Aberrant: Bigger, Stronger, Faster
Game Name Aberrant: Bigger, Stronger, Faster
Game System Other Roleplaying Games
Theme Being Superhuman in a Human’s World
Flavour Gritty modern superhero story
Plot Summary
NO LONGER ACCEPTING APPLICATIONS
Marking White Wolf’s 90s foray into supers, Aberrant is a pathos-rich superhero setting that takes a grittier, more realistic look at what a world with super beings would be like. The game ditches the tropes common to four-color superhero comics, instead choosing a more deconstructionist approach to the genre. The setting has a similar feel and themes to Watchmen , DC's Kingdom Come , Garth Ennis’ The Boys , and some elements of the Wildstorm Universe.
SYSTEM: The system is a modified version of the Storyteller System used in the Old World of Darkness. It’s a d10-based system. Most dice pools are Attribute + Skill (or Attribute + Power Rating for superpowers). To succeed on a task, you need to achieve the required amount of successes.
PLAYERS: 4 to 7 players.
POSTING RATE: Minimum of 1 post per day.
COMMITMENT: For as long as people are interested.
MATURITY LEVEL: This game will include some fairly mature subject matter (sex, drugs, violence, etc.). Nothing gratuitous or against site policy, but this definitely won’t be a lighthearted, family-friendly game.
EXPERIENCE: Players new to the game are welcomed. The system is not terribly crunchy but does have a little bit of a learning curve. If you have past experience with White Wolf’s Old World of Darkness, then the system for Aberrant will seem very familiar. I’ll eventually be posting a rules cheat sheet.
TONE: Serious.
THE SETTING
Back in 1998, the destruction of a space station in Earth orbit increases radiation levels worldwide, triggering a mutation in certain people and causing them to "erupt" as "novas", people with a node in their brain that allows them to manipulate quantum forces. In short, novas have the potential to do anything they can imagine. In practice, they're more limited, but they still have the kind of power accorded comic-book super-heroes or mythic demigods
What do novas do with their power? Lots of things. In the world of 2020, twenty-two years after the emergence of the first novas, there are an estimated 10,000 novas worldwide, from every nation and all walks of life. Many have chosen to join Project Utopia, an organization devoted to harnessing nova power to cure the world's ills. They've made considerable progress: cleaning up the environment, breaking the back of organized crime, producing cures for cancer and AIDS, averting natural disasters, and terraforming Ethiopia into a tropical paradise. Mega-intelligent nova inventors and scientists have accelerated technological development by leaps and bounds; the world now has tech once relegated to science fiction: portable energy weapons, flying cars, nanotechnology, and more.
Real "super villains" are a rarity in the world. Why use your tremendous powers to rob banks when you can become a spokesperson for Coke-a-Cola or earn millions doing the talk-show circuit? If you have the power of a god, maybe you should be worshipped as one? A lot of novas seem to think so, and nova-led cults and new religions are all over the place, while the appearance of living gods has its impact on existing religions. Then there are nova mercenaries that fight wars like one-man armies, and super-powered nova athletes and wrestlers in the XWF (Extreme Warfare Federation). You also have nova rock stars and actors, as well as nova businessmen and super models, using their superhuman charisma or looks to make a living.
Then there's the Teragen Movement, novas who follow the philosophy of the mysterious nova demagogue Divis Mal. His Null Manifesto declared novas outside human law, authorities unto themselves, and the Teragen refuse to be governed by anything other than their own consciences. Many consider them terrorists, and the individual beliefs of some Terats have led them to commit acts of terror, like the assassination of anti-nova politicians.
THE GAME
There are several options for the kind of Aberrant game that could be run. I'm not using every faction in Aberrant, but I've provided descriptions for three of the most prominent ones. I'll try to post a few more if I have time. The faction that you all agree upon will define the type of game we end up with.
None of the factions in Aberrant are straightforward good guys or villains. White Wolf loves shades of gray, so Project Utopia isn't necessarily as noble as advertised, nor is the Teragen movement as monstrous as it's often depicted.
Here are the current votes:
Player Vote Utopia Vote Directive Vote Teragen kanly x x Kerchunk x Sir Swindle x Jenny Greenteeth x Bigmig x The Fifth Baldwin x
Project Utopia: Project Utopia is a UN-affiliated global organization that believes in fostering positive relations between "baseline" humans and novas, and using novas to help make the world a better place. Many novas are affiliated with the international institution in a variety of capacities, ranging from the luminaries of Team Tomorrow to the support members who handle Utopia’s less glamorous and more pragmatic concerns. Most novas experience Utopia’s hospitality at least once in their lives, as they are invited to one of Utopia’s Rashoud facilities and tutored in the rudiments of controlling their powers. Many novas elect to remain with Utopia following their initial eruption, and many more retain some ties to the group. After all, many Utopia facilities are open to any nova so long as that nova is registered with the Project and not considered a threat. Utopia’s stated goal is to employ novas’ vast power to better the world for nova and baseline alike. Less overtly, Utopia also takes great pains to cultivate a good public image for novas as a whole.
Project Utopia has a number of initiatives, departments, and programs involved in all manner of nova-related activities and research; everything from space and undersea exploration, to the development of new technologies to benefit humankind. But the organization is perhaps best known for "Team Tomorrow," a collection of various nova superhero teams that specialize in emergency response and disaster relief. These teams, and their members, are famed throughout the world for their humanitarian efforts.
Project Utopia is powerful and well-funded, and serves on the UN's Security Council (though in an "advisory capacity"). Detractors fear and resent the organization's growing influence (which rivals that of many national governments), while others believe the group is dangerously idealistic. Some say that Utopia has a hidden agenda.
For its part, Utopia loathes the Teragen, seeing the movement as a band of selfish and destructive radicals. Not only is the Teragen the antithesis of everything Utopia stands for, but its actions could well turn the tide of public opinion against novas. Thus, Utopia does everything in its power to monitor Teragen sympathizers (and take them down when necessary).
A Project Utopia game would be a relatively flexible one, seeing characters doing a wide assortment of things: responding to natural disasters, dealing with dangerous novas, mitigating violence in war zones around the world, and more. Characters may also be expected to do press tours and promotional/PR events for the organization.
The Directive: The Directive is an international security, police and intelligence agency founded by the United States, the UK, the Russian Federation, and Japan. Most members are baseline, but nova operatives fill out its ranks. The Directive’s goals are to advance its member nations’ interests and to act as a check against Utopia’s growing power. Although the Directive has a “official” paper trail, its organizational structure and agenda are classified, and it takes pains to stay out of the public eye. Thus, most people do not know of it except as a name, and its activities and purpose are shrouded in rumor.
