Level Four Powers

 

Crosstime Travel

Level: 4

Quantum Minimum: 2

Dice Pool: Perception + Crosstime Travel

Area: Self

Range: N/A

Duration: Instant

Effect: Allows character to move between alternate universes.

Multiple Actions: No

Description: The universe splits in two each time a decision takes place that involves a significant release of quantum energy. The science of comparative cosmology develops very slowly and erratically in the first half of the 21st century, and nobody can really say for sure why some events create branching timelines and some apparently don’t. Rival theories about how it all works circulate through OpNet and attract vigorous debate at scientific conferences.

A nova using this power forms a mental impression of the quality she seeks and searches, more or less subconsciously, through the quantum medium in search of a universe that matches her criteria. She then converts her body into pure quantum energy and reassembles it in the new universe, in the same spot she occupied in the old one. The number of successes on the Crosstime Travel roll affects how close she gets to what she was seeking:

Successes       Approximation

One                  Very Remote. Some overall feature ― “the South won the American Civil War,” “the Galatea didn’t explode” ― applies, but all the details are up to the Storyteller’s discretion.

Three               Remote. The nova gets to a universe that is in general accordance with her wishes ― “the South won the American Civil War, and things turned out better overall;” “the Galatea didn’t explode, and novas who erupt keep their powers secret” ― but contains many uncertainties.

Five                  Moderate. The nova gets to a universe that’s more or less what she sought ― “the South won the American Civil War, and things ended up better; Southern-based solutions to racism mean that the race riots of the 1960s didn’t happen;” “the Galatea didn’t explode, novas keep themselves secret, and Project Utopia works with secret novas without feeling the need for a Proteus.”

Seven               Close. Nearly every detail the nova thinks to itemize does apply in the universe she ends up in. The Storyteller may require a separate Intelligence roll to keep it all straight and retains a free hand in settling matters the nova didn’t specify.

The nova may or may not have a counterpart in the new universe. If it diverged before her birth and if she does not specify her existence as one of her search factors, then the Storyteller can decide whether the accidents of genetic recombination produced someone with the same genetic makeup. (This applies to everyone else, too: Once the new universe exists, the genetic lottery comes out differently.) She can remain in the other universe indefinitely, but returning home is a simple matter of focusing on her own universe.

An outside observer in trans-universal hyperspace would see the two universes branching off a shared trunk. Someone from either branch who travels back in time before the point of divergence arrives in the same history, so that time travelers from very different futures may end up at a single destination in the past.

Extras: Affects Others (the nova can shift one other person besides herself per dot of Crosstime Travel); Exotic Words (the nova can specify changes in fundamental laws, such as magic working, only Level 3+ powers existing and so on)

 

Disease Authority

Level: 4

Quantum Minimum: 6

Dice Pool: Perception + Disease Authority

Area: Variable

Range: Variable

Duration: Variable

Effect: The nova gains particular power over illness and disease. Systemic failures leave distinct marks on victims’ quantum signatures, which the nova can analyze and manipulate.

Multiple Actions: Yes

Description: Disease Authority is the ability to identify, cause, cure and otherwise effect a range of pathological conditions. While the character does not need relevant Abilities (like Medicine), it may facilitate the use of Disease Authority.

As with certain other quantum abilities, this power comprises several techniques. A nova may learn and freely use one technique per dot in the power. He may attempt other techniques, but he must pay double the quantum cost and roll against a difficulty penalty of one to activate these powers. Techniques include:

Diagnosis

Range: (Quantum + power rating) x 100 meters

Area: (Quantum + power rating) x 10 meters

Duration: (Quantum + power rating) hours

The nova can recognize disease and illnesses with the target area by a combination of distinctive features (like skin discoloration) and subconscious cues. The nova can recognize complications of a virulence equivalent less than or equal to the number of successes on the Diagnosis roll. Conditions with a virulence equal to half the number of successes rolled (rounded down) or less become visible to everyone. It takes some study to associate the visible manifestations with the underlying conditions, but once that’s done ― a simple Medicine roll with a difficulty equal to the virulence rating suffices ― this power allows for instant diagnosis without intrusive examination.

