recursal/Fanatic-Fandom huggingface dataset:
Animal Eyes

## **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.
Merits and Styles

Merits are special capabilities or knacks that add individuality to your character. They’re purchased during character creation, or with experience points over the course of your chronicle. A character is born with some Merits or develops them early in life, these merits can only be acquired at character creation ***(CO)***, and are labeled as such.

Each Merit has a number of dots "◍" associated with it. These dots represent the number of points that must be spent to purchase the Merit. Some Merits allow for a range of dots (say, • ***to*** •••), these are called exponential merits because of their cumulative cost per dot (i.e. the first dot mu st be bought to buy the next dot, to buy the next...). Merits that have a dot value (say, • ***or*** •••) are called linear merits because the dot cost is not cumulative (e.i. the cost is *2 per dot*)

## Werewolf Fighting Styles

 • Hunter's Eye
 •• Slip Through
 ••• Pounce
 •••• Fury
 ••••• Throat Tear
Resurrection-Reanimation

**Description:** The character can animate corpses and dead beings making them move and react. They're mostly under the user's control, but suffer a severe derangement. Some may have to be carefully monitored. The cost to use this power may increase or decrease depending on the power of the being. Requires a single success - Users gains a dot of Permanent Taint after failure.

* **Cost:** 10NP ±(2NP \*ΔQuantum)

### **Resurrection**

**Effect:** Allows the user to bring someone back from beyond the grave, assuming their corpse is present.

* **Dice Pool:** [ Resurrection-Reanimation + Quantum]

**Description:** The power to bring the deceased back to life. Not to be confused with Reanimation, which brings back the dead and controls them against their will. The user exhausts their latent energy to literally buy back someone's life. The cost to use this power may increase or decrease depending on the power of the being. Requires a single success - Users loses all willpower for a month.

* **Cost:** 50NP ±(10NP \*ΔQuantum)

### ***Extras***

* **Animancy-Necromancy Upgrade** *(+1 Level)***:** Upgrades **Resurrection-Reanimation** to Animancy-Necromancy
Tommy Lansetta

* Now that he’s found the Vigil – or more to the point, it found him – Tommy has a new way to get his kicks. Lucky for him, he found a few other hunters on the side that don’t take this whole monster business so seriously. On the other hand, Tommy is the little guy on ***Ashwood Abbey***’s totem pole, and he doesn’t feel afforded the respect he deserves. This, among other reasons – not the least of which, a certain lawyer who fills out a skirt in the nicest way – is why Tommy stays with the Keepers. He’d be hard pressed to admit he considers any of them friends, but looking at everyone else he hangs with, he doesn’t know anyone else who gets him.

**Personality*** Tommy’s good looking and full of himself. He doesn’t walk; he struts. Very few situations arise that can’t be eased over with a wink and a smile. He may not be his father’s favorite son, but that doesn’t stop him from using his status whenever convenient. That it ticks off the old man is a bonus.
* The well might not run very deep, but he's certainly not dumb. Tommy's always blunt and to the point, often abrasively so. In his experience, hurt feelings heal a lot faster than stupid does. He doesn’t get why the others are so mopey about this whole hunting monsters thing. It’s not a burden – it’s a damn riot, and he's actually doing something good for the world. Imagine that.

Tommy Lansetta

Information

Power Level / Species
Mortal Hunter

Characteristics

Birth Date
Unknown

Height
Unknown

Weight
Unknown

Hair
Blonde

Eyes
Blue

Gender
Male

Professional Status

Occupation
Mob Brat

Status
Active

Primary Faction
The Keepers
Ms. Silver

## **About**

Ms. Silver is the self-given name of the combined Rodriguez daughters. Little is known about their origins.

## **Babble Dossier Entries**

* In my many years of research I haven't seen a Meta-Human as unique as this "One." Ms. Silver is literally the identity these 6 young women have come up with for when they "fuse."
* After countless scans, perhaps too many, the Neuroimaging Imaging department has yet to locate a Mazarin-Rashoud node on any of the sisters. None of them even show signs of the latent Nova gene.
* It's very rare that the sisters separate, at least while under the watchful eye of project utopia. I got a chance to meet them today. Their names are...
	+ Jay (Born February 2nd, 2000) (32)
	+ Jasmine (Born March 3rd, 2004) (28)
	+ Jackie (Born April 4th, 2007) (25)
	+ Jamie (Born May 5th, 2011) (21)
	+ Jaylen (Born June 6th, 2014) (18)
	+ Joy (Born July 7th, 2020) (12)
* I remarked on how funny it was that all of their given names started with "J" , and that the first borns name is actually Jay. We had a good laugh. Jay said to blame her grandfather, the tradition spans about 3 generation. The youngest daughter, Joy, seemed a bit unnerved by my remarks.
* I've been working with Ms. Silver for quite some time now. It appears that the different phenomena that they exhibit correlate directly to the individual daughters.
	+ Jay seems to be able to manipulate light, she's by far the strongest of the 6, perhaps due to age.
	+ Jasmine seems to be able to command living things. I wonder if she's used such a power on me?
	+ Jackie has superhuman strength and durability. Nothing like any of our heavy hitters though.
	+ Jamie has the power to redirect any object. Startling, as this is famously Teragen technique.
	+ Jaylen has only exhibited the power of invisibility, I'll have to watch her more closely.
	+ Joy has yet to exhibit any powers, at least in my presence.
Geist

