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Quantum Powers
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Mostets. Ppwr~ List -.
Lev.el OnesQuanturn Pow ers.:
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CHAPTER FIVE: QUANTUM POWERS 181
ABERRANT
thing other than Strength. such as Stamina or a Quan-
tum Bolt (but never quantum points).
Characters cannot absorb more power thi:!n is avail-
able; the Storyteller should. 1f necessary. allow a certaio
number of dots of Strength to a power source to deter-
mmeJtlSI how much power Ii can add to a character. For
example. no matter how much Absorption a nova has.
he should not be allowed to gain more than a single point
of Strength from the power m. For example, a typical
ho1.1sehold appli<ince.
Absorption Extras: Exte11ded Effect (dots of Strength gamed
from Absorption last for a scene}: Energy Magnet {char-
IA!vel: 2 acter with energy Absorption can absorb energy from
QuanbJm MinimUm: I sources al [Q,1antum x 10 meters] range as an attack, if
Dice Pool: Stamina .,. Absorption absorbed from a nonsenl;ent sovrce {such as a fire 01
Range: Self electrical socket], no roll other charr the one to deter-
Area: NIA mine how much power 1s absorbed i5 required: 1T used
Duration: Special on a sentient source. such as another nova, the player
Effect: The nova converts damage or energy mto must roll MampulatJOn -t Absorption to succeed with his
Strength at the rate of one dot per success. to the lirn1t attempt. then roll the normal Stamma + Absorption dice
of the damage done. to detemune how much energy 1s absorbed).
Multiple Actions: No
Description: This powe~ allows lhe nova t.o absorb
damage caused by attacks and convert it mto Strength.
The power works against either energy damage.,(like
Quantum Bolts or fire) or kinetic damage (punches,
knives or bullets); the character must define which phe-
nomenon his Absorption works against when he buys it.
When the nova 1s hil with iJn attack of the type he
can absorb. he may <:hoose to absod> some or all of the
effect. Doing so takes no time. may be applied before or
after the character's normal soak, and the character may
do it even if he has already acted for the lrn ; the char-
acter need not declare he will use Absorption until after
an attack has hit and done damage to him. ach success
rolled on a Stamina + Absorption roll subtracts one health Animal/Plant Mastery
level of damage from the attack; the character must pay Level: 2
one quantum point per health level absorbed. Every lwo Quantum Minimum: 1
health levels of damage are converted into one extra dot Dice Pool: Perception ... Animal/Plant Mastery
of Strength; above five dots of Strength they become Range: Vanable
dots of Mega-Strength. Dots in the power mdicate the Area: Special
maximum dots of extrn StrengU1(or Me9a-Stt.e11gth) the Duration: Special
character c:an gain: the character may still use Absorp- Effect Nova can communicate with and summon
tion to reduce damage rrom attacks. though. animals or plants.
For Example: Jason Mercator has Absorption 4 that Multiple Actions: No
affects energy. I-le is hit with a Quantum Bolt that causes Descriptiott: A nova wHh this power has the ability
Four health levels of damage to him. He decides to ab- to c.ommun1eate with a11imals or plants (she must choose
sorb the damage mstead He rolls Stamina + Absorption, only one when the player buys the power). This cornrnu-
scores six successes and spends four quantum points. nicabon 1s telepathic, but 1f the creatures have the abil-
He absorbs all faw health levels of damage and suffers ity to make noises or communicate 1n other mundane
no m1ury. r urthermore. he now has two extra dots- I or fashions. she c:an understand those as well (though she
Strength He may gam two more dots of Strength be- may not be able to reply, and in any event suc:h, ..lan-
fore he maxes oul. r'
guages" are likely to be crude mdeed).
However. extra dots of Strength gained from Ab- Furthermore, the character can emit a telepathic
sorption don't last forever. They Fade away at the rate call to summon a particular creature (or any creatures
of one pomt per (Quantum power rating) turns. At the withm range) to her side. This c.all has a range equal to
Storyteller's opt10n, Absorbed dots may mcrease some- two kilometers per dot 10 Animal/ Plant Mastery. Any
Bioluminescence
Level: 1
Quantum Minimum; I
Dice Pool: Stamina Biolununescence
Range: Variable
Area: Special
Duration: 10 minutes per success
Armor Effect: Character emits light.
Leve~ 2 Multiple Actions: No
Quantum Minimum: 1 Description: A nova with Bioluminescence can emit
Dice Poot: N/ A visible light. This light is not strong enough to blind other
Range: Self characters. but 1t definitely lielps fight the way through
Area; N/A the dark places. To use it, the character spends one quan-
Duration: Permanent tum point and rolls Stamina T Biofuminescence, allowing
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 1s bright enough to read by easily: 1t rnay
Multiple Actions: No make the character look either eerie or angelic (depend~
Description: This power represents a nova who is mg 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
d1it1nous skin, a glowmg force f1ekl of some kind (nol to project a beam of light like a flashlight. This beam has a
be confused with the power of the same name) or metal
Disrupt
Level: 2
Quantum Minimum: 3
Dice Pool: Intelligence + Disrupt
Range: (Quantum t power rating) x 10 meters
Area: N/A
Duration: Maintenance
Disorient Effect Redui:es the effectiveness of powers by one
dot per success.
Level: 2
Quantum Minimum: 1 Multiple Actions: Yes
Description: This power represents a nova's great
Dice Pool: Manipulation + Disorient
control over q11antum energies. With 1t, he can disrupt
Range: (Quantum .,. power 111t1n9) x 10 meters
another nova's control over any quantum power (but not
Area: NIA
Mega-Attributes or enhancements). To use it, he need
Duration: Maintenance
only spend the quantum points and roll Intelligence +
E.ffect: Allows character to confuse and weaken
Disrupt. The target may resist with a Quantum + Node
opponents.
roll. E.ach net success the nova achieves over the num-
Mult iple Actions: Yes
ber of successes achieved by his target reduces the power
Description; A nova with Disorient can cause an-
other character to become confused, weakened, drson- by one dot per success.