Pestilence

Range: (Quantum + power rating) x 100 meters

Area: (Quantum + power rating) meters

Duration: Instant

The nova creates or intensifies a disease. Each success adds one to the virulence equivalent of a specific disease in the target area: Three successes, for instance can transform a single flu strain into the equivalent of Ebola. It takes two successes per virulence rating to create a disease from scratch out of some neutral organism like stomach bacteria. Once modified, the disease runs its course just like any other.

Each extra success the nova applies to the purpose can add a mode of transmission or grant the disease resistance to a particular treatment. Two successes, for instance, could make a strain of AIDS airborne and resistant to the Utopia drugs that eradicated the original strain.

Sterilization

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

Area: (Quantum + power rating) x 100 meters

Duration: Instant

Each success lets the nova reduce the virulence equivalent of a particular disease in the target area by one level, down to a minimum of zero. Once the nova has completely neutralized her initial target disease, she can apply additional successes to neutralizing others in the same area, reducing the virulence of each by one per success allocated. A powerful nova can wipe out pretty much everything harmful in an area.

This power applies equally to diseases caused by microorganisms, poisons, radiations and bodily dysfunctions like cancer. Benign microorganisms like intestinal flora are not affected.

Extras: None.

 

Elemental Authority

Level: 4

Quantum Minimum: 7

Dice Pool: Variable

Range: Variable

Effect: The nova can create, alter and control substances or phenomena on a broad scale.

Multiple Actions: Yes

Description: Elemental Authority extends the scope of Elemental Mastery. The nova can destroy as well as create a particular element and can affect it over a wider area for longer period of time. Like Elemental Anima and Elemental Mastery, Elemental Authority consists of several techniques. A nova learns one Elemental Authority technique per dot in the power; she can use the others, but they cost twice the normal quantum energy and impose a +1 difficulty penalty. A nova can also use one dot of Elemental Authority to learn two techniques from Elemental Anima or Elemental Mastery.

Characters can also develop new techniques. As with all matters involving high-level powers, players and Storytellers should negotiate the details. Under no circumstances assume that a technique that happens not be listed her is therefore automatically bad or unwelcome. Start with this list; don’t fell compelled to stop with it.

Except where noted otherwise, Elemental Authority botches generally reinforce the target’s existing form, making it more difficult to manipulate. The nova’s power rating applies as a difficulty penalty to the next effort to use Elemental Authority on that target.

Purification

Dice Pool: Wits + Elemental Authority

Range: (Quantum + power rating) kilometers

Area: N/A

Duration: Permanent

The nova can extract the pure element from molecules, compounds, alloys and other composite forms. Each success on the Purification roll lets her extract 10 kg of a sold or liquid element or one cubic meter of a gas or intangible element. The purified element appears in a continuous volume at any point within range designated by the nova.

The potential side effects vary a great deal. Extracting elemental hydrogen from water, for instance, releases free oxygen to boot. Purifying iron leaves it in the white, ductile state it occupies when not oxidized, while leaving oxidization and other impurities heaped around it. Purified light is one frequency ― as coherent as a laser, but radiating in all directions ― while purified sound is a single tone without harmonics. Elemental Authority over earth or water lets the nova use Purification to purge toxic wastes into a single mound at the edge of the nova’s range (while Elemental Authority ― Toxic Waste would let the nova gather the wastes anywhere in range). Elemental Authority over air would allow the nova to purge smoke and airborne contaminants, including dust and pollen. The player and Storyteller should work out what “pure” means for more exotic elements.

In theory, some forms of Purification could do horrendous damage. Extracting all the iron from someone’s blood, for instance, would kill them in horrible fashion. How lethal Purification can be is a matter for each series. Storytellers shouldn’t be too quick to let this ability substitute for more combat-focused powers. Property damage is more appropriate than harm to people in most cases, but as always, discuss and negotiate.

