Aberrant RPG
Aberrant RPG
Aberrant RPG
We are your heroes, your legends, your icons. Beware. Your legacy is our future.
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ISBN 1-56504-626-9 WW8500
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Printed in Canada
$24.95 U.S.
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From N! documentary Reaching the Stars: A Decade of Novas, first aired March 23, 2008
We had the chance to sit down and talk with Randel Portman, The Fireman, in an exclusive N! interview. We discussed what it was like being a nova, how the world has changed since novas arrival and what the future holds.
- N!: So, Mr. Portman, what is it like to be the first known nova?
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Portman: It is a distinct honor. Actually its just luck, really. Fate just decided that I would erupt in a rather spectacular way, and I was lucky enough to save lives. In general, though, being a nova is a wonderful thing. Novas are simply people with special abilities. Yeah, those powers can make us seem weird or unapproachable, but really we are just people.
N!: YOU may be understating the case a bit. Experts postulate that, n ha^ t h shility to theoretically do just about anything. ~ ~ ~
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Portman: The theory always sounds better than the actual facts. Novas powers stem from our ability to manipulate the fundamental forces of 1 nature: gravity, electromagnetism, the strong nuclear force and the weak one. Assuming a nova had no limits in manipulating those forces, then he would effectively be God, but we all have our limits. The Project scientists tell me a lot has to do with how an individual nova sees his Qhilitiesand how they emerged.
N!: You emerged - erupted, as the saying goes - spectacularly, saving a school bus full of children. How did that shape your abilities?
Portman: I was a fireman, which is how I got the nickname, and had responded to a traffic accident. When we got to the scene, all I could see was the outline of a school bus in the flames. Fire was coming out of every possible opening in the thing. It was awful. I heard all the little kids screaming, and I just sort of froze. I could feel something happening, and putting out the fire was all I could think of. All of a sudden, my head felt like it was being hit by a sledgehammer. The last &ing Iremember seeing was a huge gout of flame coming right toward me. After that everything is hazy. The next thing I know, Im kneeling in a puddle of melted
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asphalt. At the time, I didnt even think to wonder why I wasnt hurt. I couldnt see any more flames, and the guys were all standing around me shouting. The rest of it was a blur of sirens and people I didnt know asking me bunches of questions I could barely understand. The headache lasted for almost a week.
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The Project docs told me, later, that novas typically emerge during a time of great stress, and their powers reflect that initial situation. I can absorb energy. Only recently have I begun to learn how to redirect it. We arent all-powerful. Hell, I cant even fly. What kind of superguy cant fly?
N!: How have your quantum powers grown, and how did you learn them !
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Portman: The fire-eating thing - radiant energy absorption, the docs call it -just came naturally. I just kizezu how to do it. Within a few weeks of the initial discovery of novas, the Aeon Society contacted a lot of us and asked us if we would like training on how to use our powers. They had recruited some amazingly smart novas who had figured a lot out about our abilities. I agreed. I spent close to two years with them, on and off, after they set up the Project. They teach various meditation techniques, and they constantly test and challenge us to use our powers in new and different ways. Anovas abilities really are in your mind. You have to convince yourself that you can do something new, and you have to make it an expansion of something you can already do. We even got a crash course in quantum physics, so we would better understand what we were really doing.
N!: Whats your take on the recent criticism of Project Utopia? Some people are calling it a conspiracy to take over the world, others are claiming that it wants to create a socialist world government. How do you respond to those claims?
Portman: I dont think thats the case at all. Project Utopia has done great things for everyone on this planet, from the global environmental cleanup to the Palestinian peace agreements to the Ethiopian terraforming project to fighting international terrorism.. . hell, even the Zurich Accord, that made the world accept novas as people. It shocked people when Project Utopia got an advisory position on the UN Securitv Council, but as closely as theyd been working with the UN, it shouldnt have surprised anyone. I love my country as much as the next guy or the next nova -but the recent talk of Utopia being a huge conspiracy comes from a few rightwing nutcases with bad attitudes. Nothing more.
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Most of us novas would have been lost without Project Utopia. An erupting nova can be dangerous, whether he means to be or not. At any
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rate, the process is severely painful, as the M-R node just kinda grows in your brain. Hurts like hell, let me tell you. Project Utopia intervention teams show up and offer help and training to new novas. They also offer novas a life and a chance to help society and the world. You remember 1998: People went apesh- err, wacko when they found out there were superpowered mutant freaks running around. Project Utopia directed our energies toward helping the world. Without it, people would never have accepted us, and you and I wouldnt be talking right now.
N!: The world has certainly changed in the last 10 years. Do you think it has all been for the better?
Portman: I dont think anything is that black and white, but the world is definitely a better place. Like I said, the environment is clean, worldwide organized crime is on its way out, Utopias colleagues at the Triton Foundation have discovered a vaccine for AIDS and cures for many types of cancer and we are even beginning to seriously explore the solar system. Yeah, I think the world is a better place after the arrival of novas. Dont get me wrong, I dont think that this wouldnt have happened without novas. We certainly helped, but anyone with these abilities would. Novas have not just worked toward making the world a better place, but have inspired the rest of humanity to do more. Weve changed culture, fashion, politics, even religion in some cases. I mean, isnt this station the highest-rated in the world? N!: You mentioned the Triton Foundation. Medical and biological science have made prodigious advances in the last decade. What do you t i k about hn the recent work on the origins and distinctions of nova biology?
Portman: Everyone knows that novas, or Homo sapiens novus as the eggheads like to refer to us, are novas because we have DNA coding allowing us to develop the Mazarin-Rashoud node. Who would have thought that something as small as the M-R node could change us that much? As far as genetics, well, its not really my field. I know that they are saying that novas have a certain sequence of DNA introns or something, and that is what is responsible for us developing the M-R node. They also say that the DNA can be inherited only from your mother. All I really know is what they tell me; the docs know better than me. I hear that there are over 6000 known novas in the world, now. They come from all backgrounds and from around the world.
I do know that we look different. Novas tend to be sleek and buff, with little body fat and great physiques. They say that it comes from our increased metabolism, from forcing the body to channel so much energy. We also eat like pigs. Hell, I had two steaks and three baked
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potatoes for dinner last night, but I can also absorb enough energy to turn just about anything into ash. I guess its the trade-off. Some of us also display what the religious kooks call an anima. Many novas have a distinct field around them when they use their powers. I guess youve seen the footage - I look like Im covered in transparent flames when I absorb energy. Ive seen weirder displays. Im just glad that some of the research has helped with older problems like cancer. I havent had a cold in 10 years, and if a blood sample can keep everyone else from having one, all the better.
N!:Not all novas, especiallysome who have spoken out recently,have taken such a philanthropic position. How do you respond to Divis Mals melodramatically dubbed Null Manifesto and organizations like his Teragen?
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Portman: I dont know much about this Mal fellow, but I dont like what Ive heard. Isnt he the guy who says that we arent human? Of course Im human! I can just do things some people cant. He says were all governments of our own, and that the laws and rules of humans dont apply to us. Personally, if he really believes that, and its not just a publicity stunt or ratings gimmick, then hes a megalomaniac, and his mom should have spanked him more often. I wish hed just mouthed off on Two Minutes Hate, like the rest of the bored wackos, and left it at that.
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As far as the Teragen is concerned, they give all novas a bad name. I can'^ wait until the Utopians or the UN or someone gets a hold of them. I dont care how popular or cool some folks think the Teragen is, Mals group is nothing but a gang of thugs, the Manson Family with superpowers. Theyve killed people, destroyed property, intervened in wars and they say they are acting for the good of all novas? They are no better than Mal. In fact, theyre worse. At least Mal just mouthed off. These guys are wreaking havoc. They are the ones who are putting this smearcampaign crap on the Project. N!: Does the future look bright?
Portman: I think so. Weve had problems and bad apples, of course, but all in all, novas have done a lot to make the world a better place. Guys like Mal will always pop up, but theyll get their due. I think the next 10 years will be even better than the last. I really believe that the 21st century will be the dawn of a golden age for mankind.
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". ..In the wake of the Galatea's explosion, freak accidents and
". . .India is blaming a Pakistani attack for the sudden flood of the Ganges, which has washed away.. ". ..teenager was unable to be rushed to the hospital, remaining electrically charged for 20 minutes, despite paramedics' attempts to ground out the electrical charge.. ."
"...mass suicide of a California religious commune, which detectives are attributing to a millennia1 death pact.. ."
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common man. Radioactivity breeds mutation - thats all the explanation most people seem to need. 1 have to wonder, however, if the isotopes werent somehow charged with refined quantum energy during the process. Nothing in modern science explains how such a thing was possible - but then again, modern science is skating by with the barest excuses for how aberrant powers function, anyway. It seems more plausible to me that the genetic coding for the M-R node would be stimulated by focused quantum than by outright radiation; however, theres no way to test this theory. Quantum is notorious for not remaining in the background long in concentrated quantities; short of having an alreadymanifested aberrant there at the time, 1 suppose theres no way we could ever have known for certain. Which is a damn shame, because otherwise, this conundrum may very well haunt me to my grave. 1 wonder: Since the most common source of focused quantum appears to be aberrant powers, is it possible that some mutant actually manifested a functioning M-R node before the loss of the Galatea? 1s i t possible that one of the men and women aboard was the first aberrant, and that he or she somehow engineered the explosion to create others like himself or herself? IF so, then logically this aberrant would still survive; why sacrifice yourself, after all? The question is - where is he? Must look into this further, preferably by enlisting an aberrant with enhanced reasoning capacities. Are the rumors of psychometric powers true? Whatever the case, Id better keep this to myself; no need to endanger my current position by earning a reputation as a crank conspiracy theorist. 1 can collect the Nobel after Ive gotten proof.
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March 23,12:18 PM GST Galatea tesearch satellite explodes. Its rapidly kcaying orbit dumps radioactive material into the jetstream In a matter of days, increasing radiation levels are
: The Aeon Society publiciy announces its UN support and issues an invitationto open dialog wrth any interested novas. The UN works behind the scenes to calm and reassure the world that Aeon can handle the nova outbreak.
allows the nova some degree of channeling and control over the quantum forces.
IVk 3andel Portman becomes the first publicly known nova. The Fireman, as the media later dub Portman, emerges lunng a school-bus fire in New York. His lascent powers absorb the energy from he fire, putting it out and saving dozens If lives
he UN overwhelmingly passes the Zurich Accord, a document declanng novas to be human beings, with all the nghts and responsibilities thereof A few fundamentalist Islamic nations and dictatonal regimes, all countries with poor human-rights records, protest the resolution August 13, Project Utopia, a multiputpose private foundation, is formed under the guidance of both the UN and the Aeon Society. Project Utopias stated goals are to study the nova phenomenon and utilize novas abilities to better the quality of life on Earth for all its inhabitants. Membership and training are open to all interested novas, under the direction of Drs Henn
December 31:Aeon Society census reports approximately 600 known novas in the world population. Inspired by the coming of the novas and fueled by millennialist anxiety, various apocalyptic and transcendentalist religious sects arise throughout 1998. Many of these groups see novas as the chosen of God or the ultimate development of humanity. The most notable of these is The Church of the Immanent Escheaton, founded by a charismatic nova styling himself Chrystian Kalpa.The Vatican does not release an official statement of position on the status of novas, Protestant sects and Judaism release statements of support for novas, with wording in line with that of the Zurich Accord. Fundamentalist Islamic sects decry novas as the Devils children, but increasingly come into conflict with Sunni philosophy exalting novas as the chosen of Allah.
1999
January 1: In a media spectacle attended by former President Carter and the UN Secretary-General,Project Utopia introduces its Team Tomorrow, a group of novas from around the world organized to implement Project Utopias goals of a better future. Team Tomorrow begins to combat global terrorism, organized crime and natural disasters with the cooperation of law-enforcement agencies worldwide. Utopias fledgling Science and Technology Department begins working on solutions to famine and environmental crises.
mh-April: Novas emerge worldwide almost daily basis. Governments jcramble to deal with the phenomenon. ntemational relations become tense, Nith the US going to Defcon 3. Other iations respond in kind. Emergency sessions of the UN are called. First usage of the term nova by the press, in response to scientists unofficial categorization of the newly erupted as Homo sapiens novus. April 12: The Aeon Society, an international philanthropicorganization dating back to the League of Nations, initiates a dialog with the UN, offenng to seek out and study novas.
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C ier: First use of the term baseline to refer to humans without an M-R node. December 4: Dr. Henri Mazarin and Dr. Farah Rashoud release their findings on the discovery of a unique gland found in the brain of novas. The MazarinRashoud, or M-R, node is believed to be the root of a novas abilities. Novas officially dubbed subspecies Homo sapiens novus. An independent pharmaceutical researchfacility, the Triton Foundation,provides funding for Mazarin and Rashouds research, and much of the other nova research over the next decade. A novas powers are theorized to derive from manipulation of the basic forces of the universe, also known as the quantum forces: gravity, electromagnetism,weak nuclear force
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January 8: Project Utopia opens the first Rashoud facility in midtown Manhattan.The facility is intended to be a place where nascent novas can go to leam about and explore their powers in a controlled environment. Over the next decade, dozens of other Rashoud facilities open worldwide.
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rest of the world normalize by July. government. The chaos leads to May31: The first movie to featui Russiastotal economic collapse. nova actors opens to rave reviews. Russias financial woes spread through Steven Spielberg-directedNova is the already weakened world markets, and story of a young man who emerges as cause the worlds worst one-day market nova, then dedicates his life to righting losses ever. The Moscow Crash, as it is the wrongs of society. Various famous later termed, plunges the world into a novas figure prominently in the cast. Th massive recession. movie breaks all previous sales record February 19:The World Bank staying in the top spot throughout the responds immediately by calling for summer. Nova goes on to sweep the temporaty freezes on all international Academy Awards, winning a record 18 loan payments. Internationalcurrency Oscars. narkets close for the week due to July 15: Second-quarterfinancial Jressure from the InternationalMonetary reports indicate worldwide economic Fund. Wall Street and other world trading improvement.The upswing marks the xnters voluntarily close trading for the beginning of the largest sustained pen est of the week to allow a thorough of economic growth and prosperity in 3ssessment of the situation, and to allow world history.The UN drops its freeze of the panic to calm. Many governments, the currency markets, and most nations includina the US and the rest of the G7 of Westem and Central Europe agree to iations,implement emergency pnce the adoption of the euro currency, linking :ontrols on consumer goods. much of Europe into one economic March 1: Project Utopia announces entity. The United Kingdom declines that its nova-employingresearch entry into the European Union. department is working on a solution to September& Project Utopia the economic crisis. It also offers the announces that it has successfully services of the novas associated with closed the hole in the ozone layer and Utopia to the UN, and any government introduced CFC-eating bacteria into the that asks, for relief work. The news leads atmosphere to prevent continued to a slight upswing in world markets. damage. Project Utopia requests that all 7: Microsoftbecomes the first UN member states begin transporting ,)rivatecompany to hire a nova for public toxic and radioactive waste to a relationsand research. Mungu Kuwasha collection facility in Siberia for future is hired for his ability to interfacewith disposal. January 1 The Year 2000 bug hits computer systems. November3 Robert Schroer, a many of the worlds computer systems, April 3 :World unemployment rates 0 moderate Republican representative causing moderate problems. Power quadruple in only two months. Philanproduction, airline traffic control, Internet from Colorado, is elected President of thropic organizationsworldwide follow the United States. Schroer begins the traffic and financial institutioncomputers the Aeon Societys lead in offering relief Republican nomination process as a are the most affected. Utopia-affiliated assistance. Project Utopia novas help virtual unknown; his platform calls for novas race around the globe to restore with distnbution of perishablesupplies, (or, in some cases, generate) emergency continued economic reform and a retum creating the most efficient relief effort in to so-called common-sensevalues. He power and direct what few planes are in history. Governments enlist nova aid in wins a narrow victory in the general the air. Most people notice only that the quelling food riots. Some novas use their election over AI Gore, in which the airlines and banks are shut down for a abilities to keep basic utilities, such as couple of days, and that Web pages and Reform and Libertariancandidates also water and electricitv, flowina in areas take sizable proportionsof the vote. e-mail have glitches for a few weeks where they would otherwis;! be Following Schroers win in the primaries, Y2K becomes Utopias biggest public?accessible. and escalating with his election, many of relations windfall since the coming of the the Republican Partys far-nght elements nc divorce themselves from the patty to The Triton Foundation found splinter groups more appealing to announces the first successful genetheir agendas. therapy treatment for breast cancer By 2006, this treatment, combined with childhood genetic screening, makes breast cancer a thing of the past. Februarry1: Project Utopia announces, before the UN General Assembly, its intention to perform a worldwide environmental cleanup. The &m 2 The InternationalMonetary .e world press applauds the news, and Fund announces its inability to various countries use the cleanup project ameliorate the global financial cnsis. The as a core to create civil works programs Japanese take the news especially to help alleviate the masswe unemploypoorly. The Nikkei Index loses 50% of its ment that has plagued them since 1999 December31: With the Y2K problem value overnight.Tokyo newspapers April 8: Fidel Castro dies. Cuba and millennialistanxiety distant report over 2,000 suicides that night spends the following weeks in political memories, the press realizes that 2001 is alone. turmoil. When the dust clears, a the actual beginningof the new June 5:Acting on the advice of Project democrahcally elected president and millennium.This announcement inspire Ropia nova prognosticators,the UN legislative body take control of the the largest New Years celebrations in
freeze exchange rates in the world currency market. The move causes massive inflation in the currency of developing nations, but leads to a gradual strengthening of the industrial powers economies NWemberPl: Japan announces Saisho,The New Beginning,a senes of government subsidies designed to employ novas in high-tech industries The Japanese government agrees to pay for companies to hire novas for research and development purposes, in hopes that new technologies will salvage Japans economy. The project is a rousing success, and within a decade Japan regains its position as the premier developer of new technologies. December2 Project UtopiasTeam Tomorrow announces it will be on call around the world to avert any problems that may come from the Y2K millennium bug Prime-timetelevision specials aired around the world show novas working with computer designers to prevent the problem, and teams of novas performing disaster-controldrills. December31: Aeon Society census reports approximately 1350 known novas in the world population Novas continue to erupt throughout the year, despite falling levels of radiation from the Galatea explosion
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z u d e novaced energy releases in orbit that ible around the world. Aeon Society census reports approximately 1800 known novas in the Norld population.
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January 24: Project Utopia-mediated negotiations between Israel and the Palestinian Liberation Organization open. The peace talks end with the ;igning of the London Peace Accord, Nhich establishes a Palestinianstate along the border of Israel and Egypt. Project Utopia agrees, as part of the Accord, to monitor the newly created border, although Israel is rumored to have almost a dozen novas under its jirect control. March 18: Project Utopia announces that bioremedial bacteria recently ntroduced in the worlds oceans, along with a large amount of physical cleanup, NIIIrestore the water quality of the worlds Oceans to pre-lndustnal Revolution levels by 2006. Mw 29: The Russian Confederation a rises from the political and economic chaos caused by the Moscow Crash of 1999. Russias downward spiral reverses, albeit slowly, thanks to nova economic savanr and Minister of the Treasury, Vladimir Sierka. The reorganized Confederationconsists of sovereign member states allied for purposes of economic strength and foreign relations.The Confederation has one currency, the ruble, and representatives of each member-state in the Confederation vote on all foreign trade decisions. The Confederation retains its seat on the UN Security Council, but the member states are represented individually in the General Assembly. In effect, the Confederationfunctions somewhat like a cross between the European Union and the United States of Amenca. Belarus presidentAndrei Srebrianski is elected the first Confederation president.Although Srebnanski is officially president, rumors continue in the press that Minister Sierka is the true leader of the confederation. May-. Brushfire wars sweep through sub-Saharan West Africa, as Sierra Leone, Nigeria and Sudan use nova mercenaries,dubbed elites by the press, to fight as proxies. While fewer than a dozen elites die in the conflicts, hundreds of civilians are killed as collateraldamage, and the political borders of Africa are redrawn several times throughout the months of conflict Team Tomorrow takes peacekeeping actions on behalf of the UN and finally negotiatesa ceasefire. Press coverage of the conflicts becomes the highestrated television event of the decade, so far. Vanous conspiracy theorists claim the conflicts were instigated by the and other major powers so they
could see how effective novas were when used as military operatives. The Equatorial Wars, as the fighting is later dubbed, prompt international negotiations concerning the use of novas in military applications. While the talks are never formalized, the UN and Project Utopia openly support discussion on the issue. Internationalconsensus falls short of banning the use of novas in the military, but it is generally agreed that due to the unpredictable nature of novas powers, they should not be used against civilian or normal military targets unless in all-out war. Strategistsand academics quickly devise a new school of military deterrent thought based around novas and formalize the idea of limited-scale conflictsfought by nova proxies. General acceptance of this idea, as an economical alternativeto certain types of conventional conflicts, leads to large numbers of elites being contracted by world governments in the following year.
January mO2-early2005: Much of the worlds copper and fiber-optic cable communications networks are replaced with advanced optic cable derived from studies of Buendia eufiber and wireless networking. The new hardware, coupled with new data-transfer protocols, is dubbed OpNet. OpNet replaces the Internet, phone systems and cellular networks, allowing for wireless communications from virtually any location. It boasts an initial 700% increase in data speed over conventional telecommunicationstechnology. March 30:CNN breaks a sex scandal involving US president Schroer. The sordid scandal involves a six-year homosexual affair on the part of the President. Schroer gives a televised address that night and admits to the affair. Even with his immediate response, his approval ratings plummet.
August 12: Project Utopia gives its May 21:The Triton Foundation final report on the state of the environannounces a gene-therapytreatment for ment to the UN General Assembly. Team prostate cancer and a genetic screening Tomorrow combines physical cleanup process that predicts (with 94% with the introduction of the Zushima accuracy) whether a person will develop macrobe, a genetically engineered selfany of the common forms of cancer. regulating organism that will regulate June 10: Representativesof the further pollution.The environment is in United States, the Russian Confederabetter shape than at any point in the last tion, the UK and Japan meet in Moscow. hundred years, and Project Utopia They agree to form and sponsor a scientists estimate that a sustainable multinationalintelligenceagency, which level of pre-Industrial Revolution air and they term the Directive.The Directives water quality will be a reality by 2005. primary mission is to monitor the September 15: India, China and activities of Project Utopia and the Pakistan face off over ownership of the worlds growing population of novas. Kashmir region. Quick intetvention by August 7: Anibal Buendia, a nova with Team Tomorrow prevents an all-out war, the ability to reconfigurehis cellular but several conflicts with governmentstructure, creates the polymer derivative sponsored novas and mercenary elites known as eufiber. This material, which occur. Kashmir becomes a demilitanzed has the ability to bond with nova cell zone under UN and Project Utopia structure and channel and redirect surveillance. quantum and bioenergies, becomes the November 21: The Viacom and most popular fashion accessory for Microsoff corporations announce their novas and the wealthy. As a side effect, merger into an enormous corporate studies of eufiber enable the developentity to be called ViaSoff. ment of OpNet cable technology. December4: A subway bombing in October. Project Utopia begins Tokyo bnngs world attentionto coordinatingwith law-enforcementand Kamisama Buddhism, a hybrtd of Shinto intelligenceagencies from around the and Buddhist beliefs that is increasingly world (Interpol, FBI, Scotland Yard, popular with Japanese youths. While Mossad) to combat organized crime and Kamisama Buddhism professes terrorism. nonviolence, the media play up the December 31: Aeon Society census suspects involvementwith the sect. reports approximately 2100 known Three young fanatics are charged in the novas in the world population.
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Special nashoud facilitv in Bah facility is ostensibly designed to assist novas with high levels of quantum buildup, but Utopia is given leeway to confine novas considered in need of therapy by the UN as a whole. The facilitys opening is not publicized, nor The N! channel debuts on are the media or public allowed on the cable and satellite systems in 47 facilitysgrounds, though documentaries countries. N!, a spinoff of the E! channel, of its existence soon flood the OpNet. is dedicated solely to covering the lives September 30:The inaugural match and exploits of novas. It features of the Xtreme Warfare Federation,XWF, biographies of famous novas, quasitakes place in Madison Square Garden. scientific documentarieson nova abiltties The XWF is founded in response to snd physiology, nova sporting competiincreased demand for nova sporting tions, interviewswith novas and novaiaty , The Triton Foundation events, and a corresponding loss of related news from around the world. announces an advanced gene-therapy interest in traditional sports over the Within three months of its initial ainng, N! treatment that fights most known forms preceding years. The pay-per-viewevent xxomes the highest-ratedchannel ever. of cancer. I May 1: The World Health Organization garners massive ratings and is carned over OpNet. Licensing revenues top the approves a host of new genetic $1 billion mark in a single year. The initial engineering techniques, many of which match is the highest-ratedtelevision were developed in conjunction with the event of 2004. Triton Foundation over the past few November 3: Lauren Pendleton is years. Most national food inspection elected both the first female and first organizations (such as the Food and Libertarianpresident of the United Drug Administration in the US) copy this States. The press credits her victory to March 9: Team Tomorrow stages a move, marking the first widespread dramatic rescue of the space shuttle voters disgruntled with two sex scandals international use of genetic engineering Discoveryafler a sizable meteor strikes by two consecutive presidents from both for livestock and crops. World food the shuttle, knocking it off course and major political parties. The Libertanan production increases by 25% over the Patty and various independent ignitingan oxygen tank. The entire crew next two years. iutvives the rescue. This event marks June 1: The hypercombustionengine candidates claim a sizable portion of legislative seats in the election. he point at which governments begin to is released. Designed by nova Tetsuo consider novas for space operations and Yamato, the hypercombustionengine is December 31:Aeon Society census exploration. reports approximately 3000 known a super-efficient internal combustion novas in the world population. engine, suitable for consumer and industrial applications. It boasts a tenfold 2005 decrease in fuel consumption while April 2: Puerto Rico becomes the 51st increasing power by a like amount. state of the United States of America. Within the decade, all automotive Apnll9: Team Tomorrow unseats transportationand fossil-fuel-based Macedonian dictator Yaroslav Radocani. electric production use hypercombustion Radocani came to power with the aid of engines exclusively. military loyalists and high-techweaponry. June 15: In the wake of the Sao Paolo Following the revelationthat Radocants bombing, the UN Secretary-General weaponry had been produced by grants Project Utopias Science and Japanese corporations acting in violation Technology Department authority to of UN norms, Utopias Science and monitor, approve and regulate new Technology Department is granted even . -, - Project Utopia announces technologies, particularlythose derived plans to terraform the Ethiopian greater regulatory latitude in monitonng from the nova boom. Many member Highlands.The project, a cooperative potentiallydangerous technological nations and corporations vehemently endeavor between Project Utopia, the advancements. protest this decision. UN and the Ethiopian government, June 15: Pope Benedict XVI issues July 24: The first Summer Olympic marks the first attempt at engineering Ad Dei Lucem, a bull declanng that games to feature nova-only competitions novas, like humans, have immortal widespread geographicaland environopens. The nova events include mental changes throughout a region. souls, are tainted with original sin and can be saved through the grace of September 25:A terrorist organization variations on traditional track and field events, and the games become the sets off an explosion utilizing primitive Christ. second-highest-ratedsports event of the fusion technology. Over 30 city blocks October 31:A previously unknown year. are leveled, and hundreds die. Team nova callinq himself Divis Mal issues the Tomorrow Americas arrives immediately Null Manifesto in a broadcast emanating to supply humanitarianaid and assist in from the Azores. The edict essentially the cnminal investigation.Despite counters the Zurich Accords, and claims repeated reports of nova involvement in that novas are emancipatedfrom globa the bombing, no one has been charged citizenship and any responsibilities to date. The Sao Paolo bombing is the thereof. The provisions of the Null most expensive terrorist attack in history, Manifesto state that novas are not causing an estimated $20 billion in human beings and are therefore not amages. subject to human law, boundaries or Oc-- The Triton Foundation 7: moral codes, nor may they claim Inou citizenship in any nation established by the discovery of an AIDS
der of the isattva Masato, disavows any knowledge of the attack. December 31:Aeon Society census reports approximately 2500 known novas in the world population.
vaccine. declares October 7th Red Ribbon Day and, with the help of national and local health organizations,vaccinates 90% of the world Dooulation over the next three months. DeCe Henri Mazarin and Farah Rashoud receive the Nobel Prize in biology for their pioneering research into nova physiology and the discovery of the M-R node. December 31:Aeon Society census reports approximately 2800 known novas in the world population.
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plomatic privileges by human ,~vernments, but they are essentially governments unto themselves.
A Quebec separatist group based in Montreal claims responsibilityfor recent terrorist strikes in Ottawa and Toronto. Given the nature of the strikes, Canadian authonties fear the group may be employing a nova elite. December 31: Aeon Society census reports approximately 4800 known nova! in the world population
1 :
A nova-only dissident group calling itself the Teragen publicly endorses the Null Manifesto and renounces all ties to governmental bodies. Project Utopia comes out in strong public opposition against the Teragens position, and it promises, in front of a closed UN Security Council meeting, to monitor Teragen activity. Sales of Teragenspecific bootleg merchandise skyrocket, particularlyamong the First World 18-35 demographic.
, I
. Nova astronaut Janos Karagianwalks across the lunar surface without artificial life support gear. Plans are made to send nova astronauts to Mi 1:The UN promotes a pact banning all nuclear, biological and chemical (NBC) weaponry. The NBC weapons ban is signed by all the member states. Military observers claim that while there is a trend towards disarmament, most of the nuclear powers still have stockpiled weapons. May-December:Teragen attacks of terror and random violence begin being reported by the media. Although fewer than half a dozen terrorist strikes occur, the media goes into a frenzy.
friend, controversial ex-T2M nova Anul G Corbin, inexplicablyflees the site of her funeral. May 16: UN and Utopia investigations finger Sliders murder as the handiwork of Corbin, who is believed to be linked to the Teragen. This revelationcomes as part of a worldwide public broadcast on all major news networks. May 19: Scandal rocks Project Utopia as unconfirmed reports of mercenary novas, government infiltration and nova black ops leak to the media. Aeon Society and Project Utopia spokespeople immediatelycounter with evidence of a Teragen frame-up involving the dead Slider. Wary observers and conspiracy theorists see themselves as vindicated and deluge the media with dire predictions May 30: Nova Sophia Rousseau contacts fugitive Andre Corbin. Their underground organization immediately begins contacting fnends and acquaintances in the nova community, as well as newly erupting novas. The groups goal is to expose the hidden cortuption in Project Utopia, and Corbin dubs its members Aberrants in an ironic usage of a popular epithet.
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The first ever surgical trial of a complete spinal cord reconstruction is performed.The trial is a glowing success. Funding for the research comes from the Triton Foundation. December 31:Aeon Society census August 3: Project Utopia receives a reports approximately 3500 known permanent advisory seat on the UN n in the world population. Security Council. Many political observers credit the unprecedented 2uu1 move as stemming from Project Utopias Ma :The Ethiopian government agreement to pay off the UN debt, announces the completion of the totaling $1.6 billion. terraforming project. The Ethiopian December 31: Aeon Society census Highlands, formerly a dry, flat, desert reports approximately 6000 known plain, is now a verdant grassland. The novas in the world population.As of yet, grateful Ethiopian government gives no nova is known to have been Project Utopia a large headquarters in impregnated or impregnated others, Addis Ababa. Ethiopia soon becomes either baseline or nova. Utopia-affiliated the breadbasket of Africa. scientists vow to study this phenomenon, July 5: AconservativeTehran mullah ~ie behest of nova would-be parents. is openly assassinated by novas declaring themselves members of the Teragen. Known Teragen sympathizers 3: PopularTeam Tomorrow disavow the assassins, claiming that the agent Jennifer Slider Landers is killed in Teragen is neither an organized Calcutta by parties unknown. The world institutionnor has any single agenda. is shocked at the murder of its sweetNonetheless, Project Utopia and the UN heart. take greater pains to monitor known or suspected Teragen novas. August 30: Ongoing tensions in the Kashmir region erupt into a small-scale war. Nova elites representingIndia, China and Pakistanfight across the sgion, tuming it into a blasted ecological Tiohtmare. Proiect Utooia steps in to Stop thg fighting, under UN authority, and arrests several of the novas deemed responsible for the disaster.
..
June 2: In a closed UN Security Council meeting, Utopias lntemal Affairs Department reveals findings indicating a frame-up of the organization.The US and British governments are unconvinced, and Directive surveillance of Utopias operations is stepped up. June 3: The Teragen meets in council at a hidden retreat. Topics of the meeting include what precisely is going on with the now-weakened Project Utopia, and how to use the groups newfound weakness to dismantle it. June 4: Project Utopia begins an internal investigationfor remaining allies of Corbin within its own ranks. June 15: There are approximately 40 Aberrants worldwide, all either in deep cover or in hiding. To date, neither Corbin nor Rousseau has been brought to justice, and the identity of Sliders assassin remains a mystery.
bstract from the Research Proiect "The Genetic Basis of H O ~ O sapiens now$'
Dr. Sarah Lewis, Director of the Brooks L. Miller Center for Biosciences Research, Georgia lnstitute of Technol09Y September 13,2007 Funding provided by the Triton Foundation I n the nine years since the First recorded appearance of novas, many in the scientific community have speculated as to a possible genetic basis for the individuals now classified as Homo sapiens novus. The continued emergence of novas, years after the worldwide cleanup of the debris from the Galatea explosion, has served only to fuel the controversy. After five years of research, involving data collected from over 50 novas and the Human Genome Project, 1 feel confident in saying that Homo sapiens novusdefinitely has a genetic basis. The findings of this project bring into question several long-standing assumptions on human genetics. Early analysis showed no statistically significant link between Homo sapiens nevus DNA sequences or chromosomal typing and those of Homo sapiens. Without an isolated DNA sequence being responsible for Homo sapiens novus development, it led us back to considering environmental causes. A review of the pioneering work of Drs. Mazarin and Rashoud provided the clues to unlocking the mystery of Homo sapiens ~ O V U genetics. S The M-R node is key to novas' ability to manipulate quantum energies and forces, and provides the most consistent physiological distinction between Homo sapiens and Homo sapiens novus. The node itself has an internal structure similar to that of a metaphase-stage mitosis division, the second stage of cellular division, in which the DNA has been condensed into sister chromatids, the nuclear membranes have disappeared, and the chromatids are lined up in the middle of the cell on the spindle fibers, preparing to be drawn to the poles of the cell. Interestingly, the M-R node does not contain DNA itself. In a fashion similar to red blood cells, it relies on other cells to create and expand it. The similarities between the physical structures of metaphase and those of M-R nodes led to an analysis OF the genetic material within currently replicating cells of Homo sapiens novus. Extensive analysis and mapping of Homo sapiens novus dividing DNA showed that particular sections OF DNA sequences were common to all the novas tested. The common sequences were previously thought to be introns. An intron is nontranscribed DNA sequencing. If every individual base pair in all the DNA in an organism were used to make needed proteins, the organism would be highly
susceptible to even the slightest genetic mutations. lntrons are a kind of blank space in the DNA chain that codes no needed information. I n fact, most of the DNA making up a gene are actually introns. As such, their existence means that any particular genetic mutation is statistically much less likely to be fatal to the organism. However, in normal dividing cells, no DNA is being coded, as it is compressed in preparation of division. All novas must have some trigger that codes that DNA immediately preceding duplication of the cellular DNA for replication and mitosis, or that codes introns while the DNA is compressed. All Homo sapiens novus test subjects were Found to have the same intron sequences in their DNA. The Human Genome Project did not record sequencing of dividing DNA, so initially, we isolated and tested 30 researchers at our lab. Only one showed the particular sequencing. Her excitement over the Find apparently led to the triggering OF the latent genetic material, because within days of the discovery, she erupted as a nova. Subsequently, a double-blind test was run with tissue samples from 5,000,000 different individuals. Six of the samples were from Homo sapiens novus. All six of the Homo sapiens novus samples showed the DNA sequencing, while none of the Homo sapienssamples did. We have not received the Funding for more extensive testing, but computer models indicate that our current tests are 99.998% statistically accurate.
Conclusion
While we have identified the genetic basis for Homo sapiens novus, the Finding leave more questions and speculations than answers. The specificity of the DNA sequenc-
14
ing would account for the relative rarity of Homo sapiens novus, but i t is unknown -why novas have continued to appear with greater frequency. The Galateaexplosion, and its subsequent radioactive fallout, could theoretically have caused the changes in the DNA sequence, but not in the frequency shown by erupting novas. Given the inheritable genetic basis of Homo sapiens novus, it would seem that we can expect further generations. Half of a human being's DNA is from each parent, so it is possible that all or some Homo sapiens novusfemales that have children will produce Homo sapiens novus themselves; similarly for Homo sapiens novus males. Please note that this assertion is just that; we have been unable to locate any Homo sapiens ~ O V U S who are currently pregnant, or have had children. In light of the physiological changes inherent to Homo sapiens novus, it is questionable whether a Homo sapiens novus female can bear children at all. Our testing method would also imply the ability to test people for future M-R node development, possibly even in a prenatal stage. While technically this is now a possibility, the process of harvesting and analyzing DNA is both laborious and very expensive. It requires not just blood samples, but various tissue samples in large quantities. The DNA analysis requires intensive lab work, and even with the best cornputer analysis, the process is prohibitively time-consuming. Widespread testing for Homo sapiens novus is not something that is likely to occur in our lifetime.
On a last, purely speculative, note, we found it interesting that the genetic basis for Homo sapiens novus came from previously unrecorded introns, and a t a time when the cellular DNA is not supposed to be active. The triggering mechanism is still unidentified; it could be a case of spot evolution, or perhaps even outside source influence. Further research on this topic is definitely in order.
all well above the human norm, and he possesses uncanny peleaseof Hardba//s,an"art fi1m"featuring Corbi powers of perceptlon. intuitionand acuity Most notable. era1 pulchritudinous costars Suspended from thouah IS Corbins self-titled "Bender"- waves of quan- Corbinsevered all tleS t o T2M except for those
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h o r n The Coming of Novas: Evolutions Next Step by Dr. Henri Mazarin and Dr. Farah Rashoud, 2003
We are often asked, What exactly is the M-R node? Simply put, it is a small gland located between the frontal lobes of the brain. It is significant for two reasons. First, it is the organ with which novas manipulate quantum energies, hence giving them their amazing abilities. Second, it is the most reliable and obvious physiological difference between Homo sapiens and Homo sapiens novus. For all of its importance, the M-R node itself is rather unexciting: a rough sphere, approximately 1 cm in diameter, of grayish matter. The node has many blood vessels and nerve fibers extending from it into the rest of the brain, which make it look vaguely like an octopus. The M-R nodes internal structure is much more interesting, and admittedly, more than a bit mystifying.The node consists of a tough outer membranethat surrounds twin poles connectedby fibers, with what appear to resemble chromosomes.The outer portion of the chamber, outside the spindle,contains the blood supply and numerous nerve endings, which relay informationback and forth to the rest of the brain.The inner spindle surrounds a matrixof complex proteins. The matrix displays a high level of electrochemical activity, the specifics of which are still a matter of study, While virtually nothing is known about how the M-R node manipulates quantum forces, i t is interesting to note that the node itself highly resembles another biological structure. With the exceptions of the M-R nodes connections to the rest of the brain and its size, its structure is very similar to that of metaphase in mitosis. Even though the M-R nodes manipulations of external energies are a mystery, how it affects a Homo sapiens novus individual physiology is much more concretely understood. The M-R node connects to all portions of the brain, both those controlling autonomic functions (such as heartbeat and respiration) and those responsible for creativity, speech, and thought. This allows the node to both influence and draw from all aspects of a nova. Novas control their abilities with conscious thought, but the specific actions of the M-R node that are responsible for the desired effect are unconscious. Much like walking: The nova decides to walk somewhere, but the actual interplay of his leg muscles is handled outside of his direct conscious awareness. The node seems t o respond to subconscious desires and stimuli, in a manner similar to muscular reflexes or other autonomic functions. There also appears to be a psychologically significant influence of the unconscious on the M-R node, as novas tend to display a kind of signature when manifesting a power. Examples include
William Thompson, who appears to be surrounded by serpents of energy when using his abilities; or Randel The Fireman Portman, who appears to be surrounded by flames when absorbing energy from his surroundings. This effect is referred to by scholars as the novas anima. The M-R nodes control over autonomic functions within the body is much simpler. The node is able to effect considerable changes in physiology and metabolism within a nova. Indeed, the node seems to adapt a novas body automatically to compensate for any manipulationsthat it makes to the external environment. This is not to say that novas are infinitely adaptable. They adapt to environmental changes caused by themselves, but do not necessarily change in response to environmental conditions they did not cause. For example, a nova may need a coat in the snow, but would automatically adapt to his M-R node covering him with cryokinetic frost. The M-R node is capable of producing great changes within a novas body. Some general changes include enhancement of physique and improvement of efficiency in all bodily processes. These changes are in response to the increased stress caused by the manipulation of forces and energies that the unaugmented human body is not equipped to channel. The M-R node itself adapts over time. With increasedcontrol of quantum forces, the M-R node of a nova tangibly grows. It appears that the size of the node affects the amount of energy that it can channel, and the level of control it has over those forces. Some novas have displayed M-R nodesas largeas an apple. What effect, if any, this has on a nova is unknownat this time.
To: Michael Padgett, Northeast Regional Director, DEA Date: April 8,2006
Re: Tri-Cities Operation The Tri-Cities drug ring has finally been broken up, though no conclusive ties to the C-2 were discovered. 1 just turned the evidence over to the District Attorney today. In all, 26 arrests were made, but the groups leader, a suspected nova, eluded capture. 1 guess we need our own nova to get him. One thing you need to be aware of, though. The Tri-Cities ring was peddling a new drug, along with all the old favorites. The dealers call it soma. They claim it is an extract from a novas MR node. The lab boys analyzed it, and it is some kind of superadrenochrome. This shit is scary. Imagine crack, but about 10,000 times more powerful. It kills most people that use it, unless i t is extremely diluted. Even worse, its rumored that soma is the only thing that can give a nova a sustained high. Their metabolism makes everything else seem like aspirin. If this shit ever gets out, it could be a real mess. Luckily, you have to kill a nova to get it, and that cant be easy. We should keep our eyes open anyway.
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From Quantum Force Manipulations and the Mind by Dr. Shawn Worth
Scientific American, February 2008 In the decade since their appearance, there has been much speculation about how Homo sapiens novus, or novas, manipulate quantum forces. While it is well known that the Mazarin-Rashoud node is the gland that allows these spectacular abilities, little is known about how the node functions. Unfortunately, this mystery is unlikely to be solved in the near future. Novas are understandably reluctant to participate in the direct experimentation needed to validate any theories proposed. This matter remains an issue of much debate in the scientific community. 1wish to offer a theory on the workingsOF the M-R node. The release of Dr. Lewis recent study on the genetic basis of novas has opened the doors of speculation on the origin of novas. 1 Feel that the answer to both the origin of novas and their amazing abilitieslie in the origins OF human consciousness. Philosophers have long debated the nature of the mind. Human consciousnessis a unique phenomenon.I n the last decades, computer scientists have begun to claim that consciousness and intelligenceare simply a Functionof a sufficiently complex computational ability. This theory is proposed by those who support what is known as strong AI (artificial intelligence). These thinkers claim that a fast enough and complex enough computer will mimic all the functions of consciousness. 1 say hogwash to my esteemed colleagues. 1 say that consciousnessis an observable physical phenomenon that happens on the quantum level. The uncertainty inherent to quantum mechanicsallows for the self-reflexivity of consciousness, unlike the cold logic of a binary system. Although the proponents of strong AI would deny it, there has been significant research in the last 30 years to point to this conclusion. The phenomenon of consciousness gives novas their incredible abilities. Novas can manipulate the fundamental forces of nature on a quantum level. Given that our consciousness exists primarily on the quantum level, the abilities OF novas are merely manipulations of the primary components of consciousness. Humans manipulate quantum forces every day by merely thinking. Novas, through the M-R node, magnify and externalize those manipulations. The metaphoricalcomparisonbetween the M-R node and mitochondria may be more than an interesting coincidence.
universe.Theterm quantum came to be applied to such forces L as physicists began to understand that the forces themselves operate on an absolutely Fundamental level and carry aspects of both particles and waves; see quantumphysicsand quantum theory, The quantum forces are gravity, electromagnetism, strong nuclear force and weak nuclear force. Gravity: Simultaneously very well understood and not well understood at all, gravity is a force were all Familiar with, as most of us feel it every day of our lives. Gravity is the attraction of mass to mass. I n other words, matter is attracted to other matter, with more attraction being caused by objects with greater mass. Newton was the first to set down concrete laws for gravity, followed by the General Relativity of Einstein. However, gravity has yet to be fit comfortably into the quantum mechanical picture. Many theories have been proposed, but none have been fully satisfactory. The fact that novas can manipulate gravity is perhaps the strongest evidence to date that gravity can be Fit into the quantum picture, however. Electromagnetism:The second-strongest of the four Fundamental forces, it also has an infinite range like gravity does. Easily the most fully explored of the quantum forces, electromagnetic fields are fields of photons generated by charged objects. Electromagnetism reflects the tendency of opposite charges to attract. This force is displayed on the atomic level via ionic bonding and on a larger scale with such materials as magnets. Electromagnetism works through the use of electromagnetic fields produced by charged material. These fields are easy to detect: They can be displayed by such pedestrian methods as sprinkling iron Filings around the end oFa magnet. 1f the charge is stationary, we call it an electrical Field, and iFthecharge is moving, we also get a magnetic Field. Strong Nuclear Force: This force holds things together on the atomic scale and smaller. It has a range of only a few Femtorneters(a millionth oFa trillionth of a meter), but within that range is the strongest force in the universe. It holds quarks together into hadrons, and holds protons and neutrons together to form nuclei. Only its extremely short range allows other Forces to overcome it at all. The particle which carries the strong force is call the gluon. Weak Nuclear Force: The least understood of all the fundamental forces, it also acts only at the nuclear scale. The weak force is responsible for a number OF nuclear decay reactions, but is hard to explain beyond that, as it does not act in any sort of intuitive push or pull manner like the other three forces. The intermediate boson, W, is responsible for the weak interaction. An early triumph in the search for a Grand Unified Theory (GUT) was the unificationof the electromagnetic and weak forces in electroweak theory.
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Besides the anima, most novas bear some obviouD outward sign of their change. While many novas possess amazing physiques, some novas develop further changes to their appearance, such as bioluminescent auras or silvery skin.
Nova powers can roughly be divided into three categories: internal powers, sensory/ controlling powers and external powers. These categories are merely for purposes of demonstration; few nova abilities are so easily classified.
Internal Powers
Internal powers affect only the nova. Many novas display typical human traits that are heightened to an amazing degree. Some novas are incredibly strong or unbelievably intelligent. A quick look at the evening news sometimes shows novas lifting tractor-trailer trucks or memorizing the complete works of Shakespeare. Many novas seem to display a heightf ened level o biological attractiveness and natural charisma. The many nova actors and actresses are testament to how seductive and appealing novas can be. Some novas display useful and amazing body modifications. Novas with claws, wings or the ability to withstand the elements or massive amounts of energy are not uncommon. Changing appearance at will or even turning completely invisible are other documented powers. And, of course, so is the ability to fly.. ..
lkeep reading,
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Novas occasionally display powers that were once considered psychic or extrasensory perception. Acts of clairvoyance or precognition fall into this category. Other so-called psychic powers, such as the spectacular telekinesis ability, will be mentioned later. Novas often seem more in tune with the world around them, and some are able to predict future events. No one knows the limits of these abilities, but they seem specialized and relatively rare among the nova population. It probably makes our viewers feel better to know that no nova has displayed the ability to read minds. Yet. Novas have also displayed even more esoteric abilities. ViaSoft prodigy Mungu Kuwasha, for example, can manipulate and control computers and data seemingly by thought alone. Novas have demonstrated control over purely mechanical devices, too. Most novas with these abilities seem to interface with the object in question.. . .
External Powers
By far the most spectacular and impressive of their abilities, the external powers account for the most amazing and unbelievable of nova abilities. These powers allow novas to defy nature - to literally change the world.
nous
Many novas possess the ability to harness ambient energy, then release it in a focused burst. The tabloids have dubbed this ability the quantum bolt, and it can take many forms. Novas have been observed throwing heat and electrical discharges, even shooting lasers from their eyes. News footage from the Kashmir crisis and African conflicts show the sheer power of these quantum bolt. They can vaporize tanks, crumple buildings and even simulate atomic discharges. The nova generating a quantum blast seems immune to its effects, sometimes walking unscathed out of a conflagration of his own making. Just as some novas can create energy from nowhere, other can absorb and destroy energy. Randel Portman, the famous Fireman, is probably the most widely known energyabsorber. Last year, an unknown nova even walked into the fires of a nuclear power plant during the Calcutta Meltdown, and when she left, there was not a trace of radioactivity left.
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Richard De Remer (order #1069967)
External powers displayed by novas take on even more bizarre forms. Sound waves, radioactivity and even biological processes in other creatures can all be controlled by certain novas. Many of the other so-called psychic powers, such as telekinesis, also fall into this category. 19
Our scientists have completed their studies of known and theorized nova abilities. What they found is shocking. First, some novas do possess the ability to manipulate emotions and even dominate individuals. Mind-reading is not confirmed, but is not out of the question, either. This information should be screened and censored from the media and the scientific community at large. 1 also recommend that all sensitive operatives be screened for undue influences. The scientists conclusion is that novas can potentially do anything, and 1 mean anything. They affect the very fabric of the universe. Our scientists speculate that, given enough time and training, there is literally nothing a nova could not do. Even more frightening are preliminary reports that novas with greater levels of quantum control appear to be less stable. The researchers theorize that the increased growth of the M-R node, necessary for greater power, also impinges the frontal lobe, possibly leading to hallucinationsor even personality disorders. The last thing we need is a bunch of psychos with the power of gods....
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To: All field operatives, clinic stafF and recruitment team captains
From: Michael Hodge, New Personnel Processing Director Re: Procedural Update Effective immediately, all recruitment stafF are to cease snatch-and-grab enrollment methods. While this may be appropriate to organizations like the Teragen, it is certainly out of place with the aims oFour organization. Project Utopia takes a nurturing stance on nova development Although 1 am not a nova myself, 1 have seen many of you brought into the organization, and encourage you to remember the trauma OF your own First eruptions All Im asking is that team leaders show a little sympathy I F we adopt the methods of the other groups, we make ourselves no better than they Clinic staff, if you have any reason to suspect that a newly discovered nova has been treated roughly or unfairly by his recruiter, please notiFy me immediately
.t
To: All field operatives, clinic staff and recruitment team captains
Re: Procedural Update
Look, 1 already told you that McKinney kid refused to calm down once hed already agreed and his parents had
signed the release. Read the report. This jobs already hard enough without some pencil-pushing, third-rate bureaucrat trying to tie my hands even more because hes got nothing better to do on Project Utopia time. The more you complicate this, the more difficult it becomes, and the easier it is For these new novas to Fall in with other, potentially dangerous, organizations. Screw you, Hodge. Its already ridiculous that someone with my capabilities has to file paperwork to keep a tick like you happy, so count your blessings that 1 havent had to ensure complicity by knockingyou out with a manhole cover.
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2. ) Practice at the same time every day. Let your body get used to a regular series of practice exercises, so you can be at your maximum ability each day when you "work out."
3 . ) G o slowly. Only train your powers for a few hours a day - no more than two until you can learn to control the power flow. Too much will wear you out and either burn out your node or make you sick again with exhaustion.
a lot. If your really a nova and not a poser, you'll eat a bunch 4. ) & of food all day long. These munchies are caused by the power in your body, as you have to keep giving it fuel. 5.)Don't wear a costume. A nova with a costume is either an Elite or a poser. Do not wear capes especially because when you get in a fight, that's the first thing people pull. This isn't a comic book, it's real life. Do pick a cool name for yourself though, but you probably already knew that. Being a nova is being important. You have to look like somebody worth noticing for anyone to care.
. Trainer: You made some excellent progress yesterday, Jean, How do you feel today?
*Jean:A bit tired. Trainer: Any symptoms t o report? Did You need meds last night?
.Trainer: Okay. [To technicians] Lets have 400 migs of moxinoquantamine. Okay, Jean, 1 want you to think about this magnet
*
Trainer: 1 know, Jean, but 1 dont want to go forward without making Sure you remember how to do what we covered yesterday. [Jean sighs] Ready?
. Jean: 1 had a nosebleed after dinner last night. And the nurse gave me one adrenocilin, but 1 only took half the pill. 1 slept like a baby, but Ive got kind of a headache now.
Trainer:
see. What did you do with the rest Of the by the Are You a Yankees an?
. Trainer: Fantastic, Jean! Not only do you remember, youre already controlling better than you did yesterday! Great work! Okay, now slow i t down...g ood. Put it down carefully. [magnet clatters to surface of table]
*
Jean: Dammit.
. Trainer: No problem, Jean, well just try again. You were doing awesome. This time, though, feelthe magnet the whole time. 1 saw you kind of relax your mind before the magnet was on the table. Make sure you give it your full concentration a// the way through.
BIOLOGICAL DIFFERENCES
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FROM A TRANSCRIPT OF THE NEW GODS, HUMANITY'S NEXT STEP, NARRATED BY NATHAN BLACK, JANUARY 2008
jOOD EVENING, LADIES AND GENTLEMEN; I'M NATHAN BLACK. YOUMAY RECOGNIZE ME FROM MTV'S SMASH HIT SHOW /MAXIMU/M EXTREME .ON THAT SHOW, WE LOOK INTO POPULAR NOVA CULTURE AND TRENDS FROM A BASELINE'S-EYE VIEW, SHOWING YOU WHAT'S GOING ON IN THE WORLD OF THE SUPERPOWERED AND SUPERFABULOUS TONIGHT, HOWEVER, W MORE CLOSELY AT PRECISELY WHAT MA
@UODEVENING, NATHAN. I
BODYSUIT COME5 COURTESY OF ANIBAL BUENDIA'S AIB AKTIF SPORTSWEAR LINE. LET'S START WITH YOUR POSITION, TASMIN WHAT. EXACTLY I A S
A 5 W E ALL KNOW, NOVAS' BOD1ES ARE MORE EFFICIENT THAN THOSE OF NORMAL HUMANS. WEY HEAL FASTER, MOVE FASTER. BREAK DOWN FOOD INTO ITS COMPONENT NUTRIENTS W~TH GREATER RESULTS, CAN WITHSTAND GREATER EXTREMES OF STRESS AND ENVIRONMENT AND THOSE TYPES OF THINGS. AS A PARAPHY:SICIAN, I SPECIALIZE IN THE INNER WORKINGS OF OPTIMIZED, SUPERHUMAN BODIES.
I GUE55 THEY fl DON'T MIND IF I DO, WOW! IT'S DETROIT'S SANG;, TIONED "PUBLIC DEFENDER.
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ENERGY - ENERGY THAT NORMAL HUMAN BODIES AREN'T DESIGNED TO PERCEIVE, LET ALONE MANIPULATE.
I DON'T THINK SO 50, WHAT'S THE DEAL, DOCTOR' WHY DO NOVAS FEEL
0 MOVE THROUGH THE NOVA'S BODY. -HESE NERVE GROUPS ALSO TRANSM I T THE FEEDBACK F R O M M O R E TRADITIONAL STIMULI, LIKE ELECTRICSO MANY M O R E NER NOVAS FEEL MOR
WELL, TO G E T TECHNICAL, THEYRE N O T REALLY NERVES, THEY'RE CALLED M - R COILS, BUT WE'LL GET TO THAT LATER. A 5 T O WHY IT DOESN'T HURT MORE, THE DELIVERED STIMULUS IS STILL THE SAME, BUT DISPERSED MUCH M O R E EXPEDITIOUSLY. LET'S SAY YOU AND KIKJAK GET HIT B Y A CAR YOU BOTH FLY THE S A M E DISTANCE AWAY, YOU BOTH SUFFER THE S A M E AMOUNT O F PHYSICAL KINETIC F O R C E O N IMPACT, BUT YOUR BODY DISPERSES THE F O R C E THROUGH BILLIONS O F NERVES, WHILE KIKJAK'S BODY
-YOU MIGHT ACTUALLY BE GIVING HIM MORE POWER , IN THE C A S E O F WHAT ARE CALLED "ABSORBER NOVAS" R "QUANTUM REPLICATORS
THE FOUR FUNDAMENTAL F UNIVERSE GRAVITY, ELECTROMAGNETISn/\, STRONG AND WEAK NUCLEAR F O R C E S UNDE THE CONTROL O F A NOVA, QUANTUM ENERG B E C O M E S WELL, A S O R T OF "COSMIC POWER," IF THAT DOESN'T SOUND TOO CORN
OWN POWER' THEN HOW CAN THEY BE BROUGHT DOWN7 I TERABEN NOVAS - KNOCKED HIM OUT WITH A F O R C E BOLT
ORGAN - A GLAND, T O B E PRECISE, KNOWN A S THE M - R N O D E M - R STAND5 FOR MAZARIN-RASHOUD, THE N A M E S O F THE SCIENTISTS WHO DISCOVERED THE N O D E A D E C A D E AGO, B Y THE WAY THE M - R N O D E ALLOWS THEM T O CONTROL QUANTUM AND CONVERT EALING, A S THE QUANTUM AUGMENTS THE BODYS NATURAL HEALING PROCESS KIKJAK MUST HAVE M A N AGED T O DOLE OUT M O R E TRAUMA
ECTLY, OR EFFICIENTLY, IF
HlNG THEMSELVES
GLOW IN THE DARK YOU THINK ID HAVE SEEN I T IN NIGHT YEARS, WE SUSPECT, DISPLAY MUCH M O R E NOUNCED QUIRKS
I
I HEY ACTUALLY HOVER BETWECIU
Z E R O PERCENT AND ONE-HALF PERCENT M O R E F A T THAN THE WINIMUM NEEDED FOR BASIC NERVOUS SYSTEM INSULATION, AS THE QUANTUM PROCESSED B Y THE M - R NODE MAXIMIZES THEIR BODIES NATURAL FUNCTIONS AND MINIMIZES THE OBSTACLES THAT IMPEDE THOSE FUNCTIONS ALONG THE S A M E LINES, NOVAS CAN EXIST A T VERY LOW AIROXYGEN COUNTS, AND CAN NEUTRALI Z E TOXINS ALMOST AS QUICKLY A S THEY ENTER E CUSTOM-TAILORED7
The Genesis
From a Social Sciences lecture, Enka High School, North Carolina Obviously, nobody knew what to do about the manifesting novas. It turned science, religion and society all on their heads. We didnt even know what an M-R node was. We were baffled. Thats when the Aeon Society entered the picture. This philanthropic organization had an extensive, if not widely publicized, history of assisting and backing various largescale goodwill programs, such as the Red Cross, the World Health Organization and similar projects. These fellows decided that somebody needed to stick up for the novas, and i t might as well be they. Good thing they did, too. So they started talking to the UN, and they eventually worked out a possible solution. The Zurich Accord of June 1998 - and you had better believe this willbe on the test - publicly declared novas to be human beings. l know, this kind of sounds like a common-sense thing, but there was a very real case for considering novas an entirely different species, in which case they wouldnt have all the rights and responsibilities that go with being human.
Can anyone name the movement that disagrees totally with the Zurich Accord? Anyone? Good, Emily - the Teragen. But well get to them later. Anyhow, Project Utopia was formed at the same time the Zurich Accord was signed. Its stated goal was to utilize the vast powers of novas to better the quality of life for all, human and nova alike, on Planet Earth. Thats on page 227 - better memorize that. They also wound up having an environmentalist agenda as well, but people have definitely benefited From that as much as animals and plants have. The next step for Project Utopia was twofold. First, they began their intervention programs, where theyd contact newly erupted novas and invite them to their Rashoud facili-
I ties, special clinics designed to help them adjust to their new powers. Then they announced the formation of their special team of all-nova operatives, TeamAh, theres the bell. All right, people, finish reading Chapter 24! 1 want to be able to pick up where we left off tomorrow, and 1 dont want to have to quiz you - but 1 will if 1 dont start hearing some feedback!
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rNEXT TOPIC THE LATEST POLLS HAVE SHOWN NOTHING BUT A N INCREASE I N POPULAR SUPPORT FOR PROJECT UTOPIA, EVEN THOUGH UN AMBASSADORS FROM SEVERAL NATIONS, INCLUDING THE UNITED STATES, HAVE EXPRESSED GRAVE CONCERN FOR THE AUTONOMY AND AUTHORIl7 UTOPIACURRENTLYENJOYS GENTLEMEN
. DONOVAN:
WELL, I L L FRANKLY GO ON RECORD AS DISAGREEING W I T H THE MAN ON THE STREET AND AGREEING WITH THE AMERICAN GOVERNMENT ON THIS. PROJECT UTOPIA I S DOING TOO MUCH, TOO SOON, AND IM HONESTLY VERY WORRIED ABOUT WHATSORT OF LONG-TERM DAMAGE THEY MIGHT DO I N THE NAME OF A SHORT-TERM FIX
- CULFEPPER:
BRYANT: AREYOU SERIOUS? LOOK AT THE TERRAFORMINGOF THE ETHIOPIAN HIGHLANDS A VIRTUAL EDEN ON EARTH, BALANCING WILDLIFE PRESERVE WITH HIGH YIELD CROPLANDS NEVER MIND THE FACT THAT AT LEAST S I X OF THE MOST PROMINENT ECOLOGISTS I N T H f WORLD HAVE PRAISED THE-
* CULPEPPER: ECOLOGISTS MIGHT HIRED BY UTOPIA, I ADD! ISNT THAT SOMETHING LIKE THE TOBACCO COMPAN I E S HIRED HEALTH EXPERTS OF LAST CENTURY?
BRYANT: OH, PLEASE! I F YOUD ACTUALLY RESEARCH THE TOPIC, YOUD FIND THAT THEY ASKED THE 10 FOREMOST ECOLOGISTS I N THE F E L D FOR THEIR OPINIONS! I F THEY WANTED YES-MEN, THEY WOULDNT HAVE GONE TO ALL THAT TROUBLE!
- CULPEPPER:
WELL, W I T H THE AMOUNT OF RESOURCES THEY HAVE AT THEIR DISPOSAL. I T PROBABLY WOULDNT BE TOO HARD TO PERSUADE-
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BRYANT: SO NOW YOURE ACCUSING THEM OF BRIBER!?
- CULPEPPER:
YOURE BEING CONTRARY FOR THE SAKE OF CONTRARINESS1 LOOK AT ALL THE OTHER POSITIVE WORKS THAT PROJECT UTOPIA HAS COMPLETED - THE OVERTHROW OF RADOCANI, THE VIRTUAL ELIMINATION OF BANGKOKS CHILD PROSTITU TION TRADE - ALL OF w m H . I MIGHT ADD, WERE UNDER COMPLETE UN SANCTION1 AND I F YOU WANT TO TALK SCIENTIFIC ACHIEVEMENTS, WHAT ABOUT THEIR ASSISTANCE I N CURING AIDS AND CANCER, THE HYPERCOMBUSTIONENGINE, THE GLOBAL ENVIRONMENTAL CLEANUP ACTIONS-
- BRYANT:
* CULPEPPER: MAYBE YOULIKE THE IDEA OF THE UN GRANTING VIRTUALLY TOTAL LATITUDE TO A GROUP WITH ALL THE POTENTIAL MILITARY POWER OF ANY TWO EUROPEAN NATIONS, BUT HAPPEN TO THINK-
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From an Orientation Speech, Manhattan Rashoud Facility Believe me, Ive seen it before, and 1 can tell what youre thinking. Youre thinking, What is this save the planet politically correct garbage? Youre thinking, Why the hell, with all the new opportunities available to
me, would 1 want to throw in with this giant worldwide hippy-dippy love-in? Well, Im not going to give you some Feel-good, lovey-dovey song and dance about sacrifice and altruism for the greater good. No one - not even the chirpiest Project PR rep - is that naile. Now, dont get me wrong, Utopia does a lot of good for the world every day, and Im damn proud to be a part of it. But, first and Foremost, Utopia exists for novas. For us - for our protection and, yeah, self-interest, albeit enlightened self-interest. Because underneath all the hype, the cold hard facts are, there are a few thousand of us and billions of them. And those terms - Us and Them, Normal and Aberrant - are exactly what Utopia is committed to avoiding a t all costs. Look, humanity has a long, long history of destroying the Other, the different. We dont want conflict with the baselines. Theyre our friends, our families. But while my friends arent a threat to me, they might be a threat to you, For example. Mob mentality and scapegoats are ancient human traditions. What Utopias doing is aggressively demonstrating what we novas can offer, how we can help. I t is and it isnt altruism; you might even call i t altruistic self-interest. Its loving your neighbor now so that your neighbors, those billions and billions of anxious, shell-shocked, understandably worried people, will realize that ultimately, were not so very different after all. And thats a goal 1, for one, can work to support. Your future is your own, but 1 hope youll give some thought to staying with the Project. Weve got a place for any nova who asks, and the world could use someone like you.
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Myung: Suddenly and abruptly, before anyone could blink, its over. Yaroslav Radocani, the dictator who declared himself the president-forlife of Macedonia, has been removed from power by Team Tomorrow Europe. The operation literally took the world by surprise; not more than 15 minutes after Secretary-General Ghali of the UN announced that Project Utopia had been designated to act as a peacekeeper in this instance, Radocanis personal flag had been toppled from the royal palace.
Although the exact details of the operation have yet to be fully disclosed, its apparent that T2M managed to infiltrate the city under cover of nova powers. Radocani and his black-market technology didnt go down lightly - reports of devastation to the royal palace and its bunkers beneath estimate that an earthquake would have been far more gentle. However, T2M has announced that they have suffered no casualties, and that only a few of Radocanis loyalists were killed in the fighting. Radocani is, by all reports, scheduled to be entered into Project Utopias controversial Bahrain rehabilitation center. There he is to, in the words of The Saxon, receive all the psychiatric assistance and rehabilitation he requires. Many authorities are divided on the issue of whether the intent of this is somehow to cure the Bitola Butcher of his sociopathic tendencies and release him back into society, or whether this is simply incarceration by another name. However, at the moment, many of Radocanis former subjects couldnt care less.
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From the journal of Dr. Nimal Dharmasena; March 16,2007 Got to report to Antaeus again today. It gets more unnerving each time. He was very, very deep in Sector 3; I could have sworn that one of the imported leopards was going to take my throat out, safety transmitter or not. I walked around for a whole hour, sweating like a pig, until I finally sat down to rest. And sure enough, there he (she?) was, heaving his body out of the ground, geocarapace and all. (Is it really a carapace? Im starting to really wonder. Is it possible that Antaeus entire cell structure has been replaced with soil and plant matter? Is he really disembodied? Gossip is that he sometimes mentions having transcended in some way.. ..) Anyway, I laid out the months plan of attack to him. He listened to every word, and then sat there quietly for a few minutes afterward. I was starting to think maybe he wasnt listening after all until that strange, deep, rich voice came welling out of his.. . well, vicinity. Turns out that theres some sort of privately owned plant starting up in Madagascar, and Antaeus has just made it our next concern. I double-checked the OpNet for as much info as I could scrounge, and couldnt find a thing about it. But sure enough, there was a dossier waiting on my desk by 3 0 0 . How the hell Antaeus gets this information is beyond me; we get visits from other directors maybe once every three months, and they dont usually visit the gardens. He makes me redefine my idea of the word nova, thats for sure. How is it that he can be so impossibly brilliant in the field of ecoscience, so erudite as Dr. Balmer, and yet, as Antaeus, practically autistic when dealing with people? I swear, Ive learned gigabytes of information since coming to Utopia, but I sometimes feel more confused than ever.
OpNet post, alt.fan.utopia Subject: Re: LOOK AT THIS!!!! Date: 9/18/07 Sender: SliderFetish@ unca.edu 2Wikkd& im.not.going.to.let.them.trace.me.comwrote: >i cant believe you people! everyone here is just talks on and on >about how great project utopia is but none of you see the whole >picture! what about all the things they dont let us see or have? my >brother is a scientist, and he was working on something relly important >that would have made all our live alot easier but they came in and >took all his files and now he drinks alot and cant get a raise cause >he just wasted all his time working on something that utopia wont let >us have! you utopia slaves suck! by the way this story is TRUE but im not going to say who my brother he works for because they (utopia) might >find out and hed get fired or arrested or something. >you all suck! So? Look, hobgoblin, the UN granted Project Utopia the power of scientific regulation for a reason. Did you hear about the guy who was working on a virtual OpNet interface that would be wired right into the users pleasure centers? Now, I know that sort of thing sounds pretty good at first, but do you know how damn addictive thatd be? Itd be like unleashing a new drug, something worse than spike! As far as Im concerned, Project Utopia (something properly spelled with the *shift* key, loser) has every right to their environmental and scientific regulatory powers. Might as well go to somebody with the staff smart enough to use them wisely. Dev ..... If youre reading this, Slider, please marry me. -::::: .....-
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From a guest lecture at Bowling Green University; featured speaker Damian Lombroso; date 10/02/07 ...1 know that when most people think of Project Utopia, they immediately think of Team Tomorrow. But T2M is only part o f our organizations overall structure. Theyre the ones who get a lot of our work done, thats true, but Id like to focus first on the many thousands of men and women who work just as hard to further the Utopian ideals - the unsung heroes, if you will. 1 know that the administrative wing isnt what most people are interested in - after all, when you have Caestus Pax destroying entire chemical weapons plants by his lonesome, the lot of a bunch of paper-pushers doesnt seem all that interesting. But if it werent for Adrnin, we wouldnt be here today. Admin keeps our budgets balanced - even though we get a good amount of funding from our parent organization of Aeon and numerous philanthropic organizations, to say nothing of licensing and corporate enterprises, we arent as filthy rich as you might think. Most OF that money gets sunk right back into our various projects. Admin also operates our Rashoudfacilities (where we help newly erupted novas come to grips with their new selves) and coordinates our main offices - considering that weve got an office in almost every US state, and almost every country across the globe, thats a lot of coordination! Oh, and 1 cant forget our overworked legal department; if it wasnt for their efforts, wed be so restricted by misguided lawsuits, outmoded strictures and just plain crossboundary legal confusion that we wouldnt get anything done. The folks in Legal have done a lot for promoting civil rights of nova and baseline alike, as well as helping pass legislation that takes the planet well away from the ecological and societal stagnancy of the late 20th century. Our diplomatic experts, legal eagles, fund-raisers, planners and educators are all part of Admin - as you can see, its not as boring as you might think. Think of working for a charity organization and a national government a t the same time - thats what its like for us.
Im sure youve all heard quite a bit about our S&T Department as well. Unless youre in the field yourself, you might not know the names of our top experts - but Im sure youre familiar with their results. Anybody here been on a cruise lately? Right. Did you notice how much better the ocean looks? If the boys and girls in Science can help it, your children wont believe you when you tell them how polluted and misused the world was when you were their age. There are three major divisions to the scientific wing - Environmental, Medical and Hardtech. Each one has labs scattered around the world, and the staff does a lot of field work. We dont encourage our staff to stay locked in their labs, never seeing much of the world theyre trying to better. And the results are pretty dynamic. The Triton Foundation isnt part of our direct chain of command, but its the best example of the semi-independent projects that we tend to sponsor. Naturally, its also one of the divisions that were most proud of. Not one person in the world -especiallyyou college students -misses AIDS one bit. We can only wait and see what the wizards at Triton cure next. All right, 1 can see youre about ready for me to start talking about Team Tomorrow. (laughter)As you know, T2M has four main branches, each one with about six to eight nova personnel, plus a rotating pool of floating operatives. Heck, Im sure you can probably name them all. But 72M is a lot more than just novas. You dont see as much of the pilots, translators, trainers, investigators, support staff and computer wizards who are all as much part of T2M as our nova agents -but theyre there. Any one of you could be part of T2M, if you impressed us. So as you can see, were keeping ourselves quite busy - and were doing our best to grow even further all the time. 1 hope to see some of you in a few years around the offices - trust me, were always looking for the best. Now Id like to open up the floor to questions. Whos first?
EXTERNAL RELATIONS
Stasia,
So, youve gotten on the wrong side of the Utopians, have you? Shame on you. You knew they would enjoy nothing better than tweaking our noses, and to actively put yourself on their list before youre ready to cope with the consequences - well, darling, it lacks class. I should leave you to their tender mercies; Mal would like nothing better than such a test, Im certain. But... well, Ive always had a compassionate streak. So at least I can tell you where to hide. Theres no getting around the fact that Project Utopia is quite tight with the United Nations. For Heavens sake, now theyve managed to buy off the UN debts of every single member of the Security Council - and now theyre a member, albeit an advisory one, of the council itself! This just makes it even more difficult to get an in among the right people. Most UN member nations just wont hear it, and the Continent, of course, is right out. Of course, this heaping helping of goodwill doesnt extend everywhere. The United States, bless its jealous little heart, cant stand Utopias success. Of course, the public-opinion polls might not necessarily reflect that -but just try to push some bit of pro-Utopia legislature through Congress and watch what happens. It doesnt seem to bother Utopia much; note that their continental headquarters are situated in the much more receptive Mexico City, and nobody seems to be unhappy with that arrangement. But you werent planning a trip into Mexico, were you? The United Kingdoms not in love with Utopia, either; that might be a secure place for you to lie low for a while, although you might well be bored to death there. Mumbai might be a better choice, since the Kashmir intervention left a mildly bitter aftertaste in Indias mouth. You can mingle with the up-and-coming movie stars while youre there, although for Heavens sake, dont be seen with them! Ironically enough, Japan seems to be doing its best to create a Project Utopia of its own -or hadnt you noticed the similarities between Nippontai and Team Tomorrow? I suppose Utopia really strikes a chord with the Japanese psyche, but it irks them that theyve lost a nova or three to Utopia, particularly T2M Asia, rather than to their own patriotic interests. So here they go with their own nationalistic project. What fun. They might ignore you, since they have no personal problems with you - then again, it might tickle them to capture one of Utopias sworn Teragen enemies. As a last resort, theres China - but frankly, theyre not friendly to anyone. I have a friend or two there, but theyre quite busy with their own conversion projects and wouldnt have time to nursemaid a little white girl. Well, thats about as much as I feel like sharing with you. You really shouldve thought this thing through a little more before starting your little war with them. I hope this will teach you some subtlety.
Raoul
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Is Project Utopia handling its power responsibly?
Soon Pak, policeman, Seoul: They are a fine example to all of humanity, nova or otherwise. Who else has achieved so much?
Terrence Rather, prosecution lawyer, Chicago: I suppose it could be much worse. Its an awful lot of power theyve got, but theyve done all right by it - so far.
C...
Jeanne Griseault, elementary school teacher, Paris: What sort of example do they think they are setting if they are willing to resort to violence? Nothing can ever be settled by the fist, no matter how powerful the fist.
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Cory Evert, student, London: Utopias corkin! So what if those stateside wankers get all knotted up over em? If I had that power, Id use it too! Screw the polls!
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Ketema Alemu, farmer, Inewari: What kind of answer could you expect? Ten years ago, I and my children were sick, poor and hopeless. Now I eat three meals a day and my son is second-placed on his universitys track team. Utopia and the Team Tomorrow are a blessing, and I cannot believe that you would ask otherwise.
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introductory sequence to N! news show, Nova Good evening, this is Violet Cameron, and welcome Planet; air to Nouo Planet. Tonight, our feature profiles are four of the most prominent figures of Project Utopia - date 03/20/08
people who daily work harder than we can imagine to make our world a better place. Whether they work on Team Tomorrow or behind the scenes, onsite or in the labs, these four novas are beacons to a brighter future. Caestus Pax - the center of Team Tomorrow Central, and the heart and soul of the entire Team Tomorrow project. Some say hes the most powerfL nova in existence today. But more than that, Caestc Pax is the ideal of dedication -he is the voice of Project Utopias vision of hope, peace and the betterment of life on Earth. Tonight, well follow him around to watch a day in the life of Pax. Jennifer Slider Landers - the spirited young member of T2M whose gifts have saved countless lives from disaster or violence. To many, she is the living counterargument to the Null Manifesto the girl who proves that no matter what, novas and baselines are not so very different after all. Our cameras go to the locations of her operations, and tonight well hear from those who might not be here today if not for her intervention.
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Ana Graga Texeira - the Brazilian beauty whos equally at home scouring the ocean bed, taking guns away from terrorist guerrillas or helping in the construction of new housing for the homeless. We trace her career from her eruption to the modern day and collect reports from around the world on her latest activities.
Antaeus - the reclusive ecological mastermind who spearheaded the close of the ozone layer, the worlds oceans, 1 the revivification of Ethiopian highlands,the terraforming of the the 1 Amazon restoration project and countless 1 local environmental-recovery programs. 1 Everything he touches turns to green - so whats next on this hypergeniuss schedule? Well find out. I
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Excerpt from a lecture given to prospective Team Tomorrow applicants, 4/14/06 111 skip introductions. By this point, the five of you should know who 1 am and why youre here. Youll have plenty of time to get to know one another, too; this training program makes for excellent bonding material. Think of it as a kind of boot camp - if that scares you, you shouldnt even have made it this far. Youre powerful, sure, but are you ready to represent all of Project Utopia when the entire worlds looking at you? Youve already undergone the Projects training, so we know youre able to control your powers. Here youll learn how t o master them. You need t o know everything youre capable of; raw power can cover up for a few mistakes, but ones all it takes to screw you up for good. Youll learn how to apply your potential, and youll learn self-defense. After all, youre novas - you already have enemies, whether you know who they are or not. But this isnt the Army. Youll learn much more than self-defense. Youll learn fluency in foreign languages if you didnt have any already. Thats right, you have to leave your isolationist ideals a t the door here - were Team Tomorrow, and we represent the world. Not your home country or state or province or county or village - the world. Look around at your fellows here; doesnt seem too representative of any one country, does it?Your cell wont seem that way, either. We take the best, and excellence doesnt recognize political boundaries. Its no accident that Caestus Pax and Slider serve alongside Makara and Ana GraFa Texeira, and them alongside Andrk Corbin and Jinshu Shan. With that in mind, youll also be taught etiquette. And 1 damn well recommendyou pay attention during your tutoring. You will be taught how to deal with public speaking, how to act responsibly around crowds, how to be an ideal specimen of humanity whenever the cameras are on you. A poor public image wont get you anywhere in this world. Youre probably asking yourselves, Why should 1 go to all this trouble when 1 can get an easier job elsewhere? You already know the reasons. A generous eight-figure salary. Unmatched health care and insurance benefits. Fame and fortune - a whole worlds acclamation, if you think you can handle it. And most importantly, you can go to your beds a t night richer, more popular and without a scrap of a guilty conscience - because you are doing the right thing with us. And you cannot get that to such a degree anywhere else.
OF COURSE, NO BUGS CAN BITE US HERE - BUT THEY COULDN'T BITE YOU I N THE FLESH, EITHER. VISITORS ARE SUPPLIED W I T H SPECIAL PHEROMONALLY TREATED BADGES THAT KEEP THE WORST PESTS AT BAY. L E r s GET STARTED!FI ST OF ALL, R THIS I S THE RECEPTION AREA. I WONDER I F WE'LL SEE ANYONE FROM T2M CENTRAL HERE - OOPS, GUESS THEY'RE ALL TOO NO LUCK. I BUSY TO HANG OUT HERE FOR ANY LENGTH OF TIME.
NOTE THE REPLICA CARPETS AND YES, THAT RODIN OVER BY THE BAY WINDOWS I S AN ORIGINAL. YOU'LL NOTE THE WONDERFUL LIGHTING EFFECTS. THATS BECAUSE THIS COMPLEX, LIKE MOST MAJOR UTOPIA BUILDINGS, WAS DESIGNED BY PIOTR ENRIKSSEN, THE NOVA GENIUS BEHIND MUCH OF PROJECT UTOPIA'S ARCHITECTURAL ENGINEERING PROJECTS. NO, HE DOESN'T JUST BUILD DAMS!
OKAY, NOW L E r s GO TO THE GYM I HOPE YOU W O N T BE DISAPPOINTED - THERE'S NOT MUCH BY WAY OF COMBAT TRAINING EQUIPMENT THERE TEAM TOMORROW CONDUCTS MUCH OF I T S BATTLEFIELD READINESS TRAINING ON HIGHLY SPECIALIZED STAGING AREAS, AND WE'RE NOT TOLD A THING ABOUT THAT BUT THERE'S STILL PLENN TO SEE THERE'S THE OLYMPICSIZED POOL - OOH. I T LOOKS REFRESHING
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NOW NOTE THE VARIABLE-LEVEL GYMNASTICS EQUIPMENT; r r s A LOT MORE IMPRESSIVE THAN YOUR AVERAGE SET OF MONKEY BARS, ISN'T IT?AND W A I T WHO5 THAT MAN USING THE HYDRAULIC WEIGHTLIFTING PRESS? THA'rS RT G, IH I r s MAKARA!GEE, HE SURE DOESN'T LOOK LIKE HE NEEDS THE EXERCISE, DOES HE? WHAT A HUNK OF MUSCLE! NOW WELL BE GOING TO THE DINING ROOM YOU'LL NOTE THE 13TH-CENTURY TAP ESTRIES - WE UNDERSTAND THAT THEY-
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From transcript of Homo Sapiens Nows, History Channel documentary, original air date February 3,2008 So what exactly does someone do once his Mazarin-Rashoud node manifests, and he finds himself possessed of the power of a demigod? Some have joined with Project Utopia, to pit their astounding powers against a challenge just as great - changing the world for the better. Here novas from all countries use earth-shifting telekinesis to dig canals, or superhuman scientific prowess to cure diseases Some of these even join with Team Tomorrow, the elite cadre ready to fight rogue novas or raise housing, all depending on the needs of the day Others follow their patriotism, joining with government agencies such as the armed forces or aerospace programs Now the human race has walked unaided on the moon, and the possibility of colonizing other planets has leapt centuries toward us At least one FBI nova has managed to solve baffling cases on an almost daily basis, bringing previously untouchable criminals to justice Some have entered the entertainment industry, and they continue to offer us spectacles of sight and sound the likes of which weve never seen Some have entered the employment of powerful multinational corporations, serving as spokespersons, special security consultants and even advisors to their employers Some have gone freelance, offering their powers to the highest bidder - often in a military capacity These, the elites, have been the deciding factor in border conflicts around the globe Sadly, a few have decided to use their phenomenal powers for personal gain or advancement In fact, if not for the efforts of Project Utopia and other novas working for law-enforcement agencies, its difficult to say if any of these ubercriminals would ever have been brought to justice at all. And looming beyond all the independent nova criminals is the terrorist organization known as the Teragen The spectre of conflict hangs over all these cliques and organizations Larger than life in every way, many novas find themselves drawn into conflict with their fellow superpowered beings at least once in their lifetime Sometimes the deciding factor is egotism run out of hand; sometimes it is a conflict of interest, whether an employers or ones personal issues But in a world where the only thing that can reliably stop a nova is another nova, these Promethean giants find themselves thrown against each other by chance or design And the results are always dramatic. Tonight well be looking at the role of the nova in modern society, from that fateful day in 1948 until...
superpowered ventriloquism. mimicking and projecting specific voices o r sounds anywhere within earshot Ic II .Alejandra is another of the dramatic I LI1 rags-to-riches stories that the M-R node has made pos-
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before - he hangs on every one of her murmuring-stream syllables as if she were telling him her phone number, and then he snaps off to the kitchen like St. George after his dragon. Then she turns her attention fully to me, and I feel like Moses having brunch with the burning bush. You would, too.
dont seem to do her justice. Then she whirls into the room and settles at my table like a summer wind, a zephyr adorned with a white silk button-down blouse and flared collar, perfectly flattering black Rochellaux pants, and the midnight hair and VOX: dont know where to begin, I eyes of an Aztlan angel - and I except to thank you profusely for realize that the pictures didnt agreeing to this interview. do her justice, either.
Alejandra: (laughs) Oh, its nothing.
This is, of course, Alejandra the nova who has redefined Hispanic pop music and is currently shaking the pillars of the entire music industry. She laughs an apology for her tardiness (as if anyone could hold anything against a novox deitydiva like herself) and gently asks the waiter what local fruit is in season right now. Ive never seen a DuMondes waiter so attentive
Vox: Youve captured the hearts of the world in less than two years. Since your eruption, youve been consistently wooed by music agents, Hollywood and Bombay studios, Project Utopia - the list goes on and on. And yet you signed a contract with the then-obscure New River Records, and went on to make novox history.
Alejandra: And still the offers come. (smiles) Thankfully, my family is always there for me; I dont know what Id do
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Vox: Its common knowledge that jouve used a portion of your earnings o move your family to wonderful louses and put your siblings through :allege. Obviously, theres a strong sond there. Can you tell us something about your childhood?
Alejandra: It wasnt tasy. My parents raised us 3s best they could, but we did not live in one of the better portions of Mexico City. Life was very difficult, and I almost never saw Papa on weekdays or Saturdays unless I had secretly W P 4 stayed up very late to see him come home. Sunday morning was our special time, when all the family was together and we could go to church together. God was very kind to us in allowing us this time, and I always looked forward to it all week. We had faith - mercifully, enough faith to keep us together during the earthquake of 2002. (pauses) We lost almost more than we could bear. But we worked harder, and prayed harder. And then.. . Well, then I erupted.
suddenly becoming exposed to light and color and sound all at the same time. It was a tidal wave of new sensation, a wave that drenched me from my skin down to my skeleton. I hear things now that nobody else can, and my voice.. . (laughs) I t is something I believe I have to write a song about; perhaps the experience can be properly conveyed only through novox.
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Vox: I can hardly wait. Um, now an obvious question is one of musical influences. Apart from your own powers, what other influences have there been on your unique sound?
know if I can say for certain. Artists study their art from all angles and choose the elements they prefer. I dont think I can be called an artist - Im more of a channel for the sound that runs through me. Oh, Ive always loved music, everything from older Crystal Method to DJ Faiz to Roy Orbison - but when I am on stage, my voice is not quite my own.
