Knacks:

MEGA STRENGTH KNACKS:

MEGA DEXTERITY KNACKS:

MEGA STAMINA KNACKS:

MEGA PERCEPTION KNACKS:

MEGA INTELLIGENCE KNACKS:

MEGA WITS KNACKS:

MEGA APPEARANCE KNACKS:

MEGA MANIPULATION KNACKS:

MEGA CHARISMA KNACKS:



MEGA STRENGTH:

Each mega strength trait allows the nova to either add +1 bashing level of damage if they hold onto a target or +1 step of knock back. A nova with extra damage capability can always choose to pull her punches and only inflict 1 level of bashing damage level.

Crush:

Quantum Cost: None.
hand-to-hand attacks do lethal damage. You can use the bomb in physical challenges and the Nova can choose to pull their punches and only do bashing damage. (1 action only)

Irresistible Force:

Quantum Cost: 1 Quantum Pool Point per bonus effect.
The nova is a force unto himself, able to go through almost anything. For each point of Quantum the nova spends in combat on this knack. Targets hit by him must take +2 steps back per mega strength trait when knocked back on top of the normal knockback effect. The nova also wins ties to knock targets to the ground. No extra damage is dealt with irresistible force.
Out of Combat: 1 Quantum point allows the nova to add his quantum rating to his mega strength traits in order to determine feats of brute force like walking through walls and shoving tanks. Irresistable force and immovable object cancel each other out.

Super Strength:

Quantum Cost: None.
The Nova is strong enough that she finds most activities that would tire lesser people easy. This knack allows the nova to refresh her strength related physical traits (including Mega Strength) once per night in addition to the use of willpower.

"Mega" Strength:

Quantum Cost: None.
The nova is SO strong, that her strength rarely fails her, thus allowing her to retest any physical test involving strength.

Shockwave:

Quantum Cost: 1 Quantum Pool Point to activate.
Everyone within a 6 meter (20ft) radius must make a physical challenge vs. Nova�s physical traits, or risk being knocked down and receiving 1 level of bashing per Mega strength trait the nova currently has access to. This knack also does this damage to the terrain in the area as well. This knack stays active for one action only.

Lifter:

Quantum Cost: None.
Novas can double the amount of weight they would normally be able to lift and carry. This doubles the effective Mega trait limitation on what the nova can affect with his/her mega strength for feats of stength. This knacks effect is always on as long as the character has access to his Mega strength traits.

Quantum Leap:

Quantum Cost:1 Quantum Pool Point to activate.
The Nova can jump 2 kilometers horizontally and .5 kilometers vertically out of combat for each Mega Strength trait she possesses. This knack stays active for one leap only and does not allow you to take additional steps in a combat round. As a declared combat action however, you can spend 1 quantum to perform a special combat leap (either to hit a target or escape from combat). You declare that you are leaping using the Quantum Leap knack and how many steps you will travel and what direction you are leaping in. when you leap into the air, you move your normal movement +2 steps per round. You can only leap through the air for one round per mega strength trait. You cannot attack during the leap unless you have multiple actions and a ranged attack or you will abort the leap. Other people can abort your leap if they can grab you out of the air or intercept you with something big enough to stop your forward movement. They must engage you in a physical challenge and win to interrupt your leap. Each round you are in the air, you can add +1 bashing level of damage to your attack, or fair escape as long as you are outdoors. You cannot control your descent more than the direction you travel in. (if an opponent moves out of the way, then you land in his previous position and no damage is dealt.) if any terrain interrupts your leap, you stop, issuing the damage to that object.

Thunderclap:

Quantum Cost: 1 Quantum Pool Point to activate.
When activated, the nova claps his hands together and makes a physical challenge with everyone in the directional arc or flank of the attack up to 3 meters (10ft). If successful, the target is knocked down and is dealt 1 level of bashing per Mega Strength trait the nova has access to. This knack stays active for one action only.

MEGA DEXTERITY:

Each mega dexterity trait allows the nova +1 steps during the movement phase of combat.

Accuracy:

Quantum Cost: None.
The Nova has the uncanny ability to aim attacks and judge how to place their blows to the fullest effect. Hand to hand strikes do lethal and the nova gets +1 traits to hit with any weapon, quantum power or his fists. The Nova can also choose to pull their punches and only do bashing damage.

