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Aberrant: Infinite Earth - Cosmos Nova OOC


Mr Fox
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And re-posting the writeup for Combat Sense power so people can make judgements:

Combat Sense

Level: 2

Quantum Minimum: 3

Dice Pool: Wits + Combat Sense

Range: self

Duration: Maintenance

Area: N/A

Effect: Gives the character an uncanny awareness of the ebbs and flows of combat. Number of successes determines degree of effectiveness.

Multiple action: yes

Description: This power is a focussed and super-specialised evolution of enhancements such as Foresight and Tactical Prodigy. Through having a supreme sense of spatial awareness and an preternatural grasp of the flow of battle around them the nova seems almost to be a jinx for his enemies. Those that live long enough to curse his luck are unlikely to realise that it isn't fortune favoring him at all, but the ability to predict the way the fight is going before the first blow is struck. This power works as Luck, save that it’s duration is Maintenance, rather than Permanent, it is a Level 2 power, and it has a dice pool of (Wits + Combat Sense) instead of just Luck.

Most importantly the extra dice and successes can only be applied to combat actions. This power won't help in any other way. Combat actions can include reading a tactical overview of a battle and directing forces appropriately, but not long term strategic planning. A nova with this power can use it in a fight or to direct a battle, but not to the scale of planning needed to wage a war

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Here is the way I see it.

In chat we hammered this out. Here is how it should work.

1: It should only provide a flat +1 die per dot for attacks

2: It should only provide a flat +1 auto success for defense

3: It provides a flat +1 auto success for any tactical ability roll per dot.

4: It stays a Level 2

5: It should be made in the write up fluff of the power that it specifically applies to enemies you can either successfully perceive or already know are there. I know at least for you, that it says that, but I missed that.

So other than these changes, I am thinking this would work out.

In fact let me re-write this... one sec.

Combat Sense

Level: 2

Quantum Minimum: 3

Dice Pool: N/A

Range: self

Duration: Maintenance

Area: N/A

Effect: Gives the character an uncanny awareness of the ebbs and flows of combat. Number of dots determines degree of effectiveness.

Multiple action: yes

Description: This power is a focussed and super-specialised evolution of enhancements such as Foresight and Tactical Prodigy. Through having a supreme sense of spatial awareness and an preternatural grasp of the flow of battle around them the nova seems almost to be a jinx for his enemies. Those that live long enough to curse his luck are unlikely to realise that it isn't fortune favoring him at all, but the ability to predict the way the fight is going before the first blow is struck. As long as the Nova with Combat Sense is aware of the battlefield and who is on it, he is a dangerous foe.

System: For every dot in Combat Sense, it provides either +1 success for any tactical ability rolls, +1 success per dot for any defense roll, +1 die for any attack roll (not damage). These bonuses only apply to enemies that the user of this power can perceive successfully or know is present on the current battlefield in the encounter.

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To be honest, I would rather let this power be reviewed anyways. I am... thinking the spirit of having things as intended be adhered to, but not set in stone. If we agree on it or not doesn't matter to me, but we should give this a chance.

To put it succinctly, We should not be closed to suggestion. Give requests an audience and hammer it out.

Either it sticks on it's merits or dies on it's flaws. All in all we all should approach this as a committee of the whole (At least of the CN universe) and nothing else should come in unless everyone is in agreement.

But as of now, at least I am a co-signer on this power as it stands now, and offer it as a advocate for Jeremy to the committee.

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First, I'm glad you're mostly okay Fox, Wrecks suck. sucks majorly about the car.

In reference to the game

so are we allowing custom powers and enhancements, or not and what is the procedure on approval? Let's get this hammered out so people can finish their characters and we can get things going. I'm leery of customs and against anything from the companions, but if the majority says they're fine, then so be it..

Are we using the standard IE XP rules? I vote yes on this.

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Companion should be No, but with thorough review. I'm sorry but that document scares me for the most part. But if someone can change a power within that they REALLY want from it to ensure balance, we should be open to considering it.

I think what we should say for "Allowed Material" is all the mainline books, the 3 mega attribute books available here, and that is it for guaranteed Yes.

One note, Terats and Qi-Meng Practicioners shouldn't be allowed for starting characters. Period. And it should be damn bloody difficult to get a refugee to teach Teras or Qi-Meng (Even more so for Qi-Meng).

