Talk:Awful Ideas In Progress
Aberrant without the single origin setting, since some people really want to be magical or god-blooded or such. Rules stuff.
Character Generation
Basic Changes
"Nova Points" no longer exist and are called "Transformation Points" (TP) instead. Similarly, Quantum no longer exists, instead all character archetypes have their own powerstat. Furthermore, powers no longer have a minimum Quantum requirement. To compensate, buying up a character's Blessing is made somewhat more useful and generally adds its rating (in dice) to the activation rolls for any power which is not already affected by Quantum/etc (such as, for example, Animal/Plant Mastery). Powers which lack activation rolls and are independent of Quantum in Aberrant gain their own special effects.
Characters may spend a total of (Powerstat) power points (Quintessence, Psi Energy, Bioenergy, Fatigue, Inspiration, etc.) per round by default. Straight 'powers' cost 1 point to use instead of having scaling costs.
The Quantum-related backgrounds Eufiber, Node, and Gadget also no longer exist. Instead, use the new backgrounds below.
New Character Abilities and Backgrounds
New Rule: Combined Backgrounds/Merits
- Background and Merit points are interchangeable on a 1:1 basis using this new rule, to represent that certain things (such as dormancy, increased power capacity, and so on) fit better as 'backgrounds' than merits due to cost but aren't precisely backgrounds. To fully synchronize this, raising a background now costs (new rating x 2) XP, while merits cost (rating x 2) XP to raise. Effectively, you have to have the previous rating of a background to purchase the increased rating (so a character with resources 5 still has the 'merits' of resources 1-4, just hidden by his increased resources score).
New Backgrounds
Alternate Form (replaces Dormancy): Some characters have limited shapeshifting between two forms, typically with one much more powerful than the other. Alternate Form provides these characters with the ability to freely switch between such forms, taking 1 combat turn (3 seconds) per change. Even a single dot of Alternate Form allows for massive changes between the two forms, but additional dots allow for the alternate form to have some powers in its own right. Body modifications may apply to both forms or only the primary form. The rules given below assume a human or humanoid alternate form-characters who can transform into cats or rabbits or crows or the like may start with attribute adjustments and body modifications (such as Tiny). As a special benefit/restriction, Alternate Form does not adjust a character's health levels to reduce bookkeeping and also provide characters a margin of safety in their alternate forms.
- Alternate Form *: A weak alternate form. Lose all access to powers and Mega-Attributes, including the basic benefits of the character's powerstat. Body modifications may be used in either form by default, but may be defined as only manifesting in a single form (for disguise purposes).
- Alternate Form **: A moderately capable alternate form. The alternate form may have up to 2 TP of powers, retains the character's powerstat (at 1), and may alter attributes by +/- 1 dot, as long as the totals for each category (physical, social, mental) remain the same. The alternate form's powers do not have to be identical to those the primary form has, but should have some relation.
- Alternate Form ***: A more powerful alternate form. This form may have up to 5 TP of powers, retains the character's powerstat (at 1), and may alter attributes by +/- 2 dots, as long as the total attribute dots remain the same.
- Alternate Form ****: An even more powerful alternate form. This form may have up to 8 TP of powers and retains the character's powerstat (at 2). The character may have altered attributes as with Alternate Form ***. The character may also switch around body modifications for the alternate form as long as the XP total remains the same.
- Alternate Form *****: An alternate form which is extremely powerful in its own right. This form has up to 10 TP of powers and retains the character's powerstat at 2. The character may switch body modifications and alter attributes for this alternate form in an identical fashion to Alternate Form ****.
Device/Artifact: Replacing Eufiber and Gadget, this background provides enhancements to a single mundane device of any sort (Vehicle, weapon, armor). However, this background costs double if enhancing very heavy weapons, vehicles, or similar large devices (anything weighing more than 20-30kg), and cannot be used to enhance anything larger than a car. Signature Gear gives a single item indestructability under normal conditions and attunes the item to the character, and also each dot in the background improves an item, with all benefits being cumulative. Device may be purchased multiple times to have multiple signature items, and is often the basis for a gadget.
- Device or Artifact */**/***/****/*****: The character has a single exceptional example of a (relatively) mundane item. Each dot in the background provides two of the following enhancements to the item, although no enhancement may be bought more than (Device rating) times. In addition, Devices are always attuned to the character and are considered nearly indestructable.
- +1 Accuracy and +1 Defense (for melee weapons), or +1 Accuracy and +100% Range (for ranged weapons)
- +2 Damage
- +100% Rate of Fire and Magazine Size
- +[1] to all damage adds
- +1B/1L/0A Soak, and 1 Armor HL, or +2 Armor and 5 Vehicle HLs
- -2 Penalty (for armor), or +1 to Maneuverability and +25% to safe and maximum speed (for vehicles)
- +1 to a single attribute while in use
- +2 to a single ability while in use
- Item is disguised or has enhanced concealability (reduce concealability category by 1, or disguise the device as another device entirely)
Power Reserves: Replacing Node, this background provides additional power points. Each dot in Power Reserves adds 1 to the character's powerstat, which should generally add +2 to their power reserves.
