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Background Enhancements: It makes sense that a Nova with the world at his finger
tips might have more pull than the Pope, a cooler mansion than Hugh Hefner, and more
money than God. The Background Enhancements listed in Adventure! (pg. 149-151)
are perfectly viable additions to an Aberrant game. Characters may not start with one of
these at character creation, but may purchase them later with 12 experience points (and
a damn good reason!)
Gear (new background): The presence over Nova super science makes it entirely
likely that certain Novas would have access to devices and equipment well beyond the
current technological standard. In certain cases, these devices may even break the laws
of physics. Be warned, these devices will make the Nova a target for every techno thief
and Utopia Black-Tech recovery team. The rules concerning Advancements and
Innovations are located in Adventure! The player may also use Gear levels to secure
exotic devices already on the market. Consider the Gear rating as Resources+1 for
obtaining that particular device.
When Novas go Mad: While many Novas have gained a high enough degree of Taint
to thoroughly unhinge their minds, more than enough Novas go insane the old
fashioned way. At the STs discretion, any character who has undergone sufficient
trauma (losing permanent willpower, unintentionally slaughtering hundreds, prolonged
drug addiction, etc.) must make a Willpower roll at +1 difficulty (a Willpower point may
not be spent on this roll). If successful, the character retains their sanity, if failed, they
gain a derangement of the Sts choice (although it should be something appropriate to
the situation). On a Botch, the player gains two derangements. Derangements may be
bought of with 8 experience points and some really intense role playing. Sample
Derangements are listed on pg. 152 of Aberrant, but any other myriad of mental
problems may be inflicted on the hapless character, feel free to be creative (sadistic?).
Altitude: A nova that flies high enough will be exposed to the variety of different
Atmospheric conditions. A character who flies higher than 1000km is (for all game
purposes) in space.
6km to 15km: The primary hazard at this altitude is thin air. A character
makes an Endurance roll at +1 difficulty every scene at this altitude or suffer a
level of bashing damage. At 10 15km, the Nova can catch the jet stream on
a successful Flight roll and add an additional 300 kph to their travel speed
16km to 90km: The Environment at this altitude is low pressure and airless.
Characters are subject to Suffocation, Decompression, and Temperature
Extreme (Cold).
91km to 600km: Same as above, but the temperature extreme is Heat.
601km to 1000km: Same as above. Characters are also subject to Soft
Radiation damage (a level of bashing each turn).
Escape Velocity: Any Nova capable of flying under their own power and
reaching speeds of at least 2000 kph can power their way into space.
Collisions and Falling: In this genre, cars crash, people get slapped through buildings,
and occasionally worlds collide. The various situations are as follows.
Falling (Nova vs. the Ground): For a free fall, standard falling rules apply.
For a faster than gravity fall, apply 1 extra damage for every 20 kph of speed.
Soak counts as half against this type of collision. It also creates a
Shockwave effect with damage equal to the extra speed damage dice ( max
30) over an area of (Damage dice x 5) m.
Falling Objects: A falling object inflicts 4d + (2d/ per 5 tons mass) + 1 per
3m fallen. This damage is lethal at greater than 30m and soak is reduced by
half.
Head on Collisions: Head on collisions are particularly nasty. Both parties
must resist the damage of their opponents impact (at full damage) and their
own (damage reduced by 1/2).
Momentum Collisions: What happens when the character would like dearly
to stop moving, but cant. The victim takes 1d B and travels 3 meters for
every 20kph they were traveling. Characters with Hyper move only take 1d
for every 50kph they were traveling (insulated by their powers).
Orbital fall: Calculating the damage of a drop from orbit involves math far
too complicated for the story to require. For easy reference, assume that
when the poor bastard hits atmosphere, he will be traveling at roughly 1,600
kph (a bit under the speed of Earths rotation). He will take [20] L from re-
entry (reduce by half if they posses Hardbody or Impervious. Negate
entirely if they posses Adaptability (as an actual extra, not from Shapeshift
or Bodymorph). A nova with flight may negate this unwholesomeness with a
Dex + Flight roll at +3 difficulty. Assuming they didnt burn up in re-entry, the
nova still collides with the Earth at a frightening speed. Impact inflicts 40d L,
with soak counting at half. This creates a 30d shockwave over a radius of
100m.
Vehicle Collision: A vehicle inflicts 1 die if Lethal damage for every 20kph of
speed, and suffers of this damage itself. A vehicle has base damage of 2
dice with an additional 2 dice for every 5 tons of mass.
Elemental Effects: Certain elements have inherent effects and qualities, regardless of
how they were generated (natural or quantum sources).