As for Custom stuff, as I said with Jer, it should be talked about (sometimes vigorously), tightened up and tweaked, then offered up. I think before approval or refusal everyone should have a chance to look at a custom power and give their opinion on it so it can be adjusted, and once everyone agrees it's okay it's added into our game via house rules. One note, one should expect NO when something is offered, and accept tweaking to their idea. This goes for me and everyone in game.

Maybe we should have a thread for discussing custom powers after Jer's custom is approved/denied.

One important note, since we start at Q5, we don't get the 1 taint for being there?

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I'm fine with either getting the taint or not...

also something important

I'd see a moratorium against buying q 6 for at least 6 months, preferabbly a year, Realtime. Let's flesh the characters out as they are, give everyone a chance to get acquainted IC, and then we can explore the greater power beyond where we begin.

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I would say certain benchmarks (similar for qualifying for Q9/Q10 in CoQF), plus a story where your character crosses the threshold.

I would say in order to trip the light fandango though, it'd probably take a vote of the CN participants with a required majority.

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Jer, glad to have you back.

Custom powers yes, but with approval

Q6 moratorium I'm ok with. Not sure what the 'certain requirements' would be but I'm open to suggestions.

Yep, standard IE rules always apply unless overridden within a specific setting by the people who play within that setting, or the storyteller running it.

I agree with the allowed materials suggestions from the Professor. Main books plus mega atts are ok, stuff outside those with approval, but expect that your suggestion just might get tweaked by the other players.

I'm going to offer the opinion that no 1 taint from Q5, my reason being that this world isn't supercharged with quantum the way canon Earth was. It is a 50/50 shot as to weather a person would become a nova or a psi. So things just aren't as "hot" on this earth.

I like Jer's power as written up by the Professor.

I vote yes on standard IE xp rules.

Ok, let me know if I missed anything, there was a lot of stuff above to get through and I'm sure I probably didn't address everything.

Also, thanks for the good wishes regarding the car wreck. To be honest I'm not sure if I'd rather them total it out or repair it... after a wreck like that I'll always wonder if it's really 100% from now on. On the other hand, the idea of a car note right now doesn't thrill me at all.

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Well here is a update on the rules then...

Cosmos Nova:

  • All rules for IE not overridden by the custom CN rules are still in play.
  • No nova built for CN can go over Q6
  • Q6 cannot be "unlocked" until One Year after the start of the game.
  • Novas start at Q5 with no taint and 50 base QP
  • No Mastery at start
  • No Q Supremacy ever
  • Characters are built/advanced with the "In Theme/Out of Theme" NP/XP cost rules from CoQF (Out of Theme Powers/Mega-Attributes are allowed).
  • Only original/ or inactive characters allowed (no active copies from other games or versions from other IE universes) (Mech is cleared since his character was established before this rule was placed in effect, and is starting to look like an integral plot hook.)
  • No backgrounds over 5 at creation
  • No gadgets over 5 at creation
  • Aberrant Companion Heavily Regulated.
  • All core books and the three mega attribute books are fine.
  • No Starting Terats or Qi Meng, both philosophies are incredibly difficult to find in game.
  • Any irregular power from another sources need approval.
  • Custom Powers/Enhancements/etc allowed only through CN Group collaboration first.
  • Free enhancement with every odd Mega Att dot (1,3,5)

I think we got everything we need... let's start building as far as I'm concerned!

Now as for those "Requirements" for getting Q6, in Children of Quantum Fire, they require that in order for a Nova to qualify for Q9 or Q10, their powers, mega attributes, and quantum pool needed certain things and be at certain levels in order to qualify. Also I was thinking that getting Q6 "Unlocked" would require a pretty good string of stories and should be a reward for great roleplay and putting an effort into making Cosmos Nova a living, breathing world.

Now once a player's character has that ability unlocked it is within their prerogative to actually bu that level, and I think going into Q6 is special enough to avoid the acquiring of taint.

I do think though for having a Node greater than 2 you should take taint as normal because of the different quantum of this world. You're simply pumping more quantum than your body can handle, and your brain is being impinged upon by the node. This I think should be kept in mind.

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1: Fixed, but the Gadgets background for IE is darn big at 6, and specifically says any character can only own 1 gadget at 6 dots. Although I think since this has never became an issue, and I doubt anyone would be stacking tons of L6 Gadgets I think that particular factor can be ignored.

Addendum: Background modified.