Enhanced Movement:

Quantum Cost: None.
The nova gains +1 step in addition to the normal Mega Dexterity movement bonus for each mega dexterity trait she possesses. This knack is active as long as the nova has access to her Mega Dexterity Traits.

Fast Tasks:

Quantum Cost: None.
Simple tasks can be performed in a fraction of the time normally needed. This knack allows the nova to perform simple tasks in seconds without sacrificing performance or workmanship. (I.e. painting a wall in seconds, or taking apart a car in a half an hour.) The character must be able to perform the tasks normally (the knack does not grant new abilities or competence). This knack stays active for as long as the nova has access to his Mega Dexterity traits.

Flexibility:

Quantum Cost: None.
This knack allows the nova to stretch and contort her limbs by 2 meters per Mega Dexterity trait. This knack is active as long as the character has access to her Mega Dexterity traits. This knack also allows the nova to squeeze through openings up to half the width of her torso.

Omni-Dexterity:

Quantum Cost: 1 Quantum Pool Point to activate.
The nova is able to use any appendage with equal skill and ability as long as it has the physical capability to do what the nova wants to do with it. (You need an opposable thumb to fire a gun, or the ability to wrap around the stock.) Omni-Dexterity also allows the nova to do two things at once, but the second action must be an incidental action that has no affect on combat. This knack lasts for 1 combat round for combat actions and one scene for non-combat actions.

Perfect Balance:

Quantum Cost: None.
The nova never looses his balance and always lands on his feet if he falls from more than three feet. The nova can perform amazing and extraordinary feats of balance (running along a high wire, running on ice) with relative ease by expending a physical trait.

Physical Prodigy:

Quantum Cost: None.
In any test of physical prowess or agility, the nova gets to throw the bomb and gains a retest for non-combat actions.

Catfooted:

Quantum Cost: None.
in all tests of stealth to resist detection, the nova receives the ability to win all ties, and throw the bomb for stealth actions. This does not apply to dormancy.

Rapid Strike:

Quantum Cost: None.
The nova is able to deliver a flurry of attacks to a single target. This is represented by +1 traits to the initial challenge and +1 level of damage.

MEGA STAMINA:

Each Mega Stamina trait you possess increases you�re healing rates, allowing you to increase your healing by +1 lethal health level per week per mega stamina trait.
Removing wound penalties with Mega stamina traits:
1-3: no bruised penalties
4-5: no wounded penalties
Starting at 3 Mega stamina traits, you receive +1 bruised health levels for each additional trait. (I.e. a nova with 4 mega stamina traits would possess two extra bruised health levels.)

Adaptability:

Quantum Cost: Special.
This knack allows the nova to survive and sustain herself in environments usually hostile to humans as long as her Quantum pool has at least one point in it. This knack is active all the time, however for particularly hostile environments like space, 1 quantum must be spent to survive the rigors placed on the body. Adaptability also allows the nova to subsist off of Quantum rather than food and water. Expending 1 Quantum every 12 hours to sustain herself.

Durability:

Quantum Cost: 1 Quantum Pool Point.
By spending the Quantum Pool point, the Nova is able to reduce the lethal damage of an incoming attack to bashing. The nova can chose to apply it after damage has been dealt.

Hardbody:

Quantum Cost: 1 Quantum Pool Point to activate.
This knack allows a nova to heal one aggravated health level of damage per mega stamina trait as if it was lethal. this knack can be activated after damage is dealt.

Health:

Quantum Cost: None.
The nova is immune to diseases, poisons and drugs (even beneficial drugs) and is considered to have doubled the number of mega stamina traits when resisting powers that create such. The nova can negate this effect by expending 1 stamina related physical trait.

Immovable Object:

Quantum Cost: 1 Quantum Pool Point.
The nova has the supernatural ability to remain immobile at will. For one Quantum, the nova cannot be moved or lifted and is also immune to knock back or knockdown unless the opponent has mega strength traits equal to or more than the mega stamina traits the immobile nova has. Immovable object and irresistible force cancel each other out and the challenge is considered a tie, with the appropriate trait loss for both participants. This knack lasts until the nova moves or until the end of the scene.

