recursal/Fanatic-Fandom huggingface dataset:
Extra Credit

+ Picture should be at least portrait 300x500 pixels, this is the size they get cut down to.
* Fill out Character Page Stats (2NP + 2XP)

### **Old Characters and Original Characters**

* Adding characters to the PC Bank or NPC Bank (2XP + 2NP)
	+ Should include a small 1 paragraph description of the character.
	+ Picture should be at least portrait 300x500 pixels, this is the size they get cut down to.
	+ (For Example: Nikolai, Rufus, Dennis, Max, Chimera, Rebecca, Gilda, Ajax, etc..)

## **Add or Revise Quantum Powers**

Most powers are included in the 2nd generation link in Quantum Powers, unless they say original power.

### **General**

* **Extras**
	+ Adding an extra to a power is worth (1 XP).
	+ Adding 2 extras to a power is worth (1 NP).
	+ Adding 3 extras to a power is worth (1 XP + 1 NP).
* **Powers**
	+ Simple Powers (1XP + 1NP) (Like Armor, Psychic Shieldl)
	+ Quantum Suites (2NP + 3XP)
	+ Expansive Quantum Suites (3NP + 4XP)
	+ Original Powers +(1NP + 1XP)

### **Specific**

* Assimilate (2NP + 2 XP)
* Bio-Mastery (3NP + 4 XP)
* Blood Mastery (3NP + 4 XP)
* Bone Mastery (3NP + 4 XP)
* Conjuring (2NP + 2 XP)
	+ Variable extra experience for sub-techniques and Quality of mechanics
* Duplication (1NP + 2 XP)
* Elemental Mastery
	+ Add Thread Technique (1NP + 1 XP)
* Entropy Authority (3NP + 4XP)
* Feedback (1NP + 2 XP)
* Force Bubble (1NP + 2 XP)
* Gliding (1NP + 1 XP)
* Hyper-Flexibility (3NP + 4 XP)
* Kinetic Authority (3NP + 4XP)
* Levitation (1NP + 1 XP)
* Light Mastery (3NP + 4 XP)
* Nuclear Mastery (3NP + 4 XP)
* Pain Mastery (3NP + 4 XP)
* Pheromones (1NP + 2 XP)
* Pool Quantum (1NP + 2 XP)
* Quantum Shield (1NP + 1 XP)
* Reflection (2NP + 2 XP)
* Revenance (2NP + 3 XP)
* Shadow Mastery (3NP + 4 XP)
* Spacial Authority (3NP + 4XP)
* Spacial Supremacy (4NP + 6XP)
* Subdue Aberration (1NP + 2 XP)
* Summon Item (1NP + 2 XP)
* Telekinetic Mastery (3NP + 4XP)
* Telepathic Ghosting (1NP + 2 XP)
	+ Can be an extra for Telepathy
* Telepathic Mastery (4NP + 6XP) (Original Power)
	+ May be similar to mindscaping
* Teleportation Mastery (3NP + 4XP)
* Transmutation (4NP + 5XP) (Original Power)

## **Add or Revise Weaponry**

* Gain (1 XP) per every two weapons creates, and (1 NP) for every four.

## **Wiki Management Tasks**

* Compare entire Wikia to Wikia Terms of Use to find potential issues. (10NP + 14XP)
	+ Get Wikia to enable JSS for D10Redux (4NP + 5XP)
		- Work with Josh to enable d10Redux Discord Chat on Wikia (4NP + 5XP)
* Add "[[Category:Quantum Powers]]" to the bottom of the source code for each Q-Power Page (6NP + 8XP)
	+ Including the pages which are yet to be created
Clone

**Effect:** Allows the Nova to create clones using nearby quantum energies.

* **Prerequisites:** Quantum •••••
* **Dice Pool:** [Mega-Stamina + Clone]

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

Clones are not as powerful as the original character. Clones lose one die from Mega-Attributes (Followed by Attributes), and Quantum powers for each clone created, to a minimum of 1. If clones are not dispelled, they will dissolve into nothingness at the end of the scene as the energies forming them dissipate. Clones have a minimum of 1 dot in all attributes.

* **Cost:** [Clones] x [Quantum]
* **Duration:** Scene
* **Type:** Instant

### ***Extras***

* **MOBFF Suite**
	+ **Right-Hand Man:** The Nova can summon a single exact duplicate of themselves to function as a retainer. Retainer cost the same NP as a normal retainer, and is bought at [Quantum] dots.
	+ **Left-Hand Man:** The Nova can summon a single permanent baseline version of themselves to function as a retainer. Retainer cost the same XP as a normal retainer, and is bought at [Quantum] dots.
* **Mini-me, Myself, and I Suite**
	+ **Extra Clones:** The roll to create clones is now [Stamina + Clones] with a [Mega-Stamina] AP Multiplier. The rule about diminishing power still applies.
	+ **Down Scale:** Allows the Nova to create clones that are smaller versions of himself. Applies the rules of Sizemorph (Shrink).
	+ **Up Scale:** Clones can merge to create a larger version of the original, every two clones that merge effectively get one success in Sizemorph (Grow). As the number of clones on the field is reduced so are the penalties for diminishing power.
Supernatural Eyes

## **Supernatural Eyes** (**☆1 to ☆6**) *(Level 1)*

**Effect:** Grants the user various types of enhanced vision, for each dot in he power. Eyes lose human appearance. Like all body modifications this power continues to work even if Quantum is being suppressed.

* **Cost:** 1 Willpower/Activation
* **Type:** Instant

### **Devil's Eyes**

**Effect:** The Aberrant's adaptation of a Demon's Devil Eyes. Allows the user to sense the auras of sentient creatures in their immediate vicinity. This doesn't normally add to any perception rolls, but could negate them entirely under certain circumstances.