## **Lore of the Geists**

* A Geist is a special type of ghost who has spent enough time in the Underworld to become completely reshaped by it, becoming an extremely powerful, sometimes archetypal representation of death. Craving to influence the living world and feel life again, they make pacts with humans near death to share their flesh with them in exchange for returning the human to life. Such humans are called the Bound, or Sin-Eaters.
Elemental Heart

# **Elemental Heart** (**☆1 to ☆10**) *(Level 1)*

**Description:** Each dot in **Elemental Heart** grants the user an the ability to manipulate an element through dozens of other powers. Elements are grouped into 3 types based on power and breadth of usage. These types are Minor, Standard, and Exotic.

* **Standard elements** are what you would expect from elemental types: Fire, Water, Electricity, Earth, Ice, Air, Taint, Telekinesis, etc... basically the Pokemon Typing chart plus more.
* **Minor elements** are sparse and limited in usage, but cost less to use: Heat, Cold, Plants, Ferrokinesis, Sound, Shadows, etc... This is a catch all for weird types of "Elemental" manipulation.
* **Exotic elements** are extremely dangerous, even to the user. They're generally unwieldy and frowned upon, but cause massive damage... and collateral damage. Extreme elements can include Death, Hell-fire, Hell-frost, Lava, Plasma, Explosions, Radiation etc...
* **Mastered Elements:** [Elemental Heart]

###

## **Fire** (Standard Element)

* **Upgraded Damage:** Hell Frost, Ice, Nature, Rock, and Snow
* **Downgraded Damage**: Water

## Wind:

### ***Extras***

* **In All It's Forms:** Allows the user to gain control of an element outside its normal state. E.g. Allows a user with Water Anima to manipulate steam and ice.
Weapons

## **Melee Weaponry**

* **Blunt Weaponry**
* **Cleaver and Poleaxe Weaponry**
* **Chain Weaponry**
* **Improvised Weaponry**
* **Long-Blade Weaponry**
* **Miscellaneous Weaponry**
* **Short-Blade Weaponry**
* **Staff Weaponry**

## **Ranged Weaponry**

* **Assult Rifles**
* **Auto-Loaders and Revolvers**
* **Bows and Crossbows**
* **Miscellaneous Ranged Weapons**
* **Mounted Guns**
* **Rifles and Sniper Rifles**
* **Sub-Machine Guns**
* **Thrown Weaponry**

## **Ranged Weapon Attachments**

* **Bipods, Grips, and Heavy Barrels**
* **Muzzles, Silencers, and Chokes**
* **Sensors, Safetys, and Select Fire**
* **Sights, Scopes, and Lasers**
* **Undermounts, and Bayonets**
Intangibility

**Effect:** Allows the Nova to decrease their density, and gain a variety of advantages.

* **Prerequisites:** Quantum •••
* **Dice Pool:** [Quantum + Intangibility]

 The Nova can decrease their density as an instant action; The effects of each level are described below. This technique can be aborted to as a defensive action, but will only soak up to [Successes] damage during that turn.

 •••
 ••••
 •••••

### ***Extras***

* **Full Control:** Character can use both Density Increase and Intangibility.
* **Affects Others:** Character may change the density of persons or objects for a scene by touching them and rolling [Mega-Manipulation + Intangibility]. If the target is unwilling target may roll [Mega-Resolve + Mega-Composure] to resist. The degree to which their effected is [Net Successes].
Caolán Pearce

## **Character Traits and Abilities ◉◎★☆**

```
***Intelligence Strength Presence***
 ◉◎◎◎◎      ◉◎◎◎◎     ◉◎◎◎◎
 **☆☆☆☆☆**      **☆☆☆☆☆**     **☆☆☆☆☆**

***Wits Dexterity Manipulation***
 ◉◎◎◎◎      **◉◎◎◎◎**     ◉◎◎◎◎
 **☆☆☆☆☆**      **☆☆☆☆☆**     **☆☆☆☆☆**

***Resolve Stamina Composure***
 ◉◎◎◎◎      ◉◎◎◎◎     ◉◎◎◎◎
 **☆☆☆☆☆**      **☆☆☆☆☆**     **☆☆☆☆☆**

