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  1. Stealing from an old post elsewhere on Eon. . . Using those as guidelines, how about coming up with nova philes ratings for your PC ( presuming you hadn't already in a prior thread )? My own first try: Hermes. Strength: 6. An easy one, he had Mega Str 2, with no particular increasing beyond that ( the mega punch doesn't count ). Intellect: 8. Mega Int 5, a wide array of prodigies and enhancements, and pretty much all the academic and scientific skills at 5. Speed: 8. Another easy one, he's a speedster with maxed Mega Dex, maxed Hypermovement, and a boatload of actions. Offense: Either an 8 or a very low 9. Normally his damage was in the 20s, and he didn't have that many ranged attack options. OTOH, his mega punch maneuver would let him hit the high 40s. Defense: 6. His primary defense is "don't get hit", his soak requires buffs to get into the low-mid 20s, and he doesn't have noteworthy levels of most exotic defenses. Versatility: 7. Outside of combat, he is extremely good at science, and reasonably good at stealthy recon. OTOH, his mega attributes had several notable holes in their coverage, especially in terms of mega socials, and he was relatively lacking in backgrounds. So, good for a nova, but not maxed out for his Quantum.
  2. Incorporation Level: 1 Quantum Minimum: 1 Dice Pool: Stamina + Incorporation Range: Self Area: N/A Duration: Special Effect: Character can safely incorporate hardtech devices into his body without surgery. Multiple Actions: Yes Description: With Incorporation, a nova can literally make nearly any hardtech device—weapons, communications devices, sensors, etc.—a part of his own body and use it as such. This includes cybernetic implants and prostheses, but excludes Trinity-era bioapps. The nova's tissues literally rearrange themselves around the device in question, safely integrating it without any need for surgical procedures. The maximum size of items that the nova can incorporate is dependent on an item's Concealability rating (Aberrant core book p. 275) and his power rating - one dot is sufficient for Class P items, two dots for Class J items, three dots for Class T items, four dots for Class N items, and five dots for extra-large items such as vehicles or heavy weapons. Concealability ratings for non-weapon items (if applicable) will be established by the Storyteller. It's important to note that this power's effect is reversed somewhat in the case of incorporated heavy weapons and vehicles, as the nova's body will become an additional component of the device instead of the other way around. In any case, portable incorporated items are still subject to the Encumbrance rules (Aberrant core book p. 233). Die rolls involving incorporated devices use (Quantum + power rating) plus the relevant Ability, instead of the normal "Attribute + Ability" Skill Total. Incorporating a device requires a Stamina + Incorporation roll and spending 1 quantum point, although incorporating Class N or extra-large items will cost 2 or 3 quantum points respectively. The number of successes on the roll indicates the duration of the incorporation. Scoring just one success means that the device will be automatically expelled from the nova's body (Stamina + power rating) turns after being incorporated. Two successes increases the duration to (Stamina + power rating) scenes, three to (Stamina + power rating) days, and four makes the incorporation effectively permanent until the nova wishes to expel the item from his body. Expulsing an incorporated device is treated as an automatic action, and does not require a power roll or spending quantum points. The drawback to this is that small devices that have been incorporated will usually protrude from the nova's body in an obvious and sometimes unsightly manner, which can result in the nova suffering an increased difficulty penalty for interacting with baselines at the Storyteller's discretion. This will not apply to baselines with a cyborg fetish and some science fiction fans, however. Class P or J items can also be completely hidden within the nova's body with 2 or more successes on the power roll, concealing the device from casual observation. The nova may also suffer a difficulty penalty on his Dexterity rolls if the mass of an incorporated item would throw off his balance in the Storyteller's opinion. Extras: Ammo Synthesis (the nova may spend quantum points to generate "ammunition" for an incorporated weapon or device that uses such - bullets for a firearm, electricity for an energy weapon or electronic device, etc. 1 quantum point will suffice for an additional 10 "shots" of the incorporated weapon or device); Biological Amalgam (requires Quantum 4; the nova can incorporate a living creature - including Trinity-era bioapps - into his body by spending 3 quantum points and rolling (Stamina + power rating). The victim may resist by rolling Willpower, with any success negating those of the nova on a 1-to-1 basis. At the Storyteller's discretion, victims that are unconscious, sedated or in shock cannot resist the nova. If four or more successes are gained, the nova can use the creature's body to help heal his own injuries. Once incorporated, a victim cannot physically fight off the nova, as their bodies are now joined on a cellular level. This is a horrific fate for the incorporated creature, as its body will be slowly absorbed by the nova in the process, losing health levels to the nova at a rate of anything from 1 per scene to 1 per day - the exact rate is left to the Storyteller's discretion. If the nova wishes to keep an incorporated victim alive for some reason, a Willpower roll is all that's required to stall the absorption process. Unless the nova is of truly gigantic proportions, he will be limited to incorporating only 1 adult human-sized victim at a time. The nova can also access an incorporated creature's memory through a direct nervelink with a Perception + Incorporation roll, using the mechanics for telepathic mind-reading (Aberrant core book p. 225). Once the victim's memory has been accessed, all information gained becomes a permanent part of the nova's memory and will be retained when the victim dies. Incorporated sapient creatures have the option of making a contested Willpower roll against the nova's Willpower to take command of the nova's body for [victim's permanent Willpower] turns. Trinity-era bioapps will die from exposure to quantum when incorporated, negating any possibility of the nova using their noetic functions, but the nova will still be capable of accessing any data they store. Fortunately, Inspired beings of any type cannot be incorporated by the nova). This is a part of Aberrant RPG: The New Flesh. Aberrant is a role playing game from White Wolf that shares a common universe with the Adventure! RPG and Trinity RPG game lines. Download the sourcebook for Aberrant: The New Flesh.
  3. According to Worldwide Phase 1 there are fewer then ten of such novas in 2009. Now White Wolf publishes the players guide. When would you estimate is the time a "quantum 6+) chronicle would be played ? Or would you reserve them to be just NPCs ? I dont have the players guide yet so bear with me if it already gives the answers ------------------ Semper Servus Ahriman
  4. Aegis (Georges Kapetelis) - Elite employed by Peacekeepers, Inc. Enhanced stamina and intelligence, projection of a force wall. Aggro - Elite employed by DeVries. Defended DeVries' New York offices against an attack by the Teragen Liberation Movement in 2007. Killed Battle-Cry during fight. Alejandra (Alejandra Maria Magdalena Carranza) - Novox recording artist at New River Records. Enhanced vocal projection and control over sonic energy. al-Hadim, Faruq - A nova who accidentally caused thousands of deaths in Iran while defending himself from an assasination attempt shortly after his eruption. Powers center around control of flame. Alinsky, Rachel - Chief Technical Officer and Director of Research and Development for the DeVries Agency and DVNTS. Enhanced perception, intelligence and wits. al-Lat, Khytam Manat al-Uzza - Undercover operative for Proteus who, in 2008, was masquerading as a member of a baraka cult in Morocco. Enhanced intelligence and manipulative abilities, telepathy and mental domination powers. al-Naguib, Magda - Contracted by the Fulani Sovereign State in Africa to defend its borders. al-Shaali, Zayid - Elite employed by Janissaries. Enhanced strength and stamina, manipulation of flame allowing flight, flame projection and creation of a "flaming aura" around himself. Angel of Bones, the (Ed Carmichael) - Chronic overeater who erupted after trying to starve himself. Became an emaciated caricature of thinness, with bone growths erupting from his body. Tried to become the world's most famous elite by executing Raoul Orzaiz and Ragnarockette following the Amp Room riot of May 2015. Possesses superhuman strength, stamina, dexterity and manipulative abilities, as well as enhanced endurance, claws, the ability to immobilize others through domination of their will, and the ability to add excess fat tissue to the bodies of others, often enough to kill them. Angel, Jacques - One of the novas present at the initial meeting of the Aberrants at the Amp Room in June 2008. Animus (Ryan Abbnet) - Member of Greenwar. Erupted during a raid on an animal-testing lab in 2003. Animus is a telepath that can communicate with animals and has the ability to project memories he's absorbed from animals (usually injured or dying ones) into the minds of humans, causing severe trauma. Anningsley, Arthur Francis - British nova. Disenfranchised noble (the Duke of Southminster) who erupted at age eighty and decided to make England back into the power it once was by taking it power through subtle means, using as his tool a gentlemen's club called the Temple of the King. The Temple quickly became a cult, and Anningsley was thwarted by a group of novas. Possesses enhanced mental abilities, and the ability to mentally dominate