### ***Extras***

* **Adaptive Vision:** **Supernatural Eyes** no longer cost Willpower to activate.
* **Reflexive Vision:** The character can turn on/off **Supernatural Eyes** as a reflexive action.
Character Bank

### Looking for...

* Character Sheets
* Non-player Character Bank

## **Aeon Trinity**

### **Novas**

* **Adrian Trace** *(Wisp)*
* **Art Alexakis** *(Night-Moves)*
* **Caolán Pearce** *(Windrunner)*
* **Clyde Robertson** *(Meatball)*
* **Lilith O'Connor** *(Lil' Bitty)*
* **Maerad Callaghan** *(Mirage)*
* **Marcus Dempsey** *(Mobius)*
* **Maurice Salamanca** *(The Guatemalan Gator)*
* **Mutumbo Dijkstra** *(Unknown)*
* **Pete Peterson** *(Dr. Dreads)*
* **Teresa Porter** *(Switch)*

## **Dungeons & Dragons**

* **Orcalai Dostoevsky** *(Nikolaiception)*

## **Shadow Run**

* **Dwarfalai Dwarfoevsky** *(Dwarf Cop)*

## **World of Darkness**

### **Hunters**

* **Ajax Erwin** *(PhD)*
* **Dennis Toronto** *(Ace Reporter)*
* **Guilda** XXXXXXXXXX (The Bartender)
* **Jay Rodriguez** *(The Senator)*
* **Max Wainright** *(The Fixer)*
* **Nikolai Dostoevsky** *(The Russian Giant)*
* **Rebecca Smith** *(The French Spy)*
* **Rufio Rodrigo** *(The Priest)*
* **Rufus Pickett** *(The Cat Burglar)*
* **Yessica Ruiz** *(Chimera)*

### **Mortals**

* Ben Noshow
* **Dan NyDevito**
* **Joanna** XXXXXXXXXX
* **John Barberry** *(Baby)*
* **Lester Fitzgerald** *(Fitz)*
* **Oliver Laboes** *(Thespian Supreme)*
Breaking the Limiter

## **Eruption** *(Breaking the Human Limiter)*

In order to achieve Eruption, the character must meet the following minimum requirements...

* The user must be subjected to strenuous circumstances, and roll a success on a chance die
	+ Or have been raised in Teragen-esque culture that doesn't put limiters on it's kin
* The user must have the meta-human gene, and at least 8 Nova Points (Tracked by StoryTeller)

## **Surpassing Quantum 5** *(The Heroes Limiter)*

In order to achieve a Quantum rating of 6 and 7, the character must meet the following minimum requirements...

* The user must have ★★★★★ in at least one ***Mega-Attribute***
* The user must have ★★★★★ in at least one ***Quantum Powers***
* The user must have at least ★★★☆☆ in another ***Quantum Power***
* The user must have at least 5 dots in other ***Quantum Powers***
* The user must have at least 3 extras in ***Quantum Powers***
* The user must have gained at least 1 ***Quantum Power*** minor extra from maxing

## **Surpassing Quantum 7** *(The Pax Limiter)*

In order to achieve a Quantum rating of 8 and 9, the character must meet the following minimum requirements...

* The user must have ✪✪★★★ in at least one ***Mega-Attribute***
* The user must have at least 12 dots in other ***Mega-Attributes***
* The user must have ★★★★★ in at least one ***Quantum Power***
* The user must have at least ★★★★☆ in another ***Quantum Power***
* The user must have at least ★★★☆☆ in another ***Quantum Power***
* The user must have at least 5 extras in ***Quantum Powers***
* The user must have gained at least 5 ***Quantum Power*** minor extras from maxing

## **Surpassing Quantum 9** *(The Mal Limiter)*

In order to achieve a Quantum rating of 10, the character must meet the following minimum requirements...

* The user must have ✪✪✪✪★ in at least one ***Mega-Attribute***
* The user must have at least 24 dots in other ***Mega-Attributes***
* The user must have ★★★★★ in at least five ***Quantum Powers***
* The user must have at least 10 extras in ***Quantum Powers***
* The user must have gained at least 8 ***Quantum Power*** minor extras from maxing
Quantum Starkiller

## **Quantum Starkiller** (**☆1 to ☆10**) *(Level 6)*

**Effect:** The character unleashes huge quantities of quantum energy in a destructive form.

* **Dice Pool:** [ Resolve/Dexterity/Presence + God of Destruction ]

**Description:** **Quantum Starkiller** serves as a catch-all for any power of godlike destruction, particularly directional attacks. This is the directional version of Quantum Inferno. The player and Storyteller should work out the details of the particular character’s ability to obliterate pretty much or everything in sight.

**Note:** A hundred-mile-wide hole through a planet is a direct prelude to a global extinction type event.

* **Cost:** 40 Quantum
* **Damage:** [ Successes ] Aggravated

* **Range:** [ 100/10,000/1,000,000 ] Miles
* **Type:** Charged (3 Turns)

### ***Extras***

* **God of Destruction** *(+1 Level)* **:** Upgrades **Quantum Starkiller** to God of Destruction
Disintegration

**Effect:** Allows the Nova to deal Aggravated damage to the target in the form of a close range blast.

* **Prerequisites:** Quantum ••••
* **Dice Pool:** [Resolve + Disintegration]
	+ **AP Multiplier:** [Quantum]

This terrifying power allows the character literally to disintegrate (or in some similar way utterly destroy) a person or physical object. This power cost one Quantum per point of Aggravated damage done.

