Nina Posted January 1, 2017 Share Posted January 1, 2017 In Aberrant: Weirder Stuff (henceforth AWS) you will play a Quantum Enhanced Human who must decide how to live with your new found powers and what role you will play in the coming upheaval. It is a modern setting/Supers/Scifi/Weird Adventure which will run in a concurrent time line to our own reality. Focus will be Character Drama, Us against them, facing the Unknown, and Action. Oh and there may be sex. The game will begin, but not be restricted to, a small town in Montana. The town is a Fictionalized version of Shelly Montana ( based on the town of Shelby http://www.city-data.com/city/Shelby-Montana.html ). The general public are not aware of Quantum Enhanced Humans (Novas in base aberrant), although if your a nerd and google every weird thing in the world (I'm not saying it's aliens … but it's aliens) there are stories of... well weird shit happening, some of which are true. Enhanced Humans first began manifesting about 10-15 years ago, although these early manifestations were primarily low level mega stat recipients and went undetected by even those who manifested. Over the intervening years more low level manifestations have occurred and were first discovered by the government agency responsible for creating them (unknowingly, more on that later). This discovery took place about 5 years ago . The exact cause of the manifestation of super normal abilities is not yet known but there are theories. There are few QEHs (Quantum Enhanced Humans) in existence all of which are from the united states and all who manifested in one of 3 locations and all of which are government employees. These couple of dozen or so QEHs possess powers that range from low level mega stats (1 -2 dot) to low level provable psychic abilities such as telepathy, esp, etc. The government is unaware of any massive super powered people and in fact there have been no such manifestations. Until now. Characters should be high school aged (16 – 18). you could have manifested your powers as early as 13 but if you did you have kept them secret until now because no one, no matter how cool you think something is, wants to be singled out as different. Character creation is as per the core rule book except as noted here. Only the Core Rule book and the Players guide are going to be used. Mega Enhancements from the Three Splat books (New Flesh, Brainwaves, and Forceful Personalities) are allowed but nothing else. * All characters start with Quantum 5 and get 20np, you can lower your Q to 4 or 3 getting 5 np for each. Consider Starting Quantum score to be permanent. It cannot be raised by expending XP. You may use taint to buy powers and Megas as per the rules but Taint handled in a completely different manner from baseline Aberrant. In this setting Taint is a hidden stat, there are no aberrations caused by Taint it's basically a storyteller tool. You may only buy powers at character creation, however you can buy latent powers at 1/2 NP these are powers you have but cannot use until you spend xp on to make them active. Option for character creation if you desire you may star the game as a baseline and Manifest during play if this is something you would like to do just make your character as normal following these guidelines but stop after bonus points. anyone who chooses this option will have a dramatic moment in game where they can spend their points. Creation Points Trait Points Attributes (1st/2nd/3rd) 7/5/4 Abilities 25 Backgrounds 6 (no eufiber, keep in mind you are young people in a small rural town when buying backgrounds. If none of the back grounds feel fitting you may trade unspent backgrounds for Bonus points 1 for 1) Willpower (Stam + Wits + Cha) divided by 2 round down Quantum 5 Bonus Points (15) Trait Cost per dot Attribute 5 Ability 2 Specialty (max. 3 per Ability) 1 Background 1 Willpower 2 Initiative 1 Nova Points (20) see * above Trait Nova Point Cost Mega-Attribute 3 (Receive one free enhancement for each odd numbered dot in a mega-attribute) Enhancement* 3 Quantum Power (Level 1) 1 Quantum Power (Level 2) 3 Quantum Power (Level 3) 5 Latent Quantum Power (Level 1-3) ½ Quantum Pool ½ 3 Attribute dots 1 6 Ability dots§ 1 5 Background dots 1 Willpower dot 1 XP COST TO ACTIVATE A LATENT POWER AT SKILL LEVEL 1 IS 1XP x THE LEVEL OF THE POWER AFTER ACTIVATION XP COSTS ARE NORMAL TO RAISE THE POWER BEYOND SKILL 1 FOR COSTS USE THE UNIFIED POINTS COST TABLE IN THIS PDF https://www.dropbox.com/s/mywbo2pm06i47j1/Aberrant_Directory.pdf?dl=0 Taint and buying tainted powers etc. As stated above Taint is handled completely differently in this game than in base Aberrant. Taint is now a Storyteller tool more akin to bad luck, karma, or even paradox from mage. It has no noticeable effect on your characters daily life. But may impact it in whatever way the Story Teller deems fit. All taint gained is permanent taint but the total will go up and down as the ST invokes a characters taint. Taint will never effect a dice roll directly it will only be used to create situation which may require difficult dice rolls. Taint does not give you aberrations When calculating Taint costs do not round up, use the costs as is for calculating totals. A note on Latent Powers. Once your character has manifested her powers are locked. they can only change if the ST allows a new power to be added or if the player would like to remove a latent power. If a player wishes to remove a latent power she may do so for the gain of 3xp plus any xp that had been invested in the latent power before the power is activated. once