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:
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,
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)