Special Powers
Nova Points: As listed per dot.
Experience: As listed per dot.
Body Modification:
Trait Category: Physical (Unless otherwise specified)
Quantum Minimum: 1
Duration: Permanent Modifications
Quantum Cost: As listed
Maxed Out: No.
Adhesive Grip:
Nova Points: 2 One time expense.
Experience: 4
Quantum Cost: None.
Adhesive Grip allows the Nova to walk on walls and other vertical surfaces at his normal walking speed. The Nova can also cling to ceilings with a static physical test vs 3 traits for the average ceiling and is +2 traits to grapple or keep hold of an object.
Chromatophores: "Chameleon Skin"
Nova Points: 2 One time expense.
Experience: 4
Quantum Cost: 1 to activate.
The Nova wins all ties in stealth tests as long as his skin is exposed (naked) or he is wearing attuned Eufiber. This effect lasts for one Scene or until the Nova negates the effect.
Claws:
Nova Points: 2 One time expense.
Experience: 6
Quantum Cost: 1 to grow claws from dormant state.
Hand to hand attacks do lethal damage and the Nova is +1 trait and +1 damage in all attacks with the claws.
Extra Limbs:
Nova Points: 1 per limb (One time expense)
Experience: 6 per limb
Quantum Cost: None.
The Nova is +1 trait per extra Limb. (With four or more extra limbs, the Nova wins all grapple ties.) The Nova also gains +1 bashing damage per extra limb.
Extra Health Levels:
Nova Points: 1 One time expense.
Experience: 3
Quantum Cost: None.
The Nova has the choice of +1 bruised health level or +2 wounded health levels per Nova point spent.
Gills, Webbed Hands and Feet:
Nova Points: 1 One time expense.
Experience: 2
Quantum Cost: None.
The Nova is able to breathe underwater and doubles his swimming speed.
Spines:
Nova Points: 2 per dot of Lethal Damage.
Experience: 3 per dot.
Quantum Cost: 1 to grow the spines.
The Nova grows spines or is naturally edged as to cause damage when grappling other people. All grapple damage is considered lethal. Spine damage is limited by Quantum Rating, just like Quantum Powers.
Pheromones:
Nova Points: 1 per pheromone type. (One time expense.)
Experience: 3 per pheromone type.
Quantum Cost: 1 to release into the air.
The Nova can exude pheromones that cause different effects depending on the type released. The Nova can choose one pheromone type per power dot selection. Each pheromone is treated as a separate power.
Compliance: The Nova makes a static physical challenge vs. everyone within 10 feet. if successful, everyone who fails gains a Submissive Negative Social trait that can only be bid by the Nova. This effect lasts for 1 scene or for as long as the Nova is within 10 feet.
Rage: A static challenge vs. everyone within 10 feet. All who fail gain a Violent or Impatient Negative Mental trait and are more willing to spring to action rather than talk. This effect lasts for 1 Scene or for as long as the Nova is within 10 feet.
Fear: Static challenge = Cowardly Negative Physical trait that only the Nova can bid.
Lust: Static challenge = Lustful Negative Social trait that only the Nova can bid.
Extra Adrenal Gland:
Nova Points: 1 per dot.
Experience: 2 per dot.
Quantum Cost: 1 Quantum to activate.
The Nova has an extra adrenal gland and almost total control over the adrenal emissions into her system. This control grants the Nova momentary bonuses of +2 physical traits and allows her to ignore all wound penalties for two rounds. Each power level gives the Nova the ability to extend the duration of the bonus traits by 2 rounds.
Physical Tendrils:
Nova Points: 1 per tendril
Experience: 3 per tendril
Quantum Cost: None.
Tendrils can extend up to 2 feet per Quantum Rating, and are prehensile and have physical traits equal to half Of the Nova's.
Energy Tendrils:
Nova Points: 2 One time expense.
Experience: 6
Quantum Cost: 1 to activate.
+1 trait to hit. Tendrils extend 1 meter per Quantum Rating. Expend 1 mental trait per energy tendril. Mental Challenge vs. opponents physicals, if successful, the victim suffers -1 mental traits per tendril that hits.
Wings/Patagia:
Nova Points: 2 One time expense.
Experience: 3
Quantum Cost: None.
Large wings or flaps of skin that confer the ability to glide on air currents. (As second level of flight power.)
Bioluminescence:
Nova Points: 1 One time expense.
Experience: 2
Quantum Cost: None.
The Nova is able to emit light from special cells in his skin. Soft glow: 5 meter range.(able to read by) Flashlight: 20 meter range.
Sensory Shield
Nova Points: 1 per dot.
Experience: 2 per dot.
Quantum Cost: None.
The Nova has some sort of physical protection that protects his senses against overload. +2 traits vs. Strobe like attacks per power level.
Dispersed Organs:
Nova Points: 1 One time expense.
Experience: 3
Quantum Cost: None.
The Nova recieves no bruised penalties and is immune to organ based called shots. +3 difficulty to Medical Technicians attempting to administer Medical attention to the Nova.
Second Brain:
Nova Points: 2 One time expense.
Experience: 6
Quantum Cost: None.
The Nova literally has a second cluster of Neurons in her body. Divide the Nova's Mental traits and Mental Mega traits between both brains. The Nova also recieves a free refresh of mental traits once per game session.
Poison/Acid
Nova Points: 1
Experience: 3
Quantum Cost: 1 to activate.
The Nova exudes either a poison that removes physical traits (1:1 ratio) per round of contact, or an acid that causes one level of lethal damage per round of contact.