TEXT: MEGA-ATTRIBUTE
  ENHANCEMENTS
  MEGA-STRENGTH
  2   Anchor
  2   Block
  2   Break 
  2   Ferocity 
  2   Gentle Rebuke
  2   Iron Fist 
  3   Leverage
  3   Love Tap
  3   Mighty 
  3   Pull  
  3   Push  
  3   Thrower 
  MEGA-DEXTERITY
  3   Amazing Grace 
  3   Artful Dodger 
  3   Coordination 
  4   Enhanced Reflexes 
  4   It’s all in the Reflexes 
  4   Prehensile Feet 
  4   Weapon Mastery
  MEGA-STAMINA
  4   Acclimation 
  4   Agelessness 
  4   Endurance 
  5   Immunity 
  5   Pain Threshold 
  5   Recovery 
  5   Resurrection
  5   Solidity
  5   Tolerance 
  MEGA-PERCEPTION 
  5   Body Language 
  5   Foresight 
  6   Insight
  6   Navigator
  6   Subconscious Awareness 
  6   TeleTargeting
  MEGA-INTELLIGENCE 
  6   Inventive Genius
  6   Know-It-All 
  6   Mad Scientist
  7   Mental Prodigy: Computers 
  7   Mental Prodigy: Intrusion 
  7   Mental Prodigy: Philosophy
  7   Mental Prodigy: Piloting 
  MEGA-WITS
  7   Day Trader
  7   Taunt
  7   Unimpressionable
  MEGA-APPEARANCE 
  8   Bruiser 
  8   Lycanthropy
  8   Photogenique
  8   Picture Perfect 
  8   The Vorlon Effect
  MEGA-MANIPULATION
  9   Opacity
  MEGA-CHARISMA 
  9   Magnum Opus 
  9   Suave 
  9   Theme Song
  QUANTUM
  POWERS
  LEVEL ONE POWERS
  10 Anima Object
  10 Body Modifications 
  10 Cellular Repair 
  11 Empathic Shield 
  11 Gliding 
  11 Levitation 
  11 Matter Attunement
  12  Quantum Mask 
  12 Quantum Shield 
  12 Summon Item
  12 Warp Trace 
  LEVEL TWO POWERS
  13 Absorb Aberration 
  13 Bodymorph Other 
  14 Bodyshift
  14 Boost Node 
  14 Disrupt Node 
  15 Feedback 
  15 Force Bubble 
  15 Imperceptibility 
  15 Kinetic Discharge
  16 Passive Defense 
  16 Pheromones 
  16 Pool Quantum
  16 Psychometry 
  17 Quantum Proxy 
  17 Reflection 
  17 Sizemorph Other (Grow) 
  17 Sizemorph Other (Shrink) 
  18 Subdue Aberration 
  18 Telepathic Ghost
  LEVEL THREE POWERS
  19 Assimiliate 
  19 Bio-Mastery 
  19 Blood Mastery 
  20 Bone Mastery 
  21 Conjuring 
  21 Duplication 
  22 Electromagnetic Mastery 
  23 Eufiber Control
  23 Hyperflexibility 
  24 Immortality
  25 Light Mastrey 
  25 Lightspeed
  26 Mindscaping
  27 Nuclear Mastrey 
  28 Pain Mastery
  28 Probability Control 
  29 Quantum Absorption 
  30 Revenance
  30 Shadow Mastrey 
  31 Taint Mastery
  32 Telekinetic Mastery
  34 Teleportation Mastery 
  LEVEL FOUR POWERS
  35 Entropy Authorty
  36 Kinetic Authorty
  37 Quantum Copy
  37 Spatial Authority
  LEVEL FIVE POWERS
  38 Living Chrysalis
  39 Spatial Supremacy
  NEW TECHNIQUES
  41 Entropy Control Technique
  41 Elemental Mastery Technique
  41 Quantum Authorty
  42 Quantum Supremacy
  43 Spatial Manipulation
  NEW EXTRAS
  43 Armor/Force Field:
      Quantum Shield
  43 Blinding 
  43 Elemental Anima/Mastrey:
      Wideband
  43 Homunculus: 
      Extended Self
  43 Homunculus: 
      Swarm Awareness
  44 Immolate: Protective 
  44 Reflective 
  44 Telekinesis: Fine Work 
  44 Telekinesis: Tactile Feedback
  44 Telekinesis: Telekinetic Flight
  44 Telekinesis: Telekinetic Lifter
  OPTIONAL
  RULES
  45 Reaching Quantum 6
  45 Reaching Quantum 8
  45 Gaining Mastrey Levels
  45 Baselines Permanently Errupted
      with Quantum Transformation
  45 Activating Quantum Powers
      more than once in a round
  45 Latent Nova’s Under the effects
      of Quantum Intensification
  46 Node above 5
  46 Attunment above 5
  ABERRANT
  COMPANION
  05/02/2002
  1
  
  TITLE
  Mega-Strength
  ANCHOR
      The nova with this Mega-strength enhancement can create a 
  bond with the ground or other surface he is standing on, making it 
  almost impossible to move him from the spot. In order to push, pull, 
  lift or knock down the nova an attacker must win a resisted Might roll 
  first. 
       System: To use the enhancement the nova simply spends a 
  quantum point. The nova can still move around as usual, the enhance-
  ment doesn’t impair his movement at all. Please note that Anchor 
  doesn’t allow the nova to cling to walls or other surfaces. Use the 
  appropriate body modification for those purposes. 
       By: Fredrik Svanberg
  BLOCK
  Normally, characters cannot make a Block roll against lethal 
  melee attacks, unless they possess some form of protection like Armor 
  or Force Field.¹ A nova with the Block enhancement needs no such 
  protection, since his limbs are so heavily muscled and his bones dense 
  enough to allow such feats to be possible. 
  System: The nova spends a Quantum point, and is then able to 
  make Block rolls against lethal melee attacks.¹ He gains three auto-
  matic successes to Block against any type of melee attack, although this 
  enhancement does nothing to reduce the damage that may get through 
  anyway.¹ This enhancement stays active for one scene.
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  BREAK 
  Novas are tremendously strong, and are capable of smashing, 
  bending, or otherwise destroying things with ease.¹ Novas with the 
  Break enhancement make this even easier.¹ Punching through steel 
  plated brick walls is a cakewalk for a nova with this enhancement. 
  System: For each Quantum point that the nova spends, he can 
  double the amount of automatic successes his Mega-Strength gives him 
  when making Might rolls to physically rip, bend, tear, crumble, smash, 
  or destroy items.¹ No bonus to damage when punching or kicking 
  opponents is gained by using this enhancement.¹ Break is only effective 
  for a single “feat of strength.” 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  FEROCITY 
  Sometimes a straightforward, needlessly aggressive attack is what 
  is needed to catch an opponent off guard and take him out of the 
  fight.¹ That’s exactly what a nova with Ferocity can do.¹ By overwhelm-
  ing his opponent with sheer brutality, he can swiftly strike his opponent 
  before he even knew what hit him. 
  System: Ferocity does for Brawl what Accuracy does for Martial 
  Arts.¹ The nova spends a Quantum point and builds up his rage for a 
  turn.¹ On his next, single Brawl attack, he will have three extra dice 
  when attempting to punch or kick his opponent.¹ The enhancement 
  stays active for a single attack (hit or miss).
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant 
  GENTLE REBUKE
  The effective reverse of the Precision enhancement, Gentle Rebuke 
  allows the nova to channel their physical force through even the most 
  seemingly gentle or inconsequential actions. A megastrong nova with 
  this enhancement could crush a person with no more motion then a 
  light caress.
  System: Like the Potence power of the same name, this power 
  allows a nova to use their strength and mega-strength on an opponent 
  with any motion (or even without a motion). The nova must still suc-
  cessfully touch the opponent, and there is no bonus damage for any 
  type of strike or accuracy, but knockback, knockdown, and extra dam-
  age from striking vital points can occur as normal. The nova can also 
  choose to use less than full strength, either by the Precision or Love Tap 
  enhancements, or simply bypulling his “punch”.
  This enhancement cannot be used with weapons or claws, but can 
  be used in conjunction with the Crush enhancement. Bashing damage 
  done by this attack leaves no bruises or marks. Lethal damage still 
  leaves cuts and gashes as normal. It takes deliberate will to use this 
  enhancement, although it may be accidentally activated on occasion 
  as a result of an aberration or buying the enhancement tainted.
  This enhancement costs one quantum per strike.
  Example: Fizzbang knowns that one of his friends is about to do 
  something incredibly stupid, again. Walking out of the door with them, 
  he rests his hand on the back of their neck and spends a quantum to 
  activate the Gentle Rebuke enhancement. His strength is 2 and his 
  mega-stength is one, so the damage is 4 dice + 5 automatic suc-
  cesses (2 strength, 2 for hitting the head, and 5 auto successes from 
  mega-strength). Naturally, since this is his friend, he’ll also be using 
  his Precision enhancement to keep from causing any permanent harm 
  beyond knocking them out.
       By: Fred Zeleny
  IRON FIST 
  Novas can hit hard.¹ Novas with the Iron Fist can hit even harder.¹ 
  His hands, feet, and body have become so conditioned to striking 
  objects that the nova does not have to worry about hurting himself 
  when he, say, punches through a steel wall. 
  System: For every dot in Mega-Strength, the nova can add 
  one automatic level of damage when punching, kicking, or otherwise 
  physically striking an opponent or item (such as that steel wall...). He 
  will never injure himself when hitting things, even if the opponent is 
  protected by quantum defenses like Immolate, Spines, etc.¹ He can 
  still be hurt by Quantum Bolts, however, as well as by another novas 
  punches, kicks, Claws, etc. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  LEVERAGE
  MEGA-ATTRIBUTE
  ENHANCEMENTS
  2
  
  A Nova with the Leverage enhancement practically cannot be held 
  or restrained. No matter how one attempts to position or restrain them, 
  the Nova has the full benefit of physical power and leverage. 
  System: For comparison porpoises the Nova, by spending a 
  quantum point, is considered to be one mega-strength higher (up to a 
  maximum of 6!!) or to gain an additional five automatic successes to 
  break free as appropriate to the situation. 
  This enhancement can also be used to rip holes through walls, to 
  force open door, or any time the storyteller decides that a task is made 
  much more difficult or impossible because it is not possible to get good 
  leverage. 
  By: Blayder 
  LOVE TAP
  With this enhancement, the nova can use his full strength without 
  the fear and worry of causing long term bodily harm to his opponent. 
  From the weakest aged aunt, to the more hearty “mind controlled” side 
  kick, the nova can let loose with both barrels knowing that only the 
  targets ego will be bruised, but no bones will be broken. 
  System: The nova pays one quantum point as an automatic 
  action at the beginning of the turn. The first target he attacks during 
  the turn will not suffer any lethal damage if nova’s attack should exceed 
  the target’s bashing health levels. The nova’s quantum control over his 
  own strength is so great, that he is able to bleed off the excess force 
  harmlessly into the surrounding environment after rendering the target 
  unconscious.
  As a side effect, no knockback is possible on a “Love Tap” attack 
  as the Love Tap controls all of the excess energy that would have 
  caused the knockback momentum. However, knocking a target out 
  while standing next to a 40-story drop could still have perilous implica-
  tions for the target if the nova is not careful in his administration of the 
  blow.
  Naturally, trying to administer a “Love Tap” with melee weapon 
  will meet with failure, unless the nova has attuned the weapon prior to 
  using it on the target. 
  By: Muffinlad
  MIGHTY 
  Novas with Mega-Strength are capable of performing feats of 
  strength humans can only dream about.¹ A nova with the Mighty 
  enhancement can perform feats of strength that even novas dream 
  about. 
  System: A nova with the Mighty enhancement gains two auto-
  matic successes per dot of Mega-Strength when making Might rolls.¹ 
  He has to spend a Quantum point to be able to do so, and the effect 
  lasts for a single “feat of strength” or for one scene, whichever comes 
  first.¹ Combined with the Lifter enhancement, the nova can reach Atlas-
  like proportions (well, almost). ž
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  PULL  
  This Mega-Strength enhancement allows the nova to create a 
  continuous kinetic wave converging from all direction to the nova in 
  the center. One quantum point creates a wave lasting one turn. The 
  result is a slow but steady pull directed straight towards the nova in 
  the center. 
  System: Anything or anyone caught within the range - which 
  equals Mega-Strength x 5 meters - is pulled towards the nova at a 
  speed of Mega-Strength x 5 meters per turn. Objects on the ground 
  are moved as if affected by a Mega-Strength one level lower than the 
  nova’s actual level, due to friction. 
  Living beings trying to move away from the nova against the force 
  of the Pull makes a resisted Might-roll. If they win they can move away 
  one meter per success. If the nova wins they are pulled back one meter 
  per success instead. 
  PUSH  
  This Mega-Strength enhancement allows the nova to create a 
  continuous kinetic wave spreading in all directions like ripples on the 
  surface of a pond. One quantum point creates a wave lasting one turn. 
  The result is a slow but steady push directed straight away from the 
  nova in the center. 
  System: Anything or anyone caught within the range - which 
  equals Mega-Strength x 5 meters - is pushed away from the nova at 
  a speed of Mega-Strength x 5 meters per turn. Objects on the ground 
  are moved as if affected by a Mega-Strength one level lower than the 
  nova’s actual level, due to friction. 
  Living beings trying to move closer to the nova against the force 
  of the Push makes a resisted Might-roll. If they win they can move one 
  meter closer per success. If the nova wins they are pushed back one 
  meter per success instead. 
  THROWER 
  This Mega-Strength enhancement allows the nova to add the auto-
  matic damage successes from mega-strength to the damage caused 
  when throwing an object or person. 
  System: Normal throwing distance is multiplied by the number of 
  automatic successes. The nova must take one turn to charge the object, 
  and spend 1 quantum point. This enhancement doesn’t improve the 
  nova’s ability to actually hit anything, and throwing objects at targets 
  without direct line of sight should be quite difficult. 
  Mega-Dexterity
  AMAZING GRACE 
  The Nova has heightened her defensive reflexes to the point where 
  she can instinctively dodge attacks against her. 
  System: This effect costs one Quantum point and lasts a turn. It 
  can be activated at anytime, provided the Nova can spend Quantum. 
  For each dot the Nova has in Mega Dexterity, she receives a dodge 
  successes against any strike that she can perceive beforehand (She 
  may not need to see the strike, but she needs to know it is coming). 
  Additionally, she may use Amazing Grace to reduce the force of a 
  fall, gaining extra soak dice equal to her Mega Dexterity rating for the 
  purposes of falling damage only 
  By: Kane Knight 
  ARTFUL DODGER 
  Novas with any level of Mega-Dexterity are extremely fast and 
  agile, and much more difficult to hit in combat than novas without 
  Mega-Dexterity.¹ A nova with Artful Dodger, however, is even harder 
  to hit. 
  System: The nova spends a Quantum point, and gains three auto-
  matic successes on all Dodge and Block rolls. He’s so fast that it takes a 
  great measure of skill just to hit him.¹ This enhancement is only effective for 
  a single Dodge or Block, although it can be used multiple times in a turn. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  COORDINATION 
  Novas with Mega-Dexterity are extremely adept at manipulating 
  items, tools, and other devices requiring a good deal of coordination.¹ 
  A nova with this enhancement is even more adroit.¹ Their level of 
  hand-eye coordination makes them excel when operating vehicles and 
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  NovaNet
  
  manipulating small items. 
  System: By spending a Quantum point, the nova receives three 
  additional dice to any Drive, Legerdemain, or Pilot roll he makes. The 
  effect lasts for a single stunt or trick. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  ENHANCED REFLEXES 
  Novas with Mega-Dexterity can often move so fast that others can 
  barely keep up.¹ A nova with Enhanced Reflexes moves so fast that 
  even other novas have a hard time keeping up with her. 
  System: Enhanced Reflexes does for Mega-Dexterity what 
  Enhanced Initiative does for Mega-Wits.¹ Every time that a nova pur-
  chases this enhancement, he gains a +5 bonus to his initiative dice 
  pool.¹ Whereas Enhanced Initiative accounts for the nova’s being able 
  to analyze, process, and react to current circumstances faster than they 
  happen, Enhanced Reflexes accounts for the actual speed involved in 
  those reactions.¹ These two enhancements combined make for a truly 
  fast character. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  IT’S ALL IN THE REFLEXES 
  A nova with this enhancement has refined the use of his superhu-
  man agility and reflexes to allow himself to catch projectiles out of the 
  air. A nova with this ability can catch or deflect bullets, snatch arrows 
  from mid-flight, and in extreme cases even intercept objects like cruise 
  missiles and railgun rounds.
  System: To use this enhancement the nova spends 1 Quantum 
  Point and rolls his Dexterity+Awareness as a defensive action against 
  the incoming projectile. The difficulty of this test is usually normal, 
  though for ultrasonic rounds (i.e. railguns) or numerous small mis-
  siles (i.e. shotgun pellets, full autofire) there is a +2 difficulty and the 
  Quantum cost raises to 2. Intercepting attacks meant for other people 
  is also difficult and raises the difficulty by +1. As per normal, Mega-
  Dexterity can be used to counteract these difficulties.
  If he wins the contest, he has deflected the projectile and stopped 
  the attack. If he gets an extra success the nova may opt to catch the 
  projectile instead of merely deflectiving. At Storyteller’s discretion, 
  some projectile may not be caught unless the nova is durable enough 
  to prevent the caught attack from damaging him.
  PREHENSILE FEET 
  Need an extra hand?¹ How about a foot?¹ The nova with 
  Prehensile Feet can do just that, capable of using his feet and toes as 
  well as he can use his hands and fingers. 
  System: The nova can use his feet as extra hands.¹ He doesn’t 
  gain any extra actions per turn, but if he wants to fire three handguns, 
  he can.¹ Obviously, his feet must be bare in order for them to be used 
  this way (but some establishments require footwear...).¹ Another ben-
  efit of the enhancement is that the nova never suffers any penalties for 
  using his off hand; he is effectively ambidextrous. 
  Created/Used by: Scott Kearney
  WEAPON MASTERY
  This power wields a nova an uncanny ability with whatever kind 
  or weapon (ranged or melee) she uses. 
  This a must for Hong-Kong-action-movies-inspired characters. The 
  nova achieves a physical control using her weapons in ways differ-
  ent than the Accuracy enhancement. She can draw faster, change 
  weapons in a blur and other people will have a difficult time trying to 
  disarm her. 
  System: This enhancement provides a series of practical uses. 
  The character does not need to spend actions for:
  • Drawing weapons (whatever kind of weapon, and no matter 
  where the weapon is hidden). 
  • Change weapons (changing hand of use, changing melee for 
  ranged and viceversa). 
  • Reload ammunition for firearms (or other ranged weapons, like 
  bows, knifes, and so on). 
  • Also, this enhancement allows the player to ignore any botches 
  rolled in Firearms and Melee (treating them as a standard failure).
  This enhancement is always on, and costs no quantum to use. 
  By: Daion 
  Mega-Stamina
  ACCLIMATION 
  Novas can endure the effects of the environment better than 
  humans can.¹ A nova with Acclimation can remain comfortable in 
  nearly any environment, unaffected by adverse heat, cold, or other 
  environmental hazards. 
  System: Similar to the Adaptation enhancement, except that 
  Acclimation is not as powerful.¹ Acclimation allows a nova to remain 
  comfortable in areas such as Death Valley and the Arctic, but he can-
  not survive in a vacuum.¹ He would be able to withstand the intense 
  pressures and cold of Mariana’s Trench, but he would not be able to 
  breathe underwater.¹ The Storyteller should make the final decision as 
  to what the nova with Acclimation can endure, along the guidelines 
  that if the nova would have to somehow have his internal organs or 
  physiology changed in order to adapt, then Acclimation won’t work 
  (he won’t grow gills, for example).¹ If the nova has to make any 
  Endurance or Resistance rolls to avoid the effects of intense conditions 
  (such as heat, cold, etc.), he receives six extra dice to do so.¹ This 
  enhancement is always in effect. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  AGELESSNESS 
  Novas live for quite a long time, almost two centuries at the mini-
  mum, but some are believed to age at a rate indicative of almost a three-
  century lifespan.¹ A nova with Agelessness, however, appears to be able 
  to live quite longer, for centuries, if not for a millenium or even more. 
  System: The nova has a natural lifespan far longer than most 
  novas.¹ Her lifespan, based upon her Mega-Stamina score, is multiplied 
  by a factor of 10.¹ This enhancement can be purchased multiple times, 
  every additional purchase multiplying her lifespan by the same factor 
  (the first time, her lifespan is increased by x10, then by x100, then by 
  x1,000, etc.).¹ There is no limit as to how many times this enhancement 
  can be bought, but it is very unlikely that any game will be played over 
  a period of time long enough to significantly age the nova. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  ENDURANCE 
  Novas possess far more stamina and endurance than a normal 
  human could ever achieve.¹ They almost never suffer from exhaustion, 
  they can hold their breaths for long periods of time, and they seem 
  to function at peak levels on less sleep.¹ A nova with the Endurance 
  enhancement can far exceed the already impressive amount of endur-
  ance a nova already has. 
  System: A nova with this enhancement receives six extra dice 
  when making Endurance rolls to stay awake, hold one’s breath, to shrug 
  off exhaustion, etc.¹ It provides no bonuses to resist pain, drugs, toxins, 
  and disease.¹ This enhancement, once gained, is always active. 
  4
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  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  IMMUNITY 
  With their quantum-enhanced immune systems, novas are far less 
  likely to catch a cold or some other disease.¹ A nova with Immunity, 
  however, is even less likely. 
  System: Whenever the nova needs to make a Resistance roll to 
  avoid the effects of a disease or bodily infection (viral, bacterial, or para-
  sitic), he receives six extra dice to remain immune to the disease.¹ Agents 
  that remain within his system will be destroyed immediately by the nova’s 
  white blood cells, meaning that he will not become a carrier of an other-
  wise contagious disease.¹ This enhancement is always in effect. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  PAIN THRESHOLD 
  Most novas can take as much as they can dish out, and can put 
  up with aches, pains, and sufferings that most humans would find intol-
  erable.¹ A nova with a Pain Threshold, however, is far more capable 
  of resisting pain than his fellow novas.¹ Sometimes, it’s almost as if he 
  enjoys the pain. 
  System: When making Resistance rolls to avoid the effects of 
  pain, a nova with this enhancement receives six extra dice to his 
  Resistance roll.¹ He also suffers only half the wound penalties that he 
  normally would, rounding in favor of the character (he suffers no penal-
  ties when Hurt or Injured, he only has a –1 penalty when Wounded or 
  Maimed, and only a –2 penalty when Crippled).¹ This enhancement 
  is always in effect. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  RECOVERY 
  Novas can heal at a rate at least twice as fast as normal humans 
  can.¹ Most novas can heal much faster than that.¹ A nova with the 
  Recovery enhancement, although he cannot regenerate his wounds, 
  can heal much faster on a base level than most novas can. 
  System: The nova with Recovery adds in his Mega-Stamina rat-
  ing to his base healing rate, as set by his Stamina or Mega-Stamina 
  score.¹ With Mega-Stamina 1, he will heal three times faster than a 
  baseline, and at Mega-Stamina 5, he will heal twelve times as fast.¹ 
  This enhancement is always in effect.¹ Aggravated damage can also 
  be recovered with this enhancement.¹ Whereas novas cannot ordinar-
  ily use their recovery multipliers from their Mega-Stamina to heal aggra-
  vated damage, a nova with Recovery can.¹ He cannot, however, apply 
  the multiplier from this enhancement, so a nova with Mega-Stamina 3 
  will only be able to recover aggravated wounds at a rate equal to five 
  times faster than a nova without this enhancement.¹ That’s still quite 
  impressive. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  RESURRECTION
  This Mega-Stamina enhancement requires that the nova already 
  possesses Regeneration. Resurrection allows the nova to regenerate 
  although he is technically dead. When damaged below Incapacitated 
  the nova drops into a death-like trance. It requires a close examination 
  to realize that the nova is in fact alive. 
  System: The nova regenerates at a rate determined by the nova’s 
  level of Mega-Stamina and at a cost of one quantum point per health 
  level. Aggravated damage costs 3 quantum points per health level. The 
  nova can’t regain any quantum points for as long as the trance lasts. 
  Mega-Stamina  
  Healing Rate
  One 
   
