Level Two Powers

 

Absorption

Level: 2

Quantum Minimum: 1

Dice Pool: Stamina + Absorption

Range: Self

Area: N/A

Duration: Special

Effect: The nova converts damage or energy into Strength at the rate of one dot per success, to the limit of the damage done.

Multiple Actions: No

Description: This power allows the nova to absorb damage caused by attacks and convert it into Strength. The power works against either energy damage (like Quantum Bolts or fire) or kinetic damage (punches, knives or bullets); the character must define which phenomenon his Absorption works against when he buys it.

When the nova is hit with an attack of the type he can absorb, he may choose to absorb some or all of the effect. Doing so takes no time, may be applied before or after the character's normal soak, and the character may do it even if he has already acted for the turn; the character need not declare he will use Absorption until after an attack has hit and done damage to him. Each success rolled on a Stamina + Absorption roll subtracts one health level of damage from the attack; the character must pay one quantum point per health level absorbed. Every two health levels of damage are converted into one extra dot of Strength; above five dots of Strength they become dots of Mega-Strength. Dots in the power indicate the maximum dots of extra Strength (or Mega-Strength) the character can gain; the character may still use Absorption to reduce damage from attacks, though.

For Example: Jason Mercator has Absorption 4 that affects energy. He is hit with a Quantum Bolt that causes four health levels of damage to him. He decides to absorb the damage instead. He rolls Stamina + Absorption, scores six successes and spends four quantum points. He absorbs all four health levels of damage and suffers no injury. Furthermore, he now has two extra dots of Strength. He may gain two more dots of Strength before he maxes out.

However, extra dots of Strength gained from Absorption don't last forever. They fade away at the rate of one point per (Quantum + power rating) turns. At the Storyteller's option, Absorbed dots may increase something other than Strength, such as Stamina or a Quantum Bolt (but never quantum points).

Characters cannot absorb more power than is available; the Storyteller should, if necessary, allow a certain number of dots of Strength to a power source to determine just how much power it can add to a character. For example, no matter how much Absorption a nova has, he should not be allowed to gain more than a single point of Strength from the power in, for example, a typical household appliance.

Extras: Extended Effect (dots of Strength gained from Absorption last for a scene); Energy Magnet (character with energy Absorption can absorb energy from sources at [Quantum x 10 meters] range as an attack; if absorbed from a nonsentient source [such as a fire or electrical socket], no roll other than the one to determine how much power is absorbed is required; if used on a sentient source, such as another nova, the player must roll Manipulation + Absorption to succeed with his attempt, then roll the normal Stamina + Absorption dice to determine how much energy is absorbed).

 

Animal/Plant Mastery

Level: 2

Quantum Minimum: 1

Dice Pool: Perception + Animal/Plant Mastery

Range: Variable

Area: Special

Duration: Special

Effect: Nova can communicate with and summon animals or plants.

Multiple Actions: No

Description: A nova with this power has the ability to communicate with animals or plants (she must choose only one when the player buys the power). This communication is telepathic, but if the creatures have the ability to make noises or communicate in other mundane fashions, she can understand those as well (though she may not be able to reply, and in any event such, "languages" are likely to be crude indeed).

Furthermore, the character can emit a telepathic call to summon a particular creature (or any creatures within range) to her side. This call has a range equal to two kilometers per dot in Animal/ Plant Mastery. Any creatures subject to the call will come to the character at their best speed; plants, of course, cannot move and will not be able to respond. Once in the character's presence, they will treat her in a friendly fashion and do their best to respond to her requests, though they are not obligated to take her orders.

Plants cannot physically uproot themselves; however, characters can attempt to animate foliage in the immediate vicinity. For example, trees might club at foes with their branches, while vines might wrap themselves around the character's enemies. The system for this power is treated as the Animation technique under the Molecular Manipulation power, except that the character substitutes her Plant Mastery rating for the Molecular Manipulation rating.

Animals (or plants, depending on the power) will regard a character with Animal (or Plant) Mastery as their friend and boon companion until the character does something to prove otherwise. They will not harm her, and they will seek to prevent others from harming her as well. This power does not enable them to overcome their basic natures; the Storyteller should feel free to assign specific personalities to creatures based upon their natures. For example, lions and tigers might seem regal; poison ivy sarcastic and snide; antelopes nervous and edgy. However, whatever their natures, they will still try to help the character.

Extras: Nature Mastery (character can exercise both Animal Mastery and Plant Mastery).

 

Armor

Level: 2

Quantum Minimum: 1

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: Character receives +3 soak against bashing and lethal damage per dot in Armor.

Multiple Actions: No

Description: This power represents a nova who is more resistant to damage than most. He may have thick, chitinous skin, a glowing force field of some kind (not to be confused with the power of the same name) or metal plates that cover his body. Usually the form of the protection is based on the nature of the character's powers.

A character who can manipulate ice and cold might be covered with a suit of "ice armor," for example, while a shapeshifter might warp his skeleton into stegosaur-like plates. However, special effects are not required; it's possible for the character simply to be more durable than normal and still look the same as always. In any event, the power is permanent, costs no quantum points to maintain and can be turned on and off at will.

For each dot of Armor, the character may add three to soak bashing and lethal damage. At the Storyteller's option, the player may vary the ratio of the soak, assigning more to bashing and less to lethal or vice versa.

Extras: Superheavy Armor (nova can spend three quantum points to fortify his Armor for a scene; while so fortified, the nova's Armor provides four extra soak against bashing/ lethal attacks, and the difficulty to hit him increases by one per dot of Armor; however, he loses three from Initiative [minimum 1], two from walking speed and five from running/ sprinting speed, and loses one die from all Dexterity-based dice pools [minimum 1]).

 

Bodymorph

Level: 2

Quantum Minimum: 3

Dice Pool: Stamina + Bodymorph

Range: Self

Area: N/A

Duration: Maintenance

Effect: Allows character to take on aspects of one specific type of matter or energy.

Multiple Actions: Yes

Description: Bodymorph is a powerful ability possessed by only a few novas. It allows the nova to transform her body into a specific type of matter or energy. For example, she could transform her body to rock, to Fire, to wind or to computer chips and circuitry. The player must choose what form that the character can assume when he buys the power. The Bodymorph power provides certain base abilities, depending on the form chosen; thereafter, Bodymorph dots essentially simulate enhancements or dots of other Level One and Two powers; when transforming, all Bodymorph powers activate simultaneously when the character pays the quantum cost to transform.

The character may transform herself automatically. However, the character's dots in Bodymorph define how effective the change is. It is up to the player to define where his character's Bodymorph dots are allocated, subject to Storyteller approval, but once they are defined, they cannot be changed. For example, when creating a character with a rock body, a player might buy Bodymorph 4 and assign one dot to Armor and three to Density Control (Increase). He cannot change that allocation later. Of course, if he buys another level of Bodymorph with experience points he can decide where that dot is allocated at that time.

If a nova wishes to use Bodymorph as a defense against an incoming attack (for example, to turn to flame to avoid being damaged by a flame blast), he may do so. This form of defense 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 this, he must spend a point of Willpower instead. He then rolls Stamina + Bodymorph; even one success allows him to assume his alternative form in time to absorb some of the force of the attack, and each success reduces the damage the attack inflicts by one level.

Here are some guidelines for the general properties of most forms:

• Stone/metal/hard solid: The character automatically inflicts two extra dice of damage with Brawl and Martial Arts attacks, and all attacks directed at the character incur a difficulty penalty of one to hit him. Bodymorph dots often translate into levels of Density Control (Increase), Armor or Claws.

