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Aberrant RPG - Adventure! Super-Science Rules, in Aberrant


BlueNinja

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I started looking at this mostly because Phoenix asked me to.

For creating gadgets and more advanced technology, the Adventure! rules are far superior to the Aberrant ones (99% of that being in simplicity and useability). But at the same time, you can't do a straight map over to Aberrant, and expect it to work. The modifications in the Eon Tech Manual are nice, but they aren't quite what I think works, and I'm not talking about the powered armor stuff. So here's what I'm thinking, and let me know if you think I'm way off base with this:

For adding options, use the basic same rules, with a few small modifiers:

Reduce R&D time by 25% (since gadgeteers in the Nova age have access to nifty things like computers and the OpNet). The die roll for success then subtracts from this adjusted total.

Reduce construction time by 25% (due to the wonders of mechanized contruction and ordering cheap parts from China).

Having the Speed Reading enhancement will reduce R&D time by 10% per dot of Mega-Intelligence.

Having the Fast Tasks enhancement will reduce contruction time by 25% (cumulative with the already reduced time, meaning a total deduction of 50%).

Having Adaptability or Tireless will reduce R&D time by 10% each (due to the sudden lack of time eating or sleeping).

Having the appropriate Prodigy just gives you more dice to roll for the final step.

For building devices with powers, megas, or enhancements:

The device must have a base Quantum of 1. This costs 20 days of R&D time that is not reducable by any of the above methods. Each additional point of Quantum adds another 20 days of R&D time, up to the builder's Quantum -1. Raising the gadget to match the builder's Quantum score adds another 30 days of R&D, and a +1 difficulty. Raising it above the builder's Quantum score adds another 50 days of R&D per point, along with a cumulative +1 penalty per point. (example: A gadgeteer with Quantum 4 wants to build a device with Telekinesis. To meet the minimum Quantum score will take 40 days of R&D. Giving the gadget up to Quantum 4 will take 90 days of R&D time, and a +1 difficulty on the die roll.)

Gadgets start with pools for Attributes and Abilities at 0 points (meaning that the user rolls their own dice pool). Raising the gadget pool to 1/2 the builder's rating costs 20 days of R&D per trait. Raising it to match the builder's rating costs 50 days of R&D per trait. Raising it to maximum (assuming the builder's rating is less than five dots) costs 50 days, plus an additional 20 days R&D for each point needed to raise it to five. (example: A gadgeteer with Dex 2 wants to build a device with a Q-bolt. For 20 days R&D, the gadget will have its own Dex 1. For 50 days R&D, the gadget will have its own Dex 2. For 110 days R&D, the gadget will have its own Dex 5.)

Incorporating a power, mega-attribute, or enhancement that the builder possesses adds 10 days of R&D time per level of the power. (ie, Psychic Link would add 10 days per dot, Mega-Strength would add 20 days per dot, Cyberkinesis would add 30 days per dot) Megas and enhancements count as level 2 powers.

Incorporating a power, mega-attribute, or enhancement that the builder does not possess, but one of his research assistants does possess, adds 15 days of R&D time per level of the power. (ie, Psychic Link adds 15 days per dot, Mega-Strength adds 30 days, etc).

Incorporating a power, mega-attribute, or enhancement that the builder and all of his assistants do not possess adds 20 days of R&D time per level of the power. (ie, Psychic Link adds 20 days, Mega-Strength adds 40 days, etc).

Using any of the above methods, extras may be added to powers to raise them above level three, without needing the matching high quantum score, with GM approval. Having a gadget quantum rating of 6+ does not grant 'free' extras for a power. Also, no gadget may ever be taken with Mastery. (for an example, a gadgeteer could design a device with Holo, with Extra Sense three times so that the gadget power covers sight, sound, touch, and smell. This would make it a Level 5 power for purposes of R&D time, but it still only requires a base quantum of 1.)

Quantum Points for a gadget cost 3 days of R&D time per point, and increase the weight of the gadget by 0.5 kg per point. If the pool is empty (or would be empty if a power was used again), then it breaks immediately afterward. If the gadget's pool can recharge itself from ambient quantum energy at the rate of one point per day, add 50 days of R&D time. If the gadget's pool can recharge itself from ambient quantum energy at the rate of one point per hour, add 250 days of R&D time. (All gadgets may be recharged by a nova pumping quantum into them.)

