Elemental Mastery

  • Level: 3
  • Quantum Minimum: 5

 Elemental Mastery is similar to, but transcends, Elemental Anima. Whereas Elemental Anima allows a nova to manipulate an existing element, Elemental Mastery allows him actually to create that element or phenomenon, thus greatly expanding the range of his elemental abilities.

Like Elemental Anima, Elemental Mastery provides a list of techniques, and characters may master one technique per dot in Elemental Mastery. Characters may attempt to use techniques they haven't mastered, but the players must pay double cost. The techniques chosen should be appropriate to the element being generated — fire or earth powers may provide imprison, for example, but it's unlikely that light powers would.

Blast

  • Duration: Instant
  • Range: [Quantum + Elemental Mastery] x 10 meters
  • Dice Pool: [Dexterity + Elemental Mastery]
  • Auto-Successes: [Quantum] x 3

The nova generates a blast or bolt of the element that inflicts [Quantum x 2] levels + (power rating x 3) dice of bashing damage.

Crush

  • Dice Pool: Dexterity + Elemental Mastery
  • Range: (Quantum + power rating) x 10 meters
  • Area: N/A
  • Duration: Instant
  • The nova is able to create a quantity of the element that picks up the target and slams him into a nearby sturdy object such as a building or tree, or simply crushes him. This attack could represent an intense burst of wind, a hand of stone which grows out of the ground and grabs the victim or phoenix-talons of fire. The character rolls Intelligence + power rating; each success allows the target to be moved up to 10 meters (if the nova so desires); the victim takes a number of bashing damage levels equal to twice the successes rolled, and her Initiative on the next turn is reduced by one per success.

Imprison

  • Dice Pool: Wits + Elemental Mastery
  • Range: (Quantum + power rating) x 10 meters
  • Area: N/A
  • Duration: Maintenance
  • The nova is able to confine a target within a quantity of the element. Examples include creating a fiery cage, suspending a victim in an invisible fist of air or causing someone to sink up to his neck into solid rock. The confining element has a Might equal to twice the number of successes rolled; the trapped character may break out of it just as he would from a clinch. Imprison inflicts no damage ordinarily, but if the nova spends an extra quantum point during the initial attack, it inflicts damage as would a clinch.

Lethal Blast

  • Dice Pool: Dexterity + Elemental Mastery
  • Range: (Quantum + power rating) x 10 meters
  • Area: N/A
  • Duration: Instant
  • The character can "throw" or project a lethal damage blast of the element — anything from a blast of freezing cold to a dehydrative attack that sucks the water out of the target's body. This attack inflicts [Quantum x 2] levels + (power rating x 2) dice of lethal damage.

Propel

  • Duration: Maintenance
  • Range: Self
  • I.C. Cost: 1 Quantum/Turn
  • O.C. Cost: 1 Quantum/Hour
  • Creating a "blast" of the element behind himself, the character can move at rapid speeds. [Elemental Mastery x Quantum] + 20 meters per turn, or [Elemental Mastery x Quantum] x 10 Mph out of combat. Where and how the character can move depends on the element; Propel based on fire would be like Flight, whereas Propel based on water would work only in water and would be like Hyperswimming.

Shield

  • Duration: Maintenance
  • Range: Self
  • The character can create a Force Field-like protective barrier of the element around himself. This barrier provides [Elemental Mastery] extra Bashing and Lethal Soak. For an extra quantum point, the Shield causes harm to anyone who touches it, [Elemental Mastery] dice in Bashing damage. The Shield slightly obscures others' view of the character, but it does not interfere with his vision at all.

Sphere

  • Duration: Instant
  • Range: [Quantum + power rating] x 10 meters
  • Area: [Quantum + power rating] x 3 meters
  • Dice Pool: [Dexterity + Elemental Mastery]
  • Auto-Successes: [Mega-Dexterity + Quantum]
  • The character can project a large ball or sphere of the element, which causes successes worth of bashing damage to anyone within its radius.

