Quantum Powers

Aberration Absorption
Effect: Allows the Nova to temporarily relieve another of their aberrations. The flip-side of Aberration Transfer. For those who are pure of heart and can't bare to watch others suffer.
 * Level: 4
 * Range: Touch
 * Quantum Minimum: 5
 * Dice Pool: [Aberration Absorption + Manipulation]
 * Auto-Successes: [Mega-Manipulation]
 * Opposed Pool: [Resolve]
 * Opposed Auto-Successes: [Mega-Resolve]
 * Cost: 2,4, or 6 Quantum

This power cost 2 Quantum to transfer low-level aberrations, 4 Quantum to transfer medium-level aberrations, and 6 Quantum to transfer high-level aberrations.

Extras

 * Permanency: Effects of Aberration Absorption last forever; and the cost Quadruples.
 * Full Control: Nova can use both Aberration Transfer and Aberration Absorption.

Aberration Transfer
Effect: Gives a nova the ability to force his or her own aberrations on an opponent temporarily. Are you horribly disfigured? Do you have a face even a mother couldn't love? Want to forcefully share that pain with your enemies, you need ''Aberration Transfer! ''
 * Level: 4
 * Range: Touch
 * Quantum Minimum: 5
 * Dice Pool: [Aberration Transfer + Manipulation]
 * Auto-Successes: [Mega-Manipulation]
 * Opposed Pool: [Resolve]
 * Opposed Auto-Successes: [Mega-Resolve]
 * Cost: 2,4, or 6 Quantum

This power cost 2 Quantum to transfer low-level aberrations, 4 Quantum to transfer medium-level aberrations, and 6 Quantum to transfer high-level aberrations. Each success over the target can increase the duration or severity allowed for the aberration transferred.

Extras

 * Permanency: Effects of Aberration Transfer last twice as long on Novas, and 5 times as long on baselines per 2 additional Quantum Spent.
 * Full Control: Nova can use both Aberration Transfer and Aberration Absorption.

Absorption
Effect: Converts damage or energy damage into Strength at the rate of one dot per success, up to damage done. The power works against either energy or kinetic damage. This must define which at purchase. When the nova is hit with an attack the Nova may choose to absorb some or all of the effect. Doing so takes no time, may be applied before or after the character's soak. This is an Instant action, and the character need not declare he will use Absorption until after an attack has hit and done damage to him.
 * Level: 2
 * Duration: Special
 * Range: Self
 * Quantum Minimum: 1
 * Dice Pool: [Stamina + Absorption]
 * Auto-Successes: [Mega-Stamina]

Each success rolled subtracts one health level of damage from the attack; the character must pay one quantum point per health level absorbed. Every two health levels of damage are converted into one extra dot of Strength; above five dots of Strength they become dots of Mega-Strength.

Dots in the power indicate the maximum dots of extra Strength (or Mega-Strength) the character can gain; the character may still use Absorption to reduce damage from attacks, though.

Extras

 * Extended Effect: Dots of Strength gained from Absorption last for a scene. 
 * Energy Magnet: A character with energy Absorption can absorb energy from sources at [Quantum x 10 meters] range as an attack; if absorbed from a nonsentient source [such as a fire or electrical socket], no roll other than the one to determine how much power is absorbed is required; if used on a sentient source, such as another nova, the player must roll (Mega)Manipulation + Absorption to succeed with his attempt, then roll the normal (Mega)Stamina + Absorption dice to determine how much energy is absorbed).

Arcane
Effect: Makes all information about the nova nearly impossible to retain in memory, digital, and physical records The Nova's features will slip away from the memory of those who see her, and she never seems be caught on video. Her records will simply disappear, and people will not recognize her name or simply assume that discussions are about someone different. The effects of Arcane don't work during combat, but resume immediately after. Arcane doesn't affect the ability of Novas to remember the character.
 * Level: 2
 * Duration: Permanent
 * Range: Self
 * Quantum Minimum: 4
 * Dice Pool: [Intelligence + Arcane]
 * Auto-Successes: [Mega-Intelligence]

At the end of each scene the Nova rolls to avoid being remembered, documented, and generally leaving a trace of their existence. The nova can also receives an additional [Arcane] dice to any stealth rolls.The nova cannot be detected or recorded by mundane technology and/or methods (outside of combat) unless she wants to be.

This power is permanent and costs no quantum points to maintain. It is normally considered to be functioning at all times, but the nova can turn this power off at will to let others see her as she truly is.

Extras

 * Affects Novas: Novas with Information Manipulation cannot negate the effects of this power),
 * Variable Effect: The nova can set up "barriers" between her identities, penalizing all attempts to discover and/or expose the link between the nova's public and private personas. This is jokingly known as the "Sailor Scout" effect among those novas who were [or still are] anime fans- and is fully cumulative with the effects of the Identity Shield Mega-Appearance enhancement. Alternatively, she can "fine tune" this power with regards to whom this power affects. This Extra can be bought more than once- see the Aberrant Player's Guide, pg. 120).

Animal Mastery
Effect: Nova can communicate with and summon animals. A nova with this power has the ability to communicate with animals. This communication is telepathic, but if the creatures have the ability to make noises or communicate in other mundane fashions, she can understand those as well (though she may not be able to reply, and in any event such, "languages" are likely to be crude indeed).
 * Level: 2
 * Duration: Special
 * Range: Special
 * Quantum Minimum: 1
 * Dice Pool: [Composure + Animal Mastery]
 * Auto-Successes: [Mega-Composure]

Furthermore, the character can emit a telepathic call to summon a particular creature (or any creatures within range) to her side. This call has a range equal to two kilometers per dot in Animal. Any creatures subject to the call will come to the character at their best speed. Once in the character's presence, they will treat her in a friendly fashion and do their best to respond to her requests, though they are not obligated to take her orders.

Animals will regard a character with Animal Mastery as their friend and boon companion until the character does something to prove otherwise. They will not harm her, and they will seek to prevent others from harming her as well. This power does not enable them to overcome their basic natures; the Storyteller should feel free to assign specific personalities to creatures based upon their natures

Extras

 * Micro-life: The character can exercise mastery over microscopic life forms.
 * Nature Mastery: Character can exercise both Animal Mastery and Plant Mastery.

Armor
Effect: Character receives +3 bashing soak, +3 lethal soak, and +1 Aggravated Soak. This power represents a nova who is more resistant to damage than most. He may have thick, chitinous skin, a glowing force field of some kind (not to be confused with the power of the same name) or metal plates that cover his body. Usually the form of the protection is based on the nature of the character's powers.
 * Level: 2
 * Duration: Permanent
 * Range: Self
 * Quantum Minimum: 1
 * Cost: None

A character who can manipulate ice and cold might be covered with a suit of "ice armor," for example, while a shapeshifter might warp his skeleton into stegosaur-like plates. However, special effects are not required; it's possible for the character simply to be more durable than normal and still look the same as always. In any event, the power is permanent, costs no quantum points to maintain and can be turned on and off at will.

For each dot of Armor, the character may add three to soak bashing and lethal damage. At the Storyteller's option, the player may vary the ratio of the soak, assigning more to bashing and less to lethal or vice versa.

Extras

 * Aggravated Coverage: While armored up the Nova Receives an additional +2 Aggravated Soak per dot.
 * Shed-skin: Allows the Nova to leave behind a copy of his armor; however it cant be worn by others. Used mainly for distraction purposes. Cost 3 Quantum.
 * Super-heavy Armor: The nova can spend three quantum points to fortify his Armor for a scene; while fortified the nova's Armor provides an additional +4 Bashing Soak, +4 Lethal Soak, and +2 Aggravated soak per turn; however, Initiative is halved, dexterity is halved, weight is doubled, and speed is quartered.

Arsenal
Effect: Allows the Nova to store certain types of items in an alternate dimension for retrieval on demand.
 * Level: 1
 * Duration: Instant
 * Range: Self
 * Quantum Minimum: 2
 * Cost: None

Upon purchase, the type of item stored in an arsenal has to be chosen, such as "ranged weapons", "explosives", "tools", "melee weapons", and so on. Only items of this type can be placed in an Arsenal. Under no circumstances can an Arsenal store unwilling objects or living beings, and while inside the Arsenal the effects of aging and whatnot are stopped.

Arsenal allows the storage of [Arsenal x Quantum] different individual items in this pocket dimension. The mass of these items cannot exceed [Quantum x 20] Lbs. each. Items can be retrieved as an unrolled action. Attuning an object to a Nova's Arsenal requires ten minutes of familiarization. Items that pose an imminent threat,such as a ticking bomb, cannot be added to the arsenal.

If a Nova loses this power by any means (Disrupt or Dormancy being the most common), the weapons in this pocket dimension reappear in normal space, scattered unpredictably in a 10 meter radius around the Nova.

Extras

 * Versatile: Arsenal may store two types of item in them, such as "guns and grenades", "tools and guns", "tools and food", or so on.
 * Over-sized: A nova with this extra may store over-sized items, but they will use as many spots as necessary to cover the weight of the item.
 * Bottomless Reserves: The Nova can store limitless ammunition in their Arsenal for weapons which require it. Muscle-powered or placed weapons and tools that tend to be expended in use (such as throwing stars, grenades, explosives, antibiotics) are counted as ammunition.
 * Reflexive: As normal, but particularly useful here.
 * Explosive Ordinance Disposal: The Nova can now commit immediately dangerous objects. The item can be committed by rolling [Wits + Arsenal], and each success allows the Nova to hold onto the item for 1 Day. After which the item is involuntarily expelled from the dimensional pocket, so it's a delaying method rather than a cure.