'
190 CHAPTER FIVE: QUANTUM POW ERS
ABERRANT
Disrupt can affect any power; the nova may, for the nova scores more successes, he succeeds 1n 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 txtra many successes the nova has left after subtracting the
it cannot affect multiple powers at once. Moreover, 1t is v1ct1m's Willpower successes, as follows:
difficult to use Disrupt multiple bmes 1n succession After control has been achieved. a character af-
against the same target; each subsequent use of Disrupt fected by Domination may roll Willpower; 1f 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 affect any lwo the attack's effectiveness - the Willpower point re-
powers at once) duces the successes (and thus the command 1ntens1ty)
by one. For example, a character who 1s bemg Dominated
is told to shoot a friend . She makes a Willpower roll at
nonnal difficulty, succeeds. then spends a point oFWill-
power to reduce the effect to Major. The Storyteller rules
that she summons up enough strength of will to turn 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 "te1epath1C :- lf the target is too far away to
hear a command or cannot understand a command for
some reason, even Total Conlrol may be useless.
Extras: Telepathic (Domination 1s telepathic - or-
ders can be communicated automatically. without the need
for speech): Parasitic Possession (nova spends three quan-
Domination h.1m and a Willpower point to discorporate and psychically
Level: 2 possess victim; nova's body disappears, and nova becomes
Quantum Minimum: 3 a bemg of quantum-charged brainwaves 1nhab1tmg v1d1rn 's
Dice Pool: Manipulation Domination central nervous system: may substitute own personality for
Range: (Quantum + power rating) >< 10 meters that of victim, up to the l1m1t of the successes rolled; while
Area:N/A in possession the nova gatns. the v1ct1m's physical Traits.
Duration: Concentration Appearance and nova powers. as well as his own Mental
Effect: Take c9ntrol of target's brainwaves; num Traits. Charisma, Manipulation, W1llpoy,-er 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 hirthei three quantum and one Willpower pomt: however.
Description: This mental power allows a nova to if nova-possessed vic.bm dies while nova 1s possessing, the
project his quantum consciousness into a sentient target's nova's consciousness dies as well; this power has a range
brainwaves. With suff 1cient successes, he can make his ol [Quantum+ power rating] meters, and the nova must
victim do anything. up to and including killing himself. make eye contact with the victim; v1cbm resists with Will-
To use Domination. the nova must spend the nec- power per normal Oormnation rules)
essary quantum points and roll Manipulation .,. Oomina-
twn in a resisted action against the target's Willpower. If
Elemental Anima based on the nature of those elements and the specific
techniques the nova masters. TI1e player may pick one
Level: 3 of the listed techniques For each dot the nova has 111 the
Quanb.lm Minimum: 4 power: these techniques are ones the nova has .. mas-
Dice Pool: Variable leted" and may freely perform. The techniques chosen
Range; Special should be appropriate to the element that is being con-
Area: Special trolled - fire or water powers may provide movement
Duration: Variable abilities. for example. but it's unt11<ely that darkness would.
Effect: Character can control a particular substance The character may also try to perform other techrnques,
or phenomenon. either ories 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 An11na can tum points and suffer d1Ff1culty penalties of one; the nova
proJed her quantum conS<:iousness into a particular el- has mastered only the tee hrnques her dots allow her to.
ement - fire, sound. ice. electricity or whatever the The Storyteller has the absolute right to allow or refuse
player can think of and the Storyteller will allow - in- a particular use of power, based on her interpretation of
vesting 1t with "'life." This power allows her to take con- the element's inherent lumts
trol of it and shape 1t to her will Note that the character For Example: La Nitta buys Elemental Amma at 3, de-
cannot c~ate the element (doing that requires the El- fining the power as the ability to manipulate. focus and
emental Mastery power) - she can only affect <1nd disperse air and wind For her three mastered ab1lit1es, she
manipulate elemental "matter" that already el(ISts. The chooses Enhance/ D1mm1sh (can whip winds to a gale or
player must choose which element the nova can control calm them). Lethal Blasl (l<nife!tke wmdserpents" that
when buying the power vaguely resemble hissing moray eels) and Movement
This control offe1-s the nova a variety of technigues, (shapes wind$ into a doakhke form, enabfmg her to sail
The exact techniques differ from element to element. aloft and glide through the air) She 1rmy use these abilities
Blast Propel
Dice Pool: Oexter1ty ~ Element.al Mastery Dice Pool: N/A
Range: (Quantum + power rating) x 10 meters Range: Self
Area: NIA Area:N/A
Dlratioo: Instant Duration: Mamlenance
The nova generates a blast or bolt of the element By creating a "blast" of the element behind him-
that inAtCts [Quantum x 2] levels + (power rating x 3) self. the characltr can move al rapid speeds - {power
dice of bashing damage ratmg 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 ell!fTl ent; Propel
Dice Pool: Otxtenty + Elemental Masttry based on fire would be like Flight. whertas Propel based
Range: (Quantum + power rating) x 10 meters on water would work only in water and would be like
Area:N/A Hypersw1mmmg
Duretion: Instant
The nova is able to create a quantity of the element
Shield
that picks up the target and slams him into a nearby sturdy Dice Pool: N/A
object such as a bu1ld1ng or tree, or simply crushes him. Range: Sell
This attack could reprtsent an mtense burst of wmd. a Area: NIA
hand of stone which grows out-of the ground and grabs Dc.rabon: Maintenance
the v1ct1m or phoenix-talons of fire The character rolls The character can create a Force F1eld-hke pro-
Intelligence+ power rating: eacfi success allows the tar- tectrve barrier of the element around himself This bar-
get to be moved up tp 10 meters (1f the nova so desires): rier provides two extra soall. ~r dot versus bashing and
