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Aberrant Proposal

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It's there.  Both Cassidy and I quoted the relevant section.  First post, bottom of setting specific rules.

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To clarify on virtues and vices, use this folks,this is more or less the way I'm thinking, your welcome to use something from Aberrant natures as a defining character personality trait, but your virtues and vices should follow the following lines, you can go with either the main virtue/vice, or with one of the variations.

 

VIRTUES

Charity: Charity comes from sharing gifts with others, be it money or possessions, or simply giving time to help another in need. A charitable character is guided by her compassion to share what she has in order to improve the plight of those around her. Charitable individuals are guided by the principle of treating others as they would be treated themselves. By sharing gifts and taking on the role of the Samaritan, they hope to cultivate goodwill in others, and the gifts they give will eventually return to them in their hour of need.
- Regains Willpower whenever she helps another at the risk of loss or harm to herself. It isn't enough to share what your character has in abundance. She must make a real sacrifice in terms of time, possessions or energy, or she must risk life and limb to help another.

  • Compassionate: Your character is driven by an empathy for the suffering and needs of others and the desire to assist them in a selfless manner.
    - Regain Willpower when your character sacrifices a significant need or desire of her own to alleviate the suffering or need of another.
  • Generous: Your character gains comfort from giving to others. She might be especially charitable or just be willing to lend possessions and aid to her friends, no questions asked. She’s often taken for granted but she knows she makes a difference.
    - Regain Willpower when your character deprives herself of a vital resource through her generosity, putting herself at risk.
  • Loving: Your character is defined by a great love, perhaps for an ideal or an institution, but usually for a person or group of people.
    - Regain Willpower when your character puts herself in danger for the object of her love.

Faith: Those with Faith know that the universe is not random, meaningless chaos, but ordered by a higher power. No matter how horrifying the world might be, everything has its place in the Plan and ultimately serves that Purpose. This Virtue does not necessarily involve belief in a personified deity. It might involve belief in a Grand Unified Theory whereby the seeming randomness of the universe is ultimately an expression of mathematical precision, or it might be a view that everything is One and that even evil is indistinguishable from good when all discriminating illusions are overcome.
- Regain Willpower whenever your character is able to forge meaning from chaos and tragedy.

  • Humble: Your character doesn't want power or status. Even if she earns a position of authority, she sees herself as one of the guys. Putting herself above others would deny the importance of their lives.
    - Regain Willpower when your character turns down the opportunity for power that would solve her problems.
  • Loyal: Your character is loyal to a group, possibly the other player’s characters. Her loyalty isn't blind — she’s capable of seeing the flaws in whatever cause he’s signed up to — but once given it’s unshakable.
    - Regain Willpower when she puts herself in danger by refusing to act against the group’s interests.
  • Spiritual: Your character has faith in a particular religious belief. This could be true faith in an established religion or in something less doctrinal such as Spiritualism, but it is marked by religious or spiritual belief.
    - Regain Willpower when your character puts herself in danger or risk for the sake of her religious beliefs or in defense of the faithful.

Fortitude: A person's ideals are meaningless unless they're tested. When it seems as though the entire world is arrayed against him because of his beliefs, a person possessing Fortitude weathers the storm and emerges with his convictions intact. Fortitude is about standing up for one's beliefs and holding the course no matter how tempting it may be to relent or give up. By staying the course, regardless of the cost, he proves the worth of his ideals.
- Regains Willpower whenever your character withstands overwhelming or tempting pressure to alter her goals. This does not include temporary distractions from her course of action, only pressure that might cause her to abandon or change his goals altogether.

  • Trustworthy: When your character makes a promise, she keeps it. Her sense of self relies on others' being able to trust and believe in her.
    - Regain Willpower when she puts herself at risk to keep a promise, whether explicit or implied.
  • Courageous: Your character is simply straight-up brave. She gets a thrill from meeting and overcoming challenges, whether they’re physical or social. She’s not necessarily stubborn or even especially confident — true bravery is the willingness to carry on despite being afraid, not the absence of fear.
    - Regain Willpower when your character’s bravery causes or prolongs risk or danger to her.
  • Diligent: Your character is dedicated. Steadfast in her labor, whatever that might be, the diligent assiduously devote themselves to their work.
    - Regain Willpower when your character either places herself at risk or gives up a need or major want for the sake of persevering in her work.

Hope: Being hopeful means believing that evil and misfortune cannot prevail, no matter how grim things become. Not only do the hopeful believe in the ultimate triumph of morality and decency over malevolence, they maintain steadfast belief in a greater sense of cosmic justice, whether it's Karma or the idea of an all-knowing, all-seeing God who waits to punish the wicked. All will turn out right in the end, and the hopeful mean to be around when it happens.
- Regain Willpower whenever your character refuses to let others give in to despair, even though doing so risks harming her own goals or well-being. This is similar to Fortitude, above, except that your character tries to prevent others from losing hope in their goals. She need not share those goals herself or even be successful in upholding them, but there must be a risk involved.

