For each level in a Mega-Attribute you get an Attribute bonus of Level.
e.g. if you have Mega-Dexterity Level 3 and your DX is 12, your final DX is
15.
Mega-Strength Level*2 is added to ST
Mega-Dexterity Level is added to DX
Mega-Stamina Level*2 is added to HT
Mega-Perception Level/2 (rounded down) is added to Alertness
Mega-Intelligence Level is added to IQ
Mega-Wits Level/2 (rounded down) is added to IQ
Mega-Apperance Level/2 is added to Apearance
Mega-Manipulation Level is added to Fast-Talk and Diplomacy Skills
Mega-Charisma Level/2 (rounded down) is added to Charisma
IMPORTANT NOTE
In the following section a reference to an Attribute
includes the Mega-Attribute if not stated otherwise. Game Turn references are
1 second GURPS turns.
Some Enhancements cost quantum points, please check the Aberrant Rules
for costs, if I have forgotten something here.
Crush: Strength based attacks do double damage, one strike cost 1 quantum
point
Shockwave: equals Shockwave at a Level based on Mega-Strength, cost 1 quantum
point
Lifter: see Ab157, cost 1 quantum point per lift
Quantum Leap: see Ab157,cost 1 quantum point per leap
Thunderclap: Make crush attack based on Thrust with Fan advantage Level
based on Mega-Strength, extremely hard and soft targets take no damage, see
Abberant p 157, cost 1 quantum point per clap
Adaptability: With a least one Quantum point in body, you have does not
sleep,eat,drink, Vacuum Support, Pressure Suport and Temparature Tolerance,cost
1 quantum point per minute
Durability: Hard to Kill at Mega-Stamina Level*2, cost 1 quantum point
per application
Hardbody: PD at Level*2,cost 3 quantum point per 3 turn
Regeneration: Mega-Stamina Level 1: Regular Regeneration; Level 2: Fast
Regeneration; Level 3: Instant Regeneration; Level 4: Fast Instant Regeneration
(2 HT/turn); Level 5: Ultra Regeneration (3 HT/turn), cost 1 quantum point
per minute
Resilency: Double the DR gained by Mega-Stamina, cost no Quantum
Level 3: Acute Hearing+4, Acute Vision+3,Danger Sense
Level 4: Acute Hearing+5, Acute Vision+5,Danger Sense
Level 5: Acute Hearing+7, Acute Vision+7,Danger Sense
Enhancements
Analystic Taste/Touch: Ab162
Blindfighting: Blindfighting Skill at DX,cost 1 quantum point per minute
Bloodhound: Discriminatory Smell, always on and does not cost quantum,
requires IQ+Mega-Perception Roll
Electromagnetic Vision: Activated for (IQ+Mega-Perception)*3 turns, Inclues:
Ultraviolet, Infrared and Telescopic Vision, 1 quantum point per application
High-End Electromagnetic Scan: May see trough solid objects at range of
(IQ+Mega-Perception)*20 meters. Cost one quantum point and requires a IQ roll
Hyperenhanced Hearing: Activate Ultrahearing and Radio Hearing for (IQ+Mega-Perception)*3
turns, cost 1 Quantum Point
Quantum Attunement: Sense Quantum/Node/Taint by rolling Awareness, by rolling
3 below, the character might guess the Novas powers, see Ab164,1 quantum point
per application
Ultraperiperal Perception: 360degree Vision, cost 1 quantum point per minute
Level 1: IQ is at least 16, if not adjust to 16. This already includes
Mega-Intelligence as described, so the Mega-Intelligence Level will not be
added.
Level 2: IQ is at least 18, if not adjust to 18. This already includes
Mega-Intelligence as described, so the Mega-Intelligence Level will not be
added.
Level 3: IQ is at least 20, if not adjust to 20. This already includes
Mega-Intelligence as described, so the Mega-Intelligence Level will not be
added.
Level 4: IQ is at least 22, if not adjust to 22. This already includes
Mega-Intelligence as described, so the Mega-Intelligence Level will not be
added.
Level 5: IQ is at least 25, if not adjust to 25. This already includes
Mega-Intelligence as described, so the Mega-Intelligence Level will not be
added.