Professional Documents
Culture Documents
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
..........
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
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
SYNCHRONIZING
'
'
{
- 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)
'
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.
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
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: 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.
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.
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
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-
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
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
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
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.
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
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
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-
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
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.
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 &le: 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)
;(
I
\
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