30.4.07

Chapter I: In the Beginning...

As noted in each of your histories, you have all found yourselves intrigued by the promises of “free” money not to mention a good deal of aid directed towards your studies at Century City University. The story begins a few weeks after you have each submitted your applications for the study.




It is early Monday morning, your timepiece displays 7:30 AM, and depending on your class schedules, you phone rings, waking you from a deep slumber or catching you just as you are about to leave for class.

Answering the phone, you hear a brief pause of silence before a grainy recording of a woman’s voice begins by congratulating you on behalf of Amalgamated Radiational Medical Research & Development division of Amalgamated Industries, Incorporated, as well as Century City University’s Wendi Mason, Collegiate Advisor and Guidance Councilor.

The woman’s voice continues the research team reviewed your application and found it to be complete and accurate, there will be an informal, yet mandatory seminar held this afternoon at the DeLorean Performance Center; for your continuation in this application process, your attendance is expected as well as required.

Prior to the call’s termination, the voice reminds you that this is an entirely voluntary experiment that you may withdraw from at any time and that it will not reflect negatively on your continued education at CCU.



Checking your watch you estimate that you have four and a half hours before the scheduled meeting is to commence, the recording hadn’t mention whether lunch would be provided, although prior to disconnecting, the voice requested you bring your student identification card to verify your identity.

26.4.07

Prelude: Subsection IV - Qualities

Qualities are, for lack of a better term, the icing on the cake in regards to your character. For while there exist only so many base combinations of character builds, the embrace of quirks and gifts can revolutionize even the most “vanilla” of ideas. Let us once again visit upon Ricardo, our sample character and view him from the angle of two very opposed “twists.”


First we will revisit, “Ricardo: the Awesome Sample-Man” this will allow us to familiarize ourselves with his abilities and further unveil his complete choice of skills before applying some of the qualities.




Vitals -
Name: Ricardo
Major: Sanskrit

Statistics:
Strength: 14
   Body-building - 3
   Combat: Pugilism - 5
   Combat: Kickboxing - 5
   Run - 1
Dexterity: 12
   Dice Rolling - 7
   Driving - 2
   Tumble - 3
Intelligence: 10
   Linguistics: Ancient Sanskrit - 5
   Research - 5
Spirit: 10
   Concentration - 3
   Meditation - 2
   Philosophy - Eastern - 4
   Public Speaking - 1




So without further ado, I unveil a list of qualities to you. Each player is awarded 1 Quality point for each 5 Spirit points (rounded down.) "Quirks" add a Quality point to your Quality pool, as "Gifts" subtract a Quality point from your Quality pool.

You MUST choose a Quirk before you begin playing this game. This is because that no human is perfect in nature, and no character is perfect in design. This immediate quirk does not add to your quality pool in any way, although it's disadvantages do. You can choose up to three Qualities before game-play begins, however your Quality pool cannot go beneath zero.





Qualities:
Quirks:
Inferiority Complex
Any roll that requires “Spirit” reduces your die pool by two.
Low Self-Image
Any roll that requires “Spirit” reduces your die pool by three.
Pacifist
While senseless violence shocks modern society, you have made a personal decision to never harm a person.
Bad Vision
Any roll that requires “Vision” reduces your die pool by two.
Blind
Any roll that requires “Vision” fails.
Hard of Hearing
Any roll that requires “Hearing” reduces your die pool by two.
Deaf
Any roll that requires “Hearing” fails.
Awkward
Any roll that requires “Dexterity” reduces your die pool by two.
Maltreated Minority
You belong to a group or posses a trait that an average person will react negatively.
Addiction
For each period of time this addiction is not fed, your “Spirit” die pool is reduced by two.
Dark Fate
You are destined to watch your very dreams and desires turn to ash before you. What does this mean "mechanically" is that "bad luck" follows you and undermines some of your actions. When, where, and how often are moderated by the game master.
Dark Secret
You hold a particular truth within that were it to be revealed, you would most certainly be vilified. Perhaps you were involved in a hit-and-run, beat a homeless person senseless, or drank to much and robbed a convenience store, or perhaps something else. But whatever it is, you dread it's discovery and in so will do what you must to right that wrong, indirectly speaking.
Sickness
Some time in your past, you were exposed to and contracted an incurable disease or "condition." While you show no outward sign of this sickness you incur a negative modifier to all roles requiring "Spirit" if you don't receive the scheduled medication on time.