Biouminescence
Effect: Allows the nova to emit visible light. This light is not strong enough to blind other characters, but it definitely helps light the way through the dark places. The lighted area is determined by the number of successes.
 * Level: 1
 * Duration: [Quantum x 10] Minutes
 * Range: [Successes] x 5 Meters
 * Quantum Minimum: 1
 * Dice Pool: [Stamina + Bio luminescence]
 * Auto-Successes: [Mega-Stamina x Quantum]

This power cost 1 quantum points to used. For an additional quantum point, the character can project a beam of light like a flashlight. This beam has a range of [Stamina + Bio luminescence] meters per success, and it lasts as long as his glow.

Extras

 * Increased Spectrum: Allows to nova to emit infrared and ultraviolet light.
 * Monochromatic: Light radiates in just one frequency, avoiding senses and sensors looking elsewhere in the spectrum.
 * Spotlight: Allows the Nova to concentrate his bioluminescence into a spotlight as opposed to the normal glow; However this drastically decreases the duration to [Quantum x 10] seconds. The ranges is near limitless.

Body Modification
Effect: Modifies character's body in various ways. This power simulates a modification to the nova's body. This modification is permanent; it costs no quantum points to maintain or use, any more than the character's arms or legs do.
 * Level: N/A
 * Quantum Minimum: 1
 * Range: Self
 * Duration: Permanent

Listed here are some suggested modifications, along with the nova- or experience-point costs to buy them. Players may create others if they wish, but the Storyteller must approve all new modifications.

Guidelines

 * Adhesive Grip: (Two Nova Points)
 * The nova can physically or ionically bond with surfaces. This allows her to walk up walls or along ceilings at normal walking speed, and to cling to those surfaces with her normal Might rating.
 * Chromatophores: (One Nova Point)
 * The character's skin can change color, like a chameleon's or squid's. The player adds three dice to his Stealth skill totals, as long as the character is mostly naked or wearing attuned eufiber.
 * Extra Limbs: (One Nova Point)
 * The character has one or more extra limbs; he may define what they are and to what part of his body they are attached. These limbs are considered to be as useful as arms/ hands. The character subtracts one from multiple action penalties (so a character taking three multiple actions would act at -2, -3 and -4 penalties instead of the usual --3, -4 and -5). This bonus is applied before any reductions from the Multitasking enhancement.
 * Extra Health Levels: (Three Nova Points)
 * The character has extra health levels, perhaps because he has "duplicates" of some or all of his important organs.
 * Gills: (One Nova Point)
 * The character has gills that allow him to breathe underwater.
 * Spines: (Two Nova Points)
 * The Nova can extrude spikes from his body, or perhaps his body is naturally edged (for example, a nova made of living crystal). The spines change the nova's clinches, holds and tackles to lethal damage and inflict an amount of lethal damage equal to the attacker's damage dice pool (maximum 10 dice) on anyone contacting the nova with a Brawl or Martial Arts attack.
 * Tendril: (One Nova Point)
 * The Nova can extrude a tentacle, whip, flagellum or other similar "limb." This limb can be physical or made of energy; it can be used to grab, lash or constrict a target, or for the character to swing on. The tendril extends two meters per nova point/ three experience points spent. The tendril can inflict Strength +4 bashing damage (or Strength +2 lethal damage; player's choice); if the tendril is made of energy or some other unusual substance, it may, with the Storyteller's permission, do damage based on some other Attribute.
 * Webbed Hands/Feet: (One Nova Point)
 * The character's hands and/ or feet are webbed, allowing the character to swim at double running speed.
 * Wings/Patagia: (Three Nova Points)
 * The nova grows a pair of leathery bat wings or feathered bird wings, or he simply stretches a flap of his own skin along his sides beneath his arms. This modification allows a character to control his falls safely or glide at his normal running pace. (This modification does not confer the same amount of control or speed as the Flight power.)

Extras

 * None

Bodymorph
Effect: Allows the nova to transform her body into a specific type of matter or energy. The player must choose what form that the character can assume when they buy the power. The Bodymorph power provides certain base abilities, depending on the form chosen. The character may transform herself automatically. However, the character's dots in Bodymorph define how effective the change is. It is up to the player to define where his character's Bodymorph dots are allocated, subject to Storyteller approval, but once they are defined, they cannot be changed.
 * Level: 2
 * Duration: Maintenance
 * Range: Self
 * Quantum Minimum: 3
 * Bodymorph
 * Cost: 1 Quantum
 * Defensive Bodymorph
 * Dice Pool: [Stamina + Bodymorph]
 * Auto-Successes: [Mega-Stamina]
 * Soak: +[1/1/1 x Successes]
 * Cost: 1 WillPower; 1 Quantum

For example, when creating a character with a rock body, a player might buy Bodymorph 4 and assign one dot to Armor and three to Density Control (Increase). He cannot change that allocation later. Of course, if he buys another level of Bodymorph with experience points he can decide where that dot is allocated at that time.

If a nova wishes to use Bodymorph as a defense against an incoming attack (for example, to turn to flame to avoid being damaged by a flame blast), he may do so. This form of defense does not require an action, but it is easier if an action is available. If the character does not have a delayed action to use to do this, he must spend a point of Willpower instead. He then rolls Stamina + Bodymorph; even one success allows him to assume his alternative form in time to absorb some of the force of the attack, and each success reduces the damage the attack inflicts by one level.

Guidelines
These are general guidelines only; players can allow Bodymorph dots to represent a number of powers (or even invent their own) subject to the Storyteller's approval. Many of the techniques listed under Elemental Anima and Elemental Mastery are suitable as Bodymorph powers. However, all Bodymorph powers are available only while the character is transformed. Ultimately, the Storyteller must arbitrate the use of this power.
 * Stone/metal/hard solid: The character automatically inflicts two extra dice of damage with Brawl and Martial Arts attacks, and all attacks directed at the character incur a difficulty penalty of one to hit him. Bodymorphdots often translate into levels of Density Control (Increase), Armor or Claws.
 * Liquid/amorphous: The character automatically gains the ability to breathe and exist in water, may move through water at twice normal running speed, gains the Flexibility enhancement, and may use the Asphyxiation combat maneuver. Among other things, Bodymorph dots can translate into equivalent dots of Density Control (Decrease), Poison or Immolate (for characters who turn into acid). At least one Bodymorph dot must be assigned to Density Control (Decrease).
 * Gas: While transformed, the character may automatically move through air at the character's normal running speed, gains +1 soak vs. physical damage (fists, bullets, etc.), gains the Flexibility enhancement, and may use the Asphyxiation combat maneuver. Among other things, Bodymorph dots can translate into equivalent dots of Density Control (Decrease), Poison, Flight or Storm (allows the character to become a whirling tornado, thus inflicting the equivalent of the Storm technique in her immediate vicinity). At least one Bodymorph dot must be assigned to Density Control (Decrease).
 * Energy: While transformed, the character inflicts lethal damage with Brawl and Martial Arts attacks, and attacks directed at her incur a difficulty penalty of one to strike her, Bodymorph dots might be assigned to Immolate, Invulnerability (to the appropriate energy type), the EMP technique of Magnetic Mastery, the Electromagnetic Vision enhancement, Force Field, or Density Control (Decrease) dots.

Extras

 * None

Boost
Boost allows a nova to increase one of his Attributes temporarily. The Attribute affected by the power must be defined when the power is bought, and it cannot be changed thereafter. To use it, the nova must roll. Each success adds one dot to the Attribute. Above 5, the Attribute converts to Mega-Attribute 1, to a maximum of Mega-Attribute 5. The added dots fade at the rate of one per [Quantum x 2] turns, and the power may be used only once per scene.
 * Level: 2
 * Duration: Variable
 * Range: Self
 * Quantum Minimum: 2
 * Dice Pool: [Quantum + Boost]
 * Auto-Successes: [Node]
 * Fade: 1 Dot per [Quantum x 2] Turns

Extras

 * Extended Effect: Dots of Attribute gained from Boost last for a scene.
 * Extra Attribute: Power affects one additional Attribute at the same time.
 * Other Person: Nova may boost either his or another character's Attributes; other person must be touched to be affected.

Cellular Snapshot
Effect: Allows the nova to revert to an undamaged, and/or altered version of themselves. Allows the nova to impose a snapshot of her healthy undamaged, and/or altered form over her present form, partially or in full. Each success allows the Nova to store one trait about themselves. Stored states last indefinitely, and take 1 turn/trait to restore. Upon storing the trait the Nova is returned to their unaltered form.
 * Level: 3
 * Duration: Instant
 * Range: Self
 * Quantum Minimum: 3
 * Dice Pool: [Stamina + Cellular Snapshot]
 * Auto-successes: [Mega-Stamina]
 * Cost: 3 Quantum

This power cost 3 Quantum to use, and can be used once per scene.

Extras

 * Quick Restore: Restoring any and all traits using Cellular snapshot only takes a turn.

Claws
Effect: Allows the nova to grow claws, talons or similar natural weapons that deal Lethal Damage. When used in close combat, Claws convert the bashing damage caused by the character's normal punches and strikes into lethal damage. Furthermore, the character may roll one extra damage die per dot he has in Claws.
 * Level: 1
 * Duration: Maintenance
 * Range: Self
 * Quantum Minimum: 1

Extras

 * Retractable: Allows the Nova retract or hide his claws as an instant action.

