Ultimate Powers Book

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The Ultimate Powers Book

by David E. Martin

All Marvel characters and the distinctive licenses there of The names of characters used herein are fictitious and do
are trademarks of the Marvel Entertainment Group, Inc. not refer to any person living or dead. Any descriptions in-
MARVEL SUPER HEROES AND MARVEL SUPER VILLAINS TM cluding similarities to persons living or dead are merely co-
are trademarks of the Marvel Entertainment Group, Inc. incidental. PRODUCTS OF YOUR IMAGINATION and the
©Copyright 2018 Marvel Entertainment Group, Inc. All TSR logo are trademarks owned by TSR, Inc. Game Design
Rights Reserved. Printed in the U.S.A. ©2018 TSR, Inc. All Rights Reserved.
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION
The Ultimate Powers Book
by David E. Martin

Table of Contents

About This Book 2 Fighting Powers 83


How We Do It 3 Illusion Powers 88
Character Generation 4 Life Form Control Powers 97
Type Definitions 5 Magic Powers 109
Origin Of Power 23 Matter Control Powers 125
Primary And Secondary Abilities 25 Matter Conversion Powers 145
Weakness Generation 26 Matter Creation Powers 154
Power Generation 29 Mental Enhancement Powers 164
Power Classes 30 Physical Enhancement Powers 195
Defensive Powers 48 Power Control Powers 206
Detection Powers 54 Self Alteration Powers 213
Energy Control Powers 61 Travel Powers 230
Energy Emission Powers 75 Rules Powers 244

1
About This Book

TSR faded away a long time ago, but the MSHRPG Omniversal Awareness, Mystic Energy Manipulation,
game still remains. For years I have always wanted an assembled all available information, fixed a LOT of errors and
updated version of David E. Martin's Ultimate Powers Book, updated the look of the material. (YW) . Thanks to T3h
but the only way that would happen would be if I actually Conkster, for the Assimilation, Impart Power, Invigorate,
revised one for myself as unofficial fan content. My gaming Momentum, Reality Perception powers, proofreading and
groups campaign outgrew the contents of the available suggestions.
character creation system years ago, so I finally thought it
was time for a revised update. Finally, a really big shout out and thanks to
ThatArtGuy, who pointed the way and offered suggestions
Most of the work here in still belongs to David E. (and even made some Logos and Templates) for myself to
Martin. The Realms of Magic information featured within this learn how to construct my own covers and quality images, this
revised edition is still the work of Kim Eastland. Any changes version would not have been possible without TAG, I can't
made were purely to fix/edit any typographical errors. stress that enough.
Information collected from The Advanced Set and The
Revised Basic Set are assumed to be the original works of
Jeff Grubb. Steve Winter is credited with writing the Advanced
Set.

Powers collected from the GHOTMU series of books


have a host of writers: David E. Martin, Scott Bennie, Chris
Mortika, Scott Davis, William Tracy, Raymond Maddox,
Anthony Herring, John Elliot, David Pulver and David Rogers.
Additional credit goes to Zan of Heroplay for the Demi-
Plasma generation powers and long time forum member
Nightmask conceived and wrote the Ability Enhancement,
Augmented Health, Reality Manipulation, Resist: Temporal
Energies, Tele-Mechanics and Limit Break Powers. The
Skycutter contributed the Molecular Instability Power and
continues to make the game available at his website.

Necromancer created Enhanced Reflexes, Continuum Split,

2
How We Do It

DISCLAIMER: wasteful. Without further discourse I welcome you to the


revised “Ultimate Powers Book”, enjoy!
This collection of information is a fan project and was –The Necromancer.
created to be used for the MSHRPG game produced by TSR
who went out of business years ago. It is an attempt to How We Do It
organize data for the game into one convenient resource. This
project was created without any money transactions but The following is a system for creating new characters
purely as fan work and a fan's love of the game. in the Marvel Universe or whatever section of the Multiverse
you play in. Newly generated characters have the advantage
Introduction of being unique to the player, and thus (in my eyes, at least)
the player has a firmer commitment to them. A player Invests
Now that we have all of that out of the way, I sincerely more of his energy and imagination in a character he creates
hope this unofficial resource helps your game as much as it himself. They also offer an advantage to the Judge. Because
was planned to help mine. I planned this book out so that it player-generated characters don't have to adhere to
would feature one stop character creation, combined with someone else' continuity, all restraints in that area of the
The Skycutter's and Major Tom Sawyer's Ultimate Talents game are gone. All bets are off and anything can happen. The
Book. An experienced player will only need The Advanced set Ultimate Powers Book generation system has seven steps.
for actual game play and resources management.
• Generate a physical form.
The Domains of Dr. Doom Boxed set is fully • Generate an Origin of Power.
compatible and works as a standalone optional. This work • Generate Primary Abilities.
uses Rank numbers common to the Advanced Set and The • Generate Secondary Abilities.
Revised Basic Set. I have expanded the physical forms and • Generate a Weakness.
the origin sections by including the ones from the Advanced • Generate Powers.
Set and the Realms of Magic backgrounds. Revising the UPB • Give your character life.
should be about more than just adding a few powers to the
book. Speaking of powers, there are quite a few more than the The joy and exasperation of random creation is that even
UPB. I tried to include as many as I could that were actual when you think you know where you're heading, you can still
powers and not just some power stunts that could be done by be taken in a completely different direction by a roll of the dice.
already existing powers in the book, I felt that would be .You can even interpret the same results differently.

3
Character Generation

Your character's physical form is what he looks like 52-53 Demihuman Lupine
now. Oh, he might have been born a relatively normal child in 54-55 Demihuman Avian
Cleveland, Ohio, but this category is how people see him now. 56-57 Demihuman Chiropteran
The player can either select one of the body types below or be 58-59 Demihuman Lamian
brave and let the dice do it for him. Deliberate selection is 60-61 Demihuman Merhuman
recommended if YOU are setting up a special campaign that 62-63 Demihuman Other
requires certain types of characters, like on other worlds or in 64-65 Cyborg Limbs/Organs
other eras. 66-67 Cyborg Exoskeleton
68-69 Cyborg Mechanical Body
Dice Physical Form Sub-Form 70-71 Robot Human Shape
01-13 Normal Human Normal Human 74-75 Robot Usu-form
14-15 Normal Human High Technology 76-77 Robot Metamorphic
16-17 Normal Human Magical Items 79-79 Robot Computer
18-19 Normal Human Magic Wielder 80-81 Angel/Demon
20-21 Altered Human Altered Human 82-83 Deity
22-23 Altered Human Mystic Enhanced 84-85 Animal
24-25 Aliens Alien 86-87 Vegetable
26-27 Mutant Induced 88 Abnormal Chemistry
28-29 Mutant Random 89 Mineral
30-31 Mutant Breed 90 Gaseous
32-33 Android 91 Liquid
34-35 Humanoid Race 92 Energy
36-37 Surgical Composite 93 Ethereal
38-39 Modified Human Organic 94 Undead
40-41 Modified Human Muscular 95 Compound
42 Modified Human Skeletal 96 Changeling
43 Modified Human Extra Parts 97 Collective Mass
44-45 Demihuman Centaur 98 National Personification
46-47 Demihuman Equiman 99 Psychic Construct
48-49 Demihuman Faun 00 Genius Loci
50-51 Demihuman Felinoid

4
Type Defnitions

Normal Human: The body is completely character works for (or, if Resources are any) of the items are known, go to Table
normal and possesses no detectable high enough, owns). 5 to determine the “school” that all of the
abnormalities. Any Powers the hero •At least one Talent chosen by the player powers belong to (treat all of the items as
possesses have left no visible mark on must be Scientific or professional in one for this purpose). Then go to Table 6
the body. Random ranks are rolled on nature. to determine what exact power the item
Column 2 of the Random Ranks Table. •If, when generating Powers, the high is capable of performing or granting to its
Resources are increased +1CS. tech wonder chooses Body Armor as a user. Treat the powers as using either
Power, the high technology hero may p e r s o n a l o r u n i ve r s a l e n e r g i e s,
High Technology: Also called Hi-Tech choose to have all his Powers combined whichever the player prefers. If, after the
Wonders, these heroes derive their into a battle suit (a la Iron Man). Check powers of the items are known, the
abilities solely through equipment, under the Body Armor entry for these Judge believes that the item or items are
whether that equipment is mystical or effects. Effects are rolled on Column 6 to too powerful and could possibly upset
technological in nature, such as Iron see how the armor affects the Fighting, the game balance, he should either
Man or Captain Britain. High Technology Agility, Strength, and Endurance of the reduce their power or return to this
heroes start with lower primary ability player character. section and roll on Table 3.9 to create
scores and in addition may not use their drawbacks for using them. When the
powers without their equipment; Human/Magical Items: This type of items are all completely determined, roll
however. They receive many other character derives his power from a talents. Random Ranks for a Human are
benefits. magical item or items. Roll percentile rolled on column 2 of the Random Ranks
•High technology heroes roll on column dice on Table 3.0 for the number of items, Table. Resources are increased by
3 of the Random Ranks Table. then again on the following tables until all +1CS.
•The initial Reason is raised by two of the items have been determined.
ranks (If Good is rolled, then initial Once the types of the items are known, Human/Magic Wielder: This type of
reason is Remarkable). go to Table 3.9 to find if there is a catch or magical character derives his powers
•Initial Resources are set at Good, or drawback to any of them. Each item has from spells using personal, universal, or
optionally rolled. only one power to begin with (a Judge dimensional energy. Not all magic
•High technology heroes must have at may decide that more than one power is wielders are alike. Roll on Tables 4.0
least one Contact, and they must in the item, but that all except one are below to determine the nature of the
declare what that Contact is before latent powers that require some time energies this character wields. After
starting play. This Contact represents before the character knows of or can determining what types of energy are
the organization that the player control them). Once the drawbacks (if available for the character to tap into,

5
roll on Table 4.1 to determine how many Altered Human/ Mystically powered aliens whose races have not
spells the magic wielding character has. Enhanced: This type of character been encountered before.
Then go to Table 5 to find out which of the derives his power from a permanent •Alien characters roll their primary
11 schools of magic the character magical spell or effect placed on him by a abilities on column 5 of the Random
follows. When finished, go to Table 6 for powerful magical being or enchantment. Ranks Table.
the specific spells in the categories that This type of character is an Altered •Alien powers may be natural or the
have been established. After all of the Human. result of Equipment carried. The player
magic wielder’s spells have been •Altered humans roll their random ranks must declare whether any Power is
completely defined, roll talents. Human for primary abilities on Column 1 of the inborn to his race or external.
Magic Wielder's roll on column 2 for their Random Ranks Table. •Aliens gain one less Power (minimum of
initial ability ranks. Magic Wielder's •After the primary ability ranks are rolled. two).
initially raise their Psyche score by +1 Altered humans may raise any single •Starting Resources are set at Poor.
CS. They receive a +1CS to their primary ability rank by +1 CS. •An alien character starts with one
Resources rank. The hero also gains the Mystically Enhanced characters may roll Contact (maximum). This is usually the
Mystic Origin and Occult Talents for free their powers freely between the alien's home race, dimension, or people.
as part of his background. standard power charts or opt to take any Those characters who do not choose
roll on the race as one of their Contacts are
Altered Humans: Altered Humans are Table 3.0 Magic Items. They may spend considered outcasts of that race, planet,
everyday people like you and me (well. one roll on table 3.8 Creatures but this or dimension (note to Judges: Outcasts
me, anyway) who have been roll costs them two of their initial power are usually hunted down by others of
accidentally or purposefully exposed to slots. their race).
weird radiation, secret formulas, or
chose to be instructed in strange and Aliens: “Alien" is a blanket term Induced Mutant: The hero started life
powerful talents. The Fantastic Four, and representing those individuals from as a Normal Human, "then something
Hulk are examples of altered humans. other planets and dimensions. Eternals, happened." As a result of a freak
•Altered humans roll their random ranks Kree, Skrulls, and Shi'ar, as well as happenstance, the hero has been
for primary abilities on Column 1 of the races that have yet to be discovered in physically and genetically altered by
Random Ranks Table. the Marvel Universe. Aliens have the having his dormant X Gene activated.
•After the primary ability ranks are rolled. potential of being incredibly powerful, Induced Mutants roll their random ranks
Altered humans may raise any single but have limited secondary abilities. The for Primary Abilities on Column 1 of the
primary ability rank by +1 CS. following generation system is for super- Random Ranks Table. Induced Mutants

6
can raise any one Primary Ability +1CS. organic beings. An android is made of starts out with only one Contact, his
Initial Popularity is lowered by -1CS. laboratory-created protoplasm and race.
grows to maturity in an artificial womb.
Random Mutation: The hero was born More intricately made Androids can Surgical Composites: The hero was
to Normal Humans, but a freak twist of a c t u a l l y i n t e r b r e e d w i t h N o r m a l created in an operating room. His body
genetic fate made him a mutant from Humans. One example is the Vision. contains parts taken from several
birth. Most of these are the Mutants Androids generally resemble the race bodies. Close examination reveals the
found in the Marvel Universe, such as that created them; alien androids can be scars from his creation. The most
the X-Men. Random Mutants roll on any shape. Androids roll on column 4 of famous example is Adam, the
Column I of the Random Ranks Table. the Random Ranks Table. Popularity is Frankenstein Monster. Because of the
They gain one additional Power. initially lowered -1CS. Androids may widespread knowledge of that story,
R e s o u r c e s a r e r e d u c e d - 1 C S . raise any one Ability +1CS. Androids Surgical Composites are feared more
Endurance is raised +1CS. Initial gain one Power. Androids have at least than Mutants. They also possess a
popularity is lowered by -1CS. one Contact, the lab tech who created morbid curiosity about the people whose
them. parts now form their bodies. Surgical
Breed Mutants: The hero's parents Composites roll on column 2 of the
were Mutants, as were any number of Humanoid Race: The hero is a normal Random Ranks Table for their Primary
preceding generations. Breed Mutants member of a humanlike race from Abilities Strength, Fighting, and
form tribes and have close-knit families; "somewhere else." This may be another Endurance are all increased +1CS.
this is a defense mechanism born from world, era, dimension, or lost land Resistance to Mental Domination is
generations spent hiding their true hidden somewhere on the Earth. Most reduced -1CS. Initial Popularity is zero.
selves from normal society. Examples of can pass as Normal Humans with a little Initial Resources are Poor. Composites
Breed Mutants include the Inhumans. disguise or explanation. Some of the heal twice as quickly as Nor mal
Breed Mutants roll on Column 1 of the Humanoid Race's Powers don't exist in Humans. The Composite initially
Random Ranks Table. Intuition is raised their home environment but develop as a possesses one contact the hospital or
+1CS. Endurance is raised +1CS. Initial result of the Humanoid's exposure to person responsible for his creation.
Popularity is lowered by -1CS. Breed Earth's environment. Humanoids roll on
Mutants must have at least one Contact, column 5 of the Random Ranks Table for Modified Human: This is someone who
usually their tribe. their Primary Abilities. Humanoids can started life as a Normal Human and was
raise any one Ability +1CS. Starting later altered by some means. The
Androids: These are artificially created Resources are set at Poor. A humanoid change affected his body on a physical

7
level but did not alter his DNA. Modified Human/Extra Parts: This Centaurs have a human head, torso,
Genetically, the hero is still very much type of body is harder to disguise than and arms mated to the body of a horse.
human and cannot pass on his Powers the other Modifications because the They possess increased Strength
to his descendants. Organic body now possesses extra pieces of ( + 1 C S ) , c a n m ove q u i ck l y ove r
Modification means the hero's internal anatomy. These may be duplicates of horizontal ground (four areas per turn),
organs and nervous system have been normal parts (arms are probably the and can fight with their hooves. On the
altered. Perhaps he now possesses new most common example), or parts that minus side, centaurs have Feeble
organs or glands that are the basis for are not found on a Normal Human. Such Climbing ability. They are popularly
w h a t Po w e r s h e h a s . M u s c u l a r new parts include wings, tails, antennae, thought of as scholars or drunken
Modification is easy to detect; just look fins, or anything else that might create lechers. Centaurs roll on Column 5.
for a person with outrageous muscular Powers for the hero. Humans with Extra
development. Captain America is a good Parts roll on column 1. Arms raise Equimen possess horse legs in place of
example of this. Skeletal Modification Fighting +1CS. Duplicate organs human ones. They have a horse's mane
means the hero's original skeletal doubles the Health point total. Tails give and tail as well. Such beings are often
structure has been replaced or the hero an additional attack when confused with fauns, although equimen
augmented by artificial means. Although engaged in blunt attacks (1 per tail). lack horns. An equiman is born from two
he is also a Random Mutant, Wolverine Wings give the hero Flight. equimen, or from a centaur mating with a
is a good example of this type of human. By hiding the legs and tail, an
character. The new skeleton can be Demihumans: This covers a range of equiman can pass for human. Kicking
crammed with various things that can human-like beings who combine the does +1CS damage. Equimen roll on
give the hero his Powers. Modified physical traits of humans and animals. Column 3.
Humans roll on column 1. Organics heal Demihumans can be unique individuals
twice as fast as Normal Humans. or members of a race that inhabits a Fauns possess the hairy legs, short tail,
Musculars gain +1CS Strength and different place or time. Because of the and horns of a goat. They are frequently
Endurance. Skeletals gain +1CS w e a l t h o f l e g e n d s s u r r o u n d i n g confused with either equimen, who are
Resistance to Physical Attacks. At least demihumans, a new character of this taller, or with the traditional image of a
one Contact should be the organization type finds that his Popular ity is devil. Because of the unfortunate
responsible for the modification. All influenced by people's preconceived resemblance to the latter, fauns have an
Modified Humans gain one less Power notions and biases toward things with initial Popularity of zero. They possess
initially. his shape. Feeble Mental Domination over females
of any human(oid) race, which, coupled

8
with their penchant for intoxication, dropping any further. Lupinoid genetics Vampires. Initial Popularity is Feeble.
causes them to gain Popularity more a r e t h e m o s t f l ex i bl e o f a l l t h e Chiropterans roll on Column 2.
slowly than other Demihumans. Fauns demihumans. There are as many breeds
roll on Column 2. of lupinoids as there are of dogs, wolves, Lamians are snake people. The legs
and foxes (the latter is a subclass, have been replaced by a serpentine
Felinoids are human-shaped, catlike vulpinoid). Lupinoids roll on Column 4. body, although the arms are normal. The
beings. The overall body shape is skin is covered in fine scales. Lamians
human, but the skin is covered in fur and Avians come in two basic types, angels have lidless eyes and retractable fangs.
the face is that of a cat. A felinoid has a and har pies. The angelic avians There is a 50% chance the lamian is
tail, claws, fangs, pointed ears on top of resemble humans with wings sprouting venomous (Excellent Intensity poison).
the head, and slitted pupils in the eyes. A from the shoulder blades. Angel of X- Because snakes terrify so many people,
felinoid can see in the dark with Factor is this type. They get an increased the lamian's initial Popularity is zero.
Excellent night vision. Such beings Popularity (+1CS). Harpies possess Lamians are difficult to bind (+1CS to
possess +1CS Climbing ability. Tigra is arms that are modified to also serve as escape). Lamians roll on Column 3.
a good example. Felinoids roll on wings and feather covered legs that end
Column 1. in bird claws. They gain +1CS Fighting. Merhumans are amphibious relatives of
Angelic avians reproduce by normal lamians. The body is human from the
Lupinoids are human-shaped, canine human means. Harpies lay eggs. waist up; the rest is a flexible fish-tail.
like beings. They are often mistaken for Angelic Avians roll on Column 3. Harpies Merhumans possess both lungs and
the cinematic conception of a werewolf. roll on Column 2. gills, but can only stay away from water a
The body is covered in hair and the face limited time because their bodies quickly
is definitely canine. The body has a tail, Chiropterans are similar to angelic dry out. Movement on dry land is limited
harmless claws, big teeth, and long humans except that they combine the to crawling or dependence on vehicles.
pointed ears atop the head. A lupinoid human parts with those of a bat. Their Merhumans also possess Water
possesses an Excellent sense of smell. arms also serve as leathery wings, their Freedom. They fascinate Nor mal
The Popularity of lupinoids varies. feet have elongated toes that can serve Humans and have an increased
Because some people think every as hands, and in addition they possess Popularity (+1CS). The usefulness of a
lupinoid is a werewolf, their Popularity large ears. They possess the Power of merhuman in a land-locked campaign is
decreases -1CS. Other people see them Active Sonar at Good rank. Pterans l i m i t e d , bu t c e r t a i n Powe r s c a n
as dogs, and thus as man's best friend; scare most people, especially the bulk of overcome the merhuman's
this prevents the Popularity from the populace who believe all bats are disadvantages, Shapechange, Alter

9
Ego, True Flight, and so on. Merhumans example, Strength of Remarkable or that fills most of the brain's needs
roll on Column 2. better suggests the limbs and skeleton (oxygen, blood, nutrients). The life
are artificial. Speedrunning could come support module is mated with a
Other: There are numerous other from a legreplacement. Vision Powers mechanical form that serves the brain as
Demihumans you could create. The seem to require at least one man-made its new body. The nervous system is
player can combine any animal with a eye. At least one Contact must be either directly linked with the machine's control
human to create a new Demihuman, the lab or hospital that created him or a circuits, allowing both control and
then work with the Judge to provide it facility that provides maintenance sensor y feedback. Mech bodied
with reasonable statistics. services. Random ranks are rolled on characters are often mistaken for Pure
column 4. Robots. In fact, an internal examination
Cyborg, Limb and Organ: The hero is needed to clearly distinguish the two
began as a Normal Human but has had Exoskeletons: The hero's body is intact types. Of course, Pure Robots don't feel
parts of his body replaced by artificial but is encased in a mechanical suit that the urge to cry. Mech bodies are even
devices. This may have been done to provides him with life support and more morose than Mech Limb cyborgs;
save the hero's life after a near-fatal Powers. The natural and artificial bodies at least the latter retain some of their
a c c i d e n t o r t h e h e r o m ay h ave exist in symbiosis. Tony Stark/Iron Man bodies. Their depression causes them to
voluntarily undergone the operation in is the perfect example of this. The most have a lower initial Intuition and Psyche
order to gain Powers. The original common Exoskeletons are roughly the (-1CS to both). Mech Bodies have
Deathlok is an example of the former same size and shape as the being Monstrous Resistance to Disease and
type. Cyborgs initially have a decreased w i t h i n ; t h a t i s, t h e E x o s ke l e t o n Poisons of all sorts. This is because the
Intuition (-1CS) due to mental anguish resembles a clunky suit of armor. brain is doubly protected from the
over a perceived loss of humanity (in Exoskeletons can come in any size of outside world. However, they are prone
the former case) or a self-hatred toward shape, however. The giant robots of to things that never harm a flesh-bound
their original weak human form (in the Ja p a n e s e c a r t o o n s a r e a c t u a l l y character, like Magnetic attacks and
latter). While most cyborgs are High i m m e n s e C y b o r g E x o s k e l e t o n s rust. When creating the hero, the player
Tech creations, there are also Magical Random ranks are rolled on column 4. must decide what his Mech Body looks
Cyborgs. For example, the Celtic god like. For most campaigns, the Mech
Nuada had an arm made of silver. The Mechanical Body: The only part of the Body is basically human- shaped. It may
player should determine what parts are hero's original body that remains is his even have a pseudo-flesh covering to
artificial, using the randomly generated brain and the nervous system. This is disguise the body's true nature. Such
Abilities and Powers as a guide. For housed in a special life-support module coverings tend not to survive battles

10
though, so the hero must have a spare through the nervous system. It is these Humans, they are much heavier. The
supply. Replacing a full body cover has devices that give the hero his Powers. average specimen weighs 500 to 2,000
an Excellent cost; a head-and-hands They can be anything from a, tiny radio in pounds. Human Shapes roll on column
only set is a bargain of Good cost. Mech t h e e a r t o a D i s i n t e gra t i o n g u n 4. Initial Popularity is zero. Player
Bodies can come in other shapes. These concealed in the arm. Augmenteds character robots possess self repair
can be anything the hero might find chose their condition and do not suffer facilities that simulate normal Healing.
useful in his environment: spider-bots, from the depression that affects most There is Karma loss if a hero purposely
baby tanks, star ships, etc. Since Cyborgs and Mech Bodies. Since there destroys a sentient robot. Robots are
specialized Mech Bodies are less is a limited amount of extra space in the people too. Non-sentient robots are
adaptable, such characters tend to be body, Augmenteds receive one less cannon fodder.
NPCs. Mech Bodies are not limited to a Power. Augmenteds roll on column 3.
single body, though. A lab with Initial Resources are Good or optionally Usu-form Robot: This is a robot that
Remarkable facilities can adapt the life rolled. If the hero possesses Hyper believes in the adage, "Form follows
support module for easy transferal to Intelligence, Hyper-Invention, or function." This robot's body is anything
other bodies. Thus, your hero can have Weapons Tinkering, then he may have but human shaped and is designed to
as many bodies as his Resources can created his new form himself with the best serve specific needs. For the
provide. If the Mech Body has different help of a Remarkable clinic. Mechanical game's purposes, needs refers to
forms, the player must generate the Augmentations roll on column 3. Powers the usufor m possesses.
physical Abilities and powers of Example: A usu-form hero possesses
additional bodies as if they were Pure Robot, Human Shape: This is a Biophysical Control, Cold Emission, and
separate characters. Mech Bodies completely mechanical being that is Levitation. His design might look like a
initially have only one Contact the lab patterned after the human body. The metal egg supported and propelled by
where they were created. Random ranks degree of similarity varies; specimens an induction field. The egg has two arms,
are rolled on column 4. can include metallic skinned caricatures a variety of sensors, a speaker grill, an
(Sentinels), metallic simulations under slung ray projector (the Cold
Mechanical Augmentation: This is a (Jocasta), and pseudo fleshed Power), and carries on its back an
Cyborg who still has all his original imitations (Delphine Courtney). Most are expandable life support chamber (the
(human) equipment but carries some High Tech but rare specimens are Healing Power). Usu-forms roll on
options inside. Unused spaces in his Magical in nature, clockwork men given column 4. Sentient usu-forms are often
body are now filled with various useful life by eccentric mages. While most mistaken for mindless industrial robots;
devices. These can be directly controlled Human Shapes are the size of Normal people usually look for a human controller

11
hiding nearby. Popularity is unaffected unplayable, but bear me out. This is a computer can be any mystical device,
because people simply do not give the rare computer, one that is self-aware such as a crystal ball or an elaborate
usu-form any thought other than "Oh, and possesses true intelligence. While altar. Slave units and peripherals are
what a wild prop!” the mainframe itself is immobile and likewise translated into mystical
unable to physically act, peripherals give analogs. For game purposes, assume
Metamorphic Robot: This is a robot the sentient computer a wide range of that all sentient computers have a
whose design is so flexible it can change means to deal with the physical world. minimum of one remotely controlled
into two or more forms, each possessing Slave robots act as proxies for the industrial robot. The owners think this
different Physical Abilities and Physical computer. Physical additions provide tile robot is only used for self-maintenance
Powers. Most Metamorphs have a dual mainframe with add-on functions. The and experimentation. Example: RALPH
nature. The primary form is a human Computer can directly interact with other 3000 is a sentient computer officially
shape; the secondary form may be a computers, robots, and some cyborgs owned by the Carlson Institute, a private
vehicle or usu-form. Both forms weigh on a programming level. In some think-tank. Only one programmer,
the same, but may be different sizes. A campaigns, there may even be a Jennifer, knows RALPH is alive and has
Meta-morph can change into a form that computer generated pocket dimension been sworn to secrecy by him. The
is up to three times larger than the where computer programs are "living" computer possesses the Powers of
smaller for m. If the meta-mor ph beings. If the computer possesses Alter Mental Duplication, Mind Blast,
possesses size-altering Powers, this Ego or Life Form Creation, it can create I m i t a t i o n , a n d R o cke t . R A L P H ' s
limit is replaced by that Power's limit. a human-like extension of itself. Such a mainframe possesses the first two
Meta-morphs roll on column 4. The being would possess all the computer's Powers. With Jennifer's help, he has
player must generate separate Physical abilities and most of its Powers (save radically modified his maintenance bot
abilities for each form and assign those assigned to the peripheral to possess the other Powers. The bot
Powers to either or both forms. Meta- hardware). Damage to the extension can become a human shape under
morphs have a minimum of two forms. In results in feedback that causes RALPH's control. The robot's legs
the creation process, additional forms equivalent damage to the mainframe. contain jets that provide Flight.
can be gained at a cost of -1CS to all The computer may hide its true nature Computers roll on column 4. Reason is
Primary Abilities for each additional form and intelligence from its owners, increased +2CS. Fighting is decreased -
gained. creators, and/or programmers. Only a 1CS. Resources are increased +1CS
major threat to its existence can cause it and represent company supplies
Computer: The hero is a computer, to reveal itself and risk losing its directly controlled by the computer or
period. At first glance this seems freedom. In a magical setting, the those which it can order without

12
without arousing suspicion. Computers symbols or tools. All Physical Abilities protection from death. Deities are usable
have a decreased Resistance to are raised +1CS. Such beings possess a as player characters. The Marvel
Electrical and Magnetic Attacks and also Psychological Weakness that Negates Universe includes Asgardians,
to Phasing. Loss of all electrical power tot h e i r Pow e r. A n g e l s g a i n + 2 C S Olympians, and deities from a host of
the mainframe causes deactivation and Po p u l a r i t y. D e m o n s l o s e - 2 C S other pantheons. Both Thor and
loss of some of the computer's abilities Popularity. Demons automatically Hercules are members of the Avengers.
and all of its Karma. Abilities and Powers possess Good Fire Generation and Snowbird, daughter of an Inuit goddess,
are reduced -1CS across the board. Specific Invulnerability to Heat and Fire. is a member of Alpha Flight. The thing
Angels automatically possess a specific that permits their approval is their
Angels and Demons: These are form of Artifact Creation that produces a diminished Power. Once Odin formed
magical beings from other planes of magical sword that does Excellent the Earth from the blood and bones of a
existence. They are both supernatural damage. slain Ice Giant, but he can't do things like
and corporeal in nature. The main that anymore. There are three reasons a
difference between these types is their Deity: This is an "Entity of Great Power" deity might be found on Earth. One is
inherent personality. "Angels" are - or rather, was such a being. The deity that his Powers have diminished to such
benevolent; "demons" are malevolent. was an actual god, demigod, or close a point that the Earth Dimension is the
Other than that, there isn't much relative who was actually worshiped at only place he can survive. The second is
difference. These beings resemble some point in the past. Now his powers that he has been sent to the Earth
characters from various mythologies. have waned because the religion which Dimension by other, more powerful
This affects their Popularity. Angels gain was devoted to him is no longer Deities. Both Thor and Snowbird are in
+2CS while demons lose -2CS on their p r a c t i c e d . H i s f o l l o w e r s h a v e this category. The third reason is that the
initial Popularity. These beings do not disappeared into the annals of history. deity is bored with timeless infinity and is
necessarily follow the popular traditional Thor is an example of such a being. Now slumming it on Earth as a way of
behavior patterns. A heroic demon might he is a god-on-Earth and locked into a generating excitement. Hercules fits this
be fighting a personal war against other, mortal shell. He is still a formidable bill. Actually, there is also a fourth
even more evil beings. A crazed angel being, though. Deities have increased reason. The deity might be on Earth
might be a villain, seeking to purify the ranks in all their primary abilities and seeking Power, whether by regaining
Earth at any cost. Angels and Demons cannot really die in the Earth Dimension worshipers or establishing a portal
roll on Column 5. Angels and demons unless the slayer is another deity. Each between Earth and his home dimension.
have no initial Contacts but will soon be deity has a home dimension; on that However, for game purposes, this
sought out by groups who see them as plane the deity loses his special reason is restricted to NPC deities who

13
are acting as villains in your campaign. have three main types of backgrounds. to be a man- shaped plant. His
Deities roll on Column 5. All primary One is that the animal is a mutant. physiology is based on photosynthesis.
abilities are raised +2CS. Deities Another is that the animal was altered in The plant-man doesn't need to eat
automatically possess at least one ways that gave his intelligence and anything except a bit of fer tilizer
Travel Power. Deities gain two additional Power. The last is the animal is a occasionally. Prolonged deprivation of
Powe r s. D e i t i e s h ave i n c r e a s e d relatively normal member of a race of light and water reduces the hero's
Popularity (+2CS) with the public but animals like him (Lockheed, for Strength and Endurance -1CS per day
zero Popularity with the hierarchy of the example). The player can determine this after an initial three days. Plants have no
major established Earth religions. in the Origins of Power section and legal rights. This can be a real problem.
Deities eventually attract any remaining embellish it to the best of his ability. The Plant Hero may be a mutant, a
living worshipers they still have. All of Animals have to have a human Contact. modified plant, a member of a species of
these people serve as Contacts. A deity People tend to see the human Contact intelligent plant life, or a human or other
PC who abuses his worshipers faces a as the animal's owner or trainer. People being who was somehow transformed
stiff Karma penalty. Deities are honor refuse initially to believe the animal is into a plant. A permanent result of
bound not to actively promote a religion intelligent. Animals have very few legal Induced Vegetation could create such a
based on themselves. Deity PCs who try r i g h t s , b u t t h e y a l s o h a v e fe w character. Man-Thing is an example of
this lose -1CS from all their Abilities and responsibilities. Animals roll on column the last type. Plants roll on column 1.
Powers. 1. Aliens in this category roll on column Plants have zero Resources. Plants
5. Animals gain one less Power. Animals automatically possess Absorption
Animals: This is a catch-all category automatically have two Detection Power of Good rank in the form of
that includes fish, mammals, birds, Powers at Good rank. Animals risk death enhanced photosynthesis. Plants have
reptiles, and the rest of Earth's fauna, in or capture from people who are ignorant -2CS Fighting. Plants gain +2CS
addition to aliens that do not fit into any of the animal's true nature. Resources Endurance. Plants have no initial
other category. About the only example are zero unless the animal has attached Contacts; the exception is if the Plant
of this in the Marvel Universe is himself to a human. In this case, the was created by scientific means, in
Lockheed, the dragon. Your campaign, Resource rank is assigned to that which case its creator might be a
on the other hand, might be filled with human. Contact.
heroic Animals or really peculiar aliens
(I'll fudge a little Vegetable: The hero is an intelligent,
and include Lockjaw, the Inhumans' mobile plant. He can be of any nature but
"dog" as an example of this). Animal PCs for game purposes the hero is assumed

14
Abnormal Biochemistry: The body is identical. A hospital with Incredible For example, an iron golem is prone to
apparently normal but possesses a facilities is needed top after the would be rust. Mineral Life rolls on column 2. Initial
different chemical base than that of parent's genetic material to a compatible Health is doubled. Movement rate is
Normal Humans. A key element in the type. Abnormal characters roll on decreased -1CS.
body's chemical makeup is replaced by column 2. Endurance is raised +1CS.
another element. The most common Liquid Life: You know that the Normal
abnormalities are silicon replacing Mineral Life: The body is composed of Human body is 68% liquid? Well, this
carbon, copper replacing iron, and solid materials that normally do not type is 100% liquid. However, it is
cobalt replacing iron. Silicon-based sustain life. In fact, the body might not composed of special liquids that remain
life has a body temperature 40 degrees even have anything remotely resembling together. The fluid body can be of any
lower than similar carbon-based life. internal organs. In such cases, an viscosity from gelatinous to watery. It
Copper produces green blood. Cobalt internal examination would only reveal can move at will by flowing through other
produces blue blood. In all these cases, homogeneous matter. The body can be liquids or along surfaces. It can even
acquiring food that fits the hero's of any single element or compound or a climb vertical surfaces. If the liquid life
metabolic needs is a problem. If the mixture of anything the player can think possesses Endurance and Psyche
abnormal lacks a food supply, he'll have of. Examples of Mineral Life include ranks of Excellent or better, the Fluid
to seek one out. A lab of Remarkable golems and Warlock (of the New Body can form an erect simulation of a
cost can synthesize the necessary food Mutants). Because Mineral Life is human body. This can "walk" by sliding
stuffs. For game purposes, assume the simpler, it is easier to feed and maintain. along the ground. Contrary to what you
hero already possesses a steady food If food is needed, the Mineral Life can might think, a Fluid Body is actually
supply. Because of the different body digest raw matter of its composition. dry to the touch. This is because none of
chemistry, abnormal beings cannot Wounds can be bandaged by the body's liquids leave the body unless
donate blood or body tissues for applications of the same matter as well. deliberately secreted. The Fluid Body
transfusion into Normal Humans. ("But Doctor, I'm not a bricklayer!") can be housed in a naturally secreted
Likewise, anything foolish enough to try Mineral Life is immune to all Poisons and sac or in an artificial container. This is
to feed on the abnormal, like a lion or a Diseases that harm Normal Humans. determined by the player rolling such
Bio-Vampire, takes Good damage as it C o nve r s e l y, ex o t i c p o i s o n s a n d Powers as Armor, Body Armor, or Body
tries to digest what, to its system, is diseases that do harm to Mineral Life do Coating. If the Fluid Body is frozen, the
poison. Abnor mal beings cannot only Feeble damage to Normal Humans. hero is immobilized until he can melt. He
interbreed easily with Normal Humans, Mineral Life is vulnerable to attacks with takes no damage from such an attack,
even when their bodies are virtually special effects on the body materials. although sacs or body containers might be

15
shattered by the cold. Vaporization is a vacuum unless it possesses a Travel or Energy Body: The hero is a field of
fatal act for most Fluid Bodies. Fluid Energy Power. The Gas Body may be coherent energy. The basis for this can
Bodies roll on column 5. Fluid Bodies composed of a single element or be any Energy form found in the Energy
have a natural variation of Phasing that compound or any sort of exotic mixture. Emission and Control sections of this
permits them to permeate any porous If the gaseous hero possesses a book. The Energy Body can move at will
material. Fluid Bodies have no initial Shapechanging Power, Alter Ego, or in any direction, even though spaces
Contacts except their own race, if one Body Transformation- Self, the being can that lack a medium to transmit it. The
exists. Because of the Fluid Bodies' temporarily assume a human-like form. Energy Body possesses an Intensity
control over their own fluids, it requires Gas Bodies are immobilized if converted rank of its own; this is how the Health
an Incredible Agility FEAT to drain off to liquid or solid forms but take no points apply to this being. Energy Bodies
any part of the Fluid Body. Drained parts damage from this act. While follow the same characteristics as
remain under the main body's control as gaseous,the being can freely expand or normal energy of the same type. They
long as they are within one area. Once contract. Minimum size is one cubic foot. possess a special vulnerability to
beyond that limit, the drained liquid The maximum size can fill a volume Plasma Control I -1CS Resistance).
"dies" and becomes inert. Swallowing a equivalent to the average shopping mall. Energy Bodies can be contained within
Fluid Body can be a fatal act if the body Gas Bodies roll on column 5. On Earth, special storage batteries; this is the only
so chooses. It can also result in a Gas Bodies have zero Resources and way to immobilize these beings. Energy
symbiosis if the Fluid Body takes a liking no initial Contacts. The only way to Bodies composed of visible energy
to the solid host. destroy a Gas Body is to alter its types can create a ghost-like image of a
composition through Powers like Matter human. If the Energy Body possesses
Gaseous Life: The body is completely Conversion and Matter Control. Inhaling Alter Ego, Energy Solidification, or Life
composed of gases, vapors, smoke, and a Gas Body can be a fatal act since the Form Creation, it can form a solid
mist without any solid (or even liquid) being's gases can prevent required facsimile of a human. The only way to
components above the microscopic gases from reaching the lungs. Gas destroy an Energy Body is to completely
level. The Gas Body is a coherent cloud Bodies can enter a symbiotic Negate or solidify its energy. Energy
that retains its integrity even in the face relationship with a solid being. Gas Beings roll on column 5. Energy Beings
of Amazing Intensity winds. Unlike Bodies possess a natural form of h ave a B o nu s Powe r o f E n e r g y
normal clouds, the Gas Body can more Phasing that permits them to penetrate Emission. Energy Control is an Optional
at will in any direction and even solids. Power. Physical contact with an Energy
penetrate liquids and permeable solids. Being does Feeble damage.
However, it cannot freely move in a

16
Ethereal: The hero is an intangible, Summoning and Storage, other species) but has since died.
disembodied spirit. He can be a ghost Through some arcane and possibly
Reincarnation, and Exorcism. If the
who once possesses a mortal shell, or disgusting means, the body has
Ethereal once had a solid body, he might
belong to a race that always exists in this regained animation and ceased to
not necessarily have died to reach his
form. An Ethereal can drift about in any decay. The being's life force is once
current state. He might have become an
direction he chooses, and can pass again in residence (although the old
Ethereal by being directly transformed
through solid matter without any effort. house just isn't the same). Special
from solidity to being ethereal.. Such
The visibility of an Ethereal varies transfor mations can be magical, means are required to maintain the
according to his whim; he can be reunion of mind and body. This can be
scientific accidental, or deliberate. The
invisible, transparent, translucent, or anything from being frequently re
Red Ghost is an example of a Normal
opaque. If the Ethereal is a ghost, his Human directly transformed into anembalmed to utilizing any of the vampiric
form resembles an idealized version of powers. If the Undead fails to follow his
Ethereal as a result of a scientific
his old body. The ghost's appearance is required maintenance procedures, he
mishap. If the Ethereal possesses Alter
actually based on his self-image and begins to fall apart. In Undead terms,
Ego or Life Form Creation, he can create
thus reflects the ghost's attitude toward this is what Health points are used for.
a living body for himself. If he possesses
himself. This is why ghosts are usually Health is the structural integrity of the
Mental Domination, he can possess a
either very beautiful or quite pathetic. Undead's own corpse. The nature of the
human host. Ethereal beings roll on
Ghosts are immune to most physical Undead can vary. Examples include Bio-
column 1. (They're about as altered as
attacks with Intensities less than Vampires like Dracula, Zombies
a human can be). Fighting rank is zero in
Unearthly. They are vulnerable to Mental the Ear th Dimension, unless the ("Zuvembies" in the Marvel Universe),
and Magical attacks, especially by animate Mummies like those in ancient
Ethereal is fighting another Ethereal.
Powers that affect the spirit. Either Psi or Physical attacks have a decreased pyramids and bad B movies, and even
Spir it Vampir ism can destroy an hybrid forms that still retain some
effect on Ethereal beings (-9CS). Spirit
Ethereal. While Ethereal beings are humanity. Dracula's daughter Lilith is
Va m p i r i s m c o m p l e t e l y d e s t r oy s
intangible on the Earth Dimension, they such a being, being conceived after
Ethereal beings. Psi-Vampires destroys
regain solidity in other Dimensions. In Dracula had become an Undead.
the self image and reduces the Ethereal
such realms Ethereal beings are Technical note: At this time, all Bio-
to a mindless Poltergeist. At least one
vulnerable to all Powers except those Contact can be a Spiritual Medium.Vampires on the Marvel Universe Earth
t h a t s p e c i f i c a l l y a f fe c t E t h e r e a l have been destroyed.Your campaign,
characters and other disembodied Undead: The being in question had however, can be free of this restriction if
beings; these Powers are Spir it once been a Normal Human (or any you so desire. The Great Continuity

17
Goddess bade me mention it anyway. then the actual types, using the Body Genetic offspring, including clones,
Undead roll on column 1. Strength and Type Table above. The next step is possess only a single aspect. In the
Endurance are increased by +1CS. The deter mining the advantages and example, a clone of the freak would be
player and Judge must come up with a disadvantages are retained by the either a Normal Human, Chiropteran, or
body maintenance procedure, unless compound. Example: The dice have waspman. Popularity is decreased
the hero possesses a vampiric power. assigned the hero a Compound Body -1CS, cumulative with any losses
Undead possess a Psychological Type. Muttering under his breath determined by the various aspects
Weakness; their Power is negated while ("Great, I get to play a freak"), the player (Body Types).
they are within 10' of a religious symbol. rolls a 61. His Compound has three
If the symbol is that of a religion the aspects, which the dice again decide16 Changeling: The hero can transform
Undead practiced while he was alive, he (Normal Human), 69 (Chiropteran), and into any of a number of possible Body
suffers Excellent damage 72 (Other Demihuman). Three Body Types. Each Body Type aspect of the
Types get him a 33% chance of retaining Changeling possesses its regular
Compound Form: The hero's body advantages and disadvantages. He advantages and
contains aspects of two or more of the starts rolling. By the time he's done, his disadvantages which apply only when
preceding Body Types. As such, it freak has begun to form. The character's the hero is in that particular form.
possesses a mixture of the advantages wings sprout from his back, rather than
and disadvantages of each type. The being formed by his arms. The ears are Die Roll Number
C o m b i n a t i o n o f a d va n t a g e a n d smaller and more humanlike since he 01-50 2
disadvantage is unique to each lacks sonar. From the Other Demihuman 51-75 3
Compound. aspect, a wasp-man, he gets a stinger 76-95 4
that does Excellent Paralysis damage 96-00 5
Die Roll Number Adv./Disadv% and rigid plates on his torso. The artificial
01-50 2 50% Body Types lend themselves especially What powers the hero possesses are
51-75 3 33% well to creating Compounds. All assigned to any and all of his Aspects.
76-95 4 25% such Compounds are automatically Each Aspect must have one Power
96-00 5 20% Cyborgs. Compounds only roll on a which is unique to it, a Power no other
single column, determined by the A/D Aspect has. The hero can transform
When creating a Compound character, percentage. Most Compounds are himself from one Aspect to another in 10
the player first generates the number of unique individuals. Due to their peculiar turns. During this time, no Powers can
Body Types combined in his character, nature, they do nor easily reproduce. function and all Primary Abilities

18
Changeling is similar to the Power of Physical Gestalt the individuals retain body in order to avoid making contact
Alter Ego. If the player rolls that Power their distinct physical forms (though with the attacking force. However, such
while creating a Changeling character, admittedly it may be hard to spot a beings have a peculiar weakness. A
he can discard it and roll another Power. particular individual if they are tiny). One successful Grappling attack breaks the
Example: Kit has rolled Changeling for helpful side effect of this power is that the body into two separate masses! The
his Body Type. This one has two individual bodies do not suffer while they body can automatically rejoin withing 1-
Aspects: 83, Human-shape Robot, and a r e p hy s i c a l l y j o i n e d t o g e t h e r. 4 turns unless something prevents it
91,Vegetable. "Great, a robot that turns Breathing is assumed to occur without from doing so, like teleporting half of the
into Man-Thing." Eventually, Kit decides difficulty. However, the Collective Mass body into a parallel universe. The
his robot was specially designed to will probably have to break apart to allow Collective Mass can be any size
imitate other life forms, but the Shape individual entities to eat. Primary and depending on the size and number of the
change circuitry burned out after secondary abilities are rolled on Column Individual entities composing it. Most
recording its first form. Changelings roll 1 of the Rank Table. Because of it’s Collective Masses in the Mar vel
on column 5, regardless of what the peculiar dual nature, a Collective Mass U n i ve r s e a r e h u m a n s i z e d a n d
various Aspects would roll on. If while in has two sets of Primary Abilities. The composed of smaller creatures
one Aspect the hero loses all Health firs set represents the abilities of the generally 3 inches or less in length
points, he can save his life by making a individual component entities. The (between the size of a mouse or a
red Psyche FEAT. Success means he second set is that of the Collective Mass. dragonfly). If the Judge allows the
lives, but permanently loses the ability to The majority of powers can only be Collective Mass may be a giant
transform into that Aspect. Powers can manifested by the Collective Mass. composed of human sized creatures. In
be assigned to any or all aspects. Each Individual entities can at best exhibit special cases, it may even be titan sized
Aspect must have a unique power not Feeble rank versions of the available with giant entities composing it’s form.
shared with other aspects. powers; otherwise why bother to be a Ordinarily the number of entities
Collective Mass in the first place. The composing the Collective Mass’s form is
Collective Mass: Tom Lamphier Collective Mass’s abilities can be equal to or less than the Collective
looked at the Marvel super villain swarm affected by the loss or joining of more Mass’s Reason rank multiplied by 100.
and came up with this variation of the entities to it’s collective form. A The individual entities can be of any
Physical Gestalt body type. The body of C o l l e c t i ve M a s s g a i n s a + 2 C S nature, whether animal, plant or
the character is a collection of individual resistance to physical damage and machine. The individual components
bodies held tightly together and energy blasts. It’s unique physical may be sentient or not. If the Collective
functioning as a single unit. Unlike structure allows it to create holes in it’s Mass is composed of relatively ordinary

19
ordinary creatures (as opposed to There aren't many examples in the National Personifications roll on Column
something strange like a colony of Marvel Universe, but DC has a few, most 5 and gain +1CS in their nation or region
snakes mutated by a nuclear test at Los notably in Alex Ross' “Uncle Sam” of origin. A National Personification will
Alamos) the Collective Mass has the miniseries, which, in addition to Uncle have one or more of their powers
option of absorbing even more of these Sam, includes British personifications focused through an object of power. This
component creatures into itself. A Red Columbia and Britannica, among others. is usually a weapon such as a sword or a
Psyche FEAT roll allows this to occur. In A national personification is usually in mace, or a shield, but may alternately be
such a case the addition may have the the form of a person, although in some a flag, laurel wreath, fasces, scepter,
effect of increasing the Collective Mass’s cases may take the form of an animal etc., or a national symbol such as a
primary abilities. In a Earth based (the Russian Bear, for example). The use hammer and sickle. The character will
M a r ve l U n i ve r s e c a m p a i g n , t h e of a character as a metaphor for a nation automatically have the Weapons
Collective Mass has the ability to was particularly popular in the late 19th Specialization talent in the use of this
transform itself into a human likeness by century; a list of some historical ones item. The National Personification also
making a Psyche FEAT roll. However, c a n b e f o u n d h e r e : has a form of True Immortality, but if the
character “dies” it is banished from the
the visual image of the individual does https://en.wikipedia.org/wiki/National_p
earthly plane for 1d100 years to a
not change, a disguise is needed if the ersonification, but feel free to come up
dimension of the GM's choosing, and
Collective Mass is to impersonate a with your own. The National
will lose all Karma. S u b m i t t e d b y
normal human being. Personification character will usually A n d r e w G o l d s t e i n .
regard itself as righteous, but needn't be
National Personification: is an one of the “good guys”, depending on its Psychic Construct: it's an established
anthropomorphic personification of a ideology. It needn't be an existing nation fact in the Mar vel Universe that
nation or its people. It may appear in either, as long as one person believes in everyone has innate psychic powers,
political cartoons and propaganda. As a it (“Captain Assyria will rise again!”) This although they may lie dormant. The
personification it cannot be a real category also applies to representatives Psychic Construct is an entity that has
person, of the Father of the Nation type, of a region or city – Germany, for come into being through the sheer force
or one from ancient history who is example, has personifications of both of will – your belief makes it so. Some
believed to have been real. It is similar to Berlin and Bavaria. Larger nations may cultures call this being a tulpa, earlier
a deity in that it gets its power through a also have a personification for a cultures would refer to them as
collective belief, and it is different from particular aspect of its culture, such as household gods or helper spirits...most
your average stars-and-stripes clad Manifest Destiny, Women's Suffrage, of us know them as imaginary friends.
patriotic guy for the same reason. Big Business, etc.

20
The Psychic Construct will start with sentient place. That's right, a place.
to be seen by its creator under normal
one contact, the person who willed While it may seem outlandish, the
circumstances, although exceptions can
them into being. Often this person is a Marvel Universe has a number of
exist through Remote Sensing, shared
child, or schizophrenic, as their looser psychic links, etc. characters that fit this description. Ego
connection with reality enables them a The Imaginary Companion can be the Living Planet, Krakoa, Singularity,
greater command of the psychic skills and the Living Monolith in his final stage
seen and heard as any normal being.
to manifest a construct. The initial are a few of the ones that are better
The Tulpa is the most powerful form of
contact must have a Psyche of Poor or known. Outside of Mar vel, some
Psychic Construct, and has the added
greater. The Psyche level of the creator examples include enchanted groves,
power of Invisibility that can be activated
affects the power level and abilities of haunted houses, AI-controlled
at its will. Real-life communities exist
the Psychic Construct: technological fortresses, or any location
dedicated to the creation of tulpas
in which a spiritual essence or residue is
through meditative techniques; in game
Psyche Category # of Powers terms, this can be interpreted asbound. This is also a common concept in
PR, TY Spirit Helper 1 Ancient Roman and several Asian
attempting to use Karma to raise their
GD, EX Imaginary Friend 2-3 own Psyche. cultures. In game terms, the Genius Loci
RM, IN Imaginary Companion 4-5 (plural: Genii Loci) rolls on Column 5 for
Psychic Constructs start by rolling on
AM+ Tulpal 6+ Primary Abilities, with the exception of
Column 3. However, for each level of
Endurance (see Sense of Place, below).
Psyche above Poor, the construct gains
The Spirit Helper is always Intangible, A Genius Loci can be as small as a large
an additional +1CS that can be applied
but may act through its superpower. It is rock, or as large as a house or field, or
at the start to any primary statistic; thus a
able to hear and react to its creator even an entire galaxy or universe. To
Psychic Construct with a creator having
(although being independent, it may not determine the size of the Genius Loci,
a Typical Psyche gains 1 CS, a Good
always agree with him/her) but cannot roll on the Power Rank table +1CS, and
Psyche gains 2, etc. Once a Psychic
be heard by its creator or anyone else. consult the Area of Effect table in the
Construct comes into being, it can act
The Spirit Helper is always Invisible. At Ultimate Powers Book. The GM and
i n d e p e n d e n t l y a n d h a s i t s ow n
this level, the player will probably want to player should work out together the
consciousness, but if the initial contact
roleplay the creator, with the construct nature of the location.
dies, the construct suffers a Health loss
controlled by the GM. Spirit of Place: Unless the character
equal to the full health of its creator.
The Imaginary Friend may converse Submitted by Andrew Goldstein. has taken a travel power, the Genius
with and react to its creator. It is only able Loci is immobile – it is its own location,
Genius Loci: This character is a after all. On the site of the Genius Loci,

21
, actions may be performed by D100 to the GL's place of residence. Note that Submitted by Andrew Goldstein.
manifestations acting on the Genius if the Genius Loci's core location is a
Loci's behalf – these can be robotic long distance from the avatar – say, a far-
drones, faerie spirits, animated rock off planet, or another dimension – this
formations, local plants and animals, could take the player out of the game for
etc. The Ability ranks of the Genius Loci quite some time.
will be the cumulative sum of the ranks of Additional Powers:
these beings. Power ranks will be the Serial Immortality – of a sort, when
same for both the Genius Loci and its applied to avatars and manifestations,
manifestations. Being the embodiment as described above.
of an entire location, Genii Loci are Remote Sensing – applied to an avatar's
understandably difficult to kill. A Genius link to the Genius Loci. All avatars are
Loci's Endurance rank ranges from able to sense disturbances to the
Unearthly to Class 3000: roll on Ability Genius Loci's true location.
rank column 3, plus 9 column shifts. The Environmental Awareness –Genii Loci
only way to truly kill a Genius Loci is to have the equivalent of Unear thly
destroy it completely, although its Intuition regarding all actions taking
various manifestations and avatars may place on its premises.
be incapacitated. Optional Powers:
Avatars: In order to make it more At the GM's discretion, at the time of
practical to get around and have generation, a Genius Loci may replace
adventures, the Genius Loci may any one of its powers with one of the
m a n i fe s t a s i n g l e ava t a r, t h e following powers – applies only to the
personification of the GL's being into a Genius Loci itself, not the avatar:
single form. When generating a Genius · Animal Control
Loci as a PC, it is recommended that this · Plant Control
option be taken. All Abilities (including · Plant Growth
E n d u ra n c e ) a n d Powe r s w i l l b e · Weather Control
generated normally on Column 5. When · Machine Animation (if
an avatar is defeated, its physical body is technological)
destroyed and its consciousness returns · Body Resistance

22
Origin Of Power

Now that you've determined what a man who has volunteered to be a test completely forgot about returning their
your character looks like, the next subject for a new weapons system his helper to his original form before they
question is how did he get that way? company has developed. The system is left. To determine the Origin of Power,
More importantly, how did he get the surgically implanted within Steve's body. roll percentage dice once and compare
Powers that set him apart from mortal Since the implantation is experimental, the results with the following table.
men (or cyborgs or centaurs or kitty the lab wants him to retain the implant for
cats)? This is the stage where you a time while they study its effects on him. Die Roll Origin
determine the There are 11 possibilities 01-10 Natal
here, each one a single event in your What they aren't telling Steve is 11-20 Maturity
character's life that transfor med that the implant is not working out at all 21-30 Self Achievement
him/her/it into a Super Hero. The player like the plans said it should; the Powers 31-35 Endowment
can interpret the Origin two ways. Steve has manifested are entirely 36-50 Technical Mishap
unexpected. Example 2: Bruce rolls a 15 51-60 Technical Procedure
The first way assumes that the for Physical Form Other Demihuman, 61-65 Creation
character has always had approximately and a 34 for Origin Endowment. Bruce 66-76 Biological Exposure
the same Physical Form that he now has a fondness for beams, which leads 77-87 Chemical Exposure
possesses. In that case, the Origin is the him to make his character a Ursinoid. He 88-98 Energy Exposure
event in which his Powers first appeared. doesn't want to have to come up with an 99-00 Rebirth
The second way of interpreting the entire racial background for his
Origin is to assume that the character character, tentatively called Ursus, and Natal: The hero-was born in the Body
began life as a perfectly Normal, chooses the second option for Origin. Type he has, and possessed all his
Human, say a kid from Euclid, Ohio. In Powers from birth onward (although
that case, the Origin was an event that Ursus began life as a normal learning to control them took time). Note:
not only gave him Power, it may have teenager in Charlottesville, Virginia. If a character is a Cyborg, he was
also drastically altered his Physical form. While wandering through the woods one severely deformed at birth and required
Example 1: Ken rolls a 78 for Physical night, the boy encountered a crippled immediate emergency medical and
Form, a Mechanically Augmented UFO piloted by small bear-like beings. scientific aid.
Cyborg, and a 58 for Origin, Technical The boy tried to assist the bears, who
Experiment. transformed him into a form more Maturity: The hero gained his Powers
capable of performing the repairs they sometime after reaching adulthood.
He interprets this to create Steve Piano, n e e d e d d o n e . T h e a l i e n b e a r s Powers may have begun manifesting

23
t h e m s e l ve s s p o r a d i c a l l y d u r i n g results, though. Cloak and Dagger are injected, or just placed next to the hero
adolescence, or even childhood, but full examples of Mishap Origins. The late for it to affect him. The chemicals
control wasn't achieved until maturity. Sasquatch was an example of a Mishap involved in these incidents react in
Most Random Mutants are in this class. Simulation, from trying to recreate the random ways with the hero's genetic
Self-Achievement: The hero actively Gamma Blast that created the Hulk. structure and produce unique results. If
sought out a means of giving himself another person is exposed to the same
Power. He developed the methods, Creation: The hero was born in the form chemical, the results may be different or
procedures, equipment, or whatever he now has, that of an adult who fatal. Madcap is an example of this.
permits him to possess Power. This possesses Power and/or whatever the
could be through scientific endeavors Body Type is. Most of the Artificial Body Energy Exposure: The hero was
(Henry Pym/ Ant Man), arcane study (Dr. Types belong in this class. Examples exposed to a special form and Intensity
Strange), or physical training (Iron Fist). include the android Human Torch, all of energy—anything out of the ordinary
Anyone can gain Powers similar to the robots, angels, demons, and deities. will do—and turned into his present self.
hero's by following this special training. Biological Exposure: The hero gained Most of the Marvel Super Heroes from
Endowment: The hero was given his Power after exposure to a special life- the early 1960s are examples of this.
Power by another being. This includes form or a substance secreted by that life The Fantastic Four, the Hulk, and
such diverse situations as being form. Werewolves and Bio-Vampires are Daredevil, for examples, all received
transformed (Tigra), being charged with common examples of this. Normal Powers after being subjected to hard
Power (the Power Pack kids), and Humans are transformed into those radiation.
acquiring an item whose possession kinds of beings after being bitten by
gives the hero Power (Black Knight, another Werewolf or Bio-Vampire. The Rebirth: The hero was once a perfectly
Vindicator). hero can also gain Power from an o r d i n a r y p e r s o n . T h e n h e d i e d .
experiment using biochemicals. For Something happened to him that
Technical Mishap: The hero was example, the late Whizzer gained his destroyed his old body and gave him a
caught in an experiment or procedure Power after consecutive injections of n ew o n e, c o m p l e t e w i t h Powe r.
gone awry, with the result that the hero cobra venom and mongoose blood. Examples of this class include Marc
gained Powers that were totally Spector/Moon Knight and Ar thur
unexpected. Such freak conditions Chemical Exposure: The hero was Douglas/Drax the Destroyer.
cannot be completely duplicated, transformed by exposure to an exotic
although they can be simulated. element, compound, or mixture. This
Simulations produce slightly different substance can be inhaled, ingested,

24
Primary and Secondary Abilities

Each role-playing game has a set of basic *The initial starting ranks for all powers are generated by
characteristics for each character. These define such things rolling on column 4. Some powers may have a different
as physical and mental traits, damage resistance, and how beginning rank these powers will specifically mention so in
the character interacts with his world. In the MARVEL SUPER their Power Descriptions.
HEROES'" game, these are the seven primary abilities:
Rank Name Rank Number 1 2
Fighting: A measure of raw combat ability. Shift 0 0 0 0
Agility: A measure of dexterity and nimbleness. Feeble (1-2)2 01-05 01-05
Strength: Physical muscle power. Poor (3-4)4 06-10 06-25
Endurance: Personal toughness and physical resistance. Typical (5-7)6 11-20 26-75
Reason: Intelligence and the capacity for logical thought. Good (8-15)10 21-40 76-95
Intuition: Wisdom, wit, common sense, and battle reflexes. Excellent (16-25)20 41-60 96-00
Psyche: Mental strength and willpower. Remarkable (26-35)30 61-80 --------
Incredible (36-45)40 81-96 --------
These are complemented by the four Secondary Amazing (46-62)50 97-00 --------
Abilities: Monstrous (63-87)75 -------- --------

Health: The amount of physical damage a character can Rank 3 4 5


absorb before losing consciousness and possibly his life. Feeble 01-05 01-05 01-10
Karma: The measure of experience. Poor 06-10 06-10 11-20
Resources: The hero's available wealth. Typical 11-40 11-15 21-30
Popularity: The hero's reputation within his normal Good 41-80 16-40 31-40
environment. Excellent 81-95 41-50 41-60
Remarkable 96-00 51-70 61-70
Primary Abilities, Resources, and Popularity are all Incredible -------- 71-90 71-80
randomly generated on the Random Ranks Table. Health is Amazing -------- 91-98 81-95
the sum of the rank numbers for Fighting, Agility, Strength, Monstrous -------- 99-00 06-00
and Endurance. Karma is the sum of the rank numbers for
Reason, Intuition, and Psyche.

