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Bulls eye! : Archery

While Archery has long since been left behind in terms of ranged combat, it has been keep alive by hunters, sportsmen, and traditionalist. Indeed, even some Nova¡¯s have taken a liking to the simple elegance of bow weapons. Certain companies have even begun to manufacture bows and arrows with the Nova consumer in mind.

To effectively use Bows and Crossbows, a character must take the Archery Skill( Dexterity based). The Accuracy, and Physical Prodigy enhancements can both be used with Archery. Bow weapons take a action to reload after each shot ( which can be used as a multiple action.) A character with Archery 4+ can reload and fire simultaneously. ( at a +2 difficulty). Arrows have a greater effect against armor designed to stop bullets, reducing the soak of artificial ( Non-Nova powered ) armor by 2 .

Short Bow : Encompasses Bows between .9 and 1.2 m long.

Acc: +1 Damage: 3L StrMin: 2 Range: 60m Mass: 1.5kg Conceal: T Cost:00

Long Bow : Between 1.5 and 2 m long, this weapon style includes the Welsh longbow and the Japanese Daikyu.

Acc: +1 Damage: 5L StrMin: 4 Range: 120m Mass: 2.5kg Conceal: N Cost:00

Compound Bow: Common Modern Hunting Bow. Designed to deliver similar power with less effort. Typically 1.2 m + long.

Acc: +1 Damage: 4L StrMin: 2 Range: 90m Mass: 2 kg Conceal: N Cost:00

Crossbow : The most modern bow weapon. Consists of a horizontal bow attached to the stock. Bolts are drawn and fired by trigger.

Acc: +1 Damage: 5L StrMin: 2 Range: 20m Mass: 2.5 Conceal: T Cost:00

Nova Bow : Designed to take advantage of the massive strength certain Novas posses. Current models can handle Mega strength ratings up to 2. Typically 1.2 + long.

Acc: +1 Damage: 9L StrMin/Max: Mega 1/ 2 Range: 200m Mass: 6 Conceal: N Cost:000

Specialty Arrows

What is a bow without arrows? A few special arrows round out the quiver of any bowman in the Nova age. Characters should have Resources 3 ( or Resources 2 and a good explanation.) to afford specialty arrowheads. Special Arrows come in cases of 10 ( 5 for Explosive and Incendiary).

¡¤ Armor-Piercing - A special Carbon Polymer shaft and Reinforced Arrowhead give these arrows enhanced piercing power. Reduce targets soak as the "Armor Piercing" Extra.

¡¤ Barbed - The Arrowhead is lined with cruel barbs. If the arrow strikes a target with 2+ successes, and inflicts at least one level of damage., the arrow becomes imbedded in the Targets body. Removing the arrow without proper medical aid ( Medicine 2+) inflicts an additional level of Lethal damage that cannot be soaked.

¡¤ Blunt - The Arrowhead is a blunted weight. Damage is Bashing instead of lethal.

¡¤ Explosive - The Arrowhead is an impact charge. The Fragmentation head inflicts 6L( with 2m Blast radius). The Concussive head inflicts 8B ( with 2m blast radius)

¡¤ Gas - Releases a cloud of Gas. Effects are identical to other existing Gas and smoke grenades. Creates a cloud with a 10m radius.

¡¤ Heavy - Weighted Arrows. -1 Accuracy, - 30m Range, + 2 Damage.

¡¤ Incendiary: White Phosphorus Arrowhead. Inflicts 6L to targets in a 2m radius for the first turn, them 3 L for the following two turns.

¡¤ Range- Balanced and fletched to fly straighter and farther. +1 Accuracy, +30m Range.

¡¤ Strobe - Creates a 6 dice Strobe effect. Visual for Flash and Audio for Screamers.

¡¤ Vibro - The Arrowhead is a high-intensity Vibro weapon. Add +[ 2] to damage of arrows with this feature.

¡¤ Boxing Glove - Uhhhh...­No.

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A.N.W.S (Anti-Nova Weapon Systems)- Created by Kazun Friexen, a billionaire nova-genius, to combat novas. Most governments have employed the use of these inexpensive weapons. Project Utopia has taken steps to ban these creations, but has been overruled numerous times by the UN, a fervent supporter of Kazun. These weapons come in several types:

1. The QED (Quantum Energy Disruptor) is the most widely used weapon. This titanium rifle fires a bolt of quantum energy disrupted by ions in light form. The greatest advantage of this weapon is that it never runs out of ammo. It calls upon ambient quantum power in the environment through a filter and then bombards it with light that has been charged with ions by running it through a lithium battery.

