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ABERRANT

Table of Contents
BASIC RULES 2 ANTICIPATION 6 SOCIAL INFLUENCE 7 COMBAT SYSTEMS 8 HAZARDS 20 CHARACTER CREATION OUTLINE 22 BASELINE TRAITS 25 BODY MODIFICATIONS 54 NOVA TRAITS 71 MEGA-ATTRIBUTES & ENHANCEMENTS 78 QUANTUM POWERS 100 WEAPONS AND ARMOR 149 VEHICLES 167 EQUIPMENT 171 SCIENCE AND TECHNOLOGY 176 ALLIES AND ANTAGONISTS 181 CRITTERS AND CONSTRUCTS 183 QUICK REFERENCE 188

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BASIC RULES
The systems in this chapter provide a structure by which matters of chance are resolved in the Aberrant setting. These rules are quite simple, but even then, you shouldnt feel constrained by them. Be flexible with your adjustments, and be consistent when you make changes.

The Golden Rule


The primary rule of Aberrant is simple: If you dont like it, change it. The story is more important than any rule. If the systems get in the way, ignore them or change them. These rules are merely guidelines; feel free to use, alter or disregard them as you see fit. After all, its your story. Note that the Storyteller is the final arbiter of any rules questions.

perform one whenever the opportunity arises, and may also take his normal action, without any penalty. For instance, spending quantum points to max a power is considered to take less than a second of game time no dice are rolled, and your character can do this while doing something else. Soaking withstanding the damage from an attack is likewise a reflexive action. In most cases, the only prerequisite for performing a reflexive action is that the character be conscious (or otherwise capable of choosing to take the action, in the case of dream sequences or other deviations from consciousness that still allow choice) in order to choose to do so. Unless otherwise specified, a character may perform any number of reflexive actions, and they dont get in the way of anything else she may want to do in a turn.

Actions
Over the course of a game, a character will do many things. Some of these tasks are considered actions, while others arent. Actions are anything that might produce an interesting outcome to the direction the story takes. Trying to use Telepathy on a Directive agent, hacking Project Utopias computers or throwing a car at another nova - these are all examples of actions. One action typically takes one turn to complete. In most cases, speaking and conversations arent considered actions. Although interesting developments may certainly arise from things that novas say, talking is typically free in terms of game mechanics. The Storyteller may rule otherwise, such as whether a character manages to scream out the location where the kidnapped victim is being held, before he becomes possessed by a nova with Domination, but for the most part, the game places as few limitations as possible on communication among players and characters. Its easy enough to attempt an action just tell the Storyteller what your characters trying to do and how she plans to go about it. Most actions crossing the street or loading a pistol, for instance are easy enough to be considered automatically successful. However, if youre trying to cross a four-lane highway full of speeding trucks, or trying to reload while youre hanging from a fire escape by one hand, theres a chance you might fail. So when theres reasonable doubt whether an action will succeed or not, you may have to roll dice to determine the results. If you need only one success to accomplish an action, the action in question is called a simple action. Actions that require more successes or longer periods of time to complete are called extended actions.

Extra Actions
Certain options, such as the Quickness Enhancement, can give characters extra actions. Extra actions do not suffer from multiple action penalties. On the other hand, an extra action cannot be split into multiple actions. Extra actions still count against the characters action limit for the round. If a characters actions on an extra action are invalidated, the character may choose to change the action as normal, or abort taking an extra action altogether, refunding any costs paid for the extra action.

Ratings
Although your characters personality is limited only by your imagination, his capabilities are defined by his Traits all of his innate and learned aptitudes and abilities. Each Trait is described by a dot rating of 1 to 5 (usually); a 1 in a Trait is barely competent, while a 5 is the pinnacle of human achievement. Most peoples Traits range from 1 to 3; a 4 in a Trait indicates an exceptional person, while a 5 is nearly incomparable among humans, at any rate. Think of this as similar to the star rating system of movie reviews and restaurants a 1 is barely passable while a 5 is superb. Its also possible to have a zero in a Trait, which usually represents a skill that the character never learned, but some exceptions (such as certain horrific nova aberrations) do occur. x Abysmal Poor Average Good Exceptional Superb

Reflexive Actions
In some cases, taking a particular significant action doesnt actually take any appreciable amount of time. These actions often come as a result of or are triggered by other actions. In game terms, these are called reflexive actions, and performing one may break the normal sequence of play and action resolution. A reflexive action doesnt require taking an action as described above to accomplish. Your character can

Dice Pools
When your character takes a dice action, you roll one ten-sided die for each dot you have in the Traits most suited to that task. The Storyteller decides which Traits are appropriate by choosing the Attribute and Ability that best cover the action being attempted. Adding them up creates a dice pool of tensided dice, which is then rolled to resolve the action. Novas

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quantum powers have their own dice pools and behave in the same fashion. Most dice pools will be a combination of Attribute + Ability, but there are some exceptions. In the case of attributes with temporary and permanent scores (such as Willpower), you always use the permanent score.

Action Limits
A character may not take more than (Dexterity + Wits) total non-reflexive actions in a round. A character may take any reasonable number of reflexive actions.

Reducing Large Dice Pools


Vehicle weapons and armor can achieve extremely high dice pool numbers, with munitions such as tactical nuclear weapons often requiring 90-100 dice to resolve. Similarly, novas may end up with massive dice pools, requiring 20 or 30 dice to resolve. In this case, one may convert a portion of that pool into automatic successes. Every 10 dice in a pool becomes 4 successes (0.4 chance of success). With a relevant quality or dealing with heavy weapons that automatically reroll 10s, every 20 dice in a pool becomes 9 successes (0.4444... ~= 0.45 chance of success per die). Convert a dice pool into automatic successes until 10 dice or less are left, then roll the remainder. .If there are more than 10 but less than 20 dice remaining, and the character may reroll 10s, convert 10 dice into 5 automatic successes and then roll the remainder. If a character counts 10s as 2 successes, add 1 additional success per 10 dice converted.

Extra Actions
Some powers, such as Temporal Manipulation, some Augmentations, and some Enhancements, such as Quickness, allow a character to take extra actions. These actions are like having additional turns in combat, with a few exceptions. First off, extra actions cannot be further split into multiple actions. Second off, extra actions are not penalized by any multiple actions the character takes. If a character takes 3 actions and a quickness action, the first 3 actions are penalized -3/-4/-5, but the quickness action has no multiple action penalty. As extra actions act as additional turns, the character may normally move further during extra actions, effectively multiplying their total movement in one combat round by the number of extra actions taken, plus 1. At the STs discretion, augmentations and some enhancements may not allow a character to increase their total move distance past their sprinting distance, as they only increase the characters ability to plan out actions and act, rather than actually making them faster.

Bonus Dice
A character may gain bonus dice from various sources, such as Mega-Attribute Enhancements or Augmentations. A character may also be able to get circumstantial or equipment bonuses from various sources. For example, a perfectly tailored dress by a famous fashion designer may add bonus dice to Style, a master-crafted set of tools may add bonuses to Engineering or Art rolls, and so on. These bonuses generally should not exceed more than +3d or 1 automatic success. Bonus dice from Enhancements or body modification Augmentations are even more powerful than equipment benefits, but are also limited by the characters natural stats . A character is limited to a maximum of (Attribute + 2) bonus dice from Enhancements and Augmentations. Heavy augmentation can make the incompetent competent and the masters superhuman, but cannot take an incompetent and elevate him to superhuman ability.

Difficulty
When you roll your dice pool, you want each die to match or exceed the target number. Unless specifically indicated otherwise, the target number is always 7. So each die that comes up a 7, 8, 9 or 0 (10) is considered a success a favorable resolution. Conversely, if all the dice you roll come up less than 7, your action fails. All you have to know when you roll is the number of successes you need; if you get at least the minimum quantity, you achieve your goal. The standard number of successes necessary for any task is always one (unless the Storyteller says otherwise). Extra successes beyond the minimum can sometimes generate additional effects (at the very least, extra successes mean your character accomplishes the action in a superior and notable fashion). Net Successes Degree of Success One Standard Two Superior Three Remarkable Four Astonishing Five Phenomenal

Multiple Actions
Your character can also perform multiple actions in a turn. The total number of actions the character takes determines how many dice are subtracted from the first task attempted in that turn. Each action after the first loses an additional (cumulative) die beyond that amount. So if your character tries to perform three actions in a turn, you subtract three dice from the first tasks dice pool, four from the second and five from the third. If the total actions bring your dice pool for any one task to zero, that action cannot be attempted. Because Mega-Attributes are automatic successes, they are not factored into the number of actions a nova can take. They are only factored into the result of successful actions.

Exceptional Difficulty
Most everyday tasks are successful when the character gets just one success. However, some tasks, like performing a trick shot or disabling an encrypted lock, can be more challenging. The Storyteller makes that distinction when appropriate, designating a certain number of successes that you need to roll for your character to complete the task. The difficulty to a roll is always listed as a number of additional successes needed beyond the standard one. So a difficulty penalty of two (or +2 to difficulty) means you must get a total of three successes. The harder the action being attempted, the more successes are required. Any extra successes you get beyond the

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difficulty indicate that your character does an even more outstanding job than required. Each +1 difficulty roughly increases the dice needed to have an identical chance of success by 3. Difficulties around +0 or +1 are not terribly difficult for trained professionals (pools of 4-6), but +1 difficulties will generally stop neophytes from succeeding with reliability. Difficulties around +2 require elite members of the occupation to accomplish, with pools from around 7-8. At difficulty +3, a character requires 9 dice to have an even chance of success, which is commonly achieved by having an Attribute at 4, an Ability at 4, and a relevant specialty. Difficulty +4 means a person with 10 in a dice pool can accomplish the task successfully roughly 40% of the time. At difficulty +5, someone who is at the apex of human potential in the roll (attribute 5, ability 5, a valid specialty) will succeed less than 40% of the time. Difficulties past this tend to be reserved for tasks which are nearly impossible for humans to achieve (lifting 1 ton, staying up for 100 hours without sleep, reading the entirety of War and Peace in 30 minutes) and success in these endeavors is the purview of transhumans and posthumans (such as novas). As all the obvious and easy methods to success have already been tried and didnt work, retrying a failed roll is somewhat more difficult, adding +1 to the rolls difficulty. The only limit on the number of retries is that a character may not retry a botched roll, and each roll takes time. Otherwise, a character may try again and again until she botches or succeeds.

Automatic Successes
In addition to rolling Traits, characters may sometimes add automatic successes to their pools result. The automatic successes only count if the character rolls at least one success from their dice pool; until that point, the automatic successes do not count for any game purposes. These automatic successes often come from quantum powers, but may also come from other sources, such as Willpower. They usually represent a novas inherent ability to do things better tha n baselines; when they succeed, they succeed big. Automatic successes are noted with [brackets]; dice are either in (parentheses) or have no notation.

Failure
If you score no successes on a roll, your character fails his attempted action: He misses his punch. The file is encrypted too well. His face is caught by a security drone. Failure, while usually disappointing, is not so catastrophic as a botch (below). Storytellers, bear in mind that failure is simply that: failure. All it means is that the attempt didnt produce the desired result. Judge the narrative accordingly, but a failure probably doesnt in itself result in any harm to the character unless the circumstances would dictate such. A failed attempt to jump the gap between two buildings probably doesnt result in a breakneck plummet, but perhaps the character lands clumsily on a fire escape below the intended rooftop, or maybe she knocks the wind out of herself and is desperately hanging onto the ledge.

Complications
The preceding rules should be enough to get you going, and for chronicles that favor storytelling over dice-rolling, they might be all you ever need. However, they dont necessarily cover all instances for example, what if youre trying to do something while a Storyteller character is actively trying to stop you? What if a fellow nova tries to help you hack Project Utopias computers? The various ways to complicate matters below are intended to bring extra color to games.

Botches
A character botches a roll if it fails with a margin of failure higher than the character's Ability or Quantum Power rating in that roll + 1 and the character rolls at least one '1'. Count each '1' rolled as +1 to the margin of failure. Therefore, if a character has an ability rating of 1, he botches with an adjusted MoF of 2 or greater, while a character with an ability rating of 5 will only botch rolls if his adjusted MoF is 6 or higher. Some rolls may not have an ability or Quantum power governing them. In that case, a character botches if he rolls no successes and at least one 1. The Margin of Failure (MoF) is the number of additional successes needed for a failed roll to succeed. If a character rolls no successes on a difficulty +0 roll, the MoF is 1. If a character rolls 3 successes on a difficulty +4 roll, the MoF is 2. The specific circumstances of a botch are up to the Storyteller, but they should affect the character adversely and relate to the action being attempted.

Extended Actions
Some tasks require multiple successes to complete. These extended actions often take more than one turn to complete. The additional successes are cumulative, reflecting that sustained effort is needed to accomplish the action. You can keep trying to obtain successes until you gather the required amount or until you botch. If you botch during an extended action, the Storyteller may decide that you lose a saved success for each botch, or that you lose them all and must start again from scratch or even that you messed up so badly that you cant try again. Extended actions are more complicated than standard actions, and they should seldom be employed in the middle of intense roleplaying. The action in the game should reflect what types of rolls are needed, not the other way around.

Resisted Actions
Sometimes your characters efforts oppose anothers, just like in a tug of war. During resisted actions, opposing players roll using the appropriate Traits. If you score more successes than your opponent does, your character succeeds at her action before the other character does. Your total successes are then reduced by the amount that your opponent rolled;

Retries
If a character fails in a non-combat action (but does not botch), the character may often try again, time permitting.

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the successes remaining then apply to the action itself. In this way, even if your opponent cant beat you, she can diminish your efforts. Some actions are both extended and resisted. One opponent must collect a certain number of successes in order to win. All successes rolled above the opponents total number of successes in a single turn are added together. The first opponent to collect a designated number of successes wins the contest. Episode - One independent part of a series, often played in one game session and made up of scenes connected by downtime. Series - A complete tale, with an introduction, buildup and climax, that often takes several episodes to complete. Your series is the continuing narrative that your cast creates. Also called the story. Besides these four active time divisions, Aberrant stories sometimes include: Downtime - Time between scenes or episodes that characters may spend resting, recuperating or possibly learning new talents. Any time that characters are not actively participating in a story is considered downtime.

Teamwork
Characters can combine successes, generally during an extended action. At the Storytellers discretion, two or more players can roll separately and total their successes. While teamwork is effective in repairing devices, collecting information or combat, the tag-team approach can be confusing in social situations.

Distance
In Aberrant, distance is often important. Can a character get to an event in time? How long does a character have to spend in transit while carrying a ticking time bomb? How far away is the plot-critical McGuffin? In combat or dramatic scenes such as chases, distance is more abstract and measured in successes on Dexterity + Athletics rolls. Out of combat, distance is generally measured in meters or kilometers. An Aberrant character normally can walk at (4 + Dexterity) kilometers an hour and run at (10 + [Dexterity x 2]) kilometers an hour.

Time
Time is a fundamental element of Aberrant. There are four distinct ways to describe divisions of time within the game, progressing from the smallest to the largest unit. Turn - The smallest unit of time in the game, considered long enough to take one action. A turn is defined as 2-5 seconds in most combat situations, although turns taking 1 minute or more may happen in some other situations. Scene - One compact period of action and roleplaying that takes place in a single location. A scene is comparable to a scene in a movie. It takes as few or as many turns to resolve events as are necessary.

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ANTICIPATION
Oftentimes in Aberrant people will play characters smarter than they are. Due to this, a player may not consider an element in the story or predict a turn of events which the character, by all rights, should have been able to predict and prepare for. This section covers how a Mega-Intelligent (or in certain cases, Mega-Witty or Mega-Perceptive) nova may be able to alter a situation to their advantage. pation successes, or using his own anticipation successes to alter your desired outcome. Example Effects 1 success: Having a small item on hand ("I thought we might run into guys with guns, so I happened to be wearing a bulletproof vest") 1 success: +/- 1d on any one dice roll (yours or the opponents), cannot add more than +/-3 to any one roll ("I could see that he favored his right eye. If I made a run for it when he was only looking at me with his left, I'd have a better chance.") 1 success: Define a minor element of the scene ("There happens to be an abandoned building a block away which is pretty empty, we could hide there.") 2 successes: Having a larger item on hand ("I thought we might face that guy. Fortunately I have a RPG over here somewhere.") 2 successes: 1 temporary background dot (Allies, Followers, Resources/etc) for the scene 2 successes: reroll any one failed or botched roll for the scene. 3 successes: Define a major scene element ("You just happened to have stepped into a minefield." "I shut down the security five minutes ago.") 3 successes: Change an already taken action ("Okay, I read about the minefield and so I don't step into it, but hose the ground down with high-explosive 30mm shells instead.") Complications Complications are added per effect, not as a total of all the changes one wants. An ST is in their rights to add additional difficulty if the sum total of the anticipation results is exceedingly unlikely, unbelievable, or just plain dumb. +1-4: Desired effects are extremely unlikely ("You want me to believe that you, a law-abiding citizen, happen to have stashed a RPG and a half-dozen reloads in your car's trunk?") +2: Repeating the same effect again and again. Don't be boring! +2: Desired effect does not mesh with setting ("You're in an affluent neighborhood. An abandoned building nearby? Really?")

Requirements
To be capable of using Anticipation, the character must either have a relevant Mega-Mental attribute or be extremely skilled at forward planning (they have a relevant Attribute + Ability dice pool above 8). Being able to predict a situation isn't just about raw intellect, after all. Someone superhumanly perceptive can twig onto extremely minor changes in tone or disposition which might betray future plans, while someone with superhuman thinking speed and poise can run through a half-dozen scenarios with their merely human intellect. Characters without any Mega-Mental attributes must pay 1 WP to use Anticipation. At the ST's discretion, having any mental ability at a low level may prevent the use of Anticipation without spending WP, or forbid it entirely. Planning is not all about perception, or thinking quickly, or thinking well. It requires all three elements. A character may use Anticipation a number of times per scene equal to (1 + Highest Mega-Mental Attribute).

Systems
During a situation where the player thinks their character could have anticipated, the character may roll an Ability which makes sense. Examples would be Rapport to plan for a social encounter or predict the actions of a hated nemesis, Tactics or Intrusion to have a safehouse already set up when you're on the run, Computer to have infiltrated a virus into the security system ten minutes ago when you were at that unattended terminal, so on and so forth. Successes on that roll translate to points which can be used to access effects. These effects must make some degree of sense. Effects include bonus dice, inflicting penalties, having equipment accessible, so on and so forth. The opponent may attempt to counter as per the rules, either canceling out antici-

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SOCIAL INFLUENCE
Making a character do what you want is simple, in practice. Any logical combination of Attribute and Ability can be used to attempt to create Sway, which the subject may resist via straight Willpower and bonuses from Wits/Enhancements, or a related Attribute + Ability combination if so desired. Unsuccessful attempts to generate Sway create a cumulative +2 difficulty penalty for rolling the same attribute/ability combination during the scene, and a cumulative +1 difficulty penalty for any other attempts to create Sway. Botching extends the penalty duration for the rest of the story, or permanently if the character was attempting to create Intimate Sway. By default, this roll is over the timeframe of one day, which covers several hours' worth of schmoozing someone. Reducing the time taken for this roll increases the difficulty, as shown below. Note that certain very trivial requests may reduce the difficulty and/or timeframe (asking someone to lend you a dollar or get you a drink are probably going to be closer to the 1 minute timeframe).: If Time Reduced To Difficulty Increases By Half-Day 1 3 hours 2 1 hour 3 Half-hour 4 10 minutes 5 5 minutes 6 1 minute 8 Each net success over the opponent's defense and the difficulty creates one point of Sway of the given type (Casual or Intimate) which can be used to make the target take a desired action. The first action costs 1 point of Sway and each action past that costs 1 additional point (so the second costs 2, the third costs 3, etc.), so if you wanted for someone to "stop chatting, tell your friend to go home, and go help me with this project", that would cost 6 points of Sway, one for getting your lab partner to stop chatting, another to make him ask his friend to leave, and a third to help you with your stuff. The opponent may resist with Willpower, paying 1WP to cancel out 1 action. If canceled with WP, any attempt to demand a similar condition automatically fails for the rest of the scene. Extending the influence of any single action for a scene costs 1 additional point, extending them for a session costs 3, and extending them for an entire story costs 5. Extending your influence longer, to years or even permanently, can easily cost far more successes than that and is the result of weeks or months of constant influence. that requires days of work, but a particularly capable Nova may be able to become your best friend in a handful of minutes.

Intimate
Intimate sway has an emotional component, and attempting to build it also renders you vulnerable to similar attempts, for it requires you to stay in close contact with that person, allowing them to build Sway over you as well. Intimate sway can allow you to make a target act against his morals or ideology, take actions which might cause them serious trouble, have them abandon long-held beliefs or change the target's opinion on an important issue, or even temporarily change the character's Demeanor. The few things it cannot do are change the character's Nature, make them take actions that directly lead to self-harm (such as jumping off a bridge or in front of a bus) unless they're already inclined towards that, or permanently change their personality.

Bonuses and Penalties


There are social "weapons" that can be used to give bonuses to Sway attempts, such as Influence, Backing, Fame, high appearance, having a loaded gun to the victim's head, threatening his children, so on and so forth. These bonuses tend to increase the dice pool of the person attempting to Sway others by their dot rating, or may alternatively increase the difficulty of resistance by the same amount if they would be particularly powerful in that situation. On the flipside, social "armor" exists that protects against Sway. Having a ideological or ethical objection to the task requested (+1-5 difficulty), negotiating from a position of strength (+1-5 difficulty), being requested to perform an action which could be dangerous to life or social standing (+1-5 difficulty) are all examples of potential "social armor". Similarly, if you're the one staring down the barrel of a loaded gun, difficulty penalties can often be insane. A MegaCharismatic Nova with no non-social powers staring down the barrel of a shotgun (+3 difficulty to Sway) against fanatics who absolutely loathe the Nova and what he stands for (+5 difficulty to Sway) might still be able to talk his way out of the situation if he's good enough and has enough time... but if he's about to be executed in a minute (+8 difficulty) that's a total of +16 difficulty and the opposition can roll to resist beyond that and will almost certainly pay Willpower to resist your condition of "don't shoot me".

Casual
Casual sway has no significant emotional component and is generally short lived. It is most useful for forming the basis of a personal relationship, creating vague positive or negative feelings, or getting minor favors done which might cause some trouble for the other character, but is not capable of doing anything more than that. Getting your captor to hand you his gun is not something casual sway can do, but it might let you stall him for long enough to build a rapport. Casual Sway cannot be extended past a scene, and fades at 1 point/day. It requires (Willpower x2) successes worth of Casual Sway to start creating Intimate Sway. For most normal people,

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COMBAT SYSTEMS
Combat in Aberrant attempts to capture the largerthan-life feats common to nova-level conflict without downplaying the grim reality of injury and death. What results is a system true to the dynamics, limitations and viciousness of real combat - particularly combat involving superheated plasma blasts and building-rattling punches - that leaves room for the spectacular elements that novas bring to it. The Storyteller should be flexible when arbitrating combat situations; no rules can fully reflect the variety of situations encountered in warfare. If any part of these systems slows the game or causes bickering, dont use it. Combat systems are meant to add depth to the game, not create out-ofgame conflict.

Cover
The second most important feature of a combat environment is cover. Cover is an important defense against ranged attacks, adding to the difficulty of ranged attacks made against the character. Examples of what environments provide what level of maximum cover are below. The rating given is the maximum difficulty increase the cover can provide. Utilizing cover is part of the movement rules (see Combat Movement). Maximum Cover +0 +1 +2 +3 +4 Examples Outer space, midair battle, undersea Open fields, grasslands Broken terrain, tall grass, swampland Destroyed city/village, rubble City, jungle, the inside of most buildings

Combat Areas
Fights rarely take place inside white rooms with no features whatsoever. A combat area should be defined with major features, important locations, and likely ranges. The game mechanics effects of a combat area are listed below.

Cover and Size


Very large and very small things interact with cover differently. Obviously, small things have a much easier time finding cover, while very large things have a much harder time finding cover. Many fights will take place in an environment with one or two types of combatants (humans and vehicles). Rarely, three types of combatants (humans, aircraft, and ground vehicles) will show up. In such a fight, it is important to define the kind of cover each combatant may use. For example, vehicles may only be able to take cover up to +1 difficulty in a destroyed city, but humans up to +3, while aircraft may not take cover (maximum +0 cover).

Multiple Locations
An area does not have to be a single location. Fights can take place in multiple locations (for example: A gunfight that starts in an office building and spills out onto the streets into a wild car chase). Each of these locations can be defined as a set of ranges, cover, and complications. As a fight goes on, the locations relevant to the fight can expand and contract as necessary.

Range
Possibly the most important thing that a combat environment does is restrict possible ranges. Tanks in an open field can easily murder infantry as they seek to accumulate the dozens of successes needed to get into weapons range. However, in an urban environment where ranges are short, the tables are turned. See below for the maximum range at which combatants can engage and examples of such environments. Maximum Range Melee Thrown Handgun Rifle-Support Heavy Artillery-Theater Orbital-Extreme Examples Very small room, closet, bathroom Average sized room, house Large office building City, highway Suburbs Open plains Outer space

Complications and Benefits


Furthermore, terrain may also give special complications or benefits to combatants. This represents, for example, rough terrain making it difficult to move, a lack of roads hampering wheeled vehicles, ubiquitous cover making it easy to take cover, darkness or smoke making it hard to see, and so on. Examples of these complications and their mechanical effects are given below. STs are encouraged to make their own complications if none of the stock ones suffice. Darkness: Poor lighting conditions (nighttime) can add +1 difficulty to movement rolls, Awareness rolls based on sight, and attack difficulties. Darkness (a moonless night) adds +2 difficulty to movement, sight-based Awareness, and attacks instead. Total darkness, rendering people completely blind, adds +4 difficulty to the aforementioned rolls. This may be mitigated by night vision systems. Difficult Terrain: Difficult terrain adds penalties to movement rolls and prevents fast movement. Difficult terrain may add anywhere from +1 (rough ground) to +4 (swampland or quicksand) difficulty to movement rolls and multiply the number of successes needed to change range brackets or get to cover by anywhere from x1 (rough ground) to x4 (swampland, quicksand, similar extremely difficult environments).

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Environmental Hazards: Environments may be hazardous to the health of a character. See the Hazards section for potential environmental hazards. Obstacles: Obstacles can limit movement in a direction. For example, a sniper might set up in an elevated tower, which makes it much harder (+2 difficulty, doubled successes needed) for non-flying characters to reach him. Or an area may be fenced off with barbed wire, requiring the character to crawl under it (2 total successes on crawling movement needed) or take 10L damage. Smoke/Fog/Mist: Thick smoke or fog may block vision as Darkness with identical gameplay effects. Furthermore, depending on the type of smoke they may have additional harmful effects (see Toxins). Some forms of sensor, such as radar, may be able to see through concealing smoke. Underwater: Being in shallow water (such as a swimming pool or river) limits vision like nighttime. Being deep underwater renders all characters blind. Neither nightvision equipment nor radar (or other electromagnetic senses) may mitigate this loss of vision. However, characters may still use sonar normally. Walls and Doors: Walls and doors limit movement and lines of sight, limiting combat range for all participants and providing cover. Characters who are sufficiently strong or equipped with demolitions charges and similar equipment may take an action to breach a wall or door, allowing them to ignore movement penalties from such obstacles. actions, and both finally act at the same time, the one with the higher Initiative score for the turn acts first. Note that some Enhancements, powers, or other abilities may work outside of the normal Initiative order.

Stage Two: Attack


Attacks are the meat of the combat turn. An actions success or failure and potential impact on the target are determined at this stage. You use a certain Ability depending on the type of combat in which your character is engaged: Close Combat: Use Brawl or Melee. Ranged Combat: Use Athletics, Firearms, Gunnery, or the quantum power skill total. Remember, if your character doesnt have points in the necessary Ability, simply default to the Attribute on which its based (Strength for Brawl or Melee; Dexterity for Athletics, Firearms or Heavy Weapons; Perception for Gunnery). Certain factors can adjust your attacks accuracy (due to rate of fire or a targeting scope, for example); check the combat maneuver, weapons vital statistics or power description for details. Attacks are usually standard actions, but a difficulty may apply depending on the circumstances of the attack. If you get no successes, the character fails her attack and inflicts no damage. If you botch, not only does the attack fail, but something nasty happens; the weapon jams or explodes, you hit an ally or your power backlashes into your body. It is at this stage that quantum points are usually spent (as this is when powers usually activate).

Combat Turns
In combat, many things happen at virtually the same time. Since this fact can make things a bit sticky in a game, combat is divided into a series of intervals called turns. Turns generally take about 2 to 5 seconds. Each combat turn has three stages - Initiative, Attack and Resolution - to make keeping track of things easier.

Stage Three: Resolution


You roll damage in this stage. Soak is subtracted from raw damage, then damage is rolled and applied to the unfortunate victim. In combat, every success above the minimum needed to hit an opponent adds 1 or more (for weapons with Overwhelming) damage die to the damage roll. Normally, only 5 additional successes may be applied to additional damage in this fashion, as there are limits to how precisely you can aim at weak points and how weak those weak points are. Area attacks may not add attack successes to damage, as there is little opportunity for finesse when delivering such an attack.

Stage One: Initiative


This stage organizes the turn, and it is the point at which you declare your characters action. Various actions are possible - anything from leaping behind a wall to shouting a warning. You must declare what your character does, in as much detail as the Storyteller requires. To determine a characters Initiative for the turn, roll (Dexterity + Wits).The character with the lowest number of successes must declare his action first, with the remaining characters declaring their actions for the turn in increasing order. If two characters get the same total, the one with the lower dice pool declares first. If lnitiative ratings are also the same, roll again until the tie is resolved. (Note that novas with certain Enhancements may transcend the normal Initiative order.) At this time, you must also state if any multiple actions will be performed, or if Willpower points will be spent. You wait until the attack stage to implement your action. Characters act in order according to their initiative-the character with the highest Initiative acts first, then the character with the second-highest Initiative, and so on until all characters have acted. There is only one normal exception to this rule. If your character delays her action, her maneuvers happen when she finally takes action. Your character may act at any time after her designated order in the Initiative, even to interrupt another, slower characters action. If two characters both delay their

Defenses
All characters in combat will generally attempt to protect themselves from harm. These defenses come in various forms, which are listed below.

Soak
All characters can resist a certain degree of physical punishment; doing so is called soaking damage. Soak comes in three types: Natural soak: Natural soak comes from Quantum, Stamina, Mega-Stamina, and certain body modifications. They represent a persons inherent ability to withstand harm. Stun/Bashing Soak: Stamina + (Mega-Stamina * 2) + Quantum Lethal Soak: Stamina/2 + Mega-Stamina + Quantum Aggravated Soak: Quantum/2 Power-Based soak: Power-Based soak is gained from quantum powers.

ABERRANT
Armored soak: Armored soak comes from body armor or eufiber, and some other body modifications. Any character may only gain the full defensive value of one source of each soak type (normally the highest soak value). The second source of said soak is halved, the third source has its value divided by 4, and so on, to a minimum of +0L/0B from stacking. Round soak values down. Example: A Nova with Eufiber 2 (+4B/4L soak), Advanced Body Armor (+10B/9L soak), and a Hyperdense Skeleton (+2B/1L soak) calculates his armored soak by taking the full value of his Advanced Body Armor (10B/9L), then halving the value of his Eufiber (4B/4L halves to 2B/2L), and then quartering the value of his body modification soak (for a final value of 0B/0L), giving him a total of 12B/11L soak from armor, rather than 16B/14L. Round down all fractional soak.

Damage Types
There are four types of damage that apply to humans: Stun, Bashing, Lethal, and Aggravated. EMP damage is a special case that applies only to vehicles. Stun: Stun damage is momentary impairment that has negligible long-term effect, examples including the damage from tasers, the disorienting effect of flashbangs, and other such attacks. Stun damage may be painful or incapacitating but heals in relative moments. Bashing: Bashing damage is a catch-all for any form of damage which is relatively superficial and unlikely to be instantly fatal. Blunt trauma blows are often Bashing damage, and so is superficial fire and most forms of electrical shock. Soft radiation, with low penetration, is also Bashing damage as it liberates most of its energy into surface tissues. Lethal: Lethal damage is any penetrating damage, which can hit vital organs directly by piercing or ignoring the protective structures around them. If a character's health levels are fully filled with Lethal damage, they are dying and will likely expire if not quickly given medical aid. Aggravated: Aggravated damage is a catch-all category which represents damage from attacks that are either absolutely overwhelming, such as the fireball of a nuclear warhead, or extremely difficult to heal, such as some chemical burns. In general, Aggravated damage is hard to soak and even harder to repair. Certain chemical weapons and chemical fires inflict Aggravated damage from a combination of poison and burning that is nigh-impossible to repair (although they tend to be soaked as Lethal damage). Hard radiation's genetic damage is also generally Aggravated, and loss of body mass is the most common method of dealing Aggravated damage. EMP: Some attacks deal EMP damage. EMP damage, signified by an E for the damage tag, e.g. "10E" for 10d of EMP damage, represents the electronics-damaging ability of EMP grenades, HERF weapons, and the EMP technique of Magnetic Mastery. These attacks are not soaked by armor, although EMP hardened vehicles and computers may soak this damage. Generally only military vehicles and important infrastructure are hardened, and soak EMP damage with half of their normal soak. Each level of EMP damage rolled deals 1 Lethal level of damage to a machine. If a civilian vehicle, robot, or electronic device takes more levels of EMP damage than its Size, it shuts down for 1 turn, while a military vehicle, robot, or electronic device requires [Size + 5] levels of EMP damage to be shut down. EMP damage does not affect humans. Damage effects cannot botch; a botched roll simply means the attack glances harmlessly off the target.

Armor Piercing Attacks and Soak


Certain weapons and several powers have an Armor Piercing rating, which represents their ability to pierce protection such as armor plate. Each point of Armor Piercing reduces the target's non-natural soak by 1, down to a minimum of 0. The target's natural soak is not affected by armor piercing.

Other Defenses
Ablative defenses: Ablative defenses give external health levels, providing a pool of damage reduction that gradually is used up. A character may only have one ablative defense active in a turn. If a character has multiple powers, body modifications, or pieces of equipment that provide ablative defenses, only one is considered active and allowed to absorb damage. All others are considered to be on standby, meaning that they can recharge themselves but will not absorb attacks. If a character has multiple ablative defenses, he may choose which one is absorbing damage and which ones are inactive as a reflexive action at the start of each turn. Stacking Other Defenses: Defensive powers or benefits that do not provide soak or ablative defense, do not stack unless they are explicitly stated to. Simply use the most effective defensive power against the specific attack.

Damage
If a character or vehicles defenses fail, then the character takes damage. Damage can come in many types and, like any other roll may have automatic successes. Furthermore, there are some special rules related to dealing damage against large objects and damage which is fully resisted by soak.

Automatic Damage Levels


Certain weapons and most offensive powers have automatic successes (damage levels) on their damage rolls. However, unlike automatic successes on other rolls, automatic successes on damage rolls are not fully applied with even 1 success. Instead, a character applies 1 automatic damage level per rolled success up to the maximum number of automatic damage levels. Attacks with higher numbers of automatic damage levels may apply more of those per rolled success, see below: Damage Lev- Damage Applied (up to total automatic els damage levels) 0 No extra damage per rolled success

Pulling Your Punches


Characters dont have to hit at full force. A nova may subtract any amount she wishes from damage dice and/or automatic successes when declaring her attack. With quantum powers, if this reduction takes the novas damage effect below half of its normal value, the nova pays only half the normal quantum point cost of the effect (round up).

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[1]-[9] [10]-[19] [20]-[29] [30]-[39] [40] or more 1 extra level per success 2 extra levels per success 3 extra levels per success 4 extra levels per success 5 extra levels per success 6 7 8 9 10 15 18 20 23 27 Large elephant, truck, small civilian helicopter 18-wheeler truck, military helicopter Light APCs and IFVs, Main battle tank, fishing boat, artillery vehicle Trinity supertank, jet fighter Bomber, pleasure yacht, jumbo jet Battleship, large cruise ship, cruiser Aircraft carrier, skyscraper Trinity-era space cruiser Leviathan Jumpship

Therefore a weapon that deals 20L [10] will apply 2 extra damage levels per success rolled on damage, up to [10] extra damage levels (at 5 rolled successes). Past that point, each additional success on the damage roll deals 1 health level of damage, as with any other attack. A weapon that deals 40L [40] would apply 5 extra damage levels per success rolled, up to [40] extra levels (at 8 rolled successes), then behave normally after that.

Ping Damage
If an attack fails to deal more damage than a target's soak, the attack rolls a single die of damage instead, "ping damage", representing the chance for a 'golden BB' or other form of lucky hit that causes some injury. However, ping damage is not of the same type of damage as the attack, but is downgraded one level of severity (Aggravated -> Lethal -> Bashing -> Stun). Stun damage, if fully soaked, deals no ping damage. Unconventional damage types such as EMP damage deal no damage if fully soaked. Note that a weapon with damage reduced to 0 or less by soak does not apply automatic successes even if it deals ping damage.

Each point of Size difference reduces the post-soak damage the larger combatant takes by 1 health level, to a minimum of 1, and increases the pre-soak damage any attacks inflict on the smaller combatant by +1d, to a maximum of double damage. A Size 0 character shooting at a Size 9 tank reduces post-soak damage by 9 health levels unless using a weapon with its own Size. Furthermore, every 2 points of Size difference alters the difficulties of attacking and dodging. The smaller combatant gains an automatic success on attack rolls for each 2 full points of Size difference, while the larger combatant suffers a +1 difficulty penalty on attack rolls for every 2 full points of Size difference. Size modifiers may not reduce an attacks damage to less than 1 level nor may it more than double incoming damage. Size modifiers to attack difficulties may also apply to things such as Stealth rolls or rolls to fit into cramped spaces. .

Size
Objects have a Size, which represents how large they are. Size 0 is considered to be "human" or close to human, such as motorcycles or hovercycles. Each Size level is approximately 2 times the volume of the previous scale. Size increases the difficulty of attacking and defending against smaller targets, but makes the attacks of smaller foes less damaging. A table of examples of each Size is below. Size Examples -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 Small pistol, hand grenade, baseball, hamster Tablet computer, pistol, kitten Basketball, Purse, SMG, Heavy Pistol Bowling ball, human head, small watermelon, purse, carbine Luggage bag, laptop, rifle, shotgun Housecat, small dog, large bird, desktop computer, light machine gun Large suitcase, duffel bag, rocket launcher, heavy machine gun Young child, dog, midget, scooter Human, large dog, bicycle, moped Great cat, gorilla, large human, motorcycle, small bear, aircraft-dropped bomb Bear, large moose, cow Small car, dune buggy Car SUV, midsize truck, Humvee, small elephant

Movement and Ranges


Characters in a fight dont generally stay stilltheyre always in motion, whether its to pop out of cover and take a potshot or to flank an unsuspecting enemy.

Range Brackets
Ranges in Aberrant are given in rough categories, rather than strict numbers in meters. The definitions and rough scales of each of these categories is given below. Some weapons or powers are extended-range, allowing them to attack enemies at longer-than-normal range at the cost of additional difficulty. These weapons or powers have a + on their range. Melee: Melee range covers a distance of anywhere from 0 to 2 meters between opponents, wherein fists, feet, blades, and other melee attacks are effective. Thrown: Thrown range covers a range where thrown weapons, such as rocks, throwing knives, shuriken, and so on. Most thrown attacks are made at Thrown range. Thrown range typically covers any range past melee up to ~30 meters. Handgun: Handgun range not only covers handguns, but also shotguns, light grenade launchers, and various muscle-powered ranged weapons such as bows, slings, and other medieval weapons. Handgun range generally reaches up to 150 meters.

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Rifle: Rifle range, defined as roughly up to 500 meters, is where most military infantry weapons can engage at effectively. Support: Infantry support weapons such as guided antitank missiles and light mortars, as well as light vehicle weapons such as autocannon, fall under the support category, reaching up to approximately 2km ranges. Heavy: Covering the majority of ranges vehicle weapons engage at, this range bracket touches approximately 10 kilometers. Artillery: Reaching to about one hundred kilometers, artillery range covers the range at which modern artillery is generally capable of engaging at. It also covers anti-aircraft missiles and other Theater: Theater weapons have hundreds of kilometers of range, up to nearly a thousand kilometers. Covering short and intermediate-range ballistic missiles and the majority of space combat weapons in the Trinity era, very few weapons reach beyond this level. Strategic: Strategic weapons are capable of reaching thousands of kilometers, across continents or beyond that. Only very long-range nova powers, or weapons such as ICBMs, have this level of range. Orbital: Only very rare weapons have orbital range, capable of reaching tens of thousands of kilometers. Anti-satellite weapons, space-to-surface bombardment weapons, and the longest-ranged starship weapons of the Trinity era reach into this range bracket. Extreme: Extreme range weapons or attacks have range beyond orbital. This is almost exclusively the purview of high-level nova powers. Artillery-Theater Theater-Strategic Strategic-Orbital Orbital-Extreme 50 60 70 100

Multiple Actors and Movement


In many fights, there will be more than two characters taking part. When multiple actors are moving, changing a range bracket with regard to any one character may change the range bracket you are in regarding all other characters. In this case, three new concepts must be introduced. Your starting range bracket is the range bracket you start movement at, and your ending range bracket is the range bracket you end movement at. Finally, sometimes the rules may ask for ranges with respect to the target. The target is the character youre currently moving towards or away from. When moving away from a character, all characters who have a range bracket that is closer than your ending range bracket replace their current range bracket with your ending range. When moving towards a character, if any other characters have ranges with respect to the target greater than or equal to your starting range bracket but less than or equal to your starting range bracket, replace their current range bracket with your ending range bracket.

Positioning and Cover


Movement is also useful not just to alter range, but to alter positioning in combat. If a character wishes to get superior positioning on an enemy, the character rolls Dexterity + Athletics, and the target may either reflexively roll Dexterity + Athletics or Wits + Tactics to defend against the attempt. If the character succeeds, each success up to a maximum of 5 adds +1 difficulty to the targets defensive actions and +1d to the a ttackers attack rolls. This lasts for one turn. Furthermore, even 1 success eliminates any bonuses the character may get for cover. Characters may also attempt to seek cover/concealment. In this case, every success on a Dexterity + Athletics roll adds +1 difficulty to incoming ranged attacks, up to the limits of cover available in the area. This caps at a maximum of +4 difficulty (total concealment against ranged attacks). If a character wishes to change positioning and/or seek cover while also changing range brackets, successes on the Dexterity + Athletics movement roll must be split between changing range brackets, taking cover, and also seeking an advantageous position.

Combat Movement
Movement in combat, like most other combat actions, is done by rolling. To move in combat, a character rolls Dexterity + Athletics if on foot or Dexterity + Drive/Pilot when in a vehicle. This roll is generally reflexive-characters in combat are generally assumed to be in motion and do not need to specifically take an action to move around. Some powers may supplement this roll or replace it; look in the power descriptions and systems for further details. The table below lists the number of successes needed to change a range bracket in a normal, 3 second turn. Note that the number of successes to change brackets works the same way no matter whether a character is closing range or opening it. So, for example, going from Thrown range to Melee range needs only 2 successes, as does going from Melee range to Thrown range. A character may accumulate these successes over multiple turns if necessary. Moving multiple range brackets in a single action requires a total number of successes equal to the total number of successes to move each bracket. So moving from Rifle range to Melee range requires a total of (10 [Rifle to Handgun] + 5 [Handgun to Thrown] + 2 [Thrown to Melee]), or 17 successes. Bracket Change Melee-Thrown Thrown-Handgun Handgun-Rifle Rifle-Support Support-Heavy Heavy-Artillery Successes Needed 2 5 10 20 30 40

Speed Bonuses & Automatic Successes


Some vehicles, such as race cars, helicopters, fighter jets, and sub-orbital airliners, are extraordinarily fast. Novas with Hypermovement can also achieve such speeds. To represent this, fast-moving vehicles and novas gain automatic successes on Movement rolls, via their Speed, making them faster and also harder to hit. These automatic successes may only be added to rolls to alter range brackets-they may not be used on rolls to achieve superior positioning or seek cover.

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As with all automatic successes, these only apply if the character rolls a single success.

Special Movement Rules


Crawling/Shimmying: Prone characters, or characters who have temporarily (or permanently) lost the use of their legs, may attempt to crawl around in combat. Crawling allows the character to roll 1d for movement for every 5 dots of Dexterity + Athletics they possess, +1d for every dot of MegaDexterity they possess. This pool is also used for movement while shimmying on ledges, climbing, or similar hand-based movement. Jumping: A successful Str + Might roll allows a character to literally jump into the action, adding an automatic success (+1 success for every dot of Mega-Strength) to a movement roll. Jumping may also be used to scale vertical obstacles (a waist-high fence or chest-high wall is +0 difficulty, while scaling a 3 meter high wall is +4 difficulty and leaping a building in a single bound is easily +9 or more). In the case of jumping to scale an obstacle, Mega-Strength adds 5 successes per dot instead of 1 success per dot. Unlike most movement methods, jumping is not a reflexive action. Sprinting: Characters may also sprint, sacrificing offense and defense for additional movement speed. The character gains +2 automatic successes on movement rolls while sprinting, but is at +3 difficulty to all other actions. Swimming: Characters normally swim at their crawling speed. While swimming all-out, they may swim at their walking speed. Walking/Prowling: The default pace of combat movement is a fast jog, but occasionally characters may wish to move more slowly (or be forced to, by injuries). While walking, characters halve their movement dice pool (round up).

Maneuvers
These maneuvers give you a variety of choices in combat. Roleplaying combat is more entertaining if you can visualize your characters moves instead of simply rolling dice. Most of these maneuvers take one action to execute. New maneuvers can be added with Storyteller permission.

Getting to your feet: Characters may rise from the ground in one turn without making a roll. If a character wishes to get to her feet while doing something else in the same turn, she must take a multiple action (see Multiple Actions,) with an Athletics roll to rise successfully. Guard: A Guarding character takes some action to restore their DVs. They catch their breath, reposition their weapon to receive attacks, recharge their powers, so on and so forth. The character rolls Stamina + Endurance, with every 2 successes or fraction thereof restoring 1 point of lost DV to a chosen defense value. This is not a reflexive action, and if taken in conjunction with other actions, uses the multiple action rules. Movement: Moving is a Dexterity + Athletics roll. See details on how movement works below, in the Movement and Ranges section. Readying a Weapon: In most cases, readying a weapon requires no roll. If the character wishes to ready a weapon without multiple action penalties, the player must roll (Dexterity + Melee) at +2 difficulty to ready a melee weapon or (Dexterity + Firearms) at +2 difficulty to ready a firearm. Reloading: Almost all ranged weapons require some form of reloading. Reloading out of combat is automatic. However, reloading in combat or stressful situations generally uses a Dexterity + Firearms roll. Larger weapons often need extended rolls to reload. Most modern firearms use detachable magazines, stripper clips, or speedloaders and can be reloaded in a single success on a Dexterity + Firearms roll. Energy weapons, using disposable capacitor/battery packs, reload in the same fashion. Weapons with loose ammunition , like bows, crossbows, rifles using non-detachable magazines, and revolvers without speedloaders reload 1 shot per success on a Dexterity + Firearms roll. Support weapons such as light machine guns use belt feeds or box magazines and require 5 total successes on an extended Dexterity + Firearms roll to reload. Breechloading or muzzleloading weapons, such as RPGs, grenade launchers, anti-tank missiles, tank cannon, artillery, and so on require 10 + Size total successes on an extended Dexterity + Firearms roll to reload. This normally requires an action, however, certain Enhancements may allow a character to reload reflexively. Yielding: The character allows the character with the next-highest initiative to act. She may still act at the end of the turn. If all characters (player and Storyteller) yield during a turn, no one does anything that turn

General Actions
These maneuvers cover various combat-related actions which do not generally relate to directly hurting an enemy. Aborting: A character can attempt to abort from her declared action to another action if she has not acted in the turn. The character can only do so if her declared action was invalidated (such as shooting a gun that was knocked from her hand). The new action, and any others taken, will be at a +1 difficulty penalty. The character also reduces all her DVs by 1 for the turn. Aiming: The attacker adds +3d to her accuracy on a single attack for each action spent aiming. Additional aiming on subsequent turns increases this bonus up to a maximum of (Perception + 2) dice. Aiming may be used with either ranged or close combat attacks. A character may not take nondefensive actions while Aiming.

Defensive Actions
Most characters in combat seek to avoid getting hit as much as possible, and thus take defensive maneuvers to avoid being hurt. There are two basic types of defensive actions: dodge and parry. Some novas have access to a third defensive action: the power block. Using these two (or three) maneuvers, your character can defend against virtually any kind of attack. However, your character may not be able to avoid every single attack thats directed at her. She cant dodge when theres no room to maneuver, and she cant parry if she doesnt know an attack is coming. Each defensive maneuver uses the same basic system: The opponents attack roll is compared to the defenders defense value, or DV. Unless the attacker gets more successes, he misses. If the attacker gets more successes, those that he achieves in excess of the defenders successes, if any, are

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used to hit (the attacker doesnt necessarily use all the successes he rolled). So even if the defender has fewer successes than the attacker does, the defenders maneuver can still reduce the effectiveness of the attack, even if the maneuver cant counteract it completely. Difficulty modifiers from any factors, such as Size, impairment, or so on, are added or subtracted from the defense value when it is compared with the attack roll. Dice penalties from wounds and other factors are also subtracted from DV directly, as if they were difficulty modifiers. Furthermore, every non-defensive action the character is planning to take or has taken subtracts 1 from the characters DV temporarily. However, defending against attacks is tiring, and eventually a point is reached where a character may no longer effectively defend. Any attack which is dodged, parried, or power-blocked reduces the all of the characters DVs b y 1 as long as the attack rolls even a single success. Every 5 successes rolled further reduce the DV the target used by 1. These reductions are not until the end of the turn, and last until a Guard action is taken or until the end of the combat. Dodge: An Athletics, Drive, or Pilot maneuver useful for avoiding attacks of all types. Your character (or the vehicle shes driving/piloting) bobs and weaves to avoid Brawl or Melee attacks. This can be used against both melee and ranged attacks, although there are a few exceptions. If theres no room to maneuver, she must block or parry instead. No characters can dodge an area attack without moving out of its area of effect. The Dodge DV is (Dexterity + Athletics) for characters and (Wits + Drive/Pilot + Handling) for vehicles. Parry: A Brawl or Melee maneuver using a weapon to block a Brawl or Melee attack. If a character makes a Brawl attack and the defender parries with a weapon that normally causes Lethal damage effects, the attacker can actually be hurt by a successful parry. If the defender rolls more successes than the attacker does in the resisted action, the defender rolls the weapons base damage plus the parrys extra successes against the attacker as automatic damage. Characters using their bare hands to parry attacks that deal Lethal damage reduce their DVs by 2. The Parry DV is (Dexterity + Brawl/Melee + Weapon Defense) dependent on the type of parry (hand to hand uses Brawl, melee weapons use Melee). The character generally, but does not have to, use the weapon with the highest defense for parrying. Reduction in Parry DV from blocking multiple attacks or from non-defensive actions applies equally to all weapons, not just to the weapon used to block the attack. Power Block: Many quantum powers can be used as part of defensive actions. Barrier is the most likely power for such a feat, but Gravity Control, Elemental Mastery and similar powers can also provide protection against certain attacks. Some attack powers can literally shoot an incoming projectile out of the sky. To perform a power block, the player takes a defensive action as normal, then simply substitutes her Dexterity + power rating skill total for the normal parry or dodge roll. Each success on the power block roll subtracts one from the attack successes, as normal. A power might be able to perform a power block against some maneuvers, but not against others. For example, Magnetic Mastery can certainly pull bullets off their trajectories, but it is useless against a flamethrower attack. The Storyteller must arbitrate power blocks on a case-by-case basis. The Power Block DV is (Power Dice Pool). Reduction in Power Block DV from blocking multiple attacks or from non-defensive actions applies equally to all powers, not just to the power used to block the attack. Some powers explicitly enhance dodges or parries. Use those DVs instead if those powers are used in conjunction with a defense.

Close Combat Actions


A character attacking in close combat may make a simple Brawl or Melee attack. However, she may choose to use one of the following maneuvers to modify her attack. These maneuvers work only with unarmed attacks, unless the text specifies otherwise. The statistics for these maneuvers may be modified at the Storytellers discretion, depending on the combat style the character uses. As always, drama and excitement take precedence over rules systems. Touch: Touching an opponent when he or she doesnt want to be touched is much easier than actually hitting them with any level of force, but not guaranteed. However, a touch does no damage, and so this attack is only used when act ivating Touch-range powers on unwilling targets. Touching a character may use Strength + Brawl or Dexterity + Brawl at the attacking characters discretion even if the character lacks Martial Arts. Accuracy: +5 Damage: None Defense: +0 Grab: Grabbing a target deals no damage but initiates a grapple attempt. Grappling rules are listed below, in Grappling Maneuvers. Grabs can also be used to attempt to grab onto a speeding vehicle or swinging rope. Accuracy: +3 Damage: None Defense: +0 Basic Attack: Basic kicks and punches have two statsone for quick, fast attacks and another for heavy, powerful attacks. The statistics before the slash are for fast attacks, the statistics after the slash are for slow, powerful attacks. Accuracy: +2/+0 Damage: Strength + 1B/3B Defense: +0 Disarm: When facing an armed enemy, turning the tables on the opponent by stealing their weapon is often advisable. A Disarm rolls the characters attack pool (normally Strength + Brawl) versus the opponent's Strength + Might, Strength + Melee, or Strength + Brawl (the opponent may choose). If the character succeeds, the weapon is flung away from the opponent. If the character succeeds with 5 or more successes, she may immediately take possession of the weapon. Disarms may be done with a weapon, in which case they use the weapon's attack pool and inflict half normal damage in addition to disarming. Accuracy: N/A (see text) Damage: N/A (see text) Defense: N/A Tackle/Ram: Tackles (on foot) or Rams (when in a vehicle) involve running into the target at full speed, dealing fairly impressive amounts of injury to both parties. Tackling uses Strength + Brawl to hit, while Ramming uses Dexterity + Drive/Pilot to hit. In both cases, the target takes damage as listed below. The person or vehicle who initiated the Tackle or Ram takes damage equal to the victims Strength + the tackling characters Dexterity or the ramming vehicles Speed.

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Accuracy: +0 Damage: Strength + Dexterity (Tackle), Strength + Speed (Ram), Self-Damage (see text) Defense: N/A Trip: Bringing the opponent to the ground is often useful. This may take the form of a sweeping kick, a shove, or something more graceful. A trip rolls (Strength + Brawl), and if an opponent fails to roll more successes on a (Dexterity + Athletics) roll than the attacker rolled (with difficulty equal to the attacker's Strength), the opponent is knocked prone. Accuracy: +0 Damage: Strength Defense: N/A Smackdown: Smackdowns require 1 WP to use or a turn to wind up. A successful smackdown either knocks the target prone (unless they succeed a reflexive, opposed Stamina + Resistance roll with a difficulty of the attacker's strength) or grapples the target in addition to the normal effects. Accuracy: +2 Damage: Strength + 6B Defense: N/A normally parry attacks (although they can dodge). However, any attack which rolls even 1 success but misses its intended target hits the other participant of the grapple. A character may attempt to make this easier on his allies at the cost of giving up control. Every +2 difficulty on his next roll to maintain or wrest control reduces both parties DVs by 1 until the end of the turn. Contested: At this point, neither of the two grappled fighters can do much against each other, as theyre too busy trying to break . During this state, the only move either party can attempt is to wrest control from the other or escape the grapple. Controlled: One of the characters has control over the grapple and can proceed to deal damage to the other. The character who has control over the grapple is at +2 difficulty to wrest further control over the grapple or contest the oppositions a ttempts to achieve control and gains an automatic success on Escape rolls, while the character who lacks control is at +1 difficulty to escape. The character with Control may attack the other with any hand-to-hand attacks, halving the opponents DV. Total Control: Total Control means one of the fighters in a grapple has complete and total control over the other, even if momentarily. The character who possesses Total Control is at +4 difficulty to contest the enemy wresting back control and gains 2 automatic successes on Escape rolls, while the character who is controlled is at +2 difficulty to escape. If a character has total control over a grapple, they may use any one of the moves below. These attacks automatically hit. Pound: Pounding someone in a grapple is a great way to inflict damage. This may involve mounting someone and whaling on them, slamming their face into nearby hard objects, or other methods of causing pain. Pound damage is normally Bashing but can be lethal if the victim is slammed into sharp objects. Damage: Strength +5B/Strength +5L Choke: Targets which require breathing or blood circulation can be disabled while grappled by cutting off blood flow and breath. Choking a target is far less effective if they do not require oxygen circulation (i.e. they have Dispersed Organs). In that case, one must suffocate them, and they only start taking damage when they can no longer hold their breath. Damage: 1 unsoakable Bashing/level turn. Coup De Grace: A finishing blow with a weapon or melee attack. Coup De Graces cannot be done with a weapon that the character cannot conceal in a pocket, as those weapons are too long to effectively use in the tight confines of a grapple. Damage: As attack + 5 Throw: Throwing someone requires sufficient strength to toss them. Throws can be used to launch unfortunate victims into dangerous objects, or simply send someone somewhere else. Skilled characters may throw their grappled opponents into other characters as well, which deals full damage to both targets. Unlike other attacks against a grappled foe, throws do not halve enemy soak. The damage of a throw is for a throw into a hard object like a rock or the ground. Throwing a character into something soft changes its damage to Stun, while throwing them into something edged (spikes, an industrial grinder), damage is Lethal. Throwing someone off a cliff does standard

Grappling Actions
Attempting to grapple a target uses slightly different rules than attemping to hit one. To grab a target one must initially successfully hit with a grab attempt, which puts both parties into a contested grapple if the opponent is aware of the attack, and into a grapple with the attacker having total control if the opponent is not. Grapples may be in three states: Contested, Controlled, or Total Control. While grappled, both characters move in unison, and neither character may move faster than a walk. To move from one state to the next, both parties roll to control the grapple using the Wrest Control maneuver. This maneuver can be used at any time in a grapple, no matter what the situation. In addition, a character may seek to escape a grapple, using the Escape maneuver. Like Wrest Control, a character may escape at any time. Wrest Control: Wresting control of the grapple involves contested Strength + Brawl rolls (having Finesse allows Dexterity + Brawl to be used instead). A character must accumulate (opponents Strength) total successes to shift the grapple one category in their favor (for example, if the opponent) Escape: The character attempts to escape the grapple. A successful Dexterity + Athletics or Strength + Brawl roll will break the character out of a grapple. If the opponent wishes to contest the escape, they roll Strength + Brawl. A successful escape attempt ends the grapple. If the opponent contests the escape attempt and fails, the opponent is knocked prone. Escaping a grapple does not deal damage.

Attacking Grappled Targets


Oftentimes characters may wish to hold down an enemy while the characters allies pound on the foe, or characters may attempt to free an ally from a grapple by attacking the grappler. This is somewhat risky, however. While a grapple is contested, both fighters DVs are halved and they may not

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fall damage instead. Obviously throwing a character ends a grapple. Difficulty: +2 (if aimed at a small target such as another person or a spike), +0 otherwise Damage: Strength + 4B. suppressing weapon is lower than the targets soak, the su ppression attempt automatically fails.

Vehicular Actions
Disabling Shots: Disabling a vehicle is generally done by called shots to the wheels/tracks (for ground vehicles only) or engines (for all vehicles). Wheels are assumed to have half the Armor rating of the vehicle (round down) and 4 health levels (8 for run-flats), while the engine or vehicle tracks have (7 + vehicles Size) health levels and the vehicles full Armor score. Each destroyed wheel halves the speed of the vehicle and adds +1 difficulty to Drive rolls, and if more than half are destroyed the vehicle is immobilized. Destroying the engine of a ground vehicle immobilizes it. However, most aircraft have multiple engines, and destroying 1 only halves its speed and adds +2 difficulty to Pilot rolls. Most cars and trucks have 4 wheels, while tanks have 2 tracks. Wheeled military vehicles generally have 6 or 8 wheels. All military vehicles and armored vehicles (used for VIPs) have run-flats. Multiple Crewmembers: A vehicle with multiple crewmembers or passengers may take multiple actions without penalty. Each passenger or crewmember may act normally with their own dice pools to, for example, fire a weapon out a window or use one of the vehicles weapons. Military vehicles generally have 2 or more crew. Ramming: Ramming uses the same rules as tackling, as seen above, save that ramming attacks use Dexterity + Drive/Pilot to aim.

Ranged Combat Actions


Autofire: Automatic fire is limited by weapon rate of fire, and does differing things depending on the number of rounds fired. Bursts may either add automatic successes to damage (if your bullets can't penetrate, firing off more is kind of pointless) or increase accuracy (if you fire enough bullets one of them will hit). Three-Round Bursts add +2 Accuracy or +[1] Damage. They cost three shots/bursts worth of ammunition. Short Bursts add +4 Accuracy or +[2] Damage. They cost 10 shots. Medium Bursts add +6 Accuracy or +[3] Damage. They cost 15 shots Long Bursts add +8 Accuracy or +[4] Damage. They cost 30 shots. Very Long Bursts add +10 Accuracy or +[5] Damage. They cost 50 shots. Sustained Bursts add +12 Accuracy or +[6] Damage. They cost 100 shots. Indirect Fire: Some weapons, such as artillery pieces or grenades, are primarily used for indirect fire. This requires one character to spot the target and designate it, and another to operate the artillery piece. The two characters can, but rarely are, the same character. To designate a target, the spotter rolls (Perception + Gunnery). The artillery operator then makes his own attack roll. Indirect Fire ignores cover. Strafing: Weapons that are firing bursts or fire multiple shots per attack may attempt to engage multiple targets with one dice roll. This is known as strafing. Attempting to a ttack multiple targets adds +1 difficulty to the attack for every target past the first but applies the attack successes against all targets, which defend individually. An attack may not normally target more enemies than it fires bullets, for obvious reasons. When making a strafing attack in conjunction with autofire, the autofire must be used to increase accuracy. Suppression Fire: Gunfire is scary, and people without training in dealing with it tend to panic when under fire, reducing their ability to effectively respond to the opponents actions. Suppressive fire takes advantage of this. A character fires his weapon (whether as a single shot or as a burst), and rolls his weapons accuracy with whatever bonuses to accuracy the burst grants. Suppression may be used against multiple targets, adding a cumulative +1 difficulty for each target after the first the character seeks to suppress. The character then rolls his weapons attack pool (typically Dexterity + Firearms + weapon accuracy + burst bonuses) and divides any successes gained among the suppressed targets. Each success translates into a -1d penalty to all non-defensive actions the next time the suppressed character gets to act. This penalty applies to all actions the suppressed character takes, even multiple or extra actions. Characters resist this attack via Wits + Resistance. Furthermore, characters with Tactics add +1 difficulty for every dot of Tactics to suppression attempts. A character may alternatively pay 1 WP to ignore suppression for a turn, or may alternatively ignore the penalty by allowing the attack to hit. Suppression requires the weapons used to be capable of actually harming the character. If the base damage of the

Complications
Certain events or situations may further complicate combat. Complications are usually not actions in themselves. The most common of these are listed here. To abort, the player must make a successful Wits + Tactics roll (or may simply spend one point of Willpower). If the Wits + Tactics roll fails, the character must carry out the action that the player declared during the Initiative Stage if possible. If a character had split their action, using the multiple action rules, aborting costs her all of the actions (i.e. the multiple actions are considered all part of one action for the purpose of this rule). However, aborting will not affect the characters Extra Actions . Airborne Targets: Airborne targets gain a few advantages due to maneuvering in three dimensions. They may bypass any cover which does not provide protection from above, are effectively immune to melee attackers unless they willingly close into melee range (which is done by attempting a melee attack on a target) or are attacked by another flightcapable character, and can evade in three dimensions instead of two, adding +1 difficulty to attacks against them from non fast-tracking attacks. On the flipside, airborne targets normally cannot find any sort of cover. Ambush: Ambushes involve surprising a target to get in a decisive first strike. The attacker rolls Stealth in a resisted action against the targets Awareness. If the attacker succeeds with 5 net successes or more, she can stage a free attack on the target, who may not attempt to defend. Otherwise, the defender may defend normally, but the attacker is assumed to have the most advantageous position possible (+5 difficulty to defensive actions to defend against the attack, +5d for the attack accuracy). If the defender wins, he spots the ambush, and both parties roll Initiative normally. Targets already involved in combat cannot be ambushed.

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Area Attacks: Area attacks have an Area rating representing their blast radius, which adds to the difficulty to dodge them by +1 per level of area. In addition, area attacks hit everyone close to the primary target (the primary target is the target the attack is initially aimed at). An Area attack hits all characters, friend or foe, at a range bracket with respect to the primary target that would require fewer total successes than the Area rating to move to. However, distance does provide limited protection-each success worth of distance reduces the effective Area rating of the attack by 1 for the purposes of dodging the blast. Area attacks do not gain additional damage from successes on the attack roll. Blinded: Blind characters suffer a +4 difficulty penalty to all actions where sight plays a part, including movement and dodging. Close Combat With Firearms: Ranged weapons are often difficult to use up close. Pistols are at normal difficulty to use in melee range, but SMGs are at +1 difficulty. Long arms such as rifles and shotguns are at +2 difficulty, and heavy weapons such as rocket launchers are at +4 difficulty. Most explosive weapons have safeties which ensure they dont e xplode close enough to harm the user. Explosive weapons deal halved damage and have no Area rating if the user is in their blast radius and does not explicitly remove the safeties. Cover: Cover increases an attackers difficulty to hit a target with ranged attacks (and often the targets ability to fire back). Cover ranges from a +1 to +4 difficulty penalty to incoming attacks, and penalizes the characters own ranged attacks by half that value, rounded down. Seeking cover is described in the Movement rules, above. Fast Moving Attacks: Fast moving attacks are harder to evade than slow ones. Bullets and similar attacks add +2 difficulty to dodge attempts, and light-speed weapons such as lasers add +5. Mega-Dexterity reduces the difficulty increase for attempting to evade fast-moving attacks. Parrying these attacks is even more difficult: Double the difficulty penalty if one seeks to parry a bullet or a laser. Arrows are parried at +2 difficulty. Fast Moving Targets: Fast moving targets are harder to hit than slow ones. Every 5 automatic successes on speed rolls that a character or vehicle has add +1 difficulty to attacks made against the character as long as the character is moving at full speed. Knockback/knockdown: Attacks which deal more than (Stamina) levels of damage in a single blow have a chance to knock a target down. The victim of such an attack must roll (Dexterity + Athletics), at +1 difficulty for every level of damage taken above the minimum threshold for knockdown, or be knocked down. If the character was hit by a ramming attack from a vehicle, or a character with automatic successes on strength rolls, the attacker may choose to knock the character back as well. In this case, the attacker rolls Strength + Might to move the character. Immobilization: Characters who are immobilized but not paralyzed (held but still struggling, feet stuck in quicksand, etc) may not dodge, although they may apply other defensive abilities at half effectiveness. Characters that are paralyzed may not defend themselves. Multiple Actions: Characters may use the Multiple Action rules as normal during combat. For example, a character could split their action to kick somebody, fire two pistols, unleash a mental blast, throw a barrel (assuming he had a free hand), and prepare a dodge (ie. a single action split into six actions). Remember that actions split this way still count as a single action for the purpose of aborting to a defensive maneuver. Multiple Opponents: A character who battles multiple opponents in close combat suffers attack and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). Multiple Weapons: If an attacker uses multiple weapons, the attacker reduces multiple action penalties by 1 if making an attack with both weapons. However, the attacker suffers a +1 difficulty for any attacks not made with her dominant limb, unless shes ambidextrous; if the attacker has MegaDexterity, she is automatically considered to be ambidextrous. The character must be strong enough to wield both weapons one-handed. Two-handed weapons with strength requirements below 10 simply add +2 to their strength requirement, while weapons with strength requirements above 10 add +10 to their strength requirement when being wielded one-handed. Prone Stance: Characters are normally considered to be standing. A character may reflexively go prone during his turn. A prone character adds +1 difficulty to ranged attacks but subtracts -2 difficulty to melee attacks made against him. Getting up from prone requires no roll but requires an action. Doing so without taking an action (kip-up) requires an Athletics roll at +1 difficulty. Surprise Attacks: Characters find it extremely hard to defend against attacks which they cant perceive easily. An attack that comes from an area a character cant easily see (for example, a flank attack) halves the defenders DVs, while an attack that comes from a blind spot or is otherwise undetected (for example, a surprise attack or an attack from the rear) negates enemy DVs entirely. Targeting: Aiming for a specific location incurs a difficulty, but it can bypass armor or cover, deal additional damage, damage a specific object without injuring the wielder, or cripple a target. All called shots add +4 to the attack difficulty, although this penalty can be reduced by 1 for every turn spent aiming. This is a special property of called shots and aiming does not normally allow difficulty reductions. In addition, the effect of a called shot adds to difficultythis difficulty increase cannot be reduced by aiming. For bypassing armor, the difficulty of a called shot that bypasses armor is given alongside the armor list (see Armor). If a called shot is used to deal additional damage, each +1 difficulty on the roll adds +2 to damage. If a called shot is used to cripple, each +2 difficulty on the attack roll adds +1 difficulty to rolls involving the crippled limb or organ if the attack deals more than (targets Stamina) levels of damage. This crippling is healed when the damage from the shot is healed. No combination of crippling effects may add more than +4 difficulty to any single roll. The difficulty to hit a carried or attached object with a called shot is +1 for every 2 points of Size or fraction thereof the object is smaller than the target itself. The ST has the final say in whether a called shot is allowed and should prohibit a character from taking nonsensical called shots.

Inanimate Objects
Sometimes characters may want to destroy inanimate objects. Doing so uses the normal attack resolution rules, with a handful of exceptions. Accuracy: Attack rolls generally automatically succeed against non-moving targets such as walls and buildings. Occasionally very small objects like guns, apples resting on a

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person's head, and bulls-eyes will require an attack roll, with difficulty ranging from +0 to +4 depending on the circumstances, before factoring in range. Attacks against inanimate, nonmoving objects never get bonus damage from accuracy. Size: Many buildings/etc are very large and as such are extremely hard to destroy via directed attacks. Damage: Most inanimate objects do not have damage penalties as they tend to be solid slabs of stuff, and therefore only have two values-armor and structural levels. Some inanimate objects, such as firearms, may have their performance impacted with damage. It is up to the ST if he or she wishes to track this level of detail. bat in large numbers and get beaten up with little trouble. These characters are called minions.

When to Use Minions


Minions should be used whenever the character type youre using for them is not a significant individual threat for the players in question and thus will be found in very large numbers. This may vary drastically due to power level and grittiness. In a gritty Quantum 1 mean streets game, the only minons may be barely-trained gangbangers, with even the baseline enforcers of gangs treated as normal characters. On the flipside, in a Quantum 6+ 4-color game, fleets of space battleships might be considered minions. Its all about the theme and scope of the game.

Example Objects
Window: A glass windowpane is easily shattered with sufficient force. The value after the slash is for armored glass. This is roughly representative of an office window which extends from roof to floor. Smaller windows such as those in houses or cars may have anywhere from half (3/10) to one-fifth (1/4) the structure levels. Armor 2/8, 5/20 Structure Levels, Size 1 Drywall: Weak materials like drywall and sheetrock are extremely easy to punch through, but they are also extremely useful for building because they are compact, cheap, and light. The Health Levels of damage required are for creating a hole large enough to push a human through. Armor 2, 15 Structure Levels, Size 2 Structural Wall: Load bearing walls are much harder to knock down, being generally made of brick or concrete. Again, it requires this many health levels of damage to make a gap large enough to move a person through. Armor 12, 30 Structure Levels, Size 4 Armored Wall: Generally only used for secure buildings like bunkers or hardpoints, these walls are solid metal and reinforced concrete, designed to take bomb blasts, artillery bombardments, and RPGs. Armor 20, 60 Structure Levels, Size 4 House: Your average one-bedroom one-bathroom house. Larger houses may have 5 to 15 more health levels on average. Houses are very large and require area attacks to deal significant damage to. Shooting through a house, rather than attempting to knock it down, is much easier, as most parts are merely made of drywall. "Armor" 10, 30 Structure Levels. Size 12 Bunker: Made of concrete and steel, armored bunkers tend to be rather hard to destroy, and often contain armed soldiers who may vigorously oppose demolitions attempts. Generally, taking out a bunker by killing its occupants is much easier than actually destroying one. Armor 20, 60 Structure Levels, Size 15 Skyscraper: Buildings reaching 100m or more towards the sky, skyscrapers are hard to destroy without powerful area of effect weapons. Even when destroyed, their extremely durable frames will tend to persist, monuments to human engineering. Armor 10, 100 Structure Levels, Size 20

Minion Initiative
A Minion group never rolls for initiative. Instead, its initiative is calculated by (Dexterity of a typical member + Wits of a typical member) + 5, if the minion group is well-trained and organized, or (Dexterity + Wits + 1), if the minion group is not well-trained or organized.

Minion Offense
A Minion group uses the dice pool of its average member to attack and the statistics of the weapon theyre using (whether thats fists, guns, or anti -tank rockets), but the additional attackers add to the attack accuracy and damage. Each minion past the first adds +1 accuracy and +1 damage to the attack, up to a normal maximum of +10 accuracy and +10 damage. Minions past that provide no bonus to damage or accuracy-theres already too many people engaging one target and you arent going to hurt Cestus Pax with 9mm bullets even if you have a lot of bullets. However, minions past that allow a group to attack multiple targets at once. A group of 50 minions may make 4 attacks at +10 accuracy and +10 damage, and a fifth attack at +5 accuracy and +5 damage, each targeting a different opponent. Well-trained and organized Minions in advantageous terrain may, at ST discretion, increase their accuracy rating by more than +10, possibly even by +20 or +30 (use the reducing large dice pools rules to then reduce this pool to a manage able number). This makes platoons of well-trained soldiers a significant threat to Mega-Dextrous speedsters who depend on agility rather than durability. On the flipside, poorly-trained minions or terrain with plenty of chokepoints may reduce the ability of minions to apply their weight of numbers, reducing the maximum accuracy/damage bonus they get. The most obvious form of this is minions armed predominantly with melee weapons, who may only apply a maximum of +5 attack accuracy/damage due to crowding.

Minion Defense
Minions do not have DVs, instead an abstracted score represents how hard they are to hit. Attacking a minion group has a difficulty equal to the minions highest combat abi lity. Thus barely trained rabble (with Firearms/Melee/Brawl 1) are attacked at difficulty +1, while elite forces (Firearms 4) are attacked at difficulty +4. Minions do not suffer penalties to their

Minions
Some characters are not particularly important in your game. Theyre nameless, faceless, and exist largely to give the environment character or to face the player characters in com-

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defenses from attacking, nor do they suffer penalties from being attacked. 7 8-15 Vehicle HLs/4 Vehicle HLs/2

Attacking Minions
Attacking minions is done just like attacking another character with a few exceptions, listed below. A character with a rapid-fire weapon or attack (defined by having a Rate/RoF higher than 1) may take out more than one Minion in an attack, up to the maximum Rate of a weapon. This does not use the normal multiple action rulesinstead, the attack is at +1 difficulty for every minion after the first that it attempts to hit, like a Strafing attack. The character must use one round of ammunition per minion attacked in this way if the weapon uses ammunition, and may combine this with bursts for additional dice on the attack roll. Area attacks are particularly effective against Minion groups. An Area attack will apply its damage and effects to up to ([Area rating x Area rating] Minion Group Tactics) minions per attack, with a minimum of 1 Minion. Mobs will generally have a Tactics of 0, while trained Squads of soldiers will have a Tactics ranging from 1 (barely-trained conscripts) to 4 (elite forces).

Human-size combat robots, fanatics, combat-drugged soldiers, vehicles in action movies Post-human warriors, somewhat bigger combat robots, weaker psions or novas, Light Minion Vehicles (Cars, trucks, technicals) Heavy Minion Vehicles (Tanks, attack helicopters)

Psyche Damage
Groups of Minions are dangerous because they are a coherent foe. If that coherence breaks, so does the mob. Mental attacks deal Psyche Damage to such groups. Instead of using the standard resolution rules, a Mob or Squad is given an average Psyche rating, which is essentially an abstracted r esistance roll against these abilities. A character rolls their power dice pool with the Psyche rating as difficulty: A success means removing a single member of the Mob or Squad from the fight for the scene. Like rapid-fire weapons, using multiple moraledamaging powers in a round allows the character to eliminate multiple attackers. Instead of using the standard multiple action rules, use the same rules for attacking multiple minions. Mega-Social Enhancements such as The Voice or Awe-Inspiring may be used as Psyche Damage attacks against Mobs at +3 difficulty, or +6 difficulty if the Mobs average Wil lpower is 5 or more. A Mega-Charismatic character may be able to sway an angry mob but will probably have far more problems swaying a squad of commandos with a kill order. Psyche Average Willpower Rating Rating +0 1-3 (normal people, angry mobs) +1 +2 +3 +4 or more Additional +1 4-6 (trained soldiers) 7-9 (elite operatives) 10 (Human pinnacle) Superhuman mental defenses Every additional crewmember in a Squad/Mob made out of vehicles (so tanks with a crew of 4 get +3)

Taking Damage
Minions do not roll for post-soak damage. Instead, every 2 dice of post-soak damage or fraction thereof becomes 1 health level of damage of the appropriate type (Stun, Bashing, Lethal, or Aggravated). Minions also only rarely fight to the death. After a few health levels of damage, a minion is generally left bleeding out on the floor, has decided fuck this (actually saying fuck this is optional) and flees from battle, or is too panicked to do more than shoot wildly and miss with every shot they fire to actually contribute to combat. These minions are eliminated from combat. Generally, mass minion casualties will only happen from use of area-of-effect attacks with high damage. Minion types and their health ratings are listed below. These health levels can be affected by armor for more realistic minions but for more cinematic games this is not recommended. HLs 1 3 5 Minion Type Action movie mooks, disorganized protestors Most soldiers, really angry mobs, police Special forces, ninjas, Ghurkas, other hardcore elite soldier types

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HAZARDS
Environmental Hazards
Environmental Hazards is a catch-all term for damaging conditions such as being inside a fire, a horrible sandstorm with hurricane-strength winds, being shoved into a electrical junction-box face-first, and so on. Most of the rules for these are the same (they deal damage and generally ignore armor under most conditions) although all of them have their own quirks. These quirks are listed below, as well as a table with damage ratings and examples of the type of hazard which deals such a level of damage. All environmental hazard damage ignores Size. Electricity: Electrical hazards ignore uninsulated, ungrounded armor, but someone in an insulated, grounded suit of armor is immune. Electrical sources can lock muscles in place, although security systems like electric fences are typically designed to prevent that from happening. To move locked muscles requires a Stamina + Resistance roll, difficulty equal to +1 for every 4 dice of damage the source does, rounded down. Fire: Fire is soaked as Lethal damage even if it deals Bashing or Aggravated damage. Fire ignores un-fireproofed armor but any fireproofed or sealed armor provides normal soak. Radiation: Only armor specifically intended to pr otect against radiation provides soak against radiation. Radiation damage ignores all other armor. Radiation damage may also cause radiation sickness. Damage Effect 2 Source Examples Negligible Threat: Campfire, lighter, frayed extension cord, exposed plutonium Minor Threat: BBQ pit, Toaster in bathtub, unshielded industrial XRay generator Moderate Threat: electrical vehicle charger, vehicle fire, nuclear bomb crater Severe Threat: Junction box, wildfire, inside of a nuclear reactor Terminal Threat: Nuclear meltdown, conflagaration, third rail/main line, lightning bolt direct hit Low lethality: Paper fire, alpha radiation, everyday electrical current Moderate lethality: Gasoline fire, napalm, beta radiation, lightning Extreme lethality: Gamma radiation, chemical fire, chlorine trifluoride victim engulfed in effect

Falling
A character can safely fall ([Stamina -1] x2) meters without taking damage. Past that, falling damage is one die per two meters or fraction thereof for the first 20 meters and then one die per ten meters past that, up to 25d pre-soak damage from a fall (at ~170m) for a normal-sized character. Fall damage is Lethal if the damage equals or exceeds the character's (Stamina + Athletics). So a character with Stamina 5 and Athletics 5 considers fall damage Lethal only from falls of 28 meters or more, but an old granny with Stamina 1 and Athletics 0 considers all fall damage Lethal. A character may attempt to reduce damage from a fall via a proper landing, rolling (Dexterity + Athletics), reducing fall damage by 1 die per success. Hitting trees and soft ground halves this damage. Armor does not protect against fall damage, nor do most defensive powers. The ST is the final judge of what powers may protect from fall damage. Powers which work postsoak, such as Absorption, function normally. Size does not affect falling damage, although very small characters should be immune to falling damage.

Gravity
Operating in nonstandard gravity is often difficult due to lack of familiarity. High gravity saps strength, while low gravity and microgravity are extremely disorienting. A character operating in a gravity field which is significantly different from what she is familiar with is at +1 difficulty to all physical actions, and +2 difficulty to anything which requires precise movement. This difficulty is doubled in zero-gravity. Characters who spend more than a day or two in an altered gravity field may acclimatize to it, at the STs discretion, eliminating the difficulties. Characters who have Gravity Control ignore these penalties. When in an area with altered gravity, characters multiply the mass of any carried or lifted objects by the strength of gravity there. So for example, in a 2G environment, everything weighs twice as much, while in a 0.5 G environment, everything weighs half as much. This affects throwing distances, encumbrance, and just about everything else. The actual mass of an object is unchanged, so any powers or abilities which affect a certain amount of mass do not have altered effects in areas with differing gravity. Furthermore, the character also has to carry her own body weight. In low gravity, this means a character is effectively stronger, while in high gravity a character is much weaker, frailer, and prone to exhaustion. Every decrease of 0.5 Gs increases a characters Strength by 1. Every increase of 0.25 Gs decreases a characters Strength and Stamina by 1. Characters reduced to 0 Strength by these penalties are rendered bedridden, and characters reduced to 0 Stamina suffer from life-threatening complications and will die if left in the high-G environment for extended periods. A character with any level of Mega-Strength is immune to the strength and stamina loss from high-G environments, while a character with Augmented Strength effectively reduces any gravity increases by (number of Augmented Strength purchases)G for these purposes, due

6 [2] 10 [5]

15 [8]

Bashing Damage Lethal Damage Aggravated Damage Damage x 2

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to their extremely high strength-weight ratios. These losses or increases are temporary and the character will return to normal when removed from the altered gravity. In fact, spending an extended amount of time in a high-G field is a good reason to increase Strength and Stamina. Falling damage in altered gravity is calculated by multiplying the falling distance by the strength of the G-field; thus, a character falling 20 meters in .5-G gravity would take damage as though shed fallen 10 meters, while a character f alling 20 meters in a 2-G field would take damage as though shed fallen 40 meters. The maximum damage a character can take from falling is also multiplied by the strength of the field. This also applies to falling or dropped objects; the damage they inflict is multiplied by the local G-field. Microgravity, or zero-G, has special movement rules as well. In zero-G, a character cannot move or change direction without some sort of flight capability. Instead, a character must jump from a solid object. Doin g so means the character moves at a speed equal to their horizontal jump distance every turn in that same direction until they hit another solid object. Similarly, because of Newtons Laws, unarmed and melee combat is extremely difficult. Swinging a knife means you also start spinning in the opposite direction, and if you try to punch someone your fist goes forward, you go backwards, and the other person doesnt get hurt. Without a specialty in Zero -G fighting, all melee and brawl attacks in zero-G are at +2 difficulty. Needless to say, most people in zero-G prefer ranged weapons. A character without any ability to fly in zero-G may not dodge incoming attacks without a wall or other solid object to leap off from, as she is traveling in an utterly predictable path. Non-heavy firearms do not provide any meaningful thrust. A character using heavy weapons (such as autocannon) in zero-G may change their trajectory (accelerating or decelerating) by up to 6 meters per round (0.2 Gs) by firing their weapons at maximum fire rate in the opposite direction. Every 3 rounds, the character suffers an unsoakable level of Bashing damage due to oxygen deprivation. This may spill over to Lethal. Characters who start taking Lethal damage from oxygen deprivation may suffer losses to Mental Attributes due to brain damage. If the ST wishes to use these penalties, every (Stamina) lethal health levels of oxygen deprivation damage will reduce one of the characters menta l attributes by 1. This brain damage can be healed naturally by novas when the Lethal damage heals, or by therapy and neural implants in baselines. Obviously, characters who do not need to breathe do not suffer from oxygen deprivation.

Harsh Environments
A character takes damage in harsh environments if they have insufficient Stamina + Endurance to tough out the conditions. The Adaptability enhancement gives a Nova effectively infinite resistance to hostile environments such as this. The penalties for more extreme environments than a character can tolerate are below: Note that these effects are cumulativea character in difficult conditions, for example, also suffers all effects of a character in marginal conditions.

Vacuum
A character can survive vacuum for a brief period without severe injury if they make sure to take actions to prevent immediate trauma. Characters who grew up in a colony on an airless world (such as the Moon or in space are automatically assumed to know how to minimize injury from vacuum. Otherwise, a character must have an additional dot in an ability that relates to space somehow to do so. Characters with this knowledge only suffer from oxygen deprivation. However, as they cannot hold their breath, they suffer oxygen deprivation as if engaging in strenuous activity, no matter what theyre doing. Characters who do not know to immediately empty their lungs, avoid embolisms, and protect their eyes take damage from vacuum immediately. Sudden decompression deals 4 unsoakable Lethal health levels, while more gradual decompression deals 1. After that point, they are affected by vacuum like characters who know how minimize injury from vacuum.

Oxygen Deprivation
Characters who no longer have access to oxygen and require it start to suffocate. Normally, a character can hold their breath for (Stamina) minutes if doing nothing, or (Stamina x 5) combat rounds while engaging in strenuous activity. After this, a character starts to take damage from lack of oxygen.

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CHARACTER CREATION OUTLINE


Baseline Phase
Step One: Choose Baseline Tier
Choose the baseline tier of the character. This determines most of the characters starting traits. Player chara cTier Attributes Abilities * Merits Child 2/1/0 (yes, 0) 6 (1)[1] 3 ters are expected to be of the same tier, unless the Storyteller approves of an exception. Set characters starting Willpower. All Specials are in effect.

Step Two: Concept


Choose Concept, Personality, and Allegiance

Special +3 difficulty on most social rolls with adults; Sickly and Small aberrations Adolescent 4/3/2 12 (2)[4] 5 3 +1 difficulty on most social rolls with adults Average Adult 5/4/3 20 (3) 6 3 N/A Elite 7/5/3 30 (3) 7 4 N/A One-Percenters 8/6/4 36 (3) 10 5 N/A Great (Wo)men 10/8/6 45 12 8 One (Ability) prodigy *(#) is the Abilities cap when spending Ability points. [#] is the Abilities cap after spending Ability points. If no [#], assume cap is 5. amount-below that, customization of characters is limited, while above that spending bonus points may become too timeconsuming). Bonus points can be used to buy or improve most traits. The primary exception is traits which come from a characters ability to channel Quantum (i.e. Meg a-Attributes, Powers, Quantum, and Quantum Pool). Prioritize the three categories: Physical, Social, MenPlayers may be able to gain more bonus points to tal. Your character automatically has one dot in each Attribute. spend by taking Flaws if the ST so desires. This should be limRate Physical Traits: Strength, Dexterity, Stamina. ited to at most 5-10 Bonus Points. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits.

Willpower 1

Step Three: Select Attributes

Bonus Points
Trait Attribute Ability Merit Flaw Willpower Augmentation Aberration

Step Four: Select Abilities


Spend points on Abilities. Ability points can be split into 3 specialties per Ability point. .

Step Five: Select Merits


Spend points on merits and flaws.

Cost per dot 4 2 (1 ability dot can be traded for three specialties) 1 Gives 1 bonus point (default) 2 1 per 3 XP of Augmentations Gives 1 per 3 XP of Aberrations

Step Six: Spend Bonus Points


Characters are typically given 15 additional Bonus Points for customization, although this number can be increased or decreased as desired (10-30 is the recommended

Nova Phase
Step One: Nova Tier
Choose the nova tier of the character. This determines the characters nova points during character creation,

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how high they can raise their Quantum with bonus points, and the characters maximum Quantum during actual play. Player characters are expected to be of the same tier, unless the Storyteller approves of an exception. In this case, exceptions should generally only be allowed downward-i.e. the character is a lower Nova Point tier than the others, instead of All characters begin with Quantum 1, even before spending nova points. If characters are playin Tier Nova Max StartMax QuanPoints ing Quantum w/ XP tum Mean 15 1 1 Streets Just Your 30 2 3 Average God Exemplars 45 4 5 World Shak60 5 10 ers Living Leg75 10 10 ends Enhancement 1 per enhancement (2 for every enhancement beyond [Relevant MegaAttribute x2]) Quantum 5 Level 1 Power 1 Level 2 Power 2 Level 3 Power 3 Level 4 Power 4 Level 5 Power 5 Level 6 Power 6 Power Strength Extra 2 Merit 1/3 Gives 1 NP for every 3 Flaw Gives 3 NP** Permanent Taint *These Augmentations must be derived from the nova condition. In other words, they cannot be cybernetic or just natural. **Can be spent on anything except Merits

Step Two: Eruption


Define Desires, Worldview and Manner of Eruption

Step Three: Spend Nova Points


Spend nova points. Nova points can be used to buy or improve all traits, especially Quantum traits. A ST may require explanations for (or outright prohibit) using NP to purchase certain Merits which are external to the character, such as Backing, Influence, Resources, Sanction, and Sanctum.

Character Advancement
During the course of a game, your character learns more and more about himself, and what he needs to work on. These insights and the characters ability to improve himself are abstracted into experience points. The Storyteller should award experience points at the end of every session. It is recommended that characters be given more or less the same number of experience points per session, and kept at roughly the same experience totals throughout the game. The categories below describe areas in which characters can gain experience. Each category is worth one experience point. No character should ever fulfill every single category at one time, although multiple characters may qualify for the same award. Automatic - Each character receives one point at the end of every session. Discovery - The character understands something new and significant about himself, his fellow novas or the universe. Exceptional Roleplay - The player roleplayed his character particularly well. This behavior should be appropriate to the character; points should not be awarded for outlandish, out-of-character antics. Heroism - The character risked life, limb and reputation to save the day. Only the most dramatic situations qualify for this award - stupidity does not count. Wisdom - The character discovered a way out of a trap or learned the truth behind a mystery. The group often deduces solutions together, in which case everyone should be awarded. However, if one character pieces everything together by himself, only he gets the award. Creativity - This point is reserved for players who add to the storys enjoyment without detracting from the game. This includes, but is not limited to, well-developed backgrounds, character journals or introducing new story elements. This bonus is highly discretionary and should be awarded infrequently.

Reminder
When a nova first purchases a Mega-Attribute, she may select one enhancement to go with it. It does not matter how many dots she purchases; she gets only one free enhancement. All enhancements after the first must be purchased.

Nova Points
Trait Attribute Ability Cost per Dot 1/6 (1 ability dot can be traded for three specialties) 1 1 per 8 XP of Augmentations Gives 1 per 8 XP of Aberrations 2

Willpower Augmentation* Aberration Mega-Attribute

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Cohesion - The characters worked exceptionally well together, defeating their opponents or strategically investigating all avenues of information. TRAIT INCREASE XP Cost Attribute Current x 4 Ability Current x 2 Background Current x 2 M-Attribute Current x 5 Q-Power (L1) Current x 2 Q-Power (L2) Current x 5 Q-Power (L3) Current x 7 Q-Power (L4) Current x 9 Q-Power (L5) Current x 12 Q-Power (L6) Current x 15 Willpower Current x 1 Quantum Current x 8 Quantum Pool 2 XP / point NEW TRAIT Attribute Ability Specialty Merit Enhancement M-Attribute Q-Power (L1) Q-Power (L2) Q-Power (L3) Q-Power (L4) Q-Power (L5) Q-Power (L6) Extra Power Strength Augmentation XP Cost 6 3 1 (3 max / Ability) 2 5 6 3 6 9 12 15 18 10 3 See Body Modifications Chapter

Buying Tainted
If you take a level of a power or Quantum Tainted, you pay half cost (rounding up). However, you automatically acquire a point of permanent Taint each time you do so.

