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ABERRANT

Quantum Powers
Master Powers List
Level One Quantum Powers Level Three Quantun'I Power$
Power Quantum Minimum Power Quantum Minimum
Bioluminescence I 'Clone 5
Clay.is 1 Cyberkinesis 4
Hypnosis I Disintegration 5
Intuition 1 Elemental Anima 4
Lu~ l Elemental Mastery 5
Psychic Shield 1 Entropy Control 4
Quantum Conversion I Gravity Control 4
Sensory Shi~ld I Healin9 4
Honiunoulus 4
Magnetic Mastery 4
Level Two Quantum Powers Matter Chameleon 5
Power Quantum Mihimum Matter Creation 5
Absorption 1 Molecular Manipulation 5
Animal/Plant Mattery 1 Pretercogmtiop 4
Armor 1 Quantum Construct 4
Bodymorph 3 Quantum lmpnnt 4
Boost . . ,__ z Shape5h1~ 4
Density Control 3 'Temporal Manipulation s
Disotient I Warp 3
Disrupt 3 Weather Manipulation 4
Domin11tton 3
Empathic Manipulation 2
ESP 3 Miscellaneous Quantum Powers
Flight I
Force Field 2 f>ower Quantum MinifTlWTI
Growth 1 Body Modification I
Ho lo j
Hypennovement 1
lmmob11lie 1
Immolate- 2
Invisibility I
lnvulnerabihty 1
Mental Blast 3
Mirage ~
Poison I
Premonition I
Quantum Bolt I \
Quantum Leech 2
Quantum Regeneration 3
Quantum Vampire. 3
Shroud I
Sizemorph (Grow) 1
Sizetnorph (Shrink) 1
Strobe l
Stun AttiJGk 1
Telekinesis 2
Telepathy 3
'rele1:1or~ l

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ABERRANT

..........
thing other than Strength, such as Stamma or a QLlan-
tum Bolt (but never quantum points).
Characters cannot absorb more power thams avail-
able: the Storyteller should. if necessary, allow a certain
number of dots oF Strength to a power source to deter-
nune ;ust how much power 1t :an add lo a character. For
example, no matter how much Absorption a nova has.
he should not be a/lowed to gain more than a single po;nt
oF Strengtfr frorn the power m, For example, iJ typical
household appliance.
Extras: Extended Effect (dots of Strength gamed
Absorption From Absorption fart fora scene): Energy Magnet (d1ar-
Level: 2 acter with energy Absorption can absorb energy from
Quantllm MinimUITJ; I sources a( {Quantum)( fO meters] range as an attack; if
Dice Pool: Stamina+ Absorption absorbed from a nonsef'lt1e11t source [such as a fire or
Range: Self electrical socket]. no roll other tharr the one to deter-
Area: NIA mine how muc/1 power is absorbed 1s required; 1T used
Duration: Special on a sentient source. such as another nova, the player
Effect: 'The nova converts damage or energy into must roll Mampulat1on + Absorption to succeed with his
Strength at the rate of one dot per success. l:o the limit attempt. then roll the normal Stamina+ Absorption d;ce
of the damage done. to detemune how much energy 1s absorbed).
Multiple Actions; No
Description: This power allows the nova to absorb
damage caused by attacks and convert 1t into Strength.
The power works against e1lher energy damag~(tlke
Quantum Bolts or fire) or kinetic damage (pwrches,
knives or bullets); the character musl define which phe-
nomenon his Absorption wor-Rs against when he buys rt.
When the nova 1s hil with an attack of lhe type he
can absorb. he may choose to absotb some or all of the
effect Doing so takes no time. may be applied before or
after the charader's normal soak, and ~he character may
do it even 1f he has ~lready acted for Lhe turn; the char-
acter need not declare he will use Absorption until after
an attack has hit and done damage to him. Each success
rolled oi111Sl:amina +Absorption roll subtracts one health Animal/Plant Mastery
level of damage rram the attack; the character must pay Level: 2
one quantum point per health level absorbed. Every lwo Quantum Minimum: I
health levels of damage areconverted into one extra dot Dice Pool: Perception + Animal/Planl Mastery
of Strength; above five dots of StrengU1 they become Range: Variable
dots of Mega-Strength. Dots in the power indicate the Area: Special
maximum dots of extra Strength (or Mega-Strength) the Duration: Special
character can gain; the characler rnay still use Absorp- Effect; Nova can communicate with and summon
tion to reduce damage fro111 attacks. though. animals or plants.
ForExampfe:)asort Mercator has Absorption 4 that Multiple Actions: No
affects energy He 1s fut with a Quantum Bolt that causes Description: A nova with this power lias the ability
four hea/lh levels of damage to htm. He decides to ab- to communicate with animals or plants (she must choose
sorb lhe damage Instead. He rolls Stamina-. Absorption, only one when the player buys the power). This commu-
scores six successes and spends four quantum points. nicat1on rs telepathic. but 1f the 1:;reatures have the abil-
He absorbs all four health levels of damage and suffers tty to make noises or communicate 111 other mundane
no m1ury f1Jrthermore, he now has two extra dots or fashions. she can understand lhose as well (though she
Strength. He may gam two more dots of Strength be- may 11ot be able to reply. and in any event such, "lan-
fore he maxes out. guages'' are likely to be crude i11deed),
However. extra dots of Strength gamed from Ab- Furthermore. the character can emit a telepathic
sorption don't fast Forever. They Fade away al the rate call to summon a particular creature (or any creatures
of one pointper (Quantum +power rating) tt1rns. Atthe within range) to her side. This call has a range equal to
Storyteller's option. Absorbed dots may increase some- lwo kilometers per dol rn Animal/ Plant Mastery, Any

182 CHAPTER FIVE: QUANTUM POWERS


ABERRANT

creatures subject to the call will come to t he character plates that cover his body. Usually the form of the pro-
al their best speed: plants, of course. cannot rnove and tection 1s based on the natyre of the character's powers.
will not be able to respond. Once 1n the character's pres- A character who can manipulate ice and cold might be
ence, they will treat her ma fnendly fashion and do their covered with a suit of "ice armor." for example. while a
best to respond to her requests, though they are not shapeshtfter might warp hts skeleton into slegosaurfike
obligated to take her orders. plates. Hmvever. special effects are not required; it's
Plants cannot physically uproot themselves; how- possible for the character simply to be more durable than
ever, characters can attempt to animate foliage in the normal and still look the same as always. ln any evenl.
immediate vicmity. For example, trees might club at foes the power is permanent, costs no quantum points lo
with their branches, while vines might wrap themselves maintain and can be turned on and off at will.
around the characters enemies. The system for this For each dot of Armor, the character may add three
power 1s treated as the Animation technique under the to soak bashing and lethal damage. At the Storyteller's
Molecular Manipulation power (p. 212), .excepl thiit the option, the player m<1y vary the ratio of the soak. as-
character substitutes her Plant Mastery rating for the signing more to bashing and less to lethal or vice versa.
Molecular Manipulation rating. Extras: Superheavy Armor (nova can spend three
Animals (or plants, depending on the power) will quantum points to fortify his Armor for a scene; while so
regard.a character with Animal (or Plant) Mastery as lheir fortified, the nova's Armor provides four extra soak against
friend and boon companion until lhe character does bashing/ lethal attacks, and the difficulty to hit him 1hcreases
something to prove otherwise. They will not harm her. by one per dol of Armor; .however, he loses three from
and they will seek to prevent others from harrning her as Initiative [minimum 1], two from walking speed and five
well, This power does 11ot enable them to overcome their From running/ sprinting speed, and loses one die from all
basic natures; the Storyteller should feel free to assign Dexterity-based dice pools fminimum 1])
specific personalities to creatures based upon their na-
tures. For example. lions and tigers might seem regal;
poison ivy sarcastic and snide; antelopes nervous and
edgy. However, whatever their n?tures, they will still try
to help the character. '
Extras: Nature Mastery (character can exercise
both Anunal Mastery and Plant Mastery).

Bioluminescence
Level: 1
Quantum Minimum: I
Dice Pool: Stamina+ Biolurtunescence
Range: Variable
Area: Special
Duration: 10 minutes per success
Armor Effect: Character emits light.
Level: 2 Multiple Actions: No
Quantum Minimum: 1 Description: A nova with Bioluminescence can emit
Dice Pool: N/A visible light. This light is not strong enough to blind other
Range: Self characters. but it definitely helps hght the Y1ay through
Arna: N/A the dark places. To use 1t, the character spends one quan-
Duration: Permanent tum point and rolls Stamina+ 8iolumines<;ence, allowm.g
Effect: Character receives.+ 3 soak against bashing him to emit a soft glow for about 10 minutes per suc-
and lethal damage per dot in Armor. cess. This light is bright enough to read by easily; it may
Multiple Actions: No make the character look either eerie or angelic (depend-
Description: This power represents a nova who is ing upon the character and his special effects)
more resistant to damage than most. He may have thick. For an additional quantum point, the character can
chitinous-skin, a glowing force field of some kind (not to project a beam of light like a flashlight. This beam has a
be confused with the power of the same name) or metal

CHAPTER FIVE: QUANTUM POWERS l 83


ABERRANT
range of 15 meters per success, and 1t lasts as long as his useful as annsl hands The charac.ter subtracts one from
glow multiple action penalties (so a character laking three
Extras: Increased Spectrum (nonnal B1olummes- multiple actions would ad at-2. -3 and -4 penalties in-
cencP. 1s only v1s1ble light; w1lh this extra 1l emits infra- stead of the usual -3. -4 and-~). This bonus 1s applied
red and ultraviolet lighl as well) before any reducbons from the Multitasking enhance-
ment (p, 169)
Extra Health Levels: (one nova point/ three ex-
penence pomts) The character has extra health levels,
perhaps because he has "duplicates" of some or all of
his important organs. One nova point buys an extra
..Bruised'' health level or two extra "Maimed" health lev-
els.
Gins: (one nova point/ three expertence points)
The character has 911fs that allow him to breathe under-
water
Spines: (two nova points/ six experience points)
TI1e character can extrude spikes from his body. or per-
haps his body is naturally edged (for example. a nova
Body Modification made of living crystal) The spines change the nova's
cltnches. holds and tackles to lethal damage and mH1ct
Level: N/A an amount of lethal damage equal to the at lacker"s dam-
Quantum Minimum: I age dice pool (maximum 10 dice) on anyone contacting
O.iGe Pool: N/A the nova with a Brawl or Martial Arts attack.
Range: Self Teodril: (one nova point/ three expenence
Area: NIA points} The character can extrude a tentacle, whip, fla-
Duration: Permanent gellum or other smlllar "limb: This limb can be physical
Effect: Modifies charact.er"s body tn various ways. or made of energy: 1t can be used to grab. lash or con-
Multiple Actions: NI A strict a target, or for the character lo sw111g on. The ten-
Description: This power s11nulates a modif1cation dnl exlends lwo meters per nova pomt/ tltree experi-
to the nova's body. This mod1hcat1on 1s permanent: 1t ence points spent The tendril can 111tlict Slrength +4
cos~ no quantum points to mainta111 or use. ;my more
bash mg damage (or Strength +2 lethal damage; players
than the characlers arms or legs do. choice); 1f the tendnl 1s made of energy or some other
Listed here are some suggested mod1f1cations, along unusual substance. 1l may, with the Storyteller's perm1s-
with the nova- or expenence-pomt costs to buy them. s1on. do damage based on some other Attnbute.
Players may create others 1f they wish. but the Story- Webbed Hands/Feet (one nova po1nl/ three ex-
teller must approve all new mod1F1cal1ons. See also the penence points) The character's hands and/ or feel are
Claws power. webbed. allowing the character lo swim al double run-
Adhesive Gip: (two nova points/four expenence ning speed.
points): The nova can physically or 1omcally bond with Wings/Patagia: (three nova points/ six experi-
surface.s. This allows her to walk up walls or along ceil- ence points) The 11ova grows a pair or leathery bat w111gs
ings at normal walkmg speed. and lo cltng to those sur- or feathered bird wings. or he simply stretches a flap of
faces with her normal Might rating his own skin along his sides beneath his arms. Tlus mod1-
Chromatophores: (one nova point/ lhree experi- f1cation allows a character to control his falls safely or
ence points) The character's skin can change color. like glide at his normal running pace. (lr11s mod1f1cat1on does
a chameleon"s or squid's. The player adds three dice to not confer lhe same amoun( of control or speed as the
his Stealth skill totals, as long as the character 1s mostly Flight power.)
naked or weanng attuned euflber. Extras: None
Extra Umbs: (one nova point/ three experience
points) The character has one or more extra lunbs: he
may define what they are and to what part of his body
they are attached_ These lt111bs are considered to be as

184 CHAPTER FIVE: QUANTUM POWERS


Bodyrnorph; even one success allows lum lo assume his
alternative form in lime to absorb some o~ the Force of
tlie attack, and each success reduces the damage the
attack inflicts by one level.
Here are some gu1dehnes for the genenil proper-
ties of mO'St forms:
Stone/metal/hard solid: The character automati-
\ \ cally mA1cts two extra dice of damage with Brawl and
Martial Arts attacks, and all attacks directed at the char-
acter mcur a d1ff1culty penally ol one lo htl h1rn.
Bodymorph dots often translate inlo levels of Density
Body morph Control (Increase), Armor or Claws
Level: 2 Liquid/amorphous: The character automatically
Quantum Minimum: 3 gains the ab1l1ty to breathe and exist in waler, may rnov"'
Dice Pool: Stamina ~ Bodymorph through water at lw1ce normal runnrng speed. gains lhe
Range: Self Flex1b1hty enhancement (p. 15f/), and niay use the As-
Area: NIA phyxiation combat maneuver (p. 246) Among other
Duration: Mamtenarice things. Sodyrnorph dots can translate mto equivalent dots
Effect: Allows character to take on aspects oF one of Density Control (Decrease), Poison or Immolate (for
spec1f1c lype of matter or energy. characters who tum mto aetd) At least one Bodymorph
Multiple Actions: Yes dot must be assigned to Density Control (Decrease)
Description: Bodymorph 1s a powerful ability pos- Gas: Whale transformed. the character may au-
sessed by only a few novas. lt allows the nova to trans- tomatically move through air al lhe characte1 's normal
form her body into a specific type of matter or energy. rurimng speed, gains +I soak vs. physical damage (fists.
For example. she could transform her body to rock, to bullets. etc.). gams the Flex1b1hty enhancement (p. 151),
fire, to wtnd or to computer chaps and circuitry. The and may use the Asphyx1abon combat 111aneuver {p. 246)
player must choose what fo\111 that the charader can Among other th1119s. Bodymorph dots can translate mto
assume when he buys the power. The Bodymorph power equivalent dots of Density Control (Decrease). Poison.
provides certain base abiltt1es, depending on the form Flight or Stonn (allows the character lo become a whirl-
chosen: thereafter, Bodymorph dots essentially simulate ing tornado thus mflrding lhe equivalent of the Storm
enhancements or dots of other Level One and Two pow- technique [p. 1961 m her immediate v1cin1ty). At least
ers: when transforming, all Bodymorph powers activate one Bodymorph dot mus/ be assigned to Density Con-
sunultaneously when the character pays the quantum cosl trol (Decrease)
to transform Energy; While transformed, the character inflicts
The character may transform herself automatically lethal damage with Brawl and Martial Arts attacks. and
However, the character's dots in Bodymorph define how attacks directed at her incur a difficulty penalty of one
effective the change is. ll 1s up lo the player to define to strike her Bodymorph dots might be assigned to Im-
where his character's Bodymorph dots are allocated, molate, lnvulnerab1l1ly (to the appropriate energy type).
subject to Storyteller approval, but once they are de- the EMP technrque of Magnettc Mastery (p. 206), the
fined. they ca11not be changed. F'or example, when cre- Electromagnel1c V1s1on enhancement (p 162), Force
ating a character w1lh a rock body, a player might buy Field, or Density Control (Decrease) dots.
Bodymorph 4 and assign one dot to Armor and three to These are general guidelines only: players can al-
Density Control (Increase) He can11ot change that allo- low Bodymorph dots to represent a number of powers
cation later. Of course, 1f he buys another level of (or even invent their own) sub1ect to the Storyteller's
Bodymorph with expenence points he can decide where approval. Many of the lechn1ques listed under Elemental
that dol 1s allocated at that brne. Amma and Elemental Mastery are suitable as Bodymorph
If a 11ova wishes to use Bodymorph as a defense powers. However. all Bodyrnorph powers are av(lil(lble
agau1sl an uicom1ng attack (for example, to tum to flame only while the character 1s transformed Ultimately, the
to avoid being damaged by a lla111e blast), he may do so Storyteller musl arbitrate the use of this power.
This form oF defense does not require an action, but it 1s ForEx.ample: Houston Tornado 2 buys four dots of
easier ir an action 1s available. lf the character does not the Bodymorph (Air) power defining this as the abiltly
have a delayed action to use lo do this, he must spend a to tum mlo wmd 5/ie automal1cally may move through
point of Willpower mstead. He then rolls Stamina + the iJlr at runmng speed and use the Asphyx1at1011 com-

CHAPTER FIVE: QUANTUM POWERS - I 85


bat maneuver (forcing air out of her foe s lungs); Fur-
thermore. she gains +1soak versus physical attacks and
may use the Flexibility enlrancement. Now HT2 assigns
her Four dots to Density Decrease. Density Decrease,
Density DeC'rease and Storm. Whenever HT2 1s m wmd
form. she can make herself much harder to hurt (can
activate up to three levels ofDensity Decrease) and can
spin herselfinto a localized whirlwind (can activate the
Storm technique as though she had one dot m fJemental
Mastery). However, these powers work only while trans-
formed, and the character must pay the Bodymorph
quantum cost fo activate them. Claws
Extras: None Level: I
Quantum Minimum: 1
Dice Pool: NI A
Range: Self
Area; NIA
Duration: Maintenance
Effec.t: Converts character's dose combat damage
mto lethal damage
Multiple Actions: Yes
Description: This power allows the nova to grow
claws. talons or s1m1lar natural weapons - maybe even
a field of hissing quantum energy around the character's
hands.
When used mclose combat. Claws convert the bash-
ing damage caused by the character's normal punches
Boost and strikes mto lethal damage. Furthennore, the charac-
Level: 2 ter may roll one extra damage die per dot he has in Claws.
Quantum Minimum: l. Thus, a Strike by a character with Claws 3 would do
Dice Pool: Quantum ,. Boost Strength ..2 (for the maneuver) +3 (for the claws). or
Range: Touch Strength +5. lethal damage.
Area: N/A Extras: Kinetic. Discharge (the character actually
Duration: Variable stores up kinetic energy in her body then channels 1l
Effect: Each s1.1ccess adds one dot to a specified through anything she touches: this allows the character to
Attribute; points fade at the rate of one per (Quanturn + -acid the extra damage to melee as well as hand-to-hand
power rating) hims attacks or, by speflding a quantum poml per shot, to charge
Multiple Actions: Yes thrown objects and bullets w1lh the extra damage)
Description: Boost allows a nova to increase one of
his Attributes temporarily The Attribute affected by the
power must be defined when the power 1s bought. and 1r
cannot be changed thereafter To use 1t. the nova must
roll Quantum .- Boosl -sch success adds one dot to the:
Attnbute. Above 5. the Attribute converts to Mega-At-
tribute L to a maximum of Mega-Al tribute 5.The added
dots fade at the rate of one per (Quantum + power rat-
ing) turns, and the power may be used only once per
scene.
Eittras: Extended Effect (dots of Attribute gained
from Boost last for a scene); Extra Attribute (power af-
fects one addibonal Attribute at lhe same time); Other
Person (nova may boost either his or another character's
Attributes: other person must be touched to be affected). cI0 n e
Level: 3
Quantum Minimum: 5
Dice Pool: Stamina .. Clone
Range: Self

