Tuesday, November 7, 2023

Building a Character: Trinity Continuum: Aberrant

Hey there, welcome back to the third in... well, I think calling it a 'series' implies that it's planned out, when I'm just kinda doing these when I happen to have the time and energy. Regardless, this is my third Trinity Continuum character, this time for \Trinity Continuum: Aberrant. As with my Æon character, this isn't going to linger as much on the character creation process as my core character post (aside from the Aberrant-specific stuff, of course).

Now comes the part where I describe the game itself in more detail than is needed for context, so if you want to skip ahead to the character I'm gonna build, feel free to scroll down to the jump cut.

Aberrant was the second game in the original Trinity series, and thus came second in the post-core 'tentpole' Trinity Continuum eras in the current edition. Æon was about humanity in the early 22nd century dealing with, among other challenges, delayed repercussions of the Aberrant War. But how did we get to the Aberrant War? We start with novas in the early 21st century.

While the 'core' Trinity Continuum book presents a world very much like our own as filtered through action-adventure media, Aberrant is kind of an alternate timeline because in Aberrant's version of 2018 (1998, in first edition) saw the tragic explosion of the space station Galatea, bathing the world in then-unknown, difficult-to-quantify energies that cause people around the world to manifest superhuman powers based on manipulating fundamental quantum forces. 

The book's 'day zero' picks up a decade later, in 2028 (2008 in 1e), after a decade in which these superhumans, commonly called novas (from Homo sapiens novus), have already begun changing the world. Over the course of that decade, the Æon Society set up an organization called Project Utopia to study novas (not just their powers but physical transformations that often accompany said power) and find ways to use their powers for the good of mankind. This has led to drastic reversals of climate change, cures for diseases, and massive technological advancements. A group of novas called the Daedalus League now lead efforts to explore beyond the Solar System with their powers and super-science.

But it's not all Arc Reactors and unstable molecules -- for some people, great power means great opportunity. Naturally, some novas use their powers for personal profit, leading to a class of independent superhuman freelancers called Elites -- the most prominent example being superhuman mercenaries who are drastically reshaping visions of warfare. And then there are those who argue humanity's acceptance of novas is based on a faulty premise -- the Teragen, who believe that novas should not be considered human but a separate sovereign species on their own journey to transcendence and should not be bound by human laws or morality. But keeping track of the various factions, regardless of their feelings about or allegiance to humanity at large, is the Directive: a secretive agency empowered by the UN to oversee nova activities and (in theory) protect humanity from nova-related threats.

Some decades after this point, as recorded in the history of TC: Æon, the novas were gradually corrupted by their powers, grew apart from humanity, and eventually a war broke out between the billions of humans and several thousand people with godlike powers. As more and more crises related to the Aberrant War stacked up and humanity's future was at its bleakest, China revealed it's trump card: A network of satellites capable of orbital bombardment, powerful enough to potentially wipe the planet's surface clean. With these satellites they presented an ultimatum insisting the Aberrants (as they were now regarded) leave or everyone goes down together. The novas/Aberrants backed down, and the mightiest of them -- Divis Mal -- immolated the UN Secretary-General, proclaimed "Your legacy is our future," and led the Aberrants to the stars. 

(This sounds bleak, I know, but bear with me.)

All of these elements appear in the old and new editions, with one major difference -- the tone. The original Aberrant, like 1e Æon before it, is very 90's White Wolf. It's not a superhero game as such (Exhibit A: the intro for the Aberrant Player's Guide, infamously titled "This Is Not The Super-Friends") but a deconstruction in the style of Watchmen, Dark Knight Returns, or The Authority. I haven't read it or seen the series, but I'm told The Boys (which Aberrant pre-dates) is a pretty perfect match for its tone. At its best, the deconstruction is nigh-brilliant (though lots of it haven't aged well), but every now and again it's like a pizza cutter -- all edge, no point. 

It's a game about power and its corruption, heavily steeped in dark conspiracies that mean very few people can be counted among the 'good guys.' Said good guys are the titular Aberrants: a small resistance group trying to uncover and reveal the corruption and darkness within Project Utopia. The pre-eminent 'superhero'-type of the setting, Caestus Pax, is arguably the 'light beer' version of Homelander, the Teragen could be described as 'What if you combined the Brotherhood of Mutants with the Sabbat from Vampire: The Masquerade,' and the Aberrant War is all but inevitable.

