Aberrant 2.0 Equipment Errata

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Vehicle Errata

Vehicle Stats

Safe Speed and Max Speed are in km/h. The speed in meters/combat round is given in parentheses. Maneuver is the dice bonus or penalty to any control rolls (Dex + Pilot or Dex + Drive). Armor also has a value in parentheses, which is the amount of soak given to the passenger. Damage penalties to vehicles affect both mounted weapons and maneuvering.

Cars

  • Compact Car: Safe Speed 100 (80), Max Speed 150 (120), Maneuver +0, Passengers 3, Armor 6B/2L (+3B/1L), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 1, Wrecked
    • 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: Safe Speed 150 (120), Max Speed 250 (200), Maneuver +1, Passengers 4, Armor 8B/3L (+4B/1L), HLs -0 x 2, -1 x 5, -2 x 5, -4 x 2, Wrecked
    • Midsized cars can carry an average family of 4 in decent comfort.
  • Large Car: Safe Speed 150 (120), Max Speed 250 (200), Maneuver +0, Passengers 5, Armor 9B/4L (+4B/1L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 2, Wrecked
    • Large town cars are stylish and tasteful ways to show wealth and power! And with a hypercombustion engine or fuel cell, they aren't even bad for the environment anymore.
  • Sports Car: Safe Speed 200 (160, Max Speed 420 (340), Maneuver +2, Passengers 0-2, Armor 6B/2L (+4B/1L), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 2, Wrecked
    • If you need to get somewhere fast but can't afford a helicopter you probably want one of these.

Trucks and Bikes

  • Motorcycle: Safe Speed 80 (65), Max Speed 150 (120), Maneuver +2, Passengers 0-1, Armor 3B/2L (+0B/0L), HLs -0 x 1, -1 x 2, -2 x 2, -4 x 1, Wrecked
    • The preferred transportation for advanced robot assassins, bad boys, and other ne-er-do-wells, a motorcycle is lightweight and maneuverable but provides negligible protection to the operator.
  • Small Truck: Safe Speed 100 (80), Max Speed 150 (120), Maneuver -1, Passengers 2, Armor 9B/4L (+4B/1L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 2, Wrecked
    • Small trucks carry cargo. An entire range of vehicles, from larger pickup trucks to small 6x6 wheeled trucks fall into this category.
  • Large Truck: Safe Speed 100 (80), Max Speed 150 (120), Maneuver -2, Passengers 2, Armor 10B/5L (+5B/2L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 4, Wrecked
    • Large trucks are much larger and tend to pull several tons' worth of cargo behind them. They are in a very real way critical to commerce, and in an emergency make decent kinetic weapons when barreling towards someone at full speed.

Civilian Aviation

  • Small Prop Plane: Safe Speed 220 (175), Max Speed 650 (520), Maneuver +1, Passengers 4, Armor 4B/2L (+1B/1L), HLs -0 x 2, -1 x 4, -2 x 4, -4 x 1, Crashed
    • A small prop plane is a small civilian aircraft, little more than a toy. That said, they can land almost anywhere and are relatively cheap.
  • Large Prop Plane: Safe Speed 540 (430), Max Speed 760 (600), Maneuver -2, Passengers 40, Armor 8B/3L (+4B/1L), HLs -0 x 5, -1 x 6, -2 x 6, -4 x 2, -5 x 4, -8 x 10, Crashed
    • Larger prop planes have more commercial applications but tend to be slightly less convenient.
  • Small Jet Aircraft: Safe Speed 600 (480), Max Speed 900 (720), Maneuver +1, Passengers 6, Armor 8B/3L (+4B/1L), HLs -0 x 3, -1 x 5, -2 x 5, -4 x 2, -5 x 4, -7 x 2, -8 x 2, Crashed
    • A personal jet is a necessity for any globetrotting multimillionaire.
  • Jumbo Jet: Safe Speed 600 (480), Max Speed 900 (720), Maneuver -5, Passengers 300, Armor 10B/5L (+5B/2L), HLs -0 x 5, -1 x 5, -2 x 5, -3 x 5, -4 x 5, -5 x 3, Crashed
    • And for the rest of us, you have large air transport which is good at several things: 1. Carrying lots of people across long distances with a minimum of comfort, and 2. Becoming an impromptu cruise missile at the hands of someone sufficiently crazy.
  • Civilian Helicopter: Safe Speed 200 (160), Max Speed 400 (320), Maneuver +3, Passengers 4, Armor 6B/2L (+4B/1L), HLs -0 x 1, -1 x 4, -2 x 4, -4 x 2, Crashed
    • Civilian helicopters combine the convenience of a military helicopter with the legality of a thing that isn't bristling with dangerous weapons, and are fast and maneuverable, if fuel-inefficient, methods of getting from Point A to Point B no matter how rough the terrain at Point B is.

Military Aircraft

  • Strike Aircraft: Safe Speed 600 (480), Max Speed 1000 (800), Maneuver +3, Passengers 0, Armor 12B/8L (+6B/6L), HLs -0 x 3, -1 x 6, -2 x 6, -4 x 3, Eject!
    • Strike Aircraft are (relatively) heavily armored aircraft designed for CAS, armed with heavy rotary cannon and a variety of very deadly missiles.
  • Fighter Aircraft: Safe Speed 1000 (800), Max Speed 2500 (2000), Maneuver +3, Passengers 0, Armor 8B/3L (+4B/4L), HLs -0 x 2, -1 x 5, -2 x 5, -4 x 1, -5 x 1, Eject!
    • They might be old, but venerable fighter aircraft with proper updates can still put up a pretty impressive fight at an eminently affordable price point. That is, affordable to the average nation-state, not a single person.
  • Advanced Fighter: Safe Speed 1000 (800), Max Speed 3000 (2400), Maneuver +4, Passengers 0, Armor 8B/3L (+4B/4L), HLs -0 x 2, -1 x 5, -2 x 5, -4 x 1, -5 x 1, Eject!
    • Later-generation fighters designed and built in the late 20th and early 21st centuries are common in the arsenals of large power blocs such as the EU, China, and the United States, combining speed, maneuverability, firepower, and defenses to create deadly birds of prey.
  • Superfighter: Safe Speed 1500 (1200), Max Speed 4500 (3600), Maneuver +5, Passengers 0, Armor 8B/3L (+4B/4L), HLs -0 x 2, -1 x 5, -2 x 5, -4 x 1, -5 x 1, Eject!
    • These cutting edge prototype designs are often the brainchildren of Nova designers, combining bleeding-edge electronics and materials science to create flying supercomputers with the combat effectiveness of an entire fighter squadron and a comparable price point.
  • Bomber: Safe Speed 1000 (800), Max Speed 2000 (1600), Maneuver -3, Crew 4, Armor 10B/5L (+4B/4L), HLs -0 x 5, -1 x 5, -2 x 5, -3 x 5, -4 x 5, -5 x 3, Eject!
    • Bombers find themselves assigned to the role of carrying large amounts of ordinance and dispensing it with varying amounts of discrimination on various countries.
  • UCAV: Safe Speed 600 (480), Max Speed 1000 (800), Maneuver +3, Passengers 0, Armor 8B/4L, HLs -0 x 1, -1 x 2, -2 x 2, -4 x 1, -5 x 1, -6 x 1, -8 x 1, Eject!
    • Cutting-edge in 2021, UCAVs are fully autonomous strike aircraft. They're still kind of dumb right now, but as science advances by leaps and bounds they are becoming more and more capable of performing even complex maneuvers successfully.

