Level Two Powers:
Nova Points: 2 per dot.
Experience: 3/6/9
All Level Two Powers can be Maxed Out.
Power Index: A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z.
Absorption:
Quantum Minimum: 1
Trait Category: Physical
Duration: Effect fades at 1 trait per round starting 1 round after damage is dealt.
Quantum Cost: 1 Quantum pool point to activate.
With Absorption, the Nova gains the abilty to convert either energy damage or kinetic damage into extra Strength-related Physical traits. The player must choose which type of damage the power converts at power selection. Absorption converts 1 level of damage (bashing or lethal) into 1 normal Strength-related Physical trait per power level, these additional traits can exceed your trait maximum. Any additional damage beyond your absorption rate is treated as normal damage. This powers effect can be applied after damage has been successfully dealt to the character, but before it takes effect.
Accelerate Plant Growth:
Quantum Minimum: 1
Trait Category: Mental
Duration: Permanent
Quantum Cost: 1 Quantum pool point to activate.
The Nova has the ability to drastically increase the growth rate of all types of flora, as well as control plant matter on the cellular level and access an existing plant's environmental memory and recieve vague impressions and images from the plant's history and its interaction with its surrounding environment. Also, in natural environments, the Nova cannot be surprised because of her attunement with the vegetation arround her.
O "Incite Growth" The Nova can cause a moss or grass like growth of vegetation to grow anywhere, as long as there is plant matter present. This effect can also be used to accelerate existing plant's growth (causing fruit and vegetables to ripen) and heal damaged plant matter. The Nova is able to generate one cubic foot of vegetation per power level, per round of activity.
OO "Entangle" The Nova can cause vegetation to grow at such a rate as to entangle opponents (Physical Challenge vs. 4 traits per power level). The entangled vegetation has 2 health levels per cubic foot (power level) and the Nova has the ability to manipulate minute details of a plant's accelerated growth so as to perform simple tasks remotely. (Open a door or type on a keyboard.)
OOO "Swat" The Nova can now animate a single tree by manipulating it on the cellular level. The tree cannot uproot itself, but it can swing its branches to attack an opponent with the equivilent of 12 Physical traits. (4 per power level) The tree can also attempt to grapple an opponent and entangle them. If it hits, the tree does 1 level of bashing damage to the opponent.
OOOO "Chia Pet" The Nova can animate vegetation and control it remotely to the degree that it can perform complex tasks when the Nova expends a Mental trait. The Nova can also create humanoid masses that can attack with a pool of 16 Physical traits to divide between the masses, but the Nova must concentrate on one mass at a time, or the Nova can expend a Temporary Willpower Trait to have all of the plant masses act in unison and focus them on one target. If a plant mass hits an opponent it does 1 level of bashing damage.
OOOOO "Green Army" By expending a Temporary Willpower Trait, the Nova can animate multiple masses of plant matter and vegetation to attack multiple targets. The trees and plant masses have a pool of 20 physical traits to divide among each of them. (1 Mental trait per tree or vegetable mass that the Nova wishes to animate.)
Armor:
Quantum Minimum: 1
Trait Category: Physical
Duration: Permanent
Quantum Cost: None.
Each Power Level of Armor grants the Nova +1 Healthy Health Level that protects against all physical and energy damage of bashing, lethal, and aggravated intensity. All damage done to the Armor Health levels does not affect the Nova, and Armor Health levels refresh at the end of every Game Session or the Nova can spend 1 Temporary Willpower trait to refresh the Armor Health Levels at the end of that combat round. When Armor soaks up Aggravated damage, its health levels do not regenerate unless the Nova expends a Temporary Willpower Trait fr each Aggravated damage absorbed, and then they come back at the beginning of the next game session.
Bodymorph:
Quantum Minimum: 3
Trait Category: Physical
Duration: Permanent
Quantum Cost: 2 Quantum pool points to transform.
Each Bodymorph Power Level translates into levels of other Level One or Level Two powers that the player chooses at power selection. The translation is one for one, and cannot be changed once it is chosen. The Nova can transform out of combat. Or as a special combat action by spending 3 Quantum pool points, and the transformation will take effect at the end of that round. The powers that Bodymorph levels translate into, may require Quantum pool points to activate according to the power mimicked.
Stone/Metal/Hard Solid
The Nova can transform into some form of harder or denser material that gives the following bonuses: +1 bashing damage level with hand to hand attacks, +2 Healthy Health Levels (tough exterior). Power Levels of Bodymorph usually translate into levels of Density Increase, Armor, or Body Modification: Claws.
Liquid/Amorphous
As a living liquid form, the Nova gains the ability to breath and exist underwater indefinately, and is able to move through water or other liquids at double their Normal Movement (6 steps in combat). The Nova Also gains the Mega Dexterity knack: Flexibility for free and can count each level of Bodymorph: Liquid as extra Mega Dexterity traits when determining the range of her flexibility only. The first Power Level of Bodymorph: Liquid must translate into Density Decrease. After the first power level, other levels can translate into more Density Decrease, Plague, or Immobilize.