Trinity Continuum: Aberrant, by contrast, actually is a superhero game. Again, it's not all quantum rainbows and quantum daisies, and there are guidelines for fine-tuning a given chronicle's sensibilities regarding the genre, but by default it's much more reminiscent of the Marvel Cinematic Universe. There are people with powers across all political and moral spectra, but by and large there are more people doing good than not regardless of their motivations. 

It's still a game about power and consequences, but it's a setting where the good guys can win. Project Utopia, while not perfect, is a force for good and Cestus Pax (spelling change between editions, not a typo), the leader of Team Tomorrow, is a moral man with power beyond his reckoning still getting used to leadership. The Teragen's core beliefs are largely the same, but they are much more about exploring transhumanism than trying to speedrun their ascendance to quantum-powered godhood -- though in this edition the titular Aberrants are a militaristic extremist faction of the Teragen, arguably outliers in the opposite direction from their 1e counterparts. And while it's possible to see the rumblings of the Aberrant War on the horizon, this edition emphasizes that the War (and Æon beyond it) are possible (perhaps likely) outcomes, but it encourages you more to avert that future in your own games -- part of Trinity being a continuum, and explicitly a multiverse.

Incidentally, one thing both editions have in common is good LGBT+ rep (with a 'good for its time' qualifier for 1e, to be fair) -- there are several prominent novas in the quiltbag, mostly taken beyond simple stereotypes. When the first edition Teragen book came out and revealed that their leader Divis Mal is openly gay and in a relationship with another man in the setting, someone on the White Wolf forums flipped their shit with a post titled "Divis Mal is GAY?!? WTF!!!!" This was responded to, famously, with a thread entitled "Divis Mal has ARMS?!? WTF!!!!" that created a meme that persists to this day. As someone who was there for (and posted in) the Arms thread, it gave me the warm and fuzzies when Onyx Path announced early on that they were rebooting the Trinity games and literally one of the first things that came up was official reassurance that Divis Mal 'would still have arms.'

I played and ran a lot of 1e Aberrant with my friends back in late high school and early college, and it's a game pretty close to my heart. I still have all of those old books, some of which are worn to the point I need to be careful handling them, including the two copies of the Aberrant Player's Guide I wound up with because enough time passed between the book's announcement and its release I accidentally pre-ordered it twice from two different stores. (Technically I don't have my original hardcover core book any more, having loaned it to someone who vanished with it about the time the game line was cancelled, but a few years ago I found another copy at Half-Price Books, probably in slightly better shape than mine had been when I lost it.)

I could probably go on, but I've already gone on far beyond what's necessary or even interesting to read. So whether you're still with me or just jumped ahead to the actual character write-up, thanks. And of course, if you have any questions, comments, requests, etc., let me know either here in the comments or any of the social media outlets in my profile.


Step One: Concept

Okay, we should know this by now. I toss together character concept, background, name, Aspirations, etc. Hypothetically I could write up a nova version of Martin from my TC Core post, but arguably he already is that -- Talents exist along every stretch of the Continuum, including Aberrant. (Though given that this is in the 'future,' I could write up a version of Martin who's got some XP on him...) I am going to stick with the gimmick I've been doing of writing up members of the Taylor family as members of the Æon Society, however. If anyone would want to see me do an unrelated character of one of the other factions, just ask.

So I've got a couple of concepts in mind, and one of the stronger ones is -- as with my Æon Telepath -- a very loose adaptation of a 1e character I played back in the day, albeit in the official unmoderated Aberrant chat on White Wolf's site rather than an actual game. If you're, like, the one person who might recognize this character from back then, hit me up and we can reminisce.

It hasn't gotten as much attention in TC: Aberrant as it did in 1e, but there is a nova-exclusive nightclub called the Amp Room in Ibiza, a place where novas can gather away from 'baseline' (normal human) eyes, let their hair or whatever down, and partake of substances strong enough to get through their superhuman metabolisms. (I can't remember if this is still the case, but in 1e it's implied that for a lot of novas, anything less potent than everclear may as well be tap water) The original 1e version of this character was an independent journalist who somehow finagled an invite to be the first baseline to see the inside of the place while it was open -- and then immediately erupted as soon as he stepped inside, almost as if some larger force was trying to preserve the club's reputation. Which is slightly goofy, but I still like it.