  • Ambitious: Your character is going places. She has goals that she wants to accomplish and the drive to achieve them. In some people who don’t deserve the accolades they seek, ambition is a Vice — for her it’s a guiding mission.
    - Regain Willpower when your character puts herself at risk for the sake of following her ambition.
  • Optimistic: Your character has a tendency to believe in the best possible outcome of any given situation or ordeal. Everything will turn out alright in the end, no matter what. Optimism is a mental attitude that is concerned more with particular situations than hope on a greater, cosmic level.
    - Regain Willpower when your character remains hopeful about the outcome of a situation, not matter the danger or risk or even evidence to the contrary, placing herself in danger in the process.
  • Joyful: Joie de vivre. Absolute joy in living. Your character is a font of happiness and a shield against despair. This is hope brought to its ultimate happy state - nothing gets you down.
    - Regain Willpower when your character is willing to put herself at risk and danger for the sake of shielding another falling or fallen into despair.

Justice: Wrongs cannot go unpunished. This is the central tenet of the just, who believe that protecting the innocent and confronting inequity is the responsibility of every decent person, even in the face of great personal danger. The just believe that evil cannot prosper so long as one good person strives to do what is right, regardless of the consequences.
- Regains Willpower whenever your character does the right thing at risk of personal loss or setback. The "right thing" can be defined by the letter or spirit of a particular code of conduct, whether it be the United States penal code or a biblical Commandment.

  • Righteous: Your character knows she walks in a corrupt world and she’s angry about it. She’s willing to confront hypocrisy and evil where he sees it, no matter who it pisses off, and to Hell with the consequences. At best, she’s a defender of those the system — or the Infrastructure — grinds down. At worst, she’s a stone-faced, uncompromising obstacle to the powerful, just waiting to be taken out.
    - Regain Willpower when your character’s refusal to let injustice go unopposed puts her in danger.
  • Honest: Your character’s defining duty is to the truth. Although the world puts every pressure on her to dissemble or tell white lies to protect others, her sense of self is built on fundamental honesty.
    - Regain Willpower when your character puts herself in danger by refusing to lie.
  • Honorable: Your character is guided by a code or set of principles, which she adheres to no matter what the cost. She finds honor in duty to this code and finds those who break their own principles to be dishonorable and worthy of punishment.
    - Regain Willpower when your character stays true to her personal code and principles in the face of great risk or danger to herself.

Prudence: The Virtue of Prudence places wisdom and restraint above rash action and thoughtless behavior. One maintains integrity and principles by moderating actions and avoiding unnecessary risks. While that means a prudent person might never take big gambles that bring huge rewards, neither is his life ruined by a bad roll of the dice. By choosing wisely and avoiding the easy road, she prospers slowly but surely.
- Regains Willpower whenever your character refuses a tempting course of action by which he could gain significantly. The "temptation" must involve some reward that, by refusing it, might cost her later on.

  • Peaceful: Your character is a pacifist in a dirty, dangerous world. Whether it’s because of deeply-held religious beliefs, philosophical decision or simple lack of stomach for violence, she can’t bring herself to hurt another human being.
    - Regain Willpower when your character resolves a conflict that puts her at risk without the use of bloodshed.
  • Patient: Your character doesn’t believe in rushing in half-cocked or unaware. She wants to plan every course of action and bides her time when investigating, waiting for situations to develop and play out for a while before she intervenes. The World of Darkness doesn’t wait anyone, however, and her preparations are often overtaken by events.
    - Regain Willpower when your character is caught wrong-footed because she was too busy planning to properly react to events.
  • Vigilant: The vigilant person is ever watchful of the dangers and pitfalls of the world. She guards herself against risk and is ever mindful of the dangers that threaten herself and others. This could represent the person who creates a wall of safety around herself, or the person who maintains her vigilance over another person or group of people.
    - Regain Willpower when your protective and watchful nature successfully prevents you or those whom you are watchful over from falling into risk or great danger.