The Directive polices potentially dangerous international situations (terrorist factions, overly aggressive dictators, organized crime), and it keeps a careful watch over powerful novas who represent potential threats to humankind. The Directive shares Utopia’s opinion that the Teragen is a very dangerous movement, though many Directive agents strongly distrust Utopia and its motivations, as well.
Games involving the Directive would lean heavily toward global law enforcement, espionage, black ops, and investigation. Directive agents often do the things others don't want to do, and they have few qualms about assassinating or illegally surveiling dangerous novas.
The Teragen: The Teragen movement is a philosophy particular to a few radical members of nova society. Though the movement was brought into the forefront by the shadowy nova, Divis Mal, the Teragen claims that Mal is not its leader, only its inspiration. The Teragen ascribes to the credo that novas are a separate species from the rest of humanity, and thus the laws, conventions, history and morality of Homo sapiens do not apply to them. The Teragen’s stated goals are to “liberate” novas worldwide and help them realize their potential “by any means necessary.”
Though the Teragen does not specifically call for separation from or aggression toward the rest of humanity, many of its members display a supremacist contempt toward baseline humans, and acts of revolutionary violence against “baseline fascism” are not unknown. Some members have also displayed a capricious callousness toward baseline “playthings,” tarnishing the movement’s image in the process. Since the Teragen claims not to be an organization as such, but merely a collection of like-minded individuals, radical acts by one sympathizer cannot be directly linked to other members; thus, for now, the Teragen as a whole has avoided mass retaliation. Nonetheless, the Teragen maintains a great deal of secrecy, and it is rumored to have hidden members and bases of operation worldwide.
The typical Teragen member hates Project Utopia with a passion and actively seeks the Project’s destruction, believing the Project to have the worst of intentions for novas. The Teragen views the Directive with similar loathing, as a baseline agency attempting to suppress novas’ rightful destiny. The Teragen takes a helpful, sometimes nurturing stance toward independent, unaffiliated novas, attempting to emancipate them from slavery to baseline concerns and help them realize their true place in the world to come.
A Teragen game would be one of nova activism and attempting to promote the ideals of the movement. There are many different flavors of Terats; some want to rule over humans, others want their own homeland, and others still just seek to protect their kind from exploitation by baselines. Think X-Men's Brotherhood of Evil Mutants, and you'll get the idea.
APPLICATIONS
At the moment, I’m just looking to get an idea of which faction people want to work for. That will impact the kind of character you’ll make. The faction will be chosen by majority. Once the faction has been determined, then people can start to apply.
For the application, before making the full character, please start by providing a basic overview of your character concept, personality, and possible powers. Nothing needs to be set in stone; it’s just your initial concept. This is simply so I can get an idea of what people want to portray. It also gives me the opportunity to constructively criticize any concepts that might be problematic or ill-suited to the type of game we’ll be playing.
Follow standard character creation guidelines, as described starting on p. 112 of the ABERRANT core book.
Just a note about the books: this game was made in the late 90's, so forgive any horribly dated references. This is especially the case when the books mention technology and the internet.
Permitted Source Material
Any of the official Aberrant books may be consulted during character creation, though the Aberrant core book and Player’s Guide are all you really need. Most of the other Aberrant sourcebooks have limited (if any) player options.
There are several well-made unpublished or fan supplements that I am allowing to be used for this game. They are free and available online. These include the following:
- The New Flesh (The Mega-Physical sourcebook)
http://suptg.thisisnotatrueending.co...8869003375.pdf
- Forceful Personalities (The Mega-Social sourcebook)
http://suptg.thisisnotatrueending.co...2905442173.pdf
- Brainwaves (The Mega-Mental sourcebook)
https://drive.google.com/open?id=1-T...82eNj_Q9Dm6hHP
SOME THINGS TO CONSIDER FOR CHAR GEN
Celebrity Status
It’s worth mentioning that, in the World of Aberrant, the typical nova is very much a celebrity. A majority of novas are fairly well known by the public and the media. As soon as a person erupts, they are usually bombarded by press, nova groupies, and organizations (such as Project Utopia) that immediately try to recruit them, not to mention the many companies that throw jobs and endorsement deals at them. The sudden catapult into status, wealth and celebrity can be incredibly disorienting for some novas, on top of dealing with the reality of new and sometimes frightening powers.
Even novas who wear masks and have “superhero personas” often don’t have the luxury of keeping their identities a secret. In truth, many novas who wear costumes do so, not to conceal their true identities, but because it’s part of their brand. In an age of internet sleuths, security cameras, and camera phones, it’s hard to hide one’s personal life. Many novas erupt in public, preventing the possibility of privacy. On the other hand, a significant number of novas welcome their newfound stardom.
However, this doesn’t mean that your character is an A-lister and everyone knows his name or face; as with human celebrities, there are levels of fame among novas. Some novas (such as the members of Team Tomorrow) are recognized worldwide, while others are famous on a more local level within a particular city, region, or country. Popular novas are all over television and magazine covers, and many have action figures, clothing lines, book deals, movie deals, etc. Even the newest and lowliest of novas tend to get lots of attention from people.
Your character’s celebrity status, and her relationship with the public, is something to think about. I’m not going to force fame on any of your characters. It’s up to you whether your character is known to the general public as a nova. Some novas do manage to maintain superhuman alter egos while successfully keeping their true identities a secret. This is especially true if your character has at least a dot in the Cipher Background.
Lethality
Aberrant can be a pretty lethal system. Even for novas, it’s very possible to die from a single hit (particularly when fighting novas with high levels of Mega-Strength). Dedicated combat builds in this game can be ****ing scary. Dice pools can get huge. As such, it pays to be tactical. Aberrant characters are powerful so it’s easy to get cocky. Not saying that’ll happen with anyone here, but I always like to say it anyway.
Also in Aberrant, you want to play to your character’s strengths. Because of how powerful they are, novas can have exaggerated levels of ability in certain areas, more so than most other games. Dedicated nova builds tend to really dominate in their area of focus. Some consider this power discrepancy a bug, but I consider it a feature. It just means you have to be careful.
For instance, a nova with high Mega-Dexterity is difficult to hit with traditional attacks (unless the attacker also is Mega-Dextrous). They’re basically designed NOT to get hit, so trying to punch a nova like that would be questionable if you have normal Dexterity. But mental attacks or area effect attacks could do it. Likewise, a quick few words from a Mega-Social nova can have a Mega-Dextrous nova eating out of the palm of her hands. A big part of surviving in Aberrant is just being willing to recognize that you can’t compete with certain novas in certain areas, and be willing to adapt your tactics accordingly.
Taint
CHARACTER CREATION GUIDE
Character creation in the Aberrant RPG consists of two phases. In the first phase, the character is built as a normal human being; essentially, this is who your character was before his eruption. The second phase consists of transforming the character into a nova.
