Level Three Powers

Clone

Level: 3

Quantum Minimum: 5

Dice Pool: Stamina + Clone

Range: Self

Area: N/A

Duration: One scene

Effect: Creates one duplicate of the character per success.

Multiple Actions: No

Description: This power allows a nova to create "clones" of himself from quantum energies and nearby molecules. To use it, he rolls Stamina + Clone. Each success equals one clone — assuming the character wants to pay for it. At this time, the character must spend one quantum point per clone created, up to the number of successes; he may, of course, spend fewer quantum points if he wishes fewer clones.

Clones are exact duplicates of the character — they have the same Attributes, Abilities, powers, clothes and equipment (except that clones do not have the Clone power themselves). However, they are separate persons in a game sense; if one is knocked unconscious or killed, the others are not affected. Clones do not have any sort of telepathic link; they communicate by talking just like ordinary groups of people.

Clones are not as powerful as the original character. Clones lose one die from all Traits (Attributes, quantum powers, etc.) for each clone created, to a minimum of 1. Thus, if a character created three clones, those clones would have -3 ratings in all Traits. Moreover, all clones have only half of their creator's Quantum Pool. It takes only one turn for a nova to create clones, but the character can do nothing else that turn (not even walking). Once created, the duplicates remain for a scene or until they "recombine" with the original character (usually referred to as the "host" by the clones). To recombine, two or more duplicates need only touch and use an action; again, they can perform no other action during that turn. Recombining is automatic. Clones that do not recombine dissolve into nothingness at the end of the scene, as the energies forming them dissipate.

Extras: None

 

Cyberkinesis

Level: 3

Quantum Minimum: 4

Dice Pool: Variable

Range: (Quantum + power rating) x 10 meters or Special

Area: Special

Duration: Special

Effect: Controls computers and machines; the more successes achieved, the greater the control.

Multiple Actions: Yes

Description: Cyberkinesis is the ability to manipulate machines, particularly electronic machines and computers, encompassing a variety of related abilities. The character does not have to possess any relevant Abilities (like Engineering) in order to use these abilities, but it is not uncommon for cyberkinetics to know such skills. A cyberkinetic can send his consciousness through a computer network, allowing him to affect a distant computer, if he can locate the machine at all (typically a Hacking feat). Doing so costs one Willpower, requires total concentration (no other actions) and raises the difficulty of the skill roll as follows:

Computer Affected    Time to Accomplish   Difficulty

Same network              Three turns                               +1

Same city                                 One minute                               +2

Same continent                         10 minutes                                +3

Transcontinental                        One hour                                  +4

As with Elemental Anima and Mastery, this power

provides several techniques. A nova may learn and freely

use one technique per dot in the power She may attempt

other techniques, but she must pay double quantum cost

and roll against a difficulty penalty of one to activate

these powers. Techniques include:

Alter Data

Dice Pool: Intelligence + Cyberkinesis

Area: N/A

Duration: Concentration

Upon a successful Intelligence + Cyberkinesis roll, the cyberkinetic can interface with a computer or similar piece of equipment to alter, read or remove existing data or insert or create new information. The character can read or alter approximately 100 megabytes x Quantum of information per minute. For each success achieved on the Intelligence + Cyberkinesis roll beyond the first, this time is cut in half. Any changes to or deletions of information are permanent; the data must be reentered into the computer by hand.

Control

Dice Pool: Manipulation + Cyberkinesis

Area: N/A

Duration: Concentration

The cyberkinetic can take control of any machine with electronic, mechanical or hydraulic parts. The number of successes achieved on a Manipulation + Cyberkinesis roll indicates the "Strength" of the cyberkinetic's control. If the machine (or its user or driver) tries to counteract the control, assign the machine a "Strength" to reflect its power and resolve the situation as a resisted action.

Fool

Dice Pool: Manipulation + Cyberkinesis

Area: N/A

Duration: Concentration

The cyberkinetic can insert false images in sensors, security systems or communications devices. The number of successes achieved on a Manipulation + Cyberkinesis roll indicates the "Manipulation" rating of the cyberkinetic's control. The Storyteller should assign the device (or its user) a Perception rating; the more sophisticated and powerful the machine, the greater its Perception. A "Manipulation" versus Perception resisted action then determines whether the cyberkinetic's attempt to trick the machine succeeds.

Overload

Dice Pool: Wits + Cyberkinesis

Area: N/A

Duration: Instant

The cyberkinetic overloads the machine in some way — sends a pulse of electricity or electromagnetic energy through it, stresses it so that it jams or seizes up. If the nova's Wits + Cyberkinesis roll is successful, the machine will not work. The Storyteller may increase the difficulty of the roll for machines that are particularly advanced or difficult to affect for some reason.

Reprogram

Dice Pool: Intelligence + Cyberkinesis

Area: N/A

Duration: Concentration

A complement to Alter Data, Reprogram allows the cyberkinetic to change the instructions or programming used to run a computer or similar device. The difficulty of the Intelligence + Cyberkinesis roll should be determined by the Storyteller; the more sophisticated the computer and its software, the greater the difficulty. A standard desktop computer would incur no difficulty penalty, for example, while a highly defended military mainframe computer would incur a penalty of three. The changes or additions to a computer's software are permanent until otherwise altered.

Extras: None

 

Disintegration

Level: 3

Quantum Minimum: 5

Dice Pool: Dexterity + Disintegration

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

Effect: Causes (Quantum + successes) levels of aggravated damage.

Multiple Actions: No

Description: This terrifying power allows the character literally to disintegrate (or in some similar way utterly destroy) a person or physical object. To use it, the character pays the quantum-point cost and rolls Dexterity + Disintegration. His successes, plus a number of automatic successes equal to his Quantum, equal the number of levels of aggravated damage the attack inflicts.

Extras: None

 

Elemental Anima

Level: 3

Quantum Minimum: 4

Dice Pool: Variable

Range: Special

Area: Special

Duration: Variable

Effect: Character can control a particular substance or phenomenon.

Multiple Actions: Yes

Description: A nova with Elemental Anima can project her quantum consciousness into a particular element — fire, sound, ice, electricity or whatever the player can think of and the Storyteller will allow — investing it with "life." This power allows her to take control of it and shape it to her will. Note that the character cannot create the element (doing that requires the Elemental Mastery power) — she can only affect and manipulate elemental "matter" that already exists. The player must choose which element the nova can control when buying the power.

This control offers the nova a variety of techniques. The exact techniques differ from element to element, based on the nature of those elements and the specific techniques the nova masters. The player may pick one of the listed techniques for each dot the nova has in the power; these techniques are ones the nova has "mastered" and may freely perform. The techniques chosen should be appropriate to the element that is being controlled — fire or water powers may provide movement abilities, for example, but it's unlikely that darkness would. The character may also try to perform other techniques, either ones listed here or entirely one-shot, off-the-cuff "stunts." However, such effects cost double the quantum points and suffer difficulty penalties of one; the nova has mastered only the techniques her dots allow her to. The Storyteller has the absolute right to allow or refuse a particular use of power, based on her interpretation of the element's inherent limits.