Buying Enhancements
When a nova first purchases a Mega-Attribute, she may select one enhancement to go with it. It does not matter how many dots she purchases; she gets only one free enhancement. All enhancements after the first must be purchased. A character may support up to (Mega-Attribute x2) enhancements per attribute at normal cost. Every additional enhancement purchased beyond this amount costs double (10 XP, or 2 NP). This XP is refunded when the attribute is raised.

Trading Up Quantum Powers


If a novas power(s) could be seen as weaker versions, or techniques, of a higher level power, the nova may trade in the experience point value of his current related power(s) to offset the cost of purchasing the higher level power. For example, a nova with Premonition could trade it in to offset the cost of purchasing Pretercognition. In some cases, this might even be done with certain Enhancements. For example, a character may trade in Appearance Alteration to offset the cost of Shapeshift.

Special Costs
Below are several modifications to how experience is gained during character creation and/or actual play.

Buying Field Skills


Certain Abilities are actually Field Skills, and the individual fields must be bought separately. However, if a character has at least three branches of a Field Skill (see Abilities) at 3+, most further purchases of that Field Skills branches cost half (round down) during play and are purchased at the rate of 2 dots per 1 ability dot during character creation. The exception is the characters highest-rated branch, which must always be bought at full price. For example, a multitalented musician has Performance (Singing), Performance (String Instruments), and Performance (Wind Instruments), all at 3. If he wished to buy Performance (Standup Comedy), he would pay only 1 XP for it, but he would have to pay the full XP cost to raise Performance (Singing) to 4 (6 XP). If he had Performance (String Instruments) at 5, he would pay only 3 XP to raise Singing to 4 instead. For more details on Field Skills, see the Baseline Traits chapter.

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BASELINE TRAITS
Baseline traits are traits that all characters have in common, whether a mere mortal or a godlike nova. Although all characters have these traits, certain options within those traits are available only to novas.

Natures
Analyst
You approach the universe as a riddle to be answered. You live by logic and deduction; any problem can be solved in a rational manner. Your goal is to uncover the truth, to understand everything. However, your intense interest in finding the answers to questions can be distracting, since you get caught up by minutiae and may lose sight of the larger issue. Physicists, mathematicians, and the emotionally dead are Analysts. A nova Analyst may be working out the answer to the meaning of life, or be calculating how to cull the human population for the benefit of the planet. (Virtue): Regain 2 WP whenever you resolve a situation with rationality and logic. (Vice): Spend 1 WP to factor in emotion and feelings into your decisions. Regain 1 WP when ignoring such petty things would be harmful to yourself or others.

Concept
Characters dont spring fully formed into the Aberrant universe. Your character had a life before play. You must decide what she did, how she lived and what was unique about her. This concept may describe her profession, her personality or her interests.

Virtue and Vice


Your characters personality is defined by two things: Virtue and Vice. Virtue and Vice are the positive and negative expressions of certain personality traits, or Natures. Each Nature can be expressed as a Virtue or a Vice. Virtues and Vices arent all that a character is about. Rather, they serve as a basic guide to your characters perspective on the Aberrant universe and how to act in and react to that universe. While personality helps describe who your character really is on the inside, it may not be the faade he presents to the world. A persons mood and demeanor can change depending on whom hes with and what situation hes in. Your characters outward personality is handled entirely through roleplaying (although his true personality, as defined by his Virtue and Vice, should accent his general disposition). In game terms, Virtue and Vice enable the character to regain Willpower Points (WP); Vice can also lead to losing Willpower. A character regains two Willpower points when acting in accordance with his Virtue or one Willpower point when he indulges his Vice. If a character has an opportunity to indulge his Vice, but does not want to do so, the player must spend a Willpower point for the character to resist the urge. If he is out of Willpower, the character is compelled to fulfill his Vice in that instance (also, see Willpower). A character may regain Willpower from either Virtue or Vice only once per scene, and needs to spend only 1 WP to resist his Vice for a scene. Asking the character to indulge in or resist his Vice should only happen when dramatically appropriate. A Bravo shouldnt be asked to indulge every time someone refuses to listen to them, but if an important NPC is stonewalling the character he should pay the WP or lash out. Virtue and Vice are grouped together by Nature. Although every Nature has both a Virtue and a Vice associated with it, the characters Virtue and Vice do not need to match; in other words, he might have the Virtue of one Nature and the Vice of another. For example, James Bonds Virtue might be Bravo, but his Vice is probably Hedonist. Below is a list of Natures, with their corresponding Virtues and Vices. The archetypes listed here are a small sample of the many faces of humanity; feel free to create new Natures.

Architect
The Architect has a sense of purpose even greater than herself. She is truly happy only when creating something of lasting value for others. People will always need things, and the Architect strives to provide at least one necessity. Inventors, pioneers, town founders, entrepreneurs, and the like are all Architect Archetypes. A nova Architect might seek to establish a business catering to other novas superhuman talents, or establish a sovereign nation of, by, and for novas. (Virtue): Regain 2 WP when you take a concrete step towards realizing a goal. (Vice): Spend 1 WP to resist getting angry at someone who points out flaws in your plan, or following someone else's great plan. Regain 1 WP if ignoring such criticism or following someone else's agenda would benefit you in the long run.

Bravo
Bravos believe that nothing in the world means quite as much as strength does. Without strength, you cannot defend your views. Without strength, you cannot fight back against those who would oppose you. Some with this viewpoint are heroes, fighting for a cause, for the oppressed, for the downtrodden, providing strength to those who lack it. Others are bullies, who take the ideology of might makes right to an extreme. Paladins, challenge-seekers, bullies, and social Darwinists are all Bravos. (Virtue): Regain 2 WP when you defeat a seemingly equal or superior foe or force him to back down. (Vice): Spend 1 WP to resist taking by force something you desire and have asked for "politely". Regain 1 WP if you do so and it has significant negative long-term consequences.

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Bureaucrat
Laws were created for a reason, and your primary concern is to follow them. No matter what the crisis, you follow the proper procedure. If people dont obey the System, chaos will run rampant. You take comfort in established processes, confident that they are the key to victory. Strict adherence to policy may blind you to better options. Police officers, EMTs, and office workers embody the Bureaucrat Nature. A nova Bureaucrat may be a poster boy for Team Tomorrow, or an utter control freak who destroys glitches in the system of the world. (Virtue): Regain 2 WP when you accomplish a goal by the book or some other formally established way of doing things. (Vice): Spend 1 WP to break the rules youve esta blished about a situation. Regain 1 WP when adhering to your system would be dangerous or stupid. (Vice): Spend 1 WP to put your cause on the backburner. Regain 1 WP if putting your cause at the forefront hurts your long-term goals.

Chameleon
The Chameleon hides herself in the shadows, presenting a faade to everyone at large. She plays roles, changing herself to suit the situation. Nova Chameleons make excellent actors, but some entirely forget what they were originally like. (Virtue): Regain 2 WP when you solve a problem or get something you want via your adaptability. (Vice): Spend 1 WP to snap yourself out of an identity. Regain 1 WP when revealing your true self would be a good idea-but you still lie.

Charmer
A charmer knows just what somebody wants to hear. They make fast friends with people, but rarely do they stay that way for long. For a charmer is the sort of person who thrives on short-lived relationships with others, moving from person-toperson as their gratis is expended and their platitudes revealed for what they are. Of course, some people love having Charmers around, enjoying the ego boost while ignoring the warnings of their real friends and advisors. Corporate yes-men, grifters, and lobbyists have many Charmers amongst their ranks. A nova Charmer may be everybodys best friend, or leech off the ego of the truly powerful. (Virtue): Regain 2 WP when you clearly provide comfort and good cheer to another. (Vice): Spend 1 WP to tell someone something they don't want to hear. Regain 1 WP if you don't tell them something they don't want to hear and not doing so has potential negative consequences to you.

Capitalist
You are the ultimate mercenary, realizing that there is always a market to be developed anything can be a commodity. You have a keen understanding of how to manipulate people into thinking that they need specific goods or services. Appearance and influence are everything when it comes to the big sale, though youll use anything to your advantage. Sales men, soldiers of fortune, and bootlickers all adhere to the Capitalist Archetype. (Virtue): Regain 2 WP when you convince somebody of accepting something they actually need. (Vice): Spend 1 WP to resist selling somebody something harmful (whether a product or an idea). Regain 1 WP when doing so is to your own detriment.

Caregiver
Everyone needs a shoulder to cry on. A Caregiver takes her comfort in consoling others, and people often come to her with their problems. Nurses, doctors, and psychiatrists are examples of potential Caregivers. Caregiver novas are often great counselors or healers, but others use their gifts to get to the root of societys problems; a disproportionate number of nova vigilantes, municipal defenders, and Team Tomorrow agents are Caregivers. (Virtue): Regain 2 WP when you receive tangible proof that you have helped another. (Vice): Spend 1 WP to resist giving aid to anyone who seems like they need it. Regain 1 WP if giving such aid ends up causing you more trouble than it's worth.

Child
The Child still has much to learn about how the world really works. This says nothing about biological age (how many times have you heard of the term psychopathic man -child?) but it does say a lot about their emotional maturity. Some people with this Demeanor are innocent and see the world through the undespoiled navet of youth, while others see the world through the selfishness of the young. Children can take many forms. Actual children, 4-color superheroes, spoiled primadonnas, and nave optimists are all Children. (Virtue): Regain 2 WP when your innocent demeanor or naivet win someone over to your side. (Vice): Spend 1 WP to resist acting in a petulant fashion (tantrums, complaining, assassinating someone in a fit of pique, etc.) after a major setback or personal snub. Regain 1 WP when it would be a major problem to do so.

Celebrant
The Celebrant takes joy in her cause. Whether the characters passion is battle, religion, foiling her rivals, or reading fine literature, it gives the Celebrant the strength to withstand adversity. Given the chance, the Celebrant will indulge in her passion as deeply as possible. Unlike the Fanatic, the Celebrant pursues her cause not out of duty, but out of enthusiasm. Crusaders, hippies, political activists, and art enthusiasts are Celebrant Archetypes. Celebrant novas may champion the Saisho of Japan, or be the face of Teragen. (Virtue): Regain 2 WP whenever you convert someone to your cause or indulge in your passion.

Competitor
The Competitor takes great excitement in the pursuit of victory. To the Competitor, every task is a new challenge to meet and a new contest to win. Indeed, the Competitor sees all interactions as some sort of opportunity for her to be the best the best leader, the most productive, the most valuable, or whatever. Corporate raiders, professional athletes, and impassioned researchers are all examples of Competitors. Nova Competitors have any number of resources and accomplishments over which to assert themselves, from countless follow-

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ers and creature comforts to massive toy lines and blockbuster movie titles based on their real life exploits. (Virtue): Regain 2 WP whenever you come out ahead in a difficult situation that puts you to the test. (Vice): Spend 1 WP to resist trying to show up somebody else. Regain 1 WP when competing would be dangerous or embarrassing.

Dabbler
The Dabbler is interested in everything but focuses on nothing. He flits from idea to idea, passion to passion, and project to project without actually finishing anything. Others may get swept up in the Dabblers enthusiasm, and be left high and dry when he moves on to something else without warning. Most Dabblers have high Intelligence, Charisma, and Manipulation ratings, but not much in the way of Wits or Stamina. Nova Dabblers often wished they could do everything before they erupted; now they can. (Virtue): Regain 2 WP whenever you try a new passion and get good results. (Vice): Spend 1 WP to resist trying something youve never done before. Regain 1 WP when doing so interrupts something important you were working on already.

Conniver
Why break your own back when you can talk someone else into breaking his for you? You always try to manipulate others before applying yourself. You advance your cause by coordinating your friends efforts and sowing dissent among your enemies. You fear that others may be doing exactly the same thing to you, making it difficult for you to trust anyone. Criminals, con artists, salespeople, urchins, and entrepreneurs might be Connivers. Many Mega- Intelligent or Social novas are Connivers because they cannot help seeing people as toys and chess pieces. (Virtue): Regain 2 WP when you convince someone else to do your bidding, or ruin someone else, without your manipulations being brought to light. (Vice): Spend 1 WP to resist manipulating others, either for fun or to your advantage. Regain 1 WP when doing so would ultimately distance you from potential allies, or create new enemies.

Deviant
The Deviant is a freak, ostracized from society by unique tastes or beliefs that place her outside the mainstream. Deviants are not indolent rebels or shiftless unrecognized geniuses; rather, they are independent thinkers who dont quite fit in the status quo. Deviants often feel that the world stands against them, and as such reject traditional morality. Some have bizarre tastes, preferences, and ideologies. Extremists, eccentric celebrities, and straight-up weirdoes are Deviants. Nova deviants are usually those that glory in the power of Taint. (Virtue): Regain 2 WP whenever you succeed in a goal by flaunting social mores or convince someone that the old ways are inferior to the new. (Vice): Spend 1 WP to resist publicly displaying your eccentricity. Regain 1 WP if doing so would significantly impede your plans.

Critic
You find purpose in revealing weaknesses and faults, whether in artwork, an organization or a persons habits. You strive to perfect others by pointing out their shortcomings. You do this for their own good, whether they want your help or not. You can do your job too well, convincing someone that he isnt just flawed but worthless, perhaps driving away even those closest to you. Reviewers, educators and personal trainers might be Critics. (Virtue): Regain 2 WP when you give constructive criticism that somebody genuinely plans to act on, or point out a significant flaw that would have been harmful had it been overlooked. (Vice): Spend 1 WP to refrain from criticizing somebodys performance. Regain 1 WP if doing so would make you look bad or get you in trouble.

Enigma
Your actions are bizarre, puzzling, and inexplicable to everyone except yourself. To the rest of the world, however, your erratic actions suggest that youre eccentric if not completely crazy. Conspiracy theorists and deep-cover agents embody the Enigma Nature. Nova Enigmas might literally be crazy, or they might just be tuned into some aspect of the universe they cannot explain to others. (Virtue): Regain 2 WP whenever your unpredictable nature ensures your success. (Vice): Spend 1 WP to calmly, rationally explain yourself, your actions or your theories. Regain 1 WP when failing to do so alienates others.

Cynic
The world may seem perfect, but it isnt. There are too many flaws, and some of them are growing deeper by the day, as everybody pretends they dont exist. A Cynic knows these flaws exist, and so often isnt surprised when everyone else is caught off-guard. However, Cynics also tend to lead relatively unhappy lives, as they always look for the worst, even in the best. Many scholars, soldiers, and thieves are Cynics. A nova Cynic might have a hundred countermeasures in place against World War III, or may delight in exposing corruption if only to show people how nave they really are. (Virtue): Regain 2 WP when you have a backup plan when things go sour, because of your cynicism. (Vice): Spend 1 WP to take advantage of a lucky break (rather than dismissing it due to clearly being a trap/a worse choice/etc.). Regain 1 WP if doing so puts you into a worse situation later.

Expert
Some people latch onto a hobby or field of interest; they cling to it so firmly that it defines who they are. Experts are people who are always associated with their field before any other qualifier. Professors, martial arts instructors, and coaches are likely to be experts. A nova Expert may teach powers at a Rashoud Facility, or might be a muse for talented baseline students. (Virtue): Regain 2 WP when you make a particularly impressive showing with an ability or teach your chosen skill to someone. (Vice): Spend 1 WP to resist showing your expertise off in a valid situation. Regain 1 WP if doing so is taking an unreasonable risk.

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Explorer
The prospect of finding new places, people and things - whether its a new natural resource, an untapped power or a musical style - gives your life meaning. Discoveries are your passion, and you devote a great deal of time and effort to keeping up with current events. The routine and commonplace bores you, and learning of someone elses discovery fills you with envy. You constantly set your sights on the horizon, sometimes at the expense of the here and now. (Virtue): Regain 2 WP whenever you discover something new and useful, either for yourself or your community. (Vice): Spend 1 WP to resist examining something new or fascinating. Regain 1 WP if the thing is obviously dangerous. (Virtue): Regain 2 WP when you successfully impress another person. (Vice): Spend 1 WP to resist showing off. Regain 1 WP when doing so makes you look foolish or puts you in danger.

Hedonist
Life is too important to waste, so have as good a time as possible. You only go around once, after all. You dont mind a little hard work as long as a good time awaits you at the end of it. Pleasure is its own reward, and you pity those who take life too seriously to realize it. Even so, your pursuit of a good time can take you too far. The nouveau riche, sybarites, and dilettantes are all examples of the Hedonist Archetype. A nova Hedonist may surround himself with countless adoring fans, or he may spend his time experimenting with radical nova drugs like Soma. (Virtue): Regain 2 WP when you have a truly good time (and bring others for the ride) (Vice): Spend 1 WP to resist indulging in your chosen pleasure. Regain 1 WP if indulging in such is obviously a bad idea.

Fanatic
The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic pours himself into his cause, and he may even feel guilty for undertaking any objective that deviates from his higher goal. To the Fanatic, the end justifies the means the cause is more important than those who serve it. Players who choose Fanatic Archetypes must select a cause for their character to further. Revolutionaries, zealots, and sincere firebrands are all examples of Fanatic Archetypes. Nova Fanatics are often champions for or against a particular nova-related cause, such as creating a world ruled by novas, or curing Taint. (Virtue): Regain 2 WP when you advance your chosen cause. (Vice): Spend 1 WP to avoid making any sacrifice to the cause that is demanded. Regain 1 WP if accepting this could possibly lead to grievous harm.

Idealist
The Idealist believes truly, madly, deeply in some higher goal or morality. The object of his idealism may be something as pragmatic as peace between novas and baselines or as amorphous as the ultimate good, but the belief is there. Nova idealists, especially those who were idealists before they erupted, often have the power to achieve their goals. (Virtue): Regain 2 WP any time an action in pursuit of your ideals furthers your goals and brings your ideal closer to fruition. (Vice): Spend 1 WP to take a course of action antithetical to your ideal. Regain 1 WP when staying the course does more harm than good.

Follower
Leaders need followers, and you await your orders. Taking charge isnt your style. It isnt in your nature to rebel. In fact, your strength comes from your ability to cooperate with a variety of personalities toward a common cause. Yet, while you might follow your commander into the sun, you tend to lack the self-esteem to question such a suicidal act. Many soldiers, cultists, and sports players are Followers. Nova Followers are rare, but some might be found in Team Tomorrow or as part of large ecological reformation projects. (Virtue): Regain 2 WP when your carrying out your assigned duty is a significant factor in the group's success. (Vice): Spend 1 WP to take charge or disagree with orders. Regain 1 WP if the orders are blatantly bad or inefficient and you follow them anyways.

Jester
The only sane defense against an insane universe is to laugh at it all. Sorrow and pain are your enemies, and humor is your weapon. You act the fool to take others minds off gloom and despair. In your pursuit to spread smiles, you may cross the line, distracting and irritating those whom you mean to entertain. Class clowns, pranksters, and obsessive comedians all fit the Jester Archetype. Nova Jesters may find it hilarious to screw with world economies, or might bring joy to millions as the worlds greatest comedian. (Virtue): Regain 2 WP when you lighten a mood or ease a tense situation. (Vice): Spend 1 WP to resist shooting your mouth off in inappropriate circumstances. Regain 1 WP if you do so and it ends up greatly inconveniencing you (insulting a world leader on national TV, etc.)

Gallant
You are one of the noticeable ones, and others had better damn well recognize it! Your ego thrives on recognition and the admiration of others (though youll settle for less desirable sorts of attention). You love being in the public eye, and nothing beats performing before an awestruck crowd. While you are certainly flamboyant and full of vivacity, others often see the potential in your overconfident approach to lead you to disastrous misjudgments. Performers, only children, and those with low self-esteem often embody the Gallant Nature. Many nova media icons are Gallants.

Judge
The Judge perpetually seeks to improve the system. A Judge takes pleasure in her rational nature and ability to draw the right conclusion when presented with facts. The Judge respects justice, as it is the most efficient model for resolving issues. Judges, while they pursue the streamlining of problems, are rarely visionary, as they prefer proven models to insight. Engineers, lawyers, and doctors are often Judges. No-

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va Judges might gravitate toward enforcement roles in global society, or they might wrong slights that nobody else can perceive, such as the balance between man and nature. (Virtue): Regain 2 WP whenever you correctly solve a problem by considering the evidence presented, or when one of your arguments unites dissenting parties. (Vice): Spend 1 WP to show favor to one side or another, or consider anything other than hard facts in your calculus (opinions and character are irrelevant). Regain 1 WP when this victimizes someone. (Vice): Spend 1 WP to indulge in a trait you consider human weakness. Regain 1 WP when doing so will hinder you.

Martyr
Youre ready to put yourself at risk so that another person or a cause succeeds, even when the sacrifice isnt necessary. You drive yourself twice as hard as anyone else does, expecting no reward other than recognition of your efforts. Despite this suffering, you endure, clinging firmly to the belief that you make a difference. In your blind desire to throw yourself into the breach, you could sacrifice yourself for nothing. Many revolutionaries, staunch idealists and outcasts are Martyrs. Nova Martyrs give everything they have for their cause and often more; some end up Taint-ridden beyond belief. (Virtue): Regain 2 WP when you harm yourself to protect others or promote your cause. (Vice): Spend 1 WP to resist endangering yourself for the sake of others or your cause. Regain 1 WP when the sacrifice is meaningless.

Leader
Youre meant to be in charge. You excel at organizing, and others look to you for direction. You trust your own judgment implicitly, and you have no qualms about taking over a project and shaping it the way you see fit. There are two ways to do a job: your way and the wrong way. While you may be a master of direction, ignoring others suggestions could be your downfall. CEOs, military commanders, and priests all fit the Leader archetype. A nova Leader may want to control a conspiracy (or the world), or he may wish to be recognized as the leader of a team. (Virtue): Regain 2 WP when one of your plans succeeds. (Vice): Spend 1 WP to resist taking charge when you are not in charge. Regain 1 WP if doing so is a terrible idea.

Masochist
The Masochist exists to test his limits, to see how much pain he can tolerate before he collapses. He gains satisfaction in humiliation, suffering, denial, and even physical pain. The Masochist defines who he is by his capacity to feel discomfort he rises each night only to greet a new pain. Certain extreme athletes and urban tribalists exemplify the Masochist Nature. (Virtue): Regain 2 WP when you succeed in a task by pushing yourself beyond your limits. (Vice): Spend 1 WP to resist putting yourself in harms way to prove a point (to yourself or others). Regain 1 WP when doing so is meaningless.

Loner
Even in a crowd the Loner sticks out, because he so obviously does not belong. Others view Loners as pariahs, remote, and isolated, but in truth the Loner prefers his own company to that of others. For whatever reason, the Loner simply disdains others, and this feeling is often reciprocated. Criminals, radicals, and free thinkers are all Loner Archetypes. Nova Loners often have some unique insight into the world that makes them uncomfortable around normal people, or else have everything they could ever want, and so are comfortable being hermits. (Virtue): Regain 2 WP when you accomplish something by yourself, yet which still benefits your community. (Vice): Spend 1 WP to coordinate with others. Regain 1 WP when working as a team would have been the better option.

Monster
The Monster knows the world is a terrible place, and to survive in it sometimes you have to do whats necessary, not whats right. Atrocities might be something people repudiate in public, but in private no great deed has ever been done without creating a trail of tears and corpses. Even at their best, Monsters are people you dont want to associate with -the serial killer who only targets rapists and pedophiles, the assassin who kills terrorists and dictators in the name of security, the terrorist who strikes blows on a civilian populace for tacitly supporting atrocities. At their worst, Monsters are cruel men and women with no greater purpose, no noble goal, merely a love of pain and suffering. Nova Monsters often appear to be demons or actual monsters, or else have incomprehensibly sadistic minds. With such unfortunates, one often follows the other Nova Monsters are capable of anything. (Virtue): The Monster knows the world is built on oppression and atrocity. When a Monster achieves something great by brutal or disturbing means, she regains 2 WP. This goal is often, but does not inherently have to be, something somewhat noble. (Vice): Spend 1 WP to resist demonstrating the cruelty of the world to another via atrocity and horror. Regain 1 WP when the noble path was the wiser course.

Machine
Ordinary humans are just piles of meat and bone. They are unacceptably weak. You must be more than human, and you do your best to achieve that goal. Youre probably an obvious cyborg or Teragen member, seeking out ways to further alter your body and mind to your own liking. However, some Machines seek a path to become more than human without body modifications, pushing themselves past their limits without ever seeking a single augmentation. As a rule, you never ask for help, rarely take breaks, and push yourself to the limit. If humans are truly outdated, its up to you to set an example of what the next generation can do. (Virtue): Regain 2 WP when you overcome your own human weaknesses and achieve something you thought you could not do.

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Muse
Your purpose in life is to help others find their purpose in life. Muses are insightful, and often gifted in whatever field they instruct on. They may be hard on their students, but its only to make them better. Drill sergeants, clinic instructors, and motivational speakers are all Muses. A nova Muse might instruct students at a Project Utopia Rashoud facility, teaching them how to better control their powers; or a Teragen member enlightening young novas on how to control their evolution. (Virtue): Regain 2 WP when someone succeeds in a major goal because of your advice. (Vice): Spend 1 WP to resist helping someone who seeks your help. Regain 1 WP when doing so is for a goal you consider immoral or when doing so is significantly detrimental to yourself. self-esteem or traumatic past experiences, and feel compelled to make up for inflicting themselves upon the world. Penitents are not always religious in outlook; some truly want to scourge the world of the grief they bring to it. Repentant sinners, persons with low self-esteem, and remorseful criminals are examples of the Penitent Nature. Penitent novas include those who were horrified when their eruptions caused widespread death and destruction, Taint-ridden novas seeking salvation and those who believe their condition is a curse from god. (Virtue): Regain 2 WP whenever you feel that you have achieved absolution for a given grievance. This redemption should be of the same magnitude as the transgression the greater the crime, the greater the penance. The Storyteller is the ultimate arbiter of what constitutes a reasonable act of reparation. (Vice): Spend 1 WP to keep composed when faced with evidence of your sin. Regain 1 WP when your breakdown causes a scene.

Paragon
You have lofty and concrete ideals about what is right and noble in human nature, and you strive to embody those ideals. You consider your powers a great gift and a tremendous responsibility, and you feel duty-bound to use them in the pursuit of righteousness and altruism. Though you aspire to be a role model, you are not a Gallant - public display is not as important as the knowledge of good deeds accomplished. Some might see you as self-righteous, but you are your own worst critic. You are completely intolerant of human foibles (especially your own), and this lack of acceptance might well drive you over the edge one day. Spokespeople, philosophers, and diplomats fit the Paragon Archetype. Nova Paragons may be the impossibly virtuous seeming to have no flaws socially or otherwise; or they might be great heroes, fighting a non-stop battle against crime and injustice, whether in the social or the physical sphere. Either way, people may think of the Paragon as something more than human (a state of affairs that many Paragons find grating, as it undermines their goals). (Virtue): Regain 2 WP when you accomplish a task by sticking to your enlightened ideals. (Vice): Spend 1 WP to resist your self-righteousness and accept a compromise. Regain 1 WP if compromise would be a far better idea than self-righteous one-true-way moralizing.

Perfectionist
Perfectionist Archetypes demand flawless execution. A half-hearted job gives the Perfectionist no satisfaction, and she expects the same degree of commitment and attention to detail from others that she demands from herself. Although the Perfectionist may be exacting, the achievement of the end goal drives her, and often those for whom she is responsible. Prima donnas, artists, and architects exemplify the Perfectionist Archetype. A Perfectionist nova might believe all novas can achieve fantastic potential, and become angry when others do not seem to be evolving quickly enough; or always expects more from her team mates. (Virtue): Regain 2 WP when your painstaking perfectionism covers even an unforeseen complication. (Vice): Spend 1 WP to trust a hastily-put-together plan or jury-rigged system. Regain 1 WP when you end up going without because of this insistence on a perfect plan (or mechanism) or none at all.

Rebel
Youre the ultimate free-thinker. Whether you champion a cause or simply feel contrary, you choose your own path. Others are welcome to join your march to a different drummer, but only if their beat matches yours. You defy authority in principle and deed, even if you have similar views. Teenagers, insurrectionists, and nonconformists all exemplify the Rebel Nature. Nova Rebels often dont buy into Project Utopias claims. (Virtue): Regain 2 WP whenever you strike a solid blow against the man. (Vice): Spend 1 WP to conform to societys expectations. Regain 1 WP if rebelling will get you into serious trouble.

Pedagogue
The Pedagogue knows it all, and desperately wants to inform others. Whether through a sense of purpose or a genuine desire to help others, the Pedagogue makes sure his message is heard at length, if necessary. Pedagogues may range from well-meaning mentors to verbose blowhards who love to hear themselves talk. Instructors, the overeducated, and veterans of their field are all examples of Pedagogues. Nova Pedagogues often have the solution to all the worlds ills, whether scientifically or socially. Whether they are correct is a matter of opinion. (Virtue): Regain 2 WP when someone listens to and intends to act on your message. (Vice): Spend 1 WP to resist preaching your message when given an opportunity (often broadly interpreted by Pedagogues). Regain 1 WP if preaching would actually hinder your message.

Rogue
Only one thing matters to the Rogue: herself. To each his own, and if others cannot protect their claims, they have no right to them. The Rogue is not necessarily a thug or bully, however. She simply refuses to succumb to the whims of others. Rogues almost universally possess a sense of selfsufficiency. They have their own best interests in mind at all times. Prostitutes, capitalists, and criminals all embody the Rogue Nature. Nova Rogues take what they want, when they want it, no matter what it is; or else hook up with whatever organization best suits their goals that day.

Penitent
The Penitent exists to atone for the grave sin she commits simply by being who she is. Penitents have either low

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(Virtue): Regain 2 WP when your self-sufficient nature leads to success. (Vice): Spend 1 WP to resist screwing over someone when you could get some advantage out of it. Regain 1 WP if youd make enemies by doing so. (Vice): Spend 1 WP or disregard intuition, nontraditional deduction, or the bleeding edge. Regain 1 WP if your refusal to accept new ideas hobbles a plan.

Visionary
You have a goal that only you can see, something to which youve dedicated your life. You may be a spiritualist, philosopher or inventor, but whatever you are, you search for something more. You create new possibilities by seeing beyond the bounds of conventional imagination. Though you are full of new ideas, your head is often among the stars. (Virtue): Regain 2 WP when you take a concrete step toward realizing your ultimate goal. (Vice): Spend 1 WP to resist an opportunity to further your goals. Regain 1 WP when furthering your vision would lead to tragic results.

Survivor
No matter what happens, no matter the odds or opposition, the Survivor always manages to pull through. Whether alone or with a group, the Survivors utter refusal to accept defeat often makes the difference between success and failure. Survivors are frustrated by others acceptance of what fate has in store or willingness to withstand less than what they can achieve. Outcasts, street folk, and idealists may well be Survivor Archetypes. A nova Survivor might be a renegade nova who has joined the Aberrant faction, or a vigilante keeping the streets safe while dodging the police and the criminals who want him dead. (Virtue): Regain 2 WP when you survive a dangerous situation via your own cunning and perseverance. (Vice): Spend 1 WP to resist taking any action which would prolong your own survival or increase your chances, no matter what it is. Regain 1 WP if you take an action that alienates or hurts friends and close allies for personal survival.

Allegiance
In the world of Aberrant, everybody wants a nova on their side. Even the most mundane nova usually still has something she can offer to a group. These organizations, in turn, have benefits they can offer the novas. Below are some of the most common affiliations for player characters: Aeon Society Corporate Criminal Organization Elite (DeVries, Janissaries, etc.) Independent/Individual Municipal Defender Nation Nova Organization Project Utopia Religion The Directive Other

Thrill-Seeker
The Thrill-Seeker lives for the rush of danger. Unlike those of arguably saner disposition, the ThrillSeeker actively pursues hazardous and possibly deadly situations. The Thrill-Seeker is not consciously suicidal or selfdestructive he simply seeks the stimulation of imminent disaster. Gangbangers, petty thieves, and exhibitionists are all examples of the Thrill-Seeker Archetype. Nova Thrill-Seekers might take casual strolls through warzones to see what ha ppens, take control of a city because they can, or play as many sides of a conspiracy as possible to see how long they can maintain their cover. (Virtue): Regain 2 WP when you survive a dangerous situation you deliberately entered. (Vice): Spend 1 WP to resist indulging in an obvious foolhardy venture. Regain 1 WP for taking the "hard way" when doing so has no benefits and great danger.

Attributes
Attributes are your characters essential qualities, translated into numerical ratings. Ordinary humans Attributes range from one to five dots, with two being average. It is extremely rare for a normal human to have five dots in an Attribute. Attributes above 5 are generally unheard of outside of people with artificial enhancement or novas. The eruption of the Mazarin-Rashould node often awakens unheard-of potential in people; as a result, novas frequently have Attribute ratings of 5 (or even higher!). Many novas have Mega-Attributes; think of a MegaAttribute as a modifier to your characters normal Attribute, granting him superhuman capabilities. Mega-Attributes are discussed in the Mega-Attributes Chapter.

Traditionalist
The orthodox ways satisfy the Traditionalist, who prefers to accomplish her goals with time-tested methods. Why vary your course when what has worked in the past is good enough? The Traditionalist finds the status quo acceptable, even preferable, to a change that might yield unpredictable results. Conservatives, judges, and authority figures are all examples of Traditionalist Archetypes. Traditionalist novas, being part of a race with a very short history, sometimes turn to religion to see the proper behavior of gods, or else cling to the first nova fad they find and treat that as the way things are done. Others, however, steadfastly cling to the behaviors they had in baseline life, seeing no reason to change their lifestyle just because they can alter reality. (Virtue): Regain 2 WP when your insistence on adherence to tried-and-true methods proves effective.

Qualities
If an Attribute is rated 4 or higher, then it automatically has a Quality. A Quality reflects a particular aspect of that Attribute that the character is best at (or known for). Not every Strength or Intelligence 5 character is the same. Some strong people are athletic and good at sports, others are massive weightlifters, while some are deceptively weak-looking but wiry.

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Likewise, some intelligent people are amazingly logical or wizards at math, while others are widely read or have an amazing memory. A character may have only one Quality per Attribute. On any roll involving an Attribute and its Quality, you get to reroll any 10s. Any successes gained on the additional rolls add to your total, and if any of the additional rolls come up 10s, you get to reroll them too! Example: A Strength 5 (Athletic) character climbing a rock face, or an Intelligence 4 (Logical) character trying to figure out a puzzle. If a Quality applies for a static value, simply have it add +1 to the relevant attribute. Theres no hard and fast rule for when the Quality applies. The Storyteller determines when and if a Quality applies in any given situation, but theres no reason you cant suggest ways your Quality can help you out. You can also try to play to your strengths and find ways to use your qualities in different situations. A quality serves to both describe and define your characters high Attribute rating, so go for a Quality thats descriptive and fits your view of the character. Ask yourself in what way is this character strong / intelligent / charismatic / etc.? Use the Quality in descriptions of your character to get the idea across to others, such as my character is highly intu itive, cunning and eloquent. The Qualities give everyone an immediate image of your character, and the reroll bonus helps reinforce this image through play. See each Attribute for a list of sample qualities. Qualities: Determined, Enduring, Energetic, Healthy, Long-winded, Resilient, Stubborn, Tenacious, Tireless, Tough, Unflagging

Mental
Mental Traits cover a characters perception, mental capacity, imagination and quick wits. Creative and intellectual individuals have high Mental Attributes.

Perception
Perception covers alertness and comprehension. It determines not only your characters attentiveness to the world around him, but how clearly he interprets it as well. Qualities: Alert, Astute, Attentive, Detail-oriented, Gut Feeling, Insightful, Intuitive, Keen Eye (Ear, Nose, etc.), Nitpicky, Observant, Patient, Sensitive

Intelligence
Intelligence measures raw mental processes memory, retention, judgment, reasoning and imagination, as well as your characters ability to find connections between seemingly unrelated pieces of information or analyze complex ideas. The Attribute is not a measure of how fast your character thinks, but of how clearly he thinks. Qualities: Bookworm, Bright, Clearheaded, Discerning, Excellent Memory, Imaginative, Pragmatic, Rational, Thoughtful, Trivia, Widely Read

Physical
Physical Attributes indicate a characters raw strength, build, agility and sturdiness. Characters adept at physical combat or athletic activities have high Physical Attributes.

Wits
Wits ranks how quickly your character reacts to new situations and indicates general grace under fire. This Attri bute describes inherent common sense and how well your character thinks on the fly. It also governs creativity. Wits combines with Dexterity to determine base Initiative. Qualities: Clever, Creative, Cunning, Graceful, Ingenious, Iron Nerves, Jaded, Level-headed, Sharp Tongue, Shrewd, Unfazeable

Strength
Strength rates physical power, including the capacity to lift objects and cause damage. This Attribute is used to resolve jumps, leaps or other actions that draw on raw physical power. Strength also determines the base number of damage dice rolled for successful physical attacks. Qualities: Athletic, Brawler, Broad-Shouldered, Brutish, Compact, Huge, Power-lifter, Rugged, Stout, Well-Built, Wiry

Dexterity
Dexterity measures both agility and hand-eye coordination. It describes how fast a character runs, how precisely he aims at a target and everything else that relates to speed, grace and control. Many combat pools use Dexterity to determine the accuracy of the attack, and it is combined with Wits to calculate Initiative. Qualities: Acrobatic, Agile, Coordinated, Delicate, Fast, Flexible, Graceful, Nimble, Quick Fingers, Rhythmic, Steady Hand

Social
Social Traits describe a characters influence, force of personality and looks. They often define interactions with others, from first impressions to leadership to dealing with people in general.

Appearance
Appearance is a measure of how memorable your character is. It can represent physical attractiveness, but it could also represent distinguishing features, like an unusual build, peculiar facial features, or an interesting voice; even an ugly person can have a high Appearance if there is something fascinating about her hideousness. Appearance is your characters ability to make a strong first impression or simply to generate an instinctive response in others. A character with low Appearance is simply neither memorable or fascinating. Qualities: Alluring, Exotic, Honest Face, Imposing, Luminous, Photogenic, Pleasant, Sensual, Sultry, Statuesque, Stunning, Wholesome

Stamina
Stamina indicates your characters health, tolerance for pain and how long she can maintain physical exertion. It encompasses endurance, physical will to live and sheer toughness. Stamina determines the characters base soak pool and higher levels of Stamina provide additional Health Levels. Most novas develop reasonably high Stamina during eruption, as a side effect of channeling quantum energies.

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Manipulation
Manipulation measures your ability to influence others by appealing to interests and personality, instead of your own natural appeal. This ability represents an aggressive persuasiveness, and it can be subtle or blatant. Manipulation covers everything from leading others to tricking them, from being sly to dominating. No one likes being fooled, though, so failing a Manipulation roll has risks. Qualities: Authoritative, Cunning, Devious, Domineering, Inspiring, Persuasive, Slick, Sly, Way With Words, Witty Abilities may not be increased above 10 dots.

Untrained Use
Characters with no dots in an ability are considered untrained. This is not to say they cannot do anything related to the ability, it just means they know no more than a layman in the field. A character with no dots in Drive may still have a drivers license (but little understanding of defensive driving or more complex driving), while a character with no dots in Firearms probably still knows that you point a gun in the direction of the bad guy and pull the trigger to dispense bullets. A Storyteller may use any of these below options to differentiate unskilled characters from skilled characters. At the Storytellers discretion they may well apply to characters with low ability levels or who lack certain Specialties: A character with Medicine 1 probably doesnt know how to do brain surgery. Roll Requirements: An unskilled character must roll to attempt actions that a skilled character could do without rolling. A character with Athletics could easily scale a 2 meter high fence quickly, while a character without it must roll Dexterity to do so. Increased Difficulty: An unskilled character rolls at an increased difficulty (either adding +1 to the difficulty of the roll or doubling the difficulty at the STs discretion). Someone with firearms training might find it much easier to shoot someone, but even an untrained firearms user is dangerous. Impossible Tasks: An unskilled character simply may not attempt the task-they have no idea where to start and how to accomplish it. In general, any task that is at more than +1 difficulty should probably be impossible unskilled, and for some esoteric tasks like brain surgery, impossible even with a low level in the ability. Related Skill: The character instead has to default to another, similar skill but at a higher difficulty (normally +1 difficulty) or a reduced rating (typically half rating, rounded down). This is most common with Field Skills (someone who knows Biology probably has a basic education in Chemistry and Physics, after all).

Charisma
Charisma is used to charm others and to gain trust through natural appeal, as opposed to appealing to them; your characters force of personality, if you will. It reflects an air of confidence or social grace when dealing with people. Charisma defines how likable your character is to others and whether they actively seek her company. Qualities: Charming, Cool, Eloquent, Genial, Polite, Public Speaker, Quiet Confidence, Rebellious, Suave, Sympathetic, Telegenic

Abilities
Skill starts with raw potential (represented by an Attribute), combined with training or education designated by an Ability). When you perform an action, your dice pool is the combination of the appropriate base Attribute and the Ability most suited to the task; for simplicitys sake, each Ability is matched with its most relevant Attribute. However, these are only guidelines - the Storyteller may allow characters to use Abilities with other Attributes. This combined rating is called the skill total. Abilities default to a rating of 0. Baselines can raise Abilities as high as 5. One dot represents novice proficiency; a rudimentary understanding of the fundamental principles. Three dots represents a professional level of competence. Five dots in an Ability represents the peak of human potential in an ability; these are the handful of people who define a field. Some characters can raise their Abilities beyond this cap, representing superhuman facility with that Ability.

Field Skills
Certain Abilities are actually Fields: several related Abilities (branches) grouped under one heading; in the following list of Abilities, such Abilities are followed by the tag: (Field). The individual Abilities must be bought separately; for example, Science includes Biology, Chemistry, and other branches of Science. However, instead of buying Science, the player buys Science: Biology or Science: Chemistry, gaining proficiency only in that category. If an Ability is a Field Skill, a list of Branches will follow. This list may be exhaustive, but creative players may come up with new branches, or Storytellers may want to divide Branches into their component parts. Storytellers are cautioned that, if branched too far, the Branches can be reduced to Specialties. If an Ability that is normally a field is not heavily emphasized in a game, the Storyteller can treat it as a normal ability rather than a field. For example, in a 4-color game (where Science and Engineering are less likely to change the world), they may be treated as standard abilities instead of fields.

Abilities Above 5
The normal maximum for any Ability is five dots, representing the pinnacle of human potential in any given field. But there are some who exceed this-the once-in-a-century grandmasters, the people who define Athletics, or Martial Arts, or Drive, or Firearms. Such facility may be gained with either (Ability) Prodigy(increasing the maximum number of dots in an ability by 1) or simply by practicing the Ability intensively for an extensive period of time with superhuman attributes and lifespan. If a character wishes to gain a superhuman Ability score via practice and use, an Ability has a cap of the characters Attribute rating (or 5, whichever is higher) and req uires decades of training and constant use (a quick rule of thumb will be 100 years of practice and use to be able to gain the sixth dot and another 50 years of practice after that for each additional dot).

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Likewise, an ability that is heavily emphasized can be converted into a field.

Might
This ability improves a character's ability to push, pull, lift and throw objects, and perform other feats of strength. Might is unconcerned with finesse, so accurate throwing is not encompassed by it (see Athletics). Specialties: Dead Lift, Leap, Throw Encumbrance: The temptation to carry loads of equipment to satisfy every situation can be overwhelming. The Storyteller should make life difficult for players whose characters have extensive equipment and weaponry lists. A character is unencumbered if he carries up to 5 kg per dot of Strength + Might. This has no negative effects. Generally this state requires a character to travel extremely light. Light Encumbrance occurs when the character is carrying more than that, up to 10 kg per dot of Strength + Might (so a character with Strength + Might 4 can carry up to 40 kg at light encumbrance). A lightly encumbered character adds +1 difficulty for all rolls involving long-term physical endurance and reduces her Dexterity by 1 for the purposes of movement. The Dexterity penalty may not reduce a characters walk speed to less than three meters per turn. A character is moderately encumbered if he carries up to 15 kg per dot of Strength + Might, adding +1 difficulty to all physical actions involving movement or endurance, and subtracts 2 from Dexterity for effective movement speeds. The Dexterity penalty may not reduce a characters walk speed to lower than three meters per turn. Characters carrying 20 kg or more per dot of Strength + Might are heavily encumbered, and suffer +2 difficulty to all physical actions involving movement or endurance, -2 to Strength and Dexterity for movement, and +1 difficulty to all other physical actions. The Dexterity penalty may not reduce a characters walk speed to lower than three meters per turn. Heavily encumbered characters may not run or sprint. Characters with Mega-Strength multiply their encumbrance limit by staggering amounts. See Mega-Strength for details. This system is a guideline; the Storyteller should not call for an inventory check every time your character picks up a pen. Lifting: By default, a character can lift (30 x [Strength + Might]) kg, or drag twice that much (60 x [Strength + Might]) kg horizontally on a relatively flat surface. Having wheels on the object to make it easier to move (such as a cart) doubles the characters weight capacity again, to (120 x [Strength + Might]). Lifting weights or dragging objects above your lifting capacity requires a Willpower + Might roll, with each success adding +1 to that total for the purposes of lifting and carrying objects. Characters with Mega-Strength multiply their lifting limit by staggering amounts. See Mega-Strength for details. Example Weights: Lawn chair (15 kg), grown person (100 kg), empty cargo bin (240 kg), motorcycle (360 kg), girder (480 kg) Reminder: The teamwork rules do apply here. Lifting is all or nothing - if you fail the roll, nothing happens. On a botch, your character may strain something or drop the object on her own foot. Opening/Closing: Opening a door with brute force calls for a Might roll. A standard interior door requires only two or three successes to bash open. A reinforced door or airlock generally takes at least 15 to 25 successes at difficulty +2 or +3. A magnetically locked blast door might take 100 or more successes and is rarely at a difficulty lower than +10. These

Specialties
Each Ability represents a fairly broad field of knowledge; its unlikely that an individual would be equally skilled in all aspects of an entire category. To reflect this variety of specialization, Abilities have Specialties, or areas of expertise. Specialties differ from qualities in that the former are areas of special training, while the latter are simply innate aspects of the individual. You may purchase a maximum of three Specialties for each Ability normally. You can buy any given specialty only once. In other words, you could not take the Inclement Weather specialty twice. If you buy your character a specialty, write it after the Ability on your character sheet. Once purchased, a Specialty allows your character to add an extra die when applicable. A character with Drive (Inclement Weather) adds an extra die when making maneuvers in rain or snow. See individual Abilities for example Specialties.

Dramatic Systems
The only things limiting your actions are your imagination and your characters skill. During a game session, characters - both player and Storyteller personalities - attempt numerous diverse and complicated activities. The Storyteller is responsible for keeping all of this action organized while determining success or failure for all characters. Dramatic systems simplify the Storytellers job by supplying rules for a number of common activities. See the individual Abilities for write-ups of their dramatic systems. Storytellers should, and will undoubtedly have to, invent their own dramatic systems for new situations. The list of systems below is in no way exhaustive, but it provides a solid foundation on which to base events. Bear in mind that characters lacking a specific Ability may default to the Attribute on which the Ability is based, unless stated otherwise. A number of these systems may be tried again if the first attempt is unsuccessful. At the Storytellers discretion, however, subsequent tries may increase the difficulty of the action. Some example Dramatic Systems are included with the following Abilities.

Strength Abilities
Brawl
A character skilled in Brawl knows how to use her body to effectively hurt people. Such characters often refine this skill with a Martial Arts style. Specialties: Blind Fighting, Combinations, Dirty Maneuvers, Multiple Opponents, Fighting in Flight

Melee
This character knows how to properly hold a melee weapon, where to strike, and how to judge their reach, amongst other finer points of such combat. Specialties: Ax, Chain, Club, lmprovised Weapon, Knife, Nunchaku, Staff, Sword, Automobile (novas only)

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successes may be handled as an extended action. While teamwork is possible (and recommended), a door can still be forced open through a single individuals repeated hammering. Obviously, a door not held in some way can be opened without resorting to force. A botch causes a level of unsoakable Bashing damage to your characters shoulder. Throwing: Objects (grenades, knives) with a mass of one kilogram or less can be thrown a distance of the characters Might skill total x 5 in meters. For each additional kilogram of mass that an object has, this distance decreases by five meters (particularly heavy objects dont go very far). As long as the objects mass doesnt reduce throwing distance to zero, your character can pick up and throw it without having to make a Might roll. A character with 5 Might skill total can throw a 1 kg object 25 meters. He can throw a 2 kg object 20 meters and a 5 kg object five meters. If an object can be lifted, but its mass reduces throwing distance to zero, the object can be hurled aside at best - about one meters distance. Obviously, if an object cant be lifted, it cant be thrown at all (refer instead to Lif ting). The Storyteller may reduce throwing distances for particularly unwieldy objects, or increase them for aerodynamic ones. On a botch, your character may drop the object or strike a companion with it. Characters with Mega-Strength may throw objects staggering distances. See Mega-Strength for details. vival. Basic pursuit is an extended action. The target starts with a number of free extra successes based on his distance from pursuers. This system breaks down as follows: on foot, one for every two meters ahead of pursuers; with mounts, flight, or vehicles, one for every 10 meters ahead of pursuers. Exceptionally long foot chases might involve Endurance tests. If one participant has Hypermovement or Enhanced Movement and the other does not, or if one participant has Hypermovement at a higher level than the other, the faster character always escapes/ catches up unless the Storyteller dictates otherwise. In all other cases, the target and pursuers roll the appropriate Ability (depending on the type of pursuit) each turn, adding new successes to any successes rolled in previous turns. When the pursuer accumulates more total successes than the target, she catches up and may take further actions to stop the chase. As the target accumulates successes, he gains distance from his pursuers and may use that lead to lose his opponents. Each success that the quarry accumulates beyond the pursuers total acts as a difficulty penalty of one to any Awareness rolls that pursuers have to make to remain on the targets tail. The Storyteller may call for the pursuer to make an Awareness roll at any time (although not more than once per turn). If the pursuer fails this roll, her target is considered to have slipped away (into the crowd, off the sensor screen). On a botch, the pursuer loses her quarry immediately. If the quarry botches, he stumbles or ends up at a dead end. Riding: See Driving Swimming: Anybody can swim. However characters without Athletics can only dog paddle, at 1 meter/round if lightly equipped (or drown if more heavily laden). As for characters swimming in general, long-distance or long-duration swimming requires successful Endurance rolls. The first roll is necessary only after the first half-hour of sustained activity, and it requires only one success. A cumulative difficulty penalty of one applies for each subsequent half-hour. If a roll fails at any time, your character tires; she may float, but she is too exhausted to swim. Your character can rest by floating, but the current difficulty doesnt drop until she can get to solid ground and recuperate. On a botch, your character sinks and, if she doesnt have Adaptability or an appropriate Body Modification, begins drowning.

Dexterity Abilities
Athletics
Athletics governs movement, evasion, swimming, gymnastics, accurate throwing, riding animals, and most other feats of physical prowess where finesse is of primary importance. Athletics also covers the use of vehicles where the characters body movements play a significant role in the operation of the vehicle: bicycles, hang gliders, skateboards, surfboards, water skis, etc. If a mechs movements are based on the pilots, then it uses this Ability. Basically, if a device relies strongly upon the users body to steer its functioning (including Archery), it is probably Athletics. Specialties: Acrobatics, Dodge, Gymnastics, Specific Sports, Tumbling Climbing: When your character climbs an inclined surface (rocky slope, cargo container or building), roll Athletics. For an average climb with available handholds and nominal complications, your character moves three meters per success. The Storyteller adjusts this distance based on the climbs difficulty (easier: four meters per success; more difficult: two meters per success). The number of handholds, smoothness of the surface and, to a lesser extent, weather can all affect rate of travel. A short, difficult climb may have the same difficulty as a long, easy climb. The extended action lasts until youve accumulated enough successes to reach the desired height. On a mild botch, your character may only slip or get stuck; on a more severe one, she may fall. If your character has the Claws power, each level adds one die to all climbing attempts unless your characters claws are really discharged kinetic energy or the like. A character with the Adhesive Grip body modification may climb without a die roll. Pursuit [Athletics, Drive, Pilot]: Catching someone whos trying desperately to avoid your character invo lves several different rolls, which can include Investigation or Sur-

Drive
Drive is a characters ability to maneuver through tra ffic, take advantage of road conditions, pull off Stunts, and other impressive feats. Drive encompasses all sorts of ground-based vehicles: cars & trucks, commercial, heavy machinery, motorcycles, scooters, tanks, certain types of mechs, etc. Every character is assumed to have basic proficiency with one type of vehicle, defined at character creation. Most people know how to drive a car, but somebody might have learned how to ride a motorcycle or has always used a skateboard. Just dont be surprised if your Storyteller vetoes your request to choose mech as your native vehicle. Specialties: Car, Tank, Motorcycle, Controlled Collision, Inclement Weather, Narrow Streets, Off-roading, Vehicular Manslaughter, Traffic Driving: A Drive, Pilot, or Athletics roll isnt needed to steer a vehicle or mount under normal circumstances - assuming your character has the appropriate skill. However, bad weather, the vehicle or mounts speed, obstacles and performing complex maneuvers can challenge even the most competent drivers and riders. Specific difficulties based on these cir-

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cumstances are up to the Storyteller, but they should increase as the conditions become more hazardous. For example, driving in heavy rain increases the difficulty by one, but going fast while also trying to lose a tail jumps the penalty up three. Similarly, piloting a plane through artillery fire is +1, but adding a breakneck pace while avoiding pursuit bumps it to +3. A failed roll indicates trouble, requiring an additional roll to avoid crashing or losing control. Players of characters in control of a vehicle or mount, but who have no dots in the appropriate Ability, must roll for almost every change in course or procedure. On a botch, the vehicle or mount may go out of control or worse. Pursuit: See Athletics Although under Dexterity, Stealth often is used with Wits for shadowing people, or other tasks where control over ones body takes a back seat to quick thinking and creativity. Specialties: Ambush, Camouflage, Hiding in Shadows, Sneak, Trail Shadowing: Shadowing someone requires that your character keeps tabs on the target without necessarily catching her and while not being noticed by her! The targets player can roll Awareness whenever she has a chance to spot her tail (the Storyteller decides when such an opportunity arises); the pursuer opposes this roll with a Stealth roll. The target must get at least one more success than her shadow does to spot the tail; if so, she may act accordingly. This resisted action is handled individually for each person shadowing the target (if the target is being followed by three people, her player makes three separate Awareness rolls, one against each targets Stealth roll. Sneaking: Rather than fight through every situation, your character can use stealth and cunning. A sneaking character uses Stealth as a resisted action against Awareness rolls from anyone able to detect her passing. Unless observers receive more successes than the sneaking character does, she passes undetected. Noise, unsecured gear, lack of cover or large groups of observers can increase Stealth difficulty. Security devices, scanners or superior vantage points may add dice to Awareness rolls. On a botch, the character stumbles into one of the people shes avoiding, accidentally walks into the open, or performs some other obvious act.

Firearms
This ability covers the use of personally aimed kinetic and energy weapons, from pistols to heavy autocannon ripped off their mountings by Mega-Strong novas. It does not cover the use of guided ordinance, such as missile launchers, nor does it cover the use of vehicle-mounted weapons, which require different skills to aim and are often computer-assisted. The Firearms Ability also covers the care and maintenance of firearms, as well as identification of different weapons models. Specialties: Pistols, Rifles, SMGs, Blind Fire, Heavy Weapons, Energy Weapons, Aimed Shots, Automatic Fire Identify Firearm: To identify a firearm, the character rolls Perception + Firearms. The difficulty of this roll is normally +0, but is +1 for weapons the character has little familiarity with (for example, a hunter looking at cutting-edge railguns), and may increase to up to +4 for weapons that are extremely rare (prototype guns or decades-old discontinued designs). Maintain/Repair Firearm: Characters roll Intelligence + Firearms to maintain and repair personal weapons. Firearms tend to be relatively simple to maintain and maintenance rolls are rarely higher than +0 difficulty. However, precision firearms such as sniper rifles may be more difficult (+1 difficulty), as are experimental weapons (+1-3 difficulty) or exotic firearms such as railguns (+1 difficulty). Difficulty increases are cumulative-an experimental railgun sniper rifle is maintained at +3-5 difficulty. Although firearms repair requires some tools, they are relatively common (outside of experimental or exotic weapons)

Stamina Abilities
Endurance
Endurance reflects special training to extend the human bodys limits to endure physical hardship. Characters with Endurance can push on despite fatigue, exertion, and pain. Specialties: Fasting, Holding Breath, Long-Distance Exertion, Sleep Loss, Resist Poison, Resist Disease Poison Resistance: Diseases and toxins are resisted via a (Stamina + Endurance) roll. Feats of Endurance: Endurance determines how well and for how long your character can run beyond her normal capacity, stay awake after a day of activity or hold her breath for an abnormally long time. Sustaining such acts depends on your characters Endurance skill total, and it requires Endurance rolls after that point. The frequency of the rolls can range from every hour for trying to stay awake, each half-hour or so for maintaining physical activity or every few seconds to keep holding breath. Characters with Mega-Stamina find such feats exponentially easier, perhaps even automatic. The Storyteller should add one to the difficulty (cumulative) to each subsequent roll after the first to reflect the increasing strain on your characters vitality. Botches should suit the feat attempted (e.g., stumbling, reflexively gasping for air, nodding off, lunging for the nearest available food).

Pilot
Pilot covers the piloting of more exotic craft than conventional ground-based vehicles. Despite the name, piloting includes vehicles that move along sand, water, through the ocean, and in space, in addition to traditional three-dimensional movement vehicles, such as airplanes and helicopters. It also governs mech piloting. Specialties: Avoiding Obstacles, Choppy Waters, Emergency Landing, Inclement Weather, Narrow Passages, Tsunamis Piloting: See Drive Pursuit: See Athletics

Stealth
Stealth is the art of not being seen, whether it involves camouflage or keeping out of lines of sight or blending into crowds.

Perception Abilities
Awareness
The Awareness Ability covers a character's awareness of his surroundings. A character with high Awareness can easily see if he's walking into an ambush, spot even small or

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faraway objects, and finds other such feats of sensory prowess easy. Specialties: Acute Hearing, Keeping Watch, Sharp Sight, Smell, Spot Ambush, Track Awareness: This feat involves picking a face out of a crowd, keeping an eye on someone and being aware of ones surroundings. Awareness covers anything that doesnt require specific training in observation, as Investigation does. Awareness is often used in resisted rolls against Abilities like Stealth. (subjects rate of speed, estimated weight, number of people followed). The quarry can cover her tracks with a successful Survival roll. Each success on a Survival roll modifies any tracking difficulties by one. Abnormal weather, poor tracking conditions (city streets, installation corridors) and a shortage of time also add to tracking difficulty. On a botch, your character not only loses the trail, but he runs the risk of destroying the physical signs of passage as well.

Gunnery
The Gunnery Ability determines a character's ability to use computer or mechanically-assisted weapons, such as missile launchers or vehicle weapons still attached to the vehicle. It also covers designating for artillery and airstrikes, maintaining said weapons, and troubleshooting them. Specialties: Missiles, Artillery, Vehicle Weapons, Surface-to-Surface, Surface-to-Air, Air-to-Air, Air-to-Surface, Human (Nova) Targets Designate Artillery/Airstrike: A character who wishes to designate a target for artillery or air strikes uses Perception + Gunnery. Success on this roll means the incoming ordinance strikes what it was aimed at in dramatic systems. This roll is normally at +0 difficulty, but things such as adverse weather, lacking military-grade laser designators, poor communication, and poorly-trained artillery or aircraft crewmen may add anywhere from +1 to +4 to the difficulty per factor. Failure means the bombs or shells are off-target, while botching means that they hit something you dont want them to hit. The rules for designating for incoming fire in combat are in the combat chapter. Maintain/Repair Crew-Served Weapon: Characters roll Intelligence + Heavy Weapons to maintain and repair crew-served weapons. The difficulty of this ranges from +0 for mounted machine guns to +4 or more for tank railguns and tactical lasers. Maintaining and repairing these weapons also requires specialist tools which are generally only found in maintenance depots.

Intelligence Abilities
Academics (Field)
Academics covers social fields of formal study, such as sociology, psychology, economics, history, and anthropology. Branches: Anthropology, Economics, History, Law, Philosophy, Political Science, Psychology, Religious Studies, Sociology Specialties: Ancient Mesoamerican History, Nova Psychology, Global Markets Research: A character performs research when searching computer databases for historical Facts, when looking for obscure loopholes in anti-terrorism laws or when trying to learn a devices function or origin. In all cases, the number of successes achieved determines the amount of information discovered; one success gives you at least basic information, while extra successes provide more details. The Storyteller may apply difficulties for particularly obscure data. On a botch, your character may not find anything at all, or he may uncover completely erroneous information.

Bureaucracy
A combination of political know-how, the understanding of how to write forms and fill in reports, and how governmental and business systems work, bureaucracy covers a character's ability to manage, manipulate, or destroy a large organization of bureaucrats for whatever purpose. Specialties: Administration, Corporate, Governmental, Military, Procedures, Regulations, Requisition, Rumors

Investigation
Investigation covers a character's ability to find clues, put together pieces of disparate evidence, fill in holes via reading between the lines, and otherwise find the facts in a muddled situation. Investigation may be quick or it may be a process, depending on the nature of the investigation. Although under Perception, Investigation often is used with various other Attributes depending on the method of investigation. Specialties: Analysis, Deduction, Interviews, Research Investigation: Any search for clues, evidence or hidden contraband involves Investigation. The Storyteller may add a difficulty to investigations involving obscure clues or particularly well-concealed objects. One success reveals basic details; multiple successes provide detailed information and may even make deductions possible based on physical evidence. On a botch, he may miss or accidentally destroy obvious clues. Tracking: Unlike shadowing, tracking requires you to follow physical evidence to find a target. Discovering footprints, broken twigs, blood trails or other physical signs lead the tracker right to the subject. Following such a trail is a standard action; multiple successes provide extra information

Computer
The Computers ability covers computer hacking, computer programming, and computers usage. Someone with Computer 0 may be able to use a computer, but without any skill in the area they will be completely lost when it inevitably fails. Specialties: Drive Wiping, Hacking, Programming Hacking: A person seeking to hack into a computer system makes an extended roll using the Computer Ability. The difficulty can be normal (or an ordinary PC) or up to +8 (for hacking into military mainframes). Likewise, the number of successes needed can range from five or so up to 50 (or even more!). Actively blocking a hacker is a resisted action; the adversary with the most successes wins. On a botch, you may trip a flag or even reveal your identity to the system youre trying to breach. Hacking requires the Computer Ability; your character cannot perform it as a default task. Note that characters with the Cyberkinesis power may substitute that power for these rules.

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Engineering (Field)
Engineering covers applied sciences, such as aerospace engineering, bioengineering, metallurgy, environmental engineering, or so on. Branches: Chemical, Civil, Electrical, Mechanical Specialties: Power, Control, Electronics, Nanotechnology Demolitions: Characters with an Engineering field that relates to the object they wish to demolish (Civil engineering or Mechanical engineering for most structures and terrain features, Aerospace for planes, space stations ,and other objects) may use Engineering to scuttle or otherwise destroy said objects with minimal footprint. Demolition rolls take anywhere from a few turns to scuttle a small yacht or airplane to several hours to destroy a skyscraper, require access to the proper tools (such as explosives), and although basic demolition is possible untrained with sufficient firepower, anything more complex than just making the object in question blow up r equires a relevant ability. Repair: Before repairing a device thats on the fritz, your character must identify its problems (accomplished as a standard research roll). The Storyteller then sets the difficulty of the repair roll, if any. This difficulty depends on the problems severity, whether the proper tools or any replacement parts are on hand and if adverse conditions exist. An inspired research roll may offset these factors somewhat. A simple tire change is a standard action, while rerouting power through a secondary system is more difficult. Basic repairs take at least a few turns to complete. More complex ones are extended actions that last 10 minutes per success needed. On a botch, your character may simply waste time and a new part, or may make the problem worse. Research: See Academics

Wits Abilities
Art (Field)
The Art skill generally covers one of several forms of non-performance art. Branches: 3D Art, Calligraphy, Drawing, Painting, Sculpting Specialties: Realism, Oils, Environments

Business
Applied economics and finance, the Business skill is more practical than economics, involving a knowledge of advertisement, marketing, branding, and practical law. The Business Ability covers any attempt to amass wealth, from international banking to licensing oneself to a toy company. Specialties: Controller, Down Market, Merchandising, Positioning, Stocks & Bonds Gambling: Business can be used to gamble on a short-term investment for temporary gain. Once per story, a character may roll Business with a difficulty penalty equal to her current Resources rating. The payoff happens at the start of the next story. If successful, the characters Resources ra ting is effectively one dot higher for one purchase next story. If the character botches, the characters Resources rating is e ffectively one dot lower for the entirety of the next story. Permanently increasing Resources is better represented via roleplaying.

Intrusion
Whether it involves low-tech locks or high-tech security systems, Intrusion covers the identification, subversion, and disabling of the system in question, to access whatever a person may own. Specialties: Countermeasures, Electronic Infiltration, Lock Picking, Security Procedures Intrusion: lntrusion covers breaking and entering, evading security devices, picking locks, bypassing keypad and retinal countermeasures and preventing others from doing the same. When bypassing active security, your roll must succeed on the first attempt; failure activates any alarms present (opening manual locks may be attempted multiple times, though). lntrusion rolls are usually standard actions, but they may be extended actions depending on a security systems complexity (the Storyteller decides the actual difficulty). On a botch, the clumsy break-in attempt goes horribly awry. Setting up security measures is a standard action, but multiple successes achieved in the effort increase the systems quality (essentially adding to its difficulty to be breached).

Medicine
Medicine covers diagnosing and treating ailments. Medicine is primarily focused on physical treatment, and when it dips into psychology it tends to be when psychological ailments have physical causes that can be treated via surgical or chemical means, or mitigated by lifestyle choices. For counseling and mental analysis, a character should acquire Academics (Psychology). Specialties: Emergency, First Aid, Novas, Pharmacy, Specialized Fields (Neurology, Oncology, etc.), Surgery

Science (Field)
Science covers pure and theoretical sciences, such as mathematics, physics, biology, geology, computer science (versus Computers), so on and so forth. Branches: Astronomy, Geology, Mathematics, Physics Specialties: Entomology, String Theory, Volcanology Research: See Academics

Rapport
Rapport is the skill used to understand another person's motivations and desires, and connect to them on a personal level. This knowledge can be used for mutual benefit, or for one's own selfish advantage. Specialties: Discern Motivation, Discern Truth, Emotional State, Instruction, Intent

Strategy
Where tactics governs the small stuff, strategy governs the big picture. Although primarily military, strategy is not entirely useless out of it-plenty of businessmen and CEOs have at least a dot or two of strategy, as it covers a host of concepts such as utility, operations planning, and game theory. Specialties: Delays, Hostile Takeovers, Supply Lines

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Resistance
Resistance represents the characters mental training in overcoming psychological and physiological imbalance, invasion, and pressure. It is often used to resist torture or other enhanced interrogation techniques, maintain self -control in the face of temptation, and frustrate psychic probing. Specialties: Mental Blank, Resist Temptation, Resist Pain, Resist Torture Ignore Pain: A character who is suffering from penalties due to health damage, disease, or other similar detrimental conditions may roll Resistance with a difficulty equal to half their total dice penalty, rounded up. Success reduces this penalty by 1, while an exceptional success (5 or more successes above difficulty) reduces it by 2. Penalties may not be reduced below 0. Resistance: Resistance is used to resist various forms of coercion or mind-altering powers. character plenty of space whether on a shuttle, tram or in a bar. The higher your lntimidation skill total, the wider the berth that others give him. Intimidations active application works through subtlety or outright threat. Subtlety is based on a perceived threat (losing ones job, going on report, pain and agony later in life), and is paired with Manipulation. The blatant form of intimidation involves direct physical threat. In this case, you may pair Intimidation with Strength. On a botch, your character looks patently ridiculous and doesnt impress anyone in attendance for the rest of the scene.

Style
Style covers a character's ability to look good with the materials on hand, whether at an informal gathering or a formal ball, as well as first impressions. A character with a high rating in Style is also skilled at disguise, and engendering the response he or she wishes to engender via dress alone. Specialties: Disguise, Fashion, Makeup, Seduction Carousing: You influence others to relax and have fun. Applications of this roll might include showing a potential client a good time, loosening an informants tongue or making instant drinking partners who come to your aid when a brawl starts. Its a standard action when dealing with an individual, though difficulties may be added for large or surly groups. On a botch, your character comes off as an obnoxious boor, if not worse. Disguise: Disguise usually involves two Abilities, although only one may be called for at a time. Style is used to copy someones appearance successfully. The Storyteller may apply difficulties depending on the resources at your characters disposal. A standard roll is suitable if ample visual references of the subject (and appropriate makeup, wig and wardrobe) are available. Going by a photo or having access to a limited wardrobe may be more difficult. Trying a disguise from memory or with little resources could be increase the difficulty by as much as three. A proper disguise takes at least 10 minutes to create (the Storyteller may add additional difficulty for such a rush job); an hour or more offers the best results. To act like someone requires a Perform roll (the Oratory Specialty is useful only to imitate someones voice, while Acting can be used to imitate someones mannerisms). It is necessary to study a subject to create a believable disguise. A standard roll is adequate if the subject is in your characters presence for at least an hour (or suitable photos are on hand). Working from poor-quality photos or rushing things can result in +1 or 2 difficulty. Meeting the subject briefly (or simply faking it) may result in +3 or +4 difficulty. Aside from these systems, the Storyteller should take into account the players roleplaying. An adequate disguise roll may still succeed if the player does an impressive imitation, while even the most inspired disguise is ineffectual if the player acts no differently than usual. On a botch, the disguise may be simply transparent or patently ridiculous, but it is obviously not convincing. Seduction: The particular situation and style of the seduction determine which Ability is used. In pleasant, cultured circumstances, roll Etiquette. In a seedy underbelly bar, Streetwise is appropriate. Style encompasses any attempt to physically attract an individual or even a group. Roll Subterfuge when your character makes a seduction attempt through exaggeration or fabrication.

Streetwise
Streetwise is an overall understanding of the seedy underbelly of society and covers "street smarts" as opposed to "book smarts", covering the acquisition of illegal goods, an understanding of good hidey-holes or where one can find an informant, gang culture, and other miscellany. Specialties: Black Market, Customs, Fence, Information, Scrounge, Street Trade Carousing: See Style

Survival
The ability to live off the land, navigate with nothing more than a compass and the stars, and identify poisonous plants and animals, survival covers the character's ability to live without the assistance of modern technology. Specialties: Fire-Building, Forage, Hunt, Set Traps, Track Tracking: See Awareness

Tactics
Tactics is the smaller-scale brother to Strategy. Where strategy focuses on winning wars, Tactics focuses on winning battles. Tactics involves battlefield maneuvering, an understanding of proper tactical positioning, and planning on the fly, more so than Strategy. Specialties: Military, Nova, Police, Small-Unit, Terrorism, Counter-terrorism

Appearance Abilities
Intimidation
The intimidation ability covers looking imposing, threats (overt or veiled), stare-downs, ass-beatings, threatening the target's children, and so on. Although under Appearance, Intimidation often is used with Strength for more overt threats, or Charisma/Manipulation for indirect threats. Specialties: Implied Threat, Overt Display, Silent Urging Intimidation: lntimidation has two effects. Intimidations passive effect doesnt involve a roll; it simply gives your

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Manipulation Abilities
Interrogation
Interrogation is a character's ability to get uncomfortable or incriminating confessions from people, via various means. A character with a high Interrogation score is good at filtering truth from lies, understands the proper use of interrogation equipment, and may, if so inclined, also understand the proper methodology and usage of torture, whether physical or psychological. A character with high Interrogation also understands how to use being interrogated to one's own advantage, telling the interrogator what they want to hear rather than the truth and selling it as fact, among other things. Specialties: Drugs, Misdirection, Threats, Torture Interrogation: Anyone can ask questions. With the lnterrogation Ability, you ask questions and have leverage. lnterrogating someone peacefully involves asking strategic questions designed to reveal specific facts. This method is a resisted action between your characters lnterrogation and the subjects Willpower. Rolls are made at key points during questioning, probably every few minutes or at the end of an interrogation session. Violent interrogation involves torturing the victims mind and/ or body until he reveals what he knows. Doing so is a resisted action between your characters Interrogation and the targets Resistance or W illpower (whichever is higher). Rolls are made every minute or turn, depending on the type of torture used. The subject loses a health level for int per turn of mental torture. Damage inflicted deeach turn of physical torture, or one current Willpower popends on the tools used - fire and electricity cause Lethal damage; punches and kicks cause Bashing damage. The combined effect of physical and mental torture has devastating results. A botched lnterrogation roll can destroy the subjects body or mind. Whatever the interrogation method used, if you roll more successes in the resisted action, the target divulges something for each extra success rolled. If your extra successes exceed the victims Willpower score, she folds completely and reveals everything she knows. The extent and relevancy of shared information are up to the Storyteller (details are often skewed to reflect what the subject knows or by what she thinks her interrogator wants to hear). ject believes anything she hears just to get away from the babble - or becomes so annoyed that she ignores your character completely. Trying to Fast-Talk someone is a resisted action your characters Subterfuge against the targets Willpower. Whoever scores more successes wins. On a tie, more babbling is needed. On a botch, your character goes too far, angering the target and rambling without effect.

Charisma Abilities
Command
Command is not only the ability to lead others, but also an indication of how willingly they follow your character. The better the ability to command, the more amenable people are to your characters decision (even in extreme situations). Commands may be polite requests, written directives or strict orders. Command is used to inspire and lead personnel. By default, it does not come with the ability to make intelligent command decisions that is the domain of Strategy and Tactics. Specialties: Crowd Control, Discipline, Field Command, Political Leadership

Etiquette
Etiquette is used for polite discourse - convincing people of the truth of your views via argument and rhetoric, or just being likable. Etiquette can come in handy whether clinking glasses at the classiest bars or warming up by a trash can fire. Specialties: Diplomacy, Negotiation, Social Graces, Sound Bites, Tact Seduction: Described under Style

Performance (Field)
Performance covers performing arts. Branches: Acting, Dance, Oratory, Singing, Standup Comedy, String Instruments Specialties: Opera, Disco, Classical, Dark Humor Disguise: See Style Oration: From a generals rousing speeches to a politicians slick double-talk, the capacity to sway the masses emotionally creates and destroys empires. When your character speaks publicly, whether to a small board meeting or to an entire N! TV audience, roll Perform. The Storyteller may increase the difficulty for a huge, dispassionate or openly hostile audience. Oration is hit or miss - your character either succeeds or fails. On a botch, your character may damage her reputation or even be assaulted by the audience. Performance: Perform can be used to impress an audience or to pay the bills. As with oration, the audiences mood can increase the difficulty, as can the performances complexity. One success indicates an enjoyable if uninspired effort, while additional successes make the performance a truly memorable event to even the most surly crowd. On a botch, your character forgets lines or makes a gaffe.

Subterfuge
How to win friends and influence people (by lying your ass off), Subterfuge is the character's ability at trickery, deception, and other less-savory methods of personal interaction. Specialties: Con, Deception, Gossip, Lying, Seduction Credibility: Subterfuge is used when perpetrating a scam or trying to detect one (a scam can range from impersonating the authorities to using a forged passport). All parties involved, whether detecting the lie or perpetrating it, roll Subterfuge. The scams marks must roll higher than the perpetrator to detect any deception. False credentials and other convincing props may add to the difficulty of uncovering the dupe, while teamwork may help reveal the scam. On a botch, the entire plan falls apart. Fast-Talk: When theres no time for subtlety, baffle them with nonsense. A target can be overwhelmed with a rapid succession of almost-believable half-truths. Hopefully, the sub-

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Other Abilities
We have tried to be as inclusive as possible with this list, but the list assumes a game set in the standard Aberrant setting, focusing on one of its major themes. Games set in alternate settings, different time periods, or with unusual foci, may benefit from creating other Abilities or splitting existing Abilities into more focused Abilities. Discuss with your Storyteller. Some example obscure Abilities follow: Archery Energy Weapons Microgravity Ops Navigation Occult Ride Stone Lore Terrorism help you, asking relatively little in return. This relationship isnt purely a one-way street; Allies get into trouble, have their own needs, make requests of the character, and so onand ignoring these may eventually alienate them or turn them into foes. But for the most part, as long as the character takes basic care to treat them with respect and thoughtfulness, they will never abandon the character in times of need. This Merit may be taken multiple times, with each instance representing a different character. Allies cost more if they show up more often: If the Ally is guaranteed to show up at least once per story if they might be helpful, add +1 dot, +3 dots for once per session, and +5 dots for once per scene that they might be helpful in. x None; Your friend isnt powerful enough or generous enough to qualify. One ally of moderate power (one baseline tier below the character, or built on 10 NP less than the character). An Ally only slightly inferior to the character (same baseline tier, or 5 NP below the character) . The character has one Ally of equivalent power. One Ally who is significantly more powerful than the character (1 baseline tier higher or +5 NP above the character). The character has an exceedingly powerful ally (2 baseline tiers higher, +10 NP above the character).

Merits and Flaws


Merits and Flaws define your character in ways that Attributes and Abilities cannot. Attributes and Abilities are always general and internal; Merits and Flaws are external or specific, or both. You may occasionally need to roll for a task relating to a Merit or Flaw (say, to see if allies can come to your characters aid, or if he can afford a new piece of equipment). In such instances, the Storyteller chooses the Ability that he feels best suits the task (Command, Intimidation, Etiquette or Subterfuge may be appropriate for the first example, depending on how your character presents herself; Bureaucracy, Streetwise or Computer are good options for the second). Alternatively, the Storyteller may have you roll your characters Merit or Flaw rating (Allies or Resources, to continue the examples).

Authority
This Merit provides a character with power over an organization, such as a business, military, or government bureau. Authority is granted on a per-organization basis. Just because youre a 4-star general in the United States Army doesnt mean you can waltz into the offices of Microsoft and tell them to dance to your tune. Authority does not have to be formal either; being a Special Advisor may give you no actual authority but a lot of influence over an organization. It costs more to have Authority over larger and more powerful organizations. The Merits costing implies that you have Authority over a relatively small branch of the organization (such as a single military unit or a branch office in a single region) or that the organization is relatively small (a business, a municipal government, or a single cell of a larger network). Authority costs +1 dot if it represents regional influence (being the governor of a state or part of a government bureau with a narrow responsibility, a massive conglomerate with influence over an entire state or province, or a relatively small and isolated nation such as the Philippines), +2 dots for influence over a small nation or limited international influence (a giant international corporation, for example), or being the head of a government bureau with a broad-ranging responsibility), or 3 extra dots for influence over a powerful nation or an influential government branch in a superpower. Influence over a superpower such as China, India, or the US, and influence over a powerful extranational group such as the Aeon Society or Project Utopia, costs 4 additional dots. Authority may be purchased multiple times, to represent influence in multiple organizations. x None; you have no special authority. Low ranking-authority. You have the ability to make minor decisions but little actual authority.

Merits
Merits are advantageous traits the character possesses. Most Merits are generally rated from 1 to 5 (just like Attributes and Abilities), with a few which have the capability of going higher and a few with lower maximum ratings. Merits above 5 dots are rare; STs should feel free to restrict their availability, increase their cost (by doubling or tripling their costs) or even ban them altogether for starting characters. However, there is no restriction on baseline humans having Merits above 5 dots: CEOs arent superhuman just because they have Resources above 5 (although if you want to make a nova CEO whose powers revolve around the theme of money, go for it). Some Merits have the option to increase their cost by 1 or 2 dots for additional benefit. This effectively adds the stated number of dots to the Merits rating for the purposes of pu rchasing the Merit.

Ally
Allies are individuals who your character has forged close bonds with. As the old saw goes, friends help you move, good friends help you move bodies. An Ally is the latter. Allies are willing and able to risk their lives, careers, and status to

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You have some level of real authority, with the ability to make actual policy decisions. You still have to go along with what the organization wants you to do, but you have extensive leeway in actually doing it. Youre allowed to set policy, to some minor degree. If you fail, as long as it doesnt b ecome a habit and you have a decent excuse its not likely to reflect poorly on you. As a high-ranking authority in the organization, you have quite a bit of leeway and your actions and orders are quite likely to reach the attentions of upper management. You have influence at the highest levels of policy-making. Your hand can shape just about anything the organization does, should you care enough about it. The people who can actually overrule you without very good reason number in the single digits. The buck stops here. You have final say over all of the goals and methods of your organization. Your control is unlikely to be absolute, but unless you abuse it youre u nlikely to lose any of it. Your performance is noticeably superhuman due to your enhancements. You gain 48 XP of body modifications. Who you were before these upgrades is irrelevant. You have undergone radical enhancements and come out the better for it. You gain 60 XP of body modifications. Some people will be left behind by human evolution. You wont be one of them. At this level Bioenhancement gives 75 XP of free body modifications. Transhumanism isnt a buzzword, its a way of life. If that means sacrificing more and more of your humanity for superior performance, so be it. You gain 100 XP of body modifications. Your ancestors arent your family anymore, theyre the hundreds of scientists and engineers who built your new existence.125 XP of body modifications are yours from this background. Almost all of your humanity has been left on the operating table, replaced with superior engineering. This rejection of the human condition has granted you 150 XP of body modifications. Ordinary people are just piles of meat and bone. You are the future. Some may call you inhuman, others posthuman. You have a whopping 200 XP of body modifications from this background alone.

Bioenhancement
A character with this Merit has undergone human enhancement techniques. The specifics of these techniques are left up to the Storyteller and player. The character may have been given extreme psychological and physical conditioning or experimental drug regimens. Its also possible that character was implanted with cybernetic augmentations, or genetically engineered. No matter what the method used, the character is more than human and may purchase augmentations at a discounted rate. Novas may not purchase this merit. Because of their godlike powers, their bodies change to reflect their own selfimage. Although this certainly has advantages (most novas are extremely attractive because of this side effect), it means that they cannot accept external modification as easily as a baseline human can. Therefore, a nova must pay the full XP cost to purchase Augmentations. This merit provides a character with a certain amount of XP usable for buying body modifications only, giving normal humans a method of competing against weaker novas. Bioenhancement XP may not be used for any other purposes. The science of human enhancement is not perfect in the 21st century, and side effects are common. Characters with this merit at high ratings often have Aberrations as well, such as Dependency, mental instabilities, and physical issues. x You make do with the gifts nature gave you. The first step on the road to a post-human existence is the easiest one. Many people take this step and go no further. You gain 10 XP to spend on body modifications from your enhancements. Youve received moderate enhancements. You have 20 XP to spend on body modifications. The modifications youve undergone give you a large edge over baselines in the same career path. You gain 34 XP of body modifications.

Cipher
The world of Aberrant is a realm of secrets, covert conflicts and double-agents. Such being the case, many novas wish to maintain private lives away from the bustle of fame. The Cipher Background can represent a number of things - an aptitude for hiding secrets, lack of registration with governments or credit bureaus, possibly even one or more alternate identities. Cipher is particularly prized by the black ops of Project Proteus and the mask-wearing elite caste of novas, as both of these groups prefer to hide their true faces and names from public scrutiny. Cipher operates like an invisible data shield, providing the character who possesses it with protection from scrutiny. It wont keep a character from showing up on security video after a break-in at a Project Utopia facility, but it may make it so that the T2M members assigned to track you down cant put a name to your face. Cipher only comes into play when some agency or individual begins poking around in a characters life, attempting to get information or dirt on that character. As a Background, Cipher is a must for certain secretive character concepts. Directive agents, Proteus operatives and those novas possessing secret identities all benefit from high levels of Cipher. Generally, there are two ways of explaining Cipher. Some people just tend to leave very small data trails naturally. Maybe they dont subscribe to OpNet or use fake names and SSNs on utility accounts. They also probably dont leave their home regularly, or else live in a place where monitoring them is difficult. Novas whom can shapeshift or teleport can easily avoid detection. This method requires dedication to maintain; such characters usually must eschew social lives, long-term relationships, and modern conveniences they can

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ruin their Cipher by stepping in front of a street corner camera too often. The other type of character with Cipher consists of those people who have had their identities systematically erased, specifically to make them hard to trace. Some people hire hackers (and especially nova hackers) specifically to ensure that they disappear. Others make deals with powerful governments or corporations that can remove records, or prevent records from being made in the first place. High Cipher ratings, especially those obtained through the latter method, may occasionally confer some problems in addition to its many benefits. If the character needs to prove his identity, it might be hard to establish credibility (especially if an imposter keeps good records). If arrested, he might arouse suspicion when his record keeps getting deleted. x Normal; just like everybody else, anybody can read your life story You dont leave a credit trail. Your friends know you by your nickname; your own family couldnt find you. There is no public record of your existence. You exist only in secret archives, chance photographs, and scribbled recollections. Your entire existence is a shadow in the system. There are literally no traces of you, anywhere, except where you want there to be. ers and Storytellers should be aware of these characters p otential for good roleplaying and take full advantage of that fact. x No useful contacts. You have to do your own legwork. One major contact (with whom you likely have a special arrangement) and a few minor ones. Two major contacts in different areas and a smattering of minor contacts. Three major contacts and a respectable number of minor ones. Four major contacts in different areas (although you may double up in a given field) and a large number of minor contacts. Five major contacts and a minor contact virtually anywhere you care to look.

Dormancy
Generally speaking, most novas are readily identifiable as such. Not only are their physiques too perfect, their bodies tailored to handle energies beyond human comprehension, but many bleed trace amounts of quantum energies into the environment. This effect is relatively harmless (except in the cases of novas with high amounts of Taint), but it makes the nova stand out. Even shapeshifters and novas with MegaAppearance enhancements such as Copycat harbor large amounts of internal quantum energy; while their powers enable them to avoid casual detection, concentrated scans by novas looking for traces of quantum might reveal their true nature. Novas with the Dormancy Background, though, are able to power down and avoid detection as novas. Dorming down takes a turn (three seconds) of concentration. This shuts down the M-R node, halting the flow of quantum energy from that gland and internalizing quantum energies. While dormant, the nova looks like the baseline she was before her eruption. This suppresses many of the advantages and disadvantages of being a nova. Effects of Suppression: Quantum is considered 1 Cannot use Mega-Attributes or quantum powers Appetite reduces to something like a normal human level Considered to have a permanent Taint rating of 0 or (current rating Dormancy), whichever is higher. Suppression of a number of Taint-granted Aberrations equal to their Dormancy rating Recover quantum points at the reduced rate of one point per day Nova Features Retained: Their basic nova characteristics (increased Endurance and Resistance, extended lifespan, etc.)Their additional health levels The use of any body modifications they possess. Characters may purchase non-HL increasing body modifications that are active only when dormed up if they have Dormancy 4 or 5, as some body modifications are obvious and difficult to hide. While the nova is dormed down, the player may add their characters Dormancy rating to the difficulty of any attempt to detect the dormant nova for what she is. Novas with Dormancy ratings of 4 or higher may choose to have a human form and nova form, transforming between one and the other. At Dormancy 4, the nova form may look different, but it has certain basic features in common with

Contacts
More casual than allies, contacts are people with whom your character has developed a mutually beneficial arrangement. Contacts use their talents, information or resources to help your character, but they always expect some favor in return. This favor could be a service, trade or even payment, but it generally matches the value of the contacts assistance. A contact looks out for himself, first and foremost. He will not put himself at risk for the sake of the character. Each dot represents major and minor contacts. Major contacts are individuals with whom your character interacts frequently. Major contacts know him personally and are from any walk of life, of any field of study, with access to a variety of information and resources, and they are willing to cut a deal. A contact could be a data-retrieval specialist at the local library, a fence specializing in vehicles or a Project Utopia field agent. Minor contacts specialize in fields of influence, like their major counterparts. They arent as knowledgeable or resourceful, though. They may know of your character by nothing more than reputation or rumor, but they may be willing to work out an arrangement. Tracking down a major contact doesnt usually r equire a die roll, but finding a minor contact does (typically Bureaucracy, Streetwise or Etiquette). Whether or not a contact feels inclined to help is another story, one that depends on the request. Of course, the more contacts your character has, the more people your character can go to if one doesnt come through. It is possible, however, that a Storyteller character who begins as a major contact may, through continued dealings and good roleplay, develop a closer relationship to the character, that of an ally, follower or even mentor. In that case, the Storyteller should inform the player of this change and modify the game accordingly. Of course, its also possible to a lienate a contact, perhaps even creating a new antagonist for the character to deal with, by abusing your relationship. Play-

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the human form (fingerprints, retinas, blood type); at 5 or above, the human and nova forms can be completely different. However, novas that choose to switch forms have no access to any of their nova characteristics while in human form. Recently, paraphysician Dr. Daniel Fortesque found a startling number of cases of novas who possess two forms exhibiting taint-derived Disassociative Identity Disorders, lending credence to the belief that differences between baseline and nova involve a number of mental changes as well as the more obvious physical changes brought on by eruption. At this rating, the eufiber can act like a powered exoskeleton, using its stored quantum energies to harden load-bearing structures in its frame and the carbon nanotubes in its matrix to emulate muscle. With this ability, it also can create hardened tools and even grasping tendrils. Three-dot Eufiber adds +2 to Strength while worn and also allows a character to use it to provide any simple tools with no moving parts, or improve his hand to hand combat ability by forming sharp edges, turning unarmed damage Lethal. At this rating, the character can create muscular tendrils from his Eufiber, with a Strength equal to the dot rating of the Eufiber minus one for each meter the tendrils are extended. Strength 0 tendrils may lift only 1 kilogram. The nova has an intelligent and powerful colony that can use its stored quantum energies to emulate most biology. Four-dot Eufiber adds +1 to Stamina while worn by constantly stimulating peak physical performance, and also acts as a powerful filtration membrance and recycling system. Four-dot Eufiber can recycle water, extract oxygen from the ocean (or act as a rebreather), and protect from exposure to most chemical or biological weapons (exceptions being anti-Nova weapons such as Eclipsidol). The nova has bonded both body and mind with the pinnacle of Eufiber colonies, a refinement of everything that has come before. The Nova's Eufiber provides her an additional +1 to Dexterity and Stamina. Finally, the eufiber is intelligent enough to alert the Nova of potential dangers and act as a massive compound eye, adding +2 to all Awareness rolls.

Eufiber
Made of a complex living polymer, eufiber is a wondrous material with many desirable physical properties, but shows its true nature when allowed to bond to a nova in symbiosis. Although all eufiber grants armor protection and quantum storage, high level eufiber colonies can improve physical attributes, increase a character's physical appeal, and even provide environmental protection. All eufiber is polymorphic and color-shifting, which allows a character to emulate almost any form of clothing with it on a successful Wits + Style roll, and can do so without reducing freedom of movement or penalizing the nova's physical actions. The bonuses from each dot are cumulative: Three dot Eufiber has the powers of two dot and one dot Eufiber as well. Eufiber, however, requires the Nova to feed it quantum points, or it loses its ability to provide its bonuses, requiring 2 quantum points per day per dot in the background. Unfed Eufiber provides no bonuses and reverts to whatever appearance it was originally purchased in, until it is fed. As of yet, there has been no confirmed Eufiber colony which exceeds the 5-dot rating. Such powerful Eufiber may possess quantum powers or Mega-Attributes of its own. x You do not possess true eufiber. The nova has a minimally capable (or a synthetic) Eufiber colony which is barely capable of transformation. The colony provides (rating + 3) points of soak with no penalty and stores up to (rating x 2) quantum points beyond the Nova's normal storage ability that may be used for any purpose. Eufiber also instinctively uses its stored quantum energies to reinforce its structure, allowing it to pay 1 stored Quantum point to negate 1 health level of postsoak damage, up to its maximum storage capacity. Eufiber clothing also provides limited active temperature regulation and wicks sweat, adding +(rating) to a Nova's Endurance. The nova possesses a reasonably capable Eufiber colony that has more transformative ability, allowing her to create flattering fashions that perfectly frame her body shape and flatter her figure. More practically, twodot Eufiber provides improved shapealteration that allow for more options. At this level, the character gains +(Eufiber rating) to all Style rolls from her Eufiber, and may use it to create practical extensions to her clothing such as gliding wings, parachutes, bungee cord, and other tools as long as they are simple systems with no moving parts and can be mostly made of cloth.