```

```
**Mental Skills**             *(-3 Unskilled)*
 Academics ◎◎◎◎◎
 Computers ◎◎◎◎◎
 Crafts ◎◎◎◎◎
 Investigation ◎◎◎◎◎
 Medicine ◎◎◎◎◎
 Occult ◎◎◎◎◎
 Politics ◎◎◎◎◎
 Science ◎◎◎◎◎

**Physical Skills**           *(-1 Unskilled)*
 Athletics ◎◎◎◎◎
 Brawl ◎◎◎◎◎
 Drive ◎◎◎◎◎
 Firearms ◎◎◎◎◎
 Larceny ◎◎◎◎◎
 Stealth ◎◎◎◎◎
 Survival ◎◎◎◎◎
 Weaponry ◎◎◎◎◎

**Social Skills**             *(-1 Unskilled)*
 Animal Ken ◎◎◎◎◎
 Empathy ◎◎◎◎◎
 Expression ◎◎◎◎◎
 Intimidation ◎◎◎◎◎
 Persuasion ◎◎◎◎◎
 Socialize ◎◎◎◎◎
 Steetwise ◎◎◎◎◎
 Subterfuge ◎◎◎◎◎

```

```
**Merits**
 Example ◉◉◎◎◎

**Merits Styles**
 Fighting Style ◉◉◎◎◎
    Example Manuever 1 -Techn-
    Example Manuever 2 -Techn-

**Quantum Powers**
 Example Power ◉◎◎◎◎
    Power Extra -Extra-

 Example Quantum Suite ◉◉◉◎◎
    Example Power 1 -Power-
    Example Power 2 -Power-
    Example Power 3 -Power-
    Power Extra -Extra-

```
Trickster

## **Lore of the Tricksters**

* Tricksters are Demigod-like immortal creatures that thrive on creating mischief and mayhem. With the power to make objects materialize out of thin air, the Trickster accomplishes its destructive feats via unusual and often humorous means, its intent to humble the self-important.
* The Trickster's metabolism is such that it craves sugary treats and consumes calories voraciously. To deal any real damage to a Trickster you must use a weapon dipped in the blood of one of its victims.
* Famous Tricksters include Loki of Scandinavian myth and Anansi of West Africa.

## **Special Abilities**

* **Reality Warping** - Tricksters can warp reality to some degree

* **Shapeshifting** - Tricksters can change their shape to a lot of things, but they prefer a humanoid appearance

* **Conjuration** - Tricksters can create anything out of thin air, whether it be people or objects

* **Immortality** -  Tricksters can live forever and not age

* **Nigh-Invulnerability** - Tricksters are nearly unkillable, even by the most powerful of creatures

* **Super Strength** - Tricksters are stronger than humans and most creatures

* **Teleportation** - Tricksters can travel where ever they want to appear

* **Telekinesis** - Tricksters can move people and things with their mind

* **Pyrokinesis** - Tricksters can create fire
Night Watch

## About

The Night Watch are made up of street gang members who attempt to keep supernatural influences especially vampires, off of their turf. Similar in formation to the Union, the Night Watch differs in approach. While the Union waits for it's foes to strike or crop up, the Night Watch is more proactive, making patrols and actively searching out and destroying nests and gang hideouts. Also, unlike the Union, the Night Watch maintains Vigil over areas other groups would not think twice about. Primarily operating in cities, the Watch does it's best to distance itself from gang activities, though the distinction is easily blurred at times.

## History

Night watch was formed during a time of heavy vampiric activity, the Night Watch was created as a desperate response to the vampire activity that rode in behind the drugs and gangs that established themselves in the area. Two men, however, had taken enough. Riley Lewis and Andre Sandoval, sons of a slain police officer, along with their friends, Pedro Baez and Leonard Witherspoon, set fire to a vampire hideout after eliminating the human guards. As the hideout burned, the neighborhood cheered the four, who then spray painted "Night Watch" onto the burnt husk.

Retribution was swift, and Leonard and Pedro were found dead within the week. Soon after, the Night Watch spread out, forming many patrols. This meteoric rise included other cities, and the Night Watch spread throughout the country, but the Night Watch could not last. Without a strong structure the true intentions of the Night Watch were lost to many.

## Structure

A highly informal compact, the Night Watch nevertheless organized in **Sets**, each with a different, though needed, role in the compact.

* **Street Angels**: The gang's most visible facet, taking their name from a potential victim who was saved by Sandoval, who called them "street angels". They primarily patrol the streets and public transportation, keeping those out at night safe.
* **Archangels:** are the "elite" of the group, with no less than three kills to their claim. They are easily identified by the wings tattooed on their neck, which symbolizes how their shoulder angels keep the leeches from getting to them.
* **The Chain Gang** are the oldest of the gang's members, organizing the group's activities and members. Public minded members are even inclined to be the group's face to the police and populace, organizing seminars to educate others.
Lucy Villanueva

## **Past**

Lucy is the oldest of four sisters. She always kept a level head, despite living on a chaotic block full of gang signs and violence. Striving to be an example to her little sisters, Lucy refused the pull of the streets in favor of studying hard and working for a better life like all the families on TV. Unfortunately, Lucy found it hard to turn away her peers and neighbors; they were all she knew.