Now, if I was going to play this character in a game and I thought the Storyguide would go for it, I'd consider pitching that version of the backstory, but for a 'default' version let's dial it back just a smidge.

Jerry Taylor started off as something of a minor influencer online, never built much of a following or anything -- he's clever and he's got a decent sense of humor, but just lacks the sense of 'performance' that goes into being one of those people who makes a career doing unboxings and commenting on stuff for ad revenue. He hung it up, but not before making a connection or two with some OpNet news sites. (The OpNet being a fully fiber optic replacement for the old internet made with cables utilizing a nova-created substance called eufiber.) So while there isn't much in the way of fame or fortune involved, he became a news writer and indie reporter on nova-related issues.

One day he got a tip on a few members of the Queer Nova Alliance (exactly what it sounds like) putting in an appearance at an event at his old high school. He made a few calls and tried to get the sort of access that might get a comment or a promise of an interview, and he succeeded thanks in part to his cousin Martin who works for the Æon Society and could swing a couple favors. And while he'd have been fine getting an email address to set up an interview or something, he was in the right place at the right time to talk with one of their high-profile members: Glamora, Queen of the Glamazons. 

Impressed with his familiarity with her career not only after but before her eruption as well, he got a brief interview and an up-close demonstration of her holographic and illusion-based powers... which blew his mind first figuratively and then literally, as the display provided just the right spark to trigger his eruption into a nova himself. It worked out in his favor that he was having a one-on-one with Glamora, because many novas upon their eruption have an uncontrollable (often dangerous) display of power, his initial manifestation was the ability to copy other novas' powers -- meaning that the only person who noticed anything was up at first was Glamora herself, when her light show suddenly had a bunch of extra layers.

He recovered from the initial shock of his eruption at one of Project Utopia's Rashoud Facilities, during which the doctors eventually nailed down exactly what his powers actually are (I assume power-copying is really hard to identify in a vacuum). And as soon as it was determined he was safe to be around, Project Utopia started offering him jobs, maybe in the Rashoud Facilities themselves as a trainer or security. He also got bombarded with offers from various companies and outfits looking to land an up-and-coming nova who might not yet know what he's worth. But he didn't want to work in a big public way -- he'd seen first-hand what fame looked like and wanted as little of it as he could get away with.

He turned to Æon. Sure, they gather far more Talents under their banner than novas, but he'd rather put his skills to use working for them in a less-flashy capacity. Sometimes this means working with Triton's R&D, sometimes this means providing backup when they investigate some weirdness that might be nova-related but they're not sure, and sometimes he might get loaned out to Utopia. In the meantime, he does the occasional op-ed column or essay regarding nova affairs, fills emergency spots on talk shows, that sort of thing. Nothing big enough to draw too much attention, but big enough nobody thinks he's hiding and feels the itch to go looking for him.

Heck, that was a lot. I'm going to officially summarize the concept as... hm... "Troubleshooter on nova issues."

And now, Aspirations. Again, I'm going off the 'model' I used for my Æon character and describing what his to-do list would be on the day he gets dragged into whatever story he's in. His short-term Aspirations are "Find one more person to interview for my latest essay about the eruption experience" and "Copy a power I haven't done before." His long-term Aspiration will be: "Learn about the Babel Dossier." He's probably too new in the organization to know about the Babel Dossier -- Æon's secret vault of bizarre artifacts, dangerous technology, and unexplainable phenomena -- but that feels like the sort of thing someone with the power set I have in mind would want to poke around in. If he does know about it, he probably hasn't gotten access yet -- in which case I'd revise the Aspiration appropriately.

Step Two: Paths

Okay, here we go. Origin Path is... honestly, I can't see one in the books more appropriate than Suburbia unless I'm going contrary for its own sake. Maybe I'm boring. But either way, I'm imagining Jerry having a pretty solidly middle-class upbringing. His three Path Skill dots are gonna go... heck, why not, all three into Culture. His Suburbia Edge dots are going to go into Library, as he built up a pretty extensive collection of information about novas while he was still sorting out his career and getting into the news writing. His Path contact is gonna be... actually, y'know, I'm gonna cheat slightly. His Path contact is going to be his cousin Martin, older and wiser than the 'zero xp' version of him I posted a while back, still connected from back in the day, and offering up the 'Tech Geek' tag. Jerry's community connection will be the streamers he used to collaborate with during his college days, with whom he's largely stayed in touch.

