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Aberrant RPG - Post your Quantum Powers and Enh. here


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Glad you liked it, Alex! ::smiley5 The vagaries of real life had kept me from posting regularly for a while there, so I wanted something special to tide you over 'till my next major posting. ::cool

Which, as it happens, is right here. Feed back appreciated, as always... you guys know the drill by now. Hope you like 'em!

(Holds hands over ears to block out the screams of outrage.) ::hehe

NEW POWERS-

Astrosensor

Level: 4

Quantum Minimum: 6

Dice Pool: Variable

Range: Variable- see Description

Area: Variable

Duration: Variable

Effect: Character has galactic-scale clairsentience (at a minimum).

Multiple Actions: Yes

Description: This power lets the nova sense things and places at galactic-scale ranges. While this power is almost useless for most planetbound situations, the techniques it offers are of much use in space exploration, either interplanetary or interstellar. Novas with this power should either have or learn astronomical skills in order to make sense of the data they receive.

The unit of measurement used for this power's effective range is dependent on the nova's Quantum Trait, and increases exponentially with higher levels of Quantum. At Quantum 6, the range of this power is measured in parsecs. At Quantum 7, this is increased to kiloparsecs. This becomes megaparsecs at Quantum 8, gigaparsecs at Quantum 9, and teraparsecs at Quantum 10.

Those few novas who develop this power will tend to keep it "under wraps", as they will be seen as even more precious commodities than other novas of comparable Quantum levels. Astrosensors who also have Warp capability are guaranteed to become some of the most highly-sought after novas on Earth. Of course, this may lead said novas to gather up their friends, family, and other friendly folks and leave Earth for quieter pastures... provided that they can manage to create and maintain a stable, functioning colony.

Note: Due to the way this power functions, any nova who develops this power must choose Farscan, Locate, and Remote Survey as her first three techniques. Once the nova attains her fourth dot of Astrosensor, she may choose whatever other techniques she likes from the Astrosensor power suite.

[Astronomical Distance Notes: 1 parsec equals 3.26 light-years. A kiloparsec equals one thousand (1,000) parsecs. A megaparsec equals one million (1,000,000) parsecs. A gigaparsec equals one billion (1,000,000,000) parsecs. A teraparsec equals one trillion (1,000,000,000,000) parsecs.]

>Assess Civilization

Prerequisite: the Mindscan technique (see below)

Dice Pool: Intelligence + Astrosensor

Range: (Quantum + power rating) x 10 parsecs (at Quantum 6)

Area: one civilization

Duration: (Quantum) days

This technique allows the nova to detect and evaluate any civilization(s) that may exist within a chosen star system. Assess Civilization can be used without any training in sociology or engineering, but such training will make the nova that much better at interpreting the data he senses with this technique.

The number of successes rolled determines the detail of information gained. 1 success determines the presence of civilization among the local sapient life and provides a rough estimate of their general level of social and technological development in comparison to that of baseline humanity. 2 successes grant the nova insight as to the basic form of the detected sapients' culture and technologies, and the ways in which they differ from or resemble the historical development of baseline human civilization. 3 successes indicate the general social mores and beliefs of the detected sapients along with the spread of their more widely-used technologies. 4 successes reveal relatively detailed knowledge of the detected sapients' sociocultural structure, the nature of their current "bleeding-edge" technologies, and their potential (if any) for further social development and technological progress. Repeated attempts may be made to get more data. The area of focus may be moved around, but a new power roll is required for each new area sensed. This technique can also be used to sense the sociocultural matrix of sapients detected on smaller objects like space stations or individual spacecraft, but the targets have to be located before they can be scanned.

>Bioscan

Dice Pool: Perception + Astrosensor

Range: (Quantum + power rating) x 10 parsecs (at Quantum 6)

Area: one planetary body

Duration: (Quantum) days

This technique lets the nova gather precise details about a given planet's biosphere. But as with Remote Survey, the nova won't understand much of what he sees unless he has the appropriate background and/or knowledge to make sense of it.

The number of successes rolled determines the detail of information gained. 1 success determines the presence of life and provides basic data on what forms of life comprise the detected biosphere. 2 successes indicate whether the biosphere is compatible with Terran life, 3 indicates the biosphere's general condition and 5 reveal more precise data (local biological quirks, sapient or potentially sapient lifeforms). Repeated attempts may be made to get more data. The area of focus may be moved around, but a new power roll is required for each new area sensed. This technique can also be used to sense lifeforms on smaller objects like space stations or individual spacecraft, but the targets have to be located before they can be scanned.

>Farscan

Dice Pool: Perception + Astrosensor

Range: (Quantum + power rating) x 10 parsecs (at Quantum 6)

Area: N/A

Duration: (Quantum) days

This technique allows the nova to extend his senses over vast distances, enabling him to plot relatively safe and efficient courses for interstellar and/or intergalactic travel without the benefit of star charts or other navigational aids. It also lets him sense very reliable space travel routes on an in-system scale with a mere Perception + Astrosensor roll. Objects, bodies, barriers, and other potential threats that may be encountered en route to the nova's chosen destination can be detected with even one success.

Unfortunately, this technique doesn't allow for highly-detailed investigations. A standard success on the power roll gives the nova only a basic sense of the most obvious direction to take (not necessarily the fastest), and indicates major obstacles along the way. Each extra success provides a more refined course (shortening the travel time, but not making the trip any safer or more dangerous) and more detail about any significant factors along the route (such as clear data on the size, distance, and heading of celestial bodies).

