Level Three Quantum Powers

Banecraft
     Level: 3
     Quantum Minimum: 4
     Dice Pool: Variable
     Range: Special
     Area: Special
     Duration: Concentration
     Effect: Character is able to enter the world of, and manipulate, banes.
     Multipile Action: N/A
     Description: The existence of banes, spirits, ghosts, and things that go bump in the night has long been disputed by modern science. With the eruption of novas came a deeper understanding of what is commonly referred to as "sentient quantum energy." Describing quantum energy in such a way as to explain the unexplainable through the limited views of science does little more to actually explain banes.
     This suite of abilities gives the nova a way to speak with and act upon banes. The character must choose his bane type when this power is initially purchased. A nova using Technomagic with technological banes being their chosen bane type cannot summon natural spirits as he won't be able to perceive them. A bane type can be anything the character chooses, from love banes to banes of war. Different types of magic may be noted as bane type also, such as Necromancy, Technomagic, and so on.
     Banecraft also allows a nova to enter into the domain of the banes known as the Marches. These lands are known by many names, such as the Dreamlands, the Spirit World, Purgatory, and the Land of the Dead. They are best described as a reality that exists beyond the shadow of our own, mirroring our thoughts and dreams beyond our wildest philosophies.
     As with Elemental Anima, a character may choose one of the following techniques for every dot of Banecraft he possesses. Likewise, he may attempt any technique he does not possess at double the cost and at a +1 difficulty. As an added benefit, the character may sense the presence of banes with a successful Perception + Banecraft roll. This costs no Quantum to perform. If a character possesses the Node background, he may treat each dot in the background as an automatic success.

Communion
     Dice Pool: Charisma + Banecraft
     Range: (Quantum + power rating) x 10 meters
     Area: N/A
     Duration: Concentration
     Banes do not speak a language as we know it. We may interpret their language as telepathy, whispers, gestures, or whatever is appropriate to the bane. This technique allows the nova to speak with and understand the bane on this side of reality or within the Marches. Such an ability offers the nova great control over the laws of reality, as there are banes that govern every aspect of our world. Banes usually require some strange ingredients or trinkets in return for their favors, but will just as happily accept Quantum as payment for their services.

Banesight
     Dice Pool: Perception + Banecraft
     Range: (Quantum + power rating) x 10 meters
     Area: N/A
     Duration: Concentration
     While all novas with the Banecraft power possess the ability to sense banes, this does not allow them to know any more than "something is in the room." Banesight allows the nova to see banes on our side of Reality and through to the next. When traveling through the Marches, Banesight isn't as helpful to perceiving what is all around you to begin with. Instead, it allows the nova to peer through the Marches back into our own reality, giving them a full range of perceptions, as well as the capability to use other nova powers without being detected.

March Gate
     Dice Pool: Strength + Banecraft
     Range: N/A
     Area: (Quantum + power rating) x 3 meters
     Duration: Successes x 30 seconds
     This allows the nova to enter into the Marches. In many ways this technique mirrors Warp, but doesn't allow for instantaneous travel from one point to the next. Instead the nova slips through the walls of our reality and into the Marches, and then must travel to his intended destination "behind the scenes." More than simple travel is gained from entering into a March Gate. A whole other world exists on the other side, with riches to offer unlike any in the real world.
     When entering into a March Gate, a nova may take no more with him than his strength allows. Obviously, a nova with Mega-Strength could take an army through the portal if he wanted to, though he wouldn't necessarily have to carry them. The problem that exists is that it takes a great deal of Strength to hold a gate open longer than the successes allows. After the time expires, a nova may spend another point of Quantum to purchase another 30 seconds to hold the gate open.

Banestrike
     Dice Pool: Dexterity + Banecraft
     Range: (Quantum + power rating) x 10 meters
     Area: N/A
     Duration: Instant
     The nova can project a damaging blast of Spirit Matter, similar to Quantum Bolt. This attack inflicts [Quantum x 2] levels + (power rating x 3) dice of bashing damage.