Clone
Effect: Allows the Nova to create clones using nearby quantum energies.
 * Level: 3
 * Duration: Scene
 * Range: Self
 * Quantum Minimum: 5

Each success equals one clone — assuming the character wants to pay for it. At this time, the character must spend one quantum point per clone created, up to the number of successes; he may, of course, spend fewer quantum points if he wishes fewer clones.
 * Dice Pool: [Stamina + Clone]
 * Auto-Successes: [Mega-Stamina]

Clones are exact duplicates of the character — they have the same Attributes, Abilities, powers, clothes and equipment (except that clones do not have the Clone power themselves). However, they are separate persons in a game sense; if one is knocked unconscious or killed, the others are not affected. Clones do not have any sort of telepathic link; they communicate by talking just like ordinary groups of people.

Clones are not as powerful as the original character. Clones lose one die from all Traits (Attributes, quantum powers, etc.) for each clone created, to a minimum of 1. Thus, if a character created three clones, those clones would have -3 ratings in all Traits. Moreover, all clones have only half of their creator's Quantum Pool. It takes only one turn for a nova to create clones, but the character can do nothing else that turn (not even walking). Once created, the duplicates remain for a scene or until they "recombine" with the original character (usually referred to as the "host" by the clones). To recombine, two or more duplicates need only touch and use an action; again, they can perform no other action during that turn. Recombining is automatic. Clones that do not recombine dissolve into nothingness at the end of the scene, as the energies forming them dissipate. Clones have a minimum of 1 dot in all attributes.

Extras

 * Extra Clones: Each success creates [Quantum] clones with a maximum of [Quantum x Clone] clones.
 * Right-Hand Man: The Nova can summon a single permanent baseline version of themselves to function as a retainer. Retainer cost the same XP as a normal retainer, and is bought at [Quantum] dots.
 * Scale Model: Allows the Nova to create clones that are smaller versions of himself. Applies the rules of Sizemorph (Shrink).

Cyberkinesis
Cyberkinesis is the ability to manipulate machines, particularly electronic machines and computers, encompassing a variety of related abilities. The character does not have to possess any relevant Abilities (like Engineering) in order to use these abilities, but it is not uncommon for cyberkinetics to know such skills. A cyberkinetic can send his consciousness through a computer network, allowing him to affect a distant computer, if he can locate the machine at all (typically a Hacking feat). Doing so costs one Willpower, requires total concentration (no other actions) and raises the difficulty of the skill roll as follows:
 * Level: 3
 * Quantum Minimum: 4

Alter Data

 * Duration: Concentration


 * Dice Pool: [Intelligence + Cyberkinesis]
 * Auto-Successes: [Mega-Intelligence]


 * Upon a successful Intelligence + Cyberkinesis roll, the cyberkinetic can interface with a computer or similar piece of equipment to alter, read or remove existing data or insert or create new information. The character can read or alter approximately 100 megabytes x Quantum of information per minute. For each success achieved on the Intelligence + Cyberkinesis roll beyond the first, this time is cut in half. Any changes to or deletions of information are permanent; the data must be reentered into the computer by hand.

Control

 * Duration: Concentration


 * Dice Pool: [Manipulation + Cyberkinesis]
 * Auto-Successes: [Mega-Manipulation]


 * The cyberkinetic can take control of any machine with electronic, mechanical or hydraulic parts. The number of successes achieved on a Manipulation + Cyberkinesis roll indicates the "Strength" of the cyberkinetic's control. If the machine (or its user or driver) tries to counteract the control, assign the machine a "Strength" to reflect its power and resolve the situation as a resisted action.

Fool

 * Duration: Concentration


 * Dice Pool: [Manipulation + Cyberkinesis]
 * Auto-Successes: [Mega-Manipulation]
 * The cyberkinetic can insert false images in sensors, security systems or communications devices. The number of successes achieved on a Manipulation + Cyberkinesis roll indicates the "Manipulation" rating of the cyberkinetic's control. The Storyteller should assign the device (or its user) a Perception rating; the more sophisticated and powerful the machine, the greater its Perception. A "Manipulation" versus Perception resisted action then determines whether the cyberkinetic's attempt to trick the machine succeeds.

Initialize

 * Duration: Concentration


 * Dice Pool: [Manipulation + Cyberkinesis]
 * Auto-Successes: [Mega-Wits]
 * The cyberkinetic resets all hardware and software in the target computer to their default settings. This power can't physically move jumpers or external switches, unless the computer is capable of such. All software changes to the computer are reset to the state it was in when just assembled and certified and ready for use.

Opening

 * Duration: Special


 * Dice Pool: [Manipulation + Cyberkinesis]
 * Auto-Successes: [Mega-Manipulation]
 * The Nova leaves behind a residual quantum "daemon" that detects and attempts to subvert efforts at securing the target computer. Each success on Opening creates a daemon that last for [Quantum x Cyberkinesis] Days. When someone attempts to install or activate security features they must get at least [Cyberkinesis] successes on a computer roll. Attempts to subvert the daemon can be attempted once per scene.

Overload

 * Duration: Instant


 * Dice Pool: [Wits + Cyberkinesis]
 * Auto-Successes: [Mega-Wits]
 * The cyberkinetic overloads the machine in some way  sends a pulse of electricity or electromagnetic energy through it, stresses it so that it jams or seizes up. If the nova's Wits + Cyberkinesis roll is successful, the machine will not work. The Storyteller may increase the difficulty of the roll for machines that are particularly advanced or difficult to affect for some reason.

Reprogram

 * Duration: Concentration


 * Dice Pool: [Intelligence + Cyberkinesis]
 * Auto-Successes: [Mega-Intelligence]
 * A complement to Alter Data, Reprogram allows the cyberkinetic to change the instructions or programming used to run a computer or similar device. The difficulty of the Intelligence + Cyberkinesis roll should be determined by the Storyteller; the more sophisticated the computer and its software, the greater the difficulty. A standard desktop computer would incur no difficulty penalty, for example, while a highly defended military mainframe computer would incur a penalty of three. The changes or additions to a computer's software are permanent until otherwise altered.

Extras

 * None

Density Decrease
A character who can decrease her density can do so without a roll; however, the character must have, and use, an appropriate number of dots in the power to decrease density. Each level of Density Control adds one to the difficulties of hitting the character with all physical attacks except Area and Explosive attacks, so long as the character has the power activated.
 * Level: 2
 * Duration: Instant
 * Range: Self
 * Quantum Minimum: 3
 * Dice Pool: [Composure + Density Control]
 * Auto-Successes: [Mega-Composure]

Extras

 * Full Control: Character can use both Density Increase and Density Decrease.
 * Affects Others: Character may change the density of persons or objects for a scene by touching them and rolling [Manipulation + Density Control]. An unwilling target may roll Resistance to resist; an object made super-dense gains extra soak and weight, while an object made less dense loses soak or even becomes completely intangible.

Density Increase
This power allows the character to either increase her density. A character who can increase her density becomes heavier but also tougher and stronger. To use this power, the character rolls, and each success doubles her weight and adds one dot of Strength, rolling over to Mega-Strength. The character also gains one extra soak against bashing and lethal damage per success.
 * Level: 2
 * Duration: Instant
 * Range: Self
 * Quantum Minimum: 3
 * Dice Pool: [Presence + Density Control]
 * Auto-Successes: [Mega-Presence]
 * Strength: +[Successes]
 * Weight: [Weight x Successes x 2]
 * Soak: +[1/1/0 x Successes]

The extra Strength gained does not increase a character's jumping ability. In many characters an increase in density is accompanied by visible effects such as the character's body turning to rock or metal, but this effect is not required.

Extras

 * Full Control: Character can use both Density Increase and Density Decrease.
 * Affects Others: Character may change the density of persons or objects for a scene by touching them and rolling [Manipulation + Density Control]. An unwilling target may roll Resistance to resist; an object made super-dense gains extra soak and weight, while an object made less dense loses soak or even becomes completely intangible.

Disintegration
Effect: Deals Aggravated damage to the target. This terrifying power allows the character literally to disintegrate (or in some similar way utterly destroy) a person or physical object. This power cost one Quantum per point of Aggravated damage done.
 * Level: 3
 * Duration: Instant
 * Range: [Quantum + power rating] x 5 meters
 * Quantum Minimum: 5
 * Dice Pool: [Dexterity + Disintegration]
 * Auto-successes: [Quantum]

Extras

 * None

Disorient
Effect: The Nova can effectively prevent another character from taking any action. A nova with Disorient can cause another character to become confused, weakened, disoriented and unable to take action effectively. The effect can be physical (inducing nausea) or mental (creating hallucinations), depending on how the power is defined, but the end result is the same.
 * Level: 2
 * Duration: [Quantum + Disorient] turns
 * Range: [Quantum + power rating] x 10 meters
 * Quantum Minimum: 1
 * Dice Pool: [Manipulation + Disorient]
 * Auto-Successes: [Mega-Manipulation]
 * Opposed Pool: [Resolve]
 * Opposed Auto-Successes: [Mega-Resolve]

Each net success reduces all of the target's dice pools by one. Any dice pool reduced to half or less, prevents the victim from using that power or ability at all unless they spend a point of Willpower. Dice pools reduced to zero cannot be used at all.

Disorient can be used multiple times causing the power to stack, to a maximum of [Disorient] times. The power lasts for the normal (Quantum + power rating) turns. The nova may then spend extra quantum points to maintain the power automatically at the same level of successes. However, each time the power is refreshed the victim gets +1 Auto-Successes to breaking free.