For Example: La Niña buys Elemental Anima at 3, defining the power as the ability to manipulate, Focus and disperse air and wind. For her three mastered abilities, she chooses Enhance/ Diminish (can whip winds to a gale or calm them), Lethal Blast (knifelike "wind-serpents" that vaguely resemble hissing moray eels) and Movement (shapes winds into a cloak-like form, enabling her to sail aloft and glide through the air). She may use these abilities at the standard difficulty. If Nina wished to focus air into a defensive screen (the Wail ability), she could try, but she'd have to pay double (six quantum points), and she 'd suffer a difficulty penalty of one.

If the Storyteller or a player wishes to create additional techniques, the examples can serve as guidelines for levels of power and rules. As a basic rule of thumb, no technique gained through Elemental Anima should be as powerful as the same or similar ability bought on its own.

The duration of Elemental Anima techniques varies. Attacks are typically Instant; movement techniques usually have a duration of Maintenance; other durations are noted below. The range of a technique is typically the standard (Quantum + power rating) x 10 meters, but different ranges may be noted in the text, as is the area of any technique that covers one.

Alter Temperature

Dice Pool: N/A

Range: Variable

Area: (Quantum + power rating) x 10 meters

Duration: Maintenance

The character can increase or decrease the temperature of the air in an area around himself (which is appropriate for fire and ice powers primarily). The character can alter temperature by 10 degrees Celsius for each dot in the power. No roll is required, but quantum points must be paid.

Blast

Dice Pool: Dexterity + Elemental Anima

Range: (Quantum + power rating ) x 10 meters

Area: N/A

Duration: Instant

The nova shapes, strengthens and redirects the element, turning it into a damaging blast that inflicts [Quantum x 2] levels + (power rating x 3) dice of bashing damage. If there is only a small amount of the element available, the Storyteller may reduce the range or damage.

Elemental Shield

Dice Pool: Wits + Elemental Anima

Range: Self

Area: N/A

Duration: Instant

The character can turn the element away from himself, thus protecting himself and anyone directly next to him from the brunt of its effects. Roll Wits + Elemental Anima; each success counts as four soak that apply only to attacks based on that element. This technique can be aborted to as a defensive action.

Enhance/Diminish

Dice Pool: Intelligence + Elemental Anima

Range: (Quantum + power rating) x 10 meters

Area: (Quantum + power rating) x 10 meter radius

Duration: Maintenance

The character can increase or decrease the effect of the element in an area — for example, brighten or dim light, or increase or decrease the damage caused by fire. The effect can be enhanced or diminished by 25% per success rolled. If the element is a damaging effect, each success increases or reduces the intensity of the element (or any element-based power) by two damage dice. The nova may not enhance her own or another character's powers with this effect, but she may attempt to reduce a rival elemental's powers. If another character's power is being reduced, a resisted action pitting the nova's Quantum + power rating against the target's Quantum + power rating is required; each net success reduces the target's power rating by one dot. If the power rating is reduced to zero, the target cannot use his power for a number of turns equal to the elemental's power rating.

No roll is required, but quantum points must be paid as usual.

Note: If the element controlled is air, and the nova reduces the effect to 0%, she creates a vacuum in the area. Characters without appropriate Life Support who are caught in a vacuum may suffocate.

Lethal Blast

Dice Pool: Dexterity + Elemental Anima

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

The character can shape an existing quantity of the element into a deadly attack — sharp shards of stone, razor-sharp tendrils of water or air, a laser or the like. This attack inflicts [Quantum x 2] levels + (power rating x 2) dice of lethal damage.

Movement

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

The character directs the element in such a way that he can move quickly. The nature of the movement depends on the element: Novas who control wind have it pick them up and waft them where they wish to go; elementals who control earth and rock ride waves of earth or tunnel through the soil. The character can move at the rate of (power rating x 2) + 20 meters per action, or (40 x power rating) kilometers per hour out of combat.

Shaping

Dice Pool: Wits + Elemental Anima

Range: (Quantum + power rating) x 5 meters

Area: Special

Duration: Maintenance

The character may alter the shape of a quantity of the element. No more than (three cubic meters of the element x power rating) can be affected at once. The character can create geometric shapes or simple "sculptures" such as fire-people or ice statues. If the player makes an Arts (Sculpture) roll, the character can create extremely detailed and beautiful shapes. If the nova attempts to use this power offensively (for example, to sculpt a pit under a foe or trap an opponent in a burning ring of fire), the player must make an attack roll (Wits + Elemental Anima), which the target can dodge normally.

Wail

Dice Pool: N/A

Range: Special

Area: (Quantum + power rating) cubic meters

Duration: Maintenance (and see below)

The character raises a wall of the element in front of him. For each dot in the power, the nova gains two soak against appropriate attacks unless the attacker can somehow shoot around it. The wall moves as the character moves, but it immediately collapses if she intentionally leaves the ground (unless the character is creating a screen of hardened air molecules, for instance). The Storyteller may declare the wall useless against certain attacks; for example, a wall of wind would blow aside physical attacks and snuff fires, but it would have little effect on electricity.

Extras: None

 

Elemental Mastery

Level: 3

Quantum Minimum: 5

Dice Pool: Variable

Range: Variable

Area: Variable

Duration: Variable

Effect: The nova can create, alter and control various substances or phenomena.

Multiple Actions: Yes

Description: Elemental Mastery is similar to, but transcends, Elemental Anima. Whereas Elemental Anima allows a nova to manipulate an existing element, Elemental Mastery allows him actually to create that element or phenomenon, thus greatly expanding the range of his elemental abilities.

Like Elemental Anima, Elemental Mastery provides a list of techniques, and characters may master one technique per dot in Elemental Mastery. Characters may attempt to use techniques they haven't mastered, but the players must pay double cost and roll against a difficulty penalty of one. The techniques chosen should be appropriate to the element being generated — fire or earth powers may provide imprison, for example, but it's unlikely that light powers would.

Characters may choose from the techniques listed here or make up their own, with the Storyteller's permission and approval.

Blast

Dice Pool: Dexterity + Elemental Mastery

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

The nova generates a blast or bolt of the element that inflicts [Quantum x 2] levels + (power rating x 3) dice of bashing damage.

Crush

Dice Pool: Dexterity + Elemental Mastery

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

The nova is able to create a quantity of the element that picks up the target and slams him into a nearby sturdy object such as a building or tree, or simply crushes him. This attack could represent an intense burst of wind, a hand of stone which grows out of the ground and grabs the victim or phoenix-talons of fire. The character rolls Intelligence + power rating; each success allows the target to be moved up to 10 meters (if the nova so desires); the victim takes a number of bashing damage levels equal to twice the successes rolled, and her Initiative on the next turn is reduced by one per success.

Imprison

Dice Pool: Wits + Elemental Mastery

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Maintenance

The nova is able to confine a target within a quantity

of the element. Examples include creating a fiery

cage, suspending a victim in an invisible fist of air or causing

someone to sink up to his neck into solid rock. The

confining element has a Might equal to twice the number

of successes rolled; the trapped character may break out

of it just as he would from a clinch. Imprison inflicts no

damage ordinarily, but if the nova spends an extra quantum

point during the initial attack, it inflicts damage as

would a clinch.