Acid: All soak values are considered 3 less against Acid-Based attacks.
Impervious and Hardbody resist this effect.
Fire: Fire based attacks always inflict lethal damage (a bashing fire attack is
simply intense heat). A target that suffers two or more levels of lethal damage
from fire is considered to be on fire, and will suffer 3d of lethal damage the
following turn, then -1 die of damage each turn afterward. (If all dice are
exhausted, or no damage successes are rolled, the fire is considered
extinguished.)
Electricity: Electrical attacks gain the Area extra if directed into water or
used in water (the area only applies to things in the water). Electrical attacks
can also be directed through conductive materials, losing 2 dice of damage
for every meter traveled.
Sonic: Any Sonic attack intense enough to inflict physical damage typically
ignores artificial armor or the Armor power. This is ignored if the target is
bodymorphed into something without functioning internal organs. The
Impervious extra or Hardbody enhancement also ignores this effect.
Explosives: Other than the obvious peril of things exploding, any character at point
blank range (less than 1m) may only use half their soak against high yield explosives
(plastic explosives and similar compounds). The Impervious extra negates this penalty.
Gravity: Varying gravities have a variety of game effects. All bonus and penalties affect
all relevant dice pools and derived values. When determining damage and dice pools,
the Attribute penalties affect the Mega- Attribute maximums. When determining whether
or not a novas motion is affected by gravity, use the full value. STs may chose to inflict
Might and Endurance penalties where appropriate. The Irresistible Force enhancement
allows the Nova full mobility (penalties to attributes are still applied) and Adaptability
negates any Gravity- related damage (from a non-quantum source).
Flight in Gravity: Every Gravity level beyond Standard Earth reduces Flight by
1 dot. A character reduced to zero dots can no longer fly. This also affects
Hypermovement. A character needs Flight (or Hypermovement) mastery in order to
maintain mobility at higher than 80G.
Micro- Gravity (less than 1G): Characters in less than 1G Gain 1 dot in
both strength and stamina (even if this takes them above 5, this does not
translate into Mega-Attributes, only an extra dot of regular attribute). But the
character also loses a dot of dexterity (minimum 1).
Standard Earth (1G): Regular Gravity, no bonus, no penalty.
Increased Gravity (1.5G 3G): Characters in this gravity range lose two
dots from both strength and dexterity (due to resisting the increased pull).
High Gravity (3.5G 6G): In addition to the previous penalties, characters
in this environment must make a successful Might roll in order to move or act.
Mega Strength negates this. Characters must also make a successful
Endurance roll every scene (or hour) or suffer a level of Bashing damage
(cannot be soaked).
Heavy Gravity (6.5G 11G): As above, except the Might roll is at a +2
difficulty. A nova with Mega Strength of 2 or better negates the Might roll.
Novas with Mega-Strength 1 must make the Might roll at normal difficulty
(Mega-Strength does not apply to this roll). The Endurance roll is made every
turn at +2 difficulty.
Intense Gravity (11.5G 20G): As above, except the Might roll is at a +4
difficulty. A nova with Mega-Strength of 4 or better negates the Might roll.
Novas with Mega- Strength 3 or less must make the Might roll at +2 difficulty
(Mega-Strength does not apply to this roll). The Endurance roll is made every
turn at +4 difficulty. The damage is considered lethal. Needless to say, this
will kill most baselines in moments.
Extreme Gravity (20.5G and 79.5G): Characters without Mega - Stamina
in this Gravity die in moments (suffer 2 levels of lethal damage a turn,
unsoakable). Any character with Mega- Strength 4 or better must make a
Might roll at + 2 difficulty to move (Mega-Strength does not apply to this roll).
Those with less Mega Strength are automatically pinned to the ground.
Those with Mega-Stamina make an Endurance roll at +4 difficulty every turn
or suffer a level of Lethal damage. Only the most powerful can survive this
degree of constant force.
Beyond (over 80G): A Nova needs Quantum 6+ and Adaptability to even
think about surviving this environment. Even then, they take penalties and
damage as if they were at Heavy Gravity (Adaptability does not protect from
this damage). Likewise, maintaining effective motion requires Mega- Strength
of 6 or better and the Irresistible Force enhancement. At Quantum 8+, a
nova with Adaptability may ignore even this damage.
Magma and Molten Material: Molten stone or metal (usually) inflict 8 to 10 dice of
Lethal damage for each turn of contact (this is considered Fire damage). Materials with
lower melting points typically inflict less damage (assume that the damage while molten
is equal to its soak value while solid).