Extras

 * None

Disrupt
This power represents a nova's great control over quantum energies. With it, he can disrupt another nova's control over any quantum power (but not Mega-Attributes or enhancements). Each net success the nova achieves over the number of successes achieved by his target reduces the power by one dot per success.
 * Level: 2
 * Duration: Maintenance
 * Range: [Quantum + power rating] x 10 meters
 * Quantum Minimum: 3
 * Dice Pool: [Intelligence + Disrupt]
 * Auto-Successes: [Mega-Intelligence]
 * Opposed Auto-Successes: [Quantum + Node]

Disrupt can affect any power; the nova may, for example, disrupt his target's Quantum Bolt one turn, and his Force Field the next turn. However it cannot affect multiple powers at once. Moreover, it is difficult to use Disrupt multiple times in succession against the same target. However, each time the power is used/refreshed the victim gets +1 Auto-Successes to breaking free.

Extras

 * Extra Power: Disrupt may affect any two powers at once.

Domination
Effect: Allows the Nova to verbally control the actions of others, up to the point of forcing them to commit suicide. Domination allows a nova to project his quantum consciousness into a sentient target's brainwaves. With sufficient successes, he can make his victim do anything, up to and including killing himself.
 * Level: 2
 * Duration: Concentration
 * Range: [Quantum + power rating] x 10 meters
 * Quantum Minimum: 3
 * Dice Pool: [Manipulation + Domination]
 * Auto-Successes: [Mega-Manipulation]
 * Opposed Dice Pool: [Resolve]
 * Opposed Auto-Successes: [Mega-Resolve]
 * Cost: 2 Quantum

To use Domination, the nova must spends the [Cost] and rolls a resisted action. If the nova scores more successes, he succeeds in achieving control. The degree of control depends upon how many successes the nova achieves over the victims. After control has been achieved, a character affected by Domination may roll Willpower; if she succeeds, she may then spend one point of Willpower to decrease the commands intensity by 1. The Storyteller rules that she summons up enough strength of will to turn the gun aside and shoot a wall instead of her comrade.

Extras

 * Telepathic: Nova can send orders telepathically and are communicated automatically, without speech.
 * Parasitic Possession: Nova spends three quantum and a Willpower point to discorporate and psychically possess victim, the nova's body disappears, and nova becomes a being of quantum-charged brainwaves inhabiting victim's central nervous system; may substitute own personality for that of victim, up to the limit of the successes rolled; while in possession the nova gains the victim's physical Traits, Appearance and nova powers, as well as his own Mental Traits, Charisma, Manipulation, Willpower and mental powers, and may leave the host body via the expenditure of a further three quantum and one Willpower point; however, if nova-possessed victim dies while nova is possessing, the nova's consciousness dies as well.
 * Sleeper Agent: The Nova can create a special set of circumstances wherein the victim will resume Domination to carry out a small set of actions.

Elemental Anima
A nova with Elemental Anima can project her quantum consciousness into a particular element — fire, sound, ice, electricity or whatever the player can think of and the Storyteller will allow — investing it with "life." This power allows her to take control of it and shape it to her will. Note that the character cannot create the element (doing that requires the Elemental Mastery power) — she can only affect and manipulate elemental "matter" that already exists. The player must choose which element the nova can control when buying the power.
 * Level: 3
 * Quantum Minimum: 4

This control offers the nova a variety of techniques. The exact techniques differ from element to element, based on the nature of those elements and the specific techniques the nova masters. The player may pick one of the listed techniques for each dot the nova has in the power; these techniques are ones the nova has "mastered" and may freely perform. The techniques chosen should be appropriate to the element that is being controlled — fire or water powers may provide movement abilities, for example, but it's unlikely that darkness would. The character may also try to perform other techniques, either ones listed here or entirely one-shot, off-the-cuff "stunts." However, such effects cost double the quantum points and suffer difficulty penalties of one; the nova has mastered only the techniques her dots allow her to. The Storyteller has the absolute right to allow or refuse a particular use of power, based on her interpretation of the element's inherent limits.

Alter Temperature
The character can increase or decrease the temperature of the air in an area around himself (which is appropriate for fire and ice powers primarily). The character can alter temperature by 10 degrees Celsius for each dot in the power. No roll is required, but quantum points must be paid.
 * Duration: Maintenance
 * Range: [Quantum + Elemental Anima] x 10 meters
 * Cost: 1 Quantum per 10 Degrees

Blast
The nova shapes, strengthens and redirects the element, turning it into a damaging blast that inflicts bashing damage. If there is only a small amount of the element available, the Storyteller may reduce the range or damage. Likewise if there is a extraordinary amount of the element available the storyteller may increase the damage or range.
 * Duration: Instant
 * Range: [Quantum + Elemental Anima] x 10 meters
 * Dice Pool: [Dexterity + Elemental Anima]
 * Auto-Successes: [Quantum] x 3 Bashing

Elemental Shield

 * Duration: Instant

The Nova can turn the element away from himself, thus protecting himself and anyone directly next to him from the brunt of its effects. Each success counts as four soak that apply only to attacks based on that element.
 * Range: Self
 * Dice Pool: [Wits + Elemental Anima]
 * Auto-Successe: [Mega-Wits]
 * Soak: +[4/4/2 x Successes]
 * Cost: 1 Quantum

Enhance/Diminish
The character can increase or decrease the effect of the element in an area — for example, brighten or dim light, or increase or decrease the damage caused by fire. The effect can be enhanced or diminished by 25% per success rolled. If the element is a damaging effect, each success increases or reduces the intensity of the element (or any element-based power) by two damage dice.
 * Duration: Maintenance
 * Range: [Quantum + Elemental Anima] x 10 meters
 * Area: [Quantum + Elemental Anima] x 10 meter radius
 * Vs. Environment Roll
 * Dice Pool: [Intelligence + Elemental Anima]
 * Auto-Successes: [Mega-Intelligence]
 * Cost: 2 Quantum
 * Vs. Player Roll
 * Dice Pool: [Quantum + Elemental Anima]
 * Opposed Pool: [Quantum + Power Rating]
 * Cost: 3 Quantum

The nova may not enhance her own or another character's powers with this effect, but she may attempt to reduce a rival elemental's powers. If another character's power is being reduced, a resisted action pitting the nova's [Quantum + Elemental Anima] against the target's [Quantum + power rating] is required; each net success reduces the target's power rating by one dot. If the power rating is reduced to zero, the target cannot use his power for a number of turns equal to the elemental's power rating.

Lethal Blast
The character can shape an existing quantity of the element into a deadly attack — sharp shards of stone, razor-sharp tendrils of water or air, a laser or the like.If there is only a small amount of the element available, the Storyteller may reduce the range or damage. Likewise if there is a extraordinary amount of the element available the storyteller may increase the damage or range.
 * Duration: Instant
 * Range: [Quantum + Elemental Anima] x 10 meters
 * Dice Pool: [Dexterity + Elemental Anima]
 * Auto-Successes: [Quantum] x 2 Lethal

Movement
Effect: Allows character move on the ground at a speed of [Speed x 2] Mpt, or [Speed x 5] Mph The character directs the element in such a way that he can move quickly. The nature of the movement depends on the element: Novas who control wind have it pick them up and waft them where they wish to go; elementals who control earth and rock ride waves of earth or tunnel through the soil. The character can move at the rate of (power rating x 2) + 20 meters per action, or (40 x power rating) kilometers per hour out of combat.
 * Range: Self
 * Duration: Maintenance

Shaping

 * Dice Pool: [Wits + Elemental Anima]
 * Range: [Quantum + power rating] x 5 meters
 * Area: Special
 * Duration: Maintenance
 * The character may alter the shape of a quantity of the element. No more than (three cubic meters of the element x power rating) can be affected at once. The character can create geometric shapes or simple "sculptures" such as fire-people or ice statues. If the player makes an Arts (Sculpture) roll, the character can create extremely detailed and beautiful shapes. If the nova attempts to use this power offensively (for example, to sculpt a pit under a foe or trap an opponent in a burning ring of fire), the player must make an attack roll [Wits + Elemental Anima], which the target can dodge normally.

Wall

 * Dice Pool: N/A
 * Range: Special
 * Area: [Quantum + Elemental] cubic meters
 * Duration: Maintenance
 * The character raises a wall of the element in front of him. For each dot in the power, the nova gains two soak against appropriate attacks unless the attacker can somehow shoot around it. The wall moves as the character moves, but it immediately collapses if she intentionally leaves the ground (unless the character is creating a screen of hardened air molecules, for instance). The Storyteller may declare the wall useless against certain attacks; for example, a wall of wind would blow aside physical attacks and snuff fires, but it would have little effect on electricity.

Empathic Manipulation
Effect: Allows a nova to detect and manipulate a single target's emotions Empathic Manipulation is, in essence, a highly specialized form of Domination or Telepathy. Allows the to make emotions stronger or weaker. Doing so does not necessarily prompt the target to do anything, but it does make it more likely that the target will take some kind of action. For example, if a nova detects that a target is angry at the government, he might heighten that emotion to a blinding rage.
 * Level: 2
 * Duration: Variable
 * Range: [Quantum + Empathic Manipulation] x 30 meters
 * Quantum Minimum: 2
 * Dice Pool: [Manipulation + Empathic Manipulation]
 * Auto-Successes: [Mega-Manipulation]
 * Opposed Pool: [Composure]
 * Opposed Auto-Successes: [Mega-Composure]
 * Cost: 2

How the target deals with his range is beyond the nova's control. The target might begin a vitriolic letter-writing campaign, or he might pick up a submachine gun, walk into the nearest courthouse and begin firing.

To detect a target's emotions, the nova must perform an opposed [Wits + Empathy] roll. If the victim is attempting to hide their emotions they can do a [Composure + Expression] roll. Even a single net success on the nova's part is enough for him to determine the target's emotional state.

