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  1. Griffin dropped Sakura off at her hotel and made sure that someone helped her with her bags before saying good bye and returning to the car, Amanda and Cheryl. Inside the staff at the reception desk where very helpful and reassuring that the room was still booked, and smoothly handled the outstanding paperwork and whisk her up to her room.
  2. Desmond quickly signed the requisite form after glancing over its brief contents and grabbibg one of the business cards in passing headed out of the lounge and onto the concourse. Finding his way back to the plane to get his carry on luggage proved more difficult and Desmind was forced to ask for directions from staff several times. However once he had collected his things, and noted that the few other peoples effects were being boxed up, it was easy to follow the signs to Baggage Reclaim. The large hall seemed quiet with just the passengers from his plane present, the other 5 carousels sitting emoty and still. Some of the people seemed to be in shock and some openly grieving, which reminded Desmond that not everyone had survived the process in the cocoons. With his new found senses he could pick out the other psychics from the Lounge amongst the crowd.
  3. Activating his smart glasses Philip dived in the internet, only to be met by alerts from 5 of OBI's facilities that he had enhanced the defences and firewalls on before entering the cocoon. A brief examination of the alerts revealed that although 2 had had hacking attempts against them they had survived intact and the attacks seemed to have been called off. The other 3 were more serious in that the attacks were still underway and that the physical site of the facilities was under assault as well. Two of these sites were in America while the 3rd was in western Africa. Philip was good, but even he could not work effectively on more than one site at a time, so he had to chose what order to tackle them in.
  4. Closure

    As of this writing, I am closing this game. RL is hitting me hard, and I do not have the energy or inspiration to manage this game, and give you all the fun experience you deserve. Thank you all for the work you put in, I'm sorry to do this, but it's how it has to be for me. Sorry everyone.
  5. Donald gladly left the Lounge and headed down on to the concourse. It took some hunting, but he eventually found someone who could point him back towards the plane. Once there he had to get past some of the other passengers leaving the plane to get back to his seat, only to find that his mother and his stuff had already gone. It felt strange to see all the seats with the remains of cocoon propped up on them as well as the few that still were intact and presumably occupied. The cabin crew were able to tell Donald that his mother was fine and had gone on to Baggage reclaim as far as they were aware. She had been told that you were fine, but just needed a while of medical observation as a precaution and would be able to meet her there. Finding Baggage reclaim is easy from the plane and for the most part Donald just follows the stream of passengers ahead of him. On the way Donald rings his cousin Eddie, who is fine, but doesn't have any of the cool new abilities that some people woke up with. Now they are being release Eddie will drive on down to the airport and meet them in a restaurant or something. It will take him about an hour to get there.
  6. Rebecca was waiting outside the Lounge for Millie, but just opposite the doors when the Black party including the two Taylor women left. Eyes following the ex-military bodyguard type she spots the barely suppressed shock/horror? on the face of the well dressed man coming up the corridor as he passes Viktor Black and his associates. The man stops a little way down the corridor, but Rebecca was still able to hear his side of the conversation he has after activating his blue tooth headset. "Yeah, its Gregory." ....... "No, not yet. Look I just arrived here to collect her and I just saw Viktor Black and entourage leave." ...... "Yes, of course I'm sure it was him. I had checked earlier and found he was on the flight." ......... "No, I can't be sure, but even if it's just someone close to him it's not going to be good news for us is it." ........ "Yeah, I'll be in contact later." With that he gives Rebecca a sharp look as he pushes off from the wall where he was leaning and walks past her into the Lounge. Millie emerges seconds later and together you head down onto the concourse and catching a member of staff passing by for directions you head back toward the plane to collect Millie's things.
  7. With Griffin eagerly leading them out from Lounge Amanda had to remind him that they were meant to find Cheryl first. A quick text had her emerging from a nearby toilet on the concourse, struggling with both her own and Amanda's carry on luggage. This inevitably reminded Sakura that she needed to go back to the plane in order to get her own bags. So it was towards the plane that the group headed while Amanda introduced Cheryl to Sakura.
  8. Leaving the First Class Lounge, the group head down the corridor and out on to the concourse, passing a couple of guys heading back in towards the Lounge. The better dressed of the two seemed to recognise Viktor and to get a bit of a shock about seeing him there as well. As they walked besides the shops, trying to find the way from the departure side to the arrival side and hence the baggage claim area, Viktor says to Zoe "I gather this will be a trying time for you with whatever changes there have been to you or abilities given to you so I don't want you to be worried about work at a time like this. You look after yourself and Tempest, I'll get someone from the London office to cover for you until we return to America. We may stop here longer than originally planned and I might take a detour to check on my family in German before we head back." As they stop briefly in a WH Smiths Zoe and the two men are all slightly bemused by the huge stack of glossy magazines that Temp picks up, although Cookie less so than the others. As the other two turn more to there own choices - Viktor the business, science and technology, Zoe the sports/workout/health sections, Cookie leans over to Temp and whispers. "I can guess what your doing, you got the shifter stuff as well didn't you? Yeah, so did I. If you wanna chat about it sometime just give me a call or an IM." So saying he slips a business card to her before drifting towards the history section. A few minutes later as people are taking their choices to the till the four bodyguards that Viktor had on the plane arrive with his and the Taylors carry on luggage, laptops etc. Josh hands Zoe's things over to her with a smile then announces that the way to Baggage Claim is down the 2nd corridor on the right, down a flight of stairs then 1st left. New purchases and hand luggage in hand, or towed as the case may be the enlarged group sets off and soon reaches the Baggage area which is eerily empty but for the one carousel with people from your flight collecting their bags as they go around.