Power Intensity: Also replacing Node, this background provides the character the ability to use more power points. Each dot in Power Intensity allows a character to spend an additional power point per round.
Secret Identity: This background is primarily for 4-color inspired games wherein characters are expected to be costumed superheroes (or villains) although it can be used for espionage-heavy games as well. This background gives the character a secret identity and an alibi, allowing them to live a double life, keeping their work away from their family and friends. Each dot in this background adds +1 difficulty to any attempts to recognize the character or find their secret identity as long as they take basic precautions. In a 4-color game, those precautions may be as simple as 'wear a different costume take off glasses when fighting crime' but in a grittier game it may involve separating both lives and making great sacrifices, keeping even close friends and family members in the dark. A character may buy this background multiple times for multiple secret identities.
Technological Availability (2-10 pts): With the existence of alien empires spanning the stars, widespread super-engineering and super-science, ancient precursors with lost technology, archmagi, and the like, technology is very heterogenous. Characters may have access to technology significantly ahead of the curve. Each level of this merit costs 2 points and gives benefits as listed below:
- X: The character has access to commonly-available technology on Earth or the equivalent. The character may start with any Aberrant equipment or reskinned equivalents.
- * (2 pts): The character has access to top of the line equipment, equivalent to the better stuff available in a First World country in the 21st century. The character may access basic non-biotech Trinity equipment (all kinetic weapons outside of coil-rifles and all armor outside of the VAS), or reskinned equivalents.
- ** (4 pts): The character has access to prototype equipment, or the equivalent of relatively low-tech interstellar powers. All Trinity equipment is available at this level, although biotech is rare (+2 to costs) and olaminium cannot be purchased. Characters may format bioapps with a combined Tolerance up to their (Stamina).
- *** (6 pts): The character has access to equipment roughly equivalent to 1-dot Devices built on baseline Trinity technology. Exotic materials allow for olaminium equivalents to be applied to all technology, bio or hard.
- **** (8 pts): The character may start with superior technology, generally only available to mad scientists and aliens from hyper-advanced civilizations. This is generally equivalent to 2-dot Devices based on Trinity technology, although they may also emulate minor powers (1 dot rating in the powerstat, 1 dot in the power). All equipment gets Biotech attunement bonuses (+1 to accuracy, +2 to handling, -1 to armor penalty) even if it is originally hardtech, and all biotech has Tolerance 0.
- ***** (10 pts): The character has access to top-of-the-line technology which can often emulate powers at a more effective level (1 dots in powerstat, 2 dots in power), or be built on 3-dot Devices using Trinity-era technology, with the advantages listed in (4). Furthermore, all equipment gains the basic Olaminium benefits with no penalty, and may use pure-Olaminium stats with only the penalty of Olaminium-laced equipment.
New Merits
New Flaws
Primitive (1-5 pts OR 2-6 pts): The opposite of technological ability, Primitive reduces the ability of a character to gain access to and use technology. This Flaw not only reduces the character's ability to start with certain forms of gear, but also makes the character unfamiliar with it, adding +2 difficulty to use more advanced equipment, and +4 difficulty for particularly complex tasks. This normally does not restrict the use of magical items. If it does restrict the character from using magically enchanted items as well, add another point to the flaw's rating. The date equivalents given are for real world technology.
- *: Character comes from a backwards planet/country/realm. The character may only access mundane 21st century equipment. To convert Aberrant equipment to mundane 21st century equivalents, reduce weapon Damage and Accuracy by 1 (to a minimum of 0) and halve ammunition capacity to reflect inferior materials science, and reduce Armor HLs by 1 and Soak by 1B/1L to do the same.
- **: Character comes from a particularly backwards part of the galaxy. The character has access only to pre-Information Age weapons and equipment. The character may not start with any dots in the Computers or Intrusion abilities, and may not apply more than 2 dots of any Science or Engineering ability to a roll using modern equipment.
- ****: Character has access to equipment equivalent to early 20th century technology, and only has access to pre-
New Abilities
Adamant Hand (Dex, Special): The platonic ideal of a 'martial art', Adamant Hand is ritual magic in motion, with every forms and kata being a step in a magical ritual, providing masters of the art with supernatural ability. Rare and difficult to learn, this combat art costs double per dot to purchase with XP or BP and cannot be purchased via starting ability dots (this includes the bonus ability dots for being a Hero). If a character seeks to teach Adamant Hand via Instruction, the difficulty is (10 - lowest physical, mental, or social ability), and a student who seeks to learn Adamant Hand must have a total number of dots in Martial Arts (both Hard and Soft) equal to (desired rating + 3), and an Occult of at least 3. Furthermore, characters with any attribute lower than 2 cannot learn Adamant Hand at all, for it requires perfection in all things. Characters with any attribute lower than 3 may not advance past 2 dots, and characters with any attribute lower than 4 may not advance past 3 dots.
