Level Five Powers

 

Ecological Supremacy

Level: 5

Quantum Minimum: 8

Dice Pool: Intelligence + Ecological Supremacy

Range: Varies

Area: Varies

Duration: Varies

Effect: The character affects some aspect of the planet’s ecology.

Multiple Actions: Yes

Description: The nova gains control over the ecology of the Earth (or whichever planet she’s on at the moment). Most effects only apply for a limited time, but the changes they create last, just like natural changes would.

Ecological Supremacy works primarily on non-sentient targets. Your Storyteller gets the final say on whether it takes Consciousness Supremacy to affect self-aware beings or whether there’s an increased difficulty (like +1 or more per dot of the species’ average Intelligence) when using Ecological Supremacy on sentient species.

Every species has a distinctive quantum signature: All the quantum-mechanical activity in every cell adds up to a pattern unique to each species, which the appropriate quantum senses can easily recognize. Each technique in this power acts on that pattern in different ways.

Adaptation

Range: (Quantum + power rating) x 1,000 km

Area: (Quantum + power rating) x 100 km

Duration: One year, minus (power rating) months

The nova can induce changes of a particular sort in a target species: They change in some way to suit their environment. The nova can’t control what the change is, manipulating quantum energy in indirect ways. Currently living members of the species don’t change but give birth to offspring with the appropriate adaptations, unless the environment is so hazardous that the species must change or perish quickly.

It generally takes just one success on the Adaptation roll for the nova to ensure that the species he targets will change to suit the environment he’s put them in (or that they’ve otherwise ended up in). Additional successes let the nova target more species in the same habitat. At the Storyteller’s discretion, hostile environments like the interior of Antarctica may require two or more successes per species, while extremely hostile environments like the bottom of the ocean may require three or more successes per species.

The nature of the change should be as small as possible to ensure survival. A desert animal moved to a cold, temperate forest may need nothing more than fur and a slight change in diet, while plants dropped into wet spots on Mars must develop temperature-resistant hides, toughened roots, more efficient photosynthesis and the like. Major changes may also have cascading ramifications throughout the ecosystem, though part of the innate nature of Adaptation is to keep such disturbances to a minimum. This technique is not a tool with which to destroy the world (there are much more direct ways of doing that), and the Storyteller should work with rather than against players in detailing the results.

Example: Antaeus’ current project is the Florida manatee, almost completely extinct thanks to loss of habitat and the countless manatees killed every year in collisions with speedboat propellers. Ensconced comfortably on a patch of moss somewhere in the Florida Keys, he reviews manatee biology and behavior and floods the area with quantum energy. He achieves four successes, so four distinct adaptations show up in various scattered manatee communities: doubled thickness of hide, an acute sonar sense to warn of approaching trouble, better eyesight and reduced body mass for more agile swimming. He has Ecological Supremacy 3, so the changes appear over the course of nine months. All of them breed true ― in the absence of other severe disruptions to their environment, the manatee will fare better in coming years.

A good afternoon’s work, Antaeus thinks.

Acquistion

Range: (Quantum + power rating) x 1,000 km

Area: (Quantum + power rating) x 100 km

Duration: Permanent

This technique upsets biologists. It lets the nova target a population of some species and lets the target members pass on acquired characteristics. This is Lamarckian evolution, which Darwin and successors proved decisively to be impossible for complex organisms. While Acquisition applies, any improved capability an individual develops ― a new Ability learned, for instance ― is passed on to offspring as part of their heritage with slight or no diminution.

Successes       Inheritance

One                  50 percent chance of any acquired characteristic being transmitted; if it is, it appears at about one-quarter the level of the parent’s aptitude.

Two                 50 percent chance of transmission, at 25-50 percent of parent’s level.

Three               75 percent chance of transmission, at 50-75 percent of parent’s level.

Four                 100 percent chance of transmission, at 75-100 percent of parent’s level.

Five                  100 percent chance of transmission, at 100 percent of parent’s level.

The nova may use extra successes to affect multiple species in the target area. It takes one success to double the distance or double the target area.

Example: Regina Mundi wants to evolve a strain of super-intelligent dogs to keep her company on Eden. She uses Acquisition on the canine population around the city where she lives, with a total of five successes. These go to make sure her experiments will work with optimal efficiency. Then she sets about training dogs through various intelligence-boosting exercises and neurosurgery. At the end of the Acquisition period, she has a strain of mastiffs with 1-2 dots in Intelligence, and their offspring carry the genetic legacy. She can use Acquisition again later with them as her starting point.

Extinction

Range: Global

Area: Global

Duration: (Quantum + power rating) months

This technique makes species die. Alternatively, it can be used for a short period of time to rectify unchecked overpopulation. Disease and systemic failure of all kinds strike mature members of the species, while fertility drops and reproduction plummets. This technique is the quantum equivalent of hitting a species’ quantum pattern with a big sledgehammer until it breaks or the nova gets tired.