others, project mental blasts, and protect himself from mental attack, as well as telepathy. Antaeus (Dr. Spencer Balmer) - Brilliant scientist working for Project Utopia. Erupted days after the Galatea explosion, while being held captive by a group of Brazilian loggers who had caught him sabotaging their machinery. Driving force behind Utopia's terraforming efforts. Full abilities have not been revealed, but include enhanced intelligence, control over the earth, plants and animals, transformation into a "geo-carapace", and travel through earth and root systems. Can also control complex ecological systems. One of the five most powerful novas alive. Antenna - Member of the Aberrants. Apocrypha (Marcus Tischendorf) - Priest who worked as a missionary for Opus Dei before his eruption. Viewed novas as demons, and offered his services to Opus Dei as an act of penance for the sin of becoming one. Leads their group of nova operatives. Enhanced dexterity, stamina and perception, can give off light, fly, project "holy flame", teleport and afflict others with a slow disintegration that gradually hollows them out, leaving an empty shell. Apollo Kid, the (Ewen Banks) - Australian nova and one of the original members of Team Tomorrow. Name derived from advanced reasoning capabilities, flight and fire manipulation, as well as "neo-classical fashion sense". Left the team at some point following the death of Hiram "Slag" Goldberg. Apostle, the (Marcel Delormier) - Member of the Teragen "Pantheon", and leader of the Cult of Mal. Has undergone the Chrysalis twice. One of the most charismatic men on the planet, can exude narcotic substances of his own design from his skin. Constantly surrounded by a cloud of these drugs, and hovers several inches off the ground at all times. Apothecary, the (Altaz Zia) - Member of the Teragen "Pantheon", and leader of the Harvesters. Has undergone the Chrysalis once. He can manipulate biological specimens mentally, allowing him to perform surgery and experiments without the use of scalpels or other tools. Can extend this control down to a creature's DNA. Arachne - A cyberkinetic adept at manipulating eufiber. Argent - Proteus nova who captured Gabriel "the Miracle" Melchior in March 2008. Able to create pyrotechnic displays of some kind and open spatial warps. Argyle, John - Founder and CEO of the Argus Agency. Native of Scotland. Enhanced perception and charisma, control of luck, danger sense. Capable of seeing bad or disastrous events that will take place, allowing him to send in agents to assist before anything even happens. Armstrong, Griffin - Canadian nova, one of the original members of Team Tomorrow. Enhanced strength and durability, control over gravity. Artifex (Ardis Longley) - Telekinetic nova engineer. Designed synthetic derivatives of Eufiber. Also designed the Second Narrows Bridge in Tacoma, Washington, which was accidentally destroyed in February of 2008 by Sara "Tenor" Meeks. Asahi (Ryu Okano) - Member of Nippontai. Erupted during a martial-arts competition. Enhanced strength and speed, capable of projecting superheated plasma from his hands and eyes. Asani, Lambert (Lambert Asani Sese Seko Kuko Ngbendu waza Banga) - Erupted in November 1999. Led a revolution in the Congo that resulted in him becoming that country's president in 2001. Still president as of 2011. Enhanced stamina and manipulative abilities. Capable of creating matter out of thin air and absorbing the properties of substances that he touches. Suffers from some kind of horrible taint-induced deformity that has prohibited him from going out in public since mid-2008. Astaroth (Thor Gundolffsson, formerly Letift Morgaanstern) - Leader of a nova-based Satanist cult, the Church of Astaroth. Started out as a misguided juvenile delinquent and cultist who matured into a steroid-addicted gang enforcer. Erupted after taking control of another gang leader's territory and dropping six tabs of acid. In his "normal" nova form, he possesses superhuman strength, stamina and appearance, control over flame and flashes of premonition. In his "soul form", he gains six extra arms, increased resistance to damage, claws, a fiery aura and nearly doubles in size. Atlas - Teenage nova from Ethiopia. Leader of Teen Tomorrow. Enhanced charisma and gravitokinetic abilities. Aureole (Lilia Deriada) - Operative of Opus Dei. A prostitute from Manila who erupted during a rape attempt and fled the law after killing her assailant. Reached a mission, and the nuns there sent her along to Rome and Opus Dei. Enhanced dexterity, wits and appearance. Can fly, create a force field, project multi-target lasers and create blinding flashes of light. Avatar Nine (Darvinder Rao) - Elite involved in a conflict with DeVries novas in 2001 in Nigeria. Left visually incapcitated for a brief period following the battle. Avatar, the (Milo Arboghast) - Nova with a split personality based in New York. As the Reverend Milo Arboghast, he condemns novas as tools of Satan from the pulpit of the Church of Michael Archangel. As the Avatar, he claims that he and his brethren are a sign from God Almighty, the personfication of His divine will. The two personalities are not aware that they share one body, and the two men consider each other enemies. The Avatar has enhanced social abilities, can control the minds of others and manipulate emotions, and is somewhat invulnerable to kinetic damage. Killed in a fire in New York City. Baron, Duke "Core" (Louis Martin Freeman) - As of 2008, XWF World Heavyweight Black Circle Champion. Native of Brooklyn. Got his start shootfighting on the underground circuit in China. Claims to have erupted almost immediately after Galatea explosion. Possesses powerful plasma-generation abilities, which allow him to project plasma bolts, create plasma shields, and channel energy into his body to increase his strength and durability. Barrows, Lucas - Agent of the Directive. Erupted during suicide attempt stemming from depression at the fact that his fellow agents of the Georgia Bureau of Investigation were being accepted into the FBI, while he could not excel enough to do so. Did not discover he was a nova until almost a year later, during the interview and psychological-evaluation process to join the FBI. First nova agent of the Directive. Enhanced intelligence and social abilities, superhuman intuition and luck, and a shield against psychic probes. Baru, Kanjan - A nova from Sri Lanka whose eruption made him the image of Shiva Nataraja, the incarnation of Shiva as Lord of the Dance. Created a cult around himself. Bastion, the Thunderer (Nikolas Faloutsos) - Nova agent of DeVries in Nigeria during the 2001 conflict there. Capable of creating force shields. Battle-Cry (Allen Courtmanche) - Leader of the Teragen Liberation Movement. Killed by Aggro during an attack on DeVries' New York City office in 2007. Left behind a wife, Helene. Belial (Brian Petford) - One of the Domitori of the Church of Astaroth, and the true power behind Astaroth's figurehead. Grew up an effeminate goth, only to become a master of seduction. Met Astaroth before either erupted at the Burning Man Festival; the two remained in touch and reconnected after they both became novas. Possesses superhuman perceptions, wits and manipulative abilities, claws, extensive telepathic abilities and the power to control the weather. Belladonna - Leader of the Darker Nature, an eco-nihilist cult with possible ties to Greenwar. Very powerful. Possibly possesses the ability to affect ecological systems and species on a global scale. Native of New Zealand. Beltaine (Monica Bellemead) - One of the Domitori of the Church of Astaroth. Head of the Black House, the Church's refuge in San Francisco. Heavily into the domination/S&M scene. Possesses superhuman stamina, manipulative abilities and charisma, as well as extensive mental abilities (including precognition and ESP) and the ability to create a shroud of darkness. Benet, Gina - Member of Team Tomorrow Asia/Pacific and suspect in the murder of Jennifer "Slider" Landers in mid-2008. Capable of supersonic flight. Bennett, Mark - Nova member of the Church of Latter-Day Saints. Bernhardt, Dr. James R. - A respected surgeon who erupted during a delicate operation on the daughter of Luciano Camparelli, one of the heads of the Camparelli-Zhukov mob megasyndicate. Now employed by Project Utopia. Possesses enhanced dexterity, perceptual abilites and intelligence, is a medical prodigy, and has superhuman luck and telekinesis. Bhakra, Rafia - A Project Utopia nova who died during a terraforming accident in Ethiopia in April 2007. Gravitokinetic. Big Time - A member of the team of elites that Radu "Impaler" Szlaniskovich assembled to attempt to conquer the Ukraine. Superhuman strength and stamina. Enhanced durability, increased capacity for damage, size increase and temporal manipulation. Blackout - Member of the Teragen team sent to recruit Gabriel "the Miracle" Melchior after his escape from Bahrain in December 2009. Former intelligence operative. Enhanced dexterity and mental abilities. Can create claws and force fields from her darkness aura, as well as teleport. Blinker (Domenic Thule) - Nova who defected from NASA to the Teragen during a flight of the shuttle Atlantis in late 2006 or early 2007. Initially a member of the Primacy, but as of June 2008 was allied with the Casablancas. Possesses teleportation abilities, as well as the ability to become a living shadow. Blitz-Freeze (Darren Paskey) - DeVries elite who was involved in the disturbances in Ibiza following the destruction of the Amp Room. Was tracking Henry "the Bomber" Maybaker at the time. Erupted at 50 years old, alienating him from his wife and friends. Enhanced dexterity, perception and wits, control over ice. Bodhisattva Masato - Japanese nova. Head of the Kamisama Buddhism movement, which claims that novas are divine. Bomb, the - "Volatile" teenage nova; an American "gangsta". Member of Teen Tomorrow. Bomber, the (Henry Maybaker) - British nova who works for various gangs as an