  9. Character Generation Attributes (Std) 7/5/3 [This is post activation you'll actually have gained 2 dots from 6/4/3] Abilities = 25 [because there is no Allegiance stuff and I felt like rounding it up from 23], TPG update except for Linguistics. Backgrounds = 7 Primary Aptitude = 3 dots spread across its Modes Secondary Aptitude = 1 dot in one Mode of each Secondary Aptitude Other things as std until we come to Bonus Points Bonus Pts = 20 and use of Merits/Flaws from TPG where applicable, check if unsure. Variant Bonus pt costs Primary Modes = 4 Secondary Modes = 5 Tertiary Modes = 6 Alternate Mode dot = 2 I will allow a Primary Mode to start at up to 4, but expect to have dysfunction effects creeping in unless you have also developed another Mode to at least 2. Think a bit about how your characters skills/background/life might have contributed to the Psi they developed, but remember (especially with the Secondaries) that it might just have been chance/luck or random subconscious things that determined it.
  10. A thread for any fiction in the world of Psions Unute. Can be solo or collaborative, in character or third party. I may use ut to give a bit of background to NPC's or context to in play information.
  11. Hi Peeps Due to popular demand, a place to show off your character making skills. I may even get around to putting some NPC information here.
  12. 19:00 New York JFK airport and Terminal 7 is bustling with passengers and staff making their way to and from the numerous Gates. Gate 5 was quickly filling with the World Traveller passengers, while the Business and First class passengers loitered in their respective lounges. Viktor Black made a minor swirl as he arrived at the Concorde Room with his entourage, but that was more for the surprise at the teenage girl in the midst of the usual beautiful women, business executives and obvious security with him. She certainly peeked the interest of the daughter of one of his business rivals seated in the lounge chatting to a friend as they arrived. Down at the Gate 300 people slowly drifted in, struggling to find seats, somewhere to stand and balanced takeaway coffees on top of carry-on bags. Dotted around the Gate screens displayed CNN's Today programme with Amara Walker. Outside a few streaks in the sky from the new meteor shower are almost lost amongst the blaze of lights across the airport. 1930 A voice comes over the tannoy: "Flight BA0116 for London Heathrow is now boarding at Gate 5. This flight is scheduled for a departure at 20:00 EST and due to arrive at London Heathrow at 07:55 GMT." Those at the Gate start to gather their belongings and form a rough couple of lines while the rich, powerful or corporate backed make their way from the lounges and are escorted aboard first. While walking on to the plane Zoe receives a call on Viktor's work phone: "Miss Taylor, it's Steve Pang at Carbon Research I need to report an incident to Mr Black." "I'm sorry Mr Pang, but we're just about to board a fllight. I'll ask if he can speak to you, otherwise I'd suggest an email. He'll be able to pick that up and perhaps call you back after take-off." Putting him on hold, despite some odd background noise she took a few faster steps to catch up to her boss. Behind her, her daughter barely noticed the gap widen between her and her mother, after all they were just following the corridor to the plane. "Mr Black, I have Mr Pang on the line from Carbon Research, he has an incident to report." Viktor half turns and holds a hand out for the phone as he walks, "Unusual, Steven is not one to be easily fazed." "Hello, Steven. What is the problem? ... Steven?" Viktor turns back and returns the phone to Zoe, "No one there. Call him back once we are safely off. Perhaps he got called away." With that the passengers started to board the plane... Game Info Zoe has booked Viktor, herself, Temp, 2 other Execs and 2 of Viktor's security in First class. The other 4 execs and the various pa's and partners are in World Club (Business) along with the other 2 security. Amanda and her friend Cheryl are in First of course. Rebecca and her brother are also in First. Philip, Darksol's character whose name eludes me right now, and Marco (I believe) are in Business on lower deck. Evo, his mother (?) and Millicent are in World Traveller behind the business section on the lower deck. Mala, I can't remember whether Sakura was going First or Business class? Feel free to mingle/chat a little while boarding and pick seats if you wish, I'll post a seating plan on the Links/Newsfeed thread. Let me know on the OOC thread when people are ready to move on...with take-off and later events
  13. Does what it says on the tin This topic will be for In Game Newsfeeds that your characters may notice and links to relevant information from the real world (shock, gasp!). We'll start with some information for those in First Class on the flight. http://www.headforpoints.com/2014/10/04/review-british-airways-a380-first-class-with-photos/ And for those in Business (World Club) class... http://www.businesstraveller.com/tried-and-tested/airlines/british-airways/100925/british-airways-a380-club-world-2