• Liquid/amorphous: The character automatically gains the ability to breathe and exist in water, may move through water at twice normal running speed, gains the Flexibility enhancement, and may use the Asphyxiation combat maneuver. Among other things, Bodymorph dots can translate into equivalent dots of Density Control (Decrease), Poison or Immolate (for characters who turn into acid). At least one Bodymorph dot must be assigned to Density Control (Decrease).

• Gas: While transformed, the character may automatically move through air at the character's normal running speed, gains +1 soak vs. physical damage (fists, bullets, etc.), gains the Flexibility enhancement, and may use the Asphyxiation combat maneuver. Among other things, Bodymorph dots can translate into equivalent dots of Density Control (Decrease), Poison, Flight or Storm (allows the character to become a whirling tornado, thus inflicting the equivalent of the Storm technique in her immediate vicinity). At least one Bodymorph dot must be assigned to Density Control (Decrease).

• Energy: While transformed, the character inflicts lethal damage with Brawl and Martial Arts attacks, and attacks directed at her incur a difficulty penalty of one to strike her, Bodymorph dots might be assigned to Immolate, Invulnerability (to the appropriate energy type), the EMP technique of Magnetic Mastery, the Electromagnetic Vision enhancement, Force Field, or Density Control (Decrease) dots.

These are general guidelines only; players can allow Bodymorph dots to represent a number of powers (or even invent their own) subject to the Storyteller's approval. Many of the techniques listed under Elemental Anima and Elemental Mastery are suitable as Bodymorph powers. However, all Bodymorph powers are available only while the character is transformed. Ultimately, the Storyteller must arbitrate the use of this power.

For Example: Houston Tornado 2 buys four dots of the Bodymorph (Air) power, defining this as the ability to turn into wind. She automatically may move through the air at running speed and use the Asphyxiation combat maneuver (forcing air out of her Foe's lungs); furthermore, she gains +1 soak versus physical attacks and may use the Flexibility enhancement. Now HT2 assigns her four dots to Density Decrease, Density Decrease, Density Decrease and Storm. Whenever HT2 is in wind form, she can make herself much harder to hurt (can activate up to three levels or Density Decrease) and can spin herself into a localized whirlwind (can activate the Storm technique as though she had one dot in Elemental Mastery). However, these powers work only while transformed, and the character must pay the Bodymorph quantum cost to activate them.

Extras: None

 

Boost

Level: 2

Quantum Minimum: 2

Dice Pool: Quantum + Boost

Range: Touch

Area: N/A

Duration: Variable

Effect: Each success adds one dot to a specified Attribute; points fade at the rate of one per (Quantum + power rating) turns.

Multiple Actions: Yes

Description: Boost allows a nova to increase one of his Attributes temporarily. The Attribute affected by the power must be defined when the power is bought, and it cannot be changed thereafter. To use it, the nova must roll Quantum + Boost. Each success adds one dot to the Attribute. Above 5, the Attribute converts to Mega-Attribute 1, to a maximum of Mega-Attribute 5. The added dots fade at the rate of one per (Quantum + power rating) turns, and the power may be used only once per scene.

Extras: Extended Effect (dots of Attribute gained from Boost last for a scene); Extra Attribute (power affects one additional Attribute at the same time); Other Person (nova may boost either his or another character's Attributes; other person must be touched to be affected).

 

Density Control

Level: 2

Quantum Minimum: 3

Dice Pool: Variable

Range: Self

Area: N/A

Duration: Maintenance

Effect: Increases or decreases the character's density, granting her armor-like protection or intangibility.

Multiple Actions: Yes

Description: This power allows the character to either increase her density or decrease it, but not both; the player must choose which ability the character has when the power is purchased.

A character who can increase her density becomes heavier but also tougher and stronger. To use this power, the character rolls Quantum, adding a number of automatic successes equal to her Density Control rating; each success doubles her weight and adds one dot of Strength (or one dot of Mega-Strength if Strength exceeds 5, to a maximum of Mega-Strength 5) and one extra soak against bashing and lethal damage. The extra Strength gained does not increase a character's jumping ability. In many characters an increase in density is accompanied by visible effects such as the character's body turning to rock or metal, but this effect is not required.

A character who can decrease her density can do so without a roll; however, the character must have, and use, an appropriate number of dots in the power to decrease density. Each level of Density Control adds one to the difficulties of hitting the character with all physical attacks except Area and Explosive attacks, so long as the character has the power activated.

Density           Decrease Effect

                      Reduced density; +1 die to dodge; character may ooze or seep through cracks and other tiny openings at the rate of one centimeter per turn.

••                     Greatly reduced density; reduce by half the damage the character takes from any physical attack, correspondingly reduce the effectiveness of the character's own at tacks by half; character may ooze through cracks at the rate of one meter per turn. +2 dice to dodge (character "flows" around attacks).

•••                    Completely intangible to physical attacks; character is affected normally by energy attacks, gravity fields, psychic attacks and the like. While intangible, the character can walk through walls and ignore the effects of physical attacks. Attacks such as Strobe, which affects senses the character is still using, and any power which affects the character's mind (like Mirage or Mental Blast), still affect the character even though he is intangible. An intangible character needs to breathe, so cannot walk through the entire Earth; he can take damage from attacks such as gases unless he has the Adaptability enhancement. While intangible, the character cannot affect the tangible world in any way — he cannot fire a gun, pick up any object, punch someone or do anything of the sort. +3 dice to dodge.

••••                  Completely intangible to physical attacks, takes half damage from energy attacks and suffers only half normal effects from energy fields. +3 dice to dodge; otherwise, effects are as at Density Control •••, above.

•••••                 Completely intangible to all forces except psychic attacks. Character may take an action to turn parts of her body solid, enabling her to attack with a solidified fist, foot, etc; attackers may target the solidified parts, but at normal targeting penalties. +3 dice to dodge; otherwise, effects are as at Density Control •••, above.

Extras: Full Control (character can both increase and decrease his density); Affects Others (character may change the density of persons or objects for a scene by touching them and rolling Manipulation + Density Control; an unwilling target may roll Resistance to resist; an object made superdense gains extra soak and weight, while an object made less dense loses soak or even becomes completely intangible)

 

Disorient

Level: 2

Quantum Minimum: 1

Dice Pool: Manipulation + Disorient

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Maintenance

Effect: Allows character to confuse and weaken opponents.

Multiple Actions: Yes

Description: A nova with Disorient can cause another character to become confused, weakened, disoriented and unable to take action effectively. The effect can be physical (inducing nausea) or mental (creating hallucinations), depending on how the power is defined, but the end result is the same.

To use Disorient, the nova rolls Manipulation + Disorient; the target may oppose this with a Willpower roll. Each net success reduces all of the target's dice pools by one. If any dice pool is reduced to half or less, the target cannot use that power or ability at all unless she spends a point of Willpower; any dice pool reduced to zero cannot be used at all. The target may spend a point of Willpower to shake off the effects, but the attacking nova may use the power on the same target multiple times. Disorient, as a Maintenance power, lasts for the normal (Quantum + power rating) turns. The nova may then spend extra quantum points to maintain the power automatically at the same level of successes. However, the opponent may make another Willpower roll, and she gains an automatic success on this roll. If the nova wishes to maintain the power for yet another period, the opponent's next Willpower roll gains two automatic successes, and so on.

Extras: None

 

Disrupt

Level: 2

Quantum Minimum: 3

Dice Pool: Intelligence + Disrupt

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Maintenance

Effect: Reduces the effectiveness of powers by one dot per success.