After detecting the victims emotional stance on a subject they can perform an opposed roll against the victim. For each net success achieved, the nova can adjust the target's emotions up or down on the following table by one step. The Storyteller should use this table as a guideline for emotions not covered.

Extras

 * None

Entropy Control
A character with this suite of abilities is a master of the forces of entropy that are always at work in the universe. His quantum consciousness is able to tap into, summon and manipulate entropy the same way other novas play with fire or ice.
 * Level: 3
 * Quantum Minimum: 4

As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but she must pay double quantum points and roll at a difficulty penalty of one to use these alternative techniques. Techniques include:

Bioentropy Storm
The nova can create a field in which entropic effects pertaining to living creatures run riot. The victim ages, suffers spontaneous injuries, and experience other biological breakdowns. Each net success inflicts one health level of lethal damage. Victims cannot soak this damage unless they have the Hardbody Mega-Stamina enhancement.
 * Duration: Instant
 * Range: [Quantum + Entropy Control] x 10 Meters
 * Area: [Quantum + Entropy Control] x 5 Meters
 * Dice Pool: [Dexterity + Entropy Control]
 * Auto-Successes: [Mega-Dexterity]

Breakdown
The nova can cause any machine, device or similar object to stop functioning as some part of it breaks, wears out or loses power. This power's effects are permanent until someone repairs the device, provides it with more power or the like. The Storyteller should determine the device's Stamina rating for these purposes. The more complex or technologically advanced a machine is, the lower its Stamina — it's hard to use Breakdown on a simple object or one with few moving parts, but the more complicated a device becomes, the more opportunities there are for entropy to gain a foothold.
 * Duration: Instant
 * Range: [Quantum + Entropy Control] x 10 Meters
 * Dice Pool: [Intelligence + Entropy Control]
 * Auto-Successes: [Mega-Intelligence]

Entropic Shield
The character surrounds himself with a field of entropic energy. This field heightens the entropic reactions within any incoming attack (especially those based on physical objects, such as bullets), thus disrupting and weakening them. Each success achieved on a Stamina + Entropy Control roll grants the character an extra soak against bashing and lethal damage. However, this extra soak does not apply to attacks by living matter, such as fists or animals.
 * Duration: Maintenance
 * Dice Pool: [Stamina + Entropy Control]
 * Auto-Successes: [Mega-Stamina]

Probability Corruption
This technique allows a nova to cause the forces of entropy to overwhelm a single target, making it more likely that he will fail disastrously. To use it, the nova rolls Entropy Control. Each success achieved results in a loss of one die (or one automatic success) for all rolls made by the target. Additionally, any failed rolls automatically become botches''. ''These negative effects last as long as the nova pays quantum points to keep the entropic forces focused on the victim.
 * Duration: Maintenance
 * Range: [Quantum + Entropy Control] x 5 Meters
 * Dice Pool: [Entropy Control]

Extras

 * None

Extra-Sensory Perception (ESP)
Effect: Allows the Nova to sense things at a much greater range than normal. By attuning himself to quantum ebbs and flows, the nova may sense things at much greater ranges than he normally could. The primary sense that ESP affects must be chosen when the power is purchased and cannot be changed thereafter.
 * Level: 2
 * Duration: Concentration
 * Range: [Quantum + Extra-Sensory Perception] x 30 meters
 * Quantum Minimum: 3
 * Dice Pool: [Composure + ESP]
 * Auto-Successes: [Mega-Composure]

To use ESP, the nova need only spend two quantum and concentrate. He then defines a "focus point" somewhere within the power's range. He can sense from that focus point as if he were standing right there. Thus, this power is perfect for "seeing through walls" or otherwise spying on people. The clarity of the scan is based on the number of successes rolled:

Extras

 * Distant Scan: Range is increased to Composure + power rating] x 1000 km, but the process of scanning at this distance takes at least 15 minutes per 1000 km of distance, and the nova may take no other actions, or even perceive his immediate surroundings, while so scanning; furthermore, the [Composure + Extra-Sensory Perception] roll to target is at +1 difficulty per 2000 km.

Flight
Effect: Allows character to fly at the speed of [Speed x 2] meters per action. This power allows the character to fly through the air, outer space and similar three-dimensional areas. Out of combat his speed is [Speed x 5] Mph.
 * Level: 2
 * Duration: Maintenance
 * Range: Self
 * Quantum Minimum: 1
 * Dice Pool: [Dexterity + Flight]
 * Auto-Successes: [Mega-Dexterity]
 * Cost: 0 Quantum

Normally, no roll is required to use Flight. If the character wants to perform aerobatic stunts or fly through narrow openings at high speeds without hurting himself, the Storyteller may require a [Dexterity + Flight] roll to determine whether the character succeeds. The character may also substitute [Dexterity + Flight] for a normal Dodge roll while in the air; depending on the character's movement, this may allow him to dodge explosions and area attacks, though particularly large-scale blasts might cost the character his entire action.

Extras

 * Underwater: Character may use his Flight underwater and through other bodies of liquid.

Force Field
Effect: Creates a force field that provides extra soak to protect the nova from damage. This power provides extra protection for a nova. Most novas are already pretty hardy, but one with this power may be virtually untouchable. Force Field give the Nova an additional +2 Bashing Soak, +2 Lethal Soak, and +1 Aggravated Soak per success.
 * Level: 2
 * Duration: Maintenance
 * Range: Self
 * Quantum Minimum: 2
 * Dice Pool: [Stamina + Force Field]
 * Auto-Successes: [Mega-Stamina]
 * Soak: [+2/2/1 x Successes]
 * Cost: 2

Extras

 * Radiation Shield: Any and all forms of radiation damage can be suppressed by the shield, however while suppressing radiation the shield loses all soak ability.


 * Substitution: Force Field can substitute brawl in unarmed combat.


 * Wall: Allows character to project a "wall" of force at a range of three meters per dot in Force Field; the basic wall is two meters long by two meters high and can be made two meters taller or longer per dot in the power; the character can alter the dimensions with each use if he so chooses.

Gravity Control
Effect: Character is able to manipulate gravity and gravitic fields. A nova with this power is a master of gravity. He is able to lift and move objects, fly by manipulating gravitic forces and otherwise control gravity. As with Elemental Anima and Mastery, this power provides several techniques. A nova may learn and freely use one technique per dot in the power; she may attempt other techniques, but the player must pay double quantum cost.
 * Level: 3
 * Quantum Minimum: 4

Gravitic Blast
By manipulating micro-pockets of intense gravity around a target, the nova can bash and tear it apart. The end result is similar to a Quantum Bolt.
 * Duration: Instant
 * Range: [Quantum + Gravity Control] x 10 Meters
 * Dice Pool: [Dexterity + Gravity Control]
 * Auto-Successes: [Mega-Dexterity x 3] Bashing or [Mega-Dexterity x 2] Lethal
 * Cost: 2 Quantum

Gravitational Field
The nova can alter the gravity in a given area. For each success achieved he can warp local gravity by up to .5 g (normal Earth gravity is 1 g). Weight of objects is increased or decreased by an equivalent amount; a 100 kg object in a 1.5 g field weighs 150 kg. Objects in a zero-g field weigh nothing, while objects in a negative-g field fall upward until out of the field. The nova can be selective if he wishes, increasing 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.
 * Duration: Concentration
 * Range: [Quantum + Gravity Control] x 5 Meters
 * Area: [Quantum + Gravity Control] x 3 Meters
 * Dice Pool: [Wits + Gravity Control]
 * Auto-Successes: [Mega-Wits]
 * Opposed Pool: [Resolve]
 * Opposed Auto-Successes: [Mega-Resolve]
 * Intensity: [0.5g x Successes]
 * Cost: 2 Quantum

Gravitic Flight
Effect: Allows character to fly at the speed of [Speed] meters per action. The nova is able to manipulate gravity to pick himself up and fly crudely. This power allows the character to fly through the air, outer space and similar three-dimensional areas. Out of combat his speed is [Speed x 3] Mph.
 * Duration: Maintenance
 * Range: Self
 * Dice Pool: [Dexterity + Flight]
 * Auto-Successes: [Mega-Dexterity]
 * Cost: 0 Quantum

Normally, no roll is required to use Gravity Flight. If the character wants to perform aerobatic stunts or fly through narrow openings at high speeds without hurting himself, the Storyteller may require a [Dexterity + Flight] roll to determine whether the character succeeds. The character may also substitute [Dexterity + Flight] for a normal Dodge roll while in the air; depending on the character's movement, this may allow him to dodge explosions and area attacks, though particularly large-scale blasts might cost the character his entire action.

Gravitic Shield
The character can project waves of gravity around herself. Doing so provides an excellent defense against incoming projectiles and deflects hand-to-hand physical attacks. Gravitic Shield does not affect pure energy attacks, like flame attacks or electrical blasts.
 * Duration: Maintenance
 * Range: Self
 * Dice Pool: [Stamina + Gravity Control]
 * Auto-Successes: [Mega-Stamina]
 * Defense: [+1 x Successes]
 * Soak: [+1/1/0 x Successes]
 * Cost: 1 Quantum

Gravitokinesis
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, except the nova must score two successes to gain one success on the Lifting chart.
 * Duration: Concentration
 * Range: [Quantum + Gravity Control] x 10 Meters
 * Dice Pool: [Dexterity + Gravity Control]
 * Auto-Successes: [Mega-Dexterity x Quantum]
 * Lifting Capability: [Successes / 2]
 * Cost: 1 Quantum

Extras

 * None

Healing
Effect: Heals one health level of lethal or bashing damage per quantum point. This power enables a nova to heal herself or others. To use Healing, a nova must touch the person to be healed and spend one quantum point per health level to be healed. The character may heal a number of bashing health levels up to twice her power rating, or a number of lethal health levels up to her power rating. This power may be employed only once per victim per scene.
 * Level: 3
 * Duration: Instant
 * Range: Touch
 * Quantum Minimum: 4

Alternatively, if a character is suffering from poison or a disease, each quantum point adds one die to the afflicted 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.

