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Aberrant RPG - Canon Character Write-Ups


Dr. Arcturus
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I have noticed canon characters rarely get written up, espeasially ones like Caestus Pax and...Divis Mal. Perhaps its courage or stupidity on my part, maybe a need to be bitched at, but I am going to post these characters on this board, starting now with Mal. PLEASE give me feedback, please feel free to critique, but please also be prepared to help me edit.

Attributes:

Strength: 6

(Brawl6, Might 6)

Dexterity 6

(Athletics 6, Drive 6, Firearms 6, Legerdemain6, Martial Arts 6, Melee 6, Pilot 6, Stealth 6)

Stamina 6

(Endurance 6, Resistance 6)

Perception 6

(Awareness 6, Investigation 6)

Intelligence 6

(Academics6, Bureacracy 6, Computer 6, Engineering 6, Intrusion 6, Linguistics 6, Medicine 6, Science 6, Survival 6, )

Wits 6

(Arts 6, Biz 6, Rapport 6)

Appearance 6

(Intimidation 6, Style 6)

Manipulation 6

(Interrogation 6,Streetwise 6, Subterfuge6)

Charisma 6

(Command 4, Etiquette 5, Perform 6)

Mega-Attributes:

Strength 6: All enhancements

Dexterity 8: All enhancements

Stamina 8: All enhancements

Perception 5: All enhancements

Intelligence 8: All enhancements

Wits 5: All enhancements

Appearance 5: All enhancements

Charisma 6: All enhancements

Manipulation 4: All enhancements

Backgrounds:

Resources 6

Allies 5

Cipher 5

Followers 6

Influence 3/6(Teragen)

Node 9( Quantum Efficiency)

Backing 6( Teragen, CORE Industries, Pandemonium Toys, etc...)

Dormancy 6

Attunement 6

Eufiber 5

Inspiration: 20

Reflective: 20

Intuitive:30

Destructive:15

Willpower:10

Taint:0

XP:4,472

Telluric Pool: 260,914 ( check off one box for every 3,261 QP's spent)

Quantum Powers:

**Armor 8: Impervious, Superheavy

**Immolate 8: Area, Aggravated

**Quantum Bolt 8: Aggravated, Homing, MIRV, Increased Range, Burning, Armor Piercing, Supercharge

** Plasma Anima 8: All techniques

**Plasma Mastery 8: All techniques

**Plasma Authority 8: All techniques

** Electromagnetic Supremacy 8: All techniques

*Flight 8

*Hypermovement 8: Flight

** Disintegrate 8: Aggravated

Temporal Manipulation 5:Any five techniques

*Spatial Manipulation 7: All techniques, including Warp and Teleport

**Invulnerability 8: Energy, Physical, Quantum Tampering

**Force Field: Reflexive, Impervious

Strobe 5Stun Attack 6

**Disrupt 8:Increased Duration

*Psychic Shield 7

Sensory Shield 8

*Quantum Leech/Regeneration/Construct/Conversion/Impart(Multiple Targets)/Vampire/Authority(All Techniques)/Supremacy( All Techniques)/Forgery 5

*Living Chrysalis 5

Apptitudes:

All Apptitudes and Modes at 4 dots

Knacks:

Every applicable Dynamic Knack( including those found on the Eon Website)

Lightening Mind

Crazy Strength

Mind-Hit Boxing

Telluric Resonance

Command Voice

Protean Voice

Marked Man

Thermal Manipulation

Brainstorm

Flame Conjuration

Hypnotic Presence

Inspirational Aura

Teledigitation

Phantom Hands

Mind Hammer

Psychic Synergy

One-Man-Army

Resilient

Steely Gaze

Lightening Reflexes

Instant Expert

Universally Deadly

Untouchable..................

........... Do NOT screw with this guy

I realise I have included some powers and knacks and techniques not in any of the books, so here are their descriptions (courtesy of aeonsociety.com and euronet):

Living Chrysalis

Level : 5

Quantum : 8

Dice Pool : Varies

Range : Self

Area : Self

Duration : Varies

Effect : Allows the character to treat the process of Chrysalis as an ongoing one, without needing to enter Chrysalis or a period of dormancy.

Multiple Actions : No

Description : The culmination of the experiments begun by the Teragen on earth with the apocothery, this power allows the character to live in a continus state of evolution, instead of having to lie dormant when they wish to progress. Like many powerful abilities it has several techniques, the character may learn and freely use one technique per dot. They can attempt to use techniques they do not know, but it costs takes twice the quantum cost and they must succeed on a willpower roll. Possession of this power is considered almost the pinnacle of evolution among Terat?s (Rumors ascribe its creation to Scripture) However there is a downside also. At the time this power is purchased the characters Archetype is locked, and cannot be easily changed. Only through the ?Transference? technique shown below can a nova with this power enact a change of their chosen archetype. Once a character has this power they no longer enter Chrysalis normally, even if they reach ten Chrysalis they simple cannot channel anymore taint into it, as opposed to automatically dropping into a chrysalis.

Taint Removal

Dice Pool : Willpower + Living Chrysalis

The nova can employee this technique to remove temporary or permanent taint. Removing temporary taint is easy the characters spends three points of temporary willpower rolls Willpower + Living Chrysalis with the maximum number of successes equal to Living Chrysalis. Each success removes a point of temporary Taint. The process for removing permanent taint is exactly the same, except that it costs permanent willpower. This power takes only a single round to use, and just like the ability to remove taint in Chrysalis proper it does not remove any aberrations associated with the Taint removed.

Transform

Dice Pool : Intelligence + Living Chrysalis

This ability allows a nova to transform mental aberrations into physical ones. To enact this ability the character spends one permanent point of willpower, and just as in Chrysalis proper the mental aberration of their choice is transformed into a physical one of equal or higher level. With one success the physical aberration is chosen randomly (but appropriately) by the storyteller. At two successes the power is random but will always be of the same level as the original power never higher. At three successes the player can opt to take 2 aberrations of a level lower than the one they are loosing. At four successes the player can freely choice any equivalent levels. (IE. Take four random level one aberrations in place of a level three or one level two and two level ones, etc) At five successes they player has complete freedom of choice including what aberrations to take, however they still must keep the levels equivalent.

Channel

Dice Pool : Willpower + Living Chrysalis

This is one of the most powerful techniques in a Nova?s personal evolution. It allows the nova to attempt to channel any taint into Chrysalis as it is gained. It is much like the normal Terat ability to do so, but any taint can be so channeled irregardless of if it was gained in accordance with the characters Archetype or not, but the process is difficult, if the character fails to use this ability to channel taint into Chrysalis, then it cannot be channeled normally even if it was gained serving the characters Archetype. This technique is treated as a reaction skill. It costs 1 temporary willpower and 5 Quantum Pool to activate this technique. One point of temporary taint being earned can be converted into Chrysalis for every four successes gained on the roll.

Evolve

Dice Pool : N/A

This technique is not activated, once learned it considered always a part of you. One of the greatest benefits of the Chrysalis proper is the ability to buy quantum manipulation and Archetype related abilities at reduced cost. Once this technique is learned the character enjoys this benefit full time, as they are in a constant state of evolution. The Storyteller as always has the final say on what is allowed and what fits with Archetype and what does not. Characters with this technique the character uses the experience costs listed in the Teragen book under chrysalis all the time, so long as their storyteller approves.

Transference

Dice Pool : Living Chrysalis

This technique is the only way (Other than Planck Scaling) that a character with this power can change their archetype. It is a risky and difficult process however. The character must spend a full day in contemplation and preparation. At the end of this time period they spend 30 Quantum Pool and 2 Permanent Willpower Points. They then enter a state like a normal Chrysalis (Without the benefits of this power) for three days. At the end of that time they roll. They must have at least three successes to change archetypes, otherwise they awaken unchanged, with much effort wasted.

Transmigration

Dice Pool : Willpower + Living Chrysalis

This technique allows the character to convert stored Chrysalis into experience points directly. Activating this power costs the standard five Quantum Pool and each success lets the character convert one permanent Chrysalis into three experience points that they can save or spend immediately. They can also use one success to transform 5 temporary Chrysalis into one experience point.

Consume

Dice Pool : Living Chrysalis

This technique is perhaps the hardest of all Living Chrysalis techniques. It functions in much the same way as the Taint removal Technique, however the Dice Pool is much smaller (Though the cost remains the same) and it cannot be used to remove temporary taint only permanent. However permanent taint removed this way automatically transforms it into five points of temporary chrysalis. This is the only way that taint already accumulated can be converted to Chrysalis after the fact.

Extras: Evolve Another (The nova can use any Technique listed on another nova that they are touching. The Target if unwilling may make a resisted roll with their willpower.)