Qualities:
Gifts:
Gall
Any roll that requires “Spirit” enhances your die pool by one.
Focus
No matter what, you cannot garner more than -2 modifier to a die pool from distractions.
Eidetic Memory
Any roll that requires “Intelligence” enhances your die pool by two.
Self-Confident
Any roll that requires “Spirit” enhances your die pool by two.
Crack Driver
Any roll that requires “Driving” enhances your die pool by two.
Graceful
Any roll that requires “Dexterity” enhances your die pool by two.
Natural Linguist
Any roll that requires a known “Linguistics” enhances your die pool by two, unknown “Linguistics” enhances your die pool by one.


Please note: If there are any Qualities that you wish to add to this list, you can make a comment to this post with the information needed or you may email me directly, either way if I approve of this Quality I will make the post public.

20.4.07

Prelude: Subsection III - Skills (Edit)

Century City Unlimited, will begin with two categories of skills. The first category, more of a catchall, will contain basic skills. These skills are usually non-important and will unlikely appear on a "character sheet," a good example of these skills are "Grooming: Basic", "Communication: Basic", and "Reading/Writing."


The second category contains advanced skills; skills that would take time to learn and master. Since these skills are more specialized than "Grooming: Basic" it should be expected to cost a character to learn them.



I originally had proposed the idea of "gambling" for advanced skills, while this would be entertaining and make you feel a closer connection with your character, I can not implement a system like this because in reality humans are likely to have similar interests, and similar abilities. That said, the way that Century City Unlimited handles assigning skills is slightly complicated.

As you recall, in Prelude: Subsection II - Statistics, you submitted your character attributes to me. Each category of statistics; Strength, Dexterity, Intelligence, and Spirit were assigned numbers. To assign a skill, you begin with 1 point per statistical category in each attribute. To explain this a little clearer, let us view a sample submission.


Vitals -
Name: Ricardo
Major: Sanskrit

Statistics:
Strength: 14
Dexterity: 12
Intelligence: 10
Spirit: 10

Explanation
Ricardo has a strength of 14, which means he begins his skill stage with 14 points to assign to strength-based skills. Likewise, he has a score of 10 for spirit, and can only assign 10 points to spirit-based skills.


As soon as you assign a point to a skill you are considered trained or knowledgeable in that skill, it's just that simple. However, the more points you feed into a skill the more often you will succeed when attempting something that pertains to that skill. For example let us refer back to Ricardo and observe what might happen with his skills during a night of studying.


Ricardo chooses to split his Intelligence score evenly between Research and Linguistics: Ancient Sanskrit equaling five a piece. Ricardo finds an antique book in the CCU library, it's written in a very old style of Sanskrit, and it intrigues him enough to spend some time reviewing the writings within.

Ricardo finds a comfy seat at one of the many reading cubes within the library and spends the first half-hour delicately handling the pages, examining the basic flow the writing to determine if he can identify the variance the takes place in some of the lettering. By not rushing and using his reasonable level of Linguistics: Ancient Sanskrit in concert with his skills in Research and the massive collection of writings housed within CCU's computers he is able to determine that the writing originates from the lower nations and seems to date back nearly four thousand years. [Resulting in a +10 to his attempt to uncover more information from this book.]

Where does the +10 modifier come from? Since Ricardo has two skills that can aid him in his research, Research and Linguistics: Ancient Sanskrit he is able to take the full benefit from one (in this case Linguistics: Ancient Sanskrit) and add half (rounded down) of the other skill, resulting in +7. In addition, Ricardo receives a +1 for each of the following situational enhancers; "Peace and Quiet" (from the library), "Comfort" (from the chair), and "Tool Advantage" (from the computer).