Temperance: Moderation in all things is the secret to happiness, so says the doctrine of Temperance. It's all about balance. Everything has its place in a person's life, from anger to forgiveness, lust to chastity. The temperate do not believe in denying their urges, as none of it is unnatural or unholy. The trouble comes when things are taken to excess, whether it's a noble or base impulse. Too much righteousness can be just as bad as too much wickedness.
- Regains Willpower when your character resists a temptation to indulge in an excess of any behavior, whether good or bad, despite the obvious rewards it might offer. Other Names: Chastity, even-temperament, frugality

  • Frugal: Your character is economical in the use of her resources, whatever that might be, in the desire to prepare yourself for the future. She does not indulge and spend your resources (which could be more than just monetary resources) in a wasteful manner.
    - Regain Willpower whenever your character's frugality puts her at particular risk or danger by an unwillingness to waste even when it would be prudent to do so.
  • Chaste: Your character places high value on purity, usually of a sexual nature. This may be characterized by celibacy or monogamous relations within a committed relationship, but it also includes purity of thought and of action.
    - Regain Willpower whenever your character stays true to her chastity in spite of direct temptation.
  • Forgiving: Forgiveness is the root of temperance. By being all-forgiving, your character resists the emotional or sinful thoughts of anger, condemnation or hate. Through forgiveness, the word balances itself.
    - Regain Willpower whenever your character's act of forgiveness and unwillingness to respond emotionally or judgementally puts her in risk or danger.

 

VICES

Envy: An envious person is never satisfied with what she has. No matter her wealth, status or accomplishments, there is always someone else who seems to have more, and it's coveted. Envious characters are never secure or content with their place in life. They always measure themselves against their rivals and look for ways to get what they deserve. They might be considered paranoid or just consumed by a self loathing that they project onto others.
- Regain Willpower whenever your character gains something important from a rival or has a hand in harming that rival's well-being.

  • Jealous: The jealous person's envy shows itself it the way in which she fears the perceived envy of others. Whatever the subject of her jealousy is, whether a person, series of people or object, she fears the possibility of others taking it from them. It is envy turned in on itself.
    - Regain Willpower whenever your character successfully prevents the object of her jealously from being taken away from her.
  • Paranoid: The whole world is rooted in envy, and it's out to get you. To a paranoid person, it is not herself who is envious; it is everyone else who is.
    - Regain Willpower whenever your character's paranoia toward a person or situation is proved to be correct.
  • Covetous: To covet is to want for the sake of wanting. A covetous character may have everything she needs, yet she constantly desires things that she does not need in any way.
    - Regain Willpower whenever your character gains something she coveted yet in no way needed.

Gluttony: Gluttony is about indulging appetites to the exclusion of everything else. It's about dedicating oneself to sensual pleasures or chasing the next high. A glutton makes any sacrifice to feed her insatiable appetite for pleasure, regardless of the cost to himself or those around him. She might be considered a junkie or even a kleptomaniac (she steals things she doesn't need just for the thrill of it).
- Regains Willpower whenever your character indulges substantially in her addiction or appetite.

  • Corrupt: The world may be a system run by bureaucracies, but your character is an expert at getting what she wants out of systems. A habitual abuser of institutions, once she’s in a position of authority she turns that office to furthering either her own ends or those of the highest bidder.
    - Regain a Willpower point when your character misuses status or influence over a group on behalf of herself or another interested party.
  • Epicurean: The epicurean revels in the enjoyment of good food and comfort. It is less about the insatiable appetite of the strict glutton, and more about the sensual enjoyment of the moment. Your character focuses on the experience rather than the need of an appetite.
    - Regain Willpower when you indulge in the sensual experience of good food or comfort.
  • Addictive: Your character has an addictive personality. Whether it is for a substance, experience or even a type of relationship, the appetite is consuming. This is not a matter of fulfilling one's appetites in an indulgent way. It is about fulfilling an absolute, addictive need for something.
    - Regain Willpower when you fulfill your addiction at great risk to yourself or a loved one.

Greed: Like the envious, the greedy are never satisfied with what they have. They want more: more money, a bigger house, more status or influence, no matter that they may already have more than they can possibly handle. Everything is taken to excess. To the greedy, there is no such thing as having too much. If that means snatching someone's hard-earned reward just to feather one's own nest, well, that's the way it goes.
- Regains Willpower whenever your character acquires something at the expense of another.

  • Ambitious: Your character wants to get ahead, above and beyond the respect that she receives for her actions. She craves advancement — not necessarily to lead, but some measure of rank.
    - Regain a Willpower point when your character attempts to increase her social standing instead of pursuing more useful activity.
  • Avaricious: Your character's greed is focused on material wealth. For your character the accumulation and keeping of money and objects of value is a driving force, and the focus is always on the monetary value of items to the exclusion of all else.
    - Regain Willpower when your character acquires either money or an object of monetary value at the expense of another.
  • Parsimonious: Your character hoards material wealth, objects of value or social status. This is less greed for more and instead keeping what one has. A wealthy person can certainly have this Vice, but even the poor street urchin who hoards his one little penny and refuses to spend it for anything is falling into parsimony.
    - Regain Willpower when your character hoards money, possessions or social status just for the sake of hoarding.

