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Gravity Control

Level: 2

Quantum Minimum: 3

Dice Pool: Wits + Gravity Control Range: Thrown

Area: (Power Rating) Duration: Concentration

Effect: Character is able to sense and manipulate gravity fields.

Multiple Actions: Yes

Description: The nova is always aware of the exact gravity in the area, and the gravitic pull asserted by individual objects.

The nova can also alter the gravity in a given area. For each success achieved on a Dexterity + Gravity Control roll, he can warp local gravity by up to .5 g (normal Earth gravity is 1 g). See the ‘Hazards’ section of the rules for the effects of al- tered gravity fields. Objects in a negative-g field fall upward un- til out of the field. The nova can be selective if he wishes, in- creasing some objects’ mass, decreasing others and leaving yet others alone. A creature or object that becomes too heavy cannot move (or be moved), and it may collapse under its own weight if it becomes heavy enough. If the nova tries to affect a living thing with a Gravity Control, the target may resist with Willpower.

Healing

Level: 2

Quantum Minimum: 2 Dice Pool: Stamina + Healing Range: Touch

Area: N/A Duration: Instant Effect: Heals wounds Multiple Actions: Yes

Description:The character rolls (Stamina + Healing) to heal targets. Each net success on this roll allows the Nova to heal 1 bashing or lethal health level on the target. Each level of Aggravated damage healed in this way adds a 4 Quantum sur- charge to the use of the power, so if Healing is used to heal 3 Aggravated health levels, it costs (2 base + 12 [3 Aggravated HLs healed at 4Q each]) = 14 quantum points. A nova may heal even a dying character but that merely stabilizes them at Incapacitated. The cost for Healing may be split across multiple turns, if necessary, but the nova must burn through the re- quired quantum points as quickly as possible.

Healing can even regenerate severed limbs or ruined organs, but to do so costs four quantum points per limb and a Willpower point.

Alternatively, if a character is suffering from poison or a disease, the power adds (power rating) successes to the af- flicted character’s Resistance roll. Once the roll succeeds, the poison or disease stops affecting the character. Any damage already taken can then be healed with a normal application of Healing.

The nova may attempt to use this power only once per scene, per character. The nova may use Healing on him- self.

Extras

Inoculation: A character affected by a poison or disease who successfully resists it via Healing becomes per- manently immune. This only affects diseases or poisons creat- ed ‘naturally’ and not quantum powers such as Poison.

Lingering: Baselines who have been affected by Healing heal and resist diseases/sickness like novas for (Quantum + Power Rating) weeks, while novas heal and resist disease/sickness as if they had a Mega-Stamina rating 1 high- er than it actually is for the same duration.

Mastery

Each level of Mastery adds +1 to the number of times healing can be used on a character in a scene.

Holo

Level: 2

Quantum Minimum: 1 Dice Pool: Manipulation + Holo Range: Handgun

Area: (Quantum + power rating) 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: No.

Description: This power allows a nova to create im- ages - illusions, if you will - with which to trick and befuddle other characters. The player must choose which sense the im- ages affect when he buys the power. As its name suggests, Holo is usually used to create images which can be seen, but auditory images are also popular.

To use Holo, the nova rolls Manipulation + Holo to determine how precise and accurate his images are. Failure indicates that the nova fails to create an accurate image. Each success above the first increases the difficulty of Perception rolls to determine the true nature of the illusion by one. If an observer fails his Perception roll, he believes the images are real until he has reason to think otherwise (at which point he may roll Perception again). If he makes his Perception roll at any time he instantly recognizes the images for what they are and can perceive what (if anything) they are hiding.

Images created by Holo cannot directly cause harm even if they affect the sense of touch. However, the; could trick a character into harming himself. For example if Holo is used to make a cliff seem like a grassy meadow, anyone who fails his Perception roll could easily walk right off the cliff to his doom.

Extras

Extra Sense: Power affects one additional sense at the same time.

ABERRANT

Homunculus

Level: 2

Quantum Minimum: 2 Dice Pool: N/A Range: N/A Area: N/A Duration: Scene

Effect: Allows nova to separate parts of his body or create small creatures from his body.

Multiple Actions: No

Description: This power allows a nova to separate parts of his body yet retain control over them (for example, de- taching his hands and letting them strangle someone on their own) to create small creatures from his own body, or even to break down his body into a swarm of tiny creatures. Use of the power does not cause the nova any damage.