Lethal Blast

Dice Pool: Dexterity + Elemental Mastery

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

The character can "throw" or project a lethal damage blast of the element — anything from a blast of freezing cold to a dehydrative attack that sucks the water out of the target's body. This attack inflicts [Quantum x 2] levels + (power rating x 2) dice of lethal damage.

Propel

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

By creating a "blast" of the element behind himself, the character can move at rapid speeds — (power rating x 2) + 20 meters per action, or (40 x power rating) kilometers per hour out of combat. Where and how the character can move depends on the element; Propel based on fire would be like Flight, whereas Propel based on water would work only in water and would be like Hyperswimming.

Shield

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

The character can create a Force Field-like protective barrier of the element around himself. This barrier provides two extra soak per dot versus bashing and lethal damage. For an extra quantum point, the Shield causes harm to anyone who touches it (it inflicts a number of dice of bashing damage equal to the character's power rating). The Shield slightly obscures others' view of the character, but it does not interfere with his vision at all.

Sphere

Dice Pool: Dexterity + Elemental Mastery

Range: (Quantum + power rating) x 10 meters

Area: (Quantum + power rating) x 3 meters

Duration: Instant

The character can project a large ball or sphere of the element, which injures anyone within its radius. The blast inflicts (power rating x 3) dice of bashing damage in the listed radius.

Storm

Dice Pool: Wits + Elemental Mastery

Range: (Quantum + power rating) x 10 meters

Area: (Quantum + power rating) x 5 meters

Duration: Concentration

The character can generate a stormlike area filled with the element. Examples include blizzards, firestorms, sandstorms, earthquakes, tornadoes, sonic fields and ice patches. Each turn, Storm typically inflicts two levels of bashing damage per dot in the power rating, reduces opponent's dice pools by two (from whipping winds, fiery gouts or poor footing) and halves movement and vision. Other effects are up to the Storyteller and should be based on common-sense views of the effects of the element. For example, anyone moving through a blizzard or earthquake might have to make an Athletics or Flight roll to keep from slipping and falling, and they would risk hypothermia; anyone in a firestorm would take lethal damage instead of bashing.

Extras: None

 

Entropy Control

Level: 3

Quantum Minimum: 4

Dice Pool: Intelligence + Entropy Control

Range: Variable

Area: Variable

Duration: Special

Effect: Character can control and manipulate entropic forces.

Multiple Actions: Yes

Description: A character with this suite of abilities is a master of the forces of entropy that are always at work in the universe. His quantum consciousness is able to tap into, summon and manipulate entropy the same way other novas play with fire or ice.

As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but she must pay double quantum points and roll at a difficulty penalty of one to use these alternative techniques. Techniques include:

Bioentropy Storm

Dice Pool: Dexterity + Entropy Control

Range: (Quantum + power rating) x 10 meters

Area: (Quantum + power rating) x 5 meters

Duration: Instant

The nova can create a field in which entropic effects pertaining to living creatures run riot. The victims age, suffer spontaneous injuries and experience other biological breakdowns. The nova rolls Dexterity + Entropy Control in an opposed contest against the victims' Stamina; each net success inflicts one health level of lethal damage. Victims cannot soak this damage unless they have the Hardbody Mega-Stamina enhancement.

Breakdown

Dice Pool: Intelligence + Entropy Control

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Special

The nova can cause any machine, device or similar object to stop functioning as some part of it breaks, wears out or loses power. This power's effects are permanent until someone repairs the device, provides it with more power or the like. To use Breakdown, the nova rolls Intelligence + Entropy Control in an opposed action against the device's "Stamina." The Storyteller should determine the device's Stamina rating for these purposes. The more complex or technologically advanced a machine is, the lower its Stamina — it's hard to use Breakdown on a simple object or one with few moving parts, but the more complicated a device becomes, the more opportunities there are for entropy to gain a foothold.

Entropic Shield

Dice Pool: Stamina + Entropy Control

Range: Self

Area: N/A

Duration: Maintenance

The character surrounds himself with a field of entropic energy. This field heightens the entropic reactions within any incoming attack (especially those based on physical objects, such as bullets), thus disrupting and weakening them. Each success achieved on a Stamina + Entropy Control roll grants the character an extra soak against bashing and lethal damage. However, this extra soak does not apply to attacks by living matter, such as fists or animals.

Probability Corruption

Dice Pool: Entropy Control

Range: (Quantum + power rating) x 5 meters

Area: N/A

Duration: Maintenance

This technique allows a nova to cause the forces of entropy to overwhelm a single target, making it more likely that he will fail disastrously. To use it, the nova rolls Entropy Control. Each success achieved results in a loss of one die (or one automatic success) for all rolls made by the target. Additionally, the target will botch a roll if he rolls no successes and any die comes up 1 or 2. These negative effects last as long as the nova pays quantum points to keep the entropic forces focused on the victim.

Extras: None

 

Gravity Control

Level: 3

Quantum Minimum: 4

Dice Pool: Variable

Range: Variable

Area: Variable

Duration: Variable

Effect: Character is able to manipulate gravity and gravitic fields.

Multiple Actions: Yes

Description: A nova with this power is a master of gravity. He is able to lift and move objects, fly by manipulating gravitic forces and otherwise control gravity. As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but the player must pay double quantum cost and roll against a difficulty penalty of one to activate these powers. Techniques include:

Gravitic Blast

Dice Pool: Dexterity + Gravity Control

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

By manipulating micropockets of intense gravity around a target, the nova can bash and tear it apart. The end result is similar to a Quantum Bolt. This attack does [Quantum x 2] levels + (power rating x 3) dice of bashing damage or [Quantum x 2] levels +- (power rating x 2) dice or lethal damage (nova's choice).

Gravitational Field

Dice Pool: Wits + Gravity Control

Range: (Quantum + power rating) x 5 meters

Area: (Quantum + power rating) x 3 meters

Duration: Concentration

The nova can alter the gravity in a given area. For each success achieved on a Dexterity + Gravity Control roll, he can warp local gravity by up to .5 g (normal Earth gravity is 1 g). Weight of objects is increased or decreased by an equivalent amount; a 100 kg object in a 1.5 g field weighs 150 kg. Objects in a zero-g field weigh nothing, while objects in a negative-g field fall upward until out of the field. The nova can be selective if he wishes, increasing some objects' mass, decreasing others and leaving yet others alone. A creature or object that becomes too heavy cannot move (or be moved), and it may collapse under its own weight if it becomes heavy enough. If the nova tries to affect a living thing with a Gravitational Field, the target may resist with Willpower.

Gravitic Flight

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

The nova is able to manipulate gravity to pick himself up and fly crudely. His flying speed is equal to (power rating x 2) + 20 meters per action, or (40 x power rating) kilometers per hour out of combat.

Gravitic Shield

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

The character can project waves of gravity around herself. Doing so provides an excellent defense against incoming projectiles and deflects hand-to-hand physical attacks. Each turn, the character can subtract her dots in Gravity Control from the attack successes of any physical projectile attack (bullets, thrown objects, etc.); furthermore, the Gravitic Shield provides one soak per dot against any projectile attack that does connect. She may subtract half her dots in Gravity Control (round up) from the attack successes of any hand-to-hand physical attack. Gravitic Shield does not affect pure energy attacks, like flame attacks or electrical blasts.