Poltergeist
     Dice Pool: N/A
     Range: Special
     Area: (Quantum + power rating) x 5 meters
     Duration: Concentration
     This power allows the nova to inspire the local banes into action. Such an affect could obviously bring about a number of different outcomes. Love Poltergeists could bring about a resurgence of the '60s, while a Poltergeist of War might turn the nova's enemies against one another. The typical Poltergeists are also possible, throwing things around the room and making scary noises all the while.
     All types of Poltergeists cause those affected to lose two die from their dice pool. If the Poltergeist afflicts damage, this is rolled as (power rating x 2) dice of bashing damage per round. Of course, if there are knives, forks, guns, and other lethal objects in the vicinity, the Storyteller may opt to change the bashing damage to lethal.
     If the Poltergeist does not cause damage, attacks are treated as emotional attacks, forcing victims to resist with a Willpower roll. The attack of the Poltergeists mirror the physical attacks, with the nova rolling (power rating x 2) dice each round. If successful, the target must spend a point of Willpower or fall prey to the Bane's emotion. If the nova botches this roll, the banes are dispersed, burning themselves out before they were useful.

Horde
     Dice Pool: Manipulation + Banecraft
     Range: (Quantum + power rating) x 3 meters
     Area: N/A
     Duration: Concentration
     Much like Matter Manipulation's Animation ability, a nova may animate the inanimate to follow its commands. Unlike Animation, Horde gives physical presence to the banes in the area, but only for a short time. The strength, stamina, health levels, and dexterity are determined exactly like Animation. A Horde is not restricted to matter alone, but may be created from energy, air, water, and the like.
     A nova may summon no more creatures than his successes allow on a Intelligence + Banecraft roll. Each success allows the nova to summon one creature roughly the size of a man. Thus, with three successes, he may summon 6 toxic waste dogs, 2 asphalt zombies, or a two story demon of burning embers. As long as the nova concentrates on his task at hand, he may continue populating his Horde to his hearts content.

Gauntlet
     Dice Pool: N/A
     Range: Self
     Area: N/A
     Duration: Maintenance
     A nova with this ability exists between the Marches and our own world, making him less substantial on both planes of existence. The rating of Dexterity + Banecraft may be subtracted from the attack successes of any physical or energy attack. If an attack does strike the nova, the level of damage is reduced by one. Thus, aggravated damage becomes lethal, and lethal becomes bashing. While bashing damage won't do the nova any physical harm, they can be affected as they normally would, but without taking any damage from the attack. Mental attacks are not subject to the Gauntlet's effect.
     Extras: None
     By: corduroy@bigfoot.com

Bio-Mastery
     Level: 3
     Quantum Minimum: 5
     Dice Pool: Variable
     Range: (Quantum+Bio-Mastery) x 5meters
     Area: N/A
     Duration: Maintenance
     Effect: Allows the Nova to seize control of a targets biological systems.
     Multipile Action: Yes
     Description: Roll (Var) resisted by (Var) Net successes give the Nova more complete control over the target.

Autonomic Mastery
     Dice Pool: (Wits + Bio-Mastery), resisted with Stamina.
     Net successes allow the Nova to control the targets involuntary responses and functions inlcuding: Metabolism, Circulatory/Respiratory/Digestion/Excretory/Reproductive systems.

Sensory Manipulation
     Dice Pool: (Wits + Bio-Mastery), resisted with Perception.
     1 net success increases or decreases targets (per) score by (S) dots. At Per-0, target experiences total sensory deprivation. If a baselines perception is raised above 5, he/she experiences a +1 difficulty per dot above 5 to all dice pools due to extreme distraction. 2 successes can cause a "Strobe" like attack to one target. 3 successes allow the Nova to create a 1 sense illusion in the targets mind. 4 or more successes allow complete control over the targets senses.

Bio-Chemical Control
     Dice Pool: (Intelligence + Bio-Mastery), resisted with Intelligence.
     1 net success allows the Nova to alter the targets Bio/Neuro-Chemistry. Some possible effects include; control of physio/emotional responses, Temporarily causing or curing certain mental disorders, Causing mild to severe allergic reactions, or simulating a drug in the targets system.