The nova generally doesn’t get to say just what goes wrong; Extinction batters at every available weak point with little fine control. Each success increases mortality by 5 percent and decreases fertility by 10 percent for the duration. (The nova can choose to change only mortality rates, in which case there’s a 10 percent increase, or only fertility, in which case there’s a 15 percent decrease.) The nova may choose to extend the effect by one month per success dedicated to increased duration. When the effect wears off, the target species suffers a permanent 1 percent increase in mortality and 2 percent decrease in fertility, plus another 1 percent mortality increase and 2 percent fertility decrease for each success the nova dedicates to that purpose. It takes two successes to specify a particular problem, like increased skin cancers or reduced transmission of nutrients to embryos.

21st-century science can undo many of the problems, though scientists must accumulate more successes on solution-related rolls than the nova got on the Extinction roll. In addition, other Ecological Supremacy techniques can counteract it. Each success on a Mutation roll cancels out one Extinction success, if the Mutation-using nova chooses, and successful Speciation can breed daughter species not vulnerable to the Extinction-related problems.

Extinction only affects one species at a time. The Storyteller may decide what ramifications follow the reduction or elimination of a species ― in general, any species that depended on the extinct one as prey suffers a huge decrease as well, while any species the extinct one preyed on experiences a population boom. An edited ecosystem may swing through boom and bust cycles for some time before reaching a new state of equilibrium.

Example: In 2039, a moment’s carelessness with powerful mutagenic chemicals let to a proliferation of altered species around Lake Vostok, the lake buried deep beneath Antarctic ice. One in particular, a unique form of algae, is interfering with the Protectorate. Thomas Sering, the Protectors’ de facto leader, makes a deal with the nova known as Belladonna, (she normally doesn’t like to mitigate nature’s wrath, but she has a particular interest in the Protectors, and Sering makes her an offer she can’t refuse). She decides to solve the problem by quantum-tweaking the algae into extinction. She stretches her power a bit and gets a total of eight successes. She applies five to messing with the present moment: Its mortality rate rises 25 percent and its fertility rate falls 50 percent, making cleanup a lot easier. She uses one success to give her Extinction effort an extra month’s duration and two to inflict a lingering blight. Even once her main quantum hammer ceases falling on the algae, it’ll be 4 percent less fertile and 2 percent more prone to premature mortality than beforehand.

She hasn’t altogether removed the species, but at this point, her nova colleagues inside the Protectorate will have no further problems, and it wouldn’t take much extra effort to confine it to the few environmental pockets most favorable to its continued existence.

Mutation

Range: Global

Area: Global

Duration: (Quantum + power rating) months

This technique lets the nova stir up the target species’ genetic legacy with a quantum stick. While Mutation lasts, the species experiences a markedly greater rate of mutation. As with Extinction, the nova generally can’t “steer” the process with much precision: She can set the volume but not make the species’ quantum signature play a particular tune.

Each success on the Mutation roll produces one significant widely distributed mutation each month. There are also many minor mutations each month. Most are slightly deleterious or insignificant, like an increased susceptibility to baldness or reduced ability to synthesize some rarely used amino acid. Significant mutations are peculiar and generally fall outside the scope of normal biology: Body Modification and minor to moderate aberration features provide good examples. This is not the stuff of real-world genetics, but of science fiction and comic books.

The nova may choose to aim for fewer, bigger mutations, “pooling” successes induce an enhancement or equivalent mutation (yes, without the accompanying Mega-Attribute required), while three successes induce a Mega-Attribute (without any automatic enhancements). When pooled, each success can buy one nova point’s worth of a power. The mutated plants or animals don’t have a full-blown Quantum state, but should be considered to have the minimum Quantum necessary to use the power and a quantum pool of 5 per Quantum pseudo-dot.

Mutations can boost Attributes and raise Abilities ― in each case, at one dot per success. Mutations can also reduce Attributes and Abilities at the same rate. The nova must allocate one additional success for each two successes that she wants to have produce some unknown beneficial effect. Otherwise, the Storyteller should assign an even mix of desirable and undesirable results.

The mutations this technique creates appear at random throughout the population. They are dominant, so that children of the mutated parents are more likely to inherit the same changed Traits. Mutant individuals remain capable of breeding with the rest of their species.

Example: Belladonna decides that the United Nations needs a lesson in just what they’re dealing with and wants to remind them that novas can change any part of the world at any time. For her example, she chooses the common cockroach. Meditating in comfort at her Australian compound, she unleashes a torrent of quantum energy into the portion of the quantum field that defines cockroaches. Once again, she stretches the limits of her power and gets nine successes.

Three successes go to refining her target area: New York, Geneva and a handful of other cities with major UN presence. The remaining six she pools, so as to create three significant mutant strains of roach. One develops Enhanced Movement, one develops Adaptability and one develops six extra health levels (two nova points’ worth of Body Modification ― Extra Health Levels). The super-fast roaches appear first, the super-adaptable ones three months later, the super-tough ones three months after that. By the end of the year, cities with UN presence are up to their eyebrows in super-vermin, at least until some other nova wipes out the new strains.

