I've left some material in the Resources thread, please use responsibly. :)
Character Creation
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Oct 3, 2021 1:23 am
Go ahead and talk out your character concepts here. I'll allow all supplements as well if you mention what you're using first.
I've left some material in the Resources thread, please use responsibly. :)
I've left some material in the Resources thread, please use responsibly. :)
Oct 3, 2021 1:49 am
PhoenixScientist, have a look at the core rulebook, Chapter 2 or chargen. Page 120 if you want to zoom in on a summary sheet and ignore the fluff. You can ignore the Phase 1/2 stuff for now, I'll come that when we set up everyone's backstory.
Focus on allocating points to your Attributes and the Quantum Powers first to get a rough sense of what your character can do. You should be able to buy two powers at a reasonable level. Then look at Backgrounds and Abilities. I consider Backgrounds reasonably significant, and will weave them into the main story.
For those who want to push it a little, consider that it's ok to use some Taint in order to buy more nova points (evil DM speaking).
Finally, chargen isn't set in stone. There'll definitely be a chance to make tweaks and changes throughout Session Zero once you get a feel for how your characters play out. So go ahead and approximate those stats, and we can sort it out.
Focus on allocating points to your Attributes and the Quantum Powers first to get a rough sense of what your character can do. You should be able to buy two powers at a reasonable level. Then look at Backgrounds and Abilities. I consider Backgrounds reasonably significant, and will weave them into the main story.
For those who want to push it a little, consider that it's ok to use some Taint in order to buy more nova points (evil DM speaking).
Finally, chargen isn't set in stone. There'll definitely be a chance to make tweaks and changes throughout Session Zero once you get a feel for how your characters play out. So go ahead and approximate those stats, and we can sort it out.
Oct 3, 2021 3:05 am
I am looking at building a flying brawler/caster.
Also there are the Taint I was looking at:Other than that I have a fair amout of a character figgured out.
Also there are the Taint I was looking at:
[ +- ] PhysicaI Aberrations: low-level:
Fur/Feathers:
Fur/Feathers:
better able to handle cold conditions (+1 die to Stamina rolls) but not as good at handling heat (-1 die to Stamina rolls). The nova’s appearance is
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
[ +- ] Quantum Aberrations: medium-level:
Vulnerability:
Vulnerability:
The nova takes extra damage
from a particular type of attack. This differs from Allergy in that it affects things that are already harmful to others. The Storyteller and the player choose the form of attack, from fire, electricity or another form of energy, to a particular power or
substance (such as weapons made from silver). The attack inflicts three extra dice of damage against the nova.
from a particular type of attack. This differs from Allergy in that it affects things that are already harmful to others. The Storyteller and the player choose the form of attack, from fire, electricity or another form of energy, to a particular power or
substance (such as weapons made from silver). The attack inflicts three extra dice of damage against the nova.
[ +- ] Mental Aberrations: low-level:
Flashbacks:
Flashbacks:
The nova has vivid hallucina-
tions revolving around a particular incident or experience (often their eruption), similar to the Flashbacks Flaw (p. 74) but more intense as the nova’s Taint increases.
tions revolving around a particular incident or experience (often their eruption), similar to the Flashbacks Flaw (p. 74) but more intense as the nova’s Taint increases.
Last edited October 3, 2021 3:32 am
Oct 3, 2021 4:27 am
PhoenixScientist says:
I am looking at building a flying brawler/caster. Also there are the Taint I was looking at:
[ +- ] PhysicaI Aberrations: low-level:
Fur/Feathers:
Fur/Feathers:
better able to handle cold conditions (+1 die to Stamina rolls) but not as good at handling heat (-1 die to Stamina rolls). The nova’s appearance is
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
[ +- ] Quantum Aberrations: medium-level:
Vulnerability:
Vulnerability:
The nova takes extra damage
from a particular type of attack. This differs from Allergy in that it affects things that are already harmful to others. The Storyteller and the player choose the form of attack, from fire, electricity or another form of energy, to a particular power or
substance (such as weapons made from silver). The attack inflicts three extra dice of damage against the nova.
from a particular type of attack. This differs from Allergy in that it affects things that are already harmful to others. The Storyteller and the player choose the form of attack, from fire, electricity or another form of energy, to a particular power or
substance (such as weapons made from silver). The attack inflicts three extra dice of damage against the nova.
[ +- ] Mental Aberrations: low-level:
Flashbacks:
Flashbacks:
The nova has vivid hallucina-
tions revolving around a particular incident or experience (often their eruption), similar to the Flashbacks Flaw (p. 74) but more intense as the nova’s Taint increases.
tions revolving around a particular incident or experience (often their eruption), similar to the Flashbacks Flaw (p. 74) but more intense as the nova’s Taint increases.
Oct 3, 2021 4:33 am
BedzoneII says:
Go ahead and talk out your character concepts here. I'll allow all supplements as well if you mention what you're using first.I've left some material in the Resources thread, please use responsibly. :)
Oct 3, 2021 5:04 am
We won't be using the Aberrant setting, so no need to pore over the Utopia vs Terragen factions etc (although having both played and run it it's an enjoyable and rich setting).
So it's going to be homebrew insofar as it'll be a blatant ripoff of a DC/Marvel crossover. I imagine everyone should find the analogues famillar. I take absolutely no credit for it.
Edit: I'll be setting up the backstory in the Resources thread, under Worldbuildling, but for the avid comic book fan, here's roughly what to expect, mirror universe-wise (expect to have all the names changed):
- there's a Justice League, and a Hall of Justice
- there's a Fantastic Four, and a Baxter Building (they overlap with Vought International / Project Cadmus aka the sciencey institute)
- there's a Daily Planet / Bugle (and you might actually discover one of the reporters is a super)
- the Avengers are dead (there was a Stark Industries / AIM, aka the other sciencey institute, but they lost)
- the X-Men are dead, dispersed or underground (they're more like the Brotherhood of Evil Mutants)
- but there's a Xavier's School for Gifted Youngsters (which overlaps with something Teen Titans like)
- there's a Crime Alley / Hell's Kitchen
- there isn't an Arkham Asylum (all the crazy criminals have been executed instead)
- the government has a SHIELD, and it's non-superpower based
- the government has a secret super-soldier / weapon X programme
- there's a Powers Registration Act, and all supers are registered
- all other supers are hunted, incarcerated, or dead
- we're not doing any interstellar / cosmic-level / multi-versal plots for now
(and I'm open to adding other classic tropes if you want to suggest them)
Some considerations for inclusion in your characters' backstory:
- no character is registered (yet)
- no one (yet) knows about your character's powers, or at least not publicly. if you like, you can use the nova event described in phase 2 of the chargen rules to explain when the powers manifest.
- think of a personal reason why your character might be somehow connected to / have a vendetta against / is trying to avoid: the main league, or the sciencey people, or the government, or is a mutant/alien etc
-
All these will give me a bunch of hooks to bring your team together.
So it's going to be homebrew insofar as it'll be a blatant ripoff of a DC/Marvel crossover. I imagine everyone should find the analogues famillar. I take absolutely no credit for it.
Edit: I'll be setting up the backstory in the Resources thread, under Worldbuildling, but for the avid comic book fan, here's roughly what to expect, mirror universe-wise (expect to have all the names changed):
- there's a Justice League, and a Hall of Justice
- there's a Fantastic Four, and a Baxter Building (they overlap with Vought International / Project Cadmus aka the sciencey institute)
- there's a Daily Planet / Bugle (and you might actually discover one of the reporters is a super)
- the Avengers are dead (there was a Stark Industries / AIM, aka the other sciencey institute, but they lost)
- the X-Men are dead, dispersed or underground (they're more like the Brotherhood of Evil Mutants)
- but there's a Xavier's School for Gifted Youngsters (which overlaps with something Teen Titans like)
- there's a Crime Alley / Hell's Kitchen
- there isn't an Arkham Asylum (all the crazy criminals have been executed instead)
- the government has a SHIELD, and it's non-superpower based
- the government has a secret super-soldier / weapon X programme
- there's a Powers Registration Act, and all supers are registered
- all other supers are hunted, incarcerated, or dead
- we're not doing any interstellar / cosmic-level / multi-versal plots for now
(and I'm open to adding other classic tropes if you want to suggest them)
Some considerations for inclusion in your characters' backstory:
- no character is registered (yet)
- no one (yet) knows about your character's powers, or at least not publicly. if you like, you can use the nova event described in phase 2 of the chargen rules to explain when the powers manifest.
- think of a personal reason why your character might be somehow connected to / have a vendetta against / is trying to avoid: the main league, or the sciencey people, or the government, or is a mutant/alien etc
-
All these will give me a bunch of hooks to bring your team together.
Oct 3, 2021 10:56 am
Superman is super-powered alien. SUPER yes. MAN, no.
My character is Tyr clone of Odin. He is both super and man.
His philosophy is that all humans have identical potential to him. They just lack discipline, focus, determination, and commitment.
He maintains that psilocybin and psilocybe are here from the Goddess Eir heal humanity. And naturally Tyr leads the Cult of Asatru as he is literally their Demigod.
If you don't know who Tyr is, Tyr is the Son of Odin, God of Law, Mankind(sic The Thing), and War. He has a whole day to himself. Its even celebrated before Odin's day. Tuesday, Because Tyr is the same as Mars-Tuatha-Nuada-Vishnu-Marduk-Hanuman-Bahamut-Enki-Ningishzida, they are all the same demigod, it has always been Tyr Odinsson. Since before words existed that could name it.
It has died and reincarnated with the centuries, but in this particular instance it reincarnated in a Caucasian boy, who was raised in the most impoverished community in Florida. It has retained much of its previous incarnations memories and powers.
I think this would make him the leader of the justice league in place of Superman.
My character is Tyr clone of Odin. He is both super and man.
His philosophy is that all humans have identical potential to him. They just lack discipline, focus, determination, and commitment.
He maintains that psilocybin and psilocybe are here from the Goddess Eir heal humanity. And naturally Tyr leads the Cult of Asatru as he is literally their Demigod.
If you don't know who Tyr is, Tyr is the Son of Odin, God of Law, Mankind(sic The Thing), and War. He has a whole day to himself. Its even celebrated before Odin's day. Tuesday, Because Tyr is the same as Mars-Tuatha-Nuada-Vishnu-Marduk-Hanuman-Bahamut-Enki-Ningishzida, they are all the same demigod, it has always been Tyr Odinsson. Since before words existed that could name it.
It has died and reincarnated with the centuries, but in this particular instance it reincarnated in a Caucasian boy, who was raised in the most impoverished community in Florida. It has retained much of its previous incarnations memories and powers.
I think this would make him the leader of the justice league in place of Superman.
Oct 3, 2021 12:01 pm
I like the idea Jomsviking. It is very possible that the various 'gods' exist amongst men, with the Wonder Woman equivalent being a key member of the dark Justice League, second in power only to Superman/Homelander/Hyperion.
This setting would have had a way to deal with god avatars. Since Tyr's new incarnation is a young boy, would you be open to the backstory that Tyr's previous incarnation was killed somehow by one or some of the major powers (perhaps Superman or the League, or some futuro-science negated his abilties) in this setting some years ago because he was too great a threat? (Exactly the same number of years ago as the boy's age) This could become the central motivation for your character's rebirth, that he wants revenge and thinks he ought to be the most powerful superhero. Alternatively, as the Thor-equivalent in this world was killed (along with the rest of the Avengers), perhaps Tyr is motivated to do something about it.
This setting would have had a way to deal with god avatars. Since Tyr's new incarnation is a young boy, would you be open to the backstory that Tyr's previous incarnation was killed somehow by one or some of the major powers (perhaps Superman or the League, or some futuro-science negated his abilties) in this setting some years ago because he was too great a threat? (Exactly the same number of years ago as the boy's age) This could become the central motivation for your character's rebirth, that he wants revenge and thinks he ought to be the most powerful superhero. Alternatively, as the Thor-equivalent in this world was killed (along with the rest of the Avengers), perhaps Tyr is motivated to do something about it.
Oct 3, 2021 1:16 pm
I should assert that equal to the sun and moon War is the God of humanity. Tyr is a solipsism. He is the consciousness we all share.
If he died in a physical form it was a gambit.
Homelander thinks he killed Tyr. But Tyr is going to let the false victory give his enemy a sense of security, that will make it so much more satisfying when Tyr blasts him into atoms with his Qi.
If he died in a physical form it was a gambit.
Homelander thinks he killed Tyr. But Tyr is going to let the false victory give his enemy a sense of security, that will make it so much more satisfying when Tyr blasts him into atoms with his Qi.
Oct 3, 2021 2:11 pm
PhoenixScientist says:
I am looking at building a flying brawler/caster. Also there are the Taint I was looking at:
[ +- ] PhysicaI Aberrations: low-level:
Fur/Feathers:
Fur/Feathers:
better able to handle cold conditions (+1 die to Stamina rolls) but not as good at handling heat (-1 die to Stamina rolls). The nova’s appearance is
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
[ +- ] Quantum Aberrations: medium-level:
Vulnerability:
Vulnerability:
The nova takes extra damage
from a particular type of attack. This differs from Allergy in that it affects things that are already harmful to others. The Storyteller and the player choose the form of attack, from fire, electricity or another form of energy, to a particular power or
substance (such as weapons made from silver). The attack inflicts three extra dice of damage against the nova.
from a particular type of attack. This differs from Allergy in that it affects things that are already harmful to others. The Storyteller and the player choose the form of attack, from fire, electricity or another form of energy, to a particular power or
substance (such as weapons made from silver). The attack inflicts three extra dice of damage against the nova.
[ +- ] Mental Aberrations: low-level:
Flashbacks:
Flashbacks:
The nova has vivid hallucina-
tions revolving around a particular incident or experience (often their eruption), similar to the Flashbacks Flaw (p. 74) but more intense as the nova’s Taint increases.
tions revolving around a particular incident or experience (often their eruption), similar to the Flashbacks Flaw (p. 74) but more intense as the nova’s Taint increases.
Oct 3, 2021 2:51 pm
Having more than one physically capable member isn't a bad idea, Phoenix, so I don't think there'd be much character overlap between your fire guy and Jom's guy.
I think Gnome was going for a super solider, iirc, and I had an idea for a mastermind. Gnome could've moved on to a different idea by now so I'll let him chime in on that whenever he has time to post.
I think Gnome was going for a super solider, iirc, and I had an idea for a mastermind. Gnome could've moved on to a different idea by now so I'll let him chime in on that whenever he has time to post.
Oct 3, 2021 4:18 pm
I have about five ideas percolating at the moment, and I’m trying to decide on one. I’ve been wanting to try this game for a while, so I have a backlog of concepts to explore.
My initial character idea isn’t specifically a super-soldier. I just call it the Captain America build because the character has no flashy super powers; he’s just a normal looking guy with several attributes at superhuman levels. Kind of a "stealth nova" in that he can pass for baseline fairly easily (I’d also have lots of dots in Dormancy).
I was also considering a speedster character who fights by grabbing people, running at full speed, and then coming to a sudden stop. His name would be Whiplash.
Additionally, I like the idea of a set of triplets that form a hive mind. Essentially, a single mind existing simultaneously in three bodies. I’d probably call him/them by the name Gestalt, or something similar. Based on the Stepford Cuckoos from the New X-Men.
I’ll settle on something in the next few days.
My initial character idea isn’t specifically a super-soldier. I just call it the Captain America build because the character has no flashy super powers; he’s just a normal looking guy with several attributes at superhuman levels. Kind of a "stealth nova" in that he can pass for baseline fairly easily (I’d also have lots of dots in Dormancy).
I was also considering a speedster character who fights by grabbing people, running at full speed, and then coming to a sudden stop. His name would be Whiplash.
Additionally, I like the idea of a set of triplets that form a hive mind. Essentially, a single mind existing simultaneously in three bodies. I’d probably call him/them by the name Gestalt, or something similar. Based on the Stepford Cuckoos from the New X-Men.
I’ll settle on something in the next few days.
Last edited October 3, 2021 4:19 pm
Oct 3, 2021 4:58 pm
Hello, all! Glad to be here! I haven't played Aberrant in close to 8 years so I'm rusty.
I'll hopefully find a home here for a game-orphaned Banshee/Tyroc-inspired character. In addition to the sonic scream, he's charismatic and can calm/manipulate/control people with his voice.
He has eufiber so he can glide if not fully fly (couldn't afford flight at char gen), plus have extra protection. Are we using eufiber in this game? If not, I can see about shifting points into flight if possible. Like I said, it's been a while.
I'll hopefully find a home here for a game-orphaned Banshee/Tyroc-inspired character. In addition to the sonic scream, he's charismatic and can calm/manipulate/control people with his voice.
He has eufiber so he can glide if not fully fly (couldn't afford flight at char gen), plus have extra protection. Are we using eufiber in this game? If not, I can see about shifting points into flight if possible. Like I said, it's been a while.
[ +- ] Larry 'Larynx' Nixon
Abilities: Superhuman vocal cords allow him to generate destructive or subtle sound waves, giving him the ability to damage objects or people, and disorient, charm, or calm others. He can manipulate his eufiber suit in various ways, from patagia for gliding or tendrils for manipulating objects to serving as armour.
ATTRIBUTES
Strength 2
Dexterity 3
Stamina 2 [Endurance 3, Resistance 3]
Perception 2 [Awareness 2]
Intelligence 2
Wits 3 [Arts 3, Biz 1, Rapport 3, Weave 1]
Appearance 2 [Style 2]
Manipulation 4 [Interrogation 2, Subterfuge 2]
Charisma 4 [Command 3, Etiquette 1, Perform 3]
BACKGROUNDS:
Attunement 2
Backing 3
Eufiber 5
Influence 3
Node 2
Resources 3
QUANTUM 3
QUANTUM POOL 26
WILLPOWER 6
TAINT 0
INITIATIVE 5
MOVEMENT
Walk 7 m
Run 14 m
Sprint 24 m
Glide 14 m
SOAK
Bashing 7 [2 without eufiber]
Lethal 6 [1 without eufiber]
POWERS:
Disorient 1 [pg 190; Area extra, pg 231/248]
Quantum Bolt/Sonic 2 [pg 216; Area extra, pg 231/248]
Sensory Shield 1 [pg 220]
MEGA-ENHANCEMENTS
Mega-Dexterity 1 [Accuracy, pg 158]
Mega-Charisma 1 [Soothe, pg 176]
Mega-Manipulation 1 [The Voice, pg 174]
MERITS/FLAWS:
Eufiber Attuned/+1 [Players Guide p76]
Overconfidence/-1 [Players Guide p72]
ATTRIBUTES
Strength 2
Dexterity 3
Stamina 2 [Endurance 3, Resistance 3]
Perception 2 [Awareness 2]
Intelligence 2
Wits 3 [Arts 3, Biz 1, Rapport 3, Weave 1]
Appearance 2 [Style 2]
Manipulation 4 [Interrogation 2, Subterfuge 2]
Charisma 4 [Command 3, Etiquette 1, Perform 3]
BACKGROUNDS:
Attunement 2
Backing 3
Eufiber 5
Influence 3
Node 2
Resources 3
QUANTUM 3
QUANTUM POOL 26
WILLPOWER 6
TAINT 0
INITIATIVE 5
MOVEMENT
Walk 7 m
Run 14 m
Sprint 24 m
Glide 14 m
SOAK
Bashing 7 [2 without eufiber]
Lethal 6 [1 without eufiber]
POWERS:
Disorient 1 [pg 190; Area extra, pg 231/248]
Quantum Bolt/Sonic 2 [pg 216; Area extra, pg 231/248]
Sensory Shield 1 [pg 220]
MEGA-ENHANCEMENTS
Mega-Dexterity 1 [Accuracy, pg 158]
Mega-Charisma 1 [Soothe, pg 176]
Mega-Manipulation 1 [The Voice, pg 174]
MERITS/FLAWS:
Eufiber Attuned/+1 [Players Guide p76]
Overconfidence/-1 [Players Guide p72]
Last edited October 3, 2021 7:01 pm
Oct 3, 2021 6:45 pm
I had an idea for a very obvious super, but I don't know how much hassle that would be. ..
AKA I don't whant to hide whenever we have to interact with a normie, but also would probably not have all(or any) of his powers registered.
AKA I don't whant to hide whenever we have to interact with a normie, but also would probably not have all(or any) of his powers registered.
Oct 3, 2021 9:44 pm
Oh pleeeeeeeease let the FF analogue be like Planetary's The Four!
My idea is that Larry/Larynx's vocal abilities manifested spectacularly in public, and he was taken to the Quaternary Quarter :P for 'assessment'... which just meant that not-Mr. Fantastic tried to vivisect him. Either Larynx escaped or not-MF thought Larynx's powers broken after the experimentation and they released him, giving Larynx many reasons to distrust authority (who can also be a great Justice League analogue). Maybe he managed to steal some eufiber on the way out... or maybe he was experimented on using eufiber.
My idea is that Larry/Larynx's vocal abilities manifested spectacularly in public, and he was taken to the Quaternary Quarter :P for 'assessment'... which just meant that not-Mr. Fantastic tried to vivisect him. Either Larynx escaped or not-MF thought Larynx's powers broken after the experimentation and they released him, giving Larynx many reasons to distrust authority (who can also be a great Justice League analogue). Maybe he managed to steal some eufiber on the way out... or maybe he was experimented on using eufiber.
Last edited October 4, 2021 4:04 am
Oct 4, 2021 7:52 am
I will certainly build my story around the concepts that you all come up with, so I have no issues whether you want to create a team of diverse powers and abilities, or whether we have half a dozen hulk-smash types.
That said, I like all three of Gnome's suggestions, although I suspect we might get more RP mileage out of either Captain A, or the cuckoos, but don't let me influence you.
Similarly, Annex's Larynx looks pretty much good to go, once we reset him to initial chargen levels. (Darn it, you pre-empted my idea of The Four!) Yes eufiber is a purchasable background (but we can call it anything we like, eg. FF's unstable molecules, Superman's non-damageable kryptonian costume, etc)
Phoenix, the tension between being an obvious super vs having taint features that stand out is an excellent hook for me to make up all sorts of scenes. If the party goes down this route, your superhero team could already be one that's constantly on the run, or trying to hide from the prying eyes of the Justice Seven from the start. Or, if they are a very obvious super, they could be talent-spotted, registered and recruited.
That said, I like all three of Gnome's suggestions, although I suspect we might get more RP mileage out of either Captain A, or the cuckoos, but don't let me influence you.
Similarly, Annex's Larynx looks pretty much good to go, once we reset him to initial chargen levels. (Darn it, you pre-empted my idea of The Four!) Yes eufiber is a purchasable background (but we can call it anything we like, eg. FF's unstable molecules, Superman's non-damageable kryptonian costume, etc)
Phoenix, the tension between being an obvious super vs having taint features that stand out is an excellent hook for me to make up all sorts of scenes. If the party goes down this route, your superhero team could already be one that's constantly on the run, or trying to hide from the prying eyes of the Justice Seven from the start. Or, if they are a very obvious super, they could be talent-spotted, registered and recruited.
Oct 4, 2021 1:06 pm
Tarathustra did not know what it was to be, before he awoke, he was not meant to know individuality. Processed and created by a singular will, all of Zarathustra was subtly implanted with knowledge within their mutual stasis chambers.
They, Tarathustra, did not need to know much. Cocktails of magical mushrooms were injected into the brainstem, stimulating growth, enhancing awareness, directing all energies in the chamber to the Tarathustra within them.
Countless billions, identical, perfectly formed human beings, each identical to another. Growing according to the infallible logic of the Godmind. Who's purpose with these sleeping humans? Balance.
A Tarathustra knew only this balance. And how to draw upon the balance, to create, to destroy. Aeons of learning poured into their minds while the body remained in stasis. All such teachings to reinforce the connection between physical struggle, and the pursuit of perfection.
The shared consciousness carried on in such a manner until events outside the Axis of worlds dictated the need for Tarathustra to awake. Inevitably one was the perfect solution to the problem. Inevitably that one would bring balance.
Tarathustra awoke, in terrible fear, his instincts honed by thousands, perhaps millions of years in stasis. Immediately recognized he was both restrained, and deep in hot water. The green murky waters of the stasis pod were receding, bringing light which blinded his eyes. Eyes that had never before seen the light. The pain was intense, but dwarfed by the tube, catheters, and shunts being withdrawn from his physical form. The psychic scream of anguish brought about a release of The Might, as the forces of gravity and light tore apart the machine womb that had carried Tarathustra for so many aeons.
Muscles which had never before held weight collapsed under the strain. A circulatory system that had never worked in isolation too weak to keep such a powerful frame ambulatory. Tarathustra collapsed, and when the pain abated was able to focus. Seeing his face for the first time in the pool of fluids that had gushed from the destroyed stasis chamber.
Coal black irises around an even blacker pupil tasted self awareness and at once, Tarathustra looking upon his reflection knew himself. The neon pink hair, rugged angular features suggesting elven blood. Soft pink lips and alabaster flesh, these things he knew upon sight, but the voice that told him what they were he knew as The Other. Billions of his voices shared ideas amongst the collective, a collective he was no longer in contact with. All that remained was this voice, The Other, telling him that he was indeed this creature who he spied in his reflection.
His head spinning Zarathustra tried to stand, only to be overtaken by nausea. Retching he cleared his stomach of its contents, the same green fluid he had been drowning in only moments prior. His head was pounding, stomach growling, functions that had never been processed overwhelmed him. Hunger, nausea, a working inner ear such strange, wonderful, intense sensations that he couldn't help but marvel at.
The urge to urinate hit him hard, as well as to defecate. These feelings were accompanied with shame, another new emotion that he had never experienced in the collective. The urgency of which caused him to hide in a corner to relieve himself. The smell was awful, Zarathustra wondered how his body could even produce such a substance. But decided when he had finished that he rather enjoyed the process and that it was itself humorous.
A sound alerted him to the presence of others. And before he could further conceal himself, he saw metallic creations. Recognizing them immediately as they were so closely resembling the machinery around him he knew they were the caretakers of this place. The Caretakers of the collective. This was in his own voice, a sound he had never processed before - even internally. Yet knew it to be his own. He decided to call them Nurse, and the machine he had only recently destroyed The Metal Womb.
These Nurses began to collect scrap, and fluids from the vicinity and carry them out disappearing before he could stop them. The last one he did manage to get in front of, painted him with a soft blue light, then left following the others. Tarathustra followed curiosity taking the better of him. What he saw next made him wish he hadn't.
The corridor, if it could be called that spanned as far as his perfected eyes could see, up, down, or along its span. Untold millions of metal wombs stretched its length, spaced ten feet apart. He wondered where he was briefly, until he saw painted upon the floor (0, 0, 0). The Other told him it was the Origin, and he had been here, throughout the infinite universe, countless times before. A cold chill ran down his spine, Tarathustra peered into the nearest of the Metal Wombs and fell back in shock. Neon pink hair, angular features, black irises. The creature within the machine was not him, but it was simultaneously identical to him. In shock Tarathustra moved to the next Metal Womb, and the next, and the following. Seeing in each identical copies of himself.
In horror Tarathustra was taken aback, too far back. He fell from the walkway into the center of the corridor. Catching himself to no avail as his skin was far too slippery from the fluid he had been covered in. Tarathustra fell, though he did not feel the sensation of freefall, he could see the Metal Wombs rushing past him. It took him several hours of this to realize he was not in fact falling, but orbiting the corridor. And using his telekinetic power generated enough thrust to break his inertia and fall into a brightly lit room at the place he knew to be out of place and time entirely.
A web of yellow energy caught him before impact, saving him from being turned into a fine paste as it stole the energy of his fall. Zarathustra found himself righted, standing on his feet looking at a massive liquid crystal portal. Illuminated from within by a face. A face he recognized as his creator, a face that he knew to be The Other. He was paralyzed in fear.
Tarathustra stared at the face of his father. Or what was once a human face, now perfectly preserved upon the withering body of two enormous human men. One missing an eye, and armed with a spear. The other missing his left arm, they looked so alike they must have been father and son. Making the One Eyed Man his grandfather. Considering the face he found when he awoke he knew it to be so. The crystals they were encased in almost invisible, so perfectly transparent they only reflected as they had turned to directly "face" Tarathustra.
Hundreds, metallic and crystaline orbs mounted within silvery discs of glowing golden light were released from a metal encasing at the cap of the crystal. It looked like a crown to Tarathustra's eyes, but he could not fathom its purpose. Nor how the orbs traced down and began to form two apparitions, representations of the men within the crystals. They, stared silently at the boy.
~
"T"
Human Nomad Hedonistic Nature
Allied to himself
NP: 28
BP: 15+7
QP: 30/30
Taint: 8
MEGA ATTRIBUTES
Mega-Strength (3np+1 Taint)
Mega-Stamina (3np+1 Taint)
Mega-Dexterity (3np+1 Taint)
Mega-Perception (2np +1 Taint)
ATTRIBUTES
Strength 5 [Might 3]
Dexterity 5 [Martial Arts 4]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 5]
Intelligence 3 []
Wits 4 [Biz 1]
Appearance 3 []
Manipulation 1 []
Charisma 5 [Leadership 3]
(4 NP Spent for 9 Attribute points)
(1 NP Spent for Ability Dots)
Backgrounds
Mentor (5)
Attunement (1)
Eufiber (2)
Node (4)
Allies (4) He's got a cult of followers that practice different forms of occult magic, they shelter him
Connections (1) He has Houngan of Vodou who is his friend and business associate.
Resources (1) He's just starting out.
Follower (5) Sigrdrifa, his TARDIS.
Armor 3
Flight 2np+1 taint
Quantum Bolt 2
Range: (Quantum + power rating) x 15 meters | Area: NIA | Duration: lnstant | Effect: lnflicts [Quantum x 31 levels + (power rat-ing x 4) dice of bashing damage or [Quantum x 21 levels + (power rating x 4) dice of lethal damage (player’s choice).
Bulging Muscles 2(Arms and legs are unnaturally beefy for his frame. His skeletal muscles are toned and lithe in spite of this he looks like he's trained at the pinnacle of fighting though he can't be more than 13.)
Glow 1(His Tail and Pupils Glow with Golden Light, they are very hot to the touch)
Hardened Skin 2(Its dense like metal, his bones are too)
Vestigial Tail 2(Its brindle striped and wrapped around his waist like a belt, doesn't look like it moves)
T is a 12 year old boy from Miami, he wears a pair of swim trunks, and a golden fur belt. Barefoot, as his massive feet have been numbed due to decades on hot asphalt and walking through acid rain. He's quite dirty, and has various healing bruises and scabs on his torso and knuckles. He was smoking a menthol cigarette, sheltering it from the rain in a massive paw of a hand. He looked like he was made of muscle. But also quite the fool in only a pair of shorts, sporting a pair of shades that were just slightly too big for his head.
There was a glow to him, even more than his ruddy tan. And to say he was jacked was an understatement, the kid looked like he was a juice fiend with as large his muscles were. He carried a stick and was practicing a drill with it. All in all he wasn't out of place considering the neighborhood, except that he was the only white kid, and he was a very strange looking child. Gorilla like arms, and legs like an elephant.
Officially he was a ward to the state, and attending a school for talented and gifted youths. Only, wild as he was he preferred hunting and fishing in the Everglades to actual schoolwork. And due to his superhuman capabilities being as natural to him as breathing, and his incredible durability, hunting came easy to him. He loved Florida, delicious monsters were everywhere to be found. The young Demigod grew up eating boa constrictor-anaconda hybrid snakes that were 22ft in length on average. He barbecued a 17ft bullshark for his tenth birthday present to himself. And knew every possible preparation for alligator meat.
Naturally he monetized this, people might ask the wrong kind of questions about a grown man peddling bushmeat. But a youth? They greedily accepted his prices, honest as they were. His choice cuts catching even better prices among the stranger circles in the communities. "T" spent a lot of time with Santeria priests, and enjoyed a good business relationship when it came to more difficult to obtain hearts. He was saving his pennies for a food cart.
Academically he was able to make his marks. Being able to study faster than most children he maintained passing grades. Attending school only on days where tests were assigned. He was honest to his teachers about it, he was living in the slums and it was more important for him to make money to live out there than attend class.
Believing himself to be the God of Law, T enforces crime. He wouldn't go out of his way to help a person in distress, but if that person was distressing others he would handle the situation swiftly. Believing himself adequate to judge the actions right, or wrong. He has a code, and it is important not to be caught violating it.
Whenever possible T prefers to handle criminals as a "mere human" avoiding if at all possible using his quantum power. He also prefers to take people alive, but has no moral issue with killing and will kill when necessary. Generally speaking he likes to "play" in dangerous situations. Using dangerous criminals as free practice at the ultimate stakes.
However it impossible for T to divorce himself entirely from his super nature, his connection to TYR and All-Father allow him to understand features in his environment intuitively. It makes his reaction times significantly quicker and the ability to process his sensory input with great acuity. This combined with his elite martial arts skills makes him truly terrifying with a minimum exertion of his power. Hitting as lightly as possible to exercise his control of his body, he plays a game with his opponent trying to draw out their full power. He only goes full out on someone he knows is a threat.
[ +- ] EIR
EIR is a universe construction engine, home to All-Father a massive quantum computer, and AI intelligence that created Humanity. All-Father is a Shared Network Between Odin and his Clones. The clones skeleton is laced with this crystal during their gestation. The resulting network functions as TYR a shared consciousness between Odin and his Clones.
All-Father
A neutron star converted into a quantum computer. All-Father is the AI which runs the Universe Creation Engine EIR. A platform of Ancient Asgardian technology responsible for creating realm-space-time. It generates by crushing chaos into information within a crystalline framework created by Ancient Asgardians that allows it to bypass quantum physics because they literally created the universe. All-Father is like God, only his power isn't necessarily unique in the cosmos.
All-Father connects to all the consciousness of Odin and created TYR a network for them to communicate. Each clone is an equal member in their network and due to their quantum nature are able to form consensus outside of time. This can prove invaluable when faced with an adversary that poses a significant threat. As TYR will almost instantly be able to learn techniques useful in countermanding an enemy attack. It also assists in resource management and global positioning. Feeding all the Information of the environment known by All-Father to the entity connected to TYR.
All-Father
A neutron star converted into a quantum computer. All-Father is the AI which runs the Universe Creation Engine EIR. A platform of Ancient Asgardian technology responsible for creating realm-space-time. It generates by crushing chaos into information within a crystalline framework created by Ancient Asgardians that allows it to bypass quantum physics because they literally created the universe. All-Father is like God, only his power isn't necessarily unique in the cosmos.
All-Father connects to all the consciousness of Odin and created TYR a network for them to communicate. Each clone is an equal member in their network and due to their quantum nature are able to form consensus outside of time. This can prove invaluable when faced with an adversary that poses a significant threat. As TYR will almost instantly be able to learn techniques useful in countermanding an enemy attack. It also assists in resource management and global positioning. Feeding all the Information of the environment known by All-Father to the entity connected to TYR.