When the bolt strikes a nova, it begins to burn their skin as it disintegrates the quantum energies in their flesh. If a bolt manages to strike the M-R node in a nova’s forebrain, automatically “castrates” them of all quantum abilities, permanently.

2. NAVs (Nova Assault Vehicles) are currently only used in military actions against novas. There are other types of NAVs in prototype stage.

The military NAVs have the ability to scan their enemies for concentrated quantum forces. This provides them with tactical information about that nova’s powers. The NAV exoskeletons have an air reserve of 96 hours. This air reserve can be used either in the vacuum of space, or underwater. The military models have the following armaments, with some variations:

2 arm-mounted 105-millimeter cannons

1 shoulder-mounted Hellfire missile pod. Holds 32 missiles.

1 shoulder-mounted quantum beam cannon.

4 arm-mounted QED cannons

More to come!

(by the way, can anyone give the QED a damage rating? It would be a big help.)

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A teaser for the quantum bioweapons huh? OK. Before I start let me say that I'm a huge fan of Resident Evil, so this is going to sound kinda corny.

In 2005, Kazun Friexen's secret identity, Wazai Kayasha, began searching for a latent Nova. Needless to say it was quite difficult to find a nova that had not erupted. Finally he found a 10 year old in Kazackastan. After acquiring the boy's DNA he rushed back to his Japan lab.

Using certain technologies that Utopia would crap their pants in awe at, he managed to clone the DNA. One of his Aberrant allies aged Subject 1 to maturity. To verify that the process had worked, Wazai scanned the Subject for an M-R Node. The scan came back positive.

Now the most volatile process. Wazai bathed Subject 1 in hyperenhanced radioactive isotopes and concentrated rays of quantum energy. Suspended in a cryotube, Subject 1 was hooked to a IV that fed him liquid quantum, and artificial soma.

By the end of these expiraments, Subject 1 had all the attributes of a nova enhanced a hundredfold. He required no sustenance, no urinal or excretory systems, no air, and no medical attention. He was stronger, faster, smarter, and more charming than any nova had ever dreamed of being.

Wazai was impressed with his work and continued to make more of these bioweapons. Soon ther were over 5, 000 of them stored under Japan.

Subject 1 was freed from the cryotube in 2007. He considered himself to be higher than any other creature in the universe. Including Wazai. Wazai barely escaped with his life. Only by bathing the creature in pure QED energy was he able to dispose of it. He has since turned back to the bioweapons, and began expiramenting on them with cybernetics and the idea of uploading AI constructs into them.

The research was succesful and now Subjects 2- 5,000 are veritable gods on earth.

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A device that can casually "Un-nova" a Nova seems like a setting-wrecker.

I would suggest that in Addition to a lev. 2 Disrupt effect, the nova also loses 6d points of Quantum from their pool and takes 1 level of Bashing (Soaked with Node rating)) for each point lost this way. This makes a powerful weapon, but one that high level Nova's would still laugh at.

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  • 2 months later...

SynTox:

The Directive, in an effort to make a more powerful form of "mox" has

so far met with little success. However, a useful sythetic dirivutive

has been produced, SynTox or sytnthetic toxic mox.

All tests of SynTox against novas have proven worthless, the drug causing

only mild nausea and headaches, but a potentially priceless use has emerged.

SynTox has a highly lethal effect on eufiber that has been charged with

quantum. When quantum charged eufiber is exposed to direct contact with

SynTox it releases all of the stored quantum against itself in a non-soakable

attack resembling the Disintegrate power. This attack affects only the eufiber

itself and produces one level of lethal damage for every point of quantum

storded within.

*An alternative to assigning health levels to eufiber would be to have each point of

quantum destroy 5% of the total eufiber volume, with 50% damage effectively killing it.

When used on attuned eufiber that has no stored quantum the SynTox bonds with

the eufiber's molecules and stays dormant, SynTox will not affect unattuned

eufiber. When the owning nova attempts to store quantum within the eufiber the

SynTox activates to destroy it. Also, eufiber infected with SynTox has the

potential of activating when the wearing nova manifests his quantum abilities

through it, say firing a q-bolt through your eufiber glove. In this case a

stamina check is made against the amount of qunatum used. In the example

if the nova had used 5 quantum points then he must net atleast five successes

or the SynTox would activate. In such a case the SynTox effect would be one

level of lethal damage on the eufiber for 1/2 the quantum used, rounded down.

