Post your Quantum Powers and Enh. here
#61
Posted 24 March 2003 - 05:23 PM
Looking over Unyeilding again, I'm not sure it's worth having... if you're subtracting twice their damage effect anyway then why bother? it's an expensive bit of flash for your pc, personally if i was GMing and you subracted twice their damage then I'd give you that broken arm or shattered sword, no enhancement required.
I don't think it is giving them a short cut, infact I think it makes it harder for the power to work, their soak is not as high to begin with, without the prereqs, so they'll have to work at it, making it only effective against the punyest of nova's untill they beef up their character.
#62
Posted 24 March 2003 - 05:57 PM
Many thanks for the quick feedback! ::bigsmile ::bigsmile ::bigsmile
#64
Posted 27 March 2003 - 01:49 AM
Here's what I've got for Mega-Appearance. Hope you like 'em, they've definitely seen more use in noncombat scenarios than outright quantum free-for-alls! Enjoy!
Ageless (Mega-Appearance)
Mega-Beautiful or Mega-Handsome novas with this enhancement don't seem to have an actual age like most folks- they simultaneously display both the vigor of youth and the polish of maturity. These novas are never considered to be either too young or too old by their admirers- they're always "just right".
System: Other people must roll Mega- Perception vs. the nova's Mega-Appearance +1 to accurately estimate the nova's age. Baselines and novas lacking Mega-Perception automatically fail that roll. One interesting wrinkle is that the nova's behavior can easily augment or negate the effects of this enhancement- if the nova acts in a juvenile or mature manner, others will assume that she is either juvenile or mature and treat her accordingly. Please note that the Storyteller is always within her rights to forbid this enhancement to novas whose typical appearance is either younger than the late teens or older than late middle age. This enhancement is permanent, and has no quantum point cost.
Anticipatory Visage (Mega-Appearance)
Novas with Mega-Appearance are already adept at looking like whatever other people want to see, but novas with this enhancement take that ability to a whole new level. Such a nova can appear to be anyone that a given person (or group of persons) expects to see, via a psychic illusion and possible shapeshifting on the nova's part. Some novas have taken this even farther, and are able to make people hear them say what they're expected to say- a few can pass off props as legitimate identifications and papers!
System: At its basic level, this enhancement lets the nova appear as whomever the subject(s) most expects to see in his current situation- the subject must roll Mega- Perception vs. the nova's Mega-Appearance +1 to see through this ruse. The nova can buy a second level of this enhancement to make his subject(s) hear whatever the nova says as what the subject(s) expect to hear. A third level of this enhancement lets the nova pass off the appropriate props as items his subject(s) would expect to be presented with- badges, official forms, licenses, and so forth.
One problem with this enhancement is that the basic level doesn't function through security cameras and the like, unless the nova also has either the Copycat enhancement or the Shapeshift power. In this case, the nova can shapeshift into the form of the person his subjects expect to see with no extra quantum point cost.
No matter how many levels of this enhancement the nova possesses, this enhancement costs 1 quantum point to use and lasts for either the entire scene or until the nova decides to switch it off.
Friendly Face (Mega-Appearance)
Something about the face of a nova with this enhancement reminds everyone of someone they like, causing complete strangers to be well-inclined to him because of that. Even if the nova attempts to explain their mistake to them, other people will still treat him well because of his supposed resemblance.
System: The nova gains + 3 automatic successes on all appropriate (read: non-hostile) Social-based rolls involving strangers. This is cumulative with other non-hostile Mega-Social enhancements. This enhancement is permanent, and has no quantum point cost.
Identity Shield (Mega-Appearance)
A nova with this enhancement has developed the near-inexplicable ability to prevent people from recognizing that the nova's multiple identities are in fact the same person. No matter how flimsy the precautions the nova takes to differentiate the appearances of his multiple identities (if the nova actually takes any precautions aside from a change of clothing), most people simply won't be able to make any connection between them.
(The best-known examples of this enhancement of this include Kal-El/Clark Kent/Superman from DC Comics and Tsukino Usagi/Sailor Moon from the _Sailor Moon_ anime series)
System: Other peoples must roll Mega- Perception vs. the nova's Mega-Appearance +1 to recognize that two or more of the nova's multiple identities are actually the same person. Baselines and novas lacking Mega-Perception automatically fail the roll. Even the nova's close friends and relatives won't make any connection between the nova's multiple identities. The nova may use this enhancement to protect up to [the nova's Mega-Appearance] of his multiple identities.
Of course, no rolls are necessary to make a connection between the nova's identities if the nova blows his cover in some manner. (This can either be deliberate- like coming out and telling one's significant other and/or parents about one's "secret identity"; or accidental- like changing from one identity to another while one's nosy sister looks on from inside the bedroom closet.)
This enhancement is permanent, and has no quantum point cost.
Metamorph (Mega-Appearance)
This ability is the perfect counterpart to the Copycat enhancement, as it allows the nova to alter the small details of her body to duplicate those of another person without changing her actual appearance. Used in tandem with Copycat, this allows the nova to perform a near-perfect mimicry of a given person.
System: The nova can rolls Mega-Appearance to alter the small details of her body- the nova's fingerprints, retinal patterns, voiceprint, scent, and DNA are just a few of the identifying details that may be changed in order to mimic another person. Each success on the Mega-Appearance roll adds a +1 difficulty penalty on all rolls made to pierce the nova's disguise. The nova must either be in the presence of the person to be duplicated, or must have the appropriate scans or medical scans of that person's small details for this enhancement to function. The changes take less than a second to make.
Metamorph costs 1 quantum point to activate, and the changes last for a scene.
Metamorph does not let the nova add or remove anything from her physical form- would-be Metamorphs with aberrations such as Vestigial Limbs or Scales had best learn the Shapeshift power.
Natural Style (Mega-Appearance)
Everyone knows about somebody who's a real clothes horse- you know, the folks who can make the most horrid outfits look ravishing and never get their zippers stuck? Certain Mega-Beautiful or Mega-Handsome novas have developed the same ability, making them the darlings of the fashion world. A nova with this enhancement can expect many offers from fashion designers to become a literal supermodel.
System: The nova's bonus Style dice from his Mega-Appearance are doubled. Also, the nova never suffers from mundane clothing problems. This enhancement is permanent, and has no quantum point cost.
Oeuvre d'Art (Mega-Appearance)
While all Mega-Beautiful or Mega-Handsome novas exhibit superhuman appeal, a nova with this enhancement looks like he or she has just stepped out of the cover of a paperback romance novel. Such a nova is unparalleled on the dating scene, and could theoretically land anyone he or she wants.
These are also the novas who end up receiving marriage proposals from people they've only just met at cocktail parties. They have to deal with obsessive suitors (Can you say stalkers? Sure you can!) and the unrequited love of hordes of teenage groupies. And then there's the jealousy of those folks who end up being the nova's romantic rivals! In short, these novas have interesting social lives- the sort that makes excellent fodder for soap opera writers.
System: Certain details of the nova's appearance will have strong romantic significance for those people attracted to the nova's gender. Put simply, they will notice things about the nova that a dispassionate observer would miss entirely- the color of the nova's eyes, the way the nova's hair moves when blown by the wind, and so on. This grants the nova + [Mega-Appearance] automatic successes on any roll where being romantic and attractive to people who are attracted to the nova's gender would benefit the nova.
This enhancement is permanent, and has no quantum point cost.
Rapture (Mega-Appearance)
A nova with this enhancement has developed superhuman attractiveness that is literally devastating. These novas have the kind of appeal only felt for rock stars or celebrities by their most devoted (obsessed?) fans.
System: The nova can make people who are attracted to his or her gender fall into a stupor with only a smile (and a quantum point). The nova's targets must roll Mega-Stamina at + [the nova's Mega-Appearance] difficulties to avoid swooning in rapture. Treat a targets of this enhancement as having been Dazed- (see Aberrant core book, pg. 249)- in game terms, the only real difference between swooning and being dazed is that swooning isn't accompanied by bashing damage.
This enhancement affects everyone who can see the nova (line-of-sight), costs 1 quantum point to use, and can only be used once per turn.