Speciation

Range: Global

Area: Global

Duration: (Quantum + power rating) months

This technique is the counterpart to Mutation. It doesn’t radically change the members of a species, but it introduces and reinforces subtle yet important incompatibilities which turn one species into several distinct ones. The members of the various new populations can’t interbreed with each other and will, in the fullness of time, evolve in their own distinct directions.

The nova splits off one daughter species per success, appearing at random sometime during the duration of the power. One extra success lets the nova specify whether a particular daughter species appears in the first or last half of the duration, and additional successes let the nova halve the window of opportunity again each time for one of the daughter species.

The daughter species generally possess a few Traits higher or lower than their parent species but nothing very remarkable (e.g., where the parent species eats bugs, the daughter species eats bugs and berries). The nova can apply two extra successes to produce the same result as one success at Mutation or Adaptation for one of the daughter species.

Spontaneous Generation

Range: (Quantum + power rating) x 1,000 meters

Area: (Quantum + power rating) x 100 meters

Duration: Instant

The nova literally creates life out of lifeless matter. It takes three successes to create a very primitive, one-celled organisms, less complex than algae, out of a very rich mixture of amino acids and other organic molecules. Creating new life in a life-rich habitat requires five successes, while creating life in the midst of totally barren rock, sterile sea floor, vacuum and other harsh environments may require seven or more successes, at the Storyteller’s discretion.

Additional successes let the nova create more complex life. Each extra success lets the nova add one dot of Attribute or Ability. (Once created, of course, the nova can use Acquisition and Mutation to refine the species.) Only the nova’s patience, imagination and number of successes limit the complexity of creatures that can emerge via this technique.

The target area fills with individuals belonging to the new species. They use up most of the free biological material in the area. They’re “born” with only rudimentary instincts, though species with notable Mental Attributes quickly develop into their potential.

Extras: None

 

Climatic Supremacy

Level: 5

Quantum Minimum: 8

Dice Pool: Intelligence + Climatic Supremacy

Range: (Quantum + power rating) x 10,000 km

Area: (Quantum + power rating) x 2,000 km

Duration: (Quantum + power rating) months

Effect: The character manipulates weather on the planetary scale.

Multiple Actions: Yes

Description: Climatic Supremacy lets the nova affect the weather, both what it’s doing now and how it operates in the long term. The nova can focus on any aspect of the planet’s climate and shift it. Climatic Supremacy effect generally apply to narrow the scope: It takes one extra success to affect a single hemisphere, two extra successes to affect one continent, and three successes to affect a smaller area like one big metropolitan area or county.

The nova can modify several aspects of the climate with one use of Climatic Supremacy. Each success can affect one of the following:

• Oxygen. Increase or decrease the percentage of atmospheric oxygen in the target area by 1-2 percent. A 2-5 percent increase is equivalent to constantly dosing everyone in the area with spike or other stimulants, while a 2-5 percent decrease is the equivalent of a constant dose of depressants. All healing takes place at one rank lower than normal in reduced oxygen, and the difficulty of all physical tasks increase by +1 (or more, as oxygen levels fall). Increasing the oxygen percentage further risks spontaneous combustion: Any minor spark can start raging conflagrations. Oxidation of all kinds (including damage to nasal tissues and other areas where blood vessels are close to the outside air) increases rapidly. At around 40 percent oxygen, fires are inevitable and last until all the oxygen in the area is depleted. Oxygen concentrations below 15 percent or so make normal respiration impossible for oxygen-breathers, and only life that doesn’t requires oxygen in the air can survive.

• Temperature. Increase or decrease temperature in the target area by one degree Celsius. A five-degree cooling more than sufficient to trigger widespread glaciation and inaugurate a new ice age. Five degrees of warming melts the polar caps and raises the world’s sea level by about 100 meters, with massive changes to winds and climate all over the world.

• Rainfall. Increase or decrease rainfall in the target area by 10 percent. A persistent decrease of 20-30 percent is generally sufficient to induce drought. A sustained increase of even 10 percent can easily induce flooding.

• Wind. Increase or decrease average local winds by 5-10 kilometers per hour. Areas that depend on monsoon rains and the like are seriously harmed by the absence of the winds that carry the rain, while sustained high winds strip crops and otherwise interfere with life.

The nova can use extra successes to increase duration, at one month per success. In addition, the nova can try to renew an effect as it expires, simply by getting at least as many successes on a new attempt at Climatic Supremacy in the month before the old one expires. If the nova meets this goal, the condition continues without interruption. Three successful extensions in a row make the change permanent.

Novas can use Climatic Supremacy to cancel out each other’s changes, at a straight one-for-one rate. If one nova uses three successes to increase global rainfall by 30 percent, another can use three successes to return the normal condition. This sort of neutralization breaks the string of extensions necessary to create permanent change, and the nova who wants to permanently alter the climate must start over again.

It takes one hour per success for Climatic Supremacy changes to take effect. The nova has to spend time establishing a quantum rapport with the planet and working the changes piece by piece.

