Mega-Intelligence
Intelligence, according to some, is the ultimate weapon.
If that's the case, a nova with this Mega-Attribute is ready to fight in any
war.
A character with Mega-Intelligence is intelligent beyond
the dreams of even most geniuses. His ability to make deductive
"leaps" from unrelated facts to a conclusion, to solve difficult
problems and to analyze situations is nearly unparalleled. In some cases, novas
with high Mega-Intelligence ratings have put powerful computers to shame. In
fact, even one dot of Mega-Intelligence effectively indicates that the human IQ
scale can no longer be applied to the Mega-intelligent nova.
Like Intelligence itself, Mega-Intelligence mainly represents
the quality of a character's thinking processes — how clearly and
precisely he can put facts together and draw conclusions from them. However,
unlike Intelligence, to a certain extent it also measures the speed at which a
character can analyze facts and perform calculations. Characters with high
Intelligence solve problems quickly, but a nova with even Mega-Intelligence 1
makes them look like mental tortoises. When it comes to reacting fast under
pressure, though, Wits and Mega-Wits still rule the day.
• Stupendous: You do advanced calculus problems in your
sleep.
•• Amazing: Supergeniuses look
on you with envy.
••• Incredible: An auditorium full of professors doesn't
have as much brainpower as you.
•••• Spectacular: Your memory for even the most trivial
details never fails you.
••••• Godlike: You make supercomputers look slow and
stupid.
Mega-Intelligence
Enhancements
Enhancements that characters with Mega-Intelligence may
learn or purchase include:
Analyze Weakness
Virtually everything — every object, every system, every
procedure — has flaws, weaknesses and vulnerable points. In many instances
these problems are so minor as to be unnoticeable to the average person. A nova
with this ability, however, is not the "average person." By dint of
her vast intellect and analytical prowess, she is able to detect where these
weaknesses are, and she knows how to exploit them to her advantage.
System: A nova with this enhancement is able to detect
weaknesses in objects, systems and procedures. Sometimes this flaw is physical
(a place where a crack is likely to develop) and sometimes a less tangible
weakness (a part of a security net where protection is lightest), but in either
case, the nova can locate the problem.
To find and analyze a weakness, the nova must spend an
action looking at and considering an object or system. Then she spends a
quantum point and makes an Intelligence roll. The Storyteller can increase the
difficulty of the roll if the nova is examining a particularly well-made or
relatively flawless object or if the system or procedure being analyzed is so
efficient that it generally lacks any vulnerabilities.
If the roll fails, the object or procedure is without weaknesses or working at
peak efficiency as far as the nova can tell. A nova can try to analyze the weaknesses
in a particular object or system only once per scene; if she fails it will be a
while before she can try again.
If the roll succeeds, there are several possible effects.
If the nova is analyzing a physical object, such as body armor or a wall, the
soak value of any armor provided by the object (both bashing and lethal) is
reduced by one per success. This effect can be applied to anything that offers
physical protection, such as another nova's Force Field, even though it is not
literally a "physical object."
If a nova succeeds in analyzing the weaknesses in larger
objects, such as buildings, vehicles or bridges, she knows where the cracks,
weaknesses and/ or stresses in the object are. This analysis allows her to
place explosives where they will be the most effective, or to effect repairs as quickly and efficiently as possible. For
each success the character achieves on his Intelligence roll, she receives an
extra die (or sometimes more) for related Ability rolls to affect the object in
some way. For example, if the nova's player achieves three successes on her
Analyze Weakness roll when examining a spacecraft, she receives three extra
dice for Engineering rolls to fix or modify the craft — or three extra dice for
rolls to destroy the ship with a bomb, since she knows just where to put the
bomb for maximum effect.
If the nova succeeds in analyzing a system or procedure —
such as a security system or program, a plan of attack, a tactical situation or
a bureaucratic system — she knows what aspects of it are not as good as they could
be; what parts of it are flawed, weak or inefficient; and how the system or
procedure could be improved. For each success the player achieves on her
Intelligence roll, she receives one die (or sometimes more) for related Ability
rolls to affect the object in some way. For example, if the nova's player
achieves two successes when analyzing the guard patrols and other security measures
protecting a mercenary base in
Eidetic Memory
Any nova with Mega-Intelligence has a well-developed memory.
A nova with this enhancement, though, has a memory that's virtually foolproof.
He can remember in precise detail just about anything that has happened to him.
Anything he takes the time to study remains lodged in his mind. However, just
because he can store a particular fact in his memory does not mean he can
recall it instantly. Sometimes a character with Eidetic Memory has to stop and
think for several seconds or minutes, slowly reading down a mental page or
through a mental file until he retrieves the fact he wants.
System: A character with Eidetic Memory is assumed to
have perfect, and nearly instantaneous, recollection of anything that has
happened to him. For example, suppose that the characters have spent an hour working
their way through the labyrinthine halls of some Teragen
base. After the climactic encounter, the characters realize, to their dismay,
that they cannot remember how to get out again. Fortunately, one of them has Eidetic
Memory, and he can lead them back the way they came in without any problem.