PHASE ONE: HUMAN
Step One: Concept, Nature & Allegiance
Select a Concept. A concept is a general idea for a character; a single word that broadly describes who a character is.
• Concepts are discussed in Aberrant , p. 113.
Select a Nature. A Nature is a broad personality archetype that best represents the character's personality.
• Nature affects how a character can regain Willpower points, and it also determines one's "compulsion" (how the character behaves when he's completely out of Willpower points).
• Natures are described in Aberrant , p. 127.
Select an Allegiance. This is your character's affiliation with a certain organization in the Aberrant world.
• The available factions are described above.
Step Two: Attributes
Prioritize the three groups of Attributes: Physical (Strength, Dexterity, Stamina), Mental (Perception, Intelligence, Wits), and Social (Appearance, Manipulation, Charisma).
• Primary Attributes get 7 points
• Secondary Attributes get 5 points
• Tertiary Attributes get 3 points
• Characters automatically start with one dot in each of the nine Attributes.
• Attributes are described in Aberrant , p. 133.
Quality: A Quality is a remarkable aspect of a character’s Attributes. Each Attribute at 4 dots or higher automatically gets a free Quality.
• When a Quality is applicable to a roll, 10's explode (re-roll any 10's and keep re-rolling until no 10's are rolled).
• Maximum of one Quality per Attribute.
• Qualities are addressed in Aberrant , p. 134, and the Player's Guide , p. 90.
Step Three: Abilities
Abilities are skills; things the character has learned. Each Ability is linked to a specific Attribute.
• A character gets 23 points to spend on Abilities.
• No Abilities may be more than 3 dots at this point in character creation.
• Abilities are found in Aberrant , p. 136. Additional Abilities are found in the Player's Guide , p. 87, and The Directive sourcebook, p. 55.
Specialty: This is an area of expertise within an Ability.
• When taking an action that falls within one's Specialty, the character gains an extra die for that roll.
• A Specialty may be purchased with bonus points or experience points.
• Maximum of three Specialties per Ability.
• Specialties are addressed in Aberrant , p. 136, and the Player's Guide , p. 91.
Step Four: Backgrounds
Backgrounds are elements that help define a character's history or current circumstances. They represent who you know and what resources you can draw upon in times of need.
• A character gets 7 points to spend on Backgrounds.
• Backgrounds are found in Aberrant , p. 139, and a more in-depth look at Backgrounds appears in the Player's Guide , p. 76. Two additional Backgrounds appear in The Directive sourcebook, p. 53.
Step Five: Finishing Touches
Willpower: A character's permanent Willpower rating measures his confidence, drive, and emotional stability. Willpower ranges from 1 to 10. Characters start at a Willpower of 3.
• Willpower is discussed in Aberrant , p. 144.
Willpower Pool: A character's pool of temporary Willpower points begins equal to his permanent Willpower rating. Willpower points are used for a number of benefits.
Quantum: A character's permanent Quantum rating is an overall measure of his raw power. Novas-to-be start at a Quantum of 1.
• Quantum rating cannot exceed 5 at character creation.
• Quantum is discussed in Aberrant , p. 146.
Quantum Pool: This is the character's pool of temporary Quantum points, which are used to fuel quantum powers and enhancements. A character's Quantum Pool begins at [20 + (Quantum x 2)].
Initiative: [Dexterity + Wits]. This Trait is used when there is a question of which character performs an action before another character. Certain Quantum powers and Mega-Attribute enhancements allow for an extremely high Initiative rating.
Movement: This indicates the distance that the character can travel in one action. As with Initiative, certain Quantum powers and Mega-Attribute enhancements allow the character to travel much, much faster than the human norm.
• Walking: 7m.
• Running: [Dexterity + 12m].
• Sprinting: [(Dexterity x 3) + 20m].
• In combat, a character may move up to half of his running distance, or half of whatever a nova’s enhanced move is, and still take an action in a turn.
Step Six: Bonus Points
A character gets 15 "bonus points" to spend on whatever he deems fit: Attributes, Abilities, Specialties, Backgrounds, Quantum, Merits, and Willpower.
• Abilities may be raised to 4 or above at this point.
Merits & Flaws: A character may also select Merits & Flaws. Merits are purchased with bonus points, while flaws provide bonus points to spend.
• Characters are limited to 10 points worth of Flaws.
• Merits & Flaws may only be taken at character creation.
• Merits & Flaws are described in the Player's Guide , p. 68.
Adversarial Backgrounds: A character may also select "Adversarial Backgrounds." These are negative Backgrounds; troublesome situations that serve to make the character's life more difficult.
• Each dot in an Adversarial Background gives the character a bonus point.
• Maximum of seven dots in Adversarial Backgrounds.
• They are fully described in Forceful Personalities , p. 39.
Bonus Point Costs
Attribute: 5 per dot
Ability: 2 per dot
Specialty: 1
Background: 1 per dot
Willpower: 2 per dot
Quantum: 7 per dot
Initiative: 1
Merit: Varies
PHASE TWO: NOVA
Some Notes about Novas
• Novas have tremendously high metabolisms. They eat huge meals and are constantly eating throughout the day. Some novas consume as much as 10 to 15 times the daily caloric intake of a baseline human. Regardless of how much he eats, however, the typical nova remains in great physical shape: sleek, buff, and little in the way of body fat.
• Though novas require much more food than baselines, they are also paradoxically more resistant to the effects of starvation. Without adequate food, novas simply become lethargic. It takes three times as long for a nova to experience the effects or starvation and malnutrition.
• Even without Mega-Stamina or defensive powers, the average nova is tougher than a normal human. Novas soak bashing damage the same as a baseline. However, whereas baseline humans cannot soak lethal damage at all, a nova can use half his Stamina (rounded down) to soak lethal damage.
• The average nova's healing rates are double that of a baseline’s. Novas also heal from aggravated damage. By comparison, aggravated damage is permanent for baselines; they cannot normally heal from it.
• Novas are very resistant to drugs made for baselines. The character makes a standard Resistance roll; even a single success enables the nova to ignore the effects of the drug. This does not apply to nova-specific drugs designed to overcome a nova's enhanced metabolism and tolerance.
• Novas automatically begin with three free dots in the Resistance Ability and three free dots in the Endurance Ability (before allocating any dots into Abilities).
• The average nova has a lifespan of 150+ years.
Step One: Eruption
Choose the circumstances of the character's transformation into a nova. This defining transformation is known as an "eruption" - the moment the character's M-R node activates in response to a stimulus. Decide on the general events surrounding the eruption; what triggered it, why, and what powers it prompted. A nova's powers are often shaped by his conscious and subconscious desires, fantasies, and needs. The nature of one's eruption plays a big part in setting the parameters for one's quantum powers.