Transmutation

Dice Pool: Wits + Elemental Authority

Range: (Quantum + power rating) x 100 meters

Area: N/A

Duration: Permanent

The nova can change the element he controls into one other element, and vice versa. Each level of Transmutation lets the nova designate one more element as a transmutation target. Each success on the Transmutation roll lets the nova convert up to 100 kg of a solid or liquid or two cubic meters of a gas or intangible element. The transmuted element retains its state (solid, liquid, etc.) and shape.

Storm

Dice Pool: Dexterity + Elemental Authority

Range: (Quantum + power rating) x 100 meters

Area: (Quantum + power rating) x 50 meters

Duration: Maintenance

The nova creates turbulent motion within his chosen element. Liquids froth and rage as if in a hurricane, while solids explode as if caught in an eruption. Anyone in the affected area must make a Dodge roll to avoid taking one die of bashing damage per level of power rating, if the nova chooses to make the storm damaging. Each success on the Storm roll can apply as a penalty to visibility in the target area and has other effects as appropriate: dangerous footing, disruption of electrical or electronic circuits and so on, as the Storyteller and player agree are appropriate.

A botch on the Storm roll amplifies the effect, doubling its area per point of the nova’s Quantum (beyond the normal range limit, if appropriate). It takes a successful Storm roll to damp out the effect; if the second roll botches as well, the storm drains off some or all of the nova’s quantum pool, doubling its area again for each point so siphoned. The nova can still halve the area of the uncontrolled storm per point of Willpower spent. The botch-created storm feeds itself but wears down gradually over a course of hours or days.

 

Molecular Authority

Level: 4

Quantum Minimum: 6

Dice Pool: Manipulation + Molecular Authority

Area: (Quantum + power rating) x 100 meters

Range: (Quantum + power rating) meters

Duration: Special

Effect: The character can affect matter more thoroughly and closely than with Molecular Manipulation.

Multiple Actions: Yes

Description: The nova gains an intuitive understanding of the world around him on the molecular level. He can make a Perception + Molecular Authority roll at any time to analyze the chemical composition and properties of anything within his line of sight. This costs no quantum to use.

Each success on a Molecular Authority roll lets the nova alter one property of matter within the target area. Changes normally last for (power rating) hours. One extra success increases this to (power rating) days; two extra successes increases it to (power rating) months; three extra successes make it permanent.

Common effects include:

• Conductivity. The material becomes superconductive, offering no resistance to electricity at all (unharmed by any amount of current and passing it one without any loss of power over distance to whatever’s on the far side of the target area), or superinsulative, completely blocking all electrical flow, or any state in between.

• Molecular Bonds. The nova can strengthen or weaken the ties that bind a molecule or compound together. Each success spent this way changes the target’s health levels and soak rating by 1. At 0 health levels the target collapses into a monatomic fog of loose atoms. Living targets can resist this with a Willpower roll; each success restores a level of lost material strength.

• Opacity. The material becomes completely transparent, completely opaque or any degree of opacity in between, as the nova chooses. A single success affects the material in visible light. One extra success applies to infrared and ultraviolet as well, and a second extra success lets the nova adjust the material’s opacity throughout the electromagnetic spectrum.

• Radioactivity. It takes one success to raise or lower the level of soft radiation by one level, two successes to raise or lower the hard radiation rating by one level.

• Reaction Rate. Each success doubles or halves the rate of a chemical reaction. It normally takes just a few seconds to burn a pile of magnesium ash; the nova can stretch I out to minutes or hours with enough successes. Conversely, the nova could speed the rate of oxidation to make a brand new car rust in seconds.

• Solubility. Normally insoluble matter, such as oil on water, becomes capable of smooth merging, while normally soluble material like trace elements in water may be made to suddenly precipitate out.