186 CHAPTER FIVE: QUANTUM POWERS


ABERRANT
Area: NIA character does not have to possess any relevant AbJlt-
Duration: One scene ties (like Engineering) 1n order to use these ob1ltttes. but
Effect: Creates one duplicate of the character per 1t is not uncommon for cyberk111ebcs to know such skills
success. A cyberkinette can send his consciousness through
Multiple Actions: No a computer network, allowing him to aftecta distant com-
Description: This power allows a nova to create puter. 1f he can locate the machine at all (typically a Hack-
"clones" of hnnself !rom quantum energies and nearby ing feat). Doing so costs one Willpower. requires total
moleCtJles To use 1t, he rolls Stamma + C!on& faich suc- concentration (no other actions) and raises the difficulty
cess equals one clone - assuming the character wants of the slull roll as follows:
to pay for 1t At this time, the charnder must spend one Computer Affected Time to Accomplish Difficulty
quantum point per clone created, up lo the number of Same nelwork Three tums -1
successes: he may, of coW"Se. spend fewer quantum porn ts Sarne city One mmute +2
1f he wishes fewer clones. Sarne continent 10 minutes 3
Clones are exact duplicates of lhe characler - they Transcontinental One hour +4
have the same Altnbutes. Ab11it1es, powers, clothes and As with Elemental Anima <ind Mastery, this power
equipment (excepl that clones do no! have the Clone provides several techniques. A nova may learn and freely
pnwer themselves). However, they are separate persons use one technique per dot In the power She may atlempt
1n a game sense: 1f one 1s knocked unconsc1ol1S or killed, other techniques, but she must pay double quantum cost
the others are not affeded Clones do not have any sort and roll against a diff1cully penalty of one to adivate
of telepathic link; they communicate by talking just hke these powers. Techniques include:
ordinary groups of people
Clones are not as powerful as the original charac-
Alter Data
ter Clo11es lose one die from all Trail!. (Atlnbutes, quan- Dice Pool: Intelligence Cyberkrnes1s
tum powers. etc.) for each done created, to a minimum Area:N/A
of I. Thus, 1f a character created three clones. those Duration: Concentration
clones would have -3 ratings in all Traits. Moreover. all Upon a successful lntelhgence ... Cyberkmes1s roll,
dones have only half of their creator's Quantum Pool the cyberkmetic can interface with a computer or s1m1-
lt takes only one tur.n fora nova to create clones, lar piece of equipment to alter, read or remove ex1slm9
bul the character (an do ~thing else lhat tum (not even data or 1nserl or create new rnformatton. The character
walking) Once created, the duplt1;ates remain for a scene can read or alter approximately 100 megabytes x Quan-
or until they "recombine" with the orig111al charader tum of mformabon per minute. F'or each success achieved
on the Intelligence ,. Cyberkmes1s roll beyond the first,
(usually referred to as the host" by the clones) To re-
combine, two or more duplicates need only touch and
this time 1s cul in half. Any changes to or deletions of
use an action; again, they can perform no other action information are pem1anenl; the data must be reentered
into lhe computer by hand.
during that turn. Recombining 1s automatic.. Clones that
do not recombine dissolve mto nothingness at the end of Control
the s~ne. as the energies Forming them dissrpal.'e. Dice Pool: Manipulation + Cyberkmes1s
Extras: None Area: N/A
Duration: Concentration
The cyberk1nel1c can take control of any machine
with electronic. mechanical or hydraulic parts, The num-
Cyberkinesis ber of successes achieved on a Manipulation 1"
Level: 3 Cyberk1nesis roll indicates lhe "Strength" of the
Quantum Minimum: 4 cyberkinetlc's control. If the machine (or its user or
Dice Pool: Variable driver) tnes to counteract the control. assign the ma-
Range: (Quantum ~ power ralmg) x. 10 meters or chine a "Strength" to reflect its power and resolve the
Special situation as a resisted action.
Area: Special Fool
Duration: Special Dice Pool: Manipulation ... Cyberkrnes1s
Eff~t: Controls computers and macl1mes: the more Area: NIA
successes achieved, the greater the control Duration: Concentrabon
Multiple Actions: Yes The cyberkmetec- can insert false images In sensors,
Description: Cyberlunests 1s the ability to manipu- security systems or communications devices. The num-
late mochmes, particularly electronte machines and com- ber of successes achieved on a Man1p11lation ,.
pute~. encompassing a variety of related abiht1es. 'TI1e Cyberk1nes1s roll mdrcates Lhe ''Manipulation" rating of

CHAPTER FIVE: QUANTUM POWERS 187


ABERRANT

the cyberkmetic's control. The Storyteller should assign Reprogram


the device (or its user) a Perception rating; the more Dice Pool: Intelligence+ Cyberkines1s
soph1st1cated and powerful the machine, the greater its Area: N/A
Perception. A'Mampulatton'' versus Perception resisted Duration: Concentration
action then determines whether the cyberkinetic's at- A complement to Alter Data, Reprogram allows the
tempt to tnck the machine succeeds, cyberkinetic to change the instructions orprogramm1n9
Overload used to run a computer or similar device. The difficulty
Dice Pool: Wits+ Cyberkmes1s of the lntelligence + Cyberkinesis roll should be deter-
Area: NIA mined by the Storyteller: the more sophisticated the
Duration: Instant computer and its software. the greater the difficulty. A
The cyberkinetic overloads the machine m some standard desktop computer would incur no difficulty
way - sends a pulse of electr1c1ty or electromagnetic penalty. for example. while a highly defended military
energy through 1t. stresses 1t so that fl Jams or seizes up. mainframe computer would mcur a penalty of three. The
If the novas Wits+ Cyberkmes1s roll 1s successful, the changes or add1t1ons to a computer's software are per-
machme will not work. The Storyteller may increase the manent until otherwise altered.
dlff1culty of the roll for machines that are part1cLllarly Extras: None
advanced or d1ff1cult to affecl for some reason,

SYNCHRONIZING

188 CHAPTER FIVE: QUANTUM POWERS


ABERRANT
liveness of~ character's own at

'
'
{
- tacks by half: character may ooie
through cracks at the rate of one
meter per tum +2 dice lo dodge
... (character "flows" around attacks)
Completely 1ntang1blt> to physical
attacl<s: character 1s affected nor-
mally by energy attacks, gravity
f1elds. psychic attacks and the hke
While 1ntang1ble. the character can
walk through walls and ignore the
Density Control effects of physical attacks. Attacks
Level: 2 such as Strobe. which affects
Quantum Minimum: 3 senses the character 1s still using.
Dice Pool: Variable and any power which affech the
Range: Self charac.ter's mind (like Mirage or
Area: N/A Mental Blasl). still affoct the char
Duration: Maintenance acter even though he 1s intangible
Effect: lncrea~ or decreases the character's den- An 1ntan91ble character needs to
sity. granting her annorl1ke protection or intang1b1l1ty breathe. so cannot walk through the
Multiple Actions: Yes entire Earth: he can take damage
Description: This power allows the character to ei- from attacks such as gases unless
ther increase her density or decrease 1t. but not both: he has the Adaptability 1t11hance
the player must choose which ability the character has menl While intangible. the charac
when the power 1s purchased ter cannot affect the tangible world
A character who can increase her density becomes in any way - he cannot fire a gun,
heavier but also tougher and stronger. To use tlus power. pick up any object. punch someone
the character rolls Quantum. adding a number of auto- or do anything of the sort j dice
matic successes equal to her Density Control rating; each to dodge.
success doubles her weight and adds one dot of Strength Completely mtan91ble lo physical
(or one dot of Mega-Strength 1f Strength exceeds 5. to attatks. takes half damage from
a maximum of Mega-Strength $) and one extra soak energy attacks and suffers only half
against bashing and lethal damage. The extra Strength normal effects from energy f1elds
gamed does not 1ncreoase a character's JUmpmg ability .-3 dice to dodge: otherwise,
In many characters an increase in density 1s accompa- effects are as al Density Control
nied by v1s1ble effects such as the character's body turn- .above
ing to rock or metal. but this effect 1s not required Completely intangible to all forces
A character who can decrease her density can do except psychac attacks Character
so without a roll: however, the character must have, and may take an action lo turn parts of
use, an appropriate number of dots 1n the power to de- her body sohd. enabhng her to at-
crease density Each level of Density Control adds one to tack with a sol1d1f1ed fist. foot. etc:
the d1fficult1es of h1ttmg the character with all phystcal attackers may target the sol1d1f1ed
attacks except Area and Explosive attacks. so long as parts. but al nonnal targeting pen-
the character has the power activated alties ~3 dice to dodge, otherwise.
Density Decrease Efftrl effects are as at Density Control
Reduc~ de11s1ty: +I die to dodge ,above
character may 001e or seep through Extras: Full Control (charatl.er can both increase and
cracks and other tiny openings at decrease his density). Affects Others (character may
the rate of one cenlin1eter per tum. change the density of persons or obiccts for a scene by
Greatly reduced density; reduce by touching them and rolling Manipulation Density Con-
half the damage the character takes trol; an unwilling target may roll Resistance to resist: an
from any physical attack, ob1ect made superdense gains extra soak and weight.
correspondingly reduce the effec while an object made less dense loses soak or even be-
comes completely mtan91ble)

CHAPTER FIVE : QUANTUM POWERS 189


ABERRANT
ented and unable to take action effectively. The effect
can be physical (inducing nausea) or mental (creating
hallucinations), depending on how the power 1s defined,
but the end result 1s the same.
To use Disorient. the nova rolls Manipulation ... Dis-
orient; the target may oppose this with a Willpower roll.
Each net success reduces all of the target's dice pools by
one. lf 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 Wiilpower; any dice poolreduced to zero can-
not be used at all. The target may spend a point of Will-
Disintegration power to sh13ke off the effects, but the attacking nova
Level: 3 may use the power on the same target multiple times.
Quantum Minimum: 5 Disorient, as a Maintenance power. lasts for the
Dice Pool: Dexterity+ Disintegration nonnal (Quantum + power rating) turns. The nova may
Range: (Quantum + power rating) x JO meters then spend extra quantum points to maintain the power
Area: N/A automatically at the same level of successes. However,
Duration: Instant the opponent may make another Willpower roll. and she
Effect: Causes (Quantum.+ successes) levels of ag- gains an automatic success on this roll. IF the nova wishes
gravated damage. to maintain the power for yet another period, the
Multiple Actions: No opponent's next Willpower roll gains two automatic suc-
Description: This terrifying power allows the char- cesses, and so on.
acter literally to disintegrate (or m some similar way ut- Extras: None
terly destroy) a person or physical ob1ect. To use it, the
character pays the quantum-point cost and rolls Dexterity
+ Disintegration. His successes, plus a number of automatic
successes equal to his Quanwm, equalthe number of levels
of aggravated damage the attack mAicts.
Extras: None

'
Disrupt
Level: 2
Quantum Minimum: 3
Oice Pool: Intelligence+ Disrupt
Range: (Quantum t- power rating) x 10 meters
Area: N/A
Duration: Maintenance
Disorient Effect; Reduces the effectiveness of powers by one
Level: 2 dot per success.
Quantum Minimum: 1 Multiple Actions: Yes
Dice Pool: Manipulation + Disorient Description: This power represents a nova's great
Range: (Quantum t- power rating) x 10 meters control over guantum energies, With it, he <>an disrupt
Area: N/A another nova's control over any quantum power (but not
Duration: Mamlenance Mega-Attributes or enhancements), To use it~ he need
Effect: Allows character to confuse and weaken only spend the quantum points and roll Intelligence +
opponents. Disrupt. The targ.e t may resist with a Quantum + Node
Multiple Actions; Yes roll. Each net success the nova achieves over the num-
Description: A nova with Disorient can cause an ber of successes achieved by his target reduces the power
other character to become confused, weakened, dison~ by one dot per success.

190 CHAPTER FIVE: QUANTUM POWERS


ABERRANT
Disrupt can affect any power; the nova may, for the nova scores more successes, he succeeds in achiev-
example, disrupt his target's Quantum Bolt one turn. and ing control. The degree of control depends upon how
his Force Field the next turn. However. without an Extra many successes the nova has left after subtracting the
it cannot affect multiple powers at once. Moreover, it is v1ct1m's Willpower successes. as follows:
diff1cult to use Disrupt multiple times in succession After control has been achieved, a character af-
against the same target; each subsequent use of Disrupt fected by Domination may roll Willpower: if she succeeds.
against the same target incurs a"" I difficulty penalty. she may then spend one point of Willpower to decrease
Extras: Extra Power (Disrupt may aFfed any two the attack's effectiveness - the Willpower point re-
powers at once) duces the successes (and thus the command intensity)
by one. For example, a character who 1s being Dominated
is told to shoot a fnend. She makes a Wiiipower roll at
normal difficulty, succeeds. then spends a point of Will-
power to reduce the effect to Major. The Storyteller rules
that she summons up enough strength of will to I.urn 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 1s not
inherently "telepathic.- lf the target 1s too far away to
hear a command or cannot understand a command for
some reason, even Total Control may be useless.
Extras: Telepathic (Domination 1s telepathic - or-
ders can be communicated automatically. without the need
for speech): Parasitic Possession (nova spends lhree quan-
Domination ttun and a Wiilpower point to discorporate and psychically
Level: 2 possess v1ct11n; novas body disappears, and nova becomes
Quantum Minimum: 3 a being of quantum-charged brainwaves inhabiting vichm's
Dice Pool: Manipulation + Domination central nervous system; may substitute own personality for
Range: (Quanlurn + power rating) x 10 meters that of victim. up to the limit of the successes rolled: while
Area: NIA in possession the nova gains the victim's physical Traits,
Duration: Concentration Appearance and nova powers, as well as his own Mental
Effect: Take control of target's brainwaves; num- Traits. Charisma, Manipulation, Willpower and mental pow-
ber of successes indicates degree of control. ers, and may leave the host body via the expenditure of a
Multiple Actions: Yes further three quantum and one Willpower point; however.
Description: This mental power allows a nova to jf nova-possessed v1ct1m dies while nova 1s possessing, the
project his quantum consciousness into a sentienltarget's nova's consciousness dies as well; this power has a range
brainwaves. With sufficient suq:esses, he can make his of [Quantum + power rating1meters. and the nova must
victim do anything. up to and including k1ll1ng himself. make eye contact with the victim; victim res1Sts with Will-
To use Domination. the nova must spend the nec- power per normal Domination rules)
essary quantum points and roll Manipulation + Domina-
tion in a r~sisted action againsl lhe target's Willpower. If

Suceesses Command lnteosity


One Mmor/Qu1rky: Blink. eat a bug. wear a particular suit of clothes.
Two MaJor/ Noteworthy: Dd the nova's chores; buy lt111ch for someone you hate.
Three Complex/ Antithetical: Worship a forei90 god: follow a parllcular sel of comtnands {'fill 0111 this
form. mail It to Wilkes-Barre. PAfrom Bp1se. Idaho. and after do1119 so, t~ke out a full-page
newspaper ad which reads~."')~ attaek (or refrain from attacking) whomever t.henova lndkates 1n
c.ombat
Four. Tot.,! Control: Comm1l slt1c1de: perform any Lask. no matter how difficult or vile.

CHAPTER FIVE: QUANTUM POWERS 191


ABERRANT

Elemental Anima based on the nature of those elements and the specific
techmqes the nova masters. TI1e player may pick one
Level: 3 of the listed techniques for each dot the nova has m the
Quantum Minimum: 4 power; these techniques are ones the nova has mas-
Dice P-ool: Variable tered" and may freely perform. The techniques chosen
Ran.ge; Special shold be appropriate to lhe element !hat 1s being con-
Area: Special trolled - f 1re or water powers rnay provide movement
Duration: Variable abil1lies, for example. but it's unlikely that darkness would,
Effect: Character can control a particular substance The character may also try to perform other techniques,
or phenomenon. either ones listed here or entirely one-shot. off- the-cuff
Multiple Actions: Yes "stunts." However. such effects cost double the quan-
Description: A nova with Elemental A111ma can tum points and suffer difficulty penalties ofone; the nova
project her quantum consciolJsness into a particular el- has mastered onl)' the techniques her dots allow her to.
ement - fire. sound. tee. electricity or whatever the The Storyteller has the absolute right lo allow or refuse
player can think of and the Storyteller will allow - in- a particular use of power, based on her interpretation of
vesting it with ''life." This power allows her to take con- the element's inherent lnwts
trol of it and shape It to her will Note thil the character For Example: La Niffa buys Elemental Amma at 3. de-
cannot create lhe element (domg that requires the El- fining the power as the ability to manipulate. Focus and
emental Mastery power) - she can only affect and disperse a11and wind, For her three mastered abilities, she
manipulate elemental ..matter" that already exists. The chooses Enhance/ Diminish (can whip wmds to a gale or
player must d1oose which element the nova can control calm them). Lethal Blast (knife/Ike "wind-serpents'' that
when buying the power vaguely resemble hissmg moray eels) and Movement
This control offers the nova a variety of techniques. (shapes winds mlo a doaklike Form, enabli11g her to_~a1/
The exact techniques differ from element to element. aloft anclglide through the air).She 1rmy use these ab1/Jl1es

192 CHAPTER FIVE: QUANTUM POWERS


ABERRANT
at the standard diFf1cufty. IFNina wished to Focus air into a Enhance/Diminish
defens1 ve screen (the Wall ability), she could try. but she'd Dice Pool: Intelligence+ Elemental Anima
have lopay double (six quantum pomts), and she'dsuffer a Range: (Quantum+ power rating) x 10 meters
difF1culty penalty of one. Area: (Quantum 1" power rating) .x: 10 meter radius
If the Storyteller or a player wishes to create addi- Duration: Maintenance
tional techniques, the examples can serve as guidelines The character can increase or decrease the effect
for levels of power and rules. As a basic rule of thumb. of the elemenl in an area - for example, brighten or
no techt11que gained through Elemental Anima should be dam light, or increase or decrease the damage caused by
as powerful as the same or s1m1lar ability boughl on its fire. The effect can be enhanced or diminished by 25%
own. per success rolled lf the element is a damaging effect,
The duration of Elemental Antma techniques var- each success increases or reduces the intensity of the
ies Attacks are typically Instant; movemen~ techniques element (or any element-based power) by two damage
usually have a duration of Maintenance; other durations dice, The nova may not enhance her oy.-n or another
are noted below. The range of a technique 1s typically character's powers with l111s effed, but she may attempt
the standard (Quantum +power rabng) x 10 meters, but to reduce a rival elemental's powers, lf another
different ranges may be noted In lhe text, as ts lhe area character's power 1s being reduced, a resisted action pal-
of any technique that covers one. ling the nova's Quantum + power rating agamsl the
Alter Temperature target's Quantum 1" power rating 1s required; each net
Dice Pool: N/A success reduces the target's power rating by one dot. lf
Range: Variable the power rating is reduced to zero, the target cannot
Area: (Quantum +power rating) x 10 meters use his power for a number of turns equal to the
Duration: Maintenance elemental's power rating.
The character can increase or decrease the tem- No roll is required, but quantum points must be paid
perature of the air 111 an area around himself (which is as usual.
appropriate for fire and ice powers primarily). the char- Note: lf the element controlled is air, and the nova
acter c.an aJler temperalure by 10 degrees Celsius for reduces the effect to 0%, she creates a vacuum in the
each dot in the power, No roll is required, but 9uantum area. Characters witho1:1l appropriate Life Support who
points must be paid. are caught in a vacuum may suffocate: see "Suffocation
and Drowning." p. 257,
Blast
Dice Pool: Dexterity -t Elemental Anima
Lethal Blast
Range: (Quantum , power rating ) x 10 meters Dice Pool: Dexterity+ Elemental Anima
Area: NIA Range: (Quantum+ power rating) x 10 meters
Durf)tion: lnsJnt Area:N/A
The nova shapes, strengthens and redirects the el- Duration: Instant
ement, turning it mto a damaging blast that inflicts (Quan- The character can shape an existing quantity of the
tum x 2) levels+ (power rating x 3) drce of bashing dam- element into a deadly attack - sharp shards of stone,
age. If there 1s only a small amount of the element avail- razor-sharp tendrils of water or air. a laser or the like.
able. the Storyteller may reduce the range or damage. This attack inflicts [Quantum x 2] levels+ (power rabng
x 2) dice of lethal damage.
Elemental Shield
Dice Pool: Wits+ Elemental Anima
Movement
Range: Self Dice Pool: N/A
Area: N/A Range: Self
Duration: lnstant Area: NIA
The character can tum the element away from him- Duration: Maintenance
self. thus protecting himself and anyone directly next to The character directs the element 10 such a way
him from the brunt of its effects. Roll Wits + Elemental that he can move quickly. The nature of the movement
An1ma; each success counts as four soak that apply only depends on the element; Novas y.-ho control wind have it
to attacks based on that element. This technique can be pick them up and waft them where they wish to go;
aborted to as a defensive action. elementals who control earth and rock ride waves of
earth or tunnel through the soil. The character can move
at the rate of (power rating x 2) + 20 meters per action,
or (40 x power rating) kilometers per hour out oF com-
bat.