  14. In the month since the colossal battle against the Monster many simply called Zil, The world had been shaken completely. Tokyo Harbor had been turned into a low level zone, nearly spelling the end of the massive metropolitan area. Only the pride of the Japanese people, and the deployment of 90% of the JSDF to secure the borders of the zone allowed anyone to live within 2 miles of the water. as it was the first mile was a designated Military zone,, the presence of any persons without authorization was met with lethal force. When Zil had finally rose from the water, a Titan straight out of Toei movies, 400 feet tall, impossibly strong, and a force of nature in terms of power, The collected novas had engaged with their full might, seemingly to little affect. Busses, chunks of buildings, missiles, canon, all were fired, to little effect. Growing annoyed it was only through the sacrifice of Riccochet that Zil's breath attack, an intensified blast of destructive quantum didn't strike the city itself, instead blowing off the top fifth of Mt. Fuji. Redoubling their efforts after the massively televised and gruesome death of one of their own, The gathered novas kept up their assault, losing several more from their number, before Zil turned, and went back into the sea, followed by air, to the Marianas Trench, where he dove, and still resides. it was humbling for everyone, to see powerful novas killed in such fashion, to see the horrors of a monster like Zil, the creatures spawned within his zone killed as they could be, The 5th and 8th American Fleets, as well as the 2nd British and Australian fleets maintaining a cordon as best they can to ensure the safety of shipping in the region. Novastorm had not been idle, it's best minds devoted to creating countermeasures for larger novas, and a special chosen few to develop ways to cancel the zones themselves. Those not working toward this aim were sent out, gathering data on various zones, ,until another request came in, this time one close to home. The Mississippi River system is the longest in the United states, it's tributaries ranging as far west as the Rocky Mountains. It has been well documented that New Orleans has become a zone, Openly controlled by a nova, but still on "friendly terms" for the most part with those who would go there for research, on the surface. The flora fauna of the region however, is not friendly, and is openly hostile.In the last month 24 attacks by Alligators in excess of thirty feet long have been documented all along the River system. Two were slain, only through the use military grade weaponry by militant citizenry. more than that, at least six attacks by "Bayou Shamblers" occurred over 200km from the zone. The request was to find the nests where these creatures were spawning, and destroy it, as well as remove these Primalgators, as they were being called now, from the estuary proper. Calvin knew it was the New orleans Zone, so he called the team together, assembling all those remaining from the Zil engagement, and a few new faces, recent recruits with gifts that could come in handy for the task at hand. After thirty minutes he had gathered them all in the Situation room, and explained the mission. "Allright, questions, comments, or suggestions?" Some would likely not like to be removed from their research projects, but they had to stop this now, if they could.
  15. Hi all I've got a couple of ideas for a game with Psions as the main characters. 1. Trinity based after the return of the Upeo, with at least one character as an Upeo (could be NPC), likely to be Star Crossed. Aim is to head towards the New Order in Africa and perhaps beyond. 2. Modern day, something happens to turn less than 1% of world population into Psions, but about 10% of population dies in the process.
  16. Folks, I have some questions for the Aberrant players here, especially those who have played in high-powered chronicles. You see, one of the topics I'm writing up in Aberrant: Nexus - which is about 60% written at this point - will be guidelines for playing high-powered novas and making such chronicles as fun for everyone as possible. This matter was touched on in the "Power Isn't Everything" gray sidebar on p. 67 of the Aberrant Players Guide, but apparently it did not go anywhere near as far as it should have. I'd like to correct that, & it looks like this ebook will be my last shot at doing so. I also write this after having read the archive for the "Children of Quantum Fire" game held here at RPGPost. From what I can tell - and please do correct me if I'm mistaken - not everyone who played in that game found it as satisfying as it should have been. So there's me second impetus to correct this error. So my questions are as follows: 1- What were the problems with playing high-powered novas - 2ndGen or otherwise - that you encountered? Were they due to the geopolitical situation of Earth in Aberrant regarding powerful novas, or something else? 2- What do you suggest that a Storyteller could do to fix those problems? 3- If not everyone was getting the type and level of role-playing action they desired, what could a Storyteller do - either before the gaming begins or during it - to fix that? If you have any other relevant comments, feel free to add them in also _ I might have missed something important.