Puppetry
     Dice Pool: (Manipulation + Bio-Mastery), resisted with Strength.
     1 or more net success allows the Nova to paralyze a target or cause (S)levels bashing damage due to severe muscle cramping. With at least 2 successes, targets gross motor functions may be controlled. 3 successes refines this control to the fine motor functions, but this control is jerky and clumsy (+2 diff to all actions). And with 4 or more successes, every muscule (voluntary & involuntary) is under the novas complete control, including facial expression and tone of voice.
     By: Druid

Calcification
     Level: 3
     Quantum Minimum: 5
     Dice Pool: Intelligence + Calcification
     Range: (Quantum + power rating) x 10 meters
     Area: N/A
     Duration: Permanent
     Effect: Causes (Quantum + successes) levels of aggravated damage by turning flesh into stone.
     Multipile Action: N/A
     Description: This power gives a character the ability to transform organic substances and living creatures into a type of stone (roughly retaining the original volume and shape). It does the same damage as disintegration. Pay the quantum-point cost and roll Intelligence + Calcification. A number of success equal to his quantum plus the number of successes rolled are equal to the number of levels of aggravated damage the attack inflicts. With the Storyteller's permission, the power can change the target into a different type of substance(e.g. steel, snow, or ice cream.), but the character must determine the type of substance when he/she purchases the power. This power does not grant the ability to reverse the tranformation. The resulting substances can be affected by molecular manipulation if they are inorganic in nature.
     Extras: Extra Substance(This gives a character a choice between another substance when using this power), Corrosive Substance(The character has chosen a substance like acid. It causes ([Quantum + (power rating x 3)]/2) lethal or ([Quantum + (power rating x 2)]/2) bashing damage for a number of turns equal to the power rating.)
     By: Dunkelherz

Force Of Will
     Level: 3
     Quantum Minimum: 2
     Dice Pool: Stamina + Force of Will
     Range: Self
     Area: (Willpower + Power rating) x 5 meter Radius
     Duration: Concentration
     Effect: Willpower + (Power Rating/Success) extra soak verses bashing damage, Willpower + (2/Success) extra soak verses lethal damage, or Willpower extra soak verses aggravated damage.
     Multipile Action: No
     Description: This power provides extra protection for a nova. Most novas are already pretty hardy, but one with this power may be virtually untouchable...for a price. Force of Will is the Novas self-confidence manifest and thus requires the nova be consentrating on the task for it to work. On the plus side being a consentration power and not a maintaince power means the nova doesn't have to keep paying Quantum Points every couple of turns. Like Force Field this power can be used to block or parry attacks by substituting his Force of Will rating for Brawl or Martial Arts.
     By: LLX 2.0

Gadgetry
     Level: 3
     Quantum Minimum: 3
     Dice Pool: Intelligence + Gadgetry
     Range: Varies
     Area: Varies
     Duration: Special
     Effect: The nova can create and use gadgets.
     Multipile Action: Yes
     Description: The character can create and use gadgets. He can have up to his Gadgetry dots in gadgets, each with one power, or he can combine smaller gadgets into larger gadgets with multiple powers.
     For example, Monkey Wench, the seductive scientist has Gadgetry of 3. She currently has one gadget, a battlesuit with 3 powers (forcefield, lethal blast, and propulsion (flight) ). She could just as easily have a belt with forcefield, a jetpack with flight, and a gun with lethal blast.
     These powers are roughly the same as those in Elemental Mastery, and can indeed be seen as techniques. No individual techniques need be recorded, though; just what is currently active.
     Creating these Gadgets normally takes time, usually several days. The exact formula is 10 – successes in days (minimum 1) for each technique a gadget has.
     It should be noted that these gadgets are not really technological in nature, and each use costs quantum normally. Furthermore, only the creator of a gadget can use that gadget. The gadgets are simply expressions of the nova’s quantum powers. Any attacks on the gadgets while being used by the nova affect the nova as if he was the thing attack (his defenses count as normal. Novas with the Armor power make very tough gadgets…). Gadgets that are attacked while not in the possession of the nova are destroyed, and the nova must recreate the gadget normally.
     This allows a player with a of Gadgetry 5, Quantum 3 to create a battlesuit with the following powers:
     Shield: Forcefield (10 soak)
     Life support: (Space, 3-hour duration)
     Movement: Flight (30 meters per action, or 200 KPH)
     Lethal Blast: Rail Gun (6 + 10D Damage, 80 meter range)
     Telecommunication: Radio (80-kilometer range)

Blast
     Dice Pool: Dexterity + Gadgetry
     Range: (Quantum + power rating) * 10 meters
     Area: N/A
     Duration: Instant
     The gadget gives the nova ranged bashing attack that does [Quantum *2] + (power rating * 3) damage.