Gravitokinesis

Dice Pool: Dexterity + Gravity Control

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Concentration

The nova may use his ability to manipulate gravity to pick up objects. He can then throw them or hit other characters with them. Doing so is performed in a fashion identical to use of the Telekinesis power, except that the dice pool is Dexterity + Gravity Control and the nova must score two successes to gain one success on the Telekinesis lifting chart.

Extras: None

 

Healing

Level: 3

Quantum Minimum: 4

Dice Pool: N/A

Range: Touch

Area: N/A

Duration: Instant

Effect: Heals one health level of lethal or bashing damage per quantum point.

Multiple Actions: Yes

Description: This power enables a nova to heal herself or others. To use Healing, a nova must touch the person to be healed and spend one quantum point per health level to be healed. The character may heal a number of bashing health levels up to twice her power rating, or a number of lethal health levels up to her power rating. This power may be employed only once per victim per scene.

Alternatively, if a character is suffering from poison or a disease, each quantum point adds one die to the afflicted character's Resistance roll. Once the roll succeeds, the poison or disease stops affecting the character. Any damage already taken can then be healed with a normal application of Healing.

Healing can even regenerate severed limbs or ruined organs, but to do so costs double quantum and a Willpower point.

Extras: None

 

Homunculus

Level: 3

Quantum Minimum: 4

Dice Pool: Stamina + Homunculus

Range: Self

Area: N/A

Duration: Special

Effect: Allows nova to separate parts of his body or create small creatures from his own body.

Multiple Actions: Special

Description: Similar in many ways to Clone, this power allows a nova to separate parts of his body yet retain control over them (for example, detaching his hands and letting them strangle someone on their own), to create small creatures from his own body, or even to break down his body into a swarm of tiny creatures. Use of the power does not cause the nova any damage.]

To use Homunculus, the nova spends the required amount of quantum points and rolls Stamina + Homunculus. Success means that a body part can be detached or a creature can be created. The creatures in question cannot be perfect duplicates of the nova — that requires Clone — but they could be smaller, or warped and twisted, versions of him.

Detached body parts or creatures can move up to 10 meters per dot in Homunculus away from the character. As long as the character has a line of sight to them, he can control what they do, just as if they were still a part of his body. If line of sight is lost, or if they somehow pass beyond the power's range, they will continue with whatever actions they were performing until their tasks are completed and then stop moving until line of sight and range are reestablished.

If a detached body part is attacked, it is considered to have the same Attributes and Traits as the character, but it acts separately from the character (i.e., if the character decides to dodge in a particular turn, his detached body parts do not have to dodge; they can attack, block, or do whatever else they want, just as if they were separate characters). If one is stunned or knocked unconscious, the other may continue to act. If the detached body part is killed, the character loses that part of his body permanently.

A "small creature" homunculus has no quantum powers, but it is otherwise considered to have half ratings in the character's normal Traits (i.e., if the character has a Strength of 4, the homunculus has a Strength of 2), half normal soak and a Bite/ Claw attack of Str +1 lethal damage. The player may shift points around if he likes (reducing Strength to add to Dexterity, for example). If killed, the main character takes one automatic health level of lethal damage.

At two dots and higher, the character can create more than one homunculus. At two dots he can create two homunculi; at three dots, four homunculi; at four dots, six homunculi; at five dots, 10 homunculi. These homunculi can all be the same, or can be different. It costs no additional quantum points to create multiple creatures.

Furthermore, if the character has Homunculus 4+, she can break down her entire body into a "homunculus swarm" of thousands of insect-sized creatures. The swarm moves at the character's normal speed and can flow over an opponent, automatically inflicting a number of levels of lethal damage per turn equal to the power rating (soak protects normally against this damage). The swarm can flow over multiple opponents; the character simply divides the levels of lethal damage between or among all appropriate targets. Thus, if the homunculus swarm could potentially inflict four levels of lethal damage per turn, the character could flow over three opponents, inflicting two levels per turn to one foe and one level per turn to the other two. A homunculus swarm takes a maximum of one health level of damage from most attacks, but fire, explosion and area attacks affect it normally. It takes only one turn for a nova to create a single homunculus, but the character can do nothing else that turn (not even walking). Once created, the homunculus does not cost quantum points to maintain; it remains at no cost until it recombines with the original character.

To recombine, two or more homunculi need only touch and use an action; again, this is the only action they can perform that turn. Recombining is automatic; it does not require a roll.

Extras: None

 

Magnetic Mastery

Level: 3

Quantum Minimum: 4

Dice Pool: Variable

Range: Special

Area: Variable

Duration: Variable

Effect: Character is able to manipulate magnetism and magnetic fields.

Multiple Actions: Yes

Description: A nova with this power is a master of magnetism. She is able to lift and move metallic objects, project magnetic blasts and pulses and otherwise control and manipulate the forces of magnetism. If this power is active, a nova may Block any incoming metal attack, using Dexterity + Magnetic Mastery as the dice pool. The character may automatically make a Perception + Magnetic Mastery roll to accomplish minor feats like sensing magnetic north, gauging the strength of local magnetic fields, and the like.

As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but the player must pay double quantum points and roll against a difficulty penalty of one to use these powers. Techniques include:

EMP

Dice Pool: Wits + Magnetic Mastery

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

The nova can emit an electromagnetic pulse that disrupts electronic equipment. To use it, the character pays the required quantum points and rolls Wits + Magnetic Mastery. The Storyteller opposes this power with a roll based on the target device's "Stamina." The Storyteller should determine the machine's Stamina based on how well shielded it is against such attacks. Most machines have a Stamina of 1 (at most); some military equipment, though, might have a Stamina of 5 or higher. For each net success the nova achieves, the machine is unable to function for one hour. At the Storyteller's option, minor technological devices may be permanently shorted out.

Magnetic Blast

Dice Pool: Dexterity + Magnetic Mastery

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

The nova can project a damaging blast of magnetic Force, similar to a Quantum Bolt. This attack inflicts [Quantum x 2] levels + (power rating x 3) dice of bashing damage.

Magnetic Field

Dice Pool: Wits + Magnetic Mastery

Range: (Quantum + power rating) x 5 meters

Area: (Quantum + power rating) x 3 meters

Duration: Concentration

The nova can create an intense magnetic field in a given area. This field interferes with electronic equipment. Each success achieved on a Wits + Magnetic Mastery roll imposes a difficulty penalty of one for any tasks attempted by or with electronic equipment. At the Storyteller's option, some shielded equipment may be able to resist this effect with a "Stamina" roll, as with the EMP power.

Magnetic Levitation

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

The nova is able to manipulate ambient magnetic fields to pick himself up and fly crudely. His flying speed is equal to (power rating x 2) + 20 meters per action, or (40 x power rating) kilometers per hour out of combat.

Magnetic Shield

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

The character can polarize metal weapons and projectiles away from herself. Each turn, the player can subtract her dots in Magnetic Mastery from the attack successes of any metal weapon used against her character.

This defense also works against novas whose powers involve metal.