Sonic Booms: Whenever a character breaks the sound barrier (achieving a speed of
over 2000kph) it creates a Sonic boom is his wake. The Boom counts as a Mega-
Strength 4 Thunderclap and a 2 Dot Strobe (Sonic) effect.
Blizzard: The primary hazards of a blizzard are the low temperature, lack of
visibility and slick conditions. Consider all targets operating in blizzard
conditions to be at +2 difficult on tests involving navigation and perceiving
things at a distance. This penalty is cumulative with any other vision-based
penalties. All characters moving in or operating vehicles suffer a -2 penalty to
dice pools. Low temperatures induce a degree of numbness. (Usually a -1 or
-2 dice penalty to those without Mega- Stamina).
Driving Rain: While relatively common in some regions, heavy rainfall
backed by high winds can complicate even the most pedestrian tasks.
Characters exposed to a heavy rainstorm operate at a-2 penalty to dice
pools. Vision based rolls also suffer a +1 difficulty modifier.
Earthquake: The havoc to property caused by an earthquake is legendary.
An earthquake inflicts (2 bashing/ per point of Richter Scale intensity) to any
structure in the area of effect (usually several kilometer radius). Maintaining
footing requires a Might or Athletics roll at +2 difficulty. The primary hazard of
an earthquake is the collateral damage. Fissures, Sinkholes, and Collapsed
Structures can devastate entire cities (in game effects at STs discretion).
Hurricane: The brutal tropical storm combines the effects of Driving Rain
and Tidal Wave to hammer anything in its area of effect (storm size varies
greatly, from 10s, to even hundreds of Kilometers across). Structures also
suffer 1 to 5 dice of bashing damage every scene (usually about every
hour).
Lightning: A direct hit from a (natural) lightning bolt inflicts 10 levels of lethal
damage (Artificial Armor does not defend against this damage). This may be
soaked as normal. A near-miss (the character makes a successful Athletics
test) inflicts 10 dice of bashing damage (also soaked as normal).
Tidal Wave: Massive waves caused by seismic disturbances can punish
coastlines and occasionally wipe seaside communities from the map. Tidal
waves can inflict between 5 and 20 bashing damage at intervals determined
by the ferocity of the disturbance (one big wave or a series of smaller waves
and everything in between). Anyone caught in a wave must a contested Might
roll against the wave (effective Might equal to damage dice) and an Athletics
roll (+2 difficulty) or be swept out to sea.
Tornado: A tornado is considered to do 4 bashing a turn (per degree of
intensity) to anything in the storms area of effect. (Usually about a .5
kilometer radius). A high intensity (F5) inflicts about 20 basing a turn to
anything in its area of effect. In addition, any one within 20m of the funnel
must make a contested might roll against the Tornado (effective Might equal
to damage dice). Character who fail the Might contest against the Tornado
are sucked in. Every character in the area suffers a -2 penalty to dice pools
from the high winds and flying debris.
Serious Matter: Materials
Materials and Mass: For ease of reference, the following materials have the listed
masses (kg/m^3).
Aluminum: 2700kg/m^3
Concrete: 2300kg/m^3
Glass: 2600kg/m^3
Ice: 900kg/m^3
Steel: 7850kg/m^3
Stone (Granite): 2600kg/m^3
Wood: 680kg/m^3
Super-Materials: The miracle of Nova science has created materials with properties far
beyond those created by traditional means. Values are listed for 1m^3.
Armored Combat: To following rulings are intended to clarify and redefine various
game issues concerning vehicle-scale combat.
Armor Add: this is the number presented in brackets ([ ]) next to soak in the
vehicles (or objects) attributes and statistics. The number therein is
subtracted from the base damage (before attack successes are added) of
any non-vehicle scale attack. If this reduces the base damage to zero, then
the attack is ineffective, no matter how many successes are rolled. Any
remaining damage is soaked by the objects regular soak as normal.
Damage Add: this is the number presented in brackets ([ ]) in the damage
description of weapons and nova powers. The number therein represents the
number of damage levels inflicted automatically, in addition to any damage
dice. This net damage is reduced by soak as usual, with the Damage Add
being reduced first.
Damage Add vs. Armor Add: When attacks with a Damage Add are
resisted by Armor Add, the Adds (numbers in brackets) are completely
disregarded, resolving the combat using only the damage dice pools and
base soak values.
Dog fighting: For all intents and purposes, Vehicle to Vehicle combat is
resolved exactly like person to person combat, with a few exceptions.
1) Position: The winner of initiative is assumed to be in superior position,
and can freely attack those who scored lower on initiative.