• Eruptions are summarized in Aberrant , starting on p. 116, and there is a more in-depth look at them in the Player's Guide , p. 43.
Step Two: Nova Points
A character gets 30 "nova points" to spend on Mega-Attributes, Enhancements, and Quantum Powers. These points may also be used to improve regular Attributes, Abilities, Quantum, Quantum Pool, and Willpower.
Saving Nova Points with Taint:
• Rules for buying tainted powers are found in Aberrant , p. 151.
Mega-Attributes:
• Mega-Attributes are enhanced, superhuman versions of the standard nine Attributes. They supplement, not replace, normal Attributes. Mega-Attributes increase the effectiveness of a normal Attribute by an exponential amount. Like normal Attributes, Mega-Attributes are rated 1 to 5.
• A nova cannot have a Mega-Attribute higher than the equivalent normal Attribute, nor can he have a Mega-Attribute higher than his Quantum rating +1 (whichever is lower). Of course, a normal attribute may still exceed its Mega version.
• Mega-Attributes provide a number of benefits. Most notably, Mega-Attribute dice can be added to appropriate dice pools, and Mega-Attribute dice can be used to reduce the difficulty of an action. With Mega-Attribute dice, a roll of 7-9 counts as two successes , and a 10 counts as three successes .
• Mega-Attributes cost no quantum points to use.
• Rules for Mega-Attributes are found in Aberrant , p. 154.
Enhancements:
• An enhancement is a special use or application of a Mega-Attribute, and each Mega-Attribute has certain enhancements associated with it. A character cannot have enhancements for a Mega-Attribute he does not possess.
• When a nova purchases a Mega-Attribute, he may select one enhancement to go with it. It does not matter how many dots he purchases, he only gets one free enhancement. All enhancements after the first must be purchased.
• Although Mega-Attributes themselves cost no quantum points to use, an enhancement costs one quantum point to activate (unless otherwise stated).
• Enhancements are described in Aberrant , starting on p. 157, and the Player's Guide , starting on p. 101.
• Brainwaves has Mega-Mental enhancements starting on pages 43, 48, and 51.
• Forceful Personalities has Mega-Social enhancements starting on pages 66, 76, 83, and 89.
• The New Flesh has Mega-Physical enhancements starting on pages 194, 202, and 211.
Quantum Powers:
• With a few exceptions, quantum powers are rated 1 to 5. This "power rating" gets added to the appropriate Attribute when calculating the dice pool for using the power. If the character has the appropriate Mega-Attribute, then Mega-Attribute dice and difficulty reductions may be used, as normal.
• Quantum powers are classified by "level." The higher a power's Level, the stronger and more flexible it is. A power's quantum point cost is generally equal to its Level; a Level 1 power costs 1 quantum point to activate, a Level 2 power costs 2, a Level 3 power costs 3, etc.
• Some quantum powers of Level 3 or higher have "techniques." These are specific ways in which a power can be applied. Each technique has its own dice pool, effects, and sometimes quantum point costs. The character automatically learns one technique per dot in the power.
Extras
• An "Extra" is a special advantage that adds a new mechanic to a power or changes an existing one.
• There are generic Extras available to every power, as well as unique Extras specific to each power.
• An Extra, once purchased for a power, must always be used when that power is used.
• Each Extra raises the power's quantum level for the purposes of purchasing it with nova points/experience points, and the cost of powering it with quantum points. For instance, a Level 1 power with two Extras effectively becomes a Level 3 power.
• At Quantum 1-5, a nova cannot add an Extra to a Level 3 power. At Quantum 6+, a nova can now buy one or more Extras for a power without changing its quantum power level.
• Generic Extras are discussed in Aberrant , p. 230, and the Player's Guide , p. 119. Two additional Extras are introduced in the Teragen sourcebook, p. 131, and another one is found in Worldwide Phase II , p. 24.
Weaknesses
• A "weakness" is an aspect of a power that is weaker than normal in a particular way: shorter range, shorter duration, less damage, etc.
• Three levels of weakness in a power lets a character buy one Extra for three nova points, without raising the quantum level of the power.
• Five levels of weakness reduce a power's quantum level by one (to a minimum of 1).
• Weaknesses are discussed in the Player's Guide , p. 141.
Strengths
• A "strength" is a straightforward bonus to a single aspect of a power, such as range, duration, damage, etc.
• Each level of weakness permits a character to buy one level of strength in another aspect of the power.
• A strength can also be purchased independently at half the cost of one level of the power (round up).
• It takes two levels of strength to use a ranged power based on a second sense in addition to sight , and one level of strength thereafter for each additional sense. Add one level of Strength per sense (three for the first, and two per sense thereafter) if the nova can switch between senses during the duration of an ongoing power.
• Strengths are discussed in the Player's Guide , p. 143.
Nova Point Costs
Mega-Attribute: 3 per dot
Enhancement: 3 per dot
Quantum: 5 per dot
Quantum Power (Level 1): 1 per dot
Quantum Power (Level 2): 3 per dot
Quantum Power (Level 3): 5 per dot
Quantum Pool: 1 nova point increases pool by 2
3 Attribute dots: 1
6 Ability dots: 1
5 Background dots: 1
Willpower dot: 1
Nova Point Costs for Tainted Traits
Tainted Traits are cheaper to purchase with nova points, but each tainted dot gives the character a point of permanent Taint (see above). For a tainted Level 1 power, each nova point gains the character two dots on that power, as well as a point of permanent Taint.
Mega-Attribute: 2 per dot
Enhancement: 2 per dot
Quantum: 3 per dot
Quantum Power (Level 1): 1 point per two dots
Quantum Power (Level 2): 2 per dot
Quantum Power (Level 3): 3 per dot
Step Three: Finishing Touches
Update Initiative and Movement: Make any changes to the character's Initiative score or Movement due to Mega-Attributes or enhancements. Also record speeds for any other forms of locomotion, such as Flight or Hypermovement.
Determine Soak: Soak refers to a character's ability to resist a certain degree of physical damage. Add together all Soak gained from Stamina, Mega-Stamina, and Armor. Then calculate the character's Soak totals for bashing and lethal damage. Soak may temporarily increase when employing certain enhancements and quantum powers.
Taint: A character's permanent Taint rating measures the effects of quantum energy on his mind and body. The higher a nova's Taint, the more inhuman he is. A character starts with a Taint rating of zero, though there are a number of ways to acquire permanent Taint at character creation.
• A point of permanent Taint is acquired upon reaching a Quantum rating of 5.
• A point of permanent Taint is gained for each dot above two in the Node Background.
• Permanent Taint points are also earned by purchasing tainted Quantum, Quantum Powers, Mega-Attributes, and enhancements.
• Taint is discussed in Aberrant , p. 148.