25
Weakness Generation

Everybody has an Achilles' Heel, To deter mine cause, effect, and 91-00 Permanent
a weakness that can really mess up his duration, the player must make three
day. The nature and severity of the separate percentage-dice rolls, one for Stimulus
weakness varies with the individual, each factor. If all of the hero's Powers are
race, or class. Normal Humans have so of Remarkable rank or lower, the player No Inherent Weakness: The hero has
many we don't even think about them, A can convert a Fatal Weakness to an no inherent weaknesses in his powers or
We a k n e s s i s a c a u s e - a n d e f fe c t Incapacitating Weakness. abilities. In effect, he has no limit to what
situation. A specific stimulus causes the he may accomplish.
Weakness to appear. Dice Roll Stimulus
01-50 No Inherent Weakness Elemental Allergy: The hero suffers
Its effect is what actually occurs 51-57 Elemental Allergy adverse effects if he is exposed to a
to the hero as a result of being exposed 58-64 Molecular Allergy specific one of the hundred-odd
to the stimulus. The final consideration is 65-71 Energy Allergy elements. This Allergy only occurs if the
the duration of the Weakness. This is the 72-78 Energy Depletion element is present in a pure state and in
length of time the hero is affected. Okay, 79-86 Energy Dampening an accumulation of at least one ounce. If
why should you, the player, even pay 87-93 Finite Limit the element is combined in a molecular
attention to this section? As I said, 94-00 Psychological/Mystic state or is in insufficient quantities, no
everyone has a weakness. For Normal Curse Effect occurs. The element must be
Humans, the standard stimuli are within 20 feet of the hero for it to have any
Elemental Allergy, Molecular Allergy, Dice Roll Effect Effect. This allergy can be overcome by
and Energy Allergy with Fatal Effects. 01-50 Power Negation physically insulating the hero from the
Super powered heroes possess an 51-70 Incapacitated element or by increasing the distance
enhanced resistance to all of these 71-90 Physical Handicap between them.
stimuli but retain a special Weakness to 91-00 Fatal
a specific stimulus. Molecular Allergy: This is similar to
Dice Roll Duration Elemental Allergy. A specific compound
Normally, the effect is limited to 01-40 Continuous with Contact causes the Effect. Common examples
Negation and Incapacitated, but if the 41-60 Limited Duration on include water, wood, and Adamantium.
hero possesses any Power with a rank Contact
exceeding Remarkable, there is a 61-90 Limited Duration after
possibility that a Fatal Weakness exists. Contact

26
Energy Allergy: The hero suffers when for that Power. When a Power is rank of Typical is reached for all of them.
he is exposed to a specific form of depleted, the hero suffers the Effect. The If the. hero is beyond the 20 foot limit but
energy. This can be any wavelength or Judge can determine how such Powers tries to use his Powers to affect the
Intensity of energy found in the Energy can be recharged. Stimulus, cer tain uses of Power
Emission and Energy Control sections automatically fail. Any Power that
of this book. Sunlight is a common Psychological/Mystic Curse: A directly acts on a target cannot affect a
example of Energy Allergy, particularly specific event, condition, or mental state Stimulus. Only Powers that indirectly
when dealing with supernatural beings. has an adverse effect on the hero. This affect the Stimulus succeed, such as
Stimulus directly affects the hero's mind; using brute force to lob missiles at the
Energy Depletion: The hero has a finite any resulting physical damage is Stimulus.
energy supply that permits him to psychosomatic in nature. That is, any
manifest Power. This energy must be physical damage results are due to the Incapacitated: The hero becomes
periodically renewed by means of rest, hero's instinctive belief in those results. physically ill after exposure to the
food, Energy Absor ption, Energy Examples include being physically Stimulus. Beginning with the initial
Vampirism, or simply making contact bound, even if the hero could normally contact, the hero loses one point of
with a source of that energy. If the hero's snap the binding material; facing a foe Health per turn. This loss continues for
energy level drops too low, dire Effects covered in a specific color; or feeling the Duration of the Effect. However, the
result. extremely confused. Psychological loss stops when Health reaches zero;
Weaknesses can be temporar ily this Effect does not directly kill the hero.
Energy Dampening: The hero has the overcome by an Unearthly Intensity The hero retains his Powers but finds it
problem of having to release the energy Psyche FEAT. They can be permanently harder to use them as his condition
pent up within himself; this is done by overcome by a Shift Z Intensity Psyche worsens.
using his Powers. If the hero is somehow FEAT.
prevented from using his Powers, the Physical Handicap: The hero has a
energy begins to do internal damage. Effects resulting loss of one of his five senses.
Such conditions include things like
Finite Limit: All of the hero's Powers Power Negation: The hero's Powers blindness, deafness, becoming mute or
have a finite number of times they can be cease to function when the hero is within even experiencing loss of muscle
used. This is determined by a second, 20 feet of the stimulus. The hero's coordination resulting in paralysis or
independent Power rank roll; this rank Primary Abilities are also affected; these severe clumsiness.
number is the number of uses remaining drop -1CS per 10 turns until a minimum

27
Fatal: As in incapacitated above, the temporary immunity to the Stimulus or however, and will eventually recover if
hero gets ill after the initial exposure to the Stimulus has discharged its Effect. In revival occurs. Heroes and villains
the Stimulus. However, the Health loss either case, the Stimulus cannot further should do their utmost to prevent anyone
does not stop at zero. Death will affect the hero. Duration is 1 -100 turns except their most trusted companions
ev e n t u a l l y o c c u r i f H e a l t h a n d after initial Contact. The Judge makes a from learning the nature of their
(subsequently) Endurance drop to zero random die roll to determine this. Weakness. Barring that, the hero should
during the Weakness Duration. The hero try to find ways to avoid the Stimulus or
can be revived if proper medical Limited Duration After Contact: The circumvent the Effect. Players and
attention is given, but only after his Effect is continuous with Contact and Judges should work together to develop
Health and Endurance have both also lasts for a limited time after the hero a playable Weakness. The more
reached zero. is no longer exposed to the Stimulus. Powerful the character, the more
Duration is 1-100 turns after the hero's common the Stimulus should be. For
Duration contact, with the Stimulus is broken. The example, when I was testing the
Judge may either randomly determine character generation system set out in
Continuous with Contact: As long as this or develop his own criteria. this book, I rolled up a character I named
the hero remains within the effective "Godling." Godling was a Normal
range of the Stimulus, the Effect Permanent: The Stimulus does its full Human who had been Reborn into an
continues. When the hero is insulated or damage to the hero, even when Entity of Great Power. He possessed 30
moved away from the Stimulus, the exposure to the Stimulus has been different Powers, but had one tragic flaw.
Effect immediately ceases. Lost Health interrupted. In this case, the Stimulus Magnetism completely negated his
points are returned at a rate of 2 per turn. sets off a bodily self-destruction Powers. (He spent all his days and nights
If death has occurred, the hero now has sequence that must continue to its full trying to escape Earth's gravitational
the possibility of being revived. extent. In the case of Power Negation, pull.) The Nemesis Power can be used to
the hero's Powers are permanently lost. simulate Stimuli, but this should be used
Limited Duration on Contact: The Incapacitated results in the hero as a last resort. Judges who do this
Effect begins immediately upon contact reaching zero Health points and lapsing should be penalized by the players. (I
with the Stimulus. However, the Effect into a coma lasting 1-10 days. After that suggest withholding munchies for the
only functions for a limited amount of time, he may regain his Health at the next month—DEM).
time. After that time elapses, the hero is normal rate. Fatal results in the death of
assumed to have either built up a the hero as both Health and Endurance
drop to zero. The hero can be revived,

28
Power Generation

Definitions of Terms particular set. This book has over twice that number, and so a
change was called for. Players and Judges are free to use
Bonus power: This is a power that is automatically included either the original table or this expanded version. For
as part of the package with certain other powers. The hero consistency's sake, most players can also use this table to
must take a stated bonus power and place it in one of his expand or alter previously generated PCs.
remaining power slots. If none are available, he must discard
an already chosen power or the power to which the bonus Number of Powers: The number of Powers initially
power is attached. possessed by the hero is determined by a dice roll on the
following table. Talents and Contacts are rolled separately.
Optional power: This is a power that is commonly The number before the slash indicates the initial number of
associated with the already determined power. Players have Powers, Talents, or Contacts the hero has, while the number
the option of selecting one or more of these powers to fill their after the slash represents the maximum number allowable.
remaining power slots; this enables the player to tailor his Players can spend Resource ranks to gain additional Powers,
hero’s powers, Previously determined powers can be Talents, and Resources. Each additional Power lowers the
discarded in favor of the optional power. Resource rank -2CS. Each additional Talent or Contact
lowers it by -1CS.
Nemesis: This is a power that directly opposes or even
defeats the power in question; think of it in terms of fire and Defining Powers: Roll two percentages for each Power. The
water. The player cannot choose a nemesis! The nemeses first determines the Power Class and the second determines
are listed primarily for the Judge’s benefit when choosing or the specific Power Category. Some Powers are marked by an
creating suitable opponents for the heroes. two asterisks (**); these count as two Powers because they're
such heavyweights. If you don't have enough openings for
**: Two asterisks following the name of a power denote a cost such a Power, you can make room for it by discarding already-
of 2 total power slots. These Powers cost more because they rolled Powers or spending more Resource ranks. If you can't
are simply better or stronger than others. make room in either of those ways, discard the Power and roll
again.
Power Generation

Although the MARVEL SUPER HEROES Advanced Set had


a table for generating Powers, Talents, and Contacts, that one
was designed to handle the 125 Powers that came with that

29
Power Classes

Die Roll Powers Talents Contacts 01-05 Defensive D


01-12 1/4 1/4 0/4 06-11 Detection DT
13-26 2/6 1/5 1/4 12-16 Energy Control EC
27-41 3/5 1/6 1/4 17-24 Energy Emission EE
42-55 4/6 2/4 2/4 25-29 Fighting F
56-66 5/7 2/6 2/6 30-31 Illusion I
67-75 2/8 2/8 3/3 32-35 Life-form Control L
76-83 7/9 3/4 3/4 36-40 Magic MG
84-89 8/10 3/6 3/6 41-47 Matter Control MC
90-94 9/12 4/8 4/4 48-53 Matter Conversion MCo
95-97 10/12 4/4 4/5 54-57 Matter Creation MCr
98-99 12/14 6/6 5/5 58-71 Mental Enhancement M
00 14/18 6/8 6/6 72-85 Physical Enhancement P
86-88 Power Control PC
89-92 Self Alterations S
93-99 Travel T
00 Rules R

30
Defensive Powers

01 Aura Field** D1 97-98 Resist: Toxins D30


02-03 Body Armor D2 99 Resist: Vampirism D31
04 Bubble D3 00 Sense Protection D32
05-06 Death Field** D4
07-08 Electronic Counter
Measures D5
09-10 Force Field D6
11-12 Force Field vs Emotion D7
13-16 Force Field vs Energy D8
17-20 Force Field vs Magic D9
21-24 Force Field vs Mental D10
25-28 Force Field vs Physical D11
29-32 Force Field vs
Power Manipulation D12
33-36 Force Field vs Vampirism D13
37-39 Invulnerability** D14
40-43 Null Field D15
44-46 Reflection D16
47-50 Resist: Cold D17
51-54 Resist: Corrosives D18
55-58 Resist: Diseases D19
59-62 Resist: Electricity D20
63-66 Resist: Emotion D21
67-70 Resist: Energy D22
71-74 Resist: Fire and Heat D23
75-78 Resist: Magic D24
79-82 Resist: Mental D25
83-86 Resist: Physical D26
87-90 Resist: Power ManipulationD27
91-94 Resist: Radiation D28
95-96 Resist: Temporal Energies D29

31
Detection Powers

01-02 Abnormal Sensitivity DT1 85-86 Sonar DT31


03-05 Astral Detection DT2 87 Spatial Perception DT32
06-08 Aura Perception** DT3 88 Telescopic Vision DT33
09-11 Circular Vision DT4 89-91 Thermal Vision DT34
12-13 Clairsentience DT5 92-94 Tracking DT35
14-16 Combat Sense DT6 95-97 True Sight DT36
17-20 Computer Links DT7 98-99 UV Vision DT37
21 Cosmic Awareness** DT8 00 Weakness Detection DT38
22 Cosmic Perception** DT9
23-24 Death Sense DT10
25-26 Energy Detection DT11
27-28 Emotion Detection DT12
29-32 Enhanced Senses DT13
33-36 Environmental Awareness DT14
37-39 Extra Dimensional DT15
40-42 Hyper Hearing DT16
43-45 Hyper Olfactory DT17
46-48 Hyper Touch DT18
49-51 Omniversal Awareness DT19
52-54 Life Detection DT20
55-57 Magic Detection DT21
58-60 Magnetic Detection DT22
61-63 Microscopic Vision DT23
64-66 Mutant Detection DT24
67-69 Penetration Vision DT25
70-72 Power Detection DT26
73-75 Protected Senses DT27
76-78 Psionic Detection DT28
79-81 Radar Sense DT29
82-83 Reality Perception DT30
84 Sense Artificial Intelligence DT31

32
Energy Control Powers

01-03 Absorption Power EC1 78-79 Microwave Manipulation EC29


04-10 Bio-Spheric Energy 80-81 Nullifying Power** EC30
Manipulation** EC2 82-83 Plasma Control EC31
11-12 Catalytic Control EC3 84-85 Probability Manipulation** EC32
13-14 Channel** EC4 86-87 Radio-wave Control EC33
15-16 Cold Shaping EC5 88-90 Shadow Shaping EC34
17-18 Cosmic Energy 91-93 Sound Manipulation EC35
Manipulation** EC6 94-95 Thermal Control EC36
19-20 Cyberspace Manipulation EC7 96-97 Time Control** EC37
21-22 Dark-Force Manipulation EC8 98-99 Space Manipulation EC38
23-25 Dreamscape Manipulation EC9 00 Vibration Control EC39
26-27 Ectoplasmic Control EC10
28-29 Electrical Control EC11
30-31 Electro-magnetic
Manipulation EC12
32-34 Energy Absorption EC13
35-36 Energy Conversion EC14
37-38 Entropy Magnification EC15
39-41 Energy Plasmoids EC16
42-44 Energy Reflection EC17
45-49 Energy Solidification EC18
50-54 Energy Sponge EC19
55-57 Energy Vampirism EC20
58-60 Explosive Power EC21
61-62 Fire Control EC22
63-64 Gravity Manipulation EC23
65-66 Hard Radiation Control EC24
67-68 Imbuement EC25
69-71 Kinetic Control EC26
72-75 Light Control EC27
76-77 Magnetic Manipulation EC28

33
Energy Emission Powers

01-06 Cold Generation EE1


07-11 Darkforce Generation EE2
12-15 Demi-Plasma Generation E3
16-18 Ectoplasm Casting EE4
19-22 Electrical Generation EE5
23-28 Energy Doppelganger EE6
29-33 Fire Generation EE7
34-39 Hard Radiation EE8
40-45 Heat Emission EE9
46-51 Ice Generation EE10
52-57 Kinetic Bolt EE11
58-61 Light Emission EE12
62-64 Light Force Generation &
Manipulation EE13
65-68 Magnetism EE14
69-74 Plasma Generation EE15
75-80 Radio-wave Generation EE16
81-86 Shadow Casting EE17
87-91 Sonic Generation EE18
92-00 Vibration EE19

34
Fighting Powers

01-10 Adrenal Strength F1


11-15 Atemi** F2
16-22 Berserker F3
23-31 Chi/Ki Manipulation** F4
32-36 Dimak** F5
37-41 Extra Attacks F6
47-50 Intelligent Weapon F7
51-54 Martial Supremacy F8
Natural Combat
54-60 Athletics** F9
61-66 Natural Weaponry F10
67-74 Photographic Reflexes F11
75-80 Unique Weapon F12
81-88 Weapons Creation** F13
89-00 Weapons Tinkering F14

35
Illusion Powers

01-20 Animate Image I1


21-40 Illusion Casting** I2
41-60 Illusory Invisibility I3
61-80 Illusory Duplication I4
81-88 Reality Manipulation** I5
89-95 Shadow Creatures I6
96-00 Tattoo I7

36
Life Form Control Powers

01-03 Assimilation** L1
04-06 Bio-Physical Control** L2
07-08 Bio-Toxin L3
09-10 Bio-Vampirism** L4
11-15 Body Transformation L5
16-20 Emotion Control L6
21-25 Exorcism L7
26-30 Force Field vs Hostiles L8
31-35 Forced Reincarnation L9
36-40 Grafting** L10
41-43 Hypnotic Control L11
44-47 Invigorate L12
48-50 Limit Break** L13
51-55 Mind Control** L14
56-60 Mind Transferal** L15
61-65 Neural Manipulation L16
66-70 Plague Carrier L17
71-75 Plant Control L18
76-80 Plant Growth L19
81-85 Sense Alteration L20
86-87 Shape-change-Others L21
88-91 Sidekick L22
90-95 Sleep Induction L23
96-98 Spirit Storage L24
99 Summoning L25
00 Undead Control L26

37
Magic Powers

01-05 Enchantment** MG1


05-10 Energy Source MG2
11-15 Hellfire** MG3
16-20 Creatures MG4
21-24 Internal Limbo MG5
25-27 Geas MG6
28-30 Magic Control** MG7
31-35 Magic Creation** MG8
36-40 Magic Domination MG9
41-45 Magical Item MG10
46-50 School of Magic MG11
51-55 Magical Energy
Manipulation** MG12
56-60 Magic Transferal MG13
61-65 Magic Vampirism MG14
66-68 Power Simulation MG15
70-73 Probability Control MG16
74-75 Reality Alteration** MG17
76-80 Soul Fire MG18
81-85 Spiritual Gestalt** MG19
86-89 Spirit Vampirism** MG20
90-92 Subjective Reality MG21
93-95 Sympathetic Magic MG22
96-00 Warding MG23

38
Matter Control Powers

01-04 Animation MC1


05-07 Air Control MC2
08-10 Bonding MC3
11-15 Collection MC4
16-20 Crystallization MC5
21-25 Density Manipulation-
Others MC6
26-30 Diminution MC7
31-35 Disruption MC8
36-40 Earth Control MC9
41-45 Enlargement MC10
46-50 Explosive** MC11
51-55 Fire Control MC12
56-60 Geo Force MC13
61-65 Matter Animation** MC14
66-70 Machine Animation MC15
71-75 Micro Environment MC16
76-80 Molding MC17
81-85 Water Control MC18
86-90 Weather Control MC19
91-95 Wind Control MC20
96-00 Zombie Animation** MC21

39
Matter Conversion Powers

01-12 Coloration MCo1


13-24 Combustion MCo2
25-36 Corrosive Missile MCo3
37-48 Disintegration MCo4
49-60 Elemental Conversion** MCo5
61-72 Ionization MCo6
73-88 Molecular Conversion** MCo7
89-00 Molecular Instability** MCo8

40
Matter Creation Powers

01-10 Artifact Creation** MCr1


11-20 Continuum Split** MCr2
21-30 Elemental Creation MCr3
31-40 Ensnaring Missile MCr4
41-48 Life-form Creation** MCr5
49-58 Mechanical Creation** MCr6
59-68 Missile Creation MCr7
69-78 Molecular Creation MCr8
79-86 Projectile Missile MCr9
87-91 Spray MCr10
92-96 Stunning Missile MCr11
97-00 Webcasting MCr12

41
Mental Enhancement Powers

01-02 Animal Communication 53-54 Mechanical Intuition M28 98 Total Memory M59
and Control M1 55-56 Mental Duplication M29 99 Transferal M60
03 Animal Empathy M2 57-58 Mental Invisibility M30 00 Zen M61
04-05 Animate Drawings M3 59-60 Mental Probe M31
06 Astral Projection M4 61-62 Mind Blast M32
07-08 Clairaudience M5 63-64 Mind Control** M33
09 Clairvoyance M6 65 Mind Drain M34
10-11 Communicate With 66 Mental Force Bolt M35
Animals M7 67 Metallokinesis M36
12 Communicate with 68 Mobius Strip** M37
Cybernetics M8 69 Multitasking M38
13-14 Communicate with 70 Omni-Knowledge M39
Non-Living M9 71-72 Postcognition M40
15 Communicate with Plants M10 73-74 Possession** M41
16-17 Computer Transmission M11 75-76 Precogntion** M42
18-20 Cybernetic Manipulation M12 77-78 Psionic Attack M43
21-22 Danger Sense M13 79-80 Psi-Screen M44
23-24 Dream Travel M14 81-82 Pyrokinesis M45
25-26 Electrokinesis M15 83 Psionic Vampirism** M46
27-28 Empathy M16 84 Psychic Static Field M47
29-30 Emotion Control** M17 85 Psychometry M48
31-33 Fear Generation M18 86 Remote Sensing M49
34-38 Free Spirit** M19 87 Retroactive Memory M50
39-40 Hallucinations** M20 88 Sensory Link M51
41-42 Hyper Intelligence M21 89-90 Serial Immortality** M52
43-44 Hyper Invention M22 91 Speech Throwing M53
45-46 Image Generation M23 92 Spirit Channeling M54
47-48 Incarnation Awareness M24 93-94 Telepathy M55
49 Iron Will M25 95 Telekinesis M56
50 Karmic Tap M26 96 Telelocation M57
51-52 Linguistics M27 97 Tele-Mechanics M58

42
Physical Enhancement Powers

01-03 Armor Skin P1 72-73 Reduced Aging P32


04-06 Augmented Health P2 74-75 Regeneration** P33
07-09 Blinding Touch P3 76-77 Rotting Touch P34
10-12 Body Resistance P4 78-79 Self Revival** P35
13-15 Chemical Touch P5 80-81 Self Sustenance P36
16-18 Claws P6 82-83 Solar Regeneration P37
19-21 Cloaking P7 84-85 Stealth P38
22-24 Corrosive Touch P8 86-87 Suspended Animation P39
25-27 Damage Transfer P9 88-90 True Invulnerability** P40
28-30 Death Factor P10 91-95 Vocal Control P41
31-33 Digestive Adaption P11 96-98 Water Breathing P42
34-36 Drain Health Touch** P12 99-00 Water Freedom P43
37-39 Energy Touch P13
40-42 Enhanced Reflexes P14
43-45 Extra Body Parts P15
46-48 Healing P16
49-50 Hyper Endurance P17
51-52 Hyper Intake/Expulsion P18
53 Hyper Speed P19
54 Hyper Strength P20
55 Hypnotic Voice P21
56-57 Immortality** P22
58-59 Immovability P23
60-61 Life Support P24
63 Lung Adaptability P25
63-64 Momentum P26
65 Non Stick Coating P27
66 Paralyzing Touch P28
67-68 Phase Synchronization P29
69 Pheromones** P30
70-71 Recovery P31

43
Power Control Powers

01-06 Absorption Power** PC1


07-12 Control** PC2
13-17 Creation PC3
18-22 Domination** PC4
23-27 Duplication PC5
28-32 Energy Source PC6
33-37 Energy Source Creation** PC7
38-42 Focus PC8
43-45 Gestalt PC9
46-48 Impart Power PC10
49-51 Nemesis PC11
56-59 Power Imitation** PC12
60-67 Power Negation PC13
68-72 Power Transferal PC14
73-77 Power Vampirism** PC15
78-83 Residual Absorption PC16
84-92 Selection PC17
93-00 Weakness Creation** PC18

44
Self Alteration Powers

01-03 Ability Enhancement S1 81-83 Plasticity S30


04-06 Age Shift S2 84-85 Power Absorption S31
07-09 Alter Ego S3 86-87 Power Boost S32
10-11 Anatomical Separation S4 88-89 Prehensile Hair S33
12-14 Animal Transformation S5 90-91 Raise Lowest Ability S34
15-16 Animal Mimicry S6 92-93 Self Duplication** S35
17-21 Anthropomorphise S7 94 Self Vegetation S36
22 Blending S8 95 Shape Shifting S37
23 Body Adaption** S9 96 Shrinking S38
24-26 Body Transformation** S10 97 Spirit Gestalt S39
27-30 Body Coating S11 98-99 Two Dimensionality S40
31-33 Bouncing Ball S12 00 Ultimate Skill S41
34-35 Chemical Mimicry S13
37-38 Contortionist S14
39-40 Density Manipulation-Self S15
41-43 Elongation S16
44-46 Energy Body** S17
47-48 Energy Sheath S18
49-50 Evolution S19
51-53 Growth S20
54-56 Imitation Face Changer S21
57-60 Imitation Human-
Changeling S22
61-62 Invisibility S23
63-64 Mass Decrease S24
65-67 Mass Increase S25
68-70 Material &
Energy Duplication** S26
71-73 Phasing S27
74-77 Physical Gestalt S28
78-80 Plant Mimicry S29

45
Travel Powers

01-04 Astral Body T1


05-08 Carrier Wave T2
09-12 Climbing T3
13-16 Dimensional Travel T4
17-20 Energy Path T5
21-24 Floating Disc T6
25-28 Gateway** T7
29-32 Gliding T8
33-36 Hyper Digging T9
37-40 Hyper Leaping T10
41-44 Hyper Running T11
45-48 Hyper Swimming T12
49-52 Levitation T13
53-56 Lightning Speed T14
57-60 Rocket T15
61-64 Sky Walk T16
65-68 Spider Climb T17
69-70 Spinner T18
71-72 Teleport Self** T19
73-76 Teleport Others** T20
77-80 Tele-reformation T21
81-84 Time Travel** T22
85-88 Trouble Seeker T23
89-90 True Flight T24
91-93 Unique Vehicle T25
94-96 Water Walking T26
97-00 Whirlwind T27

46
Rules Powers

01-10 Attribute Change R1


11-20 Attribute Pool R2
21-30 Attribute Rearrangement R3
31-40 Author R4
41-50 Award Change R5
51-60 Award Pool R6
61-70 Award Rearrangement R7
71-80 Fourth Wall R8
81-90 Initiative Change R9
91-00 Power Combination R10

47
Defensive Powers

D1/Aura Field**: This is an energy type a +2CS bonus to attacks of the same determine where he got the Armor in the
o f fo r c e f i e l d ( C o l d , D a r k fo r c e, form of energy. This field is also first place. This is covered in the
E c t o p l a s m i c, E l e c t r i c a l , E l e c t o - assumed to have an unlimited supply of "Character Creation" section elsewhere
Magnetic, Extradimensional, energy. When creating the PC, the player in this book. If the hero gained the armor
Extraterrestrial, Fire, Hard Radiation, may opt to raise the power rank by +1CS through an accident, he might not be
Heat, Kinetic, Light, Magnetic, if the power is considered temporary. If able to repair it. Powers have ranges
Microwave, Nuclear, Plasma, Radio- the player does not choose the latter, listed on column B of the Range Table.
wave, Sonic, or Gas. See the Energy then the power is permanent. The Body Armor Option: When not wearing
Emission section) of the Player's Choice permanent power begins at Shift 0 their armor Hi-Techs have the same
of type. Each field carries it's own increasing every round until it reaches stats as given for normal humans. The
characteristics, which effect the way the an intensity equal to that of the power's armor may raise the heroes FASE
PC uses the power. The maximum size maximum power rank. statistics while worn as modified by the
of the field is the number of areas equal chart below when the armor is first
to 10% of the power's rank number. For D2/Body Armor (Artificial): The hero created.
example, an Amazing Aura Field can possesses artificially created armor that
encompass 5 areas. This field provides protection and possibly a way Ability Modifier Table
automatically provides protection and of possessing other Powers. Armor Dice Roll Modification
Life Support of rank number. The field comes in many forms exotic plate-mail, 01-15 -1 rank
completely absorbs any physical attack nuclear powered exoskeletons, or 16-50 No Change
that has an intensity that is equal to or mechanically created force fields. The 51-70 +1 rank
less than the power's rank number. The player should work with the Judge to 71-85 +2 ranks
remaining intensity breaches the field create proper Armor for his hero. The 86-95 +3 ranks
and affects the PC's health at its player can also determine which Powers 96-00 +4 ranks
diminished rank. If the field is destroyed, are possessed by the hero and which
the PC must make a Red FEAT roll to are properties of the armor. Powers built *Unless noted otherwise, no ability may
regain it. Possible ways of destroying an into the armor can later be modified and be modified in any fashion below Feeble
Aura Field are include Energy Control enhanced. On the other hand, Powers or above Monstrous.
and Conversion, Power Control and that are built into the armor may suffer
Magic. The hero has a -2CS vulnerability mechanical failure. The Armor's Power
to powers that can effect his particular rank determines its ability to resist
type of energy field, however, he gains damage. The player also has to

48
D3/Bubble: This is a force bubble that D5/Electronic Counter Measures: If the Intensity is higher, it is reduced by
surrounds the PC. The bubble provides This power reflects the ability to avoid the Power's rank number. The remaining
protection against all physical and electronic detection and thwart any and Intensity breaches the force field and
energy attacks that are equal to or less all attempts to be controlled by affects anyone within by this diminished
than the power's rank number. If an electronic means. This power provides effect. These forms cannot be used for
intensity of applied force is equal to at power rank Invisibilityagainst such many of the Power stunts suggested
least half of this power's rank number, detection efforts as Radar and Sonar, as for force fields as given in the Player's
the bubble merely bounces away. The well as any other power, which is being Book. These cannot be used to
bubble is also slippery, so that all duplicated through electronic means. It physically attack or to handle solid
attempts to grapple it are at a -1CS that also grants power rank resistance to materials. However, the hero can
is equal to 10% of the power's rank hackers, or if the character is in a develop Power stunts which reflect each
number. For example, all attempts to powered suit of armor, to outside form's special nature. The hero can form
grapple a Incredible rank bubble would override attempts. shields to protect distant targets at +2CS
be at -4 CS. range. By expanding his field outward,
D6/Force Field: This is the type of field the hero can sweep his surroundings
D4/Death Field**: This is a field effect used by the Invisible Woman. It provides clean of anything affected by his force
version of Life Absorption. The Death protection against a variety of forces, field. The Power can be used as a filter to
Field drains the life force out of all within including brute force, energy attacks, sort out anything affected by his force
the area of the field, and adds this and extreme temperature conditions. It field. The force field can be formed
energy to the PC's health. The PC must can be projected and used for a variety around something it would affect, thus
first make a Power FEAT against the of Power stunts. The following seven trapping it. The hero can move the "trap"
intensity of the victims Psyche. Each force fields protect against specific at will up to +2CS by means of a Red
FEAT allows the PC to drain up to a forms of attack. Each protects the hero FEAT roll.
number of health points from each target and the surrounding area. The maximum
in the field area that is equal to the size of the force field is the number of D7/Force Field vs. Emotion Attack:
power's rank until the hero reaches their areas equal to 10% of the Power rank The Field protects anyone within from
maximum amount of health. If the number. For example, a Monstrous attacks that are emotion-related or
target's health drops to zero as a result, Force Field can protect 8 areas. The aimed at the Intuition, including Emotion
the victim dies and his/her body force field completely absorbs any Control, Hallucinations, and
disintegrates. attack which has an Intensity equal to or Domination. The Power's rank must be
less than the Power's rank number. one rank higher than the hero’s Intuition.

49
or magical attacks The Power's rank
if initially lower, the player should raise it field protects anyone within from any
to +1CS. must be one rank higher than the hero's vampire-type attacks. This includes the
Psyche; if initially lower, the player forms of Psi-, Bio-, Energy, Magic, and
D8/Force Field vs. Energy Attack: The should raise it to the Psyche rank +1CS. Power Vampirism. When creating the
Field protects anything within from any hero, the player can raise the Power rank
emitted energy forms, whether natural, D11/Force Field vs. Physical Attack: +1CS by choosing a field that protects
artificial, or Power based Such attacks The field protects anything within from against a specific attack.
include Light, Heat and Flame, Plasma, such things as brute force, hostile
Hard Radiation, Electricity, Vibration, environments, temperature extremes, D14/Invulnerability**: The hero with
Sonic, Cold, and Kinetic Bolts (most of hazardous chemicals, and airborne this Power is totally unaffected by one or
the Energy Emission category). Note infection. Note that while this Power will more of the attack forms listed above.
that this Power overlaps Force Field vs. prevent hostile environments from The initial choosing of Invulnerability
Physical. When creating the hero, the harming the hero, it does not provide life counts as two choices, but every
player can raise his rank +2CS by support materials. For example, this additional choice in Resistances may be
choosing a field that protects against a Power per mits the hero to walk changed to an Invulnerability. (Example -
specific attack. unharmed on the surface of Venus, - A hero being generated picks up
provided he has his own oxygen supply. Invulnerability to Fire, counting it as two
D9/Force Field vs. Magic: The field When creating the hero, the player can slots. She then gets another resistance,
protects anything within from magical raise the Power rank +1CS by choosing and chooses Resistance to Cold. She
attack whether mental or physical in a field that protects against a specific may then choose to be Invulnerable to
orientation. This Power rank can be attack. Cold instead at no additional cost.)
lower than the Psyche, making the field Invulnerability means that the hero in
less able to protect against certain types D 1 2 / F o r c e F i e l d v s . P o w e r question has a Class 1000 resistance to
of Magic. Manipulation: The field protects that attack form.
anyone within from any attacks that
D10/Force Field vs. Mental Attack: directly affect the hero's Powers, D15/Null Field: This field completely
The field protects anyone within from including Weakness Creation, Power absorbs any attacks that have an
attacks aimed at the mind, neural Control, Power Domination, Magic intensity equal to or less than the power
system, and Psyche, including Psionic, Control, and Magician Domination. rank number. The remaining intensity
and Neural Manipulation. It does not breaches the field and affects anyone
protect against emotion based attacks D13/Force Field vs. Vampirism: The within with it's diminished effect.

50
D16/Reflection: The hero can turn any turned against the hero by such means resistance reduces the amount of
attack back onto the attacker. The attack as Power Control/Magnification and damage from acids and other caustic
may be of any nature: brute force, Power, Power Domination. In such cases, the agents, including but not limited to rust,
or magic. The Power absorbs the energy Power can be magnified beyond the rot, acids. salt deterioration. And
of the attack up to this rank and redirects hero's control to a level where it reflects destructive microbes. The hero with this
it. A Typical FEAT send the attack off in a everything, including air, food, and Power may ignore acids and corrosives
random direction. A Fantastic FEAT w a t e r. T h e Po w e r c a n b e u s e d of less than this resistance's Power rank
reflects some of the attack back onto the indefinitely, so long as it isn't overcome number in Intensity, and may reduce
attacker; it is now -3CS in Intensity. An by superior force. After the first time the damage from higher level acids by the
Unearthly FEAT sends the entire attack Power is breached, the hero must make Power rank number.
back onto the attacker. If the attack's a green FEAT. Failure to do so means his
Intensity is higher that this Power's rank, Power has failed. After the second D19/Resist Disease: The individual
some of the damage passes through breach, the hero must make a yellow with this resistance is less susceptible to
and affects the hero. The Power rank is FEAT. For each breach following that, he disease than other heroes with the same
subtracted from the attack's Intensity. must make a red FEAT. This applies to a Endurance. Included are common
While most of the attack is reflected, the continual use of the Power. If his Power diseases, as well as the effects of
remainder gets through to the hero. fails, the hero cannot regain it until 24 biological warfare and vampirism. The
Example: The terrible Turnabout is hours have passed. Resistances have individual's rank in this Power is no less
battling X-Factor. Cyclops fires an optic no ranges. than one rank above the individual's
blast of Remarkable Intensity. Turnabout Endurance. (Any roll of less than that
possesses Excellent Reflection. His D17/Resist Cold: All damage from cold rank should be raised to the Endurance
Power splits the blast in two. A Feeble based attacks is reduced by the Power Rank +1CS.)
blast penetrates his Power and knocks rank number. Further, ice and cold of
Turnabout back. The bulk of the blast less than this Power rank may be D20/Resist Electricity: All damage
was reflected. Turnabout made an ignored. Physical items made of ice may resulting from electrical-based attacks is
Amazing FEAT, so some of Cyclops' still affect the hero. A hero with reduced by the Power rank number.
blast returns to him. Cyclops takes Resistance to Cold would not be easily Further, electricity of less than this
Typical damage from his ownPower. frozen by Iceman, but could still be hit Power rank is ignored by the hero. The
Normally, this Power is consciously with a club made of ice. hero must decide if this Power is
controlled and only appears when the conductive or non conductive in nature.
hero wills it. However, the Power can be D 1 8 / R e s i s t C o r r o s i v e s : T h i s Conductive resistance allows energy to

51
through the hero into those the hero is reduce higher level attacks by his Power D25/Resist Mental Attacks: The hero
touching (like a copper wire). Non- rank number. When creating the hero, has increased resistance to attacks
conductive resistance stops the energy the player can raise his rank +1CS by aimed at the mind and neural system.
at the contact point, allowing those being choosing to specialize in a specific Such attacks include Psionic, neural
touched or held to be unharmed like Energy Resistance. For example, the manipulation, and any other attacks
rubber insulation.) Player's Book contains listings for aimed at the Psyche. It does not include
Resistance to Fire and Heat, Cold, emotion-based attacks. The Power's
D21/Resist Emotion Attacks: The hero Electricity, and Radiation. rank must be at least one rank higher
has increased resistance to emotion than the hero's Psyche; if a lower rank is
related attacks. Such attacks include D23/Resist Fire and Heat: All damage rolled initially, the player should raise it to
Emotion Control, Hallucinations, from fire and heat based attacks is that rank +1CS.
Domination, and attacks aimed at the reduced by the Power rank number.
Intuition. The hero can ignore attacks Further any fire of less than this Power D26/Resist Physical Attacks: The
with Intensities less than the Power rank, rank has no effect on the hero. (Example hero has increased resistance to any
and may reduce damage from higher -- the hero with a Resistance to physical attack. This includes brute
level attacks by the Power rank number. Fire/Heat of Amazing (50) rank could force, chemical weapons, bio-
This Power rank must be at least equal walk through super heated steam of chemicals, disease, hostile
to the hero's Intuition +1CS; if a lower Incredible (40) Intensity without ill e nv i r o n m e n t s, a n d t e m p e r a t u r e
rank is initially rolled, the player should effect). extremes. The hero can ignore any
raise it to the Intuition rank +1CS. physical attacks with Intensities less
D24/Resist Magic Attacks: The hero than. the Power rank, and may reduce
D22/Resist Energy Attacks: The hero has increased resistance to magic damage from higher level attacks by the
has an increased resistance to any based attacks, whether physical or Power rank number. When creating the
emitted energy form, whether artificial, mental in orientation. This Power rank hero, the player can raise the Power rank
natural, or Power-based. Such attacks can be lower than the Psyche rank, +1CS by choosing to specialize in a
include Light, Heat, Flame, Plasma, making the hero more vulnerable to specific Physical Resistance. For
Hard radiation, Electricity, Vibration, some types of magic. The hero can example, the powers listing contains
Sonic, Cold, and Kinetic Bolts (most of ignore any magic whose rank is less listings for Resistances to Fire and Heat,
the Energy Emission category). The than this Power's rank and can reduce Corrosives, and Disease.
hero can ignore attacks with Intensities higher level attacks by the Power rank
less than his Power rank and may number.

52
D27/Resist Power Manipulation: The successful Power FEAT roll the hero is involving poison, and is not reduced by
hero has increased resistance to attacks completely unaffected by any damage or effects of poison. Failing a
that directly affect the hero's Powers. manipulations of time that may have FEAT with this Power will mean
S u c h a t t a ck s i n c l u d e We a k n e s s occurred. This may result in the Endurance drops by one rank, but this
Creation, Power Control, Power character suddenly finding themselves Power rank does not drop. It will be used
Domination, Magic Control, and in an alternate reality. Whereby he has next tur n at its nor mal level for
Magician Domination. The hero can no knowledge of what has occurred but determining further effect.
ignore any attack who rank is less than others either recognize him as his
this Power rank. He may reduce the temporal counterpart (that may or may D31/Resist Vampirism: The hero has
effectiveness of the higher level attacks no exist in this current timeline) or fail to increased resistance to any vampire
by the Power rank number. recognize him at all. (for alterations that type attacks. Such attacks include forms
m ay m e a n h e n eve r c a m e i n t o of Psi-, Bio-, Energy, Magic, and Power
D28/Resist Radiation: All damage existence). Even failing to resist is not Vampirism. The hero can ignore any
resulting from radiation-based attacks, complete as the character will somehow vampiric attack whose rank is less than
including but not limited to X-rays, alpha have a feeling that something is wrong this Power's rank. He can reduce the
and beta particles, and gamma rays, is about reality and flashes of memory effectiveness of the vampire's attack by
reduced by the Power rank number. from what things were like before events deducting his Power rank number from
Most non-concussive energy rays used were altered.This can result in the hero the vampiric attack's Power rank. When
by super powered individuals may be so seeking to set right what has been set creating the hero, the player can choose
reduced (i.e.: this resistance would wrong. Optional powers include Time to raise the rank +2CS by specializing in
provide protection from Captain Marvel Control, Reality Alteration or a particular form of Resistance.
in X-ray form. but not from Radioactive Manipulation, Precognition and
Man's force based attacks). Any Postcognition. D32/Sense Protection: The PC has a
radiation of a lower Intensity than the Class 1000 resistance versus any attack
hero's Power rank has no effect on the D30/Resist Toxins: This Power rank is that would effect one of the five basic
hero. always a minimum of one rank greater senses. (Player choice of which one.)
than the hero's Endurance rank (if the
D29/Resist Temporal Energies: The random roll sets this Power as less than
superhuman with this power is resistant this stated minimum, it is raised to
to the results of time being manipulated Endurance rank +1CS). This rank is
no matter the source, as such on a used instead of Endurance for all FEATs

53
Detection Powers

DT1/Abnormal Sensitivity: The hero's DT3/Aura Perception**: The PC can eyes are placed far enough apart that
senses function in their normal manner virtually see and gain knowledge of they can see in all directions. Since this
but their normal range of sensitivity is almost anything about a person or an is somewhat grotesque, the hero loses
altered. The senses detect what they object a person has been in proximity 1CS on his Popularity. The second, more
normally cannot and cannot detect what with. Seeing an aura can indicate the socially acceptable method is the hero
they normally can. This affects either following: possesses a weird light warping field
vision or hearing. The former case, the •The Karma of a character or object. that funnels light into his otherwise
hero sees infrared and ultraviolet light, •The Popularity of a character or object. normal-looking eyes. The first method
radio waves, and radiation. In the latter •The Resource rank of a character or adds +1CS to the Fighting rank. This
case, the hero hears extremely high and object. method is immune to interference by
low pitches. This may be considered a •The health of a character or object. p owe r m a n i p u l a t i o n Powe r s.
handicap human characters while for •The rank number of a pronounced Unfortunately it also marks the hero as a
aliens this could be a fact of life. A hero ability or object. geek or mutant. This Power has no rank.
can turn it into an advantage by devising •The physical form of a character or The hero either has it or he doesn't.
a means of negating the senses of his object. This power also allows the PC
adversary that doesn't hinder his own to read the psychic aura of a object and D5/Clairsentience: Clairsentience is
altered senses. hear the psychic “thoughts” of the power to feel beyond the physical
characters who have been in proximity realm, to see and feel all energy within
DT2/Astral Detection: The hero with of a object. The PC can recognize that the psychics range. This ability is useful
this Power can see the forms of he/she has previously seen. Even if the when trying to sense energy within
creatures operating in the astral plane, target is disguised it can be recognized objects, substances or any other types
including ectoplasm of those adepts by it's distinct aura. A Red Psyche FEAT of energy that can be controlled.
who can astral project. This is an roll against the intensity of the rank Everyone 'feels' energy in different ways.
automatic ability: the individual can number of the disguise must be made in For the psychic, this sense of feeling can
always recognize that an astral form is order to allow the hidden target to be be translated into images and patterns,
nearby. Use the Power rank FEAT to seen by the PC. allowing one to see the flow of energy
determine if the individual can note the and auras of beings. The character can
features of the astral individual, such DT4/Circular Vision: This is simple send out a sonar-like energy 'pulse', in a
that the individual can be recognized or enough to explain. The hero can see 360 specific direction or in all directions, and
later identified. degrees around himself. There are two let the mind translate what comes back
ways to do this. The first is the hero's into images. Thus being able to perform

54
the following power stunts at -1CS and is CS to Fighting, a +1 CS to Agility and a more exact the required detail, the
limited to Range A. +1 CS to all Intuition FEATs including a higher the difficulty. Discovering basic
Can see and feel the energy that flows +1 bonus to initiative against that facts or locating any one on the Earth
around the character. particular foe only. requires a green FEAT. Complex
Can see and feel the intensity of energy information or finding anyone within a
around him. DT7/Computer Links: The character star system requires a yellow FEAT.
Can tell if the energy is reflected from a with this Power may communicate with Secrets, weaknesses, arcane
surface or is originating from the source. and retrieve information from computer knowledge, and anything else the Judge
Can tell living beings from the systems with Power rank ability. The wants to make difficult to find out
background energy. hero must be able to access the requires a red FEAT. The Power can be
Weaknesses for this power is Force computer in some way; usually this is by used to automatically track any Class
Field Field vs. Psioncs and Power means of an implant relayed to a 1000 or higher Power within ten miles of
Negation . The duration of the power predetermined computer. If attempting the hero's position. In combat the Power
relates to how strong the Psychic’s to break into a new computer, compare raises the hero's own attacks +1CS by
Psyche rating, example Amazing this Power rank with the Reason of the detecting the weak points in the
Psyche is equal to 50 minutes of computer or mechanical being. This opponent. The major drawback to this
constant use. If the character pushes Power also allows the reprogramming of Power is that can lead to insanity,
beyond his Psyche limits, he has to roll a simple robots (but not Player Character especially catatonic withdrawal, as the
Red Feat to keep using Clairsentience at hero's Psyche is continually inundated
robots under normal circumstances).
a -1CS. If he fails, the character receives by a flood of information. The Judge can
determine the chance of temporary
a psychic backlash equal to his Psyche DT8/Cosmic Awareness**: The hero is insanity by secretly making a Reason
ranking in mental damage. in tune with the entire scope of reality. He FEAT for the hero; a green, yellow, or red
possesses a detached, omniscient FEAT means the hero has retained all
DT6/Combat Sense: A hero with this viewpoint that allows him to explore the his marbles for another day. The Judge
power can anticipate the movements of entire existence of a chosen subject. should make this check any time the
their opponents in combat and attack Unfortunately, this causes such a hero uses the Power more than five
accordingly. This power requires that the massive overload of superfluous times a day or a number equal to 10%
hero must have studied his opponent for information that the hero is hard pressed of the Power rank number, whichever is
at least 10 rounds previously before to sort it all out. The FEAT represents the higher. Because of this, caution is urged
gaining any bonuses to combat. Once hero's ability to recover a specific bit of in the use of this Power. If the Power is
the requirement is met a hero gains a +2 information from all the effluvia. The

55
higher. Because of this, caution is urged situation, or if they are fixing to enter one. only the target's emotional state, not the
in the use of this Power. If the Power is Before an adventure, the Judge makes cause of it. (The target may be lying, but
somehow negated, the hero may also go a secret Psyche FEAT roll to see if any of the hero with this Power is able to detect
into a state of shock or severe the character's will die that adventure. If only that the individual is worried, the
depression. Any mental problems the there is a success, no one will die. If the heartbeat pattern is up, etc.) Targets
hero suffers can be cured by normal roll fails, then the PC sees a “death aura” trying to conceal their emotional state
psychotherapy. The Optional Power is around a random character. The player use their Intuition as an Intensity rank to
Hyper Intelligence. The Nemesis is of the character then is unable to spend determine the type of FEAT required.
Emotion Control. Karma on Endurance FEATs for the Detecting non-human emotions -- those
adventure. of robots and aliens, for instance --
DT9/Cosmic Perception**: The PC has should be done at a higher shift.
a heightened sense on a universal scale. DT11/Energy Detection: Range
This sense is a detection power at Class column D. The hero can detect and DT13/Enhanced Senses: One or more
1000 power rank. The player can choose identify energy and related phenomena. of the hero's five normal senses
to roll on the table below or choose one The power can only detect actual (hearing. sight, smell, touch, taste) is
of the five types of detection. energy, not potential energy (it couldn't increased to the Power rank level. Use
detect a bomb until it explodes, for this rank instead of Intuition to discover
Dice Sense example). Likewise, while it can detect clues, spot items. and determine
01-20 Energy the energies consciously emitted by initiative (in the case of Hearing). These
21-40 Magic super humans, it cannot detect the ex t r a o r d i n a r y s e n s e s a r e m o r e
41-67 Space (telescopic, super humans themselves. Rank vulnerable to attack. such that attacks
microscopic, determines range. against them are at +1CS. Examples of
extra-dimensional, all in such attacks include bright lights for
one) D t 1 2 / E m o t i o n D e t e c t i o n : T h e sight, sonic attacks for hearing. traps
68-91 Psionic hero can detect emotion in others with activated by touch, or knock-out gases
92-00 Time Power rank ability. This Power may be a for smell.
limited form of Empathy, or merely the
DT10/Death Sense: The PC can detect ability to catch the subtle physiological D14/Environmental Awareness:
auras of imminent death. The Death clues that indicate a person is under Range column B. The hero has increased
Sense automatically functions if the stress, lying, or worried. Success with sensitivity to conditions in, disturbances in,
target or targets are in a life threatening this FEAT roll indicates the hero detects and influences on the environment.

56
The hero automatically maintains full hearing, he is more vulnerable to sonic in question. The hero may develop a
knowledge of current conditions in his attacks (which receive a +1CS against power stunt in the form of reality
surroundings. This awareness extends him). swapping by overcoming the Psyche of
to such factors as weather, chemicals, one of his current selves with this Power
movement, and life. The rank DT17/Hypersensitive Olfactory: The FEAT he may possess that version of
determines the range to which the hero can detect the presence of minute himself. The other version may decide
awareness extends; exceeding it traces of substances and accurately to resist with the Psyche of the target
requires a FEAT (+1CS, green; +2CS, identify them. This Power is continually used as the FEAT intensity. The Psyche
yellow; +3CS, red). The hero can gain functioning; the hero has learned to and personality of the invaded version is
+1CS by linking his Health to the ignore unpleasant smells. If he loses his immediate and irrevocably slain,
environment. In this symbiosis, harm to ability to mask out nasty odors, he'll be causing the hero to lose all of his Karma
the environment is reflected in the hero's so distracted (and possibly sickened) by and becoming a resident in the universe
physical welfare. the intruding odors that he loses -1CS of the slain version of himself.
on Reason and Endurance.
DT15/Extradimensional Detection: DT20/Life Detection: Range column B.
The hero can sense across the DT18/Hypersensitive Touch: The hero The hero can detect the presence of life
dimensional barrier and see things possesses an Enhanced sense of touch and identify the nature of that life. The
existing in other dimensions. A list of that permits him to detect extremely fine hero can probe a specific target for more
some of the dimensions in the Marvel surface details and to identify materials detailed physiological data on a red
Universe is found in Realms of Magic. by their surface "feel.” FEAT. Rank determines the maximum
These include Asgard, the Astral Plane, range. A red FEAT allows the hero to
Avalon, the Dark Dimension, the Demon DT19/Omniversal Awareness: The locate a specific life form in the midst of a
Dimension, etc. The power rank number hero with this power is connected with number of similar beings. This is one of
e q u a l s t h e n u m b e r o f d i f fe r e n t his alternate reality selves in all the Powers that can function as "Mutant
dimensions into which the hero can see. universes in the Omniverse. On a Detection.”
successful power feat the hero may be
DT16/Hypersensitive Hearing: The able to attain useful information from any DT21/Magic Detection: The hero can
hero can detect extremely faint sounds of his other selves. With a Power FEAT detect and identify magic and its effects.
and unusual frequencies. He can roll the hero may gain a +1 CS to attacks The Power can detect both magic in
identify objects by the sounds they emit. by finding a foes weakness if any of his actual use and in potential. As such, this
Because of the sensitivity of the hero's other selves have ever faced the enemy is another way to detect mutants,

57
although it cannot differentiate them conscious choice. (Rank: FE = microfilm, h e r o p e r c e i ve s eve r y t h i n g a s a
from normal magic users. The hero can EX = cells, AM =molecules, UN = atoms, transparent outline.
identify the past use of magic (a green Sh Y =electrons, CL5000 = surfaces of
FEAT), a yellow FEAT identifies the subatomic worlds.) DT26/Power Detection: Range column
magic user, and a red FEAT identifies B. This is another Power that can
the actual spell. DT24/Mutant Detection: The hero with function as "Mutant Detection." The hero
this Power is attuned to the specific can detect and identify superhuman
DT22/Magnetic Detection: The hero mental radiation given out by mutants. Powers. He can also identify specific
with this Power can detect the magnetic The range is dependent on the Power super humans by their characteristic
field of Earth (and likely other planets as rank of the individual. (See the Power Powers (an Unearthly FEAT). The hero
well), as well as aberrations of that field Rank range table). This Power reflects can identify the presence of previously
(created by large iron deposits, huge the conscious will to detect mutants. invoked power when examining former
electromagnetic doomsday devices, targets of Power on a Good Intensity
etc.) with Power rank ability. It is difficult DT25/Penetration Vision: This is FEAT; identify a specific Power on a
for a hero with this Power to become lost. commonly called "X-ray vision" but may Remarkable Intensity FEAT; and identify
not actually use X-rays. The hero can the actual user of the Power on an
DT23/Microscopic Vision: The hero see through solids; the effect is as if the Amazing Intensity FEAT, provided the
has eyes can focus on extremely minute obscuring material were transformed to hero knows of him.
targets, objects too small for normal clear glass. The Power rank number
vision to perceive. This Power functions equals the depth in feet to which this DT27/Protected Senses: One or more
i n t wo s t a g e s. T h e f i r s t i s l i g h t Power can penetrate. The hero can raise of the hero's basic senses are protected
magnification; the hero's eyes function this by +1CS by selecting a material that from attack. The hero ignores potentially
as normal microscopes. This allows the blocks the vision; this material is usually damaging attacks of less than the Power
hero to see things as small as a c o m m o n e l e m e n t , o f t e n l e a d . rank in intensity level. In many cases,
chromosomes. Beyond this level, light Penetration Vision can be coupled with this considers the effects of specially
no longer carries images. The second either Telescopic or Microscopic Vision polarized goggles that prevent being
stage of this Power is a variation of to extend its range and permit the other suddenly blinded by high Intensity light.
Clairvoyance that permits the hero to Power to function despite intervening or earplugs or headgear that reduce the
see miniature, rather than distant, barriers. If this Power is interfered with by effects of sonic
targets. The Power automatically shifts outside forces, the hero might be unable
between these stages without the hero's to use his normal vision. The result is the

58
DT28/Psionic Detection: Range parallel dimensions, portals to other (this is how bats and dolphins do it). The
column C. The hero can detect and dimensions, or characters with reality latter form requires a special adaptation
identify psionic Power and related altering powers. With a successful power of the hero's voice; otherwise there is no
phenomena. It can detect both actual FEAT roll the character is able to identify real difference between them. Because
psionics and the potential to use them. if a specific object or character is from a of the special sensitivity of the hero's
As such, this is the last way to detect different reality or is altering reality. hearing, he is vulnerable to sonic attacks
mutants. The hero can identify the past •Green FEAT: You are not the Spider- (-1CS to resist).
use of psionics on a living subject on Man I know.
an Excellent Intensity FEAT; identify the •Yellow FEAT: You are Spider-Man from DT33/Telescopic Vision: Range
specific psionic Power on an Amazing the divergent time line where he kept the column E. The hero's eyes can focus on
Intensity FEAT; and on an Unearthly Captain Universe powers. extremely distant targets, objects too
FEAT, provided the hero knows of the •Red FEAT: You were brought here by a small for normal vision to perceive. The
user, he can identify the actual Cosmic Cube to over write this realities eyes function as telescopes, magnifying
possessor of the psionic power. Spider-Man. normal visual images. With his Power,
the hero can see anything in his line of
DT29/Radar Sense: Range column B. DT31/Sense Artificial Intelligence: sight, even the surfaces of distant
The hero can gain a three-dimensional The range for this power is determined worlds. However, the Power is limited by
picture of his surroundings through the by Power rank range column B. The hero the speed of light. mages of Alpha
use of electromagnetic waves. The hero has a Power rank ability to detect any Centauri, for example, are five years old.
both emits and senses these waves. He Artificial Intelligence within range of his If the hero has other vision based
can use the Power to locate and identify power. Powers, he can couple them with
targets by their characteristic echoes. Telescopic vision to extend their range.
Because of the hero's sensitivity to DT32/Sonar: Range column B. The hero When using this Power, the distant
electromagnetic waves, he has an can gain a three dimensional picture of objects appear very close. An adversary
increased vulnerability to electrical and his environment through the use of with a means of altering the hero's
sound waves. The Power allows the hero
m a g n e t i c a t t a ck s ( - 1 C S ) ; t h e s e control over this Power might make the
temporarily negate the Radar Sense. to locate and identify targets by the way Telescopic Vision continually override
they reflect sound. There are two ways the hero's normal sight. The effect would
D T 3 0 / R e a l i t y Pe r c e p t i o n : T h e this Power can operate. Passive Sonar be disastrous (imagine trying to walk
character is able to detect changes in utilizes existing sound. Active Sonar through Manhattan when all you're
reality created by alternate timelines, uses special sounds emitted by the hero seeing are the sands of Mars).

