Knacks:
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.
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.
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.
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.
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.
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.
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.
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.
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.