Vox: Yes, of course. In your churchs choir; we only wish we had a recording of your first song with your new powers. By description, it was positively celestial. But if youll pardon the question - I know youre probably asked this all the time - what was your eruption like? I mean, can you describe the sensation?
Vox: The media has already made a fairly big deal of your open commitment to your religion. With the rise of Alejandra: (laughs) Its not so easy to sects such as Kamisama Buddhism and the Church of the Immanent describe as you might think! Escheaton, as well as the media cults to novas in general, it seems almost that [She becomes pensiwe here, and rests one traditional religion is falling out of exquisite finger along her chin.] favor. Alejandra: I think it might be best described as being blind and deaf, and
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Vox: Good point. Do you like to think of yourself as a role model for Catholicism, then?
Alejandra: Not really, no. I aspire to live a good life. My mother always taught me that pride was the first and worst sin, so I dont want to think of myself as a role model. If other young people look at me and say, Alejandra is being a good Christian even though it isnt popular - maybe I should give it a second chance, then wonderful. But I cannot let myself believe that this is what should be happening.
bother with any masks which, I understand, was a tradition originating in Mexico.
Vox: So I take it you dont care for Reverend Tuleys accusations that the nova population will naturally set themselves up as, well, gods on earth?
Alejandra: Madonna, no! These powers we have are extraordinary, yes - but to place ourselves above God is ridiculous! You might as well have announced Albert Einstein or Kevin Tuleaud as the second coming of Christ! To be sure, these powers are a gift - but how very much different is that from being born rich, or intelligent, or with wonderful parents?
Alejandra: It has something to do with the persona, you see. Many novas, particularly the elites and those who emulate them, believe that the mask is their battle face - that their persona and their own, personal self are two different people. I understand that Infierno and Esteban Caraqon are in many ways just that, different people with different goals -but no matter whether I am on stage, in church or here with you, I atn always Alejandra. (scintillating smile) I am perhaps a minority among novas, but I prefer to think of myself as in the majority of people.
Vox: Youre maybe too modest. Do you have any idea how.. . how easy it is for you to change someones life, simply speaking a few kind words to them?
Alejandra: (mischievous smile) How do you mean? Have I changed yours just now?
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tive%. RESPONSIBILITIES OF OPERATIVE. The Operative hereby agrees to locate and retrieve 13 OpNet-ca able com uter information servers, serial numbered XB4365023WQ, XB4365023WR, X$b365023hS, XB4365023WT, XB4365023WU, XB4365023WV, XB4365023WW, XB4365023WX, XB4365023WY, XB4365023WZ, XB4365024WA, XB4365024W6, and XB4365024WC, tentatively titled Operation: Upgrade (henceforth, the Mission). This Mission shall be performed according to certain s ecifications provided by the Corporation, and the Mission shall be undertaken for, and in t e name of, the Corporation. The Corporation is the sole owner of co yri hts exclusive of the Operatives payment ,fees; the Mission constitutes work for hire. f h e gperative is solely responsible for completion of the Mission. The Mission shall incur operational expenses of no more than one million (1,000,000) dollars in excess of the Operatives payment fees. The Mission shall commence upon 11 October 2007. The Mission shall conclude b 18 October 2007. 3. PAYMENTS TO THE OPE~ATIVE a. The Cor oration agrees to pay the Operative a flat fee of four hundred thirty-seven thousand (437,900 dollars in two installments, 10 percent of which shall be paid as management fee to the De ries Agency. (i) The first installment, of 1/2,total payment, will be aid upon the Corporations receipt of the si ned contract. The second installment, of 1/2 tota payment, will be paid upon receipt of the a orementioned servers. b. A kill fee equal to 10% of the total payment will be paid to the operative should this contract be terminated by the Cor oration. If the servers or any pa.rf o the servers or their re uired components are delivered to the orporation after the specified deadline, a penalty of % of projects total payment will be imposed for each day that the Mission remains unfinished after the specified date. c. The Corporation will pay to Operative a royalty of four percent (4%) of the net profit per recovered server sold. (i) On servers destro ed iven away or sold at or below cost, no royalties shall be paid. 4. RELATIONSHIP. ?he(!$ erative represents and warrants that, between the Mission Dates specified by the Corpora ion, the Mission shall be disavowed and denied by the Corporation and re resentatives thereof, nor shall the Corporate be under any legal liability to avow this ContracPor the terms herein. The Operative shall not rely on or reveal the nature of contents of this contract to any individual outside the Cor oration or its duly recognized fellows. Should such individuals exist, the Cor oration shal provide detailed, written descrip! tions of them and shall assume all responsit ility for the,veracit of those descriptions, vided suitable recautions regarding security are taken, in goo faith, by the Operative. Operative shalyunder no circumstances discuss the Mission with government or law-enforcement agencies, even if the circumstances of the Mission lead the Operative into conflict with said agencies. 5. CIVIL LIMITATIONS. The 0 erative will endanger no innocent lives,, participate in no unwarranted attack upon individua s not associated with the person or entit responsible for theft of the Corporations pro erty, and kill no individuals directly associateCY with the person or entity responsible for the# of the Corporations pro erty. Due to policies upheld by the Cor .oration, the Operative shall perform neither the In inite Wind Technique nor the Infinity Jus ifier while carrying out the terms of this contract. Property damages caused by the Operative are considered to fall under operational expenses outlined in Paragraph 2, and are to be reimbursed b the Corporation to the extent discussed therein. 6. CONFYDENTIALITY. In consideration of the confidential material and business plans supplied by the Corporation to assist in the performance of the Mission, the Operative a rees not to reveal an of said confidential material or business plans to anyone not working or or in behalf of the or oration without the Cor orations rior written ermission. 7. TRADEMARRAND PROPERTY PR&DUCTIOI\PAND PRO&TION. In consideration of the fee paid under this contract, the Operative agrees that, upon execution of this contract, he will not partici ate in any Operation: Upgrade-related project except for the Corporation or its licensees, un ess the Operative receives direct written permission from the Cor oration. Partici ation shall include subsequent re-recovery of the specified servers or t eir contents, dPestruction of or security relaxation of the specified servers or their contents, tampering
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with or other consultation on matters regarding the specified servers or their contents. Contents shall include intangible data or information contained as data on the specified servers. This shall in no way limit the Operatives right to write or be interviewed for magazine articles, perform compensated endorsements and the like, subject to Paragraphs 4 and 6. 8.MISCELLANEOUS . a. Governing Law. This contract, includin all matters relating to the validit , construcg7 tion, performance and enforcement thereof, s all be governed by the laws of [he State of Georgia. b. Severability. The provisions of this a reement are severable, and if an provision shall be held illegal, invalid or unenforceade, such holding shall not affect txe legalit validity or enforceability of any other provision. An such illegal, invalid or unenforceabg provision shall be deemed stricken herefrom as if iyhad never been contained herein, but all other provisions shall continue in full force and effect. c. Final Agreement. This contract contains the entire agreement between the parties with respect to the subject matter hereof and supersedes any prior agreements between the parties, written or oral, with respect to such subject matter. d. Notices and Reports. All notices or demands required or permitted under this a reement shall be in writing and shall be deemed served when deposited in the United S ates Mail, first class postage repaid, certified or registered mail, return receipt requested, addressed as provided in Fara raph 1 of this contract, or to such other address as either party may from time to time esignate in writing..All reports or payments re uired under this contract shall be served as above, but no certification or registration shal&e required.
tion powers which he can manifest in several ways Most common is the projection of plasma bolts capable of liquifying solid steel However he is also able t o manifest a plasma shield that can stop small-arms fire, as well as channel his excess energy through his own form t o increase his physical strength and durability Iwlucll: By his own accounts. Louis Freeman manifested his powers almost immediately after the Galatea explosion of 1998 Nobody could approach the whirling mass of plasma that surrounded him - until the effects died down two hours later Louis fled at that time. evading police and National Guard alike to find his
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.Meade: Formalities aside, Carson, its wonderful to have you aboard. Were all very excited about the potentialyoure bringing to Holistics.
Meade: Well, were certainly glad to hear that. And as Ive mentioned before, were more than willing to make it worth vour while to stay on with us.
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Meade: More than that, Carson. Your hyper-enhanced senses are a very valuable asset to us, to say nothing of your ability to handle dangerous chemicals without harm. Weve put together one very attractive package of benefits for you full medical and dental with the Rostrem Clinic*
* Meade: Quite all right. Anyway, theres also a multimillion-dollar life insurance policy, expense account, company transport, provisions for retirement, shares in the company stock - 1 dont think youll be able to find a better offer out there.
Whitland: Well, uh, probably not. But really, Id already been kind of keeping track of the various research institutes while 1 was in college, and this seemed like a great place to come and work. Doing what 1 want to do, 1 mean. You know. Meade: (laughs) Youve got the job, Carson! Theres no need to butter us up - you can save that for your fir.+ Derformance review!
Whitland: Sounds great, so long as we stop somewhere and grab some lunch soon. Nova-sized appetite, you know.. Meade: (laughter)
We are proud to report a unilateral success in the Desert Hawk operation, in the most part owed to the successful deployment of our official US Armed Forces nova operations agents. Over the course of three days - which was the operating window - the United States military suffered only three casualties. Our nova ops completely disabled the enemys nuclear silos and brought down the two launched missiles without so much as a scratch in the casing. It is the intention of the United States Armed Forces to continue to recruit novas for just such operations. One nova can prove to have all the firepower of a jet squadron at a fraction of the cost to the taxpayers. Thats why Im pleased to announce the Nova Recruitment Initiative, a program which offers benefits and rewards commensurate to the obviously high value of a nova volunteer. We want any young novas out there to know that they have a place in the United States military, a place where they will be treated with honor and respect.. . .
Script excerpt from documentary program Cutting Edge episode #53 (unaired)
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By all accounts, its a glamorous job. A standard contract can pay an elite
over $10 million a year - and thats for a relatively raw and unproven nova. Veterans can demand much, much more. They are among the most notorious and respected men and women in the world - and yet, they are also tied into a world of blood and death, where minor wars such as the 2007 Trans-TanzanianConflict are fought entirely by elite proxies. Tonight we delve into the deadly world of the elites, where international boundaries mean little next to nova-level power, tarnished glamour and, of course, the universal law of currency. We look at the practices of these mask-wearing, code-named agents for hire and even travel on a mission with one. All tonight, on the Cutting Edge. [Opening credits roll] When discussing the elites, the most obvious place to begin is with the mask. Where so many other novas are proud to let the world look on their features, the elites have evolved a subsociety in which the mask, the persona, is more important than the person beneath. Certainly, some of this stems from the desire to keep ones identity concealed, particularly when jobs take one far from home - or too close to home. But a mask is hardly anonymity. Its a persona, a character larger than life. Take, for instance, the golden skull mask of Totentanz. Its a symbol
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that has come to represent professionalism and surgical precision - not mercy. When his mask comes into view, his opponents, whoever they may be, give little thought to the man underneath the mask. Instead, its Totentanz they fear, a modern-day incarnation of death. The mask is pure intimidation, pure publicity, without giving away anything of the man beneath. In such a society, its no wonder that unmasking is a ritual of its own. When two elites develop such a grudge that theyre driven to duel with one another, the stakes are rarely to the death. However, sometimes ones whole persona is on the line, as the winner takes the losers mask as a trophy. In many ways, this is very much like the myth of the Old West, where gunfighters would challenge one another to see whose legend would emerge paramount. The winner of such a duel gains boasting rights, which can lead to more lucrative contracts - after all, hes just proven himself a better fighter than at least one rival. But the loser can never really put on his mask again. The image has been shattered. The immortal is now a little more mortal. And yet, the power of a nova is such that even an unmasked elite can command great respect. One need look no farther for an example than the self-proclaimed Stone Badass, Lance Stryker. When unmasked by rival elite Borealis in the spring of 2007, he rallied back with such drive and charisma that his name is now a household word. His licensing arrangements are as profitable as even those of Caestus Pax and Andr6 Corbin - not bad for a mercenary. [Add footage of interview with Lance Stryker, prior to resolution of 5/06/07 Corpus Christi incident]
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Stryker: Yeah, Ive heard your fancy-ass press releases about how you think your sorry asses are so superior to normal people and how you think you can lick just about any man on the face of this planet. You bitch and you moan and then you dont get anything done unless you count hiding behind a bunch of women and children. You wanna sit there on top of your moral superiority? Well, youre about to get Lance Strykers boot so far up your ass that your moral superioritys gonna be fired on out your nose, and thats a damn fact!
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...And in Kyoto today, the highly Theyre novas. And enthusiastic reception for the vacaweve got them tioning Pursuer fell a little flat with 24hoursada 7 the arrival of Caestus Pax. Pursuer d c weei? was disembarking from his private jet and acknowledging the crowds when Pax dropped out of the skies, landing Walk among the well clear of Pursuers entourage but certainly close enough for conversagods. tion. Seemingly, no clear words were (Call your dish network to exchanged, but a staredown of sorts subscribe today!) emerged, one that the crowd encouraged with cheers for both sides. It ended inconclusively when Pax pointedly turned his back on Pursuer and lifted off into the skies again. Although Project Utopia has made no official comment, most experts believe that this was certainly a statement of disapproval regarding Pursuers part in the latest Argentinian operation. It certainly wouldnt be the first time that the Utopian agents have clashed with DeVries elites over ideology; the DeVries Agency has constantly and aggressively promoted the belief that their elites are more professional and efficient than the Tomorrow idealists.
And when these two forces clash, even nonviolently, who benefits? Well, the licensees, for one. Toy sales show an average 10% increase for Utopia and DeVries licensed products just after any threat of hostilities between the two. Apparently if the nations youth cant see the Highwayman and Skew duke it out on national TV, theyll have to settle for staging their own battles on the playground or in the arcade.
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The following television program does not represent the opinions of N! or its employees. Two Miritites Hate is intended as a public forum, whereby novas of all creeds and orientations may make their views known. It also serves as an abstract index of nova popularity, as
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gaze at them and mothers will take ill when I turn in their direction.
I will eat only bones and drink only blood. I have become anathema. I have become the absence of hope. My footsteps leave flame and I travel at the velocity of pain. Where I tread, . nothing grows; who I touch, never heals. Sickness and famine are -3 . . r my brothers, and I am a companion to owls and a father to bok. The pious curse me as I strike them down; the virtuous shudder as I slay their wives and consume their children. I feel tenfold the pain I inflict, yet it drives me on to greater brutality. Hide your daughters and arm your sons, for I walk among you."
problems?Well have no doubt, next week is gonna be the week of the Face. So what the Face wonk to know is if you two pansyass chuckleheads don't have too much powder in your panties. Yor step up to bat, you face the Face t w w m n e , 1'11 make your chump asses famous, 'cause the Face will be smack dab right in the middle of the intersectionof Hollywood and Vine. And what he plans on doing, is the Face will take his right fist, the Face will take his left fist, and then the Foce will commence on laying the almighty beatdown on both your punk asses. Now, what the Face will do after that, is he's gonna hulk up the Face Hammer, he's gonna drop the Face Anvil and one of you loudmouth chesters is gonna suffer the Atomic Face Genocide right in the middle of the street. And then the Face will proceed to climb the N! broadcast tower foot by foot by Goalblessed foot. And when it's all said and done, and when all the world is through chanting the Face's name - and the fireworks are over - you two chuckleheadswill have ioined the billions and billionsof the Face's devoted followers who know damn well that the Face is, and will forever be -and the Face means forever be -the most hardcore in the world."
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Most team sports simply don't allow nova participants. After all, where's the fun of a basketball game if one man with superhuman reflexes consistently wins every game for his team single-handedly? At least Michael Jordan's opponents had a chance.. .. Nonetheless, the 2004 Olympics saw the first nova-specific track and field events, although naturally, not all countries were able to field a representative, much less a team. Similarly, Project Utopia often sponsors certain all-nova athletic events as charity fund-raisers; even a comparably sedate sport like tennis gets pretty amazing when the participants are Skew and Hammerlock. Conversely, there has been a marked decline in interest for most sports without nova involvement; the glory days of multimillionaire professional athletes are no longer with us.
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Of course, there is one arena where novas can test their talents against each other and rake in a fortune in merchandising, pay-per-view pro1 ceeds and endorsement deals.. ..
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- JERRY "JOJO" DYLAN: FOLKS, I - DYLAN: PARTICULARLY WHEN YOU'RE KNOW I SAID THIS BEFORE, BUT VE
WE REALLY COULD BE LOOKING AT THE GREATESTMATCH I N THE HISTORY OF OUR SPORT1 CORE HAS BEEN RIDING HIGH ON TOP OF THE HEAVYWEIGHT D I V I S I O N FOR TWO MONTHS NOW - AND r r s ONLY NATURAL THAT THESE TWO WOULD NOW COLLIDE1 OUSTIN MCSHANE: ROB "SUPERBEAST STEELEl THE ONE NOVA WHO S NOT ONLY MAN ENOUGH TO TAKE CORE DOWN, BUT WHO VERY WELL MIGHTLAND THE INVINCIBLE ONE I N INTENSIVE CARE1
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DYLAN: I DONT KNOW I F I D GO THAT FAR, DUSTIN AND I T LOOK5 LIKE OUR ANNOUNCER I S READY TO BRING THE CHALLENGER TO THE RING1
TALKING ABOUT THE VARIABLEENVIRONMENT ARENA THAT WE HAVE SET UP HERE TONIGHTI SUPERBEAST EXCELS AT VARIABLE-LEVELPLATFORMS AND A VARIETY OF SURFACES - AS H I S MATCH LAST MONTH WITH MAXX MAULER PROVED ALTHOUGH THE EXPIRED TIME L I M I T MADE THE MATCH'S RESULT INCONCLUSIVEMCSHANE: MAULER WAS SAVED BY THE BELLI I F THAT MATCH HAD GONE ANY FARTHER, MAULER WOULD BE DOWN DEEPER THAN OUR BOTTOMLESS PITTMl
AN"CER: LADIES AND GENTLEMEN, THE FOLLOWING CONTEST IS STIPULATED AS "NO TIME LIMIT," AND I T WILL PROCEED UNTIL ONE OF THE COMBATANTS I S NO LONGER ABLE TO CONTINUE. I T I S FOR THE XWF HEAWWEIGHT TITLE! INTRODUCING FIRST HAILING FROM DETROIT, MICHIGAN AND WEIGHING I N AT 613 POUNDS - THE CHALLENGER! HE IS THE NOVA WITH NO HEART - THE LORD OF THE DEAD THE CORPSEGRINDER! HE I S ROB STEELE - SUUUPERRRBEEEEAST!
MONSTER1 * MCSHANE: LOOK AT H I M LICKING H I S CHOPS1 HE CANT W A I T TO SINK H I S TEETH LNTO CORE1
MCSHANE: THESE TWO GUYS ARE GONNA BEAT THE CRAP OUT OF EACH OTHER W I T H PUNCHES THAT COULD CAN HARDLY WAIT1 STOP TANKS I
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THERE'S THE BELL AND THERE THEY GO1 MCSHANE: OH YEAH, BABY1
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WWN: DEAR GOD1 LOOK AT THAT1 CORE HAS BLASTED SUPERBEAST STRAIGHT UP THROUGH THREE CONCRETE PLATFORMS NOBODY CAN WALK AWAY FROM THAT1
O W N : ALREADY REGAINED CONTROL! SUPERBEAST HAS RICOCHETED OFF A - GOOD LORD! MCSHANE: I COULD BARELY SEE IT! HE H I T HIM. BUT-
DYLAN: FANS, REMEMBER THAT THE RECORDINGS OF THESE MATCHES - FLURRY OF PUNCHES NO1 CORES BLASTED SUPERBEAST FREE1 - THE RECORDINGS AVAILABLE FOR SALE THROUGH THE XWF ARE CAREFULLY EDITED FOR THE BEST ANGLE OF EVERY BLOW, AND DOUBLE-TAPED ONE AT REGULAR SPEED, ONE SLOWED DOWN SO THAT THE HUMAN EYE CAN-
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CORES DOWN1 CORES DOWN1 THAT5 WHAT HAPPENS I N THE XTREME WARFARE FEDERATION - THE UNCHALLENGED LEADER I N NOVA SPORTS ENTERTAINMENT'
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THIS IT' IS I T OVER' NOT BY A LONG SHOTI CORES BACK UP AGAIN - AND SUPERBEAST I S ALL OVER HIMI
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All eyes in Japan have turned upward to view the grandeur of Bodhisattva Masato, the nova leader of the countrys nascent Kamisama Buddhist movement. According to Kamisama Buddhist belief, novas are reincarnated bodhisattvas and asuras, divine beings placed on Earth as avatars to lead the rest of the world toward enlightenment.
Suchbeliefs are not uncommon elsewhere in the world, and ti phenomenon sees parallels in the Western hs
doctrine of the Church of the Immanent Escheaton and several smaller, less recognized but no less devout faiths in any number of countries.
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un The trend has taken a disturbingt r in Japaneseculture,however, as the nations youth, obsessed with the nova as a popular d t u r a l icon, form cults of personality centered on certain members of Japansnova population. In a society so inundated with a constant flow of media as Japan, these new messiahs come and go as quickly as one can change the channel. For the devoted, however, the nova becomes a way of Me as well as a conduit to the heavens.
Seven youths were found in an Osaka school yesterday, naked and cold-bodied, their bloodstreams robbed of oxygen by fatal quantities of adrenodin, a drug used by fledgling novas to control their quantum powers. Less t a an hour hn after the studentsbodies were found, 1Pyear-old ToshiroShigematsuturned himself in to O a a authorities.A documented nova for three months, sk Shigematsu claimed to have persuaded the other children to take his prescrip tion adrenocilin,t e h g them it would make them novas. When questioned as to his motive for telling the children this, Shigematsu stated that he was a demon sent back from Hell to reap the souls of the innocent. Ebdlusattva Masato has issued a public censure of the event, but when pressed by Japanesemedia representatives,he claimed that, quote, with good must come evil, and the asuras wickedly follow the paths the bodhisattvas tread. Other members of the Kamisama Buddhst camp have expressed displeasureat the circumstancessurrounding the Osaka child-suicide. Osaka authorities,with corroboration from other Japaneselaw-enforcement agencies, claim that incidents hke h s are not isolated,however. In fact, though the island nation claims as much as a nine percent population of Kamisama Buddhists, several known groups draw constant police smtiny, as officials grow ever wary of terrorist acts performed under the auspices of religious fervor. Until further events develop, Im Lotta Voorhies, CNN Netherlands correspondent in Japan.
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Dime Box, Texas - Houston-sponsored nova Graham "Houston Tornado" Herron was found shot repeatedly with heavy-gauge shotguns and high-powered hunting rifles, then stabbed and beaten Monday night just after nine p.m. Dime Box Sheriff Tom Boddard found the body, which was reported to have been marked with various symbols associated with the Church of Michael Archangel. Powder burns marked the weapons as having been discharged at close range. "There must have been a lot of the Michaelites to take one of these boys down," stated Sheriff Boddard. "We haven't heard of any of their compounds around here, but maybe they came from Austin or Nacogdoches. We rarely see any of that group around here, let alone novas." A spokesman for the Church of Michael Archangel's Austin compound, Grand Deacon Micah Piper, had much to say on the subject. "We don't like aberrants. I'm not saying we did what happened to Herron or whoever he was, but he obviously met his match in God's chosen." Other members of the Michaelite church shared the sentiment via OpNet and Internet, issuing letters of support to the Austin branch. According to Disciple Stephen Leeds of Montana, "Aberrants don't belong among normal people"; in the words of Virginia Michaelite Suzanne Haslett, "Why should we weep for the passing of the Devil's own?" Seven-year-old Lucy Corgan issued perhaps the most telling remark: "My papa has a gun that will drop an aberrant dead in his tracks, and so do all his friends." The weeks to come may be tense, as Graham Herron's DeVries-represented companions Linda Raphael and Elijah Crane have returned to Houston to "rally some novas interested in justice." Grand Deacon Piper claims not to be scared, boldly responding, "The righteous God is with us, you spawn of Satan. We've got enough guns and faith to lay you out just like what happened to your friend."
L 1)ar b RII[ar, .
Welcome to the b avatars Beltaine, Belial and Grimskull. Member Name: Password:
C h c forth angcl pourrd hie born1 on thc sun, and it m u JllOmFd to erorch proplc rnith tirc; thcu mcrc scorrhrd bu thc ficrc~hcat, but thcq curecd thr namr of 8 o d , mho had authoritq oDcr thEsc plsguce, and thcy did not rcpcnt and gioc him
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- Rcuelation 16:s
Astaroth has spoken, and his word takes precedence of those of the feeble Christian armies lined up for the slaughter. In the name of our lord Astaroth, the world shall be consumed in a firey cloud, burning those who welcome the Word of God or the Immanent. And lo, the world shall end on the Candelmas of 2017, for that is the number of the great Harbinger Belial. News of Astaroth: Thanks to everyone f o r the donations for Brother Eliass court appeal legal fees. Send money to Brotther Elias (Stanley Welty), # 6 8 2 9 1 - 0 1 3 , MCFP Springfield, PMB 4000, Springfield, MO 65808-4000. DO NOT TALK ABOUT THE CASE OR THE INFANTS. That will just get your letter torn up. You can also email brother Elias at Error! Reference source not found. The Burning Man Astaroth Reunion drew over 100 ( ! ) Astaroth to see some of the pictures and read the servants. Click here Convocation Litany as spoken by the Astaroth himself! Legal procedures have been finished! The Dark Altar, under the name Church of Astaroth, is now a legally-recognised, tax exempt Church !
Astaroth, Beltaine, Belial and Grimskull are not associated with Utopia, Teragen or any other partisan novas society.
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Novas, often perceived as "superheroes" among the less educated ranks of our society, seem to have adopted a few of the comic-book traditions of their fictionalized predecessors. A Mexican innovation formerly sported only by elites, the mask has become fashionable among other novas recently, and may be well on its way toward becoming the hot accessory for novas and wannabes alike. Nova Nouveau looked into this burgeoning trend, hoping to gain a bit of insight into the trend. What we found was.. . interesting to say the least.
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Shannen "Shard" Borland: Urn, I thought all novas were supposed to. You know, part of the tradition and all that.
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Mefistofaleez: So when I beat your punk white ass, you can't serve me with a summons. IEd. Note: In the case of Hogan v. Mefistofaleez (Dec. 2007), the Supreme Court upheld nonnovas' rights to bring
charaes aaainst the rDersonas of k n o r m n n r m - . , v u regardless of whether OY not those novas were operating in a public or private capacity.]
Jonas "Kikjak" Kincaid: A mask commands respect. You know you're dealing with a nova when you see the mask - when I yell at an ogling crowd to get the hell out of the way, they all know that I'm about to throw something big over there.
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Nha "Lady Ion" Nguyen: It lets me adopt a different personality. I've actually got two nova personas, one of which has a contract with Viasoft and the other with IBM. Of course, they were smart enough to put noncompetition clauses in those contracts, so I just made up another "character" to get around that little obstacle. And my lawyer says it's airtight.
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Sean "Switch" Connell: It looks cool, and it hides the fact that my eyebrows grow together. I keep a secret, private identity aside from my public, nova identity, so I don't have to deal with all the public-servant bullshit when I'm not "on."
N!W
Lance "Stone Badass" Stryker: Masks are for cowards. I don't do nothin' I'm afraid to own up to, and that's a damn fact!
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Im sorry, I
Dont do anything stupid. As a journalist, .I had often found myself in curious places, full of curious, foods, looking down the barrels of curious guns and running like all hell with curious people on the lain from even more curious people. All for the sake of the story, I jumped headlong into whatever situation I was supposed to be covering. After a few sessions of balls-out, all-hell, batshit lunacy, I decided that sooner or later this reporting thing was going to get me killed. In a n effort to even out surne o f these rough patches of my investigative techniyues, I sat dowm to make a list of rules that would allow me to get the story and preserve my hide. I never got past rule one. I t seemed tc? sum up everything I needed to avoid. The problem with such generalities, however, is that they are, by nature, less than universal in application. While 1 thought to tnyself then, Going with these heroin dealers to seal a huy is just the element I need to lend this story o n Russian drug traffic some gravity by way of example, I think to myself now, What kind of dummy leaves his passport in the hotel and hops into a broken-down Eastern European sedan with a cell phone and expects not to be beaten senseless by the undercover cops who invariably show up for this kind of thing? In any event, hindsight is 20/20, there and I stood, handcuffed, legs spread wide and with a mouthful of post-Czarist masonry. No small amount of snow had found its way past the collars of my shoes. Barg zerg gudania flovosh harma harma woodle berdla, the cop with his nightstick poking the base of my spine growled at me.
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they spoke English, but they sure werent going to translate for me. Flermovich grim gram boohla steenick. You mean to tell me Im being arrested? What the hell are you saying?Why dont you hounds speak any English? What the hell is the world comlng to? Dammit, I want t(J see m y ambassador! I quit screaming in time to see the Cyrillic thugs with whom I had foolishly aligned myself pointing at me. The officer above me raised his stick, and ahout be\en marginally interesting seconds of my life passed hefore my eyes i n an instant. And then my phone rang. N o doubt thinking he was intercepting the cruelest of phone calls, perhaps between ilealer and client, the Police Hun grabbed the phone from my belt and answered it with a sneer. Expecting him to offer me a wicked smile and begin dashing my brains out with his stick, I sniffled feebly. Instead, however, h e coughed out a few words, turned white, looked around with an air o r panic, ani1 placed the phone in m y jacket pocket. He then undid my inanacles and helped me to my feet. With my freedom returned, 1 grabbed m y phone ani1 praised the gods. Wlxi is this? I mused. Its Lester, y o i ~ fool, now get out of there and go t o the airport. Flare wants a video@Net documentary on the world after the novas came or sotnething. Bless him; Siegfried Lester, my agent, had p,ulled my fat from the fire. You told them that and they let me go! No, I told them you were a Utopia agent iinder deep cover and that a field team was surveying them. Now get t o the airport! I only hope that in the future, when I ring up a friend and some foreign brute answers the phone, I have the presence of minil to not only speak the la~~guage come LIP hut with an impossibly implairsible yet compel-
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To simply say all that, though, denies the basic attitudes of youth and music. Music is for nightclubs and nightclubs are about excess performed to a backdrop of music. This much always rings true, as Nazir showed me at a nightclub called (roughly translated) the Echos Lick, no matter I stopped at the hotel in Amsterdam just where in the world one finds himself. long enough to shower, shave and pick up Bodies whirled and pogoed like the pistons my media bag from a rapscallion Hindi in a n internal combustion engine. named Nazir. A Dutch citizen in only the Clubcrawlers threw back drink after drink loosest sense of the word, Nazir had - beer, liquor, enzyme-boosting vegetable relocated from Saudi about 10 minutes elixirs, you name it - and catapulted after the Middle Eastern Midnight Sun themselves back and forth across the dance event the rogue nova Asif ibn Karim had floor. Every pharmaceutical of mans device caused in late 2004. Its okay, Nazir told and then some could be found in the me. I dont miss it. T h e little fiend had Echos Lick, often over the counter. (The originally established himself in the global club had somehow procured a license to nightlife circuit as part of the late 1990s prescribe drugs, which, when coupled with world music scene, but that had since gone the Netherlands lax controlled-substance bottom up and Nazir had reinvented laws, made for one hell of a refreshment himself as a shaman of techno music. bar.) Spikeheads bumped into herbThat term - techno -has always caused smokers, who crawled past agitated Mitoids a subconscious shudder in those who dont who whirled like dervishes through clusters understand it. Perhaps its ingrained in us; of hallucinogen trippers and common after centuries of making music with drunks alike. After taking a pair of red analog equipment like sitars, drums and bennies for nostalgias sake (much t c my flutes, some people just cant relate to later chagrin), I cut a rug to an old favorite music composed with n o instruments. -Wonder Factorys anthemic Baby Left Since its creation in the late 1970s, what Me No Kidney - and demanded Nazir may generally be called techno has take me somewhere else. evolved to eclipse the more traditional These cretins are dancing to the same rock and roll of the late 20th century. Past damn 16-beats Ive heard since I was born, its primitive (yet compelling) beginnings, I spat at him. Take me somewhere I can techno has become the lingua franca of hear some modern music, you son of a music -the establishment, as it were. dingo. Whereas the American rehel would pick In the cab, my head exploded. My bennies, up a guitar, his European counterpart which I had thought were measured in would instead learn to make music o n a milligrams of potency, were actually computer. Somewhere after Aerosmiths measured in centigrams. The nickels I 75th album, the pop music enthusiasts of took made up more than a dollar worth the world grew bored with tedious power 3f dosage. After we found enough pieces of ballads sung by 60-year-old men pining for my head to rudely fashion a replacement, the hot sugar in teenage girls panties. we moved on to Groove Yard, a bar They turned to electronic music - dubbed specializing in terrr. techno for ease of reference - which was Terrr music (pronounced tear) grew, I created by and for energetic young audichink, out of the 20th centurys nihilistic ences, and which was performed in the hyper-affected gothic (sic) genre. From greatest quantity (if not quality) in Europe. seeds originally sown by urban industrial Vulgar, raw and at once emotionless and and goth music, terrr takes the experience furiously passionate, techno ignites the me step beyond. Using special subsonic hearts of the dance floor-regular and iequencies, terrr music stimulatcs the fear partygoer alike. It is not that unrealistic, :enters (sf the human (and nova) brain. then, to understand how techno has taken These subtle sounds create fear in over the world, to use mediaspeak. Music isteners. is an escape, and where better than the 3 course, any postgoth worth his salt is f synthetic drums and electronic Avalons :oing to appreciate the irony of this, and evoked by techno? Nhile the vast majority of terrr bands (like
ling story with which to save my acquaintances life. Anyway, without further ado, I headed to the airport, catching the next plane to Amsterdam and billing it to my revolving expense account maintained by N!
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he Crypt Roses and Valhallan Reavers) urn out some truly overwrought spooky
where to be seen, but I refuse to render any judgment based on my incomplete observa-
iefore: alienited teens, ilienated young adults md indulgently ilienated Older ?eople. Most of them ieemed bored by the @ scene, but Nazir :old me that ennui is part of the iulture. They want to be dead. O r vampires,: he. told me. i didnt get it. [n yr. Corresms v - I opinion, for a d group so alienated, -cc these scenesters sure Seemed to thrill at sniping at each other. If I had a dollar excuse me, a euro - for every time one of them called another a poser, Id be archduke of the Low Countries. It is curious to note that the Dutch have severely limited the venues in which terrr music may be played. Because of the psychological effects it creates, terrr is forbidden in moving vehicles and in public houses of less than certain size. It makes a sort of vicious sense; terrr scares normal people, on the level of mortal fright or amphetamine derangement. Sensible individuals flee from fear, though human society seems to have bred headcases who actually thrive on this sort of thing. After flogging Nazir, I managed to persuade him to show me a novox bar. Out front, we met a woman who claimed to have a gun with enough power to stop a nova dead in his tracks. It sounded like a good deal to me, and I looked over her wares. Indeed, the gun looked like it would stop a rampaging nova, primarily by exploding the shooter and everything within a few yards of his vicinity. Thanking her and refusing politely, we entered the bar. On our way out, we noted that her car was a flaming wreck and the woman was no-
. ,a
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the audiences perceptions an& the . creation of effects previously impossible without I - -1 A the abilities of n the performers. Aficionados of the movement subscribe to some fairly extreme (though they call it pure) distinctions. A given novox song, if performed by a non-nova, suddenly ceases to be a novox song. Likewise, a nova may choose to perform an unplugged version of a novox song, thus making it no longer novox by removing the super elements. Exactly what genre this leaves the song in is not exceedingly clear to me, and Nazir offered little insight on the matter, preoccupied as he was with a cute little Dutch girl with blue hair that had sporadic, visible waves of low-wattage electricity running though it. Damn it all, I whispered to the aging Marlene Dietrich clone across the table from me, whats the word Im looking for to describe this music? Impossible, came the reply, which was wholly accurate. She punctuated her revelation by standing suddenly and flapping toward the bar amid her wintery leather wrap. With that, I looked around the bar and surmised one of the great, baffling and ultimately stupid truths about novox music: It is for genuine individuals. Because it lacks a genre and a definitive sound, novox appeals to those who subscribe to the cult of personality surround-
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ians of novox are an unsettling breed, even more disturbing than the most morbid terrr musician. By following up with my batlike bar-muse,
that their children are such hollow, monstrous brats. Robbed of a chance to grow up normally, these sons and daughters of the shafted proletariat instead mature
priate, so Ill continue to support that. As the evening waned, Nazir and I left the novox bar. For Gods sake, you shirtstealing Lowland terrorist, hasnt this city got a n aggressive side?I bellowed, cuffing my guide on the ear and pulling the door off a passing taxi to make my point. What do you mean? asked Nazir, wrapping his boxed ear with a bandage h e liberated from a drunkard slumbering in
their chances. These kids dont want school - they want to be given a fair shake. Of course, skipping school leaves them with even fewer chances, but dont tell them that or theyll shiv you and take your wallet. (If you dont believe that kind of thing still happens, go read Punch Nardellos Detroit to Dresden.) Undereducated, mean and angry, they turn
Spic
Red-dot
Jew
Charming stuff, to be sure. Upon making it to the iso bar, Nazir and I decided it would be safer to just hang out in the parking lot, where we could still hear the music, and drink malt liquor from the package store. Those clubs are every bit as ugly as the music they play, and theyre probably none too receptive to an aging doctor of journalism and his not-white contact.
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r
Here we are again, with a brand new smattering of whats chic and whats plain weak. We editors here at TechStep take no small amount of effort to eyeball the current and coming trends, and we pick the most promising of them to relate to you, our loving readers. At the same time, we keep our fingers on the pulse of whats on its way out, because God forbid anyone should see you using outdated apps or last years floor model. Youll thank us, we promise. Weak: Internet Diehards Chic: OpNet Pioneers Okay, call us biased, but as the aging US information network degrades beneath billions of daily Ponzi-scheme e-mails and I Like Karnage Kombat XIV Gold Turbo websites, the OpNet looks better and better with each new dawn. Faster data transmit times, hardwired fiberoptic routing, infinite POP subscriber capacity and, most important of all, registered userlicenses (to filter out the dimwits and plebes) make the OpNet the wave of the digital future - which is here and now.
Weak: Clunky Laptops and Palmtops Chic: Cellular Voice-Recognition Interface Why carry your computer when you can talk to it from any phone? Typing takes too long and suffers the vagaries of low motor skills and sausagefingers alike. That, and they always scan your laptops hard drive at the airport, which is pretty invasive, from a personal privacy standpoint. Instead, adopt any of IBMs, Viasofts or Apples vocal interfaces and telecommute at the speed of thought and speech. As long as your computers OpNet-capable, processing power is only as far away as your pocket or glove box (or wherever you keep your digital phone). Weak: Bat-Swinging Vigilantes Chic: Nova Activism Look, the novas are here to stay. Sure, a few of them are selfish bastards A who crash local economies or wipe out city blocks, but most of them are fairly normal people underneath it all. Maybe its a naive optimism, but here at Techstep,we still believe in the fundamental goodness of all people, novas included. Rather than let a few bad apples spoil the bunch, wed rather see another Fireman than another Bernard Goetz or Percy Andreesen (the New York fall riots of 03, anyone?). Weak: Internal Combustion Chic: Hypercombustion Engine Okay, maybe the hypercombustion engine is still a bit sketchy, but we can hope, cant we? A twenty-five thousand percent reduction in global pollution from transportation and maintenance vehicles is a good thing and one that were willing to risk a few isolated cases of brain cancer for. Chic: The Zushima Macrobe The editors here at Techstep are basically lazy people, but firmly devoted to better life through technology. Now that we have garbage-eating good I bacteria courtesy of the boys and girls at Utopia, lets use it, dammit! The U Zushima macrobe degrades waste material and converts it to carbon dioxide (which, granted, is a simplified statement, but even the post-macrobe undigestibles occupy less than one hundredth of their original mass), which our environment is prepared to handle. Doesnt the grass look particularly green today? Now that we no longer have to bury our trash or shuttle it around the oceans in toxic garbage scows, lets all take a brief moment of reverence to throw a discarded McDonalds cup into the street. Weak: Grass-Roots Ecology Invigoration Chic: ViaSoft One World Weak: Proprietary OSs Yeah, you Mac enthusiasts are going to raise a stink, but come on. Enough platform warfare - lets get back to computing. Word is the VS wants to have a remote-compatible version of One World (nicknamed Infra, according to our sources in the R&D labs) by ea
Richard De Remer (order #1069967)
next year, which should be music to your ears if youre running DeskAway 1.03b. Dont get us wrong, Big Blue; we love using the phone, but that awkward keyword interface needs to go - and to have the Macs floatingpoint coprocessor on its side.
Weak: Neural Messaging Chic: Good 0 Digital Cellular 1 Perhaps this seems Luddite of us, but does neural messaging offer anything that pocket or wet phones dont do better? Why read a message when we can talk directly to the person who wants our attention? Global long-distance - when you even need it - is cheaper than neural messaging hubs and backup nerve tapes* anyway. Heres a case of the breakthrough not living up to the hype. Sorry, PacBell; nice try. *Yes, we know theyre not tapes, but they may as well be. So sue us. Weak: Prague and New York City Chic: Addis Ababa So long, global telecom. Goodbye, Madison Avenue brand doctors. Hello, entertainment, technology and hospitality. Since Utopias terraforming of Ethiopia, hundreds of thousands have been flocking to A-A to take advantage of the citys boom in growth. Corporate and private citizens have made Addis Ababa a hugely important city, rivaling Tokyo and New York for finance, Bombay for entertainment and any of those crumbling old European cities for culture. Provided you like a warm (er, hot) climate and no humidity, you can live like a caliph in Africa, because its still burgeoning, so rent can be found on the cheap. Weak: Endangering Species Chic: Genetically Engineered Fauna Hey, we leave the office sometimes. We know that humans arent the only animals that share the earth. Were happy, though, that new sciences and nova-assisted developments have made it easier for us to exist with those animals. The end o the last century saw over 200 individual species on f the endangered list. Through cloning technologies, weve brought that down to a mere 12, and adaptations of existing animals (such as the Triton-backed garbage pigeon) give us a more harmonious environment. Engineered cattle, chickens and fish provide more nutritional output per animal and in less time than Mother Natures way. Even Utopias Zushima macrobe is vectored by a specially bred rat. It may not be Bambi, but it sure beats eating species like popcorn. Chic: Nova Elites Weak: NBC and Infantry Actions While it pains us to think that we can communicate with our friends nine thousand miles away at the speed of light but were still fighting with each other over skin color and religion, at least theres a better way to do it. Gas? No thanks. Germbombs? Forget it. Well just hire nova elites to do the necessary ass-kicking and watch it all on the N! Report Why risk countless lives when the novas are willing to pound on each other for a few million bucks plus licensing options? Weak: Polymer Chic: Eufiber Polymers are artificial, expensive, unstable and able to transmit less data per millimeter than the alternative. Eufiber, even the synthetic stuff, is biodegradable, cheap, universal and able to transmit enough data at a onemillimeter thickness to grant everyone in the UK access to every subscription-service OpNet porn site in the world at speeds in excess of a gig a second. And it makes a snazzy running suit. No contest. Weak: Bia Five Chic: N! rF Gods sake, people, how many more sitcoms and gritty UN-agent dra; mas do we need? The answer is none! Maybe were just geeks (though the Nielsens suggest otherwise....),but wed rather watch the Stone Badass duke it out with Electric William any day of the week. And ABC, heres a clue: Urkel is 40 years old. Retire him!
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zics from the days of Hollywoods prominence still lead opulent, drug-addled lives, subsisting o n
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Excerpts from Dr. Duke Rollos Why Customs Officials Hate Me - The Wretched World of Contract Journalism
entertainment
But then, thats my job - to witness reaction and record it. Needless to say, customs officials rarely have any degree of tolerance for people who state, To observe the mating rituals of Mite-dealing ghetto barons in your decadent city, you taxfattened hyenas, when all they really want to hear is business or personal after asking your reason for leaving your own country. Ive had more hands inside me than OpNet interactive porn starlets. My bags have been seized and searched more often than I care to count, and Ive had to sit in more national police stations - airport branch - than the most deserving of global felons. Indeed, Im probably more familiar with evading their long-term scrutiny than the people theyre there to protect the good people of the world against. My wife says I bring it upon myself.
shift to Bombay Courtesy of ViaSoft Press. that they had the sense (then) to invest wisely. The have-nots do what theyve always done, killing each other in decrepit housing projects as the tide of cretindom sweeps inexorably over a city that
was once a pinnacle of American even Western - civilization. One modern development, particularly among the crime-ridden warrens of the inner city, seems to be a polarization of gang activity. Once renowned as the United States breeding ground of lowgrade organized crime, Los Angeles appears to have undergone a homogeneity with relation to gangland participation. Signs point to the citys ubiquitous clans of black United States and Hispanic hooligans rallying under a common anarcho-military banner, though Surely, someone exists somewhere in Los Angeles who doesnt want to kill me, sell precisely who the leader is remains bizarre me drugs Or convert me to unknown. Of course, rumors of this sort religion, but I havent met him. change little on the surface, as the various LA vices begin with the high society and warring urban tribes and uatos locos trickle down to the most offensive levels of continue to gut each other over matters of scum ever seen since the two-party system drug distribution and who be sleepin wit degraded. Why God hasnt stricken this who elses bitches, but police and media city from the earth for the modern trends indicate a putting aside of these Gomorrah it has become is beyond me. minor rivalries when something greater Like France before its 18th-century looms on the horizon. Of course, LAS revolution, Los Angeles population police force has one of the greatest
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reputations for brutality in the free world, but such is the price of eternal vigilance. A t least, thats what the nova rent-a-cop tells you when hes ratcheting your artn behind your back .... New York has always been the rotten apple, but those deific novas have certainly done their part in excising the worm from the fruited ovary. By making New York the place to be for novas (as it has been since time immemorial for us baselines), the elite superpeople have breathed new life into what would have certainly festered into another LA. American fashion moves through New York, as does any event of any national or international significance. More culturally diverse than perhaps any other city in the world, New York is a nexus of global civilization. Needless to say, this means you cant park anywhere.
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I Mexico
Canada: well-adjusted, civil, respectful, clean and quiet. Probably the scariest place on Earth. Obviously, none of this applies to Quebec. Once again, the French element has raised its hackles in its long-lived history of being a thorn in the rest of the countryside. Again clamoring for secession, radical elements of Quebecois society have even hegun printing their own money, which is worth roughly two quick belly laughs, but little more. Stick with the Canadian dollar, and embargo the hell out of Quebec if it finally does secede.
Canada
Yeah, yeah, you know how boring and big and cold Canada is. Ive heard those statements of dubious comic value as much as the next person. Go ahead, mock Canada and tell us how Canadians all talk funny. Dismiss Canada offhand, however, and you leave yourself out of what the United States could have done if theyd wanted to become better people instead of bigger, louder, richer people. Canada enjoys an appallingly low crime rate, which works if you like to retain ownership of your belongings but can make things difficult if you find yourself at the tail end of a bender.
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though most of the festivities stem from religious events. Thats n o big deal if youre a heathen like yr. Corresp., but devout individuals of any faith had best acclimate or stay home. Mexico celebrates the most morbid of affairs, including Dia de los Muertes, or the Day of the Dead, which apparently involves massive amounts of drinking, massive amounts of other ingestions and setting things on fire, but my memory may be a bit fragmented from the festivities. Then again, I speak only enough Spanish to order beer and menace the caballeros with a sharpened screwdriver, so Im not very well versed in the customs greater meaning. Other celebrations observed in high style
Are you intoxicated, sir? That depenz. Whuss the BAC distincshin? Im probly toxicainted h y my mothers stannerds, but who calls the shots round here? Come with me, sir.
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in March. A t either of these celebrations (or any of the lesser Catholic festivals), Mexican citizens , I t p a r t i c i p a t e with reckless abandon. Beware of partaking of the cerwezu too liberally, however, as the government has a bit to learn about fairness and honesty, and more than one Pingo has ended UP on the wrong side of a wrought-iron grate fcorever. All of these celebrations, of course, involve the ubiquitous maScaras for which Mexico is duly famous. No, not the stuff the terrr
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I far. Postingleg, givenacredit-cardjail costs a n bond in San Jose arm and conversion
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The Caribbean
Once a mainstay of the cruise circuit, the
Central America
1 can say little about Central America of
timely value, as any given government has shifted hands in three coups in the last 15 minutes. Also, I fear to sit at my desk, a5 the risk of catching one of the 2,500 stray bullets that have made their way into my room. Racked by popular discontent, poisoned by money from the Medellin drug cartels, and home to what seems like every bushwhacker conflict in the Western Hemisphere, Central America is a dangerous place t o live and an ignominious place to die. At night, the fighting dies down in some of the cities, sometimes, and the stalwart or stupid can creep into town for delicious food or to strike up a dalliance with some of the most beautiful Latin people on the continent. Nova A n i h d Buendia makes his home I here, as well, in the relatively calm 1 (meaning that only every other citizen 1 carries a firearm openly on the streets) Costa Rica. Costa Rica, (un)fortunately, is one of the places God has created naturally occurring wells of rum, so my experience is 1 limited to sandalwood bars that cool the South America fevered foreigners flesh. Also, the Jesus 1 Colombia (with an 0; you spell it with a Christ lizard, which its name by 1 U, youre talking about the capital of the running acrOsS the surface ofstill waters, 1 equally godforsaken South Carolina) is may be Seen here, but if one has overin-
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perhaps the only country I have visited in which it is not impossible to order an ounce of cocaine from ones restaurant waiter. Sick with the venom of the resurgent Medellin trufficuntes, Colombias government remains weak thanks to drug money and a martial law imposed by the criminals who exist ostensibly on the wrong side of it. Brazil, on the other hand, has taken a cue from former filth-spawning pit Mexico City and embraced the novas ameliorating ways. Much of the Amazon deforestation of the past 30 years has been reversed in a scant six, as Utopia-contributed geneticengineering projects have yielded plants and wildlife that grow to maturity in as little as six months. Project Utopias Environmental Division maintains a strict quota over what may legally be felled or mined in the area. Sao Paolo and Rio de Janeiro have risen quickly as well, becoming the third and 12th-largest cities in the world, per capita, respectively. Crossroads of ancient culture and modern technology, these cities have been caught between the rival influences of the ubiquitous Medellin cartels and Utopia crusaders, yet have had the will to remain largely independent for now. Sooner or later, though, somethings got to give, and my moneys on basic human greed, which may serve Brazil to the cartels readily. A few rumors have leaked out of the region concerning a species of super-piranha genetically engineered to combat novas. I hear theyre called Jersey Devils, chupacabras and boogeymen. Is there anything the press wont print ...?
advancements offered by Project Utopia, England slips a little more each day. Violence continues to rise in London, and Im not talking about the good kind, in which members of the now-extinct House of Lords punched each other and soccer hooligans trampled their own kind beneath their feet. Rather, London has set a tone of ethnic hatred and petty crime that the rest of the nation seems to slowly follow down the trail of general seediness. O n the newly (sort of) united continent, much has shifted within the past 10 years. Antwerp, the diamond capital of Europe, has also become the fashion capital of Europe, usurping that title from Paris and Milan. Perhaps the most unaffectedly and sincerely stylish people of Europe, the Belgians have set a cultural tone that the rest of the Continent would do wise to follow. As genial, hospitable people who value their culture and refuse to take sides in political conflict, Belgium is a model of what an economy should be, if a bit goodygoody for yr. Corresp.s tastes. Likewise, Amsterdam has practically mirrored Antwerps development, with the added bonus of having virtually legalized drug rampages, which goes part and parcel with legalizing almost every pharmaceutical on Gods green earth. Removing the getting away with something aspect of the drug bender does take part of the mystique away, but I believe that to be part of Amsterdams intent. Ibiza, off the coast of Spain, has made similar efforts, but has succeeded largely in only the drug liberalism. Youre not going to find any culture in Ibiza, unless its of the model-who-just-came-off-the-runway-
Europe
The bullheaded, traditional English have largely resisted the efforts of Project Utopia (dragging Ireland and Scotland into the mire with them), and it shows. For a nation that started as a crossbreeding of Roman soldiers who didnt want to go home and Celtic barbarians who drank the blood of their dead, the UK is a needlessly stuffy place. Such rejection of Utopias aid is most visible in London, the bacteria-infested armpit of the Sceptered Isle. With Londons (and accordingly, the rest of the nations) refusal to support the euro, accompanied by the degrading value of the pound, the United Kingdom seems doomed in the long term. Largely unaided by the
on-the-Groenplatz-seeking-a-meth-bingeso-she-can-dance-all-night-and-not-eatfor-three-days variety. Granted, thats not much cultural significance, but I shall throw no stones from my glass house. Venice, home to T2M Europes headquarters, continues to sink into the swamp that seems to want to claim Italy physically as the general chaos of the nation wants to slairn it metaphorically. Italy continues the tradition of alternating governmental power between psychotic communists and :razed fascists every other week with the 2nd result of not a damn thing. As it has always been, as it ever shall be, unless nova Siancarlo Vocaccios eye turns more seriously toward political influence in the boot of the Mediterranean.
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Yar, skirmish, hostility and other bad xaziness continue to plague the Balkans, which, true to form, have broken into n o Pwer than seven million independent iations, some no larger than one street iurrounded by other sovereign countries. ikewise, the Balkans continue to be a dace where an enterprising journalist - or myone, really, I suppose - can lose the nore dubious threads of his past. T h e nightclubs have gun checks, the beer contains what passes for antifreeze in iivilized nations and low-manufacturer-
remnants of the Equatorial mess or copycat genocide elsewhere, consume valuable resources from the rest of the world, but anyone who can pull a trigger can pretty much write his own paycheck as a mercenary here. A few notable exceptions, like Addis Ababa and most of Egypt, exist as oases in a n otherwise tumultuous continent, but for the most part, Africa is a dumping ground for every experimental exdosive, lowest-
-\ + i r k
politics remains one of itchy munifi- @ cence. Of course, Sierka doesnt officially lead the Russian Confederation, but yr. Corresp. has experienced enough puppet regimes and banana republics to call them as he sees them ....
Africa
Speaking of banana republics, half of Africas under the open influence of nova elites and the other half remains under the control of maniacal dictators who want to be nova elites. Small-scale wars, either
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Richard De Remer (order #1069967)
produced weaponry and black-market commodity in the world. Any sane person should be at once frightened and titillated by this, but the rational among us should settle somewhere back into fear after the initial response wears off. The most notorious example of the Africa Syndrome is perhaps the state of affairs in Nigeria. Powermad dictator-thug Alafin Sango, hated by some African factions (particularly Nigerias neighbors), beloved by many more, put one over o n the
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Utopians by accepting military and developmental aid and then backing out of the deal. Seems for all their brain trust with the quadruple-digit IQs, the Project couldn't cope with basic baseline no-frills scumbag cheatery. Refreshing, really. Anyhow, Lagos resembles a prewar Berlin of 1935, and bubbles under the surface with weak but fervent internal dissidents and apprehensive neighbors. Unlike some of the region's leaders, Sango is not a nova, and relies on sheer caginess to run his operation. Rumors of Teragen affiliation abound, however, and how exactly Sango has managed to avoid crushing Utopia retaliation is unknown. Addis Ababa, on the other hand, has become an earthly paradise. As the home of T2M Africa-Mideast, A-A rose from the ashes of the desert like a phoenix as a result of nova terraforming efforts that yielded even more arable land than that surrounding Mexico City. Of course, once you get inside Addis Ababa, all of the glitz, glamour and goodness seems just a bit too"structured. Is this the result of all Utopia management? Does a "for your own good" ethic oervade the Utooian MO iust below the surface? I don'
Addis Ababa is a model, perhaps I'll settle for a bit of shepherding. It makes you appreciate breaking the rules all the more... .
Asia
As fragmented as it has been all throughout history, Asia remains the ultimate place to become lost, both accidentally and electively. T h e region claims almost as many religions as it does citizens, and any relationship one manages to forge in one country may become null and void in the country 100 yards away. In the Middle East, for example, religious conservatism yields a grim outlook regarding novas, which reflects in the quality of life established there. As nominal-at-best participants in Project Utopia, the Middle East is split down the middle by a growing faction of moderate Sunnis who regard novas as Allah's chosen. Low-profile military skirmishes involve almost as many nova freebooters as the Central American conflicts, as the strife over imtters religious drives neighbors to take up arms. Give peace a chance, though: Long-suffering Palestine has established a national
development with lip service at best, Japanese manufacturers have rocketed ahead of the industry curve by 20 years or more. In their private lives, however, they still hold a soft spot in their hearts for those little sailor suits the girls wear to school. Bizarre personal penchants not, withstanding, Japanese big business has a curious, shadowy relationship with the nations Yakuza. Governmental interdict o n certain technology - imposed by Utopia pressure, of course - forbids open sale of key items. The criminal organizations, by dint of their lawlessness, elect not to heed these restrictions and move the
Enormously populous, Karachi has become the Detroit of the Middle East, but has yet to become as much of a fetid den of violence and decrepitude as its Western cousin. Give it a couple of years. China, ever the troublemaker, maintains a governmentally inandated distrust of the nova situation, meaning that they abstain from most of Utopias efforts. Chinese novas either find themselves acquired by the Peoples Liberation Army (which is, of course, one of the worlds largest corporate enterprises), or else they flee to Hong Kong. Hong Kong, of course, has become a super-capitalist den of money-grubbing
Japanese commerce is illegal, but the acceptance of the criminal in the relationship hetween business and government makes for questionable ethics. Didnt you always suspect as much? The government only differs from the criminals in that they tell you its okay. At least when you deal with criminals, you know youre bad ....
Australia/The Pacific
Perpetually part of its self-maintained Outback, Australia is a national and cultural backwater. I t always has been, and it always will be. This isnt necessarily a bad thing (see the efforts offellow journal-
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Richard De Remer (order #1069967)
T O P
S E C R E T
It was that espionage mission 1 took last week; 1 did a lot better than 1 thought 1 would. 1 wound up tracing back one of the Novelty middlemen through about six miles of false trails, back to the jackpot. He had orders to cooperaten with at least three elites, including Pursuer.So 1 started hopping along his contact trails to find out who was paying these three, and why. 1 almost wish 1 hadnt. There isnt space to go into all the details here without making this message look bigger than a pixel. The short of it is - Rourke, Utopia was paying these guys off. Not directly, of course. But 1 recognized some of the names at the end of the paper trail, and they work in the offices down the hall. These people were authorizing lacing adrenocilin with chemicals that 1 know are sterility-inducing, in doses that could only be tailored for people like us. There was a coded message concerning the Bahrain facility: something about detention and treatment and Mazarin-Rashoud disorder. There were funds going to pro-Kashmir groups, the groups they send us over there to check. It was like watching a conspiracytheory movie a t three in the morning, only its all real. Every bit. Come and talk to me. You wouldnt have gotten this message if 1 didnt think you would care. But 1 know you do. We have to figure out what to do. Jennifer
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STORY, HERE I MEAN, YE'RE ASKIN' ME TO SWALLOW A PRETTY BIG PILL WITH ALL
ENTERTAINMENT THING YOU KNOW ME - I'M NOT SOME WHACKED-OUT CONSPIRACY NUT I'VE JUST SEEN TOO MUCH TO LET THIS GO BY
IINNnTlCED
SPERM COUNT'
-1
1
IN OUR FOOD OR ADRENOCILIN OR SOMETHING. JESUS, I COULD TELL YOU THE EXACT HOUR MY PERIOD STARTS.
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E D ON M Y LOW SPERM COUNT - LET ME GET THIS STRAIGHT, JEN - THE PROJECT'S
KASHMIR IS JUST A PIS5ANT LITTLE STRETCH OF DESERT IN THE MIDDLE EAST I MEAN, COME ON - IT'S BETWEEN CHINA AND INDIA, FOR GOD'S SAKE - YEAH, THEY'RE A LOT OF PEOPLE THERE, BUT IT'S NOT EXACTLY PRIME
THEY'RE KEEPING THIS THING GOING, COR6 UTOPIA'S MAKING SURE WE KILL EACH OTHER OVER THERE SAME WITH THAT THING OUTSIDE MEXICO CITY I COULD'VE HANDLED THAT ALONE. BUT THEY SENT SCHUYLER ALONG WITH ME, AND - LO AND BEHOLD - THOSE ROGUE FEDERALES HAD A NOVA WORKING FOR THEM ElGHT DAMN DISSATISFIED GOVERNMENT COPS7 WHERE'D THEY GET THE MONEY TO HIRE A NOVA"
NO, YOU LOOK, ANDRE. NOVAS ARE LITERALLY ONE IN A MILLION, MAYBE S I X OR EIGHT THOUSAND WORLDWIDE, EVEN IF THE CURVE IS INCREASING, THEY'RE SYSTEMATICALLY KILLING U5 OFF, AND THEY'RE GETTING US TO DO IT SO IT DOESN'T LOOK LIKE ANYTHING'S UP. IT'S ALL FOR N! OR FOR PUBLICITY, LOR WHATEVER OTHER SCREEN THEY THROW UP AGAINST U5.
IMPLICATIONS-
1
GIVING THIS HALF AN EAR IS BECAUSE I TRUST YE AND I KNOW YE'RE NOT AN IDIOT BEFORE YE GO TO ANYONE ELSE WITH THIS, LET'S TAKE THE TIME TO DO A LITTLE MORE HOMEWORK. I'LL TALK TO EARL ABOUT IT, AND YOU TRY TO GET A FEW OF THE LOOSE THREADS TIED TO SOMETHING
50 BIZARRE THAT THE PIECES SEEM TO FALL INTO PLACE WHEN YE LOOK AT THEM FROM YER DISTORTED ANGLE
ETYMUCKS
-I
R A N
From Project Proteus Audio Files, Delivered to an Operative in Second Week of May, 2008 Clearance Beta. All field agents priority. Concerning nova Jennifer Landers, a.k.a. Slider. Nova Slider poses a threat to Utopia and Proteus longevity. Field observations indicate Slider has made contact with no fewer than 16 novas and no more than 1 novas 9 in a sympathy bid against the objectives of Projects Proteus and Utopia. Known sympathizers include novas Corbin, Meztiszo, Holm, Greer, Yannik, Cherpa and Fong. Proteus secrecy has not been compromised, but i t is of paramount importance to maintain such. All sympathetic and suspected-sympathetic novas have been assigned to monitored areas for evaluation and damage control. Agents of Proteus are encouraged to assess proximate novas performance and attitudes, and make necessary adjustments. Nova Rousseau has not been associated with this group of anti-Utopia novas to date, though records have been incomplete. Shes a canny bitch, though, so keep an eye on them and be prepared. Jennifer Landers, a.k.a. Slider, presents liability to Projects Utopia and Proteus to such a degree that her continued performance exists more as threat than mere agitation. Act per Code Omega directives, under normal ?roteus visibility guidelines.
E M 0
AP Wire Dated Wednesday, May 14,2008
Calcutta, India - Team Tomorrow nova Jennifer Slider Landers, under temporary contract to Novelty Consultation, was reported DOA at UN Franklin Moran field hospital this morning at precisely 4:02 am Paraphysicians worked tirelessly for eight hours to reinvigorate Sliders failed biological processes, only to declare her dead after unsuccessful attempts Slider had been retained by Novelty Consultation to safeguard against Teragen corporate espionage, and agents of that organization are suspected to have some relation to her death Details are few and far-between in this event, but the act seems to be one of assassination, possibly linked to Teragen radicalism Sliders injuries appear to have been caused in conflict with another nova, though no more information is forthcominq at this time
[BROADCAST JOINED I N MEDIA RES] AS NOVAS AND BASELINESALIKE HAVE LOST A STRONG HERO NEEDLESSLY
...GIVES ME GREAT SADNESS.
JENNIFER WAS A CREDIT TO THE CAUSE, BOTH AS A NOVA AND AS AN INDIVIDUAL, AND HER PASSING SHALL LEAVE OUR EARTH A SADDER PLACE FOR A BRIEF KNOW SHE WOULD WANT US TO TIME, ALTHOUGH I MOVE PAST THIS TRAGIC EVENT, HOPEFULLY FINDING . I T W I T H I N OURSELVES TO-
DAMMIT. SHUKI, WHERFD HE GO? SARAH, PUT SOMEONE ON I T - THIS I S LIVE, FOR GOD'S SAKE. JESUS CHRIST, SOMEONEGETIN FRONTOF THE CAMERA. SWITCH TO THREEON JHREE, TWO, ONE...
ER. THIS I S NI CORRESPONDENTS A N J I RAMANATHAN REPORTING LIVE FROM CALCUTTA, WHEN ONLY MOMENTS AGO, CONTROVERSIAL EX-TEAM TOMORROW MEMBER ANDRE CORBIN FLEb THE PREMISES, BREAKING OFF H I S EULOGY FOR JENNIFER LANDERS I N MIDSENTENCE.
5, >
DETAILS ARE UTTERLY ABSENT AT THIS TIME, AND I'M PROBABLY GOING TO GET FIRED. BUT, UM, THAT5 QUIT HOW THIS BUSINESS WORKS. SARAH, I
M E M O
5/31/2008
Director Ozaki: Im sure 1 dont have to tell you that we have a problem. However, what you need to know is that youve just been designated a troubleshooter. The inFormation leak on classified material extended beyond Landers and her immediate circle of friends; although our plants on the team were able to minimize the damage control among Team Tomorrow members, she somehow managed to transmit some of her lies to other Utopians, who have subsequently gone rogue. In all likelihood, Park was the one responsible for their evacuation; naturally, he is among the missing. At least 10 have fled [files for each are attached]; although were waiting for confirmation From all cells, we believe that number could rise to 15 or 20, all told. The good news in this situation, of course, is that the renegades have very few options at this point. Landers Findings were rather too comprehensive, and we suspect that Landers put a somewhat histrionic, possibly Teragen-inspired, spin on the data, but that may work in our favor. The renegades can be presumed to be aware that Proteus has contacts among global authorities, and they have little reason to trust any particular agency there. Similarly, although our tense relations with the United States government might seem more promising to them, they would have to be fools to try that route openly. The Teragen, though quite possibly behind this whole Landers situation, is hardly an option; these renegades are theoretically smart enough t o realize that they cant count on that nest of vipers. And although some media backlash is certainly inevitable, we are already instituting controls to make certain that the damage is minimal. T2M is already being withdrawn, and we wont be making any press conferences until were certain we know exactly what needs to be said. Your role in all this is appropriately simple. You are to use whatever resources you can covertly mobilize to track down the rogue novas, silence them however possible, and leave counter-evidence to draw attention away from Utopia. We would of course prefer that you reason with them, convince them of Landers clearly compromised status, and bring them harmoniously back into the fold; if that option fails, however, you are free to escalate damage control options as you see fit. We cannot afford to be exposed in this; subtlety is of paramount importance here, so dont let any of your agents get too enthusiastic. Especially not Chiraben. Whatever else, be certain that Mercer doesnt find out about this. He has enough to worry about already, and the world needs him focused on his tasks. Its much better for all of us if he, like the rest of the world, believes these renegades to be just a fringe group of conspiracy theorists. Director Thetis
From USA Today, 05/21/08 Do you think the allegations of a conspiracy within Project Utopia are true? Yes 14% No 58% Not sure 28% Who do you think murdered Slider? Teragen 34% Corbin 21% Government agency 18% Project Utopia 11% Criminal cartels 4% Unknown 12%
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Richard De Remer (order #1069967)
e conversation between public terminals, May 30,2008 estimated age 251:Hello? e, indeterminate age]: Thank you for picking up. Voice 2: Someone whos well aware of who you are and what youre running from. Voice 1: 1 dinnae have time for games. Voice 2: Can you guarantee that this phone line is completely secure? Can you guarantee that itll remain so? Voice 1: ... Voice 2: 1 thought not. Listen to me. 1 can offer you and your friends shelter. 1 have resources enough to keep you hidden - but 1 also have resources enough to back you on a more aggressive course of action, one that stands to help you correct some o f your current problems. Voice 1: Can ye prove this isnt a trap? Voice 2: You have a telepath among your number, yes? He will be the proof. Now hang up and start walking
From a Telecom Virus Message Distributed by Sophia Rousseau, Directed Toward Friends and Acquaintances Greetings, friends. Please listen fully to this message and pass it on via forwarding to someone close to you. Utopiaclearly wants novas under its thumb. Lookingat recently discovered evidence (the obtainingof which 1 relate below), 1 am forced to concludethat elements within Utopiaseek to subjugateor regulate, possiblyeven systematicallyeliminate, novasas a whole. How many of us have died in meaninglessskirmishes?How many have accepted a corporate-, city- or Utopia-sponsored lifestyle,trading ourselves for money?As we are not the enemies of humankind, nor are we its servants. The recent death of Jennifer Slider Landers is a pivotal point in nova history. Her close associate, Andre Corbin, has assembleda collection of her notes on the matter, and the aggregate compilation, especially in light of her mysterious death, pleads a very strong case. However, we needmorethan a strong case. Utopiahas insinuateditself inevery aspect of normallife. We have no government to which to tum, nor any police force. At the same time, we cannot becometerrorists for fear of losingsympathy for our cause.As well,Utopia hasbecomesoentrenchedin thegeopoliticalstructurethat to overturnpublic confidencein it could l e d tocatastrophic panic worldwide.Nor, Frankly, do we know a great deal regardingthe extent of the conspiracy in Utopia, whether the entire Project has beencompromisedor only a select cabal within its administration. Nonetheless, we cannot remain passive against a clear and present threat. Novas interested in defending their rights as individualsare encouragedto gather on June 1 of 2008 at the Amp Room, where a prlvateroom has been secured. Matters critical to the future of our role in Earths history shall be discussed, and your participationis vital to our success. Thank you for your time.
# I
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the news
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...In other news, General Thomas Eddicott was interred today in Arlington National Cemetery with full honors. A long line of Washington's dignitaries turned out to pay their final respects, including Captain Donald R. Baldwin, popularly known as "The Shooter." He is survived by his wife, three children and four grandchildren.
[SCENE:Captain Baldwin's eulogy.On saying Goodbye, Baldwin looks skyward and salutes.]
N! games
Baldwin: "No finer soldier ever drew breath than General Thomas Dwayne Eddicott. I had the honor of serving under him for 15 years, and in that I count myself fortunate. I know many of us are gathered here today to mourn the soldier and patriot who always served his country with pride. However, many more of us including myself - are here to mourn the man who loved his family and his country. He was a good man, first and foremost. And as he looks down from Heaven on us here today, I just want to say: 'Thank you, General...' - and thank you, Thomas. We'll miss you."
a3
P R O J E C T
P R O T E U S
Dr. Fielding:
General Endicott is very insistent that Project Cornucopia be brought up t o operating status within schedule. The American military is already over-reliant on nova personnel - we need these exoskeletons up and running, Utopian scientific sanctions be damned. Perfecting the power grids is your only concern - well handle the security. General Endicott has told me to reassure you that he is privy to information that will keep the Utopians off our backs, even if they should uncover our research. We can be certain that they wont want to take this to a public arena. Cpt. Charles Moring
Communique double-encrypted with Navajo Daedalus 3; dated 6/03/08 111 presume everything is going well on your end, Director. Nonetheless, my best wishes. Dr. Enrikssen is showing some signs of restlessness, as Id projected; all that intellect can hardly be finding sufficient challenge in engineering and architecture. His ability to process and design seems to be speeding up, at least when hes not being currently faced with a direct problem to solve; hes progressed to completing roughly three designs per hour, complete with architectural sketches. Hes currently delegating the computerized reproductions to assistants - apparently there isnt enough stimulus to finishing a 3-D model of a design that hes already mentally completed. Im thinking OF testing the new games of chance from Hattoris pet projects on the doctor. With any luck, the advanced probability configurations, when set to cycle through shifting odds in a non-repeating series OF patterns, will provide enough stimulation to occupy his mind during non-peak hours. Psych tells me that he has just enough of a gambling bug t o take interest, with a minimal chance of overattachment. In the meantime, all seems to be going quite well with Cocharin. Shes continuing to adjust well t o life in Engineering, and the department heads worked out a schedule that allows her to use her matter-transmutation abilities on a regular basis without any real quantum-bleeding or signs of stress. lve managed to bond fairly closely to her, and from what shes sharing, she seems to be taking the whole Slider incident as she should. There arent any apparent signs of her having been part of Sliders network, and shes in fact expressed worry as to what the rogues might indeed try. 1 intend to be at confidant-level status within two weeks; she seems glad of the regular non-nova company, as it seems to break down any self-imposed feelings of being different. Advise further as you see fit, of course. Ruiz
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Communiqui double-encrypted with Navajo Daedalus 3; dated 6/05/08 Nyeung: Good job on your recent efforts. Your next bit of business is to prep lshida and Fashoud and have them ready to support T2MAs in the closing of the Sop Moei plant; theyll be wetworking among the local government and military in order to make certain that the closedown is permanent. A full dossier of their role is enclosed. Business as usual for 72MCe, Eu and Am. Also, 1 want an updated full report on the Aeon board - theyve taken a few steps 1 hadnt expected, and 1 very much dislike surprises. Use a second-tier agent; 1 want a purer information feed to minimize the chance of discrepancies. Director Thetis
T O P
S E C R E T
Unmarked communiqu6, dated 06/09/08 Chiraben: 1 would very politely like to remind you to keep in fucking line. We are not an organization of sadists and bullies. We are not in this for kicks. We have been entrusted with the task of doing what needs to be done in order to better the whole goddamn planet. If that means somebody dies now and again, thats what it means. Our operating principles are here in order to prevent us from paralyzing ourselves with every last ethical question; they were instituted by necessity so that we can achieve actual, regular progress on the betterment of human society as a whole. They do not give you carte blanche to do whatever the hell you like to somebody that has been designated a liability. We are Project Proteus. We are the oil that keeps the gears turning. We are the screen that keeps the baselines from outright panic. And we are the only thing standing between the status quo and war or genocide, between the rest of the world and lunatics like Mal or those other THINGS. In other words, Chiraben, we do not fuck around. You work alone not because we want you to do whatever the hell you want. You work alone because that is the way we do things. 1f word comes to me again of you misusing your power to get your own sadistic kicks, then 1 swear to God that you will be the next designated liability. And dont even fucking think of trying to blow our cover to save your own skin. That didnt save Slider - who was one of the sweetest girls Ive ever known and it by God will not save you. 1 know where you live, and 1 know where you sleep. Dont even think of doing a damn thing that might possibly compromise us ever again, or what you did to your last assignment will look like a picnic with your grandmother compared to what we will do to you. Ozaki
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THE TERAGEN
THE ROGUE NOVA SNAPPED RUPERTS NECK WITH ONE HAND, AND PROMPTLY LEFT THE WAY HE CAME. TWELVE SECURITY GUARDS AND POLICEMEN WERE SLAIN TRYING TO APPREHEND GERYON, AND 25 MORE BOTH POLICE AND CIVILIANS WERE ADMITTED TO ST. JOSEPHS HOSPITAL WITH VARYING DEGREES OF INJURY.
COUNT RAOUL ORZAIZ, LONG NOTED AS THE MOST PUBLICLY OUTSPOKEN ADVOCATE OF THE TERAGENS BELIEFS, OFFERED SYMPATHY FOR THE VICTIMS FAMILIES, BUT REFUSED TO APOLOGIZE FOR H I S COLLEAGUES ACTIONS.
.ORUIZ: REALLY, I T I S UNFORTUNATE THAT THIS INCIDENT HAD TO HAPPEN AT ALL - BUT I N ALL
FAIRNESS, WHAT C A N YOU EXPECT?YOU CANNOT LET A RABID DOG RUN LOOSE I N YOUR NEIGHBORHOOD. THIS PERSON WAS NO LESS RABID, AND MIGHT WELL HAVE BITTEN SOMEONE RATHER MORE USEFUL THAN HIMSELF. GERYONS METHODS ARE BRUTISH, BUT HE DID NOT ACT I N THE WRONG. RUPERT SHOULD HAVE REALIZED THAT H I S SENTIMENTS ARE MOST INAPPROPRIATEFOR THE NEW ERA TO BE FRANK, THE LOSS OF A N ATAVISM SUCH AS HIMSELF I S NO REAL BLIGHT ON YOUR SPECIES.
Sh
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[DlRECTlVE FILE]
Director Harris: Enclosed is my preliminary report on the known personnel and resources of the Teragen movement [file PA-21. Operative Turncoat continues with his infiltration, and will update the file as opportunity permits. The evidence supports our theory that this organization seems to be more popular movement and charisma cult than anything else - the key difference being that only aberrants are involved. Director, the more 1 learn about this Teragen, the more grave my apprehensions become. 111 leave it to you to pore over the files and piece together the possible extent of this threat, but even a casual scan proves that these people have influence across the continents, possibly even worldwide. 1 can only presume by the incredibly extensive variety of their contacts and customers that they must have a highly cellular setup; there doesnt seem to be much of a regimented central structure a t all. Thankfully, we should be able to close in on, say, one of the Zukhov contacts without worrying about the Teragens contacts in the Vatican. 1 highly recommend isolating several of these contact points and moving through them to the Teragen members involved. Of course, well need to build up our reserve of reliable aberrant personnel first; of the three aberrants in the Directive 1 trust, ones in deep cover, the second is a bit unsubtle, and bringing in the third should definitely be a last result if we want to avoid a media fiasco. 1 repeat: Im worried. 1 think you will be, too, once you go over the file. Although the Teragen has yet to fully blossom into the worst-case scenarios we were projecting back in 98,l have a nagging fear that its only going to be a matter OF time. Carson
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ens novus.
C PF C R F l
[Directive] TOP PRIORITY: FOR IMMEDIATE DISTRIBUTIONTO ALL AGENTS To: All agents Re: Teragen File PA-3; Operative Jesse Hooks Immediately cease and desist all operations reliant on data supplied in Teragen File PA-3. PA-3 must be treated as falsified information, deliberately leaked to the agency. In addition, operative Jesse Hooks, codenamed Turncoat, is to be considered a rogue agent with access to classified information.Agents are ordered to immediately report even the least substantiated sighting of Hooks to their superiors. If Hooks is located, do not engage him without heavy backup; Hooks possesses quantum powers of at least 6-class, and should in every way be considered a Titan-class threat. The possibility of brainwashing or mind control is not an issue; it is utmost priority that Hooks be treated as a defector under his own free will, and dealt with accordingly.
111 tell you right now, my military project expenditures are stretched Fairly thin with domestic armed forces spending being cut, 60 police actions taking place and UN subsidies on top of it all 1 dont know that 1 can afford another police force of the world sort of action, and Im not sure our people want it . N: If 1 may be Devils Advocate, Im not sure a nation can afford not to be a part of this Weve already seen the power novas possess Any state without a direct hand in the governance of their, ah, superpowered citizenry is going to have difficulty maintaining its administration without open revolt . S: And then what are your feelings on China, Miss Nakamura? . 1: A vast population, best watched by those sharing our common interests . S: Well, 1 didnt ask you. Petr, but 1 guess thatll do [Transcript continues, delving into budget allocations and membership charters ]
late 2006
Spending to support the Directive must continue, even
if additional support from private corporations must be obtained to secure the United States ongoing membership. Currently, the Directive represents the only viable recourse against placing nearly all faith in nova matters in the hands of Project Utopia. Directive records show the following countries contributions and memberships. (All figures shown are in US dollars) United States $3.5 billion per annum 30 active members $3.2 billion per annum Russian Confederacy 31 active members $2.85 billion per annum Japan 13 active members Germany $2.1 billion per annum 11 active members United Kingdom $1.2 billion per annum 10 active members Directive presence and continued American involvement serves military and intelligence ends, as well as allowing American participation in global policy direction. Withdrawal from the organization places too much power in the collective hands of countries with which the United States has had a history of conflict and enmity. By maintaining a strong financial and personal presence in Directive affairs, America keeps the strongest weapons in its own hands, or at least under its sway.
-%F
. llyanovich (Russian Confederation): So then, were agreed? The presence of these novas is a concern for all our governments? . Stinson (US): 1 would imagine so . Nakamura (Japan): Agreed . 1: Perfect Now that our semantics coincide, perhaps we should outline exactly how they would best serve us, in the sense that they would be working for their government, of course If youll look through my proposal, gentlemen and lady, youll see we opine that a military structure works best Although our prior experiment [ I thmk hes talkmg about Interpol, but Im not sure - B F ] failed, limiting the structure to fewer participants better able t o enforce the Directive code - see the third and fourth attachments - should be far more effective . N: And the membership is limited to these novas? . Lathrop (UK): No, weve budgeted for a . um, normal support team, as well as a joint staff of policy leaders Leaving the organization solely in the hands of these novas and relying on their sense of patriotism wouldnt work . S:Pardon me if Im being a bit slow, but what exactly is the point of this [soundofpapersshuffl~g] Directive? er,
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A B E R R A N T
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From a CBS Evening News Broadcast, January 13,2004 Transmission starts in media res, owing to storage medium damage .Is why were here Federally sponsored nova contractors Karma and Tombstone are with me, ..-scribing the presence of these unknown novas as territorial and cryptofascist The cadre of novas, all wearing similar blue-and-white uniforms, appeared on the scene shortly after Karma and Tombstone, and asked the two independents to leave When Karma and Tombstone refused, the apparent leader OF the group displayed an official-looking badge and informed the two interlopers that failure to allow the Directive to handle the hostage Situation would result in a federal charge of treason Onlookers describe the group members as daunting and of a variety of ethnicities More on this situation as it develops Back to you, Dan
Prosecutor Danven: And what precisely is the nature of this Directive, captain? -CaptainPetrograd: The Directive maintains global law enforcement. Mr. Kleins actions were criminal, as your own court proved. As a member of the Directive, it was my duty to prevent such illegalities from taking place. . PD: And who, exactly, maintains the Directive? . CP: A joint commission of American, Russian, Japanese and United Kingdom governmental officials. Germany has recently become a member as well. . PD: A global conspiracy, then? No Further questions. . CP: No, a check against Utopias ambitio. PD: No further questions, witness. . CP:The Directive exists as an alternative to the singlemindedness of Uto. PD: Your Honor! With little deliberation, the Supreme Court found in favor o f the United States.
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T E TRITON FOUNDATION H
From The Triton Foundation: Curing the World, Time Magazine, February 2008
In the decade following the discovery and emergence of Homo sapiens novus, the worlds of science and medicine have undergone drastic ad\Tanceinents. Many of the cancers plaguing mankind from the dawn of time now have cures. AIDS, once feared to he the nest great plague, is all but eradicated. Doctors even possess cures for spinal injuries that only years ago would have condemned the victim tc a life of paralysis. The Triton Foundation deserves much of the credit for these remarkable advances in medicine. The Triton Foundation is a large medical, pharmaceutical and research conglomerate corporation with ties to the Aeon Society, the philanthropic organization that founded Project Utopia. The staff at the Triton Foundation seeks to cure mankind of all the illnesses and injuries that have plagued it throughout history, said Ryan Gill, Triton Foundation CEO. In that lofty goal, we are no different from any other portion of the medical community. What makes the Triton Foundation different is its unrelenting success rate. In fewer than 10 years, it has found cures that eluded scientists for centuries. Gill claims, we have simply taken advantage of the vast research that came before us. All this from a R I T O N company that has been in existence for only 14 years. In light of the advances made by the Triton Foundation, no one seems too ready to look the proverbial gift OUNDATION horse in the mouth. Of particular note is that the fI Triton Foundation has funded much of the scientific research into novas. The Nobel Prizewinning Drs. Mazarin and Rashoud ha1.e both worked as paid consultants to the Triton Foundation. The company also funded the recent study that discovered a genetic basis for the MazarinRashoud node. We have spent a good deal of our research budget on nova physiology because the research has given reinarkable insight into the workings of the human body, said Gill. We have simply followed the cutting edge of scientific research. The Triton Foundation has n o intention of resting on its laurels. Even now the Foundation is striking new ground in various areas of medical science. Current research projects include complete prenatal genetic screening and prenatal gene therapy, which promise to cure, in the womb, many diseases a person could potentially acquire. Serums for viral agents such as anthrax, hepatitis and rhinovirus (the common cold) are also being developed. Possibly the most promising research currently underway involves the cloning of replacement organs and limbs from patients own DNA. This process promises to make transplantation waiting lists and organ rejection a thing of the past, allowing for virtually any part of the human body to be replaced. We see a very bright future for medical research, said Gill. I can only hope that \re can continue to make great strides.
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Timeli ne
by the merging of several pharmaceutical and biomedical research companies under the auspices of the A e o n Society.
1994: Triton Foundation created 2000: Breast cancer cure developed 2001: Prostate cancer cure developed 2003: AIDS vaccine developed 2004: Generic anticancer gene therapy perfected, cures most known forms of cancer; ebola vaccine developed 2006: First prenatal cancer screening for breast cancer; first prenatal gene therapy treatment 2007: Triton-funded research into genetic origins of novas released
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Estimated Power Levels
0
Count Orzaiz refers t o himself as "an accomplished athlete o f my species." He has distinctively superhuman levels o f stamina, speed and strength, although he refrains from publicly demonstrating his prowess. Secondhand rumor (usually attributed t o one of his many ladyfriends) cites him as able t o lift a dump truck, run as quickly as a cheetah and survive small-arms fire without a scratch. They don't come any more controversial than the celebrated Count Orzaiz. This European playboy is on unapologetic and public member of the infamous Teragen - and likely the movement's most telegenic spokesman. Although his philosophy is far from popular, the count doesn't lack for Popularity of
Null Manifesto However his behavior is a far CPY from his more casually sociopathic colleagues such as Geryon the count is unfailingly polite, and he notably enjoys the company of baselines. Although Project Utopia has stated that they intend t o keep a close eye on him, the count has yet to do anything more subversive than lose a few hundred thousand francs in Monaco's casinos.
