Quantum Powers

# **Quantum Powers: Category**

## **Adhesive Grip** (**☆1 to ☆5**) *(Level 1)*

**Effect:** Allows the user to cling to nearly any surface.

* **Dice Pool:** +[ Adhesive Grip ]

**Description:** The character can physically or ionically bond with surfaces. This allows them to walk up walls, or along ceilings. This is assuming that the surface is solid, and not covered in any materials that might prevent such. The Storyteller may impose penalties for weather and various effects.

**Note:** Like all body mods the ability continues to function even if the character’s Quantum is being suppressed.

**Note:** There are some downsides to adhesive grip, especially when the character is trying to let go of or throw objects (e.g. Failing to throw a grenade would be treated as a Botch/Dramatic Failure)

* **Climbing:** ( Movement Speed )
* **Cling:** +[ Adhesive Grip ]
* **Grapple:** +[ Adhesive Grip ]
* **Escape Grapple:** -[ Adhesive Grip ]
* **Throwing:** -[ Adhesive Grip ]

### ***Extras***

* **Adaptive Grip(+0.5 Levels):** The character can turn on/off their adhesive grip as an reflexive action.

## **Animal Eyes** (**☆1 to ☆4**) *(Level 1)*

**Effect:** Grants the user various types of enhanced vision, for each dot in he power. Eyes lose human appearance.

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

### **Binocular Vision**

* **Description:** Allows the user to see vast distances as though they were there. The StoryTeller will decrease relevant target rolls behind the scenes. Just keep them informed when/if you have this power.
* **Note:** The character receives the opposite effect to close-range perception rolls. This is similar to tunnel vision in that it reduces your awareness of surprise attacks. Unless the the character has their victim in a grapple they may be rolling chance dies to fight a mobile target in close range.

### **Dark Vision**

* **Description:** Allows the user to see in the dark as though it was high noon. The StoryTeller will decrease relevant target rolls behind the scenes. Just keep them informed when/if you have this power.
* **Note:** The character receives the opposite effect if Night Vision is active in bright environments, and it may make them more susceptible items such as flashbangs, tactical lasers, and other blinding effects.

### **Thermal Vision**

* **Description:** Allows the character to see heat through many different objects. The StoryTeller will decrease relevant target rolls behind the scenes. Just keep them informed when/if you have this power.
* **Note:** Combat is nearly impossible while Thermal Vision is active as there's a slight delay in the heat image forming. Unless the the character has their victim in a grapple they may be rolling chance dies to fight a mobile target in close range.

### **Ultra-Wide FOV**

* **Description:** Allows the character to increase their perception of the close range environment. The StoryTeller will decrease relevant target rolls behind the scenes. Just keep them informed when/if you have this power.
* **Note:** The character receives the opposite effect if Ultra-Wide FOV is active in ranged combat as it "decreases the resolution" of far away objects.

### ***Extras***

* **Adaptive Vision:** Animal eyes no longer cost Willpower to activate.
* **Reflexive Vision:** The character can turn on/off Animal Eyes as a reflexive action.
* **Stacks on Stacks:** The user can activate as many non-contradictory visions as they would like.

## **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***

* **Concealable:** Your antenna are now concealable as a reflexive action, at least to the blind eye.

## **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.

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

**Effect:** Allows the user to grow claws, talons or similar natural weapons that deal Lethal Damage.

* **Dice Pool:** [ Strength + Brawl + Claws ]

**Description:** When used in close combat, Claws converts the bashing damage caused by the character's normal punches and strikes into lethal damage. Claws also has a damage rating of [ Claws ] in the same manner as any ordinary melee weapon. Damaged claws regenerate structure at the same rate as the user heals Aggravated. Claws come in a pair.

**Note:** Like all body mods the ability continues to function even if the character’s Quantum is being suppressed, except they won't heal if damaged.