59
DT34/Thermal Vision: The hero can while one who tracks by the heat left actually "see in the dark" but only if UV
see infrared light and heat images. This from his prey's footsteps must check light is present. The effect is the same
allows the hero to see in the dark, when the individual passes through a when seen by normal people. The hero
perceive temperature differences stream. has an increased risk of being blinded by
(especially those left by a living person's strong UV sources, like black lights and
contact with an object), and partially see DT36/True Sight: The hero can see the radiation (-2CS).
through solids. In the last case, the hero correct image of a target, despite any
can only see the heat patterns of objects attempts at concealment or disguise. DT38/Weakness Detection: The hero
touching the other side of the barrier. This Power can penetrate any means of can detect flaws and stress points in a
With practice, the hero can judge the hiding something's true nature, whether target. This doesn't guarantee he can
temperature of a target by its thermal p h y s i c a l , p s i o n i c , i l l u s i o n , o r exploit this knowledge, though. The rank
color. The hero has an increased risk of powerbased. True Sight can penetrate determines the types of weaknesses he
being blinded by strong heat sources, any disguise at or below its rank. A green can detect. Good or below: physical
even those that don't affect normal FEAT is required at +1CS; a yellow FEAT w e a k n e s s o n l y. E x c e l l e n t t o
vision (-1CS). Thermal vision may be a at +2CS; and a red FEAT at +3CS. Spectacular: mental and physical
consciously activated mode or the Range is limited to one area unless the weaknesses. Monstrous and above:
hero's normal means of vision. Power is coupled with a Power that mental physical, and Power based
extends his vision (Telescopic Vision, for weaknesses.
DT35/Tracking Ability: Through use of example). The Power may be automatic
heightened senses, learned abilities, or or deliberate. If automatic, the hero gains
mutant Powers the hero with this Power +1CS but loses -2CS from his Psyche
can track another individual's path. rank.
Make a Power rank FEAT to catch the
track, but once on the trail, FEAT rolls DT37/Ultraviolet Vision: The hero can
should only be required when there is a see ultraviolet light. Because UV light
chance of losing the track. This will isn't as readily absorbed by water as
depend on the nature of the tracking normal light, this Power enables the hero
ability. For example, a hero who tracks by to see clearly through fog and at greater
scent may have to make another FEAT distance in the water (+1CS). The hero
(perhaps yellow or red) if the trail leads can also see the dim light given off by
through a stockyard or perfume plant, radioactive materials. The hero cannot

60
Energy Control Powers

EC1/Absorption Power: The hero can wherever it occurs. For example, EC3/Catalytic Control: The hero can
absorb a specific type of energy and consider a character whose Absorption control the speed at which chemical
actually gain Health points by converting Power affects hard radiation. In the reactions occur. He can increase or
the energy into Self- Healing. The hero absence of other super beings who decrease the energies emitted or
gains a number of Health points equal p o s s e s s R a d i a t i o n Pow e r s, t h e drained in such reactions by his Power
his Power rank number each time he is character might resort to breaking into rank number. For example, he could
hit by his specific form of absorb-able reactors or even purposefully detonating increase the heat, emitted by
energy. This addition to Health quickly nuclear bombs to get the energy he exothermic reactions like oxidation; he
heals any damage the hero had suffer, needs. (And you thought muties had a could also increase the chilling effect of
a n d a c t s a s a bu f fe r t o a b s o r b public image problem.) If the hero endothermic reactions. He can increase
consequent damage. In the absence of possesses an Energy Emission Power, or decrease the speed or rate at which
life sustaining materials, this Power can he cannot use it directly to affect himself. reactions occur, like stopping iron from
act as a substitute for air, water, and dissolving in acid or causing steel to
food. The hero converts energy into EC2/Bio-Spheric Energy rapidly transform into rust. The hero can
healing power for the damage he's Manipulation**: This power will allow a also develop a variety of Power stunts:
taking from suffocation, dehydration, hero to manipulate the Bio-Spheric • Causing chemical reactions that are
starvation, and any other unpleasant energy fields of living plants. This power normally impossible, such as anything
results of not living careful. will not function in any environment that involving inert gases.
Unfortunately, this requires a steady is incapable of supporting life. When first • Knocking out self-powered machinery
supply of energy to convert. Consider acquired the hero can emit -1 CS power by stopping the reactions that generate
Galactus. He is perpetually starving. He rank Bio-Spheric blasts of energy or their power.
uses this Power to absorb the energy of force damage and may generate a force • Inducing suspended animation in a
life-forces and convert it into his own life field at -1 CS power rank versus physical living target by stopping all biochemical
force. Yet, draining ten billion life-forces and energy attacks. The hero may activity, especially decay.
only sustains him for a single year, at attempt power feats revolving around • Incapacitating living targets by
most. Your hero won't last anywhere manipulating the energy of entire inducing nausea.
near as long. There is the danger that planets. Possible power stunts the hero •Increasing the hero's Strength and
your hero A actively seek out energies may develop with this power include Endurance by increasing the
he can absorb and heal himself with. The Teleportation, Flight, Gateway, metabolizing of oxygen and food (or
danger occurs if the energy type is a Dimensional Travel and Disintegration. whatever the body uses).
dangerous one that does great damage • Collapsing a target by hastening the

61
forces of decay. is 1-10 game turns. formed ice that he can use in a variety of
• Forming compounds by simply mixing •This power also has a hidden bonus, if Power stunts. The hero can also develop
materials together and not needing heat highest ability rank is lower than the rank variations on Ice Generation that use
or special conditions. rolled for this power than the player has other materials present in his local
• Baking without an oven. The Power can the option to raise any one single ability atmosphere. Such substances include
continually affect a target as long as it to this power's rank number carbon dioxide (even more slippery than
functions. Any results are permanent if permanently. ice, and the fog can knock people out),
they do not involve a living subject. nitrogen, oxygen (potentially dangerous
Effects on a living subject cease five EC5/Cold Shaping: The hero can since a concentration of it can make
turns after the Power ceases. control any force that actively decreases normal flames explode with +2CS
the temperature of something else. This damage), and the inert gases (an
EC4/Channel**: The PC can absorb can be used to increase or decrease the Amazing Intensity FEAT, since there are
energy and convert it into bio-energy, Cold's Intensity by this Power's rank so few of these present in Earth's
manipulating it so that the hero can number. This function overlaps both atmosphere but on other planets, not so
develop the following power stunts: Heat and Cold Generation but differs in tough). Cold Generation is a Bonus
•Energy Emission of that energy type up that this Power cannot alter the natural Power. Optional Powers include Thermal
to this power's rank number in range and temperature of a target or alter local Control, Condensation, Molding, and
intensity. temperatures to suit the hero's whims. Body Coating.
•Healing up to Power rank number and There are two primary functions to this
range of Touch only. Power. The first is to counteract or EC6/Cosmic Energy Manipulation**:
•Energy detection of that energy type at supplement cold-based Powers. The The Power Cosmic is possibly the single
this power's rank number. hero can alter such Powers as soon as greatest super power around. With it, the
• Te m p o r a r y p r i m a r y a b i l i t y they are emitted from the target's body. character can manipulate energy and
enhancement to either the maximum Such powers can be increased or matter in ways limited only by the
power rank or +1CS of the higher ability decreased by this Power's rank number. player's imagination (and the Judge.)
rank. (Example, if the higher ability rank The hero can also redirect such Powers. The minimum rank for Cosmic Energy
is Amazing, and this power rank is This leads to the second primary Manipulation (and it's various stunts) is
Amazing then the PC can increase any function. The hero can shape fields of Remarkable (30) rank. The basic ability
single ability to Amazing, or any single intense cold and produce useful results. of this power is a Energy or Force blast of
ability which is Amazing to Monstrous Ice Generation is a form of this Power. power rank range and intensity. Possible
(+1CS)). The duration of the ability boost The hero can create shapes of rapidly power stunts include:

62
•Ability Boost: This functions as the resistance to radiation at power rank characteristics that the hero can use to
Ability Boost power with Cosmic Energy intensity. develop Power Stunts:
Manipulation's power rank. •Starburst: The character can generate a • Blunt attack damage at Power rank.
•Absorption: This functions as the massive explosion of cosmic energy that • Shadowcasting of Power rank Intensity
Energy Absorption power with Cosmic causes power rank +3CS damage to darkness over a maximum of three
Energy Manipulation's power rank. everything within her area and and areas.
•Energy Detection: The character can power rank +1CS to every other area out • Flight at -1CS speed.
detect energy patterns and energy trails. to 5 areas away. This reduces Cosmic • Gateway.
She may track energy trails as well. Energy Manipulation's power rank to • Energy Solidification.
•Energy Gift: The character may imbue a Feeble (2) rank for 1-10 turnsand it will The Darkforce is as yet undefined in the
subject (willing or not) with an energy then regain +1CS power rank per turn Marvel Universe. For your game's
power that the character also until it reaches it's normal maximum purposes, you might simply treat it as an
possesses. The power rank of any again. other-dimensional power source that
imbued power is chosen by the fills its own entire pocket dimension. That
character but cannot exceed the control EC7/Cyberspace Manipulation: The definition will work in or out ofthe official
rank of Cosmic Energy Manipulation or P C c a n e n t e r C y b e r s p a c e a n d Marvel Universe.
the energy power itself, whichever is manipulate the energies in that pocket
lower. The subject must make a dimension to his/her whim. This power EC9/Dreamscape Manipulation: This
successful Endurance FEAT against functions like a temporary minute form of is a trivial form of Dream Control. The PC
Cosmic Energy Manipulations power Reality Manipulation at power rank c a n e n t e r t h e d r e a m wo r l d a n d
rank. If the subject fails then he takes number, while within the Cyberspace. manipulate the energies within this
50 damage equal to Cosmic Energy pocket dimension to their whim. This
Manipulation's power rank. If the subject EC8/Dark-Force Manipulation: This is power functions like a temporary minute
is an object than substitute the items a Power that is unique to campaigns form of Reality Manipulation at power
Material Strength for Endurance. If the using the Marvel Universe. It does not rank number while within the dream
FEAT fails the object is destroyed. apply to campaigns set in other parts of world.
•Healing: The character can restore the Multiverse. The hero can generate
physical or mental health to herself or and control the extra dimensional EC10/Ectoplasmic Control: The PC
another, healing up to power rank per energy-form known as "Darkforce." This c a n m a n i p u l a t e a n d s h a p e t h e
target per day. resembles a tangible, impenetrable extradimensional spirit matter called
•Resist Radiation: The character has shadow and possesses several unique Ectoplasm to perform power stunts:

63
•Blunt attacks at power rank range and Energy Path. Because electricity •Heat
and damage. forms the basis for most of our •Gravity (Pressure)
•Telekinesis at power rank. technology, the hero can use his
•Construct intangible spirit forms. Powe r t o r e m o t e l y c o n t r o l a n EC13/Energy Absorption: The hero
•Energy Solidification up to power electrical device on a Good Intensity can absorb a particular type of energy
rank. FEAT. More complex devices like (his choice) and convert it to health
•Phasing with power rank ability. computers require a more complex up to power rank. Alternatively the
form of control and a Remarkable hero may release the energy as an
EC11/Electrical Control: The hero Intensity explosion with power rank damage
can control all forms of electricity, FEAT. and range centered on the hero. The
whether natural, artificial, or Power hero may power stunt this power to
based. He can control the Intensity EC12/Electro-magnetic use the absorbed energy to raise an
and direction of electron streams and Manipulation**: The PC can emit ability or power rank by the amount
alter the conductivity of materials. He and control the energies that make up absorbed up to power rank number
can shape electron streams into any the Universal Spectrum. This power for 1-10 game turns.
desired form. This permits him to has an added bonus power of Focus.
develop Power stunts based on However, the PC can only focus all the EC14/Energy Conversion: The hero
lightning–construct designed to energies of the spectrum into one can simply change any form of energy
perform certain tasks (shields, cages, single attack. All energy powers begin into any other form. The transformed
barriers, etc.) The hero can increase with separate ranks determined energy's Intensity is one rank lower
or decrease the electricity's Intensity randomly by rolling on Column 4. The than its original level. The hero can
and reduce damage by his Power Universal Spectrum is transform energy by an Intensity
rank number. If the electricity is Power comprised of multiple energy types FEAT equal to the target energy's
related, then the target's Power rank providing the hero with a wide variety Intensity. The hero begins with the
determines the Intensity of the FEAT of energy types and intensities: ability to transform any energy into
the hero must make to gain control. •Hard Radiation one specific form. He can develop the
The hero has Power rank Resistance •Light ability to transform energy into other
to Electrical Generation. Optional •Sound into other forms as Power
Powers include Electrical Generation, •Microwaves
Energy Doppelganger, Energy •Radiowaves
Sheath, Energy Body, Carrier Wave, •Magnetism

64
forms as Power stunts. There are two Remarkable Intensity. He tries for a red Physical This power can do rank level
advantages to this Power. The first is the FEAT and succeeds. The tornado bursts damage every round to physical objects
ability to gain an Energy Emission Power into an Amazing Intensity flash of orange To do damage, an opposed FEAT roll is
fueled by the environment. Dazzler, for light. High winds of Remarkable made against the objects Material
example, can convert sonic energy into Intensity continue to buffet the area, but Strength rank or the Endurance of the
light. She then refined that Light at least the worst of the property individual in question. Considering the
Generation into a variety of effects, damage has been avoided. ("Now if I constant flux of order and chaos,
including lasers, light shields, and could just get these spots out of my p hy s i c a l d a m a g e i s n o t a l way s
hypnotic effects. The second advantage eyes…") When creating the character, permanent. Duration of damage is
is the ability to transform deadly force the player can raise his Power by +1CS determined by a successful FEAT roll. A
into less dangerous forms. For example, by limiting him to a specific Energy Green FEAT roll makes the damage last
if your hero found himself caught in a Conversion (Sonic to Light, in Dazzler's for 1 round. A Yellow FEAT roll lasts for 10
raging firestorm, he might Convert the example). The player must determine rounds and a Red FEAT roll makes the
heat into Cold. This would both protect the characteristics for the secondary damage permanent.
him and extinguish the fire. (The Power he gains by taking Energy Intangible This is where power stunts
paramedic shook his head. "I'll be Conversion. These would match the tend to come into play. Several results
danged if I can figure out how a man can appropriate listing in the Energy are possible:
get frostbite fighting a fire.") The Emission section. •Disrupting someone's concentration.
maximum Intensity of Energy that a hero •Diffusing an energy attack.
can convert is equal to one rank higher EC15/Entropy Magnification: Entropy • W r e ck i n g h avo c w i t h c o m p u t e r
than his Power rank (a red FEAT). is the tendency of an object to or system systems.
Excess energy remains in its original to disorganize and end up in disorder or •Cause meetings to degenerate
state, although its Intensity is diminished randomness. For example, a crystal dish into arguments.
by the Power's rank number. Example: set on a table represents more order The possibilities are many and varied.
The Astounding Adaptor possesses than the set after being shattered with a When using this power this way on
Excellent Energy Conversion. While hammer. The hammer represents multiple targets take the highest Psyche
traveling through Nebraska, he spots a Entropy. The power lets a PC accelerate or highest intensity and add +1CS to the
tornado about to touch down. He directs the rate of decay in an object, group or opposed intensity for every 4 members
his Power at the tor nado, which system. This has var ying effects of group.
possesses Amazing Intensity. The most depending on if the power is focused on
his Power can directly affect is physical or intangible things.

65
EC16/Energy Plasmoids: The PC can attacked with more than Unearthly vandal. Optional Powers include any
use energy to mold glowing patterns of damage, the hero will reflect 100 points Energy Emission or Energy Control
energy that detonate within a limited of that damage elsewhere, and take the Power.
time span. There are many different remainder.
for ms of this power that can be EC19/Energy Sponge: The hero can
manifested and developed through EC18/Energy Solidification: The hero absorb any form of energy, whether
power stunts. The time of detonation is can transform energy into a matrix that natural or Power-based, and not suffer
determined by the subconscious mind of simulates solid matter. This matrix may any damage. The hero can absorb
the PC or 1-10 game rounds later. Each be any shape the hero desires, although energy equal to his Power rank number.
power and characteristic is unique in greater complexity requires a higher This stored energy can be released at
their own way. The following are two Intensity FEAT to create. For example, any time the hero desires; upon release
forms of this power that have been simple solids can be formed by a Feeble it has a lower Intensity than its original
observed so far: FEAT. Animated forms require a Typical state (-2CS). The hero may also choose
•Fireworks (Jubilee) FEAT. Likenesses and simple machinery to harmlessly dissipate the energy over
•Bombs (Domino) require an Incredible FEAT. The energy a long period; this is a number of turns
matrix possesses Strength equal to the equal to the Intensity rank number. For
EC17/Energy Reflection: This Power Power rank. It continues to exist for a example, your hero soaks up an
grants the hero a limited form of duration determined by the hero's Incredible radiation blast. He chooses to
Invulnerability (as the Power) to a Psyche. After that time, the matrix re-release it later as a single, Excellent
specific form of energy. Any attack of that harmlessly dissipates. Some of the uses Intensity blast that could really muck up
energy up to Unearthly damage or for this Power include: whatever it hit, or he could let the
Intensity inflicts no damage on the • Forming cages or barriers. radiation slowly seep away (this takes 40
character. The attack may be reflected in • Forming servants to perform desired turns, or four minutes). When the hero
the round it occurs against the attacker tasks. reaches his limit, three things can
or another target within Power rank • Creating Body Armor to protect and happen. One, the hero simply cannot
range. The damage of the attack is as for enhance the hero's abilities. absorb any more energy until he
the original attacker. The hero reflecting • At high levels, the hero can build semi- releases what he has already soaked up.
the attack makes an Agility FEAT to permanent structures at will. Pieces that This assumes the hero is in control of the
determine if the reflection hits its target. are "broken off" from the matrix situation and has a choice in his actions. The
A hero does not lose Karma from the immediately revert to their original second possibility is that a "gag reflex"
results of a reflected attack. If the hero is energy form, doing -4CS damage to the takes effect. Just as a human expels all

66
food when the intake limit is reached, so next red FEAT and absorbed another 10 because they possess Psyche. The
too will the hero simply, uncontrollably points. A third red FEAT allowed him to target's Psyche determines the Intensity
release all absorbed energy at once. absorb an Amazing amount of radiation, of the FEAT needed. A successful FEAT
This situation assumes the hero doesn't minus the points already absorbed (50- enables the hero to drainenergy from the
know his own limit, or has a low Intuition 40=10). Sukupp now had 50 points of target. The amount drained is equal to
(Typical or lower). The third possibility is the blast's 80 soaked into his body. There this Power's rank number. The amount is
dangerous for the hero. If he attempts to was still enough free to contaminate the drawn from all the target's Energy
absorb more than his limit, he may suffer city. Sukupp had to absorb it all. He tried. Emission Powers and any energies that
p hy s i c a l d a m a g e. T h e h e r o c a n He failed the last red FEAT. For second, form his physical make-up; this applies if
temporarily absorb greater amounts of his body glowed like a small star. Than, the hero is a nonhuman(a robot, for
energy by making repeated red FEATs. he was gone. When creating the example). The Energy Vampire can only
Each successful FEAT enables him to character, the player can raise the Power d ra i n Powe r s t h a t a c t u a l l y e m i t
absorb the next higher Power rank rank by +1CS by specializing in energy—see the Energy Emission
number worth of energy, minus the absorbing a single type of energy. section. Powers that do not emit energy
number already absorbed. When the cannot be affected by this Power (but,
hero fails the red FEAT, trouble occurs. EC20/Energy Vampirism: The hero see Power Vampirism). The Energy
All absorbed energy is released in a can drain the energy from a target and Vampire can drain the Power rank
single turn, doing full damage to the convert that energy into extra Strength, number amount of energy each turn as
hero. If the hero makes one last red Endurance, Psyche, and other Powers long as he keeps making successful
FEAT, he takes only half damage but he possesses. The hero can force a non- FEATs. He can voluntarily stop feeding
loses the Power permanently. Example: living, nor sentient target to release all its at any point by making a Psyche FEAT
The alien hero Sukupp possessed an energy, an Intensity FEAT equal to the roll of any color except red. A red FEAT
Excellent level of the Energy Sponge energy potential of the target. For means his hunger is beyond his control.
Power. While he was visiting Charleston, example, an auto battery can be drained He has entered a feeding frenzy that will
terrorists detonated an atomic bomb of on a Typical Intensity FEAT, a gallon of only cease when the target has been
Monstrous Intensity. Sukupp had no gasoline by Good Intensity FEAT, the completely drain of energy. If the Energy
choice but to try to absorb the blast. He magnetism every tape in a music shop Vampire fails to make any FEAT during
made his first red FEAT and absorbed 30 on an Excellent intensity FEAT, the heat the feeding process, he breaks off his
points of the blast. He didn't have time to of a blast furnace on an Amazing attack and cannot reestablish it. The
release it, nor was this the proper place; Intensity FEAT and so on. Living and/or victim instantly develops an immunity to
the fireball was growing. He made his sentient targets are harder to drain, that particular Energy Vampire and

67
cannot be subjected to any of his future their odd nature, they lose energy at PC can imbue any object with energy
attacks. However, this does not protect a dreadful rate. Their rank numbers for that will explode. Like the Energy
the victim from other Energy Vampires. Strength, Endurance, and Psyche, and Plasmoids power time can be an
The drained energy is added in equal all Powers (except this one), drop 1 point irrelevant factor in when the explosion
amounts to the Vampire's Strength, per hour. The Energy Vampire must feed takes place. The intensity is the power's
Endurance, Psyche, and any other to bring those abilities and Powers up to rank number. There are two forms of
Powers he possesses. The exception is their original levels. An Energy Vampire this power:
this Power; no Vampire of any type can cannot actually starve to death; when all •Organic
increase his own Power. Example: Evan his affected rank numbers reach Shift 0, •Inorganic
the Energy Vampire possesses Good he enters a deathlike trance. His The player is free to choose which type
Energy Vampirism. His intended victim is Vampirism continues to function and of matter he may imbue when he takes
Heatwave, a human with two Powers tries to drain anything that comes in this power.
(Typical Gliding and Excellent Heat contact with him. When the Vampire's
Emission) and Good Psyche. Evan abilities return to Feeble, he returns to
EC22/Fire Control: The hero can
makes the required FEAT roll (not red) to life. When creating the Energy Vampire,
control existing flames, whether natural
begin feeding, and drains 10 points from the player must choose a weakness. He
or Power based. He can alter any factor
his victim's highest Power rank number. can increase the Power rank by +1CS by
involved in combustion without direct
Heatwave's Heat Emission loses 10 choosing a second weakness, up to a physical contact. The hero can increase
points and drops to Good. Evan's three maximum of +3CS (four weaknesses) or decrease the flame's Intensity up to
abilities go up 3 points each, thus for the Energy Vampire. Energy his Power rank and reduce fire damage
increasing his Health by 6. The next turn, Vampirism is communicable. A living by his rank number. This Power includes
Evan makes another FEAT and drains a n d / o r s e n t i e n t v i c t i m w h o wa s
Power rank Resistance to Fire and Heat.
another 10 points, drawn equally from Completely drained of all energy by an
The most important aspect of this Power
Heatwave's Psyche and Heat Emission E n e r g y Va m p i r e m u s t m a k e a
is enabling the hero to reshape flame
(dropping each by 5 points). Add another mandatory Psyche FEAT roll. On a redinto any form he desires. This can be
3 points to Evan's three abilities and result, he becomes an Energy Vampireused in a variety of Power stunts, as the
another 6 to his Health. The next FEAT is with Feeble Power rank. hero develops numerous fier y
a repeat performance. At this point, constructs to perform miscellaneous
Evan's player decides he's had enough, EC21/Explosive Power: This is a deeds. Such fiery constructs do not act like
and rolls a 43; quitting is no problem. combination of the powers Energy normal flames. They emit less heat and
Why do Energy Vampires do it? Due to Plasmoids and Energy Imbuement. The consume less and consume less oxygen.

68
Their fire doesn't spread past the outline his Strength's capacity to move. Energy Sustenance.
of the constructs. In addition, they self • Forcing aircraft to land by increasing
extinguish rapidly upon cessation of this their weight beyond their engines' lift EC25/Imbuement: The hero can
Power. Optional Powers include Fire potential. charge an object with energy that will
Generation, Thermal Control, Energy • Sinking ships by making their weight send off a surge of energy when in
Sheath, and Energy Body. exceed their buoyancy. contact with it. The object can be imbued
• Forming large asteroids bycoalescing with any one type of energy of power
EC23/Gravity Manipulation: The hero spacial debris. The gravity remains rank intensity. The most common objects
can control gravity, the force that attracts altered for as long as the Power that are imbued are weapons, in that
all particles to all other particles. Gravity functions. After cessation, gravity they give additional damage to the
always exists wherever there is tangible returns to normal. victim. However, anything that the PC is
matter. (in dimensions composed contact with can be imbued. Only
entirely of energy, though, gravity is EC24/Hard Radiation Control: The inorganic material may be imbued with
optional.) The hero doesn't really hero can control existing radiation, this power.
generate gravity; he simply changes the including X-rays, alpha, beta, gamma,
Intensity of what's already there. He can and cosmic rays. The hero can increase EC26/Kinetic Control: The hero can
increase or decrease the Intensity of or decrease the radiation's Intensity, up control the energy of motion itself. He can
gravity by his Power rank number. This to his Power rank, and reduce the increase or decrease kinetic energy's
effect may be centered on himself or damage done by radiation up to his Intensity by his Power rank number. With a
projected onto a target. This permit him Power rank number. The hero can direct Typical Intensity FEAT, he can change the
direction of any moving target. He can
to develop a variety of Power stunts: the flow of radiation and can alter its
impart momentum as if he physically
• Changing the direction of gravity. nature by conver ting any form of pushed the target, with his Power rank
• Creating artificial gravity in a normally radiation to any other form. If a radiation taken as Strength. The primary purpose
weightless situation. related Power is involved, the target's of Kinetic Control is to control Telekinesis
• Launching targets into space by Power rank determines the Intensity of and Kinetic Bolts. In the former case, the
reducing their weight to zero and letting the required FEAT. For example, an hero can redirect the target's efforts. A
the Earth's revolution fling them upward. Amazing Intensity FEAT is required to FEAT equal to the target's Power rank
• Levitation at -1CS speed; this can be control Amazing Radiation Emission. taken as Intensity ensures this. In the latter
done to the hero himself or a target. Optional Powers include Hard Radiation case, the hero can shape Kinetic Bolts into
• Incapacitating a foe by suddenly, Emission, Energy Doppelganger, forms that can perform complex tasks. The
drastically increasing his weight beyond Energy Sheath, Energy Body, and difficulty of such tasks determines the

69
difficulty of such tasks determines the desired task. The required Intensity EC30/Nullifying Power**: The hero
Intensity of the required FEAT. The hero FEAT is equal to the Intensity rank of the with this extremely potent Power can
can have a Bonus Power of either magnetism. The hero can alter the negate the inborn super-human Powers
Te l e k i n e s i s o r K i n e t i c B o l t . T h e polarity of a magnetic field (but not a of other individuals with Power rank
remaining Power can be an Optional neutron flow!). He can shape the field ability. Technological or Magical abilities
one. into forms to produce any effect. These are unaffected. Those affected must
can be developed as Power Stunts. The make an Endurance FEAT against the
EC27/Light Control: The hero can Power can be used to control simple Power rank Intensity or lose those
manipulate existing light. This can be machinery. The simplest form is merely inborn abilities as long as the hero is in
visible, infrared, or ultraviolet light. The rendering the machine inoperable by range, or for 1-10 rounds. Note that this
hero can alter the intensity, frequency altering the magnetism of the Power will affect all within the range of
(color, in other words), and coherence of components. A more refined use of the the Power, and the individual may use
light on a Good Intensity FEAT. The hero Power enables the hero to actually control a no other inborn superhuman Powers
can actually change the direction of light machine. while using this Power.
and for m cr ude holograms on a
Remarkable Intensity FEAT. Such EC29/Microwave Manipulation: The EC31/Plasma Control: The hero can
holograms are little more than clouds or PC can control the microwaves found in control fields of highly charged particles.
single-color walls. The Power allows the Earth's environment with power rank The hero can increase or decrease the
+1CS Resistance to Light-based intensity. The PC can increase or plasma's Intensity and reduce its
Powers, since the hero can redirect or decrease this intensity up to power rank. damage by his Power rank number. The
dispel them. Optional Powers include The PC can also reduce microwave Power includes Power rank Resistance
Light Generation, Energy Sheath, damage by up to power rank. This power to plasma's effects. The Power has two
Carrier Wave, and Illusion Casting. The also includes power rank resistance to main uses. The first is shaping plasma
Nemesis is itself. microwave energies. The most fields into any shape desired. This can
important aspect of this power is the be developed into a variety of Power
EC28/Magnetic Manipulation: The ability to reshape existing microwave stunts as the hero develops numerous
hero can control magnetic force. He can energies into any shape desired. This plasma constructs to perform various
increase or decrease magnetism's could be used for a variety of power deeds. Such constructs do possess the
Intensity by his Power rank number. He stunts by a hero. This power also grants typical side effects of plasma fields, and
can use existing magnetism, whether the hero a bonus power of Microwave dissipate upon cessation of the Power. The
natural or Power based, to perform any Generation at power rank ability second use of Plasma Control allows the

70
hero to counteract plasma related An individual with Bad Luck Power may ask for any critical die roll to be Good or
Powers. These include Plasma call it into play for any roll. On that roll, the Bad to balance things up (no more than
Generation, Energy Doppelganger, order of the dice is changed — the low once per hour). The Judge chooses
Energy Sheath, and Energy Body. The die is always considered the “tens” the which die rolls to modify. Good Luck may
target's Power rank determines the high die "ones" (a nine and a one are not only affect the hero with the Power. Bad
required intensity of the FEAT. For 91, but rather 19). Similarly, one with Luck affects those that are attacking the
example, an Excellent Intensity FEAT is Good Luck Powers will read the high hero or performing actions that would
required to control Excellent Plasma number first. Given the potential Power result in damage to the hero. Note that
Generation. Optional Powers include of heroes using the manipulative Powers the allies. friends, and relatives of the
Plasma Generation, Energy to further alter the roll, a limitation to this hero with this Power do not benefit from
Doppelganger, Energy Sheath, and Power must be taken by the character. this Power, and in fact may be damaged
Energy Body. This limitation may be any one of the by its limitations.
following, or may be one devised by the
EC32/Probability Manipulation: This Judge. EC33/Radio-wave Control:
is a very potent Power. and has strict • Affects all targets in same. area (Good The hero can control existing radio
limits. The hero has the ability to alter the or Bad). waves, whether AM., FM, or
chance element effected by the die. • Only operates on FEAT rolls involving microwaves. The hero can increase or
Individuals with this Power include the non-living things decrease the radio waves Intensity by
luck manipulators Black Cat, Shamrock, • No Karma may be gained in any his Power rank number. A Good intensity
Roulette, and Longshot. but not the hex encounter using this Power FEAT permits the hero to alter the
manipulator Scarlet Witch (though her • All associates of the individual frequency and direction of such waves
Po w e r i s r e l a t e d ) . A h e r o w i t h (teammates, etc.) suffer the effects of and garble transmissions. The hero has
manipulation Powers must roll a second Bad Luck. Check this with a Psyche Power rank Resistance to radio based
time: FEAT rolled every week or so. secretly. attacks; such attacks are normally
This effect will disappear if the limited to an opponent thinking he's a
Roll Result individuals stay away from the teammate microwave oven about to cook the hero's
01-50 Bad Luck for about a week. goose. The Power really comes into its
51-90 Good Luck • The Judge keeps track of every Good own when used as a form of electronic-
91-100 May manipulate and Bad affected roil (bad for opponents age Illusion Casting. That is, the hero
both types is good for the hero). creates complex signals that simulate
The Judge, if he finds an imbalance, may an actual broadcast. Voice-only

71
broadcasts can be simulated by a also Remote Sense through these Intensity the attack. This is possibly the
Typical Intensity FEAT. Musical or multi- shadow constructs. The hero can single most useful Power of all those that
voice broadcasts require an Excellent increase or decrease the Intensity of don't do actual damage. The uses are
Intensity FEAT, as does a still picture. A any shadow, whether natural or Power infinite:
single figure with a blank background or based, by his Power rank number. This • Muting the voices of an opponent
a simple cartoon-like broadcast requires overlaps with Light Generation and group, thus preventing them from
an Incredible Intensity FEAT. A single Shadow Casting but differs in that coordinating their actions.
figure with a complex background (think either effect is possible and only • Muting alarms.
of an evening news broadcast) requires existing shadows or shadow-related • Magnifying distant sounds to make
a Monstrous Intensity FEAT. Any other Powers are affected. The hero has the them audible at the hero's location
broadcast can be simulated on a Shift X ability to see through any shadow as if • Increasing faint sounds to enable the
Intensity FEAT (think Academy Awards it were a normally lit area, provided itshero to perform certain actions (like
production numbers, and you'll see why Intensity is less than or equal to his cracking a combination lock).
so high). Obviously, this is a Power that is Power rank. This does not apply to • Destroying boom boxes if the
only really useful in high-tech Dark Force, however. This Power hero doesn't like the music.
campaigns. Oh, it could exist in a includes Power rank Resistance to • Cranking up boom boxes if he does
primitive situation, but then who would shadow-based Powers. This has the Okay, a lot of the uses are somewhat
know? This has a Bonus Power of Radio Bonus Power of Shadow Casting. frivolous. Still, the ability to knock out
wave Generation. Optional Powers Optional Powers include Light Control, voice is a powerful weapon. Sound
include Energy Doppelganger, Energy Energy Sheath, and Energy Body. In Manipulation can also be used to
Sheath, and Carrier Wave the last two cases, the hero resembles reinforce sound based Powers. The hero
a living shadow. can raise the other Power rank +1CS as
EC34/Shadowshaping: This is not long as this Power functions. This has a
Dark Force Manipulation; that's handled EC35/Sound Manipulation: The hero Bonus Power of Sound Generation.
elsewhere. This Power enables the hero can control existing sound. He can Optional Powers include Vibration and
to affect normal shadows and, indirectly, increase sound's Intensity by one rank Vibration Control.
light as well. The hero can shift the by means of a Power rank FEAT or
location and size of normal shadows. He decrease it by his Power rank number. It EC36/Thermal Control:
can form them into two-dimensional also provides the hero with Resistance The hero control applied heat or cold;
images that can do Power rank to sound based Powers; again, his that is, can control any force that actively
damage to real targets. The hero can Power rank number decreases he changes the temperature of something

72
else. This includes any source of heat orhero will receive an automatic limitation travel into the future will put the
from the Judge (who is encouraged to be
cold, whether natural, artificial, or Power character into an alternate future
based. The Power overlaps both Heat fiendish in this matter). Time Control dimension, which may not be the actual
and Cold Generation but it also differs allows the character to perform Power future of his character.
from them in that this Power cannot Stunts involving time, as limited by the • Summoning Duplicates: These
laws of the Marvel Universe. Each Power
affect the natural temperature of a target duplicates may be summoned from the
Stunt must be gained separately, and
or alter the local temperature to suit the past, future, or alternate dimensions
hero's whim. For example, Thermal the hero starts with no Power Stunts (information on which of the three is not
Control could cool a girder being heated initially. Such stunts include: available to the player at start). The
in a furnace, since that thing is being • Speeding up time surrounding the doppelgangers have identical stats and
actively heated, but it could not change.hero, permitting him Lightning Speed of abilities to the character (hat summoned
the temperature of another girder lying this Power rank. them, despite the chance for
outside the furnace (nothing is being • Slowing down time for all within one advancement. These duplicates may not
done to that one). Thermal Control is area, allowing the hero Multiple Attacks use Time Control abilities of their own.
mostly used to counteract or of this Power rank. • Initial use of this Power creates up to 2
supplement temperature alter ing • Slowing down the time for an injured, duplicates. After the Power Stunt is
Powers. The Power can affect such dying, or poisoned character. One turn automatic, a new Power Stunt may
others as soon as they are emitted from passes for the character so affected as increase that number by one (you have
the Power rank number of turns pass for
the target's body. That is, you can affect to have three duplicates down before
the Human Torch's fireballs but not his the others (if used in combat, treat as you can summon four). Death of a
Fire Sheath. The target's Power rank Multiple Attacks as noted above). duplicate is considered to be death of a
determines the required Intensity of the • Traveling in Time: According to present character, and though the original may be
FEAT. Controlling the Torch's heat takes theories on time in the Marvel Universe, unharmed, Karma is lost. Whether such
an Unearthly Intensity FEAT. Optional the past is immutable. When a character death will result in the eventual death of
the "original" character is up to the Judge.
Powers include Heat Generation, Fire travels back in time, that character is
Generation, Cold Generation, Fire actually shunted to an alter nate
EC38/Vibration Control: The hero can
Control and Cold-shaping. dimension where the desired actions are
control existing vibrations. These may be
occurring. By going back in time and
natural or Power-based. The hero can
EC37/Time Control**: Time control is a "changing the past" one creates a increase or decrease the Intensity of the
powerful Power. Should the hero choose divergent reality but does not change the vibration by his power rank number.
it, it will count as two Powers, and the "original" past of his time line. Similarly,

73
He has Power rank Resistance to Dimensions that can be reached by
Vibration and Sonic attacks. A Power like adjusting your vibratory rate to that of the
this can make a hero extremely popular chosen dimension, then this Power will
in a quake prone locale like southern do the trick on an Amazing Intensity
California. Using the Richter scale, FEAT.
these are the required Intensities of the • The hero can cripple gyroscopes, thus
FEATs for controlling each class of disabling any vehicles dependent on
earthquake. them (subs, aircraft). This is a Typical
Intensity FEAT, which incidentally also
Richter #. Intensity works against robots.
1 FE, PR • The hero can adjust the vibratory rate
2 TY, GD of his own atoms, permitting him to
3 EX, RM Phase through solid objects or let solids
4 IN, AM (like bullets) pass harmlessly through
5 MN, UN him. Optional Powers include Vibration,
6 Shift X, Shift Y Sonic Generation, and Sound
7 Shift Z, Cl1000 Manipulation.
8 Cl3000, Cl5000
EC39/Space Manipulation: Through
Okay, if California is determined to fall the use of this power the hero wrap
into the sea, you won't be much help. Of space around them to their liking. Villains
course, if your hero possesses Vibration attempting to charge the hero may find
as well, he might get blamed for the the distance between them growing
quake. On a smaller scale, the Power inexplicably. Heroes may also use this as
can be used in a variety of everyday a movement power gaining -1CS
situations: Lightening Speed. The Hero may shrink
• The hero can distort or even mute a space, expand it and wrap it about them
target's voice. This effectively negates to avoid bullets and other nasty
vocal Powers. This is done by directly surprises.
affecting the target's larynx.
• If your campaign includes other

74
Energy Emission Powers

EE1/Cold Generation: This Power is The hero with this Power has Power rank darkness to use those Powers.
the pure form of Ice Generation and one level resistance to Cold in any form.
it is often confused with. The hero can Optional Powers include Coldshaping, EE3/Demi-Plasma Generation: It is
emit a field that decreases thermal Condensation, Solidification, and commonly known in the Marvel Universe
energy and infrared radiation. The Molding. Nemeses include Heat that Plasma exists in various forms
Power decreases the temperature of the Emission, Fire Generation, and Thermal some common and some uncommon.
target; the amount is determined both by Control. These forms of plasma have some
a FEAT and the Power rank number. A properties in common however, each
Typical FEAT drops the temperature by EE2/Dark-Force Generation: The one consists of two energy types. These
10x the rank number; a Remarkable character with this Power may summon energies are Electricity, Fire , Hard
FEAT drops it by 20x the rank number; the effects of the Darkforce for use as a Radiation, Heat, Light and Magnetism.
and an Unearthly FEAT drops it by 40x weapon and for developing Power Every traditional form of plasma is based
the rank number. For example, a hero Stunts. The Darkforce inflicts either up to on two of these energies forming
with Remarkable Cold Generation can Power rank damage or has the effect of a approximately 15 different types of
lower a target's temperature by 300 Power rank Intensity Stunning attack, Plasma. There are four rare types of
(10x30) to 1200 (40x3O) degrees. The affecting the targets for 1-10 rounds. In Plasma with specific combinations, that
only limitation is that the temperature addition, the character with this Power do not exist as part of standard Plasma
cannot drop lower than absolute zero (- can develop all the Power Stunts listed Generation and one must be chosen
273 degrees Celsius or -459.4 degrees for Darkforce Manipulation, except when they power is taken or rolled.
Fahrenheit). The power has the side- telepor tation. The character with Unlike standard Plasma Generation
effect of cooling the air between the hero Darkforce Generation may develop the Demi-Plasma Generation cannot be
and the target. Gases within that area following additional Power Stunt: used to develop other types of Plasma or
may condense. Such by-products • Create Darkness: By allowing the Demi-Plasma as power stunts.
evaporate quickly after the Power Darkforce into this dimension, the hero
ceases to operate. Cold Generation can can block out up to 3 areas Die Roll Type
be used to negate other sources of cold, simultaneously with Power rank 01-25 Fire & Cold
whether Power based, artificial, or darkness. Normal vision is reduced to 26-50 Fire & Shadow**
e n v i r o n m e n t a l ; i t s Po w e r r a n k less than a foot, and those with 51-75 Radiation & Shadow**
decreases the intensity of the affected infravision, special senses that permit 76-00 Light & Sound**
cold. However, it cannot be used to raise seeing in the dark, or light-Powers must
the temperature of a frigid environment. make a FEAT against the Intensity of the

75
Fire and Cold: Known as Coldfire or by Shadowfire must make an Endurance against any plasma wielder using light
Coldflame, it appears most often as a FEAT or pass out for 1- 10 rounds. or electricity effects.
silver flame that emits coldness. Coldfire Enemies struck by Shadowfire heal at a
has several unique and interesting reduced rate of -1 CS Endurance. A Sound and Light**: Echolight is a
properties, foremost is the way it affects proficient user in Shadowfire can semi-transparent pale white energy
organic and inorganic matter differently. eventually develop power stunts such as which inflicts power rank damage at
Organic matter exposed to Coldfire energy conversion, energy aura, and power rank range and has the added
suffers damage like one would expect limited intangibility. Plasma users with effect of overloading the targets sensory
and the target suffers -1 CS on all Light or Radiation effects do not suffer input causing severe disorientation for a
Endurance FEATs for 1-10 rounds the draining effect of Shadowfire and short period of time inflicting a -3 CS to
afterwards. Inorganic matter takes inflict +1 CS damage against all all FEAT rolls for 1-10 turns. Targets with
power rank damage from Coldfire and Shadowfire users. Protected senses and Reflection suffer
has its material strength reduced by the a -1CS to their FEAT rolls against
Coldfire power rank for 1-10 turns. Hard Radiation and Shadow**: Echolight. Wielders of this form of Demi-
Additional power stunts one can develop Darklight is usually extremely dark and Plasma can develop power stunts such
as a proficient Coldfire user include red colored energy giving off minimal as Illusions, Hypnotic Control and
Flight, Plasma Aura and the ability to illumination and bathing the area in a Lightning Speed. An Echolight user
solidify and shape Coldfire Plasma. eerie red light that registers on both UV receives a -1 CS to all FEAT rolls against
Coldfire receives a -2 CS to all FEATs and IR scans. Darklight inflicts power any Plasma composed of Hard
against Fire and Heat Plasma rank damage and forces the target to Radiation or Magnetism and receive an
Generation. make a Psyche FEAT roll versus additional +1 CS damage from such
Darklight's effects or become fearful of energies.
Fire and Shadow**: Also known as the wielder suffering a -2CS on all FEAT
Shadowfire, it is most often seen as a rolls for 1-10 turns. Targets hit by the EE4/Ectoplasm Casting: The hero
purple or black flame. Shadowfire Darklight heal at a reduced ability -1 CS can project a invisible expanded force of
appears to have the same effect on Endurance. A proficient user of Darklight Ectoplasm (spirit energy) at power rank
o r g a n i c a n d i n o r g a n i c m a t t e r. can develop several power stunts such range and damage. The Ectoplasm blast
Shadowfire has a curious effect on other as Energy Reflection, Flight, and UV and affects the target's base Karma, not
energy types in the area, causing them Thermal Vision. A Darkfire wielder health. If the base Karma drops to 0,
to be dampened by -2 CS while in the receives a -1 CS to all FEAT rolls and then the Reason, Intuition and Psyche
area of a Shadowfire user. Enemies hit receives a +1 CS of damage taken Ability ranks of the hero starts losing points

76
equal to this power's ranks divided use any form at will or can raise his rank the hero's will or if it has an independent,
across all 3 abilities. If any of the target's +1CS by specializing in a particular form. but obedient, mind. If the player chooses
abilities drop to 0 then the target is This Power automatically includes Power the latter he raises the Power rank +1CS;
forced to make an Endurance check or rank Resistance to Electricity; no FEAT is he can raise it another +1CS by having
required to resist your own Power. This
fall into a coma. If the check fails the hero the lapse into unconsciousness when he
Power is linked to Electrical Control and
can regain lost ranks at the rate of +1CS Energy Sheath. When creating the hero,
uses the Power, since his mind is directly
per day of rest. the player can exchange any randomly tied into maintaining the Doppelganger's
determined Powers for these if he so existence. Any damage to the
EE5/Electrical Generation: The hero can desires. Extreme heat reduces this Doppelganger is subtracted from the
create electrical streams that can do Power Power's rank by the Intensity rank of the hero's Psyche. Rank determines the
rank damage. The hero can project the heat. Conversely, extreme cold increases duration of the Doppelganger and the
electricity through any conductive medium, the rank by the cold's Intensity rank. At minimum Powers it possesses. Normally
such as air, water, or metal, at Power rank Shift X level, the hero gains the ability to the hero can generate only one
range. If the player chooses, the hero can create a stream of conductive gas, thus Doppelganger at a time. At extremely
gain +2CS to his damage by choosing to allowing the Power to function even in a
limit his range to contact only. In this case, high ranks, the hero can generate
vacuum.
the range can be extended by conducting additional Doppelgangers. The number
the Power through solid conductors like is equal to 1% of the Power rank number
EE6/Energy Doppelganger: The hero
metal. Electricity comes in various forms: (round up). For example, at Class 1000
can generate an Energy Body from his
• Static electricity causes magnetic rank the hero can create 10
own body. This Doppelganger can have
attraction between objects and can disrupt simultaneous beings. Such beings have
electronic communications. Powers of its own, including those
a decreased Resistance (-2CS) to
• Lightning is sheer, raw, destructive power characteristic to the type of energy of
plasma based attacks since these
and by far the most popular form of this which the Doppelganger is composed.
disrupt the energy field that forms the
Power. The Doppelganger automatically has
Doppelganger. They possess an
• Alternating current is what our the Power of True Flight, While the player
increased Resistance (+4CS) to attacks
technology is driven by. This Power can c a n d e c i d e w h i c h Po w e r s a r e based on Light, Heat, Flame, Vibrations,
either energize or overload normal possessed by whom, a rule of thumb is and Sonic, since they have no solid mass
electrical devices. that the majority of physical Powers are to affect. The Nemesis Power is
• Direct current is what a battery produces. assigned to the Doppelganger. The Plasma Control.
It can energize or overload devices that
player must also decide whether the
use DC power. It can also short out
devices that use AC power. The hero can
Doppelganger is simply an extension of

77
EE7/Fire Generation: The hero can Cold Emission, Coldshaping, and This permits the hero to do rank level
project fire with Power rank damage and Powers that use water. This Power gains effects over target materials. Some
range. These flames have no apparent +1CS when fighting these Powers. It Power Stunts using pure heat include:
fuel source and spring from the hero as if also loses -1CS when being attacked by • Causing the breakdown of molecular
he were a living fuel tank. Although the those Powers. or even atomic bonds (Amazing and
flames' fuel comes out of the proverbial Unearthly FEATs, respectively).
nowhere, free oxygen must be present EE8/Hard Radiation Emission: This • Negating a target's magnetism
for the Power to function. If not, the hero covers the dangerous section of the • Negating a target's electrical
can cause a single flame that lasts' only energy spectrum: ultraviolet light, x-rays, conductivity.
one turn, then fizzles out. At Shift X rank, and alpha and beta particles, gamma • Strengthening materials by heat
the hero gains the ability to generate rays, and the ever-popular "cosmic treating.
oxygen as well, permitting this Power to rays." The hero can project any of these • Changing local weather by heating
function under any conditions. When types at Power rank range and damage. the air; this can cause small cyclones
creating the hero, the player can choose When creating the hero, the player can and electrical storms.
the Powers of Flame Control, Energy raise his rank +1CS by specializing in a Because this Power uses pure heat, it
Sheath, and Energy Body to fill any slots particular type of hard radiation. For can function in conditions that negate
still open. For example, under the game purposes, we'll assume that the Flame Emission, like the absence of
Ultimate system, the Human Torch hero has total control over his own free Oxygen or the hero's being
possesses three powers: Fire inherent radioactivity and possesses underwater. Beings who possess
Generation, Fire Control, and Energy automatic safe-guards that prevent him Thermal Vision or Abnormal Sensitivity
Sheath. This has to be the most from fatally contaminating the area each can detect an infrared glow around, the
dangerous Power around. Heroes have time he uses his Power. This Power is hero and his target whenever he uses
to watch out for accidental firestorms. linked to Radiation Control; the player his Power. Heat Emission is the
They also tend to consume all the can exchange one of his other Powers Nemesis of Cold Emission,
oxygen in their location, making for Radiation Control when creating the Coldshaping, and Powers that use
everyone pass out. Then there is the hero, if he so desires. water. This Power gains +1CS when
question of smoke and gases created by attacking those Powers andloses -1CS
the hero's Flame Power. It makes me EE9/Heat Emission: The hero can when being attacked by them.
wonder what kind of ventilation system generate pure heat that is not
the Baxter Building has… Fire necessarily accompanied by light or
Generation is the opposing Power to flame by accelerating molecular motion.

78
EE10/Ice Generation: The hero in properly supported, a ramp can rise of equal material strength. This Power
question may draw water from the two floors per round. These ice ramps can affect only tangible materials. It
ambient atmosphere (nearby area) and are not permanent, and their melting includes Resistance to Kinetic Bolts,
convert it to ice, which the hero may may result in damage of the Kinetic Control, or Telekinesis. Optional
then use initially as a missile weapon. surrounding area (with appropriate Powers are Kinetic Control and
He may later develop other uses Karma toss). Telekinesis, which are also the Nemesis
through Power Stunts. The ice missiles • Create slick spots of Power rank - Powers.
have Power rank range, inflict up to 1CS slipperiness.
Power rank damage (the hero may • Project waves of cold as opposed to EE12/Light Emission: The hero can
throw less lethal snowballs), and use ice. The cold has Power rank range emit powerful bursts of light do Power
Agility to hit either on the Blunt and intensity, and reduces the rank damage at rank range. The light
Throwing or Edged Throwing battle opponent's FEATs by -2CS if the may be of any nature:
effect column. The hero may gain one intensity is higher than Endurance, • Normal light in any color or intensity;
additional Power Stunt at start, and 1CS otherwise. This cold may also be the hero can light the area, dispel
develop others as play progresses. used to offset heat damage. Shadow Powers, and temporarily blind
These include: • Absorb cold and ice (effectively targets.
• Entrap others in ice of Power rank melting the latter) with Power rank • Coherent Light (lasers) do rank level
material strength, up to 2 areas away. ability and capacity. Were a hero to heat damage as they burn into targets.
• Give the hero Body Armor of Power absorb Monstrous (75) cold in her Lasers can also be used to carry
rank -1CS Strength. The armor is a thin area with an Amazing (47) Power rank, information or to create holograms.
casing of ice, and as such is vulnerable then 28 points (or Remarkable • Optic blasts do rank level damage but
to fire (fire attacks are +1CS to hit and Intensity cold) would get through. rather than burn a target, they act as
damage). Kinetic Bolts.
• Create columns, walls, and other EE11/Kinetic Bolt: This is a crude form The player can raise the hero's rank
shapes of Power rank -1CS material of Telekinesis. The hero can strike a upon creation by +2CS if he chooses
strength. target with a surge of force at Power rank specialization in a specific form of this
• Create ramps of ice that allow the range and damage. The Kinetic Bolt can Power.
hero to "skate" at Power rank -1CS be shaped as desired by the hero. It can
speed. This does not give the hero the be a wide cylinder, or an incredibly fine
effects of Lightning Speed (he cannot needle. Its effect is the same as if the
make quick turns and stops), but it target had been struck by a solid object

79
EE13/Light Force Manipulation: In devices upon a successful Reason Dimension the hero may naturally
the dimensions that exist to balance the FEAT roll against the intensity of the regenerate with power rank ability and
cosmic forces of nature there exists the device required. Flight at power rank even regrow lost limbs and organs over
Light Force dimension, a realm of light speed by riding currents of light . Open time. If slain it is possible for the hero to
that exists as the counter balance to the gatewaysintotheLightForce be reborn as an energy being of pure
light consuming balance of the Dark Dimension allowing for instantaneous light force energy, other wise his life
Force dimension. Whether or not life travel across space and into any force will be absorbed into the light force
exists withing this dimension or whether dimension bordering upon the Light dimension. Optional Powers include
or not it is alive is unknown but for those Force Dimension, although unless Illusion Casting, Light Generation, Light
few who are connected to it, they have a somehow protected from the blinding Control, Carrier Wave and Energy
number of potential power stunts forces of the dimension. An advanced Solidification. Nemesis powers include
availablebychannelingand application or power stunt of this power Shadowcasting, Shadow Shaping and
manipulating this extradimensional allows the character with appropriate Dark Force Manipulation. Light Force
force. Inherent powers and potential power stunting to create and manipulate Manipulation created by Nightmask of
power stunts abound including the light based illusions with power rank Classic Marvel Forever.
following: The being in possession of ability. Where the Dark Force is known
this power is naturally immune to all light to feed of the energies of living beings EE14/Magnetism: The hero can
based attacks and conditions, as such the Light Force Dimensional energy can generate intense magnetic force. The
they cannot be blinded by any intensity be channeled to these beings to heal magnetic field may be centered on the
or level of light or harmed by any attacks existing damage, as well as purge all hero's body or be projected at rank
which use light to transmit them. The toxins and diseases affecting the target range. The field can affect anything
character may naturally emit any on a successful power FEAT roll. Go susceptible to magnetism, attracting it
intensity or wavelength of light with without tiring by sustaining oneself on with Power rank Strength. If the target
power rank range and strength. the energies of the Light Force itself is magnetic, the hero can attract it
Unleash light blasts capable of doing Dimension having as such effectively at +1CS or repel it at Power rank. The
energy or force damage of up to power unlimited stamina and requiring no food, hero can induce magnetism into any
rank damage and power rank range. water or air to survive. The only materials that can sustain a magnetic
Similar to Dark Force Manipulation the limitations remaining are those on the field; these include ferrous materials,
character is capable of generating solid beings mind requiring the occasional iron-bearing clay and plastics, and
light constructs of power rank material rest or sleep in order to restore itself. ferrous ores. The hero can do rank level
strength and may create functional By tapping into the Light Force damage to electronic devices by scrambling

80
internal signals; this is especially The hero can project Plasma fields at broadcasting and electronics; the Power
effective against magnetic recordings Power rank range. Due to the unique can do rank damage over rank range to
and micro-chip dependent devices. This nature of this Power, it does damage on these. The Power can also be used to
Power can affect other Powers. It can two levels. The primary level is brute directly affect any target by internally
redirect Electrical Generation by a force; the field does Power rank damage heating it through microwave
Typical Intensity FEAT if the other There are also side-effects based on the bombardment. Used in this manner, the
Power's rank is lower, a Remarkable nature of each Plasma bolt. Plasma Power has -2CS on its damage and
Intensity FEAT if equal, and an fields have two of the following side range. Optional Powers include Radio-
Unearthly Intensity FEAT if the other effects: wave Control, Energy Sheath, and
Power is higher. It can disrupt Electric or • Light at -2CS level of illumination Carrier Wave. Nemeses include Radio-
Magnetic Control and Energy Sheath or • Heat at -2CS damage wave Control, Energy Absorption, and
Energy Body, if either are magnetic in • Flame at -2CS damage Force Field vs. Energy.
nature. The Power has its drawbacks. It • Hard Radiation at -2CS damage
attracts some types of attacks if the hero • Magnetism at -2CS damage but full EE17/Shadowcasting: The hero can
is careless. Such attacks as Electrical Power rank range emit a field that decreases light and
Generation or anything using ferrous • Electricity at -2CS damage. radiation. The obscured energy's
materials (knives, missiles) gain +2CS. The hero initially possesses a single Intensity is lowered by the Power's rank
This Power is its own primary Nemesis. type of Plasma with two set side effects taken as Intensity. The energy forms that
that occur each time he uses his Power. can be affected by this Power are Light,
EE15/Plasma Generation: Plasma Later he can develop other Plasma with Heat, Hard Radiation, Radio-waves,
refers to here to a field of highly-charged different side-effects as Power Stunts. Energy Doppelgangers, and Energy
particles. Common examples include Plasma is a Nemesis to the Powers of Bodies. The hero possesses the ability
the aurora borealis, the glow in a Energy Sheath and Energy Body. The to affect only Light when his Power is at
fluorescent tube, the Van Allen Belt and hero gains +1CS when attacking either Good rank. At each rank above Good, he
the heart of a nuclear blast. Plasma may Power. Plasma's own Nemeses are gains the ability to affect another energy
be of any nature: fiery, magnetic, Plasma Control and Power Control. form in the following order: EX-Heat,
electrical, radioactive, or be of a RM-Hard Radiation, IN-Radiowaves,
previously unknown form of energy. This EE16/Radio-wave Generation: The AM-Energy Doppelgangers, MN-
last group includes many super-powers, hero can generate radio-waves, Energy Bodies. This Power includes the
living energy fields, and beings who can including AM and FM signals and ability to see clearly through his own
transform themselves into pure energy. microwaves. This Power primarily affects natural or Power created shadows of

81
Intensity less that the hero's Power rank. affect even unconnected targets in a
The Power can disrupt Darkforce vacuum.
Manipulation on a Typical Intensity FEAT
if its rank is higher than that of the EE19/Vibration: The hero can
Darkforce manipulator, Remarkable generate non-audible vibrations. These
Intensity FEAT if they are equal, and can alter existing harmonics, effectively
Unearthly Intensity FEAT if the Power's negating any sonic- or vocal based
rank is lower. Optional Powers include Power. The hero can cause tremors at
Shadowshaping and Dar kforce Power rank range and damage. The
Manipulation. The Nemesis is Light Power can even be used to incapacitate
Emission. living targets; effects can vary from
motion sickness (nausea and vomiting)
EE18/Sonic Generation: The hero can to death by internal hemorrhaging. This
generate intense sound and make attacks of Power includes Resistance to Vibratory
Power rank range and damage. This Power attacks. Optional Powers include
can generate frequencies normally Vibration Control and Sonic Generation.
inaudible. The hero can disrupt other Some possible Power Stuntsinclude:
sound-based Powers by creating • Forming a vibratory shield that can
dissonance as his harmonics clash with provide up to +2CS protection. The
the second Power's harmonics. The hero's vibrations make the hero harder to hit as
own rank is subtracted from the target
weapons are thrust aside by the field. At
harmonic's Intensity. Optional Powers
higher ranks it can even cause the
include Sonic Control, Vibration, and
Vibration Control. Nemeses are this Power weapon's own structure to collapse.
itself and the three just listed. The Power • Negating vocal powers by sending the
needs a medium to carry the sound, hero's own vibrations into the target's
whether gaseous, liquid, or solid. It cannot larynx. For example, your hero could
function in a vacuum unless the hero is reduce Lorelei's song to a gurgle.
touching a solid through which he can • Throwing machinery out of kilter by
transmit his Power. This Power can be vibrating delicate components.
used in tandem with the Power of Speech
Throwing to permit Sonic Generation to

82
Fighting Powers

F1/Adrenal Strength: The Hero can ranks.) The hero also develops Iron Will .F4/Chi/Ki Manipulation**: The
temporarily gain great strength one time for the duration of the Berserker rage; character may manipulate the inner
per day for Power Rank duration. The the rank for this is the same as the energy of his fighting spirit to perform
hero adds the Power Rank directly to Berserker Power's rank. The Berserker several Martial Arts style power stunts:
his Strength ability. The initial Power lasts for the length of combat and 10 •The hero may temporarily increase one
Rank for this ability receives a +1CS turns. When the rage ends, all the of his Fighting, Agility, Strength or
bonus. Bonus Powers include Hyper altered Abilities return to their original Endurance Ability ranks by +1CS for 1-
Endurance. ranks. Since the Iron Will also 10 rounds. Afterwards the hero loses 25
disappears, the hero finally feels the points of health.
F2/Atemi**: The hero can automatically effects of any damage he suffered while •The Hero may channel his fighting spirit
strike an opponent with his/her finger or in the Berserker rage. Example: Orlando into a unarmed strike that deals power
fore knuckle in the right area of the the Furious has Feeble Strength, Good rank damage afterwards the hero must
target's body and paralyze a limb, Fighting, Remar kable Reason, pass an Endurance FEAT roll or pass out
disrupt the nervous system or knock Incredible Psyche and Excellent for 1-10 turns.
them out all together for 1-10 game Berserker Power. When he enters the •The hero may use his Chi Manipulation
turns. These attacks on vulnerable Berserker rage, the following occurs. to block, evade, deflect or catch physical
points of the target can be used to affect Psyche and Reason drop to Feeble, a attacks and projectiles instead of his
the body and mind in numerous ways. total of 66 points. This is between normal Abilities.
The victim must pass an Endurance Orlando's Strength and Fighting ranks. The initial rank for this power should be a
FEAT roll versus the Atemi's intensity Strength increases to Remarkable, minimum of the Fighting ability +1 CS if
or suffer the disadvantage intended by Fighting to Incredible. Finally, he rolled lower it is raised to this level
the attacker. develops Excellent Iron Will. The minimum. The character may learn
carnage that ensues is short and messy. increased power stunts such as
F3/Berserker: The hero can enter into a Orlando emerges victorious but remains Healing-Self, Multiple Attacks, or
battle rage that alters the hero in some rather dangerous to be around for Weakness Generation abilities.
significant ways. Reason and Psyche another 10 turns (5 minutes). The
plummet to Feeble rank while the ranks Optional Power is Natural Weaponry. F5/Dimak**: The hero can disrupt the
for Strength and Fighting increase by the Thus, you can build your own Wolverine bodies natural or unnatural healing
same number of ranks. (That is, the total (or other violent, crotchety animal from ability with just a one finger attack. The
number of points lost are split evenly the north woods). The Nemesis Power target can perform any normal type of
between the Fighting and Strength for this is Mental Domination. FEAT used in unarmed combat to avoid this

83
attack. However, the effects of the Dimak weapon does not earn Karma it's feat roll. Furthermore he can make
reflect on the intensity of the attack after starting Karma is added to it's partners acrobatic charging attacks, by leaping or
the defensive Endurance FEAT roll. On a starting total but form then on the hero is launching himself into an area, he does
white FEAT roll the victim takes no responsible for covering and managing so at +1 C/S to Endurance for charging.
damage. On a Green FEAT roll the victim his partner's Karma. If the weapon is The power has a cost of three (2) Power
the victim takes 1 point of the Dimak destroyed the hero loses Karma equal to Slots and no other Fighting Talents or
damage plus the attackers attack his weapon's starting Karma plus he Powers can be taken. The major
damage. On a Yellow FEAT roll the victim suffers damage to his health equal to the weakness is someone with better
is knocked unconscious for 1-10 game weapon's Material Strength which is abilities.
turns. On a Red FEAT roll the victim determined by rolling on Column 4. If the
suffers Endurance loss as if suffering a Material Strength of the weapon is Good F9/Martial Arts Supremacy: In the
kill result. rank or less increase it to at least MARVEL SUPER HEROES game
Excellent rank. system Fighting is considered an Ability,
F6/Extra Attacks: This Power is always not a Power. However, this Power
+1CS better than the starting Fighting F8/Natural Combat Athletics**: The increases a hero's already mastered
ability. Use this Power instead of Fighting character is genetically hardwired with Martial Arts (a Talent in the game
to make multiple attacks. There is no the combination of the talents Martial system) to dramatically higher levels
penalty for failing with this roll, but the Arts A, B, E, Parkour and Tumbling, and allows him to perform actions that
individual may make only one effective giving him a +1 C/S to Fighting while would otherwise be impossible, like
attack in that round. engaging in unarmed combat, +1 to all splitting a battleship in two with a single
initiative rolls, +1 C/S to fighting and karate chop. Martial Arts as explained in
F7/Intelligent Weapon: The hero has a agility while evading and dodging the Advanced Set falls into five
unique weapon that is intelligent. It may respectively, +1 C/S to strength when categories labeled A through E for
be a living thing or an electronic intellect. attempting to escape from grapple simplicity's sake:
Determine the weapon's Reason, attacks. The character gets +1 C/S to • A-This form uses the opponent's
Intuition and Psyche randomly and Strength and Agility for the purpose of Strength against him and permits the
choose it's superpower. This weapon is leaping and a natural parkour style hero to Stun or Slam an opponent
an NPC whose personality is allowing him to move at full speed regardless of their relative Strengths and
determined and controlled by the Judge. through a crowded area without penalty Endurance.
The weapon places the same Karma and can fall +1 C/S to an Agility Roll (as if • B-This form is keyed to offense by
demands on the hero as a sidekick, the leaping) without damage on an agility inflicting damage by short quick bursts.