Splendor (Mega-Appearance)
It's an established fact that people have let the attraction they feel for beautiful people cloud their better judgement. A nova with this enhancement knows this well, as his or her her beauty can make those attracted to his or her gender react favorably towards the nova- even in hostile situations!
System: The nova gains +3 automatic successes on all Social rolls for dealing with people that are attracted to the nova's gender, who must also roll Willpower at +2 difficulties to attempt to harm the nova. The nova's less savory admirers may try to harm the nova in attempting to gain possession of him or her- or as part of that possession. This enhancement is permanent, and has no quantum point cost.
Timeless (Mega-Appearance)
Something of a counterpoint to Appearance Alteration, this enhancement allows the nova's beauty to transcend all superficial, cultural, and temporal notions of what's considered attractive or "cool". Such a nova would be equally attractive to people of the correct orientation anywhere on the planet.
System: The nova can ignore any and all Appearance-based penalties derived from superficial, cultural, and temporal notions of what's considered to be beautiful. The nova's looks don't change in the least.
This enhancement is permanent, and has no quantum point cost.
Universal Appeal (Mega-Appearance)
Prerequisite: Two or more dots of the Shapeshift power
A nova with this enhancement is retains his superhuman beauty (if sometimes in a weird way) no matter what form he assumes. While often provoking commentary on the nova's personality, this can provide a number of unexpected benefits- most beings don't feel threatened by something they consider beautiful.
System: The nova's Mega-Appearance and most enhancements will apply in whatever nonhuman form the nova takes (unless the nova wishes otherwise), be it animal, alien, plant, mythological beast or inanimate object. Mega-Appearance enhancements dependent on sexual appeal are never "carried over" by this enhancement, for obvious reasons. This enhancement is permanent, and has no quantum point cost.
More on the way... ::hehe
#65
Posted 27 March 2003 - 02:14 AM
#66
Posted 27 March 2003 - 02:27 AM
Anyway, I chose Mega-Appearance since the first level of the enhancement ties in so well with Copycat. What with all the security cameras the early 21st Century (Aeoniverse) must have, not tying it in with Copycat seemed like shooting yourself in the foot... ::crazy
Re: Metamorph- It may not be worth much for casual impersonation, but it's an absolute must-have for the serious infiltrator. I mean, what hideaway of Project Proteus ISN'T going to have gods-only-know what sorts of devices set up for the express purpose of catching those pesky shapeshifters?
See ya later!
#67
Posted 28 March 2003 - 08:10 PM
I've started a Teen 2morrow campaign and in looking around for new powers and enhancements to wow my players, i found this thread. Great things i've seen, generally speaking. But their was one power described in particular that just didn't sit well with me.
Quantum Gadget. As described, someone attempting to make Captain Americas shield could have the exact same power as one making Thors uru mallet Mjolnir. Also, a chose is given in the techniques themsleves in whether or not to do bashing or lethal damage. I think that should hinge on the item in question (a sword is a sword; it's gonna do lethal damage regardless). The last problem i really had with it was the fact it didn't take the physical strength of the nova in question. Mjolnir does Mjolnir damage partly because it's Thor throwing it. If Captain America threw Mjolnir, it wouldn't do nearly as much damage. Captain Americas shield would destroy mountains if Thor threw it.
So i changed some things and added some others.
Quantum Gadget
Level: 3
Quantum Minimum: 4
Dice Pool:Variable
Range: Special
Area: N/A
Duration: Variable
Effect: Character can imprint his Quantum signature onto a unique weapon, empowering it with various effects.
Multiple Actions: Yes
Description:
In a manner similar to both Elemental Anima & the normal Attunement Background the Nova imprints his Quantum signature onto a specific object, usually a melee weapon. This empowered object becomes highly resisiant to damage itself, & the Nova gains certain powers of control over the object. The player may (as always) pick one technique per dot, & try others for double the Quantum point cost & a difficulty penalty of 1.
The item has the structural capacity and does as much damage as a normal weapon of it’s type plus the following: The item itself gains 6 Soak against all forms of attack per dot the Nova possesses in this power. This Soak in no way applies to the Nova himself, only the item if it is attacked directly. If damaged, the item can be repaired by the Nova at the cost of 1 Quantum point per level of normal damage, or 3 per level of Aggravated damage. The item has the same number & type of Structural Levels as a vehicle (Aberrant p.279), dice pool penalties due to damage are subtracted from all rolls involving the item. If the item is destroyed the Nova may imprint a new, similar, item as the ST sees fit (it may take a story to find an new item "in tune" enough to be used, or it may just take some time & Quantum points). In any case, the loss or destruction of the item will feel to the Nova like the loss of part of himself - like an arm or a leg - & may (as the ST sees fit) incur a loss of Temporary Willpower, or a gain in Temporary Taint. If trying to sense the location of her Q-Weapon the Nova adds her dots in Q-Weapon to her Node score for the range & dice pool of the detection attempt. A Nova with Q-weapon & an alternate form (via Dormancy 4 or 5) can choose for the Q-Weapon to have an alternate form when "Dormed" as well (e.g. a mighty war-hammer Q-Weapon that looks like a simple walking stick when the Nova is Dormed). Any nova with the Attunement background can attempt to attune him/herself with the gadget, gaining the use of all of its abilities and techniques. The nova can do so by making a Willpower roll with a +1 difficulty, +1 difficulty per dot in Quantum Gadget. The nova can add additional dice to the willpower roll equal to his/ her dots in Attunement.
Techniques:
Power Throw:
Dice Pool: Dex + Q-Weapon
Range: (Quantum + power rating) x 10m
Duration: Instant
The Nova hurls his weapon at a target, inflicting the weapons normal damage +[Quantum x2] +STR dice of bashing damage or the weapons normal damage + [Quantum] +STR lethal damage (player must choose which when purchasing). The instant after the target is struck the weapon flies back to the Nova's hand (although for that instant the Nova is without the weapon & an enemy with a delayed action can try to act before the weapon returns. This applies to all similar techniques that involve throwing the weapon). Note: Novas with Mega strength could very well throw the weapon further than its listed range. If this option is taken, the weapon will not return, but stays where it lands until retrieved.
Ricochet Throw:
Dice Pool: Dex + Q-Weapon
Range: (Quantum + power rating) x 10m
Duration: Instant
The Nova throws his weapon in such a way as it glances off several targets before returning to his hand. Each target takes the weapons normal damage +STR + (power rating x2) dice of damage. The character can strike (power rating +1) targets in each such attack with a +1 difficulty modifier for every target after the first. Note: Novas with Mega strength could very well throw the weapon further than its listed range. If this option is taken, the weapon will not return, but stay where it lands until retrieved.
Parry:
Dice Pool: N/A
Range: Self
Duration: Maintenance
The Nova uses his weapon to block & parry all incoming attacks. Each turn she can subtract her rating in Q-Weapon from the attack successes of any attack she can perceive. Parry only works against ranged attacks like energy and missile weapons. Parry is ineffective against melee, area, and explosive attacks.
Return:
Dice Pool: Str + Q-Weapon
Range: (Quantum + power rating) x 20m
Duration: Instant
With a thought & a gesture the Nova calls his Q-Weapon to his hand. The dice pool is used as the Might score to counter the Might of anyone trying to restrain the weapon, or against the strength of the bonds confining it. Anything between the returning Q-Weapon & the Nova will be struck (if it doesn't move) for a number of damage levels equal to the weapons damage + twice the successes rolled, & have their Initiative reduced on the next turn by one per success.
Power Strike:
Dice Pool: N/A
Range: Self
Duration: Maintenance
The Nova strikes with the Q-Weapon in melee hand-to-hand combat. The Q-Weapon adds (power rating x2) dice to the Nova's normal damage.
Channel Power:
Dice Pool: N/A
Range: Self
Duration: Varies
The Nova takes an action, pays the Quantum point cost for the Technique, & channels one of her other Quantum Powers through the weapon. The channeled power gains additional dice to its normal dice pool equal to the character's power rating in Quantum Weapon.
