Level One Powers

 

Bioluminescence

Level: 1

Quantum Minimum: 1

Dice Pool: Stamina + Bioluminescence

Range: Variable

Area: Special

Duration: 10 minutes per success

Effect: Character emits light.

Multiple Actions: No

Description: A nova with Bioluminescence can emit visible light. This light is not strong enough to blind other characters, but it definitely helps light the way through the dark places. To use it, the character spends one quantum point and rolls Stamina + Bioluminescence, allowing him to emit a soft glow for about 10 minutes per success. This light is bright enough to read by easily; it may make the character look either eerie or angelic (depending upon the character and his special effects).

For an additional quantum point, the character can project a beam of light like a flashlight. This beam has a range of 15 meters per success, and it lasts as long as his glow.

Extras: Increased Spectrum (normal Bioluminescence is only visible light; with this extra it emits infrared and ultraviolet light as well)

 

Claws

Level: I

Quantum Minimum: 1

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

Effect: Converts character's close combat damage into lethal damage.

Multiple Actions: Yes

Description: This power allows the nova to grow claws, talons or similar natural weapons — maybe even a field of hissing quantum energy around the character's hands.

When used in close combat, Claws convert the bashing damage caused by the character's normal punches and strikes into lethal damage. Furthermore, the character may roll one extra damage die per dot he has in Claws.

Thus, a Strike by a character with Claws 3 would do Strength +2 (for the maneuver) +3 (for the claws), or Strength +5, lethal damage.

Extras: Kinetic Discharge (the character actually stores up kinetic energy in her body, then channels it through anything she touches; this allows the character to add the extra damage to melee as well as hand-to-hand attacks or, by spending a quantum point per shot, to charge thrown objects and bullets with the extra damage)

 

Hypnosis

Level: 1

Quantum Minimum: 1

Dice Pool: Intelligence + Hypnosis

Range: (Quantum + power rating) meters

Area: N/A

Duration: Special

Effect: Hypnotizes target; number of successes defines degree of control.

Multiple Actions: Yes

Description: Hypnosis is, in effect, a weaker version of Domination. While it allows characters to exert some control over the minds of others, it is harder to use, and it establishes a lower degree of control over the victim than Domination does.

A nova with Hypnosis can do anything a character with the enhancement Hypnotic Gaze can do (though all rolls made are Intelligence + Hypnosis, not Manipulation or Mega-Manipulation rolls). Additionally, he can establish more powerful mental control. To do so, he need only spend the required quantum points and roll Intelligence + Hypnosis in a resisted action against the target's Willpower. If the nova scores more successes, he succeeds in achieving control. The degree of control depends on how many successes the nova has left after subtracting the victim's Willpower successes, as follows:

Successes       Command Intensity

One                  Very Minor: "You are getting sleepy...."

Two                 Quirky: Wear a particular suit of clothes, pet an imaginary dog

Three               Minor: Eat a bug; go to a particular, easily accessible location

Four or more    Major/Noteworthy: Perform a relatively easy task for the nova

Obviously Domination is much more effective in most situations. However, when used cleverly, Hypnosis can be very effective. Hypnosis also has a longer duration than Domination. As long as the nova concentrates on the target, Hypnosis remains in effect. Once he stops concentrating, Hypnosis remains in effect, if appropriate, for a number of days equal to the character's dots in Hypnosis. This grace period usually lasts long enough for the nova to make his getaway, use an implanted posthypnotic suggestion or take some similar action.

Extras: None

 

Intuition

Level: 1

Quantum Minimum: 1

Dice Pool: Perception + Intuition

Range: Self

Area: N/A

Duration: Permanent

Effect: Heightens character's awareness of dangers.

Multiple Actions: Yes

Description: Intuition is a lesser form of the Premonition power. Like Premonition, it warns a nova of potential threats and dangers. However, it is less sensitive, and it works somewhat differently.

As with Premonition, the player must make a Perception + Intuition roll to determine if there is danger.

The differences are twofold. First, Intuition is permanent. The character does not have to spend quantum points or otherwise turn his Intuition on; it's constantly active and on the lookout for dangers. Second, the warning provided by Intuition is much less precise than the one given by Premonition. When the character makes his roll, the Storyteller simply tells him that he feels that "something is not right here." The more successes the character achieves on the roll, the more precise the Storyteller should be, but in no instance should he provide as much information as Premonition does.