To sense any previously-undetected imminent encounters, spatial disturbances or nearby objects while Farsensing is active, roll Awareness. This roll is made no matter what the nova is doing at the time (even if sleeping or comatose, he'll be startled awake by the vision). As a general rule, objects and bodies that move erratically, suggesting intelligence, are require 2 successes to detect. Repeated attempts may be made to get more information.

>Fermi Analysis

Dice Pool: Intelligence + Astrosensor

Range: (Quantum + power rating) x 10 parsecs (at Quantum 6)

Area: one star system

Duration: (Quantum) days

This technique allows the nova to detect and evaluate any past or current extra-systemic visitation (or interference) within a chosen star system. Note that unless the nova has a good grounding in either astronautics or xenology, she will not understand much of what she senses with this technique.

The number of successes rolled determines the detail of information gained.

One success determines the presence and general location of any current extra-systemic visitors within the chosen star system. Two successes lets the nova determine the precise location of any current extra-systemic visitors and grants knowledge of their undisguised physical appearance. Also, the nova can detect the presence and general location of any evidence of past extra-systemic visitors. Three successes lets the nova learn about the basic biology, psychology, and sociology of any current extra-systemic visitors. Also, the nova can determine the precise location of any past extra-systemic visitors and gain knowledge of their undisguised physical appearance. Four successes grants the nova detailed knowledge of any current extra-systemic visitors' origins, capabilities, technologies, and their intentions for visiting the chosen star system. Also, the nova can learn about the basic biology, psychology, and sociology of any past extra-systemic visitors. Five successes grants the nova detailed knowledge of the past extra-systemic visitors' origins, capabilities, technologies, and their intentions for visiting the chosen star system.

Repeated attempts may be made to get more data. The area of focus may be moved around, but a new power roll is required for each new area sensed. This technique can also be used to sense any extra-systemic visitors (or evidence of their sojourn) on smaller objects like space stations or individual spacecraft, but the targets have to be located before they can be scanned.

>Galactic Survey

Prerequisites: Quantum 8, Astrosensor at 5+ dots

Dice Pool: Perception + Astrosensor

Range: (Quantum + power rating) x 10 megaparsecs (at Quantum 8)

Area: one galactic body (at Quantum 8)

Duration: (Quantum) days

This technique is used to perform a rough survey of a chosen galaxy. Without training in astronomy and astrophysics, however, the nova is likely to misinterpret the import of what he senses with this technique.

The number of successes rolled determines the detail of information gained. One success lets the nova determine the general characteristics of the target galaxy- its class, size, and its ratio of Population II (very old) to Population I (very young) stars. Two successes allow the nova to determine how much of the target galaxy is safe for long-term habitation (a good guideline is several million terran years at a minimum) by complex organic (carbon-based) lifeforms. The inhospitable regions have likely become so due to either an overabundance of cosmic threats that tend to destroy developing ecosystems (such as orbital instabilities, cometary collisions, and exploding stars) or a general lack of chemical elements heavier than helium (what astronomers refer to as "metals"). Three successes grant the nova somewhat detailed knowledge of any currently existing and/or extinct lifeforms within the target galaxy- including their general locations. Four successes let the nova determine the future general stability of the target galaxy as a long-term habitation for complex organic life- if the core of the target galaxy is going to explode just a few centuries down the road (and eradicate any organic life caught in the radiation wave), it would be best to know about it beforehand. Five successes allow the nova to detect any artificial manipulations (by either technological or paranormal means) of the target galaxy.

>Locate

Dice Pool: Perception + Astrosensor

Range: (Quantum + power rating) x 10 parsecs (at Quantum 6)

Area: N/A

Duration: (Quantum) days

This technique is used to locate a given type of large deep-space object (asteroid-sized and up). It doesn't give detailed information about the object detected, just its general location and distance from the nova. Initiating the scan requires a power roll, with each extra success halving the total search duration before finding the chosen object. The scan's basic duration depends on the size of the target sought and and any known data that could narrow down the scanning area. Scans can take anywhere from a few hours to a few days to perform- see the table below.

>-Time measurement unit/Target Classification-

Days: Planetary bodies and anything smaller.

3-hour units: Stars.

Hours: Entire star systems.

30-minute units: Star clusters.

Minutes: Galaxies.

Seconds: Galactic clusters.

Automatic success: Galactic superclusters.

Having data that could narrow down the scanning area can shorten the base scanning time by anywhere from 10 to 50%, although the Storyteller is encouraged to be stingy with this when the character is scanning unknown territory. After all, space is vast enough for even a nova to overlook things here and there... If the nova is attempting to locate an object that is well-known either to the nova or to the astronomical community in general, the scanning time is automatically reduced by 50%.

Note: Using this technique to simply "see what's out there" is much easier than hunting down a specific type of target- all the nova has to do is make her power roll. While not enough to focus on a specific target, it's enough for a nova with the Astromanipulation power to work with...

>Mindscan

Prerequisite: Telepathy at 2+ dots

Dice Pool: Wits + Astrosensor

Range: (Quantum + power rating) x 10 parsecs (at Quantum 6)

Area: one star system

Duration: (Quantum) days

This technique allows the nova to detect and evaluate any sapient life that may exist within a chosen star system. Unlike several other Astrosensor techniques, Mindscan can be used quite well without any scientific training- developing a sense for evaluating other people is a skill that everyone develops.