Making a gadget usable by any nova adds 10 days of R&D time. Making a gadget usable by anyone adds 30 days of R&D time. Making a gadget usable by any single person who's not the builder (for example, a quantum-powered implant for a specific person) adds 5 days of R&D time.

The life span of the gadget is determined by subtracting the gadget's own Quantum score from the number of dice the builder has in their relevant pool. (example: A gadgeteer has built a device with a Quantum of 3. His Engineering dice pool is 11 dice (5 Intelligence, 5 Engineering, specialty in Mechanics), + 4 more for Mega-Intelligence. The device has a life span of 12 months.) The builder can add to the lifespan of the gadget in three ways: Each success from the roll may be used to extend the gadget's lifespan by one month, instead of reducing R&D time; or the builder may sacrifice one permanent Quantum Pool points to add six months to the lifespan; or the builder may sacrifice one permanent Quantum point to make the gadget immune to breakdowns.

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Here's some examples of using my rules, for better understanding:

Example 1:

A gadgeteer with Intelligence 5, Firearms 4, Mega-Intelligence 3, and Fast Tasks, is going to do some improvements to a teammates 9mm pistol. He takes the pistol, and improves the sights (+2 accuracy, 6 days R&D time, +1 difficulty), the barrel (+50% range, 5 days R&D time), and makes some custom ammunition (+2 damage, 14 days R&D time, +1 difficulty). His total time is 25 days of R&D, which is reduced to 19 days. He then makes his roll, scoring 6 successes, which the difficulty reduces to 4. This further reduces his R&D time to 15 days. By the Adventure! charts, this would take him 12 hours; the time is reduced by half (25% for standard Aberrant-age equipment, 25% for Fast Tasks) to six hours.

Thus, after two weeks and two days, he hands his teammate back a pair of drastically improved pistols.

Example 2:

A gadgeteer with Quantum 4, Intelligence 5, Engineering 5 (Electronics), Mega-Intelligence 3, Manipulation 4, Mega-Manipulation 1, and Fast Tasks, Engineering Prodigy, and Speed Reading, is going to build a holodeck for a Las Vegas casino. While he himself doesn't have Holo, his teammate assistant does. The gadget doesn't need to have a strong Quantum score for the Holo, but it will for the related Mega-Manipulation, so the gadgeteer pushes it up to 3 (60 days R&D). Since the gadget will be operated automatically, it needs to have its own score, and therefore he builds it with a full Manipulation rating (5 Manipulation, 70 days R&D). The gadget also needs its own Mega-Manipulation to make it truly believable, so he pushes it up to 4 dots (4 Mega-Manipulation, 80 days R&D). To fool every normal sense and make it the ultimate experience for a baseline, the Holo has to have Extra Sense four times, raising it to a level 6 power, and it has to be maxed out as well (5 Holo, 450 days R&D time). It needs a quantum pool to run, obviously, so he builds it with a pool of 10 points (30 days R&D, plus a battery somewhere nearby that weight 5kg). Since the casino probably doesn't want to pay him to come back and charge it every day, he works hard to max out the regeneration rate (250 days R&D, recharges 1 qp/hour). Lastly, the device has to be operatable by anyone (30 days R&D). Thus, when all is said and done, the poor gadgeteer is looking at a research time of a whopping 970 days. This is reduced by 25% for Aberrant-era technology, and further reduced 30% by his Speed Reading, giving him a final total of 437 days of R&D. (Boy, he'd better be getting paid a lot for this, huh?) His then rolls 14 dice (5 Int, 5 Eng, 1 Spec, 3 M-Int), plus two bonus dice for his assistant (+1 die Nova, +1 die related ability), plus the bonus dice for his Engineering Prodigy. All told, he comes down with 10 successes. While he could use this time to knock off a week and a half from the design time, he decides to put those extra 9 successes into durability. When it's completed, the device will have an operational lifespan of 20 months (14 dice pool - 3 Quantum + 9 successes). Building it would take a base time of one year, which is reduced by Aberrant-era technology and Fast Tasks to bring the total time to 6 months. So, from the very start of researching to the very end of standing inside the finished product, the holodeck would take almost twenty-one months to build.