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C R I M I N A L
C A R T E L S 1
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Camparelli-Zukhov Megasyndicate
Excerpt from a phone conversation; 03/21/00 . Voice 1: 1 cannot believe you had the audacity to call me. 1 have nothing to say to you. Voice 2: 1f thats so, why are you still on the phone? Voice 1: Be very careful how you put your words. Voice 2: Im not trying to insult you, Zukhov. Get that through your head. Voice 1: Oh? And what are you trying to do? Voice 2: Look, this wars been hitting you as bad as me. But you and me, were both survivors, right? 1 wanna talk terms. Voice 1: Of surrender? Voice 2: Now 1 should be the one getting insulted. But Irn gonna let that slide. See, 1 know well as you that well be lucky to get out of this alive, much less free and still in business. Weve both got contacts in good places, but when it comes down to just the two of us, this Utopia bunch is going to pick off one - then the other. Just like that. We dont have the muscle, and we dont have the freaks to resist them. Not separately. Thats why Ive got an offer for you. .Voice 1: 1s this the same offer you made Serizy and his Frenchmen? Voice 2: No. No, it isnt. They were wounded a lot
worse than you are; they had no choice but to come under my banner. You... You 1 respect, Zukhov. You have talents like nobody else in this business; comes of being a damned KGB special talent, huh? 1 wasnt talking about you working for me. 1 was talking about us working together. Voice 1: Hm. And 1 am to trust your goodwill? *Voice 2: You dont have to. Thats the beautiful part. 1 know youve already been checking up on me and mine. 1 know you know that were the last Family standing, and that weve dragged a number of the survivors under our wings. Just like 1 know youve managed t o pick o f f all your Organizatsiya rivals, and done some recruitment of your own among the Europeans while you were at it. Run your numbers. Irn guessing youd come out with the same figures 1 would - that if we tried to do each other dirty, wed wipe each other out, but if we cooperated... * Voice 1: Yes. That way we stand a chance of survival, and of confounding one anothers enemies by pooling resources. Voice 2: Youre quick on the draw, Russkie. * Voice 1: 1 have done my homework. 1 will presume that my men will be training yours in proper enforcement techniques, yes? You will abandon your protection operations, of course; there is little need for those when we can make a much greater profit on transporting goods, bookmaking and, of course, vice. We are both very good at the vice. * Voice 2: Son of a bitch. You were expecting me to call, werent you? Voice 1: Is that a problem? [END PHONE CONVERSATION]
Nakato Gumi
Draft of script from Gumi Nova Tragic OAV, aired 071
13/07
.Ryu: 1 dont expect you to understand. You are right to hate me. M y hands are soaked in blood - all shed by the order of my oyabun. 1 have killed a hundred men in the name of my gang. 1 have taken technologies forbidden by Project Utopia and sold them on the black market. 1 have defied the laws of the world and obeyed only the laws of my family. * Ichiko: But... but you have a choice, Ryu! Everyone has a choice! Ryu: No, not everyone. 1 was given no choice to be born, and no choice to live. Now 1 have no choice how to live.
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From a DeVries briefing letter, dated 03/24/08 Jeffries: If youve looked over the contract, youve probably already noticed that youre looking at a hell of a lot of money for a simple extraction. Well, dont be fooled - this is no simple extraction. Things are never simple where the Nakato are involved. 1 expect you to spend some time doing research on the flight over. Youll need to know everything you can about these people to pull off this mission. 1 hope your chameleon skills are up to the task; Japans still fairly xenophobic after all these years. Of course, it doesnt help that youre up against one of the major organized crime forces in the world, and going after them in their own backyard - where half the zaibatsu in Osaka are likely in their pockets. Im sure youve heard all the stories about the Nakato - amphetamines and spike dealing, vice crimes, money laundering - seems like pretty tame stuff when you compare it to some of the other jobs, right? Wrong. The Nakato are bad, bad news. Im serious about doing your research; you wont have a chance in Hell otherwise. For one, you know that smuggling of Utopia-banned technologies they do? Dont think for a minute that there arent any gimmicks with military applications in their inventory. Some of those might even be capable of dropping Geryon. For another, youll have to watch out for the whole neighborhood; in Japan, the Nakato have popularity and approval ratings that are through the roof. The number three comic in Japan is a true life rag about a nova who serves his Yakuza masters, helping out the little guy and tweaking the noses of foreign authorities. Theyve made a damn cartoon out of it, too; and the things been exported around to American and European markets, where we can only presume its stepping up their approval ratings as well. Finally, you can bet that theyve got a nova or two up their sleeves, and we have no idea what sort of powers theyre packing. That comic shows somebody with superspeed, but theres no reason to believe its based on real life; probably just bankrolled by some kobun. So be ready to expect anything. Full dossiers on the chip. Good luck, and watch yourself. If you pull this off, 111 buy you the cognac of your choice, deal? Khalif
07
Telepathic scans on the subject are difficult and still not fully conclusive 1 have difficulty penetrating the layers of his mental defenses; to do so causes him great pain, and 1 experience some feedback. As such, 1 would like to request
a prescription of adrenocilin before our next session Thesubject, Ma Yuo, is a lifetime resident of Hong Kong. He was recruited into the triad-sponsored Yellow Silks tong at the age of 13; he killed his first man at the age of 15. This much is easy to discern. However, i t is when 1 pry behind the door painted with the words Heaven Thunder that the defenses become very thick. Either he has been psychologically conditioned to resist telepathic inquiry, or he is holding me out with emotions even stronger than a survival instinct. The threat of something worse than death is very real to him. The images 1 receive are fleeting. Ma was apparently only lightly involved in any heroin dealing or use, for i t is not a primary motif at all. He does touch on images of fan-tan cards and paigow dominoes, leading me to believe that he is indeed a ranking soldier in the triads gambling ring, as lnvestigations reports.
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as 1 attempt to go deeper that the other imagery rises up. 1 catch the repeated chant of oaths of loyalty, many oaths of loyalty. In all,a gruesome fate is promised if he reveals the secrets. The chanting is accompanied by shadowy images - demons with the smiles of sharks, a man on fire, a gout of green smoke with the lips of a woman. At this point, the pain becomes too great, and 1 am forced to withdraw. 1 can only conclude that these final images are how the
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subject chooses to acknowledge the nova enforcers that we know the Heaven Thunders keep on retainer. There is no evidence to confirm that their chairman is a nova himself. 1 will attempt to pry further tomorrow, if that is your wish, but 1 fear that the subject is in very real danger of death if 1 pry further. His emotional state is such that dying of fright is quite possible. 1 await your decision. From a Team Tomorrow Americas trainee briefing; date
01/10/07
When it comes to organized crime, we have three real concerns in the Americas. The first is the trouble with various gangs, a few of whom now have nova leaders. Youve probably heard enough about the rise of the Crips and the Spangler Posse, and how their leaders have turned them into something much deadlier; however, these are moderately localized threats, and not the subject of this lecture. Secondly, theres the stateside versions of the Nakato, Camparelli-Zukhov and Heaven Thunder - but these are largely United States-local, and small stuff in comparison to their hometown versions. The real lords of organized crime across two-thirds of our protectorate are the Medellin cartel. The Medellin are virtually unchallenged for their position as kings of the cocaine market. Not long after the Galatea explosion, the other Colombian cartels began suftering crippling hits on their farms, processing plants, even households - you name it. To nobodys surprise, this swath of destruction had novas behind it. These novas - two of them a t first, although we believe there are more now - turned out to be hired agents of the Medellin drug cartel. The Medellin slaughtered all their rivals and set up their own household as the unquestioned rulers of the South American cocaine and cocaine variants trade. Currently, we suspect that one of these novas is the head of the cartel, and the other serves as his lieutenant; files for both are available on the database. Ultimately, theres good news and bad news about the Medellin. The good news is that theyre pretty localized; they can be found where the cocaine market is, and not much of anywhere else. The bad news is that because they dont really compete with any of the other criminal cartels, theres not much chance of them going to war with, say, the Nakato. They stick to the cocaine business because its hugely profitable for them, and theyre in turn guarded by not only their own nova enforcers, but their layers of contacts. They make more money than they can easily spend; as a result, a lot of their funds are tied up in various Caribbean banks. This investment has given them a lot of allies among the appropriate nations, to say nothing of the various Central and South American governments they have in their pockets. So as you can see, theyre a real problem for us. We cant go in after them guns blazing, because they have too many allies that might get us in legal trouble. We cant easily set them against rival syndicates, because theyre not in competition. Thats why its one of our primary objectives to continue our goodwill efforts in the Americas; every field we terraform or power plant we set up makes us look a little better to the governmental high-ups. If we can convince the various heads of state that Project Utopia is a better and more valuable friend t o have than the Medellin, then maybe well get the sanctioning and help we need to remove these parasites once and for all. Until then, its going to be very tenuous going. So if you wind up crossing a Medellin in the course of your duties, hold back and play it safe. Let us know. We can still oppose them, but we have to be careful about it.
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INTRODUCTION CHAPTER ONE: SYSTEMS CHAPTER TWO: CHARACTER CHAPTER THREE: TRAITS CHAPTER FOUR: MEGA-ATTRIBUTES & ENHANCEMENTS CHAPTER FIVE: Q U A N T U M POWERS CHAPTER SIX: DRAMA CHAPTER SEVEN: STORYTELLING
The Basics
Aberrant is a game Focusing on the lives and ex0 ploits OF paranormal humans. Set 1 years after radiation From an exploding satellite triggered bizarre powers in a fragment of Earths population, Aberrant chronicles the struggles of these novas, or new humans, and their quest to Fit into - or forever change - human society. Aberrant is, at its Foundation, a game, but a game about telling stories. If youve played other roleplaying games, you should already be familiar with the idea. If not, this section explains what it all means.
strict the action. The rules provide the basic mechanics or play; beyond that, the games Focus is on the story. Designed for cinematic storytelling, Aberrant is nuch like a movie. The game works best when Focusing I n only a few main characters; thus, a group of only a ialf-dozen or so players is recommended. Much of the lames intensity and excitement is lost with larger groups, n which players must compete for attention.
The Storyteller
Aberrant has more in common with plays than with :ard or board games. Most notably, one player, called the Storyteller, is a director of sorts. In Fact, the Sto-yteiler acts as a combination director, narrator and ref:ree, creating the drama through which the players take bheir characters. As a Storyteller, you create the environment in which the characters are placed. While players and StoFyteller shape events together, you are responsible For tying the storys disparate threads together and making jure that the game runs smoothly. Your most useful tools in balancing story and game are your imagination and the rules systems. Storytelling Aberrant is challenging, but this book makes it a simpler and more enjoyable process. Its a formidable job, but it can be incredibly rewarding - after all, the reward is the story itself. The Storytellers role is explored in detail in Chapter Seven: Storytelling.
Storytelling
Telling stories is a part of our heritage. The oral tradition is the oldest method OF communicating information and entertainment. As society progressed and became more diverse and sophisticated, so too did storytelling. Unfortunately, it also became more passive. Where our ancestors took turns telling one another tales, we now watch stories on television. Yet there are still storytellers among us. The Filmmakers who create movies and the writers who create novels and comic books are just a few of those who maintain this ancient art. Aberrant is all about tellingstories, not just listening to them. Its an opportunity to create new legends - not to merely watch as old legends are recycled on screen.
The Players
Most of the people playing Aberrant assume the roles of the storys protagonists. While the Storyteller sets the stage for the game, it is the players who take the stage and create the action there. Being a player demands efFort and preparation, but these elements add richness and depth to the story. As a player of Aberrant, you create a character with incredible powers - a nova. You decide thecharacters actions over the course of a story as if you were playing a protagonist in a novel or Film. Everything you have your character say and do has an impact in the Aberrant universe. Your goal is to help the protagonist overcome the obstacles Facing her, thereby achieving her objectives. After you describe your action, the Storyteller will occasionally demand that you roll dice to see if your character succeeds in the attempt. Beyondthat, you need
Roleplaying
Aberrant is a roleplayinggame; players assume the roles of central characters in an ongoing story. Its much like improvisational acting with a dash of Cops and Robbers. The make-believe you played as a child - imagining yourself as a knight in shining armor or a brightly clad superhero - was roleplaying. Aberrant is simply a more sophisticated version of those childhood games. Still, Aberrant needs a few more rules than the playground did; Got you! Did not! Did too! is too simplistic for this sort of game. Aberrants rules set the storys parameters, allowing the Storyteller to determine each characters abilities and limits. Rules guide the story, eliminating conflict over whether or not a characters actions are plausible - but rules dont dictate or re-
only think back to when you played make-believe - its that simple.
Characters
To play Aberrant you create a role and become that person within the context of the game. Just as actors play characters on stage, players are the protagonists in an improvisational story. While a playwrights characters have a predetermined existence, the Aberrant character you create develops according to your desires. The character creation process is relatively simple; it takes only a half-hour or so to work out the Traits and ratings that designate the characters capabilities. Even so, a character is nothing but a collection of numbers on a piece of paper until you breathe life into it. charadercreation iscovered inchapter Two: (Xwackr.
The Game
There are no winners or losers in Aberrant. The idea is not to beat the other players, as having everyones characters cooperate is often essential to your own characters survival. Nor is the goal t o beat the Storyteller, since the Storyteller and players work together t o create the best story possible. I n the end, the idea is to rise to the challenge, striving to overcome Herculean odds with your powers, wits and courage. Although this settings main focus is the struggle for power among the superhuman inhabitants of Earth, Aberrant is designed for players to pursue any number OF goals. You can explore any concepts that interest you. Your series of stories may deal with matters as epic as saving the entire planet, or as personal as finding true love. Its all up to you and your Storyteller. Aberrants victory conditions are less tangible than being the only player who isnt bankrupt, or cornering your opponent in checkmate. Success in A h rant may come about for a number of reasons: defeating foes in the course of the story, achieving status within an organization, developing a previously untappedpower, uncovering a world-threatening plot or simply enjoying the experience of playing in the game. There is no official end to a storytelling game, merely breaks between game sessions. Each time the players gather, the story picks up again, just like another episode in an ongoing TV series or another chapter in a novel.
iberrant world and our own. The first is the presence )f superhumans. These beings are referred to as new iumans, or novas. Novas have a piece of genetic codng enabling them to control the fundamental forces of he universe, thus granting them vast power over their iurroundings. Although there are only 6,000 or so no/as in the world as of 2008, their coming has had a trenendous impact on culture, politics and scientific theory. The second important difference is the presence )f a powerful global organization, Project Utopia. :ounded in 1998 by members of the Aeon Society, roject Utopias mission is to foster harmonious rela:ions between humans and novas while bettering the Norld as a whole. I n its 10-year history, the Project has lad great success, saving countless lives, curing diseases, and ending Famine in vast areas of the world. So important has the Project become that Utopia now occupies a advisory seat on the UN Security Council. n The official beginning of the Aberrant chronicle IS July 2008, a couple of months after a very important event in the Aberrant worlds history. Recently, the immensely popular nova Jennifer Slider Landers was murdered. Evidence currently points to Landers erstwhile friend, maverick ex-teammate AndrQ Corbin. When Corbin fled the site of Landers funeral and went into hiding, suspicions seemed confirmed beyond all doubt. However, Corbin has apparently founded or joined a renegade group of novas calling themselves Aberrants, and this group has disseminated information suggesting that it was Project Utopia who murdered Slider. The Fugitive faction alleges that Slider discovered incriminating information about the Project and was summarily silenced. Utopia publicly scoffs at these accusations, labelingthem the desperate defense of a fugitive murderer. Nonetheless, the Slider scandal has shaken novas confidence in the benevolentProject Utopia, and fallout from the event is polarizing novas worldwide. The balance of power between individual novas and nova factions is shifting, and any nova can make the difference between absolute power and destruction. As a nova, you are one of the most important beings in the world. Possessed of enough quantum power to change the fate of entire nations, you cannot help but leave an impact on the world around you. Will you join the Aberrants in an attempt to uncover the truth about Utopia, or will you aid the Project against the rogues who would tarnish its good name? Will you ignore the coming struggle, or even exploit it for your own gain? History beckons, and you alone can make the choices that could affect millions.
The Future
Aberrant is a prequel game t o White Wolfs Trinity science fiction roleplaying game, a far-future setting Featuring evolved humans known as psions. As such,
events in the Aberrant storyline influence and are influenced by the Trinity storyline. According t o the Trine
timeline, relations between humans and novas will gradually worsen, culminating in the great Aberrant War of 2049-2061. Certain characters introduced in this book will have a greater or lesser impact on the events that lead to - and follow - the Aberrant War. That having been said, players and Storytellers are free to include as much - or as little - of the official Aberrant-Trinity metastory as they like. Aberrant can easily be played as a stand-alone game without need of Trinity, or the characters actions may forever alter the Trinity timeframe to come. Its all up to the players and the Storyteller.
Playing Aids
Aberrant is designed For play around a table. You need little besides this book, some 10-sided dice (also called dlOs), photocopies of the character sheet, pencils and paper for taking notes - and, of course, your imagination. Still, other props can make the roleplaying experience more vivid. Mood lighting, music, scribbled notes or sketches; all can serve to make the game seem more real. Remember, though, that props are just that; its the story that matters.
room or making a speech before millions, you are physically involved in the action. Imagination is still important, and the Storyteller may still interrupt events to describe objects and special situations. No dice are used in live-action games; alternate rules (like those in White Wolfs Minds Eye Theatre game products, or simply the result of the Storytellers judgment), replace dice. The method of adjudicating actions itself isnt important as long as its consistent, fair and fun for everyone. Rules of Live-Action You must follow a few essential rules to ensure that live-action roleplaying is safe and enjoyable for all. These rules must be obeyed in any live-action activity; safety is always the primary concern. Dont Touch: Players may never actually strike or grapple one another. No combat should ever be performed - thats what the dice are for. If anyone gets too rambunctious, the Storyteller should call for a timeout and remind everyone of the rules. Repeat offenders should be asked to leave, or the action should be returned to a tabletop roleplay forum. No Weapons: No props can be used if they must touch another player to be effective. No real weapons or realistic-looking props (like guns or swords) of any sort are allowed at any time during live-action sessions. Respect People Who Arent Playing: Play in a private area where only the players are around (your house, a reserved room on campus or a rented hall). Never perform live roleplay if passersby may be confused or frightened by the event. If nonplayers are around, understandthat they probably have no idea what youre doing. Be discrete and considerate; respect their space and dont force them to participate (pausing to explain that youre playing a game is also a good idea). Know When to Stop: Remember: Its just a game. When anyone calls for a timeout, all action must cease immediately. If the game gets too intense for someone, its time to stop.
Glossary
The Following a number of terms used in the rules that new players may not be familiar with. Each is described in more detail elsewhere in this book.
is
Live-Action
Live-action roleplaying is a naturaloutgrowth of the tabletop storytelling described above. Live-action is even more like improvisational theater; the actors (the players) literally act through the scenes. This can create a very intense and immediate storytelling experience. I n live-action roleplaying, you dont just describe your characters actions; you are that character. You actually do what the character does (within reason obviously, you shouldnt try to simulate flying or lifting a Mack truck). Whether thats simply walking across a
Character Terms
Aberration: An odd or detrimental physical or mental quirk gained as a side effect of excessive Taint. Ability: A Trait describing learning, knowledge or applied experience in a given area. Abilities are added to Attributes to determine your characters skill totals. Allegiance: The order, government or organization to which your character belongs. Attribute: A Trait that describesyour characters basic characteristics; a reflection of raw, natural capability. Enhancement: A specialization of a Mega-At-
tribute that enables you to perform certain superhuman feats. Experience Points: Points awarded by the Storyteller as reward for achieving the storys objective or playing a character well. Experience points can be spent to add new Traits or raise existing ones. Extras: 1) Special Traits that can be added to quantum powers to enhance their efficiency. 2) The characters (created and played by the Storyteller) with whom the team interacts, from simple passersby and bit characters to trusted allies and dangerous enemies. Group: The players who adopt the personas of characters involved in the stories told. Mega-Attribute: A Trait that allows a characters normal Attribute to extend into the superhuman range. Nature: Your characters core being, her emotional personality. Quality: A remarkable aspect of one or more of your characters Attributes. Quantum: A measure of your characters power over the fundamental forces of the universe. Quantum Points: Points representing residual quantum energy, which a nova expends to activate her powers. Quantum Pool: The maximum number of quantum points a nova can store under normal circumstances. QuantumP o r n A special manifestationof Quantum your character can generate; for example, flying, generating gravity fields, and projecting force bolts are all considered quantum powers. SkillTotal: The combined rating of an Ability and its base Attribute. Skill total determines the number of dice you roll (called a dice pool) when your character performs an action. soak:Your characters ability to withstand damage and physical trauma. Specialty: An area of expertise within an Ability. Storyteller: The person who creates and guides the game by assuming the roles of all characters not taken by the players, and the person who determines all events beyond the players control. Taint: A score indicating the degree of change wrought on a novas mind and body by the channeling of quantum energies. Team: Specifically refers to the characters within the game, not the individuals playing them. Trait: Any Attribute, Ability, Advantage or other index with a rating. Willpower: Your characters self-confidence and moral center.
Rules Terms
Action, also Dice Action: Performing a task (a consciously willed activity). When you announce that your character is doing something, shes taking an action. This is also called a dice action when you must roll dice (known as a dice pool) to determine whether
or not your character succeeds in an action. Most actions are standard actions; see below. Action. Difficult: A task more challenging than normal. See Difficulty. Action, Multiple: Taking more than one action in a turn. The first actions dice pool is reduced by a number of dice equal to the total number of actionsyour character will take in the turn. Each following action loses an additional die (cumulative). Action, Resisted: An action that two or more characters take against one another. Rolls are made for each against Traits designated by the Storyteller, and the character with the most successes wins. Action, Standard: An action with no difficulty modifiers. You simply roll your Dice Pool and tally any successes. All tasks your character performs are standard actions unless the Storyteller declares otherwise (by applying a difficulty, noting multiple actions or stating that the action is resisted). Botch: A notable and often dramatic failure when attempting an action. Dice Pool: The total number of dice available to you for a given action. Your dice pool is equal to the skill total most applicable to the action taken. If your character doesnt have an Ability rating in a task, you default to the base Attribute involved and use its score insteado f a Skill Total. Difficulty: Short for the difficulty of the roll, a difficulty notes the added challenge involved in accomplishing a task. You must roll the standard base of one success plus the additional difficulty indicated (usually by the Storyteller) to accomplish a difficult action. Dots The method used t o indicate rating values. Each dot equals a die that may be used to perform actions. Max: To channel extra raw Quantum into a particular power, thereby increasing the powers potency. Rating: A numbered Trait value; usually a range from 0 to 5, though sometimes from 0 to 10 (often noted in numbers OF dots). Success: A die that rolls equal to or higher than the target number of 7. Most actions require only one success; more challenging actions demand more successes. Success, Extra: Any successes you roll beyond the minimum required to accomplish an action. Extra successes may be used to make a standard success truly inspired. Success, Standard: Rolling exactly the number of successes required to accomplish an action. System: A specific set OF game mechanics used in a certain situation; rules to help guide dice-rolling resolutions to simulate dramatic actions. Target Number: The standard rating of 7 over which you must roll for your character to succeed in a dice action.
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World Terms
Aberrant: (capitalized) An organizationdedicated to uncovering an alleged conspiracy in Project Utopia; (lower-cased) a derogatory epithet used to refer to novas. Aeon Society: A philanthropic organization century; founder of Project founded in the early 20th Utopia. Anima: A quantum energy Field many novas project when using their powers. Amp Room, the: Private lbiza nightclub whose membership is open only to novas. Baseline: Normal, non-nova human. Blacktech (shadowtech): Technology that is far ahead of the standard industry curve and is typically developed through studies of novas. Most blacktech is presently banned by Project Utopias Science and Technology Department. Church of the Immanent Escheaton: Popular Western religion that upholds novas as highly evolved spiritual beings; similar to the Scientology and theosocentury. phist movements of the 20th DeVries Agency: A private firm specializing in the contracting of nova operatives, elites and bounty hunters. A sort of sports agency for novas. Directive, the: A multinational espionage and police agency dedicated to neutralizingthreats to world (and particularly First World) security. Dorm down: To internalize and shut down ones quantum signature, thus appearing as a normal baseline human. Elite: A nova who uses her powers to act as a mercenary. Equatorial Wars: A series OF resource conflicts fought in Africa in the early 21 century. The Equatorial Wars mark the first use of nova elites in brushfire actions. Eufiber: A substance secreted by nova fashion designer Anibal Buendia, as well as synthetic derivates of that substance. Franchise: A nova who accepts an established position of employment with a city, corporation or other body; alternatively, the identity of the position itself, independent of the nova filling it. For example, any nova who accepts the HoustonTornado franchise assumes the persona of the Houston Tornado. Inert: A derogatory term used by certain novas to describe a nonlatent baseline, one without the genetic capability to become nova.
Kamisama Buddhism: A hybridof Shinto and Buddhist beliefs espousing novas as incarnate spirits. Mascara: Spanish for mask; also, a synonym for elite, particularly in Latin America. Mazarin-Rashoud (M-R) node: Gland in a novas forebrain that allows the nova to channel quantum energies. N!: A highly rated television channel devoted exclusively to coverage of novas. Nova: A humanwith the genetic capability to develop the Mazarin-Rashoud node and channel quantum energies. Novelty Consulting: A private Hong Kong corporation specializing in consultation and problem-solving. Null Manifesto: A statement by nova Divis Mal that counters the Zurich Accord, declaring novas to be intrinsically separate from baseline humans. OpNet: An advanced communications network derived from studies of Buendia eufiber. Project Proteus: A secret division within Project Utopia whose ostensible goal is to support Utopias efforts through clandestine actions. Project Utopia: A private foundation whose goals are to better the quality of life on Earth for all humans, often through use of nova abilities. Quantum energies: The four fundamental forces oF the universe-gravity, electromagnetism, strong and weak nuclear forces - as well as nova-derived and channeled energies transmuted from those forces. Saisho: The New Beginning; early 21-century Japanese economic policy. Team Tomorrow (T2M):The nova-led public relations and defensive arm of Project Utopia. Teragen: Philosophy/movement founded by nova Divis Mal whose primary precepts are the inherent separateness of baselines and novas and the implicit assumption that novas are more highly evolved beings than baseline humans. ViaSoft: 21-century conglomerate created by the merger of 20th-century corporations Viacom and Microsoft. XWF (Xtreme Warfare Federation): 21*-century sports entertainment enterprise Featuring contests of nova-powered shootfighting. Zurich Accord: UN resolution declaring novas to be human beings.
The systems in this chapter provide a structure by which matters of chance are resolved in the Aberrant setting. These rules are quite simple, but even then, you shouldnt feel constrained by them. Be flexible with your adjustments, and be consistent when you make changes.
Actions
Characters take lots of actions in the course of a story. Players may act out conversations or simply describe actions to the Storyteller. An action can be anything from having a discussion to blasting a building to smithereens. Some actions, such as talking, walking and other simple physical deeds, are automatic, not requiring dice rolls. Other maneuvers, mostly those related to combat, are called dice actions, and they demand that you roll dice to determine the outcome. See Complications, p. 108, for information regarding specific types of actions.
Time is a fundamental element of Aberrant. There are four distinct ways to describe divisions of time within the game, progressing from the smallest to the largest unit. Turn - The smallest unit of time in the game, considered long enough to take one action. A turn is defined as about three seconds in combat situations, although a turn of up to three minutes is acceptable in less dramatic circumstances. Scene - One compact period of action and roleplaying that takes place in a single location. A scene is comparable to a scene in a movie. It takes as few or as many turns to resolve events as are necessary. Episode - One independent part of a series, often played in one game session and made up of scenes connected by downtime. Series -A complete tale, with an introduction, buildup and climax, that often takes several episodes to complete. Your seriesis the continuing narrative that your cast creates. Also called the story. Besides these four active time divisions, Aberrant stories sometimes include: Downtime -Time between scenes or episodes that characters may spend resting, recuperating or possibly learning new talents. Any time that characters are not actively participating in a story is considered downtime.
Movement
Your characters actions may depend on how far she can move. These rules keep formulas to a minimum. A walking character moves five meters. A runningcharacter moves her Dexterity rating +12 meters. A sprinting character moves (3 x Dexterity) +20 meters. Characters with Traits such as Mega-Dexterity, Flight or Hypermovement can move much faster, though; see Chapters Four and Five for specifics. Movement is often an automatic action, but a character can take no other action that turn if she moves the entire distance that shes able to. A character may typically move half her running distance and still perform a dice action. Moving under hazardous conditions (combat, rough terrain, buffeting updrafts) may also call for a die roll.
Trait Ratings
A characters Traits - innate and learned capabilities, called Attributes, Abilities and quantum powers
- are defined by a number OF dots. Most Traits are rated From one to five dots; indicates a poor or beginindicates the absolute ner level OF skill, while * peak of human capability. Trait ratings are recorded by filling in the appropriate dots on the character sheet. X AbysmaWntrained Poor/Novice
....
Average Good Exceptional Human maximum Because of their powers, novas often exceed human capabilities in various Traits.
.
0. 0..
.... .....
Personality Traits
Three Traits have no Abilities related to them Wil/power, Taint and Quantum. Additionally, Willpower and Taint have both permanentand current ratings. The permanent rating (designated by dots on the character sheet) usually stays the same. However, the characters current rating (noted by the squares under the permanent rating) can Fluctuate during an episode. Dice actions using Willpower are based on the characters permanent score (the dots), not the current rating (the squares). Personality Traits are discussed in more detail in Chapter Three: Traits, pp. 144-153.
Default Traits
On occasion your character may not have a rating in an Ability that the Storyteller designates. If so, you defaultto the Attribute on which the Ability is based. So iF the Storyteller calls For an Awareness roll, but you put no points in that Ability, you simply use your characters rating in Perception. This system reFlects the idea that someone who improves upon her natural capability through training will generally perform better than someone who tries to get by on raw talent alone.
minimum can sometimes generate additional efFects (at the very least, extra successes mean your character accomplishes the action in a superior and notable fashion). See Complications For information regarding easier and more diFficult actions. Degree of Success Total Successes Rolled One Standard Two Superior Three Remarkable Four Astonishing Five Phenomenal Fwkmple:Megan Sensation notices an unknown nova eyeing her at the Amp Room. Not wishing to confront the nova or attract undue attention to herself, Megan tries to slip out unobtrusively during a particularly crowded moment. The Storyteller has Megans player rollStealth;Megan 5 Dexterity is 5 and her Stealth is 2, so the player rolls seven dice. She scores 1, 9, 7, 7, 4, 1 and 10 - four successes. Megan manages to slip easily into a throng of dancers and make her way to the exit.
Storytellers discretion, your character has an automabc iuccess iF her skill total For an action is at least equal to :he target number of 7. So if you have eight dice or more, four character succeeds automatically -you dont even ieed to roll. Still, its merely a standard success; you might want to roll anyway to achieve extra successes. You may also spend a Willpower point to earn an 3utomatic success. This free success is in addition to 3ny successes gained by rolling dice, but the Willpower point must be spent prior to your roll. You wont want to do so too often. While Willpower points are easy to spend, theyre not easy to earn. Onlyone Willpower point may be spent per turn to gain a Free success. The automatic success rule should never be used in stressful situations, particularly in combat.
Complications
It isnt diFficult to get at least one success, even with only a couple oFdice. IF your group is heavily into roleplaying, the simple rolls described above move the game along with a minimum of distraction. The Following options serve to accent the games action and cinematic qualities with an added level OF complexity, but they are still designed For smooth gameplay.
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disabling an encrypted lock, can be more challenging. The Storyteller makes that distinction when appropriate, designating a certain number OF successes that you need to roll For your character to complete the task. The difficulty to a roll is always listed as a number of additional successes needed beyond the standard one. So a difficulty penalty of two (or +2 to difficulty) means you must get a total OF three successes. The harder the action being attempted, the more successes are required. Any extra successes you get beyondthe diFficulty indicate that your character does an even more outstanding job than required. Difficulty Rating Degree of Difficulty Zero Standard +1 Tough +2 Challenging DiFFicult +3 +4 Critical For kample: Megan runs toward the lbtza beach, the Mitoid hot on her heels. A motorcycle turns the corner casually. Hoping for a Fast getaway, Megan jumps For the cycle. The Storyteller decides that landing on a moving bike is tricky and increases the difficulty by two. Megan has an 8 Athletics, so her player needs to get
Botches
Normally if none of your dice comes up 7 or higher, your character simply Fails. lf any die on such a Failed roll comes up 1, youve botched. A botch is an unFortunate result; not only does your character fail the action, but she does so rather significantly. However, as long asyou roll at least one success, you ignore any 1s. The specific circumstancesof a botch are up to the Storyteller, but they should aFFect the character adversely and relate to the action being attempted. For Example: Out of the Amp Room, Megan heads for the beach. The Storyteller asks for an Awareness roll. Megan 5 player didn t put any points in Awareness, so she defaults to her 5 Perception. Rolling five dice, her player gets 1,3,4,6and 6: a botch. The Storyteller decides Megan is so pleased with her exit from the Amp Room that she not only fails to see a jacked-up Mitoid in the street, but she runs right into the thug!
Automatic Successes
Your character may be so skilled in a certain task that you need not roll for it. Such is often the case For novas, who perform impossible Feats with ease. At the
successes
on
cesses, Megan lands squarely on the cycle, grabbing the surprised driver around his waist.
Extended Actions
Some tasks require multiple successes to complete. These extendedactions often take more than one turn to complete. The A additional successes are cumulative, reflecting that sustained effort is needed to accomplish the action. You can keep trying to obtain successes until you gather the required amount or until you botch. If you botch during an extended action, the Storyteller may decide that you lose a saved success for each botch, or that you lose them all and must start again from scratch - or even that you messed up so badly that you cant try again. Extended actions are more complicated than standard actions. and thev should seldom be employed in the middle
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The action in the g should reflect what ti of rolls are needed, no!
For Example: Noticing the commotion Megan is causing, the thug posted outside her flat takes advantage o f the distraction and breaks into Megans apartment. Since hes hired muscle, not a burglar, the thug decides to break down the door. The Storyteller figures the thug must get a total offour successes in an extended action to snap a solidlock. The enforcer has a 1 Might, 0 so his player rolls 1 dice. He gets an abysmal 1, 1,2,2, 0 2,3,4,5,6 and 9; the door buckles slightly but doesnt give. On his next turn, the player rolls ( 3 , 3, 5, 6, 6, 7, 8, ? and 10. The four successes this turn plus the one from the previous turn are more than enough to send the door crashing back on its hinges.
Multiple Actions
Your character can also perform multipleactions in a turn. The total number of actions the character takes determines how many dice are subtracted from the First task attempted in that turn. Each action after the first loses an additional (cumulative) die beyond that amount. So if your character tries to perform three actions in a turn, you subtract three dice from the first tasks dice pool, four from the second and five from the third. If the total actions bring your dice pool for any one task to zero, that action cannot be attempted. If a nova attempting a multiple action has a relevant Mega-Attribute, dice lost from the multiple action come From the characters normal dice pool First; the MegaAttribute dice are not lost until the characters normal skill total drops below zero. For Example: Back on the street, Megans having trouble getting the irate cycle driver to flee the scene while the Mitoid simultaneously takes aim at them with an SMG. Short on time, Megan performs two actions: shooting a Quantum Bolt at the enforcer and intimidating the driver. With two actions, Megans player subtracts two from her base 8 QuantumBolt [Dexterity 5 + Quantum Bolt 31skill total (rolling six dice for: 2,2,5,5, 6 and 6) and three from her 8 lntimidation (rolling five dice for: 2, 4, 7, 7, 0). Megans shot misses the thug, but the weapons scream combined with Megans shouting startles the driver. He cranks the throttle, and the cycle tears off down a side alley.
Resisted Actions
Sometimes your characters efforts oppose anothers, just like in a tug of war. During resisted actions, opposing players roll using the appropriate Traits. If you score more successes than your opponent does, your character succeeds at her action before the other character does. Your total successes are then reduced by the amount that your opponent rolled; the successes remainingthen apply to the action itself. I n this way, even if your opponent cant beat you, she can diminish your efforts.
For Example: The cyclists surprise lasts only for ii moment, and he tries to bring the bike to a stop. Megan reaches forward and tightens her grip over the drivers, hoping to force the throttle back up. 7heStorytellercalls for both players to make Might rolls. Thecharactersare evenly matched with no Might Ability and 4 Strength ratings. The Storyteller rolls for the driver, getting 2,3, 5 and 8. Megans player rolls 4, 4, 8 and 9. While the driver resists her, Megan has just enough leverage to goose the bikes speed back up. Some actions are both extended andresisted. One opponent must collect a certain number of successes in order to win. All successes rolled above the opponents total number of successes in a single turn are added together. The first opponent to collect a designated number of successes wins the contest. For h m p l e : Megans impromptu chauffeur loses his temper and tries throwing Megan off the bike. 7he Storyteller states that whoever gets three successes first on resisted Might rolls stays on the hovercycle, while the losing character gets tossed to the ground. In the first turn, the Storyteller rolls for the driver and gets 3, 4,s and 9; Megans player comes up with 1,2,4 and 6. In the second turn, the Storyteller s roll is 3,4, 7and 8; Megans player gets 5, 5, 5 and 8. At the start of the third turn, the cycle driver is up by two successes with the Storyteller rolling again for 5, 6, ?and 0; Megans player, astounded by the Storytellerssuccesses, rolls I, 3, 3 and 7. With a total o f three successes, the driver shoves Megan off the back o f the careening cycle.Adding injury to insult, the Storyteller imposes two health levels o f bashing damage on Megan as she slams into the unforgivingcobblestones.Megan lifts her head in stunned disbelief as the cycle speeds away.
trying to find the notes that Megan took of her last convenation with Count Orzaiz. TheStoryteller decides that the enforcers will need to get three successes to find Megans safe since its hidden behind a false panel. The first enforcer has a 5 lnvestigation and his player rolls 5,5, 6, 9 and 0. The second thug must default to his 3 Perception, his player getting 1,3 and 8. The enforcers discover the small safe; now all they need to do is find a way to open it.
Second Chances
failure is frustrating. If youre having trouble with your computer and cant figure out why, youre in for an evening of increasing frustration and decreasing productivity. Aberrant reflects this frustration with failure by allowing the Storyteller to increase the successes needed for any action that you try again after an initial failure. So if a first attempt at picking a simple manual lock fails, a characters frustration with her failure could make her try too hard the second time. To reflect this overcompensation, the Storyteller asks for two successes. Of course if the character fails yet again, things will continue to escalate.... The Storyteller shouldnt invoke this rule in instances such as combat. Missing a target isnt terribly surprising under such circumstances, considering that everyone is dodging about, ducking for cover and generally not being polite enough to stand still.
Power Use
Novas employ many powers. The Traits representing these powers typically rate from 1 t o 5. A novas dice pool for power use typically consists of the sum of an Attribute (listed with the power) and her rating in the power itself. For Example: Embarrassed by her fall, Megan notices an opportunistic shutterbug racing her way, camera in hand. Topreserve her public image (such as it is), she decides to deter the photographer with a Quantum Bolt.Megan splayer spends two quantumpoints and rolls her Dexterity(5) plus her QuantumBolt rating (3), generating a result of I, 3,5,5,7,9, 0 and 0. The uncannik accurate Bolt blows the camera out o f the Dhotographershand, and the man decides to reconsider his front-page exclusive for now.
Teamwork
Characters can combine successes, generally during an extended action. At the Storytellers discretion, two or more players can roll separately and total their successes. While teamwork is effective in repairing devices, collecting inFormation or combat, the tag-team approach can be confusing in social situations. Fbr Example: Since the enforcer in the street had no chance to catch up to Megan, he goes inside her flat to help his partner. The two thugs ransack the place,
CHAPTER 1
Before you enter the Aberrant universe, you must create a character. However, the character creation process involves more than just saying, 1 want to be a... You need to know who your character is and what she has the potential to do, her likes and dislikes, her background and more. This chapter provides a step-by-step plan for discovering these facets OF your character, giving you the chance to create a unique nova you will enjoy playing. Character creation starts with a basic concept. After deciding on that, you assign the characters normal and nova Traits to determine what she can do, then fill in the details of her personality and life. You should create a character who is interesting for you to play, for your friends characters to interact with and for your Storyteller to incorporate into the story. Although your nova will indeed be one of the most powerful beings in the world, the goal is not to make the ultimate superbeing, capable OF destroying cities with a thought; if you easily trounce everyone you meet, your series is likely to be extremely dull. Indeed, novas with weaknesses are far more interesting; vast power is all the more poignant when contrasted with human foibles. Character creation is not a random process; you build your character from the ground up, to your own specifications. You assign Traits and choose everything about your character. That way, youre certain to play a character you find entertaining. Aberrants primary theme concerns the ability of the individual to impact her world, and your character should choose and uphold personal goals accordingly. Nonetheless, it is vital to consider how well your character will interact with the rest of the group. The Aberrant milieu is a dangerous place; a team has enough to worry about without dealing with internal strife. It also helps to figure out why the members of your team are together. Cultural, ethical or personal ties are just a few reasons why novas might work together. If your character doesnt Fit in with the rest of the group, you may find yourself either sitting out of a lot of the action or splintering the group.
Character Creation
All the steps of character creation are detailed here. Youll create a character in less than an hour by Following this process. This chapter deals primarily with the mechanics of allocating points For Traits and with filling in the blanks of other areas of your character. Because novas are born as normal humans who then erupt into their full potential at a later point in life (typically between the ages of 16 and 36),character creation actually takes place in two phases. In Phase One, you build your character as a normal person, allocating Attributes, Abilities and quantum potentials.Once the normal part OF your character is established, you take the character through Phase Two, the origin. Phase Two is where you transform your character from normal human to nova, giving her the awesome quantum powers that forever differentiate her from other mortals. Chapters Three, Four and Five give expanded and detailed information on each of the following sections.
Scholar: Learning is its own reward (professor, theorist, scientist). Warrior: Conflict draws you (vigilante, soldier, crusader). For Example: Rob decides to create an Aberrant Character. Although Rob likes comics and bustin heads as much as the next guy, he decides that he doesn twant to play another tedious ass-kicker or mercenary. lnstead, he wants toplay someone whosepowersare more subtle, used to further the characters whims and indulgences. He decides that his character is a playa-type: smooth, charming in a shallow way and always up to something not quitegood.Rob decides to make the character American and male; however, tired o f gun-flicks andbadrap videos thatpresent the stereotypicalghettodwellin New Jizack Hustla, Rob decides that his character is ofAsian descent; a childof a two-parent nuclear family who simph went shady somewhere along the way. Rob settles on the Gambler concept, and he names the character Philip Long.
Nature
As living icons, novas often shape their quantum gifts into the embodiments of themselves or of concepts dear to them. Accordingly, you should choose your characters Nature, a personality archetype that best suits her true personality. This self-perception guides how your character interacts with the universe (see Nature, in Chapter Three, for detailed information). For Example: Rob has to pick Philips Nature. This onespretty easy: Although the Gallantand ConniverArchetypes might work, Hedonist stands out as the obvious choice. Philip lives for the good times, and he does what he has to do to keep the money coming.
Concept
Novas dont spring fully formed into the Aberrant universe. Your character had a life before she erupted. You must decide what she did, how she lived and what was unique about her. This concept may describe her profession, her personality or her interests. The following concepts are merely suggestions; if none of them fits the idea you have in mind for your character, feel free to create your own. AFnuent Connoisseur of fine things (idle rich, executive, dilettante). Artist A creative personality (writer, dancer, actor, painter). Gambler: Life is a game (thrill-seeker, irreverent, daredevil). Hermit Cast adrift in the universe (vagabond, recluse, scarred veteran). Nobody: Just an average, everyday person (student, working stiff, grunt). Outsider: Fallen through societys cracks (slummer, dispossessed, neurotic). Philosopher: Yours is a world of potentials (dreamer, student, idealist). Pioneer: The universe is a wonderful mystery (researcher, trailblazer, environmentalist). Protector: One who cares for others (police, doctor, missionary, teacher). Rebel: Shaking up the status quo (criminal, gang member, politician). Saint You follow a higher purpose (priest, visionary, theologian).
Allegiance
In the world of 2008, novas often act at very high levels of geopolitical power. Accordingly, many novas have an allegiance to one or more important organizations. You may pick your allegiance at this time, though you certainly dont have to have one; should you have no allegiance, simply write Independent in the space provided. Fw Example:Lookingover thepossible allegiances, Rob tries to imagine what Philip would think about joining any of them, and he comes up with a resounding Hell, no! Philip, like many novas, will be his own person at the beginning of the chronicle, although he couldpossibly shift toward the side o f the Aberrants or even the Teragenas his character develops. For now, Rob writes %dependent on Philips sheet. As a side note, Rob decides that Philip entered one o f UtopiasRashoud facilities upon first erupting; the experience was straight out o f One Flew over the Cuckoos Nest, and Philip has had quite enough o f Utopias rather cloying presence in his life, thank you very much.
lation. Rob makes Physical Philips secondaryAttribute category. Although his earlyyears were spent at home, Philip had a troubled adolescence and ran awayyoung; as such, hes been in his share ofrough situations. Then, too, h e i too narcissistic to be out of shape.... Of the five points available to secondary Attributes, Rob allocates two to Dexterity, one to Stamina and the last two to Strength, giving Philip a 3 Strength, 3 Dexterity and 2 Stamina. Philip is naturally graceful, and he works out to keep himself looking fine for the ladies, but hes lazy and prone to beer-and cigarette breakfasts. Rob makes Mental Attributes the remaining, tertiary category. Philip is impulsive and prefe solve problems through negotiation rather th analysis; hes not dumb, but hes no egghead. With only three points to spend, Rob goes for the average, assigning one dot to all categories. Philips not stupid or weak in any area, just not particularly sharp, either.
Skill Totals
As Attributes are raw capabilities and Abilities are learnedtalents, the two combine to form your characters
to give Philip a second-instar Mazarin-Rashoud nodepotential. finalk, Philipsallabout the styliin threads, so Rob spends his last Backgroundpoint on Eufiber (a Buendia original, cute little tag andall, baby).
(Dexterity x 3) +20 meters. As with Initiative, certain nova powers enable a character to travel much, much faster than the human norm.
Quantum Pool
A novas QuantumPool is the total amount of juice or energy a nova uses to power her abilities. Quantum Pool begins at 20 + (Quantum x 2), and it can be raised with nova points in Phase Two of character creation. Quantum points are spent from the Quantum Pool when using nova abilities; the character starts the series with a full Quantum Pool.
Willpower
Willpower measures the power of convictions and self-control. The circles on your character sheet reflect your characters maximum or permanentWillpower rating (also called the score), which is the theoretical limit of determination. The squares track your characters momentary force of will; this currentrating (also referred to as points) drops as will is exerted (by spending Willpower points) and grows as your character reinforces her belief in herself (by acting true to her Nature) see Willpower, p. 144, for further details. Permanent Willpower begins at a base rating of 3, and bonus points may be spent to raise it to a maximum OF 10.Current Willpower starts equal to your characters permanent score.
Bonus Points
Bonus points are used to fill in the blanks left on the character sheet during basic character creation. You have 15 bonus points, and you may spend them on any Attributes, Abilities, Backgrounds, Quantum or Willpower. However, Trait costs vary (see the Character Creation Table). At this time, you may raise Abilities to 4 or above if you wish, though you should have a good reason for doing so (your character is a renowned scientist, champion prizefighter or other prodigy). For Example: Before spending bonus points, Rob , notes that Philips Quantum rating is 1 his Willpower is 3, his Quantum Pool is 22 and his lnitiative is 5. Now Rob gets to spendhis bonuspoints. He spends seven points to raise Philips Quantum to 2 (doing so also raises his Quantum Pool to 24). Rob spends five more points to raise Philips Wits to 3 (hes too smooth to be caught o f f guard very much). With the last three points, Rob adds a dot in Followers (a rotatingposse o f equa/!y dissolute sycophants and hangers-on who hang out with Philip now that hes a nova) and raises Philips Willpower to 4.
Quantum
Novas are novas because they can manipulate quantum energies, the fundamental forces of the universe. With sufficient control of these energies, they can do anything from hyperevolving their basic capabilities to creating miniature black holes. The measure of a novas control over Quantum is the Quantum Trait. This Trait, more than any other statistic, is a measure of a characters power. Novas-to-bestart with Quantum ratingsof 1, though you may use bonus points to increase it in Phase One, as well as nova points to improve the Trait in Phase Two. In any event, no nova may begin the game with a Quantum Trait above 5.
Initiative
Initiative is used whenever there is a question as to which character performs an action before another character. Initiative is the total of your characters Dexterity and Wits. As with other advantages, you may raise this score with bonus points; certain nova powers allow positively obscene Initiative ratings as well.
Movement
Movement indicates the distance your character may travel in one action. Your character may walkseven meters, run her Dexterity rating +12 meters and sprint
One thing to keep in mind IS that quantum control often manifests itself according to the novas conscious and subconscious desires, fantasies and needs. As such, players should think about spending at least some of their nova points on their characters normalTraits and MegaAttributes. If your character had been a pudgy wallflower up until the time of eruption, it makes more sense to spend nova points on Charisma and Appearance (perhaps even the appropriate Mega-Attributes) than to jack up Quantum Bolt and Force Field to obscene levels. If your character has always wanted to be the greatest musician in creation, raise that Arts Ability before buying the world-wrecking stuff. Here is a list of possible triggers for a nova eruption: Accident: The node erupts while the nova is caught in a dangerous accident: a fire, a flood, whatever. Some novas have erupted after taking enough damage to kill them; a clinically dead character suddenly rising Osiris-like from his coma. Deliberate: Though rare, this eruption happens when a latent nova suspects herselF of harboring an MR node and takes steps to activate it. Most such people, of course, end up injured, crippled or dead, but its been known to work in a few cases. Emotional Trauma: The character erupts after a particularly traumatic experience. This trauma could be sudden (intense torture, watching a loved one in peril) or gradual (a runaway teenager whos been starving and cold on the streets for days). Excitement: The character erupted during a sudden surge of passion - excitement over winning the lottery, a sexual encounter or a sudden discovery. Exposure t o Quantum Powers: It has been documented that exposing latent novas to active novas quantum energies occasionally causes the latents to erupt. Perhapsyour character was an innocent bystander in the midst of a nova-level conflict; the charged quantum energies activated her own M-R node. Revelation: The nova just realized she could da things. (This type of eruption is usually accompanied by days of splitting headaches, as the node swells in the forebrain.) Threatening Situation: Similar in some ways tc an accident, a threatening situation involves the novi erupting during a mugging, war, animal attack or similar event. Of course, no two novas erupt in quite the same ways; feel Free to make up any eruption that suits your fancy (subject to the Storytellers approval). For Example: Rob wants Philip to be a somewha, sleazy character, so he decides that Philips M-R nodt manifestedin a somewhat sordid fashion. Philip s erup. tion, Rob decides, occured in response to an attack fron someone whom Philip had crossed earlier: perhaps onc
Poolis now28). A Quantum this high enables him to purchase the Entropy Control quantumpower, andRob again decides to save quantum points by adding Taint. Philip purchases two tainted dots o f Entropy Control a t half cost (or three nova points per dot rather than five), spending six dots on the power. Since Entropy Control provides a suite o f techniques, and since Philipmay select one technique per dot in the power, Rob selects Bioentropy Storm (a good all-purpose area attack) and Entropic Shield (a useful defense - Philips tough by human standards, but nowherenear tough enough to suck up a serious nova attack). Philip can use the other techniques in the Entropy Control suite, but theyll cost six quantum points to activate rather than three, and they activate at +1 difficulty, since he hasnt mastered them yet. Rob has four remaining nova points to spend. Even with Mega-Stamina andEntropic Shield, hes not entirely comfortable with Philips defenses, so he spends two points add the Resiliencyenhancement to PhilipsMegaStamina (this allows PhilipsMega-Stamina to soak two levelso f bashingandlethaldamagerather than one). Rob spends his last two nova points to addsix dots toPhilips normalA ttributes; he raises Philips Charisma to 3, Manipulation to 5, Appearance to 5, Dexterity to 4 and Stamina to 4.
Philip does not have any special movement powers, so he gets around the same as any baseline. His walk rate is five meters, his run rate is 16 meters ( 2 + his 1 Dexterity of 4) and his sprint rate is 32 meters (20 + three times his Dexterity o f 4). Now Rob calculates Philips starting soak scores. Philips Stamina o f 4 gives him four soak versus bashing damage and two soak versus lethaldamage; to this base, his Resiliency-enhanced Mega-Stamina adds two soak versus bashing and lethal, for a total o f six soak versus bashing damage and four soak versus lethal damage. Philips incredibly tough by human standards, but he probably should stay out o f serious nova-level combat, and his Entropic Shield and Regeneration abilities will doubtless see a fair bit o f use. One more detail needs to be taken care of: Since Philip raised his normal Dexterity and Stamina to 4, he may select qualities for these Traits. He chooses Run Like Hell for Dexterity and Function on Almost No Sleep for Stamina.
Spark of Life
Now that you have the dots and Traits out of the way, you can personalize your creation and make her uniquely yours. The more details you work out, the more depth your character has. While they have no direct rules impact, these details make it easier for both you and your Storyteller to know who your character is and how she fits into the series. Howo d areyou?Most novas are relatively young, l between 16and 36 years oFage a t eruption, though there are exceptions. Also think about what events took place during your characters life. Experiences have as much impact on how old you Feel as your physical age does. What do you look like? While the Appearance Trait indicates how attractive you are, it doesnt say what it is that makes you attractive, nor anything else about your physical identity. Consider your other Traits, including Nature and Backgrounds. Also remember that, unless the Storyteller specifies otherwise, you can be from any culture, of any religion, race or sexual orientation. While youre thinking about your characters appearance, decide exactly how your quantum powers manifest. Even novas with low or no Taint typically look somewhat different from the human norm. Do your eyes glow when you activate your Force Field; do flames roar from your mouth when you fire your Quantum Bolt? Did you ever notice you were different? The trauma of eruption merely unlocks a previously latent quantum potential. Many latents experience brief, uncontrolled flashes of power prior to eruption, whether they realize it or not. You may have already been aware
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1
of your potential before eruption, or you may have been baFfled and confused by the tremendous energies you unleashed. Perhaps you have lived blissfully unaware of your nature. How were you discovered? Many erupting novas are approached by Project Utopia psychologists and encouraged to enter training at the nearest Rashoud Facility. Others find themselves sought out by government agencies, corporations or other groups,though many use their newFound power simply to slip away and avoid detection by potential exploiters. What are your quirks? Everyone has interesting personal idiosyncrasies; what are yours? They can be anything from always wearing a fedora to having a morbid sense of humor. Good quirks help define your personality and also give the Storyteller more to work with for character interactions and story hooks. Who is important in your life? How do you feel about your family (or do you even have one)? Are your Friends close or merely casual acquaintances? Do you even keep in touch with your loved ones now that youre a nova, or did eruption sever ties between yourself and your baseline compatriots? Just because youve become a nova doesnt mean you lose your previous ties - although it may certainly change how people Feel toward you and vice versa. What do you own? This consideration is usually an afterthought, but a little attention to it is useful.Mundane things like an apartment or clothes are considered to be covered by the Resources Background.However, certain weapons, vehicles or unusual items are covered in the Appendix. How do you perceive other people?Are you tolerant of other cultures and lifestyles? Do you envy other novas? Do you yearn for your old life? Do you consider yourself superior to baselines, perhaps condescending to or even bullying them? Do you remain among baseline society or prefer the company of other novas? How did you meet the rest of your team? The team refers to the other players characters.While the team itself can take many forms, you still need to Figure out how you all came together. Whether its a willing alliance or a marriage of convenience,be sure that there is some level of trust between yourself and the others. What are your motivations? No one lives without some sort of motivation. What are your goals? What do you fear? What gives you strength? Also ask yourself why? regarding these questions. Motivations can be vague (a desire to improve the world) or very specific (you have sworn vengeance on the Directive agent who murdered your family). You understand who you are in fleshing out your ambitions and priorities.
For Example: Rob wants to establish some more details about Philips priorities, origin and relationships with others. The Storyteller wants to keep the general details a little vague, but Rob fills in some basic information. As far as physicalappearancegoes, Philip is a stunning Asian male o f 23, with long black hair in a ponytail, a wiry build and a sharklike smile. Hes always dressed to the nines, he Favors flashyjewelry and he takes special pride in his Buendia eufiber suit. Although Philip hasnt manifested any aberrations, his Taint is pretty high for a beginning character; Rob decides that harmless but eerie black sparks occasionally crackle from Philip seyes andacross his body, flaring strotyest when Philip uses his Entropy Control powers or soaks damage with his Resiliency. Philip s basic disposition is pretty naileddown, but Rob thinks that some more work could be done in this area. He decidesPhilip is theyoungest son o f a family of hard- working Chinese immigrants (which is, o f course, where he learned to speak Cantonese). The family was poor and lived in a bad neighborhood; early on, the clashes between the values o f Philips frugalparents and those o f his street-rat friends pulled Philip away from his family and onto the streets. Mixing with the wrong crowd, Philip became a gambler, small-time hustler and occasionalpimp; these activities combined to get him into some trouble with a local branch o f the CamparelliZukhov megasyndicate,and his powers activated while defending himself From a pissed-off mob goon. arbon, Philip entered a Rashoud Facility to control his powers; Utopias nauseating, PC feel-goodism and authority-with-a-smile didnt sit well with him at all, and he left the facility on less than equitable terms. Hes sure that the Project is monitoring him as a potential threat, and this suspicion has gnawed at him to the point o f paranoia. Philipcurrently lives in a smalldowntown apartment, but he is on the cusp of doingbigger and better (well, bigger) things. Hes already attracteda crew o f hangers-on and best buddies: for now, hes living the high life, impressing (and occasionally freaking out) the ladies and spending money as fast as he makes it. Thesyndicatearm that hadpreviousk been threateninghim has generously dropped all o f his owedgambling debts and is cajolinghim into working For them, but Philip has bigger dreams than being a small-time syndicate boss. His family still cares about him and wants him to use his powers responsibly, but Philip has ambiguous feelings about them. More than anything,he wants to avoidUtopiasscrutiny, and thisparanoia conflicts with his desires for wealth, fame andattention. Perhaps if he couldhook up with others of his kind ...
Bonus Points
3 Attribute dots
ers; tainted powers cost half the normal cost per dot (round up), but they imposeone point of permanent Taint per dot so purchased. A tainted Level 1 power costs one nova point per
The Team
The majority of novas in 2008 are solitary, focusing on their own lives and goals. Sure, they come together to socialize, and novas titanic egos often lead to highly publicized (and ratings-drawing) clashes, but by and large, each nova is an island unto herself. Therefore, the team that your characters are to form is a rarity, one sure to turn heads in governments, corporations and international organizations alike. Because novas are so individualistic, a functional team of them is an entity of great power. It is thus highly desirable that the characters basically trust and support each other. Much like a family, the team may not always get along - individuals could even have distinctly opposing philosophies - but there remains a foundation of respect and reliance on one another that can weather almost any storm.
Creating a Team
The type of team the characters comprise has a tremendous bearing on what the series will be like. If the Storyteller plans to run a series steeped in intrigue and geopolitical machinations, he should make sure the players know this before they create a group of combat-hungry elites. In the end, the story revolves around the team (and, therefore, the characters); understandingwhat the team is about helps both players and the Storyteller to immerse themselves in the Aberrant milieu. The following are a few questions that should be considered about the team during character creation and (hopefully) answered by the end of the prologue. Where is the team based? The answer to this question depends on where the Storyteller sets his series. Knowing that the team operates out of T2M Addis Ababa, DeVries corporate offices, a New York penthouse o r someones flat gives a good basis for both Storyteller and players. How do the team members interact? A teams internal dynamics can give everyone a wealth o f roleplaying opportunities and story hooks. Are the members all close friends? 1s the team a business or entertainment venture? Are there jealousies or rivalries among members? Are there any secrets kept from certain members? Whats the level of trust and camaraderie? What is the teams purpose? A teams purpose usually ties closely with the type of series the Storyteller runs. The team may have a specific charter given t o it by backers (contain and control rogue novas, act as PR reps and special agents for their corporations), or it may have its own agenda (expose Utopias hidden activities, subjugate the human race). The teams focus may be on combat or intrigue, and the Storyteller should be sure that missions are geared accordingly. However, it always helps to mix things up a bit (having a cadre of
masked elites escort a high-ranking diplomat to an international symposium can make For some interesting roleplaying). I there a team leader?Decisions must be made s somehow. Does your team go by military rank or corporate structure? 1s it a democratic group? Are the members well-disciplined and respectful of others suggestions, or do they tend toward petty squabbling? What is the teams allegiance? Depending on Backgrounds, your characters may work for (or found/ own) Utopia, a powerful corporation or a government agency. A group with the support of an agency or government can draw upon this resource for finances, gear and backup - although usually at the cost of restrictions on the members freedoms and responsibilities. A team that goes it alone can call its own shots, but it operates without a safety net. Who are the teams enemies? The team might consciously choose to defy a specific group. What does that group plan to do about the characters considerable threat? Are there other agencies operating contrary to the teams goals?1s the team aware of these forces? What do these enemies intend? Why does the team exist? This is perhaps the most important question of all. Theres a reason why the characters got together and remain together. Did they have a friend in common? Are they all on the run from Utopia or some other group? Were they drawn together by similar goals or philosophies, or is it simply a marriage of convenience?
Prologue
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The prologue is your characters introduction to the world and story. It combines back history, personal details and transformation into a nova. The prologue is usually a short, one-on-one roleplaying session between player and Storyteller that introduces you and your character to the Aberrant universe.
or does she try to hide from intrusive government agents, Utopia recruiters and media barracudas? Whatever the specific focus of a prologue, the key is to give the players a taste of the universe, thus making each character and the setting all the more real and dynamic in subsequent sessions. Each characters prologue should ultimately set the scene for the team as a whole. This introduction could culminate in the characters uniting, or could set things in motion to bring them together in the first episode. Whatever the case, the Storyteller should ensure that individual prologues reinforce, however subtly, the goals to which the team will dedicate itself.
Character DeveIopment
During a story, your character learns many things about himself, his abilities and his areas for improvement. Success and failure combine to teach you about your characters limitations and potential. Your character will make mistakes, gain insight, practice and hopefully not repeat past errors. All of these things are measured in a game through experience points.
Experience
The Storyteller has the responsibility of quantifying each characters experiences. While the knowledge yougain concerning plotlines, supporting characters and your team cannot be measured, your characters experience can. Experience points are an artificial measure of success or accomplishment that translate into enhanced power and capability. The dramatic situations in which Aberrant characters often find themselves promote fast learning as a means of survival.
experience point. No character should ever fulfill every single category at one time, although multiple characters may qualify for the same award. Automatic Each character receives one point at the end of every story. Discovery -The character understandssomething new and significant about himself, his fellow novas or the universe. Exceptional Roleplay - The player roleplayed his character particularly well. This behavior should be appropriate t o the character; points should not be awarded for outlandish, out-of-character antics. Heroism -The character risked life and limb to save the day. Only the most dramatic situations qualify for this award - stupidity does not count. Wisdom - The character discovered a way out of a trap or learned the truth behind a mystery.The group often deduces solutions together, in which case everyone should be awarded. However, if one character pieces everything together by himself, only he gets the award. Creativity This point is reserved for players who add to the storys enjoyment without detracting from the game. This includes, but is not limited to, well-developed backgrounds, character journals or introducing new story elements. This bonus is highly discretionary and should be awarded infrequently. Cohesion The characters worked exceptionally well together, defeating their opponents or strategically investigating all avenues of information.
Roleplaying Deve1opment
Skill doesnt develop spontaneously. The dots on your character sheet are easy t o fill in, but improving such capabilities in real life takes time, practice and application. Aberrant characters, like real people, can improve only Traits that they exercise. There are three key ways to justify increasing your characters capabilities: application, research and training. As such, you can spend experience points on a particular Trait only if your character has used that skill, performed thorough research or received additional training. It is vital, whatever method of development that you follow, that the growth be roleplayed. Whether that means seeking out your mentor for formalized training or swapping tips of the trade with others, development must be part of the story. Taking an entire game session to roll dice and increase your characters Brawl Ability isnt the point. The Storyteller and player should agree upon the circumstances and time necessary to improve a Trait. Skill improvement need not be the focus of the story, but it should derive logically from the plot.
You can increase knowledge-related Traits a t low levels with in-depth research. At higher ratings, however, you must combine study with application. Research material for raising Traits can be found almost anywhere. Websites, educational programming, printed books or even scientific experimentation can increase your characters knowledge base. New material appropriate to a Trait must be studied each time you wish to increase that Trait.
Training
I f your character isnt exposed to situations in which her Abilities improve naturally, she can seek training. Formalized training focuses on improving a certain Trait through rigorous repetition in a controlled environment. Any Trait can be improved through training, although some skills develop better through real-world application. Your character can seek training from numerous sources. Gyms promote physical fitness, schools educate and various programs are designed to improve social skills. Also, the Aeon Society offers its Rashoud facilities, through Project Utopia, for novas who wish to better their quantum powers (so long as the novas in question are on the Projects good side, of course...). Attending most of these training institutions costs money and time. The Storyteller should attach an appropriate price tag and training time, in addition to the experience-point cost. Finding and indulging in training is more than a way to improve Traits. A resourceful Storyteller can tie training sessions into the series, plumbing new depths in your characters identity and in the story.
Increasing Attributes
Each of the Attribute groups demands a different focus for improvement. Physical Attributes can be improved through rigorous training or exercise. Combat experience, manual labor or athletic pursuits can all improve your characters physical prowess. Mental Attributes develop mostly through discipline and constant exposure to new material. A stagnant mind never improves, while an active one can overcome any limitation. The major component of improving Social Attributes is human interaction. Practice and some training with others can help mold social skills.
Application
Using a Trait repeatedly is the primary way to exercise it. Abilities that you use regularly are perfect to spend experience on. Such training in the field is suitable for virtually all Traits. Even if you fail in a task, related Traits still qualify as practiced or applied. Sometimes we learn more from our mistakes than from our successes. The Storyteller should allow you to spend experience on Traits used ineffectively as well as on those used effectively.
Increasing Abilities
Aberrant characters possess a wide range OF Abilities, which improve readily with the proper focus. Any Ability can be increased given the proper training. While such improvement is rapid at low levels, the cost increases dramatically as your characters expertise grows. Even among novas, only the most dedicated individuals can master their fields.
Research
Research is useful for improving knowledge-related Traits. Simple study, however, does not complete the process. Real-world application cements such information, giving your character a solid foundation OF knowledge and practical experience.
An Ability in which your character has a specialty increases just like any other. When the specialized Ability raises to the next dot, your characters specialty automatically goes up as well, remainingone dot higher than the Ability itself. This increase works the same for all of the specialties that your character has in that Ability (remember that your character is limited to a maximum of three Specialties in each Ability). Say your character currently has two dots in Firearms, and you had previously purchased the Targeting specialty (giving your character an extra die when aiming). Raising the Firearms Ability to 3 costs eight experience points, and you still keep the extra die for targeting (giving your character a 4 Firearms rating when aiming).
p. 281).
Increasing Backgrounds
Backgrounds can be improved only through actual roleplay. New contacts cannot be studied, nor can you practice increasing your number of close allies or your mentors power and influence. Backgrounds develop strictly over the course of a story. The Storyteller can introduce a new contact, but if you botch the connection, the contact might never call back. Likewise, your character may actively seek to gain more influence by manipulating politicians and local authorities. Backgrounds developed through roleplay then cost experi-
m e points to raise. To make the new rating an intrinsic kart of your character, a key element of his ongoing story, rou must spend the appropriate experience. New Backgrounds develop in much the same way. rheyre introduced into the story by you or the Storyeller. They are then made permanent by spending exkerience points. This is not to say that your character can have riends, resources or gear only if she buys them as BackIrounds. If she stumbles across a case full of money or ucks onto an armored jumpsuit, you neednt spend exkerience to keep it. Backgrounds represent special relationships that ou feel create an important dynamic for your characer. Friends, money and connections that arent purchased IS Backgrounds still exist, but they dont have the same ,trong ties to your character as those bought as BackIrounds do. You need to spend experience only on the
Backgrounds that you want to be a central part of the story, a sort of supporting cast of your very own. Backgrounds give your character special benefits and shouldnt be treated frivolously (by either player or Storyteller).
Losing Traits
Generally, Attributes, Abilities and powers can be reduced only due to extreme injury, loss of a limb or a similar condition. If your character suffers an injury sufficient to impair her, the Storyteller must decide what impact the accident has on her Traits. Your characters Traits should be reduced only in the most extreme cases. Backgrounds, unlike most Traits, can actually lower in rating over time. Contacts, mentorsand allies may cease assisting you (whether due to poor treatment by your character, disappearing or even dying), while influence can end with the next election or coup. Backgrounds should be reduced only if you abuse them (assaulting allies, squandering resources) or if the reduction furthers the plot - in which case the Storyteller should restore or replace the Backgroundat a later date. The Storyteller should make sure any changes to a characters Backgrounds are justified through the characters own actions or that they contribute productively and significantly to the story. Followers dont exist for the Storyteller to snuff; theyre just as much a part of the character as her Attributes and Abilities, and they should be given the same consideration.
Changing the course of these personality influences can be impossible as the child reaches maturity. For the purposes of Aberrant, your characters Nature should rarely shift. It might change only after long-term influence from outside forces, in-depth soul searching or after a particularly traumatic event. If you wish to change your characters Nature, discuss it with the Storyteller so the adjustment may be tied into the game. Whatever the specific circumstance, the change should be a dramatic story element.
Changing Allegiance
Allegiance can be changed as the story warrants (an Individualist nova seduced by the Teragen, a Proteus nova betraying the agency to Utopia, etc.). Though switching allegiance can have grave consequences in the story - and betraying a geopolitical power is almost certain to make many enemies for the character - a change of allegiance costs no experience points to implement.
Increasing Willpower
Willpower is a quantified Trait that may be increased with experience points. However, this Trait should not increase without some logical reason. For example, a traumatic event may harden your characters heart, strengthening her resolve. Focus and meditation could lead to an improved understanding of her core being. In short, events during the story have a direct effect on Willpower, much as they do on any other Trait. The main difference between Willpower and other Traits is that Willpower cannot be researched or taught. lncreases in Willpower should never be approved casually by the Storyteller.
PersonaIity Development
Your characters personality can change radically over time. lnnocent youths can become hardened veterans, while cynics can learn to believe in truly good causes. These changes cannot be mapped on a character sheet. They develop through roleplaying and interaction with other characters. Certain Traits, however, define your characters personality. Nature describes true personality, Allegiance reflects loyalties, Willpower rates strength of will and Quantum assesses ability to interact with the fundamental forces of the universe.
Changing Nature
Nature defines a personalitys overriding Focus. The forces that shapeachild into an adult mold the basic fabric OF her personality.These influences(parents, siblings, friends, enemies) cannot be denied. Even if you reject the tenets these influences uphold, they still alter your perception and compel you to accept an alternative.
Traits register your characters capabilities, strengths and weaknesses. While little more than marks on paper, Traits enable you to translate a complex personality into the strictures of game reality. This frameworkgives you the general parameters of what your character can accomplish, but your imagination and roleplaying shape what she actually does. Aberrant Traits are designed to be broad; this game is about characters, not statistics. The previous chapter outlined the character creation and development process; this chapter contains many of the Traits you may choose from to design your character. Mega-Attributes and quantum powers are detailed in Chapters Four and Five, respectively.
Nature
Nature is a basic description of your characters self-perception; no character fits any Nature exactly, but one usually describes his concept well enough. Nature isnt all that a character is about. Rather, it serves as a basic guide to your characters perspective on the Aberrant universe and how to act in and react to that universe. While Nature helps describe who your character really is on the inside, this may not be the facade he presents to the world. However, a persons mood and demeanor can change depending on whom hes with and what situation hes in. Your characters outward personality is handled entirely through roleplaying (although his Nature should accent his general disposition). In game terms, Nature is important because it enables the character to regain Willpower points. Each Nature archetype lists the criteria necessary to regain Willpower. See Willpower, p. 144, for specifics on spending and recovering Willpower. Additionally, novas quantum powers are often shaped by their Nature; an Explorer might well gain Mega-Perception, while a Bravo might express his potential via Mega-Strength or a Quantum Bolt. The archetypes listed here are a small sample of the many faces of humanity; feel free to create new Natures.
Analyst: You approach the universe as a riddle to be answered. You live by logic and deduction; any problem can be solved in a rational manner. Your goal is to uncover the truth, to understand everything. However, your intense interest in finding the answers to questions can be distracting, since you get caught up by minutiae and may lose sight of the larger issue. Gain Willpower when a rational, scientific approach helps solve a situation. Architect: You are driven to create something of lasting value for those who come after you, whether it be a new social order, a company, an art or some other legacy. Disorder and decay are your enemies; you hope to bring about order and progress through your efforts. If you become fixated on your goal, you may force your dream on others. Gain Willpower when you accomplish a srgnrfrcant goal. Bravo: There are winners and losers in life, and you are definitely a winner. You reinforce your self-worth by dominating situations, whether through physical brawls or political intrigues. You might terrorize or protect the weak, but such weakness is not something you tolerate inyourself. You dont know the meaning of fear, and failure IS not an option. Then again, youre not sure what discretion means, either, and compromise isnt on your list of choices. Gain Willpower whenever you make someone else back down. hreaucrat: Laws were created for a reason, and your primary concern is to follow them. No matter what the crisis, you follow the proper procedure. If people dont obey the System, chaos will run rampant. You take comfort in established processes, confident that they are the key to victory. Strict adherence to policy may blind you to better options. Gain Willpower when a crisis IS resolved by following correct procedures. Caregiver: You always try to make a difference, helping those around you - and they depend on you for it. Youre not blind to the flaws of others; if anything, that makes your desire to aid them stronger. You gain strength from knowing that you make a difference, that
you ease the suffering in the world. Yet you have nowhere to turn for support. Gain Willpower when you receive tangible proof thatyou have helped another. Conniver: Why break your own back when you can talk someone else into breaking his for you? You always try to manipulate others before applying yourself. You advanceyour cause by coordinating your friends efforts and sowing dissent among your enemies. You fear that others may be doing exactly the same thing to you, making it difficult for you to trust anyone. Gain Willpower when you trick someone into doing whatyou want. Critic: You find purpose in revealingweaknesses and Faults, whether in artwork, an organization or a persons habits. You strive to perfect others by pointing out their shortcomings. You do this for their own good, whether they want your help or not. You can do your job too well, convincing someone that he isnt just flawed but worthless, perhaps driving away even those closest to you. Gain Willpower when you point out a significant flaw that would have been harmful had it been overlooked. Explorer: The prospect of finding new places, whether its a new natural resource, peopleand things an untapped power or a musical style - gives your life meaning. Discoveriesare your passion, and you devote a great deal OF time and effort to keeping up with current events. The routine and commonplace bores you, and learning of someone elses discovery fills you with envy. You constantly set your sights on the horizon, sometimes at the expense of the here and now. Gain Willpower whenever you make a significant discovery. Follower: Leaders need followers, and you await your orders. Taking charge isnt your style. It isnt in your nature to rebel. I n fact, your strength comes From your ability to cooperate with a variety of personalities toward a common cause. Yet, while you might follow your commander into the sun, you tend to lack the self-esteem to question such a suicidal act. Gain Willpower if you help the team succeed becauseyou carry out your assigned duty. Gallant: You are one of the noticeable ones, and others had better damn well recognize it! Your ego thrives on recognition and the admiration of others (though youll settle for less desirable sorts of attention). You love being in the public eye, and nothing beats performing beFore an awestruck crowd. While you are certainly flamboyant and full of vivacity, others often see the potential in your overconFident approach to lead you to disastrous misjudgments. Gain willpower wheneveryour deeds are particularly impressive, awe-inspiring or likely to land you smack in the center ofattention.
Hedonist: Life is too important to waste, so have as good a time as possible. You only go around once, after all. You dont mind a little hard work as long as a good time awaits you at the end of it. Pleasure is its own reward, and you pity those who take life too seriously to realize it. Even so, your pursuit of a good time can take you too far. Gain Willpower whenever you have a truly good time (and bring others along for the ride). Jester: The only sane defense against an insane universe is to laugh at it all. Sorrow and pain are your enemies, and humor is your weapon. You act the fool to take others minds off gloom and despair. I n your pursuit to spread smiles, you may cross the line, distracting and irritating those whom you mean to entertain. Gain Willpower wheneveryoucan lighten the mood or ease a tense situation. Judge: You seek to solve the problems of others by acting as a mediator, arbitrator or even a Friend. You pride yourself on your clear judgment and ability to find compromises. Conflict and dissent are abhorrent to you; you know there is always an option on which everyone can agree. Your greatest fear is that you may use poor judgment, and thinking this way makes you question even the most obvious of choices. Gain Willpowerany timeyou lead others to an amicable resolution. Leader: Youre meant to be in charge. You excel at organizing, and others look to you for direction. You trust your own judgment implicitly, and you have no qualms about taking over a project and shaping it the way you see fit. There are two ways to do a job: your way and the wrong way. While you may be a master of direction, ignoring others suggestions could be your downfall. Gain Willpower when others follow you without disputingyour decisions. Martyr: Youre ready to put yourself at risk so that another person or a cause succeeds, even when the sacrifice isnt necessary. You drive yourself twice as hard as anyone else does, expecting no reward other than recognition of your efforts. Despite this suffering, you endure, clinging firmly to the belief that you make a difference. In your blind desire to throw yourselF into the breach, you could sacrifice yourself for nothing. Gain Willpower wheneveryousacrificeyourself or something ofyours to a higher goal. Paragon: You have lofty and concrete ideals about what is right and noble in human nature, and you strive to embody those ideals. You consider your powers a great gift and a tremendous responsibility, and you feel dutybound to use them in the pursuit of righteousness and altruism. Though you aspire to be a role model, you are not a Gallant - public display is not as important as the knowledge of good deeds accomplished. Some might see you as self-righteous, but you are your own worst critic.
You are completely intolerant of human Foibles (especially your own), and this lack of acceptance might well drive you over the edge one day. Gain Willpower wheneveryou accomplish a significant task for the greater good. Rebel: Youre the ultimate free-thinker. Whether you champion a cause or simply feel contrary, you choose your own path. Others are welcome to join your march to a different drummer, but only if their beat matches yours. You defy authority in principle and deed, even if you have similar views. Gain Willpower wheneveryou defy an established authority. Survivor: You can endure nearly any circumstance. No matter what happens, you always persevere. Never say die and never give up - ever. You have no time for those who crumble at the first sign of adversity. In fact, to be safe, you avoid forming close ties with others. Youll pull through whatever the odds, even if it means sacrificing others. Gain Willpower whenever you survive a difficult situation throughyour own cunning and perseverance. Thrillseeker: You dont do things for the ends, but for the rush that the means provides. Risk gives your life meaning, and boredom is death. The stakes are never so high that they cant be made higher. As long as theres a thrill in it, youre willing to pay almost any price. Paybacks are a bitch, though, and you will get in over your head sooner or later. Gain Willpower every time you put yourself in a life- threatening situation, then escape it. Traditionalist: You believe the solutions for todays problems can be found by applying the methods of the past. Constant change destroys instead of creates. You wrap yourself in tradition, resisting innovations and breakthroughs. Not all change is bad, though; in holding too tightly to old ways, you can miss something better. Gain Willpower when a tried-and-true method proves effective. Visionary: You have a goal that only you can see, something to which youve dedicated your life. You may be a spiritualist, philosopher or inventor, but whatever you are, you search for something more. You create new possibilities by seeing beyondthe bounds of conventional imagination. Though you are full OF new ideas, your head is often among the stars. Gain Willpower wheneveryoutake a concretestep toward realizing your goal.
Allegiance
Ultimately, each nova stands alone. I n the world of
organization men among their ranks; novas are courted as allies rather than recruited as minions. Nonetheless, certain global organizations deal with novas more than the ruck and run of humanity, and novas have accordingly congregated to groups with the power and resources to play at something approximating the novasown level. At the Storytellers option, each nova character should select an allegiance for herself. This allegiance (supplemented by BackgroundTraits like Backing and Allies) defines the organization or philosophy to which the nova adheres, if any. The Storyteller has a hand in this; for example, she is perfectly within her bounds to say, This series is about a cadre of Team Tomorrow members, so all characters have allegiance to Utopia, or The characters are all part of a nova performing act, so all characters are Individualists with no ties to anybody. Many of these allegiances can suggest or even dictate Background expenditures. For example, rank in organizations such as Utopia requires the Backing Background; a member of Team Tomorrow will have high ratings in Backing, Allies, Resources and lnfluence (and his player will likely have to spend some bonus points to get the levels he needs). For double-agents or fugitives, the Cipher Background is absolutely essential. Though many series will require all characters to have the same allegiance, it is entirely possible to run a series with mixed allegiances. An all-Utopian group could consist of one true Utopian, an Aberrant masquerading as a Utopian, an lndividualist whos working with Utopia on a case-by-case basis, and a Teragen member masquerading as an Aberrant masquerading as a Utopian! Likewise, an Aberrant series could feature two Aberrants, two lndividualists (friends of the Aberrants who are not convinced of the Utopia conspiracy, though they are standing by their pals for now) and a Teragen member (helping out her fellow novas against Utopias duplicity in an effort to recruit the Aberrants to the Teragen cause). It is even possible to have Utopian and Aberrant members in the same series; after all, many Aberrants formerly belonged to Utopia, and two friends or lovers may maintain their relationship, each refusing to betray the other while trying to talk some sense into their misguided companion. As a player, you do not have to broadcast your true allegiance publicly, or even t o the other players. Indeed, all Proteus novas, and many Teragen, Aberrant and Directive novas, do not openly acknowledge their allegiance. I n theory, a character can have many allegiances, open and secret. For example, some Utopians are actually moles for Project Proteus, making sure that Utopia remains focused on what it needs to be doing. A Directive agent could be a spy for the Teragen, or vice versa. Some novas might be triple or even quadruple agents, though these characters play a dangerous game indeed.
Here are the most common allegiances in the Aberrant world: Aberrank The Aberrants are a very new faction, having appeared only in the last couple of months (as of May 2008); the name is an ironic adoption of a common anti-nova epithet. As of the games beginning, there are only a few dozen Aberrants in the entire world; most work individually, though a few cells of three or more exist. Most Aberrants do not publicly identify themselves as such, since the groups founders, Andre Corbin and Sophia Rousseau, are being sought by Utopia and world authorities. Indeed, many Aberrants are still publicly affiliated with Project Utopia. These closet Aberrants attempt to find out the truth behind Utopias agenda while avoiding the revelation of their true allegiance. The Aberrants Firmly believe that Project Utopia has been corrupted by a conspiracy; this conspiracy, they are certain, intends to enslave or destroy novas, and possibly the human race as well, through a variety of subversive operations. The Aberrants primary goals, then, are to root out and expose the corruption in the organization and to recruit other novas to their banner. However, most Aberrants are aware of Utopias many good works and would rather fix the problem than destroy Utopia outright. The Aberrants also realize that blatantly exposing Utopias agenda would lead to worldwide panic. Accordingly, Aberrants are reluctant to go public with what they have learned, even if they thought it would be safe to do so (which they do not). The Aberrants are aware of the existence of Project Proteus, though they have yet to uncover much of i t s true membership or agendas. The Aberrants are trying to convince as many Utopians and lndividualists as possible that Utopia has been compromised, though their uncertainty as to the extent of Utopias network forces them to do so furtively. Although the Aberrants realize that the Teragen also hates Utopia, they have not yet formed an alliance with it; most Aberrants consider the Teragen to be a dangerous band of radicals and terrorists, possibly even
the root behind the corruption in Utopia. Most Aberrants are aware of a shadowy agency called the Directive, but they know little of its nature; the Aberrant stance is that the Directive could simply be a front for Project Proteus. Suggested Backgrounds: Allies, Cipher, Contacts. Dormancy is useful to hide from pursuers. Project Utopia: Many novas are affiliated with this Aeon Society-founded international organization in a variety of capacities, ranging from the luminaries of Team Tomorrow to the support members who handle Utopias less glamorous and more pragmatic concerns. Most novas experience Utopias hospitality at least once in their lives, as they are invited t o one of Utopias Rashoud facilities and tutored in the rudiments of controlling their powers. Many novas elect to remain with Utopia following their initial eruption, and many more retain some ties to the group. After all, all Rashoud facilities are open to any nova so long as that nova is registered with the Project and not considered a threat. Utopias stated goal is to employ novasvast power to better the world for nova and baseline alike. Less overtly, Utopia also takes great pains to cultivate a good public image for novas as a whole. The typical Utopian nova knows nothing of Project Proteus existence and views the Aberrants claims of a shadow project within Utopia as so much seditious propaganda. Most Utopians are highly disturbed by the recent Slider scandal and the rise of the Aberrants, viewing the Aberrants as traitors, murderersand dangerous subversives possibly allied with the Teragen. For its part, Utopia loathes the Teragen, seeing the movement as a band of selfish and destructive radicals. Not only is the Teragen the antithesis of everything Utopia stands for, but its actions could well turn the tide of public opinion against novas. Thus, Utopia does everything in its power to monitor Teragen sympathizers (and take them down when necessary). From what little Utopia knows of the Directives existence, it considers the agency a hostile, reactionary cabal combining
the worst aspects of 1. Edgar Hoover and the Illuminati Utopia takes a benevolent public stance toward unaffiliated novas. I n practice, it makes an attempt to monitor and otherwise keep tabs on nova elements not directly tied to it; novas whose selhsh agendas threaten the cultivation of global harmony are often approached and reasoned with, subtly or otherwise. Suggested Backgrounds: Allies, Backing, Contacts, Influence, Mentor (experienced novas), Resources. Team Tomorrow Members must take Backing, Influence and Resources at 4 or greater, which may require an appropriate bonus-point expenditure. Project Proteus: Proteus is a true shadow organization.It exists so deep within the heart OF Project Utopia that most Utopians are unaware OF it. Few records of its presence exist, and those that do are highly encrypted and classified. Indeed, most Proteus members are unaware of their allegiance; Proteus tends to use mercenary elites, Utopians or other unaffiliated individuals, sending them on missions that advance the projects goals without ever letting the agents in question know for whom theyre really working. Proteus is absolutely committed to secrecy, and it will do anything to maintain it, including terminating agents or entire branches. Those Proteus novas who are aware of their affiliation believe that Proteus is a necessary adjunct to advance Utopias less telegenic goals. They see Utopia as a good organization, necessary to continued harmony between humans and novas; their role, then, is that of the gardener, subtly pruning the Project where necessary, pulling up any weeds that surface e and spraying destructive pests if need be. Most Proteus ops believe the Aberrants to be traitors, perhaps dupes of the Teragen, and they scoff at the Aberrants claims of anti-nova sentiment permeating Utopia. After all, most Proteus agents are themselves novas. Many Proteus novas hold official positions in Utopia, or even Team Tomorrow; some maintain covers as international celebrities or act as spies in government and corporate enterprises. No Proteus op ever admits to being a Proteus op except in absolute secrecy (and often not even then). As far as the world is concerned, Project Proteus does not exist, and Proteus directors intend to do everything in their power to keep it that way. Suggested Backgrounds: Cipher, Resources. Official Proteus ops have Allies and Backing. Other Backgrounds depend on the operatives cover identity.