CHAPTER FIVE: QUANTUM POWERS 193


ABERRANT

Shaping ally leaves the ground (unless the character 1s creatmg a


Dice Pool: Wits Elemental Amma
T
screen of hardened air molecules, for" 10stance). The Sto-
Range: (Q1.1antum "" power rating) x 5 meters ryteller may declare the wall useless against certain a~
Area: Special tacks; for example, a wall of wind would blow aside physi-
Duration: Maintenance cal altacl<s and snuff fires. but it would have little effect
The character may alter the shape of a quantity of on electricity.
the element. No more than (three c1.1bic meters of the Extras: None
element x power rating) can be affected at onc.e. The
character can create geometric shapes or simple "sculp-
tures" such as fire-people or ice statues. If the player
makes an Arts (Sculpture) roll. the character can create
extremely detailed and beautiful shapes. lf the nova at- Elemental Mastery
tempts to use this power offensively (for example, to Level: 3
sculpt a pit under a foe or trap an opponent in a burning Quantum Minimum: 5
ring of fire) , the player must make an attack roll (Wits+ Dice Pool: Variable
Elemental Anima), which the target can dodge normally. Range: Variable
Area: Variable
Wall Duration: Variable
Dice Pool: N/ A ffect: The nova can create, alter and control vari-
Range: Speci;il ous substances or phenomena.
Area: (Quantum+ power rating) cubic meters Multiple Actions: Yes
Duration: Maintenance (and see below) Description: Elemental Mastery 1s similar to, but
The character raises a wall of the element in front transcends, Elemental Am ma. Whereas Elemental Anima
of him. For each dot m the power, the nova gains two allows a nova to manipulate an existing element, Elemental
soak against appropriate attacks unless the attacker can Mastery allows him actually to create that element or
somehow shoot around it. The wall moves as lhe charac-
ter moves, but it immediately collapses 1f she intentron-
ABERRANT
phenomenon, thus greatly expanding the range of his el- tum point during the 1mtJal attack. 1t inflicts damage as
emental abilities would a clinch.
Like Elemental An1ma. Elemental Mastery provides
alist of tediniques. and characters may master one tech-
Lethal Blast
mque per dot in Elemental Mastery. Characters may at- Dice Pool: Dexterity+ Elemental Mastery
tempt to use techniques they haven't mastered, but the Range: (Quantum + power rating) x 10 meters
players must pay double cost and roll against a difficulty Area: N/A
pe.nalty of one. The techniques chosen should be appro- Duration: Instant
priate to the element being generated - fire or earth The character can "throw" or project a lethal dam-
powers may provide Imprison, for example. but ifs un- age blast of the element - anything from a blasl of
likely that light powers would. freezmg cold lo a dehydrat1ve attack that sucks the wa-
Characters may choose from the techniques listed ter out of the target's body This attack inflicts (Quan-
here or make up their own, with the Storyteller's per- tum x 2) levels + (power rating x 2) dice of lethal dam-
m1ss1on and approval. age.

Blast Propel
Dice Pool: Dexterity .. Elemental Mastery Dice Pool: N/A
Range: (Quantum + power rating) x 10 meters Range: Self
Area: NIA Area: NIA
Duration: Instant Duration: Maintenance
By creating a "blast" of the element behind him-
The nova generates a blast or bolt of the element
that mfl1cts (Quantum x 2] levels + (power rating x 3) self. the character can move al rapid speeds - (power
dice of bashing damage rating x 2) ~ 20 meters per action, or (40 x power rat-
ing) kilometers per hour out of combat. Where and how
Crush the character can move depends on the element; Propel
Dice Pool: Dexterity + Elemental Mastery based on fire would be like Flight. whereas Propel based
Range: (Quantum .. power rating) x 10 meters on water would work only 1n water and would be like
Area: N/A Hypersw1mmtng.
Duration: Instant
The nova is able to create a quantity of lhe element
Shield
that picks up the target and slams him into a nearby sturdy Dice Pool: N/A
object such as a building or tree, or simply crushes him. Range: Self
This attack could represent an intense burst of wtnd, a Area:N/A
hand of stone which grows out of the ground and grabs Duration: Mamtenance
the v1ct1m or phoenix-talons of fire. The character rolls The character can create a Force Field-like pro-
Intelligence + power rating: each success allows the tar- tectwe barrier of the element around himself This bar-
get to be moved up to 10 meters (1f the nova so desires): rier provides two extra soak per dot versus bashing and
the v1ct1m takes a nufnber of bashing damage levels equal lethal damage. For an extra quantum point, the Shield
to twice the successes rolled. and her Initiative on the causes harm to anyone who touches 1t (1t 1n01cts a num-
next tum 1s reduced by one per success. ber of dice of bashing damage equal lo the character's
power rating) The Shield slightly obscures others' view
Imprison of the character. bul 1t does not interfere with his v1s1on
Dice Pool: Wits +Elemental Mastery at all
Range: (Quantum power rattng) x 10 meters
Area: N/A
'P
Sphere
Duration: Maintenance Dice Pool: Dexterity Elemental Mastery
The nova 1s able to conf me a target within a quan- Range: (Quantum power rating) x 10 meters
tity of the element Examples include creating a Fiery Area: (Quantum power ratmg) x 3 meters
cage, suspending a v1ct1m tn an inv1s1ble fist of air or caus- Duration: Instant
The character can project a large ball or sphere of
ing someone to sink up to his neck into solid rock. The
confining element has a Might equal to twice the number the element, which lnjures anyone within its radius. The
of successes rolled: the trapped character may break out blast Inflicts (power ral1n9 x 3) dice of bashmg damage
of it jUSt as he would from a clinch. Imprison inflicts no m the listed radius
damage ordinarily, but 1f the nova spends an e>Ctra quan-

CHAPTER FIVE: QUANTUM POWERS 195


ABERRANT

Storm stronger or weaker.: Doing so does not necessarily prompt


Dice Pool: Wits+ Elemental Mastery the target to do anything, but 1t does make it more likely
Range: (Quantum t power rating) x 10 meters that the target will take some kind of actiqn. For example,
Area: (Quantum + power rating) x 5 meters if a nova detects that a target 1s angry at the govern~
Duration: Concentration ment, he might heighten that emotion to a blinding rage.
The character can generate a stormlike area Filled How the target deals with his range 1s beyond the nova's
with the element Examples include blizzards, Firestorms, control. The target might begin a vitriolic letter-writing
sandstorms. earthquakes, tornadoes, sonic fields and ice campaign, or he might pick up a submachine gun, walk
patches. Each turn, Storm typically inflicts two levelsof into the nearest courthouse and begin Firing.
bashing damage per dot 111 the power rating, reduces To detect a target's emotions, the nova must roll
opponent's dice pools by two (from whipping winds. fi- Perception + Empathic Manipulation 111 an opposed roll
ery gouts or poor footing) and halves movement and vi- against the target's Willpower. Even a single net success
sion. Other effects are up to the Storyteller and should on the nova's part is enough for him to determine the
be based on common-sense views of the effects of the target's emotional stale and against whom or what that
element. For example, anyone moving through a blizzard emotion is directed.
or earthquake might haveto make an Athletics or Flight Manipulating those emotions requires a Manipula-
roll to keep from slipping and falling, and they would risk tion+ Empathic Manipulation roll, resisted by the target's
hypothermia; anyone in a firestorm would take lethal Willpower. For each net success achieved, the nova can
damage instead of bashing. adjust the target's emotions up or down on the following
Extras: None 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)
tums to maintain them (in lhe 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

Empathic Entropy Control


Manipulation Level: 3
Level: 2 QuantlJm Minimum: 4
Quanhlm Minimum: 2 Dice Pool: lntelligence + Entropy Control
Dice Pool: Variable (Willpower resisted) Range: Variable
Range: (Quantum + power rating) x 20 meters Area: Variable
Area: N/A Duration: Special
Duration: Special Effect: Character can control and manipulate en-
Effect: Controls and manipulates a target's emo- tropic forces.
tions. Multiple Actions: Yes
Multiple Actions: Yes Description: A diaracter with this suite of abilities
Description~ Empathic Manipulation is, in essence, 1s a master of the forces of entropy that are always at
a highly specialized form of Domination or Telepathy. It work in the universe. His quantum consciousness is able
allows a nova to detect and manipulate a single target's to tap mto, summon and manipulate entropy the same
emotions. For example, the nova can mak~ emotions way other novas play with fire or ice.

Sadness/Happiness Anger Lust Love Hatred Jealousy/Envy


Not ~ad/happy Not angry No~lustfol Apathetic:: Not hateful Not Jealous/e1Wiou~
Sad/happy A119ry lnterested Like ()jslike Je.alous/envious
Depressed/elated Enr-aged Des1~ous Love Hatred Gree,dy
Distraught/ecstatic Berserk Unab1dir'lg lu~t Mad love Blind hatre'd Blind J.ealousyI e1W)'.
ABER
As with Elemental Anima and Mastery. this power
provides several techniques, A nova may learn and freely
use one technique per dot In the power: she may attempt
other techniques. but she must pay double quantum
points and roll at a difficulty penalty of one to use these
alternative techniques. Techniques include:
Bioentropy Storm
Dice Pool: Dexterity + Entropy Control
Range: (Quantum power ra~ing) x 10 meters
Area: (Qua11tum + power rating) x 5 meters
Duration: Instant
The nova can create a field in which entropic ef-
fects.pertaining to living creatures run not. The victims
age, suffer spontaneous inJUries and experience other
biological breakdowns. The nova rolls Dexterity + En-
tropy Control in an opposed contest against the victims'
Stamin~ each net success inflicts one health level of le-
thal damage. Victims cannot soak this damage unless they
have the Hardbody Mega-Stamina enhancement.
Breakdown
Dice Pool: Intelligence + Entropy Control
Range: (Quantum + power rating) x 10 meters
Area: NIA
Duration; Special
The nova can cause any machine, device or similar
ob1ect to stop functioning as some part of 1t breaks,
wears out or loses power. This power's effects are per-
manent until someone repairs the device, provides it with
more power or the like. To use Breakdown, the nova rolls
lhtelligence. t- Entropy Control m an opposed action
against the device's 'Stamina: ' The Storyteller should
determme the device's Stamina rating for these purposes.
The more complex or technologically advanced a ma-
cl11ne 1s. the lower its Stamina - ifs hard to use Break-
down on a simple object or one with Few moving parts,
but the more complicated a device becomes, the more
opportunities there are for entropy to gain a foothold.
Entropic Sh;eld
Dice Pool; Stamina+ Entropy Control
Range: Self
Area: N/A
Duration: Maintenance.
The charader surrounds himself with a field of en-
tropic energy. This field heightens the entropic reac-
tions within any incoming attack (especially those based
on physical objects, such as bullets), thus d1sruptmg and
Weakening them. Each success achieved on a Stamina+
Entropy Control roll grants the character an extra soak
againlit bashing and lethal damage. However. this extra
soak does not apply to attacks by living matter, such os
fists or ammals.

\, .
CHAPTER FIVE: Q
ABERRANT

Probability Corruption
Dice Pool: Entropy Control Su~ aar'ity
Range: (Quantum + power rating) x 5 meters One Very hazy, as theugh seosirtg
Area:N/A through fog; one sense (sight,
Duration: Maintenance hearing, etc.) only
This technique allows a nova to cause the forces of Two Slightly blurry pe~ept1on, onP.
entropy to overwhelm a single target, making it more ~nse: or hazy perception.ail rior
likely that he will fail disastrously. To use 1t, the nova rolls mal Se11$es.
Entropy Control. Each success achieved results in a loss Thr.ee Perfeot perception, one senSJ?:
of one die (or one automatic success) for all rolls made slightly blurry perception. all nor-
by the target. Additionally. the target will botch a roll if mal senses~ can use one nova
he rolls no successes and any die comes up I or2. These sense. though 1t will be very hazy.
negative effects last as long as the nova pays quantum Four N,ear-perfecl perception wlth all
points to keep the entropic forces focused on the vic- normal senseg; blurr'' per~tion
tim. with nova senses.
Extras: None Five P-erfect perception with normal or
nova senses.

Extras: Distant Scan (range is mcreased to [Per-


ception .. power rating] x 1000 k.m. 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 1mmed1ate surroundings.
while so scanmng; furthermore, the Perception + ESP
roll to target is at+ I difficulty per 2000 km)

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 f
Description: By attuning himself to quantum ebbs
Flight
Level: 2
and flows, the nova may sense thmgs at much greater
Quantum Minimum: I
ranges than he normally could. The sense that ESP af-
Dice Pool: Dexterity+ Flight
fects most be chosen when the power 1s purchased and
Range: Self
cannot be changed thereafter. Area: N/A
To use ESP, the nova need only spend the quantum
Duration: Mamtenance
points and concentrate. He then defines a "focus point"
Effect: Allows character to fly at the speed of
somewhere within the power's range. He can sense from
(power ratmg 1< 4) + 40 meters per ad1on.
that focus point as if he were standing right there. Thus,
Multiple Actions: Per normal movement rules.
this power Is perfect for ~seeing through walls" or oth-
Description: This power allows the character to fly
erwise spying on people. through the air, outer space and similar three-dimen-
The nova must make a Perception + ESP roll (no
sional areas. He can fly at a speed equal to (power rating
range penalties) to target the power. and the clarity of
x4) .. 40 meters per action in combat; out of combat his
the scan 1s based on the number of successes rolled: speed is (Quantum +Flight) x 50 kilometers per hour.

198 CHAPTER FIVE: QUANTUM POWERS


ABERRANT
Normally. no roll ts required to use Fltght. If the
character wants to perform aerobatic stunts or fly
Gravity Control
through narrow openings at high speeds without hurting Level;3
himself. the Storyteller may require a Dexterity+ Flight Quantum Minimum: 4
roll to determine whether the character succeeds. The Dice Pool: Variable
character may also subsbtute Dei<tenty + Flight for a Range: Variable
normal Dodge roll while in the air; depending on the Area: Variable
character's movement, this rnay allow him to dod,ge ex- Duration: Variable
plosions and area attacks, though particularly large-scale Effect: Character is able to manipulate gravity and
blasts might cost the character his entire action. gravitic fields.
Extras: Underwater (character may use his Flight Multiple Actions: Yes
underwater and through other bodies of liquid) Description: A nova with this power is a master of
gravity. He is able to lift and move objects. fly QY ma-
nipulating grav1tic forces and otherw1se control gravity.
As with Elemental Anima and Mastery, this power
provides several techniques. Anova may learn and freely
use one t-echnique per dot in the power; she may attempt
other techniques, but the player must pay double quan-
tum cost and roll against a difficulty penalty of one to
activale these powers. Techniques include:
Gravitic Blast
Dice Pool: Dexterity + Gravity Control
Range: (Quantum+ power rating) x. TO meters
Area: NIA
Duration: lnstant
Force Field BJ manipulating micropockets of intense gravity
around a targeL the nova can bash and tear it apart. The
Level: 2 end result is similar to a Quantum Bolt. This attack does
Quantum Minimutn: 2 (Quantum x 2] levels + (power rating x3) dice of bash-
Dice Pool: Stamina + Force Field ing damage or [Quantum x 2] levels+ (power rating x 2)
Range: Self dice or lethal damage (nova's choice).
Area:N/A
Duration: Maintenance Gravitational Field
Effect Quantum + (2/success) extra soak versus Dice Pool: Wits + Gravity Control
bashing and lethal damage. Range: (Quantum + power rating) x 5 meters
Multiple Actions: Yes Area: (Quantum + power rating) x :3 meters
Description: This power provides extra protection Duration: Concentration
for a nova. Most novas are already pretty hardy. but one The nova can alter the gravity in a given area. For
with this power may be virtually untouchable. Force Field each success achieved on a Dexterity ... Gravity Control
provides a number of extra soal< equal to the character's roll. he can warp local gravity by up to .5 9 (normal Earth
Quantum. The nova then rolls Stamina+ Force Field. Each gravity is 1 g). Weight of objects is increased or de-
success adds ahother two soak. This soak protects ver- creased by an equivalent amounl; a 100 kg object in a
sus bashing and lethal damage. 1.5 g field weighs 150 kg. Objects.in a zero-g field weigh
Force Field can be used to block or parry attacks, nothing, while objects in a negabve-g Field Fall upward
including attacks with quantum powers. The nova's Force until out of the field. The nova can be selective if he
Field rating 1s substituted for Brawl or Martial Arts. wishes, increasing some objects' mass, decreasing oth-
Extras: Wall (allows character to project a ..wall" ers and leaving yet others alone. A creature or object
of force at a range of three meters per dot in Force F1eld; that becomes too heavy cannot move (or be moved), and
the basic wall is two meters long by two meters high and it may collapse under its own weight if it becomes heavy
can be made two meters taller or longer per dot in the enough. lf the nova tries to affect a living thing with a
power: the character can alter the dimensions with each Gravitational Field, the target may resist with Willpower.
use If he so chooses).

CHAPTER FIVE: QUANTUM POWERS 199


Weight vs. Mass
To detetmrne a.n ol:>jeot's current wejgfit. sim-
ply multiply its mass by the locar 9rav1t'<lfional field
strength. A Qargp bin that weighs. just over 240 kg
on ~arth Wel!Jhs m1ly '?1 kg in Mars' ha\,ural 9rpv1ty
(mass 240 ks ~ Martian gravity of .38 Earth-stan-
dard = <fl kg).
Gr41vity
Operating in nonstandard gravity 1s-0ften diff1-
ciult. People ral$ed in a 1g (normal Earth-,gravity) en-
vir.onment are st-rongenind m6redurable in low grav-
i~y. but.they are slow~ down and weakened in h19h
gravity, The effects of gravit;- cha119es are applied
f P. characters in a straightforward fashion to reduce
the need for formulas and CO!JlJ:ilex mechan:cal ~
terns.
Characters without Gravihy G<mtr61 o~erate wi~h
one-extra dot in both Strength andStamlna m 9 or .o
lower, but: ~hey los.e one dot from Dexterity; charac-
ters with Gravity Control gain the Strength and
Stamina, but they do not lose the Dexterity. Charac-
ters wi(heut Gl'llYity Contr.ol lo~ two"Clotsfrom both
Strerlgth and Dexterity in l.S g or higher, smce ~hey're
constant!r resisting the im;rea$ed pull of gravity.
Tiie&e adjustments affect n.ot only dke po0Js1 but:
jmping distances, ]t1itiatlv~. encumbranc~ and en
dur.ance as well.
A Rying eltarcacter caught 1n a @-field of l _g or
above ml,l.St roll Strength + Flight:agamst the grav-
ity-wielder's skill fotaf: 1f tile flier scores fewer suc-
cesses. ~e begins to fall (see "Falling," p. 256), De-
pending on the character!:.altitude, he might be able
to make another Strengt.li + Fligh~ roll to pull out ol
bis fair in time to avoid hitting th~ greund, but .tile
player must: spend more quantum points to reacti
vate his Flight,
falling damag,e in altered gravity is multiplied
by the strength of thaG-f1eld; thus, a character fall-
ing 20 meters in .5-G gravity would take .damage as
though she'd fa11en 10 meter.s, while-a character fall-
ing 20 rneters to a 2-G field would take damage as
thougli she'd fallen 40 meters, This also appli~ tp
falling or dropped obje~i;: ~he damage they inflict is
multiplied by the local G-fleld.