Extras: None

 

Conscious Supremacy

Level: 5

Quantum Minimum: 8

Dice Pool: Variable

Range: Variable

Area: Variable

Duration: Variable

Effect: The character manipulates individual and collective consciousness.

Multiple Actions: Yes

Description: This power governs the workings of sentient minds, including creating new minds where none existed before.

Create Consciousness

Dice Pool: Manipulation + Consciousness Supremacy

Range: (Quantum + power rating) x 10,000 km

Area: (Quantum + power rating) x 2,000 km

Duration: Instant

The human brain about 100 billion neurons, each with multiple connections and complex interactions with its neighbors. A typical home OpNet unit is at least that complex by 2015, as is an algal bloom, fungal colony or other extended plant growth. Animal brains are generally not sufficiently complex, and it takes surgery or suitable powers to make them suitable targets for Create Consciousness. At the Storyteller’s discretion, several not-quite-sufficient minds may form a single hive-mind entity or distributed consciousness. This requires two successes to do at all, and raising the Attributes of the resulting mind takes an additional extra success at each step.

The new mind has 1 dot in each Mental Attribute by default. The nova can add another dot to one Mental Attribute for every success and add a dot of Mental Mega-Attribute for two extra successes. Adding Social Attributes takes two extra successes per regular dot, three per Mega-Attribute dot. The new mind retains whatever Abilities its components possessed before becoming self-aware but must be taught other Abilities.

This technique creates one mind, doubling for each extra success the nova allocates to the task (up to the limits of the complex physical systems available). The extra successes the nova spends adding Attributes apply to all the minds created.

Enhance Consciousness

Dice Pool: Manipulation + Consciousness Supremacy

Range: (Quantum + power rating) x 10,000 km

Area: (Quantum + power rating) x 2,000 km

Duration: Instant

The nova boosts the intelligence of every mind belonging to a particular sentient species or all the self-aware minds of a particular type, such as all computer consciousnesses. For every two successes, the nova can add a dot in one of the Mental Attributes or a dot of innate Ability (or two specialties). It takes three successes to add an Extra ― the nova can do this without meeting the usual requirements for Mega-Attributes ― and five successes to add a dot of a Mental Mega-Attribute. Social Attributes, Extras and Mega-Attributes cost one more success each than their Mental counterparts.

The changes made with Enhance Consciousness are permanent. They can only be removed by species-wide medical work or powers like Ecological Supremacy.

The nova can choose not to affect every eligible mind. One extra success lets her specify one half of the target population to affect, and each additional success lets her halve the target population again.

Groupthink

Dice Pool: Manipulation + Consciousness Supremacy

Range: (Quantum + power rating) x 10,000 km

Area: (Quantum + power rating) x 2,000 km

Duration: Instant

This technique fuses separate minds into a single collective intelligence. One success lets the nova link any two minds together; each extra success doubles the number of linked minds. The nova can specify the degree of linkage, from shared surface thoughts to complete fusion. It takes an additional success to make the link a variable one, allowing participants to tune out if they wish. Targets must make a Willpower roll and get more successes than the fusing nova did on the Groupthink roll to resist.

Groupthink lasts indefinitely. The creating nova can choose to cancel it out; this requires another Groupthink roll with at least as many successes as he got on the first roll. Groupthink is not inheritable unless the nova chooses to make it so. This requires two successes for the first two minds and two successes thereafter for each doubling of minds linked. The link between minds remains instantaneous, no matter how far apart the targets are. The Storyteller can decide whether or not it’s affected by relativistic time dilation and other physical phenomena.

Groupthink provides some subconscious access to shared knowledge and Abilities. Members get one extra die added to Mental and Social dice pools for every power of 10 members who possess a particular Ability: +1 die for 1-10 members, +2 dice for 11-100 members, +3 dice for 101-1,000 members and so on. If groupthink unites personalities into a single new entity, any unit in the group automatically has the highest rating possessed by any unit, plus one die for every power of 10 members who also have it. No Mental or Social score can include more dice than the creating nova’s Quantum score.

The nova can choose to allow minds to relocate into other bodies within the group. This requires no roll if the minds currently in each body choose to cooperate or a contest of Willpower rolls if the mind in the target body resists. It takes one extra success from the initial Groupthink roll to make this effect possible.

Even a weak Groupthink influences the outlook of its participants. Members tend to end up agreeing with each other: Apply a -1 difficulty bonus to Manipulation, Intimidation and related rolls for every power of 10 members in the group. Conversely, any effort to use mind-altering powers, persuasive Abilities and the like on group members by anyone outside the group incurs a +1 difficulty penalty for every power of 10 members. On a botch, the would-be mind controller may be assimilated into the group and must get more successes on a Willpower roll than the creating nova did on the Groupthink roll to retain independence.

If the nova creates a unitary group mind, it begins with an averaged outlook reflecting the majority views of the minds fused into it; thereafter it develops on its own. The nova can designate a particular mind as “in charge” of the group. That individual’s views are subject to some modification by other members, but he, she or it only experiences half the usual vulnerability (rounded down) to persuasion and the like.

