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Aberrant RPG - Paramorphs in Aberrant


Captether
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Hello all,

I have been thinking of ways to translate the concept of a daredevil ala Adventure! for use with Aberrant. I realize that one could simply use them whole-hog from Adventure with aberrant, but I wanted to avoid the whole dramatic editing which seems to go neglected with my group.

I really enjoyed the "synthetic paramorph" concept presented in the asia ascendant web-book, but wanted to have these types able to be placed over an existing Baseline/Un-Inspired character rather than necessetating the character be created as a "superior" from the get-go (Superiors arent born superiors). So this is what I was thinking for Daredevils:

*Quantum: Daredevils do not have a score in Quantum, instead they get a point in Inspiration. This score really only affects the dice pool of a limited amount of Quantum powers, though these can be important.

*Quantum Pool: Daredevils do not gain any temporary quantum. This makes sense later on so bear with me. Because the characters do not "build up" quantum (nor truly use quantum) they cannot be detected by Quantum or Psi powers to be anything other than human.

*Taint: Daredevils cannot but tainted powers, nor can they gain taint or taint diseases. They also cannot "push" their powers like Novas can.

*Nova Points: Called 'surprisingly' Inspiration points. The character gets 10 of these. These points can be spent on Attributes, Abilities, Backgrounds, Inspiration, Willpower, and some Quantum Powers, and Mental and Social Mega Attributes (Limited to one dot in these Mega Attributes) as a Nova.

*Quantum Powers: These are restricted to those Powers That do not require a Quantum Expenditure and that arent too blatent (this translates into Level 1 powers). The powers they can purchase are: Hypnosis, Luck (particularly important), Intuition, Psychic Shield, and Sensory Sheild. These greatly resemble Dramatic editing (Luck in particular) and certain knacks.

*Extras: Daredevils can only benefit from those Mega-Attr extras that do not require quantum point expenditure (there arent many). These greatly resemble Knacks.

These guys can be brilliant and super charming, but not neccesarily "super". They might seem more like a particularly specialized human of extraordinary talent. What do you guys think?

-Aaron

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Best concept I have seen written up to date. Have you played with this yet to see how it holds up?

Thank you. I havent tried this out yet, though I am thinking of using it in a home-brewed campaign. The setting calls for possible superior "types" as opposed to Novas, though not with adventures Dramatic Editing feature.

The superior types would be the recipient of a procedure that excellerates their performance to being "multi-savants" to a degree. I was thinking of calling the Inspiration/Quantum trait Genius, to represent their inner abilities rising to the fore (and yes this is somewhat Technocracy inspired).

Any ideas?

-Aaron

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I dont know if this is relevant, but...

I have receantly st:ed an introducory abberant game (both for me as well as my players) where I put my players through an artificial nova creation. They got 11 nova points each, no tainted powers, I didnt allow them to buy mega-attributes over the value of one, one of there powers could be level three as long as they where not overly blatant (two of them got level threes: elemental anima (fire, using the sub-power(decrease/increase) and cyberkinesis (fool)). The most notably of the powers is telekenetiks and there have been no overly blatant use....

A suggestion for people that will St low level campaigns in Abberant is not to go overboard with the opposition. A abberant of normal powerlevels would with the highest probability kick the living &%#@ out of, at least my players, other than that its pleanty of fun :-)...

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The setting calls for possible superior "types" as opposed to Novas, though not with adventures Dramatic Editing feature.

    The superior types would be the recipient of a procedure that excellerates their performance to being "multi-savants" to a degree. I was thinking of calling the Inspiration/Quantum trait Genius, to represent their inner abilities rising to the fore (and yes this is somewhat Technocracy inspired).

Did you decide what organization created them yet? And are they going to be "castes" or will it be individualized? I think they would actually be a match for low end Aberrants and that calling it Genius wouldn't be a bad idea at all. Did you decide for what reason they were created? Are Quantum powers necessary for the creation of these Paramorphs? I think one of their greatest benefits would be invisibility to Psi and Quantum detection. I am thinking about incorporating something like this now... Hmm...

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In the home-brewed campaign the world is in the far future where the humans of the setting have lost access to the majority of their ancient and super advanced technology because of a war with powerful A.I.'s. These A.I.'s still exist, but are isolated to their "underworld" with no direct access to the physical world, and humans cannot access the vast dataspheres that exist without risking attracting one of these things. Hence tech is considered magic, and those who weild it as wizards.

Because of their need for some way to process the information to maintain, duplicate, or in some cases, create technology beyond a water weel, the "superior types" (or the Chosen as I am thinking of calling them) were developed. These people are chosen for a genetic predisposition and subjected to "Alchemical" treatments and artifacts to awaken their Genius. They form a noble class amongst the people of the setting and have established noble "families" of which only those of the "True Heritage" are granted true power.

The A.I.'s (once called Guardians now called the Defiled) have emense power and were far beyond human intellect. The extent of their powers are to be hazy and mysterious, but they will have Titan level Nova Mega Mental and Social attributes, Quantum (and Taint). They do not have quantum powers as-such, but can design devices and organisms that utilize quantum and quantum effects as if they researched them (ala Aberrant Players Handbook).

Lacking physical forms, they cannot affect the physical world without a "door", broadcasts, radio, or any computerized equipment that is connected to a datasphere is fair game. These beings do have some minor ways into the physical world through the efforts of cults (you just knew that there were cults ::ninja ) and those ensorceled while delving into the aether.

-Aaron

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Paramorph Revision:

* Instead of allowing paramorphs to purchase levels in a mega-attribute, I am thinking of allowing the purchase of certain extras as stand-alone powers (cost; 3 nova/inspiration points per extra), to purchase these extras the character must have at least three dots in the base (not mega) stat. These extras are the type that do nopt call for quantum expenditure. The list is as follows:

Accuracy (Dex)

Catfooted (Dex)

Physical Prodigy (Dex)

Eiditic Memory (Int)

Mathematic Savant (Int)

Linguistic Genius (Int)

Speed Reading (Int)

Artistic Genius (Wits)

Lie Detector (Wits)

Synergy (Wits)

Commanding Presence (Cha)

Natural Agitator (Cha)

These powers easily function as knacks, and in many cases are basically the same. Stalwarts can purchase ability mastery in an ability that has already achieved 5 dots by spending 3 Nova/Inspiration points, this allows for extra dice and the ability co construct super-scientific inventions (and innovations if quantum powers can be studied).

-Aaron

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