* **Cost:** [Successes] Quantum
* **Damage:** [Successes] Aggravated
* **Range:** [Quantum + Disintegration] x [2/4/10] Feet
Shields

In close combat, a shield adds to a character’s Defense score. If the character chooses to solely wield a shield, they can add an additional +1 bonus to their Defense as they concentrates on avoiding harm, and countering attacks.
In long-range combat, a shield isn’t particularly useful. Bullets punch right through most shields and into a character’s soft body. Unless otherwise specified shields do not offer bulletproof protection. However, they may allow a user to claim cover.
Shields also have a Strength requirement. A character with insufficient Strength does not receive any of the defense bonus. However, they may still receive a cover bonus.
Characters can also attempt to attack with a shield, though shields generally aren't as strong as melee weapons. Their damage ratings are included below.
Doliochthon

## **Lore of the Doliochthon**

* The Doliochthon is a primordial, solitary creature that exists in all parts of the world and in all climates. The single consistent factor in all Doliochthon stories is a remote territory to live in, away from human civilization. Unfortunately for everyone, such territories are becoming smaller and harder to find.
* A Doliochthon is a large humanoid creature standing between seven and eight feet tall. Its body is made up of the earth, grass, leaves, twigs and weeds found in its territory. It has a prehensile tail that lies flat against the body when it is not being used. A fang-filled mouth that takes up almost half of its head dominates its flat, oval face. There is only an impression to show where a nose would be, and its eyes appear to be a pair of stones. The creature is a master at camouflage when it is still, and it is incredibly strong.
* The Doliochthon is more animal than man, but in essence it is neither. It is intelligent and cunning, cautious rather than reactive. It prefers to hunt solitary game, but will go after small groups. It always hunts in areas of remote trails – animal or manmade. The “crack” that is placed across the trail is actually its prehensile tail that is camouflaged to look like a crack. When something steps on it, the tail reflexively wraps around the limb that triggered it, holding it fast. Once the prey is caught, it is the Doliochthon’s main focus unless something else attacks it. Then it will disable the prey and attack the attacker.
* The Doliochthon cannot be reasoned with, but it can be frightened away by a greater threat to its life and territory. It can be soothed by supernatural means and sent away, but it will never willingly become a pet or servant. It is a wild creature, and a large fire will usually make it flee in fear. The Doliochthon’s goal is to feed. It is a hungry, cunning creature. It will go after the last person in a line, the pet on a leash or a solitary target.

## **Special Abilities**

* **Camouflage:** (Wits + Stealth versus the target’s Wits + Composure): The Doliochthon has had hundreds of generations to perfect its ability to blend in with its surroundings and become invisible. The contested check should only come if the player characters are looking for the creature or something unusual. If the creature is not moving, observers have a -1 penalty to see it, even if they are actively looking for it. If the creature is in motion, there is a +1 bonus to the roll to see it (although it gives -1 to anyone attempting to follow its trail, since it naturally integrates into its environment). Blending or not, the creature is not invisible while in motion. This is a supernatural ability that does not fool thermal scanners or other applicable equipment.
Antennae

## **Antennae** (**☆1 to ☆10**) *(Level 1)*

**Effect:** Allows the user to sense vibrations such as earthquakes, explosions, and close-range movement.

* **Dice Pool:** [ Wits/Composure + Perception + **Antennae** ]

**Description:** Allows the user to sense vibrations of any sort. This may even allow them to identify the general direction of hidden enemies, and perform attacks without a complete Blind Fire penalty.

**Note:** The StoryTeller will decrease relevant target rolls behind the scenes, such as noticing surprise attacks. Just keep them informed when/if you have this power. Also, like all body mods this ability continues to function even if the character’s Quantum is being suppressed.

* **Blind Fire:** +[ **Antennae** ]
* **Perception:** +[ **Antennae** ]

### ***Extras***

* **Concealablewers|Quantum]] is being :** Your antenna are now concealable as a reflexive action, at least to the blind eye.
Fortitude Manipulation

## **Fortitude Manipulation** (**☆1 to ☆10**) *(Level 1)*

**Effect:** Allows the user to affect the density/durability of an object

* **Dice Pool:** +[ Wits/Manipulation + **Fortitude Manipulation** ]

**Description:** This power allows the user to increase or decrease the density and therefore durability of any object. Objects that reach zero or even negative durability can be easily molded like clay. Objects that become too dense may cease to function as intended. This power can be used on nearly any object, but not living beings.

* **Cost:** 1 Quantum/Success
* **Type:** Instant
Upgrading your Mainboard

### Why upgrade?

Upgrading your Mainboard from the stock TronXY-CXY Board is very useful. It allows for many more features and customisation, as well as higher support and documentation. Here is a few boards we recommend upgrading to, and how to do it.

### How to upgrade

All of the modern TronXY Printers use proprietary connectors from Hotend to Mainboard. This makes upgrading quite a headache sometimes, we will help you get trough it. ATTENTION: If you want to use the stock probe, you will have to use an Optocoupler or a Diode.

#### The easiest method: Swapping the Mainboard in the same place as the old one

This allows for not having to re-solder or replace wires. You will need some way to mount it (like an adapter) tho.

#### The second most easy method: Mounting where the old Breakout board was

This works fairly well for X5SA machines, tho for XY-2 and D machines it might be different. Basically mount the Mainboard where the old Breakout board was, using a custom mount. You will only need to extend the heater wires as well as the PSU wires on the X5SA models

#### Extending all the wires using Soldering

Another way is just to mount it where you want, and extend all the wires by soldering them longer. This might take more time, but is clean.

#### Use another Cable from Hotend to Mainboard

Some people switched from the old Cable Chain on the X5SA models to connectors like DB26 or VGA. This allows the hotend wiring to be extended automatically. User ChRIstMas on the Discord has done it on his X5SA.