Fame
If nothing else, novas are certainly popular. Many of them are powerful and fascinating; if nothing else, theyre rare, unique, and still a recent phenomenon. Because of that, novas find fame exceedingly easy to achieve. A single demonstration of powers, an impressive superhuman accomplishment (whether self-serving or charitable, heroic or villainous) and fan clubs spring up around them. Novas dont have to become famous, but more than one reluctant nova has found herself thrust into the intense glare of the limelight. Famous novas find a lot of doors open up for them. They get ready access to the Amp Room; government officials want to pose with them for photographs; strangers offer wild favors just for an autograph. Such novas can sway public opinion just by giving their thumbs up or down on a situation, even if they know nothing about the subject. Enemies cant just make a famous nova disappear; her absence raises questions. Also, your Storyteller might permit you to reduce difficulties of certain Social rolls against particularly star-struck or impressionable people. On the other hand, such attention makes it difficult for novas to hide their identities. This is why many novas have secret identities they just want some peace and quiet once in a while.

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x None; your 15 minutes of fame has yet to begin. Youre known to a select subculture local club-goers, industry bloggers, or the Park Avenue set, for instance. Random people start to recognize your face; youre a minor celebrity such as a small-time criminal or a local news anchor. You have greater renown; perhaps youre a senator or an entertainer who regularly gets hundreds of thousands of YouTube hits. A full-blown celebrity; your name is often recognized by the average person on the street. Youre a household word. People name their children after you. useful for most purposes, you can trust them to do everyday things like mow the lawn or wash your clothes or clean your mansion. Regulars: These people want to make a career out of the field in question. Reservist soldiers, college students majoring in a field, door-to-door salesmen, whatever they are, their attributes tend to be a mix of 2s and 3s in their primary role and their dice pools are generally around 5d in that role. A regular is worth 5 admirers. Specialists: Specialists have made a living out of their job and do quite well. With a 7d dice pool in their purview and an average Attribute rating of 3 in their primary role (physical, mental, or social), they are competent in their field and useful for those purposes. A specialist is worth 10 admirers. Experts: The most capable form of follower is the Expert, who takes many forms. Experts tend to have a host of attributes at 3 and 4 and a host of abilities as well, throwing 9d dice pools at problems in their purview (attribute 4, ability 4, specialty 1). Whether experienced engineers and scientists, special forces commandos, or professional hostage negotiators, they are assumed to have an Attribute rating of 4 in their role when it matters. An expert is worth 25 admirers. x Nobody flies to your banner. Your character has a handful of loyal followers. By default, this provides a character 25 Admirers or any combination of experts, specialists, and regulars that can be afforded. Your character has more authority and influence, and has 50 loyal admirers, or whatever combination of superior followers that sums up to the same equivalence. Your character has a large fan club, business, mercenary group, or anything of a similar nature, providing 200 loyal admirers or a lesser number of superior followers. Your character can claim much larger influence and fame, possessing loyal followers summing up to 500 loyal admirers or a lesser number of superior employees. Your character has a massive legion of followers, equivalent to 1,000 loyal admirers. You have a small army of followers scattered throughout the world (or perhaps in a single nation), equal to 10,000 loyal admirers. Your character has the devotion and service of the equivalent of 100,000 loyal admirers. How did you get so popular? Note at this level and above you start running into limitsyou cant have 20,000 experts. The ST decides how many are reasonable, but as a rough guideline you should max out at 2,000 experts at Followers 7 and double that number per ever increasing dot. You possess immense amounts of influence over your fellow man, with up to 500,000 loyalists who will follow you to the bitter end. Its almost certain that most of them are be tter than mere admirers, regulars or professionals. With the equivalent of a million admirers, you have a good-sized nation living and dying on your every word.

Favors
Some people owe you some favors for services rendered in the past. Maybe you cleared their debts or put yourself at risk for them once. Whatever the case, they now owe you a favor. At higher ratings, the person must do much more to pay off the favor. A life debt is extremely hard to pay off and would require something like saving your life or risking their own life to do something. Of course, if you push a person too hard, they might go rogue on you, so be judicious and be prepared to back up your debt with something, just in case your debtor gets cold feet. x Nobody owes you any special favors. They might owe you a casual, negligible favor. One person owing a minor favor. One person owing a moderate favor, or two minor favors (possibly split between several people). One person owing a major favor, or a combination of lower favors One person owing a tremendous favor, or a combination of lower favors. One person owes you their life, or a combination of lower favors.

Followers
The Follower background gives you loyal retainers, armed soldiers, lab techs, or various other forms of personnel. In general, each dot of Followers gives you some level of loyal people who are willing to do things for you. Followers come in one of three flavors-Physical, Mental, and Social, which provides their intended competence. In other areas they tend to be incapable of significant assistance (although they should be able to handle themselves in that area). You can, in fact, mix and match. Unlike Allies, Followers are always on-call and as long as they get their paychecks and a modicum of respect, will follow the character without hesitation as long as the task is reasonable. Followers come with their own equipment and pay, and are not an active drain on the Nova's finances. There are four types of Follower: Admirers: The weakest and most incapable form of follower, people who are in your fan club are generally not particularly useful although some of them might be cute. Their dice pools tend to be somewhere around 3d or 4d - they don't tend to have any worthwhile specialties outside of doing everyday work. Generally attributes are 2s, with perhaps one or two at 3 and possibly one or two at 1. Although they aren't particularly

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Up to ten million people are yours to command. If you have Resources at a similar level, you are the undisputed lord of an entire nation. Near-immunity to any form of hostile mental coercion; all the benefits of 5 dots plus spending 1 Willpower negates all mental influence from drugs or powers.

Gadget
A character may possess a gadget at character generation, paying background points for the gadget. Instead of using the construction rules, gadgets bought at character generation are given a fixed number of NP for powers, a fixed Quantum score, and a fixed Quantum Pool. The basic item the gadget is built on should not have a cost e xceeding the novas Resources score. Although Gadget is only listed up to 5, Gadgets above that point level exist. Each dot in Gadget above 5 adds +2 NP to the Gadgets value for even dots and +3 NP for odd dots (building the Gadget on 17/20/22/25/27 NP for Gadget ratings 6-10). x You dont own any special gadgets. The character has a trivial gadget with 5 NP of Quantum powers and Quantum 1, with 5 points of Quantum Pool. No power on the gadget may be rated at higher than 1 dot. The character has a minor gadget with 8 NP of Quantum powers and Quantum 1/Quantum Pool 10. No power on the gadget may be rated higher than 2 dots. The character has a gadget with 10 NP of Quantum powers and Quantum 2/Quantum Pool 15. No power on the gadget may be rated at higher than 3 dots. The character has a powerful gadget with 12 NP of Quantum powers and Quantum 3/Quantum Pool 20. No power on the gadget may be rated at higher than 4 dots. The character has an extremely powerful gadget with 15 NP of Quantum powers and Quantum 3/Quantum Pool 25.

Linguistics
Characters in Aberrant are frequently wrapped up in conspiracies, many of which will take them globetrotting. Because of that, characters will encounter a wide variety of languages in their travels, and if they cannot keep up, they might find themselves at a serious disadvantage. Linguistics represents the training that a character has in a variety of tongues. Assume that all characters begin with one language (their native tongue. For every dot in Linguistics, the character knows a certain number of additional languages. Each language occupies one language slot. Formal academic mastery of a language (which includes literature, historical, and cultural aspects) requires 1 additional language slot. An English professor who speaks no other language has Linguistics 1 (English; Formal English), for example. Learning alternate expressions of languages also takes 1 slot even if they share common systems like systems of writing or speech. A character uses 2 language slots to speak both Mandarin and Cantonese fluently, and a character who understands English needs to pay 1 language slot to learn sign language and another to learn braille. In addition to understanding additional languages, the character may roll her Linguistics rating to decipher languages she does not understand. The difficulty depends on how difficult the language is to decipher: a version of a known language with a lot of unfamiliar slang is easier to decipher than a language from a different language family. x The character knows her native language, but no others. One additional language Two additional languages Four additional languages Eight additional languages Sixteen additional languages For every dot beyond 5, continue to double the known languages.

Iron Will
You might not have any more drive than someone, but you certainly have a much stronger resistance than they do to mind-altering powers and drugs. Your sense of self is unshakable, and no matter if youre some kind of special-ops hard man or a stoner who just used LSD a lot, you know how to handle yourself when faced with brainwashing, mind control, or just a bad acid trip. Iron Will adds bonus dice to resist mundane or nova-power based brainwashing (such as Hypnosis), outright mind control (like Domination), or hallucinations (from LSD, Mirage, or similar). x You arent any harder to brainwash than your other traits would suggest. Youve had some experience with mindaltering techniques; +1d to resist mind control, brainwashing, or hallucinations. Your tinfoil hat gets a lot of use; +2d to resist mind control, brainwashing, or hallucinations. You dont need your tinfoil hat anymore; +3d against mind control, brainwashing, or hallucinations. Ridiculously resistant to having your mind changed by invasive techniques; +4d to resist hallucinations, brainwashing, or mind control Unshakable self-determination in the face of mind alteration; +5d to resist hallucinations, brainwashing, or mind control.

Lucky
Some people lead charmed lives. They win scholarships, meet the right people, and birds just dont crap on their cars. In general, a character with this Background has good luck. Mechanically, the character can either roll twice and take the better result, or roll their rating in a situation to make things turn out for the best. The character may do this a number of times per story equal to her Lucky rating. In more gritty games, Storytellers may wish to eliminate this merit entirely and force characters who want it to buy the Luck power instead. x You might think youre lucky, but a lot of people think that. You frequently get all green lights on the way to work. Youre bound to get your dream job. Gambling dens assume youre cheating. When disaster strikes, it doesnt strike you. You could win the lottery. Twice!

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Martial Arts
The Martial Arts merit represents formal or informal knowledge of combat techniques, modifying various combat maneuvers, often but not always unarmed. The rating of this merit is limited to the characters Brawl rating (and if applied to Melee, Melee as well)-a character with Brawl 3 may not have more than 3 dots in Martial Arts. Ratings in this merit past 5 points are cinematic and border on the supernatural, so they should be restricted or banned in more gritty games (although the requirement of Brawl 6+ will already limit their availability). Most combatants with a high rating in Brawl and/or Melee will have some level of the Martial Arts merit, even without any formal schooling. x You have no real martial arts training, just brawling. 1 martial arts technique 2 martial arts techniques 3 martial arts techniques 4 martial arts techniques 5 martial arts techniques + 1 additional martial arts technique per dot Techniques: Techniques are a fancy way to say attack bonuses. Note that all techniques only affect unarmed attacks by default. If not specifically mentioned to allow repurchases, a technique may only be purchased once. Repurchases stack all benefits. All techniques are listed below. +1 Accuracy/Damage for a specific attack (can be repurchased any number of times, but cannot add more than +2 Accuracy/Damage to any one attack) +2 Armor Piercing for a specific attack +1 Accuracy for all attacks +1 Damage for all attacks +1 Defense for all attacks (can be repurchased once)

Resources
Most characters tend to have some money around, but some characters have more disposable income than others. The Resources Merit provides a character with disposable income, allowing them to buy equipment, bribe people, throw parties, or just enjoy luxuries beyond their normal income. This does not always indicate what the character normally makes: A character with Resources 1 may be a multimillionaire who just doesnt have a lot of financial sense. The source of this money should be defined at character generation, and it is possible to lose resources should adversaries seek to attack it. As with influence, most novas have few problems acquiring resources through one means or another. Each Resource dot allows the character to purchase items with a cost (in dots) up to its rating without rolls. Purchases above this dot rating require the character to roll for such a purchase. Note that bulk purchases cost more than a single item: Purchasing 10 or more items increases the Resources cost of the purchase by 1, 100 or more by 2, 1000 or more by 3, and so on. x None: You have no disposable income. Learn to manage money better. Minor resources. Thrifty poor people can get to this level of resources. You can buy anything with cost 2 or below without issue. Lower-middle class families can achieve this level of resources. You can buy anything with cost 3 or below without saving. Middle-class to uppermiddle class households can achieve this level of purchasing power. This level of resources grants you the approximate purchasing power of many lowend millionaires. At this point youre almost certainly a mi llionaire or multimillionaire. At this point youre probably featured in Richest Person in the World lists. With Resources at this level you are approaching smaller governments in power and wealth. Did you get yourself installed as the dictator of a small country? Or are you just Steve Jobs, Bill Gates, and Uncle Moneybags rolled into one? Many countries cant spend as much money as you can. Your financial resources equal that of a major world player. Anything Cost 10 (like a hundred fighter jets) or below is a trivial expense. Resources beyond this level exist but are extremely rare and nearly impossible to have personal access to. The United States, Chinese, and Indian militaries have access to approximately Resources 11, and the countries themselves have approximately Resources 13.

Special Techniques: Special techniques are simply techniques with special game rules instead of simply adding bonus dice to attacks or defenses. Disarm Expert: Resisting disarm attempts by the character are at +1 difficulty. Repurchase to double these benefits. Finesse: Use Dexterity instead of Strength for attack accuracy. Purchase this technique twice to use Dexterity instead of Strength for attack damage. Flurry of Blows: -1 Multiple Action penalties for unarmed attacks only. No Pain: Spending 1 Willpower to ignore wound penalties allows the character to ignore wound penalties for (Willpower) turns instead. Weapon Proficiency: Martial Arts techniques can be used with Melee instead of Brawl. All benefits to attacks and defenses are halved, rounded down. Special Techniques provide no benefit for melee attacks, save for Finesse (which allows Melee to use Dexterity instead of Strength). Wrestler: +1d to all attempts to grapple a target or gain/maintain control of a grapple. Repurchase to double these benefits. Hardening: +1 to Stamina for soaking damage. A repurchase allows the character to ignore the first level of Bashing or Stun damage taken in a scene.

Sanction
The Sanction background allows the character greater leeway in accomplishing their goals. Much like police officers can shoot other people outside of strict self-defense, and paramedics can violate traffic laws when lives are on the line, a character with Sanction can ignore laws when the greater good is threatened-well, the definition of greater good as according

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to the characters backers. This, however, requires the character to be acting in an environment where his patrons can intervene. A CIA agent might have Sanction at a high rating, but Cold War-era Russia isnt going to respect it when they se ntence him for espionage (although it does mean that if the character is thrown in a Russian gulag, the CIA would spend at least some resources to rescue him). In addition, Sanction represents access to restricted equipment. From eclipsidol to hypercore ammunition to tactical nuclear weapons, sufficient Sanction will let you get whatever specialized tools you need. Sanction is, however, contingent on your patron assuming youre more of a benefit than a hindrance on their larger plans, and can be taken away just as easily as it was given. A special form of Sanction is Diplomatic Immunity. This form of Sanction gives no additional equipment access and still has commensurate responsibilities to the backer, but protects from prosecution from any crime, as well as giving minor perks such as being able to refuse searches, as long as your patrons keep you protected. The worst anyone can officially do to you in this case is eject you from their territory by declaring you persona non grata unless your diplomatic immunity is waived. Diplomatic immunity is the equivalent of Sanction . Diplomatic immunity from a country which will never waive the protection it grants if you decide to do something completely off the wall is Sanction . x None: You dont have anything special. You can run red lights or beat someone up and get away with it. You get the use of restricted noncombat equipment, such as drugs. Youre allowed to shoot people for something other than self-defense with a valid excuse, rough them up if they dont listen to you, and borrow their possessions (as long as you return them after youre done). You can own weapons that are restricted with no questions and possess things illegal to the average citizen. You have a license to kill, like Mr. Bond. Murder has no repercussions as long as it advances the agenda of your patrons. You can access extremely restricted weapons such as anti-tank missiles, SAMs, and antimateriel railguns. Not only are you licensed to kill, youre licensed to do worse. And they give you the tools for that. You have access to heavy military hardware, like tanks and fighter aircraft. You work for the Illuminati and whats more, they trust you. You can break any law and requisition just about anything that isnt a nuclear weapon (and if you really need one they might actually give one to you). As long as you stay in the good graces of your employer, that is. mobile assets should look into Resources, Allies, and Followers. Sanctum may be shared by multiple people, whose individual background ratings all contribute to the Sanctums traits. Amenities: Amenities 0 means you have only some basic furniture, a stove, and running water. Amenities 1 provides basic tools such as secure internet access, a secure landline, and a basic workshop. Each further dot in amenities is assumed to upgrade the living standards of your Sanctum, as well as provide one additional specialist facility (such as a bench for weapons repair and maintenance, a code-breaking supercomputer, a basic laboratory) or upgrade one of those facilities by one category. Facilities with explicit rules (such as laboratories) upgrade by 1 step per upgrade and start at the lowest level, while facilities without explicit rules add +1d to related rolls and reduce difficulties of related rolls by 1 per upgrade level. Concealment: Each point of Concealment adds +1 to the difficulties of finding the Sanctum via any means, and an additional +1 to the difficulty of finding the Sanctum without having a rough idea of what it is and where it exists. Concealment may be as simple as disguising the Sanctum and having it under a false ID, but may also be actual concealment (building a base inside a secret cavern, for instance) Defenses: Defenses 0 means you have a burglar alarm, and Defenses 1 gets you reinforced doors, windows, and locks. The more points in Defenses, the more traps and other protective methods you get, from minefields to automated sentry guns to laser traps and poison gas rooms. Each point in defense adds +1 to the difficulty of intruding into the Sanctum, and provides the Sanctum with automated (or manned) security at a rating higher than 1. At rating 2, this provides the equivalent of police weapons (shotguns and pistols), upgrading to light military weapons (assault rifles and machine guns) at rating 3, and rating 4 allows for heavier weapons such as RPGs and grenade launchers. At Rating 5+ the Sanctum can have 24/7 armed response from a PMC, or perhaps concealable autocannon popping out from the floor and hidden anti-tank missile launchers in the front yard. Size: Size is the size and scope of your Sanctum. Size 0 is a small room, while Size 1 is about the size of a small house, Size 2 is a larger town house, and Size 3 is the equivalent of mansion. Sanctums of Size 4 are extremely large facilities, the size of armed military compounds or gated communities, up to a square kilometer in area. Each point in Size beyond that doubles the area.

Flaws
Flaws are disadvantageous traits to the character. They, by default, provide the character the ability to buy more traits, by providing additional Bonus Points. On the other hand, this sometimes creates min-maxed characters who seek flaws which do not impact them in favor of improving other traits (often combat-related ones). If a Storyteller is concerned about this possibility, an alternative system is provided here: Flaws return nothing at character generation if taken. However, whenever a Flaw has a significant negative impact on the character s goals (such as putting them into a deadly situation, causing them to fail at an objective, or so on), the character gains 1 bonus XP at the end of the session. This may only be rewarded once, no matter how many flaws a character has. No matter what system is used, Flaws are supposed to add color, complications, and story hooks rather than to allow a Storyteller to abuse his players or a player to hog the

Sanctum
The Sanctum background gives the character in question some sort of safe house, hidden base, or similar. The background gives a number of points equal to its rating to be spent on Amenities, Concealment, Defenses, and Size. Any assets purchased for the Sanctum are assumed to be linked to it and difficult to remove at best. Characters who want more

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spotlight. Obnoxious and game-crippling flaw combinations should always be vetoed.

Debt
In a world where practically all money is transferred electronically, the secrecy of transactions is difficult to maintain. A new barter system has sprung up, revolving around debts. Its not uncommon for a person to do some work on the side in exchange for a favor owed later. Sometimes these debts can be truly staggering, and for the greatest favors, repayment can be practically impossible. Debt is so common that, in some places, a person who owes no debts is looked at with suspicion. Some people or groups might not trust them if they dont indebt themselves. The actual Debt Background represents debts for which there would be repercussions if you failed to pay them off when they come due. If you can just give your creditor the finger and walk away with little or no repercussions, it isnt a debt for the purposes of this background. At higher ratings, the harder it is to pay off the debt and the greater the consequences for failing to do so. At lower levels, you might just burn a bridge. At higher levels, you might risk censure from an entire group, or even find yourself hunted down and killed for failure to pay. Also note that higher levels of debt can be broken down into correspondingly lower levels of debt. x You dont owe anybody anything. Suspicious. You owe somebody a small favor. They might ask you to babysit their kids for a week. A big favor. Let your friend stay with you for a few months; no rent or questions asked. A serious debt. Volunteer, for no pay, to play bodyguard for an extended duration. You should be ready to majorly inconvenience yourself for your creditor, to the point of public humiliation. You literally owe somebody your life or something equally valuable. Good luck paying it off. Debt can go above 5, to represent being in debt to more people.

You are frequently there for your dependent, because you need to be there. You should be wary about leaving your dependent out of touch for long, or unmonitored for long periods of time. Your dependent requires constant care and attention. If it wasnt for you, they couldnt survive long on their own. Leaving them unmonitored for even an hour is nervewracking.

Duties
A character with Duties has sworn his loyalty to a larger organization and has to do things for it. At a rating of 1, these duties tend to be minor, or generally aligned with what the character wants to do anyways. At 5, the character rarely gets any time to do what he or she actually wants to do. Despite the following example, increased duties does not necessarily come with concomitant rank; a person might have social obligations, or might be part of a group where the people on the bottom do all the work, while those at the top relax. x You can shirk whatever duties you have with little consequence. A minor duty that might keep you preoccupied once or twice a week, for a few hours. A small duty. Its probably a regular task, or else an irregular but important one. A significant duty; youre a necessary link in the chain and so must be ever-vigilant. If something goes wrong, its your head that will probably roll. A major duty; you often find yourself writing policies, fielding questions, dealing with escalating issues, and handling orders handed down from up on high. Your free time is often limited. A massively important duty; all eyes are on you, failure is not an option, you are always on call, and your decisions can have profound impacts.

Enemy
Somewhere along the way, you pissed off somebody, and now they want your head on a silver platter. This might be a single person, a small group, or even a powerful organization, but in any case, its someone you cant trifle with. Your Enemy might not literally want you dead: he might be satisfied with imprisoning you or ruining your reputation. Whatever the case, your Enemy is tenacious. An appropriate Enemy cannot be casually dismissed or defeated in the course of a single story. In the case of an organization, there are always more goons to toss at the character. If a single antagonist, the Enemy is likely untouchable, or else eliminating him means someone else steps in his place: a disciple, or even the organization that he worked for. For example, if your Enemy is a police officer, then killing that police officer would bring down the wrath of the entire police force. Not to say an Enemy cannot be utterly defeated just thats the purview of a major personal story, whether or not it ends in a fist fight. x You have no enemies, or at least none that can act against you.

Dependents
Dependents are more or less helpless everyday people who are important to the character for whatever reason. Although dependents are capable of taking care of themselves when everyday life comes knocking, they are generally more or less helpless and require the character's protection when extraordinary circumstances come along (and the life of a player character means those come along a lot more often). The higher the rating of this background, the more helpless the dependent is and the more often they end up threatened. This flaw can be taken multiple times, to represent multiple Dependents who require your characters attention. x Everyone you know and love can take care of themselves, or already has someone doing it for them. Your dependent needs occasional help. Your dependent often comes to you for advice or to ask for a bail out. You dont feel comfortable leaving your d ependent to their own devices for extended periods of time.

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Your enemy will seriously pursue a major lead regarding you, but usually wont bother unless you become a convenient target. Watch what you say and who you trust. Your enemy is probably watching your usual channels of activity, either by himself or through proxies. You should expect your enemy is always gathering resources on you, and will come looking for you if he gets a serious lead. You are being actively hunted. Your enemy might not be able to devote his full time and energy to the hunt, but will make you a priority when he finds you. If an individual Enemy, he can spend most of his time trying to figure out new ways to screw you over. If the Enemy is an organization, it regularly sends agents out to find you, plus the occasional bounty hunter. They will gladly drop whatever else they are doing to pursue you if they find out where you are. Your enemy relentlessly dogs you. You are a priority (think Top Ten Most Wanted) and must constantly watch your back. agen, a coalition of hackers, or even just the local townsfolk. Whatever the case, the character is persona non gratis with the community. This can even include minorities: like a homosexual in a fundamentalist Christian town. Depending on the characters rating in this Background, he might just get stiff shoulders and delayed responses, or he might be shoot on sight if he doesnt have som ething to trade with his community. Mechanically, the difficulty of any non-Intimidation social interaction with most people is equal to the characters rating in this Background; frequently, the character may be unable to even make rolls. The Storyteller may reduce, or eliminate, the penalty when dealing with particularly sympathetic characters, or with other members bearing the same Scarlet Letter. Characters bearing a Scarlet Letter might be able to fight back against public perception, but it is an uphill battle, and they probably wont be able to c onvince everybody to like them (although certain Mega-Charismatic novas can pull off incredible things). This background only applies if the character is part of, or wants to be part of, a definable community that is important to him. He doesnt need to li ke the community, but he needs to work with it. x You havent done anything to really stand out. You are generally disliked, but people usually save the insults for when they think you arent listening. You are rarely invited to social gatherings. You are regularly denied promotions, singled out for suspicion, and must put up with regular haranguing about your perceived flaws. People regularly call out slurs to you as they drive by. You cannot be seen amongst your community. If you go out, theres a chance youll be lynched. If people know where you live, they might come give you a visit for a little street justice.

Imposter
Identity theft is a common problem. In the world of Aberrant, it has become profoundly popular for people to imitate their favorite novas, or just take over the identity of someone theyve never met by doing a little research. Regarding n ovas, those masks hide their identities, so whos to say some guy wearing a similar costume and showing off similar powers isnt the same guy? Of course, this does sometimes lead to an imposter who imitates only one half of the novas identity, being unaware of the other half. Keep in mind, too, that an imposter can imitate a frequently used OpNet handle. Curiously, some novas actually hide behind the imposter defense when they screw up. Ironically, some imposters are better at pretending to be the person than the person himself! x Nobody cares enough to imitate you. Your imposter is an occasional nuisance, buying things in your name. Your imposter sometimes causes things to go askew: showing up on the news, being caught easily on camera, doing significant acts in your name. Your imposter is a significant threat. He regularly masquerades as you, doing things in your name, and riding on your reputation. Your imposter is a constant thorn in your side. He ruins your reputation regularly, and comes up smelling like roses. People arent sure which of you is the real deal. Your imposter is better at impersonating you than you are at being yourself. If push comes to shove, people will always believe he is the real deal.

Secret
You are hiding something about yourself that you really don't want anybody to find out about. Many novas have secret identities. The higher the rating, the harder you must work to keep the secret. This Flaw can be taken multiple times, to represent having multiple skeletons in the closet. x You dont have any secrets; or at least, any secrets that anybody would care about. Your secret would be embarrassing, but not devastating. If the truth came out, you might lose your job. You really dont want this secret to come out; you would be looking at prison. Your reputation would be shot if the truth came out. It would never recover. If your secret ever came out, a lot of people would want you dead. At the very least, nobody would willingly associate with you ever again.

Scarlet Letter
A character with this background has somehow angered a community that is important to him. He might not even like the community, but he needs the communitys support to function normally. This might include an organization like Ter-

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Unlucky
Just as some people are born lucky, others are cursed by fate. These are the characters who have every right to be a pessimist. In general, the character leads an unfortunate life. Mechanically, the Storyteller can make the character roll twice and take the worse result, or roll their rating in a situation to make things turn out for the worst. The Storyteller may do this a number of times per story equal to the characters Unlucky rating. x If you think youre unlucky, its probably only because youre a pessimist. It always rains when you dont bring an umbrella. You regularly get ticketed for going a few kilometers over the speed limit. Clerks regularly make major clerical errors on your important applications, documents and records. You exemplify Murphys Law. You fully expect to someday get the death penalty for a crime you didnt commit. Timid Hesitant Diffident Certain Confident Determined Secure Iron-willed Unshakeable

Spending Willpower
You spend Willpower when your character pushes himself beyond his normal limits in an attempt to do something extraordinary. You can spend only one Willpower point in a turn, unless otherwise stated. Free success: You can spend a Willpower point to earn an automatic success on a single roll. If taking multiple actions, choose one action to gain the benefit. You must declare that youre spending Willpower in this fashion prior to rolling for the action. Resist arguments: A character who is convinced by Sway may instead spend Willpower to ignore the voice in her head that says the other persons right. Resist instinctual response: Sometimes the Storyteller may have your character react to something out of instinct whether fear of a monstrous aberrant, revulsion at the sight of a gruesome corpse or lust for a stunning individual. Your character can resist this urge with the expenditure of a Willpower point (although the urge may return depending on the circumstances, calling for further expenditures). Resist mental aberration: When a mental aberration causes your character to do something she would rather not do, you may spend a Willpower point to resist. However, you must do so each time you make such an attempt.

Watchlisted
Most novas naturally gather attention just by existing. However, some novas come under special scrutiny because they are considered a risk to society. You are one such nova. x You are not on a watch list. You might be well-known, but you are not recognized as a significant threat by society at large. You are on a watch list, but not considered a significant risk. The government has some concerns about your powers and your activities, but nothing major. There was an incident that put the government on notice. Expect the occasional visit. You screwed up somewhere along the way. The government monitors you relatively heavily and suspects you of constant usage. You are considered high risk by the government. You are constantly monitored; all of your actions, especially use of quantum powers, are heavily scrutinized. Expect frequent visits from government agents.

Recovering Willpower
Willpower points are regained whenever your character gets a chance to rest or restore his self-confidence. The Storyteller is always the final arbiter of when and how Willpower is regained. The following methods are entirely optional, and they should encourage roleplaying. The Willpower gained should serve as a reward for playing your character well in the story it should not be the goal itself. For simplicitys sake, one point may be recovered every morning upon awakening a fresh start each morning, as it were. If nothing else, this point guarantees some Willpower. (This rule should be ignored during downtime.) If your character performs an action that affirms her Virtue, she regains two Willpower points. If your character performs an action that affirms her Vice, she regains one Willpower point. The Storyteller may deny your request if he feels the logic behind it is flimsy, or if it appears that your character performs certain actions solely to regain Willpower. You may receive a point (or more) if your character achieves some special success, like rescuing a friend or discovering a significant plot point, or if your character affirms his capabilities in some way. You regain all Willpower at the end of a series (not a single game session). The Storyteller may modify this return somewhat if significant story elements remain unresolved.

Willpower
The Willpower Trait measures drive and emotional stability. A high score reflects a confident, self-motivated individual, while a low score indicates someone with little confidence or perseverance. Willpower has a permanent rating, also called the score, which reflect your characters total strength in the Trait (noted by the circles on the character sheet). Whenever a roll is called for, the dice pool is always based on permanent score. Willpower also has a current rating, called points, that indicate your characters present reserves. Spending points refers to removing points from the current rating (noted by the squares on the character sheet). Current rating can fluctuate greatly during a story. Weak

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Health
This section deals with your characters current physical or mental state, as well as various factors that can improve or worsen these conditions. Health can be affected by anything that injures the body or the mind, such as simple lack of sleep, mental assault or a bullet to the head. Depending on her condition, a novas current health can greatly impede her a bility to perform even the simplest of tasks.

The Health Chart


A characters current physical condition is represen ted by the Health chart. The Health chart is composed of two parts: Health Levels (HL) and Wound Penalties. Every character has a certain number of Health Levels. When the character is damaged by something (be it a punch, a falling rock, or poison), she loses a number of Health Levels equal to the number of successes. This damage is marked on your character sheet in the appropriate box, although the mark you make depends on the type of damage inflicted (see Applying Damage). When the character runs out of Health Levels, she is either Incapacitated or Dead. The average baseline has seven Health Levels; many novas have far more.

A character with Stamina 5 would have a track of -0 x 2/-1 x 3/2 x 2/-4 x -1/Incapacitated. Novas channel Quantum through their body, increasing the toughness of their skin, muscles, and bones to withstand the rigors of their godlike power. As they become more adept at channeling such energies their body becomes tougher in turn to allow them to make use of their mastery. Each point of Quantum a Nova possesses gives the Nova an additional -0 health level. Certain Body Modifications and powers (most notably, Mega-Stamina) may increase a characters health levels Armor may provide additional health levels to take damage from direct attacks. Health levels from armor are only effective against direct attacks and do not provide protection against poisons, disease, or fatigue.

Damage Types
The different types of damage (Stun, Bashing, Lethal, Aggravated) are recorded separately on the Health chart; they have different effects and different heal times. When recording damage, more severe types of damage are always recorded above damages types of lesser severity, pushing them down if need be. Practically speaking, this means that less severe injuries will be the first to heal. In order of severity, from least to greatest: Stun damage, recorded with a . Bashing damage, recorded with a /. Lethal damage, recorded with an X. Aggravated damage, recorded with a *. The least dangerous type of damage is Stun damage. This form of damage is caused by attacks that are more painful than harmful-stun guns, poorly thrown punches, sunburns, the pain that comes from running full-out for a little too long, and so on. Sources of Stun damage may be able to cause more serious harm, but generally not with the kind of exposure that happens in combat. Stun damage inflicts Wound Penalties and can daze or Stun opponents. A character with her entire Health chart filled with Stun damage is rendered unconscious. Any further Stun damage does not get recorded. Bashing damage is more dangerous. Bashing damage doesnt penetrate to vitals, but can still do a numbe r on you. Broken bones, surface cuts, and bruises are the signs of Bashing damage. If your character falls to Incapacitated due to Bashing damage, any further Bashing damage converts levels of Bashing damage to Lethal. Eventually that pummeling can cause trauma to organs or worse. Lethal damage results from attacks that can penetrate into the body and cause immediate damage to the vital organs. Firearms, blades, and explosions deal this form of injury, as do powerful fires and electrical discharges. Lethal damage is quite capable of instantly killing a character. Aggravated damage is similar to Lethal damage, with the caveat that it is also extremely hard to protect against and nearly impossible to heal. There are only a few sources of Aggravated damage that arent nova-derived: Nuclear weapons and hard radiation. The damage caused by these attacks often includes total vaporization, massive cell death, and other forms of injury that bodies cannot heal, making this the most dangerous form of damage by far.

Wound Penalties
Wound Penalties represent the wear and tear a character suffers from her injuries. A character accrues Wound Penalties when her Health Level reaches a certain point (except from Stun damage), and continues accumulating Wound Penalties as she is pushed further down the Health chart. Every Health Level is associated with a Wound Penalty value; when the character runs out of Health Levels at the lowest Wound Penalty, she any further damage means she begins suffering Health Levels at the next highest Wound Penalty, and begins suffering the effects of that Wound Penalty (for example, if a character has one Health Level at -0 and two Health Levels at -1, the first point of damage she takes is from the -0 Health Level). Characters may also suffer wound penalties from other sources. This can increase wound penalties above -4. Wound Penalties have two effects: The character finds it harder to do things. Subtract the characters wound penalties from all dice pools except for damage effects. Defense Values are reduced by half a characters wound penalty, rounded up. The characters ability to move is reduced. At -2 and below, your character can no longer sprint. At -4 or below, a character may only move at a walking (or more accurately, a limping) pace. Characters begin with seven Health Levels. The basic Health chart is as follows: 1x -0 / 2x -1 / 2x -2 / 1x -4 / Incapacitated/Dead

Increasing Health Levels


Following are several ways in which characters may increase their Health Levels. At Stamina 3 and every odd point thereafter, (5, 7, 9, etc.), a character gains an additional health level, going in the order of -0/-1/-2/-4. So a character with Stamina 3 or 4 would have a Health chart of -0 x 2/-1 x 2/-2 x 2/-4 x 1/Incapacitated.

Incapacitation and Death


Losing all of your health levels is generally a bad thing, although some types of damage are better than others.

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Having your health track filled by Stun or Bashing damage Incapacitates a character. An Incapacitated character may not act in any meaningful way (although he may remain conscious) and is essentially a helpless target. Characters Incapacitated by Stun or Bashing damage may spend 1 Willpower to take a single action in a round. If your characters entire Health chart is filled to Incapacitated with Lethal or Aggravated damage, any further damage of any type kills her.

Bashing and Lethal


A character who has taken damage heals each level at the rates given below. Novas heal at least double normal rate by default, which increases via Mega-Stamina. Furthermore, novas with Mega-Stamina 1 reduce wound severity by one category when calculating healing times, novas with MegaStamina 3 reduce wound severity by two categories when calculating healing times, and novas with Mega-Stamina 5 reduce wound severity by three categories for healing. A character heals an additional one category faster with competent medical care (a small clinic with decent provisions) and two categories faster with expert care (a top of the line trauma ward). -0 HLs: 1 hour (Bashing)/1 day (Lethal) -1 HLs: 2 hours (Bashing)/1 week (Lethal) -2 HLs: 4 hours (Bashing)/2 weeks (Lethal) -4 HLs: 8 hours (Bashing)/1 month (Lethal) Incapacitated: 1 day (Bashing)/3 months (Lethal)

Grievous Injury
The human body can survive surprising amounts of injury as long as there is immediate medical care provided to prevent infection or death via blood loss. When someone is taken out of the fight, it is quite common for horrific damage to have been rendered that is not directly life-threatening. After all, as long as the heart, lungs, and brain are intact, someone may be salvaged with modern medicine. When a character loses more than half of his remaining health levels in a single attack that deals Bashing, Lethal, or Aggravated damage, the player may choose for their character to take a grievous injury instead, reducing the damage to 1 health level in exchange for being maimed. The bullet misses your character's heart but shatters her elbow joint instead, leaving her incapable of moving that arm for the rest of her life without significant reconstructive surgery. A bouncing betty mine malfunctions, removing both of a character's legs at the knees instead of tearing his chest open. A bone-breaking blow snaps the spine rather than driving a broken rib into the lung. So on. The only exception is if the attack deals enough damage in a single blow to convert the character from healthy to paste (so if an attack does enough HLs of damage to kill the character regardless of his current health, and then destroy his corpse) the character is irrevocably dead. In any case, these wounds are always crippling; in game terms, the character acquires 2 XP of Aberrations, or 8 XP if the attack deals more than half the character's maximum health levels. Aberrations gained in this fashion must make sense given the method of wounding. If the grievous injury was from Bashing damage, these complications fade when the health levels heal. Grievous Lethal or Aggravated wounds cannot be healed naturally by baselines - the damage is too widespread, and it is only due to modern medical care that survival and continued function is even possible. Instead, they must be healed via more esoteric means such as quantum powers or mitigated by cybernetics or vat-grown biotech. Novas with Regeneration can heal such injuries on their own, regrowing damaged body parts. Generally each individual flaw takes the nova the same amount of time to heal off as a missing limb or organ.

Aggravated
Against baselines, Aggravated damage is permanent: the wounds never heal without replacing the damaged body parts with new tissue (something that can only be done in the most advanced hospitals). In those cases, they heal damage as if it was lethal, but at 1/4th the rate (so a -0 HL takes 4 days to heal and so forth), must stay in the hospital indefinitely, and do not gain any bonuses from the hospitals sophistication . Novas may heal Aggravated damage without aid, but they get no multiplier for their metabolisms; they heal Aggravated damage as if they were a baseline healing Lethal damage.

Resuscitation
A character is not always irrecoverably dead after being killed, unless the deed is done by truly horrific or irreparable forms of damage. Typically there is a window equal to the character's (Stamina) in minutes to resuscitate them via a (Dexterity + Medicine) roll with a base difficulty of +1, +1 for each minute the character has been "dead", +1 for each additional level of damage past Incapacitated the character has taken. This stabilizes a character and prevents them from dying, but does not heal any damage. Being killed by some attacks may cause instant death and prevent any resuscitation without techniques such as Healing. Instant death happens from one of several methods. Obviously, even a dead character that could be resuscitated might not be, if the circumstances of their death prevent it. Listed below are a few of the methods of preventing a character's resuscitation. The character is killed by a called shot to a vital organ. CPR doesn't work if the heart or brain is destroyed. The character is killed and their corpse loses all its HLs. Nothing can revive a character which has been reduced to a smear of reddish meat paste. A corpse typically has (dead person's Strength + Stamina) total health levels. MegaStrength and Mega-Stamina each add an effective +2 to that total per dot. The character is killed by Aggravated damage. Any attempt to resuscitate in this case via mundane medicine merely prolongs the character's agonizing death.

Healing
Stun
Stun damage is fully healed at the end of every scene, and heals at the rate of 1 health level per (10 - Stamina) turns inside a scene, healing at most 1 level per turn.

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BODY MODIFICATIONS
In a sense, body modifications are the bridge between being a human and a nova. Humans who have body modifications are more powerful, but less human; that four meter tall monstrosity with the red eyes and steel-rending claws might be a nova, or it might still be human in the loosest sense of the word. Therefore, body modifications represent two things: powers that nova acquire via physical mutation (as opposed to actively and consciously channeling quantum forces); and humanitys attempt to keep up with their gods. Body Modifications are any traits that provide permanent, inhuman alterations of a character's form, giving them new permanent abilities. Body modifications often take the forms of cybernetic or surgical modification, but a nova's powers influence the appearance and specifics of their body modifications, which may often defy scientific scrutiny (tendrils of energy, etc.). Body modifications, though, are unlike powers in that they are always a part of the nova. They can still have effect even when a nova is dormed down, allowing for useful surprises, and although no match for actual powers, MegaAttributes, or Enhancements in both cost-effectiveness and power (in fact, many Enhancements provide superior effects to body modifications at lower cost), can provide additional edges while dormed down. Beneficial body modifications, called Augmentations, are improvements on the human condition; they neednt be pretty, but they do make life easier for the person who acquires them. Unfortunately, not all alterations to the human form are beneficial. Aberrations represent those nasty divergences from the human template which are usually detrimental. Sometimes, Augmentations and Aberrations come paired. A government agent might put a firewall in his brain to prevent mental manipulation, but it unbalances him mentally (especially if the procedure wasnt perfect); a nova develops the ability to survive the cold more easily, but grows a fur coat over her body. Occasionally, body modifications represent accidents of birth, and some people are naturally blessed or cursed with a body modification. This is unusual, and applies to only a few body modifications, like Size: Large and Deaf. Theoretically, it is possible that a person could be born with, or develop, an even more bizarre body modification, like fur, but this is usually possible only with genetic tampering, probably via nova intervention. Discuss with your Storyteller before taking bizarre body modifications naturally. Attribute dots gained or lost from body modification do not increase the limits for a character's Mega-Attributes, but can decrease them.

Buying Augmentations
Every Augmentation has an XP value. Experience costs with a slash or an or between them mean there are multiple versions of the modification with different costs. Anybody can buy Augmentations with bonus points or experience points. Only novas can buy Augmentations with nova points. Purchasing with bonus points usually represents modifications via scientific means. Purchasing with nova points represents modifications via physical mutation. Experience points may represent either.

Augmentation Packages
Some augmentations are difficult to separate when applied as cybernetic or genetic enhancements. A character with enhancements to his Strength will often have a reinforced skeleton and enhanced Stamina to support the improved muscles. Other modifications tend to have beneficial side effects which are themselves best purchased as body modifications. An example would be replacing most of a characters skeletal muscles with artificial muscle fibers to enhance Strength. However, the artificial fibers are capable of higher precision (boosting Dexterity) and much tougher than human tissue (increasing the characters soak). The ST may make up augmentation packages, or may refer to the appendix for some relatively common variants.

Attribute Bonuses
Attribute bonuses from body modification apply to mundane uses of the attribute, but not quantum power effects (the sole exception is the accuracy of certain powers, like Quantum Bolt, Disintegrate or Stun Attack). On the flipside, they don't increase the cost of increasing the attribute. A character with Strength 4 and two purchases of Attribute Augmentation (Strength + 2) pays (4 x4 = 16), not (6 x4 = 24) XP to buy a new dot of strength, and if she pays for that new dot, should list her strength as 5 + 2, rather than 7.

General Augmentations
(Ability) Prodigy (2 XP per Ability): This Augmentation increases the maximum number of dots in the chosen Ability by 1. This does not grant any additional dots in that ability. For Field Skills such as Science and Engineering, a single purchase grants its benefit to all field skills. Attribute Enhancement (4/8 XP): The character gains +1 to the effective rating of the chosen attribute, even if that would increase the effective rating above the characters normal maximum. This can take many forms-literally sculpted

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appearance for Appearance, artificial muscle bundles or bioengineered musculature for Strength and Dexterity, implanted computer systems for Intelligence, and so onand thats just for augmented transhumans. Novas can have even more esoteric manifestations and explanations for their enhancements. This can be bought as many times as the character wants, costing 4 XP to raise Strength, Stamina, Appearance or Perception, or 8 XP to raise Dexterity, Intelligence, Charisma, Manipulation, or Wits. An attribute may only be enhanced to double its natural rating via this augmentation (so, for example, a character with Strength 2 may only buy 2 additional dots of Strength via Attribute Enhancement). No attribute may be enhanced by more than +5, even if the characters natural attri bute rating is higher. Superhuman (Attribute) (3 XP per attribute per increase): A character with Superhuman (Attribute) increases the cap of one physical, mental, or social attribute (chosen during the purchase of this Augmentation) by 1 per purchase. This does not give the character an additional dotshe must buy that normally with XP. This Augmentation may be bought any number of times, whether to give a character superhuman potential in multiple attributes or extremely high potential in a single attribute. There are no hard limits on superhuman attributes, but STs should be wary about attributes above 10, especially for non-nova characters. creasing the time in his or her prime by ~70-90 years. At 3 XP, the character's lifespan is quadrupled (to ~320-400 years with 21st century medical care), and most of this increase is again, in the prime of his life. At 4 XP, the character is biologically immortal and will stay in their prime forever, aging ceasing as soon as they hit biological maturity at around 20-25. This Augmentation also provides the benefit of improved disease and cancer resistance, adding +1 to Stamina to reduce the effects of diseases or toxins.

Weapons
Bioelectrical Dynamo (2/8 XP): The character generates a surplus of electrical power, which may be conducted through the body. The cheaper, 2 XP version is useless for attacking (at most it acts like a joy buzzer), but allows a character to damage or reset exposed circuitry, power a lightbulb, recharge a laptop, or other useful minor tricks. A character with the 8 XP version generates much more power and can channel more of it, allowing her to deal either Str+6B damage (up to 2xStamina times/hour), or Str+6L damage + 6d EMP (once per hour). Using the Lethal damage mode deals 2 unsoakable Bashing health levels to the user. The more expensive variant also reduces all damage taken from electrical weapons such as tasers or electrolasers by 1 level post-soak, to a minimum of 1 level. Caustic Blood (4/6 XP): The character has blood that is hostile to people around him and the environment as well. His blood may be acidic, full of flesh-eating enzymes he alone is immune to, or smart nanotech that spontaneously combusts when it touches an enemy. Whatever it is, if he takes Lethal damage, his blood sprays (levels of damage taken) meters, attacking everyone in the effect radius with an accuracy of (Stamina + 5), dealing 8L damage with AP 2 to everyone hit. The character only rolls once for the attack and applies the attack to everyone. At the ST's discretion, certain types of Lethal damage such as lasers or fire may prevent this from happening. Caustic blood costs 4 XP if indiscriminate, and 6 XP if the character may choose who to harm. It may be repurchased up to (Stamina/2, round up) times, each additional purchase adding +1 to the attack accuracy, +2 to AP and +2L [1] to damage. Fangs(1/3 XP): The character has sharpened teeth that can retract. At 1 XP, the fangs are cosmetic and merely allow the character to make a bite attack against a grappled target dealing (Strength + 0L) damage. At 3 XP, the characters jaw muscles are augmented, the joint is designed to stretch and dislocate, and the fangs are capable of extending even further. Against a grappled target, the characters bite deals (Strength + 4L) damage with an AP rating of 2. Integrated Weapon (2-12+ XP): Baselines with cybernetic replacements and novas which desire it may end up installing or outright growing integrated melee or ranged weapons. It costs 2 XP for a weapon concealable in a pocket, 4 XP for a jacket-concealable weapon, 8 XP to integrate a weapon concealable in a overcoat, and 12 XP to integrate a weapon that cannot be concealed. A weapon with a Size equal or greater than the character cannot be concealed. Integrated weapons may be equipped with accessories at a 1 XP surcharge per accessory. Integrated weapons can be readied without an action. Any integrated weapon can be used one-handed, as a side effect of the integration. Integrated weapons may not be disarmed without surgery or amputating the limb or body part where the weapon is integrated. These weapons are consid-

Non-Nova Augmentations
These Augmentations can be purchased only via the Bioenhancement background, therefore preventing novas from acquiring them. Counter-Intrusion Mesh (8 XP): To defend against enemy intrusion into a user's cybernetic implants, this bioapp was created. An organic mesh with electrokinetic abilities, this biotech implant counteracts enemy electrokinetics (and cyberkinetics). The Counter-Intrusion Mesh adds +2 difficulty on all rolls to affect the user's augmentations via subversive powers such as cyberkinesis or a Psions electrokinesis. If formatted, this bonus increases to +4. The mesh is a bioapp and has Tolerance 2. If used in an Aberrant chronicle, use the unformatted stats. Noetic Shielding (15 XP): Noetic shielding is an anti-quantum power system implanted into anyone who might see direct combat with novas. It adds +2 to the difficulty of all attempts to affect the user with Quantum powers, and +4 to all soak values (Bashing, Lethal, and Aggravated) for the user against quantum powers. If formatted, it adds +4 difficulty and +8 to soak against quantum powers. In Trinity, this shielding system is a bioapp, with Tolerance 3. If used in an Aberrant chronicle, use the unformatted stats.

Physical Augmentations
Enhancement
Long-Lived (2/3/4 XP): The character has a significantly longer lifespan. At 2 XP, the character's lifespan is doubled (to ~160-200 years with 21st century medical care), in-

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ered hidden and may only be detected when used or by an Awareness roll at +2 difficulty. If the weapon is ranged and uses ammunition, the character will generally have to reload the weapon from a hidden port. However, novas (and cyborgs sporting energy weapons) may have the capacity of recharging the weapon by creating ammunition inside the body, or just siphoning off bioelectricity. In that case, the weapon regenerates its magazine in an hour. Quills/Spines (5 XP): A character with this has a coating of spines on his body, is naturally edged, or otherwise can easily cause harm to someone he or she touches. The character's unarmed attacks now deal Lethal damage, and anyone who touches the character more than casually takes (Stamina)L damage (up to 10L). Repurchasing this augmentation makes the damage voluntary. Toxin Generation (6 XP + 2 XP/additional): The character possesses the ability to generate and store a deadly biotoxin. The character is immune to his own biotoxin, and generates (Stamina) doses per day, storing up to (Stamina x2) doses. Upon purchase, a single biotoxin and method of delivery are chosen. After purchase, the character may choose additional toxins or delivery methods for 2 XP each. Delivery methods are listed below. Nematocysts: Transfers toxin upon skin-skin contact. Bodily Fluid: Transfers toxin upon exposure to bodily fluid (saliva, blood, etc.) Envenomed Weapon: The character can coat any weapons granted by body modifications with these toxins. Each purchase of this delivery method envenoms a single natural weapon. The toxin is applied if the attack does a single level of post-soak lethal damage. Toxin Effuser: The character can exhale the toxin. redundant organs, tougher tissues, vital organ protection, and so on). A character may buy this Augmentation up to (Stamina) times and each purchase adds either 2 -0 and 2 -4 health levels or 2 -1 and 2 -2 health levels to the characters health track for 5 XP. For 7 XP, Extra Health Levels adds 4 -0 health levels instead. Hard to Stop (4-20 XP): The character is extremely difficult to disable via injury or pain. At 4 XP, reduce all wound penalties by 1. At 10 XP, the character reduces wound penalties by 2. Furthermore, the character treats Incapacitated as a -10 wound penalty and may act when Incapacitated. At 20 XP, the character ignores all wound penalties including being Incapacitated. The character functions at peak combat effectiveness until killed Internal Forcefield/Ablative Coating (10/12 XP): The character has a low-power internal energy shield generator or some form of ablative protection, providing the same protection as a force field. This provides (Stamina) external health levels (see the Ablative Barrier rules for how external health levels work) and may be purchased twice to provide (Stamina x 2) external health levels. These external health levels heal at the rate of 1 per hour. The 10 XP variant is obvious at all times when active (such as thick layers of scales, a glowing shield aura, or hard light armor) but may be turned off and on with a single action, while the 12 XP variant is invisible unless it takes damage. Note that the covert variant (and force fields in general) do not exist in Aberrant and are only available in Trinity, as super-science, or as nova body modifications. Low-Friction Skin (2 XP): The character's skin on all parts of the body save the soles, fingers, and palms is modified to be extremely slippery to the touch and hard to get ahold of. Mostly useful for martial artists, this enhancement adds +1 difficulty for any attempts to hold the character, and +1d to slip through tight spaces or restraints, if it should be necessary. This generally gives the character's skin a "wet" or "oily" sheen to it which is distinctive close-up. Reinforced Armor (3 XP): This Augmentation further adds additional armoring to the character, thickening protection across the body and joints. Reinforced armor adds +2B/2L to the soak the character's armor implants provide but restricts movement, giving the armor an effective penalty of -1. This can be bought twice, adding +4B/4L to soak and -2 to the armor penalty. Reinforced Armor is obvious and may not be hidden without extremely bulky clothing. Sharkskin (2 XP): The character's skin is covered in hard sharp ridges, allowing for better grips on objects. Attempts to disarm the character are at +1 difficulty, as well as any attempt to knock her down or move her as long as she is barefoot. The character may also cause distracting and painful surface wounds (damage 1B) by roughly brushing against someone, and gains +1 to Dexterity for swim speeds due to superior hydrodynamic qualities. Skeletal Enhancement (6 XP): A character with this augmentation has a skeleton modified to be more durable. The characters skeleton can either become extremely dense and hard or flexible and tough. In both cases, the character gains +2 to Stamina for the purposes of soaking damage only. A hyperdense skeleton is extremely dense, hard, and resistant to trauma. This adds an additional +1 to Stamina for soaking damage, doubles the characters safe fall distance, and add s +1 damage to unarmed melee attacks due to the density and toughness of the skeleton. However, a hyperdense skeleton increases a characters mass (and therefore weight) by abou t 25%, adding +1 difficulty to swimming rolls. A flexible skeleton

Protection
Armor Implants (1-10 XP): The character has improved armor protection over her body. This can take many forms, from a hard exoskeleton to subtle reinforcement of the characters epidermis. This provides 1B/1L armored soak per XP spent on it (up to 6 XP total, for 6B/6L soak). Armor Implants stack with armor normally, using the soak stacking rules. Armor acquired from implants is generally obvious to sight and touch. However, an additional surcharge of 2 XP will render it difficult to detect via sight (A successful Awareness roll at +2 difficulty will reveal the armors presence, as will an ything more than a casual touch, but casual skin contact will not), while a 4 XP surcharge will make the armor nearly invisible and feel more or less like human skin and flesh (A successful Awareness roll at +6 difficulty will reveal the armors presence via sight, as will a successful Awareness roll at +2 difficulty for touch. As usual, casual contact has no chance of discovering the armor). Disguised armor also provides limited protection against discovery by security screening equipment or other high-tech detection devices. Halve the difficulty penalties on the Awareness roll if the character has such equipment or the equivalent thereof. Energy Shunts (4 XP): The character has implanted thermal superconductor shunts which evenly distribute and disperse the heating effects of energy weapons, reducing damage from energy attacks, including flame-based attacks, by 1 level after soak. Extra Health Levels (5/7 XP): A character may gain additional health levels via body modifications (such as

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bends rather than breaks under extreme stress, reducing all post-soak bashing damage by 1 level (minimum 1) as bones bend and reform rather than snap. Flexible skeletons also make all fall damage bashing no matter the height unless the character lands on sharp objects and allow characters an automatic success to fit into tight spaces or other feats of contortion. Either skeleton modification can be purchased twice, doubling its benefits and penalties. Trauma Tolerance (3 XP): The character has fastclotting blood, a multiple redundant circulatory system, a decentralized heart, and so on. The character automatically stabilizes when dying (with no need for assistance) unless wounded further. Unliving (10 XP): The character is no longer mostly made of something with the same properties as a human body. Unliving characters convert their corpses health levels into Incapacitated Health Levels (meaning that they arent dead until you destroy the corpse) and ignore fatigue. Unliving characters also are immune to toxins and diseases, most hostile environments (extreme environments, such as being immersed in lava, the middle of a firestorm, or the core of a nuclear reactor may still have full effect, at ST discretion), and do not require food, air, or water (although without any source of power they will be incapable of action).

Survival
Biohazard Resistance (2 XP): The character gains 1 automatic success to resist poison or disease. This can be purchased twice to double the effects. If purchased twice, the character is immune to any toxin or drug with a Potency of +1 or less and does not need to roll to resist them. Hyperoxygenation (4/6 XP): The character can store significantly more oxygen than normal. The 4 XP variant grants the character 1 automatic success on any rolls to endure strenuous physical activity, as she can sustain activity for longer, and an additional Incapacitated health level, as it takes a lot more damage to the heart and a lot more blood loss to kill the character. If suffering from suffocation, asphyxiation, or drowning, the character quadruples all intervals required for damage. The 6 XP version provides superior oxygen extraction as well, adding an additional automatic success on rolls to endure strenuous physical activity, as well as the minor benefit of being able to breathe without breathing equipment or a pressurized cabin at up to 15 kilometers altitude. NBC Resistance (12 XP): The character is much more resistant to radiation, disease and poison damage, gaining +1 automatic success to resist the deleterious effects of radiation, or the potency of diseases and poisons. Self-repairing chromosomes and superior error-checking mean undirected radiation damage is generally considered to be one level lower (Aggravated to Lethal, Lethal to Bashing, Bashing stays unchanged). Intense radiation, such as the neutron flux of an enhanced radiation warhead or standing inside a reactor core without protection, is still Aggravated damage. Protected Vitals (4/8/20 XP): This body modification gives the character resistance to Lethal damage and called shots. The most common form of this is heavy reinforcement to the skeleton (an augmentation package that almost always includes hyperdense skeleton), but it is not unheard of for a nova to have dispersed organs which can be shot full of holes with negligible impairment. The 4 XP version halves any soak reduction or additional damage from called shots (round up). The 8 XP version eliminates any bonus damage or soak reduction from called shots, although a called shot may still be used to cripple or pull trick shots. The 20 XP variant provides the benefits of the 8 XP version and also allows the character to soak lethal damage with full Stamina instead of half Stamina. Regenerator (4 XP): A character with this Augmentation heals faster than normal, reducing healing times by 1 category. Non-novas with this Augmentation may heal crippling injuries or Aggravated damage naturally, at the same rate they heal Lethal damage. Resilience (6 XP): Some people, like Rasputin, have nigh-supernatural toughness with no seeming explanation of their durability. Others, like Jason Bourne, have things like psychological conditioning and chemical enhancement to credit for their ability to survive injuries that would slay lesser men. A character with this augmentation gains +2 Stamina for the purposes of soaking damage, resisting poison, and calculating their health level track.

Power
Adrenaline Overproduction (4 XP): The character has the ability to flood his system with stimulants, increasing movement speed and strength for a short period of time at great cost. This Augmentation allows a character to gain +1 Strength and +1 Dexterity at will. Using adrenaline overproduction deals 1 unsoakable level of Bashing damage per combat round. Augmented Strength (8 XP): The character has extreme strength gained from non-quantum sources - an example would be a full conversion cyborg using nanotube actuators. Each purchase of Augmented Strength adds [1] to the character's strength, giving 1 success on Strength rolls involving brute force and adding +2 to Strength for weapons handling purposes. Furthermore, the characters lifting capability is mu ltiplied by (2 x # of Augmented Strength purchases), so 1 purchase doubles a characters lifting capability, 2 quadruples it, 3 multiplies it by 6, and so on. Every purchase adds +1 to a characters melee and unarmed damage, and every 2 purchases adds a further [1] automatic success to the damage of melee and unarmed attacks. A character may only purchase this Augmentation if their normal Strength is above 5, and may purchase this modification only once per dot of Strength above 5. Foot Anchors (4 XP): The character has powerful spring-loaded barbed spurs in his feet which are primarily used to anchor the character to any surface with a soak rating less than (Strength + 5). When anchored, any attempts to move or knock back the character are at +1 difficulty with one foot anchored, or +2 difficulty with both feet anchored. In addition, these anchors can be initiated immediately after connecting with a physical attack, adding an additional +1 difficulty to a kick attack but adding AP:2 and +[1] damage to the attack. If a foot anchor is used as a weapon, damage is Lethal. Linear Frame (1 XP): The character has a reinforced skeleton and optimized muscle structure for superior load-bearing ability. Each purchase of this Augmentation adds +1 to the characters Strength for lifting and carrying objects, up to double the characters Strength . Ultralight Body (6 XP): A character with an ultralight body has high-efficiency muscle tissue and porous bones that halves his weight, which halves all falling damage, adds +2 to dexterity for movement purposes, and doubles jump distances. The character may also float on water indefinitely without any need to roll.

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Environmental Adaptation
Broadened Diet (2 XP): The character's diet is broadened via alteration of the digestive system, reducing the difficulty of all Survival or Endurance rolls to avoid the effects of hunger/thirst by 1, as the character can subsist on more sources of water and food without issue (tainted/brackish water, rotten food, grass cellulose, etcetera). The character may purchase this augmentation up to (Stamina) times. Each additional repurchase broadens the character's diet further, adding an additional -1 difficulty per purchase. If this would reduce the difficulty of the roll below 0, the character automatically succeeds on the roll. This is a special case and does not normally apply for difficulty reductions. Chromatophores (4 XP): This augmentation adds rapid color-changing and pattern-matching ability to the character, giving her +2 to all Stealth rolls as long as she is either essentially naked or wearing clothing/equipment which can also blend into the surroundings. Chromatophores can be purchased twice to add a further +1d to all stealth rolls (due to faster and more precise color-matching) and the ability to display fast-moving patterns, turning the character into a living video screen. Environmental Adaptation (6 XP): The character is adapted to a type of environment, chosen at the time of purchase. Example adaptations are listed below. This modification can be purchased multiple times, each time adapting the character to a different environment. Aquatic: The character gains a pair of gills along the side of her chest which allow her to breathe underwater normally as long as the gills are exposed to water (a simple modification of most swimsuits will allow for this, as will loosefitting clothing), and the ability to drink saltwater without harm. The character is also streamlined, losing all body hair save on her scalp and eyebrows, gaining slightly webbed feet and hands and elongated toes. This allows her to swim at her normal running speed. Arctic: The character is extremely resistant to cold due to antifreeze in his blood and additional heat-storage capacity, reducing the damage of any attacks based on cold by 1 level after soak, and adds +1 success to any roll made to resist extreme cold. Desert: The character becomes particularly efficient at storing food and water, doubling the intervals which dehydration and starvation affect him. In addition, the character adds +1 success to any roll made to resist extreme heat. Forest: The character's arms are elongated and strengthened, allowing him to swing through trees at his normal running speed and adding +1 to Strength for the purposes of climbing, grasping, or crushing. The character also is made more resistant to most toxins, adding +1d to any roll made to resist toxins, and has somewhat toughened skin which is more resistant to abrasion and other minor abuse, such as splinters and thorns. Microgravity: The character is adapted to low or zero-G, suffering no difficulty penalties to actions when in low or no-gravity environments. Characters with microgravity adaptation are immune to nausea from sudden changes in acceleration (or gravity) as well. Vacuum: The character's skin becomes a vacuumsealed membrane while various other adaptations are done to his . The character may also recycle oxygen from carbon dioxide, allowing him to hold his breath for up to (Stamina * 30) minutes. The character is hermetically sealed, making them largely immune to skin contact agents, and adds +1 automatic success to resist the deleterious effects of radiation due to better radiation shielding. Manipulator Feet (2 XP): The character's feet are designed with opposable "thumbs" and elongated digits which allow them to be used for fine manipulation and tool use. Metabolic Reactor (16 XP): This augmentation provides a character with some source of nearly unlimited power (such as a fusion reactor), as well as high-efficiency recycling. Therefore, a character with this modification can survive essentially indefinitely on air and needs very little else. Furthermore, this augmentation provides a few dozen kilowatts of spare power, allowing the character to power various internal or external systems up to a small electric scooter. This Augmentation does not exist as a cybernetic implant in Aberrant - only in the Trinity era is it available for nonnovas. Photosynthetic (2 XP): The character can photosynthesize. This may, but does not always, turn the character a shade of green - a Nova's physiology can adapt melanin to photosynthesize if it has to. With sufficient water, a photosynthetic character doubles all intervals for starvation.

Movement
Adhesive Grip (6 XP): Using Van Der Walls force to attach the character to walls, a single purchase of this Augmentation allows the character to walk up walls at his normal walking speed. Purchasing this Augmentation twice allows the character to move more or less normally on said walls and even ceilings, running up them at full running speed. Enhanced Movement (2 XP): The character's legs are augmented, adding +1 to Dexterity and Strength for movement and jumping purposes. A character may stack this enhancement up to (higher of Strength or Dexterity) times, additional purchases adding ever more inhuman qualities to the character's legs. Reaction Control System (6 XP): Whether it's cybernetically implanted or ingrown, having a set of thrusters capable of minor acceleration and attitude control greatly help zero-G maneuvering. The character can slowly maneuver in zeroG without the need for an external source of thrust. Peak thrust for this system is quite low, disallowing powered flight. Springs (4 XP): This Augmentation adds spring-like structures to the character's limbs which greatly increase their power. This enhancement halves fall damage from controlled falls, adds +1 to unarmed damage, and doubles the character's vertical and horizontal jump distance. Wings (4 or 12 XP): A character with this body modification can fly to a limited extent - not nearly as fast as a Nova with the Flight power, and with an obvious and easily visible cause (such as rocket thrusters, gigantic feathered wings, or the like), but fly nonetheless. At 4 XP, the character has gliding wings, allowing safe descent from any height and gliding at their normal running speed. At 12 XP, a character may fly at their normal running speed, with full control over movement. Wings at this level also provide +1 to the power rating of the Flight power for the purposes of speed and maneuverability.

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Size
Attribute decreases from size modifications may not reduce an attribute below 1 outside of Strength (which can be reduced to 0). A character may not have both size-increasing and size-reducing Augmentations, and all size-modifying Augmentations replace lower-level ones (so Huge replaces Large, and Lilliputian replaces Miniscule which replaces Tiny, and so on). Large (6 XP): A character with this modification is roughly twice the mass of an average person and about 25% taller, or about 180 kg and 2.25 meters tall, adding +1 to strength and +1 to Size. Large characters gain +1 to Dexterity for movement purposes only. Huge (12 XP): A character with this modification is four times the mass of an average person and around 2.5 to 3 meters tall, gaining +2 Strength, and 2 to Size. The size of a huge character is both an advantage and a disadvantage - they gain +50% to lifting capacity and +2 to Dexterity for movement, but are much more obvious. Humongous (18 XP): A character with this modification is eight times the mass and twice the height of an average person, gaining +3 Strength, and +3 to Size, as well as +3 Dexterity for movement purposes. Furthermore, their size doubles their lifting capacity. Gargantuan (24 XP): A character with this modification is twenty-seven times the mass and 3 times the height of an average person, averaging around 5-6 meters tall, gaining +4 Strength, +4 Dexterity for movement, and +4 to Size. Due to their huge size, they triple their lifting capacity. Small (3 XP): A character with this Augmentation is about 1/8th normal mass and roughly half as tall/wide/thick, reducing Strength and Stamina by 2. Dexterity is also reduced by 1 for movement purposes only. Characters which are small are more vulnerable to damage but harder to hit, losing 1 -4 HL from their HL track but reducing Size by 3. Tiny (5 XP): A Tiny character is roughly 1/64th normal mass and 1/4th normal dimensions, reducing Strength and Stamina by 4. Characters which are tiny are more vulnerable to damage but harder to hit, losing 1 -1, 1 -2, and 1 -4 HL from their HL track but reducing Size by 6. Finally, Tiny characters are slower, adding +1 difficulty to all movement rolls. Miniscule (8 XP): A miniscule character is 1/512th their normal mass and 1/8th their normal dimensions, reducing Strength and Stamina by 6. Miniscule characters can suffer fatal injury from mere annoyances to normal humans, reducing their HL track by 1 -0, 1 -1, 2 -2, and 1 -4 HL, and Size by 9. Miniscule characters add +2 difficulty to all movement rolls. Lilliputian (10 XP): Lilliputian characters are roughly 1/12th height and mass pretty much nothing, reducing Strength and Stamina by 8. Lilliputian characters can easily be killed by otherwise harmless phenomena, reducing their HL track by 1 x -0, 2 x -1, 2x -2, 1 x -4, and 1 x Incapacitated HL. However, they are also tiny, reducing Size by 12. If a Lilliputian character has no HLs, 1 level of any sort of damage kills her. Lilliputian characters add +4 difficulty to all movement rolls. for the use of bioluminescence for countershading (reducing stealth difficulties by 1 in brightly-lit areas) and communication by projected light patterns. Climbing Claws (1 XP): Small, catlike retractable claws are terrible weapons (Str - 2L damage, minimum 1L) but useful as tools. Not only do they make great can openers, but also add 1 automatic success for climbing rolls. Concealable Pocket (1/3 XP): A small concealed pocket is built into the character. The 1 XP version can any item with a concealment rating of P or below, while the 3 XP version can store anything with a concealment rating of J or below. Drug Glands (4/8 XP): A character with this modification possesses the ability to produce drugs, chosen with the purchase of this modification. The character may generate up to (Stamina) doses a day and may store up to (Stamina x 2) doses, using them as desired. The 4 XP version allows for the use of any conventional drugs (such as stimulants, nootropics, and so on), while the 8 XP variant allows the production of Nova-based pharmaceuticals such as Red 7, Mite, and Soma. This modification can be purchased multiple times to represent multiple drugs. Hyper-Flexible (4 XP): The character can bend and dislocate her limbs in disconcerting ways, which adds 3d to any roll which may benefit from this superhuman flexibility. Rolls which are generally valid include Stealth and certain types of Performance rolls (including contortions and escaping restraints). Multiple Arms (8 XP): This body modification grants its beneficiary an additional pair of arms. A character with multiple arms reduces multiple action penalties by 1 per pair of additional arms he or she possesses. Characters may support up to (lower of Stamina or Wits) pairs of multiple arms, which does not count Mega-Attributes for the total. Multiple Legs (6 XP): A Nova with multiple legs adds +5 to Dexterity for purposes of ground movement speed and +1 to all unarmed attacks that involve kicking. Unlike Multiple Arms, this may only be purchased once. A set of Multiple Legs may be just two extra legs, or it might be four, six, or more. Multitools (4 XP): A character with this modification possesses an integrated set of precision tools for various purposes, reducing all penalties from insufficient tools by 2, to a minimum of 0. Tentacles (4 XP): Tentacles are flexible appendages which extend up to (Stamina) meters. Each purchase of this Augmentation grants any number of tentacles, which can grasp and manipulate objects at (Dexterity - 2). These tentacles may also be used as weapons, with an Accuracy and Defense of +2, and a Damage of either Strength + 4B or Strength + 2L, chosen on purchase. Repurchasing this bodymod increases the number and flexibility of these tentacles, adding 2 meters to their maximum extension per repurchase and reducing the manipulation penalty by 1, to a minimum of 0. Tentacles may be repurchased up to twice.

Utility
Bioluminescence (1/3 XP): The character can emit light. The basic, 1 XP version allows for the character to emit any color of light at brightness enough that they can fully illuminate a dark room as if it was daylight. The enhanced, 3 XP variant allows the character to selectively emit light, allowing

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Mental Augmentations
Sensory
Acute (Sense) (2/4 XP): A character with Acute (Sense) at the 2 XP level gains +1d to all Perception rolls based on that sense. The 4 XP level of Acute (Sense) grants +2d to all Perception rolls based on that sense. Alternate Sensory Mode (5 XP): Each time this is purchased, a character gains an alternate sense, such as lateral line sense (the ability to sense the electromagnetic fields of others), echolocation, infrared vision, and so on. Some examples are listed below. Besides for their special features, an applicable alternate sense provides additional sensory data (and a +1d to Perception rolls when the sense is applicable in addition to one of the normal five), and may allow a character to ignore difficulty increases in certain circumstances, as well as giving additional options to gain sensory data. Echolocation: Character may navigate through the world without sight by using echolocation, negating optical stealth. Light Amplification: The character may see in the dark as long as there is any ambient light (no penalties from darkness). Lateral Line: Allows a character to make Perception + Awareness rolls to sense neural activity at a range of 10m (100m in water). Thermal Vision: Character may sense infrared radiation. +2d circumstantial bonus to detect hot things on a cool background or vice versa. UV Vision: Character may see in UV spectrum. This vision mode is often used to find UV-fluorescent materials or other tools. High-Mag Vision: This modification provides a character up to x40 visual magnification, giving him the equivalent of a decent set of binoculars and halving any difficulty penalties on Awareness rolls to see something far away (round penalties down). Increased Peripheral Vision: This gives the character 360 degree peripheral vision, adding +1 automatic success to detect surprise attacks. Opponents no longer gain flank or rear bonuses to hit the character. Motion Tracker: The character has the ability to track nearby moving objects with a high degree of accuracy, gaining +1 automatic success on rolls made to detect any moving objects within 30m. Radar: The character has millimetric-wave radar, allowing sensing through wood and thin materials but a reduction in image resolution (no ability to discern fine details). Rangefinder (8 XP): The character can precisely judge distances and velocities, reducing the difficulty penalties of all ranged attacks by 1 as long as the character has taken time to aim. Improved Kinesthesia (6 XP): The character's kinesthetic senses are precisely tuned to give them near-perfect balance, adding an automatic success to all non-dodge Athletics rolls based on movement or precise positioning. The character also can confidently move at full speed in even extremely hostile terrain (such as ice, or a tightrope) without a roll.

Exotic Sensory Mode (8 XP): A character with this modification has exotic sensory modes covering multiple spectra, which are specialized to assist him in a specific task. Electromagnetic Field: +1 success to rolls made to detect powered-up electronics. Character can sense all electrically-powered devices, powerlines, and power generators within 100 meters. LANSA (Laser-based Aberrant Nuclear Scanning Array): A successful Perception + Awareness roll (difficulty +9 - target's [Quantum + Taint]) detects a nova. Range is 30 meters. Lifesigns: +1 success on rolls made to detect living beings. +1d to Medicine rolls. Materials Analysis: Analyzes chemical composition and makeup by touch, smell, or taste. +1 automatic success to all Science(Chemistry) rolls to identify substances. Terahertz Radiation: Character may see through thin non-metallic walls and detect cybernetic implantations or other metal objects in living beings. Weakpoints: -1 to enemy soak for aimed shots, +1d to maintenance rolls. Internal Clock (1 XP): The character is perfectly aware of the passage of time. She can estimate what time it is down to a second or two (perhaps even exactly). If she was sleeping or knocked out, she knows exactly how long shes been out. She can also execute very accurate countdowns.

Autonomy
Bifurcated Mind (6 XP): The character can sleep while aware of her surroundings, owing to a modification allowing her to shut half of her brain off like a dolphin when sleeping. While "asleep", a character is considered to have half (round up) his mental Attributes and Mega-Attributes, and all actions are at +1 difficulty due to general lethargy. Daemon (4 XP): The character has a nonsentient but autonomous subroutine running in her mind, which she can assign to one of various duties while she does something elseincluding sleeping. Common uses for a daemon are alerting a character to ambush, tidying up the house while in REM sleep, or other relatively simple tasks-a daemon is incapable of reacting outside of simple fixed patterns and cannot be used for combat (although it could hide you behind something and wake you up). Daemons have all of the character's physical abilities, but are considered to have a Charisma and Manipulation of 0 and an Intelligence of 1. Appearance, Wits, and Perception do not change. Sleepless (8 XP): The character no longer needs to sleep. This is a dehumanizing, but incredibly powerful, feature that can greatly increase productivity by freeing up nearly a third of every day for something other than sleeping. Sleepless characters regain 1 WP every week rather than 1 WP with a good night's sleep.

Cognition
Enhanced Memory (3 XP): The character has near-perfect memory (photographic memory). The character never needs to roll to remember something which might be important to the plot, he just remembers it. The character may also learn Abilities which are purely intellectual (such as most Intelligence Abilities) extremely quickly with access to study aids such as teachers and books.

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Enhanced Processing (6 XP): The character can digest and analyze astounding amounts of information at an incredible pace. The character never takes difficulty penalties for lacking computing tools on rolls which would normally need computers, can read several times faster than a normal person, and can do arithmetic instantly. Multithreaded (12 XP): The character has a multithreaded thought process and may pay full attention to more than one task at a time. The character adds 1 automatic success to resist mind control or any other form of mental influence. The character counts as an assistant to himself for research and development, and may also use Concentration powers without having to concentrate, as well as reducing all multiple action penalties by 1. implant requires 1 willpower to use during a scene (the feeling of being puppeted is extremely disconcerting). A skill implant costs 1 XP for an ability at rating 1, 2 XP for an ability at rating 2, 4 XP for an ability at rating 3, and 6 XP for an ability at rating 4. This augmentation may be purchased any number of times, with each purchase providing a different Ability. Device Link (6 XP): A character with this Augmentation can link himself or herself to a certain category of electronic device (such as firearms, vehicles, computers, industrial equipment, and so on). When linked, the character adds an automatic success to all rolls related to the device in question. Most modern devices are capable of linking without any specific improvements. Modifying an older device to work with this link is a (Intelligence + Engineering [Electrical]) extended roll at +1 difficulty requiring 10 successes with an interval of 1 hour per roll. This Augmentation may be purchased multiple times, with each purchase allowing the character to interface with another category of devices.

Reactions
Ambidexterity (2 XP): The character no longer has a dominant side, reducing all multiple action penalties by 1 as long as attacks are being made with two weapons. Combat Reflexes (6 XP): The character is extremely adept at acting in a combat situation. A character with Combat Reflexes adds +1d to all rolls for Initiative and rolls to resist suppressive fire. This Augmentation may be purchased twice, doubling its bonuses. Enhanced Reactions (10 XP): A character with this Augmentation sees the world in slow-motion. This augmentation reduces all multiple action penalties by 1 and adds +1d to initiative. This modification may be purchased twice to double its bonuses. Mental Overclocking (12 XP): The character can, at the cost of 1 WP, overclock his mental processes such that every movement can be precisely accomplished like clockwork. When activated for an action the character gains an automatic success on Initiative and an additional action (which, like all extra actions, may not be split). This augmentation may be purchased twice, allowing a character to spend 1 WP to gain 2 extra actions and 2 automatic successes on Initiative for the turn. Neural Acceleration (2 XP): Synthetic fasttransmitting neurons, electro-optical bypass shunts, or some other method of increasing reaction speed have improved the character's ability to react to changing circumstances, adding +1d to initiative. The character may buy as many iterations of this augmentation as his (Wits + 1).

Defensive
Encryption (4 XP): The character's memory is partially encrypted. This adds +1 difficulty to any attempt to read the character's mind via Telepathy or similar powers. Error-Correction (6 XP): Systems intended to ensure proper brain functionality have been integrated into the character, adding 1 automatic success to resist mind-affecting powers, and -1 difficulty to resist the effects of mental disorders. Firewall (6 XP): The character has specialized antiintrusion components that interface with all computer systems in his body, including the brain itself. These firewalls protect against any unwanted access, adding +1 difficulty to all attempts to take control of the character or read his mind against his will, such as cyberkinesis, domination, telepathy, or other such abilities. Pain Editor (4 XP): The character has the ability to ignore pain, reducing all wound penalties by -1. At the end of a scene where the pain editor was used, the character takes 1 unsoakable level of damage, which is Bashing if the character has only taken Bashing damage, or Lethal if the character has taken Lethal or Aggravated damage. Sensory Cutoffs (4 XP): The character has greatly reduced vulnerability to having her senses overloaded, adding +1 automatic success against powers or weapons that attack the senses, such as blinding lasers, flashbang grenades, or the Strobe power.

Interface
Implant Computer (8 XP):The character has a computer interfaced with his mind. An implant computer adds +[1] automatic success to any mathematics or computer intrusion/programming rolls and in addition provides a character with perfect time sense and eidetic memory. Implant computers have their own wireless I/O connections. Nav Implant (2 XP): The character is implanted with a combination of GPS tracker, inertial navigation system, and compass, adding [1] automatic success to any Survival rolls made to navigate difficult terrain. Radio Communicator (1/2 XP): The character has an implanted 2-way radio with 10km range on a clear plain with no interference for 1 XP. The 2 XP provides video send/receive support, phone and wireless device connectivity, and a 25km range. Skill Implant (1+ XP): The character has artificial competence in one Ability (physical, mental, or social). A skill

Social Augmentations
Enhancement
Enchanting Feature (2 XP): The character has a particularly beautiful set of eyes, great facial structure, or something else that is more or less entirely memorable and unique. The character adds [1] success to all Appearance rolls and [2] successes to any attempts to track the character. Looking unique may sometimes be more trouble than it's worth.

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Pheromonal
Pheromones (2 XP): The character's pheromones are tailored for greater impact and potency. A character with this Augmentation selects one emotion per purchase of pheromones-when he makes a social roll which resonates with that emotion (seduction for lust, intimidation or interrogation for fear, rapport for calm) the character gains a +1d bonus. Repurchasing pheromones allows the character to choose another emotion, or increase the bonus for one emotional state by 1d (to a maximum of +2d). Pheromone Blockers (2 XP): Nasal filters and neural bypasses immunize the character from pheromonal influence, eliminating any pheromone-granted bonuses. Social Chameleon (6 XP): The character is a social chameleon, unconsciously taking in and rapidly assimilating social cues such as slang, personal spacing, and so on. Within 24 hours, he may pass for a native of the region under normal scrutiny. This also adds +1 success to any disguise roll made to disguise oneself as a category of person rather than a specific person. Unreadable (4 XP): The character shows none of the standard signs of lying or nervousness at this point, but is also extremely disconcerting. A character gains +1 bonus success on any opposed rolls to successfully lie and may fool lie detectors, but all other social rolls are at +1 difficulty because he exhibits none of the standard autonomous responses, putting him right into the Uncanny Valley.

Empathy
Empathic (6 XP): Electromagnetic sensors throughout the skull provide the ability to see active areas of the brain and deduce emotional states, adding +1 success to any Rapport roll, and +1d to medicine rolls involving diagnosing brain trauma. Lie Detector (4 XP): The character's sense of touch is calibrated to analyze heart rate and skin conductivity, while her sense of hearing is calibrated for voice stress analysis. The character gains +1 success to any roll to detect lies as long as she can maintain physical contact and close proximity. Personality Analysis (6 XP): The character can analyze body language, eye movement, and vocal tone to get a rough idea of the overall personality of any conversation partner, allowing for a tailored approach. After conversing for a few sentences, the ST should tell the player a few of the other character's major personality traits (e.g. "self-confident and unsympathetic to others", "cowardly", "focused on maintaining self-image", etc.). At this point, a social approach tailored to the other character's personality type gains +1d.

Quantum Augmentations
These Augmentations may normally be taken only by novas. They represent capabilities which are normally beyond human potential, derived from quantum forces, or require a novas physiology. Non-novas may not take these modifications. Taint Channeler (8 XP): A nova with this Augmentation is particularly adept at making Taint work for him, rather than the other way around. The nova gains double the effect whenever he chooses to take temporary Taint. That is to say, a nova can gain 1 temporary Taint to add 2 successes to a max roll, regenerate 4 Quantum points, or turn all the dice on a power max into successes. Taint Resistant (10 XP): A nova with this augmentation channels quantum energies more efficiently and has a more stable self-image than most, allowing her to resist unwanted changes to it in the form of taint. A Taint Resistant nova reduces all involuntary gains of temporary Taint (botches, failures, Taint radiation) by 1 (minimum 0). Furthermore, at the end of every story, a Taint Resistant nova loses 1 point of temporary Taint. 2nd Generation Nova (4 XP): You are one of the extremely rare children of novas and your body has grown up accustomed to channeling quantum energies. As the game normally takes place in 2027, the oldest a 2nd generation nova can be during these times is 15. Your power thematics may not work in a logical fashion compared to 1 st generation novas, you are nearly immune to the problems of taint, and your node is distributed throughout your nervous system. A nova with this trait does not gain permanent taint from high quantum. On the flipside, you are incapable of ever gaining temporary or permanent taint willingly. 2nd Generation Novas must also have the Taint Resistant trait, but are even less likely to gain taint, losing all accumulated temporary Taint at the end of each story. Note that this is an extremely rare merit in the default setting and should only be allowed with ST approval.

Deception
Appearance Alteration (10 XP): The character possesses various subdermal sacs which can have their shape and texture altered to simulate body features, and their skin and hair are capable of changing coloration, allowing the character to disguise himself or herself as anyone with roughly the same build and gender. Weight cannot be adjusted but height can be adjusted by a few cm, and hair/skin color as well as facial features can be altered, adding +1 automatic success to all disguise rolls and allowing disguises to be made without any tools. This is a significantly weaker version of the Appearance Alteration Enhancement, and a Nova with this Augmentation still cannot hide any aberrations with it. Asexual (6 XP): Neural rewiring removes normal human sexual responses from the character and leaves him or her completely asexual. All attempts to seduce the character automatically fail (in fact, no roll is possible), but all attempts by the character to seduce others must be attempted via (Manipulation + Subterfuge) at +4 difficulty. Off The Shelf (4 XP): The character's looks are completely nondescript. He or she is generically handsome/beautiful, generically average, whatever the case may be. Looking like a composite of a dozen faces with no real distinguishing features adds +1 difficulty to any attempts to track the character, or remember him/her. Being "off the shelf" precludes having enchanting features.

Acquiring Aberrations
Aberrations are often acquired as part of an Augmentation, either because the Augmentation was imperfect, or be-

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cause the side-effect was a necessary part of the transformation. As humans further modify their own body, or novas Taint rises, their condition deteriorates. Often this means acquiring new flaws in the human template; however, it may also include existing aberrations worsening. For example, a novas eyes may simply start glowing early on. Later, their eyes turn into pure energy or even twin sucking voids. The experience values of these aberrations assume that they are appropriately hindering the character. If the character is able to effectively mitigate or eliminate the drawbacks of the aberration, that aberration should probably be worth less or nothing at all. Of course, characters are welcome to have aberrations, even if they do not handicap them, to add character. Experience points refunded from aberrations is only normally usable to discount body modifications: It may not be spent in other areas without explicit storyteller permission. 2 4 8 Deals Damage and adds to Difficulties Type of Damage Stun Bashing Lethal Aggravated +1 +2 +4 +4 Additional XP Value N/A +1 +3 +6

General Aberrations
Feeble (Attribute) (2 XP): The character reduces the maximum of one of his attributes by 1, down to a minimum of 1 dot. This may be purchased multiple times, each purchase either reducing the effective rating of an already-feeble attribute by another dot, or negatively impacting another attribute.