Each body in the group gets its normal quota of actions, and communication through the group is an instant action that does not affect dice pools. A large group mind in operation is a terrifying opponent.

Mental Block

Dice Pool: Manipulation + Consciousness Supremacy

Range: (Quantum + power rating) x 10, 000 km

Area: (Quantum + power rating) x 2,000 km

Duration: (Quantum + power rating) months

This power lets the nova mark a concept “out of bounds” in the minds of one target species or class of intelligences. One success lets the nova specify one simple sentence’s worth of facts or ideas that simply don’t occur to others for the duration of the power. Each additional success lets the nova add another clause, parenthetical remark or simple sentence.

Someone attempting to think of the forbidden topic must get at least as many successes on a Willpower roll as the nova got on the Mental Block roll. A nova using Analyze Weakness and other such deductive powers can deduce the existence of the block, but is no more able to break through it than anyone else. An individual who does succeed in breaking through the block won’t have an easy time persuading anyone else of it: Her persuasion efforts must get at least as many successes as the nova got on the Mental Block roll. Otherwise, other victims perceive the ex-victim as suffering from some sort of delusion.

Yes, this power can be deadly if the nova chooses to blank out a concept like “fire burns” or “the Mr. Yuck label indicates poison.” The Storyteller may, at his discretion, allow victims a Willpower roll at a moment of impending danger. Subtract the levels of damage an action would likely inflict from the number of successes on the Mental Block roll ― the impending victim needs to get only that smaller total of successes to feel a subconscious urge to avoid the action even though the block remains more or less in place.

Muse

Dice Pool: Charisma + Consciousness Supremacy

Range: (Quantum + power rating) x 10,000 km

Area: (Quantum + power rating) x 2,000 km

Duration: Instant

Muse is the counterpart to Mental Block; Muse allows the nova to give people an idea. One success lets the nova give one simple sentence’s worth of facts or ideas (or images or other concepts) to 100 people. The nova targets specific individuals, specifies criteria for the recipients ― left-handed disabled writers, for instance ― or scatters the inspiration completely at random. Each additional success lets the nova multiply the number of people inspired by a factor of 10 or add another clause or simple sentence’s worth of inspiration.

Targets who get one or more successes on a Perception + Awareness roll may be aware of the idea as something out of the ordinary; they must get at least as many successes on this roll as the nova did on the Muse roll to realize fully that the idea was implanted in their minds by someone else.

Suppress Consciousness

Dice Pool: Manipulation + Consciousness Supremacy

Range: (Quantum + power rating) x 10,000 km

Area: (Quantum + power rating) x  2,000 km

Duration: (Quantum + power rating) months

The nova can reduce his targets’ self-awareness. This isn’t the same thing as making them stupid: Some animals are extremely intelligent, and so are some computers. It’s just tat they have little or no “interior life,” no driving goals beyond instinct and rudimentary personalities. A person with suppressed consciousness can respond to stimuli and even carry out complex instructions. She simply can’t analyze her own behavior or formulate her own goals and desires, nor does she have a mind in the sense that telepathy and other powers aim at.

One success lets the nova reduce a target individual’s Willpower by 2. At Willpower 0, the target becomes functionally non-sentient for the duration of the power. The nova can use an extra success to reduce the target’s Willpower by another two points or to double the number of affected individuals. The nova may specify particular individuals to affect or set categories ― “the people nearest to me,” “the wealthiest people in North America,” “the people who most hate me.”

Extras: Omni-Intelligence (the nova can affect sentients of any species or class, including more than one type in a particular usage of power)

 

Geological Supremacy

Level: 5

Quantum Minimum: 8

Dice Pool: Intelligence + Geological Supremacy

Range: Global

Area: Global

Duration: (Quantum + power rating) months

Effect: The character affects some aspect of the planet’s geology.

Multiple Actions: Yes

Description: The nova gains control over the workings of the Earth (or whichever planet he’s on). The effects are temporary but can become permanent with repeated effort.

The nova picks one aspect of the global geology, including (but not limited to):

• Level of volcanic activity.

• Location of the magnetic poles.

• Rate of continental drift.

• Rate of radioactive decay and natural radiation.

• Strength of magnetic field.

Each success on the Geological Supremacy roll changes that aspect of the planet by 5 percent for the duration. The nova can use the power again before it wears off. Successes on the second roll extend the duration; extending a modification three times in a row makes it permanent.

Novas with Geological Supremacy can seek to counter each other’s effects. The planet tends to repair itself, and natural processes work with novas. Each success spent to undo Geological Supremacy modifications cancels two successes used to create a change…until the change becomes permanent. Then the new situation is the planetary baseline and must be modified just as it was the first time around.

It takes one hour per success to put Geological Supremacy into effect. The nova has to spend time establishing a quantum rapport with the planet and working the changes piece by piece.

Geological Supremacy effects generally apply to the entire planet. The nova can choose to narrow the scope: It takes one extra success to affect a single hemisphere, two extra successes to affect one continent and three successes to affect a smaller area like one big metropolitan area or county.