  one health level per day 
  Two 
   
  one health level per hour 
  Three 
   
  one health level per 15 minutes 
  Four 
    
  one health level per minute 
  Five  
   
  one health level per turn.
  Once the nova has reached Incapacitated normal Regeneration 
  can be applied. The nova will only die if he doesn’t have enough 
  quantum points to regenerate back above Incapacitated. 
  By: Fredrik Svanberg
  SOLIDITY
  This mega-stamina enhancement makes the nova’s flesh and bone 
  unusually dense and compact. As a result of this he can tolerate more 
  injury.
  System: Solidity gives the nova one extra bruised health level 
  per dot of Mega-stamina which the nova possesses, in addition to 
  any health levels he would normally gain from Mega-stamina. It is a 
  permanent effect. 
  Due to the extraordinary density of its flesh the nova weighs about 
  twice as much as a normal person of the same size. 
  By: Fredrik Svanberg
  TOLERANCE 
  Novas have a physiology that is superior than a normal human’s, 
  and have a higher tolerance against substances like drugs, alcohol, 
  and toxins.¹ A nova with the Tolerance enhancement can even shake 
  off more than most novas can. 
  System: Whenever the nova makes a Resistance roll to avoid the 
  effects of drugs, poisons, alcohol, etc., he receives six extra dice to add 
  into his Resistance roll.¹ Should he fall under the effects of such sub-
  stances anyway, he can make another Resistance roll every 15 minutes 
  to purge the substances from his system.¹ This enhancement is always in 
  effect, and effects beneficial medicines as well as poisons and toxins. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  Mega-Perception 
  BODY LANGUAGE 
  Wish you could read someone’s mind?¹ Or how about that look 
  on their face?¹ A nova with Body Language can read a person like a 
  book, taking in their eye movements, their breath rate, their pulse, the 
  beads of sweat on their brow, the tremors in their voice, etc. 
  System: The nova spends a Quantum point, and gains three 
  automatic successes on any roll that could effectively be decided by 
  deciphering the body language of the person being studied.¹ These 
  rolls typically include Awareness, Interrogation, Intimidation, Rapport, 
  and Subterfuge.¹ Not only is Body Language useful for discerning truth 
  and lies, but it can also detect one’s emotional state (afraid, potentially 
  dangerous, etc.), as well as their physical well being (injured, sick, 
  hungry, etc.).¹ The enhancement stays active for a single study of a 
  particular individual. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  FORESIGHT 
  Some people seem to be able to know what is going to happen 
  before it actually does.¹ A nova with this enhancement actually can.¹ 
  By using another person’s body movements against them, the nova 
  with Foresight can react faster than the other guy. 
  System: The nova spends a Quantum point, and gains a 
  +5 bonus to his initiative dice pool.¹ Foresight is a lesser form of 
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  Pretercognition, in that the nova actually catches a quick glimpse of 
  what is about to happen around him.¹ He can then act in a manner 
  that allows him to respond first.¹ This enhancement, like Enhanced 
  Initiative, can be bought multiple times, although a Quantum point 
  must always be spent to activate it.¹ The enhancement stays in effect 
  only for a single turn. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  INSIGHT
  By concentrating on a specific problem, a nova with this 
  enhancement may recieve a mental picture depicting something she’s 
  overlooked. Such images are rarely clear, and thus are open to inter-
  pretation. The nova may recieve a snapshot image, an erratic and 
  disjointed scene, or even just arcane whispers. Still, this enhancement 
  can be a nova investigator’s best friend, especially if combined with 
  Investigative Prodigy.
  System: The nova spends a quantum point to enter a meditative 
  state for a turn, and makes a perception roll. She then recieves an 
  image or message providing a clue to something she’s overlooked. 
  The storyteller is responsible for telling the player what her character 
  percieves. 
  The storyteller should base the clarity of the picture on the number 
  of successes the player scores. The player may extend the meditation 
  to get a clearer picture by spending an additional quantum point and 
  rerolling her perception. However the nova may not spend more turns 
  meditating on her insight than she has dots in Mega-Perception. At sto-
  ryteller discretion, a character with Investigative Prodigy may make an 
  Investigation roll after recieving the image to better understand it.
  This enhancement will only provide information that the character 
  has previously missed. It will not give the character information she 
  could not possibly have known. 
  At the storyteller’s discretion, this may also be a Mega-Intelligence 
  enhancement. 
  By: Guido Cerviche
  NAVIGATOR
  The nova with this Mega-perception enhancement has a perfect 
  sense of direction and distance. He can find the way to any place he 
  has ever visited before, tell the distance between any two places he’s 
  been to, etc.
  System: This provides 3 automatic successes on any roll to navi-
  gate anywhere, and in other situations where a perfect sense of direc-
  tion is useful, such as when travelling in space or along the darkness 
  of the deepest oceans.
  This enhancement is extremely useful for a teleporter but will only 
  add the bonus to a slow teleport or warp - it is of no use for combat 
  teleporting or combat warps. 
  By: Fredrik Svanberg
  SUBCONSCIOUS AWARENESS 
  Are you a light sleeper?¹ Wish you knew what was going on 
  around you while you slept?¹ A nova with this enhancement is still 
  aware of his surroundings while he sleeps, and will hear everything 
  you’re whispering about him while he’s snoozing... 
  System: The nova retains the full use of his Perception and 
  Awareness while he is sleeping.¹ Whenever there is activity going on 
  around him while he is sleeping, the nova spends a Quantum point 
  and makes his usual Awareness roll.¹ If he gets even one success, he is 
  fully aware of what is happening, and can decide to either ignore the 
  disturbance (oh... its just Fluffy), or to wake up and deal with it (oh... 
  its Geryon...).¹ The nova can awake in time to make an initiative roll 
  with an attacker, so there’s no guarantee that an assassin will get the 
  drop on a sleeping nova with this enhancement. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  TELETARGETING
   Characters with this extra are more adept at using their mega-
  perception to target their teleportational or warp abilitys.  
  System: Any character possessing this enhancement adds 3 
  dice to their dice pool when using Teleport, Warp or any Spacial 
  Manipulation Power that uses a Perception Dice Pool.  This enhance-
  ment can be purchased multipule times.
  Mega-Intelligence 
  INVENTIVE GENIUS
  The nova possessing this enhancement has an advanced creativity 
  that makes him an absolute whiz when trying to invent a new device 
  or material.
  System: A nova who possesses Inventive Genius recieves 3 extra 
  dice when attempting to invent a new device or material or when he 
  attempts to use exsisting technology in an entirely new way. This bonus 
  is culmulative with any relevant Mental Prodigy such as Engineering or 
  Science. It cannot be used with any other kind of engineering/science 
  roll, such as repairing a broken mechanism or identifying a chemical 
  compound. 
  For suggestions on how to handle advanced technology created 
  by novas, see Aberrant: Year One, p. 109
  By: Brian Gorham
  KNOW-IT-ALL 
  Many novas come across as being smarty-pants, simply due to 
  the fact that their quantum-enhanced brains are capable of performing 
  more advanced intellectual functions than lesser baselines can achieve. 
  A nova who is a Know-It-All, however, can make another mega-intel-
  ligent nova look like a complete and total dumb-ass. 
  System: By spending a quantum point, the nova may receive 
  three successes on any ability or attribute roll involving Intelligence.¹ 
  The successes can be used to either guess or to instantly know an 
  answer to a riddle, question, situation, or dilemma, such as a high 
  school final exam or a persistant college professor’s annoying ques-
  tions.¹ Note that academic knowledge is no substitute for practical 
  application, however.¹ Just because the nova who knows the precise 
  methods of performing brain surgery are doesn’t mean that he can 
  actually do so as well as an experienced surgeon.¹ The nova can 
  make an Intelligence roll, using any successes (but not the automatic 
  successes) as a single die to perform a task with which he has no 
  actual experience; if he has at least one dot in the skill, he can still 
  add in the additional dice.¹ There are some questions which have no 
  real answers, such as hypothetical, metaphysical, religious, ethical, 
  and philosophical debates. For questions such as these, the nova will 
  simply be more aware of the various potential answers and opinions 
  on the subject matter. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  MAD SCIENTIST
  The fools! If only they could understand my great genius, then they 
  would see that I have made the only fully functional Death Ray, and 
  Porta Potty combo in the Solar System! A Nova with this enhancement 
  reduces the amount of permanent taint they receive for making unusual 
  inventions.
  System: Any Nova who has Mad Scientist receives the mixed 
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  blessing of truly being able to see beyond the realm of human conven-
  tion and the restrictions of normal physics. While this enhancement 
  costs no quantum to use, and is considered to always function, the 
  Nova receives one point of permanent taint just for possessing Mad 
  Scientist. Furthermore, even if this taint causes no aberration or social 
  penalty due to increased Taint, any Nova possessing Mad Scientist 
  automatically receives an additional social penalty of -1, and -2 when 
  dealing with other Novas possessing the Mad Scientist enhancement.
  However, there is a bright side. The Nova may make unusual 
  inventions, and leaps in science more easily than other scientists may. 
  When using the Optional Super Science rules, the Nova receives one 
  automatic success when setting out to deliberately make a significant 
  advance in the field of science. Furthermore, the Mad Scientist does 
  not require a specialization in the field to make the advance possible.
  Once invented, the Mad Scientist will not gain any additional 
  points of taint from his inventions, until their number exceed the dots he 
  possesses in Mega Intelligence. Thus, if you have a Mega Int of 3, you 
  will not gain any permanent taint until your fourth warping of science. 
  The ST must approve the effect, cost and powers of such inventions.
  For suggestions on how to handle advanced technology created 
  by novas, see Aberrant: Year One, p. 109 
  By: Muffinlad
  MENTAL PRODIGY: COMPUTERS 
  Bill Gates, step aside – the nova with this enhancement is capable 
  of writing up an operating system decades ahead of Windows 2000.¹ 
  The nova who is a computer prodigy has an intuitive understanding of 
  how computers work, and can do nearly anything with any software 
  or hardware put in front of her.¹ She can also figure out how to bypass 
  computer security programs, and hack into any mainframe she wants.¹ 
  In a world where computers store all relevant information, this gives 
  her an awful lot of power... 
  System: Whenever the nova is using his Computer skill (bypass-
  ing security, retrieving data, hacking a system, writing a program, 
  making repairs, etc.), she first gets to make an Intelligence roll.¹ Each 
  success grants her one automatic success on her Computer rolls.¹ This 
  enhancement works extremely well with Cyberkinesis. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  MENTAL PRODIGY: INTRUSION 
  Have you ever wanted to be a master thief?¹ How about a secu-
  rity consultant or troubleshooter?¹ That’s exactly what a nova with this 
  enhancement can be.¹ Security devices, locks, vaults, electronic surveil-
  lance systems, and guard schedules can all be analyzed, scrutinized, 
  and bypassed with greater ease that even the guys who broke out of 
  Alcatraz would be impressed. 
  System: Whenever the nova is attempting to set up or avoid 
  various security systems, or when setting up infiltration measures and 
  countermeasures, he makes an Intelligence roll.¹ Each success allows 
  him to add one automatic success on his Intrusion roll. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  MENTAL PRODIGY: PHILOSOPHY
  A nova with this enhancement has opened himself to ways of think-
  ing beyond even his Mega-intelligent brethren. 
  System: When trying to understand, create, or find flaws in 
  philosophic or semantic arguments, this nova may spend 1 Quantum 
  and roll his intelligence. The number of successes gained on this roll 
  convert into bonus dice to be rolled in the appropriate test.
  MENTAL PRODIGY: PILOTING 
  Mario Andretti and Chuck Yeager may be legends, but they’re 
  nothing compared to the nova with this enhancement.¹ With Mental 
  Prodigy: Piloting, the nova has a far greater understanding and com-
  mand of any vehicle he operates and controls, and is able to push the 
  vehicle’s performance way beyond what its manufacturers intended. 
  System: Whenever the nova is using his Drive or Pilot skill to 
  operate a car, truck, airplane, helicopter, boat, or whatever, he gets 
  to make an Intelligence roll.¹ Each success allows him to add one auto-
  matic success to his skill roll.¹ Nearly any type of stunt can be pulled 
  off by a nova with this enhancement.¹ Just remember to fasten your 
  seatbelts and to keep your seats and food trays in their upright and 
  locked positions...
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  Mega-Wits
  DAY TRADER
  The nova with this enhancement has a mindset that is particularly 
  suited to the frenetic world of financial trading. When involved in fast 
  paced financial transactions, the nova with this enhancement can uti-
  lize his Mega-Wits to keep track of trends and uncannily predict the 
  markets markets outcome.
  System: When using this enhancement the nova gains three 
  extra dice in their Biz dice pool when dealing with fast paced finacial 
  markets. These markets include; stock exchanges, commodities and 
  precious metals markets, and currency exchange speculation. Other 
  types of investments may be allowed but must be approved by the 
  Storyteller. The Financial Prodigy enhancement from Mega-Intelligence 
  is culmulative with Daytrader. 
  By: Brian Gorham
  TAUNT
  Some people can really get under your skin. They just instinctively 
  know what buttons to push to get a person riled up. Novas with this 
  enhancement have this talent down to an artform. Their barbed remarks 
  are so finely honed that only the most unshakable of opponants can 
  avoid becoming flustered.
  System: The nova spends a quantum point and makes a con-
  tested wits roll against his opponant’s willpower. Every success the 
  nova scores over his opponant allows him to subtract a die from either 
  his opponant’s dice pool or initiative. The opponant may counter this 
  effect by spending willpower on a one for one basis. Be warned, how-
  ever, that if an opponant exhausts his willpower defending against this 
  enhancement he may very well attack the offending nova. 
  The Taunt enhancement remains active for one scene, but any 
  willpower spent to resist it must be regained normally. 
  By: Guido Cerviche
  UNIMPRESSIONABLE
  The nova with this Mega-wits enhancement seems to be able to 
  stay rational and calm at all times. It is almost impossible to surprise 
  or impress him with anything. Although this can seem like the normal 
  effect of having a superb wits this enhancement will provide the nova 
  with special defenses.
  System: For example, the nova can resist any mega-social 
  enhancement which tries to impress or scare him. To do so the nova 
  rolls his Wits and adds one automatic success for every level of Mega-
  wits he possesses - if he beats the ‘attacking’ power he is unaffected 
  by it. 
  This enhancement will specifically protect against enhance-
  ments such as Awe-inspiring, Face of Terror, First Impression and 
  
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  Commanding Presence and against quantum powers such as Empathic 
  Manipulation, Mirage and Strobe. The storyteller will have to deter-
  mine whether it protects against other enhancements and powers as 
  well, on a case by case basis. 
  By: Fredrik Svanberg
  Mega-Appearance 
  BRUISER 
  Although many novas are so immensely huge with bulging mus-
  cles, or so hideously twisted from taint that most humans run in fear 
  of them, a nova with the Bruiser enhancement absolutely looks like the 
  one nova that no one wants to mess around with.¹ Even other novas 
  may hesitate to attack this guy.¹ If you want to keep folks away from 
  you, this is what you need. 
  System: The nova spends a Quantum point to activate this 
  enhancement.¹ For an entire scene, he will be able to add in three 
  automatic successes to any Intimidation rolls he makes.¹ He doesn’t 
  physically alter his appearance like a nova with Face of Terror does, 
  he just becomes extremely intimidating to be around.¹ If anyone does 
  decide to attack, the Bruiser can focus his attention on the attacker, 
  and make an Appearance roll.¹ Each success achieved subtracts one 
  success from the victim’s roll to hit the Bruiser.¹ If this cancellation results 
  in no net successes for the attacker, then he misses the Bruiser, having 
  been so terrified and hesitant in his attack.¹ Unlike Dreadful Mien, 
  which cancels its effects if the nova attacks his victims, the Bruiser can 
  continue to use his intimidating tactics against his opponent.¹ Only a 
  single victim can be affected by this enhancement in a turn. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  LYCANTHROPY
  Stories and legends have often told the tale of persons able to 
  change their shape. From the Werewolf, to the Jaguar-man, each was 
  possessed of powers to help them survive in the harsh wilderness. 
  Novas with this power are able to assume a shape in addition to their 
  nova form, and use their mighty nova powers while in the guise of an 
  animal.
  System: Less versatile than Shape Change, Lycanthropy allows 
  the nova to assume one additional form from which the nova gains a 
  minor advantage, while still being able to access their nova powers. 
  Typically, the nova’s form is required to be an animal (Horse, Tiger, 
  Whale, and Dog), though the ST may allow exceptions to this rule 
  (example, the player wanted to transform into a Dragon or Giant 
  Hedgehog shaped Airplane Hanger).
  The form the Nova changes to is always fixed once the power 
  is purchased. If the nova wants multiple forms, they must buy this 
  enhancement per additional form they desire. This form costs one 
  quantum to activate, and lasts the entire scene. If the nova wishes to 
  resume their original form, they must pay an additional quantum, and 
  visa versa, per transformation.
  After the form is selected, the nova makes moderate changes in 
  their appearance similar to the Appearance Alteration power in terms 
  of bodily effect, +/- 50 lbs, but it is important to remember that their 
  form always looks the same, baring any disfigurements or aging after 
  they have chosen it. They also gain one (1) level one power or body 
  modification, such as claws, bioluminescence, or wings that they may 
  use only while in their lycanthropic state. At the ST’s option, they may 
  gain a modest advance in a particular ability instead, usually no more 
  than three successes for an individual ability.
  Most importantly, the nova may define how his quantum power’s 
  appearances are modified by the enhancement. A brick with claws 
  and armor could change into a mighty ox with horns and a tough hide, 
  or a scaly alligator with sharp fangs. As an ox, the ST might let him 
  add 3 to his might successes while pulling something. As an alligator, 
  he may gain an extra limb (tail).
  While the nova can still be detected as a nova while in this form, 
  buying Sizemorph Shrink, and choosing a smaller animal will make the 
  nova harder to detect in most situations. 
  By: Muffinlad 
  PHOTOGENIQUE
  This Mega-Appearance enhancement causes the nova’s social 
  mega-attributes to affect anyone watching her on a photo, movie or 
  television screen, or hearing her voice through recorded media. The 
  media will only transmit whatever the nova was imprinting at the time 
  of recording - it can’t be changed at a later time. 
  System: To imprint a recording or picture the nova must spend 
  a quantum point and roll her Mega-Appearance. Each success allows 
  the image to ‘contain’ one success of another social mega-attribute 
  and enhancements such as Appearance Alteration, The Voice (requires 
  sound), Natural Agitator (requires sound or text), etc. 
  The nova must possess the enhancement which she wants to 
  infuse into the media, of course, and make a separate roll to activate 
  that enhancement. The number of successes she gets on this roll can’t 
  exceed the number of successes she gained on the Photogenique roll. 
  The effect of the recording will not diminish over time, but copies 
  of the original will become less efficient with every generation - one 
  success lost with every generation is a good assumption. Copying also 
  include transferring from one media to another such as from a movie-
  reel to a video-tape. 
  By: Fredrik Svanberg
  PICTURE PERFECT 
  Remember those movies where the hero gets the crap beat out 
  of him, gets thrown through a window, and then jumps clear of an 
  explosion?¹ Remember how afterward, his hair was still groomed, he 
  showed barely a trickle of blood, and was able to pick himself up 
  and carry on with near-full vigor?¹ That’s just what a nova with Picture 
  Perfect can do. 
  System: No matter what the nova with this enhancement goes 
  through, she will always retain her self-image.¹ Her hair, although it 
  may be blown by gale strength winds, will always do so in a magnifi-
  cent manner, and fall neatly into place every time.¹ If punched, she 
  may still get hurt, but she won’t bruise much, and if she bleeds, very 
  little blood spills from an open wound or stains her clothes.¹ In fact, her 
  clothes, unless ripped completely away, will do so in a way that accen-
  tuates her appearance even more.¹ Dust and dirt won’t really collect on 
  her (just a smudge...), stains seem to wash right off, and she can pretty 
  much walk away from anything without looking like there is a scratch 
  on her (she may be Crippled, but she still looks okay).¹ This enhance-
  ment is always in effect, and requires no Quantum points to use.¹ It is 
  more for cinematic and satirical purposes than anything else. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  THE VORLON EFFECT
  Required: Mega-Appearance : 5, Seductive Looks
  The character pays a quantum point to activate this enhancement 
  for a scene and makes an Disguise roll.  For the rest of the scene they 
  appear to be a ‘being of light’ (An Angel or other messanger of the 
  gods.) appropriate to the individual religions and belifs of the persons 
  looking upon them.  People who truly have no faith are immune to the 
  effect.  Characters scoring more successes on an Investiation roll than 
  the character scored on their Disguise roll realize the effect is a fake, 
  
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  but can still not see through it.
  Mega-Manipulation
  OPACITY
  This enhancement makes it more difficult for others to trick or per-
  suade the subject, because she already intuitively knows all the best 
  arguments and tricks. To someone trying to convince the holder of this 
  enhancement, he might as well be talking to a granite wall.
  System: Double the usual Mega-Manipulation bonuses to detect/
  resist being so manipulated. 
  By: Matthew Rossi 
  Mega-Charisma 
  MAGNUM OPUS 
  Novas that are creatively inclined often use their powers to reach 
  new horizons of artistic expression.¹ A nova with Magnum Opus can 
  make each work of art he creates into a masterpiece. 
  System: Whenever the nova is attempting to perform a work 
  of art, he rolls his Charisma.¹ Each success grants him one automatic 
  success on his Arts or Perform rolls.¹ The nova puts his heart and soul 
  into the work, and Magnum Opus can affect a dance or singing solo 
  as well as a painting or sculpture. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  SUAVE 
  The nova with the Suave enhancement is perhaps one of the 
  smoothest, most easy going novas in the world.¹ He says all the right 
  things, he never fumbles his words, and he comes across as being cool 
  and charming. 
  System: The nova excels at maintaining his composure during 
  social events.¹ He receives three automatic successes on Etiquette 
  rolls when practicing social graces, when approaching people and 
  introducing himself, etc.¹ Social blunders and faux pas are unheard of 
  by the Suave nova.¹ A Quantum point must be spent to activate this 
  enhancement, and it lasts for an entire scene. 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  THEME SONG
  Some novas are so hip, so cool, and so hot that they have a 
  naturally occurring theme song. The theme song can be anything the 
  nova desires. All attempts to find the source of the music have failed, 
  suggesting that the enhancement is either telepathic or hallucinatory 
  in nature.
  System: By spending a quantum point the nova’s chosen theme 
  song can be heard by everyone within a range of (Quantum x 5) + 
  50 yards. When used at a dramatically appropriate time (such as 
  entrances, during a major fight, or other times determined by the ST), 
  the Nova may add three automatic successes to appropriate style, 
  intimidation or command rolls.
  It is recommended that the ST require the player to choose the 
  theme song, and have a copy available for play. Conflicting theme 
  songs cancel each other out, unless the novas are specifically trying to 
  “play along” and make their styles match with a wits roll. 
  By: Psion
  