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  • 1 year later...

Ok, this should look familiar to anyone who has Adventure!. Because I copied it, then modified it. It makes designing gadgets, and performing upgrades to equipment, very simple. On the downside, it also adds a great deal more time to design and build things if the nova inventor doesn't branch out his mega-attributes. As an example, I remember that building a set of powered armor (with FField2, M-Stam 2, M-Str 2, Claws 1, and a 21B/17L soak without the shield on) took me about three weeks of gametime using the rules in the APG. Using this rule set, the same character would have needed about four months to design it, and about six weeks to build it.

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  • 1 year later...

I have made some modifications to my rules. Will edit this post to include them when I get home and can plug in a thumb drive.

Short version:

Specified what happens when gadget runs out of maintenance life. (go boom)

Added Hypercognition to the list of enhancements that give bonuses.

Added upgrades/options for computers and electronics.

Added a section on "MacGuyvering", or building single-use gadgets (more useful for comic-book-style games, where the super-villian has a nifty-cool-thingy in one issue, gets defeated, and it never again makes an appearance).

[edit] Here's part of the section on jury-rigging short-term gadgets. Useful for someone who wants a more traditional comic gadgeteer, I think.

If the inventor needs to build a gadget in a hurry, calculate the research times as normal. Then the player gets two options:

In the first option, take the number of days for research, make the die roll without any assistants helping, and apply the successes to reduce the research time. Take the final result, and change it to minutes – this is how long the gadget will take to construct. (example: Michal needs a temporary force field. He comes up with 51 days after the die roll; building it will then take 51 minutes.) The finished device will last for one scene, at the end of which it falls apart or is otherwise destroyed.

In the second option, do the same die roll (applying assistants, if applicable), and change the final result to hours for the construction time. The finished device will last for 10-(Gadget’s Quantum) days, at the end of which it falls apart, explodes, or is otherwise destroyed. If the gadget has its own Quantum Pool, it explodes just like a regular gadget.

Is anyone ever going to comment on this stuff? ::confused

Adventure_Aberrant_Super_Science_Rules.doc

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Is anyone ever going to comment on this stuff? ::confused

No. ::laugh

I only gave it a quick look over as I don't have much time at the moment buy it seems to be good. I really like the 'MacGuyvering It' section. But in the Gadget Quick-Reference chart, you have the listing for level four & five powers, but not for the minimum base quantum that would be required for them. Or did I miss that in another part of the guide?

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Well, slight digression, but the APG rules allow you to give a gadget Quantum up to one higher than your own. I figured that, building a gadget with powers beyond yours is possible, but you have to pay for the minimum quantum necessary, *and* you have to apply sufficient weaknesses to cut the level to within your own possible range. And, natch, such gadgeteering should be highly risky, with unpredictable side effects, and dire consequences for failure.

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I only gave it a quick look over as I don't have much time at the moment buy it seems to be good. I really like the 'MacGuyvering It' section. But in the Gadget Quick-Reference chart, you have the listing for level four & five powers, but not for the minimum base quantum that would be required for them. Or did I miss that in another part of the guide?
The gadget Quantum needed for a power is the same as if the player wanted the power. The catch is that for Q6+ powers, the gadget can't have a higher Quantum than the builder. I add an allowance for making "Level Four" powers by adding extras onto gadget powers without actually making them Level Four powers.

I'm glad you like the MacGuyvering section. It hasn't been playtested or anything yet though, nor has the Computer/Electronics upgrades been really compared to regular ones.

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The word I'd use is "needed". I build a Q5 science type and duplicate Pax's Q-Bolt or any number of other Q6 powers. In theory I wouldn't even need his active cooperation. Heck, in theory I can build *any* Q6 power because Mal has every power.

BN is right. The Q+1 rule should mirror the Mega-Stat rule, Q+1 below 5, Q with 6+.

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  • 2 weeks later...
Eh, nothing *wrong* with such, as long as the GM remembers that any such advanced gadget is a plot seed waiting to happen.