Claws
     Dice Pool: (Brawl, Martial Arts, or Melee) + Dexterity
     Range: Touch
     Area: N/A
     Duration: Maintained
     The gadget gives the nova increased Hand To Hand damage equal to [Quantum] + (Power Rating*2) Damage. This can be a sword, clawed gloves, etc.

Lethal Blast
     Dice Pool: Dexterity + Gadgetry
     Range: (Quantum + power rating) * 10 meters
     Area: N/A
     Duration: Instant
     The gadget gives the nova ranged lethal attack that does [Quantum *2] + (power rating * 2) damage.

Life Support
     Dice Pool: N/A
     Range: Self
     Area: N/A
     Duration: Maintenance
     The gadget gives the nova the capacity to survive in an unusual environment (underwater, in space, etc. Must be specified at the item’s creation.) The duration is power rating hours. For an additional Quantum point, the life support can protect the wearer from other environmental hazards (Viruses, poison gas, etc.) by adding power rating to soak versus those attacks.

Movement
     Dice Pool: N/A
     Range: Self
     Area: N/A
     Duration: Maintenance
     The gadget gives the nova the capacity to move at the rate of 20+(2*power rating) meters per action or 40* power rating Km/h out of combat.

Shield
     Dice Pool: N/A
     Range: Touch
     Area: N/A
     Duration: Maintained
     The gadget gives the nova a protective shield that adds 2 Soak versus lethal and bashing for each dot of Gadgetry.

Telecommunication
     Dice Pool: N/A
     Range: (Quantum + Gadgetry) * 10 Kilometers
     Area: N/A
     Duration: Maintained
     The gadget gives the nova the capacity to communicate via radio waves (or some other phenomena such as telepathy) with anyone or anything that can receive and/or transmit such. Such communication is not intrusive, and cannot be used to hack, blast, harm, etc. Duration is one scene or one communication, whichever is longer.

     Extras: None
     By: Dalton Hatcher

Hyper Invention
     Level: 3
     Quantum Minimum: 5
     Dice Pool: N/A
     Range: N/A
     Area: N/A
     Duration: Special
     Effect: A Nova can replicate the ability of any other Nova through designing revolutionary (and non-repeatable)technology.
     Multipile Action: N/A
     Description: A character must have Mega Intelligence to use Hyper Invention, and can never have a power rating higher than his Mega Intelligence. (i.e, Dr Nexus has Mega Int 3, and cannot have a Hyper Invention of anything higher than 3.)
     The power works by enabling a Nova possessing it to replicate any Nova power by designing and building a device that exactly mimics it's effects. The base time to construct such a device is ((5 days) + (level of power imitated))- Quantum.
     Example: Prof Wingnut wants to build a mini-jet. He looks through the rulebook and sees the Flight power. He wants to use flight at level 4. He has Quantum 5. The jet will take 4 days to build.
     The raw materials required to construct these devices equal a resources level identical to the power of the effect imitated.(Example: Senor Infenez wants to build a mega-flamethrower (Quantum bolt 5) The raw materials will cost the equivelant of resources 5.
     The level of Hyper Invention determines the maximum of powers you can imitate. With Hyperinvention 3, you can build a jet or machinegun that mimics Flight or Quantum Bolt, but only up to Level 3.
     A maximum number of devices equal to the Nova's Quantum can be built and maintained at once. (eg, MasterBastard has Quantum 5. He has five devices and wants to build another. He will have to sacrifice one of his exisiting devices (for parts etc) to build a new one.)
     Fuel for these devices is provided by the Nova himself, using the same Quantum points levels as the original power. It is for this reason that the technologies invented are non repeatable by other Novas or humans. No other person can use the Nova's inventions-they all break down or refuse to work.
     Only one invention/device can be used at once. The size of the items will vary, and must be constructed out of advanced, highly engineered parts.
     Extras: Battlearmour (This extra enables a Nova to use many devices, and therefore powers, at once. The levels of these powers must have a combined maximum of his Hyper Invention rating. (eg Maxina has built a suit of battlearmour. She has Hyperinvention 5. She assigns 2 points to Quantum Bolt, 2 to Armor and 1 to flight.) A device built using this extra only counts as one device for the purpose of the maximum device running total (eg Maxima can construct a number of different battlesuits equal to her Quantum.) )
     Improvise (With this extra, a Nova does not need expensive items to construct a device. She can use washing machines, hairdryers etc to construct even the most fantastic technology. There is no resources requirement for a Nova with this power.)
     HyperSpeedHyperInvention-A nova with this power can construct a device as normal, but in hours instead of days. Don't lock him in the toolshed.
     By: Robert Dempsey