Taint Pool: This is the character's pool of temporary Taint points. A character's Taint Pool starts at zero.
• Unlike Willpower points and Quantum points, Taint points are not spent; they are gained, specifically when a nova mishandles his powers or tries to channel too much quantum energy. Each time a nova reaches 10 points in his Taint Pool, his permanent Taint rating increases by 1, and the Taint Pool resets to zero.
Aberrations: At Taint 4, the character gains one detectable mental or physical drawback known as an "aberration." He gains an additional aberration for each dot in permanent Taint thereafter.
• Aberrations are described in Aberrant , p. 151, as well as the Player's Guide , p. 91.
• Brainwaves has Mental Attribute-specific aberrations starting on pages 44, 49, and 52.
• Forceful Personalities has Social Attribute-specific aberrations starting on pages 69, 79, 86, and 93.
• The New Flesh has Physical Attribute-specific aberrations starting on pages 197, 205, and 214.
TERAGEN PRIMER
Since it appears to be a forgone conclusion that we'll be playing Teragen, provided below is an overview of the faction.
Teratology: (noun) a collection of tales about mythical or fantastic creatures, monsters, etc (derived from: "study of marvels and monsters," 1678, from comb. form of Gk. teras (gen. teratos) "marvel, monster" + -logy.)
The Teragen is not a cohesive organization but a collective of like-minded individuals united by their belief in the One Race and their distinct status as novas. Nothing binds them together but their idealism. The Teragen is part secret society, part revolutionary movement and part brotherhood, and this only begins to scratch the surface. Not all members see eye-to-eye, but the movement draws much of its strength from this diversity - attracting visionaries, radicals and psychopaths. Not even the saccharin “One World” ideology of Utopia can hope to bring together such contrasting individuals and unite them in purpose and belief.
United purpose does not mean freedom from internal conflict, however. On the contrary, while Terats agree on the fundamentals of their movement - the concept of Teras, the superiority of the One Race and the leadership of the god-like Divis Mal - the particulars are open for debate, and furious debate at that. Like the gods of antiquity, the Teragen squabble among themselves, thriving on the cathartic release such conflict provides.
The Teragen’s antagonism toward Utopia is not a matter of coffeehouse ideology, but a matter of survival. It is clear to Terats that Utopia and its lackeys have one goal in mind: the total subjugation of novas. Because of this, Teragen members know they must act. Their time has come and if nothing is done, petty baseline fear and jealousy will destroy the glory of the One Race.
In 2020, the Teragen is a fact of life. Every day, the media issues warnings and investigative reports on the pariahs of the Nova Age - they have become part of the nova landscape. Utopia scurries to limit the movement’s power and influence, while fanboys everywhere wear the latest Teragen fashion and gather on forums proclaiming their allegiance to Divis Mal. What many forget is that the movement, in its current form, is barely fifteen years old. Publicly, the movement has only been around since October 2005, when Divis Mal issued the Null Manifesto, and the Teragen came out in support of it. In truth, the Teragen has existed, in various forms and incarnations, since N-Day and the emergence of the first novas. Some conspiracy theorists even suggest that the core of the Teragen - Divis Mal, Count Orzaiz, and others - have been around for much, much longer.
Teragen Terms
Cell: A small cadre of Terats (likely the player characters).
Chrysalis: A transformative stage that novas can enter in order to further their evolution and deal with Taint.
Enclave: A Teragen safehouse where any and all Terats are welcome.
Gifts: The Teragen's preferred nomenclature for aberrations. Many Terats dislike the negative connotations of baseline-created terms such as "aberration" and "Taint." For many Terats, the changes wrought by Taint are signs of enlightenment and evolution; hence, they are called "gifts."
Monkeys: A derogatory term for baseline humans.
Movement, The: A euphemism for the Teragen.
One Race: Teragen supremacist terminology for Homo sapiens novus (novas).
Pantheon, The: The loose group of prominent Terats that guides the movement.
Teras: The philosophy of the Teragen. It proposes the three concepts of Marvel, Monster and Portent to encompass all aspects of novas and their evolution.
Terat: A member of the Teragen.
Teras
To understand the Teragen one must first understand Teras, its philosophy. It is the one element that binds the Teragen together, gives it purpose and direction and makes them a unified group. To the Teragen, there is no disputing the fact that novas are not human. Eruption and quantum development are ongoing evolutionary processes; the transition from baseline to nova is a journey most are only beginning.
To guide them, the Teragen developed a philosophy, the principal of Teras, which asserts that all novas contain three archetypes: Marvel , Monster and Portent . By living and becoming one of these concepts, a nova gains a better understanding of who she is, and more importantly, what she can become.
Teras says that all novas contain the aspects of Marvel, Monster and Portent. In order to understand their own evolution, Terats focus on one of these aspects, and that focus determines some of the course of their future transformation. Archetype becomes the path Terats embark on in their journey of self-exploration and discovery. Some believe that Archetype is a matter of pure choice, others that it reflects a deeper truth about the nova - a core even more profound than the psychology represented by Nature.
In game terms, Archetype is a guideline, expressing how the character relates to the philosophy of Teras and how his progress down the road of evolution is represented. Terat players should take a moment or two to think how his character embodies this Archetype and what it means to him.
The Marvel
Novas are beings of utmost power and potential, but many baselines are unwilling or unable to accept novas for what they really are - living gods. To be a Marvel is to accept and believe that one is not only more than human, but also more than mortal and mundane. With this realization comes a renewed comprehension of eruption and a thirst for power. To Marvels, the whole world is their oyster.
"You are transforming into a living God, with the grandeur and followers to prove it. You may have come from baseline humanity, but now you walk above it, ready either to lead the way to glory or destroy the monkeys in cleansing fire. As a Marvel you inspire and challenge the preconceptions of others; you readily tear down the old to make way for the new. This is a brave new age; novas are the shinning stars of the world and some must shine brighter and longer than others - this is what you are. You never shy away from a challenge; nothing is impossible for you. In short, you are potential given shape. Those who understand will flock to you; those who do not are lost and worthless. They should be pitied or destroyed."
The Monster
Being a Terat means understanding that life as a nova is a process, a transformation. To achieve one’s true destiny, it is necessary to destroy what makes one human - for only by divorcing herself from human limitations (including morals and ethics) can a nova emerge changed.
"You have turned your back on pretty humanity and embraced the darkness within. You wear your evolution on your sleeve, shedding all ties to your baseline heritage. You are stronger, faster and better than the monkeys and are ready to prove it to them. More so than other Terats, you embrace the fact that you are no longer human - but something other. Let them call you a monster, beast or freak; it doesn't matter. You are beyond that. This does not mean you indulge in pointlessly freakish or feral behavior for the sake of it. There is no evolution in becoming a mindless beast - only devolution - and this is blasphemous for the One Race. The key is to maintain control over the monstrous impulses in you and unleash them in a directed manner in appropriate circumstances. Your power stems from the knowledge that you are more than human, that you no longer need your baseline coil as a security blanket. You are free. Long live the new flesh."