The full consequences of Geological Supremacy can be very complex. Players and Storytellers keen to get the details should look at introductions to geology. Sample effects include:

• Volcanic activity. A 5 percent increase in volcanism warms the planet 1 degree Celsius and increases cloud cover 5-10 percent. Dormant volcanoes erupt, and active ones become more active. At a 50 percent increase in volcanism, volcanoes deemed extinct begin erupting and new ones appear along active fault lines. A 5 percent decrease in volcanism cools the planet one degree Celsius and reduces cloud cover 1-5 percent.

• Magnetic pole location. Compasses point to magnetic north, of course. Migrating animals rely on an innate sense of the magnetic poles to navigate. Each 5 percent change in the location of the magnetic poles adds +1 difficulty to rolls related to migration and orientation by magnetic sense. Human beings possess a rudimentary magnetic sense that contributes to balance and equilibrium: Each 20 percent change in the poles’ locations add +1 difficulty to balance-related rolls and feeds a general sense of disorientation and confusion.

• Continental drift. Each 5 percent change in continental drift rates changes the rate of earthquakes by 10 percent, since plate movements create most earthquakes. Each 20 percent change in continental drift rates produces a 5 percent change in volcanism, since the two processes interact.

• Radioactive decay. Each 5 percent increase in radioactive decay warms the ground 1 degree Celsius, plus another degree per kilometer beneath the surface. At 20 percent increase, uranium-rich lodes turn into low-powered natural nuclear reactors, and at 100 percent increase, the lodes spontaneously explode as very high-yield atomic bombs. Particularly rich lodes may begin exploding at 50-75 percent increase. Each 5 percent decrease in radioactive decay cools the ground 1 degree Celsius. A 20 percent change in radioactive decay also produces a 5 percent change in volcanism or continental drift rates.

• Magnetic field strength. Each 5 percent decrease in the planetary magnetic field increases the mutation rate of all living things by 1 percent, and adds +1 difficulty to rolls to resist electronic failures created by cosmic rays. When the magnetic field reaches zero, the magnetic poles reverse; as the field rebuilds (which it does automatically at 1-5 percent per year), the former magnetic north is now magnetic south. Each 20 percent reduction in the magnetic field cools the planet 1 degree Celsius, as extra incoming radiation evaporates more water and feeds the growth of clouds and glaciers. At 10 percent of normal magnetic strength, the planet almost always enters an ice age. Each 5 percent increase in planetary magnetic field adds +1 to the difficulty of long-range electromagnetic communication efforts and to related powers. Each 10 percent increase adds +1 difficulty to rolls to resist disease, as it disrupts individuals’ neurology and immunology and increases the intensity of existing psychological disorders.

Extras: Extended Range ([Quantum + power rating] x 10 million kilometers)

 

 

Quantum Supremacy

Level: 5

Quantum Minimum: 8

Dice Pool: Manipulation + Quantum Supremacy

Range: (Quantum + power rating) x 1,000 kilometers

Area: Variable

Duration: Variable

Effect: The nova gains extensive control over the quantum field.

Multiple Actions: Yes

Description: With Quantum Supremacy, a nova manipulates quantum as an extension of his own will. Various techniques let him radically transform his own quantum signature and those of others.

Novas with quantum signatures linked by this power become wholly immune to each other’s powers (though they can always choose to be affected).

Quantum Enhancement

Area: (Quantum + power rating) kilometers

Duration: (Quantum + power rating) months

The nova raises (or lowers) the effective Quantum level of everyone in the target area. One success grants +1 Quantum to people in the area; two successes can reduce Quantum by 1. The nova can’t raise Quantum above his own score. Novas with one or more levels of suppressed Quantum must earn more successes on a Willpower roll than the enhancing nova got on the Quantum Enhancement roll to use powers the suppression blocks and pay double quantum costs for the difference between their normal and current scores.

Baselines gain limited benefits from the enhancement. They gain 1 Quantum for every two successes on the Quantum Enhancement roll. They don’t develop powers, but may (subconsciously) choose to develop Mega-Attributes and enhancements, at one dot per point of this temporary Quantum boost.

Quantum Enhancement affects everyone in the target area when the nova uses it. They remain affected no matter where they go; people entering the area later are also affected if the nova chooses to spend one extra success for this result.

Quantum Synchronization

Area: Special

Duration: (Quantum + power rating) months

The nova fuses two or more quantum signatures into a composite entity. In practical terms, the individuals with synchronized signatures gain all of the powers any of them possess. Further, as they develop new capabilities, those all become part of the shared signature. This technique affects all aspects of the targets, including mundane Abilities as well as nova powers.

Each success lets the nova affect one other person within range. The nova normally takes part in the synchronization; if he chooses not to, it takes two successes per target, since the nova has to work harder at manipulating a quantum pattern he’s not directly tied to. If the target is willing, the synchronization happens automatically ― people can feel the influx of powers and choose whether or not to accept them. Target who resist must make a Willpower check and get more successes than the synchronizing nova did on the Quantum Synchronization roll.