A moment of weakness at a block party with a baby-faced thug named Raoul changed her life. Lucy was 15 when she got knocked up; her hopes for the future disappeared with the little blue plus on the test. Raoul was less than thrilled about adolescent fatherhood, a point which became moot a few months later when he was shot and killed robbing a liquor store. With the help of her family, Lucy raised Dawn and finished school with passing marks, but college wasn’t an option with a toddler, ailing mother and three sisters depending on her. Lucy stayed local and joined the police academy instead.

All these years later Lucy stills wears a beat uniform, its only decoration commemorating her ten years on the force. The job puts food on the table and trained her for the thankless work of the Vigil, but she’s a long way from the American Dream. She tries to live right and raise Dawn with the same ethics and dignity she had as a girl. However, with Dawn entering adolescence and therefore having more expensive wants and needs, plus her mother’s care and the added pressure of the Vigil, Lucy’s rope is fraying slowly but surely. She knows other cops on the force who are on the take and they’re otherwise decent people. Right?

## **Personality**

Lucy has a body with a lot of hard miles on it, but keeps in shape and has an earthy beauty on the rare occasions she lets her hair down. She smells faintly of lilac from the drugstore perfume she wears as her one nod to femininity. Lucy isn’t tall, but her badge and the chip on her shoulder add up to an intimidating presence. Her daughter is the light of her life, but the rebellion of adolescence has begun and Lucy is stretched too thin to be an active parent as much as she should.

On the job, Lucy is no-nonsense. It isn’t easy being a woman on the force, and she doesn't give people an inch. The few people she calls friends know she has a grim sense of humor built up as a shield from the daily horrors she deal with. Family is everything, and she has a large one with dozens of cousins, aunts, uncles and more distant relations scattered throughout the neighborhood. While she never had much time for meeting men outside the force, she's still a young enough woman to have needs, and she has a quiet crush on ***Victor Trent***.
Ross Rose

## **Character Traits and Abilities ◉◎★☆**

```
 ***Intelligence Strength Presence***
 ◉◎◎◎◎      ◉◉◉◎◎     ◉◉◎◎◎

***Wits Dexterity Manipulation***
 ◉◉◎◎◎      ◉◉◉◎◎     ◉◉◉◎◎

***Resolve Stamina Composure***
 ◉◉◉◎◎      ◉◉◎◎◎     ◉◉◎◎◎

```

```
**Mental Skills**             *(-3 Unskilled)*
 Academics ◎◎◎◎◎
 Computers ◎◎◎◎◎
 Crafts ◉◉◎◎◎
 Investigation ◉◉◎◎◎
 Medicine ◎◎◎◎◎
 Occult ◎◎◎◎◎
 Politics ◎◎◎◎◎
 Science ◎◎◎◎◎

**Physical Skills**           *(-1 Unskilled)*
 Athletics ◉◎◎◎◎
 Brawl ◉◎◎◎◎
 Drive ◉◎◎◎◎
 Firearms ◉◉◉◎◎
    Rifles -Specl-
 Larceny ◉◉◎◎◎
 Stealth ◉◎◎◎◎
    Moving in Darkness -Specl-
 Survival ◉◎◎◎◎
 Weaponry ◉◎◎◎◎

**Social Skills**             *(-1 Unskilled)*
 Animal Ken ◉◉◎◎◎
 Empathy ◎◎◎◎◎
 Expression ◎◎◎◎◎
 Intimidation ◉◎◎◎◎
 Persuasion ◎◎◎◎◎
 Socialize ◉◎◎◎◎
 Steetwise ◉◉◉◎◎
    Acquiring Resources -Specl-
 Subterfuge ◎◎◎◎◎

```

```
**Merits**
 Disarm ◉◉◎◎◎
 Danger Sense ◉◉◉◎◎
 Firearms Retention ◉◎◎◎◎
 Emotional Detachment ◉◎◎◎

**Flaws**
 Deformity (Lost Right Leg)
 Flashbacks (PTSD)

```

```
**Equipment**
 Assault Rifle -Weapn-
 Compact Car -Vehcl-
 Small Pistol -Weapn-
 Trench Knife -Weapn-

```
Videojuegos de yaoi

**Un** **videojuego yaoi** (también conocidos como boy's love games, literalmente "juegos de jóvenes amantes") es un término que hace referencia a un videojuego eroge dirigido principalmente a chicas y que está orientado en torno a parejas homosexuales compuestas principalmente de hombres jóvenes. Estos son catalogados como pornográficos por contener escenas sexuales explícitas y su estilo de juego se encuentra principalmente en la gama de los simuladores de citas.