2) Position Maneuvers: A character may initiate certain maneuvers other
than an outright attack. A few examples are as follows:
Outrun A character may just try to outrun their opponent. A Pilot roll (at
+2 dice if the opponent is slower, at +2 difficulty if the opponent is faster)
allows the Pilot to move at double the vehicles Combat movement that
turn. The opponent must spend an action and match the Pilots successes
in order to keep up (same speed penalties/bonuses apply).
Chicken - The pilot sets a collision course with an opponent. The pilot
and the opponent both roll Wits + Intimidate (The opponent at a +1
difficulty). The loser veers off, suffering a -2 on their next initiative. On a
tie, both Pilots keep their course. The following turn, both Pilots roll
Willpower (+1 difficulty), with the loser veering off (at the same penalties).
If they pilots tie again, they suffer a head on collision (see Collisions, pg.
XX).
Follow Me - The pilot makes a series of hair-raising, near-miss
maneuvers through canyons, skyscrapers, and other high risk
environments. What ever maneuver the Pilot successfully executes, their
pursuer must match them. Failure means either pilot aborts their course,
a botch means a collision with something large.
Ram- an intentional collision, resolve as normal.
Initiative and Multiple Actions: A character may only split actions on their initiative. If
forced to take a defensive action, the character must use his full action, a Quickness
action, or use the full defense option. The Redirection enhancement allows a character
to take split actions on a defensive action.
Holding Actions: A Character may hold his action in order to interrupt another
characters action. The character holding actions automatically acts first. Only the
characters first action may be held this way. A character may only hold an action to the
last initiative count of the combat round. Any Quickness actions that player would
receive are lost for holding their action that long.
Melee Styles
Ear Box: The fighter slaps both of his hands against an opponents ears,
causing air pressure to rush into their ears, causing intense pain (and
temporary deafness). Soak is reduced by 1/4 against this attack (rounded
up).
Ability: Brawl 2
Difficulty: +1
Accuracy: -2
Damage: Strength Bashing. The victim must also roll Endurance at +2
difficulty or be Dazed until their next initiative.
Eye Gouge: Desperate and dirty as hell, the fighter rakes his opponent
across the eyes.
Ability: Brawl, Martial Arts
Difficulty: +3
Accuracy: Normal
Damage: Strength -2 (minimum 1), Targets damaged by this attack are
considered Blinded until their next initiative.
Feint: The attacker pretends to strike at one area, and then quickly strikes at
a different area. Rather than making an attack, the attacker rolls Manipulation
+ (Brawl, Martial Arts, Melee). The opponent resists with Wits + (Brawl,
Martial Arts, Melee). If the character is successful, their opponent loses two
dice on their next defensive action against the character. The penalties from a
successful Feint do not stack, but may be repeated.
Ability: Brawl, Martial Arts, Melee
Difficulty: Normal
Accuracy: Normal
Damage: None
Fist Catch: Sometimes, a fighter simply has to show his opponent whose
boss. Few things do that as well as catching your opponents attack. A fighter
acting at a higher initiative may chose to delay his action in order to intercept
his opponents hand to hand attack. The fighter makes a Brawl, Melee, or
Athletics roll at a +2 difficulty instead of a normal defensive roll and spends a
Willpower point. If successful, the fighters immediately make contested Might
rolls (the defender gets extra dice equal to net successes on the
Brawl/Martial Arts/Athletics roll). If one opponent has Mega-Strength and the
other does not, he wins without making a roll. If the attacker loses the Might
contest, he is considered to be in a Clinch (resolve as normal). The fighter
may also make an Intimidate test against his opponent with +2 dice.
Ability: Brawl 4+, Martial Arts 4+, Athletics 5
Difficulty: +2
Accuracy: Normal
Damage: none, resolve Clinch as normal.
Groin Strike: If all else fails, hit them in the nads. This doesnt work if the
target has no external nads to hit.
Ability: Brawl, Martial Arts, Melee
Difficulty: +3
Accuracy: Normal
Damage: Normal for the attack, the victim must also roll Endurance at +2
difficulty or be Dazed for (Damage inflicted) rounds.
Heavy Attack: The character sacrifices defense for offense, putting extra
force behind a strike. When using Heavy Attack, the character gains and
additional 3 dice to damage, but suffer a +2 difficulty to defensive rolls until
their next initiative. This may only be attempted with punches, kicks and
weapon strikes.
Ability: Brawl, Martial Arts, or Melee (must be taken as a specialty)
Difficulty: (Normal Maneuver difficulty) +1
Accuracy: Normal
Damage: (Normal Maneuver) +3
Kick Up: The character may regain their footing immediately after a
knockdown. Successfully using this maneuver allows the character to ignore
the initiative penalty suffered after a knockdown. Requires the expenditure of
a Willpower point.