At the Storyteller’s discretion, a botch may either reinforce the material’s existing properties (with the nova’s power rating applying as a difficulty penalty to the next effort to affect the material) or create an uncontrolled change to some value within the nova’s range that presumably undesired.

Example: Chemist Charles Rubeh is still exploring his newfound power of Molecular Authority. Remembering heated exchanges from his pre-Galatea grad student days, he decides to create “polywater.” He gets seven successes on his roll while attempting to transform a swimming pool full of regular water. One success makes the water double its normal density, and another makes it 15 times more viscous than normal water. A third success raises its boiling point to 170 degrees centigrade, while the fourth reduces its freezing point to -40 degrees C. He uses the remaining three successes to make the viscosity change permanent. Rubeh has four levels of Molecular Authority, so the other effects wear off in hours.

Extras: None

 

Quantum Authority

Level: 4

Quantum Minimum: 7

Dice Pool: Manipulation + Quantum Control

Area: Variable

Range: (Quantum + power rating) kilometers

Duration: Variable

Effect: Increases nova’s control over quantum energy.

Multiple Actions: Yes

Description: The nova can manipulate various aspects of the quantum field. Various techniques let the nova alter her own manifestations of quantum and to affect the manifestation of quantum powers in others.

Novas with linked quantum signatures become partially immune to each other’s powers. They gain 3 extra soak levels per success on the Quantum Authority roll (and three automatic successes on their efforts to resist mind control and other powers that don’t inflict physical harm).

Quantum Duplication

Area: One nova

Duration: Maintenance

The nova makes her quantum field identical to that of another nova. Any power that detects a nova on the basis of overall quantum field, psychic signature, special effect and the like perceives the nova using Quantum Duplication as precisely resembling her target. The first success provides this result without actually modifying the nova’s own powers. Each addition success lets the nova copy one level of the target’s powers for the duration of Quantum Duplication.

Quantum Diffusion

Area: (Quantum + power rating) x 100 meters

Duration: (Quantum + power rating) hours

The nova spreads her quantum signature out into the surrounding environment. She can choose to create up to one quantum “ghost” per dot in Quantum Diffusion, which she can move around at will anywhere in the area. Nova senses register the ghost, but there’s nothing actually present at the spot except the little knot of quantum force. The nova can also choose to spread her signature throughout the area, so that all someone checking for her signature can tell is that she’s somewhere in the vicinity. The area of effect won’t move unless the nova moves outside it, in which case it re-centers on her. It’s a 2-point strength for the nova to anchor the diffusion area to a stable center point.

Example: A new alliance calling itself the Thunder Squad is hunting independent nova Thomas Erickson, who’s learned just a wee bit too much about the novas’ schemes. They have several members with quantum senses, and they know, in general, where Thomas is. Fortunately for his personal well-being, Erickson has Quantum Authority and uses Quantum Diffusion to hide himself. He has three levels of Quantum Authority and can therefore send three quantum ghosts of himself out to lure the stalkers away ― with his Quantum 7, up to a kilometer away from his actual location. With the Squad’s best hunters otherwise occupied, he sneaks out.

It’s a pity he didn’t think about the hunters using enhanced normal senses.

Quantum Imposition

Area: One person

Duration: Maintenance

The nova can force some of her own quantum signature onto other novas. Each success lets her replace one randomly chosen level of a target’s power with one randomly chosen level of her own. It costs one extra success to specify the target power being replaced and an extra success to specify the power of hers she’s replacing it with. The target’s quantum signature appears to nova senses to have a blurred overlay resembling that of the nova using Quantum Imposition.

Quantum Intensification

Area: one person

Duration: (Quantum + power rating) hours, plus special

The nova can boost the quantum signature of one person (herself or another individual). Each success on the Quantum Intensification roll gives the target a pool of dots equal to the nova’s power rating. One dot can buy a point of Quantum, two levels of regular Attributes, five levels of Abilities, one level of Mega-Attribute or power or one enhancement or Extra. All costs are doubled when using Quantum Intensification on a baseline. In any case, the powers should reflect and extend the target’s existing personality and aptitudes. Dots begin fading at the end of the duration, at the rate of (power rating) dots per hour. Subtract from enhancements and Extras first, the powers and Mega-Attributes, then regular Attributes and Abilities and finally Quantum.

