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Mega-Appearance Enhancement

Name: Seductive Motion

Description: Ever notice someone move and found it extremely sexy? That is what this enhancement does for you! You may not have the prettiest face or most chisled body, but every motion you make is pure and unadulterated sex appeal.

System: The nova with this enhancement gains three automatic successes on seduction rolls when his (or her) target can see him; this affecting any target of the proper orientation. The nova cannot botch a seduction roll if the target can see him; treat botches as simple failures instead.

The nova may also gain one to three extra dice for various social rolls against targets of the propper orientation when that target can see him; examples include rapport, persuasion, subterfuge and any other situation where sex appeal or sexual distraction could play a part.

There is a drawback to this enhacement however; social or romantic rivals of the nova will feel resentment towards the nova. The nova will have a three point reaction penalty assesed against him in all social rolls with these individuals. The nova is simply too much of a social threat.

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Mega-Stamina Enhancement

Name: Cleansing Aura

Requires: Health 1 Enh.

Description: You never have to worry about bacteria and viruses in your home or on your things; everything in the area around you is always germ free, including your friends.

System: Your nova immune system automatically reduces the virulence level of all viral and bacterial pathogens by (maga-stamina) within (mega-stamina x3 meters) in the surrounding area. Should this drop the virulence to zero or below the pathogen is destroyed, otherwise it is simply easier for beings to resist. Each continuous hour a pathogen remains within the area of effect of this enhancement its virulence rating will be permanently reduced by one, and thereafter it will be affected by this enhancement with the new rating as a starting point. Pathogens rarely survive long in the presence of a nova with Cleansing Aura.

Living beings within the area of effect of this enhancementfind all harmful pathogens within them reduced in virulence rating by the nova's mega-stamina. They are also allowed a new roll to resist or rid themselves of the pathogen immediately, and each hour thereafter, as their immune system is augmented.

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Mega-Intelligence Enh.

Name: Cyborg

Requires: Mathematical Savant Enh., Mental Prodigy: Computers Enh., Eidetic Memory Enh., Multitasking Enh.

Description: You're a walking super computer, programs and all!

System: This enhancement allows the nova to memorize and fully execute computer programs in his head as if he were using an advanced computer. Video games to the most complex analytical programs can all be "run" inside the nova's head, freeing him of the need for a hardware computer. The nova can even write and install new programs in his own mind, with an excercise of the Computer ability.

This enhancement also provides an automatic three successes on Computer ability rolls, fully cumulative with Mental Prodigy: Computers, one automatic success is also gained for rolls of the Cyberkinesis power.

Running programs in your head can be very useful, but when this enhancement is combined with the Cyberkineseis power it really shines bright (Use your imagination here folks!).

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RE: Seductive Motion

1) Too much overlap with Seductive looks

2) We already have 2 enhancements that give this (which might be one too many).

3) Getting a social penality from a possitive, untainted, enhancement seems wrong.

RE: Cleansing Aura

A ranged enhancement that is usable on others is way too like a power. Make it an enhancement for Healing or a Q4 min power in it's own right.

RE: Cyborg

Interesting.

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RE: Seductive Motion

Perhaps. The insiration for this one was from a nice young lady I know. She has an average body and an average face, but she moves like liquid sex appeal. She also is disliked instantly by a lot of the other women around simply for that fact. ::halo

RE: Cleansing Aura

Inspiration for this one came from two sources: The first being an old STNG episode where genetically engineered humans had super advanced immune systems that actually sought out and destroyed pathogens outside their bodies; minus the nasty side effects from the show.

The second inspiration being a book called "The Bohr Maker". In that book an individual had the ability to affect others genetic makeup by sending out bits of genetic reprogramming through the air. This was the first inspiration actually, it just didn't fit with the idea of an enhancement.

The general idea is an outwardly agressive immune system. The power level may need to be adjusted a bit, but I think the idea has merit.

RE: Cyborg

You're right in that I did place a ton of requisites for this enhancement, but can you think of any of them that wouldn't actually be necessary for an enhancement like this? Unless we allow this enhancement to take the place of one, or more, of the listed requisites; as pertaining to this specific instance only.

I do appreciate the feedback, thanks. ::smile

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RE: Seductive Motion

Perhaps. The insiration for this one was from a nice young lady I know. She has an average body and an average face, but she moves like liquid sex appeal. She also is disliked instantly by a lot of the other women around simply for that fact. 

I think I know this girl... ::tongue

For cleansing aura, it reminded me of an old myth where one being heals others by his very scent... can't remember the name of the story or even how it went beyond that, though.