enforcer. Erupted during a soccer riot. Involved in the riots following the destruction of the Amp Room. Superhuman strength and stamina, energy projection, and the creation of explosive plasma fields. Boom Box (Ashley Winthrop) - XWF wrestler who is not very bright and is taken advantage of by her manager. Superhuman strength, speed and resiliency. Borealis - Nova elite who unmasked Lance "Stone Badass" Stryker in the spring of 2007. Bouncer, the (Hugo Pinnela) - Employee of Luciano Camparelli of the Camparelli-Zukhov megasyndicate. Was a simple bouncer in one of Camparelli's establishments until a near-fatal beating activated his M-R node. Is now Camparelli's personal bodyguard. Enhanced strength, endurance, and perception, genius-level intellect, danger sense. Bounty (Bene Manata) - Member of the Teragen. Originally from Zaire, erupted after seeing Utopia's terraforming efforts in Ethiopia. Has undergone the Chrysalis once. Was once a member of Project Utopia and student of Antaeus, but left in 2005 when she discovered that she and most other novas were being fed sterility drugs. Guardian of the Nursery, a hidden enclave in the jungles of Zaire where over a dozen infants, children of Teragen parents, are kept. Four of the children are her own. Can control fertility and biological growth. Boyd, Athena - Nova working for Project Utopia's Internal Affairs division. Known throughout the Project as "the Hound". Her nova status is widely suspected, but only known for certain by herself and certain of her superiors. Enhanced dexterity, perception, intelligence and wits. the Brazilian Anaconda (Marco Mateiro) - XWF fighter capable of moving at superhuman speeds and twisting the dimensions of his body. Bronski, the Rev. Jon - Pastor of the Pilgrimage United Church of Christ in New Orleans. Brother Rap - Novox performer gunned down by Finn and Dog aboard the Island Princess cruise ship in Acapulco, Mexico. Was connected to an extremist Nation of Islam group. Buendia, Anibal - Costa Rican nova with the ability to generate the mysterious substance known as eufiber from his skin. His eufiber fashion lines have made him extremely wealthy. Bug (Darren Vreeland) - Computer programmer and hacker who erupted during an attempt on his life by the Mafia. Became an incorporeal energy being and fled into the Net. Rarely leaves the Net, and does not show his former human appearance to anyone but his sister, Samantha. Acts as the secret "info-weapon" of his sister's company, NovaCom. Buzzcock - Member of the Aberrants. Caestus Pax (Shelby Eisenfaust) - Leader of Team Tomorrow Central, and one of the most powerful novas on Earth. Overall commander of Team Tomorrow, Pax wields great authority within Utopia. Possesses superhuman physical attributes, telekinesis and control over momentum and kinetic energy. Calamity (Carmel Callahan) - Former elite who was severely traumatized by causing the "Field of Glass" incident in Tanzania while in the employ of the US government in August 2007. Admitted to Craiglockhart hospital in November 2007. Capable of flight, force shielding and the projection of intense heat away from his body. Calliope (Kelly Pierson) - Nova cult leader who appears to somehow absorb certain members of her cult. Has been acquitted multiple times of murder. Possesses some enhanced social abilities and possibly telepathy or other mental powers. Calpeggio, Irena - Italian nova working for Project Utopia's diplomatic corps. Able to subtly shift her appearance, body language and voice to match the ones that whoever she is talking to is most comfortable with or finds the most favorable. Carter, Corby - Nova who designed a "perfect society" and planned to test it by dismantling the American judicial system and putting his own code of law in place. Made his attempt at this during the 2008 presidential campaign. Superhuman perception, intelligence, appearance and manipulative abilities. Cassandra - Hyperintelligent nova interviewed on N! in April 2008. Caulder, Bridget - Former NYPD homicide detective who erupted when she was attacked by Hector "Lash" Guzman, a psychotic nova and murderer. Member of the Teragen living at the Blackburn Hotel, possibly a Casablanca. Possesses enhanced perception, telepathy, psychic shields and the ability to project a powerful mental blast. Cavalier - DeVries elite. Cernunnos - Leader of a neo-pagan nature cult in England who claims to be the living manifestation of the Horned God of the woods. Has a pair of antlers sprouting from forehead. One of the guests at Antaeus' conference at Djado, Niger in September of 2009. Possesses superhuman strength, stamina and charisma and the ability to speak to and control animals. Chao, Violet - A pacifist nova who worked with Utopia. Possesses enhanced strength, speed and endurance. Was in Calcutta at the time of Jennifer "Slider" Landers' murder. Cherpa - Mentioned in a Project Proteus memo as a known sympathizer and confidant of Jennifer "Slider" Landers. Chiraben - Nova assassin working for Proteus. Grew up in a bad neighborhood in L.A., torturing cats and smaller children. Erupted while chasing down his neighbor's three yappy dogs. Has become increasingly unstable. Possesses superhuman strength, stamina, dexterity and wits, as well as the ability to create claws on his hands, shapeshift and heal himself and others. Chiraben also has a low-powered psychic shield. Cigielski, Zareck - Chief of Security for Utopia's Recruitment division. Cinder - A member of the team of elites that Radu "Impaler" Szlaniskovich assembled to attempt to conquer the Ukraine. Superhuman strength, dexterity, stamina , perception and wits. Can transform her body into flame, fly and project flame blasts. Cisco, Alfred - Directive nova with the ability to disrupt the powers of other novas. Brought in to deal with Giuseppe "Sloppy Joe" Bennati when the Terat took a subway car of hostages in New York. Clarion (David Hefflender) - Teenage nova with severe delusions of grandeur. Leader of a group of teenagers who made a pact to induce eruption in themselves by various means. David, who crucified himself, was the only success. Left home to join the Teragen, recruited five other young novas along the way; he calls this group the Kabal. Brought into the Teragen by the Apostle and is a devotee of the Cult of Mal. Can project destructive sonic waves from his vocal cords, disorient opponents by upsetting the fluid in their inner ear, and influence others by subtly modulating the tones of his voice. Clever Spider (Kofi Anansi) - Nova elite employed by DeVries. Involved in the Nigerian conflict of 2001. Can spit poison. Cloudburst (Eleanor Shechter) - Nova elite employed by DeVries. Involved in the Nigerian conflict of 2001. Can control the weather and has an eidetic memory. Cobalt - An elite with a personal rivalry with Caestus Pax. In September 2002, he was leading a group of elites for the Pakistani government in Kashmir, fighting against similar groups working for India and China. Met Caestus Pax in single combat when Team Tomorrow intervened in the situation, and was badly injured when the T2M nova used his "Fist of Peace" maneuver to end the battle. Cocharin - A female nova working with Project Utopia's Engineering department. Matter-transmutation abilities. Coleridge, Danielle - One of the novas present at the initial meeting of the Aberrants at the Amp Room in June 2008. Compton Inferno - XWF fighter. Confederate, the (Barry Meldrum) - Member of the Teragen and one of the leaders of the Primacy. Geryon's second as enforcer of the Teragen. Joined sometime in 2007. Originally from Alberta, Canada. Not only a nova supremacist, but a white supremacist as well. Enhanced strength, and an attunement to planetary convection currents that allows him to boost his strength, create a force field, cause minor earthquakes and channel blasts of molten rock. Copykat - Member of the Queer Nova Alliance. Coral (Jennette Rutherford) - Member of Australis. A marine biologist who erupted while working to study and preserve the Great Coral Reef. Can shape her rocky, coral-like flesh at will and can survive underwater for unlimited periods. Supports local ecological causes. Corbin, Andre - Ex-member of Team Tomorrow and co-founder of the Aberrants. Before eruption, was a Scottish soccer star. During tenure with T2M, was the team's resident "bad boy". Was best friends with Jennifer "Slider" Landers, who took him into her confidence, sharing her suspicions about a conspiracy within Utopia. As of 2008, was primary suspect in Slider's murder and was in hiding with Sophia Rousseau. Enhanced physical abilities and powers of perception, can project quantum waves that warp emotions, his "Bender". Cornwall, Leland - Utopian nova who eventually defected to the Teragen. Unsuccessfully attempted to interrogate captured Terat Sluice in April 2007. Member of the Gestalt. Telepath with flight capabilities. Corona (Michelle Medford) - Leader of Australis and municipal defender of Sydney. Aspiring actress who failed due to lack of drive, ending up as a teacher in Sydney. Erupted during the New Year's Eve 2000 blackout in Sydney. Powers deal with light manipulation. Count Dragonuv - Purple-skinned nova who appeared on the OpNet program "Two Minutes Hate" on January 21, 2008. Cramer, Nolan - Nova of unknown capabilities/allegiance. Has a column of blue flame shooting out of his head. Andre Corbin's only alibi for the night of Slider's murder. Crane, Elijah - DeVries elite and comrade of Graham "the Houston Tornado" Herron. Along with Linda "Lotus Infinite" Raphael, traveled to Houston following Herron's murder in November 2007 to rally novas interested in justice. Crosby, Bard - Erupted during a four-car accident caused by his driving under the influence of Ecstasy. Awoke to find himself in the body of the only surviving driver. Eventually managed to extricate himself, and later joined the Dominoes, an apolitical team of novas-for-hire. Has superhuman manipulative abilities and intuition, can manipulate emotions and