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er at any time
Conditions. Similarly, “an armor power” applies only and the bestowal has a Maintained duration, which can
to traits which provide an Armor rating, and so forth. itself be increased by the Duration power tag.
deflecting any incoming attacks, that is three number of successes required to do them are left up to
actions, even though one of them (Deflection) the Storyguide, using the following guidelines.
is normally a reflexive action. Splash must To perform a Power Stunt, the player spends
spend a Quantum point to do the mixed ac- one Quantum point and rolls the power in use. If
tion, allocate successes from her Quantum +
the power does not have a regular dice pool, roll
Power roll between all the actions, and spend
Quantum + Power rating. If the roll fails, the nova ac-
the additional Quantum points necessary to
activate her Quantum Anima power as well quires a point of Flux for overextending their powers
as the Attack and Deflection techniques. (as well as the usual Compensation). If it succeeds,
apply successes towards the desired Stunt. In gener-
al, successes can duplicate dots in another power or
Power Stunts effect — one dot per success, or cause some dramatic
While the powers in Aberrant cover a wide range effect, ranging from minor with one success to truly
of abilities and effects, they cannot account for ev- massive with five or more successes. Use the existing
erything a nova can possibly do, and novas are ul- Stunts from the Trinity Continuum Core Rulebook
timately limited only by their force of will, imagi- as guidelines and examples.
nation, and the extent of their energy manipulating
abilities. From time to time, players will come up Example: Antaeus’s player wants to use the
with things they would like for their nova charac- nova’s power over the forces of the natural
ter to do not specifically covered by the description world to accelerate the rot and decay of a
or game system of their powers. In these cases, the wooden structure. There’s no specific power
Storyguide may wish to call for a Power Stunt. for this, although things like a Disintegrating
Quantum Attack or Molecular Manipulation
Much like other Stunts, a Power Stunt involves allo-
do come close. The Storyguide calls for a
cating successes from a power use action to a specific Power Stunt and Antaeus’s player rolls a
effect. Unlike the specific Stunts given for actions in this dice pool of his Quantum + Nature Mastery
book and in the Trinity Continuum Core Rulebook, power rating, with a total of four successes.
however, Power Stunts are more freeform and the The Storyguide felt that two were enough to
or impacts), define which when the nova acquires the rating or Scale of the power source. A sec-
this power. (Note that novas do not count as power ond application of this tag extends the nova’s
sources for Absorption; see Quantum Leech on p. energy drawing range to Medium, and then
222 for that ability.) Long for a third tag. At the Storyguide’s discre-
When the nova is hit with an attack of the type tion, Siphon can be used to draw upon a par-
they can absorb, roll Quantum + Absorption as a re- ticular environmental element, such as smoke,
flexive action. Each success subtracts one success shadows, or greenery (plant life) as well as en-
from the incoming attack and adds one point to the ergy. If the nova can only use Siphon and loses
nova’s Quantum point total. Any remaining success- the ability to absorb incoming attacks, this tag
es from the attack can be applied to overcoming the is a cost of 0.
nova’s armor for Stunts such as Inflict Damage, as-
suming there are sufficient successes left. BOOST
Quantum points gained from Absorption can Quantum Minimum: Dots
replenish the nova’s spent points up to their usual Action: Reflexive
total. Any extra Quantum points beyond that fade Cost: 2 Quantum points
at a rate of one point per (Quantum + Absorption) Dice Pool: None
rounds, until the nova reaches their usual Quantum Range: Personal
point total. See Overcharging on p. 182 for the ef- Duration: Continuous (Rounds)
fects of a nova with Quantum points over their usual
The nova channels forces to enhance one of their
maximum.
own Attributes, chosen when this power is ac-
Absorption can apply the following special power tags:
quired. The attribute gains a number of dots equal
• Broad (2): The nova can absorb both radiant to the Boost rating. If raised to five dots, any addi-
and kinetic energy. tional Boost rating applies dots of the appropriate
Mega-Attribute instead. So, a nova with Might 3 and
• Duration (1): The power’s Duration extends Boost Might 3 would gain Might 5 (from 2 dots of
to Continuous (minutes) for the fading of ad- the Boost) and Mega-Might 1, for example. A nova
ditional Quantum points. A second application cannot use Boost to increase a Mega-Attribute
of this tag extends it to Continuous (hours). above her Quantum. The dots gained from Boost
• Restricted (–1 to –3): The nova’s Absorption fade at a rate of one per (Quantum + Boost) rounds
affects only a specific kind of energy, with the unless the nova spends the power’s Cost again to
tag value based on how restricted it is, such as maintain it.