the v1ct1m takes a nutnber of bashing damage levels equal lethal damage. For an extra quantum point. the Shield
to twice the successes rolled, and her lnit1ahve on the causes harm to anyone who touches 1t (11 1nr11cts a num-
next tum 1s reduced by one per success. ber of dice of bashing damage equal to the character's
power rat.mg) The Shield slightly obsc~ others view
Imprison of the character. but 1t does not interfere with his v1s1on
Dice Pool: Wits ,. Elemental Mastery at all
Range: (Quantum power rating) x 10 meters
Ar~: N/A
Sphere
Otr.tioo: Maintenance Oioe Pool: Dexterity ... Element.al Mastery
The nova 1s able to confine a target within a quan- Range: (Quantum power rating) .x 10 mete~
tity of the eltment tllamples include creating a fiery Area-. (Quantum power rating) x 3 meters
cage. suspending a victim in an inv1s1ble f1st of air or caus- Duration: l nst11nt
1n91someone to smk up to his neck into solid rock. The The character can prOJl!d a large ball or sphere of
confinmg element has a Might equal to twice the number the element, which injures anyone w1thm its radius. The
of successes rolled: the trapped character may break out bfast mfl1cts (power rating x )) dice of bashing damage
m the listed radius
of 11 JUSt as he would From a clinch Imprison mfhcts no
damage ord1nar1ly. but 1f the nova spends an ex:tra quan-
CHAPTER FIVE: QI
ABERRANT
Probability Corruption
Dice Pool: Entropy Control s~ aeo)y
Range: (Quantum ... power rating) x 5 meters Gri(} _ \(~Rair;4stbau~sep~iJtg
Area: NIA t1111Gu~"' w~.oil~~~i"~ (S-f.ht,
Duration: Maintenance h~n1t9;i.t!t.1 1mJ
This technique allows a nova to cause the force<; of sr.~~IYhLGrtY. p~~p~en, fW
entropy to overwhelm a single target. making it more ~r1se: or ltazy~rcep1(01Tdltl nof-
likely that he will fail disastrously. To use it. the nova rolls mal'sell$~-
Entropy Control. Each success achieved results in a loss F'~~tper<;ep{t_o.p, Orf~~
of one die (or one automatic success) for all rolls made an
sli.st\ily.b1~rtY f1eJqepti~ hqr-
by the target Additionally. the target will botch a roll 1f rtial si!f1$;~; dii'li u~~~tie 110\1;1
he rolls no successes and any die comes up I or 2. These serts.e. thpog~i will t e vr~J\azy.
negative effects last as long as the nova pays quantum N~~r-1]:etfetf.p~~epJmn With all
points to keep the entropic forces focused on the vic- neiif!al sensesf bllli::cy f>E2_ll'~tioa
tim. >VI~l'.IO~,q, sen~..
Extras: None P-e'r~~)?ercep~ron'WJtti n6hniJt or
nova-sett~,.
ESP
Level: 2
Quantum Minimum: 3
Dice Pool: Perception + ESP
Range: (Perception + power rating) x 20 meters
Area:. NIA
Duration: Concentration
Effect: Allows character to sense his surroundings
from a ..focus point" at range.
Multiple Actions: No 1
Description: By attuning himself to 'quantum ebbs
Flight
Level: 2
and flows. the nova may sense thmgs at much greater
Quantum Minimum: l
ranges than he normally could. The sense that E.SP af
Dice Pool: Dexterity + Flight
feds must be chosen when the power 1s purchased and
Range: Self
cannot be changed thereafter.
Area: NIA
To use ESP, the nova need only spend the quantum
Duration: Maintenanc.e
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 rating x 4) + 40 meters per action,
that focus point as if he were standing right there. Thus,
Multiple Actions: Per normal movement rules.
this power 1s perfect for Hseeing 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
x 4) .,.. 40 meters per action tn combat: out of combat his
the scan 1s based on the number of successes rolled:
speed rs (Quantum + Flight) x 50 kilometers per hour.
ABERRANT
Gravitic Shield son to be healed and spend one quantum pomt per health
Dice Pool: N/ A le.vel to be healed. The character may heal a number of
Range: Self bashing health levels up to twice her power rahng. or a
Area: N/A number of lethal health levels up to her power ratrng.
Duration: Maintenance This power may be employed only once per victim per
The character can pro1ect waves of gravity around scene.
herself. Doing so provides an excellent defense against Alternatively. if a character is suffermg from poi-
incoming projectiles and deflects hand-to-hand physi- son or a disease. each quantum poJnt adds one die to the
cal attacks. Each turn, the character can subtract her afflicted character's Resistance roll. Once the roll suc-
dots 1n Gravity Control from the attack successes of any ceeds, the poison or disease stops affecting the charac-
physJcal 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 Healmg.
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 to do so costs double ciuantum and a
from the attack successes of any hand-to-hand physical Willpower point.
attack. Gravitic Shield does not affect pure energy at- E.xtras:None
tacks, like flame attacks or electrical blasts.
Gravitokinesis
Dice Pool: Dexterity + Gravity Control
Range: (Quantum+ power raling) x 10 meters
Area:N/A
Duration: Concentration
The nova may use his ability to manipulate grav~ty
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 i elekinesis power (p. 224), ex-
cept that the dice pool is Dexterity + Gravity Control
and the nova must score two successes to gain one suc-
cess on the Telekinesis liFttng charl
extras: None
Holo
Level: 2
Quantum Minimum: 1
Dice Pool: Mampulation + Holo
Range: (Quantum + power ratmg) x 10 meters
Area: (Quantum .. power rating) x 5 meters
Duration: Concentration
effect: (reates images; each success adds one to
the difficulty of Perception rolls to detemiine the true
nature of the image
Multiple Actions: No
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 is usually used to create im-
Level: 3 ages which can be seen. but auditory images are also
Quantum Minimum: 4 popular.
Dice Pool: N/ A To use Holo, the nova rolls Manipulation Holo to
Range: Touch determine how precise and accurate his itnages are. Fail-
Area: NIA ure indicates that the nova fails to create arJ accurate
Duration: Instant image. Each success above the first increases the diffi-
effect Heals one health level of lethal or bashing culty of Perception rolls to determine lhe true nature of
damage per quantum point. the illt1s1on by one. If 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
Qmntum Mini1T1Jm: 1
Otce Pool: Dexterity + Hypennovement
R..nge:Self
Are1:N/A
Ouretion: Maintenance ,, -r
Effect: Increases character's ru11n1n9. f ly1J19 or 1'1 ( - ......