Next is Role Path, which will be... okay, I'm torn on Role Path. Nothing in the core book quite fits. I'm tempted to go with Field Researcher from Prometheus Unbound, which is a TC: Æon book but nothing about the Path is strictly specific to the context in which it appears. I mean, really, his whole deal is just kind of professionally 'being a nova,' and writing on the side. Actually, the way I put that makes me think I should go with the other choice I was considering, the Consultant Path from the Aberrant core. It's intended for Elites, but with my earlier emphasis on him going where his particular powers are needed, Consultant feels close enough -- after all, he could be an independent Elite for hire and little on the sheet would change.
(I could -- and probably should -- also make a Path from scratch, and one of these posts I just might do that. But not today.)

Consultant Path Skills are Integrity, Persuasion, and then I pick two out of Culture, Humanities, Science, or Technology. Let's go with Humanities and Science off that list -- and, in fact, put 1 dot into Humanities and the other two into Science. And for his two Edge dots, let's put one into Always Prepared because his journalism instincts and powerset keep his head on a swivel, and one into Patron, which will be Max Torres, the editor that first got him into news writing and is sort of his link to that world for when he does his writing, offering up the 'Well-Connected' tag. And because I can't think of a good reason why I couldn't, Max will also be his Consultant Path contact, which will give him a little more access to calling upon the resources involved. His community contact is going to be the various news/media folks whom he's called colleagues and rivals all these years.

Finally, his Society Path, which is going to be (wait for it) The Æon Society. His Path Skill dots are going to go be another dot into Humanities, Science, and one in Persuasion. His Edge dots are gonna go into... I'm tempted to take a dot of Followers to represent a dedicated research team or something, but maybe later. I'm just gonna put both dots into Wealth, because he should have that much scratch. (Another dot might be appropriate, in fact, but I only get two at this stage of the game.) His Path Contact is... well, if I hadn't cheated and used Martin for this, I'd use him here. So let's go with... Dr. Kooroush Vahdat, a baseline doctor working for Project Utopia, someone who often consults for Jerry and vice-versa on certain nova-based issues. I'll make up a tag for him of 'Scientist.' And Jerry's community connection will be Project Utopia, through the various ties described above.

So before we continue, the usual reminder: Skills are currently Culture 3, Humanities 2, Persuasion 1, Science 3. His Edges are Always Prepared (1), Library 2 (Novas), Patron 1 (Max Torres), Wealth 2.

Step Three: Skills, Skill Tricks, and Specialties

So now we add six more dots of Skills. Let's go pretty broad with these. In no particular order: a fourth dot of Culture, a dot of Integrity, a dot of Close Combat (for self-defense purposes), a dot of Empathy, a dot of Medicine, and a second dot of Persuasion. Not giving a final list here because I might add to this later, in Step Five.

Next is a Skill Trick for one of my Skills at 3 or higher. Oh, here we go. Under Culture is That's My Favorite, Too! Before making an Empathy roll to charm someone or put them at ease, he can activate the Skill Trick to add dice equal to his Culture Skill to the roll.

And now a Specialty for every Skill at 3 or higher. Culture Specialty is going to be... the best way I can simply put what I have in mind is Backstories. Basically, his knowledge of celebrity histories and such. For example, as Specialties tap into your understanding of one Skill to enhance another, 'Backstories' might boost Close Combat if he's in a fight with someone specific but remembers they trained in such-and-such style. His Science Specialty is... I'm thinking Quantum energies, reflecting an understanding of how certain nova powers work, but I can see a more conservative Storyguide finding it too broad so I've got a couple alternatives in mind.

Next up...

Step Four: Attributes

Okay, so now I prioritize the Arenas -- gonna go with Mental first, Physical second, Social third. Everything gets a free dot, then I put six into Mental -- 1 into Intellect, 3 into Cunning, and 2 into Resolve. Now four into Physical -- 2 into Dexterity, 2 into Stamina. And finally, two into Social, which I think will both go into Composure. As I've previously established, Jerry's better at knowing what to say than he is at actually saying it. But his Culture Skill Trick makes him really good at talking to celebrities, which makes up for a lot.

Anyhow, now I pick a Favored Approach, which I think is gonna be Finesse. He's more clever than smart, better at finding the angles rather than pushing through or weathering the storm. So that's gonna be an extra dot to those Attributes.