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RE: Seductive Motion

Perhaps. The insiration for this one was from a nice young lady I know. She has an average body and an average face, but she moves like liquid sex appeal. She also is disliked instantly by a lot of the other women around simply for that fact.  ::halo

Yes, but the penalty listed is the same you get for truly massive aberrations. It's far too much. In addition it's like having another "Seductive Looks" enhancement... and since enhancements can have special effects there is no reason you couldn't say the special effects of "S Looks" was "the way she moves".

Having two S-Looks enhancements based on the same mega-stat is broken because Seduction is resisted by willpower. M-App 1 (S-Looks x2) would be cheap to buy and generate an average of 11.3 succ (assuming App 5 & Style 5). If we add in M-Chr (Seductive) into this then we average 14.3 succ.

RE: Cleansing Aura

The general idea is an outwardly aggressive immune system. The power level may need to be adjusted a bit, but I think the idea has merit.

Agreed, it has merit. But this duplicates or is better than the best technique from the level 4 power: Disease Authority. If that's allowed at all it should be as a Level 3 power (or a extra for a level 3 power), not as an enhancement.
RE: Cyborg

...a ton of requisites for this enhancement...

And were needed IMHO. If you can run computer programs in your head then you can duplicate all those other enhancements (except maybe MP: Computers).
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Mega-Stamina Enhancement

Name: Cleansing Aura (revised)

Requires: Health 1 Enh.

Description: You never have to worry about bacteria and viruses in your home or on your things; everything in the area around you is always germ free, including your friends.

System: Your nova immune system automatically reduces the virulence level of all viral and bacterial pathogens by (maga-stamina) within (mega-stamina x3 meters) in the surrounding area. Should this drop the virulence to zero or below the pathogen is destroyed, otherwise it is simply easier for beings to resist.

Living beings within the area of effect of this enhancement find all harmful pathogens within them reduced in in effect as if the virulence rating were reduced by (mega-stamina -1, 1 minimum) of the nova with Cleansing Aura. The normal strength effects of the pathogen, according to its true virulence rating, resume one hour after leaving the area of effect of Cleansing Aura. Note that pathogens within other beings are never destroyed by this enhancement, only suppresed. The being to be affected must remain with the enhancement's area of effect for atleast 10 minutes for it to take effect.

This enhancement is always in effect and cannot be turned off, it has no quantum cost.

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You also need a duration in there. Does it work once per round or once per scene?

Dropping the virulence level of something is huge. The common cold is virulence one, ebola is something like 4 or 5 (book not in front of me). Dropping the virulence level does make something easier to resist. It also reduces just how bad it can get.

The other abilities in the book that do things similar to this are:

Healing: Q Min 4; Level 3

Disease Authority: Q Min 6; Level 4

Bio-Manipulation +Affects Diseases: Q Min 6; Level 3 power with 1 extra.

INV:Disease +Affects others, +Area; Q Min 6; Level 2 power with 2 extras.

(For the last one I'm taking the extra from Density Control).

I think this needs to be re-done as a power (just take the technique from Disease Authority and make it a level 3, Q min 4 or 5).

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  • 3 months later...

Hi, I'm new at this, so I might need some help. Here I go.

Elasticity Manipulation

Level: 3

Quantum Minimum: 3

Range: (Quantum + power rating) x10 meters

Area: N/A

Duration: Maintaince

Effects: Manipulates elasticity of an objects collision

Multiple Actions: Yes

With this power, the nova can manipulate physics and control whether an collision (which is when two or more objects bounce off each other) is elastic or inelastic. When collisions are elastic, two objects bounce off each other, like a ball bouncing off a wall. When a collision is inelastic, two objects stick to each other; like two pieces of clay hitting each other. A nova can make a perfectly elastic collision (something not possible in the real world), which is when a elastic collision reaches back to its original height. This is not possible due to thermodynamics. The nova can do things like making a glass vase bounce around the room, making cars rebound off eachother, etc.

An perfectly inelastic collision for two objects requires 1 success (e.g. something splatting on the ground)

A inelastic collison for two objects is 2 successes (e.g. car crash)

A normal collision is 3 successes (e.g. a book being thrown and bounces off the wall)

A elastic collision is 4 successes (e.g. a basketball bouncing)

A perfectly elastic collision is 5 successes (no examples)

Extras: None

Any commets?

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  • 2 months later...

Dexterity Enhancement:

Gun Bunny

Guns have been a source of military power ever since their invention, and are especially popular in Hollywood movies and third-world dictatorships. Amazing tricks and displays of skill have been recorded and demonstrated. A nova with this enhancement puts them all to shame.