The Portent
Terats who embrace the Portent leave behind their baseline fetters, their fears and limitations and embrace raw potential and possibility. They are the ultimate visionaries, freed from human frailty and weakness; they can stare into the abyss of the future, knowing that within them lie all the answers they seek.
"The future is here, and you are it. Your mind and body are evolving exponentially, and you will leave baselines behind you before long (if you haven’t already). You do not consider yourself perfect, but the flaws of others are so much more obvious now. As a Portent, you understand yourself and your own potential like few others, and you draw your strength and conviction from this. Introspective and insightful, you prefer to unlock the inner mysteries rather than professing to the world the virtues or horrors of being Terat. As a Portent, you are the ultimate pioneer, an intrepid soul driven to explore and uncover truths others would rather ignore. No one plays devil’s advocate as willingly or as well as you. Past, present and future are fluid to you, not linear in progression but dynamic and alive."
The Null Manifesto
In the early 2000's, the United Nations made a famous declaration, the Zurich Accord , stating that novas were classified as human and hold all the same rights and limitations thereof.
In response, Divis Mal broadcast the Null Manifesto from somewhere in the Azores. This announcement rejected the Zurich Accord and declared that novas are not human and are not answerable by human law, society, or government. The Null Manifesto further stated that novas are a higher species than Homo sapiens sapiens and so should be free to govern themselves until such a time a separate government is create to apply to novas.
An excerpt from the Null Manifesto:
"We are our own nation; to be nova is to transcend the baselines from which we evolved. We want only to live in accord with the promptings, which come from our true selves. Why is that so revolutionary? We exist beyond human comprehension, and while we have yet to define our own laws, we must have the space and freedom necessary to chart our own course. Only those novas who are too lazy or too comfortable to think for themselves, to judge and regulate their own behavior accordingly, obey baseline laws.
True members of the One Race sense their own laws within them; things are forbidden to them that a common baseline will do any day of the year, and other things are allowed to them that are generally despised. Each nova must stand on her or his own feet. I beseech all members of Homo sapiens novus to follow the path that will take them to a better understanding of what and who they are. This will require courage, but the chick that fears the outside world dies in its egg. To be born, the One Race must destroy its egg and, in time, fly. For this we are slandered, but we cannot claim surprise. Those few powerful individuals with courage and character have always seemed sinister to the rest. Anything that threatens the calm in which the baselines live they call "revolutionary".
They have become nervous because they realize that with the coming of the One Race the rules by which they have lived are no longer valid. The labels they affix to us are of no concern. We cannot and will not apologize for a difference this fundamental. We must explore what it is to be nova, not for a betterment of the human race, but for the betterment of the nova race. Perhaps there are some novas who prefer to stay with the baseline herd for the warmth it provides. I say obtain your warmth from equals. Humans do not require the companionship of monkeys, and likewise, novas do not require the companionship of baselines. We are destined to make a strange and terrible journey, and this we cannot do alone.
While each nova must walk his or her own path, we must gather and share our knowledge and our companionship. We are at the gates of a glorious new age, and we must take the first steps towards our destiny; to do this we need to be one. Realize that it is only novas who can lead this journey. Homo sapiens sapiens had its chance -- it is now the age of the One Race.
Whosoever would be creator, must first destroy, and in the age of the One Race, a terrible angel is loosed, preparing his grand creation..."
Organization
The Teragen has no central organization, chain-of-command or secretive hierarchy to keep younger members in line and protect older ones. In truth, the Teragen is fluid and amorphous, much to the chagrin of Project Utopia and the Directive, which cannot imprison or kill a meme.
At its core, the Teragen is a brotherhood where each member supports and backs the others, creating a network of allies and resources that spans the globe. While individual members may disagree on specifics, they agree on being Terats, and that enables them to cast aside biases and personal prejudices and work as a unified force - at least most of the time. Members are Terats first and foremost, and this bond makes the movement powerful and dangerous to outsiders.
All Terats can count on Orzaiz’s contacts, the Confederate’s muscle, or Synapse’s information-gathering talents - all they have to do is get their Terat brothers to help. This creates a system where enterprising and well-connected Terats can call on the resources of the whole movement.
By the same token, members of the Teragen have to put up with the unique and temperamental personalities of their fellow Terats. Teragen leadership is fickle, determined not by talent, potential or ability, but by charisma, reputation and progress down the path of Teras. The Teragen resembles a high-school clique or, even more appropriately, a pantheon of bickering gods.
Organizationally, the Teragen operates according to circles of influence and networks of favors. Though there are factions within the Teragen, most are cliques (or even cults of personality) centered on one or more Terats rather than definable orders. For this reason, many Terats cross faction lines frequently. The difference between the Primacy and Nova Vigilance, for example, is mostly semantic, and belonging to one does not preclude membership in the other.
The Pantheon
The “Pantheon” is the closest the movement has to a governing body. The Pantheon is an outgrowth of the roundtable that gave birth to the Teragen, though its membership has grown through the years. Technically, all members of the movement belong to the Pantheon, a forum where they can discuss, plan and just be in the company of their fellow Terats. But the truth is that it takes a certain reputation to gain a voice at the roundtable and that not all Terats want to waste their time arguing policy or discussing the higher questions of Teras. So a core group sits on the Pantheon, subtly directing the myriad heads of the beast that is the Teragen. It was Marcel ’”The Apostle’’ Delorimier who first called the roundtable a pantheon.
Divis Mal sits at the center of the Pantheon. His whim and vision steer and influence the Pantheon and, through it, the Teragen. His blessing or sanction is probably the sole concrete determinant of who’s who among the Pantheon. Mal’s traditional laissez-faire attitude toward leadership only further muddles the paths of influence.
Mal’s pervasive influence has made a number of Terats question, behind closed doors at least, the role he plays in the Pantheon. While all acknowledge and respect Divis Mal and what he stands for (not to mention his unsurpassed power), some have recently voiced concerns about his potentially destructive domination of the Teragen. These patriots argue that the Pantheon should function to balance Mal’s presence, to give the movement a solid and grounded foundation to better control and direct the Teragen. This view, of course, is paramount to heresy among the more fanatical followers of Divis Mal. These believers argue that only Mal knows the path the Teragen must follow and the steps needed to reach their manifest destiny.