Immortality (1)
     Level: 3
     Quantum Minimum: 4
     Dice Pool: Quantum + Immortality
     Range: N/A
     Area: Self
     Duration: Permanent
     Effect: Makes a Nova very hard to kill.
     Multipile Action: N/A
     Description: If a Nova possessing this power is hit by an attack that (after soak) would kill him, the Nova rolls Quantum + Immortality. Every success made on the power roll negates one success from the damage, and may cancel the damage entirely. It will NOT heal any previous damage.
     Additionally, each dot in Immortality causes a Nova to age at 1/10th the normal rate. This effect is cumulative (1/10th, 1/100th, 1/1000th, etc.).
     By: Jason E. Garten-Benz

Immortality (2)
     Level: 3
     Quantum Minimum: 5
     Dice Pool: N/A
     Range: Special
     Area: Special
     Duration: Permanent
     Effect: Character can survive the death of his body.
     Multipile Action: No
     Description: When a Nova dies, usually all that's left is a dead body with residual amounts of Quantum. The body of a dead Nova usually retains one point of Quantum per dot in the Node background, but even this energy leeches off into the environment at a rate of one point per week. This power allows you to store and recover Quantum Pool while dead. While the Nova is dead this power keeps his Quantum Aura cohesive and stores his consciousness and memories in a Quantum energy form within the Quantum Aura Matrix. Quantum Recovery is handled differently once the Nova is dead since the Node is also dead and incapable of retaining or accumulating Quantum. The Quantum Aura is not as efficient as the Node and recovers Quantum at the rate of one point per day per level of the power. This Quantum, along with the residual Quantum in the body plus whatever Quantum the Quantum Aura managed to retain at the moment of death, is used primarily to restore the body back to working condition. A Nova with Immortality has to add four Health Levels to his track just below Dead to reflect the state of his body. These levels in order are Despoiled, Desecrated, Destroyed and Dust. These levels are a descriptive indicator of the condition of the body rather than the actual amount of damage the Nova suffered at the time of death. These health levels come into play after the Nova is dead and reflect the state of the body after all damage is acounted for. In general Bashing damage will Despoil a corpse while Lethal damage can Desecrate a corpse. Aggravated damage can by itself Destroy a corpse. Further steps taken to damage the corpse will add one level to the destruction. Such methods as dividing body parts from one another, burning or driving nails through the flesh. Unless extreme measures are taken only Aggravated Damage along with extra measures can reduce the body to dust. (Example: Bashing=Despoiled, Lethal=Desecrated, Aggravated=Destroyed, and extra measures add one level up to Dust) Along with Dead these health levels must be restored before the Nova can 'come alive' again. It costs five points of Quantum to restore one Health level from the categories of Dead and beyond. Novas with the Regeneration enhancement cannot use it to restore Health Levels once dead because that is a function of a living body. Immortality is not a quick fix and Novas who die are likely to remain out of play for quite some time. Furthermore the body may incur further damage if left in a place that would continue to harm it after it is restored (such as a volcano or a pit of acid). However at character creation the player can state that his Quantum consciousness is 'roving' and does not stay with the body once dead. The disadvantage to this is that the Nova with a roving Quantum consciousness must always restore his body from the Dust level even if the means of death left his original body in better condition than that. A Nova with Parasitic Domination and Roving Immortality can 'jump' bodies to escape death. A roving Quantum consciousness moves one meter per turn per level in Immortality. A sedentary Quantum consciousness always stays with the body or at the last place the body was before reduced to Dust. Also a sedentary Immortal can store more Quantum. A sedentary Quantum consciousness can store an amount of Quantum equal to four times the level of the power + Quantum, whereas a roving Quantum consciousness can only store power level+ Quantum as his Quantum pool. In general sedentary Immortals return from the grave faster than roving immortals But roving Immortals are able to recover from any situation.
     The powers a Quantum Aura can use by itself depend on the nature of the power and the Attunement background possessed by the character. No Mega Attributes or Enhancements can be used by a Quantum Aura. No Quantum Power that affects the physical body or alters the body of the Nova through direct biological or physiological change can be employed either. These include Armor, Bodymorph and Shapeshift among others. To use a Quantum power on his own body the Quantum Aura must have enough Attunement to affect the remains as if it were an inanimate object and the power must be something that can affect an external object (such as Telekinesis). Quantum Powers that have External effects cannot be used unless the Nova can attune the object or person to be affected. In other words Telekinesis cannot be used to lift a knife unless the Nova can attune the knife first. Mental powers such as Mirage, Telepathy and Domination can be used without restriction as can mental defenses such as Psychic Shield or arcane senses such as ESP and Intuition.
     Ways to kill an Immortal: If the Damage is purely mental (such as from Mental Blast) and exceeds the Willpower + Quantum + Power level of the Immortal then he dies irrevocably. If Quantum Vampire is used to rob the Immortal of this power just before he is killed, he dies irrevocably. If Quantum Leech is used to drain the last residual Quantum from the Quantum consciousness and exceeds the Willpower + Quantum + Power level of the Immortal, the Immortal dies irrevocably. And if the body or area occupied by the Quantum consciousness is inundated with a substance or energy to which the Nova has a Vulnerability and the damage exceeds the Willpower + Quantum + Power level of the Immortal, then the Immortal dies irrevocably. Some Immortal Novas may have specific ways necessary to kill them or may be immune to one or more of the methods listed previously. The actual mortality of the Nova depends on the individual Storyteller and the Player.
     By: William Adams