Energy
As living energy, the Nova's hand to hand attacks are considered lethal damage, and the Nova recieves +1 Healthy Health Level (Energy Barrier). Power Levels usually translate into Immolate, Invulnerability: Same energy type, Invisibility, EMP (Magnetic Mastery), Electromagnetic Vision, or Density Decrease.
Gas
The Nova can move through the air (3D) at her normal movement rate, and gains the Mega Dexterity knack: Flexibility for free and can count each power level of Bodymorph: Gas as extra Mega Dexterity traits when determining the range of her Flexibility only and the First power level of Bodymorph: Gas must translate into Density Decrease. Other levels of this power are commonly translated into Density Decrease, Plague, Flight, and the Weather Manipulation power: storm.
Boost:
Quantum Minimum: 2
Trait Category: As Chosen.
Duration: Effect fades at 1 trait a round, with extra Mega traits fading last.
Quantum Cost: 2 Quantum pool points to activate.
Boost allows the Nova to temporarily increase a chosen Trait Category to superhuman levels. The affected trait category (Physical, Social, Mental) must be chosen at power selection and cannot be changed.
O "Spike" The Boost effect allows the Nova to gain +4 Normal traits that can exceed his trait maximum. The player must define what these traits are when the power is activated, but they can choose different traits each time the power is activated. If this Power Level is activated multiple times before the extra traits fade, all it does is give the same traits or refresh the same traits.
OO "Rush" The Nova is able to spend a non-boost related trait in the same category as the boosted traits, for a retest related to that category. The Nova can only use this ability once on each challenge.
OOO "Charge" This Power Level of Boost gives the Nova access to +2 Mega Traits of the normal Boosted traits chosen at power activation. While this power gives the Nova access to Mega traits, the Nova does not gain access to any extra free knacks. These Mega traits can exceed normal maximums.
OOOO "Supercharge" With this Power Level, the Nova now has access to one free knack when they gain the extra Mega traits. This Knack must be chosen from the same category as the Mega traits and cannot be a Knack that they already have access to. The Nova will have access to this bonus Knack as long as they still have one Boost related Mega trait left. This Knack is in addition to any Knacks you already have in that Mega Trait category and do not count towards your maximum.
OOOOO "Quantum Champion" The Boosted traits and effects now last for 1 Scene or 1 Hour, whichever is longer, before they start to fade.
Density Decrease:
Quantum Minimum: 3
Trait Category: Physical
Duration: 1 Scene
Quantum Cost: 2 Quantum pool points to activate.
Density Decrease allows the Nova to become intangible at will, eventually able to walk through solid matter as if it wasn't there and remain invisible to all senses.
O "Wisp" The Nova is able to ooze through cracks in walls and doors that she would not normally fit through, at the speed of 1 step a round in combat. The Nova also gains +1 Bonus Physical Trait to Dodge.
OO "Phantom" The Nova can now retest any Physical attack that would have hit her, as it might have passed right through them. The Nova can also move through solid barriers at the rate of 1 step per round in combat and has +2 Bonus Physical Traits to Dodge.
OOO "Spectre" The Nova is now completely intangible and able to walk through solid matter at a normal movement rate. Physical attacks do not hit the Intangible Nova, nor can any of their Physical attacks do damage to others. Energy and Psychic attacks can still hit the Nova and damage is dealt normally.
OOOO "Ghost" The Nova can now retest Energy attacks, and unless the Nova has the Mega Stamina knack: Adaptability, Gas attacks still have the same effect on them. Psychic attacks still do normal damage.
OOOOO "Wraith" The Nova is immune to all types of Physical and Energy attacks as they pass right through her but Psychic attacks still have full affect. People need enhanced senses or technological devices to detect the intangible Nova, she is considered invisible to all senses and sensors otherwise. As a benefit, the Nova can choose to solidify parts or portions of her body to complete tasks and attack in the Physical realm, but to solidify takes a full action.
Density Increase:
Quantum Minimum: 2
Trait Category: Physical
Duration: 1 Scene.
Quantum Cost: 2 Quantum pool points to activate.
A Nova with Density Increase can increase his density beyond physical norms. Each power level of Density Increase doubles the Nova's weight, adds +1 strength-related Physical trait and +1 Healthy Health level. These extra Strength traits add to your normal traits and can exceed your trait maximum.
Disrupt:
Quantum Minimum: 3
Trait Category: Mental
Duration: Maitenence
Quantum Cost: 2 Quantum pool points to activate.