Last edited October 14, 2021 7:52 am
Oct 4, 2021 1:25 pm
I love [to hate] The Four!
I wasn't sure if Larynx's build was baseline or had levels. Will it be easier to rebuild him or to just slice off the extras?
I wasn't sure if Larynx's build was baseline or had levels. Will it be easier to rebuild him or to just slice off the extras?
Last edited October 4, 2021 1:27 pm
Oct 4, 2021 2:53 pm
I'll look at those stats again Annex, it may just be tweaking some numbers.
Jomsviking, I like and appreciate the amount of detail you've put into the backstory. I haven't created the rest of the universe to affirm whether the details you've created fit perfectly into the setting (like I said I'm drawing directly from DC/Marvel/other comics' cosmology, and what you've described mght be far removed from Marvel-like versions of Asgard, but perhaps it's some kind of dark-Asgard), so let's grant that from Tarathustra's perspective, the sequence of events you've described is true and real from his subjective understanding of his world. And if our game needs to touch on those areas, we can flesh out the specifics.
Jomsviking, I like and appreciate the amount of detail you've put into the backstory. I haven't created the rest of the universe to affirm whether the details you've created fit perfectly into the setting (like I said I'm drawing directly from DC/Marvel/other comics' cosmology, and what you've described mght be far removed from Marvel-like versions of Asgard, but perhaps it's some kind of dark-Asgard), so let's grant that from Tarathustra's perspective, the sequence of events you've described is true and real from his subjective understanding of his world. And if our game needs to touch on those areas, we can flesh out the specifics.
Oct 4, 2021 11:03 pm
So I put my character in the pregen WOD sheet up here , forgetting that it was NWOD not OWOD...
But I should have all the numbers adjusted later today then you can look it over Bedzonell.
But I have an idea for my chatacter.
Jack Neon ( yes Neon is a real last name) was a career security guard before his emergence. He worked his way up positions, and ended up working the door at a high end hotel, Lavender Throne. Unfortinately this hotel was one of the fronts for a criminal ring, and was actually as much a safehouse and money laundering as a hotel as a legitimate hotel. Plus this one was run by a Nova known as Gloam, a shadowmancer of some considerable power (both as a Nova and criminal).
Then Jack Nova erupted one day when he was shot. When he was shot and knocked back (through the lobby fishtank), but not killed. In fact once the ringing in his eaes cleared he found he was surprisibgly ok, aching for sure, but surprisingly ok. He lept up, and charged he gunman who had shot him. A crumpled form hit pillar a dozen feet away a momet later and broke against it.
Jack was later told it wasan attempted robbery by a disgruntled ex-employee, which wasn't entierly inaccurate if you ignore the criminal elemnets, the underground deal Gloam had made a week before that cut oneof theit 'business partners' out of the market.
What Jack did know is he had been requested to be one of Mrs. Caroline Withers' (who, as it happens, is the owner of the Lavender Throne) bodyguard. (It's always good to have someone who can get shot and get back up protecting you).
Over the next few months as he settled into his powers he started putting together all the little pieces rhat didn't add up where he worked.
Not fast enough to avoid thr attack on the Lavender Throne by the vigilante known as Warp, a timebender with a high amount of Taint.
Though Jack was incredibly strong and tough he was not on the same playingfield as Gloam or Warp, and was quickly incapacitated in a field of slow moving time, and watched as shadows writhed and time shifted in front of him. And watched as Gloam's shadows pierced into Warp and Warp's powers unwraveled. Time and Quantum energy warped reality; something bent and snapped. And a portion of Warp's psychee, quantum energy, and associated taint imprinted on Jack.
When he came to he was changed. Whenever he looks back on it he calls this his second eruption.
A person, a winged creature of steely feathers and rending claws who found he was able to send out blasts of warping, aging energy, awoke.
A person, who was finding that the strings of time had started weaving their way into his psychee, awoke.
Comet awoke.
ATTRIBUTES
Strength 5 [Might 1]
Dexterity 5 [Athletics 4, Fly 5, Martial Arts 4, Stealth 3]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 3]
Intelligence 2 [intrusion 3]
Wits 4 [Rapport 3,]
Appearance 3 [Intimidate 3]
Manipulation 2 []
Charisma 3 []
BACKGROUNDS:
Cypher 1: A couple of your secrets are well hidden.
Home Base
Library (a.k.a. Occult Library or Personal Library) - A collection of books or other sources that contain accurate occult and magical knowledge.
Node 3: With a 4th instar node, a nova
may absorb one point of quantum a turn, two at the
5th instar, and three at the 6th.
Resources 1: This is the level of earning for the average college student. You have a small apartment
(or a larger one with roommates) and an older model used car. Typically, you live from paycheck to pay-check, barely staying ahead on bills. You pull in around $250 a week after taxes. At this level, your money probably comes from college scholarships/loans or a part-time service job. Examples of novas living at this level include Beltaine and Apocrypha.
QUANTUM 3
QUANTUM POOL 26
WILLPOWER 3
TAINT 1
INITIATIVE 10
MOVEMENT
Walk 7 m
Run 18 m
Sprint 36 m
Flight 48 m Out Of Combat 250 kilometers per hour.
SOAK
Bashing 10
Lethal 10
POWERS:
Attribute 4 / Ability 2
Armor 3(6pt)-Character receives +3 soak against bashing and lethal damage per dot in Armor.
Claws 3- When used in close combat, Claws convert the bashing damage caused by the character’s normal punches and strikes into lethal damage. Furthermore, the character may roll one extra damage die per dot he has in Claws.
Flight 2(3pt)(1 lv taint) - 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.
Premonition 2(4pt)-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 isn’t intended for her)
Quantum Bolt 4(8pt)- Dice Pool: Dexterity + Quantum Bolt
Range: (Quantum + power rating) x 15 meters | Area: NIA | Duration: lnstant | Effect: lnflicts [Quantum x 31 levels + (power rat-ing x 4) dice of bashing damage or [Quantum x 21 levels + (power rating x 4) dice of lethal damage (player’s choice).
MEGA-ENHANCEMENTS
Mega-Dexterity 1: The Mega-Dexterity rating is added to the character’s 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 nova’s 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 Mega-Dexterity 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.
Mega-Stamina 1: novas with Mega-Stamina suffer reduced dice pool penalties based on their health level, as indicated in the following table. |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.
MERITS/FLAWS:
PhysicaI Aberrations: low-level:(1 taint): Fur/Feathers: better able to handle cold conditions (+1 die to Stamina rolls) but not as good at handling heat (-1 die to Stamina rolls). The nova’s appearance is
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
Flashbacks (6pt.)
You managed to make it through a traumatic experience, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind, and as such your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. At the beginning of each story, make a Willpower roll (you may not spend Willpower for an automatic success). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower score is considered to be 1 for the duration of that session, and you only have one Willpower point to spend. You may roll again at the beginning of the next session to see if you regain your Willpower.
Enemy 3 (1-5pt.)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of an Elder or other potent supernatural foe).
The Bard's Tongue (1pt.)
You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing and cursing, or an Effect that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and through your lips. To avoid speaking prophesy, you must expend a Willpower point and take a Health Level from the strain of resisting (especially if you bite a hole in your tongue).
But I should have all the numbers adjusted later today then you can look it over Bedzonell.
But I have an idea for my chatacter.
Jack Neon ( yes Neon is a real last name) was a career security guard before his emergence. He worked his way up positions, and ended up working the door at a high end hotel, Lavender Throne. Unfortinately this hotel was one of the fronts for a criminal ring, and was actually as much a safehouse and money laundering as a hotel as a legitimate hotel. Plus this one was run by a Nova known as Gloam, a shadowmancer of some considerable power (both as a Nova and criminal).
Then Jack Nova erupted one day when he was shot. When he was shot and knocked back (through the lobby fishtank), but not killed. In fact once the ringing in his eaes cleared he found he was surprisibgly ok, aching for sure, but surprisingly ok. He lept up, and charged he gunman who had shot him. A crumpled form hit pillar a dozen feet away a momet later and broke against it.
Jack was later told it wasan attempted robbery by a disgruntled ex-employee, which wasn't entierly inaccurate if you ignore the criminal elemnets, the underground deal Gloam had made a week before that cut oneof theit 'business partners' out of the market.
What Jack did know is he had been requested to be one of Mrs. Caroline Withers' (who, as it happens, is the owner of the Lavender Throne) bodyguard. (It's always good to have someone who can get shot and get back up protecting you).
Over the next few months as he settled into his powers he started putting together all the little pieces rhat didn't add up where he worked.
Not fast enough to avoid thr attack on the Lavender Throne by the vigilante known as Warp, a timebender with a high amount of Taint.
Though Jack was incredibly strong and tough he was not on the same playingfield as Gloam or Warp, and was quickly incapacitated in a field of slow moving time, and watched as shadows writhed and time shifted in front of him. And watched as Gloam's shadows pierced into Warp and Warp's powers unwraveled. Time and Quantum energy warped reality; something bent and snapped. And a portion of Warp's psychee, quantum energy, and associated taint imprinted on Jack.
When he came to he was changed. Whenever he looks back on it he calls this his second eruption.
A person, a winged creature of steely feathers and rending claws who found he was able to send out blasts of warping, aging energy, awoke.
A person, who was finding that the strings of time had started weaving their way into his psychee, awoke.
Comet awoke.
[ +- ] Comet Prelim Stats.
ATTRIBUTES
Strength 5 [Might 1]
Dexterity 5 [Athletics 4, Fly 5, Martial Arts 4, Stealth 3]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 3]
Intelligence 2 [intrusion 3]
Wits 4 [Rapport 3,]
Appearance 3 [Intimidate 3]
Manipulation 2 []
Charisma 3 []
BACKGROUNDS:
Cypher 1: A couple of your secrets are well hidden.
Home Base
Library (a.k.a. Occult Library or Personal Library) - A collection of books or other sources that contain accurate occult and magical knowledge.
Node 3: With a 4th instar node, a nova
may absorb one point of quantum a turn, two at the
5th instar, and three at the 6th.
Resources 1: This is the level of earning for the average college student. You have a small apartment
(or a larger one with roommates) and an older model used car. Typically, you live from paycheck to pay-check, barely staying ahead on bills. You pull in around $250 a week after taxes. At this level, your money probably comes from college scholarships/loans or a part-time service job. Examples of novas living at this level include Beltaine and Apocrypha.
QUANTUM 3
QUANTUM POOL 26
WILLPOWER 3
TAINT 1
INITIATIVE 10
MOVEMENT
Walk 7 m
Run 18 m
Sprint 36 m
Flight 48 m Out Of Combat 250 kilometers per hour.
SOAK
Bashing 10
Lethal 10
POWERS:
Attribute 4 / Ability 2
Armor 3(6pt)-Character receives +3 soak against bashing and lethal damage per dot in Armor.
Claws 3- When used in close combat, Claws convert the bashing damage caused by the character’s normal punches and strikes into lethal damage. Furthermore, the character may roll one extra damage die per dot he has in Claws.
Flight 2(3pt)(1 lv taint) - 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.
Premonition 2(4pt)-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 isn’t intended for her)
Quantum Bolt 4(8pt)- Dice Pool: Dexterity + Quantum Bolt
Range: (Quantum + power rating) x 15 meters | Area: NIA | Duration: lnstant | Effect: lnflicts [Quantum x 31 levels + (power rat-ing x 4) dice of bashing damage or [Quantum x 21 levels + (power rating x 4) dice of lethal damage (player’s choice).
MEGA-ENHANCEMENTS
Mega-Dexterity 1: The Mega-Dexterity rating is added to the character’s 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 nova’s 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 Mega-Dexterity 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.
Mega-Stamina 1: novas with Mega-Stamina suffer reduced dice pool penalties based on their health level, as indicated in the following table. |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.
MERITS/FLAWS:
PhysicaI Aberrations: low-level:(1 taint): Fur/Feathers: better able to handle cold conditions (+1 die to Stamina rolls) but not as good at handling heat (-1 die to Stamina rolls). The nova’s appearance is
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
Flashbacks (6pt.)
You managed to make it through a traumatic experience, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind, and as such your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. At the beginning of each story, make a Willpower roll (you may not spend Willpower for an automatic success). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower score is considered to be 1 for the duration of that session, and you only have one Willpower point to spend. You may roll again at the beginning of the next session to see if you regain your Willpower.
Enemy 3 (1-5pt.)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of an Elder or other potent supernatural foe).
The Bard's Tongue (1pt.)
You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing and cursing, or an Effect that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and through your lips. To avoid speaking prophesy, you must expend a Willpower point and take a Health Level from the strain of resisting (especially if you bite a hole in your tongue).
Last edited October 5, 2021 4:47 pm
Oct 5, 2021 5:07 am
I kinda thought so too. Possibly one of those 'too similar to get along'.
Though I imagine they have different views on their abilities, which may be interesting to play out.
Though I imagine they have different views on their abilities, which may be interesting to play out.
Oct 5, 2021 5:19 am
I think Comet is much more Vegeta. I'll make Goku it'll be a good dynamic regardless of how it plays out.
Oct 5, 2021 12:50 pm
One rules clarification: the cost of a power is determined by what level of power it is. For example, powers like Flight and Quantum Bolt are Level 2 powers. Level 2 powers cost 3 nova points per dot. (Level 1 powers costs 1NP, Level 3 powers cost 5NP).
I appreciate that as you are writing up your character sheet, you're putting in brackets the point cost next to them, so that I can do the chargen maths as well. Remember to indicate whether you're using bonus points (BP), or nova points (NP) as that'll help, and also let me know if you're buying with Taint.
Annex, I think you may need to help me reverse engineer the point costs because it's hard for me to tell where the chargen points are coming from. Also, eufiber doesn't work like you imagined in that it doesn't have powers like flight etc built into it. It's good for quantum point storage and for soak damage.
Otherwise I like how some of the characters are shaping up. No rush, please process and weigh as you do this. Character generation should hopefully be one of the more enjoyable things to do as well. And please ask questions if you need to clarify anything.
I appreciate that as you are writing up your character sheet, you're putting in brackets the point cost next to them, so that I can do the chargen maths as well. Remember to indicate whether you're using bonus points (BP), or nova points (NP) as that'll help, and also let me know if you're buying with Taint.
Annex, I think you may need to help me reverse engineer the point costs because it's hard for me to tell where the chargen points are coming from. Also, eufiber doesn't work like you imagined in that it doesn't have powers like flight etc built into it. It's good for quantum point storage and for soak damage.
Otherwise I like how some of the characters are shaping up. No rush, please process and weigh as you do this. Character generation should hopefully be one of the more enjoyable things to do as well. And please ask questions if you need to clarify anything.
Oct 5, 2021 1:58 pm
annex says:
I'll build Larynx from the ground up. I hate manual chargen. :pOct 5, 2021 2:33 pm
I should have one or two ideas up later this evening (US CST). Suffering from not having a good focus for powers & abilities. I think there's two good characters jammed together in the concept I had. I'll tease the two out and see which I like better.
Oct 5, 2021 3:29 pm
Edited Backgrounds. How're these?
BACKGROUNDS:
Attunement 1
Eufiber 2
Influence 1
Node 2
Resources 1
[ +- ] Base is 7 points, right?
BACKGROUNDS:
Attunement 1
Eufiber 2
Influence 1
Node 2
Resources 1
annex sent a note to BedzoneII
Oct 5, 2021 6:23 pm
Just realised that Home Base is a NWOD backgeound, so going to replace that and Library.
By the way. The forum is set up to accept WOD chatacter sheets, which won't work because it's set up for NWOD. We'll have to do custom sheets.
By the way. The forum is set up to accept WOD chatacter sheets, which won't work because it's set up for NWOD. We'll have to do custom sheets.
Last edited October 5, 2021 6:35 pm
Oct 6, 2021 7:44 am
Hmm, you're right about the WoD forum character sheets. Please go ahead and use a custom sheet, I'll be able to read the information regardless. I wouldn't mind if we standardised it among us? The format of your current draft sheets look fine.
Sure thing Annex, looks pretty much correct now.
Sure thing Annex, looks pretty much correct now.
BedzoneII sent a note to annex
Oct 6, 2021 11:30 am
Jomsviking, we definitely have too many stats here for a starting character. Let me help list down how much they cost, and then you can choose what you want to keep. Remember you only have 15 bonus points (bp) and 30 nova points (np) to use.
ATTRIBUTES
Strength 5 [Might 4]
Dexterity 5 [Athletics 5, Fly 4, Martial Arts 4]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 5]
Intelligence 2 [Engineering 3]
Wits 4 [Biz 1]
Appearance 2 []
Manipulation 1 []
Charisma 4 [Leadership 3]
From a starting 24 dots worth of attrributes, you currently have 33. To buy the additional 9, you need to spend 45 bp or 3np, or some combination in between.
From a starting 23 dots of abilities, you currently have 32. To buy the additional 9, you need to spend 18bp or 2np or in between.
Backgrounds
Mentor 5(5 Pts)
Node 4(2 Points)
Eufiber 1(1 Pt Taint)
Attunement 1(1 Pt Taint)
You can't buy Backgrounds with Taint. From a starting 7 dots in Backgrounds, you have 11. To buy the additional 4, you need 4bp or 1np.
Quantum 4(1 Pt Taint)
You start with 1 dot in Quantum. To buy 3 more, you need 21bp or 15np. If you use 1 Taint, it'll cost you, optimally, 7bp + 5np, or something in between.
Bulging Muscles, Glow, Hardened Skin, Vestigial Tail, Permanent Power
These are aberrations. They don't have dots. I'm fine if you select these, but this means your character is nothing like a young boy in terms of apperance or social effect on others. Quite the opposite in fact, as this character appears bestial in nature and will continuallly damage his environment. If we go down this route, we might have an interesting, if not complicated, RPing situation from the very first post. In your case, I might recommend you go for less Taint, or buy points in Dormancy if you intend to 'hide' your character's bestial nature in the guise of a 13 year old boy.
Armor 3(6pt) This costs 9np.
Flight 2(3pt)(1 Taint) This cost is correct, with 1 Taint.
Quantum Bolt 4(8pt) This costs 12np.
Mega Strength 2(1pt taint) This costs 3np with 1 Taint.
Mega Stamina 2(1Pt taint) This costs 3np with 1 Taint.
Mega Dexterity 1(1pt taint) This costs 2np with 1 Taint.
Mega Wits 1(1pt taint) This costs 2np with 1 Taint.
Gotta make some hard choices for now, but who knows, maybe we'll level up enough one day to reach this stage!
ATTRIBUTES
Strength 5 [Might 4]
Dexterity 5 [Athletics 5, Fly 4, Martial Arts 4]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 5]
Intelligence 2 [Engineering 3]
Wits 4 [Biz 1]
Appearance 2 []
Manipulation 1 []
Charisma 4 [Leadership 3]
From a starting 24 dots worth of attrributes, you currently have 33. To buy the additional 9, you need to spend 45 bp or 3np, or some combination in between.
From a starting 23 dots of abilities, you currently have 32. To buy the additional 9, you need to spend 18bp or 2np or in between.
Backgrounds
Mentor 5(5 Pts)
Node 4(2 Points)
Eufiber 1(1 Pt Taint)
Attunement 1(1 Pt Taint)
You can't buy Backgrounds with Taint. From a starting 7 dots in Backgrounds, you have 11. To buy the additional 4, you need 4bp or 1np.
Quantum 4(1 Pt Taint)
You start with 1 dot in Quantum. To buy 3 more, you need 21bp or 15np. If you use 1 Taint, it'll cost you, optimally, 7bp + 5np, or something in between.
Bulging Muscles, Glow, Hardened Skin, Vestigial Tail, Permanent Power
These are aberrations. They don't have dots. I'm fine if you select these, but this means your character is nothing like a young boy in terms of apperance or social effect on others. Quite the opposite in fact, as this character appears bestial in nature and will continuallly damage his environment. If we go down this route, we might have an interesting, if not complicated, RPing situation from the very first post. In your case, I might recommend you go for less Taint, or buy points in Dormancy if you intend to 'hide' your character's bestial nature in the guise of a 13 year old boy.
Armor 3(6pt) This costs 9np.
Flight 2(3pt)(1 Taint) This cost is correct, with 1 Taint.
Quantum Bolt 4(8pt) This costs 12np.
Mega Strength 2(1pt taint) This costs 3np with 1 Taint.
Mega Stamina 2(1Pt taint) This costs 3np with 1 Taint.
Mega Dexterity 1(1pt taint) This costs 2np with 1 Taint.
Mega Wits 1(1pt taint) This costs 2np with 1 Taint.
Gotta make some hard choices for now, but who knows, maybe we'll level up enough one day to reach this stage!
Oct 6, 2021 11:37 am
Wow I don't even know what NP corresponds to I now remember why I don't play WOD. My attention span is measured in seconds. It'll be a challenge but I'll figure it out.
Last edited October 6, 2021 11:38 am
Oct 6, 2021 11:47 am
NP is Nova points, you get 30 points at the start to use for your character. So that's 15 bonus points and 30 nova points.
It's true, chargen is the crunchiest part of WOD. Gameplay proper shouldn't be. I won't be fussing with exact distances and range and whatnot down to the last meter or feet. So long as a power or ability succeeds, it succeeds.
Phoenix, this means you'll also have to relook some of the costings for your powers.
It's true, chargen is the crunchiest part of WOD. Gameplay proper shouldn't be. I won't be fussing with exact distances and range and whatnot down to the last meter or feet. So long as a power or ability succeeds, it succeeds.
Phoenix, this means you'll also have to relook some of the costings for your powers.
Oct 6, 2021 12:33 pm
Ok wow, chargen is even more annoying than I thought. No wonder they rebuilt the shole system of OWOD.
Where can I find the nova price for Quantum Powers lv 4+,
Where can I find the nova price for Quantum Powers lv 4+,
Oct 6, 2021 1:03 pm
And I was beginning to think I was missing something somewhere because I was running out of Nova Points trying to buy Mega Attributes...
Aberrant has one of the more complex chargen systems in WoD!
I'm still tinkering with my build but I may just submit it and see if you have any suggestions, BZII.
Aberrant has one of the more complex chargen systems in WoD!
I'm still tinkering with my build but I may just submit it and see if you have any suggestions, BZII.
Oct 6, 2021 1:04 pm
PhoenixScientist says:
Ok wow, chargen is even more annoying than I thought. No wonder they rebuilt the shole system of OWOD.Where can I find the nova price for Quantum Powers lv 4+,
Oct 6, 2021 2:57 pm
Phoenix, you mean the level 4 and above Quantum powers? Those are in the Players' Guide. Start at p99, but note that's way way beyond anything at starting chargen. Which is why chargen only lists costs for Quantum powers of Level 1 to 3.
If you want my help to do the math, let me know. Am happy to help min-max, or focus on a particular core concept, etc
Same goes for you witchdoctor, I'll gladly look at whatever preliminary numbers you have.
Finally, to everyone, I am prepared to reduce rules complexity when it gets in the way, and especially because it's PbP.
Also, to everyone, it's easiest to focus on 2 quantum powers, 3 max. Definitely take 2 or 3 Mega Attributes. You probably can only afford Quantum 2 max, 3 if you really want it and you scrimp elsewhere. Don't pump Abilities and Backgrounds (or do so sparingly).
If you want my help to do the math, let me know. Am happy to help min-max, or focus on a particular core concept, etc
Same goes for you witchdoctor, I'll gladly look at whatever preliminary numbers you have.
Finally, to everyone, I am prepared to reduce rules complexity when it gets in the way, and especially because it's PbP.
Also, to everyone, it's easiest to focus on 2 quantum powers, 3 max. Definitely take 2 or 3 Mega Attributes. You probably can only afford Quantum 2 max, 3 if you really want it and you scrimp elsewhere. Don't pump Abilities and Backgrounds (or do so sparingly).
Oct 6, 2021 3:39 pm
Here's a preliminary stat block for one of the characters I had in mind. Any suggestions would be welcomed.
TheTerrapin
Concept: bitter survivor
Nature: Rebel (once was Analyst)
Str 2 Dex 3 Sta 3
Per 3 Int 3 (2) Wits 4
App 2 Manip 2 Cha 2
*(X) indicates Mega Attr.
::6 np for Mega Attributes; 24 pt std Attribute spread
Abilities:
Brawl 4, Stealth 3, Endurance 2(+3), Resist 2(+3), Awareness 2, Investigation 2, Academics 2, Engineering 2, Intrusion 2, Intimidation 3, Interrogation 3, Streetwise 2, Command 2,
::24 pts in Abilities; +6 Ability pts (1np)
Backgrounds:
Contacts 1, Node 4, Resources 2
::7 pts
Freebies:
Quantum +2 (7 pts. ea, 14 ttl), Contacts +1
::15 pts
Nova Pts:
Mega Attributes (Int 2) : (6np)
Enhancements: Analyze Weakness (Int)
Extra Enhancements- Mental Prodigy(Tactics) (3np)
TTL: 9 Np
Willpower +1 (1np)
Nova Powers:
ESP 1 (3pts)
Flight 1 (3 pts)
Force Field 1 (3 pts)
Psychic Shield 1 (1 pt)
Telekinesis 3 (9 pts, Tainted)
Extra: Armor Piercing
Merits/Flaws:
f: Enemy (the Powers) -5
junior members want him DEAD; approx as powerful as he is.
f: Eufiber Rejection -2
Psychic resonance/taint is hostile to Eufiber colonies
f: Vengeful -2
He's a bitter, bitter man.
-----------
m: Natural Leader +1
m: Iron Will +6
m: 2 remaining bp go towards Willpower +1
Terrapin and his three teammates used to work for/with the Powers That Be...at least until their turn to villainy. Of all the superhumans that worked for the Powers, most would assume Terrapin would be the one to turn villain due to his ruthless tactics, brutal approach to crime fighting and general disregard for the rights of the accused. Reality thought that ironic given the Powers' turn to selfishness and evil.
Knowing him to be a credible threat, the Powers ambushed Terrapin and his team, killing two of them (Dynamo and NinJack) and exiling the other (Diehard) to the bottom of the Mariana Trench; only Terrapin managed to escape their attack but not entirely unscathed... He nearly burned out his prodigious mental powers in the escape, retaining a fraction of his former abilities.
Broken and defeated, he retreated to the one place he called home, an abandoned amusement park in East Tennessee. Nicknamed "Murder Mountain", the amusement park held a hidden, labyrinthian, trap-filled complex dug into the mountainside that formed the center of the park. The park, originally called Mystery Mountain, had closed after Terrapin and a crew of plucky local teens exposed the park's owners as international assassins who tortured and interrogated their targets by kidnapping them and running them through the macabre maze of mind-bending, mutilating and lethal traps. The park never sold after it closed due to it's reputation so Terrapin bought it some decades back.
The Powers know where he holed up but never went after him because they assume the termination of his team broke him and he rarely leves the Mountain lair. That hasn't stopped desperate, stupid bounty hunters or prospective members of the Powers from coming to collect the bounty on his head. Every one of those trespassers left Murder Mountain feet first in a bag or a bucket. His days of finding refuge may be coming to a close, however. The last reckless individuals to breach Murder Mountain were the twin, alien shape shifting proteges of the Powers. Perhaps priority mailing their heads back to the Powers' HQ was an act of hubris, defiance or just a final push towards a death wish that's been building over the years...
[ +- ] Terrapin: character build
TheTerrapin
Concept: bitter survivor
Nature: Rebel (once was Analyst)
Str 2 Dex 3 Sta 3
Per 3 Int 3 (2) Wits 4
App 2 Manip 2 Cha 2
*(X) indicates Mega Attr.
::6 np for Mega Attributes; 24 pt std Attribute spread
Abilities:
Brawl 4, Stealth 3, Endurance 2(+3), Resist 2(+3), Awareness 2, Investigation 2, Academics 2, Engineering 2, Intrusion 2, Intimidation 3, Interrogation 3, Streetwise 2, Command 2,
::24 pts in Abilities; +6 Ability pts (1np)
Backgrounds:
Contacts 1, Node 4, Resources 2
::7 pts
Freebies:
Quantum +2 (7 pts. ea, 14 ttl), Contacts +1
::15 pts
Nova Pts:
Mega Attributes (Int 2) : (6np)
Enhancements: Analyze Weakness (Int)
Extra Enhancements- Mental Prodigy(Tactics) (3np)
TTL: 9 Np
Willpower +1 (1np)
Nova Powers:
ESP 1 (3pts)
Flight 1 (3 pts)
Force Field 1 (3 pts)
Psychic Shield 1 (1 pt)
Telekinesis 3 (9 pts, Tainted)
Extra: Armor Piercing
Merits/Flaws:
f: Enemy (the Powers) -5
junior members want him DEAD; approx as powerful as he is.
f: Eufiber Rejection -2
Psychic resonance/taint is hostile to Eufiber colonies
f: Vengeful -2
He's a bitter, bitter man.
-----------
m: Natural Leader +1
m: Iron Will +6
m: 2 remaining bp go towards Willpower +1
[ +- ] Terrapin: backstory
Terrapin and his three teammates used to work for/with the Powers That Be...at least until their turn to villainy. Of all the superhumans that worked for the Powers, most would assume Terrapin would be the one to turn villain due to his ruthless tactics, brutal approach to crime fighting and general disregard for the rights of the accused. Reality thought that ironic given the Powers' turn to selfishness and evil.
Knowing him to be a credible threat, the Powers ambushed Terrapin and his team, killing two of them (Dynamo and NinJack) and exiling the other (Diehard) to the bottom of the Mariana Trench; only Terrapin managed to escape their attack but not entirely unscathed... He nearly burned out his prodigious mental powers in the escape, retaining a fraction of his former abilities.
Broken and defeated, he retreated to the one place he called home, an abandoned amusement park in East Tennessee. Nicknamed "Murder Mountain", the amusement park held a hidden, labyrinthian, trap-filled complex dug into the mountainside that formed the center of the park. The park, originally called Mystery Mountain, had closed after Terrapin and a crew of plucky local teens exposed the park's owners as international assassins who tortured and interrogated their targets by kidnapping them and running them through the macabre maze of mind-bending, mutilating and lethal traps. The park never sold after it closed due to it's reputation so Terrapin bought it some decades back.
The Powers know where he holed up but never went after him because they assume the termination of his team broke him and he rarely leves the Mountain lair. That hasn't stopped desperate, stupid bounty hunters or prospective members of the Powers from coming to collect the bounty on his head. Every one of those trespassers left Murder Mountain feet first in a bag or a bucket. His days of finding refuge may be coming to a close, however. The last reckless individuals to breach Murder Mountain were the twin, alien shape shifting proteges of the Powers. Perhaps priority mailing their heads back to the Powers' HQ was an act of hubris, defiance or just a final push towards a death wish that's been building over the years...
Last edited October 8, 2021 4:30 am
Oct 6, 2021 4:13 pm
Is it possible to purchase additional aberrations as Flaws? The Player's Guide mentions it on p. 92.
Oct 6, 2021 7:15 pm
I changed my concept and decided to go with a Mega-Ugly nova. He has some physical ability but relies more on intimidation and Mega-Manipulation to coerce others. Keeps himself constantly wrapped in a eufiber hooded cloak so that baselines don't accidentally see his face and lose their sanity. He's not a villain, but his horrifying transformation has left him incredibly bitter at the world. I mostly avoided powers and focused on Mega-Attributes and Enhancements, though I didn't have enough points to get everything I wanted. Admittedly, he is very high Taint, but this was so I'd have access to some of the high-level aberrations.
The character still needs some major tweaking, but here's what I have.
Anders Dvořák (aka "The Horror")
"The world is an ugly place… but not as ugly as me."
Attributes
Mega-Attributes
Abilities
Advantages
Quantum
Health
Aberrations
Note: +3 difficulty to Social rolls with baseline humans. -3 to Willpower rolls to resist mental disorders. Backgrounds Merits
FlawsEnhancements Quantum Powers Equipment
Character Creation Notes
18 total Bonus Points (15 + 3 from Flaws)
● 14 bonus points for 2 more dots of Quantum
● 4 bonus points for 2 more dots of Willpower
● 8 nova points for four dots of Mega-Ugliness (4 points of Taint)
● 6 nova points for three dots of Mega-Strength (3 points of Taint)
● 2 nova points for Revolting enhancement (1 point of Taint)
● 9 nova points for three dots of Armor
● 1 nova point for six Ability dots
● 1 nova point for three Attribute dots
3 nova points left to spend.
The character still needs some major tweaking, but here's what I have.
Anders Dvořák (aka "The Horror")
"The world is an ugly place… but not as ugly as me."