System: This enhancement works similarly to a Prodigy enhancement. Whenever the nova is making a Firearms or Heavy Weapons roll, they may first roll their Dexterity and pick one of the following: 1) For each success on the Dex roll, they may add a bonus die to their attack roll with the Firearms or Heavy Weapons roll. These may not be carried over into damage rolls, the way Accuracy dice work. 2) For each two successes on the Dex roll, they may add a bonus die to their damage roll with the Firearms or Heavy Weapons roll. This must be declared before rolling to hit; if they miss the enhancement has no effect for that shot. This enhancement costs no quantum to use and is always active.

Example: Claire Reed has Dex 5, Mega-Dex 3, and Firearms 5, and is armed with a heavy pistol. Before firing at a Church of Michael thug, she rolls her eight Dex dice, and comes up with five successes. She can either add five bonus dice to her hit roll (for a total of 18 dice), or add two dice to her damage roll. She chooses to add them to the damage roll, and scores exactly one net success. Her damage roll is then 5dL (from the gun type) + 2dL (her bonus dice). Had she missed, the bonus damage dice would have been lost.

This enhancement has been used in my ST's game and is considered to be balanced by those involved. Only one character has actually taken it, due to most of the characters preference to rely on quantum powers for damage.

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Punching Bag (Mega-STA)

Your body effortlessly soaks up damage like a boxer's heavy bag.

System: The Nova's skin, muscle, bones and connective tissues (along with internal organs) posses increased flexibility and form memory. These changes allow them some ability to resist stretching, compression and twisting in unnatural and damaging ways, shifting back to normal automatically. This reduces all blunt trauma bashing attacks by 1/2 damage after soak. This enhancement is effective on blunt based physical or energy attacks, but does not affect cutting, piercing or other based attacks.

A second level of this enhancement will reduce all blunt trauma lethal attacks by 1/4 damage after soak. The enhancement is always active and costs no quantum to use.

This seems waaay too powerful to me. Paying one quantum point per shot to reduce the damage would make it more balanced.
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  • 4 weeks later...

Enduring

Mega-Charisma Enhancement

Your charisma seems to last forever.

System: Roll Charisma at a penalty of (5- Mega-Chrisma). A success means that a particular ongoing Mega-Charisma enhancement effect becomes permanent for your chosen target; a botch ends the effect instantly and prevents you from using that particular effect on that target for a period of one year xMega-Charisma. Additional successes on the roll provide difficulty penalties (on a 1-1 basis) to future attempts to break the effect.

Alternately, extra successes may be used to affect additional targets on a 1-1 basis, or used to make permanent the effects of the more mental enhancements of Mega-Appearance and Mega-Manipulation on a 2-1 basis.

Effects made permanent cost quantum points equal to 2x the target's current will power. In the example below assume Beautiful Girl had a current will power of 2, Joe Nova would have to pay 8 quantum points to make his chosen enhancement effects permanent.

Any permanent effect, once broken, is lost and must be re-established.

Example: Joe Nova uses Enduring on Beautiful Girl. Joe has Charisma 5 and Mega-Chrisma 3, rolling he gets 3 successes. Having Beatuiful already affected by his Eidolon and Trustworthy enhancements he decides to make them permanent. Joe spends 1 success for Trustworthy (CHA) and his last two successes for Eidolon (APP), making them permanent. Joe will have a pretty easy time with Beatiful Girl from now on; she finds him extremely attractive and an honest-to-goodness "good guy", and she'll likely stand up for him even when he's not there to talk for himself.

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Pretty powerful though for mega-charisma imho it seems alittle unnecessary as the effect is an emotional one. I don't see a person just changing their mind about the nova without some 'heavy' influence by others. It's like when you like a person it takes a fair bit of effort for you parents, etc. to convince you they're trouble add mega charasma to that and it should be damned near impossible (if it wasn't already anyway).

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  • 5 weeks later...

Okay, here's another shot at it. I warn you though, this is a very compilcated power due to the fact that it has to do with physics. I don't know if physics applies to Aberrant, but I can garentuee you that you do not need hard science for this power. You can even

use imagination if you want to.

Oh, this power was written the same way as Sprocket wrote that Astromanipulation power, so if you don't like it, Sprocket, please don't hurt me.

Physicsmanipulation

Level: 6

Quantum Minimum: 10,

Dice Pool: Intelligence + Physicsmanipulation

Range: Special

Area: See below

Duration: Permanent

Effect: The nova can manipulate the laws of physics in various ways.

Multiple Actions: Yes.

Description: The nova gains control over the laws of physics within her sphere of influence, letting her make any alterations she desires. At high ratings, a nova with this power can literally remake the physical world- the laws of mechanics and are hers to do whatever she wants with them. Novas with this power should either have or learn Physics skills in order to make sense of what she manipulates. Players are encouraged to brush up on their physics; the changes listed in the second table below are merely guidelines, and not everything that's possible for a nova with this power. For more information on the terms below, hit the books on physics. Note to Storytellers and Players: Even though this seems like it, this does not have to be hard science. So you don't have to be a rocket scientist to use this power or better yet, you don't have to use all of these physics terms. You can even think up your own laws to manipulate if you want! To come up with these laws, use your imagination.