Strangely enough, SynTox will not affect "vampiric" eufiber in its current form.

Affecting eufiber that is not currently worn by a nova is automatically successful,

as is affecting that eufiber worn by a nova without mega-stamina. Affecting eufiber

worn by a nova with mega-stamina allows for a stamina roll to resist the drug, the

drug will infect the eufiber unless 1/2 the nova's stamina + mega-stamina (rounded

down, minimum of 1) sucesses are rolled.

SynTox has one primary weakness, it degrades quickly. SynTox becomes useless after

14 hours unless frozen to below -50f degrees, nothing short of that will suffice.

SynTox that has infected eufiber remains viable indefinitely. SynTox remains liquid at

temperatures above -50f degrees.

Directive agents are already being outfitted with SynTox "splash" grenades and

"burst" bullets (these are basically small globes of SynTox that splatter against

a eufiber wearing target). Burst bullets can be fired from an ordinary paint-ball

gun, of course the Directive use more powerful versions for velocity and distance.

SynTox appears as a sickly pale pink non-viscous liquid with no odor, it tastes like

aspirin mixed with kiwi juice.

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i know it's not really tech, and it doesnt really go along with what u guys were saying, but what would teh stats and damager for a chainsaw be? while being the ST i ended up with one weiner soldier goin at it with on of my player and there was a chainsaw, dont ask, and i had it like strength plus 4 lethal for slashes, and 4 aggrivated dice for holding it to the guy... what do you guys think?

mace baccon

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that's pretty cool. i know it's not tech but what would the damage on a bull be? like avergae healthy bull, with natural horns. i was thinking a bull has like 5 strength, normall its +3 for a headbutt (right?), well the horns are like a foot long so, i'd figure foot long claws damage?

back to the chainsaw, i was playing once and this dude with shapeshift turned his hand into a chainsaw! i think the gas was his blood, and after a while he had to role to stay awake from blod loss, it was pretty cool.

mace

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Yeah chainsaws'll do that. As for a bull charging, hmm... 5 strength + 2 or 3 lethal for the horns + a charge manuever, i'd say at the verry least +3. Maybe have it with a set of lethal and a set of bashing damage, since most people hit by a bull charge don't die (using the running of the bulls and the extreme sport shows on tv as a refference) but they do get launched a fair way. ::teleport2

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"Pocket Rockets" or "Aces" and the "Dealer"

Created by mega intelligent brainiacs for blackmarket sale these weapons

have found an enthusiastic buyer in the Directive. The devices are shaped

somewhat like a small, narrow and finned letter "A", and were named "pocket

rockets" and "aces" by a former professional poker player turned stealth

nova working for the Directive. This same agent also named renamed the

rifle a "dealer".

These are "smart bullets" for the nova age, capable of high maneuverabilty

turns at extreme velocities once locked on target. Each consists of a

depleted uranium tipped micro-missle, capable of penetrating moderately

strong tank armor, or similarly tough nova skin. Each can produce two

levels of lethal damage on a successful strike. Each shell is capable of

travelling at a velocity of 472mph (760kph) for 6 minutes before exhausting

its energy/fuel supply. The shells are approximately 3cm in length.

*NOTE: These shells are designed for those novas resistant to normal gunfire

and damage is listed accordingly. Damage should be adjusted higher for less

well defended targets. The shells are armor piercing.

The aces are fired from a specially designed rifle, two at a time. The rifle,

or "dealer", combines a launch mechanism, a ten dual-round clip, and a quantum

scanner. The agent uses the scanner to singularly identify an individual

nova's quantum signiture and then feeds this targeting information into two

aces, each ace having a micro-scanner capable of detecting only the uploaded

quantum signiture. The dealer's scanner has an effective omni-directional range

of 1.8 miles (2.9 kilometers).

When the agent fires at the target nova, both shells

immediately begin tracking the target. The shells initially fly out some

distance apart from each other and then communicate with each other and the

dealer for triangulation, making it very nearly impossible to outmaneuver them.