The Teragen: The Teragen movement is a philosophy particular to a few radical members of nova society. Though the movement was brought into the forefront by the shadowy nova, Divis Mal, the Teragen claims that Mal is not its leader, only its inspiration. The Teragen ascribes to the credo that novas are a separate species from the rest of humanity, and thus the laws, conventions, history and morality of Homo sapiens do not apply to them. The Teragens stated goals are to liberate novas worldwide and help them realize their potential by any means necessary. Though the Teragen does not specifically call for separation from or aggression toward the rest of humanity, many of its members display a supremacist contempt toward baseline humans, and acts of revolutiona r y vio- lence against base1inefascismare not unSome members have also displayed known a capricious callousness toward baseline playthings, tarnishing the movements image in the process. Since the Teragen claims not to be an organization as such, but merely a collection of like-minded individuals, radical acts by one sympathizer cannot be directly linked to other members; thus, for now, the Teragen as a whole has avoided massive retaliation. Nonetheless, the Teragen maintains a great deal of secrecy, and it is rumored to have hidden members and bases of operations worldwide. The typical Teragen member hates Project Utopia with a passion and actively seeks the Projects destruction, believing the Project to have the worst of intentions for novas. The Teragen 3ws about the defection of the Aberrants, and has heard rumors of the existence of Project Proteus, but the group as a whole has not adopted a unified stance toward the Aberrants (not that the Teragen enacts policy anyway). Most Teragen feel that, with time, the Aberrants will come to them. The Teragen views the Directive with similar loathing, as a baseline agency attempting t o suppress novas rightful destiny. The Teragen takes a helpful, sometimes nurturing stance toward corporate, government and individualist novas, attempting to emancipate them from slavery to baseline concerns and help them realize their true place in the world to come. Suggested Backgrounds: Allies (other Teragen), Cipher, Mentor, Node. The Teragen has no real structure or chain of command, so members do not need to take Backing. Likewise, many Teragen spurn human society and the Influence and Followers that come with it (though there are exceptions, such as Count Orzaiz).
The Directive: The Directive is an internation; security, police and espionage agency founded by th United States, the UK, the Russian Confederation an Japan. Most members are baseline, but nova operative fill out its ranks. The Directives goals are to advance it member nations interests and to act as a check again: Utopias growing power. Although the Directive has a official paper trail, its organizational structure an agenda are classified, and it takes pains to stay out c the public eye. Thus, most people do not know of it ex cept as a name, and its activities and purpose ar
shrouded in rumor. The typical Directive agent heartily distrusts Project Utopia and is very interested in the recent turmoil within the Projects ranks. The Directive also polices potentially dangerous international situations (terrorist factions, overly aggressive dictators, powerful novas), and it keeps a careFul watch over Chinas large nova populace. The Directive shares Utopias opinion that the Teragen is a very dangerous movement, though many Directive agents suspect that the Teragen and Utopia are secretly in cahoots, only staging an enmity for the cameras. A few Directive higher-ups have heard rumors of a shadow cabal within Utopia; certainly, such a group would explain many unusual occurrences over the past decade. The Directive knows that certain former members of Utopia have defected from the group, and agents are authorized to seek out and learn what they can about this situation, in hopes of finding out the truth about Utopia. Suggested Backgrounds: Backing, Cipher, Contacts, Resources. Corporate/Other:Novas are certainly in demand, and there is no shortage of employers, sponsors and other backers all too willing to have a nova sign on the dotted line. In the United States, some large cities franchise one or more novas as PR reps and public defenders; residents hold these novas in the same reverence that they once held their 20th-century sports teams. Several corporations, including the DeVries Agency, the Hong Kong-based Novelty consulting firm, Exxon-Mobil, the N! network, ViaSoft, Third Millennium Motors and various Japanese technological firms, employ novas in various capacities. It is rumored that the global criminal cartels also retain one or more novas as specialists. Novas who work for a government or corporation by and large adopt their backers views on global issues. Most novas view Utopia with equal parts fascination and suspicion. While many novas utilized Utopias Rashoud facilities upon first erupting, many corporations hate Utopias UN-granted authority to regulate potentially dangerous technology, viewing it as too powerFul for its own good. Most government and corporate novas know little of the Teragen beyond gossip among novas and what they view in the media; only a few have even heard OF the Aberrants, and none of them knows about Project Proteus. Novas working for a government or criminal cartel have likely heard of the Directive, but they know only spotty information about it; corporate novas may or may not know about the Directive. Suggested Backgrounds: Allies, Backing, Influence, Resources. Individualist: Most novas have no defined allegiance to anything save their own goals and ends. A nova with Individualist allegiance is primarily motivated by self-interest, tempered with the agenda of whatever
ise tion inge s to mercenary elites ana Wouia-De I nira woria aictators. If a generalization must be made, Individualist novas typically take a tolerant but wary view toward Utopia, regard the Aberrant movement with burgeoning interest (if theyve heard of it at all) and regard the Teragen as simultaneously disturbing and intriguing. Most Individualist novas have never heard of Project Proteus; iF they know of the Directive, it is through rumor. An Individualist may, of course, become involved with any or all of these groups during the course of play. Suggested Backgrounds: Any.
Attributes are your characters essential qualities, translated into numerical ratings. I n the real world, nobody has Charisma 4 or lntelligence 2. We have capabilities and potentials, not statistics. However, such Faculties must be translated into numbers for the sake of the game; the trick is not to
ndicate what your character is like. what roleplaying is all about. s Ordinary humans Attributes typially range from one to four dots, with two being average. Even before the eruption of their Mazarin-Rashoud node, novas are often extraordinary people; as a result, novas Attributes can
>exterit y
Dexterity measures both agility and hand-eye cosrdination. lt describes how fast a character runs, how irecisely he aims at a target and everything else that elates to speed, grace and control. Dexterity also deermines the base number of dice rolled t o determine lccuracy in combat, and it is combined with Wits to cal:dateInitiative. Qualities: Coordinated, Delicate, Fast, Flexible, limble, Steady 0 Poor: Klutz. 0. Average: You can dance without stepping on your partners toes. 0.. Good: You have a good deal of natural athletic potential. Exceptional: You can juggle knives with flair. Superb: Olympic gymnast.
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Stamina
Stamina indicatesyour characters health, tolerance or pain and how long she can maintain physical exer:ion. It encompasses endurance, physical will to live and sheer toughness. Stamina determines the characters ,ase soak pool. Most novas develop reasonably high Stamina during eruption, as a side effect of channeling quantum energies. Qualities Determined, Enduring, Energetic, Resilient, Tenacious, Unflagging 0 Poor: You catch colds as a matter of course (1 bashing soak, 0 lethal soak). 0. Average: You stay in moderately good health (2 bashing soak, 1 lethal soak). 0.. Good: You seldom get sick, and you heal quickly (3 bashing soak, 1 lethal soak). Exceptional: Marathon front-runner (4 bashing soak, 2 lethal soak). Superb: You can shrug off a strong mans punch (5 bashing soak, 2 lethal soak).
Physical Attributes indicate a characters raw strength, build, agility and sturdiness. Characters adept at physical combat or athletic activities have high Physical Attributes.
Strength
Strength rates physical power, including the capac-
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Mental Attributes
Mental Traits cover a characters perception, mental capacity, imagination and quick wits. Creative and intellectual individuals have high Mental Attributes.
Perception
Perception covers alertness and comprehension. 11 determines not only your characters attentivenessto the world around him, but how clearly he interprets it as well Qualities: Astute, Insightful, Intuitive, Nitpicky Observant, Patient
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Poor: You misplace your keys routinely. Average: You keep abreast of general goings-on. Good: You pick up on subtle subtext in books and conversations. Exceptional: Your keen eye can pick out even the most minute of flaws. Superb: Sherlock Holmes was an amateur compared to you.
Appearance
Appearance is a combination of physical attractiveless and innate appeal. Call it animal magnetism or attractiveness, Appearance is your characters ability to nake a good first impression or simply to generate an instinctive response in others. Qualities: Alluring, Exotic, Imposing, Luminous, leasant, Sensual 0 Poor: People suppress a cringe when they see you. 0. Average: Just that - another face in the crowd. 0.. Good: You turn heads when you enter a room. Exceptional: You could be a model - or maybe you are. Superb: The It Girl/ Guy of your generation.
Intelligence
Intelligence measures raw mental processes memory, retention, judgment, reasoning and imagination, as well as your characters ability to find connections between seemingly unrelated pieces of information or analyze complex ideas. This Attribute is not a measure of how fast your character thinks, but of how clearly he thinks. Qualities Bookworm, Bright, Clear-headed, Discerning, Pragmatic, Rational 0 Poor: Youre not the sharpest knife in the drawer (IQ 80). 0. Average: You remember family birthdays (1Q 100). 0.. Good: Your friends describe you as bright (1Q 130). Exceptional: Youre not just bright, youre downright brilliant (IQ 160). Superb: Genius (1Q 180+).
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Manipulation
Manipulationmeasuresyour ability to influenceothers. This ability representsan aggressive persuasiveness, and it can be subtle or blatant. Manipulation covers everything from leading others to tricking them, from being sly to dominating. No one likes being fooled, though, so failing a Manipulation roll has risks. Qualities Authoritative, Cunning, Devious, Domineering, Persuasive, Witty 0 Poor: You rarely get what you want. 0. Average: You fool some of the people some of the time. 0.. Good: Youd make a good lawyer. Exceptional: Politicians envy your devious nature. Superb: Machiavelli had nothing on you.
Wits
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Wits ranks how quickly your character reacts to new situations and indicates general grace under fire. This Attribute describes inherent common sense and how well your character thinks on the fly. Wits combines with Dexterity to determine base Initiative. Qualities: Clever, Creative, Cunning, Ingenious, Level-headed, Shrewd 0 Poor: Pull my finger. 0. Average: You know to quit while youre ahead. 0.. Good: You keep your cool in a firefight. Exceptional: You always have the perfect comeback. Superb: You react almost before the other guy acts.
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Charisma
Charisma is used to charm others and to gain trust through natural appeal; your characters force of personality, if you will. It reflects an air of confidence or social grace when dealing with people. Charisma defines how likable your character is to others and whether they actively seek her company. Qualities Charming, Cool, Eloquent, Genial, Polite, Suave 0 Poor: People drift away when you approach. 0. Average: Youre likable enough. 0.. Good: Youre the life of the party. Exceptional: Even your enemies respect you. Superb: You could lead a nation.
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Social Attributes
Social Traits describe a characters influence, force of personality and looks. They often define interactions with others, from first impressionsto leadership to dealing with people in general.
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Abilities
Skill starts with raw potential (represented by an Attribute), combined with training or education (designated by an Ability). Abilities are grouped under the Attributes to which they relate most closely. When you perform an action, your dice pool is the combination of the appropriate base Attribute and the Ability most suited to the task (there may be exceptions to this process on occasion; see the Cross-Matching Attributes and Abilities sidebar in Chapter One). This combined rating is called the skill total. Abilities are rated from to 0 , and they are added to your characters Attributes. This combination can result in skill totals up to 10. Even one dot in an Ability implies at least basic proficiency. Although each Ability functions differently, all follow a similar scale of mastery. X Unskilled: No training in the Ability; rely on natural talent (de fault to related Attribute). 0 Novice: A basic grasp of the Ability; suitable for hobbies. 0. Practiced: General familiarity with the Abilitys applications; adequate professional training. 0.. Competent: Detailed comprehension of the Abilitys potential; skilled professional capacity. Expert: Profound understanding of virtually all of the Abilitys aspects; peak talent in the field. **..* Master: Utter command of every possible way in which the Ability could be used; peerless mastery of the subject.
specialized in driving in bad conditions, he adds three dice to his Dexterity when making maneuvers in rain or snow.
Brawl: This skill covers styles of unarmed combat that rely more on power than on speed; they range from professional boxing to street fighting to wrestling. Brawl inflicts bashing damage, so while it isnt immediately fatal, it can inflict a fair amount of pain. Specialties: Blind Fighting, Combinations, Dirty Maneuvers, Multiple Opponents, Fighting in Flight Might: This Ability encompasses physical fitness and feats of focused muscle power. It rates lifting, climbing, jumping and throwing competence. While such tasks can be accomplished with brute force, Might helps your character use his physical power to maximum effect. Specialties: Climb, Dead Lift, Leap, Throw
Strength Abilities -
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Specialties
Each Ability representsa fairly broad area of knowledge; its unlikely that an individual would be equally skilled in all aspects of an entire category. To reflect this variety of specialization, Abilities have specialties, or areas of expertise. Specialties differ from qualities in that the former are areas of special training, while the latter are simply innate aspects of the individual. Players buy specialties with bonus and/ or experience points. You may purchase a maximum of three specialties for each Ability. Refer to Chapter Two, p. 120, 124, For bonus point and experience costs. If you buy your character a specialty, simply write it after the Ability on your character sheet. Once purchased, a specialty gives your character an extra die on all rolls related to that distinct qualification. A character with Drive 2 (Inclement Weather) adds two dice to his Dexterity for driving rolls, but since hes
Athletics: A measure of fitness, this Ability concentrates on skills requiring balance, coordination and good reflexes. Athletics training can cover skill in various sports activities, knowing how to dodge and tumble or being able to maneuver in a microgravity environment. Specialties: Acrobatics, Dodge, Gymnastics, SpeciFic Sports, Tumbling Drive: Most people are familiar with the basics of driving. This Ability gives you a detailed understanding of a vehicles operation, including performing tricky maneuvers, driving at high speeds and engaging in pursuits. Drive is used to steer all forms of commercial land-based vehicles, from cars to motorcycles to trucks. Specialties: Bootleggers Reverse, Inclement Weather, Traffic Firearms: This Ability covers weapon operation and basic maintenance, from personal sidearms to assault carbines to vehicle-mounted artillery. Weapons handle differently based on size, caliber and ammunition type. In the end, though, it still comes down to basic coordination and aim. Specialties: Blind Fire, Cover Fire, Multiple Fire, Multiple Targets, Targeting Legerdemain: This Ability describes skill with sleight of hand. Legerdemain is very useful for performing parlor magic, card tricks, filching small objects, switching items and even picking pockets. Legerdemain rolls are often made as resisted actions against a targets Awareness. Specialties:Card Tricks, Palm Object, Parlor Magic, Pick Pockets, Switch Object Martial Arts: This fighting Ability covers hand-tohand styles such as aikido, capoeira, judo, karate, kung fu, taekwondo, muay thai and more. Martial Arts styles inflict bashing damage. While it encourages speed over power, this Ability is as dangerous as any Brawl style.
Dexterity Ab iIities -
Specialties: Blind Fighting, Combinations, Dirty Maneuvers, Multiple Opponents Melee: A broad term for understanding the proper use of hand-to-hand armed combat and the proper care of weapons. Melee weapons range from knives to clubs to bottles. Specialties: Ax, Chain, Club, lmprovised Weapon, Knife, Nunchaku, Staff, Sword, Automobile (novas only) Pilot: This Ability imparts skill in piloting airborne and submersible vehicles. Pilot covers not only basic control, but complicated maneuvers and combat techniques as well. Handling a craft in an atmosphere differs from maneuvering underwater, but all involve similar rudimentary piloting functions. Specialties Fighter, Frigate, Rotor, Submersible Stealth: Stealth covers the capability to avoid notice, move quietly, trail someone and generally evade detection. Stealth rolls are usually made as resisted actions against another characters Awareness. Specialties: Ambush, Camouflage, Hiding in Shadows, Sneak, Trail
Intelligence Abilities Academics: Schooling reflects education in a given area of knowledge, such as history, law or philosophy. This Ability rates your characters degree of understanding of the topic, as well as her status in the field. Specialties Anthropology, Culture, Current Events, Geography, History, Law, Organization, Philosophy, Politics, Religion Bureaucracy: This rating measures a persons understanding of general administration and the bureaucratic process. It enable your character to utilize thesystern beyond simple organizational skills to best achieve his own ends (and to prevent others from achieving theirs). Specialties: Administration, Procedures, Regulations, Requisition, Rumors, UN Computer: In the 21st century, most people have at least a rudimentary grasp of computers and the OpNet. However, this Ability allows much more than rudimentary expertise. A trained computer operator can access all sorts of data in the blink of an eye and even create complex programs.This Ability functions for OpNet and Internet protocols. Specialties: Data Retrieval, Hacking, Programming, the OpNet Engineering: Engineering rates your comprehension of electronic and mechanical devices. Your character not only understands how computers, vehicles, robots and other machines operate, but she can repair, modify and construct them. Certain novas with MegaIntelligence and this Ability are beginning to change the very face of technology. Specialties: Armaments, Computers, Construction, Electronics, Energy Sources, Mechanics, Telecommunications, Vehicles Intrusion:lntrusion indicates knowledge of and ability to set up or avoid various security systems, and to set infiltration measures and countermeasures as well. Such understanding ranges from basic lock picking to advanced electronic systems. Specialties: Countermeasures, Electronic Infiltration, Lock Picking, Security Procedures Linguistics: An indication of the languagesthat your character knows. Linguistics also imparts a basic understanding of language systems. Due to the truly staggering number of languages that exist, specialization in Linguistics operates differently than do the specialties of other Abilities. Your character does not automatically understand all languages. Dots indicate an understanding of languageFamilies beyond native tongue. You must choose a language family, and your character may comprehend tongues within that specific family(e.g., while Mandarin, Cantonese and Wu are different languages, they all belong to the Chinese language family).
Stamina Abilities
Endurance: This talent describes the capability to endure long-term exposure to severe conditions. This Ability differs From Resistance in that Endurance sustains your characters energy level over long periods of time. All novas start with at least three (free) dots in Endurance; see Mega-Stamina (p. 160). Specia/tiesFasting, Holding Breath, Long-Distance Exertion, Sleep Loss Resistance: Resistance allows your character to temporarily combat the effects of physical pain or chemicals. This Ability can be used to restore dice lost due to injury and resist interrogation. All novas start with at least three (free) dots in Resistance; see MegaStamina (p. 160). Specialties: lgnore Pain, Resist Disease, Resist Drugs, Resist lnterrogation
Perception Abilities
Awareness: This Ability indicates how much your character notices about her surroundings.Its a measure of knowing whats physically nearby, covering input from all five senses. Awareness is useful for picking out a face in a crowd or for anticipating surprises that wait around a corner. Specialties: Acute Hearing, Keeping Watch, Sharp Sight, Smell, Spot Ambush, Track Investigation: Investigation is the skill of searching for relevant clues or information, whether at a crime scene, in a library or through speaking to witnesses. This Ability is vital to reconstruct (or uncover) events to gain insight into what really happened at a scene. Specialties: Analysis, Concealed Objects, Deduction, Interviews, Quick Search, Research
Your character knows an additional language family for each dot in this Ability (so at e e e e e, he knows five language families in addition to his native tongue). Rolls are needed only to understand complex writing or speech, although a high Linguistics rating should reduce this necessity. The Specialties listed indicate most major language families. Specialties: Arabic, Bengali, Cambodian, Chinese, English, French, German, Hebrew, Hindi, Italian, Korean, Japanese, Norwegian, Portuguese, Russian, Spanish, Swahili, Turkish Medicine: This Ability details how well your character knows how the human body works, as well as how to repair it in case OF injury. Medicine also includes an understanding of drugs and their use, along with the diagnosis and treatment of diseases and injuries. Such knowledgecan be used to harm as well as heal. Characters may use Medicine to take advantage of an opponents injury, to apply harmful drugs (or helpful drugs in lethal doses) or to encourage a greater degree OF illness in a subject due to improper treatment. Such attempts should be attended closely by the Storyteller. SpecialtiesEmergency, First Aid, Novas, Pharmacy, Specialized Fields (Neurology, Oncology, etc.), Surgery Science: Beyond an understanding of scientific theory, this Ability measures how well your character can put such knowledge to practical use. Science can be used to investigate advanced concepts or to cobble together a pipe bomb out of household chemicals. Specialties: Astronomy, Biology, Botany, Chemistry, Geology, Mathematics, Physics, Quantum Theory, 2001ogy Survival: This Ability is extremely useful to explorers and biologists. It enables your character to subsist in wilderness environments. He knows how to set traps, forage for food and water, build fires and separate dangerous flora and fauna from beneficial ones. With Project Utopias recent environmental cleanups, this Ability is becoming in vogue once more.. .. Specialties Fire-Building, Forage, Hunt, Navigation, Set Traps, Track
a t least rudimentary skill in this Ability; its fun to figure out the royalties on licensed toys or T-shirts. Specialties Controller, Down Market, Merchandising, Positioning, Stocks & Bonds Rapport: Rapport is used to sense and understand peoples feelings. This Ability is not a nova power; it uses your characters own understanding of emotions and people to get an accurate reading of what others are feeling. Specialties: Discern Motivation, Discern Truth, Emotional State, Intent
Appearance Abilities
Intimidation: This Ability enables you to coerce another into doing your will, whether through subtle menace or an outright threat. Whether you plan to follow through on your threat is not important as long as your subject truly believes that you will. For the more vulgar forms of physical intimidation, use Strength instead of Appearance to calculate theskill total. Specialties Implied Threat, Overt Display, Silent Urging Style: First impressionsare important, and they are usually based on physical appearance. Style is more than simply presenting oneself to best effect. Beyond relating an awareness of proper fashions (clothing, hair, makeup, accessories) and how to accentuate appearance, Style can also be used to alter appearance using those same tools - even to the point of disguising oneself as someone else. Specialties: Disguise, Fashion, Makeup, Seduction
Manipulation Abilities
Interrogation: Interrogation covers ways to draw information from a subject by manipulation, force, drugs or torture. Some techniques are more effective than others at breaking a subjects resolve, but they may leave him permanently disabled or dead. Specialties Drugs, Misdirection, Threats, Torture Streetwise: Streetwise rates a characters knowledge of (and skill in interacting with) societys underbelly. This art involves knowing what is needed, who has it and the ways that it can be acquired. Streetwise helps your character fit into an unfamiliar city or country, giving her an understanding of attitudes and customs common in the underworld. Specialties: Black Market, Customs, Fence, Information, Scrounge, Street Trade Subterfuge: This Ability rates how well your character bends the truth and disguises her motives. Subterfuge also helps to sense when others are doing the same. Subterfuge can be used to separate gossip from truth and to discover if a person is lying. Specialties: Con, Deception, Gossip, Lying, Seduction
Wits Abilities
Arts Arts rates level of talent in the visual or creative arts, from drawing to writing to sculpture. This Ability also imparts knowledge of the culture and society of a particular art form. Combined with high skill in one or more nova powers, Arts enables a nova to create artworks in media as diverse as light, flame or pure quantum energy. Specialties Composition, Design, Drawing, Painting, Poetry, Sculpture, Writing Biz: Your character knows the ins and outs of business and finance, From marketing to licensing to balancing books. More commercial-oriented novas tend to have
Charisma Abilities
Command: Command is not only the ability to lead others, but also an indication of how willingly they follow your character. The better the ability to command, the more amenable people are to your characters decisions (even in extreme situations). Commands may be polite requests, written directives or strict orders. Specialties: Crowd Control, Discipline, Field Command, Political Leadership, Tactics Etiquette: This Ability measures understanding of the nuances and dynamics of polite society in a myriad of social circumstances. Etiquette combines grace and manners, and it is useful during diplomatic engagements, formal gatherings and in other encounters with cultured society. Specialties: Diplomacy, Negotiation, Social Graces, Sound Bites, Tact Perform: Perform covers the gamut of live artistic expression, from public speaking to dancing to acting (including impersonating someone else). This Ability also imparts knowledge of the society surroundinga particular art form, as well as how well your character fits in it. Specialties:Acting, Dance, Impersonation, Oration, Singing, Specific lnstrument
Allies
Almost everyone has at least one close friend. AIlies are people with whom your character has intimate ties: friends, loved ones or simply someone with similar interests to whom she can turn for assistance and support. Allies represent truly dedicated individuals with whom your character has close bonds. Allies are not other members of the team; relationships with other players characters are roleplayed. Allies are people in their own right, with lives as involved as your characters. Friendship is a two-way street, and if your character takes but doesnt give, AIlies are likely to desert her. Allies do what they can to help you, but they dont throw their lives away for nothing, nor are they on call to bail you out of trouble 24-7. They may also grow weary of repeated demands on their time and resources. Of course, allies can also call for assistance. Each dot represents one ally (instead of signifying multiple allies, high ratings could represent a more powerful ally). An ally may be a fellow nova, detective, politician, soldier, philanthropist or old college pal. You should work with the Storyteller to detail the ally; as most readers of comics are well aware, a properly developed supporting cast makes for rich roleplaying. X None; you skulk about, having no one close to turn to. 0 One ally of moderate ability (equivalent to that of a starting character). 0. Two allies, or one significant one. Three allies, or fewer allies of correspondingly high power. Four allies, or fewer ones of great capability. Five allies (popular, arent you?), or fewer ones of immense power.
Backgrounds
Backgrounds are not associated directly with your characters inherent capabilities, but they are key elements of who she is nonetheless. They help define her history and current circumstances. Backgrounds tie closely to character concept. You must give each Background some sort of context beyond just a dot rating. After all, allies, contacts and mentors have their own lives, gear and resources dont just appear magically, and influence and status arent handed out without reason. Your Storyteller should have input into your choices. If your series begins before your character undergoes eruption, Mentor or Status may be inappropriate. Alternatively, if the characters form an elite squad, they may need a few dots in each of these Backgrounds. Ultimately, Backgrounds help the Storyteller ensure that the characters fit the series and complement one another. You may occasionally need to roll for a task relating to a Background (say, to see if allies can come to your characters aid, or if he can afford a new piece of equipment). I n such instances, the Storyteller chooses the Ability that he feels best suits the task (Command, Intimidation, Etiquette or Subterfuge may be appropriate for the first example, depending on how your character presents herself; Bureaucracy, Streetwise or Computer are good options for the second). Alternatively, the Storyteller may have you roll your characters Background rating (Allies or Resources, to continue the examples).
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Attunement
Generally speaking, a novas quantum powers affect only her own body. Novas with this Backgroundhave learned the trick of charging objects with their own quantum signatures, thereby permitting the objects to survive the rigors of the novas powers so long as they remain in contact with the novas body. Attunement is most commonly used to prevent a novas clothing and small personal effects from being damaged or destroyed by her transformations. For example, a nova with Attunement 1 could charge her clothing, allowing it to remain undamaged even if she activates powers like lrnmolate, Growth, Density Decrease, Bodymorph o r Shapeshifting. Attunement costs one quantum point per scene and confers absolutely no protection against other novas quantum powers.
Charged objects may be organic or inorganic. Dots in Attunement govern the maximum amount of weight affected by Attunement 2 kg (a set of clothes) 0. 5 kg (a briefcase) 0.. 10 kg (a household appliance) 25 kg (a piece of light furniture) .**.* 100 kg (another person)
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Backing
This Trait reflects standing in an organization (Utopia, Proteus, a government, a corporation or the Directive). This Background is less a measure of actual capability o r achievement than it is of perceived influence or rank. At the Storytellers discretion, you may take Backing multiple times For rank in different organizations. With this rank comes responsibility; if your character has high Backing, she is likely to be responsible for decisions involving great numbers of people and resources. X None; youre a typical grunt. A low-ranking position of little authority, but a Fair amount of (usually dull and unpleasant) responsibility. 0. A good post with most of the disagreeable duties pawned off on un derlings. Midlevel rank, usually with illdefined authority and responsibil ity (such leeway can be both a blessing and a curse). A position of some direction and privilege. You have access to large resources and are trusted by the elite. Youve reached the upper ranks; a leader in your own right. You hold significant power and respect.
information develops in the wake of your characters activities. X Normal; just like everybody else, anybody can read your life story. A couple of your secrets are well hidden. 0. Your data trails are hard to follow. 0.. You project the identity you wish to project. Even you have trouble remember ing. Your secrets are completely safe.
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Contacts
More casual than allies, contacts are people with whom your character has developed a mutually beneficial arrangement. Contacts use their talents, information or resources to help your character, but they always expect some favor in return. This favor could be a service, trade or even payment, but it generally matches the value of the contacts assistance. These associates dont risk themselves as Far as a follower or even an ally will (although a well-cultivated contact could grow into one or the other over the course of the series). Each dot represents major and minor contacts. Major contacts are individuals with whom your character interacts frequently. Major contacts know him personally and are from any walk of life, of any field of study, with access to a variety of information and resources, and they are willing to cut a deal. A contact could be a data-retrieval specialist at the local library, a fence specializing in vehicles or a Project Utopia field agent. Minor contacts specialize in fields of influence, like their major counterparts. They arent as knowledgeable or resourceful, though. They may know of your character by nothing more than reputation or rumor, but they may be willing to work out an arrangement. Tracking down a major contact doesnt usually require a die roll, but finding a minor contact does (typically Bureaucracy, Streetwise or Etiquette). Whether or not a contact feels inclined to help is another story, one that depends on the request. Of course, the more contacts your character has, the more people your character can go to if one doesnt come through. No useful contacts; you have to do X your own legwork. One major contact (with whom you likely have a special arrangement) and a few minor ones. 0. Two major contacts in different areas and a smattering of minor contacts. 0.. Three major contacts and a respectable number of minor ones. Four major contacts in different areas (although you may double up in a given field) and a large number of minor contacts.
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Cipher
The world of Aberrant is a realm OF secrets, covert conflicts and double-agents. Such being the case, many novas wish to maintain private lives away from the bustle of fame. The Cipher Background can represent a number of things - an aptitude for hiding secrets, lack of registration with governments or credit bureaus, possibly even one or more alternate identities. Cipher is particularly prized by the black ops of Project Proteus and the mask-wearing elite caste of novas, as both of these groups prefer to hide their true faces and names from public scrutiny. For each dot you possess in Cipher, the Storyteller adds an additional level of difficulty to any investigations into your character. This Background may fluctuate if you dont maintain a certain level of secrecy. The Storyteller should determine if theres a risk that new
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Five major contacts and a minor contact virtually anywhere you care to look.
Eufiber
The coming of novas has ushered in many technological advances, but few so universal as the bizarre substance known as eufiber. This organic polymer-esque substance was originally secreted from the epidermis of Costa Rican nova Anibel Buendia; a synthetic version was later created from living colonies of the fiber. Eufiber and its derivatives have proved to have many industrial uses; OpNet cables and a considerable percentage of the worlds clothing are made from a synthetic alloy derived from Buendias creation. True, living eufiber, though, is even more prized by novas. The Eufiber Background represents a colony of Buendia-secreted, living eufiber. The colony is most commonly woven into a garment of some sort. Eufiber shaped in this fashion can be worn by baselines, but it is most useful to novas, as its genetic and quantum pattern conforms to the novas own. This property allows the colony to store a certain number of extra quantum points in its cell structure, giving the nova a quantum-point reserve; the nova can transfer a number of quantum points to the colony up to the Eufiber rating. The nova recovers the quantum points normally, while the eufiber colony stores them until the nova decides to use them. While the eufiber is charged with quantum, the colony can use the stored quantum as an automatic defense for itself and its owner; this innate defense provides the nova with an amount of extra soak (versus bashing and lethal damage) equal to the number of quantum points currently stored in the colony. As well, the colony adapts to the novas own quantum powers, allowing it to remain intact and unharmed even while the nova uses body-altering powers like Bodymorph, Growth and Immolate. Perfect for the Fashionable nova who doesnt want to run around naked every time he turns on the juice (though such an outfit provides absolutely no defense against other novas quantum powers). A eufiber outfit can adapt its shape, color and other parameters to the novas whim, shifting at his mental command. Eufiber fashion shows are often wondrous and freakish affairs, as nova supermodels parade down runways attired in gravity-defying, shimmering, translucent, bioluminescent, scintillating or otherwise eyecatching constructs. If a novas eufiber colony is taken from him by another nova, that nova can attune the eufiber to herself by spending a quantum point. The colony is now attuned to the new novas quantum signature. However, only one eufiber colony can be worn at a time. 0 one-point capacity
Dormancy
Generally speaking, most novas are readily identifiable as such. Not only are their physiques too perfect, their bodies tailored t o handle energies beyond human comprehension, but many bleed trace amounts of quantum energies into the environment. This effect is relatively harmless (except in the cases of novas with high amounts of Taint), but it makes the nova stand out. Even shapeshifters and novas with Mega-Appearance enhancements such as Copycat harbor large amounts of internal quantum energy; while their powers enable them to avoid casual detection, concentrated scans by novas looking for traces of quantum might reveal their true nature. Novas with the Dormancy Background, though, are able to power down and avoid detection as novas. Dorming down takes a turn of concentration, after which all quantum energies are completely internalized and shut down. While dormant, the nova has no access to any of her nova characteristics, Mega-Attributes or quantum powers until she takes a turn of concentration to power up once more. Her appetite also reduces t o something like a normal human level. Although she retains her basic nova characteristics (increased Endurance and Resistance, extended lifespan, etc.), she recovers quantum points at the reduced rate of one point per day. However, each dot of Dormancy allows the player to roll one die in a resisted roll against any attempts to detect the dormant nova for what she is. Additionally, each dot of Dormancy allows a nova to suppress one dot of Taint, along with any accompanying aberrations, for as long as the character is dormant. Novas with Dormancy ratings of 4 or 5 may choose to have a human form and nova form, transforming between one and the other. At Dormancy 4, the nova form looks different, but it has certain basic features in common with the human form (fingerprints, retinas, blood type); at 5, the human and nova forms are completely different. However, novas who choose to switch forms have no access to any of their nova characteristics while in human form. 0 one die to resist detection attempts 0. two dice to resist detection attempts 0.. three dice to resist detection attempts four dice to resist detection attempts five dice to resist detection attempts
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Followers
Your character has one or more assistants, steadfast companions in her journeys. These disciples are drawn to her for any number of reasons. Perhaps theyre awestruck groupies or even worshippers; perhaps theyre highly paid agents, managers and staff; perhaps they simply love your character. Followers have some useful trade or skill (though not to the extent that allies or contacts do), and they are loyal to a fault. Such individualscan think for themselves, but they choose to stand by your character through thick and thin. Even so, poor treatment tests the patience of even the most devoted individual. A follower who is constantly sent to check for ambushes is bound to move on to a less abusive relationship (if he doesnt die first). Conversely, one treated with care and respect goes to tremendous lengths For your character. Followers should not be novas, but they can be humans of any origin. They should be as flawed and as real as any character. Since player and Storyteller essentially share the duty of playing a follower, both must agree on the individuals history, personality and relationship with the nova. No follower should ever be the perfect assistant, nor should he constantly save the day; hes meant to add flavor to the series, not take center stage. X None; you havent inspired anyone to rally to your banner. 0 One follower of average capability (equivalent to a typical extra). 0. Two followers or a notable one. 0.. Three followers or fewer disciples of significant ability. Four followers or fewer ones of high power. Five followers or fewer ones of great ability.
be drawn on to network and to make important connections - or even to draw more people under your characters sway. Most novas eventually garner some degree of influence, if they dont start with it. This Background doesnt cover standing or sway in a private organization; thats handled by Backing. X None; your 15 minutes of fame has yet to begin. 0 Moderately influential; youre a
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Mentor
local celebrity. Well-connected; youre a familiar face in the city, state or province. Influential; you are very important to one or more subcultures (fundamentalists, scientists, novox fans) and known to many others. Broad personal power; your words carry weight throughout the nation. Vastly influential; youre a global media icon.
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Influence
1f nothing else, novas are certainly persons of importance; people worldwide watch, look up to, emulate or (in the worst cases) fear them. The Influence Background reflects your characters pull and status in society. This status may de, r , I rr. rive rrom poitricai orrice, running a business, being an entertainer or even being a religious Figure. Whatever your characters specific credentials, people pay attention to his words and deeds. lnfluence may be used to garn special favors from others, to prom1 a personal agenda in public or tl simply get a good seat at the theater. Additionally, influence may
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A mentor is many things: a patron, teacher, defender and friend. Your characters relationship with her mentor is quite different from any relationship with an ally, contact or follower. While a mentor wont always respond to your characters requests for help, he always acts in her best interests (or what heconsiders best). A mentor-student relationship is a complex and personal association that entails responsibilities on both sides. It should be the subject of involved roleplaying. A mentor may be a powerful nova, an organization as a whole (Project Utopia is happy to tutor any novas who pass the organizations background checks, though there is always a reciprocal price), or even someone seemingly unrelated to her circumstances who has taken a special interest in her development. Depending on his capabilities and means, a mentor may teach Abilities, make information or resources available, or even instruct in use of quantum powers. He may also serve as your characters advocate in dealing with a particular organization, or may simply show up in time to pull her out of a tight spot. Its advisable not to demand this sort of thing from a mentor too oftan, LUII
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The rating of this Background reflects a mentors helpfulness. A minor pa.. tron is better than none (usually); a more significant mentor has a correspondingly higher rating. Even so, a lowranking mentor can be a powerful influence in your characters growth.
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Node
None; you havent caught anyones attention or you havent found a patron worthy of your attention. Like an older sibling, your mentor is just a bit more worldly and wise than you are. He has a few connections. A figure OF some note, or a true power who has little time for you. A seasoned individual, your mentor is wise and moderately inFluen tial. Canny and respected, your mentor has significant (perhaps even global) clout. Your mentor is potentially worldshaking, and he takes a great interest in your welfare. Beware, though: Such a mentors enemies are now yours.
It isnt much to look at. Its just a lump of grayish flesh about the size of a marble. It can grow bigger some have been recorded which were the size of an apple or baseball - but its still just a mass of tissue with a few blood vessels, nerve endings and tendrils extending from it. Yet it holds the key to the powers of the universe. The Mazarin-Rashoud node is what gives novas their power. It provides them with the ability to channel quantum energies. But at the same time it can affect their psyches and their bodies in strange, often deadly, ways. A character with this Background has a well-developed Mazarin-Rashoud node. Note the words welldeveloped. All novas, even those without this Trait, have a Mazarin-Rashoud node. Most novas dont take the Node Background; they get by with the basic M-R node that all novas have. Node as a Background signifies that the novas M-R is better developed, or channels quantum energies better, than the typical node. Thus, a nova with Node tends to be more powerful than others OF his kind. He can use more quantum points per turn, can recover them quicker and possesses certain other powers. I n general terms, he is more efficient at processing quantum energies than other novas. However, he is also more likely to suffer from Taint.
For example, a character with a fifthinstar Node (Node 4) gains two points of Taint. Aberrations associated with the Node Background are typically mental or psychologicalones. As the node grows, it presses upon other parts of the brain. In some cases it even causes the novas Forehead to bulge slightly. This pressure on the brain can result in mental problems for the nova. The larger the M-R node, the more likely that problems will occur, and the more extensive those problems are likely to be. By the time the node reaches the fourth instar, a problem of some sort is guaranteed. The human body and brain, even when augmented by quantum powers, are simply too Fragile to handle the awesome energies coursing through them without being changed in some way. Other efFects of having a highly developed Node include: Quantum Recovery As mentioned under Quantum, a nova with Node recovers spent quantum points more quickly than one without, adding her Node rating t o her normal rate of quantum-point recovery. Many novas think OF the Node as a recharger that juices up their quantum batteries quickly. Quantum Detection As a receptacle for quantum energies, a MazarinRashoud node also enables a nova to detect sources or conduits of quantum energies. Typically, these sources are other novas, though nuclear reactors, cyclotrons, generators or other large power sources might also be detected. To detect a quantum source, the nova takes a Full turn to concentrate, then the player rolls her Node rat0 ing as a dice pool. Range of the attempt is 1 meters per dot in Node. Difficulty is typically standard, though the Storyteller can increase it in the case of trace amounts of quantum energies. Success indicates the nova detects a source OF quantum energy in the area. Succeeding on this roll does not let a nova pinpoint an invisible or hidden character, but it does enable her t o detect a shapeshifted or dormed down nova for what it is. The player of a nova with the Dormancy Background may roll his Background rating in a resisted roll against any attempt at quantum detection; successes on this roll cancel out the scanning novas successes on a one-for-one basis.
Sesources
Resources are a general indication of financial asets, but they are more than monetary wealth. Money :an be gained and lost; this Background includes such hings as property, clothing and basic equipment, as well IS how easily your character can acquire more. While esources are not entirely liquid assets, possessions can ie sold to gain money (though doing so may take some ime depending on what is for sale). Each Resourcedot conveys a standard income befondany gear or wealth your character gains during play. The source of this stipend must be detailed (contract rork, employment, royalties, investments), since it may )e increased, reduced or cut off entirely depending on ?ventsin the series. Wealth is listed in American dollars; he actual currency may differ depending on your :haracters origin. As with influence, most novas have few problems icquiring resources - through one means or another. None: You are homeless and broke. X Small savings: You have a tiny apart ment and maybe an old used car. If you liquidated all your possessions, youd have about $2,500. 0. Comfortable: You have a respect able flat and probably a reliable auto. 1F liquidated, your belongings would yield approximately
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$50, 00. O
Affluent You own a house, yacht or other sizable equity. If liquidated, these items would yield around
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$250,000.
Wealthy: You own a significant amount of property (a mansion, apartment building, office tower or similar structure). Youd have at least $1,000,000 if you liquidated everything. Amazingly rich: You have more money than you know what to do with. If you liquidated everything, youd have at least $10,000,000.
W iIIpower,
Quantum and Taint
The Willpower, Quantum and Taint Traits are at tht core of your characters being, and they indicate who hr is as much as his origin or Nature does.
The Willpower Trait measures drive and emotional ,tability. A high score reflects a confident, self-motirated individual, while a low x o r e indicates someone with ittle confidence or perseverance. Willpower has a permanent rating, also called the ;core, that reflect your characters total strength in the rrait (noted by the circles on the character sheet). Nhenever a roll is called for, the dice pool is always based m permanent score. Willpower also has a current ratng, called points, that indicate your characters present eserves. Spending points refers to removing points +om the current rating (noted by the squares on the character sheet). Current rating can fluctuate greatly during a story. Weak 0. Timid 0.. Hesitant Diffident
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Iron-willed
Using Willpower
You spend Willpower when your character pushes himself beyond his normal limits in an attempt to do something extraordinary. You can spend only one Willpower point in a turn, unless otherwise stated. Free success: You can spend a Willpower point
However, you must do so each time you make such an attempt. Resist mental powers: Your character can resist the effects of some mental powers with the expenditure of a Willpower point, or upon a successful Willpower roll. The specifics depend on the power being used; refer to Chapter Five: Powers for details. Max quantum power: A novas player can spend a Willpower point to max a quantum power, enabling the nova to enhance the effects of the power. Seep. 147 for details on this process.
Compulsion
Once all of your Willpower points are gone, your character is subject to a compulsion. His innermost Nature comes to the forefront of his personality, dictating his thoughts and actions. Compulsionsare the weaknesses mentioned at the end of each Natures description (see Natures, p. 127). An Analyst becomes distracted even by the most mundane of puzzles. A Bravo acts without thinking, using brute force and bluster. Acting at extremes can be very liberating, but it can also cause serious problems. While the likelihood of regaining Willpower increases (since your character behaves true to his Nature), operating under a compulsion can make your character ignore important information, disregard otherwise obvious warnings or be manipulated easily. When at least one Willpower point is regained, ,+ your character shakes off the compulsion, reasI, h sertina his self-
Storyteller may have your character react to something out of instinct - whether fear of a monstrous aberrant, revulsion at the sight of a gruesome corpse or lust for a stunning individual. Your character can resist this urge with the expenditure of a Willpower point (although the urge may return depending on the circumstances, calling for further expenditures). Resist Taint: When a Taint-induced mental disorder causes your character to do something she would rather not do, you may spend a Willpower point to resist.
character gets a chance to rest or restore his self-confidence. The Storyteller is always the final arbiter o f when and how Will-
they should encourage roleplaying.The Willpower gained should serve as a reward for playing your character well in the story - it should not be the goal itself. For simplicitys sake, one point may be recovered every morning upon awakening - a fresh start each morning, as it were. IF nothing else, this point guarantees some Willpower. (This rule should be ignored during downtime.) If your character performs an action that affirms her Nature, she may regain between one and three Willpower points. The exact amount is up to the Storyteller. He may deny your request if he Feels the logic behind it is flimsy, or if it appears that your character performs certain actions solely to regain Willpower. You may receive a point (or more) if your character achieves some special success, like rescuing a friend or discovering a significant plot point, or if your character affirms his capabilities in some way. You get points equal to your characters Willpower score at the end of a series (not a single game session). The Storyteller may modify this return somewhat if significant story elements remain unresolved.
A characters Quantum rating has several different effects and provides certain benefits, as follows: Appearance The more Quantum a nova has, whether tainted or not, the less human he looks. His Quantum may make him grotesque, or it may make him impossibly perfect and beautiful, but observers can tell he isnt a baseline. The exact effects of Quantum upon a characters appearance depend upon the characters powers, the players desires and the Storytellers whim. Raw Power Most powers effects are based, at least in part, on a novas Quantum rating. For example, a Quantum Bolt has a range equal to [15 meters x (dots + Quantum)] and inflicts [Quantum x 31 levels plus (power rating x 4) dice OF bashing damage - or [Quantum x 21 levels plus (power rating x 4) dice of lethal damage. Similarly, some powers have Quantum minima they work only for novas who have Quantum ratings of a certain level or higher. A nova whose Quantum is not that high cannot purchase or use those powers. To the strong go the spoils.
Quantum
Quantum energies flow throughout the universeand all things within it. These energies bind matter together and throw it apart, harmonize energy and disrupt it, and affect all living things every day of their existence. As mystic, even arcane, as this sounds, quantum energies in fact derive From scientific principles - albeit scientific principles of which humans have little understanding at present. A novas ability to control and manipulate quantum energies - and thus, in general, his power - is measured by his Quantum Trait. Quantum rates a characters ability to draw on and use the universes quantum energies. This Trait is the primary distinction between novas and ordinary humans. A character with even a low Quantum is pretty powerful; one with a high Quantum - say, 4 or more - can wield powers previously unknown beyond the pages of outrageous fiction. Every nova character starts the game with a Quantum rating of 1. Quantum can be increased with bonus and nova points. Though Quantum can theoretically reach as high as 10, no character may begin the series with more than a 5 Quantum, tainted or not. So far, only a few shadowy (and perhaps deeply twisted and warped) individuals have displayed abilities that might transcend the level of 5 Quantum. Characters automatically acquire a point of Taint when their Quantum reaches 5. See p. 148 For further information on Taint.
Quantum Pool
Another important effect of Quantum is that it allows a nova to access the energy neededto Fuel his powers. This energy is referred to as his Quantum Po,/, and the points in that pool are guantumpoints. Each use of a power costs a certain number of quantum points From the quantum pool. For example, a Quantum Bolt costs two quantum points to Fire. A characters starting quantum pool is equal to 20 plus (Quantum x 2). Thus, a nova with Quantum 3 has a base Quantum Pool of 26 (20 + [3 x 2]).The Quantum Pools capacity can be expanded, at the rate of two additional quantum points per nova point expended on the Quantum Pool. Capacity can also be improved with experience points, at the rate OF three experience points per quantum point. Once purchased, the Quantum Pool dictates the maximum number of quantum points that a novas body can contain under normal circumstances. If a character loses all quantum points, she may not use any of her nova powers except for powers that dont require quantum points to use. She is depleted, spent and all too normal until she recovers quantum. She may sacrifice health levels for quantum points, as noted on p.
147.
Recharging Quantum Pool All novas are natural collectors and receptacles OF quantum energy. Accordingly, quantum points, once spent, gradually return to a character, in the same way that a tired person regains energy by resting for a while. If a nova is at ease but not completely relaxing (For example, going For a walk, doing some easy paperwork,
watching television, talking with friends), he recovers quantum points at the rate of two per hour. If he is completely relaxed (sleeping, just sitting around doing nothing), he recovers quantum points at the rate of four per hour. Novas can recover quantum points more quickly in several ways. First, if the nova has the Node Background, he adds his Node rating to the number of quantum points he recovers per hour when at ease or relaxing. For example, a nova with Node 2 would recover six quantum points per hour of relaxation. Second, some powers, such as Quantum Regeneration, allow a character to recover quantum points very quickly. Third, it is rumored that some drugs or foods allow a nova to boost himself back up to full Quantum Pool level much faster than normal.
LodctheLodc A novas appearance depends, in part, on her Quantum Pool. When the Quantum Pool is full or close to it, the nova seems charged - vibrant, excited, vigorous. She may even crackle with energy, glow or otherwise display visible signs of her power. Conversely, a nova whose Quantum Pool is empty or low seems fatigued or drained. She may look completely healthy, but something about her suggests that shes running out of steam.
(Note: The max successes must be used on the next turn; they may not be stored for later or built up over several turns.) Successes on this roll can be spent on the following options: Damage/Successes: Each success spent adds one die (if an attack power) or success (if a mental power, power like Matter Creation). Soak: Each success spent adds one t o the characters soak versus bashing and lethal damage. Note that this option can be employed even if the character does not have any particular defensive powers (a lastditch survival mechanism common to all novas), though the effects last for only one turn in any event. Area: Each success spent doubles the area of an Area or Explosive power. Range/Speed: Each success doubles the range or speed of a power. Duration: Each success spent doubles the duration of a power. Extras: A player may spend two successes to add the Area or Explosive Extra to an attack that does not have that Extra. Each success enhances only one parameter, but multiple successes can be applied to different columns. For example, the player of a nova with Quantum 5 aims a Quantum Bolt at her foe, spends a Willpower point, a full turn, and seven quantum points (five to activate her Quantum Trait, two to power the Quantum Bolt), then rolls her full Quantum Trait as a dice pool. She rolls four Quantum successes. She assigns two successes to the Damage column and two successes to the Area/ Extras column. Her next Quantum Bolt inflicts +2 dice of damage; furthermore, even though the nova does not have the Area Extra, the shot will be an Area attack. A maxed power (commonly known as a special maneuver, special or stunt) lasts for one turn or use, unless successes are used to increase its duration. For example, increased area, range or speed all last for one turn, decreasing to normal parameters on the Following turn. Furthermore, activating and using a special maneuver is the only action the character can take that turn. These special maneuvers are highly personal expressions of quantum power, and players are encouraged to design and name specific special maneuvers. For example, Core always does more damage (and over a greater area) when activating his Core Meltdown, while Jinshu Shan uses her Quantum to make herself virtually indestructible by shaping her Force Field into the Iron Chariot stance. Example: Lotus lnfinite has Quantum 4 and Quantum Blast 3. Harried by a rival elite, she says To hell with the contract!andactivates her devastating lnfinity Justifier special maneuver. Lotus lnfinites player, Dana, spends a point o f Willpower, two quantumpoints
(toactivate Quantum Bolt) and Four morepoints (toactivate her maximum number of Quantum dice), for a total of six quantum points. As Lotus Infinite spends a full turn in concentration, Dana rolls four dice, gaining three successes. She then spends two successes to turn her Quantum Blast into an Area effect andher thirdsuccessinto the Damagecolumn to adda die of damage.Next turn, on her Initiative rating, the InfmityJustifier blossoms outI f I I f wara rrom Lotus inrinire in coruscaring waves or pure quantum death. Ultimately, maxing quantum power is a highly volatile and individual activity, and cannot be confined to a rigid set of rules. Particularly when many successes are scored on the Quantum roll, the effects can be whatever is cinematically appropriate, and can quite possibly affect the area for miles around the nova. Storytellers should keep this in mind, using power maxes to enhance the setting and provide spectacular scenes. Does the plot demand that the characters catch up to that space shuttle, blow that building to smithereens, or lift that mountain? If so, and if the power max roll is good enough, let em do it. It should be noted, however, that botching a maxed power is deadly. 6otching either the Quantum roll or the dice pool roll for the quantum power leads to the nova gaining one or more points of temporary Taint.
I
Taint
Quantum energies are powerful and, when channeled by the human mind via the M-R node, often unpredictable as well. Even when novas think they have those energies under full control, often they do not. The growth of an entire new gland - the M-R node coupled with quantum energies seething through the body works changes on even the strongest nova. And the more powerful a nova gets, the more changed he becomes. This effect on a nova is represented by a Trait known as Taint. All characters start the character-creation process with Taint ratings of zero. The more points of Taint a character accumulates, the stranger and more inhuman he becomes, until he becomes an unplayable god/ monster and falls under the Storytellers control. 0 As with Willpower, Taint ranges from zero to 1 and has a temporary and permanent track. Unlike Willpower, temporary Taint is not spent - it is gained as the character mishandles his power or tries to channel too much energy. PermanentTaint is a result of the novas body and mind warping beyond human ken, the tragic side effect of channeling energies human beings were not designed to handle. Characters begin the game with zero temporary Taint, but may have a number of permanent Taint points. to acquire permanent Taint include:
higher) ac7 quires Taint. The exact amount of Taint, and some notes on the possible effects of that Taint, are discussed under the Node Background. Buying Tainted Quantum or Powers A player can voluntarily choose to give his be-
ginning character some Taint by buying tainted powers. Doing so makes them cheaper (half normal cost), but imposes permanent Taint, and possibly the side effects of aberrations, on the character from the very start OF the series. Each dot of tainted Quantum, Mega-Attribute
for a point of permanent Taint. Her temporary Taint track is reset to zero, but she now has an extra point of permanent Taint, as well as any aberration that accompanies it.
In game terms, whenever a novas player spends a point of Willpower to max a power i n some way, then botches a roll associated with the use of that maxed power, the nova earns a point OF temporary Taint. At the Storytellers discretion, the nova might acquire more than one point of Taint, though three is the absolute maximum (and a nova should
Visually, what typically happens is that the power the nova is calling forth explodes inside her, or lashes back to hit her and not the target she was aiming at. Occasionally, the novas body visibly warps, twists, mutates o r otherwise alters itself. In some instances, particularly when mental powers such as Telepathy are being used, the Taint manifests itself psychically, in the form of madness and delusions.
Rapid Recovery
Quantum is a natural force of energy, meant to return to a nova naturalk. Thats why a novas quantum points return at a set rate, based on how thoroughly the nova is resting and the strength of his Node. When a nova tries to enhance this rate of return, he runs the risk of acquiring Taint. If a nova wishes to improve the rate at which her quantum points return, her player must make a Stamina + Node roll at a difficulty penalty of one for every quantum point she is trying to recover above her normal rate of recovery. IF the roll is successful, the nova regains the quantum points without any problem. If it is failed, she acquires one point of temporary Taint. If the player botches the roll, the nova acquires two points OF temporary Taint. Thus, a grievous failure when trying to boost the rate of recovery can leave a nova a warped, deranged wreck. For Eiample: Veldris Karim needs to recover the points in his QuantumPoolquickly before the next wave ofMite-crazed thugs attacks him. In his desperation he tries to boost his rate of recovery while he is at ease. The Storyteller calls for a Stamina + Node roll. Karim s Stamina is 4, he has no Node Background, and he wants to recover five quantumpoints instead of the usual two. Since this return equals three extra quantum points, the difficulb of his playersroll increases by three. The roll nets a result of 4 6 , 7 and 7 - failure. Karim not onk fails to recover any quantum points, he acquires a point of temporary Taint as well.
a Willpower point and roll the characters Willpower at the end of the story or downtime. The Willpower roll is made at +l difficulty for each point of temporary Taint stored over the first. Success on the roll bleeds off one point of Taint; three or more successes bleed off two points of temporary Taint. Failure indicates that no Taint can be bled off during that time period; a botch adds another point of permanent Taint. Permanent Taint, once acquired, is just that: permanent. No reliable means of reducing permanent Taint are known as of 2008. It is rumored in the nova underground that the Teragen has more effective means of bleeding off temporary, and perhaps even permanent, Taint, but the specifics of this are unknown.
Effects of Taint
The Taint Trait represents how inhuman a nova seems to be. Taint manifests as physicalor psychic drawbacks, which are known as aberrations. A mental aberration can unbalance a novas psyche, causing neuroses, psychoses or other mental disorders and derangements. Utopias psychologists have begun referring to this effect as Quantum Backlash Disorder, even though the effects can actually be classifiedas one of dozens of other mental disorders common to baseline humans. With physical aberrations, a nova acquires an inhuman feature of some sort - an energy glow or discharge; thick metal plates in place of skin; possibly even horns or claws. The possibilities are, literally, endless. I n some cases, an aberration even manifests as inhuman perfection - the nova is impossibly beautiful, athletic, muscular, you name it. This abnormality can be as disconcerting as extreme ugliness; superhuman beauty is as difficult for normal people to cope with as the disturbing mutations more often associated with Taint. A nova suffers one detectable aberration when his permanent Taint score rises above 3. Thus, he acquires his first tangible manifestationsof Taint when he earns his fourth permanent Taint point, and he earns one for each point thereafter. Though relatively few novas manifest overt aberrations as of 2008, recent research suggests that it might not take long for a powerful nova, or one who abuses her giFts, to become a twisted mockery of humanity. Regardless o f what form a novas Taint takes, baseline humans can sense it.At first, this sensation manifests only as a slight sense of unease or eerieness; indeed, as of 2008, few novas inspire even this extreme a reaction. With time and additional Taint points, though, a nova may provoke disgust, revulsion or even hatred. The result, in game terms, is an increased difficulty to Social rolls when a nova tries to interact with a baseline human. The nova suffers a +1 difficulty on such rolls when his permanent Taint rating reaches 4; thereafter, every two full points of Taint inflict an additional +1 difficulty.
Mental Disorders
Some mental disorders, rather than being the result of Taint, actually impose temporary Taint upon a nova. According to recent (and Utopia-censored) psychological research, the mental instability affects the novas quantum processes, gaining strength from them and making the nova more inhuman than ever. For further details on mental disorders, see the sidebar on p.
153.
Needless to say, there may come a point at which powerful, and thus almost certainly tainted, novas stop trying to relate to normal humans in any sort of typicaf, healthy way. Secondly, permanent Taint affects a novas ability to use his Willpower in certain circumstances - specifically, when he is trying to resist succumbing to the efFects of mental disorders. For each point of permanent Taint a nova has, the player must subtract one die from his Willpower dice pool when rolling to resist the efFects of mental disorders (to a minimum of one die). Sooner or later a novas mind simply cannot resist a descent (whether steep or slow) into insanity. When a novas permanent Taint reaches 10, he has become too inhuman to act as a player character. The Storyteller takes over the character; the player, if he wishes to continue playing, must create a new character.
Possible Aberrations
The higher a novas permanent Taint score, thf more obviously inhuman she is. A list of suggested aberrations a Storyteller may inflict upon a nova Follows, organized into low-, medium- and high-level aberration! (though even the low- and medium-level aberration: typically become more extreme at higher levels of Taint) Of course, players and Storytellers are always free t c make up their own aberrations if none of the ones listec here is suitable. In that case, use the listed aberration: as guidelines for the possible effects and levels of powei involved. One important thing to remember when creatins aberrations is that they should never be completely beneficial to a nova. Some of them may offer an advantagc here or there, or provide some other benefit, but by anc large, they should be disadvantageous. An aberratior doesnt necessarily have to be disadvantageous in combat - an aberration that makes everyday liFe difficuli for a nova is often as eFfective as (or more so than) onc that inhibits his combat abilities.
low-level Aberrations
These aberrations are appropriate for novas witt four to five points of permanent Taint. Aberrant Eyes: Somethings strange about the novas eyes. They may be a very weird color - glowing red, pure white, jet black - or they may display some sort of picture or pattern. I n general, the more Taint a nova has, the more inhuman his eyes become. At lower levels they may simply be an unusual color or have an odd pattern - perhaps they appear to be covered with blood-red spiderwebs, have a matrix pattern overlaid on them, o r are reFlective or translucent (windows to the soul, indeed). At medium levels they may appear inhuman, looking instead like cats eyes or something of the sort. At higher levels they may actually change physical form. Anima Banner: The novas anima visibly manifests around her when she uses her powers, or even when she doesnt. This anima is a holographic, audial or telepathic manifestation of some object or symbol important to the characters subconscious; for example, a character who identified with a certain card in the Tarot might visibly manifest that symbol when she activates her quantum abilities. The anima has no tangible effect; it is merely a display of quantum energies. BulgingMuscles: The novas muscles bulge inhumanly, making him appear like a bodybuilder on steroids. He isnt necessarily any stronger than he is normally, he just looks like a modern-day Hercules. Observers may wonder how he can keep his balance with such huge arms ind chest and relatively tiny legs. This aberration may nhibit his ability to fit into cramped spaces.
Colored Skin: The novas skin turns an unusual, not necessarily unattractive, color - golden, bright cobalt blue, green, scarlet, silver or whatever else the Storyteller can think of. A particularly wicked Storyteller may even have the nova become splotched with different colors, or striped like a zebra or tiger. Whether the novas hair or eyes also change color is up to the player Storyteller. Feeding Requirement: The nova develops a dependence odaddiction to some food, substance or form of energy, which she must ingest t o fuel her powers. At low levels of Taint, this dependence should apply to some relatively ordinary food or substance, such as silver. At medium and higher levels, the demands become more extreme. The nova either requires enormous amounts of the substance, or her desire mutates. A high-Taint nova, for example, might need to consume blood, plutonium, or human flesh. Glow This Taint is similar to Energy Emission. The nova is so filled with quantum energies that he cant completely hold them in. He intermittently emits them in a soft glow of some kind, or perhaps crackling sparks or some similar phenomenon. The color and nature of this effect usually depend on the type of powers the nova has manifested, as well as the Storytellers fiendish imagination; it may or may not be attractive. In the dark, the difficulty to hit the nova with an attack is reduced by one. Unearthly Beauty: The nova is the paragon of handsomeness(or beauty, as the case may be). His hair is always perfect, his muscles show just the right amount of definition, his teeth are straight and white, his eyes a fascinating color, his build perfect, and it seems as if theres not an ounce of fat on him. I n fact, hes just too perfect - its eerie and disturbing. Even other beautiful people seem uneasy around him, sometimes expressing their unease through vicious jealousy, envy, barbed humor or the like.
Medium-Level Aberrations
These aberrations are appropriate for novas with six to seven points of permanent Taint. Allergic Reaction: The nova loses dice from dice pools, or possibly even takes damage, from exposure to a particular substance or phenomenon harmless to baselines. Examples include specific elements or substances, sunlight (or its absence) or certain types of energy fields. The Storyteller determines how much damage the nova takes (and what type of damage it is) based upon the amount, purity and/ or power of the substance. Energy Emission: The novas ability to control the awesome energies coursing through his body has been compromised. He constantly gives off small sparks of energy, which may pose a danger to people and objects around him. The nature of the emissions depends upon
the novas powers. For example, a nova with flame powers might emit tiny sparks of fire from his pores, or lavalike blood may drip down his body. Hormonallmbalance(Lust): Members of the preferred sex, especially those who are in any way attractive, tend to inspire unabiding desire in the nova. More honorable novas will do their best to resist this unnatural attraction, but those of darker or more evil bent are perfectly capable of engaging in acts up to and including rape to get what they want. Hormonal lmbalance (Rage): The nova becomes prone to fits of blinding, destructive rage. When angered, she tends t o attack without regard for her own defense, her surroundings or the situation; she simply lashes out at whatever has infuriated or annoyed her. Unless the player succeeds in a Willpower roll, the nova will use any and all power at her command in this sort of attack usually with fatal results for the target. Once she is berserk, the novas player must make a Willpower roll at difficulty +1 to snap out of it; at the Storytellers option, the difficulty may be reduced if a friend talks to her soothingly, splashes water on her or uses a mental power to try to calm her down. Mental Disorders: This aberration is the most common form of mental Taint, and it is especially common in novas with mental powers or high-instar M-R nodes. The nova develops a mentaldisorder of some sort; the more tainted she becomes, the more the disorder affects her behavior (or she may develop additional, even stranger, psychoses). Twisted Limbs: The novas arms and/ or legs are bent, twisted and warped. They may be unnaturally long, oddly slender (yet lacking nothing in strength), have joints which bend at disturbing angles or even an extra joint or two. Vulnerability: The novas body becomes so changed that he takes extra damage from a particular type of attack (such as fire, electricity or Disintegration). The effect of any attack or power based on that type of attack is increased by three dice.
High-Level Aberrations
These aberrations are appropriate for novas with eight or more points of permanent Taint. Contagious: The novas altered body exudes a virus that is harmful to baselines. This does not affect the character or other novas, but for baselines, the nova may well be a walking Typhoid Mary or Black Death. Hardened Skin: The novas skin can no longer really be described as skin. Instead, its hardened into chitin, metal, horn, wood, scales, shell, sharklike sandpaper skin or something similar. Its obviously not normal to the touch or the eye. Unless the Storyteller decides otherwise, this Taint does not provide any sort of armor or protection. It may interfere with the novas
sense of touch or ability to manipulate fine objects. At the Storytellers option, it may be covered with horns, spikes, barbs, ridges o r similar features. Megalomania: The nova develops a god complex. She truly believes herself to be the loftiest, mightiest, most power being in the world - of course, with a nova, this belief isnt so far-fetched. She requires absolute obedience (perhaps even worship) from her lessers. Megalomania is a particularly dangerous aberration, because the nova will wish to acquire more power as quickly as possible, which often means acquiring tainted quantum powers. OozingSkin: The novas skin is covered with slime, mucus or a similar loathsome substance. It may ooze out of his pores at a constant slow rate, or maybe it just somehow remains on him all the time - but regardless, its disgusting t o look a t and worse t o touch. At the Storytellers option, the slime may be mildly poisonous or acidic. Permanent Power: One of the novas powers becomes permanent, unable to be suppressed. This permanencehas the advantagethat the power costs no quantum points t o use; however, the power might make it exceedingly difficult for a nova to interact with the rest of her environment. Examples of powers that might become permanent include Density Control, lmmolate and Bodymorph. Radioactive: The nova cannot fully control her quantum emissions. She emits soft, or possibly even hard, radiation (see Radiation, p. 257). The amount of radiation she emits increasesas she spends additional quantum points. Second Self: One or more other bodies begins to sprout from the novas body. Often the extra bodies are limited to just faces - a face on the side of the novas head, in his chest, in his stomach or on his thigh. But in some cases more body parts, such as shoulders or limbs, emerge. This aberration seems to be more common among novas with powers such as Telepathy, though no one has offered a convincing explanation as to why. Sheer Hideousness: The nova is too horrifying for description. He is somehow warped, twisted, deformed or otherwise looks like he was broken and then put back together by someone who didnt know what a person should look like. He resembles something youd see in your worst nightmare. His Appearance Attribute drops to zero, and he gains a permanent version of the Face of Terror Mega- Appearance enhancement (p. 172).
Sloughed Flesh: The novas skin and flesh no longer sit right on his bones. He looks as if he were made of wax and left too close to the fire -he seems slightly melted or askew, with skin and flesh bunched up where it should be thin, and paper-thin where it should rest thick on the skeleton. Vestigial Limbs: The nova has some extra, but functionally useless, limbs. These may be tiny withered arms, flightless wings (leathery or feathered) growing out of his back, a lifeless tail, or a set of tentacles below his arms or sprouting from his chest. The most any of these limbs can do is weakly hold on to very light objects, such as empty plastic cups.
I Mega-Attributes
-
- Strength, Dexterity, Stamina, Appearance, Manipulation, Charisma, Perception, lntelligence and Wits that any other human has. However, novas mastery of quantum energies enables their Attributes to go beyond those of mortal men into the realm OF the superhuman. These enhanced Attributes are known as Mega-Attributes.
Tainted Mega-Attributes
With the Storytellers permission, characters can buy tainted Mega-Attributes at a reduced cost per dot. However, doing so causes the character to acquire one point of Taint For each Mega-Attribute dot so purchased. IF necessary, the Storyteller should choose an aberration appropriate to the Mega-Attribute. For example, a character with Tainted Mega-Strength might have Bulging Muscles or a Hunchback; one with Mega-Appearance might have Unearthly Beauty or Sheer Hideousness; one with a Mental Mega-Attribute might become megalomaniacal or otherwise mentally unstable.
normal Perception Attribute when making any roll involving Perception. However, she may apply her MegaAttribute dots to the roll in one of two ways: 1) She may apply an additional number of MegaAttribute dice to the roll, up to a limit of her Mega-Attribute rating. These Mega-Attribute dice are rolled in addition to the characters normal dice pool. Like other dice, Mega-Attribute dice need to roll a 7 or higher t o be considered a success. However, if one of these dice scores a 7 or higher, the character gains not one, but two additional successes; and if a Mega-Attribute die comes up 10, the character gains three additional successes. 2) She may subtract one From the difficulties of any rolls involving that Attribute, up to a limit of her MegaAttribute rating. Thus, a character with Mega-Dexterity 4 attempting a Critical Athletics feat (+4 diFFiculty) may assign all of her Mega-dots to reducing the difficulty. Having done so, she rolls only her normal Athletics skill total, but makes the roll as though the task is of standard difficulty! This allocation cannot reduce any difficulty below standard difficulty (+O), but it makes it much easier for superhuman characters to accomplish even the most heroic feats. The player may designate some of her Mega-Attribute dots as extra dice and others as difficulty reductions. She may also change the allocation oF the dots from turn to turn and action to action. Moreover, assigned Mega-Attribute dots apply to all actions within the turn, including multiple actions. So, a player who assigns her Mega-Dexterity dots as dice gets those dice on all Dexterity actions For the turn, losing them only when her normal skill total drops below zero. For Example: Toshiaki lizumi, with Dexterity 4, Athletics 3 and Mega-Dexterity 3, is attempting to leap onto a speeding car. The Stotyteller judges this to be a CriticalA thletics Feat (+4 to difficulty). However, lizumi chooses to apply one of his Mega-A ttribute dots to reducing the difficulty, making it Difficult (+3). lizumis player, Linda, makes the roll, needing four successes. first, the player rolls lizumis Athletics skill total of 7. The dice come up 6, 9, 1, 1, 3 , 5 and 6. Normally, this result would be a Failure, as only one success was scored. However, Linda now rolls lizumis two remaining Mega- Dexterity dice. The dice come up 7 and lo! lizumi gains Five extra successes - two from the
7 die and three from the lodie - for six total successes. Not only can lizumi land on the speeding car, he can land exactb where he wants and even do a jig on the roof Finally, each Mega-Attribute has certain special Traits, called enhancements,associated with it. When a nova buys a Mega-Attribute, he may select one of those enhancements for free. 1f he wants to have additional enhancements (or additional levels of the same enhancement), he can purchase them at the costs listed on p. 124. A nova may not buy enhancements for a Mega-Attribute he does not possess. Mega-Attributes themselves cost no quantum points to use. However, most enhancements cost one or more quantum points whenever they are used. Unless stated otherwise, assume an enhancement costs one quantum point to activate.
Competing Mega-Attributes
Sometimes two novas with the same Mega-Attribute use their common Mega-Attribute to compete in a direct, head-to-head resisted roll (such as a grapple involving Mega-Strength or a puzzle contest requiring Mega-Intelligence). If they have the Mega-Attribute at differing levels (say, one has Mega-Strength 2 and the other has Mega-Strength 3), or if one character has a Mega-Attribute while another has an unenhanced Attribute, the character with the higher Mega-Attribute always wins. The only exception occurs if the weaker character expends a point of Willpower to push her limits for the duration of the contest. In this case, the characters roll their Mega-Attribute, and only Mega-Attribute, dice in a resisted roll. For example, two superstrong novas compete in an arm-wrestling contest. One nova has Mega-Strength 4, while his opponent has MegaStrength 2. In most cases, the nova with the MegaStrength 4 wins automatically. However, the weaker nova spends a point of Willpower, grits his teeth and twists for all hes worth. The contest now becomes a resisted roll, with the stronger nova rolling four dice versus the weaker novas two dice. The stronger nova still has the edge, but the weaker nova at least has a chance. Characters without a Mega-Attribute (including baseline humans) may also attempt to compete against a character with a Mega-Attribute; doing so is, however, phenomenally difficult. The character seeking to best the nova must have a natural Attribute of 5; any lower and the Mega-Attribute automaticallydominates. 1f the character has a natural Attribute of 5, he may spend a point OF Willpower every turn of the contest; by doing so, he gains one die to roll against the nova in a resisted roll. This die lasts for only one turn; subsequently, the unenhanced character must spend additional Willpower or get beaten automatically.
If competing characters have the same Mega-At:ribute at the same level (both have Mega-Strength 3, For example), then Mega-Attributes and the bonusesthey wovide are not used. In effect, they cancel each other )ut. Instead, make any rolls using only the characters iormal Attribute (Strength, in this example). In short, jont think that just because youve got Mega-Strength I, you can settle for a puny Strength of 1.1f you do, sooner 3r later some other Mega-Strong nova will probably kick p u r ass around the block. Note that these rules apply only in situations where me nova directly opposes another in a resisted roll. They do not apply in situations with a large number of variables, such as combat. Just because a nova has a higher Mega-Dexterity than her opponent does not mean she will hit the opponent every time; many other factors can come into play. Moreover, these rules are best used in direct Attribute-to-Attribute conflict, sans Abilities or other factors. A nova may well have Mega-lntelligence 5, for example, but if the supergenius has no training in Computer, he is unlikely to out-hack a character with lesser Intelligence but greater knowledge of the subject matter (e.g., the Computer Ability).
I Physical I Mega-Attributes
Mega-Strength
Mega-Strength is perhaps the best known of the Mega-Attributes. Its certainly the least subtle. Novas with Mega-Strength usually have enormous muscles and a love of showing off what they can do with them. In nova circles its commonplace to see them tossing cars around, smashing through buildings, picking up ships and crushing guns into paperweights. In fact, many of the feats that novas with MegaStrength perform defy the laws of science. For example, Mega-Strong novas have been observed picking up ships without having them break - even though the objects sheer weight should cause it to fall apart (not to mention the difficulty of getting a good grip on something that big). Experts on quantum powers speculatethat a MegaStrong nova unconsciously emits quantum energies to help keep the object together while he lifts it, but this hypothesis has not been proven conclusively. Unlikeother Mega-Attributes, Mega-strength provides no extra dice or reductions to difficulties; when making Strength rolls, the character still rolls her base, unenhanced Strength, Brawl or Might skill total. Thus, a super-strong combatant still rolls her normal Strength + &awl skill total to hit an opponent. However, each level of Mega-Strength provides a number of extra automatic successes that add to many Strength or Might rolls: for example, to inflict damage with a punch or smash through a vault door. Moreover, each dot of Mega-Strength provides an automatic minimum amount of weight the nova can lift for example, a nova with Mega-Strength 1 can lift an object of 1000 kg (about one ton) without the necessity of a roll at all! When Mega-Strength is used to lift something heavy, consult the table below to determine the novas base lifting ability (such as 1000 kg for Mega-Strength 1).Then roll Might as normal (without adding the extra automatic successes). Each success on the roll increases the amount the nova can lift by 20%. Thus, a nova with Mega-Strength 1 and three successes on his roll could lift 1600 kg, or about 1.76tons.
When hurling objects, characters with MegaStrength may throw anything that weighs less than or Equal to their base lifting capacity, using the normal rules For throwing (p. 236). However, when throwing an object of a mass is less than half their base lifting ability, Mega-Strong novas may multiply their normal throwing distance times their automatic successes. Mega-Strength is particularly effective in personal combat. The following table indicates automatic damage successes applied to any close combat attack made by a character with Mega-Strength. When resisting, maintaining or breaking out of disarms, clinches and holds, use the rules for Competing Mega-Attributes; thus, most Mega-Strong combatants are deadly in grappling contests. For each dot in Mega-Strength, a nova can carry up to 100kilogramsof weight without being encumbered. At higher levels, the Storyteller may wish to increase this capacity even further. Mega-Strong novas almost always have MegaStamina as well. Stupendous: Olympic weightlifters look at you in awe. You deadlift 1000 kg (one ton) and gain [5] automatic successes to Strength/ Might rolls and close combat damage dice pools. 0. Amazing: When your moving truck breaks down, you just pick it up and carry it to your new home. You deadlift 10,000 kg (10 tons) and gain [lo] automatic successes to Strength/ Might rolls and close combat damage dice pools. 0.. Incredible: You can toss automobiles for blocks. You deadlift 25,000 kg (25 tons) and gain [15] automatic successes to Strength/ Might rolls and close combat damage dice pools. Spectacular: You can juggle tanks. You deadlift 50,000 kg (50 tons) and gain [20] automatic successes to Strength/ Might rolls and close combat damage dice pools. Godlike: Even other novas are impressedby your physical might. You deadlift 100,000kg (100tons) and gain [25] automatic successes to Strength/ Might rolls and close combat damage dice pools.
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Crush
Mega-Strength is, by itself, enough to cause deadly damage to many people - most normal humans cant survive blows from someone strong enough to pick up and throw cars. However, novas with this power have refined their ability t o use Mega-Strength to kill. They are adept at grabbing and crushing people, delivering punches powerful and focused enough to go through a body, and so on. System: Strength damage is normally bashing damage. A nova with this ability inflicts Brawl and Martial Arts damage (modified by his Mega-Strength, as usual) as lethal damage when he takes a full turn to focus his attack and spends a quantum point. The Crush attack is made the following turn, on the novas Initiative. This enhancement lasts for one strike, but it can be reactivated as often as the nova likes, so long as she has the quantum points.
lmple, a nova who spends four quantum points on Lifter :an carry 16 times his normal weight limit (!). However, he character does not inflict any extra damage with bunches or similar attacks. At the Storytellers discreion, the characters ability to throw heavy objects may ,e increased in a similar fashion, but only to throw them or distance, not damage (for example, to throw a tank nto orbit, but not to throw another character into a wall ind hurt him). This enhancement stays active for one scene or one Feat of strength, whichever comes first.
Quantum Leap
The characters leg muscles are prodigiously strong
Shoc kwave
Who needs the San Andreas Fault?A Mega-strong nova with this ability can generate his own little earthquakes. All he does is stomp his foot or smash his fists against the ground, causing waves of force and pressure to radiate out away from him through the earth. System: When a nova uses this enhancement, he may roll his Mega-Strength dice as a bashing damage dice pool to most targets within a radius equal to (MegaStrength x 10 meters). Any target on the ground is affected; targets above the ground are not. Anyone affected falls to the ground unless he makes a Strength roll (at difFiculty +3) to keep his feet. Targets may take extra damage if other objects (such as falling crockery or collapsing tunnels) fall on them. Additionally, the surface the nova is hitting also suffers damage as though the nova had made a normal Mega-Strength strike so it isnt a very good idea for a character to use this maneuver when he is on things like aircraft, bridges or boats. This enhancement stays active for a single attack, and the nova may make only one Shockwave attack per turn.
Thunderclap
When the nova claps his hands together, a tremendous burst of sound and air pressure cracks forth. Thc force of the effect is enough to hurt people, break windows and cause similar damage or harm in a nearby area System: When a nova uses this enhancement, ht may roll his Mega-Strength dice as a bashing damagc dice pool to most targets within a radius equal to (Mega. Strength x 1 meters). However, hard targets -sucl 0 as most walls, vehicles or metal objects -and extremel) soft targets -such as cloth -are not affected. On11 living creatures and relatively brittle or fragile things such as glass, take the damage. This enhancement stays active for a single attack and the nova may make only one Thunderclap attack pe turn.
Lifter
A Mega-Strong nova with this enhancement is really strong - he makes even other Mega-Strong novas look puny. Hes the guy to call when you need to move something like, say, a mountain. System: The nova can double the amount of weight he can carry for each quantum point he spends. For ex-
Mega-Dexterity Enhancements
Enhancements that characters with Mega-Dexterity may learn or purchase include:
Accuracy
Some Mega-Dexterous novas have an uncanny ability to aim attacks and judge how to place their blows For best effect. Certain novas claim that this enhancement is the ultimate in hand-eye coordination, while others speak of mystic Forces guiding them. Whatever the reason, anyone whos seen them in combat cant help but admire their ability. System: In addition to any other bonuses provided for having a Mega-Attribute, the character receives three more dice to roll when attempting to hit any target with any attack (whether close combat or ranged combat). The character must take a turn to aim the attack. This bonus applies only to Firearms, martial arts, melee and quantum-power attacks; attacks involving Brawl do not get the bonus (since they depend on raw power and ferocity, not precise aim). This enhancement stays active For a single attack (hit or miss).
Mega-Dexterity is one OF the more common MegaAttributes. A Mega-dexterous nova is Faster, more agile and stealthier than normal, and he oFten has a better reaction time. Mega-Dexterity is especially useful For novas whose powers are not quite so overt or Flashy as most. The Mega-Dexterity rating is added to the characters Initiative, run and sprint scores. Furthermore, when a nova with Mega-Dexterity is in combat and another character tries to use a delayed action to interrupt the novas action, the interruption is not automatic. Instead, both characters must make Dexterity rolls; the one with the most successes goes First. 1f a nova with MegaDexterity and a character without it act at the same time, the Mega-Dexterous character is automatically considered to have the higher Initiative, and thus, he gets to go first. If both characters have Mega-Dexterity and the Enhanced Initiative enhancement (see Mega-Wits), the standard rule applies. Stupendous: You can juggle knives in zero-g - with your Feet. You may make Dodge rolls against bullets or other ranged attacks with out seeking cover or hitting the ground. 0. Amazing: Your reactions are so Fast that even a martial-arts master cannot match them. Incredible: Whenever you run by someone, they can barely see you - all they Feel is the wind. Spectacular: You can do your chores in just a Few seconds. At this level or higher, you may pluck bullets out of the air by making a normal Block roll. Godlike: You can perform acts OF manual dexterity so precise that even machines cannot duplicate them.
Enhanced Movement
Youre Fast - really Fast. You can run faster than the proverbial speeding locomotive at times. Your reaction time isnt any quicker than the normal Mega-Dexterous nova, but when youve got to cover the miles to get somewhere, you can cover them quicker than anyone else. System: The characters pace when walking, running, sprinting or swimming is multiplied by (1 + MegaDexterity) For one turn (iF the player spends one quantum point) or one scene (if the character spends three quantum points). Thus, a character with Mega-Dexterity 2 could spend a quantum point to triple her movement (1 + Mega-Dexterity 2) For one turn. The effects OF Enhanced Movement are cumulative with those OF Hypermovement (p. 203). Apply the Enhanced Movement multiplier aFter determining the characters movement rate with Hypermovement.
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Fast Tasks
When its time to clean out the house, strip down and rebuild an engine or knit a sweater, your Friends call you. You can do it much Faster than they can - sometimes literally in the blink of an eye. System: This ability allows a nova to perform tasks at extremely rapid speeds without sacrificing any care or workmanship. Depending upon the nature oF the task, the nova can do it in less than half the time it would take
a normal person; simple tasks may, as the preceding description indicates, take no more than a second or so. For example, a nova with Fast Tasks could paint a typical interior house wall in just a second or two; he could take apart and rebuild a reasonably complex machine (like an automobile engine) in something like half an hour. At the Storytellers option, Fast Tasks may turn certain extended rolls (p. 109) into simple rolls. The character must be able to perform the task in question; Fast Tasks does not grant any new or additionat skills. For example, a nova who wants to repair engines at superspeeds must know the EngineeringAbility. Furthermore, the player must make the standard rolls required to accomplish the work - Fast Tasks doesnt make the job any easier, it just gets it over with more quickly. This enhancement stays active for one scene.
Novas with this ability (and indeed, novas in general) have been banned from athletic competition with baselines, since they have an obvious unfair advantage. However, they can (and often do) compete with other novas on supersports pay-per-views. System: In addition to any other dice received for Mega-Dexterity, the character receives three extra successes when making any roll involving Athletics, Performance (Dance) or similar skills. This bonus should not be applied to dodge dice pools, nor to skills such as Brawl, Firearms, Martial Arts, Melee or Stealth. If there is any doubt as to whether the bonus applies, the Storyteller must decide which Abilities are affected by Physical Prodigy. The effects last for a scene.
Catfooted
In a dangerous world, sometimes its the unobtrusive person who survives the longest - and gets the most accomplished. A nova with this Mega-Dexterity ability is the stealthiest of the stealthy, able to walk on dead leaves without making a sound or run through sand without leaving footprints. System: In addition to any other dice received For Mega-Dexterity, the character receives three extra successes when making any roll involving Stealth or similar skills. Furthermore, if the character makes a Dexterity roll, he can avoid leaving any tracks or similar marks showing where he walked. The difficulty of this roll increases by two if the character is running and three if he is sprinting. The effects last for a scene.
Flexibility
Dexterity isnt all speed and reaction time and things like that. Sometimes it reflects a characters ability to contort his body or reach into places ordinary characters cannot. Thats certainly the case, at least in part, for novas who have this enhancement. In effect they can make their bodies sufficiently flexible or rubbery to stretch their arms for short distances or squeeze through narrow openings. They are often master contortionists and escape artists. System: The character has the limited ability to contort and stretch his body. When he wants them to be, his flesh and bones become extremely flexible and malleable. This flexibility confers no protection from damage or harm, but it does allow the character to fit into places inaccessible to normal human bodies. The character may stretch his limbs up t o two meters per dot of Mega-Dexterity. He can also contort and reshape his flexible form to fit through any opening big enough for his fist to pass through. The Storyteller is the Final arbiter on which openings the character can squeeze through. A player may select this enhancement multiple times. Each additional selection doubles the distance the character may stretch his limbs and body. The enhancement stays active for one scene.
Rapid Strike
A nova with this enhancement can deliver a blur of rapid-fire punches or kicks to a single target. While the individual blows are not any more powerful than an ordinary strike, they strike so fast and furious that the cumulative eFfect is much more powerful. System: For each dot he has in Mega-Dexterity, a nova using this enhancement adds one to his punch or kick damage dice pools; the effects last for one turn.