Magnetic Storm

Dice Pool: N/A

Range: Special

Area: (Quantum + power rating) x 5 meters

Duration: Concentration

This power allows the nova to telekinetically lift all in-range ferrous objects of 40 kgs or less, then whirl them around him in a sort of "magnetic tornado." He will not be hurt by the flying objects, but anyone within the area of effect acts at -2 to all dice pools and takes (power rating x 2) dice of bashing damage. The damage depends in part on the objects available. If there are few metallic objects in the vicinity, the Storyteller may reduce the damage done proportionately. If there are a lot of sharp objects (like knives or nails), the damage may be lethal.

Magnetize

Dice Pool: Perception + Magnetic Mastery

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Maintenance

The nova magnetically charges ferrous metal items within the vicinity, causing them to attract or repel one another. This could, for example, wrench a gun from a foe's hand or trap an armored guard against the metal bars of a prison cell. A magnetically charged ferrous object exerts an effective "Might" equal to the character's Quantum plus the successes scored on a Dexterity + Magnetic Mastery roll.

Magnetokinesis

Dice Pool: Dexterity + Magnetic Mastery

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Concentration

The nova may use his awesome magnetic powers to pick up metallic objects. Once he has them he can throw them or hit other characters with them. This feat mirrors the use of the Telekinesis power, except that the dice pool is Dexterity + Magnetic Mastery, and only metal objects can be manipulated.

Extras: None

 

Matter Chameleon

Level: 3

Quantum Minimum: 5

Dice Pool: Stamina + Matter Chameleon

Range: Self

Area: N/A

Duration: Maintenance

Effect: Allows character to duplicate properties of specific types of matter.

Multiple Actions: No

Description: Matter Chameleon is similar to Bodymorph, but instead of allowing a character to assume only one form, it gives her the power to have her body take on the properties of any type of matter or energy she touches. If she touches rock, her body becomes as durable and strong as stone. If she touches tear gas, she becomes intangible and can blind people with her touch. If she touches water, she can flow through pipes and ignore many forms of attack. If she touches fire, she becomes a living flame.

To use Matter Chameleon, the nova must pay the required quantum and touch the form of matter or energy whose properties she wishes to assume (doing so does not cause her any damage, even if the substance would normally be damaging), and the player must roll Stamina + Matter Chameleon. Even one success is sufficient to allow her to assume the properties of that form; as long as she keeps paying quantum points, she will retain those properties.

Specific Traits granted by Matter Chameleon depend entirely on the material copied, often including extra Strength, soak, or damaging effects. The possibilities are nearly endless, and the Storyteller must ultimately adjudicate as she sees fit. Some general guidelines are:

No substance may provide more damage or soak than the lower of a) the substance's normal properties; b) the nova's power rating x 3. No substance may provide more extra Strength levels than the nova's power rating. Exceptional levels of success may allow for modification of these guidelines.

For Example: Karen Roper has Strength 4 and Matter Chameleon 4. She sticks her hand into a junction box and scores four successes on a Stamina + Matter Chameleon roll, thus changing into living electricity. Although her Matter Chameleon rating is quite high, she can normally inflict no more than six dice of lethal damage the amount of current available from the energy source. However, since Karen scored four successes on her roll, the Storyteller allows her to inflict eight dice of lethal damage by touch (after all, she's bigger than a junction box, thus might have more current running through her). Next, Karen touches a flawless diamond, scoring a single success on the Stamina + Matter Chameleon roll. The Storyteller judges that a being made entirely from diamond would have at least 18 extra soak; however, because Karen has Matter Chameleon rating of only 4, she may gain a maximum of \2 extra soak by duplicating the diamond's structure. The Storyteller rules that Karen gains two extra dots of Strength (raising Karen's Strength to Mega-Strength 1) and the equivalent of four dots in the Claws power, as Karen's fingernails become diamond-hard.

If a nova wishes to use Matter Chameleon as a defense against an incoming attack (for example, to assume the properties of fire based on being hit by a blast of flame), she may do so. Doing so does not require an action, but it is easier if an action is available; if the character does not have a delayed action to use to do so, she must spend a point of Willpower instead. She then spends quantum points and rolls Stamina + Matter Chameleon; even one success allows her to assume that attack's properties, and each success reduces the damage the attack inflicts by one die or level.

For Example: Karen Roper is attacked by nerve gas. She rolls Stamina + Matter Chameleon, scoring three successes. The Storyteller rules that Karen completely ignores the effect of the gas and changes to gas herself. She gains properties similar to Bodymorph (gas); additionally, anyone enveloped by Karen will be affected as though doused with nerve gas.

Matter Chameleon has a few other nice side effects, too. By spending a quantum point, the character can walk on water or other fluids at normal speed (this does not protect against the effects of fluids like acid or magma). By spending three quantum points and touching a solid such as a wall or floor, the character can attune her molecular composition to that substance, allowing her to "phase" through the solid at normal walking speed. See Bodymorph for guidelines on the properties possessed by various substances.

Extras: None

CHAPTER FIVE: QUANTUM POWERS

ABERRANT

Matter Creation

Level: 3

Quantum Minimum: 5

Dice Pool: Wits + Matter Creation

Range: (Quantum + power rating) meters

Area: N/A

Duration: Special

Effect: Creates matter of various sorts

Multiple Actions: Yes

Description: A nova with Matter Creation can literally create matter out of nothingness. He can create matter in its raw form — such as ordinary iron or wood — or he can create actual objects and devices — such as a sword, computer or chair.

When creating raw materials, the nova simply rolls Wits + Matter Creation. The amount of matter created depends on the number of successes rolled:

Successes       Creating objects and Amount of Matter

One                  1 kg

Two                 10kg

Three               100kg

Four                 1,000 kg

Five                  10,000kg

Working devices is a little more difficult. The number of successes required depends upon the nature of the object and the object's size.

Successes       Object Complexity

One                  Simple Objects: A knife, a cup

Two                 Complex Objects: Furniture, a book

Three               Simple Devices: A clock, a lamp

Four                 Complex Devices: A desktop computer, an automobile

Five                  Very Complex Devices; An air plane, a supercomputer, a missile

Difficulty         Object Size

+0                    Small: Anything you could hold in one hand or arm

*1                    Medium: Anything you would need two arms to hold

*2                    Large; Anything you would need two or more people to hold

+3                    Very Large: Anything you would need a forklift to hold

Additional Difficulties

+2                    Radioactive

+3                    Unknown substance; substance that defies normal properties of physics (eufiber, for example) There is an additional restriction on Matter Creation.

The soak, health levels, and/ or dice of damage the object provides/ causes may not exceed the creator's Quantum + power rating total. Thus, a character with Quantum 5 and Matter Creation 3 can create objects that have eight health levels, provide eight soak and/ or inflict eight dice of damage (or less); he cannot create an object hard or durable enough to have nine health levels or provide nine soak.

At the Storyteller's option, creating complicated devices may require the character to have the skills necessary to build such a device from scratch. Those Abilities substitute for Wits in the roll. For example, to create a car, the character would have to roll Engineering + Matter Creation.

Once created, the substance or object remains in existence for one hour per dot in Matter Creation. A substance or object can be made permanent at the cost of a point of permanent Willpower.