* **Cost:** 1 Willpower/Activation
* **Climbing:** +[ 0 to 2 ]
* **Damage:** [ Successes ] Lethal
* **Durability:** ( Soak )
* **Size:** [ 0 to 2 ]
* **Type:** Instant

### ***Extras***

* **Like a Cat Suite***(+0.5 Levels)*
	+ **Fangs:** Grants the user the 1-dot version of fangs with the equivalent extra suites. Can be repurchased for the 2-dot version.
	+ **Hands and Feet:** The user can grow claws on their hands and feet. Purchase again for as many claws as the user has extra limbs.
	+ **Retractable Claws/Fangs:** Allows the user retract or hide their claws as an instant action. Purchase twice to use reflexively.
* **Nightstalker's Suite***(+0.5 Levels)*
	+ **Armor Piercing:** Claws now have [Claws] armor penetration.
	+ **Density:** Claws double the Durability. Purchase twice for quadruple durability.
	+ **Maim:** Re-roll all successes (That surpass Soak) from previous attack to deal extra bashing bleed-out damage in consecutive turns. Does not stack. Purchase twice for Lethal Maim.

## **Defensive Horns** (**☆1 to ☆3**) *(Level 1)*

**Effect:** Allows the user to perform a lethal headbutt, or deal extra bashing damage and provide some protection

* **Dice Pool:** [ Strength + Horns ]

**Description:** Allows the user to perform headbutts that deal additional bashing damage. Horns has a damage rating in the same manner as any ordinary melee weapon. Damaged horns regenerate structure at the same rate as the user heals Aggravated. Defensive horns lend their rating towards defense against relevant targeted attacks.

**Note:** Like all body mods the ability continues to function even if the character’s Quantum is being suppressed, except they won't heal if damaged.

* **Damage:** [ Successes ] Lethal
* **Durability:** [ Soak ]
* **Targeted Defense:** +[ Horns ]

### ***Extras***

* **Satanic Atrocity(+0.5 Levels):** The user gains both the benefits of offensive and defensive horns.

## **Delta-wing** (**☆1 to ☆2**) *(Level 2)*

**Effect:** The ultimate flight-based body modification. Functions as additional dots of Flight.

* **Dice Pool:** [ Dexterity + Delta-wing ]

**Description:** Normally, no roll is required when using delta-wing. If the character wants to perform aerobatic stunts or glide through narrow openings at high speeds without hurting themselves, the Storyteller may require a roll. Flight is limited to atmospheric conditions that have enough air for the power to work. Damaged delta-wings regenerate structure at the same rate as the user heals Aggravated.

**Note:** Like all body mods this ability continues to function even if the character’s Quantum is being suppressed, and can can continue to heal. This ability stacks with Flight, and should be treated as additional dots in the power.

* **Carry:** Lower of [ Strength ] or [ Delta-wing x4 ]
* **Defense:** Substitute [ Delta-wing] for [ Athletics]
* **Speed Factor:** +[ Delta-wing]

### ***Extras***

* **Retractable***(+0.5 Level)***:** Allows the user to retract their Delta-wingsas an instant action, costs 1 Willpower/Activation. Retracted Delta-wingsare not perceivable to the naked eye.

## **Extra Limbs** (**☆1 to ☆10**) *(Level 1)*

**Effect:** Allows the user to permanently grow extra limbs.

**Description:** The character has one or more extra limb.They're considered to be as useful as their original counterparts. Limbs such as arms and legs come in pairs. The bonuses provided vary by the type of limb.

### **Extra Arms**

**Description:** Allows the character to use an additional weapon per extra limb. However, they suffer a penalty for attempting to use multiple larger types of weapons or firearms. Penalties are calculated as [Weapon Size + Number of Weapons] in excess of the character's [ Size + Multi-limbed Combat ]. This penalty applies to the damage of each individual weapon.

**Note:** The character must be strong enough to use the additional weapons or they'll suffer the normal penalties. In some cases additional limbs may increase the character's total Quantum Power output for a turn, but this is on a case-by-case basis and at the StoryTeller's Discretion.