Military VTOLs

  • Attack Helicopter: Safe Speed 250 (200), Max Speed 450 (360), Maneuver +3, Passengers 0, Armor 15B/10L (+8B/8L), HLs -0 x 3, -1 x 6, -2 x 6, -4 x 3, Eject!
    • Gunships carry an autocannon and a variety of rockets and missiles into combat, generally performing strike missions or escorting transport helicopters.
  • Transport Helicopter: Safe Speed 200 (160), Max Speed 400 (320), Maneuver +0, Passengers 10, Armor 12B/8L (+6B/6L), HLs -0 x 2, -1 x 6, -2 x 6, -4 x 3, Eject!
    • There are few better ways to move a bunch of light infantry into combat fast, but transport helicopters tend to be vulnerable to AA weapons.

Military Ground Vehicles

  • APC: Safe Speed 30 (24), Max Speed 60 (48), Maneuver -2, Passengers 10, Armor 15B/10L (+10B/8L), HLs -0 x 5, -1 x 6, -2 x 6, -4 x 3, -5 x 4, Disabled x 10, Catastrophic Kill
    • APCs are wheeled or tracked armored vehicles with light self-defense armament intended to increase the mobility of infantry.
  • Infantry Combat Vehicle: Safe Speed 50 (40), Max Speed 80 (64), Maneuver -3, Passengers 7, Armor 20B/13L (+10B/10L), HLs -0 x 6, -1 x 6, -2 x 6, -4 x 4, -5 x 4, Disabled x 10, Catastrophic Kill
    • IFVs are upgunned APCs, trading some infantry capacity for additional firepower and armor.
  • Light Tank: Safe Speed 50 (40), Max Speed 100 (80), Maneuver -2, Passengers 0, Armor 20B/15L (+10B/10L), HLs -0 x 5, -1 x 6, -2 x 6, -3 x 5, -4 x 5, Disabled x 10, Catastrophic Kill
    • Light tanks are smaller tanks, used as tracked reconnaissance vehicles, skirmishers, or airmobile armor.
  • Main Battle Tank: Safe Speed 50 (40), Max Speed 80 (64), Maneuver -3, Passengers 0, Armor 25B/18L (+10B/10L), HLs -0 x 6, -1 x 6, -2 x 6, -3 x 6, -4 x 6, Disabled x 10, Catastrophic Kill
    • The pinnacle of the armored combat vehicle, your average MBT is fast, incredibly tough, and armed with enough firepower to smash just about anything in its way.

Combat Robots

  • Danguard: Safe Speed 30 (24), Max Speed 50 (40), Maneuver +1, Passengers 0, Armor 15B/12L, HLs -0 x 3, -1 x 4, -2 x 4, -4 x 2, Disabled x 3, Terminated
    • Built by Kuro-Tek originally and with similar designs coming off the assembly lines of a half-dozen companies, these heavy combat robots have Strength 8 [7] due to their massive musculature, and have arms and legs, allowing them to make hand to hand combat maneuvers.
  • Gunsen: Safe Speed 30 (24), Max Speed 60 (48), Maneuver +2, Passengers 0, Armor 10B/7L, HLs -0 x 2, -1 x 3, -2 x 3, -4 x 2, Disabled x 2, Terminated
    • A much smaller design, the Gunsen is barely 2 meters tall and masses only about a half-ton. Much weaker and more lightly armed than its bigger brother, the Gunsen is often used for internal security. The Gunsen's fast-contracting artificial muscle reduces multiple action penalties by 2, and its artificial muscles have Strength 8.
  • Cybertank: Safe Speed 60 (48), Max Speed 90 (72), Maneuver -2, Passengers 0, Armor 30B/22L, HLs -0 x 7, -1 x 7, -2 x 6, -4 x 6, Disabled x 10, Catastrophic Kill
    • The Ogre is coming! the Ogre is coming! Run for your life! A cybertank is a fearsome war machine, 70 tons of armor and high-endurance powerplant and firepower with no pesky crew chambers to take up space or get tired.

Vehicle Features

Military Aircraft

  • Strike Aircraft: Hardpoints x 6, 30mm Rotary Cannon
  • Fighter Aircraft: Hardpoints x 6, 20mm Rotary Cannon, Stealth (+1 difficulty to enemy awareness and attack rolls), Advanced Sensors (+1d to awareness and attack rolls, no penalties for darkness or poor vision conditions)
  • Advanced Fighter: Hardpoints x 6, 20mm Rotary Cannon, Stealth (+2 difficulty to enemy awareness and missile attack rolls), Advanced Sensors (+2d to awareness and attack rolls, no penalties for darkness or poor vision conditions), Computer Assistance (-1 multiple action penalty, +3 Initiative)
  • Superfighter: Hardpoints x 8, Tactical Laser, Stealth (+3 difficulty to enemy awareness and attack rolls), Advanced Sensors (+3d to awareness and attack rolls, no penalties for darkness or poor vision conditions), Computer Assistance (-2 multiple action penalty, +5 Initiative)
  • Bomber: Hardpoints x 20, Stealth (+3d to dodge and stealth rolls), Computer Assistance (-2 multiple action penalty)
  • UCAV: Hardpoints x 4, Stealth (+2 difficulty to enemy awareness and missile attack rolls), AI Piloted (Init 13, 6d for attack and piloting rolls before adding bonuses), Advanced Sensors (+3d to awareness and attack rolls, no penalties from poor vision conditions or darkness)

Military VTOLs

  • Attack Helicopter: 30mm Cannon, Hardpoints x 8, Advanced Sensors (+1d to awareness and attack rolls, no penalties from poor vision conditions or darkness), Computer Assistance (-1 multiple action penalty)
  • Transport Helicopter: Miniguns x 2 (one per side), Hardpoints x 4

Military Ground Vehicles

  • APC: Light MG x 2, Vehicle Grenade Launcher x 1
  • ICV: Heavy MG x 2, 30mm Cannon x 1, Hardpoints x 2 (missiles only). Alternately Heavy MG x 2, 105mm Cannon x 1
  • Light Tank: Heavy MG x 2, 105mm Cannon x 1
  • Main Battle Tank: Heavy MG x 2, Tank Railgun x 1. Alternately Heavy MG x 1, 120mm Cannon x 1, Vehicle Grenade Launcher x 2

Combat Robots

  • All Machines: AI Piloted (Init 13, 6d for attack and maneuver rolls before adding bonuses), Advanced Sensors (+3d to awareness and attack rolls, no penalties from poor vision conditions or darkness), Remote Control Option (can be remote-controlled, uses controller's attributes)
  • Danguard: 30mm Autocannon x 1, Vehicle Grenade Launcher x 1, Light MG x 2 (linked, both fire as one action), Anti-vehicle Vibroblade (Damage Str + 7L, AP (3)), Multitasking Computer (+1 actions/turn).
  • Gunsen: Vehicular Grenade Launcher x 1, Light MG x 1, Vibroblade (Damage Str + 5L, AP (2)). Alternatively, Portable Laser x 1, Light MG x 1, Vibroblade, Multitasking Computer (+1 actions/turn).
  • Cybertank: Tank Railgun x 1, PD Masers x 2 (as Maser, may defend against missile attacks), Vehicle Grenade Launcher x 2, Multitasking Computer (+2 actions/turn)

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.