possess the bodies of others, merging his own with theirs. Crystalhawk (Hazel Dryden) - Elite with DeVries, originally hailing from London. Erupted when a man attempted to mug her; her eruption caused that of Anna DeVries. One of the first novas to sign with the company. Mentioned by Rocky "the Face" Elizondo on "Two Minutes Hate" on January 21, 2008. Capable of projecting destructive sound waves. Cznievski, Edda - One of the novas present at the initial meeting of the Aberrants at the Amp Room in June 2008. Dame, Kimberly - A novox singer who does covers of big-band music from the early twentieth century. Born in Boston in 1898, and erupted in 2000 at the age of 102, restoring her youth and beauty. Provides hideouts and other forms of support for the Aberrants, largely because she remembers hearing the terms "Triton", "Proteus" and "Aeon Society" before, and because Divis Mal looks very familiar to her. Daniels, Reginald - A nova who had always admired guardian angels, an admiration that shaped his eruption. Member of the Dominoes, an apolitical team of novas-for-hire. Possesses enhanced strength, stamina, dexterity, perceptions, wits and appearance. Capable of flight, bioluminescence, the creation of force fields, invisibility and the creation of a blinding light display. Danske (Holger Centery) - Leader of Nordlysene. Possessed of dashing good looks, great strength and near-invulnerability, as well as natural charisma and leadership skills. Debow, Steve - One of Project Utopia's first recruits. A hyper-intelligent nova with a background in marketing. Denshi (Norumyo Kozaka) - Member of Nippontai. Worked for one of Japan's largest computer manufacturers until his eruption. Operates the team's state-of-the-art computer network and coordinates their communications, as well as gathering information. Purportedly helps certain Japanese corporations to stay one step ahead of Utopia's Science & Technology division. Can interface directly with computers and control the flow of electricity. Derek - Member of the Queer Nova Alliance Detonator (Carmelita Aguillar) - Grew up on the streets of Sydney, Australia and erupted when her "protector" Cho Tramh attempted to force her into prostitution. Has many unresolved issues due to her very unpleasant life on the streets. Member of the Radical faction of the Aberrants, and regards Dr. Toren "Doctor Worm" Cargill as a mentor. Detonates handfuls of atoms, allowing her to create thrust for feats of superhuman strength and dexterity, as well as flight and disintegration. Also possesses superhuman stamina and luck. Devian - Member of the Teragen. Fought Team Tomorrow with Geryon, Swarm Queen and Leviathan on the UN's doorstep in January 2008. DeVries, Anna - Head of the DeVries Agency, and one of the richest people on Earth. Erupted in London shortly after Hazel "Crystalhawk" Dryden, who she stopped from causing widespread damage. In 2011, was pregnant with the child of Frank Carrington, head of DeVries National Tactical Solutions, a subsidiary of the DeVries Agency. Has strong Teragen sympathies. Enhanced intelligence and social skills, can disrupt the powers of other novas and project a deadly mental blast. Diecast - A member of the team of elites that Radu "Impaler" Szlaniskovich assembled to attempt to conquer the Ukraine. Possesses superhuman strength, stamina and durability, and the ability to transform his body into metal. Dirge (Aggie Zylinske) - Erupted after nearly being run down by a truck. A devout Catholic, he repeatedly approached Church authorities in Warsaw in hopes of becoming a "force for good". They rejected his ideas, as did the Vatican. Opus Dei, however, saw his usefulness and recruited him to their clandestine nova group. Has superhuman strength, stamina and intelligence, as well as the ability to transform into sound and utilize sound for a variety of effects. Divine, Lydia - Nova supermodel and frequent patron of the Amp Room in Ibiza. Part-owner of the Star Lord's restaurant chain. Divis Mal (Michael Daemon Donighal) - Symbolic leader of the Teragen and author of the Null Manifesto. Appeared on the scene in 2003 at a meeting of the Teragen's Pantheon. Has undergone the Chrysalis four times. May be responsible for the creation of the novas. He and Jeremiah Scripture are long-time lovers. Known in the 1920s as "Dr. Primoris" and was a founding member of the Aeon Society with Maxwell Mercer. Driven off by the rest of the Aeon Society in 1945. Bested Caestus Pax in combat in 2008. Powers center around plasma manipulation and control of quantum energy. Probably the most powerful nova on Earth. Doctor Future - Partnered with Church of Michael Archangel spokesman Estaban Torano to promote better maintenance of public swimming ppols throughout the West. Doctor Worm (Dr. Toren Cargill) - A doctor of philosophy who erupted while testifying against the college where he worked, claiming that sleeping with his students was an expression of his philosophy of life, and by firing him the college had violated its tenure agreement. He lost the case, and became a media commentator on nova matters until he was blacklisted for being a "Teragen apologist", which is only half true. Member of the Radical faction of the Aberrants. His entire body has become elastic, stretchy and strong. He can also extrude a tentacle tipped by a hideous face from his abdomen. Dog - Elite and partner of Finn. The team specializes in stealth missions, have a personal code of ethics they adhere to, and first appeared on the scene in 2005. Something of a troublemaker, and very contemptuous of his fellow elites. His head looks like a mix of human and schnauzer. Possesses superhuman strength, dexterity, stamina, perceptions and wits, as well as enhanced intuition and luck, and both psychic and sensory shields. Dragon, the (Jake Korelli) - Semi-retired elite and member of the Queer Nova Alliance. Partner of "Ironskin" Andy Vance. Possesses superhuman physical traits, perceptions and wits, the ability to boost his own stamina, claws, a force field, enhanced luck and the ability to breathe fire. Dunlop, Marissa - Mercenary both before and after her eruption in 2008. Erupted as the result of a CIA betrayal in Nicaragua. Telekinetic with enhanced dexterity. El Cuchillo - Mexican nova who makes a living by fighting "mask duels" with local nova favorites in Southern California and Mexico. Enhanced dexterity, stamina and wits, as well as superspeed. El Gato Negro (Miguel Esposito) - Municipal defender of Madrid, Spain and sixth most popular municipal nova as of May 2013. El Muerte - Vigilante from Mexico City. Enhanced stamina, intelligence and perception, resistant to damage and psychic attack, can project his consciousness in order to view nearby locations, and can disintegrate matter. El Tenedor - Participated in a gang war in an undisclosed locale. Energy projection abilities. El Toro - A DeVries elite who refused Radu "Impaler" Szlaniskovich's invitation to join his conspiracy to conquer the Ukraine, and was subsequently killed. Electric William (William Greene) - Nova from Los Angeles and head of Greene Security. Erupted when he was attacked by a mugger during his first month of duty with the LALE in 2004. Enhanced dexterity and stamina, has control over electricity. Enrikssen, Dr. Piotr - Nova engineer with Project Utopia. Hyper-intelligent. Epoch (Charlie Benton) - Member of the Teragen's Nova Vigilance group. Elite. Blind since birth and somewhat psychotic. Passed his youth devouring the few accounts of serial killers and the insane available in Braille. Erupted in 2004. Has undergone the Chrysalis once. Second in nova kills only to Totentanz. Has potent control of gravity, inhuman sensory powers, telepathy and very powerful telekinesis. Evac (Evie Piedmont) - Elite with the Argus Agency. Originally from England, suffers from wanderlust and erupted while being stalked by a street gang in Paris during a trip across Europe when she was 18. Earned her nickname while evacuating civilians from Vietnam during the nova-fought conflict there. Enhanced wits, can teleport and create space warps. Evan - Member of the Queer Nova Alliance.
  5. Hello everyone I'm pretty new here so...what's going on? nice to meet ya. Anywho, What are your favorite starting character builds, they can range from: Favorite themed character hardest character type to have survive but is a blast playing strongest character You know a character that makes you laugh and love the game I would start off, but I just started playing Aberrant and have only made one character. Have fun
  6. Iron Man and his ilk are staples of the super-heroic theme In my opinion, but Aberrant does not support them. So my question is this: How would you go about building Iron Man (or Spider-man's webshooters even) without making them quantum related (i.e. no Nova who has 2 forms for IM and no Quantum devices for webshooters)? I'm thinking of heroes who've created (illegal due to PU) high tech devices to help them hero... sure, straight Novas look down on them, but the populace might just love to see a baseline be able to go toe-to-toe with a Nova (a.la. Iron Man) and having a "power" that can't be stolen by another Nova would be a pretty good advantage in a fight (a.la. Imoblizing with webshooters). I'm just curious how other people have done this... Also, I'm sorry if this is an old, over done topic, I'm a newbie here after all... ::halo OH, just so everyone knows, I only own the Aberrant book... I'll be borrowing PU, Tera and the APG from a friend again soon, but I don't even have them right now (I know that a way of doing gadgets is in the APG, but those require you to be a Nova... no good for the baseline armored dude idea). Thanks in advance! Nerdvana
  7. As of this writing, I am closing this game. RL is hitting me hard, and I do not have the energy or inspiration to manage this game, and give you all the fun experience you deserve. Thank you all for the work you put in, I'm sorry to do this, but it's how it has to be for me. Sorry everyone.