  17. I'm working on a 1999 Aberrant game for my tabletop group, and to get feedback and just to share the fluff, am going to be posting some of the "news of the world" type stuff I'm writing for the front of the campaign document, like the core book did for the game line. And so, behold random news articles and blurbs from the first year of novas, some of them based on canon, some of them with me filling in blanks on canon, and some of them just made up completely. We start out on N-Day... Headline article of the New York Times, March 23rd, 1998: MIRACLE FIREMAN SAVES CHILDREN FROM INFERNO A collision between a school bus and a gasoline tanker truck on the 400 block of Roosevelt Avenue in Queens amazingly resulted in zero fatalities and only minor injuries when responding FDNY units from the adjacent Engine Company 273 were suddenly reduced to the status of bystanders at what can only be described as a miracle. The collision had resulted when a sudden brake failure on the school bus resulted in its uncontrollably entering an intersection against the red light and directly impacting a tanker carrying several thousand gallons of gasoline to a nearby fuel station. Both vehicles were entangled in the wreck as torrents of spilled gasoline drenched the street. "That intersection is only a couple blocks down from the station house, so we actually saw the crash ourselves before dispatch got the 911 call to us," said Captain Ron Beckwith, commanding Engine 273. "But even with as fast as we got the pumper rolling we could still see it was one of the nightmare scenarios. There must have been fifty kids in that bus and the entire street was soaked in gas for dozens of feet around. Thank God that it didn't go up right when they crashed, but even with some of the older kids getting the back door open and tryin' to get everybody out as fast as they could we still knew that so much as one spark from anywhere would have the whole intersection covered in flames before we could get everybody clear. And sure enough, me and my guys had barely gotten down off the truck and the hoses hooked up before FWOOM, we saw it ignite right before our eyes. We all just froze in shock. Right then we were all thinking, God dammit we're just gonna stand here and watch all those kids die. Just standin' there holding those damn useless hoses like a bunch of idiots. And then… then it happened." In an event that outright defied the laws of physics as we know them, all of the flames engulfing the intersection were suddenly absorbed by one of the firefighters present, in a scene described by Captain Beckwith as "straight out of the comic books I read when I was a kid. It was like watching the Human Torch™ eat a fire in the Fantastic Four, only for real." Nearby security-camera footage as well as the testimony of all eyewitnesses available for comment unanimously agree that the miracle firefighter, whose name is being withheld for privacy reasons, somehow compelled all of the flames engulfing the area to come together into a single stream and then be sucked into his own body, where they vanished without a trace. (See accompanying illustration.) In a few moments the entire intersection was clear of any trace of flame or smoke, and the responding firefighters were able to resume operations. Except for several cases of smoke inhalation and minor crash-related injuries, there were no casualties. According to Captain Beckwith "I went over to [name withheld] right after I'd finished telling the crew to start foaming the place to catch any reflash and make sure everybody was evacuated to a safe distance and triaged, and asked him what he just did. He looked perfectly okay to me – I couldn't even smell any smoke on his clothes! – but the poor guy also looked totally out of it, and who could blame him? It was pretty obvious that he didn't know what the hell had happened any more than I did, so I waved over a couple of the EMS guys and told 'em what I'd seen happen, and said that [name withheld] looked like he was in shock and would they please take him to [hospital withheld]." As of press time, the FDNY Public Affairs office had no further comment except to confirm that the firefighter in question was not injured and was being held overnight for observation. This entirely inexplicable phenomenon of "The Fireman" is only one of many incredible incidents being reported around the world today…
  18. A question for those of us who have played Adventure! well enough to know: how would you create an Inspired character that has survived through to the Nova Age or even into the Trinity Era? IIRC, that's a gap of 80-100 years between Adventure! & Aberrant. Likewise, the gap is further increased by another 12 decades if an Inspired manages to make it to the Trinity Era. The "how" of the characters' survival into the latter Eras is obvious: Optimized Metabolism (as knack or Innovation), suspended animation, anti-aging drugs & so on. What I'm asking is how would you create such a character from the whole cloth. Is it just a matter of adding in a huge amount of transformation points into character creation, or would the process need further tweaking (Boosted Attributes/Abilities/Backgrounds)? If it's just a matter of adding more transformation points, then how many would be needed? I'm figuring that an Inspired who actually lived through most or all of those decades between the Eras would get more points that those who were "in stasis" as human popsicles or the like. And yes, this question pertains to the Aberrant: Nexus project I've been working on.
  19. Just had a random thought. So, the super-secret Nipponese novas in the Trinity era. Capped at quantum 4 and node 2. Can never develop any Taint. Artificially maxed out. All fine fine. But, does Nippon also sterilize them? If not, then all those totally Taint-free novas are eventually going to breed up some 2nd gen Trues. Meaning that Nippon's government will have secret novas that are as totally Taint-free as anything they have going now... but have unrestricted nova power development. And the Nipponese government secure archives escaped Project Rewrite -- hell, some of their oldest government ministers were still alive during the Aberrant War. They will know the full potential power of what they're sitting on. How would their long-range plans change, if they knew that a couple decades from now their youngest nova assets would be, by far, the most powerful beings in the world? It's a thing for thought.