84
The hero gains +1CS Fighting when shatter iron, concrete, or bullet-proof The player and the Judge need to work
engaged in unarmed combat. glass with a red Power rank FEAT. If together to create a functional hero. A
•C-This form concentrates on holds and desired, this Power can be modified to fit drawback to this Power is that if the hero
escapes. The hero gains +1CS to his any Fighting skill the prayer can imagine. is somehow deprived of his Natural
Strength when Grappling or Grabbing This can include Supremacy in any Weaponry, he suffers a loss to his
and +1CS to his Agility when dodging. one weapon, such as swordsmanship or Fighting Ability equal to his weapon's
• D-This form seeks out the opponent's archery. Optional Powers include Iron rank. Example: Due to a mishap with a
weak points and strikes at them. The Will and Weapons Creation. The m a t t e r t r a n s m i t t e r, Wo l ve r i n e
hero can ignore the effects of physical N e m e s i s Po w e r i s M a r t i a l A r t s temporarily loses his claws. He's so
Armor when determining Stun and Slam Supremacy of one rank higher than that shaken that his normal Incredible
results. Unfortunately, the hero must possessed by the hero. Fighting Ability drops to Feeble. If the
study his opponent for two turns before Natural Weaponry is made of materials
he can bring this effect into play. F10/Natural Weaponry: The hero's not normally found in the body, it makes
• E-This form encourages quick striking body contains special anatomical the hero vulnerable to attacks that affect
to catch an opponent off guard. The hero features that can function as weapons. those materials. For instance, Wolvie
gains +1 to initiative rolls when engaged These may be of any nature and can has a -1CS resistance to Magneto's
in unarmed combat. be external, internal, or retractable. If powers, since they can affect his metal
The player chooses one of the above these are damaged the hero suffers as if skeleton.
Martial Arts and determines its rank they were normal body parts. When
when he creates the hero. When this creating the hero, the player decides the F11/Photographic Reflexes: The hero
Power shows up, add its Power rank nature of the weaponry. The weaponry can perfectly imitate an physical action
number to the already determined Talent chosen possesses this Power and rank no matter how complex after only seeing
rank number. For example, the Kung-Fu taken as material strength for purposes it once. So long as he can periodically
Kommando possesses Martial Arts E at of determining potential damage. Each practice a memorized action or view it
Typical rank and Martial Arts Supremacy time the player rolls this Power, he can again in a recording or real life it stays
at Good rank. These combine to give add another weapon to the hero. As with him permanently. In game terms
Kung-Fu Kommando an Excellent rank stated in the Player's Book, some forms this allows him this allows him to learn a
for his Mar tial Ar ts. Mar tial Ar ts of Natural Weaponry provide Bonus new physically based talent by spending
Supremacy can be used to do rank level Powers (see "Claws" and "Extra Body only 100 Karma. Anyone who the hero
damage against non-living matter. For Parts"). These are placed in the next has studied suffers a -2CS to all FEATs
example, Kung-Fu Kommando can available slot in the Power Generation. during combat. With a successful

85
Intuition FEAT he roll he can wait until he gives the weapon a lifespan of 100 turns hero must spend another 10 minutes
hears what his opponent's action will times the hero's Reason rank number. studying the weapon before attempting
be for the turn before deciding his own On an Amazing Intensity FEAT, the another FEAT. Some weapons might be
action. weapon lasts for the hero's Reason rank beyond the hero's comprehension, if the
number times 10,000 turns. Should he player has really bad luck when rolling
F12/Unique Weapon: The Hero has a make an Unearthly Intensity FEAT, the the dice. The hero can create new
unique weapon, similar to Captain weapon will be permanent. Each ounce weapons based solely on his
America's shield or Thor's Hammer. The of created matter temporarily costs the imagination and basic knowledge of
hero gets two column shifts to the right hero 1 Health point. All points lost in this weapons design. This requires intense
when using this weapon in combat. The manner are regained after 24 hours. concentration and a red Power rank
weapon also has one superpower, Thus, the hero can only create a weapon FEAT. The newly created weapon has
chosen by the player. It's power rank is weighing the number of ounces equal to the same characteristics as a normally
determined randomly , but if the result is his Health score in a single day. The hero created one of its type. In the case of
Good or less, increase it to Excellent. must have detailed knowledge of any altered or imaginary weapons, the
weapon he wants to create. He can only player and Judge should agree on a
F13/Weapons Creation**: The hero store a limited number of weapons' r e a s o n a bl e a n d p l aya bl e s e t o f
can create any desired weapon out of designs in his memory. The total number characteristics for the weapon in
thin air. The weapon can be of any of memory slots available to this Power question. The Power includes versions
design, size, and material. The size of equals the hero's Reason rank number. of Elemental and Molecular Creation.
the weapon is limited by its weight. The The player must keep a record of the Each element or compound takes up its
hero can only create in a single turn a weapons he can create. This list can be own memory slot, just like the throwing
maximum number of ounces equal to his changed at any time. A Green Reason daggers and broadswords that clutter the
Power rank number. Heavier weapons FEAT gains the hero a new design. If hero's mind. Such raw matter can be
have to be assembled in pieces over a no open memory slots are available, an formed into any weapon's shape. This
span of several turns. While the material old design is tossed away to make room per mits the hero to change the
strength of the created weapon is the for the new one. Normally, the Power is composition of any already memorized
same as that of a normally- used to make facsimiles of existing designs. For example, if he has already
manufactured weapon of the same type, weapons. The hero must make a memorized the design of an arrow and
its duration is much shorter. The life span detailed study of the weapon for at least the nature of silver he can create both
of the weapon is determined at the time 10 minutes before attempting a FEAT. wood and steel arrows and silver arrows.
of creation. A Typical Intensity FEAT Failure to make the FEAT means the Weapons created materialize in the

86
hero's hands. There is an exception to weapon. Equal or lower cost weapons Energy weapons
the rules thus far. When creating the can be created on a green FEAT. A cost Heavy weapons
hero, the player can choose to specialize of one to three levels higher requires a Battle weapons
in creating a single copy of a special yellow FEAT. A cost of four to six levels Alien weapons
weapon. In this case, the weight limit is higher requires a red FEAT. If the cost of Battle-Suits
raised from one ounce per Health point the desired weapon is more than six War robots
to one pound per Health point. Such levels higher than the hero's Power rank, Needless to say, the player will have to
special weapons are never permanent; it is an impossible FEAT. Example: Dr. develop stats for anything he comes up
Unearthly Intensity FEATs are treated Fixit has Excellent Weapons Tinkering with. If he successfully copies existing
the same as Amazing Intensity ones. and access to his brother-in-law's technology, like the Iron Man battlesuit
One example of this option is Magik's junkyard. He wants to build a battle or a SHIELD Plasma Beam Handgun,
Soul Sword. The Optional Power for this copter with Adamantium armor. The he can simply use the established stats
is a form of Martial Arts Supremacy copter has an Amazing cost. True for that device. Weapons Locker
that uses a special weapon, as in the Adamantium has a Shift X cost; (MHAC8) by Epperson and Grubb is a
option explained above. The Nemesis secondary Adamantium has an valuable aid to the player of a hero with
Power is True Invulnerability. Unearthly cost. Dr. Fixit makes the this Power. A clever character can also
Yellow FEAT; his copter will work. He use this Power to make money off of
F14/Weapons Tinkering: The hero can doesn't have any Adamantium, though, other characters by building weapons on
devise and assemble any weapon that and tries to improvise. He fails to make a commission. After all, somebody's got to
can be made with the available red FEAT; neither batch of "home- be building all those superweapons that
materials. By means of a red FEAT, the brewed" Adamantium worked. Oh well, fill the pages of comic books.
hero can even improvise a means of he can always convert that old boiler he
creating unavailable mater ials found into armor plate. When creating
(Adamantium, for example). Provided he the hero, the player can choose to make
has the resources, the hero can the character a jack-of all-trades or
assemble a functional copy of any specialist in a particular field. If he
weapon. As to what weapons he can chooses to specialize, he can raise the
make, use the Resource costs listed in rank +2CS. Categories of weapons
the Hardware section of the Player's include:
Book (pages 42-46). Compare the Edged and Blunt weapons
Power's rank with the cost of the desired Projectile weapons

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Illusion Powers

I1/Animate Image: This is a specialized field of clear vision, he can no longer Power and whatever means he employs
form of Illusion casting that enables the make it realistically conform to the t o ex t e n d h i s v i s i o n . E x a m p l e :
hero to apparently bring any flat image to surroundings. Example: Kinescope Kinescope has an Excellent rank for this
life. Whatever the original nature of the Animates a lion off of a circus poster and Power and can project an Image up to
image—drawing, painting, photograph, sends it after some muggers. The 25 areas (3300 feet) away. He also has
print—the image gains three muggers flee around a corner, the lion in Good Clairvoyance with a maximum
dimensions and independent pursuit. Unbeknownst to Kinescope, the range of 2500 miles. By using both
movement. A blank white area now fills alley is full of trash cans, which the lion Powers, he can maintain the realism of
the area formerly occupied by the newly blithely passes through. The muggers his Images up to the maximum range of
solidified Image. In actuality, the hero see this and realize they've been had. 25 areas even through any vision-
has created two Illusions. The obvious Kinescope gets a surprise when he blocking barriers. The Image possesses
one is the Animated Image that has comes around the corner. The Image whatever abilities or characteristics the
p e e l e d i t s e l f away f r o m i t s f l a t can exist for as long as the hero original model possessed. At least, it
background and filled out into three concentrates on maintaining it (the possesses those abilities or
dimensions. The second, more subtle Judge is free to determine how easily characteristics the hero believes the
Illusion is the "blank white area." The this can be done given the model possessed. This is after all an
hero automatically casts this Illusion to circumstances the hero finds himself in). Illusion that the hero has created. As
mask out the still-existing original Although the Image can only be such, it conforms to his expectations.
picture; this secondary Illusion lasts for realistically controlled within one area of What traits the Image has are
10-20 turns or until the primary Illusion the hero's location, the Image can be determined by the hero's imagination and
ceases to exist, whichever comes first. projected up to the full range for this memory for detail. The accuracy of the
The initial range at which the hero can Power. Once beyond the one area limit, Image is determined by the hero's
Animate an Image is line of sight for one the Image is easily perceived by others Reason. A green FEAT creates an
area. This is also the maximum range at as a holographic projection. The hero Image that is somehow flawed; it might
which the hero can normally maintain can overcome this limit by extending the move the wrong way, lack a shadow,
the "realism" of the Image. Simply put, range of his own senses, either through have no surface detail, and so on. A
the hero has to be able to clearly see artificial means (telescopes, remote TV yellow FEAT creates an Image that are
both the Image and its surroundings. camera, etc etc) or by using sense nearly exact; a close visual examination
When either is beyond his vision, the extending Powers. In such cases, the is required to distinguish the Image from
reliability of the Image drops drastically. hero can extend realistic control of the reality. A Red FEAT roll creates a perfect
When the Image gets beyond the hero's Image up to the range limits for this Illusion. The typical animated image

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that are nearly exact; a close visual cannot directly do physical damage to Animate Image and Neural Manipulation
examination is required to distinguish a target. If the Image incorporates bright to create an Image of a boa constrictor.
the Image from reality. A red FEAT light, it has the potential of blinding the The boa constricts Kinescope's
creates a perfect Illusion. The typical target. How ever, if the hero possesses opponent, who believes he is being
Animated Image is an intangible certain other Powers that can be crushed and passes out from his
holographic projection. Since most combined with the Image then it can do imagined loss of breath. Psychosomatic
people rely 'exclusively on their vision as actual damage. If the hero also uses damage can be resisted by any target
the means of sensing their environment, Energy Solidification or any of the Matter who becomes aware of the Image's lack
the Animated Image is easily accepted Creation Powers, the Image gains of reality. Be warned that psychosomatic
as reality. Only when other senses are temporary solidity. This lasts for 1 -10 damage can lead to fatal results if the
used does the Image get exposed as turns, regardless of the normal duration target succumbs to a heart attack or
Illusion. Such Images are mechanically of effect for the supplementing Power. stroke. Note also that psychosomatic
detectable and record-able by such Note: this is determined by the Judge, damage cannot affect non-sentient
means as photography and television. not the player. Any of the Energy minds. Animated Images can be of
Images can also deceive the artificial Emission Powers can be apparently any nature, but are generally used to
senses of mechanical beings. The redirected through the Image. For simulate movable objects and life forms.
Animated Image is initially strictly example, if the hero possessed both In all cases, the hero must have an
composed of light. It lacks the other Animate Image and Fire Generation, he actual image to work from. The Animated
sensory details of a real object, most could create a hazardous simulation of Image that results is the same size as the
notably the sounds and smells of the the Human Torch. This Power can be original image. Not all of the model has
original. These can be simulated to give combined with certain Psionic Powers to to be present in the original image; the
the Animated Image greater reality. The create Images that do psychosomatic hero can fill in the rest from his
imagination. As he brings the Animated
Talent of Ventriloquism or such Powers damage to a target. These Psionic, Image to life, it climbs out of the frame,
as Speech Throwing or Vocal Control include Telepathy, Mental Domination, revealing previously unseen parts. For
can add speech and incidental noises to Hypnotic Control, and Neural example, Kinescope Animates a head-
the image. Sensory Manipulation can Manipulation. Psychosomatic damage and-shoulders portrait of Lincoln. The
create, deceptions of smell, temperature occurs because the target believes in visible parts immediately spring out;
difference, and even tactile sensations. the reality of the Image and thus the. the rest of Abe's body is revealed as he
The coherent light of the Image blocks reality of any damage the Image is climbs out of the frame. Animate Image
nor mal light and creates nor mal inflicting upon him. For example, can be used to alter images within the
plane of the original picture.
shadows. Since theImage is intangible, it Kinescope combines his Powers of

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The hero can alter the placement of Animation, Control, and Conversion apparently alter the nature of reality. The
sections of the picture or give them flat Powers. Optional Powers include either hero can cast his Illusions anywhere
animation, even making sections of the Telescopic Vision or Clairvoyance, within his Power rank range, though he
picture apparently withdraw from the Energy Solidification, and either must be able to clearly see the area
depicted scene. While the previous Elemental or Molecular Creation. The where the Illusion is forming if he wants
commentary has spoken of this Power in Nemesis Powers are either Sonar or to make it at all realistic. The normal limit
terms of translating two dimensional Radar, combined with temporary for unaided vision is one area (132 feet).
images to three-dimensional objects, it blindness. Beyond that range the hero can no
can also be used to simulate animation longer clear ly see his Illusion's
for already three-dimensional objects, I2/Illusion-Casting**: The hero can surroundings and thus cannot alter the
like statues or stuffed animals. This can create realistic holographic images that Illusion to reflect things going on around
be developed as a Power Stunt. The have apparent solidity. These Illusions the Illusion. For example, an Illusion tree
hero uses an existing object for a model can be mechanically detected and cast two areas away might seem to be
to base his Illusions on. The primary recorded by such means as floating a discreet two inches above the
Illusion is the statue or whatever coming p h o t o g r a p hy o r t e l ev i s i o n . T h a t ground. If the hero is unconcerned about
to life; the secondary Illusion renders separates this Power from the psionic, maintaining the reality of his Illusions,
Illusory Invisibility around the original. i m a g e g e n e r a t i n g Pow e r c a l l e d this limit can be ignored. The hero does
The characteristics for the Image are a Hallucinations, which produces images not even need to be able to see the
combination of the statue's material directly in the target's mind and cannot Illusion as it forms. Such uncontrolled
composition and those traits the hero affect mechanical senses. The Illusion Illusions appear as transparent, free
imagines the model for the statue can take any size or appearance the floating apparitions. If the Illusion takes
possessed. Example: Kinescope hero desires and is limited only by his the form of a living being, viewers might
e n c o u n t e r s t h i eve s o u t s i d e t h e imagination. The Illusion can bea see it as a ghost or other phantom
Cleveland Art Museum. He casts his realistic simulation, a fanciful creation form. If the hero possesses a means of
Power on Rodin's bronze, "The Thinker," direct from the hero's mind, or an extending the range of his senses, he can
that sits in front of the museum. The abstract display of light. The hero is maintain the realism of his Illusion at up to
Image that results is a 15-foot-tall man playing with light itself and can create full range of both this Power and that of
made entirely of bronze and anything that is visible. Since most whatever means he uses to extend his
vision. Ways of increasing the senses' range
consequently extremely strong and people depend. on vision to gain
include mechanical means such as
heavy. By using his Power in this way, the information on their surroundings, this binoculars and remote TV cameras and
hero can simulate any of the Matter Power presents the awesome ability to

90
sense extending Powers, most notably occur if they physically touch the commonly, the power is used to disguise
Telescopic Vision and Clairvoyance. Illusion, if the Illusion is somehow the true nature of anything the hero or
Example: Deetee has an Incredible rank flawed, or if the character is just naturally her companions might be doing.
and can Illusion-Cast up to two miles cynical ("Congratulations, Les. So far Example: Dee-tee and her buddy Jay-
away. She also has a good pair of this morning you have attempted to boy have to break into a certain building
binoculars that enable her to see up to disbelieve the existence of a flying that they know is under surveillance.
one mile away. For idle amusement, she saucer, Galactus, two muggers, and Dee-tee doesn't care about subtlety,
likes to go to the top of tall buildings and your breakfast."). Since Illusion-Casting only About distraction, and casts an
Cast Illusions at the pedestrians below. includes the Power of Light Control, Illusion of a large elephant that comes
She also like to find the monitors for Illusions can provide a measure of lumbering around a corner and lies
remote surveillance cameras and use protection against light-based attacks. down in front of the door. Inside the
them to direct her Illusions into locked An Illusory tent would provide protection elephantine Illusion, Jay-boy is free to
rooms. Illusions last as long as the hero against both infrared and ultraviolet use his Kinetic Bolt Power to smash
concentrates on maintaining their light, thus keeping the hero cool and safe open the door. He also uses his Kinetic
ex i s t e n c e. T h e Ju d g e i s f r e e t o from sunburn. Treat this Power as +2CS bolts to simulate the effect the elephant's
determine how long the hero can Resistance to Light based attacks. It legs have when they kick against a
maintain his concentration in a given does not provide protection against any target. The main drawback to Illusion-
circumstance. Breaking the hero's of the other ways Moms Nature has of Casting is that the hero must keep his
concentration abruptly terminates the affecting us. That Illusory tent would be Power's true nature a secret from his
Illusion, while merely getting distracted drafty, cold, and flimsy. Illusion Casting adversaries. It must be presented as if it
causes the Illusion to begin to lose can be combined with other Powers to were another Power entirely. For example,
realism (drift, lose detail, become give the Illusion enhanced realism; this although she is an Illusion-caster, Dee-tee
often presents herself as a Demon-
translucent, and so on). The Illusion's can also create Illusions that do real
Summoner. Even if the Power's nature is
effect on a viewer varies. A viewer must physical damage. If the Illusion-caster public knowledge, the Power is still effective.
make an Intuition FEAT against the has any of the Energy Emission Powers, The Powers of Light Emission and Light
Power rank of the Illusion caster; these can be redirected to apparently Control are innate factors of Illusion Casting.
s u c c e s s m e a n s t h e v i ewe r n ow originate from the Illusion rather than As such, the hero has the ability to generate
recognizes the Illusion's true nature. from the hero. For example, combining any intensity and frequency of light. He
Players running characters viewing an this Power with Plasma Generation can warp light, alter its frequency, and
Illusion are only allowed to make a FEAT would simulate the Phoenix-force and change its degree of coherency. The hero
if they suspect the Illusion. This can fry any electronics in the area. More can do -2CS rank level damage using

91
light-based attacks. As noted earlier, the •Illusory Invisibility ar tificial being. The hero actually
Power includes +2CS Resistance to •Illusory Duplication remains visible but he can now surround
Light-based attacks; the hero simply •Hypnotic Control himself with a holographic Illusion of
casts an Illusion of something opaque •Coloration empty space. This field can be limited
between herself and the offending light. •Hallucinations to the hero's body or increased to cover
The hero can simulate other visual •Blending a large area. The maximum radius of this
P o w e r s o r Ta l e n t s w i t h s o m e •Energy Sheath (Light) effect is the number of feet equal to the
effectiveness as well; the -2CS limit is •Self-Vegetation Power rank number. For example, a Poor
used as a guide for determining how well •Shape-shifting rank could cover an area extending four
the hero can do these things. Example: A drawback in characters who have this feet from the hero, a Monstrous rank
Once inside the building, Deetee and Power is that they tend to become could cover an area extending 80 feet,
Jay-boy discover a guard. Dee-tee casts philosophical about the relationship and a Class 1000 rank could cover a
an Illusion of Ringmaster and tries to between Reality and Illusion. square mile. Within the, Illusory
hypnotize the guard. Her Incredible rank Companions find themselves drawn into Invisibility, things remain visible. From
is reduced to merely Excellent when she interminable arguments about what is the point of view of anyone within the
tr ies simulate Hypnotic Control. real and what is not. Illusion-Casters Power's protection, it appears that the
Fortunately that is enough; the guard may even begin to feel that they area has been surrounded by an
falls under the spurious Ringmaster's themselves are an Illusion being cast by irregularly-shaped transparent balloon
control. Powers that are a part of or can some unknown being. Optional Powers that causes weird tricks of light. Outside
be simulated by Illusion-Casting include: include Energy Solidification, Telescopic the "balloon" a viewer sees only the
•Force Field vs. Energy Vision, and Clairvoyance. Nemesis Illusion of empty space, even if the
•Resistance to Energy Powers include Shadowcasting, viewer has just stepped out of the
•Energy Detection (Light) Shadowshaping, Sonar, Radar, and invisibility field. Standing at the edge of
•Light Control closing your eyes. the field can result in a headache as the
•Shadowshaping viewer's eyes see both the reality and
•Hard Radiation Emission I3/Illusory Invisibility: This is not true the Illusion. This Power can be cast at a
(UV/Light)/Heat Invisibility but is actually a clever target point some distance away. The area
•Light Emission simulation. The effects are nearly the limit is the same. The maximum range at
•Shadowcasting which the Illusory Invisibility can appear is
same, anyway; the hero becomes
determined by the Power rank. For
•Animate Image effectively invisible to any living or example, a Monstrous rank permits the

92
hero to hide an area 160 feet wide (80 the ship is invisible. The flaw is when the equivalent to a Force Field vs. Light with
foot radius, remember?) located up to field is viewed from above; a viewer sees a -2CS rank. For example, a Good form
six miles away. Of course, the hero has the ground below but may realize that of this Power provides Poor protection
to be able to see his intended target; the surface detail is not continuous. against lasers and hypnotic lights. The
otherwise he would be unable to Rivers And roads have sudden, main protection it offers is that if the
simulate the appearance of emptiness unexplained gaps. Since the Invisibility viewer doesn't know there is something
appropriate to the target area. When is holographic in nature, it can be to shoot at, then he won't shoot. The
casting this Power at ground level, a mechanically detected and recorded by Invisibility lasts as long as the hero can
practical limit to range is one area (132 such means as photography, television, maintain his concentration. In the case
feet) from the hero. Casting an Illusory and the mechanical senses of artificial of mechanically derived Invisibility, it
Invisibility in the air or in space is easier beings. It can also be seen at any lasts for as long as the equipment
and can be done at rank level range. distance and will deceive telescopes, functions. Judges are free to decide the
Note that as this is an Illusion, it can be remote cameras, and Telescopic Vision difficulty of either case in any given
detected by careful visual examination used outside the field's effect. Sensory circumstance. For example, the Judge
or the simplest of physical tests. The Link can be deceived if that Power is decides that the above mentioned
"empty space" is only what the hero used to link up with a viewer outside the airship's Invisibility Generator can
imagines such an empty space to look field; if it is used to link with someone function for up to ten hours of continuous
like. As the hero tries to hide more area, inside the field, the deception fails. operation but shuts down if it receives a
the problems of realism multiply. If the Clairvoyance cannot detect Illusions at single jolt of electricity with Amazing
Illusory Invisibility and the viewer move all and thus would also penetrate the Intensity. The hero can terminate his
in relationship to each other, the viewer deception. The Power cannot deceive Invisibility at any time, either purposely or
might be able to detect a slight distortion any of the other senses or such Powers accidentally. Simple physical hero's
of light at the edge of the field. (The as Sonar, Radar, or Psionic. For presence, whether the hero accidentally
player can imagine it by thinking of a example, Daredevil would be unaware of envelops him in the field or the hero
clear drinking glass.) Example: Consider such a field even being employed; this makes a distance attack at the target. A
an airship surrounded by a mechanically can lead to Problems for Matt Murdock. spray of a coating mater ial will
created version of Illusory Invisibility. ("What I don't understand, DD, is how temporarily reveal the extent of the field;
Inside the airship, vision is unaffected. did you know the Dreadnought wasn't in the middle of an obscuring cloud, the
The crew can clearly see the world real?") The Power provides limited field shows as a silhouette of clear air.
below. The field extends one foot around protection against light based attacks Once the hero realizes that his field is
the airship. From the ground and sides originating outside the field. This is visible he can correct the illusion to

93
to reflect the new addition to his have the wrong outfit on, are too see, hear, and speak through his remote
surroundings; this takes a green Intuition muscular or handsome, and so on. A Duplicates. For example, Myriad is at the
FEAT. Note: the Judge should roll this for yellow or red Reason FEAT produces scene of a cave-in. The rescue crew
the hero without telling the player he has a perfect copy. The maximum number of need to know where any survivors are
become visible; failure means the hero simultaneous Duplicates the hero can l o c a t e d . M y r i a d c r e a t e s s eve ra l
h a s e i t h e r n o t ye t r e a l i z e d h i s create is equal to his Power rank Duplicates and sends them off into the
predicament or has not yet gotten the number. Although Duplicates are debris. Since these are energy, the
Illusion properly altered. Optional frequently used to surround the hero and Duplicates can pass effortlessly through
Powers include Light Control and Light act as decoys, the Duplicates can also the rock. Myr iad sees what the
Emission. Nemesis Powers include function several areas or miles away Duplicates "see." There is no light in the
Light Control, Radar, and Sonar. from the hero. The maximum range at collapsed area but Myriad's Duplicates
which the hero can either send or create each carry an illusion of a flashlight that
I4/Illusory Duplication: This is a a Duplicate is determined by his Power functions as well, if not better, than a real
specialized form of Illusion-Casting that rank; specific levels are shown on one. Finally two of the Duplicates find
permits the hero to generate completely column B. Example: Myriad has an survivors. The first group of survivors are
realistic simulations of a single object, Incredible rank. This enables him to only lost; the Duplicate leads them
namely himself. Unlike the other Illusory create up to 40 simultaneously existing through the darkness to safety. The
Powers, this permits the hero to see Duplicates that can form or travel as far second group is trapped behind fallen
through these nonexistent senses and as two miles away from his location. The rock. They are star tled when the
to communicate through apparently Duplicates are intangible holographs Duplicate passes through the rock into
normal speech. The hero can create a and are incapable of doing any actual their area but Myriad speaks through his
finite number of exact holographic physical activity. They are primarily used Duplicate and appraises them of the
duplicates of himself. These are Illusions as decoys, messengers, spies, and situation. The Duplicate remains with them
based on his self image, which the hero simulated ghosts. The Duplicates can until the rescuers finally reach them.
When creating the hero, the player has the
had best make sure matches his actual form in any location within the hero's
option of assigning some or all of the
appearance at that moment. The range, regardless of whether the hero hero's other Powers to the Duplicates. The
accuracy of the Duplicate is determined can see that location or not. As an aspect hero can only create a single such
by a Reason FEAT made at the time the of this Power, the hero automatically Powerful Duplicate at any one time. Since
Duplicate is generated. A green Reason possesses a combination of this Duplicate now has a greater effect on
FEAT means the Illusory Duplicates are Clair voyance, Clairaudience, and reality, it gains some reality as well. Such
somehow different from the hero; they Speech Throwing that permits him to Duplicates can be affected and even

94
even destroyed by such attacks as Light used against his Duplicates, then he will the fourth roll (00). Myriad castigates
Emission, Light Generation, Plasma assume the continued darkness is the himself on the additional 24 seconds it
Generation, Plasma Control, result of the Duplicate remaining within a took him to generate the lab coat and
Shadowcasting, and any of the Magics solid mass and consequently will make glasses. While Duplicates are normally
and Power Controls. The Duplicate has a no attempt to resist this clandestine created as independent beings, the
"Health" equal to this Power's rank attack. As stated earlier, all Duplicates Power can also be cast around the
number. Any damage to the Duplicate is are an illusion manifestation of the hero's own body to immediately alter the
subtracted from this number. At zero the hero's self-image. They need not be a hero's own appearance. This is usually
Duplicate suddenly vanishes. In single, static design but can change with used to make quick disguises and
addition, any damage done to the t h e h e r o ' s w h i m . G e n e r a l l y, a l l costume changes. If the hero so
Duplicate is also suffered by the hero, Duplicates at a given moment will have c h o o s e s, h i s e n t i r e s u p e r h e r o
who temporarily loses a number of the same shape. However, by means of appearance and costume can be
points equal to his Power rank number. a red Reason FEAT, the hero can create nothing more than such a Illusion
Such points are regained just like Health simultaneous Duplicates who have wrapped around the hero's normal
points. All Duplicates can be affected by d i f fe r e n t a p p e a ra n c e s. A l l s u c h civilian self. This would definitely prevent
the Powers of Light Control and differences are still based on the hero's anyone from finding your costume
Shadowcasting. Light Control can own form. A red FEAT is needed for each stashed in the back of the closet. In the
overpower, distort, and even destroy any different type of Duplicate. Example: previous example, Myriad had not thought
Duplicate. It can be use to seize control Myriad maintains a secret identity as a to bring his costume to work and had to
of a Duplicate away from the hero; the physicist at a nuclear plant in Georgia. form one of his Duplicates around himself.
The drawback is that if the hero loses
effect is analogous to someone using One day the plant is attacked by super
concentration, consciousness, or Power,
Mind Control/Puppetry on the hero's villains. Myriad must take action but his he also loses his costume. (The time
own body. Shadowcasting can surround civilian identity must remain at his Myriad was skinny dipping when a crisis
the Duplicate in darkness and prevent emergency post. Myriad forms a number struck resulted in major embarrassment
the hero's Clairvoyance from operating. of Duplicates. Most resemble his super for him and some unfortunate media
If the Shadowcasting has a greater rank, heroic self but Myriad alters one to exposure.) Nemesis Powers include Light
that Power can be used to destroy a appear as his civilian self. The extra form Control and Shadowcasting.
Duplicate. Note: when a Duplicate is requires additional concentration on
passing through solids, its "eyes" Myriad's part and a red FEAT. The player
register total darkness. If the hero is blows it on the first roll (a 23), second roll
unaware that Shadowcasting is being (03), third roll (24), but finally makes it on

95
I5/Reality Manipulation**: The super health and damage capacity. For
being with this power can alter the very example, our hero Jane has EX (20)
underpinnings of reality allowing him to ability with Shadow Creatures she
reshape the surrounding fabric of space summons a black panther from the
and time to suit his will. These changes wispy material of shadow. The panther
are generally discrete in nature and has 2 health and inflicts Feeble (2)
each change is a separate power stunt d a m a g e. T h e h e r o c a n s u m m o n
to accomplish. The range at which this numbers of shadow creatures equal to
power can operate is covered by range her Power Score. Optional Powers
column C and nearly any power is include Shadow Casting.
possible so long as it is within these
guidelines. Possible Power stunts are: I7/Tattoo: This power is similar to the
•Gateway Animate Image power except that the
•Elemental Conversion images are mentally inscribed on the
•Molecular Conversion hero's body. The number of tattoos that
•Bio-Physical Control the hero can have on his body at one
•Energy Control/Generation (Any) time is the maximum number equal to
•Force Field the power rank. With just the slightest
Optional powers include Cosmic mental instruction, the tattoos leap off of
Awareness, (the character is in tune with the host's body and materialize into
the universe he is manipulating), Hyper reality. All images have their specific
Intelligence, Hyper Intuition and Hyper abilities and characteristics. The PC can
Psyche. recall the images at any time. When the
images are destroyed or recalled they
I6/Shadow Creatures: The Illusionist appear back on the hosts body. When
can weave wispy motes of shadow creating the character, the player
together to create shadow creatures of a creates a list of possible tattoos that are
semi corporeal nature. The creatures on the PC's body. The player may opt to
realness is equal to the Illusionists replace a tattoo at any time, but he/she
Power Score divided by 10. This base must delete one from the original list.
equation represents the creatures

96
Life Form Control Powers

L1/Assimilation**: The character can assimilated clones but the cloned Power. Once this is done, the target's
convert other living beings into nearly individuals have a helpful attitude toward natural healing abilities and rates revert
identical clones of himself with but a the original and must make a Psyche to normal. There are seven forms of
touch, and everyone the clones come in FEAT to avoid any suggestions given by Biophysical Control, each with its own
contact with is likewise transformed. The the original. Suggestions that strongly set of effects. The first four forms are
range of this power is touch and the hero conflict with the individuals system of benevolent, the last three are
must make physical contact to effect a beliefs grant a +3 CS bonus to the FEAT malevolent. Heroes who use the
subject. Anyone targeted must make a roll to resist this suggestion. malevolent forms against sentient
successful Endurance or Psyche FEAT beings risk Karma and Popularity loss.
roll to resist this power or be transformed L2/Bio-physical Control**: The hero When the hero is created, the player
into a duplicate of the original. As long has the ability to consciously alter the must choose one of these forms. He can
as this power is maintained, anyone else p hy s i o l o g y o f a t a r g e t . T h i s i s select one or let the dice decide for him
who comes into contact with one of the accomplished by sheer force of will and on the table below.
clones is also subjected to the effects of does not require any physical action on
Assimilation and must succeed on a the hero's part, aside from touching the Die Roll Form
successful Endurance or Psyche FEAT target. The Power can be used at a 01-24 Healing
roll against this power or likewise be distance but each 10 feet separating the 25-44 Regeneration
transformed. The maximum number of hero from the target reduces his 45-48 Revival
clones the hero can have is equal to this effective Power by -1CS. The Power is 49-68 Damage Transferal
p o w e r ' s r a n k n u m b e r. A f fe c t e d normally concentrated on a single 69-76 Decay
individuals assume the characters target, but the hero can affect as many 77-92 Disruption
physical appearance, (including current targets as he desires. Each additional 93-00 Aging
set of clothing) , general memories, target also decreases the rank -1CS.
(name, knowledge of physical/mental For example, trying to affect two targets Healing: The hero can cure the damage
capabilities, language skills) and at a distance of 10 feet drops the hero's caused by wounds, trauma, toxins, and
behavioral/ethics system. The affected rank -4CS (-2CS per target). The result disease. The hero can increase the
individuals also gain all of the original's of any form of this Power is permanent. target's Health by an amount equal to
powers but the maximum power rank (What's the point of healing somebody if the Power rank level. This is the
gained in each power is limited by he's just going to drop dead later, right?) maximum benefit the hero can give per
Assimilation's power rank. The original The actual ongoing effects continue for day to one specific person. The color of
has now mental control over the as long as the hero continues to use his the required FEAT is determined by

97
the nature and severity of the damage. revive a 10-day-old, slightly moldy body Decay: The hero can accelerate the
Green FEATs handle broken bones, if the player rolls a 75 or better. The cellular collapse of body tissue. The
non-terminal disease, and simple Po w e r b e g i n s by h e a l i n g a n d Power can cause Power rank damage
wounds.Yellow FEATs handle physical regenerating any damage to the body, per turn. The target becomes leprous,
trauma, wounds to organs, non-fatal especially the cause of death. Once the dies, and quickly crumbles to dust if the
poisoning, and terminal diseases. Red body is habitable again, the Power Power is used long enough.
FEATs handle mortal wounds, coronary automatically summons the deceased
attacks, strokes, toxic poisoning, and spirit back and reconnects it with the Disruption: The Power can upset the
massive physical trauma. The Power b o d y. I f t h e s p i r i t w a s a l r e a d y Smooth functioning of the physiology.
seals the body and returns any still-living reincarnated into another body, the spirit The target suffers Power rank losses to
tissues to health. It cannot replace lost splits into identical halves. One remains his Health as he suffers anything from
tissue. Regeneration: The hero has the with the new body while the other half minor discomfort (nausea, chills) to fatal
ability to heal (as above) and can returns home. If the spirit is trapped, the trauma (coronary attack). Aging: The
recreate large areas of lost tissue, such hero can make an attempt to free him Power can accelerate or reverse the
as severed limbs or destroyed organs. based on the Power rank of whatever is aging process. The normal rate is
Limbs are regrown by a green FEAT, holding the spirit. Until the spirit returns, multiplied by the Power rank number.
organs by a yellow FEAT, and brain and the body remains in a comatose state. For example, a Good rank can make
neural tissues by a red FEAT. aging occur at tenfold rate or go in
Damage Transferal: The hero can heal reverse at an equal rate. A green FEAT
Revival: The hero can actually bring the another by apparently taking that accelerates aging. A yellow FEAT
dead back to life. The Power rank damage from the victim and moving it stops it. A red FEAT reverses it. As the
number is the maximum number of days into the hero. The Power first heals the victim's age changes, physiology and
the target can have been deceased target; the manner is the same as for mental capacities change as well.
and still be revived. The condition of the Healing (above). Simultaneously, the While the Power can function as a
corpse determines the color of the hero's body reshapes itself into a Fountain of Youth, it can also be used
required FEAT. An intact, un-embalmed, duplication of the damage being healed. to kill through old age or regression to
un-decayed corpse is revived on a green Once the target is healed, the hero's protoplasm. A target can be protected
FEAT. A decayed but intact corpse Self-Healing abilities (same rank) then from unwanted Biophysical Control by
needs a yellow FEAT. A red FEAT is cures this ersatz damage. A hero cannot such Powers as Force Field Generation
and True Invulnerability. Optional
required for par tial or embalmed heal another person until he has
Powers include another form of this
remains. For example, a Good rank can returned to normal.

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Po w e r. T h e N e m e s i s i s e i t h e r the old Vampires. It's a new world drained or the Bio-Vampire has been
Immortality or Serial Immortality. and a new Vampire. Bio-Vampires have repulsed. If the Bio-Vampire fails a FEAT
a Bonus Power of Mind Control or at any time in the feeding process, he
L3/Bio-Toxin: The hero contains a Puppetry that renders their victims is immediately repulsed from the victim
poison of power rank intensity within unable to physically struggle against the and can never resume that attack. That
his/her body and release it at will Bio- Vampire. However, the victim's victim gains instant immunity to any
anytime. The type of poison specifically Psyche remains uncontrolled; the victim future vampiric attack by that particular
characterizes the effects of the poison. continues to try to resist the Bio- Bio-Vampire. Why do Bio-Vampires
The hero may choose to contain one vampire's attack. The Bio-Vampire must do it? Because they lose energy at an
specific poison if they do so, they may make a Power FEAT to initiate the attack. accelerated rate. Their rank numbers for
increase the beginning power rank by The victim's Psyche determines the Strength, Endurance, Psyche, and any
+1CS intensity. The specific type and difficulty of the FEAT. The first successful Powers except Bio-Vampirism drop one
effects of the poison are left to the Player FEAT means the victim is immobilized point per hour. The Bio-Vampire must
and the Judge to develop. and the Bio-Vampire can begin to feed. feed in order to maintain his life. Even if
Each successful FEAT enables the Bi- the Bio-Vampire is deprived of victims,
L4/Bio-Vampirism**: The character is Vampire to drain Health points from the he never actually starves to death. When
a super-carnivore able to increase his victim. The amount drained is equal to all his affected ranks drop to Shift 0, the
Strength, Endurance, Psyche, and the Power rank number. This is Bio-Vampire drops into a deathlike
Power ranks by consuming living converted into energy that is divided trance. His vampirism continues to
biological materials. The most common equally among the ranks for Strength, function, although he can no longer
examples of Bio-Vampires are the Endurance, Psyche, and any Powers the actively seek out new bio-materials to
traditional bloodsuckers like Dracula. vampire has except this one. No consume. If such are made available to
Although all the traditional vampires vampiric Power can ever increase its the body, the Power will immediately
were destroyed on Earth in the Marvel own rank. The Bio-Vampire must make a begin to return the Bio-Vampire to life.
Universe, this does not prevent the FEAT each turn he continues to feed. When the player creates the Bio-
player or Judge from creating a new race He can voluntarily stop feeding at any Vampire, he must choose and play a
of Bio-Vampires able to withstand the point by making a Psyche FEAT roll of weakness. The Bio-Vampire's Power
spells that finally destroyed Dracula. As any color except red. A red FEAT means rank can be increased +1CS for each
a new type of Bio-Vampire, your the Bio. Vampire's hunger is beyond his additional weakness the Bio-Vampire
character need not follow the traditional control. He has entered a feeding frenzy possesses, up to a maximum of four
abilities and limitations associated with that only stops when the victim is weaknesses the Bio-Vampire

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possesses, up to a maximum of four Chemical: The target's chemical the rank +2CS by limiting the hero to a
weaknesses in all. Bio-Vampirism is makeup is changed to other chemicals. specific emotion. For example, the
communicable. A sentient victim who Physiological: The target's basic life Purple Man broadcasts only the emotion
was, completely drained as a result of a functions are changed. The target may of loyalty. Range and duration are
feeding frenzy must make a Psyche be changed to animal, plant, or a determined by the Power rank. The
FEAT roll. A red result means the victim different chemical basis. Power affects everyone within its range.
has arisen as a new Feeble ranked Energy: The solid target is converted to This Power is an excellent choice when
Bio-Vampire. a coherent energy field. When creating the hero is facing adversaries more
the hero, the player decides the form of numerous and powerful than he is. If an
L5/Body Transformation-Others: The change in which the hero specializes. If opponent has a Power that istriggered
hero can alter the nature of elements random generation provides this Power by a specific mind set, such as the way
and compounds within a living target's again, the player can select another form Bruce Banner used to turn into the Hulk
body. Innate safeguards in the Power or add +1CS to the first form chosen. when he was angered, this Power can
maintain the target's life-force for as long Since this can be considered an attack, be used either to prevent that Power
as the target is in the altered state. Such the target can choose to resist; he can from taking hold or to tr igger it
states are not necessarily mobile, but if also forego resistance if he so desires. prematurely.
they are, they may require the target to Power rank determines the Intensity of
move in new ways. While in a solid the effects on the target, the range at L7/Exorcism: The hero can release a
altered state, the target retains his which the effects can occur, and the being from any external domination
overall normal appearance. If liquid or duration of the effects. Normally the imposed by a third party. Such controls
gaseous, he can assume any shape but Power is used on a single target. Each include Possession, Mental Domination,
can still automatically revert to his additional target reduces the effects by - Serial Immortality, and Magic. If there's a
original shape when the Power's effects 1CS. control, this Power can break it. This
end. When transforming a target, the Power rank is compared to that of the
hero normally changes the entire body L6/Emotion Control: The hero can alter Power controlling the subject. A Typical
unless the player states beforehand a target's emotional state and resulting Intensity FEAT can sever a lower ranking
which specific section he is changing. activity by forcing him to feel a particular control Power. A Remarkable Intensity
The safeguards still take effect, but the emotion. The hero can only instill one FEAT severs a controlling Power of
target loses sensation in the affected emotion at a time. However, he can equal rank, and an Amazing Intensity
areas. Transformations can take any select any emotion he desires. When FEAT severs one of one or more ranks
of three basic forms: creating the hero, the player can raise higher. Upon severing the being's

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control over the subject, that being is wor ks. Mental Invisibility allows two notable exceptions. As noted
immediately telepor t to its home someone to bypass the field's sorting earlier, spirits can be placed within
dimension. This Power commonly ability. The field is ineffective against newborn infants. The hero can also
appears as a spell used by sorcerers cybernetic life. The field protects the accept the spirit into himself; the result is
and holy men. The hero must be within hero from melee weapons or slugfest, the hero now has a complete second
10' of the subject in order to perform the but not from projected or missile person living in his head. The player now
Exorcism. The hero can use this Power weapons. has to redo his character sheet to
to resist the initial attempt by another to reflect the secondary set of
control him, but if this attempt fails (as L9/Forced Reincarnation: The hero characteristics for Reason, Intuition, and
per the FEATs listed above), he cannot can capture disembodied spirits and Psyche. When a character is
Exorcise himself later. merge them into new bodies. The spirits reincarnated into a body, he retains his
can be the newly-dead, ghosts, or Free abilities of Reason, Intuition, and
L8/Force Field vs. Hostiles: The hero Spirits. The bodies. can be anything Psyche, and any Mental Talents and
emits a psionic aura that repels any newborn infants, clones, androids, Powers. Physical abilities, secondary
h o s t i l e l i f e f o r m s . T h e P o w e r robots, animals, or plants. Because of characteristics, Physical Powers and
automatically probes the minds of t h e P o w e r ' s i n t e r f e r e n c e , t h e Talents, and Contacts are all lost.
anyone in the area and analyzes their reincarnated person retains his full Contacts can be quickly regained by
intentions toward the hero. Anything memories and Mental Powers. The spirit convincing the Contacts of who he really
harmful is repulsed, as if a Power rank is permanently bonded to the new body is (a Remarkable Intensity FEAT).
material strength wall had risen between for as long as that body lives, unless the Karma awards should depend on how
them. Neutral or friendly life is not bond is deliberately broken by the spirit well the hero has handled the spiritual
affected by this field. Okay, I hear you (a red Psyche FEAT) or by a hero with transplant. Just dumping the spirit into
asking: "What if somebody starts out E x o r c i s m Po w e r. T h e h e r o c a n the first available body can actually cost
friendly, but turns hostile after he's inside indefinitely hold the spirit in stasis (one Karma, while going to extraordinary
the field?" The answer is, he's catapulted Typical Intensity FEAT per day should lengths to find the perfect situation
harmlessly out of the field. Rank be sufficient) while seeking a suitable entitles the hero to a hefty bonus.
determines the size and material body into which he can transplant the
strength of the field. Appropriate ranges soul. If the hero fails a FEAT, he has 10
are shown on column A of the Range turns in which to implant the spirit or lose
Table. The field can be breached by it forever. The hero cannot transplant the
several means. Brute force always spirit into a living, intelligent being-with

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L10/Grafting**: This is the single most determines the success of the operation. destroy anything with it."
likely candidate for raw abuse and A green FEAT ensures success of a Normal hypnosis cannot make a person
grossing out your fellow players. This routine operation, like simple surgery perform any action that goes against his
Power is strictly Mad Scientist material. sense of ethics. However, the Power of
(anything that might be done at a clinic).
(it does have its good side, too, though.) A yellow FEAT is required for more Hypnotic Control can override the
The hero can perfor m psionic elaborate work transplants, grafting, target's innate sense of morality by
augmentation surgery on a subject. The anything requiring a large hospital. means of a red FEAT. Less conflicting
hero can operate on, dissect, rearrange, Outright medically impossible acts such commands involve only a green FEAT.
and perform transplants without the as brain transplants and body part Hypnotic Control can be established by
need for normal medical techniques to rearrangement (after which all the parts any one of a number of means. These
ensure success. No matter how crude still work-hands where feet should be, include specific gestures, words, songs,
the conditions in which the operation is and that kind of thing) require a red or devices. When creating the hero, the
performed or how messy it proves to be, FEAT. Success means the result is alive; Player determines which method the
the subject's life-force is preserved. hero uses. The Intensity and duration of
it may not be pretty, but it's breathing. A
There is no major blood loss nor is there a Hypnotic Control are determined by
hero with this Power will use it to heal. A
any need for extensive recuperation. the Power rank. In the case of post
villain will use it to fill his lair with a variety
This Power is strongly related to the of ex-human nightmares. hypnotic Suggestions, duration does not
Healing forms of Bio-Physical control include the time prior to activation of the
and can be used to cure others of L11/Hypnotic Control: This is a Talent suggestion, but only the time the
physical damage. Unfortunately, the in the Advanced Set. The hero can suggestion is actually in force.
Power lends itself to abuse. Those dominate a target's behavior and actions
possessing this Power tend more toward by implanting commands, not by direct L12/Invigorate: The character radiates
Doctor Frankenstein than Doctor psionic control. The Hypnotic command a powerful energy field that improves the
Schweitzer. Such characters might see may pertain to current conditions or lie life energy of those nearby. Granting to
people as machines to be rearranged at dormant until triggered by future the affected individuals this Power's rank
their whim. This Power permits the conditions (posthypnotic suggestion). for making Endurance FEAT rolls to
character to perform acts beyond Hypnotic controls come in two forms: resist the effects of disease, toxins and
20thcentury medical science (like brain •Commands alter current behavior. "You fatigue and for stun checks as well.
transplants). If two or more brains are are getting sleepy." Characters within the field are also
combined, the resulting character •Suggestions alter futurebehavior. "You receive healing equal to bed rest for the
shows traits of both. The Power rank hate orange, rocky skin and must duration.

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L13/Limit Break**: This exceptional otherwise speed recovery and healing the ability to switch minds from one body
power allows the super to vastly exceed will have no effect on this limit. The super to another. The hero's own mind and
his normal abilities by removing the MUST spend 24 hours at rest before body need not be included in any
natural limiters on his body allowing him using the power again. switching that occurs. The Power
to access the ultimate level of power but operates much like Mental Duplication,
at a price. This power will provide up to a L14/Mind Control**: The hero has the in that the hero reshapes the brains of
+3 CS boost on the super's natural ability to directly control a target's mind his targets to conform to those he is
abilities (FASE) and powers (excluding through psionic Powers. The hero switching. In effect, the target believes
powers like Regeneration, forms of completely overrides the will and he is the switched mind and thus
advanced healing, etc.) but at the cost of perhaps even the conscious mind of the effectively is that new person. The
suffering Health damage for every round target. There are four forms of Mind accuracy of such transfers is 100%.
of boosting based on the level of Control: Because of the nature of this Power, the
boosting at the time. A +1 CS increase Puppetry: the target mind retains hero can also transfer one mind into
will inflict Good damage on the hero awareness but cannot control the body. several people simultaneously, with
every turn towards his base Health. A Possession: the target mind loses both each believing he is the real person.
+2CS increase will inflict Excellent control and consciousness. Transferal switches mental abilities,
damage and the maximum of +3CS will Negation: the target mind is completely Talents, and mental Powers. Physical
inflict Remarkable damage every turn on turned off; Mental Probes show that no Powers are not transferred, nor are
the hero. Once the base health reaches mind exists in the target's body. physical abilities, Popularity, Resources,
zero, the super in question will fall Magnification: The target mind is or Contacts. The Power rank determines
unconscious and all stats will return their actually enhanced. The rank of the the range at which the Power can initially
normal base value leaving the hero to target's Reason, Intuition, and/or function and the duration of its effects.
recover as per normal. Due to the Psyche can be temporarily increased, Ranges are shown on column A of the
extremely taxing nature of this power, if up to the hero's Power rank. The Power Range Table. Duration is given for a
the super in question pushes rank determines the Intensity of the single mind-to mind transfer. If the hero
themselves to the limit and fall hero's control, the range at which he can attempts to transfer one mind to multiple
unconscious they require a 24 hour rest establish and maintain that control, and bodies, the duration decreases -2CS for
period before being able to activate this the duration of the control. each additional body.
power again due to the extreme stresses
placed on the body. These stresses are L15/Mind Transferal**: The hero has
so extreme that powers that would

103
L16/Neural Manipulation: The hero more causes a decrease in duration duration, all the microbes die as well.
can alter a target's neural activity. By of -1CS per additional person. The This Power does have a beneficial
changing nerve messages within the target's mind and senses are side. Because of the hero's special
target's body, the hero can cause a unaffected by the Power; the victim ability to control microbes, he can
variety of effects. knows full well what is happening actually cure others of disease. By
•Disruption: The target's body loses (even if he doesn't know why it's means of a red FEAT, the hero can draw
all sensations; it falls to the ground, a happening to him). The Power can out of the target's body every last
mass of flesh. reach across the dimensional barriers microbe of a particular type. Note: This
•Paralysis: The target body becomes if it is combined with some way of only removes the cause of damage. It
completely rigid. No chemical can breaching the dimensions. It can does not remove the effects of the
counteract the paralysis while the function normally if both hero and disease. Example: Black Plague has a
Power is in effect. target are fondness for red haired children, and
•Seizure: The target's muscles spasm cures a copper-haired tyke of smallpox.
uncontrollably for as long as the Power L17/Plague Carrier: The hero can While the child will live, he still has the
is in effect. contain within his body and release at pockmarks. A character with this Power
•Exaggeration: Nerve signals are will a variety of disease-causing has to gain diseases, much as others
actually amplified, causing the target to microorganisms (bacteria, germs,
overact when attempting any would gain weapons, as he progresses.
viruses). The hero is immune to any New characters begin with diseases
movement. Normally, a hero can select disease (otherwise he'd have died as
any of these effects. When creating common to everyday life, like chicken
soon as he gained this dubious Power) pox, mumps, influenza, and such. The
the hero, the player can choose to but he can instantly infect others at will
specialize in one effect for a benefit of character must actively seek out
with diseases of his choosing. sources of new diseases in order to add
+2CS. Note: This Power only affects Symptoms appear 1-10 turns later.
the voluntary muscles; it does not them to his inner armory. This is done
Curiously, victims are not themselves by consuming live cultures ("I don't get it!
affect the autonomic nervous system contagious to others. Obviously the
which controls the heart, lungs, and Why would anyone drink a vial of
Power alters the genetics of the disease smallpox? culture?") or by curing a
other automatic bodily functions. The
causing organisms and weakens them diseased person in the manner
range and duration of this Power are
so that they can only survive within the explained earlier. This latter act will gain
determined by its rank. Suitable
distances are shown on column A of hero and the first new body into which even the vilest villain a small flock of
the Range Table. The Power normally they are introduced. Upon the death of devoted people, all cured by him. The
affects only asingle person; affecting the victim or the end of the Power's hero can use his Power against single

104
targets. Multiple targets decrease his L19/Plant Growth: The hero has the plant growth and the rank of the affected
Power rank by -1CS per additional ability to make plants grow nearly plant's abilities.
person. Rank determines the Intensity of instantaneously, and far larger than Growing a plant in normal conditions
the infection and duration of the normal. The Power can force a seed to (adequate light, soil, and water) requires
symptoms. This Power can be negated sprout immediately and gives it the a Typical Intensity FEAT. Growing plants
or even destroyed by Biophysical ability to thrive, even in the absence of in less than adequate conditions
Control or massive injections of normal nutrients (light, soil, and water). (insufficient light, soil, or water; typical
antimicrobial drugs. The hero is then The hero can affect existing plants and urban conditions) requires a
reduced to a normal being. The Power's seeds or use seeds and sprouts carried Remarkable Intensity FEAT. Growing
ability to infect others can be negated by with him. In the latter case, the player plants in openly hostile conditions (no
normal medical means or Powers like must make a list of the types of seeds the light, soil, or water) requires an
Self-Healing, Induced Healing, True hero carries oust as a weapons Unearthly Intensity FEAT. Because their
Invulnerability, and this Power itself. specialist needs a list of those with which metabolism is accelerated by this Power,
he is proficient). This Power does not the plants quickly die. The life span is 1/8
L18/Plant Control: The hero can change the natural abilities of the normal. As a rule of thumb, the player
impart limited movement and self- affected plants; it only enhances them can use these guidelines for normal and
awareness to normally unintelligent up to the Power's rank. This Power accelerated lifespans: House plants-6
p l a n t s . T h e p l a n t s o b ey s i m p l e requires the player to develop some months/2 days Shrubbery-5 years/3
commands, and possess rudimentary rudimentary knowledge of botany, since weeks Trees- 1000 years/1 -10 years
communication and senses. The hero the more the player knows about plants, The point of this is that your hero doesn't
can accelerate the plants' growth the more stunts the hero can perform. have to worry about filling the city with
somewhat, but cannot make it exceed Typical plants used with this Power are: giant plants left over from old battles. He
normal limits on size or shape. Rank •Poison ivy: rash incapacitates foes might still be in trouble with the Park
determines the number of plants •Kudzu: vines entangle targets Department, though…
affected and the duration of the control. •Briar: forms impassable barriers
Exceeding the number of controlled •Goldenrod: hay fever city… L20/Sense Alteration: The hero can
plants decreases the duration -1CS per •Oak: instant support for damaged deliberately change the manner in which
additional 10%. Controlled plants have buildings a target either receives sensory stimuli
their own characteristics and ranks that •Venus flytrap: Catch and hold foes processes it within the brain. The
are increased to the hero's Power rank, Power rank determines the speed of simplest form negates one or more of
where applicable. the senses, producing instant blindness,

105
deafness, numbness, and so on. More Karma entailed therein. When creating Karma award is doubled if the Hero
complex is the ability to modify the the hero, the player can opt to exchange captures the person who killed his
senses. The hero can amplify some one of his randomly generated Powers sidekick.
elements and negate others. For for Body Transformation-Others. In this
example, the hero might make a target case the hero really can change a living L23/Sleep Induction: This is a nice,
literally see red (and only red). The most target int anything he wants (with no simple, straight-forward Power that is
complex form is Hallucinations. By a restrictions). hardly ever used in any comic because
Monstrous Intensity FEAT, the hero can it's not terribly dramatic. Nor is it exactly
transfer sensory information to others, L22/Sidekick: A sidekick is a NPC cricket. The hero has the ability to put
making everyone share a common set of companion controlled by the Judge. any target into a deep sleep, from which
perceptions. These may be the hero's, or Bucky Barnes and Rick Jones, both of he cannot awake while the Power is in
someone else Sensory negation takes a whom worked with Captain America, are effect. During this induced sleep, the
Ty p i c a l I n t e n s i t y F E AT; s e n s o r y the best examples. A sidekick is created target is completely helpless (see what I
alteration takes a Remarkable Intensity the same way as any other character, mean about not being cricket?). On the
FEAT. The Power rank determines the but his Ability ranks cannot equal those other hand, when you're facing 325
range and duration of the effects. of the hero he works with. If the sidekick battle crazed Skrulls, this Power can be
has any powers that duplicate those of really handy. The Power rank determines
L21/Shape Change-Others**: The his partner's the sidekick's rank must be the range and duration of the Power.
hero has the ability to change the lowered by two ranks. The sidekick does Relevant distances are shown on
shapes of other living beings. The result not earn Karma. His starting Karma is column A of the Range Table. It affects
can take any shape and appearance the added to his partner's starting Karma everyone within range. Sleep persists for
hero wishes: animal, vegetable, mineral. score, but from then on the Hero is 1 -10 hours after the Power's duration.
The target's basic physiology remains responsible for covering and managing During that time, the victim can be
unchanged despite the apparent the sidekick's Karma needs. If a sidekick awakened by anyone, but he'll wake up
differences between the original and dies, the Hero loses Karma equal to the naturally in any case.
new forms. When shape changing a sidekick's starting Karma and plus his
target, the hero must make sure that full health score. If this is more Karma L24/Spirit Storage: The hero can
the new form still allows basic life than the Hero has, keep track of the capture and indefinitely hold within
functions to continue (especially difference. The Hero must earn and himself any number of disembodied
breathing!). If not, using the Power payoff this Karma debt before keeping or spirits. Such spirits find themselves
constitutes a Kill result and all the bad using any Karma for himself. The normal within a pocket dimension of the heroe’s

106
commonly called "demons" but may be
creation; while within it, they retain a Power's rank by -1CS. Remember that
of any nature or disposition. The Power
semblance to their original forms. This most magical beings are intelligent
pocket dimension can have any enables the hero to summon any known and that many are hostile to humans.
appearance. The one within Adam extradimensional being, Provided his The being a hero summons today might
Warlock's Soul gem was a rather Power rank is higher than the being's hold a grudge against him for eons to
pleasant park. The hero can freely Psyche rank, on a green FEAT. Equal come.
communicate with any spirits held ranks require a yellow FEAT. Trust me,
within. He is immune to any attempts you don't want to summon beings more L26/Undead Control: The hero can
powerful than you (they might answer),
they might make to possess his body. A dominate the wills and actions of
but if you do it anyway, you need a red
spirit can escape on a red Psyche FEAT, previously living, still corporeal beings.
FEAT. The summoned being is instantly
provided its Psyche rank is higher than Such beings are often called "zombies"
teleport from its home dimension to a
the Power rank. This Power can be used or “zuvembies" and are only semi-
in conjunction with Forced s p o t c h o s e n by t h e h e r o. O n c e intelligent. Controlling them requires a
Reincarnation to find new homes for summoned, the being must perform a green FEAT. Controlling fully intelligent,
vagrant spirits. This Power can be single task ordered by the hero being more powerful undead like mummies
mechanically simulated to provide a must immediately set about fulfilling the or vampires requires a red FEAT. Once
order. If successful, he can immediately
"holding tank" for disruptive spirits like control is established, the hero can order
depart for his home dimension. Players
poltergeists or particularly malevolent the undead to perform any task he
should refer to MHAC9, Realms of
Free Spirits. In this case, the Power lasts desires, so long as it is within their ability.
Magic, by Kim Eastland for a detailed list
as long as the device is supplied with Control ceases when the task is
energy. Capturing a spirit requires aof beings this Power can summon. accomplished, but can be reinstated at
FEAT. Compare the Power rank with theNormally, heroes will only summon that time. This Power cannot affect
Psyche of the intended target. If themagical creatures like demons and anything alive. A cured vampire, for
elementals. If a hero feels particularly
Power rank is higher, a green FEAT will example, would ignore the Power. This
confident, though, he might be able to
do. Equal ranks require a yellow FEAT. A Power is commonly linked to Zombie
call magical characters like Clea and
Psyche rank higher than the Power rank Animation (the Power that actually
means the hero must make a red FEAT. D'Spayre. Heroes can never summon creates undead). When creating the
entities, although one might pretend to hero, the player can exchange it for
L25/Summoning: The hero can answer a summoning on a lark. This another Power. Intelligent undead may
summon and control extradimensional, Power summons one being at a time. hold a grudge against the hero and later
corporeal beings. Such beings are Each additional being decreases the try to destroy him. Worse yet they may

107
attempt to make the hero into one of
themselves. Exorcism, Magic Negation,
or Power Negation can all destroy the
hero's control over his minions.