  8. In the month since the colossal battle against the Monster many simply called Zil, The world had been shaken completely. Tokyo Harbor had been turned into a low level zone, nearly spelling the end of the massive metropolitan area. Only the pride of the Japanese people, and the deployment of 90% of the JSDF to secure the borders of the zone allowed anyone to live within 2 miles of the water. as it was the first mile was a designated Military zone,, the presence of any persons without authorization was met with lethal force. When Zil had finally rose from the water, a Titan straight out of Toei movies, 400 feet tall, impossibly strong, and a force of nature in terms of power, The collected novas had engaged with their full might, seemingly to little affect. Busses, chunks of buildings, missiles, canon, all were fired, to little effect. Growing annoyed it was only through the sacrifice of Riccochet that Zil's breath attack, an intensified blast of destructive quantum didn't strike the city itself, instead blowing off the top fifth of Mt. Fuji. Redoubling their efforts after the massively televised and gruesome death of one of their own, The gathered novas kept up their assault, losing several more from their number, before Zil turned, and went back into the sea, followed by air, to the Marianas Trench, where he dove, and still resides. it was humbling for everyone, to see powerful novas killed in such fashion, to see the horrors of a monster like Zil, the creatures spawned within his zone killed as they could be, The 5th and 8th American Fleets, as well as the 2nd British and Australian fleets maintaining a cordon as best they can to ensure the safety of shipping in the region. Novastorm had not been idle, it's best minds devoted to creating countermeasures for larger novas, and a special chosen few to develop ways to cancel the zones themselves. Those not working toward this aim were sent out, gathering data on various zones, ,until another request came in, this time one close to home. The Mississippi River system is the longest in the United states, it's tributaries ranging as far west as the Rocky Mountains. It has been well documented that New Orleans has become a zone, Openly controlled by a nova, but still on "friendly terms" for the most part with those who would go there for research, on the surface. The flora fauna of the region however, is not friendly, and is openly hostile.In the last month 24 attacks by Alligators in excess of thirty feet long have been documented all along the River system. Two were slain, only through the use military grade weaponry by militant citizenry. more than that, at least six attacks by "Bayou Shamblers" occurred over 200km from the zone. The request was to find the nests where these creatures were spawning, and destroy it, as well as remove these Primalgators, as they were being called now, from the estuary proper. Calvin knew it was the New orleans Zone, so he called the team together, assembling all those remaining from the Zil engagement, and a few new faces, recent recruits with gifts that could come in handy for the task at hand. After thirty minutes he had gathered them all in the Situation room, and explained the mission. "Allright, questions, comments, or suggestions?" Some would likely not like to be removed from their research projects, but they had to stop this now, if they could.
  9. Ok so first off let me say that this is a thought exercise and nothing more. In absolutely no way shape or form would I ever condone the creation of such a character by a player in a game I ran. That being said, I'm talking enhanced cheese flavored cheese, to dip in your cheese fondu. If you were allowed to create a nova with absolutely no limits placed on how the points were spent, what is the cheapest you could possibly get away with creating the ultimate nova? I came up with 40 nova points. If I've done anything wrong please let me know (nicely). Here's what I came up with: Name: Mary Sue Concept: Break the system in the fewest possible points. Age, height, weight and all that won't matter because she'll become the ultimate nova during eruption. Str: 2 Dex: 2 Sta: 4 Per: 2 Int: 3 Wit: 5 App: 2 Man: 2 Cha: 2 Abilities don't matter and can be placed anywhere 23 points spent on whatever, although I would suggest points in science and medicine and awareness. Backgrounds: Attunement: 2 Node: 3 Eufiber: 2 (again these really don't matter) Willpower: 3 Quantum: 1 Bonus points: 14 on quantum 1 on a background, attunement So quantum is now 3 before spending nova points. Nova points: Jacking Quantum up to 10. That is going to garner 6 taint by itself, leaving the ability to spent 3 more taint to lower the cost of 3 of those Q down to 3nps each. 9 nps 3 Quantum (Tainted) 20 nps 4 quantum That brings us up to 10 quantum and 9 Taint, still playable. We then purchase one single power: 11 nps Planck Scaling Total expense 40 nova points. With Planck Scaling the nova can create a bubble of subjective reality within which their will is supreme. Each success rolled gives 2 nova points toward altering yourself permanently if you should so choose. It would take 10 to 12 uses of her power, but she would then have every possible dot filled in on the sheet, have removed all taint, and gained every power available. In short, be the ultimate nova on a mere 40 nova points. The ultimate cheese.
  10. April First, 2009. It was a day which would live forever in the History of Humanity, as the Cosmos seemed to make the ultimate April Fool's Day joke... only it didn't end afterwards, The world didn't go back to how it was, It only got wierder. No one really knows exactly what happened, what caused The Surge, but its effects were felt immediately. High Concentration radiant Quantum flooded the entire globe. From Space the phenomenon was visible as a gold-white glow suffusing almost the whole world. For nearly seventy Five percent of the world, it receded within an hour. Where it didn't, well these vast accumulations of still-hot Quantum energy are known as The Zones. Within the Zones, Physics, and normal biology have been grossly rewritten. The Middle East, Perhaps one of the larger Zones, is a Verdant Jungle, populated by monstrous creatures, some of which may have been human, once. In Seattle, The City exists, but it's occupants can only be seen at night. They seem to carry on normal lives, but the town is an eerie ghost town by day. New York City, one of the world's major Urban Sprawls, Called an Urban Jungle, truly is now. Many buildings are overgrown with what seems to be almost sapient vegetation. Los Angeles is a barren wasteland, ruled over by its former residents, now all mutated by intense quantum forces. Within the Zones humans do not remain human long, and as such, they avoid the zones. All is not however dark and bleak. Because the Surge receded so quickly much of humanity remains, indeed The nations of the world are largely present, though somewhat diminished in some regards. The interet functions, though Quantum storms over the oceans do sometimes interfere with all sorts of signals. Perhaps the side affect of the Surge that was most unusual, The Rise of the Novas. Humans empowered with the very forces of quantum itself, Immune to the Ambient Quantum of most zones, The wield fantastic superhuman abilities, and through them, Humanity can explore the zones, and defend themselves from the creatures that emerge and attack from the zones. Perhaps the most ubiquitous change has been the proliferation of the Q-scanner, a device that ranges from the size of a cellphone for personal use, with a range of fifty meters, to the massive two ton thirty mile range scanners mounted on ocean-going vessels. Every vessel at sea requires a small detachment of soldiers, armed for repelling most of the known monsters the world has become home to, or, in rare instances, a nova. Most cities have several Q-Scanners, situated around the city to act as an early warning system for Quantum powered threats. In the midst of the chaos and order of the new and old world, there exist many companies who have hired out their staff as security consultants, both nova and human. More than that, thanks to some nova's vastly enhanced intelligence, There's been a boom in technology, allowing humans to better defend themselves, New medicines to treat many diseases, ways to fortify crops against quantum contamination,, as well as the Hypercombustion Engine, which can run on 1/10th the fuel of older internal combustion engines, ten times longer. While this cut down dramatically on demand for fossil fuels it still exists, and Most countries are in the process of shutting down all nuclear plants they operate. The Game- The players are being pulled together, either with a recent offer of employment, highly lucrative in monetary terms, or already employees of Novastorm Technologies. NovaStorm created the Q-Scanner devices, as well as the cure to most forms of cancer, HIV, and several other major diseases plaguing the world. The medical releases were released as open source, available to anyone, free of charge. The Head of NovaStorm is Dr. Calvin Aziz. A Nobel winning Physicist, and subsequently a molecular biologist of great skill since S-Day. Each of you, as novas, were recruited by him personally. His most Fervent wish is to uncover the cause of The Surge, and that is why he has assembled you. You are his troubleshooters, the Team he sends when a job takes a more unconventional approach. Saying that, you do have great latitude in your personal lives. His only condition is that when the small communicator each of you has been given chimes, you answer. When extreme Alacrity is needed, He has retained the services of one of only five novas in the world with the capability to open gateways between locations, but more often than not re relies on each of you to respond arrive in a timely Manner. NovaStar Technologies is Based in Houston, Texas. Character Creation rules 50 np base starting quantum-3 (can be bought no higher than 5) base quantum pool- 50 Characters start with backing 3 in Novastar technolgies for free Starting Taint may not exceed 3 I am allowing powers and enhancements from New Flesh, Forceful Personalities, and Brainwaves, beyond the APG, and core book. Powers from the Teragen book are not allowed. Warp, Transmit, Teleport and Body mod: Improved Attribute are not allowed in this game. If you have any questions ask me in PM, or in chat. ,, each odd dot of a mega att will provide an additional "Free" enhancement (1, 3, 5) One note about zones, there exist zones that ARE harmful to novas, and can actually cause them to gain temporary taint just by being in the zone. However, Quantum offers them some protection, so long as there is quantum in their pool. It is rumored that there is are zones that will literally drain quantum from any source of it, so They can be a threat.
  11. This thread is a fun special project (free xp situation) for you all the players. What I propose is to let each of you create a single zone for the game. A submission is worth 3xp. A submission that I actually use in game, and officially declare Canon, is worth another 3xp. Los Angeles, and New York City are already done, but the rest are open to do. So far Miami, London, and DC are not zone areas. Have fun with this.