2: "Characters are built/advanced with the "In Theme/Out of Theme" NP/XP cost rules from CoQF (Out of Theme Powers/Mega-Attributes are allowed)." Shoud be clear enough.

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I'd say with the samples that they have with them to study, a substitute might be available. It wouldn't have all the properties of real eufiber, no morphing and no soak rating but it would still be good fabric.

I'd also say real eufiber would be available for purchase as a 1 dot set, since refugees could have split down some of their higher dot sets, but it would be so outrageously expensive only the mega rich could afford it.

I'd be willing for it to be available as a 1 dot set for the cost of 5 dots of resources.

This also makes me think, I would say that Stonehenge is guarded and that no one is allowed access, especially the refugees. The governments would think that anyone of them who left might bring back reinforcements to conquer earth.

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I would say no eufibre on start ... but if the group swings the other way:

A single dot of real Eufibre at start should then cost 1NP. The limit should also be 1 dot, and it shouldn't be easy to increase your own colony size.

Getting in play should be outrageously difficult due to rarity. Not only a matter of money, but actually finding someone with it willing to pare down their own colony.

Stonenhenge - the lockdown on it makes sense. I should think there is also some sort of EU military base there now, as they would want to be using the gate too.

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To me, personally, I'd say no-mas at all to Eufiber.

But depending in the country they might be able to get gadgets that use do some of the things Eufiber does. (Quantum Batteries, ballistic polymer suits with impact gels) Although the shifting quality would be more suited to having the costume enhancement (Forceful Personalities or The New Flesh, can't remember). Where you have a set of clothes and on demand switch to a "costume" of your choice and I think every level of it allows a new outfit. And Attunement goes a long way to preventing your clothing from getting missed up by your own powers.

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I know what you should use for his pic...tumblr_ls0b4qNLHl1qdmdtd.jpg

Also, I should have some more for Kei shortly.

Oh, if people would like, I am feeling creative... scary creative. Would you guys mind if once in a while I sketch up and post our CN characters?

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Well, Kei wears flight gear usually... the pic is just from promo pics. :P

Well, then there was that one time she got drunk before her eruption... I think those pics still float about the internet somewhere.

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Ha! *goes searching for 'those pics'* j/k

Yeah, I was basing my concept partly on Alfred Bester from Babylon 5.

It would be great if you sketched the characters.

Also, as his background mentions, I think it would be interesting if all Telepaths were required by law to wear a Psi symbol visible on their person at all times and be registered with the government.

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Would actually fit. Registered psiads would have to, showing they've had ethics training and are "sanctioned" by their government. Of course Psiads in certain parts of the world are considered anathema and are probably persecuted. Then in other places there would be a subtle bigotry against them. I would think though in places like North America, Europe, and some of eastern asia, Psiads are just required to be registered and outright persecution is considered "backwards", even though it is hard for a Psiad, even one that isn't a mind-diver, to get a job or live a normal life.

For instance, in Japan, all Psiads need 6 months of ethics training, followed by 4 years service in Japan's Intelligence Service, before they are even allowed to start hiring themselves out. Although in Japan, Psiads are generally associated with espionage and corporate intrigues than anything else. Novels about them sound like something Ian Flemming or Tom Clancy would write, and are either seen as mysterious, brooding heroes or as mysterious, dangerous guardians against some dark conspiracy. Then again, one popular anime series in Japan deals with a Psiad who helps people with their personal issues as a traveling psychologist. The Manga series it is based off of, "Dr. Omoikane", went for 400 volumes, and the anime series is in it's second series. Strange thing is, "Dr. Omoikane" is a real person in the CN universe as well. She works for the Health and Welfare ministry, and is a Professor of Psychology in Tokyo University.

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I don't know if the registered telepaths thing jives with the rest of the setting as it stands, and the numbers tossed out there.

There are how many telepaths? Not many ... maybe a dozen in the world of the Nova variety ... so maybe two dozen counting psiads?

By itself it doesn't make sense. Laws, especially novel laws, take a shite-ton of effort to put in place. Especially very specific ones, they need a strong cause.

Now, maybe if there were some sort of very common low level psiad wave ... hundreds of telepaths / mentalists of very low power ... that would be enough impetus for people to muster those laws. I think that would also make for an interesting world ... where low level mentalists (like the lowest grade of psiad ... 'psychics' ) were fairly common. Something like a couple thousand in the last five years.

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