Perseverance:

Quantum Cost: None.
the nova is almost tireless, getting up when others gasp in exhaustion. Perseverance allows the nova to refresh all stamina related physical traits and Mega traits once per night in addition to willpower. This knack is always on.

Regeneration:

Quantum Cost: 1 Quantum Pool Point per Health Level healed.
This knack allows you to spend Quantum pool points to heal damage during combat. (1 quantum point = 1 lethal or 2 bashing). You can only spend as much Quantum pool points to heal as you can a round. Regeneration heals aggravated damage at three times the quantum point cost of healing lethal damage and it allows you to re grow severed limbs and missing organs.

Regeneration heals 1 health level (bashing or lethal, with the expenditure of quantum which counts towards the novas quantum rate per round), as a passive action (i.e. does not require an active action). The nova must concentrate (i.e. use an active action) to heal more health levels. (With the required expenditure of more Quantum) The damage is not healed until the end of the round.

Also, with regeneration, you can reflexively heal damage by spending the necessary quantum before the physical challenge, but if the attack does not hit, the quantum is spent. If it does hit, then the damage is healed equal to the quantum expenditure up to the characters maximum health level, all additional quantum spent to heal above this are wasted.

Resiliency:

Quantum Cost: None.
The nova is SO tough that she can resist even seemingly unstoppable forces or massive damage. This knack gives the nova an automatic retest for any challenge involving Stamina.

MEGA PERCEPTION:

Bloodhound:

Quantum Cost: None.
The nova can track by scent alone by entering a contested mental challenge vs. the opponent�s physicals and gains the ability to win all ties while tracking. This Knack is always on.

Blind-fighting:

Quantum Cost: None.
The nova receives no penalties for reduced vision or being blinded, and the nova can make a contested mental challenge against invisible novas to determine where they are for the next round of combat.

Enhanced Senses:

Quantum Cost: None.
At will you can extend your senses beyond human norms. Your eyesight and hearing sharpen to twice the normal limits, while your touch, smell and taste are acute enough to pick out tiny details and features with ease. You can sharpen any or all of your normal senses as desired. You can spot hidden foes, hear the rustle of papers in the next room, taste a bit of poison, read a handwritten note by touch, and smell incense burned hours ago. Should your senses be overwhelmed, you may be stunned temporarily, unable to use that sense for a combat round. With this knack, which does not require quantum to activate, you can extend your senses and take seven steps to listen in on conversations, see something small, etc.

Analytic Touch:

Quantum Cost: 1 Quantum Pool Point to activate.
The nova�s sense of touch is so acute he can sense the most minute details in an object just by touch. This gives the nova +3 traits to any test that requires acute sense of touch (lockpicking). The Nova is also +3 traits in situations related to detecting stealth or invisible novas sneaking up on them and wins all ties, as they can sense the subtle change in air currents around them. This knack is active for 1 scene.

Low-end Electromagnetic Vision (Ultraviolet/Infrared):

Quantum Cost: 1 Quantum Pool Point to activate either ultraviolet or infrared vision.
Ultraviolet: The Nova is able to see in situations of very little light, the nova can see as well in darkness as in daylight as long as there is some kind of faint starlight. In total darkness, all blindness penalties apply. This knack lasts for 1 scene.

Infrared: This allows the nova to see the temperature of everything around her as either bright for hot objects or dull for cool objects. Objects that are frozen or extremely cold will appear almost black. This knack lasts for 1 scene.

High-end Electromagnetic Vision (Gamma/X-ray):

Quantum Cost: 1 Quantum Pool Point to activate.
The nova can transmit and receive waves from the Gamma and x-ray spectrum, allowing them to �see� through solid objects. This knack lasts for 1 scene.

Magnification Vision:

Quantum Cost: 1 Quantum Pool Point to activate.
The nova can magnify objects in her line of sight as though she were a high powered telescope or electron microscope. By spending a Quantum point, the nova can magnify an object by a factor of 10 for each mega perception trait she possesses. Use of this knack negates any penalties to hit small objects or objects at far distances. This knack lasts for 1 scene.

Hyper-Enhanced Hearing (Infra/Ultrasonic):

Quantum Cost: 1 Quantum Pool Point to activate.
The nova spends a Quantum point to activate the hyper-enhanced hearing and can hear sounds and communicate on the infrared/ultrasonic levels. This knack lasts for 1 scene.