Physical Prodigy
A nova with this ability possesses a certain genius for all physical activities, such as sports or running. Somehow he knows instinctively how to act, what to do and how to position himself for the best results in any given athletic endeavor. Its as if he had the greatest coaches in world history whispering in his ear and giving him tips.
Mega-S t amina
A nova with Mega-Stamina is hardier, more durable and more resistant to injury than your average nova. Although not always as resilient as novas who actually buy defensive powers such as Force Field, novas with MegaStamina are still mighty tough. Furthermore, they tend to have a great deal of endurance; its almost impossible to tire them out. Some of them display little need for sleep, staying up for days at a time. Perhaps most importantly of all, a nova with MegaStamina feels very little pain. Regardless of the source - injury, disease, accident - a nova with MegaStamina can shrug off the pain and keep on going. Unconfirmed rumors speak of novas who were so resistant to pain that they didnt feel the effects of injury until their wounds killed them. In game terms, novas with Mega-Stamina suffer reduced dice pool penalties based on their health level, as indicated in the following table. X Normal nova metabolism: Youre still pretty tough. You soak bashing and lethal damage as normal for your Stamina, but your healing rates are doubled. Base Resistance and Endurance ratings equal 3 each (be fore allocating any dots into Abilities). Lifespan 150+years. Stupendous: You can go for weeks without sleep, and your healing rates are tripled. Base Resistance and Endurance ratings of 3 each. Lifespan 150+years. Dice pool penalties due to injuries and pain are reduced by one. The character receives one extra soak against bash ing damage and one extra soak against lethal damage. 0. Amazing: Torturers despair of breaking you. Your healing rates are four times faster than a baselines. Base Resistance and Endurance ratings equal 3 apiece. Lifespan 150+years. Dice pool penalties due to injuries and pain reduce by two. The character receives two extra soak against bashing damage and
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human, and your base Resistance and Endurance ratings begin at 4 each. Lifespan 180+years. Dice pool penalties due to injuries and pain reduce by three. The charac ter receives three extra soak against bashing damage and two extra soak against lethal damage, as well as one extra Bruised health level. Spectacular: Bullets practically bounce off your chest, and your healing rates are six times that of a baseline. Base Resistance and Endurance ratings equal 4 each. Lifespan 200+years. Dice pool penalties due to injuries and pain reduce by four. The character receives four extra soak against bash ing damage and two extra soak against lethal damage, as well as two extra Bruised health levels. Godlike: Missilespractically bounce off your chest. Your healing rates are seven times better than any normal humans. Your base Resistance and Endurance ratings equal 5 each. Lifespan 250+ years. Dice pool penalties due to injuries and pain reduce by five. The character receives five extra soak against bashing damage and three extra soak against lethal damage, as well as three extra Bruised health levels.
Adaptability
This enhancement allows the nova to survive nearly any adverse environmental condition. In effect, the nova uses ambient quantum energies to evolve and bolster her bodys natural defenses, thus allowing her to survive in environments normally hostile to human life, such as the vacuum of outer space or underwater. Adaptability also allows the character to do without food, sleep or other necessities of life. Often, a nova with Adaptabilityspon-
I
taneously manifests gills, toughened skin or whatever Feature is needed. System: The character is able to sustain herself indefinitely on residual quantum energies, so long as she has at least one quantum point in her body. She does not need to eat, sleep or breathe, and can survive indefinitely in conditions as hostile as Death Valley, Antarctica, or outer space. She is automatically immune to most poisons, gases, diseases and drugs; against particularly virulent diseases or nova-derived poisons, she gains an extra six soak o r Resistance dice. Moreover, the characters lifespan is increased by centuries, if not more. Adaptability is normally an automatic enhancement and requires no quantum point expenditure. However, in particularly hostile environments (the vacuum of space, the bottom of the Mariana Trench, a conflagration), the character might need to spend a quantum point per scene, or even turn, of exposure. The Storyteller makes this decision. Adaptability does not confer protection against weaponry or nova attacks such as flame blasts or the like, only against natural environmental conditions. System: A nova with this enhancement may spend quantum points to instantly heal bashingand lethal dam3ge, at the rate of one quantum point per health level iealed. Doing so is an automatic action, but the nova may leal a maximum number of health levels per turn equal to her Mega-Stamina rating. Additionally, this enhancenent allows a nova to regrow severed limbs or organs, ,ut doing so takes a very long time (weeks or months, bypically). Regeneration does not heal aggravated damage.
Res;Iiency
Toughened by the rigors of channeling quantum energies, the novas frame is even more resistant to damage than are most Mega-Stamina novas bodies. System: The soak bonuses provided by the novas Mega-Stamina rating are doubled. Thus, a nova with Mega-Stamina 3 and the Resiliency enhancement receives +6soak against bashing, +4 against lethal damage, rather than the +3/+2 bonuses available to other novas with an equivalent level of Mega-Stamina. This enhancement is built in and costs no quantum points to activate.
Durability
The nova is tough as nails. Although shes not necessarily capable of ignoring attacks outright, she instinctively channels deadly kinetic energy away from her body, rolls with otherwise lethal blows, or is otherwise capable of reducing an instant-kill attack to a Gee, that stung level of injury. System: Whenever the character is hit with a kinetic attack inflicting lethal damage (bullet, knife, missile, etc.), she may spend a quantum point and roll her Mega-Stamina dice against a Standard difficulty. If she succeeds, the incoming damage is converted to bashing damage, which she may soak with her bashing soak score. The character may not convert energy attacks (fire, electricity, Quantum Bolts, etc.) in this manner, nor may she use this enhancement against bashing damage applied after she is Incapacitated.
Mental Mega-Attributes
Hardbody
This enhancement offers protection of a different
sort from Resiliency. Although it doesnt help defend a character against ordinary damage, it allows him to soak certain forms of damage against which he ordinarily would have no protection at all. System: A nova with Hardbody may use his lethal soak total to soak aggravated damage. This costs one quantum point, but the nova may activate the enhancement as an automatic feat. This enhancement stays in effect For one turn.
Mega-Perception
Scientists theorize that normal humans use only a fraction of their ability to observe things. Ask a normal personto describe what hejust walked past, and he probably wont be able to tell you too many details about it, if any. Thats not true of novas with Mega-Perception. They take it allin - every detail, every nuance, every little fact. They may not remember them very long (thats a function of Intelligence), but they dont overlook things. They make excellent sentinels, guards, detectives and trackers. Novas with Mega-Perception almost always have a high Awareness skill. They often have high ratings in other observational skills, such as Investigation, but such is not always the case.
Regeneration
All novas heal more quickly than the human norm, but a nova with this enhancement heals even quicker than most novas. Sometimes her wounds literally close right before your eyes!
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Stupendous: You remember the IIcense-plate numbers of all thecars you just walked past in the parking lot. Amazing: Even the tiniest details are like information beacons to you. Incredible: You can tell what a person is thinking by the way the nerves in her face twitch. Spectacular: You can locate a single person in an auditorium by her body odor or perfume. Godlike: You can hear wool growing on the backs OF sheep.
by touch alone. This ability can be extremely useful if the character cannot see. It also provides bonuses in situations where an acute sense of feel would be helpful such as lockpicking or trying to figure out the combination to a safe by feeling the tumblers fall into place. The character receives a minimum of three extra dice when making any Perception roll based on touch. Furthermore, the characters skin is so sensitive that he can sense faint air currents, which adds two dice to Awareness skill totals when attempting to detect stealthy opponents like invisible novas. This enhancement is always on and costs no quantum points to use.
Mega-Perception Enhancements
Enhancements that characters with Mega-Perception may learn or purchase include:
Blindfighting
Most people are helpless when blind - particularly in combat - but not this character. Thanks to his enhanced senses, he can perceive where his foes are even when he cannot see them. Some Asian (or Asian-influenced) novas snidely refer to this enhancement as Zen fighting. System: The character is not subject to the difficulty penalty for Fighting blind. In some situations, such as those with bad or glaring lighting, he might even be better off to shut his eyes and fight without using his sight. Similarly, if an opponent is using the power Invisibility to escape detection, a nova with Blindfighting can determine exactly where his invisible enemy is by making an Awareness roll (opponent resists with her lnvisibility + Stealth dice pool). This enhancement costs one quantum point and lasts for a scene.
Analytic Taste/Touch
There are plenty of gourmets out there who can figure out what spices were used in a particular dish by tasting it. A nova with this power can go them one better: He can detect everything in the food. Give him a casserole, and hell tell you every ingredient in it, as well as how much of each was used. Give him a pretzel, and he can tell you how many grains of salt there are on it. Give him poisoned food, and he will detect the poison as soon as he touches it with his tongue, then spit the food out immediately before the poison can affect him. The characters sense of touch is also enhanced. Everyone knows what a dollar bill feels like - its got a unique feeling like no other type of paper. Mix a dollar up with a bunch of pieces of newspaper and other papers, and someone can still find it by touch alone. But only a nova with Analytic Touch can tell you without looking whether its a twenty or a c-note. A character with this enhancement may use both functions. System: With Analytic Taste, the characters sense of taste is so heightenedthat he can determine the composition and nature of food he eats, as described previously. This enhancement is most useful for detecting poison or other tampering, but it has other uses as well. If the Storyteller decides that a particular substance is present in only trace quantities, he may require a Perception or Awareness roll to allow the character to detect it.But even in such situations, the character receives a minimum of three extra dice when making any Perception roll based on taste. Furthermore, by flicking his tongue in and out of his mouth in the manner of a snake, the character can halve any penalties relating to darkness, as the character literally tastes vibrations in the air. With Analytic Touch, the characters sense of touch is so heightened that he can differentiate many objects
Bloodhound
Like the animal for which it is named, this enhancement allows a nova to track a person by scent. System: The character may make an Awareness roll to follow someone by scent alone. If the scent is particularly strong (for example, the person hasnt bathed in a week), reduce the difficulty by one. If the person being hracked passes through an area with a lot of other scents [like a crowded city street), walks through a stream or does anything else that might confuse or mask his scent, :he nova must make another roll at an increased diffi:ulty (+2 or more, usually). If the nova is exposed to a particularly strong odor - such as having pepper thrown in her face - her 3loodhound ability is temporarily blinded. Until she can let that scent out of her nose, which could take anywhere from a turn to an hour depending on the circum;tances, she wont be able to follow any scents. This enhancement is always on and costs no quan:um points to use.
Electromagnetic Vision
By processing and amplifying waves in the middle 2nd of the electromagnetic spectrum (infrared, visible
light, ultraviolet), the character provides herself with a number of sensory abilities. System: The character spends a quantum point to activate the power for (Perception + Mega-Perception) turns. While doing so, the character gains an additional three dice on any Awareness roll related to vision. Additionally, this enhancement provides a number of benefits: Ultraviolet vision: The character can see in the ultraviolet (UV) spectrum, allowing her to see clearly and without penalty whenever UV illumination (such as from the sun, moon or stars) is present. Like a cat, she is able to see in conditions of very little light. The character can see as well in darkness as in daylight, provided that there is at least some light (even faint starlight is enough). If she is in total blackness (such as an unlit underground room), she cannot see. lnfrared vision: The character is able to see in the infrared (IR)spectrum. Not only can she see anything illuminated by an IR light, she can see the heat given off by living things and hot objects. Hot things appear bright, cool things dark. Visible light attuner: The character can magnify objects in her line of sight, as though she were a highpowered telescopic scope or electron microscope. Usually, novas use this ability to view tiny objects which would ordinarily be beyond the characters range of vision, but it can also help see objects at a distance. The character can also see distant objects as if they were close up. For each dot OF Mega-Perception, the character can magnify distant or tiny images by a factor of 1 (x100 at 0 Mega-Perception 2, xl000 at Mega-Perception 3, etc.). Use of this enhancement negates range penalties, as well as difficulty penalties suffered when striking at characters with the power of Sizemorph (Shrinking).
Hyperenhanced Hearing
A nova with this enhancement can hear and transmit sounds that are too high-pitched or low-pitched to be audible to the normal human ear, such as dog whistles, radio waves, or security devices that utilize ultrasonic sound. System: The character spends a quantum point t a activate the power for (Perception + Mega-Perception) turns. While doing so, the character gains an additional
three dice on any Awareness, Intrusion or other appropriate roll related to hearing. Additionally, this enhancement provides a number of benefits: lnfra/ultrasonic hearing: Most characters cannot hear infrasonic or ultrasonic sound at all. A nova with this enhancement can, though the Storyteller may require an Awareness roll if the sound is extremely soft or distant -just like he would with any normal whisper or distant sound. Sonar: Like a bat, the nova can emit sonar waves which travel away from her, hit objects and bounce back to their source. This sense tells the character where things are, how big they are and other gross physical qualities. On the other hand, sonar does not reveal finer details or visual details, such as the number of Fingers on a hand, color, fine texture or print. Sonar works in a 360degree radius around the character and are sufficiently accurate to allow the character to launch attacks without any loss of dice or other penalties. Sonar can be detected with Radio Scan. Radio scan: The name of this technique is slightly misleading, since it actually allows the character to perceive all broadcast waves, including radio, television and cellular telephone transmissions. The character may also transmit along such wavelengths, though he can transmit voice only. The character may voluntarily shut off the sense (to keep from being inundated with signals). He can also edit out specific frequencies so that he hears only a speciFic radio broadcast rather than all radio broadcasts, television, and other broadcasts.
Ultraperipheral Perception
Sometimes youll hear someone described as having eyes in the back of his head. A nova with this enhancement just about meets that description. He can sense all around himself more or less as readily as he can look straight ahead. System: A character with Ultraperipheral Perception can perceive things in a 360-degree circle around himself without turning his head. This enhancement prevents a character from being surprised by people sneaking up on him from behind. Attackers do not gain Flank or rear attack bonuses to hit him. It also allows him to keep track of everything surrounding him. This effect costs a quantum point and lasts for a scene.
Mega-Intelligence
Intelligence, according t o some, is the ultimate weapon. If thats the case, a nova with this Mega-Attribute is ready to fight in any war. A character with Mega-lntelligence is intelligent beyond the dreams of even most geniuses. His ability to make deductive leaps from unrelated facts to a conclusion, to solve difficult problems and to analyze situations is nearly unparalleled. I n some cases, novas with high Mega-lntelligence ratings have put powerful computers to shame. I n fact, even one dot of Mega-lntelligence effectively indicates that the human 1Q scale can no longer be applied to the Mega-intelligent nova. Like lntelligence itself, Mega-Intelligence mainly represents the qualityof a characters thinking processes - how clearly and precisely he can put facts together and draw conclusions from them. However, unlike lntelligence, to a certain extent it also measures the speed at which a character can analyze facts and perform calculations. Characters with high lntelligence solve problems quickly, but a nova with even Mega-Intelligence 1 makes them look like mental tortoises. When it comes to reacting fast under pressure, though, Wits and Mega-Wits still rule the day.
Quantum Attunement
The character can sense the ebbs and flows of quantum energies in her vicinity. This gives her a hyperenhanced perception, allowing her to sense her surroundings on the molecular level, even if her other senses have been incapacitated. The character must still face in the general direction of what she wishes to perceive. System: By spending one quantum point per turn, the character can attune herself to quantum energies in the area. Among other things, this allows the character to make an Awareness roll to sense her surroundings even if completely deprived of one or more senses. The character can also scan other novas by making a Medicine roll; this allows the character to sense the rough level of Quantum, Node and Taint Traits possessed by the other nova. With three or more successes, the character might be able to guess at the other novas powers, though the Storyteller should describe this in narrative terms, as eddies and shifts in the local quantum flow (e.g., Your foe clenches his fists, and quantum forces begin seething around his outstretched hands as opposed to Hes going to throw a Quantum Bolt; When she stretches, nuclear forces scream and hiss around her frame, as opposed to Shes got Mega-Strength 4.).
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Stupendous: You do advanced calculus problems in your sleep. Amazing: Supergeniuses look on you with envy. Incredible: An auditorium full of professors doesnt have as much brainpower as you. Spectacular: Your memory for even the most trivial details never fails you. Godlike: You make supercomputers look slow and stupid.
Mega-Intelligence Enhancements
Enhancements that characters with Mega-lntelligence may learn or purchase include:
Analyze Weakness
Virtually everything - every object, every system, every procedure - has flaws, weaknesses and vulnerable points. I n many instances these problems are so minor as to be unnoticeable to the average person. A nova with this ability, however, is not the average person. By dint of her vast intellect and analytical prowess, she is able to detect where these weaknesses are, and she knows how to exploit them to her advantage. System: A nova with this enhancement is able to detect weaknesses in objects, systems and procedures. Sometimes this flaw is physical (a place where a crack is likely to develop) and sometimes a less tangible weakness (a part of a security net where protection is lightest), but in either case, the nova can locate the problem. To find and analyze a weakness, the nova must spend an action looking at and considering an object or system. Then she spends a quantum point and makes an Intelligence roll. The Storyteller can increasethe difficulty of the roll if the nova is examining a particularly wellmade or relatively flawless object or if the system or procedure being analyzed is so efficient that it generally lacks any vulnerabilities. If the roll fails, the object or procedure is without weaknesses or working at peak efficiency as far as the nova can tell. A nova can try to analyze the weaknesses in a particular object or system only once per scene; if she fails it will be a while before she can try again. If the roll succeeds, there are several possible effects. If the nova is analyzing a physical object, such as body armor or a wall, the soak value of any armor provided by the object (both bashing and lethal) is reduced by one per success. This effect can be applied to anything that offers physical protection, such as another novas Force Field, even though it is not literally a physical object.
If a nova succeeds in analyzing the weaknesses in arger objects, such as buildings, vehicles or bridges, she nows where the cracks, weaknesses and/ or stresses in he object are. This analysis allows her to place exploiives where they will be the most effective, or to effect .epairs as quickly and efficiently as possible. For each iuccess the character achieves on his lntelligence roll, ;he receives an extra die (or sometimes more) for reated Ability rolls to affect the object in some way. For aample, if the novas player achieves three successes )n her Analyze Weakness roll when examining a space:raft, she receives three extra dice for Engineering rolls :ofix or modify the craft -or three extra dice for rolls :o destroy the ship with a bomb, since she knows just where to put the bomb for maximum effect. If the nova succeeds in analyzing a system or pro:edure - such as a security system or program, a plan i f attack, a tactical situation or a bureaucratic system - she knows what aspects of it are not as good as they :odd be; what parts of it are flawed, weak or ineffi:ient; and how the system or procedure could be im>roved.For each success the player achieves on her In:elligence roll, she receives one die (or sometimes more) for related Ability rolls to affect the object in some way. -or example, if the novas player achieves two successes when analyzing the guard patrols and other security measures protecting a mercenary base in Africa, she gains two extra dice for lntrusion rolls to sneak into that base. If she were trying to get information out of the Federal court system, she would receive two extra dice For her Bureaucracy roll.
Eidetic Memory
Any nova with Mega-lntelligence has a well-developed memory. A nova with this enhancement, though, has a memory thats virtually foolproof. He can remember in precise detail just about anything that has happened to him. Anything he takes the time to study remains lodged in his mind. However, just because he can store a particular fact in his memory does not mean he can recall it instantly. Sometimes a character with Eidetic Memory has to stop and think for several seconds or minutes, slowly reading down a mental page or through a mental file until he retrieves the fact he wants. System: A character with Eidetic Memory is assumed to have perfect, and nearly instantaneous, recollection of anything that has happened to him. For example, suppose that the characters have spent an hour working their way through the labyrinthine halls of some Teragen base. After the climactic encounter, the characters realize, to their dismay, that they cannot remember how t o get out again. Fortunately, one of them has Eidetic Memory, and he can lead them back the way they came in without any problem.
Rememberingstudied information works a little differently. Theoretically, the character has perfect recall of anything he has studied, from the phone book to advanced quantum physics textbooks. However, the problem with this in game terms is that it can provide the character with many Abilities for free -asituation that isnt fair to the other characters. Therefore, the Storyteller needs to restrict this aspect of Eidetic Memory in a couple of ways. First, Eidetic Memory provides only academic knowledge. It doesnt teach a character how to do anything. The character might have memorized an entire book on plumbing, but since hes never actually put wrench to pipe in his life, he cant fix plumbing systems. Hed be qualified to advise a character who does have such skills, though. Second, a character may not be able to recall a memorized fact quickly, as stated previously. Whenever the character wants to use his Eidetic Memory, the Storyteller should require an Intelligence roll. The Storyteller may increase the difficulty for particularly obscure facts. The Storyteller should also set a base time required for the nova to recall the fact; this base time can range from instantly, to one turn, to a minute or more. Each additional success achieved on the Intelligence roll cuts the recall time in halF. Characters with Eidetic Memory should be encouraged to spend experience points to buy Abilities related to facts they have memorized. Thus, this enhancement is an excellent justification for characters to buy all sorts of unusual and fun Abilities. This enhancement is always in effect and costs no quantum points to activate.
tion, are all possible. The player must spend a quantum point and make an Intelligence roll at +1 difficulty to memorize the chosen information successfully. Once memorized, the information remains in the characters short-term memory for a period equal to one day per dot of Mega-lntelligence. After that period has passed, the information begins to fade at the rate of about 25% per day until the characters recollection of it is virtually gone. Characters may, if they wish, use their Enhanced Memory as a justification for buying a particular Ability, which reflects permanent recollection of a memorized subject.
Mathematical Savant
Calculator? Computer? Who needs them? A nova with this ability can run numbers in his head so fast that reaching for an electronic calculator is usually a waste of time. System: A nova with the Mathematical Savant enhancement can perform complex mathematical equations in his head almost instantly. Multiplication and division, even involving four- t o eight-digit numbers, takes only a second or two. More complex algebra, trigonometry or calculus problems may take up to a minute. Extremely complex mathematical operations, such as all the calculations necessary to launch a rocket to Jupiter, may take up to an hour. Whenever the character is using a skill or Ability involving math, such as trying to decode an encrypted message, the Storyteller should allow the player to make an Intelligence roll. Each success bestows an additional die for any related Ability rolls. This enhancement is always in effect, and it costs no quantum points to activate.
Enhanced Memory
A nova with this enhancement lacks the long-term brainpower that a nova with Eidetic Memory has, but what he lacks in long-term memory he makes up for in short-term recall. He can study a subject and, for a brief period, remember everything he studied almost exactly. Although this information fades quickly after that period expires, its there long enough for a character to make use of it - say, on a mission. Enhanced Memory is perfect for memorizing things like floor plans, guard patrol schedules and personal information about a target -just the sort of facts that come in handy on many missions. System: The character chooses a particular subject or collection of data to memorize. The subject must not be too extensive -he cant choose the entire works of Shakespeare, for example. However, a complete mission briefing, or one or two textbooks, or the ability to speak a language enough to carry on a basic conversa-
Linguistic Genius
Quelle heure et il?
,Habla espaiiol, seiior? j
Born dia! Sprechen sie deutsch? These phrases are all as good as his native language to a nova with this enhancement. A character with Linguistic Genius is, literally, a genius at linguistics and language interpretation. He can usually speak a lot of languages fluently, but more than that, he has an intuitive understanding of the structure and nature of language. Even if he has never heard a particular language before, if he listens to someone speaking it for a little while, he will be able to determine what the person is saying. He wont necessarily be able to speak the language himself, so he might not be able to respond or participate in a
conversation, but he will know whats being said to him, and sometimes thats enough to solve any problems. System A character with this enhancement receives five automatic successes when the player makes Linguistics rolls. Furthermore, the number of language families with which he is familiar is quadrupled.Thus, a nova with Linguistics 5 and Linguistic Genius would be familiar with 20 language families. Even better, the character has a limited ability to comprehend speech in languages with which he is not familiar. When he hears a language he does not know, the player may make an lntelligence roll. The Storyteller should add a difficulty modifier for especially complex languages, situations where the character has difficulty hearing the language being spoken or when the character is not able to listen to the language for very long. This enhancement is always in effect and costs no quantum points to activate.
Mental Prodigy
This broad enhancement is actually several different enhancements grouped under a common heading. Each of them represents a nova who has an innate talent for, feel for or skill at a particular type of lntelligencebased (or -related) ability. The character must select a specific category of this enhancement. When a character spends a quantum point to activate this enhancement, the effects and bonuses received last for a minimum of an hour, and possibly longer at the Storytellers discretion. Catergories include: Engineering:An EngineeringProdigy is a certifiable genius when it comes to working with electronic and mechanical devices. He has an innate understanding of how such devices work, how to repair or improve them and the synergies that result when particular technologies are combined. He can make intuitive leaps that leave ordinary engineers scratching their heads in puzzlement. System: Whenever the character works with electronic or mechanical devices, the player may make an lntelligence roll. For each success he achieves, he may roll one extra die when making Engineering rolls or related rolls (it is the Storytellers discretion as to what constitutes a related roll, based on the situation). Financial: Economics isnt such a dismal science to a nova with this ability. He has a natural understanding of economics and economic systems, high finance, market manipulation and money in general. Give him a Few dollars to invest and hell soon turn them into a fortune. Give him an economy to manage and it will soon be humming along efficiently and productively. Let him analyze the stock market for you, and you will be able to chart a productive investment strategy for years to come.
System: Whenever the character is involved with situations or problems concerning economics and finance, the player may make an lntelligence roll. For each success achieved, the player gains an additional die when making rolls related to such subjects. Investigative: Sherlock Holmes has nothing on a nova with this ability. The character is a deductive and investigative genius, able to read volumes of information from the smallest clues. Although he does not necessarily have any knowledge of forensic science, he has an intuitive ability to figure out what clues mean. This ability makes him a matchless detective - or a nearly uncatchable criminal. System: Whenever the character is investigating a crime, interrogating someone, or trying to solve a mystery or puzzle, the player may make an lntelligence roll. For each success achieved, he may roll an additional die when making Investigation rolls, Interrogation rolls, Science rolls for specialties such as Criminology, Medicine rolls for the specialty Forensic Pathology or related rolls (it is the Storytellers discretion as to what constitutes a related roll, based on the situation). Medical: Marcus Welby, eat your heart out and if you do, this character might just be able to patch you back up. A nova with this enhancement is able to diagnose diseases, treat injuries and heal the sick as well as an experienced physician. If he actually has formal medical training (Le., the Medicine Ability), hes even better. System: Whenever the character is involved with situations or problems concerning medicine, healing injuries, fighting off illnesses and diagnosing diseases, the player may make an lntelligence roll. For each success achieved, he may roll an additional die when making Medicine rolls and any other rolls related to those tasks. Scientific: A Scientific Prodigy is to general science what an Engineering Prodigy is to working with technological devices. He has an intuitive understanding of scientific subjects in general, including the interrelationships of various scientific specialties and the best ways to perform experiments or analyze scientific data. System: Whenever the character is involved with situations or problems concerning science or scientific subjects (but excluding subjects covered by Engineering Prodigy or Medical Prodigy, unless the Storyteller rules otherwise), the player may make an lntelligence roll. For each success achieved, he may roll an additional die when making Science rolls. Tactical: A nova with this enhancement is a genius when it comes to analyzing tactical and battlefield situations, evaluating resourcesand determining the best way to apply those resources to achieve victory in that situation. His ability to pull victory from the jaws of de-
feat, beat numericallysuperior enemies and concoct brilliant strategic and tactical plans is nothing less than phenomenal. And this ability often works just as well when applied to less dangerous, but no less violent, battlefields - such as the cutthroat corporate arena. System: Whenever the character is involved with situations or problems concerning tactics, strategy or warfare (including such things as corporate economic warfare or political campaigns), the player may make an Intelligence roll. For each success achieved, he may roll an additional die when making rolls related to such subjects. The character also gains a permanent +3t o Initiative.
Mega-Wits
Mega-Wits is the flip side of Mega-Dexterity. Mega-Dexterity reflects how quickly some novas can move and react physically. Mega-Wits is how fast some novas can act and react menta&. As with Mega-Dexterity, each dot of Mega-Wits adds one to Initiative ratings. Mega-Wits is one of the most disturbing Mega-Attributes for normal humans to deal with. Watching a nova pick up a truck or outrace bullets just seems sort of surreal after a while. But to see someone standing there calmly in the middle of a firefight or working a social situation like a grandmasterwho can see 20 moves ahead is disconcerting. Its strangeto see such level-headedness in the face of terrifying (to a normal human) danger or the application of superpowers in such ordinary situations. Stupendous: Even when bullets are whizzing past your head, you remain calm and collected. 0. Amazing: Everyone around you hangs on your witty words. 0.. Incredible: Nothing surprises you -and even if something did, youd never show it. Spectacular: Fooling you is about as easy as fitting an elephant through a doorway. Godlike: Nothing on Earth can disturb your savoir-faire.
Speed Reading
A nova with this enhancement is able to process written and textual information far faster than the average reader. When hes studying something, sit back and watch the pages fly past. System: The character is able to read text (whether in a book, on a computer screen or in any other medium) four times as fast as the average highly educated person without any loss of comprehension. Additionally, whenever he is using his Speed Readingability, the player may make an Intelligence roll; each success adds one to the speed multiplier for his reading (one success means he is reading five times as fast, two successes mean six times as fast and so on). This enhancement is permanent and costs no quantum points to use.
Taint Resistance
This nova is able to make amazingly efficient use of his brain cells, squeezing every last drop out of the old gray matter. As a result, the nova suffers less from mental aberrations brought on by expansion of the M-R node and tends to be more stable mentally.
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System: When calculating permanent Taint from the Node Background, subtract the characters dots in Megalntelligence from the Node level. Thus, a nova with Node 3 and Mega-Intelligence 1 with Taint Resistancegets no Taint from the Node Background, and would get only one point of Taint if she increased her Node to 4.
Additionally, when the nova gains a mental aberration, subtract the novas dots in Mega-Intelligence from the characters Taint to determine the severity of the aberration. This will not eliminate an aberration that is only mild, but will lessen the effect of higher Taint on mental aberrations, allowing the nova to function with less impairment as his brain reroutes around damaged areas. This enhancement is permanent and costs no quantum points to use.
Mega-Wits Enhancements
Enhancementsthat characters with Mega-Wits may learn or purchase include:
Artistic Genius
A nova with this ability possesses an intuitive artistic sense and skill. He knows what works artistically, what doesnt, which colors complement each other and how to knock a chip off a sculpture here and there to turn a pedestrian piece into a masterwork. He may also be a skilled writer, able to express with a single sentence or paragraph what it takes others pages and pages to say. Novas who are Artistic Geniuses are often the darlings of the highbrow art scene.
I Enhanced Initiative
System: Whenever the character is attempting to create or analyze art, literature, cinema or similar works or subjects, the player may make a Wits roll. For each success achieved, he receives one automatic success when making Arts rolls and related rolls. This enhancement is always in effect, and it costs no quantum points to activate. Reacting in combat isnt just a matter of physical reflexes - its a matter of quick thinking and mental reaction time as well. Someone who is able to comprehend and analyze a combat situation quickly - such as a nova with this enhancement - has a definite advantage over combatants who react more slowly. System:The player of a nova with Enhanced lnitiative may add five points to his Initiative rating whenever he pays the standard one quantum point cost. This bonus lasts for only one turn; if the nova wants the bonus to continue, he must pay another quantum point next turn. A nova may purchase this enhancement more than once, thus gaining +10 Initiative, +15 lnitiative and so on. Additionally, if a nova with this enhancement delays his action and then acts at the same time as another character with a delayed action, the nova automatically goes first without having to roll. However, if the other character also has Enhanced Initiative or Mega-Dexterity, the two players must roll in the usual fashion to determine who acts first.
System: The player of a nova with this enhancement may make a Wits roll at a difficulty penalty of one whenever he decides to perform multiple actions (seep. 110).If he succeeds, the multiple action penalty (the number of dice subtracted from his dice pool, in other words) is halved, rounding in favor of the character. Thus, a Multitasking nova who decides to perform three actions in a turn subtracts one die from the first tasks dice pool, two dice from the second tasks dice pool and two dice from the third tasks dice pool (as opposed to the standard dice penalties). This power costs one quantum point per turn of activation.
Natural Empath
Despite their inhumanity (or, as some would say, transcendence of humanity), some novas are very skilled at figuring out what people are feeling. They have an instinctive ability to gauge emotionsand emotionalstates. More honorable novas use this power as a way to relate to (and offer comfort to) normal people; selfish novas use it as a tool to manipulate, harass or degrade humans. System Whenever his character is within 1 meters 0 of a normal human, the player may make a Wits roll. If he succeeds, the nova has a general idea of the current emotional state of the person - happy, depressed, angry, lustful and so on. The more successes he achieves, the more accurate his assessment of the persons emotions. In the right circumstances, the nova might even be able to determine what is causing the person to feel that way, and what to do to change his emotional state (if necessary). At distances greater than 10 meters, the nova can still try to determine what emotions a person is feeling, but it is harder. Out to 20 meters the difficulty increases by one; 30 meters, by two; 50 meters, by three. The power cannot work beyond 50 meters. Regardless of the distance to the target, the nova must be able to see him clearly. I n some cases it may be necessary to observe him for several minutes in order to analyze his emotional state correctly. Players of novas with Natural Empath gain three extra dice when making Rapport rolls. These dice come in addition to any bonuses received simply for having Mega-Wits. This enhancement costs a quantum point to activate and lasts for an entire scene.
Lie Detector
No polygraph is needed when a nova with this enhancement is around. When she listens to a person talking and concentrates on what he is saying, she can instantly detect whether he is lying or not. System: A nova with this Mega-Wits enhancement needs only concentrate on what someone is saying to determine (without a roll) if he is telling the truth or not. However, this ability does not reveal the truth per se, only that someone is telling a falsehood. Furthermore, it does not indicate that a character is lying if that character believes that what he is saying is the truth, even if it turns out to be wrong. If a target is particularly skilled at hiding the truth (for example, he has high Manipulation or Subterfuge Traits, or is a pathological liar), the Storyteller may require the nova to make a Wits roll to determine whether a lie is being told. One quantum point activates this power for an entire scene.
Quickness
Similar to both Enhanced lnitiativeand Multitasking, this enhancement allows a nova to take extra actions in combat. A nova with multiple levels of this ability becomes a whirlwind of carnage and destruction in combat, incapacitating his enemies before they can even react.
MuItitas king
Novas who wish For two heads and four hands so that they can get everything done appreciate this enhancement. It allows a nova to perform multiple actions with much more ease than the typical person. Indeed, some novas make taking multiple actions seem almost effortless.
System: By spending a quantum point, the nova gains an extra physical action during the current combat turn. This action incurs no dice pool penalty - the nova may use his Full dice pools with both of his actions. However, this action comes two places later than the characters lnitiative rating for the turn. A nova may purchase this enhancement multiple times, thus gaining the ability to act three, Four or more times in a single combat turn with no dice pool penalties. However, each extra action costs an additional quantum point and incurs an additional -2 lnitiative penalty. Actions taken must be physical actions; most quantum powers, even physical ones like Quantum Bolt, may not be activated multiple times, though super-strength punches or dodges may be. The eFfects of Quickness last only for the turn of activation.
Social Mega-Attributes
Synergy
Mega-Appearance
Mega-Attributes represent the extremes of nova nature (and thus, some would say, of human nature as well). Nowhere is this more apparent than Mega-Appearance. It shows, in the most obvious and up-front way possible, just how much better - and how much worse - novas can be than humans. Typically, Mega-Appearancerepresentsa nova who is extraordinarily handsome or beautiful. In this case the nova should have a standard Appearance score OF 3 or higher, and 5 is not uncommon. Unlike the Unearthly Beauty aberration, the good looks deriving From MegaAppearance generally are not especially unnerving to normal humans. They may inspire many emotions love, lust, envy, worship, you name it - but they usually do not give rise to the feelings OF unease, disquiet and even disgust that Unearthly Beauty does. Indeed, Mega-beautiful and -handsome novas are among the most popular OF the new humans, and they are frequently featured on television, in advertising campaigns and other media outlets. Each dot of Mega-Appearance representing good looks grants an additional die on all Style rolls. The characters beauty or handsomeness is such that he is able to make even the worst clothes look good (not Fashionable, maybe, but good). Similarly, the character usually makes a good first impression on looks alone. I n some rare instances Mega-Appearance can represent the opposite extreme, signifying a nova whose looks are Mega-ugly, even Mega-horriFying. In this case the novas standard Appearance rating cannot be higher than 1 without special Storyteller permission (perhaps a half-beautiful, halF terrifyingly ugly character could have a high Appearance and high ugliness Mega-Appearance, For example). Mega-ugly characters typically have high Taint ratings, and they often become as mentally twisted as their bodies are physically twisted - antisocial and cruel, and all too ready to destroy any beauty
with others. He has an instinctive ability to figure out what other people he is working with are going to do and what he can do to assist them or complement their efforts. He becomes the oil that keeps the machine working at peak efficiency. System: Whenever the nova performs a task with other players characters in such a way that they combine successes to achieve a common goal, typically as an extendedaction (see p. lo?), the novas player may make a Wits roll. Everyone in the group receives an additional die For each success the novas player achieves on his roll. This die applies to whatever rolls any given member of the group is making to advance the groups goal or complete their task. The die bonus applies to all rolls made For about an hour or until the job is Finished, whichever comes sooner. The player may not make multiple Wits rolls to get multiple bonuses; only one Synergy bonus can apply to a given group during a given time period.
which confronts them. A Mega-ugly character is an exception to the rule that Mega-Attributes cannot transcend their normal human Attribute analogs; a character can have an Appearance of 1 and Mega-Appearance of any level so long as it is defined as Mega-ugliness. Mega-ugly characters do not receive bonus Style dice. However, they receive a like amount of bonus dice to any lntimidation rolls. 0 Stupendous: Miss or Mister America looks plain next to you. You receive one extra die for all Style rolls (in addition to your MegaAttribute dice). 0. Amazing: A face that can launch at least a hundred ships, if not more. You receive two extra dice for all Style rolls. 0.. Incredible: Okay, at least 500 ships. You receive three extra dice for all Style rolls. Spectacular: Helen of Troy, Adonis. You receive four extra dice for all Style rolls. Godlike: Aphrodite, Freya. You receive five extra dice for all Style rolls.
or decreasing any particular aspect of figure or appearance by no more than 20%or so. System: The nova can make changes in his appearance within the aforementioned guidelines, either consciously or unconsciously. Any changes other than those listed require the Storytellers permission. In no event can the character reshape his body to grow claws, wings or eyestalks, for example. Only outward physical appearance can change. Since this enhancement depends upon the perceptions and tastes of those observing the character, it cannot function as a disguise or to conceal the characters identity. To change his appearance consciously, the nova need only pay the one quantum point and will the changes into effect. To change appearance to match what a particular person or group of people find desirable, the nova must pay the quantum point and be in that person or persons presence for a minute or two. During that time the changes will slowly but surely take place. The nova can draw the changes out over a period of up to a day if he prefers, which is sometimes done to keep from frightening people who are not used to nova powers. A nova cannot use Appearance Alteration to make himself resemble a specific other individual; that requires the Copycat enhancement. Nor can he use it to hide particularly grotesque aberrations unless the Storyteller specifically permits it. For example, some forms of Aberrant Eyes might be affected by Appearance Alteration; Vestigial Limbs could never be hidden this way. The power lasts for one scene.
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Mega-Appearance Enhancements
Enhancementsthat characters with Mega-Appearance may purchase include:
Appearance Alteration
Dont like your looks? If youre a nova with this enhancement, you can do something about them. Appearance Alteration allows a nova to make minor changes to his or her appearance. This can be done simply on a whim, or for fun. However, one of its main uses for novas who rely heavily on their good looks is to make sure they live up to a particular persons or cultures idea of what is beautiful. Someone who is beautiful in, say, America may not meet the standards for beauty among certain Third World tribes; great beauty in China may be ugliness in Argentina. Even more importantly, individuals ideas of what is beautiful differ wildly. One guy is a leg man, another goes wild for women with red hair. Some women like men with tight, muscular bodies, others look at the eyes or some other feature instead of the figure. A nova with Appearance Alteration can satisfy all of these people. He can make minor changes or subtly remold his body to conform to the desires of those around him. Minor changes include: changing hair, eye or skin color; gaining or losing up to about 50 pounds; gaining or losing up to about Four inches of height and increasing
Awe-Inspiring
Many myths tell of gods and demons whose visages are too awful (awe-inspiring) for mortals to gaze upon directly. A nova with this enhancement has taken a page from that book, for his appearance, too, inspires awe. A nova with the Awe-lnspiring enhancement has looks that, for whatever reason, give rise to awe, admiration and even worship. Normal humans often have trouble dealing with him in a straightforward manner. Weak-willed people feel more inclined to edge away nervously or be worshipful; even stronger-willed people feel intimidated, inadequate and cowed. Its not uncommon for an Awe-lnspiring nova to be surrounded by an entourage of fawning, adoring lackeys wherever he goes. System: This effect works only when the people are in the novas presenceand looking at him; when they are away from him or not looking at him Awe-lnspiring cannot affect them. Of course, they may come to worship and revere him anyway, even if they are not near him, but that depends upon the individuals in question. Awe-lnspiring is not Domination; its far weaker than that, and it shouldnt be played that way.
For each dot the player of a nova with Awe-lnspiring has in Mega-Appearance, he receives one automatic success when making lntimidation, Command and Interrogation rolls (in addition to the standard Mega-Attribute bonuses for Mega-Appearance). He should get similar bonuses to any roll related to persuading or inspiring people. This enhancement is one of many reasons why government officials are terrified of the idea of novas becoming heavily involved in politics or religion. Awe-lnspiring is afFected negatively by Taint. For each aberration the nova has, reduce the Awe-Inspiring automatic successes by one. If the novas aberrations ever exceed his dots in Mega-Appearance, his Awe-lnspiring enhancement no longer has any effect on people. Similarly, a character with Awe-lnspiring generally should not be Mega-ugly; that does little to inspire worship in anyone. This enhancement costs one quantum point to activate and lasts for a scene. Even when it isnt actively on, the nova is still phenomenally captivating, and the Storyteller should keep this in mind (servers are deferential, groupies throw themselves at the nova, etc.).
Copycat
Being yourself gets kind of boring sometimes. Why not be a famous model or actor? Or the President? Copycat will let a nova do just that, at least as Far as outward appearance goes. After studying the subject to be imitated (either in personor from a good photograph), the nova can make himself look like that person - even a person of the opposite gender. However, these changes are purely cosmetic; no changes to internal organs occur. System: Copycat allows a nova to shape himself into an exact duplicate of another person. Making the change does not require a roll. However, the nova must be in the presenceof the person to be duplicated, or have a highquality visual representation of him or her to work from. It takes about one minute to make the changes; the nova can cut this time in half by making an Appearance roll. Copycat costs one quantum point to activate, and the changes last for a scene. Copycat does not allow the character to add to or remove anything From his physical form. He cant grow a tail, lose his Vestigial Limbs, create a sixth finger on his left hand, change his fingerprints or retina prints, or do anything similar.
System: Face of Terror allows a nova to assume a terrifying appearance. This ability is most common among novas who are Mega-ugly, but it is not restricted to them. Sometimes it is even more horrifying to see a form of great beauty slowly warp itself into something terrifyingly hideous. To use this power, the nova simply spends a quantum point. 1F he is ordinarily ugly, the terrifying changes to his appearance may be slight, or even nonexistent but something about his appearance becomes not just bad-looking, but very frightening. Its as if an aura of fear surrounds him. If the character is normally beautiful (or at least not ugly), the changes to his appearance will be much more extreme. They will take place over no more than a minute, and sometimes, it happens much more quickly than that. In either case, the novas appearance remains terrifying for a scene; this time limit can be extended by spending more quantum points. While this enhancement is in effect, the player receivesthree automatic successes when making lntimidation rolls or other rolls based on fear or disgust. This bonus includes any power or ability that allows the character to inspire those emotions in others. To a certain extent, this power depends upon the psyche of the person(s) looking at the nova. Ugliness and horror, like beauty, are often in the eye of the beholder, so the novas Face of Terror may look different when he confronts, say, a group of Asians instead of Americans.
First Impression
First impressionsare just as important as everyone says. A character with a high Appearance rating is typically quite good at making them; one with Mega-Appearance even more so. However, a nova with this enhancement beats them both. Unless he deliberately tries to offend or annoy someone whom he is meeting, he always makes just the right impression. Depending upon what the person he meets is seeking, he may seem to be an enjoyable, likable person; someone who can get the job done; a potential mate; you name it. Whatever the other person is seeking, she will find it in the nova. System: When meeting someone for the first time (or perhaps after a long time apart), the nova may spend one quantum point to activate this enhancement. If he does so, the other person automatically gains a good first impression of him. He may deliberately say or do something to negate this effect, but even an accidental faux pasor unthinkingly tactless remark will not be enough to shake the good impression he makes. That good impression will remain with the other person until the nova does something to ruin it (whether in the persons presence or not; bad reports about the nova in the media, for example, may ruin many uses of First Impression) or other
Face of Terror
A nova with this enhancement can resemble something out of a horror movie. His appearancebecomes so terrifying that few people can stand to spend any time with him. Instead, they run screaming in fear; if prevented from fleeing, they may gibber in terror, Faint or suffer a heart attack.
people convince the target of First Impression that he has the nova all wrong. Of course, even a good first impression may not get the nova what he wants - making a good impression on the guards at the White House doesnt mean theyll let you in. Furthermore, this effect also makes the nova seem like just what the other person is looking for. If the nova is on a job interview, First Impression will make him seem to be perfectly suited for the job. I n a singles bar or nightclub, it will make him seem like the perfect date, potential spouse or one-night stand (depending upon what the other person is there for).
Mr. Nobody
I n some ways, this paradoxical power is the opposite of Mega-Appearance, since it allows a nova to make himself look completely normal. The otherwise beautiful, handsome or ugly nova is able to convert his features into the unobtrusive ones of Joe or Jane Average. The bright side to this anonymity is that it becomes easy to pass for a normal human. System: By spending a quantum point, the nova is able to mask his Mega-Appearance. For all intents and purposes he has an Appearance score of 2 - average. He looks just like the everyday man on the street. AIthough he cannot hide the fact that he radiates quantum energy (which other novas can often detect), to the average person he will seem like just another average person. Alternatively, the character can simply spend a quantum point to become completely unobtrusive (Im not the droid youre looking for.). However, a character with this enhancement still may have difficulties passing for normal if he has acquired any aberrations. Mr. Nobody masks two point of Taint, plus one extra point per dot of the characters MegaAppearance. Additional points of Taint still affect the novas ability to interact with baselines without disturbing them. Furthermore, Mr. Nobody will not hide grotesque physical aberrations such as Vestigial Limbs or Sloughed Flesh; it will, however, cover up Unearthly Beauty. The effects of this power last for a scene.
hose attributes that the target finds most desirous or rousing, and the novas appearance subtly changes to latch that perception. The changes fade as soon as the arget is no longer in the novas presence; activating them gain requires another quantum point. While this enhancement is active, the nova receives hree automatic successes on any roll to seduce or peruade the target. If there is any question, it is the Itorytellers discretion as to whether the bonus applies. Players and Storytellers should remember that this nhancement is based entirely upon the novas appearnce. It does nothing to change his habits, attitude, or lersonality - as sexy as he looks, he may still turn the arget off. However, Seductive Looks, and the bonuses t provides, can be used in conjunction with the Seducive enhancement for Mega-Charisma. Used together, the wo enhancements make the nova both look andact like he targets ultimate sexual fantasy. The effects of the power last For a scene.
Mega-Manipulation
A Mega-Manipulative nova has the world wrapped round his little finger. He is a master at influencing )eople in many different ways, from subtle methods persuasion, personal charm, bribery) to more in-yourace tactics (intimidation, blackmail, devious trickery). The fact that the nova is able to see through atempts to deceive or influence him is equally as imporant. Mega-Manipulative novas are so good at perceivng ways to affect others opinions that they can tell when iomeone else is trying to do it to them. To simulate this :ffect, each level of Mega-Manipulation adds bonus dice in addition to the standard bonus Mega-Attribute dice) o detect or resist being manipulated or tricked. 0 Stupendous: Experienced con men regard your skills with reverence. You receive one extra die on any roll to detect or resist attempts to manipulate or trick you.
Seductive Looks
A nova with this enhancement has the ultimate in sex appeal. He looks just like the man (or woman) of the targets most lustful dreams. If the target is aroused by leggy women, for example, a female nova with this power would seem to the target to be a bit taller and leggier than she might really be - shed be just right as far as the target is concerned. System: By spending a quantum point, the nova makes himself seem extremely sexy and seductive to the target. (Note that the target need not be of the opposite gender as the nova.) The target perceives him as having
Amazing: Even lawyers cant twist facts and persuade others as well as you can. You receive two extra dice on any roll to detect or resist attempts to manipulate or trick you. Incredible: People will follow you to the ends of the Earth if you ask them to. You receive three extra dice on any roll to detect or resist attempts to manipulate or trick you. Spectacular: Odysseus would admire your cunning. You receive four extra dice on any roll to detect or resist attempts to manipulate or trick you. Godlike: Loki and Anansi regard you as an equal. You receive five extra dice on any roll to detect or resist attempts to manipulate or trick you.
Persuader
A nova with this enhancement is an expert at bringng people around to his point of view. He has an innate alent for knowing what people are thinking and subtly nanipulating their opinions until they are thinking what le want them to think. Hes a spin doctor supreme. System: Whenever the nova wishes to persuade iomeone to change their opinion, perform a particular :ask, or the like, the player receives bonus successes. The exact number of successes depends upon what he is .rying to persuade the target to do. If the request is iomething normal, relatively innocuous or harmless, the iova gets three automatic successes. Requests that iniolve changing strong opinions or expose the character :o minor danger, embarrassment or trouble get two au:omatic successes. Requests which are dangerous or :odd get the target in extreme trouble get one automatic success (and the target normally has some kind of Willpower or other resisted roll). The nova must spend a quantum point; the effects last for one request or series of related requests.
Trickster
Unlike P.7. Barnum, you can fool all of the people all of the time. Trickery, treachery, deceit and sneakiness are your stock in trade. A nova with this enhancement possesses an intuitive talent For tricking and fooling people. Shecould trick Arabs into buying sand or Eskimos into buying refrigerators. Somehow she can sense a persons vulnerabilities and soft spots and use them against him. No one is safe from a Tricksters wiles. System: Whenever the nova tries to trick, Fool or deceive another character, the player receives three automatic successes on any roll necessary to the task. Usually, this roll involves Subterfuge, but other Abilities may be involved depending on the situation. The nova spends a quantum point to activate the enhancement, and the effects last for the duration oF the situation that the nova is seeking to turn to her advantage.
Hypnotic Gaze
A nova with this enhancement possesses low-level
hypnotic abilities. Although not as effective as the Hypnosis or Domination powers, its still a useful ability when the character wants to persuade someone to do something. System: The nova must be within three meters of the person to be hypnotized, and she must make eye contact with him. If they are separated or eye contact is blocked, the attempt to hypnotize the target automatically fails. An attempt to hypnotize takes a little while - at least 1 seconds, and usually a minute or longer. The tar0 get must be willing to undertake (or at least not completely adverse to) what the nova is suggesting; Hypnotic Gaze cannot be used to make someone do something she is opposed to doing. However, the attempt to hypnotize the subject does not have to be obvious; it can, for example, be worked into normal conversation if the nova i s clever. I F necessary, the Storyteller can have the target make a Manipulation or Perception roll to figure out what the nova is trying to do. Once the nova meets all these conditions, the player needs only spend a quantum point and make a Manipulation roll. If the roll succeeds, the target is hypnotized and will do as instructed. A posthypnotic suggestioncan also be implanted to make the target do something (such as go to sleep or scream) when he experiences a certain outside stimulus. A posthypnotic suggestion lasts for one day per dot of Manipulation and Mega-Manipulation the nova has; thereafter it loses all effect.
The Voice
Just talking to a nova with this enhancement can be dangerous. She is able to pitch her voice so that she uses infrasound and subharmonics, mixed in with her normal talk, to give nearly irresistible suggestions and commands to whomever her speech is directed at. Additionally, her voice is, in general, pleasant to listen to; her singing can be absolutely divine. System: The nova exerts a subtle mental control effect through her voice. Only one person can be affected by this ability at a time. The subject must be within 20 meters of the nova, and must be able to hear the nova - deafness on the part of the subject, or other noises that drown out the novas speech, prevent The Voice
from being used successfully. The other major limitatio on this ability is that any order given must be one th: can be performed in one turn - Drop the knife! a Untie me!, for example, but not Play computer game until 1 tell you to stop or Torture your friend to death. Any orders or suggestions that would take longer tha one turn to perform are automatically ignored by the tar get. To use The Voice, the player makes a Manipulatio roll. If he scores even one success, the attempt succeed - but the target may stop himself from following th order or suggestion. The target makes a Wits roll to r e sist the command; each success he rolls counteracts on of the nova players successes. If the net result is zero c less, the command fails. The target may also spend on or more points of Willpower to cancel successes at a 1 rate. The player of a nova with The Voice may apply he Mega-Manipulation bonus dice to any Arts (Singing) c Perform (Singing) rolls she makes.
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Spectacular: Bitter, lifelong enemies will make peace just to be able to spend time with you. Godlike: Even alien races find you fascinating and personable.
Mega-Charisma Enhancements
Enhancementsthat characters with Mega-Charisma may learn or purchase include:
Commanding Presence
A nova with this enhancement is a born leader. When he gives an order, people obey right away -even if it exposes them to harm. Even when they are away from him, people remember his words and try their best to fulfill his orders and live up to his example. System:The novas player receives three automatic successes on any roll that involves commanding people or giving orders. This bonus does not apply to attempts to persuade someone through reason or logic, appeal to people on a personal level, or the like; it works only when the character gives commands. The target of this enhancement may make whatever rolls he normally could to resist the order, or spend a Willpower point to refuse the order. A nova with Commanding Presence does not necessarily have to be formally authorized to give orders to someone for this enhancement to work - he does not have to be the persons boss, commanding officer or parent. He can simply give orders and wait for them to be obeyed - thats what this power lets him do. However, if he is notably beneath the person - an ordinary citizen trying to order a high-ranking governmental official around, a corporal giving instructions to a major, or the like - the Storyteller may reduce the bonus for the power, at his discretion, or give the target a bonus on any rolls he makes to resist the order.
Mega-C harisma
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Mega-Charisma represents the ultimate in person charm and appeal. A nova with this Mega-Attribute e) udes such self-confidence, poise and charm that she c i win over just about anybody. Other people want to lk i and to please her, and they do. Characters with Mega-Charisma are naturally i home in social situations. They carry themselves so wt that they are the life OF any party. They are bon vivan par excellence;even if they dont really feel like being i a party, theyre able to mask their feelings and seem e> tremely amicable to one and all. Stupendous: Even your worst enemies find you likable. 0. Amazing: You could spill food anc drink all over yourself and still see elegant. 0.. Incredible: Not even a tornado c i ruffle your feathers; even in the most trying situations you are poised and charming.
Dreadful Mien
When you really like someone, their anger or disappointment can come as a crushing blow. Some MegaCharismatic novas use that phenomenon to their advantage. Their use their charm as a weapon -even in combat, enemies want to like them, and that, combined with the Force of the novas displeasure, makes it difficult for the enemy to attack. System: The nova focuses his displeasure on one enemy, and the player makes a Charisma roll. Each success achieved subtracts one success from the victims roll to hit the nova. 1f this cancellation results in no net successes for the attacker, he misses the nova, having flinched and pulled his attack aside rather than risk hurting such a likable fellow. A nova using this enhancement
I
who takes any violent or threatening actions toward the target (as perceived by the target) while using it automatically negates its effects. The nova may attack the targets friends and compatriots; however, this allows the victim to make a Willpower roll to resist the successes scored by the nova. If the nova has previously attacked the victim during the scene, increase the difficulty for using Oreadful Mien by one per turn during which the nova attacked the victim. Dreadful Mien does not work at range. If the target is more than three meters away from the nova, it is ineFfective. The enhancement costs one quantum point to activate, and the effects last for the duration of the confrontation.
Seductive
This enhancement is the behavioral compleme SeductiveLooks. A nova who possesses it is able c t termine instinctively what behaviors a given indib Finds sexy, desirable and attractive - then un sciously adopt those behaviors. System: The nova must be close to (Le., with meters of) his target, and the player must make a risma roll. If he succeeds, he has determined whal of behavior the target finds sexy -coquettishness, confidence, sluttiness or vivacity. He automati adopts that behavior as his own, thus making himself more attractive than normal to the target. While this enhancement is active, the playe ceives three automatic successes on any roll to sc or persuade the target. If there is any question, it I Storytellers discretion as to whether the bonus ap Of course, this enhancement is based entirely behavior or body language; it does not alter looks Altering looks in that fashion requires Seductive L The two enhancements may be combined to crea almost irresistibly attractive package for any victii
Natural Agitator
When people like you, sometimes they will do things for you, or things that you ask them to do. Thats doubly true for a nova with this power. Since everybody likes him so much, they hang on his every word. If he tells them to do something, theyll seriously consider it. System: When he is speaking to a person, or even a crowd of people, the nova can use this enhancement to persuade them to do things. This enhancements name derives from one of its obvious uses - sparking riots and agitation. The player makes a Charisma roll. If he succeeds, the person or crowd will do anything the nova says, so long as they would at least be inclined to perform the action in question. For example, people are inclined to buy food, so a nova could use Natural Agitator to convince them to buy all their food at a particular store or restaurant. 1f the nova scores more than one success, he may be able to persuade the person or crowd to do things it wouldnt normally want to do -start a riot, for example. However, the targets get t o make Willpower rolls to resist Natural Agitator; every success rolled cancels one of the novas successes. The effects of Natural Agitator usually linger For about an hour, or until someone else has the chance to talk some sense into the victim(s). More subtle, agreeable, effects may last longer; extreme effects may vanish almost as soon as the victims are out of the novas presence. For Natural Agitator to work, the nova must be physically present to talk to the victims. The enhancement does not work over radio. television or other broad-
Soothe
The nova is a natural at soothing others ja nerves. Just being around him has a calming effec even makes it easier for normal humans to cope novas. System: When the player spends a quantum and makes a Charisma roll, the character and evei within 1 meters of him becomes calm. Stress c 0 away, leaving people happier and calmer. No one afF by Soothe (including the nova using it) can attack 01 any other hostile action unless the person either r a Wits roll and scores more successes than the achieved on his Soothe roll, or spends a point of power t o overcome Soothes effects. k Additionally, Soothe can help to overcome t fects of Taint. For each success achieved on the risma roll, one point of Taint possessed by any I within the radius of effect is temporarily negated i gards interaction with baselines within the affected The power lasts for a scene. All effects of thi hancement disappear if an affected person wander yond the 10-meter radius.
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More than any other Trait (except perhaps Taint), that which defines novas is their quantum powers their superhuman abilities. Even more than Mega-Attributes, powers separate the superhumans from the humans in a way thats clear for all to see. All novas have certain powers in common, most of which relate to their ability to resist and heal injuries and diseases. For further information on common nova powers, see p. 160. The powers discussed in this section are those which novas have to buy with nova points (during character creation) or experience points (after the game has begun).
ning, but they look andactjust like fire or lightning. For all intents and purposes they are the real thing, not quantum energy. A power based on fire has all the chemical and physical properties of fire - it gives off heat, can set other objects on fire and consumes oxygen. However, many novas quantum powers are obviously not derived from natural forces. For example, a nova might lmmolate herself with raw nuclear forces rather than fire, and even if she seems to wield flame, it might burn eerie green, feel cold to the touch or in some other way betray Its distinction from real fire.
The Nature of
Quantum Powers
At their heart, all nova powers are exactly the same thing: manipulation of quantum energies. When you get right down to it, thats all a nova can do - control and work with quantum energies. There isnt a nova in the world who can actually, for example, ignite fire out of nothingness or f r y a foes synapses. The MazarinRashoud node does not give any human the ability to manipulate the weather or disintegrate objects with a touch - what it does is allow a human to employ quantum energies in such a way as to do those things or mimic those effects. However, just about everyone in 2008 has seen a nova (or footage of a nova) throwing blasts of fire, creating ice storms or manipulating magnetic fields. Their powers clearly seem to differ. The solution to this paradox lies in the fact that humans - even those who have become novas - understand quantum energies imperfectly, at best. Although most novas are aware that quantum energies are at the root of their powers, they cannot always literally perceive those energies in their raw form. Their minds, for whatever reason, simply dont grasp their powers that way. Instead, they often think of their powers in terms of phenomena they are used to: fire, ice, wind, superstrong muscles, magnetism or a thousand other forms of energy or matter that are familiar and comfortable. Thus, a given novas powers may not actually be fire or light-
A Novas Origin
The primary factor that influences how a novas powers manifest is the circumstances under which they first arise. Since the growth of a Mazarin-Rashoud node is commonly triggered by a traumatic or stressful situation (and the increased adrenaline levels that such situations cause), many novas powers first appear in the midst of some crisis - a house fire, a car wreck, a riot or any of countless other emergencies. This trigger event often influences how their powers work and what they look like. For example, a fire-wielding nova might result From a house fire. A cryokinetic nova can result from exposure to the elements or avalanches. The possibilities are virtually endless. Of course, this guideline is just that; not a rule. A nova whose powers first manifest while hes trapped in a house fire might end up with control over gravity fields - its a function of the way his mind works as much as it is the traumatic situation. But the trauma often plays an important role, and it should not be ignored when creating a new character.
Power Descriptions Each powers description contains the basic information about that power, including: Level: There are three levels, or classifications of powers, in Aberrant. Most powers are Level 2. Minor abilities, ones that can be duplicated with technology or other means, are Level 1 powers. Level 3 powers are extremely powerful and flexible abilities, usually grouped
around a particular theme or effect. I n game terms, a powers level indicates its cost in both nova points and experience points. Powers, like Abilities, are rated in terms of the number of dots the character has in the power. Each dot either provides a certain level of effect (such as three dice of damage per dot) or simply gives the player more dice to roll when wielding the power. A Level 1 power costs one nova point per dot. A Level 2 power costs three nova points per dot. A Level 3 power costs five nova points per dot. Powers can also be bought tainted for lower cost; see p. 120. Unless the power description states otherwise, use of a power forces the character to spend a number of quantum points based on its level. A Level 1 power costs one quantum point to activate. A Level 2 power costs two quantum points, and a Level 3 power costs three quantum points. In the case of powers with multiple applications, such as Elemental Mastery, the quantum cost is levied for each technique activated. Of course, theres no requirement that a character use a power at full strength; he can save one quantum point by using it at half power. If a power is bought with an Extra (p. 230), it is treated as one level higher. So, the Claws power (Level 1) bought with the Range Extra is purchased as a Level 2 power, and a Quantum Bolt bought with the Explosion Extra is purchased as a Level 3 power. A player cannot purchase an Extra for a Level 3 power. Certain powers, such as Body Modification, are miscellaneous quantum powers. Rather than having a number of dots and a level, these powers simply have a fixed cost. Once this cost is paid, the nova has the listed power. QuantumMinimum: This number sets the minimum Quantum Trait rating a nova must have in order to purchase this power. Many of the more powerful abilities arent going to be available to beginning novas; they have to grow into them by earning experience points and increasing their Quantum Trait (which, while useful, also creates some problems). DicePod: The dice rolled to determine whether the power is used successfully, as well as its effect. The nature of the roll, or sometimes multiple rolls, is detailed in the text. This dice pool typically combines the power rating plus an Attribute; if the nova has the appropriate Mega-Attribute, Mega-Attribute dice or difficulty reductions apply normally. Some Level 3 powers have several different techniques, each with its own dice pool. Range: The powers medium range in meters, if applicable. Touch indicatesthe character must touch the target in order to affect it.The nova must make a roll (using the powers dice pool) to touch the victim. The victim can dodge, o f course, but blocking the attack is ineffective since a block still allows the touch to occur. For powers that work at a distance, the listed range
is the powers normal effective range. The powers maximum range is twice the listed range. Attacks made at distances greater than the effective range are at +2 difficulty. Attacks at point-blank range (two meters or less) add two dice to the attackers skill total. Area: The area affected by the power, typically in a radius in meters, if applicable. Using a power on an area has two effects. First, it presents the possibility of affecting multiple targets at the same time. Second, it gives the attack a +2 accuracy; however, extra successes on the attack roll do not increase the damage inflicted by the attack. The base difficulty for hitting an area is typically Standard, unless the attack is made at long range. A character caught in an area of effect cannot block the effect, nor can he dodge it unless he is on the fringe of the area or has enough movement to get out of the area entirely. Duration: The powers duration, if applicable. lnstant indicates that the power lasts only long enough for an attack to be launched - for example, the brief moment in which the flash of a Quantum Bolt is visible and blasts the target. The effects, OF course, may last much longer; an injury does not go away just because the Quantum Bolt that caused it is no longer in existence. An Instant power must be paid for each time it is used. Thus, each time a Quantum Bolt i s fired, the nova using it must spend quantum points. Concentration means the power lasts as long as the nova concentrates on it. While concentrating, the nova is at +2 difficulty on any other actions he takes. 1f the nova is Incapacitated or otherwise rendered unconscious, a Concentration power ceases immediately. A Concentration power must be paid for when first activated; thereafter, it remains in effect without additional quantum-point cost For as long as the nova concentrates. Maintenance indicates that the power, once activate remains in effect automatically for a period of time. Thereafter, the nova can automatically pay an additional number of quantum points to maintain the power. It does not require him to concentrate on maintaining it, however. Thus, once a Maintenancepower is active, the nova does not lose any dice for any other actions taken while maintaining the power. Unless specifically stated otherwise in the power description, assume a power used in combat or other stressful situations lasts for (Quantum + power rating) turns before needing to be maintained by spending additional quantum points; when used under more relaxed conditions, a power lasts for a scene. IF a nova activates a power such as Flight during a routine mission, but subsequently enters combat or is otherwise involved in a dangerous situation, she must begin maintaining the power normally after (Quantum + power rating) turns have passed. If a Maintenance power has a variable ef-
fect (e.g., a Force Field, which can provide a varying degree of protection depending on the dice pool roll to activate it), the nova can choose to keep the same level of effect or can reroll the power upon spending additional quantum. Permanent indicatesthat the power, once bought, is considered to be on or present at all times and does not cost quantum points to use or maintain. EFFect: An encapsulated description of what the power does. i n cases of powers that inflict damage, a distinction is made between damage adds (or automatic levels of damage) and damage dice, which a player rolls normally to determine damage. Damage adds are listed in [brackets], while damage dice are listed in (parentheses). When such an attack is soaked, damage adds are subtracted before damage dice. Thus, a character with Quantum 3 buys the Quantum Bolt power at 2 and designates it as a bashing attack. A bashing Quantum Bolt inflicts [Quantum x 31 levels + (power rating x 4) dice of damage. The characters blast inflicts [ 3 x 3, or 91 automatic levels of bashing damage; plus the character may roll (2 x 4, or 8) dice to inflict extra damage. MultipleActions: Whether it is possible to use the power in a multiple action. Yes indicates that it is possible; No indicates that the power cannot be used as part of a multiple action. Some powers (Cyberkinesis, Elemental Mastery, etc.) have many applications. 1F such a power is able to be used in a multiple action, the nova may use several aspects of the power simultaneously, so long as she pays the quantum-point cost for all uses. She must still subtract dice normally for multiple uses of the power in the same turn. Description: A description of what the power does and the rules applicable to it. Several powers (like Boost or Sizemorph [Grow]) are described as providing bonuses to Attributes. Sufficiently potent uses of these powers can raise Attributes above 5, thus effectively boosting the character into the Mega-Attribute range. If this situation occurs, the character gains the standard benefits of having that MegaAttribute (as listed in its description and table), but he does not get to choose any enhancements. No MegaAttribute can be raised above 5. However, Mega-Attributes gained through such temporary measures may be raised higher than the QuantumTrait limit (i.e., a character with Quantum 3 and the Boost power could raise his Mega-Strength as high as 5, even though his Quantum is only 3). Extm: This heading comprises any unique Extras (see p. 230) available for purchase for the power, as we1 as its effects. Unique Extras should be bought like an) other Extras, and they increase the powers level accordingly.
I Quantum Powers1
Absorption
Level: 2 Quantum Minimum: 1 Dice Pool: Stamina + Absorption Range: Self Area: N/A Duration: Special Effect: The nova converts damage or energy into Strength at the rate of one dot per success, to the limit of the damage done. Multiple Actions: No Description: This power allows the nova to absorb damage caused by attacks and convert it into Strength. The power works against either energy damage (like Quantum Bolts or fire) or kinetic damage (punches, knives or bullets); the character must define which phenomenon his Absorption works against when he buys it. When the nova is hit with an attack of the type he can absorb, he may choose to absorb some or all of the effect. Doing so takes no time, may be applied before or after the characters normal soak, and the character may do it even if he has already acted for the turn; the character need not declare he will use Absorption until after an attack has hit and done damage to him. Each success rolled on a Stamina + Absorption roll subtracts one health level of damage from the attack; the character must pay one quantum point per health level absorbed. Every two health levels of damage are converted into one extra dot of Strength; above Five dots of Strength they become dots of Mega-Strength. Dots in the power indicate the maximum dots of extra Strength (or Mega-Strength) the character can gain; the character may still use Absorption to reduce damage from attacks, though. FwExample: Jason Mercator has Absorption 4 that affects energy. He is hit with a QuantumBolt that causes Four health levels o f damage to him. He decides to absorb the damage instead. He rolls Stamina + Absorption, scores six successes and spends Four quantum points. He absorbs all Four health levels o f damage and suffers no injuty. Furthermore, he now has two extra dots o f Strength. He may gain two more dots o f Strength beFore he maxes out. However, extra dots o f Strength gained From Absorption dont last Forever. They fade away at the rate o f one pointper (Quantum +power rating) turns. A t the Storyteller 5 option, Absorbeddots may increase some-
thing other than Strength, such as Stamina or a Quantum Bolt (but never quantum points). Characters cannot absorb morepower than is available; the Storyteller should, ifnecessary, allow a certain number ofdots ofstrength to a power source to determinejust how muchpower it can add to a character. For example, no matter how much Absorption a nova has, he shouldnot be allowedto gain more than a singlepoint OF Strength From the power in, for example, a typical householdappliance. Extras: Extended EFfect (dots o f Strength gained FromAbsorptionlast fora scene); EnergyMagnet (character with energy Absorption can absorb energy From 0 sources at [Quantum x 1 meters] range as an attack; IF absorbed from a nonsentient source [such as a Fire or electrical socket], no roll other than the one to determine how much power is absorbed is required; if used on a sentient source, such as another nova, the player must roll Manipulation + Absorption to succeed with his attempt, then roll the normalStamina + Absorption dice to determine how much energy is absorbed).
Animal/Plant Mastery
Level: 2 Quantum Minimum: 1 Dice Pool: Perception + AnimaVPlant Mastery Range: Variable Area: Special Duration: Special Effect: Nova can Communicate with and summon animals or plants. Multiple Actions: No Description: A nova with this power has the ability to communicate with animals or plants (she must choose only one when the player buys the power). This communication is telepathic, but if the creatures have the ability to make noises or communicate in other mundane fashions, she can understand those as well (though she may not be able to reply, and in any event such, languages are likely to be crude indeed). Furthermore, the character can emit a telepathic call to summon a particular creature (or any creatures within range) to her side. This call has a range equal to two kilometers per dot in Animal/ Plant Mastery. Any
creatures subject to the call will come to the character at their best speed; plants, of course, cannot move and will not be able to respond. Once in the characters presence, they will treat her in a friendly fashion and do their best to respond to her requests, though they are not obligated to take her orders. Plants cannot physically uproot themselves; however, characters can attempt to animate foliage in the immediate vicinity. For example, trees might club at foes with their branches, while vines might wrap themselves around the characters enemies. The system for this power is treated as the Animation technique under the Molecular Manipulation power (p. 212), except that the character substitutes her Plant Mastery rating for the Molecular Manipulation rating. Animals (or plants, depending on the power) will regard a character with Animal (or Plant) Mastery as their friend and boon companion until the character does something to prove otherwise. They will not harm her, and they will seek to prevent others from harming her as well. This power does not enable them to overcome their basic natures; the Storyteller should feel free to assign specific personalities to creatures based upon their natures. For example, lions and tigers might seem regal; poison ivy sarcastic and snide; antelopes nervous and edgy. However, whatever their natures, they will still try to help the character. Extras: Nature Mastery (character can exercise both Animal Mastery and Plant Mastery).
plates that cover his body. Usually the form of the protection is based on the nature of the characters powers. A character who can manipulate ice and cold might be covered with a suit of ice armor, for example, while a shapeshifter might warp his skeleton into stegosaurlike plates. However, special effects are not required; its possible for the character simply to be more durable than normal and still look the same as always. I n any event, the power is permanent, costs no quantum points to maintain and can be turned on and off at will. For each dot of Armor, the character may add three to soak bashing and lethal damage. At the Storytellers option, the player may vary the ratio of the soak, assigning more to bashing and less to lethal or vice versa. Extras: Superheavy Armor (nova can spend three quantum points to fortify his Armor for a scene; while so fortified, the novas Armor provides four extra soakagainst bashing/ lethalattacks, and the difficulty to hit him increases by one per dot of Armor; however, he loses three from Initiative [minimum 11, two from walking speed and five from running/ sprinting speed, and loses one die from all Dexterity-based dice pools [minimum 11)
Bioluminescence
Level: 1 Quantum Minimum: 1 Dice Pool: Stamina + Bioluminescence Range: Variable Area: Special 0 Duration: 1 minutes per success Effect: Character emits light. Multiple Actions: No Description: A nova with Bioluminescence can emit visible light. This light is not strong enough to blind other characters, but it definitely helps light the way through the dark places.To use it, the character spends one quantum point and rolls Stamina + Bioluminescence, allowing 0 him to emit a soft glow for about 1 minutes per success. This light is bright enough to read by easily; it may make the character look either eerie or angelic (depending upon the character and his special effects). For an additional quantum point, the character can project a beam of light like a flashlight. This beam has a
Armor
Level: 2 Quantum Minimum: 1 Dice Pool: N/A Range: Self Area: N/A Duration: Permanent Effect: Character receives +3soak against bashing and lethal damage per dot in Armor. Multiple Actiom: No Description: This power represents a nova who is more resistant to damage than most. He may have thick, chitinous skin, a glowing Force Field of some kind (not to be confused with the power of the same name) or metal
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Richard De Remer (order #1069967)
range of 15 meters per success, and it lasts as long as his glow. Extras: lncreased Spectrum (normal Bioluminescence is only visible light; with this extra it emits infrared and ultraviolet light as well)
Body Modification
Level: N/A Quantum Minimum: 1 Dice Pool: N/A Range: Self Area: N/A Duration: Permanent Effect: Modifies characters body in various ways. Multiple Actions: N/A Description: This power simulates a modification to the novas body. This modification is permanent; it costs no quantum points to maintain or use, any more than the characters arms or legs do. Listed here are some suggested modifications, along with the nova- or experience-point costs to buy them. Players may create others if they wish, but the Storyteller must approve all new modifications. See also the Claws power. AdhesiveGip: (two nova pointslfour experience points): The nova can physically or ionically bond with surfaces. This allows her to walk up walls or along ceilings at normal walking speed, and to cling to those surfaces with her normal Might rating. Chromatophores: (one nova point/ three experience points) The characters skin can change color, like a chameleons or squids. The player adds three dice to his Stealth skill totals, as long as the character is mostly naked or wearing attuned eufiber. Extra Limbs: (one nova point/ three experience points) The character has one or more extra limbs; he may define what they are and to what part of his body they are attached. These limbs are considered to be as
useful as arms/ hands. The character subtracts one from multiple action penalties (so a character taking three multiple actions would act at -2, -3 and -4 penalties instead of the usual -3, -4 and -5). This bonus is applied before any reductions from the Multitasking enhancement (p. 167). Extra Health Levels: (one nova point/ three experience points) The character has extra health levels, perhaps because he has duplicates of some or all OF his important organs. One nova point buys an extra Bruised health level or two extra Maimed health levels. Gills: (one nova point/ three experience points) The character has gills that allow him to breathe underwater. Spines: (two nova points/ six experience points) The character can extrude spikes From his body, or perhaps his body is naturally edged (For example, a nova made of living crystal). The spines change the novas clinches, holds and tackles to lethal damage and inflict an amount of lethal damage equal to the attackers damage dice pool (maximum 1 dice) on anyone contacting 0 the nova with a Brawl or Martial Arts attack. Tendril: (one nova point/ three experience points) The character can extrude a tentacle, whip, Flagellum or other similar limb. This limb can be physical or made of energy; it can be used to grab, lash or constrict a target, or for the character to swing on. The tendril extends two meters per nova point/ three experience points spent. The tendril can inFlict Strength +4 bashing damage (or Strength +2 lethal damage; players choice); if the tendril is made of energy or some other unusual substance, it may, with the Storytellers permission, do damage based on some other Attribute. Webbed HanddFeet: (one nova point/ three experience points) The characters hands and/ or feet are webbed, allowing the character to swim at double running speed. WingdPatagia: (three nova points/ six experience points) The nova grows a pair of leathery bat wings or feathered bird wings, or he simply stretches a flap OF his own skin along his sides beneath his arms. This modification allows a character to control his falls safely or glide at his normal running pace. (This modification does not confer the same amount of control or speed as the Flight power.) Extras: None.
Bodymorph
Level: 2 Quantum Minimum: 3 Dice Pool: Stamina + Bodymorph Range: Self Area: Nf A Duration: Maintenance EFfect: Allows character to take on aspects of one specific type of matter or energy. Multiple Actions: Yes Description: Bodymorph is a powerful ability possessed by only a few novas. It allows the nova to transform her body into a specific type of matter or energy. For example, she could transform her body to rock, to fire, to wind or to computer chips and circuitry. The player must choose what form that the character can assume when he buys the power. The Bodymorph power provides certain base abilities, depending on the form chosen; thereafter, Bodymorph dots essentially simulate enhancements or dots of other Level One and Two powers; when transforming, all Bodymorph powers activate simultaneously when the character pays the quantum cost to transform. The character may transform herself automatically. However, the characters dots in Bodymorph define how effective the change is. It is up to the player to define where his characters Bodymorph dots are allocated, subject to Storyteller approval, but once they are defined, they cannot be changed. For example, when creating a character with a rock body, a player might buy Bodymorph 4 and assign one dot to Armor and three to Density Control (Increase). He cannot change that allocation later. Of course, if he buys another level of Bodymorph with experience points he can decide where that dot is allocated at that time. If a nova wishes to use Bodymorph as a defense against an incoming attack (for example, to turn to flame to avoid being damaged by a flame blast), he may do so. This form of defense does not require an action, but it is easier if an action is available. If the character does not have a delayed action to use to do this, he must spend a point of Willpower instead. He then rolls Stamina t
3odymorph; even one success allows him to assume his alternative form in time to absorb some of the force of :he attack, and each success reduces the damage the 3ttack inFlicts by one level. Here are some guidelines for the general proper:ies of most forms: Stone/metal/hard solid: The character automati:ally inflicts two extra dice of damage with Brawl and Vartial Arts attacks, and all attacks directed at the character incur a difficulty penalty of one t o hit him. 3odymorph dots often translate into levels of Density Control (Increase), Armor or Claws. Liquid/amorphous: The character automatically gains the ability to breathe and exist in water, may move through water at twice normal running speed, gains the Flexibility enhancement (p. 154), and may use the Asphyxiation combat maneuver (p. 246). Among other things, Bodymorphdots can translate into equivalentdots of Density Control (Decrease), Poison or Immolate (for characters who turn into acid). At least one Bodymorph dot must be assigned to Density Control (Decrease). Gas: While transformed, the character may automatically move through air at the characters normal running speed, gains +1 soak vs. physical damage (fists, bullets, etc.), gains the Flexibility enhancement (p. 154), and may use the Asphyxiation combat maneuver (p. 246). Among other things, Bodymorph dots can translate into equivalent dots of Density Control (Decrease), Poison, Flight or Storm (allows the character to become a whirling tornado, thus inflicting the equivalent of the Storm technique [p. 1461 in her immediate vicinity). At least one Bodymorph dot must be assigned to Density Control (Decrease). Energy. While transformed, the character inflicts lethal damage with Brawl and Martial Arts attacks, and attacks directed at her incur a difficulty penalty of one to strike her. Bodymorph dots might be assigned to Immolate, Invulnerability (to the appropriate energy type), the EMP technique OF Magnetic Mastery (p. 206), the Electromagnetic Vision enhancement (p. 162), Force Field, or Density Control (Decrease) dots. These are general guidelines only; players can allow Bodymorph dots to represent a number of powers (or even invent their own) subject to the Storytellers approval. Many of the techniques listed under Elemental Anima and Elemental Mastery are suitable as Bodymorph powers. However, all Bodymorph powers are available only while the character is transformed. Ultimately, the Storyteller must arbitrate the use of this power. ForExample: HoustonTornado 2 buys Four dots of the Bodymorph (Air) power, defining this as the ability to turn into wind. She automatically may move through the air a t running speedand use the Asphyxiation com-
bat maneuver (forcing air out o f her Foes lungs); furthermore, she gains cl soak versus physical attacks and may use the Flexibility enhancement. Now HT2 assigns her four dots to Density Decrease, Density Decrease, Density Decreaseand Storm. Whenever HT2 is in wind form, she can make herself much harder to hurt (can activate up to three levels o f Density Decrease) andcan spin herself into a localized whirlwind (can activate the Storm technique as though she hadone dot in Elemental Mastery). However, these powers work onk while transformed, and the character must pay the Bodymorph quantum cost to activate them. Extras: None
Claws
Level: 1 Quantum Minimum: 1 Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance Effect: Converts characters close combat damage into lethal damage. Multiple Actions: Yes Description: This power allows the nova to grow claws, talons or similar natural weapons - maybe even a field of hissing quantum energy around the characters hands. When used in close combat, Claws convert the bashing damage caused by the characters normal punches and strikes into lethal damage. Furthermore, the character may roll one extra damage die per dot he has in Claws. Thus, a Strike by a character with Claws 3 would do Strength +2 (for the maneuver) +3 (for the claws), or Strength +5, lethal damage. Extras: Kinetic Discharge (the character actually stores up kinetic energy in her body, then channels it through anything she touches; this allows the character to add the extra damage to melee as well as hand-to-hand attacks or, by spending a quantum point per shot, to charge thrown objects and bullets with the extra damage)
Boost
Level: 2
Quantum Minimum: 2
Dice Pool: Quantum + Boost Range: Touch Area: N/A Duration: Variable Effect: Each success adds one dot to a specified Attribute; points fade at the rate of one per (Quantum + power rating) turns. Multiple Actions: Yes Description: Boost allows a nova to increase one of his Attributes temporarily. The Attribute affected by the power must be defined when the power is bought, and it cannot be changed thereafter. To use it, the nova must roll Quantum + Boost. Each success adds one dot to the Attribute. Above 5, the Attribute converts to Mega-Attribute 1, to a maximum of Mega-Attribute 5. The added dots fade at the rate of one per (Quantum + power rating) turns, and the power may be used only once per scene. Extras: Extended Effect (dots of Attribute gained from Boost last for a scene); Extra Attribute (power affects one additional Attribute at the same time); Other Person (nova may boost either his or another characters Attributes; other person must be touched to be affected).
Clone
Level: 3 Quantum Minimum: 5 Dice Pool: Stamina + Clone Range: Self
Area: NIA Duration: One scene Effect: Creates one duplicate of the character per success. Multiple Actions: No Description: This power allows a nova to create clones of himself from quantum energies and nearby molecules. To use it, he rolls Stamina + Clone. Each success equals one clone - assuming the character wants to pay for it.At this time, the character must spend one quantum point per clone created, up to the number of successes; he may, of course, spend fewer quantum points if he wishes fewer clones. Clones are exact duplicates of the character -they have the same Attributes, Abilities, powers, clothes and equipment (except that clones do not have the Clone power themselves). However, they are separate persons in a game sense; if one is knocked unconscious or killed, the others are not affected. Clones do not have any sort of telepathic link; they communicate by talking just like ordinary groups of people. Clones are not as powerful as the original character. Clones lose one die from all Traits (Attributes, quantum powers, etc.) for each clone created, to a minimum of 1. Thus, if a character created three clones, those clones would have -3 ratings in all Traits. Moreover, all clones have only half of their creators Quantum Pool. It takes only one turn for a nova to create clones, but the character can do nothing else that turn (not even walking). Once created, the duplicatesremain for a scene or until they recombine with the original character (usually referred to as the host by the clones). To recombine, two or more duplicates need only touch and use an action; again, they can perform no other action during that turn. Recombining is automatic. Clones that do not recombine dissolve into nothingness at the end of the scene, as the energies forming them dissipate. Extras: None
character does not have to possess any relevant Abilities (like Engineering) in order to use these abilities, but it is not uncommon for cyberkinetics to know such skills. A cyberkinetic can send his consciousness through a computer network, allowing him to affect a distant computer, if he can locate the machineat all (typically a Hacking feat). Doing so costs one Willpower, requires total concentration (no other actions) and raises the difficulty OF the skill roll as follows: Computer Affected Time to Accomplish Difficulty t1 Same network Three turns t2 Same city One minute Same continent 10 minutes +3 Transcontinental One hour +4 As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power. She may attempt other techniques, but she must pay double quantum cost and roll against a difficulty penalty of one to activate these powers. Techniques include:
Alter Data
Dice Pool: lntelligence + Cyberkinesis Area: N/A Duration: Concentration Upon a successful lntelligence + Cyberkinesis roll, the cyberkinetic can interface with a computer or similar piece of equipment to alter, read or remove existing data or insert or create new information. The character can read or alter approximately 100 megabytes x Quantum of information per minute. For each success achieved on the lntelligence + Cyberkinesis roll beyond the first, this time is cut in half. Any changes to or deletions of information are permanent; the data must be reentered into the computer by hand.