Remembering studied information works a little
differently. Theoretically, the character has perfect recall of anything he has
studied, from the phone book to advanced quantum physics textbooks. However,
the problem with this in game terms is that it can provide the character with
many Abilities for free — a situation that isn't fair to the other characters.
Therefore, the Storyteller needs to restrict this aspect of Eidetic Memory in a
couple of ways. First, Eidetic Memory provides only academic knowledge.
It doesn't teach a character how to do anything. The character might have
memorized an entire book on plumbing, but since he's never actually put wrench
to pipe in his life, he can't fix plumbing systems. He'd be qualified to advise
a character who does have such skills, though.
Second, a character may not be able to recall a memorized
fact quickly, as stated previously. Whenever the character wants to use his
Eidetic Memory, the Storyteller should require an Intelligence roll. The
Storyteller may increase the difficulty for particularly obscure facts. The
Storyteller should also set a base time required for the nova to recall the
fact; this base time can range from instantly, to one turn, to a minute or
more. Each additional success achieved on the Intelligence roll cuts the recall
time in half.
Characters with Eidetic Memory should be encouraged to
spend experience points to buy Abilities related to facts they have memorized.
Thus, this enhancement is an excellent justification for characters to buy all
sorts of unusual and fun Abilities.
This enhancement is always in effect and costs no quantum
points to activate.
Enhanced Memory
A nova with this enhancement lacks the long-term brainpower
that a nova with Eidetic Memory has, but what he lacks in long-term memory he
makes up for in short-term recall. He can study a subject and, for a brief period,
remember everything he studied almost exactly. Although this information fades
quickly after that period expires, it's there long enough for a character to make
use of it — say, on a mission. Enhanced Memory is perfect for memorizing things
like floor plans, guard patrol schedules and personal information about a
target — just the sort of facts that come in handy on many missions.
System: The character chooses a particular subject or
collection of data to memorize. The subject must not be too extensive — he
can't choose the entire works of Shakespeare, for example. However, a complete
mission briefing, or one or two textbooks, or the ability to speak a language
enough to carry on a basic conversation, are all possible.
The player must spend a quantum point and make an
Intelligence roll at +1 difficulty to memorize the chosen information
successfully. Once memorized, the information remains in the character's
short-term memory for a period equal to one day per dot of Mega-Intelligence. After
that period has passed, the information begins to fade at the rate of about 25%
per day until the character's recollection of it is virtually gone.
Characters may, if they wish, use their Enhanced Memory
as a justification for buying a particular Ability, which reflects permanent
recollection of a memorized subject.
Mathematical Savant
Calculator? Computer? Who needs them? A
nova with this ability can run numbers in his head so fast that reaching for an
electronic calculator is usually a waste of time.
System: A nova with the Mathematical Savant enhancement can
perform complex mathematical equations in his head almost instantly.
Multiplication and division, even involving four- to eight-digit numbers, takes
only a second or two. More complex algebra, trigonometry or calculus problems
may take up to a minute. Extremely complex mathematical operations, such as all
the calculations necessary to launch a rocket to Jupiter, may take up to an
hour.
Whenever the character is using a skill or Ability involving
math, such as trying to decode an encrypted message, the Storyteller should
allow the player to make an Intelligence roll. Each success bestows an
additional die for any related Ability rolls.
This enhancement is always in effect, and it costs no
quantum points to activate.
Linguistic Genius
Quelle heure et
il?
jHabla espafiol, senor?
Bom dia!
Sprechen sie deutsch?
These phrases are all as good as his native language to a
nova with this enhancement. A character with Linguistic Genius is, literally, a
genius at linguistics and language interpretation. He can usually speak a lot
of languages fluently, but more than that, he has an intuitive understanding of
the structure and nature of language. Even if he has never heard a particular
language before, if he listens to someone speaking it for a little while, he will
be able to determine what the person is saying. He won't necessarily be able to
speak the language himself, so he might not be able to respond or participate
in a conversation, but he will know what's being said to him, and sometimes
that's enough to solve any problems. System: A character with this enhancement
receives five automatic successes when the player makes Linguistics rolls.
Furthermore, the number of language families with which he is familiar is
quadrupled. Thus, a nova with Linguistics 5 and Linguistic Genius would be
familiar with 20 language families.
Even better, the character has a limited ability to comprehend
speech in languages with which he is not familiar. When he hears a language he
does not know, the player may make an Intelligence roll. The Storyteller should
add a difficulty modifier for especially complex languages, situations where
the character has difficulty hearing the language being spoken or when the
character is not able to listen to the language for very long. This enhancement
is always in effect and costs no quantum points to activate.
Mental Prodigy
This broad enhancement is actually several different enhancements
grouped under a common heading. Each of them represents a nova who has an
innate talent for, "feel for" or skill at a particular type of
Intelligence-based (or -related) ability. The character must select a specific
category of this enhancement.
