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
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