108
Magic Powers

MG1/Enchantment**: The Mage is he has into every Enchantment he target can be protected from unwanted
able to invest a target with Magical makes. The Mage must make contact Enchantment by Force Field vs. Magic,
Power. The target must be a non- With the item in order to fully Enchant it. Resistance to Magic, Magic Control,
sentient being or even nonliving matter. If he does not make physical contact, the Magic Domination, or a previously
The Mage is able to turn the Enchanted rank of any spells he is stor ing created Ward. When the Mage Enchants
item into a battery that can harmlessly decreases 1CS for each ten feet that the item, he must specify the stimulus
store Magic. Any spell stored within the separates the Mage and the item. For that will release the Magic. This can be
item can be retained indefinitely in a example, a Monstrous Enchantment a specific time, event, condition,
state of readiness until the spell is could only place Typical spells in a target intended target, or have a controlled
somehow released. The Mage can store 60 feet away. Enchantment is disrupted release at the will of whoever is in
any spell he already possesses with the by the presence of a Psyche in the possession of the Enchanted item. This
sole exception of this Power; a Mage target. This is why only nonsentient or last example includes such things as
cannot Enchant something that will then nonliving items can be used. While magical amulets, swords, wands, and
Enchant something else later on. If the sentient Robots and Computers cannot the rest of the exotic paraphernalia that
Mage is working in conjunction with be Enchanted, mindless clutters the Sword and Sorcery genre.
another being who possesses other ser vomechanisms can be. The Such an item reverts to normal when all
Magic or Powers, these can be stored mechanical components of a Cyborg the spells have been released. Some
away as well by incorporating them into may fall into this category; the Judge is spells are permanent modifications.
the spell. Enchantment can store any free to decide on an individual basis. If These are spells that only directly affect
number of spells, within the limit he decides so, the Enchantment does the item itself and not a second, external
imposed by Enchantment's rank not directly affect the living sections of target later on. The innate Powers of a
number. The total rank numbers of any the Cyborg. Enchantment can be permanently Enchanted item can be
spells that are Enchanted into a target prevented by a variety of factors. resisted or even negated by such
cannot exceed Enchantment's own rank Interrupting the Mechanism that creates Powers as Force Field vs. Magic,
n u m b e r. Fo r ex a m p l e , Fe e bl e this Effect will prevent Enchantment Resistance to Magic, Iron Will, Magic
Enchantment can only store a single from occurring at all. Removing the Control, or Magic Domination. Optional
Feeble spell; Monstrous Enchantment target causes the Mage to Enchant the Powers include Elemental Conversion,
can store one Amazing and one now empty air ; if the inter loper Molecular Conversion, and Molding.
Remarkable spell, eight Good spells, 40 substitutes another item before the Nemeses include Force Field vs Magic,
Feeble spells, or any combination. The Mechanism is complete, then that item Resistance to Magic, Magic Control, or
Mage is not required to cram everything will get Enchanted instead. A would-be Magic Domination.

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MG2/Energy Source: The Mage draws Rolthes has Excellent Psyche and thus for one turn, riding up vertical surfaces,
his Magic from a special source that retains a reservoir of 20 points worth of and making stunning leaps, etc.
provides him with all the raw Power he Magic. ("Why couldn't it have been •Create walls of flame encircling a single
needs. As long as the Mage can stolen after I went to work?” he mutters.)area; the flame has Power Rank
maintain his link with his Source, he can He has enough Magic left for ten Feeble, intensity damage.
continue to use the Magic it provides. five Poor, three Typical, two Good, or one•Throw fireballs of Power Rank fire
The nature of the Source and the link Excellent spell. He casts a Typical damage and Power rank range. Hellfire
vary by individual case. If the source is Telelocaton spell with a range of 250 possesses armor piercing abilities and
small enough, the Mage might be any body armor possessed by the target
miles. It costs him six points, but at least
required to carry it with him. If not, he knows the Orb is in a truck in Grinnellis lowered by -2 CS rank.
perhaps the Mage has to simply return only fifty miles away. Fourteen points are•Use a form of cold hellfire that would
to the Source at regular intervals or forge left. Rolthes expends another six in a affect the human spirit This cold Hellfire
a mystical "silver cord" that ties him to inflicted no physical damage, but for
Typical Teleportation spell into the truck,
the Source, regardless of the which leaves him with eight points worth each turn of use, the target made an
intervening distance. The Judge can of Magic with which to Mind Control the Endurance FEAT or else permanently
player should work together to develop thief and reclaim the Orb. As you are lost one rank of Psyche. This magical
a playable Source and link. If the link is beginning to suspect, this isn't really a attack is of Power Rank intensity If the
severed or the Source destroyed, the Power but is more like a restraint. Take victim’s Psyche is brought below Feeble,
Mage is left with a finite supply of Magic. heart, because it is also a freebie. Mark its spirit becomes lost and irretrievable
The amount of raw Magic he has left is this down on an additional slot on your (in game terms, the character ceases to
the number of points equal to his Psyche sheet and roll again for an additional have any control over his actions and
rank. Each spell he casts depletes that Power. should be retired from active play).
reservoir by the Effects rank number. Hellfire is subject Resist Magic powers
Obviously, it is in the Mage's best MG3/Hellfire**: This is a mystic form of in addition to Resist Fire
interests to renew his link or repair the fire used by the hero Ghost Rider. Using defenses.
Source as quickly as possible. Example: this Hellfire, a hero could perform
Rolthes the Wizard draws his Power several power stunts: MG4/Creatures: The hero has a
from a glowing Orb he keeps in his Iowa •Create a fully functional flaming motor mystical pet, familiar or mount he has
City apartment. Holding the Orb at dawn cycle in a single turn. This cycle has acquired through his mystical journeys.
renews his Power for another day. Power Rank Speed, Body, and Control. It The hero should follow the guidelines
Tuesday night the Orb got stolen. never requires fuel, and can defy gravity available with Table 3.8 to generate this

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this mystical creature. The hero may power of its own such as, flying, phasing Within the Soul Gem, to continue the
choose between the available options or through solid objects, body armor, etc. example, everyone feels peace and
use random dice rolls to create his (Judge’s discretion). Valkyrie’s winged happiness, even if they were vicious,
companion. If this companion is ever horse, Aragorn is a magical mount. violent people in the outside world.
destroyed or killed the hero may be able •Familiar: indicates a being that is very Conversely, a Mage might modify his
to acquire a new one at the Judge's powerful magically and actively assists particular Internal Limbo to terrify
discretion. the hero. Two powers should be rolled anyone he draws into it. The motion
randomly or selected by the Judge from altering aspect of the Internal Limbo
Dice Creature the personal and universal energy lists functions as +6CS Emotion Control.
01-20 Pet for this familiar. In addition, the familiar is While the full size of anyone's Internal
21-60 Mount intelligent (Reason and Psyche at least Limbo is difficult to measure, certain
61-00 Familiar Typical) and can communicate with its nitpicking players might want to know
owner (the kind of communication is left how much they can cram into theirs. The
•Pet: indicates a normal-looking animal to the Judge’s discretion). The form of size of this pocket dimension is the
that is completely obedient to the the familiar can either be that of a normal equivalent of a cube measuring on one
character. The animal has some magical animal (usually a cat) or an unusual side the number of miles equal to the
link to the character, such as it can type, such as a small dragon or other Power rank number. For example, a
magically communicate with the mythical creature. The familiar’s form is Typical rank can produce a cube six
character, the hero can see through the at the player’s discretion. miles on a side (216 cubic miles). The
animal’s eyes when he wishes, the hero Mage can alter the shape of this cube
can switch bodies with the pet when he MG5/Internal Limbo: The Mage can anyway he wants. That cube could be
wishes, and so on (Judge’s discretion). If create a pocket dimension whose shaped into a flat tile 14 miles square or
the pet is ever destroyed, the player gateway is his own body. This is a a ten foot high, ten foot wide corridor that
character may be able to find and train a timeless space of near-infinite volume. extends for 11,395 miles. The real limit
new one (Judge’s discretion). The size The Mage can shape conditions within to how much the Mage can cram into his
and type of animal is completely up to the Internal Limbo and create any little world is the size of the Gateway that
the Judge and player. environment he desires. For example, everything must pass through. The
•Mount: indicates a large animal such the world inside Adam Warlock's Soul Gateway in this case is the Mage's
as a horse, giant bird, large cat, etc., that Gem is a rather pleasant park. The Mage body or rather a circle the diameter of
the hero can ride. The mount usually has can also control the basic attitudes and his body. It is in a plane with the body
at least one powerful magical ability or emotions of any being within this Limbo. and arms outstretched. It generally

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faces forward; that is, something has to own physical body. If the Mage causing malevolent beings great pains
be in front of the Mage in order for him to possesses such Powers as Energy by forbidding them from carry out the
draw it in. The size of the Gateway can be Doppelganger, Illusory Duplication, Life- named action. The geas can also be
decreased any amount and even form Creation, Free Spirit, Anatomical used in a opposite manner by causing a
pinched shut temporarily. Giant beings Separation, Self Duplication, or Astral hero or group of heros to be forced to
might limit their gateway to, say, their Body, then he can send a part or a carry out a specific task or have malign
mouth or the palm of a hand. A target can representation of himself into his little afflictions begin to befall them until they
Resist being draw in by the Gateway by world while the rest of himself stays in do comply with the constraints of the
using Strength, Agility, or any Travel the outer world. Without such an ability, geas. Heroes or villains suffering from
Power. This Power's rank determines the Mage is limited to only basic the maledictions of a geas will find that
what Intensity of Strength FEAT. A awareness of conditions within the over time the afflictions worsen and they
moving target requires the Mage to Inter nal Limbo. To conclude the do not go away until the geas is
make an Agility FEAT to catch the target. example, Adam Warlock had no idea at observed or carried out. By using this
If the Mage tries to draw in a target larger all of what conditions were like within the spell, a sorcerer is dictating how a being
than himself, odd things can happen. Soul Gem until he physically died and will comply to the geas he sets forth.
One, he might draw in only a section of was drawn in. Optional Powers includes Casting a geas on good individuals
it; the rest would appear to be sticking any one of the following—Energy should cost the caster 50 karma for
out of his body. This could be fatal and Doppelganger, Illusory Duplication, Life- forcing them to possibly act against their
quite messy if some factor were to form Creation, Free Spirit, Anatomical will. Casting a deadly geas could cost
suddenly negate this Power. Two, he Separation, Self Duplication, and Astral the caster in question all of his karma, it’s
might be able to break off what parts of it Body. The Nemesis for this is Dimension a slippery slope the caster may find
would fit within the Gateway. This Travel. himself embarking upon.
requires a Power FEAT based on the
Material Strength of the target. Such MG6/Geas: A geas is a idiosyncratic MG7/Magic Control**: The Mage can
broken materials are rejoined once the t a b o o, w h e t h e r o f o bl i g a t i o n o r alter the behavior of pure Magic itself,
enter the Internal Limbo. Three, it simply prohibition, similar to being under a vow. whether it is in a raw or applied state. The
might not work. The Mage would stick It is a potent spell that when cast upon a Mage can control the actions of any
the target to his chest but that's as far as target disavows the person in question Magic within his range and capabilities.
it would go. The only thing that is from completing a specific task as If the Magic is free of a living Mage's
guaranteed to never be able to enter a named by the caster of the geas. body, the Power rank of that Magic
Mage's Internal Limbo is the Mage's Casters often use the geas as a curse, determines what Intensity FEAT is

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required. For example, a Typical renewed. This can be done indefinitely. FEAT. He can completely change the
Controller needs to make a Red FEAT to The range at which Control can be nature of the spell by a red FEAT. For
control a Good rank. If the Magic is exerted is determined by the Power example, Rolthes casts a Feeble Fire
internalized within another living Mage, rank; appropriate distances are shown Generation at Jen'tmril; she Manipulates
the necessary FEAT is determined by on Column A of the Range Table. Control the flames into a spray of rose petals.
the other Mage's Psyche. For example, a is directed in a straight line; it is not The Mage need not actually possess the
Monstrous rank is required to even think automatically an area effect. If the Mage new spell the old one was Manipulated
about manipulating Dr. Strange's magic. desires an area effect, the sphere he into, but the new spell must be
If Control is achieved, it affects the entire creates has a radius equal to -4CS something harmless to either
rank of that Magic. The range at which a range. For example, Excellent Control combatant.
Mage can Control Magic is determined can be exerted over a six-area range or Magnification/Reduction: The Mage
by his own Power rank. Distances are surround the Mage with a field that can either increase or decrease the rank
shown on Column A of the Range Table surrounds only his body. There are three of the affected Magic by his own Power
on the inside cover. The Power can be forms of Magic Control. When creating rank number. For example, by means of
made to affect either a specific type of the Mage, the player can choose any a red FEAT and Remarkable Control, a
spell or all the spells of specific Mage. In single form at full Power rank. Additional Mage could change an Incredible spell
the first case, Control is exerted over all forms can be gained by decreasing all to either Good or Spectacular rank.
spells of the chosen type within the Control ranks by -1CS for each Unfortunately, the one thing the Mage
Mage's range, regardless of how many additional form. The player can select cannot affect is his own Magic.
other Mages are affected. For example, forms himself or let the dice do it. Negation: This is an extreme form of
the Mage might negate all Flying spells Reduction. The Mage can completely
within a certain area. In the second case, Die Roll Form dispel any Magic within his scope. Spells
Control is exerted over a particular 01-40 Manipulation completely dissipate. Things affected by
Magical adversary and affects all the 41-70 Magnification/Reduction the dispelled Magic revert to their
spells that Mage possesses. For 71-00 Negation original condition. Mages are reduced to
example, the arch sorceress Jen'tmril Normal Humans (or whatever). The
reduces Rolthes' Spells to Feeble level. Manipulation: The Mage can alter the worst effect is on Magical Creatures. The
The duration of the Control lasts a flow and application of Magic. He can loss of Magic may be damaging or even
maximum number of minutes equal to change the direction of a cast spell's fatal to such beings. Undesired Control
the Power rank number. After the energies with a green Power FEAT. He can be avoided by Dodging a directed
expiration of that Control, it must be can alter the effects of a spell by a yellow attack, moving out of the controls range,

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or by the use of such Powers as Force determined to reflect odd bits of arcane roll again for a new Power. Optional
Field vs. Magic, Resistance to Magic, knowledge the Mage had picked up Powers include Hyper Intelligence and
and this Magical Power. Successful along the way. The Magical Powers she Total Memory. The Nemesis for this
resistance enables the would be target confers are nowhere near as high Power is Magic Control/ Negation.
to retain his normal Magic, at least for ranked as those the Mage possesses.
now. The Nemesis is an opposing or New Magic is initially ranked at -3CS of MG9/Magic Domination: This is a form
higher ranked form of Magic Control. this Power's rank. This can later be of Mind Control. The Mage can control
improved by the actions of the recipient. the actions of other Mages in regards to
MG8/Magic Creation**: The Mage has How long the recipient retains the Power the casting and use of Magic spells. The
the ability to create new Magical Powers is determined by the Mage's Reason; it Mage acts as a Puppet master who can
and invest them into sentient beings for is a measure of how well he taught control the physical actions but not the
their own use. The new Magic can be of the recipient. A separate FEAT made at conscious mind of his victim. The Mage
any nature, including any of the listings the time of creation reveals the can force his puppet to cast any Magic
in this book, so long as they are treated maximum duration. A green FEAT gives he possesses in any way the controlling
as Magical rather than normal Powers. It a duration of one day times the Mage desires. The Mage cannot control
can even be used to create any Magic or combined Reason rank numbers of -the the actual characteristics of the puppet
Powers that are not found in this book, if Mage and the recipient. A yellow FEAT Mage's Magic. Range, area of effect,
you find something overlooked. The increases that to 10 days times the and casting time are all unaltered. The
Mage is limited in the number and Power combined Reason rank numbers. A red Power is a battle of the Mage's Power
ranks she can Create. The variety of FEAT ensures the Magic's permanency. rank versus the would be victim's
such Powers as she can Create goes Example: The arch sorceress Jen'tmril P s y c h e. P s y c h e d e t e r m i n e s t h e
beyond her own innate Magical Powers. confers the ability to Dimension Travel Intensity of the Power FEAT. For
("Those who can't do, teach.") The Mage on her acolyte, Eleanor. She possesses example, a Monstrous rank needs a
can create a variety of Magical Powers Monstrous Magic Creation and can give Green FEAT to overcome Illyana
whose maximum number is equal to her Eleanor a Remarkable rank. Their Rasputin's Fantastic Psyche. The range
Power rank number. This number always combined Reason rank numbers total at which a Mage can attempt
includes those Powers the Mage already forty, points. She makes a yellow FEAT; Domination varies with his rank and the
possesses. The player and Judge the Power will last 400 days. Judges may number being controlled. The normal
should agree on a list of Magical Powers want to forbid this Power to any player ranges for Dominating a single being are
the Mage can create in others; at least characters or restrict it to characters with shown on column A of the Range Table.
half the list should be randomly high Karma. In that case, players should Each additional being the mage controls

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controls causes the range to decrease - generate this item through random rolls. This power prevents a hero from
1CS. The duration is as long as the Then the hero should roll on table 3.9 learning any type of magic spell or
Mage can retain his concentration. The to find the conditions which exist upon entreaty to dimensional entities. If any
Judge is free to develop his own the object if any. Finally, the hero should spells are rolled for your hero they
standards of how hard that is in a given roll an ability for it on the Power Listings should become power stunts for this
situation. If a victim fails his initial OR the Magical Spell lists (Player's ability instead. The hero has the ability to
Resistance, he can try again every ten Choice). The conditions on the item may alter and manipulate the forces of magic
turns by making a Psyche FEAT based allow it more than one ability, you should to accomplish almost anything that
on this Power's rank. A green FEAT consult your judge in this situation to he may imagine. Through the
means the victim has freed himself of the make sure the item generated is not to manipulations of magic energy the hero
Domination. As you might suspect, this powerful for the campaign. This item may simulate almost any other power or
Power only works against Mages and should be given Power Rank Material magic spell on the list at -2 CS of his
Magical Creatures. Not many beings of Strength. Mystical Energy Manipulation power
non-Magical Powers are exempt. rank. The hero may simulate the Resist
Curiously, using Magic Negation on a MG11/School of Magic: The hero in Magic power at -2 CS of this powers
puppet-Mage will free him of the effects question has mystical ability by training rank. Nemesis powers include Magic
of Domination. If the target of this Power or a natural connection to one of the Control and Nullifying powers.
voluntarily cooperates with the Mage, Magical Schools of Mysticism. The hero
then control is automatic. Domination begins play with access to this school of MG13/Magic Transferal: The Mage
can be thwarted by such Powers as magic determined by rolling on Table can transfer some or all of her Magic to
Force Field vs. Magic Resistance to 5.0 and one spell randomly rolled or another sentient being. Only this Power
Magic, and Magic Control. Optional chosen from Table 6.1 Personal Energy cannot be transferred. Any combination
Powers include Mind Control and Power Spells Check the Realms of the Occult of Powers and ranks can be transferred.
Domination. The Nemesis is either an box set for spell schools. The rank of each spell decreases the
enhanced Psyche to protect the rank for that spell held by the Mage. For
Nemesis or Magic Domination to usurp M G 1 2 / M a g i c a l E n e r g y example, Jen’tmril has Excellent
the Mage's control of others. Manipulation**: Levitation. By transferring a Good rank
The hero has a natural ability to of it into her aide Eleanor, she reduces
M G 1 0 / M a g i c a l I t e m : T h e h e r o manipulate and control the forces of her own rank to Good. The Mage can
possesses a Magical Item. The hero magic however, the hero cannot transfer a single Power with each spell.
should consult Tables 3.1 through 3.7 to generate these mystical forces himself. Because suddenly gaining magical power

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is usually in the recipient's best interests, and Power Transferal. Nemeses sentient beings are harder to drain
Resistance is not usually attempted. The i n c l u d e Fo r c e F i e l d v s . M a g i c , because they possess a Psyche.
recipient is usually trying to cooperate Resistance to Magic, and Magic Control.
The would-be victim's Psyche
instead. If Resistance is called for,
unwanted Transferal can be thwarted by determines what Intensity FEAT is
MG14/Magic Vampirism: The required. A successful FEAT
such things as moving the target out of
range, disrupting the spell's mechanism
Mage Vampire can drain the enables the Mage to drain Magic
as it is being cast, or blocking it with such Magical energy from a target and from the victim. An amount of raw
Powers as Force Field vs. Magic, convert that Magic into extra Magic equal to this Power's rank
Resistance to Magic, or Magic Control. Strength, Endurance, Psyche, and number is drawn in equal amounts
The Mage should be in contact with the any other Magic or Powers he
recipient in order to transfer the full rank from all the victim's Magical
possesses. The Mage-Vampire Powers and any Magic that forms
of the loaned Power. For each ten feet of
distance between the two, the rank of the
can force a nonliving, non-sentient his physical body. The last applies
transferred Magic drops -1CS. The Magical item or being to release all if the victim is something other
decreased rank is still lost to the Mage; it its raw Magic. He must make a than human, such as a golem. The
is as if she transferred part of her Magic FEAT whose Intensity is equal to process of feeding can continue
to the air itself. If the Mage attempts to the highest ranked Magic the
simultaneously transfer her Magic to two indefinitely, as long as the Mage-
target possesses. For example, Vampire continues to make
or more recipients, she can by simply
dividing the Magic equally between
draining the Magic from Silver successful FEATs. Each turn
them. The duration of the loaned Magic Dagger's namesake weapon drains another rank's worth of
varies with the Reason ranks of the requires an Amazing Intensity Magic. The Mage-Vampire can
Mage and the recipient. A green Reason FEAT. A drained item is now voluntarily cease feeding at any
FEAT at the time of transferal gives a nothing but a collection of normal
duration of 100 tur ns times the time by making a Psyche FEAT of
materials. Magical beings may be any color except red. A red FEAT
combined Reason rank numbers. A
yellow FEAT increases that to 10,000
hurt or destroyed if the Magic was m e a n s t h e M a g e - Va m p i r e ' s
turns times the Reason total. A red FEAT an intrinsic part of their physiology. hunger is beyond his control. He
means the transferal is permanent. If not, they are now normal, has entered a feeding frenzy and
Optional Powers include Mind Transferal powerless creatures. Living or

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cease when the target has been each wipes out the Internal Limbo and the player must play his Weakness (you
completely drained of Magic. If the Gateway spells and reduces the third cannot ignore it like many of your fellow
Mage-Vampire fails to make any FEAT Magical Power to Excellent rank. players do theirs). The player can
during the feeding process, he must Darkhound adds five points, to each of increase the Power rank by +1CS for
break off his attack and cannot his relevant Abilities; he now has Typical each additional Weakness he takes, up
reestablish it. The victim instantly Strength, Good Endurance, Excellent to a maximum of three additional
develops an immunity to that particular Psyche, and two Incredible Powers. In Weaknesses. Magical Vampirism is
Mage Vampire and cannot be subjected the next turn, trouble strikes when communicable. A living or sentient being
to any future attacks by him. This Darkhound's player rolls a 51. Instantly a who was completely drained of all Magic
immunity does not protect him from shock runs through Darkhound and by a Mage Vampire must make a
other Mage Vampires. The Magic that repulses him from his prey. The shaken mandatory Psyche FEAT roll. A red
the Mage-Vampire absorbs is used to Sytanceas looks first at the fleeing and FEAT means the victim has himself been
increase his Strength, Endurance, then at the hank of fur he'd grabbed from transformed into a Feeble Mage-
Psyche, and any other Magic or Powers his attacker… Why do Mage-Vampires Vampire. The Nemesis for this is an
he possesses. The increase is in equal do it? Due to their peculiar nature, they enhanced Psyche two levels higher
amounts to all the adjusted Abilities. The lose energy at a disturbing rate. The rank than the Mage Vampire's Power rank.
only Magic or Powers that cannot be numbers for Strength, Endurance,
increased is this Magical Vampirism Psyche, and any Magic or Powers MG15/Power Simulation: This is not an
itself. Example: Darkhound is an (except this one) drop one point per actual Magical Power. What it is is a
Excellent Mage-Vampire but possesses hour. The Mage-Vampire must feed to Magical version of any Power in the
Feeble Strength, Poor Endurance, Good return things to their original levels. A Character Creation Compendium. The
Psyche, and two Powers of Remarkable Mage-Vampire cannot actually starve if player simply rolls the dice again at this
rank. His intended victim is Sytanceas, a denied victims, but when all his affected point to randomly determine another
Demihuman Mage with three Magical rank numbers reach Shift-0, he enters a Power. Such a Power is to then
Powers (Remarkable Sympathetic death-like trance. His Magical considered to be Magical in nature and
Magic, Feeble Internal Limbo, and Vampirism continues to seek victims follows the rules for Magic rather than
Typical Gateway) and an Excellent and can attempt to drain anything for relatively normal Power. For example,
Psyche. Dar khound makes the Magical that comes in contact with the whereas Cyclops can simply open his
necessary Yellow FEAT to begin feeding. body. When the Mage-Vampire's ruby visor to unleash a glowing Kinetic bolt,
He drains twenty points worth of Magic Abilities return to Feeble rank, he returns a Mage with the Magical equivalent must
from Sytanceas. The loss of six points to life. When creating the Mage-Vampire, go through the motions of casting a spell

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to achieve the same effect. This can be a achieve a desired situation. There are can influence an event that won't occur
problem when the Mage is in a combat four forms of this Power, each with a for another twenty turns. The complexity
situation but no one said a Mage's life specific area of effect. Three of these of the desired change decides what
was easy. Once this Magical Power alter the conditions that result from the Intensity FEAT is required. Random
appears and the player rolls again to passage of time. The fourth alters the chance or a single event that is decided
gain an actual Power, any other Powers actual flow of time. When the player by the dice requires a green FEAT to
the player gains should also be creates a character with this Power, he change to the Mage's whim. Series of
considered to be Magical in nature. This must roll the dice to randomly determine physical actions or altering a person's
may require the player to re-think his what form his Magic possesses. decisions requires a yellow FEAT.
concept of his developing hero. Altering several conscious decisions by
Die Roll Form two or more people requires a red FEAT.
MG16/Probability Control: This power 01-40 Future The Mage must be within line-of-sight of
allows the hero to affect his immediate 41-65 Present the location of the impending event in
future in three different ways, The first 66-75 Past order to use this Power. Clairvoyance or
way pits this power against the Psyche 75-00 Temporal Flow Sensory Link can be coupled with this
of his target. In this effect the hero makes Power to extend its range up to the limit
the target behave in the manner he Alter Future: The Mage can control the of that Power's detection range. This
chooses. The second method pits thisprobability of a certain event coming to Powe r r e q u i r e s a gr e a t d e a l o f
power's rank against the Material pass. The event can have any degree of cooperation with the Judge, especially at
Strength of the targeted object in importance, from a simple coin toss to the higher levels that have an immediate
question, allowing the hero to physically
the passage of the Mutant Control Act. range of several minutes or hours of
control the properties of the target. In the
Events of greater importance require the game time. If the FEAT is successful, the
third manner, the hero pits his power
Mage to make the desired change in a future event occurs naturally at the
rank against the Intensity rank of a target
series of several steps over a great a p p o i n t e d t i m e . I f t h e F E AT i s
phenomenon such as energy fields, period of time. The Power is limited to unsuccessful, the event is somehow
magic, powers, etc., in all three cases
directly influencing events within a finite protected from the Mage's tampering. She
the effect is limited to the heroes Power
range of time and complexity. The must try a different tactic if she makes
Rank Area. maximum range into the future that the another attempt to alter that future event.
Example: Tamper has Remarkable Reality
Mage can directly influence events is the
Alteration and a range of three minutes.
MG17/Reality Alteration**: The hero number of turns equal to her Power rank She is incognito at a secret Congressional
can reshape time itself in order to number. For example, an Excellent rank

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Appropriations Committee meeting at Alter Present: The Mage can change control. A size of the affected region is
which Henry Peter Gyrich is seeking the conditions of her present a spherical area whose size is
funding for additional Sentinels. Tamper surroundings. It is as if the Mage had determined by the Power rank. The
is trying to cut the funding. As this somehow altered the past without radius is the number of miles equal to
requires changing the minds of several realizing it. In truth, the Mage has built the Power rank number. A curious
Congressmen, a red FEAT is required. a pocket dimension that transformed side-effect of this Power is that the
Two minutes before the vote is taken, her immediate surroundings into those affected area can be used as a
she tries and fails (her player rolled a of a world from an alternate timeline. gateway to the other-world it emulates.
66). The Congress men's minds are The world she uses is one whose Anyone traveling beyond the range of
already made up. She tries another natural conditions most closely the Mage's Power is automatically
tactic by concentrating on Gyrich matches the desired conditions. The transported to that real world.
himself. She increases the probability degree of difference between the real Fortunately they retain a link to the
that he would do something incredibly and the borrowed world determines Mage that allows them to automatically
obnoxious that would disgrace him in what Intensity FEAT is required. A return if they again enter the area
front of the Congressmen. This only world that fairly closely matches that of represented by the Mage's Power. This
alters a single mind and is a yellow the Marvel Universe requires a green assumes they return while the Mage's
FEAT. She fails that too (he's too FEAT. A world of major historical little world still exists; if they tarry too
hidebound). Finally she concentrates differences but similar in biological and long they become accidental emigres
on making the fire sprinkler system fail geological terms requires a yellow to this other-world and will have to find
(a green FEAT). She succeeds, the FEAT. Worlds that are drastically their own way home. The actual
room gets drenched, and the different, such as a New York built by lifespan of the pocket dimension is
Committee adjourns before actually intelligent lizards, require a red FEAT. determined by a separate Reason
taking the vote. Tamper has another The Mage can take any number of FEAT made at the time of creation. A
day to figure out some way to succeed. people along to this other world. The green Reason FEAT gives a maximum
Some events appear to be too complex maximum number is equal to the duration of two hours times the Reason
for this Power. In such a case, the Power rank number. Anyone rank number. A yellow Feat increases it to
one day times the Reason rank number. A
Mage should remember the adage, consciously brought along retains their red FEAT increases that to ten days times
"From little acorns grow mighty oaks." original minds and memories of the Reason rank number. In very special
A little time tampering today can conditions in their native reality. Such circumstances, the Mage might be able to
snowball into a major rewrite of history passengers can operate freely make the duration permanent. In such
in years to come. anywhere within the Mage's area of a case, the pocket dimension has

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expanded to take in all of the emulated is away from the actual site. The there a single timeline that is irreparably
other-world. Such cases are entirely at maximum temporal range is the number changed by each act of tampering? Are
the Judge's discretion and should be of weeks equal to the Power rank there infinite worlds and thus tampering
limited to extremely urgent re writings of number. For example, a Shift-Y rank can is not only allowed but encouraged?
campaign history. An example of this reach nearly four years into the past. The Does the act of tampering actually
might be if Fabian Stankowitz had difficulty of the desired change catapult the tamperer into an alternate
accidentally killed all the Avengers in the determines what Intensity rank is world of her own devising? The game
last gaming session. The Mage can required. Single physical events, such as mechanics support the last
terminate the pocket dimension at any anything determined by a single die roll, interpretation. Each Judge's Marvel
time, thereby returning everyone to the can be changed by a green FEAT. campaign is set in an alternate world
real wor ld. Their locations upon Complex or sequential physical events that more or less mirrors the published
returning correspond to their relative or altering a single being's behavior accounts of the Marvel Universe (the
positions in the other-world. If their requires a yellow FEAT. Altering the comic books, people). Extensive
earlier positions had been at an altitude behavior of two or more beings requires tampering in the past affects only the
or depth other than ground level, upon a red FEAT. The reason most Judges will world of the tamperer and her player.
returning they are safely deposited on a forbid their players to have this Power is Judges can even play several alternate
surface that most resembles their earlier that it requires them to rethink. the timelines, switching among them at each
position. If none is available, they are history of their Marvel campaign in terms gaming session.
deposited at ground level. of this alteration. Take heart in the Alter Temporal Flow: The Mage can alter
Alter Past: The Mage can actually cynical knowledge that most people's the rate at which time passes. He can
change past history and thereby really actions do not significantly alter the accelerate or decelerate it to such a point
that the affected area isapparently in
alter the present. This is the most fabric of history. As a rule of thumb
stasis. The maximum amount that time is
powerful listing in the Ultimate Powers concerning common people, there is altered is proportional to the Power rank
Book. As such, it will probably be only a one in a thousand chance that one number. Time is accelerated by its normal
forbidden to player characters except in person's changed decision will have a rate times the Power rank number. For
the rarest of cases. The range at which significant effect on history. When example, a Good rank can make time
the Mage can reach into past is dealing with influential people (leaders, pass at tenfold speed. Deceleration makes
determined by the Power rank. The super beings, creative types, and so on), time apparently pass at a rate equal to the
Mage must be at the site of any past the probability rises to one-in-ten. Note: normal rate divided by the Power rank
number. For example, a Monstrous rate
event he wants to change. His Power There is much debate over the true can stretch one minute into eight minutes.
rank decreases -1CS for each mile it nature of tampering with the past. Is

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The perception of time's passage produce Force or Energy damage. FEAT is required. A successful FEAT
depends on who is actually accelerated enables the Vampire to drain energy
or decelerated. To an accelerated MG19/Spiritual Gestalt**: The hero from both victim's Psyche and Intuition
person, the world has slowed down. To a with this power has a mystical or psionic in equal amounts. The amount drained
decelerated person, time has sped up. ability to draw others into a gestalt being per turn is equal to' his Power's rank
Clever Mages can really screw people of unimaginable power. The hero itself number. The Vampire can drain this
up by playing on this. For example, acts as the “glue” by which this union is amount each turn that he makes a
decelerating everyone around a certain held together and requires amazing successful FEAT. He can voluntarily stop
person might make that person believe amounts of Psyche to hold the gestalt feeding at any point by making a Psyche
that he had actually been accelerated. being together against the mental strain FEAT of any color except red. A red
The Power may be used to alter either of minds crashing together with in the FEAT means his hunger is beyond his
the Mage or another target. If it is used spiritual link up. A hero may form a control. He has entered a feeding frenzy
against another, that target is allowed to gestalt with as many individuals equal to that cannot stop until the victim's Psyche
resist. Such means include Force Field her power score. The new being has and Intuition are completely drained or
vs. Magic, Resistance to Magic, and the maximum available abilities and all the Vampire has been repulsed. If the
T i m e Trave l . T h e Powe r c a n b e powers of the union. The gestalt form Vampire fails to make a FEAT at any
developed into a Variety of Power stunts. may only be held together for a stage in the feeding process, he is
Optional Powers include Precognition maximum of ten rounds, after which the instantly repulsed from the victim. He
for Alter Future, Clairvoyance for Alter hero acting as the psychic “glue “ must can never reestablish his attack
Present, and Postcognition for Alter begin making Red Psyche FEAT rolls because the victim develops an instant
Past. each round due to the incredible mental immunity to any vampiric attack from
strain to continue to hold the gestalt form that specific Vampire. The victim can be
MG18/Soulfire: The hero can project together. A optional power is Telepathy. the target of attacks by other Vampires
bolts of mystical energy called "Soulfire," later on. The drained energy is added in
that cause excruciating pain through MG20/Spirit Vampirism**: The Mage equal amounts to the Vampire's
direct stimulation of a person's life force. can drain the Intuition and Psyche from a Strength, Endurance, Psyche, and any
The bolts have Power Rank Range and target and use the absorbed energy to Powers the Vampire has. The exception
Power Rank damage. The victim has to increase his own Strength, Endurance, is this Power; no vampiric Power can
make a Yellow Psyche FEAT roll or pass P s y c h e , a n d o t h e r Po w e r s h e ever be increased by the Vampire
out from the pain for 1-10 turns.. The possesses. The higher ranked Ability of himself. Example: Madame Arcania is a
hero may elect for his bolts of Soulfire to the victim determines what Intensity Good Clairvoyant and Incredible

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Vampire. She has Feeble Strength and he collapses. Madame Arcania of any valuables. As soon as he touches
Endurance and Incredible Psyche. She summons her servant to dispose of the the body, Mesmero's new Vampirism
normally feeds on the customers who debris. Spirit Vampires lose energy at a lashes out at Raoul and begins to feed.
come to her Tea Room on the East Side. dreadful rate. Their rank numbers for Spirit Vampires can be repelled by such
Today she gets a surprise, as her target Strength, Endurance, Psyche, and all Powers as Force Field vs. Magic,
is a disguised Mesmero, who possesses their Powers except this one drop one Resistance to Magic, and Magic Control.
Typical Intuition and Amazing Psyche, point per hour. The Spirit Vampire must The Optional Power is concurrent Bio-
among his other Abilities. Madame feed in order to bring these back to at Va m p i r i s m . T h e N e m e s i s i s a n
Arcania is surprised to discover she least their original levels. Even if enhanced Psyche.
must make a red FEAT to initiate the deprived of victims, a Spirit Vampire will
attack but she feels up to the challenge. not starve to death. When all his affected MG21/Subjective Reality: Belief is a
She makes her first FEAT under the Abilities and Powers reach Shift-0. he powerful thing. With this power. the hero
pretense of reading his palm. e n t e r s a d e a t h - l i ke t r a n c e . H i s can ignore the reality of an object or
Mesmero's Intuition immediately drops vampirism continues to function and will category of objects and make them have
to zero and his Psyche drops the try to drain anyone who comes in contact no existence for him. He could convince
remaining 34 points to Typical. Arcania's with him. When the Vampire's Abilities himself that an enemy’s sword could not
abilities and Powers all rise 10 points; retur n to Feeble, he regains harm him and the sword would simply
she now has Good Strength, Good consciousness. When creating a pass through his body without effect.
Endurance, Amazing Psyche, and Vampire, the player must select and use The hero can only disbelieve inanimate
Excellent Clairvoyance. Normally she a weakness. He can increase the Power objects or effects with this power, since
makes only a single feeding attack on rank by +1CS for each additional he finds it impossible to ignore living
her victims and she decides to stop We a k n e s s h e c h o o s e s, u p t o a creatures. Some possible uses of the
feeding. Her player makes a Psyche maximum of four weaknesses in all. power include: Disbelieving a type of
F E AT t o s e e i f s h e c a n q u i t . Spirit Vampirism is communicable. A weapon, such as hand-held weapons,
Unfortunately, he's rolling the dice too victim who was completely drained as a b ow s a n d c r o s s b ow s, o r h u r l e d
well; he makes a red FEAT. For Madame result of a feeding frenzy must make a weapons. No weapon of that type can
Arcania, the feast is too much to resist. mandatory Psyche FEAT roll. A red harm the her while he maintains the
She makes a green Power FEAT(based FEAT transforms the victim into a Feeble power. Disbelieving an entire type of
on the Mesmero's now Typical Psyche) Spirit Vampire. Example: A street punk magic, such as priestly or wizardly
and drains the remaining six points. named Raoul spots Mesmero lying in magic. Disbelieving a manifestation of
Mesmero's Psyche is now at Shift-0 and an alley. Raoul decides to strip the body an element, such as a bonfire or

122
or rockslide. . Disbelieving any one pin into a wax doll would cause sudden range at which the Voodoo can affect a
object, regardless of size (large or stabbing pains in the target. The effigy target is determined by the Power rank.
small), such as a boulder, an enemy’s can be used as a focal point for Mental Appropriate distances are shown on
armor, or a magical item in an enemy’s powers; the Voodoo Mage concentrates Column B of the Range Table. The
possession. The Judge will have to on the Effigy as if it were the target. Of Voodoo can only actively affect a single
decide what the exact effects of course, the would be victim can resist target at any one time because of the
subjective reality are. but in general the this Magical attack using his Psyche. simple constraint that all the Voodoo
disbelieved objects simply do not exist Sympathetic Magic incorporates forms Mage's hands and concentration are
for the hero. He cannot be harmed by of the following Powers, which function need to perform the Magic. Effigies can
them, nor can he have any effect on at Power rank but are limited to a single affect any living or sentient being.
them himself. The hero’s enemies may target: Sympathetic Magic can be used against
be quite baffled by their inability to cut • Life, Magic, Power, Psionic, and Robots, Computers, Cyborgs, rock-
him to pieces or blast him to cinders Weakness Detection Powers; men, gas-women, and so on, provided
• Biophysical Control, Emotion Control, the rules are followed. (Making an Effigy
MG22/Sympathetic Magic: (Voodoo): Hypnotic Control, Mind Control, Shape of an Ethereal would be kind of tricky
This is a combination of certain Mental Change Others, Sleep Induced, and though.) The Nemesis for this Power is
and Life Control Powers. Sympathetic Summoning; Iron Will.
Magic requires the Mage make an Effigy • Communicate with Animals, Empathy,
of his target as a way of directing the Hallucinations, Remote Sensing, and MG23/Warding: The Mage can create
Power to that target. The Effigy can be of Telepathy. If the Mage possesses other areas of latent Power in any desired
any quality of workmanship, from a Powers, these should be incorporated location. The Ward is designated by a
crude wax doll to an exquisitely detailed into this Magic to give the Mage further special substance or mark. The mage
full portrait in oil paints; however, the forms of Voodoo spells. Once the Effigy decides what specific Powers the Ward
Effigy must incorporate a cast-off body is made, it can be used over and over possesses and what the triggering
part, excretion, or possession of the again to effect the target. Its Power over stimulus will be. When that stimulus
target. The most common example is a the target can only be broken by occurs, the Ward releases all its power is
hank of hair. Once the Effigy is created, removing the material that provides the a single turn, generally in the direction of
any action that affects that Effigy will also physical link to him. Once the victim. whatever created the stimulus. The
affect the target. Physical manipulation knows the existence of the Effigy, he Power's rank determines how great a
of the Effigy causes a similar effect on should do anything in his Power to find it variety of Wards the Mage can create.
the target. For example, sticking a and remove the linking material. The The rank number is also the number of

123
of Powers he can incorporate into his ten feet radius. If the Mage tries to create Generation tables on pages 14-16 and
Wards, even if the Mage cannot directly a Remarkable Ward within twenty feet of randomly generate all the Powers the
use those Powers. himself. Each Ward's the Good Ward, lie discovers he can only Mage can incorporate into Wards. Wards
intensity rank is the same as the Mage's create a Good ward at best. If he backs that employ a special variation on
own rank. For example, a Mage with off another twenty feet, though, he can normal Power use, such as a Power
Excellent Warding can create 20 create the Intensity he desires. The Stunt, should be treated as individual
different Wards, each possessing triggering mechanism can be any Wards. Example: Consider two different
Excellent Intensity rank. A Remarkable condition stated by the Mage at the time Wards that each employ Force Field
Intensity FEAT enables the Mage to of creation. Nor mally Wards are. Generation. One creates a trap that
create a single-use Ward. An Amazing triggered by the close passage of a living envelops anyone within the target area.
Intensity FEAT enables him to create a being. Thus they are often found near The other one creates an invisible
self-renewing Ward. The Power rank doorways or in passages. Once created, column of force that shoves anyone
number is also the maximum number of Wards last until they are depleted or back with rank level Strength. Each of
Wards a Mage can have in existence at destroyed. Given the durability of these is considered a separate Ward
any one time. If the Mage tries to surpass modern building materials, a Ward can and requires a unique designation.
this number, his oldest still-existing Ward last for about a century or so. (Quick, Nemesis Powers include Energy, Magic,
harmlessly vanishes. The minimum name five 100-year-old buildings in your Psionic, and Power Detection and
distance between Wards is one foot for area!) Wards can be destroyed by Resistance to Magic.
each point of the Wards' combined demolishing the surface on which they
Intensity rank numbers. For example, a are placed or by the use of Magic
Feeble and a Monstrous Ward must Control/ Negation. Wards can be
be separated by at least 82 feet. If the detected by a number of ways. The
Mage attempts to place a new ward simplest is the brute force method of
within range of an existing one, the new triggering them (also called the really
one will not function. If the new Ward's stupid method). The presence of a Ward
area of effect would overlap with another can be revealed by either Energy, Magic,
Ward, the new Ward cannot have the full Power, or Psionic Detection. Shortly
Intensity rank. The new Ward will have a after the Mage has been created, the
maximum rank that will only touch the Player should make up a list of at half of
edge of the earlier Ward's range. For the possible Wards he can create. The
example, a Good Ward covers an area of Player should return to the Power

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Matter Control Powers

MC1/Air Control: T he hero with this inanimate objects to grow or shrink and forcibly separate two Bonded objects is
Power has the ability to manipulate air, even become animated. The hero can to tear the surface of one or both of them.
winds, and (potentially) weather. The also command the now animated figure This causes Typical wounds to a living
hero can create shields of wind up to to do anything he/she desires. The hero target The range for Bonding is limited
Power rank damage that are effective can cause the figure to grow up to a to Contact only. The hero need not touch
against all physical missile attacks of height equal to it's current size plus the the actual area to be Bonded, although
that rank or lower. The hero can also use power rank number multiplied by a factor the hero needs to touch the two targets
air as a distance weapon, inflicting up to of 5 feet and to shrink to it's normal size somewhere in order to direct the Power's
the Power rank of damage, but repelled divided by the power rank number effect. Once the hero is touching both
by any form of Force Field, including multiplied by a factor of 5 centimeters. targets and has begun to manifest his
shields made of air. The hero can also Each figure when animated develops a Power, Bonding occurs at any point
generate winds of Power rank Intensity. bond with the hero. The hero and the where the two targets are in contact with
The hero with Air Control may also animated figure are allowed to each other. The Bonding process takes
develop Power stunts for this Power. A communicate with one another through any number of turns, depending both on
character with Air Control begins with a telepathic link. the hero's Power rank and the desired
one Power stunt. which may be: material strength of the Bonding. The
• Flight: at Power rank speed. MC3/Bonding: The hero has the ability first turn produces a Bonding of Feeble
to join two or more targets together on a
• Limited Weather Control: Tornadoes of material strength. Each turn the Bonding
Power rank Intensity and damage, molecular level. The effect is the same process continues raises that material
controlled by Power rank FEAT. as if the targets were glued or welded strength +1CS, up to the limit of the
• Limited Weather Control: Summon together. In actuality, the hero has Power rank. At any point the hero can
Storm. induced molecular adhesion. A cease to use his Power and thus
• Limited Weather Control: Summon submicroscopic examination would fail produce Bonding of varied strengths.
Fog. to reveal any foreign material (such as a Example: K. Z. Glew has Good Bonding
glue) or disturbances in the normal
• Lightning of Power rank range and and is testing his Power on a number of
damage. arrangement of the target's structure blocks. When he holds two together for
(such as the distortion caused by
• Reducing existing Weather Conditions two turns, he produces a Poor Bonding.
welding). The Bonding is so powerful
with Power rank ability, as for each type Holding two together for three turns
of weather. that attempting to sever its effect results produces a Typical Bonding. Holding two
in physical damage to either of the bricks for four turns produces a Good
MC2/Animation: The hero can cause Bonded targets because the only way to Bonding; in fact, K. Z. could concentrate

125
on the same two bricks all day and not doing so causes Typical damage as the Incredible rank can collect material from
be able to exceed that Good Bonding. Bonded surface is left behind. as far as 25 miles away. Collected
The duration of the Bonding is Transition from solid to either liquid or material will instantly teleport to the
determined by a Power FEAT at the gaseous state will work to free the designated Collection site. The site must
time the Power is used. A green FEAT Bonded matter without physical be in line of sight of the hero and within
creates a Bond that lasts a number of damage, although this is not an option his Power's range. The hero can Collect
turns equal to the hero's Reason rank for most people. Bonding only occurs per turn a maximum amount of material
number times 100. A yellow FEAT on the surface and does not penetrate measured in the number of pounds
increases the multipliers to 10,000 more than 1/16th of an inch into any equal to the Power rank number. This
turns times the Reason rank number. A Bonded material. The effect this has on assumes, of course, that enough
red FEAT ensures a permanent living targets is that only the epidermis material exists within Collected. Any
Bonding. If the Bonding is temporary, is affected. As it does not affect liquids, material of any nature can be Collected.
its effects end without a trace at the the Power automatically penetrates There is a partial exemption to this rule in
expiration of the time limit. This is a any coating that might otherwise regards to living beings. The Power can
Power that readily combines with many protect the target. Optional Powers only Collect living beings whose weight
of the other listings in this book. include Missile Creation, Spray, is within the weight limits for the Power; if
Combining it with Webcasting Webcasting, and Weapons Tinkering. the beings weighs more, the Power can
produces an equivalent to Spider- The Nemeses are Phasing, Body not affect them aside from a brief tug. If
man's web. Weapons Tinkering Transformation, and Energy Body. the Power is used to Collect the bodily
produces an equivalent to the products of living beings, player and
Trapster's glue gun. Chemical Touch MC4/Collection: The hero can cause Judges are to assume that so little is
produces a natural adhesive coating any desired readily available material to drawn from each being that no harm
on the hero's body. Combustion or collect in a specific location. This results. For example, a character could
Fire Generation produces napalm. material must already be present and Collect a mass of blood without having to
There are more but I'll leave them to diffused throughout the hero's vicinity, worry that he bled some stranger to
the player's imagination to devise. The whether in the air, water, soil, or death. The Power does not after the
Power can only affect solids. Liquid, scattered across the ground. The state of any matter either before or after
gaseous, ethereal, and Phasing matter Collection area has a radius determined Collection. The desired matter must be
are immune to this Power's effects. by the Power rank; distances are shown in the basic chemical formulation
Once Bonded, matter cannot Phase on column C of the Range Table inside desired. Desired materials that are in
as a means of escaping the adhesion; this book’s cover. For example, an some altered state are not affected by

126
the Power. For example, trying to Collect material is still locked within ttarget's or hamsters. Optional Powers include
steel in a junkyard full of rust will lead body. Ethereal and Phasing matter can Crystallization, Matter Animation, Micro
to naught. The exception is if the desired be Collected. They just can't be held for E nv i r o n m e n t , M o l d i n g , We a t h e r,
material is in either a state of solution or any length of time without consciously Combustion, Elemental Conversion,
suspension, since neither actually and repeatedly using the Power to return a n d M o l e c u l a r C o nve r s i o n . T h e
affects the chemical nature of the such matter to the Collection site. This Nemesis is Matter Animation.
material. For example, imagine your Power is most commonly linked to the
hero is standing at the seaside and Matter Control and Conversion Powers MC5/Crystallization: The hero can
practicing his Power. He cannot Collect as a way to gather sufficient raw material transform any target material into a gem
the hydrogen bound into the water but he to permit the other Powers to function. like material that possesses Power rank
could Collect salt, gold, or anything else These are listed as Optional Powers. material strength. Crystallization occurs
dissolved into seawater. Collecting salt Even if used by itself, this Power can be because the hero has the ability to
is easy; a Remarkable Power can used effectively. Matter can be Collected shape the molecular bonds of normally
Collect a man sized pile within a minute's to form a protective shield or to entrap a amorphous matter into a crystal matrix
time. Gold is harder; each cubic mile of foe in a suddenly appearing pile of of great strength. The Crystallization can
seawater contains only a few ounces of debris. Dirt or water can be Collected to occur at any site within the hero's line of
gold. Due to some unexplained limitation smother a fire or dampen escaping sight and range; distances are
to this Power, it cannot randomly Collect radiation. The hero is free to develop determined by the Power rank and can
foreign materials found within the bodies various Power Stunts using suddenly be found on column C of the Range
of anyone within the Power's range. materialized matter The complexity of Table on the inside cover. The newly
Common foreign materials include tooth the material to be collected determines formed Crystal is initially stationary; it
fillings, prostheses, sutures, and drugs. what Intensity FEAT is required. Raw, cannot be launched like a missile
If the hero must Collect such materials amorphous materials can be collected in (unless the hero possesses Missile
from a body. For example if he knows a dusty pile by a Green FEAT. Common Creation, but I'm getting ahead of
a r s e n i c h a s b e e n swa l l owe d by examples include metals, dirt, and myself). It can be formed in such a
someone, the conditions increase in water. Formed or complex material position that gravity immediately affects
difficulty. The hero must be in contact requires a yellow FEAT to collect in it. Crystallization automatically affects
with the source of the desired material recognizable form. Examples include non-living, unprotected, stationary
and the hero must make a red FEAT to bricks, edibles, and comic books. targets. Moving targets require the hero
withdraw the material without harming Biological material requires a red FEAT, to make an Agility FEAT in order to hit
the donor. Failure to do so means the whether the hero is trying to collect bile the target. If Crytsallization is used as

127
an attack against a living target, it can be shards can be used to create powerful instruments of destruction. Body Armor
resisted by the usual methods. Methods Magic. Such shards can also lead to or Body Coating can be a suit of flexible
of protecting a target from being later Plot Complications. ("You don't crystalline armor with that gives Power
Crystallized include Force Field vs. understand. The gem in the necklace I rank Resistance to physical or energy
Energy Attack, Resistance to Energy gave Helen was part of Leviathan!") attacks. Vision based Detection Powers
Attack, True Invulnerability, and various Normally Crystallization is only can be achieved by the hero
Magics and Power Controls. Crystal can temporary. The duration of a given spontaneously forming optical devices
be formed in any shape the hero desires. Crystal is the number of minutes equal to and lenses of crystal. If the hero has an
The amount of Crystal the hero can the Power rank number. At the expiration exotic Physical Type, perhaps he can
create in a single turn is the number of of this time, the Crystal reverts back to its himself be composed of living crystal.
square feet equal to the Power rank original material. If the Crystallization Such categories include Modified
number. The material to be transformed was directed in the air the original Humans, Cyborgs, Robots, Abnormal
into Crystal is drawn from particles in the material was probably dust particles. As Chemistry, Mineral, Compound, and
air or from the target itself. Solid targets mentioned earlier, if the Crystallization Changeling. Optional Powers include
can themselves be Crystallized. If the was used to transform a living target and Weapons Creation (limited to Crystal
Power is used on a living target, innate that Cr ystal was subsequently weapons only), Collection, Matter
safeguards incorporated into the Power shattered, the transformation is made Animation, Missile Creation, and
place the target into a semi-state of permanent. (This rule is purposefully Spray. Nemeses include Force Field
Suspended Animation; all life functions intended to spare the Judge and players vs. Energy Attack, Force Field vs.
temporarily cease but the target remains from dealing with the hamburger that Physical Attack, Resistance to Energy,
aware of its condition and surroundings. would be created if the formerly living Resistance to Physical Attack, and
A Crystallized life form must remain target did revert to its original state.) For Disintegration.
intact if the process is to be reversed. If game purposes, the category of "living
the Crystallized life form is shattered, the target" can be expanded by the Judge to MC6/Density Manipulation-Others:
transformation is permanent. Note: the encompass any of the Physical Types for The hero can alter the density of other
shards-of a shattered, Crystallized life player characters and NPCs. The Power individuals on touch, either increasing
form all possess some of the victim's life can be combined with other Powers the density (and thereby mass) or
force; the percentage of the victim's listed in this book. As mentioned before, reducing the density (take less damage,
Psyche possessed by a particular shard M i s s i l e s c a n g i ve t h e C r y s t a l s etc.). The hero must touch his target, and
is equal to the percentage of the original momentum and range. Weapons an unwilling target may make a Psyche or
Endurance FEAT (target’s choice) to avoid
body represented by the shard. Such Creation can specialize in crystalline

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the effects (type of FEAT roll required is the process. Performing any physical UN .01%
determined by this Power rank. Effects action while under the effects of this X .001%
are: Power requires an Endurance FEAT. The Y .00001%
•Density Reduction: The target effects of this manipulation last for 1-10 Z .0000001%
becomes vaguely transparent, and as rounds after being applied. Cl1000 .0000000001%
such will become both less vulnerable to Cl3000 .000000000000001%
attacks and less effective in attacking. All MC7/Diminution: The hero can reduce Cl5000 .00000000000000000
Physical attacks on the individual in this the size of a target. The target must be in 000000000000001%
state are reduced by this Power rank, line of sight and within one area of the
and similarly all physical attacks by the hero. Any material can be Diminished by In practical terms, a Diminished rank of
affected character are reduced by this this Power With the sole exception of Shift X, Y, or Z is sufficient to reduce a
Power rank. The affected individual may m a t e r i a l t h a t h a s a l r e a d y b e e n normal sized human to the size of a
not phase, but may be affected by winds Diminished by an equal or higher rank of cell. Either CL1000 or Cl3000 will reduce
of Good Intensity or greater. This effect this Power. In such a case, the would-be him to atomic scale. CL5000 reduces a
lasts for 1-10 rounds, and the affected target is assumed to already be human to such a point where he can
individual will be reinstated to his original Diminished to a further point than the enter a Micro-verse such as Jarella's
state after this time. hero could reach anyway. The level to world of Kaa. A note on Micro-verses:
•Density Increase: The affected which the hero can Diminish a target is These are miniature dimensions that
individual increases in density (and determined by the Power rank. Levels can be reached by a person undergoing
therefore mass) without the increased appropriate to this Power are: extreme size reduction. The act of
strength in the limbs and other Shrinking causes the person to breach
structures required to move that mass. Rank Resultant Size the Dimensional Barriers and reach a
Each round, make an Endurance FEAT FE 50% chosen Micro-verse. The worlds within
(type determined by Power rank as PR 25% a Micro verse roughly correspond to but
Intensity) or the character becomes TY 12.5% are not actually atoms or molecules.
unconscious. Upon becoming GD 6.25% O n c e w i t h i n a M i c r o ve r s e, t h e
unconscious, make a second EX 3% Dimension traveler finds himself in an
Endurance FEAT or the affected RE 1% e n v i r o n m e n t t h a t a p p r ox i m a t e s
individual begins to lose Endurance IN .5% conditions in the larger, outer world.
ranks at a rate of one rank per round, AM .25% Microverses may themselves contain even
until another Endurance FEAT halts MN .1% smaller Micro-verses. Even our own world

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may in fact be a Micro-verse to some difficult at smaller sizes. Atomic Mass and physical strength are reduced
inconceivably larger Macroverse. The Reduction: The hero decreases the a proportional amount. While this Power
duration of Diminution on a target is number of atoms in the target's body. has more advantages than the other
determined by a Reason FEAT made at The lost matter is either disintegrated (if forms, it has a deadly disadvantage. As
the time the Power is used on the target. the Diminution is per manent) or the target's atoms shrink, they are no
A green Reason FEAT gives a duration temporarily removed from the target's longer able to interact with other, normal
of the Reason rank number times 100 plane of existence and stored on sized atoms. As a result, a living target is
turns. A yellow FEAT increase this to another plane until it is needed to return unable to breathe the air or consume
10,000 turns times the Reason rank the target to its original size. Mass and food or water. Seen in this light, this form
number. A red FEAT makes the strength both decrease as the target of Diminution is the equivalent of a Fatal
diminution permanent; in such a case Shrinks; the lower ranks are proportional attack. Fortunately, there is a 95%
the only way the target can return to its to the target's new size. The target chance the Power envelopes the target
original size is through use of becomes increasingly simple in in an energy field that shrinks anything
E n l a r g e m e n t , M a g i c , o r Po w e r structure and reach a stage where the within one foot (proportional to the
Negation. There are three very different remaining structure is too simple to target's current size) of the target to the
ways to create the effect of Diminution. sustain the life-force of a living target. same size as the target. This allows
Each has its own mechanism and This occurs at Shift X rank. If the the target to breathe, drink, and eat.
peculiar properties as a result of that Diminution is temporary, the target's life- The existence of this field is randomly
mechanism. The player caneither force is stored on the same plane as determined at the time the source of
choose for himself or let a random die roll the displaced matter that normally forms the Diminution is created. If the hero
determine which form. his body. At Shift Z Diminution, the target lacks such field, then any target must
Atomic Collapse: The hero decreases consists of only a single molecule which have its own supply of proportionally
the distance between the target's atoms immediately vanishes when the next sized consumables. Even nonliving
and subatomic particles. The target rank is reached. targets can be affected in that the
does not lose weight as it shrinks. Atomic Reduction : This is the most Power effectively insulates them from
Rather, it becomes increasingly dense common form of Diminution and the only electricity, since normal-sized electrons
and could eventually collapse into form that permits the target to enter a cannot flow into a Diminished
conductor. Treat this as rank level
neutronium (Cl3000 Diminution) or even Micro-verse. The hero can reduce the
Resistance to Electricity. If the field
a black hole (CL5000 Diminution). size of the atoms and subatomic
exists, electrons are automatically
Strength is unaffected by the change in particles themselves, thus reducing the
Shrunken to permit conductivity. It is
size but leverage becomes increasingly overall size in a proportional manner.

