novakind, a future that is nearer than some may think. The ever-thorny issue of mixed heritage is addressed. The sterilization "mickey" is examined, as are ways in which it may be bypassed. Groups and individuals that are driven to find – and either aid or stop – nova parents are detailed. And new rules are presented for the so-called "2ndGen" novas – who can follow very different paths, depending upon how their parents addressed the matter of Taint.
  6. Aegis (Georges Kapetelis) - Elite employed by Peacekeepers, Inc. Enhanced stamina and intelligence, projection of a force wall. Aggro - Elite employed by DeVries. Defended DeVries' New York offices against an attack by the Teragen Liberation Movement in 2007. Killed Battle-Cry during fight. Alejandra (Alejandra Maria Magdalena Carranza) - Novox recording artist at New River Records. Enhanced vocal projection and control over sonic energy. al-Hadim, Faruq - A nova who accidentally caused thousands of deaths in Iran while defending himself from an assasination attempt shortly after his eruption. Powers center around control of flame. Alinsky, Rachel - Chief Technical Officer and Director of Research and Development for the DeVries Agency and DVNTS. Enhanced perception, intelligence and wits. al-Lat, Khytam Manat al-Uzza - Undercover operative for Proteus who, in 2008, was masquerading as a member of a baraka cult in Morocco. Enhanced intelligence and manipulative abilities, telepathy and mental domination powers. al-Naguib, Magda - Contracted by the Fulani Sovereign State in Africa to defend its borders. al-Shaali, Zayid - Elite employed by Janissaries. Enhanced strength and stamina, manipulation of flame allowing flight, flame projection and creation of a "flaming aura" around himself. Angel of Bones, the (Ed Carmichael) - Chronic overeater who erupted after trying to starve himself. Became an emaciated caricature of thinness, with bone growths erupting from his body. Tried to become the world's most famous elite by executing Raoul Orzaiz and Ragnarockette following the Amp Room riot of May 2015. Possesses superhuman strength, stamina, dexterity and manipulative abilities, as well as enhanced endurance, claws, the ability to immobilize others through domination of their will, and the ability to add excess fat tissue to the bodies of others, often enough to kill them. Angel, Jacques - One of the novas present at the initial meeting of the Aberrants at the Amp Room in June 2008. Animus (Ryan Abbnet) - Member of Greenwar. Erupted during a raid on an animal-testing lab in 2003. Animus is a telepath that can communicate with animals and has the ability to project memories he's absorbed from animals (usually injured or dying ones) into the minds of humans, causing severe trauma. Anningsley, Arthur Francis - British nova. Disenfranchised noble (the Duke of Southminster) who erupted at age eighty and decided to make England back into the power it once was by taking it power through subtle means, using as his tool a gentlemen's club called the Temple of the King. The Temple quickly became a cult, and Anningsley was thwarted by a group of novas. Possesses enhanced mental abilities, and the ability to mentally dominate others, project mental blasts, and protect himself from mental attack, as well as telepathy. Antaeus (Dr. Spencer Balmer) - Brilliant scientist working for Project Utopia. Erupted days after the Galatea explosion, while being held captive by a group of Brazilian loggers who had caught him sabotaging their machinery. Driving force behind Utopia's terraforming efforts. Full abilities have not been revealed, but include enhanced intelligence, control over the earth, plants and animals, transformation into a "geo-carapace", and travel through earth and root systems. Can also control complex ecological systems. One of the five most powerful novas alive. Antenna - Member of the Aberrants. Apocrypha (Marcus Tischendorf) - Priest who worked as a missionary for Opus Dei before his eruption. Viewed novas as demons, and offered his services to Opus Dei as an act of penance for the sin of becoming one. Leads their group of nova operatives. Enhanced dexterity, stamina and perception, can give off light, fly, project "holy flame", teleport and afflict others with a slow disintegration that gradually hollows them out, leaving an empty shell. Apollo Kid, the (Ewen Banks) - Australian nova and one of the original members of Team Tomorrow. Name derived from advanced reasoning capabilities, flight and fire manipulation, as well as "neo-classical fashion sense". Left the team at some point following the death of Hiram "Slag" Goldberg. Apostle, the (Marcel Delormier) - Member of the Teragen "Pantheon", and leader of the Cult of Mal. Has undergone the Chrysalis twice. One of the most charismatic men on the planet, can exude narcotic substances of his own design from his skin. Constantly surrounded by a cloud of these drugs, and hovers several inches off the ground at all times. Apothecary, the (Altaz Zia) - Member of the Teragen "Pantheon", and leader of the Harvesters. Has undergone the Chrysalis once. He can manipulate biological specimens mentally, allowing him to perform surgery and experiments without the use of scalpels or other tools. Can extend this control down to a creature's DNA. Arachne - A cyberkinetic adept at manipulating eufiber. Argent - Proteus nova who captured Gabriel "the Miracle" Melchior in March 2008. Able to create pyrotechnic displays of some kind and open spatial warps. Argyle, John - Founder and CEO of the Argus Agency. Native of Scotland. Enhanced perception and charisma, control of luck, danger sense. Capable of seeing bad or disastrous events that will take place, allowing him to send in agents to assist before anything even happens. Armstrong, Griffin - Canadian nova, one of the original members of Team Tomorrow. Enhanced strength and durability, control over gravity. Artifex (Ardis Longley) - Telekinetic nova engineer. Designed synthetic derivatives of Eufiber. Also designed the Second Narrows Bridge in Tacoma, Washington, which was accidentally destroyed in February of 2008 by Sara "Tenor" Meeks. Asahi (Ryu Okano) - Member of Nippontai. Erupted during a martial-arts competition. Enhanced strength and speed, capable of projecting superheated plasma from his hands and eyes. Asani, Lambert (Lambert Asani Sese Seko Kuko Ngbendu waza Banga) - Erupted in November 1999. Led a revolution in the Congo that resulted in him becoming that country's president in 2001. Still president as of 2011. Enhanced stamina and manipulative abilities. Capable of creating matter out of thin air and absorbing the properties of substances that he touches. Suffers from some kind of horrible taint-induced deformity that has prohibited him from going out in public since mid-2008. Astaroth (Thor Gundolffsson, formerly Letift Morgaanstern) - Leader of a nova-based Satanist cult, the Church of Astaroth. Started out as a misguided juvenile delinquent and cultist who matured into a steroid-addicted gang enforcer. Erupted after taking control of another gang leader's territory and dropping six tabs of acid. In his "normal" nova form, he possesses superhuman strength, stamina and appearance, control over flame and flashes of premonition. In his "soul form", he gains six extra arms, increased resistance to damage, claws, a fiery aura and nearly doubles in size. Atlas - Teenage nova from Ethiopia. Leader of Teen Tomorrow. Enhanced charisma and gravitokinetic abilities. Aureole (Lilia Deriada) - Operative of Opus Dei. A prostitute from Manila who erupted during a rape attempt and fled the law after killing her assailant. Reached a mission, and the nuns there sent her along to Rome and Opus Dei. Enhanced dexterity, wits and appearance. Can fly, create a force field, project multi-target lasers and create blinding flashes of light. Avatar Nine (Darvinder Rao) - Elite involved in a conflict with DeVries novas in 2001 in Nigeria. Left visually incapcitated for a brief period following the battle. Avatar, the (Milo Arboghast) - Nova with a split personality based in New York. As the Reverend Milo Arboghast, he condemns novas as tools of Satan from the pulpit of the Church of Michael Archangel. As the Avatar, he claims that he and his brethren are a sign from God Almighty, the personfication of His divine will. The two personalities are not aware that they share one body, and the two men consider each other enemies. The Avatar has enhanced social abilities, can control the minds of others and manipulate emotions, and is somewhat invulnerable to kinetic damage. Killed in a fire in New York City. Baron, Duke "Core" (Louis Martin Freeman) - As of 2008, XWF World Heavyweight Black Circle Champion. Native of Brooklyn. Got his start shootfighting on the underground circuit in China. Claims to have erupted almost immediately after Galatea explosion. Possesses powerful plasma-generation abilities, which allow him to project plasma bolts, create plasma shields, and channel energy into his body to increase his strength and durability. Barrows, Lucas - Agent of the Directive. Erupted during suicide attempt stemming from depression at the fact that his fellow agents of the Georgia Bureau of Investigation