  Level One Powers
  ANIMA OBJECT
  Level: 1
  Quantum: 3
  Dice Pool: N/A
  Range: (Quantum + Anima Object) x 10 Meters
  Area: 1 Object
  Duration: Permanent
  Effect: The character has a small object of anima that they can 
  summon and dismiss at will.
  Multiple Actions: Yes
  Description: A nova with this power has a signature object of 
  normal nature and relatively small size (A handgun, A long-Bladed 
  Knife, a Pocket Organizer, etc)  When they erupted this object became 
  a part of their quantum signature.  Now they can call such an object 
  to their hands at will.  The object behaves in all ways normally except 
  that it has unlimited usage (I.E A gun never runs out of bullets, a PDA 
  has a seemingly limitless amount of RAM and Battery power.)  The 
  object can be dismissed as easily as it can be summoned.  The object 
  is continues from summoning to summoning (I.E. a pocket organizer 
  summoned on Monday, then has an appointment entered into it, it 
  is then dismissed, when it is again called forth on Wednesday the 
  appointment remains.) however any damage is automatically repaired 
  each time it is summoned.  The object is in all other ways normal and 
  can be used freely to perform its function.  (Knives can be thrown, guns 
  can be fired, ropes used to climb, etc…)  No Quantum device (See 
  the Aberrant Players Guide.)  Can be an Anima Object.  If the object 
  and the nova are separated by more distance than the range of the 
  power the object automatically dismisses.  Normally the object requires 
  no quantum pool to summon or dismiss, however the character can 
  have multiple copies of the same object in existence so long as they 
  are willing to pay one quantum pool to create each one beyond the 
  first.  (Once created they last until dismissed or the nova moves out of 
  range.)  The nova can have no more objects in existence at one time 
  than they have dots in this power.
  Extras: Permanency (The nova pays three quantum points for 
  additional objects beyond the first, but they are permanent and do 
  not fade if the nova moves out of range, they can however still be 
  dismissed and do count against the total number of objects allowed); 
  Midsize (The nova can have a slightly larger object than normal, per-
  haps the size of a sword, rifle or laptop, instead of a handgun, knife 
  or PDA); Multiple Items (The Nova can have two additional objects in 
  existence per dot in this power instead of one.)
  Weaknesses:  Finite (1 point, the object must be recharged, 
  reloaded, etc as normal); Fragile (2 point the object is not automati-
  cally repairing and must be repaired normally if damaged.)
  Source: www.aeonsociety.com
  BODY MODIFICATIONS 
  Flexible Joints (1 nova point/3 experience points): The nova’s 
  joints are extremely flexible, allowing the nova to painlessly dislocate 
  them and move them back into place with ease.¹ The character has 
  +3 dice to escape from holds, clinches, restraints, and bonds such as 
  handcuffs, ropes, chains, and strait jackets.¹ This benefit may also work 
  against the Immobilize power, depending on the nature of the power. 
  Reinforced Bones (1 nova point/3 experience points): The 
  nova’s bones are much denser and resilient than normal, and are 
  capable of resisting more damage.¹ Every time this modification is 
  purchased, the character may add +2 to soak damage that would 
  strike and otherwise damage or destroy the character’s bones (the 
  skull, the ribs, the arms, etc.).¹ He may also Block lethal attacks even 
  if he doesn’t have the Armor or Force Field powers to otherwise pro-
  tect him.¹ The nova also receives +1 to damage from his body slams, 
  punches, and kicks, and his weight is increased by 25% every time the 
  modification is taken (125% body weight at Reinforced Bones 1, 150% 
  at Reinforced Bones 2, etc.) 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  CELLULAR REPAIR 
  Level: 1 
  Quantum Minimum: 1 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Instant 
  Effect: Heals power rating levels of Bashing or Lethal damage 
  Multiple Actions: Yes 
  Description: This power allows a nova to impose the ‘quantum 
  template’ of her healthy undamaged form over her present form, caus-
  ing it to revert to an undamaged state, partially or in full. Her power 
  rating + Quantum is how much she can heal in one use of the power, 
  at a cost of 1 quantum point for each Bashing HT level healed, for 
  each Lethal HT level brought to Bashing or for each Aggravated HT 
  level brought to Lethal!¹ The nova can spend these ‘successes’ as she 
  chooses, using her Quantum + power rating of 3 (for instance) to heal 
  one Aggravated HT level fully (one to reduce the first Aggravated HT 
  level to Lethal, another to reduce it to Bashing and a third to heal it 
  completely!) or to reduce three Lethal HT levels to Bashing or any com-
  bination of possible uses. 
  Cellular Repair requires a conscious choice be made to activate 
  the power, and it is of no use if the character is unconscious or other-
  wise unable to make that choice. The forces called upon by the Cellular 
  Repair impose their will on the novas living flesh, so the power counts 
  as an ‘action’ in any turn in which it is activated.¹ As there is no dice 
  pool to be affected for the Cellular 
  Repair, it will be simply function at two less levels of effect (mean-
  ing that a person with Cellular Repair 1 and a Quantum of 1 
  cannot effectively use his power in a Multiple Action!). Subsequent 
  actions will be at the usual 3 dice penalty for a Multiple 
  Action. Obviously, if the power activates after the nova has taken 
  his action, he gets no retroactive penalty to his prior action, but the 
  QUANTUM
  POWERS
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  Cellular Repair may be at three less levels of affect (or more if the char-
  acter had already taken a Multiple Action that turn!) as a result. 
  Extras: Increased rate (heals 1 Lethal or 2 Bashing / (Quantum 
  + power rating)); Always On (this power activates automatically when-
  ever the nova as damaged (possibly spending her last quantum point 
  to heal a bruise she would’ve rather dealt with after the firefight...), 
  even if she is unconscious, as an added bonus, the automatic activa-
  tion of this power does not count as an Action.¹ With the Always On 
  Extra, you essentially have innate Regeneration that you do not have 
  to activate.); Won’t Stay Dead! [NOTE: this Extra *only* applies if the 
  nova already has the Extra Always On!] (each level of this power pur-
  chased (+ his Quantum score) confers upon the nova an extra ‘Dead’ 
  HT level!¹ So long as he remains ‘just Dead’ and does not take damage 
  beyond his 3 to 7+ ‘Dead’ HT levels, his power can still revive him from 
  ‘death’s door’ by healing those 2 to 6 ‘Dead’ levels before being able 
  to heal his normal HT levels.). 
  Limiters: Only in presence of (extremes of cold or heat, in water 
  / the sea, buried in the earth, high in the sky, exposed to cosmic 
  radiation or open flame, in vacuum, in darkness, in sunlight, in the 
  sight of the moon, etc.); Only after meditation; Increased effort (costs 2 
  quantum to activate in addition to 1 per HT level healed and requires 
  a full Action / HT level) 
  Created/Used by: Ian Turner
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  EMPATHIC SHIELD 
  Level:1 
  Quantum Minimum:1 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Permanent 
  Effect:¹ Provides two successes per dot to resist emotional manipu-
  lating attacks. 
  Multiple Actions: N/A 
  Description: This power works much the same way that Psychic 
  Shield does.¹ Every dot in Empathic Shield will grant the nova two suc-
  cesses to resist the power of Empathic Manipulation, as well as any 
  Mega-Social enhancements that affect the nova’s emotions to some 
  degree.¹ This includes Natural Empath, Awe-Inspiring, Face of Terror, 
  Seductive Looks, Commanding Presence, Dreadful Mien, Natural 
  Agitator, Seductive, and Soothe.¹ The power also allows the nova to 
  resist the effects of intimidation or seduction made at the character 
  using normal abilities and attributes.¹ Empathic 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). 
  Extras: Extra Person (character may extend his Empathic Shield 
  to protect one other person whom he is touching) 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  GLIDING 
  Level:1 
  Quantum Minimum:1 
  Dice Pool: Dexterity + Gliding 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  Effect: Allows character to glide at the speed of (power rating x2) 
  x10 meters per action. 
  Multiple Actions: Per normal movement rules. 
  Description: This power allows the character to glide through 
  the air, similar to flight, but not as precisely or as quickly.¹ It is limited 
  to atmospheric conditions that have enough air for the power to work; 
  gliding is impossible in a vacuum or underwater.¹ He can glide at a 
  speed equal to (power rating x2) x10 meters per action in combat; out 
  of combat his speed is (Quantum + Gliding) x20 kilometers per hour. 
  Extras: None 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  LEVITATION 
  Level:1 
  Quantum Minimum: 1 
  Dice Pool: Dexterity + Levitation 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  Effect: Allows character to levitate at a speed of his (power rating 
  x2) x5 meters per action. 
  Multiple Actions: As per normal movement rules. 
  Description: By levitating his body, whether through wind 
  manipulation, telekinesis, gravity control, or any other method, the 
  character can move himself through the air, outer space, or any other 
  three-dimensional areas.¹ He can levitate at a speed equal to (power 
  rating x2) x5 meters per action in combat; out of combat his speed is 
  (Quantum + Levitation) x10 kilometers per hour. 
  Extras: Others (the nova must spend an additional Quantum 
  point per additional passenger, the total weight he can carry being 
  determined by his Strength or Mega-Strength.¹ Objects cannot be 
  affected).
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  MATTER ATTUNEMENT
  Level: 1
  Quantum: 1
  Dice Pool: Wits + Matter Attunement
  Range: Touch
  Area: Varies
  Duration: Maintenance
  Effect: Attunes Matter in the same way the attunement back-
  ground does
  Multiple Actions: Yes
  Description: This power allows a Nova to simulate or augment 
  the attunement background.  The nova spends the quantum cost, and 
  then rolls.  For Quantum turns they are treated as if their attunement 
  was equal to the number of successes rolled, plus their regular attun-
  ement.  This can be a useful skill for Nova’s who wants to use teleport 
  or similar powers on large amounts of matter, but clever usage could 
  achieve many effects including saving the local landscape from some 
  collateral damage.  Each point of attunement past 5 doubles the 
  amount of matter that can be attuned.  The matter stays attuned until 
  the power wears off or the nova ceases touching it or decides to no 
  longer attune that matter.
   i.e. Surge has 5 dots in attunement, normally he can attune 
  another person and use his Transmit (Data Carriers) to escape trouble, 
  however he finds himself on the ground with two other Abberants in 
  need of a quick escape through a nearby phone line.  So he activates 
  his Matter Attunement power.  After spending the Quantum he rolls 
  Wits + Matter Attunement and scores 2 successes.  Bringing his attun-
  ement to 7, since he can attune 100 kg at 5 he can attune 100 x2 = 
  200 x 2 = 400 kg’s for the next few turns, easily long enough to attune 
  his companions and Transmit them to safety.
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  Extras:  Remote Attunement (The character can attune any mass 
  within (Quantum + Matter Attunement) x 3 meters, as though they were 
  touching it); Exponential Attunement (Each level of attunement beyond 
  5 triples instead of doubles the mass that can be attuned.)
  Weaknesses: Elemental Exclusion (1 point, the character can-
  not attune a particular element like gold or iron); Category Restriction 
  (3 point, the character cannot attune a category of objects, such as 
  anything green, or living things); Singular Attunement (5 point The 
  character can only attune one particular narrow type of object , such 
  as gold or wool.)
   QUANTUM MASK 
  Level: 1 
  Quantum Minimum:1 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Permanent 
  Effect: Provides one die roll per dot on all attempts to resist detec-
  tion by quantum powers. 
  Multiple Actions: N/A 
  Description: Quantum Mask does for the character while his 
  powers are active what the Dormancy Background does for a charac-
  ter that has “dormed down.”¹ Each dot in Quantum Mask allows the 
  character to roll one die in a resisted roll against any attempts to detect 
  the nova for what he is using the Node background or the Quantum 
  Attunement enhancement.¹ Unlike Dormancy, however, Quantum Mask 
  does not hide any Taint, nor will it mask any accompanying aberra-
  tions.¹ The power does enable a nova to remain relatively undetectable 
  as a nova, even while his powers are still “up” or “active,” although if 
  he uses any of his powers that produce some form of visible effect, he 
  will be seen for what he really is.¹ Quantum Mask dice are not com-
  bined with Dormancy dice, since the two abilities affect the character 
  while in different states. 
  Extras: None 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  QUANTUM SHIELD 
  Level: 1 
  Quantum Minimum:1 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Permanent 
  Effect: Provides two extra successes per dot on all attempts to 
  resist quantum manipulating or draining powers. 
  Multiple Actions: N/A 
  Description: Quantum Shield is a potent defense against pow-
  ers that manipulate or drain a nova’s ability to use quantum powers 
  (Disimmunize, Disrupt, Disrupt Node, Quantum Imprint, Quantum 
  Leech, or Quantum Vampire).¹ Each dot grants two extra successes to 
  any roll to resist these quantum manipulating or draining powers.¹ The 
  Quantum Shield is permanent, but a character may voluntarily shut it 
  off if he wishes (he can activate it at any time, which does not require 
  an action). 
  Extras: Others (character may extend his Quantum Shield to 
  protect one other person whom he is touching) 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  SUMMON ITEM
  Level: 1
  Quantum Minimum: 2
  Dice Pool: Varied
  Range: Touch
  Area: N/A
  Duration: Special
  Effect: Summons item specified when power is first gained.
  Multipile Action: Yes
  Description: More or less a smaller scale version of Matter 
  Creation, Summon item allows you to create specified items out of 
  stray molecules. These items specified when the power is taken, and 
  limited to one per dot. When another dot is gained, another item to be 
  “Summoned” may be chosen.
  Generally, no roll is required to use this power--The Nova merely 
  spends the required Quantum to summon the selected item. However, 
  rolls may be required for items that are a) large, b)complex, or 
  c)summoned in a stressful situation, such as combat. In those cases, 
  Wits and Summon Item must be rolled to specifically summon the item 
  properly. If complex, such as a computer or car, engineering or some 
  other related ability replaces Wits.
  Keep in mind that an item is chosen in advance for each dot in 
  Summon Item. These items tend to be tools of a character’s trade; A 
  computer for a hacker, a sword for a knight, a lockpick for a thief. At 
  the Storyteller’s discretion, large items may require multiple dots, two 
  or more smaller items may be allowed for smaller items.
  These effects last for an hour per dot, but the Nova may dispell the 
  summoned item earlier by spending the Quantum cost again. 
  By: Kane Knight 
  WARP TRACE 
  Level: 1
  Quantum Minimum: 1
  Dice Pool: Perception + Warp Trace
  Range: Self
  Area: Special
  Duration: Instant
  Effect: Allows the nova to detect and trace teleports and warps.
  Multiple Actions: Yes
  Description: Warp Trace allows the Nova to sense distortions in 
  space caused by a person using Teleport or similar powers. It can trace 
  these distortions to their points of origin or destination, which allows 
  them to follow the teleporter. 
  Whenever the nova wishes to use this power the player makes a 
  Perception + Warp Trace roll. With one success the nova can tell if 
  anyone has used Teleport, Warp or a similar power within (Quantum 
  + Power Rating) x 10 meters of their position. However, the nova can 
  not immediatly tell the point of origin or destination. 
  The nova must get a number of successes equal to the number 
  gained by the Teleporter in order to trace exactly where the subject 
  went or came from. However, time makes using this power harder. For 
  every hour that has passed since the Teleporter passed through, the 
  difficulty of using this power go up by 1. 
  Warp Trace tells only the destination and direction of the target 
  point in relation to where the user is. It does not reveal that the tele-
  porter came from Los Angeles for example. 
  Teleporters who know about this power have a variety of ways to 
  defend against it. First is the rather simple method known as double-
  jumping: Teleporting to one place and then teleport from there to your 
  actual destination. The Warp Trace can not follow the second path 
  unless it is within (Quantum + Power Rating) x 10 meters, which is 
  unlikely. 
  Another is to open several warp gates at once but just use one 
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  of them. The Warp Trace will detect all of the gates and the nova will 
  have to figure out for himself which one the warper used. 
  By: From an original idea by Henri Peon 
  Level Two Powers
  ABSORB ABERRATION 
  Level: 2 
  Quantum Minimum: 3 
  Dice Pool: Manipulation + Absorb Aberration 
  Range: Touch 
  Area: N/A 
  Duration: Maintenance 
  Effect: The nova absorbs aberrations from other novas, temporar-
  ily relieving them of the aberrations for a limited time. 
  Multiple Actions: Yes 
  Description: The opposite of Aberration Transfer (refer to the 
  Teragen sourcebook), this power allows the nova to actually absorb the 
  aberrations of other novas into himself for a limited time, temporarily 
  offering the relieved nova from the effects and limitations of his aberra-
  tions. To use this power, the nova spends two quantum points for low-
  level aberrations, four quantum points for medium-level aberrations, 
  and six quantum points for high-level aberrations (these numbers are 
  higher for Absorb Aberration due to the fact that removing aberrations 
  from others is harder to do than giving them your own). The nova then 
  rolls Manipulation + Absorb Aberration at the standard difficulty, unless 
  the target chooses to resist, in which case, his Willpower is used to set 
  the difficulty. Each success transfers one of the target’s aberrations to 
  the nova. The aberration lasts for (Quantum + power rating) turns, after 
  which time the nova can spend quantum equal to his original quantum 
  expenditure to maintain the aberration as his own. Otherwise, the 
  aberration returns to its original owner. After an aberration is gained, 
  the nova then retains and experiences the physical effects of the aber-
  ration, while the target is temporarily freed of its limitations. 
  This power is also usable against baselines that have gained aber-
  rations from other novas or exposure to Taint and quantum energies. 
  Also keep in mind that this power does not absorb levels of Taint, 
  only the aberrations associated with the Taint. The target will not lose 
  any points of permanent or temporary Taint by being exposed to this 
  power. The nova with Absorb Aberration should also choose which 
  aberrations to absorb wisely, since they could really place him at a 
  disadvantage. Absorbing Taint is beyond the scope of this power. 
  Extras: Permanency (Quantum Minimum: 5, Player can perma-
  nently absorb a nova’s aberrations into himself at a cost of 20 quantum 
  points for a low-level aberration, 40 quantum points for a medium-level 
  aberration, and 60 quantum points for a high-level aberration. This 
  does not work on a target sharing the target nova’s quantum signature, 
  like a Clone or Homonculi. Why a nova would want to do this is Scott 
  Kearney, but certain elements within the Teragen might consider it to 
  enhance their appearance in monstrous ways.) 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  BODYMORPH OTHER 
  Level: 2 
  Quantum Minimum: 4 
  Dice Pool: Wits + Bodymorph Other 
  Range: Touch 
  Area: N/A 
  Duration: Maintenance 
  Effect: Allows the character to turn another character into another 
  type of matter or energy. 
  Multiple Actions: Yes 
  Description: Similar to Bodymorph, this power instead allows 
  the character to touch another being and turn her into a specific form 
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  of matter or energy, which must be chosen at the time this power is 
  taken.¹ Like Bodymorph, the affected character takes on different abili-
  ties and powers, which must be decided by the nova with this power.¹ 
  As an example, assume that Rock can also turn others into rock with 
  this power.¹ His Bodymorph Other power rating is 4, so when he trans-
  forms another person, he assigns two levels of Armor, and two levels of 
  Density Control (Increase).¹ Bodymorph Other can be used as an attack, 
  particularly when the victim is frightened by the shock of the transfor-
  mation.¹ If the victim tries to resist the change, he can make a Stamina 
  + Resistance roll, comparing the number of success to the attacking 
  nova’s successes.¹ If the victim cancels out the attacking nova’s suc-
  cesses, then he resists the power.¹ If not, the victim is bodymorphed.¹ 
  Upon first changing, the victim must make a Willpower roll to see if he 
  can actually maintain control over his new form.¹ If he scores at least 
  one success, he will be able to do so, and he can still run, attack, and 
  otherwise move as he normally could.¹ If not, he becomes temporarily 
  trapped as he loses control of his new form.¹ Rock’s victim, to continue 
  the example above, would be more like a statue, while someone turned 
  into water would splash to the ground as a formless puddle.¹ This effect 
  lasts as long as the character maintains it.¹ Use the same guidelines 
  listed under Bodymorph, pg. 185, in the Aberrant Rulebook for details 
  on the types of matter or energy the nova can use. 
  Extras: Range (the power can affect a target up to 10 meters 
  away per dot in Bodymorph Other) 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  BODYSHIFT
  Level: 2 
  Quantum Minimum: 3 
  Dice Pool: Stamina + Bodyshift 
  Range: Self 
  Duration: Maintenance 
  Area: N/A 
  Effect: Allows the Nova to reshape his own body, within physcial limita-
  tions 
  Multiple action: Yes 
  Description: This power is a lesser vairent of shapeshift, allowing 
  some physcial alteration, but without the total freedom of Shapeshift. 
  A Nova with this power has more control over the changes that take 
  place than one with Apperance Alteration, but cannot add or remove 
  more than 50 pounds, cannot increase of decrease size by more than 
  Sizemorph 1 or increase or decrease any aspect of their figure by 
  30% or so. However, this will allow the nova to reshape organs, create 
  weaponry or armour, increase or decrease size, and alter the body to 
  make it better adapted to a certain environment. 
  Each success rolled can be placed into one dot of a power or body 
  modification level, and will last until the Nova stops maintianing them 
  Example: Mr. Smooth has got to make a quick getaway from T2M, 
  swalloing his pride, he has to jump into a fast flowing river. He decieds 
  to burn a little time and alter himself so he will feel more at home in 
  the river, and so he rolls. After getting 4 successes, he places one in 
  Gills, one in Webbed feet/hands, one into Chromatopores and the last 
  into claws. Now he’ll be ready for them if they do find him underwa-
  ter........ 
  Extras: None 
  Created/Used by: Dean Howard
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  BOOST NODE 
  Level: 2 
  Quantum Minimum: 3 
  Dice Pool: Quantum + Boost Node 
  Range: N/A 
  Area: Self 
  Duration: One turn 
  Effect: Each success provides one extra quantum point per turn 
  that the nova can spend. 
  Multiple Actions: Yes 
  Description: With Boost Node, the character really knows how 
  to maximize the power of the quantum energies flowing through her 
  M-R Node.¹ The player spends a point of Willpower in addition to 
  quantum.¹ Each success on a Quantum + Boost Node roll allows her to 
  spend an additional quantum point in the same turn that she activates 
  this power.¹ Any additional points that are not spent by the end of the 
  turn are lost, but this power can be reactivated in the next turn.¹ A 
  botch on the power roll means that the character has overloaded her 
  M-R Node, and she will not only lose half of her remaining quantum 
  points, but she will also gain three points of temporary taint. 
  Extras: Extended Duration (the character can keep the extra 
  quantum points for the entire scene. This power can only be used once 
  per scene, however.) 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  DISRUPT NODE 
  Level: 2 
  Quantum Minimum: 3 
  Dice Pool: Intelligence + Disrupt Node 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Maintenance 
  Effect: Reduces the effectiveness of a nova’s node by one dot per suc-
  cess. 
  Multiple Actions: Yes 
  Description: This power represents a nova’s great control over 
  not only quantum energies, but the source of those energies as well; the 
  Mazarin-Rashoud node itself.¹ With it, he can disrupt another nova’s 
  control over his node.¹ To use it, he need only spend the quantum 
  points and roll his Intelligence + Disrupt Node.¹ The target may resist 
  with a Quantum + Node roll.¹ Each net success over the number of 
  successes the nova achieves over the number of successes achieved 
  by his target reduces the node rating of the target by one dot.¹ Should 
  the target lose all of his dots in his node rating, further successes will 
  cause him to begin losing an amount available of quantum points per 
  round.¹ Each success reduces the quantum expenditure of the nova 
  by two points.¹ With this power, it is possible to completely disrupt a 
  nova’s ability to even spend quantum points, and therefore cripple the 
  target by taking away the fuel for his powers.
  For Example: Kobalos scores six successes on an Intelligence + 
  Disrupt Node roll against another nova, who rolls only four successes 
  on a Quantum + Node roll to resist the attack.¹ That gives Kobalos two 
  successes, which he applies to reducing the nova’s node rating.¹ The 
  nova, however, had only one dot in node, which he effectively loses; 
  instead of being able to spend 8 quantum points per turn, he can now 
  only spend 6 quantum points per turn.¹ Kobalos still has one more suc-
  cess, which is now applied to the amount of quantum points per turn 
  that the nova can spend.¹ The one success subtracts two points from 
  the amount of quantum points the nova can spend per turn, reducing 
  his quantum expenditure to 4 points per turn. 
  Like the Disrupt power, Disrupt Node is difficult to use against 
  the same target multiple times in succession.¹ Each subsequent use of 
  Disrupt Node against the same target incurs a +1 difficulty penalty. 
  Extras: None 
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  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  FEEDBACK 
  Level: 2 
  Quantum Minimum: 3 
  Dice Pool: Intelligence + Feedback 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  Effect: Inflicts (Quantum + successes) levels bashing damage 
  upon those using Telepathy against the nova. 
  Description: Whenever the nova is the target of a telepathic 
  scan, he can set up a defense which can direct psychic energies back 
  into the source of the telepathic intrusion into his mind. The player 
  makes a contested roll of his Perception + power rating against the tele-
  pathic nova’s Intelligence + Telepathy in order to sense the telepathic 
  scan .If the telepath doesn’t have the Surreptitious Extra, he is automati-
  cally detected.. The nova can then spend 2 quantum points to activate 
  the Feedback, which¹ inflicts (Quantum + successes) bashing damage 
  to the telepathic nova. Every round that the power is maintained will 
  inflict damage to the telepathic nova for as long as she attempts to scan 
  the nova’s mind. The Psychic Shield power does protect the telepathic 
  nova against this power. 
  Created/Used by: Manuel Aguilar
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  FORCE BUBBLE 
  Level: 2 
  Quantum Minimum: 2 
  Dice Pool: Stamina + Force Bubble 
  Range: (Power rating x2) x10 meters 
  Area: Force Bubble x3 meter radius 
  Duration: Maintenance 
  Effect: Quantum + (2/success) extra soak versus bashing and 
  lethal damage. 
  Multiple Actions: Yes 
  Description: Similar to the Force Field power, except that Force 
  Bubble covers an area instead of the character.¹ The maximum area 
  that the Force Bubble can protect is equal to a 3 meter radius times 
  the level in Force Bubble.¹ When the bubble is created, the character 
  can decide if he wants a hemisphere or a complete sphere, as fits the 
  situation he is in. This power is often used to protect innocents from 
  being injured by attacks or flying debris, as well as the character and 
  those around him.¹ It can also be used as an attack to trap others in 
  the bubble.¹ A Dexterity + Force Bubble roll is required to success-
  fully target the area, and those within the radius can make Dodge 
  rolls to avoid being trapped.¹ The bubble can be created anywhere 
  within range, but unless the character has some form of Telekinesis or 
  Gravity Control, he will not be able to manipulate the bubble if per-
  sons are within it.¹ As long as the Force Bubble is up, attacks cannot 
  pass through it either way.¹ That means the character cannot throw up 
  his Force Bubble and then shoot Quantum Bolts through it, nor could 
  anyone within the bubble. 
  Extras: One Way Bubble (the bubble allows ranged attacks to 
  pass through it from the inside to the outside.) 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  IMPERCEPTIBILITY 
  Level: 2 
  Quantum Minimum: 2 
  Dice Pool: Charisma + Imperceptibility 
  Range: Line of Sight 
  Area: N/A 
  Duration: Maintenance 
  Effect: Prevents the nova from being detected by any senses 
  Multiple Actions: Yes 
  Description: This power allows the nova to send out a telepathic 
  signal that allows him to travel about and be completely ignored by all 
  around him. Imperceptibility is not Invisibility, it does not affect light in 
  any way, it affects only the mind of all viewers, whether they perceive 
  the subject nova by sight, hearing, touch, scent or some quantum-based 
  nova sense. 
  To use the power, the nova rolls Charisma + Imperceptibility (gain-
  ing automatic successes equal to ones Quantum) and with even a single 
  success (let alone three) can walk about unseen.¹ But the additional suc-
  cesses are important, since any action that would normally call atten-
  tion to the nova could break the effect for various bystanders! 
  Actions possible 
  1 success - Slow movement (half-speed) 
  2 successes - Normal movement, whispering or murmuring 
  3 successes - Swift movement (sprinting), gentle contact, humming 
  or subdued speech 
  4 successes - Special or unusual movement forms (flight, hyper-
  speed), pushing or loud speech 
  5 successes - Physical attacks, jumping up and down and shouting 
  while waving semaphore flags 
  At each success level the nova can remain hidden while perform-
  ing any action normally listed or a similar action at the ST’s discretion. 
  If he tries to do something at a higher rating, any observer is allowed a 
  roll of Perception + Awareness to spot him and gets to cancel out each 
  success scored by the character *vs. himself only* for the duration! 
  Willpower can also be spent on a 1 for 1 basis to cancel successes for 
  this form of non-detection for that viewer only. 
  Once no successes remain, the character can see the nova normal-
  ly and this effect remains until the character becomes unseen again.¹ 
  An attempt to vanish directly in front of people requires a resisted 
  roll between the novas Charisma + Imperceptibilty and the viewers 
  Awareness scores, and the effects will be limited by however many 
  successes are scored over the resisted roll, causing a nova to perhaps 
  be perceptible to some people and concealed to others! 
  Since this form of ‘invisibility’ affects minds instead of light or 
  sound, cameras and motion sensors can sense the presence of the 
  nova normally, although the people holding the cameras at the time 
  might not be able to perceive the novas presence. Psychic Shield and 
  Invulnerability (mental attacks) do not add their automatic successes 
  to uses of this power, but those novas who have these abilities auto-
  matically deduct their automatic successes from the success level of the 
  Imperceptible character in their presence, usually being able to see 
  them right off, and, even in the case where they cannot, being able 
  to pick them out the instant they make any move that would normally 
  require a roll, since the effect is already so much weaker against 
  them!
  Created/Used by: Ian Turner
  Source: NovaNet @ http://users.nac.net/corporal/aberrant 
  KINETIC DISCHARGE
  Level: 2 
  Quantum Minimum: 3 
  Dice Pool: Dexterity + Power Level 
  Range: Touch (special) 
  Area: [power level] meters 
  Duration: Instant 
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  Effect: Character can charge objects with explosive kinetic 
  energy. [Quantum X 2] + (power level X 3) dice lethal damage or 
  [Quantum X 3] + (power level X 4) dice of bashing damage. 
  Multiple Actions: Yes 
  Description: The Nova using this power channels a bit of explo-
  sive quantum energy into small inanimate objects which can be thrown 
  or lobbed like grenades. The object to be charged can weigh up to 
  5 grams before additional 1 point of quantum per 5 grams over must 
  be expended to charge it (and this takes an additional turn to charge). 
  Thus objects such as playing cards, bolts, and sticks can be charged, 
  thrown and explode upon contact with their target. Soft objects (i.e.: 
  paper, wood etc.) are immediately destroyed after use; hard objects 
  (i.e.: stones, bolts, nuts, etc. ) are rendered useless unless used to 
  charge a second time and are then destroyed upon second use. 
  Anybody or anything caught in the blast radius takes [quantum 
  rating X 2] levels + (power level X 3) dice of fiery lethal damage; or, 
  a concussive force of [Quantum X 3] + (power level X 4) dice of bash-
  ing damage (character must choose one or the other, unless bought as 
  extra or second power). Anything out side of the blast radius takes 1 
  success less damage per 3 meters outside of ground zero (the original 
  determined blast radius). 
  Once charged the object must be thrown within three turns or the 
  energy dissipates into the air, the object used to charge is then consid-
  ered as above used. 
  Extras: MIRV- use of this extra allows the character to split the 
  energy up into up to five 1 gram objects The attacking character 
  declares which targets he wishes to affect and makes one attack roll 
  to hit them using the worst modifiers for any single target; die bonuses 
  apply only if all targets are hit, though each target may dodge nor-
  mally. He must then divide his damage dice among the various targets. 
  The damage add [quantum X 2] is taken by each target, only the dice 
  damage must be split. 
  Timed- use of this extra allows the character to delay the blast for 
  a predetermined amount of time. Once set, the explosion occurs; there 
  is no stopping it once released. If the character is in the blast radius, 
  s/he takes normal damage unless another power or extra is taken to 
  compensate for this. 
  Supercharge- as quantum bolt, except if power is not expelled 
  character gains an additional point of taint. Range or blast radius is 
  doubled as well. 
  Created/Used by: Rick Carlson
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  PASSIVE DEFENSE 
  Level: 2
  Quantum Minimum: 1
  Dice Pool: Wits + Passive Defense
  Range: Self
  Area: N/A
  Duration: Concentration
  Effect: Makes the nova more difficult to hit.
  Multiple Actions: Yes
  Description: Each dot of Passive Defense adds one to the dif-
  ficulty of hitting the nova with aimed attacks. Attacks which cover an 
  area are made at normal difficulty. This could be the power to “blink” 
  away when an attack is about to connect, some sort of dazzling dis-
  play of light, or similar effects.
  PHEROMONES 
  Level: 2 
  Quantum Minimum: 2 
  Dice Pool: Manipulation + Pheromones 
  Range: (Quantum + power rating) x2 meter radius 
  Area: Affects all within range. 
  Duration: Maintenance 
  Effect: Makes victims within range more susceptible to the char-
  acter’s commands and suggestions. 
  Multiple Actions: Yes 
  Description: The character with Pheromones can make others 
  within the range of the power far more susceptible and submissive to 
  the character. Pheromones does not actually grant the power to give 
  commands, but it does lower the victim’s chances of successfully resist-
  ing those commands. The nova makes a power roll, and all those in 
  range roll their Willpower. Each success subtracts one success from 
  the victim’s chances to resist any Domination, Hypnosis, or other mind 
  affecting power or ordinary skill roll that would be used to command, 
  persuade, or trick the victim, for as long as they are within range. 
  Seduction, fast-talking, lying, giving orders, and convincing others to 
  obey the nova becomes much easier when Pheromones are used. A 
  Sensory Shield will protect a victim to some degree from this power, 
  since Pheromones are aromatic. 
  Extras: None  
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  POOL QUANTUM
  Level: 2
  Quantum: 4
  Dice Pool: N/A
  Range: Touch
  Area: 1 Nova
  Duration: Instant
  Effect: The character can transfer maxing successes to another 
  willing recipiant.
  Multiple Actions: Yes
  Description: This extremly difficult and rare power allows a 
  nova to ‘max out’ and then transfer any successes to another willingre-
  cipiant.  The successes are treated just as if the nova had rolled them 
  themselves when maxing out, and can be combined with regular max-
  ing successes to devistating effect.  Several nova’s with Pool Quantum 
  focusing their powers on a single ally can lead to truly impressive 
  displays of power.  No more maxing successes can be transferred 
  than the nova has in Pool Quantum and just like regular maxing suc-
  cessed they may not be saved from round to round.  However there is 
  a dark side to this power, nova’s abilitys are extremly unique and each 
  quantum signature does not ‘play nice’ with the others.  The recipiant 
  (who must be willing) gains one point of tempory taint for each success 
  transferred in this fashion.
  Extras: Power Sink (The nova can accept into themselves any 
  number of successes, though it is still limited to the number of dots they 
  have in Pool Quantum per person, from willing donators, without the 
  other nova’s having to have Pool Quantum, they also much accept the 
  taint as described above.) 
  Weaknesses:  Taint Affinity (3 points, The recipiant gains 2 dots 
  of tempory taint from each success recived.)
  PSYCHOMETRY 
  Level: 2
  Quantum Minimum: 2
  Dice Pool: Wits + Psychometry
  Range: Touch
  Area: N/A
  Duration: Instant
  Effect: The nova can determine an object’s or person’s past by 
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  touching it.
  Multiple Actions: No
  Description: The nova is able to gain information about an 
  object’s past by touching it. Recent events, or events which stirred 
  strong emotions in people around the object at the time are easily 
  detected.
  The distant past and less important events are more difficult to 
  sense. The storyteller may increase the difficulty as needed. An unim-
  portant event in the very distant past could have a difficulty of +5 or 
  more.
  The nova can gain the information through a number of different 
  ways but the most common is probably a brief and usually distorted 
  vision with corresponding flashes of emotions. The storyteller can be as 
  cryptic as he desires when describing an object’s history.
  Extras: Psychography: The nova can imprint emotions or mes-
  sages in an object so that anyone touching it feels the desired emotion 