Most targets are struck from two entirely different directions, making defense

more difficult. The firing agent must keep the dealer's scanner on and in

rannge of the target (see above) or the aces will cease functioning and continue

in a straight path from thier last headings, without rocket boost. They

are still quite dangerous at this point and could cause collateral casualties.

(Edited for spelling and grammar.)

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  • 1 month later...

I've been thinking on this for a while, so here are a couple of BlackTech Backgrounds to increase the non-Nova cannon-fodder from just Mitoids. The Backgrounds are inspired by / adapted from / stolen from the "Street Fighter Player's Guide" (pages 21 - 30 for those who are interested). [it's a White Wolf Storyteller game, honest! ::wink ]

Animal Hybrid:

New advances in genetic engineering have brought amazing applications to various legitimate medical & biological fields [as described in Aberrant Year One]. However, some applications are less ethical, & outright banned by Project: Utopia's Science & Technology Division. The process to add animal DNA to a human subject & create a so-called 'Hybrid' is one such illegal application. Hybrids are often created by criminal or espionage groups as prototype 'super-soldiers' & the like, but recently some of the more extreme elements of the Novaphile sub-culture have taken a liking to the Hybrid process - the closest they can come to becoming a full Nova themselves (some even try to pass themselves off as true Novas - only to be discovered as frauds when someone decides to Node-scan the area).

A subject who undergoes the Hybrid transformation gains certain traits associated with a particular animal type. Only a single animal type can be chosen (the technology to add features from multiple animal types is yet to be fully developed). The degree to which the character takes on animal-like features is dictated by the number of dots she takes in the Animal Hybrid Background. Each dot represents a Nova Point's worth of animal-like Body Modifications the character has received.

All Hybrids have the potential to access whatever animal senses that their Hybrid 'type' would normally possess. This sensory ability is rather limited, but can still be useful. When using animal senses (e.g. the ability of a cat to see in the dark, a canine's sense of smell, or a bat's sonar sense), the character rolls her dots in the Animal Hybrid Background as a dice pool - the roll lasts for one 'sensing action' (e.g. seeing in the dark for a scene, tracking one scent-trail, etc.).

Hybrids can, with extreme effort, develop their Physical Attributes into the superhuman range. For the cost of a sixth dot in an Attribute that has reached the normal human limit of 5 dots (20 XP) they can develop a Physical Mega-Attribute of 1 (with no Enhancements).

Hybrids gain a limited Lethal Soak based on their Stamina, just like Novas (p.241).

Hybrids also start to develop social penalties for interacting with baselines - mostly due to their strange appearances, but also because they often begin to take-on animal-like traits such as less-than-normal feeding habits... Interactions with fellow Hybrids or Novas aren't affected by this difficulty penalty.

* The character is almost completely human in appearance, usually with a better physique than before, & the beginings of animal-like traits (e.g. a cat-hybrid may possess bright green, almond-shaped, eyes, & slightly pointed ears). 1 NP worth of animal features, no social penalties.

** The character has distinct animal features, but is still, overall, mostly human (e.g. cat or snake-like eyes, fully pointed ears, extra hair growth - with animal-marking patterns on it, or total hair loss - for reptiles & the like). 2 NP worth of features, +1 Social difficulties.

*** The character is still human in basic form & features, but is covered in patterned fur (or scales, or feathers, etc.), has animal-like eyes, etc.. 3 NP worth of features, +1 Social difficulties.

**** The character has made the jump from human to 'bestial', & now has animal features for a face (e.g. a short muzzle, or slits for nostris & no ears - if a reptile-type, etc.), along with the features of *** above. The character's form is that of an animal-headed, furred (or scaled, etc.) human. 4 NP worth of features, +2 Social difficulties.

***** Fully bestial the character appears to be an upright, human-sized, animal of the Hybrid type. They have a fully animal head (e.g. full muzzle), 'reverse knee' leg configuration, & similar animal traits. Most folks presume they're mutated animals, & not the other way around. 5 NP worth of features, +2 Social difficulties.

Bestial hybrids (**** or ***** dots) often drop to all-fours to run.

The Extra Helath Levels feature can be taken once (only) by a Hybrid to gain an extra Bruised Health Level, & is accompanied by an increase in size (similar to the Huge Size Merit in the APG p.69).

Claws (or fangs) can be taken as a feature. Claws convert the Hybrid's strikes to Lethal damage, fangs do the same for their Clinch damage (as a grapple / bite move) - neither adds any extra damage to the attack in question, either counts as a single feature.