Algunos ejemplos: *DRAMAtical Murder, Gigolo, Kichiku Megane o Teikoku Sensenki.*
Integrity

* The notion of breaking points replaces the notion of “sins” and therefore removes the need for a “hierarchy of sins.” If the action would cause a character psychological stress, it’s worth considering whether the action constitutes a breaking point. Note, too, that the character may experience breaking points that do not stem from their own actions. Witnessing the gruesome realities of the world, supernatural or otherwise, can do it. The player should make some decisions about the character’s breaking points during character creation.

## **Determining Breaking Points**

* What is the worst thing your character has ever done? This doesn’t have to be anything dastardly. If the worst thing your character ever did was steal money from his mother’s purse and lie to cover it up, that’s fine. What’s important here is to consider something that
Size-morph (Grow)

**Effect:** Allows the user to increase their size, and their physical capabilities.

* **Prerequisites:** Quantum •
* **Dice Pool:** [Mega-Stamina + Size-morph (Grow)]

**Description:** By channeling quantum forces into their molecular structure, the character may increase his height. As the characters grows they also temporarily gain physical advantages. However, all is not sunshine and roses. Every success grants opponents an extra die to attack or perceive the character. Which the Storyteller may treat as a penalty to defense. Furthermore, damage in excess of health is not healed off when returning to normal size - so a seemingly trivial wound suffered may actually prove fatal when the character returns to their ordinary size.

To use this power, the user must roll. Each success adds one dot to Strength. Above the Limiter, successes are converted to Mega-Strength at a rate of 2:1, to a maximum of The Limiter.

* **Cost:** [Successes] Quantum
* **Defense:** -[Successes]
* **Duration:** Scene
* **Health Boxes:** +[Successes]
* **Linear Speed:** +[Successes] x 5
* **Mega-Defense:** -[Successes]
* **Size:** +[Successes]
* **Stealth:** -[Successes]
* **Strength:** +[Successes]
	+ **Mega-Strength:** +[Successes]/2

### ***Extras***

* ***Extreme Size-morph:*** The player can now roll [Stamina + Size-morph] with [Mega-Stamina] as the AP Multiplier. This AP multiplier does not apply to When calculating strength though however, instead raw successes increase Mega-Strength at a rate of 1:1, and the Quantum cost payed is only based on the initial successes.
* ***Safe Return:*** Damage in excess of health is now healed off when returning to normal size.
* **Size-Morph Dynamo:** The player automatically receives [Size-morph] successes on Size-morph.
* ***Size Mastery:*** The character can use both Size-morph (Shrink) and Size-morph (Grow)
Shadow Coat

## **Shadow Coat** (**☆1 to ☆10**) *(Level 1)*

**Effect:** Allows the user to supernaturally imbue a melee weapon, including body modifications, for increased damage

* **Limiter:** ( Weapon's Damage )

**Description:** Shadow Claws has all of the same advantages as the Claws power except where listed. Unlike most weapons, Shadow Claws also has a [0.5 x Shadow Claws] AP Multiplier. Shadow Claws can be turned on/off at will - leaving the character with their normal claws. Shadow claws has a 30% chance to give it's victim a point of Temporary Taint. Stacks with elemental claws.

* **Activation:** Reflexive
* **Cost:** 2 Temporary Taint/Attack
* **Durability:** [Shadow Claws + Claws] x [2]
Quantum Vampire

**Effect:** Allows the Nova to steal powers or abilities

* Quantum Minimum: 3
* Dice Pool: [Stamina + Quantum Vampire]
* Opposed Pool: [Resolve]
* Cost: 2 Quantum

Quantum Vampire is similar to Quantum Leech, but it allows a nova to steal powers or abilities other than quantum points from another person (nova or not). The player must define which single power, Attribute or Trait the nova can steal when he buys the power. Quantum Vampire cannot steal from Dormant or Disrupted Novas.

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

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

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

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

### ***Extras***

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

## **Extrasensory Perception** (**☆1 to ☆10**) *(Level 2)*

**Effect:** Allows the user to sense things outside the normal range of human perception.

### **Aura Reading**

**Effect:** Allows the user to sense the auras of sentient creatures in their immediate vicinity.

* **Dice Pool:** +[ Mega-Composure + Extrasensory Perception ]

**Description:** The user can tune themselves into the presence of peoples, places, animals, and emotional experiences. Some claim they do this by sensing the their auras. Whatever the case, the strength of the connection is determined by the number of successes. Successes from Clairsentience can also be added to relevant perception pools. Minus [0/1/2/3] dice for [Close/Medium/Long/Extra-Long] range respectively.