Sonar:

Quantum Cost: 1 Quantum Pool Point to activate.
Like a bat or a dolphin, the nova can emit sonar waves which bounce off of objects and tells the nova how big objects are and how far away from the nova they are. Sonar works in a 360 degree radius around the nova and while active, the nova can enter a contested mental challenge with invisible opponents to see them. The nova also cannot be snuck up on from behind while this knack is active. This knack lasts for 1 scene.

Radio Scan:

Quantum Cost: 1 Quantum Pool Point to activate.
This knack allows the nova to pick up all broadcast wavelengths (radio, television and cellular) although he can only broadcast his voice. The nova can also detect sonar emissions. The nova can edit out specific frequencies so that he can tune in to specific transmissions. This knack lasts for 1 scene.

Quantum Attunement:

Quantum Cost: 1 Quantum Pool Point to activate.
The nova can sense the ebbs and flows of the quantum energies in her vicinity. This allows her to sense her surroundings on a molecular level, even if her other senses have been incapacitated. The character must still face the direction she wishes to perceive. By spending a quantum point, the character can attune herself to the quantum energies in the area. This allows the nova to sense normally and scan other novas (nova�s mental traits vs. the targets physicals. Retest with medicine.) to sense rough level of quantum pool points, node, taint and a rough guess as to the types of powers that the other nova possesses. Only powers that are currently active or that the nova is activating.

Ultra-Peripheral Vision:

Quantum Cost: None.
The nova is immune to surprise gained through stealth or attacking from behind. The nova still must be able to see the attacker normally in order to exercise this knack, and can be blinded by strobe effects if he is in the same room. This knack is always on.

MEGA INTELLIGENCE:

Analyze Weakness:

Quantum Cost: 1 Quantum Pool Point to activate.
The nova can analyze objects, people and situations and find an exploitable weakness on a successful mental challenge. The nova spends a Quantum point and enters a static mental challenge (Vs. opponents mental traits or 10 traits -1 for every ability the nova has that is applicable.) if the challenge is successful, the nova can choose to gain 1 of the following bonuses: +2 traits to the situation or against the opponent or the target must reveal 1 negative trait, derangement or flaw, or the nova can nullify the bonus effect of a weapon the target is using.

Enhanced Memory:

Quantum Cost: None.
By expending a mental trait, the nova can temporarily memorize large quantities of material that will last for a game session. This has the effect of allowing the nova to temporarily memorize abilities for one time use during a game session, but this ability must be chosen at the start of the night, or the material must be provided to the nova and a simple mental challenge performed (vs. targets mental traits minus his mega intelligence traits). The player may use this power as justification to buy a particular ability with experience points if he has not used the ability by the end of the game session.

Linguistic Genius:

Quantum Cost: 1 Quantum Pool Point to activate.
The nova has an amazing ability with the spoken and written word. Each level in linguistics equals double the language benefit. This applies to points spent in this ability after character creation as well. The nova can expend a Quantum and a mental trait to understand a language she does not know (on the spot) and can use this knack as an excuse to buy new languages with experience points.

Mental Prodigy:

Quantum Cost: None.
Choose the field of expertise. The Nova gets automatic retest in that field in addition to any ability retests, and wins all ties.

Speed Reading:

Quantum Cost: None.
The nova can absorb written material in a fraction of the time that it takes a normal person. With a successful static mental test (Difficulty: 6) the nova can read 100 pages of material in seconds and recall it with the normal level of comprehension.

Taint Resistance:

Quantum Cost: None.
The nova subtracts his Mega Intelligence traits from his taint. In resisting further taint, the nova can bid his Mega Intelligence traits towards reducing the difficulty. You apply taint resistance after character creation but before determining aberrations and maximum starting taint is counted before implementing taint resistance during character creation.

MEGA WITS:

Artistic Genius:

Quantum Cost: None.
The nova has an innate ability with any artistic pursuit and gains an automatic retest when creating something of artistic value.

Enhanced Initiative:

Quantum Cost: None.
The nova is in tune with his environment and acutely aware of his surroundings. This allows the nova to always go first in a combat round, unless a particular Quantum power takes effect before him.