  12. Please post all approved character profiles and sheets here. If all characters are posted by 4-11-14, all players will get 3 xp ,,
  13. Use this thread to discuss, brainstorm, pose questions and so forth.
  14. This is the dedicated combat thread where we can post initiative and actions. Once resolved it will be summed up back in the thread in which the combat is taking place.
  15. I'm working on a 1999 Aberrant game for my tabletop group, and to get feedback and just to share the fluff, am going to be posting some of the "news of the world" type stuff I'm writing for the front of the campaign document, like the core book did for the game line. And so, behold random news articles and blurbs from the first year of novas, some of them based on canon, some of them with me filling in blanks on canon, and some of them just made up completely. We start out on N-Day... Headline article of the New York Times, March 23rd, 1998: MIRACLE FIREMAN SAVES CHILDREN FROM INFERNO A collision between a school bus and a gasoline tanker truck on the 400 block of Roosevelt Avenue in Queens amazingly resulted in zero fatalities and only minor injuries when responding FDNY units from the adjacent Engine Company 273 were suddenly reduced to the status of bystanders at what can only be described as a miracle. The collision had resulted when a sudden brake failure on the school bus resulted in its uncontrollably entering an intersection against the red light and directly impacting a tanker carrying several thousand gallons of gasoline to a nearby fuel station. Both vehicles were entangled in the wreck as torrents of spilled gasoline drenched the street. "That intersection is only a couple blocks down from the station house, so we actually saw the crash ourselves before dispatch got the 911 call to us," said Captain Ron Beckwith, commanding Engine 273. "But even with as fast as we got the pumper rolling we could still see it was one of the nightmare scenarios. There must have been fifty kids in that bus and the entire street was soaked in gas for dozens of feet around. Thank God that it didn't go up right when they crashed, but even with some of the older kids getting the back door open and tryin' to get everybody out as fast as they could we still knew that so much as one spark from anywhere would have the whole intersection covered in flames before we could get everybody clear. And sure enough, me and my guys had barely gotten down off the truck and the hoses hooked up before FWOOM, we saw it ignite right before our eyes. We all just froze in shock. Right then we were all thinking, God dammit we're just gonna stand here and watch all those kids die. Just standin' there holding those damn useless hoses like a bunch of idiots. And then… then it happened." In an event that outright defied the laws of physics as we know them, all of the flames engulfing the intersection were suddenly absorbed by one of the firefighters present, in a scene described by Captain Beckwith as "straight out of the comic books I read when I was a kid. It was like watching the Human Torch™ eat a fire in the Fantastic Four, only for real." Nearby security-camera footage as well as the testimony of all eyewitnesses available for comment unanimously agree that the miracle firefighter, whose name is being withheld for privacy reasons, somehow compelled all of the flames engulfing the area to come together into a single stream and then be sucked into his own body, where they vanished without a trace. (See accompanying illustration.) In a few moments the entire intersection was clear of any trace of flame or smoke, and the responding firefighters were able to resume operations. Except for several cases of smoke inhalation and minor crash-related injuries, there were no casualties. According to Captain Beckwith "I went over to [name withheld] right after I'd finished telling the crew to start foaming the place to catch any reflash and make sure everybody was evacuated to a safe distance and triaged, and asked him what he just did. He looked perfectly okay to me – I couldn't even smell any smoke on his clothes! – but the poor guy also looked totally out of it, and who could blame him? It was pretty obvious that he didn't know what the hell had happened any more than I did, so I waved over a couple of the EMS guys and told 'em what I'd seen happen, and said that [name withheld] looked like he was in shock and would they please take him to [hospital withheld]." As of press time, the FDNY Public Affairs office had no further comment except to confirm that the firefighter in question was not injured and was being held overnight for observation. This entirely inexplicable phenomenon of "The Fireman" is only one of many incredible incidents being reported around the world today…
  16. Folks, I have some questions for the Aberrant players here, especially those who have played in high-powered chronicles. You see, one of the topics I'm writing up in Aberrant: Nexus - which is about 60% written at this point - will be guidelines for playing high-powered novas and making such chronicles as fun for everyone as possible. This matter was touched on in the "Power Isn't Everything" gray sidebar on p. 67 of the Aberrant Players Guide, but apparently it did not go anywhere near as far as it should have. I'd like to correct that, & it looks like this ebook will be my last shot at doing so. I also write this after having read the archive for the "Children of Quantum Fire" game held here at RPGPost. From what I can tell - and please do correct me if I'm mistaken - not everyone who played in that game found it as satisfying as it should have been. So there's me second impetus to correct this error. So my questions are as follows: 1- What were the problems with playing high-powered novas - 2ndGen or otherwise - that you encountered? Were they due to the geopolitical situation of Earth in Aberrant regarding powerful novas, or something else? 2- What do you suggest that a Storyteller could do to fix those problems? 3- If not everyone was getting the type and level of role-playing action they desired, what could a Storyteller do - either before the gaming begins or during it - to fix that? If you have any other relevant comments, feel free to add them in also _ I might have missed something important.
  17. Just had a random thought. So, the super-secret Nipponese novas in the Trinity era. Capped at quantum 4 and node 2. Can never develop any Taint. Artificially maxed out. All fine fine. But, does Nippon also sterilize them? If not, then all those totally Taint-free novas are eventually going to breed up some 2nd gen Trues. Meaning that Nippon's government will have secret novas that are as totally Taint-free as anything they have going now... but have unrestricted nova power development. And the Nipponese government secure archives escaped Project Rewrite -- hell, some of their oldest government ministers were still alive during the Aberrant War. They will know the full potential power of what they're sitting on. How would their long-range plans change, if they knew that a couple decades from now their youngest nova assets would be, by far, the most powerful beings in the world? It's a thing for thought.
  18. If I wanted to start a high-power Aberrant game in 2030, based loosely on the same themes that Children of Quantum Fire did but not using the same storyline or some of the base story assumptions they did, then I have about 15 years of alt-history to design as Worldwide Phase II only takes me so far. But I'm lazy, so why design it all by myself when I can stea-... errr, be inspired by the brilliant work of others. Besides, traffic been sorta slow in here recently so meh, let's inspire some post count. Now, the reason I don't just steal CoQF's timeline -- well, asides from the fact that I'd be using a shit ton of other people's storyline and characters -- is because I started with a different set of design assumptions than they did, notably about Taint (see my house rules thread for details on that) and about some of the 'A Breed Apart' content that I'm not going to use. Specifically, my starting thoughts were these: On Nova Fertility Not going to use 'Motherhunters' because, let's face it, we are talking about professional baby murderers here. Guys who can get up in the morning and go 'Today I am going to stalk and kill some innocent people and small children whose only crime was in wanting to have a family/being born'. While I grant that you can entirely find some people this evil, in order for the 'motherhunting' strategy to work you have to find an army full of people this evil. Even from a strictly utilarian and amoral standpoint, the 'motherhunting' strategy only works if you actually can ensure 99.9+% clean-out; just getting 80% or 90% guarantees that the surviving 10-20% really direly want to kill you. And since the entire point of the strategy was the eventual fear that 2nd gen novas would become worldshakingly powerful, you can't afford even 10-20%. As any hunter knows, you do not just wound the grizzly bear. "Never do an enemy a small injury" applies here, epically. Also, any world that can reliably find enough hundreds of operatives to do a job this dirty, so reliably that they don't get a dozen Slider Incidents or more on their hands, is a world slightly above tolerance on the grim-o-meter. That having been said, Proteus is certainly going to do something about nova fertility, once the sterilization drugs aren't enough. They just need to do something evil that's a more "ostensibly intelligent people could actually believe this was going to work" evil, as opposed to a strategy that's pretty much inevitably doomed to cause precisely the type of backlash that happened in CoQF. Thetis might be crazier than a shithouse rat, but let's at least write her smarter than this, so she makes a more satisfying thump when she hits the floor. So, what are they going to do? 'Some type of airborne contact sterility virus' is what first comes to mind (even with the risk of a million or several baseline deaths from mutation, etc. Thetis would still do it; like she cares? It's getting 11 minutes to doomsday here! Release the germs!). So, some type of Spanish Flu type incident, but hey, at least Utopia solved it soon enough, right? Meanwhile, nova birthrates crash-dive again... only this time, the novas who were already working on it know enough to figure out that Proteus just fired the next shot in the war... On The Directive My players and me have always had a sympathy for the Directive. Far too often the canon treats them 'Like Proteus, only with better wiretaps but a lot fewer novas, and also much stupider and more ignorant'. Far too often they're depicted as basically the General Rosses of the setting, always out there to get in your way when you're trying to save the world, but never really saving it themselves. Yeah, well, toss that. This is the 21st century and we prefer something more like the Marvel Cinematic Universe version of SHIELD. Even with all the problems that was revealed to have recently. I can entirely buy a Directive that does gritty spy shit all the time and doesn't trust most novas farther than it can spit. But I don't want to buy one that sits around wishing it were in the Marvel Universe so it could build some giant purple robots, let's put it that way. So, what would this 'slightly less of a dick and slightly more on the ball' Directive be doing with its opportunities? Hrm, the first thing that comes to mind is 'Remember General Endicott's exoskeletons? Maybe if it applied some of that blacktech research budget into coming up with something that let the average Directive agent at least compete vs. novas harder than your average mitoid could, they'd be slightly less paranoid-fear all the time.' Besides, as the 'world without DeVries' thread got into, it took massive writer's fiat to delay effective VARG research into the Trinity era anyway. In the real world, we went from the Wright Flyer to the F-22 Raptor in 100 years... for it to take 200 to go from the Nova Age to exoskeletons at least as effective as the ones in the recent Tom Cruise timeloop movie is silly. Also, slightly relax the nova chargen restrictions for Directive operatives. "Absolutely no Taint" stays, because that entirely makes sense (and is even easier to achieve under my house rules), but as the DeVries recruiter always says 'There are no worthless nova abilities, some are just worth more than others.' Yeah, isn't really much of a set of starting thoughts, is it. I'm staring at a piece of blank paper and trying to make it a timeline. So, any random bits from your own prop boxes that you've never gotten a chance to use, that you want to toss in here?