–1 for only blunt kinetic damage, –2 for only Boost can apply the following special power tags:
electrical energy, or –3 for only hard radiation. • Extra Attribute (1): The nova’s Boost affects
• Siphon (1): The nova can “draw” from pow- two Attributes at once rather than one. For
er sources at Close range without touching each additional application of this tag, the
them as an ordinary action. Roll Quantum + Boost affects an additional Attribute. Multiply
Absorption, with each success granting the the power’s Quantum point Cost by the num-
nova one Quantum point, up to a maximum of ber of Attributes affected.
The nova can manipulate energy wavelengths • Sonic (1): The nova can Cloak any sonic vibra-
to cloak themselves from detection, essentially be- tions they emit, preventing anyone from hear-
coming invisible by controlling the energy they re- ing any sound they might make.
flect, disappearing from the visible spectrum. The
nova remains detectable to the wider range of elec- DENSITY
tromagnetic radiation, infrared and below, and ul- Quantum Minimum: Dots
traviolet and above. Action: Reflexive
While cloaked, the nova gains 3 Enhancement to any Cost: 1 Quantum point per dot activated
Defense rolls and stealth-related actions. The nova can Dice Pool: None
also make surprise attacks even after combat has start- Range: Personal
ed, if attacking someone unable to detect them. Duration: Continuous (Rounds)
A nova with Elemental Mastery has power over • Non-Terrestrial (1): The nova can create non-ter-
a particular element or force, including things like restrial environments, including toxic or radioac-
cold (or ice), darkness, electricity, fire (or heat), tive atmospheres and changes in local gravity. As a
gravity, light, magnetism, or radiation, or elemen- 0-point power tag, the nova can only create non-ter-
tal forces like air, earth (including soil and rock), restrial environments and not terrestrial ones.
plants, water, or weather. Players should feel free to
• Ranged (1): Each application of this tag in-
come up with other elements or forces suitable for
creases the Environmental Anima’s range band
Elemental Mastery with the Storyguide’s approval.
by one, starting from Medium to Long, then to
Choose one of the following base effects for
Extreme (10 kilometers), and a factor of x10
the nova’s Elemental Mastery: Environmental
per tag. This tag cannot be applied more times
Anima, Quantum Anima, Quantum Attack, or
than the power’s rating.
Shroud, all using the chosen element as the me-
dium. The nova can acquire the other effects as • Variable (1): The nova can mix-and-
Techniques (see the Technique Mega-Edge, p. match levels of Barrier, Complication, and
197, and Power Suites, p. 198), along with other Environmental Damage when they use this
Techniques that fit the theme of the Elemental power and can change the allocation at will as
Mastery. Examples include Absorption, Flight, a reflexive action.
Illusion, Quantum Aura, Quantum Construct,
Quantum Deflection, Quantum Field, and possi- FLIGHT
bly others. The Elemental Mastery suite may also Quantum Minimum: Dots
include various Quantum Attacks with their own Action: Reflexive
power tags as Techniques. Cost: 2 Quantum points
• Desperation Action Pool: Equal to half the The nova can also lower the agent’s effective
Secondary Pool, rounded down. rating in order to assign an additional dot to nova
traits, such as a nova with Quantum Agent 4 sum-
• Health: The number of Health Boxes the agent
moning a rating 3 agent with five dots in powers
has, equal to its Quantum Agent power rating
(four from power rating, plus one from lowering the
+1.
agent’s effective rating).