Transfer Power:
Dice Pool: N/A
Range: Quantum Gadget
Duration: Varies
The Nova can imbue the Quantum gadget with Quantum powers which work independently from the nova. The nova him/herself doesn’t have the power, the Gadget does. Purchasing a power for the Quantum Gadget costs ½ the nova points it would have cost normally, rounded down. The powers purchased for the Gadget can be bought tainted. Aberrations that may result from taint are reflected in the gadget, not the nova. Vulnerabilities, feeding requirements, bad vibes, power surges, glowing, and other physical manifestations are common.
The duration of powers bought for the gadget is the same as the powers description. Permanent powers are still permanent and powers with set durations need directions from its wielder to activate.
The Quantum Gadget has an internal quantum pool equal to 3x the quantum trait of the nova who imbued it. Meanwhile, the person who imbued the gadget has his/her quantum pool reduced by ½ the number of quantum points the gadget gained. The nova can choose to give the Quantum Gadget more quantum points, but he/she loses those points permanently. Furthermore, any increase in the novas quantum pool from the time of the gadgets creation on is split equally with the gadget. If the Gadget is ever destroyed, the nova will then be able to gain back quantum up to his/her normal rating. The Quantum Gadgets quantum pool regenerates at a rate of 3 points an hour. The wielder of the Quantum Gadget can choose to use his/her own quantum instead of the gadgets reserves.
The Quantum Gadget is vulnerable to disruption, but gets +2 automatic successes per dot in Quantum Gadget against such a thing.
Extras: Self Awareness. At a cost of 1 permanent quantum point per 3 dots, the Quantum Gadget can be given dots in mental and social traits with the exception of appearance. This is permanent until destroyed. Lost quantum can be replenished normally if the gadget is destroyed. The self aware gadget can communicate via telepathy with the nova it is attuned with via touch. The self aware gadget can use transferred powers which rely on mental or social attributes. Note: Although self aware gadgets are naturally subservient to the nova who created it, the gadget can rebel from its master if the master acts or does things contrary to his/her nature. A contested roll of the novas willpower +attunement vs the gadgets rating +quantum put into self awareness must be made to force the gadget into service. Any remaining successes the gadget may have is applied as a loss of dice pool in using the gadgets abilities. If the gadgets dice pool is reduced to half, the ability the nova wants to use doesn’t work at all; Telepathic range. A gadget already self aware can now communicate with its attuned wielder at a range of Quantum Gadget x100m.
Well, waddaya think?
#68
Posted 28 March 2003 - 08:52 PM
A few comments:
- the Parry technique should cover hand-to-hand & melee attacks, that's what a Parry is after all
- the Bashing / Lethal thing was an attempt to reflect the way these things are protrayed in the comics. Cap's shield, for example, has shown on many occassions that it can inflict both types of damage with the same "hit by the edge" attack (it knocks some guys out, but also cleanly cuts ropes or imbeds in walls). The same can be said for swords & the like (you can hit someone with the edge or point, or the flat of the blade or the pommel).
- the idea of Strength based damage is certainly an option, although my original concept was for a Quantum Power that resembled comic-book style weapons / gadgets, rather than the 'real thing' - hence the damage was mostly divorced from Strength. Also, the last thing you want to do is to make a power that allows ranged Mega-Strength with no limitations - 25 extra levels of damage on a ranged attack are just nasty ::nervous ! Normally Mega-Strength guys have to rely on throwing stuff (cars, dumpsters, other Novas, etc.). Still, the damage bonuses for the power you list seem reasonable enough not to be too unbalancing, & I loved the idea of throwing the Q-Gadget beyond it's normal range via Mega-Strength.
- I'm not sure about the need for the self-awareness extra. Couldn't you just take the weapon's "personality" as a dot in Allies
- the option for other Novas to Attune to & use the Q-Gadget is a dangerous one. If used I'd add that the original creator can always take the weapon back / has a priority (or over-ride if you like) over what is, essentially, an extension of his own self, & that the weapon's powers die when the creator dies. The concept of another Nova using the Q-Gadget does seem to go against my original intent for it - an extension of a character's Quantum signature. I'd suggest that another Nova would have to use Quantum Imprint to gain access to the weapon's abilitys.
- the Transfer Power technique also appears to violate the premise for the power to some extent. With the original Q-Gadget the Nova is extending his Quantum Signature, not cutting part of it off from himself. The power's origins are in the Attunement Background, & you can't permanently sacrifice your own power to permanently Attune something. Transfer Power is also an invitation for twinkery of the greatest level, especially the part about the weapon, rather than the Nova, gaining aberrations.
Oh, & welcome to non-lurker-ville! ::smiley5 ::thumbsup
#70
Posted 28 March 2003 - 09:30 PM
I am just not sure exactly how to go about making it up & what the specific game mechanics for it would be. I am thinking it would be a Mega-Manipulation enhancement.
Any thoughts?
#71
Posted 28 March 2003 - 10:15 PM
I kind of struggled with this one. But ultimately, when i think of parrying with a weapon in a manner that gives someone difficulties to hit, i think of Thors whirling shield. And i don't think i ever saw Thor parry melee attacks with it. Still, i see your point.
the Bashing / Lethal thing was an attempt to reflect the way these things are protrayed in the comics. Cap's shield, for example, has shown on many occassions that it can inflict both types of damage with the same "hit by the edge" attack (it knocks some guys out, but also cleanly cuts ropes or imbeds in walls). The same can be said for swords & the like (you can hit someone with the edge or point, or the flat of the blade or the pommel).
When i think of the comics, and caps ability to both do both bashing and lethal damage, i'm thinking maybe the shield is designed to do both. If the weapon in question can do both, that's fine with me. Also, if someone with a sword wanted to use the flat of the blade, then i'd just give him a difficulty modifier for using the weapon in a way it wasn't deigned for. No need to create rules to govern that.
the idea of Strength based damage is certainly an option, although my original concept was for a Quantum Power that resembled comic-book style weapons / gadgets, rather than the 'real thing' - hence the damage was mostly divorced from Strength. Also, the last thing you want to do is to make a power that allows ranged Mega-Strength with no limitations - 25 extra levels of damage on a ranged attack are just nasty ::nervous ! Normally Mega-Strength guys have to rely on throwing stuff (cars, dumpsters, other Novas, etc.). Still, the damage bonuses for the power you list seem reasonable enough not to be too unbalancing, & I loved the idea of throwing the Q-Gadget beyond it's normal range via Mega-Strength.
Yeah, i know it's pushing the envelope a bit when it comes to mega strength, but really, once the decision is made to make a power like Quantum Gadget, all bets are off. Anyway, taking a look at Quantum Bolt, i don't really see how a mega strength nova hurling a quantum weapon is all that broken. Especially seeing as the range is smaller and the fact that he could actually lose it.
I'm not sure about the need for the self-awareness extra. Couldn't you just take the weapon's "personality" as a dot in Allies
Well, seeing as a couple of dots of allies can have one with an ally more powerful than the nova himself, and the inherent etherealness of the background, i think something more concrete is needed. The fact that something self aware can be tricked, persuaded and can do the same to others, i think the average PC would want something on paper to represent this.
As for the transfer Power? Yeah, it's Pandoras box. But the PC making it will realize that not only is it costing him nova points and quantum pool to do it, but he can lose the thing. That'll pretty much keep the powermongering to a minimum. The gadget being an extention of the nova? It still is. But since he applyed part of himself to a physical device, unlike say, Quantum Construct, he can now lose part of himself. It's kind of like mega intelligent novas creating gadgets. They have to give quantum points to do it, but it still can be lost or taken.
You've given me food for thought though. I'll consider a bit more before i throw it out for use.....or maybe i'll just experiment with it on an NPC ::devilangel
#72
Posted 28 March 2003 - 11:05 PM
In that case I'd say just modify the existing Gadgeteering rules to include \"non-tech\" gadgets; the concept of a Quantum Power is something the Nova himself does. It's just that in this case the power is an extension of the Quantum Signature into a device - the signature is still part of the character, he doesn't \"loose\" it (just like you loose nothing for Attunement). It's an extension, not a sacrifice - that's an important difference.
So why can't you give your Allies stats? Why is an Ally not \"concrete\"? Why is he/she \"ethereal\"?