'JW1mm1119 Sp<'ed ,, I'
Immobilize
Level: 2
Quantum Minimum: 1
Dice Pool: Dexterity ... Immobilize
Range: (Quantum .,. power rat.mg) x 10 meters
Area:N/A
Immolate
Level: 2
Duration: One scene or until destroyed ,
Effect: This power renders a target 1mmob1le: each Quantum Minimum: 2
'WCC~ subtracts one from the target's Dextenty At zero
Dice Pool: N/A
OeJttenty. the target rs p;;iraly;ced. Range: Self
Multiple Actions: Yes Area: N/A
Description: A nova with this power 1s able to para-
Duration: Maintenance
lyze or ensnare targets 1n some way. wluch ranges from Effect: Character surrounds his body with a dam-
creating blocks of ice around them, to <;ecreting a para- aging effect; anyone who touches lhe nova takes (Quan-
lytic poison. to imprisoning them within a quanium field. tum.,. power rating) x 2 dice of bashing damage or (Quan-
1o use lmmob1l1ze. the character spends the re- tum T power rating) dice of lethal damage
quired quantum points and rolls Dextenty ~ lrrimobil1ze Multiple Actions: Yes
Description: ll11s power. a variant of Quantum Bolt. Description: Intuition 1s a lesser fom1 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 1f there is danger.
When a nova Immolates, he damages anything he The differences are twofold. First, lntuition 1s perma-
touches. or anything lhat touches him. 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 eHed 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 tnes to touch someone. "something 1s not nght 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 t1ormal dose combat attack (such as a punch) and also ryteller should be, but 1n no instance should he provide
cause damage from Immolate without the use of Immo- as much mformat1on as Premonition does.
late counting as a separate action. Similarly. anyone who lritwtion alerts the character only to dangers to
touches or grabs the character automatically takes the hm1self. It provides no warning 1f someone nearby is 1n
Immolate damage. This damage does not count as an ac- danger.
tion or attack by the nova. Extras: None
Immolate can be extremely effect.Ne 1n combat, but
1t can also cause problems. s11ice anything the nova
touches takes damage. If 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 potentially disastrous results.
Extras: Variable (Immolate may be either of two
damaging substances; charncter mily switch between
them as an action); Aggravated (Immolate inflicts [power
rating] levels of aggravated damage)
Invisibility
Lave!: 2
Quahtorn Minimum: I
Dice Pool: Wits + Invisibility
Range: Self
Area: N/A
Duration: M<'!intenance
ffect: Quantum .., number of successes versus
opponent's Perception to remain undetected
Multiple Actions: Yes
Intuition Desaiption: Invisibility renders a nova undetectable
Level: I to v1s1on. and possibly other senses as well. lnv1s1bility works
Quantum Minimum: 1 against all variants of visual senses (Electromagnetic Vi-
Dice Pool: Perception~ Intuition sion.High-End Electromagnetic Scan, machines 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 invisible state.
Effect: Heightens character's awareness of dangers.
Multiple Actions: Yes
To use Invisibility, the player needs only pay the quan- Description: Invulnerability is just what 1t says -
tum points and roll Wits .. lnvisibility. The number of suc- it makes a character invulnerable, or nearly so. to a spe-
cesses achieved, plus a number of automatic successes equal cific form of attack. Each dot 1n the power adds six soak
to the character's Quantum rating. is con1pared to an when resisting damage from that kind of attack, eveo jf
Aw<ircness roll for any persons directly attempting to de- the attack 1s aggravated. ln the case of mental powers
tect the character. Players of characters who are not spe- such as Domination. each level of lnvulnerability provides
cifically trying to perceive the 1nvis1ble character (such as six extra successes to any Willpower roll to resist the
the average person the invisible character passes on the power's effects.
street) are not allowed to roll Awareness at all. If the nova The character must 'hoose the type of attack to
achieves the same or more successes, those trying t.o per- which his Invulnerability applies. Typically this applica-
ceive h1rn are completely unable to do so. Any attacks made tion is based on a given phenomenon (fire attacks) rather
based on that sense suffer Blind Fighting/ Fire penalties than a specific power (Quantum Bolt). Some possible
(assurn1ng the afuicke.r 1s making his attack in the proper examples mclude: any one attack form defined by an El-
direction or location at all) emental Anima or E.lemental Mastery (fire. ice, earth or
If tl1e 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 uquantum pow-
against the chal(Jcter at a difficulty penalty of only one. ers." ''physical attacks" or "energy attacks."
Invisibility does not doak a character against detection Extras: Broad Category (player can choose to be
by othersenses - he may still be heard, smelled, or registered lnvulnerable ro "physical attacks.. or "energy attacks:'
on sonar, for example. Howe11er, the Enhanced Effect Extra. but not "quantum powers")
below. allows lnvistb1l1ty to doak the c:haract:er against detec-
tion by additional senses. In the case of other senses, the Story-
teller should determine any appropriate effects. For example,
lnv1s1b1hty to smell might reqwre a dlaf'acter with Bloodhound
(p. 162) to mal1e his tracking rolls at increased difficulty.
1nv1sibility works only for the character's body; ren-
dering one's clothes, effects or carried items invisible
requires the Attunement Background (p. 139).
Extras: Enhanced Effect (lnvis1bihly works versus
one additional sense per success rolled)
Luck
Level: 1
Quantum Minimum: 1
Dice Pool: Luc.I<
Range: Self
Area; N/A
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 extraordi-
1 narily lucky. Somehow his quantum consciousness is able
Level: 2
Qoanhlm Minimum: 1 to tap into and manipulate fate. probabilities and per-
Dice f>ool: NI A haps even reality itself. R09ardless of how it's done, Lady
Range: Self Luck smiles on the character and looks out for him.