Skills:

Strength:
Body-building
Climbing
Combat: Pugilism
Combat: Aikido
Combat: Judo
Combat: Jujitsu
Combat: Karate
Combat: Kendo
Combat: Ninjitsu/Tai-Jutsu
Combat: Teng-jutsu
Combat: Zanji Shinjinken-Ryo
Combat: Kickboxing
Gymnastics
Run
Swimming


Dexterity:
Combat: Blades
Combat: Clubs
Combat: Firearms
Combat: Thrown Weapons
Dice Rolling
Dodge
Driving
Safe-Cracking
Surgery: Major
Surgery: Minor
Thief: Pick Locks
Thief: Pick Pockets
Tumble


Intelligence:
Anthropology
Archeology
Assess Mechanical Quality
Astronomy
Balloon Animal Making
Biology
Cartography
Chemical Engineering
Chemistry
Civil Engineering
Computer Engineering
Computer Hacking
Computer Networks
Computer Programming
Ecology
Economics
Electronics
Entomology
First-Aid
Geology
Horticulture
Linguistics: {player's choice}
Lip Reading
Locksmith
Mathematics
Mechanical Engineering
Medicine
Nuclear Chemistry
Nuclear Physics
Paleontology
Physics
Psychology
Research
Zoology


Spirit:
Astrology
Awareness
Begging
Concentration
Fasting
Leadership
Listening
Meditation
Mystic Herbology
Negotiation
Philosophy - Eastern
Philosophy - Western
Public Speaking
Search
Streetwise
Subterfuge



If you can think of any additional skills, please submit them via the chat section and I'll quickly add them. Also, if you feel that a skill may be mis-categorized, please let me know and I may reconsider.

Edit:
1 Just a heads up, when you submit your skills to me (either within the comments or via email) could you please categorize them for me. You may submit them in whatever format you want; columns, commas, or whatever - but just make it clear. And remember, if you don't see a skill on the list ask me about it and I'll add it.
2 I've made an addition to the dex skills, anyone interested in adding "Driving" to their character and reworking their dex skills is welcome to.

17.4.07

So you want to be a wizard?

Creating a mage:

Normally, you'd choose a tradition, but not this time. You're all in the Order of Hermes. Different traditions are different approaches to magic. For example, the Cult of Ecstasy tends to reach its magic through drugs, sex, or other ecstatic experiences. More germane to your circumstances is the Order of Hermes. Hermetics approach magic as a thing to be studied and understood, and mastered through sheer willpower. The commonly used terminology of the spheres is theirs, as is the name for the raw stuff of creation, quintessence. Fortunately for the purpose of providing more opportunity to customize your mage, the Order of Hermes is composed of several Houses, each with its own emphasis and slightly different approach. Some houses of note:

House Flambeau - They blow things up, and are the most aggressive combatants in the Ascension War on the traditionalist side.

House Solificati - Alchemists, they seek mystical perfection through both the metaphorical attempt to turn base metal into gold, and through the purification of their own bodies.

House Quaestor - The lawyers and judges of Hermetic law.

House Thig - Mystical technologists, their methodology is very similar to the Order of Reason's, but their rationale is very different.

Additionally, if you know anything about the setting, you should be aware that I'm changing it. The standard Traditions are each their own House, absorbed into the Order of Hermes at various points in history. Basically, either look it up on a fan site, or just tell me what your mage believes about magic, and I'll tell you what you are. Or, actually, what you are aiming to be, since you're all apprentices and not actually members of any house yet. Your tutor is of House Criamon, whose goals are never clear but value enigmas for their role in bringing mystical revelation.

To really make much use of that information, you're going to need to know this. I do apologize, but an awful lot of people find Mage to be a very hard game to wrap their heads around, and I'll admit it can be a bit difficult to explain. Ignore the history on that page, as I'm changing it, and anything it says about the avatar, as I'm throwing that right out.

Okay. To make a character. You need to pick a name, identity, physical description, all the standard character things. I'll want those. They go at the top here. Next you have to prioritize your attributes and your abilities. Pick a primary, secondary, and tertiary, category of each. You get, in addition to the one free dot in each attribute, seven dots to add to your primary category, five to add to your secondary, and three to your tertiary. In abilities you don't get a free dot, but the dots to distribute are 13/9/5. None of those can start higher than three.

Next come the backgrounds. I'm limiting your choices here. Since you're all formal aprentices, you've all got access to at least three points of Library, and possibly as many as five, if you don't take much else. Since you normally have seven points to distribute in backgrounds, you can spread the other four points across a combination of Resources, your personal wealth, Contacts, your sources of information, and Allies, people you know who want to help you out. None of those can go higher than a two. For Contacts and Allies, one point gets you a source of information or an ally of somewhat limited value. For two points you can either get one of slightly more value, or two of limited value. For contacts, tell me what sort of information you can get and how. For allies, tell me something about this person, such as why they help you, how you know them, what they're good for, and who they are.