were being accepted into the FBI, while he could not excel enough to do so. Did not discover he was a nova until almost a year later, during the interview and psychological-evaluation process to join the FBI. First nova agent of the Directive. Enhanced intelligence and social abilities, superhuman intuition and luck, and a shield against psychic probes. Baru, Kanjan - A nova from Sri Lanka whose eruption made him the image of Shiva Nataraja, the incarnation of Shiva as Lord of the Dance. Created a cult around himself. Bastion, the Thunderer (Nikolas Faloutsos) - Nova agent of DeVries in Nigeria during the 2001 conflict there. Capable of creating force shields. Battle-Cry (Allen Courtmanche) - Leader of the Teragen Liberation Movement. Killed by Aggro during an attack on DeVries' New York City office in 2007. Left behind a wife, Helene. Belial (Brian Petford) - One of the Domitori of the Church of Astaroth, and the true power behind Astaroth's figurehead. Grew up an effeminate goth, only to become a master of seduction. Met Astaroth before either erupted at the Burning Man Festival; the two remained in touch and reconnected after they both became novas. Possesses superhuman perceptions, wits and manipulative abilities, claws, extensive telepathic abilities and the power to control the weather. Belladonna - Leader of the Darker Nature, an eco-nihilist cult with possible ties to Greenwar. Very powerful. Possibly possesses the ability to affect ecological systems and species on a global scale. Native of New Zealand. Beltaine (Monica Bellemead) - One of the Domitori of the Church of Astaroth. Head of the Black House, the Church's refuge in San Francisco. Heavily into the domination/S&M scene. Possesses superhuman stamina, manipulative abilities and charisma, as well as extensive mental abilities (including precognition and ESP) and the ability to create a shroud of darkness. Benet, Gina - Member of Team Tomorrow Asia/Pacific and suspect in the murder of Jennifer "Slider" Landers in mid-2008. Capable of supersonic flight. Bennett, Mark - Nova member of the Church of Latter-Day Saints. Bernhardt, Dr. James R. - A respected surgeon who erupted during a delicate operation on the daughter of Luciano Camparelli, one of the heads of the Camparelli-Zhukov mob megasyndicate. Now employed by Project Utopia. Possesses enhanced dexterity, perceptual abilites and intelligence, is a medical prodigy, and has superhuman luck and telekinesis. Bhakra, Rafia - A Project Utopia nova who died during a terraforming accident in Ethiopia in April 2007. Gravitokinetic. Big Time - A member of the team of elites that Radu "Impaler" Szlaniskovich assembled to attempt to conquer the Ukraine. Superhuman strength and stamina. Enhanced durability, increased capacity for damage, size increase and temporal manipulation. Blackout - Member of the Teragen team sent to recruit Gabriel "the Miracle" Melchior after his escape from Bahrain in December 2009. Former intelligence operative. Enhanced dexterity and mental abilities. Can create claws and force fields from her darkness aura, as well as teleport. Blinker (Domenic Thule) - Nova who defected from NASA to the Teragen during a flight of the shuttle Atlantis in late 2006 or early 2007. Initially a member of the Primacy, but as of June 2008 was allied with the Casablancas. Possesses teleportation abilities, as well as the ability to become a living shadow. Blitz-Freeze (Darren Paskey) - DeVries elite who was involved in the disturbances in Ibiza following the destruction of the Amp Room. Was tracking Henry "the Bomber" Maybaker at the time. Erupted at 50 years old, alienating him from his wife and friends. Enhanced dexterity, perception and wits, control over ice. Bodhisattva Masato - Japanese nova. Head of the Kamisama Buddhism movement, which claims that novas are divine. Bomb, the - "Volatile" teenage nova; an American "gangsta". Member of Teen Tomorrow. Bomber, the (Henry Maybaker) - British nova who works for various gangs as an enforcer. Erupted during a soccer riot. Involved in the riots following the destruction of the Amp Room. Superhuman strength and stamina, energy projection, and the creation of explosive plasma fields. Boom Box (Ashley Winthrop) - XWF wrestler who is not very bright and is taken advantage of by her manager. Superhuman strength, speed and resiliency. Borealis - Nova elite who unmasked Lance "Stone Badass" Stryker in the spring of 2007. Bouncer, the (Hugo Pinnela) - Employee of Luciano Camparelli of the Camparelli-Zukhov megasyndicate. Was a simple bouncer in one of Camparelli's establishments until a near-fatal beating