Tags

  • Massive(X): A component such as this is absolutely huge, and only takes 1 health level of damage, maximum, from any attack without an area effect with a radius of (X) or above. Explosive weapons should divide (X) by their explosive radius, calculating their "actual" damage from that (round damage loss up). So, for example, a unit with Huge(15) and an explosive power (loses 1 damage per 3 meters) which does [12] + 16L, would subtract 5 from net damage and deal [7] + 16L instead. Massive components do not take ping damage at all from attacks without such an area of effect-the minor damage a pistol-sized bullet hole does to a warship is insignificant in the long run.
  • Gargantuan(X): Similarly, most large units are impossible to miss. A unit with this tag cannot dodge any weapon with an anti-vehicle rating lower than its Gargantuan rating. For example, a warship may have AV(10), meaning that it cannot even attempt dodge rolls against any weapon other than cruise missiles. Generally, gargantuan is universal for a ship, while different components may have different sizes and vulnerabilities.

Example Large Vehicles

Banji Kestrel IV

A 280 meter long, 60,000 ton frigate, the Banji Kestrel is a Trinity-era space vessel designed for heavy naval combat.

  • Abilities: Gargantuan(10), Handling +0, VS 5 (5 G maximum acceleration).
  • Subcomponents: 3 x Sensor Arrays, 1 x Drive System, 2 x Coilgun Turrets, 5 x Laser Turrets, 4 x Point Defense Turrets, 3 x Missile Launchers
Hull: Massive (30), Health Levels -0 x 30/-1 x 15/-2 x 15/-3 x 15/-4 x 15/-5 x 15/Disabled x 20/Destroyed, Soak 30B/25L. Hull damage applies penalties to all actions.
Drive: Massive (25), Health Levels -0 x 2/-1 x 5/-2 x 5/-3 x 5/-4 x 5/Disabled x 10/Destroyed, Soak 30B/25L. Each -1 penalty to drive reduces VS and Handling by 1.
Sensors: Massive (10), Advanced Sensors (+5 to awareness and attack rolls), Health Levels -0 x 1/-1 x 3/-2 x 3/-4 x 3/Critical Damage (-5) x 1/Destroyed (-8) x 1, Soak 10B/10L. Sensor damage applies penalties to weapons fire and detection. Use the least damaged sensor array to calculate penalties.
Coilgun Turret: Massive (10), Health Levels -0 x 3/-1 x 3/-2 x 3/-4 x 3/Disabled x 5/Destroyed, Soak 20B/15L. Turret damage reduces the effectiveness of the weapon housed in the turret.
Armament: 2 Heavy Coilguns (Accuracy +1, Damage 30L [15], Rate 1/4, Range 12,000, Magazine 100, AP(8), AV(10))
Laser Turret: Massive (10), Health Levels -0 x 3/-1 x 3/-2 x 3/-4 x 3/Disabled x 5/Destroyed, Soak 20B/15L. Turret damage reduces the effectiveness of the weapon housed in the turret.
Armament: 2 Heavy Lasers (Accuracy + 2, Damage 24L [15], Rate 1/2, Range 13,000, Magazine (inf), AP(8), AV(8)) in anti-ship mode
Accuracy +4, Damage 20L [14], AP (5), AA, AV (2) in anti-fighter/aberrant mode
PD Turret: Massive (8), Health Levels -0 x 3/-1 x 3/-2 x 3/-4 x 3/Disabled x 5/Destroyed, Soak 20B/15L. Turret damage reduces the effectiveness of the weapon housed in the turret. PD turret weapons can be used to "parry" incoming weapons fire by attempting to shoot it down.
Armament: Laser Anti-Missile System (Accuracy + 3, Damage 15L [12], Rate 5, Range 1,000, Magazine (inf), AA, AP(1))
Armament: Countermissile Launcher (Accuracy +1, Dmg 10L [8], Range 5,000, Rate 1, AA, Exp (3), Guided, Prox (5))
Missile Launcher: Massive (8), Health Levels -0 x 3/-1 x 3/-2 x 3/-4 x 3/Disabled x 5/Destroyed, Soak 15B/10L. Missile Launcher damage reduces the effectiveness of missiles. Both types of missiles share rate. Missiles can attempt to evade anti-missile fire. The Banji's smart missiles have a dodge/ECM pool of 10d which counters any PD attempts.
Armament: Conventional Smart Missile (Accuracy +3, Dmg 30L [20], Range 20,000, Rate 1/5, Magazine 20, Guided, AP(10), AV(10), Exp(5))
Nuclear Smart Missile: Dmg 60A [40] + 80L [80] (halve lethal damage in vacuum), Exp(15/[5 in vacuum]), Magazine 5.

Ordinance

Ordinance is the really heavy stuff, the fun guns that get broken out when you need to bring a Nova down. Or if you are a Nova and you need a toy to play with. Most Ordinance requires at least Mega-Strength 1 or 2 to use effectively, and requires Mega-Dexterity to aim. A Nova which seeks to make use of guided weapons may also wish to have Mega-Perception and some method to program weapons on-the-fly, such as Cyberkinesis.

Tags

  • AA: Anti-aircraft tracking, can be fired at aircraft without any difficulty penalties. Missiles only, otherwise missiles suffer a +3 difficulty to hit helicopters and a +6 difficulty to hit any other aircraft type, above and beyond range. Guns only suffer range penalties.
  • AP(X): Armor Piercing. Reduce target soak by (X).
  • Area(X): Area of effect ordinance, has an area of effect with radius X.
  • AV(X): Antivehicle, suffers +X difficulty to attack human-sized or smaller targets.
  • Burst(X): Fires (X) rounds per single attack rather than 1, allowing it to use autofire multiple-attack rules even with "single shots". Note that the Rate of the weapon is still the maximum number of rounds it fires. Burst weapons have a slash in their Rate stat, with their effective rate of fire following the unadjusted RoF.
  • Exp(X): Explosive blast radius, with damage decreasing by 1 level or die every (X) meters from the center,
  • Guided: Ignores first dodge success, reduces range penalty difficulties by 1.
  • Prox(X): Proximity-fused, loses (X) die or levels of damage (damage adds are lost first) for each success the attack falls short by.