  20. If I wanted to start a high-power Aberrant game in 2030, based loosely on the same themes that Children of Quantum Fire did but not using the same storyline or some of the base story assumptions they did, then I have about 15 years of alt-history to design as Worldwide Phase II only takes me so far. But I'm lazy, so why design it all by myself when I can stea-... errr, be inspired by the brilliant work of others. Besides, traffic been sorta slow in here recently so meh, let's inspire some post count. Now, the reason I don't just steal CoQF's timeline -- well, asides from the fact that I'd be using a shit ton of other people's storyline and characters -- is because I started with a different set of design assumptions than they did, notably about Taint (see my house rules thread for details on that) and about some of the 'A Breed Apart' content that I'm not going to use. Specifically, my starting thoughts were these: On Nova Fertility Not going to use 'Motherhunters' because, let's face it, we are talking about professional baby murderers here. Guys who can get up in the morning and go 'Today I am going to stalk and kill some innocent people and small children whose only crime was in wanting to have a family/being born'. While I grant that you can entirely find some people this evil, in order for the 'motherhunting' strategy to work you have to find an army full of people this evil. Even from a strictly utilarian and amoral standpoint, the 'motherhunting' strategy only works if you actually can ensure 99.9+% clean-out; just getting 80% or 90% guarantees that the surviving 10-20% really direly want to kill you. And since the entire point of the strategy was the eventual fear that 2nd gen novas would become worldshakingly powerful, you can't afford even 10-20%. As any hunter knows, you do not just wound the grizzly bear. "Never do an enemy a small injury" applies here, epically. Also, any world that can reliably find enough hundreds of operatives to do a job this dirty, so reliably that they don't get a dozen Slider Incidents or more on their hands, is a world slightly above tolerance on the grim-o-meter. That having been said, Proteus is certainly going to do something about nova fertility, once the sterilization drugs aren't enough. They just need to do something evil that's a more "ostensibly intelligent people could actually believe this was going to work" evil, as opposed to a strategy that's pretty much inevitably doomed to cause precisely the type of backlash that happened in CoQF. Thetis might be crazier than a shithouse rat, but let's at least write her smarter than this, so she makes a more satisfying thump when she hits the floor. So, what are they going to do? 'Some type of airborne contact sterility virus' is what first comes to mind (even with the risk of a million or several baseline deaths from mutation, etc. Thetis would still do it; like she cares? It's getting 11 minutes to doomsday here! Release the germs!). So, some type of Spanish Flu type incident, but hey, at least Utopia solved it soon enough, right? Meanwhile, nova birthrates crash-dive again... only this time, the novas who were already working on it know enough to figure out that Proteus just fired the next shot in the war... On The Directive My players and me have always had a sympathy for the Directive. Far too often the canon treats them 'Like Proteus, only with better wiretaps but a lot fewer novas, and also much stupider and more ignorant'. Far too often they're depicted as basically the General Rosses of the setting, always out there to get in your way when you're trying to save the world, but never really saving it themselves. Yeah, well, toss that. This is the 21st century and we prefer something more like the Marvel Cinematic Universe version of SHIELD. Even with all the problems that was revealed to have recently. I can entirely buy a Directive that does gritty spy shit all the time and doesn't trust most novas farther than it can spit. But I don't want to buy one that sits around wishing it were in the Marvel Universe so it could build some giant purple robots, let's put it that way. So, what would this 'slightly less of a dick and slightly more on the ball' Directive be doing with its opportunities? Hrm, the first thing that comes to mind is 'Remember General Endicott's exoskeletons? Maybe if it applied some of that blacktech research budget into coming up with something that let the average Directive agent at least compete vs. novas harder than your average mitoid could, they'd be slightly less paranoid-fear all the time.' Besides, as the 'world without DeVries' thread got into, it took massive writer's fiat to delay effective VARG research into the Trinity era anyway. In the real world, we went from the Wright Flyer to the F-22 Raptor in 100 years... for it to take 200 to go from the Nova Age to exoskeletons at least as effective as the ones in the recent Tom Cruise timeloop movie is silly. Also, slightly relax the nova chargen restrictions for Directive operatives. "Absolutely no Taint" stays, because that entirely makes sense (and is even easier to achieve under my house rules), but as the DeVries recruiter always says 'There are no worthless nova abilities, some are just worth more than others.' Yeah, isn't really much of a set of starting thoughts, is it. I'm staring at a piece of blank paper and trying to make it a timeline. So, any random bits from your own prop boxes that you've never gotten a chance to use, that you want to toss in here?