Well Cap's shield does Bashing or Lethal with exactly the same move - no design cleverness there, just an "impossible" comics fudge - & something I tried to simulate with the power. As for swords not being designed to do Bashing damage - you should check out some medieval combat manuals: all parts of each weapon were used, for a huge variety of effects (swords used 'normally', striking with the blade, or reversed, gripping the blade & clubbing with the hilt, or hooking an opponent's neck or leg with the crosspiece, etc. - things like polearms are even more diverse).
#73
Posted 30 March 2003 - 11:18 PM
Re: the Mega-Social "Precision" enhancement- That certainly sounds like a good idea, t-dev, although I'd be more likely to place it under Mega-Wits (as per the structure for Mega-Social combat presented in _Aberrant: Worldwide I_. If you've got the Aberrant Player's Guide, it shouldn't be hard to write it up- don't let me be the only one shelling out new enhancements here, okay?
Anyway here's my latest collection of salvaed and adapted enhancements, posted here for your amusement and gaming pleasure. Feedback greatly appreciated, as always.
Amiable (Mega-Charisma)
Mega-Charismatic novas excel at befriending other people, but the appeal of a nova with this enhancement is truly a wonder to behold. Aside from being able to befriend all but the most antisocial people, these novas can temporarily defuse the rage and hatred of hundreds of baselines by their charm alone. Nova employment agencies spare no expense to retain these novas, so that they can defuse protests and demonstrations that turn violent- or could be inconvenient for their client.
System: The nova gets +3 automatic successes on all Social rolls involving friendly interaction with other people. The nova can also charm entire raging mobs with a Charisma roll- 1 success turns hostility into cautious neutrality, while 2 or more indicates increasing degrees of friendliness on the part of the erstwhile rioters for up to [the nova's Mega-Charisma] days.
Note that the nova MUST behave in a friendly and non-hostile manner for either function of this enhancement to function- it doesn't supersede common sense, just prejudice and bigotry.
If the nova has 5 or more dots of Mega-Charisma, he can purchase a second level of this enhancement (granting +6 automatic successes instead of only +3).
The automatic successes provided by this require no quantum points to use. Charming masses of rioting people costs 1 quantum point, and lasts for the duration of the scene.
Anodyne (Mega-Charisma)
Prerequisite: Mega-Charisma 6+ and the Soothe enhancement.
Novas who develop the upper ranges of Mega-Charisma are unquestionably some of the most likeable people on the planet. Novas with this enhancement take this to an extreme- they seem to light up any room they enter, and can make your day cheerier and more hopeful just by showing up. The reason for this is that these novas have become living fonts of psychological vitality. This effect makes the stress and mental damage of the people around them seem to instantly melt away in their presence (if only for a little while). Needless to say, others (nova and baseline alike) find these novas to be extremely pleasant company. Novas who manifest this ability sometimes also develop superhuman skills in psychology and mental therapy, reflecting their aptitude for ensuring the mental health of those around them.
System: The nova gains +3 automatic successes on rolls involving positive social interaction (read: friendly, non-hostile, and non-violent), and can function at his top psychological capacity indefinitely. He can also recover from permanent mental disorders (but not mental aberrations, unfortunately) as if they were temporary and is immune to both despair and depression. (This is mental fortitude, not polyannaism- novas with this enhancement are no more and no less perceptive of their circumstances than any other nova.) If the nova has the Telepathy power, he can repair permanent mental traumas (read: mental disorders, certain flaws such as addictions, and Willpower loss- again, this can't affect mental aberrations) as if they were temporary AND gets a difficulty bonus of -2 on power rolls involving beneficial telepathic effects. The nova's presence is enough to temporarily dampen the mental traumas and stress of all beings within 10 meters of the nova- this is assumed to be always "on", but can be switched off as an automatic action.
There is a downside to all of this, however: people with either Willpower scores of 4 or less or who suffer from mental disorders (including mental aberrations!) are at risk of becoming psychologically dependent on the mental trauma/stress dampening field emitted by a nova with Anodyne. Such characters must make a Willpower roll for every three consecutive hours spent in the nova's presence. While gaining even one success means the character has maintained control of him- or herself, failing the roll means that the character must spend a temporary Willpower point and flee the nova's presence or become addicted (as the 2-point Flaw from the _Aberrant Player's Guide_ to the nova's presence. Those who botch the Willpower roll are automatically addicted. Note: while the mental trauma/stress dampening field of a nova with Anodyne does not lessen the effects of mental aberrations in any way, Tainted novas still find this effect to be very pleasant. It doesn't help them as much as it provides a psychological "high" that they can become addicted to quite easily. For this reason, novas with Anodyne risk acquiring many unwanted friends...
This enhancement is permanent and usually has no quantum point cost.
Assimilation (Mega-Charisma)
Mega-Charismatic novas tend to be masters at getting along with other people. Novas who develop this enhancement take it a step further, as they instinctively know how best to "fit in" and function effectively in even the most foreign of cultures. In short, these novas never suffer from "Ugly Tourist Syndrome".
System: The nova gets +3 automatic successes on rolls for "fitting in" with unfamiliar societies and cultures, and can ingore any and all difficulty penalties derived from cultural differences. While she cannot conceal any obvious racial differences with this enhancement, this allows her to successfully mimic the behavior and mannerisms of the locals. One wrinkle is that the locals with whom the nova interacts will consider her to be "one of them" for up to [the nova's Mega-Charisma] days, despite any evidence to the contrary.
This enhancement costs 1 quantum point to use, and lasts for an entire 24-hour period.
Bardic Gift (Mega-Charisma)
Many novas in the performing arts have amazed people worldwide with their works of superhuman virtuousity. A nova with this enhancement has a flair for the performing arts that's simply incredible.
System: The nova gains + [the nova's Mega-Charisma] automatic successes on all Social rolls involving the performing arts (music, singing, dance, acting, etc.) The nova may also make a Charisma roll to have her performance evoke any emotions she desires in her audience through sheer artistic merit. This is not direct manipulation, like the Emotion Manipulation power- it works through the same psychological inputs that baseline performers have used for centuries. This enhancement costs 1 quantum point to activate, and lasts for the duration of the performance. Any emotions evoked by the nova's performance will remain with the audience for a while afterwards, just like the effects of any other good performance.
Beguiling (Mega-Charisma)
Everyone knows about someone like this- the hunks and babes who are so attractive that their admirers are effectively turned into blithering idiots upon catching sight of them. A nova with this enhancement has a quantum-enhanced version of that ability, making them all the more devastating in the social arena.
System: People who are romantically/sexually attracted to the nova function with either reduced Intelligence or Wits (chosen when this enhancement is taken) when interacting socially with the nova. Subtract [the nova's Mega-Charisma] from both the subjects' Mega-Intelligence or Mega-Wits AND the base attribute- the Mega-Attributes can be reduced to nil, while the base attributes can only be reduced to a score of 2. The subjects also lose the benefit of the Common Sense Merit, if any of them even have it to begin with. Once the subjects leave the nova's immediate presence (where she can't be easily perceived), they will return to normal mental function after [the nova's Mega-Charisma /2] turns have passed.
It's possible for the nova to buy a second level of this enhancement, so that she affects both the effective Intelligence and Wits scores of her subjects.
This enhancement is permanent (but can be switched on and off at will) and has no quantum point cost.
Example: Daedelus League nova Carmelita Sanchez has Mega-Charisma 5, the Beguiling enhancement (affecting Wits), and a large number of admirers. An old college boyfriend of hers from college by the name of Professor Walter DuBois has recently erupted, gaining Mega-Wits 4 and increased self-confidence among his other gifts; and has decided to try and restablish his love affair with Carmelita. Managing to meet with Carmelita after a joint NASA/Daedelus League-sponsored seminar at NYU, Walter decides to sound her out on reviving their relationship. But as he catches sight of her, he feels butterflies in his stomach... (Carmelita's Mega-Charisma completely eliminates Walter's Mega-Wits, and leaves him with an effective Wits score of 2.) Reduced to the mental level of a baseline, all he can manage to do is exchange mild pleasantries with Carmelita, who's delighted to tell her old college buddy about her engagement to Dr. Matthew Connors. Later that night, Walter decides to drown his sorrows at the Blackburn Hotel...