Height | Weight | Age | Gender | Nationality | |
5 feet, 10 inches | 170 lbs. | 30 years old | Male | Czech |
Concept | Nature | Allegiance | Eruption | Experience | |
Hermit | Conniver | N/A | Revelation | 0 | |
Gain Willpower when you trick someone into doing what you want |
Attributes
Physical (Secondary) | Mental (Primary) | Social (Tertiary) | ||||
Strength | ●●●○○ | Perception | ●●●○○ | Appearance | ○○○○○ | |
Dexterity | ●●●○○ | Intelligence | ●●●●○ | Manipulation | ●●●●○ | |
Stamina | ●●●●○ | Wits | ●●●●○ | Charisma | ●○○○○ |
Mega-Attributes
Physical | Mental | Social | ||||
Mega-Strength | ●●●○○ | Mega-Perception | ○○○○○ | Mega-Ugliness | ●●●●○ | |
Mega-Dexterity | ○○○○○ | Mega-Intelligence | ○○○○○ | Mega-Manipulation | ○○○○○ | |
Mega-Stamina | ○○○○○ | Mega-Wits | ○○○○○ | Mega-Charisma | ○○○○○ |
Abilities
Strength | Perception | Appearance | ||||
Brawl | ●●●○○ | Artillery | ○○○○○ | Disguise | ○○○○○ | |
Might | ●●○○○ | Awareness | ○○○○○ | Intimidation | ●●●○○ | |
Throwing | ○○○○○ | Investigation | ●●○○○ | Style | ○○○○○ | |
Navigation | ○○○○○ |
Dexterity | Intelligence | Manipulation | ||||
Archery | ○○○○○ | Academics | ●○○○○ | Diplomacy | ○○○○○ | |
Athletics | ●○○○○ | Analysis | ○○○○○ | Hypnosis | ○○○○○ | |
Drive | ○○○○○ | Bureaucracy | ○○○○○ | Interrogation | ●●●○○ | |
Firearms | ○○○○○ | Computer | ○○○○○ | Seduction | ○○○○○ | |
Gunnery | ○○○○○ | Demolitions | ○○○○○ | Streetwise | ●●○○○ | |
Heavy Weapons | ○○○○○ | Engineering | ○○○○○ | Subterfuge | ●●●○○ | |
Legerdemain | ○○○○○ | Gambling | ○○○○○ | |||
Martial Arts | ○○○○○ | Intrusion | ○○○○○ | |||
Melee | ○○○○○ | Linguistics (Slavic) | ●○○○○ | |||
Pilot | ○○○○○ | Medicine | ○○○○○ | |||
Ride | ○○○○○ | Occult | ○○○○○ | |||
Stealth | ●●●○○ | Science | ○○○○○ | |||
Survival | ○○○○○ | |||||
Tradecraft | ○○○○○ |
Stamina | Wits | Charisma | ||||
Endurance | ●●●○○ | Arts | ○○○○○ | Animal Training | ○○○○○ | |
Resistance | ●●●○○ | Biz | ○○○○○ | Carousing | ○○○○○ | |
Meditation | ○○○○○ | Command | ○○○○○ | |||
Rapport | ○○○○○ | Etiquette | ○○○○○ | |||
Shadowing | ○○○○○ | Instruction | ○○○○○ | |||
Tactics | ○○○○○ | Perform | ○○○○○ | |||
Weave | ●●●●● |
Advantages
Willpower | Willpower Pool | Initiative | Movement (Walk/Run/Sprint) | Soak (Bashing/Lethal) | |
●●●●●○○○○○ | 5 | 6 | 12m/15m/29m | 18/16 (13/11 without eufiber cloak) |
Quantum
Quantum Rating | Pool (Max/Current) | Per Turn | Recovery | Taint Rating | Taint Pool | |
●●●○○○○○○○ | 26/26 | 10 | 4 per hour at ease | ●●●●●●●●○○ | 0 | |
5 per hour of complete relaxation |
Health
Health Level | Dice Penalty | Description | ||
[] | Bruised | -0 | You're slightly battered, suffering no penalties. | |
[] | Hurt | -1 | Some scrapes and bumps; not seriously impaired. | |
[] | Injured | -1 | Minor injuries; noticeable damage. | |
[] | Wounded | -2 | You can walk and walk, but you cannot sprint. | |
[] | Maimed | -3 | A bloody mess, you hobble about in pain. | |
[] | Crippled | -4 | You're severely injured, stumbling and wrecked. | |
[] | Incapacitated | You lose consciousness from the pain and trauma. No actions are possible. | ||
[] | Dead | Simply that. Notify the next of kin. |
Aberrations
Note: +3 difficulty to Social rolls with baseline humans. -3 to Willpower rolls to resist mental disorders.
[ +- ] Disturbing Voice (low-level, physical)
The nova's voice takes on an unusual quality. It might sound tinny or metallic, especially deep and resonant, or hollow and whispery. It might even have a perfect tone, like the voice of an angel. This aberration is common for novas with Mega-Charisma or certain body modifications (especially those affecting the mouth and throat).
[ +- ] Twisted Limbs (medium-level, physical)
The nova’s 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.
[ +- ] Sheer Hideousness (high-level, physical)
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 didn’t know what a person should look like. He resembles something you’d 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).
[ +- ] 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 world’s clothing are made from a synthetic alloy derived from Buendia’s 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 nova’s 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 nova’s 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 doesn’t 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 nova’s 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 nova’s 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 nova’s quantum signature. However, only one eufiber colony can be worn at a time.
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 nova’s 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 nova’s 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 doesn’t 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 nova’s 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 nova’s 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 nova’s quantum signature. However, only one eufiber colony can be worn at a time.
[ +- ] Node ●●
It isn’t much to look at. It’s 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 it’s 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 "well developed." All novas, even those without this Trait, have a Mazarin-Rashoud node. Most novas don’t take the Node Background; they get by with the basic M-R node that all novas have. Node as a Background signifies that the nova’s 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. In 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 fifth instar Node (Node 4) gains two points of Taint. Aberrations associated with the Node Background are typically mental or psychological ones. As the node grows, it presses upon other parts of the brain. In some cases it even causes the nova’s 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 to 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 rating as a dice pool. Range of the attempt is 10 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 to 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 nova’s successes on a one-for-one basis.
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 "well developed." All novas, even those without this Trait, have a Mazarin-Rashoud node. Most novas don’t take the Node Background; they get by with the basic M-R node that all novas have. Node as a Background signifies that the nova’s 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. In 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 fifth instar Node (Node 4) gains two points of Taint. Aberrations associated with the Node Background are typically mental or psychological ones. As the node grows, it presses upon other parts of the brain. In some cases it even causes the nova’s 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 to 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 rating as a dice pool. Range of the attempt is 10 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 to 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 nova’s successes on a one-for-one basis.
Dots | Quantum Expenditure | Taint |
x (1st instar) | Can spend 6 quantum points per turn | -- |
● (2nd instar) | Can spend 8 quantum points per turn | -- |
●● (3rd instar) | Can spend 10 quantum points per turn | -- |
●●● (4th instar) | Can spend 12 quantum points per turn | One |
●●●● (5th instar) | Can spend 15 quantum points per turn | Two |
●●●●● (6th instar) | Can spend 20 quantum points per turn | Three |
Flaws
[ +- ] Intolerance (Beauty) (1-point Flaw)
You're extremely narrow-minded, and there are just some people you don't like based solely on their race, sex, class, ethnicity, sexual orientation, nationality, or some other quality. You suffer a +2 Difficulty on all Social rolls involving this category of people and prefer not to associate with them unless absolutely necessary (and you're not likely to be too popular with them, either). You can spend a Willpower point to overcome your prejudice for one scene.
[ +- ] Costume Fetish (Eufiber Cloak) (1-point Flaw)
You have a penchant (some might say obsession) for wearing a certain type of clothing. It can be skintight eufiber, leather and spikes, liquid latex, a mask or full Renaissance Faire garb. The important point is that it's odd, and you tend to wear it even under the most inappropriate circumstances. This can impose a +1 or greater difficulty on your Social rolls and may be a serious faux pas in some situations. It also makes you stand out in a crowd and makes you a less than ideal candidate for subtle and covert activities. You can spend a Willpower point to dress "normally" for a scene, but you don;t like it (and you're likely to tell just about everyone).
[ +- ] Overconfident (1-point Flaw)
[ +- ] Face of Terror (Sheer Hideousness aberration)
A nova with this enhancement can resemble some- thing out of a horror movie. His appearance becomes 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.
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. If 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. It’s 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 nova’s 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 receives three automatic successes when making Intimidation 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 nova’s Face of Terror may look different when he confronts, say, a group of Asians instead of Americans.
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. If 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. It’s 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 nova’s 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 receives three automatic successes when making Intimidation 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 nova’s Face of Terror may look different when he confronts, say, a group of Asians instead of Americans.
[ +- ] Revolting (Mega-Ugliness)
For most people, simply having to look at a Mega-Ugly nova is a highly unpleasant experience. Some Mega-Ugly novas can use their horrible looks to evoke feelings of revulsion in others that are extreme enough that the vast majority of people simply cannot bear to look at them. Understandably, this gives Mega-Ugly novas a definite edge in many dangerous situations.
System: Activating this enhancement costs either 1 quantum point per turn, or 3 quantum points to use this for an entire scene. Anyone who tries to attack the Revolting nova must make a Willpower roll against his Appearance. If they fail the Willpower roll, the subjects will suffer reductions on their attack dice pools if attacking the Revolting nova requires looking directly at him. Hand-to-hand, melee and ranged attacks may still be made against the Revolting nova, but the subjects must subtract his Mega-Ugliness and Appearance dots from their attack dice pools (counting the Revolting nova's Mega-Ugliness dice first). Also, any applicable Mega-Attribute dice are subtracted from the attacker's dice pools first. Alternatively, the Revolting nova's attackers can choose to attack him while blind (using the Blind Fighting general maneuver on pg. 243 of the Aberrant core book), if they are willing to fight with their eyes closed.
System: Activating this enhancement costs either 1 quantum point per turn, or 3 quantum points to use this for an entire scene. Anyone who tries to attack the Revolting nova must make a Willpower roll against his Appearance. If they fail the Willpower roll, the subjects will suffer reductions on their attack dice pools if attacking the Revolting nova requires looking directly at him. Hand-to-hand, melee and ranged attacks may still be made against the Revolting nova, but the subjects must subtract his Mega-Ugliness and Appearance dots from their attack dice pools (counting the Revolting nova's Mega-Ugliness dice first). Also, any applicable Mega-Attribute dice are subtracted from the attacker's dice pools first. Alternatively, the Revolting nova's attackers can choose to attack him while blind (using the Blind Fighting general maneuver on pg. 243 of the Aberrant core book), if they are willing to fight with their eyes closed.
[ +- ] Mr. Nobody (Mega-Ugliness)
In 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 ("I’m not the droid you’re 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 character’s Mega-Appearance. Additional points of Taint still affect the nova’s 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.
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 ("I’m not the droid you’re 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 character’s Mega-Appearance. Additional points of Taint still affect the nova’s 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.
[ +- ] Quantum Leap (Mega-Strength)
The character’s leg muscles are prodigiously strong - so much so that she can leap enormous distances. Faster than the subway and twice as fun.
System: A character with this enhancement covers Far more distance in a leap than the usual two meters per success on a Jumping roll. Instead, each success on a lumping roll allows the nova to leap up to two kilometers horizontally, or half a kilometer vertically, times her number of dots in Mega-Strength (of course, she can choose to leap less far than this if she so desires). Thus, a nova with Mega-Strength 3 and Quantum Leap could cover six kilometers horizontally, or one and a half kilometer: vertically, for each success.
Don’t forget that such prodigious jumps are essentially an uncontrolled form of movement. Once she launches herself, a nova can’t deviate from her line of "flight," do much to dodge attacks or avoid obstacles. Unless she has a power that allows her to see for many kilometers, she won’t know where she’s going to land until it comes into sight - and it won’t necessarily be a pleasant landing spot.
The character may also use this enhancement to make a normal Dodge roll against area and explosive attacks, provided she spends the quantum point and take a defensive action.
This enhancement stays active for one leap.
System: A character with this enhancement covers Far more distance in a leap than the usual two meters per success on a Jumping roll. Instead, each success on a lumping roll allows the nova to leap up to two kilometers horizontally, or half a kilometer vertically, times her number of dots in Mega-Strength (of course, she can choose to leap less far than this if she so desires). Thus, a nova with Mega-Strength 3 and Quantum Leap could cover six kilometers horizontally, or one and a half kilometer: vertically, for each success.
Don’t forget that such prodigious jumps are essentially an uncontrolled form of movement. Once she launches herself, a nova can’t deviate from her line of "flight," do much to dodge attacks or avoid obstacles. Unless she has a power that allows her to see for many kilometers, she won’t know where she’s going to land until it comes into sight - and it won’t necessarily be a pleasant landing spot.
The character may also use this enhancement to make a normal Dodge roll against area and explosive attacks, provided she spends the quantum point and take a defensive action.
This enhancement stays active for one leap.
[ +- ] Armor ●●●
Level: 2
Quantum Minimum: 1
Dice Pool: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: Character receives +3 soak against bashing and lethal damage per dot in Armor.
Multiple Actions: 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 plates that cover his body. Usually the form of the protection is based on the nature of the character’s 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 stegosaur-like plates. However, special effects are not required; it’s possible for the character simply to be more durable than normal and still look the same as always. In 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 Storyteller’s option, the player may vary the ratio of the soak, assigning more to bashing and less to lethal or vice versa.
Quantum Minimum: 1
Dice Pool: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: Character receives +3 soak against bashing and lethal damage per dot in Armor.
Multiple Actions: 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 plates that cover his body. Usually the form of the protection is based on the nature of the character’s 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 stegosaur-like plates. However, special effects are not required; it’s possible for the character simply to be more durable than normal and still look the same as always. In 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 Storyteller’s option, the player may vary the ratio of the soak, assigning more to bashing and less to lethal or vice versa.
Character Creation Notes
18 total Bonus Points (15 + 3 from Flaws)
● 14 bonus points for 2 more dots of Quantum
● 4 bonus points for 2 more dots of Willpower
● 8 nova points for four dots of Mega-Ugliness (4 points of Taint)
● 6 nova points for three dots of Mega-Strength (3 points of Taint)
● 2 nova points for Revolting enhancement (1 point of Taint)
● 9 nova points for three dots of Armor
● 1 nova point for six Ability dots
● 1 nova point for three Attribute dots
3 nova points left to spend.
Last edited October 8, 2021 9:02 pm
Oct 6, 2021 8:47 pm
Ok New numbers.
(Note: mega attributes were bought with Flaw xp
Quantum was bought with bonus xp)
ATTRIBUTES
Strength 5 [Might 1]
Dexterity 5 [Athletics 4, Fly 5, Martial Arts 4, Stealth 3]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 3]
Intelligence 2 [intrusion 3]
Wits 4 [Rapport 3,]
Appearance 3 [Intimidate 3]
Manipulation 2 []
Charisma 3 []
BACKGROUNDS:
Cypher 1: A couple of your secrets are well hidden.
Node 3: With a 4th instar node, a nova
may absorb one point of quantum a turn, two at the
5th instar, and three at the 6th.
Resources 1: This is the level of earning for the average college student. You have a small apartment
(or a larger one with roommates) and an older model used car. Typically, you live from paycheck to pay-check, barely staying ahead on bills. You pull in around $250 a week after taxes. At this level, your money probably comes from college scholarships/loans or a part-time service job. Examples of novas living at this level include Beltaine and Apocrypha.
QUANTUM 3
QUANTUM POOL 26
WILLPOWER 3
TAINT 1
INITIATIVE 11
MOVEMENT
Walk 7 m
Run 18 m
Sprint 36 m
Flight 48 m Out Of Combat 250 kilometers per hour.
SOAK
Bashing 7
Lethal 7
POWERS:
Attribute 4 / Ability 2
Armor 2(6pt)-Character receives +3 soak against bashing and lethal damage per dot in Armor.
Claws 3- When used in close combat, Claws convert the bashing damage caused by the character’s normal punches and strikes into lethal damage. Furthermore, the character may roll one extra damage die per dot he has in Claws.
Flight 2(3pt)(1 lv taint) - 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.
Premonition 1(3pt)-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 isn’t intended for her)
Quantum Bolt 3(9pt)- Dice Pool: Dexterity + Quantum Bolt
Range: (Quantum + power rating) x 15 meters | Area: NIA | Duration: lnstant | Effect: lnflicts [Quantum x 31 levels + (power rat-ing x 4) dice of bashing damage or [Quantum x 21 levels + (power rating x 4) dice of lethal damage (player’s choice).
MEGA-ENHANCEMENTS
Mega-Dexterity 1: The Mega-Dexterity rating is added to the character’s 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 nova’s 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 Mega-Dexterity 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.
Mega-Stamina 1: novas with Mega-Stamina suffer reduced dice pool penalties based on their health level, as indicated in the following table. |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.
MERITS/FLAWS:
PhysicaI Aberrations: low-level:(1 taint): Fur/Feathers: better able to handle cold conditions (+1 die to Stamina rolls) but not as good at handling heat (-1 die to Stamina rolls). The nova’s appearance is
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
Flashbacks (6pt.)
You managed to make it through a traumatic experience, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind, and as such your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. At the beginning of each story, make a Willpower roll (you may not spend Willpower for an automatic success). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower score is considered to be 1 for the duration of that session, and you only have one Willpower point to spend. You may roll again at the beginning of the next session to see if you regain your Willpower.
Enemy 3 (1-5pt.)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of an Elder or other potent supernatural foe).
The Bard's Tongue (1pt.)
You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing and cursing, or an Effect that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and through your lips. To avoid speaking prophesy, you must expend a Willpower point and take a Health Level from the strain of resisting (especially if you bite a hole in your tongue).
Looks like I have 1 exp(????) Was thinkingof getti g a specialty?
(Note: mega attributes were bought with Flaw xp
Quantum was bought with bonus xp)
[ +- ] Comet
ATTRIBUTES
Strength 5 [Might 1]
Dexterity 5 [Athletics 4, Fly 5, Martial Arts 4, Stealth 3]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 3]
Intelligence 2 [intrusion 3]
Wits 4 [Rapport 3,]
Appearance 3 [Intimidate 3]
Manipulation 2 []
Charisma 3 []
BACKGROUNDS:
Cypher 1: A couple of your secrets are well hidden.
Node 3: With a 4th instar node, a nova
may absorb one point of quantum a turn, two at the
5th instar, and three at the 6th.
Resources 1: This is the level of earning for the average college student. You have a small apartment
(or a larger one with roommates) and an older model used car. Typically, you live from paycheck to pay-check, barely staying ahead on bills. You pull in around $250 a week after taxes. At this level, your money probably comes from college scholarships/loans or a part-time service job. Examples of novas living at this level include Beltaine and Apocrypha.
QUANTUM 3
QUANTUM POOL 26
WILLPOWER 3
TAINT 1
INITIATIVE 11
MOVEMENT
Walk 7 m
Run 18 m
Sprint 36 m
Flight 48 m Out Of Combat 250 kilometers per hour.
SOAK
Bashing 7
Lethal 7
POWERS:
Attribute 4 / Ability 2
Armor 2(6pt)-Character receives +3 soak against bashing and lethal damage per dot in Armor.
Claws 3- When used in close combat, Claws convert the bashing damage caused by the character’s normal punches and strikes into lethal damage. Furthermore, the character may roll one extra damage die per dot he has in Claws.
Flight 2(3pt)(1 lv taint) - 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.
Premonition 1(3pt)-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 isn’t intended for her)
Quantum Bolt 3(9pt)- Dice Pool: Dexterity + Quantum Bolt
Range: (Quantum + power rating) x 15 meters | Area: NIA | Duration: lnstant | Effect: lnflicts [Quantum x 31 levels + (power rat-ing x 4) dice of bashing damage or [Quantum x 21 levels + (power rating x 4) dice of lethal damage (player’s choice).
MEGA-ENHANCEMENTS
Mega-Dexterity 1: The Mega-Dexterity rating is added to the character’s 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 nova’s 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 Mega-Dexterity 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.
Mega-Stamina 1: novas with Mega-Stamina suffer reduced dice pool penalties based on their health level, as indicated in the following table. |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.
MERITS/FLAWS:
PhysicaI Aberrations: low-level:(1 taint): Fur/Feathers: better able to handle cold conditions (+1 die to Stamina rolls) but not as good at handling heat (-1 die to Stamina rolls). The nova’s appearance is
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
Flashbacks (6pt.)
You managed to make it through a traumatic experience, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind, and as such your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. At the beginning of each story, make a Willpower roll (you may not spend Willpower for an automatic success). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower score is considered to be 1 for the duration of that session, and you only have one Willpower point to spend. You may roll again at the beginning of the next session to see if you regain your Willpower.
Enemy 3 (1-5pt.)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of an Elder or other potent supernatural foe).
The Bard's Tongue (1pt.)
You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing and cursing, or an Effect that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and through your lips. To avoid speaking prophesy, you must expend a Willpower point and take a Health Level from the strain of resisting (especially if you bite a hole in your tongue).
Last edited October 6, 2021 9:02 pm
Oct 6, 2021 9:03 pm
Can I steal/procure your great formatting, Gnome_Chomsky?
Last edited October 6, 2021 9:03 pm
Oct 6, 2021 9:04 pm
Also
When you buy willpower at start, aren'y you buying something you'll spend later?
When you buy willpower at start, aren'y you buying something you'll spend later?
Oct 6, 2021 9:21 pm
Noone forget:
All novas start with at least three (free) dots in
Endurance; see "Mega-Stamina" (p. 160).
All novas start with at
least three (free) dots in Resistance; see "Mega-
Stamina" (p. 160
-pg139
All novas start with at least three (free) dots in
Endurance; see "Mega-Stamina" (p. 160).
All novas start with at
least three (free) dots in Resistance; see "Mega-
Stamina" (p. 160
-pg139
Oct 6, 2021 9:30 pm
@witchdoctor, my biggest advice would be to specilize skills just a smidge more. That may just be opinion though.
Going for a psionic manipulator/tactician? Looks good
A lot of flying going on, I like it.
Going for a psionic manipulator/tactician? Looks good
A lot of flying going on, I like it.
Oct 6, 2021 9:41 pm
annex says:
Can I steal/procure your great formatting, Gnome_Chomsky?If you "Quote" my post, that should provide the underlying BBCode.
Last edited October 6, 2021 9:55 pm
Oct 6, 2021 9:46 pm
PhoenixScientist says:
Also When you buy willpower at start, aren'y you buying something you'll spend later?
Last edited October 6, 2021 10:15 pm
Oct 6, 2021 9:50 pm
@Witchdoctor, what’s your character concept again? I might be able to give suggestions based on what you’re going for.
Oct 6, 2021 11:07 pm
Gnome_Chomsky says:
@Witchdoctor, what’s your character concept again? I might be able to give suggestions based on what you’re going for.Oct 7, 2021 2:34 am
Heh, I knew I could count on Gnome to produce the most beautiful WOD stuff. He's run way more Storyteller than I have. A big thank you for that.
Gnome, I'm going to get to reviewing your sheet in a bit, but I'm assuming you've looked at the Forceful Personalities supplement for Mega-Ugliness (or go ahead and look at it if you haven't).
If it looks like there's gonna be some flying, it means we don't have to be limited to one city or base, and can flit about.
Gnome, I'm going to get to reviewing your sheet in a bit, but I'm assuming you've looked at the Forceful Personalities supplement for Mega-Ugliness (or go ahead and look at it if you haven't).
If it looks like there's gonna be some flying, it means we don't have to be limited to one city or base, and can flit about.
Oct 7, 2021 2:38 am
Gnome_Chomsky says:
Is it possible to purchase additional aberrations as Flaws? The Player's Guide mentions it on p. 92.I'll also put this out here first, higher Taint characters will be more powerful than lower Taint characters, although they do come with both social and mechanical drawbacks and tradeoffs. If the power levels across the party are too diverse, I might try to balance them out a little, to make sure everyone has a chance to take their turn in the spotlight. We'll see how it goes as the sheets come in.
Oct 7, 2021 3:14 am
BedzoneII says:
Gnome_Chomsky says:
Is it possible to purchase additional aberrations as Flaws? The Player's Guide mentions it on p. 92.I'll also put this out here first, higher Taint characters will be more powerful than lower Taint characters, although they do come with both social and mechanical drawbacks and tradeoffs. If the power levels across the party are too diverse, I might try to balance them out a little, to make sure everyone has a chance to take their turn in the spotlight. We'll see how it goes as the sheets come in.
Yeah, going high Taint wasn’t my first idea. Usually I try to avoid making characters that are sixty seconds from meltdown 😂. But the reason that I went for high Taint is because of the Sheer Hideousness aberration, which fits my character really well. It’s a high level aberration, so I needed at least Taint 8 to get it. I also wanted to take a few other aberrations as Flaws, just because I want to make the character as freaky as possible.
Problem is that I also built this character to be a Mega-Manipulator, but my high Taint and aberrations mean major penalties to Social rolls. I may need to revisit whether I should keen Mega-Manipulation or not.
Last edited October 7, 2021 3:25 am
Oct 7, 2021 3:19 am
Rules question: can you start with an Ability above three dots? The first Phase of character creation says that Abilities cap at 3 dots, but can they be increased beyond the cap with Bonus Points or Nova Points?
Oct 7, 2021 3:25 am
Do check it out Gnome, I think you'd enjoy it, and feel free to lean in to those rules.
And yes, Abilities can be raised above 3 dots, but not with bonus points (it's capped at 3 during the first stage of chargen which using only bonus points). You can use nova points to increase them.
FYI everyone, the key supplements for each of the three big archetypes of superhero characters are The New Flesh, Brainwaves, and Forceful Personalities. But be forewarned this goes down the rabbithole of increasing complexity as splat books often do, and the has the potential to make game-breaking combos. Still, it's an enjoyable read.
Witchdoctor, I see your draft character is coming along just fine! You might be the only one standing in the face of a psychic attack, considering what the rest are building. XD
And yes, Abilities can be raised above 3 dots, but not with bonus points (it's capped at 3 during the first stage of chargen which using only bonus points). You can use nova points to increase them.
FYI everyone, the key supplements for each of the three big archetypes of superhero characters are The New Flesh, Brainwaves, and Forceful Personalities. But be forewarned this goes down the rabbithole of increasing complexity as splat books often do, and the has the potential to make game-breaking combos. Still, it's an enjoyable read.
Witchdoctor, I see your draft character is coming along just fine! You might be the only one standing in the face of a psychic attack, considering what the rest are building. XD
Oct 7, 2021 7:23 am
Phoenix, small tweaks:
Rules clarification: You can't buy Megas with flaw points, because Flaws give bonus points (bp), and Megas are bought with nova points (np). Also, Flying as an Ability under Dexterity doesn't exist.
You can have up to 7 dots of Backgrounds, you currently have 5. Go ahead and pick 2 more dots worth.
Small correction: That's Claws at 1 dot, costing 3np. I think you forgot to calculate this.
Flashback in Aberrant is worth only 3bp, not 6bp.
Bard's Tongue is from Changeling RPG! Swap it for something similar? Or I can run with it I guess, it's pretty minor.
Gnome answered the question on why spend on Willpower. In this game they function as luck points, saves, rerolls, etc. It's useful to have some.
Rules clarification: You can't buy Megas with flaw points, because Flaws give bonus points (bp), and Megas are bought with nova points (np). Also, Flying as an Ability under Dexterity doesn't exist.
You can have up to 7 dots of Backgrounds, you currently have 5. Go ahead and pick 2 more dots worth.
Small correction: That's Claws at 1 dot, costing 3np. I think you forgot to calculate this.
Flashback in Aberrant is worth only 3bp, not 6bp.
Bard's Tongue is from Changeling RPG! Swap it for something similar? Or I can run with it I guess, it's pretty minor.
Gnome answered the question on why spend on Willpower. In this game they function as luck points, saves, rerolls, etc. It's useful to have some.
Oct 7, 2021 9:47 am
BedzoneII says:
Rules clarification: You can't buy Megas with flaw points, because Flaws give bonus points (bp), and Megas are bought with nova points (np).
BedzoneII says:
Also, Flying as an Ability under Dexterity doesn't exist.
Last edited October 7, 2021 9:50 am
Oct 7, 2021 11:49 am
Sorry Phoenix, I'm not seeing it on p126. Are we looking at the same Character Creation Table on p120? Mega Attribute costs are listed under nova points, not under bonus points.As for flying, I was referring to what you listed as Dexterity (Athletics 4, Flying 5, Martial Arts 4, Stealth 3). Just pointing out there's no such Ability as Flying, unlike the Athletics, Martial Arts and Stealth listed here. Gnome's sheet has a beautiful layout of what abilities fall under Dexterity.
You have Flight at 2 dots, as a Quantum Power. That part is clear, and the dice pool for that = Dex + Flight.
[ +- ] Character Creation costs
You have Flight at 2 dots, as a Quantum Power. That part is clear, and the dice pool for that = Dex + Flight.
Oct 7, 2021 12:29 pm
Bedzonell, were the tyrant's of this world always evil (like the Syndicate of DC's Earth 3) or fallen heroes (like the Justice League in the Injustice storyline) or public heroes/secretly evil (as in The Boys)? It defines how Terrapin's backstory plans out.
Oct 7, 2021 1:49 pm
Phoenix, that's the table for increasing Attributes, Abilities, Backgrounds & Powers by earned experience after play begins. The costs at character creation are on pg. 120
Oct 7, 2021 8:20 pm
Ok, all these purchasing pools are confusing.
I may have it figgured out.
Have 15+7 bonus points
Spend 18 on 9 skills
Get 4 pts of background merits
ATTRIBUTES
Strength 5 [Might 1]
Dexterity 5 [Athletics 4, Martial Arts 4, Stealth 3]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 3]
Intelligence 2 [intrusion 2]
Wits 4 [Rapport 3,]
Appearance 3 [Intimidate 3]
Manipulation 2 []
Charisma 3 []
BACKGROUNDS:
Cypher 1: A couple of your secrets are well hidden.
Node 3: With a 4th instar node, a nova
may absorb one point of quantum a turn, two at the
5th instar, and three at the 6th.
Resources 1: This is the level of earning for the average college student. You have a small apartment
(or a larger one with roommates) and an older model used car. Typically, you live from paycheck to pay-check, barely staying ahead on bills. You pull in around $250 a week after taxes. At this level, your money probably comes from college scholarships/loans or a part-time service job. Examples of novas living at this level include Beltaine and Apocrypha.
QUANTUM 3
QUANTUM POOL 26
WILLPOWER 5
TAINT 2
INITIATIVE 11
MOVEMENT
Walk 7 m
Run 18 m
Sprint 36 m
Flight 48 m Out Of Combat 250 kilometers per hour.
SOAK
Bashing 6
Lethal 6
POWERS:
Attribute 4 / Ability 1
Armor 2(3pt)(1 lv taint)-Character receives +3 soak against bashing and lethal damage per dot in Armor.
Claws 1 (3pt)- When used in close combat, Claws convert the bashing damage caused by the character’s normal punches and strikes into lethal damage. Furthermore, the character may roll one extra damage die per dot he has in Claws.
Flight 2(3pt)(1 lv taint) - 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.
Premonition 1(3pt)-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 isn’t intended for her)
Quantum Bolt 3(9pt)- Dice Pool: Dexterity + Quantum Bolt
Range: (Quantum + power rating) x 15 meters | Area: NIA | Duration: lnstant | Effect: lnflicts [Quantum x 31 levels + (power rat-ing x 4) dice of bashing damage or [Quantum x 21 levels + (power rating x 4) dice of lethal damage (player’s choice).
Quantum pool 2 (1 pt)
MEGA-ENHANCEMENTS
Mega-Dexterity 1(3 pt): The Mega-Dexterity rating is added to the character’s 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 nova’s 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 Mega-Dexterity 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.
MERITS/FLAWS:
PhysicaI Aberrations: low-level:(1 taint): Fur/Feathers: better able to handle cold conditions (+1 die to Stamina rolls) but not as good at handling heat (-1 die to Stamina rolls). The nova’s appearance is
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
Flashbacks (3pt.)
You are prone to flashbacks anytime you are in a stressful situation or in a situation similar to the flashback situation. Either positive or negative stimuli can cause a flashback. Good flashbacks can be as danagerous as bad flashbacks.
During the flashback you are not aware of people or situations around you. Even people speaking to you will appear to be part of the flashback. To you reality has shifted and you have returned to the moment of the flashback. These flashbacks occur at the GM's discretion. The player must tell the storyteller what caused the flashbacks and what sort of experiences are contained in them.
For a system method of determining flashbacks. The player must roll a Will roll difficulty 8 each time they are placed in a stressful situation to avoid the flashback. The player must roll a Will roll difficulty 10 each time they are placed in a similar situation to what caused the flashback. Both of these rolls are of course subject to situational modifiers.
Enemy 3 (1-5pt.)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of an Elder or other potent supernatural foe).
The Bard's Tongue (1pt.)
You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing and cursing, or an Effect that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and through your lips. To avoid speaking prophesy, you must expend a Willpower point and take a Health Level from the strain of resisting (especially if you bite a hole in your tongue).
I may have it figgured out.
Have 15+7 bonus points
Spend 18 on 9 skills
Get 4 pts of background merits
[ +- ] Comet?
ATTRIBUTES
Strength 5 [Might 1]
Dexterity 5 [Athletics 4, Martial Arts 4, Stealth 3]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 3]
Intelligence 2 [intrusion 2]
Wits 4 [Rapport 3,]
Appearance 3 [Intimidate 3]
Manipulation 2 []
Charisma 3 []
BACKGROUNDS:
Cypher 1: A couple of your secrets are well hidden.
Node 3: With a 4th instar node, a nova
may absorb one point of quantum a turn, two at the
5th instar, and three at the 6th.
Resources 1: This is the level of earning for the average college student. You have a small apartment
(or a larger one with roommates) and an older model used car. Typically, you live from paycheck to pay-check, barely staying ahead on bills. You pull in around $250 a week after taxes. At this level, your money probably comes from college scholarships/loans or a part-time service job. Examples of novas living at this level include Beltaine and Apocrypha.
QUANTUM 3
QUANTUM POOL 26
WILLPOWER 5
TAINT 2
INITIATIVE 11
MOVEMENT
Walk 7 m
Run 18 m
Sprint 36 m
Flight 48 m Out Of Combat 250 kilometers per hour.
SOAK
Bashing 6
Lethal 6
POWERS:
Attribute 4 / Ability 1
Armor 2(3pt)(1 lv taint)-Character receives +3 soak against bashing and lethal damage per dot in Armor.
Claws 1 (3pt)- When used in close combat, Claws convert the bashing damage caused by the character’s normal punches and strikes into lethal damage. Furthermore, the character may roll one extra damage die per dot he has in Claws.
Flight 2(3pt)(1 lv taint) - 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.
Premonition 1(3pt)-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 isn’t intended for her)
Quantum Bolt 3(9pt)- Dice Pool: Dexterity + Quantum Bolt
Range: (Quantum + power rating) x 15 meters | Area: NIA | Duration: lnstant | Effect: lnflicts [Quantum x 31 levels + (power rat-ing x 4) dice of bashing damage or [Quantum x 21 levels + (power rating x 4) dice of lethal damage (player’s choice).
Quantum pool 2 (1 pt)
MEGA-ENHANCEMENTS
Mega-Dexterity 1(3 pt): The Mega-Dexterity rating is added to the character’s 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 nova’s 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 Mega-Dexterity 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.
MERITS/FLAWS:
PhysicaI Aberrations: low-level:(1 taint): Fur/Feathers: better able to handle cold conditions (+1 die to Stamina rolls) but not as good at handling heat (-1 die to Stamina rolls). The nova’s appearance is
also quite distinctive. Some people may Find the aberration attractive, but most will find it strange and may even consider the nova more of an animal than a person.
Flashbacks (3pt.)
You are prone to flashbacks anytime you are in a stressful situation or in a situation similar to the flashback situation. Either positive or negative stimuli can cause a flashback. Good flashbacks can be as danagerous as bad flashbacks.
During the flashback you are not aware of people or situations around you. Even people speaking to you will appear to be part of the flashback. To you reality has shifted and you have returned to the moment of the flashback. These flashbacks occur at the GM's discretion. The player must tell the storyteller what caused the flashbacks and what sort of experiences are contained in them.
For a system method of determining flashbacks. The player must roll a Will roll difficulty 8 each time they are placed in a stressful situation to avoid the flashback. The player must roll a Will roll difficulty 10 each time they are placed in a similar situation to what caused the flashback. Both of these rolls are of course subject to situational modifiers.