Control
Dice Pool: Manipulation + Cyberkinesis Area: NIA Duration: Concentration The cyberkinetic can take control of any machine with electronic, mechanical or hydraulic parts. The number of successes achieved on a Manipulation + Cyberkinesis roll indicates the Strength of the cyberkinetics control. I f the machine (or its user or driver) tries to counteract the control, assign the machine a Strength to reflect its power and resolve the situation as a resisted action.
Cyberkinesis
Level: 3 Quantum Minimum: 4 Dice Pool: Variable 0 Range: (Quantum + power rating) x 1 meters or Special Area: Special Duration: Special Effect: Controls computers and machines; the more successes achieved, the greater the control. Multiple Actions: Yes Description: Cyberkinesis is the ability to manipulate machines, particularly electronic machines and computers, encompassing a variety of related abilities. The
Fool
Dice Pool: Manipulation + Cyberkinesis Area: N/A Duration: Concentration The cyberkinetic can insert false images in sensors, security systems or communicationsdevices. The number o f successes achieved on a Manipulation + Cyberkinesis roll indicates the Manipulation rating of
the cyberkinetics control. The Storyteller should assign the device (or its user) a Perception rating; the more sophisticated and powerful the machine, the greater its Perception. A Manipulation versus Perception resisted action then determines whether the cyberkinetics attempt to trick the machine succeeds.
Reprogram
Dice Pool: Intelligence + Cyberkinesis Area: NIA Duration: Concentration A complement to Alter Data, Reprogram allows the cyberkinetic to change the instructions or programming used to run a computer or similar device. The difficulty of the Intelligence + Cyberkinesis roll should be determined by the Storyteller; the more sophisticated the computer and its software, the greater the difficulty. A standard desktop computer would incur no difficulty penalty, for example, while a highly defended military mainframe computer would incur a penalty of three. The changes or additions to a computers software are permanent until otherwise altered. Extras: None
Over Ioad
Dice Pool: Wits + Cyberkinesis Area: N/A Duration: Instant The cyberkinetic overloads the machine in some way - sends a pulse of electricity or electromagnetic energy through it, stresses it so that it jams or seizes up. IF the novas Wits + Cyberkinesis roll is successful, the machine will not work. The Storyteller may increase the difficulty of the roll for machines that are particularly advanced or difficult to affect for some reason.
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Richard De Remer (order #1069967)
Density Control
Level: 2
Quantum Minimum: 3 Dice Pool: Variable Range: Self Area: NIA Duration: Maintenance Effect: lncreases or decreases the characters der sity, granting her armorlike protection or intangibility Multiple Actions: Yes Description: This power allows the character to e ther increase her density or decrease it, but not bot the player must choose which ability the character hi when the power is purchased. A character who can increase her density becomc heavier but also tougher and stronger. To use this pow the character rolls Quantum, adding a number of autc matic successes equal to her Density Control rating; eat success doubles her weight and adds one dot of Streng (or one dot of Mega-Strength if Strength exceeds 5, a maximum of Mega-Strength 5) and one extra soi against bashing and lethal damage. The extra Streng gained does not increase a characters jumping abilil In many characters an increase in density is accomp nied by visible effects such as the characters body turi ing to rock or metal, but this effect is not required. A character who can decrease her density can c so without a roll; however, the character must have, at use, an appropriate number of dots in the power to di crease density. Each level of Density Control adds one the difficulties of hitting the character with all physic attacks except Area and Explosive attacks, so long the character has the power activated. Density Decrease Effect Reduced density; +1 die to dodgt character may ooze or seep throuc cracks and other tiny openings at the rate of one centimeter per tun 0. Greatly reduced density; reduce t half the damage the character takt from any physical attack, correspondingly reduce the effec
tiveness of the characters own at tacks by half; character may ooze through cracks at the rate of one meter per turn. +2 dice to dodge (character flows around attacks). 0.. Completely intangible to physical attacks; character is affected normally by energy attacks, gravity fields, psychic attacks and the like. While intangible, the character can walk through walls and ignore the effects of physical attacks. Attacks such as Strobe, which affects senses the character is still using, and any power which affects the characters mind (like Mirage or Mental Blast), still affect the char acter even though he is intangible. An intangible character needs to breathe, so cannot walk through the entire Earth; he can take damage from attacks such as gases unless he has the Adaptability enhance ment. While intangible, the charac ter cannot affect the tangible world in any way -he cannot fire a gun, pick up any object, punch someone or do anything of the sort. +3dice to dodge. ..e. Completely intangible to physical attacks, takes half damage from energy attacks and suffers only half normal effects from energy fields. +3dice to dodge; otherwise, effects are as at Density Control 0 , above. Completely intangible to all forces except psychic attacks. Character may take an action to turn parts of her body solid, enabling her to attack with a solidified fist, foot, etc; attackers may target the solidified parts, but at normal targeting penalties. +3dice to dodge; otherwise, effects are as at Density Control * e * , above. Extras: Full Control (character can both increaseand decrease his density); Affects Others (character may change the density of persons or objects for a scene by touching them and rolling Manipulation + Density Control; an unwilling target may roll Resistance to resist; an object made superdense gains extra soak and weight, while an object made less dense loses soak or even becomes completely intangible)
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Disintegration
Level: 3 Quantum Minimum: 5 Dice Pool: Dexterity + Disintegration 0 Range: (Quantum + power rating) x 1 meters Area: N/A Duration: lnstant Effect: Causes (Quantum + successes) levels of aggravated damage. Multiple Actions: No D s rpi This terrifying power allows the chare ci tm acter literally to disintegrate (or in some similar way utterly destroy) a person or physical object. To use it, the character pays the quantum-point cost and rolls Dexterity + Disintegration. His successes, plusa number of automatic successes equal to his Quantum, equal the number of levels of aggravated damage the attack inflicts. Extras: None
ented and unable to take action effectively. The efFect can be physical (inducing nausea) or mental (creating hallucinations), depending on how the power is defined, but the end result is the same. To use Disorient, the nova rolls Manipulation + Disorient; the target may oppose this with a Willpower roll. Each net success reduces all of the targets dice pools by one. 1f any dice pool is reduced to half or less, the target cannot use that power or ability at all unless she spends a point of Willpower; any dice pool reduced to zero cannot be used at all. The target may spend a point of Willpower to shake off the effects, but the attacking nova may use the power on the same target multiple times. Disorient, as a Maintenance power, lasts for the normal (Quantum + power rating) turns. The nova may then spend extra quantum points to maintain the power automatically at the same level of successes. However, the opponent may make another Willpower roll, and she gains an automatic success on this roll. If the nova wishes to maintain the power for yet another period, the opponents next Willpower roll gains two automatic successes, and so on. Extras: None
Disrupt
Level: 2 Quantum Minimum: 3 Dice Pool: lntelligence + Disrupt 0 Range!: (Quantum + power rating) x 1 meters Area: N/A Duration: Maintenance Effect: Reduces the effectiveness of powers by one dot per success. Multiple Actions: Yes Description:This power represents a novas great control over quantum energies. With it, he can disrupt another novas control over any quantum power (but not Mega-Attributes or enhancements). To use it, he need only spend the quantum points and roll lntelligence + Disrupt. The target may resist with a Quantum + Node roll. Each net success the nova achieves over the number of successes achieved by his target reducesthe power by one dot per success.
Disorient
Level: 2 Quantum Minimum: 1 Dice Pool: Manipulation + Disorient 0 Range: (Quantum + power rating) x 1 meters Area: N/A Duration: Maintenance Effect: Allows character to confuse and weaken opponents. Multiple Actions: Yes Description: A nova with Disorient can cause another character to become confused, weakened, disori-
Disrupt can affect any power; the nova may, for example, disrupt his targets Quantum Bolt one turn, and his Force Field the next turn. However, without an Extra it cannot aFFect multiple powers at once. Moreover, it is difficult to use Disrupt multiple times in succession against the same target; each subsequent use of Disrupt against the same target incurs a +1 difficulty penalty. Extras: Extra Power (Disrupt may aFfect any two powers at once)
Domination
Level: 2 Quantum Minimum: 3 Dice Pool: Manipulation + Domination Range: (Quantum + power rating) x 10 meters Area: NIA Duration: Concentration Effect: Take control of targets brainwaves; number OF successes indicates degree OF control. Multiple Actions: Yes Description: This mental power allows a nova to project his quantum consciousness into a sentient targets brainwaves. With sufficient successes, he can make his victim do anything, up to and including killing himself. To use Domination, the nova must spend the necessary quantum points and roll Manipulation + Domination in a resisted action against the targets Willpower. If
:he nova scores more successes, he succeeds in achievng control. The degree OF control depends upon how nany successes the nova has left after subtracting the tictims Willpower successes, as follows: After control has been achieved, a character afFectedby Dominationmay roll Willpower; if she succeeds, she may then spend one point OF Willpower to decrease the attacks eFFectiveness - the Willpower point reduces the successes (and thus the command intensity) by one. For example, a character who is being Dominated is told to shoot a friend. She makes a Willpower roll at normal difficulty, succeeds, then spends a point OF Willpower to reducethe effect to Major. The Storyteller rules that she summons up enough strength OF will to turn the gun aside and shoot a wall instead OF her comrade. In order to use Domination, the nova must be able to communicate with his subject - Domination is not inherently telepathic. IF the target is too far away to hear a command or cannot understand a command For some reason, even Total Control may be useless. Extras: Telepathic (Domination is telepathic - orders can be communicated automatically, without the need for speech); Parasitic Possession(nova spends three quantum and a Willpower point to discorporate and psychically possess victim; novas body disappears, and nova becomes a being of quantum-charged brainwaves inhabiting victims central nervous system; may substitute own personalityFor that OF victim, up to the limit OF the successes rolled; while in possession the nova gains the victims physical Traits, Appearance and nova powers, as well as his own Mental Traits, Charisma, Manipulation, Willpower and mental powers, and may leave the host body via the expenditure OF a Further three quantum and one Willpower point; however. iF nova-possessedvictim dies while nova is possessing, the novas consciousness dies as well; this power has a range of [Quantum t power rating] meters, and the nova mud make eye contact with the victim; victim resists with Willpower per normal Domination rules)
SUCCaSEes
One Two
Command Intensity MinorlQuirky: Blink, eat a bug, wear Malor/Noteworthy: Do the novas ch
Four
ing) whomever the nova indicates i t < Iota1 Lontrol: Commit suicicie; perrorm any tasK, no mamer now difficult or vile.
Elemental Anima
Level: 3
Quantum Minimum: 4 Dice Pool: Variable Range: Special Area: Special Duration: Variable Effect: Character can control a particular substance or phenomenon. Multiple Actions: Yes Description: A nova with Elemental Anima can project her quantum consciousness into a particular element - fire, sound, ice, electricity or whatever the player can think of and the Storyteller will allow - investing it with IiFe. This power allows her to take control of it and shape it to her will. Note that the character cannot create the element (doing that requires the Elemental Mastery power) - she can only affect and manipulate elemental matter that already exists. The player must choose which element the nova can control when buying the power. This control offers the nova a variety of techniques. The exact techniques differ from element to element,
based on the nature of those elements and the specific techniques the nova masters. The player may pick one OF the listed techniques for each dot the nova has in the power; these techniques are ones the nova has mastered and may freely perform. The techniques chosen should be appropriate to the element that is being controlled - fire or water powers may provide movement abilities, for example, but its unlikelythat darkness would. The character may also try to perform other techniques, either ones listed here or entirely one-shot, off-the-cuff stunts. However, such effects cost double the quantum points and suffer difficulty penalties of one; the nova has mastered only the techniques her dots allow her to. The Storyteller has the absolute right to allow or refuse a particular use of power, based on her interpretation of the elements inherent limits. FwExampk:LaNiia buys ElementalAnimaat 3, defining the power as the ability to manipulate, focus and disperse air and wind.for her three masteredabilities,she chooses Enhance/ Diminish (can whip winds to a gale or calm them), Lethal Blast (knifelike wind-serpents that vaguely resemble hissing moray eels) and Movement (shapes winds into a cloaklike form, enabling her to sail aloft andglide through the air). She may use these abilities
at the standarddiFhcu/ty.l f Niia wished to Focus air into a defensivescreen (the Wallability), she could t/y,but shed have to pay double (six quantumpoints), andshedsuffera diFficultypenalty of one. 1f the Storyteller or a player wishes to create additional techniques, the examples can serve as guidelines for levels of power and rules. As a basic rule of thumb, no technique gained through Elemental Anima should be as powerful as the same or similar ability bought on its own. The duration of Elemental Anima techniques varies. Attacks are typically Instant; movement techniques usually have a duration of Maintenance; other durations are noted below. The range of a technique is typically the standard (Quantum + power rating) x 10 meters, but different ranges may be noted in the text, as is the area of any technique that covers one.
Enhance/Diminish
Dice Pool: lntelligence + Elemental Anima 0 Range: (Quantum + power rating) x 1 meters Area: (Quantum + power rating) x 10 meter radius Duration: Maintenance The character can increase or decrease the effect of the element in an area - for example, brighten or dim light, or increase or decrease the damage caused by Fire. The effect can be enhanced or diminished by 25% per success rolled. If the element is a damaging effect, each success increases or reduces the intensity of the element (or any element-based power) by two damage dice. The nova may not enhance her own or another characters powers with this effect, but she may attempt t o reduce a rival elementals powers. If another characters power is being reduced, a resisted action pitting the novas Quantum + power rating against the targets Quantum + power rating is required; each net success reduces the targets power rating by one dot. If the power rating is reduced to zero, the target cannot use his power for a number of turns equal to the elementals power rating. No roll is required, but quantum points must be paid as usual. Note: If the element controlled is air, and the nova reduces the effect to 0%, she creates a vacuum in the area. Characters without appropriate Life Support who are caught in a vacuum may suffocate; see Suffocation and Drowning, p. 257.
Alter Temperature
Dice Pool: N/A Range: Variable 0 Area: (Quantum + power rating) x 1 meters Duration: Maintenance The character can increase or decrease the temperature of the air in an area around himself (which is appropriate for fire and ice powers primarily). The character can alter temperature by 10 degrees Celsius for each dot in the power. No roll is required, but quantum points must be paid.
Blast
Dice Pool: Dexterity + Elemental Anima Range: (Quantum + power rating ) x 10 meters Area: NIA Duration: Instant The nova shapes, strengthens and redirects the element, turning it into a damaging blast that inflicts [Quantum x 21 levels + (power rating x 3) dice of bashing damage. If there is only a small amount of the element available, the Storyteller may reduce the range or damage.
Lethal Blast
Dice Pool: Dexterity + Elemental Anima Range: (Quantum + power rating) x 10 meters Area: NIA Duration: lnstant The character can shape an existing quantity OF the element into a deadly attack - sharp shards of stone, razor-sharp tendrils of water or air, a laser or the like. This attack inflicts [Quantum x 21 levels + (power rating x 2 ) dice of lethal damage.
Elemental Shield
Dice Pool: Wits + Elemental Anima Range: Self Area: NIA Duration: Instant The character can turn the element away from himself, thus protecting himself and anyone directly next to him from the brunt of its effects. Roll Wits + Elemental Anima; each success counts as four soak that apply only to attacks based on that element. This technique can be aborted to as a defensive action.
Movement
Dice Pool: NIA Range: Self Area: NIA Duration: Maintenance The character directs the element in such a way that he can move quickly. The nature of the movement depends on the element Novas who control wind have it pick them up and waft them where they wish to go; elementals who control earth and rock ride waves of earth or tunnel through the soil. The character can move at the rate of (power rating x 2) + 20 meters per action, or (40 x power rating) kilometers per hour out of combat.
Shaping
Dice Pool: Wits + Elemental Anima Range: (Quantum + power rating) x 5 meters Area: Special Duration: Maintenance The character may alter the shape of a quantity of the element. No more than (three cubic meters of the element x power rating) can be affected at once. The character can create geometric shapes or simple sculptures such as fire-people or ice statues. If the player makes an Arts (Sculpture) roll, the character can create extremely detailed and beautiful shapes. If the nova attempts to use this power offensively (for example, to sculpt a pit under a foe or trap an opponent in a burning ring OF fire), the player must make an attack roll (Wits + Elemental Anima), which the target can dodge normally.
ally leaves the ground (unless the character is creating a screen of hardened air molecules, for instance). The Storyteller may declare the wall useless against certain attacks; for example, a wall of wind would blow aside physical attacks and snuff fires, but it would have little effect on electricity. Extras: None
Elemental Mastery
Level: 3 Quantum Minimum: 5 Dice Pool: Variable Range: Variable Area: Variable Duration: Variable Effect: The nova can create, alter and control various substances or phenomena. Multiple Actions: Yes Description: Elemental Mastery is similar to, but transcends, Elemental Anima. Whereas Elemental Anima allows a nova to manipulate an existing element, Elemental Mastery allows him actually to create that element or
Wall
Dice Pool: N/A Range: Special Area: (Quantum + power rating) cubic meters Duration: Maintenance (and see below) The character raises a wall of the element in front of him. For each dot in the power, the nova gains two soak against appropriate attacks unless the attacker can somehow shoot around it.The wall moves as the character moves, but it immediately collapses if she intention-
phenomenon, thus greatly expanding the range of his elemental abilities. Like Elemental Anima, Elemental Mastery provides a list of techniques, and characters may master one technique per dot in Elemental Mastery. Characters may attempt to use techniques they havent mastered, but the players must pay double cost and roll against a difficulty penalty of one. The techniques chosen should be appropriate to the element being generated - fire or earth powers may provide Imprison, for example, but its unlikely that light powers would. Characters may choose from the techniques listed here or make up their own, with the Storytellers permission and approval.
urn point during the initial attack, it inflicts damagc vould a clinch.
Lethal Blast
Dice Pool: Dexterity + Elemental Mastery Range: (Quantum + power rating) x 10 meters Area: NIA Duration: lnstant The character can throw or project a lethal di tge blast of the element - anything from a blas i-eezing cold to a dehydrative attack that sucks the :er out of the targets body. This attack inflicts [Qu :urn x 2 levels + (power rating x 2) dice of lethal d; 1 age.
Blast
Dice Pool: Dexterity + Elemental Mastery Range: (Quantum + power rating) x 1 meters 0 Area: NIA Duration: lnstant The nova generates a blast or bolt of the element that inflicts [Quantum x 21 levels + (power rating x 3) dice of bashing damage.
Propel
Dice Pool: NIA Range: Self Area: NIA Duration: Maintenance By creating a blast of the element behind 1 A F , the character can move at rapid speeds - (pa -ating x 2) + 20 meters per action, or (40 x power ins) kilometers per hour out of combat. Where and the character can move depends on the element; Prl based on Fire would be like Flight, whereas Propel b z on water would work only in water and would be Hyperswimming.
Crush
Dice Pool: Dexterity + Elemental Mastery 0 Range (Quantum + power rating) x 1 meters Area: NIA Duration: lnstant The nova is able t o create a quantity of the element that picks up the target and slams him into a nearby sturdy object such as a building or tree, or simply crushes him. This attack could represent an intense burst of wind, a hand of stone which grows out of the ground and grabs the victim or phoenix-talons of fire. The character rolls lntelligence + power rating; each success allows the target to be moved up to 10 meters (if the nova so desires); the victim takes a number of bashing damage levels equal to twice the successes rolled, and her Initiative on the next turn is reduced by one per success.
Shield
Dice Pool: NIA Range: Self Area: NIA Duration: Maintenance The character can create a Force Field-like I tective barrier of the element around himself. This I rier provides two extra soak per dot versus bashing lethal damage. For an extra quantum point, the SI causes harm to anyone who touches it (it inflicts a n ber of dice of bashing damage equal to the charac power rating). The Shield slightly obscures others of the character, but it does not interfere with his VI at all.
1
Imprison
Dice Pool: Wits + Elemental Mastery Range: (Quantum + power rating) x 10 meters Area: NIA Duration: Maintenance The nova is able to confine a target within a quantity of the element. Examples include creating a fiery cage, suspending a victim in an invisible fist of air or causing someone to sink up to his neck into solid rock. The confining element has a Might equal to twice the number of successes rolled; the trapped character may break out of it just as he would from a clinch. Imprison inflicts no damage ordinarily, but if the nova spends an extra quan-
Sphere
Dice Pool: Dexterity + Elemental Mastery 0 Range: (Quantum + power rating) x 1 meters Area: (Quantum + power rating) x 3 meters Duration: lnstant The character can project a large ball or sphei the element, which injures anyone within its radius. blast inflicts (power rating x 3) dice of bashing dan in the listed radius.
Storm
Dice Pool: Wits + Elemental Mastery Range: (Quantum + power rating) x 1 meters 0 Area: (Quantum + power rating) x 5 meters Duration: Concentration The character can generate a stormlike area Fille with the element. Examples include blizzards, firestorm sandstorms, earthquakes, tornadoes, sonic fields and ic patches. Each turn, Storm typically inflicts two levels bashing damage per dot in the power rating, reducc opponents dice pools by two (from whipping winds, f ery gouts or poor footing) and halves movement and v sion. Other effects are up to the Storyteller and shoul be based on common-sense views of the effects of t E element. For example, anyone moving through a blizzar or earthquake might have to make an Athletics or Fligl roll to keep from slipping and falling, and they would ric hypothermia; anyone in a firestorm would take leth, damage instead of bashing. Extras: None
stronger or weaker. Doing so does not necessarily prompt the target to do anything, but it does make it more likely that the target will take some kindof action. For example, if a nova detects that a target is angry at the government, he might heighten that emotion to a blinding rage. How the target deals with his range is beyond the novas control. The target might begin a vitriolic letter-writing campaign, or he might pick up a submachine gun, walk into the nearest courthouse and begin firing. To detect a targets emotions, the nova must roll Perception + Empathic Manipulation in an opposed roll against the targets Willpower. Even a single net success on the novas part is enough for him to determine the targets emotional state and against whom or what that emotion is directed. Manipulating those emotions requires a Manipulation + Empathic Manipulation roll, resisted by the targets Willpower. For each net success achieved, the nova can adjust the targets emotions up or down on the following table by one step. The Storyteller should use this table as a guideline for emotions not covered. The emotional changes brought about by Empathic Manipulation last a scene or so (in the case of weaker emotions) or as long as the nova concentrates on them and pays quantum points per (Quantum + power rating) turns to maintain them (in the case of strong emotions). After that they abate normally. Lesser emotionstake time to fade, but extreme emotions quickly cool down to lower levels. Circumstances may affect this, however. Extras: None
Empathic Manipulation
Level: 2 Quantum Minimum: 2 Dice Pool: Variable (Willpower resisted) Range: (Quantum + power rating) x 20 meters Area: N/A Duration: Special Effect: Controls and manipulates a targets emo tions. Multiple Actions: Yes Description: Empathic Manipulation is, in essencz a highly specialized form of Domination or Telepathy. 1 allows a nova to detect and manipulate a single target emotions. For example, the nova can make emotion
Entropy Control
Level: 3 Quantum Minimum: 4 Dice Pool: Intelligence + Entropy Control Range: Variable Area: Variable Duration: Special Effect: Character can control and manipulate entropic forces. Multiple Actions: Yes Description: A character with this suite of abilities IS a master of the Forces of entropy that are always at work in the universe. His quantum consciousness is able to tap into, summon and manipulate entropy the same Nay other novas play with fire or ice.
Probability Corruption
Dice Pool: Entropy Control Range: (Quantum + power rating) x 5 meters Area: N/A Duration: Maintenance This technique allows a nova to cause the forces o entropy to overwhelm a single target, making it morc likely that he will fail disastrously. To use it, the nova roll Entropy Control. Each success achieved results in a 10s of one die (or one automatic success) for all rolls madl by the target. Additionally, the target will botch a roll i he rolls no successes and any die comes up 1 or 2. Thesi negative effects last as long as the nova pays quantun points to keep the entropic forces focused on the vic tim. Extras:None
Extras: Distant Scan (range is increased to [Perception + power rating] x 1000 km, but the process of scanning at this distance takes at least 15 minutes per 1000 km of distance, and the nova may take no other actions, or even perceive his immediate surroundings, while so scanning; furthermore, the Perception + ESP roll to target is at +1 difficulty per 2000 km)
ESP
Level: 2
Quantum Minimum: 3 Dice Pool: Perception + ESP Range: (Perception + power rating) x 20 meters Area: NIA Duration: Concentration Effect Allows character to sense his surrounding from a focus point at range. Multiple Actions: No Description: By attuning himself to quantum ebb and flows, the nova may sense things at much greate ranges than he normally could. The sense that ESP af fects must be chosen when the power is purchased an cannot be changed thereafter. To use ESP, the nova need only spend the quantur points and concentrate. He then defines a focus point somewhere within the powers range. He can sense fror that focus point as if he were standing right there. Thus this power is perfect for seeing through walls or 0th erwise spying on people. The nova must make a Perception + ESP roll (n range penalties) to target the power, and the clarity c the scan is based on the number of successes rolled:
Flight
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Flight Range: Self Area: NIA Duration: Maintenance Effect: Allows character to fly at the speed of (power rating x 4) + 40 meters per action. Multiple Actions: Per normal movement rules. Description: This power allows the character to Fly through the air, outer space and similar three-dimensional areas. He can fly at a speed equal to (power rating x 4) + 40 meters per action in combat; out of combat his speed is (Quantum + Flight) x 50 kilometers per hour.
Normally, no roll is required to use Flight. If tk character wants to perform aerobatic stunts or fl through narrow openings at high speeds without hurtir himself, the Storyteller may require a Dexterity + Fligl roll to determine whether the character succeeds. T I character may also substitute Dexterity + Flight for normal Dodge roll while in the air; depending on th characters movement, this may allow him to dodge e , plosions and area attacks, though particularly large-scai blasts might cost the character his entire action. Extras: Underwater (character may use his Fligl underwater and through other bodies of liquid)
Gravity Control
Level: 3
Quantum Minimum: 4 Dice Pool: Variable Range: Variable Area: Variable Duration: Variable Effect: Character is able to manipulate gravity and gravitic fields. Multiple Actions: Yes Description: A nova with this power is a master of gravity. He is able to lift and move objects, fly by manipulating gravitic forces and otherwise control gravity. As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but the player must pay double quantum cost and roll against a difficulty penalty of one to activate these powers. Techniques include:
Gravitic Blast
Dice Pool: Dexterity + Gravity Control Range: (Quantum + power rating) x 10 meters Area: N/A Duration: lnstant By manipulating micropockets of intense gravity around a target, the nova can bash and tear it apart. The end result is similar to a Quantum Bolt. This attack does [Quantum x 21 levels + (power rating x 3) dice of bashing damage or [Quantum x 21 levels + (power rating x 2) dice or lethal damage (novas choice).
Force Field
Level: 2 Quantum Minimum: 2 Dice Pool: Stamina + Force Field Range: Self Area: N/A Duration: Maintenance Effed: Quantum + (2/success) extra soak verst bashing and lethal damage. Multiple Actions: Yes Description: This power provides extra protectic for a nova. Most novas are already pretty hardy, but or with this power may be virtually untouchable. Force Fie1 provides a number of extra soak equal to the character Quantum. The nova then rolls Stamina + Force Field. Eac success adds another two soak. This soak protects ver sus bashing and lethal damage. Force Field can be used to block or parry attack including attacks with quantum powers. The novas Forc Field rating is substituted for Brawl or Martial Arts. Extras: Wall (allows character to project a wall of force at a range of three meters per dot in Force Fielc the basic wall is two meters long by two meters high an can be made two meters taller or longer per dot in th power; the character can alter the dimensions with eac use if he so chooses).
Gravitational Field
Dice Pool: Wits + Gravity Control Range: (Quantum + power rating) x 5 meters Area: (Quantum + power rating) x 3 meters Duration: Concentration The nova can alter the gravity in a given area. For each success achieved on a Dexterity + Gravity Control roll, he can warp local gravity by up to .5 g (normal Earth gravity is 1 9). Weight of objects is increased or decreased by an equivalent amount; a 100 kg object in a 1.5 g field weighs 150 kg. Objects in a zero-g field weigh nothing, while objects in a negative-g field fall upward until out of the field. The nova can be selective if he wishes, increasing some objects mass, decreasing others and leaving yet others alone. A creature or object that becomes too heavy cannot move (or be moved), and it may collapse under its own weight if it becomes heavy enough. If the nova tries to affect a living thing with a Gravitational Field, the target may resist with Willpower.
Gravitic Flight
Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance The nova is able to manipulategravity to pick himself up and fly crudely. His flying speed is equal to (power rating x 2) + 20 meters per action, or (40 x power rating) kilometers per hour out of combat.
Gravitic Shield
Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance The character can project waves of gravity around herself. Doing so provides an excellent defense against incoming projectiles and deflects hand-to-hand physical attacks. Each turn, the character can subtract her dots in Gravity Control from the attack successes of any physical projectile attack (bullets, thrown objects, etc.); furthermore, the Gravitic Shield provides one soak per dot against any projectile attack that does connect. She may subtract half her dots in Gravity Control (round up) from the attack successes of any hand-to-hand physical attack. Gravitic Shield does not affect pure energy attacks, like flame attacks or electrical blasts.
son to be healed and spend one quantum point per health level to be healed. The character may heal a number of bashing health levels up to twice her power rating, or a number of lethal health levels up to her power rating. This power may be employed only once per victim per scene. Alternatively, if a character is suffering from poison or a disease, each quantum point adds one die to the afflicted characters Resistance roll. Once the roll succeeds, the poison or disease stops affecting the character. Any damage already taken can then be healed with a normal application of Healing. Healing can even regenerate severed limbs or ruined organs, but to do so costs double quantum and a Willpower point. Extras: None
Gravitokinesis
Dice Pool: Dexterity + Gravity Control Range: (Quantum + power rating) x 10 meters Area: N/A Duration: Concentration The nova may use his ability to manipulate gravity to pick up objects. He can then throw them or hit other characters with them. Doing so is performed in a fashion identical to use of the Telekinesis power (p. 224), except that the dice pool is Dexterity + Gravity Control and the nova must score two successes to gain one success on the Telekinesis lifting chart. Extras: None
Holo
Level: 2 Quantum Minimum: 1 Dice Pool: ManiDulation + Holo Range: (Quantum + power rating) x 10 meters Area: (Quantum + power rating) x 5 meters Duration: Concentration Effect: Creates images; each success adds one to the difficulty of Perception rolls to determine the true nature of the image Multiple Actions: No Description: This power allows a nova to create images - illusions, if you will - with which to trick and befuddle other characters. The player must choose which sense the images affect when he buys the power. As its name suggests, Holo is usually used to create images which can be seen, but auditory images are also popular. To use Holo, the nova rolls Manipulation + Holo to determine how precise and accurate his images are. Failure indicates that the nova fails to create an accurate image. Each success above the first increases the difficulty of Perception rolls to determine the true nature of the illusion by one. If an observer fails his Perception roll, he believes the images are real until he has reason
Healing
Level: 3 Quantum Minimum: 4 Dice Pool: N/A Range: Touch Area: N/A Duration: Instant EFfect Heals one health .-vel of lethal or bashing damage per quantum point. Multiple Actions: Yes Description: This power enables a nova to heal herself or others. To use Healing, a nova must touch the per-
to think otherwise (at which point he may roll Percep. tion again). 1f he makes his Perception roll at any time he instantly recognizes the images for what they are anc can perceive what (if anything) they are hiding. Images created by Holo cannot directly cause harm even if they affect the sense of touch. However, the; could tricka character into harminghimself. For example if Holo is used to make a cliff seem like a grassy meadoh anyone who fails his Perceptionroll could easily walk righ off the cliff to his doom. Extras: Extra Sense (power affects one addition? sense at the same time).
Homunculus
Level: 3 Quantum Minimum: 4 Dice Pool: Stamina + Homunculus Range: Self Area: N/A Duration: Special Effect: Allows nova to separate parts of his bod, or create small creatures from his own body. Multiple Actions: Special Description: Similar in many ways to Clone, thi power allows a nova to separate parts of his body ye retain control over them (for example, detaching hi hands and letting them strangle someone on their own) to create small creatures from his own body, or even t break down his body into a swarm of tiny creatures. Us of the power does not cause the nova any damage. To use Homunculus, the nova spends the require1 amount of quantum points and rolls Stamina + Homun culus. Success means that a body part can be detachel or a creature can be created. The creatures in questio cannot be perfect duplicates of the nova - that re quires Clone - but they could be smaller, or warpel and twisted, versions of him. Detached body parts or creatures can move up t 1 meters per dot in Homunculus away from the charac 0
ter. As long as the character has a line of sight to them, he can control what they do, just as if they were still a part of his body. If line of sight is lost, or if they somehow pass beyond the powers range, they will continue with whatever actions they were performing until their tasks are completed and then stop moving until line of sight and range are reestablished. If a detached body part is attacked, it is considered to have the same Attributes and Traits as the character, but it acts separately from the character (Le., if the character decides to dodge in a particular turn, his detached body parts do not have to dodge; they can attack, block, or do whatever else they want, just as if they were separate characters). If one is stunned or knocked unconscious, the other may continue to act. If the detached body part is killed, the character loses that part of his body permanently. A small creature homunculus has no quantum powers, but it is otherwise considered to have half ratings in the characters normal Traits (i.e., if the character has a Strength of 4, the homunculus has a Strength of 2), half normal soak and a Bite/ Claw attack of Str +1 lethal damage. The player may shift points around if he likes (reducing Strength to add to Dexterity, for example). If killed, the main character takes one automatic health level of lethal damage. At two dots and higher, the character can create more than one homunculus. At two dots he can create two homunculi; at three dots, four homunculi; at four dots, six homunculi; at five dots, 10 homunculi. These homunculi can all be the same, or can be different. It costs no additional quantum points to create multiple creatures. Furthermore, if the character has Homunculus 4+, she can break down her entire body into a homunculus swarm of thousands of insect-sized creatures. The swarm moves at the characters normal speed and can flow over an opponent, automatically inflicting a number of levels of lethal damage per turn equal to the power rating (soak protects normally against this damage). The swarm can flow over multiple opponents; the character simply divides the levels of lethal damage between or among all appropriate targets. Thus, iF the homunculus swarm could potentially inflict four levels of lethal damage per turn, the character could flow over three opponents, inflicting two levels per turn to one foe and one level per turn to the other two. A homunculusswarm takes a maximum of one health level of damage from most attacks, but fire, explosion and area attacks affect it normally. It takes only one turn for a nova to create a single homunculus, but the character can do nothing else that turn (not even walking). Once created, the homunculus
does not cost quantum points to maintain; it remains a no cost until it recombines with the original character To recombine, two or more homunculi need only toucl and use an action; again, this is the only action they cai perform that turn. Recombining is automatic; it does no require a roll. Extras: None
the sonic booms (consider this effect the equivalent of causing damage equal to the Mega-Strength enhancement Thunderclap along the characters backward trajectory, but substituting dots in Hypermovementfor dots in Mega-Strength). Characters using Hypermovement have to be very careful about their effect on the world around them. A character who moves at full tilt may take no other actions (except Hyperspeed or Aerial Slam) while so doing, but the difficulty to hit him increases by one per dot in the power; thus, anyone attacking a nova mentioned with Hyperrunning 4 has to roll against a difficulty penalty of at least four if the target is moving at full speed. 1f a character has to maneuver suddenly while using Hypermovement, the Storyteller can have him make a Dexterity + Hypermovement roll to do so. Extras: Extra Mode (power affects one additional mode of movement)
Hypermovement
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Hypermovement Range: Self Area: N/A Duration: Maintenance Effect: lncreases characters running, flying o swimming speed. Multiple Actions: N/A Description: A nova with Hypermovement can run swim or fly at super-fast speeds. At higher levels Hypermovement allows a character to outpace bulle trains, jetfighters and other vehicles. The player mus specify which mode of movement Hypermovement en hances (running, swimming or Flight, but not technique from powers such as Elemental Mastery or Gravity Con trol) when he buys the power. Hypermovement works by increasing the multiplie used to calculate the characters movement rate. Eacl dot adds six to the multiplier. For example, in combat a characters can sprint at a rate equal to (Dexterity x 3). 20 meters per action. A character with Hyperrunning moves at (Dexterity x 7) + 20 meters per action. 1F hl increases the power to Hyperrunning 4, he moves a (Dexterity x 27) t 20 meters per action. A characte with Hyperswimming treats his base swimming score a equal to his sprinting score, then adds the modifiers ac cordingly. Out of combat, Hypermovementsimply converts ti a speed of 500 kilometers per hour times the dots in th, power. Thus, a character with Hyperrunning 4 moves a 2000 kph - breaking the sound barrier, thus causinl significant damage to structures he runs past because o
Hypnosis
Level: 1 Quantum Minimum: 1 Dice Pool: lntelligence + Hypnosis Range: (Quantum + power rating) meters Area: NIA Duration: Special Effect: Hypnotizes target; number of successes defines degree of control. Multiple Actions: Yes Description: Hypnosis is, in effect, a weaker version of Domination. While it allows characters to exert some control over the minds of others, it is harder to use, and it establishes a lower degree of control over the victim than Domination does. A nova with Hypnosis can do anything a character with the enhancement Hypnotic Gaze (p. 174) can do (though all rolls made are lntelligence + Hypnosis, not Manipulation or Mega-Manipulation rolls). Additionally, he can establish more powerful mental control. To do so, he need only spend the required quantum points and roll lntelligence + Hypnosis in a resisted action against the
targets Willpower. IF the nova scores more successes, he succeeds in achieving control. The degree of control depends on how many successes the nova has left after subtracting the victims Willpower successes, as follows: successes Command lntensity One Very Minor: You are getting sleepy.... Quirky: Wear a particular suit of Two clothes, pet an imaginary dog Minor: Eat a bug; go to a particular, Three easily accessible location Four or more Major/Noteworthy: Perform a rela tively easy task for the nova Obviously Domination is much more effective in most situations. However, when used cleverly, Hypnosis can be very effective. Hypnosis also has a longer duration than Domination. As long as the nova concentrates on the target, Hypnosis remains in effect. Once he stops concentrating, Hypnosis remains in effect, if appropriate, for a number of days equal to the characters dots in Hypnosis. This grace period usually lasts long enough for the nova to make his getaway, use an implanted posthypnotic suggestion or take some similar action. Extras: None
in an opposed test against the victims Dexterity. Each net success, plus a number of automatic successes equal to the novas Quantum, reduces the targets Dexterity by one (Mega-Dexterity dots are lost first). Attacks on a partially immobilized target gain bonuses to hit (see p. 249 for specifics). When the targets Dexterity reaches zero, he is completely immobilized. To break out of Immobilize, the victim must exert his Strength or some other Attribute. I n most cases Strength is the proper Attribute, but the Storyteller may choose another Attribute if he feels that is more appropriate - for example, if the lmmobilize is defined as locking up the victims mind, Willpower or Wits would work better for breaking out. The lmmobilize is considered to have an effective Strength, soak and number of health levels equal to the novas Quantum + power rating. 1F this total ranges above 5, every two additional dots provide the lmmobilize with effective levels of MegaStrength - thus, a nova with Quantum 4 and Immobilize 5 creates Immobilize effects that bind targets as though they had Mega-Strength 2. When the victim does enough damage to the lmmobilize to break free, it shatters or otherwise vanishes. A fully immobilized target can be automatically hit, but the Immobilizepowers soak total protects the victim! Extras: Supertough (the lmmobilize effects health levels are doubled); Intangible (Immobilizes soak and health levels do not protect victim)
Immobilize
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Immobilize Range: (Quantum + power rating) x 1 meters 0 Area: N/A Duration: One scene or until destroyed Effect: This power renders a target immobile; each success subtracts one from the targets Dexterity. At zero Dexterity, the target is paralyzed. MultipleActions: Yes Description: A nova with this power is able to paralyze or ensnare targets in some way, which ranges from creating blocks of ice around them, to secreting a paralytic poison, to imprisoning them within a quantum field. To use Immobilize, the character spends the required quantum points and rolls Dexterity + Immobilize
Immolate
Level: 2 Quantum Minimum: 2 Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance Effect: Character surrounds his body with a damaging effect; anyone who touches the nova takes (Quantum + power rating) x 2 dice of bashingdamage or (Quantum + power rating) dice of lethal damage. Multiple Actions: Yes
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Description: This power, a variant of Quantum Bolt, allows a nova to surround himself with flame, electricity, raw quantum forces or some other dangerous substance. The player must choose when he buys the power precisely what surrounds the nova, and this decision cannot change thereafter. When a nova Immolates, he damages anything he touches, or anything that touches him. His touch inflicts Quantum + (power rating x 3) dice of bashing damage, or Quantum + (power rating x 2) dice OF lethal damage. The player must choose upon purchasing the lmmolate power whether the effect is bashing or lethal, and this decision cannot be changed thereafter. If the nova deliberately tries to touch someone, doing so counts as an attack. However, the nova can use a normal close combat attack (such as a punch) and also cause damage from Immolate without the use OF lmmolate counting as a separate action. Similarly, anyone who touches or grabs the character automatically takes the lmmolate damage. This damage does not count as an action or attack by the nova. lmmolate can be extremely effective in combat, but it can also cause problems, since anything the nova touches takes damage. 1f he bumps into an innocent bystander, smashes through a wall or gas pump or simply walks down the street, he damages those people and objects with potentially disastrous results. Extras: Variable (Immolate may be either of two damaging substances; character may switch between them as an action); Aggravated (Immolate inflicts [power rating] levels of aggravated damage)
Description: lntuition is a lesser Form of the Prenonition power. Like Premonition, it warns a nova of )otential threats and dangers. However, it is less sensi:ive, and it works somewhat diFFerently. As with Premonition, the player must make a Per:eption + lntuition roll to determine if there is danger. The differences are twofold. First, lntuition is permalent. The character does not have to spend quantum 3oints or otherwise turn his lntuition on; its constantly ~ t i v and on the lookout for dangers. Second, the warne ng provided by lntuition is much less precise than the me given by Premonition. When the character makes lis roll, the Storyteller simply tells him that he feels that something is not right here. The more successes the Zharacter achieves on the roll, the more precise the StoTyteller should be, but in no instance should he provide 3s much information as Premonition does. lntuition alerts the character only t o dangers t o himself. It provides no warning if someone nearby is in danger. Extras: None
Invisibility
1.
Intuition
Level: 1 Quantum Minimum: 1 Dice Pool: Perception + Intuition Range: SelF Area: NIA Duration: Permanent Effect: Heightens characters awarenessof dangers. Multiple Actions: Yes
Level: 2 Quantum Minimum: 1 Dice Pool: Wits + lnvisibility Range: Self Area: NIA Duration: Maintenance Effect: Quantum + number of successes versus opponents Perception to remain undetected Multiple Actions: Yes Description: lnvisibility renders a nova undetectable to vision, and possibly other senses as well. lnvisibility works against all variants of visual senses (Electromagnetic Vision, High-End Electromagnetic Scan, machinesand security devices), but attempts to detect the invisible character with such enhanced vision gain an extra die unless the nova spends a Willpower point to Fortify his invisible state.
Touse Invisibility, the player needsonly pay thequanturn points and roll Wits + Invisibility. The number of SUCcesses achieved, plusa number of automatic successes equal to the characters Quantum rating, is compared to an Awareness roll for any persons directly attempting to detect the character. Players of characters who are not specifically trying to perceive the invisible character (such as the average person the invisible character passes on the street) are not allowed to roll Awareness at all. If the nova achieves the same or more successes, those trying to perceive him are completely unableto do so. Any attacks made based on that sense suffer Blind Fighting/ Fire penalties (assuming the attacker is making his attack in the proper direction or location at all). If the onlookers achieve more successes, they perceive the character dimly - enough to launch attacks against the character at a difficulty penalty of only one. Invisibility does not cloak a character against detection by other semes -hemay still beheard, smelled, or registered on sonar, for example. However, the Enhanced Effect Extra, below, allows lnvisibility to cloak the character against detection byadditimlsenses.lnthecaseofothersenses,theStoryteller should determine any appropriate effects. For example, Invisibilityto smell might require a character with Bloodhound (p. 162) to make his tracking rolls at increaseddiffiulty. lnvisibility works only for the characters body; rendering ones clothes, effects or carried items invisible requires the Attunement Background (p. 134). Extras: Enhanced Effect (Invisibility works versus one additional sense per success rolled)
Description: Invulnerability is just what it says t makes a character invulnerable, or nearly so, to a spei f i c Form of attack. Each dot in the power adds six soak Nhen resisting damage from that kind of attack, even if :he attack is aggravated. In the case of mental powers such as Domination, each level of lnvulnerability provides six extra successes to any Willpower roll to resist the lowers effects. The character must choose the type of attack to Nhich his lnvulnerability applies. Typically this application is based on a given phenomenon (fire attacks) rather than a specific power (Quantum Bolt). Some possible sxamples include: any one attack form defined by an EImental Anima or Elemental Mastery (fire, ice, earth or light); magnetic attacks or mental powers. Characters may not choose to be lnvulnerable to quantum powers, physical attacks or energy attacks. Extras: Broad Category (player can choose to be Invulnerable to physical attacks or energy attacks, but not quantum powers)
Luck
Level: 1 Quantum Minimum: 1 Dice Pool: Luck Range: Self Area: N/A Duration: Permanent Effect: Successes achieved on roll reduce damage and make tasks easier. Multiple Actions: N/A Description: A nova with this power is extraordinarily lucky. Somehow his quantum consciousness is able to tap into and manipulate fate, probabilities and perhaps even reality itself. Regardless of how its done, Lady Luck smiles on the character and looks out for him. Once per scene, a character may ask to roll his Luck. It is in the Storytellers discretion whether the character may roll Luck; sometimes its better for the game if the character depends on his own abilities. When the character rolls Luck, each success achieved influences the outcome of other events. Exactly what happens is up to the Storyteller, but here are some guidelines.
nvulnerability
Level: 2 Quantum Minimum: 1 Dice Pool: N/A Range: Self Area: N/A Duration: Permanent Effect: Provides t 6 soak per dot against a specific rpe of attack. Multiple Actions: N/A
1
i
Combat: When the character is in combat, the player may divide the successes he gets for Luck in a given turn between his attack and his defense. Successes added to an attack grant one die per success to make the attack and determine its effects. Successes added to defense provide one success (not one die) to all dodge, parry or block rolls (or similar rolls to avoid other effects, such as Willpower rolls to counteract Domination). Abilities: Each Luck success adds one success (not one die) to any use of Abilities out of combat. 1f a character makes two or more Ability checks during the same time frame (turn, minute, or whatever else the Storyteller decides is appropriate), he must divide his Luck successes among the different rolls. Backgrounds: Luck affects rolls associated with Backgroundsjust as it does with Abilities. Remember, though, that Fate is a fickle bitch. If a character botches a Luck roll, he suddenly becomes rea& unlucky for a scene. An unlucky character botches if he rolls no successes and any die comes up 1 or 2. Extras: None
Magnetic Mastery
Level: 3 Quantum Minimum: 4 Dice Pool: Variable Range: Special Area: Variable Duration: Variable Effect: Character is able to manipulate magnetism and magnetic fields. Multiple Actions: Yes Description: A nova with this power is a master of magnetism. She is able to lift and move metallic objects, project magnetic blasts and pulses and otherwise control and manipulate the forces of magnetism. If this power is active, a nova may Block any incoming metal attack, using Dexterity+ Magnetic Mastery as thedice pool. The character may automatically make a Perception + Magnetic Mastery roll to accomplish minor feats like sensing magnetic north, gauging the strength of local magnetic fields, and the like. As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but the player must pay double quantum points and roll against a difficulty penalty of one t a use these powers. Techniques include:
EMP
Dice Pool: Wits + Magnetic Mastery Range: (Quantum + power rating) x 1 meters 0 Area: NIA Duration: Instant
The nova can emit an electromagnetic pulse that disrupts electronic equipment. To use it, the character pays the required quantum points and rolls Wits + Magnetic Mastery. The Storyteller opposes this power with a roll based on the target devices Stamina. The Storyteller should determine the machines Stamina based on how well shielded it is against such attacks. Most machines have a Stamina of l (at most); some military equipment, though, might have a Stamina OF 5 or higher. For each net success the nova achieves, the machine is unable to function for one hour. At the Storytellers option, minor technological devices may be permanently shorted out.
Magnetic Shield
Dice Pool: N/A Range: SelF Area: N/A Duration: Maintenance The character can polarize metal weapons and proectiles away from herself. Each turn, the player can sub:ract her dots in Magnetic Mastery From the attack suc:esse5 of any metal weapon used against her character. This defense also works against novas whose powers iniolve metal.
Magnetic Storm
Dice Pool: N/A Range: Special Area: (Quantum + power rating) x 5 meters Duration: Concentration This power allows the nova to telekinetically lift all in-range ferrous objects of 40 kgs or less, then whirl them around him in a sort of magnetic tornado. He will not be hurt by the flying objects, but anyone within the area of effect acts at -2 to all dice pools and takes (power rating x 2) dice of bashing damage. The damage depends in part on the objects available. 1F there are few metallic objects in the vicinity, the Storyteller may reduce the damage done proportionately. If there are a lot of sharp objects (like knives or nails), the damage may be lethal.
Magnetic Blast
Dice Pool: Dexterity + Magnetic Mastery 0 Range: (Quantum + power rating) x 1 meters Area: N/A Duration: Instant The nova can project a damaging blast of magnetic force, similar to a Quantum Bolt. This attack inflicts [Quantum x 21 levels + (power rating x 3) dice of bashing damage.
Magnetic Field
Dice Pool: Wits + Magnetic Mastery Range: (Quantum + power rating) x 5 meters Area: (Quantum + power rating) x 3 meters Duration: Concentration The nova can create an intense magnetic field in a given area. This field interferes with electronic equipment. Each success achieved on a Wits + Magnetic Mastery roll imposes a difficulty penalty of one for any tasks attempted by or with electronic equipment. At the Storytellers option, some shielded equipment may be able to resist this effect with a Stamina roll, as with the EMP power.
Magnetize
Dice Pool: Perception + Magnetic Mastery Range: (Quantum + power rating) x 1 meters 0 Area: N/A Duration: Maintenance The nova magnetically charges ferrous metal items within the vicinity, causing them to attract or repel one another. This could, for example, wrench a gun from a foes hand or trap an armored guard against the metal bars of a prison cell. A magneticallycharged ferrous object exerts an effective Might equal to the characters Quantum plus the successes scored on a Dexterity + Magnetic Mastery roll.
Magnetic Levitation
Dice Pool: N/A Range: SelF Area: N/A Duration: Maintenance The nova is able to manipulate ambient magnetic fields to pick himself up and fly crudely. His flying speed is equal to (power rating x 2) + 20 meters per action, or (40 x power rating) kilometers per hour out of combat.
Magnetokinesis
Dice Pool: Dexterity + Magnetic Mastery 0 Range: (Quantum + power rating) x 1 meters Area: N/A Duration: Concentration The nova may use his awesome magnetic powers to pick up metallic objects. Once he has them he can throw them or hit other characters with them. This feat mirrors the use of the Telekinesis power (p. 224), except that the dice pool is Dexterity + Magnetic Mastery, and only metal objects can be manipulated. Extras: None
Matter Chameleon
Level: 3 Quantum Minimum: 5 Dice Pool: Stamina + Matter Chameleon Range: Self Area: N/A Duration: Maintenance Effect: Allows character to duplicate properties OF specific types of matter. Multiple Actions: No Description: Matter Chameleon is similar t o Bodymorph, but instead of allowing a character to assume only one form, it gives her the power to have her body take on the properties of any type OF matter or energy she touches. If she touches rock, her body becomes as durable and strong as stone. If she touches tear gas, she becomes intangible and can blind people with her touch. If she touches water, she can flow through pipes and ignore many forms of attack. If she touches fire, she becomes a living flame. To use Matter Chameleon, the nova must pay the required quantum and touch the form of matter or energy whose properties she wishes to assume (doing so does not cause her any damage, even if the substance would normally be damaging), and the player must roll Stamina t Matter Chameleon. Even one success is sufficient to allow her to assume the properties of that form; as long as she keeps paying quantum points, she will retain those properties. Specific Traits granted by Matter Chameleon depend entirely on the material copied, often including extra Strength, soak, or damaging effects. The possibilities are nearly endless, and the Storyteller must ultimately adjudicate as she sees fit. Some general guidelines are: No substance may provide more damage or soak than the lower of a) the substances normal properties; b) the novas power rating x 3. No substance may provide more extra Strength levels than the novas power rating. Exceptional levels of success may allow for modification of these guidelines.
For Example: Karen Roper has Strength 4 and Mater Chameleon 4. She sticks her hand into ajunction box md scores four successes on a Stamina + Matter Chaneleon roll, thus changing into living electricity. Although ier Matter Chameleon rating is quite high, she can nornally inflict no more than six dice o f lethal damage !he amount of current available from the energy source. Yowever, since Karen scored four successes on her roll, !he Storyteller allows her to inflict eight dice of lethal jamage by touch (after all, shes bigger than a junction box, thus might have more current running throughher). Next, Karen touches a flawless diamond, scoring a Tingle success on the Stamina + Matter Chameleon roll. The Storyteller judges that a being made entirely from diamond would have at least 1 extra soak; however, 8 because Karen has Matter Chameleon rating of only 4, 5he may gain a maximum of 1 extra soak by duplicating 2 the diamonds structure. TheStoryteller rules that Karen gains two extra dots o f Strength (raising Karens Strengthto Mega-Strength 1) and the equivalent o f four dots in the Claws power, as Karens fingernails become diamond-hard. If a nova wishes to use Matter Chameleon as a deFense against an incoming attack (For example, to assume the properties of fire based on being hit by a blast of flame), she may do so. Doing so does not require an action, but it is easier if an action is available; if the character does not have a delayed action to use to do so, she must spend a point of Willpower instead. She then spends quantum points and rolls Stamina + Matter Chameleon; even one success allows her to assume that attacks properties, and each success reduces the damage the attack inflicts by one die or level. Forhvnple: Karen Roper is attackedbynerve gas. She rolls Stamina + Matter Chameleon, scoring three successes. The Storyteller rules that Karen completely ignores the effect o f the gas and changes to gas herself. She gains properties similar to Bodymorph (gas); additionally, anyone enveloped by Karen will be affected as though doused with nerve gas (see the Appendix,p. 280, for details). Matter Chameleonhas a few other nice side efFects, too. By spending a quantum point, the character can walk on water or other fluids at normal speed (this does not protect against the efFects of Fluids like acid or magma). By spending three quantum points and touching a solid such as a wall or Floor, the character can attune her molecular composition to that substance, allowing her to phase through the solid at normal walking speed. See Bodymorph (p. 185) for guidelines on the properties possessed by various substances. Extras:None
r
Matter Creation
Level: 3 Quantum Minimum: 5 Dice Pool: Wits + Matter Creation Range: (Quantum + power rating) meters Area: N/A Duration: Special Effect: Creates matter of various sorts Multiple Actions: Yes Description: A nova with Matter Creation can lit erally create matter out of nothingness. He can creat matter in its raw form - such as ordinary iron or woo - or he can create actual objects and devices - suc as a sword, computer or chair. When creating raw materials, the nova simply roll Wits + Matter Creation. The amount of matter create depends on the number of successes rolled:
There is an additional restriction on Matter Creation. The soak, health levels, and/ or dice of damage the object provided causes may not exceed the creators Quantum + power rating total. Thus, a character with Quantum 5 and Matter Creation 3 can create objects that have eight health levels, provide eight soak and/ or inflict eight dice of damage (or less); he cannot create an object hard or durable enough to have nine health levels or provide nine soak. At the Storytellers option, creating complicated devices may require the character to have the skills necessary to build such a device from scratch. Those Abilities substitute for Wits in the roll. For example, to create a car, the character would have to roll Engineering + Matter Creation. Once created, the substance or object remains in existence for one hour per dot in Matter Creation. A substance or object can be made permanent at the cost of a point of permanent Willpower. Extras: None
Mental Blast
Level: 2 Quantum Minimum: 3 Dice Pool: Intelligence + Mental Blast Range: (Quantum + power rating) x 1 meters 0 Area: N/A Duration: lnstant Effect: Causesone level of bashing damage per success. Multiple Actions: Yes Description: This power allows a nova to projeci his quantum consciousness directly into another being: mind, causing psychic pain and injury. To use Menta Blast, the character pays the required quantum point: and rolls lntelligence + Mental Blast in a resisted roll against the targets Willpower. Each net success achieved causes one health level of bashing damage; if bashins health levels go below zero, further Mental Blast damage is lethal. Extras: None
Mirage
Level: 2 Quantum Minimum: 3 Dice Pool: Manipulation + Mirage Range: (Quantum + power rating) x 2 0 meters Area: NIA Duration: Concentration Effect: Creates illusions in targets mind. Multiple Actions: No Description: Unlike Holo, which creates an image that many different characters can see at once, Mirage allows a nova to project an image directly into a single targets mind. To use Mirage, the nova must spend the necessary quantum points and roll Manipulation + Mirage in a resisted action against the targets Willpower. If the nova scores more successes, he succeeds in implanting the illusion. The more net successes he has, the more complex and believable the illusion is.
Once the nova establishes the illusion, he must concentrate on it to maintain it. He will know how the target is reacting to it, and he can cause it to react accordingly. If the illusion does not react as the target expects (For example, someone who is the targets Friend does not know who he is), the target may make a Perception roll, opposed by an Intelligence + Mirage roll, to break free From the illusion. Unless the nova achieves three or more successes, a target cannot take damage From illusory attacks, though he might, For example, be tricked into running in front of a car as he reacts to an illusion. At three or more successes, the victims mind will cause him to suFFer injuries corresponding to those caused by illusory attacks - iF shot with an illusory gun, he will take the same damage which he would take From a real gun - but regardless of the type OF damage the attack would normally do, the damage is Stun Attack damage only (see Stun Attack, p.
223).
Extras: None
Molecular Manipulation
Level: 3 Quantum Minimum: 5 Dice Pool: Variable Range: Variable Area: Variable Duration: Special Effect: This power gives a character the ability to manipulate and control molecules. Multiple Actions: Yes Description: A nova with this power wields ultimate control over inorganic and unliving organic molecules. While hecannot change or affect living things in any way, his power is still quite impressive. By spending a quantum point, a molecular manipulation can make a Perception + Molecular Manipulation roll to identify the chemical composition and properties of any substance within a range of [Quantum + power rating] x 2 0 meters. As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and Freely use one technique per dot in the power; she may attempt other techniques, but the player must pay double quantum cost and roll against a difficulty penalty of one to activate these powers. Techniques include:
Animation
Dice Pool: Manipulation + Molecular Manipulation Range: (Quantum + power rating) x 3 meters Area: N/A Duration: Concentration The nova may animate inanimate objects, giving them a crude sort of quasi-life. Wheeled objects roll, furniture and other items with legs walk or run and other objects do their best to hop or otherwise motivate themselves. The character may animate one object of roughly human size for each success on the players Intelligence + Molecular Manipulation roll. Thus, animating a couch, which is approximately twice the size of a normal human, would take two successes. Animated objects move at the characters walking pace, but this speed may increase to his running pace if he spends an additional quantum point. Animated objects can attack targets. The Storyteller determines the objects Strength, Stamina and health levels based on their size and the materials they are made of (the Material Strength chart on p. 257 provides some guidelines); an objects Dexterity is equal to the characters normal Wits Attribute. If the object has any special abilities (such as a gun, which could shoot
others while animated), it may use them; the Storyteller should determine the exact effects and appropriate damage.
Destruction
Dice Pool: Dexterity + Molecular Manipulation Range: (Quantum + power rating) x 10 meters Area: N/A Duration: lnstant The character unravels or destroys the molecular bonds holding an unliving object together, causing it to disintegrate. Doing so inflicts Quantum + Molecular Manipulation health levels of damage to the target object. Objects may soak; the Storyteller should determine how much damage they can soak based on the materials they are made of and how well they are constructed.
Molecular Alteration
Dice Pool: lntelligence + Molecular Manipulation Range: (Quantum + power rating) x 5 meters Area: N/A Duration: Permanent The character can convert the molecules of an unliving solid or liquid into molecules of another unliving solid or liquid, thus, for example, transforming a wooden chair into a steel chair. The nature of the changes a char-
Second Skin
Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance By hardening air molecules in a film about himself, the nova can protect himself with a layer of armor. For each dot in Molecular Alteration, the nova gains +2 soak versus bashing and lethal damage.
Shape Alteration
Dice Pool: Wits + Molecular Manipulation Range: Touch Area: N/A Duration: Special The character can alter the shape of inanimate objects. He can alter the shape of 10 kilograms of any given substance per success rolled on an lntelligence + Molecular Manipulation roll. He need not affect an entire object to alter its shape, but he can alter only that part of the object which he is able to affect. He can cause a hole to open in the object (handy for getting through locked doors), make it grow crude arms or legs, or just change its appearance or ability to function. The changes remain until the nova reverses them or repairs are made. A nova with this power can attempt to repair inorganic objects. The nova must have at least some knowledge of the subject to be fixed (generally speaking, at least one dot in Engineering). The nova then rolls Molecular Manipulation + Engineering (or other appropriate Ability); each success repairs one health level of damage suffered by the object. Extras: None
acter can enact with Molecular Alteration depends upon the number of successes he achieves on an lntelligence + Molecular Manipulation roll. The character may not create objects from thin air; that requires Matter Creation. At the Storytellers option, creating devices with Change Complexity may require the character to have the skills necessary to build such a device from scratch. Those Abilities substitute for lntelligence in the roll. For example, to create a car, the character would have to roll Engineering + Molecular Manipulation. Once created, the substance or object remains in existence for one hour per dot in Molecular Manipulation. A substance or object can be made permanent at the cost of a point of permanentWillpower.
Quantum Minimum: 1 Dice Pool: Stamina + Poison Range: Touch Area: N/A Duration: lnstant Effect: Characters touch can poison or infect another person. Multiple Actions: Yes
Description: A nova with this ability can poison or drug someone with a touch or infect him with a disease. For purposes of this power, poisons, venoms, toxins, drugs and similar substances are considered to do Stun Attack (per the power of the same name), bashing or lethal damage; some poisons subtract from dice pools instead. The amount of damage the characters touch can inflict depends upon the type of damage and a Stamina + Poison roll; the character may add a number of successes equal to his Quantum. Each success gives him one level of Stun Attack damage; two successes are required to get a level of bashingdamage, or to subtract one die from the victims dice pools, and three successes are required for each level of lethal poison damage. Diseases are handled differently. The number of successes achieved on the roll determine the virulence of the disease that can be inflicted. The victim may resist with a Resistance roll; net successes are compared to the table below:
Premonition
Level: 2 QuantumMinimum: 1 Dice Pool: Perception + Premonition Range: Variable Area: Special Duration: One scene Red:Allows character to detect danger or threats to himself. Multiple Actions: Yes Description: This sensory power warns the nova of impending dangers or threats. To use it, the character pays the quantum-point cost, which allows her to detect danger for one scene. Whenever she is confronted with any danger during that time - she is about to trip a trap, someone points a gun at her, etc. - the player may make a Perception + Premonition roll to detect it. The difficulty should be set by the Storyteller, depending on the severity of the danger (the greater the potential harm, the easier it is to detect) and how likely it is to affect the character (a direct threat is easier to detect than something that might adversely affect thecharacter but isnt intended for her). Premonition can detect threats specifically directed at the character (someone about to stab her with a knife) as well as threats directed at her general area (a terrorists bomb thats about to destroy the building shes in). The danger must be within about (100 x Premonition) meters of him in most cases, though the Storyteller may, at her discretion, expand this range. Specific dangers (such as a sniper pointing a gun at the character from a thousand meters away) can usually be detected further away than general threats. A successful Premonition roll does not tell thecharacter exactly what the danger is, only that she is exposed to it and from roughly which direction or location it is coming. In most cases warning is enough to provide the
Conventional armor, including powers such as Force Field, usually offers little protection against poisons and diseases. A nova with the Adaptability enhancement may soak poison effects with his Stamina/Mega-Stamina soak; at the Storytellers option, a Resistance roll may help to counteract a poisons effects (in whole or in part). Remember that most poisons and diseases do not work instantly - they have an onset time measured in hours, days, or weeks. Characterswho expect to use this power to cause fatalities in combat are likely to be disappointed. Extras: Projectile (can spit, exhale or otherwise expel a venom or virus at a range of 10 meters x power rating).
character with the information she needs to avoid thc danger. For example, suppose the character is about t c walk through a door and her Premonition alerts her to i possible threat. If the Premonition indicatesthat the dan. ger is coming from the door itself, the door is probabl) rigged for some kind of booby trap. 1f the danger come! from beyond the door, a more likely explanation is tha someone - or something - is waiting on the othei side of the door to attack or hurt the character. Premonition does not detect danger to those neai the character unless the character herself is somehov exposed to the threat. Extras: Others (the characters Premonition cai detect dangers to anyone within about [lo x Premoni, tion] meters of the character)
For dramatic purposes, the Storyteller may, at his discretion, increase the timeframe. f o r example, if a nova with Pretercognition Found an ancient Egyptian artifact, the Storyteller might let her read images associated with its creation, even though it is thousands of years old, because those visions contain a clue she needs to solve a mystery. Storytellers should be very careful about allowing this power in their series. It can have an enormous impact on the characters actions and on society, and it can make it virtually impossibleto run scenarios that revolve around mysteries or puzzles. However, theres no guarantee that the visions received are absolutely accurate.... Extras: None
Pretercognition
Level: 3 Quantum Minimum: 4 Dice Pool: Perception + Pretercognition Range: Self Area: N/A Duration: lnstant Effect: Allows character to foresee future (or vie! past) events; number of successes determinestimeframi Multiple Actions: No Description: Pretercognitionallows a nova to fore see future events or grants glimpses of the past. The timeframe within which the character cai view events is based on the number of successe achieved on a Perception + Pretercognition roll.
Psychic Shield
Level: 1 Quantum Minimum: 1 Dice Pool: N/A Range: SelF Area: N/A Duration: Permanent Effect: Provides two extra successes per dot on all attempts to resist mental powers. Multiple Actions: N/A Description: Psychic Shield is a potent defense against powers that directly affect a novas mind (Domination, Hypnosis, Mental Blast, Mirage or Telepathy). Each dot grants two extra successes to any roll to resist mental powers. If the power causes damage, like Mental Blast, then Psychic Shield also provides two extra soak per dot. Psychic Shield is permanent, but a character may voluntarily shut it off if he wishes (he can reactivate it at any time, which does not require an action). Psychic Shield does not work against emotion-controlling powers (Empathic Manipulation, many of the Mega-Social enhancements), only direct mind control. h : Mind (character may extend his PsyExtra chic Shield to protect one other person whom he is touching)
age, not [power rating x 41; however, each such shot inflicts a bashing health level of damage on the nova due to the stress OF channeling the excess energy, and any botch on the targeting roll inflicts a point of temporary Taint)
Quantum Bolt
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Quantum Bolt Range: (Quantum + power rating) x 15 meters Area: NIA Duration: lnstant Effect: lnflicts [Quantum x 31 levels + (power rating x 4) dice of bashing damage or [Quantum x 21 levels + (power rating x 4) dice of lethal damage (players choice). Multiple Actions: Yes Description: Quantum Bolt, in its myriad forms, is one of the most common offensive powers used by novas. It allows a nova to project a damaging blast of energy at a target. The damage may be either lethal or bashing (the player must choose what type of damage the power does when he buys it). The target takes [Quantum Trait x 31 levels + (power rating x 4) dice of bashing damage or [Quantum Trait x 21 levels + (power rating x 4) dice of lethal damage. A nova might try to pull an unusual stunt with her Quantum Bolt, such as bouncing it off a surface to hit an opponent in the back. The Storyteller may, at his discretion, allow this effect if the nova achieves a sufficient number of successes on a Dexterity + Quantum Bolt roll. A novas Quantum Bolt must be defined as a specific type of energy or power, such as fire, ice, lightning, bioenergy or a laser, when the character is created. The energy type cannot be changed thereafter. Quantum Bolt cannot normally use the standard Ranged Combat Maneuvers, such as Automatic Fire (p. 247). However, For each dot in the power above three, a nova may choose one such maneuver for her Quantum Bolt. She does not have to use the maneuver unless she wishes to, but its available as a power stunt that she has trained herself to perform. Performing a maneuver costs one extra quantum point in addition to the points spent to fuel the power itself. Extras: Extra Energy Type (power may manifest as one additional form of energy); Supercharge (character can spend three quantum points to have her Quantum Bolt inflict [power rating x 61 dice of appropriate dam-
Quantum Construct
Level: 3 Quantum Minimum: 4; must also have Force Field or better Dice Pool: Manipulation + Quantum Construct Range: (Quantum + power rating) meters Area: NIA Duration: Maintenance Effect: This power enables the character to create creatures or objects out of quantum force; the number of successes achieved indicates what beings can be summoned and how many. Multiple Actions: No Description: A nova with Quantum Construct is capable of generating raw quantum forces, then shaping them into animate creatures that act at the novas whim. Many novas with this power use it to summon demons and other such creatures of legend. Regardless of the creatures appearance, though, they are obviously made from quantum forces - a character with control over electromagnetic energies might summon constructs of living lightning, radiant energy or the like. Quantum Construct cannot create a duplicate of a specific person or the like. To use Quantum Construct, a nova must spend the required quantum points and roll Manipulation + Quantum Construct. The number of successes indicate what type of creature can be summoned. Characters may create more than one being in some circumstances. First, if they want a being smaller than those listed on the chart, they may divide the listed size up among multiple beings. For example, with two successes, a nova could create one human-sized being, two beings of half human size, four beings of one-quar-
simply review and approve what the player creates. The Storyteller should be careFul not to let this power unbalance or ruin the game; just because a nova has the ability to summon an army of demonic soldiers doesnt mean he should be allowed to. This power is extremely wrenching to the surroundings, and it is best used only once a scene. If a nova attempts to use it more than once per scene, each additional attempt costs double the quantum points and incurs a difficulty penalty of one. Extras: None
Quantum Conversion
Level: 1 Quantum Minimum: 1 Dice Pool: Stamina + Quantum Conversion Range: Touch Area: N/A Duration: Special Effect: May convert up to one quantum point per dot into standard forms of energy. Multiple Actions: Yes Description:Quantum Conversion is sometimes considered one OF the more unusual powers novas display, yet it is undoubtedly one of the more useful ones in a practical, everyday sense. It allows a nova to convert part of his personal quantumenergies -his QuantumPool -into standard Forms of superquantum energies such as heat, fire or electricity. The player must choose what type of energy the nova can convert his quantum points into. Quantum Conversion can convert up to one quantum point per dot into another form of energy. If converted into electricity, one quantum point would be enough to power a typical large television For about an hour. The Storyteller is the final arbiter of how much electricity is needed to power a given device, and for how long. He also determines the effects and uses of other forms of energy. Quantum Conversioncan also be used to cause damage to other people if the nova touches them while emitting the energy. Doing so causes one health level of bash-
ter human size or a larger number of mouse- or insectsized creatures. Second, if the character achieves more successes than needed to create the being he wants, he may use the extra successes to increase the numbers each extra success doubles the number of constructs. For example, suppose a nova wants to summon a humansized demon, and the player rolls four successes. The two additional successes double his numbers twice, allowing him to summon four demons. Some constructs may have additional powers. A creation success can be converted into five nova points, which are used to provide Mega-Attributes or quantum powers to the summoned creatures. All such creatures have a Quantum Trait of 1 and 22 quantum points unless the nova spends creation successes to raise Quantum (one success per one additional Quantum dot). The nova who summoned the constructs may (at any time and any range) banish them, dispersing them into the surrounding medium. No roll is required to do
so.
Ultimately, the Storyteller is responsible for corning up with the game statistics and rules For created constructs, though he may let the player do the work and
ing damage per quantum point converted (or one health level of lethal damage per two quantum points converted), but the person touched may soak this damage normally. Extras: Extra Energy Type (power may convert quantum points into one additional type of energy; character chooses which type of energy to emit with any given use of the power)
Furthermore, when using his imprinted powers, the he does not get nova may only roll the base Attribute to roll any dice for the power itself. For example, if a nova imprinted two dots worth of Quantum Bolt, he would roll only his Dexterity, not Dexterity + Quantum Bolt, when determining the powers effects. Extras: None
f
Quantum lmprint
Level: 3
Quantum leech
Level: 2 Quantum Minimum: 2 Dice Pool: N/A Range: Touch Area: N/A Duration: lnstant EfFect: A successFul use transfers (Quantum + power rating) quantum points from the target nova to the nova using Quantum Leech. Multiple Actions: Yes Description: Many novas fear this power, for it takes from them the one thing they treasure most - quantum power, in the Form of quantum points. To use this power, a nova pays one quantum point and touches the victim (standard contest of Dexterity if the touch is resisted). The player rolls lntelligence + Quantum Leech against the victims Willpower. If the nova wins the contest, he transfers a number of quantum points equal to his (Quantum + power rating) from the victim to his (the novas) own Quantum Pool. This transfer even allows the nova to exceed his natural Quantum Pool limit, up to twice his normal Quantum Pool; however, if the nova botches a roll to steal power exceeding his normal limits, he gains one or more points of temporary Taint. He retains those points until he uses them or becomes unconscious (including going to sleep). The nova from whom the points have been leached recovers them in the usual fashion at the normal rate. Extras: Energy Siphon (may use Quantum Leech at a range of [Quantum + power rating] x 5 meters)
Quantum Minimum: 4
Dice Pool: Dexterity + Quantum lmprint Range: Touch Area: NIA Duration: Maintenance EfFect: Copies the powers and abilities of character touched. Multiple Actions: No Description: Quantum lmprint allows a nova to copy the quantum signature of another nova. By touching another nova, he can duplicate some or all of that novas powers in himself. The nova touched does not lose any of his powers or suffer any injury. To use Quantum Imprint, the nova must make a Dexterity + Quantum lmprint roll to touch the victim. 1f the touch succeeds, the nova may copy one of the victims Attributes, skills, abilities or powers for each dot he has in Quantum lmprint - but he may only copy them up to his number of dots in Quantum Imprint. For example, if a nova has Quantum lmprint 2 and wants to copy two of another novas powers, he may do so, but he only gets two dots in each power, even if the other nova has five dots in them. He may also never gain more dots or use the power at a greater level of effect than the target for example, if a nova with Quantum 5 and Quannova tum lmprint 5 steals a Quantum Bolt from a nova with Quantum 2 and Quantum Bolt 2, the Quantum Bolt can inflict no greater damage than permitted with Quantum 2 and Quantum Bolt 2. The nova must also pay one more quantum point to use a stolen power than he would have to pay if he had that power naturally.Thus, the nova in the previous example would have to pay three quantum points to throw his copied Quantum Bolt.
Quantum Regeneration
Level: 2 Quantum Minimum: 3 Dice Pool: N/A Range: Self Area: N/A Duration: Special Effect: Spend one Willpower to add (power ratin x 2) to the amount of quantum points recovered per hoi Multiple Actions: Yes Description: Most novas recover the spent quar turn points at a steady, predictable rate - two poini per hour while at ease, or four points per hour if c o r pletely relaxed. A nova with Quantum Regeneration c i recover them Far more quickly than that. To use Quantum Regeneration, the character wai until he is about t o start resting to recover quantu points. He spends one or more points of Willpower (ni quantum points). For each point of Willpower spent, 1 may add twice his power rating to the amount of poin he will recover in the next hour. For example, if a no! spent two points of Willpower and had Quantum Regei eration 4, he would recover 20 quantum points (4 + 8 8) in an hour of complete relaxation. Extras: Double (doubles the effect of Willpowt spent when using this power; each point of Willpowt spent counts as two points).
Quantum Vampire
Level: 2 Quantum Minimum: 3 Dice Pool: Stamina + Quantum Vampire Range: Touch Area: N/A Duration: Special EfFed: A successful use transfers a defined Attribute or power from the target nova to the nova using Quantum Vampire. Multiple Actions: Yes Description: Quantum Vampire is similar to Quantum Leech, but it allows a nova to steal powers or abilities other than quantum points from another person (nova or not). The player must define which single power, Attribute or Trait the nova can steal when he buys the power. Quantum Vampire cannot steal Mega-Attributes or quantum powers from a dormant nova, nor can it steal quantum powers that have been affected by the Disrupt power (p. 190). To use this power, a nova pays the normal quantum-point cost and touches the victim. The player then rolls Stamina + Quantum Vampire against the victims Willpower. 1f the nova wins the contest, he transfers a number of dots of the Trait equal to his number of successes from the victim to his (the novas) own Trait. He retains those dots of power for one hour per dot in Quantum Vampire; the victim loses them for that period of time. No Trait can be reduced below zero. If stealing an Attribute from a victim with a MegaAttribute, the nova steals the Mega-Attribute dots first; however, the nova must transfer stolen dots to his normal Attribute (raising it to 5) before gaining the appropriate Mega-Attribute. If the energy vampire is in the Mega-Attribute range, points transferred from a similar Mega-Attribute raise the novas own Mega-Attribute normally; however, if stealing normal Attribute dots to raise a Mega-Attribute, the nova must steal two Attribute dots to raise the Mega-Attribute by one dot.
For Example: Abyss, with Strength 3, no MegaStrength and Quantum Vampire 4, attacks Core, who has Mega-Strength 3. Abyss hits Core and rolls three net successes. Core loses all three dots o f his MegaStrength, reducing him to his normalStrength rating of 5. Abyss gains three dots of Strength, pushing him to Mega-Strength 1 (Strength 4, then Strength 5, then Mega-Strength I). I f Abyss uses the power on Core again, he must score two net successes (reducing Core to Strength 3) to raise his Mega-Strength to 2. If a nova uses Quantum Vampire to steal a power or ability he does not possess on his own (for example, he leachesQuantum Bolt, but he does not possess that power himself), the nova may roll only the base Attribute he does not get to roll any dice for the power itself. For example, if a nova leached two dots worth of Quantum Bolt, he would roll only his Dexterity, not Dexterity + Quantum Bolt (or Dexterity t Quantum Vampire, for that matter), when determining the powers effects. Furthermore, he must pay an additional quantum point when using any such power. A nova may define this power as the ability to steal life energy (health levels) from his victim; if this option is chosen, the target may resist with Willpower or Resistance (whichever is greater). The target takes automatic bashing damage, while the nova gains Bruised health levels. If Quantum Vampire reduces the target below Incapacitated, the nova may begin inflicting lethal health levels of damage with the power, gaining life-force (extra health levels) normally. Damage inflicted by Quantum Vampire is treated as normal damage and may be healed normally; this does not affect the vampiric novas stolen health levels. Extras: Extended Duration (the nova keeps stolen powers for two hours per dot, and the victim loses them during that time); Multiple Traits (nova may steal dots from two Traits at once; successes rolled must be divided between the two Traits in whatever proportion the novas player wishes) Extras: None
Sensory Shield
Level: 1 Quantum Minimum: 1 Dice Pool: N/A Range: Self Area: N/A Duration: Permanent EfFect: Each dot cancels two successes on Strobe attacks made against the character. Multiple Actions: N/A Description: Sensory Shield provides novas with protection against Strobe attacks and other phenomena that might interfere with their senses. It can represent eyes which are accustomed t o extremely bright lights, armored skin which is so tough the characters nerves cannot be numbed and many other abilities. Sensory Shield requires no rolls. Instead, each dot in the power counts as two successes to cancel out successes achieved on Strobe rolls and successes from attacks such as tear gas. Extras: None.
Shapeshift
Level: 3 Quantum Minimum: 4 Dice Pool: Stamina + Shapeshift Range: Self Area: N/A Duration: Maintenance Effect: Allows character to alter her shape; the degree o f alteration depends upon the successes achieved.
Multiple Actions: Yes Description: Shapeshift is one of the most versatile nova powers. It allows a nova to use quantum energies to reshape her own body. With the proper degree of power and skill, she can turn herself into various animals, pieces of furniture or just about anything else she can think of. Once a character has so much as a single dot in this power, she is able to alter her shape. However, she might not be able to make her transformation complete - it requires considerable precision to copy every detail of an object. An untrained nova might, for example, turn himself into a tiger but not manage to create the claws; or she could change shape into a bird but not create the wings properly, so she would not be able to fly. More experienced shapeshifters rarely have these problems. The degree of change a character can work on her own body depends on the number of successes achieved on a Stamina + Shapeshift roll. If even one success is achieved, the character can alter her shape, but not her size or mass, and she cannot simulate any powers or Mega-Attribute enhancements. Successes beyond the first may be divided among the powers or enhancements that the character wishes to simulate. For example, if the character wants to assume the form of an eagle and rolls five successes, she could allocate one success each to Claws and Flight and two to Shrinking to simulate her eagle body. Some examples of powers and enhancements often used by shapeshifters include: Armor, Body Modification (each Body Modification costs one dot), Claws, Clinging, Flight, Growth, Shrinking and Life Support. When simulating a power that requires a roll, the character substitutes her Stamina t Shapeshift skill total for the powers normal dice pool. A nova may put no more dots into a duplicated power than she has in the Shapeshift power; for example, a nova with Shapeshift 3 who wishes to turn her skeleton into armored plates may not convert more than three Shapeshift successes into Armor dots. A nova can use Shapeshift to disguise herself as someone else. Looking like a generic other person requires only one success. Imitating a specific person requires at least two successes. Doing so allows the character to simulate the Mega-Appearance enhancement Copycat. Note that the Storyteller is perfectly within her rights to deny simulated powers she feels are unreasonable for the shape assumed. Generally speaking, Shapeshift may duplicate only physical powers; for example, a character who shapeshifts into a dragon might well gain Sizemorph (Grow), Claws and Armor powers, but he could not gain the ability to breathe fire (Quantum Bolt). Extras: None
Shroud
Level: 2 QuantumMinimum: 1 Dice Pool: Dexterity + Shroud Range: (Quantum t power rating) x 15 meters Area: (Quantum + power rating) x 5 meter radius Duration: Concentration Effect: Creates a field that stifles senses; each success subtracts one from effective Perception Traits. Multiple Actions: Yes Description: The nova creates a field of opaque quantum energy, inky blackness, blinding mist or other such effect. This Shroud is difficult for other characters to see through. By spending a Willpower point on activation, the character can also hinder other forms of vision; for example, the Shroud could also affect Electromagnetic Vision. To use Shroud, the character must roll to target the area he wants to affect with his Shroud field, using Dexterity + Shroud. Failure indicates the power misses outright. Each success achieved subtracts one from the effective Perception Traits of all beings immersed in the Shroud (or who are trying to perceive into the Shroud). Characters whose Perception Traits are reduced to zero cannot perceive into or through the area at all and are considered blind if fighting within it. See the Strobe power (p. 223) for more information on the effects of blindness. Extras: Sensory Deprivation Field (Shroud affects one additional normal or nova sense per success on the power roll - for example, hearing, sonar or Quantum Attunement); Semisolid (Shroud halves movement of characters trapped within it and can be formed into a wall to soak one level of bashing or lethal damage per dot in the power rating)
then takes all four extra Bruised boxes and his normal Hurt box. I f he then returns to normal size, those four extra boxes of Bruised damage are applied normally to reduce him to Crippled Extras: None
Sizemorph (Grow)
Level: 2 Quantum Minimum: 1 Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance Effect: Double height and mass, +2 Strength, + Stamina and one extra Bruised health level per dot. Multiple Actions: N/A Description: By channeling quantum forces into hi! molecular structure, the character may increase hi! height. Each dot doubles the characters height, react and mass. Each dot of Sizemorph (Grow) also increase! the characters Strength by two and his Stamina by onc and adds two to his Dexterity solely for purposes of determining how fast he can walk or run. If Strength 01 Stamina exceeds 5, the power then provides the appropriate Mega-Attribute, up to a maximum of 5. Additionally, each dot of Sizemorph (Grow) adds an extrz Bruised health level to the characters damage track making it much harder to incapacitate him. However, all is not sunshine and roses. Every twc dots of Sizemorph (Grow) grants opponents an extra die to attack or perceive the character. Furthermore, if the character suffers more than two boxes worth of dam. age (bashing or lethal) while grown, those boxes may b( absorbed (in whole or in part) by the extra Bruised health levels, but if the damage is not healed before h c returns to normal size (and loses those extra levels), thc boxes of damage are applied to the characters damagc track normally -so a seemingly trivial wound sufferec while using Sizemorph (Grow) may actually prove fata when the character returns to his ordinary size. ForExample: AbelardSmith has Sizemorph (Grow 4 anda normalstrength3, Stamina 3, providing him wit\ +8 Strength (which equates to Strength 5, Mega. Strength 5), +4 Stamina (which equates to Stamina 5 Mega-Stamina 2 and four extra Bruised health lev. ) els. While using Sizemorph (Grow), he takes six boxe: of bashing damage. This damagereduces him to Bruised
Sizemorph (Shrink)
Level: 2 Quantum Minimum: 1 Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance Effect Each level halves height and reduces mass to 1/8 normal, adds one to all Stealth attempts and increases difficulty to hit character by one. Multiple Actions: Yes Description: Sizemorph (Shrink) allows a nova to become smaller and lighter than normal - sometimes much smaller. Each dot of (Quantum + Sizemorph (Shrink)) reduces a novas height by half and his mass to 1/8of normal. Furthermore, each (Quantum + Sizemorph (Shrink)) level adds one die to all Stealth attempts and increases the difficulty to hit the character with attacks by one. Sizemorph (Shrink) also has less tangible benefits, such as allowinga character to fit inside small pipes, crawl under doors and be carried in a friends pocket. Each level of Sizemorph (Shrink) reduces the characters Strength and offensive powers by one dot (to a minimum of l), though not against creatures who are likewise shrunk or just very small. Additionally, each level of Sizemorph (Shrink) halves the characters walking/ running and swimming movement rates while he is shrunk (but not other modes of movement, like Flight or the expansion of running provided by Hyperrunning). By greatly decreasing the characters mass, Sizemorph (Shrink) also makes it easier t o throw the character, knock him around with attacks or bowl him over with gusts of wind. Extras: Full Power (characters Strength and offensive capabilities do not decrease as he shrinks)
Strobe
Level: 2 Quantum Minimum: 1 Dice Pool: Wits + Strobe Range: (Quantum + power rating) x 10 meters Area: N/A Duration: lnstant EWect: Each success disables one of the targets senses for one turn. Multiple Actions: Yes Description: This power allows a nova to project an energy field that disables one of an opponents senses temporarily. It is usually used to blind a characters sight (typically through a flash of bright light or something similar), but it can also deafen a target (through extremely loud focused sound), deprive him of his sense of smell or numb his sense of touch. The player must choose which sense his power affects when he buys it, which cannot be changed thereafter; exotic senses, such as ESP and Premonition, are also susceptible to this power. To use the power, he spends the required quantum points and rolls Wits + Strobe. Each success deprives the target of the use of that sense for one turn; five or more successes wipe out the sense for an entire scene. A blind character is subject to Blind Fighting/ Fire penalties; a numb character has a +3difficulty on all tasks involving touch (including holding and wielding a weapon or gun). The Storyteller should adjudicate the effects of the loss of other senses on a caseby-case basis. Extras: Sensory Deprivation Wave (power affects one normal or nova sense per success on the targeting roll)
Stun Attack
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Stun Attack Range: (Quantum + power rating) x 15 meters Area: N/A Duration: lnstant Effect: (Quantum + successes) levels of damage only to daze or knock out target. Multiple Actions: Yes Description: This attack power is similar to Quantum Bolt, but it does not cause lasting harm to a target. All it can do is daze the target or knock him unconscious. For this reason it has no effect on unliving targets, such as buildings, vehicles or devices. To use Stun Attack, the character spends the required quantum points and rolls Dexterity + Stun Attack. The successes achieved, plus the novas Quantum, are compared to those rolled by the target with his Stamina. If the nova has the greater number of successes, the net successes are compared to the targets Stamina. 1f they equal the targets Stamina or exceed it by one, the target is Dazed; if they exceed the targets Stamina by two or more, the target is rendered Unconscious. See p. 249for information on Dazed and Unconscious characters. The target may spend Willpower to reduce the novas successes. Each point of Willpower spent negates one success.