Weaknesses: Technique Exclusion (1 point, the character can never learn one particular technique from this power.)p

Crazy Strength ( Mesmerist level 2) - by Pete Sears (Templeton Institute)

"Okay. when i say go. Pull her out from under the car."

Whether you have learned to control your adrenaline or you are simply psychotic. You have the sort of strength that come from within. while you don't have superdense muscles like a stalwart powerlifter, you how to make the best use of the musculature that you have.

System: spend 1 point of Inspiration. Take half of the Mesmerist's current willpower (round up) and apply it to the mesmerists strength score for the rest of the scene. The Mesmerist will be listless and tired for the next scene (halve all physical dice pools). Storyteller should be very carefull to make players make strength rolls that could result in ligament tearing and back muscle shredding injuries. While these injuries won't stop them during the scene they will require healing when the scene is over. ( Each 1 on a strength botch will cause 1 level of unsoakable bashing damage which will take effect at the end of the scene, Large numbers of 1's could result in some Lethal damage as well.) Crazy Strength is not limited to lifting or crushing and can be used in combat. Strength scores can go far beyond 5 (but you don't get nifty enhancement like in aberrant. Hefty might and brawl rolls are reward enough, twink boy)

Psychic Assault (Level 3 Mesmerist Knack) - by Pete Sears (Templeton Institute)

" I see you have a fear of spiders. I think it would be interesting to see what it would be like to have them devour you."

You are able to tap into a target's subconcious mind and unearth all of his most serious fear and terrors. Once you have done this, you can cause the target to hallucinate his most horrible fear.

System: The Mesmerist spend Inspiration and the roll Manipulation+ Rapport and adds Destructive Inspiration as automatic successes to the dice pool. The target resists with Willpower. If the mesmerist succeeds on the roll, the target is afflicted with temporary insanity for a number of Scenes/Hours as he has net successes. If the mesmerist collects five net successes on the attack roll then the Insanity lasts indefinitely.(ST's Discretion) The derrangement is chosen by the Storyteller.

Lightning Mind (Mesmerist level 1 knack) - by Pete Sears (Templeton Institute)

"Clurman! We have to be in Lhassa in 3 days. Fetch my overnight bag and my Tibetan dictionary!"

You have the ability to quickly process information and retain large amounts of information in memory for a time. You amaze people with your mental feats of recall.

System: When dealing with any task that involves rapid processing of information (speed reading, target recognition, converting farenheit to celsius in the middle of burning building...) you may add your intuitive inspiration score to your dice pool.

You also have the ability to cram a large amount of information into your mind for short periods. The mesmerist rolls Intelligence+Academics and adds his Reflective Inspiration as automatic successes on the roll (assuming he has at least one success) he then divides the success in order to determine how long it takes to learn, How deep the information is, and how long it will last. The Mesmerist may hold only Knowledges in memory, and may only hold one at a time. Clearing memory takes a single day. The roll may be modified by up to +3 by a lack of learning resources.

Successes

Knowledge Score

Time to Learn (days)

Duration

0

0

6

8 hours

1

1

5

1 day

2

2

4

3 days

3

3

3

1 week

4

4

2

2 weeks

5 etc.

5

1

1 month

Example: Dr Boniface has a brilliant idea for an innovation to a firearm. The only problem is that his main sphere of learning is Pharmacology. Undaunted, he decides to cram heavily before going into the lab and taking a whack at the new idea. He rolls Int+Academics and closets himself into the library. He scores 3 successes on his roll and has 3 reflective inspiration. Since he needs at least 3 dots to work on the project with his superscientifc acumen and knacks, He elects to take six days with the material and spilts his successes among knowledge score and duration. For a week, Boniface has effectively 3 dots in Science (Ballistics). Which is hopefully enough time for his R&D.

Later Boniface has to go to Portugal in search of certain types of roots for a particular medicine. Since Boniface speaks no portugese. He grabs a Portugese dictionary on his way to board the plane. He gets 6 successes + an additional 3 for his reflective inspiration. At the hotel, He takes three days, learns portugese idiomatically(2 dots) and it lasts for 2 weeks... long enough to mount the necessary expedition.

On the last day of duration, the crammed knowledge begins to rapidly fade (with increasingly difficult skill checks as the day wears on.

1000 Scorpion Strike (level 2 Mesmerist knack) - by Pete Sears (Templeton Institute)

"I'm warning you. These hands have killed before."

You have learned the esoteric arts of Atemi and Chi manipulation. Your hands are capable of delivering crippling damage to enemies. People fear you and rightly so. Your deadly hands make it easy to take life.

System: The Mesmerist spends Inspiration and for the rest of the scene, his hand to hand damage inflicts lethal damage instead of bashing damage. Mesmerists who use this knack often express a visible greyish aura around their hands when it is in use. Practitioners of the arts can sometimes recognize this with a successfull Intelligence+Martial Arts Roll.

Protean Voice ( Stalwart Knack level 1) - by Pete Sears (Templeton Institute)

" All quiet over here squad leader...Heh Heh."

The human voice is an extremely sophisticated instrument. You however have been gifted with the equivalent of a stradivarius and mini-moog synthesizer all wrapped up into one. While others may have an interest in the arts of mimicry and ventriloquism. Your vocal abilities are far beyond the pale. You can make any sound the human voice is capable of producing and quiet a few besides.

System: All rolls using Protean Voice come off of Perfomance but relly on different attributes. To create any sound that a human voice can make simply roll a straight Charisma+Performance roll. To create any sound that a human voice cannot create you must make a Stamina+performance roll. To exactly mimic another person voice requires a Perception+performance roll with at least 3 successes. To indulge in a bit of ventriloquism requires a Dexterity+Performance roll (In order to properly "Throw" the voice and conceal lip movement. (Note that this option is open to other players as well but requires at least two successes on the roll.)

Botches on any of these rolls may damage the vocal chords for a day or two.(ST discretion)

Example: Kyodai is attempting to infiltrate an enemy installation. He finds a safe place and begins singing like an 8 year old girl.(Cha+Perf) When the sentries come out to investigate he bounces "Her " voice all over the place (Dex+Perf) After puzzling them for a few moment while getting into position, he makes the sound of the 8 year old girl being eaten by a flock of rabid storks. (Sta+Performance) Totally demoralized, the sentries begin to clutch together and before they know what's happening, Kyodai is among them slashing with his tanto. When the squad leader calls on the radio. Kyodai impersonates the sentries voice and moves in to create greater havoc.

Juggernaut (Level 3 Stalwart knack) - by Pete Sears (Templeton Institute)

"You cannot stop me. i will not rest until i have broken you in my hands."

You are an atavisitic force of nature. it very difficult to turn you aside in combat and you will walk across the desert to destroy your enemies if it's necessary.

System: You gain 2 extra healthy health levels. In addition, for the expenditure of 1 inspiration. Your Stamina gains a number of dice equal to half of your Willpower (round down) for the remainder of the scene. this affects stun rolls, soak, endurance and resistance rolls. Possessors of this knack are very large and have some difficulty hiding,disguising themselves, or remaining inconspicuous.p

Psychic Static (Level 3 Stalwart Knack) - by Pete Sears (Templeton Institute)

"You having some trouble Swami?"

Something in your mental makeup is detrimental to psychic force. You generate some sort of signal that heterodynes with psychic powers robbing them of a lot of their sting. Mesmerist fear you as many of their powers become useless against you.

System: When mesmerists try to direct their powers against you they must subtract 1 die from their pool for every dot you possess in destructive inspiration. This also affects positive mesmerist effects like Touch of Life

Pillar of Stone (level 3 Stalwart Knack) - by Pete Sears (Templeton Institute)

" OW! What the hell are you made of ?"

Just as Body of Bronze grants it's owner a superdense epidermis, Pillar of Stone gives it's owner a superrdense skeletal structure capable of withstanding serious damage. Most conventional weapons and sources of damage cannot break your bones at all.

System: Pillar of Stone offers it's owner a number of useful advantages. Hand to hand damage meted out by the stalwart is given a +3 bonus (as if the player were weilding a baseball bat.) Half of all lethal damage the player receives is converted to bashing (after soak) and those who attack the Stalwart hand to hand suffer half of the damage (rounded up) for each strike they land on him.

Example: Kyodai attacks Countess Ilse Von Haupt. He lands a serious kick on her for 7 dice of bashing damage. Since Ilse has Pillar of Stone. Kyodai take 4 level of bashing damage (which he now has to soak.) and his foot hurts.

Storytellers should be very very careful about stacking Pillar of Stone with Body of Bronze either for players or for villian types.