Ability: Martial Arts 3+ and Athletics 3+.
Difficulty: +1
Accuracy: Normal
Damage: None
Neck Snap: The combatant grabs an opponents head and twists in a
direction God never intended. This will kill most Baselines outright and
severely hamper all but the toughest Novas. This can only be done after a
successful hold maneuver, and requires a Willpower point to execute.
Ability: Brawl 5 or Martial Arts 4+. The character must also have Might 3+ or
Mega-Strength.
Difficulty: +2
Accuracy: Normal
Damage: Strength + 2 Lethal. Lethal soak is reduced by . Hardbody
negates this penalty. Assuming the target lives, they must make a successful
Stamina roll (+2 Difficulty) or be Paralyzed (cannot move) until fully recovered
(back to Hurt on the Health Track).
Quick Attack: The character sacrifices power for speed, lashing out with a
quick, light blow. When using a Quick Attack, the character acts at 2 initiatives
higher then what they rolled. This may only be attempted with punches, kicks,
and weapon strikes.
Ability: Brawl, Martial Arts, or Melee (must be taken as a specialty)
Difficulty: (Normal Maneuver difficulty) +1
Accuracy: Normal
Damage: (Normal Maneuver) -2
School Boy Pin: A simple maneuver, when your opponent has been
knocked down, the character may leap on top of them and begin pounding.
This may only be attempted on an opponent who has been knocked down
and functions as a Clinch.
Ability: Brawl, Martial Arts, only on an opponent who has suffered a
Knockdown.
Difficulty: Normal
Accuracy: +1
Damage: Strength +2.
Strangle: Simply choking the life out of an opponent. The character enters a
clinch with an opponent. On the following turn, the nova rolls Strength +
Brawl/Martial Arts contested against his opponents Endurance total. This
other wise functions as the Asphyxiation Attack maneuver. This is
ineffective against opponents that dont have to breathe.
Ability: Brawl, Martial Arts.
Difficulty: Normal
Accuracy: Normal
Damage: Special
Nova Maneuvers: The incredible powers available to Novas allow for equally
impressive displays of combat prowess.
Burrow: The Nova may use their strength to move large quantities or earth
and bore through the ground like a quantum mole.
Prerequisites: Mega-Strength 2+, Crush, Fast Tasks.
The nova can move roughly 3 x Mega Strength Cubic meters of normal
soil, or Mega- Strength cubic meters of dense soil a turn. This lets the nova
move through the ground at 3 x Mega-Strength (Mega-Strength for dense
soil) meters per turn. This is modified by enhanced movement and costs 1
extra quantum a turn. This creates a 5 die Shockwave effect on the surface.
Drill: The Nova may bore a hole through the ground (or other surfaces) by
simply spinning in a circle very rapidly.
Prerequisites: Mega-Strength 3+, Mega Dex 3+, Physical Prodigy, Armor
2+or Invulnerability: Physical 1+, Enhanced Movement, or Hypermovement
1+.
The Nova can inflict (Mega-Strength automatic successes) dice damage
to the surface immediately beneath them. If this is greater than the surfaces
soak, the nova bores strait down a number of meter equal to 3 x Mega
Strength rating. This is not modified by enhanced movement.
Full Tilt Hyper Slam: As presented in Aberrant, the nova using the Aerial
Slam and Hyper slam maneuver is assumed to slow to a more controlled
pace is order to make a successful attack. In some situations, however, the
nova may wise to ram into an opponent at the fastest speed possible. A nova
who wises to do this move must expend a point of Willpower to initiate it, and
must get a head start (must spend at least 2 rounds building speed). When in
range, the Nova makes the regular Aerial/ Hyper Slam roll at an additional +2
Difficulty. If successful, the Nova inflicts the same Base Damage, but gets +3
for Enhanced movement, and +5 for each level of Hypermovement, and the
Damage is Lethal. On the Downside, the damage the nova attacking must
resist is lethal as well, and they lose 5 points of lethal soak (protected by
power immunity). If the nova is not careful, this Maneuver could prove
suicidal.
Spinning Throw: The Nova grapples a target, spins around rapidly, and then
releases the victim, hurling their now-disoriented adversary away at a great
speed.
Prerequisites: Mega-Dex 3+, Enhanced Movement, Hypermovement.
After a successful Grapple or Clinch maneuver, the nova may spin their
opponent rapidly, and then release them. The victim suffers a knock-back,
with each level of Mega-Dex adding 2 meters of distance, and each level of
Hypermovement adding 5 meters of distance. The victim must also make a
successful Wits roll or be Dazed until their next initiative.