Disrupt is an expression of the Nova's uncanny control over his own Quantum energies and those of others, allowing the Nova to Disrupt a single power of another Nova and keep them from using that power. The Nova can choose to disrupt any Quantum power of equal or lesser power than his power level in Disrupt per round. Level One Powers are considered to have one less power level, and Level Three Powers are considered to have one power level more. To
disrupt another Nova's power, the Nova with Disrupt enters a Mental challenge vs. the opponents Mental traits plus his Node rating in bonus traits. This Test can be retested with Investigation. Disrupt cannot affect Mega traits or knacks, and disrupt has no effect on body modification powers that do not require Quantum to activate.
O "Interrupt" The Nova engages in a Mental Challenge, bidding an additional 2 traits or a Mega trait, success indicates the power is disrupted and the affected Nova cannot activate the affected power as long as the Disrupting Nova maintains the disrupt Any Quantum pool points used by the affected Nova to activate the affected power are wasted. The disrupting Nova can only affect powers that have targeted them, or have the capability of targeting them.
OO "Suspension" The Nova can now engage in a Normal Mental Challenge to disrupt a power.
OOO "Dislocation" The Nova gains +2 bonus Mental traits on the Mental Challenge to Disrupt powers and the Nova can Disrupt any power that targets himself or anyone or anything he is touching.
OOOO "Bedlam" The Nova now gains +4 Bonus Mental traits on the Mental Challenge to Disrupt powers.
OOOOO "Rampant Disorder" The Nova now has +6 Bonus Mental traits on the Mental Challenge, and can disrupt any power that targets anything in the room or any power already being used in that room.
Domination:
Quantum Minimum: 3
Trait Category: Social
Duration: Special.
Quantum Cost: 2 Quantum pool points to activate.
A successful Social Challenge allows the Nova with Domination to exert control over others. This Test can be retested with Leadership. Unless the controlling Nova commands the target to do something directly against the target's moral code, the Nova has almost complete control over the target. If the target is asked to do something directly against their belief system, the target is allowed a contested Mental Challenge vs. the Nova's Social traits to resist the domitor's will. If successful, the target can refuse to perform the task and drops to the next lowest level of control or removes himself from the effects of the power completely if already low enough. The domination effect lasts as long as the Nova concentrates on the target, and spends 1 quantum pool point to keep the command state active but the Nova need not devote all of his attention to the dominated target and once the commands are given, the Nova does not need to spend any more Quantum.
O "Force of Will" The Nova can excert enough control over a target as to issue commands that have a minor effect on the target. Commands must be limited to 1 sentence and be able to be completed within 10 minutes.
OO "Virtual Slave" The target is unable to disobey the domitor, with the Nova domitor able to issue commands that have a major impact on the subject. Simple tasks and commands that the target would normally have a mild objection to doing, the Domitor can force them to fullfill. Commands must be clear and concise and the target must be able to fullfill them within one hour of it being issued.
OOO "Puppet" The Domitor can exert her will to the extent where the target can be forced to fullfill commands and complex sets of orders that he would normally have a serious moral objection to, but that have no direct emotional connection to. Commands can include vague notions, but the target is left to decode the outcome. time limits are relaxed, staying in effect indefinately as long the command is something that the target would normally do with no objections. Commands that the target would object to, must be able to be performed within 10 minutes of being issued.
OOOO "Zombie" The Nova now has total Mental control over the target and can issue commands that would endanger the target. Unless the Nova states otherwise, commands that are issued are considered subconscious and the Nova can set trigger events that will cause the target to fulfill the command in the future.
OOOOO "Manchurian Canidate" The Nova can control a target to the degree that he can rebuild a target's personality over time, embedding complex commands deep in the subconscious where the target will have no memory of the Domitor or of completing the tasks either. The Domitor can also set triggers in the targets mind to induce a highly suggestable state where the target will obey any command given by the domitor no matter the context.
Forcefield:
Quantum Minimum: 2
Trait Category: Mental
Duration: One hour per Quantum pool point spent, of active use.
Quantum Cost: See below.
Forcefield allows the Nova to create invisible barriers of force close to his person that can block or parry attacks and protect the Nova from damage. Each Power Level of Forcefield gives +1 Health level and +1 trait to withstand incoming attacks. The Health levels of the Forcefield regenerate at the rate of 1 health level a round and the forcefield will protect against all types of Bashing and Lethal damage but cannot protect against Aggravated damage. To activate the Forcefiled normally, the Nova must expend 1 Quantum pool point.
Physical Attacks test against the Forcefield first, (vs. the Nova's Mental Traits plus the Forcefield's power level in bonus traits) if they succeed, they breech the forcefield and hit the Nova. This Test can be retested with Survival. Whether the Forcefield is breeched or not, the attack must do damage to the Forcefield first, before it can do damage to the Nova; thus cutting most attacks down to minor scrapes and bruising for the Nova. If the Forcefield is breeched, the Nova must spend 1 Quantum pool point to activate it again. As long as the Nova has access to Quantum, he can keep an active Forcefield up for as long as he wishes.