- Adamant Hand *: +1 Accuracy and Defense to all unarmed attacks. Add Adamant Hand rating to Stamina for calculating soak.
- Adamant Hand **: +1 Damage to all unarmed attacks. Character needs half as much water, air, food, and sleep (rolls for asphyxiation/dehydration/etc double their intervals). Double healing rates, reduce wound penalties by 1, and add Adamant Hand rating to Willpower for health levels.
- Adamant Hand ***: +1 Accuracy, Defense, and Damage to all unarmed attacks. Reduce multiple action penalties by 1 for unarmed attacks only. Add Adamant Hand rating to Dexterity for movement speed and Initiative. Add Adamant Hand rating to Strength for jump distances and lifting ability.
- Adamant Hand ****: +1 Damage to all unarmed attacks. Reduce wound penalties by an additional 1 (total 2).
- Adamant Hand *****: +1 Accuracy and Defense to all unarmed attacks. Character may parry any attacks unarmed, even bullets and other fast-moving projectiles. Characters may deal lethal damage unarmed.
Occult (Int): Occult is applied and theoretical magic, the skill of using normal (i.e. not imagos) magical methods to accomplish tasks. It is used for rituals, enchantment, blessings and curses, and examining magical items. Although everyone can in theory learn magic, in low-aether areas the difficulty for all but the most minor tasks is quite high and requires extended rolls to succeed on. Occult has its own rules for common use.
Thought Control (None): Thought Control is mental hardening against mind control and reading, a method of thinking and mental discipline that allows a character to resist and shrug off mind control. Unlike in Aberrant, where superhumans are new and rare, the relative prevalance of militarized posthumans has led to this becoming a necessary skill for many. Each dot of Thought Control adds +1 to Willpower for the purposes of resisting mind-affecting powers.
New Rules
Gadget Heroes and Limited Powers
Unlike in normal Aberrant, heroes can get their powers via advanced cybernetic implants, suits of powered armor, giant mecha, extended mystical rituals to unlock their actual power, and so on. This has mechanical support, as powers which are not always available are more effective for their cost. Also, gadgets may give a character powers they could not normally possess. When purchasing powers for a gadget, powers of a type a character may not normally have (such as Mega-Attributes for a mystic) cost double.
Having powers come from a source that can be stolen or is not always available (due to hiding in hyperspace, requiring a few hours a day to recharge, or whathaveyou) gives 1 bonus TP per 10 TP invested. Having a source which are difficult to conceal, unsuitable for going around day in and day out with, and cannot be trivially summoned out of the aether when necessary (such as a bulky suit of power armor that weighs a ton, only having powers in certain areas, or a magical ritual that turns you into an eldritch horror, grant 1 bonus TP per 5 TP invested. Powers which are extremely difficult to use in normal circumstances due to size, locational, or other restrictions (examples include a ritual which only works in a specific set of circumstances, a giant robot, or powers that only work when in defense of the country or people whose soil you stand on) grant 1 bonus TP per 2 TP invested. Note that these limited power bonuses are only relevant if they are significant. A suit of skintight power armor that can be hidden under clothing (or emulate clothing) is not considered 'unsuitable for day to day wear'.
As an example, a giant robot (extremely difficult to use in normal circumstances) bought at 40 TP can provide 60 TP worth of benefits to the user.
Power Level
Gadgets have a powerstat, Power Level, independent of the character's own capabilities, that determines their ability to throw around firepower. A character's power stat (Imagos, Interface, Arete, etc.) gives gadgets half that Power Level for free, rounded up. For example, a Hero with Arete 3 pays no TP to give a gadget Power Level 2.
Power Points
Gadgets have (10 + Power Level) power points per gadget by default and may spend (Power Level) points per turn. This may be increased at the rate of 1 TP for 2 additional power points. They recharge at 1 point per hour.
Disabling
Gadgets give a character an additional, fairly sizable boost in their ability to throw powers around, since they run on separate energy pools and track expenditures separately. On the flipside, gadgets are vulnerable. Every gadget has a vulnerability-cybernetic implants may be vulnerable to EMP, a symbiotic spirit of justice can be exorcised or bound, super-science drugs can be damaged by heat or neutralized via suppressants. Gadgets may be successfully disabled for a scene with certain equipment and a roll of a single attribute + ability. Exorcism may be Intelligence + Occult, while disabling cybernetics or power armor may be EMP damage.