Missiles and Bombs

Missiles
Each one of these options is assumed to take up 1 hardpoint.

  • Manportable SAM: Accuracy +0, Dmg 8L [5], Range 1,500, Rate 3, Magazine 3, AA, AV(2), Exp (2), Guided, Prox (4)
  • Light AAM/SAM: Accuracy +1, Dmg 10L [8], Range 5,000, Rate 1, AA, AV(3), Exp (3), Guided, Prox (5)
  • Medium AAM/SAM: Accuracy +3, Dmg 12L [10], Range 10,000, Rate 1, AA, AV(4), Exp (5), Guided, Prox (5)
  • Heavy AAM/SAM: Accuracy +2, Dmg 15L [12], Range 15,000, Rate 1, AA, AV(6), Exp (5), Guided, Prox (5)
  • Cruise Missile: Accuracy +3, Dmg 25L[15] or nuclear as desired, Range 20,000, Rate 1, AP(8), AV(10), Exp(5)
  • Light Antitank: Accuracy +2, Dmg 13L [10], Range 2,500, Rate 2, Magazine 2, AP(3), AV(3), Exp (5), Guided
  • Heavy Antitank: Accuracy +0, Dmg 15L [12], Range 3,000, Rate 1, AP(6), AV(6), Exp (5), Guided
  • Rocket Pod: Accuracy -2, Dmg 10L [5], Range 500, Rate 20, Magazine 20, AP(2), AV (1), Exp (3)

Bombs
Each one of these options is assumed to take up 1 hardpoint.

  • Cluster Bomb: Accuracy +1, Dmg 12L [5], Range 800, Rate 1, AP(2), Area(20)
  • FAE: Accuracy -2, Dmg 20L [15], Range 1,200, Rate 1, AP(8), Area(40)
  • Microbomb Dispenser: Accuracy -2, Dmg 10L [10], Range 1,500, Rate 3, Magazine 6, AP(4), Exp(3)
  • Unguided Bomb: Accuracy -2, Dmg 20L [10], Range 1,200, Rate 1, AP(8), Exp(5)
  • Guided Bomb: Accuracy +2, Dmg 20L [10], Range 1,500, Rate 1, AP(8), Exp(5)
  • Tactical Nuclear Bomb: Accuracy -2, Dmg 30A [20] + 60L [40], Range 500, Rate 1, AV(3), Exp(10)

Guns

Smaller Guns

  • Light MG: Accuracy +1, Dmg 10L, Range 150, Rate 60/20, Magazine 2000, AP(1), Burst (3)
  • Heavy MG: Accuracy +1, Dmg 7L [5], Range 300, Rate 40/20, Magazine 500, AP(2), Burst (2)
  • Minigun: Accuracy +0, Dmg 9L [5], Range 150, Rate 300/6, Magazine 2000, Burst (50)
  • 30mm Autocannon: Accuracy +0, Dmg 10L [8], Range 300, Rate 60/20, Magazine 600, AP(3), Burst (3), Exp(0.5)

Aircraft Guns

  • 20mm Rotary Cannon: Accuracy +2, Dmg 12L [10], Range 300, Rate 400/8, Magazine 800, Burst (50), Exp(0.25)
  • 30mm Rotary Cannon: Accuracy +1, Dmg 20L [12], Range 350, Rate 280/7, Magazine 1500, Burst (40), Exp(0.5)
  • Tactical Laser: Accuracy +3, Dmg 15L [12], Range 500, Rate 2, Magazine 50, AP(3)

Big Guns

  • 105mm Cannon: Accuracy +0, Dmg 20L [15], Range 800, Rate 1, Magazine 60, AP(4), AV(4)
Canister: Accuracy +3, Dmg 10L [7], Range 400, Rate 1, AP(2)
HE: Accuracy +0, Dmg 18L [10], Range 800, Rate 1, Exp(3)
  • 120mm Cannon: Accuracy +0, Dmg 23L [16], Range 1,000, Rate 1, Magazine 45, AP(5), AV(4)
Canister: Accuracy +3, Dmg 12L [8], Range 500, Rate 1, AP(3)
HE: Accuracy +0, Dmg 20L [11], Range 1,000, Rate 1, Exp(3)
  • Tank Railgun: Accuracy +2, Dmg 25L [18], Range 1,500, Rate 1/2 (every other turn), Magazine 100, AP(7), AV(4)
Flechette: Accuracy +5, Dmg 13L [9], Range 800, AP(4)

Launchers

  • Vehicle Grenade Launcher: Accuracy +0, Dmg 8L [5] or as grenade, Range 100, Rate 9, Magazine 200, Exp(1)

Armory Errata and Expansion

This section has new and interesting stuff in it.

Armor

Armor now has a "Bypass" rating with its coverage in parentheses, which is the difficulty for a called shot to ignore the armor. Armor with a bypass rating of "*" only protects part of the body. Some armor halves soak against firearms, round soak down in that case. Any attack with pre-soak damage + (damage adds * 2) exceeding an armor's Destruction rating destroys the armor although it still provides soak against that one attack.

  • Thick Clothing: Soak 1B/1L, Penalty -0, Bypass +2 (upper and lower body), Destruction 5, half soak against firearms
    • Although not capable of protecting against serious attacks of any sort, thick clothing can protect against a mugger's knife or a hard blow, or just the thorns and brambles of barbed wire or bush.
  • Heavy Leather: Soak 2B/1L, Penalty -0, Bypass +2 (upper body), Destruction 10, half soak against firearms
    • Leather armor is reasonably good at blunting clubs, blades, and even the occasional arrow. Unfortunately, it does somewhat less well against firearms.
  • Reinforced Clothing: Soak 1B/2L, Penalty -0, Bypass +2 (upper body), Destruction 10
    • Reinforced with shear-thickening fluid and kevlar, armored jackets can provide reasonable ballistic protection with only minor bulk and heat problems, and provide some protection against melee blows.
  • Kevlar Vest: Soak 2B/3L, Penalty -0, Bypass +1 (torso), Destruction 12
    • High-strength fibers combined with shear-thickening fluids are used in current-generation body armor, allowing police and soldiers relatively comfortable ballistic-resistant body armor.
  • Sports Gear: Soak 3B/2L, Penalty -0, Bypass +2 (torso, shoulders, upper legs), Destruction 12, half soak against firearms
    • 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.
  • Military Body Armor: Soak 4B/4L, Penalty -1, Bypass +2 (torso, shoulders, groin), Destruction 15
    • Advanced military armor-high-strength ballistic polymer paired with lightweight composite trauma plates, with auxiliary shrapnel protection for shoulders and groin. Normally paired with a combat helmet.
  • Chainmail: Soak 3B/3L, Penalty -1, Destruction 14, Bypass +3 (torso, arms, groin), half lethal soak against firearms
    • For guys who like old-school protection, chainmail and padding is pretty good protection against clubs and swords, but fails against firearms.
  • Full Riot gear: Soak 6B/5L, Penalty -2, Destruction 18, Bypass +3 (torso, arms, legs, groin)
    • The modern equivalent of plate armor, full riot gear provides near full-body ballistic and impact protection, with a commensurate increase in bulk and discomfort compared to standard armor vests.
  • Plate Armor: Soak 6B/6L, Penalty -2, Destruction 20, Bypass +4 (all body parts), half lethal soak against firearms
    • The pinnacle of classic armor design, full plate surrounds its wearer in a heavy casing of hard metal that gives superlative protection against blades and clubs but only limited firearms protection.
  • Advanced Body Armor: Soak 6B/6L, Penalty -2, Destruction 22, Bypass +4 (all body parts)
    • 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.
  • Bomb Suit: Soak 8B/7L, Penalty -4, Destruction 25, Bypass +4 (all body parts)
    • Designed for specialists who need protection against close-proximity explosions, bomb suits are very difficult to move in but extremely protective.