Area:N/A
Once per scene. a character may ask to roll his Luck.
Duration: Permanent It 1s in the Storyteller's discretion whether the charac-
Effect: Provides .. 6 soak per dot against a specific ter may roll Luck; sometimes it's better for the 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 f 1elds
Multiple Actions: Yes
Description: A nova with this power 1s a master of
magnetism. She 1s able to lift and move metallic objects,
proiect magnetic blasts and pulses and otherwise con-
trol and manipulate the forces of magnetism. If this power
1s 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 An11na and Mastery. this power
provides several tec.hmques. A nova may learn and freely
use one technique per dot 1n the power; she may attempt
other techniques. but the player must pay double quan-
tum points and roll against a difficulty penalty of one to
use these powers. Techn1ques include:
EMP
Dice Pool: Wits + Magnetic Mastery
Range: (Quantum + power rating) x 10 meters
Area: N/A
Duration: lnstant
ABERRANT
~i:le$Ses Amo1.1i!h,JM:atter.
"One \,~
TWO m ~.
-
i'fhre:e
~~~
1G9'l<g
F,Our l,,O'oQkiJ Mental Blast
fle l0,000 f(9 Level: 2
_cft;"~ttog:oi)jt\Ct~and wi>rKilg.de~)cJ!f ~a littl~mor~ Quantum Minimum: 3
cf.ff1cultii.~~. "or:nh~l' 9f1U~~se,s)'.eq'-'1reel.deo# llP,Oll>
Dice Pool: Intelligence + Mental Blast
t}Fr;iatur . 0.fPe"ebjec,t;~\~~obJe~t~~e. Range: (Quantum+ power rating) x 10 meters
~oo~es . 'O&j~ ty~f.~lfy Area:. NIA
qn~ Simpta;!}~~i 14.~it'i. a.ew
Duration: Instant
Tv(<l t!bmplex-Qb ~cl$~f~~nittlre".rb~ij
Effect: Causes one level of bashing damage per suc-
'Thi:~ filmBte Gev1~A':9o?~ alaajp. cess.
F8'1.1r 6'01'fpje'll.-Oev1~~ desKtppeom
Multiple Actions: Yes
pi!ler,.:an, a1:1iomoblle
Description: Thrs power allows a nova to project
VE# triSmfi!l%1evic!es: An :a'if his "quantum consciousness.. directly into another being's
p_far:\'~..<11u)e~mp'Qlerr<>mt~~e
mind, causrng psychic pain and IOJUry. To use Mental
_Objec:t,S"ie
Blast. the character pays the reqUtred quantum points
5m.aJf!.~fo/~i1;19}0Jl~uld holdin
and rolls lntelltge11ce + Mental Blast in a resisted roll
Qrt~~~hct o_
narm a gainst the target's Willpower. Each net success achieved
Mediuor..c$.oytn\l'ig_y-ou:vf90ld need>'
c auses one health level of bashing damage; if bashing
f.wc>.illiltiS f8jlold
health levels go below zero. further Mental Blast dam-
Lar~~Noyttiln'gy&\J:w.o.uld ne~d
age is lethal.
twe y: ll1flr ~pJe. to hg)cl / Extras: None
~eqlatgti:Aw~iojyo~- o\lkt
iiee<Wl\fofkUff to fiQJd.
Adi;fiti'*1al'Olffloo"tt1es
'1<'2 ~i,ijtoadive
.,.$ Onknowr,1 'stibs&ii:reei s'u~n.ce Wa:r
tfe~Ji&nrral properh~of'~\Cli -elifiber, fo.ttel(3trlpTej
UANTUM POWERS
Once the nova establishes the illusion. he must con-
centrate on it to maintain iL He will know how the target
is reacting to it, and he can cause it to read accordingly.
lf the illusion does not react 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 1!1us1on.
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 in front 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 111juries
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 - bul regardless
Area: NIA of the type of damage the attack would nonnally 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: Unlike 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- Molecular
rage in a resisted action against the target's Willpower.
If 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 complex and believable the illusion is.
Dice Pool: Variable
Range: Variable
Area: Variable
lllslqn Intensity Duration: Special
S1mple'"illus10 Ch~nge appeara"~ Effect: This power gives a character the ability to
Qr11atore of ex1s:flng<cilijects fr: manipulate and control molecules.
13.el'.SQns ~rate illustorr tfti~ ftle~ Multiple Actions; Yes
a ~minor obj~or peoRTe where Description: A nova with this power wields ultimate
none ac uall)li e-x1sl control over inorganic and unliving organic molecules.
<to t ]lusfon: Chan\e>appeat While he cannot change or affect living things in any way,
an_$e or natur~ of irgo rtant exl$. his power 1s still quite impressive.
in~o~ea.s,or p r,sl>~ Greate;il By spending a quantum point a molecular manipu-
lus1on1that &~a~ imp fanl ob lation can make a Perception + Molecular Manipulation
eel~ oi; pe:oe,le wher;e rrorreaci(1.1 roll to identify the chemical composition and properties
alt ex~t; mino~cl1ang,esotopver<all of any substance within a range of [Quantum + power
envJronmeR~ rating] x 20 meters.
v~~Compl~ 1Uosron; 11 usion e'an As with Elemental Anima and Mastery, this power
coinpl~ty change fbe ~ar~ers en provides several techniques. A nova may learn and Freely
v1ronrnem or tile P.:eeple and ob use one technique per dot in the power; she may attempt
~ts a olmd 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:
Second Skin
Dice Pool: N/A
T~ion Range: S.elf
Change StJbs~nce: :The dfanie- Area:. N/A
ter may d'lange lhe cleniCnts Qr Duration: Maintenance
sulmance of which l'n ob; cl is By hardening air molecules 1n a film about himself.
"'ade, but-he cannot chan~ the the nova can protect himself with a fayer of armor. For
objecfssfiape or stiQ. Awoodert each dot in Molecular Alteration. the nova gains +2 soak
chair becomes a chair of solid versus bashing and lethal damage.