The number of successes rolled determines the detail of information gained. 1 success determines the presence of sapient life and provides a rough estimate of their general level of intelligence in comparison to baseline humanity. 2 successes grant the nova insight as to the ways in which the detected sapients differ from or resemble the mentality of baseline humanity. 3 successes indicate the general psychology and attitudes of the detected sapients, and 4 reveals relatively detailed knowledge of the detected sapients' common psychological quirks, current mental abilities and future potential. Repeated attempts may be made to get more data. The area of focus may be moved around, but a new power roll is required for each new area sensed. This technique can also be used to sense sapients on smaller objects like space stations or individual spacecraft, but the targets have to be located before they can be scanned.

>Orbital Tracking

Dice Pool: Intelligence + Astrosensor

Range: (Quantum + power rating) x 10 parsecs (at Quantum 6)

Area: one chosen astronomical body

Duration: (Quantum) days

This technique lets the nova analyze and evaluate the orbit (if any) of a given astronomical body. The subject might be anything from a moon orbiting a planet, a planet orbiting a star, or even a star orbiting the center of a spiral galaxy. Note that without a firm grounding in astronomy and astrophysics, the nova will be unable to make more than educated guesses about what he senses with this technique.

The number of successes rolled determines the detail of information gained.

One success allows the nova to determine the target's orbital period, the shape of its orbit (a circle, ellipse, parabola, or hyperbola; for objects orbiting a single mass), and the stability of the target's orbit. Two successes let the nova determine the future trajectory of the target, including any possible collisions with other orbiting bodies the target will happen to pass close to. With three successes the nova can accurately predict the effects of any perturbation of the target's orbital trajectory, even to the point of knowing how to best engineer such perturbations deliberately if desired. If applied to a life-bearing world, the effects could be anything from world-saving to apocalyptic. Four successes let the nova detect any current or past alterations of the target's orbital trajectory, whether caused by natural or artificial means.

>Parascan

Dice Pool: Wits + Astrosensor

Range: (Quantum + power rating) x 10 parsecs (at Quantum 6)

Area: one star system

Duration: (Quantum) days

This technique allows the nova to detect and evaluate any Inspired activity (or the evidence of past Inspired activity) that may exist within a chosen star system. Unless the nova has knowledge of and experience with the non-Quantum varieties of Inspiration (Psionic Inspiration and Heroic Inspiration), she will only know to search for the manipulation and channelling of Quantum energies.

The number of successes rolled determines the detail of information gained. One success determines the presence of any active Inspired activity. If the nova is aware of Psionic and Heroic Inspiration, she can also distinguish these forms of Inspiration from Quantum Inspiration. Two successes lets the nova determine the average power level and frequency of Inspired beings among a chosen populace of lifeforms within the scanning area. Three successes allows the nova to detect individual Inspired lifeforms and evaluate their power levels. Four successes lets the nova evaluate the potential for further development (or degeneration, in the case of Tainted quantum-manipulators) that the Inspired lifeforms within the scanning area may possess. Five successes allows the nova to detect the latent potential for Inspiration within a given population of lifeforms, and can also let the nova detect active Psionic and/or heroic activity if she was previously unaware of those forms of Inspiration.

Note: Vortices in the quantum/noetic medium (such as the Hammersmith Explosion in 1922, the Galatea Incident in 1998, and the Venezuelan Phenomenon in 2122) are automatically detected by the nova using this technique! Don't even bother to make the roll- it's kind of like trying to hear a Metallica concert.

Repeated attempts may be made to get more data. The area of focus may be moved around, but a new power roll is required for each new area sensed. This technique can also be used to sense any Inspired activity among the sapients detected on smaller objects like space stations or individual spacecraft, but the targets have to be located before they can be scanned.

>Remote Survey

Dice Pool: Perception + Astrosensor

Range: (Quantum + power rating) x 10 parsecs (at Quantum 6)

Area: one astronomical body

Duration: Concentration

This technique lets the nova study a located target (found by Farsensing or Astrolocation) in extremely rough detail. The nova can sense for anything he desires; like a sun's rotation speed, the precious mineral content of an asteroid, or how much of a planetary surface is covered with plant life. Sadly, anything more detailed than very crude estimates isn't possible with this technique, but the nova can still gather an incredible amount of raw data over immense distances. Ultimately, if the nova doesn't have the background or knowledge to understand what he's sensing, the data gained by means of this technique will mean little or nothing to him.

The number of successes rolled determines the detail of information gained. 1 success indicates whether a region is hospitable, 3 indicate the area's general conditions and 5 reveal slightly more precise data (general ocean temperature in comparson to Earth's oceans, basic mineral content of the terrain, terrain type, etc). Repeated attempts may be made to get more data. The area of focus may be moved around, but a new power roll is required for each new area sensed. This technique can also be used to sense the conditions on smaller objects like space stations or individual spacecraft, but they have to be located before they can be scanned.

>Stellar Analysis

Dice Pool: Intelligence + Astrosensor

Range: (Quantum + power rating) x 10 parsecs (at Quantum 6)

Area: one stellar body

Duration: (Quantum) days

This technique allows the nova to perform a highly-detailed analysis of a given stellar body. Without a solid grounding in astronomy and/or astrophysics, the best a nova will be able to do is make educated guesses about the data he is receiving via this technique.

One success grants basic data on the chosen star: the star's spectral type, mass, diameter, rotational period, and classification/position on the Hertzprung-Russel diagram of stellar evolution. Two successes reveal the star's average density, luminosity, absolute magnitude, and remaining lifespan. Three successes inform the nova about the star's astroseismology, stellar cycle, and current stability. Four successes let the nova know about any threat (both imminent and eventual) that the star may pose to lifeforms within its system including the potential for the star to undergo a nova/supernova/hypernova explosion or to become a black hole. Five successes alert the nova to any extraordinary aspects of the star in question- examples would include a property that interferes with a certain form of Inspired powers, or evidence of technological or paranormal stellar manipulation.