To use Homunculus, the nova spends the required amount of quantum points, and either creates a small creature or detaches a body part of his choice. The creatures in ques- tion cannot be perfect duplicates of the nova - that requires Clone - but they could be smaller, or warped and twisted, ver- sions of him. Detached body parts or creatures can move up to 10 meters per dot in Homunculus away from the character. As long as they stay within that distance, he can control what they do, just as if they were still a part of his body. Otherwise, they will continue with whatever actions they were performing until their tasks are completed and then stop moving until line of sight and range are reestablished.

If a detached body part is attacked, it acts separately from the character (i.e., if the character decides to dodge in a particular turn, his detached body parts do not have to dodge; they can attack, block, or do whatever else they want, just as if they were separate characters). If one is Stunned or knocked unconscious, the other may continue to act. If the detached body part is killed, the character loses that part of his body permanently. Note that most characters cannot survive losing their heard or torso. See the chart below for the attributes of most detached body parts.

Body Part Traits

Arm/Leg 3 HLs (arm) or 4 HLs (leg), +2 per dot of Mega-Stamina, half Strength/Dexterity. Arms may only crawl, legs may only hop, moving (power rating x 2) me- ters/round. Normal soak but are Size -3 for taking damage and being hit (they deal damage as if Size 0). May only flail at charac- ters for (Str + 0B) damage, for feet, or attempt to strangle a character for arms.

Head 3 HLs, Str 0, half Dexterity, +2 per dot of Mega-Stamina. May grow spider-legs or some other form of movement to crawl. Normal soak but Size -5 for tak- ing damage and being hit. May bite, a Brawl attack at +2 difficul- ty that deals (Str - 2B) damage by default.

Hand/Foot 2 HLs, +1 per dot of Mega- Stamina, full Dexterity, Strength 1. May only crawl. Half soak and

Size -6. May attempt to strangle a character.

Finger/Eye/Toe 1 HL, may crawl at (power rat- ing) meters per round. Half soak. No attack. Are considered Size - 12.

Torso + Head/Torso without Head

Character’s full HL track, Str 0, Dex 0, immobile, destruction kills character. Normal soak, Size 0. A “small creature” homunculus has no quantum pow- ers, but it is otherwise considered to have half the character’s Strength score, Dexterity and Stamina equal to the character’s, half the character’s health levels (round down, so a character with 3 -0 HLs, 5 -1 HLs, 5 -2 HLs, and 4 -4 HLs creates a Homonculus with 1 -0, 2 -1, 2 -2, and 2 -4 HLs) and soak. These homunculi may attack normally. The player may shift points around if he likes (reducing Strength to add to Dexterity, for example). If killed, the main character takes one unsoaka- ble health level of Lethal damage. Small Homonculi are con- sidered Size -3.

At two dots and higher, the character can create more than one homunculus. At two dots he can create two ho- munculi; at three dots, four homunculi; at four dots, eight ho- munculi; at five dots, 16 homunculi. These homunculi can all be the same, or can be different. It costs no additional quantum points to create multiple creatures.

Furthermore, if the character has Homunculus 4+, she can break down her entire body into a “homunculus swarm” of insect-sized creatures. The swarm moves at the character’s normal speed and can flow over foes, grappling up to (power rating) foes simultaneously. A homunculus swarm takes a max- imum of one health level of damage from most attacks, but fire, explosion and area attacks affect it normally.

Extras

Attuned: The character’s homunculi may make use of the character’s Mega-Attributes (capped at their

strength/dexterity values).

Mutable: The character’s separated body parts or homunculi are capable of altering themselves for better inde- pendent movement and action. They may move normally (in- stead of being restricted in movement), and may increase their Strength or Dexterity by +1 per dot in Homonculus, up to the character’s normal trait values.

Redundant: The character may regrow a fully func- tional (but obviously unnatural equivalent) of a detached limb at no cost when using this power to detach a limb or body part, al- lowing him to make full use of this power without any fear of losing body parts. If a detached limb is destroyed the unnatural replacement limb “heals” into the original limb in 24 hours.

Hypermovement

Level: 2

Quantum Minimum: 1

Dice Pool: Dexterity + Hypermovement Range: N/A

Area: N/A

Duration: Maintenance

Effect: Increases character’s running, flying, or swimming speed

ABERRANT

115

Description:A nova with Hypermovement can run, swim or fly at ludicrous speed. At higher levels

Hypermovement allows a character to outpace bullet trains, jet- fighters and other vehicles. The player must specify which mode of movement Hypermovement enhances (running, swimming or flight).

When active, Hypermovement adds up to 5 automatic successes to a character’s movement speed rolls per dot. Out of combat, the character multiplies movement speeds by (Hy- permovement x 20).