Storm

  • Duration: Concentration
  • Range: [Quantum + power rating] x 10 meters
  • Area: [Quantum + power rating] x 5 meters
  • Dice Pool: [Wits + Elemental Mastery]
  • Auto-Successes: [Mega-Wits]
  • The character can generate a storm-like area filled with the element. Examples include blizzards, firestorms, sandstorms, earthquakes, tornadoes, sonic fields and ice patches. Each turn, Storm typically inflicts two levels of bashing damage per dot in the power rating, reduces opponent's dice pools by two (from whipping winds, fiery gouts or poor footing) and halves movement and vision. Other effects are up to the Storyteller and should be based on common-sense views of the effects of the element. For example, anyone moving through a blizzard or earthquake might have to make an Athletics or Flight roll to keep from slipping and falling, and they would risk hypothermia; anyone in a firestorm would take lethal damage instead of bashing.

Familiar

Effect: Allows the Nova to summon an animal companion to their side.

  • Level: 2
  • Duration: Permanent
  • Quantum Minimum: 1 
  • Cost: 3 Quantum

The Nova's animal counterpart. A pet who serves as a guide, second hand, or combatant to aide the Nova. Familiars have the same traits and abilities as their respective animals. Upon purchasing the first dot in familiar the Nova must have formed a strong bond with the animal they wish to be their familiar.

Each dot the Nova has in [Familiar] decreases the time the familiar must rest before being re-summoned, and allows the Nova to have up to [Familiar] different animals. Only one familiar can be summoned at a time, and all familiars work of the same defeat/resting cycle.

Dots in Familiar
One Familiar can be summoned 1 week after being defeated
Two Familiar can be summoned 4 days after being defeated
Three Familiar can be summoned 1 after being defeated
Four Familiar can be summoned 6 hours after being defeated
Five Familiar can be summoned 30 minutes after being defeated

Extras

  • Blitz: By spending 3 Quantum and a Willpower the Nova can summon all of their familiars at one moment. Blitz last 15 seconds or 5 combat turns. Afterwards the Familiars are considered defeated in combat and must rest.

 Homunculus

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

  • Level: 3
  • Duration:
  • Range: [Quantum + Homunculus] x 10 Meters
  • Quantum Minimum:
  • Dice Pool: [Stamina + Homunculus]
  • Auto-Successes: [Mega-Stamina]
  • Cost: 3 Quantum

Similar in many ways to Clone, this power allows a nova to separate parts of his body yet retain control over them (for example, detaching 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 rolls. Success means that a body part can be detached or a creature can be created. The creatures in question cannot be perfect duplicates of the nova — that requires Clone — but they could be smaller, or warped and twisted, versions of him.

The character must maintain line of sight to control what they do, just as if they were still a part of his body. If line of sight is lost, or if they somehow pass beyond the power's range, 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.

Successes
One
Two
Three
Four
Five

If a detached body part is attacked, it is considered to have the same Attributes and Traits as the character, but 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.

A "small creature" homunculus has no quantum powers, but it is otherwise considered to have half ratings in the character's normal Traits (i.e., if the character has a Strength of 4, the homunculus has a Strength of 2), half normal soak and a Bite/ Claw attack of Str +1 lethal damage. The player may shift points around if he likes (reducing Strength to add to Dexterity, for example). If killed, the main character takes one automatic health level of lethal damage.

At two dots and higher, the character can create more than one homunculus. At two dots he can create two homunculi; at three dots, four homunculi; at four dots, six homunculi; at five dots, 10 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 thousands of insect-sized creatures. The swarm moves at the character's normal speed and can flow over an opponent, automatically inflicting a number of levels of lethal damage per turn equal to the power rating (soak protects normally against this damage). The swarm can flow over multiple opponents; the character simply divides the levels of lethal damage between or among all appropriate targets. Thus, if the homunculus swarm could potentially inflict four levels of lethal damage per turn, the character could flow over three opponents, inflicting two levels per turn to one foe and one level per turn to the other two. A homunculus swarm takes a maximum of one health level of damage from most attacks, but fire, explosion and area attacks affect it normally. It takes only one turn for a nova to create a single homunculus, but the character can do nothing else that turn (not even walking). Once created, the homunculus does not cost quantum points to maintain; it remains at no cost until it recombines with the original character.

To recombine, two or more homunculi need only touch and use an action; again, this is the only action they can perform that turn. Recombining is automatic; it does not require a roll.

Extras

  • None

 Hypermovement

  • Level: 2
  • Duration: Maintenance
  • Range: Self
  • Quantum Minimum:
  • Dice Pool: [Dexterity + Hypermovement]
  • Auto-Successes: [Mega-Dexterity]

A nova with Hypermovement can run, swim or fly at super-fast speeds. At higher levels, Hypermovement allows a character to outpace bullet trains, Jets, and other vehicles.