Candor (Mega-Charisma)
Novas with this enhancement are capable of radiating a sincerity that many politicians and spin doctors would kill to have. Ironically enough, it wouldn't do them much good- this ability is dependent on the honesty of the nova. While it's great for getting truthful statements accepted at face value, it's pretty much useless for perpetrating deceptions, spin-doctoring, and political campaigns.
System: The nova gains +3 automatic successes on all Social rolls involving honesty on her part. She can also have a statement of hers automatically accepted at face value- no matter how inflammatory- as long as the nova is truly being honest. This enhancement is permanent and has no quantum point cost.
Carte Blanche (Mega-Charisma)
Even for Mega-Charismatic novas, social mores can be major stumbling blocks when interacting with baseline society- the Middle East stands as a prime example of a largely nova-hostile culture. A nova with this enhancement has little need to worry about the locals and their ideas of propriety, as even the most reactionary and hidebound of them would be unwilling to confront the nova about her nonconformity.
System: The nova can safely ignore the social mores of the culture she is currently in as long as she's polite and not unduly belligerent. Others must roll Willpower against the nova's [Mega-Charisma +1] to even think about criticizing, harassing, or abusing her for deviating from the local social mores. Those who fail the roll won't react with irritation and hostility, instead accepting the nova's behavior as harmless eccentricity. Baselines automatically fail this roll. This enhancement is permanent and has no quantum point cost.
Dolor (Mega-Charisma)
Novas can make for truly intimidating foes, as many members of the Directive could attest. A nova with this enhancement has raised intimidation to an art form, as he can make crowds of baselines cower with his glare.
System: The nova can cow up to [Mega-Charisma] Inspired beings and entire raging mobs of the non-Inspired into fleeing his vicinity in fear, shame, and submission. For Inspired beings, roll the nova's Mega-Charisma against the Willpower of his targets. Scaring off the non-Inspired only requires a simple Mega-Charisma roll. 1 success indicates that the nova's subjects retreat from the area and will refuse to return for [the nova's Mega-Charisma] hours. 2 or more successes indicate that the subjects won't return until they have concrete evidence that the nova has left the area. This enhancement costs 1 quantum point to activate.
Dragon Gaze (Mega-Charisma)- [Final Revision]
Ever see a bird freeze in dreadful fascination as it stares at a snake? A nova with this enhancement has developed much the same ability, as she can petrify a chosen victim with fear by locking gazes with him.
System: The nova makes a contested Mega-Charisma roll against the target's Willpower. If the nova gains at least two successes on the roll the target will remain effectively paralyzed with fear until the scene ends; unless the target is even slightly physically disturbed by someone or something (an insect landing on the target's face would be sufficient), or hostile action is taken against him. If the target has a Willpower of 4 or less, he could remain immobilized for days if something doesn't distract or physically disturb him.
This enhancement costs 1 quantum point to activate, and can only affect one victim per use.
Endearing (Mega-Charisma)
Mega-Charismatic novas can easily charm the socks off most people, sometimes literally! A nova with this enhancement takes that charm a bit further, as he can inspire lasting feelings of friendship and affection for him in even the most prejudiced and hostile people, given sufficient time and social interaction.
System: If the nova desires, people who interact with him socially must roll Willpower against [the nova's Mega-Charisma +1]. Those who fail the roll will be unable to feel prejudice and hostility towards the nova for the duration of the scene- instead, they'll be puzzled and begin questioning those hateful feelings.
If the nova engages in civil, nonhostile social interaction with the subjects, any feelings of prejudice and hostility they might have had will be replaced by a growing sense of friendship (and affection, in the case of subjects who are attracted to the nova's gender). These feelings will be made permanent (unless the nova is insincere in his attempt to befriend the subjects or does something horrible later on to change their feelings about him) if the nova can engage the subjects in [11 - the nova's Mega-Charisma] further turns of positive social interaction.
This enhancement costs 1 quantum point to use, and is cumulative with the Amiable enhancement.
Gall (Mega-Charisma)
Novas with this enhancement have the audacity to stand up to anyone, be it a naughty kid or Divis Mal. This isn't brash, foolhardy behavior- these novas are still polite. They simply are more likely to be respected by those whom they confront; regardless of their relative strength, power, or influence.
System: The nova gains +3 automatic successes for any roll that involves a display of backbone and/or forthrightness- including any roll made to resist Mega-Social enhancements and Razor Wit* (Mega-Wits).
This enhancement is permanent and has no quantum point cost.
(*- See _Aberrant: Brainwaves_ for details.)
Inclusion (Mega-Charisma)
This enhancement is very similar to the Mr. Nobody enhancement of Mega-Appearance, and is just as valuable when a nova doesn't want to attract attention to himself. It paradoxically makes the nova seem to be mundane and nonthreatening to others- a big plus in diverting suspicion away from oneself. Novas with this enhancement are often found working in espionage trade.
System: The nova rolls Mega-Charisma to infiltrate a chosen group, who will think of him as a long-term (if dull) member of their group. Infiltrating a group comprised only of baselines requires just 1 success. Mixed groups and groups comprised of only daredevils/paramorphs or aliens require 2 successes to infiltrate. Groups with either psiads/psions or stalwarts/novas require 3 successes to infiltrate.
Note that the less the nova has to say or do while infiltrating a group, the easier time he'll have evading detection as an infiltrator. This enhancement costs 1 quantum point to activate, and lasts for the duration of the infiltration.
Mystique (Mega-Charisma)
Ever since N-Day, novas have always been considered to be larger than life by the common people, who see them as being far more dramatic or "cool" than any baseline could ever be. A nova with this enhancement capitalizes on that idea; she's the "coolest of the cool", always appears to be in control, and is totally suave.
The downside of this is that some people will mistake the nova's mystique for arrogance and react negatively towards her, especially if they see her as a rival- or worse, a romantic rival...
System: The nova gains +3 AS on all Social rols where failure would be embarassing for her. The nova also cannot botch Social rolls (botches are treated as simple failures), is immune to minor embarassing mishaps, and is incapable of making social blunders and faux pas. Finally, the nova's aura of "coolness", power, and self-confidence makes most people respect her upon catching sight of her. (Subjects must roll Willpower against the nova's Mega-Charisma +1 to resist this).
This enhancement is permanent and has no quantum point cost.
Perfect Poise (Mega-Charisma)
Mega-Charismatic novas never get their feathers ruffled, exhibiting superhuman poise and charm in even the most trying situations. A nova with this enhancement takes that capability further, making her just about unflappable, even in the most apocalyptic of situations.
System: The nova gains +3 automatic successes both on rolls for staredowns (a form of the Intimidation ability) and Social rolls involving poise, grace, and composure. The nova is wholly immune to panic and is incapable of showing discomfort, shock, or surprise. The nova also gains [Mega-Charisma] extra dice in any situation where maintaining a "poker face" would be of benefit to the nova.
This enhancement is permanent and has no quantum point cost.
Screen Presence (Mega-Charisma)
Whatever other gifts Mega-Charisma gives the nova, they are still just as potent when the nova is recorded. Videotape, holographic storage and similar media all convey the nova's superhuman charm.
System: The nova can be recorded while using charisma-related Abilities. They apply with full strength when shown to audiences elsewhere: Targets must resist the successes the nova achieves, just as if they were present when the nova used her power.
(Yes, this is the Mega-Charisma equivalent of Almost Live, and is cumulative with that enhancement.)
Trustworthy (Mega-Charisma)
A nova with this enhancement apparently has a master spin doctor acting his guardian angel- both the nova and his actions will be presented in the best possible spin where his audience is concerned.
System: Roll [the nova's Mega-Charisma +1 against the target's Willpower] to instantly gain the trust, goodwill, and friendship of anyone who notices the nova- the nova's targets will see him as a "good guy" and will not willingly attack him. Also, the nova's targets will always see the nova and his actions in the best possible light and will feel that the nova had good reason for them. This doesn't coerce the nova's targets in any other way, nor does it supersede common sense.
This enhancement costs 1 quantum point to activate, and lasts for the duration of the scene. Note that the nova always appears trustworthy even when he's not actively using this enhancement, in much the same manner as Awe-Inspiring.