  or message. Use chart for Empathic Manipulation to determine effect.
  QUANTUM PROXY 
  Level: 2 
  Quantum Minimum: 3 
  Dice Pool: Quantum + Quantum Proxy 
  Range: Touch 
  Area: N/A 
  Duration: Fades at the rate of one quantum point per (Quantum 
  + power rating) hours. 
  Effect: The nova lends quantum points from his own quantum pool 
  to another nova. 
  Multiple Actions: No 
  Description: The nova can “lend” his own quantum points to 
  another nova or baseline. The process takes five turns to complete with 
  a nova, and 10 turns for a baseline. Each success transfers up to two 
  quantum points into the recipient. The donor loses a like amount from 
  his own quantum pool. (This power allows the nova to donate more 
  quantum points than Nova Proxy does; refer to the Teragen sourcebook 
  for details). 
  The process is straightforward with a nova as the proxy recipient. 
  Her quantum pool can increase above its maximum, and the quantum 
  points can be used to fuel her own powers. The standard rules for 
  botching powers and receiving Taint apply. 
  If a baseline is the proxy, however, the donated quantum points 
  serve much as an attack. For every quantum point put into a baseline, 
  the target suffers two points of bashing damage. This damage can be 
  soaked with a Stamina roll, although if the baseline is incapacitated, 
  he gains a permanent low-level aberration. Keep in mind, though, 
  that 10 turns of contact are required before any quantum points are 
  transfered, so this cannot be used simply by punching a target. If the 
  baseline has already been given a quantum pool by the use of the 
  Nova Proxy power, however, than the baseline may use the donated 
  quantum points under the restrictions of that power. 
  Extras: Surrogate Pool (the recipient can draw directly from the 
  donor’s quantum pool as long as they are touching, just as the power 
  Nova Proxy allows with this extra)  
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  REFLECTION 
  Level: 2 
  Quantum Minimum: 2 
  Dice Pool: Stamina + Reflection 
  Range: Self 
  Area: N/A 
  Duration: Special 
  Effect: The nova absorbs and redirects damage or energy back to 
  its origin at a rate of one health level per two health levels absorbed. 
  Multiple Actions: No 
  Description: Similar to Absorption, except that with Reflection, 
  some of the damage done to the character can be redirected back to its 
  source. The power works against either kinetic damage (like punches, 
  bullets, or knives) or against energy damage (like Quantum Bolts or 
  fire). The character must choose which form of damage he can Reflect 
  when this power is chosen.¹ When the nova is hit and by an attack of 
  the type he can absorb, he may choose to absorb some or all of its 
  affect. It takes no time to do so, and may be applied before or after 
  his soak roll, even if he has already acted in the turn. Each success 
  rolled on a Stamina + Reflection roll subtracts one health level of dam-
  age from the attack; the character must pay one Quantum point per 
  health level absorbed. Every two health levels of damage absorbed is 
  then converted into one health level of damage that the character can 
  send back to the source of the attack. The exact effect depends upon 
  the type of attack; if he was punched, he’ll most likely punch or kick 
  the target back, but if he was hit with a Quantum Bolt, he’ll shoot a 
  weakened version of that power back at the target. If the character 
  has an action left in the turn, he may choose to reflect the damage 
  back in that same turn. If he has no more actions left, he can hold onto 
  the absorbed health levels for a variable number of turns. These extra 
  health levels fade away at a rate of 1 per turn.¹ The character can wait 
  a few rounds and build up his “damage supply” over a turn or two, 
  and deliver a nasty return punch or Quantum Bolt if he needs to. Use 
  the relevant [Ability] + Reflection score to determine if the character can 
  hit his target with a ranged attack, or his regular Brawl or Martial Arts 
  dice pool if punching the target. Ranged attacks like Quantum Bolt will 
  only inflict the absorbed health levels, but the damage for a punch will 
  add on that damage to the character’s own punch. 
  Extras: None  
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  SIZEMORPH OTHER (GROW) 
  Level: 2 
  Quantum Minimum: 3 
  Dice Pool: Manipulation + Sizemorph Other 
  Range: (Quantum + power rating x 2) x 10 meters 
  Area: N/A 
  Duration: Maintenance 
  Effect: Doubles height and mass, +2 Strength, +1 Stamina and 
  one extra “Bruised” health level per dot. 
  Multiple Actions: Yes 
  Description: Using Sizemorph Other (Grow), the character can 
  extend the benefits of Sizemorph (Grow) to others. The effects are the 
  same as the original Sizemorph (Grow) power, but the recipient does 
  not determine when the power ends. The power lasts as long as the 
  nova that used it spends Quantum points to maintain it. If for some 
  reason the target wishes to not be affected by this power, he can make 
  a Willpower roll to resist it. 
  Extras: None  
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  SIZEMORPH OTHER (SHRINK) 
  Level: 2 
  Quantum Minimum: 3 
  Dice Pool: Quantum + Sizemorph Other 
  Range: (Quantum + power rating x2) x10 meters 
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  Area: N/A 
  Duration: Maintenance 
  Effect: Each level halves height and reduces mass to 1/8 normal, 
  adds one to all Stealth attempts and increases difficulty to hit character by 
  one. 
  Multiple Actions: Yes 
  Description: Sizemorph Other (Shrink) allows the nova to make 
  others smaller and lighter than normal. Each success on a Quantum + 
  Sizemorph Other (Shrink) roll reduces a target’s height by half and his 
  mass to 1/8 of normal. Furthermore, each Quantum + Sizemorph Other 
  (Shrink) level adds one die to all Stealth attempts and increases the dif-
  ficulty to hit the target with attacks by one. Each level of Sizemorph 
  Other (Shrink) also reduces the target’s Strength, Stamina, offensive 
  and defensive powers by one dot (to a minimum of 1), though not 
  against other creatures that are also shrunken or very small. Walking, 
  running, and swimming speeds are also are also reduced by half for 
  every level of Sizemorph Other (Shrink), but not other modes of move-
  ment like Flight. The reduced target also becomes much lighter, and is 
  capable of being thrown or knocked around quite easily. Sizemorph 
  Other (Shrink) has beneficial uses, like smuggling one’s teammates into 
  a secure area unnoticed, as well as offensive capabilities by shrinking 
  down one’s opponents to the size of ants, and then squashing them like 
  bugs. If a target wishes to resist this power, he can roll his Willpower 
  to resist the effect. 
  Extras: Full Power (target’s Strength and offensive capabilities do 
  not decrease as he shrinks)  
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  SUBDUE ABERRATION 
  Level: 2 
  Quantum Minimum: 3 
  Dice Pool: Manipulation + Subdue Aberration 
  Range: Touch 
  Area: N/A 
  Duration: Maintenance 
  Effect: The nova can temporarily subdue and hide the effects of 
  any permanent aberrations that he possesses. 
  Multiple Actions: Yes 
  Description: Sometimes, novas develop permanent aberrations 
  from tainted or high levels of quantum within their bodies. This power 
  allows the nova to subdue them for a short time, in a sense, “turn 
  them off.” To subdue a low-level aberration, the nova must spend 2 
  quantum points and needs only a single success; a medium-level aber-
  ration requires 4 quantum points and at least two successes, while a 
  high-level aberration requires six quantum points and three or more 
  successes. If a target nova wishes to resist having an aberration sub-
  dued against his will, he can resist with a Stamina roll, each success 
  canceling the subduing nova’s successes. 
  Note that some aberrations may make it dangerous to touch a 
  target, such as permanent Immolate upon a nova. If the subduing nova 
  touches the target, he may still suffer from the effects of the aberration 
  before it is subdued. 
  Extras: Range (aberrations can be subdued from a distance), 
  Extended Duration (effects last for an entire scene). 
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  TELEPATHIC GHOST
  Level: 2
  Quantum Minimum: 2
  Dice Pool: Perception + Telepathic Ghost
  Range: (Quantum + Power Rating) x 40 m
  Area: N/A
  Duration: Concentration
  Effect: Projects a Ghostly figure of the character that may interact 
  with 1 or more people on a visual Telepathic basis 
  Multipile Action: No
  Description: This power allows the character to project an 
  image of herself over great distances, that may be seen by many 
  people. This image may send and recieve messages, do everything 
  that TP allows & interact, however the character may not use any other 
  powers through this ghostly image & may do nothing that requires 
  physical manipulation.
  Extras: May use other mental powers through the ghost image. 
  Each time of purchasing this allows 1 extra mental power to be used 
  (such as TK, Mental Blast, ETC)
  By: freya 
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  Level Three Powers
  ASSIMILIATE 
  Level: 3 (or more)
  Quantum Minimum: 5 (or more)
  Dice Pool: Variable + Assimilate
  Range: Touch / Self
  Area: N/A
  Duration: Maintenance
  Effect: Allows the nova to absorb the bodies of other organisms 
  and use the organic matter to reconfigure its own body.
  Multiple Actions: Yes
  Description: The nova can absorb organic matter into its own 
  body and use it to reconfigure itself into something else. The nova can-
  not imitate other materials but just alter the shape and function of its 
  body. It cannot turn into a chair, for example, but it can grow extra 
  bodyparts, extra organs and even completely new organs with new 
  and unique abilities. 
  To reconfigure itself the nova rolls Quantum + Assimilate, adding 
  2 automatic successes for each human-sized body it has absorbed 
  already. Successes on this roll can be used to gain suitable attributes, 
  mega-attributes, enhancements, body modifications and powers, using 
  the same system as the Shapeshift power. 
  The nova can change more easily if it absorbs the bodies of oth-
  ers. It can alter its body without absorbing anyone, but each human-
  sized chunk of organic matter adds two automatic successes to the 
  reconfiguration roll. 
  In order to absorb someone the nova must make a Dexterity + 
  Assimilate roll to touch its target. The target can try to dodge this as 
  usual. Once the nova has caught its target it will have to make a 
  resisted roll against the target’s Willpower. When the nova has gained 
  an amount of successes equal to the target’s Stamina + Mega-stamina 
  the victim has been completely absorbed. 
  If the victim can reduce the nova’s successes to zero it has man-
  aged to break free. On a botched roll the nova releases the victim auto-
  matically and can’t try to assimilate that creature again in this scene. 
  Absorbed matter is expelled automatically at the end of the pow-
  er’s duration. Living beings are considered Dazed for 10 - (Stamina 
  + Mega-stamina) turns afterwards, unless they make a succesful 
  Willpower roll at +2 difficulty. 
  The nova can gain almost any kind of powers and enhancements 
  which can be represented by a physical change to its body - extra 
  limbs, new organs, glands and so on. The Storyteller must decide what 
  kind of benefits the nova can gain from its reconfigured body. 
  The storyteller will also have to decide whether assimilated crea-
  tures are expelled or killed if the assimilating nova dies. The level and 
  quantum minimum of this power have been left open for interpretation. 
  If you feel that this power would unbalance the game you can just 
  increase the level and quantum requirements. 
  Extras: None
  BIO-MASTERY 
  Level: 3
  Quantum Minimum: 5
  Dice Pool: Variable
  Range: (Quantum+Bio-Mastery) x 5meters
  Area: N/A
  Duration: Maintenance
  Effect: Allows the Nova to seize control of a targets biological 
  systems.
  Multipile Action: Yes 
  Description: Roll (Var) resisted by (Var) Net successes give the 
  Nova more complete control over the target.
  AUTONIC MASTERY
  Dice Pool: (Wits + Bio-Mastery), resisted with Stamina. 
  Net successes allow the Nova to control the targets involun-
  tary responses and functions inlcuding: Metabolism, Circulatory/
  Respiratory/Digestion/Excretory/Reproductive systems.
  SENSORY MANIPULATION
  Dice Pool: (Wits + Bio-Mastery), resisted with Perception. 
  1 net success increases or decreases targets (per) score by (S) 
  dots. At Per-0, target experiences total sensory deprivation. If a base-
  lines perception is raised above 5, he/she experiences a +1 difficulty 
  per dot above 5 to all dice pools due to extreme distraction. 2 suc-
  cesses can cause a “Strobe” like attack to one target. 3 successes allow 
  the Nova to create a 1 sense illusion in the targets mind. 4 or more 
  successes allow complete control over the targets senses. 
  BIO-CHEMICAL CONTROL
  Dice 
  Pool: (Intelligence + Bio-Mastery), resisted with 
  Intelligence. 
  1 net success allows the Nova to alter the targets Bio/Neuro-
  Chemistry. Some possible effects include; control of physio/emotional 
  responses, Temporarily causing or curing certain mental disorders, 
  Causing mild to severe allergic reactions, or simulating a drug in the 
  targets system.
  PUPPETRY
  Dice Pool: (Manipulation + Bio-Mastery), resisted with Strength. 
  1 or more net success allows the Nova to paralyze a target or 
  cause (S)levels bashing damage due to severe muscle cramping. With 
  at least 2 successes, targets gross motor functions may be controlled. 
  3 successes refines this control to the fine motor functions, but this 
  control is jerky and clumsy (+2 diff to all actions). And with 4 or more 
  successes, every muscule (voluntary & involuntary) is under the novas 
  complete control, including facial expression and tone of voice.
   By: Druid
  BLOOD MASTERY 
  Level: 3 
  Quantum Minimum: 5 
  Dice Pool: Variable 
  Range: Special 
  Area: Variable 
  Duration: Variable 
  Effect: Character is able to manipulate blood. 
  Multiple Actions: Yes 
  Description: Blood Mastery allows the nova to manipulate and 
  control aspects of the “element” of blood. As with Elemental Anima and 
  Mastery, this power has several techniques associated with it.  
  Created/Used by: Sanguis
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  ALTER TEMPERATURE 
  Dice Pool: N/A 
  Range: (Quantum + power rating) x10 meters 
  Area: (Quantum + power rating) x5 meters 
  Duration: Maintenance 
  The nova can manipulate the blood within a living victim, caus-
  ing his body temperature to increase or decrease. The character can 
  alter temeprature by 5°F for each dot in the power. This has the effect 
  of inducing heat exhaustion and heat stroke (temperature increase) or 
  hypothermia (temperature decrease). Each dot in the power inflicts one 
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  health level of lethal damage to the victim, which can only be soaked 
  if the victim has the Hardbody Mega-Stamina enhancement, although 
  each success on a Resistance roll can subtract one level of damage. At 
  the Storyteller’s discretion, permanent side effects, particularly varying 
  degrees of brain damage from heat stroke, may result with the use of 
  this technique. 
  BLEED/CLOT 
  Dice Pool: Manipulation + Blood Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Special 
  This technique allows the nova to cause open, bleeding wounds 
  to hemmorhage and continue bleeding, or to coagulate and clot bleed-
  ing wounds to staunch blood loss. In order to use this as an attack, 
  the victim must have already suffered any number of health levels of 
  damage that have drawn blood. With this power, a paper cut is as 
  effective as a gunshot wound. The character rolls Manipulation + Blood 
  Mastery in an opposed contest against the victim’s Stamina; each net 
  success equals the number of additional health levels of bashing dam-
  age that are lost every turn for as long as the power is maintained. 
  The victim can only soak this damage if he has the Hardbody Mega-
  Stamina enhancement, and powers such as Healing or Regeneration 
  can prevent this attack by closing the wound. If the character desires 
  to close a wound and stop internal or external bleeding, only one 
  success is needed on the power roll. Coagulating the blood has an 
  Instant effect. 
  BIOSANGUINAS STORM 
  Dice Pool: Dexterity + Blood Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: (Quantum + power rating) x5 meters 
  Duration: Instant 
  The nova can cause the victim’s arteries, veins, and capillaries to 
  rupture and burst, and interfere with the bloodflow to the brain and 
  heart, causing massive internal injuries. The character rolls Dexterity + 
  Blood Mastery in an opposed contest against the victims’ Stamina; each 
  net success inflicts one health level of lethal damage. Victims can only 
  soak this damage if they have the Hardbody Mega-Stamina enhance-
  ment. 
  DISINTEGRATE BLOOD 
  Dice Pool: Dexterity + Blood Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Instant 
  This terrifying power allows the character to literally disintegrate 
  a person’s blood. Each success on a Dexterity + Blood Mastery roll, 
  plus a number of automatic successes equal to her Quantum, equal the 
  number of health levels of aggravated damage the attack inflicts. 
  HEMATOLOGICAL SHIELD 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  The character can surround herself with a field on quantum force 
  that repels blood. This has the effect of redirecting any physical attacks, 
  such as punches, kicks, and body slams, that come close to her. For 
  each dot in Blood Mastery, the character may subtract one attack suc-
  cess from opponents trying to strike her with a Brawling, Martial Arts, 
  or close Melee attack. In addition, each dot in the power provides one 
  soak against any attack that does connect. 
  SANGUINOKINESIS 
  Dice Pool: Dexterity + Blood Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Maintenance 
  The nova may use this ability to manipulate the blood within living 
  targets and pick them up. She can then throw them or hit other targets 
  with them. Doing so is performed in a fashion identical to the use of 
  the Telekinesis power (p. 224), except that the nova uses a dice pool 
  of Dexterity + Blood Mastery and must score two successes to gain one 
  success on the Telekinesis chart. 
  BONE MASTERY 
  Level: 3 
  Quantum Minimum: 5 
  Dice Pool: Variable 
  Range: Variable 
  Area: Variable 
  Duration: Variable 
  Effect: The nova can manipulate and affect bone, horn, ivory, 
  and related materials. 
  Multiple Actions: Yes 
  Description: A nova with this power is able to control the molec-
  ular structures of living and unliving bone.¹ He is able to lift and move 
  bones, cause them to vibrate or shatter, manipulate joints, strengthen 
  or weaken bone density, or otherwise take command of anything con-
  sidered “bone.”¹ If this power is active, a nova may block incoming 
  attacks as long as they are based on punches, kicks, body strikes, or 
  other attacks that involve bone coming close to the nova.¹ A Dexterity 
  + Bone Mastery roll can accomplish this. 
  As with Elemental Anima and Mastery, this power provides sev-
  eral techniques.¹ A nova may learn and freely use one technique per 
  dot in the power; he may attempt other techniques, but the player must 
  pay double the quantum points and roll against a difficulty penalty of 
  one to use these powers.  
  Created/Used by: Marrow
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  THROB/VIBRATE BONE 
  Dice Pool: Dexterity + Bone Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Instant 
  The nova can cause a target’s bones and joints to throb and 
  shake, inflicting [Quantum x2] levels + (power rating x3) dice of 
  bashing damage.¹ The attack will bypass traditional armor and force 
  fields.¹ Even though this attack inflicts bashing damage, it can only be 
  soaked by those with the Hardbody enhancement. 
  CORPOREAL SHIELD 
  Dice Pool: Stamina + Bone Mastery 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  The nova surrounds himself with a field of quantum energy that 
  repels bone away from his body.¹ He gains +2 soak per success on 
  a Stamina + Bone Mastery from roll punches, kicks or other attacks 
  involving the attacker’s own body as the nova turns away the oppo-
  nent’s bones, decreasing the effectiveness of the attack. 
  ENHANCE/DIMINISH BONE DENSITY 
  Dice Pool: Intelligence + Bone Mastery 
  Range: (Quantum + power rating) x10 meters 
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  Area: (Quantum + power rating) x10 meters radius 
  Duration: Maintenance 
  The nova can increase or decrease the density and strength of 
  bones within the area of affect - only one such effect (increase or 
  decrease) can be chosen per use of this power. Each success increases 
  or decreases an opponent’s or own soak pool by two as the target’s 
  bones increase or decrease in density.¹ The nova may not enhance his 
  own bone density with this power, but he can most certainly attempt to 
  reduce an opponent’s bone strength.¹ If another character’s bones are 
  targeted with this power, he may resist with a Stamina + Resistance 
  roll. 
  FRACTURE/SHATTER BONE 
  Dice Pool: Dexterity + Bone Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Instant 
  The nova may cause the target’s bones and joints to fracture and 
  splinter, inflicting [Quantum x2] levels + (power rating x2) dice of¹ 
  lethal damage.¹ The attack will bypass traditional armors and force 
  fields¹ This type of attack can only be soaked if the target has the 
  Hardbody enhancement. 
  JOINT LOCK 
  Dice Pool: Wits + Bone Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Maintenance 
  The nova is able to cause the target’s joints to stiffen and lock up, 
  emulating the Imprison power under Elemental Mastery.¹ The target 
  may resist with a Stamina + Resistance roll.¹ If the attack is successful, 
  the target is held with a Might rating equal to twice the number of 
  successes rolled; the trapped character may break out of it just as he 
  would from a clinch.¹ The Joint Lock inflicts no damage ordinarily, but 
  if the nova spends an extra quantum point during the initial attack, it 
  inflicts bashing damage as would a clinch, but only for as long as the 
  target tries to escape.¹ The nature of this damage is such that the target 
  would need the Hardbody Mega-Stamina enhancement to soak it. 
  MARROWKINESIS 
  Dice Pool: Dexterity + Bone Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Concentration 
  The nova may use his powers as a form of Telekinesis, allowing 
  him to manipulate bone structures in such a way as to pick up living 
  opponents.¹ Once he has them, he can throw them or hit other char-
  acters with them.¹ This feat mirrors the use of the Telekinesis power (p. 
  224), except that the dice pool is Dexterity + Bone Mastery and only 
  a living target or bone objects may be manipulated. 
  CORPOREAL LEVITATION 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  The nova can manipulate and lift his own bones to allow a crude 
  form of flight.¹ His flight speed is equal to (power rating x2) +20 meters 
  per action, or (40 x power rating) kilometers per hour out of combat. 
  DISINTEGRATE BONE 
  Dice Pool: Dexterity + Bone Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Instant 
  This terrifying power allows the nova to literally disintegrate a 
  target’s internal bone structure, causing the rest of the target’s body 
  to collapse into a boneless heap of organ, tissue, and flesh.¹ To use 
  it, the nova pays the quantum point cost and rolls Dexterity + Bone 
  Mastery.¹ The target may only resist this power if he has the Hardbody 
  Mega-Stamina enhancement.¹ The number of successes, plus a number 
  of successes equal to the nova’s Quantum, equals the number of levels 
  of aggravated damage to the target. 
  CONJURING 
  Level: 3
  Quantum Minimum: 4
  Dice Pool: Perception + Conjuring
  Range: (Quantum + power rating) meters
  Area: N/A
  Duration: Instant
  Effect: The nova can “grab” object or people from afar and tele-
  port them to anywhere within the range of the power.
  Multiple Actions: Yes
  Description: This power is related to Warp and Teleport but 
  works in a reversed order. Rather than moving itself or creating a gate 
  to somewhere else the nova brings an object or person to a spot within 
  the power’s range.
  Use the Matter Creation table to determine what kind of objects 
  the nova can conjure, but ignore the Additional Difficulties section. 
  Instead, add difficulty depending on the distance from where the nova 
  conjures the object. Use the Teleport Distance table for this, but don’t 
  add any difficulty if the object is within the nova’s line of sight. Living 
  creatures have a difficulty of +2 and may dodge this power if they are 
  aware of it.
  Example: Bruce wants to conjure his arch-enemy, Gerald, to a 
  place within striking distance. Gerald weighs about 100 kg (3 suc-
  cesses), is of medium size (+1 success) and is alive (+2 success). 
  Fortunately he is standing on the roof of a building merely 50 meters 
  away and is clearly visible. Bruce needs 6 successes.
  Extras: None 
  DUPLICATION 
  Level: 3 
  Quantum Minimum: 4 
  Dice Pool: Stamina + Duplication 
  Range: Special 
  Area: N/A 
  Duration: Maintenance 
  Effect: Creates one clone of the character per success 
  Multiple Actions: No 
  Description: This power allows the nova to create up to one 
  duplicate identical to himself for each level he has attained, or he 
  can expend a success to cause a summoned duplicate to appear up 
  to (Quantum + power score) x10 meters away!¹ He can, of course, 
  choose to create less duplicates than he roll successes, as each dupli-
  cate created costs the full 3 Quantum to summon forth (although he can 
  maintain them all for only 3 Quantum, so long as they were summoned 
  together!), making this power significantly more costly than Clone! As 
  with Clone, each of the duplicates possesses the same Attributes, 
  Abilities, Willpower, Nature, etc.¹ Unlike Clone, the duplicates do 
  not appear with a copy of any clothing or equipment the user has, 
  unless it is Eufiber or an item Attuned to the Nova.¹ More importantly, 
  they not only lack the Duplication power, but *any* Mega-Attributes 
  or Quantum powers! (Although they do possess Quantum and Taint 
  scores and points equal to the creating Nova at the time of summon-
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  ing.) Another principal difference from Clone is that these duplicates 
  are just as competent and skilled as the Nova from whom they were 
  summoned, none suffer any reduction in potency from his levels, no 
  matter how many are created. Also quite different and counter-balanc-
  ing this improvement more than the duplication of items issue, is that 
  only as many duplicates can be in existence at any one time as ones 
  (Quantum + power rating). Thus, if Legion has a level 4 in Duplication 
  and a Quantum score of 4, he can create up to 8 duplicates at a time, 
  no matter how many quantum points he has to spend or how many 
  times he rolls to activate his power. 
  Extras: Cost is 4 regardless of number summoned; All Duplicates 
  are linked telepathically. 
  Limiters: Can only create as many Duplicates as ones Duplication 
  score; Duration reduces to Concentration; Duplicates have to heal and 
  are one-time individuals (if one is killed, that level of power is lost and 
  must be re-earned!); Duplicates have their own personalities.  
  Created/Used by: Ian Turner
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  ELECTROMAGNETIC MASTERY 
  Level: 3 
  Quantum Minimum: 5 
  Dice Pool: Variable 
  Range: Special 
  Area: Variable 
  Duration: Variable 
  Effect: Character is able to manipulate electromagnetism and 
  electromagnetic fields. 
  Multiple Actions: Yes 
  Description: Electromagnetic Mastery is a powerful combina-
  tion of the various Elemental Anima and Mastery powers involving 
  electricity and Magnetic Mastery. It allows the nova to manipulate 
  and control aspects of both electricity and magnetism with the same 
  power. Electromagnetic Mastery permits the character to choose any 
  of the techniques listed under Elemental Anima (electricity), Elemental 
  Mastery (electricity), and Magnetic Mastery. There are also several 
  new techniques associated with Electromagnetic Mastery. 
  As with Magnetic Mastery, a nova with Electromagnetic Mastery 
  can Block incoming metal attacks whenever this power is active. A 
  Dexterity + Electromagnetic Mastery roll is used as the dice pool. The 
  nova can automatically make a Perception + Electromagnetic Mastery 
  roll to determine magnetic north, gauge the strength of magnetic or 
  electrical fields, and similar minor feats.  
  Created/Used by: Chalybis
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  BIOELECTRIC STORM 
  Dice Pool: Dexterity + Electromagnetic Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: (Quantum + power rating) x5 meters 
  Duration: Instant 
  Through the process of electrogenesis, the nova can overload the 
  production of electrical impulses in living organisms and tissues, caus-
  ing them to electrocute from within. The victims will suffer from a form 
  of “internal electrocution” as electricity courses through their cells and 
  tissues on a molecular level. The nova rolls Dexterity + Electrogenetic 
  Pulse in an opposed roll against the victim’s Stamina; each net success 
  infilcts one health level of lethal damage. Victims cannot soak this dam-
  age unless they have the Hardbody Mega-Stamina enhancement or an 
  Invulnerability to electricity. 
  ELECTROLUMINESCENCE 
  Dice Pool: Stamina + Electromagnetic Mastery 
  Range: Variable 
  Area: Special 
  Duration: 5 minutes per success 
  This power similates the Bioluminescence power, and functions the 
  same way. The nova simply converts the electrical energies within her 
  own body into visible light. 
  ELECTROKINETICISM 
  Dice Pool: N/A 
  Range: Variable 
  Area: (Quantum + power rating) x10 meters 
  Duration: Maintenance 
  By manipulating electrokinetic and electrothermal forces, the nova 
  can increase the current of electricity between an unliving target’s 
  molecular structure. The effect increases the temperature within the 
  target, burning it from within. Each dot in Electromagnetic Mastery 
  can increase the tempertaure of an object by a factor of 10°C. The 
  Storyteller should determine just how long an object can resist depend-
  ing on the materials it is made from and how well it is constructed. A 
  good knowledge of melting and boiling points for various metals and 
  materials comes in useful when using this technique. 
  ELECTROMAGNETIC FIELD 
  Dice Pool: Wits + Electromagnetic Mastery 
  Range: (Quantum + power rating) x5 meters 
  Area: (Quantum + power rating) x3 meters 
  Duration: Concentration 
  The nova can create an intense electromagnetic field in a given 
  area. This allows her to manipulate and control the entire electromag-
  netic spectrum of energy, which includes gamma rays, x-rays, ultravio-
  let and infrared rays, visible light, microwaves, and radio waves. Each 
  success on a Wits + Electromagnetic Mastery roll imposes a difficulty 
  penalty of one for any tasks attempted by or with any device, sense, 
  or quantum power that involves using the electromagnetic spectrum of 
  energy. Targets in the area of effect can be temporarily blinded and 
  unable to use ordinary, infrared, or ultraviolet vision. Security devices 
  based on these types of energies can also be temporarily disabled. The 
  electromagnetic field also has the same effects upon electrical equip-
  ment as the Magnetic Field power under Magnetic Mastery does (in 
  essence, the Electromagnetic Field is a more powerful version of the 
  Magnetic Field). Against electrical devices, the nova can actually cause 
  permanent damage by spending an additional quantum point. 
  ELECTROMAGNETIC SHIELD 
  Dice Pool: None 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  The nova can manipulate electromagnetic energies to redirect 
  electricity away from her. Each turn, the character can subtract her 
  dots in Electromagnetic Mastery from the attack successes to hit her 
  with an electrical attack. This defense also provides one soak per dot 
  against electrical attacks. 
  ELECTROSTATIC DISCHARGE 
  Dice Pool: Wits + Electromagnetic Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Special 
  The nova can create an intense electrostatic field on one target, 
  or between two objects that are already touching each other. When 
  the target touches another object within a number of turns equal to the 
  nova’s Quantum rating, the two objects will “snap” with an electrostat-
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  ic shock (if the objects are already touching, the effect is Instant). The 
  nova rolls his Wits + Electromagnetic Mastery. The successes achieved, 
  plus the nova’s Quantum, are compared to the target’s Stamina. If the 
  nova’s successes equal or exceed the target’s Stamina by one, the 
  target is Dazed; if they exceed the target’s Stamina by two or more 
  successes, the target is rendered Unconscious, similar to a Stun Attack. 
  This power will also disrupt electrical equipment similar to the EMP 
  power under Magnetic Mastery. 
  EUFIBER CONTROL
  Level: 3
  Quantum minimum: 4
  Dice pool: variable
  Area: special
  Range: special
  Duration: special
  Multiple Actions: Yes
   The nova can control and manipulate both her’s and another 
  nova’s eufiber colony. This exceedingly rare power gives a nova con-
  trol over other novas’ eufiber colonies. Most of the techniques here can 
  only affect another nova’s eufiber, but some allow the nova greater 
  control over her own eufiber. The nova can only use this power on 
  novas who possess eufiber. As with other suite powers, the nova may 
  freely use one technique per dot in the power, and may use abilities 
  she does not know by paying double quantum and rolling at a dif-
  ficulty. 
  Created/Used by: Darkwave
  Source: White-Wolf Aberrant Forum
  EUFIBER REVOLT
  Dice pool: Manipulation + Eufiber Control
  Range: (Quantum + power rating) meters
  Duration: Instant 
  This basic power allows the nova to make a target’s eufiber turn 
  on its host, inflicting damage. She must have a target within her line of 
  sight in order to use this ability. The nova rolls Manipulation + Eufiber 
  Control. The target may resist with Eufiber + Weave. Each net success 
  counts as one level of lethal damage that cannot be soaked.
  MORPH
  Dice pool: Wits + Eufiber Control
  Range: (Quantum + power rating) meters
  This power allows the nova to manipulate another nova’s eufiber, 
  causing it to change shape. Similar to the Shaping technique from 
  Elemental Anima, a nova can use this for a variety of purposes, from 
  changing a eufiber’s colour, to having words spelled out in the fabric, 
  to even binding the target. In any case, the target resists with Eufiber + 
  Weave. Each use of Morph costs three quantum.
  SEPARATION
  Dice Pool: Variable
  This power allows allows the nova to physically separate a target’s 
  eufiber from the host body, and animate it. To separate, the pays three 
  quantum and rolls Wits + Eufiber Control, the target may resist with 
  Eufiber + Weave. If the nova wins, the eufiber colony is successfully 
  separated from the host. To animate, the nova must roll Intelligence + 
  Eufiber Control. The eufiber colony can take any shape from humanoid 
  to a blob, and has Physical Attributes and Initiative equal to (target’s 
  eufiber rating + the nova’s Eufiber Control) - (target’s base attribute 
  rating) down to a minimum of one. If the Physical Attribute ratings go 
  above five, each dot above five becomes a Mega-Attribute. The sepa-
  rated colony also receives a Weave rating equal to the nova’s Weave 
  rating. The nova can only retain control over the separated eufiber 
  colony for as many rounds as she has dots in Eufiber Control.
  The nova can also use this ability on herself and may choose to 
  not resist separation.
  QUANTUM DRAIN/INVEST
  Dice pool: Intelligence + Eufiber Control
  This allows a nova to drain or invest quantum energy into a 
  eufiber colony. To invest quantum in another eufiber colony the nova 
  rolls Intelligence + Eufiber Control rolled in contest against the target’s 
  Eufiber rating. Each net success represents a dot of quantum the nova 
  may invest in the target colony. The nova then spends as many quan-
  tum points as he wishes to invest, giving the target nova additional 
  stored quantum, up to double the target’s Eufiber rating, even if the tar-
  get colony is already filled with quantum. However, if the nova invests 
  more quantum than double the rating, each point invested over that 
  limit becomes one level of unsoakable bashing damage.
  To drain, the nova pays three quantum and rolls Intelligence + 
  Eufiber Control. The target resists with Eufiber. Each net success rep-
  resents one dot of quantum drained from the target’s eufiber colony. 
  It also removes the additional soak from the Eufiber as well, until the 
  target replenishes her eufiber with more quantum. The nova may 
  absorb as many drained quantum into her own eufiber (even if her 
  quantum is already charged) as she wishes, up to twice her Eufiber 
  rating. Each dot of quantum over twice her Eufiber rating becomes one 
  level of unsoakable bashing damage. The nova also gains additional 
  soak equal to dots of drained quantum up to the target’s Eufiber rating. 
  The dots of drained quantum and levels of soak fade at a rate of one 
  dot/level per turn.
  MOBILITY
  Dice pool: N/A
  This ability allows the nova to give eufiber enhanced mobility. The 
  eufiber forms rolling wheels, or extends limbs for faster running, or 
  even forms pontoons for travel on top of water. This power cannot be 
  used to simulate or enhance flight or gliding abilities. The nova can use 
  this ability either on herself or others, provided she pays three quan-
  tum per person. The character’s movement pace is multiplied by (1 + 
  Eufiber Control). The nova can use this ability multiple times (each time 
  costs three quantum) to increase that multiplier. For instance if a nova 
  spends six quantum, the multiplier becomes (2 + Eufiber Control).
  HYPERFLEXIBILITY 
  Level: 3 
  Quantum Minimum: 4 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  Effect: Stretch, extend, and flex body across long distances 
  Multiple Actions: Yes 
  Description: Hyperflexibility is a more powerful version of the 
  Mega-Dexterity Enhancement of Flexibility.¹ It is a special type of Body 
  Modification, and allows the character to become extremely pliant, 
  supple, and capable of stretching his body and limbs across a vast 
  length of space.¹ Hyperflexibility also offers the character several 
  additional benefits. 
  First, the character receives a free Enhancement of Flexibility, even 
  if he doesn’t have any dots in Mega-Dexterity.¹ He may purchase this 
  Enhancement as many additional times as he wishes, with each addi-
  tional one adding 2m to the base stretching distance he can cover.¹ He 
  also receives a free modified Quantum Leaping Enhancement, modi-
  fied to fit this power, even if he lacks any dots in Mega-Strength.¹ This 
  Enhancement, called “Quantum Bouncing,” allows the character to leap 
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  1km horizontally and 250m vertically for every dot in Hyperflexibility.¹ 
  Although the distance traveled is shorter, the Hyperflexible bouncer 
  can more easily control his direction and landing abilities by extend-
  ing Patagia (see below) or by catching and slowing himself down with 
  extended limbs. 
  Next, the character receives +2 to dodge, as he can flow around 
  incoming attacks, but not area attacks or explosions.¹ His rubbery 
  form also gives him a +1 soak bonus against physical attacks such 
  as punches, bullets, knives, etc.¹ He can also flatten himself into a 
  two-dimensional form, slipping between cracks thin enough for paper 
  to fit in, and squeeze through holes down to 1/8 inch diameter.¹ 
  This is a significant improvement over the limitations of the Flexibility 
  Enhancement. 
  To determine the maximum distance that the character can 
  stretch a limb or his body, multiply the range below by the base 
  stretching distance provided by the total of the character’s Flexibility 
  Enhancements.
  Dots 
   