### Mainboards we recommend

#### Mellow FLY-CDY-V2

* WiFi Support from start
* Discord Server with awesome support
* RepRapFirmware(Duet) easily from stock with webinterface or Marlin if you want it
* 6 Swappable Drivers ( allows for Triple Independent Z )

#### SKR 1.4(Turbo)

* Lots of community support
* Marlin from stock
* 5 Swappable Drivers

#### MKS SGEN\_L V2.0

* Cheap
* 5 Swappable Drivers
* Marlin from stock
Timeline Shift

**Effect:** Allows character to move between alternate universes.

* **Prerequisites:** Quantum ••
* **Dice Pool:** [Mega-Composure + Cross-time Travel]

**Description:** A nova using this power forms a mental impression of the quality she seeks and searches, more or less subconsciously, through the quantum medium in search of a universe that matches her criteria. She then converts her body into pure quantum energy and reassembles it in the new universe, in the same spot she occupied in the old one. The number of successes on the Cross-time Travel roll affects how close she gets to what she was seeking:

**Successes       Approximation**

One                  Very Remote. Some overall feature ― “the South won the American Civil War,” “the *Galatea* didn’t explode” ― applies, but all the details are up to the Storyteller’s discretion.

Three               Remote. The nova gets to a universe that is in general accordance with her wishes ― “the South won the American Civil War, and things turned out better overall;” “the *Galatea* didn’t explode, and novas who erupt keep their powers secret” ― but contains many uncertainties.

Five                  Moderate. The nova gets to a universe that’s more or less what she sought ― “the South won the American Civil War, and things ended up better; Southern-based solutions to racism mean that the race riots of the 1960s didn’t happen;” “the *Galatea* didn’t explode, novas keep themselves secret, and Project Utopia works with secret novas without feeling the need for a Proteus.”

Seven               Close. Nearly every detail the nova thinks to itemize does apply in the universe she ends up in. The Storyteller may require a separate Intelligence roll to keep it all straight and retains a free hand in settling matters the nova didn’t specify.

The nova may or may not have a counterpart in the new universe. If it diverged before her birth and if she does not specify her existence as one of her search factors, then the Storyteller can decide whether the accidents of genetic recombination produced someone with the same genetic makeup. (This applies to everyone else, too: Once the new universe exists, the genetic lottery comes out differently.) She can remain in the other universe indefinitely, but returning home is a simple matter of focusing on her own universe.

An outside observer in trans-universal hyperspace would see the two universes branching off a shared trunk. Someone from either branch who travels back in time before the point of divergence arrives in the same history, so that time travelers from very different futures may end up at a single destination in the past.

### ***Extras***

* **Affects Others:** The Nova can shift up to [Quantum + Timeline Shift] other individuals with them.
* **Exotic Words:** The Nova can specify changes in fundamental laws, such as magic working, only Level 3+ powers existing and so on.
Maxing Quantum Powers

## Power Maxing

During a Power Max your character is attempting to change the scope of their abilities. To Max a power the character must take a turn to concentrate on the task at hand. During this time the character rolls [Quantum] plus as much [Quantum Pool] as they wish to use, the [Quantum Pool] is spent no matter the outcome of the action. For each success on this roll the character is allowed an equal amount of scope changes to their power, up to their [Quantum]. Should the character botch the roll they will take [Temporary Taint] up to the level of their [Quantum]. A character can choose to abandon their attack, but they're out any [Quantum Pool] spent.

## Possible Scope Changes

### Per One Success

* Altering the composition or an Energy attack to that of a similar element.
* Extra [Automatic Success] of damage (Unless the attack misses).
* Extra two dice to the power of an attack.
* Increase the level of an ability.
* Range Increase (Up to Ten-fold).
* Convert and Area of Effect attack into a Directed attack, and vice-versa.
* Reduce penalties for hitting the target by two.

### Per Three Successes

* Complete overhaul of the power including the following
	+ Add three extra dice.
	+ Convert and Area of Effect attack into a Directed attack, and vice-versa.
	+ Extra [Automatic Success] of Damage (Unless Attack Misses).
	+ Range Increase (Up to Ten-fold).
	+ Reduce Penalties for hitting enemy by two.

### Per Five Successes

* Dramatically alter the way that the ability functions for [Quantum] number of actions. For example, turn [Healing] into [Biomanipulation], or [Bioluminescence] into [Quantum Bolt]

## Utilizing Taint

A character may choose to take One [Temporary Taint] to add an [Automatic Success] to their power max, or Three [Temporary Taint] to convert all [Power Max] dice into successes (Only up to [Quantum]).
Disrupt

**Effect:** Allows the Nova to disable another Nova's Quantum Powers.

* **Prerequisites:** Quantum ••
* **Dice Pool:** [Intelligence + Disrupt]
	+ **AP Multiplier:** [Mega-Intelligence]
* **Opposed:** [Resolve + Composure]
	+ **AP Multiplier:** AVG[Mega-Resolve and Mega-Composure]

This power represents a Nova's great control over Quantum. With it, they can disrupt another Nova's control over any Quantum Power. A single net success allows the Nova to disrupt the targeted power.

Disrupt can affect any one power at a time. This power can be refreshed without rolling. Each time the power is used/refreshed the victim gets +1 Auto-Successes to breaking free.

* **Cost:** 2 Quantum
* **Duration:** [Net Successes] Turns
* **Range:** [Quantum + Disrupt] x [20/40/80] Feet

### ***Extras***

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

## **Tendrils** (**☆1 to ☆4**) *(Level 2)*

**Effect:** Allows the user to grow **tendrils** that functions as additional limbs, and deal additional lethal/bashing damage.

* **Dice Pool:** [ Strength/Dexterity + Weaponry + **Tendrils** ]

### **Lethal Tendrils**

**Description:** The character can extrude a tentacle, whip, flagellum or other similar "limb." This limb can be used to cause additional and lethal damage, and perform lethal grapples.

**Note:** Offensive tendrils can't interact with the people/items without damaging them, and like all body mods the ability continues to function even if the character’s Quantum is being suppressed. Beware teammates, this power is subject to the close-quarters combat modifier.

* **Climbing:** +[ **Tendrils** ]
* **Damage:** [ Successes ] Lethal
* **Range:** [ **Tendrils** + Mega-Dexterity ] Meters

### **Functional Tendrils**

**Description:** The character can extrude a tentacle, whip, flagellum or other similar "limb." This limb can be used to cause additional damage, and perform grapples.