activated his M-R node. Is now Camparelli's personal bodyguard. Enhanced strength, endurance, and perception, genius-level intellect, danger sense. Bounty (Bene Manata) - Member of the Teragen. Originally from Zaire, erupted after seeing Utopia's terraforming efforts in Ethiopia. Has undergone the Chrysalis once. Was once a member of Project Utopia and student of Antaeus, but left in 2005 when she discovered that she and most other novas were being fed sterility drugs. Guardian of the Nursery, a hidden enclave in the jungles of Zaire where over a dozen infants, children of Teragen parents, are kept. Four of the children are her own. Can control fertility and biological growth. Boyd, Athena - Nova working for Project Utopia's Internal Affairs division. Known throughout the Project as "the Hound". Her nova status is widely suspected, but only known for certain by herself and certain of her superiors. Enhanced dexterity, perception, intelligence and wits. the Brazilian Anaconda (Marco Mateiro) - XWF fighter capable of moving at superhuman speeds and twisting the dimensions of his body. Bronski, the Rev. Jon - Pastor of the Pilgrimage United Church of Christ in New Orleans. Brother Rap - Novox performer gunned down by Finn and Dog aboard the Island Princess cruise ship in Acapulco, Mexico. Was connected to an extremist Nation of Islam group. Buendia, Anibal - Costa Rican nova with the ability to generate the mysterious substance known as eufiber from his skin. His eufiber fashion lines have made him extremely wealthy. Bug (Darren Vreeland) - Computer programmer and hacker who erupted during an attempt on his life by the Mafia. Became an incorporeal energy being and fled into the Net. Rarely leaves the Net, and does not show his former human appearance to anyone but his sister, Samantha. Acts as the secret "info-weapon" of his sister's company, NovaCom. Buzzcock - Member of the Aberrants. Caestus Pax (Shelby Eisenfaust) - Leader of Team Tomorrow Central, and one of the most powerful novas on Earth. Overall commander of Team Tomorrow, Pax wields great authority within Utopia. Possesses superhuman physical attributes, telekinesis and control over momentum and kinetic energy. Calamity (Carmel Callahan) - Former elite who was severely traumatized by causing the "Field of Glass" incident in Tanzania while in the employ of the US government in August 2007. Admitted to Craiglockhart hospital in November 2007. Capable of flight, force shielding and the projection of intense heat away from his body. Calliope (Kelly Pierson) - Nova cult leader who appears to somehow absorb certain members of her cult. Has been acquitted multiple times of murder. Possesses some enhanced social abilities and possibly telepathy or other mental powers. Calpeggio, Irena - Italian nova working for Project Utopia's diplomatic corps. Able to subtly shift her appearance, body language and voice to match the ones that whoever she is talking to is most comfortable with or finds the most favorable. Carter, Corby - Nova who designed a "perfect society" and planned to test it by dismantling the American judicial system and putting his own code of law in place. Made his attempt at this during the 2008 presidential campaign. Superhuman perception, intelligence, appearance and manipulative abilities. Cassandra - Hyperintelligent nova interviewed on N! in April 2008. Caulder, Bridget - Former NYPD homicide detective who erupted when she was attacked by Hector "Lash" Guzman, a psychotic nova and murderer. Member of the Teragen living at the Blackburn Hotel, possibly a Casablanca. Possesses enhanced perception, telepathy, psychic shields and the ability to project a powerful mental blast. Cavalier - DeVries elite. Cernunnos - Leader of a neo-pagan nature cult in England who claims to be the living manifestation of the Horned God of the woods. Has a pair of antlers sprouting from forehead. One of the guests at Antaeus' conference at Djado, Niger in September of 2009. Possesses superhuman strength, stamina and charisma and the ability to speak to and control animals. Chao, Violet - A pacifist nova who worked with Utopia. Possesses enhanced strength, speed and endurance. Was in Calcutta at the time of Jennifer "Slider" Landers' murder. Cherpa - Mentioned in a Project Proteus memo as a known sympathizer and confidant of Jennifer "Slider" Landers. Chiraben - Nova assassin working for Proteus. Grew up in a bad neighborhood in L.A., torturing cats and smaller children. Erupted while chasing down his neighbor's three yappy dogs. Has become increasingly unstable. Possesses superhuman strength, stamina, dexterity and