The player must specify which mode of movement Hypermovement enhances (running, swimming or Flight, but not techniques from powers such as Elemental Mastery or Gravity Control) when he buys the power.

A character who moves at full tilt may take no other actions (except Hyperspeed or Aerial Slam) while so doing, but the difficulty to hit him increases by one per dot in the power; thus, anyone attacking a nova mentioned with Hyperrunning 4 has to roll against a difficulty penalty of at least four if the target is moving at full speed.

If a character has to maneuver suddenly while using Hypermovement, the Storyteller can have him make a Dexterity + Hypermovement roll to do so.

Extras

  • Triathlete: Power affects all forms of movement.

 Hypnosis (In Progress)

  • Level: 1
  • Duration: Special
  • Range: (Quantum + Power rating) meters
  • Quantum Minimum: 1 
  • Dice Pool: Intelligence + Hypnosis

Hypnosis is, in effect, a weaker version of Domination. While it allows characters to exert some control over the minds of others, it is harder to use, and it establishes a lower degree of control over the victim than Domination does.

A nova with Hypnosis can do anything a character with the enhancement Hypnotic Gaze can do (though all rolls made are Intelligence + Hypnosis, not Manipulation or Mega-Manipulation rolls). Additionally, he can establish more powerful mental control. To do so, he need only spend the required quantum points and roll Intelligence + Hypnosis in a resisted action against the target's Willpower. If the nova scores more successes, he succeeds in achieving control. The degree of control depends on how many successes the nova has left after subtracting the victim's Willpower successes, as follows:

Successes Command Intensity
One Very Minor: "You're are getting sleepy..."
Two Quirky: Wear a particular suit of clothes, pet an imaginary dog
Three Minor: Eat a bug; go to a particular, easily accessible location
Four or more Major/Noteworthy: Perform a relatively easy task for the nova

Obviously Domination is much more effective in most situations. However, when used cleverly, Hypnosis can be very effective. Hypnosis also has a longer duration than Domination. As long as the nova concentrates on the target, Hypnosis remains in effect. Once he stops concentrating, Hypnosis remains in effect, if appropriate, for a number of days equal to the character's dots in Hypnosis. This grace period usually lasts long enough for the nova to make his getaway, use an implanted posthypnotic suggestion or take some similar action.

Immobilize (In Progress)

  • Level: 2
  • Duration: Variable
  • Range: [Quantum + power rating] x 10 meters
  • Quantum Minimum:
  • Dice Pool: [Dexterity + Immobilize]
  • Auto-Successes: [Mega-Dexterity]

A nova with this power is able to paralyze or ensnare targets in some way, which ranges from creating 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 in an opposed test against the victim's Dexterity. Each net success, plus a number of automatic successes equal to the nova's Quantum, reduces the target's Dexterity by one (Mega-Dexterity dots are lost first). Attacks on a partially immobilized target gain bonuses to hit. When the target's Dexterity reaches zero, he is completely immobilized.

To break out of Immobilize, the victim must exert his Strength or some other Attribute. In most cases Strength is the proper Attribute, but the Storyteller may choose another Attribute if he feels that is more appropriate — for example, if the Immobilize is defined as "locking up the victim's mind," Willpower or Wits would work better for breaking out. The Immobilize is considered to have an effective Strength, soak and number of "health levels" equal to the nova's Quantum + power rating. If this total ranges above 5, every two additional dots provide the Immobilize with effective levels of Mega-Strength — thus, a nova with Quantum 4 and Immobilize 5 creates Immobilize effects that bind targets as though they had Mega-Strength 2. When the victim does enough damage to the Immobilize to break free, it shatters or otherwise vanishes. A fully immobilized target can be automatically hit, but the Immobilize power's soak total protects the victim!

Extras

  • Super-tough: The Immobilize effect's health levels are doubled.
  • Intangible: Immobilize's soak and health levels do not protect victim.

Immolate (In Progress)

  • Level: 2
  • Duration: Maintenance
  • Range: Self
  • Quantum Minimum:

This power, a variant of Quantum Bolt, allows a nova to surround himself with flame, electricity, raw quantum forces or some other dangerous substance. The player must choose when he buys the power precisely what surrounds the nova, and this decision cannot change thereafter.