Lust: The vice of Lust is the sin of uncontrolled desire. A lustful individual is driven by a passion for something (usually sex, but it can be a craving for virtually any experience or activity) that she acts upon without consideration for the needs or feelings of others, using any means at his disposal to indulge those desires. Your character is consumed by a passion for something.
- Regain Willpower when your character satisfies her lust or compulsion in a way that takes advantage of others.

  • Hasty: Your character doesn’t have the patience for long, convoluted plans, but prefers to improvise as she goes. She frequently enters situations she doesn’t fully understand — but this Vice isn’t the measure of how well she copes when rushing in, only that she acts before thinking.
    - Regain a point of Willpower when your character forces a scene to start by taking decisive action.
  • Deceitful: Your character can’t tell the truth to save her life. She might be in the habit of telling little white lies or be covering up one major secret, but deception is the cornerstone of her personality.
    - Regain a Willpower point when she successfully maintains a lie despite others' having the opportunity to see through it.
  • Lascivious: Your character's Lust is focused on the sexual aspect of uncontrolled desire. This is sexual lust brought to the point of lewdness and depraved behavior.
    - Regain Willpower whenever you satisfy your sexual desires without regard to the consequences.

Pride: Pride is the vice of self-confidence run amok. It is the belief that one's every action is inherently right, even when it should be obvious that it is anything but. A prideful person refuses to back down when her decision or reputation is called into question, even when the evidence is clear that she is in the wrong. Her ego does not accept any outcome that suggests fallibility, and she is willing to see others suffer rather than admit that she's wrong.
- Regains Willpower whenever he exerts her own wants (not needs) over others. This is most commonly the desire for adulation, but it could be the desire to make others do as she commands.

  • Arrogant: For your character, self-image becomes self-aggrandizement. She defines herself by being “better” than other people, whether that’s by lording her superiority in an Attribute or Skill, expressing dominance in a social situation or basking in other characters' looking up to her.
    - Regain a Willpower point when she takes an opportunity to express her greater worth relative to someone else.
  • Treacherous: Your character’s loyalties are defined by what’s convenient, not for any sentiment towards loyalty itself. She will turn on allies if given a better offer or simply walk away from responsibilities if she finds them too difficult.
    - Regain a Willpower point when your character betrays a person or group. Be very careful about using this Vice against other players’ characters.
  • Vain: Vanity is pride brought to self-idolatry, the all-encompassing ego that includes the excessive believe in one's own abilities and attractiveness to others.
    - Regain Willpower when your character place herself before others to their detriment.

Sloth: The vice of Sloth is about avoiding work until someone else has to step in to get the job done. Rather than put in the effort, and possibly risk failure, in a difficult situation, the slothful person simply refuses to do anything, knowing that someone else will step in and fix the problem sooner or later. The fact that people might needlessly suffer while she sits on her thumbs doesn't matter one bit.
- Regains Willpower whenever your character successfully avoids a difficult task but achieves the goal nonetheless.

  • Pessimistic: Your character has a tendency to wallow in bad situations, vocally bemoaning her lot and believing that everything is hopeless.
    - Regain a Willpower point when your character refuses to act in a scene because she believes anything she does will be fruitless.
  • Untrustworthy: Your character can’t be relied on. She might mean well and even keep promises when it costs her nothing, but when the stakes are raised and there’s a choice between her own self-interest and keeping her word, her word loses.
    - Regain a Willpower point when your character breaks a promise for her own sake.
  • Cowardly: Your character shies away from danger, going beyond simple caution to true cowardice. If danger must be faced, she would much rather have someone else face it.
    - Regain a point of Willpower when your character persuades or tricks another character into a risky situation instead taking action herself.

Wrath: The vice of Wrath is the sin of uncontrolled anger. The wrathful look for ways to vent their anger and frustration on people or objects at the slightest provocation. In most cases the reaction is far out of proportion to the perceived slight. A wrathful person cut off on the freeway might try to force another driver off the road, or a wrathful cop might delight in beating each and every person he arrests, regardless of the offense.
- Regains Willpower whenever your character unleashes his anger in a situation to a degree that is unwarranted or inappropriate. If the fight has already begun, no Willpower is regained, though continuing to express anger after an opponent has ceased fighting may qualify for this Vice.

  • Hateful: Your character is blinded by hatred for something, whether a person, a group, a belief or the world itself. Her antipathy is so strong that it prevents her from seeing clearly and leads her into fruitless attacks on the source of her hatred.
    - Regain a Willpower point when your character spends time in a scene persecuting the object of his hate.
  • Cruel: Your character has a mean streak, an instinct to twist the knife and inflict pain once she has someone at her mercy. She might habitually refuse surrender in combat or be the bastard boss who humiliates employees just because it makes her feel better.
    - Regain a Willpower point when your character needlessly victimizes someone in her power.
  • Violent: Your character loves getting her way by means of physical force. She frequently turns to direct and violent physical action to settle conflict.
    - Regain a Willpower point when your character resolves a situation by using needless violence.