Multiple Actions: Yes

Description: This power represents a nova's great control over quantum energies. With it, he can disrupt another nova's control over any quantum power (but not Mega-Attributes or enhancements). To use it, he need only spend the quantum points and roll Intelligence + Disrupt. The target may resist with a Quantum + Node roll. Each net success the nova achieves over the number of successes achieved by his target reduces the power by one dot per success.

Disrupt can affect any power; the nova may, for example, disrupt his target's Quantum Bolt one turn, and his Force Field the next turn. However, without an Extra it cannot affect multiple powers at once. Moreover, it is difficult to use Disrupt multiple times in succession against the same target; each subsequent use of Disrupt against the same target incurs a +1 difficulty penalty.

Extras: Extra Power (Disrupt may affect any two powers at once)

 

Domination

Level: 2

Quantum Minimum: 3

Dice Pool: Manipulation + Domination

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Concentration

Effect: Take cpntrol of target's brainwaves; number of successes indicates degree of control.

Multiple Actions: Yes

Description: This mental power allows a nova to project his quantum consciousness into a sentient target's brainwaves. With sufficient successes, he can make his victim do anything, up to and including killing himself. To use Domination, the nova must spend the necessary quantum points and roll Manipulation + Domination 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 upon how many successes the nova has left after subtracting the victim's Willpower successes, as follows:

After control has been achieved, a character affected by Domination may roll Willpower; if she succeeds, she may then spend one point of Willpower to decrease the attack's effectiveness — the Willpower point reduces the successes (and thus the command intensity) by one. For example, a character who is being Dominated is told to shoot a friend. She makes a Willpower roll at normal difficulty, succeeds, then spends a point of Willpower to reduce the effect to Major. The Storyteller rules that she summons up enough strength of will to turn the gun aside and shoot a wall instead of her comrade.

In order to use Domination, the nova must be able to communicate with his subject — Domination is not inherently "telepathic." If the target is too far away to hear a command or cannot understand a command for some reason, even Total Control may be useless.

Extras: Telepathic (Domination is telepathic — orders can be communicated automatically, without the need for speech); Parasitic Possession (nova spends three quantum and a Willpower point to discorporate and psychically possess victim; nova's body disappears, and nova becomes a being of quantum-charged brainwaves inhabiting victim's central nervous system; may substitute own personality for that of victim, up to the limit of the successes rolled; while in possession the nova gains the victim's physical Traits, Appearance and nova powers, as well as his own Mental Traits, Charisma, Manipulation, Willpower and mental powers, and may leave the host body via the expenditure of a further three quantum and one Willpower point; however, if nova-possessed victim dies while nova is possessing, the nova's consciousness dies as well; this power has a range of [Quantum + power rating] meters, and the nova must make eye contact with the victim; victim resists with Willpower per normal Domination rules)

 

Empathic Manipulation

Level: 2

Quantum Minimum: 2

Dice Pool: Variable (Willpower resisted)

Range: (Quantum + power rating) x 20 meters

Area: N/A

Duration: Special

Effect: Controls and manipulates a target's emotions.

 

Multiple Actions: Yes

Description: Empathic Manipulation is, in essence, a highly specialized form of Domination or Telepathy. It allows a nova to detect and manipulate a single target's emotions. For example, the nova can make emotions stronger or weaker. Doing so does not necessarily prompt the target to do anything, but it does make it more likely that the target will take some kind of action. For example, if a nova detects that a target is angry at the government, he might heighten that emotion to a blinding rage.

How the target deals with his range is beyond the nova's control. The target might begin a vitriolic letter-writing campaign, or he might pick up a submachine gun, walk into the nearest courthouse and begin firing.

To detect a target's emotions, the nova must roll Perception + Empathic Manipulation in an opposed roll against the target's Willpower. Even a single net success on the nova's part is enough for him to determine the target's emotional state and against whom or what that emotion is directed.

Manipulating those emotions requires a Manipulation + Empathic Manipulation roll, resisted by the target's Willpower. For each net success achieved, the nova can adjust the target's emotions up or down on the following table by one step. The Storyteller should use this table as a guideline for emotions not covered.

The emotional changes brought about by Empathic Manipulation last a scene or so (in the case of weaker emotions) or as long as the nova concentrates on them and pays quantum points per (Quantum + power rating) turns to maintain them (in the case of strong emotions). After that they abate normally. Lesser emotions take time to fade, but extreme emotions quickly "cool down" to lower levels. Circumstances may affect this, however.

Extras: None

 

ESP

Level: 2

Quantum Minimum: 3

Dice Pool: Perception + ESP

Range: (Perception + power rating) x 20 meters

Area: N/A

Duration: Concentration

Effect: Allows character to sense his surroundings from a "focus point" at range.

Multiple Actions: No

Description: By attuning himself to quantum ebbs and flows, the nova may sense things at much greater ranges than he normally could. The sense that ESP affects must be chosen when the power is purchased and cannot be changed thereafter.

To use ESP, the nova need only spend the quantum points and concentrate. He then defines a "focus point" somewhere within the power's range. He can sense from that focus point as if he were standing right there. Thus, this power is perfect for "seeing through walls" or otherwise spying on people.

The nova must make a Perception + ESP roll (no range penalties) to target the power, and the clarity of the scan is based on the number of successes rolled:

Successes       Clarity

One                  Very hazy, as though sensing through fog; one sense (sight, hearing, etc.) only.

Two                 Slightly blurry perception, one sense; or hazy perception, all normal senses.

Three               Perfect perception, one sense; slightly blurry perception, ail normal senses; can use one nova sense, though it will be very hazy.

Four                 Near-perfect perception with all normal senses; blurry perception with nova senses.

Five                  Perfect perception with normal or nova senses.

Extras: Distant Scan (range is increased to [Perception + power rating] x 1000 km, but the process of scanning at this distance takes at least 15 minutes per 1000 km of distance, and the nova may take no other actions, or even perceive his immediate surroundings, while so scanning; furthermore, the Perception + ESP roll to target is at +1 difficulty per 2000 km)

 

Flight

Level: 2

Quantum Minimum: 1

Dice Pool: Dexterity + Flight

Range: Self

Area: N/A

Duration: Maintenance

Effect: Allows character to fly at the speed of (power rating x 4) + 40 meters per action.

Multiple Actions: Per normal movement rules.

Description: This power allows the character to fly through the air, outer space and similar three-dimensional areas. He can fly at a speed equal to (power rating x 4) + 40 meters per action in combat; out of combat his speed is (Quantum + Flight) x 50 kilometers per hour. Normally, no roll is required to use Flight. If the character wants to perform aerobatic stunts or fly through narrow openings at high speeds without hurting himself, the Storyteller may require a Dexterity + Flight roll to determine whether the character succeeds. The character may also substitute Dexterity + Flight for a normal Dodge roll while in the air; depending on the character's movement, this may allow him to dodge explosions and area attacks, though particularly large-scale blasts might cost the character his entire action.

Extras: Underwater (character may use his Flight underwater and through other bodies of liquid)

 

Force Field

Level: 2

Quantum Minimum: 2

Dice Pool: Stamina + Force Field

Range: Self

Area: N/A

Duration: Maintenance

Effect: Quantum + (2/success) extra soak versus bashing and lethal damage.

Multiple Actions: Yes

Description: This power provides extra protection For a nova. Most novas are already pretty hardy, but one with this power may be virtually untouchable. Force Field provides a number of extra soak equal to the character's Quantum. The nova then rolls Stamina + Force Field. Each success adds another two soak. This soak protects versus bashing and lethal damage.