Extras: None

 

Molecular Manipulation

Level: 3

Quantum Minimum: 5

Dice Pool: Variable

Range: Variable

Area: Variable

Duration: Special

Effect: This power gives a character the ability to manipulate and control molecules.

Multiple Actions: Yes

Description: A nova with this power wields ultimate control over inorganic and unliving organic molecules. While he cannot change or affect living things in any way, his power is still quite impressive.

By spending a quantum point, a molecular manipulation can make a Perception + Molecular Manipulation roll to identify the chemical composition and properties of any substance within a range of [Quantum + power rating] x 20 meters.

As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but the player must pay double quantum cost and roll against a difficulty penalty of one to activate these powers. Techniques include:

Animation

Dice Pool: Manipulation + Molecular Manipulation

Range: (Quantum + power rating) x 3 meters

Area: N/A

Duration: Concentration

The nova may "animate" inanimate objects, giving them a crude sort of quasi-life. Wheeled objects roll, furniture and other items with legs walk or run and other objects do their best to hop or otherwise motivate themselves. The character may animate one object of roughly human size for each success on the player's Intelligence + Molecular Manipulation roll. Thus, animating a couch, which is approximately twice the size of a normal human, would take two successes. Animated objects move at the character's walking pace, but this speed may increase to his running pace if he spends an additional quantum point.

Animated objects can attack targets. The Storyteller determines the objects' Strength, Stamina and health levels based on their size and the materials they are made; an object's Dexterity is equal to the character's normal Wits Attribute. If the object has any special abilities (such as a gun, which could shoot others while animated), it may use them; the Storyteller should determine the exact effects and appropriate damage.

Destruction

Dice Pool: Dexterity + Molecular Manipulation

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

The character unravels or destroys the molecular bonds holding an unliving object together, causing it to disintegrate. Doing so inflicts Quantum + Molecular Manipulation health levels of damage to the target object.

Objects may soak; the Storyteller should determine how much damage they can soak based on the materials they are made of and how well they are constructed.

Molecular Alteration

Dice Pool: Intelligence + Molecular Manipulation

Range: (Quantum + power rating) x 5 meters

Area: N/A

Duration: Permanent

The character can convert the molecules of an unliving solid or liquid into molecules of another unliving solid or liquid, thus, for example, transforming a wooden chair into a steel chair. The nature of the changes a character can enact with Molecular Alteration depends upon the number of successes he achieves on an Intelligence + Molecular Manipulation roll.

Successes       Transmutation

One                  Change Substance: The character may change the elements or substance of which an object is made, but he cannot change the object's shape or size. A wooden chair becomes a chair of solid gold; a steel knife becomes a knife of silk.

Two                 Change Size: As Change Substance, plus the character can make the object larger or smaller by up to 20% per success over one (20% at the minimum two successes needed For this effect; 40% at three successes; and so forth).

Three               Change Shape: As Change Size, plus the object's shape can be changed. A wooden chair can be transformed into a lump of gold; a steel knife becomes a dress of silk.

Four                 Change Complexity: As Change Size, plus the object's nature or complexity can be transformed — it can be made into working electrical circuits and moving parts. Thus, a tree can be changed into a working computer or a car.

The character may not create objects from thin air; that requires Matter Creation.

At the Storyteller's option, creating devices with Change Complexity may require the character to have the skills necessary to build such a device from scratch. Those Abilities substitute for Intelligence in the roll. For example, to create a car, the character would have to roll Engineering + Molecular Manipulation.

Once created, the substance or object remains in existence for one hour per dot in Molecular Manipulation. A substance or object can be made permanent at the cost of a point of permanent Willpower.

Second Skin

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

By hardening air molecules in a film about himself, the nova can protect himself with a layer of armor. For each dot in Molecular Alteration, the nova gains +2 soak versus bashing and lethal damage.

Shape Alteration

Dice Pool: Wits + Molecular Manipulation

Range: Touch

Area: N/A

Duration: Special

The character can alter the shape of inanimate objects. He can alter the shape of 10 kilograms of any given substance per success rolled on an Intelligence + Molecular Manipulation roll. He need not affect an entire object to alter its shape, but he can alter only that part of the object which he is able to affect. He can cause a hole to open in the object (handy for getting through locked doors), make it grow crude arms or legs, or just change its appearance or ability to function. The changes remain until the nova reverses them or repairs are made. A nova with this power can attempt to repair inorganic objects. The nova must have at least some knowledge of the subject to be fixed (generally speaking, at least one dot in Engineering). The nova then rolls Molecular Manipulation + Engineering (or other appropriate Ability); each success repairs one "health level" of damage suffered by the object.

Extras: None

 

Pretercognition

Level: 3

Quantum Minimum: 4

Dice Pool: Perception + Pretercognition

Range: Self

Area: N/A

Duration: Instant

Effect: Allows character to foresee future (or view past) events; number of successes determines timeframe.

Multiple Actions: No

Description: Pretercognition allows a nova to foresee future events or grants glimpses of the past. The timeframe within which the character can "view" events is based on the number of successes achieved on a Perception + Pretercognition roll.

Successes       Timeframe

One                  Up to one hour per dot

Two                 Up to one day per dot

Three               Up to one week per dot

Four                 Up to one month per dot

Five                  Up to one year per dot

Six                   Up to 10 years per dot

For dramatic purposes, the Storyteller may, at his discretion, increase the timeframe. For example, if a nova with Pretercognition found an ancient Egyptian artifact, the Storyteller might let her "read" images associated with its creation, even though it is thousands of years old, because those visions contain a clue she needs to solve a mystery.

Storytellers should be very careful about allowing this power in their series. It can have an enormous impact on the characters' actions and on society, and it can make it virtually impossible to run scenarios that revolve around mysteries or puzzles. However, there's no guarantee that the visions received are absolutely accurate....

Extras: None

 

Quantum Construct

Level: 3

Quantum Minimum: 4; must also have Force Field • or better

Dice Pool: Manipulation + Quantum Construct

Range: (Quantum + power rating) meters

Area: N/A

Duration: Maintenance

Effect: This power enables the character to create "creatures" or objects out of quantum force; the number of successes achieved indicates what beings can be summoned and how many.

Multiple Actions: No

Description: A nova with Quantum Construct is capable of generating raw quantum forces, then shaping them into animate creatures that act at the nova's whim. Many novas with this power use it to summon "demons" and other such creatures of legend. Regardless of the creatures' appearance, though, they are obviously made from quantum forces — a character with control over electromagnetic energies might summon constructs of living lightning, radiant energy or the like. Quantum Construct cannot create a duplicate of a specific person or the like.

To use Quantum Construct, a nova must spend the required quantum points and roll Manipulation + Quantum Construct. The number of successes indicate what type of creature can be summoned.

Characters may create more than one being in some circumstances. First, if they want a being smaller than those listed on the chart, they may "divide" the listed size up among multiple beings. For example, with two successes, a nova could create one human-sized being, two beings of half human size, four beings of one-quarter human size or a larger number of mouse- or insect-sized creatures. Second, if the character achieves more successes than needed to create the being he wants, he may use the extra successes to increase the numbers — each extra success doubles the number of constructs. For example, suppose a nova wants to summon a human-sized demon, and the player rolls four successes. The two additional successes double his numbers twice, allowing him to summon four demons.