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

Extras

 * None

Holo
Effect: Creates images; Perception rolls are to determine the true nature of the image 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. As its name suggests, Holo is usually used to create images which can be seen, but auditory images are also popular.
 * Level: 2
 * Duration: Concentration
 * Area: [Quantum + Power rating] x 5 meters
 * Range: [Quantum + Power rating] x 10 meters
 * Dice Pool: [Manipulation + Holo]
 * Auto-Successes: [Mega-Manipulation x Mega-Presence]
 * Opposed Pool: [Wits + Composure]
 * Opposed Auto-Successes: [Mega-Wits + Mega-Composure]
 * Quantum Minimum: 1

To use Holo, the nova rolls to determine how precise and accurate his images are. Failure indicates that the nova fails to create an accurate image.

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, they 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.

Luck
A nova with this power is extraordinarily lucky. Somehow his quantum consciousness is able to tap into and manipulate fate, probabilities and perhaps even reality itself. Regardless of how it's done, Lady Luck smiles on the character and looks out for him.
 * Level: 1
 * Duration: Permanent
 * Range: Self
 * Quantum Minimum: 1
 * Dice Pool: [Luck + Quantum]

Once per scene, a character may roll his Luck. Each success achieved influences the outcome of other events. Exactly what happens is up to the Storyteller, but in general each success on the luck roll can be allocated to any other action as an automatic successes until all successes are used.

Remember, fate is a fickle bitch though. Failure on a [Luck] will turn any dramatic failures into botches.

Extras

 * None

Mental Blast
This power allows a nova to project his "quantum consciousness" directly into another being's mind, causing psychic pain and injury. To use Mental Blast, the character pays the required quantum points and rolls [Intelligence + Mental Blast] in a resisted roll against the target's Willpower. Each net success causes 1 Bashing Damage.
 * Level: 2
 * Duration: Instant
 * Range: [Quantum + power rating] x 20 meters
 * Quantum Minimum: 3
 * Dice Pool: [Intelligence + Mental Blast]
 * Auto-Successes: [Mega-Intelligence]
 * Opposed Pool: [Resolve]
 * Opposed Auto-Successes: [Mega-Resolve]
 * Cost: 1 Quantum

Extras

 * None

Mirage
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.
 * Level: 2
 * Duration: Concentration
 * Range: [Quantum + power rating] x 20 meters
 * Quantum Minimum: 3
 * Dice Pool: [Manipulation + Mirage]
 * Auto-Successes: [Mega-Manipulation]
 * Opposed Pool: [Composure]
 * Opposed Auto-Successes: [Mega-Composure]
 * Cost: 2 Quantum

If the nova scores more successes, he succeeds in implanting the illusion. The more net successes he has, the more complex and believable the illusion is. Once the nova establishes the illusion, he must concentrate on it to maintain it. He will know how the target is reacting to it, and he can cause it to react accordingly.

If theres a large discrepancy in the illusion, the target may roll to break free of the illusion. The victims role must surpass the Novas initial successes. For example, if the Nova simulates the victims family member, but the family member is unable to say their own name because the nova doesn't know it.

Extras

 * Multicast: The Nova can use cast on Mirage on multiple targets, up to his dots in mirage. The Nova can double their maximum affected targets for each point of WIllPower Spent.

Plant Mastery
Effect: Nova can communicate with and summon plants. A nova with this power has the ability to communicate with plants. This communication is telepathic, but if the plants have the ability to make noises or communicate in other mundane fashions, she can understand those as well (though she may not be able to reply, and in any event such, "languages" are likely to be crude indeed).
 * Level: 2
 * Duration: Special
 * Range: Special
 * Quantum Minimum: 1
 * Dice Pool: [Composure + Animal Mastery]
 * Auto-Successes: [Mega-Composure]

Furthermore, the character can emit a telepathic call to summon a particular plants (or any plants within range) to her side. This call has a range equal to two kilometers per dot in Plant Mastery. Any plant subject to the call will come to the character at their best speed, but of course, most plants cannot move and will not be able to respond. Once in the character's presence, they will treat her in a friendly fashion and do their best to respond to her requests, though they are not obligated to take her orders.

Plants cannot physically uproot themselves; however, characters can attempt to animate foliage in the immediate vicinity. For example, trees might club at foes with their branches, while vines might wrap themselves around the character's enemies. The system for this power is treated as the Animation technique under the Molecular Manipulation power, except that the character substitutes her Plant Mastery rating for the Molecular Manipulation rating.

Plants will regard the character as a friend and boon companion until the character does something to prove otherwise. They will not harm her, and they will seek to prevent others from harming her as well. This power does not enable them to overcome their basic natures; the Storyteller should feel free to assign specific personalities to creatures based upon their natures.

Extras

 * Micro-life: The character can exercise mastery over microscopic life forms.
 * Nature Mastery: Character can exercise both Animal Mastery and Plant Mastery.

Poison
A nova with this ability can poison or drug someone with a touch or infect him with a disease. For purposes of this power, poisons, venoms, toxins, drugs and similar substances are considered to do bashing damage, cause penalties, have stunning effects, or secondary effects.
 * Level: 2
 * Duration: Instant
 * Range: Touch
 * Quantum Minimum: 1
 * Dice Pool: [Stamina + Poison]
 * Alternative Pool: [Dexterity + Poison]
 * Auto-Successes: [Mega-Stamina]
 * Opposed Pool: [Stamina]
 * Opposed Auto-Successes: [Mega-Stamina]
 * Cost: 2 Quantum

This power also provides +[Poison] Bashing and Lethal Soak against poison damage, and downgrade disease potency by 1. Conventional armor, including powers such as Force Field, usually offers little protection against poisons and diseases. A nova with the Adaptability enhancement may soak poison effects with his Stamina/Mega-Stamina soak.

Extras

 * Projectile: Can spit, exhale or otherwise expel a venom or virus at a range of [Poison] x 10.

Premonition
This sensory power warns the nova of impending dangers or threats. Those of which would normally be undetectable. To use it, the character spends 3 Quantum, which allows her to detect danger for one scene. If she is confronted with any danger during that time she may roll to detect it.
 * Level: 2
 * Duration: Scene
 * Range: [Quantum + Premonition] x 100 Meters
 * Quantum Minimum: 1
 * Dice Pool: [Composure + Premonition]
 * Auto-Successes: [Mega-Composure]
 * Cost: 3

Premonition can detect threats specifically directed at the charactera s well as threats directed at her general area within her detectable range. Specific dangers, such as a sniper pointing a gun at the character from a thousand meters away, can usually be detected further away than general threats.

A successful Premonition roll does not tell the character exactly what the danger is, only that she is exposed to it and from roughly which direction or location it is coming. In most cases warning is enough to provide the character with the information she needs to avoid the danger.

Extras

 * Others: The Nova can detect dangers to anyone within [Quantum + Premonition] x 5 Meters.

Psychic Shield
Psychic Shield is a potent defense against powers that directly affect a nova's mind (Domination, Hypnosis, Mental Blast, Mirage or Telepathy).
 * Level: 1
 * Duration: Permanent
 * Range: Self
 * Quantum Minimum: 1
 * Dice Pool: [Quantum]
 * Auto-Successes: [Psychic Shield]
 * Soak: [+2/2/2 x Successes]

Each successes grants is applied to resisting mental powers. If the power causes damage, like Mental Blast, then Psychic Shield also provides two extra soak per success. Psychic Shield is permanent, but a character may voluntarily shut it off if he wishes (he can reactivate it at any time, which does not require an action).

Psychic Shield does not work against emotion-controlling powers (Empathic Manipulation, many of the Mega-Social enhancements), only direct mind control.

Extras

 * Extra Mind: Character may extend his Psychic Shield to protect one other person whom he is touching.

Quantum Bolt
Quantum Bolt, in its myriad forms, is one of the most common offensive powers used by novas. It allows a nova to project a damaging blast of energy at a target. The damage may be either lethal or bashing (the player must choose what type of damage the power does when he buys it).
 * Level: 2
 * Duration: Instant
 * Range: [Quantum + power rating] x 15 meters
 * Quantum Minimum: 1
 * Dice Pool: [Mega-Dexterity + Quantum Bolt]
 * Auto-Successes: [Quantum x 3] Bashing or [Quantum x 2] Lethal

A nova might try to pull an unusual "stunt" with her Quantum Bolt, such as bouncing it off a surface to hit an opponent in the back. The Storyteller may, at his discretion, allow this effect if the nova achieves a sufficient number of successes on a Dexterity + Quantum Bolt roll. A nova's Quantum Bolt must be defined as a specific type of energy or power, such as fire, ice, lightning, bioenergy or a laser, when the character is created. The energy type cannot be changed thereafter.

Quantum Bolt cannot normally use the standard Ranged Combat Maneuvers, such as Automatic Fire. However, for each dot in the power above three, a nova may choose one such maneuver for her Quantum Bolt. She does not have to use the maneuver unless she wishes to, but it's available as a "power stunt" that she has trained herself to perform. Performing a maneuver costs one extra quantum point in addition to the points spent to fuel the power itself.