When a nova Immolates, he damages anything he touches, or anything that touches him. His touch inflicts Quantum + (power rating x 3) dice of bashing damage, or Quantum + (power rating x 2) dice of lethal damage. The player must choose upon purchasing the Immolate power whether the effect is bashing or lethal, and this decision cannot be changed thereafter.

If the nova deliberately tries to touch someone, doing so counts as an attack. However, the nova can use a normal close combat attack (such as a punch) and also cause damage from Immolate without the use of Immolate counting as a separate action. Similarly, anyone who touches or grabs the character automatically takes the Immolate damage. This damage does not count as an action or attack by the nova.

Immolate 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.

Extras

  • Variable: Immolate may be either of two damaging substances; character may switch between them as an action.
  • Aggravated: Inflicts [Immolate] levels of aggravated damage

Invisibility (In Progress)

  • Level: 2
  • Duration: Maintenance
  • Range: Self
  • Quantum Minimum:
  • Dice Pool: [Wits + Invisibility]
  • Auto-Successes: [Mega-Wits]

Invisibility renders a nova undetectable to vision, and possibly other senses as well. Invisibility works against all variants of visual senses (Electromagnetic Vision, High-End Electromagnetic Scan, machines and security devices), but attempts to detect the invisible character with such enhanced vision gain an extra die unless the nova spends a Willpower point to fortify his invisible state. To use Invisibility, the player needs only pay the quantum points and roll Wits + Invisibility, The number of successes achieved, plus a number of automatic successes equal to the character's Quantum rating, is compared to an Awareness roll for any persons directly attempting to detect the character. Players of characters who are not specifically trying to perceive the invisible character (such as the average person the invisible character passes on the street) are not allowed to roll Awareness at all. If the nova achieves the same or more successes, those trying to perceive him are completely unable to do so. Any attacks made based on that sense suffer Blind Fighting/ Fire penalties (assuming the attacker is making his attack in the proper direction or location at all).

If the onlookers achieve more successes, they perceive the character dimly — enough to launch attacks against the character at a difficulty penalty of only one. Invisibility does not cloak a character against detection by other senses — he may still be heard, smelled, or registered on sonar, for example. However, the Enhanced Effect Extra, below, allows Invisibility to cloak the character against detection by additional senses. In the case of other senses, the Storyteller should determine any appropriate effects. For example, Invisibility to smell might require a character with Bloodhound to make his tracking rolls at increased difficulty. Invisibility works only for the character's body; rendering one's clothes, effects or carried items invisible requires the Attunement Background.

Extras

  • Enhanced Effect: Invisibility works versus one additional sense per success rolled.

Invulnerability (In Progress)

  • Level: 2
  • Duration: Permanent
  • Range: Self
  • Quantum Minimum:

Invulnerability is just what it says — it makes a character invulnerable, or nearly so, to a specific form of attack. Each dot in the power adds six soak when resisting damage from that kind of attack, even if the attack is aggravated. In the case of mental powers such as Domination, each level of Invulnerability provides six extra successes to any Willpower roll to resist the power's effects.

The character must choose the type of attack to which his Invulnerability applies. Typically this application is based on a given phenomenon (fire attacks) rather than a specific power (Quantum Bolt). Some possible examples include: any one attack form defined by an Elemental Anima or Elemental Mastery (fire, ice, earth or light); magnetic attacks or mental powers. Characters may not choose to be Invulnerable to "quantum powers," "physical attacks" or "energy attacks."

Extras

  • Broad Category: player can choose to be Invulnerable to "physical attacks" or "elemental attacks," but not "quantum powers"

Intuition (In Progress)

  • Level: 1
  • Duration: Permanent
  • Range: Self
  • Quantum Minimum: 1 
  • Dice Pool: Composure + Intuition

Intuition is a lesser form of the Premonition power. Like Premonition, it warns a nova of potential threats and dangers. However, it is less sensitive, and it works somewhat differently.

As with Premonition, the player must make a Composure + Intuition roll to determine if there is danger.

The differences are twofold. First, Intuition is permanent. The character does not have to spend quantum points or otherwise turn his Intuition on; it's constantly active and on the lookout for dangers. Second, the warning provided by Intuition is much less precise than the one given by Premonition. When the character makes his roll, the Storyteller simply tells him that he feels that "something is not right here." The more successes the character achieves on the roll, the more precise the Storyteller should be, but in no instance should he provide as much information as Premonition does.