**Note:** Like all body mods the ability continues to function even if the character’s Quantum is being suppressed. Beware teammates, this power is subject to the close-quarters combat modifier.

* **Climbing:** +[ **Tendrils** ]
* **Damage:** [ Successes ] Bashing
* **Range:** [ **Tendrils** + Mega-Dexterity ] Meters

### ***Extras***

* **Adaptive Tendrils:** Allows the user to retract or hide their **tendrils** as a reflexive action.
Chromophores

## **Chromophores** (**☆1 to ☆3**) *(Level 1)*

**Effect:** Allows the character to blend into their surroundings.

* **Dice Pool:** [ Dexterity + Stealth + **Chromophores** ]

**Description:** The character's skin can change color, like a chameleon's or a squid's. This adds to nearly any stealth roll - as long as the character is mostly naked or wearing an attuned outfit.

**Note:** This power has its limits, although you may be harder to see you're never invisible. Also, like all body mods this ability continues to function even if the character’s Quantum is being suppressed.

* **Cost:** 1 Willpower
* **Type:** Instant

### ***Extras***

* **Adaptive Skin:** **Chromophores** no longer cost Willpower to activate.
* **Reactive Skin:** **Chromophores** now work reflexively.
Safehouses

••
 •••
 ••••
 •••••

Users find that having some weapons at their fingertips lessens this paranoia associated with the vigil. Each dot in Safehouse Cache translates to one cache. A cache can hold five Size points worth of equipment,
 ••
 •••
 ••••
 •••••

 ••
 •••
 ••••
 •••••

Sooner or later, a safehouse is going to be compromised. Hunters know it, even if they don’t want to admit it. That’s why many of them build traps into their safehouses, in hopes they can kill a supernatural intruder — or at least deter him long enough to get away.
A trap can take a myriad of forms. Opening a door to a promising-looking room reveals a shotgun aimed at chest level, which promptly fires. Walking up the stairs on the left side is safe, but on the right side, they’re rigged to collapse. Looking behind a painting causes an ax to swing down from the ceiling, just about at head
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Interrogation, torture, brainwashing, deprogramming: all gruesome and disturbing acts that require,
among other things, a safe place from prying eyes. Dots in this Merit represent just such a space, preferably one the hunter has control of, like a storage unit for which she is the primary key-holder or a secluded cabin she owns. This can be a space she doesn’t own (police interrogation room, boiler room at the elementary school where she works as janitor, a secret room in the basement of her apartment
 ••
 •••
My Body is A Temple

## **My Body is A Temple** (**☆1 to ☆10**) *(Level 1)*

**Description:** My Body is A Temple is a suite of resistance powers, it functions like Armor, but for your mind.

### **Empathic Shield**

**Description:** Empathic Shield provides resistance to all forms of empathic manipulation. This bonus doesn't apply to natural forms of empathic manipulation (i.e. getting egged on, or being seduced) only those derived from superhuman abilities. Empathic Shield is permanent, but a character may voluntarily shut it off if they wish as a reflexive action

* **Cost:** 1 Quantum/Scene
* **Empathic Resistance:** +( **My Body is A Temple** )

### **Psychic Shield**

**Description:** Psychic Shield provides resistance to all forms of psychic manipulation. Psychic Shield is permanent, but a character may voluntarily shut it off if they wish as a reflexive action. This bonus doesn't apply to any forms of emotional manipulation.

* **Cost:** 1 Quantum/Scene
* **Psyche Resistance:** +( **My Body is A Temple** )

### **Quantum Shield**

**Description:**Quantum Shield provides resistance to all powers that attempt to directly affect the user's Quantum. This includes powers like Quantum Vampire, Disrupt, and Nova Proxy. Quantum Shield is permanent, but a character may voluntarily shut it off if they wish as a reflexive action

* **Cost:** 1 Quantum/Scene
* **Quantum Resistance:** +( **My Body is A Temple** )

### **Sensory Shield**

**Effect:** Bypasses nearly any barriers to perception. That includes environmental factors and quantum powers such rain, fog, airborne particles, snow, Shroud, blinding lights, and many more. This however does not included natural darkness. Sensory shield is not bound to the sense of sight either. It also prevents the numbing of all other senses.

* **Cost:** 1 Quantum/Scene
* **Sensory Resistance:** +( **My Body is A Temple** )

### ***Extras***

* **Extra Mind** *(+0.5 Level)***:** The user can extend **My Body is A Temple** to one other person whom they're touching.
Kenbunshoku Haki

## **Kenbunshoku Haki** (**☆1 to ☆10**) *(Level 2)*

**Description:** Allows the user to sense the presence of others, going so far as to build a mental image, even behind concealment. It also allows the user predict an opponent's moves shortly before they make them, thereby making the attack much easier to evade with enough skill.

**Usage:** Each dot **Kenbunshoku Haki** allows the user to see through a 10 centimeters of obstruction. In a sense this allows them to see things as three-dimensional. With a single dot the user could look through thin walls. With several dots they could look through entire buildings, and see every detail on the axis of depth.

**Usage:** Each dot **Kenbunshoku Haki** also works as an auto-success to general perception. Making it possible to see invisible enemies, through powers like shroud, and in the dark.

* **Combat Penalties:** -( Successes )
* **Cost:** 1 WillPower
* **Defense:** +( **Kenbunshoku Haki** )
* **Initiative:** +( **Kenbunshoku Haki** )

### ***Extras***

* **Haki Upgrade** *(+1 Level)***:** Upgrades **Kenbunshoku Haki** to Haki
* **Third Eye** *(+0.5 Level)***:** The user's **Kenbunshoku Haki** can sense typically unforeseeable initiative intentions.
Teleport

## **Teleport** (**☆1 to ☆10**) *(Level 2)*

**Effect:** Allows the user to move locations without crossing the intervening space.

* **Cost:** 2 Quantum/Action
* **Safe IC Distance:** ( Teleport ) x100 Meters
* **Safe OC Distance:** ( Teleport ) x10 Kilometers

### **Safe Teleport**

**Description:** Teleportation is an advanced form of movement in which the user doesn't cross through the intervening space. Instead they simply "disappear" at Point A and "reappear" at Point B. This allows them to bypass an barriers not designed specifically towards preventing teleportation.