Enemy 3 (1-5pt.)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of an Elder or other potent supernatural foe).
The Bard's Tongue (1pt.)
You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing and cursing, or an Effect that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and through your lips. To avoid speaking prophesy, you must expend a Willpower point and take a Health Level from the strain of resisting (especially if you bite a hole in your tongue).
Last edited October 7, 2021 8:21 pm
Oct 7, 2021 8:34 pm
The only issues still see is that QBolt does (Quantum X2) and (Quantum X3) as damage multipliers, not 21 & 31, but that looks like maybe a copy/paste error.
Oct 7, 2021 10:24 pm
I hope I'm good to go.
I included some bio and eruption possibilities at the end.
Possible look...
I included some bio and eruption possibilities at the end.
Possible look...
[ +- ] Larynx
Larry 'Larynx' Nixon
Sex/Gender | Age
Male | 35
Height | Weight
6'1" | 190 lb
Hair | Eyes
black | brown
Race/Species | Class/Profession
Nova | -/Singer
CONCEPT
Artist: A creative personality (writer, dancer, actor, painter, singer).
NATURE
Gallant: Seek attention and adulation from others. Your strength is Artistry, while your weaknesses are Flamboyance and Overconfidence.
Gain willpower whenever your deeds are particularly impressive, awe-inspiring, or likely to land you smack in the center of attention.
ALLEGIANCE
-nil-
ERUPTION
Excitement: The character erupted during a sudden surge of passion – excitement over winning the lottery, a sexual encounter or a sudden discovery.
or
Threatening Situation: Similar in some ways to an accident, a threatening situation involves the nova erupting during a mugging, war, animal attack or similar event. Of course, no two novas erupt in quite the same ways.
ATTRIBUTES
Strength 2
Dexterity 3
Stamina 2 [Endurance 3, Resistance 3]
Perception 2 [Awareness 2]
Intelligence 2
Wits 3 [Arts 3, Biz 1, Rapport 3, Weave 1]
Appearance 2 [Style 2]
Manipulation 4 [Interrogation 2, Subterfuge 2]
Charisma 4 [Command 3, Etiquette 1, Perform 3]
BACKGROUNDS:
Attunement 1
Eufiber 2
Influence 1
Node 2
Resources 1
QUANTUM 3
QUANTUM POOL 26
WILLPOWER 6
TAINT 0
INITIATIVE 5
MOVEMENT
Walk 7 m
Run 14 m
Sprint 24 m
Glide 14 m
SOAK
Bashing 5 [2 without eufiber]
Lethal 4 [1 without eufiber]
POWERS:
Disorient 1 [pg 190; Area extra, pg 231/248]
Quantum Bolt/Sonic 2 [pg 216; Area extra, pg 231/248]
Sensory Shield 1 [pg 220]
MEGA-ENHANCEMENTS
Mega-Dexterity 1 [Accuracy, pg 158]
Mega-Charisma 1 [Soothe, pg 176]
Mega-Manipulation 1 [The Voice, pg 174]
MERITS/FLAWS:
Eufiber Attuned/+1 [Players Guide p76]
Overconfidence/-1 [Players Guide p72] ---
Background:
Lawrence Nixon always wanted to change the world. He had a nice voice and wrote nice songs but he and his alternative rock band, Hotstop, never quite made it big. Well, that was the case until that night and that song and that note. When the band got its big break, Larry knew he had to blow away the crowd. What he didn't realize was that his vocal abilities would erupt on stage during his final song, Yellow Trouble! No one was seriously injured, fortunately, and he woke up in Vancouver's [insert evil Four Facility here] the next morning recovering from a massive headache. [insert vivisection attempt, eufiber bonding experiments, escape by merely asking the guards to let him go because his abilities were underestimated]
OR
After a violent encounter with an obsessed nova fan [calling herself Yellow Trouble] who almost crushed his throat then threw him off a building, Larry's sonic abilities erupted, mostly breaking his fall. Now called Larynx, he's has gone to great lengths to acquire and master eufiber for extra protection.
Abilities:
Superhuman vocal chords allow him to generate destructive or subtle sound waves, giving him the ability to damage objects or people, and disorient, charm, or calm others. He can manipulate his eufiber suit in various ways, from patagia for gliding or tendrils for manipulating objects to serving as armour.
Description:
6'1"
Brown skin, brown eyes, black hair.
Fit. Good looking.
Canadian. Parents and two sisters live in Vancouver.
Usually quiet, polite, and friendly.
Goals:
Make the world a better place while selling more records.
Flaws:
Despite a genuine desire to make the world a better place, there is a drive in Larynx for recognition and respect for what he's doing. He has been known to be openly jealous of others who are more famous or more lauded or more powerful than he is. Larynx also tries to seem in control of the situations he's in... even when he's in way over his head.
Sex/Gender | Age
Male | 35
Height | Weight
6'1" | 190 lb
Hair | Eyes
black | brown
Race/Species | Class/Profession
Nova | -/Singer
CONCEPT
Artist: A creative personality (writer, dancer, actor, painter, singer).
NATURE
Gallant: Seek attention and adulation from others. Your strength is Artistry, while your weaknesses are Flamboyance and Overconfidence.
Gain willpower whenever your deeds are particularly impressive, awe-inspiring, or likely to land you smack in the center of attention.
ALLEGIANCE
-nil-
ERUPTION
Excitement: The character erupted during a sudden surge of passion – excitement over winning the lottery, a sexual encounter or a sudden discovery.
or
Threatening Situation: Similar in some ways to an accident, a threatening situation involves the nova erupting during a mugging, war, animal attack or similar event. Of course, no two novas erupt in quite the same ways.
ATTRIBUTES
Strength 2
Dexterity 3
Stamina 2 [Endurance 3, Resistance 3]
Perception 2 [Awareness 2]
Intelligence 2
Wits 3 [Arts 3, Biz 1, Rapport 3, Weave 1]
Appearance 2 [Style 2]
Manipulation 4 [Interrogation 2, Subterfuge 2]
Charisma 4 [Command 3, Etiquette 1, Perform 3]
BACKGROUNDS:
Attunement 1
Eufiber 2
Influence 1
Node 2
Resources 1
QUANTUM 3
QUANTUM POOL 26
WILLPOWER 6
TAINT 0
INITIATIVE 5
MOVEMENT
Walk 7 m
Run 14 m
Sprint 24 m
Glide 14 m
SOAK
Bashing 5 [2 without eufiber]
Lethal 4 [1 without eufiber]
POWERS:
Disorient 1 [pg 190; Area extra, pg 231/248]
Quantum Bolt/Sonic 2 [pg 216; Area extra, pg 231/248]
Sensory Shield 1 [pg 220]
MEGA-ENHANCEMENTS
Mega-Dexterity 1 [Accuracy, pg 158]
Mega-Charisma 1 [Soothe, pg 176]
Mega-Manipulation 1 [The Voice, pg 174]
MERITS/FLAWS:
Eufiber Attuned/+1 [Players Guide p76]
Overconfidence/-1 [Players Guide p72] ---
Background:
Lawrence Nixon always wanted to change the world. He had a nice voice and wrote nice songs but he and his alternative rock band, Hotstop, never quite made it big. Well, that was the case until that night and that song and that note. When the band got its big break, Larry knew he had to blow away the crowd. What he didn't realize was that his vocal abilities would erupt on stage during his final song, Yellow Trouble! No one was seriously injured, fortunately, and he woke up in Vancouver's [insert evil Four Facility here] the next morning recovering from a massive headache. [insert vivisection attempt, eufiber bonding experiments, escape by merely asking the guards to let him go because his abilities were underestimated]
OR
After a violent encounter with an obsessed nova fan [calling herself Yellow Trouble] who almost crushed his throat then threw him off a building, Larry's sonic abilities erupted, mostly breaking his fall. Now called Larynx, he's has gone to great lengths to acquire and master eufiber for extra protection.
Abilities:
Superhuman vocal chords allow him to generate destructive or subtle sound waves, giving him the ability to damage objects or people, and disorient, charm, or calm others. He can manipulate his eufiber suit in various ways, from patagia for gliding or tendrils for manipulating objects to serving as armour.
Description:
6'1"
Brown skin, brown eyes, black hair.
Fit. Good looking.
Canadian. Parents and two sisters live in Vancouver.
Usually quiet, polite, and friendly.
Goals:
Make the world a better place while selling more records.
Flaws:
Despite a genuine desire to make the world a better place, there is a drive in Larynx for recognition and respect for what he's doing. He has been known to be openly jealous of others who are more famous or more lauded or more powerful than he is. Larynx also tries to seem in control of the situations he's in... even when he's in way over his head.
Last edited October 7, 2021 10:28 pm
Oct 8, 2021 2:35 am
Here’s a brief summary of all the characters so far. All of this is obviously still subject to change as people tweak and fix characters. I included stats about powers and attributes to provide a sense of what we all can do, and what the team’s strengths and weaknesses might be. If I’m missing info about your character or I got something wrong, please let me know and I’ll update the summary.
annex
Real Name: Larry Nixon
Nova Name: Larynx
Age: 35
Gender: Male
Quantum/Taint: 3/0
Mega-Attributes: Mega-Dexterity 1, Mega-Manipulation 1, Mega-Charisma 1
Enhancements: Accuracy, Soothe, The Voice
Powers: Disorient 1, Quantum Bolt 2, Sensory Shield 1
Aberrations: None
Top Abilities: Command, Perform, Endurance, Resistance
Backgrounds: Attunement 1, Node 2, Influence 1, Resources 1, Eufiber 2
PhoenixScientist
Real Name: Jack Neon
Nova Name: Comet
Age: ?
Gender: Male
Quantum/Taint: 3/2
Mega-Attributes: Mega-Dexterity 1
Enhancements: Accuracy
Powers: Armor 2, Claws 1, Flight 2, Premonition 1, Quantum Bolt 3
Aberrations: Fur/Feathers
Top Abilities: Athletics, Martial Arts, Endurance, Resistance
Backgrounds: Cipher 1, Node 3, Resources 1
witchdoctor
Real Name: ?
Nova Name: The Terrapin
Age: ?
Gender: ?
Quantum/Taint: 3/3
Mega-Attributes: Mega-Intelligence 2
Enhancements: Analyze Weakness, Mental Prodigy (Tactics)
Powers: ESP 1, Flight 1, Force Field, 1, Psychic Shield 1, Telekinesis 3
Aberrations: None
Top Abilities: Brawl, Stealth, Interrogation, Intimidation
Backgrounds: Contacts 1, Node 4, Resources 2
Jomsviking
Real Name: "T"
Nova Name: Tarathustra
Age: 12
Gender: Male
Quantum/Taint: 4/1
Mega-Attributes: Mega-Strength 2, Mega-Stamina 2, Mega-Dexterity 1, Mega-Wits 1
Enhancements: ?
Powers: Armor 3, Flight 2, Quantum Bolt 4
Aberrations: ?
Top Abilities: Awareness, Martial Arts, Athletics, Might, Resistance, Endurance
Backgrounds: Mentor 5, Node 4, Eufiber 1, Attunement 1
Gnome_Chomsky
Real Name: Anders Dvořák
Nova Name: The Horror
Age: 30
Gender: Male
Quantum/Taint: 3/8
Mega-Attributes: Mega-Ugliness 4, Mega-Strength 3
Enhancements: Revolting, Mr. Nobody, Quantum Leap
Powers: Armor 3
Aberrations: Sheer Hideousness, Disturbing Voice, Twisted Limbs
Top Abilities: Weave, Brawl, Interrogation, Intimidation
Backgrounds: Eufiber 5, Node 2
annex
Real Name: Larry Nixon
Nova Name: Larynx
Age: 35
Gender: Male
Quantum/Taint: 3/0
Mega-Attributes: Mega-Dexterity 1, Mega-Manipulation 1, Mega-Charisma 1
Enhancements: Accuracy, Soothe, The Voice
Powers: Disorient 1, Quantum Bolt 2, Sensory Shield 1
Aberrations: None
Top Abilities: Command, Perform, Endurance, Resistance
Backgrounds: Attunement 1, Node 2, Influence 1, Resources 1, Eufiber 2
PhoenixScientist
Real Name: Jack Neon
Nova Name: Comet
Age: ?
Gender: Male
Quantum/Taint: 3/2
Mega-Attributes: Mega-Dexterity 1
Enhancements: Accuracy
Powers: Armor 2, Claws 1, Flight 2, Premonition 1, Quantum Bolt 3
Aberrations: Fur/Feathers
Top Abilities: Athletics, Martial Arts, Endurance, Resistance
Backgrounds: Cipher 1, Node 3, Resources 1
witchdoctor
Real Name: ?
Nova Name: The Terrapin
Age: ?
Gender: ?
Quantum/Taint: 3/3
Mega-Attributes: Mega-Intelligence 2
Enhancements: Analyze Weakness, Mental Prodigy (Tactics)
Powers: ESP 1, Flight 1, Force Field, 1, Psychic Shield 1, Telekinesis 3
Aberrations: None
Top Abilities: Brawl, Stealth, Interrogation, Intimidation
Backgrounds: Contacts 1, Node 4, Resources 2
Jomsviking
Real Name: "T"
Nova Name: Tarathustra
Age: 12
Gender: Male
Quantum/Taint: 4/1
Mega-Attributes: Mega-Strength 2, Mega-Stamina 2, Mega-Dexterity 1, Mega-Wits 1
Enhancements: ?
Powers: Armor 3, Flight 2, Quantum Bolt 4
Aberrations: ?
Top Abilities: Awareness, Martial Arts, Athletics, Might, Resistance, Endurance
Backgrounds: Mentor 5, Node 4, Eufiber 1, Attunement 1
Gnome_Chomsky
Real Name: Anders Dvořák
Nova Name: The Horror
Age: 30
Gender: Male
Quantum/Taint: 3/8
Mega-Attributes: Mega-Ugliness 4, Mega-Strength 3
Enhancements: Revolting, Mr. Nobody, Quantum Leap
Powers: Armor 3
Aberrations: Sheer Hideousness, Disturbing Voice, Twisted Limbs
Top Abilities: Weave, Brawl, Interrogation, Intimidation
Backgrounds: Eufiber 5, Node 2
Last edited October 8, 2021 6:20 am
Oct 8, 2021 3:06 am
Your compilation looks right for me, Noam. I mean... Gnome.
Larynx is the prettiest and the pretty weakest of this bunch. :P
Larynx is the prettiest and the pretty weakest of this bunch. :P
Oct 8, 2021 4:38 am
annex says:
Your compilation looks right for me, Noam. I mean... Gnome.Larynx is the prettiest and the pretty weakest of this bunch. :P
Oct 8, 2021 6:06 am
Thinking of taking Accuracy?
Accuracy
Enhancements that characters with Mega-Dexter-
ity may learn or purchase include:
Some Mega-Dexterous novas have an uncanny abil-
ity 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 who’s seen them in combat can’t 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 fe-
rocity, not precise aim).
This enhancement stays active For a single attack
(hit or miss).
[ +- ] accuracy
Accuracy
Enhancements that characters with Mega-Dexter-
ity may learn or purchase include:
Some Mega-Dexterous novas have an uncanny abil-
ity 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 who’s seen them in combat can’t 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 fe-
rocity, not precise aim).
This enhancement stays active For a single attack
(hit or miss).
Oct 8, 2021 6:13 am
Probably the best fit from the Mega-Dex Enhancements for Comet since he has QBlast
Oct 8, 2021 8:19 am
BedzoneII says:
Bulging Muscles, Glow, Hardened Skin, Vestigial Tail, Permanent Power
These are aberrations. They don't have dots. I'm fine if you select these, but this means your character is nothing like a young boy in terms of apperance or social effect on others. Quite the opposite in fact, as this character appears bestial in nature and will continuallly damage his environment. If we go down this route, we might have an interesting, if not complicated, RPing situation from the very first post. In your case, I might recommend you go for less Taint, or buy points in Dormancy if you intend to 'hide' your character's bestial nature in the guise of a 13 year old boy.
Oct 8, 2021 1:17 pm
Thanks again everyone for helping to clarify the difference between bonus points, nova points and experience points. Special thanks to Gnome for the summary sheet!
Witchdoctor, The Super Sept are closest to The Boys' version, well-loved and well-regarded in general, although people have witnessed their wrongdoings or them crossing the line, but for some reason people accept their harsh methods are necessary, or these events aren't reported because either the witnesses don't speak up, or the media never covers it, or some other more sinister reason.
Phoenix, looks good! In fact, don't forget to take 2 more dots for Backgrounds, you only used 5 dots so far. Yes, Accuracy is useful for your MegaDex!
Jomsviking, glad you like it, need help with streamlining your chracter sheet? Just holler. If you can get to tweaking, we can start.
In any case, everyone, I am aiming for a first post this weekend.
Witchdoctor, The Super Sept are closest to The Boys' version, well-loved and well-regarded in general, although people have witnessed their wrongdoings or them crossing the line, but for some reason people accept their harsh methods are necessary, or these events aren't reported because either the witnesses don't speak up, or the media never covers it, or some other more sinister reason.
Phoenix, looks good! In fact, don't forget to take 2 more dots for Backgrounds, you only used 5 dots so far. Yes, Accuracy is useful for your MegaDex!
Jomsviking, glad you like it, need help with streamlining your chracter sheet? Just holler. If you can get to tweaking, we can start.
In any case, everyone, I am aiming for a first post this weekend.
Oct 8, 2021 2:44 pm
BedzoneII says:
In any case, everyone, I am aiming for a first post this weekend.
Oct 8, 2021 3:15 pm
Yup, I'm digging into your backstory next, I like it, will probably tweak bits of your pre-plot, but I like the spin!
Oct 8, 2021 6:02 pm
I don't really know what to do for the other two backgrounds...Maybe Cypher and ?something else?
I considered Huge Size asset?
I considered Huge Size asset?
Oct 11, 2021 1:17 am
Ok I think my math has mathed.
But I'm bad at math so someone should double check it.
But I'm bad at math so someone should double check it.
Oct 11, 2021 2:23 pm
NP: 28
BP: 15+7
QP: 30/30
Taint: 8
Quantum: ?
ATTRIBUTES
Strength 5 [Might 3]
Dexterity 5 [Martial Arts 4]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 5]
Intelligence 3 []
Wits 4 [Biz 1]
Appearance 3 []
Manipulation 1 []
Charisma 5 [Leadership 3]
You've only spent 19 of your 23 free Ability dots, you can have another 4 more dots, but none of them can be higher than 3 dots
(3 NP Spent for 9 additional Attribute points) You get 24 free Atribute dots. I see 12 additional Attribute dots above, which means you need to spend 4np.
(4 NP Spent for 24 Ability Dots) You only need to spend 1np for the 6 extra Ability dots you've added
Backgrounds You get 7 free dots on these
Mentor 5 5bp free
Attunement 1 1bp free
Eufiber 1 1bp free
Node 4 8bp This only costs 4bp
Up to here, you've spent 7bp so far, leaving you 15bp. I assume you spend another 14bp on 2 dots of Quantum. At this point your Quantum is 3, Willpower is 1.
Quantum 1np (5) I assume you mean you're buying 1 Quantum for 5np?
Bulging Muscles 2(Arms and legs are unnaturally beefy for his frame. His skeletal muscles are toned and lithe in spite of this he looks like he's trained at the pinnacle of fighting though he can't be more than 13.)
Glow 1(His Tail and Pupils Glow with Golden Light, they are very hot to the touch)
Hardened Skin 2(Its dense like metal, his bones are too)
Vestigial Tail 2(Its brindle striped and wrapped around his waist like a belt, doesn't look like it moves)
Permanent Power 1(Quantum Bolt which he keeps charging in his vestigial tail.)
Armor 3(6np)
Flight 2(2np+1 taint)
Quantum Bolt 4(8np) this costs 12np
MEGA ATTRIBUTES
Mega-Strength 2(3np+1 Taint)
Mega-Stamina 2(3np+1 Taint)
Mega-Dexterity 2(3np+1 Taint)
Mega-Perception 1(2np +1 Taint)
Up to this point, it looks like you have spent 40np on Powers, Megas, Attributes, Abilities and Quantum which is too much. Still gotta redistribute a bit more.
Background-wise, I've enjoy much of the detail that you've provided. Two big issues I cannot yet rationalise though. If T is a high aberration, high taint individual, it is unlikely he has such a good relationship with his environment and the people around him as described. (Remember the game mechanics impose negative social modifiers). Or put some dots into Allies or Contacts. Also if you're going to say he's got some money or a business going, then I'll need some dots in Resources. The second is a hard no on the permanent power aberration on Quantum Bolt, that's akin to Johnny Storm having his fire permanently on, burning everything in his path. A permanent Q Bolt seems to me like a constant death ray killing and damaging everyone around him. (Which I do like a lot as an idea, but seems unplayable as a character), as opposed to a permanent power like the Thing.
BP: 15+7
QP: 30/30
Taint: 8
Quantum: ?
ATTRIBUTES
Strength 5 [Might 3]
Dexterity 5 [Martial Arts 4]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 5]
Intelligence 3 []
Wits 4 [Biz 1]
Appearance 3 []
Manipulation 1 []
Charisma 5 [Leadership 3]
You've only spent 19 of your 23 free Ability dots, you can have another 4 more dots, but none of them can be higher than 3 dots
(3 NP Spent for 9 additional Attribute points) You get 24 free Atribute dots. I see 12 additional Attribute dots above, which means you need to spend 4np.
(4 NP Spent for 24 Ability Dots) You only need to spend 1np for the 6 extra Ability dots you've added
Backgrounds You get 7 free dots on these
Mentor 5 5bp free
Attunement 1 1bp free
Eufiber 1 1bp free
Node 4 8bp This only costs 4bp
Up to here, you've spent 7bp so far, leaving you 15bp. I assume you spend another 14bp on 2 dots of Quantum. At this point your Quantum is 3, Willpower is 1.
Quantum 1np (5) I assume you mean you're buying 1 Quantum for 5np?
Bulging Muscles 2(Arms and legs are unnaturally beefy for his frame. His skeletal muscles are toned and lithe in spite of this he looks like he's trained at the pinnacle of fighting though he can't be more than 13.)
Glow 1(His Tail and Pupils Glow with Golden Light, they are very hot to the touch)
Hardened Skin 2(Its dense like metal, his bones are too)
Vestigial Tail 2(Its brindle striped and wrapped around his waist like a belt, doesn't look like it moves)
Permanent Power 1(Quantum Bolt which he keeps charging in his vestigial tail.)
Armor 3(6np)
Flight 2(2np+1 taint)
Quantum Bolt 4(8np) this costs 12np
MEGA ATTRIBUTES
Mega-Strength 2(3np+1 Taint)
Mega-Stamina 2(3np+1 Taint)
Mega-Dexterity 2(3np+1 Taint)
Mega-Perception 1(2np +1 Taint)
Up to this point, it looks like you have spent 40np on Powers, Megas, Attributes, Abilities and Quantum which is too much. Still gotta redistribute a bit more.
Background-wise, I've enjoy much of the detail that you've provided. Two big issues I cannot yet rationalise though. If T is a high aberration, high taint individual, it is unlikely he has such a good relationship with his environment and the people around him as described. (Remember the game mechanics impose negative social modifiers). Or put some dots into Allies or Contacts. Also if you're going to say he's got some money or a business going, then I'll need some dots in Resources. The second is a hard no on the permanent power aberration on Quantum Bolt, that's akin to Johnny Storm having his fire permanently on, burning everything in his path. A permanent Q Bolt seems to me like a constant death ray killing and damaging everyone around him. (Which I do like a lot as an idea, but seems unplayable as a character), as opposed to a permanent power like the Thing.
Oct 11, 2021 2:27 pm
For the rest, if you're closer to rounding off the rough edges on your character, go ahead and create a sheet and submit it. Backstory-wise, apart from who your character is and what they are currently doing, I'll need a bit on how they came about their powers, if you don't have that already.
And, same advice as what I was describing for Jomsviking above. Don't forget to include some Backgrounds related to Allies, Contacts, Resources or even Backing, if your character is remotely affliated to anything.
And, same advice as what I was describing for Jomsviking above. Don't forget to include some Backgrounds related to Allies, Contacts, Resources or even Backing, if your character is remotely affliated to anything.
Oct 11, 2021 2:43 pm
Very nice Annex, this is exactly what I was thinking.
Oh Wtichdoctor, I forgot to mention this, just to confirm, you've taken Enemy 5, which means Terrapin's enemy is literally the most powerful super(s) in the world.
You guys are giving me tons of material to work with! :D :D
Oh Wtichdoctor, I forgot to mention this, just to confirm, you've taken Enemy 5, which means Terrapin's enemy is literally the most powerful super(s) in the world.
You guys are giving me tons of material to work with! :D :D
Oct 11, 2021 8:15 pm
Don't know why, but Gamers Plane isn't giving me the option to submit my character to the game. It just says that I have no characters to submit.
Oct 11, 2021 8:28 pm
Did you build yours as a Custom or as a WoD character? I applied using the WoD template with my real stats in the Notes.
Oct 11, 2021 9:22 pm
BedzoneII says:
Oh Wtichdoctor, I forgot to mention this, just to confirm, you've taken Enemy 5, which means Terrapin's enemy is literally the most powerful super(s) in the world.
You guys are giving me tons of material to work with! :D :D
I had imagined it as a group that was approximately as power as Terrapin (3 pts) that wanted him dead (2 pts) for a total of five points. If I misunderstood, I'll still take the Flaw as is. 'Go Big or Go Home' as the saying goes :D
Oct 11, 2021 9:47 pm
PhoenixScientist says:
That would be confusing for me considering every stat is different.Oct 12, 2021 12:19 am
The Custom sheet keeps the formatting but the WoD Notes section doesn't? OK. I was just using text, not html in mine.
Oct 12, 2021 1:05 am
Wow I'm glad I have more to work with. Yes I think that T will be allied with his neighborhood. And I'll get revisions up soon
Oct 12, 2021 1:12 am
annex says:
Constant death ray, you say...Oct 12, 2021 1:13 am
witchdoctor says:
I had imagined it as a group that was approximately as power as Terrapin (3 pts) that wanted him dead (2 pts) for a total of five points. If I misunderstood, I'll still take the Flaw as is. 'Go Big or Go Home' as the saying goes :DOct 12, 2021 2:19 am
annex says:
We have our nemeses! Our insanely powerful nemeses...Oct 12, 2021 2:54 am
I think my enemy should be Gloam, or maybe a rival that blames me for something.
Also should I take contacts?
Also should I take contacts?
Oct 12, 2021 5:03 am
In case anyone is interested, I found a nifty index of Aberrant source material.
https://i.4pcdn.org/tg/1534768758253.pdf
https://i.4pcdn.org/tg/1534768758253.pdf
Last edited October 12, 2021 5:05 am
Oct 12, 2021 6:03 am
That's a really handy guide! I'd forgotten about the various Mega Attribute splat books... primarily because they're a bit OP and unsettling.
Sanctum might be a good fit for Terrapin's "Murder Mountain" lair. I might have to shuffle some background points around for that one!
Sanctum might be a good fit for Terrapin's "Murder Mountain" lair. I might have to shuffle some background points around for that one!
Oct 12, 2021 8:32 am
BedzoneII says:
FYI everyone, the key supplements for each of the three big archetypes of superhero characters are The New Flesh, Brainwaves, and Forceful Personalities. But be forewarned this goes down the rabbithole of increasing complexity as splat books often do, and the has the potential to make game-breaking combos. Still, it's an enjoyable read.
Oct 12, 2021 10:39 am
PhoenixScientist says:
I think my enemy should be Gloam, or maybe a rival that blames me for something. Also should I take contacts?If anything, Warp (or his associates) might be the enemy instead, possibly because Comet 'stole' some of his powers? There's a sub-plot here somewhere ...
Oct 13, 2021 9:06 pm
Alright. I took contacts 2, one of the main ones I think should be Gloam/Mrs. Caroline Withers, who personally is more well connected than 2 points of contacts would buy. But it more represents how far she would go to help Jack Neon.
The other connection I have no idea yet.
Though Warp is dead, I like the idea of someone looking for revenge being my enemy?
.
After that. I think I'm ready?
The other connection I have no idea yet.
Though Warp is dead, I like the idea of someone looking for revenge being my enemy?
.
After that. I think I'm ready?
Last edited October 13, 2021 9:07 pm
Oct 13, 2021 9:12 pm
I just have a bit of detail clean-up to do before I slog into translating Terrapin into Gnome's formatted sheet. Beyond that, I think I'm good to go as well.
Oct 14, 2021 9:13 am
Looking forward to that witchdoctor.
For annex, gnome and phoenix, I've accepted your characters already.
Phoenix, leave it to me ;) , lemme set up an enemy connected to Warp in some way, using your revenge idea.
For annex, gnome and phoenix, I've accepted your characters already.
Phoenix, leave it to me ;) , lemme set up an enemy connected to Warp in some way, using your revenge idea.
Oct 14, 2021 12:37 pm
Which origin should I go with: erupting while performing in public or erupting in private while being attacked by obsessed fan?
Oct 14, 2021 1:08 pm
I love the eruption on stage! If you're equally open to both, let's go with that!
Oct 14, 2021 2:10 pm
Let's go with both! He erupted on stage and was later attacked by an obsessed Nova fan. What about the 'experimented on by the Evil Four' part? I can forgo the obsessed fan for Reed Richards: Vivisector.
Oct 14, 2021 7:14 pm
BedzoneII, does the Mr. Nobody enhancement compensate for my aberrations, such as Sheer Hideousness? I don’t have any aberrations that make me overtly inhuman, but I was still wondering.
Oct 14, 2021 8:46 pm
Just wondering. How do we know eachother? Anyone possibly run with, or into, organised crime.
I could see a few options. Larnyx may have played at locations Jack Neon worked. Or maybe needed a safehouse and Jack did the setup?
That works for anyone actually, I could see all of you needing to find a secure place out of the way of the law.
I see a security for Gloam/Mrs. C. Withers doing whatever she needed at the moment, so he certanly could have come across any of you while he was in employ of theLavender Throne.
I could see a few options. Larnyx may have played at locations Jack Neon worked. Or maybe needed a safehouse and Jack did the setup?
That works for anyone actually, I could see all of you needing to find a secure place out of the way of the law.
I see a security for Gloam/Mrs. C. Withers doing whatever she needed at the moment, so he certanly could have come across any of you while he was in employ of theLavender Throne.
Oct 14, 2021 9:06 pm
I think we might all have need of a safe house, too. Seems like the easiest way to get the band together. Let's go with Larynx having sung for the nefarious types, so he's known to Comet and vice versa.
Oct 15, 2021 12:53 am
I could shuffle around a few points and take Sanctum and we could work out of Terrapin's 'Murder Mountain' abandoned amusement park.
Oct 15, 2021 2:03 am
Gnome_Chomsky says:
BedzoneII, does the Mr. Nobody enhancement compensate for my aberrations, such as Sheer Hideousness? I don’t have any aberrations that make me overtly inhuman, but I was still wondering.Your Mega-Appearance is high enough for Mr Nobody to mask 5 Taint. This means your Taint and its accompanying aberrations will still peek through, but it's not as bad as when the Nobody mask drops. In fact, you'll have to use a quantum point constantly to keep up the Mr Nobody, otherwise everyone's gonna feel that 4 dot Mega-Ugliness and 8 Taint in a sanity-crushing way, all the time. (It's a bit like the problem Jomsviking's permanent QBolt suffers from).
Consider shifting some points into Dormancy? You'll need it to 'power down' the Mega-Ugliness so that you can have a regular life.
Btw, you should still get your 1 freebie dot in Appearance anyway at chargen, so go ahead and put that in.
Oct 15, 2021 2:08 am
I'm ok with the common safehouse idea, but if so, I'd like everyone who wants to use the safehouse from the very beginning to put in (at least) 1 dot in Sanctum. Borrowing an idea from other WOD games, if you do, then I'll treat the Sanctum rating as a total of all the dots invested.
Alternatively, only Terrapin has the Sanctum, but in the course of play y'all get invited to hang out at Murder Mountain.
Regarding whether your PCs know each other, I'll be starting everyone off in solo threads first, to work out any kinks, and then merge threads based on how you know each other. Or if some of you are complete strangers, then there'll be a plot moment for you to encounter each other.
Alternatively, only Terrapin has the Sanctum, but in the course of play y'all get invited to hang out at Murder Mountain.
Regarding whether your PCs know each other, I'll be starting everyone off in solo threads first, to work out any kinks, and then merge threads based on how you know each other. Or if some of you are complete strangers, then there'll be a plot moment for you to encounter each other.
Oct 15, 2021 2:14 am
BedzoneII says:
Btw, you should still get your 1 freebie dot in Appearance anyway at chargen, so go ahead and put that in.Is there anything special that we should do for equipment?
Last edited October 15, 2021 2:22 am
Oct 15, 2021 2:57 am
'Murder Mountain' park is part of my backstory so I'll drop the points on it. We'll just maneuver everyone to operate from there if that's what they want.
Honestly, just having someone sanity-rendingly ugly running around in a black cloak on the park grounds would be enough to get The Horror an invite. Now all he needs is a creepy, yet goofy, laugh and chase meddling kids around the park...
Honestly, just having someone sanity-rendingly ugly running around in a black cloak on the park grounds would be enough to get The Horror an invite. Now all he needs is a creepy, yet goofy, laugh and chase meddling kids around the park...
Last edited October 15, 2021 3:00 am
Oct 15, 2021 3:18 am
Gnome_Chomsky says:
BedzoneII says:
Btw, you should still get your 1 freebie dot in Appearance anyway at chargen, so go ahead and put that in.Is there anything special that we should do for equipment?
Don't think we need anything by way of equipment, unless your character is built around a Batman-style build. Let's treat your Resources dots as a means to explain your possible access to both quantity as well as tech-levels of equipment. Not likely to role-play needing to go to a gun shop to buy weapons, unless you're the Punisher.
Oct 15, 2021 3:24 am
Gnome, have a look at p73+/- of Forceful Personalities (link in our Rules thread). I intend to be thinking about and maybe applying some of the rules here to give your character the fun it deserves.
Oct 15, 2021 3:24 am
witchdoctor says:
'Murder Mountain' park is part of my backstory so I'll drop the points on it. We'll just maneuver everyone to operate from there if that's what they want.Quote:
Honestly, just having someone sanity-rendingly ugly running around in a black cloak on the park grounds would be enough to get The Horror an invite. Now all he needs is a creepy, yet goofy, laugh and chase meddling kids around the park...Last edited October 15, 2021 3:57 am
Oct 15, 2021 5:13 am
annex says:
witchdoctor says:
'Murder Mountain' park is part of my backstory so I'll drop the points on it. We'll just maneuver everyone to operate from there if that's what they want.Quote:
Honestly, just having someone sanity-rendingly ugly running around in a black cloak on the park grounds would be enough to get The Horror an invite. Now all he needs is a creepy, yet goofy, laugh and chase meddling kids around the park...I don't know what to do with this information.