  21. Dumping some house rules ideas here for discussion. Those of you who recognize bits and pieces of these, yeah, I was inspired by some earlier posts around here. My thoughts as I was laying this out were several-fold: To give my players a reason to actually use Last-Ditch Defense and Power Maxing, 'cause I just named two things they never bother to use because let's face it, the canon rules for them suck. Solution: Give them notably more bang for the buck. To actually make Taint a part of the drama, but only by player choice, because another consistent buying pattern is that nobody Taints up anything and takes all the Taint Resistance they can get. So I wanted to increase the opportunities to get temporary Taint, and make it more tempting to risk temporary Taint, while at the same time making it harder to get permanent Taint except by racking up enough temporary Taint to kick you over. I realize that other people have different interpretations of Taint, but this is mine. Solution: Make temporary Taint an inevitable consequence of power maxing (you take temp Taint instead of spend Willpower to max), but make the recovery/downtime period to roll to lose temporary Taint shorter. (The reason to make temporary Taint recovery easier is to increase the temptation to risk getting some, while still allowing people to occasionally powermax without automatically becoming Taint monkeys, while also still allowing for 'Taint is what happens if you push your powers too long' because the rest period is still not trivial to arrange for in the middle of a big project or a war or something.) To make it slightly more tempting to take permanent Taint at chargen because let's face it, nothing is worth it. Solution: Significantly increase the XP cost to raise permanent Quantum after character generation and forbid people to purchase Quantum with bonus points at chargen, but make permanent Quantum bought Tainted cost zero. To let people use their quantum powers more freely, so that fights don't have a strict endurance cap, while at the same time not allowing infinite use. Solution: The 'Quantum Flux' trait, which some of you have probably seen before (I think Steve Kenson's Aberrant house rules originally came up with it.) Unt zo... Changes to Quantum Pool and Quantum Points Quantum Flux All novas have an additional trait called Quantum Flux. Their Quantum Flux is equal to half the quantum expenditure granted them by their Node rating. This is an amount of energy the nova can draw upon each turn to power quantum abilities. Quantum point expenditures each turn below this threshold are essentially free; the energy comes from the fabric of the universe, not from the nova's personal reserves. Points spent from Quantum Flux do not count against the nova's quantum expenditure limit per turn as determined by his Node rating. Example: Jason has Node 1, allowing him to spend up to 8 quantum points/turn. His Quantum Flux trait is therefore 4, and he may spend 4 'free' quantum points per turn. Quantum costs above the Flux rating (up to the nova's Quantum Expenditure limit) come from the Quantum Pool as usual. Quantum costs from Maxing Out and quantum lost to effects like Quantum Leech always come from the character's Quantum Pool. A nova must have at least 1 quantum point remaining in their Quantum Pool to use their Quantum Flux. Otherwise, they lose access to their Quantum Flux trait until they have recovered at least 1 quantum point. Quantum Pool A nova's Quantum Pool is equal to their [permanent Quantum] * 4. Changes to Merits Taint Resistant [5 point Merit] Taint Resistant novas do not receive double temporary Taint for botching a roll while Maxing Out, accrue no temporary Taint for failing a roll for rapid quantum recovery, and receive only a single point of temporary Taint for botching a roll for rapid quantum recovery. Quantum Recovery [1-3 point Merit] Each level of Quantum Recovery increases a nova's Quantum Flux trait by one. Changes to Last-Ditch Defense A Nova may always pay 1 or more quantum points (up to their Quantum expenditure limit) to subtract 1 health level of damage from a single attack after soak. This may reduce an attack to 0 levels of damage. If the amount of damage the nova takes would have otherwise have killed the nova if last-ditch defense was not used, then the nova adds 1 temporary Taint. New Advancement Costs Permanent Quantum now costs (Current Rating x 12) XP to advance, not CRx8. A level of permanent Quantum can be purchased Tainted for zero cost. The cost to purchase permanent Quantum at character generation remains 5 nova points. Due to its increased usefulness via Quantum Flux, dots in the Node background now cost double, both during and after character generation. Changes to Taint Starting Taint Characters are limited to a maximum of four permanent Taint at character generation. Taint, Quantum, and Node No permanent Taint is automatically gained for obtaining high levels of either permanent Quantum or Node. A quantum 5 node 5 nova with zero taint is entirely possible. Buying Powers Tainted Permanent Quantum (and only permanent Quantum) may be bought Tainted, at a cost of 1 permanent Taint per dot. Doing so allows it to be obtained for a cost of zero XP or nova points. How much of your humanity will you sacrifice for power? Losing Temporary Taint Due to the new Maxing Out rules, it is far easier for novas to gain temporary Taint. Therefore, the time period for losing temporary Taint is reduced to one day of downtime (either dormed down or utilizing all quantum powers and Mega-Attributes at a maximum of half normal strength, and botching no rolls), not one month. A nova receives +1 automatic success to the Willpower roll for losing temporary Taint if they spend the entire day dormed down. Botching a roll to lose temporary Taint adds one temporary Taint on a botch, not one permanent Taint. Changes to Maxing Out To Max Out, the nova first takes one point of temporary Taint. In return, the nova gets a number of automatic successes equal to their permanent Quantum rating or a flat 3 successes, whichever is greater. (You will always be able to add at least 1 extra or 3 successes if you max out, even as a puny Quantum 1 nova). Additional successes may be obtained by taking more temporary Taint (gaining additional sux equal to their permanent Quantum each time), or by spending 2 quantum points per success (up to their normal quantum expenditure limit per turn). A nova may not exceed (Permanent Quantum * 3) successes on a Max Out, by any means, without specific GM permission. If a nova botches a roll while Maxing Out, the amount of temporary Taint taken from Maxing Out doubles. The nova does not need to pay double quantum cost to activate the power being Maxed Out. Increase Effect: Each success spent increases the Effective rating of the Power being used by 1 dot to calculate the chosen effect. This is purchased separately for each effect: Dice Pool, Damage, Range, Soak, or Area. This explicitly allows the nova to violate the cap on the rating a power can possess at his Quantum rating. Add an Extra: 3 successes spent will add a new, temporary extra to a quantum power the nova possesses. This explicitly allows the nova to violate the cap on the # of extras a power can possess at his Quantum rating. Increased Duration: 2 successes spent will increase the duration 1 step from Instant to Concentration to Maintenance. Effects at Maintenance level or with a set duration are doubled in duration per 2 successes spent. Increased Mega-Attributes: 2 successes will grant an additional dot in a Mega-Attribute for one use (be it a combat turn use, or a scene long exertion). This may exceed the normal Quantum limits. The nova must have at least 1 dot in the Mega-Attribute already. Add an Enhancement: Spending 2 successes will gain the character a new enhancement for one use (be it a combat turn use, or a scene long exertion). Enhancements with prerequisites still require all prerequisites (which may be purchased via additional sux if need be). (Acknowledgement: Yeah, most of this one was swiped straight from the Taint discussion thread on 200X and slightly tweaked. Good work there, guys.)