Gravitic Flight
Dice Pool: N/ A
Range: Self
Area: NIA
Duration: Maintenance
The nova is able to manipulate gravity to pick him-
self up and fly crudely. His flying speed 1s equal to (power
rating x 2) + 20 meters per action, or (40 x power rat-
ing) kilometers per hour out of combat

200 CHAPTER FIVE: QUANTUM POWERS


ABERRANT

Gravitic Shield son to be healed and spend one quantum point per health
Dice Pool: N/A level to be healed. The character may heal a number of
Range: Self bashing health levels up to twice her power rating, or a
Area: NIA number of lethal health levels up to her power rating.
Duration: Maintenance This power may be employed only once per v1ct1m per
The character can project waves of gravity around scene.
herself, Doing so provides an excellent defense against Alternatively. if a character 1s suffering from poi-
incoming projectiles and deflects hand-to-hand physi- son or a disease, each quantJJrn point adds one die to the
cal attacks. Each tum, the character can subtract her afflicted character's Resistance roll. Once the roll suc-
dots tn Gravity Control from the attack successes of any ceeds, the poison or disease stops affecting the charac-
physical projectile attack (bullets, thrown objects, etc.); ter. Any damage already taken can then be healed with a
furthermore, the Gravitic Shield provides one soak per normal application of Healing.
dot against any projectile attack that does connect She Healing can even regenerate severed limbs or ru-
may subtract half her dots in Gravity Control (round up) ined organs. but lo do so costs double quantum and a
from the attack successes of any hand-to-hand physical Willpower point.
attack. Gravitic Shield does not affect pure energy at- Extras: None
tacks, fike flame attacks or electrical blasts.
Gravitokinesis
Dice Pool: Dexterity + Gravity Control
Range: (Quantum+ power rating) x 10 meters
Area: NIA
Duration: Concentration
The nova may use his ability to manipulate gravity
to pick up objects. He can then throw them or hit other
characters with them, Doing so is performed in a fashion
identical to use of the Telekinesis power (p. 224), ei<-
cept that the dice pool ts Dexterity + Gravity Control
and the nova must score two successes lo gam one suc-
cess on the Telekmes1s lifting chart.
extras: None
Level: 2
Quantum Minimum: I
Dice Pool: Manipulation + Holo
Range: (Quantum t power rating) x 10 meters
Al'ea: (Quantum -i. 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: Ne
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.
Healing As its name suggests. Holo 1s usually used to create im-
Level: 3 ages which can be seen, but auditory images are also
Quantum Minimum: 4 popular.
Dic:e Pool: N/A To use Holo, the nova rolls Manipulation~ Holo to
Range: Touch determine how precise and accurate his images are. Fail-
Area: NIA ure indicates that the nova fails to create an accu(ate
Duration: Instant image. Each success above the first increases the diffi-
Effect Heals one health level of lethal or bashing culty of Perception (oils to deterclllne the true nah.lre. of
damage per quantum point. the illusion by one. lf an observer fails his Perception
Multiple Actions: Yes roll, he believes the images are real until he has reason
Description: This power enables a nova to heal her-
self or others. To use Healing, a nova must touch the per-

CHAPTER FIVE: QUANTUM POWERS 201


ABERRANT
to lh1nk otherwise (at which potnt he may roll Percep- ter. As long as the character has a line of sight to them.
tion again). lf he makes his Perception roll at any time. he can control what they do, just as 1f they were sl1il a
he instantly recognizes the images for what they are and part of his body. If hne of sight 1s lost, or 1f they some-
can perceive what (if anything) they are hiding. how pass beyond the powers range. they will conltnue
lmages created by Helo cannot directly cause harm, with whatever actions they were perform111g until their
even 1F they affect the sense of touch. However, they tasks are complel.ed and then stop moving until 1111~ of
could trick a character mto hcirming himself. For example, sight and range are reestablished.
if Holo 1s used to make a cl1~f seem like a grassy meadow, lf a detached body part is attacked, 1t 1s consid-
anyone who fails his Perception roll could easily walk right ered to have the same Attributes arid Tra1ts as the char-
off the cliff to his doom. acter. but it acts separately from the character (1.e., if
Extras: Extra Sense (power affects one additional the character decides to dodge m a particular turn. his
sense at the same time). detached body parts do not have to dodge: they can at-
tack, block, or do whatever else lhey want, JUSt as 1f they
were separate characters). If one 1s stunned or knocked
unconscious, the other may continue to act, If the de-
tached body part 1s killed, the character loses thal part
of his body permanently.
A "small creature" homunculus has no quanturn
powers, but it 1s otherwise considered to have half rat-
ings in the character's normal Trails (i e.. 1f lhe charac-
ter has a Strength of 4, the homunculus has a Strenglh
oF 2), half riormal soak and a Bite/ Claw attack of Slr +f
lethal damage. The player may shift points around 1f he
likes(reducirig Strength to add to Dexlenly, for example).
1f killed, the main character takes one automatic health
level of lethal damage.
Homunculus At two dots and higher. the character cari create
Level: 3 more than one homunculus. At two dots he can create
Quantum Minimum: 4 two homunculi; at three dots, four homuncult; at four dots.
Dice Pool: Stamina + Homunculus six homuncult; at five dots, 10 homuncuh. These homun~
Range: Self culi can all be the same. or can be different. 11 costs no
Area: NIA additional quantu111 points to create multiple creatures
Duration: Special Furthermore, if the character has Homunculus 4+,
Effect: Allows nova to separate parts of his body she can break down her entire body into a ..homunculus
or create small creatures from his own body. swarm" of thousands of insect-sized creatures The
Multiple Actions: Special swarm moves at the character's normal speed and cart
Description: S1m1lar m many ways to Clone, this flow over an opponent, automatically mA1ctin9 a number
power allows a nova to separate parts of his body yet of levels of lethal damage per turn equal to the power
retain control over them (for example, detaching his rating (soak protects normally against this damage). The
hands and letting them strangle someone on their own), swarm can flow over multiple opponents; the character
lo create small creatures from his own body, or even to simply divides the levels of lethal damage between or
break down his body into a swarm of tiny creatures. Use among all appropriate targets. Thus, if the homunculus
of the power does not cause the nova any damage, swarm could potentially tnflid four levels of lethal dam-
To use Homunculus, the nova spends lhe required age per tum, the character could flow over three oppo-
amount of quantum points and rolls Stamina ,.. Homun- nents, infhcling two levels per tum to one foe and one
culus Success means that a body part can be detached level per turn lo the other two. Ahomunculus swarm takes
or a creature can be created. The creatures m question a maximum of one healt11 level of damage from most at-
cannot be perfect duplicates of the nova - that re- tacks, but fire. explosion and area attacks affect 1t nor-
quires Clone - but they could be smaller, or warped mally.
and twisted, versions of him, It takes only one tum for a nova to create a single
Detached body parts or creatures can move up to homunculus, but the character can do noth111g else thal
10 meters per dot in Homunculus away from the charac- turn (nol even walking). Once created. the ho1111lnculus

202 CHAPTER FIVE: QUANTUM POWERS


ABERRANT
does not cost quanbJm points to maintain: 1t remains at the some booms (consider Hus effect the equivalent of
no cost until 1t recombines with the orrg111al character. causrng damage equal to the Mega-Strength enhance-
To recombine. two or more homuncul1 need only touch ment Thunderclap along the characters backward tra-
and use an action: again. thts 1s the only action they can 1ectory, but subst1tutm9 dots in Hypennovemenl for dots
perform that tum Recombining 1s automatic; tl does not 1n Mega-Strength). Characters usmg Hypermovement
require a roll. have to be very careful about their effect on the world
E><lras: None around them.
A character who moves at Full till may take no other
actions (except Hyperspeed or Aerial Slam) while so
doing, but the d1ff1culty to hit him increases by one per
dot rn the power; thus. anyone attacking a nova men-
honed with Hyperrunnmg 4 has to roll against a d1fft-
culty penalty of at least four rf the target rs moving at
full speed
If a character has to maneuver suddenly while us-
ing Hypermovement. the Storyteller can have him make
a Dexterity + Hypermovement roll to do so.
Extras: Extra Mode (power affects one additional
mode of movement)

Hypermovement
Level: 2
Quantum Minimum: I
Dice Pool: Dextenty T Hypennovemenl
Range: Self
Area:N/A
Duration: Maintenance
Effect: Increases character's running, fty111g or
swimming speed
Multiple Actions: NI A
Description: A nova with Hypermovement can run.
swim or fly at super-fast speeds Al higher levels.
Hypermovement allows a character to outpace bullet Hypnosis
trams. 1etf1ghters and other vehicles The player must Level: I
spec1fy which mode of movement Hypermovemenl en- Quantum Minimum: I
hances (running, sw1mm1ng or Flight, but not techniques Dice Poof: lntoll1gence + Hypnosis
from powers such as Elemental Mastery or Gravity Con- Range: (Quantum + power ratmg) meters
trol) when he buys the power Area: N/A
Hypermovement works by increasing the multiplier Duration: Special
used lo calculate the character's movement rate. Each Effect: Hypnotizes target: number of successes
dot adds six to the multiplier. For example, m combat all defines degree of control.
characters can spnnt at a rate equal to (Dextenty x 3) ~ Multiple Actions: Yes
20 meters per action A character with Hyperrunmng I Descnption: Hypnosis 1s, m effect, a weaker ver-
moves at (Dexterity x 'I) T 20 meters per action. If he sion of Dom1nat1on While it allows characters to exert
increases the 9ower to Hyperrunn1ng 4. he moves at some control over the minds of others, 1t 1s harder to
(Dexterity x 27) + 20 meters per action A character use, and rt establishes a lower degree of control over the
with Hypersw1mming treats his base sw1mm1119 score as v1ct1m than Don11nat1on does.
equal to his sprinting score, then adds lhe modif1ers ac- A nova with Hypnosis can do anything a character
cordingly. with the enhancement Hypnotic Gate (p. 174) can do
Out of combat, Hypermovement simply converts to (though all rolls made are Intelligence + Hypnosis. not
a speed of ~00 kilometers per hour times lhe dots mthe Man1pulat1on or Mega-Manipulation rolls) Add1t1onally,
power Thus. a character with Hyperrunning 4 moves at he can establish more powerful mental control To do so.
2000 kph - breaking the sound barrier. thus causing he need only spend the required quantum points and roll
s19n1f1cant damage to structures he runs past because of lntell19ence .. Hypnosis rn a resisted action against the

CHAPTER FIVE: QUANTUM POWERS 203


ABERRANT
target's Willpower. If the nova scores more successes, in an opposed test against the vict1ms Dextenty Each
he succeeds 10 achieving control The degree of control net success, plus a number of automatic successes equal
depends on how many successes the nova has left after lo the nova's Quantum. reduces the targefs Dexterity
subtracting the victim's Willpower successes. as follows: by one (Mega~Dexterity dots are lost first) Attacks on
Successes Command Intensity a partially 1mmob1hzed target gain bonuses lo ht~ (seep.
One Very Minor: "You are getting 249 for specifics). When the target's Dexterity reaches
sIeepy.... .. zero, he is completely 1mmob1ltzed,
Two Quirky: Wear a particular suit of To break oul of Immobilize. the victim must exert
clothes. pet an 1mag1nary dog his Strength or some other Attribute. In most cases
Three Minor: Eat a bug: go to a particular, Strength 1s lhe proper Attribute, but the Storyteller may
easily accessible locabon choose another Attnbule if he feels that 1s more appro-
Four or more Major/Noleworthy: Perform a rela priate - for example 1f the Immobilize 1s defined as
lively easy task for the nova "locking up the v1cbms mind," Willpower or Wits would
Obviously Domination 1s much more effective 111 work better for breakmg ouL The lmmobihze is c:ons1d-
most situations. However, when used cleverly, Hypnosis ered to have an effective Strength, soak and number of
can be very effective. Hypnosis also has a longer dura- "health levels" equal to the nova'sQuantum,. powerrat-
tion than Domination. As long as the nova concentrates lng. If this total ranges above 5. every two additional dots
on the target, Hypnosis remains 1n effect. Once he stops provide the ln11nobi11ze with effective levels of Mega-
concentrating, Hypnosis remains in effect, 1f appropn- Strenglh - Lhus. a nova with Quantum 4 and Immobi-
ate, fora number of days equal to the character's dots in lize 5 creates lm111ob1l1ze effec.ts that bind targets as
Hypnosis. This grace penod usually lasts Jong enough for though they had Mega-Strength 2. When lhe victim does
the nova to make his getaway, use an implanted post- enough damage to the lmmob1hzeto break free. it shat-
hypnotic suggestion or take some surnlar action. ters or otherwise vanishes. A Fully 1mmob1hzed target
Extras: None c-an be automatically hit. but the lmmob1leze power's soak
total protects the victim!
Extras: Supertough (the lmrnobtlize effect's health
levels are doubled); lntang1ble (lmmobilize's soak and
health levels do not protect v1ct1m)

Immobilize
Level: 2
Quant1Jm Minimum: 1
Dice Pool: Dextenty"" Immobilize
Range: (Quantum +power rating) x 10 meters
Area:N/A
Immolate
Duration: One scene or until destroyed Level: 2
Effect.: This power renders a target 1mmob1le: each Quantum Minimum: 2
success subtracts one from the target's Dextenty Al -zero Dice Pool: NI A
Dextenty. the target 1s p<1ralyzed. Range: Self
Multiple Actions: Yes Area: NIA
Description: Anova with this power 1s able to para- Duration: Maintenance
lyze or ensnare targets 1n some way, which ranges from Effect; Character surrounds his body with a dam-
creatiny blocks of ice around them, to secreting a para- aging effect; anyone who touches the nova takes (Quan-
lytic po1son1 to 1rnpnsoning them w1thm a quantum Field. tum+ power rating) x 2 dice of bashing damage or (Quan-
To use Immobilize. the character spends the re- tum .. power rating) dice of lethal damage.
quired quantum points and rolls Dexterity + lmmobilrze Multiple Actions: Yes

204 CHAPIER FIVE: QUANTUM POWERS


ABERRANT
Description: This power. a variant of Quantum Bolt, Description: Intuition 1s a lesser form of the Pre-
allows a nova to surround himself with flame. electricity. monition power. Like Premonition, it warns a nova of
raw quantum forces or some other dangerous substance. potential threats and dangers. However. it 1s less sensi-
The player must choose when he buys the power pre- tive, and it works somewhat differently.
cisely what surrounds the nova, and this decision cannot As with Premonition, the player must make a Per-
change thereafter. ception + lntuition roll to determine if there is danger.
When a nova Immolates, he damages anything he The differences are twofold. First, Intuition 1s perma-
touches. or anything that touches li1rn. His touch inflicts nent. The character does not have to spend quantum
Quantum+ (power rating x 3) dice of bashing damage. points or otherwise tum his lntuition on; ifs constantly
or Quantum + (power rating x 2) dice of lethal damage: active and on the lookout for dangers. Second, the warn-
The player must choose upon purchasing the Immolate ing provided by Intuition is much less precise than the
power whether the effect is bashing or lethal, and this one given by Premonition. When the character makes
decision cannot be changed thereafter. his roll, the Storyteller simply tells him that he feels that
lf the nova deliberately tries to touch someone. "something is not right here.'' The more successes the
doing so counts as an attack. However, the nova can use character achieves on the roll, the more precise the Sto-
a 11ormal close combat attack (such as a punch) and also ryteller should be, but 111 no instance should he provide
cause damage from Immolate without the use of lmmo- as much information as Premonition does.
late counting as a separate action. Similarly, anyone who Tntu1tion alerts the character only to dangers to
touches or grabs the character automatically takes the himself. lt provides no warning if someone nearby is 111
lmmolate damage. This damage does not count as an ac- danger.
tion or attack by the nova. Extras: Nooe
lmmolate can be extremely effective tn combat, but
tl can also cause problems, since anything the nova
touches takes damage. lf he bumps into an innocent by-
stander. smashes through a wall or gas pump or simply
walks down the street. he damages those people and
objects - with potent1alfy disastrous results.
Extras: Variable (lmmolate may be either of two
damaging substances; character may switch between
them as an action): Aggravated (Immolate inAicts [power
rating] levels of aggravated damage)

Invisibility
Level: 2
Quantum Minimum: I
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
Intuition l Desaiption: Invisibility renders a nova undetectable
Level: I to v1s1on, and possibly other senses as well. lnv1sibilityworks
Quantum Minimum: 1 against all variants of visual senses (Electromagnetic Vi-
Dice Pool: Perception+ Intuition sion.High-End ElectromagneticScan. ma<:hines and secu-
Range: Self rity devices). but attempts to detect the invisible charac-
Area: NIA ter with such enhanced vision gain an extra die unless the
Duration: Permanent nova spends a Willpower point to fortify .his uw1s1ble state.
Effect: Heightens character's awareness of dangers.
Multiple Actions: Yes

CHAPTER FIVE: QUANTUM POWERS 205


ABERRANT
To use hw1sibil1ty, the player needs only pay the quan- Description: Invulnerability is just what it says -
tum points and roll Wits + lnvisibility.The number of suc- it makes a character invulnerable, or nearly so, to a spe-
cesses achieved. plu~ a number of automatic successes equal cific form ofattack. Each dot in the power adds six soak
to the character's Quantum rating. is compared to an when resisting damage from that kind of attack, ~ven )f
Aware"ess roll for any persons directly attempting to de- the attack 1s aggravated. In the case oF mental powers
teat the character. Players of characters who ;ire not spe- such as Domination, each level of Invulnerability provldes
cifi<;ally trying lo perceive the 111v1sible character (such as six extra successes to any Willpower roll to resist the
the average person the 1nvis1ble character passes on the power's effects.
street) are not allowed to roll Awareness at all. lf the nova The charader must choose the type of attack to
achieves the same or more successes, those trying t.o per- which his Invulnerability applies. Typically this applica-
ceive him are completely unable l:o do so. Any attacks made tion 1s based on a given phenomenon (fire attacks) rather
based on that sense suffer Blind fighting/ Are penalties than a specific power (Quantum Bolt). Some possible
(assurn1119 the altacker 1s making his attack in the proper examples include: any one attack form defined by an El-
direction or location at all). emental Anima or Elemental Mastery (fire. ic:e, e;irth or
lf the onlookers achieve more successes, they per- light); magnetic attacks or mental powers. Characters
ceive the character dimly - enough to launch attacks may not choose to be Invulnerable to "quantum pow-
agamsl the character at a difficulty penalty of only one. ers," "physical attacks" or "energy attacks."
Invisibility does not cloak a character against detection Extras: Broad Categ.ory (player can choose to be
by othersenses - he may still be heard,smelled, or registered lnvulnerable to "physical attacks" or "energy attacks,"
on sooar, for example, However, the Enhanced E:ffecl Extra, but not "quantum powers")
below, allows lnv1s1bilily to doak the character against detec-
tion by additional senses. In the case of othersenses, the Story-
teller should determine any appropriate effects. For example,
lnv1s1b1lity to smell might require a diaracter with Bloodhound
(p. lb2) to make his tracking rolls at increased diff1CUlty,
lnv1sibil1ty works only for the character's body; re/1-
denng one's clothes, effects or carried items invisible
requires the Attunement Background (p. 139).
Extras: Enhanced Effect (Invisibility works versus
one ~dd itional sense per success rolled)

Luck
Level: 1
Quanhlm Minimum: 1
Dice Pool: Luci<
Range: Self
Area: NIA
Duration: Permanent
Effect; Successes achieved on roll reduce damage
and make tasks easier.
Multiple Actions: N/A
Invulnerability Description: A nova with this power 1s e>Ctraordi-
1 narily lucky. Somehow his quantum consciousness is able
Level: Z
Quantum Minimum: 1 to tap into and manipulate fate, probabilities and per-
Dice Pool: N/A haps even reality itself. Regardless of how it's done, Lady
Range: Self Luck smiles on the character and looks out for him.
Area: NIA Once per scene, a character may ask to roll his Luck.
Duration: Permanent lt 1s in the Storyteller's discretion whether the ch11rac-
Effect: Provides +6 soak per dot against a specific ter may roll Luck; sometimes it's better forthe game if
type of attack the character depends on his own abilities. When the
Multiple Actions; N/ A character rolls Luck, each success achieved influences
the outcome of other events. Exactly what happens is up
to the Storyteller_ but here are some guidelines.