Next come spheres. You get one point in forces, and five other dots to spread as you like. However, here's the complication. No sphere value can be higher than your arete score, and arete starts by default at one. You can spend freebie points to raise arete up to three, but we haven't gotten there yet. Sort of hold this in mind, and move back and forth once I've explained everything.

Freebie points are last. You get fifteen of them. It'll cost you 5 points for 1 dot of an attribute, 2 for an ability, 7 for an extra dot of a sphere, 1 for a background, 4 for a dot of arete, 1 for an extra dot of willpower (which automatically starts at 5), and 1 point to get 4 points of quintessence. And you can also take flaws and merits to tweak your character a little. There's a big list of them. Find them online, or ask me to email the list if you want them.

Now, what the hell do some of those terms mean? Arete is the degree to which you've come close to a perfect understanding of magic. It maxes out at 10, and you can't start any higher than 3. It's a cap on how powerful your magic can be, and how likely your magic is to work. In game terms, the way other characters would talk about it, it's how well your soul understands the world, and so how powerfully and directly your soul can exert its will upon the world. The spheres divide up what magic can do. Correspondence deals with things over a distance, like scrying or teleportation. Entropy deals with both chance and decay. Prime deals with magic itself. If you want to draw quintessence out of the world, you'll need it, or if you want to do much analysis of magic itself. The rest should be self-explanatory. One dot gets you a basic understanding of the sphere, and an awareness of the things it touches. For example, with time one, you will never need a watch, and with entropy one you can see the likelihood of hitting your bet in a game of craps, as well as be deeply aware of the death of that potted plant over there. Life one would also cover that second one. There is some overlap, so many things can be accomplished in a variety of ways. Two dots lets you make minor changes, or have a deeper awareness. Three dots lets you make a moderate change. Four dots gets you a major change, or a permanent lesser change. Five dots lets you alter reality. Beyond that things get tricky. You probably won't ever get there, but after five dots, life on Earth gets tricky for reasons to be explained soon. First, one more term, quintessence. This is the raw stuff of magic. Quintessence is measurable power, that you can use for your own purposes. It comes in two forms, quintessence, sort of an abstract power, or tass, quintessence tied up in some physical thing, such as vampiric blood, which must be destroyed to free the quintessence. Having some of either variety makes magic easier or gives it more power.

Magic comes in two varieties: coincidental and vulgar. When you see vulgar magic, you know it, and when you see coincidental magic, you don't, unless you're looking with magic. Coincidental magic is easy, usually. You want to roll snake eyes? Not a problem, since dice can easily do that without magical intervention. You want to change the roll of the dice after they've stopped moving? Not so easy, since people will know something happened. You want to throw a fireball? You can do it, but people will know it wasn't natural. There are ways around that limitation, but you have to be careful. Try shooting the car behind your target and making it blow up with magic. Happens all the time in movies; people are likely to believe that it is at least possible. Coincidental magic isn't taxing, and carries no game penalties. Vulgar magic wears you out, since you have to fight against consensual reality, and will carry some penalties. These penalties come in a few different forms. First off, in game, the Order of Reason watches out for this sort of thing. They'll try and do something about it, and that might prove fatal for you. Second, there are metaphysical repercussions. You might get sick, you might get hurt, or spirits might take you away to a realm of punishment. Who knows? Basically, if you're too vulgar, I get free rein to screw you over.

One more thing. Every mage goes through a mystical experience in which he awakens to the magic inherent in the world. Usually this is triggered by a traumatic experience in which the future mage uses his nascent abilities to resolve something. However, it could also be some kind of religious experience. This awakening will shape how you view your magic, and how you are likely to try to use it for a while. I want to know what your awakening was like, and what it did to you. What happened, what did you do, and how did you rationalize it? No one suddenly thinks "Oh yeah, magic is real and I can do it" and comes to an instant understanding of the spheres and metaphysical reality. You will have a better grasp than your original one, because of your study under the Order, but I want to know where you started from. After you give me all that, I'll tell you how the Order found you and what they've had you doing so far.

And there we go. Let me know if anything isn't clear, or if I left anything off. It might be fun to play yourselves, but feel free to ignore that suggestion if you don't like it.