• Defense: The base Defense of the agent, equal • Agent Theme: Like other Quantum Powers,
to half its Quantum Agent power rating, round- Quantum Agent follows a theme, which de-
ed up. fines the type of agent the nova summons.
Common themes include the following:
• Initiative: Use the agent’s Secondary Action
Pool as its Initiative. ‡ Alien: The Quantum Agent takes the form of an
alien being, from a stereotypical science-fiction
• Powers: The agent has one dot in nova traits
character to a bizarre non-Euclidean monster.
(Mega-Attributes, Mega-Edges, or Quantum
Powers) per dot of Quantum Agent rating, di- ‡ Clone: The nova summons an agent that ap-
vided as the nova wishes within the agent’s pears identical to the nova and has similar
theme. The agent’s Quantum rating is treated abilities. The more powerful the nova’s oth-
as equal to the Quantum Agent power rating. er traits, the more dots in Quantum Agent
If desired, one dot of powers can be traded for are needed to create a comparable dupli-
four dots in regular Edges, or one dot in pow- cate. This theme is more common for stealth
ers can be traded for a one level increase in the novas who create clones, often with the
agent’s size Scale. Multiple tag (p. 218).
One of the more inexplicable nova powers, long as all the constructs are within the power’s
Quantum Constructs are, apparently, fields of range and do not exceed its other parameters.
force which are visible and solid, probably involv-
• Ranged (1 or 2): The power’s range increases
ing some form of gravity manipulation along with
to Long, and then to Extreme if this tag is ap-
strong and weak nuclear forces. The nova can cre-
plied a second time.
ate these constructs at will, forming them into any
shape, although simple geometric shapes are the • Selective (X): The nova can spend additional
most common: spheres, cubes, flat walls or barriers, Quantum points to adjust the permeability of
and so forth. a Quantum Construct. For each point spent,
A nova can create a Quantum Construct up to the nova may define something able to pass
size Scale 1, and it has durability Scale 1 with a soft through the construct as if it weren’t there,
armor rating of Quantum/2 and the Complete (3) from oxygen to water, metal, people, or elec-
and Environmental (2) tags. The nova can spend tricity for examples.
an additional Quantum point to be able to move the
Construct at speed Scale 1, plus 1 Scale per addi- • Size (1): The maximum size Scale of the
tional Quantum point up to the dots in the power. Quantum Constructs increases by 1.
A Quantum Construct can support weight with a
might Scale equal to its durability Scale. QUANTUM DEFLECTION
Quantum Constructs are not themselves use- Quantum Minimum: Dots
ful for attacks, but novas often acquire Technique Action: Reflexive
Mega-Edge dots for this power, applying them to Cost: 2 Quantum points
powers like Quantum Attack with the Entangle tag Dice Pool: Quantum + Power
(for grabbing and restraining) or straightforward Range: Personal
damage. Trapping a target in a hollow Quantum Duration: Instant
Construct large enough to contain them involves The nova can use fields of force and energy ma-
an Aim + Dexterity roll against the target’s Defense, nipulation to turn aside attacks. Roll Quantum +
with at least three successes for an Entrap Stunt. Power. Each success can add 1 to the nova’s Defense
Each dot of Quantum Construct beyond the first that round. This is in addition to the nova’s normal
gives the power one of the following tags, which can Defense Stunts in that round.
