Mega-Dexterity
Mega-Dexterity is one of the more common Mega-Attributes.
A Mega-dexterous nova is faster, more agile and stealthier than normal, and he
often has a better reaction time. Mega-Dexterity is especially useful for novas
whose powers are not quite so overt or "flashy" as most.
The Mega-Dexterity rating is added to the character's
Initiative, run and sprint scores. Furthermore, when a nova with Mega-Dexterity
is in combat and another character tries to use a delayed action to interrupt
the nova's action, the interruption is not automatic. Instead, both characters
must make Dexterity rolls; the one with the most successes goes first. If a
nova with Mega-Dexterity and a character without it act at the same time, the
Mega-Dexterous character is automatically considered to have the higher
Initiative, and thus, he gets to go first. If both characters have
Mega-Dexterity and the Enhanced Initiative enhancement (see
"Mega-Wits"), the standard rule applies.
• Stupendous: You can juggle knives in zero-g — with your
feet. You may make Dodge rolls against bullets or other ranged attacks without
seeking cover or hitting the ground.
•• Amazing: Your reactions are so fast that even a
martial-arts master cannot match them.
••• Incredible: Whenever you run by someone, they can
barely see you — all they feel is the wind.
•••• Spectacular: You can do your chores in just a few
seconds. At this level or higher, you may pluck bullets out of the air by
making a normal Block roll.
••••• Godlike: You can perform acts of manual dexterity
so precise that even machines cannot duplicate them.
Mega-Dexterity
Enhancements
Enhancements that characters with Mega-Dexterity may
learn or purchase include:
Accuracy
Some Mega-Dexterous novas have an uncanny ability to aim
attacks and judge how to place their blows for best effect. Certain novas claim
that this enhancement is the ultimate in hand-eye coordination, while others
speak of "mystic forces" guiding them. Whatever the reason, anyone
who's seen them in combat can't help but admire their ability.
System: In addition to any other bonuses provided for
having a Mega-Attribute, the character receives three more dice to roll when
attempting to hit any target with any attack (whether close combat or ranged
combat). The character must take a turn to aim the attack. This bonus applies
only to firearms, martial arts, melee and quantum-power attacks; attacks
involving Brawl do not get the bonus (since they depend on raw power and
ferocity, not precise aim).
This enhancement stays active for a single attack (hit or
miss).
Enhanced Movement
You're fast — really fast. You can run faster than
the proverbial speeding locomotive at times. Your reaction time isn't any
quicker than the normal Mega-Dexterous nova, but when you've got to cover the miles
to get somewhere, you can cover them quicker than anyone else.
System: The character's pace when walking, running,
sprinting or swimming is multiplied by (1 + Mega-Dexterity) for one turn (if
the player spends one quantum point) or one scene (if the character spends
three quantum points). Thus, a character with Mega-Dexterity 2 could spend a
quantum point to triple her movement (1 + Mega-Dexterity 2) for one turn.
The effects of Enhanced Movement are cumulative with
those of Hypermovement. Apply the Enhanced Movement multiplier after
determining the character's movement rate with Hypermovement.
Fast Tasks
When it's time to clean out the house, strip down and
rebuild an engine or knit a sweater, your friends call you. You can do it much
faster than they can — sometimes literally in the blink of an eye.
System: This ability allows a nova to perform tasks at
extremely rapid speeds without sacrificing any care or workmanship. Depending
upon the nature of the task, the nova can do it in less than half the time it
would take a normal person; simple tasks may, as the preceding description
indicates, take no more than a second or so.
For example, a nova with Fast Tasks could paint a typical
interior house wall in just a second or two; he could take apart and rebuild a
reasonably complex machine (like an automobile engine) in something like half
an hour. At the Storyteller's option, Fast Tasks may turn certain extended
rolls into simple rolls.
The character must be able to perform the task in
question; Fast Tasks does not grant any new or additional skills. For example,
a nova who wants to repair engines at superspeeds must know the Engineering
Ability. Furthermore, the player must make the standard rolls required to accomplish
the work — Fast Tasks doesn't make the job any easier, it just gets it over
with more quickly.
This enhancement stays active for one scene.
Flexibility
Dexterity isn't all speed and reaction time and things
like that. Sometimes it reflects a character's ability to contort his body or
reach into places ordinary characters cannot. That's certainly the case, at
least in part, for novas who have this enhancement. In effect they can make
their bodies sufficiently flexible or rubbery to stretch their arms for short
distances or squeeze through narrow openings. They are often master
contortionists and escape artists.
System: The character has the limited ability to contort
and stretch his body. When he wants them to be, his flesh and bones become
extremely flexible and malleable. This flexibility confers no protection From
damage or harm, but it does allow the character to fit into places inaccessible
to normal human bodies. The character may stretch his limbs up to two meters
per dot of Mega-Dexterity. He can also contort and reshape his flexible form to
fit through any opening big enough for his fist to pass through. The
Storyteller is the final arbiter on which openings the character can squeeze
through. A player may select this enhancement multiple times. Each additional
selection doubles the distance the character may stretch his limbs and body.
The enhancement stays active for one scene.
Physical Prodigy
A nova with this ability possesses a certain
"genius" for all physical activities, such as sports or running.
Somehow he knows instinctively how to act, what to do and how to position
himself for the best results in any given athletic endeavor. It's as if he had
the greatest coaches in world history whispering in his ear and giving him
tips.
Novas with this ability (and indeed, novas in general)
have been banned from athletic competition with baselines, since they have an
obvious unfair advantage. However, they can (and often do) compete with other
novas on "supersports" pay-per-views.
System: In addition to any other dice received for
Mega-Dexterity, the character receives three extra successes when making any
roll involving Athletics, Performance (Dance) or similar skills. This bonus
should not be applied to dodge dice pools, nor to skills such as Brawl,
Firearms, Martial Arts, Melee or Stealth, If there is any doubt as to whether
the bonus applies, the Storyteller must decide which Abilities are affected by
Physical Prodigy. The effects last for a scene.
Catfooted
In a dangerous world, sometimes it's the unobtrusive
person who survives the longest — and gets the most accomplished. A nova with
this Mega-Dexterity ability is the stealthiest of the stealthy, able to walk on
dead leaves without making a sound or run through sand without leaving
footprints.
System: In addition to any other dice received for
Mega-Dexterity, the character receives three extra successes when making any
roll involving Stealth or similar skills. Furthermore, if the character makes a
Dexterity roll, he can avoid leaving any tracks or similar marks showing where
he walked. The difficulty of this roll increases by two if the character is
running and three if he is sprinting. The effects last for a scene.
Rapid Strike
A nova with this enhancement can deliver a blur of
rapid-fire punches or kicks to a single target. While the individual blows are
not any more powerful than an ordinary strike, they strike so fast and furious
that the cumulative effect is much more powerful.
System: For each dot he has in Mega-Dexterity, a nova
using this enhancement adds one to his punch or kick damage dice pools; the
effects last for one turn.