wits, as well as the ability to create claws on his hands, shapeshift and heal himself and others. Chiraben also has a low-powered psychic shield. Cigielski, Zareck - Chief of Security for Utopia's Recruitment division. Cinder - A member of the team of elites that Radu "Impaler" Szlaniskovich assembled to attempt to conquer the Ukraine. Superhuman strength, dexterity, stamina , perception and wits. Can transform her body into flame, fly and project flame blasts. Cisco, Alfred - Directive nova with the ability to disrupt the powers of other novas. Brought in to deal with Giuseppe "Sloppy Joe" Bennati when the Terat took a subway car of hostages in New York. Clarion (David Hefflender) - Teenage nova with severe delusions of grandeur. Leader of a group of teenagers who made a pact to induce eruption in themselves by various means. David, who crucified himself, was the only success. Left home to join the Teragen, recruited five other young novas along the way; he calls this group the Kabal. Brought into the Teragen by the Apostle and is a devotee of the Cult of Mal. Can project destructive sonic waves from his vocal cords, disorient opponents by upsetting the fluid in their inner ear, and influence others by subtly modulating the tones of his voice. Clever Spider (Kofi Anansi) - Nova elite employed by DeVries. Involved in the Nigerian conflict of 2001. Can spit poison. Cloudburst (Eleanor Shechter) - Nova elite employed by DeVries. Involved in the Nigerian conflict of 2001. Can control the weather and has an eidetic memory. Cobalt - An elite with a personal rivalry with Caestus Pax. In September 2002, he was leading a group of elites for the Pakistani government in Kashmir, fighting against similar groups working for India and China. Met Caestus Pax in single combat when Team Tomorrow intervened in the situation, and was badly injured when the T2M nova used his "Fist of Peace" maneuver to end the battle. Cocharin - A female nova working with Project Utopia's Engineering department. Matter-transmutation abilities. Coleridge, Danielle - One of the novas present at the initial meeting of the Aberrants at the Amp Room in June 2008. Compton Inferno - XWF fighter. Confederate, the (Barry Meldrum) - Member of the Teragen and one of the leaders of the Primacy. Geryon's second as enforcer of the Teragen. Joined sometime in 2007. Originally from Alberta, Canada. Not only a nova supremacist, but a white supremacist as well. Enhanced strength, and an attunement to planetary convection currents that allows him to boost his strength, create a force field, cause minor earthquakes and channel blasts of molten rock. Copykat - Member of the Queer Nova Alliance. Coral (Jennette Rutherford) - Member of Australis. A marine biologist who erupted while working to study and preserve the Great Coral Reef. Can shape her rocky, coral-like flesh at will and can survive underwater for unlimited periods. Supports local ecological causes. Corbin, Andre - Ex-member of Team Tomorrow and co-founder of the Aberrants. Before eruption, was a Scottish soccer star. During tenure with T2M, was the team's resident "bad boy". Was best friends with Jennifer "Slider" Landers, who took him into her confidence, sharing her suspicions about a conspiracy within Utopia. As of 2008, was primary suspect in Slider's murder and was in hiding with Sophia Rousseau. Enhanced physical abilities and powers of perception, can project quantum waves that warp emotions, his "Bender". Cornwall, Leland - Utopian nova who eventually defected to the Teragen. Unsuccessfully attempted to interrogate captured Terat Sluice in April 2007. Member of the Gestalt. Telepath with flight capabilities. Corona (Michelle Medford) - Leader of Australis and municipal defender of Sydney. Aspiring actress who failed due to lack of drive, ending up as a teacher in Sydney. Erupted during the New Year's Eve 2000 blackout in Sydney. Powers deal with light manipulation. Count Dragonuv - Purple-skinned nova who appeared on the OpNet program "Two Minutes Hate" on January 21, 2008. Cramer, Nolan - Nova of unknown capabilities/allegiance. Has a column of blue flame shooting out of his head. Andre Corbin's only alibi for the night of Slider's murder. Crane, Elijah - DeVries elite and comrade of Graham "the Houston Tornado" Herron. Along with Linda "Lotus Infinite" Raphael, traveled to Houston following Herron's murder in November 2007 to rally novas interested in justice. Crosby, Bard - Erupted during a four-car accident caused by his driving under the influence of Ecstasy. Awoke to find himself in the body of the only surviving driver. Eventually managed