A single extra point of Bashing & Lethal Soak can be taken as a feature (a limited form of Armour, simulating tough scales, leathery hide, or similar animalistic traits).

Novas can't take the Animal Hybrid Background, & can't be changed into Hybrids (their genetics are different enough to baseline humans to resist the process). Hybrids who later erupt as Novas (maybe even due to the trauma of the procedure) loose the Hybrid Background, but usually retain the features (or similar features) they gained (which are purchased as normal with starting Nova Points).

Cybernetics:

Advanced medical technologies have allowed the melding of man & machine. Most replacement body parts are biological, even when artificially created, but certain military research has progressed to produce combat-worthy artificial limbs & cybernetic components. Organised criminal groups in particular have taken to the new (highly illegal) technologies - often using them to patch-up their men who have lost fights to Novas & would be otherwise crippled for life. Few, at this time, would ever voluntarily have healthy body parts replaced, but some groups aren't below kidnapping 'volunteers' to test their new hardware designs on.

Each dot in the Cybernetics Background represents a replaced limb (the head, in this case, counting as a fifth 'limb'). Any character with the Cybernetics Background will also have other implants & support-systems throughout his whole body (to make sure that a powerful cyber-limb doesn't just rip free of the flesh & bone it's anchored to). A cybernetic 'head' involves skull replacement, computerised brain implants, cyber-eyes, & the like (the brain itself is not replaced!).

Cybernetics are heavy-duty military hardware, they're not subtle prosthetic replacements a Nova-age patient might receive from a cutting-edge hospital. As such they're generally pretty obvious, & cause the cyborg in question to suffer social penalties (similar to a Hybrid or Tainted Nova).

All Cyborgs have a Stamina-based Lethal Soak, just like Novas & Hybrids (in this case representing their mechanically-reinforced bodies). Cyber-limbs (&, in the case of a full-cyborg / 5 dot character, cyber-torso) have a Soak of 6 against all types of attack, & take only Structural damage. Cybernetics are constructed from advanced ceramics, alloys, & high-impact plastics.

* One replaced limb (or the head). +1 Social difficulties.

** Two replaced limbs, +1 Social difficulties.

*** Three replaced limbs, +2 Social difficulties.

**** Four replaced limbs, +2 Social difficulties.

***** Full cyborg - entire body (all limbs, torso, & head) is cyborged - only the brain & a few other essential parts remain human. +3 Social difficulties.

Each cyber-limb (arm or leg) has it's own Structural Levels (p.270), independent of the character's own Health Levels. Damage to the limb results in penalties to actions performed with that limb, but doesn't (as such) hurt the main character. A cybernetic head (housing, as it does, the character's brain) retains the character's normal Health Levels. A full cyborg character (5 dots on the Cybernetics Background) grants full Structural Levels to the character's torso as well (independent of the limb's Structural Levels or the head's Health Levels).

Cyborgs can gain advantages beyond the basic Background, by upgrading their components & adding new features to their implants. These upgrades must be paid for with XP - in this case representing the time & effort it takes to add the feature, recover from the addition (often involving at least some surgery), & learn to use the new component. Those who upgrade without having first accumulated the needed XP take an amount of time to adjust / recover based on how good the facility which conducted the operation treats them. Basic care grants 1 XP per week of recovery (only to offset the XP cost of the addition), better or more intensive care grants up to 4 XP per week of recovery.

Cyborgs can purchase a single dot in any (or all) Physical & / or Mental Mega-Attributes. These don't come with any Enhancements, but Enhancements can be purchased to simulate certain equipment. Mental Mega-Attributes can only be purchased if the character has a cyber-enhanced head. In any case these superhuman abilities are focused through the character's cyber-limbs (e.g. a one-dot cyborg who has hydraulic rams added to his cyber-arm to simulate the Crush Enhancement can only Crush with that one arm). Enhancements that usually cost QP to activate can be used without QP, but always function at the lowest level possible. Certain cyber-Body Modifications may also be available, subject to the ST's rulings (naturally). All such Mega-Attributes, Enhancements & Powers are actually advanced technology that simulate such effects (e.g. jump-jets simulating Quantum Leap), & are in no-way powered by the Quantum energies of Novas.

In addition, cyborgs can implant weapons & similar personal equipment into their bodies - space not-withstanding. Heavy Weapons are usually too big to be adapted to a cyborg's frame, but a pop-up micro mini-gun (based on SMG stats) is a possibility. Each such 'internal device' costs a single XP.