also be applied separately as regular power tags:
QUANTUM DISRUPTION
• Durability (1): The durability Scale of the
Quantum Constructs increases by 1. Quantum Minimum: 3
Action: Ordinary
• Invisibility (1): The nova’s Quantum Cost: 2 Quantum points
Constructs are transparent to visible light and Dice Pool: Quantum + Power
cannot be seen except using the Spectrum Scan Range: Medium
Mega-Edge or similar sensing mechanisms. Duration: Instant
• Multiple (X): The nova can create multiple The nova can disrupt other manipulations of funda-
Quantum Constructs at once by paying the mental forces on the quantum level, effectively block-
power’s cost multiple times, up to a maximum ing or dissipating the effects of other nova’s Quantum
number of times equal to the power’s dots, so Powers. Roll Quantum + Quantum Disruption and
SHROUD
Quantum Minimum: 2
Action: Ordinary Quantum Minimum: Dots + 1
Cost: 2 Quantum points Action: Reflexive
Dice Pool: None Cost: 2 Quantum points
Range: Short Dice Pool: None
Duration: Maintained Range: Personal
Duration: Instant
The nova screens out or jams certain energy
wavelengths to block sensory scans in an area with- The nova shifts their position in spacetime through
in range, either blocking visible light to create an quantum entanglement, instantly relocating from one
area of complete darkness or jamming sound waves place to another that is within Medium range and vis-
to create an area of complete silence. Choose one of ible to the nova, or a location especially well-known
these effects (Darkness or Silence) when the nova to the nova. Only the nova’s body and any attuned ma-
acquires this power. The Shroud extends out to the terials (p. 95) make the transition; anything else is left
Short range band from the chosen target point. behind, even if it is touching or carried by the nova.
Anyone within the affected area, or trying to The nova can substitute a Quantum + Teleport
sense something in it, suffers a Complication to ac- roll for a Dodge Stunt, applying successes an op-
tions requiring sight or sound up to the Shroud’s ponent must overcome in order to inflict an Injury.
power rating. Failure to buy off the Complication This costs the usual two Quantum points and the
results in one of the following (player’s choice): the nova cannot teleport more than a single range band.
character drops an item (darkness), reveals an im- For each additional dot in Teleport after the first,
portant piece of information (silence), falls prone the nova may apply one of the following power tag
(darkness), loses track of his friends, or takes an improvements:
• Distance: Each dot in this tag extends the no- only), and Shrinking. They can also be used to buy
va’s Teleport distance by one step, out to Long, tags for those traits.
then Extreme (i.e., anywhere on the planet). The nova must meet any prerequisites for the
temporary traits, and must activate and use these
• Impose: The nova can touch a target within
temporary traits normally, including their action,
Close range and teleport the target up to their
Quantum point cost, and duration. The nova can re-
maximum distance. This requires a Quantum +
distribute their Transformation dots as an ordinary
Teleport roll against the target’s Defense.
action whenever they have Focus in a round. When
• Interplanetary: The nova can teleport inter- the Transformation power’s duration ends, any
planetary or even greater distances. This still temporary traits acquired through Transformation
requires line of sight (even just looking at a also end.
particular star in the sky) or a known destina- Transformation can have the following special
tion, the latter usually acquired through expe- power tags:
rience or other abilities. Such long-distance
• Extra Traits (1): Each application of this tag al-
teleports are not instantaneous; use the transit
lows the nova to distribute an additional num-
times given for space travel (p. 168). From the
ber of power dots equal to their Transformation
point of view of the teleporter, no time passes,
rating, but they cannot assign more dots than
even though it does for the rest of the universe.
their power rating to one trait. So, a nova with
Transformation 3 and one application of this tag
TRANSFORMATION
could allocate up to six dots of nova traits, with
Quantum Minimum: 4 no one trait having more than three dots. Each
Action: Ordinary instance of this tag increases Transformation’s
Cost: 1 Quantum point per dot distributed (see Cost by 1 Quantum point.
description)
Dice Pool: None • Reflexive (2): The nova can redistribute
Range: Personal Transformation power dots as a Reflexive
Duration: Continuous (Rounds) action whenever they have Focus in a round,
rather than requiring their ordinary action.