  22. I have several campaign ideas I am never going to use. This is one of them. Campaign: The Final Aeons You remember so many things. You remember the old days, when the Aeon Society met in a brownhouse and invited everyone to come look through the filing cabinets for free. You remember Maxwell before he came obsessed with his ideas of the 'ideal' future, and Michael before he was overtaken by his inner demons. You remember Annabelle before she left the Society to fight at Michael's side. And you remember her shooting Whitley through the spine on the day the Second Hammersmith Event was to happen, and her being laid low by Tallon's enraged punch. And you remember how she screamed as she died, with Mercer unhesitatingly throwing her helpless body headfirst into Donighal's telluric engine to jam it with the handiest thing available within reach one second before it would have started a posthuman age in 1943. You remember old Safari Jack mysteriously disappearing in 1955, almost a year before Liberty Cross Medical started producing 'experimental' anti-aging remedies reserved for favored Aeon board members only. You remember Whitley Styles being unable to look you in the eye while explaining to you that the reason the anti-aging remedies weren't being distributed more generally is because 'the field test' of himself, Margaret, and several others wasn't showing consistent results. This while his hair stayed dark, and yours went gray. This after he was finally out of the wheelchair he'd spent the past decade in. You remember the Babel Dossier being moved to a secure undisclosed location. You remember openness being traded for secrecy, help giving way to manipulation, adventures being phased out in favor of black-bag jobs and wetworks. You remember seeing the handwriting on the wall and running for your life. You remember hiding out in the cracks of the world, reading between the lines of newspaper articles and knowing that the ideals of the old Aeon Society were vanishing further and further into the night and fog. But despite your own Inspiration, despite all the impossible adventures you had survived when you were younger, you knew that there would be no happy ending and upraised glasses in the old brownstone this time. It was a new world, a darker world, a world more firmly in the grip of the new Aeon than it had ever been gripped by the King of the World or the Ubiquitous Dragon or the Czar. Your choices lay stark before you; a heroic death vs. impossible odds, or an unremarkable death as you crawled off into obscurity to rot. Because several adventurers, even Inspired ones, could not hope to overcome an entire society of their peers. But people who were more than adventurers? That would be something else entirely. Although you had not seen or heard any signs of Donighal since 1943, you knew he was still out there. You knew that he would never rest. That sooner or later he would recover enough power for another attempt, as his "terrible angel" only waxed further and further. Sooner or later he would progress beyond the power of even the most modern weapons to kill him, if he had not already. And that while they had to succeed in stopping him every time, he only had to succeed once. So you fled to the long-lost golden pyramid of Aton, whose exact location had remained a secret even to the Babel dossier. And amidst the dust-covered ancient secrets that had once been used to empower a maddened, victimized child, you added the products of more modern labors -- the Dixon telluric-ionic power cells, lenses carved from telluric energy crystals gathered in half a dozen nameless lands, even the Mechanitrix's old z-ray projector rifle that had once brought down an artificial moon. And you set up your suspension capsules, with the power-focusing array precipitated above it. And so you slept the decades away, waiting. Waiting for the year when Michael would finally succeed in bringing fire to the sky, and creating an entire new culture of superhumans that you could vanish into, "merely" several more wonders in a world newly full of wonders. The last unfallen members of the original Aeon, to save the world from the unspeakable evil that their old friends and their heirs had become. The idea of the campaign is that the party are powerful novas with Cipher 5 (as they've been in hibernation for decades), that are effectively True 2nd Generation Taint-immune due to their unusual origin (while they obviously didn't know everything about novas, they knew enough about telluric energy to effectively guarantee their eruptions on N-Day by creating a quantum-focusing grid that would, on the day of the next Hammersmith-type Event, make sure to affect them as if they were at ground zero -- and of course they were already all Inspired)... who are 'in the know' re: the existence of the Aeon conspiracy, and devoted to wrecking its shit. Disadvantages are that they're men and women out of time, and about to buck one hugely stacked deck, as they expected to be Dr. Primoris-level super-stalwarts (i.e, novas) going up against a bunch of daredevils and their organization, and didn't expect them to have a Project Utopia-sized nova army. But hey, why not?