Physical Aberrations
Aberrant Appearance (2-8 XP): Somethings strange about the characters appearance. She might have oddly colored skin or eyes, vertical pupils like a cat, pointed ears like an elf, inhumanly bulging muscles, or other traits which emphasize her inhumanity. This aberration adds +1 difficulty to all rolls to disguise oneself or pass as human for every 2 XP gained. Allergic Reaction (2-20 XP): The character finds it more difficult to act or suffers damage when in contact with a particular substance or condition harmless to baselines. Examples include specific elements or substances, sunlight (or its absence) or certain types of energy fields. The Storyteller determines how much damage the character takes (and what type of damage it is) based upon the amount, purity and/ or power of the substance. Novas frequently have bizarre allergies with no scientific basis, such as an allergy to piano music or glass. Use the following chart to determine the XP value of the characters allergic reaction. Rarity of Substance XP Value Rare: silver 2 Common: fabric dyes 4 Very Common: sunlight 6 Dice of Damage/Difficulty Additional XP Value Penalty 1 N/A

Androgynous/Hermaphrodite (1-2 XP): For 1 XP, the character becomes extremely androgynous. For 2 XP, the character acquires the sexual characteristics of the opposite gender, becoming a true hermaphrodite. Although some may find it attractive, most people will find the characters condition disturbing and have difficulty dealing with it, especially romantically. The character may also have some social and sexual hang-ups about its new condition. Crippled (2-12 XP): The character suffers from a debilitating injury, rendering one or more limbs useless. Fullyfunctional mind-controlled prosthetics are fairly common in First World countries in 2027, and regeneration therapy is also available, if expensive. Therefore, most crippled characters have some remarkable reason for their condition. Some dont believe in using such technology; or they have Augmentations which interfere with the signal sent to the prosthetics; novas sometimes try installing prosthetics, only to find their bodies reject them (this is often the case where the nova developed the crippling injury because of Taint); and then again, some people simply cannot afford the surgery and equipment. Simple nerve damage prevents the character from using that limb for fine manipulation, but the limb is otherwise normal. This condition is worth 2 XP. A character with a crippled or lame leg moves at onequarter normal speed, may need a cane or walker, and suffers a +4 difficulty penalty for all actions involving lower body movement (including dodging). This condition is worth 3 XP. A character with a crippled arm has an effective Strength of 0 with that limb, but can otherwise still use it normally. This condition is worth 3 XP. A character with a missing leg is incapable of moving faster than a crawl (1 m/round) without a wheelchair. This condition is worth 5 XP. A character with a missing arm has a self-explanatory condition. This condition is worth 5 XP. A paraplegic character is paralyzed from a certain point down. This makes the character incapable of most, if not all, movement involving the paralyzed areas. If this condition applies to the lower body, it is worth 8 XP. If the entire body below the neck is immobile, this aberration is worth 10 XP. If the entire body, including the face is paralyzed, you get 12 XP. Cyclops (3 XP): You have only one functional eye (or in the case of some novas, one eye socket). You have no depth perception. You suffer +1 difficulty to all ranged attack and dodge rolls. Disturbing Voice (1-2 XP): The characters 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. The 1 XP variant merely makes the characters voice extremely distinctive-any attempts to track the character via audio gain 1 automatic success if the character is talking, and all attempts to disguise the characters voice are at +1 difficulty. The 2 XP va riant adds +1 difficulty to all social rolls besides Intimidation as

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well. This aberration is common for characters with MegaCharisma or certain body modifications (especially those affecting the mouth and throat). Electronic/Cyborg (2-8 XP): The character is mostly machine, or a combination of machine and man. For 2 XP, the character is Electronic-her brain is a computer, her body a machine, her bones titanium alloy and graphene, her muscles plastic. The character is affected by EMP damage like a vehicle, soaking EMP damage with her natural Lethal soak. The character is also vulnerable to Cyberkinesis and computer hacking (although a hacker still needs a connection), but immune to mind-affecting powers. For 4 XP, the character is a Cyborg. This comes with all of the problems of being Electronic without the benefit of being immune to powers such as Domination. The costs assume the character is reasonably shielded against her vulnerabilities. If the character is not hardened and does not have soak against EMP damage, this aberration is worth +4 XP. This is an extremely common Aberration (in the Cyborg variant) for characters with Bioenhancements. However, baseline characters without any Augmentations may still take this Aberrationthat means the character is dependent on artificial limbs and organs for survival and mobility. Feeding Restriction (1-10 XP): The character develops a dependence or addiction to some food, substance or form of energy, which she must ingest to fuel her powers. At 1 XP, the character has a minor dietary restriction, such as being unable to digest anything that isnt dairy-based. At 3 XP, the diet is a regular inconvenience or embarrassment. The character might need raw meat or gasoline. At 5 XP, the diet is a serious inconvenience for the character, and is usually expensive or disturbing. The character might need human blood or copious amounts of gold to sustain himself. At 10 XP, the diet is horrifying, very dangerous, or restrictive beyond belief - and perhaps even supernatural. Cannibalism, the blood of (specifically) female serial killers, or M-R nodes served with a chilled glass of Moscato Dasti. Characters with the appropriate powers, notably Absorption, may feed on energy rather than matter. Characters with Quantum Leech may feed on pure quantum energy, while characters with Telepathy may feed on thoughts, emotions or dreams (or nightmares...). Whatever the case, the nova gains a minor benefit from this restriction: he can digest this substance normally and without harm to himself. That said, it doesnt prevent the character from being harmed by the substance: a character that can safely consume hot coals is no more immune to external burns than a normal human. Failing to fulfill the feeding requirement means the character cannot regain quantum points. At 0 quantum points, the character must make Willpower rolls (modified by XP value of this aberration) to avoid giving in to her hunger. Fragile (4 or 6 XP): A character who is Fragile is extremely prone to injury. At the 4 XP level, the character no longer can soak lethal damage with Stamina. At the 6 XP level, the character halves his Stamina-derived Bashing soak, therefore having a soak of (Stamina/2)B and 0L, rounding down fractional soak as usual. Fragile characters tend to be, but are not always, afflicted by some sort of disorder that causes brittle bones. Glass Jaw (4 XP): Characters with this flaw are extremely easy to daze or render unconscious beyond what their durability would imply. Although some people are just built that way, some people have Augmentations that give them the appearance of impressive fortitude, without anything to back it up. The character halves his Stamina for the purposes of dazing and unconsciousness. Altered Skin (4-10 XP): The characters skin can no longer really be described as skin. Instead, its become something else, whether its coated with slime, hardened into scaled armor, or become red-hot to the touch. Whatever it is, its obviously not normal. For 4 XP, the character can no longer enjoy physical sensations as he once did. The character fails all Awareness rolls based on touch and also can take no pleasure from any sensations based on touch. For 8 XP, a novas skin might be harmful to the touch, causing (Quantum + Permanent Taint) Bashing damage per minute of contact. For 10 XP, contact with the skin deals (Quantum + Permanent Taint) Lethal damage per combat round of contact. Although certainly useful in combat, this tends to put a damper on ones love life, ability to sleep in normal beds, and handle any equipment that isnt custom-made. Obviously, characters without quantum or permanent taint may not purchase the 8 or 10 XP versions. Low Pain Threshold (2, 4 or 8 XP): A character with Low Pain Tolerance is allergic to fights (they break out in wounds). This often represents a botched attempt at rewiring a persons nervous system to reduce pain or oversensitivity to physical sensation. At 2 XP, the character loses the ability to roll (Stamina + Resistance) or pay Willpower to ignore wound penalties and increases all wound penalties by 1. At 4 XP, a character gains all the effects of the 1 point flaw, but also increases all wound penalties by an additional point. At 8 XP, a character doubles base wound penalties (so the character has -2, -4, -8, and -10 health levels instead of -0, -1, -2, and -4). Mayfly Curse (2-8 XP): The character follows the mantra A brief fire burns brightly. He has to, because the character has an extremely short lifespan. At 2 XP, the character has (Stamina) years of healthy life remaining, which may only be extended by increasing Stamina. At 4 XP, the character has (Stamina x 6) months of healthy life remaining. At 8 XP, the character is going to die very quickly and has (Stamina) months of healthy life remaining. Past that, the character permanently loses 1 dot from his physical attributes per day, dying when any physical attribute reaches 0. This (as with any other flaws involving short life) should not be allowed for player characters without good reason (player characters shouldnt be d ying of old age, after all) and is mostly here to stat up flawed clones and other NPCs. However, it could be an interesting plot hook. Mute (3 XP): The character cannot speak. This is often caused by a birth defect, physical trauma or vocal experiments. Traumatic events can trigger it, too. Mute novas tend to have some other means of communication on which they frequently rely; so much so that they no longer miss the ability to speak. Obvious Enhancements (2 or 4 XP): Most Augmentations (outside of things such as size and extra limbs, or those noted to have obvious external changes) are assumed to be hidden, or at least difficult to notice, while not in use. A character with this aberration cannot hide their superhuman capabilities short of covering their entire body. The character may have sleek black plastic-and-metal cyberlimbs for enhanced Strength and Dexterity, obvious organic circuitry tattoos to enhance her Intelligence and Wits, and dangerouslooking bulges where implanted weapons are, constant energy discharges crackling from her body that are focused for her Quantum Bolt, and so on. However it manifests, her powers and Augmentations are completely obvious and with a single glance any character can figure out what powers and augmen-

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tations she possesses. At 2 XP, this only affects a novas Augmentations or Quantum Powers and Mega-Attributes, choose one category. The other category is still hidden and may be used to surprise someone. At 4 XP, this affects a nonnovas Augmentations, or any Augmentations, Mega-Attributes, and powers a nova has. Second Self (2, 6, or 8 XP): One or more other bodies begin to sprout from the characters body. Often the extra bodies are limited to just faces - a face on the side of the characters head, in his chest, in his stomach or on his thigh. But in some cases more body parts, such as shoulders or limbs, emerge. This aberration seems to be more common among characters with powers such as Telepathy, though no one has offered a convincing explanation as to why. At 2 XP, the limbs are merely vestigial, and of little or no use to the character. At least they dont act up. At 6 XP, the second self is horrifying, but benign. It might occasionally move on its own, or even speak nonsense, but it is usually not much trouble. At 8 XP, the second self is the stuff of nightmares. Mouths that speak your deepest secrets, arms that try to strangle you in your sleep, or legs that kick loved ones when they draw near. Sensitive (3 XP): One of the characters senses becomes abnormally sensitive to overstimulation. The character suffers a +1 or greater difficulty modifier in circumstances where that sense is overloaded, such as a character with sensitive hearing dealing with a crowded city street at rush hour or a character with sensitive smell in a landfill. In some cases, the character may have to make a Willpower roll in order to overcome the sensory overload and act at all, such as the character with sensitive hearing at a rock concert or a character with sensitive taste sampling a particularly exquisite chocolate. Alternately, the character might become sensitive to pain, similar to the Low Pain Threshold Flaw. Note that although this aberration is most common in characters with Mega-Perception, it is not a prerequisite, and the character gains no benefit to Perception rolls for being sensitive. Characters with psychic abilities can also have this aberration, to reflect the effects of overwhelming psychic input, like a telepathic character overwhelmed by crowds or hostile emotions. Sensory Dysfunction (1-6 XP): The character loses the use of one sense, most commonly his sight or hearing. Taste or Touch are worth 2 XP; Smell is worth 4 XP; Sight or Hearing is worth 6 XP. The character can use sensory powers like Mega-Perception and ESP to partially compensate for these deficiencies. Make a roll for the sensory power, then perform the task normally at +5 difficulty. For every success over the sensory powers required difficulty, subtract one from the +5 penalty. If the sense is simply weak, as opposed to nonfunctional, then the sense can be used as normal, but with a +2 difficulty penalty on all related rolls. A weak sense is worth 1 XP less than its nonfunctional counterpart. Sloughed Flesh (5 XP): The characters skin and flesh no longer sit right on his bones. He looks as if he were made of wax and left too close to the fire - he seems slightly melted or askew, with skin and flesh bunched up where it should be thin, and paper-thin where it should rest thick on the skeleton. The characters Appearance is 0 whenever physical attractiveness might be a factor, and any rolls which may are significantly influenced by physical beauty are at +4 difficulty. Slow (2 XP): Although not actually crippled, the character moves slowly. This is often a side-effect of certain cybernetic implants or natural armor developed via Augmentation. However, it may also be due to simply being fat or having bad feet. Whatever the case, the character moves at one-half normal movement rate. Unearthly Beauty (1 XP): The character is the paragon of handsomeness (or beauty, as the case may be). His hair is always perfect, his muscles show just the right amount of definition, his teeth are straight and white, his eyes a fascinating color, his build perfect, and it seems as if theres not an ounce of fat on him. In fact, hes just too perfect - its eerie and disturbing. Even other beautiful people seem uneasy around him, sometimes expressing their unease through vicious jealousy, envy, barbed humor or the like. The character may be at +1 difficulty to social rolls which are adversely affected by such a disturbing appearance. Unhealing (2-8 XP): A character with the Unhealing aberration does not heal some (or all!) injuries without assistance. If the character has a power that allows them to ignore most of these limitations, such as Quantum Vampire or Healing, Unhealing halves its value. At 2 XP, the character may still heal most damage, but requires assistance to heal -2 health levels or below. The character gains 4 XP if she needs help to heal -1 health levels, and 8 XP if the character cannot heal. Upon gaining this aberration the character should define the specific Ability which repairs the character, such as Engineering for a full-conversion cyborg or Art (Sewing) for a Frankenstinian Monster. Repairs are done at the difficulty of the highest wound penalty taken (so if the character is down to her -4 health levels, the repairs are +4 difficulty), take 8 hours of work per roll, and restore 1 health level per success. And, of course, the character is extremely vulnerable to being attacked when half-disassembled Vulnerable (6 or 12 XP): A Vulnerable character is extremely fragile. At the 6 XP level, the character adds +1d to the damage of any attacks that penetrate his soak. At the 12 XP level, the character also loses 1 of each health level besides the Incapacitated level (the character's normal health track is now 1 x -1/1 x -2/Incapacitated).

Mental Aberrations
In many cases, a character has to resist the impulses of a mental aberration. This requires a Willpower roll at standard difficulty, subtracting the characters permanent Taint rating from the Willpower pool before rolling. If this reduces the characters Willpower pool to 0, the character must spend a Willpower point in order to resist the urge to give in to the aberration. If the character has no Willpower left, he is at the mercy of his mental aberrations and his Nature. The Mental Aberrations of novas sometimes boggle the minds of psychologists because they do not always correspond to sciences understanding of the brain. In other words, novas frequently develop actual cases of Hollywood-style mental disorders; conditions which do not actually exist, or at least do not exist in the way that pop culture portrays them. Psychologists speculate that the development of these bizarre mental conditions occurs for the same reason that novas are able to defy physics: That is to say, they dont know. Absent-Minded (3 XP): The character has difficulty remembering things. The Storyteller can require an lntelligence roll at any time to see if a character remembers a particular fact, appointment, duty or such. The Storyteller can also spring surprise events on the character from time to time, which the character knew but forgot about.

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Addiction/Compulsion (3 or 5 XP): You are driven to use some substance (addiction) or engage in some action (compulsion). For each 24 hours after the first 24 where you fail to satisfy your craving, you suffer +1 to all of your difficulties. This continues until you satisfy your addiction (so going cold turkey for four days imposes a +3 difficulty penalty). This aberration is worth 3 XP if the addiction/compulsion is something legal, like cigarettes, alcohol, sex or the like. Its worth 5 XP if the character is addicted to something illegal or hard to get, like Amp Wells, soma or murder. Note that novas are generally immune to most addictive drugs used by baselines, like cocaine and heroin. Soma is one of the few substances a nova can get high on. Nova characters can also be addicted to using their powers. This is a legal addiction for most powers: the nova is simply addicted to the high of being able to fly, shapeshift or whatever, thou gh this makes the nova poorly suited for covert missions. lllegal power addictions include abilities that affect other people, like Domination, Hypnosis, Quantum Leech and Telepathy. Amnesia (5 XP): The character has no memory of a significant part of his past, or perhaps his entire history. Attempts to recall anything related to his past result in mental anguish. Even if forced to confront the past, the character will be unable to process it, and will forget anything about it again in short order. Some novas have been known to suffer amnesia as a result of a particularly traumatic eruption, giving them the sensation of being reborn as a nova, with their memories and experience a blank slate. Note that this aberration is appropriate only when the forgotten memories are a major issue for the character. Forgetting the events of a car crash would be inconsequential (at least for this aberration) unless something profoundly important happened at that time. Bipolar Disorder (5 XP): Also known as ManicDepressive Disorder. The character goes from periods of extreme lethargy, apathy and depression to manic bursts of energy and frantic activity. The Storyteller determines when an episode of mania or depression comes on. Combat Paralysis (4 XP): The character freezes up when entering combat. This is usually do to psychological trauma, but might also represent a glitch in an internal computer. However, sometimes the disturbing truth (with novas) is that the character is pausing to contemplate how much pain she can inflict in the shortest amount of time. You tend to freeze up in combat situations, either due to inexperience, previous trauma or simple fear. Roll two dice for Initiative and take the lowest result. Enhancements to your Initiative still apply. Combat Stress (6 XP): A character with this aberration is constantly in a fight-or-flight state of mind. In other words, she is constantly wired. Whenever something possibly threatening happens (fireworks, a kid jumping out of a dark alley, someone pointing something at the character), she must make an Awareness roll at +1 difficulty (before any other modifiers, such as poor lighting are factored in) or immediately initiate combat, whether by attacking or by running for cover. If the character is threatened, she must succeed on a +3 difficulty Willpower roll or attack if possible. This may result from Taint or augmentation surgery but is far more common in military veterans with psychological issues from seeing too much combat. Costume Fetish (1 XP): The character has 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 its odd, and the character tends to wear it even under the most inappropriate circumstances. This can impose a +1 or greater difficulty on Social rolls and may be a serious faux pas in some situations. It also makes the character stand out in a crowd and makes her a less than ideal candidate for subtle and covert activities. The player can spend a Willpower point for her character to dress normally for a scene, but the character doesnt like it (as is likely to tell just about everyone). This aberration is developed almost exclusively by novas, and is sometimes a symptom of a far greater derangement. Such novas tend to feel detached when not in costume, coming to think of their costumed identity as their true selves, and their out-of-costume identity as the costume. Delusions (3, 6 or 12 XP): The character has hallucinations, or comes to incorrect conclusions about things with no basis in fact. For example, a character might see images of spiritual figures, hear the voices of guides and come to the conclusion that his powers are spiritual in nature (either as a curse or a blessing). A character might come to believe her powers are magical or supernatural, that she is a reincarnation of some historical or mythic figure, that she is a character in a comic book or television show or just about anything else. Delusions usually start out small and become increasingly irrational (as the characters Taint increases or he continues enhancing herself), but they may spring full-blown from the characters twisted mind. Storytellers are encouraged to come up with interesting delusions, and players are encouraged to roleplay them accordingly. At 3 XP, the delusions are troublesome and embarrassing, but not dangerous. The character might believe the planets are alive and actually battling each other or that some demonstrably historical event never occurred. She might be narcissistic, believing she is incapable of error. At 6 XP, the delusion is creepy and has an effect on the characters daily life and interactions with others. She might believe that all redheads are aliens here to conquer the planet or that god will protect her from any and all harm. At 12 XP, the characters delusion is dangerous and all-consuming. The character might believe herself to be a god or demon, here to rule or destroy all of creation. Delusions of this kind are especially horrifying when developed by novas, as they may have the power to back up their delusion. Dependence (3-13 XP): The character requires a particular substance in order to live. If the character cannot get a regular intake of the substance, she will deteriorate and eventually die. For normal baselines, this might be medication, such as insulin. For Enhanced humans, this often takes the form of anti-rejection drugs. For novas, this could be just about anything, including blood, aquatic environments or soma. The value of this aberration depends on the following factors: the rarity of the substance and the frequency with which it must be consumed. Rarity of Substance Value Common (water) 3 XP Uncommon (chlorophyll or 5 XP silver) Rare/Illegal (plutonium or 7 XP soma) Required Frequency of Additional Value Intake Every 24 hours No adjustment Every 8 hours +2 XP Every 4 hours +3 XP Every hour +4 XP Additional Factors Additional Value

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Damage is Lethal instead +2 XP of Bashing The character suffers one Health Level of the appropriate damage type (usually Bashing) for every period of intake that she misses. This damage is unsoakable and cannot be healed until the character receives her next dose. Dissociative Identity Disorder (7 XP): This aberration causes the characters personality to break into distinct parts, each with its own Personality and identity. A character may be a classical split personality with two identities, or there may be dozens of personalities. Usually, the personality with the most appropriate Nature to deal with a situation is dominant at any given time, but personalities can sometimes switch for no apparent reason. The character can make a Willpower roll to avoid such a change. Novas often develop splits between their nova and human natures, having a character and human identity that know nothing of each other. Novas with the Clone power may find their clones taking on individual identities, with personalities (and agendas) of their own. Novas with Quantum Construct sometimes find their creatures taking on a life of their own, while novas with Homunculus may manifest a war between their personalities as a true separation into individual beings. Easily Overwhelmed (3 XP): The character needs a quiet, stable environment in order to function properly. Chaotic situations, like gunfights or large parties, turn her into a nervous wreck. She suffers a difficulty modifier of +1 to +3 in such conditions, determined by the Storyteller. A character with this Aberration cannot have the Concentration Merit. This Aberration is most common among novas with Mega-Perception or baselines with sensory improvements, whose enhanced senses are more easily overloaded by chaotic conditions. Flashbacks (4 XP): The character has some traumatic experience in your past that she sometimes recalls with terrifying clarity. Whenever she is in a situation similar to that experience, she must make a Willpower roll at +1 difficulty to avoid being overwhelmed by memories of it. She tends to mistake people, places and things for similar things in her memory and may act on those erroneous conclusions. If she botches the Willpower roll, she become almost catatonic, entirely lost in her recollections. She can spend a point of Willpower to ignore the effects of this aberration for one scene. Insomnia (3 XP): Some people cannot sleep until their bodies literally pass out from exhaustion. Insomniacs cannot fall asleep for a number of days equal to their Stamina or Willpower, whichever is greater, during which they suffer penalties for fatigue. Masochism (2 XP): The character derives pleasure from feeling pain and humiliation. The character still suffers penalties for injuries, but often because hes too busy enjoying them. The character tends to seek out opportunities to feel pain, whether dangerous assignments or dangerous liaisons with a willing partner. This aberration most often shows up among characters with protective powers like Mega-Stamina and Armor. Sometimes pain is the only sensation the character can really feel enough to enjoy. Prejudiced (2 XP): The character has an unflinchingly narrow view of a certain category of people. The bias may be positive, but it is usually negative, and in either case is unrealistic. The characters opinion cannot be changed, even with damning evidence (theres always outliers, the exception that proves the rule), and the prejudiced group would feel insulted by the stereotype. Narcolepsy (3 XP): The character suffers frequent sleep attacks during the day, making regular activity difficult: she probably shouldnt drive a car or do anything else requiring constant focus. Obsession (3 XP): The character is fascinated with a particular person, place or behavior and do everything she can to satisfy her interest. If she is obsessed with a person, she spends all her available time with them and learns all she can about them (shes basically a stalker, whether or not she means any harm). If shes obsessed with a place, she spends all her time there, and shes very reluctant to leave. Obsessive/Compulsive Disorder (2 or 5 XP): The character is unable to resist a certain urge. This urge may cause her to perform ludicrous tasks or speak absolute perfection in every detail. You may spend a Willpower point to overcome your obsession for one scene. Works as the Addiction/Compulsion Flaw. At 2 XP, the disorder is annoying, but not usually a major inconvenience. The character might always check every door five times to make sure it is locked or feels compelled to avoid walking on cracks. At 5 XP, the characters life is noticeably impeded by the disorder on a regular basis. She might clean her hands every time she touches something (washing them until theyre raw), restart a sentence every time she fails to speak perfectly, or cannot leave a room unless every chair is perfectly straight. Overconfidence (2 XP): The character has a tendency to overestimate his own abilities or underestimate a situation. This is especially common with novas possessing Mega-Attributes. They really are better-equipped to handle situations, and so may push themselves into ever-moredangerous situations. Even if they are defeated, some such novas never learn, assuming it was a fluke, cheating, or even believing they really did eke out victory. In any situation where an assessment of your abilities is a factor, the Storyteller will tend to exaggerate them (He doesnt look so tough to you, or Youve seen this kind of security system before, and theyre easy, for example). You must also make a Willpower roll at +1 difficulty to back down from a direct challenge to your abilities. You can spend a Willpower point to ignore this Aberration for one scene. Overconfidence tends to develop into Delusion, particularly narcissism. Paranoia (8 XP): The character becomes increasingly convinced that others are out to get her and sees plots and conspiracies everywhere. The character has to make a Willpower roll to avoid overreacting to any suspicious things she notices. She tends to keep secrets and doesnt trust anyone completely. lronically, paranoid characters often find themselves involved in just the sort of conspiracies they imagine. In the world of Aberrant, just because youre paranoid doesnt mean theyre not out to get you! Sadism (2 XP): The character derives pleasure from inflicting pain and degradation on others. This may start out with willing partners, but the character must also make Willpower rolls to avoid giving in to the need to inflict pain even in inappropriate circumstances. The character tortures people to get information from them (and eventually, for simple amusement) and is generally cruel and sadistic. This aberration will almost certainly ruin a characters reputation if it becomes publicly known and will earn the character few allies, except those of a similar inclination. Schizophrenia (16 XP): Extreme levels of mental aberration can result in total disassociation from reality. A schizophrenic character may be completely delusional, no

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longer interacting with the real world at all. The character is lost in an (often incoherent) fantasy world of her own making and must succeed on a Willpower roll in order to overcome her delusions and act normally, even for a short period of time. A schizophrenic character might become catatonic, completely lost in the world within her own mind (although still able to influence things using certain powers), or she might continue to function physically but behave very erratically. The details of the characters delusions are left up the Storyteller and the player. Schizophrenia is an extremely debilitating condition, which normally makes characters unplayable. Players wishing to portray a schizophrenic need a plan to compensate for the numerous disadvantages of this condition. Seizures (8 XP): The character is prone to seizures similar to epilepsy under stressful conditions. The seizure effectively renders the character helpless for 10 turns, minus one turn for each success rolled using Willpower (modified by Taint). A botch on the Willpower roll also does a health level of Bashing damage to the character from his convulsions (which can also do considerable damage, if the character happens to have Mega-Strength). The character can spend a Willpower point to gain an automatic success on the Willpower roll. Speech Impediment (2 XP): The character is unable to speak clearly, especially under stress. She may stutter, stammer or lisp. Listeners must make a Perception + Willpower roll to understand what shes saying under stressful circumstances. The player can spend a Willpower point to overcome this Aberration and speak clearly for one scene. Submissive (3 or 6 XP): The character is psychologically incapable of taking charge, engaging in violence, or even being aggressive. At 3 XP, the character suffers a +1 difficulty penalty to resist Sway attempts. Also, the character must spend a Willpower point in order to initiate combat, although she can fight to defend herself and others. At 6 XP, the character suffers a +2 difficulty penalty to resist Sway attempts The character must spend a Willpower point to be able to fight at all. Trademark (2 XP): You have a particular signature and feel compelled to use it to sign your work. It may be leaving a particular poem or a rose at the feet of a defeated opponent, carving your logo or initials into the nearest wall (or enemy ...) or leaving your vanquished foes without clothes. The key is that the trademark clearly shows you were there and requires some small risk on your part, both the distraction of leaving the trademark and the possibility of it being traced back to you. Storytellers may permit higher values for especially involved or nasty trademarks. You can spend a Willpower point to avoid leaving your trademark when you absolutely have to. Vengeful (4 XP): You dont forgive or forget. In fact, you tend to get mad and then get even - in the nastiest way possible. You have to make a Willpower roll at +1 difficulty to avoid repaying any slight, insult or offense against you in equal, if not greater, measure. This can range from getting in the last jibe to killing someone who tried to kill you (or have you killed). You can spend a Willpower point to ignore a particular offense (although youre still likely to carry a grudge about it).

Quantum Aberrations
Quantum Aberrations are normally associated only with novas. However, even baselines can develop these aberrations, given the appropriate circumstances; constant exposure to high-Taint novas, being subject to certain quantum powers, use of nova-derived drugs, or unethical experiments meant to replicate nova powers. These occurrences are rare, so the following aberrations assume the character is a nova. Anima Banner (1 XP): The novas anima visibly manifests around her when she uses her powers, or even when she doesnt. This anima is a holographic, audial or telepathic manifestation of some object or symbol important to the characters subconscious; for example, a character that identified with a certain card in the Tarot might visibly manifest that symbol when she activates her quantum abilities. The anima has no tangible effect; it is merely a display of quantum energies. Black Thumb (3 XP): The nova radiates a low level of taint at all times, inimical to normal life. Simple plants like grasses and flowers die and shrivel up when the nova touches them, along with simple animal life like insects and other small creatures. If the nova spends a long period of time in a particular area (no more than a 100 or so square meters), it may become completely sterile and blighted. Eufiber Rejection (6 XP): For some reason, you cannot attune to eufiber; in fact, your quantum signature kills eufiber that remains in contact with you for more than an hour. You cannot have the Eufiber merit, and you gain no benefit from eufiber clothing. One of the more troublesome aspects of this Flaw is that you have to wear ordinary clothes, which may be destroyed regularly by your quantum powers. Without attunement, novas with powers like lmmolate, Shapeshift and Sizemorph will have a particularly tough time with this Flaw. Glow (1 XP): This aberration is similar to Energy Emission (see below). The nova is so filled with quantum energies that he cant completely hold them in. He intermittently emits them in a soft glow of some kind, or perhaps crackling sparks or some similar phenomenon. The color and nature of this effect usually depend on the type of powers the nova has manifested, as well as the Storytellers fiendish imagination; it may or may not be attractive. In the dark, the difficulty to hit the nova with an attack is reduced by one. Contagious (6 XP): The novas altered physiology gives off a virus or toxin harmful to baselines. In effect, the nova has an uncontrollable version of the Poison power with a power rating equal to half her permanent Taint (round up) and costing no quantum points. The contagion is harmless to other novas, but baselines may consider the nova a true Typhoid Mary. Dumbo Syndrome (1-12 XP): Named for the Disney cartoon elephant that used a magic feather to fly, the Dumbo Syndrome causes the novas powers to become tied up in some sort of physical object. At 1 XP, the talisman is portable and easily protected, such as a magic ring or a childhood toy. At 2 XP, the talisman is either difficult to carry, clearly the source of the novas power, or expendable (but can be replaced in a timely fashion). This includes large instruments, staves that crackle and glow with arcane energy, and the ina-

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bility to use powers unless smoking recently hand-rolled cigarettes. At 3 XP, the novas power is tied to a specific location, like the synagogue of her home town or a forest that she protects from loggers. The nova pays the base cost if this only affects one of her powers or Mega-Attributes, double cost if it affects an entire category (all powers, all Mega-Attributes), and quadruple cost if it affects all quantum powers and Mega-Attributes. This effect is completely psychosomatic but no less real because of it. If the nova loses the object, she may either seek a replacement or pay off the aberration with XP. If gained from Taint, the nova may not buy it off, although it may be exchanged with aberrations of equivalent value. Energy Emission (2-6 XP): The novas ability to control the awesome energies coursing through his body has been compromised. He constantly gives off small sparks of energy, which may pose a danger to people and objects around him. The nature of the emissions depends upon the novas powers. For example, a nova with flame powers might emit tiny sparks of fire from his pores, or lavalike blood may drip down his body. At 2 XP, the effect is largely cosmetic. It deals only minor damage (although it certainly is uncomfortable for anyone nearby), dealing at most 1L damage to anyone in touch range for more than a few combat rounds (2-5). At 4 XP, the effect is more pronounced, dealing 4L damage per turn to everything within 1 meter. At 6 XP, the effect deals 6L damage per turn to everything within (Quantum) meters. Dependent on the type of energy, it may also have other consequences, like causing metal objects to stick to the nova (magnetism), setting nearby things on fire (fire or heat), or shorting out electronics the nova attempts to use (electricity). The ST is the final arbiter of what emitting a certain form of energy does beyond merely dealing damage. Hyde Syndrome (7 XP): You have two forms, a human and a nova form, just like a character with a high Dormancy rating. However, your forms have totally different personalities, and neither remembers what the other experiences - youre like two separate people. In effect, you suffer from a very specific type of Dissociative Identity Disorder (above). Moreover, you have no real control over when you change from one form to the other, just like the Uncontrolled Transformation aberration (above). Novas with Shapeshift and this aberration may have many different forms and personalities! No Quantum Regeneration (10-15 XP): A nova with this aberration lacks the normal capability to regenerate Quantum points. At 8 XP, the nova merely does not gain a constant influx of Quantum points while in a stressful situationshe may still regenerate quantum points via relaxing or resting. At 12 XP, she loses even those sources of regeneration and may only regenerate quantum points in a very specific method (such as only regenerating quantum while eating or when sleeping in a coffin). At 15 XP, she does not regenerate Quantum at all and must suffer temporary Taint or aggravated damage to recharge. Permanent Power (2-12 XP): One of the novas powers with a range of Self gains a duration of Permanent. The power is always active and does not cost the nova any quantum points to use. The drawback is the permanent power may make it difficult for the nova to interact with other people and the environment. The Storyteller is the final judge of whether or not a power sufficiently inconveniences a nova to qualify for this aberration. Powers well suited for this aberration include: Bodymorph, Density Control, Barrier, Immolate and Sizemorph. Other powers may be better suited for the Uncontrollable Power aberration (above). The XP value of the Permanent Power is double the Level of the power. Taint Bleed (12 XP): The novas body gives off taint energies. This affects most living creatures like exposure to radiation (see Radiation) and can also cause areas where the nova spends considerable time to become permanently blighted and sterile. The Taint energies can also cause strange mutations and aberrations to appear in lower-life forms exposed to it, giving the Storyteller an excuse for including weird mutant creatures in a story. A nova with this aberration is likely to become a pariah, exiled from contact with civilization (and most living things). Uncontrollable Power (6 XP): The nova has a power that is not entirely under control. The nova can use the power normally, but it also seems to have a mind of its own, activating under conditions of stress or any other trigger deemed appropriate by the Storyteller. The power uses the novas normal dice pool but adds his permanent Taint in bonus dice to determine its effect. The exact effect of the power depends on the circumstances and the power itself. Uncontrolled Elemental Mastery might cause the nova to raise a devastating storm when angered, while uncontrolled Mentalism might cause the nova to read (or alter) peoples thoughts at random. Uncontrolled Shapeshift may cause the nova to change form at random or based on certain stimuli (like the feelings of people around him). Powers with no dice pool cannot be uncontrollable. Uncontrolled Transformation (4 XP): You have two forms, a human and a nova form, just like a character with a high Dormancy rating, but you are unable to control when you switch from one form to the other. Instead, a particular stimulus causes you to switch forms, such as anger, darkness, moonlight, immersion in water, a particular song and so forth. When you are affected by the stimulus, you change form automatically, unless you spend a Willpower point to avoid it. You must do so each turn or until the stimulus goes away (whichever comes first). Additionally, if your nova forms quantum pool ever reaches 0, you automatically revert back to your human form. Vulnerability (1-16 XP): The novas body becomes so changed that he takes extra damage from a particular type of attack. The effect of any attack or power based on that type of attack is increased by three dice. Vulnerability differs from Allergic Reaction 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 (such as Disintegration) or substance (such as weapons made from silver). The aberration is worth 2 XP for low-level vulnerabilities. The attack inflicts 3 extra dice of damage against the nova before soak Medium-level vulnerabilities are worth 4 XP: they either expand the type of attack (to common attacks like blunt weapons, sharp weapons or energy attacks) or an uncommon/obscure vulnerability does 6 extra dice of damage rather than three. High-level vulnerabilities are worth 6 XP: they are both common and deal 6 extra dice of damage. If the vulnerability increases post-soak damage (and thus means that the nova is extremely fragile against any attack exploiting this Vulnerability), add +2 XP to the value of the Aberration. Double the XP gained if it turns non-aggravated damage aggravated or ignores natural soak altogether. Halve

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the XP if the vulnerability isnt easily researchable or is extremely difficult to get access to-i.e. the nova looks like a werewolf but is actually vulnerable to weapons with wood cores instead of silver. Weakness (1-12 XP): A particular condition or substance causes the novas powers (including Mega -Attributes) to work less effectively, such as a nova whose powers only work at night or in shadow. In the daylight, the nova is significantly weakened. The trigger for the weakness can be virtually anything: light (or lack thereof), music, scents, water, weather and so forth. The Storyteller decides if a particular trigger condition is appropriate At 1 XP, the weakness is rare or unusual, such as a specific song. At 2 XP, the weakness is fairly common, like a certain color. At 3 XP, the weakness is extremely common, like natural light. By default, Weakness reduces effective MegaAttribute and quantum power ratings by 1, to a minimum of 0. Double the cost of this aberration if Weakness halves power and Mega-Attribute ratings (round down), and quadruple it if the nova may not use powers or Mega-Attributes when exposed to the weakness at all.

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NOVA TRAITS
Tiers of Play
The Tier of Play has a strong impact on the kind of game you will be playing in. The difference between a nova built with 15 nova points and a maximum of only one Quantum is significantly different from a game where novas are built with 75 nova points and no maximum. These tiers, however, are only suggestions, and the Storyteller should feel free to adjust the actual values as she sees fit for her game. That said, it is also important that everybody be on the same page: if the Storyteller wants to tell a game about the Mean Streets and the players are expecting to be playing Exemplars, they need to come to an agreement. Ultimately, the final decision belongs to the Storyteller; all player characters should be built based on the same tier. With enough XP, the game will eventually move automatically up to the next tier. Use the following chart to determine when the character achieves the next tier. This chart assumes the character has the equivalent number of nova points spent for the previous tier. For example, assume a character began at tier 3 (45 nova points). Once the character has gained 60 XP, he reaches tier 4. If he then gained 75 more XP, he would reach tier 5. Tier 1 > 2: 30 XP Tier 2 > 3: 45 XP Tier 3 > 4: 60 XP Tier 4 > 5: 75 XP This chart assumes characters are spending XP as efficiently as possible. Players who build their characters more organically may require two or three times more XP to reach the next tier. Regardless of tier, all characters begin with Quantum 1. suited for characters that are regularly involved in global conspiracies, but still sit away from the top of the totem pole.

World Shakers
Like it or not, characters of this tier are under constant scrutiny. Few novas are their equals and everybody wants either their patronage or their destruction. This tier is best suited for characters that mastermind global conspiracies, such as establishing their own country or nova supremacy.

Living Legends
Words fail to describe characters of this power. They might be compared to gods, and that is not idle flattery. Such characters often have dramatic impacts on the world just by existing; when they put their mind to it, there is little they cannot accomplish. This tier is best suited for games where the players literally want to play god or conquer the world.

Eruption
The defining moment of a novas existence is her eruption the moment at which her M-R node turns itself on in response to a stimulus. The circumstances surrounding eruption generally dictate the basic parameters of the characters powers. The player decides the general events surroun ding the eruption: what triggered it, why and what powers it prompted. Novas dont pick their powers like a customer at a tool store (thats the players function). Their powers, and by extension the players choices, are limited by the factors of their Eruption. These factors are a combination of three things: the cause of the eruption, the novas perception of the world (i ncluding himself), and the novas dreams, desires or goals. The irony of eruption is that sometimes these three things are subverted, rather than fulfilled: colloquially, this is known as a Tainted eruption. Although the eruption technically has no mechanical bearing, players must rationalize their powers in a manner related to these factors, both during character creation and actual play.

Mean Streets
The characters are powerful by mortal standards, but their powers probably arent enough to change the world. This tier is best suited for characters whose activities will be limited to a small locale, like a large town or a small city.

Just Your Average God


The characters have significant power and many people would like to use that power for their own ends. They can shape events on a city-wide level if they put their minds to it. This tier is best suited for characters whose activities are centered on a large city or a small region.

Desires
The best known facet of eruption is wish fulfillment. Everybody has something they want: wealth, fame, power, friends, revenge, love, peace, a better body, good looks, smarts, or even just some fashion sense. The act of erupting grants novas their desires. A nova who wants power can now set people on fire with a thought; a 90-pound weakling bulks up to bodybuilder proportions overnight; the ugly girl becomes a super model; the cripple regains his ability to walk (and run faster than any person ever dreamed).

Exemplars
At this tier, characters are well-respected, or feared, in the nova community. People across the globe take notice of novas at this level of power and the characters can expect to be frequently courted, or targeted, by all sides. This tier is best

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Tainted Desires are cruel twists of fate, and the novas suffering from them often snap under the strain of becoming worse while their peers get everything they want. A nova desiring power can only shut down the powers of others; the weakling emaciates others; the ugly girl becomes Lovecraftian; the cripple can only enjoy walking by possessing other peoples minds. va-level conflict; the charged quantum energies activated her own M-R node. Novas who erupt during these conflicts usually gain powers related to quantum in general, or powers similar to people who took part in the conflict. Revelation: The nova just realized she could do things. (This type of eruption is usually accompanied by days of splitting headaches, as the node swells in the forebrain). Threatening Situation: Similar in some ways to an accident, a threatening situation involves the nova erupting during a mugging, war, animal attack or similar event.

Worldview
When a nova erupts, she often finds her beliefs validated. The powers granted by the novas worldview are rarely recognized by the nova herself as being powers, because they always conform to what the nova already believed about the world. A social butterfly finds she really is the most attractive person in the room; a mathematical genius discovers the missing equation that ties everything together; the fitness freak never gets sick, ever, from anything. A Tainted worldview is horrifying to the nova. Her world is turned upside down: the social butterfly now frightens away people, the mathematical genius realizes the world does not conform to the scientific principles hes nearly built a religion around (but rather to some mind-bending abstract principle only he understands), and the fitness freak finds her body now a dessicated (but undying) corpse.

Quantum
Quantum energies flow throughout the universe and all things within it. These energies bind matter together and throw it apart, harmonize energy and disrupt it, and affect all living things every day of their existence. As mystic, even arcane, as this sounds, quantum energies in fact derive from scientific principles - albeit scientific principles of which humans have little understanding at present.

Quantum Theory
A nova, homo sapiens novus, or the New Man is defined by one sole differencethe Mazarin-Rashoud node. What this node does is allow a nova the ability to manipulate the metrics of reality to a fairly arbitrary degree, in theory. Time, space, matter, and energy are all playthings to a theoretically sufficiently powerful nova. Unfortunately, or perhaps fortunately, novas are generally not powerful enough to achieve such wideranging changes. Even for those who are, they are limited by what they believe they can do. A novas ability to control and manipulate quantum energies - and thus, in general, his power is measured by his Quantum Trait. Quantum rates a characters ability to draw on and use the universes quantum energies. Physiologically, this is represented by the gradual growth of the M-R node. This Trait is the primary distinction between novas and ordinary humans. A character with even a low Quantum is pretty powerful; one with a high Quantum - say, 4 or more - can wield powers previously unknown beyond the pages of outrageous fiction. Quantum can reach as high as 10. The default game assumes that only a few shadowy (and perhaps deeply twisted and warped) individuals have displayed abilities that might transcend the level of 5 Quantum. A characters Quantum rating has several different e ffects and provides certain benefits, as follows:

Circumstance
The cause of the novas eruption often provides the nova with powers that are entirely unrelated to the novas long term goals or worldview. The manner of eruption can grant the nova practically any power, but is always tied to the eruptions trigger. Tainted circumstances make survival seem worse than death. The nova might be driven irrevocably mad by a revelation or survive as an undead abomination. Below are the most common ways in which novas erupt. Accident: The node erupts while the nova is caught in a dangerous accident: a fire, a flood, whatever. Some novas have erupted after taking enough damage to kill them; a clinically dead character may suddenly rise Osiris-like from his coma. Deliberate: Some people try to deliberately activate their latent node. They come in two flavors: people who have had genetic testing done, and are certain the node exists; and people who just have faith (such people are often unable or unwilling to get genetic testing for one reason or another fear of registration, for one). Unfortunately, deliberate activation is hit-and-miss. The easiest way to activate the node is through violence, and a persons belief that he will remain unharmed sometimes means the node feels no need to activate. Still, deliberate activation works frequently enough that many people say damn the risks. Emotional Trauma: The character erupts after a particularly traumatic experience. This trauma could be sudden (intense torture, watching a loved one in peril) or gradual (a runaway teenager whos been starving and cold on the streets for days). Excitement: The character erupted during a sudden surge of passion excitement over winning the lottery, a sexual encounter or a sudden discovery. Exposure to Quantum Powers: It has been documented that exposing latent novas to active novas quantum energies occasionally causes the latents to erupt. Perhaps your character was an innocent bystander in the midst of a no-

Appearance
The more Quantum a nova has, whether tainted or not, the less human he looks. Even the weakest nova has almost no body fat or physical imperfections; there is also something ineffable about a nova, a sensation that baselines often associate with awe. As a novas Quantum rises, these qualities magnify, such that high Quantum novas often unintentionally inspire worshipful deference. Others, whether baseline or nova, wont necessarily recognize the nova for what he is just by appearance, and there might not be any physical cues, but its not uncommon for a gut feeling recognition to be correct. The exact effects of Quantum upon a characters appearance depend on the characters powers, the players desires and the Stor ytellers whim.

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On a more subtle level, a novas Quantum Pool affects the characters apparent healthiness . When the Quantum Pool is full or close to it, the nova seems charged - vibrant, excited, vigorous. She may even crackle with energy, glow or otherwise display visible signs of her power. Conversely, a nova whose Quantum Pool is empty or low seems fatigued or drained. She may look completely healthy, but something about her suggests that shes running out of steam.

Benefits
Merely having a Quantum score gives several benefits, some of them quite significant. Some non-nova characters, whose Quantum scores are from artificial methods rather than a true eruption, may lack some, or all, of these benefits, but a character with a Quantum score normally gains the following benefits: Damage Reduction: The character may pay 1 Quantum to negate 1 level of post-soak damage, up to a maximum of his Quantum score. Disease Resistance: The character is significantly more resistant to diseases, toxins, and other chemicals. The character gains an automatic success to rolls made to resist the effects of a drug or disease, and halve the potency of all drugs or diseases that are not Nova-derived (round down, min 0). Durability: The character adds her Quantum rating to her lethal and bashing soak. The character adds half her Quantum rating, rounded down, to her aggravated soak. The character gains a number of additional -0 health levels equal to her Quantum score. Endurance: The character adds her Quantum score as bonus dice for Endurance rolls. Healing: The character heals bashing and lethal damage at double normal speed, may heal aggravated damage without medical care, and may regenerate missing limbs or organs. Strong Self-Will: The character adds her Quantum score as bonus dice for Resistance rolls.

Attunement
As novas gain a greater understanding of quantum energies, so too do they instinctually learn how to sense and control the quantum bonds between themselves and others. If a nova touches an object, she can attune that object to her own quantum signature, effectively treating it as herself for the purpose of her quantum powers To attune herself to an object, the nova spends one turn concentrating. Doing so temporarily invests part of her quantum pool in the object. This effectively lowers the characters quantum pool, so long as she ke eps the quantum points invested. The required investment depends on the size of the object. For any object up to size 0, the nova invests only 1 quantum point. For every other point of size above that, the nova must invest another 1 quantum point. At Sto rytellers discretion, a character may be able to attune a discrete set of objects as one object (a set of clothes, for example; but likely not both the clothes and the sword hanging from the belt). Besides clothing, other common uses for attunement, particularly for more powerful novas, are to attune weapons, vehicles, or even sanctums (!). By far the most common use of attunement is to attune a set of clothes, thus making them shrink or grow as the novas size changes, teleport with the nova, and resist burning if the nova surrounds himself with quantum flames. Attunement provides protection only from the novas own quantum sign ature; in the preceding example, the novas clothes would not be protected if another nova fired a quantum bolt of fire at the attuned clothes, or if someone used mundane fire to set the clothes alight. Once attuned, an object counts as the nova for all intents and purposes related to quantum energies. Therefore, a set of attuned clothing will teleport along with the nova and it wont burst into flames when he uses Immolate on himself. Just as importantly, the object adds the novas Quantum rating to its armor value, as the novas own quantum energies increase the objects durability. This does not make armor provide any additional soak to the nova-it only makes the object more resistant to direct attacks. Because the object acquires the novas quantum si gnature, attuning an object is a great way of fooling another novas senses, even a nova with the Quantum Attunement Enhancement. Divesting the quantum points can be done as a reflexive action, and with no loss for transference. Some novas invest part of their quantum pool in objects for later use, as a trick against people who assume the nova has been truly exhausted. If the object is destroyed, the novas maximum pool regains the lost investment, but the novas current pool does not rise. A nova cannot automatically attune living beings to her quantum signature. To do that, the player must apply the Extended Range extra to a power.

Detection
The nova can concentrate on ambient quantum energies to find especially potent sources of quantum energy. The most common use of this sensitivity is in the detection of invisible, shapeshifted, dormant or otherwise hidden novas. An often overlooked benefit to this heightened sensitivity, however, is the ability to detect other sources of quantum. Thus, a nova may concentrate on his node in an effort to detect a source of power within a Nakato stronghold and thereby discover the yakuza bases hidden sublevel. To detect a quantum source, the nova takes a full turn to concentrate, then the player rolls Perception + Awareness. During this time, it is obvious the nova is concentrating, unless she succeeds on a Wits + Subterfuge roll at a +2 difficulty penalty. Success depends on the source, meaning that the nova might detect some things but not others. Technically, there is no distance limit on Detection, other than the difficulty penalty. If the nova successfully detects a source, she gets an impression of the sources distance and relative strength (weak, similar, stronger). Usually, this enables the nova to pinpoint the source of quantum energy. However, there are exceptions: if the source is invisible or if the area is blanketed with quantum energy, the nova only gets a general impression of the sources location. Every nova has a unique quantum signature, but Detection is not precise enough to discern one signature from another. For that, the Quantum Attunement Enhancement is necessary. Factor Difficulty Modifier

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Distance of source Source is faint Source is a nova Source is a power Source nova is Dormant +1 cumulative for every 10 meters +1 Lower difficulty by sources Quantum Rating Lower difficulty by sources Power Level Increase difficulty by novas Dormancy rating

while Stressed
During stressful situations, like combat, novas can absorb, generate, or otherwise utilize massive amounts of ambient quantum energies. The nova gains a surplus of quantum points. At the beginning of every turn, the nova gains a number of free quantum points as listed in the Stress Quantum Per Turn column on the table, or may pay 1 temporary taint to double that number until the situation passes. The nova continues to accrue this benefit until the situation passes (for example, combat ends).The characters stock of surplus points replenishes itself every turn, and the nova cannot save up points from turn-toturn. Using these quantum points still count against the characters maximum quantum points per round.

Powers
A novas Quantum rating determines the powers to which she has access, and the potency of some of those powers. All quantum powers have a quantum minimum. A novas Quantum Trait must be at least that high in order to a ccess those powers. A nova may not have a Mega-Attribute higher then (Quantum +1) or corresponding Attribute, whichever is lower. Certain Enhancements require Quantum at a certain rating. To raise a quantum powers level above 5, the novas Quantum rating must be above 5. Above 5, quantum po wers levels are capped at the novas Quantum rating. A characters Quantum rating factors into the effects for numerous powers . Quantum might have other effects.

Recharging Quantum Pool


All novas are natural collectors and receptacles of quantum energy. Accordingly, quantum points, once spent, gradually return to a character, in the same way that a tired person regains energy by resting for a while. If a nova is at ease but not completely relaxing (for example, going for a walk, doing some easy paperwork, watching television, talking with friends), he recovers quantum points at the rate of two per hour. If he is completely relaxed (sleeping, just sitting around doing nothing), he recovers quantum points at the rate of four per hour. Novas can safely recover quantum points more quickly in several ways. Some powers, such as Quantum Regeneration, allow a character to recover quantum points very quickly. Also, it is rumored that some drugs or foods allow a nova to boost himself back up to full Quantum Pool level much faster than normal. There are times when a novas Quantum Pool just isnt full enough to get the effect she wants , and safe measures just wont cut it. In this case, novas have several dangerous ways to recover their quantum pool. Supersaturation: The nova can choose to put his body into overdrive, absorbing ambient quantum energies at a rate faster than his body can actually handle: this recharges three quantum points instantly, but the nova acquires 1 temporary Taint. Overclocking: A nova may try to accelerate her natural recovery process. The player must make a Stamina + Quantum roll at a difficulty penalty of one for every quantum point she is trying to recover above her normal rate of recovery. If the roll is successful, the nova regains the quantum points without any problem. If it fails, she acquires one point of temporary Taint. If the player botches the roll, the nova acquires two points of temporary Taint. Dying for Power: A nova may trade health levels for a temporary boost to quantum points. The novas literally burns out her life force to ensure that she accomplishes some task or defeats some enemy. For each health level sacrificed (inflicting one level of Aggravated damage that cannot be prevented by any means), the character gains two temporary quantum points. These quantum points do not count toward the characters maximum quantum pool or Quantum/turn limit. However, these temporary quantum points disappear if they are not spent within three turns.

Quantum Pool
Quantum is used to access the energy necessary to fuel a novas powers. This energy is referred to as the Quantum Pool, and the points in that pool are quantum points (QP). The Quantum Pool dictates the maximum number of quantum points that a novas body can contain under normal circu mstances. Quantum points are spent to activate many nova powers, including certain Enhancements and most Quantum Powers. The size of a characters Quantum Pool is equal to (20 + [Quantum x2]). Thus, a nova with Quantum 3 has a Quantum Pool of 26 (20 + [3 x2]). Each turn, the nova can spend a certain number of points from the quantum pool. The amount depends on the novas Quantum rating. See the accompanying char t for this value.

Spending Quantum Points


Quantum points may be spent or invested for a variety of purposes Most quantum powers cost quantum points every time they are used. This cost is usually equal to the level of the quantum power. Certain Enhancements cost quantum points to use. Quantum points must be invested to attune objects. Quantum points may be necessary to power Devices (see Gadgeteering) A nova can reflexively spend quantum points to reduce incoming damage, after soak, on a 1:1 basis. The type of damage does not matter. If a character has enough quantum points to spend, she can reduce damage to 0.

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The Price of Power
For every dot of Quantum at 5 and higher, the novas Permanent Taint increases by 1. Unfortunately, accessing and manipulating the raw power of the universe isnt health y for the human body. As the nova gains greater control of his power, his body is forced to rapidly evolve to contain and channel the quantum forces. Sadly, this is an imperfect process, which eventually takes its toll on the novas body and mind. Quantum Quantum Power Level MaxMax Quantum Pool/Max Quantum Pool Stress Quantum per Permanent imum per Turn Turn Taint 1 5 22/6 1 +0 2 5 24/8 2 +0 3 5 26/10 3 +0 4 5 28/12 4 +0 5 5 30/20 5 +1 6 6 32/25 5 +2 7 7 34/30 5 +3 8 8 36/35 6 +4 9 9 38/40 6 +5 10 10 40/50 6 +6 In game terms, novas begin acquiring Aberrations at Taint 3. At Taint 3, and every point after, novas acquire a certain amount ofXP which must be immediately spent to buy Aberrations. Note that these values are not cumulative, i.e. when a nova hits Taint 5, he must buy 2 XP worth of Aberrations, not Quantum energies are powerful and, when channeled 6 or 10. by the human mind via the M-R node, often unpredictable as XP may be spent to increase the value of an existing well. Even when novas think they have those energies under Aberration, or convert an existing Aberration into a different full control, often they do not. The growth of an entire new one. Ideally, these should represent the characters aberrations gland - the M-R node - coupled with quantum energies seethevolving so finding a natural progression is encouraged. ing through the body works changes on even the strongest noTaint 0 2 0 XP/level va. And the more powerful a nova gets, the more changed he Taint 3 5 2 XP/level becomes. Taint 6 8 4 XP/level This effect on a nova is represented by Taint. All Taint 9+ 8 XP/level characters start the character-creation process with Taint ratNovas generally have at least 25-50% of their Aberraings of zero. The more points of Taint a character accumulates, tions in mental or quantum aberrations. the stranger and more inhuman he becomes, until he becomes Although aberrations usually arise only from permaan unplayable god/ monster and falls under the Storytellers nent Taint, temporary Taint may inflict temporary mental, quancontrol. Such awesome beings can continue acquiring Taint tum, or occasionally physical aberrations on a character. At 5+ beyond 10, but remain in the Storytellers control. temporary Taint, a character gains another Aberration point unTaint ranges from zero to 10 and has a temporary til she lowers her temporary Taint to a value below 5 by any and permanent track. Temporary Taint is not spent - it is means (this includes gaining 10 temporary Taint and convertgained as the character mishandles his power or tries to chaning it into a point of permanent Taint). nel too much energy. Permanent Taint is a result of the novas Aberrations can be found in the Body Modifications body and mind warping beyond human ken, the tragic side efchapter. fect of channeling energies human beings were not designed See Benefits -> Augmentations for the flip side of this to handle. Drawback. Characters begin the game with zero temporary Taint, Social Issues: Others, whether baseline or nova, but they can acquire permanent Taint during character creation. can sense a novas taint on a subconscious level. At first, this sensation manifests only as a slight sense of unease or eeriness. However, as a nova becomes more tainted, she provokes increasingly drastic reactions: disgust, revulsion, or even Accumulating Taint has many negative effects on nohatred. The most tainted novas may inspire mobs a la Frankvas. Most of them do not appear for a while, meaning a nova enstein that seek the novas death for reasons they cannot v owill often not have a clear picture of how Tainted she is, even if calize; they might not even know she is a nova they just a player does. know she must be ended. Aberrations: The most obvious manifestation of Above and beyond whatever penalties are incurred Taint is in the form of Aberrations. These drawbacks are by aberrations, a nova suffers +1 difficulty on all social rolls for brought on by the novas inability to perfectly control his newevery 2 points of permanent taint (above 2) he or she gains. found godlike power. It may be natural that a nova who beThis applies for all social rolls, including intimidation - the nova lieves his powers are demon-spawned should acquire a deis just so fearsome the opponent is driven catatonic or despermonic claw, but if it comes about as an Aberration, a reasonaately tries to make a stand rather than telling the nova what he ble person would be horrified to find he cannot shut it off. Abor she wants. There is something fundamentally wrong with errations are generally inconvenient, crippling, or both. high-Taint novas that make social interaction difficult. This penalty is waived against 2nd Generation Novas, cancels out

Taint

Drawbacks

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at a 2-1 basis against other novas (1 point of Taint-derived social penalty a nova possesses cancels 2 points of Taint-derived social penalty against that nova), and finally can be reduced by Soothe or other similar Enhancements. Finally, the difficulty penalty caps at the nova's permanent Quantum score. Hightaint low Quantum novas may be horrific monsters, but the inherent wrongness of the novas informational template cant exhibit itself fully. Taint Radiation: At high Taint levels (8+) the nova radiates Taint radiation, which can poison baselines and give Taint to nearby novas. With one scene of constant exposure, a nova or baseline with permanent Taint less than half that of another nova must roll (Stamina + Willpower) at the end of the scene, the difficulty being half the difference between the Taint levels of the two novas (round up). Failure means a nova takes 1 point of temporary Taint +1 point for every 2 points of permanent Taint a nova has above 10, while a baseline gains 1 level of permanent Taint and the advantages and disadvantages of it.

How to Gain Taint


Unfortunately for novas, there are many ways for them to acquire Taint. They walk a razors edge betwee n power and insanity, might and destructive force. There are two types of taint: temporary and permanent taint. Temporary Taint can become permanent Taint, but not vice-versa.

Temporary
A nova may acquire temporary Taint via any of the following means: Dying for Power Desperate novas have a couple options for rapidly recovering their quantum pool, but doing so may give them temporary taint. See Dying for Power for more information. Mental Disorders Some mental disorders, rather than being the result of Taint, actually impose temporary Taint upon a nova. According to recent (and Utopia-censored) psychological research, the mental instability affects the novas quantum processes, gaining strength from them and making the nova more inhuman than ever. Power Maxing When novas overcharge themselves with quantum energy, sometimes the power goes out of control. See Power Maxing for more information. Quantum Powers Certain quantum powers can give novas temporary taint, either because they fail or because they succeed Other Methods There might be other methods of acquiring temporary taint. The Storyteller should use her discretion when deciding whether a situation warrants a point of temporary Taint. Such situations should be rare, reserved for the most impressive and horrifying of circumstances. For example, a character might acquire temporary Taint from surviving a nuclear explosion, absorbing a star for sustenance, ravaging an entire continent with a flesh-eating virus, or altering the course of human history on a whim. Such insane acts may detach a nova from his baseline origins. However, such a step away from humanity should happen perhaps only once per series. The temporary Taint is meant to reinforce the detachment generated by such awesome acts, not punish characters for being awesome.

Benefits
The horrors of taint come with their own little advantages. While not enough to truly offset the drawbacks, they do mean that many heavily-tainted novas have horrifying abilities that their lesser peers cannot access. Some even revel in these horrors, focusing on the glory of taint. Augmentations: As the nova evolves, some of the body modifications he acquires are beneficial mutations. These benefits are usually tied into whatever triggered the increase in taint, and often associated with the negative aberration as well. In game terms, novas begin acquiring Augmentations at Taint 3. At Taint 3, and every point after, novas acquire a certain amount of XP which must be immediately spent to buy Augmentations. Note that these values are not cumulative, i.e. when a nova hits Taint 5, he must buy 2 XP worth of Augmentations, not 6 or 10. XP may be spent to increase the value of an existing Augmentation, or convert an existing Augmentation into a different one. Ideally, these should represent the characters Augmentations improving finding a natural progression is encouraged. Taint 0-2 0 XP/level Taint 3-5 2 XP/level Taint 6-8 4 XP/level Taint 9+ 8 XP/level Augmentations can be found in the Body Modifications chapter. See Drawbacks -> Aberrations for the flip side of this Benefit. Reduced Cost: Voluntarily acquiring permanent Taint during character creation translates into 3 NP per dot of permanent Taint. During actual play, powers can be bought at half cost in exchange for acquiring a point of permanent Taint Transhuman Ascendancy: The quantum energies coursing through the nova mutate her body far past human limits, both for good and for ill. At Taint 4, a nova chooses one attribute. This attribute no longer is capped at 5, and Augmentations which adjust or eliminate this cap are converted back into XP. Every point of Taint above 4 removes the rating cap from an additional attribute.

Permanent
A nova may acquire permanent Taint via any of the following means: Buying Powers or Quantum Tainted Uncontrolled eruptions (and many are) often take an immediate toll on novas, granting them more power than they can control, and mutating their body commensurately. Likewise, some novas either never learn how to properly control their powers development or purposely push themselves hard and fast either for amusement or because they feel it is necessary. This results in a faster progression of power, but is accompanied by an equally rapid growth rate of Taint. See Reduced Cost under Taint -> Benefits for more details. Excessive Temporary Taint If a nova gains 10 temporary Taint points, she immediately trades in those points for a point of permanent Taint. Her temporary Taint track is reset to zero, but she now has an

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extra point of permanent Taint, along with any of the effects that come with the increased rating. Too Much Quantum Quantum represents a basic measure of the novas power, and the more power a nova has, the more tainted he becomes. When a novas Quantum reaches 5, he acquires one point of Taint. Each point of Quantum gained thereafter adds another point of Taint. Such is the price of power. those guys to work for them? They cant all be in it just for the money or the work itself. There is a drug or surgery that can remove Taint. You can find it on the black market. The only problem? It shuts down, sterilizes, or removes the M-R node, meaning the subject becomes a baseline. If a nova lives for a really long time without using any of their powers, eventually their Taint dissipates. Thats why some famous people disappear from history: youll notice people like the Buddha and Jesus disappear at the height of their power. The reason? Too much Taint: they needed to bleed it off. Heck, they might be the same person, just popping up in history, doing great deeds, then disappearing when they need to cool down

How to Lose Taint


The drawbacks of acquiring Taint can be severe. Although some revel in it, most people want to avoid gaining Taint; or if they fail, they want to rid themselves of it as soon as possible. By default, characters cannot lose Taint. However, following are several optional systems for losing Taint.

Temporary
We recommend the Storyteller allow at least one of these following systems for removing temporary Taint: Glitches Instead of acquiring a point of temporary Taint, the character will automatically botch a power-related roll later in the same story, at a time of the Storytellers choosing. This is a player choice, not character choice, and represents the novas powers going on the fritz from overstressing them. Reformatting A nova may attempt to "reformat" their informational template and burn out temporary Taint. This empties the Nova's quantum pool and fills all but his last Incapacitated level with Aggravated damage. In turn, it removes all temporary Taint from the nova's temporary Taint track. Dumping temporary Taint in this fashion is always a spectacle, manifesting in a way which makes "sense" to the Nova. A fire-wielding Nova may self-immolate, a cyberkinetic may seem to fuzz out into static, and so on. Resting Novas may bleed off temporary Taint by relaxing. To properly relax, a nova must go one session or one week of downtime without using powers at more than half strength (including Mega-Attributes). If the character botches any power rolls during this time, the clock resets. After that time, the player may roll Willpower at +1 difficulty. Each net success bleeds off a point of temporary Taint. The Taint Resistant Augmentation (10 XP) With this Augmentation, your body channels quantum energy particularly efficiently, and you are therefore unusually resistant to the effects of taint. A Taint Resistant nova reduces all involuntary gains of temporary Taint (botches, failures, Taint radiation) by 1 (minimum 0). Furthermore, at the end of each story, a Taint Resistant nova loses 1 point of temporary Taint.

Permanent
There exist no publicly known ways of bleeding off permanent Taint. It is rumored that the Teragen have discovered a way to accomplish this feat, but naysayers are quick to point out that many members of Teragen are far more horrific than their non-aligned counterparts. Other, equally far-fetched rumors include: Project Utopia has a cure that it gives only to its best employees. How do you really think they get some of

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MEGA-ATTRIBUTES & ENHANCEMENTS


All novas have the same nine standard Attributes as any other human. However, novas mastery of quantum ene rgies enables their Attributes to go beyond those of mortal men into the realm of the superhuman. These enhanced attributes are known as Mega-Attributes. Like normal Attributes, Mega-Attributes are rated from 1 to 5. However, a Mega-Attribute cannot be rated higher than the novas corresponding Attribute or his Quantum +1, whichever is lower. Possessing a Mega-Attribute gives a nova several benefits. Each dot in a Mega-Attribute counts as two dots of the corresponding Attribute when calculating static values. Also, each dot grants one automatic success to all rolls based on that Attribute. Individual Mega-Attributes sometimes give other benefits at certain levels. 5), and does nothing to cheapen the cost of purchasing an attribute up to 5. This enhancement costs nothing and is always on.

Gifted ([Attribute])
This enhancement decreases the cost of purchasing the attribute governing the Mega-Attribute, reducing the experience cost from (current value x4) to (current value x2). This enhancement costs nothing and is always on.

[Attribute] Specialist
This enhancement allows a nova to count 10s on a roll using the mundane attribute as 2 successes. This enhancement costs nothing and is always on.

Savantism
Some novas have Mega-Attributes which only work in a very narrow manner. These focused Attributes are bought as Level One powers, may not have Enhancements (see below), and only work with a single ability or power. Furthermore, they do not give any of their other bonuses. So for example, buying Focused Mega-Stamina does not grant additional soak, increased healing, or additional health levels, Focused MegaStrength does not provide the bonuses to damage and lifting, etc. Novas may upgrade these Focused Mega-Attributes to full ones via the "upgrading powers" rules.

Unbounded [Attribute]
This enhancement allows a nova to increase a MegaAttribute to a higher rating than the corresponding normal Attribute. However, the nova may not normally use the MegaAttributes full rating, being limited merely to whatever rating she could normally possess. To use the full potential of her Mega-Attribute she must pay 1 Quantum point per dot of Mega-Attribute above her normal Attribute for every use. This Enhancement lasts for one roll.

Enhancements
Enhancements are special Traits associated with Mega-Attributes, representing particular ways that MegaAttribute has developed for her. In a sense, Enhancements are subtle and relatively minor quantum powers (in flavor, if not mechanics). When a nova wishes to activate an Enhancement, assume it costs 1QP unless otherwise stated.

Physical MegaAttributes
Mega-Strength
Mega-Strength is perhaps the best known of the Mega-Attributes. Its certainly the least subtle. Novas with Mega-Strength usually have enormous muscles and a love of showing off what they can do with them. In nova circles, its commonplace to see them tossing cars around, smashing through buildings, picking up ships and crushing guns into paperweights. Each dot in Mega-Strength adds: five automatic successes to rolls involving physical power (lifting, throwing, jumping, etc.), or one automatic success to any other strength-based roll (such as attack rolls) +5d to Strength-based damage rolls

General Enhancements
These are enhancements which can be applied to any Mega-Attribute. They are bought individually.

[Attribute] Paragon
This enhancement decreases the cost of purchasing superhuman attributes for the chosen Mega-Attribute. The effective rating of the attribute for purchasing additional dots is reduced to (current value -5; minimum 1). This only affects the cost of purchasing an attribute above human levels (i.e. above

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[2xMega-Strength] automatic successes to Strengthbased damage rolls One -0 Health Level (being impossibly strong and having your frame reinforced by quantum energies to lift impossible weights provides some minor durability benefits) Additionally, each dot of Mega-Strength multiplies the novas maximum encumbrance and lift. These values are multiplied by (from 1-5 dots respectively) 10/100/250/500/1000. For every dot beyond 5, increase the multiplier by 10. Finally, this enormous strength also enables them to throw objects of weight equal to their base lifting ability, otherwise following the normal rules for throwing. Characters with Mega-Strength 1-3 may throw objects up to Handgun range; characters with Mega-Strength 4-5 may throw objects up to Rifle range.

Cyclone
Weaker foes are as insects to you. When faced with multiple opponents, you see nothing but an endless wave of temporary weapons waiting to be smashed against each other. System: A nova with this Enhancement may pay 1QP after a successful grapple attack, allowing the nova a reflexive Pound attack on the enemy immediately after grabbing her. This Enhancement may be repurchased once, allowing the nova to make multiple grapples and Pounds in one round as long as each attack successfully kills the victim, until the nova either fails to kill a target, does not pay the Enhancement cost, or makes (Mega-Strength + 1) consecutive successful attacks. This Enhancement lasts for a single attack and costs 1QP per attack made.

Mega-Strength and Body Modifications


There are multiple body modifications which increase a characters maximum encumbrance and lifting capability. These modifications do not multiply with each other. A character with Mega-Strength first calculates his lifting capacity and encumbrance modified by Mega-Strength only, then does the same for bonus lifting capacity and encumbrance granted by Body Modifications. The character then totals the two.

Demolition
Novas with Mega-Strength are all capable of doing incredible feats of destruction, but among them, you are an unstoppable wrecking machine whose destructive abilities make wrecking crews green with envy. Novas with this enhancement often barrel through buildings, rip up foundations, and crush tanks with their bare hands. System: Novas with this enhancement add 5 to their attack's AP rating for every dot of Mega-Strength against inanimate objects only, and may ignore Size when attacking inanimate objects, allowing feats such as leveling a house with a single punch or shattering a skyscraper with a well-aimed kick. This enhancement costs 1QP and lasts for one attack.

Mega-Strength Enhancements Cog of War


Your character's biceps are so huge they act as body armor. Novas with this Enhancement are ridiculously muscled to the point where any attack that attempts to hit their vital organs requires shooting through the equivalent of a brick wall. System: The Nova gains an additional (MegaStrength) -0 health levels, adds (Mega-Strength) to Stamina for the purposes of soaking damage and looks more than a little like an overmuscled FPS protagonist or a mitoid. This enhancement costs nothing (but your ability to fit through most doors) and is always on.

Ferocity
Legends and popular culture talk about the capability of old martial arts masters to break through concrete walls or shatter steel with their fists. Any Nova with Mega-Strength can emulate these feats, but a nova with this Enhancement can go one step above, shattering half-meter thick tank armor under karate chops and cutting through powered armor with kitchen knives. System: This Enhancement adds (Mega-Strength) to the armor piercing rating of any unarmed or melee attack, costs nothing, and is always active.

Crush
Mega-Strength is, by itself, deadly to many people most normal humans cant survive blows from someone strong enough to pick up and throw cars. However, novas with this power have refined their ability to use Mega-Strength to kill. They are adept at causing instantaneously lethal wounds, delivering punches powerful and focused enough to go through a body. System: All unarmed damage defaults to Lethal (a character may still choose to do Bashing damage instead). A nova with Crush can pay 1 or more QP to charge up his attack. Doing so adds [1] to the attacks damage per Quantum spent. The nova may continue winding up over the course of multiple turns or pay all of it at once, increasing the damage by up to (Mega-Strength x 2) automatic successes. The character may charge a hand-to-hand attack in conjunction with winding up a Smackdown or Aiming, but must take at least 1 turn to charge an attack up and may not make an unarmed or melee attack while doing so.

Fist of God
Novas with this Enhancement can punch so hard, you'd think you were hit by a nuclear weapon. Prerequisite: Mega-Strength 6, Quantum 6 System: When used, the Nova quadruples the damage automatic successes of any unarmed, melee, or thrown attack he makes, and doubles the base damage dice. This Enhancement may be purchased one more time at Mega-Strength 8+, Quantum 8+, which lets the character ignore Size and quadruples the attacks armor-piercing rating, and a third and final time at Mega-Strength 10, Quantum 10, which allows the Nova to halve enemy soak against unarmed, melee, or thrown attacks (round down) before the attack's armor piercing is applied. This Enhancement costs 3QP to activate and lasts for a single attack.

Hypervelocity
A nova with hypervelocity is rarely without a weapon. The smallest rock becomes a bullet. Some novas with this en-

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hancement also possess high levels of Mega-Dexterity, enabling them to literally throw back the bullets that other people shoot at them, often inflicting more damage than if those bullets had been fired out of a gun. System: The Nova can accelerate a small projectile to up to literally astronomical velocities via muscle power alone, giving the Nova's thrown weapons unbelievable reach and deadliness. Any projectile massing less than (Mega-Strength) kg can be thrown with this enormous velocity. All such projectiles deal Lethal damage, add (Mega-Strength x 2) to their AP, are treated as bullets for dodge/block difficulties due to their immense velocities, and have their range increment increased by 1 level. This Enhancement costs 1QP and lasts for a single attack. half a kilometer vertically, times her number of dots in MegaStrength. Dont forget that such prodigious jumps are essentia lly an uncontrolled form of movement. Once she launches herself, a nova cant deviate from her course, avoid obstacles, or do much to dodge attacks. Unless she has a power that allows her to see for many kilometers, she wont know where shes going to land until it comes into sight and it wont necessarily be a pleasant landing spot. However, as long as the landing is controlled, the nova takes no fall damage no matter the Quantum Leap height. In combat or in a chase, using Quantum Leap allows the character to apply 5 automatic successes per dot of MegaStrength (as if it was a roll based off of raw physical power) to her movement roll. However, in combat, the uncontrolled nature of Quantum Leap prevents the character from seeking cover, evading, or finding an advantageous position-all the character can do is move closer or farther from enemies and the character may not dodge while Quantum Leaping. This enhancement costs 1 Quantum point per jump.

Irresistible Force
Things get out of your way, whether they want to or not. When you apply yourself, very little manages to stay where it is if you think it should be somewhere else. System: This enhancement doesnt make it easier for the nova to attack instead, it makes it harder for others to stay standing if she hits them. Each point of quantum spent adds +2 to the difficulty of the opponents roll to resist knoc kdown when struck by the nova. The enhancement remains in effect for one scene. Outside combat, spend one quantum point to add the novas Quantum rating to Mega-Strength for one scene for feats of sheer brute force: walking through walls, shoving tanks over and the like. The bonus also applies to efforts to resist Immobilize and other powers that try to physically fix the nova in place, but not damage.

Shockwave
A Mega-strong nova with this ability can generate earthquakes at will. If he hits the ground with all his strength, he can create shockwaves that might be more localized than a normal earthquake but are just as dangerous to anyone in the area of effect. System: When a nova uses this enhancement, he strikes the surface hes standing on with the equivalent of a heavy unarmed attack (Strength + 3B damage), dealing half that pre-soak damage, rounded up, to all enemies in contact with the surface. This attack has an Area rating of (MegaStrength) and has an Accuracy of +5. Flying targets are immune. Anyone hit by this attack must make a Strength + Athletics roll at a difficulty of (Mega-Strength + 2) to stay upright. Targets may take extra damage if other objects (such as falling crockery or collapsing tunnels) fall on them. The surface the nova is hitting suffers full damage from the heavy unarmed attack so it isnt a very good idea for a character to use this maneuver when he is on things like aircraft, bridges or boats. Note: Crush may not be used to make damage caused by this enhancement Lethal. This enhancement costs 1 Quantum point per attack, and the nova may make only one Shockwave attack per turn.

Lifter
A Mega-Strong nova with this Enhancement is really strong he makes even other Mega-Strong novas look puny. Hes the guy to call when you need to move something like, say, a mountain. System: The nova can double the amount of weight he can carry for each QP he spends. The increase is exponential (so spending 1 QP doubles the novas max carrying capac ity, spending 2 QP quadruples it, spending 3 QP octuples it, spending 4 QP multiplies it by 16, and so on). This enhancement stays active for one scene or one feat of strength, whichever comes first.

Precision
Through experimentation and an innate sense of your own power, you can inflict just the amount of damage you want when you hit something. System: When the nova inflicts damage, you can choose how many of the rolled successes to apply. This enhancement is always on and costs no quantum to use.

Thrower
Youre better than most novas at using your MegaStrength for throwing things, whether its throug h strength in the particular muscles that throwing uses or the intuitive grasp of how to use what youve got. System: The nova may spend 1 Quantum point to add 1 range increment to all throwing attacks made during the scene.

Quantum Leap
The characters leg muscles are prodigiously strong so much so that she can leap enormous distances. Its 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 Jumping roll allows the nova to leap up to two kilometers horizontally, or

Thunderclap
A nova with this Enhancement can generate a massive shockwave just by bringing her hands together and clapping. The force of the effect is comparable to a concussion grenade, deafening bystanders and shattering glass. System: When a nova uses this enhancement, she makes an Area attack centered around herself with Area (Mega-Strength) that deals (Strength + [Mega-Strength x2])B

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damage. Characters who take 1 or more levels of Bashing damage from the attack must roll Stamina + Resistance at difficulty (novas Mega-Strength) or be deafened. Surgery is required to repair this damage in baselines if they have taken more than (Stamina) levels of damage, but Novas regain their hearing immediately after healing the Bashing damage. Hard targets such as most walls, vehicles or metal objects and extremely soft targets such as cloth are not affected. Only living creatures and relatively brittle or fragile things, such as glass, take the damage. Note: Crush may not be used to make damage caused by this enhancement Lethal. This enhancement stays active for a single attack, and the nova may make only one Thunderclap attack per turn. est of the stealthy, able to walk on dead leaves without making a sound or run through sand without leaving footprints. System: A Catfooted nova does not leave an impression unless she wants to. She can touch objects without leaving fingerprints, walk across ropes without them swaying, and run across mud or water without leaving footprints or ripples. This makes it impossible to trail the nova by tracks. Note that this doesnt stop an object from making noise if destroyed; the nova can step on a loose floorboard without it creaking, but if a twig snaps underfoot, it still makes a noise. This costs 1QP and lasts for a scene.

Enhanced Movement
All Mega-Dextrous novas are fast, but a nova with this enhancement is far faster, capable of achieving sprint speeds equivalent to racecars or helicopters. System: The nova doubles his Mega-Dexterity bonus successes for movement purposes. This enhancement costs 1 quantum to activate for an action.

Mega-Dexterity
Mega-Dexterity is one of the more common MegaAttributes. A Mega-Dextrous nova is faster, more agile and stealthier than normal, and he often has a better reaction time. Mega-Dexterity is especially useful for novas whose powers are not quite so overt or flashy as most. Not only does Mega-Dexterity improve speed and agility, but Mega-Dexterous novas are often incredibly coordinated. Even a single dot of Mega-Dexterity gives effectively perfect ambidexterity, and at 2+ dots a nova may use her feet to do anything her hands can. When a nova with Mega-Dexterity is in combat and another character tries to use a delayed action to interrupt the novas action, the interruption is not automatic. Instead, both characters must make Dexterity rolls; the one with the most successes goes first. If a nova with Mega-Dexterity and a character without it act at the same time, the Mega-dexterous character goes first. If both characters have Mega-Dexterity, the standard rule applies. Also, the nova can dodge bullets or other fast-moving ranged attacks more effectively. Every dot of Mega-Dexterity cancels 1 point of difficulty penalty to evade fast-moving attacks. This means a nova with Mega-Dexterity 2 can dodge bullets as easily as he can dodge thrown rocks, and a MegaDexterity 5 nova can easily dance through laser fire.

Fast Tasks
When its time to clean out the house, strip down and rebuild an engine or knit a sweater, your friends call you. You can do it much faster than they can sometimes literally in the blink of an eye. System: This ability allows a nova to perform tasks at extremely rapid speeds without sacrificing any care or workmanship. On extended rolls which require effort and knowledge, divide the timeframe of a roll by (Mega-Dexterity). Simple tasks such as painting or gardening can be completed in one combat round (three seconds). When Fast Tasks is active, a nova may take advantage of their increased speed, reloading, drawing, or changing ammunition for weapons as a reflexive action. At the Storytellers option, Fast Tasks may turn certain extended rolls into simple rolls. The character must be able to perform the task in question; Fast Tasks does not grant any new or additional skills. For example, a nova who wants to repair engines at superspeed must know the Engineering Ability. Furthermore, the player must make the standard rolls required to accomplish the work Fast Tasks doesnt make the job any easier; it just gets it over with more quickly. Fast Tasks will not help a character perform research more quickly. While it might help him build a laboratory, it would not be of any use while waiting to see if laboratory rats transfer certain genes to their offspring. This enhancement stays active for one scene.

Mega-Dexterity Enhancements Accuracy


Some Mega-Dexterous novas have an uncanny ability to aim attacks and judge how to place their blows for best effect. Certain novas claim that this enhancement is the ultimate in hand-eye coordination, while others speak of mystical forces guiding them. Whatever the reason, anyone whos seen them in combat cant help but admire their ability. System: Accuracy improves the effectiveness of aimed shots, allowing for additional precision. A nova with this Enhancement adds (Mega-Dexterity) to the maximum bonus dice she can gain from aiming, gains 3 additional dice from the first turn of aiming, and aiming increases attack damage as well as accuracy, with each +1 to accuracy from aiming giving +1 to damage as well. This enhancement is always active and requires no QP to use.

Fine Manipulation
You can move your body in very, very precise ways. Your aim never wavers. You can, for example, draw a perfect circle, every time. You unconsciously account for autonomous functions, and adjust accordingly, making it possible to hold a sniper rifle perfectly steady. If you can see what youre doing, you can shift a finger just a fraction of a millimeter and manipulate microscopic objects. System: When resolving microscopic manipulation, the nova must have the means to resolve microscopic distances, like an actual microscope or Electromagnetic Vision. Each dot of Mega-Dexterity increases the precision of the novas movement 10-fold: 1/100th of a centimeter at 1 dot, 1/1000th of a centimeter at 2 dots, and so on. Fine manipulation can en-

Catfooted
In a dangerous world, sometimes its the unobtrusive person who survives the longest and gets the most accomplished. A nova with this Mega-Dexterity ability is the stealthi-

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hance tasks like watchmaking, lockpicking, extreme-range sniping, and computer repair. The nova adds (Mega-Dexterity) dice to rolls where fine manipulation is important. The nova is furthermore always considered to have tools for such fine manipulation. This enhancement is always active and requires no QP to use.

Quantum Tunneling
A nova with this enhancement may take advantage of quantum tunneling on a macroscopic level, phasing through seemingly impassible barriers. Prerequisite: Mega-Dexterity 6, Quantum 6 System: This enhancement allows a nova to ignore barriers and escape any restraint short of being buried meters deep without a roll or even an action. Because this is a form of locational indeterminacy, not teleportation or density decreasing, a nova may not use this to bypass the armor on a vehicle or person, and may only use it to surmount barriers or escape from restraints. This enhancement costs 1QP per use.

Freeflow
Human traceurs can do feats of acrobatics that seem impossible to the untrained eye. Mega-Dextrous novas can trivially match human traceurs. Nova traceurs can do feats of acrobatics that are impossible, even for Mega-Dextrous novas, making obstacles to human locomotion utterly irrelevant. System: When this enhancement is activated, the nova may jump extremely high (multiply jump distances by Mega-Dexterity + 1), may run across any surface (including vertical surfaces and the surface of a liquid such as water, walls, or ceilings), takes no damage from moving over dangerous surfaces (such as acid or lava), and suffers no damage from falls. The net result of these enhancements is that the nova also reduces any difficult terrain penalties in combat or chases by (Mega-Dexterity). This enhancement costs 1QP and lasts for a scene.

Rapid Strike
A nova with this enhancement can deliver a blur of rapid-fire attacks to a single target. While the individual blows are not any more powerful than an ordinary strike, they strike so fast and furious that the cumulative effect is much more powerful. System: A character with this Enhancement adds (+Mega-Dexterity) to either the accuracy or the damage of a close combat attack. This function of the Enhancement costs 1 Quantum per action to use. In addition, the character may unleash a fusillade of thousands of rapid-fire blows as an attack, giving the character an effective Mega-Strength score of his Mega-Dexterity for damage only for that one attack. This fusillade may not be part of a multiple action and costs 1 Quantum point to unleash.

Perfect Balance
The nova has no problem standing, walking or even driving a motorcycle over ice or other treacherous surfaces. Log-rolling, surfing, running along the top of a moving train, bouncing along a tightrope and walking along a buildings icy ledge are all simple feats for novas with this enhancement. The nova feels and adjusts for tiny shifts in his balance and momentum with such precision that he has no problem keeping his feet. Novas with this enhancement will also invariably land on their feet if dropped from any height over three feet or if something sweeps their feet out from under them. System: The nova automatically maintains perfect balance and does not need to roll to keep her balance. Only in extraordinary circumstances (such as balancing on a greased tightrope while in a hurricane), the Storyteller may require the player to spend a QP to keep his feet. This enhancement costs no QP to use and is always on.

Ten Thousand Weapons


Movies are chock-full of characters improvising weapons from everyday objects, like martial artists fighting with chopsticks, Arnold Schwarzenegger defeating soldiers with gardening implements, or Jason Bourne stabbing someone with a pen. A Nova with this Enhancement can go beyond that and improvise weapons from the most implausible objects. Cutting someone in half with a sheet of paper, breaking someones bones with a thrown pillow, or killing people with their own fingernails are all possible for a nova with this Enhancement. System: A character with this Enhancement may treat any object, no matter how unsuited for use as a weapon, as an improvised melee weapon as having these statistics: Accuracy +1, Defense +1, Damage (Strength +2L) or Damage (Strength + 4B). These weapons may be thrown for the listed damage. Objects with anything resembling a sharp edge or point (letter opener, paperclip, sheet of paper, fingernail) deal Lethal damage, while other objects deal Bashing damage. This Enhancement costs nothing and is always on.

Physical Prodigy
A nova with this ability possesses a certain genius for all physical activities, such as sports or running. Somehow he knows instinctively how to act, what to do and how to position himself for the best results in any given athletic endeavor. Its as if he had the greatest coaches in world history whispering in his ear and giving him tips. System: The character adds a bonus of (MegaDexterity) dice to her athletics ability for all noncombat purposes, can no longer botch Athletics rolls (treating them as simple failures) and automatically succeeds on non-opposed Athletics rolls with a difficulty lower than (Mega-Dexterity + 1). The character does not automatically succeed on dodging, extended rolls, or any actions opposed by another character. Furthermore, the character has an instinctive understanding of the rules of any form of physical sport or game she participates in and never suffers penalties for being unfamiliar with an activity, no matter if shes played it since childhood or has heard of it for the first time literally ten seconds ago. This Enhancement costs nothing and is always on.

Untouchable
A nova with this enhancement is exceedingly fast and difficult to hit, dodging even faster-than-light weapons, nuclear blasts, or other attacks that normally cannot be dodged. Prerequisite: Mega-Dexterity 6, Quantum 6 System: The nova may attempt to dodge any physical attack, including massive area attacks, no matter how improbable. For example, if he were on an island, and a nuke was dropped that would decimate the entire island, activating this enhancement would let him move off of the island, even if he normally could not move that far. This enhancement would

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only be wasted if there were literally no place he could physically go to escape the attack. Also, he never suffers penalties for dodging, no matter how large the area of effect is or the nature of the attack. Furthermore, if the nova fails to dodge an attack, he may pay 1QP to buy an additional point of DV. This enhancement costs 3QP if used to dodge a normally undodgeable attack, plus whatever is spent on failed dodges, and lasts for a single attack. protect the nova from attacks, such as weaponry or a novas flame blasts. Adaptability also protects against airborne and other environmental toxins but does not protect against disease, nor does it protect against deliberate, targeted poisoning. A nova with Adaptability will be unaffected by a planet with an atmosphere made of nerve gas. However, if hit by a gas bomb full of the same substance, or if it was applied by an armor-piercing syringe, Adaptability would provide no protection, as it protects against environmental hazards, not deliberate attacks. Adaptability normally requires no QP and is always on. However, the Storyteller may choose to require QP expenditures under especially harsh conditions, depending on the needs of the game. Any such changes should be consistent. Example: if the Storyteller wants to discourage outer space exploration, she might require 1QP to be spent every round of exposure to the vacuum of space.

Weapons Master
Any Mega-Dexterous nova can handle a weapon better than a baseline. Novas with this enhancement take it to the next level. A nova with this enhancement is an unparalleled master of every weapon, past, present, or future. No matter if its a wooden club or a high-tech plasma cannon, a nova with this Enhancement can use it like a master. System: This enhancement replaces any weapon's RoF with (Mega-Dexterity x2) if the weapon normally fires slower, doubles its Range, and allows a nova to reload a weapon without taking an action. For melee weapons, a nova may increase the maximum Strength a melee weapon can use by (Mega-Dexterity x2). More importantly, all weapons in the nova's hands gain +2 accuracy and +2 damage. This enhancement costs nothing and is always on.

Autonomy
With years of dedicated practice, and massive willpower, some baselines have learned how to do wondrous tasks like slow down their heart rate. They were pretty proud of that. And then they found out there are novas who can completely control their physiology just because. Needless to say, more than a few were jealous. System: The nova can completely control his own nervous system, enabling him to shut off his reflexes, prevent pupil dilation, slow down his heart, or perspire on command, amongst other things. Adjusting his systems nevous system requires a full turn of obvious concentration. This Enhancement may be taken a second time to make the alterations happen reflexively. The exact effects of this Enhancement depend on the situation, and what is being adjusted. As a rule of thumb the Nova may add +(Mega-Stamina) bonus dice to any noncombat roll involving physical activity or resisting environmental conditions if given enough time to optimize his body to the task. This Enhancement costs 1 Quantum point to use and lasts for one roll.

Mega-Stamina
A nova with Mega-Stamina is hardier, more durable and more resistant to injury than your average nova. Although not always as resilient as novas who actually buy defensive powers such as Barrier, novas with Mega-Stamina are still mighty tough. Furthermore, they tend to have a great deal of endurance; its almost impossible to tire them out. Some of them display little need for sleep, staying up for days at a time. Perhaps most importantly of all, a nova with MegaStamina feels very little pain. Regardless of the source injury, disease, accident a nova with Mega-Stamina can shrug off the pain and keep on going. Unconfirmed rumors speak of novas who were so resistant to pain that they didnt feel the effects of injury until their wounds killed them. In game terms, novas with Mega-Stamina gain several benefits. Each dot of Mega-Stamina provides these benefits in addition to the bonuses all Mega-Attributes give to rolls and static values: Doubles the novas lifespan (x2 for M -Sta 1, x4 for MSta 2, x8 for M-Sta 3, etc.) Multiplies the novas healing rate by ([dots in M -Sta +2]) Gives the nova 1x -0, 1x -1, 1x -2, 1x -4, and 1x Incapacitated Health Levels Reduces the novas wound penalties by -1

Blood and Tears


This enhancement allows a nova to pour his life into a goal literally. A nova with this Enhancement can burn her body instead of expending her will, giving her a seemingly infinite supply of resolve as she fights to accomplish her goals. System: The nova may pay 1 Aggravated health level instead of any willpower cost, up to (Mega-Stamina) times a scene. Doing so doubles the benefits of expending Willpower on that action (so if used for automatic successes, add 2 instead of 1, etc.) This enhancement costs nothing and is always on.

Enhancements Adaptability
This enhancement allows the nova to survive nearly any adverse environmental condition. The nova may survive hard vacuum, radioactive wastelands, or the inside of volcanos as easily and comfortably as she survives a warm summer day. System: This Enhancement provides complete protection from any and all environmental conditions , whether its the surface of the sun, hard vacuum, or the bottom of the Marianas Trench. However, Adaptability does not generally

Durability
A nova with this Enhancement is significantly tougher. Although attacks still hurt, her body naturally disperses incoming attacks across a much wider area, turning what would be bullet holes and stab wounds into bruises and laser blasts into sunburns. System: A character with Durability downgrades up to (Mega-Stamina + 1) health levels inflicted on him per attack during each round from Lethal to Bashing or Bashing to Stun, post-soak. Repurchasing this Enhancement allows the charac-

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ter to downgrade damage from Aggravated to Lethal as well. This Enhancement is always on and costs no Quantum points.

Hardbody
This enhancement offers protection of a different sort from Resiliency. Although it doesnt help defend a character against ordinary damage, it allows him to soak certain forms of damage against which he ordinarily would have no protection at all. System: A nova with Hardbody gains a soak score against Aggravated damage equal to his Mega-Stamina. This costs 1QP, but the nova may activate the enhancement reflexively, even while unconscious. This enhancement stays in effect for one turn.

Prerequisites: Mega-Stamina 6, Quantum 6 System: This enhancement allows a nova to reduce all rolled damage after soak, halving the number of health levels filled with Bashing, Lethal, and Aggravated damage resulting from hostile attacks (round final damage up). At Mega-Stamina 8+ and Quantum 8+, the nova may purchase this again, changing the divisor to 3. At MegaStamina 10 and Quantum 10, the nova may purchase this enhancement a third and fourth time. The third repurchase changes the divisor to 4. The fourth repurchase allows a character to pay double its normal activation cost (6 QP) to reduce the damage from an attack, no matter how high, to 1 level after soak. This enhancement costs 3QP to activate and lasts for a single attack.

Health
Your body resists disease, poisons, chemical agents of all sorts and similar complications. System: One level of this enhancement subtracts the novas Mega-Stamina from the Potency rating of any poison, disease or other biological or chemical intrusion, including those caused by quantum powers. If this would reduce the disease or poisons potency below (Mega-Stamina), the nova is automatically immune to it. Two levels allows the nova to selectively apply the reduction for instance, letting alcohol through long enough to get buzzed, then detoxifying when done carousing to become instantly sober. As a final minor perk (although to most characters this is the primary benefit of the Enhancement) the nova is biological immortal-he will live forever (barring violence, accident, or disease) and will not age past his mid-to-late twenties. This Enhancement costs nothing to use and is always on.

Marathon Man
Where other people get tired from repetitive work, you just get warmed up. System: This enhancement allows a nova to reverse difficulty penalties due to fatigue for extended rolls, transforming each +1 difficulty penalty into 1 additional automatic success. Naturally, the player no longer rolls to resist fatigue this Enhancement is active, as fatigue is now beneficial to him. The nova may gain up to a number of bonus successes or dice equal to (Mega-Stamina) per roll. However, this enhancement requires the nova to continuously work on the task at hand; stopping, even for a minute, resets the bonus. This enhancement lasts for a single extended task and costs 1 Quantum Point.

Masochist
Some novas enjoy pain. Others find it a useful tool, focusing on the task at hand, reminding them that no matter how powerful they are, they are still mortal. Novas with this enhancement gain more than psychosomatic pleasure and ephemeral benefits from pain. When they get hurt, they get better at their job. System: A nova with this enhancement reverses all wound penalties, turning them into bonuses instead. This enhancement also overrides Augmentations such as Pain Editor and Aberrations such as Low Pain Tolerance (If a player wishes, they can be converted back into XP or XP debt). This enhancement costs nothing and is always on.

Ill Be Back
Youve been pulverized, vaporized, pulped and di ssolved, but you just wont stay dead. Novas with this Enhancement often seem nearly immortal, surviving far more damage than anyone would expect. System: The nova has (Mega-Stamina x5) additional Incapacitated health levels. These levels may only be filled with damage capable of incapacitating the nova. The health levels of your corpse are also multiplied by (Mega-Stamina +1), although mundane resuscitation techniques will not work beyond the standard track, as the body is beyond the reach of medical science. This enhancement costs nothing and is always on.