Force Field can be used to block or parry attacks, including attacks with quantum powers. The nova's Force Field rating is substituted for Brawl or Martial Arts.

Extras: Wall (allows character to project a "wall" of force at a range of three meters per dot in Force Field; the basic wall is two meters long by two meters high and can be made two meters taller or longer per dot in the power; the character can alter the dimensions with each use if he so chooses).

 

Holo

Level: 2

Quantum Minimum: I

Dice Pool: Manipulation + Holo

Range: (Quantum + power rating) x 10 meters

Area: (Quantum + power rating) x 5 meters

Duration: Concentration

Effect: Creates images; each success adds one to the difficulty of Perception rolls to determine the true nature of the image

Multiple Actions: No

Description: This power allows a nova to create images — illusions, if you will — with which to trick and befuddle other characters. The player must choose which sense the images affect when he buys the power. As its name suggests, Holo is usually used to create images which can be seen, but auditory images are also popular.

To use Holo, the nova rolls Manipulation + Holo to determine how precise and accurate his images are. Failure indicates that the nova fails to create an accurate image. Each success above the first increases the difficulty of Perception rolls to determine the true nature of the illusion by one. If an observer fails his Perception roll, he believes the images are real until he has reason to think otherwise (at which point he may roll Perception again). If he makes his Perception roll at any time, he instantly recognizes the images for what they are and can perceive what (if anything) they are hiding.

Images created by Holo cannot directly cause harm, even if they affect the sense of touch. However, they could trick a character into harming himself. For example, if Holo is used to make a cliff seem like a grassy meadow, anyone who fails his Perception roll could easily walk right off the cliff to his doom.

Extras: Extra Sense (power affects one additional sense at the same time).

 

Hypermovement

Level: 2

Quantum Minimum: 1

Dice Pool: Dexterity + Hypermovement

Range: Self

Area: N/A

Duration: Maintenance

Effect: Increases character's running, flying or swimming speed.

Multiple Actions: N/A

Description: A nova with Hypermovement can run, swim or fly at super-fast speeds. At higher levels, Hypermovement allows a character to outpace bullet trains, jetfighters and other vehicles. The player must specify which mode of movement Hypermovement enhances (running, swimming or Flight, but not techniques from powers such as Elemental Mastery or Gravity Control) when he buys the power.

Hypermovement works by increasing the multiplier used to calculate the character's movement rate. Each dot adds six to the multiplier. For example, in combat all characters can sprint at a rate equal to (Dexterity x 3) + 20 meters per action. A character with Hyperrunning 1 moves at (Dexterity x 9) + 20 meters per action. If he increases the power to Hyperrunning 4, he moves at (Dexterity x 27) + 20 meters per action. A character with Hyperswimming treats his base swimming score as equal to his sprinting score, then adds the modifiers accordingly. Out of combat, Hypermovement simply converts to a speed of 500 kilometers per hour times the dots in the power. Thus, a character with Hyperrunning 4 moves at 2000 kph — breaking the sound barrier, thus causing significant damage to structures he runs past because of the sonic booms (consider this effect the equivalent of causing damage equal to the Mega-Strength enhancement Thunderclap along the character's backward trajectory, but substituting dots in Hypermovement for dots in Mega-Strength). Characters using Hypermovement have to be very careful about their effect on the world around them.

A character who moves at full tilt may take no other actions (except Hyperspeed or Aerial Slam) while so doing, but the difficulty to hit him increases by one per dot in the power; thus, anyone attacking a nova mentioned with Hyperrunning 4 has to roll against a difficulty penalty of at least four if the target is moving at full speed.

If a character has to maneuver suddenly while using Hypermovement, the Storyteller can have him make a Dexterity + Hypermovement roll to do so.

Extras: Extra Mode (power affects one additional mode of movement)

 

Immobilize

Level: 2

Quantum Minimum: 1

Dice Pool: Dexterity + Immobilize

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: One scene or until destroyed

Effect: This power renders a target immobile; each success subtracts one from the target's Dexterity. At zero Dexterity, the target is paralyzed.

Multiple Actions: Yes

Description: A nova with this power is able to paralyze or ensnare targets in some way, which ranges from creating blocks of ice around them, to secreting a paralytic poison, to imprisoning them within a quantum field.

To use Immobilize, the character spends the required quantum points and rolls Dexterity + Immobilize in an opposed test against the victim's Dexterity. Each net success, plus a number of automatic successes equal to the nova's Quantum, reduces the target's Dexterity by one (Mega-Dexterity dots are lost first). Attacks on a partially immobilized target gain bonuses to hit. When the target's Dexterity reaches zero, he is completely immobilized.

To break out of Immobilize, the victim must exert his Strength or some other Attribute. In most cases Strength is the proper Attribute, but the Storyteller may choose another Attribute if he feels that is more appropriate — for example, if the Immobilize is defined as "locking up the victim's mind," Willpower or Wits would work better for breaking out. The Immobilize is considered to have an effective Strength, soak and number of "health levels" equal to the nova's Quantum + power rating. If this total ranges above 5, every two additional dots provide the Immobilize with effective levels of Mega-Strength — thus, a nova with Quantum 4 and Immobilize 5 creates Immobilize effects that bind targets as though they had Mega-Strength 2. When the victim does enough damage to the Immobilize to break free, it shatters or otherwise vanishes. A fully immobilized target can be automatically hit, but the Immobilize power's soak total protects the victim!

Extras: Supertough (the Immobilize effect's health levels are doubled); Intangible (Immobilize's soak and health levels do not protect victim)

 

Immolate

Level: 2

Quantum Minimum: 2

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

Effect: Character surrounds his body with a damaging effect; anyone who touches the nova takes (Quantum + power rating) x 2 dice of bashing damage or (Quantum + power rating) dice of lethal damage.

Multiple Actions: Yes

Description: This power, a variant of Quantum Bolt, allows a nova to surround himself with flame, electricity, raw quantum forces or some other dangerous substance. The player must choose when he buys the power precisely what surrounds the nova, and this decision cannot change thereafter.

When a nova Immolates, he damages anything he touches, or anything that touches him. His touch inflicts Quantum + (power rating x 3) dice of bashing damage, or Quantum + (power rating x 2) dice of lethal damage. The player must choose upon purchasing the Immolate power whether the effect is bashing or lethal, and this decision cannot be changed thereafter.

If the nova deliberately tries to touch someone, doing so counts as an attack. However, the nova can use a normal close combat attack (such as a punch) and also cause damage from Immolate without the use of Immolate counting as a separate action. Similarly, anyone who touches or grabs the character automatically takes the Immolate damage. This damage does not count as an action or attack by the nova.

Immolate can be extremely effective in combat, but it can also cause problems, since anything the nova touches takes damage. If he bumps into an innocent bystander, smashes through a wall or gas pump or simply walks down the street, he damages those people and objects — with potentially disastrous results.

Extras: Variable (Immolate may be either of two damaging substances; character may switch between them as an action); Aggravated (Immolate inflicts [power rating] levels of aggravated damage)

 

Invisibility

Level: 2

Quantum Minimum: 1

Dice Pool: Wits + Invisibility

Range: Self

Area: N/A

Duration: Maintenance

Effect: Quantum + number of successes versus opponent's Perception to remain undetected

Multiple Actions: Yes

Description: Invisibility renders a nova undetectable to vision, and possibly other senses as well. Invisibility works against all variants of visual senses (Electromagnetic Vision, High-End Electromagnetic Scan, machines and security devices), but attempts to detect the invisible character with such enhanced vision gain an extra die unless the nova spends a Willpower point to fortify his invisible state. To use Invisibility, the player needs only pay the quantum points and roll Wits + Invisibility, The number of successes achieved, plus a number of automatic successes equal to the character's Quantum rating, is compared to an Awareness roll for any persons directly attempting to detect the character. Players of characters who are not specifically trying to perceive the invisible character (such as the average person the invisible character passes on the street) are not allowed to roll Awareness at all. If the nova achieves the same or more successes, those trying to perceive him are completely unable to do so. Any attacks made based on that sense suffer Blind Fighting/ Fire penalties (assuming the attacker is making his attack in the proper direction or location at all).