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Nicely posted. Adds some options for the vices too. Still going with Fortitude for a virtue, but now I'm taking Paranoia as a Vice.

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Since Long decided to go for a Scrapper, I'm tinkering with a Gravity-Brick. Also toying with am Extremis-Inspired Plasma-Blaster.

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Spatial Manipulation actually appeared in the Terregen book.

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Could we please have a bit more detail/info about the Guardians?  If we were a member of the Guardians asked to join the Paragons would we need to take separate Backing for each?

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I don't think we were members of the Guardians to begin with. I thinks we are supposed to be independents that the Guardians asked to join the Paragons.

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I would definitely like to hear more info from Krul, but as I understand it, sometime between 2030-2040 Eidolon, an Alpha class erupts and eventually forms the first super-team the Guardians prior to the end of the decade.  In 2040 the first Conflagrations erupt.  Presumably those with the right moral stuff would also be invited to join in with the Guardians.  According to the timeline Eidolon forms the Paragons in 2050, but IIRC Krul said something about it being possible to have joined up as early as a year prior, so 2049.

 

I'm liking the idea of playing one of the first Conflagrations to have erupted, so for the last decade has been active, and it seems like being heroically inclined, the people to ally with in the interim would quite naturally be the Guardians, though I think other possible super-affiliations might be possible?

 

Someone, can't recall who, also said something about the Paragons being to the Guardians, what Team Tomorrow is to Utopia, though I'm not sure if that's official.

 

Anyway aside from my burning desire for more setting info, I was also curious how Krul would like to handle the Backing background, with regards to these interconnected organizations/communities.

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From what Krul has said, and what I can infer - The Paragons are officially formed/unveiled at the beginning of the year of 2050, which will be game start. But recruiting for the Paragons began up to a year ago.

 

Krul was the one who mentioned the Paragons are to the Guardians what Team Tomorrow is to Utopia. From other comments, what I think he means is that the Paragons are the SWAT team for the Guardians - when the really heavy shit comes down, the Paragons are sent in with shovels. ;)

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I'd like some additional info there as well.  The presence of a space-station seems to indicate that we have early trinity-level techniology as far as colonization and space travel.  And I believe he already mentioned there were now arcologies.

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If you are still thinking about the concept you described in your PM to me, I like it for the most part.

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If you are still thinking about the concept you described in your PM to me, I like it for the most part.

 

 

yeah that's the one (or a variation thereof; I have a few different versions).

 

If you have time, please PM me back with more of your thoughts, and any suggestions.

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Well Saku is a Earther, so she won't have any spacer skills to start, but later? Sure. But she'll still need a vacuum worthy suit if she doesn't use her Device.

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yeah that's the one (or a variation thereof; I have a few different versions).

 

If you have time, please PM me back with more of your thoughts, and any suggestions.

That was my plan, just busy today :)

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From what Krul has said, and what I can infer - The Paragons are officially formed/unveiled at the beginning of the year of 2050, which will be game start. But recruiting for the Paragons began up to a year ago.

 

Krul was the one who mentioned the Paragons are to the Guardians what Team Tomorrow is to Utopia. From other comments, what I think he means is that the Paragons are the SWAT team for the Guardians - when the really heavy shit comes down, the Paragons are sent in with shovels. ;)

 

This is pretty much spot on, though the Paragons are also called in for smaller problems when the bigger ones are less active.

 

I'd like some additional info there as well.  The presence of a space-station seems to indicate that we have early trinity-level techniology as far as colonization and space travel.  And I believe he already mentioned there were now arcologies.

 

Early Trinity is about right, though no biotech or psiad related items, and while there are some colonies forming in the inner system and some planning to form permanent colonies on the moons of jupiter and saturn, nothing out past the inner planets except research stations so far.. though the Guardians are considering building a nova prison out in the kuniper belt.

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The Kuiper Belt? Yeaaaah... let's put a bunch of super villains in a place where they can send comets our way if they get out and have the power to redirect them...

I'd rather put them on a planet like Mercury. Mercury is tidal locked with the sun so one side always faces it. You place a penal station on the "terminator" between night and day, so if anyone escapes if they go anywhere they will experience the full fury of the sun and the cold desolation of vacuum at the same time.

Although I wager a few of them are adaptive, not all of them are, and such conditions would probably pop Quantum off fast because of it's hostile conditions if they were adaptive.

 

Also, yeah I know a bit much about Space... :P

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Krul - 

 

Would you be fine with me bringing another iteration of Puck into the game? I'll be a pretty slow poster right now as pregnancy is draining my brain, but I'd like a chance to play him again. He'd most likely be an Icon, but I could possibly tailor him to a Biomanipulator or Shifter if we're loading up too much on the Icons (Puck + Sakura....  :bam:  heh....).