Novas could conceivably become cyborgs, but most would be loath to do so, & those with Mega-Stamina, Regeneration, or who receive the Healing Power may reject the technolgies involved.

A cyborg's Structural Levels required an Engineer with the Cybernetics speciality to repair.

Cyborgs generally like to have a healthy level of Backing, in order to retain access to the facilities & expertise required to repair & upgrade their bodies.

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Hello,

I originally posted this on 6/9/03, but it seemed more than appropriate to this list. Please feel free to use it as appropriate.

Mutate (Background)

In many different forms, and for many different purposes, the efforts to artificially elevate a human to nova or near nova power levels is something of an obsession in 2008. From government and corporate super-soldier programs to nova experiments, these "enhanced" humans can be a serious destraction to low-level novas and a true terror to baselines. Only baseline characters can purchase levels in this background (storytellers discretion).

System: Each level grants mutate points with which the player may raise the characters attributes at a cost of one dot per point (only strength can be raised above 5 in which case the character gains mega strength * with no enhancement), Body Modifications, Armor, or Claws, purchased as per nova points - no other nova powers may be purchased. Characters with this background can only gain new powers by raising this background. Taint accumulated from this background results in aberrations from the first dot up.

*The character has 3 mutate points and gains 1 point of Taint.

** The character has 5 mutate points and gains 2 point of Taint.

*** The character has 7 mutate points and gains 3 point of Taint.

**** The character has 9 mutate points and gains 4 point of Taint.

***** The character has 15 mutate points and gains 5 point of Taint.

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Nice Captether ::thumbsup , but what are you basing the 'mutate point' / NP amounts on? 15 NP for a Background, even with 5 Taint (& 5 aberrations) seems a little excessive.

I figure 1 (limited) NP per dot in a Background, since Eufiber (basically) provides 1 NP worth of Armour per dot (i.e. 3 NP = 3 Soak), with a few added extras & a few limitations. Taint, at most, doubles the amount of NP you get. So maybe something along the lines of 2 NP & 1 permanent Taint per dot in Mutate, with aberrations starting at the first dot? Or, you could skip the Taint entirely, & just list the aberrations gained - maybe 1 low-level at one or two dots, an extra low-level at three or four dots, & an extra mid-level at the fifth dot? Each aberration adding a +1 Socal difficulty penalty?

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Good points professor,

I had thought about a possible Surgical Mod Background for Adventure to have something like;

*The character has 2 mutate points, +1 social difficulties

** The character has 4 mutate points, +2 social difficulties,

*** The character has 6 mutate points, +3 social difficulties

**** The character has 8 mutate points, +4 social difficulties

***** The character has 10 mutate points, +5 social difficulties

This is as-per the listings for Medical Modifications in the Adventure book, the book also listed the limitations inherant in having such modifications. I could see this as meaning the equivalent of Minor aberrations (being more role-playing than large scale mechanic altering).

Should such aberrations come every level of the background?

-Aaron

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The Backgrounds are inspired by / adapted from / stolen from the "Street Fighter Player's Guide" (pages 21 - 30 for those who are interested). [it's a White Wolf Storyteller game, honest! ::wink ]

Thanks for reminding me of these. I had used them previously but as I sold all my SFtRPG stuff awhile back I forgot all about those nifty Backgrounds.

I had a player who after playing several variations came up with Replicants ala Blade Runner. You had a Background you purchased for the generation of Replicant you were with the average Psychos who live a couple of years only having one or two while the girl Replicant that was hanging out with Tyrell was a level five Background being as she wasn't crazy nor did she have an expiration date.

Related to the above we also had some vat-grown clone types ala Space Above and Beyond (I think that was what it was called) and the Alien novel series.

In the Aberrant era I think Hardtech type stuff is fine but I alter the details to Bioware for the Trinity era. Of course I had a dark ages fantasy series once using Lemke's Trinity/Fantasy rules and has a clockwork man instead of an android but it used the same rules as Streetfighters Cybernetics.

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I had thought about a possible Surgical Mod Background for Adventure...