So we're gonna add to this later, but that puts his Attribute layout at the moment at Intellect 2, Cunning 5, Resolve 3, Might 1, Dexterity 4, Stamina 3, Presence 1, Manipulation 2, Composure 3. (One of these days, one of these characters is gonna be a dumb brute with a Might of 8 and a Cunning of 0.4, but not today.)

Step Five: Apply Nova Template

Okay, now here's the fun/complicated part: Powers! Yes, technically Talents have powers and psions certainly do, but they aren't nova powers. Novas are capable of a lot of powerful things -- in the first edition, building a starting character as powerful as Marvel's heaviest hitters (at the time) was doable if you spent your points right. (The d20 versions weakened novas so much for compatibility's sake that I think I guesstimated that a starting nova under the Storyteller system was something like level 12 under d20.) I haven't actually tinkered with the Storypath system that much, certainly not enough for a proper comparison (and I'm sure someone smarter than me has already done that), but just looking at it on the page I get the vibe that overall novas can't 'hit' as hard, but are more broadly capable.

But first off, applying the nova template gives Jerry a Quantum Trait of 1. Quantum is the power stat here, and at character creation I can buy it as high as 5. I'm gonna have to buy it up a bit for the powers I want on Jerry, but we'll get to that. 

BTW, the character sheet has a spot for 'Moment of Inspiration,' and I don't know if that's an intentional holdover from the core sheet or what, as the Aberrant book doesn't actually talk about that as a character creation step. I could have sworn there was a bit in the book that did address that, but I'm just gonna put Exposure to Quantum on the sheet there. Not that I'm obligated to, but I don't see why not. But I wanted to explain that somewhere, may as well be here.

Next the character tier improves. This is something the TC core book touches on but I haven't had reason to mention: by default, mundane humans, Talents, psions, and a lot of other character types have a target number of 8 -- what they need to roll on a d10 to count as a success. A psion whose Psi trait hits 6 or 7 (the maximum), approaching/reaching the power levels of the Proxies who manage the Psi Orders, have a target number of 7.

Novas also start at 7. They're just more powerful than mundane humans, even in areas outside of their powers. On a related note, I also get an extra dot in one of the Attributes in my Favored Approach, which... hm, his Cunning's already 5, so that's out. Eh, let's shore up that Manipulation with an extra dot. Next, Jerry gets a free dot of either the Fame or the Alternate Identity Edges -- novas simply can't lie low without effort. But I've described Jerry as a minor celebrity in some circles, so the dot of Fame (as pointed out, the minimum he can get away with) makes sense.

And now I get 150 experience points to spend on powers and other traits. Now, this won't go as far as it seems on the surface, but let's see just how far it is. First, though, I'm gonna buy a mundane trait -- another Path dot. I can have up to five Paths, and they do have ratings. But rather than add a dot to an existing Path, I'm going to buy the first dot in the Queer Nova Alliance Path (as seen in the appropriate supplement, building on the connections that Jerry made in the circumstances of his eruption. And this gives all of the usual Path benefits: three Skill dots that are going to go into an additional dot each of Culture, Integrity, and Empathy, two Edge dots that will go into Iron Will, and the usual connections. Let's say he kept in touch with Glamora and she's his Path contact, and his community connection will be media personalities and performers. The Path dot costs me 18 experience (but provides more than that in terms of benefit, just from the dots alone).

Now let's get into the powers. Quantum Imprint, which lets Jerry copy other novas' powers, requires four total dots of the Quantum trait. (Some powers have hard minimums like this, while others effectively limit your dots based on your Quantum rating. First edition was simpler, but also a little more rigid, and I think I like this way better.) So three more dots to have Quantum 4 is going to cost a total of 48 experience (see what I mean about 150 not going as far as you think?), which is expensive but increasing Quantum benefits Jerry across the board.

But that does mean we're down to 84 points. Power dots are 12 experience each, though I can take Transcendence to halve that at the cost of distancing himself from his humanity -- it increases his difficulty in forming lasting bonds with people who have less/no Transcendence (including baselines), and if he gets enough points he starts mutating. Actually, that reminds me... yeah, the fourth dot of Quantum actually gives Jerry a dot of Transcendence. Well, I'm not planning to acquire any more, but we'll see. (This is Chris from a few paragraphs into the future scrolling back up to say: Yes, we saw, didn't we?)