(These abilities were used without the expressed permission of the author. This post was not made for profit, only as reference)

* = Mastery 1

**= Mastery 2

[ 04-22-2002: Message edited by: Strobe ]

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Well Argent, I'll tell you: Because that's too ambiguous.

The porblem with most canon personalities is that they arent actually fleshed out. I like my players to know where they stand with these people. The whole fight between Pax ans Mal relegated my players to non-entities for the duration, for the most part because all they knew was that these two jokers were topped out in power. Now, my Divis Mal is certainly a character that shouldn't be screwed with (as I mentioned in his write-up), he now has a certain set of powers and abilities. The characters now see that Mal is not all powerfu l(almost, but not quite), and can actually be beaten( theoretically). You'll notice that I have not given Mal a Quantum rating, but a ludicrous Inspiration level. This reflects Mal's entirely unique eruption, as well as his capacity to utilize Apptitudes and Modes (though I am here and now changing his level of mastery with such abilities to 2 dots, as he does not consiously know he is utilizing these types of abilities).

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Ok, you've broken the soil, and started the planting, now I am going to prune a bit.

Attributes:

Strength: 5

(Brawl 3, Might 5)

Dexterity 5

(Athletics 5, Drive 3, , Martial Arts 4, Melee 4, Pilot 3, Stealth 5)

Stamina 5

(Endurance 5, Resistance 5)

Perception 5

(Awareness 5, Investigation 5)

Intelligence 5

(Academics 5, Bureacracy 5, Computer 3, Engineering 4, Intrusion 4, Linguistics 5, Medicine 5, Science 5, Survival 2, )

Wits 5

(Arts 3, Biz 3, Rapport 5)

Appearance 5

(Intimidation 5, Style 3)

Manipulation 5

(Interrogation 5, Streetwise 3, Subterfuge 3)

Charisma 5

(Command 5, Etiquette 5, Perform 3)

Notes; As far as I understand, 5 is still the maximum for any Attribute, regardless of Quantum or MegaStat level. Also, I adjusted the abilities because honestly the way I see Mal is that while he has dedicated himself to the study of certain fields some things he just wouldn't bother with. Why would he train to be as good a driver as Mario Andretti? He wouldn't. If he is excellent at it, that is more due to the dice pool available to him from his Attributes and MegaAttributes. I left some high due to a combination of natural flair and dedication.

Mega-Attributes:

Strength 5: All enhancements

Dexterity 6: All enhancements

Stamina 8: All enhancements

Perception 6: All enhancements

Intelligence 7: All enhancements

Wits 6: All enhancements

Appearance 5: All enhancements

Charisma 7: All enhancements

Manipulation 5: All enhancements

Notes: Mal doesn't strike me as someone as dedicated to enhancing his strength as you pose, so it got lowered. Stamina stayed the same, but every other 8 was lowered, as Mal hasn't been a Q8 for very long. It is unlikely that he would have had the experience necessary to buy up that many 8s. I increased his social stats because there is a reason he has a Cult following and the Teragen in general.

Backgrounds:

Resources 5

Allies 5

Cipher 5

Followers 5 (I'd add on the Adventure extras)

Influence 3/6( Ditto)

Node 9( Quantum Efficiency)

Backing 5(Again)

Dormancy 5

Attunement 5

Eufiber 5

Note: I eliminated all Adventure based stats. Mal is a NOVA, not Inspired. Even in Adventure it is stated that he was already beyond the normal rules for Inspired.

Quantum: 8

Willpower:10

Taint:0

XP:4,472

Quantum Powers:

**Armor 6: Impervious

**Immolate 6

**Quantum Bolt 7

** Plasma Anima 5: All techniques

*Plasma Mastery 6: All techniques

Plasma Authority 5: All techniques

* Electromagnetic Supremacy 8: All techniques

*Flight 5

*Hypermovement 5: Flight

** Disintegrate 5

Teleport 5; Reduced Cost *2

**Invulnerability 5: Energy, Physical, Quantum Tampering

**Force Field: Reflexive, Impervious

Strobe 5

Stun Attack 6

*Disrupt 5

*Psychic Shield 8

Sensory Shield 8

*Quantum Leech/Regeneration/Construct/Conversion/Impart(Multiple Targets)/Vampire/Authority(All Techniques)/Supremacy( All Techniques)/Forgery 5

Notes; I adjusted power levels when 8 dots just seemed like a waste of time to have developed.

You can't have Mastery level 2 on Level 4 powers as that would turn them into level 6 powers and Mal doesn't have the quantum for that.

I removed most of the extras because with the rule that allows you to burn successes for extras Mal doesn't need any of them.

Mal is powerful, I just don't see any reason to max him out to the most he could possibly be under the rules. It isn't necessary.

In regards to your response to Argent, why do the players need to know where they stand in relation to him? What, does he walk around with a sign describing his stats? The players should not know the stats of any NPC. If anything they should only be able to figure them out through experience and comparision. Given that, Mal is too powerful for them to be able to compare him to anyone. He should remain an enigma to the players. One of the reasons he was never stat'ed out is that he was, in cannon, supposed to be the most powerful nova around. So, if you're playing a very high power game, he needed to be powered up compared to what he would need to be in my game.

You play power freaky style, you've said so. Given that, for your game your design probably works better than mine. I'm just throwing my two cents in.

[ 02-06-2002: Message edited by: James 'Prodigy' Meehan ]

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I appreciate you writing in and helping out smile

In reference to your statement regarding comparisons, my players are sly when it comes to record keeping. They damn well keep track of what Mal can do, and quite frankly I encourage it. Mal is definitly the most powerful Nova on earth, even after your pruning, but I liken stacking him with newer and newer powers to my players inventing 7,000 duplicates of his character to act as a posse: unfair advantage in one persons hands.

I thought his nature should be different from Nova,though. I mean, look at his eruption: A massive consumption of Telluric Energy. That is BOUND to make him incapable of categorization. I suppose you didnt fancy my giving Mal Apptitudes either. (Mwahahaha.....)

What I would like to draw your attention to is Michael Donighal's write-up in Adventure. It says that he became an unparalelled master of a variety fields. To me, that says ability mastery (the sixth dot in the attributes I listed.) Also, it seems that you have burned off virtually every extra for every power listed in WW1. AND, it has been well established that Mal has 5 dots of every power with the word "Quantum" in it. Which I included in my original version

[ 02-06-2002: Message edited by: Quantum Promise ]

[ 02-06-2002: Message edited by: Quantum Promise ]

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Quote:
I mean, look at his eruption: A massive consumption of Telluric Energy. That is BOUND to make him incapable of categorization.


This is an unproven and unprovable point, especially as it changes from developer to developer and even book to book.

Another, and perhaps more elegantly simple way to approach the problem, is to look at Mal as the first of what we call Novas. It requires accepting statements from the Adventure! game as a ret-con of the character but a working working hypothesis can be developed. Assume that Mal was a stalwart and that the release of telluric energy altered his personal quantum field to allow him to manifest an MR node spontaneously. Give him 76 years (1922-1998)to hone his abilities, discover his nature as a nova, and grow lonely as there are no others like him. And are unlikely to be others like him for perhaps thousand of years.

Based on his knowledge of, and experimentation with, quantum powers he conducts an experiment in 1998 to allow others with a similar genetic disposition to make the leap the place where he started from in 1922 - a nova.

It's not necessary to stipulate that he be something better/greater/different than a nova because he's had over eighty years by the default game start to develope and hone his abilities.

How powerful would your character be in 80+ years of game play?

You are going to define Mal and his position in your campaign as necessary for him to play the role you ascribe to him in that game. In a default canon campaign he is unstoppable, ineffable, and by definition the ultimate in power. In your campaign he may be none of the above and remarkable only in that he caused the conditions that made the initial eruption cycle possible.

The truth is anything you want it to be. Without knowing what you want him to be, what role you want him to play, it's difficult to provide you any input as to the character stats. This is, again, the reason why there are no stats for the important canon characters. The Utopian writeup give you a direction but you have to flesh the character out on your own because there is no way to predict accurately what every ST will want the character to be capable of.

[ 02-06-2002: Message edited by: Wizard ]
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I understand thats what everyone says, I do.

But , as a writer, I also think there is a certain responsibility for somebody, ANYBODY, to at least attempt to define a major character. Usually, that responsibility falls on the creator of said character (as well it should), but in this case, I belive fans should take it upon themselves to set something up for said character and stick with it. Are you honestly saying there is NO combination of stats that could be aggreeable to a great number of fans? That you honestly have to maintain that mysterious aura about the man so that you may give and take whenever you feel like it?