Disabling a gadget is by default a very hard action at +4 difficulty. Increasing this difficulty by +1 costs 2 TP per increase, while decreasing it gives the gadget 1 TP per decrease. Some gadgets are integrated into the character so closely that disabling them could cause potentially lethal complications. This reduces a gadget's cost by 1 to 3 TP and causes it to deal a number of levels of unsoakable bashing (1 TP), lethal (2 TP), or aggravated (3 TP) damage equal to its Power Level or current Power Point storage, whichever is higher, when shut down. As an alternative, the gadget may immediately put the character into Dying if disabled, but if reactivated
Blessings and Failings
Blessings
Blessings are the the source of power that a character draws from. Each blessing provides the character an ever-more-refined ability to affect the world with superhuman ability, leaving a mark on this earth far larger than any mere man can. At character generation, a character gets 1 level in their Blessing for free and may buy more at 5 TP/level.
Imagos
Those who are capable of dreaming magical workings into reality are said to have the gift of Imagos. Imagination allows them to create wondrous works of art, summon angels and demons, bind enchantments to tools and bodies, and anything else ritual magic does-but faster and more precisely. Furthermore, they are so suffused with magic that they may create even greater workings and cast magic with faster, more immediate effects, calling down lightning, shapeshifting, and more. Imagos allows characters who wield it to use an open-ended magical system to create their workings.
Altered Chargen Rules:
Mystics and Gurus are all incredibly strong-willed, gaining +2 to Willpower at character generation. Gurus are naturally quick or powerful of mind, gaining +1 Wits and +1 Intelligence (as well as a maximum rating of 6 in both attributes), while Mystics gain +1 to Intelligence and 3 free dots in the Occult ability due to their long schooling and harsh training in the creative arts. Espers gain neither advantage. Instead, the genetic modifications and mystic rituals that created the originals-one so powerful it was passed down via blood-give them the ability to purchase Mega-Mental and Mega-Social attributes, and a free dot of 1 Mega-Mental attribute.
Power Points:
The wielders of Imagos use the essence of all things that can and might exist, Quintessence, as their fuel source, with a pool of Quintessence equal to (Willpower + [Imagos * 2]). Quintessence is respired at the rate of 1 point per hour in zones with adequate aether concentrations or higher or 1 point per day in low and null-aether zones.
Basic Benefits:
Imagos provides a form of enlightenment, allowing a character to better use any magical talents they may have. Imagos wielders add their Imagos to any Occult rolls they make. In addition, every magical realm they possess provides them additional innate benefits echoing the thematics of the realm the mystic controls. Each realm may give the mystic one of the following:
- +1 to an attribute (does not count as natural)
- +2 to an attribute for a single purpose, or +2 to an ability. The sole exception is that the mystic cannot increase Stamina for spell tolerance.
- 1 extra health level and +1B/1L soak
- An additional sensory mode (use mental and social body modifications to represent these)
Power Restrictions:
Mystics and sorcerers are merely human and may not normally purchase Mega-Attributes, body modifications, enhancements, or powers. They have the unique ability to access magical aptitudes, unlike all other hero types.
Psi
Psi is a rare talent that a handful of mutants have, giving them the ability to overwrite the information content of the world. Unlike magic, their actions are not creating effects ex nihilio but instead altering the informational content of the universe to achieve their effects. Psi-users are essentially identical to Trinity-era psions, with a handful of differences.
Altered Chargen Rules:
Psions gain a starting Psi of 1 and raise it via TP as normal (5 TP per dot, current x 8 XP costs). However, Psi effects use (Willpower + Psi).
Power Points:
Psions have Psi Energy equal to (Stamina + Psi * 2). Every point of Psi spent adds 2 successes to the use of a Psi mode.
Basic Benefits:
- 1 extra HL per point of Psi
- 1B/1L/1A soak per 2 points of Psi
Interface
The Priors created a sapient uplift virus eons ago, spread it far and wide, and soon after disappeared. Nobody yet knows what it is-a desperate attempt to ensure racial survival, some sort of dragon's teeth awaiting a war that never came, a benevolent gift to the other sapients in the galaxy, or any of a thousand other theories have been posited, but there is no evidence for or against any one of them. Most of the time, it stays inert. When it manifests due to replication error, it gives incredible power. Superhuman physical ability beyond the limits of normal flesh or machinery. Integrated attack powers, defenses, the ability to transmute matter. The only cost is that ever-so-slowly, the tendrils of advanced nanotechnology and things so far beyond nanotechnology rebuild the host body and possibly even the mind to forward their own agenda. The lucky ones gain the power of the precursors without any incredible physical mutation. Some are not so lucky.
Power Points:
The Prior mycelial network that infuses the bodies of metahumans and provides them their powers runs off of Bioenergy. Given their feats, even the notably increased caloric requirements of metahumans fails to explain where all the energy comes from-so the fuel for the body must be some sort of catalyst. Outlandish theories about hyperspace taps or wormholes to the Big Bang exist to explain how a 10,000 Calorie a day diet can allow someone to juggle tanks for hours or wipe out city blocks. Metahumans have a bioenergy reserve of (Stamina + Interface * 2). A metahuman regains bioenergy reserves at 1 point per hour of relaxation, and 2 points per hour of rest, as long as they have an adequate energy supply, such as food. Starving metahumans will not regenerate bioenergy.