Lie Detector:

Quantum Cost: 1 Quantum Pool Point to activate.
The nova enters a contested mental challenge with the target; if successful the target�s player must tell the nova if his last set of statements were the truth as the character knew them to be or if they were lies or omissions. The nova does not gain the ability to discern the truth, just the ability to tell when someone is lying to him.

Natural Empath:

Quantum Cost: 1 Quantum Pool Point to activate.
The Nova enters a contested mental challenge with the target; if successful the target�s player must relay her current emotional state.

Quickness:

Quantum cost: 1 Quantum Pool Point to activate.
The nova Recives +1 step in the movement phase of combat and also receives another action that combat round. This Knack lasts for one combat round per activation. Unlike Rapid Strike, the nova must make separate challenges for each action, and if he loses all of his Mega Dexterity traits, all subsequent actions are lost. And unless the opponent has multiple actions in a round as well, all they can do is bid Stamina related traits to defend.

Synergy:

Quantum Cost: 1 Quantum Pool Point to activate.
The ability to work preternaturally well with others, you seem to know exactly where your needed and when. The nova then can give a +1 trait bonus to the person making the test for each person involved (on top of the normal teamwork bonus) for as many Mega Wits Traits that they possess as long as they work together to accomplish the task. The synergetic nova also gains a non-combat retest to apply to the test in question. Maximum trait bonus: +5 or the nova�s mega wits traits, which ever is lowest. This effect lasts for one challenge.

Synergy in combat: a synergetic nova can initiate special combat maneuvers that assist other novas in combat. Any action taken by the synergetic nova that assists another is at +1 trait.

MEGA APPEARANCE:

Almost Live:

Quantum Cost: None.
The nova can extend the effect of his mega social knacks and powers through artificial means like television or radio, or extend powers that require the nova to be present. All of the effects are at full power and can be used to target people through the phone, television or other means as long as the medium meets the visual or audio requirements of the power.

Awe Inspiring:

Quantum Cost: None.
The nova gains +3 bonus traits when making any intimidation, command or interrogation tests. These bonus traits also count towards persuading people to do as he asks. Awe Inspiring is affected by permanent taint. Reduce the bonus traits given by one for each dot of permanent taint of three or more.

Copycat:

Quantum Cost: 1 Quantum Pool Point to activate.
This knack allows the nova to shape herself into an exact duplicate of another person. The nova must study the person for one combat round or have ample visual data. She then makes a static social challenge (vs. targets socials) and her form alters to copy that of her target. These changes are appearance only; the nova can not mimic social habits and the changes will not hold up to close inspection and people who know the copied person intimately will know that they are interacting with a fake. Copycat does not allow the nova to add or remove anything from her physical form, she cannot grow wings, a tail, change her retina patterns or fingerprints or anything similar. Her change is cosmetic only.

Face of Terror:

Quantum Cost: None.
The nova is able to present such a terrifying image to people that he wins all ties on intimidation and is able to use the bomb on intimidation tests or attempts to scare people. Appearance related negative traits cannot be bid against him and the normal penalties for taint in regards to baselines do not apply while the nova uses face of terror.

Mr. Nobody (Plain Jane):

Quantum Cost: None.
The nova is able to blend into the obscurity of banality. The nova is able to mask her mega appearance traits and appear to look average and indistinguishable from anyone else. Mr. Nobody masks two points of appearance related permanent taint per mega appearance trait and all temporary taint. Although she cannot hide her quantum emissions, she is able to blend into crowds and people will over look her or confuse her with other people, thus giving her a veil of anonymity. If someone is actively trying to search out the nova, they must bid a mega mental trait or three regular mental traits and win a challenge vs. her socials and mega socials to pick her out of a crowd. This knack is always on. Unfortunately this equates to people who interact with her not recognizing her the next time she interacts with them unless she specifically negates the knack when interacting with them.

Seductive Looks:

Quantum Cost: None.
A nova with this knack has the ultimate sex appeal. He is able to subtly alter his appearance to appeal to whomever he interacts with, emphasizing whatever physical qualities they find attractive. This knack is always on unless the nova specifically negates its effects or dorms down. This knack grants the nova +3 bonus social traits when interacting with people who are attracted sexually to him. For heterosexual people who interact with the nova, the nova is considered to have one more appearance related social than normal and these extra traits count toward ties. These bonus traits can only be used in social challenges where the nova is attempting to persuade the target or interact in a non hostile manner.