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Quote:
Originally posted by Quantum Promise:
Are you honestly saying there is NO combination of stats that could be aggreeable to a great number of fans? That you honestly have to maintain that mysterious aura about the man so that you may give and take whenever you feel like it?


Absolutely.

Hasn't your own experience on this forum given a clue as to the wide variety of playing styles and opinions as to what is 'correct'?

Mal isn't a character in the classical sense. I liken him more to the Lady of Pain in D&Ds Planescape game. They purposely left her vague too, so that she could easier be customized into a variety of games.
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All this discussionmakes me tired. I'm almost entirely on QP's side in all of this. Except for the fact that he runs a much more godlike power game than myself, (and I have been accused of playing too high a power in my games) He has a point that I have lacked the initiative to express in this forum or others.

Why is it that all you ST's out there WILL not share with the rest of us ANY notes regarding the canon personalities? Based upon what some of you have said, it seems that perhaps QP and myself are the only ones who desire a hard copy of stats. But it also seems that some of you have perhaps utilized the canon personalities in your games.

Why not just post absolutely *anything* that you all have on ANY of the canon personalities and munchkins like me and QP (no offense meant QP laugh ) can piece them all together and haev something of our own to use.

Perhaps Quantum Promise has made more persoanlities on his own, but I find that this takes some time and initiative; Something which I lack as my job, wife, and 2 kids demand most of what I dont devote to these forums and such. Any input, I mean ANY input whatsoever to me would be greatly appreciated.

Remember: the doesnt shine on the same dogs butt every day.

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As I said I would, here is Ceastus Pax. He was actually written up by the good people at aeonsociety.com, with a little tweaking on my part. As ever, I would appreciate any feedback.

Ceastus Pax

Attributes

Strength 5, Dexterity 5, Stamina 5, Intelligence 5, Perception 5, Wits 5, Charisma 5, Appearance 3, Manipulation 4.

Abilities

Brawl 5 (Punches, Kicks, Body Slams),Might 5 (Lifting),Throwing 5,Athletics 5,Drive 2,Firearms 4, Martial Arts 4, Melee 3, Pilot 4,Stealth 4,Archery 3,Gunnery 4,Heavy Weapons 4, Endurance 5,Resistance 5,Awareness 5,Investigation 3,Artillery 3,Navigation 5,Academics 3,Bureaucracy 5(Project Utopia),Computer 3,Engineering 3,Intrusion 1,Linguistics 5(All),Medicine 4,Science 4 (Quantum Physics),Survival 4,Demolitions 4,Gambling 2, Rapport 1,Weave 5,Mediation 1,Tactics 5 (Nova to Nova Fighting), Intimidation 5, Style 4,Disguise 1,Interrogation 4,Streetwise 3, Subterfuge 4,Diplomacy 5, Command 5 (Team Tomorrow), Etiquette 3, Instruction 3

Backgrounds

Eufiber 5, Attunement 5, Node 4, Resources 5, Allies 1

(The Conductor ), Backing 6 (Project Utopia)

Traits

Taint 5 (0), Quantum 8, Willpower 9, Xp 16, Nature: Bravo

Ward (Flux ) : 4 Point Flaw

Abberations

Plastic Skin

Completely White Eyes

Glow

Mega-Attributes

Mega-Dex 8 (Enhanced Movement x2, Fast Tasks, Catfooted, Accuracy, Rapid Strike, Precision)

Mega-Per 3 (Blindfighting, Ultraperhipal Vision, Quantum Attunment, High-End EMScan)

Mega-Stamina 7 (Regeneration, Hardbody, Durability, Resiliancy x2, Imovible Object, Adaptibility)

Mega-Str 5 (Lifter, Crush, Thunderclap, Shockwave, Irrisistable Force)

Mega-Wits 3 (Quickness x 2 , Enhanced Init x 3)

Quantum Powers

Claws 4 (Aggravated, Armor Piercing, Kinetic Discharge)

Flight 5 (Underwater, Mastery 1)

Force Shield 5 (Mastery 1, Reflexive, Impervious)

Hypermovement, Flight 5 (Mastrey 1)

Hypermovement, Running 5

Invulnerability, Physical 8(Impervious, Broadband)

Invulnerability, Plasma 4 (Impervious, Mastery 1)*

Invulnerability, Quantum Effects (Q-Authority, Q-Imprint, Q-Leech, etc) 1 *

Kinetic Supremacy 6 (Mastery 1, Impervious)

Elemental Anima, Plasma 1 [Enhance Diminish]*

Magnetic Mastery 1 [Magnetikinsis]*

Psychic Shield 5

Quantum Bolt, Kinetic Force 5 (Aggravated, Mastery 1)

Sensory Shield 5

Telekinesis6 (Mastery 1, Mastery 2)

*= Powers developed after the fight with Mal, developed with Divis Mal specifically in mind

Kinetic Supremacy

Level : 5

Quantum : 8

Dice Pool : Varies

Range : Varies

Area : Varies

Duration : Varies

Effect : Allows a character to manipulate Kinetic in more involved ways than Kinetic Control

Multiple Actions : No

Description : This power is to Kinetic Authority what Elemental Authorty to is Elemental Supremacy. It allows a Nova to manipulate Kinetic Energy in profound ways beyond the scope of Kinetic Control. Like many high level powers it provides a number of techniques. The character may learn and freely use one technique per dot they have in this power. Techniques not known can still be used, but they cost twice the Quantum and the character must roll Kinetic Authorty and get at least one success.

Kinetic Distintergration Dice Pool : Stamina + Kinetic Supremacy

Range : [Quantum + Kinetic Authorty] x 100 meters

Area : 1 Target

Duration : Instant

This power allows a character to inbue each molocule in a target with a different vector of movment, in all but the densest targets this causes it to be immediately converted into monecular dust. It causes one aggrevated level of damage per success rolled. Unless the Target has a specific power that protects them from distintergration this bypassess all soak except that gained from Stamina, and Mega-Stamina

Kinetic Construct

Dice Pool : Manipulation + Kinetic Supremacy

Range : [Quantum + Kinetic Authorty] x 100 meters

Area : Varies

Duration : Maintinance

This power allows a character to create a Quantum construct out of Kinetic Force. This has a variety of uses. The construct can either be freeform or imbued into an object. Either way successes must be spent to determine the maximum size (either of the field or the object to be empowered.) One success creates a small field 3 meters on a side or empowers a ton of mass. Each success spent thereafter doubles the size. Of the field or the object allowed. The maximum dimentions of the field as somewhat subjective. A field made paper thin (1 Milimeter) could be dozens of meters wide and long, and with a few successes could cover an area the size of a small city! The field lasts for one hour per dot of Kinetic Supremacy before it fades unless it is maintained by paying the quantum cost again. An object with a kinetic field empowered into it can be moved as if by the telekinesis power (The field must be able to empower enough mass to hold the object.) but with its movements scripted.

So if the field lasts 3 hours, then the movements could be ; Move 10 meters northm then wait an hour and move 1 kilometer stright up. Then wait 20 minutes and go as far down as you can with as much force as you can muster.

The construct can also be set to respond to simple physical stimulus.

i.e. When someone touchs the object go 50 meters into the air move forwards till you are above them then come down as fast as possible.

Also fields can be immbued with powers that rely on kinetic energy 1 success can be used to purchase 3 nova points worth of abilitys. The construct is considered to have a quantum of 1 and a quantum pool of 20 on creation, but if its quantum pool is drained then it fades out of existance. Each additional point of Quantum adds two to the quantum pool. A construct can have no more then one lesss quantum than its creator. It also is considered to have 1 in each of its physical attributes. It has no mental or socail attributes. The creator can dismiss a construct at any time before the duration lapes.

I.E. Cestus Pax wants to protect the contents of his study while he steps outside to deal with a teragen. So he decided to put a Kinetic Construct up in the room. Rolling his manipulation + Kinetic Supremacy he gets 7 succeses., so he spends two making a free standing construct big enough to fill the entire room. Leaving him 5 successes (15 nova points) to buy powers with. First he buys an additional point of Quantum bringing it to 2. He then spends 9 more on 3 dots of Quantum Bolt (Kinetic) leaving him with one, he buys three additional points of dex. So Pax?s construct has 2 quantum a quantum pool of 22, 3 dots in Quantum Bolt and a Dex of 4. It can fire 11 shots before it runs out of energy. Pax sets it to attack anyone except for himself entering the room, and the flys away to kick ass.