Basic Benefits:
The nanomycelium growing throughout a metahuman's body is a technological marvel beyond compare. Not only does it channel abilities that challenge mundane physics, but it also substitutes as an environmental adaptation and survival system, transferring oxygen and nutrients directly into cells, sealing wounds, eliminating toxins, and fighting infections. Metahumans are immune to non-engineered diseases and any environmental conditions less harsh than exposure to the Arctic without winter clothes or running around the Sahara in a parka during noon, gain an automatic success on rolls to resist toxin exposure, add (Interface) to their natural bashing and lethal soak (as well as adding Interface/2 to their natural Aggravated soak), and have a number of extra health levels equal to (Interface). They automatically stabilize themselves at Incapacitated and will not bleed to death.
Blood Potency
Hybrids (crosses between the DNA of two races), scions (the offspring of a mythic spirit and a mundane being such as a human), chimerae (multi-race hybrids), pureblooded mythic creatures or aliens of particular levels of power, all have varying levels of potency in their superhuman abilities. Of course, most genetic hybrids do not actually have any powers worth noting, but this covers PC-grade progeny of godlike beings.
Power Points:
The superhuman capabilities of these creatures are innate, whether mystical or super-science bioengineering in origin. As such, their power points are Fatigue. Unleashing their powers tires them, and they recover from exhaustion just like anyone else does-with rest and relaxation-only turned up to 11, as befits their posthuman capability. Hybrids have a fatigue reserve of (Stamina + Blood Potency * 2). They regain these power points at the rate of 1 point per hour of relaxation and 2 points per hour of rest.
Basic Benefits:
Hybrids gain 2 TP, and an additional 1 TP per dot of Blood Potency, to buy body modifications or Minor Edges as befits their concept.
Restrictions:
Unlike a metahuman, hybrids do not define their powers from a combination of alien nanovirus and human (or alien) desire. Their powers are defined when they are born, via engineering or just the legacy of their parents. As such, they should always have a clear and narrow thematic wherein they pick their powers from that they cannot escape. This does not mean they may never buy new powers. Someone born of the god of storms may start off with the ability to throw lightning bolts, but should probably be allowed to buy the power to fly and manipulate the weather. The power to heal people, though, is probably right out.
Note that unlike Priors, which may only buy Powers, Scions and similar races may buy any type of posthuman ability, including Aptitudes, Knacks, and Powers. However, they should be limited to a fairly narrow array of such.
Augmentation
Super-science and super-engineering have allowed for artificial posthumans to be created, beings that gain their power from scientific and reproducible processes. Similarly, magi have plenty of methods of making superhumans, from willingly fusing spirits to a host in a permanent ritual, or Although most of these enhanciles are very low-power (5-15 TP) and preferred because they can be produced en masse, there are the rare beings who are built to PC-grade levels, capable of standing up to any other superhuman.
Power Points:
Augmented individuals do not have power points, as they buy all their powers as Gadgets.
Basic Benefits:
Hybrids buy all gadget powers as their Augmentation rating. They do not have any restrictions to what powers they can buy because of it.
Restrictions:
Augmentation has no restrictions, outside of the fact that all powers are purchased as "gadgets". This doesn't mean they have to be corporeal, but it does mean they can be excised. A mystical medium possessed by a spirit of justice is vulnerable to having that spirit excised, an artificial psionic who relies on neural implants is vulnerable to those implants being overloaded, and so on.
Arete
Heroic figures are the unlucky gamblers facing the house in an unfair game-but their dice are always loaded. Via being extremely fortunate, possessing ability that edges above what is possible for a human (but never exceeds it to the extent of other posthumans) and general excellence, their capabilities are impressive in a different way to the blatant power of mystics, demigods, and enhanced supermen.
Power Points:
Heroes draw power from their own excellence and their own certainty, running off of Confidence, which they have a reserve of equal to (Arete * 2). They regain 1 point of confidence whenever they fulfill one of their willpower regain conditions, succeed in an extremely impressive way (a roll with a margin of success of 5+) which gives no other benefit, or a good night's sleep. In addition, heroes have one last advantage. They may trade Confidence and Willpower freely, spending one like the other.
Basic Benefits:
Heroes are extremely focused, rarely prone to failure, and very hard to get rid of. They gain a number of Heroic Health Levels equal to (Arete * 2), may reroll up to (Arete) failed rolls a session, and gain double benefit whenever they spend Willpower.
Failings
Being a great man is not all cookies and sunshine. Failings are the side effects of power. Some character types have Failings that work like Taint, slowly accumulating permanent disability. Others have Failings which work more like Exalted's Limit, relatively quickly accumulating points and bleeding them off. Failings can bring benefits, but are often more trouble than they're worth.