(This last bit added to clear up any confusion on using this. Enjoy!
Universal Charm (Mega-Charisma)
While Mega-Charismatic novas are famous for getting along with just about anyone on Earth; a nova with this enhancement can get along with just about anyone, period! Such a nova can socially interact well with any form of sapient being they encounter, no matter if it's a Zep scientist or Joe Schmoe from Cleveland.
System: The nova's Mega-Charisma and most enhancements are equally effective against any type of sapient being. Mega-Charisma enhancements dependent on sexual appeal can't be used with most alien races, for obvious reasons. (The only exception to this is the"weird-looking human" variety of aliens portrayed in the various _Star Trek_ tv/movie series and the _Lum*Urusei Yatsura_ manga/anime series.)
The nova also gains a -[Mega-Charisma] difficulty bonus on all social rolls for interacting with aliens, baseline humans, tainted or high-Chrysalis novas, psions, daredevils, etc.
This enhancement is permanent, and has no quantum point cost.
Feel free to tell me what you think, folks. And yes, there's more on the way... ::devilangel
#74
Posted 30 March 2003 - 11:34 PM
Anyway, are you sure Perfect Poise shouldn't be a Mega-Wits enhancement? It seems to have more to do with how the nova reacts to sudden and unexpected changes in his surroundings.
God moves in extremely mysterious, not to say, circuitous ways. God does not play dice with the universe; He plays an ineffable game of His own devising, which might be compared, from the perspective of any of the other players, [ie., everybody.] to being involved in an obscure and complex version of poker in a pitch-dark room, with blank cards, for infinite stakes, with a Dealer who won't tell you the rules, and who smiles all the time. -Neil Gaiman
#75
Posted 31 March 2003 - 12:00 AM
Re: Perfect Poise- There was a case for listing it as a Mega-Wits enhancement, but that idea was tanked when Aberrant: Brainwaves was released.
Anyway, I retrofitted the darn thing until it would work as a complement to the Unfazeable enhancement (Mega-Wits) presented in Brainwaves.
BTW, as a fellow Urusei Yatsura fan... has anyone ever thought of trying to write up Moroboshi Ataru as a nova? Considering that he's the "Most Lecherous Being In The Universe", I'd be hard-pressed to think of any other game system that could handle him. (Although _Teenagers From Outer Space_ and the online _Ranma 1/2_ RPGs might've been workable.)
#76
Posted 31 March 2003 - 01:17 AM
Anyway.. What do you guys think of this?
Medium Level Abberation – Semi-Permanent Power
The nova’s taint has reached a point where her control over one of her powers is limited, but not completely gone. In game terms, this is the same as the abberation Permanent Power, except it can be "turned off" with effort. Because I’m extremely lazy, the power is deactivated and suppressed the same way it would normally be activated and maintained – through concentration or point expenditure.
Example: Jack "Boulder" Britton has Semi-Permanent Sizemorph 1 (Grow). He needs to go inside a building to conduct business or maybe just use the bathroom, so he spends two quanta and shrinks down to a reasonable size. He can maintain his normality as though it were a level 2 power.
God moves in extremely mysterious, not to say, circuitous ways. God does not play dice with the universe; He plays an ineffable game of His own devising, which might be compared, from the perspective of any of the other players, [ie., everybody.] to being involved in an obscure and complex version of poker in a pitch-dark room, with blank cards, for infinite stakes, with a Dealer who won't tell you the rules, and who smiles all the time. -Neil Gaiman
#77
Posted 31 March 2003 - 04:27 PM
So why can't you give your Allies stats? Why is an Ally not "concrete"? Why is he/she "ethereal"?
I call Allies ethereal because, to the PCs' it is. The stats of the ally are totally up to the storyteller. How powerfull is that 3 dot ally? Totally up to the ST.
Also, seeing as a 1 dot ally is supposed to be equal to the PC, is it accurate to apply that to a Quantum Gadget, which is just one facet of the PCs abilities?
Then there's the trust factor. Seeing as Quantum Gadget in itself can be a formidable power which can cost the PC a lot of nova points, he/she would have to be quite gracious and trusting indeed to allow the ST to arbitrarily control the gadget thru the use of the background Allies, creating mental and social stats on the bases of the Allies rating.
And seeing as a 1 in Allies is already more powerfull than the gadget should be, the ST would be cheating the PC to begin with, and then would also have to put a cap on the Allies rating when it concerns the gadget, because it would certainly not be allowed a rating of 2 or more.
No, i think giving the PC the control to create the intelligence of the gadget creates the feeling of control the PCs' should have. And seeing as Quantum Construct allows for self aware constructs and gives rules on how to do it, i think it would be a crime to take the control out of the PCs hands by relegating the gadgets intelligence to a dot in Allies.
#78
Posted 31 March 2003 - 04:36 PM
If that's the case, the power is but one Dumbo Syndrome away from Green Lanterns power ring. Add other weaknesses like dependency (recharging), and high level vulnerabilities to say..yellow or something, and you could possibly lower the cost of the power and increase the multiple actions from no to yes.
Am i wrong?
#79
Posted 31 March 2003 - 09:52 PM
Right, so you're advocating allowing the PC with the Q-Gadget to play the 'personality' of the weapon as well? Doesn't that defeat the much of the role-play potential that a self-aware device creates
On that note, you'd allow PCs who used the Q-Construct Extra to create self-aware constructs to play those constructs? I guess I just understand the term "self-aware" a little differently...
If the ST's to play the weapon's personality, why not just make it an Ally? Or a Follower for that matter, or a Mentor - depending on the relationship between the weapon & it's 'owner'?
Remember, this thing will be a long-term NPC in any game it's in, unlike a Q-Construct (even with Self-Aware & Longevity it'll be gone soon enough).
And yes, Q-Construct does help to simlulate Green Lantern's ring (along with Elemental Mastery - Green Oan Energy, the Adaptability Enhancement for Mega-Stamina, something like Quantum Awareness, Force Field, & a whole host of other powers). If trying to simulate the thing with a single power I'd lean towards the Elemental Mastery, since it covers the basics (energy walls, cages, blasts, flight, etc.), & can even make 'stuff' (using the Animation technique from the APG & the Shaping technique from Elemental Anima) - & can do that stuff instantly (unlike the create one action, use the next action Q-Contruct), & repeatedly (again unlike Q-Constuct).
#80
Posted 31 March 2003 - 10:09 PM
Right, so you're advocating allowing the PC with the Q-Gadget to play the 'personality' of the weapon as well? Doesn't that defeat the much of the role-play potential that a self-aware device creates
On that note, you'd allow PCs who used the Q-Construct Extra to create self-aware constructs to play those constructs? I guess I just understand the term "self-aware" a little differently...
If the ST's to play the weapon's personality, why not just make it an Ally? Or a Follower for that matter, or a Mentor - depending on the relationship between the weapon & it's 'owner'?
Remember, this thing will be a long-term NPC in any game it's in, unlike a Q-Construct (even with Self-Aware & Longevity it'll be gone soon enough).
And yes, Q-Construct does help to simlulate Green Lantern's ring (along with Elemental Mastery - Green Oan Energy, the Adaptability Enhancement for Mega-Stamina, something like Quantum Awareness, Force Field, & a whole host of other powers). If trying to simulate the thing with a single power I'd lean towards the Elemental Mastery, since it covers the basics (energy walls, cages, blasts, flight, etc.), & can even make 'stuff' (using the Animation technique from the APG & the Shaping technique from Elemental Anima) - & can do that stuff instantly (unlike the create one action, use the next action Q-Contruct), & repeatedly (again unlike Q-Constuct).
What i'm saying is, as Quantum Construct, the ST would roleplay the self aware construct, but the PC created it. The PC designed the stats and knows its abilities.
That's the control the PC exerts. It's not out of the PCs hands as to what the specific stats are.
I guess i'm a bit geared toward total freedom than others may be. As the ST, i can totally reign in any powermongering and such as i see fit anyway, so let the PCs have their fun.
I just think cheating them by using the Ally background isn't needed when their are rules for Quantum Construction which allow the same, if short, effect.
