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Aberrant RPG - Inertia Manipulation power


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In a website, there is an inertia manipulation power.

http://www.nada.kth.se/~asa/Game/Bulk/House%20Rules.htm

It says,

Inertia Manipulation

Level: 3

Quantum minimum: 4

Dice pool: Variable

Range: (Quantum + power rating) x 5 meters

Area: One target, less than (quantum + power rating) meters.

Duration: Concentration

Effects: Controls the inertia of an object

Multiple actions: Yes

A power closely related to momentum control, but affecting the inertia of bodies. By inertial manipulation the resistance of an object to movement can be increased or decreased. Cars can become as easily throwable as ping-pong balls, and leaves turned into shurikens.

Inertial manipulation does not change the speed of objects, in flagrant violation of the law of conservation of energy (an object given greater inertia will gain kinetic energy, which will be released when it hits something). However, if an object leaves the range it will return to its normal inertia.

Decrease Inertia

Dice pool: Wits + Inertia Control

Range: (Quantum + power rating) x 5 meters

Area: One object or area less than (quantum + power rating) meters

Duration: Instant

This technique decreases the inertia of an object, making it easier to move with smaller forces. It will behave as if it was a light object: a weak push will give it a high speed. Gravity still affects the object, but since the gravitational and inertial mass now differ inertia-decreased objects will fall faster than ordinary objects (although air resistance will give them the same terminal velocity). Low-inertia objects can easily be spun.

One success decreases the inertia with 1 kg (making a one kg object having zero inertia and a ten kg object as if it was 9 kg). For each success beyond this the decrease is tripled: 3, 9, 27, 81, 243… kilograms decrease. Within this range it is possible to decide on a certain level of inertia, such as zero or 34 grams.

A zero inertia object would tend to zoom off at the speed of light to any force. On the surface of Earth it is however constantly surrounded by forces driving it in all directions simultaneously, resulting in a neutral behaviour: the object can be pushed freely with no resistance, but once free it will just hang in the air (drifting slightly). In space the object zips around randomly at the speed of light until it appears outside the range of the nova, moving with its original speed.

In principle a nova could use the power on herself to reach lightspeed, but due to time dilation she would never be able to slow down. Even worse, moving nearly at lightspeed using very low inertia makes the nova vulnerable to being deflected by interstellar dust like a pinball. Inertia decrease combined with ordinary flight or hypermovement is possible; each halving of the inertia doubles the acceleration.

Negative inertia objects are confusing and dangerous. They will be attracted by pushing, and repelled by dragging. This means that if they collide with something they will approach it, pressing ever more strongly into it until they or the object breaks. Usually this also breaks the inertial decrease.

Increase Inertia

Dice pool: Wits + Inertia Control

Range: (Quantum + power rating) x 5 meters

Area: One object or area less than (quantum + power rating) meters

Duration: Instant

The user increases the inertia of an object, making it resist movement as if it was heavier (it still weighs the same). An object with increased inertia will move sluggishly, and require great force to set in motion (or stop). It will fall slower than ordinary objects. With enough inertia nearly everything behaves as if it consisted of lead. Air can be made heavy and thick, a person slowed to a crawl.

Each success doubles the inertia of objects.

Increase Projectile Damage

Dice pool: Wits + Inertia Control

Range: (Quantum + power rating) x 5 meters

Area: One projectile

Duration: Instant

By increasing the inertia of a projectile (after it had been launched) it can be made to make more damage. A bullet becomes a heavy missile packing much punch, and even thrown papers or pens can become deadly weapons.

Each success increases the damage of the object by 33% (round up), not taking effects of the skill roll into account. A projectile normally makes 5 dice of damage will make 7 dice with one inertia control success, 9 with two successes 11 with three and 15 with four.

Decrease Projectile Damage

Dice pool: Wits + Inertia Control

Range: (Quantum + power rating) x 5 meters

Area: One projectile

Duration: Instant

By decreasing the inertia of a projectile or weapon it can be made to make less damage. Cannon balls bounce harmlessly from people and bullets get caught by ordinary clothing. The nova surrounds herself with a field of reduced inertia that makes incoming projectiles, weapons, fists and kicks low-inertia. It does not help against radiation, fire etc.

Each success reduces the damage by 33%. A ten-point attack makes 7 points of damage with one success, 5 with two, 3 with three, 2 with four.

A weak push will give it a high speed, what are some examples (decreasing the inertia of a large and heavy object)? Also, most importantly, I want the character I am creating to use this power to decrease and increase his own inertia and not get thrown around/be really, really slow.

For example, my character decreases his own inertia, but not only can he move with only a small amount of force, but he gets knocked around easily. He increases his own inertia, but he increases it so not only he can resist movement; He is very, very slow. What power or enhancement can prevent that?

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Inertia manipulation was a mistake. It makes a much better theme than power because of the math.

TK, Hypermove, the M-Str enhancement that lets you be unstoppable, and the M-Stam enhancement that makes you unmoveable are IMHO better representations for pretty near anything.

Notice that all of the durations involved are instant.

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