130
assumed that when the Power is used, Power can automatically effect a non- into dust, sand, liquid, or even vapor.
the hero intends to Diminish the entire living, stationary, unprotected target. The Material Strength of the target
target. If the hero specifies, he can Moving targets require the hero to make determines what Intensity FEAT is
attempt to shrink only part of a target. an Agility FEAT to hit the target with his required. For example, asphalt has
Since this is equivalent to tearing the Power. Living targets are allowed to Good Material Strength and
target apart, a Power FEAT determined resist the Power's effects in the same consequently would require a Good
by the Material Strength of the target is way they would resist any energy attack Intensity FEAT to destroy. The hero can
required to do such an act. Example: Disrupt any target within both line-of-
Ta r g e t s c a n b e p r o t e c t e d f r o m
Size-Master possesses Remarkable Diminution by such owers as Force Field sight and range. The range is
Diminution. Seeing an uproar at his local vs. Energy, Resistance to Energy, True determined by the Power rank;
bank, he wanders in to see what's up. He Invulnerability, certain Magics and distances are shown on Column A of
discovers The Shocker tr ying Power Controls, and the simultaneous the Range Table on the inside cover.
desperately to free people trapped in a use of an opposing Enlargement Power. The amount of matter the hero can
safe and he decides to assist the rescue. Atomic Dispersal opposes Atomic Disrupt in a single turn is the number
He locates a section of the safe away Collapse, Atomic Gain opposes Atomic of pounds equal to his Power rank
from The Shocker and begins to Reduction, and Atomic Growth opposes number. If the player chooses when
manifest his Power. The safe is made of Atomic Shrinkage. If the opponent lacks creating the character, he can increase
steel and reinforced concrete and has a the matching form of Enlargement he either range or amount affected any
Remarkable Material Strength. Good, can still try to negate the effects of number of +CS by decreasing the
Size-Master only needs to make a Diminution with whatever form he other factor an equal number of -CS.
yellow FEAT to Diminish a hatch in the possesses; the results can get a little Example: an initial rank of Good can be
safe's wall. Within twelve seconds he weird, though. The Nemeses are those altered by up to 3CS and produce
has Diminished a six-foot-wide area into Powers mentioned in the previous results as varied as Feeble range
a one inch wide plug, which drops out paragraph. (Contact only) and Incredible effect (40
of the wall and rolls around on the floor. pounds) or Incredible range (11 areas)
Size-master is helping the trapped MC8/Disruption: The hero can destroy and Feeble effect (two pounds). Also
people out of the safe when Shocker a target's physical structure without when creating the character, the player
finally burns through the opposite wall. resorting to a physical or overt energy can choose whether to make the
Later the two rivals seal the hole Size- attack. The molecular bonds that give a Disruption permanent or temporary.
Master made by holding the plug in target its solidity are directly Disrupted, Choosing the temporary option raises the
place as returned to its original size. The with the result that the target collapses Power rank +1CS. The duration of the

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Disruption is determined by a separate Powers as Force Field vs Energy, taken as Strength in every round. The
Reason FEAT made at the time the R e s i s t a n c e t o E n e r g y , Tr u e material may be used as a weapon
Power is used. A green FEAT gives a Invulnerability, a combination of (inflicting material strength damage), or
duration equal to 100 turns times the Collection and Molding, certain Magics, shield (of material strength). The player
Reason rank number. A yellow FEAT and certain Power Controls. Any of these running a hero with this Power is able
increases that to 10,000 turns time the can reduce the Intensity of the to develop a number of Power stunts.
Reason rank number. A red FEAT makes Disruption by the opposing Power's The hero starts with no stunts other
the Disruption permanent. At the rank. The Judge is free to decide for than the mere manipulation of myriad
expiration of the duration, the Disrupted himself the results of partial protection materials. Power stunts that may be
matter reforms in its original shape from Disruption. The Nemeses are any developed can include:
although not necessarily in its original of the Powers mentioned in the previous • Digging (moving earth out of the
location. If the target is living, the Power paragraph. way).
has the peculiar effect of placing the • Earthquake-type attack (All targets in
target in a state of semi-Suspended MC9/Earth Control: The hero with this a given area. damage equal to hero's
Animation. All life function cease for the Power can manipulate natural or semi- Power rank).
duration but the target somehow retains natural mineral items. The range and • Create "earth beings" of stone or
consciousness and awareness. This ability of these modifications are rock, with physical abilities whose rank
Power is often incor porated into determined by the hero's Power rank.. number sum does not exceed the
weapons systems. A disruptor gun can This Power is limited to naturally Power rank number, with Body Armor
be designed and built by a Reason rank occurring materials (dirt, rock, stone), or of material strength rank.
and an expenditure of Resource points semi-natural materials that are of • Transportation (creating a wave of
equal to the Power rank desired for the consistent nature (concrete, asphalt, earth that moves, carrying the hero
w e a p o n . S t a t i o n a r y, n o n - l i v i n g , and glass). Radically altered items such along) of Power rank Speed.
unprotected targets are automatically as steel alloys and ar tificially • Levitation (building a pillar of earth
affected by the Power. Moving targets constructed mechanisms (including beneath the hero).
require the hero to make an Agility FEAT computers, guns. and vehicles), and • Entrapment(opening the earth
in order to hit the target. Living targets living or once living things (rubber, wood. beneath an opponent's feet, or
are allowed to resist the Power in the or flesh) are beyond the scope of this wrapping stone around them).
same manner they could resist any Power. The Earth Control Power allows
energy attack. Targets can be protected the hero to manipulate an amount of
from Disruption by the use of such material up to the hero's Power rank

132
MC10/Enlargement: The hero can Shift Z 200x 200 tons the same despite any increase in size,
increase the size of any target. The Cl1000 500x 500 tons causing the target's density to drop.
target can be of any nature and must Cl3000 1000x 1000 tons Material Strength decreases -1CS with
be within both line-of-sight and one Cl5000 10000x 10000tons each doubling in size. Eventually, at
area of the hero's location. Any Shift X Enlargement a solid target
material can be enlarged with one The duration of the Enlargement is reaches a stage where it is less dense
exception; the Power cannot affect any determined by a Reason FEAT made than air and can drift off. At Class 1000
target that has already been Enlarged at the time the Power is used. A green rank and beyond, the target becomes
by another Power of equal or greater FEAT gives the Enlargement a duration effectively intangible to contact with
rank. In such a case, the would-be of 100 turns times the hero's Reason normal matter.
target is assumed to already be rank number. A yellow FEAT increases Atomic Gain: The Power causes the
Enlarged past any point the hero could that to 10,000 turns times the Reason target to gain additional atoms. These
have Enlarged it to anyway. The number. A red FEAT makes the are automatically incorporated into
amount the hero can Enlarge a target Enlargement permanent. There are the target to duplicate and augment
is determined by the Power rank. The three different mechanisms by which existing molecular structures. As the
levels to which the hero can Enlarge a Enlargement can occur. Each form has targets gains new atoms, the size and
target are shown below: a different set of innate properties. mass of the target increase
When creating the character, the player proportionally. Where do the new
Rank Size Weight must decide which form the hero has. atoms come from? There are three
FE 1.5x 300 lbs The player can either select one or let possibilities. One theory holds that
PR 2x 400 lbs the dice randomly determine it for him. Molecular Creation creates them from
TY 3x 600 lbs the hero's force of will. A second theory
GD 4x 800 lbs Die Roll Form suggests Molecular and Elemental
EX 6x 1200 lbs 01-30 Atomic Dispersal Conversion are responsible; the new
RM 8x 1600 lbs 31-60 Atomic Gain atoms are simply Converted air
IN 10x 2000 lbs 61-00 Atomic Growth molecules. The third explanation is that
AM 12x 2400 lbs the hero somehow taps into another
MN 15x 3600 lbs Atomic Dispersal: The Power causes dimension, one that contains nothing
UN 20x 2.5 tons the spaces between the atoms and but the raw material for this Power and
Shift X 50x 50 tons subatomic particles to increase, thus the Matter Creation Powers and also
Shift Y 100x 100 tons increasing overall size. Mass remains provides a storage place for the matter

133
displaced by Shrinking, Diminution, and proportionally. The target's Strength Strength of the target. For example, a
Disintegration. This last idea could lead increases only enough to match his brick wall has Good Material Strength. A
to a Plot Complication wherein the hero greater weight; Lifting Strength does not hero with Typical Enlargement would
accidentally draws something More than i n c r e a s e. T h e r e i s a d a n g e r o u s need to make a Red FEAT to enlarge a
raw mater ial from that unknown drawback to this form of Enlargement. specific section of the wall, while a hero
dimension. I'll leave it to you to decide As the target's atoms grow, they become with an Incredible rank would only have
which explanation you accept as the unable to interact with normal atoms. to make a Green FEAT. The effects on
truth. As the target expands, it gains real The result is that the target is unable to the entire target if only a section of it is
strength sufficient to move its new mass. breathe, drink, or eat. Fortunately there Enlarged vary by case and by degree of
Real strength increases +1CS for each is a 95% chance that the Power Enlargement. The most common result
+2CS of Enlargement the target is envelops the target in an energy field of a section of Enlarged matter
exposed to. The target's other Primary that enlarges any atoms within its effect surrounded by normal matter is that one
and Secondary Abilities remain to the same scale as the target. The of the two sections shattered, depending
unaffected. The disadvantages of great ex i s t e n c e o f t h i s f i e l d m u s t b e on which is the weaker section. Atomic
size negate the advantages. However, determined at the time the hero is Dispersal weakens Material Strength,
Health seems to increase because created. If the field is not present, the Atomic Growth doesn't alter it, and
physical attacks do less relative target must have a proportionally sized Atomic Gain increases it. Judges should
damage. For example, a single bullet supply of consumables or this Power is use this guide and their imagination
could kill a normal sized person but considered a Fatal attack. The lack of the to decide the results of specific
would be little more than a high velocity field has one advantage in that Enlargement. The Power automatically
grain of sand to a giant. The damage Electricity cannot flow between normal a f f e c t s s t a t i o n a r y, n o n l i v i n g ,
done by Physical Attacks decreases - sized and Enlarged conductors. The unprotected targets. Moving targets
1CS for each +2CS of Enlargement. Powe r t h u s p r ov i d e s ra n k l eve l require the hero to make an Agility FEAT
Note: the damage that didn't affect the Resistance to Electricity. It is always to hit. Living targets are allowed to Resist
giant might be fatal when he reverts to assumed that the hero intends to this Power just as they could any Energy
normal size. Wounds shrink but bullets Enlarge the entire target's body. If the Attack. Targets can be protected from
do not. hero intends to Enlarge a specific area of Enlargement by the use of such Powers
Atomic Growth : The target's atoms a target, he must make a special effort to as Force Field vs. Energy, Resistance to
and subatomic par ticles actually do so. Since this has the effect of tearing Energy, True Invulnerability, Certain
increase in size, thus increasing the the target apart, the hero must make a Magics and Power Controls, and any of
target's overall size. Mass increases Power FEAT based on the Material the Shrinking or Diminution Powers

134
Powers used simultaneously to the temporarily exists in a gaseous state for • Absorbing heat and flame within an
Enlarging attack. The opposing forms of the 2 rounds required to reform. If any area as if Fire Resistance of that Power
these are Collapse vs. Dispersal, fraction of the character's body is rank number.
Reduction vs. Gain, and Shrinkage vs. separated from the rest during this time
Growth. Only the matching form can he can not reform. MC13/Geoforce: The hero can detect
completely protect a target from and control geological forces. These
unwanted Enlargement; while the other MC12/Fire Control: The hero with this include plate movement, stress, faults,
two will apparently work, the final result Power can control existing fire sources. and vulcanism. This power only applies
can be a little weird if extreme ranks of He can intensify the fire up to the levels to natural rock and semi-natural
Power are employed. The Nemeses are of his Power rank, or may reduce the materials such as concrete, cement, and
those Powers mentioned in the previous Intensity of the fire by the same amount, asphalt. Radically altered material
paragraph. reducing fire damage by the rank (steel, plastic) is not directly affected
number. The hero with this Power can by the Power. This Power has two
MC11/Explosive**: The hero can manipulate flame, so as to form a fiery ranges, both based on the Power rank.
transform any and all parts of his body shield that will inflict the Power rank The ability to detect forces and materials
into a explosion of physical force with number of damage on those who cross within the earth has a range shown on
Power rank AoE range.. Any one in the it, but cannot initially use the Fire Control Column C of the Range Table on the
area suffers Power Rank Force Damage to affect targets at a distance. (That inside cover. The ability to actually
if the hero detonates his entire body. The requires the power Distance Attacks - control those forces is more limited and
explosion decreases -2 CS in intensity Fire Generation.) The hero with Fire is deter mined on Column B. For
for each area it travels through beyond Control can develop Power stunts using example, a hero with Remarkable
the first. Once the character detonates this Power as time goes on: Geoforce can detect forces 12 miles
he may reform his body 2 rounds later. A • Using existing flame as a missile distant but can only control those forces
character may decide to explode just his weapon. within one mile of her location. The
hands and feet in a explosion. These • Creating shapes from flame of Power Detection aspect of this Power enables
attacks inflict -2 CS power rank damage rank number Health and damage. the hero to sense a variety of earth
and can slam or stun targets no matter • Writing words with flame in the sky. related things. These include ground
t h e i r c o m p a ra t i ve S t r e n g t h a n d • Creating entrapment devices of Power temperature (green FEAT), general
Endurance abilities as long as some rank damage. mineral composition (green), specific
damage is inflicted in the attack. After a • Controlling heat to a Power rank minerals (red), locate caves (green), locate
full detonation, the character's body degree. beings moving within the Earth (yellow)

135
identify fault lines and stress points the Power is no longer supporting their The Power provides the hero with a
(yellow), and communicate with beings existence; heat is lost at a rate of -1CS seismic equivalent of Telepathy. Such
made of rock (red). The active aspect of per hour. For example, the volcano in the beings include golems, Ear th
t h i s Powe r e n a bl e s t h e h e r o t o X-Mansion was cool enough to sit on by elementals, and planetary beings such
accelerate, slow, or alter the direction of the time Professor X came home a few as Ego the Living Planet. Is Mother Earth
natural geological forces. The hero can hours later. It is assumed that the cooling alive in your campaign? If she is, then
affect plate movement; this can create effect extends all the way down back this Power will let your hero talk to her.
Power rank tremors or reduce the through the ground to where the magma The Nemeses for this Power include
intensity of existing tremors by the came from in the first place; otherwise all itself, Disintegration, and Phasing.
Power rank number. The hero can these baby volcanoes would act as
accelerate erosion by decreasing the conduits for later, normal vulcanism. The MC14/Matter Animation**: The hero
Material Strength of exposed rock. The amount of matter the Power can effect is can alter the flow of any raw matter,
flow of magma within the earth can be awesome. The Power can affect a impart movement to stationary matter,
redirected to anywhere the hero wants maximum amount of rock equivalent to and shape such matter into any desired
an instant baby volcano to erupt. By ten tons for each point of the Power rank form. The Power can only affect matter
magnifying existing faults and nu m b e r. Fo r ex a m p l e, M a g m a ' s that is in a relatively natural state. It
decreasing the rock's Material Strength, Monstrous Geoforce can affect 800 tons cannot affect mechanical objects or
the hero can create openings in the (1.5 million pounds!) at a range of up to material that is now or had once been
earth. These can be instant pits, valleys, six miles. The Power can be expanded alive. There are three basic forms of this
caves, or tunnels. The effects of the into a variety of Power Stunts, such as Power, each with dominion over a state
Power are permanent alterations to the induced Avalanches and sculpting of matter. When creating the hero, the
landscape. Baby volcanoes don't last chambers in the earth. The latter player must choose one of these forms
very long, though, if the area didn't have example is also a way for the hero to for the character. He can do this himself
a previous history of vulcanism. For make some money on the side by or let the dice choose for him.
example, during her tenure with the New creating "secret underground
Mutants, Magma has created baby headquarters" on commission. The giant Die Roll Form
volcanoes in such places as Rio de caves that litter the pages of comic 01-20 Air Animation
Janeiro's harbor, the living room of books do not occur in real life, people. A 21-50 Liquid Animation
Professor Xavier's mansion, and an c u r i o u s u s e o f t h e Powe r i s t o 51-100 Solid Animation
apartment in Manhattan. Such freakish communicate with beings who are
volcanoes immediately cool down once themselves composed of natural rock.

136
Air Animation: The hero can directly and do Power rank damage to anything to the Power rank. The Power can be
control the movement of gases and in their path. Liquid can animated to refined into a variety of Power Stunts,
vapors and indirectly control the resist gravity and act as if it were such as turning an opponent's weapon
movement of material suspended in the temporarily a solid of rank level Material against him, creating self-tying knots,
air, such as smoke, dust, steam, and so Strength. Liquids can be used as a and creating flying platforms that can
on. He can create winds of speeds equal shield that reduces the Intensity of carry the hero across the ground or
to Power rank speed (see the Airspeed Energy Attacks by the Power rank through the air. The range at which the
table on the inside cover). He can control number. It can be further refined into a hero can Animate Matter is determined
the actions or air, wind, clouds, and variety of Power Stunts, such as forming by the Power rank; distances are shown
potentially even the weather. The hero propulsion systems or being shaped into on Column B of the Range Table. The
can use air either defensively or air bubbles with "solid" floors. maximum amount that can be Animated
offensively by forming shields or gales of Solid Animation: The hero can alter the is a mass weighing the equivalent of
Power rank strength. Note: Air attacks condition of solid matter, so long as it is 1000 pounds times the Power rank
cannot penetrate Force Fields or an not biological or mechanical in nature. number. For example, a Feeble rank can
aerial shield of higher Intensity. The He can give the solid movement, move one ton; in liquid terms this is the
Power can be developed into Power reshape to any form, and even give it the weight of a water bed. Matter remains
Stunts such as Gliding, Whirlwind, semblance of life. Solids can travel at Animated as long as the hero
Flight, and limited Weather Control. The Power rank speed (see the Land Travel concentrates on using this Power.
forms of Weather Control available to the table inside the cover) either across the Judges are free to develop their own
hero all depend on stirring up the air. ground or through the air. The hero can criteria to determine how well and how
These include bringing in storms, fog, Mold the solid into any single mass. long a hero can do this in a given
tornadoes, and suddenly bringing two Solids retain their Material Strength but situation. Any material can be Animated,
air masses of differing temperature can be Animated to do Power rank as long as it is within the restrictions on
together to form either fog or lightning. damage to other targets. The hero can the chosen form of that Power. Any
Liquid Animation: The hero can create golems or simulated elementals reshaping done to the target is
directly control the movement of liquids that obey his every whim; such creations permanent; of course, this only applies
and indirectly control material are only sophisticated puppets that to solids. The possibilities for both
suspended in liquid (mud, cake batter). possess no more life than does a c o n s t r u c t i o n a n d va n d a l i s m a r e
He can create currents and waves that marionette. (Of course, there is the immense. At the time the hero is created,
can travel at Power rank speed (see the example of Pinocchio…) Animated the player has the option of raising the
Water Travel table on the inside cover) solids possess a Lifting Strength equal Power rank +1CS by further specializing

137
the Power's range of effect to a specific within range of the Power; Column B of Psyche with a green FEAT and Ultron-
compound or type of matter. Examples the Range Table gives the appropriate 11's Poor Psyche with a yellow FEAT, but
of specializations include Powers that limits. If the hero attempts to control couldn't begin to touch Jocasta's Good
specifically Animate steam, water, oil, several machines simultaneously, the Psyche. Attempting to wrest control of
ice, clay, and so on. The Nemeses for Range decreases -1CS for each the Iron Man armor would require a red
this Power include itself and additional Machine the hero is FEAT if either Tony Stark or Jim Rhodes
Disintegration. controlling. For example, a hero with were wearing it at the time but would
Good Machine Animation can control a automatically succeed if the armor were,
MC15/Machine Animation: The hero single machine 10 areas away, two say, hanging in a closet somewhere. To
can control the movement of anything machines 5 areas away, three machines protect against such interference, High
mechanical. It is as if the hero were a within his area, or four machines if he is Technology types would need to develop
combination remote control panel and touching all of them at once (an circuitry that would give the equivalent of
power source. The machines can only interesting Agility FEAT, I suppose). The a desired Psyche rank to the machine.
perform those functions for which they Power is primarily intended to control Optional Powers include
were designed. While under the normally non-sentient devices, which Communication with Cybernetics,
influence of the Power, the affected are considered to have a Psyche of zero. Communication with Non-Living Matter
machines can function even in the If the hero tries to gain control of a Robot (limited to machines only), and Matter
absence of a normal power supply, such or the mechanical part of a Cyborg, Animation.
as would be provided by an electric cord, greater effort is needed. It becomes a
wound spring, or miniature nuclear contest of wills, as the hero's Power tries MC16/Micro-Environment: The hero
generator. The only new function the to overcome the target's Psyche. The can alter his immediate surroundings to
hero can give a machine is limited Psyche in question is either that of the create a miniature climate around
ground movement. Affected Machines Robotic brain or the living mind of a himself. The Micro-Environment always
can travel at -2CS Power rank speed by Cyborg; if the Cyborg incorporates both contains fresh clean air (or water or
sliding or rocking along the ground; see living and mechanical minds, only the methane or whatever the hero breathes)
the Surface Movement table inside the Psyche of the mechanical mind is used at any temperature and pressure the
c o v e r. I f t h e m a c h i n e a l r e a d y to determine the difficulty of the FEAT. hero desires. The Micro- Environment
incorporates a means of propulsion The latter determines what Intensity incorporates a Force Field that protects
(wheels, tracks, table legs), it can travel FEAT is required. Example: A Poor it from any factor that might harm or even
at Power rank speed; see ditto. The rank of Machine Animation could seize annoy the hero, such as rain, poisonous
Power can affect any single machine control of a Dreadnought's Feeble gases, extreme temperatures, extreme

138
temperatures, or the pressure that hero in the middle of a house fire, gas e/etc. he can make with his Power rank.
naturally results from having three miles leak at a fertilizer plant, radiation spill at If you don't, the Judge is liable to say that
of ocean over your head. In such cases, a laboratory, a thunderstorm, or a smog mysterious changes in the environment
the Micro-environment automatically alert in Los Angeles. The Power can be prevent your hero's Power from working.
excludes potentially hazardous gases used to Resist the effects of Air or Water The Power only protects the hero from
and liquids and reduces the Intensity of Animation, Weather Control, Heat, or environmental effects or Powers that
pressure, extreme temperature, and Cold Generation; the Intensity of the employ aspects of the Environment.
high gravity by the Power rank number. attack is reduced by the Power rank Beside the Powers mentioned earlier,
Lesser or equal Intensities are canceled number. The Micro-Environment has a this Power will also provide limited
out, while higher ranks only penetrate in maximum radius in-feet equal to the protection against Electrical Control,
d i m i n i s h e d fo r m . T h e Powe r Power rank number. Normally it is a Electrical Generation, Coldshaping,
automatically Collects the desired sphere centered in the hero but she can Gravity Manipulation, Hard Radiation
materials into a sphere around the hero; shape it or direct it to another location if and its Control, Thermal Control,
if no such materials are available, the she so desires. The maximum range at Plague Carrier, Geoforce, Spray, and
Power employs an innate form of Matter which the hero can direct the Micro- Pheromones, but only if the offending
Creation or Conversion to produce those environment is determined by the Power Power originates outside the Micro-
materials. The Force Field maintains the rank; appropriate distances are shown Environment. As hinted at before, the
desired pressure, temperature, and on Column B on the Range Table. The Power can be used to create any
gravity levels while enclosing the desired m a x i m u m vo l u m e o f t h e M i c r o - environment the hero desires, provided
materials and shielding the hero from environment is the equivalent of a it is beneficial to whatever nature of
the undesired ones. If the hero requires sphere whose radius equals the Power being is inside its protection. Of
a surface to stand on but none is rank number. Figuring out the maximum course, what is a marvelous climate for
one being could be instantly fatal to
available, the Power provides one by volume of other shapes requires a doing
another. Consider the Micro-
solidifying a section of the Force Field. a bit of geometry. Example: A rank of
environments created by beings that
The Power is primarily intended to Good can produce a sphere of 3.14(10-
thrive on superheated steam or swim
protect the hero when he is in places cubed) or 3,140 cubic feet. This can be in liquid helium. Player characters are
other than his home environment. It can, shaped into a rectangular "tunnel" 10 limited to producing only those Micro-
be used to protect him from extreme feet high, 10 feet wide, and 31 feet long. I environments that will help the beings
variations in that home environment suggest that anyone with this Power inside. Villainous and Mind Controlled
though, should the hero so choose. Thus figure out as soon as possible how big a NPC heroes are able to pervert this
the Power can be used to protect the sphere/hemisphere/column/tunnel/con

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Po w e r a n d c r e a t e t ox i c M i c r o - destr uctively is easy; using it component designs require a green
environments. In such a case, the Power constructively is harder and requires the Reason FEAT. Complex or multiple-
is treated as an attack and the intended player to have some knowledge of basic component designs require a yellow
victim is urged to Resist it in any way he Engineering. The maximum range at FEAT. Extremely complex designs
can. The Nemeses are either Air or which the hero can Mold a target is (anything from a clock on up) requires a
Liquid Animation, depending on the d e t e r m i n e d by t h e Pow e r r a n k . red FEAT and probably a set of
nature of the Micro-environment. Appropriate distances are shown on blueprints. Exactly duplicating an
Column A of the Range Table. The existing object also requires a red
MC17/Molding: The hero can shape amount of material the hero can Mold is Reason FEAT. The Power can function
any solid material into any desired a mass weighing 100 pounds times the for as long as the hero can concentrate.
shape. The shaped material retains its Power rank number. When creating the Any failed rolls while attempting a FEAT
original chemical nature. If the target is hero, the player has the option of raising mean that while the Power has begun to
living, its internal anatomy is rearranged either range or amount affected by Mold the target, there is a problem
in such a way that permits life to continue lowering the other factor an equal because "something doesn't look quite
without loss of Health. The new shape amount. For example, a Remarkable right." Molding automatically affects any
can be of any complexity; even intricate rank can Mold 3,000 pounds of material stationary, non-living, unprotected
machines can be created if the proper at a range of 8 areas. Either factor can be material. Moving targets require the hero
materials are available. The newly- altered by as much as +/-5CS and to make an Agility FEAT to hit. Living
Molded target can be Animated, even if produce results as varied as Feeble targets are allowed to Resist this Power in
the original material or the current shape range (contact)/Shift X effect (15,000 lb.) the same way they would try to Resist any
is normally incapable of movement. This to Shift X range (80 areas)/Feeble effect Energy Attack. As mentioned earlier, living
movement is accomplished by the (200 lb.). The player has the further targets can be affected but not directly
slain by this Power. A target can be
simple act of continually Re-Molding the option of raising the Power rank +1CS by
protected from being Molded by the use of
target (think of it in terms of stop-motion specializing in Molding a particular type such Powers as Force Field vs. Energy,
animation). Molded targets retain their of matter, such as wood, metal, stone, Resistance to Energy, True Invulnerability,
basic Material Strength. New shapes and so on. This option is not available if certain Magics and Power Controls,
may alter the load-bearing capacity of the hero also possesses any of the temporary Conversion to a liquid or
the material. For example, a arch can Elemental or Molecular Conversion or gaseous state, or an equal or higher rank
bear greater weight than a plane and a Creation Powers. The complexity of the of Molding. The simultaneous use of a
honeycomb is about the strongest intended design determines what protective Molding Power to counteract an
offensive one by continually remolding the
shape there is. Using the Power Reason FEAT is needed. Simple, single

140
the target into its original shape would may develop Power stunts. including: Power rank number. For example, an
look positively psychedelic as the target • Creation of watery "servants" of Power Excellent rank can stop a 20-mph
of both Molders continually rippled and rank Health and Abilities. wind, slow a 50-mph gale to 30mph, or
wavered). The Power can be used quite • Using water to speed ships and water turn stillair into a 20-mph wind. Gale
profitably to outfit either heroes or vehicles, at Power rank Speed. winds of 40-mph or higher begin to
villains with all the arcane and exotic • Creating bubbles of air to allow others make travel difficult. Whole gales of 55
equipment they need. After all, Quinjets, to survive underwater. to 72 mph begin to do widespread
body armor, and nuclear Pogo-sticks • Limited Weather Control: create fog of damage. Winds above 72 mph reach
aren't exactly off-the shelf purchases. Power rank Intensity. hurricane strength. Above 200 mph the
Clever use of this Power could raise the • Limited Weather Control: create storms wind becomes a tornado. Wind
hero's Resource level anywhere from of Power rank Intensity. direction can be changed up to 60
+1CS to +4CS; the Judge and player will • Melting solid ice as if Water Control degrees by a green Power FEAT, up to
have to work this out for themselves. Power was Fire Generation of Power rank 120 degrees by a yellow FEAT, and
("Okay Jeff, in yesterday's game you intensity. completely reversed 180 degrees by a
remodeled the HQ of Dr. Octopus. Today red FEAT. For example, changing a
you try to collect what he owes you.") MC19/Weather Control: The hero has cool northern wind to an east wind is
Optional Powers include Elemental and complete control over the weather. He a change of 90 degrees, a yellow FEAT.
Molecular Conversion, Collection, and can sense those factors in the air that Humidity can be increased or decreased
Crystallization. Nemeses include Force create weather and alter any aspect of a maximum percentage equal to the
Field and Molding. them at his desire. Any of these factors Power rank number. Note: the maximum
can produce both physical and humidity is 100%. Apparently humidity
MC18/Water Control: The hero with psychological effects on humans. He has some effect on human behavior and
Water Control Powers can use available can control temperature by raising or health. As humidity approaches 80% or
liquid water for specific effects. The lowering the air a maximum number of higher, people become more sluggish
water can be used as a missile weapon, degrees equal to his Power rank and irritable, especially if the air
inflicting Power rank damage at 1 area number. For example, an Incredible temperature is also 80 degrees or
range. The water can also be used as a rank can change a comfortable 70 higher. If the air has any moisture at all,
shield, having no effect on physical degrees into a wintry 30 degrees or a the hero can Collect it into any type of
weapons, but reducing energy, force, sweltering 100 degrees. He can cloud, whether Cirrus, Cumulus,
and fire attacks by the rank number of increase or decrease wind speed by a Stratus, a common Fog, or any other
the Power. The hero with Water Control number of miles per hour equal to his type. He can collect it into any type of

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cloud, whether Cirrus, Cumulus, Stratus, layers of the troposphere and half that of the Power rank. For example,
a common Fog, or any other type. He stratosphere really affect the surface if Storm spent ten minutes operating a
can form nimbus stratus clouds that weather. Beyond twenty miles in height, thunderstorm, that storm would last an
continually disgorge moisture in the form the Power is reduced to a negligible additional ten minutes and produce
of rain, hail, sleet,-or snow, depending effect. The duration of the effect the Excellent rainfall and lightning while it
on the air temperature and wind Power has over the weather varies. The slowly dissipated. As mentioned briefly,
direction. Rainfall per hour can reach a hero has a limited amount of time each the hero can detect any aspect of the
maximum number of inches equal to the day she can actively Control the Weather that he can control. A green
Power rank number. If the precipitation weather. The maximum length of time is FEAT enables the hero to know the local
falls as snow, the snowfall depth is equal the number of minutes equal to the wind's speed and direction, humidity,
to six inches for each inch of rainfall hero's Health. Each minute spent using temperature, the chance for
(since snowflakes pack less densely this Power temporarily costs the hero precipitation, and the next day's weather
than rain). The Power can for m one point. Note: this does not decrease forecast. A yellow FEAT enables the
Cumulonimbus clouds into the hero's actual Health; instead it hero to detect these thing anywhere
thunderheads that deliver lightning as decreases a "dummy account" set up for within her Power's range and thus figure
well as rain. The hero can control the the pur poses of the player's out the weather forecast for the next two
emission and direction of lightning, bookkeeping. The account is days. A Red FEAT enables the hero to
producing bolts that do rank damage. replenished at the start of each new day. make three day weather forecasts and
The area of weather over which the hero Returning to the example of Storm, her more importantly detect the cause and
has control is a circle (a vertical cylinder Amazing rank enabled her to actively location of any change in the weather, such
actually) with the Weather Controller at control the weather fifty minutes each as distant disturbances or the use of this
the center. The diameter and height of day. Furthermore, the effect the Power Power by others elsewhere. For example,
this cylinder is determined by the Power has over the weather does not instantly with a yellow FEAT the hero senses a mass
of hot air twenty-three miles away. A red
rank. Appropriate distances are shown vanish when the hero rests. The
FEAT enables her to detect the cause as a
on Column C of the Range Table. For changes the hero made continue for a fire raging in New Rochelle. A peculiar use of
example, when she possessed her full while before things return to their original the Power involves gaseous beings such as
Amazing Weather Control, Storm could state. Lingering effects last an amount of Air Elementals. The hero can create
control the weather over a fifty mile wide time equal to the time spent actively puppets of air whose actions simulate the
area. Note: While the atmosphere is controlling the Weather. The Intensity behavior of Air Elementals. The hero can
composed of four layers and is a few rank of the lingering Weather slowly directly combat real Air Elementals with
hundred miles deep, only the bottom decreases; the average Intensity rank is the Power doing rank damage to the

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opponent's Health. Imagine this as a macabre Power that is definitely more at Compound/Undead and he possesses
vaporous equivalent of a slug fest. home in the horror genre than in the this Power, perhaps some of his body
Finally, the Power can serve as a means heroic genre. The hero, um… well, the parts are Animated bones grafted onto
to communicate with gaseous beings. In character with this Power can Animate his still living sections. (I told you this is a
this case the Power acts as an any previously living body. Normally, the grotesque Power…) Zombies possess
equivalent to Telepathy. Optional Powers Power is used to Animate relatively Physical Abilities that are -3CS Power
include Environmental Awareness and intact cadavers, since these are capable rank. Mental Abilities are Zero-shift. A
either True Flight, Whirlwind, or Gliding of a greater variety of actions. Part of the Zombie's "Health" is the same as the
Nemeses include itself and Phasing, Power is used to halt the process of Zombie Animator's Power rank. Karma
since Weather cannot affect a phantom. decay and to maintain the structural is non-existent and Popularity is as low
integrity of the remaining body parts. as the scale goes. Most Zombies were
MC20/Wind Control: The Hero can Still, Zombies look awful, even the fresh originally human but there is nothing to
manipulate the properties of the air ones. This Power is not Bio-physical prevent your Animator from creating
molecules around him allowing him - Control/Revival. The Zombies are not Zombies of other species. Since
2CS flight by propelling hard air alive. They lack the essential life force Zombies probably can't swim or fly worth
molecules behind him. The hero may that is the core of each living being. The a darn, the Animator is best choosing
compress the air molecules in an area Zombies are at best mindless slaves, at land-based species for his experiments.
surround himself and then release it all worst grotesque marionettes who Possibilities include Undead wolves,
at once in a Power Rank explosion that shuffle on the end of the Zombie tigers, elephants, and so on. The Zombie
affects every target in the area and Master's strings. The condition of a Animator Can create a single Zombie in
decreases in intensity by -2 CS for each Z o m b i e c a n ra n g e f r o m f r e s h l y a process whose minimum time gets
area it travels through after the first. The deceased to skeletal. The latter type of shorter as the Power rank gets higher. It
hero may form and shape the air Zombie is little more than a walking comes in two stages, Preparation and
molecules in front of him to create a skeleton, though being mostly bone it is Activation. The required Preparation
power rank force field versus physical cleaner than a still fleshed Zombie. The time is the number of rounds equal to
objects. He may use his power to change Zombie does not have to have all its 101 minus the Power rank number. For
the shape of this field to a cube, globe, body parts. In fact, the Power can be example, a Good rank can prepare a
triangle or whatever other shape he used to Animate detached limbs or Zombie for Animation in 91 turns, a
desires. partial remains. These have their uses Monstrous rank can do it in 26 turns,
too. For example, if a character's and any rank higher than Unearthly
MC21/Zombie Animation**: This is a Physical Type is either Cyborg or doesn't need any Preparation time at

143
at all. The next step is Activation. All Animator can make the Zombie destruction of the body will free the
this requires is a successful red Power pretend to still be alive. For example, spirit again. Such a Spirited Zombie
FEAT. Failure requires the Animator to Nekra Animated the corpse of the possesses his original Mental Abilities
Prepare for another minute. It is Grim Reaper so well that the risen and can work at restoring the other
possible, if however unlikely, for a Zombie actually believed he was alive. Abilities to their original levels. The
character to have this Power and Zombies are immune to attacks based effect of Bio-Physical Control on a
never, ever be able to successfully on Psionic or other Mental Powers, Zombie is peculiar. Zombies don't
Animate a Zombie. That's one of the Disease, poisons, Pheromones, Hard actually Heal since that is a function of
mysteries of random chance. Once he Radiation, and Sonic. They cannot see living organisms. Any attempt to Heal a
creates a Zombie, the Animator retains Illusions. They have Power rank Zombie actually kills it by negating the
control over it until it is destroyed, Resistance to most of the Life-form Animation. Only Revival will truly return
returned to life, or stolen away by a Control Powers; the Power rank that the Zombie to life, as it negates the
higher ranked Undead Controller. An created them decreases such Powers Animation, cures any damage or
Animator can create an infinite supply by that number. The exception is decay, and draws the spirit back home.
of Zombies but can only retain direct Undead Control, with which a green Note: if the Spirit is now Reincarnated
control of a number of them equal to FEAT can permit control of any elsewhere, this action creates a person
his Psyche rank number. For example, independent Zombie. Some aspect of with a newborn's mind and spirit. Okay,
an Animator with an Excellent Psyche the original mind remains. Zombies so why would anyone want to Animate
can control up to twenty Zombies possess rudimentary memories of their Zombies, particularly so-called
simultaneously. Any Zombies over that previous existence. A Zombies is also heroes? The popular misconception is
number are in effect free agents who linked to the Spirit that did once dwell that Zombies are inherently evil. This is
can act independently. Such free within it and can be used as a tool to not true. Zombies are only a reflection of
Zombies never attack their Animator Communicate with, Summon, and their Animator's personality. A currently
though. Curiously, some Zombies Control that Spirit. The use of a Zombie popular fantasy series features a good
retain some of their Resources and in this way increases the other Powers' willed if misunderstood character whose
sole Magical Power is Zombie Animation.
Contacts. This is an extremely rare rank +1CS. It is possible return the
He uses them as servants and if
occurrence and is only possible if the Spirit to its now-Zombie body by use of necessary soldiers. He even used the
Zombie is in a near-perfect condition the Forced Reincarnation. Although Power on himself in order to wait out the
(albeit of course dead) and if the late this does not return the body to actual centuries until his fiancee could return to
person's death was not widely known. life, it does weld the spirit and body life. Your character will have his own
In such a case, a clever Zombie together so well that only the total justifications and uses for this power.

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Matter Conversion Powers

MCo1/Coloration: The hero has total can alter these properties. Infrared light of transparency. A perfectly clear
control over the coloration and color causes objects to heat up. By converting substance lets light pass through.
transmitting abilities of any target normal light to infrared, the hero can Examples include air, glass, and the lens
substance, whether solid. liquid, or cause a -2CS form of Heat Emission. in a human eye. Change the degree of
gaseous. That's all, folks. Okay, this Conversely, by converting Infrared light, transparency and you stop light from
seems like the prime number one Wimp the hero can prevent radiant heating; traveling though. A character with this
Power of all time. Wrong, oh ye of little treat this as a 2CS Force Field vs. Heat. Power can stop anything in its tracks if
faith; read on and I'll tell you how Ultraviolet light causes changes in the target depends on vision to find its
dangerous this Power can be it is when pigmentation; effects can vary from the way around. Conversely, the Power can
possessed by a clever hero. This Power tanning of normal human skin to the make an opaque target transparent.
enables the hero to alter basic physics rapid fading of printed material. It is also Uses for this vary from humane through
and the chemical properties of any the key to photosynthesis. If the light is in mischievous to outright criminal. A
target. The Power operates in either of a coherent form, like a laser beam, the humane use is curing those types of
these two modes. In the first mode, the effects of color become more dramatic. blindness that result from the loss of the
hero can consciously alter the frequency Red lasers carry more heat and do e y e ' s n a t u r a l t r a n s p a r e n c y. A
and intensity of light itself. He can greater damage for the Intensity. Blue- mischievous use is turning someone's
change any frequency to any other green lasers can pass unhindered clothing transparent. A criminal use is
frequency, including infrared, the visible through water. Again, change the turning concealing barriers transparent
spectrum, and ultraviolet. Like a prism, frequency of light and you change its if the character is seeking information
the Power can split apart white light effects. The second operating mode for behind that barrier; this can be anything
into a rainbow or re-combine back into the Power is altering the physical from reading the contents of an
white. He can lower the intensity of light coloration of the target material. The envelope or locked file cabinet to
to create normal darkness, even in the color of a object can have great studying a lock's mechanism while
midst of brilliant fight, though these importance both to the fickle aesthetic cracking the combination. Color conveys
shadows lack the opacity of those tastes of humans and to the impartiality information. Change the color and you
created by Shadowcasting. In game of Moms Nature. Coloration determines alter or even destroy the message.
terms, consider this a -2CS form of the type and amount of energy that is Consider the effect changing color has
both Shadowcasting and either reflected or absorbed by the on things as varied as comic books,
Shadowshaping. Different frequencies material in question. White and silvery paintings, photographic film, traffic
of light have different properties. By surfaces reflect all light. Dark colors and lights, feathers, furs, and human skin.
altering the frequency of light, the hero black absorb all light. There is the matter Take the last one, for example. The

145
reason why people get so freaked out by question of affecting the eyes of a living MCo2/Combustion: The hero has the
the Hulk is not his size or berserk target, the Judge and players should ability to transform any target into
rampages but that he is bright green! assume that the Power only affects the combustible material. Once this Power
Give the Hulk a normal tan and he could layer of tears that protect the eye. In has been used, spontaneous
work in Hollywood. On a more prosaic effect, the target is momentarily blinded combustion occurs within 1 -10 turns
level, the ability to change the color of by colored water that quickly washes after. Only the surface layer of matter
printed or written material can be have away. Eyes are such a small target that is converted by this Power. As such, the
immense consequences in an the character must make a specific red flames only last 10-20 turns since the
Information Age society such as our FEAT to do so. Note: this bending of the combustible material is quickly burned
own. The possibilities include both rules does not apply to the lenses of away. The total amount of damage done
vandalism and creation. When using this artificial eyes; cameras and robots are by this is equal to Power rank Intensity.
Power, the hero must make a Reason on their own. This Power does not Example: Rusty Collins, a student of X
FEAT to determine how fine his degree actually change the physical nature of a Factor, has Monstrous Combustion but
of control is. A green FEAT permits him target. Elemental, molecular, and has not yet achieved full control over it.
to change all of a target to a single color; genetic structures remain unchanged At present, when he is excited, he can
think of the target getting a paint can except where Light is concerned. A steel inflict up to Incredible Intensity damage
dumped on it. A Yellow FEAT enables safe made glass-like is still as strong as on a target. When his Power first
him to change the target to several ever. A pane of glass given a steel-like appeared, his accidental target was a
colors. The effect is the same as being surface shatters just as before. The woman who subsequently suffered
caught by a bunch of near-sighted graffiti duration of the Power varies. The normal severe burns. The range for the Power
artists, each with a different can of spray limit is 1 -100 hours after the Coloration is determined on Column A of the Range
paint. A Red FEAT gives the hero fine occurs. The hero can immediately Table on the inside cover. The maximum
control and the ability to alter tiny areas reverse any Coloration if he chooses. amount of target area the hero can
in specific ways; think of a talented artist Sometimes the hero wants an act of initially affect is the number of square
with a very small brush. When the hero is Coloration to be permanent, such as feet equal to his Power rank times ten.
covering an area, he only affects the when he tries to cure an old man's For example, when he is fully trained in
exposed surface of any targets. For cataracts. In that case, a red Power the use of his Power, Rusty Collins will
example, Colorizing a closed book FEAT does the trick. Optional Powers be able to ignite an area of 750 square
would not harm the printed pages; include Light Control. Nemesis Powers feet at a distance of 40 areas (1 mile) away.
Colorizing a cow purple wouldn't change areRadar or Sonar. The Power only affects the surface of a
the color of a steak later on. As for the target that is in sight of the hero. Using

146
the Power against a gasoline tank would water, the Power would make bubbles lasts 25 turns after initial application. As
only burn the outside of the tank and any suddenly appear on the target. At the Sentinel grabs Rusty, his face plate
gasoline that had already leaked Unearthly rank or higher, the hero gains belatedly but still spectacularly bursts
through bad joints in the tank walls. If the the ability to transform some of the target into flame. Optional Powers include Fire
damage were sufficient to rupture the into free oxygen as well as fuel, thus Generation and Control. Nemeses
tank or heat the gasoline inside to the permitting the Power the Power to include Elemental and Molecular
combustion point, then the stored liquid function in a vacuum or hostile Conversion, Cold Generation, Fire
could join the blaze. The Power's effects environment. If the target is affected by Control, and Thermal Control
begin to multiply when the power is used the Power but the flames are somehow
against targets that are already prevented from occurring, the target will MCo3/Corrosive Missile: The hero
flammable or in the immediate vicinity of only remain potentially flammable for 21 has some form of corrosive, acidic, or
flammable materials. Most of Mankind’s to 30 turns after the Power has had its matter hostile attack that inflicts damage
manufactured items and buildings initial effect. At any point during that time, over a long period of time. A corrosive
contain some percentage of flammable the target can still burst into flame; attack inflicts Power rank damage the
material. Even materials not known for after that has elapsed, the target is safe. first round, Power rank -2CS damage
their combustible qualities, like plaster, Means that can prevent Combustion the second, and Power rank -4CS
will burn if enough heat is applied. By from occurring include Elemental and damage the third. Damage may be
taking this into consideration, the clever Molecular Conversion, Fire Control, halted by washing the exposed material
hero can simply use his Power as the Thermal Control, Cold Generation, or area. The character with this attack
spark to start an apparently normal fire. Force Field vs. Energy, and Resistance may never choose to inflict less damage.
Combustion normally occurs only in the to Energy. Any of these Powers gives its Corrosive attacks may also affect
presence of free oxygen. If there's no possessor Power rank Resistance to materials and Body Armor. Make a FEAT
oxygen in the air or if there is no air, Combustion's effects. Example: Rusty roll as if the Power rank of the corrosive
period, Combustion cannot take place. Collins is battling a Sentinel. He uses his was a an attempt to break the material.
Using this Power on a target under such Monstrous Power to set fire to the Success indicates the attack has burned
a c i r c u m s t a n c e w o u l d h a ve n o Sentinel's face plate. The Sentinel reacts through or weakened the material such
immediate effect on the target. While the by spraying extinguishing foam on itself. that it is no longer useful or provides no
Power would still convert some of the The foam has Unearthly fire retardant further protection. This FEAT may be made
t a r g e t i n t o, f l a m m a bl e , vo l a t i l e qualities and prevents the Combustion- only on materials of lesser material strength
compounds, these would simply and affected area from igniting. than this Power rank. Corrosive attacks must
hit the target they have no effect on force
harmlessly evaporate; used under Unfortunately for the Sentinel, it only

147
fields and the like. Sue isn't so lucky and rolls 77, a Good about the size of a cell. As stated earlier,
rank for her Cyborg Character. Sue the target must be within line of sight
MCo4/Disintegration: This is the ever wants deadlier force and chooses to since the Power affects the first thing it
popular but never explained after her range and effect. She encounters, excluding air molecules.
"Disintegration Ray." The hero has the decreases her range to Feeble or Actually, some air is accidentally
ability to convert any matter into pure Contact-only, a loss of -3CS that she can Disintegrated whenever this Power is
energy, usually Light although the player apply to her effect. This increases +3CS used that's why the Power appears as a
can specify another resultant energy to an Incredible effect. Unwilling targets glowing beam emitted by the hero-but
when he first creates the character. The of this Power are allowed to resist it in not enough to divert the Power from its
energy dissipates harmlessly and does any way they can. Furthermore, the intended target. If an unseen or
not affect anyone in the vicinity. This Disintegrator must make an Agility FEAT unanticipated barrier is present between
Power can affect any target within range to aim this Power on a target. I the Disintegrator and the target, that
and line of sight. The range is mentioned the maximum area the barrier takes the full brunt of the Power
determined by Power rank; resulting Disintegrator can effect, but what of the that turn. Ken's hero, Starburst, sights a
distances are shown on Column A of the minimum area? The Power comes in Dreadnought and immediately tries to
Range Table. The maximum amount of handy for doing all sorts of fine-detailed Disintegrate it. Unfortunately, Starburst
matter that can be disintegrated in a work like sculpting, surgery, or removing failed to notice the plate glass window
single turn is the number of cubic feet unwanted locks. The hero can the Dreadnought was behind. The
equal to the Power rank number. For Disintegrate as small an area as he can window vanishes in a flash of pretty
example, a Typical Disintegration can clearly see. With normal, unaided vision, lights as the dreadnought ducks around
destroy six cubic feet of matter at a range the minimum limit is about 1/128th of an the corner. This Power is frequently
of two areas or 264 feet. When creating inch. Smaller than that and the hero given, to weapons systems such as the
the character, the player can alter the needs some kind of magnifying device ever popular Disintegrator Pistols that fill
Power range or effect if he so chooses. or Power. Note: this limit is proportional pulp Sci-Fi. In terms of normal
Either the range or the amount affected to a normally-sized human of about six contemporary Earth technology, a
can be increased any number of Column feet in height. Enlarged or miniaturized Disintegrator ray gun requires Incredible
Shifts by decreasing the other factor an characters have a proportional limit. For Reason and Physics Talent to design
equal amount. Example: Ken and Sue example, a 36 foot tall giant would have a and an Amazing cost in Resource points
are both creating Disintegration. Ken minimum limit of 1/21 of an inch, while a to build. The Judge is free to decide the
rolls 97 for his Power rank, an awesome one foot tall person would have a range and effect of such a weapon.
Amazing rank for both range and effect. minimum limit of 1/768th of an inch or Nemeses for Disintegration are

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Phasing (to protect the hero) and maximum amount per turn is the number fatal if used on a living target. Tissue
Ionization (to protect others) as the of pounds equal to the Power rank transformed by the Power suffers
Power cannot affect intangible matter. number. The amount of matter weighs instantaneous death. If the hero
the same in its original and transformed chooses the option of temporary effect,
MCo5/Elemental Conversion**: The states. If the hero converts matter into the Power has a different effect on living
hero can convert any matter into a denser elements, the volume tissue. The affected area enters
specific element. The matter to be decreases. Converting matter to lighter Suspended Animation until it reverts to
converted can be any one element or a elements increases the volume. For its original state. This can also be
combination of elements. The resulting example, one cubic foot of lead weighs developed into a variety of Power Stunts.
element can be any of the hundred-odd the same as 17.5 cubic feet of carbon. Of course, if only part of the living target
natural, artificial, and mythical elements. Just exploiting this little fact of life can is transformed, the rest of the body still
Natural elements are those numbered 1 lead the hero to develop a variety of suffers the shock of having part of itself
(Hydrogen) to 92 (Uranium) on the Power Stunts. For example, the hero transformed into nonliving elements.
Periodic Table; these require a green might cause a sudden vacuum in a room The minimum amount of matter that can
FEAT to create. Artificial elements are by converting all air to a dense solid, like be transformed is limited only by the
those numbering higher than 92 and do bismuth. Normally, when matter is hero's sight. If the hero can see it, he can
not naturally occur on Earth outside of converted by this Power, it retains its transform it. The practical limit for
man's experiments; such elements new nature permanently or at least until unaided human vision is 1/128th of an
include Neptunium, Plutonium, and the a reverse transformation is forced on it at inch. Lest you think your hero is going to
like. A yellow FEAT is required to create a later date. At the time the hero is retire to Brazil and spend the rest of his
these. Mythical elements include created, the player has an option of days turning weeds to gold, let me warn
Vibranium and any other imaginary increasing his Power rank by making the you about the drawbacks. Each pound of
element the Judge decides to add to this Power's effect temporary. The hero can matter the hero converts temporarily
category; a red FEAT is required to gain +1CS by reducing the duration of costs him a point of Health. This is
create these. Note: it has never been his transformations to the number automatically regained, after 24 hours.
established whether Vibranium is an of turns equal to his Reason rank On the business side, there is the
element or a compound; Judges are number. For example, a hero with Good question of selling the raw elements.
therefore instructed to decide which Reason and Poor Elemental Conversion Gold, platinum, and other rare, valuable
category Adamantium fits into in the can convert four pounds of material elements are kept strictly accounted for
Judge's campaign. The hero can alter a that reverts to its original state in ten by a variety of governmental and
finite amount of matter per turn. The hours. The normal form of this Power is business organizations. If your hero

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makes a habit of coming up with large targets are automatically affected. target will itself suffer an equal amount of
amounts of bullion, someone is going to Moving targets require an Agility FEAT damage, provided it is electrically
begin to notice. That someone could be by the hero to hit the target. Living grounded in some way. Finally, the
anyone from a relatively benign IRS targets are allowed to Resist this Power charged atoms begin to fly off in an
agent come to audit your hero's just as they could any other attack. ionized cloud. Nonliving targets can be
accounts to a sinister agent of the Gold Protections against this Power include destroyed in this manner as the
Cartel come to shut down the new Fo r c e F i e l d v s . E n e r g y A t t a ck , molecular bonds break down. Used this
competitor (i.e., kill your hero). About the Resistance to Energy Attack, True way, the Power does damage equal to -
only choice your hero has is selling small Invulnerability, various Magics,and 2CS Disintegration. Okay, what about
amounts to local precious metals various Power Controls. Any of these beneficial uses for this Power? Well,
dealers. Going this route can raise your completely protect against a lesser electricity isn't the only energy the hero
hero's Resource rank +3CS; any more ranked Elemental Conversion and have can charge a target with when he uses
than that and somebody will notice and a limited affect against equal or greater this Power. The hero can excite the
take action. The range at which the ranks. The Judge is free to decide the atoms sufficiently to create warmth; this
Power can operate is determined by the results of partial protection against this is treated as a -2CS form of Heat. More
Power rank. Distances are shown on Power. Optional Powers include Matter interestingly, the hero can charge atoms
column A of the Range Table. When Animation and Molding. The Nemeses in such a way that he can make them
creating the hero, the player can choose i n c l u d e Fo r c e F i e l d v s. E n e r g y, temporarily ethereal. A target thus
the option of increasing either the Resistance to Energy, and Tr ue affected can Phase through solid matter
amount affected or the range by Invulnerability. as easily as someone already in
decreasing the other factor an quality possession of that Power. This comes in
amount. For example, a Typical rank can MCo6/Ionization: The hero has the handy when the hero is trying to protect
convert six pounds of matter at a ability to change the state of energy in a a target from any of the Matter
distance of two areas. Either factor can target. This can have a variety of effects Conversion Powers. He can use this
be modified a maximum of 2CS. One on the target. A target can be electrified Power to Phase something threatened
way produces a hero who has Feeble by this Power; the target's atoms begin by the other Power or made threatening
effect (two pounds) but Excellent range to change into electrically-charged because of it. The range at which
(6 areas). Going the opposite route particles. The initial effect this has is to Ionization can occur and its duration are
produces a hero with Excellent effect (20 charge the target with static electricity. determined by the Power rank. Range is
pounds) but Feeble range (contact only). Next the target actually emits Electricity shown on Column A on the Range Table.
Stationary, non-living, unprotected at -1CS Intensity. At this point the Duration is a maximum number of

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rounds equal to the Power rank number. Intensity begins to occur. Shocker is element, compound, or combination
For example, a Feeble rank can charge a bathed in a cloud that resembles a thereof. The elements that result can be
target within reach for two turns. The fluorescent lamp without the tube. The any of the hundred odd natural, artificial,
amount of material affected is generally safe walls are constructed of reinforced
and mythical elements. The compounds
limited to a man-sized continuous mass. If concrete and steel, giving it Remarkable
the target is a specific area of a much material strength. For Shocker to execute they form can likewise be real or
larger mass, the Ionization will directly any meaningful Disintegration, he needs to mythical. An example of a fictional
affect only the man sized area, although make a red FEAT based on the diminished compound is the alloy Adamantium, a
the rest of the mass can experience Disintegration rank, rather than his normal steel alloy that only exists in the Marvel
secondary effects based on whatever the Ionization rank. Shocker's player needs to Universe. Mythical compounds or
hero is trying to do. For example, The roll a 95 or higher to burn through the safe. compounds that incorporate a mythical
Shocker has to Ionize a safe in which It takes him 11 turns or over a minute to element (like Vibranium) require a red
some people are trapped. He plans to try finally accomplish the deed. Hours later it
to Disintegrate a section of the safe large occurred to The Shocker that he could
FEAT to create. Note: it has never been
enough to permit fresh air to enter. There simply have used his Power to make part established whether Vibranium is an
is a danger of electrocution to those of the safe temporarily out of Phase with element or a compound; while I choose
trapped within, so Shocker tells them to the rest of the world. Had he done that, to refer to Vibranium as an element,
stand on something that can insulate them those trapped inside could simply have Judges are free to decide for themselves
from the metal walls and floor. They walked through the temporarily ethereal whether it is an element or a compound
hurriedly cover themselves with stacks of wall. The Nemesis Power is Energy in their campaign. Most other
$100 bills. Outside, Shocker summons his Sponge. compounds require either a green or
Power. The safe is a 15 foot cube with
walls two feet thick. Selecting a section of
yellow FEAT to create. The more
MCo7/Molecular Conversion**: The
the safe's wall with no essential complex a compound's formula is, the
hero can transform any material into a
mechanisms inside, he begins. He has a harder it is to create. As a rule of thumb, a
desired compound. This Power is an
Incredible rank. In the first turn, static compound whose molecules
e n h a n c e d ve r s i o n o f E l e m e n t a l
electricity crackles in the air; inside the incorporate from two to twenty atoms
safe, loose bills stand on end. In the Conversion. Whereas that Power could
can be created by a green FEAT. A
second turn, electricity of Remarkable only create a single specified element,
compound with molecules of from
Intensity begins to be generated by the this Power can create a number of
twenty one to one hundred atoms, or
affected area. The safe's lock shorts out elements simultaneously and arrange
as the electricity flows throughout the alloys of various compounds, requires a
them in a desired molecular
metal sections of the safe; inside the safe ye l l ow F E AT; ex a m p l e s i n c l u d e
c o n f i g u ra t i o n . T h e m a t t e r t o b e
the air begins to smell of ozone. In the hydrocarbons. More complex molecules
converted can be composed of any
third turn, Disintegration of Excellent or alloys require a require a Red FEAT

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examples include polymers, proteins, by up to 7CS. This can produce such the hero's eyesight. In practical terms,
and other compounds essential to life. extreme combinations as Feeble range the smallest size a Normal Human can
Obviously, playing this Power requires (Contact only) and Cl3000 effect (3000 see is 1/128th of an inch. Below that
knowledge of basic chemistry. At the pounds per turn) or CL3000 range requires the use of something to
least the player must have a crib sheet (10,000 miles) and Feeble effect (two enhance the hero's vision. Stationary,
filled with various useful compounds and pounds). The player also has the option non-living, unprotected targets are
their formulas. The hero can after a finite of increasing the Power +1CS by making automatically affected by this Power.
amount of matter each turn. The mass i t s e f fe c t t e m p o r a r y. N o r m a l l y, Moving targets require an Agility FEAT in
limit is the number of pounds equal to the Conversions are permanent or at least order for the hero to hit the target. Living
Power rank number. The amount of remain until a reverse Conversion targets are allowed to resist Molecular
matter converted weighs the same occurs. If the player chooses the Conversion just as they would any
either before or after Conversion. The temporary option, the Conversion only Energy Attack. Targets can be protected
heavier the resulting compound, the lasts a maximum number of turns equal from being effected by this Power
smaller its volume. Conversely, the to the hero's Reason rank number. While through the use of other Powers
lighter the compound, the more volume permanent Conversions may be fatal to including Force Field vs. Energy,
it has. This simple fact can be exploited living targets (it depends on what was R e s i s t a n c e t o E n e r g y , Tr u e
as a variety of Power Stunts. For Converted and what the result was), the Invulnerability, various Magics, and
example, a fist sized rock can be temporary form has the side effect of various Power Controls. Such Powers
transformed into a roomful of the mixture placing the target area into a form of will completely protect against a lesser
of gases we humans consume as air. Suspended Animation until the or equal rank Molecular Conversion and
The maximum range at which the Power Conversion wears off. Of course, the offer partial protection against higher
can affect a target is determined by the Conversion can have severe, even fatal, ranks. The Judge is free to decide the
Power rank; distances are shown on effects on the rest of the living target if results of partial protection. Optional
column A of the Range Table. At the the entire body is not Converted. The Powers include Matter Animation and
time the hero is created, the player has target must be in line of sight of the hero Molding. Nemeses include Force Field
the option of increasing either the for the Conversion to occur. The Power vs. Energy, Resistance to Energy, and
Power's range or amount affected by c a n f u n c t i o n eve n i f a n o r m a l , True Invulnerability.
decreasing the remaining factor an transparent barrier such as glass
equal amount. For example, an Amazing separates the hero and the target. The
rank can Convert 50 pounds at a range minimum amount of material that can be
of 20 areas. Either factor can be modified affected by the Power is limited only by

152
Mco8/Molecular Instability**: The
hero has control over every molecule in
his body. He can rearrange and
restructure it ever how he desires. This
allows him to appear like any person he
desires even to the point that the hero
may alter his height and weight. The
hero may stretch his body as if he had
the Elongation power at -2CS power
rank. By flailing his body out in a multi-
directional attack the hero may make an
attack on up to 4 opponents at one time
who are not standing adjacent but are
within his range. The hero is protected
from physical harm possessing up to
Power Rank resistance versus fire, heat,
cold, electricity, radiation, corrosives,
disease, poison, brute force, sonic and
kinetic bolts. Optional Powers include
Shape Changing and the Bouncing Ball
power.