As for Elemntal Mastery and the power ring; yeah, those techniques would come in handy. But remember, the power ring is pretty much a "wish ring". Quantum Constructs can have about any quantum power that you can afford to give it. It does become harder with every use within a scene though. That can probably be bought off with strength points.
#81
Posted 31 March 2003 - 10:33 PM
If you think that an Ally (or other Background) is \"cheating\" the PCs then I guess that's based on your own gaming experiences, or lack of trust of the ST
Not according to the rules it can't (see the APG p.143 for what Strengths can do - they're pretty limited really) - but feel free to do what you want in your game. The GL power ring's abilities fluctuate wildly depending on which comics you've read (or cartoons you've watched), but EM covers what it usually does. Don't forget that with an EM (or other suite power) the character can attempt to do anything within the power's special effect, not just the listed techniques. GL rarely creates one thing for an entire battle, & rarely has to create it (relatively) slowly, then use it - he just creates & does stuff in one smooth action. He also uses his force-field, flight, energy blasts, energy walls, traps enemies in giant hands, or bird-cages, or whatever all in the space of one battle. Also, his energy "constructs" are usually attatched to the ring (via a "cord of energy" of something) rather than being seperate created entities. All in all I'd still say it's more like an EM than a Q-Construct.
#82
Posted 01 April 2003 - 03:34 PM
If you think that an Ally (or other Background) is "cheating" the PCs then I guess that's based on your own gaming experiences, or lack of trust of the ST
Not according to the rules it can't (see the APG p.143 for what Strengths can do - they're pretty limited really) - but feel free to do what you want in your game. The GL power ring's abilities fluctuate wildly depending on which comics you've read (or cartoons you've watched), but EM covers what it usually does. Don't forget that with an EM (or other suite power) the character can attempt to do anything within the power's special effect, not just the listed techniques. GL rarely creates one thing for an entire battle, & rarely has to create it (relatively) slowly, then use it - he just creates & does stuff in one smooth action. He also uses his force-field, flight, energy blasts, energy walls, traps enemies in giant hands, or bird-cages, or whatever all in the space of one battle. Also, his energy "constructs" are usually attatched to the ring (via a "cord of energy" of something) rather than being seperate created entities. All in all I'd still say it's more like an EM than a Q-Construct.
Let me try to illustrate:
Gary buys puts one dot in allies and says it's supposed to represent the Q Gadgets intelligence. First of all, 1 dot of allies says the ally is about equal to the PC in power. Is one facet of Garys' powers, the Q gadget, egual to Gary in power? No. So i am cheating gary by giving him an Ally not equal to him. Second, the actual mental stats of the gadget is left up to me, not Gary. That leaves a lot of room for problems and trust issues if something happens that relies on a mental roll for the gadget. Issues that wouldn't occur if Gary created the stats for the gadget and made whatever rolls i reguired the gadget to make.
PCs like to feel in control of their own charcacters. Seeing as Q gadget is a facet of Garys powers, taking the technical aspects of creating the self aware portion of the gadget away from him, not having the actual stats in front of him, could cause problems. And considering Q Construct didn't just say, "consider them intelligent for such and such turns", i think it would put off PCs going that route not to have that control.
That's all i'm saying.
As for Elemental Mastery and power rings:
All the PHYSICAL aspects of a Green Lanterns ring are fairly represented in that power. But boxing glove constructs, energy beams and green cages are the least of a Green Lanterns abilities. When the power ring wielder wants to open a gate into deep space, create a very powerfull telescopic instrument, universal translator, life support and make forcefields for his friends, Elemental Mastery isn't doing it. I see two things happening for the player wanting to do this. Convince the ST to ignore the penalty that was put on using the power more than once in a scene, or make sure he/she is good enough in the power to accomplish multiple uses in spite of the penalty.
Best bet is to buy Elemental Mastery for all of the mundane physical stuff and rely on Quantum Construct for the more varied "wish ring" aspects.
And i don't know about Hal Jordan, but Guy Gardner (when he was a Lantern), Kyle Rayner, and John Stewart all have the ability to create constructs without there being a cord linking the ring with the construct. Kyle often creates his "green babe servants" to do menial tasks, all of which have no green cords.
#83
Posted 01 April 2003 - 03:46 PM
Anyone ever wonder why there isn't a technique allowing a nova to actually create an element from nothing? A nova with ice/snow mastery can't actually create snow or ice. Sure, the ST can say if the nova fires enough blasts of the element it would linger there, but there isn't a technique allowing the nova to just create a large amount of snow/ice or what have you. I would think a create element technique would be mandatory for Elemental Mastery, as Elemaental Anima is just control.
What up with that? ::dontgetit
#84
Posted 01 April 2003 - 09:14 PM
Re: Elemental Mastery- It sounds like the game designers wanted to keep players from abusing certain forms of Elemental Mastery- see the problems a nova has in trying to make permanent items with the Matter Creation power? That's a deliberate impediment to keep novas from flooding the Gold or diamond markets and causing widespread economic chaos too easily.
Re: Urusei Yatsura character write-ups- Looks nice, phoenix, but don't forget Lum's vulnerability to getting drunk off of umeboshi! Now how does _that_ sound for an aberration? ::hehe
Back on topic, I've got some Mega-Manipulation enhancements for you guys to look over. Feedback greatly appreciated, as always...
Calm (Mega-Manipulation)
Novas with this enhancement are masters at talking large numbers of people out of unthinking panic and other forms of the mob mentality. Aside from making then invaluable for crowd control, these novas can easily find employment in disaster relief agencies such as the International Red Cross- there's nothing like a food riot to screw up relief efforts in famine-stricken regions.
System: The nova can calm up to [Mega-Manipulation] novas/Inspired (and masses of baselines). Make a contested Mega-Manipulation + Subterfuge roll against the target's Willpower. Use an averaged Willpower score for groups consisting of novas or the Inspired, and a flat value of 4 for groups of baselines. The nova also gets +3 automatic successes on this roll if he's trying to calm them in order to sincerely help them. Note that the people the nova wishes to affect must be able to both hear and understand his speech for this enhancement to work. Novas with this enhancement often develop Telepathy for that very reason...
It is possible for the nova to purchase multiple levels of this enhancement. Doing so only increases the number of other novas/Inspired the nova can affect- 2 levels lets the nova affect [Mega-Manipulation x 2] novas or Inspired, and so forth. A nova can only have a total number of levels of this enhancement equal to his Quantum or Mega-Manipulation score, using whichever is lowest.
This enhancement costs 1 quantum point to activate, and lasts for the duration of the scene.
Clarity (Mega-Manipulation)
Not much gets past a Mega-Manipulative nova- they're rarely taken in by mundane attempts to manipulate their feelings and opinions. Novas with this enhancement have heightened this resistance to a frightening degree, allowing them to shrug off the effects of novas with Social Mega-Attributes and/or powers that control people's minds or emotions. These novas are the ones who give shrieking nightmares to marketing executives on Madison Avenue and around the world.
System: The nova can use his Mega-Manipulation dice to resist both Mega-Social enhancements and mind/emotion control powers. An interesting side effect of this is that the nova can automatically detect the true motives behind any lies, deceptions, or malarkey others attempt to pass off on him. By spending a quantum point and saying something appropriate that contradicts the Mega-Social/power effect (or lie/deception/malarkey), the nova can share this protection with everyone who can hear and understand him. Telepathic contact can easily substitute for audible speech in this case.
This enhancement costs no quantum points to activate, although sharing this protection with others does cost 1 quantum point and lasts for the duration of the scene.
Compelling (Mega-Manipulation)
Whatever other gifts Mega-Manipulation gives the nova, they are still just as potent when the nova is recorded. Videotape, holographic storage and similar media all convey the nova's superhuman guile.
System: The nova can be recorded while using Manipulation-related Abilities. They apply with full strength when shown to audiences elsewhere: Targets must resist the successes the nova achieves, just as if they were present when the nova used her power.
(This is the Mega-Manipulation equivalent of Almost Live, and is cumulative with both that enhancement and Screen Presence from Mega-Charisma.)