  Distance Multiplier 
  One 
   
  50m 
  Two 
   
  100m 
  Three 
  200m 
  Four 
   
  500m 
  Five 
   
  1,000m 
  For Example: Flex has Hyperflexibility 3, a total of 3 Flexibility 
  Enhancements (1 free, two purchased with experience points), and 
  a Mega-Dexterity score of 3.¹ The three levels of Flexibility gives 
  Flex a base 6m of distance per dot of Mega-Dexterity, totaling 
  18m.¹ Multiplying that number times 200m for his three levels in 
  Hyperflexibility gives Flex a total stretching distance of 3,600m, or 
  roughly 2.23 miles. 
  Keep in mind that this distance is the total limit of the character’s 
  extension.¹ If he stretches out to his maximum in one direction, he can-
  not stretch out in another until he at least contracts the extended limb or 
  body some of the way.¹ So Flex would not be able to stretch 2.23 miles 
  in one direction, and 2.23 miles in another direction at the same time. 
  To calculate the speed at which one can stretch one’s limbs 
  or body, use the base sprinting score of the character.¹ This speed 
  can also be increased by using the Mega-Dexterity Enhancement of 
  Enhanced Movement, and the Hypermovement: Stretching power.¹ 
  Also keep in mind that the Hyperstretching always uses the modifiers 
  for “in combat,” and not the “out of combat” speeds.¹ Flex may be 
  able to stretch his body faster than a car can drive, but he’ll never out-
  race a nova with Hyperrunning.¹ By stretching his legs to tremendous 
  lengths, the character can effectively run at the speed of his stretching 
  (but bouncing may be more fun, if not faster). 
  Finally, dots in Hyperflexibility also translate into additional pow-
  ers, chosen by the character.¹ These dots often translate into dots of 
  Armor, Body Modification: Extra Limbs (to create more rubbery arms 
  and hands), Body Modification: Tendril (treat as Extra Limbs, but they 
  do Bashing damage), Body Modification: Webbed Hands/Feet, Body 
  Modification: Patagia (allowing the character to glide or fall safely), 
  Bounce, and Density Control: Increase.¹ These powers are also obvious 
  choices to buy separately with either nova points or experience points. 
  Another point to remember is that unless the character has some 
  form of extended senses (like the Visible Light Attuner listed under the 
  Mega-Perception Enhancement of Electromagnetic Vision), it is quite 
  possible that the character may stretch a limb beyond his line of sight.¹ 
  He will still retain his tactile sense, and can still be damaged by attacks 
  to these limbs. 
  Extras: None  
  Created/Used by: Flex
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  IMMORTALITY
  Level: 3
  Quantum: 5
  Dice Pool: Varies
  Range: Varies
  Area: Varies
  Duration: Varies
  Effect: The character becomes immortal.
  Multiple Actions: Yes
  Requerments: Mega-Stamina, Adaptibility, Regeneration
  Description: This power represents a Nova?s perpensity to live 
  forever. It might be due to anything from continualy regenerating cel-
  lular tissues to becoming part of the Quantum unity. The power brings 
  a number of benefits, one of witch may be choosen for each dot pur-
  cased. The same benefit can sometimes be picked multipule times, if 
  so it will say that under the description. The first benefit is always Ever-
  Living, after that the character may pick a new one for each dot.
  Created/Used by: thinker
  Source: White-Wolf Aberrant Forum
  EVER-LIVING
  Dice Pool: N/A
  Range: Self
  Area: Self
  Duration: Permenant
  This power quite simply allows the nova to cease aging. They will 
  remain at their current physical age forever. Their lifespan has become 
  effectivly unlimited.
  ENHANCED REGENERATION
  Dice Pool: N/A
  Range: Self
  Area: Self
  Duration: Permenant
  This power allows the nova to add their dots in Immortality to their 
  dots in Mega-Stamina, to determine the number of health levels they 
  can regenerate in a single round. Though they still have to pay the 
  extra Quantum, if they wish to do so.
  COSTLESS REGENERATION
  Dice Pool: N/A
  Range: Self
  Area: Self
  Duration: Permenant
  This power allows the nova to regenerate a number of health 
  levels equal to their mega-stamina score (Or mega-stamina + immortal-
  ity if they have enhanced Regeneration) per hour without paying the 
  quantum cost.
  TOUGH
  Dice Pool: N/A
  Range: Self
  Area: Self
  Duration: Permenant
  This power gives the nova six extra health levels, one of each type 
  except “Dead”. This benefit can be selected multipule times.
  RESURRECTION
  Dice Pool: Stamina + Immortality
  Range: Self
  Area: Self
  Duration: Instant
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  A last ditch defensive measure, this power is automaticaly invoked 
  by a nova who posseses it when they run out of health levels. Its costs 
  10 Quantum Pool to enact. The nova must make a number of successes 
  on their Resurrection Roll equal to the number of levels of damage 
  below dead they would be. If they succeed, they return to life at 1 
  health level and are aware and able to take one round of action before 
  falling unconcess for 3 days. Normaly this action if a quick escape or 
  hiding, but sometimes it is a last attack. If the roll fails, the character is 
  permenatly dead just like anyone else.
  LIGHT MASTREY 
  (Elemental Mastrey, Light)
  Level: 3
  Quantum: 5
  Dice Pool: Varies
  Range: Varies
  Area: Varies
  Duratio : Varies
  Effect: Allows the character to create, and control light.
  Multiple Actions: Yes
  Description: This is a suite power, based on Elemental Mastrey, 
  and covers light as the element mastered.  Due to the nature of light 
  some techniques are avalible here that are not normaly considered 
  Elemental Mastrey Techniques, However the converse is also true some 
  techniques that are normaly considered Elemental Mastrey Techniques 
  are not avalible for light.
  STROBE
  Dice Pool: Wits + Light Mastrey
  Range: (Quantum + Light Mastrey) x 10 Meters
  Area: N/A
  Duration: Instant
  This power allows the nova to project a brilliant flash of light blind-
  ing the characters sight.  The character spends the quantum points and 
  rolls Wits + Light Mastrey.  Each success deprives the target of their 
  sight for 1 turn, Five or more successes wipes out the targets sight for 
  the entire scene
  LETHAL BLAST
  Dice Pool: Dexterity + Light Mastrey
  Range: (Quantum + Light Mastrey) x 10 Meters
  Area: N/A
  Duration: Instant
  This power allows the nova to project a focused laser like beam 
  of pure light that burns the target for [Quantum x 2] Levels + (Light 
  Mastrey x2) Dice of Lethal Damage.
  INVISIBILITY
  Dice Pool: Wits + Light Mastrey
  Range: Self
  Area: N/A
  Duration: Maintenance
  This power allows the nova to bend light arround themselves to 
  make themselves invisible.  Unlike normal invisibility this power only 
  prevents vision by normal sight, and nova or device employing other 
  methods of sight such as infared, or high end electomagnetics automati-
  caly sense a character using this skill.  Otherwise detecting a character 
  employing this effect is a contested roll Between Wits + Light Mastrey 
  and Awareness + Perception the invisible character gains a number of 
  automatic successes equal to their Quantum.  Even if successful on this 
  roll, the character is still attacked at a +1 difficulty.
  SHIELD
  Dice Pool: N/A
  Range: Self
  Area: N/A
  Duration: Maintenance
  This power allows the nova to surround themselves in a laser like 
  field of energy.  It costs one additional Quantum Pool to enact this 
  technique than a normal technique for Light Mastrey.  The laser field 
  surrounding the character is particularly intense, it burns up incomming 
  physical attacks and disrupts energy attacks.  This adds two levels of 
  bashing and lethal soak per dot of Light Mastrey the character pos-
  sesses.  The field also deals one level of Lethal damage per dot of Light 
  Mastrey to anyone touching the shield.
  ENHANCE / DIMINISH
  Dice Pool: Intellegence + Light Mastrey
  Range: (Quantum + Light Mastrey) x 10 Meters
  Area: (Quantum + Light Mastrey) x1 10 Meter radius
  Duration: Maintenance
  This functions much like the Enhance / Diminish technique of any 
  other Elemental Mastrey suite.  Each success rasies or lowers the inten-
  sity of the light source by 5%.
  LIGHTSPEED
  Level: 3 
  Quantum Minimum: 6 (must also have Hypermovement 1 or bet-
  ter) 
  Dice Pool: Dexterity + Lightspeed 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  Effect: Increases character’s running or flying speed 
  Multiple Actions: N/A 
  Description: A nova with Lightspeed can run or fly at the speed 
  of light.¹ The player must specify which mode of movement Lightspeed 
  enhances (running or flying) when he buys the power.¹ Lightspeed 
  works differently than Hypermovement does, and does not increase 
  the multiplier to calculate the character’s movement rate.¹ Instead, 
  Lightspeed determines just how many times the speed of light that the 
  character can move at.¹ In order to understand just how fast light trav-
  els, refer to the numbers below to see how quickly the character can 
  move under ideal conditions. 
  Speed of Light x1     Distance Traveled (Approximate kpm)* 
  One Year                9.46 trillion kilometers/5.88 trillion miles 
  One Month             788 billion kilometers/490 billion miles 
  One Week              197 billion kilometers/122.5 billion miles 
  One Day                 28.15 billion kilometers/17.5 billion miles 
  One Hour               1.17 billion kilometers/729 million miles 
  One Minute             19.55 million kilometers/12.15 million miles 
  One Second*          325,865 kilometers/202,546 miles 
  *The character with Lightspeed will most likely only be using this 
  travel time and distance. 
  *These distances are roughly those found in an ideal condition 
  for light to travel - in a vacuum.¹ Although the presence of matter (and 
  the resulting friction) in an atmosphere will affect the speed that light, 
  and thus the character, may actually travel in any given length of time, 
  when the great speeds involved are considered, any loss of speed 
  becomes negligible.¹ Use these figures as a guide. 
  When the character spends the quantum cost to activate 
  Lightspeed, he can travel as many times the speed of light equal to 
  his Lightspeed out of combat.¹ On Earth, this equates to being able to 
  almost instantaneously appearing wherever the character wishes.¹ In a 
  combat or turn-based situation, the character can be wherever he needs 
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  to be whenever he needs to be there, although the rules for initiative still 
  apply to him; he can only move on his action.¹ Aerial Slams and Strikes 
  (or Hyperspeed Slams and Strikes for speed of light runners) performed 
  while the character is using Lightspeed can double their damage dice 
  pools.¹ While moving at the speed of light, the character cannot be 
  aimed at, and all difficulties to hit him with an attack are increased by 
  one per dot in the power. Characters moving at full tilt may take no 
  other actions other than an Aerial Slam or Strike or Hyperspeed Slam 
  or Strike.¹ Running at lightspeed does not overcome gravity, but for 
  an extra quantum point, the character may run across water or open 
  spaces (in one second, he will most likely cover enough distance to 
  reach solid ground to rest his feet on).¹ Any maneuvers performed while 
  moving at lightspeed require a Dexterity + Lightspeed roll. 
  Since lightspeed is much faster than the speed of sound, the char-
  acter will automatically create sonic booms whenever he activates and 
  uses his Lightspeed power, causing significant damage to structures 
  he runs or flies by.¹ Use the Lightspeed power rating as an appropri-
  ate level of Mega-Strength causing damage similar to the Thunderclap 
  enhancement.¹ Just as with Hypermovement, characters using 
  Lightspeed must be very careful about their effect on the world around 
  them.¹ Of course, if the nova has a power similar to Density Decrease 3 
  or Bodymorph: Light and can effectively become intangible, he can fly 
  or run at this speed rather quietly.¹ The Silence power can also negate 
  this sonic effect for “solid” characters. 
  Extras: None.  
  Created/Used by: Dominus Rex
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  MINDSCAPING
  Level: 3 
  Quantum Minimum: 5 
  Dice-Pool: Variable 
  Range: Variable 
  Duration: Special (see below) 
  Effect: It gives the Nova the power over the ‘landscape’ of the 
  mind 
  Multiple Action: No 
  Description: Mind scaping is the strongest variant of telepathy 
  ever recorded. While actual telepathic communication isn’t possible, it 
  gives the Nova the greater power, the power to affect the landscapes 
  of someone’s mind, effectively altering their personality on the most 
  fundamental level. With this powers they are able to alter personalities, 
  destroy minds, brainwash and all manner of nasty things. A blessing is 
  that this power is rarer than warp. 
  Like Elemental Anima, each level in this power grants another 
  technique, although unknown tricks may be attempted for double 
  quantum costs and a plus one difficulty modifier. The typical duration 
  for any technique is maintenance, although if a PERMANENT point of 
  willpower is spent, the changes become permanent as well. 
  John Salis or Mindwipe is the first recorded Nova to possess this 
  power.
  Created/Used by: Dean Howard
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  READ LANDSCAPE 
  Dice Pool: Intelligence + Mindscaping 
  Range: (Quantum + power rating) x 5 
  Area: N/A 
  Duration: Concentration 
  This is the most basic ability, and it allows the nova just to view 
  the mindscape, and with a wits + mindscaping roll, they can look at 
  memories. This will give them an idea of the targets personality, and 
  the best way to help or hurt them. 
  ALTER MEMORIES 
  Dice Pool: Wits + Mindscaping 
  Range: (Quantum + Power rating) 
  Area: N/A 
  Duration: Special (see above) 
  This power allows the nova to alter the mental landscape markers 
  which make up memories. This will in effect alter the memories them-
  selves. The amount of successes gathered on the roll will indicate a pos-
  sible level of change to the memories. The target may resist the changes 
  however, by making a contested willpower roll, and each success the 
  target gets, will nullify one of the nova’s successes. 
  ALTER LANDSCAPE 
  Dice Pool: Intelligence + Mindscaping 
  Range: (Quantum + Power Rating) 
  Area: N/A 
  Duration: Special (see above) 
  This is the main strength of this power. This is the ability to alter 
  the personality of the target to the nova’s wishes. This often causes total 
  mental meltdown when the effect wears off though. The effects of this 
  are usually up to the player and ST, but the number of successes gained 
  on the roll should be used as a guide to how much the personality of 
  the target is altered. It should take 6 successes to totally reverse a per-
  sonality. As with Alter memories, the target may resist the changes. 
  WIPE LANDSCAPE 
  Dice Pool: Intelligence + Mindscaping 
  Range: (Quantum) 
  Area: N/A 
  Duration: Special (see above) 
  This is the worst power of all, the total obliteration of the mind. 
  Not only does it destroy the mind of the person, leaving them comatose 
  (unless a new personality is inserted or the power wears off) it also 
  does physical damage to the mind. In game terms the target is unable 
  to do even the most basic functions themselves, although autonomic 
  functions (such as breathing, keep heart beating etc...) aren’t affected. 
  However this mindwiping can be resisted like alter memories can. 
  It also does damage to the target, as the neural pathways of 
  the brain are broken down. The damage is bashing and equal to 
  (Quantum), and if any damage is done at all, then a willpower roll 
  must be made or, for each success of difference in the damage roll and 
  willpower roll, the target looses a dot of intelligence. If any botches are 
  rolled on the willpower roll, then the intelligence drop is permanent. 
  CREATE LANDSCAPE (OR BRAINWASHING) 
  Dice Pool: Perception + Mindscaping 
  Range: (Quantum) 
  Area: N/A 
  Duration: Special (see above) 
  This is the opposite power of Wipe Landscape, where as that as 
  that destroys, this creates. Unless done on an comatose or willing target, 
  this is always an contested roll. This can be used to build a landscape 
  for someone who has had theirs destroyed (see above). Again, the 
  actual specifics of this effect are up to the ST and player, but it gives a 
  new slate to build on (unlike alter landscape). If the target isn’t comatose 
  or willing, then a resist attempt may be made as with alter memories 
  MENTAL WALL 
  Dice Pool: Intelligence + Mindscaping 
  Range: (Quantum + Power Rating) 
  Area: N/A 
  Duration: Special (see above) 
  This technique can be used to block off certain mental functions 
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  such as speech, sight, or even memory clusters. For the duration of this 
  effect the character will feel pain, every time they try and access the 
  function (-successes dice pool each attempt). However, if more than 
  one success is rolled, then the nova may place in conditions that the 
  wall may be lifted for a short time. Each success used in this way, is 
  removed from the actual success of the roll. This can be resisted as with 
  other mindscape techniques. 
  DETECT MINDS 
  Dice Pool: Perception + Mindscaping 
  Range: (Quantum + Power Rating) x 5 
  Area: As range, centred on nova 
  Duration: Maintenance 
  This is another basic ability of this power. The ability to detect the 
  minds of those around them. Nothing can be done about the minds, 
  but they can just be detected. If more than (willpower x 10) people 
  are within the nova’s sensing distance, then a Willpower roll must be 
  made, or the nova will be overwhelmed and have a -3 to all dice pools 
  for the duration of the effect. 
  Example: The Manchurian Candidate, our resident Mindscaper, 
  Mindwipe decides he needs an informant inside T2M, to tell him when 
  they are going to bust his terrigen buddies. Going into the bar of 
  his club, the hellfire, he’s in luck, a T2M member, named Melissa is 
  standing there and just waiting for his reprogramming. Going up and 
  engaging the good looking woman, he buys her a drink, and after 
  she’s drank it. He uses Wipe Landscape on her (Int 4, Mindscaping 5, 
  Willpower 7). He rolls four successes. Melissa (WP 4) only rolls one. 
  She falls face first onto the table, Mindwipe takes her into the back 
  room to try and ‘bring her round’. Deciding to act quickly, he goes into 
  her now blank mindscape, and rebuilds it with 3 successes. While her 
  mind is rebuilding itself, Mindwipe decides to alter it a little to make 
  her more sympathetic to the terrigen. With two successes, he spends 
  a permanent willpower point to make it permanent. Melissa, suddenly 
  finds that Mal makes much more sense to her. Deciding to be careful 
  against Utopia’s own telepaths, he places all of his changes behind a 
  wall. After gaining three successes, he spends another permanent will-
  power point¹ to make the wall permanent and removes one success to 
  give the wall the condition of hearing him talk about the terrigen. Now 
  behind the wall, he makes one last change. He alters the landscape 
  to make her tell him everything that he asks her to. Three successes 
  again. Spending a third permanent dot of willpower, he is feeling 
  severely drained, and she is a little dazed about what was going on. 
  She leaves the club and Mindwipe waits for his little puppet to find 
  something out.
  Extras: None 
  NUCLEAR MASTREY 
  (Elemental Mastrey, Nuclear Forces)
  Level: 3
  Quantum: 5
  Dice Pool: Varies
  Range: Varies
  Area: Varies
  Duration: Varies
  Effect: Allows the character to create, and control Strong and 
  Weak Nuclear forces.
  Multiple Actions: Yes
  Description: This is a suite power, based on Elemental Mastrey, 
  and covers nuclear forces as the element mastered.  Due to the nature 
  of nuclear force some techniques are avalible here that are not nor-
  maly considered Elemental Mastrey Techniques, However the converse 
  is also true some techniques that are normaly considered Elemental 
  Mastrey Techniques are not avalible for nuclear forces.
  DEMATERIALIZE
  Dice Pool: Stamina + Nuclear Mastrey
  Range: Self
  Area: N/A
  Duration: Instant
  The nova can de-construct their body and run it along a Quantum 
  Slip stream to another location, where it is reasembled in an instant. 
  While superficaly this appears to be teleport, the range is much less. 
  However the ability can be inoked in combat with no penalty. The 
  character can travel no further than 100 meters per success rolled 
  when using this power, and they must be able to clearly see their target 
  destination.
  RADIATION BLAST
  Dice Pool: Dexterity + Nuclear Mastrey
  Range: (Quantum + Nuclear Mastrey) x 10 Meters
  Area: N/A
  Duration: Instant
  This power allows the nova to project a focused beam of radia-
  tion that burns the target for [Quantum x 2] Levels + (Nuclear Mastrey 
  x4) Dice of Lethal Damage, however this is easily blocked by anything 
  made of metal and cannot be used aganst non-organic objects.
  PHASE
  Dice Pool: Wits + Nuclear Mastrey
  Range: Self
  Area: N/A
  Duration : Maintenance
  This power allows the nova to attune her own monecular propertys 
  with those of the matter arround her.  This effectivly allows the nova to 
  phase through solid matter and makes her more resistant to physical 
  (though not energy attacks) while it is active.  The nova adds twice the 
  number of succesess rolled to their soak vs any form of physical dam-
  age while this power in enacted and they can pass through solid matter 
  as if they were under the effects of density decress level three.
  DEMONECULARIZE
  Dice Pool: Strength + Nuclear Mastery
  Range: Touch
  Area: Varies
  Duration: Instant
  This power allows the nova to extend her Nuclear Mastery into an 
  object she is touching and cause the strong and weak nuclear forces to 
  give out, disasembling the matter.  The Quantum signature of organic 
  matter (even a baseline) does not allow this power to be effective, but it 
  functions much like Distintergrate on in-organic matter, dealing Strength 
  + Nuclear Mastery dice and Quantum levels of aggrevated damage.
  RADIANT CONVERSTION
  Dice Pool: Stamina + Nuclear Mastrey
  Range: (Quantum + Nuclear Mastrey) x 10 Meters
  Area: (Quantum + Nuclear Mastrey) x 5 Meter radius
  Duration: Instant
  This extremly destructive effect, is the use of Nuclear Mastery 
  to convert matter directly into energy.  It acts as a weaker form of 
  disintergrate on a single target, dealing Stamina + Nuclear Mastrey 
  dice of aggrevated damage, however each level of damage delt and 
  not soaked in this way becomes a radiant flare of energy and deals 
  Quantum Dice of lethal energy damage to everyone in the area of 
  effect.  (I.e. if the user of this power has 5 Quantum and they deal 3 
  non-soaked levels of damage to the target then everyone in the area of 
  effect, including the target, suffer 15 dice of lethal damage.) it also acts 
  as a strobe (visual/audio) with a dice pool the same as the damage 
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  dice pool of the explosion.
  PAIN MASTERY
  Level: 3 
  Quantum Minimum: 4 
  Dice-Pool: Variable 
  Range: Variable 
  Duration:¹ Variable 
  Effect: Gives the nova the power to manipulate pain. 
  Multiple Action: Yes 
  Description: This power, like elemental anima give the Nova the 
  power over pain, both her own and others. They know terrifying ways 
  to increase, decrease, alter the type of pain and other awful abilities. 
  This can make a good nova a godsend, and a bad one worse. In 
  some cases of this power, the nova has even been able to create pain 
  in her target. 
  However, a side effect of this power is they can tell how much pain 
  a target is in, by looking at them. This requires a clear line of sight and 
  a Pain Mastery + Medicine roll. Also they can diagnose medical prob-
  lems faster, with the same roll, and it’s successes granting additional 
  dice on any diagnosis or treatment roll. 
  Like Elemental Anima, each dot in Pain Mastery grants another 
  technique, and unknown techniques may be attempted, although at 
  double cost and +1difficulty 
  The first recorded nova to possess this power¹ is Hannah Ryan-
  Smith or Nymph. 
  Created/Used by: Dean Howard
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  INCREASE/DECREASE 
  Dice Pool: Stamina + Pain Mastery 
  Range: (Quantum + Power Rating) 
  Area: N/A 
  Duration: Maintenance 
  This technique gives the nova the ability to alter the amount of pain 
  a person is feeling. Each success on the activation roll can either increase 
  or decrease dice pool penalties by one level. So it takes 7 successes on 
  the roll to make a perfectly healthy person unconscious due to pain, but 
  it cannot make someone regain consciousness in the same way. 
  PAIN TO PLEASURE 
  Dice Pool: Manipulation + Pain Mastery 
  Range: (Quantum + Power Rating) 
  Area: N/A 
  Duration: Maintenance 
  Pain and pleasure are biologically very similar, so a Nova with this 
  technique can turn them round. While it won’t take away any physical 
  wounds, it makes the target very difficult to torture, as they begin enjoy-
  ing the treatment! Each success after the first can be used to resist any 
  torture attempts involving physical torture, as the first halves all wound 
  penalties for the duration of the effect. This strange technique also has 
  other applications, such as allowing a target to remain conscious. 
  REMOVE PAIN 
  Dice Pool: Stamina + Pain Mastery 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  This technique is difficult to do, so it may only be performed on 
  the nova herself. It simply stops the nova from feeling pain. This is a 
  good and bad thing however, as pain tells us we’ve been damaged 
  and must stop to allow it to be repaired. But as long as one success 
  has been rolled, then the nova’ cannot feel any pain 
  ANAESTHETIC TOUCH 
  Dice Pool: Stamina + Pain Mastery 
  Range: Touch 
  Area: N/A 
  Duration: Maintenance 
  This is the same as Remove Pain, but for others. 
  BALEFUL STARE 
  Dice Pool: Strength + Pain Mastery 
  Range: (Quantum) 
  Area: N/A 
  Duration: Instant 
  This is the most hateful of all the pain mastery techniques, as it 
  seeks to overwhelm the targets senses with pain. If the roll is successful, 
  and the target doesn’t possess the power Sensory Shield, then it does 
  bashing damage, as it forces the body to hurt itself. This attack does 
  one damage per success level, which only Novas with Sensory shield 
  or Hardbody attunement may soak. 
  TRANSFER PAIN 
  Dice Pool: Wits + Pain Mastery 
  Range: (Quantum x 4) 
  Area: N/A 
  Duration: Maintenance 
  This technique effectively swaps the dice pool penalties due to 
  pain of two targets. Each success is one level of pain which may be 
  swapped, although actual health level ratings doesn’t change, it does 
  increase or decrease the penalty. Also while the technique is in effect, 
  if either of the targets takes damage, then they take the damage, but 
  the pain is sent along the link. 
  Extras: None 
  PROBABILITY CONTROL 
  Level: 3 
  Quantum Minimum: 5 
  Dice Pool: Variable 
  Range: Variable 
  Area:Variable 
  Duration: Variable 
  Effect: Character can influence probabilities, making actions 
  more or less likely to occur. 
  Multiple Actions: Yes 
  Description: With Probability Control, a nova can skew the natu-
  ral¹ probabilities of an event or action succeeding or failing, whether 
  an action performed by herself or another, to make that action more or 
  less likely to¹ occur successfully.¹ A nova may learn and freely use one 
  technique per dot¹ in this power; she may attempt other techniques, but 
  the player must spend twice the quantum cost and roll against a +1 dif-
  ficulty to activate these unmastered techniques. Any Probability Control 
  Technique can be resisted by a nova with the mega-power of Luck.¹ 
  Each dot of Luck is rolled to resist the successes scored by the nova at 
  no cost.¹ If a novas Luck dice remain unused for that scene, the nova 
  may spend them one for one to automatically cancel out successes on 
  Probability Control effects. Many of the Techniques of Entropy Control 
  from the Aberrant Players Guide might be suitable here as well, at the 
  STs discretion.  
  Created/Used by: Ian Turner
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  LUCK 
  Dice Pool: Probability Control 
  Range: Self 
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  Area: N/A 
  Duration: Permanent 
  This power provides one die to roll for each dot of Probability 
  Control¹ (+ automatic successes equal to the novas Quantum score), but 
  this roll can only be made once per scene.¹ Each success can then be 
  spent like any use of the level one power of Luck on page 206-207. In 
  combat, each success can be spent to either add one die to the accu-
  racy and effect of one of ones own attacks, or can be spent to add an 
  automatic success to a dodge, block or parry (or any sort of Willpower 
  or Resistance roll to defend oneself from hostile action). Out of combat, 
  each success can be spent to add one automatic success to any use of an 
  Ability or Background, or even divided among several Abilities in some 
  cases. Unlike the power on page 206-207, this advanced version of 
  Luck cannot be botched.¹ It always scores at least Quantum successes. 
  PROBABILITY EXCHANGE 
  Dice Pool: Wits + Probability Control 
  Range: (Quantum + power rating) x 10 meters 
  Area: (Quantum + power rating) x 5 meters 
  Duration: Concentration 
  The universe survives on an equilibrium of uncertainty.¹ Probability 
  must be maintained, but the nova with this power can choose to juggle 
  the numbers around, changing not the overall probability within an 
  encounter, but definitely changing the individual results by stealing 
  probability from one person and transferring it to another within his 
  area of effect.¹ So long as possibility is neither created nor destroyed, 
  he can have uncanny influence in the meantime. In essence, once this 
  power is activated, the nova becomes able to take one success from 
  anyone within the affected area for every success he scored on the 
  initial power activation and give it to anyone else within the probability 
  warping area for each turn that he concentrates! 
  A success in this case could not only be a rolled success, but an 
  automatic one resulting from a Mega-Attribute or Enhancement, or 
  even an automatic property, such as a Soak success. 
  Example: Hi-Jynx uses this power and scores 3 successes.¹ At any 
  time within the time of concentration, he can steal up to three total suc-
  cesses from any person in range, and transfer them to any other person 
  or persons within range, exchanging the raw stuff of probabilities from 
  one to another. Under attack from a powerful Quantum Bolt attack, he 
  subtracts three successes from the ‘to hit’ roll of his adversary (and is hit 
  anyway), and then adds +3 successes to his own Soak roll to try and 
  survive the deadly attack.
  PROBABILITY FLUX 
  Dice Pool: Wits + Probability Control 
  Range: Touch 
  Area: N/A 
  Duration: Maintenance 
  The nova can feel *potential* seething in around his frame and in 
  her fingers.¹ With this effect, she can choose to augment or hinder that 
  potential in himself or another person. Once the power is activated, the 
  nova can either count each success rolled (+ one automatic success / 
  Dot of Quantum) as a single automatic success to any task *or* as to 
  take away a single success from any action by the affected person. In 
  either case, the choice belongs to the probability-warping nova and not 
  to any other affected person and the successes can be spend to either 
  add or take away successes at any time within the powers duration, 
  limited to only one success / dot in this power. The nova can ‘change 
  his mind’ at any time and hinder one action while helping another. 
  Accepting the assistance of a whimsical or untrustworthy ally with this 
  power might be a fatal mistake as the recipient of the power cannot 
  choose to receive only ‘good luck’ or misfortune, that is up whims of 
  the controlling nova. Regardless of the duration, once all the successes 
  are spent, the power ends. 
  Example: Bad Penny has Probability Control level 2, and a 
  Quantum score of 5, she rolls 4 successes to use this power on her 
  teammate, but can only use increase (or decrease) his abilities by 2 
  of those successes in any one turn.¹ She chooses to help him to strike 
  a foe with his Martial Arts, giving him a +1 success to strike his target 
  and another +1 success to his damage dice pool (a lucky shot indeed), 
  but when he leaps for cover, she is annoyed that he would desert her 
  in a dangerous situation and turns her power to stopping him from 
  leaving the area by taking two successes from his Athletics roll.¹ She 
  still retains 5 chances to add or subtract difficulty from his actions (and 
  only his actions, unlike Probability Exchange, only one person can be 
  so affected in a single power-use) throughout the powers duration.¹ 
  Hopefully, she will be less fickle!
  PROBABILITY SHIELD 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  The character can warp probability to protect himself with an aura 
  of improbability, causing even the most well-aimed attacks moving 
  towards him to become subject to ever-more-unlikely distortions. While 
  he maintains the effect, the nova may subtract his dots in Probability 
  Control from the attack successes of any incoming attack.¹ The ‘shield’ 
  has no effect on soak, other than to insure that few attacks gain many 
  extra dice for exceptional levels of accuracy. Effects that do not need 
  to roll to strike, such as environmental damage or the effects of an Area 
  attack, are unaffected by the Probability Shield. Bad luck, that. 
  PROBABILITY TWIST 
  Dice Pool: Manipulation + Probability Control 
  Range: (Quantum + power rating) x 10 meters 
  Area: N/A 
  Duration: Instant 
  The character can cause a damaging twist of fate to occur to an 
  item or person.¹ The item might break catastrophically or the person 
  suffer a stroke, embolism, bone fracture, muscle tear, heart attack or 
  similar biological failure.¹ For each success scored on the initial roll, 
  the target person or item suffers a single Lethal HT level of damage.¹ 
  This damage can only be soaked by a nova with the Mega-Stamina 
  enhancement of Hardbody, although said damage does not otherwise 
  act as Aggravated damage in any other way.¹ Unlike the similar power 
  of Bioentropy Storm from Entropy Control, this effect cannot be resisted, 
  affects only a single target and can affect machines and other even 
  semi-permanent constructs of energy (such as a Quantum Construct, 
  electrical Bodymorph or even a generator or stable energy field).¹ The 
  chaotic forces will turn against almost any target chosen within the 
  range, although the effects will be correspondingly slight against a 
  larger target (4 lethal HT levels of damage, no matter how irresistable, 
  aren’t going to slow down a tank or collapse a building!). 
  QUANTUM ABSORPTION 
  Level: 3 
  Quantum Minimum: 3 
  Dice Pool: Stamina + Quantum Absorption 
  Range: Self 
  Area: N/A 
  Duration: Special 
  Effect: The nova converts energy damage from quantum powers 
  into quantum points. 
  Multiple Actions: No 
  Description: This power is very similar to Absorption, but can 
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  do what Absorption cannot. A nova with Quantum Absorption can 
  convert damage caused by attacks directly into quantum points. These 
  converted quantum points can then be used to replenish the nova’s own 
  quantum pool or to store up and fuel a nova’s other quantum powers. 
  The power works against either energy damage (like Quantum Bolts 
  or fire) or kinetic damage (like punches or bullets); the character must 
  define which phenomenon her Quantum Absorption works against 
  when she buys it. 
  When the nova is hit with an attack of the type she can absorb, 
  she may choose to try and convert some or all of the damage. Doing 
  so takes no time, may be applied before or after the character’s nor-
  mal soak, and the character may do it even if she has already acted 
  for the turn; the character need not declare she will use her Quantum 
  Absorption until after an attack has hit and done damage to her. Each 
  success rolled on a Stamina + Quantum Absorption roll subtracts one 
  health level of damage from the attack; the character must pay one 
  quantum point per health level absorbed. Every health level of dam-
  age, however, is converted into two quantum points. These quantum 
  points will replenish the character’s quantum pool, and can even 
  increase the pool above its maximum for a short period of time. 
  Quantum points gained above the character’s maximum will not 
  last forever. They will fade away at a rate of one point per (Quantum 
  + power rating) turns. Points that are within the character’s maximum 
  limit are retained as normal. 
  Extras: None  
  Created/Used by: Scott Kearney
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  REVENANCE
  Level: 3 
  Quantum Minimum: 4 (Required: Mega-Stamina 1 and the 
  Regeneration enhancement) 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Instant 
  Effect: The nova, when he dies, can regenerate his injuries and 
  come back to life. 
  Multiple Actions: N/A 
  Description: Novas, despite their superhuman endurance, can 
  still die.¹ A nova with Revenance, however, can get a second chance 
  at life.¹ This power is always in effect, but does not take begin to 
  work until the character actually dies, and it is best combined with 
  the Regeneration enhancement.¹ For each level of Revenance that the 
  nova has, he can remain up to 1 hour dead and still have the use of 
  this power.¹ The nova may spend a permanent point of Willpower, 
  and if he has any quantum points remaining in his pool, he can use 
  them to activate his Regeneration enhancement, but he can only heal 
  half as many health levels he would normally be able to heal per turn 
  (round up; minimum of 1 health level per turn).¹ If the nova wishes, 
  he can choose to gain a permanent point of Taint to use this power, 
  rather than sacrifice his Willpower.¹ The nova can heal wounds for as 
  long as he has quantum points, and will “come back to life” after he 
  reaches a lethal health level of Incapacitated, when he can begin to 
  Regenerate normally.¹ Aggravated damage can be healed at a cost 
  of three quantum points per level of damage (pg. 254, Aberrant rule-
  book).¹ If he is out of quantum points, he will be able to recover them 
  as if wasreceiving complete rest, although this will take some time, and 
  he will only recover them at half his normal rate (again, round up).¹ 
  It may be possible for him to receive enough further health levels of 
  damage below Incapacitated that he will be unable to bring himself¹ 
  back up to Incapacitated (like when his enemies keep blasting him with 
  quantum bolts to ensure that he is dead for good).¹ If the nova cannot 
  use his Regeneration, then another nova with the Healing power could 
  try to heal the revenant, but if he isn’t brought back to Incapacitated by 
  the time the power expires, he will be truly dead.¹ The Storyteller has 
  every right to determine that Revenance will not work against certain 
  types of deaths, such as falling into a volcano, decapitation, exploding 
  in a depressurized vaccuum, death by disintegration, etc. 
  Extras: None  
  Created/Used by: Wu Shu
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  SHADOW MASTREY 
  (Elemental Mastrey, Shadow)
  Level: 3
  Quantum: 5
  Dice Pool: Varies
  Range: Varies
  Area: Varies
  Duration: Varies
  Effect: Allows the character to create, and control light.
  Multiple Actions: Yes
  Description: This is a suite power, based on Elemental Mastrey, 
  and covers Shadow as the element mastered.  Due to the nature of 
  Shadow some techniques are avalible here that are not normaly con-
  sidered Elemental Mastrey Techniques, However the converse is also 
  true some techniques that are normaly considered Elemental Mastrey 
  Techniques are not avalible for Shadow.
  ENHANCE / DIMINISH
  Dice Pool: Intellegence + Light Mastrey
  Range: (Quantum + Light Mastrey) x 10 Meters
  Area: (Quantum + Light Mastrey) x1 10 Meter radius
  Duration: Maintenance
  Just like the enhance/diminish  technique of any other form of 
  Elemental Mastrey this allows the character to either lengthen and 
  darken shadows or all but banish them.  Each success allows a 5% 
  change in the local shadows.  Every 20% the local shadows are 
  enhanced gives stealth rolls an extra dice so long as they would be 
  effected by the extra cover.  For every 20% diminished shadows are, 
  the appropriate stealth rolls suffer the same penalty.
  SHROUD
  Dice Pool: Dexterity + Shadow Mastrey
  Range: (Quantum + Shadow Mastrey) x 10 Meters
  Area: (Quantum + Shadow Mastrey) x 5 Meters
  Duration: Maintainance
  This power allows the nova to cloak an area in shadows, render-
  ing normal sight useless.  They make the Dexterity + Shadow Mastrey 
  roll, to target the shroud.  If they get no successes then they flat miss, 
  other than that each success reduces the perception of everyone with-
  ing the target area by one.  If all of somebodys perception is cancled 
  then they are blind and follow the rules under strobe.
  TRANSMIT (SHADOWS)
  Dice Pool: Perception + Shadow Mastrey
  Range: Varies
  Area: Self
  Duration: Instant
  This ability allows the character to step into one shadow and 
  appear out of another, perhaps a very long way away.  The number 
  of successes determine the distance apart the two shadows can be.
  1 Success 
  2 Kilometers
  2 Success 
  20 Kilometers
  3 Success 
  200 Kilometers
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  4 Success 
  2,000 Kilometers
  5 Success 
  20,000 Kilometers
  Each success beyond 5 multiples the range by 10
  The character must have a general idea of where they are going 
  and they step out of the shadow closest to that spot.  They cannot 
  step into their own shadow.  If they do not roll enough successes then 
  they appear as far towards the destination as they can.  Possibly in a 
  dangerous situation.
  ANIMATE
  Dice Pool: Dexterity + Shadow Mastrey
  Range: (Quantum + Shadow Mastrey) x 10 Meters
  Area: (Quantum + Shadow Mastrey) Cubic Meters
  Duration: Maintinance
  This power allows the nova to animate and control shadows within 
  range.  Each success allows the control of one particular shadow no 
  larger than the area of effect.  Shadows can be used for a variety of 
  purposes.  They can be shaped into words for quiet communication, 
  moved over a person to enhance their stealth (one additional dice for 
  each shadow moved to protect them.)  Shadows could even be moved 
  into specific spot, as a prelude to transmiting out of it for a surprise 
  attack!  The only restriction is that the shadows cannot be moved out 
  of the characters range with this power.
  SHADOW BLAST
  Dice Pool: Dexterity + Shadow Mastrey
  Range: (Quantum + Shadow Mastrey) x 5 meters
  Area: One Target
  Duration: Instant
  This technique allows the character to create a blast of shadowy 
  energy.  This energy deals [Quantum] Levels + [Shadow Mastrey] x 2 
  Dice of lethal cold damage
  SHADOWFORM
  Dice Pool: N/A
  Range: Self
  Area: Self
  Duration: Maintance
  This technique allows the charcater to transform themselves into a 
  living shadow.  In this form the character functions as if they have one 
  level of Density Control (Decress) from each dot in Shadow Mastrey 
  they possess.  However they take damage from bright lights as shown 
  below.
  Spot / Search Light  
  1 Level Lethal / Minute
  Overcast Day 
  2 Levels Lethal / Round
  Full Sunlight  3 Levels Agg / Round
   Other light damage is at the Storytellers judgement.
  TAINT MASTERY
  Level: 3 
  Quantum Minimum:5 
  Taint Minimum: 3 
  Dice Pool: Variable 
  Range: Special 
  Area: Special 
  Duration: Variable 
  Effect: The character can manipulate taint levels and aberrations 
  within targets. 
  Multiple Actions: Yes 
  Description: A very rare power, the nova nova with Taint 
  Mastery is actually capable of manipulating tainted quantum ener-
  gies within himself or another nova, and is able to alter the effects of 
  taint-inflicted aberrations. As with Elemental Anima and Mastery, this 
  power allows the nova to use several different techniques. Unlike other 
  quantum powers, Taint Mastery is only as powerful as the current per-
  manent Taint level of the nova using the power. Should his Taint level 
  drop below the minimum Taint required, he will temporarily be unable 
  to use this power. The dangers of this power are obvious; should the 
  nova ever reach a permanent Taint level of 10, he will be unusable as 
  a player character, his mind completely altered by the high levels of 
  Taint within his body.  
  Created/Used by: the Cajun
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  ABSORB TAINT 
  Dice Pool: Taint + Taint Mastery 
  Range: Touch 
  Area: N/A 
  Duration: Permanent 
  The nova can permanently transfer another nova’s temporary Taint 
  levels into his own body. Every success on a Taint + Taint Mastery roll 
  will allow one temporary Taint point to be transferred into the nova. 
  This technique does not allow the nova to transfer his own temporary 
  Taint into others. Should the nova’s temporary Taint ever reach 10, he 
  will immediately gain a permanent level of Taint in exchange for losing 
  the 10 temporary Taint levels. Temporary Taint stored within the nova 
  must be purged through normal means of recovery, or by using further 
  techniques of this power. 
  PURGE TAINT 
  Dice Pool: N/A 
  Area: Self 
  Duration: Instant 
  This technique allows the nova to more quickly purge his body of 
  harmful levels of temporary Taint.. The nova can make a Willpower 
  roll once every week in order to purge his body of Taint, rather than 
  once every month. Although each point of temporary Taint above the 
  first still results in a +1 penalty to the Willpower roll, every level in 
  Taint Mastery negates one level of penalties. Eeach success on the 
  Willpower roll will bleed off one point of temporary Taint. Failure 
  means that no Taint can be purged that week, while a botch on the 
  roll means a permanent Taint level is gained. This technique cannot be 
  used to reduce permanent Taint levels. 
  RESIST TAINT 
  Dice Pool: Taint 
  Area: Self 
  Duration: Instant 
  When a nova fails a power roll when using a strained power 
  or while trying to rapidly recover quantum, he often gains temporary 
  taint levels. A nova using this technique can make a Taint roll using 
  his permanent Taint and attempt to resist gaining the temporary Taint 
  points. Every success will negate one temporary level of Taint that the 
  nova would have otherwise gained. Failure means that the taint levels 
  are gained, while a botch means he will gain two additional levels of 
  temporary Taint. 
  TAINT BLAST 
  Dice Pool: Dexterity + Taint Mastery 
  Range: (Taint + power rating) x10 meters 
  Area: N/A 
  Duration: Instant 
  The nova can shape his own Taint into a dangerous attack, chan-
  neling Taint into living targets. Each successful attack inflicts Taint + 
  Taint Mastery dice of damage, which can only be soaked by novas 
  with the Hardbody Mega-Stamina enhancement. For each level of Taint 
  