>Tactical Scan

Dice Pool: Perception + Astrosensor

Range: N/A

Area: (Quantum + power rating) parsec (at Quantum 6) diameter sphere, centered on the nova

Duration: (Quantum) hours

This technique lets the nova maintain a clairsentient "radar" geared to detect all non-normal objects within range of this technique. ("Non-normal": read as anything that isn't a naturally-occuring asteroid, comet, or planetary body.) The effective field of detection is a sphere centered on the nova's current position. This technique is just the thing to detect spacecraft, space stations and the occasional spacegoing life-form (such as spaceworthy novas and aberrants or biotech spacecraft).

The number of successes rolled determines the detail of information the nova can gain about anything within her field of detection. One success detects the presence of a target. Two successes determine its nature (whether it's a hardtech or biotech ship, a rock, some form of weapon, a quantum-powered superbeing, or simple space junk), trajectory, and relative speed. Three successes indicate the general status of the target (nova or aberrant, heavily-damaged freighter, abandoned colony ship, alien attack vessel, escape pod, etc.). Four successes give an estimate of the target's firepower, maneuverability, and other combat capabilities. Five successes give detailed information (target origins, target intentions, danger posed by target to nova and/or her world, residence, society, or what-have-you).

At the Storyteller's discretion, a nova with this power could also detect naturally-occuring objects that pose a danger to the astonomical body the nova is currently on, or to any other life-bearing insystem body.

Extras: Cosmic Awareness (the nova can use this power to detect astronomical objects in "nearby" alternate universes- the ones that aren't "Exotic" as defined in the power listing for Crosstime Travel- APG, pg. 122. If the nova buys this Extra a second time, the Exotic alternate universes may be scanned as well).

Tau Discharge

Level: 5

Quantum Minimum: 9

Dice Pool: Dexterity + Tau Discharge

Range: (Quantum + power rating) A.U.

Area: (Quantum + power rating) x 10 kilometers diameter per projectile.

Duration: Instant

Effect: The character fires off one or more small projectiles at near-lightspeed at a chosen target.

Multiple Actions: Yes.

Description: This decidedly simple (and devastating) power allows the nova to accelerate one hand-held projectile (no bigger than a medium-sized grapefruit) per dot in his power rating at relativistic speeds, and fire them at a chosen target. Each missile will inflict (Quantum + power rating) x 10 levels of bashing damage, (Quantum + power rating) x 5 levels of lethal damage, or (Quantum + power rating) x 2 levels of aggravated damage to the target and everything within the blast radius of the target's subsequent explosion. Please note that both the damage and the area of effect are cumulative if more than one projectile hits a target. This power is generally used in space combat against large spacecraft, space stations, and asteroid bases; but can be quite effective against inhabited planets. Enough of these relativistic projectiles could easily trigger a "nuclear winter" effect if they impact at the right places...

Extras: None.

Astromanipulation

Level: 6

Quantum Minimum: 10, must also possess Astrosensor at equal or greater power rating.

Dice Pool: Intelligence + Astromanipulation

Range: Special

Area: See below

Duration: Permanent

Effect: The nova can manipulate astronomical bodies in various ways.

Multiple Actions: Yes.

Description: The nova gains control over the astronomical bodies within her sphere of influence, letting her make any alterations she desires. At high ratings, a nova with this power can literally remake the universe- the galaxies and all their attendant stars and planets are hers to do whatever she wants with them. Note that while such a nova can easily create new star systems with habitable worlds, the actual creation of an ecosphere (Terran-style or otherwise) requires the Terraform technique of Ecological Supremacy. (It's possible to create a primeval Terran-type planet without Ecological Supremacy, but few novas would be patient enough to wait out the billions of years necessary for life to develop and evolve on its own.)

Players are encouraged to brush up on their astronomy; the changes listed in the second table below are merely guidelines, and not everything that's possible for a nova with this power. Note to Storytellers: the effects of induced cosmic explosions (novae, supernovae, hypernovae, and exploding galactic objects) should be treated as per the Quantum Inferno power at the nova's Astromanipulation rating, but they are subject to the limitations of real-world astrophysics.

>Power Rating/Target Size

1- Planetary bodies of gas giant size and smaller.

2- Stars of up to red supergiant size and smaller.

3- Entire star systems.

4- Entire star clusters.

5- Entire dwarf galaxies or a quadrant of a larger galaxy.

6- Entire galaxy- including all attendant dwarf galaxies and star clusters.

7- Entire galactic cluster.

8- Entire galactic supercluster.

9- 50% of the entire contents of the nova's current universe.

10- Entire contents of the nova's current universe.

>Successes/Changes

One success- Superficial: Induce planetary explosions, safely rearrange tectonic plates as desired. "Telekinetic" manipulations and basic alterations of planetary bodies- rotation period, spin axis, albedo, magnetic field, geological activity, chemical makeup, orbital trajectory, etc.

Two successes- Minor: Induce novae, transformation of planetary targets into anything desired of the same mass. "Telekinetic" manipulations and basic alterations of stellar objects.

Three successes- Moderate: Induce supernovae, transform a stellar target into anything desired of the same mass. "Telekinetic" manipulations and basic alterations of sub-galactic objects. Alter the target's mass by a factor of five.

Four successes- Major: Induce hypernovae (along with the resulting gamma-ray bursters), creation of black holes. Transform a sub-galactic target into anything desired of the same mass. "Telekinetic" manipulations and basic alterations of galaxies- such as making galaxies collide ahead of schedule. Alter the target's mass by a factor of ten.