Intuition alerts the character only to dangers to himself. It provides no warning if someone nearby is in danger.

Extras: None

 

Luck

Level: 1

Quantum Minimum: 1

Dice Pool: Luck

Range: Self

Area: N/A

Duration: Permanent

Effect: Successes achieved on roll reduce damage and make tasks easier.

Multiple Actions: N/A

Description: A nova with this power is extraordinarily lucky. Somehow his quantum consciousness is able to tap into and manipulate fate, probabilities and perhaps even reality itself. Regardless of how it's done, Lady Luck smiles on the character and looks out for him.

Once per scene, a character may ask to roll his Luck. It is in the Storyteller's discretion whether the character may roll Luck; sometimes it's better for the game if the character depends on his own abilities. When the character rolls Luck, each success achieved influences the outcome of other events. Exactly what happens is up to the Storyteller, but here are some guidelines.

Combat: When the character is in combat, the player may divide the successes he gets for Luck in a given turn between his attack and his defense. Successes added to an attack grant one die per success to make the attack and determine its effects. Successes added to defense provide one success (not one die) to all dodge, parry or block rolls (or similar rolls to avoid other effects, such as Willpower rolls to counteract Domination).

Abilities: Each Luck success adds one success (not one die) to any use of Abilities out of combat. If a character makes two or more Ability checks during the same time frame (turn, minute, or whatever else the Storyteller decides is appropriate), he must divide his Luck successes among the different rolls.

Backgrounds: Luck affects rolls associated with Backgrounds just as it does with Abilities.

Remember, though, that Fate is a fickle bitch. If a character botches a Luck roll, he suddenly becomes really unlucky for a scene. An unlucky character botches if he rolls no successes and any die comes up 1 or 2.

Extras: None

 

Psychic Shield

Level: 1

Quantum Minimum: 1

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: Provides two extra successes per dot on all attempts to resist mental powers.

Multiple Actions: N/A

Description: Psychic Shield is a potent defense against powers that directly affect a nova's mind (Domination, Hypnosis, Mental Blast, Mirage or Telepathy).

Each dot grants two extra successes to any roll to resist mental powers. If the power causes damage, like Mental Blast, then Psychic Shield also provides two extra soak per dot. Psychic Shield is permanent, but a character may voluntarily shut it off if he wishes (he can reactivate it at any time, which does not require an action).

Psychic Shield does not work against emotion-controlling powers (Empathic Manipulation, many of the Mega-Social enhancements), only direct mind control.

Extras: Extra Mind (character may extend his Psychic Shield to protect one other person whom he is touching)

 

Quantum Conversion

Level: 1

Quantum Minimum: 1

Dice Pool: Stamina + Quantum Conversion

Range: Touch

Area: N/A

Duration: Special

Effect: May convert up to one quantum point per dot into standard forms of energy.

Multiple Actions: Yes

Description: Quantum Conversion is sometimes considered one of the more unusual powers novas display, yet it is undoubtedly one of the more useful ones in a practical, everyday sense. It allows a nova to convert part of his personal quantum energies — his Quantum Pool — into standard forms of superquantum energies such as heat, fire or electricity. The player must choose what type of energy the nova can convert his quantum points into.

Quantum Conversion can convert up to one quantum point per dot into another form of energy. If converted into electricity, one quantum point would be enough to power a typical large television for about an hour. The Storyteller is the final arbiter of how much electricity is needed to power a given device, and for how long. He also determines the effects and uses of other forms of energy.

Quantum Conversion can also be used to cause damage to other people if the nova touches them while emitting the energy. Doing so causes one health level of bashing damage per quantum point converted (or one health level of lethal damage per two quantum points converted), but the person touched may soak this damage normally.

Extras: Extra Energy Type (power may convert quantum points into one additional type of energy; character chooses which type of energy to emit with any given use of the power)

 

Sensory Shield

Level: 1

Quantum Minimum: 1

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: Each dot cancels two successes on Strobe attacks made against the character.

Multiple Actions: N/A

Description: Sensory Shield provides novas with protection against Strobe attacks and other phenomena that might interfere with their senses. It can represent eyes which are accustomed to extremely bright lights, armored skin which is so tough the character's nerves cannot be numbed and many other abilities.

Sensory Shield requires no rolls. Instead, each dot in the power counts as two successes to cancel out successes achieved on Strobe rolls and successes from attacks such as tear gas.

Extras: None.

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