Forcefield can be activated defensively; at which point the Nova expends a Mental trait and makes a simple test, on a win or tie, he successfully raises the forcefield and spends 1 Quantum pool point. The Forcefield then is activated in time, and can block or slow down the damaging effect. Normal activation does not require any tests, but takes a full round action. To maintain the active Forcefield, the Nova must spend 1 Quantum pool point to keep it up for 1 hour.
Hypermovement:
Quantum Minimum: 1
Trait Category: Physical
Duration: 1 Scene
Quantum Cost: 1 Quantum to activate.
Hypermovement allows the Nova the ability to travel at extreme speeds, outpacing most cars and small aircraft. Each Power Level of Hypermovement grants the Nova +4 steps in combat, in addition to any other movement bonuses and her normal movement. The Nova also gains a +1 bonus trait to dodge for each power level of Hypermovement. Out of combat, each level of Hypermovement translates into the ability to move 500kph. The player must choose which type of movement (Running, Flying or Swimming) is accelerated at power selection. At the higher levels of Hypermovement, where the Nova's movement breaks the sound barrier, the Nova causes a shockwave of force behind her as she moves. Treat this shockwave as the Thunderclap knack with the Nova's Hypermovement Power levels substituted for the Mega strength traits. If the Nova has to manuever suddenly while moving at top speed, a physical challenge (Dexterity) may have to be issued inorder for the Nova to control her momentum. (Difficulty of 10 + the Hypermovement power levels.) This Test can be retested with Dodge.
Immobilize:
Quantum Minimum: 1
Trait Category: Physical
Duration: 1 Scene or 1 Hour unless the victim breaks free.
Quantum Cost: 2 Quantum pool points to activate.
Immobilize allows the Nova the ability to halt someone in their tracks, literally. Usually by creating some sort of barrier that the victim must break out of to regain his freedom. Upon a successful Physical Challenge, (retested with Crafts) the Nova creates a barrier with health levels equal to his power rating and the victim must test vs. the Nova's Physical Traits plus his power level in Immobilize in bonus traits to break free of the barrier restraining him and preventing him from acting, or wait until the end of the Scene or 1 hour.
While the barrier restrains the victims movement and ability to act, it also protects the victim with its health levels as if the victim had Armor. Any attack directed at the trapped victim must succeed in dealing more damage than the barrier's health levels in order to deal any damage to the trapped Victim.
O "Gotcha" The barrier has 1 Health level and the target's movement is reduced to zero and can only bid stamina related traits to defend.
OO "Halt" The barrier has 2 Health levels and the victim must bid +1 traits to attempt to break free.
OOO "Obstruct" The barrier has 3 Health levels and the victim must now bid +2 traits to break free.
OOOO "Imprison" The barrier has 4 Health levels and the Victim must possess at least one Mega Strength-related Physical trait and have access to it in order to attempt to break free.
OOOOO "Gilded Cage" The barrier has 5 Health levels and when the victim is imprisoned, they lose 5 Physical traits that are drained as the barrier activates.
Immolate:
Quantum Minimum: 2
Trait Category: Physical
Duration: 1 Scene
Quantum Cost: 2 Quantum pool points to activate.
With Immolate, the Nova is a walking engine of destruction, creating a roiling field of energy around her that causes damage to anyone who comes into contact with it. The Player must choose what type of energy Immolate exudes at power selection as well as whether it does Bashing or Lethal damage. Each Power Level gives 2 Bashing Damage, or 1 Lethal damage, and it is a good idea to note that objects and surrounding terrain take this damage as well if the Nova comes into contact with them.
Invisibility:
Quantum Minimum: 1
Trait Category: Mental
Duration: 1 hour
Quantum Cost: 2 Quantum pool points to activate.
The Invisiblity Power allows the Nova to remain completely undetectable by visual or technological means but only on the visual light spectrum unless the Nova expends a temporary Willpower trait to remain invisible to the entire electromagnetic spectrum. The Nova is still detectable by other senses, but it is harder to pinpoint the Nova's position. The Nova is detectable only by Enhanced Senses other than sight. Those attempting to detect the Nova using Enhanced Senses can engage in a static Mental Challenge, success means that they spot the invisible Nova and can pinpoint his location. This can be retested with Stealth. All directed attacks on the invisible Nova are subject to a free circumstance retest, unless the attacker can pinpoint the Nova.
O "Camouflage" The Nova is invisible and undetectable only if he does not move. If he moves, people will see a shimmering after image and be able to trace his movements (attackers are down 1 trait to hit the Nova and there is no circumstance retest).
OO "Shimmer" The Nova can now move while invisible.
OOO "Fade" The Invisible Nova can expend a mental trait to force a power retest against detection by enhanced senses or other powers.
OOOO "Vanish" The Nova now has the ability to Vanish in plain view of spectators and remain undetectable while he moves around.