If the onlookers achieve more successes, they perceive the character dimly — enough to launch attacks against the character at a difficulty penalty of only one. Invisibility does not cloak a character against detection by other senses — he may still be heard, smelled, or registered on sonar, for example. However, the Enhanced Effect Extra, below, allows Invisibility to cloak the character against detection by additional senses. In the case of other senses, the Storyteller should determine any appropriate effects. For example, Invisibility to smell might require a character with Bloodhound to make his tracking rolls at increased difficulty. Invisibility works only for the character's body; rendering one's clothes, effects or carried items invisible requires the Attunement Background.

Extras: Enhanced Effect (Invisibility works versus one additional sense per success rolled)

 

Invulnerability

Level: 2

Quantum Minimum: 1

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: Provides +6 soak per dot against a specific type of attack.

Multiple Actions: N/A

Description: Invulnerability is just what it says — it makes a character invulnerable, or nearly so, to a specific form of attack. Each dot in the power adds six soak when resisting damage from that kind of attack, even if the attack is aggravated. In the case of mental powers such as Domination, each level of Invulnerability provides six extra successes to any Willpower roll to resist the power's effects.

The character must choose the type of attack to which his Invulnerability applies. Typically this application is based on a given phenomenon (fire attacks) rather than a specific power (Quantum Bolt). Some possible examples include: any one attack form defined by an Elemental Anima or Elemental Mastery (fire, ice, earth or light); magnetic attacks or mental powers. Characters may not choose to be Invulnerable to "quantum powers," "physical attacks" or "energy attacks."

Extras: Broad Category (player can choose to be Invulnerable to "physical attacks" or "energy attacks," but not "quantum powers")

 

Mental Blast

Level: 2

Quantum Minimum: 3

Dice Pool: Intelligence + Mental Blast

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

Effect: Causes one level of bashing damage per success.

Multiple Actions: Yes

Description: This power allows a nova to project his "quantum consciousness" directly into another being's mind, causing psychic pain and injury. To use Mental Blast, the character pays the required quantum points and rolls Intelligence + Mental Blast in a resisted roll against the target's Willpower. Each net success achieved causes one health level of bashing damage; if bashing health levels go below zero, further Mental Blast damage is lethal.

Extras: None

UANTUM POWERS

Mirage

Level: 2

Quantum Minimum: 3

Dice Pool: Manipulation + Mirage

Range: (Quantum + power rating) x 20 meters

Area: N/A

Duration: Concentration

Effect: Creates illusions in target's mind.

Multiple Actions: No

Description: Unlike Holo, which creates an image that many different characters can see at once, Mirage allows a nova to project an image directly into a single target's mind. To use Mirage, the nova must spend the necessary quantum points and roll Manipulation + Mirage in a resisted action against the target's Willpower.

If the nova scores more successes, he succeeds in implanting the illusion. The more net successes he has, the more complex and believable the illusion is.

Successes                   Illusion Intensity

One                              Simple Illusion: Change appearance or nature of existing objects or persons; create illusion that there are minor objects or people where none actually exist.

Two                             Complex Illusion: Change appearance or nature of important existing objects or persons; create illusion that there are important objects or people where none actually exist; minor changes to overall

environment.

Three or more Very Complex Illusion: Illusion can completely change the target's environment or the people and objects around him.

Once the nova establishes the illusion, he must concentrate on it to maintain it. He will know how the target is reacting to it, and he can cause it to react accordingly. If the illusion does not react as the target expects (for example, someone who is the target's friend does not know who he is), the target may make a Perception roll, opposed by an Intelligence + Mirage roll, to break free from the illusion.

Unless the nova achieves three or more successes, a target cannot take damage from illusory attacks, though he might, for example, be tricked into running in front of a car as he reacts to an illusion. At three or more successes, the victim's mind will cause him to suffer injuries corresponding to those caused by illusory attacks — if shot with an illusory gun, he will take the same damage which he would take from a real gun — but regardless of the type of damage the attack would normally do, the damage is Stun Attack damage only.

Extras: None

 

Poison

Level: 2

Quantum Minimum: 1

Dice Pool: Stamina + Poison

Range: Touch

Area: N/A

Duration: Instant

Effect: Character's touch can poison or infect another person.

Multiple Actions: Yes

Description: A nova with this ability can poison or drug someone with a touch or infect him with a disease. For purposes of this power, poisons, venoms, toxins, drugs and similar substances are considered to do Stun Attack (per the power of the same name), bashing or lethal damage; some poisons subtract from dice pools instead. The amount of damage the character's touch can inflict depends upon the type of damage and a Stamina + Poison roll; the character may add a number of successes equal to his Quantum. Each success gives him one level of Stun Attack damage; two successes are required to get a level of bashing damage, or to subtract one die from the victim's dice pools, and three successes are required for each level of lethal poison damage.

Diseases are handled differently. The number of successes achieved on the roll determine the virulence of the disease that can be inflicted. The victim may resist with a Resistance roll; net successes are compared to the table below:

Successes       Virulence Equivalent

One                  Minor, nonfatal diseases: Colds, influenza

Two                 Major, nonfatal diseases: Many types of fever, chicken pox

Three               Fatal diseases: HIV, leprosy Four Extremely fatal diseases: Ebola fever, Marburg fever, Lhasa fever

Conventional armor, including powers such as Force Field, usually offers little protection against poisons and diseases. A nova with the Adaptability enhancement may soak poison effects with his Stamina/Mega-Stamina soak; at the Storyteller's option, a Resistance roll may help to counteract a poison's effects (in whole or in part). Remember that most poisons and diseases do not work instantly — they have an "onset time" measured in hours, days, or weeks. Characters who expect to use this power to cause fatalities in combat are likely to be disappointed.

Extras: Projectile (can spit, exhale or otherwise expel a venom or virus at a range of 10 meters x power rating).

 

Premonition

Level: 2

Quantum Minimum: 1

Dice Pool: Perception + Premonition

Range: Variable

Area: Special

Duration: One scene

Effect: Allows character to detect danger or threats to himself.

Multiple Actions: Yes

Description: This sensory power warns the nova of impending dangers or threats. To use it, the character pays the quantum-point cost, which allows her to detect danger for one scene. Whenever she is confronted with any danger during that time — she is about to trip a trap, someone points a gun at her, etc. — the player may make a Perception + Premonition roll to detect it. The difficulty should be set by the Storyteller, depending on the severity of the danger (the greater the potential harm, the easier it is to detect) and how likely it is to affect the character (a direct threat is easier to detect than something that might adversely affect the character but isn't intended for her).

Premonition can detect threats specifically directed at the character (someone about to stab her with a knife) as well as threats directed at her general area (a terrorist's bomb that's about to destroy the building she's in). The danger must be within about (100 x Premonition) meters of him in most cases, though the Storyteller may, at her discretion, expand this range. Specific dangers (such as a sniper pointing a gun at the character from a thousand meters away) can usually be detected further away than general threats.