Paradox
Non-Channeler mystics who use Imagos warp the world in extremely brutal, unpredictable ways. The repercussions they inflict commonly create unwanted effects, backlashing on the user. The power and will of a mystic allows them to contain this force, compensating for it by sheer force of will, but more often than not the results leak out. This leakage is called Paradox.
Mystics gain 1 point of Paradox whenever one of these results is achieved. Note that all of these conditions are cumulative.
- Botching any use of Imagos
- Failing a direct use of Imagos on an animate object
- Spending more than (Intelligence) points of Quintessence to enhance spells in 1 scene
- Casting any magic reflexively (instead of taking an action to use it)
- At character generation, a mystic may take a point of Permanent Paradox for +2 TP. Permanent paradox is never removed, but is always rolled for backlashes and counts towards wild die.
Having a high level of Paradox increases the unpredictability of spells. For every 4 points of Paradox a Mystic possesses, Imagos rolls gain a 'wild die'. This die normally has no effect, but if any wild die roll a '1', the character's spells are warped, with one ST-dictated change (or, as an alternative, one player-dictated change that inconveniences the mystic). This change is generally inconvenient (a quiet stun spell manifests as a loud and visible lightning strike, a lethal attack spell brings a building down between you and the target, allowing him to get away) but rarely directly harmful to the mystic or his allies (so no warping healing spells into horrible direct attacks. Making the healing spell affect everyone on the field, friend or foe, however, is valid).
Also, whenever a character accumulates additional paradox, they risk a backlash at the end of the scene. Backlashes are unpredictable, wild manifestations of magic that are rarely for the better. A mystic who suffers the risk of a backlash may either allow it to happen, or roll (Willpower - Paradox) to prevent it. If a character's current Paradox is higher than their Willpower, the backlash may not be prevented. When a backlash happens, a mystic rolls his/her current paradox total. Each rolled success increases the backlash's potency by 1 (a backlash starts at potency 1) and removes 1 point of paradox from the total. Every point of Potency allows the ST to reduce any single trait of the mystic by 1 for a scene, add +1 difficulty to a roll, or creating 1 inconvenient or negative environmental change (such as repelling metal, or feeling double normal gravity). Backlashes generally, but do not always, relate to the most recent castings of the mystic.
As an alternative to suffering paradox, a mystic may seek to mitigate its effects via using Quintessence. The character may spend points of Quintessence up to her Imagos rating at the end of a scene, and roll that many dice, with each success mitigating 1 point of Paradox gain.
Insanity
Chanellers are not all there. Overuse of their powers and constantly straining them fractures their human worldview, brings them closer to the truth of the universe-and Lovecraft was at least partially right. Under the veneer of human conventions, language, and descrption, the universe is an uncaring, harsh place, one which the human mind, stripped of the protective measures of cognitive dissonance and logical fallacy, fails to survive. Channelers, when exposed to the universe, adapt to it and find their own strength, their worldview slowly warped into alien patterns by having to face reality without the aid of self-delusion.
Chanellers gain 1 point of permanent Insanity for every dot of Imagos they have above 4 and every dot of a Mega-Mental or Mega-Social attribute they possess. This means all Chanellers start with a minimum of Insanity 1. Whenever they pay Quintessence to augment one of their magical actions or botch a magical action, they gain 1 point of temporary Insanity (a limit of 2 points may be gained this way per scene). Finally, whenever they spend Willpower on an action that fails anyways, they gain 1 point of temporary Insanity.
Temporary Insanity may fade away at the rate of 1 point per session in which no insanity is gained.
Every point of Insanity, temporary or permanent, gives the character a point of a mental aberration (as in Aberrant). A minor mental aberration counts as 1 point, a moderate one 2, and a severe one 4. Furthermore, characters add +1 difficulty to all rolls to interact in a non-threatening manner with other people past Insanity 4 (and another +1 difficulty for every 2 points of Insanity past that).
Overload
A Psion rolls their Psi rating as a backlash roll at the end of any scene in which they used their powers. Each success is 1 unsoakable level of bashing damage that may only be healed naturally. Similarly, failed psionic effects or overstressing psionic effects are straining. Spending more than Psi/2 points of Psi on a single effect forces a backlash roll, as does a critical failure on any psionic roll or spending Willpower on a Psionic roll.
Overload has no other inherent problems.
Hubris
A Hero gains Hubris points whenever he acts against his concept or fails in a task he should be good at. Whenever a hero refuses to act on her Virtue when an opportunity presents itself, or her Vice in a similar situation, the hero rolls 1 die. If this dice comes up successful, he gains a point of Hubris. Furthermore, if a Hero fails a roll where the Hero uses Confidence, the hero must similarly roll 1d for Hubris gain.
Hubris affects a hero negatively in this fashion:
- 1-3: Hero halves WP gain from his Virtue.