That's already covered in Adventure! by taking Medical Experimentation modifications via the Gadget Background. Such a Gadget would also allow a character to have Innovation-based Knacks outside of his own Insipred type (e.g. a Captain America type designed as a Daredevil, but with the Gadget Background 'Super-soldier serum' that adds a Stalwart Knack or two to his abilities). As listed in the book, each two non-human Medical Experimentation features add a +1 Social difficulty. The amount of available features would be the same as the number of 'options' the Gadget Background granted (as per the normal rules for the Background).

Aberrant's Eufiber Background grants more raw power per dot than an Adventure Gadget, which is the only reason I'd ever suggest not using the Adventure! rules for Aberrant-era medical experiements.

I had a player who after playing several variations came up with Replicants ala Blade Runner. You had a Background you purchased for the generation of Replicant you were with the average Psychos who live a couple of years only having one or two while the girl Replicant that was hanging out with Tyrell was a level five Background being as she wasn't crazy nor did she have an expiration date.

Interesting. Did the 'Replicant' Background grant any bonuses, or just limit penalties? If the latter then the limited life-span, etc., in Aberrant is better covered via aberrations. Just goes to show how flexible as a design-tool Backgrounds can be though.

Related to the above we also had some vat-grown clone types ala Space Above and Beyond...

I think they called those guys 'Tanks' (slang) or 'Invitroes' or 'Nipple-necks' (insult).

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Hello,

Could a Background similar to the Device/Gadget Backgound in Adventure! game be used in Aberrant wherein the number of Advancement options represent successes in Gadget Building? This way, novatech devices/cyborgs/True A.I.'s/mutants/etc could sport a very limited level of Quantum powers and/or other altered features. It could even be concievable (even setting appropriate) to allow said powers to be Tainted, with the device/cyborg/mutant/whatever have a Taint score and weird features and problems. This could easily explain Trinity-era mutants.

To do this we will need to charge more concerning powers purchased in this manner, as the device, mutant or whatever may be in the hands of, or BE, someone other than the inventor. Possibly the powers Quantum Minimum +1 in successes for Quantum Powers, 2 successes per dot in a Mega Attribute (no extras), and 1 success for an extra (Or make the character have to raise the attribute past 5 to get access to a mega attr).

* 3 successes

** 5 successes

*** 7 successes

**** 9 successes

***** 15 successes

I would allow most Body Mods and Attribute dots to be purchased without a Quantum point being Purchased. Characters would be reminded of the limitations imposed on such creatures/devices such as the -1 Health Level for living constructs, and the -1 Health Levels and the -1 Soak in its most vital component. Spending successes to replace this health level through purchase of the extra health level body mod costs one success, though additional purchase costs two successes thereafter.

Whatcha think?

-Aaron

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  • 3 years later...

After the successes made in developing various "nova scanners" one nova inventor decided to take a slightly different approach, and has been selling a lot of his devices to the Directive and many private/corporate clients. The devices are most usually placed near entrances and in sensitive areas.

The Ghostlight Scanner

While not really a scanner, this device does make the presence of any nova known to all around.

The Ghostlight Scanner floods the area with emissions that react to the raw quantum energies (Q-Pool) within all novas. The nova, and those around her, are not harmed in the slightest, the nova feeling nothing more than a barely noticeable tickling sensation. This reaction causes the nova to glow very softly, but also definitely noticeably.

The amount of raw quantum (points) within the nova doesn't seem to affect the size or intensity of the glow (not enough to read by, definitely less than Bioluminesence 1). However, for reasons not yet understood, the color of the glow seems to be random for each individual nova. Taint does have an effect on this aura though, causing completely harmless lightning like effects to suffuse it; these effects being more prevelant for more highly tainted novas.

A nova may not "fool" the device and will be detected. The only known ways of remaining undetected are through Dormancy (1 dot will suffice) and being completely drained of quantum (no points in your pool). Higher levels of taint can increase the necessary Dormancy rating to remain undetected.

A Ghostlight Scanner is approximately the size of a 20th century VCR, and affects an area to a radius of 20 meters. Multiple devices may be placed so as to overlap their areas of effect with no adverse results.

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Don't like the QED. At all. Unerupting someone is the equivalent of a Level *5* power effect. It sure as hell shouldn't be doable by some mass produced gadget.

As for the idea of a background to cover quantum gadgetry, the problem is, as it currently stands, there's nothing to keep a gadgeteer from simply making more gadgets.

One possibility is to have a Gadgets background that indicates the number of gadgets a character can maintain at a time without, say, the duration limit, or the need to start from scratch if destroyed.

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