a power is activated it is permanent unless changed through the story. Willpower Additional Rules Since willpower is now an attribute based stat it should be treated as other stats and should benefit from a characters Mega-Attributes. for each dot in Mega-Stamina, Mega-Wits, and Mega-Charisma add 2 to your willpower calculation before dividing. This may produce a willpower of greater than 10, however you cannot have more than 10 willpower points. Keep track of your total willpower score and will power points separately as usual. When called upon to make a willpower roll use your total score as your dice pool (dots over 10 only count as one dice), again as usual. However if you expend all of your temporary willpower points, you may make a willpower roll using your willpower overage (for example if you have a 13 score you would make this roll with 3 dice), to gain an additional temporary point to spend immediately. As long as your character has quantum you may continue to draw temporay points in this manner. once your character exhausts his quantum pool you are spent and no longer able to summon the will need to push on. Quantum Power Manifestation The following is Meta information about the setting for the players and is NOT something a character would know. THE Origins of Quantum powers began in the mid 1990s at the Fermi National Accelerator Laboratory in Illinois. During a routine high particle experiment an innocent mistake in calculation input led to a failed experiment. However upon sifting through the data to discover the mistake certain anomalies were detected. It seems that the experiment did indeed produce results just not where they should have been, according to the data an abundance of HEPs (High Energy Particles) were created approximately three nano-meters from the point of impact in the accelerator. This was an unusual bit of data to say the least. It was assumed at first thet the impact point was misread but further data mining corroborated that indeed the impact occurred at the proscribed point and that the HEPs originated at the distance indicated. All indications said that the emitions were the result of the collision yet the resut occurred in a different location. This was profound and if proven the implications could be far reaching.. Recreating the mishap was now a priority. It took almost three years to recreate the original failed experiment but they did. As the experiments continued they became aware that they were creating what was being described as a tunnel through space, a wormhole or gate of some sort if you will, that allowed energy and mater to be instantly transported over a distance without crossing the intervening space. All of this work had been done under the strictest of secrecy and once it was established that they could create these gates the experiments and all research as well as the scientist involved were moved to a secret research facility located in the American South West where work could continue under stricter supervision. While a gate could be opened reliably it could not be held open for more than a few nanoseconds which would effect usability. This problem was solved surprisingly by one of the junior scientist on the project Dr. Kevin McCauly, who after a failed attempt to hold a gate open suddenly began writing new math protocols for the gate input. McCauly, it would later be discovered, was the first Quantum Enhanced Human who manifested heightened intelligence and almost inhuman mathematical ability. He would not be the last. With the duration problem solved experimentation doubled and soon energy, data and even small measures of matter were routinely being transported instantly over distances of several meters. It was soon discovered that if you enclosed the exit gate in a strong magnetic field it could be moved to any distance and as long as the original gate was actively open the exit gate regardless of distance would remain open and connected allowing the transport. By the late oughts, the gate research was mobile. Using the Air Forces Secret Drone Shuttle a gate was establish aboard and placed in orbit for long distance moving transport and it was kept powered for increasingly longer periods of time. In 2010 on one of the shuttle drones an entry gate was created aboard along with an exit gate and a robotic system. The exit gate from the drone was placed in a remote tracking station near Shelly, Montana. Eventually a gate connecting two drones as well as both ground installations were in almost constant operation. In the last five years animal testing has been approved and ongoing testing of the transporting of live specimens has commenced. In 2013 the discovery of provable telepathy in one of the civilian personnel at the main research facility led to testing and the discovery of several EHs at the facility While there is an obvious link to the gate from the sheer coincidence there has been no actual connection or cause discovered. These enhanced individuals have displayed several psychic abilities as well as off the scale intelligence, higher degrees of coordination strength and health beyond what is normal. There have been no reports or indications of deleterious effects. As of late 2016 less than 2 dozen proven Enhanced individuals have been verified all have been from three locations the main secret research facility, the drone tracking and receiving base in Montana, and Cape Canaveral where the drones are stored and reconditioned between flights. The existence of these enhanced persons is classified and while all are free they are