OOOOO "Void" The Nova is now able to become completely undetectable by all of the normal range of the senses and electromagnetic detection and is able to fortify against detection by enhanced senses and other sensory powers by expending a mental trait, this gives him bonus traits equal to double his power level.
Invulnerability:
Quantum Minimum: 1
Trait Category: Physical
Duration: Permanent
Quantum Cost: None.
The player must choose singular category of protection. (I.e. invulnerable to fire attacks) Invulnerability gives the Nova the ability to ignore 2 points of damage (bashing/lethal and aggravated) per dot.(I.e. I succeed in hitting you with a fireball and would normally deal 1 lethal, however since you have 1 dot of invulnerability: fire, you ignore 2 points of all types of fire damage.)
In the case of mass combat, treat each attacker as a separate attack when determining damage to ignore. This power is always on and requires no Quantum pool points to activate.
Mental Blast:
Quantum Minimum: 3
Trait Category: Mental
Duration: Instant
Quantum Cost: 2 Quantum Pool points to activate.
The Nova Engages in a Mental Challenge vs. the opponent�s Mental Traits (retested with Meditation). If the attack is successful, the defendant reduces his Mental traits (this is on top of the traits she lost in the initial challenge) by 1 per dot of Mental blast that the attacker has and receives 1 Bashing Level of damage. If the attack reduces the defendant�s mental traits to zero, each left over dot equals 1 lethal damage.
Mirage:
Quantum Minimum: 3
Trait Catagory: Social
Duration: 1 Scene
Quantum Cost: 1 Quantum pool point per illusion.
Like the Level One Power: Holo, Mirage creates powerful illusions that fool the senses into believing that they are real. The major difference being that Mirage affects anyone who interacts with the illusion, giving them the impression that what they sense is real. The affected person must choose to resist the illusion and win a Social Challenge with the Nova to see through it. This can be retested with Empathy or Performance. Victims may spend a Temporary Willpower Trait at any point to force a retest of the Social challenge.
O "Shared Hallucination" The Nova can create an illusion that fools all of the senses, but the Nova must concentrate on manipulating it. The illusion has no substance and any attempts by victims to interact with it physically, cause the illusion to waiver and betray its true nature.
OO "False Impressions" The Nova does not have to concentrate on the illusions, but if they leave the room, the illusion will fade. Also, at this level the Nova can cause victims to see complex images on the level of physical forgeries.
OOO "Fools Gold" The illusion gains a sense of permanency, able to exist for the scene without the Nova's concentration or presence. The illusion will have substance, but cannot cause damage, as it dissipates if manipulated or examined with any kind of zeal.
OOOO "Nightmare" The Nova causes the illusion to affect the environment physically. Any damage dealt to people is illusionary and is represented by lost mental traits.
OOOOO "Night Terrors" The Nova can now expend a Temporary Willpower Trait to make an illusion cause real damage.
Plague:
Quantum Minimum: 1
Trait Category: Physical
Duration: As listed below.
Quantum Cost:2 Quantum pool points to generate Plague effect. +1 Quantum pool point per additional round of effect beyond the first.
Plague allows the Nova to generate powerful poisons or diseases that can cause damage or weakness in those it infects. At power selection, the player must decide if they generate poisons or diseases, where it is stored on them and how it is released into the victim. When the Nova generates the Poison or Disease, they must select whether it affects Traits, Health levels, or Willpower traits(Level Five only).
The activation of Plague causes the Nova to generate and store in her body the generated poison or disease, ready to infect a victim. This is represented by a card with the appropriate details recorded on it and signed by the storyteller. The Plague effect can be generated at the begining of the game session, or during the game session, but it takes the Nova's body 1 combat round per power level to generate the Plague effect.
To infect a Victim, the Nova must touch them on bare skin by engaging in a Physical Challenge. (Retested with Medicine.) If the Victim has some sort of Quantum power like Armor that normally protects them from damage, the virulent Nova bypasses such defences by touching the victim. Also, If a victim has the Mega Stamina Knack: Adaptability or any power that helps to resist disease, then they can ignore 1 level of damage or trait loss per Mega Stamina Trait per round. The duration of the Plague effect is determined by the number of extra Quantum spent during the generation of the Poison or Disease, with each Quantum pool point equal to one additional round of effect. The Victim is helpless against the first round of The Plague effect.
However, each additional round, the Victim can resist further damage by engaging in a contested Physical Challenge vs. 5 traits plus the Virulent Nova's power level and Quantum rating. Damage and Trait loss are healed and refreshed normally. Each Power level grants one level of damage or the loss of one trait per round.
Premonition:
Quantum Minimum: 1
Trait Category: Mental
Duration: 1 Scene or until the end of combat.