Delicacy (Mega-Manipulation)
At one time or another, everyone's heard about the denial-prone king who always kept a spear by his throne to kill any messengers who dared to bring him bad news. While this response to ill tidings is still found among some people in the 21st century (although it's been toned down a bit), a nova with this enhancement needs not worry about any retribution caused by bearing bad news.
System: The nova gains +3 automatic successes on all Social rolls that involve telling people what they don't want to hear and having them accept what he tells them without either developing hard feelings towards the nova or suffering serious emotional pain.
This enhancement is permanent, and has no quantum point cost.
Dissimulator (Mega-Manipulation)
A nova with this enhancement is a master of double-talk and the confidence job. This nova is the one who can bluff everyone into thinking that she's exactly what she claims to be, as long as she doesn't try to actually _use_ the skills she says she has. Otherwise, it's pretty much a cakewalk.
System: The nova gains +3 automatic successes on all Subterfuge rolls to masquerade as an instant authority on anything, as far as any observers are concerned. Other novas with both Mega-Perception exceeding the nova's Mega-Manipulation and who have actual expertise in the nova's professed field can automatically see through this deception. This works regardless of the nova's appearance at the time- even if the nova shows up in a circus clown suit (complete with greasepaint and neon-blue wig), she could easily pass herself off as an agent of the National Security Agency with just her body language and attitude.
This enhancement is permanent, and has no quantum point cost.
Dissuasion (Mega-Manipulation)
Mega-Manipulative novas are excellent at using their guile to defuse potentially lethal (if not outright disastrous) situations. Those novas with this enhancement are even better at talking themselves out of a tight spot, as they can hold off would-be assailants long enough to either escape or call on their allies for combat support. While this has to be used strategically to be effective, it can defuse many a quantum battle before it happens- a definite plus when one is in the middle of a population center.
System: When in combat or even just threatened, the nova may roll Mega-Manipulation (and spend a quantum point) as an automatic action. The nova must be able to speak in a language her foes can understand, but the concept doesn't have to be any more complex than "Are you sure you want to do that?". The nova's foes may not initiate hostile action against her for 1 turn per success on the Mega-Manipulation roll, provided that she and her allies likewise don't engage in hostilities against them. If the nova's foes are attacked by anyone, this effect wears off and the nova's foes can resume their attack.
This enhancement costs 1 quantum point to activate and lasts until either the nova's foes are attacked or the end of the scene, whichever comes first.
Enigma (Mega-Manipulation)
Agencies in both intelligence and law enforcement depend on psychological profiling to capture their quarry. A nova with this enhancement is therefore their worst nightmare, as the workings of his mind are just about impossible for baseline humans to comprehend and difficult even for other novas to figure out.
System: The nova can conceal his psyche and Nature from being analyzed with an automatic action (no roll required). Others must roll Mega-Perception against the nova's [Mega-Manipulation +1] to tell what he is thinking (without the use of Telepathy), or to figure out the workings of the nova's mind via psychological analysis and profiling. Those who fail the roll will be utterly unable to comprehend the nova's mentality, psychological drives and weaknesses, etc. Baselines and novas lacking Mega-Perception automatically fail this roll. This enhancement is always in effect, and costs no quantum points to use.
Scold (Mega-Manipulation)
While all Mega-Manipulative novas have a way with words, a nova with this enhancement can use words alone to inflict epic tongue-lashings. The target of the nova's harangue collapses into a shivering wretch, becoming especially disconsolate when onlookers begin siding with the nova against him.
System: Roll the nova's [Mega-Manipulation + Subterfuge] against the target's Willpower-if the nova wins, his haranguing not only overwhelms the target with feeling of guilt and remorse. The target is thus reduced to an apologetic, groveling whelp for the duration of the scene, and possibly longer. The target will be unable to take any aggressive action against the nova and is largely incapacitated. The target can make a Willpower roll to recover at a difficulty penalty of [the nova's Mega-Manipulation +1] once the scene is over- otherwise, this effect will last for up to [Mega-Manipulation] days.
Use of this enhancement also encourages any listeners to take the nova's side and believe the accusations he's made against the target. Listeners can resist this by rolling Mega-Perception against the nova's [Mega-Manipulation +1], although at a difficulty penalty equal to the number of successes the nova made on his initial Mega-Manipulation roll to use this enhancement. If the nova's accusation is untrue, this will wear off in [the nova's Mega-Manipulation] days- otherwise, it's more or less permanent.
This enhancement requires 1 quantum point to activate, with the durations described above.
Silver Tongue (Mega-Manipulation)
A nova with this enhancement is a born spin doctor and PR man. People tend to believe what she says, no matter how inane her conversation or how incredible her stories.
System: The nova gains a difficulty bonus of - [Mega-Manipulation] on all Social-based rolls that depend on glib assurances. This enhancement is always in effect, and costs no quantum points to use.
Slippery (Mega-Manipulation)
Mega-Manipulative novas can be con artists of unparalleled skill, but a nova with this enhancement can con a mark well enough that the mark usually won't ever realize he's been had for years afterwards.
System: Victims of the nova's trickery must make a resisted roll against the nova's [Mega-Manipulation +1] to even realize that they've been manipulated after the fact. Baselines automatically fail this roll without Inspired aid. This enhancement is always in effect, and costs no quantum points to use.
Ultimatum (Mega-Manipulation)
A nova with this enhancement has refined his ability to use Mega-Manipulation in combat. By dictating the actions of his opponents, the nova can gain a definite edge in combat situations. (Note: the nova is limited to dictating actions that his targets could be expected to take in the course of combat. Unless one or more of the targets are actually suicidal, the nova can't offer "slit your own throats" as an option and expect them to obey. This enhancement's main use is to make the nova's foes face him on his terms, and denying them the use of sound tactics and/or strategy.)
System: Roll the nova's Mega-Manipulation against his foes' Willpower- if successful, the nova can deliver a pair of options ("Either come and get me or run like the cowards you are!" seems to be a favorite) to his foes, who must comply with one or the other and may take no action that you haven't specified.
This enhancement costs 1 quantum point to activate.
I'll start on the Mega-Mental enhancements next... coming soon!
(Editing has been performed on the problems in this post that I've been told of- now that that batch of snafus has been dealt with, I'm off to relax a bit before dredging up the Mega-Intelligence enhancements I've been salvaging. ::smokin )
#87
Posted 01 April 2003 - 09:38 PM
No. If you have Elemental Mastery (EM), then all of the techniques allow you to create your substance. Elemental Anima (EA) only allows you to control what is already around. And remember that you get to define most of your own techniques.
Example: "GoldBug" has 4 levels of EM: Gold
(1)Lethal Attack: Gold Spikes appear an try to impale your victum.
(2)Increase/Decrease: Each succ lets you alter the amount of the stuff around by 20%. 5 succ let you completely remove all gold from say, a bank vault or a person. 5 succ would also let you double the amount of gold coins you have in a pile.
(3)Storm: Litterally a spray of sharp, golden spines/other objects.
(4)Movement: A gold disk appears under your feet and you can "ride" it as it flys or slides about.
#89
Posted 01 April 2003 - 10:02 PM
No. If you have Elemental Mastery (EM), then all of the techniques allow you to create your substance. Elemental Anima (EA) only allows you to control what is already around. And remember that you get to define most of your own techniques.
Example: "GoldBug" has 4 levels of EM: Gold
(1)Lethal Attack: Gold Spikes appear an try to impale your victum.
(2)Increase/Decrease: Each succ lets you alter the amount of the stuff around by 20%. 5 succ let you completely remove all gold from say, a bank vault or a person. 5 succ would also let you double the amount of gold coins you have in a pile.
(3)Storm: Litterally a spray of sharp, golden spines/other objects.
(4)Movement: A gold disk appears under your feet and you can "ride" it as it flys or slides about.
Yeah, but you can't actually create a large amount of the substance.
Take your example: So just how much gold can you create? How much weight, volume, and such? How much of an area does it encompass?
There isn't a technique which allows this. As the rules stand, i can't create an ice guy who can just cover Central Park in 3 feet of snow, or a water guy who can just fill a swimming pool with water, or a fire guy that can......eeewwww.
Okay, maybe i see why that technique wasn't created. ::lookaround
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