I,
Extras: None
Telekinesis
Level: 2 Quantum Minimum: 2 Dice Pool: Dexterity + Telekinesis 0 Range: (Quantum + power rating) x 1 meters Area: N/A Duration: Maintenance Effect: Character may lift and move physical L, jects without touching them; the more successes obtained, the greater the weight that can be lifted. Multiple Actions: Yes Description: Telekinesis is the ability to lift and move objects without touching them by applying quantum energies to them. This ability may maniFest as a mental power, focused winds, energy tentacles or talons, gravity manipulationor many other powers. To use Telekinesis (TK), a nova must pay the required quantum points and roll Dexterity + Telekinesis, adding a number OF automatic successes equal to Quantum. The number OF successes indicateshow much weight
in Telekinesis. Telekinesis has other uses as well. For example, a nova might use it to grab another character and keep him from moving. Doing so requires a resisted action pitting the novas players successes against the victims successes on a Might roll. Ties go to the nova, and the victim remains trapped. TK can also be used to throw objects as iF the novas successes were successes on a Might roll (see p. 236). It is usually easier to throw objects at another character than to t r y to hold him telekinetically. Telekinesis can be used to bash other characters with objects or telekinetically punch or crush them. In this case, the successes on a Dexterity + Telekinesis roll count as health levels of bashing damage, which may be soaked as normal. Additionally, TK can be used to guide and/or accelerate a thrown weapon, object or similar projectile; the character spends quantum points normally, throws the object, then may assign dots in her Telekinesis power rating to the objects attack or damage dice pool. Dots in the power rating may be split between attack and damage dice pools (e.g, a character with Telekinesis 4 can add two dice to her roll to hit and two dice to her damage eFfect). Performing delicate tasks with Telekinesis can be difficult; it works better for cruder activities like lifting and moving. IF a character tries t o use a Dexterity Ability with TK, he First must be able to perform that Ability naturally - Telekinesis doesnt automatically teach a character how to pick locks or pilot aircraft. Assuming he has the required skills, every two successes on his Dexterity + Telekinesis roll count as one success for purposes OF performing the skill. Telekinesis has no action/ reaction; a character cannot be dragged by something which he is holding onto telekinetically (say, a vehicle). Nor can he use TK to pick himself up and Fly. Extras: None
the character can lift. A character can move an object he has picked up a number OF meters per action equal to 10 meters per dot
Telepathy
Level: 2 Quantum Minimum: 3 Dice Pool: Perception + Telepathy Range: Line of sight or Special
Lastly, Telepathy can be used to alter existing memories or false memories. The number of successes needed to alter or implant a memory depends upon how important that memory is.
and read one fact per action. Thus, with five successes a nova could find and read Five facts per action. The Storyteller may, in his discretion, rule that some facts are so well-hidden that they require multiple successes to find and read. For example, intimate or very personal thoughts might require three successes each; criminal activities or information with which the character could be blackmailed require four successes each and the deepest, most hidden thoughts or facts require five successes each. Mental conversation takes place at the same rate as normal conversation, but Telepathy overcomes the language barrier - two characters who cannot speak to each other verbally because they dont know the same languages can communicate without difficulty using Telepathy. Telepathy can also be used to scan for another persons mind or mental signature. The telepath may find a specific mind within a variable distance, provided he scores at least one success on his roll. That one success tells him the persons general location and direction, but nothing more. The more successes, the more precisely the location can be determined.A telepath must have a specific mind to search for. 1F he can only describe the mind generically (lm looking for the mind of the nearest UN official), the difficulty of the roll increases by one or more (Storytellers discretion). Once he finds the victims mind, the telepath may attempt mental communication/ reading normally.
Extras: Surreptitious (victim will not be aware his mind is being read if nova does not wish him to be); Telepathic Channeling (the telepath may use other mental powers, such as Domination, Mental Blast or Mirage, through a telepathic link, regardless of distance between the telepath and target)
Teleport
Level: 2 Quantum Minimum: 2 Dice Pool: Perception + Teleport Range: Self
Area: NIA Duration: lnstant Effect: Allows character to move without passing :hrough the intervening space. Multiple Actions: No Description: Teleport is an advanced form of movenent in which a nova does not cross through the interiening space. Instead she simply disappears at Point 4 and reappears at her desired destination of Point 6, Iypassing completely any intervening barriers, such as Malls or buildings. To use Teleport, a nova spends the required quan:urn points, and the player rolls Perception + Teleport. In :ombat or other stressful situations, a nova may teleport ip to 100 meters per success. Provided the nova has a i l l turn to concentrate, she may teleport a variable disance, as indicatedon the chart. In either case, each point , Quantum she has counts as an additional automatic f success. Using Teleport counts as a characters entire iction for a turn. If a character is unable to see her destination, or is l o t Familiar with it due to previous visits there, she is teleporting blind and may miss her destination and end .IP somewhere else. The character must make a Perception + Teleport roll to hit her specified destination. The difficulty is one higher if she is teleporting more than two kilometers, two higher if she is teleporting more than 20 kilometers and three higher if she is teleporting more than 100 kilometers.
Teleporting ones clothes, carried objects and the like requires the Attunement Background (p. 139). Extras: Safe Blind Teleport (difficulty for teleporting blind is reduced by one, and the character takes bashing damage instead of lethal damage if she accidentally teleports into a solid object); Combat Teleport (teleport does not take an action; character may, for example, teleport to a foes flank or rear, then make an attack normally; the character gains three extra dice to dodge if using Teleport while doing nothing except taking a defensive action; moreover, the character can dodge an area or explosive attack as though it were a normal attack)
Temporal Manipulation
Level: 3
Quantum Minimum: 5 Dice Pool: Variable Range: Variable Area: NIA Duration: Variable Effect: Character can manipulatetime. Multiple Actions: Yes Description: This exceedingly rare power gives a nova control over that most basic, yet mysterious, of phenomena time itself. He can alter or reverse time to achieve a number of effects, but he cannot actually travel through time. That has proved beyond the abilities of even the most powerFul novas. As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but the player must pay double quantum cost and roll against a difficulty penalty of one to activate these powers. Techniques include:
Internal Clock
If the nova misses, the Storyteller should determine randomly where she went. Roll one die to determine the direction (1 north, 2 = northeast, and so on; reroll 9s and 10s) and another die to determine how many units of measurement the character is off (if she is teleporting a distance in meters, its one to 10 meters; if kilometers, one to 1 kilometers; if tens of kilometers, 0 0 0 one to 1 times 1 kilometers). 1F she accidentally teleports into a solid object, she reappears in the nearest empty space but takes ldlO health levels of lethal damage, reduced by one for each success achieved on a Stamina + Teleport roll.
Range: Self Area: N/A Duration: Permanent This technique is known automatically by all timemanipulators and does not use up a dot in the power. A character with Temporal Manipulation possesses a highly accurate internal clock. He always knows exactly how much time has passed between two events, and he can mentally time events as if using an extremely precise stopwatch. This ability requires no roll and costs no quantum points; it functions automatically.
Age Alteration
Dice Pool: Manipulation + Temporal Manipulation Range: (Quantum + power rating) x 5 meters Area: N/A Duration: Instant This ability allows a nova to make another person age rapidly or regress back to his youth. For each success achieved on a Manipulation + Temporal Manipulation roll, the nova may add or subtract up to two years from the targets age; the target may resist with a Stamina roll. For reasons as yet unknown to science, this ability has no effect on the size or power of another novas Mazarin-Rashoud node. I t also does not affect the victims mind or memories. A victim of Age Alteration will simply have to live with the effects ever after unless he can get another time-manipulator to reverse them. Age Alteration can also be used on objects. Decreasing their age will repair minor damage (wear and tear) and make them look newer and shinier. Every two years added to an object inflicts one health level of damage on it, possibly causing it to crumble into ruin.
Accelerate Time
Dice Pool: Wits + Temporal Manipulation Range: (Quantum + power rating) x 1 meters 0 Area: N/A Duration: Maintenance This ability allows a nova to put himself or anotl person inside a bubble of fast time. Doing so mal the character move and act much more quickly tha person in a normal time frame. Each success on a Te poral Manipulation roll allows the character to take ( additional action per turn. These actions are not m tiple actions; they are extra actions. However, they n be used only to take additional physical actions (pun1 ing, running, or dodging, for example, but not using m8 Temporal Manipulation powers). The novas power r ing dictates the maximum number of extra actions t may be gained.
Dilate Time
Dice Pool: Wits + Temporal Manipulation Range: (Quantum + power rating) x 10 meters Area: N/A Duration: Maintenance Dilate Time is the reverse of Accelerate Time; it allows a nova to slow down another character by slowing the flow of time around him. Each success on an Intelligence + Temporal Manipulation roll reduces the victims Initiative rating by one. IfInitiative falls below 1, thevictim is treated as having an lnitiative rating of 1, but he may act only once every other turn.
Stop Time
Dice Pool: lntelligence + Temporal Manipulation Range: (Quantum + power rating) meters Area: N/A Duration: Maintenance This power is perhaps the most potent one in the Temporal Manipulators arsenal. It allows him literally to stop time around a specific person or object. That person cannot move or use any powers or Abilities, he does not age and he cannot be affected by (and is unaware 00 any outside force, phenomenon or attack while in suspension. Stop Time is very difficult to set up - the novas player must achieve a success on an lntelligence + Temporal Manipulation roll at a difficulty penalty of two, and a living victim may make a Willpower roll to resist. Once established, the effect lasts as long as the character pays quantum points to maintain it. Extras: None
Effect: Allows character to create gates permitting her or other characters to move without passing through the intervening space. Multiple Actions: No Description: Warp is similar to Teleport in many ways - it involves the same methodof moving without passing through intervening space. However, whereas Teleportation normally works on one person only (the nova who p a sesses it), Warp creates a gate that anyone can use. It takes an entire turn to create a warp; the nova may take no other actions during this turn. Warps are typically three meters square; the nova may alter the shape by one meter (either dimension) per dot. Anything that cannot Fit through the warp cannot use it. Warps are usually opened up at ground level, but a nova may create a warp anywhere within his range. To use Warp, a nova simply spends the required quantum points. In combat or other stressful situations, a warp can teleport anyone who passes through it up to 100 meters per success; if the nova has a Full turn to concentrate, Warp can teleport persons a variable distance, as shown on the accompanying table. In either case, each point of Quantum she has counts as an additional automatic success. Passing through a warp voluntarily counts as one of a characters actions for a turn.
Quantum Minimum: 3 Dice Pool: N/A Range: (Quantum + power rating) meters Area: N/A Duration: Special
A nova may use Warp as an attack by opening it up in front of a target. A moving target may dodge to avoid passing through it; this dodge takes no time. A nonmoving target may be enveloped by the warp if the novas player succeeds with a Dexterity + Warp roll; the target resists that roll with an Athletics roll. Doing so is always a combat warp; a nova could not, for example, warp a foe into the vacuum of space unless she had a full turn to concentrate and the victim was helpless to dodge the warp. Characters can see through the warp (unless conditions on one side of it prevent sight) and will know where they are going before they pass through it. Extras: None
Weather Manipulation c
Level: 3 Quantum Minimum: 4 Dice Pool: Variable Range: Variable Area: Variable Duration: Variable Effed: Character may alter and manipulate weather. Multiple Actions: Yes Description: Weather Manipulation provides the char; icter with power over weather in its many aspects. As w ith Elemental Anima and Mastery, this power provides; several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other-techniques, but the player must pay double quanturn tcost and roll against a difficulty penalty of one to activate these powers. Techniques include:
Ali'er Temperature
Dice Pool: N/A Range: (Quantum t power rating) x 2 kilometers Area: (Quantum + power rating) x 5 kilometers Duration: Maintenance The character can increase or decrease the temperaiture of the air in an area around himself. The temperaiture can be altered by 10 degrees Celsius per dot in Wealther Manipulation. No roll is required to do so, but quanturn points must be paid. Dice Pool: lntelligence + Weather Manipulation Range: (Quantum + power rating) x 5 meters Area: (Quantum + power rating) x 10 meters Duration: Maintenance The character is able to create a thick bank of fog over a wide area (or, if the player prefers, hard, driving rain which is so thick as to inhibit vision). The fog interferesi with sight, making driving and other forms of movement:hazardous. Each success achieved on an Intelligence + W ?ather Manipulation roll adds one to the difficulties c of allI visual Perception rolls made to see into or through the f'og. The fog lasts as long as the character pays quantum Ipoints to maintain it, then dissipates at normal rates for tlhe current environmental conditions.
1
Fo!9
Lislhtning Bolt
Dice Pool: Dexterity + Weather Manipulation Range: (Quantum +- power rating) x 10 meters Area: N/A Duration: lnstant The character may project bolts of lightning. These inflict [Quantum x 21 levels + (power rating x 2) dice OF
lethal damage. Typically the bolts are projects from the characters hands, but the player may have them strike down from stormclouds, for dramatic purposes, if he wishes; however, this effect should not provide any bonuses to hit a target or other combat benefits.
Extras
Extras are special advantages that can be added to existing powers. They make the power better in some way - more effective, able to work at greater ranges or effective against more targets. The choice of whether to take an Extra, either the ones listed with specific powers or the ones described here (which can apply to any appropriate power) is up to the player and requires the Storytellers permission. Extras are never required. Taking an Extra has two effects beyond the benefits of the Extra itself. First, it raises the powers level by one for purposesof the cost to purchase it with nova/ experience points and power it with quantum points. For example, a Level 2 power with an Extra becomes a Level 3 power in terms of its cost to buy and use. Since there are no powers above Level 3, Level 3 powers cannot take Extras. A player can purchase up to two Extras for a Level One power. A power with an Extra is considered a separate, distinct power. A character may not buy one power and several Extras and then trade ofF the Extras from turn to turn to get the most effective attack. An Extra, once purchased for a power, must always be used when that power is used.
Weather Alteration
Dice Pool: Intelligence + Weather Manipulation Range: (Quantum + power rating) x 2 kilometers Area: (Quantum + power rating) x 5 kilometers Duration: Maintenance This effect is the most basic of the Weather Manipulators abilities. He can, as the powers name indicates, alter weather patterns over a large area. For each success achieved on an Intelligence + Weather Manipulation roll, he may adjust the current weather conditions up or down one step on the following table.
Windriding
Dice Pool: N/A Range: Self Area: NIA Duration: Maintenance The character manipulates winds so that they carry him, similar to Flight. The character can move at the rate of (power rating x 2) + 20 meters per action, or (40 kilometers per hour x power rating) out of combat. Players can create other Weather Manipulation techniques iF they wish, but the Storyteller must review and approve all such techniques. Extras: None
A character may upgrade her power by purchasing an Extra later in the game, with the Storytellers permission. The cost of doing so is equal to the total difference between the costs of all the dots without the Extra and the cost of all the dots with the Extra. A character may halve this cost by taking a point of Taint at the time the Extra is purchased. F Example: Lotus lnfinite has Quantum Bolt 3. w After practicing a good bit with her lnfinity Justifier special maneuver, she wishes to buy the Area xtra as a permanent feature ofher power. The total experiencepoint cost to purchase Quanturn Bolt 3 from the ground up is 30 points (5 + 1 + 15), while the similar cost to 0 buy the power with an Extra is 44 points ( 9 + 14 + 21). The differencebetween the two costs (14points) is what LI must pay to buy the Extra. Thatsprettyexpensive,so Ll takesapoint o f Taint to purchase the Extra for halfcost.After spending seven experiencepoints,she may now use the Area Extra with every shot of her Quantum Bolt; however, she pays three, not two, quantum points to fire the attack.
Aggravated
This Extra, when applied to a power that causes bashing or lethal damage, makes that damage aggravated. The character inflicts a base amount of aggravateddamage equal to Quantum, then adds attack successes from her skill roll to determine the total aggravated damage inflicted. For information on aggravated damage, see p.
253.
Area
This Extra allows a power to afFect an area. It applies only to powers, such as Quantum Bolt, that do not already have an area of effect. The typical area is (Quantum + power rating ) x 5 meter radius, but players should confer with their Storyteller to determine the area he wants a power to have. For information on the effects of powers that affect an area, see p. 248.
flicts full damage/ e f L - 1 -7 ! - three-meter-diameter ! area at ground zero ot the aiiack. However, for every three meters after the three meters at ground zero, one success (or health level of damage) is subtracted From the total applied. When the successes/ damage reaches zero, the Explosion has reached its maximum radius. Damage adds are lost before damage dice. For Example: Derrick Tremaine uses a Quantum Bolt, Explosion against an enemy, Ral Karnazian. The center o f the explosion is seven meters away from Karnazian. The first three meters radius covered by the explosion take the full damage - 1 health levels o f 8 damage. The three meters beyond that take 17 health levels ofdamage. The three meters beyond that, where 6 Karnazian is, take 1 health levels. Karnazian may soak this damage normally.
Homing
A Homing attack can lock on to its target and follow it no matter where it tries to move or dodge. The attacksuffers no penalties or modifiers for range (though it cannot move beyond its maximum range) and the attack ignores the targets first dodge success.
Armor Piercing
A power with this Extra is able to pierce soak easily. For every attack success, the attack may ignore two
levels of soak. Armor Piercing cannot be applied to powers that do not inflict damage.
Burning
This Extra is typically applied to an attack power, but it is appropriate for a few other types of powers as well. A Burning attack inflicts normal damage when it first hits, but it continues to burn the victim on subsequent turns. The victim OF a Burning attack automatically takes half damage from the attack (which, of course, may be soaked as normal) For an additional number OF turns equal to the attacks power rating.
Impervious
lmpervious is an Extra for defensive powers like Force Field. lmpervious soak is not reduced by Armor Piercing, and it converts any aggravated damage into normal lethal damage, which can be soaked normally.
Increased Duration
A power with this Extra lasts longer than normal
Cloud
This Extra allows a nova to generate an attack in the form of a cloud OF gas or energy. It fills an area equal to three meters radius per dot, which adds one die to attack rolls; extra successes on the attack roll do not increase the attacks damage or effect. However, the attack lingers in the area for one extra turn, during which it inflicts halF damage on anyone who moves into it or remains inside it. The cloud will tend to fill up enclosed spaces and sink to the lowest part of the area it fills.
Increased Range
This Extra, which applies only to powers with a defined range in meters, doubles the medium range of the power. The power can be used at long range all the way out to line OF sight.
MIRV
A MIRV ranged attack power is able to split itself up among separate targets. The attacking character declares which targets he wishes to afFect and makes one
Explosion
Explosion is similar to Area, but it works differently - it covers a bigger area, but its effect decreases gradually over that distance. A power with Explosion in-
roll to hit them using the worst modifiers for any single target; die bonuses apply only if all targets would provide that bonus. If he succeeds, all targets are hit, though each target may dodge normally. He must then divide his damage dice among the various targets. 1f the power has a damage add, every target takes the base damage only the additional damage dice must be split. For Exampk: Derrick Tremaine, with Quantum 2, has a bashing MlRV Fire Blast (Quantum Bolt 5). He wants to use it to hit five targets - one at point-blank range, three at medium range and one at maximum range (+2difficulty). He must make one attack rollat +2difficulty;he gets no bonuses for a point-blank attack, since not all targets are at point-blank range. He manages to achieve two successes, so he hits all five of his targets. Each target takes the damage add of six health levels of damage, and he splits his extra 20 damage dice evenly among the targets. Each target, then, takes [6] i 4d10 damage from the MlRVattack.
Spray/Jet
This Extra allows the nova to use a power (typically a Quantum Bolt) as a spray or jet attack, like a living flamethrower. Each turn, the nova can choose to use a jet or spray. When using the power as a jet, the nova makes a normal attack roll; the range of a jet power is halved, but each turn the nova uses the power, she gains an additional die to accuracy, to a maximum of five extra dice. When using the power as a spray, the nova emits a steady stream of energy, not unlike a Fire hose, which is swept over an area. This energy spray functions like the Strafing maneuver (p. 248), adding 1 dice to a stan0 dard attack roll, with a difficulty penalty of one for each meter in area of effect covered beyond the first. Successes are divided up just as in strafing and applied to the damage effect. Difficulties of dodge rolls against a jet or spray are increased by one.
Range
Powers with a range of Touch can work at a range of 10 meters per dot if they have this Extra. To attack, use the normal dice pool for the power; if there is none, use Dexterity + power rating to hit.
Aberrants focuses on roleplaying and character interaction. Still, we know youre just itching to blast some punk through a building, and such drama often involves an element of dice rolling. As Chapter One shows, the rules are designed to streamline this process as much as possible so that you can pay attention to the story. To assist you and the Storyteller further, this chapter covers more specific dice mechanics, including general dramatic systems, combat, damage and recovery.
Dramatic Systems
The only things limiting your actions are your imagination and your characters skill. During a game session, characters - both player and Storyteller personalities - attempt numerous diverse and complicated activities. The Storyteller is responsible for keeping all of this action organized while determining success or failure for all characters. Dramatic systems simplify the Storytellers job by supplying rules for a number of common activities. The appropriate Ability is bracketed after the system in question in each case. 1F a task requires a specialty, you may add a die to your characters dice pool for that test. Storytellers should, and will undoubtedly have to, invent their own dramatic systems for new situations. The list of systems below is in no way exhaustive, but it provides a solid foundation on which to base events. Bear in mind that characters lacking a specific Ability may default to the Attribute on which the Ability is based, unless stated otherwise. A number of these systems may be tried again if the first attempt is unsuccessful. Subsequent efforts may require additional difficulties, however, a t the Storytellers discretion (see Second Chances, p. 111).
Physical Tasks
These systems cover tasks involving the three Physical Attributes (Strength, Dexterity and Stamina). Remember that players of characters with Mega-Attributes have extra dice to roll, and they act at reduced difficulties.
Climbing[Athletics]: When your character climbs an inclined surface (rocky slope, cargo container or building), roll Athletics. For an average climb with available handholds and nominal complications, your character moves three meters per success. The Storyteller adjusts this distance based on the climbs difficulty (easier: four meters per success; more difficult: two meters per success). The number of handholds, smoothness of the surface and, to a lesser extent, weather can all affect rate of travel. A short, difficult climb may have the same difficulty as a long, easy climb. The extended action lasts until youve accumulated enough successes to reach the desired height. On a mild botch, your character may only slip or get stuck; on a more severe one, she may fall. 1f your character has the Claws power, each level adds one die to all climbing attempts unless your characters claws are really discharged kinetic energy or the like. A character with the Clinging power may climb without a die roll. Driving/Piloting [Drive, Pilot]: A Drive or Pilot roll isnt needed to steer a vehicle under normal circumstances - assuming your character has the appropriate skill. However, bad weather, the vehicles speed, obstacles and performing complex maneuvers can challenge even the most competent drivers. Specific difficulties based on these circumstances are up to the Storyteller, but they should increase as the conditions become more hazardous. For example, driving in heavy rain increases the difficulty by one, but going fast while also trying to lose a tail jumps the penalty up three. Similarly, piloting a plane through artillery fire is +1, but adding a breakneck pace while avoiding pursuit bumps it to +3. A failed roll indicates trouble, requiring an additional roll to avoid crashing or losing control. Players of characters in control of a vehicle who have no dots in the appropriate Ability, must roll for almost every change in course or procedure. On a botch, the vehicle may spin out of control or worse. Encumbrance[Might]: The temptation to carry loads of equipment to satisfy every situation can be overwhelming. The Storyteller should make liFe difficult for players whose characters have extensive equipment and weaponry lists. Characters without Mega-Strength can carry 10 kilograms (22 pounds) per dot in their Might
Strength use the systems listed under that Mega-Attribute. Should your character exceed this total, all actions involving physical skills incur an automatic difficulty penalty of one due to the added weight. Also, for every 1 0 kg over the allocation, your characters base movement drops by one meter (see Movement, p. 106). If the total weight carried is double her Might allocation, your character cant move. This system is a guideline; the Storyteller should not call for an inventory check every time your character picks up a pen. Feats of Endurance[Endurance]: Endurance determines how well and for how long your character can run beyond her normal capacity, stay awake after a day of activity or hold her breath for an abnormally long time. Sustaining such acts depends on your characters Endurance skill total (see Sources of Injury, p. 255), and it requires Endurance rolls after that point. The frequency of the rolls can range from every hour for trying to stay awake, each half-hour or so for maintainingphysical activity or every few seconds to keep holding breath. Characters with Mega-Stamina find such feats exponentially easier, perhaps even automatic. The Storyteller should add one to the difficulty (cumulative) to each subsequent roll after the first to reflect the increasing strain on your characters vitality. Botches should suit the feat attempted (e.g., stumbling, reflexively gasping for air, nodding off, lunging for the nearest available food). Jumping [Might]: I n normal Earth gravity, each success on a Might roll launches your character half a meter vertically or two meters horizontally. On a botch, your character may trip over her own feet, leap right into a wall or do something similarly embarrassing. The Quantum Leap enhancement (p. 157) allows novas to cover truly amazing distances. Lifting [Might]: The chart below provides Might skill totals needed to deadlift various mass categories. The Storyteller determines any difficulties involved in lifting; generally, the number of dots by which your character is below the minimum Might rating required is the additional difficulty incurred to lift the object. However, if her Might skill total is at least one dot higher than the minimum needed, the Storyteller may allow your character to pick up the item without having to roll. Mass (kg) Example Might skill total 15 Chair
....e
.e. ..
Characters can work together to lift an object, which requires a teamwork roll with the individual players rolling separately and combining any resulting successes. Lifting is all or nothing - if you fail the roll, nothing happens. At the Storytellers discretion, the difficulty may be reduced by one if all your character wants to do is drag something a short distance. On a botch, your character may strain something or drop the object on her own foot. Characters with Mega-Strength use a different system for lifting. Each dot of Mega-Strength provides a base lifting ability: 1000 kg/l ton (automobile) 0. 10,000 kg/lO tons (truck) 0.. 25,000 kg/25 tons (Fighter plane) 50,000 kg/50 tons (tank) 100,000 kg/lOO tons (blue whale) To lift more weight, the player rolls Might normally, and each success allows 20% more weight to be lifted. Thus, a character with Mega-Strength 2 may lift 20 tons on a Might roll of five successes. Opening/Closing [Might]: Opening a door with brute force calls for a Might roll. A standard interior door requires only one success to bash open or slam shut. A reinforced door or airlock generally takes five successes. A magnetically locked blast door might take 1 successes. 0 These successes may be handled as an extended action. While teamwork is possible (and recommended), a door can still be forced open through a single individuals repeated hammering. Obviously, a door not held in some way can be opened without resorting to force. A botch causes a level of bashing damage to your characters shoulder. Novas with Mega-Strength add their automatic damage successes to their players Might rolls, should the Storyteller decide they even have to roll at all. Pursuit [Athletics, Drive, Pilot]: Catching someone whos trying desperately to avoid your character involves several different rolls, which can include Tracking or Investigation. Basic pursuit is an extended action. The target starts with a number of free extra successes based on his distance from pursuers. This system breaks down as follows: on foot, one for every two meters ahead of pursuers; in vehicles or flight, one for every 10 meters ahead of pursuers. Exceptionally long foot chases might involve Endurance tests. If one participant has Hypermovementor Enhanced Movement and the other does not, or if one participant Grown person has Hypermovement at a higher level than the other, the faster character always escapes/ catches up unless the Emptycargobin Storyteller dictates otherwise. In all other cases, the target and pursuers roll the appropriate Ability (depending on the type of pursuit) each turn, adding new successes Motorcycle to any successes rolled in previous turns. When the purGirder
....
suer accumulates more total successes than the target, she catches up and may take further actions to stop the chase. As the target accumulates successes, he gains distance from his pursuers and may use that lead to lose his opponents. Each success that the quarry accumulates beyond the pursuers total acts as a difficulty penalty of one to any Awareness rolls that pursuers have to make to remain on the targets tail. The Storyteller may call for the pursuer to make an Awareness roll at any time (although not more than once per turn). If the pursuer fails this roll, her target is considered to have slipped away (into the crowd, off the sensor screen). On a botch, the pursuer loses her quarry immediately. If the quarry botches, he stumbles or ends up at a dead end. Resistance [Resistance]: The Health track on your character sheet normally declares the number of dice you lose from dice pools as your character takes damage. You may roll Resistance once each turn; a successful roll restores a number of dice to your pool equal to your ResistanceAbility rating (notskill total). The restored dice last for as many turns as successes you roll. This benefit requires the Resistance Ability; it cannot be performed as a default task. Shadowing [Stealth]: Shadowing someone requires that your character keeps tabs on the target with-
out necessarily catching her - andwhile not being noticed by her! The targets player can roll Awareness whenever she has a chance to spot her tail (thqstoryteller decides when such an opportunity arises); the pursuer opposes this roll with a Stealth roll. The target must get at least one more success than her shadow does to spot the tail; if so, she may act accordingly. This resisted action is handled individually for each person shadowing the target (if the target is being followed by three people, her player makes three separate Awareness rolls, one against each targets Stealth roll). Sneaking [Stealth]: Rather than fight through every situation, your character can use stealth and cunning. A sneaking character uses Stealth as a resisted action against Awareness rolls from anyone able to detect her passing. Unless observers receive more successes than the sneaking character does, she passes undetected. Noise, unsecured gear, lack of cover or large groups of observers can increase Stealth difficulty. Security devices, scanners or superior vantage points may add dice to Awareness rolls. On a botch, the character stumbles into one of the people shes avoiding, accidentally walks into the open, or performs some other obvious act.
Certain nova powers, particularly Invisibility, make sneaking much easier. Swimming [Endurance]: Assuming your character can swim at all (being able to do so requires one dot of Athletics and enables a maximum movement of the characters walking speed plus one meter per dot in Athletics), long-distance or long-duration swimming requires successful Endurancerolls. The first roll is necessary only after the first half-hour of sustained activity, and it requires only one success. A cumulative difficulty penalty of one applies for each subsequent half-hour. 1f a roll fails at any time, your character tires; she may float, but she is too exhausted to swim. Your character can rest by floating, but the current difficulty doesnt drop until she can get to solid ground and recuperate. On a botch, your character sinks and, if she doesnt have gills or appropriate Life Support powers, begins drowning (see p. 257). Throwing [Might]: Objects (grenades, knives) with a mass of one kilogram or less can be thrown a distance of the characters Might skill total x 5 in meters. For each additional kilogram of mass that an object has, this distance decreases by five meters (particularly heavy objects dont go very far). As long as the objects mass doesnt reduce throwing distance to zero, your character can pick up and throw it without having to make a Might roll. A character with 5 Might skill total can throw a 1 kg object 25 meters. He can throw a 2 kg object 20 meters and a 5 kg object five meters. 1f an object can be lifted, but its mass reduces throwing distance to zero, the object can be hurled aside at best - about one meters distance. Obviously, if an object cant be lifted, it cant be thrown at all (refer instead to Lifting, p.
234).
The Storyteller may reduce throwing distances for particularly unwieldy objects, or increase them for aerodynamic ones. On a botch, your character may drop the object or strike a companion with it. Characters with Mega-Strength may throw objects of weights equal to their base lifting ability; to do so, they use the normal rules for throwing. However, when throwing objects whose mass is less than half their base lifting ability (e.g., a nova with Mega-Strength 2 attempting to hurl a 1000-kg automobile), they may multiply their normal throwing distance times their automatic damage successes!
Mental Feats
These systems cover tasks involving the three Mental Attributes (Perception, Intelligence and Wits). Mental tests provide you with information about things your character knows, but you dont, or they determine your characters skill at certain mental tasks. Still, depend on your creativity when solving problems - not on dicerolling. Awareness [Awareness]: This feat involves picking a face out of a crowd, keeping an eye on someone
and being aware of ones surroundings.Awareness covers anything that doesnt require specific training in observation, as Investigation does. Awareness is often used in resisted rolls against Abilities like Stealth. Hacking [Computer]: A person seeking to hack into a computer system makes an extended roll using the Computer Ability. The difficulty can be normal (For an ordinary PC) or up to +4 (for hacking into military mainframes). Likewise, successes needed can range from five or so up to 50 (or even more!). Actively blocking a hacker is a resisted action; the adversary with the most successeswins. On a botch, you may trip a flag or even reveal your identity to the system youre trying to breach. Hacking requires the Computer Ability; your character cannot perform it as a default task. Note that characters with the Cyberkinesis power (p. 187) may substitute that power for these rules. High Finance [Biz]: The Biz Ability covers any attempt to amass wealth, from international banking to licensing oneself to a toy company. The character or sponsor typically invests an amount of money (usually equal to a Resource dot) and rolls Biz. Each additional Resource dot invested adds one die t o the Biz roll. One success means the deal breaks even; the character/ sponsor neither gains nor loses from the deal. More successes allow the character to gain one temporary unit of Resources for each success rolled; these units equal one months worth of one Resource dot. Forhample: Harvey Wilder, with Resources Zand a Biz skill total of 7, needs cash fast. In an all-or-nothing gamble, he invests his entire fortune (two Resource dots) in the stock market. His player now rolls eight dice (seven for his Biz skill, + I for the additional Resource dot invested). The player scores three successes - two over the total to break even - so Harvey gains two units of Resources. The player may choose for Harvey to have an effective Resources of 4 for one month or Resources 3 for two months. Five or more successes on the Biz roll allow the character to raise his Resources by one dot permanently. Failure means the character loses all invested Resource dots for one month, then regains them at one invested dot per month thereafter. A botch means all invested Resources are lost permanently. Investigation [Investigation]: Any search for clues, evidence or hidden contraband involves Investigation. The Storyteller may add a difficulty to investigations involving obscure clues or particularly well-concealed objects. One success reveals basic details; multiple successes provide detailed information and may even make deductions possible based on physical evidence. On a botch, he may miss or accidentally destroy obvious clues. Intrusion [Intrusion]: lntrusion covers breaking and entering, evading security devices, picking locks, bypassing keypad and retinal countermeasures - and
preventing others from doing the same. When bypassing active security, your roll must succeed on the first attempt; failure activates any alarms present (opening manual locks may be attempted multiple times, though). lntrusion rolls are usually standard actions, but they may be difficult actions depending on a security systems complexity (the Storyteller decides the actual difficulty). On a botch, the clumsy break-in attempt goes horribly awry. Setting up security measures is a standard action, but multiple successes achieved in the effort increase the systems quality (essentially adding to its difficulty to be breached). Repair [Engineering]: Before repairing a device thats on the fritz, your character must identify its problems (accomplished as a standard research roll). The Storyteller then sets the difficulty of the repair roll, if any. This difficulty depends on the problems severity, whether the proper tools or any replacement parts are on hand and if adverse conditions exist. An inspired research roll may offset these factors somewhat. A simple tire change is a standard action, while rerouting power through a secondary system is more difficult. Basic repairs take at least a few turns to complete. More complex ones are extended actions that last 1 minutes per 0 success needed. On a botch, your character may simply waste time and a new part, or may make the problem worse. Research [Academics, Science, Engineering]: A character performs research when searching computer databases for historical Facts, when looking for obscure loopholes in anti-terrorism laws or when trying to learn a devices Function or origin. In all cases, the number OF successes achieved determines the amount OF information discovered; one success gives you at least basic information, while extra successes provide more details. The Storyteller may apply difficulties For particularly obscure data. On a botch, your character may not find anything at all, or he may uncover completely erroneous information. Tracking [Awareness, Survival]: Unlike shadowing, tracking requires you to follow physical evidence to Find a target. Discoveringfootprints, broken twigs, blood trails or other physical signs lead the tracker right to the subject. Following such a trail is a standard action; multiple successes provide extra information (subjects rate of speed, estimated weight, number of people Followed). The quarry can cover her tracks with a successful Survival roll. Each success on a Survival roll modifies any tracking difFiculties by one. Abnormal weather, poor tracking conditions (city streets, installation corridors) and a shortage of time also add to tracking difficulty. On a botch, your character not only loses the trail, but he runs the risk of destroying the physical signs of passage as well.
Social Graces
These systems cover tasks involving the three Social Attributes (Appearance, Manipulationand Charisma). Roleplaying usually supersedes any Social skill roll, for better or worse. Storytellers may ignore the Social systems when a player exhibits particularly good or excruciatingly bad roleplaying. Carousing [Style, Streetwise]: You influence others to relax and have fun. Applications of this roll might include showing a potential client a good time, loosening an informants tongue or making instant drinking partners who come to your aid when a brawl starts. Its a standard action when dealing with an individual, though difficulties may be added for large or surly groups. On a botch, your character comes off as an obnoxious boor, if not worse. Credibility[Subterfuge]: Subterfuge is used when perpetrating a scam or trying to detect one (a scam can range From impersonating the authorities to using a Forged passport). All parties involved, whether detecting the lie or perpetrating it, roll Subterfuge. The scams marks must roll higher than the perpetrator to detect any deception. False credentials and other convincing props may add to the difficulty of uncovering the dupe, while teamwork may help reveal the scam. On a botch, the entire plan falls apart. Disguise [Perform, Style]: Disguise usually inlrolves two Abilities, although only one may be called for at a time. Style is used to copy someones appearance juccessfully. The Storyteller may apply difficulties de>endingon the resources at your characters disposal. A standard roll is suitable if ample visual reFerences OF the subject (and appropriate makeup, wig and wardrobe) are wailable. Going by a photo or having access to a limited Wardrobe may be more diFFicult. Trying a disguise from nemory or with little resources could be increase the jifficulty by as much as three. A proper disguise takes 3 least 10 minutes to create (the Storyteller may add t idditionaf difficulty for such a rushjob); an hour or more lffers the best results. To act like someone requires a Perform roll (the Iratory Specialty is useful only to imitate someones loice, while Acting can be used to imitate someones nannerisms). it is necessary to study a subject to create I believable disguise. A standard roll is adequate if the iubject is in your characters presence for at least an lour (or suitable photos are on hand). Working From loor-quality photos or rushing things can result in +1 or .2 difficulty. Meeting the subject briefly (or simply fakng it) may result in c3 or +4difficulty. Aside From these systems, the Storyteller should ake into account the players roleplaying. An adequate lisguise roll may still succeed if the player does an im-
pressive imitation, while even the most inspired disguise is ineffectual if the player acts no differently than usual. On a botch, the disguise may be simply transparent or patently ridiculous, but it is obviously not convincing. Fast-Talk [Subterfuge]: When theres no time For subtlety, baffle them with nonsense. A target can be overwhelmed with a rapid succession of almost-believable half-truths. Hopefully, the subject believesanything she hears just to get away from the babble - or becomes so annoyed that she ignores your character completely. Trying to Fast-Talk someone is a resisted action -your characters Subterfuge against the targets Willpower. Whoever scores more successes wins. On a tie, more babbling is needed. On a botch, your character goes too far, angering the target and rambling without effect. Intimidation [Intimidation]: lntimidation has two effects. Intimidations passive effect doesnt involve a roll; it simply gives your character plenty of space -whether on a shuttle, tram or in a bar., The higher your lntimidation skill total, the wider the berth that others give him. Intimidations active application works through subtlety or outright threat. Subtlety is based on a perceivedthreat (losing ones job, going on report, pain and agony later in life). Roll lntimidation in a resisted action against the subjects Willpower; the target must get more successes or be cowed effectively. The blatant form of intimidation involves direct physical threat. I n this case, you may pair Intimidation with Strength in a resisted roll against the subjects Willpower. On a botch, your character looks patently ridiculous and doesnt impress anyone in attendance for the rest of the scene. Interrogation [Interrogation]: Anyone can ask questions. With the lnterrogation Ability, you ask questions and have leverage. lnterrogating someone peacefully involves asking strategic questions designed to reveal specific facts. This method is a resisted action between your characters lnterrogation and the subjects Willpower. Rolls are made at key points during questioning, probably every few minutes or at the end of an interrogation session. Violent interrogation involves torturing the victims mind and/ or body until he reveals what he knows. Doing so is a resisted action between your characters Interrogation and the targets Resistance or Willpower (whichever is higher). Rolls are made every minute or turn, depending on the type of torture used. The subject loses a health level for each turn of physical torture, or one current Willpower point per turn of mental torture. Damage
inflicted depends on the tools used - fire and electricity cause lethal damage; punches and kicks cause bashing damage. The combined effect of physical and mental torture has devastating results. A botched lnterrogation roll can destroy the subjects body or mind. Whatever the interrogation method used, if you roll more successes in the resisted action, the target divulges something for each extra success rolled. If your extra successes exceed the victims Willpower score, she folds completely and reveals everything she knows. The extent and relevancy of shared information are up to the Storyteller (details are often skewed to reflect what the subject knows or by what she thinks her interrogator wants to hear). Oration [Perform]: From a generals rousing speeches to a politicians slick double-talk, the capacity to sway the masses emotionally creates and destroys empires. When your character speaks publicly, whether to a small board meeting or to an entire N! TV audience, roll Perform. The Storyteller may increase the difficulty for a huge, dispassionate or openly hostile audience. Oration is hit or miss - your character either succeeds or fails. On a botch, your character may damage her reputation or even be assaulted by the audience. Performance [Perform]: Perform can be used to impress an audience or to pay the bills. As with oration, the audiences mood can increase the difficulty, as can the performances complexity. One success indicates an enjoyable if uninspired effort, while additional successes make the performance a truly memorable event to even the most surly crowd. On a botch, your character forgets lines or makes a gaffe. Seduction [Streetwise, Etiquette, Style, Subterfuge]: The particular situation and style of the seduction determine which Ability is used. In pleasant, cultured circumstances, roll Etiquette. In a seedy underbelly bar, Streetwise is appropriate. Style encompasses any attempt to physically attract an individual or even a group. Roll Subterfuge when your character makes a seduction attempt through exaggeration or fabrication. I n all cases, the target rolls Willpower. As long as you get more successes, the target is definitely interested (the degree depends on the number of extra successes rolled). Otherwise, the subject hasnt bitten yet, but you may try again (although at an increased difficulty). On a botch, your character ends up with a drink in his face (at best).
I
Richard De Remer (order #1069967)
I Combat Systems
Combat in Aberrant attempts to capture the largerthan-life feats common to nova-level conflict without downplaying the grim reality of injury and death. What results is a system true to the dynamics, limitations and viciousness of real combat - particularly combat involving superheated plasma blasts and building-rattling punches - that leaves room for the spectacular elements that novas bring to it. The Storyteller should be flexible when arbitrating combat situations; no rules can Fully reFlect the variety of situations encountered in warfare. If any part of these systems slows the game or causes bickering, dont use it. Combat systems are meant to add depth to the game, not create out-of-game conflict.
Types of Combat
There are three types of combat, each involving the same basic system with minor differences: Close Combat: This designation covers unarmed combat and melee. Unarmed combat can involve two Mega-strong bruisers wailing on each other or skilled martial artists facing off. Opponents must be within touching distance (one meter) to engage in unarmed combat, unless one or more combatants is superflexible, has the Tendril power, or is otherwise able to strike from a distance. Melee involves hand-held weapons, from broken bottles to katanas. Opponents must be within one or two meters of each other to engage in melee. Ranged Combat: This designation covers combat using projectile weapons or powers -guns, telekinesis and Quantum Bolts, for example. Normally, opponents must be within sight (and weapon range) of each other to engage in a firefight. Armored Combat: This term covers combat between vehicles using mounted weaponry - from tanks to fighter planes. Opponents must be within weapons range to engage in armored combat.
Combat Turns
Incombat, many things happenat virtually the same time. Since this fact can make things a bit sticky in a game, combat is divided into a series of roughly three-second intervals called turns. Each combat turn has three stages - Initiative, Attack and Resolution - to make keeping track of things easier.
Each player rolls a die and adds it to her Initiative ating [Dexterity + Wits]; thecharacter with the highest esult acts first, with the remaining characters acting in lecreasing order of result. If two characters get the same otal, the one with the higher lnitiative rating goes first. F lnitiative ratings are also the same, roll again until the ie is resolved. (Note that novas with Mega-Dexterity or he Enhanced lnitiativeenhancement often transcend the tormal Initiative order.) Although you declare your characters action now including stating that your character delays her action o see what someone else does), you wait until the atack stage to implement that action. At this time, you nust also state if any multiple actions will be performed, )r if Willpower points will be spent. All of your characters actions are staged at her rank n the order of Initiative. There are only two exceptions o this rule. The first is if your character delays her acion, in which case her maneuvers happen when she fiially takes action. Your character may act at any time ifter her designated order in the Initiative, even to inerrupt another, slower characters action. If two chargcters both delay their actions, and both finally act at :he same time, the one with the higher Initiative score or the turn acts first. The second breach of the Initiative order occurs in :he case of a defensive action (see Aborting Actions, I. 242, and Defensive Maneuvers, p. 243), which your :haracter may perform at any time as long as she has a naneuver left.
Armored Combat: Use Firearms. Remember, if your character doesnt have points in the necessary Ability, simply default to the Attribute on which its based (Strength for Brawl; Dexterity for Melee, Martial Arts and Firearms). I n ranged combat, your weapon or power may modify your dice pool accuracy (due to rate of fire or a targeting scope, for example); check the weapons vital statistics or power description for details. Attacks are usually standard actions, but a difficulty may apply depending on the circumstancesof the attack. 1f you get no successes, the character fails her attack and inflicts no damage. If you botch, not only does the attack fail, but something nasty happens; the weapon jams or explodes, you hit an ally or your power backlashes into your body.
Normally, additional successes gained on a skill roll simply mean that you do exceptionally well. In combat, each extra successyou score on an attack roll equals an additionaldieyou add automatically toyour damage effect! This addition creates fatal and cinematic combat. A maximum of five damage dice may be added in this fashion. Furthermore, area and explosiveattacks may not add attack successes to damage, as there is little opportunity for finesse when delivering such an attack.
Damage Types
All weapons, powers and other attacks have specific damage ratings, indicating the number of dice that
roll (or successes you apply) for the attacks damage (called the damageeffect).Each success on the damige effect roll inflicts one health level of damage on the :arget. Most damage consists of one of two types: Bashing: Punches and other blunt trauma that are ess likely to kill a victim instantly. Characters use their ull Stamina ratings to resist bashing effects, and the damage heals fairly quickly. The maneuver and weapons :harts (p. 250,274-275) list bashing attacks with a 6, snd damage is applied to the Health boxes on your charscter sheet with a /. Lethal: Attacks meant to cause immediate and Fatal injury to the target. Baseline human characters may l o t use Stamina to resist lethal effects, and the damage :akes quite a while to heal. Most novas have a small degree of defense against lethal attacks, but even they tend to heal lethal attacks more slowly than they heal bashing sttacks. The maneuver and weapons charts (p. 250,274275) list lethal attacks with an L, and damage should , marked on the Health boxes on your character sheet e with an X. A few particularly virulent nova powers deliver an even deadlier type of damage, which is referred to as aggravated. Aggravated attacks include things like disintegration attacks, molecular disruptions and other horribly destructive forces. Aggravated attacks are treated as lethal damage, but they take five times as long to heal, and they cannot be soaked except with certain special quantum powers. When necessary, use an asterisk () to denote aggravated damage. Damage effect rolls cannot botch; a botched roll simply means the attack glances harmlessly off the target. Specifics on applying damage efFects are described under Health, p. 252.
IOU
Soak
All characters can resist a certain degree of physical punishment; doing so is called soaking damage. Your characters soak is based on her Stamina. Baseline humans can soak one die of damage per point of Stamina, but they can apply this reduction only to bashing damage (reflecting the bodys natural resilience to such attacks). Novas likewise subtract a base of one die per Stamina dot from bashing attacks. Baselines cannot use Stamina to soak lethal damage, due to the brutal and invasive nature of such attacks. The human body can endure some abuse, but its not capable of dealing with a bullets traumatic impact or a lasers searing intensity. However, most novas have
a small amount of lethal soak (p. 241). A side effect of eruption, lethal soak enables novas to withstand small amounts of lethal damage. Soak rating is subtracted automatically from your attackers total damage effect before it is rolled. Moreover, you subtract soak from automatic damage successes before you subtract damage dice. Even if your soak is higher than your attackers damage effect, your opponent stillrolls one die. Armor, whether from Mega-Stamina, quantum powers or artificial sources, provides extra soak against bashing and/ or lethal effects (see Armor). Especially in the case of quantum powers, this extra can provide extremely impressivesoak scores, enabling novas to laugh off weapon strikes, small-arms fire or even heavy artillery. For Example: Overkilla fires his Quantum Bolt at 2 Bigg Bettie, who has 1 soak versus bashing damage. 5 Overkillas attack inflicts [lo successes] + 1 dice of 2 damage. Betties 1 soak completely cancels Overkillas 5 automatic successes and removes an additional five o f his damage dice. Overkillas player may now roll seven dice in an attempt to inflict damage on Bettie.
3ines with your base soak for purposes of reducing dam3ge. Light armor offers a small amount of protection, but it doesnt hinder mobility. Heavy armor provides a lot of protection, but it can restrict flexibility. Some armor is designed to shield against bashing effects, some against lethal - and some protects against both. Armor is not indestructible. If the damage applied From a single attack equals twice the armors rating, the armor is destroyed. Armor types, their ratings and other specifics are described in the Appendix (p. 277).
Personal Combat
These maneuvers give you a variety of choices in combat. Roleplaying combat is more entertaining if you can visualize your characters moves instead of simply rolling dice.
Armor
Though most novas scorn artificial armor such as flak jackets and Kevlar vests, many baselines and a few novas wear this type of protection. Simply put, armor adds to your characters soak. The armors rating com-
General Maneuvers
Aborting Actions: You can abort your characters declared action to a defensive action as long as your character hasnt acted in the turn. Actions that can be aborted to include block, dodge and parry. A successful Willpower roll (or the expenditure of a Willpower point) is required for a character to abort an action and perform a defensive one instead. (See Defensive Maneuvers, p. 243, for descriptions of block, dodge and parry.) Ambush: Ambushes involve surprising a target to get in a decisive first strike. The attacker rolls Stealth in a resisted action against the targets Awareness. If the attacker gets more successes, she can stage one free attack on the target and adds any extra successes from the resisted roll to her attack roll. On a tie, the attacker still attacks, although the target may perform a defen-
sive maneuver. If the defender gets more successes, he spots the ambush, and both parties roll lnitiative normally. Targets already involved in combat cannot be ambushed. Blind Fighting/Fire: Staging attacks while blind usually incurs a +2 difficulty penalty. The Ability specialties Blind Fighting and Blind Fire reduce that penalty. Specialties normally add a die to the rolls to which they apply. Blind Fighting and Blind Fire reduce the penalties imposed by Fighting without seeing by one; all difficulty penalties For being in pitch darkness or for being Flashed by bright light reduce to one. Novas with certain enhanced senses (pp. 162-164) may act without penalty even if they cannot visually perceive their targets. flankand Rear Attacks: Characters attacking targets From the flank gain an additional die to accuracy, and they gain two additional dice to accuracy when attacking from behind. Movement:A character may move half of her running distance [Dexterity +12 meters, or half of whatever a novas enhanced move is] and still take an action in a turn. Other maneuvers such as leaping or tumbling may be considered separate actions, depending on their complexity. MultipleActions: IF you declare multiple actions, subtract dice from the first dice pool equal to the total number OF actions taken. Each subsequent action loses an additional die (cumulative). 1f a character performs onlyan abort action in a turn, use the appropriate block, dodge or parry system. Targeting: Aiming for a specific location incurs a difficulty, but it can bypass armor or cover or result in an increaseddamage effect. The Storyteller should consider special results beyond a simple increase in damage, depending on the attack and the target. Target Size Difficulty DrngEffect Medium (limb, briefcase) +1 None Small (hand, head, computer) +2 +2 +3 +4 Precise (eye, groin, lock)
Defensive Maneuvers
Its a given that your character tries to avoid being hit in combat - thats why everyone makes attack rolls.
Sometimes all your character wants to do is avoid attacks. You may announce a defensive action at any time before your characters opponent makes an attack roll, and as long as your character has an action left to perform. You can declare a defensive action on your characters turn in the lnitiative or can even abort to a defensive maneuver. You must make a successful Willpower roll (or may simply spend one point of Willpower) to abort. If the Willpower roll fails, your character must carry out the action that >ou declared originally. There are three basic types of defensive actions: block, dodge and parry. Some novas have access to a fourth defensive action: the power block. Using these
three (or four) maneuvers, your character can defend against virtually any kind OF attack. However, your character may not be able to avoid every single attack thats directed at her. She cant dodge when theres no room to maneuver, and she cant block or parry if she doesnt know an attack is coming. Each defensive maneuver uses the same basic system: The defensive action is a resisted roll against the opponents attack roll. Unless theattacker gets more total successes, he misses. If the attacker gets more successes, those that he achieves in excess of the defenders successes, if any, are used to hit (the attacker doesnt necessarily use a// the successes he rolled). So even if the defender has fewer successes than the attacker does, the defenders maneuver can still reduce the effectiveness of the attack, even if the maneuver cant counteract it completely. Block A Brawl or Martial Arts maneuver using your characters own body to deflect a hand-to-hand bashing attack. Lethal attacks cannot be blocked unless the defender has an appropriate quantum power or armor that provides special protection. Dodge: An Athletics or Martial Arts maneuver useful for avoiding attacks of all types. Your character bobs and weaves to avoid Melee or Brawl attacks (if theres no room to maneuver, she must block or parry instead). In firefights, your character moves at least one meter and ends up behind cover (if theres no room to maneuver and/ or no cover available, she can drop to the ground). If your character remains under cover or prone thereafter, cover rules apply against Further Firearms attacks (see Cover, p. 247). Novas with at least one level of Mega-Dexterity may dodge ranged attacks without the necessity of seeking cover; they simply move out of the way, as with any other attack. Pwry:A Melee maneuver using a weapon to block a Brawl, Martial Arts or Melee attack. If a character makes a Brawl or Martial Arts attack and the defender parries with a weapon that normally causes lethal damage effects, the attacker can actually be hurt by a successful parry. If the defender rolls more successes than the attacker does in the resisted action, the defender rolls the weapons base damage plus the parrys extra successes against the attacker as automatic damage. Power Block Many quantum powers can be used as part OF defensive actions. Force Field is the most likely power for such a Feat, but Gravity Control, Elemental Mastery and similar powers can also provide protection against certain attacks. Some attack powers can literally shoot an incoming projectile out of the sky. To perform a power block, the player takes a defensive action as normal, then simply substitutes her Dexterity + power rating skill total For the normal block, parry or dodge roll. Each success on the power block roll subtracts one from the attack successes, as normal.
A power might be able to perform a power block against some maneuvers, but not against others. For example, Magnetic Mastery can certainly pull bullets OFF their trajectories, but it is useless against a flamethrower attack. The Storyteller must arbitrate power blocks on a case-by-case basis. Block, dodge, parry and power block can be perFormed as part of a multiple action in your characters turn (punching then blocking, shooting then dodging, parrying then striking, blasting a tank shell out of the sky then blasting the tank to smithereens). Using a multiple action t o act and defend is advantageous because your character can still accomplish something in a turn other than avoiding attacks. For h m p l e : Jimmy the Body wants to punch two thugs, then be ready to dodge two attacks - a multiple action. Doing so is considered four separate actions using his 9 Martial Arts for the punches and his 1 Athlet0 ics for the dodges. The first punch is reduced by four dice (giving Jimmy five dice in his dice poo1) because Jimmy performs four actions. The second punch is reduced by five dice (four actions plus an additional cumulative penalty), giving Jimmy four dice to strike. The first dodge is reduced by six dice (for a dice pool offour dice) as per the multiple-action rules. The final dodge is reduced by seven dice (leaving three dice). Rather than make defensive maneuvers a part of a multiple action, you may declare that your character spends an entire turn defending. The multiple-action rules are not used in this case. Instead, you have a full dice pool For the first defensive action, but you lose one die, cumulatively, for each subsequent deFense action made in the same turn. It is diFficult to avoid several incoming attacks. For Example: Jimmy the Body spends a whole turn dodging. With a 1 Athletics skill total, he can dodge up 0 to 1 attacks! Jimmys player rolls 10 dice against the 0 first attack, nine dice against the second, eight dice against the third, seven dice against the fourth, six dice against the fifth, five dice against the sixth, etc. Jimmy cant do anything else that turn but dodge.
Clinch: On a successful attack roll, the attacker goes into a clinch with the target. In the first turn, the attacker may roll Strength +2 damage eFfect. In each subsequent turn, combatants act on their orders in the Initiative. A combatant can inflict another Strength +2 damage effect automatically, or attempt to escape the clinch. Neither the attacker nor the defender may use any other standard combat maneuvers until one combatant breaks free; however, characters with body-altering powers such as Density Decrease, Shapeshift, Flexibility or Immolate may attempt to use them normally. 70 escape a clinch, make a resisted Brawl or Martial Arts roll against the opponent. IF the escaping character rolls more successes, she breaks free; if not, the characters continue to grapple in the next turn. Ability: Brawl or Martial Arts Difficulty: Normal Accuracy: Normal Damage: Strength +2 Disarm: To knock a weapon From an opponents hand, the attacker rolls at +l difficulty; if the attacker is unarmed, she rolls at +2 diFficulty. If successful, the attacker rolls damage normally. If successes rolled exceed the opponents Strength score, the opponent takes no damage but is disarmed. A botch usually means the attacker drops her own weapon or is struck by her targets weapon. Ability: Martial Arts or Melee Difficulty: Special Accuracy: Normal Damage: Special
Hold: This attack inflicts no damage, as the intent is to immobilize rather than injure the subject. On a successful roll, the attacker holds the target until the subjects next action. At that time, both combatants roll resisted Brawl or Martial Arts actions; the subject remains immobilized (able to take no other action) until she rolls more successes than the attacker does. Ability: Brawl or Martial Arts Difficulty: Normal Accuracy: Normal Damage: None
Kick Kicks range from simple Front kicks to aerial spins. The base attack is +1 difficulty and inflicts the attackers Strength +3 in damage. These ratings may be modified further at the Storytellers discretion, increasing in damage and/ or diFFiculty as the maneuver increases in complexity. Ability: Brawl or Martial Arts Difficulty: +1 Accuracy: Normal Damage: Strength +3
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Multiple Opponents: A character who battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). Strike: The attacker lashes out with a fist. The base attack is a standard action and inflicts the characters Strength +2 in damage. The Storyteller may adjust the difficulty and/ or damage depending on the type of punch: hook, jab, haymaker, karate strike. Ability: Brawl or Martial Arts Difficulty: Normal Accuracy: Normal Damage: Strength +2 Sweep: The attacker uses her own legs to knock the legs out from under her opponent. The target takes Strength +1 damage and must roll Athletics at +3 difficulty or suffer a knockdown (see Maneuver Complications, p. 248). The attacker can also use a staff, chain or similar implement to perform a sweep. The effect is the same, although the target takes Strength + Weapon type damage. Ability: Martial Arts or Melee Difficulty: Normal Accuracy: Normal Damage: Special Tackle: The attacker rushes her opponent, tackling him to the ground. The attack roll is +1 difficulty and inflicts Strength +3 damage. Additionally, both combatants must roll Athletics at +2 difficulty or suffer a knockdown (see Maneuver Complications, p. 248). Even if the targets Athletics roll succeeds, he is unbalanced, suffering +1 difficulty to his actions for the next turn. Ability: Brawl Difficulty: +1 Accuracy: Normal Damage: Strength +3
Throw The attacker grabs her opponent at +1 difficulty t o hit, then uses the targets own momentum to throw him. The target is launched a number of meters equal to the attackers Strength (opponents with a lot of momentum may travel up to an extra two meters). The target suffers a knockdown (see Maneuver Complications, p. 248) automatically, and he takes Strength +1 damage plus an additional die of damage for every two meters he was thrown (rounded down). Characters with Mega-Strength automatically throw a target two additional meters per automatic damage success. Landing on harmful objects or debris can increase the damage effect.
Ability: Brawl or Martial Arts Difficulty: +1 Accuracy Normal Damage: Special Weapon Strike: A slashing blow, thrust or jab, depending on the weapon used. Ability: Melee Difficulty: Normal Accuracy: Normal Damage: Strength + Weapon type
To administer this attack, the nova must successFully enter a clinch with her victim, using her Strength + Bodymorph skill total rather than Strength + Brawl. On the following turn, the nova rolls Strength + Bodymorph against the victims Endurance skill total. Success on the novas part indicates the nova cuts off the characters Dxygen supply; the victim immediately begins taking one automatic bashing health level of damage per turn the nova maintains the attack, and must also make a Willpower check to avoid panic (see Suffocation and Drowning, p. 257, for details on this roll). Once the victim falls to Incapacitated from this attack, he will die in [Stamina + Mega-Stamina] turns if the nova maintains the attack. Failure on the attack roll means the attack has no effect that turn, but the nova may attempt the attack again on the following turn, so long as the clinch is maintained. If the victim breaks the novas clinch, he immediately ceases taking damage from the asphyxiation attack. Obviously, this attack has no effect on novas who have no need to breathe. Ability: Bodymorph Difficulty: Normal Accuracy: Normal Damage: Special
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HyperspeedSlam: The nova runs into someone at superspeed. This move is treated as a Tackle (Str +3 bashing damage). Assuming the nova is moving at full speed, each level of the Hypermovementpower adds two dice to tackle damage, while the Enhanced Movement enhancement adds an additional two. The nova herself takes half damage from the slam (though her soak might well reduce this damage to zero), and she can reduce the total damage of her slam by any amount she chooses, so long as she announces it ahead of time and slows her pace accordingly. The victim of the slam must check for knockback (p. 2 9 ,while the attacker makes an Ath4) letics roll to stay upright, just as with a normal Tackle maneuver. 1f the defender suffers no knockback and the attacker fails her roll, the attacker also takes full damage from the slam (she just ran into the equivalent of a brick wall). Ability: Brawl Difficulty: +1 Accuracy: Normal Damage: Special Hyperspeed Strike: The nova races by a target, bashing it with a limb or weapon as she passes. The maneuver is treated as a Strike or Weapon attack, but the player adds two dice for Enhanced Movement and/ or one die per dot of Hypermovement.
Aiming: The attacker adds one die, up to her total Perception rating, to her accuracy on a single shot lor each turn spent aiming. A scope adds two more dice to the attackers pool in the first turn of aiming (in addition to those added for Perception). The attacker may do nothing but aim during this time. Additionally, it isnt possible to aim at a target that is moving faster than a walk. Players of characters with Mega-Perception may add those dice to the roll, but only once theyve added their normal Perception dice. Automatic fire: The weapon unloads its entire ammunition clip in one attack against a single target. The attacker makes a single roll, adding 1 dice to her accu0 racy. However, the difficulty on the attack roll increases by two due to the weapons recoil. Extra successes add to the damage effect, to a maximum of five extra dice. This attack is permissible only if the weapons clip is at least half-full. Also, full-auto is possible only with automatic weapons and certain quantum powers. When using this maneuver with quantum powers, a player must pay two additional quantum points for the automatic fire. Ability: Firearms Difficulty: +2 Accuracy: +10 Damage: Special
Cover: Cover increases an attackers difficulty to hit a target (and often the targets ability to fire back). The difficulties listed here are the extra number of successes that the attacker needs to hit a target under cover. A character who fires back from behind cover is also at something of a disadvantage to hit, as he exposes himself and ducks back under protection. Ranged attacks made by a defender who is under cover are at one lower difficulty than listed below. (If a listed difficulty is +l, then the defender suffers no penalty to make attacks from under that cover.) If your character hides behind a wall, attackers ranged attack rolls have a +2 difficulty. Your characters attacks staged from behind that wall are at +1 difficulty. Note that difficulties for combatants who are both under cover are cumulative. If one combatant is prone and one is behind a wall, attacks staged by the prone character are at +2 difficulty, while attacks staged by the character behind the wall are also at +2 difficulty. Cover Type Attacker Difficulty +l Light (lying prone) Good (behind wall) +2 Superior (only head exposed) t3
Cover Fire: This maneuver isnt meant to hit targets; it is used instead to force opponents to dive for cover (allowing attackers to advance, withdraw or perform some other strategic action). Cover fire is a resisted action between the attackers skill total and each
opponents Willpower. Each opponent who gets fewer successes than the attacker does abandons any planned action and dives for cover automatically, losing any further actions that turn. If an opponents successes tie the attackers, the opponent perseveres, but he takes his next action at a base +1 difficulty. If an opponent gets more successes, he steels his nerve and endures the volley. If an opponent botches, hes struck by a shot and takes the attacks base damage. Multiple Shok An attacker may take more than one shot in a turn by declaring a multiple action (the first shots dice pool is reduced by the total number of shots fired, and each subsequent shot is reduced by an additional die, cumulative). The attacker can fire a number of shots up to the weapons full rate of fire. 1f using this maneuver with quantum powers, a nova may make as many shots as he wishes, but he must pay the normal quantum-point cost for each attack. Ability: Firearms Difficulty: Normal Accuracy: Special Damage: Weapon type Range: The Ranged Weapons Chart (p. 275) lists each weapons medium range; no modifiers apply when shooting at this range. Twice that listing is the weapons maximum range. Attacks made up t o maximum range are +2 difficulty. Attacks made at targets within two meters are considered point blank. Point-blank shots add two dice to the attackers accuracy. Rangesfor quantum powers are listed under each powers description. Reloading: Reloading takes one Full turn and requires the characters concentration (like any other maneuver, reloading can be performed as part of a multiple action; no die roll is required to reload, but doing so counts as an action For reducing other die rolls in a turn). Semiautomatic Burst: The attacker gains two additional dice on a single attack roll, and he expends three shots from the weapons clip. Only one burst may be fired each turn. All firearms may perform this maneuver, although at +1 difficulty on the attack due to recoil. If used with quantum powers, this maneuver costs an extra quantum point to evoke. Ability: Firearms Difficulty: Special Accuracy +2 Damage: Weapon type
Strafing: lnstead of aiming at one target, fullautomatic weapons can be fired across an area. Strafing adds 1 dice to accuracy on a standard attack roll, and 0 he empties the clip. A +1 difficulty (in addition to any other modifiers) is added for each meter in area of effect covered beyond the first. The attacker divides any successes gained on the attack roll evenly among all targets in the covered area (successes assigned to hit an individual are added to that targets damage effect, as well). If only one target is within range or the area of effect, only half the successes affect him. The attacker then assigns any leftover successes as she desires. If fewer successes are rolled than there are targets, only one may be assigned per target until they are all allocated. Dodge rolls against strafing are at +1 difficulty. Ability: Firearms Difficulty: Special Accuracy: +10 Damage: Special
Two Weapons: Firing two weapons gives the attacker a distinct advantage, but it has its share of complications. Doing so is considered performing a multiple action, complete with reduced dice pools for total shots taken and for any recoil. Additionally, the attacker suffers +1 difficulty for her off-hand (unless shes ambidextrous); if the attacker has Mega-Dexterity, she is automatically considered to be ambidextrous. Pistols, carbines and other small arms incur no further penalties. However, wielding a sidearm and a heavy weapon requires a minimum 4 Might skill total; using two heavy weapons at once requires a minimum 6 Might skill total (default to Strength). Each point the attacker is under this minimum is an additional difficulty applied to each shot. The attacker can fire a number of shots up to each weapons rate of fire. Ability: Firearms DifFiculty: Special Accuracy: Special Damage: Weapon type
Maneuver Complications
The following are some of the common types of combat complications. The Storyteller should add any others as the situation warrants (see Sources of Injury, p. 255, for further information). Area and Explosion Attacks: Area and explosion attacks add two dice to accuracy, and targets cannot block or parry them, even with nova powers. Targets may dodge, but they must have and use sufficient movement to get clear of the affected area. Area and explo-
sive attacks do not add attack successes to damage dice pools. Blinded: Add two dice to attack rolls made against a blinded target. Furthermore, blind characters are at +2 difficulty on all actions. Dazed: If, in a single attack, the attacker rolls a number of damage successes greater than the targets Stamina, the victim is dazed. The target must spend her next available turn shaking off the attacks effects. Characters with Mega-Stamina may add double their Mega-Stamina dots to their Stamina t o determine whether or not theyre dazed. Also, see Unconscious. Immobilization: Add two dice to attack rolls made on an immobilized (i.e., held by someone or something) but still struggling target. This penalty applies to characters whose Dexterity has been reduced by the Immobilize power. Attacks hit automatically if the target is completely immobilized(tied up or otherwise paralyzed). Knockback: Nova attacks pack a lot of punch. Sometimes, an attack hits with such Force that a defender is blasted halfway across the battlefield, or even Further. This phenomenon is known as knockback. Bashing attacks such as punches are the phenomena most likely to cause knockback, but lethal attacks of sufficient force may also inflict knockback. Knockback is cinematic and very appropriate to the genre, but including it in a game inevitably involves boring, un-fun stuff like math and physics and whatnot. Accordingly, we present two systems to represent knockback: The simple way: If an attack does a lot of damage, it may blast the target back a ways. Combatants who are big or heavy (for example, those with Density Increase or Growth) wont fly back far, if at all. Combatants who are light (like those with Shrinking) get knocked around real good. A combatant who is knocked back suffers some amount of bashing damage - whatever the Storyteller decides is appropriate - when she smashes into the ground, through a wall or whatever. Thats it. Simple, up to the Storyteller and fun. The complicated way: Some players arent going t o be happy with the simple system, and some Storytellers actually enjoy incorporating complicated formulas into their games. If you Feel the need for a precise formula, try the following: Compare the attacks damage dice pool to the targets Might skill total. Each active dot of Density Control (Increase) adds three to the targets effective Might skill total, while each active dot of Shrinking subtracts three. (Note that even an attack that does not actually inflict damage on the target may still knock the target back.) If the damage dice pool equals the defenders adjusted Might, the defender must check for knockdown.
If the damage dice pool is greater, the target flies back two meters per damage die above the Might skill total, plus two extra meters for each net success on the initial , attack roll (that is, successes left after defensive actions such as dodges). The target takes one die of bashing damage for every two meters of knockback inflicted. If a knocked-back target smashes into something (a wall, another combatant, the side of a building), he effectively suffers a collision. The person or thing takes the same amount of damage that the knocked-back combatant suffers, and depending on the sturdiness of the substance, a collision may change the knockback damage dice to lethal damage. I F the target hits with sufficient force, he might even blow right through the intervening material and continue on his trajectory. See Material Strengths, p. 257, for specifics. A knocked-back target may make an Athletics roll at +2 difficulty; success on this roll reduces knockback damage by half, as the target rolls with the blow. A target who collides with something may not make this roll. Lethal attacks cause only half the normal knockback. Additionally, the Storyteller has the option t o declare that certain attacks simply dont cause knockback. For example, a Quantum Blast that manifests as a laser beam or Flame gout may do a lot of damage, but neither one is likely to cause much knockback. Finally, if an attack is extremely potent (say, 20+ raw damage dice) and inflicts 10 or more dice o f knockback damage, the Storyteller may decree that the knocked-back victim flies as far as is cinematically interesting. The target takes the normal amount o f knockback damage, but he might be blasted back a kilometer or even more. Knockdown: Quite simply, the victim falls down. After suffering a knockdown, the subject makes an Athletics or Martial Arts roll. If successful, she gets back on her feet immediately, but her Initiative is reduced by two in the next turn. On a failed roll, the subject spends her next action climbing to her feet. On a botch, she lands particularly hard or at a severe angle; the Storyteller rolls a bashing damage effect equal to the botches rolled. Maneuvers like Tackle, Throw and Sweep are intended to knock an opponent down. However, an especially powerful attack of any kind may send the target to the ground. Such instances are best l e f t to the Storytellers discretion, and they should occur only when appropriately cinematic or suitable to the story. Unconscious: If, in a single attack, the attacker rolls a number of damage successes greater than the targets Stamina plus two, the victim blacks out. Unconsciousness lasts from five turns to an entire scene (specific duration is at the Storytellers discretion). Again, characters with Mega-Stamina add double their MegaStamina ratings to their Stamina.
Armored Combat
Vehicle combat systems differ from those of personal combat in only two ways: damage effect and maneuvers. The weaponry involved in vehicle combat does a significantly higher amount of damage (though some novas attacks equal or exceed those of vehicular weaponry), and the character directs a crafts maneuvers instead of performing them herself. Otherwise, Initiative, attacks and resolution are handled in the same way as in personal combat. As of 2008, space travel is still in its infancy, although certain novas are theoretically spaceworthy. Should your chronicle require rules for space travel, consult Aberrants sister game, Trinity.
Adds
As with nova powers, vehicle weapons are designed to deal significant amounts of damage to vehicles and other durable structures (buildings, orbital stations). A craft can also take more punishment than a person can. Essentially, people and vehicles fight on different scales. To reflect this, vehicle armament has damageadds, while vehicles themselves have armor adds. A damage add is listed in brackets next to a weapons damage effect (e.g., 5d10 [lo] L), while an armor add is bracketed after the vehicles soak (e.g., 4 [lo]). Armor adds are applied against both bashing and lethal damage. The damage add is the number of damage successes inflided autmattcally,just as with a m s damage adds.If a perronfiresaweaponatavehicle,thearmoraddisthenumber of dice subtracted rm the weapons damage effect f o
volves high g-forces (characters with Gravity Control are assumed to compensate automatically for such things). Dive The opposite of a climb; the character plummets downward. The Storyteller may apply a difficulty to the die roll for a hard dive due to g-force stresses, as with a sharp climb. Loop: The character makes a vertical loop, ending up in roughly the same position that he started in at the beginning of the move. Difficulty depends on the loops tightness, usually between +1 and +3. Roll: The character flips upside down (and usually right-side up again). Repeated rolls are possible (a corkscrew) with increasing difficulty, at the Storytellers discretion.
Health
This section deals with your characters current physical or mental state, as well as various factors that can improve or worsen these conditions. Health can be affected by anything that injures the body or the mind, such as simple lack of sleep, mental assault or a bullet to the head. Depending on her condition, a novas current health can greatly impede her ability to perform even the simplest of tasks.
Physical States The coming of novas has contributed to considerable advances in medicine. The Human Genome Project has been completed, HIV and many forms of cancer have been wiped out and people are healthier and live longer, on the whole, than ever before. Which is good in theory, but a few Mega-Strength punches or Quantum Bolts can put a damper on anyones good day.
tion (except damage effect and soak) until the wound heals. The penalty also indicates impaired movement, translating into the number of meters by which your movement is divided. Furthermore, at Wounded and below, your character can no longer sprint. Acharacter with a 3 Dexterity whos at Maimed can walk only two meters a turn, or can run four meters. At Crippled, your character can only walk (or crawl) one meter per turn. Health Level DicelMove Penalty Description Bruised 0 Youre slightly battered, suffering no penalties. Hurt -1 Some scrapes and bumps; not seriously impaired. Injured -1 Minor injuries; notice able damage. Wounded -2 You can walk and run, but you cannot sprint. Maimed -3 A bloody mess, you hobble about in pain. -4 Youre severely injured, Crippled stumbling and wrecked. Incapacitated You lose consciousness from the pain and trauma. No adions are possible. Dead Simply that. Notify the next of kin. Incapacitated: The stage immediately before death, Incapacitateddiffers from unconsciousnessin that your character collapses from the combined effects of physical trauma and pain. She falls to the ground and remains comatose until her Health recovers to Wounded. Successful medical treatment that restores at least one health level can bring her around before this. Any more damage suffered by an Incapacitated character kills her. Dead: When your character suffers a total of eight levels of lethal damage, she dies. Medicine being what it is in the 21st century, a trained professional has a brief amount of time to resuscitate her. Your character is beyond help after a number of turns equal to her total Endurance.
Applying Damage
Most damage in Aberrant consists of one of two types. Bashing damage includes all forms of temporary injury. Lethal damage covers permanent, killing wounds. All injuries are cumulative, whether lethal or bashing, and the combined injury determines your characters current health level. Specifics on each type of damage are provided. When your character takes bashing damage, its recorded as a slash (/) in the appropriate Health chart box. Lethal damage is marked with an X for each level inflicted. Lethal damage always gets marked above bashing. So if you mark a level of bashing damage in the Bruised box, then take one lethal health level later, move down the bashing level to the Hurt box by marking that box with a /. Bashing levels taken after lethal levels are simply drawn in on the next open box. Bashing damage isnt as severe as lethal, so its always marked last and healed First.
Bashing Damage
Bashing damage, from a distracting headache to a lunch in the nose, covers all forms of injury that arent ikely to kill instantly, or which fade relatively quickly. vlost forms of hand-to-hand combat inflict bashing dam3ge, as do mentai injuries such as headaches, drunkm e s s or other mental distractions. Bashing damage ienerally impairs less than lethal damage does, and it ieals faster. Your character can die from bashing damage, :hough. A punch may not cause as much trauma as a bulet does, but enough punches can kill. After your charx t e r reaches Incapacitated on the Health chart, each iew bashing injury, while soaked like a normal bashing .ffect, is marked with a second slash on the highest bashng level. This way, bashing levels turn progressively into ethal damage. Once your characters Health chart is filled to Incapacitated with lethal damage, the next level of damage taken, whether bashing or lethal, kills her. For Example: Lotus Infinite, flying with three levels o f lethal damage (X, X, X) and one o f bashing (/), is swatted out o f the sky by her nemesis Geryon. A squad o f Mitoids catch up and batter LI (inflicting three more bashing health levels - /, / / untilshe blacks out. L l i s ,) a t Incapacitatedwith four bashing damage levels left. Lotus Infinites mercilessopponents then smash her prone body with punches and kicks. The first hit after L l falls to Incapacitatedcauses one level o f bashing damage. So Lls Woundedlevel, previously bashing, has another slash drawn through it (for XY, making it lethal. This process can be repeated three more times untilLls remaining health levels are changed from bashing to lethal. Regardless o f whether its bashing o r lethal, the fourth level o f damage will kill her. If your character falls to Incapacitated due to bashing damage but then takes a level of lethal damage, shes dead.
Bruised
-0
flu r+ Injured
n
U
0
n
Wounded
F w h m p h ? :Lotus Infinite has already taken a level o f bashing damage from a Mitoids glancing punch (Ms. Infinitesplayer marks her Health chart with a /in the Bruised box). A Teragen nova shoots LI with a flame blast, scoring three lethal health levels. Lls chart is marked with an X in the Bruised, Hurt and Injured health levels, and a Pin the Wounded box (essentially moving the punchs damage down the chart). The combined damage puts L l a t -2 dice to all rolls. Trying to escape, Lotus Infinite activates her Flight and hightails
Lethal Damage
Lethal damage is intended to cause immediate and grievous injury. Knives, pistols, claws and flame gouts all cause lethal wounds. Such wounds dont heal easily, and they usually require medical attention for any hope of recovery. Nature, too, provides numerous health hazards for humans and even novas. Electricity, vacuum exposure, hard radiation and fire all cause lethal wounds. Lethal damage kills with ruthless efficiency. When your characters Health chart fills to Incapacitated with lethal damage, any further damage taken, whether bashing or lethal, kills her.
it.
Bruised
-0
H U r+
Irvured Wounded
w w
Aggravated Damage
A few particularly virulent nova attacks inflict aggravated damage. Aggravated damage represents disintegration, flesh-eating viruses, molecular disruption or
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some other form of complete tissue destruction. Aggra. vated damage may not be soaked except by novas wit1 c the Hardbody enhancement or other similar powers. T record aggravated damage, mark an asterisk (*) in tht Health box. Aggravated damage is marked over all othei kinds of damage. Against baselines, aggravated damage is permanent the wounds never heal. Novas may heal aggravated damage, but they get no multiplier for their metabolisms; the) heal aggravated damage no faster than a baseline humar heals lethal damage. The Healing and Regeneration powers can heal aggravated damage, but each level healec costs triple the normal quantum-point cost.
Soak
As noted above, bashing damage isnt as immediately fatal as lethal damage is; bashing damage also heals more quickly (see Recovery). The human (and nova) body can take more punishment from bashing damage than it can from lethal effects. Use your characters full Stamina rating to soak bashing attacks. Baselines cannot use Stamina to soak lethal attacks; however, all novas may use half their Stamina, rounded down, to soak lethal attacks. See p. 241 for specifics. Aggravated damage cannot be soaked unless the nova has the Hardbody enhancement or other similar protection. Even with soak, most humans crunch real good when caught in the midst of nova-level combat. Many nova powers, though, protect against both bashing and lethal damage, and their benefits may add to your base soak against attacks. Certain types of artificial armor protect against bashing and lethal attacks as well, though even if your character wears such protection (considered laughably wussy in many nova circles), most nova attacks worthy of the name shred conventional armor easily. See Armor, p. 277, For specific ratings.
I Recovery
Minor injuries simply require time to heal. Medical attention or quantum powers are required to recover from serious levels of bashing damage or from any form of lethal damage. 1f your character reaches Crippled, whether from bashing or lethal damage, she must get professional help. At that level, your character can barely walk. The preceding charts list the time involved in healing damage. Bashing and lethal damage recover differently. Recovery Time lists how long it takes to heal that specific health level; the time iscumulative. A nova without Mega-Stamina who takes three levels of bashing damage takes 30 minutes to heal each one before hes
fully fit. A nova without Mega-Stamina who suffers five lethal damage levels takes one month to recover from Maimed to Wounded. After that, he needs an additional two weeks, five days and 12 hours to recover from the rest. If the same character takes four levels of lethal damage and one of bashing, he needs 70 minutes to recover the bashing level before he starts recovering from the lethal wounds. These recovery times assume the individual receives only basic care (First aid and bed rest). The times improve if the individual has access to modern health care. If hes treated by a physician with adequate skills (Medicine 2 rating) and medicine during his recovery time, the character heals each health level at one time category higher on the Health chart. If the patient forgoes special treatment at any point, he heals at normal rates. If the individual receives care from advanced medical techniques (Medicine 4 rating), he recovers each health level at two categories higher on the Health chart. IF this advanced treatment is not received at any point, normal healing rates apply. No matter the quality of the treatment processes involved, each level of bashing damage still takes at least five minutes to heal, and lethal damage still takes a minimum of one hour per level to heal. These recovery times dont take into account quantum powers. The systems described for the Regeneration enhancement or the Healing power take precedence over these systems. For Example: Lotus lnfinite is saved by fellow OeVries agents before the Mitoids finish her off: They take Ll to a nearby clinic where a resident (Medicine 2 ) tends Lls injuries (she has currently taken lethal damage to Wounded and bashing damage to Incapacitated). Thanks to the resident and the clinics medical resources, LIheals everything one category more quickly. She is a nova and has one dot o f Mega-Stamina, so she heals all damage three times as quicklyas a baselinehuman. L lheals the lncapacitatedbashinglevelin two hours, the Crippled bashing level in one hour and the Maimed bashing level in 20 minutes. LI then heals her Wounded lethal level in two days and eight hours, her lnjured lethal levelin a day andher Hurt lethal level in eight hours. Finally, her Bruisedlethallevel takes another eight hours to heal. Inshort, LIrecovers completely in four days, three hours and 20 minutes. I f she had been a normal human and had not received medical care, it would have taken 41days and 1 hours to heal fully. 8
Sources of Injury
Novas live in a hostile universe. The dangers inherent to such an environment are many, and they inflict the same kinds of harm that combat does. Some sources of injury require that a damage effect be rolled, while otherscausethe subject to take damage automatically. If a system states that the Storyteller rolls damage effect, the damage is treated like an attack, including applying the characters soak. If it says the character takes a health level, she takes the damage automatically, regardless of any defenses.
Disease
Novas, though still human, are much more resistant to illnesses than their baseline counterparts. Still, a virulent enough disease -for example, a biological weapon - can affect novas. For game purposes, diseases are applied as bashing damage, although a soak roll isnt normally possible (Mega-Stamina may allow one, while appropriate Life Support enables the nova simply to ignore the disease). A fever or flu inflicts one or more bashing health levels, while rare diseases or genetically engineered viruses can be more devastating, even inflicting lethal damage. The Storyteller should decide on the exact effects (including altered perception and delirium) of severe sicknesses. Permanent Attribute reductions may even occur. The Resistance Ability (of which all novas have at least three dots) can help combat infection and sickness; Storytellers should adjust appropriately.