Baselines channel quantum very inefficiently, and the strain of using full quantum powers does horrible things to baseline physiology. Any time a baseline target of Quantum Intensification rolls to use a quantum power (not Mega-Attributes or enhancements, however) every die that comes up 1 or 2 gives the character a point of temporary Taint.

Example: Just before meeting his very ugly demise, Thomas Erickson gives some help to a fellow fugitive from the Thunder Squad, sympathetic baseline Zechariah Manosian. Realizing that he’s in serious trouble, Erickson maxes the power and picks up four extra successes on the preliminary roll. Those add to the five he gets on the main roll for a total of nine. One goes to waste, thanks to the doubled costs for affecting baselines. The first four successes buy Manosian two levels of Dexterity. The remaining four grant a total of 10 levels of Abilities: 5 in Stealth, 2 in Survival and 3 in Streetwise. Manosian is now equipped (for the next 10 hours) to make his way to safety.

Quantum Reduction

Area: One person

Duration: (Quantum + power rating) hours, plus special

The nova can temporarily suppress an individual’s quantum signature. Each success lets the nova dampen (power rating) levels of Mega-Attributes, powers, enhancements, and Extras. If the target loses all nova abilities this way, extra successes become the functional equivalent of levels of Dormancy. The suppression begins wearing off at the end of the duration, with powers coming back at (power rating) levels per day. The target gets to decide which powers return first.

Extras: None

 

Quantum Awareness

Level: 4

Quantum Minimum: 6

Dice Pool: Perception + Quantum Awareness

Area: N/A

Range: (Quantum + power rating) x 10 kilometers

Duration: One scene

Effect: The character expands the range of her senses, to operate remotely and intuitively.

Multiple Actions: Yes

Description: The nova uses quantum nonlocality to spread her senses throughout surrounding space. She can move her point of view to any spot within range. Moving the viewpoint at less than her maximum running speed requires no particular concentration. Moving faster than she can run counts as an action for that turn and imposes the usual multiple-action penalty. With one turn of full concentration, she can shift the viewpoint anywhere else in range.

The projected viewpoint leaves a noticeable quantum trace. Novas with quantum senses may catch on ― make an opposed roll of the projecting nova’s Wits + Quantum Awareness against the target’s Perception + power rating in the quantum-sensing power. If the projecting nova’s roll botches, the target knows where she is and gets some sense of her personality. If the target gets more successes than the projecting nova, the target is aware of being watched but gains no extra insight.

The nova may choose to project some or all of her senses, while retaining some inside her body as usual. (The ability to project just one sense is a level 3 weakness, while the ability to project one sense at a time is a level 2 weakness.) When the nova is attacked or injured, make a Wits + Quantum Awareness roll. Each success lets the nova return one sense to her body immediately and without penalty. She suffers a -1 penalty to all actions for one turn for each additional sense yanked back. Shifting a sense into her remote viewpoint or back into her body outside of combat requires one turn of concentration.

Direct Awareness

Quantum Minimum: 8

This technique extends Quantum Awareness into the realm of direct perception, “below” the level of normal senses. The nova gains an impression of the emotional and intellectual currents around her projected point of view and can tell in a general way how actively quantum powers have been used there lately. This information often presents itself to the nova’s mind in symbolic and metaphorical terms. Some novas find the experience practically a religious one, as it takes them into direct contact with the quantum medium.

Extras: Expanded Range (each success multiplies the range by a factor of 10); Separate Senses (the nova can move each sense to a different location within range); Non-standard Senses (the nova can add one unusual sense, such as magnetic field orientation and intensity, for every three points of Quantum, rounded down, per level of this Extra)

 

 

 

 

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