Intuition alerts the character only to dangers to himself. It provides no warning if someone nearby is in danger.

Nova Proxy (In Progress)

  • Level: 2
  • Duration:
  • Range:
  • Quantum Minimum: 
  • Dice Pool:

Psychic Link (In Progress)

  • Level: 1
  • Duration:
  • Range:
  • Quantum Minimum: 
  • Dice Pool:

 Veil

  • Level: 1
  • Duration: [Quantum + Veil] x 2 Hours
  • I.C. Area: [Quantum] x 10 Meters/Success
  • O.C. Area: [Quantum] x 50 Meters/Success
  • Quantum Minimum:
  • Dice Pool: [Presence + Veil]
  • Auto-Successes: [Mega-Presence]
  • Cost: 1 Quantum

Utility power. Creates a nearly invisible bubble in the area surrounding the player, extends the range and 

 Weave

Effect: Character can manipulate Eufiber with increased aptitude.

  • Level: 3
  • Quantum Minimum: 3

This power allows a Nova to manipulate eufiber to an increased degree, allowing for further enhancement, finer control, and even several offensive options. Weave provides a list of techniques, one of which a character masters per dot of Weave. Like all suite powers, unmastered techniques cost double Quantum and suffer a +1 difficulty penalty. Characters may choose from the techniques listed here, or make up their own, with the Storyteller's permission and approval.

Fortitude (Automatic)

  • Auto-Successes: [Weave]
The Nova's eufiber is more resistant to external control attempts. Add +1 difficulty per dot of Weave to any attempts to take control of, alter, or disable the Nova's eufiber. Against chemicals such as Eu-freeze, roll Weave. Success on the roll prevents any effect. Fortitude is an automatic technique learned when a character takes the Weave power at any rating.

Efficiency (Automatic)

  • Auto-Successes: [Weave]
The Nova's self-attuned eufiber draws quantum out of ambient sources and reduces daily need for Quantum by 1 per day to a minimum of 0 Quantum. Efficiency is an automatic technique learned at no cost when a character takes the Weave power at any rating.

Hardening

Duration: Permanent
The Nova can channel additional quantum into her Eufiber, hardening it even further on a temporary basis. The Nova may spend quantum points to harden her Eufiber's structure and cancel out incoming energy of any sort, adding +3B/3L/3A soak to the Nova's Eufiber per quantum point spent for 1 turn as it tightens around the Nova in an impenetrable carapace. The Nova may spend up to (Weave) quantum points this way per turn.

Electronic Interface

Duration: Permanent
The Nova may warp his Eufiber to a more extreme degree, creating microfine tendrils that can work on very small scales, computer interfaces, and other tools capable of working with electronics. The Nova's Eufiber is now not only capable of replacing simple tools, it can replace most electronic ones, adding +1 to any attempts to bypass electronic security or hack computers per dot in the background.

Enhancement

Dice Pool: [Stamina + Weave, automatic]
Duration: Maintenance
The Nova can channel additional quantum into her Eufiber, supercharging its characteristics and improving its ability to enhance and protect the wearer. The Nova pays the power cost and gains a pool of (Stamina + Weave) points to enhance his physical characteristics. Each point may buy an additional +1B/1L/0A to the Eufiber's soak, +1 to Strength or Stamina, or +1 to an ability Eufiber enhances. Increasing Dexterity by 1 or increasing soak by +1B/1L/1A costs 2 points.

Interdermalize

Dice Pool: (Manipulation + Weave)
Duration: Maintenance
The nova can absorb eufiber into his body, allowing him to gain its full bonuses in effectively any situation. The successes rolled on the (Manipulation + Weave) activation roll is the difficulty to detect the eufiber by close examination, as casual examination is insufficient to detect it.

Transfiguration

Dice Pool: Weave, automatic
Duration: Permanent
The Nova gains additional control over the shapeshifting of his Eufiber and has integrated it deeper into his body, allowing it to create more complex systems such as surrogate organs, skeletal reinforcements, filtration systems, and other biomechanics. The Nova may manifest up to (Weave) physical body modifications via the use of her Eufiber. Any health levels gained from the use of this power are temporary and injuries that fill those health levels will be retained on the Nova when the power is deactivated, resulting in potentially life-threatening situations. Eufiber may not emulate mental or social body modifications and may not change the wearer's size.

