Talk:Aberrant 2.0 Quantum and Mega-Attributes

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New Enhancements

General

Heroic (Attribute) (Any): Any nova with a mega-attribute can perform impossible feats in that attribute's purview. Novas with this Enhancement go beyond even that, and with a bit of effort can accomplish feats worthy of legend. This Enhancement allows the nova to count 10s on any roll using the attribute (so any Dexterity-based roll for Heroic Dexterity) as 2 successes, rather than 1. For fixed values, the nova increases the effective value of the attribute by 1 for every 4 dots . The nova still may reroll 10s. This Enhancement only affects the mundane attribute limiting the Mega-attribute it was purchased under (so purchasing it under Mega-Stamina gives Heroic Stamina), costs nothing, and is always on.

Incomparable (Attribute) (Any, requires Mega-Attribute 6+, Quantum 6+): A nova with this Enhancement is as to lesser novas as they are to baselines-possessed of godlike power beyond imagining. This Enhancement adds +1 to the Mega-Attribute in question for all purposes (so all rolls using that attribute gain 1 success and characters gain any passive benefits the Mega-Attribute grants)-the Mega-Attribute still costs the same for purchasing new levels, though. As an example, if a nova buys Incomparable Stamina at Mega-Stamina 6, he treats his Mega-Stamina score as 7 for all purposes. If he wanted to buy Mega-Stamina 7 (treated as 8), he would pay only 6*6 = 36 XP, not 6*7 = 42 XP. This Enhancement costs nothing and is always on, and may be repurchased once at Quantum 8, Mega-Attribute 8 and a third time at Quantum 10, Mega-Attribute 10.

Transcendent (Attribute) (Any, requires Mega-Attribute 6+, Quantum 6+): A nova with this Enhancement gains further improvements to the mega-attribute, owing to his peerless mastery of self and quantum forces. This Enhancement costs nothing and is always on. The Enhancement has different effects dependent on what mega-attribute it is purchased for.

Transcendent Strength (M-Str): The nova's strength is such that he is literally earthshaking, with every attack dealing massive amounts of collateral damage. When making a melee or thrown attack, the nova may reduce any differences in Size between the nova and the target by (Mega-Strength * 2)-ferocious blows sunder battleships, while the sheer force of a near-miss by the Nova's blows can cause organs to burst. The use of this must be announced before the attack is made, as it affects both attack and damage rolls.
Transcendent Dexterity (M-Dex): The nova is unbelievably fast. Each dot of Mega-Dexterity grants +2, rather than +1, to Initiative. The nova adds (Mega-Dexterity * 10) to his base run and (Mega-Dexterity * 100) to his base sprint speeds. This is added before any multiplicative bonuses are provided.
Transcendent Stamina (M-Sta): The nova heals exceedingly fast. The nova treats Aggravated damage as Lethal, Lethal damage as Bashing, and Bashing damage as Stun for healing purposes.
Transcendent Charisma (M-Cha): The nova is likable enough that it's trivial to make friends and influence people. The nova gains a pool of (Mega-Attribute - 5) temporary background dots, which can be used for Resources, temporary Allies or Followers, Backing, or Influence. None of these may be raised higher than 2
Transcendent Manipulation (M-Man): The nova is invisible if she doesn't want to be noticed, and even if she is, she can disavow it with a wave of her hand and a quick denial. The nova adds (Mega-Manipulation - 5) to the difficulty of any attempts to trace her actions, even if she takes no precautions at all to hide what she does. People not actively tracking the nova or investigating something she did will not be able to recognize the nova if she doesn't want them to and if their perception is lower than (Mega-Manipulation - 2).
Transcendent Appearance (M-App): The nova is either fearsome beyond imagining or beautiful beyond one's wildest dreams. For Dangerous Mega-Appearance, the nova reduces the Willpower of any opponents by (
Transcendent Perception (M-Per):
Transcendent Intelligence (M-Int): The nova's ability to analyze and predict the world around him has reached a pinnacle. Each dot of Mega-Intelligence gives the nova +1 Initiative, as he can predict the future and probable courses of action. The nova also halves the time needed to make any mental roll, including those needed for gadeteering or technical advancement.
Transcendent Wits (M-Wits): The nova's mind works so fast that optical computers look slow, allowing her to compensate for complications as they come, as if she had planned days or weeks for each contingency. Each dot of Mega-Wits grants +2, rather than +1, to Initiative. The nova also uses the higher of Mega-Wits or Mega-Dexterity for base defense, rather than the lower.

Mega-Physical

Painkiller (Mega-Stamina): All novas are tougher than humans, but novas with this Enhancement are even tougher. Although no harder to hurt, they barely notice even the most grievous injuries, not even slowing when lesser men would be on the ground whimpering. Novas with this Enhancement reduce all wound penalties by (Mega-Stamina). As with all Enhancements that reduce wound penalties, only the highest wound penalty reduction applies, although these Enhancements stack with merits and body modifications.

Altered Enhancements

Mega-Mental

Mind Over Matter (Mega-Wits): As with any Enhancement that reduces wound penalties, only the highest wound penalty reduction applies, although these Enhancements stack with merits and body modifications.