Magnetic Mastery Techniques:

Magnetic Cling
     Level: 3
     Quantum Minimum: 4
     Dice Pool: N/A
     Range: Self
     Area: N/A
     Duration: Permanent/Maintenance
     Effect: The user channels magnetic energy through himself, allowing him to stick metal objects to his body and let them stay there, or cling to metal surfaces.
     Multipile Action: Yes
     Description: The user charges his body with energy to magnetize himself, allowing him to stick up to (Power Rating X 10) KGs of ferrous metals to his body. He can also cling to any metal surface, and can crawl, walk, or run across it. If he moves at his basic sprint rating or higher, he just spend one Quantum Point per turn or lose his grip. To remove the metal from the user, or to remove the user from the metal surface requires a resisted Might roll vs. the user's Magnetic Mastery + Quantum.
     Note: If this power is not purchased formally, it can be used by spending the required Quantum Points and making a Dexterity + Magnetic Mastery roll at +1 difficulty. If the roll succeeds, the user treats this as a 'Maintenance' duration power. The user can also add a number of Bashing and Lethal levels of soak equal to his Magnetic Mastery rating by attaching enough metal to his body that it acts as armor. However, past the first level, the armor coating is considered to have a bulk of 1 for each level beyond the first.
     By: SlverTyger

Nemesis
     Level: 3
     Quantum Minimum: 5
     Dice Pool: Wits + Nemesis
     Range: Personal
     Area:
     Duration: Maintenance
     Effect: This allows the Nova to develop powers spontantously to deal with a single opponent.
     Multipile Action: N/A
     Description: During the first round of a conflict against an opponent the Nova roles the power level+Wits. The number of successes equals the number of dots that the Nova can then use minus the first two successes. The Nova has no conscious control over which powers develop although they will fit the situation. He can not display a power at a level higher then the level of this power.
     By: andersonb@mindspring.com

Omnilisk
     Level: 3
     Quantum Minimum: 4
     Dice Pool: Stamina + Omnilisk
     Range: N/A
     Area: N/A
     Duration: Maintenance
     Effect: A part of the character's body becomes changeable, allowing various morphing effects similar to Body modification powers.
     Multipile Action: Yes
     Description: Omnilisk is a developed shape-changeable site on a Nova's body, which takes on unnatural characteristics. This site is permanent and is fixed during character creation. The site may be used from which to exhibit site limited shape-changing abilities. The best example of this might be the character that has an Omnilisk site located on his back. The site itself allows him to grow wings, up to two sets of extra arms, tentacles, claws, etc in a manner similar to shape changing. The Omnilisk has the added benefit of being unnaturally hard. The Omnilisk site may provide up to (power level x 4) soak levels for that protected area. Shielding or parrying an attack with the site would require the character to score a variable number of successes (St's option- usually +1 or +2 diff). The successes will determine the powers that may be emulated in exactly the same way as described in shape changing, though the ST should always be the final judge as to what shape the Omnilisk may or may not take, and the benefits thereof. System: Direct attacks on the Omnilisk site will incur an increased soak roll of (power level x 4) Bashing or Lethal. The character may attempt to shape change the Omnilisk site, adding arms, tentacles, appendages, claws, wings or any other such odd shaping as per the rules for shape changing.
     By: Anthony Pack