Quantum Cost: 2 Quantum pool points to activate
Premonition allows the Nova a supernatural awareness of his surroundings that gives him the ability to detect and avoid dangers and direct attacks that might cause him harm. The Nova is also subject to Premonitory dreams as his subconscious alerts him to dangers faced by people close to him.
O "Omen" The Nova is immune to surprise, even by invisible foes, and gains +2 Bonus Physical Traits to Dodge. Premonitory dreams are hazy and unclear, filled with feelings of dread and symbolic imagery. The Nova is also unsure when the Premonitory dream will happen, only that it will happen within months.
OO "Deja vu" The Nova is so sensitive to his surroundings, that he can call a retest on any attack that has hit him as long as he was attempting to dodge or avoid the attack. The Premonitory dreams gain a bit of clarity, and the Nova can usually sense the person it affects and the major source of danger, but the dreams are still heavily diced with symbology and the Nova is unclear as to the timeline of the dream, but understands that it will happen
within days.
OOO "Augury" The Nova has the uncanny ability to sense incoming attacts and avoid them out of instinct, gaining the ability to preempt any attack directed against him, as long as he uses the preempt to dodge or parry the incoming attack. The Premonitory dreams play out like small movies, with the Nova understanding that a particular series of actions will lead to the hazardous outcome. The Nova is also aware that the dream is of a timely nature and must be acted on within hours.
OOOO "Visions" The Nova is so in touch with his surroundings and his Premonitory powers that he has waking dreams of major events that will shape his life and those around him. The Nova is able to activate his Premonitory powers and gain insight into his actions and those of people he is close to. By consulting a Storyteller or Narrator, the player can have one question answered relating to a particular situation or course of action. The Storyteller will then relate the answer to the player as a Vision.
OOOOO "Fickle Fortunes" The dreams and Visions have reached the point where the Nova may ask the storyteller questions about events and people unrelated to the Nova or that have no close connection to them and the Storyteller can formulate their reply as a vision.
Quantum Bolt:
Quantum Minimum: 1
Trait Category: Physical
Duration: Instant
Quantum Cost: 1 Quantum pool point to activate.
Each power level of Quantum Bolt allows the Nova to do 2 levels of bashing damage or 1 level of lethal (the player must chose which type of damage at power selection) and forces the opponent to take one step back. The Nova can hit anyone they can see in a room with Quantum Bolt. Quantum Bolt is treated as any other ranged weapon when determining retests and is retested with Firearms.
Quantum Leech
Quantum Minimum: 2
Trait Category: Physical
Duration: Permanent
Quantum Cost: 1 Quantum pool point to activate.
The Nova gains the terrifying ability to leech Quantum Pool Points from other Nova's Quantum Pools. The Nova Leech must successfully touch his target to engage the leech power, after spending the necessary Quantum to activate the power. The Leech power allows the Nova to suck three Quantum pool points per power level per round. These stolen points cannot exceed double his own Quantum pool. The extra Quantum pool points above the Nova Leech's Quantum pool maximum fade if the Nova is knocked unconscious or goes to sleep.
Quantum Regeneration:
Quantum Minimum: 3
Trait Category: N/A
Duration: Permanent
Quantum Cost: 2
Quantum Regeneration allows the Nova to permanently adjust her Quantum recovery rate by the power level of Quantum Regeneration as well as allow the Nova to regenerate her Quantum pool points in rounds rather than hours by spending 1 temporary willpower trait. The regeneration rate per round is equal to her normal recovery rate per hour as if at ease, performing light physical duties or conversation. These regained points do not fade away and can be used in the same manner as regularly recovered Quantum pool points. This power does not cause temporary taint, but the Nova can only use Quantum Regeneration if she or other Nova's have expended large amounts of Quantum energy (5 or more Quantum pool points) in the area within the last six hours.
Quantum Vampire:
Quantum Minimum: 3
Trait Category: Physical
Duration: Stolen traits last one hour, then fade at 1 trait per round, returning to the Victim.
Quantum Cost: 2
The Nova has the ability to temporarily steal a specific trait, power, or attribute traits from anyone she touches. The Nova must choose which specific trait, power or attribute category she steals at power selection. The Nova cannot steal powers or mega traits from dormant Nova's or from Victims of disrupted powers. Any traits, power or attribute traits that are stolen do not count towards the Nova's Maximum rating except that the Nova cannot exceed power level 5 for stolen powers or Mega traits.
The Nova Vampire pays the Quantum Cost and engages in a Physical Challenge to touch the victim. If successful, the Nova drains two attribute traits/ 1 health level/ 1 power level or one trait rating per Quantum Vampire power level. Normal traits are stolen before any Mega traits.
If the Nova Chooses to steal "lifeforce energy" In the form of Health levels, the victim does not lose that health level. Instead, he suffers one level of bashing damage per health level stolen as the Quantum Vampire gains that health level. If the Victim is reduced to incapacitated with the bashing damage, any additional health level drain is is considered lethal damage. All damage dealt in this way is considered normal damage and can be healed as such. This Healing does affect the Quantum Vampires stolen health levels.