Five successes- Extreme: Induce galactic explosions, transform a galactic target into anything desired of the same mass. Alter the target's mass by a factor of fifty. Merge two galaxies into one composite galaxy, or split up a galaxy into two or more smaller galaxies. "Telekinetic" manipulations and basic alterations of galactic superclusters.

Six successes- Cosmologic: Alterations of the physical constants of the universe- such as changing a closed universe into an open one, an oscillating one, or any other type desired. Induce multigalactic explosions, transform a multigalactic target into anything desired of the same mass. Alter the target's mass by a factor of two hundred. "Telekinetic" manipulations and basic alterations of all galactic superclusters within the nova's current universe.

Seven successes- Oh my...: Mass transformation of all galactic superclusters in the nova's current universe. Alter a target's mass by a factor of five hundred.

Extras: You're kidding, right? None.

Universe Destruction

Level: 6

Quantum Minimum: 10, must also possess Universe Creation at equal or greater power rating.

Dice Pool: Intelligence + Universe Destruction

Range: N/A

Area: N/A

Duration: Permanent

Effect: The nova can destroy an existing universe. No joke.

Multiple Actions: No.

Description: As novas with sufficient power can create new universes within the greater structure of the Multiverse, so too can they destroy universes that already exist. The exact mechanics of this power are up to the Storyteller and the player to hash out, provided that the Storyteller is demented enough to allow this power in her campaign to begin with... The two most common forms of this power are inducing a Big Crunch- (the target universe collapses back into the primal [pre-Big Bang] monobloc); and inducing a phase transition in the current vacuum to a lower-energy vacuum state- (All the laws of physics in the target universe are changed, resulting in the instant destruction of all known particles [excepting the basic gravitons and psions] and everything composed of them). The only real difference between them is the fine details- the effect is the same.

Don't even bother to roll for damage with this power- unless a being in the targeted universe has some way to flee to another universe or can exist safely in trans-universal hyperspace, he/she/it will be toast when his/her/its current universe dies.

One interesting thing to note is that a nova with Universe Creation can effectively block this power by creating a new universe to "take the bullet" for the targeted universe. Likewise, this power can stymie attempts to use Universe Creation, as it unravels the new universe right in the instant of its birth. Treat both of these instances of cosmic arm-wrestling as resisted power rolls.

Extras: None.

ECOLOGICAL SUPREMACY TECHNIQUES-

>Diversify

Range: Global.

Area: Global.

Duration: Permanent.

This technique alters the genetics of a target population just enough to increase its genetic diversity to optimal levels. This has mainly been used to offset the effects of inbreeding among small, isolated populations. There is a darker use for this, however- the nova can spend one success from his power roll to decrease the genetic diversity of a target population instead, paving the way for all sorts of inherited deformities to appear among any children the target population may have in the future. With two or more successes, the gender ratio of a population can be altered in lieu of increasing general genetic diversity. The uses of this latter application range from the beneficial (saving an isolated population from dying out) to malicious (creating a same-sex environment where extinction is assured) to downright mischievous (transforming everyone in a selected group people you don't like into members of the opposite sex)!

>Genesis

Prerequisites: Quantum 10, and the Terraform and Spontaneous Generation techniques

Range: Global.

Area: Global.

Duration: Instant.

This technique lets the nova create an entire planetary ecosystem on a lifeless rockball planet. Whether the planet has toxic soil like Mars or a lethal atmosphere like Venus matters not- the effects of this technique can make those unpleasant realities into fading memories. The state of the biosphere created by the use of this technique depends on the number of successes achieved on the power roll, but it will always be sufficient for Terran-descended lifeforms to survive there with some slight degree of comfort. Please note that the nova must have examined a living, vital planetary ecosphere to use as a template for the new world- if the only such world the nova knows well is Earth, then that's the only template he'll have to work with.

>Successes/Results

One success- The nova creates an ecosphere that can sustain human life, but with some discomfort. For archaeological examples, think of primeval Earth during the one of the Ice Ages. All created species are of the "hardy survivor" varieties, and not well-suited for domestication. If climatic conditions improve these species will explode out into the ecosphere, diversifying and speciating in a mad rush to colonize as much of the freed-up territory (and any available ecological niches) they can grab hold of. Set up the greenhouses.

Two successes- The nova creates an ecosphere comparable to that of prehistoric Earth- It's clean, it's very comfortable, and there are many diverse species of Terran life out there; but there are none of the domesticated (and formerly-domesticated) species of plants and animals. As an added frustration, the local animals have no instinctual fear of humans. Hope you brought your own seedlings and livestock, settler- otherwise, I hope you like game meat. Have fun foraging.

Three successes- The nova creates an ecosphere that's almost a carbon-copy of Earth's. While the domesticated species don't exist here, for some reason there are plenty of formerly domesticated species out there to be tamed, if you're into that sort of thing. Also, the local animals all have that healthy, instinctual fear of humans. The temperate, subtropical, and tropical landmass regions are prime real estate and farmland.

Four successes- The nova creates an ecosphere that's a bit better than Earth's ever was- for one thing, some of the more annoying species of vermin, parasites, and pests avoid humans like the plague. The climate is better for agriculture as well: expect bumper crops on a regular basis.