So let's start with three dots of Quantum Imprint at full cost. That lets him copy a single power another nova has, up to 3 dots or their rating, whichever is lower. And I'm going to spend another 12 to add the 'Ranged' power tag to that, because by default he has to touch them. I'd also add the 'Additional Power' tag to that, but this is already getting expensive.

Oh, also, before I forget -- I'm going to spend 12 points on the Quantum Sense Mega Edge (which is a single dot), which gives him a sense of the ebb and flow of fundamental forces around him. So he can spend a Quantum point to basically get Daredevil-style awareness of his surroundings, as well as try to sense the capabilities of novas around him. It also gives the Storyguide permission to have him sense quantum energy events for story hook purposes.

And I'm already down to 24 Experience, and there's a thing I wanna do, but... hm. See, I wanna buy Quantum Disruption, giving him the ability to shut down nova powers, and I can afford two dots of that -- but I also want to add the Reflexive power tag, which costs as much as two dots but would also let him stop them as a defensive thing. So this means I gotta free up 12 Experience for a single dot of Reflexive Quantum Disruption.

Y'know what, eff it. We're doing it live. I'm gonna make some adjustments -- Quantum Sense and one of the dots of Quantum Imprint are now taken at half-price, giving Jerry two more Transcendence but in the process freeing up the experience I need to buy a single dot of Quantum Disruption with the Reflexive tag, for the rest of my experience.

That said, all my hemming and hawing about power costs aside, I've got a nova who can copy powers and even to a limited degree shut down the powers of other novas, and that's nothing to sneeze at. He doesn't have any Mega-Attributes and his power set is technically limited by the power sets around him, but that's okay, I wanted someone kind of gimmicky. (If you'd wanna see a more classically-superheroic character, just ask.) Also, if need be, he can 'max out' and try to push his powers past their limits to do things he can't currently do (as long as it makes sense) at the risk of acquiring Flux, which can roll over into Transcendence. Though as-is, he now has enough Transcendence that mundane humans and novas with Transcendence 0 or 1 instinctively sense something a little 'off' about him.

But now that brings us to...

Step Six: Final Touches
Yup, the home stretch. So, fun fact, novas don't get the extra Attribute or Edge dots at this stage of character creation that literally everyone else gets. It's considered part of the 150 experience I just spent. This post isn't meant to be review or critique, but I'm actually not fond of this particular tweak -- it's not about the points in of themselves, as I could have spent the experience to get those and mostly bought powers instead. (I am tempted to take another dot of Transcendence for the experience to buy a couple more Edge dots, but let's not.) It's more the divergence from the baseline default (no pun intended) that bugs me. I get the thinking behind it, that it probably makes the math easier and it means players aren't mentally switching from distributing dots to spending experience and back to distributing dots, but I feel like to some degree it kinda screws up the premise of 'this is the standard character creation, but step five is different for everyone' if you also have to add in 'and sometimes step five screws with step six.'

Anyhow, with that out of the way, for the sake of argument, Jerry's final Skill, Attribute and Edge totals are:

Close Combat 1, Culture 5, Empathy 2, Humanities 2, Integrity 2, Medicine 1, Persuasion 2, Science 3

Intellect 2, Cunning 5, Resolve 3, Might 1, Dexterity 4, Stamina 3, Presence 1, Manipulation 3, Composure 3

Always Prepared (1), Fame 1, Iron Will 2, Library 2 (Novas), Patron 1 (Max Torres), Wealth 2

Next he's got his health levels, and his third dot of Stamina means he gets an extra Injured Injury slot.

And finally, there's his standard Defense of 1.

And now to cap this off with a quick description. Pretty average-looking white guy in his early 30's, light brown hair, with a definite resemblance to his cousin Martin/MarTay, though his features are a little more chiseled, his build a little more seemingly athletic thanks to the nova metabolism. While he doesn't have enough Transcendence for an obvious physical transformation, I like the idea that his eyes shine weird in some light, almost but not quite like certain animals -- an effect that puts some people off even if they can't obviously see it. Despite the temptation of taking more Transcendence to free up some experience for another couple Edge dots to buy some Eufiber, I really feel like Jerry's first mutation (something about his ideas, I have a couple ideas) is something that should happen in-game where he can react to it as it happens.

So, that's it. I keep telling myself these are gonna be shorter than my core book write-up, but I just enjoy talking through this too much. Ah well. Anyhow, here's the sheet.

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