Shroud:
Quantum Minimum: 1
Trait Category: Mental.
Duration: Maintainence.
Quantum Cost: 2 Quantum pool points to activate, 1 quantum pool point to maintain per round.
Shroud allows the Nova to create an opaque field of Quantum energy that cannot be dissapated by normal light. The shroud stifles the senses, and causes the victim to become mildly disoriented, the victim must bid an additional trait and any successful tests made within the shroud are subject to a darkness retest. Any form of light intense enough to cause damage immediately causes the shroud effect to drop.
O "Curtain" The Nova is able to create an ink like cloud of darkness that can cover up to 10 feet. The shroud is motionless once activated, and if the Nova expends a Willpower trait, they can make the Shroud impenitrible by electromagnetic senses and devices.
OO "Shadow Puppets" The Nova is able to create a field of darkness 20 feet in diameter maximum and move the shroud effect within a room at a slow creep. (1 step a round.)
OOO "Deprivation" At this level of power, the Nova can make the field filter sound and air currents as well as light and the field now covers 30 feet in diameter. If the Nova concentrates he can cause people to begin to sufficate within the shroud effect, causing one bashing per round until they escape or fall into incapacitation.
OOOO "Shadowplane" The Nova can now cause the field to become semi-solid, absorbing incoming attacks like a wall, offering one health level of protection against bashing and lethal attacks. This semi-solidness also halves all movement within its diameter. The Nova is immune to his own effects.
OOOOO "Essence of Shadows" At this power level, the Nova is able to effectively become a part of the shroud, able to move under or around or through cracks as if made of shadow. This also allows a Shadowy Nova to travel at the speed of shadow within a room, essencially teleporting from one location to another. The Nova is able to move in three dimensions while a part of the shroud, but if it is dispelled, he will reorient himself rapidly.
Sizemorph Grow:
Quantum Minimum: 1
Trait Category: Physical.
Duration: 1 Scene or one hour, whichever is longer.
Quantum Cost: 2 Quantum pool points to activate.
Sizemorph Grow allows the Nova to increase his physical size and mass. Each power level doubles the Nova's height and weight, adds +2 strength traits, and +1 Stamina trait. These traits can exceed the normal maximum. The Nova also gains +1 bruised health level and +1 step in combat.
Sizemorph Shrink:
Quantum Minimum: 1
Trait Category: Physical
Duration: 1 Scene.
Quantum Cost: 2 Quantum pool points to activate.
Sizemorph Shrink allows the Nova to shrink in size and mass. Each power level allows the Nova to Shrink to 10% of his height and weight.
O "Mini Me" The Nova recieves +2 bonus traits to stealth actions. In Combat, the Nova halves his movement, and his effective strength is also halved and he must bid +1 trait on tests of strength. The Nova can shrink to 10% of his normal size.
OO "Mouse" The Nova is now 1% of his original size, and gains the ability to
retest any successful attempt to grapple him. Also, it is more difficult to hit the Shrunken Nova, anyone attempting to hit the Nova must bid an additional trait to represent the level of precision involved. The Nova has a maximum physical trait limit of 3 to declare in ties, and must bid a Mega Strength trait to affect things.
OOO "Bug" The Nova is now able to Shrink to 0.1% of his original size. All successful challenges against the Shrunken Nova recieve a free retest based on his diminuative size. The Nova gains +2 bonus trait to Dodge and the Nova is limited to one step in combat unless he has some method of Hypermovement, and then he can only move as many steps as he has Hypermovement levels. The Physical trait maximum is now lowered to 1.
OOOO "Gnat" The Nova can shrink to 0.01% of his original size. The Nova wins all ties on stealth challenges and gains an automatic circumstance dodge retest due to his micro size.
OOOOO "Micro Form" The Nova can shrink to 0.001% of his original size and is able to squeeze through openings half of his new size. The Nova is no longer able to affect his larger surroundings physically and treats any energy attack as an area effect.
Telekinesis:
Quantum Minimum: 3
Trait Category: Mental.
Duration: Maintainence.
Quantum Cost: 2 Quantum pool points to activate. 1 Quantum pool point to maintain per round.
Telekinesis is the power to manipulate objects without touching them, using only the power of your mind.
O "Poltergeist" A Nova with Telekinesis can manipulate objects of 50 pounds or less in an unrefined and jerky nature. This crude manuvering can be used to throw objects at people but the Nova must bit an additional trait to throw the test. The Nova can also stun people for one round by Telekinetically slapping them, this requires a simple Mental Challenge. This Stun effect knocks the target to the ground and does no damage to them, but causes them to lose their action for that round. Opponents with additional actions can recover in the same round. The Range on Telekinesis is 20 feet or a room and the Nova can only affect one object at a time.