  19. A question for those of us who have played Adventure! well enough to know: how would you create an Inspired character that has survived through to the Nova Age or even into the Trinity Era? IIRC, that's a gap of 80-100 years between Adventure! & Aberrant. Likewise, the gap is further increased by another 12 decades if an Inspired manages to make it to the Trinity Era. The "how" of the characters' survival into the latter Eras is obvious: Optimized Metabolism (as knack or Innovation), suspended animation, anti-aging drugs & so on. What I'm asking is how would you create such a character from the whole cloth. Is it just a matter of adding in a huge amount of transformation points into character creation, or would the process need further tweaking (Boosted Attributes/Abilities/Backgrounds)? If it's just a matter of adding more transformation points, then how many would be needed? I'm figuring that an Inspired who actually lived through most or all of those decades between the Eras would get more points that those who were "in stasis" as human popsicles or the like. And yes, this question pertains to the Aberrant: Nexus project I've been working on.
  20. Dumping some house rules ideas here for discussion. Those of you who recognize bits and pieces of these, yeah, I was inspired by some earlier posts around here. My thoughts as I was laying this out were several-fold: To give my players a reason to actually use Last-Ditch Defense and Power Maxing, 'cause I just named two things they never bother to use because let's face it, the canon rules for them suck. Solution: Give them notably more bang for the buck. To actually make Taint a part of the drama, but only by player choice, because another consistent buying pattern is that nobody Taints up anything and takes all the Taint Resistance they can get. So I wanted to increase the opportunities to get temporary Taint, and make it more tempting to risk temporary Taint, while at the same time making it harder to get permanent Taint except by racking up enough temporary Taint to kick you over. I realize that other people have different interpretations of Taint, but this is mine. Solution: Make temporary Taint an inevitable consequence of power maxing (you take temp Taint instead of spend Willpower to max), but make the recovery/downtime period to roll to lose temporary Taint shorter. (The reason to make temporary Taint recovery easier is to increase the temptation to risk getting some, while still allowing people to occasionally powermax without automatically becoming Taint monkeys, while also still allowing for 'Taint is what happens if you push your powers too long' because the rest period is still not trivial to arrange for in the middle of a big project or a war or something.) To make it slightly more tempting to take permanent Taint at chargen because let's face it, nothing is worth it. Solution: Significantly increase the XP cost to raise permanent Quantum after character generation and forbid people to purchase Quantum with bonus points at chargen, but make permanent Quantum bought Tainted cost zero. To let people use their quantum powers more freely, so that fights don't have a strict endurance cap, while at the same time not allowing infinite use. Solution: The 'Quantum Flux' trait, which some of you have probably seen before (I think Steve Kenson's Aberrant house rules originally came up with it.) Unt zo... Changes to Quantum Pool and Quantum Points Quantum Flux All novas have an additional trait called Quantum Flux. Their Quantum Flux is equal to half the quantum expenditure granted them by their Node rating. This is an amount of energy the nova can draw upon each turn to power quantum abilities. Quantum point expenditures each turn below this threshold are essentially free; the energy comes from the fabric of the universe, not from the nova's personal reserves. Points spent from Quantum Flux do not count against the nova's quantum expenditure limit per turn as determined by his Node rating. Example: Jason has Node 1, allowing him to spend up to 8 quantum points/turn. His Quantum Flux trait is therefore 4, and he may spend 4 'free' quantum points per turn. Quantum costs above the Flux rating (up to the nova's Quantum Expenditure limit) come from the Quantum Pool as usual. Quantum costs from Maxing Out and quantum lost to effects like Quantum Leech always come from the character's Quantum Pool. A nova must have at least 1 quantum point remaining in their Quantum Pool to use their Quantum Flux. Otherwise, they lose access to their Quantum Flux trait until they have recovered at least 1 quantum point. Quantum Pool A nova's Quantum Pool is equal to their [permanent Quantum] * 4. Changes to Merits Taint Resistant [5 point Merit] Taint Resistant novas do not receive double temporary Taint for botching a roll while Maxing Out, accrue no temporary Taint for failing a roll for rapid quantum recovery, and receive only a single point of temporary Taint for botching a roll for rapid quantum recovery. Quantum Recovery [1-3 point Merit] Each level of Quantum Recovery increases a nova's Quantum Flux trait by one. Changes to Last-Ditch Defense A Nova may always pay 1 or more quantum points (up to their Quantum expenditure limit) to subtract 1 health level of damage from a single attack after soak. This may reduce an attack to 0 levels of damage. If the amount of damage the nova takes would have otherwise have killed the nova if last-ditch defense was not used, then the nova adds 1 temporary Taint. New Advancement Costs Permanent Quantum now costs (Current Rating x 12) XP to advance, not CRx8. A level of permanent Quantum can be purchased Tainted for zero cost. The cost to purchase permanent Quantum at character generation remains 5 nova points. Due to its increased usefulness via Quantum Flux, dots in the Node background now cost double, both during and after character generation. Changes to Taint Starting Taint Characters are limited to a maximum of four permanent Taint at character generation. Taint, Quantum, and Node No permanent Taint is automatically gained for obtaining high levels of either permanent Quantum or Node. A quantum 5 node 5 nova with zero taint is entirely possible. Buying Powers Tainted Permanent Quantum (and only permanent Quantum) may be bought Tainted, at a cost of 1 permanent Taint per dot. Doing so allows it to be obtained for a cost of zero XP or nova points. How much of your humanity will you sacrifice for power? Losing Temporary Taint Due to the new Maxing Out rules, it is far easier for novas to gain temporary Taint. Therefore, the time period for losing temporary Taint is reduced to one day of downtime (either dormed down or utilizing all quantum powers and Mega-Attributes at a maximum of half normal strength, and botching no rolls), not one month. A nova receives +1 automatic success to the Willpower roll for losing temporary Taint if they spend the entire day dormed down. Botching a roll to lose temporary Taint adds one temporary Taint on a botch, not one permanent Taint. Changes to Maxing Out To Max Out, the nova first takes one point of temporary Taint. In return, the nova gets a number of automatic successes equal to their permanent Quantum rating or a flat 3 successes, whichever is greater. (You will always be able to add at least 1 extra or 3 successes if you max out, even as a puny Quantum 1 nova). Additional successes may be obtained by taking more temporary Taint (gaining additional sux equal to their permanent Quantum each time), or by spending 2 quantum points per success (up to their normal quantum expenditure limit per turn). A nova may not exceed (Permanent Quantum * 3) successes on a Max Out, by any means, without specific GM permission. If a nova botches a roll while Maxing Out, the amount of temporary Taint taken from Maxing Out doubles. The nova does not need to pay double quantum cost to activate the power being Maxed Out. Increase Effect: Each success spent increases the Effective rating of the Power being used by 1 dot to calculate the chosen effect. This is purchased separately for each effect: Dice Pool, Damage, Range, Soak, or Area. This explicitly allows the nova to violate the cap on the rating a power can possess at his Quantum rating. Add an Extra: 3 successes spent will add a new, temporary extra to a quantum power the nova possesses. This explicitly allows the nova to violate the cap on the # of extras a power can possess at his Quantum rating. Increased Duration: 2 successes spent will increase the duration 1 step from Instant to Concentration to Maintenance. Effects at Maintenance level or with a set duration are doubled in duration per 2 successes spent. Increased Mega-Attributes: 2 successes will grant an additional dot in a Mega-Attribute for one use (be it a combat turn use, or a scene long exertion). This may exceed the normal Quantum limits. The nova must have at least 1 dot in the Mega-Attribute already. Add an Enhancement: Spending 2 successes will gain the character a new enhancement for one use (be it a combat turn use, or a scene long exertion). Enhancements with prerequisites still require all prerequisites (which may be purchased via additional sux if need be). (Acknowledgement: Yeah, most of this one was swiped straight from the Taint discussion thread on 200X and slightly tweaked. Good work there, guys.)