,golct;.a steel lcilafe becon a
krufe of >Si1k Shape Alteration
iwo QlangeSize: As Chi~ Sub- Dice Poof: Wits~ Molecular Man1pulat1on
st~ plus thediartder coo Range: Touch
malcetb0liject Ult~ or.smaller Area: NIA
by up to10'% per SUCCOSll ~er Ountioo~ Special
one (20% at Uie m1n1rnum twQ The character can alter the shape of inanimate ob-
successesiieeded for tli1s ef feet; jects. He can alter the shape of 10 kilograms of any given
409Jat three succ~ses; and $0 substance per success rolled on an lntelhgence Mo-
forth). lecular Manipulation roll He need not affect an entire
1hree Change Snape: As Change Size, object to alter its shape. but he can alter only that part
p!Us tbe obJecf$ shape can be of the ob1ect wtuch he 1s able to affect. He can cause a
changed..A wOOacn Chair can be hole to open rn the object (handy for getting through
tr.msfOmieCI mto a lump of gold: locked doors). make 1t grow crude arms or legs. or JUSl
a steel kiiifebetom 9 dress of change its appearance or ab1lrty to function The changes
..5tlk.o remain until the nova rever;es them or repairs are made
FoLU Change Complexity As Ctiango A nova with this power can attempt to repair inor-
Size. plus the obJcic I , nature or ganic obiects The nova must have at least some knowl-
complexity <'al:l b~ lran:.formed edge of the subject lo be Fixed (generally speaking. at
- it.~ be mad& into working least one dot 111 Engineering). The nova then rolls Mo-
electrical c1r<:uits and 1nov1"9 lecular Manipulation i' Engineering (or other appropri-
parts. Thus. ~ ltee csn ~ o ate Ability); each success repairs one "health level" of
changed'intu ii Working computer damage suffered by lhe ob1ect.
or ii car Extras: None
1===--=
Quantum Bolt
Level: 2
Quantum Minimum: 1
Dice Pool: Dextenty .,. Quantum Bolt
Range: (Quantum .,. power rating) x 15 meters
Area: NIA
Duration: Instant
Effect: Inflicts [Quantum x 3] levels .. (power rat-
ing x 4) dke of bashing damage or [Quantum x 2) levels
+ (power rating x 4) dice of lethal damage (player's
Quantum Construct
choice). Level: 3
Multiple Actions: Yes Quantum Minimum: 4: must also have Force Field
Description: Quantum Bolt, in its myriad forms, 1s or better
one of the mos! common offensive powers used by no- Dice Pool: Manipulation + Quantum Construct
vas. lt aUows 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 ~]levels .. (power ratingx 4) dice of bashing "creatures" or objects out of quantun) force: the num-
damage or (Quantum Trait x 2] levels+ (power rating x ber of successes achieved indicates what beings can be
4) dice of lethal damage. summoned and how many.
A nova might try to pull an unusual ~stunt'' with her Multiple Actions: No
Quantum Bolt. such as bouncing it off a surface to hit an Description: A nova with Quantum Construct is ca-
opponent in the back The Storyteller may, at his dis- pable of generating raw quantum forces, then shaping
cretion. allow this effect 1f the nova achieves a sufficient them inlo animate creatures that act at the nova's wbim.
number of successes on a Dexterity+ Quantum Bolt roU. Many novas with this power use it to summon "demons"
A nova's Quantum Bolt must be defined as a spe-- and other such creatures of legend. Regardless of the
cif1c 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 type cannot be changed thereafter. electromagnetic energies might summon constructs of
Quantum Bolt cannot normally use the standard living lightning, radiant energy or the like. Quantum Con-
Ranged Combat Maneuver.;, such as Automatic Fire (p. struct cannot create a duplicate of a specific person or
247). However. for each dot in 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
Bolt. She does not have to use the maneuver unless she required quantum points and roll Manipulation ... Quan-
wishes to, but ifs available as a ~ power stunt" that she tum Construct. The number of successes 1nd1cate whet
has trained herself to perform. Performing a maneuver type of creature can be summoned.
costs one extra quantum point 1n addition to the points Characters may create more than one being in some
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 Quantum successes, a nova could create one human-sized being,
Bolt inflict [power rating x 6 j dice ot appropriate dam- two beings of half human size, four bei119s of one-quar-
,~.~
times JiuQian s11e \Mega-Sti~gtll
2/Str~tti 4, Stamina ~.t>t.<ter
tt)'.2. 2 Soak: 12 "Htlrt health lev-
els)
Constr:Ucts re S1!1lP.!Y shaP.cd ma of suan-
tm energy; they; C)C"e irected tJy th cir c:realOf, have no
J-!~
Menta SOc1al or Will~~ ifra1~. ano cire immune to
attacks d"pendent on tliose':rra1ajfor examf!IC. Domi- Quantum Conversion
nation 01 Dreadful Mien) Furthennore. constn1Cls feel Level: I
no pain and ~ufk no wound po11alt1~ Coh5trucl9 can Quantum Minimum: I
liowever, l>e d1~pe!led by-powe1 s ~ch as Dl~rur,L t Dice Poor: Slc:tm1no Quantum Conve~1on
Range: Touch
Area; NIA
Duration: Special
ler human size or a larger number of mouse- or 1nsect- Effect: May convert up lo one quantum pomt per
s1zed creatures Second, 1f thl" character ac.h1eves more dot mto standard forms ol energy.
svccesses than needed to create the bein<J he wants. he Wtiple Actions: Yes
may u~ the extra soc~ to ancreaw the numbers - Oescnption: Quaolum (onvet'Sloo ts somel.Jme<; con-
each extra succ~ doubles tne number ol c.onstruc.ts sidered one of the more unusual powe1"S novas d1~ay. yet
for example, suppose a nove wants to summon a human- rt is undoubtedly one of the mo<e useful ones an a practical.