A nova with this power can manipulate and re-
configure their own body, giving them consider- TRANSMUTATION
able control over their physical attributes. For as
long as the Transformation power is maintained,
Quantum Minimum: 4
the nova can distribute the power’s dots among
Action: Ordinary
the effects of any of the following nova traits: Cost: 3 Quantum points
Physical Mega-Attributes, the Body Modification or Dice Pool: Quantum + Power
Toughness Mega-Edges, any sensory Mega-Edge, Range: Close
or the Quantum Powers Growth, Morph, Plasticity, Duration: Instant
Quantum Attack (physical natural weapon attacks Manipulating matter on the quantum level, the
nova can transmute one nonliving substance into
When building Q-tech, a nova inventor must provides Enhancement based on the difference.
meet the Quantum minimums for any power she The technology’s complexity Scale is set by the
builds into a device, but she need not possess the Storyguide, though the item’s Rank can be used
power herself. No single Quantum Power, Mega- as a guideline for this decision. Items up to Rank
Attribute, or Mega-Edge can have a higher dot 2 have complexity Scale 1 while items of Rank 3-4
rating than the device’s Rank. This applies to both have a complexity Scale of 2 and anything at Rank
Crafting and Mega-Crafting. In addition to the dots 5 or more might have a complexity Scale of 3. No
associated with Mega-Attributes, Mega-Edges, and core-tech should have a complexity Scale above 3. If
Quantum Powers, positive power tags each count as the nova has a mental Scale 3 steps higher than the
a dot for the purpose of filling a device’s capacity. complexity Scale of the item she is trying to create,
See Quantum Technology (p. 240) for more infor- she doesn’t even need to roll to successfully craft it.
mation on how Q-tech works. Mega-Intellect novas can make even more ad-
vanced technologies than baselines or normal no-
Mega-Crafting vas, able to craft items up to Rank 9. Additionally,
Novas with even a single dot of Mega-Intellect they can add more improvements to an item per
follow the rules below instead. Additionally, these Rank than lesser creators, as shown in the nearby
characters can purchase Mega-Edges to further table. As with the normal super science rules, Rank
enhance their already prodigious grasp of the cre- 1 and 2 items can have their maximum number of
ative process and reshape the technological world Enhancements and Edges without increasing the
to bring even more reward to their efforts. item’s Rank, whereas the player can choose how
Crafting core-tech items for a nova with even one to combine Enhancements and Edges for items of
Rank 3 and above, to a maximum not exceeding the
dot of Mega-Intellect is a trivial task, requiring little
time and effort as long as she has the correct mate- Enhancement rating for the item’s Rank, or other-
rials for the job. Even then, she is intelligent enough wise increase the item’s Rank by 1. Mega-Intellect
to bypass certain material requirements as long as novas are still bound by the requirement to meet
she can find, or produce, a suitable substitute. She Quantum minimums for installed powers, and no in-
can ignore the normal Skill and specialty require- stalled Quantum Ability can have more dots than the
ments necessary for crafting a new item. When device’s Rank. See Quantum Technology (p. 240) for
crafting a core-tech item, the player makes a single more information on how these devices work.
roll with a difficulty equal to the item’s Rank. If suc-
Mega-Crafting Nova and Q-tech
cessful, the item is fully crafted with only a single
Milestone’s worth of time passed. The mega-crafting rules for nova- and Q-tech
The character’s Mega-Intellect gives her a men- creations are the same as found in the Trinity
tal Scale over the complexity of the core-tech, and Continuum Core Rulebook pp. 92-96 with a few
exceptions. While Complications for crafting
aren’t required. Each Flaw in the item counts as a All-temperature superconducting fiber that was
Complication equal to the dots in the Flaw, which also fashionable was science fiction before eufiber.
must be bought off during milestones as if the char- Eventually, artificial gravity crystals are going to be
acter was crafting the device. Failing to overcome an accepted part of space travel.