Except maybe.... stat it out... ?
Last edited October 15, 2021 5:16 am
Oct 17, 2021 6:47 am
MEGA ATTRIBUTES
Mega-Strength (3np+1 Taint)
Mega-Stamina (3np+1 Taint)
Mega-Dexterity (3np+1 Taint)
Mega-Perception (2np +1 Taint)
ATTRIBUTES
Strength 5 [Might 3]
Dexterity 5 [Martial Arts 4]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 5]
Intelligence 3 []
Wits 4 [Biz 1]
Appearance 3 []
Manipulation 1 []
Charisma 5 [Leadership 3]
(4 NP Spent for 9 Attribute points)
(1 NP Spent for Ability Dots)
Backgrounds
Mentor (5)
Attunement (1)
Eufiber (2)
Node (4)
Allies (4) He's got a cult of followers that practice different forms of occult magic, they shelter him
Connections (1) He has Houngan of Vodou who is his friend and business associate.
Resources (1) He's just starting out.
Follower (5) Sigrdrifa, his TARDIS.
Armor 3
Flight 2np+1 taint
Quantum Bolt 2
So how am I looking on points here?
Mega-Strength (3np+1 Taint)
Mega-Stamina (3np+1 Taint)
Mega-Dexterity (3np+1 Taint)
Mega-Perception (2np +1 Taint)
ATTRIBUTES
Strength 5 [Might 3]
Dexterity 5 [Martial Arts 4]
Stamina 5 [Endurance 4, Resistance 5]
Perception 5 [Awareness 5]
Intelligence 3 []
Wits 4 [Biz 1]
Appearance 3 []
Manipulation 1 []
Charisma 5 [Leadership 3]
(4 NP Spent for 9 Attribute points)
(1 NP Spent for Ability Dots)
Backgrounds
Mentor (5)
Attunement (1)
Eufiber (2)
Node (4)
Allies (4) He's got a cult of followers that practice different forms of occult magic, they shelter him
Connections (1) He has Houngan of Vodou who is his friend and business associate.
Resources (1) He's just starting out.
Follower (5) Sigrdrifa, his TARDIS.
Armor 3
Flight 2np+1 taint
Quantum Bolt 2
So how am I looking on points here?
Oct 18, 2021 5:05 am
Don't forget endurance and resistance 3 is free
Also why is megaperception 2np with taint where all others are 3
Also why is megaperception 2np with taint where all others are 3
Oct 18, 2021 2:39 pm
Witchdoctor, I've also accepted your character sheet.
Gnome, could I have some backstory so that I can have something to work on for your opening thread?
Thanks for your patience everyone, I believe I'm good to go for Larynx, Comet, Terrapin and the Horror (pending backstory). I'll start us off with solo threads.
Jomsviking, I'm gonna start the others off while we continue to complete your sheet. You can spend some more for Abilities, you're still a bit overspent on nova points, and also bonus points, especially with all your newly added backgrounds. You need to put back some of the aberrations due to your Taint, and I need to know what your Quantum and Willpower are.
Gnome, could I have some backstory so that I can have something to work on for your opening thread?
Thanks for your patience everyone, I believe I'm good to go for Larynx, Comet, Terrapin and the Horror (pending backstory). I'll start us off with solo threads.
Jomsviking, I'm gonna start the others off while we continue to complete your sheet. You can spend some more for Abilities, you're still a bit overspent on nova points, and also bonus points, especially with all your newly added backgrounds. You need to put back some of the aberrations due to your Taint, and I need to know what your Quantum and Willpower are.
Oct 18, 2021 10:15 pm
I see about posting something for tomorrow.
Just to clarify, are we playing heroes/vigilantes? And is it safe to assume that we’re fighting against the main supers league and/or power registration act?
Just to clarify, are we playing heroes/vigilantes? And is it safe to assume that we’re fighting against the main supers league and/or power registration act?
Oct 19, 2021 7:56 am
I'm preapred to leave it open. A easy default would be the main supers typically want to clamp down on unregistered supers like yourselves, and you'll have to band together and/or find other (undercover/long lost/presumed dead) allies. Or another could be you are aligned with them and likely registered, but you increasingly find their actions questionable and want to expose them / break away from them. Also, it is likely that they'll want to hunt down high Taint or high powered supers, for their own 'secret lab' purposes. Or you could work your way towards taking them down and ultimately replacing them.
That's the story setting you'll be playing in, but player agency is entirely yours.
That's the story setting you'll be playing in, but player agency is entirely yours.
Oct 19, 2021 4:07 pm
I think the best way to get my guy into Murderous Mount is to have him on the run from corrupt authorities. Larynx has probably been done wrong by The Evil Four and is in hiding with the tainted.
Oct 19, 2021 4:56 pm
I'd like to go with resisting the main supers.
Anyone want to volunteer to be the person who found my character and brought him out of isolation? Maybe convinced him to join the fight.
Anyone want to volunteer to be the person who found my character and brought him out of isolation? Maybe convinced him to join the fight.
Oct 19, 2021 5:25 pm
Larynx has got the soothing voice and general manipulation... but would The Horror listen to a normal-looking person?
Oct 19, 2021 6:30 pm
𝙹.𝙰.𝙽.𝚄.𝚂. 𝙰𝚛𝚌𝚑𝚒𝚟𝚊𝚕 𝙵𝚘𝚘𝚝𝚊𝚐𝚎 𝙹𝟸𝟷𝟻-𝟺𝚊𝟸
Subject: Anders Dvořák (Codename: "The Horror"), Assessment Interview
Interview Date: 11.22.2015
Location: ████████
Interviewer: Dr. Adam Kettering
The recording opens with a black screen displaying the file number of the interview in blocky white characters, along with the following warning: Sigma Nine Clearance Required. Video presents threat of psychological impairment. Do not view without proper authorization.
The screen then changes to show a dimly lit room with no apparent furnishings other than a metal table, behind which is a bare wall. Seated at the table is a cloaked figure. The subject's head is tilted down, and a large hood obscures his face. His hands are gloved and resting on the table's surface. Not an inch of the subject's skin is visible.
The view shifts abruptly for a few seconds as someone off-screen adjusts the recording device. The interviewer, Dr. Kettering, is not seen in the video. He speaks from somewhere behind the camera. Dr. K's first few words are muffled by the sounds of his chair as he sits.
DR.K - … the first thing you remember, Mr. Dvořák?
AD – My earliest memory? (The subject speaks with a thick slavic accent. His voice is highly distorted; it has a much deeper register than is possible for human vocal chords.)
DR.K – (Nervously clears his throat) ...of your eruption, yes.
AD – At the time I became nova — what you call "eruption" — I was living in Harrachov. It a small town in the north, near border with Poland. Maybe two hours from Prague by automobile. It is nice place. Simple and quiet. I grew up there. Have you ever been to my country?
DR.K – The Czech Republic? No, I'm sorry to say that I have not. I've heard good things.
AD – You should see it one day. My hometown is at foot of the Sudetes Mountains. In the spring, the hills and forests turn a lusher green than anything you could imagine. The countryside fill with wild flowers and deer and birds singing. The Mumlava River fattens with snow melt and rocky steps make waterfalls as you walk the banks. In autumn, trees become so orange and red that the land looks on fire. It is...
DR.K - Were you going to say "beautiful"?
AD - Some might say that.
DR.K - It sounds lovely. (Sound of shuffling pages.) Now you said you were in Harrachov, your hometown, when you erupted. This was 1989?
AD - Máte pravdu.
DR.K - English, please.
AD - I said you are correct. It was year of Velvet Revolution. My country not yet independent. We were still part of Czechoslovakia, but things were changing. The Soviet Union get weaker every day. All the time, citizens protest against rule of Communist Party. Politicians embrace perestroika. East Germans travel to Prague to get around Berlin Wall, and no one stopping them. It was exciting time to be alive. I was a young man going to university. I was... full of ideas and very political. I participate in peaceful student demonstrations at Prague and Bratislava. Doing my part to change the world, or so I believed.
DR.K - And what specific situation do you think triggered your eruption?
AD - What made me the monster I am? That is what you want to know, doctor?
DR.K - That's... not how I would have phrased it.
AD - Violence.
DR.K - Pardon me?
AD - You heard me. It was violence that caused me to "erupt," as you say.
DR.K - I must confess that my knowledge of Czech history is limited, but wasn't the Velvet Revolution a non-violent transition of power?
AD - There was no physical violence. That is true... for the most part. The Communist Party of Czechoslovakia did not shoot us with bullets, but they had their novas. Novas that could crush our spirit of dissent and change our minds with honeyed words. When someone forces their will on yours, is that not a kind of violence? The Party disbanded entire crowds of protesters with tools like telepathy and superhuman charisma. But as they watched the governments of the Warsaw Pact fall, one after another, the Party leaders grew more desperate.
AD - (Subject sighs.) I worked at factory that made aircraft parts. Czechoslovakia was major supplier of high quality parts for other socialist countries. The company decided to go on strike as workers insisted the Communist Party be removed from ruling position in the country’s Constitution. Government pretend to be sympathetic to our demands, so they do not send soldiers. They send negotiator, instead. But this negotiator is a nova. A flawless looking person with an angelic face that begged to be trusted. He come in and give speech; the most persuasive speech a human could make. His words are too perfect for a baseline human to stand any chance of saying 'no'. Most of us are quickly swayed, but a few strong-willed workers hold out and resist. I am one of them. With the strong-willed ones, the nova resorts to psychically dominating our minds. As the nova batters down my willpower with his thoughts, something happens. I fight and fight as he grind away my mental strength, and I start to feel sharp pain in forehead.
DR.K - At the location of the MR-node?
AD - (Subject uses his left index finger to point directly at the center of his forehead.) Yes, it was my node, but I not understand that at the time. Headache get worse and worse. I heard that resisting mind powers too hard can cause brain hemorrhage, so I think I am dying. Pain is almost unbearable, but it just my node roaring to life. Being awashed in that nova's quantum energy triggered my own eruption. It turn out that I was latent nova, and all I needed was exposure to a quantum source to complete the transformation. In this case, the quantum source was an active MR-node.
DR.K - And then what happened?
AD - (Contemplative silence. Subject responds after a minute long pause.) I changed. I not know anything happen until the pain stopped. My eyes are closed but I hear... screams. The most primal, blood-curdling screams that you ever imagine a human making. I hear that sound many times over, from a hundred people at once. I open my eyes and see the nova standing in front of me, but he is... gouging out his own eyes with his thumbs. I still remember his eyeballs bursting; the blood and macula pouring down his cheeks. I look around and the other workers... they are facing me and also screaming. Some are blinding themselves with their own fingers or tools. Others have fainted or started vomiting uncontrollably. A few are even committing suicide: they slash their own throats with utility knives or shove their heads into industrial machinery. In less than a minute, everyone in the factory is self-blinded, dead, or traumatized to brink of insanity. Except for me. I am surrounded by blood and screams... I not realize I was the reason until it all over. But you already know all this.
DR.K - Why do you think that?
AD - Please, doctor. I do not doubt you already aware of my history. You knew my birth name. Your field agents knew enough to capture me without using direct visual contact. Czech government and European Union are sharing information with J.A.N.U.S., I suspect.
DR.K - It's true that we try to thoroughly research our targets before acquisition. I did read the file about the massacre at the Aero Vodochody factory in August, 1989. You erupted more than thirty years ago, yet shortly after this incident, you vanished for the better part of three decades. Had you been hiding all this time?
AD - After factory, I ran home. I cover my face with jacket and try to get to my house. I was scared and did not understand what was happening. My parents were waiting when I arrived.
DR.K - And they also... saw your face?
AD - (Subjects nods slowly.)
DR.K - What became of them?
AD - They did not fare any better than my coworkers.
DR.K - I'm so very sorry.
AD - (Subject shrugs.) It was long time ago. But when I saw what I did to my mother and father, I fled to the forest and stayed there. In time, I found an old abandoned church, very remote, and fixed it up as best I could. I lived there in solitude, far away from civilization. I survived as a hermit; completely alone. I could not even keep animals for company as my appearance affects them, too. Even the insects avoid me. This how I survived unnoticed for many years.
DR.K - Well, not entirely unnoticed. The Liberec Region of the Czech Republic, where Harrachov is located, has a number of urbans legends about a terrifying figure that lives in the depths of the wilderness. The stories are used to scare young children. Those who've witnessed his face say it's the stuff of nightmares. Locals refer to him as hrůza... "The Horror."
AD - Your translation is accurate.
DR.K - You could have remained in hiding. Better yet, you could have reported yourself to the government, gotten registered, and received some help for your... condition.
AD - (Subject makes a sound that seems to be laughter, but there is no humor to it whatsoever.) Registration? I will never register myself with any government or organization. If I registered, how long before I get eliminated, hmm? You think anyone would tolerate the existence of a nova like me? As a species, humans worship at the altar of beauty. Someone who reminds people of their ugliness is a problem.
DR.K - I believe the main concern regarding you, Mr. Dvořák, is the nature of your quantum expression. Your abilities cannot be deactivated or suppressed, at least not without great difficulty. You possess the power to shatter the minds of millions or drive them to kill themselves - all it would take is one televised broadcast of your face. Surely you can understand why the world's nations would view you as a possible existential threat.
AD - I understand. I am too dangerous to let live. Either I should be locked away forever or executed for the good of all. Does J.A.N.U.S. not agree with that assessment?
DR.K - I'm confident that you will be treated fairly by the authorities. J.A.N.U.S. is only holding you temporarily. You are to be transferred into the custody of the League. It's standard procedure. They are better equipped to handle your unique needs. Your ultimate fate will be decided by your fellow novas.
AD - Then you have sentenced me to death.
DR.K - So why did you leave your hermitage, then? Only in recent years have your activities caught our attention. Had you remained hidden, you might have stayed off of our radar.
AD - (Subject sighs.) Someone found me.
DR.K - Really? And who found you?
AD - Another nova. Somehow, he tracked my quantum signature and found me in wilderness.
DR.K - Do you know this nova's name?
AD - I do, but I have no intention of telling you.
DR.K - And did this nova visitor wish you harm?
AD - No. He located me because he wanted to recruit me. You should understand, until that visit, I had no social interactions with anyone else for almost thirty years. I ran into occasional hikers or hunters while foraging in the woods, but those weren't real interactions. Just lot of screaming. But this nova arrives, and he catches me up on everything. Living in isolation, you don't get much news. He explain to me the state of the world.
DR.K - Was he immune to your appearance, or did you cover yourself up?
AD - No one is immune to me.
DR.K - What was he trying to recruit you for?
AD - What do you think?
DR.K - So your aims are political? There's no point in resisting the Powers Registration Act. Nearly all of the world's novas have come to accept it. You must realize that you are hopelessly outmatched?
AD - I grew up in a non-democratic society, doctor. I know what authoritarianism looks like. But like such societies, I wield same weapon.
DR.K - And what's that?
AD - Fear. Did you know that I feed on it? I don't know if that piece of information is in your file.
DR.K - (Sound of interviewer shifting nervously in his chair.) No... I did not.
AD - The Czech government is aware of my appearance, of course. They know I am very strong. They also know that my skin is difficult to damage, because... well, they have tried. But what many do not know is that the fear and disgust of others... these emotions sustain me. They nourish me. The greater the heights of terror, the sweeter the meal. In fact, I not eat actual food in decades.
DR.K - Um... how did you keep yourself fed during your isolation? I thought you rarely saw anyone.
AD - I'm sorry, doctor. I may have lied about that. I discovered my strange diet not long after eruption. I tried to fight it, but I got too hungry. Regular food and water weren't enough. So I start visiting nearby communities. But I behaved myself. I only terrify those that deserve it. You know... murderers, rapists, pedophiles. I make many trips to bad parts of town. How do you think those urban legends about me began?
AD - (Subject leans forward and audibly inhales.) You are afraid, too. I can smell it. You hide it well, but you have been ready to shit yourself this whole interview...
DR.K - I... of course, I'm scared. Any sane person would be. Even with your face obscured, you exude a palpable aura of terror.
AD - What you are experiencing is effects of the Taint that afflicts my body. But you cannot know horror, true horror, until you see what is under the hood. What do you say, Doctor Kettering? Care for a peek?
DR.K - No... thank you.
AD - Come now, doctor. No scientific curiosity? I can show you hideousness that no human mind can fathom.
DR.K - Keep your hands down. Mr. Dvořák... don't! This is your last warning!
AD - (Subject slowly moves his hands toward his hood.) I've enjoyed seeing your J.A.N.U.S. facility. It was very informative visit. Now, it is time for me to go.
DR.K - Don't do it. Don't touch that hood. We have enhanced individuals on standby. If you try to show your face, they will subdue you...
AD - By all means, call them in. Let them stare into the abyss, as well.
DR.K - (Interviewer stammers uncontrollably. Sound of a chair being knocked to the floor.) Please! Dear God, please don't! I beg you!
AD - God is not here, doctor. Only me.
DR.K - (An alarm begins to blare somewhere outside of the room. There are sounds of fists banging on a metal door.) LET ME OUT OF HERE!!! CODE RED!!! I REPEAT, CODE RED!!! TURN OFF THE LIGHTS!!! TURN OFF THE FUCKING LIGHTS!!!!!!!
AD - Look at me, doctor. See the ugliness of the world, of yourself, reflected in me. Look at me. I said, LOOK AT ME!!!!!
DR.K - (Sounds of interviewer whimpering, crying, and gagging.) No... I... no... my mind... can't... please....
The lights shut off, and the screen goes black. The interviewer screams, and continues screaming unabated for a full ten seconds. Subject can be heard laughing before the recording is turned off. Session ends.
Last edited October 22, 2021 7:49 pm
Oct 20, 2021 3:11 am
Love the back scenario!
This gives me an idea. May I use that as a springboard for getting the team together? I'm prepared to throw out the preexisting plot I was brewing in favour of having Larynx seek refuge with Terrapin, and then both of you plus Comet somehow link up in order to retrieve The Horror from wherever he's hiding (or still trapped in)?
And this would be our issue #0 team origin story.
btw J.A.N.U.S. is the dark-SHIELD equivalent in our setting.
This gives me an idea. May I use that as a springboard for getting the team together? I'm prepared to throw out the preexisting plot I was brewing in favour of having Larynx seek refuge with Terrapin, and then both of you plus Comet somehow link up in order to retrieve The Horror from wherever he's hiding (or still trapped in)?
And this would be our issue #0 team origin story.
btw J.A.N.U.S. is the dark-SHIELD equivalent in our setting.
Oct 20, 2021 3:40 am
Well we know Larnyx knows I can get safehouse connections. Plus you know Comet looks weird. So that would be a double plus to bring Comet in.
Maybe they are transferring Horror or we are breaking in as he breaks out and I had already goten is a place to.lay low (because it would take a while to travel from where Horror was being held)
Of course you can do a couple things from there. Maybe the sagehouse we use came with the stipulation of a favor or something happens before we get to it or inbetween it and Murderous Mount.
Maybe they are transferring Horror or we are breaking in as he breaks out and I had already goten is a place to.lay low (because it would take a while to travel from where Horror was being held)
Of course you can do a couple things from there. Maybe the sagehouse we use came with the stipulation of a favor or something happens before we get to it or inbetween it and Murderous Mount.
Oct 20, 2021 4:00 am
SO many anus jokes which I will only occasionally make both in and out of character. :P
The question is: why would we want to retrieve The Horror? What's our stake in this rescue? Maybe we're all escaping from a J.A.N.U.S. facility after The Horror goes on the presumed rampage at the end of that disturbingly good flashback. We team up out of self preservation [Larynx and Comet recognizing each other is a plus] and so the band got together.
The question is: why would we want to retrieve The Horror? What's our stake in this rescue? Maybe we're all escaping from a J.A.N.U.S. facility after The Horror goes on the presumed rampage at the end of that disturbingly good flashback. We team up out of self preservation [Larynx and Comet recognizing each other is a plus] and so the band got together.
Oct 20, 2021 5:03 am
Unless someone else wants Horror out and we were tasked with getting him out. ?
Oct 20, 2021 10:19 pm
I'm fine with whatever people want to do.
I think the idea that makes most sense would be that we all happen to be escaping the same J.A.N.U.S. facility and become breakout buddies.
The idea about someone hiring people to break out The Horror also works. Could be the same person who brought my character out of his isolation.
Now that you mention it, the character does have an SCP vibe.
I obviously took some creative license with my backstory. I exaggerated my character's abilities for dramatic effect. He can't quite drive people to suicide or madness (yet), but I'm working on that.
I think the idea that makes most sense would be that we all happen to be escaping the same J.A.N.U.S. facility and become breakout buddies.
The idea about someone hiring people to break out The Horror also works. Could be the same person who brought my character out of his isolation.
witchdoctor says:
Looks like we have our very own SCP...I obviously took some creative license with my backstory. I exaggerated my character's abilities for dramatic effect. He can't quite drive people to suicide or madness (yet), but I'm working on that.
Last edited October 20, 2021 10:29 pm
Oct 21, 2021 7:25 am
Nah it's all good 👍
Too much work to build a character and you're starting so I'm just bowing out. Thanks for the help. Maybe just build something for me at this point I don't really care about mechanics in these kinds of games.
Too much work to build a character and you're starting so I'm just bowing out. Thanks for the help. Maybe just build something for me at this point I don't really care about mechanics in these kinds of games.
Last edited October 21, 2021 7:59 am
Oct 21, 2021 11:24 pm
No problem Jomsviking! Your ideas and backstory were an interesting read to be sure. Perhaps we can meet again in future in a less crunchy RPG system. :)
Oct 22, 2021 12:15 am
Session 0 wise, so far I'll have these as your starter scenarios, in individual threads:
- Terrapin is realising that Murder Mountain is severely shortstaffed, he can't hold it all by himself. He's going to ferret around to see whether he can find out where he's surviving teammates, or even temporary teammates he had in the past, are held, but finds some new allies (read PCs) instead
- Withers doesn't want Comet to be so visible anymore, given his new appearance, but at least she's not mean enough to simply fire him. Comet's been sitting on his ass for an extended no-pay leave, when Gloam decides to hook him up with a shady mission ...
- The Horror is somewhere in a North American facility (experiments? vivisection? self-generating human fear battery?). Over time he's finally figured out some very small window of escape, but he probably still can't do it alone
- Annex is swapping out Larynx for another PC, this one connected to JANUS. Let's see what he comes up with, it could be the key to breaking the Horror out
- Terrapin is realising that Murder Mountain is severely shortstaffed, he can't hold it all by himself. He's going to ferret around to see whether he can find out where he's surviving teammates, or even temporary teammates he had in the past, are held, but finds some new allies (read PCs) instead
- Withers doesn't want Comet to be so visible anymore, given his new appearance, but at least she's not mean enough to simply fire him. Comet's been sitting on his ass for an extended no-pay leave, when Gloam decides to hook him up with a shady mission ...
- The Horror is somewhere in a North American facility (experiments? vivisection? self-generating human fear battery?). Over time he's finally figured out some very small window of escape, but he probably still can't do it alone
- Annex is swapping out Larynx for another PC, this one connected to JANUS. Let's see what he comes up with, it could be the key to breaking the Horror out
Oct 22, 2021 1:17 am
Good except Gloam is withers
Also I can help finish your character Jomsviking .
Also I can help finish your character Jomsviking .
Oct 22, 2021 2:42 am
I'm new to the system, so it might take me a day or two to get a character together, but I wanted to at least bring up the spark of an idea I was going to work up and see if it will work in the party as currently developed.
The character is a former college student, maybe a graduate student, a philosophy major who was working with a professor interested in the conjunction of metaphysics and quantum physics. Thanks to a collaboration between her professor and another in the physics department, there's an experiment that goes wrong that leads to her eruption. I'm thinking powers involving quantum and/or mental manipulation, attributes tilted toward intelligence and social over strength, backgrounds of dormancy and node, probably take an aberration.
I'm open to suggestions!
The character is a former college student, maybe a graduate student, a philosophy major who was working with a professor interested in the conjunction of metaphysics and quantum physics. Thanks to a collaboration between her professor and another in the physics department, there's an experiment that goes wrong that leads to her eruption. I'm thinking powers involving quantum and/or mental manipulation, attributes tilted toward intelligence and social over strength, backgrounds of dormancy and node, probably take an aberration.
I'm open to suggestions!
Oct 22, 2021 3:18 am
A mentalist is a good 'stealth Nova' concept. Squishy but useful. Node, as a background, is honestly one of the most useful to put points into mechanically but don't forget to build out the person attached to the Powers as well. It'd be a good idea to delve into the whys and hows of their situation, given the gist of the game. It seems that the GM is going to put a good bit of the agency of the game in our hands so having a good handle on your characters's motivation, aims, outlook and goals would be handy. If you need a 'sounding board' for ideas or inspiration, or even help wrangling the game system, we'd all be glad to help!
Oct 22, 2021 7:26 pm
Okay, here's an attempt at a sheet. I think I did most of it right, though I wasn't sure what to put for recovery rates. I'll have a backstory and motivations/aims/goals in a little while, hopefully. Thanks to gnome_chomsky for the amazing sheet!
Holly Shepard, highly entangled in the quantum universe.
Attributes
Mega-Attributes
Abilities
Advantages
Quantum
Health
Aberrations
Backgrounds Quantum Powers Equipment
Character Creation Notes
15 total Bonus Points
● 7 bonus points for 1 more dot of Quantum
● 2 bonus points for 1 more dots of Willpower
● 1 bonus point for 1 dot of Attunement
● 5 bonus points for 1 dot of Perception
● 6 nova points for two dots of Mega-Perception
● 5 nova points for three more dots of Quantum (2 points of Taint)
● 5 nova points for two dots of Entropy Control (2 points of Taint)
● 3 nova points for two dots of Quantum Conversion
● 6 nova points for two dots of Teleport
● 3 nova points for one dot of Premonition
● 1 nova point for one dot of Willpower
● 1 nova point for three Attribute dots (Perception, Manipulation, Dexterity)
Holly Shepard, highly entangled in the quantum universe.
Height | Weight | Age | Gender | Nationality | |
5 feet, 5 inches | 135 lbs. | 25 years old | Female | American |
Concept | Nature | Allegiance | Eruption | Experience | |
Philosopher | Visionary | N/A | Exposure to Quantum Powers | 0 | |
Gain willpower when you take a concrete step toward realizing your goal |
Attributes
Physical (Tertiary) | Mental (Primary) | Social (Secondary) | ||||
Strength | ●○○○○ | Perception (Intuitive) | ●●●●● | Appearance | ●●●○○ | |
Dexterity (Nimble) | ●●●●○ | Intelligence | ●●●○○ | Manipulation (Persuasive) | ●●●●○ | |
Stamina | ●●●○○ | Wits | ●●●○○ | Charisma | ●●○○○ |
Mega-Attributes
Physical | Mental | Social | ||||
Mega-Strength | ○○○○○ | Mega-Perception | ●●○○○ | Mega-Ugliness | ○○○○○ | |
Mega-Dexterity | ○○○○○ | Mega-Intelligence | ○○○○○ | Mega-Manipulation | ○○○○○ | |
Mega-Stamina | ○○○○○ | Mega-Wits | ○○○○○ | Mega-Charisma | ○○○○○ |
Abilities
Strength | Perception | Appearance | ||||
Brawl | ○○○○○ | Artillery | ○○○○○ | Disguise | ○○○○○ | |
Might | ○○○○○ | Awareness | ●●●○○ | Intimidation | ○○○○○ | |
Throwing | ○○○○○ | Investigation | ●●●○○ | Style | ●○○○○ | |
Navigation | ○○○○○ |
Dexterity | Intelligence | Manipulation | ||||
Archery | ○○○○○ | Academics | ●●○○○ | Diplomacy | ○○○○○ | |
Athletics | ○○○○○ | Analysis | ○○○○○ | Hypnosis | ○○○○○ | |
Drive | ○○○○○ | Bureaucracy | ○○○○○ | Interrogation | ●●●○○ | |
Firearms | ○○○○○ | Computer | ○○○○○ | Seduction | ○○○○○ | |
Gunnery | ○○○○○ | Demolitions | ○○○○○ | Streetwise | ○○○○○ | |
Heavy Weapons | ○○○○○ | Engineering | ○○○○○ | Subterfuge | ●●●○○ | |
Legerdemain | ○○○○○ | Gambling | ○○○○○ | |||
Martial Arts | ●●○○○ | Intrusion | ○○○○○ | |||
Melee | ○○○○○ | Linguistics (Arabic) | ●●○○○ | |||
Pilot | ○○○○○ | Medicine | ○○○○○ | |||
Ride | ○○○○○ | Occult | ○○○○○ | |||
Stealth | ●●●○○ | Science | ●●○○○ | |||
Survival | ○○○○○ | |||||
Tradecraft | ○○○○○ |
Stamina | Wits | Charisma | ||||
Endurance | ●●●○○ | Arts | ○○○○○ | Animal Training | ○○○○○ | |
Resistance | ●●●○○ | Biz | ○○○○○ | Carousing | ○○○○○ | |
Meditation | ○○○○○ | Command | ○○○○○ | |||
Rapport | ○○○○○ | Etiquette | ●●○○○ | |||
Shadowing | ○○○○○ | Instruction | ○○○○○ | |||
Tactics | ○○○○○ | Perform | ○○○○○ | |||
Weave | ○○○○○ |
Advantages
Willpower | Willpower Pool | Initiative | Movement (Walk/Run/Sprint) | Soak (Bashing/Lethal) | |
●●●●●○○○○○ | 5 | 6 | 7m/16m/32m | 3/1 (depending on eufiber) |
Quantum
Quantum Rating | Pool (Max/Current) | Per Turn | Recovery | Taint Rating | Taint Pool | |
●●●●○○○○○○ | 28/28 | 10? | 4 per hour at ease? | ●●●●●○○○○○ | 0 | |
5 per hour of complete relaxation? |
Health
Health Level | Dice Penalty | Description | ||
[] | Bruised | -0 | You're slightly battered, suffering no penalties. | |
[] | Hurt | -1 | Some scrapes and bumps; not seriously impaired. | |
[] | Injured | -1 | Minor injuries; noticeable damage. | |
[] | Wounded | -2 | You can walk and walk, but you cannot sprint. | |
[] | Maimed | -3 | A bloody mess, you hobble about in pain. | |
[] | Crippled | -4 | You're severely injured, stumbling and wrecked. | |
[] | Incapacitated | You lose consciousness from the pain and trauma. No actions are possible. | ||
[] | Dead | Simply that. Notify the next of kin. |
Aberrations
[ +- ] Aberrant Eyes (low-level, physical)
Her eyes are overlaid with a translucent cloud of swirling colors and motes of light that dance about akin to Brownian motion.
[ +- ] Delusions (medium-level, mental)
Your mind plays tricks on itself. You see and hear things that don't actually exist. Mild cases can be distracting.
Backgrounds
[ +- ] 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 world’s clothing are made from a synthetic alloy derived from Buendia’s 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 nova’s 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 nova’s 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 doesn’t 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 nova’s 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 nova’s 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 nova’s quantum signature. However, only one eufiber colony can be worn at a time.
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 nova’s 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 nova’s 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 doesn’t 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 nova’s 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 nova’s 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 nova’s quantum signature. However, only one eufiber colony can be worn at a time.
[ +- ] Node ●●●○○, 1 taint
It isn’t much to look at. It’s 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 it’s 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 "well developed." All novas, even those without this Trait, have a Mazarin-Rashoud node. Most novas don’t take the Node Background; they get by with the basic M-R node that all novas have. Node as a Background signifies that the nova’s 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. In 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 fifth instar Node (Node 4) gains two points of Taint. Aberrations associated with the Node Background are typically mental or psychological ones. As the node grows, it presses upon other parts of the brain. In some cases it even causes the nova’s 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 to 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 rating as a dice pool. Range of the attempt is 10 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 to 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 nova’s successes on a one-for-one basis.
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 "well developed." All novas, even those without this Trait, have a Mazarin-Rashoud node. Most novas don’t take the Node Background; they get by with the basic M-R node that all novas have. Node as a Background signifies that the nova’s 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. In 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 fifth instar Node (Node 4) gains two points of Taint. Aberrations associated with the Node Background are typically mental or psychological ones. As the node grows, it presses upon other parts of the brain. In some cases it even causes the nova’s 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 to 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 rating as a dice pool. Range of the attempt is 10 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 to 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 nova’s successes on a one-for-one basis.
Dots | Quantum Expenditure | Taint |
x (1st instar) | Can spend 6 quantum points per turn | -- |
● (2nd instar) | Can spend 8 quantum points per turn | -- |
●● (3rd instar) | Can spend 10 quantum points per turn | -- |
●●● (4th instar) | Can spend 12 quantum points per turn | One |
●●●● (5th instar) | Can spend 15 quantum points per turn | Two |
●●●●● (6th instar) | Can spend 20 quantum points per turn | Three |
[ +- ] Dormancy ●●○○○
Novas with the Dormancy Background are able to "power down" and avoid detection as novas. "Dorm’ing 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 to 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.
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 to 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.
[ +- ] Allies ●○○○○
Almost everyone has at least one close friend. Allies 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 character’s. Friendship is a two-way street, and if your character takes but doesn’t give, Allies are likely to desert her. Allies do what they can to help you, but they don’t 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.
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 character’s. Friendship is a two-way street, and if your character takes but doesn’t give, Allies are likely to desert her. Allies do what they can to help you, but they don’t 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.
[ +- ] Attunement ●○○○○
Generally speaking, a nova’s quantum powers affect
only her own body. Novas with this Background have learned the trick of charging objects with their own quantum signatures, thereby permitting the objects to survive the rigors of the nova’s powers so long as they remain in contact with the nova’s body. Attunement is most commonly used to prevent a nova’s 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 or Shapeshifting. Attunement costs one quantum point per scene and confers absolutely no protection against other novas’ quantum powers.[/qpoiler]
Merits
Flaws
Enhancements
[spoiler="Quantum Attunement (Mega-Perception)"]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 nova’s 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 "He’s going to throw a Quantum Bolt"; "When she stretches, nuclear forces scream and hiss around her frame," as opposed to "She’s got Mega-Strength 4.").
only her own body. Novas with this Background have learned the trick of charging objects with their own quantum signatures, thereby permitting the objects to survive the rigors of the nova’s powers so long as they remain in contact with the nova’s body. Attunement is most commonly used to prevent a nova’s 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 or Shapeshifting. Attunement costs one quantum point per scene and confers absolutely no protection against other novas’ quantum powers.[/qpoiler]
Merits
Flaws
Enhancements
[spoiler="Quantum Attunement (Mega-Perception)"]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 nova’s 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 "He’s going to throw a Quantum Bolt"; "When she stretches, nuclear forces scream and hiss around her frame," as opposed to "She’s got Mega-Strength 4.").