206 CHAPTER FIVE: QUANTUM POWERS


ABERRANT
Combat When the character is in combat, the player
1nay divide the successes he gets for Luck in a given tum
between his att,ack and his defense. Successes added to
an attack grant one die per success to make the attack
and determine its effects. Successes added to defense
provide one success (not one die) to all dodge, parry or
block rolls (or similar rolls to avoid other effects, such as
Willpower rolls to counteract Domination).
Abilities: Each Luck success adds one success (not
one die) to any use of Abilities out of combat. If a char-
acter makes two or more Ability checks during the same
time frame (turn, minute. or whatever else the Story-
teller decides is appropriate). he must divide his Luck
successes among the different rolls.
Backgrounds: Luck affects rolls associated with
Backgrounds JUst as it does with Abilities.
Remember, though, that Fate is a Fickle bitch. If a
character botches a Luck roll, he suddenly becomes re-
ally unlucky For a scene. An unlucky character botches if
he rolls no successes and any die comes up 1or 2.
Extras: None

Magnetic Mastery
Level: 3
Quantum Minimum: 4
Dice Pool: Variable
Range: Special
Area: Variable
Duration: Variable
Effect: Character is able to manipulate magnetism
and magnetic fields.
Multiple Actions: Yes
Description: A nova with this power is a master of
magnetism. She 1s able to lift and move metallic ob1ects,
project magnetic blasts and pulses and otherwise con-
trol and manipulate the forces of magnetism. If this power
is active, a nova may Block any incoming metal attack,
using Dexterity+ Magnetic Mastery as the dice pool. The
character may automatically make a Perception + Mag-

netic Mastery roll to accomplish minor feats like sensing
magnetic north, gauging the strength of local magnetic
fields, and the like.
As with Elemental Amma and Mastery, this power
provides several techniques. A nova may learn and freely
use one technique per dot in the power; she may attempt
other techniques. but the player must pay double quan-
tum points and roll against a diffrculty penalty of one to
use these powers. Techniques mdude:
EMP
Dice Pool: Wits + Magnetic Mastery
Range: (Quantum + power rating) x 10 meters
Area: NIA
Duration: Instant

CHAPTER FIVE: QUANTUM POWERS 207


ABERRANT
The nova can emit an electromagnetic pulse that M a gnetic Shield
disrupts electronic equipment. To use rt, the character Dice Pool: N/A
pays lherequ1red quantum points and rolls Wits+ Mag- Range: Self
netic Mastery. The Storyteller opposes this power with Area: N/A
a roll based on the target device's "Stamina." The Sto- Duration: Ma111temmce
ryteller should determine the machine's Stamina based The character can polanze metal weapons and pro-
on how well shielded it is against such attacks. Most ma- jectiles away from herself Each turn, I he player can sub-
chines have a Stamina ofl (at most); some rmhtary equip- tracl her dots in Magnebc Mastery from the altack suc-
ment, though, might have a Stamma of 5 or higher. For cesses of any metal weapon used against her character.
each net success the nova achieves, the machine is un- This defense also works against novas whose powers in-
able to function for one hor. At the Storyteller's option. volve metal.
rmnor technological devices may be permanently shorted
out. Magnetic Storm
Dice Pool: N/ A
Magnetic Blast Range: Special
Dioo Pool: Dexterity + Magnetic Mastery Area: (Quantum + power rating) x 5 meters
Range: (Quantltm +power rating) x 10 meters Duration: Concentrvlron
Area: NIA TI11s power allows the nova to telek1net1cally lift all
Duration: lnsl.ant in-range ferrous objects of 40 kgs or less. then whirl
The nova can project a damaging blast of magnetic them around him rn a sort of" magnetic lorn ado." He will
force, similar to a Quantum Bolt. This attack mflids not be hurt by the flying objects. but anyone within the
[Quantum x 2] levels (power rating x 3) dice of bash- area of effect ads al-2 to all dice pools and takes (power
ing damage. rating x 2) dice of bashing damage. The damage depends
lfl part on the ob1eds available.. lf there are few !rietallic
Magnetic Field
Dice Pool: Wits+ Magnetic Mastery ob1ects rn the vicinity, the Storyteller may reduce the
Range: (Quanl:l.lm + power rating) x 5 meters damage done proportionately. If there are a lot of sharp
Area: (Quantum+ power rating) x 3 meters objects (like knives or nails). the damage may be lethal.
Duration: Concentrabon Magnetize
The nova can create an intense magnetic field rn a Dice Pool: Perception + Magnetic Mastery
given area. This Field interferes wtlh electronic equip- Range: (Quantum .... power rating) x 10 meters
ment. Each success achieved on a Wits+ Magnetic Mas- Area: N/A
tery roll imposes a difficulty penalty of one for any tasks Duration: Maintenance
attempted by or with eledronic equipment. At lhe The nova magnetrcally eharges ferrous metal 1lems
Storyteller's option, some shielded eqwpment may be within the vtcin1ty, causing them to attract or repel one
able to resist this effect with a stamina., roll, as with another. This could, for example. wrench a gun from a
the EMP power. foe's hand or lrap an am1ored guard against the metal
Magnetic Levitation bars of a prison cell A magnetically charged ferrous ob-
Dice Pool: N/ A ject exerts an effectrve ''Might" equal to the characters
Range: Self Quantum plus the successes scored on a Dexterity t
Area: N/A Magnetic Mastery roll.
Duration: Maintenance Magnetokinesis
The nova 1s able to manipulate ambient magnetic Dice POQI: Dexterity + Magnetic Mastery
fields to pick. himself up and fly crudely. His flying speed Range; (Quantum+ power rating) x 10 meters
is equal to (power rating x 2) + 20 meters per action. or Area: N/A
(40 x. power rating) kilometers per hour out of combat. Duration: Concentration
The nova may use hrs awesome magnetic powers lo
pick up metallic objects. Once he has them he can throw
them Qr hit other characters wrlh them, This Feat mir-
rors the use of the Telekinesis power (p. 224). except
that the dice pool is Dexterity -t Magnetic Mastery, and
only metal obj eds can be manipulated.
Extras: None

208 CHAPTER FIVE: QUANTUM POWERS


For Example: Karen Roper has Strength 4 and Mat-
ter Chameleon 4. She st1c/cs her hand into a junction box
and scores four successes on a Stamina -r Matter Cha-
meleon roll. thus changing into living electricity. Although
her Matter Chameleon rating ts quite high, she can nor-
mally inflict no more than six dice of lethal damage -
the amount ofcurrent available From the energy source.
HoweYer. since Karen scored four successes on her roll,
the Storyteller allows her to inflict eight dice of lethal
damage by touch (after all, she s bigger than a junction
box. thus might have more current running through her).
Matter Chameleon Next. Karen touches a flawless diamond, !;coring a
Level; 3 single success on the Stamina + Matter Chameleon roll.
Quantum Minimum: 5 The Storyteller judges that a being made entirely From
Dice Pool: Stamina + Matter Chameleon diamond would have at least 18 extra soak; however.
Range: Self because Karen has Matter Ch(Jmel~on rating of only 4.
Area: N/A she may gam a maximum of 12 extra soak by duplicating
Duration: Maintenance the diamond's structure, The Storyteller rules that Karen
Effect: Allows character fo duplicate properties of gains two extra dots of Strength (raising Karen's
specific types of matter Strength to Mega-Strength 1) and the equJValent oFFour
Multiple Actions: No dots m the Claws power, as Karen ".s fingernails become
Description: Matter Chameleon 1s similar to diamond-hard.
Bodymorph. but mstead of allowing a c;haracter to as- 1f a nova wishes to use Matter Chameleon as a de-
sume only one form, il gives her the power to have her fense against an incoming attack (for example, to as-
body take on the properties of any type of matter or sume the properties of fire based on being hit by a blast
energy she touches 1f she touches rock, her body be- of flame), she may do so. Doing so does not require an
comes as durable and strong as slone. If she touches tear action, but it is easier if an acbon is available; if the char-
gas, she becomes 1nt.an91ble and can blind people with acter does not have a delayed action to use lo do so, she
her touch. If she touches water, she can flow through must spend a point of Willpower instead. She then spends
pipes and ignore many forms of attack. lf she touches quantum points and rolls Stamina + Matter Chameleon;
fire. she becomes a living flame. even one success allows her to assume that attack's prop-
To use Matter Chameleon, the nova must pay the erties, and each success reduces the damage the attack
required quantum and touch the form of matter or en- inflicts by one die or level.
ergy whose properties she wishes to assume (doing so FQl"Example: Karen Roper is attacked by nerve gas.
does not cause her any damage, even if the substance She re/ls Stamina + Matter Chameleon, scoring three
would normally be damaging), and the player must roll successes. The Storyteffer rules that Karen completely
Stamina + Matter Chameleon. Even one success is suff1- ignores the effect of the gas and changes to gas herself.
c1ent to allow her to assume the properties of that form: She gains properties similar to Bodymcrph (gas); addi-
as long as she keeps paying quantum points. she will re- tionally, anyone enveloped by Karen wt11 be affected as
tain those properties~ though doused with nerve gas (see the Appendix., p. 280,
Specific Tra1ts granted by Matter Chameleon de- for details).
pend entirely on the material copied, often including ex- Matter 01ameleon has a few other nices1de effects,
tra Strength, soak. or damaging effect.s. The possibili- too. By spending a quantum point. the character can walk
ties are nearly endless, and the Storyteller must ultimately on water or other fluids at normal speed (this does not
i!djudicate as she sees fit. Some general guidelines are: protect against the effects of fluids like acid or magma).
No substance may provide more damage or soak than By spending three quantum points and touching a solid
the lower of a) the substance's normal properties~ b) the such as a wall or floor, the character can attune her mo-
nova'<; power rating x 3. No substance may provide more lecular composition to that substance., allowing her to
extra Strength levels than the nova's power rating. Ex- "phase" through the solid at normal walkm9 speed.
ceptional levels of success may allow for modification of SeeBodymorph (p.185) for guidelines on the prop-
lhese guidelines. erties possessed by various substances.
Extras: None

CHAPTER FIVE: QUANTUM POWERS 209


'
There is an additional restriction on Matter Cre-
ation. The soak, health levels, and/ or dice of damage
the object provides/ causes may not exceed the creati!>r's
Quantum + power ratmg total, Thus. a character with
Quantum 5 and Matter Creation 3can create ob1ects that
have eight health levels, provide eight soak and/ or in-
flict eight dice of damage (or less); he cannot create an
object hard or durable enough to have nine health levels
or provide nine soak
At the Storyteller's option, creating complicated
devices may require the character to have the skills nec-
essary to build such a device from scratch. Those Abili-
Level; 3
ties substitute for Wits in the roll. For example, to create
Quantum Minimum: 5
a car, the character would have to roll Engmeering +
Dice Pool: Wits+ Matter Creation
Malter Creation.
Range: (Quantum + power ral1ng) meters
Once created, the substance or object rematns 1n
Area: NIA
existence for one hour per dot 111 Matter Creation. A sub-
Duration: Special
stance or object can be made permanent at the cost of a
Effect: Creates matter of various sorts
point of permanent Willpower.
Multiple Actions: Yes
Extras: None
Description: A nova with Matter Creation can lit-
erally create matter out oF nolhingness. He can create
matter 1n its raw form - such as ordinary iron or wood
- or he can create actual objects and devices - such
as a sword, computer or chair
When creating raw materials, the nova simply rolls
Wits + Matter Creation. The amount of matter created
depends on the number of successes rolled:

Successes AmOUltt of Matter


One lkg
Twe lOkg
ihree lOOkg
four
Five
I 000 kg
10,000 kg
Mental Blast
Level: 2
Creating objects and working devices 1s a little more
Quantum Minimum: 3
difficult The number of succ;esses required depends upon
Dice Pool: Intelligence-+ Mental Blast
lhe natur~of the ebJec:tand the ob1ects srze.
Range: (Quantum+ power rating) x 10 meters
Suocesses Objed Complexity
Area! N/A
One Simple ObjecJ:s: A knifo. a cup
Duration: Instant
Two Coniplex Objects: furniture, <1 book
Three Simple Devices; A doc.It, <1 lamp
Effect: C'auses one level of bash mg damage per suc-
Four Complex Oev1ces: A desktop 00111 cess.
Multiple Actions: Yes
poler. an automobile
Description: This power allows a nova to project
Five V.ery Complex Davie.es. An air
plane. a supercolnpuler. a rniss~e
his "quantum consciousness" directly into another being's
mtnd, causing psychic pain and tnJury. To use Mental
Difficulty Objoot Size
Small: Anything you oould hold in
Blast, the character pays the required quantum points
+O
a nd rolls lntelhgence + Mental Blast in a resisted roll
l)ne !land or arm
against the targefs Willpower. Each net success achieved
"'I Medium: Anything yo1.1 would need
c auses one health level of bashing damage; If bashing
lw(;) arm$ t~ hold
health levels go below zero. further Mental Blast dam-
+2 Large:, Any,tbing you would need
age is lethal.
two or mere people to hold
Extras: None
Very Large: Anything yeo would
need a'forkllft fo hold
Additional D1fficult1es
+2 Radloacl1ve
.,.3 Unknown substance: substance ttu~l
defies normal properhesof physics(euf1ber, for ell311\ple)
I
UANTUM POWERS
Once the nova establishes the illusion, he must con-
centrate on it to maintain it. He will know how the target
is reacting to it, and he can cause it to react accordingly.
lf the illusion does not read 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 mFront of
Mirage a car as he reacts to an illusion. At three or more suc-
Level: 2 cesses, the victim's mind will cause him to suffer Injuries
Quantum Minimum: 3 corresponding to those caused by illusory attacks - 1f
Dice Pool: Manipulation + Mirage shot with an illusory gun. he will take the same damage
Range: (Quantum + power rating) x 20 meters which he would take from a real gun - but regardless
Area: N/A of the type of damage the attack would normally do, the
Duration: Concentration damage is Stun Attack damage only (see Stun Attack, p.
Effect: Creates illusions in target's mind. 223).
Multiple Actions: No Extras: None
Description: l.Jnlike 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 + Mi- Molecula r
rage in a resisted action against the target's Willpower.
lf the nova scores more successes, he succeeds in im-
Manipulation
Level:3
planting the illusion. The more net successes he has, the
Quantum Minimum: 5
more eomplex and believable the illusion is.
Dice Pool: Variable
Range: Variable
Area: Variable
$ucces5e$ lllusiQn lnteflsity Duration: Special
One Simplelllus1on: Change appearance Effect: This power gives a charader the ability to
or nature of eiuJ>ting o.bJects or manipulate and control molecules.
persons; c;reate illusion that there Multiple Actions: Yes
are mirror objecfsor people wlter'e Description: A nova with this power wields ultimate
none actually exist. control over inorganic and unliving organic molecules.
TWI> Complex Illusion: Change appear While he cannot change or affect living thmgs in any way,
ance or nature of important exist his power 1s still quite impressive.
ing objec;ts or persons: create fl By spending a quantum point. a molecular manipu-
h.1s1on that there are imp6rtant Qb lation can make a Perception + Molecular Manipulation
jects or 11eople where none act1.1 roll to identify the chemical composition and properties
ally exist; minor changes to overall of any substance within a range of [Quantum + power
env1ronmenl rating] x 20 meters.
Threeor more V~ry Complex lllusion: lltuslon can As with Elementaf An1rna and Mastery, this power
completely change the target's en provides several techniques. A nova may learn and freely
vironment or the Reople and ob use one technique per dot m the power; she may attempt
Jeds around him. other techniques, but the player must pay double quan-
tum cost and roll against a difficulty penalty of one to
activate these powers. Techniques include:

CHAPTER FIVE: QUANTUM POWERS $ 21 I


ABERRANT

others while animated), It may use them; the Storyteller


Animation should dete11111ne the exad effec.ts and appropriate dam--
Dice Pool: Mnn1pulabon + Melecular ManJpulat1011 age.
Range: (Quantum -t power rat1119) x 3 meters
Area: NIA Destruction
Duration: Coocentrabon Dice Pool: Oel\tenty + Molecular Manipulabon
The nova may 'animate'" inanimate objects, g1v1ng Range: (Quantum+ power rating) l( 10 meters
them a crude sort of quasi-life. Wheeled objects roll, Area: N/A
funiiture and other items with legs walk.or runand other Duration: 1nstant
objects do their best to hop or otherwise moti-Jate them- The character unravels or d~stroys the molecular
selve~. Thechara,ter may animate one object of roughly bone:ls holding an unhving object together. causing it to
human srze for each success ori the player's Intelligence disintegrate. Doing so inflicts Quantum ~ Molecular Ma-
+ Molecular Manipulation roll. Thus. an 1 ma~ing a couch, nipulation health levels of darn<1ge to the target object.
which 1s approximately twice the size of a normal hu- Ob1ec;.ts may soak: the Storyteller should determine how
man, would take two succes.ses. Animated ob1ects move much da{llage they can soak based on the materials they
at the character's walking. pace, but this speed may '"' are madeof and how well they are constructed.
crease to his running pace if he spends an additional
quantum point.
Molecular Alteration
Oice Pool: lntelligence ;.. Molecular Mampulabo11
Animated objects can attack targets. The Story-
teller determines the objects' Strength, Stamina and Range: (Quantum -t- power rating) x 5 meters
health levels based on their size and the materials they Area:N/A
are made of (lhe Material Strength chert on p. 257 pro- Duration: Permanent
The character can convert the molecules or an
vides some guidelines); an ob3ect's Dexterity 1s equal to
the character's normal Wits Attribute. If lhe object has unliving solid or liquid mto molecules of another unl1ving
any special abilities (suc.h as a gun, which could shoot solid or l1qu1d, thus, for example. tr:ansfom1mg a wooden
chair mto a steel chair. The nature of the change~ a char-