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Okay... numbers are done. Sort of odd playing a character who right now is laser-focused on being the genius of the group, but, there is totally room for improvement.

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If you bring back Puck(which would be fine), I'd prefer him as a shifter, a biomanipulator would also be possible, but shifter would fit Puck better.  He'd also need to somewhat more heroic and less inwardly focused then his incarnation in CoQF, but I'm sure that's not a problem. Actually, with the exception of the controller and brick, both of whom have enough options to be very different characters, I'd prefer not to see more then one of a particular template.

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Krul - 

 

Would you be fine with me bringing another iteration of Puck into the game? I'll be a pretty slow poster right now as pregnancy is draining my brain, but I'd like a chance to play him again. He'd most likely be an Icon, but I could possibly tailor him to a Biomanipulator or Shifter if we're loading up too much on the Icons (Puck + Sakura....  :bam:  heh....).

 

Yay, Darrik and Puck again!!!!!! :D

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Looking forward to it. I get to sweet talk AIs and you get to sweet talk, Jer/Darrik...

I should have the story + Nemesis tonight.

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Krul - I am running into an odd issue looking at the biomanipulation template. Specifically that with Form Manipulation under Biomanip, Body Shift becomes a useless power. Form Manipulation covers all the Body Mods, megas, etc. that Body Shift does, and allows the changes to be permanent and to be done to others. This is the same as how there's no point in taking Healing when you have access to Health Manipulation. Growth, on the other hand, is a very specific/restricted iteration of the Accelerate Age TM technique. 

 

Here's my quick breakdown of the Biomanip techniques:

  • Body Manipulation = Poison, Emotional Manipulation, some of the Pheromone mods, and a few Enhancements.
  • Form Manipulation = Permanent Body Shift or Shapeshift w/Others Extra. This as-written is a huge abuse loophole in terms of handing out free xp for body mods and physical attributes/megas, and physical enhancements.
  • Health Manipulation = Healing worth having with a small range/less damage/living things only Q-Bolt attached. 
  • Growth = Highly specific application of Accelerate Age TM technique. 
Form Manipulation is just broken. Flat out. It's a way to game the system for free xp, which probably matters diddly when doing a Q6+ game, but will kill a game actually staying within the mechanics. I'd remove it from play and just put in the Body Shift with the availability of the Others Extra instead. This accomplishes the same thing while removing the free xp aspect. Even saying the effects aren't permanent on just novas (thus removing the free xp from PCs), it's still world-breaking to really think about someone that could just wave their hands and spend some quantum and run around giving every baseline out there all 5's in their attributes and any bodymod they could want. 

 

Health Manipulation is actually quite interesting and I like the flexibility of it also being able to cause damage. Healing is an effing useless power in the game and certainly not worth being a level 3 power! I'd recommend dropping Healing as a power altogether, moving Health Manipulation to a touch-range power and setting it as its own Level 2 power. That gives a healer their healing power that can cover all types of damage and gives them a lower-damage touch-based offensive use of the power as well. Since Health Manipulation can only be used to heal each person once a scene or once a day, this gives the power some staying ground for not being a waste of points 90% of the time. 

 

Growth would be fine as its own level 1 power or even an Enhancement of some kind. It's a nifty idea, but in game terms has little practical (read: game-breaking or combat related) applications. Actually, it really is just the Accelerated Maturation Enhancement with the ability to effect others with it. It could easily be rewritten into a level of the AM Enhancement that allows AM to affect others.

 

Body Modification I saved for last because it's actually pretty tricky. First off, if you look through the example effects of the technique, it can also be used as a poor man's Quantum Disrupt (by mimicking Mox and praying the target doesn't have the Health Enhancement); that's actually pretty powerful in a game where you're restricting powers that directly effect quantum. Then there's the fertility control - a huge draw in a base Abby game but fairly worthless in a setting where novas don't give birth to novas and aren't being sterilized. There are other applications of that part of the power, but it ends up following along the same line as Growth - better just to allow a purchase of the Fertility enhancement to allow it to effect others. So, that's two parts of the power that should probably be nixed from the power, which leaves you with the Poison power, a poor man's version of Emotional Manipulation, and a handful of Enhancements (such as Symphony of Touch). Honestly, this ends up being a spaghetti-on-the-wall kind of power and I'd recommend just removing it from play. Maybe swap it out with Poison on the Biomanip Template to represent control of micro-life. Body Modification also has some Emotional Manipulation effects from the example list and that seems out of place for a biomancer's template (it seems squarely the province of the mental manipulation templates). 