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  that affects the target, baselines suffer one lethal health level of damage 
  in addition to being infected with a temporary level of Taint. Novas do 
  not suffer any danmage, but can certainly be affected in more nega-
  tive ways by having their temporary Taint pools increased. Should a 
  nova target ever reach 10 levels of temporary Taint, he will gain a 
  permanent Taint point. 
  TAINT STORM 
  Dice Pool: Wits + Taint Mastery 
  Range: (Taint + power rating) x10 meters 
  Area: (Taint + power rating) x5 meters 
  Duration: Concentration 
  The nova can create a storm-like area filled with dangerous levels 
  of tainted quantum energies. Although the damaging effects are the 
  same as for Taint Blast above, this technique covers a much wider 
  area. Baselines will suffer lethal health levels of damage in addition to 
  being infected with temporary Taint levels, while novas will gain tem-
  porary levels of Taint, and can only resist the damage if they possess 
  the Hardbody Mega-Stamina enhancement. 
  TAINT MANIPULATION 
  Dice Pool: Taint + Taint Mastery 
  Range: Touch 
  Area: N/A 
  Duration: Maintenance 
  This technique allows the nova to temporarily increase or decrease 
  his own or another nova’s permanent Taint levels. The effects can be 
  used to suppress the effects of high levels of Taint, temporarily remov-
  ing aberrations which could be harmful to others or which would 
  otherwise limit social interactions with baselines. The nova could also 
  tem,porarily increase his own or another’s permanent Taint levels, 
  with new aberrations manifesting along the lines of the nova’s theme, 
  animae, or further extensions of his or her own powers. Every two suc-
  cesses on a Taint + Taint Mastery roll will increase the target’s Taint rat-
  ing by one point for as long as this power is maintained. Targets may 
  resist having their Taint temporarily increased by making a Stamina + 
  Resistance roll, but only if they possess the Hardbody Mega-Stamina 
  enhancement. Even though the increase is temporary, should a nova 
  ever reach a permanent Taint level of 10, he will become unusable as 
  a player character or upredictable as an NPC as the tainted quantum 
  energies corrupt the nova’s mind. When the power is no longer main-
  tained, the nova will regain his former Taint level. 
  TELEKINETIC MASTERY
  Level: 3 
  Quantum Minimum: 5 
  Dice Pool: Variable 
  Range: Special 
  Area: Special 
  Duration: Variable 
  Effect: The nova can manipulate lift and move physical objects 
  without touching them to a much greater degree than the Telekinesis 
  power (p. 224) provides. 
  Multiple Actions: Yes 
  Description: Telekinetic Mastery is a more powerful level of 
  Telekinesis.¹ It works in much the same way, allowing the nova to 
  manipulate and move objects without touching them through the appli-
  cation of quantum energies.¹ Unlike Telekinesis, Telekinetic Mastery 
  has several techniques associated with it, and it also allows the char-
  acter to manipulate matter on the molecular level.¹ With this level of 
  power, the nova may also use any of the Elemental Anima techniques 
  that apply to solid, liquid, or gaseous matter, such as earth, water, or 
  air, but not fire, electricity, light, or other forms of energy. 
  For Example: Professor Englehart is facing a burning building, and 
  the local firemen are having trouble getting the hoses hooked up to the 
  fire hydrants.¹ In order to help control the blaze and keep the fire from 
  spreading, Professor Englehart decides to use her Telekinetic Mastery 
  to move the oxygen molecules out of the area, creating a vacuum.¹ 
  Without oxygen, fire cannot burn or spread.¹ The player decides to use 
  the Enhance/Diminish technique listed under Elemental Anima, creat-
  ing a vacuum in the area of the blaze.¹ Rolling five successes, she is 
  able to completely remove all of the oxygen molecules in the area of 
  the blaze, and by the end of the turn, the fire snuffs out.¹ The firemen 
  wonder what they are getting paid for.  
  Created/Used by: Professor Englehart
  Source: NovaNet @ http://users.nac.net/corporal/aberrant
  BIOMOLECULAR TELEKINESIS 
  Dice Pool: Dexterity + Telekinetic Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Instant 
  A very advanced and target specific form of telekinesis, this tech-
  nique allows the nova to actually remove molecules and particles from 
  the bloodstream and tissues of a living target.¹ This can have both 
  beneficial and harmful effects.¹ If the nova targets particles such as 
  viruses, bacteria, toxins, and tumors, the nova can effectively grant the 
  target one additional die per success when making a Resistance roll 
  against the infection, disease, or poisoning.¹ The side effects of the 
  disease or drugs won’t be reversed, but the target can be effectively 
  cured or detoxified, even if no cure or antidote currently exists.¹ Keep 
  in mind that some of these particles may be contagious, and should be 
  properly contained or disposed of unless they spread (fire and intense 
  heat universally works).¹ When used to harm a target, telekinetically 
  removing something like red or white blood cells can cause lethal prob-
  lems all their own in a relatively short period of time.¹ A target can 
  make a Stamina roll to resist this type of attack, and the Storyteller has 
  the final word on what exactly will happen within realistic means of 
  science and biology.¹ The Storyteller may also require the nova to pos-
  sess high ratings in both Medicine and Science in order to understand 
  how to properly use this type of technique. 
  BIOTELEKINETIC STORM 
  Dice Pool: Dexterity + Telekinetic Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: (Quantum + power rating) x5 meters 
  Duration: Instant 
  The nova can create a field in which telekinetic forces within liv-
  ing creatures run riot.¹ The victims will suffer massive internal injuries 
  as their organs, tissues, blood vessels, and bones are telekinetically 
  pulled, torn, and moved in different directions.¹ The nova rolls Dexterity 
  + Telekinetic Mastery in an opposed contest against the victims’ 
  Stamina; each net success inflicts one health level of lethal damage.¹ 
  Victims cannot soak this damage unless they possess the Hardbody 
  Mega-Stamina enhancement. 
  DESTRUCTION 
  Dice Pool: Dexterity + Telekinetic Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Instant 
  The character telekinetically unravels and pulls apart the molecular 
  structure of an unliving object, causing it to disintegrate.¹ Doing so 
  inflicts Quantum + Telekinetic Mastery health levels of damage to the 
  target object.¹ Objects may soak; the Storyteller should determine how 
  much damage they can soak based on the materials they are made of 
  
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  and how well they are constructed. 
  HEMOKINESIS 
  Dice Pool: Dexterity + Telekinetic Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Maintenance 
  With this technique, the nova can telekinetically prevent an injured 
  and bleeding victim from external bleeding or internal hemorrhaging.¹ 
  By manipulating the circulation of the blood around the injury and forc-
  ing an appropriate amount of blood plasma to the area, the nova can 
  cause the blood vessels to clot, effectively stanching and controlling 
  the bleeding until more effective medical means or quantum powers 
  are applied.¹ Damage cannot be healed with this technique, but any 
  damage that could result from blood loss will be prevented for as long 
  as the power is maintained.¹ As with Biomolecular Telekinesis, the 
  Storyteller may require the nova to possess a rating in Medicine and 
  Science in order to properly use this technique. 
  TELEKINESIS 
  Dice Pool: Dexterity + Telekinetic Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Maintenance 
  This technique is the basic power of telekinesis, allowing the nova 
  to pick up and move objects without touching them.¹ It works identi-
  cally to the Telekinesis power (p. 224), except that the character rolls 
  Dexterity + Telekinetic Mastery for her dice pool, adding in a number 
  of automatic successes equal to her Quantum.¹ Both crude forms of 
  lifting and finer manipulation of items (like lock picking) can be accom-
  plished with this technique; delicate tasks require two successes on her 
  Dexterity + Telekinetic Mastery roll for every one success on the skill 
  roll.¹ Throwing items is done as if the nova’s successes were successes 
  on a Might roll. 
  TELEKINETIC ACCELERATION 
  Dice Pool: Dexterity + Telekinetic Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Instant 
  The nova can guide and/or accelerate a thrown weapon, object, 
  or similar projectile.¹ She spends the required quantum points, throws 
  the object normally, and may assign the dots in her Telekinetic Mastery 
  power rating to the object’s attack or damage dice pool.¹ Dots in the 
  power rating may be split between attack and damage dice. 
  TELEKINETIC ATTUNEMENT 
  Dice Pool: N/A 
  Range: (Quantum + power rating) x5 meters 
  Area: Special 
  Duration: Maintenance 
  The nova can telekinetically separate or strengthen the bonds 
  between molecular structures to allow several benefits.¹ She can spend 
  the required quantum points and perform most of these feats without a 
  dice roll.¹ By strengthening the molecular structure of a liquid such as 
  water or a gas such as air, she can walk on the liquid or air at her nor-
  mal pace.¹ By separating the molecular structure of a wall or floor, she 
  can walk through the surface as if she possessed a number of dots in 
  Density Decrease equal to her dots in Telekinetic Mastery; she does not 
  become intangible, the surface does.¹ The nova can affect a 2 meter 
  long by 2 meter high by 2 meter deep area for each dot in Telekinetic 
  Mastery using this method, allowing others to walk through walls with 
  her as she creates a tunnel or passageway through the matter. 
  TELEKINETIC FIELD 
  Dice Pool: Dexterity + Telekinetic Mastery 
  Range: (Quantum + power rating) x5 meters 
  Area: (Quantum + power rating) x3 meters 
  Duration: Concentration 
  This power is allows the nova to use her Telekinesis with an area 
  effect.¹ It works the same as Telekinesis above, except that all objects 
  in the area of effect can be manipulated for as long as the nova con-
  centrates on her actions. 
  TELEKINETIC FIST 
  Dice Pool: Dexterity + Telekinetic Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Maintenance 
  The nova can punch an opponent with a telekinetic fist, or grab 
  him and keep him from moving.¹ The TK “punch” inflicts bashing dam-
  age as if the nova’s dots in Telekinetic Mastery were dots in Mega-
  Strength, which can be soaked as normal.¹ If the opponent is grabbed 
  instead, the equivalent level of Mega-Strength is compared in a resisted 
  contest with the opponent’s Might roll.¹ Ties go to the nova, and the 
  victim remains trapped for as long as she maintains the power.¹ The 
  target can be thrown as if the nova’s successes were successes on a 
  Might roll, with a number of automatic successes again as if the power 
  level equaled dots in Mega-Strength.¹ This is a significant improvement 
  in telekinetic strength over the lesser Telekinesis power. 
  TELEKINETIC LEVITATION 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  The nova may telekinetically lift herself into the air and carry 
  herself in a crude form of flight; a lesser telekinetic cannot do this.¹ 
  The character has a flying speed of (power rating x2) +20 meters per 
  action, or (power rating x40) kilometers per hour out of combat. 
  TELEKINETIC SHIELD 
  Dice Pool: N/A 
  Range: Self 
  Area: N/A 
  Duration: Maintenance 
  The nova may set up a telekinetic field around her that can redirect 
  projectiles and physical melee attacks away from her.¹ Each turn, the 
  character can subtract her dots in Telekinetic Mastery from the attack 
  successes of any projectile or physical attack made against her.¹ She 
  will also have an additional number of soak equal to her power rating 
  against any attack that does manage to hit her. 
  TELEKINETIC STORM 
  Dice Pool: N/A 
  Range: Special 
  Area: (Quantum + power rating) x5 meters 
  Duration: Concentration 
  This power allows the nova to telekinetically lift all loose items 
  of 40 kg or less within the area, then whirl them around her in a 
  “telekinetic tornado.”¹ She will not be hurt by the flying objects, but 
  anyone within the area of effect acts at -2 dice to all dice pools and 
  takes (power rating x2) dice of bashing or lethal damage, depending 
  on what types of objects are in the area.¹ The damage may also be 
  reduced depending on exactly what is available. 
  THERMOKINESIS 
  
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  Dice Pool: Dexterity + Telekinetic Mastery 
  Range: (Quantum + power rating) x10 meters 
  Area: N/A 
  Duration: Concentration 
  By telekinetically speeding up or slowing down molecules, the 
  nova can cause an unliving object to heat up or cool down.¹ Each dot 
  in Telekinetic Mastery can alter the temperature of a solid, liquid, or 
  gas by a factor of 10°C.¹ The exact effects are up to the Storyteller, 
  and a good knowledge of boiling, freezing, and melting points of 
  various forms of matter will come in handy when using this technique.¹ 
  Damaging side effects will often cause one health level of lethal dam-
  age per dot in Quantum +¹ Telekinetic Mastery to anyone touching a 
  burning or freezing object.
  TELEPORTATION MASTERY 
  Level:3 
  Quantum Minimum: 5 
  Dicepool:Variable 
  Range:Variable 
  Duration: Variable 
  Effect: The nova has greater control of the power of 
  Teleportation. 
  Multiple Actions: yes 
  Description: Teleportation Mastery is a more powerful level 
  of Teleportation.¹ It works in much the same way, allowing the nova 
  to move himself and others without passing through the intervening 
  space.¹ Unlike Teleportation, Teleportation Mastery has several tech-
  niques associated with it.Like many other level 3 powers it has many 
  techniques under it, for each dot in 
  Teleportation Mastery translates into a technigque. The nova may 
  use techniques which tehy haven’t purchased, but must then expend 
  double the quantum points. 
  SHIFT AWAY 
  Dicepool: Dexterity+Teleportation Mastery 
  Range: Self 
  Area: N/A 
  Duration: Instant 
  By spending the appropriate number of quantum points, the 
  nova with this technique may Teleport away from an attack as a 
  defensive action.(A teleport-dodge may be aborted to by spending 
  a willpower point in addition to the required quantum points).¹ The 
  nova may move up to 100 meters for each success on a [Teleportation 
  Mastery+Dexterity] roll with their Quantum rating as automatic suc-
  cess.¹ If the nova is attempting to dodge a hazard which affects an 
  area and fails to achieve enough successes to move out of that area 
  the nova is still affected. 
  TELEPORT OTHER 
  Dicepool: Manipulation+Teleport Mastery 
  Range: Touch 
  Area: N/A 
  Duration: Instant 
  By spending the appropriate number of quantum points and touch 
  an object (animate or inanimate), the Nova may teleport that object 
  in any direction they wish.¹ The Nova must make a reflexive action to 
  touch the target if the object is attempting to avoid the touch, and must 
  roll [Manipulation+Teleportation Mastery] with their Quantum rating 
  automatic successes.¹ The nova must then expend successes for both 
  size of the object and distance to be teleported. 
  ¹ 1 success 
   
  50kg 
  ¹ 2 successes 
  100kg 
  ¹ 3 successes 
  200kg 
  ¹ 4 successes 
  500kg 
  ¹ 5 successes 
  1000kg 
  ¹ 6 successes 
  2000kg 
  ¹ 7 successes 
  5000kg 
  ¹ 8 successes 
  10000kg 
  ¹ 9 successes 
  25000kg 
   10 successes 
  50000kg 
  ¹Each success beyond 10 doubles the weight that can be tele-
  ported.¹ each success soent for distance causes the object to travel up 
  to 100 meters each.¹ If the power is used on another nova, that nova 
  may resist using willpower. In the event that a person is teleported into 
  a solid object, that person appears int he nearest unoccupied space 
  and suffers 1d10 health levels of lethal damage, this damage may be 
  reduced on a 1:1 basis with a [ Teleport or Teleport Mastery +Stamina] 
  roll. In the event that person is teleported upwards, refer to the Falling 
  rules on page 256. 
  LONG RANGE STRIKES 
  Dicepool: Variable 
  Range: (Quantum + Power Rating)x 100 meters 
  Area: N/A 
  Duration: Instant 
  The nova spends the appropriate number of quantum points and 
  then makes a close-combat Strike or Kick attack using their nromal 
  [Strength +Brawl] or [Dexterity + Martial Arts/Melee] melee dice pool.¹ 
  Wih a successful roll, the nova teleports the energy of the attack towards 
  their target allowing them to make a strike from vast distances. 
  COMBAT TELEPORT 
  Dicepool: Variable 
  Range: (Quantum +Power rating) x 100 meters 
  Area: N/A 
  Duration: Instant 
  Usinge this maneuver, the nova spends the appropriate number of 
  quantum points and may then teleport up to (Quantum + Power Rating) 
  x100 meters, and may use their full dice pool(assuming that the combat 
  Teleport is the only action done that round) to make any close-combat 
  maneuver such as a strike or hold. 
  SHRED 
  Dicepool: Manipulation+Teleport Mastery 
  Range: Touch 
  Area: N/A 
  Duration: Instant 
  With this technique a nova is capable of teleporting single parts 
  of an item in a manner similarly to the Teleport Other technique. This 
  is frequently used as a technique teleporting away parts of a target’s 
  body, causign wounds and bleeding.¹ The nova must make a reflex-
  ive action to touch the target, then roll [ Manipulation+Teleportation 
  Mastery] where each success does [Quantumx2] + (Successes x4) 
  lethal damage. 
  TELEPORTATION CHARGE 
  Dicepool: Manipulation+Teleportation Mastery 
  Range: Touch 
  Area: N/A 
  Duration: Maintenance 
  Usinge this technique, a nova expends the appopriate number 
  of quantum points imbuing a small object(no larger than a sword or 
  shotgun) with an effect similar to that of Teleport Other.¹ When an item 
  is struck by the imbued item(in the case of imbuing a gun, the target 
  must actually be struck by THE GUN and not the bullets within) they are 
  teleported appoxiamtely along the trajectory of the imbued item (which 
  
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  expends it’s full kinetic energy upon meeting the strike and (unles hedl) 
  falls to the ground). The target is moved [Manipulation+Teleportation 
  Mastery]x100meters per success. 
  Level Four Powers
  ENTROPY AUTHORTY
  Level: 4
  Quantum: 7
  Dice Pool: Varies
  Range: Varies
  Area: Varies
  Duration: Varies
  Effect: Allows a character to manipulate Entropy in more involved 
  ways than Entropy Control
  Multiple Actions: No
  Description: This power is to Entropy Control what Elemental 
  Authorty to is Elemental Mastrey.  It allowa a Nova to manipulate 
  Entropy in profound ways beyond the scope of Entropy Control.  Like 
  many high level powers it provides a number of techniques.  The 
  character may learn and freely use one technique per dot they have 
  in this power.  They may also learn up to two techniques from Entropy 
  Control. Techniques not known can still be used, but they cost twice 
  the Quantum and the character must roll Entropy Authorty and get at 
  least one success.
  MEMORY ERROSION
  Range: Self
  Area: [Quantum + Entropy Authority] x 100 meters
  Duration: Permanent
  Dice Pool: N/A
  This technique is permenantly active once purchaces.  When a 
  character gains memory errosion they must pick an effect on the same 
  level as the ones listed here; Nobody can remember what the character 
  looks like; Nobody can remember when they first meet the character; 
  nobody can remember where they went or follow them.  Anyone within 
  the listed radius is effected.  Each time a character comes within the 
  effect they can resist with a willpower roll (Adjusted by the apropriate 
  psychic shield or other mental defenses.)  but they must get a number 
  of successes equal to the nova’s [Wits (Mega-Wits count as two) + 
  Rapport] x 4 to resist the effect.  Each time they are effected the change 
  is permanent.
  DEATH SENSE
  Dice Pool: Perception + Entropy Authorty
  Range: [Quantum + Entropy Authorty] x 100 Kilometers
  Area: 1 Target
  Duration: Specal
  This power allows a character is sense the entropy associated with 
  the death of anyone in whom they have any interest at all.  Senseing 
  the death of a person the character is specifically expecting to die 
  requires only a single success.  A close family member or lover takes 
  only two successes, a hero much admired takes three.  A total stranger 
  that the character has meet only once requires ten successes to sense. 
  This power is always active and the player rolls whenever such a death 
  occurs within range to see if they sense it.  Each additional success they 
  gain over what they need gives them a one round lead of the death.  
    
