EDIT: I've bit the bullet and decided to run this if I can garner support.
The main setting will be based heavily on Aberrant, though I'm giving some things a redress so I'm not burdened on what's 'canon'.
No-one can pinpoint the exact moment that the people dubbed Novas first appeared; though several have claimed to be Number One, Patient Zero, Alpha, they have no way of substantiating their claim. No-one can deny that it was in 2008 that the Invictus Foundation made itself public, declaring that it had been studying the Nova phenomenon for some time. Within six months of the most famous Novas making their debut, Invictus centres had sprung up in New York, London, Tokyo and Johannesburg, with more opening their doors on an almost daily basis.
These centres offered free training, giving them a carefully controlled regimen of medication, diet and counseling to ensure those with recently discovered super-powers could learn to master them in a safe environment. Soon Invictus parlayed this goodwill into the first Beacon Corps, so named because the spinoff corporation would 'lead the way to a new tomorrow, banishing the darkness of human misery through the light of humanitarian work and peacekeeping'.
Others jumped on the bandwagon; nearly any corporation worth the name (and had a fat enough checkbook) had a Nova on their staff, ranging from hyper-intelligent researchers to spokespeople of unearthly beauty and poise.
It wasn't long before questions started being raised on both sides of the Nova / baseline divide ('Baseline' being the least politically charged term for someone who didn't possess superhuman abilities). Were Novas still human beings, and thus accountable to human laws, morals and ethics? Some Novas certainly believed not. Were the Novas gifts from God, agents of the Devil or simply scientifc curiosities free from any supernatural influence?
For now, Novas are free agents, though they face considerable pressure from various camps to pick a side. Like gathering storm-clouds, most smart people can see that sooner or later the 'Nova issue' is going to break, with consequences felt all around the globe.
In this game the default will be that character clothes will be in sync with their powers, so it's assumed that the character possesses a suit of Eufiber. Should you wish to add any special abilities to the Eufiber you'll have to buy it as a Hard to Lose Device.
Taint and Surge
Taint points may be gained by:
*Exchanging Surge Points for them (see below)
*Engaging in behaviour likely to cause Taint (particularly applicable to mental aberrations)
I'll give a character an optional Saving Throw to resist gaining Taint - players can choose to accept the Taint point or roll based on Will or Fortitude depending on how the taint was gained.
To get rid of Taint points, characters can gain Aberrations. These Aberrations will either take the form of power Flaws or additional Complications, depending on their nature. Note that a Complication gained through Taint won't also grant Hero Points when it comes up.
Each Complication gets rid of 5 points of Taint. Flaws get rid of Taint points on a one-for-one basis, so a Flaw that would ultimately reduce a cost by 3 points instead removes 3 Taint points.
Taint points that sit on a character negatively impact social rolls against baselines and non Omega-sympathetic Novas on a one for one basis, i.e. if your character has 5 Taint points they are at -5 to all applicable social rolls.
Power Surges may occur under the following conditions:
* The character uses extra effort to enhance a power in some way
* A player rolls a natural 1 on any roll involving the active use of a power
* The character is stunned
* When the character is under extreme emotional stress.
The roll to resist Surge will be a Will Save versus a DC of 10 plus the power's rank. If more than one of the above conditions are met, the DC will increase by 2 for each additional condition. A successful Will save means the character ears a Surge Point - a failed roll results in a power surge.
When experiencing a power surge, the character is stunned by the effect - they lose their next action and suffer -2 to Dodge rolls. On the round after the surge ends, the character is fatigued. If the character was already fatigued, they become exhausted. Exhausted characters become unconscious. One of the character's powers will then briefly gain the Uncontrolled flaw. At the point of a surge all Surge Points will also be spent as if they were Hero Points and they will be reset.
Players can opt out of the Will Save, in which case they automatically fail it and their character experiences a surge. This may be intentional if the character wishes to have a 'safe' surge in a relatively controlled environment.
Surge points can be traded for Taint points on a one-for-one basis.