 

 

So....to sum up: I'd ditch Biomanip as-written from the game as it is overpowered and game-breaking. Instead, I'd offer: 

 

Biomanipulation

Level: 3

Quantum Minimum: 5

Techniques:

  • Healing – Modified rules: may heal Bashing x2 dots in Biomanip, Lethal dots in Biomanip, 1/2 round up Agg dots in Biomanip. Bashing and Lethal cost 1 qp per health level, agg costs 10 qp per health level. Missing limbs or organs require a temp willpower to regenerate on top of the qp cost. This a bit of a mix up between Healing and Health Manipulation, but makes the most sense to me. 
  • Poison – Per the Poison power.
  • Body Shift – Per the Body Shift power, with ability to affect others included. (I'd suggest/ask for a stable number of "successes" to purchase things with instead of the variable of rolling. It makes little sense to be able to do x number of things today and only y number of things tomorrow and then x+y the day after that, then back down and so on with a power like Body Shift or Shapeshifting. I'd suggest 2 "successes" per dot in Biomanip. From average rolling, someone with 2 attribute, 2 mega, and 1 biomanip rolls 5 dice and averages 2-3 successes. Someone with 5/5/5 rolls 15 dice and averages 10-12 successes). 
  • Animal Mastery – Per Animal Mastery.
  • Plant Mastery – Per Plant Mastery.

 

Suggested Modified Biomanipulation Template  

Biomanipulation 3

Reincarnation (Rebirth) 1
Mega-Stamina 3 (Adaptability, Fertility)

Mega-Perception 1 (Body Awareness)
Mega-Intelligence 3 (Medical Prodigy, Scientific Prodigy (Biology, if you’re breaking down the Sciences))

Mega-Wits 1 (Natural Empath)
Starting Intelligence 4, Starting Stamina 4

 

 

 

Also, just a clarification question: when it says ‘starting’ for an attribute, do you mean that you actually start there instead of at a 1, or is it that the attribute must be purchased to that level from the starting points?

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Biomanipulation

 

Form Manipulation can not work on novas, it stats so in the power description, and I originally had no issue with the biomanipulator being able to permanently enhance baseline humans, but your correct about it's world changing power, limiting that use to needing time and weeks, something akin to trinity's Promethean effect would likely work there,so some sort of nerf sounds like a good idea.  Echidna, however, as one of the settings major villains, will likely continue to possess some of the actual Form Manipulation technique though, even as I nerf it, but I already know those monsters possess abilities outside of the norm, and thinking it over I have an idea how that can still work, even with the nerf, without pushing them into the quantum 6 range.

 

Health Manipulation being shifted and merged with the healing power is also something I'm fine with, though I'm not fine with it being a level 2 power, healing to the degree it allows shouldn't be level 2, it should be at least level 3.  Only Regeneration compares, so Healing will stay where it is, not dropped to being a level 2 power.

 

The idea of stable successes for Body Morph, is not a bad one, I think I would go with likely be 1 success per (quantum + dots in power), which would amount about nine successes in the below altered template.  .

 

If I was going to rewrite the Biomanipulator to this degree, which actually seems like a good idea now that it's being discussed, first I would rename it from bio-manipulation to life mastery, to differentiate it from the actual bio-manipulation power. In fact, let's alter it to this.

 

Biomanipulator

  •     Notable Personality Traits:  Generally peaceful and nature loving, they possess remarkable intelligence, wits and stamina and are very life focused, they possess the ability to consciously and unconsciously adapt their bodies to their circumstances.
  •     Weaknesses: Biomanipulators can sense the hurt and harm to living things around them, this also makes it very hard to do harm to others,  except for those who have gone insane due to what they view as humanities general harm to nature. [NOTE: The Omega level Supervillain Threat, Echidna is an insane bio-manipulator for just this reason.]  Because of this, biomanipulators must take the flaws:  Pacifist(1 point version) and Combat Paralysis, though they get the points for them, furthermore, the most heroic Biomanipulators, which means player characters are so devoted to using their powers ethically, they have the Fanatic aberration (Ethical Use of Powers), most also are doctors who have taken the Hippocratic Oath (which is included under fanatic, but this is optional for the player).
  • Life Mastery 4 (See Below)
    • Required Quantum Level: 5
    • Techinques:
      • Healing – Modified rules: may heal Bashing x2 dots in Biomanip, Lethal dots in Biomanip, 1/2 round up Agg dots in Biomanip. Bashing and Lethal cost 1 qp per health level, agg costs 10 qp per health level. Missing limbs or organs require a temp willpower to regenerate on top of the qp cost.
      • Poison – Per the Poison power.
      • Life Alteration – As Per the Body Shift power, with ability to affect others included, instead of rolling, gain automatic successes on power equal to quantum + dots in power
      • Animal Mastery – Per Animal Mastery.
      • Plant Mastery – Per Plant Mastery.
  • Reincarnation (Rebirth) 1
  • Mega-Perception 1 (Body Awareness)
  • Mega-Stamina 3 (Adaptability, Fertility) 
  • Mega-Intelligence 1 (Medical Prodigy)
  • Mega-Wits 1 (Natural Empath) 
  • Starting Intelligence 4, Starting Stamina 4

