Each race in Megacorp has signature abilities that they can use to increase their power. The Corp have software they can load to give them better reflexes, awareness and combat ability in addition to the benefits of a permanent internet connection, allowing for fast communication over long distances, and much of human knowledge at their disposal.
Incarnate Adepts can shift to gain the form of their lineage genes (dog/cat, etc.). More experienced Adepts can perform a partial shift, and only gain the beast parts they want: sharp claws, enhanced senses or muscle growth. In addition to this, the Incarnate Lineage allows stable mutations to be temporarily activated to boost their strength even further.
- 1 Locked Traits
- 2 Psionics
- 3 Mutations
Activating racial special abilities takes a toll on the user, this is simulated in the RPG as locked traits. The amount of locked attributes is equal to the character's competency with the special ability. For example, Mark activates his Dawn Horizon software, and he has a competency of 5 with it, so 5 IQ is locked to him for the rest of the encounter. Using the same ability a second time before resting does not lock any additional traits – Mark can use Dawn Horizon as he needs until resting since he has already loaded it into his brainware and 'paid' the 5 IQ cost.
Locked traits function the same as temporary damage – they reduce your trait scores and modifiers, but are completely 'healed' after resting. A player can choose to use an ability at a lower rank than their competency (and will then have a lower CS), which will lock a lower amount of their trait score.
"Have you heard of people doing impossible things? A base, unenhanced human throwing a car. What about the woman in Feng that flew with the Nephalem? She had no hardware, no wings, nothing to justify her movement. The media does a great job of discrediting even video evidence of these phenomena as movie magic and fake news. It is also in the ICBI's best interest that such individuals officially do not exist. We at the Gnost Quorum know different, and we want you to embrace your destiny, for you are one of the gifted. If the Cells chose you, you are blessed with not only the ability to do the impossible but the burden of the Vows to bind you in service to the Gospel of Man. While others walk many paths, yours is the closest to Saint Danael, the greatest gifted."
The exact mechanics of how the Magellan cells correlate to the manifestation of psionics and metaphysical phenomena is shrouded in mystery, the Gnost, however, have created and improved extensive libraries on the way the human mind and body articulates it on a biological and psychological level. Even during the pre-awakening period, the Gnost, then known simply as the Quorum, took a great interest in psionically active individuals and had formal programs to induct, categorize and streamline their abilities for maximum output while observing strict safety guidelines.It is a very widespread misinterpretation that the Gnost are Luddites and utilize rituals which disregard scientific method, on the contrary, many of the higher ranking Gnost who are involved in the research of psionics have advanced degrees in neurology and medicine.
The danger of using psionics
While the gnost have built in layers of safeguards and have thoroughly eliminated hazardous gaps in their training of disciples via their dogma, non-Gnost who possess the gift (i.e.: are Magellan hosts / psionically active) do have the benefit of such guidance and run the risk of harming themselves and even 'bleeding'. This applies to individuals who are human but have not been inducted into the Gnost. Furthermore, given that Corp and Incarnate biology and mental processes are much further from baseline human standards, a lot of the knowledge for safe use of psionic power would not be compatible with them. The Gnost quorum has no intention of extending their training to non-baseline humans, as the risk is too great. Only the most senior Disciples are aware of the real dangers. (see "The Outer Dark")
Gnost do not suffer any penalties or risk for using Psionics unless they intentionally try to engage in specific methods deemed forbidden by the Gnost Quorum. Non-gnost psionics, however, have to roll d100 every time they use a power. When the result of this roll is below their current MQ score. A failure on this roll will result in the power not activating at all. When the advanced rules are used, another d10 should be rolled which indicates an effect from the following table.
*This can be fixed by surgery, add 7 to the opposed roll. The warped flesh seems to be motile and actively opposes attempts to remove it. All Gnost above the rank of Knight will immediately recognize this condition upon spotting it and will not mistake it for simple mutation.
All gifted, colloquially known as psionic individuals, possess the fabled Magellan Cells: anomalous neurons that cannot be replicated and travel inexplicably in strange patterns. The amount of Magellan cells that any gifted has, amplifies that sheer power that he or she has. The measurement is in the form of MU (Magellan Units). Each Magellan Unit multiplies the effective rank that the Host has. For instance, a powerful Gnost Paladin typically has 3 Magellan units, meaning that every single Psionic power has triple (3x) its effective rank. If he has 2 ranks in Sympathy, that becomes multiplied by 3 to a total of 6. Only the prophets have an extremely high Magellan Unit count, being the most powerful psionics on the planet. Illithis, the youngest prophet who is also an Omnipath, has 4 MU. The multiplier effect of Magellan cells does not unlock the capabilities that have not been learned by the user, it is only used for numerical calculations like range, damage or other determinants of effectiveness.
Each gifted is different, as every individual has varying levels of MU, psychic capacity (Amount of MQ ) and of course their path. Psychic powers are learned corresponding to the path of the gifted. Each path allows the gifted to use all the powers in that type at Rank 0, but no other types can be learned. For instance, a Telekinetic can use Telekinesis, but cannot learn Righteous Anger as it is a Telepathic power. All gifted can learn generic powers (powers with the type "Generic") While there are very rare gifted who can access two or even three paths, only one gifted in a generation is an Omnipath, capable of learning all powers from all Paths.