  21. I have several campaign ideas I am never going to use. This is one of them. Campaign: The Final Aeons You remember so many things. You remember the old days, when the Aeon Society met in a brownhouse and invited everyone to come look through the filing cabinets for free. You remember Maxwell before he came obsessed with his ideas of the 'ideal' future, and Michael before he was overtaken by his inner demons. You remember Annabelle before she left the Society to fight at Michael's side. And you remember her shooting Whitley through the spine on the day the Second Hammersmith Event was to happen, and her being laid low by Tallon's enraged punch. And you remember how she screamed as she died, with Mercer unhesitatingly throwing her helpless body headfirst into Donighal's telluric engine to jam it with the handiest thing available within reach one second before it would have started a posthuman age in 1943. You remember old Safari Jack mysteriously disappearing in 1955, almost a year before Liberty Cross Medical started producing 'experimental' anti-aging remedies reserved for favored Aeon board members only. You remember Whitley Styles being unable to look you in the eye while explaining to you that the reason the anti-aging remedies weren't being distributed more generally is because 'the field test' of himself, Margaret, and several others wasn't showing consistent results. This while his hair stayed dark, and yours went gray. This after he was finally out of the wheelchair he'd spent the past decade in. You remember the Babel Dossier being moved to a secure undisclosed location. You remember openness being traded for secrecy, help giving way to manipulation, adventures being phased out in favor of black-bag jobs and wetworks. You remember seeing the handwriting on the wall and running for your life. You remember hiding out in the cracks of the world, reading between the lines of newspaper articles and knowing that the ideals of the old Aeon Society were vanishing further and further into the night and fog. But despite your own Inspiration, despite all the impossible adventures you had survived when you were younger, you knew that there would be no happy ending and upraised glasses in the old brownstone this time. It was a new world, a darker world, a world more firmly in the grip of the new Aeon than it had ever been gripped by the King of the World or the Ubiquitous Dragon or the Czar. Your choices lay stark before you; a heroic death vs. impossible odds, or an unremarkable death as you crawled off into obscurity to rot. Because several adventurers, even Inspired ones, could not hope to overcome an entire society of their peers. But people who were more than adventurers? That would be something else entirely. Although you had not seen or heard any signs of Donighal since 1943, you knew he was still out there. You knew that he would never rest. That sooner or later he would recover enough power for another attempt, as his "terrible angel" only waxed further and further. Sooner or later he would progress beyond the power of even the most modern weapons to kill him, if he had not already. And that while they had to succeed in stopping him every time, he only had to succeed once. So you fled to the long-lost golden pyramid of Aton, whose exact location had remained a secret even to the Babel dossier. And amidst the dust-covered ancient secrets that had once been used to empower a maddened, victimized child, you added the products of more modern labors -- the Dixon telluric-ionic power cells, lenses carved from telluric energy crystals gathered in half a dozen nameless lands, even the Mechanitrix's old z-ray projector rifle that had once brought down an artificial moon. And you set up your suspension capsules, with the power-focusing array precipitated above it. And so you slept the decades away, waiting. Waiting for the year when Michael would finally succeed in bringing fire to the sky, and creating an entire new culture of superhumans that you could vanish into, "merely" several more wonders in a world newly full of wonders. The last unfallen members of the original Aeon, to save the world from the unspeakable evil that their old friends and their heirs had become. The idea of the campaign is that the party are powerful novas with Cipher 5 (as they've been in hibernation for decades), that are effectively True 2nd Generation Taint-immune due to their unusual origin (while they obviously didn't know everything about novas, they knew enough about telluric energy to effectively guarantee their eruptions on N-Day by creating a quantum-focusing grid that would, on the day of the next Hammersmith-type Event, make sure to affect them as if they were at ground zero -- and of course they were already all Inspired)... who are 'in the know' re: the existence of the Aeon conspiracy, and devoted to wrecking its shit. Disadvantages are that they're men and women out of time, and about to buck one hugely stacked deck, as they expected to be Dr. Primoris-level super-stalwarts (i.e, novas) going up against a bunch of daredevils and their organization, and didn't expect them to have a Project Utopia-sized nova army. But hey, why not?
  22. Lets say that, a few days before she would have otherwise erupted, Anna DeVries gets killed in a mugging gone bad. Thus, no DeVries Agency, and none of the various things they did to underpin elite culture and business. What effect does this have on the setting?
  23. So the gaming group I'm am with has started dividing. Long story short the normal storyteller and two others, not including myself are really into the games possibilities and looking to play two or more times a week. the two other players only play once a week at best because of a lack of time and a chance of burning out on game. ,, So, I've been thinking of running a Oneshot with the possibility of growing into more. This is the basic framework of what I have for an idea should I take the Storyteller spot. ,, ,, Players are told to go thru the first half of character creation, but stop before Nova points get spent. each comes up with a backstory and game starts. PCs wake up in a Saw-esqe room, one door out, and no Idea whats going on. ,, (Behind the scenes, a Nova erupted. bare bones info on him/her is that they are a serial killer that hunts humans in a labyrinth style building. The building is old and falling apart, but any viable exit bar one is sealed and booby-trapped. The Nova has Poison and other low end powers for combat. His MO is that he stalks his victims, poisons them with his quantum power that has a delayed effect of making them pass out. He them kidnaps them and takes them to his house of horror.) ,, A message plays letting them know the score. They are rats in a maze. Their only option is to attempt to survive for a chance to escape and get their lives back. There would be threats like traps or starving animals that the players have to navigate while getting stalked by a killer. The Nova, like many a bad guy trope, would torture them by hounding them. Do things that force them to run just as they slowed down to rest, or try to pick them off. ,, (I would actually be going for character sheets, as any player could remake a new character and still keep any character power Ideas without having to copycat the last character.) ,, The endgame a couple of sessions in would be a confrontation with the Nova. At the beginning of the game when the Confrontation is going to happen I have people finish Character creation. They will have a good idea of their character and how they react in games so they can tailor the powers to their character better, and they get to participate in a fight that will make them feel like a badass after going thru a horror storyline. ,, Any ideas that might help to make this take off, Help reinforce the idea of initial helplessness, or interesting traps/organic threats/Nova powers that would mess with the players?
  24. Calvin Aziz was unusually troubled as morning came to Houston. A great many projects were underway, ranging from the development of a large population sustainable space station, down to quantum research on the root of the Surge, as well as why it caused some to become tainted and twisted monsters, and others it granted fantastic powers as novas. He had just ended a call with the Security Chief of Japan, with a most troubling problem. Four Hours earlier, the Japanese Navy had been conducting maneuvers Southeast of the main Islands, when they detected a massive quantum zone forming. It was the first new zone that had been detected in three years, and Three of Japan's fifteen novas had been deployed to investigate. After ten minutes they lost communication with the team, and within a hour, The 2nd JSDF fleet went radio silent. Since then no contact had been made, and The Japanese government sought assistance from the the leader in quantum studies, even as they began to redeploy their fleets. Within Five minutes, the Secretary of State called, asking Novastorm to send a team with all haste to Japan to investigate this new and obviously dangerous new zone. Satellites were already being moved to focus their sensors on the new zone. With the expo having only been a day prior, Calvin sighed. "Whom shall I send?" The company would be Compensated fully he was sure, one way or another. He quickly typed up a summons to The group of Novas who'd been present at the Expo. They were all still at hand, they would do nicely. By assigning half his nova staff, he was gambling big, putting many projects aside for the moment, but a new zone with such prodigious offensive abilities, it was something they had to unravel fast. "You are to Meet in Conference room Seven in thirty minutes, a debriefing will follow, then deployment of all personnel to the incident." He hit send and sent the text to everyone who'd been at the expo, and sighed. It would be enough. He rose from his desk, and began to make his way down. He called up the one nova he knew he could count on to move so many, quickly. "Transit, I will need your services, likely within 1 hour." "How far?" "Japan." "Not cheap." "It never is, but time is of the essence. I'm assembling my team, It will be two drops, on personnel, the other gear." "Standard rates." "Mary will wire half upfront, half on completion, as always." "A pleasure as always, Cal." The call ended as she hung up, and he sighed, two million in expenses already, and that was before the began talking gear. Using a dataslate, he began the process of assembling gear with a priority for scanning gear, with some offensive weapons in the mix for defense, not all novas were gifted combatants. as it came under his personal code it would all be assembled in the dock, crated and ready within an hour. All that was left now, was to bring the team together.
  25. This topic is to discuss the new setting Cosmos Nova. Cosmos Nova: Q6 limit for the duration of the setting/story No Mastery at start No Q Supremacy ever Must stick to a power Theme Only original/ or inactive characters allowed (no active copies from other games or versions from other IE universes) No backgrounds over 5 at creation No gadgets over 5 at creation (only 1 Gadget at 6 ever, this would be a defining item) Aberrant compendium not allowed (mega att books o.k.) Any irregular power from another sources needs approval Free enhancement with every odd Mega Att dot Any other limits or suggestions? NOTE: These rules apply only to the Cosmos Nova universe and not to the IE multiverse as a whole.
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