* **Clarity:** [Successes]
* **Cost:** 1 Quantum/Activation
* **Duration:** [Mega-Presence + Quantum] Days
* **Range:** [ Quantum + Extrasensory Perception] x [10/50/200] Feet

### **Clairvoyance**

* **Dice Pool:** [Mega-Composure + Extrasensory Perception]

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

* **Clarity:** [Successes]
* **Cost:** 2 Quantum
* **Duration:** [Successes] Weeks or Until Released
* **Range:** [Quantum + Extrasensory Perception] x [20/500/2000] Feet

### **Sensory Scrying**

* **Dice Pool:** [Mega-Manipulation + Extrasensory Perception]

The user can "hitch-hike" other beings' senses and experience what happens as they were them. This power grants the user with the ability to taste, feel, smell, see and/or hear from others senses. It allows the user to experience the world as their target would. The Nova is rendered nearly incapacitated during this time, and can only perform small actions (Movement, communication, etc...). The Nova can spend 1 Quantum to perform any action at half its normal dice pool, rounded up, and 2 Quantum to perform any major action.

* **Cost:** 3 Quantum
* **Duration:** [Successes] Days or Until Released
* **Range:** [Quantum + Extrasensory Perception] x [20/500/2000] Feet
Tail

## **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.
Empathic Shield

## **Empathic Shield** (**☆1 to ☆10**) *(Level 1)*

**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:** +( **Empathic Shield** )

### ***Extras***

* **Extra Mind** *(+0.5 Level)***:** The user can extend their **Empathic Shield** to one other person whom they're touching.
* **My Body is a Temple** *(+1 Level)***:** Upgrades **Empathic Shield** to My Body is A Temple.
Lucidity

**Description:** Some Mega-Resolve Novas who suffer from mental disorders have learned how to use their superhuman force of will to temporarily force their minds into functioning correctly in times of need. This is a drastic measure, as there are serious consequences for screwing up while tinkering with one's own brain.

**System:** To use this enhancement, the nova must spend 1 quantum point and make a Resolve roll. For each success the Nova is allowed to ignore a single mental Aberration, Derangement, or Flaw. This power last for the scene.
Outcasts: Adventure Log!

* Art attempts to break into Ueno Zoo
	+ Becomes a victim of police brutality

Mall Mayhem (2 NP + 4 XP)
* Art is reprimanded for hurting Utopia's reputation
* Troupe speaks with Pixie about the incident
* Troupe goes to Tokyo Midtown Mall to interrogate John Smith
	+ Art parks the car in invisibility mode...
		- Art and Lil fight Japanese Rednecks??
	+ Troupe tails John back to his apartment
		- Wisp is forced to use his explosion powers
	+ Art tackles John after a fast paced chase scene

Good-Cop, Black-Cop
* John is thrown into Nova-Max Cell for interrogation
	+ "Interrogation" commences

The Savage Trino Strong (4 NP + 6 XP)
* Troupe heads to the apartment of Trino Strong
	+ Troupe disables another explosive Teddy Ruxpin
	+ Troupe notes Trino was likely far stronger than Pixie
	+ Troupe finds a cache of weapons.

* Fell into brain-freeze coma in the elevator.
	+ Went back for more ice cream.

Saiwai Ward Crimes (4 NP + 6 XP)
* Troupe meets with Bran after gearing up.
* Troupe goes on first stakeout, no luck.
* Troupe talks to Rick Quizitions about Crysali
	+ Probably shouldn't have...
	+ Rick informs troupe of Project Proteus
* Troupe meets Tito Garcia, a 16 y.o. Street Angel
	+ Troupe loots the corpses of a few supernatrual beings
* Wisp and Lil analyze the bodies using rented equipment
* Troupe sets up meeting with a Chain Gang member.
* Nightmoves and Wisp fly The Supercar into the sunset, again.
* Troupe raids the den
	+ Mobius splits a "person" in half
	+ Troupe goes into lunacy
* Troupe recovers a Werewolf for interrogation.
	+ Troupe decides he's pretty cool, and lets him go.
	+ Troupe hopes to get in contact with the elders

* Troupe completes basic training.
* Troupe "defeats" Amber Blue in the training arena (3 NP)
	+ Mutumbo misses the Atomic Knee Drop.
	+ Nightmoves dies for 3 weeks.
* Troupe acquires a new five-star safe-house.
* Nightmoves and Wisp fly The Supercar into the sunset.

Saiwai Ward Crimes
* Troupe explores several potential leads.
* Troupe makes contact with Bran the Beast Slayer.
* Troupe meets Bran and an Werewolf.
* Troupe looks into the rising crime in the area.
	+ Troupe leaves to gather stakeout equipment.
	+ Troupe has to dispose of Werewolf body...
Videojuego Beat'em Up

También conocido como brawler o *yo* contra todo el barrioes un género de videojuegos en el que se destaca el combate cuerpo a cuerpo entre el protagonista y un gran número de antagonistas. Los beat 'em ups basados en armas cuerpo a cuerpo son llamados *hack and slash*. Aunque las armas de fuego puedan ser presentadas, a diferencia de los juegos del tipo shoot 'em up, la finalidad del juego y los medios principales de progreso es mano a mano luchando contra olas de enemigos.