Kinetic Hypermovement

Dice Pool : Dexterity + Kinetic Supremacy

Range : Self

Area : Self

Duration : Specal

This power allows a nova to accelerate themselves massivly in a given direction. It works by allowing the character to boost the kinetic energy they have on a linear path. Each success doubles the characters movement rate. The effect lasts until the character volentarly stops, changes course or takes damage. This power can be used multipule times in a row so long as the character maintains the same course. Though the quantum cost it high, prolonged useage can allow the character to achive almost unheard of speeds. While not very useful in a fight (except running away!) since the character cannot manuver without loosing their speed, it can be very handy for long distance fights (such as between planets, if one were so inclined.) about nine tenths the speed of light is the reasonable limit to the speed this power can provide. And any nova moving anywhere near that fast should take damage unless they are shielded or adaptable. The specifics are left to the Storyteller.

Biomolecular Telekinesis

Dice Pool: Dexterity + Kinetic Supremacy

Range: (Quantum + power rating) x10 meters

Area: N/A

Duration: Instant

A very advanced and target specific form of telekinesis, this technique allows the nova to actually remove molecules and particles from the bloodstream and tissues of a living target. This can have both beneficial and harmful effects. If the nova targets particles such as viruses, bacteria, toxins, and tumors, the nova can effectively grant the target one additional die per success when making a Resistance roll against the infection, disease, or poisoning. The side effects of the disease or drugs won't be reversed, but the target can be effectively cured or detoxified, even if no cure or antidote currently exists. Keep in mind that some of these particles may be contagious, and should be properly contained or disposed of unless they spread (fire and intense heat universally works). When used to harm a target, telekinetically removing something like red or white blood cells can cause lethal problems all their own in a relatively short period of time. A target can make a Stamina roll to resist this type of attack, and the Storyteller has the final word on what exactly will happen within realistic means of science and biology. The Storyteller may also require the nova to possess high ratings in both Medicine and Science in order to understand how to properly use this type of technique.

Biotelekinetic Storm

Dice Pool: Dexterity + Kinetic Supremacy

Range: (Quantum + power rating) x10 meters

Area: (Quantum + power rating) x5 meters

Duration: Instant

The nova can create a field in which telekinetic forces within living creatures run riot. The victims will suffer massive internal injuries as their organs, tissues, blood vessels, and bones are telekinetically pulled, torn, and moved in different directions. The nova rolls Dexterity + Kinetic Supremacy in an opposed contest against the victims' Stamina; each net success inflicts one health level of lethal damage. Victims cannot soak this damage unless they possess the Hardbody Mega-Stamina enhancement.

Destruction

Dice Pool: Dexterity + Kinetic Supremacy

Range: (Quantum + power rating) x10 meters

Area: N/A

Duration: Instant

The character telekinetically unravels and pulls apart the molecular structure of an unliving object, causing it to disintegrate. Doing so inflicts Quantum + Kinetic Supremacy health levels of damage to the target object. Objects may soak; the Storyteller should determine how much damage they can soak based on the materials they are made of and how well they are constructed.

Hemokinesis

Dice Pool: Dexterity + Kinetic Supremacy

Range: (Quantum + power rating) x10 meters

Area: N/A

Duration: Maintenance

With this technique, the nova can telekinetically prevent an injured and bleeding victim from external bleeding or internal hemorrhaging. By manipulating the circulation of the blood around the injury and forcing an appropriate amount of blood plasma to the area, the nova can cause the blood vessels to clot, effectively stanching and controlling the bleeding until more effective medical means or quantum powers are applied. Damage cannot be healed with this technique, but any damage that could result from blood loss will be prevented for as long as the power is maintained. As with Biomolecular Telekinesis, the Storyteller may require the nova to possess a rating in Medicine and Science in order to properly use this technique.

Telekinesis

Dice Pool: Dexterity + Kinetic Supremacy

Range: (Quantum + power rating) x10 meters

Area: N/A

Duration: Maintenance

This technique is the basic power of telekinesis, allowing the nova to pick up and move objects without touching them. It works identically to the Telekinesis power (p. 224), except that the character rolls Dexterity + Kinetic Supremacy for her dice pool, adding in a number of automatic successes equal to her Quantum. Both crude forms of lifting and finer manipulation of items (like lock picking) can be accomplished with this technique; delicate tasks require two successes on her Dexterity + Kinetic Supremacy roll for every one success on the skill roll. Throwing items is done as if the nova's successes were successes on a Might roll.

Telekinetic Acceleration

Dice Pool: Dexterity + Kinetic Supremacy

Range: (Quantum + power rating) x10 meters

Area: N/A

Duration: Instant

The nova can guide and/or accelerate a thrown weapon, object, or similar projectile. She spends the required quantum points, throws the object normally, and may assign the dots in her Kinetic Supremacy power rating to the object's attack or damage dice pool. Dots in the power rating may be split between attack and damage dice.

Telekinetic Attunement

Dice Pool: N/A

Range: (Quantum + power rating) x5 meters

Area: Special

Duration: Maintenance

The nova can telekinetically separate or strengthen the bonds between molecular structures to allow several benefits. She can spend the required quantum points and perform most of these feats without a dice roll. By strengthening the molecular structure of a liquid such as water or a gas such as air, she can walk on the liquid or air at her normal pace. By separating the molecular structure of a wall or floor, she can walk through the surface as if she possessed a number of dots in Density Decrease equal to her dots in Kinetic Supremacy; she does not become intangible, the surface does. The nova can affect a 2 meter long by 2 meter high by 2 meter deep area for each dot in Telekinetic Mastery using this method, allowing others to walk through walls with her as she creates a tunnel or passageway through the matter.

Telekinetic Field

Dice Pool: Dexterity + Kinetic Supremacy

Range: (Quantum + power rating) x5 meters

Area: (Quantum + power rating) x3 meters

Duration: Concentration

This power is allows the nova to use her Telekinesis with an area effect. It works the same as Telekinesis above, except that all objects in the area of effect can be manipulated for as long as the nova concentrates on her actions.

Telekinetic Fist

Dice Pool: Dexterity + Kinetic Supremacy

Range: (Quantum + power rating) x10 meters

Area: N/A

Duration: Maintenance

The nova can punch an opponent with a telekinetic fist, or grab him and keep him from moving. The TK "punch" inflicts bashing damage as if the nova's dots in Kinetic Supremacy were dots in Mega-Strength, which can be soaked as normal. If the opponent is grabbed instead, the equivalent level of Mega-Strength is compared in a resisted contest with the opponent's Might roll. Ties go to the nova, and the victim remains trapped for as long as she maintains the power. The target can be thrown as if the nova's successes were successes on a Might roll, with a number of automatic successes again as if the power level equaled dots in Mega-Strength. This is a significant improvement in telekinetic strength over the lesser Telekinesis power.

Telekinetic Levitation

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

The nova may telekinetically lift herself into the air and carry herself in a crude form of flight; a lesser telekinetic cannot do this. The character has a flying speed of (power rating x2) +20 meters per action, or (power rating x40) kilometers per hour out of combat.

Telekinetic Shield

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

The nova may set up a telekinetic field around her that can redirect projectiles and physical melee attacks away from her. Each turn, the character can subtract her dots in Telekinetic Mastery from the attack successes of any projectile or physical attack made against her. She will also have an additional number of soak equal to her power rating against any attack that does manage to hit her.

Telekinetic Storm

Dice Pool: N/A

Range: Special

Area: (Quantum + power rating) x5 meters

Duration: Concentration

This power allows the nova to telekinetically lift all loose items of 40 kg or less within the area, then whirl them around her in a "telekinetic tornado." She will not be hurt by the flying objects, but anyone within the area of effect acts at -2 dice to all dice pools and takes (power rating x2) dice of bashing or lethal damage, depending on what types of objects are in the area. The damage may also be reduced depending on exactly what is available.

Thermokinesis

Dice Pool: Dexterity + Kinetic Supremacy

Range: (Quantum + power rating) x10 meters

Area: N/A

Duration: Concentration

By telekinetically speeding up or slowing down molecules, the nova can cause an unliving object to heat up or cool down. Each dot in Telekinetic Mastery can alter the temperature of a solid, liquid, or gas by a factor of 10°C. The exact effects are up to the Storyteller, and a good knowledge of boiling, freezing, and melting points of various forms of matter will come in handy when using this technique. Damaging side effects will often cause one health level of lethal damage per dot in Quantum + Kinetic Supremacy to anyone touching a burning or freezing object.

[ 02-06-2002: Message edited by: Quantum Promise ]

[ 02-06-2002: Message edited by: Quantum Promise ]

[ 04-22-2002: Message edited by: Strobe ]

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None taken laugh

Yeah, I wouldnt waste your time cracking at these chracters. Me, hell, Im a part time writer/full-time student, Ive got plenty of time. Ive just posted Pax, Im thinking of doing my Scripture in a day or so, so anybody that has any advice on this guy, email me before Friday so that I wont hear QUITE the ammount of bitching on Saturday......