### **Distance Teleport**

* **Dice Pool:** [ Wits/Resolve ]

**Description:** If the distance the user wishes to travel is outside of their safe range they'll have to make a distance teleport roll. If this succeeds the user will arrive at their destination as intended. If not they'll need to make a Blind Teleport roll to prevent damage from teleporting into an object or splicing.

* **IC Distance:** +( Successes ) x100 Meters
* **OC Distance:** +( Successes ) x10 Kilometers

### **Blind Teleport**

* **Dice Pool:** [ Composure ]

**Description:** If the user can't reach, see, or isn't familiar with their destination they're "teleporting blind" and may miss it, take damage, and end up somewhere else. If this is the case the character must make a [ Composure ] roll. If succeed they'll avoid any damage and make it to their destination (Assuming it's within their range, if not they should also roll a distance teleport roll).

If they miss, roll 3D10 consecutively to determine the direction and distance they went, and the damage the took.

### ***Extras***

* **Safe Blind Teleport:** Damage for Blind Teleporting is reduced to Bashing Damage.
* **Combat Teleporter:** Teleport is now a reflexive action, and provides and AoE dodge.
Domination

**Effect:** Allows the Nova to control the actions of others, up to the point of forcing them to commit suicide.

* **Prerequisites:** Quantum •••
* **Dice Pool:** [Manipulation + Domination]
	+ **AP Multiplier:** [Mega-Manipulation]
* **Opposed:** [Composure]
	+ **AP Multiplier:** *AVG*[Mega-Composure + Mega-Resolve]

Domination allows a nova to project his quantum consciousness into a sentient target's brainwaves. With sufficient successes, he can make his victim do anything, up to and including killing himself. Commands are not telepathic unless the Nova has a way to communicate as such, and Domination is not broken until the affected has completed their task.

The number of net successes determine the degree of control to which the Nova has over his victim. After control has been achieved, a character affected may then spend one point of Willpower to decrease the commands intensity by 1. This power can be refreshed without rolling.

* **Cost:** 3 Quantum
* **Duration:** [Net Successes] Turns or Until Action
* **Range:** [Quantum + Disrupt] x [10/20/40] Feet

### ***Extras***

* **Telepathic:** Nova can send orders telepathically and are communicated automatically, without speech or having an ability like telepathy.
* **Parasitic Possession:** Nova spends 3 Quantum and a Willpower point to discorporate and psychically possess victim, the nova's body disappears, and nova becomes a being of quantum-charged brainwaves inhabiting victim's central nervous system; may substitute own personality for that of victim, up to the limit of the successes rolled; while in possession the nova gains the victim's physical Traits, Appearance and nova powers, as well as his own Mental Traits, Charisma, Manipulation, Willpower and mental powers, and may leave the host body via the expenditure of a further Three Quantum and one Willpower point; however, if Nova-possessed victim dies while Nova is possessing, the Nova's consciousness dies as well.
* **Sleeper Agent:** The Nova can create a special set of circumstances wherein the victim will resume Domination to carry out an action. May be stacked [Domination] times.
Banish Spirit

## **Banish Spirit** (**☆1 to ☆10**) *(Level 1)*

**Effect:** Allows the user to forcibly remove possessing entities.

* **Dark Dice Pool:** [ Banish Spirit + Occult + Taint ]
* **Light Dice Pool:** [ Banish Spirit + Quantum ]
* **Opposed:** [ Resolve + Composure ]

**Description:** The user can forcibly remove a possessing entity from a body, object, or location that its possessing/haunting. The number of ( Net Successes ) determine the fate of the entity as listed below:

1. The entity is ripped out of it's host vessel/body/location.
2. All previous entries, and the entity takes ( New Successes ) lethal damage.
3. All previous entries, and the entity is rendered it inert for a turn.
4. All previous entries, and the entity cannot enter another host for the rest of the scene.
5. All previous entries, and if possible the entity will be banished from the area or to it's proper plane of existence.

Failed attempts to remove the possessing entity may make it more resistant, or cause the host ( Net Successes ) Lethal damage. This all depends on the wishes of the entity.

* **Dark Cost:** 2 Temporary Taint
* **Light Cost:** 2 Quantum
* **Type:** Charged (3 Turns)

### ***Extras***

* **Animancy-Necromancy Upgrade** *(+2 Level)***:** Upgrades **Banish Spirit** to Animancy-Necromancy
Stun Attack

**Effect:** Allows the user to temporarily stun an opponent.

* **Prerequisites:** Quantum •

* **Dice Pool:** [Dexterity + Stun Attack]
	+ **AP Multiplier:** [Mega-Dexterity]
* **Opposed:** [Stamina + Resolve]
	+ **AP Multiplier:** [Mega-Dexterity]

This attack power is similar to Quantum Bolt, but it does not cause lasting harm to a target. All it can do is daze the target or knock him unconscious. For this reason, it has no effect on un-living targets, such as buildings, vehicles or devices.

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

* **Cost:** 2 Quantum
* **Range:** [Quantum + Stun Attack] x 15 meters
Adventure Log!