16.4.07

Mage: The Ascension

Very brief intro: Mage is a game of modern magic. Mages live in our world, and no one knows it. They practice their magic, and we don't see it. Belief is power, even in a modern world that doesn't believe. Magic is powerful. You can do almost anything, provided you believe you can. Society doesn't believe you can, and their collective belief is powerful too. Different factions of mages secretly fight to manipulate the belief of the masses, and thus consensual reality. This is the Ascension War. In the war for reality, whose side are you on?

Master Eastman, your tutor, has this to say about affairs:

"These are the dying days of magic, gentlemen. I'm sorry, but it's true. We are still capable of many of the things our mystical forbears were, but we must hide them, lest the massed disbelief of our world tear them, and us, apart.

"Magic is codified belief. That's all there is to it. That one fact is the soul of your education, but it will take you years to internalize it. Right now, you're thinking there has to be more to it than that. I know. I was in your place many years ago. Well, listen up. That's all there is to it.

"We have, through centuries of effort, formulated a system to allow us to more easily manipulate our power. We have the nine spheres: correspondence, entropy, forces, life, matter, mind, prime, spirit, and time. Combined, these nine spheres of power describe all things that can be manipulated through belief. Like I said, it took us a long time to arrive at this system, but now, the Hermetic system is the best there is. So good that even mages of other very ancient traditions tend to use our terminology, even if their practice is very different from ours.

"Still, in the hundreds of years it took us to create our belief structure, the world changed. Our roots reach back into ancient Egypt, ancient Greece, ancient Mesopotamia. Our organizational structure was formed in the late Roman Empire. 476 is a vital date for three reasons. One, the one known even to mundane historians, is that that was the year Rome was conquered by the barbarians.

"It was also the beginning of our greatest flourishing. Rome had provided a stability that had led to a suppression of what has come to be called 'superstition.' This was our first real encounter with the limits of our abilities. Sure, individual practitioners have always had limits, and even groups together had them, but it was noticed that sometimes long standing enchantments would fail, and that some great tasks would take more effort than they had in past attempts. Eventually we learned why. All belief is power, not just ours. Our arrogance has always been our undoing. When the populace trusted the world around them, we had to try harder to bend it to our will. When Rome fell, and the barbarians moved into the old empire, things got easier again.

"There was a third important fact then, but we didn't find out about it for centuries. 476 was the beginning of our end. The barbarians had mages of their own, and their invasion had been aided through magical means. A few very forward thinking mages in the Empire realized what a threat to public safety unfettered magic was, and began to analyze the problem. While we would eventually settle on the goal of Ascension, they would eventually settle on their own goal, Consensual Reality. We now live in Consensual Reality. The war didn't start then, but when it did, they won.

"Well, so what do we do about it now? Ascension is still our goal. The Order of Hermes seeks first for its members, and then for all of humanity, complete subjugation of the world to the individual will through the mechanism of magic. The Order of Reason, some call it the Technocracy, seeks, so they say, the freedom from the vagaries of change and unreliable reality brought about by magic. They've made the most progress; the world is less mutable now than it ever has been before. But just because they won the open battles doesn't mean we have to stop fighting. If we gave up, that would mean no more magic, for us or anybody. That would mean the loss of wonder, and the loss of that great hope that Ascension holds out. And just because the Orders have polite relations doesn't mean we aren't at war. They'll do everything in their power to control you. Remember that.

"Your education will be long and hard, but magic is and will be your reward. Apply your will to the shaping of your belief, your very soul, and you will become masters of the world, this world and all others."

The character sheet is here. Instructions on what to do with it are coming.

Prelude: Subsection II - Statistics

Now that you know who you are, the next step will take nearly no time. The idea is simple; we will proceed with character statistics.




In Century City Unlimited, there are four character attributes:
• Strength - A measure of the character’s physical stamina, physical power and bulk, ability to lift, carry, and do damage
• Dexterity - A measure of the character’s physical agility, coordination, and manual dexterity
• Intelligence - A measure of the character’s mental capacity, acuity, and sense of the world
• Spirit - A measure of the character’s energy, vitality, and ability to resist disease

Normally these attributes begin at 10, representing typical human ability, but can go as low as one for nearly useless, to 20 (or higher) for superhuman power. Anything in the 8 to 12 range is considered to be in the “normal” (average) area for humans. Basic attribute scores of 6 or less are considered crippling — they are so far below the human norm that they are only used for severely handicapped characters. Scores of 15 or more are described as amazing — they are immediately apparent and draw constant comment.