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Matter Creation Powers

MCr1/Artifact Creation**: The hero this Power is equal to his Reason rank really intense concentration, a red
can create a desired object from virtually number. The player must keep a record Reason FEAT is needed to store this
nothing. The artifact can be of any of which items the hero knows how to design. The artifact has the same
substance, and is limited to being create. The list can be changed at any properties as a normally manufactured
composed of a single piece. Although time. A green Reason FEAT gains the item of its type. In the case of altered or
the Power can create facsimiles of more hero a new design. If no memory slots imaginary designs, the player and the
complex construction, close are available, the new design replaces Judge should agree on reasonable
examination reveals that all the smaller an old one. ("That's okay; how many statistics for the item in question. The
pieces are fused together. However, the more Dr. Doom masks was I going to hero can materialize the artifact at any
hero can create complex items by need, anyway?") Editor's Note: Matter site within one area. The artifact is
forming them one piece at a time. The Creation Powers that create specific initially stationary; you can't launch an
hero can create in one turn a number of items (as opposed to raw matter) bring artifact as you can a missile or a spray.
ounces equal to his Power Rank with them a specified number of memory The hero can take advantage of gravity,
number. The durability of the artifact is slots, usually equal to the hero's Reason though, by materializing the artifact
determined at the time of creation. A rank number. If a hero should have two of uphill or over a target. Now that you've
green FEAT gives the artifact a life span these specific Matter Creation Powers, read all the rules so far, I'll give you the
of the number of turns equal to the hero's he would then have twice the number of one exception to the weight limit. When
Reason rank number times 100. A memory slots (equal to his Reason rank creating the character, the player can
yellow FEAT raises it to 10,000 times the number times two once for each Power). choose to specialize in creating a single
Reason rank number. A red FEAT makes Normally the Power is used to create copy of one specific item, like a suit of
the artifact permanent. Each ounce of facsimiles of objects that already exist. armor or a costume. In this case, the
created matter temporarily costs the These can be directly studied by the weight limit is raised from one ounce per
hero one Health point. The hero can hero as he memorizes their designs. Health point to one pound per Health
regain all his lost Health points after 24 This takes at least ten minutes before point. Red FEATs are treated as yellow
hours. Thus, the hero can only create a attempting the FEAT. Failure requires FEATs. This Power includes versions of
number of ounces in a single day equal another ten minutes of study, and Elemental and Molecular Creation. Each
to his Health point total. The hero must another attempt. As you can guess, their -element and compound takes up a
have detailed knowledge of the design of hero might never be able to master memory slot, just like the daggers and
whatever he wants to create. He can certain designs. The hero can also shields that are already cluttering the
only store a finite number of designs create new designs based solely on his hero's mind. Such raw matter can be
in his mind at any one time. The limit for own imagination. Since this requires formed in any shape, though. This

154
per mits the hero to change the what should have been. Within alternate ounces per turn. The durability of the
composition of any of his already realities even very small changes can newly created matter is determined at
memorized designs. For example, if he lead to drastic differences between the time of creation. A green FEAT gives
already has memorized a knife design them. For example, imagine a Marvel the element a life span of 100 turns times
and the nature of silver, he can make Earth where this power was used and the hero's Reason rank number. A
either a steel knife (like the one he Captain America didn't wake from his icy yellow FEAT increases that to 10,000
memorized) or one made of silver. The hibernation until after the year 2000. turns times the Reason rank number. A
hero can create facsimiles of living One of the largest implications this Red FEAT means it is permanent.
matter, but such facsimiles are not power offers to the hero is the ability to Example: Synthos needs some quick
themselves capable of living. He can create new realities based around his cash and tries to create gold he can sell.
make a dead chicken, but not a live one; actions of saving others from their His Power is Excellent (20) but his
however, the one he makes will taste just certain doom. There would be a reality Reason is only Typical (6). He rolls a 73
as good. Being able to create corpse with that person and a reality without that (a yellow FEAT) and manages to create
versions of yourself could be extremely specific version. Unfortunately for the 20 ounces of 24K gold that will
handy, especially for villains out to hero he does not get to chose which disintegrate in 60,000 turns (about 4
confound the law. Optional Powers reality to inhabit without other powers to days). He hurries to the local gold bullion
include a form of Matter Animation that is assist him. The newly created reality dealer. Unfortunately, the dealer was
limited to matter created by the hero, and always becomes the default universe warned about Synthos. He will accept
Hyper Intelligence. The Nemesis for the player character. Bonus Powers the gold on the condition that he can wait
Powers are Disintegration and Mental include Dimensional Travel. The one week before turning over payment.
Domination, especially induced Nemesis is Reality Manipulation. Each ounce the hero creates
Amnesia. temporarily robs him of one Health point.
MCr3/Elemental Creation: The hero The hero can recover any Health lost in
MCr2/Continuum Split**: This power can create pure elements from virtually this way after a 24-hour period, including
allows the hero to alter the outcome of nothing. The hero can create any eight hours of sleep. He must get his full
any single event creating two alternate desired element in any shape or at any rest to recover his Power; this saves the
realities in the process. The first reality location within one area. The hero can Judge and player from quibbling over
continues on its normal time line, but the create in a single turn a number of fractions regained by naps and so on. (if
second reality which the hero altered by ounces equal to his Power rank number. you like to quibble, though, then go
changing the outcome of a specific event For example, a hero possessing this ahead and use partial recovery.) Thus
becomes the new alternate reality of Power at Amazing rank could create 50 the hero can only create a number of

155
of ounces equal to his Health. covering the ground with silicon. strength rank each turn
Example: Synthos needs that money • Breaking open a lock by forming iron • Ensnarement has a limited number of
now! He slinks into an alley and tries inside it (assuming there is a way into the charges
it again. A yellow FEAT results in 20 lock).
more ounces of unstable gold. Realizing • Increasing a fire's Intensity by creating MCr5/Life Form Creation**:The hero
he's near his limit, he makes a final try to fresh oxygen for it to consume. can create living matter and even
create nine more ounces. He succeeds • R e s i s t i n g g a s e o u s a t t a ck s o r complete bio-organisms from virtually
with a red FEAT. A very pale Synthos preventing suffocation by surrounding nothing. The new life can be of any
trudges off to find a pawnshop. The hero himself in oxygen. Optional Powers nature, although it can only possess
can use this Power as an attack by trying include Matter Animation (any single Powers that are intrinsic to its physical
to materialize new elements on a form) and Mechanical Animation. structure. The size of the new life-form is
chosen target. The target can dodge the Nemesis include Disintegration and limited by its weight. The hero can create
attack; if successful, the materialization Matter Animation (all forms). in a single turn a maximum number of
occurs in the target's former location. ounces equal to his Power rank number.
The target must be in line of sight and not MCr4/Ensnaring Missile: An Since the life-form cannot be assembled
protected by any barriers. For example, ensnaring missile is a device that makes in several pieces, but rather must be
Synthos sees an old foe and tries to give a form of grappling attack. The hero done all at once, this limits how large the
him a face full of coal dust. He didn't making the attack rolls an Agility FEAT to creation is. It can grow, though, if it has
notice that his foe was behind an hit, and any hit is considered to have the time. The life span of this new
extremely clear pane of glass. Synthos entangled the opponent. This entangling creation is determined at its genesis. A
splatters coal dust all over his side of the is the equivalent of a grappling attack Green FEAT gives it a life span of 100
window. Various Power stunts include: of Power rank Strength, and the turns times the hero's Reason rank
• Dropping freshly-made weights on a ensnarement is considered to have number. A Yellow FEAT increases that to
target. Setting targets on fire by Power rank material strength. This 10,000 times the number. On a Red
materializing self-igniting elements like Power may be increased in Power rank FEAT, the life-form is permanent. Each
sodium and phosphorus. Rendering a by accepting any one of a number of ounce of created life costs the hero one
target unconscious by flooding the area limitations: Health point. All points lost in this way
with nitrogen that displaces oxygen. • Ensnarement only affects one target are automatically regained after 24
• Short-circuiting electrical devices by • Ensnarement wears off after 1-10 hours. In a single day, the hero can only
forming copper in their interiors. rounds create life forms whose total weight does
• Knocking targets off their feet by • Ensnarement weakens by one material not exceed his health. The hero must

156
have detailed knowledge of any anatomy and physiology. This requires of the original's memories and all
organism he wants to create. He can an active imagination, intense Powers that are not strictly Physical in
only store a limited number of organic concentration, and a red FEAT to nature. For game purposes, new life
designs within his memory. The total memorize a viable design. The newly has the following statistics:
number of memory slots available for born life-form has the same Fighting -1CS
this Power is equal to his Reason rank characteristics as a normally born life- Agility -1CS
number. The player must keep a record form of its type. In the case of altered Strength no shift
of the organisms he can create. The list or imaginary creations, the player and Endurance no shift
can be changes at any time. A green Judge should agree on a reasonable Reason Poor
Reason FEAT gains the hero a new set of statistics for the being in Intuition Poor
design. If there are no available question. This Power also includes Psyche no shift
memory slots, an old design is versions of Elemental and Molecular Health no shift
discarded to make room for the new Creation. This can be used to create Karma zero
one. Normally the Power is used to raw biological materials or foodstuffs; Resources zero
create facsimiles of existing organisms. examples include sugar, blood, Popularity no shift
The hero must make a detailed study protoplasm, and so on. Each material Only physical Powers are duplicated.
of the original for at least one hour takes up a memory slot. The hero can Talents' are lost as are Contacts, unless
before attempting a FEAT to memorize materialize his creation at any site the Contact seeks out the duplicate.
it. A failure means the hero must study within one area. The new life is initially New life can learn, if it lives long enough.
the organism for another hour before stationary but can immediately begin to It can even raise its
attempting another FEAT. With move under its own power. Like the abilities and gain simulations of other
sufficiently bad luck, the hero may rest of the Matter Creation Powers, this Powers the original possesses. The
never be able to memorize certain life Power is stopped by the first barrier Judge should set his own standards,
forms One note: This Power includes a between the hero and the site of his based on what type of beast the hero
mixture of Detection Powers that intended target. So, no, people-you has come up with. Here comes the
permit the hero to study a life-form can't have your hero inject nasty exception to all that's been written here
down to its atomic level without having germs directly into his opponent. As so far. When creating the hero, the player
to do anything harmful to that life-form stated before, this Power can create can opt to specialize in creating one
(like dissect it). The hero can create living replicas of actual beings. The unique being, like a Pegasus or a She-
new life forms based solely on his minds of such beings are not as Hulk of the hero's very own. (No more
imagination and basic knowledge of complex as the original, and lack most trouble getting dates for this guy...)

157
In that case, the weight limit is raised nothing. The newly created machine no memory slots are available, an old
from one ounce per Health point to one originally forms in one mass, then design is tossed away to make room for
pound per Health point. Red FEATs are separates into its components. The size the new one. Normally the Power is used
treated as yellow FEATs, thus the hero is of the machine is limited to its weight. t o c r e a t e fa c s i m i l e s o f ex i s t i n g
required to periodically recreate his The hero can only create in one turn a machines. The hero must make a
chosen companion. Such a continually maximum number of ounces equal to his detailed study of the machine for at least
created being retains its memory from Power rank number. Heavier machines 10 minutes for each attempted FEAT.
creation to creation and can learn and have to be assembled in several turns. Failure to make a FEAT means another
develop just like any normal life form. The durability of the machine is 10 minutes of study is required. Some
Any damage suffered by this being determined at the time of its creation. A items may be beyond the hero's
disappears when it is summoned anew. green FEAT gives the machine a life comprehension. if the player is really bad
If slain, the being immediately span of 100 turns times the hero's at rolling the dice. The hero can also
disintegrates and its statistics (when it is Reason rank number. A yellow FEAT create new designs based solely on his
summoned again) drop to their original increases that to 10,000 times the rank imagination and knowledge of
levels. The hero should also incur a hefty number. A red FEAT means the machine mechanical engineer ing. As this
Karma loss if he was directly responsible is permanent. Each ounce of created requires really intense concentration, a
for his companion's death. If the hero matter temporarily costs the hero one red FEAT is required to store such
possesses other Powers, the player can point of Health. All points lost in this way designs. The newly-created machine
assign them to whatever life forms the are regained after 24 hours. Thus the has the same properties as a normally
hero can summon. This is an interesting hero can only create in a single day a manufactured machine of its type. In the
possibility for creating unique number of ounces equal to his Health. case of altered or imaginary designs, the
characters, especially if Specialization is The hero must have detailed knowledge player and Judge should agree on
chosen. Optional Powers include forms of anything he wants to create. He can reasonable statistics for the item in
of Telepathy, Mental Domination, Animal only store a limited number of de-' signs question. This Power includes versions
Control, and Plant Control, all limited to in his memory. The total number of of Elemental and Molecular Creation.
life-forms created by the hero. These memory slots available for this Power is Each element or compound takes up it’s
same Powers are also the Nemeses. equal to his Reason rank number. The own memory slot, just like the padlocks
player must keep a record of the designs and pistols that already clutter the hero's
MCr6/Mechanical Creation**: the hero can create. The list can be mind. Such raw matter can be formed
T h e h e r o c a n c r e a t e c o m p l e x changed at any time. A green Reason into any shape, though. This permits the
mechanical devices from vir tually FEAT gains the hero a new design; if hero to change the composition of his

158
already memor ized designs. For design' like a homemade Iron Man suit darts.
example, if he has already memorized a or a mini jet. In this case, the weight limit Magnetic: The Power combines with
cassette player's design and the nature is raised from one ounce per Health Magnetism to produce missiles with
of platinum, he can create either a point to one pound per Health point. Red Power rank Intensity Magnetism. These
nor mal plastic-cased player or a FEATs are treated the same as Yellow can do Power rank damage to magnetic
platinum coated one. The hero can FEATs. Optional Powers include a form recordings or delicate electronics, and
materialize the machine at any site of Mechanical Animation limited to those can attract any iron in the target site
within one area. The machine is initially machines created by the hero, Hyper (guns, for example).
stationary but if it is self powered, it can Intelligence, and Hyper- Invention. Ghost-casters: The Power is combined
immediately begin to move on its own. Nemesis Powers include Mechanical with Illusion-casting to create missiles
The hero can also drop the machine on a Animation, and Mental Domination that emit a static hologram upon hitting
target, but that is a real waste of (especially induced Amnesia). the target site.
material, people. The Power cannot Vanishers: The Power is combined with
create actual living beings. If the hero is MCr7/Missile Creation: The hero can Induced Teleportation to create missiles
trying to create a facsimile of a living spontaneously create and launch that teleport the target to a
being, the best he can do is a robotic projectiles. These are propelled to predetermined destination.
replica, complete with simulated flesh. Power rank range. Missiles that simply Energizer: Missiles are combined with
Inter nal examination immediately slam into a target act as Stunning Power Transference to give the target
reveals gears and pulleys. The Power Missiles and inflict Stunning attacks of part of the hero's other Powers.
can create potentially sentient Power rank Intensity. If the hero has Any Power in this book can be combined
machines, such as a miniature copy of a other Powers, these are combined with with this Power to create unique missiles
Sentinel. Such a facsimile lacks the this Power to produce missiles with for your character. When creating the
detailed programming of the original and specific effects. character, the player should follow this
must be programmed before it can N u l l i f i e r : T h e M i s s i l e Pow e r i s guideline: If there is a way to combine
function. This also applies to any combined with Power Control/Negation external Powers with this Power, do it.
microchip dependent device, such as a to produce missiles that inflict no direct Powers that are completely internal in
computer. Just like Matter Creation, damage but may nullify inborn or their effects are exempted from this. This
there is an exception to the rules stated technological Powers with Power rank includes most of the Mental and
thus far. When creating the character, Intensity. Physical Enhancements and all of the
the player can choose to specialize in Sleep Darts: the Power is combined Self Alterations and Detection Powers. If
creating a single copy of a specific with Induced Sleep to create anesthetic the character is a High Technology, and

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has rolled such Powers as Hyper- elements simultaneously and form them 20 ounces disintegrates in four days. His
Invention or Weapons Tinkering, or into any desired compound. The hero honor on the line, Synthos tries again.
possesses a magical device, then thecan form this on any target within one He succeeds with a red FEAT. However,
Missile Powers should be combined area. He can create in one turn a number his depleted Health only permitted him
into a device possessed by the hero.of ounces equal to his Power rank to create 10 ounces of bronze. Synthos
number. For example, at Poor rank he
This may be an exotic gun, a wand, or is unaware of this, having passed out
any other bit of super heroic could form only four ounces in one turn. from the strain. The hero can use this
The durability of the newly created
paraphernalia the player can imagine. Power as an attack by trying to form the
compound is determined by a FEAT at
The hero has a finite ammo supply, even new material on a chosen target. Such
the time of creation. A green FEAT gives
if he creates the missiles as he goes. The targets can try to dodge. If they succeed,
maximum number of Missiles the hero the material a span of a number of turns the material forms in their previous
equal to 100 times the hero's Reason
can create per hour is equal to the Power position. The hero must be in line of sight
rank number. A yellow FEAT raises the
rank number. This prevents the cliche of the target. He cannot form material
multiplier to 10,000, and on a red FEAT
found in bad Westerns, whereby a lone within a target's interior or through any
cowboy holds off the entire Apache the material is permanent. Each ounce barrier between himself and the target.
the hero creates temporarily costs him
nation with a single six shooter. This limit Synthos, for example, could not form
one point of Health. The hero can regain
also applies to Technological versions of plastic explosive within a Sentinel,
this Power, in that the Health points lost in this way after a 24- unless someone left an inspection hatch
gun/wand/whatever simply overheats hour period including eight hours of open where Synthos could see it. In
from repeated use. There are two sleep. Thus, the hero can create only a order to fully play this Power, the player
number of ounces per day equal to his
Nemesis for this Power. If the Power is needs to know some basic chemistry,
total Health points. Example: Synthos is
innate to the hero, Reflection stops it. If especially the physical properties of
visiting a primitive culture and decides to
the Power is externalized in a weapon, various compounds. The hero can develop
give them a gift of useful bronze. His
I n d u c e d Te l e p o r t a t i o n wo r k s by Power stunts such as:
removing the weapon from the hero's Power is Excellent (20) and his Reason •Negating a foe's Energy Emission Power
possession and giving it to the is Typical (6), but his Health is only 50. by forming a barrier of insulating material
around the target's Emission point.
opponent. On his first try, he makes only a green •Breaking open a door by materializing
F E AT. T h a t b a t c h o f 2 0 o u n c e s strong compounds within the crack
•MCr8/Molecular Creation: This is a disintegrates in 600 turns (1 hour). He between the door and the frame.
more powerful form of Elemental tries again, making a yellow FEAT this •Forming weights in the air above a
Creation. The hero can form several time. That's not much better; the batch of target's head.

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•Healing others by creating medicines; the attack hits. The weapon or device nothing to do with reality. The target's
their effects last even after the has Power rank range and damage, and Fighting and Intuition drop -3CS.
compounds disintegrate. any increase in its abilities through •Corrosion-proofing: The Spray
•Creating electricity by forming the advancement is considered to be from combines with Catalytic Control to
compounds found in batteries. tinkering and improvement (the device is lessen corrosive attacks' Intensity by this
•Creating nonliving simulations of living not affected by the rules for building Power rank number.
beings. These have no cell structure, and inventing items). Examples of this •Insulation: The Spray combines with
however, and are only incredibly realistic type of weapon are specialized any Energy Control to produce a coating
wax dummies. handguns, needle guns, wrist-rockets, that protects any target from that form of
•Performing temporary repairs on and portable artillery. Energy Emission. The insulation
equipment. reduces the energy attack's Intensity
This Power includes the ability to form MCr10/Spray: The hero can rank by the Energy Control's rank
single elements as in Elemental spontaneously create a directed cloud of number.
Creation. This is an innate (not a Bonus) gas, mist, or dust. The Spray has a range •Healing Spray: This uses any of the
Power. Optional Powers include Matter of up to one area. It has the basic more pleasant forms of Bio-Physical
Animation in any single form and properties of doing Feeble damage by Control to produce a cloud that heals
Mechanical Animation. The Nemesis choking off the target's fresh air and anyone in the target area who has taken
Powers are Disintegration and Matter reducing visibility by -2CS for anyone damage up to -1CS.
Animation (all forms, simultaneously). within the cloud. The main purpose of •Napalm: The Spray is combined with
Spray is combining it with other Powers, Fire Generation and does Power rank
MCr9/Projectile Missile: A projectile thereby producing unique Spray Powers damage.
missile represents a specially designed for the hero. In all these cases, the range •Freeze Cloud: The Spray combines
weapon that inflicts damage according remains the same. Other factors, such with Cold Emission to do Power rank
to the Shooting column. This is usually as the nature and Intensity of effects, are damage.
some form of technological device, but determined by the Power that has been •Shrink Dust: The Spray combines with
not always. This weapon is specialty combined with Spray. Some possibilities Diminution to reduce the size of anything
designed for the character, and the hero include: in the target area.
suffers no penalty for range when firing • H a l l u c i n o g e n i c : T h e S p r ay i s •Booster Dust: The Spray combines
it (other individuals that may get their combined with Image Generation to with Power Control/Magnification to
hands on it would suffer such a penalty). produce vivid visual images in the raise the Power ranks of everyone in
The hero uses his Agility to determine if target's mind; these, of course, have the target area +1CS. Any power in

161
Ultimate Powers Book can be combined of the first three Powers. The hero has a and instantly adhere to it. The Web has
with this Power to create unique Sprays finite amount of Spray. The maximum some basic properties. It can ensnare
for each character. When creating such number of Sprays the hero can create in anyone within the target site. It
characters, the player should follow this a 24-hour period is equal to his Power possesses Power rank Strength upon
simple guideline: If you can figure out a rank number. This limit also applies to hardening one round after being fired. It
way to combine externalized Powers Technological or Magical versions of this can be used to form swing-lines that
with this one, do it. Powers that are Power; the gas gun/flute/whatever enable the hero to travel 3 areas per
completely internalized are exempt from simply clogs up from repeated use. turn, and it makes shields of Monstrous
this rule. This includes most of the There are two Nemeses for this Power. If material strength. Webcasting can be
Mental and Physical Enhancements and the Power is innate to the hero, then combined with other Powers to create
all of the Self Alterations and Detection. Reflection stops it. If the Power is unique Webs for other characters. In all
If a character. is High Tech, has rolled externalized in a device, Induced these cases, the range remains the
such Powers as Hyper-Invention or Teleportation works be removing the same. Other characteristics, such as the
Weapons Tinkering, or possesses a device from the hero's possession and nature and Intensity of the effects, are
magical device, then the Spray Power turning it over to the Nemesis. determined by the Power that has been
should be incorporated into a device. combined with Webcasting. Some
This may be a gas gun, ring, horn, or any MCr11/Stunning Missile: The hero possibilities include:
other piece of super heroic possesses a weapon, energy bolt, or •Mind net: Telepathy combines with the
paraphernalia the player can imagine. Power that either inflicts damage on the Web to form a telepathic link between
Example: The player rolls up the Force column, or inflicts a Stunning the hero and anyone within his Web.
following Fire Generation, Elemental attack of Power rank Intensity. One of the •Dream net: Dream travel combines
Conversion, Spontaneous Combustion, two types must be chosen at start, with the Web to permit everyone within
Spray, and Enchantment. She is a though the other may be developed as a to share a common dreamworld.
Humanoid, an Elf to be precise. She Power Stunt. Range and damage are •Preserver: The Web places anyone
determines she is a magical character. determined by the Power rank, though wrapped within in Suspended
The first three Powers readily combine damage and effects may be voluntarily Animation.
with Spray. The player decides that the reduced. •Spirit Net: The Web is combined with
heroine possesses a magical flute which Spirit Storage to trap any disembodied
she built herself. Besides playing normal MCr12/Webcasting: The hero can spirits within.
tunes, she knows three special melodies generate and shot out a solid web. The •Protector: The Web combines with any
that create clouds which possess each web can hit any target within 100 feet Defensive Field to protect anything within

162
the Web from a specific form of attack. This includes most of the Mental and
•Metamorphic: The Web combines with Physical Enhancement Powers and all
Induced Shapechange to transform of the Self-Alterations and Detection. If a
anyone within the Web into any shape character is Hi-Tech, has rolled such
the hero desires. Powers as Hyper Invention or Weapons
•Cocoon: The Web possesses Micro- Tinkering, or possesses a magical
environment and provides a safe habitat device, then the Web Powers should be
for anyone within, despite external incorporated into a device. This can be a
conditions. web shooter, reel, or any super heroic
•Mummy Shroud: The Web combines doohickey the player can invent. The
with Zombie Animation to make any hero has a finite amount of Webbing he
corpse wrapped up in it an Undead can produce. The maximum number of
(great party gag, folks!). times the hero can use Webcasting in a
•Glide Net: The hero can travel on the 24-hour period is equal to his Power rank
winds by combining his Web and Gliding n u m b e r. T h i s a l s o a p p l i e s t o
Power. Technological or magical versions of this
•Network: The hero uses Sensory Link Power ; the devices clog up from
to perceive the surroundings of any web overuse. Webs created by this Power
he knows the location of. In effect, he evaporate one hour after being cast. The
turns any web into a two way picture Nemesis for this Power is Phasing.
phone.
Any Power in the Ultimate Powers Book
can be combined with Webcasting to
produce unique. Web Powers for each
character. When creating characters,
the player should follow this simple
guideline: If you can figure out a way to
combine externalized Powers with this
one, do it. Powers that are completely
internalized are exempt from this rule.

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Mental Enhancement Powers

M1/Animal Communication and actions of the animal in question, Make and other representations, causing
Control: A hero with this Power can talk a Popularity FEAT for any requests the them to become fully operational items.
to animals and influence their actions. hero makes of the animals, using Power A character may attempt to animate any
The hero gains a + 1CS if she chooses to rank instead of Popularity. Therefore, drawing, even one of his own creation. or
influence only a particular type (or if a hero controls crocodiles with animate a specific type or class of object.
class), such as sea life or birds. This is Amazing(50) ability the result is rolled on In the latter case, a +1CS to Power rank
increased to +2CS if she narrows it the Amazing column. Failure indicates is initially given. though the character
further. to a particular class or family the animal may turn on the controller. loses the ability to animate other
such as bony-skeleton fishes or falcons. Animals which are Contacts (always drawings (an example of this would be
Choosing to influence a specific animal friendly) never turn on the controller. Tarot of the Hellions, who draws her
(Chucky the Falcon, or Leo the Lion-fish) Note on communications: Animals have animated figures from a Tarot deck). The
gives the hero a +3CS. in the latter case. no language, per se, but do animated drawings will have abilities
the animal is a companion of the hero at communicate by a number of verbal and and Powers according to their nature,
the start of the campaign. A character non-verbal signals. Communication is but no Power or ability can exceed the
who selects one of these limitations may considered to be a superhuman ability to Power rank number of the hero. No
also converse with animals that are one recognize those signals and make one's additional Powers can be given to the
step more general, but no further, with a own desires and wishes clear, as limited animation, unless the card shows those
loss of - 1CS. The character with Chucky by the animals intelligence level. Powers in operation. In other words.
the Falcon can also converse with animating a picture of the Invisible
falcons in general, at +2CS (the Power M2/Animal Empathy: This specialized Woman would not give the animation
rank raised to +3CS minus one for form of Empathy extends to all animals force fields or invisibility Powers, unless
generality), but not with birds that are not in a pr imitive for m of Animal those Powers were shown in the picture.
falcons. Communication with animals is Communication. The hero with this (And how can you show invisibility in a
considered automatic with these Power may detect and influence the surf picture?) Animated figures last for 1-10
Powers, and the types which benefit ace emotions of the animal involved, and rounds, the actual amount of time
from a +2CS modifier are considered instill in it fear, hunger, affection, determined secretly by the Judge. They
Contacts (always Friendly). Otherwise exhaustion, or other emotions on a dissipate at that time, return to their
animal reactions are Neutral to Hostile. successful Power rank FEAT. original location, and may not be
Communication with Hostile animals is animated again for 24 hours. The figures
chancy at best. The Power rank reflects M3/Animate Drawings: The hero with also dissipate if they are destroyed or
the ability of the hero to control the this Power may animate flat drawings reduced to 0 Health.

164
M4/Astral Projection: The hero with perished are trapped in astral form. enables the hero to hear across a
this Power may cause his or her astral Astral characters may travel across vacuum, for example. Unfortunately,
form to leave the body and travel dimensions with Power rank ability. Clairaudience can act as a pipeline to
elsewhere, either in this dimension, or Locating a specific dimension is a direct others Psionic or Sonic attacks
entering other dimensions. The range Psyche FEAT. In this dimension, the toward the hero. Because of this
of astral travel is determined by the astral character moves up to the limit sideeffect, the hero is -1CS to resist
Power rank of the ability. If the ability is of his or her range in a single round. such attacks. These attacks need not
magical in origin, use the magical Further separation, or the removal of even be aimed at the hero but might still
range chart. If not. use the Power rank the astral form from the body for more affect the hero if the other Power is being
range. The character in astral form may rounds than the Power rank of this used in the area the hero is spying upon.
observe actions in the "normal" world, ability, results in Endurance FEATs for Example: Captain Tympanic is using his
but may not be detected by normal the body as if it were suffering a lethal Power to eavesdrop on bank robbers
means (Astral detection and Telepathy (kill result) attack. Characters with planning a heist. Unfortunately, Charmer
will reveal the presence of the astral Astral Projection may also detect the appeared and used her Hypnotic Voice
intruder). The character may not use astral as a Power Stunt, and two Power to capture the gang. Capt.
his other abilities in the Astral form characters in astral form will be able to Tympanic is caught in her spell as well.
against non-astral targets. An astral see each other. Astral combat and The ranges for Clairaudience are shown
character is not affected by non other dimensions are covered in the on column E of the Range Table. When
telepathic objects or forms of attack, Judge's Book. the Power operates, it overrides the
but may be affected by Mental Powers hero's natural hearing. Distant sounds
(those listed under the Mental Powers are sensed at their original volume level.
table, including Force Fields). The M5/Clairaudience: The hero can "hear" If the volume is too loud the hero can
astral character may phase through distant sounds and voices despite any reduce it with a green FEAT. Faint
solid objects without damaging either intervening distance or barriers. The sounds can be magnified by a yellow
character or object. While the astral Power is not hindered by factors that FEAT. The Power is normally a voluntary
form is separate, the body is immobile, affect normal sound transmission, such Power that musty be summoned.
in a trance. Damage to the body will be a s d i s t a n c e, t i m e l a g , mu f f l i n g , Sometimes it functions automatically;
known to the astral traveler if it is in this distor tion, or the absence of a this can be the result of improper control,
dimension, and it is possible for the transmitting medium. Because of this, tampering by outside forces, or be
body to perish while the astral form is Clairaudience has superior range over triggered by sudden, dramatic events
away. Characters whose bodies have Hyper-Hearing. Only Clairaudience occurring to someone with whom the

165
hero shares an emotional rapport. ("That controlled. Sometimes it functions M7/Communication With Animals:
was Lewis crying for help!") When using automatically. This can be the result of The hero can understand and use the
the Power to eavesdrop on another improper control, interference, or be languages employed by animals and
C l a i ra u d i e n c e, t h a t p e r s o n m ay triggered by sudden, dramatic events other non-sentient life forms. The Power
automatically sense the first occurring to someone who whom the can be used to communicate with non-
Clairvoyant's effort. This is determined hero shares an emotional rapport. ("Oh sentient alien creatures but not
by the Judge making a secret red FEAT no, Billy Jo fell off the bridge!") The intelligent aliens. The degree of
based on the second hero's Power rank. Power can work against the hero if difference between the hero and the
The Optional Powers for this are Hyper- unwanted visions obscure the hero's animal determines what color FEAT is
hearing, Clairvoyance, and Remote sight or distract him at a crucial moment. required. Assuming the hero is human,
Sensing. The Nemesis for this is Force For example, if Dr. Strange had a sudden a green FEAT permits communication
Field vs. Psionic. flash while operating on a patient, a with mammals. A yellow FEAT permits
malpractice suit might be in order. When communication with birds and reptiles. A
M6/Clairvoyance: The hero can "see" the Power is used to spy on another red FEAT covers everything else. If the
distant sights without directly seeing it Clairvoyant, there is a possibility of that hero has a different physical type, the
with his eyes. The hero receives a visual person detecting the use of the Power. player and Judge will have to modify the
simulation of what he would see if he The Judge makes a discreet Red FEAT FEATs accordingly. The hero must be in
were actually present at the scene. The based on the observed character's communications range of the animal for
Power is not hindered by any of the Power rank. Clairvoyance can function the Power to work. This varies from
fa c t o r s t h a t a f fe c t n o r m a l l i g h t as a pipeline to draw light based and species to species. The basic rule is that
transmission, such as distance, Psionic attacks toward the hero. Such the maximum range is the greatest
blockage, obscurity, and time lag. It can attacks may even affect him if they were distance at which the hero and animal
be used to see things that are impossible aimed at something else within the area can sense each other. Optional Powers
for a telescope or Telescopic Vision. For he is spying upon. The hero has -1CS include Linguistics and any of the
example, a Monstrous Clairvoyant could resistance to such attacks. Clairvoyance Communication Powers. The Nemesis is
see current conditions inside a sealed can be used in conjunction with other NeuralManipulation.
room on the surface of Venus. The Powers to increase the range at which
ranges for this Power are shown on those Powers can affect a target. M8/Communication with
Column E of the Range Table. When in Optional Powers include Clairaudience Cybernetics: The hero can directly
use, the Power overrides normal vision. and Remote Sensing. The Nemesis is communicate with complex machines,
Normally the Power is consciously Force Field vs. Psionic. whether these are computers or

166
machines not normally considered to hero to identify a little too closely with personality quirk that blurs the distinction
have artificial intelligence. Any machine machines. The Optional Power is between life and death. As he can speak
that possesses any kind of programming Linguistics. The Nemesis is Neural with both the living and the dead, he
can be communicated with calculators, Manipulation. might not be able to see what the
digital watches, microwave ovens, even difference is. This can be taken to
music boxes. The higher the rank, the M9/Communication with Non-living grotesque extremes, especially in a
simpler the machine that can be spoken Matter: This is a catchall name for horrific campaign. The Power can be
to. A green FEAT can communicate with anything not covered by the other used to pry into a person's secrets by
a machine possessing several Communication Powers. It will enable the interrogating that person's possessions.
microchips; a computer is the most hero to communicate with anything that For example, clothing will blithely recount
common example. A yellow FEAT h a d o n c e b e e n e i t h e r s e n t i e n t , the wearer's activities and a wall safe will
communicates with devices possessing cybernetic, or alive, as long as the target proudly list all the things it is protecting.
a single microchip, such as watches and lacks those qualities now. The hero Note: Projectile weapons only remember
talking dolls. A red FEAT communicates transfers part of his intelligence and when they were fired, not at whom.
with machines that lack microchips but Psyche to the target, thus permitting it to Optional Powers include
are still somehow programmed, like respond to him. The target can converse, Communications with Cybernetics. The
player pianos and hand cranked adding provide information, and even have a Nemesis is Neural Manipulation.
machines. The nature and quality of the personality. The Power includes an
information received reflects the nature innate, unconscious use of Speech M10/Communication with Plants: The
of the machine that is spoken to. throwing. Although the hero actually hero can speak with plants. Anything that
Communication occurs without the hero provides the voice, it appears that the has a vegetable physiology can be
needing to resort to programming target actually speaking. When the affected by this Power, such as grass,
languages and input devices such as Power is used to speak a corpse, it uses trees, and the Man-Thing. When using
punch cards and keyboards. After all, if an unconscious, automatic form of the Power, the hero imparts some of his
the hero did need them this wouldn't Postcognition to create a simulation of intelligence and Psyche to the plant to
really be a super power. When using the the spirit that once inhabited the body. facilitate communication. The greater the
Power, the hero transfers part of his The hero does not speak with the actual complexity of the plant, the easier it is to
intelligence and Psyche to the machine, spirit. This can lead to an odd situation in communicate with. A green FEAT
thus allowing it to respond to him. which the actual ghost hears his own communicates with trees and local
Unfortunately, sharing his mind with body speak as if he were still in it. ecosystems; in the latter, all the plants
machines on a regular basis leads the Unfortunately, the hero may develop a speak as if a chorus that only the hero can

167
hear. A yellow FEAT communicates with assume control of the host computer. A about impending danger. The advance
shrubs, vines, and bushes. A red FEAT hero with this power could have his body warning time is the number of seconds
communicates with simple plants and destroyed only to return again and again equal to the Power rank number
fungi; if the hero has Hyper-hearing, it as he shifts his consciousness through (rounded up to the nearest turn if need
can be combined with this Power to computers and transmits himself in to a be). For example, Spider- Man's
permit communication with plankton and new body. Bonus powers are Carrier Amazing rank can warn him of danger
bacteria. Combining the Power with Wave, control Machinery and Hyper almost a minute in advance. In a combat
Sensory Link enables the hero to share Intelligence. The Nemesis power would situation, the Power can be used replace
the experiences of plants, even those on be Control Machinery or Exorcism. other, lower ranked Abilities. It can
alien worlds if the latter Power's rank is replace Intuition for deter mining
high enough. A problem can develop if M12/Cybernetic Manipulation: With surprise, Fighting for blocking, Agility for
the hero begins to identify too closely this power a hero can take over any dodging, and Strength for escaping. The
with plants. He might find salads Cybernetic instrument or device. With a minimum level for this Power must be
offensive. Worse, he may begin to suffer successful Power Rank FEAT roll the equal to the hero's Intuition. If it's initially
anguish when plants are harmed in his manipulator can force and control the lower, the player can raise it to this level.
presence. Optional Powers include actions of the device or cybernetic being The player can also raise its rank +1CS
Communication with Animals, in question versus the targets Psyche by choosing to make it a voluntary
Communication with Non-living Matter, ability used as the intensity of the FEAT rather than an automatic Power. That is,
Plant Control, and Plant Growth. The roll. The target gets another FEAT roll it only functions if the hero is making it
Nemesis is Neural Manipulation. any time an action would violate his code function. Spider-man's version functions
of ethics or behavior allowing the chance at all times, but your hero might decide
M11/Computer Transmission: The to break the control. The target is retains the risk of being caught off-guard is
h e r o c a n t r a n s m i t h i s m e m o r y, control of his own mind but loses control worth the reward of the higher rank. The
personality and thinking ability into any of his body to the Cybernetic nature of the Power reduces the hero's
electronic or cybernetic device which Manipulator. resistance to Emotional attacks -1CS.
has microchips built into it. This allows The Nemesis is Emotion Control.
the disembodied conscious of the hero M13/Danger Sense: This is also called
to inhabit various android, robotic, Combat Sense and Spider-sense. It is a
cybernetic or computerized devices. The combination of automatically functioning
hero may on a successful Power FEAT Psionic Powers (Telepathy, Empathy,
roll versus the Psyche of his target and Precognition) that warns the hero

168
M14/Dream Travel: The hero can the Power is used. In this case, if the 1CS and is limited to Range A.
actually enter into the short lived pocket hero is slain or trapped within the Electrical Absorption
dimensions created by a person's dreamworld, the body might never Electrical Bolt
dreams and nightmares. These reappear. Each dreamworld is unique to Electromagnetic Force field
dreamworlds are outside the the specific dreamer and retains no Control Machines by Manipulating the
boundaries of normal reality and exist existence except during the act of flow of Electricity
solely as a reflection of the dreamer's dreaming. Dreamworlds are not the Electromagnetic Fight
imagination. The Dream traveler must be same as the Dream Dimension, Sense Electricity
within ten feet of the dreamer in order for although it is possible they exist within Weaknesses for this power are the
the Power to function at full rank. The the greater Dream Dimension. It is following: Electrical Control, Energy
Power rank decreases -1CS for each possible that dreamworlds touch each Absorption, Power Negation, someone
additional 10 feet that separates the two. other and may even overlap in the case with a greater power ranking and the
The Dream traveler has no direct control of telepathic dreamers. If so, it is character’s own Psyche. The duration of
over the conditions within the possible that the Dream traveler can the power relates to how strong the
dreamworld. He can interact with things enter one dreamworld and exit one of Psych’s Psyche rating, example
w i t h i n t h a t wo r l d by p e r fo r m i n g someone else. The Optional Power is a Amazing Psyche is equal to 50 minutes
"physical" actions much as he would in form of Telepathy limited to dreamers. of constant use. If the character pushes
the real world. Fighting, Agility, Strength, beyond his Psyche limits, he has to roll a
and Endurance are all represented by M15/Electrokinesis: Electrokinesis is Red Feat to keep using Electrokinesis
this Power's rank. If the hero has other the power to manipulate energies, at a -1CS. If he fails, the character
Powers, these exist in equivalent forms electrical currents, and generate receives a psychic backlash equal to his
that possess this Power's rank instead of electricity with one’s mind. The Psychic Psyche ranking in mental damage.
their own. The Dream traveler can suffer with this power is able to generate and Electrokinesis submitted by John
real damage as a result of events that manipulate a form of energy resulting Strickler.
affect him within the dreamworld. He from the existence of charged particles
might even die. The equivalent of the (such as electrons or protons) which M16/Empathy: The hero can detect the
damage appears in the hero's real body. give the user control over electric fields, surface emotions of others. The hero can
Normally the hero's real body retains its electric charges, electric currents, detect the target's emotional state and
solidity during Dream travel. The player electronics, and electromagnetism. further refine that knowledge to
can raise the rank +1CS by making the Thus being able to discover the target's physical state,
hero's body de-materialize whenever perform the following power stunts at - surroundings, and location, in so far as

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these have an influence on the Clairvoyance and Emotion Control. The developed as Power Stunts. Emotions
emotions. He can transmit his own Nemeses are Mental Invisibility and may be influenced to reflect on the user
emotional state but he cannot impose either Force Field or Resistance to of the Power, or on another target. The
this on others (that requires Emotion Psionic. types of emotions that may be instilled
Control). Empathy is extremely useful and manipulated include:
when the hero has to deal with non- M17/Emotion Control**: Emotion • Respect -- The target treats an
sentient beings or large numbers of Control is a related form of Mind Control individual as a Friendly Contact.
people. It can read the target's mood and that acts upon the subconscious fears • Love -- The target is devoted to the
support already existing emotions. The and attractions to produce the required individual, to the point of endangering
range can vary within a single Power results. Targets of an Emotion Control his own life n the others behalf.
rank. The distances shown on column B attack must be in the same area as • Fear -- The target is filled with fear, of an
of the Range Table refer to a single the character with this Power, and may object, a person, or a situation. The
target. Each additional target reduces make an Intuition FEAT to avoid the target will flee as quickly as possible,
the range -1CS. Range never falls below effects, which have a duration of 10-100 and only attack if backed into a corner.
Feeble, even if the hero is trying to read turns after the initial attack. The effects • Hatred -- The target is instilled with a
the emotions of a crowd. The Power must diminish before another "dose" of great hatred, particularly for former
functions for as long as the hero Emotion Control may be applied. Robots friends and allies. The target will attack
concentrates on using it. The hero can and non-human alien beings are his former friends.
send Emphatic, messages by means immune to the effects of Emotion • Loyalty -- The target will follow the
of a Power FEAT. The message is in the Control. Only one type of emotion may individual's orders without question,
form of a burst of emotion accompanied be instilled in a target at a time. The cheerfully providing all necessary
by a subtle identification of the Empath. character with this Power may modify information and aid as if to a longtime
A green FEAT transmits to a known any emotions, but gains a +2CS if he friend and ally.
person and location. A yellow FEAT chooses to modify one emotion • Doubt -- The target is unsure of his
transmits to a known person in an exclusively Such a character is actions. Intuition is considered to be a
unknown location. A red FEAT is the extremely powerful, but may not develop (Good 10) for purposes of actions.
P s i o n i c e q u i va l e n t o f a g e n e ra l other types of Emotion Control as Power • Pleasure -- The target feels incredibly
announcement. ("Did you feel that? Felt Stunts. Those heroes that do not limit good and non-hostile. The feeling is so
like somebody was really scared… themselves to one particular emotion overwhelming that the character cannot
Wait a minute. That was Sender. He begin play with two emotions they can do anything but sit contentedly for 1-10
needs us!") Optional Powers include modify, with others that may be rounds, and for the remainder of the

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duration of the Emotion Control is M19/Free Spirit**: The hero's soul is Spirit possesses Powers that require
Friendly to the hero with this Power. A capable of independent existence in the a physical form to use, he can lend these
character under Emotion Control may real world. The Free Spirit can leave the to whatever body he is occupying.-When
gain additional chances to break the hero's body and travel independently; this Power appears during the character
control if placed in a Karma losing it is often mistaken for an Astral Body. generation process, the player must
situation, similar to breaking the Mind The Free Spirit can even survive the decide whether the body the Free Spirit
Control Power. For PCs under the effects death of the physical body without being is occupying is his own or a loaner he
of Emotion Control. immediately drawn into an afterlife picked up along the way. In the latter
dimension; this requires a red Power case, the player will then have to
M18/Fear Generation: The hero can FEAT at the time of death (more on this generate two complete sets of statistics,
instill fear in the human mind by creating later). Free Spirits possess all the Mental those of the Free Spirit and the real
phantom images in the targets mind at Abilities, Talents, and Powers of the owner of his current body. Free Spirits
Power Rank Range and Intensity. The whole being. Health remains unchanged can be created later on. Any character
victim may attempt a Psyche FEAT roll to although now it is more of a measure of who dies in a campaign has a chance to
resist the effects of this power. These how well the Free Spirit can resist become one, even if he did not possess
hallucinations will be situations that will entering the appropriate afterlife. If the this actual Power to begin with. The
cause the victim to feel terror, great Free Spirit is still in his original body, transformation is accomplished by
sadness, despondency, and possibly that body may either retain a share of the making an Unearthly Psyche FEAT and
eve n s u i c i d a l u r g e s. T h e h e r o ' s overall consciousness when the spirit expending all the hero's Karma.
telepathic abilities enable him to probe is away or the body may lapse into a
the victim's mind and seek out the coma at these times. There an equal M20/Hallucinations**: The hero can
images that would cause the most chance of either, although the player create illusions directly within the
anguish. Power Stunts include: should choose one at the time the hero is target's mind. Such illusions are
• Fear: Anyone whose mind has had fear created. If the original body is dead, the telepathic, not holographic, in nature. As
instilled in to it has to make a Psyche Free Spirit can develop bonds to one such, they cannot be mechanically
FEAT roll or suffer a -1CS penalty to any or more new bodies, dwelling like a detected or recorded except by devices
future attempts to do the hero any harm tenant in each but tied to none. The Free that simulate Telepathy or human
due to fear. If the victim is affected by the Spirit cannot Possess the body or in any thought patterns (such as player
fear, the victims Psyche decides how way hinder the real owner's abilities. character Robots). Hallucinations can
long the character will be affected. They do share a telepathic bond that only be seen by the target of this Power.
extends into shared dreams. If the Free The ranges for this power is show on column

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A of the Range Table. The target must be Hallucinations have limited effects on example, a character like the Leader
within sight of the hero, although the non-sentient or extremely alien beings. started off with Good Reason. The
hero can extend his sight and thus his They have no effect at all on Moms gamma rays added Incredible Hyper
Power range by the use of artificial aids. Nature. A Hallucinatory wall might stop a Intelligence for a final total of Amazing
These include telescopes, remote TV puma but it won't stop a boulder rolling Reason rank. The second method uses
cameras, clairvoyance, and Telescopic down on the hero. Hyper Intelligence the same way most
Vision. The target need not see the hero other Powers are used-intermittently.
in order for the Power to affect him. M21/Hyper Intelligence: Normally a Just as Siryn doesn't scream all the time,
Normally the Power affects only a single character's Intelligence is determined so too would a Hyper-intelligent
target. Each additional target decreases in the Character Generation Process. character have normal intelligence most
the range -1CS. Targets are allowed to However, the research for the Ultimate of the time. When he uses his Power, he
disbelieve the Hallucination by making Powers Book showed that extreme transforms himself into a mental giant.
an Intuition FEAT but only if they suspect levels of Intelligence can be a Power in The way it operates is the character's
the true nature of what they are seeing. its own right. Examples include The normal rank for either Reason or
Hallucinations last as long as the hero Leader and the late Soviet scientist Intuition is raised the number of levels
concentrates on creating them. They known only as Gargoyle. The hyper- equal to the Power rank (Feeble is +1CS,
inflict no real physical damage but can intelligent character is a genius of Poor +2CS, and so on). The total is the
be used to disguise an actual Power's awesome potential. He can quickly actual Hyper-Intelligence rank the
use. The hero can use one additional master new subjects, retain that character can achieve using this Power.
Power simultaneously with this one. knowledge indefinitely, and easily The hero can retain this higher rank for a
Hallucinations can be used to inflict succeed in any mental endeavor. There limited amount of time; the duration is
psychosomatic damage. If the apparent are two ways the Power can be the number of minutes equal to the
damage is believable, the target will incorporated into a character. The player original Ability's rank number. This is
physically react to it. Hallucinatory should choose one when he first creates for the first time each day the hero uses
"death" results in the target lapsing into the character (a coin toss will do). The the Power. Each successive time the
unconsciousness for 1-20 turns. Since a first method is a permanent modification hero uses his Power within the same day
target who takes the time to examine his of the hero's Intelligence. The Power decreases the duration -1CS. Example:
wounds will realize he has not been hurt rank number is added to the hero's Steve is creating an awesomely wise
(at least not in the way he thinks he previously generated Reason or alien named Shepherd. Shepherd has a
should be), the hero is advised not to use Intuition rank number. The total is the normal Incredible Intuition rank. His
Hallucinations that rely on direct attacks. hero's actual Hyper-intelligence. For Power rank is Excellent. This raises the

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the Intuition rank by +5CS to a potential new devices or applied technologies. He engineering. The hero has the ability to
Shift-Y rank. Shepherd can retain this can repair previously operational manufacture or modify items using any
enhanced state for an Excellent duration devices, even if the device was of an technology he knows. He still requires
of 40 minutes before he reverts to unknown type. The hero can learn new adequate physical resources to create
normal. summoning his Power a second technologies at a rate determined by his the items, though the cost of anything he
time, he returns to Shift-Y Intuition for a rank, the complexity of the technology, builds himself is decreased -2CS
Remarkable duration of only 30 minutes. and the amount of instruction available. compared to the list price for off-the-
He can summon his Power five more Modern technology requires an shelf versions. A Power FEAT based on
times after that, then he has to rest. Excellent Intensity FEAT. Advanced the desired item's tech level determines
When creating the character, the player technology requires a Remarkable the durability of the item. A green or
can increase the Power rank +1CS Intensity FEAT. Alien or futuristic yellow FEAT means the item has the
by specializing in a specific fields. After technology var y from Incredible same durability as a normally
all, comics are filled with characters who Intensity (Shi'ar) to Unearthly (the manufactured item. A red FEAT means
are titans in the lab but failures in other Watcher). The color of the FEAT is the item will function but has
f i e l d s . Po s s i b l e f i e l d s i n c l u d e determined by the amount of instruction performance problems; the Judge can
Professional and other Talents, such as the hero receives. A green FEAT decide how long or well the item
Medicine, Engineering, and Animal requires instructional materials that functions before it fails. Note: This is one
Training. Optional Powers include Hyper explain the technology (a teacher, of those Powers that can be used for
Invention and Total Memor y. The books, holographic cubes). A yellow personal profit. The hero can design
Nemesis is Mind Drain FEAT is required if the hero has access and build exotic paraphernalia for other
to materials not specially designed to characters and NPCs on commission.
M22/Hyper Invention: This is a special instruct someone in that technology This can raise the hero's Resource
form of Hyper-intelligence that is ( r e a d o u t s , p e r fo r m a n c e s p e c s , level by whatever fees he can get
common enough to merit its own operating manuals, a copy of a working away with. Optional Powers include
classification. It is a per manent device). A red FEAT is required if all the Weapons Tinkering, Machine
enhancement of the hero's overall hero is has an in operational device if Animation, Molding, Artifact Creation,
intelligence that is channeled into the that technology. Like Hyper-intelligence, and Machine Creation. Nemeses are
field of mechanical design and the Hyper Inventor can raise his rank Mental Duplication and Mind Drain.
engineering. The hero is an Edison like +1CS by specializing in a particular field.
genius who take existing materials and Examples include vehicles, weapons,
technologies and use them to create biomedical technology, and architectural

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M23/Image Generation: The hero with damage is all an illusion, most illusion incarnation. He cannot be called by past
this Power may create vivid mental casters do not make direct attacks but lives nor can he call future lives.
images. These images do not register on use their illusions for subterfuge and However, that doesn't prevent the hero
cameras, film, or in the minds of non- deception (perhaps covering a true from receiving messages from his future
sentient robots. (Player Characters are threat). Illusions fool characters but do selves. This can be a quick way to start
considered to duplicate human eye and not fool nature. If a hero creates a brick an adventure (more later). Two, the hero
brain patterns, and as such are subject wall, which the opponent believes is real, can only reach past selves at points
to the effects of these Powers, though the opponent will not move through the when they are actually living. He cannot
they gain a +1CS to disbelieve them.) brick wall because he believes it to be reach selves that are in an afterlife
Heroes with Image Generation may cast real. If the hero creates the illusion of a situation. In fact, the hero can't really
their illusions within the Power rank bridge over a chasm, and the character recall ever being in any form of afterlife.
range, but must be in line of sight of believes in it, the character will still fall The Power rank number is also the
these illusions. Targets must make an into the chasm. In the former case, it is number of consecutive past lives the
Intuition FEAT against the intensity of the limitations of the mind that dominate. hero can contact. The earliest
the illusion (the Power rank of the In the latter the laws of gravity override. incarnation is the life span in -which the
caster). Targets only gain a FEAT roll if Power first appeared; it has been
the players running those characters M24/Incarnation Awareness: This growing one point at a time ever since.
decide that the images are false. (If they Power is based on the idea that a spirit This limit spares the player the
think that yes, that's a brontosaurus enters countless reincarnations responsibility for making up a mega-
walking up Park Avenue, then as far as throughout eternity but that the memory biography going back to the dawn of
they are concer ned, that's a of each past life is usually lost time. It spares the Judge by limiting the
brontosaurus walking up Park Avenue.) somewhere in the transition from one life potential havoc the player can wreak
Illusions will last as long as the hero to another. This Power allows the hero to using his now dead contacts. Assume a
concentrates on them. Illusions inflict no remember the details of his more recent full but average life span for all past lives.
intrinsic damage, but if they are lives and to actually communicate with From the 18th century on, this is 70
believed, the characters that believe them. Such communications include the years. Prior to that, the average is 50.
them will take imaginary damage, with transmission of the complete range of The time elapsed between incarnations
apparent "death" resulting in senses and thoughts. There are two is up to the player, but at least one
unconsciousness for 1-10 rounds. Since limits on communication with other lives. incarnation per century is
a character who has time to examine his One, the communication can only be recommended. Soon after the player
wounds will find he is not hurt, and the initiated by the hero's current acquires this Power, he should work out

174
out a basic time line for and list of his to perform an action that has a direct, attack. Any time the hero suffers
past incarnations. Players are urged physical effect on the present, he must damage from an attack, the Power can
to make their past lives relatively normal make a FEAT roll. This represents the temporarily absorb it before it can affect
people. Still, if the player is determined to chance of long-range plans coming to any of the hero's Ability ranks. The
fill up his past with glory after glory, the fruition. Each century between the maximum amount of damage Iron Will
Judge can insist on a simple rule. To wit: present-self and the past-self raises the can absorb at one time is equal to its
there is a 1% chance that any specific Intensity FEAT +1CS. Example: The rank number. Absorbed damage does
histor ical figure was a for mer Trust Fund set up in 1855 requires a not affect the hero at that time. Damage
incarnation of the present-day hero. The Poor Intensity FEAT. The tunnel requires exceeding that amount affects the hero
Power is used pr imar ily to gain a Feeble Intensity FEAT. The player in its normal manner. The hero can
infor mation. The hero can make rolled a 30 and a 56. The trust fund failed maintain his Iron Will indefinitely but will
extremely long-ranged plans that involve somewhere along the way but the tunnel eventually have to relax his self control in
the assistance of past lives in solving got built anyway using alternative order to heal and renew his Power.
current problems. Example: Self-1988 funding. The Optional Powers include Letting down his control causes him to
asks Self-1920 to have a tunnel dug either Time Travel limited to any past immediately suffer a loss of Health
under the site of the present day lifetime, a combination of Time Travel points equal to one half the amount of
Latverian Embassy. A trust fund to be set and Free Spirit that enables the present- damage Iron Will had absorbed.
u p by S e l f - 1 8 5 5 w i l l p ay fo r i t . self to possess the bodies of other Regardless of the original nature of the
Sometimes a future incarnation will selves, or a specialized form of Time attack, it is always translated into lost
request that the hero perform a special Travel that enables the present self to Health points; this reflects the strain the
act. The reason for the act might never draw other selves from their times to the Power places on the body. Once the
be explained. In this, way, the hero and present. translation occurs and the Iron Will has
his associates might suddenly find been purged of its burden, it is able to
themselves thrust into extremely M25/Iron Will: The hero has complete absorb new damage. The cycle of
strange or terribly mundane situations. conscious control over his mind and absorption/purging/absorption can
("It is crucial that you make sure Jon body. By using his Iron Will, the hero continue until the hero's Health drops to
Clifton gets to school today! Then bury can temporarily halt the damage done zero or below. Note: The Power. can still
ten pounds of Adamantium at these by mental or physical attacks; he can absorb damage, even if the conversion
coordinates in the Gobi Desert.") Even even postpone his own death. Iron Will of that damage into Health points will
the best laid plans of mice and men go can be used in place of any lower-ranked result in the immediate death of the hero.
astray. Any time the hero asks a past-self Ability to determine Resistance to an In such a case, the hero. In such a case