212 CHAPTER FIVE: QUANTUM POWERS


ABERRANT

Second Skin
Dice Pool: NIA
Successes Transmutation Range: Self
One Change Substance: The charac- Area: N/A
ter may <:hange the elements or Duration: Maintenance
substance of which an object 1s By harden mg air molecules m a film about himself,
made, buthe cannot change the the nova can protect himself with a layer of armor. For
ob1ecfs shape or s1ze. A wooden each dot in Molecular Alteration. the nova gains +2 soak
chair becomes a chair of solid versus bashing and lethal damage.
gold. a steel kn1fe become!. a
kntfe of -silk Shape Alteration
Two Change Size: As Change Sub- Dice Pool: Wits ,,. Molecular Mampulation
stance, plus the character can Range: Touch
make the ob1ect larger or smaller Area:N/A
by up to 20% per success over Duration: Special
one (20% at the mm1mum two The character can alter the shape of inammate ob-
successes needed lor this effect: Jeds. He can alter lhe shape of 10 kilograms of any given
40% at three successes; and so substance per success rolled on an Intelligence + Mo-
forth). lecular Ma111pulal1on roll. He need not affect an enhre
Three Change Shape: As Change Size, object to alter 1ls shape, but he can alter only that part
plus the ob1ect's shape can be of the ob1ect which he 1s able to affect He can cause a
changed A wooden chair can be hole to open m the object (handy for getting through
transformed mto a lump of gold; locked doors). make 1t grow crude anns or legs. or JUSl
a steel kn1fe becomes a dress of change its appearance or ab1hty to function .The changes
silk. remain until the nova reverses them or repairs are made.
Four Change Complexity As Change A nova with this power can attempt to repair 1nor-
S1ie. pfus the ob1ect's nature or ga111c ob1ects. The nova must have at least some knowl-
complexity <:an be transformed edge of the sub1ecl lo be fixed (generally speaking, at
- 1t can be made into work1119 least one dot 1n Engineering). The nova then rolls Mo-
electrical circuits and moving lecular Mampulatton + Engineermg (or other appropn-
parts Thus. a tree can be ate Ability); each success repairs one "health level'' of
changed into a working computer damage suffered by the object
or a aw Extras: None

acter can enact with Molecular Alteration depends upon


the number of successes he achieves on an Intelligence+
Molecular Manipulation roll.
The character may not create objects from thm air;
that requires Matter Creation.
Al the Storyteller's option, creating devices with
Change Complexity may reqwre the character to have
the skills necessary to build such a device from scratch.
Those Ab1l1t1es substitute for lntell19ence m the roll For
example. to create a car, the character would have to roll
Engineenng + Molecular Ma111pulat1on Poison
Once created, the substance or object remains 1n Level: 2
existence for one hour per dot 1n Molecular Ma111pula- Quantum Minimum: 1
t1on. Asubstance or ob1ect can be made permanent at Dice Pool: Stamina + Poison
the cost of a potnt of permanent Willpower Range: Touch
Area: N/A
Duration: Instant
Effect: Character's touch can poison or mfect an-
other person
Multiple Actions: Yes

CHAPTER FIVE: QUANTUM POWERS 2 13


ABERRANT
Description: A nova with this ability can poison or
drug sorneone with a touch or mfed him with a disease.
For purposes of this power, poisons. venoms, toxins.
drugs and s1m1lar 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
mflid 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 Premonition
get a level of bashing damage. or to subtract one die from
the victims dice pools, and three successes are required Level: 2
for each level of lethal poison damage. Quantum Minimum: I
Diseases are handled differently. The number of Dice Pool: Perception + Premonition
successes achieved on the roll determine the virulence Range: Variable
of the disease that can be inflicted. The victim may re- Area: Special
sist with a Resistance roll; net successes are compared Duration: One scene
to the table below: Effect: Allows character to detect danger or threats
to himself.
Multiple Actions: Yes
Si.ic:c::esses Viflllence Equwalent Description: This sensory p-0wer warns the nova of
One Minor. nC!>nfatsl disease~ Colds, in- impending dangers or lhreats. To use 1t, the character
'I nuenia pays the quantum-point cost, which allows her to detect
Two Ma1or. nonfatal diseases~Many danger for one scene. Whenever she is confronted with
types of fever, d ucket poit any danger during that bme - ~he is about to trip a
l'hree Fatal disease&: lflV, lepro~ trap. someone points a gun at her, etc. - the player
Four xtrem~ly fa1.3I d1~~ Ebola fe- may make a Perceptioh + Premonition roll to detect it.
ver, Marburg fever. Lh~ fever The diffic0lty should be set by the Storyteller. depend-
ing on the severity of the danger (the greater the po-
tential harm, the easier 1t 1s to detect) and how likely it is
lo affect the character (a direct threat JS easier to de-
Conventional armor, including powerssuch as Force tect than something Lhat might adversely .affect the char-
Freid, Usually offers little protection against poisons and acter but isn't intended for her).
diseases. Anova with the Adaptability enhancement may Premonition can detect threats specifically directed
soak poison effects with his Stamina/Mega- Stamina at the character (someone about to stab her with a knife)
soak: at the Storyteller's option, a Resistance roll may as well as threats directed al her general area (a
help to counteract a poison's effects (in whole or in part). terrorisfs bomb that's about to destfoy lhe building she's
Remember that most poisons and diseases do not work in). ihe danger must be within about (100 x Premom-
tnstantly - they have an "onset tune'' measured in tion) meters of him in most cases, though the Storyteller
hours, days, or weeks. Characters who expect to use this may,.at her discretion, expand this range, Specific dan-
power to cause fatalities 1n combat are likely to be dis- gers (such as a sniper pointing a gun at the character
appointed. from a thous.and meters away) can usually be detected
Eittras: Projectile (can spit. exhale or otherwise further away than general threats.
expel a venom or vin.is at a range of 10 me~ers x power Asuccessful Premombon roll does not tell lhechar-
rating). acter exactly what the danger 1s, only that she 1s exposed
to It and from roughly which direction or location It ls
coming. In most cases warning 1s enough to provide the

214 CHAPTER FIVE: QUANTUM POWERS


ABERRANT
character with the information she needs to avoid the For dramatic purposes, the Storyteller may, at his
danger. For example. suppose the character is about to discretion, increase the tlmefrarne. For example, 1f a nova
walk through a door and her Premonition alerts her to a with Pretercognition Found an ancient Egyptian artifact,
possible threat. If the Premonition indicates that the dan- the Storyteller might let her "read" Images associated
ger 1s coming from the door itself, the door is probably with its creation, even though it is thousands of years
rigged for some kind of booby trap. lf the danger comes old, because those visions contain a clue she needs lo
from beyond the door, a more likely explanation 1s that solve a mystery.
someone - or something - 1s waiting on the other Storytellers should be very careful about allowing
side of the door to attack or hurt the character. this power in their series. It can have an enormous im-
Premonlbon does not detect danger to those near pact on the characters' actions and on society. and it
the character unless the character herself 1s somehow can make it virtually 11npossible to run scenarios that re-
exposed to the threat. volve around mysteries or puzzles. However. there's no
Extras: Others (the character's Premonition can guarantee that the visions received are absolutely accu-
detect dangers to anyone within about [10 x Premoni- rate....
tion J meters of the character) Extras: None

Pretercognition Psychic Shield


Level: .3 Level: I
Quant!Jm Minimum: 4 Quantum Minimum: 1
Dice Pool: Perception + Pretercognit1on Dice Pool: N/ A
Range: Self Range: Self
Area: NIA Area: N/A
Duration: Instant Duration: Permanent
Effect: Allows character to foresee future (or view Effect: Provides two extra successes per dot on all
past) events; number ofsuccesses detennines timeFrame. attempts to resist mental powers.
Multiple Actions: No Multiple Actions: N/ A
Description: Pretercognition allows a nova to fore- Description: Psychic Shield is a potent defense
see future events or grants glimpses of the past. aga1nsl powers that directly affect a nova's mind (Domi-
The timeframe within which the character can nation, Hypnosis, Mental Blast, Mirage or Telepathy).
''view" events is based on the number of successes Each dot grants two extra successes to any roll to resist
achieved on a Perception + Pretercognition roll. mental powers. lf the power causes damage, like Mental
Blast, then Psychic Shield also provides two extra soak
per dot. Psychic Shield 1s permanent, but a character
Successes Timeframe may voluntarily shut 1t off if he wishes (he can reactivate
One Up to one hour per dot it at any time, which does not require an action).
Two Up to one day per dot Psychic Shield does not work against emol1on-con-
Three lJp to OAe week per dot trolling powers (Empathic Manipulation, many of the
fur Up ti> on& month per def Mega-Soci&I enhancements), only direct mind control.
Five Up to one year per dot Extras: Extra Mind (character may extend his Psy-
Six Up to 10 years per dot chic Shield to protect one other person whom he 1s touch-
ing)

CHAPTER FIVE: QUANTUM POWERS 215


ABERRANT
age, not (power ratmg x 4]; however, each such shot
111fhcts 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 Bolt
Level: 2
Quantum Minimum: 1
Dice Pool: Dexterity + Quantum Bolt
Range: (Quantum+ power rating) x 15 meters
Area: NIA
Duration: Instant
Effect: Inflicts [Quantum x 3] levels + (power rat-
mg x4) dice of bashtng damage or [Quantum x2] levels
t (power rating x 4) dice of lethal damage (ptayer's
Quantum Construct
choice). Level: 3
Multiple Actions: Yes Quantum Minimum: 4; must also hc;ye Force Field
Description: Quantum Bolt, m its myriad forms, 1s or better
one of the most common offensive powers used by no- Dice Pool: Manipulation+ Quantum Construct
vas. It allows a nova to project a damaging blast of en- Range: (Quantum + power rating) meters
ergy at a target The damage may be either lethal or bash- Area: NIA
ing (the player must choose what type of damage the Duration: Maintenance
power does when he buys it). The target takes [Quan- Effect: This power enables the character to create
tum Trait x 3] levels+ (power rating x 4) dice of bashing "creatures" or objects out of quantum force: the num-
damage or [Quantum Tra1t x 2] levels+ (power rabng x ber ofsuccesses achieved indicates what beings can b!l
4) dice of lethal damage. summoned and how many.
A nova might ~ry to pull an unusual ..stunt'' with her Multiple Actions: No
Quantum Boll, such as bouncing it off a surface to hit an Description: Anova with Quantum Construct is ca-
opponent 1n the back, The Storyteller may, at his dis- pable of generating raw quantum forces, then shaping
cretion, allow this effect if the nova achieves a s1,.1ff1c1ent them into animate creatures that act at the nova's whim.
number of successes on a Dexterity+ Quantum Boll roll. Many novas with this power use it to summon "demons,.
Anova's Quantum Bolt must be defined as a spe- and other such creatures of legend. Regardless of the
cific type of energy or power, such as fire, ice, lightning, creatures' appearance, though, they are obviously made
bioenergy or a laser. when the character is created. The from quantum forces - a character with control over
energy lype cannot be changed thereafter. electromagnebc energies might summon constructs of
Quantum Bolt cannot normally use the standard living lightning, radiant energy or the like. Quantum Con-
Ranged Combat Maneuvers, such as Automatic Fire (p. struct cannot create a duplicate of a specific person or
247). However. for each dot tn the power above three, a the like.
nova may choose one such maneuver for her Quantum To use Quantum Construct, a nova must spend the
Boll She does not have to use the maneuver unless she required quantum points and roll Manipulation + Quan-
wishes to, bul it's available as a "power stunt" that she tum Construct. The number of successes mdicate whal
has trained herself to perform. Performing a maneuver type of creature can b~summoned.
costs one extra quantum point 111 addition to the points Characters may create more than one being msome
spent to fuel the power itself. circumstances. First, if they want a being smaller than
Extras: Extra Energy Type (power may manifest as those listed on the chart, they may "divide" the listed
one additional form of energy); Supercharge (character size up among multiple beings. For example, with two
can spend three quantum points to have her Qt1antum successes, a nova could create one hurnan-siied being,
Bolt inflict [power rating x 6] dice of appropriate dam- two beings of half human size, four beings of one-quar-

2 16 CHAPTER FIVE QUANTUM POWERS


ABERRANT
simply review and approve what the player creates. The
Successes 8e1ng(s) Summoned Storyteller should be careful not to let this power unbal-
One One being no 18"jer tha11 ., sheep ance or rum the game; JUSl because a nova has the ab1l-
(Strength and Stamina 1. Dexter- 1ty to summon an army or demonic soldiers doesn't mean
ity 3. four health levels) he should be allowed to
'Two One being no large1 than a human This power 1s extremely wrenching to the surround-
(All Physical Alt rib11tes I., normal ings. and it 1s best used only once a scene If a nova at-
huinan health levels) tempts to use it more than once per scene, each addi-
Three One being no larger than lw1cehu- tional attempt cos~ double the quanlum points and in-
man size (Strength and Stamina 4. curs a difficulty penalty of one.
Oexte11ty 2. eight health levels) Extras: None
four One bPm9 no larger than four
ltm13s human srze (Mega'Strength
l/Stre11gth 4, Starnina 4. Dexter-
1ly 2. +I soak, 10 "Huit- health lev- .o
els)
Five 011e being no larger than eight
times human s1ie (Mega-Strength
2/Strenglh 4, Stamina 4. Dexter-
ity 2. 2soak, 12 "Hurt~health lev-
els)
Constructs .arc sunply shaped matrices of quan-
tum energy; lhey are directed by their creator, have no
Mental. Social or Willpower :fra1ts, and are immune to
attacks dependent on those 'Trarts (lor e,xample. Oom1- Quantum Conversion
nation or Dreadful Mien) Furthermore. constructs feel Level: I
no pain and suffer no wound penalties Constructs can Quantum Minimum: I
however, be dispelled by powe s such as Disrupt Dice Pool: Stamina Quantum Conversion
Range: Touch
Area: NIA
Duration: Special
ter human s12e or a larger number of mouse- or insect- E,ffect: May convert up lo one quantum point per
s1zed creatures Second. 1f the character achieves more dot into standard forms of enerqy
successes than needed to create the being he wants. he Multiple Actions: Yes
may use the extra successes lo increase the numbers - OescnptlOll: Quantum Conversion is sometimes con-
each extra success doubles the number of constructs sidered one of the more unusual powers novas display. yet
For example, suppose a nova wants to summon a human- 1t 1s undoubtedly one of the more useful ones in a practical.
s1zed demon. and the player rolls four successes. The two everyday sense. It allows a nova to convert part of his per-
additional successes douhle his numbers twice. allown19 sonal quantum energies - his Quanwm Pool - rnto stan-
him to summon four demons. dard forms of superquanhlm energies such as heal.fire or
Some constructs may have additional powers A electnoty The player musl choose what type of energy
creation success can be converted into five nova points. the nova can convert his quantum points into
which are used to provide Mega-Attributes or quantum Quantum Conversion can convert up to one quan-
powers to the summoned creatures All such creatures tum point per dot into another fom1 of energy If con-
have a Quantum Tra1t of I and 22 quantum points unless verted into efectnctly. one quantum point would be
the nova spends creation successes to raise Quantum enough to power a typical large telev1s1on for about an
(one success per one additional Quantum dot) hour. The Storyteller 1s the final arbiter of how much
The nova who summoned the constructs may (at electricity 1s needed to power a given device, and for
any time and any range) "banish" them, dispersing them how long. He also determines the effects and uses or
into lhe surround111g medium. No roll 1s required to do other forms of energy.
so Quantum Conversion can also be used to cause dam-
Ultimately, the Storyteller 1s responsible for com- age to other people 1f lhe nova touches them while em1t-
ing up with the game stat 1sti<:s and rules for created con- tmg the energy Doing so causes one health level of bash-
structs, lhough he may let the player do the work and

CHAPTER FIVE: QUANTUM POWERS 217


ABERRANT
mg damage per quantum point converted {or one health Furthermore, when using his imprinted powers, the
level of lethal damage per two quantum points con- nova may only roll the base Attribute - he does not gel
verted). but the person b>uched may soak this damage to roll any dice for the power itself For example. 1f a
normally, nova imprinted two dots worth of Quantum Boll. he
Extras: Extra Energy Type (power may convert would roll only his Dexterity, not D~terity + Quantum
quantum points into one additional type of energy; char- Bolt, when detenn1mng the power's effects.
acter chooses which type of ent:lrgy to emit with ;my given Extras: None
l1se of the power)

Quantum Leech
Quantum Imprint Level: 2
Level: 3 Quantum Minimum: 2
Quantum Minimum: 4 Dice Pool: N/A
Dice Pool: Dexterity + Quantum Imprint Range: Touch
Range: Touch Aru: NIA
Area: NIA Duration: Instant
Duration: Maintenance Effect: A successful use transfers (Quantum ._
Effect: Copies the powers and abilities of charac- power rating) quantum points from the target nova to
ter touched. the nova using Quantum Leech
Multiple Actions: No Multiple Actions: Yes
Description: Quantum lmprmt allows a nova to copy Description: Many novas fear this power, for it takes
the quantum signature of another nova. By touching an- from them the one thing they treasure most - quan-
other nova, he can duplicate some or all of that novas tum power. 1n the form of quant\.lm points To use this
powers in himself. The nova touched does not lose any power. a nova pays one quantum point and touches the
of his powers or suffer any injury. victim (standard contest of Dexterity 1f the touch 1s re-
To use Quantum lmprmt. the nova must make a sisted). The player rolls lntelhgence + Quantum leech
Dexterity + Quantum Imprint roll to touch the victim. If against the victim's Willpower IF the nova wms the con-
U1e touch succeeds, the nova may copy one of the victim s test, he transfers a number of quantum points equal to
Attributes. skills, abilities or powers for each dot he has his (Quantum+ power rating) from lhe v1ct11n to hrs (the
1n Quantum lmprtnl - but he may only copy them up to nova's) own Quantum Pool. This transfer even allows the
his number of dots m Quantum lmpnnt. For example. 1f a nova to exceed his natural Quantum Pool limit. up to twice
nova has Quantum Imprint 2 and wants to copy two of his normal Quantum Pool; however, if the nova botches a
another nova's powers. he may do so, but he only gets roll to steal power exceeding his normal l1m1ts. he gains
two dots tn each power, even 1f the other nova has Five one or more points of temporary Taint. He retains those
dots in them. He may also never gam more dots or use points until he uses them or becomes unconsctous {m-
the power at a greater level of effect than the target cludmg gomg to sleep). The nova from whom the points
nova - for example. if a nova with Quanlum 5 and Quan- have been leached recovers them tn the usual fashion at
tum Imprint 5 steals a Quantum Bolt from a nova with the normal rale.
Quantum 2 and Quantum Bolt 2, the Quantt1111 Bolt can extras: Energy Siphon (may use Quantum Leech at
mflic;t no greater damage lhan permitted with Quantum a range of [Quantum+ power rating] x 5 rneters)
2 and Quantum Bolt 2. The nova must also pay one more
quantum point to use a stolen power than he would have
to pay 1f he had that power "naturally." Thus, the nova rn
the previous example would have lo pay three quantum
points to throw his copied Quantum Bolt

218 CHAPTER FIVE: QUANTUM POWERS


ABERRANT

Quantum Quantum Vampire


Level: 2
Regeneration Quantum Minimum: 3
Level: 2 Dice Pool: Stamina+ Quantum Vampire
Quantum Minimum: 3 Range: Touch
Dice Pool: N/A Area: NIA
Range: Self Duration: Special
Area:N/A Effect: A successful use transfers a defined At-
Duration: Special tribute or power from the target nova to the nova using
Effect Spend one Willpower to add (power rating Quantum Vampire.
x 2) to the amount of quantum pomts recovered per hour Multiple Actions: Yes
Multiple Actions: Yes Description: Quantum Vampire 1s similar to Quan-
Description: Most novas recover the spent quan- tum Leech, but it allows a nova to steal powers or abili-
tum points at a steady. predictable rate - two points ties other than quantum points from another person
per hour while at ease, or four points per hour 1f com- (nova or not). The player must define which single power.
pletely relaxed. A nova with Quantum Regeneration can Attribute or Trait the nova can steal when he buys the
recover them far more quickly than that. power. Quantum Vampire cannot steal Mega-Attributes
To use Quantum Regeneration, the character waits or quantum powers from a dormant nova, nor can it steal
until he is about to start resting to recover quantum quantum powers that have been affected by the Disrupt
points. He spends one or more points of Willpower (not power (p. l'IO)
quantum points). For each point of Willpower spent, he To use this power, a nova pays the normal quan-
may add twice his power rating to the amount of points lum-point cost and touches the v1ctim.lhe player then
he will recover m the nexl hour. For example. 1f a nova rolls Stamina ~ Quantum Vampire against the victim's
spent two points of Willpower and had Quantum Regen- Willpower, If the nova wins the contest. he transfers a
eration 4, he would recover 20 quantum points (4 + 8 + number of dots of the Trait equal to his number of suc-
8) in an hour of complete relaxation. cesses from the victim to his (the nova's) own Trait, He
Extras: Double (doubles the effect of Willpower retains those dots of power For one hour per dot 1n Quan-
spent when using this power~ each point of Willpower tum Vampire; the victim loses them for that period of
spent counts as two points). 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 nor-
mal Attribute (raising it to 5) before gaming the appro-
priate Mega-Attribute. If the energy vampire is rn the
Mega-Attribute range, points transferred from a simi-
lar 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.