Successes       Being(s) Summoned

One                  One being no larger than a sheep (Strength and Stamina 1, Dexterity 3, four health levels)

Two                 One being no larger than a human (All Physical Attributes 2, normal human health levels)

Three               One being no larger than twice human size (Strength and Stamina 4, Dexterity 2, eight health levels)

Four                 One being no larger than four times human size (Mega-Strength I/Strength 4, Stamina 4, Dexterity 2, +1 soak, 10 "Hurt" health levels)

Five                  One being no larger than eight times human size (Mega-Strength 2/Strength 4, Stamina 4, Dexterity 2, +2 soak, 12 "Hurt" health levels)

Constructs are simply shaped matrices of quantum energy; they are directed by their creator, have no Mental, Social or Willpower Traits, and are immune to attacks dependent on those Traits (For example, Domination or Dreadful Mien). Furthermore, constructs feel no pain and suffer no wound penalties. Constructs can, however, be dispelled by powers such as Disrupt.

Some constructs may have additional powers. A creation success can be converted into five nova points, which are used to provide Mega-Attributes or quantum powers to the summoned creatures. All such creatures have a Quantum Trait of 1 and 22 quantum points unless the nova spends creation successes to raise Quantum (one success per one additional Quantum dot).

The nova who summoned the constructs may (at any time and any range) "banish" them, dispersing them into the surrounding medium. No roll is required to do so.

Ultimately, the Storyteller is responsible for coming up with the game statistics and rules for created constructs, though he may let the player do the work and simply review and approve what the player creates. The Storyteller should be careful not to let this power unbalance or ruin the game; just because a nova has the ability to summon an army of demonic soldiers doesn't mean he should be allowed to.

This power is extremely wrenching to the surroundings, and it is best used only once a scene. If a nova attempts to use it more than once per scene, each additional attempt costs double the quantum points and incurs a difficulty penalty of one.

Extras: None

 

Quantum Imprint

Level: 3

Quantum Minimum: 4

Dice Pool: Dexterity + Quantum Imprint

Range: Touch

Area: N/A

Duration: Maintenance

Effect: Copies the powers and abilities of character touched.

Multiple Actions: No

Description: Quantum Imprint allows a nova to copy the quantum signature of another nova. By touching another nova, he can duplicate some or all of that nova's powers in himself. The nova touched does not lose any of his powers or suffer any injury.

To use Quantum Imprint, the nova must make a Dexterity + Quantum Imprint roll to touch the victim. If the touch succeeds, the nova may copy one of the victim's Attributes, skills, abilities or powers for each dot he has in Quantum Imprint — but he may only copy them up to his number of dots in Quantum Imprint. For example, if a nova has Quantum Imprint 2 and wants to copy two of another nova's powers, he may do so, but he only gets two dots in each power, even if the other nova has five dots in them. He may also never gain more dots or use the power at a greater level of effect than the target nova — for example, if a nova with Quantum 5 and Quantum Imprint 5 steals a Quantum Bolt from a nova with Quantum 2 and Quantum Bolt 2, the Quantum Bolt can inflict no greater damage than permitted with Quantum 2 and Quantum Bolt 2. The nova must also pay one more quantum point to use a stolen power than he would have to pay if he had that power "naturally." Thus, the nova in the previous example would have to pay three quantum points to throw his copied Quantum Bolt.

Furthermore, when using his imprinted powers, the nova may only roll the base Attribute — he does not get to roll any dice for the power itself. For example, if a nova imprinted two dots' worth of Quantum Bolt, he would roll only his Dexterity, not Dexterity + Quantum Bolt, when determining the power's effects.

Extras: None

 

Shapeshift

Level: 3

Quantum Minimum: 4

Dice Pool: Stamina + Shapeshift

Range: Self

Area: N/A

Duration: Maintenance

Effect: Allows character to alter her shape; the degree of alteration depends upon the successes achieved.

Multiple Actions: Yes

Description: Shapeshift is one of the most versatile nova powers. It allows a nova to use quantum energies to reshape her own body. With the proper degree of power and skill, she can turn herself into various animals, pieces of furniture or just about anything else she can think of.

Once a character has so much as a single dot in this power, she is able to alter her shape. However, she might not be able to make her transformation complete — it requires considerable precision to copy every detail of an object. An untrained nova might, for example, turn himself into a tiger but not manage to create the claws; or she could change shape into a bird but not create the wings properly, so she would not be able to fly. More experienced shapeshifters rarely have these problems. The degree of change a character can work on her own body depends on the number of successes achieved on a Stamina + Shapeshift roll. If even one success is achieved, the character can alter her shape, but not her size or mass, and she cannot simulate any powers or Mega-Attribute enhancements. Successes beyond the first may be divided among the powers or enhancements that the character wishes to simulate. For example, if the character wants to assume the form of an eagle and rolls five successes, she could allocate one success each to Claws and Flight and two to Shrinking to simulate her eagle body. Some examples of powers and enhancements often used by shapeshifters include: Armor, Body Modification (each Body Modification costs one dot), Claws, Clinging, Flight, Growth, Shrinking and Life Support.

When simulating a power that requires a roll, the character substitutes her Stamina + Shapeshift skill total for the power's normal dice pool. A nova may put no more dots into a duplicated power than she has in the Shapeshift power; for example, a nova with Shapeshift 3 who wishes to turn her skeleton into armored plates may not convert more than three Shapeshift successes into Armor dots.

A nova can use Shapeshift to disguise herself as someone else. Looking like a generic "other person" requires only one success. Imitating a specific person requires at least two successes. Doing so allows the character to simulate the Mega-Appearance enhancement Copycat.

Note that the Storyteller is perfectly within her rights to deny simulated powers she feels are unreasonable for the shape assumed. Generally speaking, Shapeshift may duplicate only physical powers; for example, a character who shapeshifts into a dragon might well gain Sizemorph (Grow), Claws and Armor powers, but he could not gain the ability to breathe fire (Quantum Bolt).

Extras: None

 

Temporal Manipulation

Level: 3

Quantum Minimum: 5

Dice Pool: Variable

Range: Variable

Area: N/A

Duration: Variable

Effect: Character can manipulate time.

Multiple Actions: Yes

Description: This exceedingly rare power gives a nova control over that most basic, yet mysterious, of phenomena — time itself. He can alter or reverse time to achieve a number of effects, but he cannot actually travel through time. That has proved beyond the abilities of even the most powerful novas.

As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but the player must pay double quantum cost and roll against a difficulty penalty of one to activate these powers. Techniques include:

Internal Clock

Range: Self

Area: N/A

Duration: Permanent

This technique is known automatically by all time-manipulators and does not use up a dot in the power. A character with Temporal Manipulation possesses a highly accurate internal clock. He always knows exactly how much time has passed between two events, and he can mentally time events as if using an extremely precise stopwatch. This ability requires no roll and costs no quantum points; it functions automatically.