saed demon. and the player rolls four successes The two ~ay s.ens4!' It allows a novoi to convert part of his per-
additional wcce~ double ht'S numbers twice, allowmg sonal quantum energies his Quantum Pool - rnto stan
lllm to summon four demons. dard fonns of ~perquaol:um eoen;iies svcJ.. as heat. fire or
Some constructs may hcive add1t 1onal powers A electnc1ty The player must choose what type of ffiet"gy
creation success can be converted into frve nova points. the nova can convert his quantum points into
which are u..ed to provide Mega-Attnbutes or quantum Quantum Conversion can convert up to one quan-
powers to the summoned creatures All such creatures tum point per dot into another form of eoe1 gy If (On-
have a Quantum Tra1t ol 1and 12 quantum points unless verted into electnc1ty. one quantum point would be
the nova spends creatton succ~ses to raise Quanlllm enough to power a typical large telev1"S1on tor about an
(one success per one add1t1onal Quantum dot) hour. The Storyteller IS the fmal arbiter or how much
The nova who summoned the constructs may (at electncity 1s needed lo power a given dev1te, and for
any time and any range) "banish" them. dispersing them how long. He also deler1r11nes the effects and uses of
mto the surrounding med11un No roll 1s required to do other forms of energy
so Quantum Convcn1on can also be used lo <0use dam-
Ultimately. the Storyteller as responsible for com- age to other people 1f lhe nova touches them while enut-
ing up with the game statistics and rules !or created con- tmg the energy Doing so causes one Ilea Ith IE"Vel ol ba:.h-
structs. though he may let the player do the work and
Quantum Leech
Quantum Imprint Lev~I: 2
Leve~ 3 Quanh.Jm Minimum: Z
Quaotum Minimum: 4 Dice Pool: N/ A
Dice Poo~ Dexterity + Quantum lmpnnt Range: Touch
Range: Touch Area: NIA
Area: NIA Duration: Instant
Duration: Maintenance Effect: A successful use transfers (Quantum +
Effect Copies the powers and ab1l1ties o! 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 Imprint allows a nova to copy Description: Many novas fear tht5 power, for it takes
tire quantum s1gnah.Jre of another nova. By touching an- from them the one thing they treasure mo.:;t - quan-
other nova, he can duplicate s<>me or all of that nova's tum power, In the form of quantum pomts To use this
powers m himself. fhe nova touched does not lose any power, a nova pays one quantum pomt and touches the
of his powers or suffer any injury v1ct1m (standard contest of Derlenty 1! the touch 1s re~
To use Quantum lmprmt. the nova must make a s1sted). The player rolls lntelhgence Quantum Leech
Dexlerity + Quantum Imprint roll to touch the victim. lf against the victim's W1llpower. lf lhe nova wITTs the con-
the touch succeeds. the nova may copy one of the v1ct1ms test, he tra11sfers a number of quantum points equal to
Attributes. skills. abilities or powers for each dot he has his (Quantum power rating) from the v1ct1m to his (the
in Quantum Imprint - but he may only copy them up to nova's) own Quantum Pool. This transfer even allows the
his number of dots m Quant.um Imprint. For example, 1f a nova to eKceed his natural Quantum Pool limit. up to twice
nova has Quantum lmpnnt 2 and wants to copy two of his normal Quantum Pool; however. 1f the nova botch~ a
another nova's powers. he may do so, but he only gets roll lo steal power exceeding his normal l1m1ts. he garns
two dols in each power. even ii the other nova has frve one or more points of temporary Taint. He retains those
dots m them. He may also never gain more dots or use points until he uses them or becomes unconscious (1n-
the power at a greater level of effect than the target dud1n9 going to sleep). The nova from whom the points
nova - for example. if a nova with Quant.um':> and Quan- have been leached recovers them 1n the usual fashion at
tum Imprint 5 steals a Quantum Bolt from a nova with the normal rate.
Quantum 2 and Quantum Bolt 2. the Quantum Bolt ca11 xtras: Energy Siphon (may use Quantum Leech at
mflicl no greater damage than permitted with Quantum a range of [Quantum +- power rat111g] x 5 meters)
2and Quant.um Bolt ]. The nova must also pay one more
guantum point to use a stolen power than he would have
to pay 1f he had that power "naturally." Thus, the nova m
the previous example would have lo pay three quantum
points to throw his copied Quantum Bolt
'.
~
Shapeshift
Level: 3
Quanb.Jm Minimum: 4
Dice Pool: Stamina Shapesh1ft
Range: Self
Area: NIA
Duration: Maintenance
Effect: Allows character to alter her shape; the
degree of alteration depends upon the successes
a ch1eved.
Sixemorph (Grow)
Level: z
Quantum Minimum: I
Dice Pool: NI A
Range: Self
Area. N/A
Duration: Maintenance
Effect: Double height and rnass. +2 Stren9th. + 1
S!am1na a11d one extra "Bruised" health level per dol
Multiple Actions: N/A
Description: By channeling quantum forces into his
. Sizemorph (Shrink)
Level: 2
molecular structure. the character may increase his
Quantum Minimum: I
height. E.ach dot doubles the character's height. reach
Dice Pool: NJ A
and mass. E.ach dot of Saemorph (Grow) al~o increases
Ranqe: Self
the i;haracter's Strength by two and his Stamina by one
Area: NIA
and adds two to his Dexterity solely for purpose<s of de-
Duration: Maintenance
termining how fast he can walk or run. If Strength or
Effect: ~ach level halves height and reduces mass
Stamina exceeds 5, the power lhen provides the appro-
to 1/8 normal, adds one to all Stealth attempts and in-
priate Mega-Attribute, up to a maximum of?. Addit:on-
creases d1H101lly lo hit character by one.