A successful Premonition roll does not tell the character exactly what the danger is, only that she is exposed to it and from roughly which direction or location it is coming. In most cases warning is enough to provide the character with the information she needs to avoid the danger. For example, suppose the character is about to walk through a door and her Premonition alerts her to a possible threat. If the Premonition indicates that the danger is coming from the door itself, the door is probably rigged for some kind of booby trap. If the danger comes from beyond the door, a more likely explanation is that someone — or something — is waiting on the other side of the door to attack or hurt the character.

Premonition does not detect danger to those near the character unless the character herself is somehow exposed to the threat.

Extras: Others (the character's Premonition can detect dangers to anyone within about [10 x Premonition] meters of the character)

 

Quantum Bolt

Level: 2

Quantum Minimum: 1

Dice Pool: Dexterity + Quantum Bolt

Range: (Quantum + power rating) x 15 meters

Area: N/A

Duration: Instant

Effect: Inflicts [Quantum x 3] levels + (power rating x 4) dice of bashing damage or [Quantum x 2] levels + (power rating x 4) dice of lethal damage (player's choice).

Multiple Actions: Yes

Description: Quantum Bolt, in its myriad forms, is one of the most common offensive powers used by novas. It allows a nova to project a damaging blast of energy at a target. The damage may be either lethal or bashing (the player must choose what type of damage the power does when he buys it). The target takes [Quantum Trait x 3] levels + (power rating x 4) dice of bashing damage or [Quantum Trait x 2] levels + (power rating x 4) dice of lethal damage.

A nova might try to pull an unusual "stunt" with her Quantum Bolt, such as bouncing it off a surface to hit an opponent in the back. The Storyteller may, at his discretion, allow this effect if the nova achieves a sufficient number of successes on a Dexterity + Quantum Bolt roll. A nova's Quantum Bolt must be defined as a specific type of energy or power, such as fire, ice, lightning, bioenergy or a laser, when the character is created. The energy type cannot be changed thereafter.

Quantum Bolt cannot normally use the standard Ranged Combat Maneuvers, such as Automatic Fire. However, for each dot in the power above three, a nova may choose one such maneuver for her Quantum Bolt. She does not have to use the maneuver unless she wishes to, but it's available as a "power stunt" that she has trained herself to perform. Performing a maneuver costs one extra quantum point in addition to the points spent to fuel the power itself.

Extras: Extra Energy Type (power may manifest as one additional form of energy); Supercharge (character can spend three quantum points to have her Quantum Bolt inflict [power rating x 6] dice of appropriate damage, not [power rating x 4]; however, each such shot inflicts a bashing health level of damage on the nova due to the stress of channeling the excess energy, and any botch on the targeting roll inflicts a point of temporary Taint).

 

Quantum Leech

Level: 2

Quantum Minimum: 2

Dice Pool: N/A

Range: Touch

Area: N/A

Duration: Instant

Effect: A successful use transfers (Quantum + power rating) quantum points from the target nova to the nova using Quantum Leech.

Multiple Actions: Yes

Description: Many novas fear this power, for it takes from them the one thing they treasure most — quantum power, in the form of quantum points. To use this power, a nova pays one quantum point and touches the victim (standard contest of Dexterity if the touch is resisted). The player rolls Intelligence + Quantum Leech against the victim's Willpower. If the nova wins the contest, he transfers a number of quantum points equal to his (Quantum + power rating) from the victim to his (the nova's) own Quantum Pool. This transfer even allows the nova to exceed his natural Quantum Pool limit, up to twice his normal Quantum Pool; however, if the nova botches a roll to steal power exceeding his normal limits, he gains one or more points of temporary Taint. He retains those points until he uses them or becomes unconscious (including going to sleep). The nova from whom the points have been leached recovers them in the usual fashion at the normal rate.

Extras: Energy Siphon (may use Quantum Leech at a range of [Quantum + power rating] x 5 meters)

 

Quantum Regeneration

Level: 2

Quantum Minimum: 3

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Special

Effect: Spend one Willpower to add (power rating x 2) to the amount of quantum points recovered per hour

Multiple Actions: Yes

Description: Most novas recover the spent quantum points at a steady, predictable rate — two points per hour while at ease, or four points per hour if completely relaxed. A nova with Quantum Regeneration can recover them far more quickly than that.

To use Quantum Regeneration, the character waits until he is about to start resting to recover quantum points. He spends one or more points of Willpower (not quantum points). For each point of Willpower spent, he may add twice his power rating to the amount of points he will recover in the next hour. For example, if a nova spent two points of Willpower and had Quantum Regeneration 4, he would recover 20 quantum points (4 + 8 + 8) in an hour of complete relaxation.

Extras: Double (doubles the effect of Willpower spent when using this power; each point of Willpower spent counts as two points).

 

Quantum Vampire

Level: 2

Quantum Minimum: 3

Dice Pool: Stamina + Quantum Vampire

Range: Touch

Area: N/A

Duration: Special

Effect: A successful use transfers a defined Attribute or power from the target nova to the nova using Quantum Vampire.

Multiple Actions: Yes

Description: Quantum Vampire is similar to Quantum Leech, but it allows a nova to steal powers or abilities other than quantum points from another person (nova or not). The player must define which single power, Attribute or Trait the nova can steal when he buys the power. Quantum Vampire cannot steal Mega-Attributes or quantum powers from a dormant nova, nor can it steal quantum powers that have been affected by the Disrupt power.

To use this power, a nova pays the normal quantum-point cost and touches the victim. The player then rolls Stamina + Quantum Vampire against the victim's Willpower. If the nova wins the contest, he transfers a number of dots of the Trait equal to his number of successes from the victim to his (the nova's) own Trait. He retains those dots of power for one hour per dot in Quantum Vampire; the victim loses them for that period of time. No Trait can be reduced below zero.

If stealing an Attribute from a victim with a Mega-Attribute, the nova steals the Mega-Attribute dots first; however, the nova must transfer stolen dots to his normal Attribute (raising it to 5) before gaining the appropriate Mega-Attribute. If the energy vampire is in the Mega-Attribute range, points transferred from a similar Mega-Attribute raise the nova's own Mega-Attribute normally; however, if stealing normal Attribute dots to raise a Mega-Attribute, the nova must steal two Attribute dots to raise the Mega-Attribute by one dot.

For Example: Abyss, with Strength 3, no Mega-Strength and Quantum Vampire 4, attacks Core, who has Mega-Strength 3. Abyss hits Core and rolls three net successes. Core loses all three dots of his Mega-Strength, reducing him to his normal Strength rating of 5. Abyss gains three dots of Strength, pushing him to Mega-Strength 1 (Strength 4, then Strength 5, then Mega-Strength 1). }f Abyss uses the power on Core again, he must score two net successes (reducing Core to Strength 3) to raise his Mega-Strength to 2.

If a nova uses Quantum Vampire to steal a power or ability he does not possess on his own (for example, he leaches Quantum Bolt, but he does not possess that power himself), the nova may roll only the base Attribute — he does not get to roll any dice for the power itself. For example, if a nova leached two dots' worth of Quantum Bolt, he would roll only his Dexterity, not Dexterity + Quantum Bolt (or Dexterity + Quantum Vampire, for that matter), when determining the power's effects. Furthermore, he must pay an additional quantum point when using any such power.