You may alter your attributes however, you wish, but take note, that severely handicapping yourself may present serious and potentially fatal character flaws later on in the game world.

You have six free attribute points, these points may be deposited into any of the four attributes, furthermore you may also reduce your base score (10) to add additional points to any attribute you choose. But no matter what, 46 must be the sum of your four attributes.



Edit: I have officially renamed "Health" to "Spirit" as I feel that this encompasses and better describes the category a bit better.

12.4.07

Advetising?

Seriously? This is the advertisement that Google submitted to my Prelude post! Are you telling me that my writing is gay, Google?

What is Google telling me?

11.4.07

Prelude: Century City Unlimited

The locale that this story takes place in is Century City a modern-day Mecca and those of the religious right consider it a veritable rebirth of Babylon. Some take that as a good thing, others not as much.


Century City boarders the Atlantic, and has a few large rivers that carve through its massive acreage, bringing trade and tourism on an hourly basis. Along with the massive shipping and import markets that burden the river-ways, Century City brings millions of dollars to the government via corporate agreements with the world’s largest multi-national conglomerates.

Besides the glimmering stars of industry, the fore-fathers of Century City would be proud to know the municipalities of this fair and wondrous city boast one of the world’s most recognized universities; Century City University.

CCU welcomes students from the four corners of the globe and it's all-star instructors have published or garnered so many publications that the Library of Congress bestowed an unprecedented recognition of this milestone upon the campus with a massive granite sculpture in the form of an open book slowly rotating upon it's axis, welcoming any who desire to learn.

All you currently are aware of is that one of the divisions of Amalgamated Industries, Inc. has been canvassing the campus as well as many affluent sections of Century City. Requesting any male or female, between the ages of 18 and 23, with a good bill of health, to participate in a medical study that offers many generous benefits to those selected. An offer like this does not come often to the student of CCU, and while you may or may not consider yourself an apt candidate, the promise of a two-year fully paid scholarship on top of a cash payment of five thousand dollars to those who are accepted, whet the appetite of the student body.




Take some time to brainstorm, to dream, to imagine you as you might be in this world. It would be familiar to you were you to visit, it is very much the quintessence of the comic book mega-city.

Your journey begins now, player, and it have the potential to be a glorious or a devastating one depending on your choices. However, perhaps I get ahead of myself; let us begin from the beginning, which is an apt location, as the word suggests no better a place to have begun.

For the time being, make your dreams a reality, add flesh, and bone to those synaptic impulses, color, and texture to an otherwise bleak and vanilla-styled life. You have the opportunity those around you would dream of, total and ultimate control of your existence.

Remember age, ethnicity, physical build, and demeanor are valuable and ultimately will determine who you truly are. Design a rough estimate of your interests, your life goals, your likes and dislikes, and understand that the next step will require of you conviction and determination as you play a high-stakes bidding war against others to determine who can best fulfill their base desires.




Post questions, requests, and if you so desire the shrowds of secrecy, contact me directly at dj.chair@gmail.com

10.4.07

A bit-o'-brainstorming in the morning

I've created this as a catch-all, sort of a place for those of you who may be interested in dropping ideas for what you'd like to see.


I've got a good deal already dreamed up, however nothing is written in stone... in fact, not much is written in anything; but I digress.

So please, if you feel the desire, help a brother out.




The setting so far takes place in the modern world, probably around the year 200X, I picture the area to be a large cityscape (similar in ways to Gotham, or Metropolis from DC Comics) but with a certain darker coloring (a splash of the World of Darkness.)

The story, I'm going to play a little close to my vest for the moment. However, I will let this much out: It is unlikely that you will be embraced by your fellow citizens, it is unlikely that you will become "uber-powerful", and to survive you'll likely need to depend on one-another, albeit that may be easier said than done.

The mechanics of this game/setting/story are totally up in the air, I have experimented with a number of thoughts and none seem to work just right. I plan on this being very open-ended, and more role-played than roll-played, meaning that for the most part not a lot of numbers are going to be used to denote success or failure, healing or damage, etc.




Edits/Clarifications:
  1. Your character will possess special abilities, be them gifts or curses that is for you to decide.

  2. These abilities are not hereditary but rather induced by "agents of change" which you will learn more about before the game begins, suffice to say, while you may possess some powers that are familiar to comic book fans, you will not fall into the more common origins of alien, mutant, etc.