CHAPTER FIVE: QUANTUM POWERS 219


ABERRANT
For Example: Abyss, with Strength 3, no Mega-
Strength and Quantum Vampire 4, attacks Core, who
has Mega-Strength 3. Abyss hits (ore and rolls three
net successes. Core loses all three dots of his Mega-
Strength, reducing him to his normal Strength rating of
5. Abyss gams three dots of Strength, pushing him to
Mega-Strength T(Strength 4, then Strength 5, then ~
Mega-Strength I). lf Abyss uses the power on Core ''
\
again. he must score twonet 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 011 his own (for example, he
leaches Quant.um Bolt. but he does not possess that power
himself). the nova rnay roll only the base Attribute - Quantum Minimum: 1
he does not get to roll any dice for the power itself. For Dice Pool: NI A
example, if a nova leached two dots' worth of Quantum Range: Self
Bolt, he would roll only his Dexterity, not Dexterity + Area:N/A
Quantum Bolt (or Dexterity+ Quantum Vampire, for that Duration: Permanent
matter). when determining the power's effects. Further- Effect: Each dot cancels two successes on Strobe
more, he must pay an additional quantum point when us- attacks made against the character.
ing any such power. Multiple Actions; N/A
A nova may define this power as the ability to steal Description: Sensory Shield provides novas with
"life energy" (health levels) from his victim; if this op- protection against Strobe attacks and other phenomena
tion is chosen, lhe target may resist with Willpower or that rmght interfere with their senses. lt can represent
~esistance (whichever is greater). The target.takes au- eyes which are accustomed to exfrernely bnght lights,
tomatic bashing damage. while the nova gams "Bruised" armored skin which is so tough the character's nerves
health levels. IF Quantum Vampire reduces the target cannot be numbed and many other abilities.
below Incapacitated, the nova may begin infliding lethal Sensory Shield requires no rolls. Instead, each dot
health levels of damage with the power, gaining life-force in the power counts as two successes to cancel out suc-
(~tra healtli levels) normally. Damage inflicted by Quan- cesses achieved on Strobe rolls and successes from at-
tum Vampire ts lreated as normal damage and may be tacks such as tear gas.
healed normally; this does not affect the vamp1ric nova's ~tras: None.
stolen health levels.
Extras: Extended Duration (the nova keeps stolen
powers For two hours per dot, and the victim loses them
durihg that time); Multiple Traits (nova may steal dots
from two Traits at once: successes rolled must be di-
vided between the two Traits in whatever proportion the
nova's player wishes)
Extras: None

Shapeshift
Level:3
Quantum Minimum: 4
Dice Pool: Stamina ~ .Shapeshift
Range: Self
Area: NIA
Duration: Maintenance
Effect: Allows character to alter her shape; the
degree of alteration depends upon lhe successes
achieved.

220 CHAPTER FIVE: QUANTUM POWERS


ABERRANT
Multiple Actions: Yes
Descnption: Shapesh1fl 1s one of the most ve~
tile nova powers It allows a nova to use quantum ener-
gies to reshape her own body. With the proper degree
of power and skill, she can turn heri;elf into vanOIJs ani-
mals. pieces of furniture or JUSl about anything else she
can think of
Once a character has so much as a single dot in this
power. she 1s able to alter her shape However. she might
not be able to make her transformation complete - 1t
requires considerable precision to copy every detail of
an object An untrained nova might, for example. tum Shroud
himself into a tiger but not manage to create the claws: Level: l
or she could change shape tnlo a bird but not create the Quantum Minimum: I
wings properly, ~o she would not be able to Ay. More Dice Pool: Dexterity ~ Shroud
E'Xpenenced shapC'sh1ftcrs rarely have these problems Range: (Quantum power rating) x IS meters
The degree of change a character can work on her Area: (Quantum power rating) x 5 meler radius
own body depends on the number of successes achieved Duration: Concentration
on d Stamina Shapeslufl roll. If even one success 1s Effect: Creates a f1eld that stifles senses, each suc-
achieved the character can alter her shape, but not her cess subtracts one from effective Perception Trails
s11e or mass, and she cannot simulate any powers or Multiple Actions: Yes
Mega-Attnbute enhancements Successes beyond the Description: The nova creates a field of opaque
ferst may be d1v1ded among the powers or enhancements quantum energy. inky blackness, blinding mist or other
that the character wishes to simulate. For example, 1f the such effect This Shroud 1s d1ff1cult for other charaders
character wants to assume the fonn of an eagle and rolls to see through By spending a Willpower point on act1-
f1ve successes. she could allocate one success each to vat1on. the character can also hinder other forms of v1-
Claws and Fhghl and two to Shnnking to simulate her s1on: for example, the Shroud could also affect Electro-
eagle body Some examples of powers and enhancements magnetic V1s1on
often used by shapesh1fters tnclude: Armor, Body Mod1- To use Shroud. the character must roll to target
ficat100 (each Body Mod1f1cation costs one dot), Claws, the area he wants to affect with hes Shroud field. using
Clinging, Flight, G1 owlh. Shrinking and Life Support Dexterity ... Shroud Failure indicates the power misses
When s1mulahn9 a power that requires a roll. the char- outright. Each success achieved subtracts one from the
acter subshtutes her Stamina+ Shapesh1ft skill total for effective Perception Traits of all beings immersed in the
the powers normal dice pool A nova may put no more Shroud (or who are trying to perceive into the Shroud)
dots into a duplicated power than she has in the Characters whose Perception Trails are reduced to zero
Shapesh1ft power: for example, a nova with Shapesh1ft 3 cannot perceive into or through the area at all and are
who wishes to turn her skeleton 1r1to armored plates may considered ''blind" 1f f1ght111g within 1t See the Strobe
not convert more than three Shapesh1fl successes into power (p. 77.3) for more mfom1al1on on the ellects of
Armor dots blindness.
A nova can use Shapesh1f t to d1sgu1se herself as Extnw. Sensory Oepnvat1on Field (Shroud affects
someone else Lookmg like a generic other person" re- one add1t1onal normal or nova sense per success on the
quires only one success lm1taltng a spec1f1c person re- power roll - for example, hearing. sonar or Quantum
quires al least two successes Doing so allows the char- Attunement); Sem1sol1d (Shroud halves movement of
acter to simulate the Mega-Appearance enhancement characters trapped w1th1n it and can be formed into a
Copycat wall" to soak one level of bashing or lethal damage pt!r
Note that the Storyteller 1s pertKtly w1thm her dot '" the power rating)
r ghts to deny simulated powers she Ieels are unreason-
able for the shape assumed Generally speaking.
Shapesh1ft may duplicate only physical powers. for ex-
ample. a character who shapesh1f ts mto a dragon might
well gain S12emorph (Grow). Claws and Armor powers,
but he could nol gain the ab1l1ly to breathe fire (Quan-
tum Boll)
Extras: None

CHAPTER FIVE: QUANTUM POWERS 221


then takes all four extra Brvrsed boxes and /us normal
Hurt box If he then retums to normal size. those Four
eJttra boxes of Brwsed di1mage are applied norm.,/ly lo
redtice hrm to Crippled.
Extras: Nooe

Sixemorph (Grow)
Level: 2
Quantum Minimum: I
Dice Pool: N/ A
Range: Self
Area: N/A
Duration: Maintenance
Effect: Double hetght and mass. +2 Strength, ...1
Stamina and one extra "Brwsed" health level per dot.
Multiple Actions: N/A
Description: By channehng quantum forces into his
_ Sizemorph (Shrink)
Level: 2
molecular strudure. the character may increase his
Quantum Min1mum: I
he1ghL Each dot doubles the character's height. reach
Dice Pool: N/ A
and mass. Each dot of S12emorph (Grow) also increases
Range: Self
the character's Strength by two and his Stamina by one
Area: N/A
and adds two lo his Dextenty solely for pttrpos~ of de-
Duration: Maintenance
term111m9 how fast he can walk or run. IF Strength or
Effect: Each level halves height and reduces mass
Starpina exceeds 5. the power then provid1;1s the appro-
Lo 1/8 normal, adds one to all Stealth attempt~ and in-
priate Mega-Atlribut~ up to a maximum of 5. Addition-
creases dill 1culty lo h1l character by one.
ally. each dot of Sizemorph (Grow) adds an extra
Multiple Actions: Yes
"Bruised" health level to the character's damage track,
Description; S12emorph (Shnnk) allows a nova to
makmg 1t much harder to incapacitate him
become smaller and l19Mer than normal - sometimes
However, all is not sunshine and roses. Every two
much smaller Each dot of (Quantum ~ Sizemorph
dots of 51zemorph (Grow) grants opponents an extra die
(Shrink)) reduces a nova's height by half and his mass to
to attack or perceive the character. Furthem1ore. 1f the
118 of normal Furthermore, each (Quantum+ S11emorph
character suf~rs more than tv-o boxes' worth of dam-
{Shrink)) level adds one die to all Stealth attempts and
age (bashing or lethal) while grown, lhose boxes may be
mcreases the difficulty to hit the character with attacks
absorbed (in whole or in part) by the extra ''Brwse<f'
by one. Sizeinorph (Shrink) also has less tangible ben-
health levels. but if the damage 1s not healed before he
efits, such as allowing a character to fit inside ;mall prpes,
returns to normal siie (and loses those extra levels), the
crawl under doors and be earned in a friends pocket,
boxes of damage are applied to the character's damage
Each level of Sizemorph (Shrink) reduces the
track normally- so a seemingly tr1v1al wound suffered
character's Strength and offensJVe powers by one dot
while using S1zemorph (Grow) may actually prove fatal
(to a mimmum of I). though not against creatures who
when the character returns to his ordinary size.
are likewise shrunk or JUSl very small Add1t1onally. each
For &ample: AbelardSmith has S1zemorplt (Grow)
level of S1iemorph (Shrink) halves the character's walk-
4 and a nonnal Strength 3, 5tammi1 .~.providing him with
-t-8 Strength (which eq11ates to Strength 5, Mega~ ing/ n.mning and swimming movement rate~ wh1I~ he 1s
shrunk (bul not olher modes of movement. hke Fhghl or
Strength 5), +4 Stamina (which equates to Stamina 5. the expansion of running provided by Hyperrunmng), By
Mega-Stamina 2) and four extra "Bruised" health lev-
greatly decreasing lhe character's mass, Suemorph
els. W/11/e using Sizemorph (Grow), he takes six boxes
(Shrink) also makes It easier to throw the characl~r,
ofbashrng damage. Thrs dCJmiJge reduces him to Bruised,
knock him around with attacks or bowl him over with
gusts of wind
Extras: Full Power (cltaracter's Strength and offen-
sive capab1l1l1es do not decrease as he simnks)

222 CHAPTER FIVE: QUANTUM POWERS


I I'

;(
I
\

Strobe Stun Attack


Level: 2 Level: 2
Quanhlm Minimum: 1 Quantum Minimum: 1
Dice Pool: Wits + Strobe Dice Pool: Dexterity + Stun Attac:K
Range: (Quantum + power rating) x 10 meters Range: (Quantum + power rating) x 15 meters
Area: NIA Area: NIA
Duration: Instant Duration: Instant
Effect: Each success disables one of the target's Effect: (Quantum + successes) levels of damage
senses for one turn. only to daze or knock out target.
Multiple Actio11s: Yes Multiple Actions: Yes
Description: This power allows a nova to project Description: This attack power 1s similar lo Quan-
an energy field that disables one of an opponent's senses tum Boll, but it does not cause lasting harm to a target.
temporarily. It 1s usually used to blind a character's sight All it can do Is daze the target or knock him unconscious.
(typically through a Rash of bright light orsomething s1ml- For this reason it has no effect on unliv1ng targets, such
lar), but it can also deafen a target (through extremely as bwildings, vehicles or devices.
loud focused sound), deprive him of his sense of smell or To use Stun Attack, the character spends the re-
numb his sense of touch. quired quantum points and rolls Dexterity+ Stun Attack
The player must choose which sense his power af- The successes achieved, plus the nova's Quantum, are
fects when he buys it. which cannotbechanged thereaf- compared to those rolled by the target with his Stamina.
ter; exotic senses, such as ESP and Premonition, are also If the nova has the greater number of successes, the net
susceptible to this power. To use the power, he spends successes are compared to the target's Stamina. lf they
the required quantum points and rolls Wits+ Strobe. Each equal the target's Stamma or exceed it by one, the tar-
success deprives the target of the use of that sense for get 1s Dazed; 1F they exceed the targefs Stamina by two
one turn; five or more successes wipe out the sense for or more, the target 1s rendered Unconscious. See p.
an entire scene. A blind character 1s sub1ect to Blind 249for information on Dazed a11d Unconscious charac-
Fighting/ Fire penalties; a numb character has a ...3 diffi- ters.
culty on all tasks involving touch (including holding and The target may spend Willpower lo reduce the
wielding a weapon or gun). The Storyteller should adju- nova's succ;esses. Each pomt of Willpower spent negates
dicate the effects of the loss of other senses on a case- one success.
by-case basis.
Extras: Sensory Deprivation Wave (power affects
one normal or nova sense per success on the targeting
roll)

CHAPTER FIVE: QUANTUM POWERS 223


ABERRANT
in Tefekmes1s.
Telekinesis has other uses as well. For example. a
n~va rrnght u~e 1l to grab another character and keep
him from moving. Domgso reqUlresa resisted adton pit-
ting the novas player's sl1ccessEl$ against the v1ct1m's
successes on a Might roll Ties go to the nova, and the
v1ct1m remains trapped. TK can also be used to throw
objects as if the nova's successes were successes 011 a
Might roll (seep. 236). ll ts usually easier to throw ob-
Jec..ts at another character than to lry lo hold him
Extras: None telekmebcally.
Telekinesis can be used to bash other characters
Telekinesis with objects or telekinebcally "punch" or crush them. ln
Level: 2 this case. the successes on a Dextenty ~Telekinesis roll
Quantum Minimum: 2 counl as health levels of bashing damage. which may be
Dice Pool: Dexterity+ Telekinesis soaked as nom1al, Additionally, TK can be used to guide
Ra119e: (Quanlum + power rating) x 10 meters and/or accelerate a thrown weapon, object or similar
Area-. NIA projectile; the character spends quantum points nonnally,
Duration: Maintenance throws the object, then may assign dots mher Telekine-
Effect: Character may lift and move physical ob- sis power rating to the object's attack or damage dice
jects without touching them: the more successes ob- pool. Dots in the power rating may be split between at-
lained. the greater lhe we19hl that can be lifted. tack and damage dice pools (e.g. a rharacter with Tele-
Multiple Actions: Yes kinesis 4 can add two dice to her roll to hit and two dlce
to her damage effect).
Description: Telelm1es1s is lhe ab1hty to lift and
move ob1ects without touching them by applying quan- Performing delicate tasks with Telekinesis can be
tum energies lo them. This ability may manifest as a men- difficult; it works better for c.ruder activit.1es. like llftmg
tal power, focused Winds. energy "tentacles" or"talons;' and moving. If a character tries to use a Dexterity Abil-
gravity manipulation or many other powers. ity with TK, he first must be able to perform that Ability
To use Telekinesis (''Tl<"). a nova must pay the re- naturally - Telekinesis doesn't automabcally teach a
quired quantum points and roll Dexterity + Telektnesis, character how to pick locks or pilot aircraft. Assuming
adding a number of automatic successes equal to Quan- he has lhe required skills. every two successes on his
tum.The number of successes indicates how much weight Dextenty-r Telekinesis roll count as one success for pur-
poses of performing the skill.
Telekinesis has no action/ reaction; a character
Successes Weight cannot be dragged by something which he 1s holding onto
One 50 kg telekmebcally (say, a vehicle), Nor can he use TK to pick
Two ioo kg himself up and fly.
Thi ee .700 kg Extras; None
Four SOOkg
Five 1,000 kg
Stx 2,000 ~9
Sevel'I 5,000 kg
E1ghl 10.000 l\9
Nine 25 000 kg
T~n 50.000 k.g
Each $Ucc..ess beyond 10 doubles the we1ghl thllt
ean be lifted

U1e character can llfL


Acharacter can move an object he has picked up a Telepathy
number of meters perc1chon equal to I0 meters per dot Level: 2
Quantum Minimum: 3
Dice Pool: Perception t Telepathy
Range: Line of s19hl or Special

224 CHAPTER FIVE: QUAl'-!TUM POWERS


ABERRANT
Area:N/A
Duration: Concentration
Effect: Allows character to read mmds, scan for Telepathic Scanning
rninds and alter memories. Soc~ Oistance
Multiple Actions: No One two kilometers
Description: This versatile and eff1c1ent power 'fwo 20 kilometers
grants a nova several related abilities which typically Three lOO kilometers
manifest as 'mental powers." A telepathic nova 1s able Four 2000 kilometers
lo use his quantum consciousness to read the minds of riv~ 20000 'kilometers
others arid perform similar tasks. Each suttess bey1.md five mult1p(1es u,e scanning
Specifically.Telepathy can do three things: read an- distance by a factor of 10
other person's mind and "talk" with him mentally, sense
other minds and alter another persons memories. For
Lastly, Telepathy can be used to alter existing
each use, the player must pay ti 1e required quantum
memories or false memories. The number of successes
points and roll Perception .. Telepathy; the more suc-
needed to alter or implant a memory depends upon how
cesses he gets, the greater the nova's degree of power
important that memory 1s.
Telepathy can be used to read and communicate
with any mind within range. provided the nova can es-
tabhsh a line of sight to his target. A character whose
Succ~es Memory
mind is being read is automatically aware of that fad and
of who 1s doing the reading. Each success achieved on One Trivial rrtemorres: What you did
the Perception +Telepathy roll allows the telepath to find yesterday, your favonte food
and read one fact per action. Thus, with five successes a Two Mmor memories: Your birthday or.
nova could find and "read'. five facts per action, The aiiniversary. crucial Job facts
Storyteller may, in his discretion, rule that some facts Three Important memories Vital per
are so well-hidden that they require multiple successes sonal facts. blackmail mformation.
to find and read. For example. intimate or very personal insider 1nformat1on
thoughts might require three successes each; criminal Four Very 11np0rla1tt memones: Soou
activities or information with which the character could r1ty code~. national security data
be blad<mailed require four successes each and the deep-
est, most hidden thoughts or Facts require five successes
each. Mental conversation takes place at the same rate ExtraS! Surreptitious (v1ct1m will not be aware his
as normal conversation, but Telepathy overcomes the mind is betng read if nova does not wish him to be)~ Tele-
language barner - two characters who cannot speak pathic Channeling (the telepath may use other mental
to each olher verbally because they don't know the same powers, such as Domination, Mental Blasl or Mirage.
languages can communicate without difficulty using Te- through a telepathic link, regardless of distance between
lepathy. the telepath and target)
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 al: least one success on his roll That one suc-
cess tells him the person's general locabon and direc-
tion, but nothing more The more successes. the more
precisely the location can bedeterl'Tlinecl A telepath must
have a specif1c rntnd to search For. If he can only de-
scribe the mmd "generically" ('Tm looking for the mind
of the nearest UN official"'). the difficulty of the roll in-
creases by one or more (Storyteller's discretion). Once
he finds the victim's mind, the telepath may attempt
mental communication/ reading normally.
Teleport
Level: 2
Quantum Minimum: 2
Dice Pool: Perception Teleport
R.ange: Self