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Asche- I haven't posted anything on hard stats because I have never bothered to stat them out. I was a player in my game, and I can tell you that my ST never bothered to stat them out either. They served a purpose, but there was never any need for them to have all of their i's dotted and t's crossed.

We are not being selfish to spite you. You are the one who knows your game, you need to be the one to stat out Mal for that game. You know what you need him to do, you know how powerful your characters in the game are. I can't do that for you.

Promise-One problem with your Pax. It has been stated in cannon material that Pax only has Quantum 6.

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Quote:
Originally posted by Asche Lonn:
All this discussionmakes me tired. I'm almost entirely on QP's side in all of this. Except for the fact that he runs a much more godlike power game than myself, (and I have been accused of playing too high a power in my games) He has a point that I have lacked the initiative to express in this forum or others.
Why is it that all you ST's out there WILL not share with the rest of us ANY notes regarding the canon personalities? Based upon what some of you have said, it seems that perhaps QP and myself are the only ones who desire a hard copy of stats. But it also seems that some of you have perhaps utilized the canon personalities in your games.
Why not just post absolutely *anything* that you all have on ANY of the canon personalities and munchkins like me and QP (no offense meant QP laugh ) can piece them all together and haev something of our own to use.


Understand Asche, that those of us who have storytold Aberrant don't tend to need to write stats. Stats are nice yes, but if we statted these characters and pitted them against, hell, any character really, you're asking for another session making up new characters!

At the levels that Mal and Pax are at, Stats may be nice, but most STs are going to be heavily fudging their dice rolls, because they're likely to have in excess of 30+ dice to hit, with god knows how many dice to damage. On the same vein, knowing exactly how much damage they can stand is futile when the books indicate that you could use a Double-Mastered Quantum Bolt against these guys, and they'd probably go "Ouch, what was that?". As STs, it's easier to just go "Do you really want to hit the Quantum 8 demigod?" than stat up these goliaths.

Quote:
Perhaps Quantum Promise has made more persoanlities on his own, but I find that this takes some time and initiative; Something which I lack as my job, wife, and 2 kids demand most of what I dont devote to these forums and such. Any input, I mean ANY input whatsoever to me would be greatly appreciated.


And note that many of us don't have significant amounts of time ourselves to flesh out stats. I'm an exception at the moment, since I still have several weeks of nothing to do before University starts and no job.

And at any rate, the books that are out do have hints on powers, and what they might be able to do. When STing these characters, we have to go cinematic, so knowing what they can do in a general sense is simply far more useful to the average campaign than knowing precisely how many dice they roll to hit, and how many to damage (quite apart from the fact that most of us don't have enough dice for either one!). As a result, statting up canon characters just isn't a productive use of my time, seeing as I'll never use them anyway.
I'd much prefer to put the creative effort into my Forum characters (which, BTW, will be rejoining the Opnet Board, you can find out what exactly happenned to him later...), fleshing out their personalities and directions in life. After that, Creative juices are rather thin on the ground.
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Prodigy,

It has been revealed that the Q6 rating in WWI was, in fact, a typo. If you look at the APG, the exact page escapes me at the moment, Pax is described as having Q7. The Pax I have written up is set several years, about 8 actually, after his fight with Divis.

Ashnod,

What it says is that Mal has every Mega-Attribute with at least three dots, AND A FEW AT FIVE. Nowhere does it say "not above 5", just that a few of his stats are AT 5. Sorry to be a grammer monster, but it works out cool

Look guys (and ladies?), Mal and Pax are works in progress. You all clearly think there are powers and ratings they SHOULDNT have, so you clearly have an impression in your minds of what these characters are capable of and to what degree. Frankly, I think its great you guys have taken the time to actually critique my stats as opposed to biting my head off at every oppurtunity. Good form laugh

I will (more than likely) have Scripture up later this afternoon (Eastern U.S. time that is), and Im CERTAIN there are going to be differeing opinions on his capabilities. So Ill want to here them smile

[ 02-07-2002: Message edited by: Quantum Promise ]

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Quote:
Originally posted by Quantum Promise:
Prodigy,
It has been revealed that the Q6 rating in WWI was, in fact, a typo. If you look at the APG, the exact page escapes me at the moment, Pax is described as having Q7. The Pax I have written up is set several years, about 8 actually, after his fight with Divis.


Where precisely has this been revealed? I've never heard of this, every source I've seen has Pax at Q6, and I just searched through my APG, I don't see any mention of Pax in the book at all, at least certainly not with anything about stats. Are you sure it's in the APG? Besides, Pax is potentially powerful enough with Q6!

[ 02-07-2002: Message edited by: Kirby1024 ]
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QP- Some opinions regarding your pax.

I'd switch his MegaStr and his MegaDex around, Pax is more of a bruiser than finesse guy.

I'd give him at least a dot or two of both MegaInt and MegaCha. He has an enourmous amount of responsibilities as head of T2M and director in Utopia and there is no indication that he does them poorly. He oversees all hiring and firing and that alone would require a great deal of mental acuity. Also, as much of a paranoid jerk that he may be, he also must have some sort of personal magnestism that allows him to continue as a Director.

A point for the side of the 'we don't need no stinkin stats' group. The fact that you decided to create a Pax 8 years after his fight with Mal is a good example of the need for a maleable status for the ubercharacters. You pumped his stats beyond what they are directly stated to be, so obviously you don't feel constrained by what has been written down.

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Ok, I have little idea about how to broach Jeremiah Scripture, as there is little reference to his Powers in any of the books. So, join me while I wing it. PLEASE give me some feedback:

Jeremiah Scripture

Mega-Attributes:

Mega-Intelligence 5

Mega-Perception 3

Mega-Manipulation 5

Quantum Powers:

Animal Mastery 5

Biomanipulation 7 (MasteryI)

Light Anima/Mastery 7:All techniques (MasteryI)

Air Anima/Mastery 7: All techniques (MasteryI)

Telepathy 5: Surrepitous

Mental Blast 5: Armor piercing

Empathic Manipulation 5 (Increased Area)

Psychic Shield 5

Living Chrysalis 5: All Techniques

Disintegration 5: Mastery I

Domination 4: Area, Mastery I

Backgrounds:

Node 9 (Quantum Efficiency)

Resources 6(Teragen, Cult of Mal, etc..)

Attunement 5

Allies 5( Teragen, Cult of Mal, etc...)

Cipher 6

Quantum 7

Chrysalis 10 (Permanent)

XP 2500

I dont know how to simulate Scripture's ability to cause people to speak in tounges, a little help?

[ 02-08-2002: Message edited by: Quantum Promise ]

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Quote:
Originally posted by Quantum Promise:
Page 121, "PLaying in the Big Leagues"


the way I read it, As of 2015, anyone at Q7 and a good spread of powers could feasibly beat Caestus Pax in direct combat. Whether that indicates that Pax is at Q7 by that time is still a subject for debate in my opinion, because I know for a fact that just because a person is at Q5, doesn't mean he can't beat up on a person at Q6. Pax has massive amounts of power at his disposal, and I think that practically anyone short of Mal would be putting their lives on the line attempting to fight this guy. Hell, If Pax had time to know his enemy, I'd even say that Mal might have some difficulties beating Pax.

Thus, I like to think of him (at least till after 2015) at Q6, with a spread of rather devastating powers. Because it's not the Quantum that makes the nova, it's the Quantum Powers that he picks up!

Oh, and sorry if I just seem a little too argumentative about this, but I think I make a good point on this.
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Quote:
Originally posted by Quantum Promise:
Ok, I have little idea about how to broach Jeremiah Scripture, as there is little reference to his Powers in any of the books. So, join me while I wing it. PLEASE give me some feedback:

Jeremiah Scripture

Mega-Attributes:
Mega-Intelligence 5
Mega-Perception 3
Mega-Manipulation 5


Quantum Powers:
Animal Mastery 5
Biomanipulation 7 (MasteryI)
Light Anima/Mastery 7:All techniques (MasteryI)

Air Anima/Mastery 7: All techniques (MasteryI)
Telepathy 5: Surrepitous
Mental Blast 5: Armor piercing
Empathic Manipulation 5 (Increased Area)
Psychic Shield 5
Living Chrysalis 5: All Techniques

Backgrounds:
Node 9 (Quantum Efficiency)
Resources 6(Teragen, Cult of Mal, etc..)
Attunement 5
Allies 5( Teragen, Cult of Mal, etc...)
Cipher 6

Quantum 8
Chrysalis 10 (Permanent)
XP 2500

I dont know how to simulate Scripture's ability to cause people to speak in tounges, a little help?