Electrocution
The strength of the electrical flow determines the amount of lethal damage your character takes from electrocution. She suffers the damage effect noted below each turn until contact with the source is severed (not always an easy thing to accomplish, since electrocution tends to contract the victims muscles, locking her in place as the electricity flows through her body). Electrical damage is a lethal effect. Artificial armor doesnt protect against it (depending on the subjects defenses, the circumstance and the Storytellers decision), though novas natural soak against lethal damage does. Electrical Source Damage Effect Minor; wall socket Two Major; protective fence Four Severe; vehicle battery, junction Six box Fatal; main feed line, subway rail Eight
Falling
Even a nova can suFFer great damage from Falling significant distances. The Storyteller rolls one die of bashing damage For every three meters (rounded down) that your character Falls before hitting something solid. However, on a controlled Fall, roll Athletics; each success equals one meter that your character may Fall before suffering injury. With two successes, your character could drop Five meters before taking a die OF bashing damage however, iF she Falls eight meters, she takes two dice. Falling damage may be soaked as normal, but the Storyteller always rolls at least one die. Each success is a bashing health level that your character takes. Landing on sharp objects can change the damage from bashing to lethal, at the Storytellers discretion. Ifyour character plummets 30 meters or more, she reaches terminal velocity. The damage effect reaches a maximum OF 1 dice at this point, and it is considered 0 lethal damage. Additionally, all soak is halved against a terminal-velocity fall; only the toughest novas are designed For this sort OF punishment.
Fire
A Fires size and Fuel determine the amount of lethal damage your character endures. She suffers the damage efFect each turn that shes in contact with the Flames; she must leave the area and/ or put out any Fire on her to stop taking damage. Fire damage is a lethal effect that may ignore artificial armor (depending on the armor type, the fire type and the Storytellers discretion), though novas lethal soak protects them against it. Damage Effect Type of Fire Two Lighter Four Campfire Five Bonfire Six Welding torch Seven Raging inferno Chemical Fire Fire type x 2 IF your character Falls to Maimed, she is scarred temporarily by the flames (reduce Appearance by one until her wounds recover to Bruised). IF she is reduced to Crippled or Incapacitated by the Fire, the burns cover
the majority of her body, resulting in permanent scarring (reduce Appearance by one if Crippled, by two if Incapacitated). These results may be corrected with advanced plastic surgery or the Regeneration enhancement. Although a fair number of novas can walk unhurt through flames, the intense heat may still overwhelm them. A player whose character is trapped in the middle of a severe conflagration may have to make a Stamina roll or lose dice due to dizziness and overheating; novas with Mega-Stamina, particularly with the Life Support enhancement, typically ignore this effect.
one bashing health level for each turn that she is exposed to high doses of soft radiation. Hard Radiation: This category includes all other types of radiation, including gamma rays, cosmic rays and microwaves. Even minimal doses of hard radiation can be lethal. A character suffers one lethal health level For each turn that shes exposed to hard radiation.
Material Strengths
Combat in this genre inevitably involves someone being put through a building, water tower or other immovable object. To simulate this enjoyable pastime, we provide a chart listing protection ratings and health levels for various solids. This chart, of course, applies t o knockback. If someone or something goes flying into a solid, the substance immediately takes the knockback damage; if that damage exceeds the substances soak, the solid breaks, while if it completely wipesout the health levels, thesolid is completely destroyed and the knocked-back person/ item continues on through the object. Material Health Levels @er& meter) Soak Glass 2 0 Ice 3 2 Wood 5 3 Stone and soft metals 8-10 5 Hard metals 1 0 6+
Temperature Extremes
Most human facilities are kept at a comfortable 20 degrees Celsius. Still, humanity can survive far warmer or colder temperatures. When exposed to dangerously high (35 degrees Celsius or higher) or low (-10 degrees Celsius or lower) temperatures, characters without appropriate Life Support suffer one lethal health level for every day in that environment - this damage cannot be soaked, nor can it be recovered until your character gets to a more hospitable climate. This rate of damage increases if the temperature exceeds the survivablerange (say, inside a freezer, where the temperature can drop as low as -20 degrees Celsius). A temperature far beyond human survivability (the heart of the sun, deep space) kills in moments.
Radiation
Radiation covers the broad range of energy emissions that surround and penetrate everything. All things reflect and create a certain amount of radiation; life requires it, but too much radiation can kill. For the purposes of game play, radiation is divided into two simple categories: soft radiation and hard radiation. Damage from either type cannot be soaked normally, although Life Support, Absorption (energy), Invulnerability (radiation) or Mega-Stamina of 4 or greater will bestow protection against radiation. Victims of large or extended doses of radiation may suffer cancer, hair loss, brittle bones, mental problems and other debilitating effects. Soft Radiation: This category includes all types of radiation that bombard humanity each and every day. High doses of soft radiation (x-rays, infrared) can cause sickness and even physical injury. A character suffers
Vacuum
Exposure to the vacuum of space involves many dangers. First of all, the temperature can range from over 1000degrees Celsius when exposed to the sun, t o -273 degrees Celsius in a planets shadow -either way, death is instantaneous to anyone exposed without adequate protection. Space also transmits cosmic radiation unimeven minor exposure can be lethal. peded Assuming your character is trapped in a vacuum, but he is not exposed to outer space, survival chances increase dramatically. In that case, asphyxiation is the main threat (refer to Suffocation and Drowning).
At its heart, Aberrant isnt a game about competition. Theres only one goal for an Aberrant game - to tell a story about these beings of great power and have fun along the way. However, the difference between playing an Aberrant game and standard storytelling comes in the interaction. Here, the audience doesnt just sit passively and watch the story unfold - they wander through it as principal players, uncovering the plot and manipulating the setting. They meet people and do things that ultimately decide the storys outcome. And who defines where they are and what they see? You do. As the Storyteller, your role in all this is a pretty demanding one - to use a comic book-style metaphor, youre part artist, part writer and mostly editor. You design the overall plots and subplots, draw out the backgrounds, design the greater part of the books cast and improvise dialogue as the stories unfold. Everything the players characters see, hear and react to -yes, youre responsible for providing it all. You describe their surroundings, the people and things therein, and you generally adjudicate what would happen next. By describing the world around them, you help to define the charwho they are and what theyre trying to acacters complish. Daunting?Sure. But its not as impossibleas it sounds. Beinga good Storyteller requires a mixture of qualities, but you dont have to master them all - or even any. The primary objective of any game session is to entertain the players and have fun. Thats all. However, the more you practice, the more involved your stories can get. Before long, you can be escorting your players on journeys that work on multiple levels, with symbolism and foreshadowing alluding to the greater picture. Youll be able to help your players live the story.
The Story
Developing a story requires some work. As a Storyteller, you have to not only devise the basic plot, but add hooks to keep the players interested and make provisions for whatever actions the characters might take as well. This responsibility is particularly important when youre trying to sustain the players interests over the period OF an entire series. Although there isnt a magical Formula For the ultimate story that can be used time
and time again, always keeping the players hungry for more, there are some basics that can ease your task quite a bit. First and foremost, you need ample preparation. Preparing doesnt mean devising an impossibly convoluted plot and forcing the players to adhere precisely to your vision of the storyline, scene by scene. Rather, you should create a flexible outline of probable events and characters. Start the players with the first event on the outline -say, having them witness an upstanding member of Team Tomorrow brutally murder a spike dealer in an alleyway. How they react to that First scene -where they go from there -will start the story in motion. You dont need to script every line for every possible scene following, but you should have some idea of what will happen if they try to capture the hero, or if they try to reason with him, or even if they ignore the whole thing. Hand in hand with preparation is Flexibility - this is a valuable trait for the Storyteller. At least once in every game session, a player will do something you wont expect. This is virtually a guarantee. If you can react quickly and logically to whatever twists the playersthrow at you, your story will run smoothly and maintain its strength. On the other hand, if you were absolutely, positively relying on them to turn the datadisc over to the Directive, the story will suffer if they decide to keep it for themselves. When snags come along, you can either work them into the Framework of the story or try to find some other way of bringing things back on track. If you cant immediately think of a way to repair the story, dont panic - theres still opportunity to fix things over the course of the next Few scenes. And besides, sometimes great inspiration can strike in the heart of desperation. Motivating your players is also key. Never force them along the plotline - lead them along with tempting story hooks and strange riddles. If they take OFF enthusiastically in a direction you hadnt expected, you can let the story go along without directly intervening; either follow them along and improvise the outcomes to their actions, or wait until an appropriate point to reinsert the next plot point. For example, if the players decided to let the T2M hero off the hook aFter the spike dealers murder, hit them a few days later with an OpNet headlineabout some new nova-powered presence in the drug trade. 1F they decided to go to the heros superiors, maybe they find it even more difficult to get Project
Utopia to believe that one of their chosen IS a common criminal than it would have been to confront the nova then and there. But above all, dont punish the players for deviating from the script - let them explore other avenues, and subtly try to nudge them back on track when you can. One final piece of advice: Devise the agendas of the storys major players, particularly the antagonists, in as much detail as you see Fit.Try to get a good feel for your antagonists sinister plot, as well as any backup plans he might have made should interference arrive. I F the players dont interfere, you can always hit them with the aftereffects OF the antagonists success. If they do, its much easier to improvise his backup plans if you had some idea of what they are ahead of time.
course, the horror story. Alien was obviously more atmospheric than situation-based - the situation was original, yes, but the movie was devised to explore the atmosphere of horror in a new fashion. An atmospherebased story can also be based on a moral or theme; if you want to illustrate the cutthroat violence of the criminal underworld, you can certainly pick characters and events to do so. And, of course, you can always use an atmospheric story to give the players what they want; if theyve had a little too much politicking over the last few stories and are ready to have their hearts beat a little faster, theres nothing wrong with giving them a breakneck story that makes them fight for their lives and appreciate the adrenaline rush.
Creating a Story When you start to plan your story, any number of things can spark an idea. You might draw inspiration from a movie or book, or even From your environment. Ultimately, though, most stories are based on one of three things: a strong character, an event or a powerful atmosphere. The character-based story is easy enough. Look at Romeo andJuliet or Hamlet for classic ideas of how one or two people can propel an entire story. With such a story, you generally center events on one or two characters -generally an antagonist or archvillain. Perhaps you have an image in your head of a powerful, elementally attuned lndian nova whos taken it into his head to purify the Ganges -by turning all the human cities along its length into wilderness. Or maybe the character in question is one of the characters allies; perhaps their contact in the DeVries Agency is suddenly having personal troubles with the Medellin Cartel, but he doesnt dare move against them himself because his daughter is one of their enforcers. You can even Focus a story on one of the players characters if you feel that the character in question has been overshadowed by his teammates for a while. Naturally, you should be careful with this last one, so as not to be perceived as playing favorites. An event-based story is also pretty easy to define; look at the rash of disaster movies that were out a couple of years ago. Although each of these stories made an eFfort to have strong characters, a definite atmosphere and even an interesting plot, there was never really any question what the storys basic premise was. The situation was always the starting point for the story idea. If you prefer a less sensational (and rather more powerful) example, look at The Seven Samurai- although it had a Fascinating set of characters and a strong atmosphere, the premise could be traced to the event seven unemployed samurai are hired by peasants to protect a village. And look what came out of that. Atmospheric stories can be tricky, but theres no lack of those, either. The most obvious example is, of
Story Elements
There are a few things that all good stories have in common. A well-told story typically has a single theme and a single mood. The setting is evocative, and a conflict lies at the heart OF the story. The plot has a beginning, middle and end, with a climax and (usually) a resolution. And of course, the Storyteller has some sort of purpose in mind when he devised the story.
Theme
A story cant have it all; its next to impossible to depict a scene of massacre early on in the evening and then expect the players to enjoy a more light-hearted scene later on. To keep events coherent and help devise ideas for the story, you should probably think about the storys theme. For instance, say you decide that your storys theme will be the power of a nova is dehumanizing. Already this suggestion begs a few possible events and characters - a nova who has lost touch with humanity, a scene in which the Mega-Intelligent character suddenly realizes that he doesnt have a thing in common with his girlfriend any more. Most of the storys events and characters should somehow be relevant to the storys theme. Even so, that doesnt mean you should paint the theme in mile-high, glowing letters for the players. They dont have to notice it at all. The theme is there to provide internal consistency, and it doesnt have to be blatant to be eFfective. Even if the players dont pick up on the connection between the emotionless Teragen emancipator and the diFficulties theyre experiencing with their home lives, theyll still subconsciously perceive the strength of the story as a whole. And theyll resent it a lot less than they would if you started preaching the theme from on high. Aberrants overall theme is that of power, both actual and perceived. A nova has enough raw power to jhape the course of a country iF unopposed; whats more, the publics perception of that power adds a new element. Where does the power pick up and the human leave 3ff? Will the absolute power o f the novas corrupt them absolutely? What will the people in control do in order to remain in control? Although this theme doesnt have
to be the default theme of your stories, you should at least think about what kind of impact it has on your series.
Mood
If a theme is an intellectual hook into the story, a mood is an emotional hook. Once the players are able to respond to the story emotionally in much the same way that their characters would, the game experience becomes much more vivid. Different moods lead to different kinds of stories. A dark, sinister story about Project Proteus is entirely different from a wild story about going on a musical world tour. Dont limit yourself to just one kind of mood; sure, you may find that youre talented at creating a mood OF paranoia in your stories, but you shouldnt limit your series by maintaining that mood exclusively. Start early. If you want to establish a mood of dread, begin with a nightmare that one of the characters is experiencing. If you want a mood of awe, begin by describing wondering masses far below, shading their eyes and pointing up to the characters flying by overhead. First impressions are as vital in storytelling as they are anywhere else. Once youve got them hooked, remember to reinforce the mood whenever you can; before long, theyll be helping you out by anxiously checking every corner
of their penthouse or firing off even more impressive displays of power, just because such actions seem appropriate. 1FAberrant has a common mood, its probably that of awe. The novas are like unto gods. Everything they do is much larger than life. While the novas hollow out asteroids for their summer retreats and catch solar flares in their hands, humanity stares up at them slack-jawed. Theres Fear there as well - but the novas are so much more than humanity that they cannot help but inspire awe. Again, this shouldnt be the mood OF every story you run (or even most stories), but it should be a consideration.
Setting
Theme and mood arent necessarily tangible elements OF a story, but the setting is. Working out a believable, vivid setting makes the rest of the story Flow smoothly. If properly described, itll probably even inspire your players to interact all the more enthusiastically with their surroundings. The setting For a story may require several different backdrops - an Aberrant story could well have separate scenes set in India, on the EifFel Tower, on a luxury cruise liner and finally on the moons surface! Its
your duty to describe these settings as vividly as you can, so that the players dont start lagging and losing interest. Bear in mind that you dont want to use too much detail, either! Keep your descriptions brief, but make every word count. The players dont need to know all the different beers advertised in the bars neon signs - but mentioning that the neon throws an unhealthy blue light over everything is a detail theyll remember. Describethings accurately and completely. Take into account things like temperature, weather, open space (or the lack thereof), physical objects, sights, smells, sounds - all the details that make a place come alive. You can even use the setting to reinforce theme or mood -horror writers do this all the time. The world of Aberrant is a vibrant, colorful place. Help your players experience it.
Plot
Every story has a beginning, middle and end. A story is composed of a series of events that come together the opening scene usually attracts the players interest and sets the stage, the middle scenes expand and develop the conflict, and the final scene is a chance for a resolution.The plot, plain and simple, is the order in which these events occur. A plot can be highly complicated and layered in mystery, but this complexity isnt necessary. It can also be pretty simplistic, but sometimes, simplicity isnt necessarily desirable, either. A good plot allows the characters some free will, yet retains an overall sense of progression. Its paced well, with simple plot advances balanced by the occasional twist or subplot, just to keep things interesting Think of a good plot as a roller coaster Start out by setting things in motion. You can either have them climb the first hill slowly, learning to anticipate the first plot twist, or you can drop them without warning into the thick of things with the First scene. I n either case, its vital that you set the scene - make sure they un stand where they are and whats going on. Then you go into the scenes in the middle the ries of ups, downs, spirals and loops, that allow acters to enjoy the ride as a whole but are still for the final stretch. Throw in subplots and plot twists here and there (just as a roller-coaster designer adds the occasional spiral or loop) to keep things interesting. Finally, you hit the climax - the biggest spiral or the steepest drop Now the players have the final conflict ahead of them.
Conflict
The core of every story is conflict - not combat (although thats certainly one aspect of it), but conF/rct. The characters should always face some level of opposition in pursuing their goals, or else theres really no point in bothering to tell a story at all. A Proteus op refusing an order to turn his powers on human soldiers, a Teragen member trying to convince another nova to come over to the Teragens way of thinking and a Directive agent discovering that his brother is somehow entrenched in the cartel hes investigating are all examples of conflict. Each one has the potential to break out in a battle at some point, but the real conflict comes between the Proteus op and his superiors or between the Teragen member and his recruit. In fact, these situations could even result in multiple conflicts; consider the Directive agent, who will be pitted not only against the cartel, but who will have to work against the Directive in order to somehow go easy on his brother - or against his conscience to bring his brother to justice in the first place. The actual conflicts involved in a story vary widely, depending on the players roles. For instance, a Team Tomorrow cell will probably have fewer clashes with public opinion than a group of Aberrants would. For the most part, of course, the conflict will usually boil down to nova vs. human or nova vs. nova. If the conflict is one of novas versus humans, it will usually pit novas against human society or an organization, something that is bigger than any one person. Struggles against other novas can involve anything from a manoy mano struggle with the local bruiser to a convolutedstruggle against the peer pressure of nova society as a whole. Of course, there are plenty of other potential sources of conflict - the characters might have to struggle against a hostile environment, against their own inner taint, or against the unknown. It all depends on what sort of story you want to tell.
some extent. Dont start punning in the middle of a manhunt for a virally contagious, high-Taint aberrant. Dont litter the street with childrens corpses in the middle of a light-hearted story about greedy agents and overzealous fans. You owe it to your players and yourself to see a story through in more or less the same tone that it started - unless the change in tone is a major facet of the story. Theres certainly nothing wrong with starting the game out in high spirits only to hit the players with something horrific or brutal - it happens all the time in stories. However, be careful about reversing the order. IF even one game starts out in a grim, paranoid mood and suddenly lightens up, itll be more difFicult to get your players to take the next horror-themed story seriously. Let your players accomplish things. Remember, the characters are the stars of the show; nobody would pay to see the latest lndiana Jones movie if Marcus did all the trap-dodging and Nazi-outwitting. This rule is doubly important for Aberrant, where the novas are rapidly becoming the most important beings in the world. You dont have to give the players their every wish on a silver platter, but let them make progress. Their environment should be visibly changed by their very presence; they should be afFecting lives. Even if their inFluence is purely local, it should be real. Make them feel like theyre all stars now, and theyll be dying to come back for the next installment.
The Series
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Know the system - or be able t o Fake it convincingly. You never, ever want your game to bog down in an argument over whether Timmy Typhons magmablast should have slagged that support column or not. Its your responsibility to keep up with what your players characters are able to do, and likewise for the major Storyteller characters in the series. If contention arises, dont be afraid to make an on-the-spot ruling and get on with the game - look up the exact rules later, if need be. Maintain the mood. Comic relief is all well and good, but if you decide to take the characters on a trip through Carrolls Wonderland, dont act surprised if the players have difficulty taking next weeks session seriously. You shouldnt be tyrannical when enforcing the mood, but you do need to keep the players Focused to
Creating a series can be a fair amount OF work, but its a lot less arduous than it might seem. After all, the comic-book industry was built on the concept of ongoing chronicles; limited series are nice, but the ongoing titles are what keep the fans coming back. An Aberrant series can continue for years -theoretically, one might even last until the Aberrant timeline ends and the Trinity timeline begins in AD 2120. You never know. In order to make your series worthwhile, it should have a life of its own. A good series is more than just a string of scenes featuring the protagonists goofing around - its a story with a plotline of its own. As it progresses, the players and characters alike share in the overarching themes and moods that link story to story. Theres a sense of continuity, of belonging. One story influences the next; things change around the characters. The stories grow bigger and grander; the antagonists more fierce and awe-inspiring. The characters start planning for the future, and they work their changes on the world. By the time youre finally done with the series (if indeed you ever end it at all), you and the players alike should be well and rightly satisfied by what youve accomplished.
tive), or perhaps members of a variety of government agencies, commonly assigned to work together on novalevel cases. Individuals can be agents of everything from the CIA to the PA, depending on their personalities and powers. The series conflicts can come from a number of directions, from dissident novas intent on weakening the governments power structure, to agents of hostile foreign powers, to the internal threats and conspiracies popularized by The X-files an similar sources. The characters will probably have their loyalties rigorously tested along the way, and they will Find that as novas and government agents, theyre on a lot of hit lists. Still, theres plenty of inspiration for such a series. Picture Clear andPresent Danger or The 51lence o f the Lambs with novas in the central roles.... Elites: Its probably not difficult to figure out how to make this series work. After all, theres a fair amount of romance in clearing out dissidents in Thailand in the morning and cleaning up in time for dinner and dancing in Tokyo. Considerinq that novas can go anywhere and do virtually anything for the right fee, some really outlandish stories can re-
the James Bond route -the characters are no angels, but theyre usually pitted against properly despicable people with sociopathic agendas. A darker version can involve dirty jobs, double-crossing employers, ethical dilemmas - there are almost countless ways to add spice to the pot. Source material isnt hard to come
guns for hire. To be sure, if you start borrowing plots, youll have to adjust some factors - Ronin didnt account for people who could bounce bullets and melt steel - but inspiration is everywhere. Slackers: This sort OF series may seem directionless at First, but it can also have a lot of potential. This can be the classic road trip series, with the characters finding themselves in a new location every week and almost invariably stumbling into trouble there pretty quickly. After all, if you can fly around the world in under an hour, whats to stop you From going and hanging out in Monaco whenever the itch strikes you? The only trouble with such a series is that theres no longrunning source of conflict endemic to the ongoing story - if the characters dont have anything better to do than wander around and amuse themselves, they obviously arent going to be pursuing some vital goal. Still, theres no shortage of recurring antagonists and possible hunters for even a motley crew of slacker novas; remember, novas are just so damn important that nobody in their right mind will pass up a chance to try and bring an unaligned nova over to their side. Media Icons: The most common version of this series is, of course, the music band. Theres no denying that an all-nova act, whether a novoxsideshow or a psychedelic retro band, would draw crowds that would make Elvis spin in his grave. However, thats far from the only option. Movie stars, performance artists, solo musicians - even XWF contenders and real supermodels are all possibilities. Its not even much of a stretch to have them all know one another - look how incestuous the lives of our own media icons are. This series focuses largely on fame and its price, and it is likely to bring its own strange look at heroism to the table; after all, when youre both a nova and a household name, youre alwaysgoing to be a role model of some sort, whether you like it or not. Some conflict is likely going to arise from the demands of the public, agents and studios; more hazardous conflict is available in the role of criminal cartels and similar threats. After all, a media icon nova is worth billions - and you can bet that someones going to want a piece of that pie. And dont forget all the people who want to plug their cause, whether its cloning the snow leopard or liberating Egypt. Some of them just wont take no for an answer. TeragenMembers: Sometimes its relaxing to play the bad guys for the change. A series in which the players take the roles of various Teragen members, however, is going to be a particularly interesting kettle of Fish. Divis Mals children are more than just a hodgepodge of supremacist novas -theyre philosophers, and some of their views hold a certain degree of logic. To be sure, the Teragen harbors a few mindless nihilists and heedless buffoons - blunt weapons are useful, after all
- but the important members, and thus the characters, should be something more. A Teragen series can be played as lightly as a what city shall we wreck today? beer-n-pretzels game, or it can delve into the ethics of strength and species, encouragingthe players to roleplay through a series of interesting moral choices. As for conflict, this series wont disappoint - when your organizations leader is Public Enemy Number One on most governments lists, theres no shortage of people lining up to take you down. DeVries bounty hunters, Directive agents, criminal cartels and Utopias soldiers there are plenty of antagonists to go around, and not person one outside the Teragen is going to stand up for you. Good luck. Criminals: No, not supervillains. One of the major differences between the Aberrant setting and, say, the Marvel Universe is that in Aberrant, there are very few costumed supercriminals. After all, most novas can parlay their powers into all the wealth, fame and gratification they require through entirely legal channels. (Besides, when seeking to attract lovely young companions, a tuxedo is much more practical than a set of purple tights with a skull on the chest.) Why bother to knock over First National when you can make more money as a contracted consultant, on the talk-show circuit, or even entirely through licensing fees? However, antisocial types exist in every society and eruption doesnt lessen sociopathic tendencies one little bit. I n fact, it usually aggravates such problems, alienating the deviant even further from humanity as a f whole. 1 your groups interested in such a series, it can be a cathartic experience (as long as you dont take it too far - most people have a limit to the amount OF disgustingbehavior they can witness or perpetrate). Theres plenty of opportunity for the enterprising antisocial nova. Many criminal novas eventually drift into positions as enforcers and bosses of the criminal cartels, but certain elites also specialize in terrorist work and enforcement. Mental powers are perfect for blackmail, espionage or worse. A few nova criminals have even become quite popular among the young, bored and rebellious; black-market merchandise and convenient N! interviews can prove as lucrative for charismatic hoodlums as the initial acts that imparted their notoriety. Of course, a whole group of affiliated nova criminals can become Public Enemy Number One on most governments hit lists. Worse, theyll be ruthlessly and mercilessly hunted down by Utopia -Utopia doesnt want too many antisocialnovas to appear and prosper, lest a public backlash against all novas result. Whats more, if rogue novas harm other novas in the course of their criminal activities, they can also be targeted by the Teragen. Whats that - hunted by Utopia and the Teragen? Yep. Welcome to a very interesting life....
Common Bonds
Its worth asking: Why are the characters together? No, not just because thats the series setup - why are they a group? Its easy enough to just say, Well, you were all recruited by the Directive and assigned to a single unit. f However, this isnt necessarily what you want to do. 1 the characters are thrown together randomly, youll miss out on a lot of potential group dynamics. Television has recently shown a heightened interest in the ensemble cast show - thats because if done well, an ensemble works much better than would a prima donna and a few costars orbiting his celestial glory. Talk to your players beforehand; get a feel for what sort of characters theyre planning to run, and extrapolate some interesting connections From there. We dont mean the soap-operatic clunkers like having everyone be estranged siblings, ex-lovers or shady characters from each others pasts - instead, try to figure out rela-
tionships that could provide interesting drama even if the characters have never met before in their lives. If one persons playing a world-weary type whose eruption has given him a newfoundvigor, try to arrange things so that he has an interesting first meeting with another players youthful nova whos now having to learn responsibility. Sure, the older nova would be a terrible role model for the younger one - but that dynamic would be a lot of fun for the players to roleplay, as well as potentially very interesting to the entire group. Consider the example of Team Tomorrow - they werent all friends from the same college, or relatives, or anything of the sort. They didnt have much in common at all, save their powers, but the dynamics that formed were the core of everything interestingthat happened later. Who would have thought that Slider would have befriended, of all people, the libertine Corbin? And yet, because she did, the groups history worked out in a fascinating fashion. If shed warmed to the authoritative Caestus Pax, there might never have been an Aberrant movement at all.
This group dynamism is what you should work to achieve. Get the players interested in each others characters. You dont have to require them to share all the details of their characters, but everyone should probably have some idea of the other sorts of personalities theyll be dealing with. Encourage those who have interesting potential links to sit down and work out what their characters might have in common. After all, the alternative is winding up with a situation where your players create moody loners who do nothing but hang around, act taciturn and wait for the other characters to become fascinated with their mystique. Everyone takes the passive road, no bonds are formed and your series loses all its energy into a black hole OF self-absorbed entropy. It happens all the time. But you wont let it happen to you, right? Great.
Of course, the novas relative importance doesnt mean that you should hand the player every goal he sets out after - changing the world shouldnt be like using a vending machine. (Deposit two quantum, make selection - ooh, youve taken over Bolivia!) After all, all the finest heroes - and virtually the same percentage of antiheroes - have to bust their asses to get what they want. Nothings ever Free - the one true law of the world. But with a little effort, a person can change things significantly. With a novas powers behind him, he can change things almost completely. Naturally, the greater the forces that align against him, the more dramatic his success will eventually be - and even failure can work a lasting efFect on the characters environment. After all, the Alamo fell - and that made all the difference.
I Heroism
Theres no way to tell a story about superheroes without actually touching on heroism. Even if your series is of the sort where the characters are in it for the money, fame and luxuries, you still cant ignore the basic premise that superhuman power can indeed create superhuman responsibility. Aberrant doesnt require that the characters wear white hats and dedicate their lives to stopping injustice; indeed, most novas do not. Ultimately, novas are individuals just like the rest of us; heroism comes from the person, not the powers. Nonetheless, in a world where the characters every action can have grave or even world-shattering consequences, its vital to have a strong idea of just how heroism is applicable to your series.
One Person
The most basic tenet to the whole concept of heroism is that one person can indeed make a difference. In Aberrant, this holds as true as anywhere else - in fact, more so, since a single nova is capable of doing almost anything he puts his mind to. Even the nova who decides to withdraw from the world and spend the rest of his days fishing for bass (which hardly makes for an interesting character, but it is a logical decision for a person to make) is probably going to have some impact on his environment, like it or not. Maybe he doesnt want to use his power, but what happens when the Teragen shows up on a membership drive? What if Utopia or Proteus operatives decide they dont like the thought OF a nova with no obvious allegiances, and they begin investigating? Certainly the remaining criminal cartels arent above threatening family and friends to compel cooperation. After all, every last nova in the world is that one nova who could tip the scales, who might be the difference between a projects success or failure. These people are that important.
antiheroes
Not everyone has what it takes. Some people have he courage and determination to become heroes -and imply dont care enough. The antihero hasnt always )een a popular staple of superhero fiction, but with the idvent OF The Dark KnightReturnsand Watchmen, sudlenly the grim warrior who doesnt give a damn about inything but destroying his enemies started cropping ip in a lot more comics. Although industry critics are
still divided on whether this was a good thing or not, ultimately it all boils down to one thing: Like any other archetype, the antihero is a strong character only when he is a character, not a cardboard stand-up. Batman hasnt lasted as long as he has just by treating readers to tales of one guy beating up crooks, after all. The myriad of complications in his life - his aversion to guns, being haunted by the ghosts of his parents, the struggle between his desire for justice and his obvious sexual attraction to certain criminals, the gradual loss of touch with Bruce Wayne - is what keeps Batman comics still selling today. The real problem with antihero characters is that their admittedly lax approach toward ethics can wind up working against the series. It can get a lot harder to make a story properly dramatic when the characters (and sometimes, the players) are jaded toward death and suffering in all but the most extreme circumstances. After all, when the characters have strolled into the Nakato gambling den and effortlessly snuffed out every last tattooed, missing-a-pinky hatchetman in the building, how exactly are you going to get them emotionally involved in the death of a bystander? If the players want to play antiheroes (and at least one of them will certainly want to), you shouldnt discourage them to do so out of hand. However, youll definitely have a lot of work on your hands with such a series. Youll need to develop a revolving stable of antagonists and not get too attached to any one. You should also make certain to focus on the characters personality traits, hangups and weaknesses, perhaps even more so than usual. Such a series is an intense endeavor, and it shouldbe - otherwise, its just a bunch of shallow killem-where-they-stand scenes, and you can get that from Hollywood.
>e it conscience, excellent PR, family members in trouble, patriotism, loyalty to the Utopian ideal or what have you. To throw in a couple of monkeywrenches, what if a new nova spontaneously erupts in the confusion - how do the players contain him as well as the disaster, and where will they guide him afterwards?What if a Teragen member arrives and heaps scorn on the characters efforts, trying to coerce them into not being such suckers? The characters will certainly earn new admirers for their help - are there possible romantic interests, political contacts or rivals to be gained?This story seed can be a good introduction for new players, allowing them to test their powers in creative fashions and find ways to make even the most destructive powers do some good. Publicity Stunts: The world may all but worship novas, but nobody is immune to bad publicity. No matter what sort of series youre running, the characters can easily run afoul of the media. And when youre a nova, its virtually impossible to hide. So what do you do when the global media starts wondering if youre on the take, or criticizing your employers policies? What about the vocal anti-nova groups?What if some teenager kills himself in a half-baked attempt to emulate his role model, and someone suggests that the nova himself is to blame? Remember, in Aberrant, critics of nova behavior are actually in the minority -thus far -so this sort of story can actually serve as a sharp relief to the hero-worship to which even Teragen characters might have grown accustomed. Do the characters accusers have an ulterior motive, or is this a sign of things to come? Young Novas in Love: Although romantic interests are usually relegated to the status of subplot, theres no reason that amourcant be the focus of an entire story. The romance in question doesnt even have to focus on one of the players characters, although it tends to be a little more immediatewhen the players are more directly involved. What if one of the characters is being stalked by an obsessive nova, someone whos convinced that theyd make the perfect genetic match? How about a genuine story of love (or at least genuine attraction) from the opposite sides - say, between a Utopian and a Teragen member? The chemistry between lovers from opposite sides of the fence is pretty damned potent. Love triangles and the usual amount of soap-opera clich6s can add to the tension, but one of the most distinct problems is that even if all goes well, the couple cant expect much privacy - an individual nova doesnt quite get the media attention that the President of the United States does, but they get a lot more than the occasional mention in People. Can a relationship last in the bright lights of global attention? Mob War: Only four crime syndicates have survived Utopias purges to prosper in the underground of the world of Aberrant. And to many of these syndicates higher-ups, thats three syndicates too many. Although
the international crime market is pretty neatly divided ~pat this point, there are still plenty of areas - such as the United States - where the territorial lines are conjtantly shifting. What happens when the characters are :aught between two (or more) warring underworld facLions, some of which may have brought along nova enforcers? What if the characters themselves and their -esources or contacts are part of the stakes in the war? How can the characters act to preserve their interests without bringing down the wrath of the syndicates on their loved ones heads? Exploration: To novas, there may well not be a Final frontier. I f the characters are capable of exploring the solar system without benefit of a ship, wouldnt someone pay them quite a bit of money to see whats really on Mars? Even if the characters need a space shuttle or the like, the heightened survivability of novas (to say nothing of complementary powers) are a valuable asset in exploration. The deep seas would be a similarly appropriate venue for exploration, possibly even more so (easier for novas to survive, and rather more convenient). Of course, whos to say that other novas havent beaten them to the punch? A resource war could result from a particularly rich find, or Utopia might try to keep the characters from disclosingany unusual scientific discoveries. The skys the limit - well, not really, but you get the idea.
It cant be stressed too highly that motivation is very important for antagonists. Even the most avaricious criminal has some idea of what hes actually going to do with all that money hes trying to steal. Similarly, the thuggish XWF fighter who just likes t o beat people up has to have some reason For that, whether its cold sadism or some sort of revenge against perceived tormentors. 1F your antagonists dont have believable goals, hopes and dreams, theyre not really going to be that effective. Many of the best antagonists are people who arent evil they simply have goals that are at odds with those of the characters. And even if you do bring in a sadistic monster with only one redeeming value to his name, you have the option of making him a recurring threat in the series. Nothing gets the players into the game better than some bastard that they love to hate and cant wait to catch. After motivation, your next step is probably to make sure that the character is distinctive. Doing so is pretty easy. A detailed physical description is a great place to start. Be certain to stress details that give away the characters personality; pretty red-haired reporters are a dime a dozen, but if you give the local journalist a habit of showing up in rumpled skirts and jackets, youve established something about her personality - maybe shes too busy to keep up with her ironing, or maybe shes just a slob. Either way, its a hook. Mannerisms are also important. Does the Utopian agent constantly polish his glasses during debriefings? Does the Interpol detective munch on slightly withered carrot sticks that he keeps in his jacket pocket? Is the up-and-coming starlet desperately trying to tone down her strong Southern accent? It helps if you can come up with at least one slightly distinctive feature for each cast member; this keeps the stain of generica out of your series and gives you a headstart on creating a supporting cast with a collective personality all its own.
one, and theres no reason you should use them if you dont feel comfortable with them. But if youre looking For something to make the story touch the players a little more deeply, give one or two of these a try.
Flashbacks
Youve seen them in comics, movies, novels, television shows and even video games. The flashback has become such a staple of our storytelling vocabulary that its only technically an advanced technique. You know the basics: Something triggers a memory in one or more of the characters, and the scene shifts to a scene from the past that is relevant to the present. I n many cases, you can just describe the scene and how it plays out, but to make things really interesting, you can let the players roleplay through the flashback. The characters in the flashback are only rarely the players main characters. Its important that the players not use any information gained in the flashback that their characters wouldnt have access to; the flashback is to flesh out the story and make it more vivid, not to give the characters an edge. For instance, a flashback might recreate the Galatea explosion, with the players taking the roles of various people on board the Galatea. Although the characters wont be any the wiser (for theres no way theyd know just what went on aboard the space station prior to its explosion), the players will be more fully immersed in the storyline of the series -and thats whats important.
Symbolism
Sometimes a cigar isntjust a cigar. Thats symbolism for you. This technique allows you to splice in layers of meaning to your story that wouldnt otherwise be evident. Symbols can recur throughout the series, or only appear once or twice where appropriate. They neednt even be all that evident. However, the power of symbolism is such that even if the players dont realize what the tattered newspaper littering the street stands for, they may subconsciously pick up on the themes that it represents. One example of symbolism might involve the players tracking a rogue nova through several scenes, many of which are marked by the presence of broken shards of mirrored glass. The glass represents the fragile selfesteem of their prey, and the players will almost certainly subconsciously associate the brittle, jagged substance with their target. Although definite examples of symbolism in comics are hard to come by (as theyre rarely labeled as such), comics today are certainly littered with symbols. Read through a few titles and pay particular attention to the use of light and shadow, background elements and color. Theres almost always a pattern, and its a trick worth picking up.
Advanced Storytelling
Some techniques require a little more work on the Storytellers part, and they dont offer much help in streamlining stories or advancing the plots. These techniques are tricky to use, but they can really enhance the story in which theyre used. It should be stressed that advanced storytelling techniques arent for the benefit of the players characters; they dont appear to give the characters access to information they wouldnt otherwise have. Theyre tools to entertain the players and bring them more fully into the world of Aberrant - tools to make the story more vivid and meaningful. They obviously arent for every-
Dream Sequences
Admittedly, although a dream sequence can be a particularly vivid storytelling device, you have to be careful how you use it. Even the best-laid, most masterfully crafted story is going to cause resentment in its audience if it ends with ...and then he woke up and realized it was all just a dream. But if you avoid this trap, you can wring a lot of drama out of a well-played dream sequence. Such a scene can be shared by all the characters, or specific to only one. The players take the roles of their characters, or sometimes outlandish parodies of themselves. Even if only one character is doing the actual dreaming, the other players can still participate (either playing their characters in the dreamers dreamscape, or other supporting cast in the dream). Although the dream sequence can be brought on as a key element of the plot - the comic books are thick with villains whove hooked their captive nemeses up to dream machines - it is usually less of an obstacle that must be overcome and more of a means of providing the players with insight. Of course, you can always up the emotional stakes in such a scene - having the characters dream about losing their powers, or losing control of their powers, is a common enough theme. However, to make this even more effective, you can combine the characters insecurities with some relevant plot twist. For instance, maybe C.G. Crescendo, the media icon, has a horrible dream about losing his movie-star girlfriend to a faceless stalker while hes powerless and invisible, unable to prevent the murder. Once you begin the game, you can introduce an antagonist that has even a tiny resemblanceto the dream stalker, or have his girlfriend mention that some fan has gotten hold of her home phone number - and then watch Crescendo sweat. Of course, the dream proper doesnt even have to belong to one of the characters. The characters might all be guest stars in a Storyteller characters dreams, playing some role that stresses their relationship to the unknown dreamer. For example, maybe a right-wing evangelist has a horrible nightmare in which the characters appear as devilish versions of themselves. This technique can really unsettle the players, although you should probably use it only when youre sure theyll enjoy the insights they gain and not try to have their characters abuse the information they wouldnt logically have access to. Of course, theres more than one way to make such a revelation.
Meanwhile...
Not every scene in the story has to involvethe characters. Comic books, movies, novels and all manner of stories abound with scenes in which the protagonists arent involved. For instance, we might see the scene, 20 years before, where the science lab noticed there was something strangely wrong with the test-tube babies they were growing. Similarly, the scene might shift to the antagonists Alpine bungalow, where he carefully explains his plot to his henchmen (and, likely executing one of them for incompetence along the way). Although such scenes can be essential for helping the audience understand the whole story, theyre rather trickier to implement in a roleplaying game. After all, if you show the players the scene where the villain hides the bomb under the ballparks press box, roleplaying the search for the bomb is meaningless. Never use such a scene to give the players information that you want them to figure out for themselves. Naturally, you probably also want your players to handle any information gained honorably - dont show them the cartel hit that killed Borgias fiance if you think they might abuse that information in trying to negotiate with her. But if theyre ready For it, go ahead and use this technique. Even though the characters might not be fully informed by the end of the story, the players may well be fat and happy for having seen the entiretyof the story itself.
Parallel Stories
Something like a flashback and something like the Meanwhile ... trick, parallel stories are another interesting way for the players to step out of their usual roles for a while. In a parallel story, nobody plays the same characters; only the theme remains the same. Usually the parallel storys protagonists are created by the Storyteller, in order to best showcase other elements of the main story. For instance, if the usual gang of characters is busying themselves in a prolonged struggle with the Heaven Thunder Triad, perhaps the parallel story might depict Hong Kong natives undergoing their own struggle with a different cell. As the two stories progress, the players learn more about the interconnected, almost incestuous nature of the tong. Naturally, the lure of the parallel story is the vast amount of uncharted territory that it can explore. The players can see things they wouldnt otherwise see with their normal characters, and there are bound to be surprises aplenty. To be sure, this isnt a technique to overuse, but if youre willing to put in the work to craft the occasional parallel story, you can make your story all the richer.
Foreshadowing
Its a common trick, and a good one. Foreshadowing is the art of carefully placing certain elements in the story early on that allude to whats to come. This isnt the same thing as revealing a surprise - rather, its a trick to build suspense. When a playwright places a gun in Act One, Scene One, the audience automatically knows that gun is going to get used at some point during the story. However, they dont know when, or on whom and thus anticipation and suspense are created. The audience is at the playwrights - or in this case, the Storytellers - mercy. They arent going to find out the specifics until its the right time, no matter how much they speculate on the outcome. The timing is whats key here, not the surprise itself. The main thing to remember when using foreshadowing is to be subtle. Dont overuse the gimmick, or your stories will become predictable; similarly, dont make the clues too obvious, or there wont be any suspense. IF your players pick up on the hints, thats great; if they dont, theyll be surprised by the plot twist rather than the timing. You win either way.
Repetition
By repetition we dont mean always using the word sultry to describe each and every one of the Female characters your players encounter. Rather, repetition is a subtle way of enforcing a storys continuity. Again, subtlety is a key element; it doesnt have to be anything more outrageous than a recurring series of green neon signs (not even necessarily advertising the same thing) or multiple background radios tuned to the same oldies channel. This element can be powerful, and its a favorite of many filmmakers today. Maybe those neon signs get your players subconsciously thinking about money. Maybe the oldies songs makes the veteran nova in the group Feel old. Once your players pick up on the repeated elements, the fun increases. Theyre very likely to get paranoid about the whole thing. Why exactly do their contacts and hired thug nemeses alike have empty Pompeii Pizza boxes somewhere nearby? Is there something about the local franchise they should know? Maybe theres a greater conspiracy at work here! Well, probably not. But its certainly worth it to get them thinking.
preparation ahead of time and plan at least a little for your players creativity, you wont be caught as flatfooted when they do something completely unexpected. Cheating is unfair by nature, but its not as unForgivable in roleplaying games as it is in competition. The difference is that you shouldnt cheat to make your players lose - you should cheat only if it would greatly improve the story. Allow them the majority of their victories, but if something happens that would greatly alter the Focus OF the story (they obliterate the Sons OF Astaroth with one lucky shot to the fusion generator before discovering that one of the Sons is a traitor who can guide them t o the series climatic showdown), its probably okay to fudge things just a little. Even then, dont take their efforts completely away from them; let them cut a more modest swath of destruction, maybe destroying one or two OF the Sons out OF hand and severely wounding the traitor. Bear in mind that its also okay to cheat Forthe players - something that rarely happens in competitive games, but which is also Fine here. A Fluky die roll has just killed a character through no fault of his own, without even the opportunity for a dramatic death scene? Roll some extra dice behind the screen, put on a grave
expression and break the bad news of the characters severe injury and poor luck. Just dont tell them what the dice had dictated; its really none OF their business, anyway. Whos in charge OF keeping the story running smoothly and entertainingly, anyway, you or the dice? OF course, the most equitable way to cheat - and one of our Favorites - is to balance everything out. So you fudged a die roll to keep the players romantic interest alive? The next time things go easy For her in a tight situation, have them get a little more tense. Fudged a Heaven Thunder enforcers dodge roll to keep him alive until the final showdown? Thats fine; have him do poorly on another roll when the showdown occurs. What goes around comes around. The best storytelling is a mixture OF preparation and improvisation, the exact proportions OF which are best left to the Storyteller to define. Even if your First Few stories stick in places and dont go completely smoothly, dont give up; storytelling is a skill that only improves with practice. Before long, youll be stirring up subplots and launching the players into orbit at the drop of a hat. Besides, its not like putting in your hours OF practice isnt any fun, right?
Weapons
Many novas possess more firepower than an entire platoon of heavily armed soldiers. The following lists of weaponry are presented for those novas who choose to outfit themselves with standard weapons in addition to their quantum powers. The Storyteller can also outfit antagonists with weapons from this list, giving human opponents a t least a small chance against the superenhanced novas. The charts list weapons as generic types rather than specific models or name brands. The charts also list the damage each weapon inflicts and whether that damage is bashing (6) or lethal (L).
Melee Weapons
Meleecoven all manner of close-combat weaponry.This
catesoryalso coven items that may not be intendedfor canbat, yet get t r w in the mix by desperate attackers. hon Automobile: When two heavyweight novas duke it out on a city street, the most convenient, effective melee weapon is the car. The overall size of a common
vehicle makes it a highly accurate weapon, able to hit multiple targets in one swipe. It may also be thrown and (if it's large enough) employed as an area attack. Occasionally, trucks and buses come into play, with appropriately adjusted damage modifiers. Ax: Most modern-day axes chop firewood. In combat, the reinforced-steel blade, attached to a onemeter-long handle, makes an effective offensive weapon. Chain: Whether an improvisedweapon or one designed for a martial artist, the chain is a painful weapon when used against baselines. Club: Just about any blunt object can be considered a club. Chairs, lumber and glass bottles all Fall into this category. Larger objects make excellent clubs as well. Urban novas occasionally wield lampposts, while trees are effective in the wild. Knife: Any edged weapon less than 50 cm long is considered a knife. Sword: Not very popular as a modern form of defense, the sword remains in use by enthusiasts, martial artists and certain unorthodox novas.
Str t 4d10 L Str + 5d10 6 Str + 4d10 B Str + 6/10d10 B Str + 2d10 L Str + 6d10 B Str + 5d10 L
0.
0
Mega
0
0.
0.0
Mega Mega
wrecking the vehicle in the process. Sr Min: Indicates the minimum Strength required to us t indicated level of Strength simply cannot use the weapon effe, Str Max: Indicates the maximum Strength at which the w Strength than indicated will break the weapon on its first damage dice pools accordingly) in order not to break the we: Concealment:P = Can be carried in a pocket; J Can be
u s 1
Q
Ranged Weapons
Ranged weapons include firearms, archaic ranged weapons and new weaponry developed since the advent of novas. As with melee weapons, ranged weapons are listed in terms of generic categories rather than brand names. Revolver: The first modern handgun, these firearms have become outdated by the modern clip-loaded pistol. Theyre still readily available on the streets of most modern cities. Pistol: Modern pistols have overcome early jamming problems and nearly replaced their predecessor, the revolver. A standard among law-enforcement officials. Rifle: Highly accurate, even at long range, the rifle remains the hunters number-one choice. Military and law-enforcement units use rifles to take down dangerous opponents at long range. FlechetteRifle: The flechette rifle is a highly experimental magnetically charged weapon combining the automatic fire of machine guns with the spray effect of shotguns. This lightweight weapon, available only to the military or on the black market, fires a deadly spray of depleted uranium fragments at ultra-high speed. Taser: The taser fires two small darts that con-
duct a massive jolt of electricity. The weapon is used throughout the world to subdue opponents without causing permanent damage. Machine gun: Capable of firing multiple rounds in seconds, these weapons vary from handheld semiautomatic submachine guns (SMGs) to high-caliber vehicular-mounted military variety. Shotguns: Deadly at short range, shotguns release a spray of lethal pellets that lose potency with distance. Multiple versions exist, including pump action and twin-gauge. Thrown objed: Mega-strong novas often uproot and throw large objects at their foes. The variety of potential thrown objects is too vast for categorization. Most objects inflict Str damage (which, in the case of novas with Mega-Strength, is considerable), though some objects might inflict less (brittle objects) or more (aerodynamic or particularly dense objects). See Throwing, p. 236, for informationon range. Most objects inflict bashingdamage, though sharp or edged objects inflict lethal. Note that most thrown objects inflict about the same amount of damage; after all, a Mega-Strong nova can throw a mailbox or a car, but the mailbox will impact with much greater velocity. The primary advantage of large thrown objects (like automobiles) is that they can be treated as area attacks.
I
Heavy Weapons
Most ordinary, personal weaponry has little chance of harming a fully powered nova. The military, on the other hand, has had decades of practice developing munitions capable of killing large groups of people or heavily armored opponents. The following list of weapons should be available only to military personnel, government agencies or well-connected criminals. Like many nova powers, these weapons often have damage adds. Damage in brackets [ ] representsthe number of automatic health levels of damage inflicted by the attack before a character applies soak. 30mm cannon: A vehicle-mounted, belt-fed machine gun, the 30mm cannon uses armor-penetrating ammunition to punch through tank armor. 105mm gun: The 105mm gun represents typical tank armament. Antitank Missile: The antitank missile can be a portable, shoulder-launched tank-killer or a vehiclemounted guided missile. The portable versions tend to be both less accurate and less powerful. Artillery: The classic support weapon of the modern military, artillery pieces, such as the howitzer, can level buildings, collapse bridges and even knock novas off OF their feet. flamethrower: A backpack-mounted tank carries three canisters of napalm and a rifle-like nozzle focuses the spray of flame. Flamethrowers are highly effective against both armored and unarmored persons, as armor tends to conduct the intense heat. The napalm continues to burn for several turns (halving its damage dice pool every turn), and it is hard to extinguish. Grenade Launcher:Available only to the military and law enforcement, grenade launchers are capable of firing a variety of explosives or gas grenades. The damage this weapon inflicts varies with theammunition used (see the Grenade Chart). Mortar: A portable, indirect-fire weapon, the mortar is a common field artillery piece used by most armies today. While the most common shells are fragmentation or armor-piercing, the mortar can also fire gas or smoke grenades. Portable Laser: Condensed power packs have made two-man laser units possible for the military. In the field, one soldier carries a two-way radio while the other carries the actual laser. Both soldiers carry a cumbersome, rechargeablepower packs. Designed under the auspice of an antitank weapon, portable lasers have already seen use against novas. Surface-to-Air Missile: The surface-to-air missile (SAM) is designed to destroy enemy aircraFt using fire-and- forget tracking technology. The missiles can lock onto their targets with radar or the targets own heat signature. As with the antitank missile, SAMs can be portable or vehicle-mounted, with the same variance in power, range and accuracy.
Grenades
Grenades are the most portable explosives, and they are used for both antipersonnel and antitank attacks. Advanced grenades are designed to carry tear gas, flash powder, concussive explosives or even deadly hot white phosphorus. The grenades listed here can be hurled, set by hand or fired from a grenade launcher.
9rmor
While novas tend to be tougher than normal hunans, there is no guarantee they will develop exceptional Bhysical defenses. Armor provides protection from )hysical harm when either baselines or novas come into :onflict with one another. Armor tends to be bulky and herefore obvious to casual bystanders, as well as a hinJrance to movement. Most heavy armor is available only :o military or law-enforcement personnel. As with weapmry, developments in anti-nova defenses have led to mhanced armor for dealing with aberrant threats. Armor ratings are split between protection from 3ashing and lethal attacks. Armor may also be limited to 3 certain part of the body, as noted. Reinforced Clothing: Although it provides only ninimal protection, every attempt is made to make this armor resemble normal clothing. Armored T-shirt: Made from light, flexible material, an armored T-shirt can easily be hidden under a jacket or normal clothing. Kevlar Vest: Standard police issue, the Kevlar vest reduces the penetrating power of bullets and other projectiles. Although an expert could spot it, the vest can be hidden under a coat. Flak Jacket: Military-issue protection designed to prevent explosives from harming the wearer. Full Riot Gear: This suit covers the body completely From head to toe, including a handheld shield and helmet. Bomb Squad Armor: This armor is specifically designed for bomb-disposal units and is the highest protection available to civilian organizations. Advanced Body Armor: An enhanced version of full riot gear, Body Armor is an environmentally sealed, electrically insulated, steel-reinforced body suit. The armor provides enough oxygen for 30 minutes when sealed.
Ve hic Ies
In terms of design, speed and power, the modern car has not changed much over the last decade. When speaking of efficiency, however, the automobile has changed dramatically. Hypercombustion engines have drastically reduced pollution and decreased the depletion of natural resources. Electrical and solar-powered cars have become more popular, but they remain a small percentage of civilian transportation. Vehicles, because of their size and metal construction, provide a certain amount of protection to those in or behind them. Damage should be soaked by the vehicle before hitting any passengers. Cars: The standard mode of transportation For most industrial and postindustrial countries, the car comes in a multitude of shapes and sizes. The sports car stands out as the top performance model available for speed and maneuverability. Motorcycles: Capable of tight maneuvering, motorcycles can often go places inaccessible to automobiles. Motorcycles are a popular choice among novas with no movement advantages. Trucks:Trucks Form the backbone OFcargo transportation in any modern country. Each carries bulky loads
on a heavy-duty suspension pulled by a powerful engine. Prop Planes: Prop planes vary in size From light personal aircraft to heavy commercial versions. Jet AircraR: Available only to corporations, the wealthy or the government, jets are the standard means of long-distance travel. Commercial versions are designed For either cargo or passengers. Military planes carry a variety of armaments for various combat functions. Military Jet Aircraft: The backbone of modern armed Forces, military jets fill a variety of roles, including close ground support, long-range bombing, reconnaissance and intercontinental nuclear deterrence. For simplicity, military jets are divided between bombers (long-range, ground-attack vehicles) and fighters (highspeed interceptors). Helicopters: An increasingly common sight in urban environments, helicopters can access any location with their vertical takeofF and landing capabilities. Most hospitals, police departments and news crews have access to helicopters. Military Helicopters: Military helicopters sport high-caliber machine guns and antitank missiles. Close
L-
Don in Resource d
support and personnel deployment are their main roles on the battlefield. Personnel Carrier: An armored car or treaded vehicle capable of sustaining a lot of damage. Both military and law-enforcement versions exist. UrbanAssault Vehicle: Changes in local law-enforcement priorities and increases in terrorism have led to the need for higher firepower in urban environments. As an alternative to martial law and its accompanying bad PR, many large-city police forces have acquired this minitank for dealing with particularly dangerous threats. Main Battle Tank: Every government capable OF sustaining a modern army owns various versions of the tank. A treaded vehicle, the tank can take its heavy armament into almost any terrain or situation. Heavy armor protects its small crew and payload.
Vehicle Damage Every vehicle has eight structural levels, much like your character has health levels. As a vehicle takes damage, its structural integrity is reduced until it is destroyed (and may blow up in the process). A vehicles performance is reduced as it takes damage. The chart below lists structural levels, along with vehicles relative status at each level. The dice penalty listed is subtracted from your characters Driving/Piloting and Firearms rolls, reflecting the increasing degree of difficulty involved in holding the vehicle on course and getting its systems to respond. These modifiers apply until repairs are made. Vehicle damage is noted with a X, as with lethal damage. Structural Level Dice Penalty Description 0 Slight scoring and dents; Scraped nothing significant. Dented -1 Minor structural damage; not seriously impaired. Battered -1 Serious structural damage; top speed is limited to cruising speed. -2 Significant damage; Smashed cruising speed is halved. Breached -3 Structurally unsound, the vehicle is a death trap. Wrecked -4 Only basic systems function; speed is minimal. Broken down The craft is one step from being scrap metal. It cannot perform any maneuvers and has no power. Demolished Thevehicle is destroyed completely (thestoryteller may have it disintegrate, explode or simply Fall apart). at Breached or lower must be taken to an appropriate maintenance facility to have access to necessary repair equipment. Recovering each structural level requires a successful Engineering roll. The repair times listed below are cumulative. A Dented vehicle takes four hours to fix, while a Smashed vehicle takes almost a day to repair. Structural Level Repair Time One hour Scraped Dented Three hours Battered Six hours Smashed 12 hours Breached One day Wrecked Three days Broken down One week Demolished Its scrap, remember? 1f repairs are made using superior skill (4 Engineering rating) and equipment, repair time is moved one category higher on the repair chart (to a minimum of one hour).
market demand for drugs powerful enough to overcorn their high metabolism rates and enhanced tolerances Combinationsof cocaine and synthetic nova steroids haw been the vanguards of this blossoming industry, but true narcotic for novas has yet to be perfected. The military, never to be left out, has used the stud. ies to create virulent new poisons. Rumors persist OF top secret military research investigating nerve gases an( poisons capable of subduing novas. Also, leaks in the in. telligence community have pointed to genetic researcl to replicate nova physiology in baselines. The truth o these rumors, as well as their success or failure, remain! a mystery. Note that all novas are very resistant to most drugs When ingesting normal, non nova-specific drugs, thc player of a nova may (in fact, must) make a standarc Resistance roll; even one success enables the nova t c ignore the effects of the drug. Nova-specific drugs (soma, adrenocilin, moxinoquantamine) have been designed to overcome the nova metabolism, though a novas player may make a single Resistanceroll at +2 difficulty to purge these drugs from the novas system.
I
Antidote: Antidotes are notoriously ineffective against nerve gas, as it affects the victim so quickly. They are made strictly to help victims of accidental exposure.
Tear Gas
Description: Tear gas is commonly used by military and law-enforcement agents when killing the opponent is not the main goal. A grenade is launched into the target area, where the cloud of noxious fumes drives the victims out OF hiding. Vector: Contact or inhaled Effect: Severe eye irritation, coughing and gagging incapacitate the victim. All dice pools are reduced by three dice For 1 minutes aFter exposure. 0 Protection: A gas mask, similar breathing apparatus or other forms of self-contained breathing (i.e., the Adaptability enhancement) prevents the effects of the gas. Antidote: None
Depressants
Description: Common depressants include alcohol and barbiturates. Medical depressants are often prescribed for individuals suffering from hypertension or who have difFiculty sleeping. Vector: Swallowed o r injected Effects: Depressants suppress pain and thought Functions, putting the user in a listless, lethargic state. Subtract two from all dice pools while under the inFlusnce of these drugs. Antidote: As depressants counteract amphetmines effects, so amphetamines and other stimulants :ounteract depressants effects; again, mixing the two :ypes of drugs is dangerous and just plain stupid.
Nerve Gas
Description: Military-grade poison gases, the various types OF nerve gas are designed to kill their victims quickly. Nerve gas typically targets the nervous system or the brain directly, rendering the target immobile before killing. Even low doses of nerve gas can be lethal. Vector: Contact or inhaled Effect: At low concentrations, nerve gas causes one lethal health level per minute, with no soak possible. At higher dosages, the rate increases to one health level per turn, again with no soak possible. Nerve gas typically disorients the victim, reducing all dice pools by three dice. Protection: Nerve gas can pass through the skin but is most efFective when inhaled. Gas masks prevent some forms of nerve gas, but more powerful types require a or Full environment suit. Novas with Mega-Stamina higher are unaffected by most forms of nerve gas.
Hallucinogens
Description: Viewed by some as gateways to other orms of consciousness, hallucinogens affect the minds ibility to maintain contact with reality. Powerful doses :an even cause full-environment hallucinations. Vector: Contact or inhaled Effect: Lower all dice pools by one to three dice, lepending on the strength of the dosage. Powerful halJcinogens can produce an effect similar to Mirage e e. he effects can last from one to six hours.
Novas under the influence of powerful hallucinogens have been known to accidentally activate their powers, unconsciously tapping their M-R nodes.
Mite
DescriptionExtracted from nova steroids and developed from nova mitochondria, mite is a controlled substance in the United States and many other nations. Nonetheless, use of the drug to increase muscle mass in athletes has become popular. The First Worlds current obsession with physique and muscle toning has skyrocketed the price of black-market mite. Vector: Injected EFFect: Mite has the same effect on novas that steroids have on humans (increased body mass over time, heart problem, sterility). Baselines who ingest mite, however, are overcome with elation and orgasmic pleasure. Combined with a rigorous workout, mite can dramatically increase muscle tissue to dangerous levels. Overdoses of mite are common, as the drug is still new to the market and highly addictive. After taking mite, a normal humans Strength and Might are increased by one temporarily. Over several months of continuous use, the effects become permanent. Should the user continue to take mite, the effects increase in a mathematical progressionuntil the baselines Strength/ Might skill rating reaches 10.At this point, the baselines muscle mass has reached grotesque levels (-1 to Appearance, minimum 1). Continued use of the drug at this point pushes the human to Mega-Strength 1 (and a further -1 to Appearance), but each week of use thereafter, the user must make a Stamina roll at +1 difficulty. If she fails, she suffers immediate and total cardiac arrest. Gangbangers have discovered this drug to be an effective weapon against rivals and police. Addicted thugs, called mitoids, lose control under stress, often displaying tremendous feats of strength and violence. A mitoid who has reached Mega-Strength 1 often goes berserk when angered; while berserk, he feels no pain and thus suffers no wound penalties, but mindlessly attacks his chosen target (or even his friends!) until subdued or killed. Antidote: No known antidote exists, but the effects (good and bad) wear off gradually if the user stops taking the drug.
While adrenocilin is obtainable a t any Rashoud facility, it is somewhat addictive (Willpower roll to avoid addiction if used more than three times a month). A nova addicted to adrenocilin must have the drug in her body at all times; otherwise, all uses of quantum powers are at +2 difficulty. While on adrenocilin, a nova is also somewhat lethargic and passive (Willpower rolls at cl difficulty). Other side effects may exist as well. In baselines, adrenocilin is a deadly poison (each dose inflicts 10 - Stamina levels of lethal damage). Antidote: Moxinoquantamine
Moxinoquantamine (Mox)
Description: Often given to newly erupted novas, moxinoquantamine is a regulator drug that interferes with signals from the M-R node. It is thus used when training novas who have little control over their quantum powers or novas who wish to exercise and train already existing powers. Vector: lngested EFfect: Moxinoquantamine makes it more difficult for novas to use quantum powers. All uses of quantum powers, including Mega-Attributes and enhancements, are at +2difficulty. Additionally, any roll of 1or 2 is treated as a botch; however, botched power rolls while on mox do not inflict temporary Taint. The effects last approximately six hours per dose. In baselines, mox is a deadly poison (each dose inflicts 1 - Stamina levels of lethal damage). 0 Antidote: Adrenocilin
Soma
Description: The normal adrenal gland creates adrenochrome, one OF the most powerful chemicals in the human body. Chemicals extracted from a novas MR node are many times more potent. A baseline ingesting M-R hormones, whose street name is soma, experiences the most potent high possible - if he survives. Soma can be produced only through direct extraction from a living novas M-R node. The process always kills the donor. Obviously, the drug is extraordinarily rare, and most people believe it to be nothing more than an urban legend. Vector: Swallowed Effect: Soma kills a baseline user outright unless he makes a Stamina roll at +1 difficulty. The effects of the drug overwhelm the human system in a manner similar to a transplant rejection. In this case, soma rejects the frail human body, destroying it in the process. Should the user survive, she gains some semblance of nova powers. Enhanced speed and strength (MegaStrength *, the Quickness enhancement) are common to baseline users. The effects for baselines are temporary (four hours) but highly addictive. lngested by a nova, soma adds one dot to all MegaAttributes, enhancements and quantum powers. The effects last for four hours.
Adrenocilin
Description: Exclusive to Project Utopias Rashoud facilities, adrenocilin is a drug given to newly erupted novas to help them control their powers. It also acts as an effective pain deadener for the debilitating headaches and other trauma common to new quantum-channelers. Vector: lngested Effect: Adrenocilin adds one die to any quantum power skill total. As a side effect, it lowers wound penalties by one. Effects last for Four hours.
When cut with cocaine, soma creates the only known narcotic capable of consistently overcoming a novas enhanced metabolism (treat as amphetamines/ cocaine, above). Again, rumors among the nova community suggest that a Few repulsive epicures indulge, and even traffic, in the drug. Antidote: None
Red 7
Description: Military research laboratories have managed to splice M-R node hormones with human adrenaline to produce a potent combat-enhancing drug. Safer and less powerful than soma, Red 7 increases the recipients physical abilities but has detrimental side effects. Vector: lnjected Effect: The recipient adds two to all Physical Attributes (maximum 5) For the one hour the drug lasts, but he becomes prone to aggressive behavior. There is an escalating chance the drug will kill the user, beginning at about five percent and increasing by five percent with every dose. Antidote: None, although effects wear ofF with time.
of the organization.The captain controls the soldiers and handles the day-to-day affairs OF the boss in his designated area. The crime boss possesses the political and economic clout to maintain the entire organization while seeming to remain perfectly legitimate. Of course, names and even organization will vary from group to group and country to country. Soldier Physical Attributes 3, all other Attributes 2, Biz 1, Brawl 2, Drive 1, Firearms 2, Intimidation 2, Might 1, Resistance 2, Streetwise 1, Willpower 4; automatic pistol or
SMG
Captain Physical Attributes 4, all other Attributes 2, Awareness 2, Biz 1, Brawl/ Martial Arts 3, Command 3, Drive 3, Endurance 1, Firearms 3, lnterrogation 1, Intimidation 3, Might 3, Resistance 3, Stealth 1, Streetwise 3, Willpower 6; automatic pistol, SMG or assault rifle Crime Boss Charisma, Manipulation and Wits 4, all other Attributes 3, Awareness 3, Biz 4, Brawl/ Martial Arts 3, Command 4, Drive 2, Endurance 1, Firearms 3, lnterrogation 2, Intimidation 3, Might 1, Resistance 2, Streetwise 4, Style 1, Subterfuge 3, Willpower 7; automatic pistol (possibly with heavy weapons if given sufficient time to prepare)
Henchmen
The players might come into conflict with a wide variety OF underlings used by corporations, law enforcement, criminal groups or other organizations. Henchmen are generic villain fodder who complicate the characters lives. They need not be described in great detail, as the heroes should handle them with ease. Henchmen serve to Fill out the Forces of the antagonist and whittle down the players quantum points before facing the real challenge.
Gangs
Gangs are largely disorganized bands of criminals who cling together for security and camaraderie. Most gangs, however, deal in drug trafficking, and they usually answer to organized crime cartels. It is their numbers and influence on the local community that make gangs a threat. Gangs feed off the local population like parasites, through larceny, drug dealing and extortion. Gang Member Physical Attributes 3, all other Attributes 2, Brawl 2, Drive 1, Firearms 2, Intimidation 1, Melee 1, Might 1, Resistance 2, Streetwise 2, Survival 1, Willpower 4; automatic pistol or SMG Gang Leader Physical Attributes 4, all other Attributes 2, Awareness 2, Biz 1, Brawl/ Martial Arts 3, Drive 3, Command 2, Firearms 3, Intimidation 3, Melee 2, Might 3, Resistance 3, Stealth 1, Streetwise 3, Survival 2, Willpower 6; automatic pistol, SMG or assault rifle; possibly with Mite or Red 7
Organized Crime
Most organized crime cartels have been eliminated, but the Four primary survivors have consolidated power to become very strong indeed. Criminal cartels vary in character and organization across the world. From the Medellin Cartel in South America to the Heaven Thunder Triad in China, cartels strength comes from their control of numerous activities. Each group controls its territorys gambling, prostitution, racketeering and in short, anything that will make money-laundering money. Dependingon the city or country, several diFFerent groups divide up activities, or all activities Fall under the purview of one central organization. While few altruistic superheroes have dedicated their lives to ridding the world of organized crime, T2M Finds destruction of international syndicates to be good PR. Accordingly, syndicates all over the world interact with novas, quite often for less-than-legal reasons. Most groups contain a number OF grunts who perform the organizations legwork. These soldiers answer to the equivalent OF a captain, who then answers to head
Police
State and local police represent a significant portion of the United States of Americas law-enforcement capabilities. Overall, they have limited ability to deal with nova-level threats, and they usually defer to those more capable. lndividual city or state governments, however, vary their stance on nova intervention regardless of the dangers. While some cities Franchise glitzy nova public defenders, others seek to avoid the publicity and ex-
pense of these rent-a-cops. In this case, the local police are forced to handle even renegade novas with normal tactics. Police forces across the globe face similar difficulties. Characters who run afoul of the law will inevitably have to deal with the police. The average police officer has little chance of apprehending even the least powerful nova. When taken as a whole, however, an entire citys police Forces can become a hazardous opponent. Larger cities have special Crisis Responseteams, helicopters and urban assault vehicles, and they are thus somewhat more efFective against novas. Police Officer Physical Attributes 3, all other Attributes 2, Awareness 1, Brawl/ Martial Arts 2, Bureaucracy 1, Drive 2, Firearms 2, lnterrogation 2, Investigation 1 (or 3 if plainclothes detective), Medicine 1, Might 1, Resistance 2, Stealth 1, Streetwise 2, Willpower 5; automatic pistol, police car, night stick, armored T-shirt (possibly flak jacket if expecting serious trouble) SWAT Officer Physical Attributes, Perception and Wits 3; all other Attributes 2, Awareness 2, Brawl/ Martial Arts 3, Drive 3, Endurance 3, Firearms 4, Melee (taser) 2, Might 2, Resistance 3, Stealth 1, Streetwise 2, Willpower 6; automatic pistol, SMG or assault rifle, flak jacket or full riot gear Crisis Response Specialist Physical Attributes 4 (plus bonuses for Red 7), Perception/Wits 3, other Attributes 2, Awareness 3, Bureaucracy 2, Endurance 3, Firearms 4, Martial Arts 4, Melee (taser) 3, Might 3, Resistance 3, Stealth 3, Streetwise 2, Willpower 7; automatic pistol, assault rifle, grenade launcher, bomb squad or (rarely) advanced body armor, Red 7
millions of dollars in financing for a wide variety of activities handled under the umbrella of national security. Any one OF these programs might easily conflict with characters values or lives. Government agencies usually have access to powerful weaponry. If conflict with novas is a possibility, agents are likely to be heavily armed. The Directive in particular is developing both energy- and toxin-based weapons to deal with aberrant threats. Special Agent All Attributes 3 (or higher in the case of elite agents), Awareness 2, Brawl/ Martial Arts 3, Bureaucracy1, Drive 3, Endurance 1, Firearms 3, lnterrogation 2, lntrusion 3, Investigation 3+, Medicine 1, Might 1, Resistance 3, Stealth 3, Streetwise 2, Style 2, Subterfuge 3, Willpower 7+; automatic pistol, armored T-shirt, electronic communication and surveillance gear
Mitoids
Mitoids are roid freaks, 2008-style. Only now the lunatic not only feels no pain in his drug-induced frenzy, but he lifts cars and tosses them at innocent bystanders. Mite is the common street name for a strength-enhancing drug developed from nova mitochondria. Baselines who use mite on a regular basis develop abnormal strength levels, bordering on superhuman. Unfortunately, continual use OF mite induces paranoia and even psychosis. Victims OF a mite overdose have been documented twisting metal lampposts and tearing up concrete. A few street gangs, tongs and other criminal groups use mite to gain an edge over their rivals or the police. Strength 5, Dexterity 3, Stamina 4, all other Attributes 1 or 2, Athletics 2, Brawl 3, Endurance 2, Might 5, Resistance 3, Willpower 4; chain or other improvised weapon Mega-Strength (no enhancements); punch damage [5] + 7D (6); chain damage [5] + 10D (6); no wound penalties
Government/Directive Agents
In the postindustrial, nova-altered world of 2008, espionage and subtlety are more important geopolitical commodities than massive standing armies. Many nations have devoted significant resources toward investigating novas and their threat to national security. The most important is the multinational Directive, but national agencies also deal with novas. Within the United States, the Central lntelligenceAgency and National Security Agency keep detailed files on all known novas, tracking their movements and associations whenever possible. The Federal Bureau of lnvestigation works in concert with local law enforcement, dealing with nova-level threats as careFully as possible. The players may come into conflict with the government in any number of ways. Breaking the law or posing some other threat to public safety is sure to draw attention. The players might also Find themselves being watched as part of the Directive or CIAS ongoing nova investigations.Government intelligence agencies receive
Nova Threats
Novas are as varied as any other human being. Their motivations, characteristics and powers make nova antagonists new and dangerous threats. Conflict between novas occurs for any reason, from differences in political ideology to ego-driven conflicts of interest. The antagonists below represent the smallest sample of possible threats posed by other novas.
El Cuchillo
Cuchillos superspeed and agility are renowned in Southern California and Mexico. An independent nova of limited imagination, El Cuchillo seeks only personal gain at the expense of others reputations. He works with media agencies to arrange mask duels between himself and local nova favorites. For a not-so-modest fee, Cuchillo will duel a local favorite in a public bout. In exchange for exclusive footage, and therefore higher rat-
ings, the local media give El Cuchillo fuel for his ego, intelligence on his opponent, a large sum of cash and a quick trip out of town. Cuchillos true identity remains unknown, as he prefers a mask. He claims never to have lost a duel, and he refuses to remove his mask until he is defeated. Whether he will stick to his bargain is unknown. What is known is that he takes Full advantage of the medias hospitality, often leaving them with thousands of dollars in roomservice fees and other bills. Nature: Gallant Allegiance: lndependent Attributes: Strength 5, Dexterity 5, Stamina 4, Perception 3, Intelligence 2, Wits 4, Charisma 4, Manipulation 4, Appearance 2 (?) Abilities: Arts (Performance) 2, Athletics 5, Awareness 2, Drive 1, Endurance 5, lntimidation 3, Legerdemain 3, Linguistics 1, Martial Arts 4, Might 3, Resistance 4, Stealth 3, Style 3 Backgrounds: Attunement 1, Cipher 4, lnfluence 2, Resources 3 Quantum 3, Quantum Pool 30, Willpower 6, Taint 2 Powers: Mega-Dexterity (Rapid Strike, Fast Tasks, Enhanced Movement), Mega-Stamina (Regeneration), Mega-Wits * (Quickness x2), Hypermovement
Powers: Mega-Strength (Crush, (ResilThunderclap), Mega-Stamina iency), Armor **, Danger Sense e * * , Mega-Perception (Nightvision)
Marissa Dunlop
A seasoned combat veteran before she erupted, Marissa has taken her experience and abilities to the private sector. As a nova
.A
answering only to her Swiss bank accounts, she oftcen 0 finds herself working for the wrong side of the law. F4 job is too dirty for her, and no fee is too large. Raised by her mercenary father, Marissa grew I JP r s on battlefield after battlefield, where the horroN of war and the blatant facts of life in a combtat zone scarred her psyche. When her father I7nally died fighting for the good guys, wIho I J L---l.. L:-Le L A L. LUUIU uai a y L U V ~ I I 13 e q ~ e i m --..-- 1 iaea, alia I iau I lad enough. Thereafter, she opened her services to the highest bidder. More often than not, she knded up working for criminal cartels, corrupt governments and the CIA. Marissa was captured as part of a CIA betrayal - they turned her over to the newly instated Nicaraguan government in the name of political goodwill. Never one to go quietly, Marissastarted shooting her way out. The Nicaraguan regulars, taking no chances with such a dangerous woman, fired an antitank missile at her. A moment before impact, she mentally grabbed the projectile out of the air and hurled it at her assailants. In the confusion, she escaped into the jungle and eventually out of the country. Marissa now has a bone to pick with the US government, and she gladly works for anti-American military operations worldwide. Her telekinetic powers have only increased the value of her services and she continues to pay the bills with money From the highest bidder. Nature: Survivor Allegiance: Independent Attributes: Strength 4, Dexterity 4, Stamina 3, Perception 3, lntelligence 2, Wits 4, Charisma 2, Manipulation 3, Appearance 4 Abilities: Athletics 3, Awareness 4, Drive 2, Endurance 5, Firearms 4, Intimidation 4, Linguistics 2, Martial Arts 4, Might 3, Pilot 2, Politics 2, Resistance 5, Stealth 3, Style 1, Subterfuge 2, Survival 3 Backgrounds: Cipher 3, Contacts 2, Dormancy 2, Eufiber 1, Node 3, Resources 3 b Quantum 3, Quantum Pool 30, Willpower 7, Taint 3 (Glow) Powers: Mega-Dexterity (Rapid Strike), Force Field 0 , Telekinesis 0 , Flight
--------
Original Concept and Design: Robert Hatch, with Andrew Bates, Ken Cliffe, Greg Fountain, Sheri M. Johnson, Chris McDonough, Ethan Skemp, Mike Tinney, Richard Thomas, Stephan Wieck, Fred Yelk Additional Design: Justin R. Achilli, Steven S. Long, Mark Moore Authors: Justin R. Achilli, Andrew Bates, Robert Hatch, Sheri M. Johnson, Steven S. Long, Mark Moore, Ethan Skemp, Fred Yelk Additional Material: Brooks Miller, Dave Van Domelen Stwyteller Game System: Mark ReimHagen Revised Storyteller System: Andrew Bates Developer: Robert Hatch Editor: Carl Bowen Art Direction: Richard Thomas Artists: Guy Davis, Glenn Fabry, Thomas Fleming, Langdon Foss, Michael Gaydos, JeffHolt, Mike Huddleston, Mark Jackson, PhilJimenez, Leif Jones, Matt Millburger, Christopher Moeller, William OConnor, Paolo Parente, Steve Prescott, JeffSend Me More Powers Rebner, Steve Rude, Alex Sheikman, Uko Smith, Larry Snelly, Richard Thomas, Melissa Uran Cover Ark Tom Fleming Layout: Ron Thompson Limited Edition Design: Richard Thomas Playtesters: Bryan Armor, Bruce Baugh, R. Sean Borgstrom, DeirdRe M. Brooks, James V. Coleman, Bryant Durrell, Brian Goodson, Jess Heinig, Chris Hemphill, Brooks Miller, Clayton Oliver, Charlsie Patterson, Mikki Rautalahti, Eric Thompson, Dave Van Domelen, Will Van Meter, Dave Weinstein, Dave Wendt,
PHYSICAL
STRENGTH
Brawl Might
MENTAL
PERCEPTION
Awareness lnvestigation
SOCIAL
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00000 00000 00000
.0000
00000 00000 00000
@0000 APPEARANCE
00000 00000 00000
Intimidation Style
DEXTERITY
Athletics 00000 Drive 00000 Firearms 00000 Legerdemain-00000 00000 MartialArts Melee 00000 Pilot 00000 Stealth 00000
00000 00000
STAMINA Endurance 0
Resistance--OO
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0
1
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Academics 00000 Bureaucracy 00000 Computer pOOOOO Engineering 00000 Intrusion 00000 Linguistics 00000 Medicine 00000 Science 00000 Survival 00000
CHARISMA
00000
00000
WITS
Arts
.0000
00000 00000 00000 00000
Biz
Rapport
0 0 0 0 0
00000
BACKGROUNDS
00000 00000 00000 00000 00000
00000
00000 00000
00000
WILLPOWER
0000000000 TAINT
0000000000
0000000000
00000
00000
0000000000
ABERRATIONS
00000
00000
00000
00000 00000
00000
00000
0000000000
QUANTUM
00000
00000000000000000000000000000000000 00u000000000000000000u0000000000
Richard De Remer (order #1069967)
ATTACK
ACC
DMG
ROF
FT
ARMOR
L '';
BULK
FT
0- 0 0 0- I O 0- I O
I O
INITIATIVE
MOVEMENT
= E EE E l
Bruised
-0
U
Incapacitated Dead
nu
EXPERIENCE
Physical
Enhancements
Quantum Attunement
Eidetic Memory Enhanced Memory Mathematical Prodigy Linguistic Genius Mental Prodiav
J,
Eogioeering
Financial Investigative Medical Scientific Tactical Speed Reading Taint Resistance Enhanced 1nitiative Lie Detector Multitasking Natural Empath Quickness
Awe-Inspiring Copycat Face of Terror First Impression Mr. Nobodv Seductive Looks
Index
A
Aberrants 102, 130 Aberrations 151 High-Level Aberrations 152 Low-Level Aberrations 151 Medium-Level Aberrations 152 Abilities 136 Academics 137 Arts 138 Athletics 136 Awareness 137 Perception 134 Wits 135 Physical Attributes 134 Dexterity 134 Stamina 134 Strength 134 Social Attributes 135 Appearance 135 Charisma 135 Manipulation 135 Automatic Successes 108 Damage Adds 241 Damage Dice 241 Lethal 241, 253 Dexterity 134 DicePool 107 DifFiculties 108 Directive 132
E
Empathic Manipulation 196 Entropy Control 196 1 Eruption 1 6 Eufiber 141 Examples OF Rolls 1 0 1 Experience 123 Experience Costs 124 Experience Points 123 Lxtended Actions IO? Extras 230 Aggravated 231 Area 231 Armor Piercing 231 Burning 231 Cloud 231 Explosion 231 Homing 231 Impervious 231 Increased Duration 231 Increased Range 231
0
Backgrounds 139 Allies 139 Attunement 139 Backing 140 Cipher 140 Contacts 140 Dormancy 141 Eufiber 141 Followers 142 Influence 142 Mentor 142 Node 143 Resources 144 Baselines 262 Bonus Points 1 6 121 1, Botches 108
C
Character Concept 113 Character Creation 112 Phase One: Human 113 Phase Two: Nova 1 6 1 Character Creation Table 120 Character Development 123 Charisma 135 Close Combat Maneuvers Table 250 Combat Summary Chart 242 Combat Systems 239 Armored Combat 250 Close Combat Maneuvers 244 Combat Turns 239 Defensive Maneuvers 243 General Maneuvers 242 Maneuver Complications 248 Pulling Your Punches 24t Ranged Combat Maneuvers 247 Special Nova Maneuvers 246 Stage One: Initiative 239 Stage Three: Resolution 240 Stage Two: Attack 239 Compulsion 145
F
Failure 107
G
Glossary 103 Golden Rule, the 106 Grenade Chart 277
H
Healing Bashing Damage 254 Healing Damage 254 Healing Lethal Damage 254 Health 252 Health Chart 253 Recovery 255 Heavy Weapons Chart 276 Henchmen 282
1
Initiative 1 6 1 Intelligence 135
D
Damage 240 Aggravated 241, 253 Applying Damage 253 Bashing 241, 253
1
Lethal Soak 254 Lifting 234
P
Perception 134 Physical kttributes 134 Physical Tasks 233 Poisons and Drugs 279 Adrenocilin 281 Amphetamines and Cocaine 280 Depressants 280 Hallucinogens 280 Mite 281 Moxinoquantamine 281 NerveGas 280 Red7 282 Soma 281 Tear Gas 280 Power Use 111 Project Proteus 131 Project Utopia 102, 130 Prologue 121
1
laneuver Characteristics 242 lanipulation 135 laster Powers List 1 1 8 laterial Strengths 257 laxing Powers 147 lazarin-Rashoud node 143 lega-Attributes 154 Buying Mega-Attributes 154 Enhancements 155 Mega-Appearance 170 Mega-Charisma 175 Mega-Dexterity 158 Mega-lntelligence 164 Mega-Manipulation 173 Mega-Perception 161 Mega-Stamina 160 Mega-Strength 156 Mega-Wits 168 Tainted Mega-Attributes 154 Ilega-Strength 156 helee Weapons Chart 274 Ilental Attributes 134 Ilental Disorders 152 dental Feats 236 dental Powers and Psi 180 Aite 281 Aitoids 283 Aolecular Alteration 212 Aovement 106, 1 6 1 Aultiple Actions 1 0 1
Temporary Taint 149 Teamwork 111 Teragen 131 Throwing 236 Mega-Strength and, 236 Time 106 Traits 107, 127 Trinity 102 aberrants in, 103
V
Vehicle Chart 278 Vehicle Damage 279 Vehicles 278
W
Weapons 274 Grenades 277 Heavy Weapons 276 Melee Weapons 274 Ranged Weapons 275 Willpower 116, 144 Recovering Willpower 145 Using Willpower 145 Wits 135
Q
Qualities 134 Quantum,ll6, 146 Quantum Detection 143 Quantum Pool 1 6 146 1, Recharging Quantum Pool 146 Quantum Recovery 143
R
Ranged Combat Maneuvers Table 250 Ranged Weapons Chart 275 Resisted Actions 1 0 1
I
lature 113, 127 Analyst 127 Architect 127 Bravo 127 Bureaucrat 127 Caregiver 127 Conniver 128 Critic 128 Explorer 128 Follower 128 Gallant 128 Hedonist 128 Jester 128 Judge 128 Leader 128 Martyr 128 Paragon 128 Rebel 129 Survivor 129 Thrillseeker 129 Traditionalist 129 Visionary 129 nova 102 Nova Points 117, 121 Nova Threats 283 El Cuchillo 283 Hugo the Bwncer 284 Marissa Dunlop 284
5
Second Chances 111 Soak 241, 254 Lethal Soak 240 Social Attributes 135 Social Graces 237 Soma 281 Sources of Injury 255 Disease 255 Electrocution 255 Falling 256 Fire 256 Radiation 257 Suffocation and Drowning 257 Temperature Extremes 257 Vacuum 257 Special Maneuvers 147 Special Nova Maneuvers 250 Specialties 136 Stamina 134 Storyteller 101 Storytelling 258 Strength 134 Successes 107
7
Taint 148 Aberrations 151 Permanent Taint 148
November 1999
Aberrant: Project Utopia Guiding Humanity to a Better Tomorrow ... It is more powerful than nations. It controls more novas than any other entity in the world. It is Project Utopia, stalwart guardian of Earth. Utopia has ended wars, cured diseases and saved entire populations from starvation. So why are some novas so hell-bent to take it down? Along a Path of Blood This sourcebook details Project Utopia and the novas who serve it. An entire organization - including subsidiaries Team Tomorrow and Project Proteus - is covered in minute detail in this 144-page tome. December 1999