>Power Rating/Target Size<

1- Mechanics, Newton's Three Laws, Force, Acceleration, Mass, Weight

2- Gravity, Density, Pressure, Stress, Strain, Momentum, Centripetal Force, Impulse

3- Solid Properties, Hooke's law, Boyle's law, Charles' law, Archimedes's principle

4- Energy, Work, Power, Law of Conservation of Energy, Heat

5- Entropy, Waves, Sound, Law of Conservation of Momentum

6- Rotational Mechanics, Center of Gravity, Torque

7- Light, Electromagnetic Spectrum, Atoms, Protons and Neutrons

8- General and Special Relativity, Wave Particle Duality, Quantum Mechanics

9- 50% of all the physical laws in the known universe

10- All of the physical laws in the known universe

>Successes/Changes<

One success- Minor: Changing Inertia so objects move on their own and altering how newton's second law works. Altering how weight works within gravity, but not gravity itself. Altering the laws of projectile motion and motion in 1 or 2 dimensions.

Two successes- Moderate: can change the laws of gravity, alter material properties like Density, Strain, Stress, Pressure, but not energy laws and the laws of thermodynamics. Can manipulate fluid laws like Archimede's principle and Boyle's law as well as solid properties and solid mechanical laws like Hooke's law

Three successes- Major: Can change the laws of conservation of energy and momentum, can alter the concepts of work, energy, power, heat, efficiency, entropy. Can change how waves work. Can alter Mechanical waves, but not Electromagnetic.

Four successes- Huge: Can change the laws of Rotational Mechanics. Can change how the center of gravity works and how torque works. Can also change how electromagnetic waves and light work as well as atoms and their protons, neutrons and electrons.

Five successes- Extreme: can change the laws within current theories like General and Special Relativity and the theory of everything. Can change how the four fundamental forces work.

Six successes- Powerful: Can change the laws of the quantum mechanical world. Can change things at the superstring level. Can change the probability of things happening.

Seven Successes: Almighty: Can change pretty much anything in the physical world from A to Z.

If you do not want to hit the books on physics and want to make up your own laws, those laws have to make sense. For example, if you want to make up laws on how waves work you must make it something like "because of Propulsion, a force that energizes waves that must come from a source." Laws can be simple as you want them to be, but they cannot be outlandish and crazy or otherwise nonsensible. If you have some knowledge of physics, you might as well apply them.

Extras: None

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Add another success listing for range - ie,

one success - power rating x 1 meter

two - power rating x 10 meters

three - power rating x 100 meters

four - power rating x 1 km

etc. Nine successes would therefore let the character do basically the Plankh Scaling power (2 range, 7 scope) but it could be pushed further.

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Any change to gravity, Density, Newton, Mass, Acceleration (basically any level one or two succ) basically ends life as we know it over the entire universe.

This is broken. It's basically Universe Creation, Planck Scalling, and/or that Q-Bolt over the entire Universe.

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It is broken in htat is more powerful then any character hsould have...

However, going with the idea of quantum powers being unlimited and this being a power that REQUIRES a quantum of 10, it fits themetically.

oh, a note on likely success levels. This power is quantum + skill level, requiring a quantum of 10. So the pool is going to range from 11-15 depending on the skill level

level ave successes

1 - > 4.4

2 - > 4.8

3 - > 5.2

4 - > 5.6

5 - > 6.0

not to much difference between a level 1 user and a level 5, something to consider.

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Um. There's already a power that gives you absolute control over your physical environment that requires Q10. It's called Planck Scaling. Fortunately, its limited in scope. What you're proposing isn't, which makes it more powerful even than Planck Scaling, which is ridiculous, 'cause with with enough uses of Planck Scaling you could expand your powers to almost any extent you want. Universe Creation is actually simpler since you can simply create a universe in which you have that power. ::rolleyes

That being said, there's good reason to limit the scope of quantum powers, even at Q10, 'cause it's not like quantum controls the entire universe. ::tongue

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  • 7 months later...

I have an idea for a power that I'd like my current character in my tabletop game to have, but I'm not sure how to write it out. If anyone has read the Nightside books by Simon R. Green, I want a power that does John Taylor's trick with bullets. So this is my attempt to write it out.

Conjuration

Level: 3

Quantum Minimum: 4; must also have Warp

Dice Pool: Variable

Range: Special

Area: Special

Duration: Special

Effect: Allows a nova to move items from one place to another without touching them, sometimes even overriding another nova's Attunement.