Shared Abilities and powers rise to the highest score any of the synchronized characters has but cannot go higher than the number of successes on the Quantum Synchronization roll.

Targets who haven’t erupted on their own get a temporary Quantum score equal to half the Quantum Synchronization successes, rounded up, and a quantum pool of 5 dots per success. The synchronizing nova may decide whether or not target share their quantum pool or not.

Synchronized individuals can drop out of the pattern at any time, if they entered voluntarily; they must get more successes on a Willpower roll than on the Quantum Synchronization roll if they resisted in the first place. Once the pattern is set, it can’t be added to. A nova who wants to add more participants must let the old synchronization lapse and create a brand new one.

Quantum Transformation

Area: One target

Duration: Instant

The nova can rewrite a quantum signature, adding and deleting nearly at will. The target must be willing or, at least, not actively resisting: To use this technique on an unwilling target, she must first win a contest of Willpower, gaining a total of one extra success per point of the target’s Willpower. If the nova fails one of the rolls, she must start over, and if she botches, she cannot attempt to transform the target again for a full day.

Each success on the Quantum Transformation roll lets the nova add or subtract three nova points worth of freebies from the target. For instance, one success lets the nova add or remove a dot of Mega-Attribute, an enhancement, a Level 1 power or 9 dots of regular Attributes. Two successes lets the nova add 1 Quantum to the target and have a nova point left over. This does induce regular, permanent, full eruption in someone who wasn’t previously a nova.

“Unerupting” a nova by removing the last dot of Quantum, is a difficult task. It requires twice the usual nova point cost ― that is, 10 nova points, which ties up four successes (with two nova points left over for other tasks).

The nova using Quantum Transformation can choose to accumulate successes over several uses, to heavily modify a target. The target’s pattern becomes charged with not-quite-focused quantum energy. The nova can attempt Quantum Transformation once per day. Accumulated successes dissipate at the rate of one per day, so the process isn’t entirely efficient. On a failure, the nova can’t try again for a number of days equal to the target’s Willpower, and on a botch, all accumulated successes are lost. Once the nova has all the successes she seeks, then she can modify a target using Quantum Transformation.

 

Time Travel

Level: 5

Quantum Minimum: 8

Dice Pool: Variable

Range: Variable

Area: Variable

Duration: Variable

Effect: Character moves through time; details depend on the technique.

Multiple Actions: No

Description: Time travel can exist in many forms. Your Storyteller has the final say on which methods, if any, actually apply to your particular series. In some games, just one method works. In others, several do. If more than one works, a particular character may be able to use just one or may be able to learn several. Even more than with most of the high-level powers, the fact that a technique appears here isn’t license to demand it in a particular game. Negotiate and adapt as need be to suit your game.

The most fundamental question for time travelers is “Can you change the past?” Possible answers include:

• No time traveler ever changes the past. The documented facts of history cannot be changed. Novas in their past can make a difference when specific events aren’t known in their native time, when the nova’s actions don’t produce changes that will eventually affect known history.

• No, changes create new timelines. The time traveler’s own history always remains intact. Changes to history create a new timeline. Whether the time traveler returns to his own present or to the present moment in the new timeline depends on how the time travel method works.

• Maybe. It’s hard to tell if history changes. Documentation is never completely accurate. Certainly the time travelers can’t make big, dramatic changes, but they simply don’t know how far minor changes cascade.

• Yes, but it’s hard. History has a sort of inertia. Kill off a dictator as a child, and someone else much like him appears to occupy the same role. Stop the Galatea from exploding, and the spacecraft blows up a few months later. Nonetheless, carefully planned actions can alter history, sometimes in dramatic ways.

• Yes, and it’s catastrophically easy. Everything a time traveler does changes the past. The air turbulence created by walking moves the wind a little then and the patterns of global weather a few years later. Every social interaction cascades forward; within a generation, a whole different set of people is born, the result of each genetic pairing going differently.

Sooner or later, time travelers are bound to do something that would affect the chain of events that leads them to travel into the past. Can they create paradoxes: Possible answers include:

• No. However much a time traveler can change history in other ways, the laws of causality prevents him from murdering his immediate ancestors (at least for three or more generations), stopping his younger self from making contact with others responsible for the time traveling and so on.

• Sort of. Time travelers can alter some aspects of the causal chain that brought them into the past, though they can’t cancel out the whole thing. They may or may not remember the original version of events.

• Yes. Once a time traveler is in the past, the universe doesn’t care how she got there. Time travelers can wipe out their ancestors and even their past selves. They remain in existence and either remember the original course of events or remember an overlay of both versions. This may or may not be a violation of causality from the point of view of the universe as a whole. It looks like a paradox to three- and four-dimensional observers, but perhaps only because they don’t see the flow of events in all N dimensions of space-time. Alternatively, messing with their ancestors in any way could delete the novas from space-time altogether.