Accessories

  • Exoskeleton: Strength + 1, reduces armor Penalty by 1 (min -0), 8 hours powered duration.
    • A powered exoskeleton increases the wearer's strength and agility by reducing the effective weight of his armor.
  • Combat Optics: Night Vision (no penalties for low light conditions) and Thermal Vision (+2d to detect objects significantly warmer or cooler than their surroundings, -2d to detect objects with similar temperatures to surroundings)
    • Combat optics in 2021 combine IR and nightvision capability to provide all-environment imaging.
  • Sports Helmet/Hard Hat: Soak 2B/1L, Penalty -0, Bypass *, Destruction 6, Protects head against called shots, half soak against firearms
    • Hard hats and sports helmets are used to protect heads from various kinds of blunt trauma.
  • Combat Helmet: Soak 3B/3L, Penalty -0, Bypass *, Destruction 10, Protects head against called shots
    • A heavy kevlar and plastic helmet, combat helmets protect a soldier's head from shrapnel and impact, while also having mounting systems for various sensor equipment.
  • Goggles: Soak 1B/1L, Penalty -0, Bypass *, Destruction 4, Protects eyes against called shots
    • Your run of the mill laboratory safety goggles.
  • The Goggles: Soak 0B/0L, Penalty -0, Bypass *, no game effect
    • They do nothing.

Guns

  • Flechette Rifle: Accuracy +1, Dmg 10L, Range 60, Rate 48/12, Magazine 48, AP(2), Burst(4), Limited Ammo Options (Multiplex/Hypercore only)
  • Assault Rifle: Accuracy +0, Dmg 7L, Range 50, Rate 30, Magazine 30, AP(1), Mass 3kg (replaces Heavy SMG)
  • Shotgun: Accuracy +0, Dmg 9L, Rng 20, Rate 2, Magazine 8
  • Semi-Auto Shotgun: Accuracy +0, Dmg 8L, Rng 20, Rate 6, Magazine 8, Mass 4kg, Cost ***.
  • Rifle: Accuracy +2, Dmg 8L, Rng 150, Rate 1, Magazine 5, AP(1)
  • Antimateriel Rifle: Accuracy +2, Dmg 7L [5], Rng 300, Rate 1, Magazine 10, Mass 10kg, Cost ***.
  • Light Machine Gun: Accuracy +1, Dmg 10L, Range 150, Rate 60/20, Magazine 90, AP(1), Burst (3), Mass 10kg, Cost ****.
  • Flamethrower: Accuracy +4, Dmg 10L, Rng 10, Rate 1, Capacity 30, Ignores unsealed armor, Incendiary (successful attack sets target on fire, doing 4L/turn until put out)
  • Portable Laser: Accuracy +2, Dmg 10L [10], Range 400, Rate 1, Magazine 5, AP(3), Mass 30kg
  • Grenade Launcher: Accuracy +0, Dmg 8L [5] or as grenade, Range 100, Rate 2, Magazine 1, Exp(1), Mass 3kg
  • Multiple Grenade Launcher: Accuracy +0, Dmg 8L [5] or as grenade, Range 100, Rate 2, Magazine 6, Exp(1), Mass 6kg
  • Electrolaser Pistol: Accuracy +2, Dmg 5S/10S/5L, Range 75/100/125, Magazine 100/25/3, RoF 9/6/3, Mass 1kg, Multiple Settings (low stun, high stun, lethal)
  • Maser Gun: Accuracy +3, Dmg 10L, Range 750, Rate Special, Magazine 10, Mass 3kg, Continuous Beam (+1 accuracy per consecutive turn attacking the same target, may attack up to 5 targets per attack roll by sweeping the beam or attack 1 target up to 5 times, uses 1 charge/turn)
  • Taser: Accuracy +2, Dmg 1L + 8B, Range 10, Rate 1, Magazine 1, Mass 0.5 kg, No range increments, armor with soak >1L or more renders the target immune

Accessories

  • Non-Magnifying Sight: Accuracy +1, first turn of aiming adds +3 versus +1 accuracy
  • Magnifying Sight: -1 difficulty from range penalties, aiming adds +2 instead of +1 accuracy/turn
  • Underbarrel Grenade Launcher: Accuracy -2, Dmg 8L [5] or as grenade, Range 75, Rate 1, Magazine 1, Exp(1)
  • Underbarrel Shotgun: Accuracy -1, Dmg 7L, Rng 20, Rate 2, Magazine 4
  • Suppressor: Used with subsonic ammo, attacks do not break stealth unless opponents succeed on a Per + Awareness roll (difficulty 1 for damage of 8L or more, difficulty 3 for damage of 7-5L, difficulty 5 for damage of 4L or less) to locate shooter

Grenades

  • Frag: Dmg 8L [5], Exp (1), default ammo
  • Flechette/Buckshot: Dmg 15L, Rng 30
  • HEAP: Dmg 10L [5], AP(3)
  • Incendiary: Dmg 12L, Area(6), Incendiary (successful attack sets target on fire, doing 4L/turn until put out)
  • EMP: Dmg 10E, Area(6), EMP damage (ignores armored soak for electronics and other high-tech, living targets treat as bashing)
  • Gas: Dmg None, Area(6), Gas Payload (choose any airborne toxin to deploy)

Ammunition

  • Armor Piercing Ammo: AP(+2), Dmg(-1L)
  • Beanbag/Rubber Bullet: Doubles armor/power-granted lethal soak, deals bashing damage past 5 meters.
  • Buckshot/Multiplex: Accuracy +3, loses -2L damage per range increment
  • Flamethrower: Shotgun only, no range increments, successful attack deals no damage but sets target on fire (4L/turn until put out, unsealed armor does not protect)
  • Frag: Shotgun only, Dmg 10L, Area(0.5)
  • +P: Dmg(+1L), Weapon breaks if more 1s are rolled than successes.
  • Match: Accuracy +1, Rng +25% if aiming.
  • Hypercore: Armor Piercing Enhancement (-2 soak per success), no additional damage from threshold successes
  • JHP/JSP: Dmg(+3L), double armor/power-granted lethal soak
  • Subsonic: Dmg(-1L) or (-2L) if damage is greater than 8L, reduces weapon report (with suppressor), insufficient power to cycle weapon (RoF is reduced to 2 if normally higher than 2).