When a character spends a quantum point to activate this
enhancement, the effects and bonuses received last for a minimum of an hour, and
possibly longer at the Storyteller's discretion. Catergories
include:
• Engineering: An Engineering Prodigy is a certifiable genius
when it comes to working with electronic and mechanical devices. He has an
innate understanding of how such devices work, how to repair or improve them and
the synergies that result when particular technologies are combined. He can
make intuitive leaps that leave ordinary engineers scratching their heads in
puzzlement.
System: Whenever the character works with electronic or
mechanical devices, the player may make an Intelligence
roll. For each success he achieves, he may roll one extra die when making
Engineering rolls or related rolls (it is the Storyteller's discretion as to
what constitutes a "related" roll, based on the situation).
• Financial: Economics isn't such a "dismal
science" to a nova with this ability. He has a natural understanding of
economics and economic systems, high finance, market manipulation and money in
general. Give him a few dollars to invest and he'll soon turn them into a
fortune. Give him an economy to manage and it will soon be humming along
efficiently and productively. Let him analyze the stock market for you, and you
will be able to chart a productive investment strategy for years to come.
System: Whenever the character is involved with situations
or problems concerning economics and finance, the player may make an
Intelligence roll. For each success achieved, the player gains an additional
die when making rolls related to such subjects.
• Investigative: Sherlock Holmes has nothing on a nova
with this ability. The character is a deductive and investigative genius, able
to read volumes of information from the smallest clues. Although he does not
necessarily have any knowledge of forensic science, he has an intuitive ability
to figure out what clues mean. This ability makes him a matchless detective —
or a nearly uncatchable criminal.
System: Whenever the character is investigating a crime,
interrogating someone, or trying to solve a mystery or puzzle, the player may
make an Intelligence roll.
For each success achieved, he may roll an additional die when
making Investigation rolls, Interrogation rolls, Science rolls for specialties
such as Criminology, Medicine rolls for the specialty Forensic Pathology or
related rolls (it is the Storyteller's discretion as to what constitutes a "related"
roll, based on the situation).
• Medical: Marcus Welby, eat
your heart out — and if you do, this character might just be able to patch you
back up. A nova with this enhancement is able to diagnose diseases, treat
injuries and heal the sick as well as an experienced physician. If he actually
has formal medical training (i.e., the Medicine Ability), he's even better.
System: Whenever the character is involved with situations
or problems concerning medicine, healing injuries, fighting off illnesses and
diagnosing diseases, the player may make an Intelligence roll. For each success
achieved, he may roll an additional die when making Medicine rolls and any
other rolls related to those tasks.
• Scientific: A Scientific Prodigy is to general science what
an Engineering Prodigy is to working with technological devices. He has an
intuitive understanding of scientific subjects in general, including the
interrelationships of various scientific specialties and the best ways to
perform experiments or analyze scientific data.
System: Whenever the character is involved with situations
or problems concerning science or scientific subjects (but excluding subjects
covered by Engineering Prodigy or Medical Prodigy, unless the Storyteller rules
otherwise), the player may make an Intelligence roll. For each success
achieved, he may roll an additional die when making Science rolls.
• Tactical: A nova with this enhancement is a genius when
it comes to analyzing tactical and battlefield situations, evaluating resources
and determining the best way to apply those resources to achieve victory in
that situation. His ability to pull victory from the jaws of defeat, beat
numerically superior enemies and concoct brilliant strategic and tactical plans
is nothing less than phenomenal. And this ability often works just as well when
applied to less dangerous, but no less violent, "battlefields" — such
as the cutthroat corporate arena.
System: Whenever the character is involved with situations
or problems concerning tactics, strategy or warfare (including such things as
corporate economic warfare or political campaigns), the player may make an Intelligence
roll. For each success achieved, he may roll an additional die when making
rolls related to such subjects. The character also gains a permanent +3 to
Initiative.
Speed
A nova with this enhancement is able to process written
and textual information far faster than the average reader. When he's studying
something, sit back and watch the pages fly past.
System: The character is able to read text (whether in a
book, on a computer screen or in any other medium) four times as fast as the
average highly educated person without any loss of comprehension. Additionally,
whenever he is using his Speed Reading ability, the player may make an
Intelligence roll; each success adds one to the speed multiplier for his
reading (one success means he is reading five times as fast, two successes mean
six times as fast and so on).
This enhancement is permanent and costs no quantum points
to use.
Taint Resistance
This nova is able to make amazingly efficient use of his
brain cells, squeezing every last drop out of the old gray matter. As a result,
the nova suffers less from mental aberrations brought on by expansion of the
M-R node and tends to be more stable mentally.
System: When calculating permanent Taint from the Node
Background, subtract the character's dots in Mega-Intelligence from the Node
level. Thus, a nova with Node 3 and Mega-Intelligence 1 with Taint Resistance
gets no Taint from the Node Background, and would get only one point of Taint
if she increased her Node to 4.
Additionally, when the nova gains a mental aberration, subtract
the nova's dots in Mega-Intelligence from the character's Taint to determine
the severity of the aberration. This will not eliminate an aberration that is only
mild, but will lessen the effect of higher Taint on mental aberrations,
allowing the nova to function with less impairment as his brain reroutes around
damaged areas.
This enhancement is permanent and costs no quantum points
to use.