Multiple Actions: Sort of

Description: Conjuration is the ability to move items between different points in space instantaneously. The power comes with a number of techniques, like most other level 3 powers. While a nova with this power can use multiple techniques in the same combat round, he cannot use the same technique more than once per combat round.

Steal

Dice Pool: Wits + Conjuration

Range: (Quantum + power rating) x 5 meters

Area: Special

Duration: Instant

The nova can take away items, ammunition, or weapons. The nova rolls Wits + Conjuration, and can take a number of items equal to the number of successes or their attunement limit, whichever is lower. For example, when faced with a group of gun-wielding Michaelites, the nova can take the ammunition clips; if faced against an Attunement-less nova with a knife, the nova could remove the knife and clothing from the nova.

Breathless

Dice Pool: Intelligence + Conjuration

Range: (Quantum + power rating) x 5 meters

Area: One person

Duration: Concentration

Using this technique, the nova removes the air from one target's lungs. The nova rolls Intelligence + Conjuration as an asphyxiation attack; having more successes than the target's Endurance dice pool inflicts one level of bashing per turn.

Summoning

Dice Pool: Attunement + Conjuration

Range: (Attunement + power rating) x 1 kilometer

Area: N/A

Duration: Instant

To use this technique, the nova must pay one quantum point to attune the object they wish to summon; this quantum point remains spent until the nova uses this technique. When the nova pays the quantum for this technique, he rolls Attunement + Conjuration, and a single success means the attuned item is now in the nova's possession. This technique is typically used to attune a weapon, then have it summoned to hand at the beginning of combat.

Override

Dice Pool: Attunement + Conjuration

Range: (Attunement + power rating) x 5 meters

Area: One person

Duration: Maintenance

The character rolls Attunement + Conjuration in a resisted action against the target nova's Quantum + Attunement. Net successes by the character are subtracted from the target's Attunement rating. If this would lower the target's Attunement below zero dots, this will even allow the character to steal the target's Eufiber!

Expanding Aura

Range: Self

Duration: Permanent

For every dot in Conjuration, the character's Attunement limit is increased by 10kg. In the case of another nova with Conjuration attempting to use Override against the character, having this technique is worth one automatic success on the resistance roll.

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What you have is “Elemental Anima: Aport” (or teleport other)… but the techniques will be different enough that making a different power for it is probably justified. For the most part it looks pretty good, but where existing rules and mechanics exist you should apply them.

RE: Must need Warp

I don’t see the need for this. Your character probably needed Warp to develop this power, but I don’t see why you couldn’t erupt with it and use it to develop Warp.

RE: Steal

1) Your examples are broken, he should only be able to take one object at a time. “All guns” would presumably require MIRV or perhaps area.

2) Stealing attuned objects is probably not possible since these are treated as part of the attuning nova’s body at his option.

3) The real question is whether this should be treated as a resisted roll of some sorts. I’d say probably yes, probably your rolled succ + [Q] against a might roll.

RE: Breathless

This technique has already been developed with another name in AB:Teragen for Elemental Mastery, I’m not sure if this is a total mimic but it should be.

RE: Summoning

1) Attunement already has very specific rules, pick a different word, ‘Tag’?

2) You need a weight limit.

3) Objects that are destroyed or attuned by another nova are probably lost.

4) Question: I ‘tag’ a glass of water. Does the glass come or both the glass and water? Same question with an air tank.

RE: Override

Too powerful. Attunement means the object is effectively part of another nova. Unless you have the ability to steal his hand you probably can’t take attuned objects. Worse, Eufiber gets attunement on steroids, it actually gets all relevant powers that it’s host has.

RE: Expanding Aura

Doesn’t fit the theme of the rest of the power. You teleport objects to yourself. What does this have to do with Q-Attunement? For that matter, Warp totally ignores Q-Attunement and the associated weight limits. Further, if allowed this will be the first time a power is allowed to alter a background, which we don’t allow for anything else including Q-Mimic and Q-Vampire.

RE: Other Techniques

Cut

Dice Pool: Dex + Conjuration

Range: (Quantum + power rating) x 5 meters (or standard suit attack).

Area: One target.

Duration: Instant

Damage: Standard Suit. 2 x dots + 2[Q] lethal.

This is an attempt to remove part of a living or non living object. Objects or victims may soak normally, but artificial armor is (at the ST’s option) ignored.

Other possibilities:

Molec Mastery has a suite power that lets you make holes in things?

The Wall or Shield techs might work (trying to teleport things that come close to you away).

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I discussed this with my GM earlier today, so I'm going to make a few modifications and rebut a few of your points.

RE: Must need Warp

I don’t see the need for this. Your character probably needed Warp to develop this power, but I don’t see why you couldn’t erupt with it and use it to develop Warp.