Damage dealt by Psionic powers is dealt to MQ unless specified otherwise. Unless specified in each Psionic power's entry, the amount of damage dealt will be the victory margin of a challenge as per default. Some Psionic powers have additional effects when its user achieves a critical success victory margin. This is on top of the additional damage dealt (default double or X2 normal damage)
Each Power used takes up a reserve of MQ points equal to the rank utilized. For instance, if Robert, a Telepath with 1 Magellan Cell Unit, was to use the Mindfire power at Rank 20, he locks 20 points of MQ until his next chance to rest. A gifted unlocks capabilities in certain ranks of mastery and can choose to use those capabilities up to the current rank he has achieved. However, a gifted can also choose to use a power at a lower rank, to conserve MQ .
A player's Magellan Cell multiplier does change the effective rank while using a lower burden. This means that a powerful psionic, such as Illithis, who has a Magellan unit count of 4, can use her powers with 4 times the efficiency. That means she would 'only' have a 5 MQ burden to activate a rank 20 effect.
Using Psychic Powers
The base challenge system applies to Psionic powers like all other competencies. By default, almost all psychic powers use the MQ trait modifier. Example - Nishra uses Psionic Scream against a tactical assault team around her, she makes a Challenge: 1d10 (she rolls 7) + her MQ modifier (50/10 = 5) + Nishra's Ranks in Psionic Scream (5) = A Challenge Score (CS) of 17. The GM decides that the assault team will each be using their BQ and dodge skill + 1d10 to determine their CS. Assuming every soldier in the tactical team rolls the same (the GM rolls a 1) and has a dodge competency of 5 and BQ of 7 = 1+5+7 = 13, the Psionic scream prevails with a Victory margin of 4 which is a critical success. Each soldier would be dealt 4 points of MQ damage, however since Nishra achieved a critical success, the damage is doubled to 8 and each soldier is stunned for 5 seconds.
As with competencies, Victory Margins determine whether the user gains a rank in the power.
The defining characteristic of the Incarnate is their genetic modifications and mutations that allow them to manifest various superhuman powers such as sharp claws, fast regeneration, extreme strength, and general animal traits. These mutations each take up one or more gene family 'slots' in any given Incarnate's genome.
Genetic Augmentation is a hazardous affair if an enthusiast is not careful and does not receive appropriate advice or therapy from an IGOC certified practitioner. If an Incarnate attempts to manifest mutations simultaneously that use up the same gene slot, they must check to see if they have botched (failed) the manifestation.
The roll for botch is a d100, which can be done by rolling 2 unique d10 to give the first and second digits of a number, and the mutation is successful if the player rolls less than their current BQ score.
For example, Jaime activates two mutations in slot , which forces him to make a botch roll. He rolls 2 unique d10s: the first digit is 6, and the second is 2. His BQ after activation is 80, so since the 62 he rolled is less than the required 80, the activations were successful.
Gene Family Slots
Every Mutation takes up one or more slots in these eleven families. Many Mutations require multiple slots as they affect a broad number of genes to produce a useful change. The quintessential combat "RAGE" elective mutation that allows even the meekest librarian to turn into a berserk killer frothing at the mouth uses three: the  slot for a burst of adrenaline, the  slot for increased energy production and  slot cardiac muscles for an increased heart rate.
The lineage shift mutation is possessed by all Incarnate Adepts, which allows them to transform completely into an animal. This shift takes up almost every single slot and many Adepts focus on increasing competency with their shifted form rather than risk botching by compounding multiple mutations.
|Gene Slot Number||Gene Family||Affected Areas||Example Mutations|
|||Blood group antigens||Blood, immune response|
|||Collagen proteoglycans||skin, bone, cartilage, tendons, and ligaments|
|||Complement||immune / auto-immune system||NECROSIS|
|||Cytochrome p450||synthesis of substances, liver||OMNIVORE, VORACHAI CONSUMPTION|
|||Endogenous ligands||signaling, a large variety of effects|
|||Human leukocyte antigens||immune system to fight foreign invaders, inflamation response|
|||Homeoboxes||Large anatomical changes||HYPERTROPHY|
|||Mitochondrial respiratory chain complex||energy production, oxidative phosphorylation||Rage, Bioelectric discharge|
|||Transfer RNAs||Assembly of amino acids|
|Gene Slot Number||Potential Botch Damage|
|||Bleeding from eyes/nose, etc., internal organ damage|
|||Aging signs, damage to joints|
|||Hair loss, nails fall out|
|||Many potential effects, including muscle weakness, seizures, neurological problems, hearing loss, and diabetes.|
|||Muscle abnormalities can cause major problems with moving around. Cardiac muscle abnormalities can lead to heart failure and sudden death.|
Incarnate mutations can be manifested in three ways: Elective Manifestation, Autonomic Manifestation, and Induced
The mutation manifests from the patients' own DNA, like an innate ability. The patient can trigger the elective mutation on their own, at will.
The mutation manifests unconsciously and/or involuntarily from the patient. These kinds of mutations usually have an identifiable trigger or are permanent. Some autonomic mutations are 'locked' in that they are deactivated by default by their designer for safety or security reasons. note: In many mainstream superhero origin stories, the mutations that some of them have manifest for the first time completely out of the control of the hero, and to roleplay, this is quite fun.
Mutations are that are externally introduced into the patient. Examples of this are injectible combat serums that last a limited time. Induced Mutations are wholly artificial (as far as artificial goes when you are talking about Incarnates, in that they are usually synthetic gene sequences) Induced mutations normally take effect immediately after being introduced to the patient.