to extricate himself, and later joined the Dominoes, an apolitical team of novas-for-hire. Has superhuman manipulative abilities and intuition, can manipulate emotions and possess the bodies of others, merging his own with theirs. Crystalhawk (Hazel Dryden) - Elite with DeVries, originally hailing from London. Erupted when a man attempted to mug her; her eruption caused that of Anna DeVries. One of the first novas to sign with the company. Mentioned by Rocky "the Face" Elizondo on "Two Minutes Hate" on January 21, 2008. Capable of projecting destructive sound waves. Cznievski, Edda - One of the novas present at the initial meeting of the Aberrants at the Amp Room in June 2008. Dame, Kimberly - A novox singer who does covers of big-band music from the early twentieth century. Born in Boston in 1898, and erupted in 2000 at the age of 102, restoring her youth and beauty. Provides hideouts and other forms of support for the Aberrants, largely because she remembers hearing the terms "Triton", "Proteus" and "Aeon Society" before, and because Divis Mal looks very familiar to her. Daniels, Reginald - A nova who had always admired guardian angels, an admiration that shaped his eruption. Member of the Dominoes, an apolitical team of novas-for-hire. Possesses enhanced strength, stamina, dexterity, perceptions, wits and appearance. Capable of flight, bioluminescence, the creation of force fields, invisibility and the creation of a blinding light display. Danske (Holger Centery) - Leader of Nordlysene. Possessed of dashing good looks, great strength and near-invulnerability, as well as natural charisma and leadership skills. Debow, Steve - One of Project Utopia's first recruits. A hyper-intelligent nova with a background in marketing. Denshi (Norumyo Kozaka) - Member of Nippontai. Worked for one of Japan's largest computer manufacturers until his eruption. Operates the team's state-of-the-art computer network and coordinates their communications, as well as gathering information. Purportedly helps certain Japanese corporations to stay one step ahead of Utopia's Science & Technology division. Can interface directly with computers and control the flow of electricity. Derek - Member of the Queer Nova Alliance Detonator (Carmelita Aguillar) - Grew up on the streets of Sydney, Australia and erupted when her "protector" Cho Tramh attempted to force her into prostitution. Has many unresolved issues due to her very unpleasant life on the streets. Member of the Radical faction of the Aberrants, and regards Dr. Toren "Doctor Worm" Cargill as a mentor. Detonates handfuls of atoms, allowing her to create thrust for feats of superhuman strength and dexterity, as well as flight and disintegration. Also possesses superhuman stamina and luck. Devian - Member of the Teragen. Fought Team Tomorrow with Geryon, Swarm Queen and Leviathan on the UN's doorstep in January 2008. DeVries, Anna - Head of the DeVries Agency, and one of the richest people on Earth. Erupted in London shortly after Hazel "Crystalhawk" Dryden, who she stopped from causing widespread damage. In 2011, was pregnant with the child of Frank Carrington, head of DeVries National Tactical Solutions, a subsidiary of the DeVries Agency. Has strong Teragen sympathies. Enhanced intelligence and social skills, can disrupt the powers of other novas and project a deadly mental blast. Diecast - A member of the team of elites that Radu "Impaler" Szlaniskovich assembled to attempt to conquer the Ukraine. Possesses superhuman strength, stamina and durability, and the ability to transform his body into metal. Dirge (Aggie Zylinske) - Erupted after nearly being run down by a truck. A devout Catholic, he repeatedly approached Church authorities in Warsaw in hopes of becoming a "force for good". They rejected his ideas, as did the Vatican. Opus Dei, however, saw his usefulness and recruited him to their clandestine nova group. Has superhuman strength, stamina and intelligence, as well as the ability to transform into sound and utilize sound for a variety of effects. Divine, Lydia - Nova supermodel and frequent patron of the Amp Room in Ibiza. Part-owner of the Star Lord's restaurant chain. Divis Mal (Michael Daemon Donighal) - Symbolic leader of the Teragen and author of the Null Manifesto. Appeared on the scene in 2003 at a meeting of the Teragen's Pantheon. Has undergone the Chrysalis four times. May be responsible for the creation of the novas. He and Jeremiah Scripture are long-time lovers. Known in the 1920s as "Dr. Primoris" and was a founding member of the Aeon Society with Maxwell Mercer. Driven off by the rest of the Aeon Society