  23. So the gaming group I'm am with has started dividing. Long story short the normal storyteller and two others, not including myself are really into the games possibilities and looking to play two or more times a week. the two other players only play once a week at best because of a lack of time and a chance of burning out on game. ,, So, I've been thinking of running a Oneshot with the possibility of growing into more. This is the basic framework of what I have for an idea should I take the Storyteller spot. ,, ,, Players are told to go thru the first half of character creation, but stop before Nova points get spent. each comes up with a backstory and game starts. PCs wake up in a Saw-esqe room, one door out, and no Idea whats going on. ,, (Behind the scenes, a Nova erupted. bare bones info on him/her is that they are a serial killer that hunts humans in a labyrinth style building. The building is old and falling apart, but any viable exit bar one is sealed and booby-trapped. The Nova has Poison and other low end powers for combat. His MO is that he stalks his victims, poisons them with his quantum power that has a delayed effect of making them pass out. He them kidnaps them and takes them to his house of horror.) ,, A message plays letting them know the score. They are rats in a maze. Their only option is to attempt to survive for a chance to escape and get their lives back. There would be threats like traps or starving animals that the players have to navigate while getting stalked by a killer. The Nova, like many a bad guy trope, would torture them by hounding them. Do things that force them to run just as they slowed down to rest, or try to pick them off. ,, (I would actually be going for character sheets, as any player could remake a new character and still keep any character power Ideas without having to copycat the last character.) ,, The endgame a couple of sessions in would be a confrontation with the Nova. At the beginning of the game when the Confrontation is going to happen I have people finish Character creation. They will have a good idea of their character and how they react in games so they can tailor the powers to their character better, and they get to participate in a fight that will make them feel like a badass after going thru a horror storyline. ,, Any ideas that might help to make this take off, Help reinforce the idea of initial helplessness, or interesting traps/organic threats/Nova powers that would mess with the players?
  24. Calvin Aziz was unusually troubled as morning came to Houston. A great many projects were underway, ranging from the development of a large population sustainable space station, down to quantum research on the root of the Surge, as well as why it caused some to become tainted and twisted monsters, and others it granted fantastic powers as novas. He had just ended a call with the Security Chief of Japan, with a most troubling problem. Four Hours earlier, the Japanese Navy had been conducting maneuvers Southeast of the main Islands, when they detected a massive quantum zone forming. It was the first new zone that had been detected in three years, and Three of Japan's fifteen novas had been deployed to investigate. After ten minutes they lost communication with the team, and within a hour, The 2nd JSDF fleet went radio silent. Since then no contact had been made, and The Japanese government sought assistance from the the leader in quantum studies, even as they began to redeploy their fleets. Within Five minutes, the Secretary of State called, asking Novastorm to send a team with all haste to Japan to investigate this new and obviously dangerous new zone. Satellites were already being moved to focus their sensors on the new zone. With the expo having only been a day prior, Calvin sighed. "Whom shall I send?" The company would be Compensated fully he was sure, one way or another. He quickly typed up a summons to The group of Novas who'd been present at the Expo. They were all still at hand, they would do nicely. By assigning half his nova staff, he was gambling big, putting many projects aside for the moment, but a new zone with such prodigious offensive abilities, it was something they had to unravel fast. "You are to Meet in Conference room Seven in thirty minutes, a debriefing will follow, then deployment of all personnel to the incident." He hit send and sent the text to everyone who'd been at the expo, and sighed. It would be enough. He rose from his desk, and began to make his way down. He called up the one nova he knew he could count on to move so many, quickly. "Transit, I will need your services, likely within 1 hour." "How far?" "Japan." "Not cheap." "It never is, but time is of the essence. I'm assembling my team, It will be two drops, on personnel, the other gear." "Standard rates." "Mary will wire half upfront, half on completion, as always." "A pleasure as always, Cal." The call ended as she hung up, and he sighed, two million in expenses already, and that was before the began talking gear. Using a dataslate, he began the process of assembling gear with a priority for scanning gear, with some offensive weapons in the mix for defense, not all novas were gifted combatants. as it came under his personal code it would all be assembled in the dock, crated and ready within an hour. All that was left now, was to bring the team together.
  25. Maybe I'm opening up a can of worms here, but, seriously... what's the big deal with this Body Mod? ,, I know some of you guys just hat it with a seething passion, why?
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