Extras

 * Energy Type: Power may manifest as one additional form of energy.
 * Supercharge: Character can spend three quantum points to double the damage of their Quantum Bolt. However, each such shot inflicts a Lethal health level of damage on the nova due to the stress of channeling the excess energy.

Quantum Conversion
Quantum Conversion is sometimes considered one of the more unusual powers novas display, yet it is undoubtedly one of the more useful ones in a practical, everyday sense. It allows a nova to convert part of his personal quantum energies — his Quantum Pool — into standard forms of superquantum energies such as heat, fire or electricity. The player must choose what type of energy the nova can convert his quantum points into.
 * Level: 1
 * Duration: Special
 * Range: Touch
 * Quantum Minimum: 1
 * Dice Pool: [Stamina + Quantum Conversion]
 * Auto-Successes: [Mega-Stamina]

Quantum Conversion can convert up to one quantum point per dot into another form of energy. If converted into electricity, one quantum point would be enough to power a typical large television for about an hour. The Storyteller is the final arbiter of how much electricity is needed to power a given device, and for how long. He also determines the effects and uses of other forms of energy.

Quantum Conversion can also be used to cause damage to other people if the nova touches them while emitting the energy. Doing so causes one health level of bashing damage per quantum point converted (or one health level of lethal damage per two quantum points converted), but the person touched may soak this damage normally.

Extras

 * Extra Energy Type: Power may convert quantum points into one additional type of energy; character chooses which type of energy to emit with any given use of the power.

Quantum Leech
Effect: Allows the Nova to steal Quantum Points from his victim. Many novas fear this power, for it takes from them the one thing they treasure most — quantum power, in the form of quantum points.
 * Level: 2
 * Duration: Instant
 * Range: Touch
 * Quantum Minimum: 2
 * Dice Pool: [Intelligence + Quantum Leech]
 * Auto-Successes: [Quantum]
 * Opposed Pool: [Resolve]
 * Opposed Auto-Successes: [Mega-Resolve]
 * Cost: 1 Quantum

To use this power, a nova pays one quantum point and touches the victim (standard contest of Dexterity if the touch is resisted). The player performs an opposed roll against the victim. If the nova wins the contest they can transfer [Quantum + Quantum Leech] Quantum Pool. This transfer even allows the nova to exceed his natural Quantum Pool limit, up to twice his normal Quantum Pool; however, if the nova botches a roll to steal power exceeding his normal limits, he gains one or more points of temporary Taint. He retains those points until he uses them or becomes unconscious (including going to sleep). The nova from whom the points have been leeched recovers them in the usual fashion at the normal rate.

Extras

 * Energy Siphon: May use Quantum Leech at a range of [Quantum + power rating] x 5 meters.

Quantum Regeneration
Most novas recover the spent quantum points at a steady, predictable rate — two points per hour while at ease, or four points per hour if completely relaxed. A nova with Quantum Regeneration can recover them far more quickly than that.
 * Level: 2
 * Range: Self
 * Quantum Minimum: 3
 * Cost: 1 Willpower

To use Quantum Regeneration, the character Nova spends one or more points of Willpower (not quantum points). For each point of Willpower spent, he may add twice his power rating to the amount of points he will recover in the next hour. For example, if a nova spent two points of Willpower and had Quantum Regeneration 4, he would recover an additional 16 Quantum Points in one hour.

Extras

 * Double: Doubles the effect of Willpower spent when using this power; each point of Willpower spent counts as two points.

Quantum Vampire
Effect: Allows the Nova to steal powers or abilities Quantum Vampire is similar to Quantum Leech, but it allows a nova to steal powers or abilities other than quantum points from another person (nova or not). The player must define which single power, Attribute or Trait the nova can steal when he buys the power. Quantum Vampire cannot steal from Dormant or Disrupted Novas.
 * Level: 2
 * Duration: Special
 * Range: Touch
 * Quantum Minimum: 3
 * Dice Pool: [Stamina + Quantum Vampire]
 * Auto-Successes: [Mega-Stamina]
 * Opposed Pool: [Resolve]
 * Opposed Auto-Successes: [Mega-Resolve]
 * Cost: 2 Quantum

To use this power, a nova pays 2 Quantum touches the victim. The player then performs an opposed roll against the victim. If the nova wins the contest, he transfers up to [Quantum Vampire] dots or the selected trait to himself. He retains those dots for [Quantum Vampire] hours. The victim loses those dots for the same amount of time.

The Nova transfers Mega-Attributes before Attributes, and the nova must increase his selected attribute to 5 before increasing the Mega-Attributes. If the energy vampire is in the Mega-Attribute range, points transferred from a similar Mega-Attribute raise the nova's own Mega-Attribute normally; however, if stealing normal Attribute dots to raise a Mega-Attribute, the nova must steal two Attribute dots to raise the Mega-Attribute by one dot.

If a nova uses Quantum Vampire to steal a power or ability he does not possess on his own (for example, he leaches Quantum Bolt, but he does not possess that power himself), the nova may roll only the base Attribute — he does not get to roll any dice for the power itself. For example, if a nova leached two dots' worth of Quantum Bolt, he would roll only his Dexterity, not Dexterity + Quantum Bolt (or Dexterity + Quantum Vampire, for that matter), when determining the power's effects. Furthermore, he must pay an additional quantum point when using any such power.

A nova may define this power as the ability to steal "life energy" (health levels) from his victim. Life energy is taken as bashing, and will carry on to Lethal and Aggravated for both the Nova and the victim. The Nova can absorb up to [Quantum Vampire] health levels above his normal health. Extra health levels are still temporary though.

Extras

 * Extended Duration: The nova keeps stolen powers for up to three times as long, and the victim loses them for the same duration.
 * Multiple Traits: Nova may steal dots from two Traits at once; successes rolled must be divided between the two Traits in whatever proportion the nova's player wishes.

Sensory Shield
Sensory Shield provides novas with protection against Strobe attacks and other phenomena that might interfere with their senses. It can represent eyes which are accustomed to extremely bright lights, armored skin which is so tough the character's nerves cannot be numbed and many other abilities.
 * Level: 1
 * Duration: Permanent
 * Range: Self
 * Quantum Minimum: 1

Sensory Shield requires no rolls. Instead, each dot in the power counts as two successes to cancel out successes achieved on sensory deprivation rolls and successes from attacks such as tear gas.

Extras

 * None

Shroud
Effect: Creates a field that stifles senses. The nova creates a field of opaque quantum energy, inky blackness, blinding mist or other such effect. This Shroud is difficult for other characters to see through.
 * Level: 2
 * Duration: Concentration
 * Range:
 * Quantum Minimum:
 * Dice Pool: [Dexterity + Shroud]
 * Auto-Successes: [Mega-Dexterity]

To use Shroud, the character must roll to target the area he wants to affect with his Shroud field. Each success achieved decreases the victim(s) the ability of perception by one.

Characters whose ability of perception are reduced to zero cannot perceive into or through the area at all and are considered "blind" if fighting within it.

Extras

 * Sensory Deprivation Field: Shroud affects one additional normal or nova sense per success on the power roll — for example, hearing, sonar or Quantum Attunement.
 * Semisolid: Shroud halves movement of characters trapped within it and can be formed into a "wall" to soak one level of bashing or lethal damage per dot in the power rating.

Sizemorph (Grow)
By channeling quantum forces into his molecular structure, the character may increase his height. Each success doubles the character's height, reach and mass. Each dot of Sizemorph (Grow) also increases the character's Strength by two and his Stamina by one and adds two to his Dexterity solely for purposes of determining how fast he can walk or run. If Strength or Stamina exceeds 5, the power then provides the appropriate Mega-Attribute, up to a maximum of 5. Additionally, each dot of Sizemorph (Grow) adds an extra health level to the character's damage track, making it much harder to incapacitate him.
 * Level: 2
 * Duration: Maintenance
 * Range: Self
 * Quantum Minimum: 1
 * Dice Pool: [Quantum]
 * Auto-Successes: [Sizemorph (Grow)]

However, all is not sunshine and roses. Every success on Sizemorph (Grow) grants opponents an extra die to attack or perceive the character. Furthermore, if the character suffers more than two boxes' worth of damage (bashing or lethal) while grown, those boxes may be absorbed (in whole or in part) by the extra "Bruised" health levels, but if the damage is not healed before he returns to normal size (and loses those extra levels), the boxes of damage are applied to the character's damage track normally — so a seemingly trivial wound suffered while using Sizemorph (Grow) may actually prove fatal when the character returns to his ordinary size.

Extras

 * Full Control: The character can use both SIzemorph (Shrink) and SIzemorph (Grow)

Sizemorph (Shrink)
Sizemorph (Shrink) allows a nova to become smaller and lighter than normal — sometimes much smaller. Each success reduces a nova's height by 50% and his mass by 80%. Furthermore, each level adds one die to all Stealth attempts and increases the difficulty to hit the character with attacks by one. Sizemorph (Shrink) also has less tangible benefits, such as allowing a character to fit inside small pipes, crawl under doors and be carried in a friend's pocket.
 * Level: 2
 * Duration: Maintenance
 * Range: Self
 * Quantum Minimum: 1
 * Dice Pool: [Quantum]
 * Auto-Successes: [Sizemorph (Shrink)]

Each level of Sizemorph (Shrink) reduces the character's Strength and offensive powers by one dot (to a minimum of 1), though not against creatures who are likewise shrunk or just very small. Additionally, each level of Sizemorph (Shrink) halves the character's walking/running and swimming movement rates while he is shrunk (but not other modes of movement, like Flight or the expansion of running provided by Hyperrunning). By greatly decreasing the character's mass, Sizemorph (Shrink) also makes it easier to throw the character, knock him around with attacks or bowl him over with gusts of wind.