  I.E. They actualy can sense the death before it happens, if 
  they roll high enough.
  ENTROPY DISTINTERGRATION
  Dice Pool: Stamina + Entropy Authorty
  Range: [Quantum + Entropy Authorty] x 100 meters
  Area: 1 Target
  Duration: Instant
  This power allows a character to cause a targert to simply disolve. 
  
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  It causes two aggrevated level of damage per success rolled.  Unless 
  the Target has a specific power that protects them from distintergra-
  tion or entropy attacks this bypassess all soak except that gained from 
  Stamina, and Mega-Stamina.
  ENTROPY STASIS
  Dice Pool: Stamina + Entropy Authorty
  Range: [Quantum + Entropy Authorty] x 100 meters
  Area: (Quantum + Entropy Authorty) Meters
  Duration: Maintinance
  This power allows a character to create a field in whitch all entopy 
  effects are suspended.  People do not age, machines do not break 
  down.  Batterys can be stored without lossing their charge.  Inside a 
  field a machine can be run perpetualy (so long as power is supplied) 
  and never need maintainance.  A person dying of posion gets a repre-
  vive (they do not get any better, they just don’t get worse.)  All soak 
  is quadrupled and all damage is converted to bashing in the area of 
  effect as it is very difficult to harm things.  The field lasts one day per 
  dot of Entropy Athorty, and has a variety of uses.  It can be used as 
  a ‘safe’ place for a meeting or non-lethal duel, or to delay a persons 
  death until a healer or cure can be found.  This field is much like sta-
  bility but much more focused.  Also it does not prevent new idea’s or 
  radical changes, only destructive enthropy.
  ENTROPY GHOST
  Dice Pool: Perception + Entropy Authorty
  Range: [Quantum + Entropy Authorty] x 10 meters
  Area: 1 Target
  Duration: Maintinance
  This power allows a character to soummon a quantum ghost, 
  based on tracing the entropy effects that led to the targets death back 
  to the point at whitch they died.  The ghost as physical susbstance 
  equal to the normal (non-quantum) aspects of the origonal being, and 
  knows everything the being knew at the time of its death.  The ghost 
  also retains the personality of the deceased and may not be co-opera-
  tive.  This power allows the nova to summon a Quantum Ghost from up 
  to one day per success ago.  Any additional successes reawaken some 
  of the targets powers.  The ghost of a number of nova points equal to 
  the extra successes times their quantum rating when they were alive to 
  purcahse back a portion of their power.  This power lasts for one hour 
  per dot of Enthropy Authorty, and can be maintained.  However, it can 
  only be used once on a given being as after that the enthory trails that 
  lead to their death have been disrupted, beyond recovery.
  KINETIC AUTHORTY
  Level: 4
  Quantum: 7
  Dice Pool: Varies
  Range: Varies
  Area: Varies
  Duration: Varies
  Effect: Allows a character to manipulate Kinetic in more involved 
  ways than Kinetic Control
  Multiple Actions: No
  Description: This power is to Kinetic Control what Elemental 
  Authorty to is Elemental Mastrey.  It allowa a Nova to manipulate 
  Kinetic Energy in profound ways beyond the scope of Kinetic Control. 
  Like many high level powers it provides a number of techniques.  The 
  character may learn and freely use one technique per dot they have 
  in this power.  They may also learn up to two techniques from Kinetic 
  Control. Techniques not known can still be used, but they cost twice 
  the Quantum and the character must roll Kinetic Authorty and get at 
  least one success.
  KINETIC DISTINTERGRATION
  Dice Pool: Stamina + Kinetic Authorty
  Range: [Quantum + Kinetic Authorty] x 100 meters
  Area: 1 Target
  Duration: Instant
  This power allows a character to  inbue each molocule in a target 
  with a different vector of movment, in all but the densest targets this 
  causes it to be immediately converted into monecular dust.  It causes 
  one aggrevated level of damage per success rolled.  Unless the Target 
  has a specific power that protects them from distintergration this bypas-
  sess all soak except that gained from Stamina, and Mega-Stamina
  KINETIC CONSTRUCT
  Dice Pool: Manipulation + Kinetic Authorty
  Range: [Quantum + Kinetic Authorty] x 100 meters
  Area: Varies
  Duration: Maintinance
  This power allows a character to  create a Quantum construct out 
  of Kinetic Force.  This has a variety of uses.  The construct can either 
  be freeform or imbued into an object.  Either way successes must be 
  spent to determine the maximum size (either of the field or the object to 
  be empowered.)  One success creates a small field 3 meters on a side 
  or empowers a ton of mass.  Each success spent thereafter doubles the 
  size. Of the field or the object allowed.  The maximum dimentions of 
  the field as somewhat subjective.  A field made paper thin (1 Milimeter) 
  could be dozens of meters wide and long, and with a few successes 
  could cover an area the size of a small city! The field lasts for one hour 
  per dot of Kinetic Mastrey before it fades unless it is maintained by pay-
  ing the quantum cost again.  An object with a kinetic field empowered 
  into it can be moved as if by the telekinesis power (The field must be 
  able to empower enough mass to hold the object.) but with its move-
  ments scripted.  
  So if the field lasts 3 hours, then the movements could be ; Move 
  10 meters northm then wait an hour and move 1 kilometer stright up. 
  Then wait 20 minutes and go as far down as you can with as much 
  force as  you can muster.  
  The construct can also be set to respond to simple physical stimulus.  
  i.e. When someone touchs the object go 50 meters into the air 
  move forwards till you are above them then come down as fast as 
  possible. 
  Also fields can be immbued with powers that rely on kinetic ener-
  gy 1 success  can be used to purchase 3 nova points worth of abilitys. 
  The construct is considered to have a quantum of 1 and a quantum 
  pool of 20 on creation, but if its quantum pool is drained then it fades 
  out of existance.  Each additional point of Quantum adds two to the 
  quantum pool.  A construct can have no more then one lesss quantum 
  than its creator.   It also is considered to have 1 in each of its physical 
  attributes.  It has no mental or socail attributes.  The creator can dismiss 
  a construct at any time before the duration lapes. 
  I.E.  Cestus Pax wants to protect the contents of his study while he 
  steps outside to deal with a teragen.  So he decided to put a Kinetic 
  Construct up  in the room.  Rolling his manipulation + Kinetic Authorty 
  he gets 7 succeses., so he spends two making a free standing con-
  struct big  enough to fill the entire room.   Leaving him 5 successes 
  (15 nova points) to buy powers with.  First he buys an additional point 
  of Quantum bringing it to 2.  He then spends 9 more on 3 dots of 
  Quantum Bolt (Kinetic) leaving him with one, he buys three additional 
  points of dex.  So Pax’s construct has  2 quantum a quantum pool of 
  22, 3 dots in Quantum Bolt and a Dex of 4.  It can fire 11 shots before 
  it runs out of energy.  Pax sets it to attack anyone except for himself 
  entering the room, and the flys away to kick ass.
  KINETIC HYPERMOVEMENT
  
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  Dice Pool: Dexterity + Kinetic Authorty
  Range: Self
  Area: Self
  Duration: Specal
  This power allows a nova to accelerate themselves massivly in a 
  given direction.  It works by allowing the character to boost the kinetic 
  energy they have on a linear path.  Each success doubles the charac-
  ters movement rate.  The effect lasts until the character volentarly stops, 
  changes course or takes damage.  This power can be used multipule 
  times in a row so long as the character maintains the same course. 
  Though the quantum cost it high, prolonged useage can allow the 
  character to achive almost unheard of speeds.  While not very useful 
  in a fight (except running away!) since the character cannot manuver 
  without loosing their speed, it can be very handy for long distance 
  fights (such as between planets, if one were so inclined.)  about nine 
  tenths the speed of light is the reasonable limit to the speed this power 
  can provide.  And any nova moving anywhere near that fast should 
  take damage unless they are shielded or adaptable.  The specifics are 
  left to the Storyteller.
  QUANTUM COPY
  Level: 4th 
  Quantum: 6
  Dice Pool: Stamina + Quantum Copy
  Range: Touch
  Area: 1 Nova
  Duration: Permenant
  Effect: The Nova can copy part of their quantum Matrix onto 
  another nova.
  Multiple Actions: Yes
  Description: A Nova with this power can give another nova 
  access to their powers.  Very similar to nova proxy or an inverse form 
  of Quantum Imprint.  The difference is this power is permenant.  Once 
  the targets Quantum Signature is re-written they retain the change 
  forever.  It takes a great act of will to enact this power.  The Nova 
  spends a point of Willpower, and the Quantum then rolls their Stamina 
  + Quantum Copy.  Each success gives the nova a single nova point to 
  spend on the target.  The restriction is that the 
  Nova can only spend such points on abilitys, attribues, mega-
  attribues and powers that they themselves possess.  Powers temporarly 
  possessed via effects like Quantum Imprint or Quantum Authority do 
  not count.  The only way this power can be used on a baseline is to 
  give them their first dot of Quantum.  This causes an immediate errup-
  tion.  Follow the guidelines listed under artificaly errupting someone 
  with Quantum Supremacy.
  I.E. After having been kidnapped by the Teragen Randel Portman 
  and a member of Team America Fernando are forced to shatter a glass 
  dome on the moon to make their escape and are pulled out into the 
  void.  Portman has adaptibility, but Fernando does not.  Portman grabs 
  fernando and enacts his Quantum Copy.  Spending the Quantum and 
  willpower, portman rolls and gets 7 successes!  Far more than he 
  needs, so he quickly buys Fernando a dot of Mega-Stamina (with adap-
  tibility) since that is what he needs.  Since portman only has 1 dot of 
  Mega-Stamina himself he cannot rase Fernando’s new Mega-Stamina 
  any further.  Having acomplished his goal portman lets the extra nova 
  points boil off…
  Extras: Remove (The character can also remove the apropriate 
  abilitys from another’s Quantum signature, by buying them off this 
  nova points, howver an ability can only be removed if the character 
  does not have it themselves.)
  Weaknesses:  Tempory (3 Point, the changes don’t take, abilitys 
  gained are lost at the rate of one dot per day); Mega-Attributes Only (3 
  point, the character is only able to copy mega-attributes not Quantum 
  Powers); Quantum Powers Only (3 Point the character is only able 
  to copy Quantum Powers, not Mega-Attributes); One Power (5 Point, 
  the character can only copy one particular Quantum Power or Mega-
  Attribute.)
  SPATIAL AUTHORITY
  Level: 4
  Quantum: 7
  Dice Pool: Varies
  Range: Varies
  Area: Varies
  Duration: Varies
  Effect: Allows a character to manipulate space in more involved 
  ways than Spatial Manipulation
  Multiple Actions: No
  Description: This power is to Spatial Manipulation what 
  Elemental Authorty to is Elemental Mastrey.  It allowa a Nova to 
  manipulate space in profound ways beyond the scope of Spatial 
  Manipulation.
  MICRO-POCKET
  Dice Pool: Wits + Spatial Authorty
  Range: (Quantum + Spatial Authorty) x 100 Meters
  Area: (Quantum + Spatial Authorty) x10 Meters Diameter
  Duration: Maintinance
  This allows a Nova to create a small pocket in reality, a ‘bubble’ in 
  space.  When it is activated an entrance like a warp appears and leads 
  to a small space with grey boundrys.  The space is a shere when initaly 
  created, but the Nova can spend a success to alter it into any shape 
  they desire, so long as the total volume remains the same. They can also 
  spend a succsess to double the current size of the bubble. A success can 
  also be spent to alter any of the following characteristics to the desires of 
  the nova creating the space between the maximums listed.
  • Illumination : The defualt level of the light in the space is a dim 
  twilight, but it can vary between bright enough to serve as a strobe with 
  a dice pool of five to utter darkness.
  • Temperature : The defualt temperature is a little cool about ten 
  degree’s centergrade, it can vary between –40 degrees and 100 
  degree’s either extreme is deadly to unprocted baselines.
  • Gravity : The defualt level is earth normal, it can vary from noth-
  ing to arround 10 times the gravity of earth.
  • Atmoshere & Pressure : The default level is one atmoshere of 
  pressure and an earth-like mix of oxegen and other gasses.  It can vary 
  from total void to 100 atmoshere’s pressure of pure oxegen.
  • Boundry Appearance : The edges of the space appears to be a 
  blank grey plane by defualt, but they can be any image the creator desires, 
  even realistic looking scences of nature or any other scene desired.
  The pocket lasts for one hour for each dot the nova has in Spatial 
  Authorty, and it can be renewed by paying the same quantum cost 
  again at any point before the pocket colapses.  When the pocket ends, 
  all physical objects within in a gently deposited as closely as possible 
  to the gate.  Once created the gate cannot be moved.
  INDIRECTION
  Dice Pool: Manipulation + Spatial Authorty
  Range: (Quantum + Spatial Authorty) x 50 meters
  Area: (Quantum + Spatial Authorty) x 10 meters Diameter
  Duration: Maintinance
  This tecnique allows the nova to create a spatial boundry arround 
  an area, that prevents any form of teleportation or warping into or 
  out of the area.  This includes noetic transport, as well as Quantum 
  Powers.  Normal Spatial manipulation techniques function within the 
  
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  area, unless they allow travel or contact across the boundry.  This 
  power lasts an hour for each dot of Spatial Authorty the character pos-
  sesses, and can be renewed by paying the Quantum Cost again before 
  the duration lapses.  A Nova or Psion can overcome this boundry with 
  their own tecniques so long as they achive more successes on their roll 
  than the character got on the Indirection roll.  Particularly paraniod 
  nova’s sometimes surround their residences in this effect.
  MAGNIFY
  Dice Pool: Intellegence + Spatial Authorty
  Range: Self
  Area: Self
  Duration: Specel
  This power lasts one round for each success achived on the roll. 
  It has a simple but profound effect, any attempt to teleport or warp by 
  the character has its effect greatly magnified.  For each 1000 km they 
  would normaly have been able to travel they can instead travel an 
  entire light year.
  ESCHER FIELD
  Dice Pool: Intellegence + Spatial Authorty
  Range: (Quantum + Spatial Authorty) x 100 meters
  Area: (Quantum + Spatial Authorty) x 10 meters
  Duration: Maintaince
  This effect named after the artist Escher distorts reality in a vari-
  ety of ways.  This power bends reality back on itself into an almost 
  incomprehensible mess, walking up a stairwell might suddenly bring 
  you right back to the first stair, while walking down it might bring you 
  to the study.  Walking back out of the study, you might find yourself in 
  the bedroom, and back out of the bedroom, on the stairs again.  Each 
  success rolled allows the character to establish an ‘Escher Point’ each 
  point acts like an invisible warp, bettween two points within the area of 
  the power.  So for example if the character establishes an Escher Field 
  over a house, and gains three successes on their roll they could make 
  the top of the stair lead to the bottom again.  Entering the bathroom 
  ending you up in the kitchen, but existing the bathroom ends you up 
  in the lounge.
  Extras: Extended Duration (Powers that normaly last for hours, 
  instead last for days.)
  Weaknesses: Technique Exclusion (1 point, the character can 
  never learn one particular technique from this power.)
  Level Five Powers
  LIVING CHRYSALIS
  Level: 5
  Quantum: 8
  Dice Pool: Varies
  Range: Self
  Area: Self
  Duration: Varies
  Effect: Allows the character to treat the process of Chrysalis as 
  an ongoing one, without needing to enter Chrysalis or a period of 
  dormancy.
  Multiple Actions: No
  Description: The culmination of the experiments begun by the 
  Teragen on earth with the apocothery, this power allows the character 
  to live in a continus state of evolution, instead of having to lie dormant 
  when they wish to progress.  Like many powerful abilities it has several 
  techniques, the character may learn and freely use one technique per 
  dot.  They can attempt to use techniques they do not know, but it costs 
  takes twice the quantum cost and they must succeed on a willpower 
  roll.  Possession of this power is considered almost the pinnacle of evo-
  lution among Terat’s (Rumors ascribe its creation to Scripture)  However 
  there is a downside also.  At the time this power is purchased the 
  characters Archetype is locked, and cannot be easily changed.  Only 
  through the ‘Transference’ technique shown below can a nova with this 
  power enact a change of their chosen archetype.  Once a character 
  has this power they no longer enter Chrysalis normally, even if they 
  reach ten Chrysalis they simple cannot channel anymore taint into it, 
  as opposed to automatically dropping into a chrysalis.
  TAINT REMOVAL
  Dice Pool: Willpower + Living Chrysalis
  The nova can employee this technique to remove temporary or per-
  manent taint.  Removing temporary taint is easy the characters spends 
  three points of temporary willpower rolls Willpower + Living Chrysalis 
  with the maximum number of successes equal to Living Chrysalis.  Each 
  success removes a point of temporary Taint.  The process for remov-
  ing permanent taint is exactly the same, except that it costs permanent 
  willpower.  This power takes only a single round to use, and just like 
  the ability to remove taint in Chrysalis proper it does not remove any 
  aberrations associated with the Taint removed.
  TRANSFORM
  Dice Pool: Intelligence + Living Chrysalis
  This ability allows a nova to transform mental aberrations into 
  physical ones.  To enact this ability the character spends one perma-
  nent point of willpower, and just as in Chrysalis proper the mental 
  aberration of their choice is transformed into a physical one of equal 
  or higher level.  With one success the physical aberration is chosen 
  randomly (but appropriately) by the storyteller.  At two successes the 
  power is random but will always be of the same level as the original 
  power neverhigher.  At three successes the player can opt to take 2 
  aberrations of a level lower than the one they are loosing.  At four 
  successes the player can freely choice any equivalent levels. (IE.  Take 
  four random level one aberrations in place of a level three or one level 
  two and two level ones, etc)  At five successes they player has complete 
  freedom of choice including what aberrations to take, however they still 
  must keep the levels equivalent.
  CHANNEL
  Dice Pool: Willpower + Living Chrysalis
  This is one of the most powerful techniques in a Nova’s per-
  
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  sonal evolution.  It allows the nova to attempt to channel any taint into 
  Chrysalis as it is gained.  It is much like the normal Terat ability to do 
  so, but any taint can be so channeled irregardless of if it was gained 
  in accordance with the characters Archetype or not, but the process 
  is difficult, if the character fails to use this ability to channel taint into 
  Chrysalis, then it cannot be channeled normally even if it was gained 
  serving the characters Archetype.  This technique is treated as a reac-
  tion skill.  It costs 1 temporary willpower and 5 Quantum Pool to acti-
  vate this technique.  One point of temporary taint being earned can be 
  converted into Chrysalis for every four successes gained on the roll.
  EVOLVE
  Dice Pool: N/A
  This technique is not activated, once learned it considered always 
  a part of you.  One of the greatest benefits of the Chrysalis proper is 
  the ability to buy quantum manipulation and Archetype related abilities 
  at reduced cost.  Once this technique is learned the character enjoys 
  this benefit full time, as they are in a constant state of evolution.  The 
  Storyteller as always has the final say on what is allowed and what fits 
  with Archetype and what does not.  Characters with this technique the 
  character uses the experience costs listed in the Teragen book under 
  chrysalis all the time, so long as their storyteller approves.
  TRANSFERENCE
  Dice Pool: Living Chrysalis
  This technique is the only way (Other than Planck Scaling) that 
  a character with this power can change their archetype.  It is a risky 
  and difficult process however.  The character must spend a full day in 
  contemplation and preparation.  At the end of this time period they 
  spend 30 Quantum Pool and 2 Permanent Willpower Points.  They 
  then enter a state like a normal Chrysalis (Without the benefits of this 
  power) for three days.  At the end of that time they roll.  They must have 
  at least three successes to change archetypes, otherwise they awaken 
  unchanged, with much effort wasted.
  TRANSMIGRATION
  Dice Pool: Willpower + Living Chrysalis
  This technique allows the character to convert stored Chrysalis into 
  experience points directly.  Activating this power costs the standard 
  five Quantum Pool and each success lets the character convert one 
  permanent Chrysalis into three experience points that they can save 
  or spend immediately.  They can also use one success to transform 5 
  temporary Chrysalis into one experience point.
  CONSUME
  Dice Pool: Living Chrysalis
  This technique is perhaps the hardest of all Living Chrysalis 
  techniques.  It functions in much the same way as the Taint removal 
  Technique, however the Dice Pool is much smaller (Though the cost 
  remains the same) and it cannot be used to remove temporary taint 
  only permanent.  However permanent taint removed this way automati-
  cally transforms it into five points of temporary chrysalis.  This is the 
  only way that taint already accumulated can be converted to Chrysalis 
  after the fact.
  Extras: Evolve Another (The nova can use any Technique listed 
  on another nova that they are touching.  The Target if unwilling may 
  make a resisted roll with their willpower.)
  Weaknesses: Technique Exclusion (1 point, the character can 
  never learn one particular technique from this power.)
  SPATIAL SUPREMACY
  Level: 5
  Quantum: 9
  Dice Pool: Varies
  Range: Varies
  Area: Varies
  Duration: Varies
  Effect: Allows a character to manipulate space in more involved 
  ways than Spatial Authorty
  Multiple Actions: No
  Description: This power allows a nova to extend their ability to 
  manipulate space to unheard of heights.
  FRAGMENT
  Dice Pool: Wits + Spatial Supremacy
  Range: (Quantum + Spatial Supremacy) x 10 Kilometers
  Area: (Quantum + Spatial Supremacy) x 100 Kilometers 
  Diameter
  Duration: Instant
  This allows a Nova to create a large, permanent pocket in real-
  ity, a realm apart fom the normal universe.  Called a Fragment, this 
  space is quite large, though far from infinate, and is not normaly as 
  big as an earth sized planet.  When it is activated an entrance like 
  a warp appears and leads to a realm from the nova’s imagination. 
  This doorway is permanent, and cannot be moved or changed once 
  created, neither can the internal enviroment of the Fragment (Except 
  by normal, physical means.)  The creator can spend one success to 
  make the appearance of the doorway anything they desire, from 
  a normal looking door through whitch you can see the fragment to 
  completely invisible.  Infact if the internal area of the Fragment looks 
  enough like the area arround the gate in the real world, a person may 
  not even realize they have steped through!  The Fragment has many 
  of the same properitys that a mico-pocket does, but the nova’s control 
  over them is greater.  It still costs a single success to change a single 
  element (Unless it says differently below.)  or double the volume of the 
  Fragment.  Crosstime travel can be used to reach a fragment created 
  in this way, but only if the Exotic Worlds extra is purchased.
  • Illumination: The defualt level of the light in the space is a bright 
  daylight that can support plant growth, but it can vary between bright 
  enough to serve as a strobe with a dice pool of fifteen to utter darkness.
  • Temperature: The defualt temperature is a little cool about ten 
  degree’s centergrade, it can vary between absolute zero degrees and 
  5,000 degree’s either extreme is deadly to unprocted baselines and 
  most Nova’s.
  • Gravity  The defualt level is earth normal, it can vary from noth-
  ing to arround 1000 times the gravity of earth.
  • Atmoshere & Pressure: The default level is one atmoshere of 
  pressure and an earth-like mix of oxegen and other gasses.  It can vary 
  from total void to 1000 atmoshere’s pressure of any mix.
  • Boundry Appearance: The edges of the space appears to be a 
  blank grey plane by defualt, but they can be any image the creator 
  desires, even realistic looking scences of nature or any other scene 
  desired, futhermore they can ‘scroll’ placing anyone attempting to walk 
  into one boundry at the opisate edge of the fragment, back through the 
  gate or in a specific place in the Fragment designed by the creator.
  • Shape: The basic shape of the Fragment is a shere, but so long 
  as the volume is maintained the creator can reshape it into anything 
  desired with a single success.
  • The creator can also spend sucesses to add the following ele-
  ments to his/her little world.
  • Basic Matter: for 1 success the nova can fill (or half fill or any 
  proportion they wish) the Fragment with a single solid or liquid element 
  of their choice (Iorn, Mercury) for two successes they can make it a 
  simple substance (Rock, water) for three successes it can be a complex 
  substance (Soil, Salt Water) for four successes it can be a complex mix 
  (Arriable soil and ocean water)  This is normaly used to provide basic 
  landscape to the Fragment, the substance can be in any shape the 
  
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  creator desires at the moment of creation but after than is subject to the 
  laws the creator set.  (So for example a mountain for liquid mercury 
  would appear, but would promptly be pulled down by gravity, assum-
  ing there is some.)  While a mountain of stone would stand.
  • Basic Life: For 1 success the nova can create basic virises, simi-
  lar to the ones in the area they are in when they use the power in their 
  Fragment.  For two successes the nova can extend the effect to basic 
  plants (grass, ferns).  For three successes the effect can be extended 
  to complex plants (trees, bushes) and very simple motile life (Insects, 
  Arachnids) for four successes the nova can extend the effect to small 
  animals (mice, rabbits).  No more complexity can be achived.  These 
  creatures are not actualy created, they are spatialy reflected from the 
  world arround the nova, and thus must be similar (i.e. the same spe-
  cies) as creatures within the powers range of the nova.  Any creature 
  so brought into existance is thereafter separate and independent of its 
  origins in the ‘real’ world.  A nova can only maintain a single Fragment 
  at a time, unless they spend a permenant point of willpower to make 
  it self-maintaining.
  Due to their enormus size sometimes Fragments are used as retir-
  ment places for very powerful nova’s.
  INTENSIFY
  Dice Pool: Perception + Spatial Supremacy
  Range: N/A
  Area: N/A
  Duration: Specal
  This power much like the Magnify tecnique of Spatial Authorty, 
  except that its effect is much more drastic.  Each success causes the 
  power to last for one hour, and during that period any teleport or 
  warp power used has its range incressed to 1 light year per kilometer 
  it wouls normaly have allowed!  This truly allows a powerful nove to 
  explore the galaxies, and travel the universe at their whim.
  INPRISION
  Dice Pool: Stamina + Spatial Supremacy
  Range : (Quantum + Spatial Supremacy) kilometers
  Area: (Quantum + Spatial Supremacy) x 10 meters Diameter
  Duration: instant
  The nova picks a target within range and on their line of sight, 
  pays the Qunatum Cost and Rolls this power in a contensed roll aganst 
  the targets Dodge, Combat Teleport or whatever other reaction skill 
  they use.  If the character wins, and area arround them definted by the 
  area of this power, vanishes.  Broken off into a permanent splinter real-
  ity.  There is no gate and no return, the target is trapped forever in a 
  tiny bubble of space.  The character may spend net succsess to reduce 
  the diameter of the effect by 10 meters per success if so desired.  A 
  character with Crossworld Travel might be able to escape the prison, 
  but is also disconnects them from their home reality (The prison is their 
  home now.)  So it would take a full ten successes on a Crossworld 
  Travel roll to be able to make it back to their homeworld, anything less 
  and they arrive in another world, as similar as would be defined by 
  their successes.
  ESCHER POINT
  Dice Pool: Wits + Spatial Supremacy
  Range: (Quantum + Spatial Supremacy) Kilometers
  Area: (Quantum + Spatial Supremacy) x 100 Meters
  Duration: Permanent
  This power is related to the Escher Field technique of Spatial 
  Authorty.  However it simply creates a permanent Escher Point. 
  Though its scope is somewhat more than that of Spatial Aurthoty.  This 
  can be used to create a number of interesting effects.  A jacket pocket 
  as large as a house on the inside (up to the area of effect for the Escher 
  Point)  a ‘portable hole’ that when laied on a surface allows you to step 
  through it (so long as the other side is within the Escher Points area of 
  effect)  Or simplay an impossible shape (An actual three dimentional 
  construction of an Escher picture) that serves as a facenating piece of 
  art.  All in all this is a flexable ability that represents the characters abil-
  ity to shape space like clay the Storyteller is encouraged to be broad 
  in their interpretations of what can be done.
  PORTAL
  Dice Pool: Wits + Spatial Supremacy
  Range: (Quantum + Spatial Supremacy) x 10 meters
  Area: 1 Warp
  Duration: Permanent
  This power is the penultimate evolution of the ability to travel.  It 
  takes a warp established by the nova and makes it a permanent fold in 
  space, essentialy maintaining it forever.  Combined with Intensify this 
  can allow a character to establish a permanent network of interstellar 
  gates and transport systems.
  NON-EUCLIDIAN STORM
  Dice Pool: Stamina + Spatial Supremacy
  Range: (Quantum + Spatial Supremacy) x 1000 Kilometers
  Area: (Quantum + Spatial Supremacy) x 100 Kilometers
  Duration: Permanent
  This incredibly destructive power has never been unleashed as far 
  as anyone knows.  It permanently disrupts reality over a large area, 
  destorying the laws of causality and shifting the physical propertys of 
  an area at random forever after.  Inside an area that has been wracked 
  by this power, stone roll alternatly up and down hills or suddenly to 
  the left, water flows up and then rains halfway down from the sky and 
  then turns left.  Anyone without adaptibility takes 3 levels of unsoak-
  able aggrevated damage each hour they stay within the area as the 
  changing laws of physics interfear with their biologys.  Machines suffer 
  immediate failure and malfunction.  Even quantum powers they effect 
  anything but the nova itself operate at one difficulty higher.  Movement 
  powers like flight are halved in effectivness and hypermovement is 
  totally negated.  These effects work on anyone in the area including 
  the nova that created the Storm.  There is no known way to end the 
  Non-Ecludian Effect.
  Extras: Larger Area (The Area of the tecniques is multiplied by 20)
  Weaknesses: Technique Exclusion (1 point, the character can 
  never learn one particular technique from this power.)
  