*says the guy trying to build a time machine*

Well, the brain of the group has finished the research on the first gadget - a "captain america" like shield, with flight (for automatic return) and Impervious Armor. He hasn't built it yet, though, and we might change characters and storylines before he gets the chance.
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  • 2 months later...

I like the basic rules, but I definitely think that Mega-Int and the appropriate type of Mental Prodigy should reduce R&D time by far more than 1 day/Success. I'd halve R&D time if the Nova has the correct Mental prodigy. Reduce the time to 75% for each level of Mega-Intelligence (multiply these reductions together rather than adding them together). So, someone with Mega-Int 2 and Mental Prodigy Engineering who is designing a new piece of electronics would reduce R&D time by (0.75 x 0.75 x 0.5) = 0.28 that standard time, which sounds about right. Of course, a hyper brain with Mega-Int 5 and Mental Prodigy in the correct area would reduce R&D time to 0.19 x normal, which also sounds about right. Also, I think that in general time reductions should be multiplied rather than added to avoid things getting too wonky.

OTOH, I can see limiting these bonuses soley to standard superscience. Since non-Novas can't make Gadgets at all, I can see not applying these bonuses.

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Well, not quite that many, as presumably the majority have relatively small, rather than large, amounts of mega int.

OTOH, even if only one in a hundred mega geniuses has Mega Int 5+. . . well, five guys capable of building time machines and planet buster bombs is bad enough. For that matter, so are all those Mega Int 2-3 guys who can whip up something capable of taking out a city, if given enough time. . .

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I don't think it's 1 out of 100 geniuses. I don't think it's even 1 out of 100 novas. The *one* saving grace is many (most?) of the seriously intelligent novas aren't working in labs.

One of the problems is that if you have M-Int 1, buying that up to M-Int 3 isn't very hard... and M-Int 3 is plenty for making seriously reality bending stuff.

Or put a different way, I think we have full cannon stats for roughly 250 novas, and good-enough-to-guess for maybe 100 more (it's been a long time since I counted). How many have Mega-Int? 10%? More? IMHO it's a lot rarer to have Science 5 than it is to have Mega-Int.

But if we say that only one out of 100 novas (1%) is the true nova researcher... that's still 100 novas.

In order to drop that number to 10 novas we need to say that only 0.1% of all novas have what it takes to do this... and I think it's a lot higher than that. This is why the Science Cops have such a hard time. If it were only 10 novas then they could just camp out in 10 labs.

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Well, note, I'm talking the outer fringe of super science, the guys with Mega Int 5+, applicable science skills, and an interest in making insane gadgetry. The number of novas with mega int is much larger than the number with the power level, interest, and talent to build planetary mind control transmitters or sentient grey goo.

The guys who started with Mega Int 1, and worked there way up to Mega Int 3, are *much* more common, but also can't cause quite as much potential trouble. Then again, one could argue that, with their lesser intellect, they are also more likely to screw up ( botch ) what they work on. . .

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Well, note, I'm talking the outer fringe of super science, the guys with Mega Int 5+, applicable science skills, and an interest in making insane gadgetry.
True... but I'm sure it matters.

Assume for the moment that there are only 5 guys (Ray with DV would be one) on the planet with all that (Richards/Doom rip offs).

I know they could do it... but... do you really *need* to be a maxed out Mega-Brain to make that sentient grey goo? Or put differently, what's the difference between M-Int 5 with the skills and the lower levels of Mega-Int who also have the skills?

If it's just the number of sux, then it's just a matter of time. Richards spends a week and comes up with a Negative Zone Portal. Joe Smith spends a year. Problem is while there's only 5 novas like Richards there could easily be 500 like Smith.

Worse, I *think* the gadget rules only say that you need "beyond human abilities" in the number of dice (or something like that). So in theory anyone with Science 5, Int 5, and Mega-Int 1+ has access to all this stuff, and after that we're just talking about who is better at it.

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That's *technically* true, except that. . . *checks*

. . .huh, I thought Mega Int was used as the threshold for calculating sux required more than it is. Usually, Quantum is the limiting factor. Which actually still helps limit the damage, granted.