A nova may define this power as the ability to steal "life energy" (health levels) from his victim; if this option is chosen, the target may resist with Willpower or Resistance (whichever is greater). The target takes automatic bashing damage, while the nova gains "Bruised" health levels. If Quantum Vampire reduces the target below Incapacitated, the nova may begin inflicting lethal health levels of damage with the power, gaining life-force (extra health levels) normally. Damage inflicted by Quantum Vampire is treated as normal damage and may be healed normally; this does not affect the vampiric nova's stolen health levels.

Extras: Extended Duration (the nova keeps stolen powers for two hours per dot, and the victim loses them during that time); Multiple Traits (nova may steal dots from two Traits at once; successes rolled must be divided between the two Traits in whatever proportion the nova's player wishes)

Extras: None

 

Shroud

Level: 2

Quantum Minimum: 1

Dice Pool: Dexterity + Shroud

Range: (Quantum + power rating) x 15 meters

Area: (Quantum + power rating) x 5 meter radius

Duration: Concentration

Effect: Creates a field that stifles senses; each success subtracts one from effective Perception Traits.

Multiple Actions: Yes

Description: The nova creates a field of opaque quantum energy, inky blackness, blinding mist or other such effect. This Shroud is difficult for other characters to see through. By spending a Willpower point on activation, the character can also hinder other forms of vision; for example, the Shroud could also affect Electromagnetic Vision.

To use Shroud, the character must roll to target the area he wants to affect with his Shroud field, using Dexterity + Shroud. Failure indicates the power misses outright. Each success achieved subtracts one from the effective Perception Traits of all beings immersed in the Shroud (or who are trying to perceive into the Shroud). Characters whose Perception Traits are reduced to zero cannot perceive into or through the area at all and are considered "blind" if fighting within it. See the Strobe power for more information on the effects of blindness.

Extras: Sensory Deprivation Field (Shroud affects one additional normal or nova sense per success on the power roll — for example, hearing, sonar or Quantum Attunement); Semisolid (Shroud halves movement of characters trapped within it and can be formed into a "wall" to soak one level of bashing or lethal damage per dot in the power rating)

 

Sizemorph (Grow)

Level: 2

Quantum Minimum: 1

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

Effect: Double height and mass, +2 Strength, +1 Stamina and one extra "Bruised" health level per dot.

Multiple Actions: N/A

Description: By channeling quantum forces into his molecular structure, the character may increase his height. Each dot doubles the character's height, reach and mass. Each dot of Sizemorph (Grow) also increases the character's Strength by two and his Stamina by one and adds two to his Dexterity solely for purposes of determining how fast he can walk or run. If Strength or Stamina exceeds 5, the power then provides the appropriate Mega-Attribute, up to a maximum of 5. Additionally, each dot of Sizemorph (Grow) adds an extra "Bruised" health level to the character's damage track, making it much harder to incapacitate him.

However, all is not sunshine and roses. Every two dots of Sizemorph (Grow) grants opponents an extra die to attack or perceive the character. Furthermore, if the character suffers more than two boxes' worth of damage (bashing or lethal) while grown, those boxes may be absorbed (in whole or in part) by the extra "Bruised" health levels, but if the damage is not healed before he returns to normal size (and loses those extra levels), the boxes of damage are applied to the character's damage track normally — so a seemingly trivial wound suffered while using Sizemorph (Grow) may actually prove fatal when the character returns to his ordinary size.

For Example: Abelard Smith has Sizemorph (Grow) 4 and a normal Strength 3, Stamina 3, providing him with +8 Strength (which equates to Strength 5, Mega-Strength 5), +4 Stamina (which equates to Stamina 5, Mega-Stamina 2) and four extra "Bruised" health levels. While using Sizemorph (Grow), he takes six boxes of bashing damage. This damage reduces him to Bruised, then takes all four extra Bruised boxes and his normal Hurt box. ]f he then returns to normal size, those four extra boxes of Bruised damage are applied normally to reduce him to Crippled.

Extras: None

 

Sizemorph (Shrink)

Level: 2

Quantum Minimum: 1

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Maintenance

Effect: Each level halves height and reduces mass

to 1/8 normal, adds one to all Stealth attempts and increases difficulty to hit character by one.

Multiple Actions: Yes

Description: Sizemorph (Shrink) allows a nova to become smaller and lighter than normal — sometimes much smaller. Each dot of (Quantum + Sizemorph (Shrink)) reduces a nova's height by half and his mass to 1/8 of normal. Furthermore, each (Quantum + Sizemorph (Shrink)) level adds one die to all Stealth attempts and increases the difficulty to hit the character with attacks by one. Sizemorph (Shrink) also has less tangible benefits, such as allowing a character to fit inside small pipes, crawl under doors and be carried in a friend's pocket.

Each level of Sizemorph (Shrink) reduces the character's Strength and offensive powers by one dot (to a minimum of 1), though not against creatures who are likewise shrunk or just very small. Additionally, each level of Sizemorph (Shrink) halves the character's walking/running and swimming movement rates while he is shrunk (but not other modes of movement, like Flight or the expansion of running provided by Hyperrunning). By greatly decreasing the character's mass, Sizemorph (Shrink) also makes it easier to throw the character, knock him around with attacks or bowl him over with gusts of wind.

Extras: Full Power (character's Strength and offensive capabilities do not decrease as he shrinks)

 

Strobe

Level: 2

Quantum Minimum: 1

Dice Pool: Wits + Strobe

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Instant

Effect: Each success disables one of the target's senses for one turn.

Multiple Actions: Yes

Description: This power allows a nova to project an energy Field that disables one of an opponent's senses temporarily. It is usually used to blind a character's sight (typically through a flash of bright light or something similar), but it can also deafen a target (through extremely loud focused sound), deprive him of his sense of smell or numb his sense of touch.

The player must choose which sense his power affects when he buys it, which cannot be changed thereafter; exotic senses, such as ESP and Premonition, are also susceptible to this power To use the power, he spends the required quantum points and rolls Wits + Strobe. Each success deprives the target of the use of that sense for one turn; five or more successes wipe out the sense for an entire scene. A blind character is subject to Blind Fighting/ Fire penalties; a numb character has a +3 difficulty on all tasks involving touch (including holding and wielding a weapon or gun). The Storyteller should adjudicate the effects of the loss of other senses on a case-by-case basis.

Extras: Sensory Deprivation Wave (power affects one normal or nova sense per success on the targeting roll)

 

Stun Attack

Level: 2

Quantum Minimum: 1

Dice Pool: Dexterity + Stun Attack

Range: (Quantum + power rating) x 15 meters

Area: N/A

Duration: Instant

Effect: (Quantum + successes) levels of damage only to daze or knock out target.

Multiple Actions: Yes

Description: This attack power is similar to Quantum Bolt, but it does not cause lasting harm to a target. All it can do is daze the target or knock him unconscious. For this reason it has no effect on unliving targets, such as buildings, vehicles or devices.

To use Stun Attack, the character spends the required quantum points and rolls Dexterity + Stun Attack. The successes achieved, plus the nova's Quantum, are compared to those rolled by the target with his Stamina. If the nova has the greater number of successes, the net successes are compared to the target's Stamina. If they equal the target's Stamina or exceed it by one, the target is Dazed; if they exceed the target's Stamina by two or more, the target is rendered Unconscious. The target may spend Willpower to reduce the nova's successes. Each point of Willpower spent negates one success.

Extras: None

 

Telekinesis

Level: 2

Quantum Minimum: 2

Dice Pool: Dexterity + Telekinesis

Range: (Quantum + power rating) x 10 meters

Area: N/A

Duration: Maintenance

Effect: Character may lift and move physical objects without touching them; the more successes obtained, the greater the weight that can be lifted.