Normally a character only uses 1 automatic success per dot of Hypermovement, allowing the character to still act normally. A character who utilizes this additional speed to its fullest may take no non-reflexive actions while doing so, save for tackling enemies. Sudden maneuvers at maximum speed also require a Dexterity + Hypermovement roll, with difficulty decided by the Storyteller.

Extras

Extra Mode: Power affects one additional mode of movement.

Inertial Skew: The character may run up/on walls and on ceilings while Hypermovement is active, as long as the character stays in motion.

Kinetic Damper: While moving at full speed, the character gains +4B/4L soak per dot of Hypermovement for the purposes of surviving crashes and ramming attempts.

Sonic Boom: When moving at full speed, the pow- er generates a free Shockwave attack once per round, substi- tuting Dexterity for Strength and Hypermovement for Mega- Strength.

Unstoppable Force: When moving at fullspeed, the character increases his effective Size by (Quantum + Pow- er Rating) for the purposes of ramming attacks.

Immobilize

Level: 2

Quantum Minimum: 1

Dice Pool: Dexterity + Immobilize Range: Handgun

Area: N/A

Duration: One scene or until destroyed

Effect: Encases and immobilizes a target in a tough substance or field.

Multiple Actions: Yes

Description: A nova with this power is able to para- lyze or ensnare targets in some way, which ranges from creat- ing blocks of ice around them, to secreting a paralytic poison, to imprisoning them within a quantum field.

To use Immobilize, the character spends the required quantum points and rolls Dexterity + Immobilize to hit the target. Targets may dodge an Immobilize attempt at +(power rating) difficulty. If successful, the target is slowed, reducing their Dex- terity for the purposes of movement and dodging by 1 per net success. Characters with Mega-Dexterity have it reduced first, with every 2 net successes on the Immobilize roll reducing the nova’s effective Mega-Dexterity by 1 for movement and dodg- ing. Once dexterity is reduced to 0 or below, the target is fully encased and immobilized.

An encased victim must roll an Attribute + Ability combination (typically Strength + Might). The Storyteller may choose another Attribute if he feels that is more appropriate. Immobilize based on a paralytic poison may use Stamina + Resistance, while one based on mental attacks may use Wits +

Resistance. The Immobilize effect requires a number of suc- cesses equal to (Quantum + [Power Rating * 2]) to break free from, and a character may roll to accumulate successes once per turn. When the character rolls enough successes, she breaks free of the effect. In this case, Mega-Strength only pro- vides 1 automatic success instead of 5 even on Might-based rolls.

While imprisoned, the victim gains +(Quantum + Power Rating) extra bashing/lethal/aggravated soak which stacks fully with all other sources, but is also immobilized and easier to hit. A character may choose to reduce the power of her Immobilize effect to reduce this soak increase (down to Quantum 1/Power Rating 1) but doing so also decreases the Immobilize effect’s durability. A willing character may be in- stantly reduced to Dexterity 0 (and therefore fully encased) with one use of Immobilize: this allows the character to take ad- vantage of the added protection.

Extras

Intangible: Immobilize’s soak does not protect the victim.

Supertough: The lmmobilize effect requires double the number of successes to break free from.

Immolate

Level: 2

Quantum Minimum: 2 Dice Pool: N/A Range: Touch Area: N/A

Duration: Maintenance

Effect: Character surrounds his body with a damag- ing effect that harms anyone who touches him

Multiple Actions: Yes

Description: This power allows the nova to encase his body in a field that injures or damages everything he touch- es. This field can take many forms-red-hot flames, electrical discharges, warped space, and so on, but the visual effects and method of damage must be

Immolate deals (Power Rating x 4) dice of Bashing or Lethal damage (chosen upon activation) with [Quantum x 2] automatic successes to everyone and everything in contact with the nova save the ground beneath his feet. This includes any enemies which hit the nova with a close combat attack, or with a weapon, although the attack still does full damage. Suc- cessfully hitting another character with a close combat attack deals Immolate damage as well as normal attack damage, but the Immolate damage in this case is always soaked separately from the attack.

lmmolate can be extremely effective in combat, but it can also cause problems, since anything the nova touches takes damage. If he bumps into an innocent bystander, smashes through a wall or gas pump or simply walks down the street, he damages those people and objects - with potentially disastrous results.

Invisibility

Level: 2

Quantum Minimum: 1 Dice Pool: Wits + Invisibility Range: N/A

Area: N/A

ABERRANT