Anyway, its not just that lower level mega geniuses take longer to accumulate sux, its also that they need to accumulate more sux, often a *lot* more ( since every Mega Int 5 has to have at least Quantum 4, whereas I doubt many Mega Int 1 or 2s will ). Combine that with fewer dice = more odds of failure ( three of which ruin the whole project ) and botch ( one of which *spectacularly* ruins it ). . .

Granted, you've just indirectly convinced me that the threshold value for determining difficulty when gadgeteering should *always* be Mega Intelligence.

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To use an example, two supergeniuses, one with Mega Int 3 and Quantum 2, one with Mega Int 5 and Quantum 5. Both are trying to make the same Cosmic Doohickey.

Lets say the gadget needs a minimum Quantum of 3. That will require 16 sux from the first guy, but only 8 sux from the second. If the gadget requires Quantum 4 or 5, however, the first guy won't be able to make it, period.

Now, if the Mega Int 3 guy also had Quantum 5, he could do the same stuff, though he'd still be rolling fewer dice. OTOH, thematically speaking, it seems unlikely he'd stay Mega Int 3. . .

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OTOH, thematically speaking, it seems unlikely he'd stay Mega Int 3. . .

That's a big problem right there. Here's another.

Corporate America (and the world too I guess) is going to throw insane amounts of money at Mega-Int novas to try to convince them to become researchers.

The reason few of our 250 stat'ed out cannon novas do this is because from a PC stand point it's boring. But in real life very few people choose to become mercs but there's a lot of business owners and minions for business owners.

If you have Mega-Int 1... and you're using it for research... then by definition mega-int is in theme and it's just a question of how long it's going to take before you hit 5.

Or put a different way, given the economic and social forces in play, my expectation is that the number of mega-int researchers as a percentage of the total nova population will be pretty high... i.e. in RL I'd expect to see more researchers than elites.

The implication is that we should probably see between 1% and 10% of novas doing this, and if they're doing this then their mega-int will increase.

1% of Novas would be 100.

10% of Novas would be 1000.

What would the world look like with 1000 Reed Richards in it?

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Hello all,

After reading this thread I just wanted to come in and say that I created a homebrew but based on Adventure! rules method for creating quantum technological devices.

It can be located here, as a published google document - http://docs.google.com/Doc?id=djqv5rb_9dwbmfddv

+++

Beyond that, I must say that in terms of Nova created super-science and gadgets, this is one area that the existence of a metaplot severely hampered the official freedom of the setting. Since officially Aberrant was not a high-tech scifi setting they needed to restrict the growth of technology. The little blurb in the end of the Aberrant Player's Guide did provide some concept to ignore that restriction and yet still fit within the metaplot, if that is what one wants to do (or is forced in the case of official Aberrant books). But still the setting was never given the room it should have had to grow in the directions that it should or would have gone if it wasn't for the ugly elephant in the room that is the required Aberrant War and the rise of Psions in the Trinity Era.

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Well, being fair, as written, the Aberrant War was mostly inevitable, so it would have sort-of interrupted the tech development anyway. I say "mostly" because really, where PCs are involved nothing is absolute, and "sort-of" because the exiles presumably continued their R&D.

That said, assuming somehow avoiding the Aberrant War and achieving a stable nova/human society? I imagine the general tech level would advance quite well, but not quite so much as one might guess. After all, mega int types can build some downright miraculous technology, particularly at Quantum 5+. . . but most of the really cool stuff is stuff that requires a Mega Int 5 type to duplicate, maintain, or repair. So you'd have a general tech level probably akin to Trinity, supplemented with various custom made artifact of super science ( big scale stuff generally, like permanent warp gates to other planets ). And then you'd have the personal laboratory facilities and research complexes of the top end mega geniuses, which would be cornucopia's of impossible science not found elsewhere, but not of sufficient utility or safety to be worth applying to public function.

Granted, you would need *some* form of Science Police, to keep people from building unauthorized doomsday devices, but hell, even in Ancient Aberrant, we have such. And we have the Academy, home to dozens ( maybe hundreds ) of mega int geniuses eager to build a better world.

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I agree with you on the issue that the most advanced quantum gadgets need nova-scale engineers to repair them back to total functionality. Which means all such societies need constant maintenance by their nova members to make sure their super-tech works. Which takes a lot of time and would make it so that a society with 200 novas and 2,000,000 baselines won't have a super-quantum gadget for each baseline. It won't work.