Quantum Link
     Level: 3
     Quantum Minimum: 4
     Dice Pool: N/A
     Range: Touch
     Area: N/A
     Duration: Maintenance
     Effect: Quantum Link allows the Nova using Quantum Link to lend his powers to any other Nova he is touching.
     Multipile Action: Yes
     Description: This power has been used by a rare amount of Novas, usually only with Novas who have erupted very close to each others or at the same time. The Nova keeps all his powers at full strength and the 'victim' gains all the character's Quantum Powers. Note that the target can only gain as many dots as equal to the Nova's own score OR as much as the Quantum Link power, whichever is lowest.
     This powers only shows its true potency when two Novas with use it on each others. This is called a 'Quantum Inferface' and provide a few benefits. First and foremost, both Novas gain each others powers while keeping theirs as described on a normal Quantum Link, but they also gain a simultanous telepathic means of communication as well as the Synergy enhancement from mega-wits, all of this for as long as they touch.
     By: Winter Heart

Quantum Mastery
     Level: 3
     Quantum Minimum: 5
     Dice Pool: varies
     Range: varies
     Area: varies
     Duration: Maintenance
     Effect: The ability to manipulate quantum forces on a more advanced level than other mastery powers.
     Multipile Action: No
     Description: The character has a greater understanding of how she manipulates quantum energies, and can produce a wide variety of effects.
     Techniques: Any 2nd or 1st level powers, body modifications, and any techniques offered by level 3 powers.
     Extras: Ranged (can be used at a range of Quantum x 10 meters)
     By: Jason E. Garten-Benz

Quantum Simulation
     Level: 3
     Quantum Minimum: 6
     Dice Pool: Manipulation + Quantum Simulation
     Range: Self
     Area: N/A
     Duration: Maintenance
     Effect: Successful roll allows the Nova to create an artificial quantum signature of powers to use.
     Multipile Action: No
     Description: This power may well be the ultimate expression of quantum control, allowing the Nova to channel his vast quantum energies in the form of almost any power he desires.
     To do this, the Nova must expend the required Quantum points and a willpower point. They must then determine the extent to which this signature, profile of powers, will align to the nova. To do this, roll Quantum, the successes rolled is used to determine the base Quantum of the signature being created. If this roll is a botch, then the nova gains a point of temporary taint, if this botch occurred during a maxing of the power then three points are gained.
     Now roll Manipulation + Quantum Simulation, the successes on this roll can be used to add to the base Quantum of the signature (on a one for one basis up to the Nova's Quantum rating), Buy powers for the signature (a number of successes equal to the level of the power in question), or buy dots in a power ( again on a one for one basis and a maximum of the rating in Quantum Simulation). This Power will not create mega-attributes or enhancements. If the power roll is a botch, the nova gains a point of temporary taint, if both this and the alignment roll botch then gain a point of permanent taint.
     The nature of this power and the understanding of ones own Quantum powers it grants are such that the powers produced by a Nova possessing it are "true" expressions of quantum energy. As such, there "special effect" is just there to hold the power together and does not interact with the world. A fire blast will not start fires but also will not be put out by water. These powers cannot take advantage of other nova's vulnerabilities and such, but their specific defenses will work. (i.e. if you choose to make a Quantum bolt appear as a fire blast and hit someone with invulnerability to fire he gets his extra soak, but if they have a vulnerability to fire they do not take the extra damage.)
     Example: If a nova with Quantum 6 and Quantum simulation 2 were to use the power and roll only 2 successes on the alignment roll and 8 on the Quantum simulation roll then she could make a signature with a Quantum Bolt of 2 ( 2 for the power + 2 for the total dots = 4), Claws 2 ( 1 for the power + 2 for the total dots = 3 + 4 from the quantum bolt = 7 total) and a Quantum of 3 (base plus one for 1 + total of other powers of 7 = 8 successes)
     Multiple uses of this power in the same scene are taxing requiring double the quantum expenditure of the last use. (i.e. 3, 6, 12, 24, etc)
     By: Blayder