ally, each dot of Sizemorph (Grow) adds an extra
Multiple Actions: Yes
"Bruised.. health level to the character's damage track,
Oescrlption: S12emorph (Shnnk) allows a nova to
making 1l much harder to incapacitate him
become smaller and lighter than normal - sometimes
However, all is not sunshine and r~ . E.very two
much -;mailer E.ach dot of (Quantum ~ S11emorph
dots ol S1zemorph (Grow) grants opponents an extra die
(Shnnk)) reduces a nova's height by half and h1~ mass to
to attack or perceive the character. Furthermore, 1f lhe
1/8 of normal Furthermore. each (Quantum+ S111~morph
character suffers more than two boxes' worth ot dam-
(Shnnk)) level adds one die to all Stealth a!lempt5 and
age (bashing or lethal) while grown, those boxes may be
increases the difficulty to hit the character with attack~
absorbed (m whole or in part) by the extra "Bn.usecf"
by one. S1ze1norph (Shrink) also has less tangible ben-
health levels. but if the damage is not healed before he
efits, such as allowing a character to fit inside small pipes,
relurns to normal sJtc (and loses those extra levels). the
crawl un<ler doors and be earned m a friend's pocket.
boxes of damage are applied to the character's damage
ach level of Sizemorph (Shnnk) r61fuces the
track nonnally- so a seemingly tnv1al wound suffered
character's Strength and offensive powers by one dot
while ~'"9 S1rernorph (Grow) may actually prove fatal
(to a minimum of 1). U1ough not against creatures who
when the character returns to his ordmary S>re.
are likewise shrunk or Just very small Additionally. each
For &le: Abelard Smith /las S1zemorph (Grow)
level of S1lemorph (Shrink) halves the character's walk-
4 and a normal Strength 3, Stamma 3. providing him with
ing/ running and swimming movement rates while he 1s
..-8 Strength (whteh equates to Strength 5. Mega
shr1.1nk (but not other modes of movement. like Flight or
Strength 5), .,.4 Stamina (which equates to Stamina 5.
the expansion of runmng provided by Hyperrunn1ng), By
Mega-Stamina 2) and Four extra "Bruised .. health lev-
greatly decreasing lhe character's mass. Suemorph
els. Wilde usmg S11emorph (Grow). lie takes six boxes
(Shrink) also makes 1t easier to throw the character,
ofbashmg dnmage. 1his damage reduces him to Bruised,
knock him around with attacks or bowl him over with
gusts of wind,
Extras: Full Power (character's Strength and offon-
srve capab1hl1es do not decrease as he shnnks)
Area: NIA
Duration: Instant I
The character may proJecl bolts of lightning. These
inflict (Quantum x 2] levels+ (power ratmg 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 I
I
Extras
down from stonndouds, for dramatic purposes, if he Extras are special advantages that can be added to
wishes; however, this effect should not provide any bo- ex1stmg powers. They make the power better in some
nuses to hit a target or other combat benefits. way - more effective. able to work at great.er ranges
Weather Alteration or effective against more targets. The choice of whether
to take an Extra, either the ones listed with specific pow~
Die& Pool: Intelligence + Weather Manipulat ton
ers or the ones described here (which can apply to any
Range: (Quantum + power rating) x 2 kilometer;
appropriate power) 1s up to the player and requires the
Area: (Quantllrn + power rating) x 5 kilometers
Storyteller's perrniss10n. Extras arc never reqwred.
Duration: Maintenance
Tak1119 an Extra has two effects beyond the ben-
This effect 1s the most basic of the Weather
efits of the Extra ilsclL First. 1t raises the power's level
Manipulator's abrhties. He con, as the power's name in-
by one for purposes o~ the cost to purchase 1t with nova/
dicates, alter weather patterns over a large area. For each
experience points and power 1t with quantum points. For
success achieved on an Intelligence + Weather Manipu-
example. a Level 2 power with an E.xtra becomes a Level
lation roll, he may adjusl lhe current wcaH1er conditions
3 power m 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
E.xtras. Aplayer can purchase up tot wo Extras for a Level
W.ther Phen metla 'table One power,
Swe~ng Hea~ A power with an E.xtra 1s considered a separate,
<rlearv:Suru,y distinct power, A character may not buy one power and
q qdy/H~ several Extras and then 'trade off" the Extras From turn
Orazfe- to turn to get the most effective attack An Extra, once
RaYnstonn (or~ w,. Ir~~el'afui:e mil<.mt'@ssi&I~ purchased for a power, must always be used when that
S~.ong Relnftnundef'S[Qrru power is used
GiJfe Gaining Extras with Experi-
Hurr1 ane,(:iorr(ad1J/iryp(1m~lfatard
ence
A character may-upgrade - her power by purchas-
Thus. 1f the c.urrent weather is a rainstorm (and the ing an Extra later in lhe game, with the Storyteller's per-
player of a nova achieves two successes on his lntell1- mission. The cost of doing so is equal to the total differ-
gence +Weather ManipL1lation 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 Lhe Extra. A character
changes the weather conditions to gale or higher, the may halve this tost by taking a point of Tamt at the Lime
effect is treated as the Storm technique of Elemental the Extra is purchased.
Mastery (p. 196). For Example: Lotus fnfmde has Quantum Bolt J
After practicing a good blf with her Infinity Justifier
Windriding special maneuver, she wishes fo buy the Area Extra as a
Dice Pool: N/ A permanent feature ofher power. The total expenence-
Range: Self point cost to purchase Quantum Boll 3 ''from the ground
Area; NIA up is 30 points (5 10 + 15), while the s1mtlar cost to
Duration-. Maintenance buy the power wtth an Extra is 44 points (1 14 21).
The character mampulates winds so that they carry The difference between the two costs (14 poi'1ts) is what
him, similar to Flight. The character can move at the rate U must pay to buy the E.xtra.
of (power rating x 2) + 20 meters per action. or ( 40 That's pretty expensJVe. so U takes a point oFTamt
kilometers per hour x power rating) out of combat. to purchase the Extra For halfcost. Afterspending seven
Players can create other Weather Manipulation experience points, she may now use the Area Extra with
techniques ir they wish. btit the Storyteller must review every shot of her Quantum Bolt; howf!ver, she pays
and approve all such techniques. three. not two, quantum points to fire the attack.
Extras: None