these Complications means the character believes Novas do more than just change expectations of
those Flaws to be intrinsic aspects of the device — what’s possible. Over time, over iterations of inven-
these Flaws are automatically added to any copies tions that constantly push the boundaries of science
of this device she makes and can’t be bought off and reason, novas change what is possible. A nova
through spending successes. Successfully complet- who takes the time and effort to refine and rework
ing the reverse engineering project gives the char- her inventions can eventually find that the func-
acter a pool of Enhancement equal to the Rank of tions of the invention may come more easily — not
the original device. This Enhancement can be spent just to her, but to everyone. A nova technologist who
as the character desires to assist her rolls in crafting builds a Q-tech flying suit incorporating the Flight
her own version of the device and can even be spent Quantum Power may be frustrated that her baseline
after she has seen the number of successes her roll friends can’t use it. Over time, as she modifies and
generates. refines the design time and again, she works out
Novas can also reforge inventions by following how to replicate the effects of Flight without need-
the rules in the Trinity Continuum Core Rulebook ing the Quantum Power. The miniaturization and
(pp. 97-98). As per those rules, if the nova isn’t the precision of the thrusters, and construction of light-
device’s original creator, she needs to reverse en- weight batteries still requires her attention in the
gineer the item, discovering how the device works Crafting process, but she’s able to build a harness
before she can improve upon it. for each of her friends. The technological reproduc-
tions may not be quite as fast or as maneuverable as
Shifting the Paradigm her Q-tech suits, but they work. The nova inventor
Novas change the world around them simply by has successfully shifted the paradigm for this tech-
existing. What was once impossible, and the prov- nology from Q-tech to nova-tech.
ince of imagination alone, becomes commonplace With many more iterations and dozens or hundreds
on social media and news broadcasts. People come of redesigns of the suit, the inventor eventually cre-
to expect more out of what is possible. ates a design (along with manufacturing instructions)
This carries through to technology. Few people that baselines can build for themselves, successfully
can keep up with the future shock generated by shifting the paradigm from nova-tech to core-tech.
nova inventors simply doing what their powers and Again, this version may not have all the capabilities of
awareness drives them to do. Limitless clean, por- the more advanced versions, but they do work. Soon
table energy was in early development before novas the market is flooded with individual flying harnesses,
dropped the hyperfusion reactor onto the world. with the social flow-on effects this causes — but that’s
hardly the nova inventor’s concern. she must Reverse Engineer her finished design to fi-
Following this pathway is essentially how eufiber nally change the Paradigm and she can now craft a
and hyperfusion became easily manufactured and nova-tech version of the device.
ubiquitous baseline equipment. Neither of these When creating a nova-tech version of the device,
technological wonders started out as plans that the nova deconstructs her Q-tech device and uses
baselines could build by following the steps. Their its parts to create it. It serves as any and all material
inventors invested considerable time and energy requirements, including exotic materials. In doing
into bringing these inventions to the masses. Some this, the nova reclaims her invested Quantum.
other nova inventors with experience in the par- The early versions of paradigm-shifted devices
adigm shift wonder what the original versions of are rarely as efficient or compact as later iterations.
these technologies were for. A nova-tech version of the device must be the same
Rank as the Q-tech, even if the device itself doesn’t
Shifting in Game
require all the capacity of that rank. In constructing
Shifting the paradigm isn’t quick or easy, and most the nova-tech version, the nova inventor uses the
nova inventors don’t even know it’s possible. So far, device’s Edge dots to install the functions of a single
only the most focused or obsessed individuals have dot of a Quantum Power, Mega-Attribute, or Mega-
cracked the secret. To shift the paradigm, a nova in- Edge, as per the table below. This is specifically only
ventor must undertake another crafting project for replicating the primary effect of the power, not the
essentially — but not precisely — the same piece of power itself, and the final device doesn’t require
equipment. Doing this is its own special crafting proj- attunement or Quantum points to operate. A more
ect with a Rank and Difficulty equal to the Rank of conventional power source is considered to be fac-
the item in question. The timeline for each Milestone tored into the design.
is doubled. There are no Flaws; instead not buying off If the character wants to shift the paradigm again
Complications leads to additional time added as the and learn how to make the device as core-tech, she
nova fidgets and reworks her design. Failed rolls sim- follows the same steps, as above.
ply stall the project, waiting for another Milestone
to pass as she attempts to perfect and simplify the POWER TYPE EDGE DOTS USED
design. The nova can decide to abandon the project Mega-Attribute 2
at any time, losing only time and probably a consid-
Mega-Edge 1
erable amount of money and materials in doing so.
When she’s finished with the initial crafting project, Quantum Power 3