Weapon Maneuvers

  • Short Bursts: +2 Accuracy, +1 Damage, 3 shots/bursts worth of ammunition.
  • Medium Bursts: +4 Accuracy, +2 Damage, 10 shots
  • Long Bursts: +6 Accuracy, +4 Damage, 20 shots
  • Strafing: Autofire against multiple targets subtracts 2 die from the attack roll for every target past the first but applies the results against all targets, which defend individually. Weapons with a Burst rating may attack up to that many targets. An attack may not target more enemies than it fires bullets, for obvious reasons. When making a strafing attack, a burst does not add damage.
Example: Rambo, with Dexterity 5, Firearms 5 (Machine Guns + 3), and firing a Light MG (Acc +1 Dmg 10L) in long burst (Dmg +4, Acc +6) has a total attack pool of 20d, but is facing down 15 mooks. He chooses to attack 15 targets with his long burst, subtracting 14 from his attack pool, leaving him with 6d. He rolls 2 successes on 6d which is applied to every mook. Of those targets, 7 are in the open, 5 are in light cover (+1 difficulty) and 2 are in heavy cover (+2 difficulty). The 7 mooks in the open take 11L and die, the 5 in light cover take 13L and also die, and the 2 in heavy cover are missed.

Merits and Flaws

Merits

Taint Channeler (4 pts): A Nova with this power 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, or halves the cost (round up) if the power costs 2 temporary Taint or more. 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 powermax into successes. This Taint can be converted into Chrysalis as usual.

Taint Resistant (5 pts): A Taint Resistant Nova reduces all involuntary gains of Temporary Taint (botches, failures, Taint radiation) by 1 (minimum 0). Furthermore, every 24 hours, a Taint Resistant Nova loses 1 point of temporary Taint.

2nd Generation Nova (6 pts): A 2nd Generation Nova does not gain Taint from any normal source, including Quantum or Node, due to their adapted physiology. 2nd Generation Novas cannot willingly gain Taint (or Chrysalis) under any circumstance, and heal all temporary Taint (and Chrysalis) every 24 hours. Furthermore, 2nd Generation Novas can buy Node up to 10 (and never gain Taint from high Node), but may not possess Dormancy.

(Ability) Prodigy (3 pts): A character with this merit allows the character to increase one chosen ability up to 6 with experience or bonus points, and as a side effect allows a character to choose a special benefit for that ability. An example would be being able to pick locks and bypass simple electronic systems without tools for Security, reflexively draw a weapon without any action for Firearms, so on and so forth. These abilities should be ST-approved.

Chemicals

The variety of toxins and drugs available in the Nova age is an extensive litany of performance enhancers, recreational drugs, and toxic chemicals for help or harm. This system covers chemicals as well as diseases as both can be modeled in a similar fashion.

Rules

All chemicals, toxins, and diseases have several traits, listed below with their explanations.

Potency: A drug or disease's potency determines how hard it is to get rid of. A successful roll against a drug's potency reduces or eliminates its effect, as noted in Effect.
Onset: Not all diseases or drugs have immediate onset. This determines how long before symptoms/results appear.
Interval: A drug or sickness has a certain interval which shows how long it takes for a drug to wear off or for its effects to wane.
Addiction: The addiction rating of a drug is a number (corresponding to the difficulty of the Willpower roll to resist). A drug with an addiction of "-" has no addictive qualities.
Effect: What the drug does. This may be attribute or situational bonuses, damage, penalties, or just about anything.

Novas

Novas are heavily resistant to most drugs and diseases, halving their potency (round down) and being outright immune to any drugs or diseases with Potency lower than (Mega-Stamina + 1). The few which they are not immune to will note their effects on Novas, which are often reduced.

Toxins

Alcohol: Well, it's not really that much of a toxin, but it is a depressant.

Potency: +0
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: -1 to all dice pools, -2 to Willpower. Successive doses increase the dice pool and willpower penalties by 1 each.

Riot Agent: A standard anti-personnel riot agent. Causes burning pain, choking, and other nasty stuff.

Potency: +1
Onset: Immediate
Interval: 1 minute
Addiction: -
Effect: -(6 - Stamina) to all dice pools and 1 die of bashing damage. Success on a resistance roll halves the dice penalty.

Sweet Dreams: A more humane riot agent, designed to disable targets via a combination of euphoriant and soporific effects. Under investigation by the UN due to its potentially psychological addictive qualities.

Potency: +2
Onset: Immediate
Interval: 1 hour
Addiction: +1
Effect: -(6 - Willpower/2) to all dice pools (round penalty up), must succeed on a Willpower roll at +1 difficulty to take any hostile action.

Nerve Gas: Your normal everyday VX-alike nerve gas.

Potency: +4
Onset: Immediate
Interval: 1 round, a brief moment of exposure (~1 second) causes the toxin to last for 5 intervals.
Addiction: -
Effect: -(10 - Stamina) to all dice pools and 2 lethal health levels of damage per interval. Success on a resistance roll halves the dice pool penalty and reduces damage to bashing.
Novas halve damage and dice penalties before rolling to resist.

Eclipsidol: Anti-Nova biochemical weaponry.

Potency: N/A
Onset: Immediate
Interval: 30 minutes
Addiction: -
Effect: A Nova dosed with Eclipsidol loses all control of Quantum powers and wastes his or her Quantum Pool as quickly as possible (a Nova with Node 0 uses up 6 quantum/round, a Nova with Node 5 uses up 20, etc.). While dosed with Eclipsidol, all Mega-Attributes work at half effectiveness (round down) and no Enhancements work.

Drugs

Nootropics: Cognition-enhancing drugs are in their relative infancy but still effective.

Potency: +4
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: +1 to any one mental attribute (maximum 5) for 1 scene, -2 to all mental attributes (minimum 1) for an equal amount of time later.
Novas are unaffected.

Analgesics: This covers a variety of pain management drugs, from over-the-counter medications to addictive ones like morphine and opium.

Potency: +0 to +4
Onset: 1 minute
Interval: 1 day
Addiction: N/A to +1
Effect: Wound penalties are reduced by anything from -1 (aspirin and other over the counter pain medication) to -4 (things like PCP).
Novas gain half effect.

Red 7: Advanced designer combat drug, developed by French pharmaceutical companies for brief performance boosts. Psychological addiction rates are considered high but acceptable.

Potency: +4
Onset: 1 minute
Interval: 1 scene
Addiction: +0
Effect: +2 to all physical attributes (maximum 6) for 1 scene, -2 to all physical attributes (minimum 1) for an equal amount of time.
Novas gain full effect from Red 7.

Mite: Nova-harvested steroids.

Potency: +4
Onset: 1 hour
Interval: 1 scene/permanent
Addiction: +1
Effect: +1 Strength/Stamina (up to 6), Str/Sta 6 reduces appearance by 1 (min 1), grants Mega-Strength 1 after that (further reducing appearance by 1).
Novas do not gain any permanent effects from Mite and treat it as potency +0.