## Historia

Los primeros Beat 'em Up son generalmente muchos mas simples que los últimos, los mas refinados juegos de la Edad de Oro, y generalmente son juegos de un solo jugador sin movimiento de profundidad. El quizás mas conocido ejemplo es el Kung-Fu Master o el IREM de 1984. Pero luego están algunos otros mas populares como The way of the tiger de 1986 o Altered Beast después de 1988.

**LA EDAD DE ORO DE LOS BEAT 'EM UP:** A partir de 1987 con el juego de arcade Double Dragon, los niveles fueron alargados en caminos lineales, que el jugador tendría que atravesar, luchando contra enemigos a lo largo del camino y que por lo general acabaría con la lucha contra algún jefe.

## Los Beat 'em up modernos

Algunos títulos de vídeo modernos han presentado juegos a sobresueldo en un homenaje a los beat 'em up de la vieja escuela. Bushido Blade, un luchador de armas realista, y Tekken 3, uno de los mas exitosos juegos de combate uno contra uno. Aunque antiguamente si eran un genero muy jugado, en la actualidad solo queda ese recuerdo de las arcades, ya que en lo que concierne a juegos de lucha, el éxito esta (actualmente) en los juegos de lucha 1vs1.
Nachzehrer

## **Lore of the Nachzehrer**

* Nachzehrer is a sort of German vampire. Nachzehrer translates "after (nach) living (zehren)." The Nachzehrer was prominent in the folklore of the northern regions of Germany.
* Though ostensibly a vampire, they have a zombie-like appearance and similar motives. Unlike the traditional vampires Nachzehrers don't show any signs of weakness to fire and wooden stakes, however they have a weakness to copper in the same way vampires have a weakness to wooden stakes.
* The Nachzehrer is not a blood-sucker, but rather consumes already dead bodies. According to the lore, nachzehrer is created most commonly after the victim has committed suicide, and then sired by a vampire.
* Nachzehrers are also related to sickness and disease. If a large group of people died of the plague, the first person to have died is believed to be a Nachzehrer. It's unknown if this is really the case.
Bulletproof Vest

## About

* **Cost:** •••
* **Defense:** -1
* **Rating (Firearms):** 3
* **Rating (General):** 2
* **Strength Min:** 1

The average bulletproof vest is black and made of Kevlar. The vest stops bullets, edged weapons and blunt attacks with some efficiency. Like all true bulletproof armor, a bulletproof vest downgrades damage done from Firearms from lethal to bashing.

Worn on the upper torso, the majority of bulletproof vests only cover the chest. The wearer’s back is not protected with the average Kevlar vest. In fact, a number of places remain unprotected, and targeted attacks will ignore any defense the vest offers. For bodily fortification beyond the chest region, see “Bulletproof Vest Accessories,” below.

A bulletproof vest is not technically a “flak jacket” (see below), though this vest is often mistakenly called such.
Boost Node

**Effect:** Each success provides one extra quantum point per turn that the nova can spend

* **Prerequisites:** Quantum •••
* **Dice Pool:** [Quantum + Boost Node]

**Description:** With Boost Node, the user really knows how to maximize the quantum energies flowing through their M-R Node. Each success on a [Quantum + Boost Node] roll allows the user to spend an additional quantum point in the same turn. 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.

A botch on this roll means the user has overloaded their M-R Node, will lose half their Quantum Pool, and gain [Quantum] temporary taint.

* **Cost:** 1 Willpower
* **Fade:** 1 Turn

### ***Extras***

* **Pocketed:** Successes from Boost Node can be stored and spent any time during the remainder of the scene. However, this power does not stack.
Epic Classes

EPIC CLASSES

Some characters can combine classes to create unique characters. However, characters who decide to hang onto a single class end up excelling in that class. These characters become Epic Class characters. Some classes are so unique, that no one can multiclass with them. These too, are Epic Classes. In this section you will find unique Epic Classes. Multiclassing is not possible with these classes. You still receive 30 points for new characters that choose to take these classes.

## Diabolist

Diabolists delve into the secrets of the damned with such fervor only the diablae themselves can match. With dark powers derived from the Diablae Plane, diabolists use the dark magic granted by their diablae patrons to summon and command the minions of the Diablae Plane itself. Without equal, diabolists bring great power, and unrivaled fear wherever they decide to travel.