He agreed that it doesn't need another requirement; I probably will get Warp though at a later point.
RE: Steal

1) Your examples are broken, he should only be able to take one object at a time. “All guns” would presumably require MIRV or perhaps area.

2) Stealing attuned objects is probably not possible since these are treated as part of the attuning nova’s body at his option.

3) The real question is whether this should be treated as a resisted roll of some sorts. I’d say probably yes, probably your rolled succ + [Q] against a might roll.

If you're using it against baselines (and therefore non-attuned items), how are they going to resist having it vanish from their hands? It's actually closer to an expanded teleport. He can't take items he can't see, and he's limited to both a weight amount, and a number of items equal to the successes. He can't take attuned items without using the other technique to momentarily override another nova's attunement, which means multi-actioning, which means dice penalties and 6qp a round.
RE: Breathless

This technique has already been developed with another name in AB:Teragen for Elemental Mastery, I’m not sure if this is a total mimic but it should be.

Only difference is that I have it based on Int, not Wits, and a shorter range. I will probably adjust it slightly, since the version in Teragen has a FF stop it.
RE: Summoning

1) Attunement already has very specific rules, pick a different word, ‘Tag’?

2) You need a weight limit.

3) Objects that are destroyed or attuned by another nova are probably lost.

4) Question: I ‘tag’ a glass of water. Does the glass come or both the glass and water? Same question with an air tank.

1) I don't get what you mean. 2) The weight limit is the nova's attunement limit. 3) duh. ::smile 4) If the glass was full when you tagged it, then if the water is still in the glass, it comes. same with the air tank.
RE: Override

Too powerful. Attunement means the object is effectively part of another nova. Unless you have the ability to steal his hand you probably can’t take attuned objects. Worse, Eufiber gets attunement on steroids, it actually gets all relevant powers that it’s host has.

He said it can't steal Eufiber, but it can turn off/limit another nova's attunement, since you're using the power to shut down their aura, similar to the way Disrupt/Disorient/Disimmunize all work.
RE: Expanding Aura

Doesn’t fit the theme of the rest of the power. You teleport objects to yourself. What does this have to do with Q-Attunement? For that matter, Warp totally ignores Q-Attunement and the associated weight limits. Further, if allowed this will be the first time a power is allowed to alter a background, which we don’t allow for anything else including Q-Mimic and Q-Vampire.

Yeah, this one is scrapped.
Cut

Dice Pool: Dex + Conjuration

Range: (Quantum + power rating) x 5 meters (or standard suit attack).

Area: One target.

Duration: Instant

Damage: Standard Suit. 2 x dots + 2[Q] lethal.

This is an attempt to remove part of a living or non living object. Objects or victims may soak normally, but artificial armor is (at the ST’s option) ignored.

I'll consider this, I was actually looking for a suite power that didn't have an attack intrinsic to it. ::happy
Other possibilities:

Molec Mastery has a suite power that lets you make holes in things?

The Wall or Shield techs might work (trying to teleport things that come close to you away).

We discussed a shield technique; basically you add the Conjuration dice to your standard dice pool, and incoming projectiles are teleported away randomly, or use extra dodge successes to redirect them similar to Deflect/Redirect powre. I'm not sure how I'd use it to make a hole, since the mass would have to go *somewhere.*
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RE: Steal

1) Your examples are broken, he should only be able to take one object at a time. “All guns” would presumably require MIRV or perhaps area.

2) Stealing attuned objects is probably not possible since these are treated as part of the attuning nova’s body at his option.

3) The real question is whether this should be treated as a resisted roll of some sorts. I’d say probably yes, probably your rolled succ + [Q] against a might roll.

If you're using it against baselines (and therefore non-attuned items), how are they going to resist having it vanish from their hands? It's actually closer to an expanded teleport. He can't take items he can't see, and he's limited to both a weight amount, and a number of items equal to the successes. He can't take attuned items without using the other technique to momentarily override another nova's attunement, which means multi-actioning, which means dice penalties and 6qp a round.
The degree to which the baselines can defend themselves doesn't matter. Yes, they can't defend themselves, but that has nothing to do with whether or not you can target multiple objects.

5 baselines with guns.

Q-Bolt would need MIRV to zap all of them or all of their guns.

Ditto Immobilize.

Ditto Domination.

Ditto all the attack powers that don't cover an area.

Area of Effect powers target everything in that area.

Your power doesn't so it isn't an AoE.

That means you should be targetting one object at a time.

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Q-Bolt would need MIRV to zap all of them or all of their guns.

Ditto Immobilize.

Ditto Domination.

Ditto all the attack powers that don't cover an area.

Area of Effect powers target everything in that area.

Your power doesn't so it isn't an AoE.

That means you should be targetting one object at a time.