 

As to your above question, when I say; Starting Intelligence 4, Starting Stamina 4, or similar things under other templates, it means at any point in your characters life they can have stats from those attributes in any range from 1 to whatever I stay it starts at before eruption, without spending any points, but after your eruption, it automatically starts at that point, though also without spending any points.  It also means you shouldn't spend any points in that attribute until your sure where you want it to end up, sense an attribute can't start higher then 5... and in some cases (like the tinker for example) it means you have to spend a point in it to raise it higher to match the mega-attribute.

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I got a simpler thing... think Cyberkinetics would have a faster data transfer rate? I mean, Aberrant was written in the late 1990s, and they were very unaware of how fast data could move.

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I assume your asking about the Alter Data technique in particular, I could find it in my heart to increase the megabyte in the power description to a terabyte.

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Now, the Guardians

 

Early in 2030, Brian Allen Calhoun, an citizen of the US  erupted as a Blaze (Alpha) Class Nova (with about 50 Nova Points worth of powers), possessing all Mega-Attributes at 1 and flight, telekinesis and force field.  He was to become Eidolon, and he was a visionary, in his eyes the world wasn't built to deal with the growing power of the nova's, and he prepared to take steps to deal with it, even as he began to fight those who used nova powers for less ethical activities. 

 

Possessing the Halo, Trustworthy, and Screen Presence enhancements, he was able to make his cause powerful enough and with enough social force, and was trusted well enough that they ratified his proposed Guardian Charter.  As a result, the Guardians have not just national, but international world wide jurisdiction over novas and just novas, especially in matters regarding nova related crimes.  The Guardians were then shaped in several Divisions, with a board of directors.

 

Guardian Divisions (There is some overlap, and they work together, but this is how they are organized in seven Divisions, with a Director for each of them.)

  • Cerebrum (Dealing with Nova related technologies, research and development, and the like)
  • Halo (Social focus, dealing with matters involve nova social capabilities, from diplomacy to novas using social abilities attempting to take over nations, or lead crime organizations)
  • Orpheus (Deals with heavily tainted novas - 7+, attempting to find them a way to fit into society or a safe place to dwell (usually in Eden), and help them deal with taint.)
  • Valkyrie (Physical focus, deals with violent action regarding novas, as well as search and rescue, closely related to the Paragons)
  • Elysium (Deals with matters involving environment, health and welfare, biospheres and the like, also specifically, colonies beyond earth)
  • Eclipse (Deals with the shadow world of espionage, spies, and nova's within this realm)
  • Paragon (New formed Division under Eidolon (Director), deals with Omega related problems, is a sort of Nova Swat Team, but also coordinates with the others to assist in their focuses.  Recruitment began late 2048 (after november) and ran though to Jan 1, 2050, which is where the game begins)

Eventually, Eidolon would gather a number of other nova's to his cause, and together they began to build what would become the spacestation city of Eden, and be ratified as a nation in its own right.  This actually took years, and allowed the creation of nova only havens within the massive super space station, both of the safety of baselines and for the nova's to have a place to get away from the attention they drew. 

 

A bit more on Eidolon, he's grown much more powerful over the last 20 years, if you need a benchmark, he's a bit over 700 xp now, and he has all mega's at 3 as well as armor, quantum bolt and hyper-flight (extend to hyper-running), psychic shield and a lot of enhancements.  Virtue is Vigilance and Vice is Pride, which explains to a degree the creation of the Guardians, Eden and the Paragons.  He may not have the raw power of the Omega, but his years of experience and growth has put him within reach of them.  He's achieved mastery of several martial arts, including Qi Meng, and as a Mentor is a level 5 mentor, if someone wants to take him as such

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Curses, you're starting the game on January 1, 2050... Saku will be 19 until the 8th of that month. >_< So my second birthday in game will be her 21st.

 

I think I'll ratchet back her birthdate a couple years. to 2028.

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Hi im very new to the board (found looking for trinity stuff) and am intrested in possible making a character if it is still open. I am familiar with the aberrant rules and WW in general (mainly a Mage Player). anyway if your still open I'd like to join up.

 

thanks

nina

 

 

 

edit: reasone there is no photo yet is i created this account today on my phone will do all that stuff when i get home

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Well, Greetings and I bid you welcome!

Looking forward to hearing more from you! ^_^ I'm sure our fearless leader Quantum Fire aka Krul will be as well.

 

Also just realized I gotta move a dot into Linguistics so there isn't a language barrier for Sakurako. >_<

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