That said, advanced technology that was made easily done by novas but can be reproduced and repaired by baselines would exist and would supersize the technological state of a society. And it would be done in a way the baseline majority can repair and maintain. Which is always a plus.

And then, as you say, a certain stable equilibrium would eventually result. Baselines would have access to certain standard advanced technologies while the really super level technologies remain unique constructions (or special build projects) or located in the advanced labs of the nova members of society. They would push things forward but mostly only releace the data to the regular population while keeping some of the more rare and exotic (and hard to maintain and upkeep) stuff in specialty secured chambers.

And while this is not the way for Earth, a colony or whatnot of Novas and baselines might reach a point where they decide "just because we have x doesn't mean we actually want to use x". It won't happen on Earth in the foreseeable future but it could happen on a special built colony.

In addition, and this is one of the benefits of my rules, a nova engineer either needs to possess or have access to a power or enhancement in order for him to add it to a device. So if a nova engineer wants to add a doomsday power to his technology than, unless he wants great penalties, he must have a friend or himself have that power - and if you have direct access to such power, why would you go out of your way to make a highly difficult weapon, when you yourself are the weapon.

Its like how Doctor Hammersmith needed to create a device in Adventure! to create Telluric Energy, while Divis Mal just used his power - he did not need any device even though he technically could have made a device if he wished to.

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  • 3 weeks later...
I think the rules are there in part to tie down a mega-int who wants to build gadgets... i.e. the developers were a bit afraid of them and wanted there to be a 'cost' to building them.
If you let a gadgeteer insta-build long-term gadgets whenever they want, it is easy for them to overshadow other PCs. A time frame that can go into the months is a good idea IMO; I've not decided how to really make a Gadget background work, since the Adventure! one wouldn't port as well over to Aberrant. At the same time, it really does penalize someone who wants to be Tony Stark.
One of the problems is that if you have M-Int 1, buying that up to M-Int 3 isn't very hard... and M-Int 3 is plenty for making seriously reality bending stuff.
The thing is, how many novas would really have high levels of Mega-Int as part of their theme? One dot, maybe two, with specific enhancements (linguistic genius, memory, prodigies) could fit just about anyone, but once you get into the 3+ dots range, it passes out of the theme for a lot of novas.
Corporate America (and the world too I guess) is going to throw insane amounts of money at Mega-Int novas to try to convince them to become researchers.
Given that the NPC novas tend to take more of the boring jobs, there's still only a bare handful that go into research full-time. It is kind of boring, even when you're getting paid the huge salary to do it. Only the novas who like researching, or are motivated into a certain field of study, are going to take it. Also, they already have the killer researchers - in canon, they've already designed cures for multiple cancer types, cures for genetic diseases, cars that run on 1/10 the gas (or less), structural building supports that weigh and cost half of what steel does, and faster more accurate electronics. They're even starting on the flying cars in 2008. Most companies probably wouldn't turn down another researcher, of course. ::laugh
Its like how Doctor Hammersmith needed to create a device in Adventure! to create Telluric Energy, while Divis Mal just used his power - he did not need any device even though he technically could have made a device if he wished to.
IIRC, the Hammersmith Generator wasn't a generator of Telluric energy, but rather designed to capture ambient Telluric energy and convert it into electricity.
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  • 3 years later...

Hmm. I am probably a few years late here, but does anyone have the document made by Blue Ninja? I am starting up a new aberrant campaign and would like my players to be able to apply their super mentals to actually advancing existing science and making new inventions/gadgets.

The rules in Players Guide suck (IMO), and the rules from the fan based novatech supplement are basically 2 paragraphs about modifications to the Adventure! rules and then 7 pages about power armors. I want simple things like updating the advancement from Adventure! to include normal armors and computers, not everyone running around in a mech :)

I do own the adventure core book so i have those rules, but getting a modified version of those rules in a compendium would be super.

(Tried the link in BlueNinja's post, it goes to a word file, that is really a pdf file, and the content is the Null Manifesto..)

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  • 2 weeks later...

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