Five successes- The nova creates an ecosphere that could be called a paradise, if it wasn't mostly wilderness. Local versions of many Terran food species taste better and are healthier for humans to eat than their Earthly counterparts. Few parasites and pests feed on humans, and those are easily kept away with safe, naturally-occuring plant-based repellents. The weather is a bit less dangerous than Earth's. Everything on the planet seems to have been optimized for its aesthetic appeal to humans. Congrantulations, you've just created what will become one of the Galaxy's most popular vacation planets in the centuries to come!

>Mass Transformation

Range: (Quantum + power rating) x 1,000 km.

Area: (Quantum + power rating) x 100 km.

Duration: Instant.

Basically, this is the Form Manipulation technique of the Biomanipulation power on steroids. It functions just like Form Manipulation- the number of successes on a Intelligence + Ecological Supremacy roll determines the level of changes which can be made on a target. This technique can be used to affect novas, (who may resist these changes with a Stamina + Resistance roll), but it cannot be used to give a baseline target the Mega-Attributes of novas. The effects of this technique are normally permanent.

>Successes/Changes

1- Superficial Changes: Give the target any Appearance from 0 to 5, change skin color, facial structure or similar features, change the target's apparent race, fingerprints or retina prints. Make a target look like an exact copy of anyone else with a similar weight, height, and build.

2- Minor Changes: Alter the target's height or build, change the atrget's muscle to fat ratio. Move dots around between the target's Physical Attributes. Change a target's apparent gender. Disguise anyone as anyone else of approximately the same mass.

3- Moderate Changes: Change the target's physical gender, alter the target's mass by up to a factor of two. Give the target superficial features belonging to other species (give a human a tail or claws). Change any of a target's Physical Attributes from 1-5.

4- Major Changes: Give the target functional organs and abilities from other species (give a human functional wings, gills, or tentacles). Change a target's mass by up to a factor of four.

5- Extreme Changes: Completely change a target's physical form, create new creatures by mixing traits from several other creatures. Change a target's mass by up to a factor of 10 (turn a human into a dog, sculpt muscle, flesh and bone like clay).

>Near Sapience

Range: (Quantum + power rating) x 1,000 km.

Area: (Quantum + power rating) x 100 km.

Duration: Permanent.

This technique lets the nova transform a target population of existing animals into near-sapients. By increasing the complexity of the animals' brains via genetic manipulation, the target population will become perfect targets for the Create Consciousness technique of Consciousness Supremacy (APG, pg. 131). If three or more successes are made on the power roll, the animals' means of communication will be upgraded to the level of homo sapiens sapiens vocalization as well. And since the effects of this technique are permanent, any offspring of the transformed animals will inherit these changes as well.

>Terraform

Prerequisite: Quantum 9, the Viability technique

Range: Global.

Area: Global.

Duration: Permanent.

This technique lets the nova reshape the surface of a lifeless rockball planet (both land and sea, if any) into a prepared garden-bed for transplanted Terran lifeforms in mere momets. The environmental chemistry will be more-or-less capable of sustaining Terran life, although extra successes past the first can be spent to improve the planet's compatibility- one extra success would be sufficient for a planet comparable to Averiguas or Khantze Lu Ge, while planets like Mars or Venus would require four extra successes to transform them into terraformed worlds. The transplanted lifeforms will then progress at their own rate- realistically, it could take a few centuries for life to colonize most of a terraformed world without extensive human aid in the process. Of course, there's always Ecological Supremacy...

>Viability

Range: (Quantum + power rating) x 1,000 km.

Area: (Quantum + power rating) x 100 km.

Duration: Permanent.

This technique lets the nova transform a barren patch of sterile dust and rocks into an area of healthy, life-suppoting soil (complete with humus). Provided that the climatic conditions in the area won't simply kill terran-descended plants, animals, and microlife on contact, the transplanted lifeforms will have a decent chance (say, about 25%) to transform the rest of their environment without further aid and thrive in the process. (If further human management and aid is given to the transplants, assume a success rate of 95% unless something catastrophic happens.) Extra successes on the power roll may be spent to either increase the transplants' chances of survival (+15% per success) or increase the area of effect (double the area of effect per success spent).

(Removes hands from ears.) ::tongue

Comments anyone? I figure I'll let these stand here a day or two before sending them to CHILL... ::devilangel

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Seems to me that quite a bit of this, particularly the ecological mastery powers, would also require Mega-Intelligence to orchestrate - even with amazing cosmic quantum power, I sure wouldn't be smart enough to orchestrate something like that, and even the ever-convenient "subconscious node control" noted for helping Megastrong novas lift battleships has its limits.

On the Tau Discharge.. what if you were nasty enough to do this with the victim as the projectile? Admittedly, if you were above 1 intelligence you'd probably just send them into the sun, but what would be the system for resisting it?

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Re: Tau Discharge- Uhmm... ::unsure Take a quick look at the power listing again, friend. Unless the victim in your scenario is using Sizemorph: Shrink, then there's no way he could be used as a projectile. As I thought it up, hand-held-projectiles are rarely larger than a good-sized orange. Oh well... ::wink

As to what would happen to the said victim- unless he's got bucketloads of lethal soak and plenty of Armor and Invulnerability dots, I'd have to say he'd be toast if the poor schmuck ever hit anything. ::devil Otherwise, off he goes into the final frontier... ::hehe

Re: Ecological Supremacy- check out a copy of the Aberrant Player's Guide if you've got it, phoenix- the entire power suite is based on Intelligence (and therefore Mega-Intelligence).

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Re: Tau Discharge- Uhmm...  Take a quick look at the power listing again, friend. Unless the victim in your scenario is using Sizemorph: Shrink, then there's no way he could be used as a projectile. As I thought it up, hand-held-projectiles are rarely larger than a good-sized orange. Oh well... 