Processing

Dice Pool: N/A
Duration: Permanent
The Nova learns to rearrange the structures in Eufiber into processing elements, turning it into a full-fledged computer system. The Eufiber becomes a powerful computer system that has an effective Intelligence equal to the Nova's Weave score and all Intelligence-based abilities equal to the Nova, allowing it to function as a lab assistant, hacking aid, or other system. As it is a computer, not a human mind, it possesses eidetic memory and gains an automatic success on all mathematics related rolls.

Forced Symbiosis

Dice Pool: Manipulation + Weave
Duration: Instant
The Nova may forcibly attune another Nova or baseline to Eufiber against their will. The Nova rolls (Manipulation + Weave) against the opponent's (Stamina + Resistance). Success means the parasitic eufiber bonds to the unwilling host, failure means the Nova must try again. Forcing this symbiosis means the Eufiber is bonded to the host and the host gains all its benefits (and penalties). Baselines bonded to Eufiber gain its benefits until it runs out of power, after which the material is essentially inert.

Forced Attunement

Dice Pool: Weave
Duration: Instant
The Nova may attune another colony of Eufiber, assimilating it. The Nova rolls (Weave) against a difficulty equal to the Eufiber's rating. Success means the Nova takes control of the Eufiber, which adds a bonus success to all attempts to manipulate it, allows the Nova to use powers that target his own Eufiber colony (such as Enhancement and Transfiguration) on it, and renders it immune to the Nova's powers as well. This change of ownership is permanent.

Surveillance

Dice Pool: N/A
Duration: Permanent
The Nova may see through the eyes of any Eufiber he has attuned as if he was there, and talk through it to the wearer.

Subversion

Dice Pool: Manipulation + Weave
Duration: Concentration
The Nova may take over the body of an opponent wearing Eufiber. Subversion works similarly to Domination, except it adds a number of dice equal to the target's Eufiber rating to the roll (and uses Weave instead of Domination), is resisted by (Stamina + Resistance) instead of (Willpower), and is not affected by Psychic Shield. As Subversion only affects the physical body it may not be used to get the victim to tell you information or take any mental actions.

Imprinting

Dice Pool: Intelligence + Weave
Duration: Varies
The Nova may slowly rewrite the mind of a victim wearing Eufiber, influencing their thoughts. Imprinting works identically to Hypnosis on short time periods, but over long time periods (months, years, centuries) may be used to slowly brainwash the subject, rolling (Intelligence + Weave + Target's Eufiber Rating) against the subject's (Stamina + Resistance) every month. The total number of successes required range from 1 (making them like or dislike a minor thing that they previously were ambivalent about) to 5 (minor changes) to 20 (editing memories) or even 100+ (total personality rewrite).

Iron Maiden

Dice Pool: Wits + Weave
Duration: Concentration
The Nova can turn the opponent's Eufiber from protective aegis to cancerous threat, growing needle-fine probes into the body that erupt into organ-shredding monofilament webs. The Nova rolls (Wits + Weave + Target's Eufiber Rating) against the subject's (Stamina + Resistance) at the beginning of her action as long as she is maintaining the power. Each net success the Nova rolls becomes one level of unsoakable lethal damage. Outside of combat, this can be used as a torture method.

Drain

Dice Pool: Stamina + Weave
Duration: Instant
The Nova can drain an opponent's Eufiber quantum storage, rolling (Stamina + Weave + Target's Eufiber Rating) against the subject's (Stamina + Resistance). Each success drains a point of Quantum from the opponent, which is immediately stored in the eufiber or discarded into the environment as an effect that thematically represents the Nova's powerset (so a fire-based Nova's excess quantum would scorch the surroundings, an ice-based Nova might freeze nearby objects solid, etc.)

Cripple

Dice Pool: Strength + Weave
Duration: Instant
The Nova may also weaken an opponent's Eufiber colony, turning it from staunch friend to useless parasite. The Nova rolls (Strength + Weave) against the subject's Eufiber rating. Each success subtracts 1 from the Eufiber's effective rating. The actual Eufiber rating still improves the Nova's powers, such as Iron Maiden, but the Eufiber's benefits are lost. This lasts for as long as the power is maintained. Eufiber temporarily reduced to a rating of 0 provides no benefit whatsoever. Crippled Eufiber 'heals' at the rate of 1 dot a day.
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