* **Brawl:** +[ 2 ]
* **Crafts:** +[ 2 ]
* **Climbing:** +[ 2 ]
* **Grapple:** +[ 2 ]

### **Extra Legs**

* **Description:** Allows the character to run at increased speeds, this is usually comparable to Centaur. The character may receive bonuses to stamina rolls for fatigue, but this is on a case-by-case basis and at the StoryTeller's Discretion. The character also has increased encumbrance.
* **Note:** This ability stacks with all forms of movement related powers.
	+ **Encumbrance:** +[ 100% ]
	+ **Base Speed:** +[ 5 ]

## **Fangs** (**☆1 to ☆2**) *(Level 1)*

**Effect:** Allows the user to perform lethal bite attacks that deal additional damage.

* **Dice Pool:** [ Strength + Fangs ]

**Description:** Allows the users bite attack to deal lethal as opposed to bashing. Fangs has a damage rating in the same manner as any ordinary melee weapon. Damaged fangs regenerate structure at the same rate as the user heals Aggravated.

**Note:** Like all body mods the ability continues to function even if the character’s Quantum is being suppressed, except they won't heal if damaged.

* **Cost:** 1 Willpower/Activation
* **Damage:** [ Successes ] Lethal
* **Durability:** [ Soak ]
* **Type:** Instant

### ***Extras***

* **Adaptive Fangs***(+0.5 Levels)***:** Allows the user to retract fangs reflexively, and without the use of Willpower.

## **Gills** (**☆3**) *(Level 1)*

**Description:** Allows the character to breath underwater. Also allows the character to double oxygen intake if necessary, or just stop breathing through the throat canal.

### ***Extras***

* **Concealable Gills(+0.5 Levels):** The characters Gills can fold shut as a reflexive action, and are nearly impossible to perceive to the naked eye. However, Gills can't be used while concealed.

## **Offensive Horns** (**☆1 to ☆3**) *(Level 1)*

**Effect:** Allows the user to perform a lethal headbutt, or deal extra bashing damage and provide some protection

* **Dice Pool:** [ Strength + Horns ]

**Description:** Allows the user to perform headbutts that deal lethal damage. Horns has a damage rating in the same manner as any ordinary melee weapon. Damaged horns regenerate structure at the same rate as the user heals Aggravated.

**Note:** Like all body mods the ability continues to function even if the character’s Quantum is being suppressed, except they won't heal if damaged.

* **Damage:** [ Successes ] Lethal
* **Durability:** [ Soak ]

### ***Extras***

* **Satanic Atrocity(+0.5 Levels):** The user gains both the benefits of offensive and defensive horns.

## **Patagia** (**☆1 to ☆2**) *(Level 1)*

**Effect:** Grants the character a crude version of gliding, each dot should be treated as an additional dot of Gliding.

* **Dice Pool:** [ Dexterity + Patagia ]

**Description:** Normally, no roll is required when using patagia. If the character wants to perform aerobatic stunts or glide through narrow openings at high speeds without hurting themselves, the Storyteller may require a roll. Gliding is limited to atmospheric conditions that have enough air for the power to work. Damaged patagia regenerate structure at the same rate as the user heals Aggravated.

**Note:** Like all body mods this ability continues to function even if the character’s Quantum is being suppressed, and can can continue to heal. This ability stacks with Gliding and should be treated as additional dots in the power.

* **Carry:** Lower of [ Strength ] or [ Patagia ]
* **Defense:** Substitute [ Patagia] for [ Athletics]
* **Speed Factor:** +[ Patagia]

### ***Extras***

* **Retractable***(+0.5 Level)***:** Allows the user to retract their patagia as an instant action, costs 1 Willpower/Activation. Retracted patagia are not perceivable under clothing.
* **Delta-wing Upgrade***(+1 Level)*: Upgrades Patagia to Delta-wing. Keeps **Retractable** extra if purchased.