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  New Techniques
  ENTROPY CONTROL TECHNIQUE
  DRAIN  
  Dice Pool: Intelligence + Entropy Control
  Range: (Quantum + Power rating) x 10 meters
  Area: (Quantum + Power rating) x 5 meters
  Duration: Instant
  Effect: Drain reduces all energy attacks and energy sources by 
  one level of rating/effect per success. A damaging attack would be 
  reduced by one Health level of damage per success. A battery or fire 
  would be reduced by one level per success. Drain can be performed 
  as a defensive maneuver if the Nova has actions left. 
  By: Willam Adams
  ELEMENTAL MASTERY TECHNIQUE
  THREAD 
  Dice Pool: Dexterity + Elemental Mastery
  Range: (Quantum + Power rating) x 10 meters
  Area: N/A
  Duration: Special
  Effect: Thread allows the creation of a “rope” made from the cho-
  sen element, which must be a liquid or solid matter - not energy or gas. 
  The range of the power determines the maximum length of the threads.
  The rope is usually as “strong” and durable as the nova who cre-
  ates it, but this may be modified depending on what kind of material 
  it is made of. The nova can use the rope to lift or pull anything she is 
  strong enough to lift with her own hands and similarly the rope has a 
  soak value equal to the nova who created it, to resist tearing and cut-
  ting (bashing and lethal soak values respectively). 
  QUANTUM AUTHORTY
  QUANTUM SIGNATURE MANIPULATION
  Dice Pool: Manipulation + Quantum Authorty
  Range: Touch
  Area: 1 Target
  Duration: Instant
  This ability allows Arch Angel to make small but permanent 
  changes to the target’s Quantum signature.  An unwilling target may 
  make a contested roll with their Willpower.  Each success can be used 
  to add or remove 1 point worth of Quantum Merits and Flaws (Eufiber 
  Rejection, Eufiber Attunment, Tain Resistance, etc) For two success Arch 
  Angel can also add or removed 1 point of tempory Taint or Chrysalis 
  (though this can never reduce permant Taint or Chrysalis, it can add 
  it.) For each point if tempory Taint added in this fashion the target 
  immediately gains 1 experience point, for each point of Permanet 
  Chrysalis added in this fashion the target unfortunatly also gains a 
  point of permanet Taint, even if they are very close to another perma-
  nent chyrsalis and far away from another point of permanent Taint. 
  Finally this ability can add or remove Quantum Abberations, at a cost 
  of a number of successed equal to the minimum Taint rating to possess 
  such an Abberation.
  SENSE M-R NODE
  Dice Pool: Perception + Quantum Authorty
  Range: [Quantum + Quantum Authorty] x 1000 meters
  Area: [Quantum + Quantum Authorty] x 100 meters
  Duration: Maintinance
  This power allows Arch Angel to sense Nova’s both Latent, and 
  Active over a large area.  When enacted, and for as long as the 
  maintinance is paid Arch Angel is aware of any nova or nova latent 
  within the area of effect (He can move the area while he is maintain-
  ing it as a standard action, or center it on to himself and have it follow 
  him arround for no additional actions.)  Even nova’s using Dormancy 
  are instantly spoted using this power, so long as they don’t roll more 
  successes on their Dormancy than the nova enacting this power got in 
  the roll to enact it.  Also each success (or net success in the case of the 
  Dormancy opposed roll) gives Arch Angel an idea of what one dot of 
  the Nova’s current (or likely in the case of latents) powers are.
  NODE RUSH
  Dice Pool: Manipulation + Quantum Authorty
  Range: [Quantum+Quantum Authority] x100 meters
  Area: 1 Target
  Duration: Instant
  This power allows Arch Angel to stress a target nova latents node 
  to cause an erruption.  Arch Angel focuses his powers on the Target 
  and they enter an oposed roll the Targets Willpower vs the Dice Pool 
  for this power (It does not matter if the target is activly resisting or 
  perfectly willing, there is still the same oposed roll.) A single net suc-
  cess means the target errupts immediately.  Each additional success 
  acts as two additional nova points over what the erruption would have 
  been normaly, but also allow Arch Angel to influence the outcome, as 
  it allows Arch Angel to allocate three of the total nova points in the 
  erruption.
  QUANTUM CRYSTAL MACHINERY
  Dice Pool: Intellegence + Quantum Authorty
  Range: [Quantum+Quantum Authority] x5 meters
  Area: Varies
  Duration: Permanent
  This power allows Enoch to create a permanent device of Quantum 
  Transductive Crystal.  Such devices are extremly long-winded and dif-
  ficult to form, but can only be destoryed by physical force (though 
  said force could arise from Quantum Powers.) and cannot be simply 
  Disrupted.  The Machine operates only on very simple parameters, and 
  cannot be self-mobile, though they could include mobility powers that 
  operate at the commands of a user.  The machine has a minimum total 
  size of  6 cubic inches per success scored.  A success can be spent to 
  reduce the final size by on 6 inch cube.  The machine can be in any 
  shape enoch desires, but no single dimention can be less than 1/16 
  of an inch.  It costs 3 successes to give the machine a dot of Quantum 
  and a number of successes equal to the level of the power for each dot 
  of a power to be inbibed.  Quantum Crystal Machinery cannot have 
  mega-attributes, but may have enhancments treated as though they 
  were a level 1 power, with each dot in the power equaling a dot of 
  the mega-attribute for purposes of determining the final effect, and cost 
  in successes. Additional Soak and Health levels can be purchased, it 
  costs one success to add 3 soak or one health level. The machine has 
  a Quantum Pool of 5 for each dot of Quantum and regenerates a dot 
  of quantum pool for each point of Quantum each half hour.  Dots of 
  Node can be purchased at one per success, and add one to the recov-
  ery rate each half hour.  A Quantum Crystal Machine cannot have 
  a power that Enoch does not possess.  A Quantum Crystal machine 
  cannot have more than 5 Quantum or a higher than Level 3 power. It 
  takes a full day per success to form the maxtrix for a Quantum Crystal 
  Machine, once formed it may be stored in Enoch’s Quantum Signature 
  until used.  When used Enoch invokes this power, but does not roll, 
  instead using the roll made when the matrix was created, the machine 
  springs instantly into existance.  Once a matrix is used it is gone, and 
  even if Enoch wants to create the exact same machine again, he must 
  roll and spend the time (several days) re-creating the Matrix.  Enoch 
  
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  can store no more matrixes than he has dots of Quantum Authorty at 
  one time.  The machine has 3 soak (B/L/A) and one Health level per 
  dot of Quantum.
  QUANTUM CRYSTAL CONSTRUCT
  Dice Pool: Wits + Quantum Authorty
  Range : [Quantum+Quantum Authority] x5 meters
  Area : Varies
  Duration : Maintance
  This power resembles Quantum Construct in all ways except as 
  listed above and the following.  The constructs are always made of 
  Enoch’s crystal.  They are treated as if they had the Longevity Extra 
  (Quantum + Quantum Authorty Days Maint period.).  They may only 
  have powers that Enoch Possesses, but Socail and Mental attributes 
  can be purchased at the same cost as physical ones.
  SYNTHETIC NODE
  Dice Pool: Charisma + Quantum Authorty
  Range: [Quantum+Quantum Authority] x5 meters
  Area: Varies
  Duration: Permanent
  This power allows Enoch to create a permanent Node of Crystal 
  that empowers a baseline with Quantum abilitys. Enoch must spend 
  three tempory willpower when enacting this ability.  Each success buys 
  one nova point worth of Quantum (the crystal starts with one automati-
  caly) , Powers or Mega-Attributes, but he is again limited to ones that 
  he personaly possesses.  Once created the crystal’s Quantum is fixed, 
  but the host (who need not be human) can increass the others with 
  experience at twice the cost a true nova would pay to do the same, 
  but they cannot buy new powers.  They have a Quantum Pool of 5 per 
  point of Quantum.  Once created a crystal permanently imprints on the 
  Quantum signature of the host, a lost crystal can be replaced, but only 
  with one exactly the same as the origonal, though they do regain the 
  higher levels of powers they have rasied via Experience points.  The 
  crystal must be in contact with the cerebral cortex of the host and is 
  thick enough to be visible on the outside of the skull of all normal earth 
  organisms.  When it appears it transposes the origonal matter aside.
  QUANTUM SUPREMACY
  DIVINE GUIDANCE
  Dice Pool: Manipulation + Quantum Supremacy
  Range: Global
  Area: Global
  Duration: Maintinance
  This ability allows Arc Angel to effect the path of every erruption 
  on the globe while the power is active.  Each success allows him to 
  dictacte 1 nova point worth of erruption changes, each and every 
  erruption that occurs must make these purchases first, and can then 
  spend the remainder of their nova points freely.  The powers maintin-
  ance period is [Quantum + Quantum Supremacy] days.
  MANIFEST M-R NODE
  Dice Pool: Intellegence + Quantum Supremacy
  Range: [Quantum + Quantum Supremacy] x 1000 meters
  Area: One Target
  Duration: Instant
  This power allows Arc Angel to add nova latency to a baseline. 
  They immediately become subject to all the normal rules that govern 
  nova latents, including the possibility of being errupted by Node Rush, 
  or Global Mass Erruptions.  Unlike other artificaly created nova’s (see 
  the notes in the rules section about Quantum Transformation) latents 
  created with this ability are treated as full 1st generation nova’s.
  GLOBAL MASS ERRUPTIONS
  Dice Pool: Manipulation + Quantum Supremacy
  Range: Global
  Area: Global
  Duration : Quantum + Quantum Supremacy Years
  This power allows Arc Angel to create a Telleurnic event.  The 
  effects extend across the entire globe, and might be mistaken for a 
  slight increass in background radiation, if you did not know what you 
  were looking for.  While the field is in effect, any human possessing 
  the latent homo sapiens novus gene is subject to erruption not just the 
  rare individuals that have the domainant gene (2nd gen) normaly.  In 
  addition to this effect all erruptions that take place within the field (even 
  those caused by other artifical means) gain an additional 2 nova points 
  per success made on this roll.  A normal unaieded erruption is 10 nova 
  points, so with 10 successes all erruptions globaly could be in the 30 
  nova point range.  This Power can also be used to cancel an existing 
  Telleurnic field at a rate of one success per sucessess.
  QUANTUM CRYSTAL ARTIFACT
  Dice Pool: Intellegence + Quantum Supremacy
  Range: [Quantum+Quantum Authority] x5 meters
  Area: Varies
  Duration: Permanent
  This power allows Enoch to create a permanent device of 
  Quantum Transductive Crystal, far greater in scope than a simple 
  Quantum Crystal Machine.  Such devices are extremly long-winded 
  and difficult to form, but can only be destoryed by physical force 
  (though said force could arise from Quantum Powers.) and cannot be 
  simply Disrupted.  The Artifact operates only on simple logic, but the 
  parameters can be quite complex.  The artifact has a minimum total 
  size of  6 cubic inches per success scored.  A success can be spent 
  to reduce the final size by on 6 inch cube.  The artifact can be in any 
  shape enoch desires, but no single dimention can be less than 1/16 
  of an inch.  It costs 3 successes to give the artifact a dot of Quantum 
  and a number of successes equal to the level of the power for each 
  dot of a power to be inbibed.  Additional Soak and Health levels can 
  be purchased, it costs one success to add 9 soak or three health level. 
  The artifact automaticaly regenerates damage at the rate of one health 
  level per round. The artifact has a Quantum Pool of 10 for each dot 
  of Quantum and regenerates a dot of quantum pool for each point of 
  Quantum each round.  Dots of Node can be purchased at one per 
  success, and add one to the recovery rate each half hour.  A Quantum 
  Crystal Artifact cannot have a power that Enoch does not possess.  A 
  Quantum Crystal machine cannot have more than 7 Quantum or a 
  higher than Level 4 power. It takes a full week per success to form the 
  maxtrix for a Quantum Crystal Artifact, once formed it may be stored in 
  Enoch’s Quantum Signature until used.  When used Enoch invokes this 
  power, but does not roll, instead using the roll made when the matrix 
  was created, the machine springs instantly into existance.  Once a 
  matrix is used it is gone, and even if Enoch wants to create the exact 
  same artifact again, he must roll and spend the time (several days) 
  re-creating the Matrix.  Enoch can store no more matrixes than he has 
  dots of Quantum Authorty at one time.  The artifact has 9 soak (B/L/A) 
  and one Health level per dot of Quantum.
  QUANTUM SHARD SERVANT
  Dice Pool: Wits + Quantum Supremacy
  Range: [Quantum+Quantum Supremacy] x5 meters
  Area: Varies
  Duration: Permanent
  This power resembles Quantum Construct in all ways except as list-
  ed above and the following.  The constructs are always made of Enoch’s 
  crystal.  They are permanent and require no maintinance.  They may 
  
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  only have powers that Enoch Possesses, but Socail and Mental attributes 
  can be purchased at the same cost as physical ones.
  CRYSTAL FIELD GENERATOR
  Dice Pool: Wits + Quantum Supremacy
  Range: [Quantum+Quantum Authority] x5 meters
  Area: An Obelisk 20’ tall and 3’ wide
  Duration: Permanent
  This power allows Enoch to create an Obelisk that manifests a 
  specific power (telekinesis to hold a door shut, claws that harm any 
  who touch it.) continusly and at no Quantum cost.  The power cannot 
  be disrupted or stoped in any way except by the destruction of the 
  Obelisk.  The Obelisk has 5 soak and one health level per success 
  scored on its creation.  The power manifested cannot have changing 
  parameters (ie. It can be do an area effect disrupt centered on the pil-
  lar every round, or apply telekinetic force 10’ in frount of you, but not 
  Disrupt any Quantum Bolts or hold this door shut wherever it moves.) 
  The power cannot be more than 4th level and it is considered to have 
  the minimum quantum required to use it.  It is always treated as if it 
  had a number of successes on the apropriate roll equal to the sucessess 
  scored on this power.
  SPATIAL MANIPULATION
  PHYSICAL NON-LOCALITY
  Dice Pool: Intellegence + Spatial Manipulation
  Range: (Quantum + Spatial Authorty) x 10 Meters
  Area: Self
  Quantum: 6
  Duration: See Below
  This allows a Nova to step outside of normal timespace.  When 
  enacted they find themselves floating in an endless grey void.  Any 
  distance traveled in the void corasponds directly to distance in the nor-
  mal world.  The Nova may take any actions they choose while in the 
  Non-Locatlity, including resting to regain quantum pool.   While there 
  is no mass here save that whitch the nova brough with them (by attun-
  ment, etc) they can breath normaly.  Eating is another matter however, 
  time passes as normal, and the nova will probobly eventualy starve. 
  The nova can return to the normal world at any time they choose and 
  they will appear at the equivilent spot, unless that would be within 
  solid matter.  (in that case they find they cannot leave the non-locality) 
  Teleport and Warp do not work within the Non-Locatlity, but other 
  movment powers do.  By concentrating nova’s with Mega-Perception 
  can dimly see the real world from the non-locality, however their dice 
  pool is Mega-Perception only for any action they requires seeing or 
  judging things visualy.
  New Extras
  ARMOR/FORCE FIELD: QUANTUM SHIELD
  This extra makes Armor or Force Field a barrier to Quantum 
  energys are well are regular attacks.  A character with this extra sub-
  tracts the number of dots they have in the apropriate power from the 
  successes of any attempt to sense them with quantum senes (Quantum 
  Awareness, Quantum Attunment) or effect their quantum signature 
  (Quantum Leech, Quantum Vampire, Quantum Athority).  The Mastrey 
  multipuler (if any) applies to this resistance, so if the character also has 
  Mastery 1 on their Force Field then double the normal number of suc-
  cesses are subtracted.
  BLINDING 
  This is an extra for powers causing damage, such as Quantum 
  Bolt. The Blinding extra causes the attack to disable one of the target’s 
  senses as well as cause damage, for example with a blinding flash of 
  light, a numbing cold or a deafening bang. Every two successes on the 
  attack roll deprives the target of the predetermined sense for one turn, 
  with the same effects as Strobe. 
  When applied to powers that don’t have a dicepool such as Immolate, 
  the Blinding effect is determined by rolling Quantum + Power level. 
  ELEMENTAL ANIMA/MASTREY: WIDEBAND
  Like mastrey this extra automaticaly rasies the level of the power, 
  even if the characters Quantum rating normaly allows extra’s without 
  level change.  This changes the scope of Elemental Anima or Mastrey, 
  making it effect a broad but similar range of elemments.  For example 
  a character with Mastrey over light, would now have mastrey over 
  light, shadow etc, or light, electricty, fire etc.  Depending on how they 
  choose to interpret their light abilitys.  General catagorys that can be 
  picked under Broadband are.  Physical (Kinetic, Sound, Momentum, 
  Friction), Energy (Light, Fire, Electricty), and other things of similar 
  bredth.  Each dot the character has in Elemental Anima or Mastrey 
  is now worth 1 technique that can effect the entire category (Such as 
  Enhance/Diminish or Lethal Blast) or two techniques that can only be 
  used for certain elements (Holo, Invisibility)  When using a technique 
  that could be done with more than one element controled the charac-
  ter has the choice each time the power is used, as to what element to 
  effect.  A character must have Quantum 6 to purchase this extra.
  HOMUNCULUS: EXTENDED SELF
  Makes the Homunculus an extension of the characters self, the char-
  acter knows everything the homunclous does, and can direct it to their 
  will.  What is even more dangerous the character can use their quantum 
  powers through the homunculi. The total number of actions, quantum 
  pool, and node ratings are shared amoung the parts, so the character 
  does no again any additional actions, only the option about where to 
  act from.  There is no limit to how far apart the characters various parts 
  can be and still use this effect, as such it can make an extremly effective 
  means on long distance communication for space-faring characters.  This 
  effect does not work in the form of a Homunculus Swarm.
  HOMUNCULUS: SWARM AWARENESS
  (The character must have Quantum 6, at least Homunculus 3 and 
  Extended Self to purchase this extra)
  This extremly dangerous ability allows a character to spead their 
  extended self out to a Homunculus Swarm, thus literaly allowing them 
  to be in thousands of places at once.  Though they can only act so 
  many time in each individual round and their Quantum Pool and Node 
  rating are still a restriction this allows the character to influence events 
  in a large number of places at once.
  
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  IMMOLATE: PROTECTIVE 
  This is an extra to the Immolate power. It adds the damage of the 
  Immolate to the nova’s soak against physical attacks. Energy attacks 
  are only soaked if they are naturally opposed to the Immolate-field’s 
  energy, e g. cold versus heat. 
  Classical examples are the burning nova who is hot enough to 
  vaporize bullets before they hit, or the electrical nova which creates a 
  magnetic field to deflect incoming attacks. 
  REFLECTIVE 
  This is an Extra for defensive powers like Force Field and Armor. 
  The nova is somehow able to reflect the damage it soaks back at an 
  attacker. The reflected damage is of the same type (bashing, lethal, 
  aggravated) and amount as the damage which the nova soaked. The 
  damage can’t be re-directed to another target but will always (and 
  automatically) hit the original source. Damage which exceeds the 
  nova’s soak isn’t reflected. 
  TELEKINESIS: FINE WORK 
  This is an extra for the Telekinesis power. It allows the power to be 
  used for detailed fine-mechanical work without the two-for-one success 
  rule. In addition, fine work that does not require a specific skill such as 
  typing, writing legibly, etc, can be performed automatically. 
  TELEKINESIS: TACTILE FEEDBACK
  This is an extra for the Telekinesis power which gives the nova a 
  telekinetic sense of touch. The nova can “feel” what it handles, allowing 
  it to work with objects which can’t be seen, identifying objects by touch 
  alone (if normally possible) or tactically examine things too dangerous 
  to touch directly. Mega Perception can be used with this extra. 
  TELEKINESIS: TELEKINETIC FLIGHT
  This is an extra for Telekinesis which allows the nova to levitate 
  itself. The nova can use this to fly at a speed equal to (power rating x 
  2) + 20 meters per action, or (40 x power rating) kilometers per hour 
  out of combat.
  TELEKINESIS: TELEKINETIC LIFTER
  This is an extra for the Telekinesis power. It works similar to the 
  Mega-strength enhancement with the same name, enabling the nova to 
  double the amount of weight he can lift for each quantum point spent 
  towards this effect. The nova must spend quantum both to activate the 
  Telekinesis and for the increased lifting capability. 
  
  TITLE
  45
  REACHING QUANTUM 6
  In order to achive a Quantum rating of 6, the character must meet 
  the following minimum requirements…
  • They must have at least one power at five dots.
  • They must have gained at least 15 experience points towards 
  this power from maxing
  • They must have at least one more power at three dots
  • They must have at least six more dots in powers other than the 
  two listed above
  • They must have a mega attribute at five dots
  • They must have enough experience points saved up to buy either 
  a new extra for their five dot power or a sixth dot
  When they choose to buy Quantum 6, they must expend all expe-
  rience points currently saved.  (Quantum 6 still only costs 40 xp or 20 
  tainted, but they must spend all acrrued experience points on something.
  REACHING QUANTUM 8
  In order to achive a Quantum rating of 8, the character must meet 
  the following minimum requirements… 
  • They must have at least two powers at five dots, that are 4th level 
  or a have Mastery 1 on them.
  • They must have at least three more powers at four dots OR one 
  of the two powers above at 7 dots
  • They must have a mega attribute at six dots
  • They must have 12 dots of assorted other mega-attributes
  • They must have enough experience points not only to buy 8 
  quantum but also to buy either an 8th dot on a power with 7 or an extra 
  on a level 4 power, or at least two dots of a level five power.
  When they choose to buy Quantum 8, they must expend all experi-
  ence points currently saved.  (Quantum 8 still only costs 56 xp or 28 
  tainted, but they must spend all acrrued experience points on something.
  GAINING MASTREY LEVELS
  • In order to put Mastrey 1 on a power the character must have at 
  least 4 dots in that power
  • In order to put Mastrey 2 on a power the character must have at 
  least 6 dots in that power
  • In order to put Mastrey 3 on a power the character must have at 
  least 8 dots in that power
  • Any characters with listed Mastrey levels that do not meet these 
  requirements must spend all xp towards these goals until they are meet. 
  BASELINES PERMANENTLY ERRUPTED WITH 
  QUANTUM TRANSFORMATION
  Since the rules for exactly what occurs with this effect are left a little 
  vaugue in the Players guide, here is some additional information 
  1.  The errupting character gains 1 quantum and 15 nova points 
  (or 5 + 1d10, if that rule is used)
  2. The errupting character immediately develops an M-R node, 
  and can have any node rating up 5 just like a normal nova
  3. The errupting character however does still channel Taint poorly, 
  they automatical gain 1 point of taint per point of quantum they have, 
  and they gain a point of tempory taint on any 1 rolled to max even if 
  the roll is a success.  On a botched max roll they gain a point of taint 
  on any 1 or 2 rolled.
  4. Any child they have with another artificaly errupted human, is 
  born with 3 taint, 1 quantum and an active node.  The child has the 
  same problems with taint as the parents.
  5. Any child they have with a regular human, is a regular human, 
  there is only a 1 in 1,000,000 chance that the child is a nova latent.
  6. Any child they have with a regular nova, is a normal human, 
  but is automaticaly a nova latent, of the 1st generation.
  ACTIVATING QUANTUM POWERS MORE THAN 
  ONCE IN A ROUND
  A character can enact multiple Quantum powers in a round, in 
  spite of the rule in the Aberrant core rulebook.  The following restric-
  tions apply.
  1. The character can only enact a number of powers in one round 
  equal to [Quantum -1]
  2. All powers so activated must allow multiple actions
  3. The character must be able to afford all the Quantum Expenditure 
  based on their Node rating
  4. A single power can be activated no more times in a round then 
  the character has dots in the power.
  5. The character must have the actions available as per normal 
  (Split Dice Pools, Quickness, etc.)
  LATENT NOVA’S UNDER THE EFFECTS OF 
  QUANTUM INTENSIFICATION
  Quantum Enhancement can temporaly grant even baselines some 
  quantum effects.  However its effect on Nova Latents is not really cov-
  ered in the rules.  Here are some guidelines…
  1. Nova latents under the effect are treated as if they are baselines 
  with a Quantum of 0, but they gain 1 quantum per success like a nova, 
  rather than a baseline.
  2. Nova latents may develop 1 dot in some powers that suit them 
  as well as mega-attributes.
  3. Any nova latent under the effects of this power brought under a 
  great deal of stress has a 1 in 10 change of errupting and errupt with 
  30 nova points (or 15 + 3d10) instead of the regular 15, due to their 
  enhanced Quantum Signature.  Normaly the chance of erruption even 
  under a great deal of stress is 1 in 100,000 and with only 15 (or 5 + 
  1d10) nova points.
  4. Sucessess can be spend to extend the range of the effect by 
  1000 kilometers radius per success.
  5. Two sucesses can be spent to narrow the field of effect to 
  Nova’s , Baselines, or Nova Latents.
  6. This is the power used to cause the mass erruptions.  Divis 
  Mal spread the effect over a large area at first and eventualy over the 
  whole world, keeping only 1 success to effect, each nova latent gained 
  1 quantum and many people begain to errupt (10,000 nova’s in 20 
  years instead of 8 in 100) due to the reasons described above.  He 
  also spend 2 successes to limit the effect to Nova Latents.
  OPTIONAL RULES
  
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  NODE ABOVE 5
  Characters may buy node ratings above 5 in game, but no node 
  may start higher than 5.  Purchasing node above 5 costs [current rat-
  ing] x4 experience points.  Except for 2nd gen nova’s they may start 
  with Node ratings as high as 6 (though this is not required.)  and can 
  incress node as any other background right up to 10.  Each dot of 
  node above 5 represents the Farahcytes in the nova’s node break-
  ing up and disembling themselves into the rest of the nova’s brain. 
  At Node 10 the nova has no ‘node’ per se’ but rather a completely 
  dispersed network of Farahcytes through out their brain.  (Adam has 
  Node 10.)
  Extended Node Chart
  Instar NR 
  Q/Turn 
  Taint 
  Advantage
  1 
  0 
  6 
  0
  2 
  1 
  8 
  0
  3  
  2 
  10 
  0
  4 
  3 
  12 
  1
  5 
  4  
  15 
  2
  6 
  5 
  20 
  3
  7 
  6 
  25 
  2 
  Pinpoint
  8 
  7 
  30 
  1 
  Quantum Funnel
  9 
  8 
  35 
  0 
  Disrupt Resistance
  10 
  9 
  40 
  0 
  Quantum Efficency
  11 
  10 
  50 
  0 
  Total Unity
  Pinpoint;: The Nova can now pinpoint a quantum signature when 
  using their node to locate other nova’s.  This defeats invisibility when 
  successful, and can only be counted by the Quantum Diffusion tech-
  nique of Quatum Authority or similar powers.
  Quantum Funnel;: The character can try and drain Quantum from 
  sources up to [node] x5 meters away.  This allows them to absorb 
  energy from things such as Cyclatron’s and Reactors, without having 
  to be so close as to touch the casing.  It also acts as a Quantum Leech 
  at the same range using [Node] \ 2 as the dice pool.  Either of these 
  abilitys require the character to spend a willpower point to activate.
  Disrupt Resistance; Nova’s with nodes this powerful become 
  incressingly hard to disrupt.  They may roll [Node + Quantum] x2 
  to resist useage of the Disrupt power and [Willpower] x2 to resist 
  Quantum Reduction or Transformation.
  Quantum Efficency; The nova’s extremly efficent ability to channel 
  Quantum Energys lowers the Quantum Minimum (Though not the level) 
  of all powers with respect to the character.
  Total Unity; The Nova’s ability to channel Quantum is completely 
  integrated with their thorght processes.  They gain the effect of Reduced 
  Quantum Cost Extra on every power and enhancement they possess, 
  without cost or raising the level of anything.
  ATTUNMENT ABOVE 5
  Characters may buy attunment ratings above 5 in game, but no 
  attunment may start higher than 5.  Purchasing attunment above 5 costs 
  [current rating] x3 experience points.  Each dot of attunment above 5 
  must be allocated either to volume or to range.  Each dot allocated to 
  volume doubles the amount the character can attune.  Each dot devot-
  ed to range allows the character to attune matter without touching it 
  from longer and longer distances!  The following chart shows the exat 
  specifics.  Attunment like everything else tops out at 10.
  Dots 
  Range 
  Volume  
  1 
  1 Meter 
  200 KG
  2 
  10 Meters 
  400 KG
  3 
  100 Meters 
  800 KG
  4 
  200 Meters 
  1600 KG
  5 
  400 Meters 
  3200 KG
  I.E. Buenda has attunment 7 with one dot above five allocated 
  to range and the other allocated to Volume. (Attunment 5 (1 range, 1 
  volume)), this means he can attune up to 200 Kg of mass from up to a 
  meter from his body.
  
SOURCE: textdata/thevault/Aberrant/Aberrant - Companion.pdf