Regeneration
This Enhancement allows a nova to heal far faster than any human. Life-threatening wounds can heal in hours, and in stressful situations injuries may fix themselves in a matter of seconds. Even the worst injuries System: A nova with this enhancement may spend QP to instantly heal Bashing and Lethal damage, at the rate of 1QP per health level healed. Doing so is an automatic action, but the nova may heal a maximum number of health levels per turn equal to her Mega-Stamina Rating. Regeneration may not be used in this fashion to heal Aggravated damage. Also, a nova with Regeneration heals (Mega-Stamina +1) levels of Bashing or Lethal damage per hour. Regeneration allows a Nova to regrow missing limbs or organs in (30/MegaStamina) days. Regeneration may be purchased an additional two times. The second purchase doubles its passive out-of-combat healing rates, allows it to function even if the character is Incapacitated, and allows the character to regenerate Aggravated

Immovable Object
When you plant yourself, you dont move unless you want to. Its hard to knock you down or knock you back. System: The character subtracts (Mega-Stamina) from the difficulty of any rolls to resist knockdown or knockback, and adds (Mega-Stamina) to the difficulty of any rolls to move the character against his or her will. This Enhancement costs nothing and is always on.

Indestructible
Some novas are nearly immune to harm. Novas with this Enhancement can face the pinnacles of 20th and 21st century military weapons, and the apex of nova destructive powers and laugh them off.

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damage. Aggravated damage costs 5 Quantum per health level to heal, and out of combat naturally heals at (Mega-Stamina) health levels per day. The third purchase, requiring Quantum 6+ and Mega-Stamina 6+, allows Regeneration to function even after the characters death, healing the character via outof-combat healing rates until the character heals all Dying and Incapacitated health levels. Novas with even one dot of Mega-Perception can focus on and notice everything in their sensory range unless hidden (deliberately or otherwise). This gives them a perfect awareness of fleeting glimpses, objects in his peripheral vision, subtle smells or noises, and all the other sensory impressions people normally filter out. A Mega-Perceptive nova can effectively freeze a particular moment in his mind, allowing him to, for example, read the serial number stamped on a speeding bullet the moment before it hits his mark. Of course, his recall is still limited by his Intelligence, so these impressions will eventually fade, as any other memory would.

Resiliency
Toughened by the rigors of channeling quantum energies, the novas frame is exceptionally resistant to damage. Although he might not be able to bounce a missile off his chest (yet), he can bounce pistol rounds off his eyeballs and the claws of a rabid bear hurts about as much as those of a kitten. And thats before armor or any other extra protection comes i nto play. System: The novas Mega-Stamina rating is doubled for the purposes of calculating soak. This enhancement is always on and costs no QP to activate. Resiliency may be purchased twice. The second purchase triples the novas Mega-Stamina for the purposes of calculating soak.

Mega-Perception Enhancements Achilles Bane


A nova with this enhancement can find and exploit weak points in enemy combatants far better than any baseline can. The subtle flaws in warped space, the weakest chinks in a suit of armor, the subtle flaws in a reinforced wall-to a nova with this Enhancement, all of these might as well announce themselves in glowing red. In fact, for some novas raised on a constant diet of videogames from youth, thats exactly how they see weakpoints. System: The nova adds (Mega-Perception) to the maximum number of successes on an attack roll that apply as extra damage. The nova also reduces an enemys soak, or an objects armor, by (Mega-Perception) to a minimum of 0. For example, a nova with this Enhancement and Mega-Perception 3 could apply up to 8 additional successes on an attack roll as additional damage, rather than only 5, and subtracts 3 from the enemys soak scores. In addition, against powers and conditions which increase the difficulty of attacks, the nova may reduce their difficulty increase by (Mega-Perception), down to a minimum of 0. This enhancement is permanent and always on.

Robust
Novas with this enhancement are particularly adept at taking a terrible beating before showing the least sign of injury. System: The nova gains a duplicate of his basic 7 health levels (1 additional -0, 2 additional -1 and -2, 1 additional -4, and 1 Incapacitated level). This enhancement may be purchased up to (Mega-Stamina) times, costs nothing, and is always on.

Tireless
You can keep going and going. You dont fight off disease or other complications better than anyone else, but your resist fatigue unusually well. A nova with this enhancement could sprint two marathons back to back without even elevating her breathing rate. System: This Enhancement multiplies the length of time a character may spend doing strenuous activity before making a Stamina + Endurance roll by (Mega-Stamina x 2). The character can march or run longer, perform a particular task longer and so on. In addition, the character no longer needs sleep and regains 1 temporary willpower point every 24 hours instead of with a good nights sleep.

Analytic Taste/Touch
There are plenty of gourmets out there who can figure out what spices were used in a particular dish by tasting it. A nova with this power can go them one better. He can detect everything in the food. Give him a casserole, and hell tell you every ingredient in it, as well as how much of each was used. Give him a pretzel, and he can tell you how many grains of salt there are on it. Give him poisoned food, and he will detect the poison as soon as he touches it with his tongue, then spit the food out immediately before the poison can affect him. The characters sense of touch is also enhanced. Everyone knows what a dollar bill feels like its got a unique feeling like no other type of paper. Mix a dollar bill up with a bunch of pieces of newspaper and other papers, and someone can still find it by touch alone. But only a nova with Analytic Touch can tell you without looking whether its a twenty or a c note. A character with this enhancement may use both functions. System: With Analytic Taste, the characters sense of taste is so heightened that he can determine the composition and nature of food he eats, as described previously. This enhancement is most useful for detecting poison or other tampering, but it has other uses as well. If the Storyteller decides that a particular substance is present only in trace quantities, he may require a Perception or Awareness roll to allow the

Mental
Mega-Perception
Scientists theorize that normal humans use only a fraction of their ability to observe things. Ask a normal person to describe what he just walked past, and he probably wont be able to tell you too many details about it, if any. Thats not true of novas with Mega-Perception. They take it all in every detail, every nuance, every little fact. They may not remember them very long (thats a function of Intelligence), but they dont ove rlook things. They make excellent sentinels, guards, detectives and trackers.

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character to detect it. But even in such situations, the character receives a minimum of three extra dice when making any Perception roll based on taste. Furthermore, by flicking his tongue in and out of his mouth in the manner of a snake, the character can halve any penalties relating to darkness, as the character literally tastes vibrations in the air. With Analytic Touch, the characters sense of touch is so heightened that he can differentiate many objects by touch alone. This ability can be extremely useful if the character cannot see. It also provides bonuses in situations where an acute sense of feel would be helpful such as lockpicking or trying to figure out the combination to a safe by feeling the tumblers fall into place. The character receives a minimum of three extra dice when making any Perception roll based on touch. Furthermore, the characters skin is so sensitive tha t he can sense faint air currents, which adds two dice to Awareness skill totals when attempting to detect stealthy opponents like invisible novas. This enhancement is always on and costs no QP to use. rate, respiration, blood-sugar level, and so forth. He also immediately knows when any foreign substance (from drugs and alcohol to viruses and bacteria) enters his body and how his system is reacting to it. He can sense the development of any illness or physical imbalance even before symptoms manifest themselves, down to alterations to his genetics due to radiation, nova powers or some other source. With a successful Medicine roll, the nova can identify the exact condition or foreign substance (if hes already familiar with it). The character always knows his exact Health Level (and how much more damage he can suffer) and his exact level of Temporary and Permanent Taint. In addition to the minor benefits gained, Body Awareness also gives anyone operating on or attempting to treat the nova in question +(Mega-Perception) additional dice to their Medicine rolls as long as the nova has had time to advise the doctor in question (or the nova is treating/diagnosing himself). More critically, when diagnosing or treating a nova with Body Awareness who is capable of giving real-time advice, a doctor can reroll all failed dice in his dice pool once. Rerolled dice which come up as failures may not be further rerolled. This enhancement is always on and costs no quantum points to use.

Blindfighting
Most people are helpless when blind particularly in combat but not this character. Thanks to his enhanced senses, he can perceive where his foes are even when he cannot see them. Some Asian (or Asian-influenced) novas snidely refer to this enhancement as Zen fighting. System: The character is not subject to the difficulty penalty for fighting blind. In some situations, such as those with bad or glaring lighting, he might even be better off to shut his eyes and fight without using his sight. The nova also reduces any difficulties to detect and attack invisible (but not inaudible) opponents by (Mega-Perception). This enhancement costs 1QP and lasts for a scene.

Electromagnetic Vision
By processing and amplifying waves in the middle end of the electromagnetic spectrum (infrared, visible light, ultraviolet), the character provides herself with a number of sensory abilities. System: The character spends 1QP to activate the power for a scene. While doing so, the character adds (MegaPerception +1) dice on any Awareness roll related to vision. Additionally, this enhancement provides a number of benefits. Ultraviolet vision: The character can see in the ultraviolet (UV) spectrum, allowing her to see clea rly and without penalty whenever UV illumination (such as from the sun, moon or stars) is present. Like a cat, she is able to see in conditions of very little light. The character can see as well in darkness as in daylight, provided that there is at least some light (even faint starlight is enough). If she is in total blackness (such as an unlit underground room), she cannot see. Infrared vision: The character is able to see in the infrared (IR) spectrum. Not only can she see anything illum inated by an IR light, she can see the heat given off by living things and hot objects. Hot things appear bright, cool things dark. Visible light attuner: The character can magnify objects in her line of sight, as though she were a high-powered telescopic scope or electron microscope. Usually, novas use this ability to view tiny objects which would ordinarily be beyond the characters range of vision, but it can also help to see objects at a distance. The character can also see distant objects as if they were close up. For each dot of Mega-Perception, the character can magnify distant or tiny images by a factor of 10 (x100 at Mega-Perception 2, x1000 at Mega-Perception 3, etc.) Use of this enhancement negates penalties to see (but not attack) extremely distant objects, and reduces range penalties by 1.

Bloodhound
Like the animal for which it is named, this enhancement allows a nova to track a person by scent. System: The character may make an Awareness roll to follow someone by scent alone. If the scent is particularly strong (for example, the person hasnt bathed in a week), r educe the difficulty by one. If the person being tracked passes through an area with a lot of other scents (like a crowded city street), walks through a stream or does anything else that might confuse or mask his scent, the nova must make another roll at an increased difficulty (+2 or more, usually). If the nova is exposed to a particularly strong odor such as having pepper thrown in her face her Bloodhound ability is temporarily blinded. Until she can get that scent out of her nose, which could take anywhere from a turn to an hour depending on the circumstances, she wont be able to follow any scents. This enhancement is always on and costs no QP to use.

Body Awareness
Everyone is aware of their body to some degree, but novas can be aware of their own physical condition with a precision greater than a battery of sophisticated medical tests. A character with this enhancement is aware of any changes in his physical condition, regardless of the source. System: A nova with Body Awareness instinctively knows everything about his bodys physical condition: heart

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High-End Electromagnetic Scan
The character can transmit and receive waves from the gamma- and x-ray end of the electromagnetic spectrum. This allows him to see through solid objects. System: By spending 1QP, taking an action and making a Perception roll, the character may see through solid objects at a range equal to (Perception x 20). The Storyteller may increase the difficulty to scan through particularly dense objects. Each use of this power lasts for one action to look through a wall, for instance. For 3QP, the enhancement lasts for the scene.

Quantum Attunement
All novas can detect quantum energies, but some have evolved a talent for it. Such novas are the first to know of local novas erupting and are experts at gauging how well others can control quantum forces. System: The nova no longer needs to spend a full turn of concentration in order to detect quantum energies; she does so reflexively. Additionally, the nova gains much more precise information about quantum sources she observes. She can pinpoint these sources and even follow trails of quantum emissions. She can tell roughly how much quantum energy is stored in a person, place or thing; how powerful a nova is compared to her in a relative sense; how Tainted a nova has become. Novas with Quantum Attunement can make an Intelligence + Science: Quantum Mechanics roll to determine the properties and principles of a quantum source. In other words, the nova could tell that the subject is able to fly by manipulating gravitational forces, create icy armor by absorbing radiant heat from the atmosphere, and survive in vacuum because his body is spontaneously adapting to the change. Frequently, the explanations come intuitively; novas trying to comprehend other novas sometimes find their own conclusions Businessarre and it is entirely possible for a source to read as something impossible, like shapeshifting that clearly violates conservation of mass.

Hyperenhanced Hearing
A nova with this enhancement can hear and transmit sounds that are too high- or low-pitched to be audible to the normal human ear, such as dog whistles, radio waves, or security devices that utilize ultrasonic sound. System: The character spends 1QP to activate the power for a scene. While active, the character gains (MegaPerception +1) dice on any Awareness, Intrusion or other appropriate roll related to hearing. Additionally, this enhancement provides a number of benefits: Infra/ultrasonic hearing: Most characters cannot hear infrasonic or ultrasonic sound at all. A nova with this enhancement can, though the Storyteller might require an Awareness roll if the sound is extremely soft or distant just like he would with any normal whisper or distant sound. Sonar: Like a bat, the nova can emit sonar waves which travel away from her, hit objects and bounce back to their source. This sense tells the character where things are, how big they are and other gross physical qualities. On the other hand, sonar does not reveal finer details or visual details, such as the number of fingers on a hand, color, fine texture or print. Sonar works in a 360-degree radius around the character and is sufficiently accurate to allow the character to launch attacks without any loss of dice or other penalties. Sonar can be detected with Radio Scan. Radio scan: The name of this technique is slightly misleading, since it actually allows the character to perceive all wirelessly transmitted communication. The character may also transmit along such wavelengths, though he can transmit voice only. The character may voluntarily shut off the sense (to keep from being inundated with signals). He can also edit out specific frequencies so that he hears only a specific radio broadcast rather than all radio broadcasts, television, and other broadcasts.

Panopticon
The original Panopticon was a prison where its inmates were always visible, having no privacy whatsoever. A nova with this enhancement can do much the same, surveying the area around her with a million different electronic eyes and ears. System: Mega-Perception and its Enhancements normally do not work through electronics such as video cameras or microphones, but this enhancement allows them to do so. The nova may apply her Mega-Perception and MegaPerception Enhancements through electronics, such as using Mega-Perception to see someones face or a blurred license plate clearly through an old CCTV camera or hear footsteps using a cheap microphone. This enhancement costs 1 quantum point to activate and lasts for a scene.

Plasticity
The human mind is remarkably plastic. The blind learn to use hearing and touch to make up for sight, the deaf can learn to read lips instead of hearing speech, and some Mega-Perceptive novas can exceed all of these amazing feats. A nova with this enhancement can see by feeling reflected photons bouncing off her skin, hear by seeing the slight vibrations in the air created by sound waves, smell and taste by chemically analyzing atmospheric composition via sight, feel via the slight sounds made when her fingers touch something, and more. System: A character with this enhancement can substitute one sense for another fully and completely. Disabling a sense (via called shots, gross physical damage, or something as simple as blocking it via a physical object such as a blindfold or earplugs) does not prevent the nova from perceiving the world normally. In addition, being able to see with ones skin and other clever substitutions allow the nova to perceive every-

Move Reading
The nova is instinctively and constantly evaluating nearby people and objects for threatening movements. System: When the nova is attacked, he may reduce any dodge difficulties against fast-moving attacks, speed of light weapons, hidden attackers, or even spread/area attacks by up to (Mega-Perception), down to a minimum of 0. This enhancement costs nothing and is always on.

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thing around her, negating any bonuses attackers may gain for attacking from the flank or rear. This enhancement costs nothing and is always on. processes of comprehension, contemplation and calculation. For those purposes, multiply the novas subjective time by one time category: seconds->minutes->hours->days->weeks>months->years. For categories beyond years, multiply by 10. Furthermore, the nova does not require tools to perform these mental tasks, and reduces any difficulties associated with them by [Mega-Intelligence]. Practically, this means the nova can instantly digest and analyze most information, and at higher levels of Mega-Intelligence can even prove more brilliant than a philosopher who just proposed a theory. After all, the nova may have effectively been considering the subject for a century or more. As a side-effect of this, the nova gains an impressive memory (as he effectively has more time to study the material). However, true Eidetic Memory is its own Enhancement.

That Creepy Feeling


The nova knows when hes being watched, overheard or monitored in any way. System: The nova is always aware of whether he is being monitored whether being watched from the shadows, peered at through binoculars, eavesdropped on from around a corner, or even by ESP/Telepathy. By default, the nova has only a vague sense of how he is being monitored (visually, electronically, telepathically, etc.). By spending 1 QP, the nova gains an intuitive sense of the source of the monitoring, such as which person is monitoring him, where the electronic device is located, or where the telepath is (if in range of any of his senses).

Timeless
Some say that great beauty never fades. Clearly, a nova with this enhancement sees some great beauty in everything, because for a nova with this enhancement, everything is timeless, from the most precious works of art and the longestlasting artifacts to things that degrade nearly instantly such as DNA samples and footprints in snowy fields. Novas with this enhancement are incredible archaeologists and detectives, able to investigate years-old crime scenes as if the crime had just been committed yesterday. System: Normally, the passage of time erases information. Data breaks down, writing fades, DNA degrades. The nova, however, may reduce the effective time passed for the purposes of analyzing something such as a book, a tablet, or a crime scene, reducing the effective time passed by one step from 100,000 years - 10,000 years - millennium - century decade year month day hour minute second per dot of Mega-Perception for gathering information only. However, this does not let the nova actually see into the past, and the nova may not see anything no longer at the scene. So, for example, a nova with this enhancement and Mega-Perception 3 could investigate a years-old murder scene as if it was a few minutes ago, but would not be able to see the face of the murderer, and if anything was ever moved from the scene would not be able to gather clues related to those items. This enhancement costs 1QP and lasts for a single task.

Mega-Intelligence Enhancements Analyze Weakness


Virtually everything every object, every system, every procedure has flaws, weaknesses, and vulnerable points. In many instances these problems are so minor as to be unnoticeable to the average person. A nova with this ability, however, is not the average person. By dint of her vast intellect and analytical prowess, she is able to detect where these weaknesses are, and she knows how to exploit them to her advantage. System: A nova with this enhancement is able to detect weaknesses in objects, systems and procedures. Sometimes this flaw is physical (a place where a crack is likely to develop) and sometimes a less tangible weakness (a part of a security net where protection is lightest), but in either case, the nova can locate the problem. To find and analyze a weakness, the nova must spend an action looking at and considering an object or system. The nova then knows what aspects of it are not as good as they should be; what parts of it are flawed, weak or inefficient; and how the system or procedure could be improved or damaged. The nova gains (Mega-Intelligence) bonus dice for related Ability rolls to affect the object in some way. For example, if a Mega-Intelligence 2 nova analyzes the guard patrols and other security measures protecting a mercenary base in Africa, she gains two extra dice for lntrusion rolls to sneak into that base. If she were trying to get information out of the Federal court system and analyzes that, she would receive two extra dice for her Bureaucracy roll. This analysis costs 1 Quantum point per use and lasts for 1 scene.

Mega-Intelligence
Intelligence, according to some, is the ultimate weapon. If thats the case, a nova with this Mega -Attribute is the ultimate warrior. A character with Mega-lntelligence is intelligent beyond the dreams of even most geniuses. His ability to make deductive leaps from unrelated facts to a conclusion, to solve difficult problems and to analyze situations is nearly unparalleled. In some cases, novas with high Mega-lntelligence ratings have put powerful computers to shame. Like lntelligence itself, Mega-Intelligence mainly represents the quality of a characters thinking processes - how clearly and precisely he can put facts together and draw conclusions from them. However, unlike lntelligence, to a certain extent it also measures the speed at which a character goes through the

Compartmentalized Mind
You can split your conscious thought processes remarkably well. In the face of a physical or mental assault on your thoughts or emotions, you can pull back and protect a portion of your consciousness. System: When subjected to physical or mental trauma, spend 1QP and make an Intelligence roll. Each success lets the nova buffer one dot of Intelligence; it takes two successes to compartmentalize one dot of Mega-lntelligence. Activating Compartmentalized Mind is a reflexive reaction and does not count as an action. The mental compartment isnt aware of the outside world, but can attempt to shock the foreground consciousness

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back into self-control. Make opposed rolls of the lntelligence in the mental compartment versus the Intelligence left in the primary compartment. If the mental compartments successes equal or outnumber successes on the roll that imposed Dominate, Hypnosis, Telepathy, torture or other manipulation on the nova, the foreground consciousness shakes off the effects of the power used on it. The mental compartment can try again if the initial attempt fails, but each repeat effort adds +1 difficulty. The mental compartment reunites with the foreground consciousness at the end of the scene, or earlier if the nova so chooses. Note that while Compartmentalized Mind is in effect, the nova has conscious access only to the dots of Intelligence and Mega-Intelligence remaining in the foreground consciousness. This impairment is very obvious to anyone who knows the nova at all well. hancement can change their phantom ability dots as long as they have access to information which would allow them to do so. A nova stuck in the company of illiterate peasants with this Enhancement might be able to learn Survival, but not aerospace engineering. This enhancement is always in effect and costs no QP to activate.

Emulation
A nova with this enhancement can emulate other, simpler minds with sufficient data, creating fully formed models which can be used to better manipulate or appeal to the subject. System: The nova gains (Mega-Intelligence) bonus dice to any social roll as long as the nova has had enough research information (a detailed Google+ page, a personal diary/journal, hours of constant social interaction, or any other way to find out their likes and dislikes and general personality) and a higher Mega-Intelligence rating than the other party. This enhancement costs 1QP and lasts for a single roll.

Discerning Mind
While a sharp mind is no guarantee of being able to resist a pretty face or a charming personality, some novas with Mega-Intelligence are able to see through attempts to influence them, and their quick, analytical minds allow them to escape from such traps where others might not. System: The nova gains +(Mega-Intelligence) dice to any roll to resist Sway. Furthermore add +(Mega-Intelligence) to the novas Willpower when determining the points of casual Sway necessary to create intimate sway.

Linguistic Genius
Quelle heure et il? Habla espaol, seor? Born dia! Sprechen sie deutsch? These phrases are all as good as his native language to a nova with this enhancement. A character with Linguistic Genius is, literally, a genius at linguistics and language interpretation. He can usually speak a lot of languages fluently, but more than that, he has an intuitive understanding of the structure and nature of language. Even if he has never heard a particular language before, if he listens to someone speaking it for a little while, he will be able to determine what the person is saying. He wont necessarily be able to speak the language himself, so he might not be able to respond or participate in a conversation, but he will know whats being said to him, and sometimes thats enough to solve any problems. System: A character with this enhancement receives five automatic successes when the player makes Linguistics rolls. Furthermore, the number of additional languages with which he is familiar is quadrupled. Thus, a nova with Linguistics 5 and Linguistic Genius would be familiar with 80 additional languages. Even better, the character has a limited ability to comprehend speech in languages with which he is not familiar. When he hears a language he does not know, the player may make an lntelligence roll. On a success, he understands what is being communicated. The Storyteller should add a difficulty modifier for especially complex languages, situations where the character has difficulty hearing the language being spoken or when the character is not able to listen to the language for very long. This enhancement is always in effect and costs no QP to activate.

Eidetic Memory
Any nova with Mega-lntelligence has a welldeveloped memory. A nova with this enhancement, though, has a memory thats totally foolproof. He can remember in precise detail just about anything that has happened to him. Anything he takes the time to study remains lodged in his mind. However, just because he can store a particular fact in his memory does not mean he can recall it instantly. Sometimes a character with Eidetic Memory has to stop and think for several seconds or minutes, slowly reading down a mental page or through a mental file until he retrieves the fact he wants. System: A character with Eidetic Memory is assumed to have perfect, and nearly instantaneous, recollection of anything that has happened to him. For example, suppose that the characters have spent an hour working their way through the labyrinthine halls of some Nova Vigilance base. After the climactic encounter, the characters realize, to their dismay, that they cannot remember how to get out again. Fortunately, one of them has Eidetic Memory, and he can lead them back the way they came in without any problem or even a need to roll. In addition, the character has the ability to memorize skills quickly. In theory, the character has perfect recall of anything he has studied, from the phone book to advanced quantum physics textbooks. In practice, the character doesnt have enough practice with them to work at a high level of competence, and books are often no substitute for experience. Therefore, the nova may in effect have up to (MegaIntelligence +3) phantom dots of abilities stored in his memory, with no single phantom Mental or Social ability having a rating higher than (Mega-Intelligence/2, rounded up) dots. The nova may even choose to memorize physical abilities, although such abilities are limited to a maximum rating of 1 in all cases - this only covers intellectual recall, not muscle memory or physical conditioning. These abilities act identically to no rmal abilities but are not actually purchased, and may be fo rgotten to make room for new knowledge. Novas with this E n-

Mental Prodigy
This broad enhancement is actually several different enhancements grouped under a common heading. Each of them represents a nova who has an innate talent for, feel for or skill at a particular type of lntelligence-based (or -related) ability. The character must select a specific category of this

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enhancement. This enhancement is permanent and costs no QP to use, and may be repurchased any number of times, each repurchase giving the nova an additional category of talent. Categories include: Administrative: A nova with this enhancement understands how organizations work. He knows about the problem of subordinates only telling superiors what the subordinates think the superiors want to hear, about the Mythical ManMonth and about all the other social complications that interfere with a groups ability to act on its shared goals. He gives orders in the language that others in the group understand and senses where others are hiding weaknesses (or even advantages they want to exploit themselves). Its not flashy or dramatic, but an Administrative Prodigy gets things done through group action better than any other nova. Detective: Sherlock Holmes has nothing on a nova with this ability. The character is a deductive and investigative genius, able to read volumes of information from the smallest clues. Although he does not necessarily have any knowledge of forensic science, he has an intuitive ability to figure out what clues mean. This ability makes him a matchless detective - or a nearly uncatchable criminal. Engineering: An Engineering Prodigy is a certifiable genius when it comes to working with electronic and mechanical devices. He has an innate understanding of how such devices work, how to repair or improve them and the synergies that result when particular technologies are combined. He can make intuitive leaps that leave ordinary engineers scratching their heads in puzzlement. Financial: Economics isnt such a dismal science to a nova with this ability. He has a natural understanding of economics and economic systems, high finance, market manipulation and money in general. Give him a few dollars to invest and hell soon turn them into a fortune. Give him an eco nomy to manage and it will soon be humming along efficiently and productively. Let him analyze the stock market for you, and you will be able to chart a productive investment strategy for years to come. Inventive: Some people are just full of ideas. Novas with this enhancement are brimming over with them. They have a gift for seeing things in new ways and finding new applications of existing technology and techniques. Their inventions change the world, provided theyre not confiscated by concerned governments. They excel at inventing or developing new technology, including gadgets. Mathematical: Calculator? Computer? Who needs them? Nova Mathematical Prodigies are incredibly brilliant with numbers, capable of pulling off the feats which made the Rain Man so interesting but to an even higher degree, pairing this innate capability with a mathematical genius which would make Einstein and Newton envious. Medical: Marcus Welby, eat your heart out - and if you do, this character might just be able to patch you back up. A nova with this enhancement is able to diagnose diseases, treat injuries and heal the sick as well as an experienced physician. If he actually has formal medical training (i.e., the Medicine Ability), hes even better. Scientific: A Scientific Prodigy is to general science what an Engineering Prodigy is to working with technological devices. He has an intuitive understanding of scientific subjects in general, including the interrelationships of various scientific specialties and the best ways to perform experiments or analyze scientific data. Strategic: A nova with this enhancement may not know the optimal course of action for a specific battlefield, but understands the broad sweep of events and possibilities. Analyze Weakness provides greater insight into the present moment and Tactical Prodigy covers short-term engagements like specific battles, while Strategic Prodigy gives insight into possibilities, courses of Augmentation, situational outcomes and catastrophic changes that may unfold. Tactical: A nova with this enhancement is a genius when it comes to analyzing tactical and battlefield situations, evaluating resources and determining the best way to apply those resources to achieve victory in that situation. His ability to pull victory from the jaws of defeat, beat numerically superior enemies and concoct brilliant strategic and tactical plans is nothing less than phenomenal. And this ability often works just as well when applied to less dangerous, but no less violent, battlefields - such as the cutthroat corporate arena. Note: In addition to everything else the System provides, Tactical Prodigy adds bonus dice equal to the novas Mega-Intelligence to Initiative rolls. System: The player may add (Mega-Intelligence) dice to any roll made related to the field in question, can no longer botch rolls related to the field (treating them as simple failures) and she automatically succeeds on non-opposed rolls related to the field that have a difficulty lower than (MegaIntelligence + 1). The roll does not even need to involve the skill after which the field is named, so long as it relates. The Storyteller is the final arbiter of what is sufficiently related to that field. Additionally, the nova has an instinctive understanding of any principle behind the field in question and never suffers penalties for comprehending material related to that field.

Oracle
One of the markers of intelligence is the ability to predict the course of actions. All novas with Mega-Intelligence are extremely good at predicting the future, but only a nova with this Enhancement is so brilliant, they can calculate the future to near-perfect accuracy. Prerequisites: Mega-Intelligence 6, Quantum 6 System: A Nova with this ability may reroll up to (Mega-Intelligence) failed dice on any roll or force an opponent to reroll up to (Mega-Intelligence) successful dice on any roll attempting to harm the nova, as they have seen the future and know potential points of failure or weaknesses in their plan of action. The nova adds (Mega-Intelligence) bonus dice on all Anticipation rolls. This Enhancement costs 3 Quantum Points and lasts for a single roll or one turn, whichever is longer.

Self-Analysis
Youve driven yourself a little bit crazy, setting aside part of your mind to review the rest. When you engage in SelfAnalysis, its almost like having someone else look for all the dumb mistakes and wrong conclusions youve drawn, except that nobody else needs to know how thoroughly youve messed it up. System: The nova must spend one scene of waking time or one nights sleep using Self-Analysis. During this time, his effective Mega-lntelligence is one lower than usual, as part of his mind is otherwise occupied. When finished with the analysis, make an lntelligence roll (with full dice pool restored). Each success lets the nova identify one conclusion drawn erroneously since the last time he engaged in Self-Analysis. This enhancement is most entertainingly played out between the player and the Storyteller, with the player speaking aloud what the character is thinking and with the Storyteller giving hints

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and suggestions until the character arrives at the right conclusions.

Submind
The nova has enough spare processing ability to create fully-formed intellects, lesser than the nova but still humanlevel in intellect. System: A nova with this enhancement can create one submind at Mega-Intelligence 1, doubling this number with each additional dot of Mega-Intelligence she possesses. Subminds have half of the nova's mental attributes (round down, minimum of 1) and no mental Mega-Attributes, but possess all of a nova's abilities, and may make full use of the nova's physical and social attributes if given control. Subminds do not have any body, but may take any mental actions. A repurchase of this enhancement at Mega-Intelligence 2+ gives the nova's subminds Mega-Intelligence 1 and all the nova's enhancements. This Enhancement costs 1QP per scene to sustain, and lasts until the nova stops paying the quantum cost.

add +1 difficulty per additional artist unless the character knows who worked on which part. Curiously, this latter part of the power enables the nova to likewise analyze a person by what clothing they wear. This enhancement is always in effect, and it costs no QP to activate.

Enhanced Initiative
Reacting in combat isnt just a matter of physical r eflexes - its a matter of quick thinking and mental reaction time as well. Someone who is able to comprehend and analyze a combat situation quickly - such as a nova with this enhancement - has a definite advantage over combatants who react more slowly. System: The nova adds 2 automatic successes to all Initiative rolls per purchase of this Enhancement. Enhanced Initiative may be purchased up to (Mega-Wits) times. This Enhancement costs nothing and is always active.

FTL Reflexes
Scientists have theorized that all faster-than-light travel methods can be used as time travel methods. Novas with this Enhancement have proven this theory correct. The nova's nerve impulses now travel faster than light, carrying information back through time. Prerequisite: Mega-Wits 6, Quantum 6 System: The nova always acts first and declares last, unless facing another FTL Reflexes-enhanced nova (in which case both of them determine initiative order normally and everyone else goes behind them in normal initiative order). Furthermore, all characters without FTL Reflexes, Pretercognition, or any other form of precognition add +2 difficulty to all rolls made to attack or defend against the nova in question. This Enhancement costs 3QP and lasts for a turn.

Mega-Wits
Mega-Wits is the flip side of Mega-Dexterity. MegaDexterity reflects how quickly some novas can move and react physically. Mega-Wits is how fast some novas can act and react mentally. As with Mega-Dexterity, each dot of Mega-Wits adds 2 to Initiative ratings. Also, a nova with Mega-Wits subtracts his Mega-Wits rating from multiple action penalties. Mega-Wits is one of the most disturbing MegaAttributes for normal humans to deal with. Watching a nova pick up a truck or outrace bullets just seems sort of surreal after a while. But to see someone standing there calmly in the middle of a firefight or working a social situation like a grandmaster that can see 20 moves ahead is disconcerting. Its strange to see such level-headedness in the face of terrifying (to a normal human) danger or the application of superpowers in such ordinary situations.

Behavioralist
This Enhancement does enables the nova to predict behavior with uncanny accuracy. The nova senses the subconscious impulses of people. She can tell when somebody is about to walk away, what they will say next, how close they are to panic or rage, or any other way the person is about to behave. The nova can then turn around and use that behavior to her advantage. System: This enhancement lets the nova read the mood of the people around her. Make a Wits + Rapport roll, reflexively resisted by the subjects Manipulation + Subterfuge (if the subject is intentionally being discreet) . If its successful, the nova can tell what the person will do in the next few turns - one turn per dot of Wits. Successes on the Rapport roll provide a pool of bonus dice to use in efforts to affect th at persons behavior. Each bonus die can be used in one roll made during the period the nova foresees. The player cannot carry over dice earned from one use of Behavioralist to the next. Each use creates a new dice pool; any remaining from the last use are forfeit (no harm done, but no gain from them, either). This Enhancement may be used against large groups, too; rather than reading what any individual will do, the nova reads how the crowd plans to act as a whole, and could learn whether a group is about to become a mob or stampede like a herd of wild animals.

Mega-Wits Enhancements Artistic Genius


A nova with this ability possesses an intuitive artistic sense and skill. He knows what works artistically, what doesnt, which colors complement each other and how to knock a chip off a sculpture here and there to turn a pedestrian piece into a masterwork. He may also be a skilled writer, able to express with a single sentence or paragraph what it takes others pages and pages to say. Novas who are Artistic Geniuses are often the darlings of the highbrow art scene. System: Whenever the character is attempting to create or analyze art, literature, cinema or similar works or subjects, he gains (Mega-Wits) extra dice. A character with this Enhancement may also use it to analyze the artist behind the art, with each success on a Wits + Art roll (including the extra dice from this Enhancement) allowing the character to learn 1 fact about the artist per success. Analyzing an artwork in this fashion may tell you something about the artists associates, his or her taste in human beauty, the artists dreams and yearnings, if he/she is a upbeat or unhappy individual, and more. This may only be done effectively on works with a clear lead artist or done by a single artist -works with multiple artists

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Indomitable
Novas with this enhancement have superhuman willpower, withstanding mental stress which would crush lesser men and taking it in stride. System: This enhancement adds one automatic success to all Willpower rolls per purchase. Note that this does not alter the costs of improving Willpower, nor does it give the nova additional points of temporary Willpower to spend. This enhancement may be purchased up to (Mega-Wits) times. Indomitable costs no quantum points to use and is always on. culty), or even whom he has never met or previously successfully analyzed (difficulty of +3 instead of +1). Also, add +1 difficulty for each point of permanent Taint or Chrysalis the target possesses over 3, as the cues such individuals give off become increasingly exotic and unrelated to human norms. This enhancement costs 1QP to activate.

Quickness
This enhancement allows a nova to take extra actions in combat. A nova with multiple levels of this ability becomes a whirlwind of carnage and destruction in combat, incapacitating his enemies before they can even react. System: By spending 1QP, the nova gains an extra physical action for the turn. This extra action is taken at the end of the turn after everyone has acted. If more than one character is taking a Quickness action, resolve them in the normal Initiative order. If multiple characters have more than one Quickness action, keep cycling through the current Initiative order. A nova may not take any more Quickness actions than he or she has Mega-Wits. A nova may purchase this enhancement multiple times, thus granting more extra actions. Activating Quickness costs 1 QP per extra action the nova chooses to benefit from that turn.

Lead The Target


Novas with this Enhancement are capable of accurately calculating complex physics problems in real-time by instinct, allowing them to use guided and unguided munitions against fast-moving targets much more effectively. Although this allows novas to do complex equations very quickly, it is subconscious and does not make the nova better at solving explicit mathematics questions. That is the purview of MegaIntelligence and Mathematics Prodigy. System: All attacks the nova makes gain the Fast Tracking (FT) tag, ignoring any defensive benefit enemies gain from high speed. This Enhancement costs nothing and is always on.

Razor Wit Lightning Speed


Novas with Quickness act extraordinarily quickly and may attack and defend in combat much more quickly and effectively than a normal human can. Novas with Quickness and this Enhancement can act even faster, dropping a dozen targets before the first body even hits the floor. System: When activated, this Enhancement allows the nova to take an extra action simultaneously with his normal actions, instead of taking them after everyone else has acted. This Enhancement costs 1 Quantum point for every extra action so enhanced in this fashion, and may not enhance more than (Mega-Wits) extra actions. Youre never at a loss for a quick comeback or clever comment. Your cutting remarks have a razor edge to them that can slash someones confidence to the bone. Your Wits are an effective weapon, whether in battle or in the social arena. System: A use of Razor Wit can add +(Mega-Wits) to the difficulty of any action related to the insult in question until the opponent succeeds. Alternatively, Razor Wit can be used as a directionless taunt, forcing an opponent to roll Willpower at a difficulty of (+Mega-Wits - 1) or else attack/insult the MegaWitty comedian in a fit of rage. Enemies with rage-related Aberrations suffer from both effects automatically, and add any difficulty penalties to keep their temper in check to the difficulty of the Willpower roll. Razor Wit costs 1QP per cheap shot.

Natural Empath
Despite their inhumanity (or, as some would say, transcendence of humanity), some novas are very skilled at figuring out what people are feeling. They have an instinctive ability to gauge emotions and emotional states. More honorable novas use this power as a way to relate to (and offer comfort to) normal people; selfish novas use it as a tool to manipulate, harass or degrade humans. System: The player spends 1 QP and rolls Wits + Rapport (if the subject is unwilling, then resisted by the subjects Manipulation + Subterfuge). Every success tells the character one of the following pieces of information: The subjects current emotional state, including conflicting or suppressed emotions. A second success gives the nova a general impression of why the subject feels that way, and what to do about it. The subjects Virtue and Vice. Whether the subject is lying. The subjects mental Aberrations. Disturbingly, the nova can use this power to determine the emotional state of people who arent around (+1 diff i-

Redirection
You may not be faster than anyone else at your level of Mega-Wits. You just avoid confusion when changing courses of action better. System: The nova can abort planned combat actions without spending a point of Willpower and takes no penalties from being surprised. This enhancement costs no QP to use and is always on.

Synergy
A nova with this enhancement works and plays well with others. He has an instinctive ability to figure out what other people he is working with are going to do and what he can do to assist them or complement their efforts. He becomes the oil that keeps the machine working at peak efficiency. System: Whenever the nova is working with other characters to accomplish a shared goal, the nova may add (Mega-Wits) to her dice pool, or the dice pool of a character working with the nova. This may be used in combat, but requires the nova to be actually assisting the other character (such as a spotter calling targets for artillery or sniper fire) ra-

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ther than just fighting against a shared enemy. This Enhancement is permanent and is always on.

Unfazeable
The Nova Age has produced some spectacular (and disturbing) sights, and new things seem to crop up every day. Even the most jaded people are continually surprised by something that new novas are capable of, but not you. A nova with this enhancement isnt fazed by anything and manages to keep his wits about him in any situation. System: The nova gains an additional (Mega-Wits) dice to any roll to resist Sway. Furthermore add (Mega-Wits) to the character's Willpower when determining the points of casual Sway necessary to create intimate Sway.

Mega-Appearance Enhancements
When choosing a Mega-Appearance enhancement, the player decides how it functions: the default assumption is usually visual, but an enhancement might actually function on any or all of the senses. A nova might have an addictive touch, a seductive scent, and so forth. Many of these enhancements are written with the assumption that the nova is enticing. However, with minor mechanical alterations and story explanations, they can be translated into dangerous-style enhancements; for example, a Dangerous novas Appearance Alteration might make him look more like what a person fears instead of what they want.

Social
Mega-Appearance
Mega-Attributes represent the extremes of nova nature (and thus, some would say, of human nature as well). Nowhere is this more apparent than Mega-Appearance. It shows, in the most obvious and up-front way possible, just how much better - and how much worse - novas can be than humans. Mega-Appearance comes in two forms, which color the novas appearance in general. One makes people want to get close to you; another makes people want to keep their safe distance. Mega-Appearance (Enticing) is the default, which is generally attractiveness of a more conventional sort. It might be sexy attractiveness, or object d'art attractiveness, or so on, but it's generally aesthetic, harmless beauty. The characters beauty or handsomeness is such that he is able to make even the worst clothes look good (not fashionable, maybe, but good). Similarly, the character usually makes a good first impression on looks alone. These novas are among the most popular of the new humans, and they are frequently featured on various media outlets. These novas add +1d to Style rolls per dot. Mega-Appearance (Dangerous), in some cases, may be the predatory beauty of the tiger or another apex predator. It may still be beautiful, but it is regal and intimidating, rather than friendly and enticing. In other cases, it may represent a horrifying visage, which evokes fear instead of pity or simple revulsion; such creatures often evoke the imagery of monsters sprung from the most twisted of psyches. These novas add +1d to Intimidation rolls per dot. Both types of Mega-Appearance tend to allow the nova to look appealing or dangerous, respectively, no matter how theyre dressed or whatever the situation. Even one dot of Mega-Appearance is enough that a nova will never have to worry about bad lighting or other unfortunate circumstances spoiling their dramatic entrance whether they intend to charm or intimidate. Novas with Mega-Appearance (Enticing) never have to worry about bad hair days or their wardrobe clashing with their image, while novas with Mega-Appearance (Dangerous) can be intimidating even if dressed in fluffy pink bunny costumes and brandishing lollipops.

Addictive
The nova's words are like opium, his scent like nicotine, his appearance as addictive as heroin. He might be entrancingly gorgeous; or he might be fascinating in a grotesque way. Either way, people cant get enough of him and will do anything to stay around him. System: To use this enhancement, a nova forces an unfortunate victim to roll Stamina + Resistance against a difficulty of (Mega-Appearance -1). Failure addicts the victim to the nova's presence, forcing her to succeed on a Willpower roll to do anything which may endanger her ability to sate her addiction. Spending 1 Willpower point will allow a character to overcome their addiction for a scene. The character will undergo withdrawal if kept from the nova for more than a day, and will only be cured by being out of the nova's influence for (MegaAppearance) days. During this time, their dice pools are all halved, rounded down. This Enhancement may be purchased up to (MegaAppearance) times. Each purchase after the first adds an additional +1 difficulty to the Willpower roll needed to overcome the addiction. This Enhancement costs 1 Quantum point per addiction attempt.

Almost Live
Whatever the particular features Mega-Appearance gives you, they remain just as potent when youre recorded. DVDs, photos, holographic storage and the like all convey your overwhelming attractiveness. System: The nova can be recorded while using Appearance-related Abilities. They apply with full strength when shown to audiences elsewhere. Viewers/listeners must resist the successes the nova achieves, just as if they were present when the nova used his power. This is particularly insidious and disturbing with novas whose Mega-Appearance is scentbased.

Appearance Alteration
Dont like your looks? If youre a nova with this enhancement, you can do something about them. Appearance Alteration allows a nova to make minor changes to his or her appearance. This can be done simply on a whim, or for fun. However, one of its main uses for novas who rely heavily on their good looks is to make sure they live up to a particular persons or cultures idea of what is beautiful. Someone who is beautiful in, say, America may not meet the

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standards for beauty among certain Third World tribes; great beauty in China may be ugliness in Argentina. Even more importantly, individuals ideas of what is beautiful differ wildly. One guy is a leg man, another goes wild for wo men with red hair. Some women like men with tight, muscular bodies, ot hers look at the eyes or some other feature instead of the figure. A nova with Appearance Alteration can satisfy all of these people. Conversely, there are novas who use Appearance Alteration to convey a sense of danger or repugnance to those around them. This is useful if the nova doesnt want to be bothered, or wants to actually frighten those in her company. She might carry a certain tone in her voice, appear ill, grow fat or skinny, and so forth. Occasionally, changes are even more exotic, like an unnatural eye color. Whatever the case, people will be inclined to leave her alone. System: The nova can make minor changes or subtly remold her body to conform to the desires or fears of those around her. Minor changes include: changing hair, eye or skin color; gaining or losing up to about 50 pounds; gaining or losing up to about four inches of height and increasing or decreasing any particular aspect of figure or appearance by up to approximately 20%. These changes can occur either consciously or unconsciously. A nova might let herself wander through a crowd, changing to match the whims of those around her, then find a specific person to focus on, and change to match his specific desires to the exclusion of all others; or choose to keep her form in stasis and, with no conscious effort, retain her normal shape. Any changes other than those listed require the Storytellers permission. In no event can the character reshape his body to grow claws, wings or eyestalks, for example. Only outward physical appearance can change. Since this enhancement depends upon the perceptions and tastes of those observing the character, it cannot function as a disguise or to conceal the characters identity. While this enhancement is active, the nova gains (Mega-Appearance) dice on any Sway roll where her appearance could be an additional advantage. If there is any question, it is the Storytellers discretion as to whether the bonus applies. This bonus applies only against one person at a time, and only once completely matched to that persons desired appearance. To change her appearance consciously, the nova need only pay the 1QP and will the changes into effect. To change appearance to match what a particular person or group of people find desirable, the nova must pay the QP and be in that person or persons presence for a minute or two. During that time the changes will slowly but surely take place. The nova can draw the changes out over a period of up to a day if she prefers, which is sometimes done to keep from frightening people who are not used to nova powers. Changing appearance unconsciously requires no QP expenditure, but leaves the novas appearance to the whims of those around her. A nova cannot use Appearance Alteration to make herself resemble a specific other individual; that requires the Copycat enhancement. Nor can she use it to hide particularly grotesque Aberrations unless the Storyteller specifically permits it. For example, some forms of Aberrant Eyes might be affected by Appearance Alteration; Vestigial Limbs could never be hidden this way. The power lasts for one scene.

Copycat
Being yourself gets kind of boring sometimes. Why not be a famous model or actor? Or the President? Copycat will let a nova do just that, at least as far as outward appearance goes. After studying the subject to be imitated (either in person or from a good photograph), the nova can make himself look like that person even a person of the opposite gender. However, these changes are purely cosmetic; no changes to internal organs occur. System: Copycat allows a nova to shape himself into an exact duplicate of another person. Making the change does not require a roll. However, the nova must be in the presence of the person to be duplicated, or have a high-quality visual representation of him or her to work from. It takes about one minute to make the changes; the nova can cut this time in half by making an Appearance roll. Copycat costs 1QP to activate, and the changes last for a scene. This adds +(MegaAppearance) dice on any attempts to impersonate the character in question. Characters who have no reason to suspect the copycat is someone other than who he claims to be are automatically fooled, with no roll required. Copycat does not allow the character to add to or remove anything from his physical form. He cant grow a tail, lose his Vestigial Limbs, create a sixth finger on his left hand, change his fingerprints or retina prints, or do anything similar.

Face of Divinity
Many myths tell of deities and other supernatural beings whose visages were too glorious or horrifying for mortals to look upon directly. A nova with this enhancement lives up to those tales, making his appearance so glorious or terrifying that it inspires worship or terror, or both! Even strong-willed people feel intimidated, inadequate and cowed. Its not uncommon for such novas to be surrounded by an entourage of fawning, adoring lackeys or terrified minions wherever he goes. System: This enhancement gives +(MegaAppearance) dice on social rolls where looking impressive is especially useful (commanding, etc.), as well as on rolls where inducing terror may provide an advantage (for example, on torture). In especially fitting situations, a character may be able to add 1 success to the roll along with the bonus dice. This enhancement costs one quantum point and lasts for the scene. Some novas with this enhancement project a merciful side and a wrathful side, and transition between them. Such transitions are unforgettable; those that see such a display often fear seeing the fearsome aspect of their god or yearn to once more see his more merciful aspect. Even when Face of Divinity isnt actively on, the nova is still phenomena lly captivating, and the Storyteller should keep this in mind (servers are deferential, groupies throw themselves at the nova, etc.).

Fade
While it hasn't become quite as pervasive as George Orwell feared, electronic surveillance is widespread in the developed regions of Earth circa 2027. Given that a person is likely to be monitored by at least one video camera in any public area (and in many private areas as well), the development of this enhancement was inevitable. Novas with Fade are virtual ghosts as far as electronic surveillance is concerned. System: The nova adds +(Mega-Appearance) difficulty on rolls to spot the nova using non-autonomous electronic surveillance. The nova's ability to effectively "photoshop" her-

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self out of security camera feeds has no effect on autonomous systems such as robots or AI-monitored cameras, and also does not affect her ability to hide from living creatures. I.e. a nova with this Enhancement disappears from the monitors of a security office and cant be targeted by a remote -controlled drone, but would not benefit from this Enhancement if faced with an autonomous robot or a grizzly bear. This Enhancement requires 1QP to activate for a scene. Incognito doesn't make the nova unobtrusive, reduce MegaAppearance, or prevent on the spot identification. It only prevents other people from remembering the nova. System: The nova subtracts -(Mega-Appearance) dice from any attempt to identify him or her by memory or descriptions created by these memories. This Enhancement requires 1 Quantum to activate for a scene.

First Impression
First impressions are just as important as everyone says. A character with a high Appearance rating is typically quite good at making them; one with Mega-Appearance even more so. However, a nova with this enhancement beats them both. Unless he deliberately tries to offend or annoy someone whom he is meeting, he always makes just the right impression. Depending upon what the person he meets is seeking, he may seem to be an enjoyable, likable person; someone who can get the job done; a potential mate; you name it. Whatever the other person is seeking, she will find it in the nova. System: When meeting someone for the first time (or perhaps after a long time apart), the nova may spend 1QP to activate this enhancement. If he does so, the other person automatically gains a good first impression of him. He may deliberately say or do something to negate this effect, but even an accidental faux pas or unthinkingly tactless remark will not be enough to shake the good impression he makes. That good impression will remain with the other person until the nova does something to ruin it (whether in the persons presence or not; bad reports about the nova in the media, for example, may ruin many uses of First Impression) or other people convince the target of First Impression that he has the nova all wrong. Of course, even a good first impression may not get the nova what he wants making a good impression on the guards at the White House doesnt mean theyll let you in. Furthermore, this effect also makes the nova seem like just what the other person is looking for. If the nova is on a job interview, First Impression will make him seem to be perfectly suited for the job. In a singles bar or nightclub, it will make him seem like the perfect date, potential spouse or onenight stand (depending upon what the other person is there for).

Mirroring
All people subtly mimic the facial characteristics and mood cues of those around them; its one of the reasons that long-term couples are often said to resemble one another. This enhancement uses that tendency to the novas advantage. Those around the nova take their emotional cues from her facial expressions and physical gestures. A bubbly, laughing nova using this enhancement can cause a whole room to lighten up and start laughing, while an angry, pacing nova can incite those around her to riot. System: The nova spends 1QP and then takes on the demeanor she wants to instill in those around her. The length of time it takes to make the change depends on the ambient mood in the room. Taking a crowd from calm and happy to boisterous and jovial takes only one turn. Taking a neutral or bored crowd to jovial takes three turns. Going from one extreme to another, say from cheerful to morose, takes six turns of the character moping around and looking grim. This effect lasts for one scene.

Mr. Nobody
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 horrifying 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 1QP, 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 person on the street. Although 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 spend 3QP to become completely unobtrusive (Im not the droid youre looking for.). Either function adds +(Mega-Appearance) difficulty to attempts to find the nova in a crowd or detect the nova via facial recognition or similar methods. However, a character with this enhancement still may have difficulties passing for normal if he has acquired any aberrations. Mr. Nobody masks two points of Taint, plus one extra point per dot of the characters Mega -Appearance. Additional points of Taint still affect the novas ability to interact with baselines without disturbing them. Furthermore, Mr. Nobody will not hide grotesque physical aberrations such as Vestigial Limbs or Sloughed Flesh; it will, however, cover up Unearthly Beauty. The effects of this power last for a scene.

Heartstopper
Mega-Appearance novas are all entrancing. A nova with this enhancement is the most fascinatingly beautiful or horrifying thing many will ever see, to the point where even a glance can be fatally distracting. System: The nova spends 1QP to use this Enhancement, rolling her (Appearance + Style) against a targets (Wits + Resistance). Success means the victim is successfully distracted, suffering a +1 difficulty penalty to all actions, plus an additional +1 difficulty for every 2 net successes rolled. The penalty fades at the rate of 1 per combat round in combat, or 1 per minute outside of combat.

Incognito
Novas with Mega-Appearance tend to be easily remembered. This enhancement prevents other people's shortterm memories of the nova from being turned into long-term memories. As short-term memory only lasts for a minute or two, a nova with this enhancement can go everywhere, be identified everywhere, but still remain anonymous. Unlike Mr. Nobody,

Platonic Ideal
Attractiveness is based off of dozens of cues, some conscious, others subconscious, which work to create the whole of someone's appeal. Novas with this enhancement can entirely bypass cultural, sexual orientation, racial and other

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barriers, allowing them to be attractive to those they want to be attractive to. System: This enhancement allows a nova's attractiveness (or intimidation factor) to apply normally and fully without penalty to sapient characters the nova wishes to appeal to, even if theyre beings of living crystal, psychic balls of gas, or genetically engineered combat crustaceans. The nova ignores all penalties from biological differences, size, culture, etc. when making Appearance-based rolls. This Enhancement is always on and costs no QP. time, recordings of the novas words will reveal this to be the case. Example: Dr. Newton wants to clear out a crowd of people from a building she wishes to use as the base for some upcoming experiments. She has Trickster. But its a motley crew and shes not sure a single story will do it. She makes her Conflicting Accounts roll and gets two successes. Then she successfully uses Trickster, gesturing and speaking in elliptical, allusive language. The street people go off in search of a shelter they think shes told them about, while the building inspectors leave with the distinct anticipation of a big payoff and the artists head home to wait for calls from the new street-art gallery they think will be opening there soon.

Soothe
The nova is a natural at soothing others jangled 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 1QP and makes an Appearance + (relevant ability) roll, the character and everyone 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 + Resistance roll and scores more successes than the nova achieved on his Soothe roll, or spends a Willpower point to overcome Soothes effects. Additionally, Soothe can help to overcome the effects of Taint. For each success achieved on the Charisma roll, one point of Taint-derived social penalty possessed by any novas within the radius of effect is temporarily negated. The power lasts for a scene. All effects of this enhancement disappear if any affected person wanders beyond the 10-meter radius.

Creeping Paranoia
Baselines naturally hang on every word of MegaSocial novas. After all, such beings far transcend the normal boundaries of human communication and impress deeply upon the psyche. Though many garner love and adoration, the novas are, to humanity, virtual gods - and humans have always feared their gods. A nova with the Creeping Paranoia enhancement has the sort of authority that causes doubt, fear and guilt. While the nova doesnt necessarily cause humans to feel such emotions all the time, she does have the capacity to play upon this subconscious turmoil. With a properly-stressed phrase, a casual choice of certain words or a look to accentuate a bit of innuendo, the nova causes some of her speech to burrow into the subjects subconscious mind, there to fester and roil until it bubbles forth in a morass of psychosis, trauma and selfinflicted paranoia. At first, the novas words seem normal the subject simply treats them like any other part of casual conversation. Over time, though, they cause tiny doubts and questions - did the nova really mean what she said, or was she hinting at something else? Was it really a veiled threat or just innocent conversation? Does she actually know secret things about me? Has she judged me and found me wanting? The subjects own fears and guilt latch on to the novas words and take root. The subject can do nothing but fixate on the phrase, turning it over and over obsessively to paranoically scrutinize the novas intent. Eventually, the subject may overcome this dread fascination ... unless the nova deliberately reinforces the terror until the subject breaks. A nova might, for instance, agree to an interview with a particularly loathed media personality. At the end of the interview the nova simply states, Glad to be here. Be seeing you. The interviewer heads off to edit the tapes and go about his business, but later that night, he starts thinking about the novas words - be seeing you? Does the nova intend to drop in unexpectedly? Was that a threat because of the interviews penetrating nature? Or is the nova secretly spying on the interviewer - and with the novas phenomenal powers, aware of all the reporters hidden secrets? The interviewer watches the tapes over and over, looking for other hints that perhaps the nova was concealing some other motive or innuendo, and his mind automatically latches on to perceived behaviors and slights. To any other observer, the interviewer seems obsessed, delusional; after a few days, when nothing happens, he finally starts to put it from his mind - until he heads home and checks his voice mail, discovering a message from the nova: Just wanted to catch up. Thanks for the interview. Be seeing you. And the cycle continues until the interviewer finally cracks. The obsession neednt focus on the nova himself. He might, for example, say Have you always had that mole?,

Mega-Manipulation
A Mega-Manipulative nova has the world wrapped around his little finger. He is a master at influencing people in many different ways, from subtle methods persuasion, personal charm, bribery) to more in-your-face tactics (intimidation, blackmail, devious trickery). The fact that the nova is able to see through attempts to deceive or influence him is equally as important. MegaManipulative novas are so good at perceiving ways to affect others opinions that they can tell when someone else is trying to do it to them. To simulate this effect, each dot of MegaManipulation also adds 1 bonus die to detect or resist being manipulated or tricked.

Mega-Manipulation Enhancements Conflicting Accounts


When addressing two or more people, you can slant your appeal so that each one hears just what he wants to. Each one gets the distinct impression that the nova favors him, though if they compare notes, theyll find that they remember the event quite differently. System: Spend 1QP and make a Manipulation roll just before using Mega-Manipulation or one of its enhancements. Each success on the Conflicting Accounts roll lets the nova create an additional account that some of the audience will remember; the nova decides who hears which story. What the nova really says must be relatively bland and open to interpretation. Though the audience will not hear it that way at the

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then sit back and watch as his victim changes his entire diet, constantly scratches the mole, and searches his family tree for instances of cancer. System: Spend 1QP; the nova simply stresses a particular phrase while in personal conversation with someone. The nova must be physically present with the victim. Roll Manipulation (+1 difficulty for each point of Willpower that the victim has over 5). Every two successes scored (rounded down) implants the necrotic suggestion for a day. At first, this has no immediate effect. Within eight hours, though, the novas phrase keeps cropping up in the subjects mind. Concentration suffers; the victim takes a +1 difficulty penalty on all actions. Sleep becomes difficult and fitful, and the novas words keep creeping into the subjects head even during other actions, sometimes driving the victim to interrupt other actions and go back over the phrase again and again. Once the power subsides, the victim pushes the phrase back into the subconscious and is able to concentrate normally again. However, the nova can reinforce it by repeating the phrase to the victim with another QP (and this time, doesnt have to do so in person). Each day that a subject languishes under this power, the player of the victim must make a Willpower roll. If failed, the subject loses a Willpower point. If the subject runs out of Willpower, then he gains a Derangement - typically, some variation of Paranoia or Obsession. If the subject goes for a full week with the Derangement and no Willpower, then he suffers a psychotic break and may seek to kill the nova or himself, simply to escape the torment. Were any of them related to you? Father? Uncle? Brother? Oh, your brother was there. Were any of the others related to you?... A nova with this enhancement is an expert at gauging other people's reactions to questions and finding out as much information as possible. He has a sense of when they are telling the truth, when they are being evasive, and what their limits are. Typically this takes place during a grueling conversation, but it will also work with harsher interrogation methods. System: The nova adds +(Mega-Manipulation) dice to any Sway roll based on Interrogation or finding the truth. This explicitly does not work for creating false confessions, despite the name of the Enhancement. This Enhancement requires 1QP to activate for a scene.

Overwhelming Concept
The nova presents the target with a conceptt, and for the duration of the novas concentration, the target can do nothing but react to the concept. System: Spend 1QP to activate this enhancement for one scene. Once the nova makes eye contact and presents the concept, the target makes a contested Wits + Resistance roll against the novas Manipulation + Interrogation. If the target fails, he can do nothing for the duration of the novas concentration but focus on the concept. If the target is attacked or tampered with in any way, this enhancement fails. Example concepts: Jokes, questions, and mindshattering truths about the universe, which would cause the subject to laugh uproariously, babble whatever answer comes to mind (or cry and scream in frustration at his inability to answer) or curl up screaming, respectively.

Hypnosis
A nova with this enhancement can hypnotize a person against his will. Although not as effective as Domination, its still a useful ability when the character wants to persuade someone to do something. System: The nova must be able to communicate with the person to be hypnotized. Usually, this involves actually speaking with the victim, but some novas hypnosis works through skin contact or pheromones. Unlike mundane hypnotism, which requires the subject to want to believe the hypnotism will work, this quantum-powered hypnotism can work on the unwilling. An attempt to hypnotize takes a little while a number of turns of uninterrupted exposure to the vector equal to the victims Willpower. At that point, the player spends 1QP and makes a Manipulation roll in a resisted action against the targets Willpower (with bonuses and penalties appropriate to the Sway rules, except no penalty for time reduction). Successes generate Casual Sway. This Casual Sway may evolve into Intimate Sway, as normal. This Sway lasts for one day per dot of Manipulation the nova has; thereafter it loses all effect. If the nova takes this Enhancement a second time, it may be used without the nova being physically present. The nova might hypnotize a person over a chat room session, or even leave a hypnotic suggestion buried in a web page. If merely part of an active conversation, the power works as normal. If left with a recording, the nova must invest one point of quantum in the recording, which retains its potency until the nova draws the quantum point back into himself.

Persuader
A nova with this enhancement is an expert at bringing people around to his point of view. He has an innate talent for knowing what people are thinking and subtly manipulating their opinions until they are thinking what he want them to think. Hes a spin doctor supreme. System: Reduce the target's Willpower by (MegaManipulation) when calculating the amount of Casual Sway needed to start creating Intimate Sway; minimum 1 effective Willpower. Costs no QP and is always on.

Trickster
Unlike P.T. Barnum, you can fool all of the people all of the time. Trickery, treachery, deceit and sneakiness are your stock in trade. A nova with this enhancement possesses an intuitive talent for tricking and fooling people. She could trick Arabs into buying sand or Eskimos into buying refrigerators. Somehow she can sense a persons vulnerabilities and soft spots and use them against him. No one is safe from a Tricksters wiles. System: Add (Mega-Manipulation) dice to any roll made to create Sway that would convince a character of a fundamental untruth or otherwise deceive them. In especially fitting situations, a character may be able to add 1 success to the roll along with the bonus dice. This enhancement requires 1QP to activate for a scene.

Inquisitor
So, were there other people in the car with you? How many; One? Two? Three? So, there were three.

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The Voice
Just talking to a nova with this enhancement can be dangerous. She is able to pitch her voice so that she uses infrasound and subharmonics, mixed in with her normal talk, to give nearly irresistible suggestions and commands to whomever her speech is directed at. System: Spend 1QP to make a Sway roll via Manipulation + Relevant Social Ability, creating Intimate Sway, which has a difficulty of (Opponent's Wits). The victim may roll Willpower to resist. The timeframe of this action is one combat turn, but this can only be applied to one target and only may apply once per scene. Sway generated by The Voice cannot have its duration extended at all - it only lasts for the instant in question. System: The nova doesnt offend people unless he intends to. Period-if he makes you mad, its because he wants you to be mad. Characters who wish to take offense at the novas deeds or actions must roll (Wits + Resistance) at a difficu lty penalty of the novas Mega-Charisma. Failure means no matter how personally offensive the novas words or deeds were, the character just cant take it as an insult. This does not protect the nova from consequences nor does it allow the nova to shirk responsibilities, although people may be more lenient. If the nova starts shooting at police or soldiers, theyll still fight back with lethal force, it just means that they wont take it personally. Similarly, if the nova never shows up to work, the boss wont be angry about it and might continue being friends with the nova, but the novas still getting fired. This Enhancement costs nothing and is always on.

Unsettling
Your very presence is enough to throw someone off their game. With a few carefully worded or intoned phrases, you can cause even the most eloquent to start tripping over their words and failing to impress. System: Roll Mega-Manipulation when this enhancement is activated. Each success adds +1 difficulty to another character's social attribute-based rolls. This Enhancement costs 1QP and lasts for a single roll.

Commanding Presence
A nova with this enhancement is a born leader. When he gives an order, people obey right away even if it exposes them to harm. Even when they are away from him, people remember his words and try their best to fulfill his orders and live up to his example. System: The nova adds (Mega-Charisma) bonus dice to rolls made to create Sway which use superior rank or social class as an element of persuasion. In especially fitting situations, a character may be able to add 1 success to the roll along with the bonus dice. A nova with Commanding Presence does not necessarily have to be formally authorized to give orders to someone for this enhancement to work - he does not have to be the persons boss, commanding officer or parent. He can simply give orders and wait for them to be obeyed - thats what this power lets him do. However, if he is notably beneath the person - an ordinary citizen trying to order a high-ranking governmental official around, a corporal giving instructions to a major, or the like - the Storyteller may reduce the bonus for the power, at his discretion, or give the target a bonus on any rolls he makes to resist the order.

Mega-Charisma
Mega-Charisma represents the ultimate in personal charm and appeal. A nova with this Mega-Attribute exudes such self-confidence, poise and charm that she can win over just about anybody. Other people want to like and to please her, and they do. In fact, when a Mega-Charismatic nova turns on the charm, its incredibly hard for people to turn away no matter if shes speaking of something exciting or talking about the weather in Boise, Idaho. Turning away from a MegaCharismatic nova when she is addressing you (in general, not in specific) requires a Willpower roll or the expenditure of a point of temporary Willpower, adding +1 difficulty to the roll for each dot of Mega-Charisma above 1. This doesnt make her any more convincing, but it does mean that youll probably at least let her finish before disagreeing. Characters with Mega-Charisma are naturally at home in social situations. They carry themselves so well that they are the life of any party. They are bon vivants par excellence; even if they dont really feel like being at a party, theyre able to mask their feelings and seem extremely amicable to one and all. Even a single dot of Mega-Charisma allows a character to avoid or brush off social faux pas - whenever the nova might offend a group around them, the ST should inform the player of this (but does not need to tell the player why the actions are offensive) and allow the player to reconsider.

Dreadful Mien
When you really like someone, their anger or disappointment can come as a crushing blow. Some MegaCharismatic novas use that phenomenon to their advantage. They use their charm as a weapon - even in combat, enemies want to like them, and that, combined with the force of the novas displeasure, makes it difficult for the enemy to attack. System: The nova focuses his displeasure on one person, and the player makes a Charisma roll. Each success increases the difficulty to take any action which might harm the nova, including attack rolls, by 1. The victim becomes charmed by the nova; in particular, he is afraid of displeasing the nova. A nova using this enhancement who takes any violent or threatening actions toward the target (as perceived by the target) while using it automatically negates its effects. The nova may attack the targets friends and compatriots; however, this allows the victim to make a Willpower roll to resist the successes scored by the nova. If the nova has previously attacked the victim during the scene, increase the difficulty for using Dreadful Mien by one per turn during which the nova attacked the victim. Dreadful Mien does not work at range. If the target is more than three meters away from the nova, it is ineffective. The enhancement costs 1QP to activate, and the effects last for the duration of the confrontation.

Mega-Charisma Enhancements Audacious


There are faux pas in every social situation, in every culture. Baselines and even Mega-Charismatic novas generally need to keep these in mind, as transgressions of these unwritten rules may have punishments as harsh as death. Someone with this Enhancement can ignore those completely. He could threaten your family in gruesome detail on live TV and nobody would care, or tell you to do unspeakable acts with a goat and not lose your friendship.

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Inspiration
Your fervor carries. People rally to your side and carry with them a bit of your passion for whatever ideas you propound. System: Pay 1QP to give a person or group +1d to accomplish an action that you have led them towards. This dice bonus lasts until the task is completed or for (MegaCharisma) days, whichever comes first, and can apply to any roll directly related to the goal. A character may be Inspired to take multiple actions or reach multiple goals. In that case, the bonuses do not stack, but the character may gain the +1d bonus when any one of the Inspirations would apply. fore making a Wits roll to realize a faux pas in the making. Add the successes on the Charisma roll to the ensuing roll. The end result is to make the nova seem like one of the group, particularly clueful about the groups shared likes and dislikes. It doesnt prevent the nova from giving individual offense - it applies to the consensus of the group.

Persona
Persona is the psychological counterpart to the Copycat enhancement, as it lets the nova temporarily rearrange his thought processes into a two-tiered structure. The first tier is a psychic faade personality that duplicates another person's mind and conceals the second tier (his own psyche) from telepathic inspection. Aside from the obvious benefits for deceiving telepaths and in aiding one's infiltration attempts; this form of psychic mimicry can grant a nova a truly stunning ability as an actor, as it puts a whole new twist on getting in character. System: The nova may overlay a completely false personality over her own at the cost of 3 QP per scene. This personality temporarily overwrites the nova's Virtue and Vice with its own and can only be detected with a successful Rapport roll with a difficulty of +(Mega-Charisma + 3), or Telepathy roll with a difficulty of +(Mega-Charisma + 1). As a side benefit, the nova may use this to become a better actor, gaining +(Mega-Charisma) additional dice to any acting rolls.

Natural Agitator
When people like you, sometimes they will do things for you, or things that you ask them to do. Thats doubly true for a nova with this power. Since everybody likes him so much, they hang on his every word. If he tells them to do something, theyll seriously consider it. System: This power enables creating Casual Sway with large groups of people simultaneously. Pay 1QP to make a Sway roll via Charisma + Relevant Social Ability, creating Casual Sway, which has a difficulty of (Average Wits). Larger crowds add to this difficulty, adding +1 difficulty for a crowd from 10-99 people, +2 difficulty for a crowd of 100-999 people, and another +1 difficulty for every tenfold increase in the crowd size. The group may roll their average Willpower to resist beyond that if they want to. Success creates points of Casual Sway applicable to the entire group. Note that as Casual Sway, Natural Agitator cannot be used to get a group to do something which it isn't already inclined to do.

Seductive
This enhancement is the behavioral complement to Seductive Looks. A nova that possesses it is able to determine instinctively what behaviors a given individual finds sexy, desirable and attractive then unconsciously adopt those behaviors. System: The nova adds (Mega-Charisma) bonus dice to rolls made to create Sway via sexual attractiveness. This enhancement requires 1QP to activate for a scene. This enhancement is based entirely upon behavior or body language; it does not alter looks at all. Altering looks in that fashion requires Seductive Looks. The two enhancements may be combined to create an almost irresistibly attractive package for any victim.

Perfect Guest
Youre the paragon of whatever group it is youre a part of at the moment. Youre the one who does all the right things and none of the wrong things. When others in the group say, You should go get a clue about what were doing, youre the one they point to as an example. System: Spend 1QP point to turn this enhancement on for one scene. The nova can make a Charisma roll before attempting an action endorsed by the group shes with or b e-

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QUANTUM POWERS
More than any other Trait (except perhaps Taint), Quantum Powers define novas and their transcendence of humanity. Even more than Mega-Attributes, powers separate the superhumans from the humans in a way thats clear for all to see. The term powers is not a term of art. It refers to all powers that novas possess, whether an inherent part of the nova condition, Mega-Attributes, Enhancements or quantum powers. Quantum Powers is a term of art, referring specifically to the powers found in this chapter. and Strengths, which can be used to further define or enhance a power. Reflavoring: If you like a powers mechanics, but not its description, consider reflavoring the power to fit your needs. Higher/Lower Level Powers: Certain powers, such as Transmit and Teleport, can be seen as more specific or more powerful versions of each other. A character who wants to be able to teleport whenever touching bare earth could just take Transmit. If nothing else works, consider altering the parameters of an existing power. The Storyteller must approve any such changes and may need to alter the powers level if the a lterations make the power significantly stronger or weaker. The Storyteller should consider the totality of the circumstances, including (but not limited to) the versatility of the power and needs of the campaign. In general, we recommend the Storyteller lean in favor of raising a powers level, but lean against lowering a powers level. If a quantum bolt travels farther, but loses damage with distance, its level and quantum minimum might remain the same. Claws that extend 30 feet and can slice diamond probably have a higher quantum minimum (or may be an entire level higher). Healing that affects only animals might be a lower level.

Choosing Your Powers Effects


The upshot of this seeming variety, in game terms, is that nova characters should choose some phenomenon or special effect for their powers. When you buy powers , customize them - or at least their names to represent the type of phenomena they resemble. For example, if a nova has powers based on manipulating fire, when his player buys Quantum Bolt he can write Fire Strike on the character sheet to give the power a little bit of individuality. Each novas powers are diffe rent, even though they are built using the same game effects and rules, and your characters powers should reflect his unique nature. In some cases, a novas manifestation of quantum energies might provide useful plot hooks for stories. For example, an lmmolate power based on control of fire could be extinguished by dumping the nova in water or covering him up with sand. A nova whose lmmolate is based on nuclear forces would probably be completely unaffected by such treatment. A nova with magnetic powers might not be able to work with computers or other magnetic storage media. In short, quantum powers always have an effect on the world around the nova, and vice versa, and the player and Storyteller should always keep that in mind. Many novas quantum powers are obviously not d erived from natural forces. For example, a nova might lmm olate herself with raw nuclear forces rather than fire, and even if she seems to wield flame, it might burn ee rie green, feel cold to the touch or in some other way betray its distinction from real fire. Or it might not even be earthly fire at all; but rather some type of hellfire.

Using Quantum Powers


All powers are rated from 1 to 10; this power rating adds to the dice pool when calculating the skill total of the power. Like any other Trait combination, the skill total is used to wield the power; thus, a nova with a Dexterity of 4 and a Quantum Bolt of 3 rolls seven dice to hit targets with her Quantum Bolt. Any nova can buy any of her quantum powers up to a rating of five. However, only novas with Quantum 6 or greater can buy quantum powers at a rating higher than 5. Beyond 5, a novas quantum powers ratings are capped at the novas Quantum rating. Powers activate automatically and instantaneously on the characters Initiative rating; for example, a character with a Quantum Bolt does not have to concentrate to fire. However, each activation of a power counts as an action for purposes of determining multiple actions. For the most part, powers are governed by the same rules that apply to other attacks. They can be blocked or parried. Furthermore, some powers can be used to power block against other powers. Mental powers (those noted as such in their description) may not be dodged or parried, but they may typically be resisted; see the individual power description for specifics. All novas are immune to all effects of their own powers; thus, a nova could cloak herself in her own Shroud, or stand at ground zero of her Quantum Bolt, with no ill effects. This immunity grants no immunity to similar or even identical effects generated by other novas.

Creating or Altering Powers

Weve tried to create a list of general quantum po wers representative of what novas are capable of doing. However, each nova is an individual, and no rigid guidelines can accurately capture every aspect of every novas powers. These power descriptions are guidelines, rather than absolutes. As such, feel free to twist them around to suit your concept and chronicle needs. Below are some suggestions for altering powers. Extras, Masteries, and Strengths: At the end of this chapter, you can find a general list of Extras, Masteries

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Suites
Sometimes, a single power does not fully express a concept the player wants to convey. In that case, the player may give his character a Suite instead. A Suite always reflects a single coherent concept, such as mastery over blood, mind control, or earth supremacy. The player finds the highest-level power that he would use to reflect part of that concept. The Suites Level and Quantum Minimum are generally both 1 higher than that power. For exceptionally broad concepts, such as control over molecules, the suite may have a Level and/or Quantum Minimum 2 or 3 higher than the highest-level power. In exchange, the character can draw on any power below its Level and Quantum Minimum, so long as that power is related to the concept. The player doesnt need to create a list of component powers, but should have a good idea of what he can and cant do with this Suite. These component powers are called Techniques. Techniques function normally, except they are more difficult and expensive than if they had been bought as individual powers. Using any power as part of a Suite costs double the normal quantum points for a power of the Suites level, and the power is rolled at a +1 difficulty penalty. However, for every dot in the Suite, the player designates one Technique as mastered. A mastered Technique costs the normal cost for a power of the Suites level, and is rolled normally. For example, lets say a player wants his character to run with the earth supremacy concept. He would probably have Earth Manipulation, Crush (wave of earth), Shockwave (earth eruption/earthquake), Barrier (earthen barrier), and Transmit (through the earth), in addition to other effects he could conjure with that broad power. However, permanent powers, such as Armor and Invulnerability, cannot be part of a Suite. Instead, a character may willingly downgrade the duration of a power to make it part of a Suite. The Storyteller decides if a concept makes sense as a Suite. Remember, there is no need for a Suite if a single power can be adjusted to encapsulate the concept. Also, Storytellers should discourage players from trying to squeeze disparate powers into a coherent Suite just for a price break: for example, taking Claws, Intuition, and Magnetic Manipulation as a Suite probably wouldnt make much sense. Suites are meant to represent interesting concepts, not an inexpensive way for players to buy whatever they want. Suites cannot be fit into other Suites, no matter how desperately you want to make an Inception reference. If a character has a Suite power, they may buy Extras for the power either for individual techniques or for the entire Suite. These should be clearly delineated as there are significant mechanical differences. Buying Extras for individual techniques provides more flexibility but can be very cost-inefficient. Buying Extras for the entire suite is efficient but inflexible.

Technically, Pre-packaged Suites list only some of the powers that might be associated with that Suite. If a player can think of others, they may add more powers to the Suite. Pre-packaged Suites should not be confused with broad powers. Certain powers, by their complex nature, must be represented with several systems; however, they are not Suites because they could not reasonably be sub-divided and leave a coherent power. Practically, this means you also cannot add new powers to that power (without making it part of a Suite, as per the usual rules). A power is only a Suite if it is designated with the term (Suite) after its name.

Power Descriptions
Each powers description contains the basic info rmation about that power, including: Level: There are six levels or classifications of powers, in Aberrant. A power normally has a power cost equal to its Level. Normally, characters may only purchase up to Level 3 powers. Level 4-6 powers are generally used by highlevel novas and are outside the scope of default play. Level 1. Most of these powers produce effects that can be replicated with luck, skill or technology. They make life easier for the nova, but rarely decide a conflict. Level 2. These powers can tend to have a narrow use, but can make or break a conflict for one side or another when properly employed. Replicating these powers via mundane means is often very difficult (not to mention expensive), if not impossible; even if they can be replicated, the mundane version is usually more limited or less powerful than the corresponding power. Few novas ever graduate beyond Level 2 powers. Level 3. Most level 3 (and above) powers are either suites (composed of numerous techniques, grouped around a particular theme or effect) or are a single power with broad application. In either case, they are very potent, and many let the nova manipulate reality in some way. Novas with Level 3 powers are rare and highly sought out. Level 4. These powers affect entire cities or even small countries. In some ways, these (and higher level) powers are refinements or expansions on lower level powers. Novas with Level 4 and above powers are nearly unheard of, and may be easily mistaken for gods and monsters. Level 5. Powers that affect nations or worlds. They allow changes on geographical scales. Level 6. Powers that affect fundamental structures in the universe. Many produce no directly visible results, and notions of scale dont really apply. Anything, anything, is possible with these powers. Powers are rated in terms of the number of dots the character has in the power. Each dot makes the power better in some way; often by increasing its parameters or adding dice to roll, but sometimes having special effects, like increasing how often the power can be used. Unless the power description states otherwise, use of a power forces the character to spend a number of quantum points equal to its Level (not its rating). In the case of powers with multiple applications, such as Elemental Mastery, the quantum cost is levied for each technique activated. Of course, theres no requirement that a character use a power at full strength; he can save one quantum point by using it at half power.

Pre-packaged Suites
Certain powers are actually pre-packaged Suites. They come pre-packaged because we assume players would usually want to take these powers together. Regardless, a player may still choose to take individual Techniques as individual powers of the appropriately lowered Level and Quantum Minimum. (Generally 1 level lower and 1 Quantum Minimum lower, although a ST may choose to further reduce their Level and cost).

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Quantum Minimum: This number sets the minimum Quantum Trait rating a nova must have in order to purchase this power. Dice Pool: The dice rolled to determine whether the power is used successfully, as well as its effect. The nature of the roll, or sometimes multiple rolls, is detailed in the text. This dice pool typically combines the power rating plus an Attribute. Some powers have several different techniques, each with its own dice pool. Range: The powers maximum range bracket. Touch indicates the character must touch the target in order to affect it. The nova must make a roll (using the powers dice pool) to touch the victim. The victim can dodge or parry, but parrying may be ineffective because it might still allows the touch to occur. Area: The maximum area affected by the power. This is the maximum area the power may affect-characters may reduce the radius as they desire down to zero unless the power states otherwise. Duration: The powers duration, if applicable. Instant. Indicates that the power lasts only long enough for an attack to be launched. The effects may last much longer; an injury does not go away just because the power that caused it is no longer in existence. An Instant power must be paid for each time it is used. Action. Indicates that the power cost must only be paid once every turn it is used in, rather than once every use in a turn. Concentration. The power lasts as long as the nova concentrates on it. While concentrating, the nova is at +2 difficulty on any other actions he takes. If the nova is Incapacitated or otherwise rendered unconscious, a Concentration power ceases immediately. A Concentration power must be paid for when first activated; thereafter, it remains in effect without additional quantum point cost for as long as the nova concentrates. Maintenance. The power, once activated, remains in effect for a small cost. It does not require him to concentrate on maintaining it, however. Thus, once a Maintenance power is active, the nova does not lose any dice for any other actions taken while maintaining the power. Every 2 active maintenance powers or fraction thereof reduce a novas quantum regeneration during stress by 1 point per turn. If this is reduced to a negative number, the nova must pay that many quantum points per turn to keep all her powers active. Outside of stressful situations like combat, Maintenance powers last for a scene without any additional costs. Scene. The power, when activated, lasts for the entirety of the scene. Permanent. The power, once bought, is considered to be on or present at all times and does not cost quantum points to use or maintain. Effect: An encapsulated description of what the power does. Multiple Actions: Whether it is possible to use the power in a multiple action. Some powers (Cyberkinesis, Elemental Mastery, etc.) have many applications. If such a power is able to be used in a multiple action, the nova may use several aspects of the power simultaneously, so long as she pays the quantum-point cost for all uses. She must still subtract dice normally for multiple uses of the power in the same turn. Description: A description of what the power does and the rules applicable to it. In cases of powers that inflict damage, a distinction is made between damage dice and automatic damage successes. Damage dice are listed in (parentheses); automatic damage successes are listed in [brackets]. Several powers (like Boost or Sizemorph [Grow]) are described as providing bonuses to Attributes. Sufficiently potent uses of these powers can raise Attributes above 5. Attributes gained through such temporary measures may be raised higher than their natural limits. Extras: This heading comprises any unique Extras available for purchase for the power, as well as its effects. Unique Extras should be bought like any other Extras. Mastery: Any special benefits that can be gained from taking levels of Mastery in this power.

Level 1 Powers
Arsenal
Level: 1 Quantum Minimum: 1 Dice Pool: N/A Range: N/A Area: N/A Duration: Instant Effect: Allows the nova to store and retrieve items from an extradimensional pocket Multiple Actions: Yes This power allows a nova to store certain types of items in an alternate dimension for retrieval on demand. The alternate dimension could be a literal alternate dimension that the nova reaches into, or summons from; it could also be something more visceral or disturbing, like opening her mouth impossibly wide to store items within her stomach (or a void therein). The sight of a nova vomiting up a railgun is as disgusting as it is frightening. Upon purchase, the type of item stored in an arsenal must be chosen, such as "ranged weapons" (covers all sorts of firearms, heavy weapons, etc.), "explosives" (rockets, grenades, their launchers, and so on), "tools" (various toolkits and medical/engineering equipment), "melee weapons" (blades, clubs, etc.), and so on. Only items of this type can be placed in an Arsenal. Under no circumstances can an Arsenal store unwilling objects or living beings. Items in the Arsenal are not affected by the passage of time and will remain as they were when stored until they are retrieved, whether thats 1 minute or 10,000 years later. Arsenal allows the storage of (Power Rating x 2) different individual items in this pocket dimension, as long as each has a Size less than or equal to (Power Rating 5). These items may be retrieved as an unrolled action by activating this power (normal multiple action penalties apply to other actions taken). To attune an object to a nova's Arsenal requires an action, and cannot be done to any object the nova believes is immediately dangerous (such as a ticking time bomb). The effects of accidentally storing such an object are up to ST discretion, but could involve the device going off in the novas face when she next uses the power, the bomb reappearing at an inconvenient time, or similar. If a nova loses this power by any means (Disrupt or Dormancy being the most common), the items in this pocket dimension are still stored but may not be accessed by the nova until he regains the power.

Extras
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Bottomless Reserves: A nova with this extra may store an unlimited number of identical expendable or one-use items (medicines, rockets, grenades, ninja stars, explosives) in the Arsenal as a single item. All other restrictions apply. Explosive Ordinance Disposal: A nova may now commit immediately dangerous objects to his Arsenal, such as containers full of acid about to crack, nuclear bombs with live fuses, a bundle of dynamite with a lit fuse, or so on. These items can only be stored for up to [Arsenal] days and then are involuntarily expelled from the dimensional pocket, buying the nova some time. Oversize: A nova with this extra may store oversized items. Oversize items count as a number of separate items in a Nova's Arsenal equal to the difference between the maximum Size individual items in the Arsenal can be and the items actual Size (so for example, an item of Size 1 counts as 4 items in the Arsenal for a Nova with an Arsenal rating of 2). Reflexive: As normal, but particularly useful here. Versatile: A Versatile Arsenal may store an additional type of item in them, such as "guns and grenades", "tools and guns", "tools and food", or so on.) Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance Effect: Converts characters close combat damage into Lethal damage. Multiple Actions: Yes Description: Named after the fabled death touch of pop-culture martial arts, this power allows the nova to enhance his unarmed attacks. This can manifest in many ways-the most basic is growing claws, but other common forms include quantum fields around the hands resembling fire or electricity, a magical weapon summoned out of nowhere, or just supernatural martial arts prowess (the last is most common in novas whose powers are inspired by wuxia, action movies, or anime). When used in close combat, this power converts the Bashing damage caused by the characters normal unarmed attacks into Lethal damage before soak and improves the characters hand-to-hand accuracy, defense, damage, and armor-piercing by (power rating).

Extras
Chi Projection: The characters non-grappling close combat attacks can be used at Thrown range while the power is active. This can take the form of fireballs(especially if the novas powers are inspired by fighting games or anime), i ncredible flexibility, or just being able to punch the air and hit someone meters away. This does not allow the character any ability for fine manipulation at range. Weapon Amplification: The character can channels this power through anything she touches. This allows the character to add the extra damage and armor penetration (but none of the other additional benefits) to melee as well as handto-hand attacks. The character may also spend 1 Quantum point per attack to enhance a ranged weapon with this po wers additional damage and armor piercing ability.

Deflect/Redirect
Level: 1 Quantum Minimum: 1 Dice Pool: Dexterity + Deflect/Redirect Range: Touch Area: N/A Duration: Instant Effect: By spending quantum, the nova can deflect various ranged attacks and, with skill, redirect them. Multiple Actions: Yes Description: By activating this power, the nova can deflect incoming ranged attacks. This is a standard power block defensive maneuver usable against Quantum Bolts, Elemental Blasts, other ranged energy attacks and missile weapons (including bullets). If the incoming attack fails by a margin of failure of 2 or more, she can redirect the attack at her opponent or another target in range. To redirect, the margin of failure on the opponents attack roll becomes successes in an attack roll. Use the same damage as the initial attack. To use this power, the nova must be aware that the attack is coming, and the attack must be visible. (With attacks like bullets and forms of energy beyond the visible spectrum, one must first be able to perceive them, using MegaPerception or power effects.) Deflect/Redirect does not work against powers with explosive or area effects or against mental powers (like Mind Blast).

Fortitude
Level: 1 Quantum Minimum: 1 Dice Pool: N/A Range: Self Area: N/A Duration: Permanent Effect: Character has increased resistance to various hazards. Multiple Actions: N/A Description: All novas share certain universal po wers, side effects of their eruption that provide them superior resistance to disease, faster healing, improved endurance and resistance, and enhanced durability. This power, Fortitude, is a natural outgrowth of these universal powers, enhancing some of these aspects, or extending them. The capabilities of this power are defined when it is taken, and cannot be changed. Fortitude provides one of the effects listed below. Toughness: The character adds +1 to Quantum for each dot of Fortitude when determining the characters soak. This does not increase the characters Quantum score and does not provide the character any other benefits which would be gained by increasing Quantum. Resistance: The character adds +1 automatic success to rolls to resist environmental hazards, poisons, and diseases per dot of Fortitude. Powers which act similarly to poi-

Extras
Aegis: Deflect/Redirect may be used against areaeffect powers or explosive weapons with this Extra. Catch: This power will trap the incoming attack on a net success. The attack can then be fired as per Redirect in subsequent turn. Holding the attack for more than a turn costs two quantum points per extra turn. Psychic Mirror: The power may now be used against mental powers.

Dim Mak
Level: 1 Quantum Minimum: 1

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sons or diseases, such as Phenoptosis and Poison, are also affected. Fast Healing: The character adds +2 to her MegaStamina score per dot for the purposes of healing times only. The character also treats Aggravated damage as Lethal damage for the purposes of healing times only. Psychic Shield: The character adds +1 automatic success per dot of Fortitude to any rolls to resist psychic powers such as Mental Blast, Hypnosis, Mentalism, or Dominate per dot in the power. This does not provide protection against Sway, nor does it protect against emotional manipulation such as Empathic Manipulation. Sensory Shield: The character adds 1 automatic success per dot of Fortitude to any rolls to resist powers or weapons that attack the senses, such as flashbang grenades or Strobe. This does not provide protection against illusions. Intelligence to do so. In such cases, the Nova may power block incoming laser-guided missiles and bombs.

Intuition
Level: 1 Quantum Minimum: 1 Dice Pool: Perception + Intuition Range: Self Area: N/A Duration: Permanent Effect: Heightens characters awareness of danger. Multiple Actions: Yes Description: lntuition grants the nova a sixth sense that warns her of danger. The nova makes a Perception + lntuition roll to determine if there is danger. The difficulty of this roll may increase by ST discretion for subtle threats (hidden bombs, poison umbrellas, etc.) but decreases for particularly dangerous threats, again at ST discretion. The warning provided by lntuition is extremely imprecise. If the character succeeds on the roll, the Storyteller simply tells him that he feels that something is not right here. and a rough direction where the threat is coming from. lntuition alerts the character only to dangers to himself. It provides no warning if someone nearby is in danger. Ambush Avoidance: The character adds (1 + Intuition) to the difficulty of an attack that would otherwise take the character from surprise. This applies even if the surprise attack is successful. Precise: The character is provided a better understanding of the threat. With 1 net success, the character knows exactly where the threat is coming from but not what. With 2 net successes, the character has a timeframe for the threat, such as in thirty seconds, when you open the door, when a person rounds the corner, and so on. With 3 or more net successes the character is given an understanding of the nature of the threat (bomb, gunman, poison) that becomes more and more precise with additional successes.

Extras
Versatile: The characters Fortitude provides an additional benefit chosen from the list. This may be taken multiple times, with each purchase allowing the character to gain an additional benefit from his Fortitude.