Number 1, what is it with the super-high Quantum? I'd peg Scripture at highest 6. He's powerful, but canonically anyway, Mal should be more so (besides, he was first) Speaking in tongues can be done easily with Domination. You might like to put in Disintegration in there as well, I recall a passage where it was stated he could vapourise people (that could be Rosseau though, not sure)
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Kirby,

My source is actually rather shaky, as it comes from this very board. I just burned about ten minutes looking for the post, but I cant find it. Supposedly, the revelation of Pax being a Q7 came from a chat of some sort with one of the developers.

By the way, where do you guys hear about this stuff? Ive heard KB has made sites/chats and discussed developement of the game , and a few other developers have done the same. References to these sites/chats/whatever have come up whenever Mal or Pax are mentioned, and I would like to see them mad

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QP,

Personally, I get my information mostly from here, the Aberrants Worldwide Yahoo! Group, (http://groups.yahoo.com/group/Aberrants_Worldwide) and the Usenet Group alt.games.whitewolf (Which can be accessed via Google at http://groups.google.com/groups?hl=en&group=alt.games.whitewolf). In the majority of cases, any "official" news trickles down to either of the three sources, plus there's occaisonally a nice tidbit of discussion on a canon character, or a bit of the setting, or the metaphysics of the setting.

But at any rate, note that anything you read here, on Aberrants Worldwide or alt.games.whitewolf should be taken with a grain of salt. Most people who play this game learn where the rules work, where they don't, and what can be improved. Also, alt.games.whitewolf covers ALL White Wolf games, not just Aberrant. Just something to keep in mind.

Finally, don't feel so bad that you seem to be missing all the information everyone else seems to have. If you give it a year or so and about $300-400 worth of books at your local gaming store, you'll find yourself at the same level. When I first joined this forum, I didn't even have the Aberrant Core book, and I had no idea what the hell anyone was talking about! laugh

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Quote:
Originally posted by James 'Prodigy' Meehan:
Deird're Brooks, a developer on WorldWide II and the author of the Pax v. Mal donnybrook stated in the YahooGroups Forum Aberrants_World that there was a Typo in WW I. Where it stated that Pax was Q6 it should have said Q7.


Really? Well, I stand corrected. They must have been kicking themselves when they realised that typo!

Boy, do I feel sheepish... :rolleyes:

[ 02-08-2002: Message edited by: Kirby1024 ]
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OK guys, help me out A LOT on this one. I want to stat Sophia Rosseau. I think it is rather necessary, but , not only have I never seen any quickie stats on her (except a reference in WorldWide stating she disintegrated an XWF wrestler and that she was one of the most powerful Novas alive), but I have seen no mention of her potential powers. Im out on a limb here guys.

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Sorry my friend. There ain't no such animal as good data on Sophia Rousseau. It doesn't exist. She is an enigma and she is totally up to your own wicked little creations. Considering that the game is called Aberrant and the development of the Aberrants is occuring right as the game timeline is created there is remarkablly little data on any of them.

My ST had some views on her and from what I could garner he had given her some weird powers. The best way to describe one of them would require that she had Q6 with 5 dots of Psychic Shield with the Area Extra and Mastery but with enough weaknesses so that the area is covered only was about 100 yards diameter around her. Basically no psychic powers worked around her, period. Thats completely his creation I believe and the most data that I have ever seen on her.

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.

I have a great idea for this board.

Now, a few members of various T2M teams have been given, but not enough to field entire regional teams. Technically, these characters wouldnt be CANON, but I wont tell if you wont

,,

wink

Im making a request that each member of this board submit one member for T2M Central. Assume 50-75 NP'S when you creat these fellas. Make them men/women/whatever you wouldnt mind trusting your life whilst you battle through Teragen Pantheon members. Maybe even Mal. WHAT SAY YOU?

[ 02-09-2002: Message edited by: Quantum Promise ]

[ 02-09-2002: Message edited by: Quantum Promise ]

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It would seem that, once again, my bacon has been saved smile

I found bios on Rousseau and Anteua on www.aeonsociety.com, which I will now post here, with some modifications:

Attributes

,,

Strength 5, Dexterity 3, Stamina 5, Intelligence 6, Perception 3, Wits 2, Charisma 2, Appearance 1, Manipulation 2.

,,

Abilities

,,

Brawl 2,Might 5,Throwing 1,Athletics 4,Drive 2,Firearms 3, Melee 1, Stealth 5,Archery 4,Gunnery 2,Heavy Weapons 1,Ride 2,Endurance 5,Resistance 5,Awareness 3,Investigation 2,Artillery 3,Navigation 3,Academics 5(Ecological Laws),Bureaucracy 2, Computer 4, Engineering 5(Genetic Engineering), Intrusion 4,Linguistics 5(All), Medicine 5 ,Science 6 (Ecological Sciences), Survival 5,Demolitions 4,Gambling 2, Tactics 4 (Terrorist), Intimidation 5, Disguise 3, Interrogation 4,Streetwise 1,Subterfuge 2, Etiquette 3, Animal Training 5, Instruction 5

,,

Backgrounds

,,

Attunement 4, Node 6, Resources 5

,,

Traits

,,

Taint 6 (0), Quantum 8, Willpower 7, Xp 51, Nature: Architect

,,

Abberations

,,

Eco-Carpace (Ugly shell of plant and earth matter that covers body.)

Plant Matter for Hair

Abberat Eyes : Acorns

,,

Mega-Attribs

,,

Mega-Intellegence ····· · (Scientific Prodgy : Ecology, Scientific Prodgy : Biology)

Mega-Perception ·· (Bloodhound, Analytic Taste/Touch)

Mega-Stamina ···· (Regeneration, Durability, Resiliancy, Adaptibility, Imovable Object, Health, Tireless x4)

Mega-Strength ·· (Lifter)

,,

Quantum Powers

,,

Armor ····· (Impervious, Quantum Shield, Mastrey 1)

Bio-Manipulation ····· (Effects Microbes, Mastrey 1) [Form Manipulation, Growth, Body Manipulation, Health Manipulation, Age Alteration]

Body-Mod : Extra Health Levels (4) ····

Density Decress ···· (Reduced Cost x 3) -Weakness : Only applies when fully submerged into or passing through natural earth. (3)

Elemental Mastrey, Earth ···· [shaping, Wall, Elemental Shield, Imprision]

Quantum Awareness ··· (Mastrey 1) -Weakness : Only functions in natural enviroments (forests, oceans, etc) (3)

Transmit, Plants ···· (Incontinuous)

Ecological Supremacy 6 ( Mastery 1)

Nature Mastery 6 (Mastery 1)

Sophia Rousseau

Attributes

,,

Strength 3 Dexterity 5, Stamina 5, Intelligence 5, Perception 5, Wits 5, Charisma 5, Appearance 3, Manipulation 5.

,,

Abilities

,,

Brawl 3,Might 3,Throwing 3,Athletics 5,Drive 5,Firearms 5,Legerdemain 5,Martial Arts 4,Melee 4,Pilot 5,Stealth 5,Archery 4,Gunnery 3,Heavy Weapons 2,Ride 5,Endurance 5,Resistance 5,Awareness 5,Investigation 5,Artillery 2,Navigation 4,Academics 5,Bureaucracy 5,Computer 5,Engineering 4,Intrusion 5,Linguistics 5(All),Medicine 5,Science 4,Survival 4,Demolitions 3,Gambling 5,Philosophy 3,Art 5,Biz 5,Rapport 5,Weave 3,Mediation 4,Tactics 5,Intimidation 4,Style 5,Disguise 5,Interrogation 5,Streetwise 5,Subterfuge 5,Diplomacy 5,Hypnosis 3,Seduction 3,Command 5,Etiquette 5,Perform 2,Animal Training 4,Carousing 4,Instruction 5

,,

Backgrounds

,,

Attunement 3, Node 5, Resources 6, Allies 5 (Surge, Solaris), Contacts 6

,,

Traits

,,

Taint 3 (5), Quantum 7, Willpower 10, Xp 66, Nature: Survivor

,,

Abberations

,,

None

,,

Mega-Attribs

,,

Mega-Cha ··· (Inspiration)

Mega-Dex ····· (Fast Tasks, Catfooted, Accuracy, Physical Prodgy x 2)

Mega-Int · (Taint Resistance, Analyze Weakness)

Mega-Manipulation ··· (Pursuader)

Mega-Per ···· (Ultraperhipal Vision, Quantum Attunment)

Mega-Stamina ··· (Adaptibility, Health)

Mega-Wits ····· (Human Nature, Perfect Guest)

,,

Quantum Powers

,,

Entropy Authority ··· [Entropic Disintergration, Memory Errosion, Death Sense]

Entropy Control 6 (Mastrey 1) [bio-Entropy Storm, Failure, Breakdown, Entropic Font, Entropy Shield]

Psychic Shield ····· · (Mastrey1, Area, Extra Mind, Aggrevated)

Quantum Authorty ··· [Quantum Duffusion, Quantum Intensification, Quantum Duplication]

Quantum Awareness ··

Temporal Manipulation ··· [Age Alteration, Stop Time, Accelerate Time]

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  • 5 months later...