Finally, time travelers may try to undo changes they made or that others made. Does the universe “remember” its prior state and attempt to reset itself, given a nudge? Possible answers include:

• No. The current state of affairs overwrites and displaces anything that used to exist. One change is as good as the next, and once done, it’s done. Attempting to reset history won’t automatically restore a previous state.

• Sort of. The events most directly affected by a compensatory change do return to their original state. Events at a further remove may or may not change. The resulting history is a composite of the changed and original versions.

• Yes. No matter how easy it is to change the past, it’s also easy to restore history. The universe “wants” to go a certain way.

Traveling into the future raises a distinct question of its own. Is the future that the time traveler encounters what must be? Possible answers include:

• No. The time traveler goes to one of the infinite variety of futures possible at the time he leaves his present. If he returns to his present and goes forward again, he may return to that same future or enter a different one. In either case, what actually happens to the people living through time from second to second probably isn’t what he experiences.

• Sort of. The events the time traveler deals with most directly do become set. The rest of the world, unobserved by the time traveler, remains free to evolve as it will.

• Yes. The act of traveling into the future casts it into temporal concrete. If the past can’t be changed by time travelers, then the same prohibition applies to all of history to the farthest future moment reached by a time traveler. It’s all locked down.

One concept may seem unobvious, even confusing, at first. In some versions of time travel, a change to history instantly affects the whole universe from that point forward. In others, it takes “time” from the point of view of an outside observer. Likewise, time travel itself may take a while.

Example: A mad scientist sets out from 2058 to change the Galatea explosion. She creates a temporal transit bubble and heads back at a subjective rate of 10 years per minute, so she arrives in 1998 in six minutes. She succeeds in making a change, which moves forward (and backward) at one year per minute. She immediately returns to her own time, taking another six minutes. 2058 still looks as it did, and does so for another 54 minutes. Then the front line of change history arrives. The world alters around her, and only she remembers the earlier history, thanks to the temporal transit bubble.

Aberrant assumes by default that time travelers can change history but that it’s hard to do so, that time travelers can partially alter their own causal pasts, that history does tend to restore itself, that traveling into the future defines the future partially but not completely and that changes to history apply instantly.

All methods of time travel operate with the same results per success. The player decides how to allocate successes between timeframe (how far into the past or future the nova can go this time) and duration (how long the nova can stay there). Time normally passes at the same rate in the nova’s native time and in the time to which she travels; lack of temporal synchronization is an Extra.

At the Storyteller’s discretion, the basic number of required successes for timeframe and duration get the nova to the right general vicinity, but with a margin of error equal to one time frame unit less than the trip involves, for instance, a nova allocating four successes to timeframe can go up to one month per dot; he’ll arrive with an error margin of one week (no matter how many dots he has). Extra successes can narrow the margin by one level of timeframe per dot. This is an optional rule for characters and series where it’s appropriate. Adopt it only if everyone involved agrees.

Time Warp

Dice Pool: Intelligence + Time Travel

Range: (Quantum + power rating) x 10 meters

Area: (Quantum + power rating) meters

It’s astounding. The nova creates a two-dimensional gateway into another time. Objects must move through it under volition ― that is, they must be sentient beings or be driven, thrown or otherwise moved by sentient beings. The portal can be any shape the nova chooses, and the nova can choose whether it shows a view of what’s on the other side or not.

Mental Projection

Dice Pool: Manipulation + Time Travel

The nova’s body stays in his native time, and he sends only his consciousness back into the past. The nova gets one automatic success to apply to timeframe, since there’s less temporal resistance to non-physical passage. The nova can apply extra successes to specifying the nature of his host in the past or future: One success lets the nova set very broad criteria (gender, race), while five successes lets the nova choose a particular individual. Powers that identify possession and the like can spot the nova, and if the host realizes the intruder is there, the nova must win a contested roll of Willpower scores to remain in the host. The nova can specify whether he simply rides in the host, takes complete control or exercises some intermediate level of influence.

Physical Projection

Dice Pool: Intelligence + Time Travel

The nova physically sends herself (and anything Attuned to her) into another time. The process looks more or less like teleportation, depending on the nova’s chosen special effects. The nova automatically shifts just enough to avoid materializing inside of something in the target time.

Time Bubble

Dice Pool: Intelligence + Time Travel

Range: (Quantum + power rating) x 10 meters

Area: (Quantum + power rating) meters

The nova sends everything in the target area back or forward in time. Unwilling individuals may make a Willpower roll to resist, with a difficulty equal to the number of successes on the Time Bubble roll. The time bubble exchanges its contents with whatever’s in the target space in the other time. Everything the nova brought into the past returns to the present when the time bubble expires; requiring people and things from the people to return within Time Bubble range of the nova is a 2-point weakness, and requiring a return to the original spot is a 3-point weakness.

Extras: Asynchronous Time (the nova can decide how much elapses in his “present” no matter how long he spends in the past or future); Asynchronous Location (the nova can apply successes in accordance with the Teleportation range chart to emerge at a different spot)

Weaknesses: Only into past/only into future (3 points), fixed timeframe/fixed duration (2 points each, choose a single category for the successes chart that applies every time the nova uses the power)

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