Adrenocilin: Designed to improve Nova control of quantum powers adrenocilin is also a pain deadener.

Potency: N/A/+2 for baselines
Onset: 1 minute
Interval: 1 scene/1 round for baselines
Addiction: +0 or N/A for baselines
Effect: +1 to all Quantum powers and -1 to all wound penalties. Baselines take (3 - Stamina/2, round damage up) dice of lethal damage per round for 10 rounds instead. Succeeding on the potency roll reduces that interval's damage to bashing.

Moxinoquantamine (Mox): Mox reduces a Nova's ability to use quantum powers.

Potency: N/A/+2 for baselines
Onset: 1 minute
Interval: 1 scene/1 round for baselines
Addiction: N/A
Effect: +2 difficulty for all Quantum power or Enhancement rolls, reduce all Mega-Attributes by 2 (min 0). Baselines take (3 - Stamina/2, round damage up) dice of lethal damage per round for 10 rounds instead. Succeeding on the potency roll reduces that interval's damage to bashing.

Diseases

Body Modifications

Body Modifications are "powers" which give capabilities via physical mutation, rather than channeling quantum forces. These powers are generally much less effective than Quantum powers but far cheaper. At chargen, a Nova may trade in 1 NP for 8 XP worth of body modifications. Furthermore, with superscience genetic or cybernetic engineering, baselines may acquire body modifications.

Some of these body modifications are equivalent to Merits and can be taken by baselines even without superscience. Generally these are minor body modifications like large or small or acute sense. In this case, each body modification costs 1 BP per 2 XP.

Attribute dots gained or lost from body modification do increase or decrease the limits for a character's Mega-Attributes.

Minor

Minor Body Modifications cost 2 XP per.


Acute (Sense): A Nova with acute (sense) gains +1 to Perception for the purposes of using that sense.
Claws: Unlike the Quantum "Claws" power, these claws are small retractable things like those of a cat, more useful as utility than weapon. Claws do (Str-2)L damage when raking and are more useful as can openers than weapons. If an attack deals zero or negative damage dice, round up final damage (after counting threshold successes) to 1L.
Filter Lungs: A character gains 1 success to resist inhaled toxins with this body modification.
Filtration Liver: A Nova gains +2 Resistance against toxins with this body modification.
High-Capacity Lungs: Novas with this body modification gain +1 Endurance and +1 Resistance.
Increased Ground Speed: A Nova's legs are lengthened and strengthened, adding +1 to dexterity for movement purposes.
Nictating Membranes: A character with this body modification adds 1 success to resisting blinding or eye irritants. Combined with filter lungs a character becomes mostly immune to riot agents.
Pheromones: A Nova with this body modification has particularly powerful pheromones which induce a certain state of emotion (chosen at purchase), adding a +1d circumstantial bonus for any social roll which resonates with that emotion. Purchasing this multiple times allows a Nova to choose which pheromone type he or she wishes to use.
Redundant Organs: A Nova may gain additional toughness by increasing body redundancy, adding either 1 -0 and 1 -1 HL or 1 -2 HL and 2 -4 HLs per purchase.
Streamlined: Novas with this modification gain +3 dexterity for swimming speed, have silky smooth skin, and no body hair whatsoever.
Small: A character with this body modification is about half normal mass and roughly 80% as large in every dimension, reducing Strength by 1 and removing a -0 HL. Characters which are small are more vulnerable to damage, reducing soak by 1B/1L/1A (minimum 0 soak). On the other hand, a small character is harder to hit and detect, increasing the difficulty of hitting the character by 1, and the difficulty of any rolls to detect the character.
Tough Skin: A Nova with toughened skin has skin that can ward off small-caliber bullets and slow glancing knife blows, adding 1B/1L stackable armored soak. A character may only have one armor body modification at one time.

Moderate

Moderate Body Modifications cost 4 XP each.

Alternate Sensory Mode: 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.
Chromatophores: +2 stealth if naked or wearing attuned Eufiber. (versus +3 by RAW).
Dispersed Organs: A Nova with dispersed organs gains improved resistance to called shots, whether because of organ redundancy or because he just doesn't need them any more. Called shot bonus damage is halved. Purchased twice, the Nova takes no additional damage from called shots and probably looks like a Shoggoth on the inside.
Integrated Light Weapon: Baselines with cybernetic replacements and Novas which desire it may end up installing or outright growing integrated weapons. This body modification integrates a pistol sized weapon (Light or Heavy revolvers/pistols, Taser, Electrolaser) into the character. The character may have to reload the weapon, or may generate ammunition in his or her body. The former allows quick reloading and ammunition variety, while the latter requires no feed port to load magazines into, but the character only regenerates (Stamina) rounds of ammunition per hour and chooses a single ammunition type to use.
Large: Being about 50% heavier and larger than the average man has its advantages, adding +1 to strength, +1 to stamina, and 1 -0 HL. Novas which are Large add +1 to Dexterity for movement.
Multitools: 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.
Quills/Spines: A Nova 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 Nova's unarmed attacks now deal lethal damage, and anyone who touches the Nova more than casually takes (Stamina)L damage (up to 5L). Repurchasing this enhancement once either makes the damage voluntary or increases the damage cap to 10L. Repurchasing this enhancement twice adds both benefits.
Regenerator: A character with this body modification heals faster than normal, reducing healing times by 1 category. Baselines with this body modification may heal crippling injuries without the need for prosthetic replacement or cloned body parts.
Springs: A Nova with this has spring-like structures in his legs which greatly increase the power of their legs. Novas with this enhancement halve fall damage from controlled falls, add +2 to damage with kicks, and double jump distances and heights.
Subdermal Armor: A Nova's skin at this point is active nanotech armor, reinforced with nanotube sheeting, or so on, adding 2B/2L stackable armored soak. This armor is not inherently visible, but greatly alters the texture of the skin, meaning that it can be discovered by touch.
Tiny: A Tiny Nova is roughly a quarter normal mass and 62% normal dimensions, reducing Strength by 2 and removing 1 -0 and 1 -1 HL. Characters which are tiny are more vulnerable to damage, reducing soak by 2B/2L/2A (minimum 0 soak). Tiny characters add +2 to the difficulties of detecting or hitting the character.
Ultralight Body: A Nova with an ultralight body has high-efficiency muscle tissue and porous bones that halves his weight, which reduces his natural soak by 2B/1L (min 1B/0L) but halves all falling damage, adds +2 to dexterity for movement purposes, and doubles jump distances. If bought twice, the Nova uses extremely high-efficiency organs and tissues, comparable in strength/weight ratios to carbon nanotube or aircraft composites, which eliminates the soak penalty, adds +4 to dexterity for movement purposes, and quadruples jump distances, as well as reducing the Nova's mass by a full 75%.

Significant

Significant Body Modifications cost 6 XP each.