Well, not that a power like that needs extras, but if you're accelerating anything larger than a photon to speeds like that, it might as well be fairly large.

That would be fairly funny if you were fighting someone using shrink and did that to them. ::smiley1

Re: Ecological Supremacy- check out a copy of the Aberrant Player's Guide if you've got it, phoenix- the entire power suite is based on Intelligence (and therefore Mega-Intelligence).

Thwarted once again by a detail in the APG. Accursed thing. No, I don't have it.

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Re: Tau Discharge projectile size- There was an argument for that when this power was first being written up and critiqued among my old group, phoenix. Three things conspired to limit the projectile size.

1- If the relativistic projectile was anything bigger than a grapefruit, the resulting damage it would inflict when (if) it hit something would be of planet-wrecking proportions. There's an "official" quantum power that does that already- Quantum Inferno, from the Aberrant Player's Guide. (Get it if you can, friend- it's well worth it!)

2- I wanted to keep it a Level 5 quantum power- good enough to wreck a continent or two if one got a lucky shot, but not good enough to turn a planet into a new asteroid belt.

3- This power was directly inspired by an ultra-tech weapon from one of Larry Niven's "Man-Kzin Wars" shared universe stories- it's currently out on the shelves in "The Childrens' Hour" and "The Houses of the Kzinti" compilations in the U.S. I wanted to stay as close as I could to the example provided by Niven & Co.

Thanks for pointing that out, though- I'll be sure to make the size limitation clear in the revised power listing. ::thumbsup

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What do you think, to allow a player to buy Hardbody twice to give it the same benfits of impervious?

No, but I wouldn't object to an "Anti-AP" Mega-Stamina enhancement. Agg is Agg and AP is AP.

Re-write "Hardbody" and substitute the word "AP" for the word "Agg", and the word "Anti-AP" for the word "HB".

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Nods... was only wondering if there should really be one at all. The anti-agg one protects against agg... which is fine since most powers don't, but the only point of the AP effect is to overcome Soak - it makes the whole power that it is placed on massively more expensive - whereas an anti-AP version of hardbody wouldn't make the stat more expensive. So - the existence of an anti-AP extra that anyone could just pick up makes AP redundent at worst and overpriced at best.

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Not really, if your attacking with an aggravated attack you can expect about a quarter to a third of your opponents to be able to resist it, either with Hard body or Impervious Armor or Force Field. With AP you can only deffend against it with Impervious and the benfit it gives a character with a high "to hit" dice pool makes it possibly the most lethal extra to grab, so imo it makes sense to have an enhancement to protect against it. I don't know, maybe if it wasn't number of successes x2, I would say leave it alone.

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Agg and AP are very compareable.

They both cut through soak. The need for an Anti-AP is less (and its utility is less) because the amount of damage it does is less (i.e. it heals better) but the existence of Anti-AP doesn't remove APs usefullness any more than HB removes Agg.

Anti-APs utility is less because it protects against less. There are multiple sources of Agg (Enthropy Storm, Q-Bolt+Agg, Immolate, Claws, Disin, and the rare non-physical/energy attack with Agg (Mind blast, Poison)).

AP's sources are fewer (Q-Bolt & Claws). So expect fewer people to bother getting it.

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Erm. Actually, it should be perfectly possible for any possible source of Agg damage to be AP instead. Also, if you use the extra options for maxing out, APG P. 100, you can add any applicable extra to the power while maxing, making the possibility of getting hit with an AP enhanced power much more likely.

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okay, new power I'm playing with the idea for, please give me suggestions

Elemental Cloth

Level: 2

Quantum Minimum:3

Dice Pool: Apperance+Elemental Cloth

Range: Self

Area: N/A

Duration: Maintenance

Effect: Allows character to shape a form of energy and make it tangable in a clothing form

Multiple Actions: Yes

Description: This power, is for the Nova elementalist who has everything. With this power, they create a little of there chosen element and drape themselves in it like clothing. While this has very little actual game effect, it does make the nova look even more spectaular than even draped in the most expensive EuFibre.

To create the "cloth" the Nova must just envision the design and roll Apperance + Elemental Cloth. Each success can be added to any style or intimdation rolls. Also, if the Nova wishes to change it's appearanc ebfore the end of the duration, this may be done with another Apperance + Matter Cloth, and with successes the colour, the size and design may be changed. Normally, the cloth is just as inert as cloth weather it looks like fire or earth however, the Nova can spend double the normal quantum and then each dot in the power can be added as 2L/2B soak OR +1L damage in close combat. After the duration of the power has ended, the element fades away as if had never existed.

Extras: Full damage (The Cloth is automatically damaging at [Quantum] + Rating Damage without additional dice), Full Soak (The cloth acts like armour at the same rating with out additional cost), Weave (The skill weave may be used with the power as if it were EuFibre).

Okay, tell me what you think

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Prof told me how the agg extra for claws works... apparently its in a separate errata - its quite wussy actually since you don't get to add your strength damage in.

Not to quibble, but I've never seen any errata to that effect. ::unsure The Claws power specifically states that you add the Claws damage to the manuever's damage to determine how much damage is done, and there's nothing in the APG or any other book that I've seen to contradict that. ::blink ::confused

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...it should be perfectly possible for any possible source of Agg damage to be AP instead. Also, if you use the extra options for maxing out, APG P. 100, you can  add any applicable extra to the power while maxing, making the possibility of getting hit with an AP enhanced power much more likely.