Extras

 * Full Control: The character can use both SIzemorph (Shrink) and SIzemorph (Grow)


 * Full Power: Character's Strength and offensive capabilities do not decrease as he shrinks.

Strobe
Effect: Allows the Nova to deafen the senses of others. Strobe allows the Nova to project an energy Field that disables one of an opponent's senses temporarily. It is usually used to blind a character's sight (typically through a flash of bright light or something similar), but it can also deafen a target (through extremely loud focused sound), deprive him of his sense of smell or numb his sense of touch. Each success disables one on of the target's senses for a turn.
 * Level: 2
 * Duration: Instant
 * Range: [Strobe + Quantum] x 10 Meters
 * Quantum Minimum: 1
 * Dice Pool: [Wits + Strobe]
 * Auto-Successes: [Mega-Wits]

The player must choose which sense his power affects when he buys it, which cannot be changed thereafter; exotic senses, such as ESP and Premonition, are also susceptible to this power.

To use the power, he spends the required quantum points and rolls Wits + Strobe. Each success deprives the target of the use of that sense for one turn; five or more successes wipe out the sense for an entire scene. A blind character is subject to Blind Fighting/ Fire penalties; a numb character has a +3 difficulty on all tasks involving touch (including holding and wielding a weapon or gun).

The Storyteller should adjudicate the effects of the loss of other senses on a case-by-case basis.

Extras

 * Sensory Deprivation Wave: Power disables one sense for each dot in Strobe. Senses must be picked at purchase.

Stun Attack
This attack power is similar to Quantum Bolt, but it does not cause lasting harm to a target. All it can do is daze the target or knock him unconscious. For this reason it has no effect on unliving targets, such as buildings, vehicles or devices.
 * Level: 2
 * Duration: Instant
 * Range: [Quantum + Stun Attack] x 15 meters
 * Quantum Minimum: 1
 * Dice Pool: [Dexterity + Stun Attack]
 * Auto-Successes: [Mega-Dexterity]
 * Opposed Auto-Successes: [Stamina + Mega-Stamina]
 * Cost: 2 Quantum

I net successes from Stun Attack meet or exceed victim [Stamina + Mega-Stamina] by one, the target is Dazed; if they exceed the target's Stamina by two or more, the target is rendered Unconscious. The target may spend Willpower to reduce the nova's successes. Each point of Willpower spent negates one success.

Extras

 * None

Telekinesis
Telekinesis is the ability to lift and move objects without touching them by applying quantum energies to them. This ability may manifest as a mental power, focused winds, energy "tentacles" or "talons," gravity manipulation or many other powers.
 * Level: 2
 * Duration: Maintenance
 * Range: [Quantum + Telekinesis] x 10 meters
 * Quantum Minimum: 2
 * Normal Lifting
 * Dice-Pool: [Resolve + Telekinesis]
 * Auto-Successes: [Mega-Resolve x Quant]
 * Cost: 1 Quantum
 * Alternative Lifting
 * Dice-Pool: [Intelligence + Telekinesis]
 * Auto-Successes: [Mega-Resolve x Quantum]
 * Cost: 1 Quantum
 * Normal Opposed Grapple
 * Dice Pool: [Resolve + Telekinesis]
 * Auto-Successes: [Mega-Resolve x Quantum]
 * Opposed Pool: [Strength + Brawl]
 * Opposed Auto-Successes: [Mega-Strength x Quantum]
 * Cost: 2 Quantum
 * Alternative Opposed Grapple
 * Dice Pool: [Intelligence + Telekinesis]
 * Auto-Successes: [Mega-Intelligence x Quantum]
 * Opposed Pool: [Strength + Brawl]
 * Opposed Auto-Successes: [Mega-Strength x Quantum]
 * Cost: 2 Quantum
 * Normal Telekinetic Bashing
 * Dice Pool: [Resolve + Telekinesis]
 * Auto-Successes: [Mega-Resolve] x 3 Bashing
 * Cost: 2 Quantum
 * Alternative Telekinetic Bashing
 * Dice Pool: [Intelligence + Telekinesis]
 * Auto-Successes: [Mega-Intelligence] x 3 Bashing
 * Cost: 2 Quantum
 * Projectile Acceleration/Deceleration
 * Dice Pool: [Telekinesis]
 * Cost: 2 Quantum
 * Telekinesis has other uses as well. For example, a nova might use it to grab another character and keep him from moving. Doing so requires a resisted action pitting the nova's player's successes against the victim's successes on a Strength roll.


 * Telekinesis can also be used to bash other characters with objects or telekinetically punch or crush them causing successes worth of bashing damage.


 * Additionally, Telekinesis can be used to accelerate/decelerate projectile weapons and rounds.

Telekinesis has no action/ reaction; a character cannot be dragged by something which he is holding onto telekinetically (say, a vehicle). Nor can he use Telekinesis to pick himself up and fly.

Extras

 * None

Telepathy
Effect: Allows the Nova to read, detect, and interact with the minds of others. This versatile and efficient power grants a nova several related abilities. Telepathy can do three things: Telepathy can be used to read and communicate with any mind within range, provided the nova can establish an initial line of sight to his target. A character whose mind is being read is automatically aware of that fact and of who is doing the reading. Each success achieved on the [Telepathic Communication] roll allows the telepath to find and read one fact per action. Thus, with five successes a nova could find and "read" five facts per action.
 * Level: 2
 * Range: Variable
 * Quantum Minimum: 3
 * Thought Inception
 * Dice Pool: [Manipulation + Telepathy]
 * Auto-Successes: [Mega-Manipulation]
 * Cost: 2
 * Thought Scanning
 * Dice Pool: [Composure + Telepathy]
 * Auto-Successes: [Mega-Composure]
 * Cost: 3
 * Telepathic Communication
 * Range: [Quantum + Telepathy] x 100 Meters
 * Duration: Scene
 * Dice Pool: [Composure + Telepathy]
 * Auto-Successes: [Mega-Composure]
 * Opposed Pool: [Resolve]
 * Opposed Auto-Successes: [Mega-Resolve]
 * Cost: 1
 * Read another person's mind and "talk" with him mentally
 * Sense other minds
 * Alter another person's memories.

The Storyteller may, in his discretion, rule that some facts are so well-hidden that they require multiple successes to find and read.

Mental conversation takes place at the same rate as normal conversation, but Telepathy overcomes the language barrier.

Telepathy can also be used to scan for another person's mind or "mental signature." The telepath may find a specific mind within a variable distance, provided he scores at least one success on his roll. That one success tells him the person's general location and direction, but nothing more. The more successes, the more precisely the location can be determined.

A telepath must have a specific mind to search for. If he can only describe the mind "generically" ("I'm looking for the mind of the nearest UN official"), the difficulty of the roll increases by one or more (Storyteller's discretion). Once he finds the victim's mind, the telepath may attempt mental communication/ reading normally. Lastly, Telepathy can be used to alter existing memories or false memories. The number of successes needed to alter or implant a memory depends upon how important that memory is.

Extras

 * Surreptitious: Victim will not be aware his mind is being read if nova does not wish him to be.
 * Team Speak: The Nova can spend 3 Quantum to allow telepathic communication between him and his allies for the remainder of the scene.
 * Telepathic Channeling: The telepath may use other mental powers, such as Domination, Mental Blast or Mirage, through a telepathic link, regardless of distance between the telepath and target.

Teleport
Teleport is an advanced form of movement in which a nova does not cross through the intervening space. Instead she simply "disappears" at Point A and "reappears" at her desired destination of Point B, bypassing completely any intervening barriers, such as walls or buildings. Using Teleport counts as a character's entire action for a turn. In combat the Nova can teleport 100 Meters/Success, and out of combat the Nova can teleport 10 Kilometers/Success.
 * Level: 2
 * Duration: Instant
 * Range: Self
 * Quantum Minimum: 2
 * Dice Pool: [Composure + Teleport]
 * Auto-Successes: [Mega-Composure]
 * Cost: 2 Quantum
 * I.C. Distance: 100 Meters/Success
 * O.C. Distance: 10 km/Success

If a character is unable to see her destination, or is not familiar with it due to previous visits there, she is "teleporting blind" and may miss her destination and end up somewhere else. The character must make a [Composure + Teleport] roll to "hit" her specified destination.

If the nova misses, the Storyteller should determine randomly where she went. Roll one die to determine the direction (1 = north, 2 = northeast, and so on; re-roll 9s and 10s) and another die to determine how many units of measurement the character is "off". If she accidentally teleports into a solid object, she reappears in the nearest empty space but takes [1d10] health levels of lethal damage, reduced by one for each success achieved by a [Stamina + Teleport] roll.
 * If shes is teleporting a distance in meters, it's one to 10 meters;
 * If shes is teleporting a distance in kilometers, one to 10 kilometers.
 * If shes is teleporting a distance in the tens of kilometers, one to 10 times 10 kilometers.

Extras

 * Safe Blind Teleport: Difficulty for teleporting blind is reduced by one, and the character takes bashing damage instead of lethal damage if she accidentally teleports into a solid object);
 * Combat Teleport: Teleport does not take an action; character may, for example, teleport to a foe's flank or rear, then make an attack normally; the character gains three extra dice to dodge if using Teleport while doing nothing except taking a defensive action; moreover, the character also gains the ability to dodge Area-of-Effect and Explosive attacks.

= Powers Currently Under Construction =