Current Movers & Shakers
Pantheon membership is seldom constant; some members have been there since the very beginning, while others have alternating periods of activity and detachment. Below is a quick rundown of who is presently “in” among the Teragen and the Pantheon, but it is by no means an exhaustive list
Divis Mal
Divis: 1. Latin "div", root of divine, god. 2. Czech surname "Diviš" from Greek "Dionysios." 3. Latin division, divide.
Mal: 1. Latin bad, poor, abnormal. 2. Short for Malachi, "my messenger" in Hebrew.
Although it's implied that Divis Mal is supposed to mean "terrible angel," the best we can get from actual definitions is bad god. If we use the Malachi reading, and bear in mind that the Greek word for "messenger" is αγγελος (angelos), we can finesse out divine messenger, divisive angel or Dionysian angel.
The godhead and father figure of the Teragen, Mal’s authority is unquestionable, despite his claims to be only a guiding light or inspiration to his fellow Terats. Divis Mal is widely regarded as one of the most – if not the most – powerful nova in existence. His evolved perception of the world is very different from, and his mastery over his own abilities is far superior to, that of any other nova. Even those closest to him treat him with open reverence. Mal is placed upon an impossibly high pedestal in the Teragen. His passage demands awed silence; his words, no matter how mundane, seem evocative and cryptic, as if hiding deeper meaning.
Mal is viewed in two ways by most Terats. Some see him as a potent political icon; a fiery leader who captures the spirit of the Nova Age and stands poised to bring sweeping social changes to the world for the betterment of his people. For these Terats, Mal is a seminal figure not unlike Karl Marx or Malcolm X. He is a being of political ambition giving voice to the angry and the dispossessed among novakind.
Then there are those who see Mal as divine. In the wake of the Null Manifesto, many novas came to the Teragen yearning for higher purpose and regarding Divis Mal as a new kind of messiah. Surrounded by quantum fires and possessed of aching beauty, Mal strikes the perfect angelic figure. This has led to the rise of the so-called “Cult of Mal” among newer members. Mal himself has done little to stem the tide of this religious adoration; he neither encourages nor condemns it. As a result, there is frustration among Terats who want the Teragen to be a political, not spiritual, organization.
Count Raoul Orzaiz
Although many would be loath to admit it, the Count has done much for the Teragen through his media tours and secret recruitment drives. The nova is often seen giving interviews on the talk show circuit, as well as debating anti-nova politicians on cable news networks. Baselines often regard Orzaiz as the “Face” or spokesperson for the Teragen, though such a description would be highly inaccurate. As the Count himself would say, no single person could claim to represent a movement as diverse as the Teragen.
Orzaiz is one of the richest men on the planet and is also incredibly well-connected. Liked by all, despite moments of interpersonal friction, Orzaiz is the uncle everyone wished they had. He can make trouble disappear or march out the cavalry with a simple text. His charm and persuasive talents are insidious. By the same token, his baseline romances and connections earn him the ire of some hardline Terat supremacists.
Bounty
Bene Manata, better known by the nova name “Bounty,” is a Zairian nova with quantum powers directly related to health and fertility. Once a member of Project Utopia, she deserted the faction for unknown reasons and joined the Teragen in 2005.
Bounty is famous for being the person largely responsibly for counteracting the problems of sterility common throughout novakind. Many Terats see her as the guardian-mother of the second generation novas, as her work helps to protect the promise of future nova generations. Bounty currently runs a secretive enclave is Addis Ababa called “the Nursery.”
Jeremiah Scripture
A longtime consort of Divis Mal, Scripture is a nova of powerful standing within the Teragen. He operates as Mal’s mouthpiece, and his efforts are what has helped give rise to the so-called “Cult of Mal” within the movement.
Scripture espouses a wholly religious focus for the Teragen, for he sees novas as the new avatars of God. He is the Apostle John to Mal’s Jesus, and his unbending devotion often grates on other Terats, though few are brave enough to directly oppose a close friend of Divis Mal. Still, in spite of his religiosity, the nova is patient and tolerant of differing view points and acts as a mediator during conflicts between Terats.
Scripture is known for his powers over communication and information; he can alter the signals in people’s brains. The nova likes using this power to inflict Biblical-style punishments on people: striking them blind, causing them to Babel in tongues, and even smiting them with a stroke or heart attack. These are the powers Scripture allows others to see; some say he’s capable of much more.
Geryon
This British nova is a founding member of the Teragen and widely regarded as the Movement’s chief enforcer. He is an extremely vocal nova supremacist who is merciless in his dealings with enemies of novakind. Considered one of the 10 most feared novas in the world, Geryon murders baselines without hesitation. Currently, he’s wanted by authorities for publicly assassinating the anti-nova mayor of Tampa, Florida on national television.
Geryon is a massive, Taint-ridden monstrosity, with a heavily muscled dragon-like body and humanoid face. The nova is a physical powerhouse; he’s exceptionally strong, fast, and durable. He can throw tanks, outrun a car, and is impervious to anything short of artillery fire. He has crossed paths several times with Team Tomorrow and has shown himself capable of taking on four novas at once.
Geryon is a firm believer in eye-for-an-eye and is the unspoken leader of Nova Vigilance. As the monstrous Terat likes to say, “If they take your eye, you take both of their eyes. And then do unmentionable things to the eye sockets...”
Perhaps Geryon’s only redeeming feature is that he refuses to take the life of another nova. This is a small mercy, as he’s readily willing to cripple and maim a fellow nova when necessary. Though many regard him as a stupid thug, Geryon is quite eloquent in defense of his beliefs; beliefs he has no compunction in killing or dying for.
Teragen Factions
Nova Vigilance
Next to Divis Mal and Count Orzaiz, NV is the most identifiable and visible facet of the Teragen. Nova Vigilance is essentially a nova watchdog group, looking out for novas around the world and seeking retribution in their name. Seen as the Teragen’s counterpart to Project Utopia’s “Team Tomorrow,” the two groups have clashed on a number of occasions. This delights the media and its viewers but worries Utopia and the world governments. Unlike the Primacy, NV is not motivated by any agenda beyond the protection and freedom of all novas. This does not mean keeping the kid gloves on, however. On the contrary, the Terats of NV are firm believers in an eye-for-an-eye: if you publicly slander novas, expect a demonstration. If you kill or injure a nova, expect something worse.
Simply put, NV has had enough of baselines expecting novas to be the world’s scapegoats. NV firmly believes that if they do not stand up for novas, baselines will only step up their pogrom against the One Race. Chief among their concerns is Project Utopia, which they suspect has something to do with the shockingly high rates of sterility among novas.
The Primacy
On the surface, it often seems that the Primacy and Nova Vigilance are one and the same, but whereas NV is a reactionary group, the Primacy is active in promoting their agenda of a nova nation and the supremacy of the One Race. While NV acts in the open, the Primacy prefers influencing (read: threatening) leaders and conducting acts of terrorism and sabotage. Among the most radical Terats, the Primacy are ardent believers in nova supremacy. To them, baselines are untalented, pointless wastes of skin (read: second-class citizens); it’s the talking monkeys who should serve novas, not the other way around.