MEGA MANIPULATION:

Creeping Paranoia:

Quantum Cost: 1 Quantum Pool Point to activate.
When a nova uses this knack against a target, she utters a phrase or question that may see innocent, but by spending a quantum and succeeding in a social challenge, the phrase causes the target to neurotically obsess over what was said. Devoting increasing amounts of time to figuring out exactly what she means. The target will start to believe that the nova or someone else is watching what they do and plotting to harm them. This has the effect of the paranoia derangement and lasts for a game session. The target cannot directly engage the nova that caused the creeping paranoia, but can try and convince others that the nova has some hidden agenda exposed by what they said to the target.

Hypnotic gaze:

Quantum Cost: None.
Expend 1 normal social trait and engage in a social challenge vs. the target�s mental traits. If successful, the nova can issue one-word commands that the target must obey.

Persuader:

Quantum Cost: None.
The nova is so skilled at persuading people and bringing them around to his point of view that he gains the ability to throw the bomb in any challenge involving persuasion and wins all ties.

The Voice:

Quantum Cost: None.
Just talking to this nova makes you want to do what she says. The nova engages the target in a contested social challenge, if successful she is able to pitch her voice in such a way that the target is compelled to follow simple one word commands as long as they do not go against any moral or legal codes that the target upholds.

MEGA CHARISMA:

Center of Attention:

Quantum Cost: None.
The nova is able to gather people�s attention and even cause people to stop what they are doing and turn to face the nova. The nova merely expends a social trait for each person he wishes to affect in the room. Targets who wish to resist the effect can either spend 1 willpower or engage in a contested social challenge with the nova�s social traits before they expended the traits. The nova is the center of attention for one minute or one social challenge per mega charisma trait they possess.

Commanding Presence:

Quantum Cost: None.
The nova is a born leader, able to command large groups of people with skill. This knack gives the nova the ability to use the bomb in all challenges related to commanding someone and the nova wins all ties.

Dreadful Mien:

Quantum Cost: None.
This knack focuses the novas mega charisma into a finely tuned weapon. The nova can force a target to refrain from attacking him by expending a social trait. This causes the attacker to pause in his attack for one combat round per mega charismatic trait the nova possesses, possibly refraining from attacking at all. This does not stop the attacker from redirecting his attack, or does it cause the attacker to freeze, it merely stops the attacker from attacking the nova who expends the social trait. The target can attempt to continue his attack by engaging the nova in a social challenge but the target must bid +1 trait to initiate the challenge. The mega charismatic nova cannot threaten the target in anyway or the knack is negated, and if the nova has attacked the target previously in the combat the nova must expend 2 social traits to cause the target to pause in his attack. This knack does not work at range and this effect does not work if the attacker is more than six steps away from the nova.

Natural Agitator:

Quantum cost: 1 Quantum Pool Point to compel unwilling groups.
A nova with this knack has the amazing ability to persuade crowds of people to engage in actions as a mob that they might not normally do. If the nova tells them to do something they would already do and that does not impede their morals or legal freedom, they will comply as a crowd. If the nova asks them to do something that is illegal or morally wrong, the nova merely has to spend a quantum point and engage the crowd in a simple social challenge (5 traits +1 trait for each person over 10) and they will comply and do as he says. This knack is always on unless the nova negates it.

Soothe:

Quantum Cost: None to activate. 1 Quantum Pool Point to focus on one person.
The nova is a natural at soothing other�s jangled nerves. Just being around him has a calming effect and he even makes it easier for baselines to cope with novas. Everyone within 10 meters (30ft) of the nova becomes calm and less stressed. Biting criticism hits less hard, insults slide away, and people become happier. The nova can focus his soothing ability onto a particularly stressed individual by spending a quantum point and engaging them in a social challenge, if the soothing nova is successful, the target gains a submissive negative trait for each mega charisma trait the soothing nova has and calms down.

In nova/baseline interactions, the soothing nova can negate the effect of temporary taint and 3 points of social negative traits gained from permanent taint per mega charismatic trait.

Hosted by www.Geocities.ws

1