Warren Zell, Thunderthumb

Warren was always an angry man, he had always been shorter than his peers, and kids being kids, was regularly made fun of. Even as an adult he was conscious of his height. He errupted one night 'out on the town' during a fight with some guy who pushed Warren too far.

If people thought he was tense before.....

,,

Sizemoprh: Shrink (full power) - permanent

Mega strenght 5 (crush)

Node 5

-------------

let me know if you want more detail.

[ 07-28-2002: Message edited by: Doctor Blackjack ]

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Quote:
Originally posted by Strobe:
Wow, I actualy got a reply. Only took 5 months and 17 days frown
I appreciate your Tomorrowite Dr. Blackjack. Maybe it will inspire others to submit theirs....


Hey smartguy, I posted two very lengthy character descriptions for T2M people quite some time ago. I just can't remember under which thread.
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  • 4 weeks later...

I have decided to post my new versions of Divis Mal and Caestus Pax, write-ups devoid of: 1).Mega-Attributes above five

2).Mastery on every power

3).High dots on everything

I think these are more responsible write-ups, and would appreciate any feedback you can give me.

Divis Mal

Attributes

Strength 5 (Athletic,Well-Built), Dexterity 5 (Acrobatic,Graceful,Agile), Stamina 5 (Tough,Tireless,Resilient), Intelligence 5 (Rational,Widely Read,Bright), Perception 5(Intuitive,Observant), Wits 5 (Clever,Cunning,Creative), Charisma 5 (Charming,Public Speaker,Telegenic), Appearance 5 (Luminous,Photogenic,Statuesque), Manipulation 5(Authoritative,Persuasive,Inspiring).

Abilities

Brawl 3,Might 4,Athletics 5,Drive 2,Firearms 3, Martial Arts 5, Melee 5(Improvised), Stealth 4, Endurance 5,Resistance 5,Awareness 5,Investigation 4,Academics 4,Bureaucracy 5(Global Diplomacy),Computer 4,Engineering 4, Instruction 5(Chrysalis,Quantum Powers, Teras),Intrusion 4,Linguistics 5(All),Medicine 5(Surgery, Neurology),Science 5 ( Physics,Mathematics,Chemistry,Biology),Survival 4,Tactics 5 , Intimidation 5(Godlike Presence), Style 5,Streetwise 3, Subterfuge 5,Diplomacy 3, Command 5 (Teragen), Etiquette 5, Perform 5 (Making an Entrance), Rapport 4

Backgrounds

Eufiber 5, Attunement 5, Node 5, Resources 6(Wealth Beyond Avarice), Allies/Followers 6(Teragen, Legions) , Influence 6 (Renown) Backing 6 (Teragen, In Charge), Contacts 6, Cipher 6(Enigma), Dormancy 5,

Traits

Taint 5 , Quantum 8, Willpower 10, Nature: Bravo

Q-Pool: 100

Abberations

Unearthly Beauty

Mega-Attributes

Mega-Dex 4 (All)

Mega-Per 3 (All)

Mega-Stamina 5 (All)

Mega-Str 3 (All)

Mega-Wits 5 (All)

Mega-Intelligence 5(All)

Mega-Charisma 4(All)

Mega-Manipulation 5 (All)

Quantum Powers

Electromagnetic Supremacy 8: All techniques (Mastery 2)

Armor 5: Impervious, Superheavy

Immolate 5: Area, Aggravated

Quantum Bolt 6: Aggravated, Homing, Increased Range, Burning, Armor Piercing (Mastery 2)

Plasma Authority 8: All techniques (Mastery 2)

Flight 5

Hypermovement 4: Flight

Disintegrate 5

Temporal Manipulation 2: (Age Alteration, Dilate Time)

Spatial Manipulation 2: Warp, Skew Perception

Invulnerability 5: Energy, Physical, Quantum Tampering (Mastery 2)

Force Field 8: Reflexive x2, Impervious (Mastery 2)

Strobe 5 (Weakness: Linked to all powers involving Plasma Generation)

Stun Attack 5 (Weakness: Linked to all powers involving Plasma Generation)

Disrupt 5:Increased Duration (Mastery 1)

Psychic Shield 7

Sensory Shield 5

Quantum Leech 5 (Mastery 1)

Quantum Regeneration 5 (Mastery 1)

Quantum Conversion 5 (Mastery 1)

Quantum Impart(Multiple Targets) 5 (Mastery 1)

Quantum Vampire 5 (Mastery 1)

Quantum Authority(All Techniques) 8

Quantum Supremacy( All Techniques) 8

Quantum Forgery 5 (Mastery 1)

Caestus Pax

Attributes

Strength 5, Dexterity 5, Stamina 5, Intelligence 3, Perception 4, Wits 3, Charisma 4, Appearance 3, Manipulation 3.

Abilities

Brawl 5 (Punches, Kicks, Body Slams),Might 5 (Lifting),Throwing 5,Athletics 5,Drive 2,Firearms 3, Martial Arts 4, Melee 5(Improvised), Stealth 1, Heavy Weapons 3, Endurance 5,Resistance 5,Awareness 3,Investigation 3,Academics 2,Bureaucracy 5(Project Utopia),Computer 3,Engineering 1,Intrusion 1,Linguistics 5,Medicine 2,Science 4 (Quantum Physics),Survival 4,Demolitions 4,Tactics 4 (Nova to Nova Fighting), Intimidation 5, Style 2,Interrogation 4(Direct Approach),Streetwise 3, Subterfuge 4,Diplomacy 3, Command 5 (Team Tomorrow), Etiquette 3

Backgrounds

Eufiber 5, Attunement 3, Node 5, Resources 5, Allies 6(Project Utopia/T2M)

Backing 6 (Project Utopia)

Traits

Taint 5 , Quantum 7, Willpower 7, Nature: Bravo

Q-Pool: 50

Abberations

Bulging Muscles

Glow (Blue/White)

Mega-Attributes

Mega-Dex 5 (Enhanced Movement x2, Fast Tasks, Rapid Strike)

Mega-Per 3 ( Ultraperhipal Vision, Quantum Attunment, High-End EMScan)

Mega-Stamina 4 (Regeneration, Hardbody, Durability, Immovable Object, Adaptibility)

Mega-Str 5 (Lifter, Thrower, Thunderclap, Shockwave, Irresistable Force)

Mega-Wits 3 (Quickness x 2 , Enhanced Init x 3)

Mega-Intelligence 1( Administrative Prodigy)

Mega-Charisma 2( Commanding Presence)

Quantum Powers

Armor 4

Claws 4 (Kinetic Discharge)

Flight 5 (Underwater)Force Shield 5 ( Reflexive x2, Impervious)

Hypermovement (Flight) 5 (Mastery 1)

Hypermovement (Run/Sprint) 1

Invulnerability[Kinetic Energy] 5 (Mastery1)

Kinetic Mastery 7 (Sphere,Crush,Storm,Enhance/Diminish )

Kinetic Bolt 5 (Supercharge, Mastery 1)

Telekinesis 5 Quantum Regeneration 1

Momentum Control 3 (Momentum Swap, Momentum Transformation)

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What was the timeline for your decisions? 2008, 2012, 2015?

Is it really necessary to make Pax nearly invulnerable to mental attacks. He is written like a flying brick archtype and is probably the best one on earth, but is he that much above everyone else. He has eight years experience over most PCs, so he looks a bit too tough to me.

Mal is a harder cookie to judge. Now that Adventure is out and we have an idea just how tough a Stalwart/Mesmarist is, we can guess that he doesn't have an insurmountable lead over the othe novas on earth. Yes, he is going to be tougher in his chosen specialty and a terrible challenge in three or four secondary fields, but is he going to be so godlike at everything.

I figure it boils down to the powerlevel of the campaign the ST is running. Personally, I have always felt the Mal's biggest power is that he knows what is going on and has a clearer idea of what being a nova is all about.

You forgot that Mal is a fifth stage Marvel archtype. He has completed four Chrysalis episodes, which helps his power curve just a little. He should also have a few more aberrations because of it. His "interaction" factor should be a +5 or +6, as well.

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