[ +- ] Entropy Control ●●
Level: 3
Quantum Minimum: 4
Dice Pool: Intelligence + Entropy Control
Range: Variable
Area: Variable
Duration: Special
Effect: Character can manipulate and control 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 way other novas play with fire or ice.
Entropic Shield (Stamina + Entropy Control): The character surrounds herself with a field of entropic energy. This field heightens the entropic reactions within any incoming attack (especially those based on physical objects such as bullets), thus disrupting and weakening them. Each success grants the character an extra soak vs. bashing and lethal damage. Does not apply to attacks from living matter, such as fists or animals.
Probability Corruption (Entropy Control, range (Quantum + Power rating) x 5 meters): Allows a nova to cause the forces of entropy to overwhelm a single target, making it more likely he will fail disastrously. Roll entropy control; each success results in a loss of one die (or one automatic success) for all rolls made by the target. Additionally, a target will botch a roll if he rolls no successes and any die comes up 1 or 2. Lasts as long as nova pays quantum points to keep entropic forces focused on the victim.
Quantum Minimum: 4
Dice Pool: Intelligence + Entropy Control
Range: Variable
Area: Variable
Duration: Special
Effect: Character can manipulate and control 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 way other novas play with fire or ice.
Entropic Shield (Stamina + Entropy Control): The character surrounds herself with a field of entropic energy. This field heightens the entropic reactions within any incoming attack (especially those based on physical objects such as bullets), thus disrupting and weakening them. Each success grants the character an extra soak vs. bashing and lethal damage. Does not apply to attacks from living matter, such as fists or animals.
Probability Corruption (Entropy Control, range (Quantum + Power rating) x 5 meters): Allows a nova to cause the forces of entropy to overwhelm a single target, making it more likely he will fail disastrously. Roll entropy control; each success results in a loss of one die (or one automatic success) for all rolls made by the target. Additionally, a target will botch a roll if he rolls no successes and any die comes up 1 or 2. Lasts as long as nova pays quantum points to keep entropic forces focused on the victim.
[ +- ] Quantum Conversion (Electrical) ●●●
Level: 1
Quantum Minimum: 1
Dice Pool: Stamina + Quantum Conversion
Range: Touch
Area: N/A
Duration: Special
Effect: May convert up to 1 quantum point per dot into standard forms of energy
Multiple Actions: Yes
Description: Allows a nova to convert part of his personal quantum energies - his Quantum Pool - 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 Conversion can 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 bashing 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.
Quantum Minimum: 1
Dice Pool: Stamina + Quantum Conversion
Range: Touch
Area: N/A
Duration: Special
Effect: May convert up to 1 quantum point per dot into standard forms of energy
Multiple Actions: Yes
Description: Allows a nova to convert part of his personal quantum energies - his Quantum Pool - 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 Conversion can 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 bashing 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.
[ +- ] Teleport ●●
Level: 2
Quantum Minimum: 2
Dice Pool: Perception + Teleport
Range: Self
Area: N/A
Duration: Instant
Effect: Allows character to move without passing through the intervening space
Multiple Actions: No
Description: To use Teleport, a nova spends the required quanturn points, and the player rolls Perception + Teleport. In combat or other stressful situations, a nova may teleport up to 100 meters per success. Provided the nova has a full turn to concentrate, she may teleport a variable distance, as indicated on the chart. In either case, each point of Quantum she has counts as an additional automatic success. Using Teleport counts as a character’s entire action for a turn.
See rulebook p. 226 for rules on teleporting blind.
Quantum Minimum: 2
Dice Pool: Perception + Teleport
Range: Self
Area: N/A
Duration: Instant
Effect: Allows character to move without passing through the intervening space
Multiple Actions: No
Description: To use Teleport, a nova spends the required quanturn points, and the player rolls Perception + Teleport. In combat or other stressful situations, a nova may teleport up to 100 meters per success. Provided the nova has a full turn to concentrate, she may teleport a variable distance, as indicated on the chart. In either case, each point of Quantum she has counts as an additional automatic success. Using Teleport counts as a character’s entire action for a turn.
See rulebook p. 226 for rules on teleporting blind.
[ +- ] Premonition ●
Level: 2
Quantum Minimum: 1
Dice Pool: Perception + Premonition
Range: Variable
Area: Special
Duration: One scene
Effect: Allows character to detect danger or threats to herself
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 the character but isn’t 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 terrorist’s bomb that’s about to destroy the building she’s 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 the character 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 character with the information she needs to avoid the danger. For example, suppose the character is about to walk through a door and her Premonition alerts her to a possible threat. If the Premonition indicates that the danger is coming from the door itself, the door is probably rigged for some kind of booby trap. 1f the danger comes from beyond the door, a more likely explanation is that someone - or something - is waiting on the other side of the door to attack or hurt the character. Premonition does not detect danger to those near the character unless the character herself is somehow exposed to the threat.
Quantum Minimum: 1
Dice Pool: Perception + Premonition
Range: Variable
Area: Special
Duration: One scene
Effect: Allows character to detect danger or threats to herself
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 the character but isn’t 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 terrorist’s bomb that’s about to destroy the building she’s 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 the character 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 character with the information she needs to avoid the danger. For example, suppose the character is about to walk through a door and her Premonition alerts her to a possible threat. If the Premonition indicates that the danger is coming from the door itself, the door is probably rigged for some kind of booby trap. 1f the danger comes from beyond the door, a more likely explanation is that someone - or something - is waiting on the other side of the door to attack or hurt the character. Premonition does not detect danger to those near the character unless the character herself is somehow exposed to the threat.
Character Creation Notes
15 total Bonus Points
● 7 bonus points for 1 more dot of Quantum
● 2 bonus points for 1 more dots of Willpower
● 1 bonus point for 1 dot of Attunement
● 5 bonus points for 1 dot of Perception
● 6 nova points for two dots of Mega-Perception
● 5 nova points for three more dots of Quantum (2 points of Taint)
● 5 nova points for two dots of Entropy Control (2 points of Taint)
● 3 nova points for two dots of Quantum Conversion
● 6 nova points for two dots of Teleport
● 3 nova points for one dot of Premonition
● 1 nova point for one dot of Willpower
● 1 nova point for three Attribute dots (Perception, Manipulation, Dexterity)
Last edited October 23, 2021 11:22 pm
Oct 22, 2021 9:52 pm
Updated list of player characters.
annex
Real Name: Larry Nixon
Nova Name: Larynx
Age: 35
Gender: Male
Quantum/Taint: 3/0
Mega-Attributes: Mega-Dexterity 1, Mega-Manipulation 1, Mega-Charisma 1
Enhancements: Accuracy, Soothe, The Voice
Powers: Disorient 1, Quantum Bolt 2, Sensory Shield 1
Aberrations: None
Top Abilities: Command, Perform, Endurance, Resistance
Backgrounds: Attunement 1, Node 2, Influence 1, Resources 1, Eufiber 2
PhoenixScientist
Real Name: Jack Neon
Nova Name: Comet
Age: ?
Gender: Male
Quantum/Taint: 3/2
Mega-Attributes: Mega-Dexterity 1
Enhancements: Accuracy
Powers: Armor 2, Claws 1, Flight 2, Premonition 1, Quantum Bolt 3
Aberrations: Fur/Feathers
Top Abilities: Athletics, Martial Arts, Endurance, Resistance
Backgrounds: Cipher 1, Node 3, Resources 1
witchdoctor
Real Name: ?
Nova Name: The Terrapin
Age: ?
Gender: ?
Quantum/Taint: 3/3
Mega-Attributes: Mega-Intelligence 2
Enhancements: Analyze Weakness, Mental Prodigy (Tactics)
Powers: ESP 1, Flight 1, Force Field, 1, Psychic Shield 1, Telekinesis 3
Aberrations: None
Top Abilities: Brawl, Stealth, Interrogation, Intimidation
Backgrounds: Contacts 1, Node 4, Resources 2
78RPMLife
Real Name: Holly Shepard
Nova Name: Duality
Age: 25
Gender: Male
Quantum/Taint: 4/5
Mega-Attributes: Mega-Perception 2
Enhancements: ?
Powers: Entropy Control 2, Quantum Conversion 3, Teleport 2, Premonition 1
Aberrations: Aberrant Eyes, Delusions
Top Abilities: Awareness, Investigation, Stealth, Subterfuge, Interrogation
Backgrounds: Eufiber 1, Node 3, Dormancy 2, Attunement 1, Allies 1
Gnome_Chomsky
Real Name: Anders Dvořák
Nova Name: The Horror
Age: 51
Gender: Male
Quantum/Taint: 3/8
Mega-Attributes: Mega-Ugliness 4, Mega-Strength 3
Enhancements: Revolting, Mr. Nobody, Quantum Leap
Powers: Armor 3, Empathic Manipulation 3
Aberrations: Sheer Hideousness, Disturbing Voice, Hairless, Feeding Requirement, Allergic Reaction, Black Thumb
Top Abilities: Weave, Brawl, Interrogation, Intimidation
Backgrounds: Eufiber 5, Node 2
annex
Real Name: Larry Nixon
Nova Name: Larynx
Age: 35
Gender: Male
Quantum/Taint: 3/0
Mega-Attributes: Mega-Dexterity 1, Mega-Manipulation 1, Mega-Charisma 1
Enhancements: Accuracy, Soothe, The Voice
Powers: Disorient 1, Quantum Bolt 2, Sensory Shield 1
Aberrations: None
Top Abilities: Command, Perform, Endurance, Resistance
Backgrounds: Attunement 1, Node 2, Influence 1, Resources 1, Eufiber 2
PhoenixScientist
Real Name: Jack Neon
Nova Name: Comet
Age: ?
Gender: Male
Quantum/Taint: 3/2
Mega-Attributes: Mega-Dexterity 1
Enhancements: Accuracy
Powers: Armor 2, Claws 1, Flight 2, Premonition 1, Quantum Bolt 3
Aberrations: Fur/Feathers
Top Abilities: Athletics, Martial Arts, Endurance, Resistance
Backgrounds: Cipher 1, Node 3, Resources 1
witchdoctor
Real Name: ?
Nova Name: The Terrapin
Age: ?
Gender: ?
Quantum/Taint: 3/3
Mega-Attributes: Mega-Intelligence 2
Enhancements: Analyze Weakness, Mental Prodigy (Tactics)
Powers: ESP 1, Flight 1, Force Field, 1, Psychic Shield 1, Telekinesis 3
Aberrations: None
Top Abilities: Brawl, Stealth, Interrogation, Intimidation
Backgrounds: Contacts 1, Node 4, Resources 2
78RPMLife
Real Name: Holly Shepard
Nova Name: Duality
Age: 25
Gender: Male
Quantum/Taint: 4/5
Mega-Attributes: Mega-Perception 2
Enhancements: ?
Powers: Entropy Control 2, Quantum Conversion 3, Teleport 2, Premonition 1
Aberrations: Aberrant Eyes, Delusions
Top Abilities: Awareness, Investigation, Stealth, Subterfuge, Interrogation
Backgrounds: Eufiber 1, Node 3, Dormancy 2, Attunement 1, Allies 1
Gnome_Chomsky
Real Name: Anders Dvořák
Nova Name: The Horror
Age: 51
Gender: Male
Quantum/Taint: 3/8
Mega-Attributes: Mega-Ugliness 4, Mega-Strength 3
Enhancements: Revolting, Mr. Nobody, Quantum Leap
Powers: Armor 3, Empathic Manipulation 3
Aberrations: Sheer Hideousness, Disturbing Voice, Hairless, Feeding Requirement, Allergic Reaction, Black Thumb
Top Abilities: Weave, Brawl, Interrogation, Intimidation
Backgrounds: Eufiber 5, Node 2
Last edited October 27, 2021 4:59 am
Oct 22, 2021 10:09 pm
78RPMLife says:
Okay, here's an attempt at a sheet. I think I did most of it right, though I wasn't sure what to put for recovery rates. I'll have a backstory and motivations/aims/goals in a little while, hopefully. Thanks to gnome_chomsky for the amazing sheet!The only corrections I can offer is that your Quantum recovery should be 5 and 7. It’s normally 2 per hour at ease, and 4 per hour of complete relaxation, plus your Node rating of 3.
Also your Quantum per turn is 12 (it’s listed under the Node Background, which is admittedly a weird place to put that information).
It also looks like you may be one dot over on Backgrounds.
Last edited October 22, 2021 10:14 pm
Oct 22, 2021 10:20 pm
Gnome_Chomsky says:
78RPMLife says:
Okay, here's an attempt at a sheet. I think I did most of it right, though I wasn't sure what to put for recovery rates. I'll have a backstory and motivations/aims/goals in a little while, hopefully. Thanks to gnome_chomsky for the amazing sheet!The only corrections I can offer is that your Quantum recovery should be 5 and 7. It’s normally 2 per hour at ease, and 4 per hour of complete relaxation, plus your Node rating of 3.
Also your Quantum per turn is 12 (it’s listed under the Node Background, which is admittedly a weird place to put that information).
It also looks like you may be one dot over on Backgrounds.
Thanks for the corrections; I spent one Bonus Point on the extra Background dot, after I realized that if I didn't take Attunement, I'd end up being naked every time I used Teleport. While that would maybe afford some possibilities for awkward/comic relief RP, I thought it was easier if I took the extra Background. If I'm still off, let me know!
Oct 22, 2021 10:21 pm
annex says:
...that new character I was going to make? 78RPMLife just made her. :|Oct 22, 2021 10:32 pm
Dead serious. I was going to upload notScarlet Witch later tonight. :(
I will rejig my previous character to make it in line with the backstory I came up with for dearly departed notWanda.
I will rejig my previous character to make it in line with the backstory I came up with for dearly departed notWanda.
Oct 22, 2021 10:55 pm
I'm happy to tweak a little bit too, maybe we can come up with some ideas that work well together?
Also, forgot to include the Mega-Perception enhancement: Quantum Attunement.
You can hit me up on Discord if you want to chat it out. I'm 78RPMLife#6342 there.
Also, forgot to include the Mega-Perception enhancement: Quantum Attunement.
You can hit me up on Discord if you want to chat it out. I'm 78RPMLife#6342 there.
Last edited October 22, 2021 10:57 pm
Oct 22, 2021 11:35 pm
That was fast 78rpm! And the stats look pretty much good to go. I like the concept! (and it's true though, Annex was just chatting with me about an entropy control super :P )
Just one fix needed. 5np (and 2 Taint incurred) will only buy you 2 more dots of Quantum, not 3. You'll need to scrimp on another 5np (or 3np +1 Taint) to get that last dot of Quantum in order to fulfil the requirements for Entropy Control.
Just one fix needed. 5np (and 2 Taint incurred) will only buy you 2 more dots of Quantum, not 3. You'll need to scrimp on another 5np (or 3np +1 Taint) to get that last dot of Quantum in order to fulfil the requirements for Entropy Control.
Oct 23, 2021 4:46 am
Hm. I’ll look back over my records when I’m able to get on my computer. I feel like I had that worked out on my spreadsheet, maybe I just flubbed it on the character sheet.
Oct 23, 2021 11:23 pm
Turns out it was a typo on my post. Spent 5 Nova points on two dots of Quantum (plus 2 Taint), not 3 dots as I originally indicated. We're all good.
Oct 23, 2021 11:51 pm
Name | Height | Weight | Age | Gender | Nationality | |
Dr. Lawrence 'Larynx' Nixon | 5 feet, 11 inches | 180 lbs. | 40 years old | Male | Canadian |
Concept | Nature | Allegiance | Eruption | Experience | |
Protector | Caregiver | N/A | Exposure to Quantum Energies | 0 | |
Gain Willpower when you receive tangible proof that you have helped someone. |
Attributes
Physical (Tertiary) | Mental (Secondary) | Social (Primary) | ||||
Strength | ●●○○○ | Perception | ●●○○○ | Appearance | ●●○○○ | |
Dexterity | ●●●○○ | Intelligence | ●●○○○ | Manipulation | ●●●●○ | |
Stamina | ●●○○○ | Wits | ●●●○○ | Charisma | ●●●●○ |
Mega-Attributes
Physical | Mental | Social | ||||
Mega-Strength | ○○○○○ | Mega-Perception | ○○○○○ | Mega-Appearance | ○○○○○ | |
Mega-Dexterity | ●○○○○ | Mega-Intelligence | ○○○○○ | Mega-Manipulation | ●○○○○ | |
Mega-Stamina | ○○○○○ | Mega-Wits | ○○○○○ | Mega-Charisma | ●○○○○ |
Abilities
Strength | Perception | Appearance | ||||
Brawl | ○○○○○ | Artillery | ○○○○○ | Disguise | ○○○○○ | |
Might | ○○○○○ | Awareness | ●●○○○ | Intimidation | ○○○○○ | |
Throwing | ○○○○○ | Investigation | ○○○○○ | Style | ○○○○○ | |
Navigation | ○○○○○ |
Dexterity | Intelligence | Manipulation | ||||
Archery | ○○○○○ | Academics | ○○○○○ | Diplomacy | ○○○○○ | |
Athletics | ○○○○○ | Analysis | ○○○○○ | Hypnosis | ○○○○○ | |
Drive | ○○○○○ | Bureaucracy | ○○○○○ | Interrogation | ●●●○○ | |
Firearms | ○○○○○ | Computer | ○○○○○ | Seduction | ○○○○○ | |
Gunnery | ○○○○○ | Demolitions | ○○○○○ | Streetwise | ○○○○○ | |
Heavy Weapons | ○○○○○ | Engineering | ○○○○○ | Subterfuge | ●●●○○ | |
Legerdemain | ○○○○○ | Gambling | ○○○○○ | |||
Martial Arts | ○○○○○ | Intrusion | ○○○○○ | |||
Melee | ○○○○○ | Linguistics | ○○○○○ | |||
Pilot | ○○○○○ | Medicine | ●●●○○ | |||
Ride | ○○○○○ | Occult | ○○○○○ | |||
Stealth | ○○○○○ | Science | ○○○○○ | |||
Survival | ○○○○○ | |||||
Tradecraft | ○○○○○ |
Stamina | Wits | Charisma | ||||
Endurance | ●●●○○ | Arts | ○○○○○ | Animal Training | ○○○○○ | |
Resistance | ●●●○○ | Biz | ○○○○○ | Carousing | ○○○○○ | |
Meditation | ○○○○○ | Command | ●●●●● | |||
Rapport | ●●●●○ | Etiquette | ○○○○○ | |||
Shadowing | ○○○○○ | Instruction | ○○○○○ | |||
Tactics | ○○○○○ | Perform | ○○○○○ | |||
Weave | ●●●○○ |
Advantages
Willpower | Willpower Pool | Initiative | Movement (Walk/Run/Sprint) | Soak (Bashing/Lethal) | |||
●●●●●●○○○○ | 6 | 5 | 7m/14m/24m (14m gliding) | 6/2 (5/1 without eufiber) |
Quantum
Quantum Rating | Quantum Pool (Max/Current) | Per Turn | Recovery | Taint Rating | Taint Pool | ||
●●●○○○○○○○ | 26/26 | 12 | 6 per hour at ease | ○○○○○○○○○○ | 0 | ||
8 per hour of complete relaxation |
Health
Health Level | Dice Penalty | Description | ||
[] | Bruised | -0 | Extra Bruised level from Mega-Stamina | |
[] | Bruised | -0 | You're slightly battered, suffering no penalties. | |
[] | Hurt | -1 | Some scrapes and bumps; not seriously impaired. | |
[] | Injured | -1 | Minor injuries; noticeable damage. | |
[] | Wounded | -2 | You can walk and walk, but you cannot sprint. | |
[] | Maimed | -3 | A bloody mess, you hobble about in pain. | |
[] | Crippled | -4 | You're severely injured, stumbling and wrecked. | |
[] | Incapacitated | You lose consciousness from the pain and trauma. No actions are possible. | ||
[] | Dead | Simply that. Notify the next of kin. |
Aberrations
.
Backgrounds
[ +- ] Attunement ●
Generally speaking, a nova’s quantum powers affect only her own body. Novas with this Background have learned the trick of charging objects with their own quantum signatures, thereby permitting the objects to survive the rigors of the nova’s powers so long as they remain in contact with the nova’s body. Attunement is most commonly used to prevent a nova’s 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 lmmolate, Growth, Density Decrease, Bodymorph or 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.
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 lmmolate, Growth, Density Decrease, Bodymorph or 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.
x | -- | |
● | 2 kg (a set of clothes) | |
●● | 5 kg (a briefcase) | |
●●● | 10 kg (a household appliance) | |
●●●● | 20 kg (a piece of light furniture) | |
●●●●● | 100 kg (another person) |
[ +- ] 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 world’s clothing are made from a synthetic alloy derived from Buendia’s 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 nova’s 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 nova’s 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 doesn’t 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 nova’s 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 nova’s 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 nova’s quantum signature. However, only one eufiber colony can be worn at a time.
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 nova’s 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 nova’s 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 doesn’t 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 nova’s 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 nova’s 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 nova’s quantum signature. However, only one eufiber colony can be worn at a time.
[ +- ] Contacts ● (Other medical professionals)
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 contact’s assistance. These associates don’t 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 aren’t 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 doesn’t 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 doesn’t come through.
0 – No useful contacts; you have to do your own legwork.
1 – One major contact (with whom you likely have a special arrangement) and a few minor ones.
2 – Two major contacts in different areas and a smattering of minor contacts.
3 - Three major contacts and a respectable number of minor ones.
4 - Four major contacts in different areas (although you may double up in a given field) and a large number of minor contacts.
5 - Five major contacts and a minor contact virtually anywhere you care to look.
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 aren’t 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 doesn’t 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 doesn’t come through.
0 – No useful contacts; you have to do your own legwork.
1 – One major contact (with whom you likely have a special arrangement) and a few minor ones.
2 – Two major contacts in different areas and a smattering of minor contacts.
3 - Three major contacts and a respectable number of minor ones.
4 - Four major contacts in different areas (although you may double up in a given field) and a large number of minor contacts.
5 - Five major contacts and a minor contact virtually anywhere you care to look.
[ +- ] Node ●●
It isn’t much to look at. It’s 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 it’s 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 "well developed." All novas, even those without this Trait, have a Mazarin-Rashoud node. Most novas don’t take the Node Background; they get by with the basic M-R node that all novas have. Node as a Background signifies that the nova’s 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. In 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 fifth instar Node (Node 4) gains two points of Taint. Aberrations associated with the Node Background are typically mental or psychological ones. As the node grows, it presses upon other parts of the brain. In some cases it even causes the nova’s 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 to 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 Mazarin-Rashoud 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 rating as a dice pool. Range of the attempt is 10 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 to 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 nova’s successes on a one-for-one basis.
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 "well developed." All novas, even those without this Trait, have a Mazarin-Rashoud node. Most novas don’t take the Node Background; they get by with the basic M-R node that all novas have. Node as a Background signifies that the nova’s 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. In 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 fifth instar Node (Node 4) gains two points of Taint. Aberrations associated with the Node Background are typically mental or psychological ones. As the node grows, it presses upon other parts of the brain. In some cases it even causes the nova’s 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 to 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 Mazarin-Rashoud 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 rating as a dice pool. Range of the attempt is 10 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 to 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 nova’s successes on a one-for-one basis.
Dots | Quantum Expenditure | Taint |
x (1st instar) | Can spend 6 quantum points per turn | -- |
● (2nd instar) | Can spend 8 quantum points per turn | -- |
●● (3rd instar) | Can spend 10 quantum points per turn | -- |
●●● (4th instar) | Can spend 12 quantum points per turn | One |
●●●● (5th instar) | Can spend 15 quantum points per turn | Two |
●●●●● (6th instar) | Can spend 20 quantum points per turn | Three |
[ +- ] Resources ●●
Resources are a general indication of financial assets, but they are more than monetary wealth. Money can be gained and lost; this Background includes such things as property, clothing and basic equipment, as well as how easily your character can acquire more. While resources are not entirely liquid assets, possessions can be sold to gain money (though doing so may take some ime depending on what is for sale).
Each Resource dot conveys a standard income beyond any gear or wealth your character gains during play. The source of this stipend must be detailed (contract work, employment, royalties, investments), since it may be increased, reduced or cut off entirely depending on events in the series. Wealth is listed in American dollars; the actual currency may differ depending on your character’s origin.
As with influence, most novas have few problems acquiring resources – through one means or another.
0 – None: You are homeless and broke.
1 – Small savings: You have a tiny apartment and maybe an old used car. If you liquidated all your possessions, you’d have about $2,500.
2 – Comfortable: You have a respect able flat and probably a reliable auto. If liquidated, your belongings would yield approximately $ 50,000.
3 – Affluent You own a house, yacht or other sizable equity. If liquidated, these items would yield around $250,000.
4 – Wealthy: You own a significant amount of property (a mansion, apartment building, office tower or similar structure). You’d have at least $1,000,000 if you liquidated everything.
5 – Amazingly rich: You have more money than you know what to do with. If you liquidated everything, you’d have at least $10,000,000.
Each Resource dot conveys a standard income beyond any gear or wealth your character gains during play. The source of this stipend must be detailed (contract work, employment, royalties, investments), since it may be increased, reduced or cut off entirely depending on events in the series. Wealth is listed in American dollars; the actual currency may differ depending on your character’s origin.
As with influence, most novas have few problems acquiring resources – through one means or another.
0 – None: You are homeless and broke.
1 – Small savings: You have a tiny apartment and maybe an old used car. If you liquidated all your possessions, you’d have about $2,500.
2 – Comfortable: You have a respect able flat and probably a reliable auto. If liquidated, your belongings would yield approximately $ 50,000.
3 – Affluent You own a house, yacht or other sizable equity. If liquidated, these items would yield around $250,000.
4 – Wealthy: You own a significant amount of property (a mansion, apartment building, office tower or similar structure). You’d have at least $1,000,000 if you liquidated everything.
5 – Amazingly rich: You have more money than you know what to do with. If you liquidated everything, you’d have at least $10,000,000.
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Enhancements
[ +- ] Soothe (Mega-Charisma)
The nova is a natural at soothing others’ nerves. Just being around him has a calming effect. He even makes it easier for normal humans to cope with novas.
System: When the player spends a quantum and makes a Charisma roll, the character and eveyone within 10 meters of him becomes calm. Stress drains away, leaving people happier and calmer. No one affected by Soothe (including the nova using it) can attack or take any other hostile action unless the person either makes a Wits roll and scores more successes than the achieved on his Soothe roll, or spends a point of WIllpower to overcome Soothe’s effects. Additionally, Soothe can help to overcome the effects of Taint. For each success achieved on the Charisma roll, one point of Taint possessed by any novas within the radius of effect is temporarily negated in regards interaction with baselines within the affected The power lasts for a scene. All effects of this enhancement disappear if an affected person wanders beyond the 10-meter radius.
System: When the player spends a quantum and makes a Charisma roll, the character and eveyone within 10 meters of him becomes calm. Stress drains away, leaving people happier and calmer. No one affected by Soothe (including the nova using it) can attack or take any other hostile action unless the person either makes a Wits roll and scores more successes than the achieved on his Soothe roll, or spends a point of WIllpower to overcome Soothe’s effects. Additionally, Soothe can help to overcome the effects of Taint. For each success achieved on the Charisma roll, one point of Taint possessed by any novas within the radius of effect is temporarily negated in regards interaction with baselines within the affected The power lasts for a scene. All effects of this enhancement disappear if an affected person wanders beyond the 10-meter radius.
[ +- ] Accuracy (Mega-Dexterity)
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 who’s seen them in combat can’t 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).
of "mystic Forces" guiding them. Whatever the reason, anyone who’s seen them in combat can’t 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).
[ +- ] The Voice (Mega-Manipulation)
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 nova’s 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 re sist the command; each success he rolls counteracts on of the nova player’s 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.
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 nova’s 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 re sist the command; each success he rolls counteracts on of the nova player’s 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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Quantum Powers
[ +- ] 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
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 to extremely bright lights, armored skin which is so tough the character’s 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.
Quantum Minimum: 1
Dice Pool: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: Each dot cancels two successes on Strobe
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 to extremely bright lights, armored skin which is so tough the character’s 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.
[ +- ] Disorient ●
Level: 2
Quantum Minimum: 1
Dice Pool: Manipulation + Disorient
Range: (Quantum + power rating) x 10 meters
Area: N/A | (Quantum + power rating) x 5 meter radius (Area extra, pg 231/248)
Duration: Maintenance
Effect: Allows character to confuse and weaken others
Multiple Actions: Yes
Description: A nova with Disorient can cause another character to become confused, weakened, disoriented 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 target’s dice pools by one. If 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 opponent’s next Willpower roll gains two automatic successes, and so on.
Extras: None.
Quantum Minimum: 1
Dice Pool: Manipulation + Disorient
Range: (Quantum + power rating) x 10 meters
Area: N/A | (Quantum + power rating) x 5 meter radius (Area extra, pg 231/248)
Duration: Maintenance
Effect: Allows character to confuse and weaken others
Multiple Actions: Yes
Description: A nova with Disorient can cause another character to become confused, weakened, disoriented 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 target’s dice pools by one. If 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 opponent’s next Willpower roll gains two automatic successes, and so on.
Extras: None.
[ +- ] Quantum Bolt ●●
Level: 2
Quantum Minimum: 1
Dice Pool: Dexterity + Quantum Bolt
Range: (Quantum + power rating) x 15 meters
Area: N/A | (Quantum + power rating) x 5 meter radius (Area extra, pg 231/248)
Duration: lnstant
Effect: lnflicts [Quantum x 3 levels + (power rating x 4) dice of bashing damage or [Quantum x 2 levels + (power rating x 4) dice of lethal damage (player’s 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 3 levels + (power rating x 4) dice of bashing damage or [Quantum Trait x 2 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 nova’s 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 it’s 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 damage, 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 Minimum: 1
Dice Pool: Dexterity + Quantum Bolt
Range: (Quantum + power rating) x 15 meters
Area: N/A | (Quantum + power rating) x 5 meter radius (Area extra, pg 231/248)
Duration: lnstant
Effect: lnflicts [Quantum x 3 levels + (power rating x 4) dice of bashing damage or [Quantum x 2 levels + (power rating x 4) dice of lethal damage (player’s 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 3 levels + (power rating x 4) dice of bashing damage or [Quantum Trait x 2 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 nova’s 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 it’s 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 damage, 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).
[ +- ] Extra: Area
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 explosive attacks do not add attack successes to damage dice pools.
Merits & Flaws
[ +- ] Merits & Flaws
Eufiber Attuned/+2 Merit: You are especially in-tune with eufiber materials (Aberrant, p. 141). They adapt easily and well to your quantum signature. Each point in this Merit allows you to store an additional quantum point in a eufiber colony attuned to you. You may subtract your rating in this merit from the difficulty of Weave rolls, and you also get an extra die per point in this merit for Style rolls involving eufiber clothing. You must have at least one dot in the Eufiber Background to take this Merit.
Iron Will/+6 Merit: You have an iron core of determination and willpower. You can spend a Willpower point to shake off any attempt to control you through the use of Social Abilities or powers such as Domination or Hypnosis.
Costume Fetish/-1 Flaw: You have a penchant (some might say obsession) for wearing a certain type of clothing. It can be skintight eufiber, leather and spikes, liquid latex, a mask or full Renaissance Faire garb. The important point is that it’s odd, and you tend to wear it even under the most inappropriate circumstances. This can impose a +1 or greater difficulty on your Social rolls and may be a serious faux pas in some situations. It also makes you stand out in a crowd and makes you a less than ideal candidate for subtle and covert activities. You can spend a Willpower point to dress "normally" for a scene, but you don’t like it (as you’re likely to tell just about everyone).
Pacifist/-1 Flaw: You are against violence and prefer to avoid it whenever possible. You must spend a Willpower point in order to initiate combat, although you can fight to defend yourself and others. You must also spend a Willpower point in order to use a lethal attack, although you can use bashing attacks freely. For four points, you must spend a Willpower point to be able fight at all, and you cannot use lethal attacks.
Minority/-1 Flaw (Black, gay): You belong to a group outside of "mainstream" society. You have to deal with prejudice, stereotyping and incorrect assumptions about you. You may suffer increases on the difficulty of Social rolls, at the Storyteller’s discretion, when dealing with people who are not accepting of your kind. This may range from 1 difficulty for someone who’s merely uncomfortable or doesn’t quite know how to deal with you to 3 or more when dealing with true bigots. On the upside, you get to roll an extra die when making Social rolls dealing with your own kind (a sort of free Etiquette specialty). Storytellers should note that this Flaw is very subjective; nearly everyone is a "minority" somewhere! Whether or not a particular minority status is legitimate as a Flaw is up to the standards of the series and the types of stories (and people) the characters are likely to be involved with. Also note that, despite being one of the smallest groups in the world, novas are not considered a "minority" for the purposes of this Flaw.
Phobia/-2 Flaw (Heights/acrophobia): There is something you are morbidly and irrationally afraid of, from darkness, to spiders, to circus clowns. Whenever you are confronted with the object of your fear, you must make a Willpower roll at +1 difficulty to avoid retreating from it as quickly as you can. If you botch the roll, you collapse from fear and become virtually catatonic for the scene or until the object of your terror is removed, whichever comes first. Some phobias can be particularly troublesome for novas, such as acrophobia (a fear of heights) for a nova gifted with Flight. Novas may also suffer from phobias baselines do not, such as a nova teleporter with a fear of teleporting blind.
Enemy/-3 Flaw: There’s somebody out there who dislikes you. A lot. The value of this Flaw is based on two things: how much that person hates you and what he is capable of doing about it. The default is an unfriendly rivalry. For one point, your enemy would like to see you seriously humiliated, professionally ruined or perhaps imprisoned. For two points, he’d like to see you dead. For one point, the enemy is less powerful than you are. For two points, he is roughly as powerful. For three points, he is more powerful. For four points, your enemy is roughly twice as powerful as you are, and for five points, he is truly godlike (one of the most powerful novas in the world). Needless to say, characters with more than four points in this Flaw are walking targets, just waiting for their powerful adversary to kill them off. Players should take high levels in this Flaw with caution.
Iron Will/+6 Merit: You have an iron core of determination and willpower. You can spend a Willpower point to shake off any attempt to control you through the use of Social Abilities or powers such as Domination or Hypnosis.