monitored closely. To date the rest of the world including the scientific community are not aware either of the Gate experiments nor the enhanced persons. How Quantum Enhancement happens. Its is suspected that the gates are somehow responsible for the enhancement of certain persons who have been in proximity yet no connecting phenomena has yet been discovered to prove this. Never the less it is true. When a gate is formed two portals come into existence, one allows passage into the spatial conduit and the other allows exit from the conduit. The creation of a gate and the passage and exit of energy or matter from the exit portal creates a spray of High Energy Particles. These particles are mostly of known types but there is one which has not yet been detected and is of an unknown type. This particle is a type of boson which has not even been theorized yet . It has properties of a higgs boson and a guage boson as well as properties of the theoretical Tachyon particle, in that is travels faster than light. As far as HEPs go it is fairly long lived and is able to travel a good distance during it life span of less than 1/1000th of a second. It particle is harmless and in fact leaves no impression upon the universe unless it interacts with a biological source in a very particular way. When one of more of these particles interact with a biological entity like a human there can be spectacular results. The particle is drawn to the electrical impulses of the brain and if one or more should tunnel through an active pituitary gland spontaneous DNA mutation can occur allowing the growth of a new organ ( the MR Node) which allows the being to absorb and channel what will become known as Quantum energy. Chances of this mutation are greater in those beings who are pubescent or post pubescent but have not yet reached their full growth cycle. While older beings can grow a node the node is typically underdeveloped and Quantum Enhancements are generally weaker and limited. How Quantum Powers Manifest A person who has become quantum enhanced will generally have some physical and mental mutations as well as the ability to use abilities which the public will regard as super powers. In fact all of these effects are the result of quantum channeling and not real mutations. The way powers are manifested are at the direction of the persons subconscious when the node first grows there is a brief moment where the individual loses consciousness and his sub conscious takes over in most cases the time is not even measurable as it all take place at the quantum level. During this instant the template for a person Quantum Enhancement is set and it is generally unchangeable after. There is no physical change other than the development of the node UNLESS the sub conscious dictates. For example the individual may give himself mega strength but unless his subconscious see itself as a muscle bound Adonis there will be no outward physical change. The only exception to this is mega appearance. Mega appearance will cause the physical enhancement of the persons feature to bring them in line with the subconscious ideal mega appearance changes generally take several seconds or minutes depending on the extent of the modification to the self. For those QEHs who have abilities which drastically alter their physical forms the person will develop an alternate form that they activate to transform into (treat as dormancy 5 ) Shelly, Montana As stated above the campaign will begin in the characters hometown of Shelly, Montana. Shelly is a fictionalized version of an actual city named Shelby which can be seen here http://www.city-data.com/city/Shelby-Montana.html For look, feel and general information Shelly is Shelby but I have made a few changes and additions. The largest change isn't even in the city itself but rather outside of it and about 5 -10 miles away this is the addition to the area of an active Military installation. This installation isn't new it's presence goes back to the late 1800s when Fort Bulwark was established to protect white settlers in the region. During WWII the fort served as a training camp for US Rangers. After the war the camp was basically shuttered until the early 60s when it was turned over to the US Air Force and made into a radar installation as part of the net work tasked with detecting nuclear attack on the United States. By the mid 70s the base had served it's purpose and was obsolete and deem unneeded so it was once again shuttered except for a small Montana National Guard presence. In 2009 The Air Force once again took over the base and reopened it as a Satellite networking station under the Space Command control. The site received some very high tech upgrades as well as a robust security force. The base is small and very secure it has added approximately 400 persons to the area population. While Bulwark is designated as an airbase it does not have an airfield capable of servicing fixed winged craft but it does have facilities for Helicopters of which two UH- 72s and one BlackHawk are stationed. The base has made a mildly positive economic impact since it's reopening. Another Change is the Team mascot which I have changed from the coyotes to the Rangers. There are no fast food places the only national franchises in the city are a Pizza Hut and a Subway. The popular hang out is a 1950s/60s style Drive-in/Diner called Bunnies Burgers which is located across form the bowling ally which is the other main hang out. Link to comment Share on other sites More sharing options...
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