CHAPTER FIVE: QUANTUM POWERS 225


ABERRANT
Area:. N/A Teleportmg one's clothes, earned objects and the
Duration: lnstant like requires the Attunement Background (p. 13~).
Effect: Allows character to move without passing Extras: Safe Blind Teleport (difficulty for
through the mlervemng space. teleporting blind 1s reduced by one, and the character
Multiple Actions: No takes bashing damage instead of lethal damage if she
Description: Teleporl 1s an advanced form of move- accidentally teleports into a solid object); Combat
ment in which a nova does not cross through the inter- Teleport (teleport does not take an action; character may,
vening space. Instead she simply "disappears.. at Point for example, teleport to a foe's flank or rear. then make
Aand "reappears" at her desired destination of Point B. an attack normally; the character gains three extra dice
bypassing completely any intervening barners. such as to dodge 1f usmg Teleport while domg nothing except
walls or buildings. taking a defensive action: moreover, the character can
To use Teleporl a nova c;pends the required quan- dodge an area or explosive attack as though 1t were a
tum points, and the player rolls Perception.,. Teleport. ln normal attack)
combat or other stressful situations, a nova may teleport
up to 100 meters per success. Provided the nova has a
full tum to concentrate. she may teleport a variable dis-
tance, as indicated on the chart. In either case, each point
of Quantum she has counts as an additional automatic
Temporal
success. Using Te1eport counts as a d1aracter's entire Manipulation
action for a turn. Level: 3
If a character 1s unable to see her dest:mat1on, or is Quantum Minimum: 5
not fam1l1ar with 1t due to previous v1s1ts there, she 1s Dice Pool: Variable
"teleportmg blind" and may miss her destmabo11 and end Range: Variable
up somewhere else The character must make a Percep- Area: N/A
tion + Teleport roll to "hit" her specified destmation. Duration: Variable
The difficulty 1s one higher 1f she 1s teleporting more Effect: Character can manipulate time.
than two kilometers, two higher if she 1s teleporting more Multiple Actions: Yes
than 20 kilometers and three higher if she is teleportmg Description: This exceedingly rare power gives a
more than 100 kilometers. nova control over that most basic, yet mysterious, of
phenomena - time itself. He can alter or reverse time
to achieve a number of effects, but he cannot actually
Teleport Distance travel through time. That has proved beyond the abili-
Succeses OiStanee ties of even the most powerful novas.
One two kilometers As with Elemental Amma and Mastery, this power
Two 20 k1lonreters provides several techniques. A nova may learn and freely
fhree 200 kilometers use one technique per dot 1n the power; she may attempt
Four 2000 kilometers other techniques, but the player must pay double quan
Five 20000 kilometers tum cost and roll against a difficulty penalty of one to
Eath success beyond five multiplies the telepol'.t activate these powers. Techniques include:
rhstance by a factor _of 10. Internal Clo.c k
Range: Self
Area: NIA
If the nova misses. the Storyteller should delen111ne Duration: Permanent
randomly where she went. Roll one die to determine the This technique 1s known automatically by all t1me-
d1red1on (I north, 2"' northeast, and so on: reroll 'is mampulators and does not use up a dot m the power. A
and 10s) and another die to detenmne how many units character with Temporal Manipulatton possesses a highly
of measurement the character 1s "off" (1f she 1s accurate internal clock He always knows exactly how
teleporting a distance 1n meters, it's one to 10 meters; 1f much time has passed betwee11 two events, and he can
kilometers, one to 10 kilometers: 1f tens of kilometers, mentally time events as if using an extremely precise
one to 10 ltmes 10 kilometers). If she accidentally stopwatch. This ability requires no roll and costs no quan-
teleports into a solid object, she reappears 111 the 11ear- tum points; 1t functions automatically.
esl empty space but takes ldlO health levels of fethal
damage. reduced by one for each success achieved on a
Stamma T Teleport roll

CHAPTER FIVE: QUANTUM POWERS


ABERRANT
Age Alteration Accelerate Time
Dice Pool: Manipulation +Temporal Manipulation Dice Pool: Wits T Temporal Manipulation
Range: (Quantum T power rating) x 5 meters Range: (Quantum + power rating) x 10 meters
Area:N/A Area: N/A
Duration: Instant Duration: Maintenance
This ability allows a nova to make another person This ability allows a nova to put himself or anolher
age rapidly or regress back to his youth. For each suc- person Inside a bubble of "fast time." Doing so makes
cess achieved on a Manipulation ... Temporal Man1pula- the character move and act much IT]Ore quickly than a
tron roll, the nova may add or subtract up to two years person in a normal time frame. Each success on a Tem-
from the target's age; the target may resist with a Stan11na poral Manipulation roll allows the character to take one
roll. For reasons as yet unknown to science, this ability additional action per turn. These actions are not mul-
has no effect on the size or power of another nova's tiple acbons: they are extra actions.. However. they may
Mazarin-Rashoud node. It also does not affect the be used only to take additional physical actions (punch-
victim's mind or memories. A vrcbm of Age Alteration ing, running, or dodging, for example, but not usmg more
will simply have to live wilh the effects ever after unless Temporal Manipulation powers). The nova's power rat-
he can get another time-manipulator lo reverse them. mg dictates the maxnnum number of e){tra actions that
Age Alteration can also be used on objects. De- may be gained,
creasing their age will repair minor damage (wear and
tear) and make them look newer and shinier. Every two
years added to an ob1ect inflicts one health level of darn-
age on 1t, possibly causing 1t to crumble into ruin.

CHAPTER FIVE: QUANTUM POWERS 227


ABERRANT

Dilate Time Effect: Allows character to create ".9ates" permit-


Dice Pool: Wits+ Temporal Manipulation ting her or other characters to move without passing
Rsnge: (Quantum+ power rating) x 10 meters thraugh the intervening space.
Area: NIA Multiple Actions: No
Duration: Maintenance Description: Warp is similar to Tefeport in many ways
Dilate lime is the reverse of Accelerate Time; il - it involves the same method of moving without passing
allows a nova to slow down another character by slowing through intervening space.However, whereas Teleportation
the flow of time around him Each success on an Intelli- normally works on one person only (the nova who pos-
gence + Temporal Manipulation roll reduces the victim's sesses it), Warp creates a "gate'' that anyone can tise.
lrntiative rating by one. If Initiative falls below 1. the v1c- ll takes an entire tum to create a warp; the nova
t1m 1s treated as having an ln1tiative rating of I. but he may take no other actions during this turn. Warps are
may ad only once every other turn. typically three meters square; the nova may alter the
shape by one meter (either d1mens1on) per dot. Any-
Stop Time thing that cannot fit through the warp cannot use it.
Dice Pool: Intelligence+ Temporal Marnpulat1on Warps are usually opened up at ground level, but a nova
Range: (Quantum + power rating) meters may create a warp anywhere within his range.
Area: N/A To use Warp, a nova simply spends the required
Duration: Maintenance quantum points. In combat or other stressful situations.
This power is perhaps the most potent one in the a warp can teleport anyone who passes through it up to
Temporal Manipulator's arsenal. lt allows him literally to 100 meters per success; if the nova has a full turn to
stop time around a specific person or object. That per- concentrate, Warp can teleport persons a variable dis-
son cannot move or use any powers or Abilities, he does tance, as shown on the accompanying table. In either
not age and he cannot be affected by (and 1s unaware case, each point of Quantum she has counts as an add1-
of) any outside force. phenomenon or attack while in t1onal automatic success. Passmg through a warp vollm-
suspension. Stop Time 1s very difficult to set up - the tarily counts as one of a character's acbons For a turn.
nova's player must achieve a success on an Intelligence+
Temporal Marnpulation roll at a difficulty penalty of two,
and a living victim may make a Willpower roll to resist. Warp Distance
Once established, the effect lasts as long as the charac- Successes Distance
ter pays quantum points to maintain tl. .One two kilometef's
Extras: None Two 20 kilometers
Three 200 kilometers
f.o.ur 2000 kilometers
five 20000 kilometers
Each SJJC<16S$, beyond five multiplies the vvarp
distance by a f~cl:or of ro.

A nova may use Warp as an attack by opening it up in


front of a target. Amoving target may dodge to avoid pass-
ing through it; this dodge takes no time. A nonmovmg lar-
get may be "enveloped'' by the warp if the nova's player
succeeds with a Dexterity + Warp roll; the target resists
that roll with an Athletics roll. Domg so 1s always a "com-
bat" warp: a nova could not, for exa111ple, warp a Foe Into
Warp the vacuum of space unless she had a full tum to concen-
Level: 3 trate and the victim was helpless to dodge the warp.
Quantum Minimum: 3 Characters can see through the warp (unless co11-
Dice Pool: N/A dltions on one "side" of it prevent sight) and will know
Range: (Quantum t power rating) meters where they are going before they pass through 1t.
Area: NIA Extras: None
Duration: Special

228 CHAPTER FIVE: QUANTUM POWERS


'
Weather
Manipulation
Level: 3
Quanb.lm Minimum: 4
Dice Pool: Variable
Range: Variable
Area: Variable
Duration: Variable
Effect: Character may alter and manipulate weather.
Multiple Actions: Yes
Description: Weather Manipulation provides the
character with power over weather In its many aspects.
As with Elemental Antma and Mastery, this power pro-
vides several techniques. A nova may learn and freely
use one technique per dot 1n the power; she may attempt
other techrnques. but the player must pay double quan-
tum cost and roll agamsl a difficulty penalty of one to
activate these powers. Techniques 1nclud~
Alter Temperature
Dice Pool: N/A
Range: (Quantum 't power rabng) x 2 kilometers
Area: (Quantum + power rating) x 5 kilometers
Duration: Maintenance
The character can increase or decrease the tem-
perature of the air in an area around himself. The tem-
perature can be altered by 10 degrees Celsius per dot In
Weather Mampulatton. No roll is required to do so, but
quantum points must be paid.
Fog
Dice Pool: lntelligence + Weather Manipulation
Range: (Quantum -+ power rating) x 5 meters
Area: (Quantum + power rating) x 10 meters
Duration: Maintenance
The character is able to create a thick bank of fog
over a wtde area (or, if the player prefers, hard, driving
ram which 1s so thick as to inhibit vision). The fog inter-
feres with sight, making driving and other forms of move-
ment hazardous. Each success achieved on an Intelligence
+ Weather Manipulation roll adds one to the difficulties
of all visual Perception rolls made to see into or through
the fog. The fog lasts as long as the character pays quan-
tum points to mamta1n it, then dissipates at normal rates
I
for the current environmental conditions.
Lightning Bolt
Dice Pool: Dextenty +Weather Manipulation
Range: (Quantum+ power rating) .x 10 meters
Area: NIA
Duration: Instant
The character may proJed bolts of lightning. These
inflict [Quantum x 2] levels -r (power rating x 2) dice of

I
I
ABERRANT
lethal damage. Typically the bolts are projects from the
character's hands, but the player may have them strike Extras
down from stormclouds, for dramabc purposes, 1f he Extras are special advantages that can be added to
wishes; however, this effect should nol provide any bo- existing powers They make the power better in some
nuses to hit a target or other combat benefits. way - more effective. able to work at greater ranges
Weather Alteration or effective against more targets, The choice of whether
to take an Extra. either the ones.listed with specific pow-
Dice Pool: lntell1genc.e -t- Weather Manipulation
Range: (Quantum t power rating) x 2 kilometers ers or the ones described here (which can apply to any
appropriate power) 1s up to the player and requires the
Area: (Quantum 1' power rating) x 5 kilometers
Storytellers permission. 8'tras are never required.
Duration: Maintenance
Takmg an Extra has two effects beyond the ben-
This effect 1s the mosl basic of the Weather
efits of the Exlra itsell. First. it raises the power's level
Manipulators abilities. He can, as the power's nan1e in-
dicates, alter 'Neather patterns over a large area. For each by one for. purposes of the cosl to purchase 1t with nova/
experience points and power 1l with quantum points. For
success achieved on an Intelligence + Weather Manipu-
labon roll, he may adjusl the current weather conditions example. a Level 2 power with an Extra becomes a Level
3 power in terms of its cost to buy and use. Since there
up or down one step on the following table.
are no powers above Level 3, Level 3 powers cannot take
Extras. Aplayer can purchase up to lwo Extras for a Level
Weather Phenomena i able One power,
Sweltenng Heab A power with an Extra 1s considered a separate,
Clear/Surmy distinct power. A c;harader may not buy one power and
Cloudy/Hazy several Extras and then "trade off" the Extras From turn
Drnzfe to tum to get the most effective attack. An Extra, once
R.amstorm (~\snow. if temperatur~ makes it possible) purchased for a power. must always be used v-.ihen lhat
Slr.ong Ra1n/Thundersforro power is used
Gale Gaining Extras with Experi-
Hurricane/Tornado/ Tyf)I1oon/8l1nard
ence
A character may ''upgradeher power by purchas-
Thus. if the current weather is a rainstor171(and the ing an Extra later in the game, with the Storyteller's per-
player of a nova achieves two successes on his lntefh- mission. The cost of doing so 1s equal to the total differ-
gence +Weather Man1pulat1on roll). a nova may increase ence between the costs of all the dots without the Extra
it up to a gale or decrease it to cloudy/ hazy. If the nova and the cost of all the dots with the Extra. Acharacter
changes tht- weather conditions to gale or higher, the may halve this cqst by taking a point of Taint al the lime
effect is treated as the Storm tec:hn1que of Elen1ental the Extra is purchased.
Mastery (p. 1<?6). For Example: Lotus lnftmfe has Quantum Bolt 3.
After practicing a good bit wil.h her lnfm1ty )ustrfier
Windriding special maneuver, she wishes to buy the Area Extra as a
Dice Pool: N/A permanent feature ofher power, The total expenence-
Range: Self poinl cost to purchase QuanI um Boll 3 "from the groLJnd
Area: NIA Lip" is 30 points (5 10 + 15), while the similar cost to
T

Duration: Maintenance buy the power with an Extra is 44 points (f + 14 + 21).


The character manipulates wmds so that they carry The difference between the lwo costs (14 points) 1s what
him, similar to Flight The character can move at the rate LI musl pay to buy the Extra.
of (power rating x 2) + 20 meters per action. or (40 That's pretty expensive, so L1 takes apoint ofTarnt
kilometers per hour x power rating) out of combal to purchase the Extra For halfcost. AFterspendlng seven
Players can create other Weather Manipulation experience pomts, she may now use the Area Extra wit/1
techniques 1F they wish. but U1e Storyteller must review every shot of her Quantum Bolt; however, she pays
and approve all such techniques. three. not fwo, ctuantLlm points to Fire the attack
Extras: None

230 CHAPTER FIVE: QUANTUM POWERS


'
ABERRANT
'

Aggravated Aids full damage/ effect on the three-meter-diameter


This Extra, when applied to a power that causes area at "ground zero of the attack. However, for every
bashing or lethal damage. makes that damage aggravated three meters after the three meters at ground zero, one
The character inflicts a base amount of aggravated dam- s1.Jccess (or health level of damage) 1s subtracted From
age eqal to Quantum, then adds attack successes from the total applied. When the successes/ damage reaches
her skill roll to determine the total aggravated damage zero, the E.xplos1on has reached its maximum radius
1nf11cted For '"fonnation on aggravated damage, see p. Damage adds are lost before damage dice.
253. For Example: Derrick Tremaine uses a Quantum
Bolt. ExplosJOn against an enemy. Ra/ Karna11an. The
Area center of the explosion 1s seven meters away from
This Extra allows a power to affect an area. It ap- Karnaz1an. The First tl1ree meters radius covered by the
plies only to powers. such as Quantum Bolt, lhal do not explos1011 take the Full damage - 18 health levels of'
already have an area of effect. The t yp1cal area ts (Quan- damage The three meters beyond that take 17 health
tum'" power rat mg) x 5 meter radius, but players should levels oF damage. The three meters beyond that. where
confer with their Storyteller to detenntne the area he Karnaztan 1s, take 16 health levels. Kamazian may soak
wants a power to have. this damage normally.
For informal.Jon on the effects of powers that af-
fect an area. see p. 248. Homing
A Homing attack can ''lock on'' to its target and
Armor Piercing follow it no matter where 1t tnes to move or dodge. The
A power with tilts Extra 1s able to pierce soak eas- attack suffers no penal bes or modifiers for range (though
ily, For every attack success. the attack may ignore two 1t cannot move beyond its ma.x1mun1 range) and the at-
levels oF soak, Armor Piercing cannot be applied to pow- tack ignores the target's f1rst dodge success.
ers that do not infhot damage.
Impervious
Burning Impervious 1s an Extra for defensive powers like
This Extra 1s typically applied to an attack power, Force Field. Impervious soak 1s not reduced by Armor
but 1t 1s appropriate for a few other types of powers as Piercing, and it converts any aggravated damage into
well. A Burning attack inflicts normal damage when it normal lethal damage. which can be soaked normally.
first hits. but tt continues to "bum" the vlct1111 on subse-
quent turns. The v1ct1m of a Burning attack automati- Increased Duration
cally takes half damage from the attack (wh 1ch, of course, A power w1U1 this Ex.tra lasts longer U1an normal
may be soaked <is normal) for an additional number of - 1l is doubled. Obviously, this Extra can be applied
turns equal to the attack's power ratmg. only to powers thal have a duration defined by some umt
of time.
Cloud
This Extra allews a nova tQ generate an attack 111 Increased Range
the form o~ a cloud of gas or energy. It fills an area equal This Extra, which applies only lo powers w1lh a de-
to three meters radius per dot, which adds one die lo fined range in meters, doubles the medium range of the
attack rolls; extra successes on the attack roll do not in- power The power can be used at long range all lhe way
crease the attack's damage or effect. However. Lhe at- out to line of sight.
tacl~ lingers 1n the area for one extra tum, during which MIRV
it inflicts half damage on anyone who moves mto it or A MlRV ranged attack power 1s able to split Itself
remains inside 1t. The cloud will tend to fill up enclosed up among separate targets. The attacking character de-
spaces and smk lo the lowest part oF the area it fills. clares which targets he wishes to affect and makes o.ne
Explosion
Explosion is similar to Area, but it works differ-
ently- it covers a bigger area. but its effect decreases
gradually over U1at distance. A power with Explos1011111-

CHAPTER FIVE: QUANTUM POWERS 231


ABERRANT
roll to hit them using the worst modifiers for any single Reduced Quantum Cost
target; dte bonuses apply only 1f all targets would pro- A power with this Extra costs only half as many
vide that bonus. lf he succeeds. all targets are hit, though quantum points to use and maintain (round in favor of
each target may dodge normally. He must then divide his the character). A Level One power with this Extra costs
damage dice among the various targets. lf the power has no quantum points to use.
a damage add, every target takes the base damage -
only the additional damage dice must be split. Spray/Jet
Far Example: Derrick Tremaine. with Quantum 2, This Extra allows the nova to use a power (typically
has a bashing MIRV Fire Blast (Quantum Bolt 5). He a Quantum Bolt) as a .. spray" or "jet" attack, like a llv
wants to use it to hit Five targets - one at point-blank ing flamethrower. Each tum, the nova can choose to use
range. three at medium range and one at maximum range a jet or spray. When using the power as a 1et, the nova
(+2 difficulty). He must make one aUack roll at+2 diffi- makes a normal attack roll; the range of a jet power is
culty: he gets no bonuses For a point-blank attack, since halved, but each turn the nova uses the power. she gains
not all targets are at point-blank range, He manages to an additional die to accuracy, to a maximum of five extra
achieve two successes. so he hits all Five of his targets. dice.
ach target takes the damage add of six health levels of When using the power as a spray. the nova emits a
damage, and he splits his extra 20 damage dice evenly steady stream of energy, not unlike a fire hose, which is
among the targets. Each target, then. takes [6] + 4dTO swept over an area. This energy spray functions like the
damage From the MIRV attack. Strafing maneuver (p. 248). adding 10 dice to a stan-
dard attack roll, with a difficulty penalty of one for each
Range meter in area of effect covered beyond the first. Suc-
Powers with a range of Touch can work at a range cesses are divided up just as in strafing and applied to
of 10 meters per dot if they have this Extra. To attack, the damage effect.
use the normal dice pool for the power: if there is none, Difficulbes of dodge rolls against a jet or spray are
use Dexterity + power rating to hit. increased by one.

232 CHAPTER FIVE: QUANTUM POWERS

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