Spatial Manipulation Techniques:

Vector
     Level: 3
     Quantum Minimum: 5
     Dice Pool: Manipulation + Spatial Manipulation
     Range: Self
     Area: varies
     Duration: Maintenance
     Effect: Vector allows the nova to alter the direction the fundamental forces of the universe apply to her.
     Multipile Action: Yes
     Description: By making the Manipulation + Spatial Manipulation roll, she may alter the angle of her interaction with gravity, light, et al by up to 60 degrees per success. For instance, by altering the vector of light particles striking her body, she may shunt her image away from her actual location, or by vectoring the direction gravity pulls at her, she may fly at (power rating x 2)+20 meters per action, or (40 x power rating) kilometers per hour out of combat.
     Potential uses are vast and care must be taken by the Storyteller. Vector may bend, but it can never directly reverse the angle of a force, and therefore the maximum angle it can impose is 240 degrees.
     By: Matthew Rossi

Teleportational Boost
     Level:
3
     Quantum Minimum: 5
     Dice Pool: Perception + Spatial Manipulation
     Range: Varies
     Area: Varies
     Duration: Special
     Effect: Adds extra successes to a Teleport or Warp Power equal to [Quantum in Automatic Successes] + (Perception + Spatial Manipulation dice pool)
     Multipile Action: No
     Description: With Teleportational Boost a nova may teleport and/or warp truly mind-staggering distances. First off, the nova must possess at least one dot in either warp or teleport to be able to use this technique at all.
     To use Teleportational Boost a nova must first spend a complete turn concentrating. No other actions are permitted and if the nova is disturbed in any way the power cannot be activated and the quantum points spent (3) are wasted. If undisturbed for the turn the nova may roll his dice pool, plus a number of automatic successes equal to his quantum rating that can be added to a teleport or warp power on the next turn. On the subsequent turn (a nova may not "hold" his teleportational boost for later)the nova must use either his teleport or warp power. This also requires complete concentration and any disruption to the nova's concentration results in an immeidiate failure and the resultant lost of 5 or 6 quantum points, 3 for the boost and 2 for the teleport or 3 for warp. If succsessful in concentrating the nova rolls his teleport/warp dice pool and then adds the successes together, blind teleports recieve the same penalties as normal.
     By: Brian Gorham

Tactile Telekinesis
     Level: 3
     Quantum Minimum: 4
     Dice Pool: Dexterity + Tactile Telekinesis
     Range: (Quantum + power rating) x 5 meters (through touch)
     Area: varies
     Duration: Maintenance
     Effect: Nova has telekinetic control of objects through touch.
     Multipile Action: Yes
     Description: The nova may telekinetically manipulate objects that he is directl/indirectly in contact with at a Strength of (Quantum + power rating), with strength over 5 indicating mega-strength. Keep in mind that the objects being manipulated must be touching the nova or another object the nova is in contact with
     By: Jason E. Garten-Benz

Taint Corruption
     Level: 3
     Quantum Minimum: 5
     Dice Pool: Intelligence + Taint
     Range: Touch
     Area: N/A
     Duration: Instant
     Effect: For every dot in Taint Corruption, the Nova inflicts one point of temporary Taint to his target.
     Multipile Action: No
     Prerequisites: Mega-Intelligence 2 or better and Taint Resistance enhancement
     Description: This power has been kept under wraps by the Aeon Society. Only 3 novas in the world were known to have this ability. Unfortunately, they all died in minor skirmishes. To activate, the nova touches the target and spends quantum points equal to the amount of points he has in the power. There is no way to soak this attack. If the attack roll botches, the nova receives a permanent point of Taint. Baselines automatically die if affected by this power although unconfirmed rumors report of a person erupting after being touched with this power.
     Extras: Taint Area (The nova can taint an area of ground no more than 10 square feet for [10 + Quantum] minutes. All plant and animal life in area die within 3 rounds.)
     By: Psion