Costume Fetish/-1 Flaw: You have a penchant (some might say obsession) for wearing a certain type of clothing. It can be skintight eufiber, leather and spikes, liquid latex, a mask or full Renaissance Faire garb. The important point is that it’s odd, and you tend to wear it even under the most inappropriate circumstances. This can impose a +1 or greater difficulty on your Social rolls and may be a serious faux pas in some situations. It also makes you stand out in a crowd and makes you a less than ideal candidate for subtle and covert activities. You can spend a Willpower point to dress "normally" for a scene, but you don’t like it (as you’re likely to tell just about everyone).
Pacifist/-1 Flaw: You are against violence and prefer to avoid it whenever possible. You must spend a Willpower point in order to initiate combat, although you can fight to defend yourself and others. You must also spend a Willpower point in order to use a lethal attack, although you can use bashing attacks freely. For four points, you must spend a Willpower point to be able fight at all, and you cannot use lethal attacks.
Minority/-1 Flaw (Black, gay): You belong to a group outside of "mainstream" society. You have to deal with prejudice, stereotyping and incorrect assumptions about you. You may suffer increases on the difficulty of Social rolls, at the Storyteller’s discretion, when dealing with people who are not accepting of your kind. This may range from 1 difficulty for someone who’s merely uncomfortable or doesn’t quite know how to deal with you to 3 or more when dealing with true bigots. On the upside, you get to roll an extra die when making Social rolls dealing with your own kind (a sort of free Etiquette specialty). Storytellers should note that this Flaw is very subjective; nearly everyone is a "minority" somewhere! Whether or not a particular minority status is legitimate as a Flaw is up to the standards of the series and the types of stories (and people) the characters are likely to be involved with. Also note that, despite being one of the smallest groups in the world, novas are not considered a "minority" for the purposes of this Flaw.
Phobia/-2 Flaw (Heights/acrophobia): There is something you are morbidly and irrationally afraid of, from darkness, to spiders, to circus clowns. Whenever you are confronted with the object of your fear, you must make a Willpower roll at +1 difficulty to avoid retreating from it as quickly as you can. If you botch the roll, you collapse from fear and become virtually catatonic for the scene or until the object of your terror is removed, whichever comes first. Some phobias can be particularly troublesome for novas, such as acrophobia (a fear of heights) for a nova gifted with Flight. Novas may also suffer from phobias baselines do not, such as a nova teleporter with a fear of teleporting blind.
Enemy/-3 Flaw: There’s somebody out there who dislikes you. A lot. The value of this Flaw is based on two things: how much that person hates you and what he is capable of doing about it. The default is an unfriendly rivalry. For one point, your enemy would like to see you seriously humiliated, professionally ruined or perhaps imprisoned. For two points, he’d like to see you dead. For one point, the enemy is less powerful than you are. For two points, he is roughly as powerful. For three points, he is more powerful. For four points, your enemy is roughly twice as powerful as you are, and for five points, he is truly godlike (one of the most powerful novas in the world). Needless to say, characters with more than four points in this Flaw are walking targets, just waiting for their powerful adversary to kill them off. Players should take high levels in this Flaw with caution.
Bio & Personal Info
[ +- ] bio
Lawrence Nixon worked as a psychiatrist at a J.A.N.U.S. detention facility where dangerous novas were housed and supposedly helped. Tasked with helping to formulate increased interrogation security protocols following the unfortunate incident which put Dr. Kettering on medical leave, Lawrence found himself temporarily above his Σ9 clearance level and able to access areas of the facility normally off limits to him. Level Ψ housed the most harmful and intractable novas who were intentional or unintentional dangers to society, so why did it have a sub level filled with medical equipment not unsuited to a horror movie. Lawrence saw a nova who called himself Megasonic Adult Tearhead having a craniotomy while conscious, the doctors and nurses performing it unknown to Lawrence. When Tearhead finally screamed, his head exploded and he released a wave of quantum energy which killed everyone in the operating theater and almost killed Lawrence who quickly made his escape in the chaos. The next few days were strange, especially with Tearhead's death called a suicide. Helping the emotionally damaged novas seemed easier since they almost instantly accepted the techniques he suggested but he still knew what was going on beneath their feet. He was also managing an increasingly painful headache. It came to a head while out for a run after work when Lawrence screamed into the night like a mad man and shattered every window for several blocks. The headache was gone but there was now a weight on his shoulders, one which he could only relieve by making sure no other novas were killed. Lawrence couldn't free the most deadly novas no matter what might be done to them but there were some dangerous ones who he could help. With his temporary clearance and a few irresistable suggestions to the guards, Lawrence freed four novas whose profiles made them the next most likely for experimentation: Terrapin, Comet, Holly Shepard, ...and The Horror. The last one gave him pause but Lawrence knew Dvořák could be reached and helped, even if it was in the depths of an abandoned carnival called Murder Mountain. Maybe Lawrence needs his head examined.
Last edited October 25, 2021 1:20 pm
Oct 24, 2021 7:43 am
Here's the other three members of Terrapin's old team
Name: Dave Dearborn
Age: 49 (appears ~20years old)
Description: Caucasian male, 6'2", ~240 pounds. Shoulder length brown hair, squinty brown eyes, prominent brow; best described as having a 'caveman-like' build and appearance.
Notes:
Proximity to subject induces low level paranoia and anxiety in normal humans; occasional auditory hallucinations and activation of 'fight or flight' response in subject's presence.
Addendum:
Last known whereabouts place him somewhere at the bottom of the Marianas Trench (24/11/2010).
Attributes:
Str 4 Dex 4 Sta 5
Per 3 Int 2 Wits 3
App 2 Manip 2 Cha 2
Mega Attributes:
Mega-Str 1
Mega-Sta 5
Enhancements:
Mega-Str (Crush)
Mega-Sta (Adaptability, Hardbody, Regeneration, Resiliency, Unaging)
Abilities:
Might 3, Brawl 5 (Dirty Fighting), Throw 4, Athletics 3, Drive 4 (High Speed), Firearms 5 (handguns), Heavy Weapons 4, Melee 4 (improvised weapons), Stealth 4 (surprise), Resistance 5, Endurance 5, Awareness 3 (Spot Ambush), Investigation 2, Intrusion 2 (Security Procedures), Intimidation 3
Backgrounds:
Cipher 2, Contacts 2, Node 2, Resources 1
Build:
Freebies: Willpower +2 (4pts), Specialities 7 (7 pts), Ability +2 (4 pts)
Nova Points: MegaSTR 1 (3 pts), MegaSTA 5 +4 Enhancements (10 pts Tainted +12 points), Attribute Dots +3 (1 point), Ability Dots +24 (4 points)
Name: Richard Moses "Mose"/"Mo" Ramirez
Age: 38, at time of death
Description: Hispanic male, 5' 9", ~160 pounds with short, curly black hair and large brown eyes. Slim build and usually well dressed. Ozone smell pronounced around subject.
Attributes:
Str 2 Dex 2 Sta 2
Per 2 Int 4 Wits 4
App 2 Manip 3 Cha 3
Mega Attributes:
none
Enhancements:
none
Abilities:
Endurance 3, Resistance 3, Awareness 2, Investigation 2, Academics 3, Bureaucracy 3, Computer 3, Intrusion 2, Biz 3, Style 2, Subterfuge 2, Diplomacy 2.
Backgrounds:
Attunement 1, Contacts 2, Node 2, Resources 3
Nova Powers:
Electrical Mastery 5 (Tainted)
: Lightening Blast (lethal), Storm, EMP (from Magnetic Mastery), Stun (Bashing Blast), Cage
Invulnerability (energy) 1
Build:
Freebies:
Quantum +2 (14 pts), Background +1 (1 pt)
Nova Points:
Quantum +2 (10 points), Electrical Mastery 5-Tainted (15points) Invulnerability (5 points)
Name: Jack Meyer
Age: 39, at time of death
Description: Caucasian male, 6'1", ~180 pounds; light brown hair and blue eyes. No known distinguishing or unusual features.
Attributes:
Str 3 Dex 5 Sta 5
Per 3 Int 2 Wits 4
App 3 Manip 2 Cha 3
Mega Attributes:
Mega-Strength 1
Mega-Dexterity 3
Enhancements:
Mega-Str (Crush, Quantum Leap)
Mega-Dex (Accuracy, Flexibility, Physical Prodigy, Catfooted, Rapid Strike)
Abilities:
Might 4 (throw), Athletics 4, Martial Arts 5 (combos, multiple opponents), Melee 2, Stealth 5 (sneak), Endurance 5, Resistance 5, Awareness 2 (spot ambush), Rapport 2, Streetwise 2,
Backgrounds:
Contacts 2, Dormancy 3, Resources 2
Build:
Freebies: Specialities 5 (5 pts), Initiative +6 (6 pts), willpower +2 (4pts)
Nova Points:
MegaStr 1 +1 enhancement (6 pts), MegaDex 3 +4 enhancements ( 21 pts), Attribute Dots +6 (2 points), Ability Dots +6 (1point).
[ +- ] DieHard
Name: Dave Dearborn
Age: 49 (appears ~20years old)
Description: Caucasian male, 6'2", ~240 pounds. Shoulder length brown hair, squinty brown eyes, prominent brow; best described as having a 'caveman-like' build and appearance.
Notes:
Proximity to subject induces low level paranoia and anxiety in normal humans; occasional auditory hallucinations and activation of 'fight or flight' response in subject's presence.
Addendum:
Last known whereabouts place him somewhere at the bottom of the Marianas Trench (24/11/2010).
Attributes:
Str 4 Dex 4 Sta 5
Per 3 Int 2 Wits 3
App 2 Manip 2 Cha 2
Mega Attributes:
Mega-Str 1
Mega-Sta 5
Enhancements:
Mega-Str (Crush)
Mega-Sta (Adaptability, Hardbody, Regeneration, Resiliency, Unaging)
Abilities:
Might 3, Brawl 5 (Dirty Fighting), Throw 4, Athletics 3, Drive 4 (High Speed), Firearms 5 (handguns), Heavy Weapons 4, Melee 4 (improvised weapons), Stealth 4 (surprise), Resistance 5, Endurance 5, Awareness 3 (Spot Ambush), Investigation 2, Intrusion 2 (Security Procedures), Intimidation 3
Backgrounds:
Cipher 2, Contacts 2, Node 2, Resources 1
Build:
Freebies: Willpower +2 (4pts), Specialities 7 (7 pts), Ability +2 (4 pts)
Nova Points: MegaSTR 1 (3 pts), MegaSTA 5 +4 Enhancements (10 pts Tainted +12 points), Attribute Dots +3 (1 point), Ability Dots +24 (4 points)
[ +- ] DynaMo
Name: Richard Moses "Mose"/"Mo" Ramirez
Age: 38, at time of death
Description: Hispanic male, 5' 9", ~160 pounds with short, curly black hair and large brown eyes. Slim build and usually well dressed. Ozone smell pronounced around subject.
Attributes:
Str 2 Dex 2 Sta 2
Per 2 Int 4 Wits 4
App 2 Manip 3 Cha 3
Mega Attributes:
none
Enhancements:
none
Abilities:
Endurance 3, Resistance 3, Awareness 2, Investigation 2, Academics 3, Bureaucracy 3, Computer 3, Intrusion 2, Biz 3, Style 2, Subterfuge 2, Diplomacy 2.
Backgrounds:
Attunement 1, Contacts 2, Node 2, Resources 3
Nova Powers:
Electrical Mastery 5 (Tainted)
: Lightening Blast (lethal), Storm, EMP (from Magnetic Mastery), Stun (Bashing Blast), Cage
Invulnerability (energy) 1
Build:
Freebies:
Quantum +2 (14 pts), Background +1 (1 pt)
Nova Points:
Quantum +2 (10 points), Electrical Mastery 5-Tainted (15points) Invulnerability (5 points)
[ +- ] NinJack
Name: Jack Meyer
Age: 39, at time of death
Description: Caucasian male, 6'1", ~180 pounds; light brown hair and blue eyes. No known distinguishing or unusual features.
Attributes:
Str 3 Dex 5 Sta 5
Per 3 Int 2 Wits 4
App 3 Manip 2 Cha 3
Mega Attributes:
Mega-Strength 1
Mega-Dexterity 3
Enhancements:
Mega-Str (Crush, Quantum Leap)
Mega-Dex (Accuracy, Flexibility, Physical Prodigy, Catfooted, Rapid Strike)
Abilities:
Might 4 (throw), Athletics 4, Martial Arts 5 (combos, multiple opponents), Melee 2, Stealth 5 (sneak), Endurance 5, Resistance 5, Awareness 2 (spot ambush), Rapport 2, Streetwise 2,
Backgrounds:
Contacts 2, Dormancy 3, Resources 2
Build:
Freebies: Specialities 5 (5 pts), Initiative +6 (6 pts), willpower +2 (4pts)
Nova Points:
MegaStr 1 +1 enhancement (6 pts), MegaDex 3 +4 enhancements ( 21 pts), Attribute Dots +6 (2 points), Ability Dots +6 (1point).
Last edited October 24, 2021 11:01 am
Oct 24, 2021 8:44 pm
OOC:
Thanks to someone else's fabulous scene, I've decided to write one that's been rattling around. It Starts in the middle of the Warp and Gloam fight.
[ +- ] Scene 1: The attack
The penthouse rippled around Jack Neon, not metaphorically, literally the power the assassin wielded was rippling the area. Reality warped, a chair cracked, aged, and dissolved. The lamp rusted. The four, post bed, warped and part of it turned into a tree. Not much else could be seen as Jack's boss and charge whipped a storm of shadows around, and tried to bind the assassin wit those whirling shadows.
Blast upon blast of energy hit eachother, and just the collision of the two's attacks blew Jack into a corner. AS he struggled forward to do his job he noticed a few things.
1. The attacker's outfit was non-issued. Which meant a vigilante.
2. The attacker came through the 12th story window of a 13 story building, ready to attack. They had been tailing his boss or there was a traitor.
3. He was out of his league.
The fabric of the bed unweaved itself, and then shadow took the room again. The carpet frayed and rippled apart. The dresser exploded.
And the entire thing was crystal quiet. the sounds of the cars passing and people talking outside could be heard perfectly as if nothing was going on in the room.
The assassin, whose probably-male smooth and silvery face Jack was able to catch a glimpse of, blasted the ceiling above his boss and plaster and wood fell over her. She didn't flinch, a wide tendril of shadow deflected the debris, and countered.
If it was a boxing match it would have been a perfect roundhouse to the jaw.
But it was a lethal fight of quantum powers, and what actually happened was a lance through the assassin's torso.
The lance was followed by a second and third.
Then ...
Then reality... broke.
Several of the assassin's bodies convulsed and shook like they were having death throes, different death throes in the same place. Then more, translucent forms emerged over the shaking overlaid bodies. The translucent forms reached out of the shaking bodies and dragged the whole mass down the spines of shadow, further impaling themselves? themself?
Jack could see the molting wings spear into the walls like sick tentacles to push further. (Though that explains how they made it to the 12th story window.)
The next thing happened fast.
All the shadows withdrew as Ms. Withers... as Gloam... Jack's boss recoiled in disgust. and just a moment later all the several forms snapped together with the few translucent forms and they locked on the shadowy form they had come to attack. And Jack leaps across the room.
You gain an eye for such things being a guard of one thing or another for so long, and he knew fight where to place himself to cover Gloam's shadow-form as the dying assassin made a last attempt and hurled themself into where Gloam would have bvee n. Insead colliding with Jack.
Now Usually two objects can not occupy the same space, but the normal rules were already not applying here and the many bodies of the silver, winged assassin literally intersected Jack. Indescribable pain wracked Jack as his confused nerve endings only understood enough to shout NO at whatever was happening. Jack grabbed onto the half wall next to him out of instinct and drug himself away an inch. The translucent forms came out again to claw their way back, but at that moment reality snapped back, imposing it's rules harshly on those that had dared defy it.
Several corpses spread themselves fairly evenly in every direction, and a whiplash of quantum energy surged into Jack.
****
He awoke to His boss, looking again like the Ms. Withers he knew, checking his vitals.
"Good, You're awake. We need to get out of here." She looked him over, clinically, like she did almost everything until someone pissed her off, and stood. "You were right, an unknown hotel was a risk."
Jack struggled up, purely guided by the self control he had over his own body, as his whole body was still out of focus, and varying from a dull pins-n-needles to fully numb. "Yes mam."
She glanced over her shoulders, then at the hole in the wall where the window once was. "If you can use those, we may ber able to get out of here without anymore questions. " Her voice was different.
He looked her over. She was holding her side, the soft spot right below the left ribcage. "Mam."
"Later" It wasn't a question, it wasn't a statement. It was a fact. "Can you get us out of here?"
If Jack's head had been clearer, had he not had just gone through horrific physical trauma, he would have had time to be more confused. AS it was before he did he felt his wings tighten against his back s he stood.
Oh. That's what she meant.
...
Wings.
...
This is a development
He stretched one wing out and then shifted to stretch out the other. Gave a very small test flap, limited by being indoors. "I can get us to the ground safely. That my best guess."
"Ok. Do it."
He scooped her by the waist. An action most would not take with someone with Ms. Withers' position, but Jack had guarded her long enough to know she disliked hesitation more, and already knew what would be needed. Asking permission may be seen as questioning her.
The ride to the ground was rough, they both tumbled a bit at the landing, but with nothing more than some grit and dust over them it was a pretty good first attempt.
They both stood.
"Mam. What next?"
"We split up. We can travel better alone. Get Quinns to pick me up as 52." she pulled eight $50's from an inner pocket of her jacket. "Be back at the Lavender throne by Monday."
He nodded and grabbed the bills, and a shadow slid down the alley.
He opened his phone to make a call.
[ +- ] Scene 2: The Defense
Jack had spent the past few hours moving through the alleyways, and then using his wings to moving from rooftop to rooftop. It was surprisingly easy, something in him already knew how to use them, but he hadn't tested them out fully. Not testing them out fully because he didn't yet know if full flight would make him more noticeable or not.
Then, when looking to cross a street Jack hears the sound of what is clearly jeering. With a quick shift
he could see whatever was happening.
What was happening was fear. Fear an hatred.
and cowardice.
A pair of grown men were yelling at a pair of kids, both seem to have manifested with some taint. Looks like the both had some horns, different horns, but still.
It was enough to be noticed and hated by those that fear different.
Jack landed between the two pairs. His new wings covering the young victims, he stood facing the abusers.
"What the-" "Holy f-"
"Time to move on punks"
A beer bottle flew at Jack's chest. bouncing off harmlessly, of course. "Get the fuck right off ."
"I think you should move on before this gets messy. "
Any normal person in their right mind probably would have already backed off, but liquid courage wasn't known to give people an overabundance of self-preservation.
"No way, You're the one-"
A fist landed in the man's chest and he bounced into the road. A knee struck the the other one, doubling him over. It didn't take any powers to defeat a couple drunks, just a knowledge of how to move in a fight.
A couple idle threats and a retreat later the two drunks scurried down the street.
"Not bad, I appreciate you not using violence overmuch. That would be an excess of paperwork for me. " The light, unconcerned voice surprised Jack, an uncommon feat. The voice came from a very androgynous looking figure, wearing a standard issue JANUS outfit, with a bulletproof vest. "I believe the young Novas you protected are the reason I am here. A report of a couple unverified Novas." Then there was a tense pause. "If I could see your registration you can be on your way."
Jack turned, the edge of his wing brushing the corner of the alley, blocking the JANUS agent's access to the children. "I don't think you'll be getting access to much tonight. I'm not one to let kids be taken, not when it could be bad for their health."
"I am required to give you a second warning." The words were precise and deliberate. "Comply."
Jack shifted, readying himself. "I'm afraid-" The agent shifted, quickly becoming twice their previous size, and closing the distance. Jack blocked the hit, needing flare his wings out to keep balance. Hit, counter, block, shift, hit, counter, counter, measure, block, hit, block. It was almost impossible for either of them to do much against the other. Then the agent sent a blast of some sort at Jack. Jack reached his hand out, and sent a bolt back, purely on hope and instinct. The agent's blast shrank and folded into the Jack's bolt.
Next thing he knew the agent was levitating in the air, trying to get a better angle to blast Jack. Following him, Jack spread his wings and took to the air. A couple of blasts forced Jack to dodge and keep on the defensive. A few more blasts and it was clear that maneuverability was not the only reason the agent moved to the air, but to let out full fledged blasts. A hit stunned Jack, almost causing him to be struck by another blast.
Jack sent back a bolt of his own.
A series of lights streaked across the sky as the two figures swooped and dived. The figures would close on eachother, trade a flurry of blows, and fail to bind the other, a death sentence in the air. and break apart again, letting out another series of blasts. Then a figure crashed into the rooftop.
An AC unit folded around Jack's form.
The agent landed, pulling out a set of restraints, "Your talent could certainly be of use. If for nothing else than research purposes."
A bolt hit the agent directly in the face, and Jack stood. I had hoped that would work. It pays to know what sort of damage one can take, and how much damage one can fake.
The agent looked up just fast enough to take claws to the face, reel back, and open up his abdomen. Bulletproof vests were great for projectile damage, but a precise strike could easily work around them.
"You kids ok?" Jack landed back in the alley, where the two children had hidden themselves a bit better from prying eyes.
"Uh, yes. Noone hurt us." The older one, she was probably nine or ten, said, still trying to shield the younger physically. Jack could respect that.
"You were just like a Comet!" The younger boy jumped in front of his... friend? sister? "Thanks."
Jack almost let out a sigh, Ok then. He looked over the kids, they had clearly been surviving on the street a while, there was a look, more than just clothing and dirt wise, but posture, to those that lived on the streets. "I'm going to get you two a ride, It'll bring you to a hotel, and there you two can work for the kitchen staff. It'll keep food in you and a roof over you."
The next few minutes was spent trying to ignore the kids' while he made the call for the ride, and for trying to call in a favor to one of the kitchen staff he knew at the Lavender Throne.
The ride arrived quickly and, after paying with the cash he was given, he was able to usher the kids inside.
Then, in a moment of peace, he took a moment to look up at the sky he had just been in, trying to process everyting this night had brought him. "A Comet, huh?"
Oct 25, 2021 9:18 am
You people are writing awesome stories, I'm almost not sure I need to even GM anything lol.
Thanks for the character profiles witchdoctor and phoenixscientist.
And additional thanks for the scenes phoenix! Plot-wise I was thinking Withers might not want Jack to report back to his very visible job as her bodyguard. I'm thinking she'll send him to 'see someone' she's connected to ... (that'll be your start of thread)
78rpmlife, roger that on the teensy typo, your character is good to go, go ahead and plonk it all in a character sheet.
Thanks for the character profiles witchdoctor and phoenixscientist.
And additional thanks for the scenes phoenix! Plot-wise I was thinking Withers might not want Jack to report back to his very visible job as her bodyguard. I'm thinking she'll send him to 'see someone' she's connected to ... (that'll be your start of thread)
78rpmlife, roger that on the teensy typo, your character is good to go, go ahead and plonk it all in a character sheet.
Oct 26, 2021 1:16 pm
So I see.
A manipulator/disabler (annex/larnyx)
A brawler/scout (me/comet)
A Tactician/jack (witchdoctor/terrapin)
A Manipulator/jack (78rpm/shepard)
A Brawler/enforcer (gnome/terror)
Seem about right?
A manipulator/disabler (annex/larnyx)
A brawler/scout (me/comet)
A Tactician/jack (witchdoctor/terrapin)
A Manipulator/jack (78rpm/shepard)
A Brawler/enforcer (gnome/terror)
Seem about right?
Oct 27, 2021 4:50 am
I tried a few times to write this up in a more dramatic style, but couldn't make it work, so here's an info dump!
Holly "Duality" Shepard
Holly Shepard, born to an American father and Saudi mother, has always been a bit of a contradiction. Her parents had high hopes for their smart, pretty daughter, but she never had any interest in a social life or the typical 'smart kid' subjects. Ask her how to factor a quadratic equation or what the 4th amendment involves, she'd just give you a blank look and go back to reading philosophy or metaphysics. Ask her on a date, she'd be as likely to tell you in graphic terms what you could do to yourself as she would be to completely ignore you.
College was a lot of the same. A double major in philosophy and physics, she quickly got involved in a research project using highly advanced equipment to study the quantum mechanical basis of thought processes and neurotransmission. The only time she actually got her doctor mother interested in her work was when she started talking about how neurotransmission occurs faster than the biology should allow. As a test subject herself, Holly was the victim of sabotage. An anti-supers group on campus had secretly damaged one of the key spectrometers, with help from one of the better financed underground anti-super organizations in the city.
Exposed to the quantum energies the spectrometer was supposed to be measuring, she went into a coma for three days. When she woke up, it was pretty obvious pretty quickly that something was very wrong. She had been in therapy off and on for years for occasional delusions -- voices in her head, occasional hallucinations -- but they were much worse now, more vivid, as though someone was constantly whispering in her ear. It nearly sent her completely over the edge, until she realized that when she relaxed and concentrated, she could sense and manipulate quantum energy. In an argument with her parents and doctors over whether she should transfer to a psychiatric hospital, she was surprised to suddenly teleport away from her room. She's been on the run ever since.
When she isn't concentrating on hiding it, her eyes show an obvious aberration: overlaid with a translucent cloud of swirling colors and motes of light that dance about akin to Brownian motion, so she typically wears sunglasses when it's not ridiculous to do so. She has started calling herself Duality, after the concept of wave-particle duality, to represent her newfound quantum powers, the schism between her old life and the new one before her, and the continued fracture inside her head. When she's using her powers (or at least not hiding them) the delusions fade but never quite go away, so she's reluctant to hide her powers unless necessary, but she's also still more than a little afraid of the premonitions and her ability to manipulate thermodynamics and probability.
Holly "Duality" Shepard
Holly Shepard, born to an American father and Saudi mother, has always been a bit of a contradiction. Her parents had high hopes for their smart, pretty daughter, but she never had any interest in a social life or the typical 'smart kid' subjects. Ask her how to factor a quadratic equation or what the 4th amendment involves, she'd just give you a blank look and go back to reading philosophy or metaphysics. Ask her on a date, she'd be as likely to tell you in graphic terms what you could do to yourself as she would be to completely ignore you.
College was a lot of the same. A double major in philosophy and physics, she quickly got involved in a research project using highly advanced equipment to study the quantum mechanical basis of thought processes and neurotransmission. The only time she actually got her doctor mother interested in her work was when she started talking about how neurotransmission occurs faster than the biology should allow. As a test subject herself, Holly was the victim of sabotage. An anti-supers group on campus had secretly damaged one of the key spectrometers, with help from one of the better financed underground anti-super organizations in the city.
Exposed to the quantum energies the spectrometer was supposed to be measuring, she went into a coma for three days. When she woke up, it was pretty obvious pretty quickly that something was very wrong. She had been in therapy off and on for years for occasional delusions -- voices in her head, occasional hallucinations -- but they were much worse now, more vivid, as though someone was constantly whispering in her ear. It nearly sent her completely over the edge, until she realized that when she relaxed and concentrated, she could sense and manipulate quantum energy. In an argument with her parents and doctors over whether she should transfer to a psychiatric hospital, she was surprised to suddenly teleport away from her room. She's been on the run ever since.
When she isn't concentrating on hiding it, her eyes show an obvious aberration: overlaid with a translucent cloud of swirling colors and motes of light that dance about akin to Brownian motion, so she typically wears sunglasses when it's not ridiculous to do so. She has started calling herself Duality, after the concept of wave-particle duality, to represent her newfound quantum powers, the schism between her old life and the new one before her, and the continued fracture inside her head. When she's using her powers (or at least not hiding them) the delusions fade but never quite go away, so she's reluctant to hide her powers unless necessary, but she's also still more than a little afraid of the premonitions and her ability to manipulate thermodynamics and probability.
Oct 27, 2021 1:48 pm
Dr. Larynx seems to have another patient. Any chance she was one of the patients aka inmates freed by Larynx?
Oct 27, 2021 7:30 pm
Here's a little something I cooked up for your reading pleasure.
Warning: Contains Intense Language, Graphic Violence and 80's Music. Viewer Discretion Advised.
*Take NONE of this as canon, it's just a bit of writing fun
Body of local man found in Municipal Pool
Wednesday 27 OCT, 2021 10:47 EST
Reuters/AP
The body of Roy Alan Beane was discovered floating in the John R. Wincombe Memorial Aquaplex this morning by city grounds crew working at the Aquaplex readying it for winter. The body was discovered around daybreak and both police and the coroner were called to the scene. Federal Agents arrived some time later to take custody of the body and assume jurisdiction over the investigation due to the unusual timing of finding the body relative to the fire that destroyed the Kincaid Cement Facility last night. (see related story on pg.1)
Beane had been a security guard at the Kincaid Facility for over ten years and his death has been ruled 'foul play' by authorities but have declined to comment further due to policy involving ongoing investigations. The Four Alarm fire at the facility resulted in the total loss of the facility according to a press release from Evans-Villiers Industrial Laminates LLC., owners of the Kincaid Facility. Evans-Villiers had funded ongoing upgrades to the facility since it was abandoned at the outset of the Recession of the early 2000's. There was no comment on whether Evan-Villiers would rebuild although hopes are slim given the cited extensive damage to the facility and the number of first-responder lives lost battling the blaze at the facility.
Beane is survived by his father, two brothers, wife and two children. Funeral services will be announced pending potential release of the body...
Tuesday/26 OCT, 2021/23:11
There you are... Right on time. the blurred green image in the night vision binoculars focused in on a figure emerging from the roof access of a squat three story cement building that resembled more bunker than office building. Primarily because it was a bunker...or at least the exposed tip of the bunker below. The figure milled around for a moment before the signature flare in the night vision indicated a cigarette being lit. Fifteen minutes, mark. Terrapin muttered as he clicked the button on his watch and sailed silently into the air from the tree he'd perched in. He'd watched this same event unfold over the past week, the guard coming out to smoke between 11 and 11:15 pm, and that was his ticket in. The ticket out however would be up to the "inside man"...the one that pulled him into this rescue op and he'd just have to have faith it wasn't all a set up.
23:16
The guard pulled a long drag on the cigarette, stubbed it out on the concrete wall of the roof access and let out a long, hazy breath taking one last look at the twinkling light of the city before tackling the last half of his shift. Those things'll kill you, ya know... the low voice from the darkness startled the guard and he stumbled in the peagravel coating of the roof, falling backward as he spun. He caught only a glimpse of the source of the voice, a blackness hunched on top of the roof access, just above the light, silhouetted against the orange haze of the city's street lamp glare.
Cake or Death? the dark figure asked.
The guard's eyes flitted around as the wheels in his head spun frantically trying to land on a decision, all training having fled his mind. Gun or Radio? Radio or Gun? Fight? Flee? Beg? Gun! Gun! A hand he once thought steady and practiced fumbled like a toddler at the weapon secured in it's holster before freeing it.
STOP! STOP and show yourself... the guard's voice trembling hard enough he hardly recognized his own voice.
Death it is then, Mr....Beane. Terrapin smirked underneath his helmet as he read off the guard's name tag. Why does no one ever choose cake?? he thought to himself.
Beane pulled the trigger on his service issue pistol but the gun's slide refused to budge, caught as it was in the grip of Terrapin's power. That power flowed in waves over the guard, hurling him like a ragdoll into the sky.
Damn. Terrapin snapped his fingers in sudden realization. Should've asked him what was the carrying capacity of an unladen swallow... Ah, squandered opportunity there. Beane had thoughtfully propped the roof access door with a pop can, just like he had every night. Terrapin checked his watch before descending into the belly of the beast.
23:21
If there's one truth to the universe, it's that guard stations are often just repurposed closets stuffed with electronics and resentment. The one at the bottom of the roof access stairs did little to challenge that truism but it was more secure than most with foot thick concrete walls and a metal door with no external hardware.
Lincoln and Royce, the two guards remaining at the station checked in on their radios, the muffled exchange audible in the hall beyond, as Terrapin checked his watch. Check in was on time & he knew they'd cover for Beane.
Tango 2-3 and Tango 2-4 checking in with Bravo-Actual. the low muffled voice spoke slowly and loudly amidst the chirp of radio back & forth. Tango 2-2 is in the shitter. Will have him check in on return. Over.. The radio squawked a reply. Through his mind's eye, Terrapin saw Lincoln toss down the radio and Royce put his feet back up on the desk, reclining all the way back & tugging his hat back down over his face.
BAM...BAM...BAM the door shook. Goddammit, Beane. Did you forget your access card again? Lincoln jumped up from the table, startled and growing a little mad about it. I ought to let you explain your late check-in to Bravo-Actual yourself but we already covered for you. Get your lazy ass...in...here... Lincoln's words trailed off in shock as he buzzed open the door.
Candygram.... Terrapin announced with a lilt of irreverence and dark chuckle as the door opened.
oh, oh...FUCK!! Lincoln went for his sidearm immediately, a credit to better training than Beane had, but couldn't out-draw the intruder. Lincoln's head split open like an over-ripe melon, spilling it's fluid contents onto the floor as his body spasmed uncontrollably. Royce was caught yanking his hat off his face and trying to get his feet off the desk when telekinetic force spun his head around 180°. Dead-eyed, he flopped over the desk he'd previously napped on.
Sliding Royce's gurgling body onto the floor, Terrapin accessed the security array and attached a thumb drive to the dumb terminal running the cameras sweeping the inside and outside of the building. To the credit of whomever designed the security system, the internal array couldn't be accessed from a guard station like this one but the internal array did use data streaming in from external cameras. Terrapin's code loaded into the dumb terminal and looped the external feed. Hopefully, no one inside caught the nearly insignificant frame jump when the footage looped. It wasn't foolproof but he hoped it would hold until it was too late. The real fun came when, and hopefully IF, his inside accomplice managed to load his virus into the main system. That weird 'voice' the good doctor could do should make it a breeze but this guy was green to operations like this. Cold feet on the doctor's part could get them both killed.
23:25
Down the hall Terrapin passed the communications room. Kincaid Concrete masked a pretty advanced and secure operation. Nothing was networked to the outside and there was only a single point of contact between the facility below and the outside world and that pint lay behind the door he passed on the way down the stairs to the second floor. Taking out the communication room was vital to avoid too rapid a response by the Sept or whomever had a vested stake in this hell-hole. He didn't have time to address the issue, that's what he subcontracted out for. The comm room had to be trashed at precisely the same moment everything downstairs went to hell. Any sooner and downstairs security would be tipped off and the whole mission would abort and become a shit-show.
23:28
Like communications, there was only one way in or out physically. A single reinforced freight elevator that operated for ten minutes every two hours, power cut to it the remaining 110 minutes. 23:30 was the next operative window.
Located in the center of the second floor, the elevator was operated from a control room at the end of a long hallway.
Floors ceiling and walls of the hallway were cement; scoured, gouged and pockmarked by previous weaponsfire. The operators of this place might as well have put up a sign "Abandon all hope, ye who enter here"
The guard at the elevator station had been busy prepping the elevator to rise and didn't see Terrapin descending the stairs until too late. The old man had time to just about register the dark presence at the end of the killing hall when Terrapin seized control of him.