## **Spines** (**☆1 to ☆3**) *(Level 2)*

**Effect:** Allows the user to grow jagged spines extruding from their body that deal lethal damage on contact.

* **Dice Pool:** +[ Spines ]

**Description:** The user can extrude spikes from their body, or perhaps they're body is naturally edged. Spines changes the user's clinches, holds, and tackles from bashing to lethal damage. Any brawl damage dealt the user (Before Soak) gets re-rolled back at the attacker with their damage multiplier. Up to the structure of the spines. Damaged spines regenerate structure at the same rate as the user heals Aggravated.

**Note:** Like all body mods the ability continues to function even if the character’s Quantum is being suppressed, except the won't heal if damaged.

* **Climbing:** +[ Spines ]
* **Damage:** [ Successes ] Lethal
* **Durability:** [ Soak ]
* **Size:** [ 0 to 2 ]

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

**Effect:** Allows the user to grow a tail that functions as an additional limbs, and can deal bashing damage.

* **Dice Pool:** [ Strength/Dexterity + Tail ]

**Description:** The character has a tail, tentacle, flagellum or other similar "limb." This limb can be used to cause additional bashing damage.

**Note:** Tails can be rolled independent of the user for relevant assist rolls. Like all body mods the ability continues to function even if the character’s Quantum is being suppressed.

* **Damage:** [Successes] Bashing
* **Range:** [0 to 2] Meters

### ***Extras***

* **Behind My Back(+0.5 Levels):** The user gets the surprise attack bonus, the first time they use their tail in combat.
* **Stinger(+0.5 Levels):** The user's tail has a pointed tip that can deal lethal damage.

## **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.

## **Webbed Extremities** (**☆1 to ☆3**) *(Level 1)*

**Effect:** Grants webbed extremities on hands and/or feet to provide the user various bonuses in the water.

* **Dice Pool:** +[ Webbed Extremities ]

**Description:** The character’s hands and/or feet are webbed granting them a base swim speed increase, and swimming penalty reduction. The character doesn’t however get these bonuses if they’re wearing shoes or gloves, although normal shoe/gloves may prove impossible to wear. Both the characters hand and feet must be webbed for the 2-dot version.

**Note:** Like all body mods the ability continues to function even if the character’s Quantum is being suppressed, and can continue to heal.

* **Swimming Base Speed:** +[ Webbed Extremities x3 ]
* **Swimming Defense:** [ Webbed Extremities ]
* **Swimming Penalties:** -[ Webbed Extremities x2 ]

### ***Extras***

* **Retractable***(+0.5 Level)***:** Allows the user to retract their webbing as reflexive action, costs 1 Willpower/Activation. Retracted webbingis not perceivable to the naked eye.

## **Wings** (**☆1 to ☆2**) *(Level 1)*

**Effect:** Allows character to fly through the air, outer space and similar three-dimensional areas.

* **Dice Pool:** [ Dexterity + Wings ]

**Description:** Normally, no roll is required to fly. If the character wants to perform aerobatic stunts or fly through narrow openings at high speeds without hurting themselves, the Storyteller may require a roll. Although this is unlikely as wings, by itself, does not allow the user to move at increased speeds.

**Note:** Like all body mods this ability continues to function even if the character’s Quantum is being suppressed, and can continue to heal. This ability stacks with levitation, and should be treated as additional dots in the power.

* **Carry:** Lower of [ Strength ] or [ Wings x4 ]
* **Defense:** Substitute [ Wings ] for [ Athletics ]
* **Speed Multiplier:** +[ Wings ]

### ***Extras***

* **Retractable***(+0.5 Level)***:** Allows the user to retract their wings as an instant action, costs 1 Willpower/Activation. Retracted wings are not perceivable under clothing.
* **Delta-wing Upgrade***(+1 Level)*: Upgrades Wings to Delta-wing. Keeps **Retractable** extra if purchased.