Blades: This body modification adds sharp melee weapons to the character, often elbow or knee blades but sometimes even replacing hands, and some Novas can manifest "psionic blades" or other stranger melee implements. Blades deal Str + 5L damage and can parry lethal melee attacks like any good sword. By default they are not retractable, but may be purchased as retractable for an extra cost (see Retractable Blades, below).
Dermal Plating: A Nova with Subdermal Plating gains 3B/3L stackable armored soak with no penalties, but the armor is obvious to onlookers if the Nova wears skintight or revealing clothing, as it takes the form of heavy bone, metal, or chitin plates under the skin.
Electroshock: A character with this ability can shock anyone who contacts him or her at the cost of 1 willpower per action, dealing (Strength + Stamina) dice of bashing damage which can be soaked normally, and if the attack deals any unsoaked dice of damage it inflicts an artificial -2 wound penalty to the character in question for the next round due to pain and involuntary muscle spasms. If used in conjunction with a melee attack, the damage is soaked separately. Both Mega-Strength and Mega-Stamina apply to this calculation, each adding 1 level of bashing damage rather than 2 dice or 5 levels (in the case of M-Str). If purchased twice, the character may channel this shock through air at short distances, giving it a range of (Strength * 2) meters (and no maximum range) or it no longer costs 1 willpower to use per action, instead costing 1 willpower to use for a scene. If purchased three times electroshock gains both benefits.
Dragon's Breath Like a bombardier beetle, a character with this body modification possesses a naturally evolved or surgically implanted self-defense mechanism which acts as a shotgun firing flamethrower shells (Accuracy +0, Dmg None, Rng 20, Rate 2, Capacity 8). Successful attacks (use Dexterity + Athletics/Brawl to attack) deal no damage, but set the target on fire, causing them to take 4L damage per turn until they put it out, which ignores normal armor. A character may store up to 8 uses of this mechanism and regenerates (Stamina) uses every hour.
Glider: Novas with gliding wings can glide at their normal running speed.
Heavy Exoskeleton: A Nova with this body modification has no visible skin, replacing it with hardened metal or chitin plates that give him 6B/6L stackable armored soak, and a penalty of -2, and counts as worn armor for the purposes of penalty calculation. This modification replaces Dermal Plating, Subdermal Armor, and Toughened/Reinforced Skin.
Hyperdense Skeleton: A hyperdense skeleton is abnormally heavy and solid, sometimes just out of increased bone density but it is not uncommon for a Nova to end up with bones plated in some sort of dense heavy metal such as adamantium. Novas with hyperdense skeletons add +2 damage to unarmed melee attacks, +2B/1L soak, and because of the greatly reduced chance of breaking limbs, double the distance that needs to be dropped to take fall damage. Terminal fall damage stays the same, as the increased skeletal mass also increases terminal velocity. Purchasing hyperdense skeleton twice allows the Nova to deal lethal damage with unarmed blows due to the hardness of his skeleton, increases the Nova's soak against damage by 3B/2L instead of 2B/1L, and renders the Nova's bones practically unbreakable, tripling safe fall distances and the number of meters each additional damage interval is.
Inhuman (Attribute): A Nova with Inhuman (Attribute) can raise the attribute in question to any level, ignoring normal caps, as long as the Nova has sufficient experience. This can be bought up to 9 times, once per attribute.
Multiple Arms: A Nova with multiple arms reduces multiple action penalties by 1 per pair of additional arms he or she possesses. A Nova may support up to (Stamina or Wits, choose lower) sets of multiple arms, which does not count Mega-Attributes for the total.
Multiple Legs: A Nova with multiple legs adds +5 to Dexterity for purposes of ground movement speed, and being able to kick with more than 1 leg increases kick damage by 2B per purchase. Like Multiple Arms, a Nova may support up to (Stamina or Wits) sets of multiple legs, and Mega-Attributes do not count for limb support.
Nematocysts: Nematocysts carry a poison payload, with Potency (+2), Onset (Immediate), Interval (1 round), and Effect ([Dexterity]-[victim's Stamina] to the victim's dice pools, plus 1 dice of bashing damage per round, with a successful roll halving the penalty and eliminating damage). Buying this modification multiple times increases its potency by +1 per purchase and increases the time the poison lasts for by 1 additional round per purchase.
Tentacles: Tentacles are flexible appendages which extend up to (Stamina) meters. Each purchase of this body modification grants 2 tentacles, which either do Str + 4B or Str + 2L damage, depending on their makeup, and can grasp and manipulate objects at (Dexterity - 2).

Extreme

Extreme Body Modifications cost 10 XP each.

Acid Blood: This body modification gives the person who possesses it acidic or highly toxic bodily fluids, which deal (Stamina + Lethal Damage Levels Taken) Lethal damage, ignoring unsealed armor, to all targets in melee range whenever the character takes lethal damage.
Dense Musculature: A Nova with high-density musculature masses approximately twice as much due to greatly toughened and heavier skeletal muscles. Dense musculature adds 2B/2L soak due to its higher density, a -0 HL, and +1 to Strength.
Enhanced Reflexes: A Nova with this body modification reduces all multiple action penalties by 1 and adds +3 to initiative.
Huge: A Nova with this modification is huge, easily about 180 kilos and 2.2 or more meters tall, and gains +2 Strength, +2 Stamina, 1 additional -0 HL, and 1 additional -1 HL. Huge Novas add +2 to dexterity for movement purposes only.
Integrated Medium Weapon: This body modification is the equivalent of any shotgun, SMG, or rifle-sized weapon listed in the armory, including the single-shot grenade launcher (but not the multiple shot one). In Novas, this body modification can come in extremely exotic forms, such as high-velocity quill barrages, energy bolts, and so on. The character may have to reload the weapon, or may generate ammunition in his or her body. The former allows quick reloading and ammunition selection, while the latter requires no feed port to load magazines into, but the character only regenerates (Stamina) rounds of ammunition per hour and chooses a single ammunition type to use.
Miniscule: A miniscule character is approximately 1/16th the mass and 40% the length/width/height of a normal character, losing 4 dots of Strength, a -0, -1, -2, and -4 health level, moving at half speed, and subtracting 4B/4L/4A from soak (min 0), which also affects Mega-Stamina limits. If a character is reduced to 0 Strength he may not physically lift anything heavier than a kilo or two. A character may stack miniscule up to twice, the second purchase reducing the character to 1/4th normal physical dimensions and 1/64th mass. A miniscule Nova is very hard to hit or detect, increasing difficulties by 4. A second level of miniscule increases that difficulty further, adding 6 to all attack/awareness difficulties against the Nova.
Retractable Blades: This body modification is identical to the Blade modification, above, except that the blades are retractable and nearly undetectable (Difficulty 3 to detect via examination when not in use, Difficulty 6 if attempting to detect via sight).
Wings: A Nova with flight ability 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 internal rocket thrusters, gigantic feathered wings, or the like), but fly nontheless. A character with 1 purchase of Flight may fly at half their normal running speed. Purchasing Flight multiple times multiplies flight speed by the number of purchases.