- 4-6: Hero gains an additional Vice. This is typically identical to the hero's Virtue (unless the hero has an identical Virtue and Vice).
- 7-9: Hero may no longer regain WP from acting upon a Vice under any circumstances.
- 10: Hero must act upon his Vices under all circumstances.
To lower Hubris, a character must succeed on something he failed at previously, or act upon his Virtue. After either is done, the character rolls 1d. A success on this roll reduces Hubris by 1.
Edges
Edges are weak powers derived from one source or other that anyone can acquire. A scion or mystic creature may have some fixed magical effects, anyone with enough pluck, determination, overall excellence, and sheer iron will can gain some level of capital-H Heroism, and there are those who have weak psionic ability or a faint amount of divine blood.
"Minor" edges are very weak versions of powers or duplicate innate abilities of a superhuman type, equivalent to Adventure! knacks. "Major" edges are outright equivalent to low-end abilities a superhuman classification has and cost 4 TP each. Edges are deliberately inefficient, as they cross boundaries and archetypes.
Minor Edges
Durant (1 TP/5 XP): The character's origin makes them incredibly hard to kill. They might have replaced most of their flesh with metal and plastic, be attuned to the universe to the point where it keeps them alive when other people would be at death's door, be descended from a race of beings legendary for their toughness, or so on. The character is immune to most hostile weather conditions (anything that wouldn't instantly kill a human is fair game) and gains 1 health level per dot of their powerstat. THis is equivalent to the metahuman basic benefit and therefore cannot be purchased by metahumans.
Major Edges
Heroic [Attribute] (4 TP/12 XP): The character gains a single dot in a Mega-Attribute. This may exceed
New Powers
Imagos
Imagos works differently from psionics. A mystic can create any effect in a Realm allowed by his or her Permissions, rather than using fixed spheres of effect or fixed aptitudes. These effects are minor, no matter the mystic's power level, unless enhanced by Masteries.
Realms
Realms do not have fixed definitions. A realm can be defined at purchase as any fairly broad field of related items. "Corpses", "Cars", "Weapons", "Humans", "Fire", "Love", etc all count as Realms. A character gets a first Realm free, and pays 3 TP or 12 XP per additional Realm they can affect.
Permissions
Permissions cost 2 TP or 8 XP each, but each permission is tied to a realm (e.g. Alter-Weapons). To have a permission cover multiple realms, it must be repurchased for the additional realms. Note that permissions affect whole objects, not parts. Unlike psionics (where control over fluids and molecules lets you, for example, exsanguinate someone), magical abilities are defined by the result. If the direct effect of a spell will kill someone (like turning someone's blood into wine), it falls under the Destroy/Harm permission. If the direct effect is repairing a wall, it doesn't matter that you're just creating stone-however, a mage who creates a rock then fixes the wall via the rock and judicious use of mortar merely needs the Create permission. Mages can get around this via indirect effects (creating a spear, then sending it speeding off towards someone)-after all, the mage isn't directly harming someone in that case. Mass times velocity squared does that.
Alter: The Alter permission allows a mystic to alter something belonging to a valid realm. A mystic can change the shape, potency, and purity of an item with this permission, such as bending fire or light around someone as a defense. In conjunction with this permission on another realm, a mystic may transmute one object into another.
Animate: The Animate permission allows a mystic to move and breathe life into objects. Mystics can use this for anything from animating golems or undead to levitating and moving objects, to directing energy as a weapon. At a high enough level of mastery, it allows the granting of self-awareness and self-will to objects as well.
Create: This permission allows a mystic to create an item out of thin air. More difficult than summoning (unless dealing with unique or rare items), this allows for the increasing of an energy source's intensity, as well as creating more of something. Items summoned via creation are ephemeral by default, fading at the end of the scene, unless invested with quintessence.
Destroy/Harm: This permission allows a mystic to break something down and degrade it, generally as a form of attack. However, there are utilities for such a permission, such as digging holes in walls and such.
Heal: This permission allows a mystic to make something whole again. Although most typically matched with realms that affect the material to repair bodies and machines, this can be used to heal mental illness, or to provide an uninterrupted flow of power.
Summon: This permission allows you to transport a quantity of the realm from somewhere else to here without impinging on the intervening space.
Masteries
As the number of successes needed for higher-level effects builds, the need for Masteries becomes more and more important. A Mastery is effectively a specialty for Imagos, enhancing a specific use of magic (such as summoning creatures, or direct attack, or enhancing a certain subset of attributes-physical, mental, or social. Masteries cost 2 TP or 8 XP each and add +1d to Imagos when applicable. A character may only double his dice pool with Masteries.
Basic Rules
Animation: The first success on an animation roll creates 2 golems with 5 health levels, no wound penalties, and a total of 6 dots in physical stats, soaking lethal damage with full stamina, with an initiative of (Dexterity). Each success beyond that may either add 2 creatures, add +2 total to physical stats, or add +1 to soak and 2 health levels per creature. Note that unlike Emulating Quantum Construct, these creatures are significantly weaker-but cost a lot less and are more reliable.