Targetting a single weapon at a time is underpowered. Targetting every weapon in the usual (Q+power)x10m is way overpowered. Thus, targetting a number of weapons/items equal to the number of successes. No autosuccesses, no ability to take attuned items without multiple actions and a lot of qp (and maybe not even then). With all of those powers (except Dominate) adding the Area or Explosion would take out multiple baselines and prevent them from doing anything - they'd be dead. All this technique does is deprive them of one weapon. If they have backups that are out of sight, or if you roll crappy, or if there are a lot of them, you can only neutralize a small number - an area would let you take out entire squads with an average die roll.
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Well, it's pretty powerful, but that's ok for one suite power in a suite. I.e. most suites have one or two techniques that are pretty impressive and might be a level three power even if broken out of the suite.

Chaos control's Bio-storm (core book and I know those aren't the names) could be built as a Q-Bolt, but it would still be level 3 even after adding in the strengths and weaknesses. Several Weather Manip techniques would require "extra range" (if that's the name). Etc.

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Well, it's pretty powerful, but that's ok for one suite power in a suite. I.e. most suites have one or two techniques that are pretty impressive and might be a level three power even if broken out of the suite.

Chaos control's Bio-storm (core book and I know those aren't the names) could be built as a Q-Bolt, but it would still be level 3 even after adding in the strengths and weaknesses. Several Weather Manip techniques would require "extra range" (if that's the name). Etc.

It's a bit powerful, but it's not very versatile
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It's a bit powerful, but it's not very versatile
Combat uses:

1) Remove Weapons (also has bonus of not being fatal)

2) Save hostiages

3) Disrupt other teams by moving characters around.

4) Capture foes.

5) Take the one key thing to disrupt other people's plans (like quantum gadgets).

Noncombat use:

1) Remove clothes (very effective at a number of things, social disruptions, etc).

2) Steal things (money or see #5 above, keys, wallets, security cards, etc).

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Combat uses:

1) Remove Weapons (also has bonus of not being fatal)

2) Save hostiages

3) Disrupt other teams by moving characters around.

4) Capture foes.

5) Take the one key thing to disrupt other people's plans (like quantum gadgets).

For 2-4 you can't move people.

I think I should put that specifically in the text though. ::blush

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  • 2 weeks later...

Ok, here is the 'final' copy that I will be submitting to my ST tomorrow.

Conjuration

Level: 3

Quantum Minimum: 4

Dice Pool: Variable

Range: Special

Area: Special

Duration: Special

Effect: Allows a nova to move items from one place to another without touching them, sometimes even overriding another nova's Attunement.

Multiple Actions: Sort of

Description: Conjuration is the ability to move items between different points in space instantaneously. The power comes with a number of techniques, like most other level 3 powers. While a nova with this power can use multiple techniques in the same combat round, he cannot use the same technique more than once per combat round.

Steal

Dice Pool: Intelligence + Conjuration

Range: (Quantum + power rating) x 5 meters

Area: Special

Duration: Instant

The nova can take away items, ammunition, or weapons. The nova rolls Intelligence + Conjuration, and can take a number of items equal to the number of successes or their attunement limit, whichever is lower. For example, when faced with a group of gun-wielding Michaelites, the nova can take the ammunition clips; if faced against an Attunement-less nova with a knife, the nova could remove the knife and clothing from the nova. This technique cannot be used to move living people or creatures.

Breathless

Dice Pool: Wits + Conjuration

Range: (Quantum + power rating) x 5 meters

Area: One person

Duration: Concentration

Using this technique, the nova removes the air from one target's lungs. The nova rolls Wits + Conjuration as an asphyxiation attack; having more successes than the target's Endurance dice pool inflicts one level of bashing per turn.

Summoning

Dice Pool: Attunement + Conjuration

Range: (Attunement + power rating) x 1 kilometer

Area: N/A

Duration: Instant

To use this technique, the nova must pay one quantum point to attune the object they wish to summon; this quantum point remains spent until the nova uses this technique. When the nova pays the quantum for this technique, he rolls Attunement + Conjuration, and a single success means the attuned item is now in the nova's possession. This technique is typically used to attune a weapon, then have it summoned to hand at the beginning of combat.

Override

Dice Pool: Attunement + Conjuration

Range: (Attunement + power rating) x 5 meters

Area: One person

Duration: Maintenance

The character rolls Attunement + Conjuration in a resisted action against the target nova's Quantum + Attunement. Net successes by the character are subtracted from the target's Attunement rating. If this would lower the target's Attunement below zero dots, then the character can use their extra successes to lower the target's Eufiber rating as well.