Mind Blast, Immolate, Bio-Storm, Q-Vampire(life), Poison, etc, basically any power that doesn't have a "to hit" roll or is Resisted wouldn't be helped by AP.

After you remove all of those, you are basically left with Claws, Q-Bolt, and the odd power max.

Exception: The Q6+ bunch could put AP on much more (i.e. level 3 powers).

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So how exatly does the Agg claws work? It seems a bit vague to me...especially with no examples...

"(User inflicts Claws dice of Aggrivated damage, and may add 1 die to damage total per extra sucess (maximum five additional dice). Do not add strength to damage roll)."

So...this means you get (Claws value)d10 + what?

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A normal attack works like this:

Attacker's Dex + Brawl (for eg) vs Defender's Dex + Martial Arts (for a parry)

Attackers scores 7 defenders scores 3. So the attacker HITs with 4. Take away 1 of those and you're left with 3 EXTRA successes which carry over to the Damage - which is (say) Str+1 for a punch +3 for the extra.

Now if the attacker had Claws Agg. the damage becomes Claws rating + 3 dice (EXTRA) vs defender's agg. soak.

clearer?

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Mind Blast, Immolate, Bio-Storm, Q-Vampire(life), Poison, etc, basically any power that doesn't have a \"to hit\" roll or is Resisted wouldn't be helped by AP.

After you remove all of those, you are basically left with Claws, Q-Bolt, and the odd power max.

Exception: The Q6+ bunch could put AP on much more (i.e. level 3 powers).

Huh? AP: "...For every attack success, the attack may ignore two levels of soak." p.231 Aberrant corebook.

Let's take these powers one at a time.

Mental Blast: O.k., so unless the victim had Invulnerability(Mental), it wouldn't do anything, and the same goes for any other damaging mental powers.

Immolate: "...If the nova deliberately tries to touch someone, doing so counts as an attack." p.205 Aberrant corebook. In my mind, that's an attack roll, and therefore would work the way AP is described.

Bioentropic-Storm: It's only worthwhile if the victim has the Hardbody Enhancement.

Poison: It's only worthwhile if the victim has the Adaptability Enhancement.

Quantum Vampire(Life): It's useless.

There's also Bodymorph(When used as an attack as with Immolate), Hypermovement(When rolled as Hyperstrikes/slams), Quantum Conversion(But why would you?), and any damaging power that someone has an Invulnerability to.

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..this means you get (Claws value)d10 + what?

(Level of Claws)d + (acc succ)d

Accurancy successes have a max of 5. (So if you roll 4 succ to hit someone you get 3d).

Mental Blast: O.k., so unless the victim had Invulnerability(Mental), it wouldn't do anything, and the same goes for any other damaging mental powers.
INV: Mental grants willpower autosucc. Psi-Shield grants both autosucc and soak so it would work with half of the later.

...assuming AP works at all here. MB doesn't have \"to hit\" attacks, it is a resisted effect. So even if the other guy has Psi-Shield, you might still not get a bonus.

Immolate: \"...If the nova deliberately tries to touch someone, doing so counts as an attack.\" p.205 Aberrant corebook. In my mind, that's an attack roll, and therefore would work the way AP is described.
True. But most people are going to be doing normal Strength based attacks and let Imm do its own damage (which is automatic). That doesn't have an attack roll. Similarly, Imm doing defensive damage (if someone attacks you) also doesn't get an attack roll.

So AP would work with one third of Imm (the least likely to be used). Considering how little damage you are doing, you would be better off with Agg.

Bioentropic-Storm: It's only worthwhile if the victim has the Hardbody Enhancement.
And you would need a feat. And AP wouldn't help you for the resisted part of the effect. And typically the people with HB have enough Mega-Stamina to ignore the effect to begin with.
Poison: It's only worthwhile if the victim has the Adaptability Enhancement.
Assuming the ST allows Poison to be soaked with Adapt that now that \"Health\" exists.
There's also Bodymorph(When used as an attack as with Immolate)
Bodymorph can't have level 3 powers. In addition, if you were to do a powermax it would be Bodymorph you would be maxing (i.e. not Imm) and I'm not sure AP would be an allowable extra for Bodymorph (see below).
Hypermovement(When rolled as Hyperstrikes/slams),
Again, I'm not sure you could have AP tacked onto Hypermovement. Hypermovement isn't an attack power, it doesn't do damage in and by itself. Granted, having it allows extra manuvers, but you can't put AP on your dex, brawl, or martial arts.
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Not sure if I agree with you about the attack roll thing. The only example I can offer you is that in one of the books (I'll find it if you really want) there's a character with Hypermovement with the Extra Explosion which only works on Hyperspeed slams, which makes sense. I'm inclined to think that AP would work similarly.

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It was Zulu-Tango, from WWII. He does a really obscene amount  of damage with that particular attack.

That depends on whether the damage from the manuver is area, or is it just the damage from Hypermove itself? The difference would be 8 dice rather than 40. 8 plus his attack would level buildings and kill baselines. 20[20] is getting into Pee-Wee-Nuke range.

I asked the Prof about this and his ruling was just Hypermove itself would be area (not Flight, not Str/M-Str).

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That depends on whether the damage from the manuver is area, or is it just the damage from Hypermove itself? The difference would be 8 dice rather than 40. 8 plus his attack would level buildings and kill baselines. 20[20] is getting into Pee-Wee-Nuke range.

I asked the Prof about this and his ruling was just Hypermove itself would be area

(not Flight, not Str/M-Str).

Actually, the book describes him as a walking artillery shell, which is well within the 20[20] range, as a large railgun does 20[17], and a whipsword in his hands would do 15[20].

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