Age Alteration

Dice Pool: Manipulation + Temporal Manipulation

Range: (Quantum + power rating) x 5 meters

Area: N/A

Duration: Instant

This ability allows a nova to make another person age rapidly or regress back to his youth. For each success achieved on a Manipulation + Temporal Manipulation roll, the nova may add or subtract up to two years From the target's age; the target may resist with a Stamina roll. For reasons as yet unknown to science, this ability has no effect on the size or power of another nova's Mazarin-Rashoud node. It also does not affect the victim's mind or memories. A victim of Age Alteration will simply have to live with the effects ever after unless he can get another time-manipulator to reverse them. Age Alteration can also be used on objects. Decreasing their age will repair minor damage (wear and tear) and make them look newer and shinier. Every two years added to an object inflicts one health level of damage on it, possibly causing it to crumble into ruin.

Accelerate Time

Dice Pool: Wits + Temporal Manipulation

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Maintenance

This ability allows a nova to put himself or another person inside a bubble of "fast time." Doing so makes the character move and act much more quickly than a person in a normal time frame. Each success on a Temporal Manipulation roll allows the character to take one additional action per turn. These actions are not multiple actions; they are extra actions. However, they may be used only to take additional physical actions (punching, running, or dodging, for example, but not using more Temporal Manipulation powers). The nova's power rating dictates the maximum number of extra actions that may be gained.

Dilate Time

Dice Pool: Wits + Temporal Manipulation

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Maintenance

Dilate Time is the reverse of Accelerate Time; it allows a nova to slow down another character by slowing the flow of time around him. Each success on an Intelligence + Temporal Manipulation roll reduces the victim's Initiative rating by one. If Initiative falls below 1, the victim is treated as having an Initiative rating of 1, but he may act only once every other turn.

Stop Time

Dice Pool: Intelligence + Temporal Manipulation

Range: (Quantum + power rating) meters

Area: N/A

Duration: Maintenance

This power is perhaps the most potent one in the Temporal Manipulator's arsenal. It allows him literally to stop time around a specific person or object. That person cannot move or use any powers or Abilities, he does not age and he cannot be affected by (and is unaware of) any outside force, phenomenon or attack while in suspension. Stop Time is very difficult to set up — the nova's player must achieve a success on an Intelligence + Temporal Manipulation roll at a difficulty penalty of two, and a living victim may make a Willpower roll to resist. Once established, the effect lasts as long as the character pays quantum points to maintain it.

Extras: None

 

Warp

Level: 3

Quantum Minimum: 3

Dice Pool: N/A

Range: (Quantum + power rating) meters

Area: N/A

Duration: Special

Effect: Allows character to create "gates" permitting her or other characters to move without passing through the intervening space.

Multiple Actions: No

Description: Warp is similar to Teleport in many ways — it involves the same method of moving without passing through intervening space. However, whereas Teleportation normally works on one person only (the nova who possesses it), Warp creates a "gate" that anyone can use.

It takes an entire turn to create a warp; the nova may take no other actions during this turn. Warps are typically three meters square; the nova may alter the shape by one meter (either dimension) per dot. Anything that cannot fit through the warp cannot use it.

Warps are usually opened up at ground level, but a nova may create a warp anywhere within his range.

To use Warp, a nova simply spends the required quantum points. In combat or other stressful situations, a warp can teleport anyone who passes through it up to 100 meters per success; if the nova has a full turn to concentrate, Warp can teleport persons a variable distance, as shown on the accompanying table. In either case, each point of Quantum she has counts as an additional automatic success. Passing through a warp voluntarily counts as one of a character's actions for a turn.

Successes       Distance

One                  two kilometers

Two                 20 kilometers

Three               200 kilometers

Four                 2000 kilometers

Five                  20000 kilometers

Each success beyond five multiplies the warp distance by a factor of 10.

A nova may use Warp as an attack by opening it up in front of a target. A moving target may dodge to avoid passing through it; this dodge takes no time. A nonmoving target may be "enveloped" by the warp if the nova's player succeeds with a Dexterity + Warp roll; the target resists that roll with an Athletics roll. Doing so is always a "combat" warp; a nova could not, for example, warp a foe into the vacuum of space unless she had a full turn to concentrate and the victim was helpless to dodge the warp.

Characters can see through the warp (unless conditions on one "side" of it prevent sight) and will know where they are going before they pass through it.

Extras: None

 

Weather Manipulation

Level: 3

Quantum Minimum: 4

Dice Pool: Variable

Range: Variable

Area: Variable

Duration: Variable

Effect: Character may alter and manipulate weather.

Multiple Actions: Yes

Description: Weather Manipulation provides the character with power over weather in its many aspects. As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but the player must pay double quantum cost and roll against a difficulty penalty of one to activate these powers. Techniques include:

Alter Temperature

Dice Pool: N/A

Range: (Quantum + power rating) x 2 kilometers

Area: (Quantum + power rating) x 5 kilometers

Duration: Maintenance

The character can increase or decrease the temperature of the air in an area around himself. The temperature can be altered by 10 degrees Celsius per dot in Weather Manipulation. No roll is required to do so, but quantum points must be paid.

Fog

Dice Pool: Intelligence + Weather Manipulation

Range: (Quantum + power rating) x 5 meters

Area: (Quantum + power rating) x 10 meters

Duration: Maintenance

The character is able to create a thick bank of fog over a wide area (or, if the player prefers, hard, driving rain which is so thick as to inhibit vision). The fog interferes with sight, making driving and other forms of movement hazardous. Each success achieved on an intelligence + Weather Manipulation roll adds one to the difficulties of all visual Perception rolls made to see into or through the fog. The fog lasts as long as the character pays quantum points to maintain it, then dissipates at normal rates For the current environmental conditions.

Lightning Bolt

Dice Pool: Dexterity + Weather Manipulation

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

The character may project bolts of lightning. These inflict [Quantum x 2] levels + (power rating x 2) dice of lethal damage. Typically the bolts are projects from the character's hands, but the player may have them strike down From stormclouds, for dramatic purposes, if he wishes; however, this effect should not provide any bonuses to hit a target or other combat benefits.

Weather Alteration

Dice Pool: Intelligence + Weather Manipulation

Range: (Quantum + power rating) x 2 kilometers

Area: (Quantum + power rating) x 5 kilometers

Duration: Maintenance

This effect is the most basic of the Weather Manipulator's abilities. He can, as the power's name indicates, alter weather patterns over a large area. For each success achieved on an Intelligence + Weather Manipulation roll, he may adjust the current weather conditions up or down one step on the following table.

Weather Phenomena Table

Sweltering Heat

Clear/Sunny

Cloudy/Hazy

Drizzle

Rainstorm (or snow, if temperature makes it possible)

Strong Rain/Thunderstorm Gale

Hurricane/Tornado/Typhoon/Blizzard

Thus, if the current weather is a rainstorm (and the player of a nova achieves two successes on his Intelligence + Weather Manipulation roll), a nova may increase it up to a gale or decrease it to cloudy/ hazy. If the nova changes the weather conditions to gale or higher, the effect is treated as the Storm technique of Elemental Mastery.

Windriding

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

The character manipulates winds so that they carry him, similar to Flight. The character can move at the rate of (power rating x 2) + 20 meters per action, or (40 kilometers per hour x power rating) out of combat. Players can create other Weather Manipulation techniques if they wish, but the Storyteller must review and approve all such techniques.

Extras: None

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