Cut

Dice Pool: Dex + Conjuration

Range: (Quantum + power rating) x 5 meters

Area: One target

Duration: Instant

Damage: (Quantum x 2) levels + (power rating x 2) dice Lethal damage

This is an attempt to remove part of a living or non living object. Objects or victims may soak normally, but artificial armor is (at the ST’s option) ignored.

Misdirection

Dice Pool: Special

Range: Self

Area: N/A

Duration: Maintenance

Activating this technique allows the character to add their Conjuration dice to their standard dodge dice pool. If the character gets more successes on their dodge roll against a ranged attack, then the attack instead hits a random target within (power rating x 10) meters; the new target can dodge as normal. This technique does not work against hand-to-hand or melee attacks.

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  • 2 months later...

Okay, here's a good one for all of you:

Crosstime Manipulation

Level: 6

Quantum Minimum: 10

Dice Pool: Intelligence + Crosstime Manipulation

Range: Variable

Area: N/A

Effect: Character has control over the multiverse

Multiple Actions: Yes

Description: Like the power Crosstime Travel, this power lets the nova deal with the multiverse. Unlike Crosstime Travel, which lets you travel to other universes, the nova can shape the multiverse with this power. She can change the multiverse in any way she desires. Different universes, timelines, realities and dimensions can be merged, taken apart, trade places or altered in just about every way.

How much influence the nova has on the multiverse depends on the nova's intelligence rating.

Successes/Effects

One Success: can influence small actions in timeline/can bring small objects to other universes/can bring small creatures to other universes

Two Successes: can change moderate actions in timeline/can bring medium objects/creatures to other universes/can bring a small place to another universe

Three Successes: Can change large actions in timeline/Can bring large/mutiple objects/creatures to other other universes/can bring medium sized places to other universes/can slightly change the laws of physics in universe

Four Successes: can change events on a moderate scale/can bring multiple large objects to other universes/Can bring large/multiple places to other universes/can change physics laws by a good amount

Five Successes: Can change events on a humongous scale/can multiple large places (like planets and galaxies) to other universes/can change the laws of physics or bring them ot another universe on a large scale

Six Successes: Can transfer events of any kind to other universes/ Can transfer large parts of universes to other universes/ Can change the universe's laws of physics entirely and transfer them to other universes

Extras: None

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Here's another one from me:

Relative Motion Control

Level 3

Quantum Mininum: 4

Dice Pool: Variable

Range: Variable

Area: Variable

Duration: Variable

Effect: Character can alter referance frames and relative motion

Multiple Actions: Yes

Description: According to Einstien's theory of special relativity, all motion is not absolute, but relative. This power lets the nova change reference points to change perspective of velocity. Like illusion; the effects are not real, but they can affect things if this power is used correctly. For example, the character can make a river, which is going the opposite direction and at a slow speed, seem like its moving in the opposite direction and faster to one person at one side of the river while another person on the opposite side of the river sees it going almost faster than he could see in at the same direction relative to the first person.

Note: This does not manipulate velocity; it makes it appear differently in respect to something/someone.

Relative Swap

Dicepool: Wits + Relative Motion Control

Range: (Quantum + Power rating) x 5

Area: Two Targets(Quantum + Power rating) x 2

Duration: Instant

This allows the nova to change the relative motion of two observers. For example, two people; one standing on the ground and one driving by in a car. The person in the car sees the person on the ground standing still and vice versa. When Relative Swap is used,

The car driver appears motionless instead of the ground standing person and the person standing is moving like he is in the car himself! The two people still have the same veolcities

Relative Arguement

Dicepool: Wits + Relative Motion Control

Range: (Quantum + Power rating) x 5

Area: Three or more targets (including the reference point) (Quantum + Power rating) x 3

Duration: N/A

Must have Relative Swap for this

This is the ability to make two people see something move differently. In other words, it is the ability to make someone see something differently from another person (or other people). For example, a nova could make a person walking and a person standing

see a plane moving in the air. The walking person sees the plane move quickly in the opposite direction while the standing person sees the plane move extremely slow in the direction it's flying. In the plane, the pilot would see the walking person on the ground motionless while at the same time, while the standing person looks like he is moving at the speed of sound.

Relative Attack

Dicepool: Wits + Relative Motion Control

Range: (Quantum + Power rating) x 5

Area: Three or more targets (including the reference point) (Quantum + Power rating) x 3

Duration: N/A

Must have Relative Swap for this

The nova can make a velocity seem like it is going at a different speed or direction than what they would normally precieve. For example, a nova throws a ball at someone and the ball passes between two people. Using Relative Attack, the nova makes the person on the left to the ball come at him at a fast speed towards him. The one on the right sees the the ball coming toward the person the ball is thrown at. The person catching the ball would see it moving the opposite direction. Of course, the ball will hit the person it is thrown at, but its motion is precieved differently.

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