## Gunslinger

Gunslingers are thunderous artillery, often found where the fighting is fiercest. Brave, clever, and frequently foolhardy, many gunslingers push to position themselves at close range, barrels blazing, to take down their foes and demoralize their enemies. Other gunslingers are masters of distant death, picking off enemies from afar with their strange and wondrous weapons.
Planck Scaling

**Effect:** The character magnifies the realm in which all normal physical laws break down.

* **Prerequisites:** Quantum ••••• ••••

* **Dice Pool:** [Wits + Planck Scaling]
	+ **AP Multiplier:** [Mega-Wits]

Description: The physical laws that govern the universe are statistical: Quantum mechanics describes how probable various events are, given any particular set of circumstances. When events happen quickly enough or closely enough together, the statistics break down. Planck Scaling lets the nova increase the scope of space and time within which probability become meaningless, and consciousness reins supreme. People looking in find their subconscious beliefs, fears and desires made manifest, insofar as a space a few meters across can reflect what’s in their minds. Once the bubble includes one or more sentient minds, it stops reflecting outside thoughts. The mental states of those inside reign supreme.

If the nova includes herself in the bubble, her own desires reign supreme, and others’ minds influence only incidental details. Otherwise, reality becomes completely subjective and consensual around the people in the target area. Dreams and nightmares alike come to life. The player and Storyteller should work out cooperatively just how weird things get; this power is as close as it gets to remaking the universe in one’s own image.

* **Cost:** 30 Quantum
* **Duration:** [Quantum + Planck Scaling] Hours
* **Range:** [Quantum + power rating] Thousand Miles
* **Radius**: [Quantum + Planck Scaling] Miles
Gliding

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

**Effect:** Allows character the character to fly at high speeds, but doesn't allow them to carry much weight.

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

**Description:** Normally, no roll is required to use **gliding**. 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.

* **Carry:** Lower of [ Strength ] or [ **Gliding** ]
* **Cost:** 2 Quantum/Scene

* **Defense:** Substitute [ **Gliding** ] for [ Athletics ]

* **Speed Factor:** +[ **Gliding**]

### ***Extras***

* **Flight Upgrade***(+1 Level)***:** Upgrades **Gliding** to Flight.
* **Space-flight***(+0.5 Level)***:** The user can use **gliding** in space. Doing so cost an additional 3 Quantum/Scene.
* **Water-flight***(+0.5 Level)***:** The user can use **gliding** under water. Doing so cost an additional 3 Quantum/Scene.

## **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.
Horns

## **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.

## **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.
Quantum Inferno

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

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

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

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

**Note:** Be warned the use of this power can be direct prelude to an event of global extinction.

* **Cost:** 40 Quantum
* **Damage:** [Successes] Aggravated
* **Radius:** [10/100/1,000] Miles
* **Type:** Charged (3 Turns)

### ***Extras***

* **God of Destruction** *(+1 Level)* **:** Upgrades **Quantum Inferno** to God of Destruction
Mega-Composure

Poise, Dignity, Perception. The capacity to remain calm and appear — and actually be — unfazed in social and threatening situations, usually harrowing ones. This trait is a measure of emotional fortitude, restraint and calm. It’s ideal among leaders, soldiers, moderators and anyone whose movements are public consumption. Composure is vital to resisting social influence and pressure — overt, covert or otherworldly.

Composure is pivotal to resisting supernatural forms of emotional control; it acts as a veritable emotional defense.

## **Mega-Composure Enhancements**

Enhancements that characters with Mega-Intelligence can learn include the following.The user receives one enhancement as indicated in the talent chart.

* **Disconnected:** The user receives (***Mega-Presence***) of additional **Psyche**
* **Dr. Jekyll:** The user can suppress any one mental/social disadvantage trait permanently
Supernatural Shield

## **Supernatural Shield** (**☆1 to ☆10**) *(Level 1)*

**Description:** **Supernatural Shield** provides resistance to all forms of supernatural manipulation. This is a cover-all for anything not covered by Empathic Shield, Quantum Shield, and Psychic Shield, but should be looked at as a means to prevent spiritual entrance into and manipulating the body. **Supernatural Shield** is permanent, but a character may voluntarily shut it off if they wish as a reflexive action

* **Cost:** 1 Quantum/Scene
* **Empathic Resistance:** +( **Supernatural Shield** )

### ***Extras***

* **Extra Mind** *(+0.5 Level)***:** The user can extend their**Supernatural Shield** to one other person whom they're touching.
* **My Body is a Temple** *(+1 Level)***:** Upgrades **Supernatural Shield** to My Body is A Temple.
Submind

**Description:** The user has enough spare processing ability to create fully-formed intellects, lesser than the their primary consciousness but still human-level in intellect.

**System:** A nova with this enhancement can create [Mega-Intelligence] subminds. Each submind has half of the Nova's mental attributes (round up, minimum of 1) and no mental Mega-Attributes, but possess all of a nova's abilities, and may make full use of the Nova's physical and social attributes if given control. Subminds do not have any body, but may be used to take over the management of Concentration-duration powers, remotely control equipment (with the proper neural interfaces or Cyberkinesis), or any other purely mental feat. If the host were to lose consciousness the subminds will lose access to any Quantum Powers, and will likely also lose consciousness.