Illuminate
Level: 1 Quantum Minimum: 1 Dice Pool: Dexterity + Illuminate Range: Variable Area: Special Duration: Scene Effect: Character emits light. Multiple Actions: Yes Description: A nova with Illuminate can emit light. The nova can change the frequency of the light emitted to anything from ultraviolet to infrared at will. This light can be emitted in three ways: A soft glow, a flashlight-like beam, or a coherent laser. The character spends 1 Quantum point per mode used per scene. Glow: The character can surround himself with a soft aura of light. This may reduce stealth difficulties in bright areas at a distance (due to backlighting and washing out shadows) by 1, and can be used to illuminate an area as well. Beam: The character is equipped with the equivalent of a very powerful flashlight. If aimed at someone's eyes (a called shot at +3 difficulty using Dexterity + Illuminate that is effective up to Handgun range), this can temporarily blind the target for a turn. Laser: The character can emit laser beams. Unlike quantum bolt or Elemental Mastery (Light), the lasers fired by Illuminate are extremely weak and not suitable as a weapon. If used as a weapon, these lasers do (Illuminate x 2)L damage and are aimed by (Dexterity + Illuminate). However, they can be used for laser surgery (with enough Medicine), cutting through thin metal and other objects, cauterizing wounds, as an impromptu laser pointer, or as a laser designator. Reduce difficulties for rolls by 1 or add +1 to a character's dice pool if having a laser cutter around might be helpful. As a laser designator, bioluminescence can emulate any features of a military system, which does, in theory allow a nova to guide (or misguide) guided weaponry. However, 21st century military laser designators are almost universally frequency-hopping, requiring a nova to have at least 3 dots in Mega-Wits and 1 in Mega-

Luck
Level: 1 Quantum Minimum: 1 Dice Pool: Luck Range: Self Area: N/A Duration: Permanent Effect: Character may manipulate probability to a limited extent. Multiple Actions: Yes Description: A nova with this power is extraordinarily lucky. Somehow his quantum consciousness is able to tap into and manipulate fate, probabilities and perhaps even reality itself. Regardless of how its done, Lady Luck smiles on the character and looks out for him. A character may use Luck up to (Luck/2) times a scene, rounded up. However, it is the storytellers discretion whether the character may actually use the power; sometimes its better for the game if the character depends on his own abilities. If used to add to rolls, Lucks power rating is added to the roll as bonus dice, If used to add to defensive maneuvers, Luck adds its rating directly to the DV used for one attack. Luck may also be rolled to influence random events. A success

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means something generally favorable happens, more successes mean even better fortune. Remember, though, that Fate is a fickle bitch. If a character botches a roll enhanced by Luck, he suddenly becomes really unlucky for a scene. An unlucky character loses 1 success on any roll for every 1 that comes up on a die. Sickness may only deal either Lethal or Bashing damage, not both, and deals damage either once per minute as a toxin or once per week as a disease. A character may have up to (Power Rating) separate types of poison 'template', and may only spend up to (Quantum + [Power Rating x 2]) points in any category. Sickness requires skin contact, by default, to be effective. A successful resistance roll halves the poison's effects, rounding down. An exceptional success (5 successes or more above difficulty) negates the power entirely.

Extras
Misfortune: This Extra allows the character to negatively affect others with her Luck. The power may instead be used to subtract 1 success from another characters rolls per dot. This may turn a roll into a botch. Jackpot: This Extra allows the character to benefit further from his luck. Any roll which gains a benefit from Luck counts 10s as 2 successes each (or 3 successes if combined with another Enhancement or power that allows 10s to count as 2 successes).

Extras
Envenomed: This Extra allows the character to envenom melee or ranged attacks. These attacks inflict the Sickness effect as long as they are not fully soaked (i.e. deal more than ping) and deal at least 1 health level of damage. Relapse: The nova can set aside up to half the successes for a second bout to occur after the first one is cured; the relapse occurs up to (Quantum) days after curing the first round, at a time chosen by the nova.

Mastery
In addition to its other effects, when used to augment a roll, Luck may now allow the character to reroll up to 1/3/5 failed dice.

Sickness
Level: 1 Quantum Minimum: 1 Dice Pool: Stamina + Poison Range: Touch Area: N/A Duration: Instant Effect: Characters touch can poison or infect another person. Multiple Actions: Yes. Description: Sickness gives a character a pool of (Quantum + Stamina + [Power Rating x2]) points, which may be assigned as follows to potency, duration, penalty, damage and interval as follows: 2 points: Increase potency by +1 (starts at +0) 1 point: Increase duration by 1 minute (starts at 1 minute) for a poison, 1 week for a disease (starts at 1 week) 2 points: Increase targets dice penalty by 1 (starts at 0 - target Stamina) 1 point: Increase damage by 1B (starts at 0 - target Stamina) per interval 2 points: Increase damage by 1L (starts at 0 - target Stamina) per interval Damage Cost x 2: Change all damage from dice to levels. 5 points: Reduce time interval for damage (weekly > every 2 days -> daily -> once per 6 hours -> hourly -> every 15 minutes -> every 3 minutes -> once per minute -> once per 5 rounds -> once per round) At the ST's discretion, points in this pool may be traded for more exotic side effects to add further inconveniences. Minor inconveniences (diarrhea, constant coughing, watery eyes, bad odor, etc.) which may add +1 difficulty to rolls in specific situations (surviving in a desert, stealth, sight-based perception, in-person socialization) etc. cost 1-2 points, while severe problems (such as immune system failure, sudden and massive bone loss, paralysis, and so on) which add +4 difficulty or more to certain tasks, +1-2 difficulty to most actions, or make some actions outright impossible should cost at least 5 points, possibly more.

Suffocate
Level: 1 Quantum Minimum: 1 Dice Pool: Wits + Suffocate Range: (Quantum + power rating) x 10 meters Area: N/A Duration: Concentration Effect: Suffocates a target. Multiple Actions: No Description: This power allows the character to suffocate opponents by either filling their lungs with sand, smoke or water or by creating a vacuum of air. The player rolls Wits + Suffocate, resisted by the targets Stamina + Endurance, each turn the power is maintained. Success means the victim starts to suffocate (as explained in the Hazards section of the rules). If the target succeeds the Stamina + Endurance roll, the power ends and must be used again to restart the process. This power does not work on anyone possessing the Mega-Stamina enhancement Adaptability, a life support system or a self-contained environment (scuba gear, space suit, biohazard suit or any environmentally sealed armor), or anyone who no longer needs to breathe. This does work against novas employing a Barrier because, unless specified otherwise, this defensive measure still allows air to pass through it.

Psychic Link
Level: 1 Quantum Minimum: 1 Dice Pool: Perception + Psychic Link Range: See below Area: See below Duration: See below Effect: Establishes a mental link between two or more characters. Multiple Actions: N/A Description: The nova imprints some of his quantum signature on anothers (nova or baseline) brain, allowing mental communication. This power allows the nova to establish an unbreakable psychic link between himself and another living thing (typ-

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ically another person, but possibly an animal companion). The link is in effect Permanent, though either member can turn it off at any time, and the nova may break the link to establish one with another character. Furthermore, the link has a maximum range equal to (1,000 kilometers x [Quantum + Psychic Link]); if the characters are separated by a greater distance, the link automatically deactivates. In either case, reactivating the link requires a Perception + Psychic Link roll. It costs five quantum points to initially establish a link, but no further expenditures are required to reactivate or communicate through it. Establishing the link requires concentration and effort by both parties and can be broken at will by either party. A Psychic Link allows its members to communicate mentally. In essence it functions as a very limited form of Telepathy. But it also exposes the characters to mental attacks - if a power like Domination is used on one member of the Link, it affects all members of the Link. However, the presence of multiple linked minds increases innate resistance to such attacks. Add +1 difficulty to all psychic attacks for each mind (beyond the first) in the link. Attempts to dominate other minds through the link must also overcome this resistance. A telepathic nova who is within range of a linked individual may eavesdrop on conversations with a Perception + Telepathy roll, if his successes exceed the linking novas Quantum + Psychic Link total. A telepathic nova may sense the presence of a link by rolling Perception + Telepathy and achieving 4 successes (2 if the link is active). The nova must actively sense for a link. At the Storytellers discretion, a telepathic nova directly in the line of broadcast may attempt to eavesdrop. This should be difficult to arrange. Items with high power draw (cars, tanks, heaters, industrial machinery) count as 1 larger than their actual size, while items with extremely high power draw (railguns, lasers, other weapons systems, fighter aircraft) count as 2 Size larger than their actual size. A nova may not power more than 1 item at a time, but the system itself may transfer power to other items. Finally, Quantum Conversion can be used as an attack. Flaming fists, laser blasts, and electrical shocks are all quite capable of killing someone. As an offensive power, Quantum Conversion deals (Power Rating x 3) dice of Bashing or Lethal damage per use, with [Quantum -1] automatic successes.

Extras
High Energy: Power may convert quantum points into hard radiation such as gamma rays; as a direct attack this deals (Power Rating x 2) Aggravated damage per attack. Quantum Conversion with this Extra may also be used for purposes such as radiation therapy, replacing the particle accelerator in a scientific experiment, inducing radiation sickness, and triggering radiation alarms.

Mastery
Mastered Quantum Conversion allows a character to power more systems simultaneously. Instead of being able to support one object of the given power draw, the nova can support 10/100/1,000 objects of that power draw.

Extras
Extra Link: Allows the nova to psychically link to more people. With this Extra, the nova may link to 2 people at 1 dot of Psychic Link, doubling this number with each additional dot (so 4 people at 2 dots, 8 people at 3 dots, 16 at 4, and so on).

Silence
Level: 1 Quantum Minimum: 1 Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance Effect: Quantum + number of successes versus opponents Perception to go unheard Multiple Actions: Yes Description: This power renders its user virtually silent. If the nova cannot be detected via sight (due to darkness, the opponent being blind, the Invisibility power, or the like), Silence adds +(power rating) difficulty to any attempts to locate the nova. Acute hearing reduces this difficulty penalty by 1, and Hyperenhanced Hearing reduces it by up to (Mega-Perception). If the nova is visible, Silence adds +(power rating) dice instead. Silence extends a few inches from the novas body, rendering snapping twigs and rustling clothes inaudible. The silent use of firearms or similarly loud devices requires the object to be attuned. A silent nova using a firearm with some method of masking its visual signature will stay entirely undetected even after firing her weapon, unless the bullet is supersonic and gives her position away. Silence does not make the nova transparent to sound waves-sonar or echolocation will detect the nova as normal.

Quantum Conversion
Level: 1 Quantum Minimum: 1 Dice Pool: Stamina + Quantum Conversion Range: Thrown Area: N/A Duration: Special Effect: May convert quantum points into standard forms of energy. Multiple Actions: Yes Description: Quantum Conversion is sometimes considered one of the more unusual powers novas display, yet it is undoubtedly one of the more useful ones in a practical, everyday sense. It allows a nova to convert part of his personal quantum energies - his Quantum Pool - into standard forms of energies such as light, fire or electricity. The player may choose what type of energy is generated when the power is used, and may choose any type of energy. The only restriction is that without an Extra, Quantum Conversion may not generate extremely high-energy events such as gamma radiation. Quantum Conversion may be used to power devices or do work, generating electricity, heat, or whatever a device requires. Quantum Conversion allows the character to power a single device or machine of Size no greater than (power rating) for a scene.

Extras
Active Cancellation: The nova doesn't just silence sounds he makes, he cancels out incoming sounds. Echolocation and sonar detection are similarly penalized by Silence. Sustained: Objects attuned to the nova stay completely silent for (power rating) turns after leaving the nova's attunement range. This allows the nova to silently deploy explo-

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sives, supersonic bullets, and other noisy tools without worry of detection. creet, having no visible signature (except possibly when hit), or obvious, which means a character with this power is clearly armored, with steel skin or heavy armor plates surrounding her body. Each dot of this power gives the character +4B/4L soak against incoming attacks if the armor is obvious, +3B/3L if discreet. The type of armor (obvious or discreet) is chosen when purchased and cannot be changed. A character with obvious armor may activate or deactivate the armor in a single combat round, but may not do anything else during that round (so characters who really want to be protected from assassinations should choose discreet armor). Armor protects against incoming attacks, but does not protect against electricity, fire, radiation, falls, or anything else normal armor does not protect against.

Stretching
Level: 1 Quantum Minimum: 1 Dice Pool: Dexterity + Stretching Range: Self Area: N/A Duration: Scene Effect: Allows nova to stretch and contort her body Multiple Actions: Yes Description: A disturbing but versatile power, Stretching does exactly what it says. Allowing the nova to extend and contort her limbs and body, it is a relatively weak power but still useful in the right situations. A character with this power active may stretch her limbs and body up to 2 meters per dot in the power, giving her melee attacks that much effective reach (all melee attacks now have Thrown range). Furthermore she may reshape her form to escape confinement, giving her an automatic success per dot in the power to escape restraints, and allowing her to fit her entire body through anything she can put her fist through. If there is any doubt whether or not the character can fit through an opening or passage, the Storyteller has the final say. Stretching does not normally protect against any sort of damage or injury, although it may be used defensively to contort ones body away from incoming harm, addi ng +1 per dot to a characters Athletics for the purposes of dodging only.

Extras
Covert: The novas armor provides +4B/4L soak per dot and is also discreet. Hazardous Environment: The novas armor is considered sealed and protects fully against all environmental hazards, including fire and falling. It still does not protect against anything that cannot be soaked, such as diseases and poisons. However, as the nova is considered hermetically sealed, he may avoid exposure to most toxic chemicals or airborne diseases merely by holding his breath. Superheavy Armor: The character can spend three quantum points to supercharge his Armor for a scene. When charged, the novas Armor doubles its soak and renders the nova totally immune to damage from attacks that deal less than (6 + [power rating x 2]) damage; however, the nova may no longer move faster than a walk and has an armor penalty of -2 that stacks with worn armor penalties. Such fortification is obvious, even if the armor is normally discreet. Maintaining this fortification costs 1 quantum point per attack deflected; if this cost is not paid the additional soak and damage immunities still apply for that one attack but this Extra shuts down immediately afterwards. Activating Superheavy Armor requires an action.

Extras
Elasticity: The novas highly elastic flesh is resistant to blunt trauma, flesh and bone rebounding to its original shape within moments. The nova gains +2B/0L soak per dot in the power and soaks all fall damage as bashing when the power is active. Flatform: The nova may thin herself down to a paper-thin width. This allows her to fit through any opening that could fit a sheet of paper. Super-Stretching: The nova may extend her limbs up to 20 meters per dot in the power, rather than 2. This allows her to make melee attacks at up to Handgun range.

Aberration Transfer
Level: 2 Quantum Minimum: 3 Dice Pool: Manipulation + Aberration Transfer Range: Touch Area: N/A Duration: Maintenance Effect: The nova forces aberrations onto an opponent for a brief period. Multiple Actions: Yes Description: The nova can use his own aberrations as a weapon, forcing his limitations upon others. Some novas exercise this ability to relieve themselves of their quantumderived burdens, while others employ this as a method of censuring or blackmailing public novas. To use this power, the nova spends one quantum point per 2 XP of aberrations; he must then touch the victim. The attacker then rolls Manipulation + Aberration Transfer against the targets Stamina + Resistance. Success means the attacker has transferred one of his drawbacks to his victim. The aberration lasts for as long as the nova pays the maintenance costs for the power. This power is usable against both novas and baselines, though baselines suffer one level of Lethal damage per every 2 XP worth of aberrations inflicted upon them. During this

Level 2 Powers
Armor
Level: 2 Quantum Minimum: 1 Dice Pool: N/A Range: Self Area: N/A Duration: Permanent Effect: The nova is protected against harm by additional soak. Multiple Actions: N/A Description: All novas are significantly tougher than normal humans, but this power represents a particularly amplified capability of mitigating damage. Armor may either be dis-

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time, a nova with Aberration Transfer is free from the aberrations effects.

Mastery
For every purchase of Mastery, the nova can permanently transfer (2 x [new level of mastery]) XP of aberrations to a baseline or another nova. Doing so costs 10 quantum points. This will not work on any target sharing the nova's quantum signature, including Clones and Homunculi.)

Absorption
Level: 2 Quantum Minimum: 1 Dice Pool: Stamina + Absorption Range: Self Area: N/A Duration: Special Effect: The nova converts damage or energy into increased capability. Multiple Actions: No Description: This power allows a nova to convert incoming energy, in the form of damage, into physical enhancements. The character chooses an energy type-kinetic (bullets, punches, falls), thermal (fire, heat, explosions, cold, plasma) or electromagnetic (lasers, masers, electricity), upon purchase, that the Absorption functions against. When a character is hit by an attack of the Absorption type that deals damage, he may activate this power, rolling its dice pool. Each success on the pool allows the character to reduce the damage taken by 1 health level (after spending 1 quantum point), transferring this into raising a physical Attribute instead. The player defines which Attribute when purchasing this power. Absorption can increase a character's Attribute by up to (Quantum + [Absorption x2]) dots. Absorption costs the initial 2 quantum points to activate, plus an additional Quantum for every level of damage absorbed. These additional Attribute dots fade away at the rate of 1 per (power rating) turns.

Extras
Energy Magnet: Character with energy Absorption can absorb energy from sources at (Quantum x 10 meters) range as an attack. If absorbed from a nonsentient source (such as a fire or electrical socket), no roll other than the one to determine how much power is absorbed is required. If used on a sentient source, such as another nova, the player must roll Manipulation + Absorption to succeed with his attempt, then roll the normal Stamina + Absorption dice to determine how much energy is absorbed. Extended Effect: Attribute dots gained from Absorption last for a scene. Extra Attributes: The nova may split the Attribute dots between two Attributes. The new Attribute is defined at the time of choosing this Extra. This Extra may be taken more than once, each time allowing Absorption to add to another Attribute.

Mastery
Absorption divides the cost to absorb damage by 2/4/6, rounding final expenditures up. Therefore, a nova with Mastery 1 pays 1 Quantum per 2 HLs absorbed, while one with 3 pays 1 Quantum per 6 HLs absorbed.

Quantum Minimum: 2 Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance Effect: Generates a barrier that shields against harm Multiple Actions: Yes Description: This power provides extra protection for a nova. Most novas are already pretty hardy, but one with this power may be virtually untouchable. However, unlike Armor, Barriers require activation. The player picks one of the following options for the Barrier, based on its most appropriate manifestation. Despite its name, not every Barrier has to be external or even visible. Ablative: This Barrier gives temporary external health levels equal to (Quantum + Stamina + [power rating x 3]) which regenerate at [power rating] levels/turn on the character's action. An attack which penetrates the field must be soaked normally by the character, but loses as many dice and levels of damage (automatic damage levels are absorbed first) as were necessary to penetrate the field, assuming each damage die rolled a success. So a character with Quantum 3, Barrier 3, and Stamina 5 with Mega-Stamina 2 has a Barrier with 21 health levels that regenerates 3 of these levels a turn. If she was hit by an attack that did [15] + 20L damage that penetrated her field on the first hit, she subtracts the 21 health levels from the damage dealt (negating all 15 automatic damage levels and 6 damage dice), which means that she only has to soak 14L damage. If all health levels are filled by damage, an ablative Barrier shuts down and may not be reactivated until the character's next action. Deflecting: The Barrier adds +1 difficulty per dot to hit the character with most attacks. The character must choose one type of attack (lasers, bullets, hand to hand attacks, area attacks, guided attacks) that the barrier does not protect against. This is common for powers that involve altering space or probability. Dispersing: Attacks which hit the Barrier are evenly dispersed around the nova rather than fully focusing their energies on a small point. This provides immunity to called shots, additional successes on the attack roll do not increase the attacks damage, and all post-soak damage is reduced by (power rating) levels, to a minimum of 1 level. Specialized: The shield works only against a fairly narrow set of attacks (much like Invulnerability). Combine two options to set how the shield protects against that set of attacks. Against all other attacks, choose one of those options and halve its effect, rounding up. If Ablative, instead of halving the HLs of the barrier versus attacks that the barrier is not specialized against, those attacks deal double damage. Barrier can be aborted to as a defensive action. A Barrier may be directly attacked by powers such as Disrupt. Ablative barriers take damage as if they were quantum constructs. All other Barrier types are affected as any other power would be. A Barrier cannot be activated and deactivated on the same turn. If Barrier's duration is increased to permanent, it still costs quantum points to reactivate in combat, but automatically regenerates all damage and reactivates at the end of the scene.

Extras
Absolute Protection: A Barrier with this Extra allows the character to pay 1 permanent Willpower to entirely

Barrier
Level: 2

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negate an incoming attack. Permanent Willpower expended in this fashion heals at the rate of 1 dot per month. Offensive: Anyone or anything touching the Barrier (say, by striking it with an unarmed attack) take (power rating x 3) dice Bashing or Lethal damage. The choice of Bashing or Lethal is made when the Barrier is activated and may not be changed without deactivating the Barrier. Optimized: This Extra allows a Specialized Barrier to work as well as a normal Barrier against attacks it isnt sp ecialized against. Instead of using only one of its options at half effectiveness against attacks that dont fall under its Specia lized aegis, it uses one of its options at full normal effectiveness. Redirect: A Deflecting Barrier redirects attacks that fail to pierce it. The nova with the Barrier rerolls the attackers failed dice as an attack against a target within range, including the original attacker. Use the same damage as the initial attack. By spending one quantum point per turn, the nova can hold a projectile, choosing to release it later. Super-Ablative: A Super-Ablative Barrier negates all damage from an attack that pierces the Barrier once per scene. Must be taken with the Ablative barrier. Normally this extra must activate the first time the barrier is breached, but purchasing this Extra twice allows the character to choose whether or not to use its ability whenever the Barrier is breached. Volatile: A Volatile Barrier damages everything around the user when deactivated. When breached, the character emits a Shockwave (as per the power, but substituting dots in Barrier for dots in Shockwave). By default the use of this Extra is chosen upon field activation and the damage does not distinguish between friend and foe. If purchased twice, though, the character may be selective with who or what the shockwave harms. Wall: Allows character to project the Barrier as a wall at a range of three meters per dot in Barrier. The basic wall is two meters long by two meters high and can be made two meters taller or longer per dot in the power; the character can alter the dimensions with each use if he so chooses. Anything behind the wall benefits from the protection of the Barrier. Extra Attribute: Power affects one additional Attribute at the same time. Increased Duration: In this case, dots of Attribute gained from Boost last for a scene.

Bounce
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Bounce Range: Self Area: N/A Duration: Maintenance Effect: Allows the nova to bounce on, careen into and ricochet off of solid objects. Multiple Actions: Yes Description: A nova with this ability is able to rebound off of solid objects. In a manner similar to the Absorption power, the nova may, when striking (or being struck by) a hard surface, convert the physical damage into kinetic force. While active, Bounce multiples all jump distances and heights by (Bounce + 1) as long as the environment has walls and other props to rebound off of, representing the nova's improved ability to rebound off objects without losing momentum. In a particularly cluttered environment, a nova may have to succeed on a Dexterity + Athletics or Perception + Science (Physics or Mathematics) roll to gain this benefit. Any time the nova impacts with an object (or viceversa), he may use this power to negate Bashing damage. The player pays may pay up to (power rating) Quantum points, with each quantum point negating 1 level of post-soak Bashing damage. In addition, every level of damage thus canceled converts to a bouncing distance of three meters. Bounce allows a nova to tackle opponents with great force as well, increasing the damage of an unarmed attack by up to +2 per dot. However, every 2 dice of damage added in this fashion adds +1 to the attack difficulty. Since the nova rebounds from the target, he may not make consecutive attacks on the same target. The nova may, however, bounce back and forth between a pair of targets, or bounce, strike a target, jump off an object, strike the same target again, and so on.

Mastery
Each level of Mastery increases an Ablative Barrier's regeneration rate by 2/5/10 HLs/round.

Extras
Momentum Transfer: The character is able to more easily pass his momentum on to those he impacts. Characters successfully hit by a Bouncing novas melee attacks are knocked back a number of meters equal to the novas e nhanced horizontal jumping distance. Characters may attempt to resist this like any other source of Knockback. Negate Lethal Damage: The nova may negate Lethal physical attacks in addition to Bashing ones at the same cost.

Boost
Level: 2 Quantum Minimum: 2 Dice Pool: N/A Range: Self Area: N/A Duration: Variable Effect: Temporarily improves an Attributes rating Multiple Actions: Yes Description: Boost allows a nova to increase one of his Attributes temporarily. The Attribute affected by the power must be defined when the power is bought, and it cannot be changed thereafter. Activating Boost is a reflexive action which adds (Quantum + [Boost x 2]) to the Trait being boosted. The added dots fade at the rate of one per (Quantum + power rating) turns, and the power may be used only once per scene.

Chimeric Aberration
Level: 2 Quantum Minimum: 3 Dice Pool: Stamina + Chimeric Aberration Range: Self Area: N/A Duration: Maintenance Effect: A nova with this power can change his own aberrations. In essence, he is an aberration shapeshifter. Multiple Actions: Yes

Extras
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ABERRANT
Description: lnitially believed to be a minor variant of Shapeshift, Chimeric Aberration has since proven a versatile power in its own right, especially when possessed by those with Aberration Transfer (increasing their repertoire of weapons) and Shapeshift (imitating novas down to their aberrations). This power enables a nova to alter his aberrations, changing them from one type to another. The nova can turn a severe aberration into several minor ones temporarily or alter a couple of medium ones into one major aberration. To use this power, the nova must roll Stamina + Chimeric Aberration. Each success allows the nova to alter up to 2 XP of Aberrations and Augmentations gained by Taint, transforming them into different body modifications of the same type. The nova must keep the same value of aberrations and augmentations. A nova can never change an already altered aberration. from a non-quantum, non-noetic physical or energy-based attack. This Extra may be used up to (power rating) times per scene. Perfect Intangibility: A character with Density Control (Decrease) may pay 3 quantum points to become perfectly intangible for an instant, negating all damage from a nonquantum, non-noetic physical or energy-based attack. This Extra may be used up to (power rating) times per scene. Full Control: Character can both increase and decrease his density.

Disimmunize
Level: 2 Quantum Minimum: 3 Dice Pool: Intelligence + Disimmunize Range: Touch Area: N/A Duration: Maintenance Effect: The attacker strips away part of the targets immunity to her own damaging power. Multiple Actions: Yes Description: The opposite of Quantum Forgery, Disimmunize allows a nova to disable a targets power immun ity makeup. A fire-wielding nova becomes vulnerable to her own heat blasts, for example. Disimmunize rolls (Intelligence + Disimmunize), adding a number of automatic successes equal to the opponent's (Quantum), which is resisted by the opponent's (Stamina + Quantum). Each net success causes 1 automatic level of unsoakable feedback damage the next time the nova uses an offensive power. When this happens, the victim takes an additional level of damage for every dot in the power used. This damage is of the most dangerous type of damage the attack inflicts, so a Mental Blast would inflict Bashing feedback damage, while Quantum Bolt would inflict Lethal, and Disintegrate or Quantum Inferno would inflict Aggravated damage to the user. Disimmunize may never deal more damage than the victim's attack has damage dice + automatic successes. Example: The Mathematician, with Disimmunize 3, Intelligence 8, and Mega-Intelligence 5, is attacked by Blitx, with Stamina 4, Mega-Stamina 2, Node 3, Quantum 5 and Quantum Bolt 5. Using Disimmunize, the Mathematician rolls 11d [5] base, adding an additional [5] automatic successes against a total of 9d [2]. The Mathematician gets 14 successes total to Blitx's 3, so any offensive power Blitx uses will deal 11 + Power Rating levels of Lethal feedback damage to himself. Next turn, Blitx uses Quantum Bolt, and suffers 16 levels of Lethal feedback damage.

Density Control
Level: 2 Quantum Minimum: 3 Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance Effect: Increases or decreases the characters density, granting her protection or intangibility. Multiple Actions: Yes Description: This power allows the character to either increase her density or decrease it, but not both; the player must choose which ability the character has when the power is purchased. A character that can increase her density becomes heavier but also tougher and stronger. When activated, multiply the character's mass by (power rating x 2) and add that same number to Strength as well as to the character's Lethal/Bashing soak. In many characters an increase in density is accompanied by visible effects such as the characters body tur ning to rock or metal, but this effect is not required. A character who can decrease her density reduces her ability to touch and manipulate objects physically but also reduces the ability of physical objects to interact with her. When activated, the character divides her mass by (power rating x 2), reduces the post-soak damage of any physical attacks she makes by (power rating x 2), to a minimum of no levels of damage, and divides all incoming physical damage by (power rating + 1), rounding final damage up, to a minimum of 1 level. At 3+ dots this damage decrease also applies to energy-based attacks, such as lasers, fire, or the radiation from a nuclear weapon. A character with 3+ dots in Density Control (Decrease) may phase through walls at the speed of (power rating) meters per turn at 3 dots, walking speed at 4 dots, and at any speed at 5+ dots.

Disorient
Level: 2 Quantum Minimum: 1 Dice Pool: Manipulation + Disorient Range: Handgun+ Area: N/A Duration: Instant Effect: Allows character to weaken opponents Multiple Actions: Yes Description: This power allows a nova to take someone off balance via nausea, fatigue, hallucinations, or similar phenomenon. Disorient should be noted as either physical or mental upon purchase. The nova rolls the powers dice pool of Manipulation + Disorient to disorient the target. The vic-

Extras
Affect Others: may change the density of persons or objects for a scene by touching them and rolling Manipulation + Density Control; an unwilling target may roll Resistance to resist. Each net success gives the character or object the benefits and penalties of 1 dot of Density Control (increasing or decreasing density, whichever the nova chooses) up to the novas power rating. Neutronium Density: A character with Density Control (Increase) may pay 3 quantum points to become incredibly dense and tough for an instant, negating all damage

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tim may resist via Stamina + Endurance, if physical, or Wits + Resistance, if mental. Each success acts as a penalty to all rolls, subtracting 1 die from the opponents dice pools per su ccess. This penalty fades at the rate of 1 per (Power Rating) turns and a victims penalty from Disorient may not exceed (Quantum + Power Rating). Like a wound penalty, the opponent may spend Willpower to negate the effects of Disorient for 1 turn. ful to defend against incoming quantum attacks or when facing creatures generated by Quantum Construct or similar powers. When attacking a quantum construct (from any kind of power), each success on the (Intelligence + Disrupt) roll becomes (Power Rating) levels of unsoakable Aggravated damage to the construct. Disrupt does not work against gadgets.

Extras
Extra Power: Disrupt may affect any two powers at once.

Disrupt
Level: 2 Quantum Minimum: 3 Dice Pool: Intelligence + Disrupt Range: Rifle Area: N/A Duration: Maintenance Effect: Reduces the effectiveness of powers Multiple Actions: Yes Description: With this power, a nova can disrupt another novas control over any quantum power (but not MegaAttributes or enhancements). To use it, he rolls lntelligence + Disrupt. For every (targets Quantum score) successes rolled, a power the target possesses is reduced by one dot per success for as long as the Maintenance cost is paid. Disrupt can affect any power; the nova may, for example, disrupt his targets Quantum Bolt one turn, and his Barrier the next turn. However, without an Extra it cannot affect multiple powers at once. Moreover, it is difficult to use Disrupt multiple times in succession against the same target; each subsequent use of Disrupt against the same target in a scene incurs a +1 difficulty penalty. Disrupt may also be targeted at powers directly, as opposed to the nova generating the power. This is mostly useSuccesses One Two Three

Domination
Level: 2 Quantum Minimum: 3 Dice Pool: Manipulation + Domination Range: Thrown Area: N/A Duration: Concentration Effect: Take control of targets brainwaves Multiple Actions: Yes Description: This mental power allows a nova to project his quantum consciousness into a sentient targets brai nwaves. With sufficient successes, he can make his victim do anything, up to and including killing himself. To use Domination, the nova must spend the necessary quantum points and roll Manipulation + Domination in a resisted action against the targets Willpower. If the nova scores more successes, he succeeds in achieving control. The degree of control depends upon how many successes the nova has left after subtracting the victims Willpower successes, as follows:

Four After control has been achieved, a character affected by Domination may roll Willpower; if she succeeds, she may then spend one point of Willpower to decrease the attacks e ffectiveness - the Willpower point reduces the successes (and thus the command intensity) by one. For example, a character who is being Dominated is told to shoot a friend. She makes a Willpower roll at normal difficulty, succeeds, then spends a point of Willpower to reduce the effect to Major. The Storyteller rules that she summons up enough strength of will to turn the gun aside and shoot a wall instead of her comrade. In order to use Domination, the nova must be able to communicate with his subject - Domination is not inherently telepathic. If the target is too far away to hear a command or ca nnot understand a command for some reason, even Total Control may be useless.

Command Intensity Minor/Quirky: Blink, eat a bug, wear a particular suit of clothes. Major/Noteworthy: Do the novas chores; buy lunch for someone you hate. Complex/Antithetical: Worship a foreign god; follow a particular set of commands (Fill out this form, mail it to Wilkes-Barre, PA from Boise, Idaho, and after doing so, make an advertisement that reads ); attack (or refrain from attacking) whomever the nova indicates in combat. Total Control: Commit suicide; perform any task, no matter how difficult or vile.

Weaknesses
Literal: The commands given by Domination must only be followed to the letter, not the spirit of the command. Literal Dominate may be resisted with Intelligence + Academics (Any) or Willpower, whichever is higher.

Empathic Manipulation
Level: 2 Quantum Minimum: 2 Dice Pool: Variable (Willpower resisted) Range: Handgun Area: N/A Duration: Special Effect: Controls and manipulates a targets emotions Multiple Actions: Yes

Extras
Telepathic: Domination is telepathic orders can be communicated automatically, without the need for speech.

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Description: Empathic Manipulation is, in essence, a highly specialized form of Domination or Telepathy. It allows a nova to detect and manipulate a single targets emotions. For example, the nova can make emotions stronger or weaker. Doing so does not necessarily prompt the target to do anything, but it does make it more likely that the target will take some kind of action. For example, if a nova detects that a target is angry at the government, he might heighten that emotion to a blinding rage. How the target deals with his range is beyond the novas control. The target might begin a vitriolic letterwriting campaign, or he might pick up a submachine gun, walk into the nearest courthouse and begin firing. To detect a targets emotions, the nova must roll Perception + Empathic Manipulation in an opposed roll against the targets Willpower. Even a single net success on the novas part is enough for him to determine the targets emotional state and against whom or what that emotion is directed. Sadness/Happiness Anger Lust Not sad/happy Not angry Not lustful Sad/happy Angry Interested Depressed/elated Enraged Desirous Distraught/ecstatic Berserk Unabiding lust Manipulating those emotions requires a Manipulation + Empathic Manipulation roll, resisted by the targets Willpower. For each net success achieved, the nova can adjust the targets emotions up or down on the following table by one step. The Storyteller should use this table as a guideline for emotions not covered. Each step adds +1 to the difficulty of acting in a way opposed to the emotion (so berserk anger adds +3 difficulty to any rolls to not engage in violence, as an example). At the STs discretion, extreme emotions may also add +1d to any rolls aligned with the emotion (so the same character would get +1d for rolls to physically attack people, or to intimidate them). The emotional changes brought about by Empathic Manipulation last for a scene in the case of weaker emotions, or for (Quantum + Power Rating) turns, in the case of stronger emotions. After that the characters emotions will behave normally, slowly returning to the normal state (given the circumstances). Love Hatred Jealousy/Envy Fear Apathetic Not hateful Not jealous/envious Not afraid Like Dislike Jealous/envious Nervous Love Hatred Greedy Afraid Mad love Blind hatred Blind jealousy/envy Terrified

ESP
Level: 2 Quantum Minimum: 3 Dice Pool: Perception + ESP Range: Support Area: N/A Duration: Concentration Effect: Allows the character to sense his surroundings from a focus point at range Multiple Actions: No Description: By attuning himself to quantum ebb and flows, the nova may sense things at much greater ranges than he normally could. To use ESP, the nova need only spend the quantum points and concentrate. He then defines a focus point somewhere within the powers range. He can sense from that focus point as if he were standing right there. Thus this power is perfect for seeing through walls or otherwise spying on people. The nova must make a Perception + ESP roll (no range penalties) to target the power, and the clarity of the scan is based on the number of successes rolled: Successes Clarity One Very hazy, as though sensing through fog; one sense (sight, hearing, etc.) only. Two Slightly blurry perception, one sense; or hazy perception, all senses. Three Perfect perception, one sense; slightly blurry perception, all senses; can use one nova sense, though it will be very hazy. Four Near-perfect perception with all normal senses; blurry perception with nova senses. Five Perfect perception with normal or nova senses.

Extras
Distant Scan: Range is increased to (Perception + power rating) x 1000 km, but the process of scanning at this distance takes at least 15 minutes, and the nova may take no other actions, or even perceive his immediate surroundings, while so scanning. Furthermore, the Perception + ESP roll to target is at +1 difficulty per 2000 km.

Flight
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Flight Range: N/A Area: N/A Duration: Maintenance Effect: Allows character to fly. Multiple Actions: Per normal movement rules. Description: This power allows the character to fly through the air, outer space and similar three-dimensional areas. A character that flies using this power rolls (Dexterity + Flight) for movement in combat, adding [Quantum] automatic successes. The character moves at a rate of (Quantum + power rating) x 100 kilometers per hour outside of combat. If the character wants to perform aerobatics or fly through narrow openings at high speeds without hurting himself, the Storyteller may require a Dexterity + Flight roll to determine whether the character succeeds. The character may also power block with Flight to dodge incoming attacks ; depending on the characters movement, this may allow him to dodge explosions and area attacks, though particularly largescale blasts might cost the character his entire action. If a character has Wings, add +1 to the effective rating of the Flight power for purposes of speed and maneuverability. Gliding Wings add +1 to maneuverability, but do not affect speed. A flying nova may make a charging attack at her maximum flight speed, adding +1 difficulty to an unarmed attack and (power rating) to damage.

Extras
Interplanetary: When out of atmosphere, the character moves at a rate of (Quantum + power rating) x 10 kilome-

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ABERRANT
ters per second. This has no effect on combat speeds even in space. Interstellar (requires Interplanetary): A second purchase of the Interplanetary Extra allows a character to achieve faster than light speeds. A character may fly (Quantum + Power Rating) light-years per hour. While flying at these velocities a character may not take any other actions. Underwater: Character may use his Flight underwater and through other bodies of liquid at full speed. Healing can even regenerate severed limbs or ruined organs, but to do so costs four quantum points per limb and a Willpower point. Alternatively, if a character is suffering from poison or a disease, the power adds (power rating) successes to the afflicted characters Resistance roll. Once the roll succeeds, the poison or disease stops affecting the character. Any damage already taken can then be healed with a normal application of Healing. The nova may attempt to use this power only once per scene, per character. The nova may use Healing on himself.

Mastery
Mastered flight is far more maneuverable, whether in combat or out of it. Combat flight speed multipliers are x3/x5/x8. Multiply noncombat speeds by x2/3/4.

Extras
Inoculation: A character affected by a poison or disease who successfully resists it via Healing becomes permanently immune. This only affects diseases or poisons created naturally and not quantum powers such as Poison. Lingering: Baselines who have been affected by Healing heal and resist diseases/sickness like novas for (Quantum + Power Rating) weeks, while novas heal and resist disease/sickness as if they had a Mega-Stamina rating 1 higher than it actually is for the same duration.

Gravity Control
Level: 2 Quantum Minimum: 3 Dice Pool: Wits + Gravity Control Range: Thrown Area: (Power Rating) Duration: Concentration Effect: Character is able to sense and manipulate gravity fields. Multiple Actions: Yes Description: The nova is always aware of the exact gravity in the area, and the gravitic pull asserted by individual objects. The nova can also alter the gravity in a given area. For each success achieved on a Dexterity + Gravity Control roll, he can warp local gravity by up to .5 g (normal Earth gravity is 1 g). See the Hazards section of the rules for the effects of a ltered gravity fields. Objects in a negative-g field fall upward until out of the field. The nova can be selective if he wishes, increasing some objects mass, decreasing others and leaving yet others alone. A creature or object that becomes too heavy cannot move (or be moved), and it may collapse under its own weight if it becomes heavy enough. If the nova tries to affect a living thing with a Gravity Control, the target may resist with Willpower.

Mastery
Each level of Mastery adds +1 to the number of times healing can be used on a character in a scene.

Holo

Healing
Level: 2 Quantum Minimum: 2 Dice Pool: Stamina + Healing Range: Touch Area: N/A Duration: Instant Effect: Heals wounds Multiple Actions: Yes Description: The character rolls (Stamina + Healing) to heal targets. Each net success on this roll allows the Nova to heal 1 bashing or lethal health level on the target. Each level of Aggravated damage healed in this way adds a 4 Quantum surcharge to the use of the power, so if Healing is used to heal 3 Aggravated health levels, it costs (2 base + 12 [3 Aggravated HLs healed at 4Q each]) = 14 quantum points. A nova may heal even a dying character but that merely stabilizes them at Incapacitated. The cost for Healing may be split across multiple turns, if necessary, but the nova must burn through the required quantum points as quickly as possible.

Level: 2 Quantum Minimum: 1 Dice Pool: Manipulation + Holo Range: Handgun Area: (Quantum + power rating) Duration: Concentration Effect: Creates images; each success adds one to the difficulty of Perception rolls to determine the true nature of the image Multiple Actions: No. Description: This power allows a nova to create images - illusions, if you will - with which to trick and befuddle other characters. The player must choose which sense the images affect when he buys the power. As its name suggests, Holo is usually used to create images which can be seen, but auditory images are also popular. To use Holo, the nova rolls Manipulation + Holo to determine how precise and accurate his images are. Failure indicates that the nova fails to create an accurate image. Each success above the first increases the difficulty of Perception rolls to determine the true nature of the illusion by one. If an observer fails his Perception roll, he believes the images are real until he has reason to think otherwise (at which point he may roll Perception again). If he makes his Perception roll at any time he instantly recognizes the images for what they are and can perceive what (if anything) they are hiding. Images created by Holo cannot directly cause harm even if they affect the sense of touch. However, the; could trick a character into harming himself. For example if Holo is used to make a cliff seem like a grassy meadow, anyone who fails his Perception roll could easily walk right off the cliff to his doom.

Extras
Extra Sense: Power affects one additional sense at the same time.

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ABERRANT
Homunculus
Level: 2 Quantum Minimum: 2 Dice Pool: N/A Range: N/A Area: N/A Duration: Scene Effect: Allows nova to separate parts of his body or create small creatures from his body. Multiple Actions: No Description: This power allows a nova to separate parts of his body yet retain control over them (for example, detaching his hands and letting them strangle someone on their own) to create small creatures from his own body, or even to break down his body into a swarm of tiny creatures. Use of the power does not cause the nova any damage. To use Homunculus, the nova spends the required amount of quantum points, and either creates a small creature or detaches a body part of his choice. The creatures in question cannot be perfect duplicates of the nova - that requires Clone - but they could be smaller, or warped and twisted, versions of him. Detached body parts or creatures can move up to 10 meters per dot in Homunculus away from the character. As long as they stay within that distance, he can control what they do, just as if they were still a part of his body. Otherwise, they will continue with whatever actions they were performing until their tasks are completed and then stop moving until line of sight and range are reestablished. If a detached body part is attacked, it acts separately from the character (i.e., if the character decides to dodge in a particular turn, his detached body parts do not have to dodge; they can attack, block, or do whatever else they want, just as if they were separate characters). If one is Stunned or knocked unconscious, the other may continue to act. If the detached body part is killed, the character loses that part of his body permanently. Note that most characters cannot survive losing their heard or torso. See the chart below for the attributes of most detached body parts. Body Part Arm/Leg Traits 3 HLs (arm) or 4 HLs (leg), +2 per dot of Mega-Stamina, half Strength/Dexterity. Arms may only crawl, legs may only hop, moving (power rating x 2) meters/round. Normal soak but are Size -3 for taking damage and being hit (they deal damage as if Size 0). May only flail at characters for (Str + 0B) damage, for feet, or attempt to strangle a character for arms. 3 HLs, Str 0, half Dexterity, +2 per dot of Mega-Stamina. May grow spider-legs or some other form of movement to crawl. Normal soak but Size -5 for taking damage and being hit. May bite, a Brawl attack at +2 difficulty that deals (Str - 2B) damage by default. 2 HLs, +1 per dot of MegaStamina, full Dexterity, Strength 1. May only crawl. Half soak and Finger/Eye/Toe Torso + Head/Torso without Head Size -6. May attempt to strangle a character. 1 HL, may crawl at (power rating) meters per round. Half soak. No attack. Are considered Size 12. Characters full HL track, Str 0, Dex 0, immobile, destruction kills character. Normal soak, Size 0.

A small creature homunculus has no quantum powers, but it is otherwise considered to have half the characters Strength score, Dexterity and Stamina equal to the characters, half the characters health levels (round down, so a character with 3 -0 HLs, 5 -1 HLs, 5 -2 HLs, and 4 -4 HLs creates a Homonculus with 1 -0, 2 -1, 2 -2, and 2 -4 HLs) and soak. These homunculi may attack normally. The player may shift points around if he likes (reducing Strength to add to Dexterity, for example). If killed, the main character takes one unsoakable health level of Lethal damage. Small Homonculi are considered Size -3. At two dots and higher, the character can create more than one homunculus. At two dots he can create two homunculi; at three dots, four homunculi; at four dots, eight homunculi; at five dots, 16 homunculi. These homunculi can all be the same, or can be different. It costs no additional quantum points to create multiple creatures. Furthermore, if the character has Homunculus 4+, she can break down her entire body into a homunculus swarm of insect-sized creatures. The swarm moves at the characters normal speed and can flow over foes, grappling up to (power rating) foes simultaneously. A homunculus swarm takes a maximum of one health level of damage from most attacks, but fire, explosion and area attacks affect it normally.

Extras
Attuned: The characters homunculi may make use of the characters Mega-Attributes (capped at their strength/dexterity values). Mutable: The characters separated body parts or homunculi are capable of altering themselves for better independent movement and action. They may move normally (instead of being restricted in movement), and may increase their Strength or Dexterity by +1 per dot in Homonculus, up to the characters normal trait values. Redundant: The character may regrow a fully functional (but obviously unnatural equivalent) of a detached limb at no cost when using this power to detach a limb or body part, allowing him to make full use of this power without any fear of losing body parts. If a detached limb is destroyed the unnatural replacement limb heals into the original limb in 24 hours.

Head

Hypermovement
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Hypermovement Range: N/A Area: N/A Duration: Maintenance Effect: Increases characters running, flying, or swimming speed Multiple Actions: N/A

Hand/Foot

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Description: A nova with Hypermovement can run, swim or fly at ludicrous speed. At higher levels Hypermovement allows a character to outpace bullet trains, jetfighters and other vehicles. The player must specify which mode of movement Hypermovement enhances (running, swimming or flight). When active, Hypermovement adds up to 5 automatic successes to a characters movement speed rolls per dot . Out of combat, the character multiplies movement speeds by (Hypermovement x 20). Normally a character only uses 1 automatic success per dot of Hypermovement, allowing the character to still act normally. A character who utilizes this additional speed to its fullest may take no non-reflexive actions while doing so, save for tackling enemies. Sudden maneuvers at maximum speed also require a Dexterity + Hypermovement roll, with difficulty decided by the Storyteller. Resistance. The Immobilize effect requires a number of successes equal to (Quantum + [Power Rating * 2]) to break free from, and a character may roll to accumulate successes once per turn. When the character rolls enough successes, she breaks free of the effect. In this case, Mega-Strength only provides 1 automatic success instead of 5 even on Might-based rolls. While imprisoned, the victim gains +(Quantum + Power Rating) extra bashing/lethal/aggravated soak which stacks fully with all other sources, but is also immobilized and easier to hit. A character may choose to reduce the power of her Immobilize effect to reduce this soak increase (down to Quantum 1/Power Rating 1) but doing so also decreases the Immobilize effects durability. A willing character may be instantly reduced to Dexterity 0 (and therefore fully encased) with one use of Immobilize: this allows the character to take advantage of the added protection.

Extras
Extra Mode: Power affects one additional mode of movement. Inertial Skew: The character may run up/on walls and on ceilings while Hypermovement is active, as long as the character stays in motion. Kinetic Damper: While moving at full speed, the character gains +4B/4L soak per dot of Hypermovement for the purposes of surviving crashes and ramming attempts. Sonic Boom: When moving at full speed, the power generates a free Shockwave attack once per round, substituting Dexterity for Strength and Hypermovement for MegaStrength. Unstoppable Force: When moving at fullspeed, the character increases his effective Size by (Quantum + Power Rating) for the purposes of ramming attacks.

Extras
Intangible: Immobilizes soak does not protect the victim. Supertough: The lmmobilize effect requires double the number of successes to break free from.

Immolate
Level: 2 Quantum Minimum: 2 Dice Pool: N/A Range: Touch Area: N/A Duration: Maintenance Effect: Character surrounds his body with a damaging effect that harms anyone who touches him Multiple Actions: Yes Description: This power allows the nova to encase his body in a field that injures or damages everything he touches. This field can take many forms-red-hot flames, electrical discharges, warped space, and so on, but the visual effects and method of damage must be Immolate deals (Power Rating x 4) dice of Bashing or Lethal damage (chosen upon activation) with [Quantum x 2] automatic successes to everyone and everything in contact with the nova save the ground beneath his feet. This includes any enemies which hit the nova with a close combat attack, or with a weapon, although the attack still does full damage. Successfully hitting another character with a close combat attack deals Immolate damage as well as normal attack damage, but the Immolate damage in this case is always soaked separately from the attack. lmmolate can be extremely effective in combat, but it can also cause problems, since anything the nova touches takes damage. If he bumps into an innocent bystander, smashes through a wall or gas pump or simply walks down the street, he damages those people and objects - with potentially disastrous results.

Immobilize
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Immobilize Range: Handgun Area: N/A Duration: One scene or until destroyed Effect: Encases and immobilizes a target in a tough substance or field. Multiple Actions: Yes Description: A nova with this power is able to paralyze or ensnare targets in some way, which ranges from creating blocks of ice around them, to secreting a paralytic poison, to imprisoning them within a quantum field. To use Immobilize, the character spends the required quantum points and rolls Dexterity + Immobilize to hit the target. Targets may dodge an Immobilize attempt at +(power rating) difficulty. If successful, the target is slowed, reducing their Dexterity for the purposes of movement and dodging by 1 per net success. Characters with Mega-Dexterity have it reduced first, with every 2 net successes on the Immobilize roll reducing the novas effective Mega-Dexterity by 1 for movement and dodging. Once dexterity is reduced to 0 or below, the target is fully encased and immobilized. An encased victim must roll an Attribute + Ability combination (typically Strength + Might). The Storyteller may choose another Attribute if he feels that is more appropriate. Immobilize based on a paralytic poison may use Stamina + Resistance, while one based on mental attacks may use Wits +

Invisibility
Level: 2 Quantum Minimum: 1 Dice Pool: Wits + Invisibility Range: N/A Area: N/A Duration: Maintenance

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Effect: Increases the difficulty of noticing the nova on the near-visible spectrum Multiple Actions: Yes Description: Invisibility adds (power rating + 1) to the difficulty of any rolls to detect or attack the nova unless the opponent possesses a total Awareness dice pool equal to (Wits + Invisibility + Quantum), with each dot of Mega-Perception or other automatic successes counting as +2 to the Awareness dice pool. Although invisibility covers the entire near-visual spectrum (including Electromagnetic Vision, High-End Electromagnetic Scan, machines and security devices), it is strongest over the optical range and having the ability to see with non-visual light spectra (such as infrared, ultraviolet, radio waves, or the like) reduces this difficulty penalty by 3. Additionally, Invisibility negates difficulty modifiers for stealth due to poor conditions in addition to its normal bonuses, reducing them by (power rating) to a minimum of 0. Note that having certain sensory abilities, such as Blindfighting, echolocation, or the like allow a character to entirely ignore invisibility, and certain actions may leave obvious traces even while invisible. Dice Pool: N/A Range: N/A Area: N/A Duration: Permanent Effect: Massively decreases the amount of damage the nova takes from a certain form of attack. Multiple Actions: N/A Description: The name invulnerability may be not be strictly correct as this defense can be overwhelmed, but a nova with even a single dot of this power is very nearly invulnerable to a specific form of attack. Against an attack or phenomenon which the Invulnerability is applicable to, each dot of Invulnerability subtracts 6 levels of damage after soak (to a minimum of 1 health level of damage) or adds 6 automatic successes per dot to the resistance roll. The character must choose a single type of attack or phenomenon to which his lnvulnerability applies. Typically this application is based on a given phenomenon (fire attacks) rather than a specific power (Quantum Bolt). Some possible examples include: any one attack form defined by an EIemental Anima or Elemental Mastery (fire, ice, earth, light, magnetism, etc.); one type of physical trauma (piercing attacks like bullets, cutting attacks like blades, or bludgeoning attacks like fists or hammers); or mental powers. Characters may not choose to be invulnerable to quantum powers, physical attacks or energy attacks.

Extras
Enhanced Effect: Invisibility is no longer weaker over non-visual radiation wavelengths. Being able to see nonvisible light no longer reduces Invisibilitys difficulty penalty. Sustained: Objects attuned to the nova stay invisible for approximately one turn after leaving the nova's attunement range. This allows the nova to use just about anything invisibly without fear of detection.

Extras
Additional Category: Nova can choose to be Invulnerable to 1 additional phenomenon per purchase of this Extra. This Extra may be purchased any number of times. Perfect Invulnerability: The automatic successes applied by Invulnerability apply even if the resistance roll rolls no successes or botches, and Invulnerability may reduce damage to 0 after soak.

Psychic Invisibility
Psychic Invisibility is an alternative variant which relies on basically making people not pay attention to you. Psychic Invisibility works more easily without anomalous behaviori.e. instead of rolling Stealth, a character using Psychic Invisibility rolls (Manipulation + Psychic Invisibility) versus a target's Willpower. Psychic Invisibility masks one's signature more thoroughly (because the sensor readings are there, they just don't pay any attention to them), but the difficulty of the Manipulation + Psychic Invisibility roll increases with anomalous behavior. Examples of Difficulty Increases Improperly dressed (wearing heavy body armor at a formal ballroom dance, wearing swim trunks and nothing else in the middle of a warzone): +1 Personnel already on alert: +1 Dealing with paranoids: +1 Minor anomalous behavior (not following a directive, going a different direction to the crowd): +1 Calling attention to oneself (talking, taking unusual action, etc.): +2 Doing something threatening (pointing a gun at a person's head, unsheathing a knife, etc.): +2 Tripping alarms (not all surveillance is purely human): +3 Hostile action taken: +5 All Difficulty increases for Psychic Invisibility are cumulative.

Mirage
Level: 2 Quantum Minimum: 3 Dice Pool: Manipulation + Mirage Range: Rifle Area: N/A Duration: Concentration Effect: Creates illusions in targets mind. Multiple Actions: No Description: Unlike Holo, which creates an image that many different characters can see at once, Mirage allows a nova to project an image directly into a single targets mind. To use Mirage, the nova must spend the necessary quantum points and roll Manipulation + Mirage in a resisted action against the targets Willpower. If the nova scores more successes, he succeeds in implanting the illusion. The more net successes he has, the more complex and believable the illusion is. Successes Illusion Intensity One Simple Illusion: change appearance or nature of existing objects or persons; create illusion that there are minor objects or people where none actually exist. Two Complex Illusion: Change appearance or nature of

Invulnerability
Level: 2 Quantum Minimum: 1

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important existing objects or persons; create illusions that there are important objects or people where none actually exist; minor changes to overall environment. Three or more Very Complex Illusion: Illusion can completely change the targets environment or the people and objects around him. Once the nova establishes the illusion, he must concentrate on it to maintain it. He will know how the target is reacting to it, and he can cause it to react accordingly. If the illusion does not react as the target expects (For example, someone who is the targets friend does not know who he is), the target may make a Perception roll, opposed by an Intelligence + Mirage roll, to break free from the illusion. Unless the nova achieves three or more successes, a target cannot take damage from illusory attacks, though he might, for example, be tricked into running in front of a car as he reacts to an illusion. At three or more successes, the victims mind will cause him to suffer injuries corresponding to those caused by illusory attacks if shot with an illusory gun, he will take the same damage which he would take from a real gun - but regardless of the type or amount of damage the attack would normally do, the damage is Stun damage, and any illusory attacks may only inflict a maximum of (Quantum + power rating) health levels of Stun damage in a single turn. Molecular Manipulation power, except that the character substitutes her Nature Mastery rating for the Molecular Manipulation rating. Animals and plants will regard a character with Nature Mastery as their friend and boon companion until the character does something to prove otherwise. They will not harm her, and they will seek to prevent others from harming her as well. This power does not enable them to overcome their basic natures; the Storyteller should feel free to assign specific personalities to creatures based upon their natures. For example, lions and tigers might seem regal; poison ivy sarcastic and snide; antelopes nervous and edgy. However, whatever their natures, they will still try to help the character.

Extras
Micro-life: Character can exercise mastery over microscopic life forms down to the level of viruses.

Nova Proxy
Level: 2 Quantum Minimum: 3 Dice Pool: Quantum + Nova Proxy Range: Touch Area: N/A Duration: Fades at the rate of one dice pool point per (Quantum + power rating) hours. Effect: The nova bestows one of his powers upon a host. Multiple Actions: No Description: With Nova Proxy, a nova can lend his power to a nova or baseline. The process takes five turns to complete for another nova or 10 turns for a baseline, after which each success translates as one dot of power transferred to its new host. The giver loses the same amount from his own power rating, regaining it slowly as the proxy loses one dot per (Quantum + power rating) hours. The process is relatively straightforward when dealing with another nova, who uses the new power by drawing from her own quantum pool. Each time she botches while using her new gift, however, the proxy gains a point of temporary Taint much like the adverse effects of power strain. Things are more complex and unhealthy when using a baseline. The nova must spend twice the normal quantum to endow the proxy and needs to spend further points to grant her a Quantum Pool with which to power her new gift. Charging a baseline costs two quantum points for every point the baseline receives. Once the power fades, the baseline also suffers dangerous effects. For every dot of power and point of quantum she stored, she suffers 3d of Bashing damage, soakable by Stamina only. If this damage ever incapacitates the character, she gains a lowlevel aberration. If the baseline proxy ever botches, coruscating quantum energy surges through her system, inflicting two levels of Aggravated damage from internal burns.

Nature Mastery
Level: 2 Quantum Minimum: 1 Dice Pool: Perception + Nature Mastery Range: Support Area: Special Duration: Special Effect: Nova can communicate with and summon animals and plants. Multiple Actions: No Description: A nova with this power has the ability to communicate with animals and plants. This communication is telepathic, but if the creatures have the ability to make noises or communicate in other mundane fashions, she can understand those as well (though she may not be able to reply, and in any event such languages are likely to be crude indeed). Furthermore, the character can emit a telepathic call to summon a particular creature (or any creatures within range) to her side. This call has a range equal to two kilometers per dot in Nature Mastery. Any creatures subject to the call will come to the character at their best speed; plants, of course, cannot move and will not be able to respond. Once in the characters presence, they will treat her in a friendly fashion and do their best to respond to her requests, though they are not obligated to take her orders. Plants cannot physically uproot themselves; however, characters can attempt to animate foliage in the immediate vicinity. For example, trees might club at foes with their branches, while vines might wrap themselves around the characters enemies. The system for this power is treated as the Animation technique under the

Extras
Hyperstats: The proxy can be given MegaAttributes, not just powers. A transferred Mega-Attribute also provides any Enhancements the gifting nova has. Multiple: The character may share up to (Power Rating) separate powers with one roll and one use of the power. Sustained: The lent powers no longer fade as long as the character pays maintenance costs for Nova Proxy (ef-

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fectively changing the duration to Maintenance). They fade normally if Nova Proxy is no longer maintained. Safeguard: The lent powers will not fade if the recipient is in a situation where their disappearance will be fatal (such as flying high above the ground for Flight, or being exposed to heavy radiation for Invulnerability: Radiation). However, when the powers fade away a character will be at +3 difficulty to all actions due to general lethargy for twice the amount of time as the power fading was delayed. nova first rolls Perception + Precognition, adding a number of automatic successes equal to Quantum, with each success allowing the nova to see 1 combat round (3 seconds) into the future. When used to detect threats, the nova is then informed of what will happen. Threats which act during that time will be obvious, although it provides no protection against threats which are outside of the timeframe. When used to take back actions, the nova activates Precognition and goes on as if nothing had happened, at any time the precognitive vision covers, the nova may declare that she is ending her precognitive vision and act differently. If the nova does not do so, the ST should assume that she will act exactly as she did in the vision and not let her rewind time. If the nova changes her actions, actions which she did not alter will go identically and may not be rerolled unless circumstances have significantly changed. Similarly, other characters will act identically unless circumstances significantly change. If used in combat, an ST may choose to limit it to only altering actions immediately after they are rolled, for the sake of bookkeeping. Finally, when used to predict combat actions, the nova gains +(power rating) to Initiative and (power rating) additional dice to be added to accuracy or DVs for the duration of the precognitive vision. Adding 1 to a DV costs 2 of these bonus dice. This pool may be rearranged turn by turn as the nova sees fit.

Phenoptosis
Level: 2 Quantum Minimum: 3 Dice Pool: Stamina + Phenoptosis Range: Handgun Area: N/A Duration: Instant Effect: Does massive damage to a living target. A variant, Slay Machine, has identical mechanics but only a ffects unliving targets instead. Multiple Actions: Yes Description: Termed Phenoptosis for the biological phenomenon of programmed organism death, a nova with this power may cause massive damage to living organisms by causing massive cellular breakdown in an unfortunate victim. Novas who use this power may manifest it as killing words, necromantic spells, deadly diseases, envenomed spines, nanotech swarms, or other methods of inflicting horrific injury. When used, Phenoptosis rolls (Stamina + Phenoptosis) against the opponents (Stamina + Endurance), with each net success over the opponent dealing 2 levels of lethal damage. Phenoptosis ignores Size and cannot be soaked however, Hardbody adds an additional (+Mega-Stamina) dice to the resistance roll. Only living targets can be damaged by this attack, it has no effect on objects such as vehicles or robots. However, a sister power, Slay Machine, has identical mechanics but only affects unliving objects such as vehicles, buildings, computers, and robots. Slay Machine is resisted by half the targets armor pool by default. The ST may adjust this upwards or downwards by +/- 1-5 dice to represent better or worse hardened targets at his or her discretion.

Extras
Others: The characters Precognition may be used to see the immediate future of a character the nova is within (power rating) meters of. Reactive: The power automatically activates to warn the nova of a danger that will harm the nova within (power rating) combat rounds unless the nova specifically shuts it off.

Quantum Bolt
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Quantum Bolt Range: Rifle Area: N/A Duration: Action Effect: Unleashes a bolt of energy or power 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, and the nova can switch between the two. Quantum bolt deals (Power Rating x 6) damage with [Power Rating + (Quantum x 2)] automatic successes and has an AP of (Power Rating) and a Rate of Fire of (Quantum + Power Rating) x 5. A novas Quantum Bolt must be defined as a specific effect when the power is purchased, such as fireballs, railgun shots, laser blasts, magical animated swords, gravity beams, lightning bolts, so on and so forth. A character may gain one of the Extras below for free to define the nature of her Quantum Bolt (or another Extra that could validly apply, such as Area for an explosive fireball or Cloud for a Quantum Bolt defined as an acid blast). This initial Extra does not count towards the powers Extra limit. Additional Extras may be purchased normally.

Extras
Broad Category: The nova can use both Phenoptosis and Slay Machine, Necrotic/Entropic: Targets affected by Phenoptosis are also infected by gangrene. Targets affected by Slay Machine are at +1 difficulty for all actions until repaired.

Precognition
Level: 2 Quantum Minimum: 1 Dice Pool: Perception + Precognition Range: N/A Area: N/A Duration: Special Effect: Allows character to see into the future. Multiple Actions: Yes Description: This sensory power allows the nova to see a very short time into the future. The nova may use it to detect incoming threats, take back actions, or predict how an opponent will act in combat. To take any of these actions, the

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Extras
Charged: The quantum bolt can be charged and focused for additional damage. Aiming the Quantum Bolt increases its damage as well as its accuracy. If aimed, the quantum bolt gains an equal amount of bonus damage dice as it gains bonus accuracy dice from aiming. EMP: The quantum bolt can deal EMP damage, as well as bashing or lethal damage. Hyperkinetic: A character hit by the quantum bolt is knocked back, the attacker rolling his Quantum Bolt dice pool to forcibly move the opponent. Being knocked into a wall or other object deals 2B damage per dot in Quantum Bolt, soaked separately. Hypervelocity: The characters quantum bolt is a fast-moving attack such as a laser or bullet. The quantum bolts range is increased by 1full range bracket and the attack deals an additional +3 damage. Characters treat the quantum bolt as a bullet for dodging and parrying, and primitive armor halves its soak against the quantum bolt. This quality may be repurchased. If purchased again, the quantum bolt is parried and dodged as if it was a laser and deals an additional +2 damage (for a total of +5). Incendiary: The quantum bolt ignores all nonsealed armor and sets targets on fire, effectively gaining the I tag. This fire does 6L damage per turn until put out. Penetrating: The quantum bolt passes through targets without slowing down, providing exceptional penetrating power. If the quantum bolt is not fully soaked by an object (such as cover or a person), it passes through them and deals full damage until it is fully soaked or reaches maximum range. Add 5 to the Quantum Bolts AP rating. Scattershot: The quantum bolt fires a spray of projectiles, much like a shotgun, adding (power rating) to its damage with [power rating] additional automatic successes if the target is within 5 meters of the nova. The quantum bolt gains (power rating) to its accuracy. Total Forgery: In one roll, the nova can gain immunity to all applicable powers from a single nova opponent.

Quantum Leech
Level: 2 Quantum Minimum: 2 Dice Pool: Intelligence + Quantum Leech Range: Touch Area: N/A Duration: Instant Effect: Absorbs quantum points from the target Multiple Actions: Yes Description: Many novas fear this power, for it takes from them the one thing they treasure most quantum power, in the form of quantum points. To use this power, a nova pays one quantum point and touches the victim. The player rolls lntelligence + Quantum Leech against the victims Willpower. If the nova wins the contest, he transfers a number of quantum points equal to his (Quantum + power rating) from the victim to his (the novas) own Quantum Pool. This transfer even allows the nova to exceed his natural Quantum Pool limit, up to twice his normal Quantum Pool; however, if the nova botches a roll to steal power exceeding his normal limits, he gains one or more points of temporary Taint. He retains those points until he uses them or becomes unconscious (including going to sleep). The nova from whom the points have been leached recovers them in the usual fashion at the normal rate.

Extras
Negative: The nova may reduce the victim to negative quantum points, down to negative (Quantum + Power Rating) quantum pool, but does not gain any points from leeching the opponent below 0. At that point all quantum points gained (from per-turn regeneration, taint, or aggravated damage) must be used to pay this debt off, until the nova has 0 or more quantum points remaining.

Quantum Forgery
Level: 2 Quantum Minimum: 3 Dice Pool: Intelligence + Quantum Forgery Range: N/A Area: N/A Duration: Maintenance Effect: After a turn of studying a foe, a nova can alter his quantum signature to mirror that of his opponents, thereby gaining protection from her attacks. Multiple Actions: No Description: Novas are immune to their own offensive effects. Quantum Forgery allows a nova to alter part of his power makeup to mirror an opponents immunities. To use Quantum Forgery, a nova must study an active target for a turn (he must see at least one power in use). Then he must roll (Intelligence + Quantum Forgery). Each success reduces the damage of any power used by the nova whose signature is being forged by 2 levels (minimum 0) or adds +2 difficulty to any unwanted power use. This soak applies to any active use of powers but not to collateral damage or indirect power effects. It would apply to Quantum Bolt or Immolate or Disintegrate, but wouldnt have any effect against a gas main explosion touched off by a Quantum Bolt, or a Mega-Strength punch to the face.

Quantum Regeneration
Level: 2 Quantum Minimum: 3 Dice Pool: N/A Range: N/A Area: N/A Duration: Permanent Effect: Increases the amount of quantum points recovered per hour. Multiple Actions: Yes Description: Most novas recover the spent quantum points at a steady, predictable rate - two points per hour while at ease, or four points per hour if completely relaxed. A nova with Quantum Regeneration can recover them far more quickly than that. A nova with Quantum Regeneration recovers at least (power rating) points of Quantum per hour no matter the circumstances. Even in constant high-stress combat, the nova is guaranteed to at least have some level of quantum recovery. Furthermore, a nova with this power multiplies quantum recovery rates while at ease or relaxed by (power rating x 2).

Extras
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ABERRANT
Adrenal Surge: When placed in a stressful situation, such as combat, the nova gains her permanent Quantum score in quantum points per turn for the first (power rating) turns, much as if she had taken 1 temporary taint to overcharge her free Quantum per turn. This Extra may be purchased multiple times, with each purchase adding (power rating) turns of full Quantum recovery. Overdrive: The nova recovers a number of quantum points equal to (power rating) when suddenly put into a new and stressful situation such as an ambush. This may only activate once per scene. Quantum Minimum: 1 Dice Pool: N/A Range: N/A Area: (Quantum + [Power Rating * 2]) Duration: Concentration Effect: Creates a field that conceals an area Multiple Actions: Yes Description: The nova creates a field of opaque quantum energy, inky blackness, blinding mist, overwhelming light or other such effect. This field reduces the ability for characters to sense what is in the shroud. When activated, Shroud adds +1 difficulty per dot to any Awareness rolls to see whats inside the Shroud or any rolls to target characters or objects inside the Shroud. Characters inside the shroud suffer no such penalties.

Shockwave
Level: 2 Quantum Minimum: 2 Dice Pool: Dexterity + Shockwave Range: N/A Area: (Quantum + power rating) Duration: lnstant Effect: The nova damages everything around himself. Multiple Actions: Yes Description: The nova unleashes raw power in a burst radiating from his body. The power manifests depending on the substance, force, or concept the player chooses when she takes this power. For example, the shockwave might be a burst of flame, a blast of lightning, sheer entropy or pure quantum energy. It might even manifest simply as a killing intent, bringing enemies to their knees. However, a Shockwave cannot discern friend from foe without appropriate Extras. Shockwave inflicts (power rating x 4) dice of bashing or lethal damage with [Quantum x 2] automatic successes. Shockwave cannot be blocked without a power or dodged without the ability to move outside of the radius of effect and is considered to have Area rating equal to (Quantum + power rating). As a variation, the character may alter the shape of the shockwave, changing it into an expanding conical shape that radiates in a specific direction. This variant is considered to have an Area of 1 (a 10m radius) and a range equivalent to a Handgun.

Extras
Semisolid: Shroud can be formed into a wall (with 3 health levels and 2 points of Bashing/Lethal/Aggravated soak per dot in the power) that can absorb attacks against targets inside the shroud. Characters hostile to the nova have halved movement rates inside the shroud. Sensory Deprivation Field: Shroud affects one additional sense per dot in the power.

Sizemorph
Level: 2 Quantum Minimum: 1 Dice Pool: N/A Range: N/A Area: N/A Duration: Maintenance Effect: Character may alter his or her Size Multiple Actions: N/A Description: By channeling quantum forces into his molecular structure, the character may increase or decrease his overall size. The character chooses to be capable of either increasing or decreasing his Size when the power is purchased and may not change this choice. If used to increase size, the character gains these benefits per dot: +3 Size +2 Strength +1 Stamina +2d to movement rolls doubled lifting capacities If used to decrease size, the character gains these traits per dot: -3 Size +1 difficulty to movement rolls halved lifting capacities Attuned weapons have their Size increased or decreased alongside the character. At the ST's discretion, a character may change the statistics of the weapons he wields if they are attuned and have their size changed.

Extras
Knockback: Characters in the area of effect of the shockwave are thrown to the edge of the area of effect. If they are stopped before that (say, by a wall), they take damage as if they had fallen that distance. Projected: The shockwave can be projected to any point within Rifle range instead of emitting from the nova, allowing it to hit distant targets. Staggering: The novas shockwave is incredibly powerful, bringing enemies slamming to the ground. Characters without Immovable Object, Perfect Balance, or a similar Enhancement with a Mega-Strength lower than the novas power rating affected by Shockwave are automatically knocked prone, and may not rise from prone as part of a multiple action. Selective Targeting: The nova may choose to exclude targets from this effect. The tidal wave goes around a group of people, the fire fills the entire area, except one spot, and so forth.

Shroud
Level: 2

Extras
Variable: The character can both increase and decrease in size by activating this power. The character may choose to grow or shrink in size when the power is activated.

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Strobe
Level: 2 Quantum Minimum: 1 Dice Pool: Wits + Strobe Range: Handgun Area: N/A Duration: (Power Rating) turns Effect: Each success disables one of the targets senses for one turn. Multiple Actions: Yes Description: This power allows a nova to project an energy field that disables one of an opponents senses temporarily. It is usually used to blind a characters sight (typically through a flash of bright light or something similar), but it can also deafen a target (through extremely loud focused sound), deprive him of his sense of smell or numb his sense of touch. The player must choose which sense his power affects when he buys it, which cannot be changed thereafter; exotic senses, such as ESP and Premonition, are also susceptible to this power. To use the power, he spends the required quantum points and rolls Wits + Strobe. The target normally resists with (Stamina + Endurance), but more exotic forms of Strobe may use alternate resistance methods. Each success adds +1 difficulty to any Perception rolls based on the sense, with every 2 successes adding +1 difficulty to rolls which involve the sense (so most attacks or defenses for sight, etc.). Five or more successes prevents the target from using the sense at all for the duration of the effect. Multiple Actions: Yes Description: Telekinesis is the ability to lift and move objects without touching them by applying quantum energies to them. This ability may manifest as a mental power, focused winds, energy tentacles or talons, gravity manipulation, gigantic earthen fists rising from the ground, or many other powers. The general form of Telekinesis is chosen when the player chooses this power. Telekinetic lifting and movement of objects uses standard lifting/throwing rules, replacing (Strength + Might) with (Dexterity + Telekinesis), adding (Quantum) automatic successes. When comparing static values, each dot of Quantum is an effective +2 to the Dexterity + Telekinesis pool. When used to enhance non-energy ranged weapons, Telekinesis adds +1 to attack and damage pools for every dot of Telekinesis. Telekinesis can also be used to attack, using (Dexterity + Telekinesis) to aim. Telekinetic Punches deal (power rating x 3) Bashing damage with [Quantum x 2] automatic successes. Telekinetic Grappling deals (power rating x 2) Bashing damage with [Quantum] automatic successes per turn. This attack acts as a grapple (use the Telekinetic Might pool to contest opponent strength) Telekinetic Blades deal (power rating x 2) Lethal damage with [Quantum] automatic successes. Telekinesis is best used for rough manipulations, and fine manipulation with the power is difficult. When used for fine manipulation (aiming and firing a gun, writing your name, etc.), roll either Dexterity + Telekinesis or Dexterity + Ability, whichever is lower, then halve all successes, rounded down.

Extras
Sensory Deprivation Wave: This power affects one additional sense per dot in the power.

Extras
Fine Manipulation: The character no longer halves successes on Dexterity + Telekinesis rolls for fine manipulation. This allows telekinesis to be used to replace various tools as well, reducing difficulty penalties for lacking tools by (Telekinesis). Lethal Telekinesis: Telekinesis can now deal Lethal damage instead of Bashing with punches or grappling. This obsoletes Telekinetic Blades as an attack method. Nanoscale Manipulation: The character may use Telekinesis to replace all tools. This Extra requires Fine Manipulation.

Stun Attack
Level: 2 Quantum Minimum: 1 Dice Pool: Dexterity + Stun Attack Range: Rifle Area: N/A Duration: Instant Effect: An attack that can daze or knock out targets. Multiple Actions: Yes Description: This attack power is similar to Quantum Bolt, but it does not cause lasting harm to a target. All it can do is daze the target or knock him unconscious. For this reason it has no effect on unliving targets, such as buildings, vehicles or devices. Stun Attack has an attack roll of (Dexterity + Stun Attack) and does Stun damage equal to (Power Rating x 6) with [Quantum x 2 + Power Rating] automatic successes. Stun attack ignores all non-natural soak.

Teleport
Level: 2 Quantum Minimum: 2 Dice Pool: Perception + Teleport Range: Self Area: N/A Duration: Instant Effect: Allows a character to move without passing through the intervening space Multiple Actions: No Description: Teleport is an advanced form of movement in which a nova does not cross through the intervening space. Instead she simply disappears at Point A and reappears at her desired destination of Point B, bypassing completely any intervening barriers, such as walls or buildings. In combat, teleportation supplements a characters normal movement. To move via teleportation, a character rolls (Perception + Teleport), with [Quantum] additional automatic successes, instead of rolling (Dexterity + Athletics). Teleporta-

Telekinesis
Level: 2 Quantum Minimum: 2 Dice Pool: Dexterity + Telekinesis Range: Handgun Area: N/A Duration: Maintenance Effect: Characters may lift, move and even harm objects and people without touching them

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tion ignores all environmental movement penalties, making it excellent for traversing difficult terrain. If outside of combat, she may teleport up to 10 kilometers, multiplying this distance by 10 per success after the first. If a character is unable to see her destination, or is not familiar with it, she is teleporting blind and may miss her destination and end up somewhere else. The character must make a Perception + Teleport roll to hit her specified destination. The difficulty of this roll is normally +2; it increases to +3 if she is teleporting more than two kilometers, +5 if she is teleporting more than 20 kilometers and +7 if she is teleporting more than 100 kilometers. If the nova fails this roll, she misses the target. Failure may put her hours or even days away from her destination, while botching often ends with the nova teleporting inside a solid object, dealing 10A damage to the object and nova, and also forces the nova to extricate herself from the object. The nova may choose to willingly teleport into solid objects (or even people) as a desperate offensive method as well, although people or vehicles may dodge. Teleporting ones clothes, carried objects and the like requires attuning them. Area: (Quantum + power rating) kilometers Duration: One hour The nova calls down a devastating maelstrom to eradicate whatever she wants destroyed. Unlike the Storm power, this power is not designed to create harsh environmental conditions that penalize foes and deal minor damage. Instead, Armageddon is intended to deal widespread devastation. The nova rolls (Charisma + Armageddon), adding a number of automatic successes equal to Quantum, with each success dealing one die of Bashing damage to humans or vehicles caught in the Armageddons area without shelter per minu te for the duration of the storm. However, Armageddon is much more devastating to structures and other very large and relatively fragile objects, dealing (Quantum + Power Rating) unsoakable health levels of damage per success to structures in the area of effect. Reinforced structures, such as shelters or military bunkers, might reduce this, down to a minimum of 1 unsoakable health level of damage per success. A powerful nova can often cripple a city with this power, which can easily have effects equivalent to a nuclear strike if properly deployed, but should beware that although calling down the wrath of god is satisfying, this power is almost totally ineffective against mobile foes such as an organized military.

Extras
Combat Teleport: Using teleport in combat is now a reflexive action. The character may, for example, teleport to a superior position, then make an attack normally. The character may also power block with teleport to teleport out of the way of incoming attacks. Safe Blind Teleport: Difficulty for teleporting blind is reduced by power rating; if this takes the difficulty below +0, the nova does not need to roll for teleporting blind. Botching a blind teleport will no longer risk teleporting inside a solid object. Warp: The nova can connect two points in space, creating a gate through which people and objects may pass (as their action for that turn). One side must be within (Quantum + Power Rating) meters of the nova, but the other side can be anywhere within the normal Teleport range. The gate is three meters square by default, but the nova can increase any dimension by one meter per power rating dot, or make it as small as she likes. If the nova tries to force somebody through the warp (ex. creating a warp beneath the persons feet), she rolls Perception + Teleport to attack. Maintaining a Warp is a Maintenance action, and the nova may maintain a number of Warps equal to his power rating.

Biomanipulation
Level: 3 Quantum Minimum: 5 Dice Pool: Variable Range: Variable Area: Special Duration: Variable Effect: Character can control and manipulate all basic biological processes. Multiple Actions: Yes Description: This rare and potent power gives a nova control over the very forces of life itself. Novas with this power can cure or kill with a touch and can even create new species or cause a seed to grow into a large tree in a matter of moments. The only limit on this power is that it can only be used to affect humans, plants, animals and fungi. Without taking the Affect Microbes Extra, it cannot be used to affect viruses, bacteria, or any other forms of microscopic life.

Weaknesses
Contiguous: The nova must transmit herself through some contiguous medium, whether it be power cables, phone lines, shadows or even root systems. Broader categories, which are essentially omnipresent, do not qualify - therefore, earth, air and water would be excluded, though fire would not.

Development/Regression
Dice Pool: Manipulation + Biomanipulation Range: Touch Area: N/A or (Quantum + power rating) x 5 meter radius Duration: Special This ability controls the developmental cycle of living things, and can be used to accelerate or retard growth, or even cause living things to regress through their developmental cycle, turning adults into babies and flowers into seeds. For each success the nova achieves on a Manipulation + Biomanipulation roll, the nova may add or subtract up to three years to the growth of any target. Human or animal targets may resist the effect with a Stamina + Resistance roll. The transformation requires one minute per success. Targets with short lifespans like mice or flowers require only a single success to become fully mature or immature. If the nova wishes, he may retard the targets deve lopment or regression. The nova may cause the target to de-

Level 3 Powers
Armageddon
Level: 3 Quantum Minimum: 6 Dice Pool: Charisma + Armageddon Range: Theater

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velop or regress as slowly as he desires. For example, if the nova wanted, he could cause a person to regress at just twice the rate that a normal person develops. This power cannot make targets artificially old or decrepit, nor does it necessarily remove infirmities; aging is a separate, if indirectly connected, process from development. However, the subject might experience complications from the transformation. This ability can be used to affect any fungi, plant or animal from a colony of mold to a human being or a tree. While this ability can only be used to affect a single large target like a horse, a human or a tree, it can also be used to affect a large number of small simple entities like a hive of bees, a field of corn or a large patch of mildew. This ability allows the nova to alter the shape of other living targets. The number of successes on a Manipulation + Biomanipulation roll determines the level of changes which can be made on a target. Against an unwilling subject, use of the power is at a difficulty of (Willpower + 1). This ability cannot be used to affect novas, including the user; and it cannot be used to give a baseline target Mega-Attributes. The effects of this power are normally permanent. Each net success rolled on a use of Form Manipulation may either grant or remove 4 XP of body modifications from a character, or raise/lower one of the character s physical attributes (or the characters Appearance) by 1. The transfo rmation requires (# of successes) in minutes to complete. An unwilling character may resist via (Stamina + Resistance or Willpower), with each success reducing the novas roll by 1 success. Botching the roll usually has horrifying consequences. If the effect was meant to be beneficial, its crippling; if it was meant to be crippling, it usually backfires on the nova himself. For examples of other possibilities, see the following chart: Successes Changes One Superficial changes: change skin color, facial structure or similar features, change the targets apparent race, fingerprints or retina prints. Make a target look like an exact copy of anyone else with a similar weight, height and build. Two Minor changes: Alter the targets height or build, change the targets muscle to fat ratio. Change a targets apparent gender. Disguise anyone as anyone else of approximately the same mass. Three Moderate changes: Change the targets physical gender, alter the targets mass by up to a factor of two. Give the target superficial features belonging to other species (give a human a tail or claws). Four Major changes: Give the target functional organs and abilities from other species (give a human functional wings, gills or tentacles). Change a targets mass by up to a factor of four. Five Extreme changes: Completely change a targets physical form, create new creatures by mixing traits from several other creatures. Change a targets mass by up to a factor of 10 (turn a human into a dog, sculpt muscle, flesh and bone like clay).

Body Manipulation
Dice Pool: Stamina + Biomanipulation Range: Thrown Area: N/A Duration: Special This ability allows the nova to control the physiology of a single living target. This ability can mimic the effect of any drug, from alcohol to soma, as well as the effects of any disease or poison. When used to imitate diseases or poisons, this ability is identical to the Poison power. When this power is used against novas, it is a resisted action against the targets Willpower. This ability merely mimics the effects of various diseases and does not create actual diseases. Conversely, this power may be used to heal, as with the Healing power. This same ability can also alter a targets fertility, causing a flower to release a large cloud of exceptionally fertile pollen or making a human sterile or exceptionally fertile. This can be used to increase nova fertility, too, but only causes a marginal increase: from somewhere around 1/10,000th as fertile as the average baseline human to somewhere closer to 1/1000th. Use of Body Manipulation automatically fails against Psions or Latents. The effects of this power normally last as long as a normal dose of a similar drug would last and can be resisted in the same way. However, the effects of poisons and disease are instant, and the effects of altering a targets fertility genera lly last for several days. The degree of effect from this power depends on the number of successes rolled: Successes Effects Produced One Sneezing Fits, Depressants, Instant Sun Tan Two Orgasms, Tear Gas, Amphetamines, Sterility or Radically Increased Fertility, Tiredness, Insomnia Three Mite, Mox, Adrenocelin, Hallucinogens, Seizures, Mania or Depression Four Red 7, Narcolepsy, Paranoia, Shizophrenia Five Nerve Gas, Soma, Heart Attacks

Extras
Affect Microbes: The character may also use Biomanipulation to affect Viruses and Bacteria. This power cannot normally be used to harm novas since they are immune to most normal diseases. However it can be used to cause colonies of bacteria to grow at an incredible rate or to create new and exceptionally deadly diseases which can be designed to infect anything from humans to crop plants.

Form Manipulation
Dice Pool: Manipulation + Biomanipulation Range: Touch Area: N/A Duration: Special

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Mastery
Each level of Mastery adds +1 to the number of times Cure can be used on a character. Each level of Mastery reduces the time it takes to use Form Manipulation from (# of successes in minutes) to (1/2 # of successes in minutes) for Mastery 1 (round final times up), (# of successes in rounds) for Mastery 2, and (1 round) for Mastery 3. At Mastery 1, the nova may affect other novas with Form Manipulation. However, the effect wears off after a number of days equal to the manipulators Quantum rating. At Ma stery 2, the effect is permanent unless the recipient spends 1 willpower to negate the changes. However, novas gain (Quantum) automatic successes on any resistance roll and must resist even if willingly undergoing biomanipulation. Bodymorph dot must be assigned to Density Control (Decrease). Gas: Among other things, Bodymorph dots can translate into equivalent dots of Density Control (Decrease), Poison, Flight or Storm (allows the character to become a whirling tornado, thus inflicting the equivalent of the Storm technique in her immediate vicinity). At least one Bodymorph dot must be assigned to Density Control (Decrease). Energy. Bodymorph dots might be assigned to Immolate, Invulnerability (to the appropriate energy type), Quantum Bolt, the Electromagnetic Vision enhancement, Barrier, or Density Control (Decrease) dots. Shadow: Characters composed of shadow exist in an eerie two-dimensional world where most solid substances melt like hot caramel. The nova can slip under doors, evade attacks and conceal himself more easily. Shadowforms must have at least one dot of Density Control (Decrease). Bodymorph dots can be assigned to Invisibility, Stretching, Shroud, and similar powers. These are general guidelines only; players can allow Bodymorph dots to represent a number of powers (or even invent their own) subject to the Storytellers approval. Many of the techniques listed under Elemental Anima and Elemental Mastery are suitable as Bodymorph powers. However, all Bodymorph powers are available only while the character is transformed. Ultimately, the Storyteller must arbitrate the use of this power.

Bodymorph
Level: 3 Quantum Minimum: 3 Dice Pool: Stamina + Bodymorph Range: N/A Area: N/A Duration: Maintenance Effect: Allows character to take on aspects of one specific type of matter or energy. Multiple Actions: Yes Description: Bodymorph is a powerful ability possessed by only a few novas. It allows the nova to transform her body into a specific type of matter or energy. For example, she could transform her body to rock, to fire, to wind or to computer chips and circuitry. The player must choose what form that the character can assume when he buys the power. The player assigns a number of points equal to ([Bodymorph x 2] + Quantum) between Enhancements, Body Modifications, and dots in Level 1 and 2 quantum powers. Enhancements and Body Modifications cost a single point, while powers cost a number of points equal to their power level. When transforming, all Bodymorph powers activate simultaneously. The powers derived from Bodymorph cost no quantum points to use while transformed. Extras may be bought for Bodymorph at normal cost; any applicable extras may be applied to a use of a power granted by Bodymorph. The character may transform herself automatically. However, the characters dots in Bodymorph define how effective the change is. It is up to the player to define where his characters Bodymorph dots are allocated, subject to Storyteller approval, but once they are defined, they cannot be changed. For example, when creating a character with a rock body, a player whose character has Quantum 4 might buy Bodymorph 4 and assign eight points to Armor 4 and his remaining four points to Density Control (Increase) 2. He cannot change that allocation later. Of course, if he buys another dot of Bodymorph with experience points he can decide what benefits that brings. Here are some guidelines for the general properties of some forms: Stone/metal/hard solid: Bodymorph dots often translate into levels of Density Control (Increase), Armor or Claws. Liquid/amorphous: Bodymorph dots can translate into equivalent dots of Density Control (Decrease), Poison or Immolate (for characters who turn into acid). At least one

Mastery
The normal bonuses to Mastery do not apply to individual powers emulated by Bodymorph. Instead, Mastery doubles/triples/quadruples the number of points that can be assigned to powers.

Clone
Level: 3 Quantum Minimum: 5 Dice Pool: N/A Range: N/A Area: N/A Duration: One scene Effect: Creates up to (Power Rating) duplicates of the nova. Multiple Actions: No Description: This power allows a nova to create clones of himself from quantum energies and nearby molecules. To use it, he spends three quantum points per duplicate he wishes to create (up to the maximum listed above). Clones are exact duplicates of the character - they have the same Attributes, Abilities, powers, clothes and equipment (except that clones do not have the Clone power). They are separate persons in a game sense; if one is knocked unconscious or killed, the others are not affected. Clones do not have any sort of telepathic link; they communicate by talking. Clones are not linked in any way other than described below. Clones share their creators quantum pool and Quantum rating-all powers they use will pull from the creators quantum pool and count towards the creators Quantum per turn limit. They will not provide additional free quantum per turn. It takes one turn for a nova to create clones, but the character can do nothing else during that turn (not even walking). Once created, clones remain for a scene or until they re-

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combine with the original character. To recombine, the creator must only touch the clone he wants to merge into himself; again, they can perform no other action during that turn.. If a nova melds with his clones, he may absorb their memories. If they dissipate or are killed, then he may not access their memories. Maintenance powers must be separately maintained, and equipment is not duplicated without attuning them. Clones fade at the end of the scene or upon losing their last Incapacitated health level to any form of damage. Clones are also vulnerable to Disrupt and take damage from it as any other quantum construct. Even permanent clones have these two vulnerabilities. If a character has more Clones active than he can support (due to whatever reason, such as Eclipsidol, Mox, or Disrupt) all excess clones take 5 Aggravated health levels every turn (or every 3 seconds) until dead. purposes, the colossus soak is considered to be entirely armored soak. Quantum Cost: Taking actions other than moving the Colossus costs one point of quantum per turn, two points of quantum if the character takes more than one action. This charge is not reduced by Reduced Quantum Cost, nor is it reduced by making Colossus Permanent. Size: The Colossus is a very large object, and has a Size equal to (power rating + 5). Toughness: In general, the Colossus must be destroyed before the nova can take damage. Colossi have soak equal to ([Quantum x 2] + [5 x power rating]). It also has health levels equal to ([5 x Quantum] + [10 x power rating]). Damage that overcomes the Colossus health levels destroys it, and a destroyed Colossus may not be resummoned until the end of the scene.

Extras
Backup: If the nova is killed with a Clone still active, one of the Clones becomes the nova in every way, shape, and form, losing their vulnerability to Disrupt and does not dissolve when Incapacitated. They retain any current damage, though, so if all a nova's clones are badly wounded, they may still be killed. Extra Clones: The character may now support up to [Quantum x power rating] clones. Mental Link: All clones are in telepathic contact with each other.

Extras
Amplifier: The Colossus enhances offensive powers when active. Add (power rating/2), rounded up, to the effective Power Rating and Quantum of a character using any offensive powers such as Quantum Bolt for the purposes of range and damage. However, the attack costs double its normal quantum point cost and is now considered to have a Size equal to the Colossuss. This does not affect any other qualities a power has. Weaponized: The Colossus has up to (power rating) weapons systems or vehicle upgrades. Choose weapons and vehicle upgrades from the Equipment list. This Extra may be taken multiple times, with each purchase adding (power rating) weapons or upgrades.