* ***Nightmoveserella*** pops ***Balloon Grandma*** to send her blasting off into space
* The ***team*** investigates the bank to find her two-dimensional counterpart hiding on the walls
* Utopia suspects he's attempting to collect ancient relics that were formerly in his possession
* ***Theiss*** is seen attempting to steal back his relics from a London museum
* The ***troupe*** takes the spacial manipulator ***Lucas "Luciano" Tanner*** to guide them outside the walls
	+ The Troupe test and finds the limits of Luciano's powers before heading out
* The team fights ***Theiss***, but ultimately fails when he reaches his ***Steel Satchel***
	+ Theiss escapes after a lengthy chase scene through the streets of London
* The ***troupe*** heads to the destination of ***Theiss's*** next relic, the ***Gift of Vitality Medallion***
	+ ***Gator*** eats the cloak and medallion
	+ After a difficult battle the ***troupe*** manages to defeat and decapitate ***Theiss***
Quantum Bolt

**Effect:** The ultimate offensive suite for a kick-ass badass.

* **Prerequisites:** Quantum •

Quantum Bolt, in its myriad forms, is one of the most common offensive powers used by novas. It allows a nova to project a damaging blast of energy at a target. A nova's Quantum Bolt must be defined as a specific type of energy or power, such as fire, ice, lightning, bioenergy or a laser, at purchase. The energy type cannot be changed thereafter.

### **Quantum Barrage**

* **Dice Pool:** [\*Sacrificed Quantum\* + Quantum Bolt]
	+ **AP Multiplier:** [Quantum]

The explosive version of Quantum Bolt. Fires a specific type of energy or power, such as fire, ice, lightning, bioenergy or a laser. Does massive damage to an area-of-affect. Beware of collateral damage and unintended consequences.

* **Cost:** 2 Quantum + \*Sacrificed Quantum\*
* **Radius:** [Quantum + Quantum Bolt] x 10 Feet
* **Range:** [Quantum + Quantum Bolt] x [100 /200/500] Feet

### **Quantum Blast**

* **Dice Pool:** [Dexterity + Firearms + Quantum Bolt]
	+ **AP Multiplier:** [Mega-Dexterity]

The bashing version of Quantum Bolt. Fires a specific type of energy or power, such as fire, ice, lightning, bioenergy or a laser.

* **Cost:** 2 Quantum
* **Range:** [Quantum + Quantum Bolt] x [5/10/20] Feet

### **Quantum Bolt**

* **Dice Pool:** [Dexterity + Quantum Bolt]
	+ **AP Multiplier:** [Mega-Dexterity]

The lethal version of Quantum Bolt. Fires a specific type of energy or power, such as fire, ice, lightning, bioenergy or a laser.

* **Cost:** 2 Quantum
* **Range:** [Quantum + Quantum Bolt] x [5/15/30] Feet

### **Quantum Burst**

* **Dice Pool:** [Dexterity + Firearms + Quantum Bolt]
	+ **AP Multiplier:** [Mega-Dexterity]

An upgraded and expensive version of Quantum Bolt. Fires a specific type of energy or power, such as fire, ice, lightning, bioenergy or a laser.

* **Cost:** 4 Quantum
* **Range:** [Quantum + Quantum Bolt] x [10/20/40] Feet

### **Quantum Buster**

* **Dice Pool:** [Quantum Bolt]
	+ **AP Multiplier:** [Quantum]

The Aggravated version of Quantum Bolt. Fires a specific type of energy or power, such as fire, ice, lightning, bioenergy or a laser. Perhaps the ultimate technique in the Quantum Bolt Suite. What this attack lacks in range it makes up for in raw power. With the ability to disintegrate objects and creatures like it's nobodies business.

* **Cost:** [Successes]
* **Damage:** [Successes] Aggravated
* **Range:** [Quantum + Quantum Bolt] x [2/5/10] Feet

### ***Extras***

* **Energy Type:** Power may manifest as one additional form of energy.
Taint and Aberrations

* **Trans-human Ascendancy**: The corrupt quantum energies coursing through the Nova mutate their body far past human limits, both for good and for ill. Tainted abilities are often far stronger that their quantum counterparts, and many Quantum Powers have Tainted versions of themselves.

### **Penalties**

However, each Dot also has the following disadvantages:

* **Social Issues:** A Nova suffers +1 difficulty on all social rolls for every point of permanent taint (above 1) he or she gains. This applies for *all* social rolls, including intimidation-the Nova is just *so* fearsome the opponent is driven catatonic or desperately tries to make a stand rather than telling the Nova what he or she wants. There is something fundamentally *wrong* with high-Taint Novas that makes social interaction difficult. These penalties and be reduced by Soothe or other similar Nova-Merits.

* **Taint Radiation/Monster:** At high Taint levels (8+) the Nova radiates Taint radiation, and gains the acquire the nature Monster. Taint radiation can poison baselines and taint nearby Novas. With one scene of constant exposure, a Nova or baseline with permanent Taint less than half that of another Nova must roll (Stamina + Resistance) at the end of the scene, the difficulty being half the difference between the Taint levels of the two Novas (round up). Failure means a Nova takes 1 point of temporary Taint + 1 more point for every 2 points of permanent Taint a Nova has above 10, while a baseline gains 1 level of *permanent* Taint and the advantages and disadvantages of said.

## **Aberrations**

### **Low-level Aberrations (Taint 2-4)**

* Aberrant Eyes (Ears/Nose/Skin/Tongue)
* Absent-Minded
* Anima Banner
* Attention Deficit Disorder (ADD)
* Albinism
* Androgynous
* Bad Temper
* Bald
* Black Thumb
* Bulging Muscles
* Colored Skin
* Disturbing Voice
* Eufiber Rejection
* Eye of the Beholder
* Feeding Requirement
* Fur/Feathers
* Glow
* Hairless
* Impulsive
* No Sense of Humor
* Obsession
* Scales
* Phobia
* Poor Sense
* Unearthly Beauty
* Voyeurism