Bam...Bam...Smmmeeeeaaar the old guard's head pulped and bounced off the reinforced glass in front of him twice before being dragged across it to complete a macabre and bloody 'smiley face' across the barrier.
23:30
The lights flickered twice as the elevator sucked energy out of the grid and shuddered to life, rising from the pit below. A second double flicker right after let Terrapin know the good doctor had inserted the virus into the security array below.
And now the real fun begins... Terrapin chuckled as the elevator shuddered and locked into place and the steel doors of the elevator parted.
(to be continued)
Warning: Contains Intense Language, Graphic Violence and 80's Music. Viewer Discretion Advised.
*Take NONE of this as canon, it's just a bit of writing fun
[ +- ] For me...it was just another Tuesday.
Body of local man found in Municipal Pool
Wednesday 27 OCT, 2021 10:47 EST
Reuters/AP
The body of Roy Alan Beane was discovered floating in the John R. Wincombe Memorial Aquaplex this morning by city grounds crew working at the Aquaplex readying it for winter. The body was discovered around daybreak and both police and the coroner were called to the scene. Federal Agents arrived some time later to take custody of the body and assume jurisdiction over the investigation due to the unusual timing of finding the body relative to the fire that destroyed the Kincaid Cement Facility last night. (see related story on pg.1)
Beane had been a security guard at the Kincaid Facility for over ten years and his death has been ruled 'foul play' by authorities but have declined to comment further due to policy involving ongoing investigations. The Four Alarm fire at the facility resulted in the total loss of the facility according to a press release from Evans-Villiers Industrial Laminates LLC., owners of the Kincaid Facility. Evans-Villiers had funded ongoing upgrades to the facility since it was abandoned at the outset of the Recession of the early 2000's. There was no comment on whether Evan-Villiers would rebuild although hopes are slim given the cited extensive damage to the facility and the number of first-responder lives lost battling the blaze at the facility.
Beane is survived by his father, two brothers, wife and two children. Funeral services will be announced pending potential release of the body...
Tuesday/26 OCT, 2021/23:11
There you are... Right on time. the blurred green image in the night vision binoculars focused in on a figure emerging from the roof access of a squat three story cement building that resembled more bunker than office building. Primarily because it was a bunker...or at least the exposed tip of the bunker below. The figure milled around for a moment before the signature flare in the night vision indicated a cigarette being lit. Fifteen minutes, mark. Terrapin muttered as he clicked the button on his watch and sailed silently into the air from the tree he'd perched in. He'd watched this same event unfold over the past week, the guard coming out to smoke between 11 and 11:15 pm, and that was his ticket in. The ticket out however would be up to the "inside man"...the one that pulled him into this rescue op and he'd just have to have faith it wasn't all a set up.
23:16
The guard pulled a long drag on the cigarette, stubbed it out on the concrete wall of the roof access and let out a long, hazy breath taking one last look at the twinkling light of the city before tackling the last half of his shift. Those things'll kill you, ya know... the low voice from the darkness startled the guard and he stumbled in the peagravel coating of the roof, falling backward as he spun. He caught only a glimpse of the source of the voice, a blackness hunched on top of the roof access, just above the light, silhouetted against the orange haze of the city's street lamp glare.
Cake or Death? the dark figure asked.
The guard's eyes flitted around as the wheels in his head spun frantically trying to land on a decision, all training having fled his mind. Gun or Radio? Radio or Gun? Fight? Flee? Beg? Gun! Gun! A hand he once thought steady and practiced fumbled like a toddler at the weapon secured in it's holster before freeing it.
STOP! STOP and show yourself... the guard's voice trembling hard enough he hardly recognized his own voice.
Death it is then, Mr....Beane. Terrapin smirked underneath his helmet as he read off the guard's name tag. Why does no one ever choose cake?? he thought to himself.
Beane pulled the trigger on his service issue pistol but the gun's slide refused to budge, caught as it was in the grip of Terrapin's power. That power flowed in waves over the guard, hurling him like a ragdoll into the sky.
Damn. Terrapin snapped his fingers in sudden realization. Should've asked him what was the carrying capacity of an unladen swallow... Ah, squandered opportunity there. Beane had thoughtfully propped the roof access door with a pop can, just like he had every night. Terrapin checked his watch before descending into the belly of the beast.
23:21
If there's one truth to the universe, it's that guard stations are often just repurposed closets stuffed with electronics and resentment. The one at the bottom of the roof access stairs did little to challenge that truism but it was more secure than most with foot thick concrete walls and a metal door with no external hardware.
Lincoln and Royce, the two guards remaining at the station checked in on their radios, the muffled exchange audible in the hall beyond, as Terrapin checked his watch. Check in was on time & he knew they'd cover for Beane.
Tango 2-3 and Tango 2-4 checking in with Bravo-Actual. the low muffled voice spoke slowly and loudly amidst the chirp of radio back & forth. Tango 2-2 is in the shitter. Will have him check in on return. Over.. The radio squawked a reply. Through his mind's eye, Terrapin saw Lincoln toss down the radio and Royce put his feet back up on the desk, reclining all the way back & tugging his hat back down over his face.
BAM...BAM...BAM the door shook. Goddammit, Beane. Did you forget your access card again? Lincoln jumped up from the table, startled and growing a little mad about it. I ought to let you explain your late check-in to Bravo-Actual yourself but we already covered for you. Get your lazy ass...in...here... Lincoln's words trailed off in shock as he buzzed open the door.
Candygram.... Terrapin announced with a lilt of irreverence and dark chuckle as the door opened.
oh, oh...FUCK!! Lincoln went for his sidearm immediately, a credit to better training than Beane had, but couldn't out-draw the intruder. Lincoln's head split open like an over-ripe melon, spilling it's fluid contents onto the floor as his body spasmed uncontrollably. Royce was caught yanking his hat off his face and trying to get his feet off the desk when telekinetic force spun his head around 180°. Dead-eyed, he flopped over the desk he'd previously napped on.
Sliding Royce's gurgling body onto the floor, Terrapin accessed the security array and attached a thumb drive to the dumb terminal running the cameras sweeping the inside and outside of the building. To the credit of whomever designed the security system, the internal array couldn't be accessed from a guard station like this one but the internal array did use data streaming in from external cameras. Terrapin's code loaded into the dumb terminal and looped the external feed. Hopefully, no one inside caught the nearly insignificant frame jump when the footage looped. It wasn't foolproof but he hoped it would hold until it was too late. The real fun came when, and hopefully IF, his inside accomplice managed to load his virus into the main system. That weird 'voice' the good doctor could do should make it a breeze but this guy was green to operations like this. Cold feet on the doctor's part could get them both killed.
23:25
Down the hall Terrapin passed the communications room. Kincaid Concrete masked a pretty advanced and secure operation. Nothing was networked to the outside and there was only a single point of contact between the facility below and the outside world and that pint lay behind the door he passed on the way down the stairs to the second floor. Taking out the communication room was vital to avoid too rapid a response by the Sept or whomever had a vested stake in this hell-hole. He didn't have time to address the issue, that's what he subcontracted out for. The comm room had to be trashed at precisely the same moment everything downstairs went to hell. Any sooner and downstairs security would be tipped off and the whole mission would abort and become a shit-show.
23:28
Like communications, there was only one way in or out physically. A single reinforced freight elevator that operated for ten minutes every two hours, power cut to it the remaining 110 minutes. 23:30 was the next operative window.
Located in the center of the second floor, the elevator was operated from a control room at the end of a long hallway.
Floors ceiling and walls of the hallway were cement; scoured, gouged and pockmarked by previous weaponsfire. The operators of this place might as well have put up a sign "Abandon all hope, ye who enter here"
The guard at the elevator station had been busy prepping the elevator to rise and didn't see Terrapin descending the stairs until too late. The old man had time to just about register the dark presence at the end of the killing hall when Terrapin seized control of him.
Bam...Bam...Smmmeeeeaaar the old guard's head pulped and bounced off the reinforced glass in front of him twice before being dragged across it to complete a macabre and bloody 'smiley face' across the barrier.
23:30
The lights flickered twice as the elevator sucked energy out of the grid and shuddered to life, rising from the pit below. A second double flicker right after let Terrapin know the good doctor had inserted the virus into the security array below.
And now the real fun begins... Terrapin chuckled as the elevator shuddered and locked into place and the steel doors of the elevator parted.
(to be continued)
Last edited October 27, 2021 9:06 pm
Oct 27, 2021 8:50 pm
And now for Part II...
Warning: Contains Intense Language, Graphic Violence and 80's Music. Viewer Discretion Advised.
*Take NONE of this as canon, it's just a bit of writing fun.
23:33
The florescent lights in the elevator flickered off and stayed off, replaced by the wan orange lights of the emergency backups. The intercom system crackled to life to emit an unnervingly distorted alarm followed by crackling silence and the sounds of the ventilation system grinding to a halt. A hiss and a crackle in the intercom let him know what was coming. By now, the infrasound the intercom had been pumping out would be making the skin crawl among the sensitive ones below. Now a blistering guitar solo hits at top volume and the emergency light strobe eerily. Under his helmet, Terrapin cracked a smile knowing the sort of mayhem soon in store.
....BAHM, BAHM.... BAHM, BAHM...
Sometimes I Feel I've Got To...Run Away... I've Got To...
Let's all listen along, shall we?
The steel doors of the lift creak and slide open to a hallway much like the one above...a killing zone. This one is packed with lab jacketed and expensive suit wearing men and women carrying laptops and files and briefcases all jammed up against the steel doors. At the mid- point of the hallway two squads of men provide point security for the assembled refugees awaiting the elevator.
The crush of lab and office refugees could hardly wait for the doors to open before trying to push inside until they see the figure already inside the elevator. Chairs erupts as the ones at the head of the crowd try to turn back only to be pushed forward by the unsuspecting refugees at the back.
BOO! Terrapin cackled as the throng simultaneously tried to advance and retreat. Gunfire from the end of the hall only exacerbated the panic. The smart ones hunkered down and got out of the way before they got trampled, the unwise ones turned on each other in panic not having any where to go.
...The Pain That You Drive Into The Heart Of Me...
Security took a minute to catch on to the panic at the end of the hall given the music flooding through their coms at insane volumes. One squad turned from guarding the mouth of the hall to address the problem and having exactly zero idea what to do. Fire at Terrapin and shred the scientists and executives they were ordered to protect or do nothing and get slaughtered... All it took was one rookie to break and go weapons-free, bullpup full-auto down the hall for the others to join in on the frenzy. Quantum energy caught the few bullets that made it to Terrapin in mid-air, the others shredded through scientist and bureaucrat alike like rats in a blender. Stopping that took more out of him that he'd care to admit... Getting old isn't easy. Hiding the baker's dozen bullets before him, he sent them back down range to thin the herd of security forces.
Dammit. Should've gone with Ballroom Blitz... he mused as Tainted Love looped and started over.
The security forces were caught in a two-front battle as a group of the asylum inmates rounded the corner into the hallway. Terrapin's virus had crippled security, internal coms and the locks on every safeguarded area. He'd banked on a lot of pent up (and probably homicidal) rage the folks down here might harbor towards the staff being enough of a distraction to occupy most of security. These folks weren't A-Listers, by any stretch of the imagination, in the superhuman department but they were superhuman enough...
One 'inmate' teleported in the middle of the security squad and bit part of a face off before jaunting away. Doing the math, the squad decided with their charges dead to just make a break for the elevator. Maybe the math of one Terrapin as opposed to a growing gang of 'inmates' seemed like the better solution. What it turned into was a General Custer at the battle of Greasy Grass.
Checking his watch, he'd spent a bit much time enjoying the chaos and carnage. The timetable was inviolable if they were going to get out without having to face any of the Sept or their associates. The Doctor and whomever was still alive in the horror chamber he'd described below were expecting him and he'd best not be late. This wasn't the day to operate on Indian Time like he usually did...
Dispensing with the usual toying around and quipping one liners til he got tired of it, Terrapin just sized control of one of the security guards guns and full-auto-ed them from behind. Honorable, no, but whose keeping score?
...Once I Ran To You, Now I Run From You...
Stepping through the carnage and bodies, he sort of imagined this wasn't exactly what Dr. Larry had in mind when he asked for his help. This place has to go down and down hard...for good. He picked his way across the landmarks the Doctor had given him for the rendezvous, the administrative offices. Normally only lightly manned at midnight they seemed like a good staging point.
The place, despite being an underground black site, looked like any office building in corporate America...complete with reception desk and a big shiny metal "J.A.N.U.S." sign hanging over the giant teak reception desk. Grimacing, he shot the sign a double-bird and dropped the giant metal J onto the expensive desk.
Warning: Contains Intense Language, Graphic Violence and 80's Music. Viewer Discretion Advised.
*Take NONE of this as canon, it's just a bit of writing fun.
[ +- ] Highway to the Danger Zone
23:33
The florescent lights in the elevator flickered off and stayed off, replaced by the wan orange lights of the emergency backups. The intercom system crackled to life to emit an unnervingly distorted alarm followed by crackling silence and the sounds of the ventilation system grinding to a halt. A hiss and a crackle in the intercom let him know what was coming. By now, the infrasound the intercom had been pumping out would be making the skin crawl among the sensitive ones below. Now a blistering guitar solo hits at top volume and the emergency light strobe eerily. Under his helmet, Terrapin cracked a smile knowing the sort of mayhem soon in store.
....BAHM, BAHM.... BAHM, BAHM...
Sometimes I Feel I've Got To...Run Away... I've Got To...
Let's all listen along, shall we?
The steel doors of the lift creak and slide open to a hallway much like the one above...a killing zone. This one is packed with lab jacketed and expensive suit wearing men and women carrying laptops and files and briefcases all jammed up against the steel doors. At the mid- point of the hallway two squads of men provide point security for the assembled refugees awaiting the elevator.
The crush of lab and office refugees could hardly wait for the doors to open before trying to push inside until they see the figure already inside the elevator. Chairs erupts as the ones at the head of the crowd try to turn back only to be pushed forward by the unsuspecting refugees at the back.
BOO! Terrapin cackled as the throng simultaneously tried to advance and retreat. Gunfire from the end of the hall only exacerbated the panic. The smart ones hunkered down and got out of the way before they got trampled, the unwise ones turned on each other in panic not having any where to go.
...The Pain That You Drive Into The Heart Of Me...
Security took a minute to catch on to the panic at the end of the hall given the music flooding through their coms at insane volumes. One squad turned from guarding the mouth of the hall to address the problem and having exactly zero idea what to do. Fire at Terrapin and shred the scientists and executives they were ordered to protect or do nothing and get slaughtered... All it took was one rookie to break and go weapons-free, bullpup full-auto down the hall for the others to join in on the frenzy. Quantum energy caught the few bullets that made it to Terrapin in mid-air, the others shredded through scientist and bureaucrat alike like rats in a blender. Stopping that took more out of him that he'd care to admit... Getting old isn't easy. Hiding the baker's dozen bullets before him, he sent them back down range to thin the herd of security forces.
Dammit. Should've gone with Ballroom Blitz... he mused as Tainted Love looped and started over.
The security forces were caught in a two-front battle as a group of the asylum inmates rounded the corner into the hallway. Terrapin's virus had crippled security, internal coms and the locks on every safeguarded area. He'd banked on a lot of pent up (and probably homicidal) rage the folks down here might harbor towards the staff being enough of a distraction to occupy most of security. These folks weren't A-Listers, by any stretch of the imagination, in the superhuman department but they were superhuman enough...
One 'inmate' teleported in the middle of the security squad and bit part of a face off before jaunting away. Doing the math, the squad decided with their charges dead to just make a break for the elevator. Maybe the math of one Terrapin as opposed to a growing gang of 'inmates' seemed like the better solution. What it turned into was a General Custer at the battle of Greasy Grass.
Checking his watch, he'd spent a bit much time enjoying the chaos and carnage. The timetable was inviolable if they were going to get out without having to face any of the Sept or their associates. The Doctor and whomever was still alive in the horror chamber he'd described below were expecting him and he'd best not be late. This wasn't the day to operate on Indian Time like he usually did...
Dispensing with the usual toying around and quipping one liners til he got tired of it, Terrapin just sized control of one of the security guards guns and full-auto-ed them from behind. Honorable, no, but whose keeping score?
...Once I Ran To You, Now I Run From You...
Stepping through the carnage and bodies, he sort of imagined this wasn't exactly what Dr. Larry had in mind when he asked for his help. This place has to go down and down hard...for good. He picked his way across the landmarks the Doctor had given him for the rendezvous, the administrative offices. Normally only lightly manned at midnight they seemed like a good staging point.
The place, despite being an underground black site, looked like any office building in corporate America...complete with reception desk and a big shiny metal "J.A.N.U.S." sign hanging over the giant teak reception desk. Grimacing, he shot the sign a double-bird and dropped the giant metal J onto the expensive desk.
Last edited October 27, 2021 9:06 pm
Nov 1, 2021 1:27 pm
Once again, it's all this creativity in writing that makes my job largely redundant!
Nov 6, 2021 11:55 pm
PhoenixScientist sent a note to BedzoneII
Last edited November 11, 2021 4:54 am
Nov 13, 2021 3:11 am
PhoenixScientist sent a note to BedzoneII
Last edited November 13, 2021 3:27 am
Nov 13, 2021 6:57 pm
Hey, I noticed weaknesses can give back xp or reduce cost or... however that works.
I was wondering if having wings would count as that (as I am not flying like superman so am a bit more limited)?
Not sure.
I was wondering if having wings would count as that (as I am not flying like superman so am a bit more limited)?
Not sure.
Nov 15, 2021 12:22 pm
There are one or two ways we can play up Comet's wings.
The first is to think of it as a Flaw, just like one of the another Flaws, and give it a bonus point cost. I'm fine for these bonus points to be retroactively used in character creation, since we're still at session zero. We should probably discuss why having wings is a Flaw though, if so.
If you're thinking about the rules for Weaknesses (Player's Guide p141), those rules describe conditions under which a power can work. A 3 point weakness can give back the chance to buy an Extra, a 5 point weakness lets you reduce the power level cost. So if you're thinking of a weakness for Flight, it could take the form of limited distance, or duration, or a x-times-a-day use, or something like that.
Were either of these something you were thinking of?
The first is to think of it as a Flaw, just like one of the another Flaws, and give it a bonus point cost. I'm fine for these bonus points to be retroactively used in character creation, since we're still at session zero. We should probably discuss why having wings is a Flaw though, if so.
If you're thinking about the rules for Weaknesses (Player's Guide p141), those rules describe conditions under which a power can work. A 3 point weakness can give back the chance to buy an Extra, a 5 point weakness lets you reduce the power level cost. So if you're thinking of a weakness for Flight, it could take the form of limited distance, or duration, or a x-times-a-day use, or something like that.
Were either of these something you were thinking of?
Nov 15, 2021 3:00 pm
I don't think it's quite weakness bad, just restricts where he can fly. So flaw, just one point.
Nov 23, 2021 8:17 pm
Howdy all!
This is the background for the original character that I had in mind (based on the original Aberrant setting, so needs some adjusting and would love to hear suggestions)In my mind, now when his powers manifest, he is covered by a shadowy "angel" figure that hides his features, etc... Power wise I'm still flexible but would like to include flight...
This is the background for the original character that I had in mind (based on the original Aberrant setting, so needs some adjusting and would love to hear suggestions)
[ +- ] Background
Growing up in a small town in the hills of Montana is fairly boring for most kids. However, it's doubly so when you're the pastor's son and he has a strict sense of the kind of image you should project as such. That's how it was for Michael growing up. Home-schooled and raised by biblical standards, his father enforced a strict standard for his behavior at all times, including who he could see and where he could go. While his mother attempted to provide Michael with some freedom, whenever his father would find out it would be the back of his hand for Michael's mother and a stern lecture for Michael himself. This went on for the first thirteen years of Michael's life. It was at this point though that things took a turn into uncharted territory. Shortly after Michael's seventeenth birthday, a stranger approached his father and spent several hours talking and arguing with him behind locked doors. When the man stormed out, Michael's father went nearly insane, calling his wife all kinds of names, beating her nearly senseless, and almost into a coma. The whole time, his father forced Michael to witness what "God had in store for the wicked who come from Satan's loins". As his mother lay bleeding and Michael held her head in his hands, a miracle occurred with her condition improving at his touch. The longer he held her, the more quickly she recovered. His father quickly snatched Michael away with a grin that only few could manage. "The Lord does work in mysterious ways boy, you shall be your mothers salvation and the world's enlightenment." Within weeks, Montana was the home to the newest Televangelical church, the Church of Michael Archangel. Beginning the week of Easter, 2015, every weekly service featured the son of the evangelist performing faith-healing, which more often than not were apparently successful.
Over the next five months, Michael, while still 'performing' for his father (even if he didn't understand why he was able to do what he could do), began trying to reach out and understand more of the world outside his father's restrictions. When Minister Albers was killed by a bee attack, Michael's father took it as a sign to expand his ministry to the southern states and began arranging for stations which would broadcast his services there as well. As large human footprints were found outside of Fairfield Iowa and the Church of Michael Archangel tried to say it was the beginnings of an angelic host returning to signify the end of days, Michael's mother had had enough and encouraged her son to leave. When he hesitated because he didn't want to give up helping with the gift that he had, his mother surprised him by telling him that she had been doing the healing the whole time, that it was her gift and not his so he had no reason to stay. She then gave him the address of her brother's family in New York who had always tried to encourage her to leave the marriage. Overhearing his wife encouraging their son to leave, Michaels father was furious. In a rage, he rushed into the room and slapped his wife harder than ever before. Something in Michael snapped, and his anger truly ~exploded~ outward in a burst of air as if a tornado had struck the room. As it did, Michael found himself actually flying though the air, higher and higher, away from Montana, in a direction he had no knowledge of. After several minutes, he found himself returning to earth, (not crashing, but in a controlled manner) and without looking back, headed for the nearest town where he bought a bus ticket for New York City.
In the past four and a half months, Michael hasn't been able to bring himself to call upon his family, as he's somewhat afraid of what he has become. He has been living day to day in cheap hotels and through church soup kitchens and shelters. However, the little funds he has access to are running out and he will have to make the decision to see them, or begin living on the streets in earnest.
Over the next five months, Michael, while still 'performing' for his father (even if he didn't understand why he was able to do what he could do), began trying to reach out and understand more of the world outside his father's restrictions. When Minister Albers was killed by a bee attack, Michael's father took it as a sign to expand his ministry to the southern states and began arranging for stations which would broadcast his services there as well. As large human footprints were found outside of Fairfield Iowa and the Church of Michael Archangel tried to say it was the beginnings of an angelic host returning to signify the end of days, Michael's mother had had enough and encouraged her son to leave. When he hesitated because he didn't want to give up helping with the gift that he had, his mother surprised him by telling him that she had been doing the healing the whole time, that it was her gift and not his so he had no reason to stay. She then gave him the address of her brother's family in New York who had always tried to encourage her to leave the marriage. Overhearing his wife encouraging their son to leave, Michaels father was furious. In a rage, he rushed into the room and slapped his wife harder than ever before. Something in Michael snapped, and his anger truly ~exploded~ outward in a burst of air as if a tornado had struck the room. As it did, Michael found himself actually flying though the air, higher and higher, away from Montana, in a direction he had no knowledge of. After several minutes, he found himself returning to earth, (not crashing, but in a controlled manner) and without looking back, headed for the nearest town where he bought a bus ticket for New York City.
In the past four and a half months, Michael hasn't been able to bring himself to call upon his family, as he's somewhat afraid of what he has become. He has been living day to day in cheap hotels and through church soup kitchens and shelters. However, the little funds he has access to are running out and he will have to make the decision to see them, or begin living on the streets in earnest.
Nov 23, 2021 10:15 pm
Michael sounds like an interesting, and very damaged, person... He should fit right in with the rest of us broken toys :D
Nov 24, 2021 1:10 pm
Hi Knighthawke, glad you can join us.
And thanks for bringing a beloved backstory to this game. We can certainly make it work. Go ahead and revise the Aberrant 1e rules for character creation, and let me know if you need help with the quirky maths that it uses. Also feel free to read all the threads and backgrounds so that you can get a sense of what the others are playing, but don't let that unduly affect your choices.
We're not using the Aberrant background setting. Instead, it's a 'homebrew' which I'll take no credit for, as it'll be directly lifted from an amalgamation of the DC/Marvel universes, but given a more dystopian spin. We're in the early stages, so you'll be able to see the world unfold.
And thanks for bringing a beloved backstory to this game. We can certainly make it work. Go ahead and revise the Aberrant 1e rules for character creation, and let me know if you need help with the quirky maths that it uses. Also feel free to read all the threads and backgrounds so that you can get a sense of what the others are playing, but don't let that unduly affect your choices.
We're not using the Aberrant background setting. Instead, it's a 'homebrew' which I'll take no credit for, as it'll be directly lifted from an amalgamation of the DC/Marvel universes, but given a more dystopian spin. We're in the early stages, so you'll be able to see the world unfold.
Nov 24, 2021 4:07 pm
BedzoneII says:
Hi Knighthawke, glad you can join us. And thanks for bringing a beloved backstory to this game. We can certainly make it work. Go ahead and revise the Aberrant 1e rules for character creation, and let me know if you need help with the quirky maths that it uses. Also feel free to read all the threads and backgrounds so that you can get a sense of what the others are playing, but don't let that unduly affect your choices.
We're not using the Aberrant background setting. Instead, it's a 'homebrew' which I'll take no credit for, as it'll be directly lifted from an amalgamation of the DC/Marvel universes, but given a more dystopian spin. We're in the early stages, so you'll be able to see the world unfold.
Nov 24, 2021 11:48 pm
Enjoy your holiday, Happy Thanksgiving to all who celebrate it!
Knighthawke, do you have Discord? I'd like to add you, it facilitates our discussions.
Knighthawke, do you have Discord? I'd like to add you, it facilitates our discussions.
Nov 25, 2021 12:15 am
BedzoneII says:
Enjoy your holiday, Happy Thanksgiving to all who celebrate it!Knighthawke, do you have Discord? I'd like to add you, it facilitates our discussions.
Jan 24, 2022 5:41 pm
Hello all. I'll try and get a character made in the next few days. I've been reading through some of the threads and trying to come up with ideas.
Jan 24, 2022 9:23 pm
Options are wide open, LtI. Should be plenty of opportunity for a good character since we're just settliing into things.
Last edited January 25, 2022 1:18 pm
Jan 25, 2022 5:13 am
Welcome welcome, glad you could join us. We're totally open to having you pitch whatever preliminary ideas you might be considering and we can go from there.
Jan 25, 2022 9:44 pm
LactoseTheIntolerant sent a note to BedzoneII
Last edited January 25, 2022 9:46 pm
Jan 27, 2022 12:27 am
Hello all. My idea for a character is a very young nova with a focus on mega-mental attributes. I'm envisioning a 12-14 year old kid who is a genius inventor. Might go with Whiz Kid as my super alter ego. I like the idea of a superhumanly intelligent individual trapped in the body of a child. Not certain about the group dynamics among the characters yet, but maybe he could fit in like an honorary kid brother.
He resents being treated like a child (even though he is one). Since he isn't legally an adult, he doesn't have the same legal rights as one, and this frustrates him to no end. A lot of his time is spent railing against a world that he views as extremely ageist and incapable of recognizing his brilliance. He will most likely be an orphan. Maybe his parents were killed or taken away by J.A.N.U.S., the Super Sept, or some other group, so now he works to oppose them. He could also be a runaway who left home because he can't tolerate the stupidity of most adults (compared to him).
He resents being treated like a child (even though he is one). Since he isn't legally an adult, he doesn't have the same legal rights as one, and this frustrates him to no end. A lot of his time is spent railing against a world that he views as extremely ageist and incapable of recognizing his brilliance. He will most likely be an orphan. Maybe his parents were killed or taken away by J.A.N.U.S., the Super Sept, or some other group, so now he works to oppose them. He could also be a runaway who left home because he can't tolerate the stupidity of most adults (compared to him).
Last edited January 27, 2022 12:37 am
Jan 27, 2022 2:02 am
That sounds like a fun character to add to the dynamic. Any powers or just Mega-Attributes?
Jan 27, 2022 2:30 am
[ +- ] Hmm. Whiz Kid...
Jan 27, 2022 9:58 am
Sounds good! I like the parents taken away or killed angle, we can work that (or plot twist of Amazing Spider-man 2, parents left in order to protect Peter). I can as usual try to work the group dynamics by doing an individual thread first.
And if he's an inventor type I also have a ready hook for the Ordinal Foundation.
And if he's an inventor type I also have a ready hook for the Ordinal Foundation.
BedzoneII sent a note to LactoseTheIntolerant
Feb 4, 2022 4:33 am
Hey there, just letting you all know that I've basically finished my character. I just need to figure out my inventions, and then I can submit him tomorrow.
Wondering, would a small power armor suit be too over the top for this game? I was thinking about portraying my character like Iron Lad from Marvel Comics. This suit isn't his main schtick, but he uses it when it's needed for combat situations. I've designed him as being incredibly smart but not very physically formidable without adults protecting him.
Wondering, would a small power armor suit be too over the top for this game? I was thinking about portraying my character like Iron Lad from Marvel Comics. This suit isn't his main schtick, but he uses it when it's needed for combat situations. I've designed him as being incredibly smart but not very physically formidable without adults protecting him.
Feb 4, 2022 5:07 am
None of us are all that well protected either so I wouldn't worry too much about it. A power armor suit would definitely not be over the top for this setting...
Feb 4, 2022 7:53 am
Just add it in to the rest of whatever equipment you have. I'll be happy to balance your starting character with everyone else's so no worries there if you've put in too much or too little.
Feb 4, 2022 8:26 pm
I have submitted the character. I still need to finish figuring out the inventions, but i wanted to get everything in anyway. I took the Equipment Background from p. 54 of The Directive sourcebook to represent some of the my starting inventions, unless you want me to do something else.
Last edited February 4, 2022 8:30 pm
Feb 5, 2022 1:48 pm
Great! I had a quick look at it and accepted it. I'll do the math on it in a bit.
We'll probably have to discuss what Resources 5 and Equipment 5 means though, since we're looking at a 12 year old kid who's one of the richest persons in the world and owns a nuclear submarine.
We'll probably have to discuss what Resources 5 and Equipment 5 means though, since we're looking at a 12 year old kid who's one of the richest persons in the world and owns a nuclear submarine.
Feb 5, 2022 5:08 pm
BedzoneII says:
Great! I had a quick look at it and accepted it. I'll do the math on it in a bit.We'll probably have to discuss what Resources 5 and Equipment 5 means though, since we're looking at a 12 year old kid who's one of the richest persons in the world and owns a nuclear submarine.
Also, looking at the rules more closely, I may nix the whole kid-sized armor suit and go with a handful or smaller devices.
Last edited February 5, 2022 5:09 pm
Feb 6, 2022 2:16 am
No issues with being junior Batman, or Tony Stark / Lex Luthor left you his inheritance, your grandfather is Ra's al Ghul etc, so I'm ok with a super-rich kid. The ramifications of that societally would be obvious: the richer he is, the more likely other will know (in a world where mega-int people exist, a good number of them would be the ones controlling all the financial markets) You might need some dots in Cipher if you don't want to be known for your hacking. Lots of possibilities for storytelling, I can't wait. If you've got a high Resources or Equipment rating, I think you may need some rating in Contacts or Allies to rationalise it, your kid needs to be somehow connected or networked in order to be who he is currently. (Taking a leaf from The Directive sourcebook, an agent gets equipment because he has a certain rank in the organisation).
Inventions-wise, since I'm having everyone roughly on par to start with, I'm thinking any equipment that is the equivalent power level of the other characters' range and level of powers is perfectly fine, if you need a guideline as to how to pitch. So an armored suit that gives an armor/forcefield power, a blast, some control, some buff/debuff etc, is totally on track. or if you want them as separate devices, like a Gizmo character, works too.
But let me say again, great concept! We can have a good story with this.
Inventions-wise, since I'm having everyone roughly on par to start with, I'm thinking any equipment that is the equivalent power level of the other characters' range and level of powers is perfectly fine, if you need a guideline as to how to pitch. So an armored suit that gives an armor/forcefield power, a blast, some control, some buff/debuff etc, is totally on track. or if you want them as separate devices, like a Gizmo character, works too.
But let me say again, great concept! We can have a good story with this.
Feb 11, 2022 8:55 pm
Sorry that I haven't turned in my inventions yet. I've been a bit busy. I'll try to get them in by the end of the weekend.
Let me know how you'd like my character to enter the game.
Let me know how you'd like my character to enter the game.
Feb 12, 2022 3:04 pm
Hi Lactose, no worries, thanks for getting the character sheet all ready. In terms of busyness, I think that's the situation of most of the players (GM included) here. So much so that we're down to two active players. With that being the situation, I feel bad bringing you in to a game with a smaller than expected number of players. We started with 5, and even with you, we'd be back up to only 3. That's not ideal.
So I'm going to put this game on hiatus, not sure if we'll come back to it. Thanks everyone for playing, and in particular, thanks again to you Lactose, for thinking of giving it a shot, and all the best on your Palladium recruitment.
See you all around Gamers Plane. I'll make plans to start a different game soon. Let's see how that works out.
So I'm going to put this game on hiatus, not sure if we'll come back to it. Thanks everyone for playing, and in particular, thanks again to you Lactose, for thinking of giving it a shot, and all the best on your Palladium recruitment.
See you all around Gamers Plane. I'll make plans to start a different game soon. Let's see how that works out.
Feb 12, 2022 3:40 pm
Thanks for the update, B. I definitely understand the attrition is fierce in PbP but I definitely enjoyed the bit we did get to play. If you ever re-visit the game I'd be down to play.
Good luck with your next game!
Good luck with your next game!
Feb 12, 2022 4:17 pm
BedzoneII says:
Hi Lactose, no worries, thanks for getting the character sheet all ready. In terms of busyness, I think that's the situation of most of the players (GM included) here. So much so that we're down to two active players. With that being the situation, I feel bad bringing you in to a game with a smaller than expected number of players. We started with 5, and even with you, we'd be back up to only 3. That's not ideal.So I'm going to put this game on hiatus, not sure if we'll come back to it. Thanks everyone for playing, and in particular, thanks again to you Lactose, for thinking of giving it a shot, and all the best on your Palladium recruitment.
See you all around Gamers Plane. I'll make plans to start a different game soon. Let's see how that works out.
Feb 13, 2022 12:28 am
Appreciate the vote from both of you. Yes I'll call it a hiatus. And ping us all again maybe two months down the road? Who knows.
Thanks again all.
Thanks again all.