Changes: Every 2 successes allows the temporary granting or removal of 1 dot of an attribute or ability or the granting of 4 XP worth of body modifications.
Damage: Damage can be done either directly (Via the Destroy/Harm permission) or indirectly (Animating a spear to impale someone, Summoning a firestorm, etc.). No matter the fashion, damage spells deal 3 lethal or bashing damage per success, with a damage add of [2] per success after the 5th. The disadvantage of direct damage of this sort is that it is often inefficient compared to emulating more dangerous powers, but it is more reliable. Direct attacks cannot be dodged or blocked, but may be resisted, while Indirect attacks ignore innate resistances but may be dodged or blocked.
Duration: Effects are normally of instant duration-i.e. lasting one roll-although damage and healing are permanent. Increasing a power's duration to scenelong adds +1 to the difficulty, while increasing it to day-long is +2. An effect invoked for a week is +3 and requires double the normal number of successes, and Indefinite is +4 and requires double the normal number of successes. Indefinite effects last until actively dispelled. An Indefinite effect may be made Permanent via the expenditure of XP.
Effect Area: Effects normally affect a single target of Size 0, or a 10 meter radius. Doubling the number of targets affected, the effect radius, or adding +2 to the Size of the object it affects adds +1 to the difficulty of the roll.
Healing: Every success allows the healing of 1 bashing health level, or the conversion of 1 lethal health level into bashing. Every 5 successes allows the conversion of 1 aggravated health level into lethal. Like dealing damage, a far more effective but less reliable method is power emulation.
Power Emulation: To emulate a power or aptitude, the character must have all the valid permissions, and roll a number of successes equal to power's level times the desired rating. Psionic aptitudes are considered level 4 powers. The character uses Imagos to replace the powerstat. As an example, a character with Imagos 4 emulating Quantum Bolt 5 (by summoning up a fireball) requires 10 (rating of 5, level of 2, so 5 * 2 = 19) successes and has an effective powerstat of 4. Each Extra added to this increases the effective power level by 1. Rolling insufficiently well to emulate a power causes the effect to fail. A successful emulation is assumed to have 1 success on its activation roll. Any additional successes add to the activation roll on a 1:1 ratio. Mystics may not emulate Mega-Attributes or Knacks.
Ritual Magic: At any point in time, a mystic may do anything ritual magic can as long as the appropriate permissions exist. This works as a normal ritual magic roll, but takes 1 turn instead of 1 hour and ignores any penalties for low ambient aether. However, fast-casting ritual magic in this way does not allow multiple rolls to stack successes.
Shielding: Shielding spells provide either 2 external health levels or 2B/2L soak per success. Shielding against aggravated damage requires double the number of successes.
Summoning/Teleporting: 1 success allows the summoning or teleporting of an object up to 1kg in mass. Every additional success multiplies the maximum mass of the summoned object by 10. The base difficulty is 0, +1 if the nearest object matching the mystic's desires is more than 1 but less than 10 km away (same city), +2 if the object is 10-100 km away (same county/territory), +3 if the object is 100-1000 km away (same nation), +4 if the object is 1000-10,000 km away (same planet), and +5 for distances beyond that. The difficulties are used for teleporting objects or people away as well, replacing the distance between the mystic and the nearest object with the distance between the mystic and the desired destination.
Utility Effects: Using magic to replace a mundane tool generally requires only 1 success for most tools. Complex machines and extremely high-performance tools require anywhere from 2 (pocket calculator) to 5 (jet aircraft) successes. Note that this does not require the character to just summon one of these objects (although it can be as simple as that). An entirely valid method of replacing an airplane would be to levitate oneself, and replacing a computer can easily be done via enhancing the workings of the mind.
Quintessence
A point of Quintessence can be spent to do any of the following:
- Add 2 successes to an Imagos roll
- Cast a spell reflexively as an extra action (this also inflicts paradox)
- Mitigate 1 point of paradox gain
Limitations
Active Spells: A character may only have (Stamina * 5) successes of simultaneous active effects at any one time. Past that, every additional 5 successes worth of magical effects, or fraction thereof adds +1 difficulty to all Imagos actions.
Counterspells: Characters with Imagos can counter enemy spells, with every 2 dots of Imagos or fraction thereof subtracting 1 die from the opponent's roll. This requires an action but is unaffected by normal multiple action penalties.
Resistance: Spells used as a direct method of attack can be resisted. Any character with Imagos adds half its rating, rounded up, to the difficulty of all spells attempting to affect them. Extremely high Willpower also provides some level of spell resistance, adding +1 difficulty to spell effects at Willpower 8, and another +1 difficulty (for a total of +2) at Willpower 10.