Colossus
Level: 3 Quantum Minimum: 6 Dice Pool: N/A Range: N/A Area: N/A Duration: Maintenance Effect: Character can surround herself with a massive exoskeleton made of quantum forces. Multiple Actions: Yes This enables the nova to weave a nigh-invulnerable exoskeleton around herself, constructed from a substance of the novas choosing. The process takes 1 round of total concentration. The result is a mecha made of the substance, standing (Colossus x 4) meters tall, with the nova at the center. This exoskeleton provides the nova with additional strength, speed and power, granting the benefits and costs below. Improved Strength: The nova gains (Quantum + power rating x 2]) dots of Strength and (Quantum x 2) automatic successes on Strength-based rolls for damage and feats of strength only. This additional strength does not increase close combat accuracy. Colossi deal Lethal damage with close combat attacks due to their size and raw power. Increased Speed, Jumping and Carrying Capacity: Multiply the novas movement speeds and lifting/throwing capacity by (power rating x 2). This applies to all of the novas methods of movement, including ones granted by powers. The Colossus multiplies jump distances and heights by the same amount. Quantum Attunement: The nova is attuned to the giant he rides in, allowing the nova to channel his other powers through the colossus, with a few exceptions. Neither Density Decrease nor Bodymorph affects the colossus. However, the nova can increase his titans toughness via Barrier, and he can channel Mega-Attributes through the exoskeleton. For stacking

Cyberkinesis (Suite)
Level: 3 Quantum Minimum: 4 Dice Pool: Variable Range: Thrown/Special Area: Special Duration: Special Effect: Controls computers and machines Multiple Actions: Yes Description: Cyberkinesis is the ability to manipulate machines, particularly electronic machines and computers, encompassing a variety of related abilities. The character does not have to possess any relevant Abilities (like Engineering) in order to use these abilities, but it is not uncommon for cyberkinetics to know such skills. Most computers are easy for a cyberkinetic to intrude upon, but tougher ones may add difficulty, as noted below. Note that as Cyberkinesis is a quantum power rather than an ability, the difficulty of a Cyberkinesis roll should rarely, if ever, be higher or even equal to the difficulty of a hacking roll to do the equivalent. Such cases are exclusive to computers that are specifically hardened against quantum powers. Cyberkinesis works best against unshielded conventional computer systems. Computers using exotic computational methods (such as quantum computers or mechanical computers) or objects with no controlling electronics are manipulated by Cyberkinesis at +2 difficulty. Computers shielded against EMP and external threats, such as the ones found in military vehicles or secure NORAD servers, may add another +2 difficulty to the roll.

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Computer Type Difficulty Personal (PC, smartphone, iPod) +0 Official (corporate workstation) +1 Secure (corporate server) +2 Very Secure (tank or fighter computers) +3 Hardened (computers with sensitive info) +4 Critical (Pentagon servers) +6 Data Fortress (NSA supercomputers) +8 or more Although normally Cyberkinesis has a range of a few dozen meters, a cyberkinetic can also send his consciousness through a computer network, allowing him to affect a distant computer, if he can locate the machine at all (typically a Hacking feat). Doing so costs one Willpower, requires total concentration (no other actions) and raises the difficulty of the skill roll as follows: Distance Interval Difficulty Same city Three turns +1 Same country One minute +2 Same continent 10 minutes +3 Transcontinental One hour +4 The cyberkinetic may provide input, but may not provide powerthus, more primitive machines which have no way of processing inputs and rely exclusively on muscle or wind power are utterly useless even if controlled. For example, as most older firearms require the trigger to be pulled to move the firing pin and require human hands to move their fire selector, using Control on them will allow literally nothing. Therefore, cyberkinetics tend to use Control only on electronicallymanaged devices such as modern cars, tanks, robots, and aircraft.

Fool
Dice Pool: Manipulation + Cyberkinesis Area: N/A Duration: Duration The cyberkinetic can insert false images in sensors, security systems or communications devices. The false images that can be produced are identical to those created by Mirage, save for the fact that it only works on electronics, may be used on an entire system at once rather than just one mind at a time, and uses a different dice pool.

Extras
Branding: After affecting a computer or device with Cyberkinesis, the nova locks it against other characters cyberkinetic intrusions for (power rating) days. Other cyberkinetics must get the novas permission to use cyberkinesis on a branded system, otherwise they add +(power rating) difficulty to all cyberkinesis rolls to affect the device and alert the nova who added the Brand on a failed roll. The nova may Brand up to (Quantum + power rating) computers at once. Network Effect: The character affects (Quantum x power rating) linked computers simultaneously. Long-Distance: The nova no longer suffers difficulty or interval penalties for hacking distant computers. Technopathic: The character takes no penalty for affecting machinery without electronics or exotic computers.

Opening
Dice Pool: Manipulation + Cyberkinesis Area: N/A Duration: Special The character leaves behind a residual quantum daemon that detects and attempts to subvert efforts at securing the target computer. When someone attempts to install or activate security features, they must get at least as many successes on a computer roll as the nova has levels of Cyberkinesis. If a given roll would normally succeed but is blocked by Opening, the programmer or administrator can tell somethings wrong; on a failure or botch, everything looks fine. A roll that gets twice as many successes as the nova has levels of Cyberkinesis disrupts the Opening effect and prevents further interference for the rest of the scene. A single success creates a quantum daemon strong enough to interfere with security efforts for one scene. Extra successes provide more daemons. These quantum daemons can linger in a computer for a maximum of (Quantum + power rating) days and dissipate at the rate of one per day.

Alter Data
Dice Pool: Intelligence + Cyberkinesis Area: N/A Duration: Concentration Upon a successful lntelligence + Cyberkinesis roll, the cyberkinetic can interface with a computer or similar piece of equipment to alter, read or remove existing data or insert or create new information. This allows the character to make (Power Rating) changes to the information on an electronic storage device in a combat round, where one change is adding, editing, deleting, or reading a single program or file. This can be used to reprogram a computer or install new software, not just alter documents and settings. Each success on the roll past that doubles the number of changes or reads that can be done. Any changes to or deletions of information are permanent; the data must be reentered into the computer by hand.

Overload
Dice Pool: Wits + Cyberkinesis Area: N/A Duration: Instant The cyberkinetic overloads an electronic device in some way - sends a pulse of electricity or electromagnetic energy through it, stresses it so that it jams or seizes up. Each net success on the novas Wits + Cyberkinesis roll adds +1 difficulty to any rolls made to use the machine. If the difficulty is increased above +4, all electronics in the target fail. Hardened systems with redundant backups such as most military computers and corporate servers will compensate for the damage, reducing the difficulty increase by 1 per turn.

Control
Dice Pool: Manipulation + Cyberkinesis Area: N/A Duration: Concentration The cyberkinetic can take control of any machine. The cyberkinetic rolls Manipulation + Cyberkinesis (remembering to factor in the difficulty of affecting the target machine). A success allows the character to input any commands into the machine, bending it to his will.

Mastery
At Mastery 1, the nova gains Animation, Possession and Synchronization.

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Animation
Dice Pool: Wits + Cyberkinesis Area: N/A Duration: Maintenance The nova makes one or more machines, up to (power rating) machines per success, come to life. They move in any way that they are built to; a computer-controlled car affected by Animation, therefore, would be able to drive around at the novas behest, but a desktop computer would still just sit there. Unlike Control, the character may also provide power. This means they can, for example, make purely mechanical devices like early 20th century cars act independently. integrate and hopes to hit the target. This inflicts (Power Rating x 5) dice of aggravated damage with [Quantum x 2] automatic successes.

Extras
Rending: A target damaged by Disintegrate loses (power rating x 2) from all soak values until the damage is healed, natural soak first, then armored, then power-granted. This soak reduction does not stack with multiple uses of Disintegrate on the same target.

Entropy Control (Suite)


Level: 3 Quantum Minimum: 4 Dice Pool: Intelligence + Entropy Control Range: Variable Area: Variable Duration: Special Effect: Character can control and manipulate entropy. 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.

Possession
Dice Pool: Manipulation + Cyberkinesis Area: N/A Duration: Maintenance The nova shifts his consciousness into the network; his body falls into a coma-like state (unless hes using Compartmentalized Mind). He can move at lightspeed through the network and occupies an effective space about (power rating) x 100 meters across. Damage must affect more than half of the networked computers in that space to affect him. He has full access to all the sensory attachments available to computers in the target space (and whatever machines beyond that they can issue commands to) and can use mental powers of his own. He can issue commands to computers in his space. If its physically possible for the hardware to do something, he can construct a string of instructions to make it possible. He can also modify software and data to his hearts content. It requires a Hacking roll to pierce encrypted data and data in languages the nova doesnt speak.

Bioentropic Vortex
Dice Pool: Stamina + Entropy Control Range: N/A Area: (Power Rating) Duration: Instant The nova turns herself into a sort of entropic black hole, absorbing the effects of entropy on other people and objects in the area. Each success lets the nova transfer one level of damage from another person to herself, or take on one dies worth of penalty due to mental confusion and the like. The nova may choose how to apply each success, gaining a subconscious knowledge of entropic problems within the area. The nova may use one success to start a stopped machine, repair one specific break in a mechanical or electronic device and so on; each of these improvements inflicts a level of Bashing damage on the nova. Canceling other novas uses of entropyand chaos-manipulating requires one success at Bioentropic Vortex to negate one success on the cancelled powers roll and inflicts on the nova one level of Bashing damage per success used this way. The nova takes damage that is in some way evocative of the transferred entropic harm: scars that resemble repaired fractures, for instance.

Synchronization
Dice Pool: Manipulation + Cyberkinesis Area: N/A Duration: N/A The nova can make a number of machines all take on the hardware and software configuration of the machine he designates. This power allows him to reset all software, and to modify hardware insofar as theres provision for software i nstructions to change it. Each success lets him synchronize (power rating) computers networked together or a single computer that isnt networked to the source machine but is within (Quantum + power rating) x 10 meters. Synchronization cant install new software or change hardware specifications - machines with differing capabilities get as close as they can, but dont magically change into something theyre not.

Disintegration
Level: 3 Quantum Minimum: 5 Dice Pool: Dexterity + Disintegrate Range: Thrown Area: N/A Duration: Instant Effect: Inflicts Aggravated damage Multiple Actions: No Description: This terrifying power is the most common method for a nova to deal aggravated damage to a target. To use it, the player simply aims the power via Dexterity + Dis-

Bioentropy Storm
Dice Pool: Stamina + Entropy Control Range: Handgun Area: (Power Rating) Duration: Instant The player using Bioentropy Storm rolls (Stamina + Entropy Control) once, adding [Quantum] automatic successes to the roll. Each opponent resists separately, rolling (Stamina + Resistance) against the nova's accumulated successes. The nova inflicts 1 level of unsoakable Lethal damage per each net success. All affected posthumans (Psions and Novas, and any other Inspired) add 1 automatic success to their (Stamina +

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Resistance) roll, and the Hardbody Enhancement adds an additional (Mega-Stamina) dice to resist Bioentropy Storm. Although the storm does pass through walls and obstacles, such an action weakens it and grants an automatic success to the resistance roll for every 4 soak the wall provides (most thin walls provide no protection, while concrete walls will generally add 1-2 successes). Fully sealed body armor provides an additional success to the resistance roll. The player rolls Intelligence + Entropy Control versus the targets Wits + Luck (+2 if the defender also has the Lucky merit, -2 if the defender the Bad Luck flaw). Each net success removes 1 success from the result of any roll the opponent makes, up to (Entropy Control) successes removed. Furthermore, a character affected by this power botches any nonopposed failed rolls and any opposed roll where he or she scores 0 or fewer successes.

Breakdown
Dice Pool: Intelligence + Entropy Control Range: Handgun Area: N/A Duration: Special The nova targets a machine, causing cascade failures in its hardware, software, and structure. This causes damage and disables the target, but may only be used against complex mechanical systems such as cars, trucks, guns, and ships. The ST is the final arbiter as to whether something is a valid target for Breakdown. When used, Breakdown rolls (Intelligence + Entropy Control) against a dice pool equal to half the target vehicle or buildings armor rating. The ST may adjust this by +/- 1-5 dice to represent objects which are more or less hardened against systems failure. Each net success the nova rolls deals 2 levels of unsoakable lethal damage which ignores Size.

Serial Order
Dice Pool: Wits + Entropy Control Range: Touch Area: N/A Duration: Special The nova can affect exactly when in a series of similar events a particular outcome takes place. A single success on the Serial Order roll lets the nova specify the first half or last half of the sequence, and each additional success doubles the resolution. At two successes, the nova can specify which quarter of the sequence will have the result he wants, at three successes, which eighth, and so on. Thus, a nova can say in this run of coin flips, heads will come up here, in this assembly run, therell be a defective unit there or the person in this district who votes for candidate X will show up at this time. Serial Order cant make an event more or less probable - if it takes an average of one thousand units made on the assembly line to produce a unit with the defect that novas interested in, he has to apply Serial Order to the whole 1,000-unit run. A nova can only use Serial Order to one series of events at a time.

Entropic Front
Dice Pool: Perception + Entropy Control Range: Rifle Area: (Quantum + Power Rating) Duration: Maintenance The nova alters the strength of entropic forces in the target area. In one half of the area, designated by the nova, entropy increases, while on the other side, entropy decreases by the same amount. Each success adds +1 difficulty to all rolls to resist mechanical or electronic failure, worsening of medical complications and the like on the high-entropy side and adds one die to all rolls to resist such things on the low-entropy side.

Extras
Entropic Selectivity: The nova can specify what targets the power affects-only against wounded, only against enemies, and so on. The nova may also specify that a technique automatically inflicts no more than a particular level of damage or takes effect only when a certain condition is met.

Mastery
For every level of Mastery, the nova may keep track of an extra series, using Serial Order. At Mastery 1, the nova gains Failure and Stability. At Mastery 2, the nova gains Point of Attraction and Stabilization.

Point of Failure
Dice Pool: N/A Range: Handgun Area: N/A Duration: Special The nova can designate one particular part of the target inanimate object as the point where the next mechanical, electrical or electronic failure will take place. If the point the nova wants to select isnt visible or is otherwise unobvious, at the Storytellers discretion, the nova must also make a successful roll against the relevant Ability to properly identify the point of failure. The nova may spend extra quantum while using Point of Failure; each point spent adds +1 to the roll that will be required to fix the failure once it happens. Point of Failure doesnt make the failure happen any sooner or any more catastrophically. It just indicates where failure will come.

Failure
Dice Pool: Intelligence + Entropy Control Range: Heavy Area: (Quantum + [Power Rating * 2]) Duration: N/A The nova specifies a particular kind of mechanical, electrical or electronic failure - a short circuit, a lubrication failure, a gear slippage or the like. Every machine within the area targeted experiences that failure if possible. Machines with special shielding may get a chance to resist, pitting their defenses against the novas Quantum + power rating; others simply break right then and there.

Probability Corruption
Dice Pool: Intelligence + Entropy Control Range: Handgun Area: N/A Duration: Maintenance

Stability/Instability
Dice Pool: Manipulation + Entropy Control Range: N/A Area: 1 region (roughly 1 km radius) Duration: (Power Rating) days

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The nova reinforces physical and social changes in the affected area so that things just dont change very much. The successes on the Stability roll add dice to rolls to resist mechanical or electronic failure, to resist disease (and subtract from rolls to treat conditions in effect when the nova creates Stability), to fend off persuasion or the inculcation of new ideas and so on. Physical aging, weathering and the like do take place. The effect wears off when people and objects leave the area and only affects later arrivals whose Willpower is less than or equal to the successes on the Stability roll. Outsiders may make a Perception roll to notice the sameness of it all, after one scene in the target area. The nova may also invoke intense Instability: Things break more easily, people get sick and well more easily, its easy to sell new ideas to people and hard to keep them thinking the same way, and so on. an asteroid belt) follow complex trajectories that wont end in impact until after the Synchronization ends. Debris thrown by sports fans at a losing team wont collide with the other thrown pieces or with the players on the field. Everyone in the area adds one die per success on the Synchronization roll to efforts to avoid collisions and the like. The effect wears off once people leave the target area and doesnt apply to people who enter the area after the nova uses Synchronization unless their Willpower is equal to or less than the number of successes rolled. A nova inclined toward chaos can also use Synchronization to establish subtle patterns of disharmony; in this case, the successes on the Synchronization roll subtract from efforts to avoid collisions.

Point of Attraction
Dice Pool: Manipulation + Entropy Control Range: N/A Area: 1 region (roughly 1 km radius) Duration: (power rating) days The nova creates a physical or mental strange attractor, a center of subconscious attention. If the point is physical, people in the area must make a Willpower roll and get more successes than the nova did on the Point of Attraction roll to resist the urge to gather at that point. Loose objects, self-propelled toys and the like tend to end up somewhere near the point of attraction. They dont a ctually roll uphill, but drift by random motion or strange coincidence across level surfaces. If the point is mental, everyone in the area must make a Willpower roll, again needing more successes than the nova got on the Point of Attraction roll, to avoid adopting a particular one-sentence concept the nova specifies. Those who succumb add one die per Point of Attraction success to their attempts to resist efforts to change their minds. People who get no successes at all on their Willpower rolls become obsessed by the idea, developing some suitable derangement for the duration of the power. Even after the power wears off, those who were affected tend to find the idea attractive. Example: The Ebon Claw decides that hed like to settle down somewhere. Rather than go through and purge everyone in the area who might interfere with his schemes, he uses Point of Attraction to implant the notion that his enterprises are vital to the well-being of the neighborhood. Anyone trying to stop him jeopardizes the health and prosperity of everyone in town. He gets five successes. Anyone in the area attempting to get in his way must get at least five successes on a Willpower roll - many people have no chance of this at all, and even strong-willed people face a steep challenge, thereby giving the Ebon Claw time to work out longer-term defenses.

Information Manipulation (Suite)


Level: 3 Quantum Minimum: 5 Dice Pool: lntelligence + lnformation Manipulation Range: Thrown Area: One person or one object no larger than a person Duration: Variable Effect: Character can manipulate information in various forms Multiple Actions: Yes Description: A character with this power can work directly on the information contained in physical objects, the environment and other peoples minds. It overlaps somewhat with powers that command various parts of the world around the nova, but unlike them, it doesnt affect matter or energy as such. It deals with the information itself - the content and meaning of physical artifacts, energetic processes and symbols. At the Storytellers discretion, Taint in the target may add a difficulty penalty. Information Manipulation relies on deep structures in the human mind and physical universe, and Taint can change both. Mind-warping Taint may raise the difficulty by as much as +1 per level of Taint, while not-directly-related Taint raises difficulty +1 for every two or three levels of Taint.

Coherence
Duration: See below The nova can extract the intended message from garbled or distorted impressions. With this technique, the nova can filter out static, gain an impression of the contents of a shredded letter, fill in the gaps while listening to someone talk who gets periodically drowned out and the like. Each success gives the nova one turn (in combat) or one minute (outside combat) of clear comprehension. Coherence doesnt automatically provide translation or other context, just the signal itself. The nova uses her usual reading speed when appraising written information.

Synchronization
Dice Pool: lntelligence + Entropy Control Range: N/A Area: 1 region (roughly 1 km radius) Duration: (power rating) days The nova creates quantum buffers that gently steer people and objects away from potential collisions. People naturally walk and drive in ways that lead to near-misses rather than accidents. Lines of people in public places and the flow of traffic on freeways remains orderly. Stones in an avalanche (or

Disinformation
Duration: Maintenance The nova can alter the meaning of the targets communication, whether the target is a particular person or an artifact no larger than a person. The nova doesnt get to specify in detail what the outcome is, but can indicate a general effect, such as making a love song sound like an angry, cynical de-

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nunciation, or turning a challenge to combat into a surrender. People attempting to understand the targets real intent must make a Perception + Awareness rolls to pick up the cues beneath the novas alterations, and must get more successes than the nova got on the Disinformation roll. Example: The Hollyhock Goddess has gotten tired of the particularly virulent anti-nova rantings of a wingnut preacher in Oregon. Since her various research projects are all in order for the moment, she sets out to make his life miserable. She uses simple disguises to mingle with the crowd and then applies Disinformation from a safe distance (several dozen meters, given her power level). She turns his anti-nova rants into tirades against some randomly chosen target: the price of toilet paper, the color of the sky, whatever seems likely to bewilder the audience of bigots. With lntelligence 5, Mega-lntelligence 3 and Information Manipulation 5, she routinely gets six or more successes on her Disinformation rolls, and few of her audience beat that on their Perception + Awareness rolls to discern the preachers true intent. dont know the novas first Translation choice can also share in the experience.

Transposition
Duration: Maintenance The nova selects two targets, either individual people or objects no larger than a person. If the Transposition roll succeeds, the information content of the two targets swaps. If both targets speak, listeners hear one deliver the others message, if the targets are books or inscription, readers Find the meaning of one in the other, and so on. With three successes, the nova can add in a third target, plus one more per successes thereafter. This power does extend to the targets minds - a telepath reading one targets mind would encounter the other targets thoughts.

Extras
Extended Duration: the nova can spend extra successes to increase the duration by 10 times

Information Void
Duration: Maintenance The nova can destroy the meaning in the targets communication. This power affects one person or an artifact no larger than a person. With a single success, the nova renders the targets message into utter gibberish. With three or more successes, the target seems to make sense, its just that others in the area realize later they retain no concept of the targets intent. Information Void doesnt just affect language, but extends to body language, telepathy and other non-verbal expression as well.

Magnetic Manipulation
Level: 3 Quantum Minimum: 4 Dice Pool: Wits + Magnetic Manipulation Range: Handgun Area: (Power Rating) Duration: Concentration Effect: Character is able to manipulate magnetism and magnetic fields. Multiple Actions: Yes Description: A nova with this power is a master of magnetism. She is able to lift and move metallic objects, project magnetic blasts and pulses and otherwise control and manipulate the forces of magnetism. If this power is active, a nova may Parry any incoming metal attack, using Dexterity+ Magnetic Mastery as the dice pool. The character may automatically make a Perception + Magnetic Mastery roll to accomplish minor feats like sensing magnetic north, gauging the strength of local magnetic fields, and the like. The nova also gains the ability to alter magnetic fields, as follows: The nova can also create an intense magnetic field in a given area. This field interferes with electronic equipment. Each success achieved on a Wits + Magnetic Mastery roll imposes a difficulty penalty of one for any tasks attempted by or with electronic equipment. At the Storytellers option, some shielded equipment may be able to resist this effect with a Stamina roll.

Steganography
Duration: Special The nova can conceal one message inside another. The concealed message must be no longer than the overt one: no more words if its written or spoken, no longer in duration if recorded and so on. The concealed message manifests itself once triggered. The nova can specify the trigger conditions as widely or as narrowly as he liked: when the message is accessed by a particular person, whenever someone with red hair reads it, when the temperature rises above freezing, one year later or whatever strikes his fancy. The message then remains visible (or audible or however it manifests) for (Quantum + power rating) turns. At the end of this time, it disappears and leaves no residue. Anyone searching for the concealed message must achieve more successes on the relevant inquiry roll than the nova got on the Steganography roll.

Translation
Duration: Maintenance The nova selects an individual person or a particular object no larger than a person (a book, an inscribed pillar, etc.). If successful, the nova experiences the intent of the persons communication or the meaning in the object. Translation overlays the novas native language on the targets speech or prose: the original remains visible or audible, just faint. With three successes, the effects of the Translation become perceptible to everyone in the area, rather than just the nova (if the nova so chooses). Each success thereafter lets the nova add another language or communication form, so that others who

Matter Chameleon
Level: 3 Quantum Minimum: 4 Dice Pool: Stamina + Matter Chameleon Range: N/A Area: N/A Duration: Maintenance Effect: Allows character to duplicate properties of specific types of matter. Multiple Actions: No Description: Matter Chameleon is similar to Bodymorph, but instead of allowing a character to assume only one form, it gives her the power to have her body take on the properties of any type of matter or energy she touches. If she

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touches rock, her body becomes as durable and strong as stone. If she touches tear gas, she becomes intangible and can blind people with her touch. If she touches water, she can flow through pipes and ignore many forms of attack. If she touches fire, she becomes a living flame. To use Matter Chameleon, the nova must pay the power cost and touch the form of matter or energy whose properties she wishes to assume, and rolls Stamina + Matter Chameleon. Even one success is sufficient to allow her to assume the properties of that form; as long as she keeps paying quantum points, she will retain those properties. While so camouflaged, the nova is entirely immune to any damaging or detrimental effects the substance may cause, and will affect others in the same way on touch (a nova using Matter Chameleon to become nerve gas touching you will affect you just like nerve gas). Specific Traits granted by Matter Chameleon depend on the material copiedcopying steel or concrete would give additional density, strength, and soak, while copying fire would likely duplicate Immolate and Density Decrease. Each success gained on the Stamina + Matter Chameleon roll allows the nova to emulate 1 dot of a Level 1 or 2 power, emulate a single body modification, Extra, or Enhancement, gain an extra temporary -0 health level, or add +2 to a physical attribute. However, the nova may not gain more than (power rating) dots in a single power from Matter Chameleon, nor may the nova add more than (power rating x 2) to any single physical attribute. Matter Chameleon also allows the character to selectively choose how the matter she is disguised as interacts with her. A nova using matter chameleon on a solid may phase through that matter at walking speed, while a nova using matter chameleon to emulate a liquid may walk on the liquid as if it was solid. that violate convntional physics, (such as cavorite, dark matter, magnetic monopoles, matter with negative energy, neutronium, and so forth) add an additional +5 difficulty to the roll. If a nova seeks to create working objects and devices, consult the chart below for additional difficulties. Note that the nova must be able to create the required quantity of raw materials first. Additional Difficulty Objects Complexity +0 Simple Objects: No moving parts (books, furniture, knives, cups) +1 Complex Objects: Moving parts (pre-21st century guns, steam engines, mechanical clocks) +2 Simple Devices: May use electrical power but not integrated circuits (early 20th century vehicles, lights, mechanical computers) +3 Complex Devices: May use integrated circuitry (modern vehicles, railguns, fighter aircraft, computers) +4 Nanotechnology: Uses molecular-scale manufacturing (Nanokill, modern nanotech medicines, assembler nanomachines) At the Storytellers option, creating complicated devices may require the character to have the skills necessary to build such a device from scratch. This generally means an ability rating equal to the added difficulty. Once created, the substance or object remains in existence for (Quantum + power rating) days. However, anything the substance or object does during that time exists permanently. Mega-Intelligent novas with this power and time to spare often use this loophole to bootstrap themselves, usin g Matter Control to create an extremely advanced toolkit or nanofactory, which then produces the object they actually want. A substance or object made via Matter Creation can be made permanent; to do so, a nova must sacrifice a number of permanent quantum pool points equal to the power's cost (normally this is 3, but may increase or decrease dependent on various factors).

Extras
Chimeric Chameleon: The nova may adopt traits from multiple materials or energy forms simultaneously. Matter Memory: If the nova has used Matter Chameleon to emulate the properties of a substance she may always do so, even without access to the substance.

Matter Creation
Level: 3 Quantum Minimum: 5 Dice Pool: Wits + Matter Creation Range: N/A Area: N/A Duration: (Quantum + Power Rating) days/Special Effect: Creates matter of various sorts Multiple Actions: Yes Description: A nova with Matter Creation can literally create matter out of nothingness. He can create matter in its raw form - such as ordinary iron or wood - or he can create actual objects and devices such as a sword, computer or chair. When creating raw materials, the nova simply rolls Wits + Matter Creation. On a success, the character creates up to 1kg of the chosen raw materials, multiplying this number by 10 for each additional success (so 10 kg with 2 successes, 1000 kg for 4 successes, 100,000 kg for 6 successes). The nova may create less material than possible if he so wishes. Radioactive raw materials are created at +2 difficulty. and substances the nova is unfamiliar with or have exotic properties (such as graphene or eufiber) are created at +3 difficulty. Substances which have extremely exotic properties or properties

Extras
Complex: The nova is particularly good at making complex objects and suffers no penalties when doing so.

Mastery
With Mastery 1, the nova "heals" the permanent quantum loss at the rate of 1 point/month. With Mastery 2, the nova no longer must pay permanent quantum to render their created items permanent.

Mentalism (Suite)
Level: 3 Quantum Minimum: 3 Dice Pool: Varies Range: Varies Area: N/A Duration: Varies

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Effect: Allows character to affect human minds. Multiple Actions: Varies Description: This versatile and efficient power grants a nova several related abilities which typically manifest as psychic powers. A mentalist nova is able to use his quantum consciousness to read the thoughts of others, dominate their minds, and even injure them telepathically. These are just some possible techniques: other possible techniques include Hypnosis, Empathic Manipulation, Domination, and Mirage. Multiple Actions: No The mentalist may find a specific mind within a variable distance. The nova rolls Perception + Mentalism, resisted via a Willpower roll from the other party. One net success tells him the persons general location and direction, but nothing more. The more successes, the more precisely the location can be determined and the greater the area that may be searched. A telepath must have a specific mind to search for. If he can only describe the mind generically (Im looking for the mind of the nearest UN official), the difficulty of the roll i ncreases by at least +4 and will take longer. The Perception + Mentalism roll also determines how far away the Telepath can find his mark.

Alter Memories
Dice Pool: Manipulation + Mentalism Range: Touch Area: N/A Duration: Concentration Multiple Actions: No The nova may use his powers of the mind to alter existing memories or implant false memories. The victim resists via a Willpower roll. The number of successes needed to alter or implant a memory depends on the importance of the memory, and successes may only be used to alter one memory. If you roll 8 successes over the opponents willpower, you may add or alter a single very important memory, or eight trivial memories, or four minor memories. It takes 1 combat round to alter a single memory. Successes One Memory Trivial memories: What you did yesterday, your favorite food Minor memories: Your birthday or anniversary, crucial job facts Important memories: Vital personal facts, blackmail information, insider information Very important memories: Security codes, national security data

Telepathic Scanning
Successes One Two Distance 100 meters 1 kilometers

Three 10 kilometers Four 100 kilometers Five 1,000 kilometers Each success beyond five multiples the scanning distance by a factor of 10.

Telepathy
Dice Pool: Perception + Mentalism Range: Varies Area: N/A Duration: Maintenance Multiple Actions: Yes Description: This power allows a nova to communicate mentally with others. The nova may communicate with any mind within range, as long as she has a method of detecting the mind (typically limiting range to line of sight). The character rolls at the moment a telepathic link is established; this determines the distance at which the characters can communicate. After establishing this link, the character may use any other Mentalism powers through this link. An unwilling character may roll Willpower to resist this telepathic intrusion.

Two

Four

Eight

Mental Blast
Dice Pool: Intelligence + Mentalism Range: Thrown Area: N/A Duration: Instant Multiple Actions: Yes Description: This power allows a nova to project his quantum consciousness directly into another beings mind, causing psychic pain and injury. To use Mental Blast, the character pays the required quantum points and rolls lntelligence + Mental Blast in a resisted roll against the targets Willpower. Each net success achieved causes two health levels of unsoakable Bashing damage. This damage can spill over to lethal.

Telepathic Communication
Successes One Two Distance 2 kilometers 20 kilometers

Three 200 kilometers Four 2,000 kilometers Five 20,000 kilometers Each success beyond five multiples the maximum distance by a factor of 10.

Mindscan
Dice Pool: Perception + Mentalism Range: Rifle Area: N/A Duration: Instant

Read Mind
Dice Pool: Perception + Mentalism Range: Thrown

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Area: N/A Duration: Concentration Multiple Actions: No The mentalist may read a characters memories and surface thoughts. Unwilling characters may resist with Willpower, with each success on the Willpower roll eliminating 1 success on the intruders Mentalism roll.roll It takes only 1 success to read surface thoughts and emotional states, as well as to find minor memories. More important memories are harder to retrieve. Intimate or very personal thoughts require three successes each, while criminal activities or information with which the character could be blackmailed require four successes each. The deepest, most hidden thoughts or facts require five successes each. The Storyteller should note that human minds are not computers: reading memories without context is particularly hard and how people associate words and memories with each other varies from person to person. Each success on a Molecular Manipulation roll lets the nova alter one property of matter within the target area. Changes last for (power rating) hours. Common effects include: Conductivity. The material becomes superconductive, offering no resistance to electricity at all (unharmed by any amount of current and passing it on without any loss of power over distance to whatevers on the far side of the target area), or superinsulative, completely blocking all electrical flow, or any state in between. Molecular Bonds. The nova can strengthen or weaken the ties that bind a molecule or compound together. This specific ability may be used on living or animate targets as an attack. This deals 1 automatic, unsoakable level of aggravated damage per success, ignoring Size, and reduces the targets bashing, lethal and aggravated soak by 1 per success. At 0 health levels the target collapses into a monatomic fog of loose atoms. Living targets can resist this attack with a Willpower roll; each success reduces the damage and soak penalties taken by 1, to a minimum of 0. Opacity. The material becomes completely transparent, completely opaque or any degree of opacity in between, as the nova chooses. A single success affects the material in visible Iight. One extra success applies to infrared and ultraviolet as well, and a second extra success lets the nova adjust the materials opacity throughout the electromagnetic spectrum. Radioactivity. It takes one success to raise or lower the level of soft radiation by one level, two successes to raise or lower the hard radiation rating by one level. Reaction Rate. Each success doubles or halves the rate of a chemical reaction. It normally takes just a few seconds to burn a pile of magnesium ash; the nova can stretch it out to minutes or hours with enough successes. Conversely, the nova could speed the rate of oxidation to make a brand new car rust in seconds. Solubility. Normally insoluble matter, such as oil on water, becomes capable of smooth merging, while normally soluble material like trace elements in water may be made to suddenly precipitate out. At the Storytellers discretion, a botch may either rei nforce the materials existing properties (with the novas power rating applying as a difficulty penalty to the next effort to affect the material) or create an uncontrolled and undesired change to a material property.

Extras
Disruptive: After being successfully attacked by Mental Blast (i.e. at least 1 level of damage inflicted), the victim suffers an additional (power rating/2) difficulty penalty to all actions, rounded up. This penalty does not stack and lasts for one turn. Lethal: Mental Blast deals Lethal, rather than Bashing, damage, causing severe neurological trauma. Surreptitious: The victim will not be aware his mind is being read if nova does not wish him to be. Note that the victim may still resist subconsciously.

Molecular Manipulation
Level: 3 Quantum Minimum: 5 Dice Pool: Variable Range: Variable Area: Variable Duration: Special Dice Pool: Manipulation + Molecular Manipulation Effect: The character can affect the properties of matter. Multiple Actions: Yes Description: This diverse power lets the nova alter the properties of matter by playing around with molecular bonds. This power is represented by several systems. However, the power may only be used on inert objects unless otherwise statedanimate or living objects, such as trees, running vehicles or computers, animals, and robots, are immune to this power. Nevertheless, this still does have some uses in combat. The nova gains an intuitive understanding of the world around him on the molecular level. He can make a Perception + Molecular Manipulation roll at any time to analyze the chemical composition and properties of anything within his line of sight. This costs only one quantum point to use.

Excitation
Dice Pool: Intelligence + Molecular Manipulation Range: Rifle Area: (Power Rating) Duration: Maintenance The nova increases or slows the rate of molecular activity in the area. This may be used to light a substance on fire or freeze it. Each success may reduce or increase a substances temperature by (Power Rating) x 50 Celsius/Kelvin. If used as an attack (by superheating or supercooling the clothes on someones skin, for example), flash burns or frostbite deals (quantum +[ power rating x 2]) Bashing damage with an additional [Quantum] levels, ignoring armor (as youre superheating or cooling the targets armor or clothing). Each additional success adds +2B [1] to the damage dealt and if the character achieves more than 5 successes, the damage is lethal instead. If the nova gets as many successes as the material strength (the soak) of a substance, that substance melts, sublimates, shatters in brittle collapse or otherwise breaks. For

Alter Molecular Properties


Dice Pool: Manipulation + Molecular Manipulation Range: Rifle Area: (Power Rating) Duration: Special

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particularly large objects this only destroys a sphere of the substance equal to (Quantum + power rating) meters in radius. Practically speaking, this can also be used to alter temperatures, like the first part of the Weather Manipulation power, although on a significantly smaller scale. ple, transforming a wooden chair into a steel chair. The nature of the changes a character can enact with Molecular Alteration depends upon the number of successes he achieves on a Wits + Molecular Manipulation roll. Each success on the Transmutation roll lets the nova convert up to 100 kg of a solid or liquid or two cubic meters of a gas or intangible element. The transmuted element retains its state (solid, liquid, etc.) and shape. Although this is not an actual attack power, a nova with a good understanding of chemistry and/or biology could very well use it as such. Its not a direct attack to turn your clothes into white phosphorousbut it hurts all the same. Attacks of this sort should be adjudicated by the Storyteller, u sing whatever environmental hazard damage and resistance difficulties the Storyteller deems appropriate. Common attacks using Transmutation are turning objects in skin contact into poisons or incendiaries, converting the ground under someone into glue, pudding, or some other difficult-to-negotiate substance, or turning air into chemical weapons, poisons, or just carbon dioxide.

Phase Change
Dice Pool: Wits + Molecular Manipulation Range: Touch Area: N/A Duration: Concentration The nova can change an substance from one state solid, liquid or gas - into another. The nova may choose up to (Molecular Manipulation) different substances to control. He can also transform the molecules into substances derived from Substance Manipulation, or similar powers if their manifestation created substances (such as Immolate that creates whipping winds [Air/Oxygen] or a Quantum Bolt that unleashes a torrent of earth). The nova can affect 100 kg of solid or liquid per success, or two cubic meters of gas or intangible substance per success. The substance retains its normal properties. If it couldnt normally exist in its new state given the current conditions, it begins immediately shifting back to its earlier state. Ice, for instance, melts at room temperature, while liquid oxygen boils quickly into gas. Concentration lets the nova hold these losses to 5-10 percent of the original mass (or volume) per turn. Normally intangible elements like light or shadow become solids of a somewhat crystalline nature or highly viscous liquids. They have no soak and health levels equal to the novas (Quantum + power rating).

Extras
Combined Manipulation: The nova may use multiple techniques at once as one action. A fairly useful combat technique is combining Transmutation and Excitation to instantly coat someone in a flammable substance and set them on fire, while Phase Change and Transmutation allow a character to turn a chair into a puddle. When using Combined Manipulation, the character pays the cost of the power once for each technique he wishes to use, then rolls the lowest dicepool if the pools differ. Successes on the combined roll apply fully to each technique. If a nova wishes to use Transmutation and Excitation simultaneously, then rolls 5 successes, he has 5 successes of Transmutation and 5 of Excitation, not 5 total successes that he must split between both techniques.

Plasma Conversion
Dice Pool: Wits + Molecular Manipulation Range: Touch Area: (Power Rating) Duration: Maintenance The nova converts the matter in an area into plasma. Plasma is unlike any of the three states of matter common on Earth, though its the most common state in the universe at large. Plasma forms when matter becomes hot enough to separate electrons from nuclei, creating a cloud of charged particles. Flame is plasma, as are the contents of a fusion reaction. Nova-created plasma inflicts [Quantum] + (power rating x 3)L damage per turn to anything in contact for the duration of the effect. The nova may control the plasma, rolling the powers dice pool to create shapes, move it around, or attack with the plasma. As long as the power is maintained doing so does not cost any further Quantum points. The plasma inflicts very little harm on the converted element. The target volume loses one percent of its mass every turn and returns to its usual state with (depending on the element in question) slight scorching and other superficial traces of fire damage.

Mastery
At Mastery 1, changes made with Alter Molecular Properties last for days. At Mastery 2, these changes last for months. At Mastery 3, all changes are permanent.

Momentum Control
Level: 3 Quantum Minimum: 4 Dice Pool: Wits + Momentum Control Range: Thrown Area: Variable Duration: Variable Effect: Character can manipulate inertia in the area. Multiple Actions: Yes Description: A nova with this power affects how objects interact with the universe around them, controlling their speed, acceleration and direction. Momentum Control doesnt change the targets mass, the local gravity or even the minds of any people it affects. The nova simply rewrites the balance of physical forces and then lets the laws of physics take their course.

Transmutation
Dice Pool: Wits + Molecular Manipulation Range: Touch Area: N/A Duration: Permanent The character can convert the molecules of a solid or liquid into molecules of another solid or liquid, thus, for exam-

Momentum Rotation
Dice Pool: Wits + Momentum Control Area: N/A Duration: Instant

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The nova can change the motion of a target object (animate or inanimate). The target retains its speed and orientation in space, but it now moves in the direction the nova specifies. The nova can change the targets direction by up to 30 degrees per success, so that it takes six successes to make the target suddenly start moving in reverse. The inertial rotation itself inflicts no damage; the secondary complications can be pretty nasty. The target may not have a Size larger than the novas (Quantum + power rating). This power does not deal direct damage, but may be used to cause collisions and other secondary affects which do. Characters seeking to avoid suddenly colliding due to the effects of this power must roll more successes on either a (Wits + Athletics) roll while on foot or (Wits + Pilot/Drive) roll while in a vehicle than the Momentum Manipulator gained on his (Wits + Momentum Control) roll. Combined Manipulation: The nova may use multiple techniques at once as one action and with one roll. Combining Momentum Rotation and Momentum Transformation, for example, to both alter an objects speed and vector. When using Combined Manipulation, the character pays the cost of the power once for each technique he wishes to use. Successes on the combined roll apply fully to each technique; they are not split between the techniques.

Node Spark
Level: 3 Quantum Minimum: 5 Dice Pool: Quantum + Node Spark Range: N/A Area: N/A Duration: One scene Effect: The nova can force a power to grow or evolve. Multiple Actions: No Description: Node Spark sends a surge of quantum through the M-R node to ignite a temporary second Eruption. This mini-Chrysalis affects Mega-Attributes and powers alike, taking them to the next logical level. As always, the Storyteller has final say on how a power evolves. To use this ability, the nova spends one turn concentrating, three quantum points and rolls Quantum + Node Spark. Each success can become an enhancement for an existing Mega-Attribute, an Extra for an existing quantum power or a dot in a new Mega-Attribute (no enhancements) or quantum power (no Extras). New Mega-Attributes or powers must be outgrowths of existing quantum abilities (Immolate would be appropriate for a character with Bioluminescence, for example). The power fades after one scene. Unfortunately, forcing evolution always has consequences. Node Spark automatically induces some temporary Taint - a character gains a number of temporary points of Taint equal to (1 + number of 1s rolled). If the nova botches the roll completely, then the nova gains temporary Taint equal to his entire dice pool that cannot be converted into Chrysalis.

Momentum Swap
Dice Pool: Wits + Momentum Control Area: N/A Duration: lnstant The nova concentrates on two nearby objects and exchanges their momentum. Each now moves at the speed and in the direction the other was moving, multiplied by the difference in their masses. The larger target may not be more than (power rating + 1) larger in Size than the smaller target, and the smaller target may not be larger than (Quantum + power rating) Size. It takes just one net success to perform the Momentum Swap, although an unwilling target may resist via Willpower. The nova can use extra successes to reduce the speed of one target or the other. Each success spent halves one target's speed; the excess kinetic energy manifests as a slight warming throughout the nova's range. The swap itself inflicts no harm on the targets. Their new movements may create secondary problems for others in the area, however. If used to cause damage by accelerating loose objects (or accelerating unwilling targets into walls), Momentum Swap deals damage via the vehicle ramming rules.

Momentum Transformation
Dice Pool: Wits + Momentum Control Area: N/A Duration: Instant The nova can change the targets speed and acce leration. As with other modifications of momentum, the change itself inflicts no damage, but the targets new situation can be very dangerous. While Momentum Rotation shifts the direction of movement, Momentum Transformation cant move the target in a different direction. The target keeps the same heading. Each success on the Momentum Transformation roll lets the nova change the targets speed by 20 percent. It takes five successes to bring a target to a complete stop or to double its speed. A target not currently moving is unaffected. Example: Dr. Newton wishes to brake a runaway car, barreling at an out-of-control 150 kph. Her player gets four successes on the roll. All four go to reducing the cars speed, for a reduction of 80 percent. The cars speed instantly and safely falls to 30 kph.

Mastery
The nova adds +1/2/3 to his Quantum score (this can take the Quantum score above 10) when under the effects of Node Spark, and gains +1/2/3 additional points of temporary Taint per use.

Possession
Level: 3 Quantum Minimum: 4 Dice Pool: Manipulation + Possession Range: Touch Area: N/A Duration: Maintenance Effect: Allows character to take over another characters body Multiple Actions: No Description: Possession is a horrific but intriguing power, allowing a nova with it to literally walk a mile in someone elses shoes. A nova with this power can assimilate herself into another person, then take over that persons mind and body. The nova must be touching the character she wishes to possess, then rolls Manipulation + Possession, resisted by the victims Stamina + Willpower if the victim wishes. The nova must achieve a sufficient number of successes equal to the vic-

Extras
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tims (Willpower x 5) to successfully possess the character, and may only roll once per action. After possessing a character, the nova gains the controlled characters physical traits and body modifications, as well as any quantum powers the controlled character has. The nova still uses her own mental and social Traits (along with any mental or social Mega-Attributes), as well as her own Willpower, but may not normally use her own quantum powers. An unwilling character may attempt to force the nova out, rolling Willpower at +2 difficulty once every day. If the victim succeeds in (Quantum + Power Rating) rolls, the nova is forced out. Similarly, the victim may attempt to reassert control by paying 1 point of willpower and rolling Willpower against the novas own Willpower. If successful, the victim may act for 1 round (3 seconds). The nova may leave the victim at any time, although the process takes 10 seconds (3 combat rounds). If the victim is injured in any way while the nova is possessing her, the nova takes half the health levels, rounded up, as feedback damage even if she normally would have shrugged off the attack. Ingenious and self-sacrificing victims can use this to grievously wound their possessors. If the victim dies while the nova is possessing her, the possessing nova is stunned and may take no action for (20 Stamina) rounds. If the possessing nova leaves the host, the host is stunned and may take no action for (power rating) rounds. Anyone who knows the victim before possession may be able to figure out the possession if given enough time with an Investigation roll; the possessing nova should roll Subterfuge to counteract. Multiple Actions: No Description: Pretercognition allows a nova to foresee future events or grants glimpses of the past. The timeframe within which the character can view events is based on the number of successes achieved on a Perception + Pretercognition roll. Successes Timeframe One Up to one hour per dot Two Up to one day per dot Three Up to one week per dot Four Up to one month per dot Five Up to one year per dot Six Up to 10 years per dot For dramatic purposes, the Storyteller may, at his discretion, increase the timeframe. For example, if a nova with Pretercognition found an ancient Egyptian artifact, the Storyteller might let her read images associated with its creation, even though it is thousands of years old, because those visions contain a clue she needs to solve a mystery. Storytellers should be very careful about allowing this power in their series. It can have an enormous impact on the characters actions and on society, and it can make it virtually impossible to run scenarios that revolve around mysteries or puzzles. However, theres no guarantee that the visions received are absolutely accurate.

Extras
Moving Vision: The nova can move her viewpoint through an extended period of time. For each success spent on movement rather than timeframe, the nova can look around in that period - with four successes, for instance, the nova could look up to a week away and look throughout an hour-long period or through all the entirety of one day past or future. Shared: The nova can show others the pretercognitive visions in her head. Viewpoint: The nova can see through the viewpoint of someone else at any distance away, as long as the nova is in line of sight with that person when using Pretercognition.

Extras
Host Attunement: The nova may use her own Mega-Attributes, Enhancements, and quantum powers through the victim. The nova is still limited by the victims normal attri butes: a nova with Mega-Strength 5 possessing a Strength 1 weakling may only use Mega-Strength 1. Memory Access: The nova may access the hosts memories (use the Read Mind rules, substituting the novas rating in Possession for Read Mind) and make use of the hosts abilities as well. Physical Shift: The nova may use her own physical attributes and body modifications through the possessed character, reshaping the possessed character s body to her will. The nova may still make use of the possessed charac ters attributes if she wishes to (normally, if those attributes are higher). Should the nova leave, a possessed nova will heal these traits at the rate of 1 dot or body modification per day, while a possessed baseline keeps the traits permanently. Soft Immersion: Choose one: the nova does not get stunned if the victim dies, or the nova does not take feedback damage. Two purchases of this Extra mean the nova gains both benefits.

Quantum Construct
Level: 3 Quantum Minimum: 4 Dice Pool: Manipulation + Quantum Construct Range: N/A Area: N/A Duration: Maintenance Effect: This power enables the character to create creatures or objects out of quantum force; the number of su ccesses achieved indicates what beings can be summoned and how many. Multiple Actions: No Description: A nova with Quantum Construct is capable of generating raw quantum forces, then shaping them into creatures or animate objects that act at the novas whim. Many novas with this power use it to summon demons and other such creatures of legend. A character with control over electromagnetic energies might summon constructs of living lightning, radiant energy or the like. Quantum Construct, however, is not unlimited. It cannot create permanent objects, and the objects it does create are easily recognized as unnatural. Even if they look entirely identical to normal objects of their

Pretercognition
Level: 3 Quantum Minimum: 4 Dice Pool: Perception + Pretercognition Range: N/A Area: N/A Duration: lnstant Effect: Allows character to foresee future (or view past) events; number of successes determines timeframe.

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type, there is something eerie about them that immediately marks them as not of this world. To use Quantum Construct, a nova must spend the required quantum points and roll Manipulation + Quantum Construct. Even one success allows the nova to summon a single construct that may assist the nova. Alternatively the nova may summon tools such as firearms, drills, rope, and the like. These tools are capable of acting on their own, can float in the air or move around, and will act on the novas own initiative action, while animals have their own initiative and will act then. However, constructs do not have self-will and will only act in the fashion the creator desires. These constructs are otherwise entirely identical to the real thing, save they can be affected by disrupt like any other quantum construct, do not degrade from damage, and have no mental traits. The nova who summoned the constructs may (at any time and any range) banish them, dispersing them into the surrounding medium. No roll is required to do so. A creation success can be converted into 2 nova points, which are used to provide additional attributes, body modifications, Mega-Attributes or quantum powers to the summoned creatures. Quantum constructs are assumed to have a base Quantum of 1 and use the novas own Quantum Pool for their powers (much like clones). A nova may only give constructs powers or mega-attributes she personally knows or are relatively common (such as Mega-Strength, Flight, Quantum Bolt, and the like). Characters may create more than one being in some circumstances. If the character achieves more successes than needed to create the being he wants, he may use the extra successes to create additional beings. For example, suppose a nova wants to summon a humansized demon which requires 4 successes, and the player gains 9 successes. The nova could summon two such demons and use the last success to summon something else. Ultimately, the Storyteller is responsible for corning up with the game statistics and rules for created constructs, though he may let the player do the work and simply review and approve what the player creates. The Storyteller should be careful not to let this power unbalance or ruin the game; just because a nova has the ability to summon an army of demonic soldiers doesnt mean he should be a llowed to. This power is extremely wrenching to the surroundings, and it is best used only once a scene. If a nova attempts to use it more than once per scene, each attempt (including the first) adds a cumulative +1 difficulty to all subsequent attempts. Successes Being(s) Summoned) One Human or similar size animal, small tool (pistol, rope, knife, drill) Two Larger animal (small bear, horse) or two-handed tool (sledgehammer, rifle) Three An animal no larger than a grizzly bear, or a large tool/weapon such as a rocket launcher or Segway scooter. Four A very large animal (rhinoceros, hippopotamus), or a small vehicle/very large tool (autocannon, motorcycle) Five Extremely large animal (TRex, elephant, giant squid), or a very large tool (automobile, tank cannon, tactical laser). Armored Car, APC Fighter aircraft, attack helicopter, main battle tank

Six Seven

Extras
Longevity: The construct lasts (Quantum + power level) days and does not require maintenance. Self-Awareness: Each success allocated to this purpose lets the nova give the construct three dots divided among Mental and Social Attributes.

Quantum Imprint
Level: 3 Quantum Minimum: 4 Dice Pool: Dexterity + Quantum Imprint Range: Touch Area: N/A Duration: Maintenance Effect: Copies the powers and abilities of other novas. Multiple Actions: No Description: Quantum lmprint allows a nova to copy the quantum signature of another nova. By touching another nova, he can duplicate some or all of that novas powers in himself. The nova touched does not lose any of his powers or suffer any injury. To use Quantum Imprint, the nova must make a Dexterity + Quantum lmprint roll to touch the victim. If the touch succeeds, the nova may copy one of the victims Attributes, skills, abilities or powers for each dot he has in Quantum lmprint - but he may only copy them up to his number of dots in Quantum Imprint. For example, if a nova has Quantum lmprint 2 and wants to copy two of another novas powers, he may do so, but he only gets two dots in each power, even if the other nova has five dots in them. He may also never gain more dots or use the power at a greater level of effect than the target nova - for example, if a nova with Quantum 5 and Quantum lmprint 5 steals a Quantum Bolt from a nova with Quantum 2 and Quantum Bolt 2, the Quantum Bolt can inflict no greater damage than permitted with Quantum 2 and Quantum Bolt 2. The nova must also pay one more quantum point to use a stolen power than he would have to pay if he had that power naturally. Thus, the nova in the previous example would have to pay three quantum points to throw his copied Quantum Bolt. The powers stolen by Quantum Imprint manifest identically to those of the original nova. However, the nova whose powers were copied is not immune to the copied powers, despite them being nearly identical.

Extras
Enhanced lmprint: The nova may increase a powers effect up to his own Quantum limits, even when greater than the targets. Longevity: The imprint lasts (Quantum + power level) days and does not require maintenance. Multiple Targets: The nova can copy the powers of more than one target, through separate uses of the power.

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Range: The nova can use the power for the benefit of another nova, up to [Quantum + power rating] x 5 meters away) Dice Pool: Stamina + Shapeshift Range: N/A Area: N/A Duration: Maintenance Effect: Allows character to alter her shape; the degree of alteration depends upon the successes achieved Multiple Actions: Yes Description: Shapeshift is one of the most versatile nova powers, as it allows the nova to reshape her body at will. With the proper degree of power and skill, she can turn herself into various animals, pieces of furniture or just about anything else she can think of. A nova can use Shapeshift to disguise herself as another person, object, or creature. Shapeshift disguises are generally perfect to human senses but someone with superhuman perception or biometrics may be able to see through them. Against that level of scrutiny, roll Stamina + Shapeshift versus the opponents dice pool. Quantum Attunement, as it shows active powers, automatically pierces a Shapeshift disguise, but does not show the novas actual appearance. A character may gain up to (Stamina + power rating x 2) individual Augmentations from a use of Shapeshift, regardless of Augmentation cost. That said, buying an Augmentation which replaces another one requires the purchase of both (so Huge requires the purchase of both Large and Huge, or two body modifications). Alternatively, a character may trade in a body modification to move 2 dots of Physical Attributes around (trading Dexterity for Stamina, for example) or add 1 dot to a Physical Attribute. A character may not add more than (Shapeshift + 2) dots to any one physical attribute via shapeshifting, and if the character wishes to buy physical attributes above 5, needs the proper Augmentation or natural ability to exceed human limits. For the purposes of Shapeshift, Appearance also counts as a Physical Attribute. Shapeshift can affect only physical changes and does not affect the novas mind therefore, significant neurological modifications, such as most mental or social Augmentations, are significantly beyond the ability of Shapeshift to emulate. Augmentations which do not require significant changes to the novas psyche, such as extensions of the novas normal sen ses or bodily processes (i.e. some sensory modifications, pheromones, etc.) are possible, but otherwise Shapeshift can create only physical Augmentations.

Quantum Vampire
Level: 3 Quantum Minimum: 3 Dice Pool: Stamina + Quantum Vampire Range: Touch Area: N/A Duration: Special Effect: Drains traits from target Multiple Actions: No Description: Quantum Vampire lets the nova steal certain Traits from the victim. The player must define what Quantum Vampire can steal when he buys this power (see the list below for the options). The player rolls Stamina + Quantum Vampire, adding [Quantum] automatic successes, while the victim resists by rolling (Stamina + Resistance) or (Willpower), whichever is higher. The net successes are used to absorb dots in the Traits from the victim for a scene, during which time the victim cannot access the stolen Traits. Attributes: Quantum Vampire steals an entire category of Attributes: physical, mental, or social. It requires 3 net successes on the Quantum Vampire roll to steal a single dot of an Attribute, or 6 net successes to steal a single dot of a MegaAttribute from a non-dormant nova. Either way, this grants a single dot of the corresponding regular Attribute for every Attribute or Mega-Attribute dot stolen. Quantum Vampire cannot grant Mega-Attributes. The victim chooses in what order he loses his Attribute dots. No Attribute may be reduced below 0. Abilities: Quantum Vampire steals all Abilities under a single Attribute. Every 2 net successes on the Quantum Vampire roll allows the nova to steal a single Ability dot. The Quantum Vampire chooses what Abilities are stolen first. No Ability may be reduced below 0. Health: Each success on the Quantum Vampire roll deals 2 levels of unsoakable Bashing damage to the target. The nova heals 1 level of Bashing damage or converts 1 level of Lethal damage to Bashing damage per success. If the nova has no damage to heal, she gains one temporary -0 health level for every success instead. Damage inflicted to those levels cannot be healed by any means, but disappears once the power ends. All damage is inflicted on these levels first. If the nova still retains damage (i.e. Aggravated damage, which cannot be healed by Quantum Vampire), the damage does not move up to the temporary health levels.

Extras
Natural: The novas shapeshifting may no longer be detected by Quantum Attunement. Only the initial use of the power is detectable.

Extras
Extended Duration: In this case, the nova keeps stolen traits for 1 day. Multiple Traits: The nova may steal from two categories at once (such as Attributes and Health). Successes rolled must be divided between the two categories in whatever proportion the novas player wish es. This extra can be purchased twice to allow the nova to steal from all three categories at once.

Storm
Level: 3 Quantum Minimum: 3 Dice Pool: Wits + Storm Range: Rifle Area: (Quantum + [power rating * 3]) Duration: Concentration Effect: Creates a storm. Multiple Actions: Yes Description: The character can generate a stormlike area related to some energy or substance. Examples include blizzards, firestorms, sandstorms, earthquakes, tornadoes, sonic fields, magnetic whirlwinds and ice patches. The exact

Shapeshift
Level: 3 Quantum Minimum: 4

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effect of the Storm depends on the nature of whats causing it. Some example effects, any or all of which may be present: Damage: The Storm deals (Wits + power rating) dice of damage, with [Mega-Wits] automatic successes. This damage is usually Bashing or Lethal, but could be EMP in the case of a Magnetic Storm. This effect can be caused by just about any kind of storm. Inhibit Movement/Senses: The Storm adds +(power rating) difficulty to all movement and Awareness rolls. Affect Dice Pools: Reduces opponents dice pools by (power rating), if they fail an opposed roll (often Stamina + Resistance or Dexterity + Athletics, although other pools can . This represents high winds, shaky ground, heat exhaustion, or other detrimental effects Other effects are up to the Storyteller and should be based on common-sense views of the effects of the element. For example, anyone moving through a blizzard or earthquake might have to make an Athletics or Pilot roll to keep from slipping and falling; anyone in a firestorm would risk being set on fire. same, while five successes or more might let the nova move enough electricity to power a high-speed train. The nova may simply order the material to move around. Normally immobile objects (water, solids) move at the nova's running speed, while objects with the ability to move (light, electricity, etc.) move at their normal speed. Animated materials will attempt to avoid obstacles, but if forced to push through them, have an effective Strength of 1 per success on the activation roll, and 1 dot of Mega -Strength per 5 successes on the activation roll. The nova may reshape the element freely, although it cannot form tools for fine manipulation, only rudimentary appendages. If the nova seeks to make sculpture, a (Wits + Art [Sculpture]) roll may be necessary. Animation may also be used to attack enemies. The powers dice pool in this case is the novas attack roll, and the attack is equivalent to a light or heavy unarmed attack, using the substances Strength. This damage is normally Bashing but may be Lethal for substances like fire, electricity, or acid. If a hazardous object is animated, the victim also is affected by the hazard.

Substance Manipulation
Level: 3 Quantum Minimum: 4 Dice Pool: Variable Range: Special Area: Special Duration: Variable Effect: Character can control a particular substance Multiple Actions: Yes Description: A nova with (Substance) Manipulation can move, shape or even give artificial life to, that substance. However, such manipulation is deliberate and gross, and therefore usually ill-suited to combat purposes. The chosen substance can be as broad or as narrow as the player desires, but the choice is static once the power is purchased. Example Substances: chlorine, earth, oxygen, plasma (including fire), plutonium, toxic waste, water, light, shadow, sound Normally, the character must have access to a substantial quantity of the substance in order to use any of these powers. If not enough is present, the nova may create the substance from nothing; doing so raises the difficulty of the technique by 1 and doubles the quantum point cost of this power. Given the complexity of this power, it is represented by several systems.

Create Golem
Dice Pool: lntelligence + Substance Manipulation Range: Touch Area: N/A Duration: Maintenance The nova may make mindless "golems" out of the material, generating 1 golem per success. These golems look however the nova wants and the nova creates one per success on the activation roll. Elemental golems of this form use the base stat block below, calculating their attributes off of the nova's. (Wits), for example, means that attribute uses the nova's Wits. In this case, each dot of a Mega-Attribute counts as +2 to the score rather than giving the golem a Mega-Attribute. These golems have the following stats: Strength (Intelligence)/Dexterity (Wits)/Stamina (Intelligence) Charisma 0, Manipulation 0, Appearance (0-5, nova's choice) Perception 1, Intelligence 0, Wits 1 Health Levels -0 x (Quantum + [Elemental Control x 2])/Destroyed Abilities: Brawl 1, Might 3, Athletics 1, Awareness 1 Automaton: As a non-self-willed golem with no intelligence or initiative, elemental golems have an Initiative score of (Dexterity + Wits + 1) rather than (Dexterity + Wits + 1d10). Mindless: Elemental golems will only act in response to mental commands issued by the nova, they are otherwise completely mindless. If given no orders, they will attempt to accomplish their last order, then stand there inert until new ones are given. Unliving: Elemental golems have a Lethal soak equal to their Stamina instead of half of their Stamina, are immune to Stun, and take no wound penalties. Clumsy: Elemental golems are extremely limited in their agility and reaction time no matter how fast they move and may not take multiple actions. They also do not dodge attacks very effectively, halving their DVs (round down). Golems attack in unarmed combat, and their natural weapons have the same stats as unarmed (light) and unarmed (heavy) attacks. The element a golem is built out of also alters its stats: Use the guidelines below for examples. The ST may approve specific golem stat blocks.

Animate
Dice Pool: Strength + Substance Manipulation Range: (Quantum + power rating) kilometers Area: N/A Duration: Concentration The nova can move the element around, alter its shape, and so on. Each success on the Animation roll lets the nova animate about 100 kg of a solid or liquid or about two cubic meters of a gas or otherwise intangible element. Animating elements with no real volume (like electricity or light) allows the nova to animate a reasonable amount of the element per success-one success might allow a nova to move around enough electricity to power a house or enough light to do the

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Stone/Metal/Hard Solid: The golem gains +3 armor, an additional 5 health levels, +2 to strength and stamina, and deals Lethal damage with its unarmed attacks, but halves its dexterity (round up). Energy: +1 difficulty to hit the golem with attacks. The golem deals Lethal damage with its unarmed attacks and may make ranged attacks, with the stat block below. Golem ranged attacks use Dexterity + Athletics to aim. Accuracy +0, Damage (Strength + 0L), Range 40, RoF 1, Magazine (inf) Liquid/Gas: The golem halves all damage inflicted against it by physical attacks and may fly at normal running speed, flow through cracks, or use the asphyxiation maneuver. Unfortunately the golem's own physical attack damage is halved. The nova rolls (Wits + Substance Manipulation), adding an additional [Quantum] successes, against a target's (Stamina + Resistance) (inanimate objects may roll Armor instead). The victim takes 1 level of unsoakable Lethal damage for every net success the nova achieves. This damage is not affected by Size.

Extras
Extra Substance: The character may manipulate another substance. Personality lmprint: Any other character using (Substance) Manipulation on the same substance within (Quantum + power rating] days suffers a +1 difficulty penalty per level of the characters Substance Manipulation. Self-Willed: The character creates Golems with an Intelligence score equal to the nova's power rating, and all the Abilities the nova possesses. These golems lose the "Mindless" trait. Although intelligent, these golems may not intentionally act against the nova's wishes.

Enhance/Diminish
Dice Pool: lntelligence + Substance Manipulation Range: (Quantum + power rating) x 10 meters Area: (Quantum + power rating) x 10 meter radius Duration: Maintenance The character can increase or decrease the effect of the element in an area - for example, brighten or dim light, or increase or decrease the damage caused by fire. The effect can be enhanced or diminished by 25% per success rolled. If the element is a damaging effect, each success increases or reduces the damage of the element (or any element-based power) by 2 damage dice or 1 automatic success (the player may choose). Enhance/Diminish normally is used with immaterial elements like light, fire, or electricity, rather than actual solids. Note: If the element controlled is air, and the nova reduces the effect to 0%, she creates a vacuum in the area. Characters without Adaptation who are caught in a vacuum may suffocate; see Suffocation and Drowning.

Mastery
All ranges and areas default to kilometers. Animated Substances now move at twice the novas sprinting speed, if that is faster than their normal movement speed. For every dot of Mastery, the golems created by Substance Manipulation gain two of the following advantages. These advantages may also be taken as Extras. Additional Abilities: The golems gain (Substance Manipulation x 2) additional Ability dots every time this is taken. Golems may increase their Abilities to 5. Golems may gain only physical Abilities. Agility: The golems are much more agile, gain +1 Dexterity and +2 Wits, and can take multiple actions. Each repurchase of this adds +2 to their Wits rating. Fast: The golems are faster, gaining +1 Dexterity and doubling their movement speed. Large: The golems are twice as tall and eight times as massive, gaining +3 Strength and +3 Size, as well as doubling movement speed and lifting ability. Ranged Attack: The golems gain a ranged attack they can use at will with the stats (Accuracy +1, Damage [Strength + 0L], Range 40, RoF 1). If the golem already has a ranged attack, repurchasing this doubles its range and RoF, adds +2 to damage, and +1 to accuracy. Tough: The golems are tougher, gaining 2 -0 HLs and +2 Stamina per purchase.

Purification
Dice Pool: Wits + Substance Manipulation Range: Touch Area: N/A Duration: Permanent The nova can extract the substance from molecules, compounds, alloys and other composite forms. Each success on the Purification roll lets her extract 10 kg of a solid or liquid element or one cubic meter of a gas or intangible element; unnatural substances, like sound and darkness, are treated as intangibles. The purified element appears in a continuous volume at any point within range designated by the nova. The potential side effects vary a great deal. Extracting elemental hydrogen from water, for instance, releases free oxygen to boot. Purifying iron leaves it in the white, ductile state it occupies when not oxidized, while leaving oxidization and other impurities heaped around it. Purified light is one frequency - as coherent as a laser, but radiating in all directions while purified sound is a single tone without harmonics. Using Purification over earth or water lets the nova purge toxic wastes into a single mound at the edge of the novas range (while using Purification on toxic waste would let the nova gather the wastes anywhere in range). Using Purification on air would allow the nova to purge smoke and airborne contaminants, including dust and pollen. The player and Storyteller should work out what pure means for more exotic elements. Purification can be used to deal damage to an object by extracting something vital to its function, such as oxygen.

Temporal Manipulation
Level: 3 Quantum Minimum: 5 Dice Pool: Variable Range: Variable Area: N/A Duration: Variable Effect: Character can manipulate time. Multiple Actions: Yes Description: This exceedingly rare power gives a nova control over that most basic, yet mysterious, of phenomena - time itself. He can alter or reverse time to achieve a number of effects, but he cannot actually travel through time. Techniques include:

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Internal Clock
Range: N/A Area: N/A Duration: Permanent This technique is known automatically by all timemanipulators and does not use up a dot in the power. A character with Temporal Manipulation possesses a highly accurate internal clock. He always knows exactly how much time has passed between two events, and he can mentally time events as if using an extremely precise stopwatch. This ability requires no roll and costs no quantum points; it functions automatically

Stop Time
Dice Pool: lntelligence + Temporal Manipulation Range: Thrown Area: N/A Duration: Maintenance The nova may literally to stop time around a specific person or object. That person cannot move or use any powers or Abilities, he does not age and he cannot be affected by (and is unaware of any outside force, phenomenon or attack while in suspension). Stop Time is very difficult to set up the novas player must achieve a success on an lntelligence + Temporal Manipulation roll at a difficulty penalty of two, and using it on an unwilling living character adds the characters Willpower to the difficulty. Once established, the effect lasts as long as the character pays quantum points to maintain it.

Accelerate Time
Dice Pool: Wits + Temporal Manipulation Range: Thrown Area: N/A Duration: Maintenance This ability allows a nova to put himself or another person inside a bubble of fast time. Doing so makes the character move and act much more quickly than a person in a normal time frame. Each success on a Temporal Manipulation roll allows the character to take one additional action per turn. These actions are not multiple actions; they are extra actions (which cannot be split). These extra actions can be used only to take additional physical actions (punching, running, or dodging, for example, but not using more Temporal Manipulation powers). The novas power rating dictates the maximum number of extra actions that may be gained.

Weather Alteration
Level: 3 Quantum Minimum: 4 Dice Pool: Intelligence + Weather Manipulation Range: (Quantum + power rating) x 2 kilometers Area: (Quantum + power rating) x 5 kilometers Duration: Maintenance Effect: Character may alter the weather. Multiple Actions: Yes The character can increase or decrease the temperature of the air in an area around himself. The character can alter temperature by 10 degrees Celsius for each dot in the power. No roll is required, but quantum points must be paid. The nova can also alter weather patterns over a large area. For each success achieved on an Intelligence + Weather Manipulation roll, he may adjust the current weather conditions up or down one step on the following table. Weather Phenomena Table Sweltering Heat Clear/Sunny Cloudy/Hazy Drizzle Rainstorm (or snow, if temperature makes it possible) Strong Rain/Thunderstorm Gale Hurricane/Tornado/Typhoon/Blizzard Thus, if the current weather is a rainstorm (and the player of a nova achieves two successes on his lntelligence + Weather Manipulation roll), a nova may increase it up to a gale or decrease it to cloudy/ hazy. If the nova changes the weather conditions to gale or higher, the effect is treated as the Storm technique of Elemental Mastery.

Delay Damage
Dice Pool: Stamina + Temporal Manipulation Range: N/A Area: N/A Duration: Instant A nova can offset the effects of damage on himself. The character activates this technique and rolls Stamina + Temporal Manipulation, with each success reducing the damage the nova takes from the next attack by (power rating ) levels. This reduction is after soak and may reduce an attacks damage to 0. The damage is not gone, however, merely offset. When the nova stops paying Maintenance on the power, or when the scene ends, the damage and its effects manifest fully. This includes incapacitation and death blows. This power must be activated once per attack the nova wishes to temporarily mitigate.

Dilate Time
Dice Pool: Wits + Temporal Manipulation Range: Handgun Area: N/A Duration: Maintenance Dilate Time is the reverse of Accelerate Time; it allows a nova to slow down another character by slowing the flow of time around him. Dilate Time reduces the targets Initiative by (power rating) per net success, but can be resisted by an opposed (Willpower + Quantum) roll. If Initiative falls below 1, the victim is treated as having an lnitiative rating of 1, but he may act only once every other turn.

Weave (Suite)
Level: 3 Quantum Minimum: 3 Dice Pool: Variable Range: Special Area: Special Duration: Varies Effect: Character can manipulate Eufiber with increased aptitude. Multiple Actions: No

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Description: This power allows a nova to manipulate eufiber to an increased degree, allowing for further enhancement, finer control, and even several offensive options. Area: N/A Duration: Permanent The nova may warp his eufiber to a more extreme degree, creating microfine tendrils that can work on very small scales, computer interfaces, and other tools capable of working with electronics. The nova's eufiber is now not only capable of replacing simple tools, it can replace most electronic ones, adding +1d to any attempts to bypass electronic security or hack computers per dot in the background.

Fortitude
Dice Pool: N/A Range: N/A Area: N/A Duration: Permanent The Nova's eufiber is more resistant to external control attempts. Add +1 difficulty per dot of Weave to any attempts to take control of, alter, or disable the Nova's eufiber. Against chemicals such as Eu-freeze, roll Weave. Success on the roll prevents any effect. Fortitude is an automatic technique learned when a character takes the Weave power at any rating.

Enhancement
Dice Pool: N/A Range: N/A Area: N/A Duration: Maintenance The nova can channel additional quantum into her eufiber, supercharging its characteristics and improving its ability to enhance and protect the wearer. The nova pays the power cost and gains a pool of (Stamina + Weave) points to enhance his physical characteristics. Each point may buy an additional +1B/1L/0A to the eufiber's soak, +1 to Strength or Stamina, or +1 to an ability eufiber enhances. Increasing Dexterity by 1 or increasing soak by +1B/1L/1A costs 2 points.

Efficiency
Dice Pool: N/A Range: N/A Area: N/A Duration: Permanent The nova's attuned eufiber draws quantum out of ambient sources and does not need as much Quantum. Reduce the quantum/day requirement of Eufiber by 1/day per dot in Weave, to a minimum of 0 Quantum/day. Efficiency is an automatic technique mastered at no cost when a character takes the Weave power at any rating.

Forced Attunement
Dice Pool: Weave Range: Touch Area: N/A Duration: Instant The nova may attune another colony of eufiber, assimilating it. The nova rolls (Weave) against a difficulty equal to the eufiber's rating. Success means the nova takes control of the eufiber, which adds a bonus success to all attempts to manipulate it, allows the nova to use powers that target his own eufiber colony (such as Enhancement and Transfiguration) on it, and renders it immune to the nova's powers as well. This change of ownership is permanent.

Cripple
Dice Pool: Strength + Weave Range: Handgun Area: N/A Duration: Instant The nova may also weaken an opponent's eufiber colony, turning it from staunch friend to useless parasite. The nova rolls (Strength + Weave) against the subject's Eufiber rating. Each success subtracts 1 from the eufiber's effective rating. The actual Eufiber rating still improves the nova's powers, such as Iron Maiden, but the eufiber's benefits are lost. This lasts for as long as the power is maintained. Eufiber temporarily reduced to a rating of 0 provides no benefit whatsoever. Crippled eufiber 'heals' at the rate of 1 dot a day.

Forced Symbiosis
Dice Pool: Manipulation + Weave Range: Touch Area: N/A Duration: Instant The nova may forcibly attune another nova or baseline to eufiber against their will. The Nova rolls (Manipulation + Weave) against the opponent's (Stamina + Resistance). Success means the parasitic eufiber bonds to the unwilling host, failure means the nova must try again. Forcing this symbiosis means the eufiber is bonded to the host and the host gains all its benefits (and penalties). Baselines bonded to eufiber gain its benefits until it runs out of power, after which the material is essentially inert.

Drain
Dice Pool: Stamina + Weave Range: Touch Area: N/A Duration: Instant The nova can drain an opponent's Eufiber quantum storage, rolling (Stamina + Weave + Target's Eufiber Rating) against the subject's (Stamina + Resistance). Each success drains a point of quantum from the opponent, which is immediately stored by the attacking nova or discarded into the environment as an effect that thematically represents the victims powerset (so a fire-based Nova's excess quantum would scorch the surroundings, an ice-based Nova might freeze nearby objects solid, etc.)

Hardening
Dice Pool: N/A Range: N/A Area: N/A Duration: Permanent The nova can channel additional quantum into her eufiber, hardening it even further on a temporary basis. The nova may spend quantum points to harden her eufiber's structure and cancel out incoming energy of any sort, adding

Electronic Interface
Dice Pool: N/A Range: N/A

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+3B/3L/3A soak to the nova's eufiber per quantum point spent for 1 turn as it tightens around the nova in an impenetrable carapace. The nova may spend up to (Weave) quantum points this way per turn.

Subversion
Dice Pool: Manipulation + Weave Range: Thrown Area: N/A Duration: Concentration The nova may take over the body of an opponent wearing eufiber. Subversion works similarly to Domination, except it adds a number of dice equal to the target's Eufiber rating to the roll (and uses Weave instead of Domination), is resisted by (Stamina + Resistance) instead of (Willpower), and is not affected by Psychic Shield. As Subversion only affects the physical body it may not be used to get the victim to tell you information or take any mental actions.

Imprinting
Dice Pool: Intelligence + Weave Range: Handgun Area: N/A Duration: Varies The Nova may slowly rewrite the mind of a victim wearing eufiber, influencing their thoughts. Imprinting works identically to Hypnosis on short time periods, but over long time periods (months, years, centuries) may be used to slowly brainwash the subject, rolling (Intelligence + Weave + Target's Eufiber Rating) against the subject's (Stamina + Resistance) every month. The total number of successes required range from 1 (making them like or dislike a minor thing that they previously were ambivalent about) to 5 (minor changes) to 20 (editing memories) or even 100+ (total personality rewrite).

Surveillance
Dice Pool: N/A Range: Special Area: N/A Duration: Permanent The nova may see through the eyes of any eufiber he has attuned as if he was there, and talk through it to the wearer.

Interdermalize
Dice Pool: Manipulation + Weave Range: N/A Area: N/A Duration: Maintenance The nova can absorb eufiber into his body, allowing him to gain its full bonuses in effectively any situation. The successes rolled on the (Manipulation + Weave) activation roll is the difficulty to detect the eufiber by close examination, as casual examination is insufficient to detect it.

Transfiguration
Dice Pool: N/A Range: Self Area: N/A Duration: Maintenance The nova gains additional control over the shapeshifting of his eufiber and has integrated it deeper into his body, allowing it to create more complex systems such as surrogate organs, skeletal reinforcements, filtration systems, and other biomechanics. The Nova may manifest up to (Weave) physical body modifications via the use of her eufiber. Any health levels gained from the use of this power are temporary and injuries that fill those health levels will be retained on the nova when the power is deactivated, resulting in potentially life-threatening situations. Eufiber may not emulate mental or social body modifications and may not change the wearer's size.

Iron Maiden
Dice Pool: Wits + Weave Range: Thrown Area: N/A Duration: Concentration The nova can turn the opponent's eufiber from protective aegis to cancerous threat, growing needle-fine probes into the body that erupt into organ-shredding monofilament webs. The nova rolls (Wits + Weave + Target's Eufiber Rating) against the subject's (Stamina + Resistance) at the beginning of her action as long as she is maintaining the power. Each net success the nova rolls becomes one level of unsoakable Lethal damage. Outside of combat, this can be used as a torture method.

Extras
Extras are special advantages that can be added to existing powers. They make the power better in some way more effective, able to work at greater ranges or effective against more targets. The choice of whether to take an Extra, either the ones listed with specific powers or the ones described here (which can apply to any appropriate power) is up to the player and requires the Storytellers permission. Extras are never required. Each level of Extra adds +1Q to the power's final cost unless otherwise stated, if used. If a power uses three Extras simultaneously, for example, it costs +3Q over and above normal cost. A power may use as many or as few Extras as desired when activated. A power may have up to (Power Rating) extras at normal cost. Extras purchased beyond this amount cost twice as much, which can be refunded if the power rating is increased enough to support an additional Extra. A character may upgrade her power by purchasing an Extra later in the game.

Processing
Dice Pool: N/A Range: N/A Area: N/A Duration: Permanent The nova learns to rearrange the structures in eufiber into processing elements, turning it into a full-fledged computer system. The eufiber becomes a powerful computer system that has an effective Intelligence equal to the nova's Weave score and all Intelligence-based abilities equal to the nova, allowing it to function as a lab assistant, hacking aid, or other system. As it is a computer, not a human mind, it possesses eidetic memory and gains an automatic success on all mathematics related rolls.

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If a character has a Suite power, they may buy Extras for the power either for individual techniques or for the entire Suite, as stated in the section on Suites, above. If an Extra would take any single technique over the limit on normal-cost Extras, that Extra costs double. of sight, or other similar factors (as long as the nova could in theory see the target, i.e. the target isn't there and invisible). A fire-and-forget power must be aimed with a general target criterion (valid criteria would be "any human male", "anyone wearing this uniform, "any armored vehicle"). If there is any doubt about whether the power can acquire a target, roll the power's effective Intelligence of (power rating). Success means it successfully acquires a target if one exists, failure means it dissipates harmlessly, and a botch means it rockets off and blows up an orphanage or something similarly bad.

Aggravated
An offensive power with the Aggravated Extra deals Aggravated damage. Claws given the Aggravated Extra deal (Quantum + Claws) dice of Aggravated damage instead, soaked separately from the rest of the attack damage, which is Lethal. Note that the Aggravated Extra counts as 2 Extras.

Impervious
An Impervious defensive power allows the power to add its Lethal soak to Aggravated soak, and reduces the effectiveness of armor piercing munitions and powers, subtracting (Power Rating * 2) from the armor-piercing effects of attacks or powers (reducing AP to a minimum of 0). Impervious may be bought up to twice, stacking the effectiveness reduction to armor piercing effects but not the additional Aggravated soak.

Alternate Attribute
This Extra allows a character to apply (with ST permission) a different attribute to the power than what is normally used. Examples would be a Strength-based Barrier, using (Wits + Quantum Bolt) to aim a quantum bolt, or using Intelligence instead of Manipulation with Domination.

Area
If a power does not already have an Area, the Area Extra gives the power an Area rating equal to (Quantum + Power Rating). For example, a nova with Quantum 3 and Quantum Bolt 4 with the Area extra gains the Area:7 tag.

Increased Duration
The Increased Duration Extra increases durations as listed below. Note that Increased Duration does increase the power cost by 1 quantum per Extra. Instant -> Action Action -> Concentration Concentration -> Maintenance Maintenance -> Scene (cost is paid once/scene) Scene -> Daily (cost is paid once/day) Daily -> Permanent

Cloud
This Extra allows a nova to generate an attack in the form of a cloud of gas or energy. The attack gains an Area rating equal to (power rating). In addition, the attack lingers in the area for one extra turn, during which it inflicts half (pre-soak) damage on anyone who enters or remains in the cloud. A second purchase of this Extra allows the cloud to linger for (power rating) turns.

Increased Range
If a power has a range of Self, it now has a range of Touch. If a power has a range of Touch, it now has a range of (power rating) x 5m. If the power already has a range, this Extra doubles the range increment, and changes long range to (infinite). Note that a nova must be capable of perceiving the target to attack the target.

Delayed
This Extra enables a nova to delay the effects of certain powers. Once the nova unleashes a power in tandem with Delayed, the power effect becomes dormant for up to 1 hour per dot in the power. The nova may choose lower delays, down to 1 combat round (3 seconds). Roll to affect the target normally. Powers which require an attack roll must hit their target for the Delayed effect to have any use. When the timer counts down to 0, the powers effects manifest. With one purchase of this Extra, the time delay must be set when the power is used. With two purchases of this Extra, the delayed effect can be activated reflexively as a single action. Furthermore, with two purchases, the power effect can remain dormant indefinitely, but the nova may only maintain up to (power rating) indefinitely Delayed effects at once.

Linked
This Extra links a power to another power, allowing it to be activated alongside the other power with no multiple action penalties. One purchase of the Extra requires both powers to be activated at the same time, another purchase makes it optional.

Merged
A nova with this Extra can combine the effect of his power with the effort of another nova who has the same power, even if the other nova doesnt have the Merged Extra. Each nova uses his power separately, adding +2 difficulty to the power roll (+1 one if both have Merged). If both succeed, pool the successes to produce one jointly impressive result. Both novas must be able to affect the same target.

Homing
Homing powers subtract (power rating) from Dodge DVs (not the DV pool, the DV itself) and reduce penalties from distance and/or cover by (power rating). A nova may buy Homing twice to render the power "fire and forget", allowing it to attack targets the nova cannot perceive due to cover, lack of line

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Multiple Target
A Multiple Target ranged power is able to split itself up among separate targets. The character declares which targets he wishes to affect and makes one roll to affect them using the worst modifiers for any single target; die bonuses apply only if all targets would provide that bonus. If he succeeds, all targets are affected, though each target may dodge or resist normally. This Extra allows the character to target (Power Rating + 1) individuals at full effect. Repurchasing this increases the number of targets that can be affected at full damage by (Power Rating). The character may choose to affect double the number of targets he could normally, but the power is at half effect, halving damage (for powers with accuracy and damage) or dice pool (for other powers).

Spray/Jet
A power with the Spray/Jet extra fires a continuous stream, which adds (+power rating) to accuracy with no penalties and subtracts 1 dodge success from any attempts to evade it. Furthermore, it may engage multiple targets as if firing in a burst. More importantly, if it successfully hits a single target, it can "track" that target, adding a cumulative +1 accuracy and damage to strike that target for every turn the Nova engages the same target, up to (power rating).

Subtle
By default, most powers are relatively obvious. Barrier creates obvious protective fields, Stun Attack requires sonic blasts or electrical discharges, Shapeshift requires actual physical transformations, and so on. This Extra allows a power to have full effect without any telltale signs. A character with Subtle Shapeshift may manifest the strength of a bear and speed of a cheetah without any physical changes. A character with Subtle Quantum Bolt might cause coincidental effects such as gas main explosions. If anyone wishes to detect a subtle power in action, they must roll their Perception + Awareness at a difficulty of +(novas power rating).

Persistent
If a power with the Persistent Extra is used on a target and does not fail to affect the target (this can happen if the power roll fails or the target successfully resists the power), it provides an additional bonus effect for the next (power rating) turns, equivalent to 1 success of the power or 1 health level of damage/healing effect. For example, a Persistent Quantum Bolt 3 would do its initial damage and then 1 HL of the same type of damage (Bashing or Lethal) for 3 turns, while Persistent Healing 5 would heal a target and then heal 1 HL of Bashing or Lethal damage for the next 5 turns, while Persistent Luck 5 would provide an additional 1d to rolls or +1 DV for the next 5 turns. The Persistent effect cannot be soaked, dodged, or resisted.

Supercharge
The Supercharge Extra allows a nova to supercharge a power beyond what he or she is normally capable of. The nova pays as much Quantum as she wishes in addition to the normal activation cost. For every doubling of the power's cost, add a temporary +1 to Quantum and +1 to the power rating for one roll. This may not more than double the nova s effective Quantum or power rating. Example: A nova with Quantum 3 and Quantum Bolt 4 supercharges it, paying an additional 14 Quantum for a total of 16 (so +4 to Quantum and Quantum Bolt). The Nova then resolves his Quantum Bolt as if he had Quantum 6 and Quantum Bolt 8. If the nova had Quantum 4, he would resolve it as if he had Quantum 8 and Quantum Bolt 8.

Precision
A power with Precision allows the user to choose exactly how many post-soak levels of damage it does if the power deals damage. If the power creates an effect, the character may choose exactly how many successes to apply.

Reduced Quantum Cost


Reduced Quantum Cost reduces the final cost of the power after applying Extras by 1 Quantum point per purchase. Reduced Quantum Cost does not add a +1QP surcharge to the power's cost, unlike all other Extras.

Trigger
Like Delayed, a nova can use Trigger to activate and forestall an effect, but in this case, the power is waiting for somebody to activate it. This is the Extra equivalent of creating mines. Trigger must be tied into an object which houses the quantum from the power effect. When somebody disturbs the object, the power effect manifests along the same lines as Delayed.

Reflexive
The nova can designate a power that activates automatically, without requiring her conscious effort. The player must designate a condition that triggers the reflexive. The most common trigger is the arrival of an attack capable of penetrating the novas other defenses, with reflexive launching of Barrier, Armor or healing powers. The reflexive activation does not tie up one of the novas actions for that turn and takes immediate effect, so that a defensive power can reduce the damage of the attack that triggers it. One level of Reflexive constrains the novas deliberate use of the power, adding +1 difficulty to any non-reflexive applications. Two levels of Reflexive allow the nova to use the power freely.

Variable
The character gains access to another variation of the same power, and may switch between them reflexively, costing 1 QP for each switch. For example, switching between unleashing fire and ice with Quantum Bolt, or a Deflectionbased Entropy Barrier and a Ablation-based Rock Barrier. If purchased twice, the Variable extra allows the character to completely exchange the power with another power of the same Level, for example, a character with a forcefield that can either bend light (Invisibility) or protect from harm (Barrier).

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Strengths
Some novas can use their powers better than normal, in some specific way. Strengths increase the effectiveness of a power in a straight numbers sense, rather than adding additional features. You can buy strengths with points (see Character Creation). A power may have Strengths equal to its rating. Strengths are only applicable to powers which already have the traits in question - so a power that does not have an attack roll cannot gain strength levels in accuracy, and a power that does not have separate techniques (a power like [Element] Control is an example of such a power) cannot take any levels in the "Extra Technique" strength. Strengths for suite powers such as Elemental Control/etc apply to all powers which they should be capable of affecting. No power can have more total strengths than twice its rating, and no specific strength can be stacked more than (power rating) times. Area: Add 1 to the power's rating when calculating area, or add an area of effect with a radius of (Power Rating) meters if the power lacks an area of effect normally. Armor Penetration: Add +2 to the power's AP rating. Damage: Add +1 to a power's damage. Damage Adds: Add +[1] to a power's damage. Effect: Add 1d to the power's dice pool. Extra Technique: A suite power with this Strength has an additional technique. This counts as two levels of strength. Extra HLs: Any constructs this power makes (like say, Barriers) have an additional health level per level of this strength. Multiple Actions: 2 levels of this strength allows a power which normally cannot be used more than once a turn to be used more than once a turn. Range: Add 1 to the power's rating when calculating range. Rate of Fire: Add 1 to the power's rating when calculating Rate of Fire. Soak: Add 1B/1L/(1A) soak if a power grants soak. This grants Aggravated soak only if the power would normally soak Aggravated damage. Speed: Add +1 to the power's rating for movement speed. Use for movement powers only.

Weaknesses, unlike Extras, are always applied. The character naturally grows out of his Weakness as his Quantum rises. Every time the novas Quantum trait rises, he loses one Weakness from all quantum powers that have weaknesses. For example, if a Quantum 1 character bought Telekinesis (normally Quantum Minimum 2) with the Dangerous Weakness, he would lose that Weakness once he hit Quantum 2. Alternatively, the player can choose to acquire a free Extra for the power, instead of losing the Weakness. For example, when the nova hits Quantum 2, he could reduce the Quantum Cost of Telekinesis by 1, but the power would still be Dangerous.

List of Weaknesses
Weaknesses can be taken only once, unless the Weakness says otherwise. Damaging: Every time the nova uses the power, she suffers one level of unsoakable Aggravated damage per Level of the power. Dangerous: At the end of every scene in which the nova uses the power, she gains one point of temporary Taint per Level of the power Difficult: All power rolls are at +2 difficulty. If the player doesnt beat the difficulty penalty, the nova cannot use this power again for the rest of the story. This weakness may be taken a second time, increasing the difficulty to +4, and if the power fails, it cannot be used again until after the end of the next story. Expensive: Double the quantum point cost. Maddening: Whenever the character uses the power, he gains (2 x level of the power) XP worth of mental Aberrations. These Aberrations disappear at the end of the next session. Reduce Duration: Reduces the duration by two categories. Duration categories (in descending order) are Permanent -> Daily -> Scene -> Maintenance -> Concentration -> Action -> Instant Reduce Range: Reduce the Range from Ranged to Touch Slow: Multiply the amount of time necessary to activate the power by (1 + level of the power). As a side-effect, the powers usage is plainly obvious. For example, balls of energy gradually swelling around the characters fists as she pr epares to fire a Quantum Bolt; talking to machines to convince them to let her use Cyberkinesis; or giving somebody the most pained and Businessarre stare as she reaches into the targets mind. Strenuous: If the power could be used reflexively, now it cannot be. Also, the power cannot be used as part of a multiple action. Weak: The powers damage type is always Stun. If the power originally did Bashing damage, reduce the damage by half (rounding up). Certain powers might have their own individual weaknesses, just as certain powers have their own Extras.

Weaknesses
Weaknesses help the player better define her characters quantum powers by giving them disadvantages. In e xchange for being handicapped, the power becomes either more accessible or better in other ways. For every Weakness purchased for a power, the player can lower the quantum minimum of the power by 1, to a minimum of 1 (or 6, for quantum powers of Fourth Level or higher). In this way, a Quantum 1 character could buy Temporal Manipulation; it would just be rather difficult to use, or limited, compared to a Quantum 5 character buying the same power. Lowering the quantum minimum does not lower the cost of buying or using the power. Alternatively, the player can give the power one Extra for each Weakness purchased. These two options can be combined. For example, taking two Weaknesses in order to both lower the quantum minimum of Mental Blast by 1 and give it the Lethal extra.

Power Maxing
Quantum powers are impressive enough. However, when a nova really puts her heart into channeling quantum energies, the effects can be truly awe-inspiring. A nova can max a quantum power, enhancing its effects to far beyond normal levels.