In the past, the Primacy was mainly a political movement, but in the last few years, they have stepped up their anti-baseline campaign. To the Primacy, the time for debate is over. The One Race cannot and will not exist in servitude, and there will come a time when novas will have had enough and rise up against their oppressors. The zeal of their supremacist doctrine grows with each passing day.
The Primacy is responsible for Nova Vigilance’s growing radicalism, turning the watchdog group into its own militant arm. The two factions have grown close, though some terats take issue with the Primacy’s stern anti-baseline position.
The Primacy attracts those Terats tired of the abuse their kind suffers at the hands of baselines and are in need of some revenge. Similar to NV, the Primacy is more radical, straddling the line between terrorists and insurgents. Younger Terats, those driven by power, have flocked to the movement, their heads filled with visions of a new Eden ruled by novas.
The Casablancas
A diverse and loosely associated faction, the Casablancas are the Teragen’s eyes and ears. While the other factions go about their business, the Casablancas hover on the periphery, using their contacts and skills to make sure no nasty surprises are in store for the movement. More importantly, and an oft ignored fact, it is the Casablancas who keep Terats united and in contact with each other. It is not unheard of for a faction member to drop in unannounced and check up on a fellow Terat. Most hosts do not object because the exchange of information is two-way. Recently, the Casablancas have taken on the role of coordinators, helping to transform the Teragen into a more organized and effective movement.
The Casablancas are the nervous system of the Teragen and are primarily concerned with the movement’s survival and continued growth. Of course, individual Terats have their own reasons for participating, but most are patriots of the movement. Count Orzaiz is the group’s lynchpin.
Even more so than Nova Vigilance, the Casablancas are an open group - all it takes to belong is an interest in keeping the Teragen informed and aware of external and internal threats. Since participation in the Casablancas is one of the few ways of serving the Teragen anonymously, its members outnumber the rest of the Teragen factions by two to one. They keep a very low profile, commonly staying just out of sight of those who wouldn’t approve of their Teragen affiliation.
The Pandaimonion
The Pandaimonion is one of the largest Teragen factions; a group spearheaded by a powerful Mega-Social Terat who calls herself “Narcosis.” A majority of its members are followers of the “Terat Siren,” whom she uses to expand her influence across the globe. The sheer numbers involved with the Pandaimonion give Narcosis substantial pull and weight among the Teragen. If there is ever a need for “loyal revolutionaries” to lead a charge, all Narcosis has to do is make a phone call - allowing the Teragen to spare its more valuable members from needless slaughter. To some, this may seem hypocritical, but the Teragen are fighting a war, and a few sacrifices are unavoidable.
The self-proclaimed gods and divas of the Pandaimonion are the rockstars of the Teragen. A good number have ties to the entertainment industry, mainly N! and the XWF, while others are dilettantes and playboys no longer content to play the baseline field. Because of this, the Pandaimonion has access to a number of contacts and resources, adding to the Teragen’s arsenal.
The Pandaimonion exists only to further Narcosis’ agenda of increasing her own fame and brainwashing baselines into becoming her followers. While an ardent supporter of the Teragen, she also has her own self-promotion in mind, potentially making her a danger to her fellow Terats. It’s only the relentless scrutiny of other Teragen factions that keeps Narcosis in line. She has wrangled the Pandaimonion into a position of importance, which makes it hard for most to ignore her. Radicals dismiss her as a fake, while more conservative Terats disapprove of her public persona.
The Harvesters
The Harvesters are not only radical, but above all, freakish. The Harvesters are a home for those Teragen members so Taint-ridden that they have nowhere else to hide. Holed up in secluded locations across the globe, the Harvesters tire of hiding and are itching to show the world the beauty and horror of Taint. Most prowl at night, avenging themselves on the baselines who abandoned them. Unfaithful or unsupportive family and friends areusually the first victims, before the Harvesters move on to more visible targets like Project Utopia and Team Tomorrow. The Harvesters take their name from their dream of harvesting Taint for power, though some would prefer to reap the human race.
The Harvesters are an exclusive group, tied not by ideals or philosophy but their hideous inhumanity. Not all Harvesters are monstrous in appearance, in a select few Taint has unhinged their psyches turning them into serial killers and psychopaths that make the Manson family and Ted Bundy look like preschoolers. Their leader, Altaz “The Apothecary” Zia brings most Harvesters into the movement and looks after them like his children.
The Harvesters have one goal in mind, the eradication of the baseline virus. Darwinist in the extreme, they argue novas are the new dominant species on the planet, and if something is not done to limit baselines, their sheer number might even drown out the One Race. Zia argues for a period of study before any extermination begins and shuns displays of outright violence, while others want to get into the action right away.
THE CHARACTERS
Player Character Mega-Attributes Enhancements Quantum Powers Taint & Aberrations kanly Gerardo Torrado (“Quetzalcoatl”) Mega-Strength 1, Mega-Dexterity 1, Mega-Stamina 1, Mega-Perception 1 Soft Fist, Electromagnetic Vision, Hardbody, Stunning Blow Flight, Intuition, Body Modifications (Chromatophores, Serpentine Tail, Serpentine Trunk, Spines) Taint 0 Bigmig Mark Holt (“Behemoth”) Mega-Strength 2, Mega-Stamina 3 Burrow, Durability, Regeneration Armor 3 (Impervious extra), Body Modifications (Gaping Maw, Claws 1) Taint 4, Molt Sir Swindle Paul Taylor (“Fabricator”) Mega-Intelligence 1, Mega-Wits 1, Mega-Dexterity 1 Engineering Prodigy, Quickness, Accuracy Matter Creation 5 Taint 5, Brain Bulge, Machine Wounds The Fifth Baldwin Maxwell Cunningham (“Professor Singularity”) Mega-Intelligence 5 Inventive Genius, Compartmentalized Mind N/A Taint 5, Bald, Blue Skin, Big Head Jenny Greenteeth Leanne Fitzroy (“Event Horizon”) Mega-Intelligence 1, Mega-Wits 1, Mega-Dexterity 1, Mega-Stamina 1, Mega-Charisma 1 Engineering Prodigy, Artistic Prodigy, Synergy, Fast Tasks, Adaptability, Centre of Attention Warp 1 Taint 0 GleefulNihilism Frederick McGowan (“Alchemy”) Mega-Stamina 1 Regeneration Disintegration 2, Matter Creation 1, Molecular Manipulation 2 Taint 5, Black Eyes
Last edited by Shaquille Oatmeal; Feb 22nd, 2020 at 03:51 PM .