Multiple Actions: Yes

Description: Telekinesis is the ability to lift and move objects without touching them by applying quantum energies to them. This ability may manifest as a mental power, focused winds, energy "tentacles" or "talons," gravity manipulation or many other powers.

To use Telekinesis ("TK"), a nova must pay the required quantum points and roll Dexterity + Telekinesis, adding a number of automatic successes equal to Quantum. The number of successes indicates how much weight the character can lift.

Successes         Weight

One                  50kg

Two                 100kg

Three               200kg

Four                 500kg

Five                  1,000 kg

Six                   2,000 kg

Seven               5,000 kg

Eight                 10,000 kg

Nine                 25,000 kg

Ten                  50,000kg

Each success beyond 10 doubles the weight that can be lifted.

A character can move an object he has picked up a number of meters per action equal to 10 meters per dot in Telekinesis.

Telekinesis has other uses as well. For example, a nova might use it to grab another character and keep him from moving. Doing so requires a resisted action pitting the nova's player's successes against the victim's successes on a Might roll. Ties go to the nova, and the victim remains trapped. TK can also be used to throw objects as if the nova's successes were successes on a Might roll. It is usually easier to throw objects at another character than to try to hold him telekinetically.

Telekinesis can be used to bash other characters with objects or telekinetically "punch" or crush them. In this case, the successes on a Dexterity + Telekinesis roll count as health levels of bashing damage, which may be soaked as normal. Additionally, TK can be used to guide and/or accelerate a thrown weapon, object or similar projectile; the character spends quantum points normally, throws the object, then may assign dots in her Telekinesis power rating to the object's attack or damage dice pool. Dots in the power rating may be split between attack and damage dice pools (e.g, a character with Telekinesis 4 can add two dice to her roll to hit and two dice to her damage effect).

Performing delicate tasks with Telekinesis can be difficult; it works better for cruder activities like lifting and moving. If a character tries to use a Dexterity Ability with TK, he first must be able to perform that Ability naturally — Telekinesis doesn't automatically teach a character how to pick locks or pilot aircraft. Assuming he has the required skills, every two successes on his Dexterity + Telekinesis roll count as one success for purposes of performing the skill.

Telekinesis has no action/ reaction; a character cannot be dragged by something which he is holding onto telekinetically (say, a vehicle). Nor can he use TK to pick himself up and fly.

Extras: None

 

Telepathy

Level: 2

Quantum Minimum: 3

Dice Pool: Perception + Telepathy

Range: Line of sight or Special

Area: N/A

Duration: Concentration

Effect: Allows character to read minds, scan for minds and alter memories.

Multiple Actions: No

Description: This versatile and efficient power grants a nova several related abilities which typically manifest as "mental powers." A telepathic nova is able to use his quantum consciousness to read the minds of others and perform similar tasks.

Specifically, Telepathy can do three things: read another person's mind and "talk" with him mentally, sense other minds and alter another person's memories. For each use, the player must pay the required quantum points and roll Perception + Telepathy; the more successes he gets, the greater the nova's degree of power.

Telepathy can be used to read and communicate with any mind within range, provided the nova can establish a line of sight to his target. A character whose mind is being read is automatically aware of that fact and of who is doing the reading. Each success achieved on the Perception + Telepathy roll allows the telepath to find and read one fact per action. Thus, with five successes a nova could find and "read" five facts per action. The Storyteller may, in his discretion, rule that some facts are so well-hidden that they require multiple successes to find and read. For example, intimate or very personal thoughts might require three successes each; criminal activities or information with which the character could be blackmailed require four successes each and the deepest, most hidden thoughts or facts require five successes each. Mental conversation takes place at the same rate as normal conversation, but Telepathy overcomes the language barrier —- two characters who cannot speak to each other verbally because they don't know the same languages can communicate without difficulty using Telepathy. Telepathy can also be used to scan for another person's mind or "mental signature." The telepath may find a specific mind within a variable distance, provided he scores at least one success on his roll. That one success tells him the person's general location and direction, but nothing more. The more successes, the more precisely the location can be determined. A telepath must have a specific mind to search for. If he can only describe the mind "generically" ("I'm looking for the mind of the nearest UN official"), the difficulty of the roll increases by one or more (Storyteller's discretion). Once he finds the victim's mind, the telepath may attempt mental communication/ reading normally.

Telepathic Scanning

Successes       Distance

One                  two kilometers

Two                 20 kilometers

Three               200 kilometers

Four                 2000 kilometers

Five                  20000 kilometers

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

Lastly, Telepathy can be used to alter existing memories or false memories. The number of successes needed to alter or implant a memory depends upon how important that memory is.

Successes         Memory

One                  Trivial memories: What you did yesterday, your favorite food

Two                 Minor memories; Your birthday or anniversary, crucial job facts

Three               Important memories; Vital personal facts, blackmail information, insider information

Four                 Very important memories: Security codes, national security data

Extras: Surreptitious (victim will not be aware his mind is being read if nova does not wish him to be); Telepathic Channeling (the telepath may use other mental powers, such as Domination, Mental Blast or Mirage, through a telepathic link, regardless of distance between the telepath and target)

 

Teleport

Level: 2

Quantum Minimum: 2

Dice Pool: Perception + Teleport

Range: Self

Area: N/A

Duration: Instant

Effect: Allows character to move without passing through the intervening space.

Multiple Actions: No

Description: Teleport is an advanced form of movement in which a nova does not cross through the intervening space. Instead she simply "disappears" at Point A and "reappears" at her desired destination of Point B, bypassing completely any intervening barriers, such as walls or buildings.

To use Teleport, a nova spends the required quantum points, and the player rolls Perception -t- Teleport. In combat or other stressful situations, a nova may teleport up to 100 meters per success. Provided the nova has a full turn to concentrate, she may teleport a variable distance, as indicated on the chart. In either case, each point of Quantum she has counts as an additional automatic success. Using Teleport counts as a character's entire action for a turn.

If a character is unable to see her destination, or is not familiar with it due to previous visits there, she is "teleporting blind" and may miss her destination and end up somewhere else. The character must make a Perception + Teleport roll to "hit" her specified destination.

The difficulty is one higher if she is teleporting more than two kilometers, two higher if she is teleporting more than 20 kilometers and three higher if she is teleporting more than 100 kilometers.

Teleport Distance

Successes       Distance

One                  two kilometers

Two                 20 kilometers

Three               200 kilometers

Four                 2000 kilometers

Five                  20000 kilometers

Each success beyond five multiplies the teleport distance by a factor of 10, If the nova misses, the Storyteller should determine randomly where she went. Roll one die to determine the direction (1 = north, 2 = northeast, and so on; reroll 9s and 10s) and another die to determine how many units of measurement the character is "off" (if she is teleporting a distance in meters, it's one to 10 meters; if kilometers, one to 10 kilometers; if tens of kilometers, one to 10 times 10 kilometers). If she accidentally teleports into a solid object, she reappears in the nearest empty space but takes 1d10 health levels of lethal damage, reduced by one for each success achieved on a Stamina + Teleport roll.

Teleporting one's clothes, carried objects and the like requires the Attunement Background.

Extras: Safe Blind Teleport (difficulty for teleporting blind is reduced by one, and the character takes bashing damage instead of lethal damage if she accidentally teleports into a solid object); Combat Teleport (teleport does not take an action; character may, for example, teleport to a foe's flank or rear, then make an attack normally; the character gains three extra dice to dodge if using Teleport while doing nothing except taking a defensive action; moreover, the character can dodge an area or explosive attack as though it were a normal attack)

 

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