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To max a power, the novas player spends double the cost of the power. Then the character rolls his Quantum score as a dice pool; this is a reflexive action. If he fails the roll, the nova acquires 1 temporary taint. If he botches, he acquires 2. If the player succeeds on the roll, he can spend those successes to buy new features for the power. Before the player rolls, he can increase his power max effect by either spending a number of quantum points up to his characters Quantum score, or voluntarily acquiring points of temporary taint. The character gains +1 automatic success on the roll per point of quantum spent or point of taint gained. Successes can be spent as follows: Add +1d to the powers dice pool or damage, up to the characters Quantum. (one success) Convert one die in the powers pool into an automatic success. For powers which have both an attack and damage roll, one die from each part is converted. (Two successes) Buy any desired Extra for the power. (Two succes ses) Increase the powers level by 1 for all purpos es, including accuracy, damage, and range. (Three successes) Alter the power for (Quantum) actions, turning it into a related, but possibly significantly different, power. For example, a nova could turn Bioluminescence into Quantum Bolt (laser). The Storyteller is the final arbiter of what is sufficiently related. The nova must meet the Quantum Minimum to use the new power. (Five successes) The nova can mix and match the following effects, and buy any effect more than once. For example, a nova who gets six successes to spend could buy two extras and convert one of a powers dice into an automatic success. A power must be maxed immediately before being used. In other words, a character could not max his Quantum Bolt, then fire a Mental Blast before using the Quantum Bolt. He also could not wait three turns before firing the Quantum Bolt. The effects of power maxing are plainly obvious to any observer, and the nova herself is often overwhelmed too. The nova feels more powerful, and observers have often used the term godlike or Lovecraftian to describe novas in the midst of such a power surge. Lights fizzle, people suffer headaches and nosebleeds, and other weird phenomena often accompany these effects. Of course, sometimes the point of a power max is subtlety, and so the effect may manifest itself in suitably subtle ways: novas who power max invisibility sometimes find their own complete silence disturbing, or else feel like they are literally not there. And the effects of a failed power max are equally impressive: often resulting in a sudden rash of minor, usually temporary, mutations and bursts of uncontrolled power. Special effects cover the lesser changes you might want to make to a power - not making it significantly more or less effective, just distinctive. Use the categories presented here as a starting point for your own variations. Remember that Aberrant power descriptions cover the average and that, in some ways, this is misleading, since no nova is average. Novas dont pause to consult the rulebook during eruption. You should consult it during character creation, with the awareness that you can take liberties. As long as your Storyteller permits them, feel free to make the changes that fit your character and your group.

Acceleration and Retardation


Your novas powers may take effect more quickly or more slowly than usual. The Attraction technique for Elemental Mastery usually draws up the attracted element with just enough force to overcome resistance. Your nova may be able to summon a flood of water that cascades uphill with tremendous force - you wont get any damage bonuses without paying for them, but the flood can shove open blocked doors and move other obstacles out of the way. Entropy Control techniques usually apply at once, but your nova may use Breakdown to introduce a dramatic display of cascading failures in a complex system over a period of minutes or longer.

Halo
Powers that affect the environment, such as Weather Manipulation, generally create whatever physical factors they need to work. Your nova may have powers that work, at least in part, by arranging and concentrating existing features of her surroundings. For instance, if she heats up the area within range of her powers, a larger area beyond that may become slightly chilled - not enough to produce any benefits (or hindrances) in terms of game mechanics, but something that sensitive people and instruments might notice.

Mild Damage
The Storyteller system uses fairly big steps in tracking health levels - even one level of Bashing damage matters. Its often appropriate to include power effects that dont do that much quantifiable damage but which matter narratively in the course of play. Almost any power might generate a distinctive tone that sets peoples teeth on edge or create a flash of light that distracts bystanders or release a noxious (or very pleasant!) odor. Powers that affect inanimate objects, like Cyberkinesis, may require your nova to press her palms against a computer hard enough to leave bruises on her hands. Such hard-to-quantify effects are the elements from which drama is woven.

Special Effects
Players often come up with ideas that dont actually require the creation of new powers, they just require a willingness to adjust the way an existing power takes effect. Dont be afraid to invent a new power when a concept really requires it, but keep in mind that if the effect you want only differs in a few specific ways, you can think about simply modifying the existing power to suit. Below, we list a few examples of special effects that would not count as Extras or Strengths for a power, but still allow you to customize your character to a greater degree.

Persistent Effects
The actual mechanical effects of a power end when the description says they do. You can still have some narrative consequences linger, however, and some sorts of persistence are well-established in stories that make good Aberrant fodder. A nova with Hypermovement might leave a series of after-

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images in mid-air, while a nova with precognitive powers might see before-images of varying opacity, marking where people will probably be in the future. In some cases, your character may always manifest her powers at a very low level: A nova with Hypermovement may constantly jitter and move abruptly, while a nova with Telepathy or Pretercognition may have the disconcerting habit of answering questions before others finish asking them. agination, most powers can be made to work in ways besides the nova deciding consciously to use her power at a particular moment.

Signature
Novas often use their powers in distinctive ways. Sometimes a nova can control the extent to which her powers proclaim Regina Mundi is here! and sometimes not. Your nova might, for instance, find all his Mirage and Hologram creations subtly tinged a distinct shade of blue. Every complex device he makes with Matter Creation might have a certain Victorian style, with teak and brass fixtures.

Reflexive Use
In some cases, your nova may not even know that shes using her powers; in extreme cases, she may not know that she has a particular power at all. A nova with mind-control powers, or simply a great deal of Social Mega-Attributes and enhancements, may automatically interfere with anyone attempting to tell her something she doesnt want to hear. She may believe that shes a super-soldier created in a secret lab and unconsciously use her powers to stamp out anything that would challenge her self-image. Powers like Luck and Healing lend themselves to reflexive use, as do Disrupt and Disorient. A nova with Matter Creation may not realize that shes creating things rather than finding them in her pockets. With a little im-

Subtle Result
The power whose effects arent immediately obvious is a staple of comics. Your nova might have Disintegration, for instance, with the special effect that the target remains apparently intact. The target only crumbles to dust once someone brushes against it.

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WEAPONS AND ARMOR


Weapons
Many novas possess fantastic innate powers they can use to wreak havoc. However, some prefer to do it the oldfashioned way, with weapons. That said, superstrong or resourceful novas have access to weapons that baselines may never have imagined. The weapons found herein include both those mundane items baselines use to war against each other and the kinds of offensive power that only a nova could bring to bear. B (X): Burst. The weapon fires (X) shots with one attack, even without autofire. This allows a single attack to be split against multiple targets using the autofire rules. FA: Fully Automatic. The weapon may fire bursts. FT: Fast tracking. Fast Tracking weapons ignore difficutly increases due to enemy movement speed. G: Guided. Dodge DVs against guided weapons are reduced by 2. H: Heavy. Requires two hands to use, but has a onehand penalty of +4 difficulty instead of +1. Like 2-handed weapons, they may be wielded one-handed if the character has double the minimum strength. I: Incendiary. The weapon ignores unsealed armor, and a successful attack sets the target on fire, doing 6L/turn until put out. LAO: Limited Ammo Options. The weapon can use only the listed ammunition type(s). OW (X)[Y]: Overwhelming. Deals additional damage per extra threshold success. The weapon deals (X) extra dice of damage on a hit, with [Y] extra damage adds. S [X]: Size. The weapon is considered a Size of (X) for the purposes of dealing damage and hitting targets. Weapons without this tag are Size 0.

Weapon Statistics
Accuracy: Accuracy is the dice bonus that a weapon gives to attack rolls using the weapon. Weapons without an accuracy value are assumed to have an accuracy of +0. Cost: The cost of a weapon, in the number of resource dots needed to purchase the weapon without rolling. Defense: This statistics is the dice bonus the weapon gives to parry attempts using it. Weapons without a defense value may not be used to parry. Damage: The damage the weapon deals on a successful attack. Weapon damage may be S, for Stun, E for EMP, B, for Bashing, L, for Lethal, or A for aggravated. Range: The range bracket the weapon is most effective in. If the range is given a + (for example, Rifle+), it can fire i nto the next range bracket at an additional +2 difficulty to attack rolls. Tags: Any special abilities a weapon has are listed here. Strength Minimum/Maximum: The minimum and maximum strength that may be used with a weapon. Characters with a strength below the minimum suffer a +1 difficulty penalty to all attacks for every dot of strength they fall short by. Characters with strength above the maximum may either pull their blows to the maximum level, or attack for full damage at the cost of breaking the weapon. Magazine: How many shots the weapon may fire before reloading. A weapon without a value for this (or has the value inf.) has infinite ammunition. Mass: How much the weapon masses in kilograms. Rate of Fire/RoF: How many times the weapon may shoot in an action. A fractional RoF means a weapon may not fire every turn: A weapon with a RoF of may fire once every 2 turns, one with a RoF of may fire once every 4 turns, and so on.

Weapon Models
The statistics given for weapons are for a relatively representative generic weapons type. STs who wish to add greater verisimilitude at the cost of increasing complexity may choose to alter weapons statistics for differing weapons. These varied weapons may have alterations of up to +/-2 to accuracy, defense, or damage, and up to a 50% increase or decrease in magazine capacity, mass, strength requirements, and rate of fire.

Weapon Size/Structure
Weapon Size determines how easy it is to conceal a weapon, how easy it is to hit, and how easy it is to destroy. This column has two numbers, separated by a slash. The first is the weapons Size, which determines how easy it is to co nceal and how easy it is to hit. The second is the weapons Structure. A weapons Armor and Health Levels are both identical to its Structure rating. Weapons with a Size above 0 also have additional Health Levels equal to their Size. Note that Weapon Size does not determine the effective Size the weapon has for damaging enemies, just the weapons physical size.

Weapon Tags
2H: Two-handed. Two-handed weapons attack and defend at +1 difficulty if wielded one-handed by a character unless the character has double the minimum strength. AP(X): Armor Piercing. Reduce targets non-natural soak by (X). AoE (X): Area of effect ordinance with rating X. Extra successes on the attack roll do not affect to the damage roll.

Concealment
Concealment depends on the size of an equipment item relative to the user. A weapon or tool 7 Size or smaller than the user can be hidden in a pocket. A weapon or tool 5 Size or smaller than the user can be hidden in a jacket. A

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weapon or tool 3 Size or smaller than the user can be hidden in an overcoat. Weapons larger than that may not be hidden.

Melee Weapons
Melee weapons have an accuracy, defense, damage, and strength minimum/maximum. Accuracy and Defense add or penalize the offensive or defensive ability of a weapon, respectively, while damage is the weapon's damage. For each point of strength below the minimum, a character adds +1 difficulty to attacking or blocking with a weapon. A character may not exert more than the maximum level of strength without damaging or destroying the weapon in question. Each point of Mega-Strength is counted as 10 points of regular strength for minimum and maximum. Melee weapons have fixed Rates dependent on the type of melee weapon. Light one handed melee weapons (less than 1 kg) have a Rate of (Dexterity), heavy one handed melee weapons have a Rate of (Dexterity 1), and 2-handed melee weapons have a rate of (Dexterity/2), rounded down (minimum rate ). This is per melee weapon, so dual-wielding helps. A sufficiently strong character may throw any melee weapons for their listed damage.

Baseline Blunt Melee Weapons


Brass Knuckles: Brass knuckles (or the equivalent for kicking, steel-toed boots) provide additional striking power for unarmed attacks. Brass knuckles add +1 damage to unarmed attacks that do not involve grappling. Spiked Knuckles: Spiked knuckles are the more lethal version of brass knuckles. They add +1 damage to nongrappling unarmed attacks and turn the attack damage lethal.

Pistol: Pistol-whipping someone can do a fair amount of damage, as pistols are made of very solid metal. Pistol whipping uses Melee, has accuracy and defense as described in the table below, and the weapon uses the mass and concealment of the original pistol. Rifle Butt: Like pistols, rifles are not designed as melee weapons but make serviceable tools to beat someone to death with. Attacking with a rifle butt uses Melee, but the weapon still retains Club (Improvised): Clubs are little more than heavy blunt objects weighted from hitting people on the head with. Improvised clubs are poorly balanced for combat but still are very good at beating people to death very quickly. Club (Riot Baton): Riot Batons are well-balanced clubs intended for bringing a quick and less-than-lethal end to disagreements about the proper function of government. Highstrength and relatively light, they are an excellent tool for encouraging polite debate. War Hammer: War hammers are one-handed heavy hammers intended to injure armored knights. Sledgehammer: Sledgehammers are large, heavy twohanded blunt tools which are excellent for demolitions or inflicting pain on opponents. Staff: Long staves are moderately useful offensive weapons that can be used as grappling aids with proper form, but are primarily useful for parrying the attacks of weaponwielding opponents. The statistics given are for a fixed staff, little more than a straight and balanced piece of wood or metal. A collapsible staff has reduced damage (Str + 4B) and masses 1 kg less but may be folded down to Size -4.

Baseline Blunt Melee Weapons Chart


Weapon Type Brass Knuckles Spiked Knuckles Pistol Rifle Butt Club (Improvised) Club (Riot Baton) War Hammer Sledgehammer Staff Accuracy n/a n/a +1 +0 -1 +2 +1 -2 +1 Defense n/a n/a +0 +0 -1 +1 -1 -2 +3 Damage See text See text Str + 3B Str + 5B Str + 4B Str + 4B Str + 6B Str + 7B Str + 5B Tags n/a n/a n/a 2H n/a n/a AP 2, 2H S1, 2H 2H Str Min n/a n/a 1 2 1 1 2 2 1 Str Max 8 8 8 10 5 12 15 15 8 Mass 1 1 Var. Var. 2 2 3 4 3 Size/Structure -9/3 -8/3 Var. (As weapon) Var. (As weapon) -6/2-5 -6/8 -3/10 -3/10 -2/8 Cost 1 1 Var. (As weapon) Var. (As weapon Var. (As item) 2 2 (replica) 4-6 (antique) 1 2

Superhuman Blunt Melee Weapons


Note that most of these have minimum mega- attributes listed - they cannot be wielded by human-size entities without the physics-violating properties of mega-attributes as effective melee weapons. The Structure and Size of these weapons are

equivalent to the structure and size of the item in question when not being wielded as a weapon. Human Body: Beating someone to death with another person has never gotten old. Although soft and squishy they do tend to mass enough to make effective bludgeons for the superhumanly strong. The numbers before the slash are for a still-conscious human, who is probably squirming a lot and otherwise making it difficult to beat someone to death with. A

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few good whacks, though, and the second set of statistics comes into play, for a dead body. Motorcycle: Although more commonly found as a method of transportation, a motorcycle makes an excellent shield or bludgeon if you don't mind the fact that it won't work afterwards. The number before the slash for Max Strength is how hard you can hit someone and still keep it functional. Lamppost: A method of illumination or for superstrength beatdowns, lampposts are multipurpose and found everywhere. Car: Beating someone to death with a car is only really possible for the Mega-Strong or large machines such as mecha, but is satisfying nevertheless. Anyone else attempting to commit bicep-assisted vehicular manslaughter needs to worry about things like leverage. Semi-Truck: You can use it like a seven-section staff. One with only two sections, sure, and it's about ten times your size, but when has that stopped novas? Tank: For the exceedingly Mega-Strong, there is always the unsubtle option of beating someone to death with sixty tons of depleted uranium and steel.

Superhuman Blunt Melee Weapons


Weapon Type Human Body Motorcycle Lamppost Car Semi-Truck Tank Accuracy -2/-1 +0 +1 -3 -4 -5 Defense -4/+1 +0 +2 +3 +4 +6 Damage Str + 5B Str + 8B Str + 8B Str + 10B Str + 12B Str + 14B Tags S 2, H OW H OW H OW H OW H OW H 2, S 2, 2, S 3, 3, S 4, 3, S 6, 4, S 9, Str Min 6 8 Mega 1 Mega 2 Mega 3 Mega 4 Str Max 10 12/18 25 20/33 20/45 60 Mass ~40-120 ~150 ~250 ~1000 ~5000 ~60,000 Cost n/a 3 3 3 4 5

Baseline Lethal Melee Weapons


Kitchen Knife: Although unbalanced for combat, kitchen knives are still sharp, pointy objects that can stab someone to death. Combat Knife: Combat knives are designed for actual combat. Modern ones are often nonmetallic, but even older steel ones can are no less effective. Long Sword: About a meter long and 1.5-2 kg in mass, long swords come in various types, from European straight swords to Middle Eastern scimitars to Japanese katanas. All have approximately identical stats. Two-Handed Sword: Large, two-handed blades are the pinnacle of normal human swordiness. Polearm: They're sticks with pointy ends on them. Fairly simple. Their long reach and haft make them excellent defensive weapons, provided that the opposition doesn't get past them. Chainsaw: The chainsaw is a classic melee weapon for use against zombies or by slasher flick antagonists. Although

brutal, it is impractical, with poor balance and absolutely no semblance of stealth. A chainsaw requires 2 combat rounds (6 seconds) to start up, and when started adds +4 difficulty to any stealth rolls due to its noise. Whipsword: A monomolecular blade, the hypertensile fibers used in a whipsword provide incredible sharpness. Their thin, extremely sharp nature allows for precise cuts to deal massive amounts of trauma, even though their light weight means glancing blows deal little more damage than a combat knife. Blast Projector: Blast Projectors are high-tech harnesses equipped with high-power electromagnetic launchers that may be worn over armor. When activated, an onboard computer launches a swarm of high-velocity ball bearings at all nearby targets, like a reusable fragmentation grenade. Blast Projectors have an automatic accuracy of 10d, regardless of the users Melee dice pools, and carry up to 3 charges of supersonic ball bearings. They may not be parried without the use of a shield or other device that protects the entire body. The user takes 12B damage, which is soaked normally. Blast Projectors are worn, not wielded, and thus may be concealed under clothing despite their large size.

Baseline Lethal Melee Weapons Chart


Weapon Type Kitchen Knife Combat Knife Long Sword TwoHanded Sword Polearm Accuracy +1 +2 +2 +1 Defense -1 +1 +2 +0 Damage Str + 1L Str + 2L Str + 5L Str + 7L S1, 2H Tags n/a Str Min 1 1 1 3 Str Max 4 15 20 25 Mass 0.5 0.5 1.5 3 Size/Structure -7/3 -7/6 -5/8 -3/10 Cost 1 2 2 (replica) 4-6 (antique) 2 (replica) 4-6 (antique) 2 (replica)

+1

+3

Str + 6L

AP 1, 2H

20

3.5

-2/10

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Chainsaw Whipsword Blast Projector -3 +2 10 -3 +2 N/A 12L [2] Str + 2L 12L [4] OW 2, H AP 8, OW 2 Area:2, 3 Shots 2 1 N/A n/a 50 N/A 6 1.5 8 -2/12 -6/12 -3/10 4-6 (antique) 3 4 5

Superhuman Lethal Melee Weapons


These melee weapons take advantage of the physicsviolating properties of Mega-Strength and may not be wielded effectively by characters without it. Like with superhuman blunt melee weapons, they are not given concealment ratings for obvious reasons.

Klaive: A two handed sword on steroids, a klaive is basically a sharpened helicopter rotor mated to a superhumanly strong nova. The results tend to be gruesome, as with its absurd momentum it can tear through just about anything without slowing down. Daiklaive: Nobody knows who named this or which insane mind decided it was a good idea, but a "daiklaive" is roughly 2.5 meters and several hundred kilograms of sharpened composite with a depleted uranium core. In proper hands, it is quite capable of crushing through tank armor.

Superhuman Lethal Melee Weapons Table


Type Klaive Daiklaive Accuracy +0 -2 Defense +0 +1 Damage Str + 8L [2] Str + 12L [3] Tags OW 2, H OW 3, S 4, H Size/ Cost Structure Mega 1 35 50 -1/18 4 Mega 2 50 500 3/25 5 Low-Caliber: -2 Damage, Range reduced by 1 level (e.g. a weapon with Handgun range now has Throwing+ range), +50% magazine capacity. -1 to Strength minimum, -1 Size. Long Barrel: +1 Damage, +1 Accuracy, +1 Size Short Barrel: -1 Damage, -1 Accuracy, -1 Size Internal Magazine: Reloads one shot per action, -50% magazine capacity, -1 Size Archaic: Archaic firearms date from the early half of the 20th century. They have halved fire rate (round up), -1 Accuracy, and -1 Damage. They also may not use advanced ammunition types (+P+, Explosive, APDS, or Multiplex) and may only use Sights or Suppressors as weapons modifications. Str Min Str Max Mass

Ranged Weapons
Range Modifiers
Ranged weapons may have range modifiers from . A +1 to range adds a + if a weapon doesnt have a + yet, or r emoves the + and increases the range bracket by 1 if the weapon has a +. A +1 to the range bracket (normally only found from Mega-Strength enhancements) simply increases the range bracket by 1. Negative modifiers work the same way, but in reverse. So for example, a weapon with Rifle range using ammunition with a +1 range modifier will go up to Rifle+. If it used ammunition with a +2 range modifier instead, it would go up to Support.

Pistols and SMGs


This covers all kinds of small sidearms. Pistols are most commonly used for civilian self-defense (and committing crimes), while SMGs and PDWs are more often used by paramilitary police and military units. Pistol/Revolver: A pistol chambered in calibers such as 9mm Parabellum or 10mm Auto. Low-caliber pistols are chambered in things such as .22 LR or 7.62 Tokarev, while highcaliber pistols are often chambered in .44 Magnum or similar. Revolvers ignore the magazine size reduction from being HighCaliber. Machine Pistol: Machine pistols are small-caliber pistols with selective-fire capability. The smallest concealable automatic weapons, they are rather impractical due to high recoil, poor accuracy, and small magazine size. SMG: A fully-automatic, two handed weapon that fires pistol-caliber ammunition, the submachine gun is often found in the hands of special forces teams, SWAT officers, and gun enthusiasts with a full auto license. Combining small size, light weight, and automatic room-clearing capability, SMGs fill their niche well. Flare Gun: Flare guns are generally used for firing a flare to signal other people rather than for any offensive roles.

Firearms
These ranged weapons require the Firearms Ability to use properly.

Firearms Modifications
Modifications are applied to a firearm or heavy weapon to alter their operation for different roles. These include alterations to caliber, changes to a weapons feed system, changing barrel length, or other such alterations. Percentage modifiers are applied sequentially- two -50% magazine capacity modifications mean you halve the magazine capacity and halve it again, not that you end up with no way to fire the weapon. Modifications are also used to represent the differing statistics for various weapons without having to have four or five different variants of every weapon, as well. For example, a Desert Eagle or other huge pistol can easily be represented by giving the High-Caliber modification to a standard pistol. High-Caliber: +2 Damage, -50% magazine capacity, +2 to Strength minimum, +1 Size.

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However, they can be improvised into an offensive weapon, setting anyone they shoot alight. Hand Cannon: The pinnacle of pistol design for the person who subscribes to the idea that bigger is better, hand cannons are overkill for self-defense against humans, with excessive recoil and tiny magazines. Hand cannons are, however, effective against larger and hardier creatures such as bears and lions. Furthermore, when firing high-power ammunition they can even provide some level of threat against more fragile novas. PDW: Personal Defense Weapons use small, armorpiercing bullets to penetrate modern body armor while still being easy to carry and conceal. Larger PDWs may use actual rifle ammunition, but many use proprietary lightweight rounds. Grapple Gun: A grapple gun shoots a large metal spike connected to a high-tensile cable and a powerful winch. Although certainly dangerous to anyone you spike, their primary use is to scale surfaces, not kill people.

Pistols and SMGs


Type Accuracy Damage Range Tags RoF Magazine Mass Pistol +0 5L Handgun n/a 10 20 0.75 1 1 Revolver +0 5L Handgun n/a 6 6 0.75 1 1 Machine -1 5L Handgun FA 50 20 1 2 2 Pistol SMG +0 7L Handgun+ 2H, FA 40 40 2.5 -6/5 1 2 Flare Gun -2 6L Throwing+ I 1 1 1 -7/3 1 1 Hand Can-1 10L Handgun+ 2H 1 5 2 -5/5 3 3 non PDW +1 6L Handgun+ AP 3, 2H, FA 60 60 2.5 -6/5 1 3 Grapple -2 10L Throwing N 1/5 1 1.5 -6/5 2 2 Gun Grapple guns are intended as grappling tools, in which case they can anchor into anything with less than 10 Lethal soak and carry up to 100kg. size for longer range and accuracy. Hunting shotguns are also generally easy to acquire even in nations which ban other firearms. Shotguns are another common civilian weapon, largely because they are often more easily available due to the Tactical Shotgun: The classic weapon of the stereotypwide variety of legitimate uses. Even in nations where firearms ical zombie hunter and commonly used by police and soldiers, are heavily restricted, hunting shotguns are often easy to acpump-action or semi-automatic tactical shotguns can use a quire for an average civilian due to their usefulness in hunting, wide variety of specialist ammunition, making them versatile sporting, and other occupations. weapons. As a bonus, they sound intimidating. Mini-Shotgun: These extremely small weapons are Automatic Shotgun: Fully automatic shotguns provide barely larger than pistols, designed for concealability and a huge amount of punch in close quarters without sacrificing close-range stopping power. Generally used by gang enforcers the versatility of a standard shotgun. Semi-automatic versions and counter-terrorist commandos where maneuverability and exist for countries with automatic weapons restrictions, with small size are paramount, they are uncommon weapons. identical statistics save for the fact that they cannot fire bursts. Double-Barrel Sawed-Off Shotgun: The stereotypical Assault Shotgun: A very large, belt-fed automatic shotshotgun, double-barrel sawed-off shotguns have only two shots gun using massive shells, assault shotguns are a relatively before they require reloading but are high-power and concealnew invention and a very niche weapon. They are generally able. one-off custom designs, with few companies actually producing these monstrosities. Their bulk is such that they require super Hunting Shotgun: Generally used to shoot down birds humanly strong firers. (with birdshot) or kill large game (with slugs), hunting shotguns are accurate and powerful weapons that sacrifice magazine Size/ Structure -7/3 -7/3 -7/3 Min. Str Cost

Shotguns

Shotguns
Type MiniShotgun DoubleBarrel Hunting Shotgun Tactical Shotgun Auto. Shotgun Assault Accuracy +0 +0 +1 +1 +0 +1 Damage 10L 12L 12L 12L 12L 15L Range Handgun Handgun Handgun+ Handgun+ Handgun+ Handgun+ Tags 2H 2H 2H 2H 2H, FA H, RoF 2 2 2 4 12 18 Magazine 5 2 4 8 12 54 Mass 1.5 1.5 3 2.5 3 20 Size/ Structure -6/5 -6/4 -4/6 -4/6 -3/8 -2/10 Min. Strength 2 1 1 2 3 6 Cost 2 1 2 2 3 4

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Shotgun FA

Shotgun-Only Ammunition
Type Slug Saboted Slug Baton Taser Birdshot Buckshot/Flechettes Flamethrower Frag Acc. Mods n/a +1 n/a n/a +5 +3 n/a n/a Damage Mods Range Mods Tags n/a n/a n/a -2 +1 n/a Bashing -1 n/a Stun n/a n/a Bashing, -6, +[1] -1 S -3 -6, +[3] -1 n/a Half damage -2 I, N n/a n/a A1 load and ready a crossbow). Otherwise, crossbows are largely identical to bows. Hunting Rifle: Hunting rifles are used by hunters to shoot deer, buffalo, boars, and other types of game. Although not specifically intended to kill people, they are quite serviceable in that role, and are relatively easily available. Sniper Rifle: The sniper rifle is, properly speaking, another type of hunting rifle, except its intended to hunt the most dangerous game. More accurate and with a higher emphasis given to rate of fire than a normal hunting rifle, sniper rifles are expensive, high-end hardware. In addition, some sniper rifles are designed to break down and fit into a specialized suitcase. These rifles are used by hitmen, black ops assassins, and covert bodyguard details. Big Game Rifle: Big Game Rifles are built to stop elephants and rhinoceroses. To do so, they use very high-caliber bullets that do a lot of damage against flesh. Anti-Materiel Rifle: What happens when you take a big game rifle and militarize it? An anti-materiel rifle is designed to hunt things such as light military vehicles, people under heavy cover, and (nowadays) weaker novas. Precise, long-range, and powerful they are the pinnacle of man-portable sniper weapons. Electromagnetic Sniper Rifle: More of a miniaturized tank cannon than a sniper rifle, the Electromagnetic Sniper Rifle is an anti-materiel rifle on steroids, a development of the portable railgun that sacrifices its rate of fire to provide enough punch to kill armored vehicles. Massive and unwieldy due to the soft-recoil systems needed to prevent user injury, there exists a version with a mass of only 10kg that may not be set up, and therefore may only be used by characters with a Strength of 10 or greater.

Precision Weapons
These ranged weapons require the Firearms Ability to use properly. Some of these weapons may be set up on a recoilreducing bipod, reducing their strength requirements (sometimes significantly). Setting up or breaking down a sniper rifle to take advantage of this feature requires 3 combat rounds (~10 seconds) to do. Varmint Rifle: A low-caliber rifle, generally chambered in .22 or a similar weak caliber. Generally used to shoot gophers and squirrels, they are relatively ineffective against humans. On the other hand, ineffective doesnt mean nonlethal, and they are small and quiet. Bow: Bows are an ancient and well-known ranged weapon. Although extremely primitive, they are surprisingly effective as weapons. There are three stats for bows in the table: A small shortbow, with relatively low power, a longbow, with more power but higher strength requirements, and a pair of bows specifically designed for novas, using carbon nanotube bowstrings and high-tech composites to fire extremely large arrows at extremely high speeds. Modern ballistic body armor is capable of stopping arrows effectively, but more primitive ballistic armor is not-against people who have such outdated equipment, halve the soak of the armor against arrows. Crossbow: Crossbows use mechanical cocking devices and a method to keep the bowstring drawn to reduce the strain on a characters muscles. Crossbows do not suffer from difficulty increases from low strength. Instead, for each dot of strength the user falls short by, the character requires 1 additional turn to reload and ready the crossbow, with a minimum of 2 turns (so a character with Strength 1 requires 7 turns to re-

Precision Weapons
Type Varmint Rifle Bow (short) Bow (long) Bow (nova) Bow (strong nova) Crossbow Hunting Rifle Sniper Rifle Big Game Rifle Acc. +2 +0 +0 +1 +1 +0 +2 +3 +1 Damage 5L 6L 8L 20L [6] 24L [12] 10L 10L 10L 16L [4] Range Handgun+ Handgun Handgun+ Rifle+ Support Handgun Rifle+ Rifle+ Rifle Tags 2H H* H* AP 5, OW 2, H* AP 10, OW 2 [1], H* 2H 2H, LR AP 2, 2H, LR H RoF 2 1 1 2 1 Magazine 10 n/a n/a n/a n/a n/a 5 10 2 Mass 2.5 1 1.5 10 30 2.5 4 5 8 Size/ Structure -6/5 -4/6 -3/6 -2/15 0/20 -3/6 -3/7 -3/8 -3/8 Min. Str 0 2 4 25 50 6 1/2** 1/3** 3 Cost 1 1 2 4 5 2 2 4 3

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Anti-materiel Ri- +2 15L [3] Rifle+ AP 3, H, LR 1 10 10 -2/8 1/4** 3 fle EM Sniper Rifle +2 20L [6] Support AP 5, H, LR 4 18/10 -2/5 1/10** 4 *bows may not be used one-handed without a power such as Telekinesis to draw the bowstring. **strength requirement before the slash is when set up, after is without setup. Assault Rifle: Assault rifles use more powerful bullets Military Weapons than submachine guns and pistols, but weaker ones than fullThese military small arms are so classified because they sized rifles (such as the sniper rifle). Accurate and common, are largely only used by military forces. Civilian possession of they are still common as dirt. Civilian assault rifles cannot fire these weapons is nearly nonexistent even in areas with loose bursts and use less-penetrating ammunition (losing the AP) but firearms laws, with exceptions generally only being in nations are otherwise identical. with universal conscription. Machine Gun: Machine guns are primarily used to sup Flechette Rifle: Flechette Rifles use next-generation press multiple enemies in combat. With incredible ammunition propellants and electromagnetic assist to fire dart-shaped decapacities, high rates of fire, and reasonable accuracy, they pleted uranium chunks at high velocities. With exceptional acare incredibly powerful killers. curacy, range, and armor-piercing ability, they are the pinnacle Portable Railgun: An infantry-size magnetic accelerator. of conventional rifles and are an increasingly common sight on Fires a 40-gram slug at 2.5 kilometers per second up to twice a st 21 century battlefields. Flechette rifles gain their penetration second. Very lethal against infantry, light vehicles, novas, and and stopping power by using extremely specialized ammunition almost anything else that isnt a tank. and may not use any ammunition special options.

Military Weapons
Type Flechette Rifle Assault Rifle Machine Gun Portable Railgun Accuracy +2 +1 +3 +2 Damage 10L 8L 10L 16L [4] Range Rifle Rifle Rifle+ Support Tags AP 5, LAO, 2H, FA AP 1, 2H. FA AP 1, B3, 2H, FA AP 4, H RoF 20 30 60/20 6 Magazine 20 30 200 18 Mass 4 3 10 15 Size/ Structure -3/6 -4/6 -2/7 -2/6 Min. Str 2 2 3 4 Cost 4 2 3 4

Heavy Weapons
These ranged weapons use the Gunnery ability to fire. Unless specially modified for use in confined spaces, RPGs and other rocket launchers such as SAMs and Anti-tank missiles also have a backblast arc that extends behind the firer for 5m. Anyone caught in the backblast takes 10L damage and is set on fire as if hit by an incendiary weapon. If fired inside a room, this damage affects everyone inside the room, including the firer. Rocket launchers modified for use in confined spaces have identical statistics but lack this backblast effect. Flamethrower: Flamethrowers are a bunker-clearing tool that has immense psychological effect, as anything that sets people on fire tends to do. Modern flamethrowers use binary gel fuels and reinforced tanks to prevent the user from going up in a fireball. Flamethrowers cannot be used for called shots but also ignore cover. Called shots on the flamethrower target the fuel tank by default. Destroying the weapon causes the tank to explode, dealing 10L damage to the user and setting him on fire. Flamethrowers may attack multiple enemies at once via Strafing and are automatically considered to be firing long bursts (the Accuracy bonus and ammo consumption is already factored into the weapon statistics), but only 1 flamethrower attack may be made per round. Grenade Launchers: The standard grenade launcher is a carbine-sized weapon firing a single 30-50mm grenade. The

multiple grenade launcher is a larger weapon the size of a large rifle, firing six grenades from a revolver-style or box magazine. Both are versatile weapons with a variety of lethal and non-Lethal ammunition options. RPG: A common weapon for insurgents, the rocketpropelled grenade is a versatile anti-vehicle weapon that also happens to be fairly good against infantry. The Old RPG stats represent a 1960s-era rocket propelled grenade such as the Soviet RPG-7, while the Modern RPG stats represent a more advanced rocket with higher accuracy intended for anti-nova use. RPGs may also use any alternate grenade munition. SAM: An infantry-portable anti-aircraft missile. Uses a large blast-fragmentation warhead to prevent enemy evasion. Although primarily useful against aircraft, its large warhead and area effect mean that skilled operators can use it against mansized targets as well. Note that when firing against human targets all shots are difficulty +2 due to ground clutter. However, shots against tanks and other vehicles are at normal difficulty. SAMs are either disposable (cannot be reloaded) or take (11Dexterity, minimum 2) rounds to reload. Anti-Tank Missile: Anti-tank missiles give infantry a weapon capable of dealing substantial harm to tanks. Using large armor-piercing warheads they concentrate the majority of their warheads explosive potential into a small area to maximize armor penetration. Anti-tank missiles are either disposable (cannot be reloaded) or take (11-Dexterity, minimum 2) rounds to reload.

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Standard Heavy Weapons
Type Flamethrower Grenade Launcher Multiple Grenade Launcher Old RPG Modern RPG SAM Anti-Tank Missile Acc. +7 +1 +1 Damage 8L G G Range Throwing Handgun+ Handgun+ Tags I, H, N A 1, H A 1, H RoF Special 1 6 Magazine 10 1 6 Mass 20 3 6 Size/ Structure -1/8 -5/5 -4/6 Min. Str 3 1 3 Cost 3 2 2

-3 -2 +2 -1

16L [8] 20L [10] 20L [10] 24L [12]

Handgun Handgun+ Support+ Support

A 2, AP 8, S 6, H A 2, AP 10, S 6, H FT, G, S 6, A 2, H AP 12, G, OW 2[1], S 6, H

1 1 1 1

1 1 1 1

4 5 10 10

-2/4 -2/4 -2/5 -2/5

2 2 2 2

1 3 4 4

Energy Weapons
These cutting-edge ranged weapons require the Firearms Ability to use properly. Energy weapons are generally more accurate than firearms and longer-ranged with no firepower sacrifices, but are extremely fragile and expensive. Electrolaser Pistol: The electrolaser pistol uses a laser to ionize a channel of air to deploy a powerful electric shock through. With 2 settings, Stun or Lethal, the weapon provides a variable response that allows the shooter to select the minimal necessary amount of force. Primarily used by police in advanced countries, they are expensive but powerful and versatile. Maser Gun: Masers are microwave lasers. Powerful direct energy weapons, they use 1 charge for every 3 seconds of continuous fire. This can involve sweeping the beam across up to six targets (using the spray rules), or focusing the beam on fewer targets. The beam does an additional +1L [1] to one target or gains +1 accuracy for each target it could have been used to attack but was not, representing focusing it on an en-

emy for additional time or sweeping it to catch someone, up to a whopping +7 accuracy or 20L[5] damage to a single target. Portable Laser: Portable Lasers are heavy antivehicular laser weapons that have found themselves pressed into service against nova threats as well. Firing concentrated beams of light, attempts to dodge portable lasers are at +2 difficulty due to their instant-hit nature. Taser: The most common energy weapon in existence, the taser uses prongs to put out a Stunning shock that can stop the most determined attackers in their tracks. However, this comes with several weaknesses. Tasers are ineffective against any armor or protective clothing unless applied to an unarmored part of the body. Tasers are common enough that the user does not have an increased botch chance or reload time without an Energy Weapons specialty, and may be used as melee weapons with Melee as well. A Taser used in melee has the same Accuracy and Damage, but Defense -2. HERF Rifle: HERF rifles use high-energy radio frequencies to disrupt electronics. More or less harmless against living creatures, they are devastating against electronic systems.

Energy Weapons
Type Electrolaser Pistol Maser Gun Portable Laser Taser HERF Rifle Accuracy +3 +2 +3 +2 +2 Damage 15S (Stun) 10L (Lethal) 15L 18L [6] 10S 12E Range Handgun+ Rifle Support Melee+ Rifle Tags LR 2H, LR AP 4, LR, S 2, H N 2H RoF 10 (stun) 5 (lethal) Continuous 1 1 2 Magazine 50 (stun) 10 (lethal) 10 5 1 40 Mass 1 8 30 0.5 3 Size/ Structure -7/3 -2/6 -1/8 -8/3 -4/4 Cost 3 4 5 1 3

Vehicle Weapons
These weapons require the Gunnery Ability to use properly when mounted on a vehicle, or Firearms (for guns)/Heavy Weapons (for missiles and grenade launchers) to use when dismounted. None of these weapons are concealable.

Smaller Guns
The minimum strength requirement for these weapons is when dismounted. One dot of Mega-Strength counts as 10 dots of regular Strength for weapons requirements. Additionally, these weapons have two magazine sizes, separated by a slash. The first size is the magazine for a vehicle-mounted weapon, such as a coaxial MG, feeding from a large ammunition feed. The second size is for a weapon that is not mounted to a vehicle, but rather carried by hand or mounted on a pintle (note that some weapons expect backpacks or giant barrels full of ammunition).

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Medium MG: Identical to the man-portable version, save that the vehicle-mounted version is stabilized for better accuracy, has a better cooling system for superior fire rate, and feeds from a much larger ammunition supply. Heavy MG: A larger machine gun, using bullets around twice the size of the medium machine gun and roughly equivalent to antimateriel rifle rounds, the heavy MG is surprisingly long-range, accurate, and devastating. In addition, their low cost means that many Mega-Strong Novas who still like guns can easily get one. Minigun: Generally used as helicopter door guns, they are an action movie favorite. Putting out a ridiculous amount of lead and requiring a backpack full of ammunition to use, they are incredibly intimidating weapons. 20mm AC: A quantum leap over the heavy machine guns firepower, the 20mm autocannon rapidly fires very large shells at targets. Generally only found on vehicles, heavily enhanced individuals or Mega-Strong novas can use specially modified versions with shortened barrels and superior balance, as well as 100-round belts of 20mm rounds. 30mm AC: The start of the weapons only Mega-Strong novas can use reliably (rather than being usable by many augmented cyborgs), the 30mm autocannon fires 500 exploding or armor-piercing shells almost as big as a persons fi st every minute, at velocities of over a kilometer a second. Nova Elites and military-employed novas often use these with a 50round box magazine, but their normal home is on light armored vehicles. Vehicular Grenade Launcher: An automatic, box-fed grenade launcher that fires up to 3 grenades a second on automatic fire, a vehicular grenade launcher is an excellent secondary weapon for vehicles, with a wide variety of ammunition. These weapons can be used dismounted by particularly strong enhanced infantrymen or just about any Mega-Strong nova, giving them incredible versatility and popularity among superhuman combatants.

Smaller Guns
Type Medium MG Heavy MG Minigun 20mm AC 30mm AC Vehicle Grenade Launcher Accuracy +3 +1 +5 +1 +0 +0 Damage 12L 15L [3] 12L [1] 16L [4] 18L [4] See Grenades Range Support Support Support Support+ Support+ Rifle Tags AP 2, B 4, H, FA AP 3, B 3, H, FA AP 2, B 40, H, FA AP 4, S 2, H, FA AP 5, S 3, H, FA A 1, FA RoF 60/15 30/10 320/8 25 25 9 Magazine 2400/120 1200/150 4000/2000 900/100 600/50 200/50 Str Min 3 7 8 10 15 7 Mass 12 30 35 45 60 50 Size/ Structure -2/9 -1/10 -1/10 -1/10 0/12 -1/10 Cost 3 3 4 4 4 4

Aircraft Guns
As above, weapon masses are when unloaded, and the first magazine size represents the weapon being fixed on a vehicle, while the second is when unfixed (such as when mounted on a gunpod or carried by a nova). If carried, these weapons require external ammunition drums and battery packs, which also have significant mass and encumbrance. Light Gatling: Using multiple barrels to get an enormous rate of fire without overheat worries, a small rotary cannon can put out more than a hundred quarter-kilogram highexplosive shells every second, dealing massive damage to lightly armored targets. Nova-portable versions are cut-down designs that meter out punishment with 20 round bursts per trigger squeeze. Heavy Gatling: The bigger brother of the light gatling, the heavy gatling shoots a lot of very big bullets very fast. Although the fire rate is significantly reduced, the larger, faster projectiles mean greater overall damage and range. The most infamous of these is, of course, the GAU-8 Avenger, mounted

on the venerable A-10 attack aircraft. Modern versions are lighter and more efficient, but sometimes you cant beat the classics for style. Gatling Railgun: Gatling railguns use the same principles as portable railguns in their design, firing light projectiles at high velocities, except the gatling railgun has a dozen barrels. The railgun itself requires extreme amounts of electrical power and is dependent on an external power source to work, such as a nova with Quantum Conversion, a superconducting cable to a military vehicle, or a half-ton battery pack. Tactical Laser: A cutting edge directed-energy weapon, the tactical laser fires a sweeping scythe of coherent light that can be dangerous to aircraft and armored vehicle alike. Like the maser, the Tactical Laser is a continuous beam energy weapon which may attack up to six targets at once. Alternatively, the beam does an additional +1L [1] to one target or gains +1 accuracy for each target it could have been used to attack but was not, representing focusing it on an enemy for additional time or sweeping it to catch a target. The tactical laser uses up 1 shot per 3 seconds of continuous fire, and may only fire every other round due to heat buildup.

Aircraft Guns
Type Light Accuracy +3/+0 Damage 20L [10] Range Support Tags AP 2, B 20, S RoF 420/21 Magazine 1500/500 Str Min 20 Mass 100 Size/ Structure 0/12 Cost 4

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Gatling Heavy Gatling Gatling Railgun Tactical Laser +1/+0 +3/+1 +2/+0 24L [12] 20L [10] 20L [10] Support+ Support+ Heavy 6, H, FA AP 4, B 15, S 9, H, FA AP 5, B 50, S 6, H, FA AP 5, S 6, H 180/12 800/16 Continuous 1200/300 8000/800 50/5 30 25 25 400 250 350 2/15 1/12 1/10 5 6 6

Big Guns
These weapons are normally found mounted on armored vehicles like tanks. When used dismounted as novaportable weapons, it takes 2 actions, which cannot be part of a multiple action, to reload them after every shot. Tank cannons and tank railguns may use beehive rounds, firing a swarm of flechettes to kill infantry. Beehive rounds have halved damage, range and AP (round up), an Area of 3, and their attacks are resolved as if they were Size 0. Heavy AC (Autocannon): A light dual-purpose artillery piece designed for versatility and cost-efficiency rather than sheer firepower, cannons of this caliber are generally used on heavier armored cars and light tanks rather than on heavy vehicles. Tank Cannon (Small/Large): Tank cannons are the pinnacle of large, high-caliber direct-fire weapons. Although most are outdated with the advent of reliable railguns and coilguns, they still pack a punch and are cheap compared to more high-tech weapons. Tank Railgun: The cutting edge of anti-tank armaments, tank railguns use small-caliber metal spikes as their main ammunition, accelerated to 5 kilometers per second. This gives them unbelievable armor penetration and lethality, but they pay

a price in versatility-tank railguns can only use Incendiary or armor-piercing ammunition rather than the wide variety of rounds conventional cannon can use. Tank railguns may not be used dismounted without some power source, such as a generator or Quantum Conversion. Field Gun: Field guns are man-portable light artillery pieces used by airborne and mountain infantry for artillery support in lieu of more cumbersome towed or self-propelled artillery pieces. These light guns are small- caliber, but are better than nothing. They can be used by a crew of 4 with their given statistics, or may be used and carried by 1 nova with the given Strength. Field guns are artillery, and as such are aimed by the artillery spotter, not the artillery crew for indirect fire. The accuracy given is for direct fire. Light Artillery: Small artillery pieces such as this are often used as the basis for a self-propelled gun artillery battery. Like Field Guns, the accuracy given is for direct fire-indirect fire spotting is aimed by the spotters (not the gunners) Perception + Gunnery dice pool instead, and an accurate shot can be achieved by any character with Gunnery 2 or more in that case. Heavy Artillery: The biggest stick that sees common deployment, heavy artillery fires very large high-explosive shells at targets very far away. Like light artillery and field guns, heavy artillery is normally used for indirect fire rather than direct fire.

Big Guns*
Type Heavy AC Small Tank Cannon Large Tank Cannon Tank Railgun Field Gun Light Artillery Heavy Artillery Acc. +1 +1 +2 +2 -2 -2 -2 Damage 20L [8] 24 L [12] 28 L [14] 36 L [18] 20L [10] 24L [12] 30L [15] Range Heavy Heavy Heavy Heavy+ Heavy+ Artillery Artillery Tags AP 5, S 5, H H, AP 10, OW 3[1], S8 H, AP 15, OW 3[1], S8 H, AP 20, OW 3[1], S8 H, AP 3, A 4, S 6 H, AP 5, A 5, S 8 H, AP 8, A 6, S 10 RoF 2 1 1 Magazine 120 60 45 200 1 60 30 Str Min 25 35 40 45 20 50 60 Mass 500 1000 1500 2000 800 2000 4000 Size/ Structure 2/15 3/20 3/20 3/18 2/15 3/18 4/20 Cost 5 6 6 6 4 5 5

Missiles and Bombs


Missiles and bombs are generally aircraft weapons, although some of them are mounted on ground vehicles (mainly SAMs and anti-tank missiles). Missiles are generally guided, self-propelled weapons, while bombs are not self-propelled and use gravity and momentum to hit their targets. Both use Gunnery to aim. A nova who seeks to use a missile as a detached weapon must have some way to program them to seek the correct target (often Cyberkinesis) and sufficient strength to carry one. Given this, very few novas make use of anything but the lightest missiles as personal weapons. Missiles and bombs come in single units, and thus have no magazine or rate of fire. However, a vehicle with mul-

tiple missiles of one type may fire multiple missiles as one action. This uses the same rules as firing bursts, but halve the ammunition expenditure (round up). The most common forms of this are firing two missiles at one target near-simultaneously (known as shoot-shoot-look) or hosing down an area with dozens of rockets. Some missiles are particularly large, but also very fragile and thus have Armor ratings weaker than what their Structure would imply. These missiles have an Armor rating in parenthesis in their Size/Structure category.

Missiles:
Micromissile: Small air-to-air missiles, these weapons are only effective in large numbers and have short ranges. However, they are reasonably good in dogfights and may also

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be used by helicopters to defend themselves against other rotary-wing aircraft. Up to ten micromissiles can be mounted on a single hardpoint. Light AAM/SAM: Short-range anti-aircraft missiles, light anti-aircraft missiles can engage aircraft at ranges of up to 30 or so kilometers with reasonable success rates, but are most effective in close-in fights. These hypersonic smart missiles are mounted by all fighters and some attack helicopters. In addition, these missiles are quite effective against flying novas. Up to two Light AAMs or SAMs may be mounted on one hardpoint. Medium AAM/SAM: With effective ranges of over 80 km and extreme ranges of almost 200 km. medium anti-aircraft missiles are a half-ton of payload well spent, with powerful proximity-fused warheads capable of dealing significant damage to aircraft and ground vehicle alike-although their speed and expense means using them against anything other than enemy aircraft is a desperate maneuver. However, their larger size and decreased maneuverability make them less effective against most flight-capable novas. Heavy AAM/SAM: Massive, ground-launched anti-air missiles are intended to take out bombers before they can launch cruise missiles. It is a specialist role that they perform well. However, modern smart missiles are adaptable enough that they can be programmed for ground attack role as semiballistic missiles. Light Antitank: Smart fire and forget missiles, these light anti-tank missiles are intended to take out enemy armored vehicles with extreme prejudice using their large shapedcharge warheads. They are barely usable by unenhanced infantry with a 2 or 3-man crew, and most commonly used by vehicles. Up to four Light Antitank missiles may be mounted on a single hardpoint. Heavy Antitank: The light anti-tank missiles bigger brother, heavy antitank missiles are smarter, larger, and have a much more powerful warhead. Folding-Fin Aerial Rocket (FFAR): Folding-fin aerial rockets are very small, unguided rockets with relatively large warheads and small motors, giving them short range, poor accuracy, but incredible punch for their size and weight. These rockets are generally mounted in pods, which allow a single hardpoint to carry anywhere from 30 to 60 rockets. Cruise Missile: Self-guided missiles, cruise missiles are programmed by the firer, using Intelligence + Gunnery. Even 1 success on this is sufficient to program them, with more successes adding to the weapons terminal accuracy. When the weapon is in its terminal stage, it rolls its own attack pool of 4 (old, 1980s-era cruise missiles) to 8 (cutting-edge Western, Chinese, and Indian designs) dice, adding 1d for every success after the first scored on the initial programming rule. This ignores range penalties (the range given is the maximum range of the weapon). If either the firer or the missile botches, it will go wild and strike an entirely different target from the intended one. The statistics for damage assume a shaped-charge warhead with minimal area effect, normally used to kill warships. Cruise missiles may also use cluster-bomb, fuel-air explosive, or high explosive (treat as an unguided bomb) payloads, taking on the Area, Armor Piercing, Damage, and Size tags of the equivalent bomb. IRBM: Intermediate Range Ballistic Missiles are used to strike tactical targets at high speed. These massive, multi-ton missiles hit their targets at extremely high speeds, causing widespread devastation. The damage given is for a shapedcharge penetrator warhead with minimal area effect. IRBMs may instead use the same warheads and deal the same damage effects as cluster bombs, FAEs, or nuclear bombs, or dispense larger submunitions, dropping 20 independentlytargeted guided microbombs. Targeting an IRBM is similar to targeting a cruise missile, save the lower maneuverability and higher closing speed means its dice pools are generally anywhere from 0 to 5 dice instead of 4 to 8. Reloading an IRBM launcher typically takes at least 15 minutes. ICBM: Intercontinental Ballistic Missiles are rarely conventional weapons, designed to destroy cities and hardened citadels rather than anything as small as a nova or an aircraft carrier. Launched from fixed silos, they may carry up to twenty kinetic energy penetrators, each hitting as hard as an IRBM warhead (with identical options, but these warheads may only target anything smaller than a city or aircraft carrier once per warhead) or carry strategic nuclear warheads. An ICBM can be fitted with 20 independently targeted small strategic nuclear warheads or 5 independently targeted large strategic warheads. ICBMs are targeted like cruise missiles, but have a base accuracy pool of 0 to 2 dice. On the other hand, they generally only get aimed at cities, and at that point you literally cant miss. Reloading an ICBM silo or mobile launcher typically takes over 12 hours for a very large support crew. They are not quickly deployable weapons by any standards.

Bombs:
Cluster Bomb: Cluster bombs dispense hundreds or thousands of individual high-explosive submunitions across an area, dealing massive damage to lightly armored targets such as houses, people, and light vehicles. FAE: Fuel-Air Explosives, or FAEs, dispense a cloud of volatile fuel and oxygen before igniting it. This means that anyone in the area of effect has one turn after the bomb goes off before it applies any sort of damage. Getting out of its blast radius then protects you from taking damage. For those who dont, an FAE blast deals horrific amounts of trauma to any form of armored or unarmored target. Microbombs: Miniature bombs, these tiny bombs are used to take out fragile targets with a reduced fear of collateral damage. These can be unguided or guided as desired. Microbombs can be mounted up to four a hardpoint. Unguided Bomb: Unguided bombs, also known as iron bombs, are slowly being phased out by advanced militaries for more effective guided bombs. On the other hand, they are cheap and ubiquitous, and sometimes precision isnt as i mportant as throw weight. Guided Bomb: Guided bombs are often targeted by laser designation systems and are highly accurate weapons that are effective against tanks, buildings, and ships alike. With some finessing they can even be used against unaware novas. Nuclear Bombs: Strategic level ordnance, nuclear bombs use nuclear explosives to deal massive amounts of damage. Rules for nuclear weapons are given in the section The Nuclear Option, below. Nuclear bombs can detonate as either Suitcase or Tactical nukes.

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Missiles
Type Micromissile Light AAM/SAM Medium AAM/SAM Heavy AAM/SAM Light Antitank Heavy Antitank FFAR Cruise Missile IRBM ICBM Accuracy +0 +3 +1 +0 +2 +0 -2 Special Special Special Damage 14L [7] 20L [14] 25L [18] 30L [20] 24L [12] 36L [18] 16L [8] 50L [40] or as bomb 50L[40] or as bomb 50L [40] x 20/Special Range Heavy Artillery Artillery+ Artillery+ Support+ Heavy Support Theater Theater+ Strategic Tags FT, G, S5 FT, G, OW 2, S5 FT, G, LR, OW 2 [1], S6 FT, G, LR, OW 3 [1], S9 AP 12, OW 2 [1], G, S 6 AP 16, OW 3 [1], G, S 8 AP 5, A 3, S 3, FA G, OW 5 [2], S 20 AP 10, OW 5[2], S20 AP 15, OW 6[3], S20 Mass 10 50 500 1500 25 150 8 2500 15000 100 tons Size/Structure -3/3 -1/5 1/8 (Armor 5) 3/12 (Armor 5) -2/6 0/8 -3/3 4/15 (Armor 5) 7/20 (Armor 6) 11/30 (Armor 8) Cost 4 5 5 6 4 5 4 7 6 8

Bombs
Type Cluster Bomb FAE Microbombs Unguided Bomb Guided Bomb Nuclear Bomb Accuracy +1 -2 -2 (unguided) +2 (guided) -2 +2 -2 Damage 12L [6] 40L [20] 15L [5] 36L [18] 36L [18] Special Range Heavy Heavy Heavy Heavy Heavy Heavy Tags AP 6, A 10, S 4 I, AP 10, A 7, S 10 AP 4, A 3, S 6 Mass 1000 2000 100 Size/Structure 2/8 (Armor 4) 3/10 (Armor 5) -1/4 Cost 4 5 3

Weapon Accessories
Accessories can be mounted on most smaller weapons, improving their capabilities in combat. A character may mount 1 accessory per dot in the relevant combat Ability.

AP 10, A 6, S 8 1000 2/8 (Armor 4) 3 AP 10, A 4, S 8 1000 2/8 (Armor 4) 4 Nuclear 2000 3/10 (Armor 5) 7 ficulty 3 for damage of 7-5L, difficulty 5 for damage of 4L or less) to locate the shooter. Underbarrel Grenade Launcher: Accuracy -2, Dmg (as grenade), Range 75, RoF 1, Magazine 1, A 1 Underbarrel Shotgun: Accuracy -1, Dmg 10L, Rng 20, RoF 2, Magazine 4

Melee Accessories
Dynamic Counterweights: +1 Accuracy, +1 Defense Reinforced Edge/Strike Face: +2 AP Strike Weights: -1 Accuracy, +2 Damage Vibroweapon: +1 Damage, +1 AP

Ammunition
Ammunition options are available for all non-energy nongrenade weapons (note: tactical lasers are energy weapons). Most of the time you can only use one type at a time, but these types can sometimes be combined at the STs discretion. Some common combination ammunition combinations are Depleted Uranium (AP or APDS + Incendiary for vehicle weapons, AP + Incendiary + Magnum for personal weapons), Subsonic JHP (JHP + Subsonic), Armor Piercing Explosive (Explosive + AP), and High Explosive Incendiary (Explosive + Incendiary). Ammunition modifications may increase or decrease weapon statistics. However, they may never decrease any statistics below 0. Some ammunition types have both Damage and +Damage, generally Damage dice and +Damage automatic successes. In this case, apply both. Armor Piercing: AP +3, Damage -1 for small arms. AP +6, Damage [2] for vehicle weapons. Armor Piercing Discarding Sabot (APDS): AP +5 (+10 for vehicle weapons). All post-soak damage is halved after Size is factored, rounding up. Beanbag/Rubber Bullet: Damage is Bashing, AP set to 0. At point-blank range (less than 5m away), the damage is still lethal. Explosive: AP -1, Damage +3 for small guns, -3 AP, Damage -3[3] for vehicle weapons. Vehicle weapons gain Area:0, +1 for every 10L damage or fraction thereof they do (a weapon with 30L damage gains Area:3)

Ranged Accessories
Non-Magnifying Sight: Accuracy +1, first turn of aiming adds an additional +1 accuracy. Magnifying Sight: Aiming adds an additional +1 accuracy a turn. Hybrid Sight: Accuracy +1 OR -1 difficulty from range penalties. Switching sight magnification is a reflexive action. Accelerator: Damage +1, AP +1, +1 Range, +2 Strength minimum. Bayonet: Accuracy +0, Defense +2, Damage (Strength + 4L), AP 1. A detached bayonet uses combat knife stats. Extended Magazine: Doubles magazine capacity for weapons aside from pistols, which increase capacity by 50%, rounded up. Weapon Size +1. Gyrostabilizer: Accuracy +2 when firing bursts. Suppressor: Used with subsonic ammunition, attacks do not break stealth unless opponents succeed on a Perception + Awareness roll (difficulty 1 for damage of 8L or more, dif-

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Incendiary: Heavy weapons using Incendiary ammunition gain the I tag. Military vehicles are generally fireproof, however, if an incendiary round deals more HL in damage than a vehicles Size, the crew are set on fire. Small arms using incendiary ammunition may ignite flammable substances on impact but gain no mechanical benefits. Magnum: Damage +1, +1 Strength requirement Match-Grade: Accuracy +1, Aimed shots have Range +1. Multiplex: Accuracy +2, Damage -3, Damage +[1]. JHP/JSP/Other Antipersonnel: Damage -3, AP set to 0, Damage +[3]. Minimum damage is 3L, weapons dealing 5L base damage or less add +[2] instead of +[3] to their Damage. +P+: Damage +2, +1 AP, +1 Strength requirement. The weapon explodes on a botch, dealing base weapon damage to the user. Subsonic: Damage -2, AP -2, Range -50%. Subsonic ammunition allows a suppressor to function effectively. Pistols and SMGs are less affected by subsonic ammunition. Pistols using subsonic ammo have Damage -1, AP -2. onates interact with the atmosphere, ground, and other matter near the nuclear weapon. This roiling sphere of superheated matter rises, creating the distinctive mushroom cloud of a nuclear detonation. Fortunately the radius of this effect is relatively small, since being caught in it is generally instant death. Being caught in the fireball deals a base 100A [100] damage, plus the weapons EM flux (add all aggravated damage t ogether before soak is factored in). Only the most incredibly durable novas can survive such; otherwise assume anything within the radius is completely vaporized and don't bother to roll. Extremely large objects (kilometer-long space cruisers, for example) may be large enough that the fireball fails to engulf most of the object. These objects should lose anywhere from 1/2 to 1/10th their health levels at ST discretion, but should still be functional at the end. The second source of damage is the residual electromagnetic energy, which can cause massive, damaging burns over kilometers of distance. Fortunately, the majority of this radiation is not high-penetration. However, there is plenty of ionizing radiation to go around and a sufficient dose of that tends to cause horrible death from radiation sickness. This deals a combination of lethal damage and aggravated damage. However, this is survivable for tougher targets, although unprotected humans are likely going to end up dead anyways from the raw force. And finally, the blast wave, created from the expanding sphere of superheated gas, can pick up and bodily throw anyone who is lucky enough or far away enough to survive the first two. This last manifestation is more threatening to buildings than vehicles or people. However, it can do some significant damage to anyone unlucky. The blast wave doesn't just deal injury from the high-speed winds and thrown objects, though. It also can pick up and throw a person, dealing "falling" damage from being slammed into hard objects. The blast wave however deals massive damage to structures; non-hardened structures like houses, skyscrapers, and so forth consider the damage lethal, triple it, and cannot soak. Hardened structures like bomb shelters and bunkers take and soak the damage as normal. The blast wave deals 25B [10] damage in its primary radius, and deals 10B damage beyond that to the secondary radius. Characters in the full-damage radius take terminal velocity fall damage (25 damage, lethal if it exceeds a character's (Stamina + Athletics), bashing otherwise) from being picked up and thrown, while characters in the reduced-damage radius are not moved but are knocked down unless they succeed a Difficulty +9 Strength + Athletics roll. In a vacuum, there is no atmosphere to create a blast wave. Instead, the unfortunate victim of a nuclear weapon merely has to contend with the first two sources of damage.

Grenades
Grenades are used in grenade launchers or thrown by hand. Grenade ammunition variants cannot be mixed and matched. Frag: Damage 10L [5], Area:1 Flechette/Buckshot: Damage 8L [4], Accuracy +3, Range 30. Note: This ammunition turns a grenade launcher into the equivalent of a shotgun firing buckshot and does not exist in a thrown form. HEAP: Damage 14L [7], AP:6 Incendiary: Damage 8L [4], Area:2, I EMP: Damage 10E, Area:2 Gas: Damage None, Area:2, Gas Payload (choose any airborne toxin to deploy) Proximity Airburst: Damage 8L [4], Area: 2. Ignores cover, +2 Accuracy Stingball: Damage 6B [3], Area:2 Flashbang: Damage 12S, Area:2, roll Stamina + Resistance at difficulty (+4) or be blinded and deafened for (Margin of Failure) rounds.

The Nuclear Option


Even with these rules, the deployment and use of nuclear weapons is largely a plot device outside of an extremely high-power game. Dropping a nuke on anything less than Q6+ characters without some sort of 'out' is likely to end with every character dead and your players hating you forever. In general, for a lower powered game, characters should be placed on the edge of the effect radiuses if a nuclear explosion is to be used at all. The blast wave and possibility of flash burns are pretty devastating even at those distances, but survivable.

Duck & Cover


Nuclear weapons are extremely powerful, but at longer ranges trenches, intervening buildings, and other objects may protect you. Each object between you and the explosion grants you its full soak as protection. Alternatively, being in a trench and low to the ground halves damage before soak. Duck and Cover, although much-maligned, is a valid survival method if you aren't in the primary effect radius. Both forms of cover protect the character from alpha and beta radiation, which although highly energetic can be stopped by a sheet of paper or thin amounts of metal. This negates the aggravated damage from the electromagnetic flux. Ducking and covering does not have any effect inside the fireball.

Basic Effects:
A nuclear weapon does damage in three ways. All of these are soaked separately and ignore Size under most circumstances. The first is the fireball, which is created when the raw electromagnetic energies released when an atomic bomb det-

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Secondary Effects
Flash Blindness
Looking directly at a nuclear weapon is very bad for your eyes, and the blast wave is also extremely bad for your ears. Being exposed to a nuclear bomb requires a character to attempt to resist the equivalent of 10 successes' worth of the Strobe power affecting sight and 5 successes for hearing. A character who is aware of the imminent nuclear deployment may face away, cover their ears, and take other steps to reduce flash blindness, automatically resisting the effects on sight and halving the effect for hearing. Large Strategic: Large strategic-scale nuclear weapons are single or double-digit megaton affairs, intended to wipe out entire cities and leave nothing but ghosts and ruins. These incredibly powerful nuclear weapons have a fireball radius of Area: 25. Their EM flux deals 40A [20] aggravated and 80L [40] lethal damage to anything within Area: 40, and a mere 5A [2] and 20L [10] from there up to Area: 70. The blast wave has a primary radius of Area: 110. Crustbuster: Crustbusters are science fiction doomsday weapons, with yields in the gigatons or higher (thats billions of tons of TNT) which can easily doom entire smaller nations to complete and total annihilation. These doomsday devices have a fireball radius of Area: 70. Their EM flux deals 60A [30] aggravated and 120L [60] lethal damage up to Area: 100 and another 10A [5] and 30L [15] from there to Area: 110. The blast wave has a primary radius of Area: 160.

Radiation Sickness
A character may suffer from radiation sickness if she is too close to a nuclear detonation. Severe radiation sickness occurs when a character takes more than (Stamina) levels of aggravated damage from a nuclear weapon. However, if a character takes any levels of aggravated radiation damage at all, they suffer from minor radiation sickness. Novas add their Quantum to their Stamina for resistance purposes, and Novas with Invulnerability (Radiation) are immune to radiation sickness. Minor radiation sickness can also be caught by staying in an irradiated area for too long. The ground zero damage radius of the fireball is considered irradiated for a 2027-era nuclear weapon, and more than (Stamina) hours of exposure result in radiation sickness. Trinity-era strategic fusion warheads do not have this problem.

Protective Gear
Armor
Armor provides defense against most forms of attacks via two methods, increasing soak and granting additional health levels. Armor health levels represent armor's ability to absorb initial blows more capably than repeat hits, as the material degrades from repeated abuse, while armor soak represents its ability to absorb damage without degradation.

Properties
Soak: Armor soak is added to the wearer's soak, giving them additional protection against Bashing and Lethal attacks. Armor does not grant Aggravated soak in most cases. Soak does not generally degrade with multiple attacks. Some armors (and shields) have a soak marked with a P. This means the armor is Primitive and provides only half soak against firearms, explosives, and energy weapons. Armor Health Levels: Due to the semi-ablative nature of modern armor, modern armors have additional health levels which take damage before the wearer. These health levels only apply if the armor has not been bypassed-weapons that bypass armor or called shots which bypass armor bypass the armors protective benefits as well. Armor health levels can be repaired outside of combat using an Intelligence + Engineering (Materials or similar engineering type) roll for more advanced armors. More primitive armors can use Intelligence + Art (Sewing) or Intelligence + Art (Blacksmithing) instead. Each roll takes 1 hour and repairs 1 health level per success. Penalty: Armor penalty represents the mobility restrictions heavier armor puts on a wearer. Each point of Armor Penalty subtracts 1d from all Athletics and Stealth rolls, and adds +1 difficulty to all attempts to dodge attacks. Finally, armor is tiring. The Penalty also adds +1 difficulty to all Endurance rolls to resist harsh environments or strenuous exertion. Bypass: Armor can be bypassed by called shots. The Bypass rating is the additional difficulty needed to ignore the armor's soak, added to the base difficulty of the called shot itself. Bypassing armor bypasses both the health levels it provides and the bonus soak it grants.

Weapons Types
Suitcase: A "Suitcase Nuke" is a small, subkiloton device that's more practical as a terror weapon than as a battlefield munition. They are often delivered by suitcase or satchel charge, although vehicle-size rocket launchers can deliver them as well. However, if you're really planning to go up against some kind of high-power nova like Cestus Pax or Divis Mal, this is probably the only baseline weapon which might be able to harm them sufficiently. The fireball of a suitcase nuke is Area: 3. Its electromagnetic flux deals 10A [5] aggravated damage and 40L [20] lethal damage beyond that up to Area: 7. Past that, the damage is halved to 5A [2] and 20L [10] up to Area: 12. The blast wave has a primary radius of Area: 15 and a secondary radius of Area: 20. Tactical: Tactical nuclear weapons are low-kiloton precision nuclear weapons, delivered by bomb or missile and intended to destroy hardened structures or enemy military formations. Tactical nuclear weapons have a fireball with an Area rating of 7. Their EM flux deals 20A [10] aggravated and 50L [25] up to Area: 17 and another 5A [2] and 20L [10] up to Area: 20. The blast wave has a primary radius up to Area: 20 and a secondary radius up to Area: 40. Small Strategic: Smaller strategic-scale weapons have yields only an order of magnitude or so higher than your average tactical warhead, intended to cripple cities and destroy infrastructure. These nuclear weapons have a fireball radius of Area: 17. Their EM flux deals 30A [15] aggravated and 60L [30] lethal damage up to Area: 25, and deal a reduced damage of 5A [2] and 20L [10] up to Area: 40. The blast wave has a primary radius of Area: 50.

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Armor Types
Primitive Armor
Heavy Clothing: Although not capable of protecting against serious attacks of any sort, heavy clothing can protect against a mugger's knife or a hard blow, or just the thorns and brambles of barbed wire or bush. Normally, though, its used to protect against cold weather rather than attacks. Heavy Leather: Despite using technology dating back to the stone age, toughened leather is still effective against blades and blunt trauma without significant bulk or mobility problems. Modern heavy leathers are generally reinforced by plastic and used by motorcyclists to protect from crashes. Full Plate: The pinnacle of armor design in the medieval era, full plate provides superb protection against melee attacks of all types and ranged attacks, as long as those ranged attacks are from stones, arrows, and crossbow bolts instead of bullets. However, the high-strength steel in full plate provides some protection against pistol bullets, even if it is woefully inadequate against rifles. Flak Jacket: Flak jackets are mid-20th century ballistic armor, providing protection against shrapnel and pistol fire to its wearers. Although extremely primitive and outclassed by any form of modern armor theyre still found in poorer areas and fielded by less advanced nations. Flak Jacket w/Trauma Plates: Adding steel or titanium trauma plate to the front and back of a flak jacket allows it to protect against rifles but makes it even heavier and bulkier.

Primitive Armors
Type Heavy Clothing Heavy Leather Full Plate Flak Jacket Flak Jacket with Trauma Plate Soak 2B/1L (P) 4B/2L (P) 8B/8L (P) 3B/4L 4B/6L Health Levels 0 0 0 0 1 Penalty -0 -0 -2 Cost 1 1 3 (replica) 6 (antique) -1 +1 8 1 -2 +1 13 2 an inbuilt cooling system that adds +2 automatic successes to any Endurance rolls to endure heat, and adds +5B/5L to soak against fire or fire-based attacks. It also has an hours supply of oxygen. Skinsuit: Skinsuits are lightweight, relatively skintight spacesuits that are much more fashionable and easier to move in than the big heavy hard suits that were popularized by the Apollo landings. Barely a centimeter thick, they still have Vacuum Sealing and a self-sealing pool of 3d. Skinsuits must be custom-fitted to their wearer, and their armor penalty and cost already include the modifiers from custom fitting. Spacesuit: Modern hardsuits are still extremely big, tough contraptions of ballistic fabrics, plastic, and metal. They provide 8 hours of oxygen, are difficult to move around in, and although not designed to survive gunfire are built with enough layers of ballistic fabric and high-impact plastic that they can shrug off a lot of small arms fire. Spacesuits have a self-sealing pool of 5d and also provide the equivalent of Vacuum Sealing and Advanced NBC protection. Bypass +2 +2 +5 Mass 1 2.5 15

Utility Clothing
Sports Gear: Used in various contact sports, sports gear is designed primarily to protect against blunt trauma, although the hard plastic and thick padding provide some measure of protection against blades and claws. Firearms, however, not only halve its soak, but deal double damage until the armor's health levels are depleted (so 1 level of damage from a firearm damage roll inflicts 2 levels of damage to the armor and user until the armor's HLs are depleted, after which firearms inflict only normal damage). Environmental Suit: Environmental suits are designed to protect against chemical, biological, and radiological threats, as well as minor punctures. They are fully sealed, with a 3-hour air supply and provide Advanced NBC protection with a selfsealing pool of 2d. Firefighting Gear: Firefighting gear provides protection against high temperatures, lack of oxygen, and chunks of collapsing building raining down on the wearer. It also provides very limited protection against explosions. Firefighting gear has

Utility Clothing
Type Reinforced Clothing Sports Gear Environmental Suit Firefighting Gear Skinsuit Spacesuit Soak 2B/4L 8B/3L (P) 2B/2L (P) 6B/3L 4B/4L 8B/8L Health Levels 2 3 2 0 3 5 Penalty Bypass Mass Cost -0 +1 2.5 2 -0 +2 5 2 -2 +5 15 4 -1 +3 8 2 -0 +5 10 4 -5 +5 45 3 Reinforced Clothing: Reinforced with shear-thickening fluid and kevlar, this disguised armor can provide reasonable ballistic protection with only minor bulk and heat problems, and a fair amount of protection against blades and clubs. Light Armor Vest: High-strength fibers combined with dilatant fluids for impact resistance are used in currentgeneration body armor. This is a light vest, usable by police,

Light Armor
Ballistic Underwear: Consisting of a tight-fitting ballistic-fabric undershirt and underpants, this armor provides minimal protection against shrapnel but weighs almost nothing and does not encumber at all. It can be worn under just about any form of armor or clothing without showing, and can turn a killing blow into a merely wounding one.

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covert agents, and bodyguards, as it can be concealed under heavy clothing. Stealth Suit: Used by covert operations ninja types, the form-fitting stealth suit is woven with photoreactive adaptive camouflage projectors, and protects the wearer against light gunfire and injury. Stealth suits are always custom-fitted and come with adaptive camouflage by default . The armors stats already include the custom fitting reduction.

Light Armor
Type Ballistic Underwear Reinforced Clothing Light Armor Vest Stealth Suit Soak 1B/2L 2B/4L 4B/6L 2B/4L Health Levels 0 2 2 3 Penalty Bypass Mass Cost -0 +2 0.5 2 -0 +1 2.5 2 -1 +1 4 2 -0 +3 5 4 sealed to protect against airborne diseases or toxins and provides Advanced NBC protection with a 3d self-sealing pool. Combat Armor: This is a heavy armor vest with enhanced trauma plates for greater protection and mass, paired with a combat helmet, forearm, shin, and thigh guards, knee and elbow pads, and an armored collar. The result is near fullbody protection against pistols, shrapnel, and SMGs, and head/torso protection against rifles. Riot Gear: Intended to protect against knives and blunt trauma, riot gear covers more of the body than combat armor but provides worse ballistic protection, as many of its elements are merely impact-resistant plastic.

Medium Armor
Heavy Armor Vest: A heavier armor vest with trauma plates and thicker armor weave, this armor provides significantly improved protection for the torso. Heavy armor vests cannot be concealed, and must be worn over clothing. Combat Environment Suit: Combat environmental suits are tougher environmental suits designed for use in an environment where diseases, toxins, and radiation are a major threat alongside bullets, shrapnel, and knives. It is f ully

Medium Armor
Type Heavy Armor Vest Combat Environment Suit Combat Armor Riot Gear Soak 5B/8L 4B/6L 7B/8L 10B/6L Health Levels 3 4 4 5 Penalty Bypass Mass Cost -1 +1 8 3 -3 +5 20 4 -2 +3 10 3 -2 +4 12 4 bearing exoskeleton. Power armor requires power (quite obviously), and can only run for 24 hours of continuous combat on a trio of high-capacity batteries, 96 hours in normal conditions. Swapping out a battery takes 5 minutes, but the suit can still function during the swap. The weight of power armor does not count for encumbrance purposes as long as it still has power. Power armor has two Penalty ratings: The first is for when it has power, and the second is when it is unpowered. When powered, the artificial muscles used in power armor add +2 to the wearers Strength and +2 to the wearers Dexterity for the purposes of movement only. Power armor is fully sealed with a 1-hour air supply, and provide Basic NBC protection, with a self-sealing pool of 4d. Space operations designs have Vacuum Sealing as well.

Heavy Armor
Advanced Body Armor: Some concepts get revived centuries later, such as plate mail. Although it might be made of high-tech composites instead of steel, advanced body armor is recognizable as a successor to the full body hard armors that dominated the medieval battlefield. Advanced Body Armor is fully sealed with a 1-hour air supply, providing Basic NBC Protection, and self-seal with a pool of 3d. Bomb Suit: Designed for specialists who need protection against close-proximity explosions, bomb suits are very difficult to move in but extremely protective. Power Armor: The cutting edge of 2020-era armor technology, power armor masses nearly 50 kilograms but negates all of it and then some with its artificial muscles and load-

Heavy Armor
Type Advanced Body Armor Bomb Suit Power Armor Soak 10B/10L 10B/12L 12B/12L (+2 Str) Health Levels 5 6 6 Penalty -3 -5 -2/-5 Bypass +5 +5 +5 Mass 20 35 45 Cost 4 4 5

Armor Accessories
Accessories can be mounted on all armors unless specifically stated. Like weapons, a character may only effectively use 1 armor accessory per dot they have in a relevant combat ability. As armor is not governed by any combat ability, a char-

acter may mount 1 accessory per dot they have in their highest combat ability. Eufiber may mount armor accessories, as it is in fact a form of armor. However, any armor accessories mounted to Eufiber cannot be shapeshifted along with Eufiber. Ablative Trauma Plate: Ablative Trauma Plates provide limited protection against heavier attack by shattering or ablating away to carry away force.

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Effect: +1 HL Adaptive Camouflage: The armor is coated with display elements, making it a flexible display screen. This gives the wearer the ability to hide in plain sight, although the systems are less effective when moving. Effect: +1 difficulty for enemy Awareness rolls to detect the user when still and over (Perception x 5) meters away, +1d to Stealth when moving. Auxiliary Protection Systems: Most modern armor is modular, and can be quickly equipped with thicker overlapping armor elements which provide superior protection for most of the body. However, this addition reduces mobility. Effect: +2B/2L soak, +1 bypass, -1 penalty Exoskeleton: A powered exoskeleton increases the wearer's strength and agility by reducing the effective weight of his armor. Effect: Strength + 1, armors mass no longer counts for encumbrance, reduces armor Penalty by 1 (min -0), 96 hours powered duration (24 hours in combat). Combat Optics: Combat optics in 2027 combine IR and nightvision capability to provide all-environment imaging. Effect: A character wearing combat optics effectively possesses the Light Amplification and Thermal Vision sensory Augmentations. NBC Protection (Basic): Basic NBC protection provides limited protection against radiation, chemicals, and biological attack. The armor is fully sealed, can inject antitoxins and antiradiation drugs, and filters air. This fully protects against nonquantum toxins or diseases and provides 2 automatic successes against powers that create such (like Poison), as well as +2 Bashing/Lethal/Aggravated soak against radiation. This protection is provided as long as the armor has even a single health level left. If the armor has no HLs left and the wearer takes any Lethal damage, roll the armors self -sealing pool. Failure means the armor is no longer sealed and does not provide NBC protection. If an armor has no self-sealing pool roll 1d. NBC Protection (Advanced): Advanced NBC protection provides superior protection against radiation, chemicals, and biological attack. This provides all the benefits of Basic NBC protection. but it doubles the bonuses (so +4 soak against radiation, 4 automatic successes against quantum poisons or diseases). Personalized Fitting: Fitting armor explicitly for a persons shape can reduce its penalties to mobility, but is impractical for large numbers of people. Effect: Reduces armor Penalty by 1 (min -0) for the fitted character, increases armor Penalty by 2 for all other characters. Armor cost increased by 1. Reinforced Strike Faces: Hard plates, reinforced gloves, and other methods of improving the power of a blow can greatly assist in a hand to hand fight. Effect: +1B to unarmed damage Vacuum Sealed: The armor is sealed against vacuum, allowing the wearer to operate in airless areas such as space, and also has a 2-hour oxygen supply. Vacuum sealed armor is sealed as long as it has even a single HL left. If it has no HLs remaining and the wearer takes any Lethal damage, roll the armors self-sealing dice pool. Failure means the armor is no longer vacuum sealed and the wearer suffers from vacuum exposure. If the armor lacks such a pool, roll 1d.

Shields
Rarer than body armor are shields, the simplest of which are merely thin plates of metal or wood with handles, placed between a character and a source of harm. Shields, due to their size and mass, are also effective weapons, and are wielded via Melee in close combat. Shields use Melee to both attack and defend. However, unlike melee weapons they may be used to defend against things such as incoming gunfire, as the area of the body they cover is far larger than any melee weapon. A character may use a shield as a passive defense against ranged attacks, keeping it raised to deflect blows. In that case, a shield provides cover. Most shields are light cover, adding +1 difficulty to attack attempts, while tower and ballistic shields are heavy cover, adding +2 difficulty. Doing so prevents actively blocking or attacking with the shield. If the ST is using the optional rules for cover granting soak, armor ratings are provided. Shields may be broken from strong attacks. If used to parry an incoming attack with more strength or damage + damage adds than their maximum strength, they shatter after parrying the incoming attack, although like armor, they provide their benefits for that one attack. Shields are generally not concealable.

Shield Types
Table: A table is a fairly common improvised shield, sufficiently durable to survive some good blows and sufficiently large to protect most of the body. The problem is that they are relatively unwieldy, providing a -1 mobility penalty while used, cumulative with worn armor. Serving Tray: A large serving tray can provide some degree of protection against incoming attacks, as long as theyre things such as knives and fists rather than serious m elee weapons or firearms. Buckler: Bucklers are relatively small and simple wooden or hide shields most commonly found in the possession of historical reenactors. Useless against firearms and larger weapons, they still are lightweight and relatively small. Large Shield: Larger archaic shields like kite shields and round shields provide superb protection against arrows and blades, but like all archaic protective measures fails miserably against gunfire. Tower Shield: Large and bulky archaic shields, tower shields are the pinnacle of pre-gunfire handheld protective systems. However, they are massive and bulky, adding -2 to the users mobility penalty cumulative with any worn armor, as well as a -2d penalty to perception rolls based on sight. Finally, these shields, although extremely protective against slowmoving projectiles and melee attacks, provide relatively little protection against firearms. Riot Shield: A lightweight ovoid of nearly-unbreakable ballistic-resistant polycarbonate, riot shields are intended primarly to protect against blunt trauma but also do a fairly good job at protecting against blades and shrapnel. However, their thinness means that they are no match for gunfire and not much better against swords. Ballistic Shield: The modern version of the tower shield, riot shields are heavy rectangles of cutting-edge materials, designed to deflect bullets, rocks, and blades with equal effectiveness. Ballistic Shields require the use of one arm, and are large and unwieldy. These shields provide a -2 mobility penalty cumulative with worn armor, as well as a -2d penalty to percep-

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tion rolls based on sight. They are generally only used by SWAT teams breaching doors and in other hostile entry situations. Liquid Shield: The absolute cutting-edge of shield technology, liquid shields use a piezoelectric gel that hardens when electrified, backed by a thin composite frame. As long as the shield has power, it is nearly impenetrable. However, if the shield runs out of power, it becomes nearly useless. Liquid shields use capacitors that are good for 10 solid blows, and may have their capacitors swapped with fresh ones in a single action, much like reloading a firearm.

Shields Chart
Shield Type Table Serving Tray Buckler Large Shield Tower Shield Riot Shield Ballistic Shield Liquid Shield (powered) Liquid Shield (unpowered) Accuracy -3 -1 +0 +1 +0 +2 -1 +1 +1 Defense +3 +2 +3 +4 +5 +4 +4 +4 +1 Damage Str + 2B Str + 0B Str + 1B Str + 3B Str + 4B Str + 1B Str + 4B Str + 0B Str + 0B Tags AP1 n/a n/a n/a AP2 n/a AP2 n/a n/a Str Min 3 1 1 2 3 2 3 2 2 Str Max 12 10 15 20 30 25 35 45 10 Mass 6 1 2 4 6 3 10 3 3 Armor 2 2 3 4 6 5 8 10 2 Cost 1 1 1 2 2 3 3 4 4

Shield Accessories
Spiked: Mostly an archaic option for historical reenactors, spiked shields are vicious weapons but less balanced. Modern shields (those without a [P] next to their soak) are pretty much never produced as spiked variants, meaning that adding this modification to such shields is a custom job. Effect: +1 damage, damage is lethal, -1 to accuracy or defense (chosen on installation), +2B/1L soak Shock: Shock shields are electrified and have insulated handles, meaning that anyone who touches the shield besides the user gets a powerful, stunning shock. Effect: successful attacks with the shield deal an additional 10S damage, as does successfully parrying unarmed attacks with the shield. This damage is soaked separately from the attack itself.

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VEHICLES
Vehicles encompass everything from motorcycles to tanks to autonomous combat robots. Every vehicle can carry a certain number of passengers.

Speed

Durability
A vehicles durability is listed as two numbers. The number before the slash is the vehicles Armor, the number a fter is the number of HLs a vehicle has. Vehicle armor protects the passengers and the vehicle itself from attacks. Many civilian vehicles use primitive armor (designated by a P behind the number, like 6P), meaning that the protection is optimized against crashes and scrapes rather than bullets and grenades and is halved, rounded down, against bullets, explosives, and energy weapons. Most vehicles leave the crew and passengers somewhat exposed, so if they are directly attacked the vehicles armor only protects them at half value (acting as cover, so the soak ful ly stacks with the passengers). However, this lets the passe ngers hang out the windows and shoot out. Military vehicles often are fully Enclosed (represented by an E after the soak) and protect their crew with their full soak rating.

A vehicles Speed is a modifier to the drivers Dexterity + Drive/Pilot dice pool for movement purposes representing how fast the vehicle goes. High speed vehicles can chase down foes and control distances better than lower-speed ones. There are two speeds listed, with a slash. The first series of numbers is the vehicles speed in game terms for chase scenes, combat movement, or other situations where its i mportant. The second is the vehicles speed for figuring out how quickly a character can get from Point A to Point B, given in kilometers per hour. If the first number has a multiplier in parentheses, that is the vehicles Speed Multiplier, multiplying all successes (after subtracting difficulty) by that number. Note that the in-combat/chase speeds of vehicles are often much lower than their travel speeds. This represents how vehicles are often more restricted in where they can go than humans and do not accelerate or decelerate extremely quickly. Realistically speaking, a normal human has no chance of catching up to a speeding car, and the ST is recommended to use judgment in such situations.

Hardpoints
Many military aircraft have Hardpoints, mounts which can accept missiles or bombs. Each hardpoint can carry either 1 missile or bomb (missile pods with a larger magazine size than 1 count as 1 missile for hardpoint purposes) or 1000kg of missiles or bombs, whichever is less. Fighters tend to carry exclusively air-to-air missiles, bombers tend to exclusively carry anti-tank missiles or bombs, and tactical nuclear weapons are unlikely to ever be fielded unless something has gone very wrong. Stealth vehicles may only use half their hardpoints without losing their stealth quality.

Strength
A vehicles Strength score determines what the vehicle can carry outside of its passengers. Vehicular strength is generally not used for melee attacks outside of ramming. Humanoid vehicles may, however, use their Strength normally, save that any Melee or Brawl attacks use Dexterity + Pilot instead of Strength + Melee or Strength + Brawl. Note that like Augmented Strength, automatic successes for vehicle Strength behave differently for damage rolls. Each automatic success adds +1d to the attacks damage i nstead, and every 2 automatic successes add [1] to the damage rolls automatic successes instead.

Large Vehicles
Some vehicles, such as wet-navy warships, hypothetical future starships, are large and relatively compartmentalized, and therefore have multiple components, which each have individual soak and health levels. These vehicles are as much terrain as they are vehicle, though, and should often be treated as such. Therefore, a unit will often be considered to be made up of multiple components, which each take "damage penalties" and have their own soak ratings and whatnot.

Handling
A vehicles handling rating represents how well it can handle difficult terrain (such as tight turns, confined spaces, or rough terrain), attempt dangerous maneuvers (such as 180 degree hairpin turns or various dogfighting maneuvers), and its ability to avoid attacks. A positive Handling rating reduces the difficulty penalties from difficult terrain or tricky maneuvers on a 1-1 basis and is directly added to the vehicles Dodge DV. A negative Ha ndling rating increases the difficulty penalties from difficult terrain on a 1-1 basis (but no more than doubling the penalties), subtracts from the vehicles Dodge DV, and also adds +1 difficulty per point of negative Handling to the difficulty of rolls to achieve superior position or find cover.

Damaging Vehicles
Vehicles take damage differently from humans. Vehicles ignore Stun damage, and do not take Bashing damage normally. Instead, every 2 levels of Bashing damage inflicted in an attack become 1 level of Lethal damage, rounded down. Vehicles take Lethal and Aggravated damage normally. Vehicles use a simplified Health chart without -0/-1/2/-4 HLs. Instead, a vehicle's penalties are listed below - note these add penalties instead of dice. All penalties are cumulative, even penalties from the same damage level - so if a vehi-

Crew/Passengers
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cle with minor damage is maneuvering (+1 difficulty) at maximum speed (+1 difficulty), it suffers +2 difficulty. Has lost 25% or less of its HLs: Cosmetic damage, no penalties. Has lost 26-50% of its HLs: Light damage, +1 difficulty to maneuver rolls, +1 difficulty to any rolls made when moving at maximum speed. Has lost 51-75% of its HLs: Heavy damage, +1 difficulty to all rolls Has lost 75-99% of its HLs: Critical damage, safe speed only, +1 difficulty to all rolls (total +2), +1 difficulty to maneuvering rolls (total +2) Has lost 100% to 150% of its HLs: Disabled, all systems nonfunctional Has lost 151% or more of its HLs: Destroyed

Cars
Compact Car: A compact car is a cheap and efficient method to transport a family, but is rather vulnerable to gatling gun fire and antitank missiles, making it a poor vehicle choice for most PCs. Midsize Car: Midsized cars can carry an average family of 4 in decent comfort. Large Car: Large town cars are stylish and tasteful ways to show wealth and power. Running on either a hypercombustion engine or fuel cell, their environmental footprint nowadays is also negligible. Sports Car: If you need to get somewhere fast but can't afford a helicopter you probably want one of these. Limo: A Limousine is a great way to show off your plethora of resource dots and make yourself a target for assassins and Communist revolutions. Armored Limo: For those who want all the ostentatiousness and none of the vulnerability, an armored limo is like a regular limo but with thick armored windows, reinforced tires, heavy composite armor plates, and a more powerful engine. Some even have firing ports so the passengers and their bodyguards can fire out of the vehicle while benefitting from the armor it provides.

Repairs

Repairing a vehicle requires 1 hour per HL if they have taken only cosmetic damage, 2 hours per HL at minor damage, 4 hours per HL if the vehicle has taken major damage, 8 hours per HL after taking critical damage, and 1 day per HL lost if the vehicle is disabled.

Cars
Type Compact Car Midsize Car Large Car Sports Car Limo Armored Limo Speed +2[2]/120 +2[2]/120 +1[2]/100 +3[3]/160 +0[2]/100 +1[2]/100 Strength 7 [1] 8 [1] 10 [1] 7 [1] 10 [2] 12 [2] Handling +0 +0 -1 +1 -2 -1 Crew/Passengers Durability Size 1/3 6P/16 3 1/4 8P/18 4 1/5 8P/20 4 1/0-2 7P/16 4 1/6-18 10P/22 5 1/6-12 12/30 5 they are the preferred ride of soccer moms. Militarized and enhanced versions with concealed weapons and armor are used by paramilitaries and bodyguards. Armed SUV: This is the militarized version of the SUV. A few passenger seats were replaced by a concealed turret that flips out of the roof, with a minigun on it for things like crowd control, an