### **Medium-level Aberrations (Taint 5-7)**

* Allergic Reaction
* Amnesia
* Analytical
* Antennae
* Bad Luck
* Big Head
* Bipolar Disorder
* Bug Eyes
* Cold
* Delusions
* Distractible
* Dumbo Syndrome
* Energy Emission
* Enlarged Eye/Ears
* Flashbacks
* Fragile
* Hermaphrodite
* Hormonal Imbalance (Lust)
* Hormonal Imbalance (Rage)
* Masochism
* Mega-Bitch
* Mood Swings
* Multiple Personality Disorder
* Nervous Tic
* Obsessive/Compulsive Disorder
* Paranoia
* Sadism
* Seizures
* Sensitive
* Sexual Aberrations
* Sexless
* Twisted Limbs
* Uncontrollable Power
* Uncontrollable Transformation
* Vulnerability
* Weakness

### **High-Level Aberrations (Taint 8+)**

* Contagious
* Extra Sensory Organs
* Hardened Skin
* Hyde Syndrome
* Jinx
* Megalomania
* On Edge
* Oozing Skin
* Permanent Power
* Radioactive
* Rampant Synsthesia
* Schizophrenia
* Second Self
* Sensory Dysfunction
* Sheer Hideousness
* Sloughed Flesh
* Sociopathic
* Supersensitive
* Taint Bleed
* Transparent Skull
* Vestigial Body
* Vestigial Limbs
Violent Spirit

## **Lore of the Vengeful Spirits**

* Violent spirits are similar to ***ghosts***, but the entirety of the spirit has been anchored to the ***Material Realm***. This only happens to mortals who have been extremely evil or cruel during life. This causes them to remain after death to continue bringing pain and suffering to others. Due to this Violent spirits are normally among the strongest type of ghosts, and possess great powers.

* It isn't possible Violent Spirits to pass on in the normal sense. The business of a Violent Spirit is never finished, and likely can't be until the end of humanity itself.
* It is almost impossible to destroy a Violent Spirit except by destroying its anchors, anchors can include their corpse, special places, objects, and even people. The most effective way to do this salt and burn the object.
Moa'ah

## **Lore of the Moa'ah**

* **The** **Moa'ah** is a unique demonic breed of creature which is commonly found in areas of great death. They have all the powers on would normally expect of a demon, but lack any sliver of humanity.
* When not possessing an individual Moa'ah usually appear as puddle of ferrous liquid. However, they can also transform to a swarm of tiny black grub-like insects to move about. With weird, deliberate speed, this black mass can move nearly as fast as your average human.
* Unlike demons Moa'ah can be killed by literally pulling them apart. Seperating their grub-like or liquid forms apart will cause them to decay and take damage.
* Moa'ah can produce high-pitched shriek that can easily disable a full grown man.

## **Special Abilities**

* **Possession** - The Moa'ah is capable of possessing people
* **Infection** - The Moa'ah is able to transmit itself like virus, jumping hosts through touch
* **Mental Manipulation** - The Moa'ah is capable of influencing the thoughts and emotions of any creature
* **Super Strength** - Even the weakest Moa'ah is able to overpower full grown man, and various other creatures
* **Biokinesis** - The Moa'ah is capable of eviscerating it's host from the inside out with ease
Skye Brooke (Nala Buhari)

**About Character***

**Personality***

Skye Brooke (Nala Buhari)

Information

Power Level / Species
???/Mortal

Characteristics

Birth Date
March 4, 1992

Height
6'2"

Weight
180

Hair
Dark Brown

Eyes
Amber

Gender
Female

Professional Status

Occupation
Barista

Status
X

Primary Faction
X

Media Appearances

Debut
**The Dying Light**

Life Events
Mar. 3 2003 - Ran from homeApr. 11 2010 - Made it to U.S.
Disorient

**Effect:** The Nova can effectively prevent another character from taking any action.

* **Prerequisites:** Quantum •
* **Dice Pool:** [Manipulation + Disorient]
	+ **AP Multiplier:** [Mega-Manipulation]
* **Opposed:** [Resolve + Composure]
	+ **AP Multiplier:** AVG[Mega-Resolve and Mega-Composure]

A nova with Disorient can cause another character to become confused, weakened, disoriented and unable to take action effectively. Target's dice pools are reduced by [Net Successes]. Dice pools reduced to zero cannot be used at all. The power lasts for the normal [Quantum + Disorient] turns.This power can be refreshed without rolling. Each time the power is used/refreshed the victim gets +1 Auto-Successes to breaking free.

* **Cost:** 3 Quantum
* **Duration:** [Highest of Quantum or Disorient] Turns
* **Range:** [Quantum + Disorient] x [10/40/160] Feet
Andy Brooke (Amana Buhari)

**About Character***

**Personality***

Andy Brooke (Amana Buhari)

Information

Power Level / Species
Mortal

Characteristics

Birth Date
March 4, 1992

Height
6'5"

Weight
205 lbs

Hair
Dark Brown

Eyes
Dark Brown

Gender
Male

Professional Status

Occupation
Master's Student at M.I.T.

Status
Active

Media Appearances

Debut
**The Dying Light**

Life Events
Mar. 3 2003 - Ran from homeApr. 11 2010 - Made it to U.S.Sep. 7 2011 - First day at MIT
Holo

**Effect:** Creates images; Perception rolls are used to determine the true nature of the image

* **Prerequisites:** Quantum •
* **Dice Pool:** [Manipulation + Holo]
	+ **AP Multiplier:** [Mega-Manipulation]
* **Opposed:** [Wits + Composure]
	+ **AP Multiplier:** AVG[Mega-Wits + Mega-Composure]

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

If an observer fails his Perception roll, he believes the images are real until he has reason to think otherwise (at which point he may roll Perception again). Images created by Holo cannot directly cause harm, even if they affect the sense of touch. However, they could trick a character into harming himself.

* **Cost:** 2 Quantum
* **Detail:** [Successes] Turns
* **Duration:** [Successes] Turns or until loss of concentration.
* **Radius:** [Quantum + Holo] x [2/5/10] Feet
* **Range:** [Quantum + Holo] x [5/20/50] Feet
* **Type:** Concentration

### ***Extras***

* **Extra Sense:** Power affects one additional sense at the same time. Can be purchased multiple times.