in 1945. Bested Caestus Pax in combat in 2008. Powers center around plasma manipulation and control of quantum energy. Probably the most powerful nova on Earth. Doctor Future - Partnered with Church of Michael Archangel spokesman Estaban Torano to promote better maintenance of public swimming ppols throughout the West. Doctor Worm (Dr. Toren Cargill) - A doctor of philosophy who erupted while testifying against the college where he worked, claiming that sleeping with his students was an expression of his philosophy of life, and by firing him the college had violated its tenure agreement. He lost the case, and became a media commentator on nova matters until he was blacklisted for being a "Teragen apologist", which is only half true. Member of the Radical faction of the Aberrants. His entire body has become elastic, stretchy and strong. He can also extrude a tentacle tipped by a hideous face from his abdomen. Dog - Elite and partner of Finn. The team specializes in stealth missions, have a personal code of ethics they adhere to, and first appeared on the scene in 2005. Something of a troublemaker, and very contemptuous of his fellow elites. His head looks like a mix of human and schnauzer. Possesses superhuman strength, dexterity, stamina, perceptions and wits, as well as enhanced intuition and luck, and both psychic and sensory shields. Dragon, the (Jake Korelli) - Semi-retired elite and member of the Queer Nova Alliance. Partner of "Ironskin" Andy Vance. Possesses superhuman physical traits, perceptions and wits, the ability to boost his own stamina, claws, a force field, enhanced luck and the ability to breathe fire. Dunlop, Marissa - Mercenary both before and after her eruption in 2008. Erupted as the result of a CIA betrayal in Nicaragua. Telekinetic with enhanced dexterity. El Cuchillo - Mexican nova who makes a living by fighting "mask duels" with local nova favorites in Southern California and Mexico. Enhanced dexterity, stamina and wits, as well as superspeed. El Gato Negro (Miguel Esposito) - Municipal defender of Madrid, Spain and sixth most popular municipal nova as of May 2013. El Muerte - Vigilante from Mexico City. Enhanced stamina, intelligence and perception, resistant to damage and psychic attack, can project his consciousness in order to view nearby locations, and can disintegrate matter. El Tenedor - Participated in a gang war in an undisclosed locale. Energy projection abilities. El Toro - A DeVries elite who refused Radu "Impaler" Szlaniskovich's invitation to join his conspiracy to conquer the Ukraine, and was subsequently killed. Electric William (William Greene) - Nova from Los Angeles and head of Greene Security. Erupted when he was attacked by a mugger during his first month of duty with the LALE in 2004. Enhanced dexterity and stamina, has control over electricity. Enrikssen, Dr. Piotr - Nova engineer with Project Utopia. Hyper-intelligent. Epoch (Charlie Benton) - Member of the Teragen's Nova Vigilance group. Elite. Blind since birth and somewhat psychotic. Passed his youth devouring the few accounts of serial killers and the insane available in Braille. Erupted in 2004. Has undergone the Chrysalis once. Second in nova kills only to Totentanz. Has potent control of gravity, inhuman sensory powers, telepathy and very powerful telekinesis. Evac (Evie Piedmont) - Elite with the Argus Agency. Originally from England, suffers from wanderlust and erupted while being stalked by a street gang in Paris during a trip across Europe when she was 18. Earned her nickname while evacuating civilians from Vietnam during the nova-fought conflict there. Enhanced wits, can teleport and create space warps. Evan - Member of the Queer Nova Alliance.
  7. Matt

    Aberrant RPG - Nova Directory

    Titan, I restored the missing post. This file could also be of interest:
  8. Ian, thanks for all that you have done over the years for the Trinity Continuum.
  9. Matt

    Worldwide Phase I

    You can get it used on Amazon for $14 including shipping here: http://amzn.to/2CF3Kyp
  10. Thanks for letting us know Ian. I just backed.
  11. 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!
  12. Version 1.0.0

    59 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
  13. The first brochure for Trinity Continuum and Trinity Continuum: Æon is available at the link below.
  14. Version 1.0.0

    54 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.
  15. Aberrant: Nexus is available for download here: Please use this thread to discuss the book.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
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