OO "Air Guitar" This level of Telekinesis allows the Nova to perform refined movements and complex tasks with the completion of a successful Mental Challenge. The Nova cannot manipulate objects that are more than 100 pounds, and if he wants to use an object remotely to attack someone he must still bid an additional trait in the mental challenge. 1 lethal per power level if hit with an object.
OOO "Lift" At this level, the Nova can manipulate objects of no more than 200 pounds, and can lift them off of the ground to a maximum height of the Nova's mental traits in meters, but control is lost and the object falls if the target goes out of eyesight.
OOOO "Symphony" The Nova's control has reached the point where they can affect multiple opponents or objects at once, by expending a mental trait for each object they wish to manipulate above 5 objects. The Nova can also Repulse opponents and objects away from themselves up to 20 feet away from the Nova, forcing them to move farther away or be thrown haphazardly into other objects. The Nova can now lift objects of no more than 500 pounds.
OOOOO "Telekinetic Storm" The Nova may with the expenditure of a temporary willpower trait, create a storm of materials that fly around him and hit attackers or deflect incoming attacks. These materials can be anything under one ton in weight, and the Nova has total control over the storm of objects. In order to deflect an incoming ranged attack that is physical in nature, (energy attacks will pass right through the storm.) The Nova merely has to succeed in a static mental challenge, a win or tie blocks the attack.
Telepathy:
Quantum Minimum: 3
Trait Category: Mental.
Duration: Maintainence.
Quantum Cost: 2 Quantum pool points to activate, 1 Quantum pool point to maintain per round.
Telepathy is the uncanny ability to read surface thoughts and to communicate mentally as well as perform delicate mental probes into the deeper aspects of the victims mind.
O "Link" The Nova is able to establish a mental link (Mental Challenge) with someone and communicate with them as long as they are within eyesight. The Nova can the read surface thoughts of the victim, and respond accordingly, at this level the Nova cannot delve deeper unless the victim is willing, and the Nova can only affect one person at a time.
OO "Probe" The Nova is now able to Probe deeper into the victims consciousness, and sift through the targets memories (separate mental challenge) for the answer to a specific question. The victim is aware of this invasion and relives the memories that deal with what the Nova is looking for. Also, by accessing the victims subconscious motor controls, the Nova can cause the victim to become paralysed, unable to act or communicate with the outside world for 1 round in combat per willpower trait the Nova has, or 10 minutes out of combat.
OOO "Psychic Scan" The Nova can scan the surrounding area (willpower traits in kilometers.) and search for a specific brainwave pattern or series of surface thoughts and pinpoint the location to within one hundred meters. The Nova is also able to make Mental contact with that mind (with a seperate Mental Challenge) and perform any of the other levels of telepathy.
OOOO "Conference" The Nova is now able to Link with more than one mind and communicate with several people mentally at the same time or allow them to communicate with each other by expending 1 mental trait per person linked. At this level the Nova is also able to Mentally paralyse multiple people by expending a temporary willpower trait and as many people as he is linked to, become paralysed for his permanent willpower in combat rounds or 10 minutes out of combat.
OOOOO "Psychic Surgery" The Nova has the level of control and skill to perform delicate and complex mental manipulations in a victims mind, allowing the Nova to dig up and alter specific memories, learn level of willpower, learn a victims nature and demeanor, cause them to forget about abilities, or add or subtract derangements. Unless the Nova spends a temporary Willpower trait to make any changes permanent, the effect will only last for one additional game session. To a Nova of this skill, the mind is an open book.
Teleport:
Quantum Minimum: 2
Trait Category: Mental.
Duration: Instant.
Quantum Cost: 2 Quantum pool points to activate.
With Teleport, the world or the galaxy is yours to explore. The Nova with Teleport can blink in and out of existance over the span of kilometers and travel in an instant what would normally take several hours. If used in Combat, Teleport Allows the Nova to chose a spot within his Quantum plus Power level in steps and move to that spot (after a successful static Mental Challenge vs. 10 traits minus his Node rating.) without traveling between the interveining distance, this action counts as his movement phase and he can still chose an action for that round. If the challenge is unsuccessful, he cannot move and must proceed normally. The Teleporting Nova can also gain surprise at storyteller approval.
O "Blink" The Nova can Teleport anywhere within 1 kilometer that they have seen before.
OO "Bridge" The Nova can now Teleport anywhere within 10 kilometers that they have seen before.
OOO "Blind Teleport" The Nova can now Teleport anywhere within 100 kilometers and does not need to know where they are teleporting to. If the Nova does not have the Mega Stamina knack: Adaptability, then they might take damage if they teleport into a hostile environment.
OOOO "Tele-travel" The Nova can now Teleport anywhere within 1,000 kilometers.
OOOOO "Space Fold" The Nova can Teleport anywhere within 10,000 kilometers.