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the hero had best make sure he is Ability or Power by 1 point for every 2 are available. Current human languages
already in an excellent Trauma Center Karma spent. The power rank is the require a Poor FEAT. Archaic human
when he relaxes his Power. Example: maximum amount of Karma a hero can languages are a Good FEAT. Alien but
Sunstone is battling the Marauders and spend in a single round. The duration of Humanoid languages are Remarkable
not doing too well. He possesses the effect is limited to the round in which FEAT. Animal languages are an
Incredible Iron Will and has 100 Health the hero spends the Karma. This power Incredible FEAT (note: not all animals
points. Harpoon hits him with a Slay is considered a free action and may be have an actual language). Alien, non-
spear; this does 40 points of damage. used with another action, ability or humanoid languages are an Amazing
Iron Will absorbs it all but immediately power. FEAT. The color of the FEAT is
reconverts it to a loss of 20 Health points. determined by the source of the
S a b e r t o o t h s l a s h e s a n d g n aw s
M27/Linguistics: This is a specialized language. A green FEAT is needed if the
Sunstone for 60 points. Iron Will onlyform of Hyper-intelligence. The hero has hero has access to actual instructional
absorbs the first 40, then immediatelythe ability to rapidly learn any language if materials or a cooperative native
converts it. Healthnow stands at 40 sufficient material is available for him to speaker of that language who also
points. Malice attempts to Possess work with. Once the language is speaks a language the hero knows. A
Sunstone; Iron Will fends off the mental
mastered, the hero is fluent in that yellow FEAT is needed if the hero has a
attack but at a cost of another 38 points.
language, provided he is physically native speaker who cannot speak any
Sunstone decides discretion is better capable of communicating in it. The tongue the hero knows or if the hero only
than valor and flees. Scalphunter fires at
number of languages a hero is currently has non-instructional samples of that
the retreating figure and inflicts thirty
fluent in is limited to the Power rank language. A red FEAT is needed if the
more points of damage. Sunstone heads number. For example, Doug Ramsey's hero has only fragments of the new
for the best equipped hospital in the Incredible rank enables him to retain language. For example, learning Shi'ar
area. He manages to maintain his self-fluency in up to forty languages at a time. from watching a broadcast of aspeech
control until he is actually in the When a hero exceeds that limit, he by Majestrix Lilandra is a yellow
operating room, then he passes out as begins to forget a previously mastered Remarkable Intensity FEAT. Learning
wounds suddenly appear across his language. This will usually be some spoken Primate by actually using sign
body. obscure tongue the hero has had little language to talk with a chimpanzee
use for, like Basic Otter or impish The requires a green incredible intensity
M26/Karmic Tap: This power allows speed with which a hero can learn a new FEAT. The hero can try a FEAT roll every
heroes to tap into their reservoir of l a n g u a g e i s d e t e r m i n e d b y i t s hour. Failure means he simply has not
willpower (Karma)and increase any strangeness and what source materials yet gotten the hang of the new

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language. The only real drawback to the determining whether an invention works Die Roll Form
Power is that the hero may accidentally or not are at Unearthly Rank. No 01-40 Detachment
forget his native language, especially modifiers may be added to this roll. The 41-70 Merge
if he rarely uses it. Still, he can always re- character with this Power must still 71-00 Transformation
learn it. There is a danger that an provide Resources for these inventions
Detachment: The hero's mind is
adversar y might war p the hero's in the standard fashion.
completely separate from the duplicate
Linguistic Power and actually negate his .
M29/Mental Duplication: This is a and retains full control over the body and
language comprehension; in such a
combination of Powers that enables the other Powers. The hero can examine
case, the hero becomes dyslexic and
hero to psionic study a subject's mind and communicate with the duplicate.
unable to understand simple English.
and then create a simulation of that mind The duplicate retains a facsimile of the
A curious side-effect of the Power is that
within the hero's own brain. This is a original's will and may not choose to
it provides Power rank Resistance to
gr e a t way t o l e a r n s e c r e t s a n d voluntarily cooperate with the hero. If the
Hypnotic Voice and other sonic based
i n t e r r o g a t e s u b j e c t s w h o wo u l d duplicate chooses to resist, the hero
forms of Hypnotic or Mind Control. The
otherwise be rather uncooperative (at must make a Psyche FEAT whose
hero's mind shifts into its translation
best). The duplicated mind contains the Intensity is deter mined by the
mode; it studies the medium through
personality of the original, most duplicate's Psyche rank. A successful
which the hypnosis is communicated
memories, and possibly the mental or F E AT m e a n s t h e d u p l i c a t e w i l l
rather than the actual message.
psionic Powers of the original. The grudgingly cooperate (for now). The
("Lorelei, did you ever realize that your
subject is unaffected by the Power and FEAT must be made with each new
sleep command is a high C-sharp while
loses none of his own mental abilities. attempt to force cooperation. The
your paralysis command is a high C-
He is usually unaware that Duplication duplicate mind can attempt to
flat?") The Optional Power is Hyper
has even occurred. The relationship overwhelm the hero's own mind.
Intelligence. The Nemesis is Mind Drain.
between the hero's and the duplicate’s Success occurs if the duplicate makes
mind takes one of three forms. The a -3CS Psyche FEAT whose intensity is
M28/Mechanical Intuition: Mechanical
player must choose one form when he based on the hero's Psyche. The
intuition: This is a specific form of
first creates the hero; this form applies duplicate mind can attempt its coup at
Ultimate Skill that affects repairs.
for any duplicates the hero creates. the initial duplication and at any time
inventing, and building things. The
the hero forces cooperation. Success
character with this Power has a strong
means the two minds' positions are now
intuitive knowledge of machinery.
reversed; the duplicate now controls the
Regardless of Reason, any rolls for

177
the body and any Powers for the duration duplicate (Remar kable Psyche), Appropriate ranges are shown on
of the duplication. Example: Copicat creating a joint Incredible Psyche. One Column A of the Range Table. The
successfully duplicates Dr. Doom's fourth of the joint personality is Carbon duration of the duplication is determined
mind. Doom won't stand for anything copy, the remaining three quarters are by the hero's Psyche rank. A duplicate
resembling subser vience and the Thing. mind has a duration of the number of
immediately rebels. Copicat has Transformation: The hero's mind is minutes equal to the Psyche rank
Excellent Psyche; Dr. Doom has automatically overwhelmed by the new number. The duration decreases 1CS for
Amazing Psyche, reduced -3CS to mind. The hero's personality, memories, all duplicate-minds with each additional
Excellent when attempting to and mental Powers are temporarily mind. For example, Copicat's Excellent
overwhelm. The Doom-mind fails to replaced by the new mind. The effects Psyche enables him to maintain one
make the required Excellent Intensity appear identical to Mind Transferal, at duplicate-mind for 20 minutes or a
FEAT. "Doom" decides to examine his least where the hero is concerned. The maximum of five minds for two minutes.
situation; from the Doom-mind's point of hero's Reason and Intuition are If the hero exceeds his limit, the new
view, "he" has been captured by means replaced by those of the original mind; duplicate-mind will last for one turn and
of a Mind Transferal of unknown type. after expiration of the Power, these then all his copied minds will vanish.
Copicat is trying to get the Doom-mind to return to their original ranks. Regardless Note: the decreased duration only
draw up a set of plans for his time of the form, the hero must make a FEAT applies to the Detachment and Merge
machine. Unfortunately Doom's Psyche at the time of Duplication in order to forms; the Transformation form can be
is too high for even a red FEAT. determine the completeness of the used repeatedly since the latest
Merge: The duplicate mind blends with duplicate mind. Any mind can be duplication automatically erases the
the hero's mind to create a composite duplicated, regardless ofits Psyche previous one. When the hero is created,
mentality. The new mind contains rank. The hero always duplicates the the player must determine how much
aspects of both minds' personalities, subject's personality and basic control the hero has over his Power.
memories, and Powers. The new mind's memories; the duplicate mind is an Failure to make at least a green Reason
Psyche is the sum of the original two amnesiac. A green FEAT copies the FEAT means the Power functions
Psyche ranks. The degree of each subject's detailed memories. A yellow automatically, despite the hero's wishes.
mind's influence is proportional to its FEAT copies the subject's Talents. A In the case of uncontrolled Power usage,
original Psyche. Each original Psyche red FEAT duplicates the subject's the range at which duplication occurs
represents a section of the pooled Mental and Psionic Powers. The range at drops to contact only. The hero can
Psyche. For example, Carbon copy has which the hero can duplicate a mind is maintain some control by covering all
a Good Psyche. He merges with a Thing d e t e r m i n e d by t h e Pow e r r a n k . parts of her body that might normally

178
touch another person's skin. For psionic attacks. Successmeans the resistance. A successful probe reveals
example, Rogue wears a full body external probe shows nothing at all, only information known by the target.
covering complete with gloves. In rare including the presence of this Power, Mental Probes can be used to analyze
cases, the duration of a specific and psionic attacks simply pass through i n d e p e n d e n t l y ex i s t i n g p s y c h i c
duplicate mind can be extended to the target (think of someone trying to phenomena. Such things include
permanence. Such cases result from a punch air). The Power can extend to poltergeists, psionic emissions that
combination of extremely peculiar other minds, but each additional mind were so strong they permeated an area
factors. One such example occurred decreases the effective Invisibility -1CS. and now continually echo, and psionic
when Rogue's Mutant Power interacted The Nemesis is Mental Probe. Powers intercepted by the hero. The
with Ms. Marvel's Kree Modified hero can examine any unknown psionic
Human physiology. The result is that M31/Mental Probe: The hero can phenomena in stages. The first FEAT
Rogue's mind permanently merged telepathically probe a living mind or a reveals basic information, such as the
with a facsimile of Carol Danvers' mind. psionic phenomenon to gain a detailed nature of the psionics in use. Further
If permanence occurs to someone with analysis of the target. Living minds can FEATs reveal increasingly detailed
the Transformation form, then the be searched for specific images and information. Mental Probes have a range
hero's original mind is permanently thoughts, although the hero must have a d e t e r m i n e d by t h e Pow e r r a n k .
destroyed. Optional Powers include basic idea beforehand of what she is Maximum ranges are shown on column
Mind Drain and Power Duplication. looking for. The target mind is allowed to A of the Range Table. The player has
The Nemesis is Mind Blast; this make a Psyche FEAT to resist a Mental the option, when creating the hero, of
negates all duplicate minds. Probe. This is automatic, even if the raising the Power rank +1CS by
target mind is initially unaware if the decreasing the range to contact-only.
M30/Mental Invisibility: The hero has attempted probe. If resistance is Optional Powers include Telepathy and
the ability to render his own mental successful, the probe is rejected with a Sensory Link. The Nemesis is Mental
energies undetectable by external headache-like backlash that prevents Invisibility.
means. Such means can be the hero from trying to probe that target
technological (EEG scans), psionic, again for 24 hours. A side-effect of the M32/Mind Blast: The hero can create
Magical, or Power based in nature. It is Power is that the target's Psyche may bolts of pure psionic energy that can be
Invisibility in telepathic terms. The Power temporarily drop -1CS for 24 hours as a used to directly damage a target's neural
protects the hero from discovery by result of fending off the probe. This system. The Power does rank Intensity
outside forces. It serves as Power rank potential loss is determined by a second damage to the target. The maximum
Resistance to undesired probes and Psyche FEAT made after the initial ranges are shown on column A of the

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Range Table. Targets are allowed to mind. The character's personality to lose more Karma as a limitation by
remains, but his actions are controlled
resist by making a Psyche FEAT. Failure which they can raise this Power.) If
means the target is knocked by the character with this power The Karma is gained or lost as a result of the
unconscious for 1-10 turns, as well astarget may make a Psyche FEAT to actions of a mind controlled character,
taking neural damage. Targets who avoid this effect against the Intensity of that gain or loss is ascribed to the hero,
possess Mental or Psionic Powers can the Mind Control Power rank. If that as if the mind controlling hero had
use these Powers' ranks instead of theFEAT fails, the conscious actions of the performed the action himself. (You mind
Psyche when resisting this Power. character are controlled. The target has control the Vulture to bump off Electro.
no memory of the period he is under
Powers like Iron Will, Mental Invisibility, You lose all Karma for slaying Electro,
control. The attacker and target must be
Force Field Generation, Force Field vs. even though Vulture, being a villain,
Psionic, and Resistance to Psionic within 1 area initially to effect Mind would not normally lose Karma for doing
Control, though the target and attacker
should always bear the initial assault. so.) A character who has been Mind
The Power directly damages only neuralmay be separated by miles afterwards. Controlled is unaware of his actions,
tissue (brain tissue, nerve fibers). The target will only obey the orders of knowing only that he has blanked out for
the controller, though those orders may
Damage to the rest of the body is indirect a while. If a Player Character is under
and is consistent with the seizures be verbal or telepathic (if the controlling the effects of a Mind Control, run him
caused by a mangled nervous system. character has that Power) in nature. The normally, but all actions must be OKed
Note that this Power can only be used victim of a successful Mind Control gains by the controlling character. Naturally,
an additional Psyche FEAT roll each
against a target that actually possesses the controlled PC cannot
a functioning brain. Zombies, animate time he is placed in a Karma-losing pass on the information of his state to
situation. No Karma may be added to
matter, plants, and non-sentient Robots others.
are immune to the Power. Player any FEATS while under the control of
characters Robots are assumed to have another, including this one. An additional M34/Mind Drain: The hero can deplete,
Psyche FEAT is gained if the victim is
a sufficiently human-like mind that they negate, or even destroy a target's mental
placed in a life threatening situation (that
are susceptible to the Power's effects. faculties. This alters the target's
Optional Powers include Telepathy and is, the situation threatens the victim). personality, memory, thought process
Mental Probe. The Nemesis is Force Karma may be added to this roll. (Reason and Intuition), and any Mental
Field vs. Psionic. Controlling another mind is the psychic or Psionic Powers the target had. The
equivalent of breaking and entering. The target can resist by making a Psyche
M33/Mind Control**: Mind Control is hero loses 10 Karma points whenever FEAT; success means the hero is
the total overriding of the conscious this Power is used. (Heroes may choose repelled by a headache inducing

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backlash that prevents the hero from M35/Mental Force Bolts: A mental the power relates to how strong the
attacking that target for 24 hours. Part of version of force attacks, the hero can Psych’s Psyche rating, example
the target's Psyche may be depleted by cast invisible force bolts by force of his Amazing Psyche is equal to 50 minutes
resisting the attack. If the target fails a mind. Psyche instead of Agility is used to of constant use. If the character pushes
second Psyche FEAT, then his Psyche determine if these hit, and they can beyond his Psyche limits, he has to roll a
drops -1CS for 24 hours. The target's strike up to power rank range for power Red Feat to keep using Metallokinesis at
Reason and Intuition rank numbers are rank force damage. a -1CS. If he fails, the character receives
reduced by the Power rank number. If a psychic backlash equal to his Psyche
both are reduced to zero, the loss is M36/Metallokinesis: The psychic can ranking in mental damage.
permanent. If the attack is broken off shape and manipulate any form of metal.
before this point, the target can regain He or she can control the Metal’s M37/Mobius Strip**: The Mobius Strip
his loss in the standard manner. malleable—they can be hammered or or Mobius Loop, Mobius Band or Mobius
Although such things as memory and pressed permanently out of shape is a surface with only one side (when
personality are not directly tied to a without breaking or cracking—as well as embedded in three dimensional
number, they are still reduced by the fusible (able to be fused or melted) and Euclidian space) and only one
Power. The target becomes forgetful or ductile (able to be drawn out into a thin boundary. The Mobius Strip has the
outright amnesiac and develops a bland wire). Thus being able to perform the mathematical property of being
personality. Note: The hero does not following power stunts at -1CS and is unorientable. It can be realized as a
gain the abilities he denies the target. limited to Range A. rules surface. It’s discovery is attributed
Range is determined by Power rank. Mentally Control All Metal Shape Metal to Ferdinand Mobius in 1858. A hero
Maximums ranges for attacking a single with One’s Mind who can perform the higher level of
target are shown on column A of the Create Metal Constructs and Weapons mathematics required to understand
Range Table. Each additional target Control the Hardness and Sharpness of the Mobius Strip can use it to teleport
decreases the range -1CS. The Power the Metal through space and time anywhere with
can be used repeatedly on the same Control the Flexibility of Metal in the Omniverse, limited only by their
target until both Reason and Intuition Weaknesses for this power are the Power Rank. The hero may teleport to
reach zero or until the target repels the fo l l o w i n g : E l e m e n t C o nve r s i o n , distant stars and worlds or even
hero. Optional Powers include Telepathy, Molecular Conversion, Molecular alternate dimensions or times. Powers
Mental Probe, Mental Duplication, and Creation, Power Negation, someone which block Teleport are uneffective
Mind Blast. The Nemesis is Force Field with a greater power ranking and the against the Mobius Strip. By holding
vs. Psionic. character’s own Psyche. The duration of hands, a user of the Mobius Strip

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may take along passengers with him means he is able to give a short, concise mentally re-live a specific moment of
through Euclidian spaces. A user of the answer that only answers the initial history from the target's point-of-view.
Mobius Strip may also speak with the question. As a limit to this power, the As such, it only reveals factors that
spirits of the dead and as a power stunt question must be asked of the hero by somehow affected the target. It is
may eventually learn Zombie Animation. another person. Also, despite his ability important that the Judge secretly roll the
to "know" any given topic, the PC might dice whenever the hero uses the Power.
M38/Multitasking: Multitasking allows not be able to understand it. His This prevents the player from knowing
a character to use any two Mental comprehension is still limited by his the accuracy of his vision. The hero can
powers in a single round as he wishes Reason. This power enables the Judge delve into the past the number of weeks
or to use one Mental Power and still to create idiot savants who can decipher equal to the Power rank number. For
perform a single action in a round. This the workings of Galactus's Worldship but example, a Poor rank can see events of
ability has no power rank. Only are unable to tie their shoelaces. For four weeks ago, an Amazing rank can
requiring the hero to pass a successful example: Ref-Book and his buddy Jaunt look back almost one year, and a Cl5000
Yellow Psyche FEAT roll. Bonus find themselves in the Watcher's rank can look back a century. The clarity
powers include Telepathy and Mind recreation room, facing a piece of alien of the vision is determined by what FEAT
Probe. technology. Ref-Book has no idea of color is attained. A white roll lets the
what the thing is, but when Jaunt asks Judge say anything that comes to his
M39/Omni Knowledge: A reader the magic question "What is that?" Ref- head; accuracy and truthfulness are
named "Comalite J" created this Book's power goes to work. He makes a optional. ("This doll was once a living
interesting variant on the learning Red FEAT, gains the necessar y child.") A green FEAT gives vague
process. A character with this power has knowledge, and says "It's a television impressions; the Judge should be
an innate, subconscious link to a sort of set." "Well, how do we turn it on?" asks honest about the real past but give only
cosmic reference library. When he is Jaunt. Ref-Book fails his next FEAT and partial details. ("A little girl held this doll.
presented with a question concerning says, "Beats me.” She had black hair.") A yellow FEAT
information of which he was previously gives general information; the Judge
ignorant, the PC must make a FEAT. M40/Postcognition: The hero has the should give any information he can,
Green FEATs give him access to ability to "see" the past. The Power though within the limits of what the target
contemporary human knowledge. Yellow requires the hero to have physical would know. ("The girl's name is Helen.
FEATs give him access to alien contact with the target whose history is She is feeling very angry. She is mad at
knowledge. Red FEATs give him access being examined. The hero can mentally her friend Davey.") A red FEAT reveals
to Entity-level knowledge. Success examine a person, item, or site and information that might otherwise not be

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available, including details that the M41/Possession**: This Power is a and the preparedness of the Judge
subject might not have known at the specific form of Mind Control in which all (more on these later). Precognition is an
time. ("Helen is mad because Davey actions of the character are assumed by awesome Power and thus has more
broke her doll. Helen is going to get even the controller. The controller is in effect limits than the Hulk can shake a stick at.
with Davey. Helen is a mutant.") "inside" the mind of the character and as ("Hulk no need puny stick!") The Power
Postcognition can be used to gain such controls all actions without having can normally be used only once per day
information on what an item is and who to give commands. Possession is only at full rank. Each additional use
may have handled it. It cannot provide a possible against targets with no greater decreases the rank -1CS down to a
detailed analysis of the item's internal Psyche than the hero's Power rank. The minimum of 1 turns lead time. Second,
structure or as-yet unrealized potential. target may make a Psyche FEAT to the player must choose a limitation on
For example, examining a nuclear bomb avoid the Possession. A character who is the Power. Examples include:
would reveal how it was manufactured possessed neither gains nor lose Karma •The Power is uncontrollable; the Judge
and handled but the Power wouldn't when being possessed. though she may decides when the visions occur.
even hint at the bomb's explosive suffer from losses of Popularity while her •Subject matter limited to people
potential. The hero gains +1CS when body performs actions that are not •Subject matter limited to objects the
u s i n g Po s t c o g n i t i o n o n f r i e n d s, heroic in nature. The character may hero is touching.
possessions, and his dwelling place. He make a Psyche FEAT to escape if placed •Subject matter is limited to sites within
gains +2CS when using the Power on in a life threatening situation. The 10 feet of the hero.
himself. This can be used to probe times character possessing another may •Power only works when the hero is
of which the hero has no memory, such spend her own Karma (but not the sleeping or in a trance.
as sleep or amnesia. ("What was the Karma of the possessed character) to •Power is linked to a specific mental or
Black Widow doing in my apartment influence actions emotional state that is felt by the hero or
while I was asleep?") Optional Powers a person in a vision.
include modified forms of Telepathy and M42/Precognition**: (Judges detest •Visions surround the hero with a
Time Travel. Telepathy can be used to this Power with a passion.) The hero can Hallucination of the future scene.
read the minds of anyone within the see into the future. The Power gives the • The Power only works once per vision
scope of the Post-cognitive vision. Time hero sufficiently clear insight into and cannot function again until the
Travel can be used to draw the hero to upcoming events that he might be able envisioned time has come to pass. The
that point in the past; note that this often to use that foreknowledge to his third limit is that the Judge, not the
results in the creation if a divergent time advantage. The problem lies in two player, rolls the dice. The Player cannot
line. areas, the flexibility of the time stream try to influence the dice by spending

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Karma. The Judge never tells the player identical to the version of Earth where Success means the Judge must reveal
the outcome or if he even threw the dice your campaign occurs. Each vision is an the NPCs' next moves. Initiative is rolled.
at all. This keeps the player from event that will come to pass in some time If the Precognition gets it, she has a
knowing the accuracy of his visions. stream somewhere. It need not be the chance to share her information with her
Player characters can look into the hero's impending time line. That's where teammates. This use of Precognition
future a number of hours equal to twice Precognition comes in. Each must be developed as a Power Stunt.
the Power rank number. For example, a Precognitive vision gives the hero a The hero gains an advantage of +1CS
Good rank can see almost a day ahead, chance to consciously shape his world's when she has a Precognition flash
an Unearthly rank can see over a week time line. Because of this, the envisioned pertaining to friends, special enemies,
ahead, and a CL3000 rank can see event might never come to pass, at least possessions and dwelling places. This
eight months ahead. The color FEAT not where the hero is concerned. This increases to +2CS if the flash involves
determines the accuracy of the vision. leads to the second problem, that of dire events occurring to the Precognition
White results can be completely Judge preparedness. To accurately and herself. The Power can be
untainted by truth; the Judge can realistically portray Precognition, the psychologically damaging to the
improvise to his heart's delight. ("Three Judge would need to work out a detailed Precognition. The Power is often limited
days from now… Sentinels fighting in time line of the campaign's future events, to times within the hero's own lifespan.
space… an armada of aliens swarming including variables that account for Most of the time, there is no cause for
upon them… A man named Jubal leads probable player actions. This is a major alarm until the Power starts consistently
the aliens.") A green result requires the headache for Judges. This is a leading failing. Delusions may result from
Judge to be truthful but to only reveal reason why Galactus' throughout the frequent but inaccurate visions.
basic details. A yellow FEAT requires multiverse devour any world where Frequent, accurate visions of doom and
full disclosure of anything the Judge can Precognition appears. Precognittives destruction beyond the hero's
imagine being visible at the time of the are therefore warned to use their Power capabilities may lead to aberrant
vision's occurrence. A red FEAT enables carefully. Short-range Precognition can behavior, like chronic depression or
the hero to learn things that might not be be useful in combat. The hero can use chemical dependency. Optional Powers
readily apparent at the time the vision his Power to discover his opponent's include modified forms of Telepathy and
comes to pass. One problem with the next move. This form can be used by any Time Travel. Telepathy enables the hero
Power is that the time stream is Precognition, regardless of the limits to actually read the minds of anyone
extremely malleable. Each decision otherwise constraining the Power. In within the scope of the Precognition
made creates an alternate time line, a game terms, the player tries to make a flash. Time Travel enables the hero to
parallel Earth almost but not quite yellow FEAT at the start of each turn. actually travel to the time of the vision.

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M43/Psionic Attack: This Power gives with failure indicating all such Powers rank is determined by the victim's
the hero the ability to project psionic are lost for 1-10 turns (usually enough Psyche. A successful FEAT enables the
force blasts at Power rank range and time for the opponent to gain Psi-vampire to drain an amount of
Intensity. The target of this attack must advantage). Also, the attacker will be energy equal to his Power rank number.
make a successful Psyche FEAT or be aware of the protector's mental This amount is drawn in equal amounts
knocked unconscious for 1-10 rounds. presence. from the victim's Reason, Intuition, and
Characters with Mental Powers may use whatever Mental Powers he possesses.
their Power ranks instead of Psyche, and M45/Pyrokinesis: The hero has The process can continue indefinitely,
those with Psi-Screen should use that advanced telekinetic abilities which with each successful FEAT enabling the
Power rank before any other. Force have manifested themselves in a Psi-vampire to drain more mental
Field's operate against psionic attack. spectacular fashion of being able to set energy. The Psi-vampire can voluntarily
items alight with mental fire. The hero cease feeding at any time by making any
M44/Psi-Screen: This form of Psi- may set fire to any flammable object or color FEAT except red. A red FEAT
Screen is an inborn Power that resists individual with Power Rank range and means he has entered an uncontrollable
mental scans and domination. All Intensity. Such individuals may use their feeding frenzy that can only end when
characters with any of the mental Psyche to resist the effect. The hero may the victim is completely drained or the
Powers have this Power at an equal level also use Psychokinesis to damage Psi-vampire has. been repelled. If the
to their Psyche (hence the difficulties in inanimate matter. The intensity of this Psi-vampire fails to make a FEAT at any
reading their thoughts). A character with FEAT is the Material Strength of the item. point in the feeding process, he is
this Power will have a Psi-Screen at Bonus powers include Telekinesis, instantly repulsed by the victim and can
+1CS higher than his Psyche at start, Telepathy, Mental Force Bolts and never re-establish his attack.
and may increase it through experience Kinetic Bolt. Furthermore, the victim is now immune
to higher levels. A character with Psi- to any further vampire attacks by that
Screen may use this value instead of the M46/Psionic Vampirism**: The Psi- particular Psi-vampire. This immunity
Psyche to resist the effects of any Mental vampire can drain the mental energies does not extend to other Psi-vampires.
Power that requires a Psyche FEAT roll. of his victim. He then uses the purloined The Psi-vampire distributes the gained
This Power differs from the Talent of the energy to increase his own Strength, energy among his Strength, Endurance,
same name in that it may be extended Endurance, Psyche, and his own Psyche, and whatever Powers he has.
over a number of targets to attempt to Powers' ranks. The Psi-vampire can He cannot raise this Power's rank; no
protect others from attacks. Each target drain the mental energy from a target by Vampire of any type can ever raise his
protected requires a Power rank FEAT. means of a Power FEAT. The intensity own Power rank. So why do

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Psi-vampires do it? The answer is they higher than the Psi vampire's Power covered by the Powers of Clairvoyance
lose energy at a frightful rate. The rank rank. and Clairaudience. The Power can also
numbers for Strength, Endurance, be used to extend the range of senses
Psyche, and all his Powers (except this M47/Psychic Static Field: The hero not present in Normal Humans, such as
one) each drop one point per hour. The exudes senses that detect Kirlian auras or
Psi-vampire must feed in order to return a form of mental static about his person magnetic fields. The player must choose
the affected Abilities to their original out to a radius of his Power Rank divided a single sense to be extended by this
ranks. This also explains why Vampires by 10 in feet. Inside this field psionic and Power. It must be a sense that is
are so rare: lower ranked Vampires must mental powers require a Yellow FEAT roll common to the hero's physical type. The
constantly feed and are therefore easily to function and getting a psychic lock on taste/smell form can be useful in
detected and destroyed. If the Psi- the hero with this power requires a analyzing distant and possibly toxic
vampire is deprived of victims, he enters Psyche FEAT roll versus this powers substances. He can savor tastes and
a deathlike trance when all his afflicted intensity. A Bonus power is Psi-Screen. smells that might kill him if he were to
Abilities drop to Shift 0. His vampiric directly experience them. ("Nerve gas
Power continues to function and will try M48/Psychometry: Psychometry is the smells like freshly baked cinnamon
to feed on anything that comes in contact ability to discover facts, information and buns.") He can develop an extensive
with the body. When the Abilities return knowledge about a person by touching palate that permits him to identify
to Feeble rank, the Psi-vampire returns objects associated with them. The hero substances by taste; a green Reason
to life. When the Psi-vampire is created, can see into the past of the item by a FEAT should suffice. The tactile form is
the player must choose at least one number of days equal to his Power good for identifying concealed or
Weakness. The player can increase his S c o r e .B o n u s p o w e r s a r e inaccessible shapes. Examples include
Power rank +1CS for each additional Postcognition. the interior of a lock or a non-surgical
Weakness he chooses, up to a limit of examination of a patient. Again, a green
three additional Weaknesses. Psi M49/Remote Sensing: This is a Reason FEAT coupled with the hero's
vampirism is communicable. A sentient catchall name for any Power that Talents should suffice. The range is
being who was completely drained by enables the hero to psionically extend d e t e r m i n e d by t h e Pow e r r a n k .
a Psi-vampire must make a Psyche. the range of any sense. The senses Maximum ranges are shown on column
FEAT roll. A red FEAT means the victim include taste, smell, touch, balance E of the Range Table. A drawback to this
has himself been transformed into a (including gravity sensing), and Power is that it acts as a funnel to direct
Feeble Psi-vampire. The Nemesis is an temperature. The exceptions are sight Psionic attacks against the hero.
Enhanced Psyche raised two levels and hearing, as these are already Resistance is decreased -1CS because

186
of this. Optional Powers include expect from any crude alteration of time senses as if it came from the hero's own
a d d i t i o n a l fo r m s o f t h i s Pow e r, and space. Sliding Timescale: on each senses. An example would be a blind
Clairaudience, and Clairvoyance. The red feat using this power, any character man really seeing through his guide
Nemesis is Mental Invisibility. which is the subject of the power dog's eyes. The Power is crucial to
detaches from normal time flow and sense-impaired characters. Such
M50/Retroactive Memor y: the becomes orphaned in time. The effect of characters need other beings with the
character has the powerful psychic this is that they are immortal, localized in necessary senses to replace the hero's
ability to correct reality so as to make it a sliding timescale where they age own deficiency. The hero could receive
resemble their memories. This means incredibly slowly and where key events input from any living being, including
the character can "correct" mistakes in of their life are now dated subjectively companions, adversaries, onlookers,
the past provided the player forms a and in relative terms - "twenty years ago" and even animals. The range for this is
coherent alternative explanation for why "six months ago" rather than in absolute line-ofsight within one area. The hero
something happened - or to explain terms such as "July 1963" "27 February can concentrate on the input from a
away how, despite all evidence to the 2012". The Sliding Timescale does not single being but he can also
contrary, what seems to have happened affect any character other than the automatically scan for other possible
DIDN'T happen. Only magic and the targeted character except to the extent sense-donors. This is a mental reflex
most powerful mental powers can the other character is drawn into the action that permits the hero to constantly
change back what a Retroactive chronicles of the Sliding Timescale seek out new contacts. Sensory Link can
Memory characters alters in the past. character's story. The nonsensical be of benefit to heroes who are not
Each use of Retroactive Memory power outcomes of this situation are, due to the sense impaired. In such cases, the hero
weakens the fabric of reality itself, power effect, usually overlooked except can scan distant areas through the
splitting off "new" parallel worlds and by the most powerful of mental power senses of beings within the target area.
eventually opening gateways between and magic characters, and by The Power can be used to locate people,
the home dimension and Limbo, Hell characters with the Fourth Wall power. spy on foes, or simply to check out the
and the realm of Nightmare. Each white Power submitted by John Knowles of the scenery. The sense donor is unaware
result on this power will have a Unofficial Canon Project. that part of his senses are being
cumulative 1% chance of opening such siphoned by the hero. A red Reason
a gateway. In addition, repeated M51/Sensory Link: The hero can FEAT is required for the sense-donor to
R e t r o a c t i ve c o r r e c t i o n s d a m a g e telepathically link his senses with those feel the Power's presence and even then
causality. The past as a whole makes of another being. He can use the the donor would probably not recognize
less and less sense, as one would information gained from the others what is happening to him. A weakness of

187
the Power is that it decreases -1CS the Die Roll Form Judge can decide how and when the
hero's resistance to psionic attacks 01-20 Newborn Powers reappear. Powers that are
aimed at him or at the current sense- 21-40 Pre-made derived externally or result from massive
donor. A second disadvantage is that the 41-60 Reanimation alterations of the hero's original form are
hero's initial Agility and Fighting ranks 61-80 Spontaneous Creation not transferred. The hero will have to
are decreased -1CS due to the fact that 81-100 Parasite recover or recreate the source of these
the hero is operating with a detached Powers in order to regain them.
point of view. Either of these can be Newborn: The body is that of an infant. Pre-made: The new body is a previously
overcome by expending Karma. An The character can enter the body at any prepared clone or android body that was
Optional Power is Telepathy. The point from conception to birth. He is prepared specifically for this purpose.
Nemesis is Neural Manipulation. helpless until birth actually occurs. He Such a body is already physically
can accelerate the body's physical mature and in possession of the full
M52/Serial Immortality**: A character development in order to induce birth and range of the hero's Powers. It is
with this Power can suffer damage, get quickly regain physical maturity. The rate completely mindless and rests in a
sick, age, and even die. None of it is of accelerated development is a comatose state until activated by the
permanent to the character, though. multiplier equal to the Power rank hero's life force. The knowledge of how
When the hero's body dies from any number. A Feeble rank ages twice as fast to create these bodies can be learned by
cause, the unique nature of his life force as normal, a Remarkable rank ages one characters with Remarkable or better
enables it to transfer to a new body. He month for each day that passes, and a Reason, provided they are properly
can also transfer some but not all of his Shift-Z can age over a year for each real trained. Someone with Amazing Reason
Powers to the new body. The hero loses day. Example: Avengers #200 revealed can figure it out for himself. A Laboratory
all Karma with the death of the old body. that Immortus' son Marcus had entered or Medical Package of Amazing cost
T h e r e a r e f i v e fo r m s o f S e r i a l the Earth Dimension by way of an is required to create these bodies. Each
Immortality, each with a different means embr yo he had implanted in Ms. body has an Remarkable cost. Magically
of rebirth and Power transferal. The Marvel's body. He was born within created bodies require an equivalent
player must choose one of these weeks of her discoveringshe was Resource level. If a Pre-made body is
methods, either selecting for himself or pregnant and grew into a seeming 20- unavailable at the time the old one
letting the die decide. year-old within a day of his birth. Mental dies, the life-force drifts in Limbo until
Powers are immediately transferred to such a body becomes available.
the new body. Physical Powers are Re-animation: The life-force enters
regained as the body matures. The and revives a recently deceased but

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non-mutilated corpse, preferably of the to the previous one and possesses all the invasion.
same species as the original body. The Powers except externally derived ones. Obliteration: The victim's mind is
body must be reasonably intact, Any Power that is in the hero's self- completely destroyed. Eviction: The
although the Power does include a image can transfer. The time needed to victim's mind is driven out of his body
single-use form of Self-healing that create a new body is the number of days and becomes a Free Spirit . It is
repairs the body and restarts bodily equal to 100 minus the Power rank incredibly difficult to finally defeat an
functions. The hero can not control number. adversary with any form of Serial
which body he enters but rather is drawn Parasite: This is the nastiest, least Immortality. The best the foe can
to one in the following order of socially acceptable form of Serial normally hope for is to defeat the current
preference: 1) closest to old body, 2) Immortality. The character's life-force body and then prepare for the next
most recently dead, and 3) least severe invades a living, physically mature body incarnation. It is possible to stop the
d a m a g e. M e n t a l Powe r s a r e and overwhelms the original occupant's infinite progression from body to body by
immediately transferred. Most physical mind. Successful invasion is determined preventing the hero from leaving his
Powers are regained as the hero-re by pitting the Power rank against the current body (suspended animation
shapes the new body to accommodate would-be victim's Psyche. The invader will do) or entering a new one (stranding
the Powers' use. Powers that are must make a Power FEAT whose the hero in intergalactic space is a good
external must be recovered or recreated. intensity is equal to the victim's Psyche. tactic). The life-force can be directly
The amount of time needed to reshape Failure means the invader must choose fought or even killed within the Limbo
the body is the number of days equal to another victim. If the invasion succeeds, dimension. Sometimes a character with
100 minus the Power rank number. If the the original mind suffers one of five this Power can be forced out of his current
corpse has intrinsic Powers, the hero possible fates; the player must choose body without that body getting killed in
gains the use of these upon reanimating one that holds for all victims of this the process. The Judge is free to decide
the corpse. Such Powers are not Power. There is an equal random chance what conditions apply in his campaign;
transferred to subsequent bodies. The for each. Subordination: The victim suggested moans revolve around
reanimated body regains full life within a retains consciousness and individuality coercion or such Powers as Magic,
day of the Power's use. but loses all physical control. He is a Power Controls, Force Field vs. Hostiles,
Spontaneous Creation: This is the prisoner in his own body. Summoning, and Exorcism. Such
most sociably acceptable form of Serial Merger: The victim's mind is Powers must exceed the hero's Power
Immortality. The hero creates existing incorporated into the greater mind of the rank by 2CS in order to forcibly evict the
matter and energy into the flesh of a new invader. Comatose: The victim's mind is life-force from the body. If successful, the
body. The newly created body is identical rendered unconscious for the duration of life-force is driven into Limbo or a new

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or a new body in a more peaceful e x e c u t i o n f r o m t h e Ta l e n t o f modify the Power and enable the hero to
location. As for the now vacated body,Ventriloquism, the effect at low levels is Speech throw into other Dimensions.
similar. Simply put, the hero can make
the results vary with the form and variety The Bonus Power is Clairaudience.
of Serial Immortality: his voice audible in a distant location, Optional Powers include Clairvoyance,
Newborn: The body is now occupied by without the vocal sound waves actually Vocal Control, Hyper-hearing, and
the innocent soul of a newborn infant,traveling the intervening distance. The Sensory Link. The Nemesis is Force
regardless of the body's physical age.Power is actually a specialized form of Field vs. Psionic.
Pre-made: "He's dead, Jim." Telekinesis which allows the hero to
Re-animation: " She's dead, Jim." agitate the distant molecules in a way M54/Spirit Channeling: This power
Spontaneous Creation: The body that simulates sound transmission. The allows the hero to channel the dead
reverts to its original materials. Power enables the hero to be heard spirits of beings for communication. In
Parasite/Subordination: The victim instantaneously at any distance, despite addition, the hero can allow a particular
any barriers to normal sound
awakens with full knowledge of his past spirit to inhabit his body for when the
plight. transmission. The only barriers that stop need arises. The hero’s body keeps it’s
Parasite/Merger: The victim awakes butthis Power are those that interfere with Strength and Endurance ability scores
Psionic Powers. Speech throwing range
is temporarily schizoid due to lingering but Fighting, Agility, Reason, Intuition
effects of the merger. is determined by its Power rank. Column and Psyche become that of the
E of the Range Table shows appropriate
Pa r a s i t e / C o m a t o s e : T h e v i c t i m channeled spirit. A hero can normally
awakens with no knowledge of the distances. The hero has 100% accuracy, channel a number of spirits equal to his
intervening time. provided he can somehow sense the Psyche Ability score. The benefits can
Parasite/Obliteration: "This one's target area. This is commonly provided be quite powerful. For example, our hero
dead, too." by such Powers as Clairaudience and Jack has spirit channeling and a Fighting
Clairvoyance. If the hero lacks the
Pa r a s i t e / E v i c t i o n : T h e b o d y i s ability of Typical (6). Jack is surrounded
comatose but will revive when the means to check on his aim, he cannot by a tough group of opponents so Jack
original mind rejoins the body. The control anything but the basic direction calls upon the deceased spirit of a
Nemesis is Exorcism. his voice is being sent. If the hero has Marine drill instructor he is aware of.
other sonic based Powers, they can be Suddenly, Jack’s Fighting ability
M53/Speech-throwing: This is best combined with this Power to greatly increases to Remarkable (30) and he
described as "super ventriloquism." enhance their range. If the hero has has no trouble engaging in combat with
Although it is radically different in E x t r a - d i m e n s i o n a l D e t e c t i o n o r his opponents. However, dead spirits
Dimension Travel, these can be used to may not always want to give the body

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prompting a Psyche battle between hinder Professor X's efforts to locate equivalent for the Strength rank. Most
them where our hero must roll a Psyche him. The result is that terrestrial Telekinesis ("TKs") visualize their
FEAT roll versus the intensity of the Telepathy is decreased -3CS in range Power in terms of an amorphous arm
channeled spirits Psyche, if successful with a minimum of contact-only. Actual extending from the body. This leads to
the hero reclaims his body from the Telepathic strength is unaffected by a curious psychological handicap in
possessing spirit. Bonus powers include Magneto's interference. If the hero is that most Tks cannot lift their own
Telepathy. The nemesis of this power beyond Earth's altered magnetic field, in bodies. Only rare examples like Marvel
would be anything that takes control the past, or in other dimensions, then the Girl have overcome this bit of
over the host body or anchors a soul in limit disappears and the Telepathy can irrationality. The range is determined by
this reality. A bonus power is Telepathy. assume its true range. When the hero is the Power rank. Column A on the
created, the player can raise the Power Range Table shows the ranges for a
M 5 5 / Te l e p a t h y : T h e h e r o c a n rank +1CS by choosing a limitation. single act of TK activity. Each additional
communicate on a direct mind-to-mind Examples include either receiving or simultaneous action reduces the range
basis. This is automatic with willing transmitting only (not both), -1CS. Multiple activities share the
minds or Psyches with ranks lower than communicating in only words or visual common pool of TK strength. The more
the Power rank. Equal Psyche ranks images (not both), or being limited to actions that are attempted, the weaker
require a yellow FEAT. Minds with mental contacting only other telepaths and each telekinetic arm becomes. If the
Powers or some form of Psionic defense other Psionic types. Optional Powers hero attempts to perform a greater
require a red FEAT. Uncooperative include Empathy, Hallucinations, Mental number of simultaneous complex
beings with Psyches exceeding the Invisibility, Mental Probe, Mind Blast, activities than the Judge thinks
Power rank are impossible FEATs. Mind Drain, Sensory Link, and Psionic plausible, the Judge may require an
Range is determined by Power rank. Detection. The Nemesis is Resistance to Agility FEAT. If the hero also possesses
Column D of the Range Table shows the Psionic. Remote Sensing, she can develop a
limits. At Class 1000 the Power can sense of touch through her TK grasp.
breach dimensional barriers; this can M56/Telekinesis: The hero can handle This per mits the hero to handle
also be accomplished if the hero material objects without having to make materials that are not within her sight.
c o m b i n e s Te l e p a t hy w i t h E x t ra - direct or indirect physical contact Clairvoyance can be incorporated into
dimensional Detection. In the main (pushing or blowing, for example). The TK to permit visual guidance. Optional
Marvel Universe, Magneto created a hero can perform any action that could Powers include Matter Animation,
special magnetic flux in the Earth's be accomplished using normal Molding, Clairvoyance, Remote
magnetic field. His purpose was to Strength. The Power rank serves as an Sensing/Touch, Levitation, and

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True Flight. Nemesis is either Force D e t e c t i o n ( w h i c h a u t o m a t i c a l l y its technologies into other items or
Field vs. Psionic or Gravity Manipulation. combines with this Power to extend its inventions. Optional Powers include
range into other dimensions). The Hyper-Intelligence, Hyper Invention,
M57/Telelocation: The hero can Nemesis is Mental Invisibility. Total Memory and Weapons Tinkering.
psionically locate a chosen target. This
differs from normal Tracking in that no M58/Tele-Mechanics: This power upon M59/Total Memory: The hero has the
physical or sensory contact, however a successful Power Feat roll will provide ability to remember anything that he has
tenuous, is required. Consequently, the one with a complete and permanent ever experienced. This could be a book
Po w e r i s n o t h a m p e r e d b y t h e comprehensive understanding of any he's read, the faces of everyone he saw
concealment, erasure, or absence of the technological device that they have on Tuesday, what birth was like, and so
target's "scent." Telelocation can been in contact with. This is a truly on. The accuracy of his recall is his
operate over immense distances. The comprehensive understanding as one Power rank number treated as a
only factors that can hinder the Power will be capable of performing repairs, percentage. Feeble is 2%, Excellent is
are those that diminish any Psionic drawing up blueprints, successfully 20%, and so on to automatic accuracy at
activity. The range, determined by the making use of, and in all ways be Unearthly rank or above. The color FEAT
Power rank, is shown on column D of the proficient in the use of the item in reflects the nature of the memory being
Range Table. This represents a sphere question. Provided the proper materials sought. Green FEATs involve personal
centered on the hero; the quarry must be the hero could even build a working memor ies. Yellow FEATs involve
within it. The hero must have a stimulus replica of the item. The Power Rank is learning experiences. Red FEATs
to channel her Power toward a specific compared to the Reason FEAT required involve unconsciously gained
quarry. The nature of the stimulus to build the object in order to determine information, such as the faces of
determines' the Power FEAT. A green the color result required to succeed. everyone the hero saw on Tuesday. The
FEAT requires contact with a part or (although conventional Ear th Power is the perfect complement for
possession of the quarry. A yellow FEAT technologies should not have more than Hyper-Intelligence by providing a built-in
requires the hero to have previous an Amazing Rank requirement.) One library. It can be used to simulate that
contact with the quarry. A red FEAT is however, requires additional talents Power, Hyper-Invention, or Weapons
required if the hero only has second- and powers (Engineering, Electronics, Tinkering, provided the hero once read
hand information about the quarry (and Hyper Invention, etc) in order to texts that explained how to do things that
it had better be good). Optional Powers understand and exploit this information come naturally to those with the other
include Clairvoyance (limited to already for other purposes, such as upgrading Powers. ("Well, I read Reed Richard's
notes on constructing dimensional
located quarries) and Extradimensional the device in question or incorporating

192
gateways, so if I just follow his plans we Powers include Hyper Invention, Hyper- appearance, Contacts, Popularity,
should be in the Negative Zone by next intelligence, and Weapons Tinkering. Resources, Karma, physical abilities
Monday night.") When playing a The Nemesis is Mind Drain. ( F i g h t i n g , A g i l i t y, S t r e n g t h , a n d
character with Total Memory, assume he Endurance), and Powers (stretching).
is a voracious consumer of all media. It is M60/Transferal: Transferal is the D o o m r e t a i n s h i s o w n Ta l e n t s ,
to his advantage, after all. Such ultimate form of Possession, in that it knowledge, and mental abilities
characters are also fond of quoting allows the complete transferal of (Reason, Intuition, and Psyche) and
obscure texts or unconsciously reciting consciousness with a target within one Mental Powers (including this Transferal
encyclopedia entries. The Power doesn't area. The target's consciousness is not Power). Richards/Doom is similarly
really alter either Intuition or Reason, put away in the back of the character's switched.
thus these can be used as a guide for mind, but rather moved into the body of
what the hero has probably read in the the character with the Transferal Power. M61/Zen: Zen is a particular state of
past. When the hero claims to have read Transferal always needs a red Power being centered on calmness of the mind
a special text, the player is required to rank FEAT to succeed. And may be and spirit. A hero can meditate for 4
make a Reason FEAT to prove he has performed against creatures with higher hours after which he enters in to a state
read something along the desired liner. Psyches, those with Mental Powers, and of zen equal to his Power Score divided
Flashback is a real danger. If the hero alien beings or robots. If the transfer fails. by 10 hours. While in this state the hero
was ever a victim of a mental attack, The attacker is unconscious for 1-10 is immune to Fear and Emotion Control
there is a chance the memory will rounds. and may not attempt again for attacks, adopting a don't worry be happy
accidentally resurface at a later time and one day. When characters transfer attitude. The hero is generally relaxed
the effect returns anew. Such flashbacks consciousness, they also trade the and calm enough to face any challenge
occur when the hero is somehow mental abilities, Powers, and Talents. that may come his way with confidence.
reminded of the original incident. The They do not trade physical abilities or Optional Powers for the zen character
hero must make a green Psyche FEAT to Powers, nor do they trade Popularity, include Iron Will and Psi-Screen.
avoid reliving the full effects of that other Contacts, or Resources. The character
Power. Example: Photomemory was performing the transferal also trades
under Ringmaster's Hypnotic Control Karma amounts with the target. For
for two days back in 1978. Today he saw example, if Doctor Doom conducts a
a news report on Ringmaster's parole transferal with Reed Richards, Doom
hearing. Suddenly the compulsion to rob enters Reed's body and vice versa.
jewelr y stores returned. Optional Doom/Richards gains Richards'

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Physical Enhancement Powers

P1/Armor Skin: This is a form of Body Power. normal rates by the skin cells that
Armor. The hero's skin is transformed underlie and support the specialized
into a damage resistant form. The Power Die Roll Form cells of the Armor Skin. An Optional
rank number decreases the Intensity 01-35 Leather Power is Regeneration.
of any physical or energy attack. This 36-60 Rigid Plates
decrease applies each turn for as long 61-85 Visually Inorganic P2/Augmented Health: The being with
as the attack continues. The Armor Skin 86-00 Inorganic this power is far more durable and
may be permanent or temporary. The capable of absorbing damage than one
permanent form is a lasting modification Leather: The epidermis retains its would expect given their abilities. As
to the hero's appearance and normal shape and flexibility but is harder such, he adds this power's Power Rank
physiology. The temporary form allows to the touch. The skin maintains its score to his Health Total. Optional
the hero to retain his normal human normal bodily functions without the need powers include Hyper Endurance.
appearance and identity. When the need for extensive changes. Androids are
arises, the hero can manifest his Power often given this type of Armor Skin. P3/Blinding Touch: The touch of this
and transform himself into his armored Rigid plates: The body is covered in character can blind the unprotected
self. The advantage of the permanent interlinked plates like an insect's chitin or target for 1-10 rounds. The hero with this
form is that hero is always protected. The an armadillo's shell. The wrestler Power must make a Stun or Slam result
disadvantage is that the hero may be a Armadillo is an example of this type of to blind. The target receives no attempt
physical freak. The advantage to the Armor Skin. to avoid this touch, unless the target
temporary from is that the hero can live a Visually Inorganic: The body can be possesses Protected Senses or
relatively normal life when he is not any shape but has the appearance of something similar to prevent the touch
perfor ming heroic deeds. The non-organic matter. The layering may (such as a helmet with covered eye
disadvantages are twofold. One, the appear rocky, metallic, or any other slits).
hero lacks his protective skin most of the choice of surface. The Thing's orange
time and two, the temporary form is only rock-like exterior is an example of this. P4/Body Resistance: This is the form of
available at a cost of -2CS to the Power Non-organic: The body actually is Body Armor most heroes want. The
rank. The armor skin can take a variety of covered in inorganic material. Unlike an hero's body is composed of apparently
appearances. There are four main types externally applied coating, this one is normal flesh. However, the tissue of
of Armor Skin. Each has its own set of formed by modified cells in the hero's capable of withstanding major damage
characteristics. The player must select epidermis. In all of these forms, any without showing any effects. The
one form when he first generates this damage that is suffered is healed at resistance covers physical and energy

194
attacks only. The Intensity rank number this Power can combine with most of the be increased from its initial roll except by
of the at-. tack is reduced by this Power's other entries in this book. The key to raising the experience, but the initial
rank number. The remaining Intensity is it is game balance, if you can figure out a material strength can be increased by
the actual damage the hero suffers. rational explanation for a given accepting limitations. Grant a + 2CS to
While the hero's skin shows the effects combination, the you should try it. This the material strength of the claws
of the tremendous abuse it suffers, at can generate a myriad of unique Powers. when the hero accepts any limitations,
least it heals quickly. The Power enables Some possibilities include: including limitations required by other
the epidermis to heal at a tenfold rate. An • Hallucinogenic: The touch incorporates Powers. The effects of claws depend on
Optional Power is Regeneration. Hallucinations to produce vivid but whether they are being wielded against
totally false images in the target's mind. living creatures (people) or non-living
P5/Chemical Touch: The hero's body Fighting and Intuition drop -3CS. materials (things). Against living
secretes chemicals that are capable of a • B i o - l u m i n e s c e n c e : T h e To u c h creatures, claw attacks are resolved on
variety of effects on a target. The incorporates Light Generation to make the Edged Attack column for Power rank
chemicals can be automatically or the target's body temporarily self damage. Against non-living materials,
consciously secreted. The player must illuminating. compare the material strength of the
choose when the Power is first • Napalm Grip: The Touch incorporates claws against the material strength of
generated; there is an equal random Fire Generation to create fire on contact. the object. Make a Strength FEAT roll to
chance for each. If the hero possesses • Boom Boxing: The Touch incorporates determine if the object holds up to the
a variety of Touch Powers, then the hero Combustion to produce explosions on attack. This applies to Body Armor that is
can alter the nature of the secreted contact. not natural(inborn) as well as doors,
chemicals at will. A Power Touch is The Nemesis is Phasing. walls, computer terminals, freelancers,
created by combining this Power with and other inanimate objects. This does
any other Power the hero has. Each P6/Claws: Claws are... well, claws. not apply to Body Armor that is a natural
Touch Power has Power rank Intensity Sharp pointy items that inflict damage part of the character, or to energy
and does rank damage, regardless of on the Edged Attack column of the battle constr ucts such as force fields.
t h e To u c h Po w e r ' s n a t u r e . T h e effects table. As with most sharp things, Example: Everyone's favorite maniac
behavioral characteristics are those of they inflict the listed amount and effect, from Canada, Wolverine, goes up
the original Power that was incorporated and cannot be reduced in damage or against a Sentinel with his Unearthly
into the Touch Power. The range is effect. The Power rank lists both the material strength claws which inflict
always limited to Contact only. A wide damage inflicted by the claws and the Good damage. If he attacks the Sentinel
variety of Touch Powers are possible, as material strength. The damage cannot directly he won't get too far; the robot's

195
Body Ar mor is too thick. If he between two separate targets on touch, extracts useful mater ials and
concentrates on the armor, however, he in effect healing one while reducing the synthesizes new ones from the available
can shred it with a Red FEAT roll. This Health of the other. The hero may not material. In game "reality" this Power is
trick would not operate on Iron Man regain any Health in this Damage an internalized, automatic form of Matter
(personal Force Field) or the Things Transfer. Conversion. Materials created by this
(natural Body Armor). Power retain their new nature while
P10/Death Factor: The hero can within the hero's body; upon expulsion
P7/Cloaking: The hero has a power generate a “Death Field” of Power Rank they revert to their original nature. In rare
rank ability to remain undetected by all Intensity around himself and can be cases, the hero is a living filter who could
forms of electronic tracking, psionics, or channeled through his touch attacks if eventually convert all available matter
physical tracking powers or talents. The so desired. This power is almost the into useful forms. The power also
minimum rank for this power is Intuition reverse of a healing factor. The field saps includes a +4CS resistance to liquid or
+1 CS, if rolled lower than this then the the life force out of living creatures. The solid toxins. These are simply resisted or
power rank should be raised to this rank. hero can suck the life force out of converted into 'useful materials. This
everyone in the same area as himself Power includes a number of physical
P8/Corrosive Touch: Similar to Rotting and can use this energy to regain lost adaptations to accommodate it. The
Touch, but affects inorganic materials health up to his maximum score. To hero possesses hyper strong teeth and
instead. The character inflicts Power affect a target the hero must succeed at jaws that permit biting and swallowing
rank -3CS damage to living targets, a Power Rank FEAT against the targets any materials, as well as resistance to
affects organic materials with greatly Psyche Ability. Each success allows the i n t e r n a l d a m a g e c a u s e d by t h e
reduced damage (as for living targets), hero to drain up to Power Rank damage swallowed material. There are two side
and acts on inorganic material as if form the victim and convert it to a like effects to this Power. The first is the
breaking it with Power rank Strength. amount of Health up the maximum. If the decrease of the hero's sense of taste.
Resistance to Corrosives will offset victim dies form this attack the body The second is that the hero's flesh is
these effects. Similar to Claws, this may disintegrates. Bonus Powers include relatively poisonous, since much of it
chew through inorganic Body Armor to E n e r g y To u c h . T h e N e m e s i s i s may have been formed from converted
affect the individual beneath. Regeneration. materials that would revert to their original
states after their removal from the living
P9/Damage Transfer: This Power is a P11/Digestive Adaptability: The hero hero's body. The hero would thus be immune
relative of the Health-Drain Touch, can swallow and digest any substance to a vampire's attack or could exact
except Health may be transferred without harm. The digestive tract posthumous revenge on anything stupid

196
enough to eat him. If the hero has this facing off three goons from HYDRA, and Additional Legs: including centaur like
Power on a temporary basis (such as the uses the Energy Touch on the girder (a form give Lightning Speed as a bonus
result of a spell), any matter conversions conductive material), all three get Prehensile Tail: Climbing as a Bonus
are permanent. Optional Powers include shocked. The hero with this Power gains Power, and hero may use the tail as a
Lung Adaptability and Body Adaptation. Resistance to Electricity as a Bonus limb with normal (for the hero) Agility.
Power. Wings: Flight as a Bonus Power at
P12/Drain Health Touch**: The touch of +1CS.
a character with this Power transfers a P14/Enhanced Reflexes: The hero has Combat Tail: Not usable for climbing,
Power rank amount of Health from the a reaction time far beyond what most but may attack in slug fest for Strength
target to the hero. Previous damage is heroes do. The hero receives a +1 +1CS damage.
healed in an equal amount, up to the bonus to all initiative rolls. In addition, Additional Eyes or Sensory Organs:
maximum Health of the character. anytime the hero is blind sided he may Enhanced Senses or any detection
Drained Health above that point is lost. roll his Power Score and on a Yellow Power as a Bonus Power.
Characters drained to 0 Health must FEAT roll he may react normally, rolling Claws: on either hands or feet, these
make an Endurance FEAT to avoid initiative and continuing his turn as if the give Claws as a Bonus Power, with +1CS
dying. if they do so, the attack has no Blind Side had not affected him in to their material strength.
further effect. Reversing this process, anyway.The hero may use the Power Spines: Similar to those on a porcupine,
directing one's own Health into others, is Rank ability of this power instead of these quill-like spines may be shot.
a Power Stunt. Fighting and Agility to catch thrown Bonus Power of Projectile Missile at
objects, dodge or evade attacks. +1CS.
P13/Energy Touch: The hero with this
Power may inflict damage and effects P15/Extra Body Parts: The hero who P16/Healing: This Power allows the
from the Energy column of the Battle gains this Power when the character is hero to restore lost Health and
Effects table, with a Bulls eye regarded generated may choose the type and Endurance ranks to others (but not the
as a possible Stun. The hero may always number of body parts. Some of these hero himself). The Power rank indicates
choose to inflict less damage than is parts may provide Bonus Powers. These the maximum amount of Health that may
rolled, or to reduce the effects of the Powers are then placed in the next be restored to one hero maximum, on
damage. The touch can be carried available slot in Power generation, if any one day. For each attempt at
through conductive material, and may there is one. healing, the hero must make an
affect multiple targets in this fashion. If Additional Arms: Extra attacks as a Endurance FEAT -- failure indicates the
the hero is standing on a steel girder bonus

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loss of Karma equal to the amount of fatigue or charging attacks only. volume of the human body. He can
Health being healed. A character without absorb a volume of gas equal to the
Karma may not Heal. Endurance ranks P18/Hyper Intake Expulsion: This power rank number times 100 cubic feet.
may be similarly restored at a rate of one power was in my original UPB proposal, Liquids and solids are limited to the
rank per day per hero. An Endurance yet not only did I forget to put this in the number of cubic feet equal to the power
FEAT is required for the healing hero, UPB, I also forgot to put it in the original rank number. A side effect of this power
with the result of a failure being the loss addenda article! This power is usually is that the ingested matter is somehow
of one Endurance Rank for the hero (the referred to as "Super Breath" and, while compressed, diminished in size, or
Endurance for the other is healed). This it is technically a Matter Control power, displaced into a pocket dimension: this
Endurance may only be healed naturally. should be listed under the class of enables the hero to retain his ordinary
If the Endurance drops below Feeble, Physical Enhancement powers in the shape, although his weight does
the healer will perish. UPB. The hero has the ability to ingest increase a token amount. It is up to the
awesome amounts of matter, retain Judge's discretion as to how much
them indefinitely, then expel them with weight is gained, with a 1% weight
P17/Hyper Endurance: A number of
power rank force. When creating a hero increase being a rule of thumb. Note that
readers pointed out that I referred to this
with this power, the player must decide a sudden failure of this power can be
in the UPB as a power rather than as a disastrous! Such catastrophes range
primary ability. Sorry! Hyper-Endurance what the hero can handle. A random die
roll determines his chance of having the from (at best) the sudden expulsion of all
is designed to increase your hero's ingested matter, retention of the
(hopefully) already for midable power to handle gas, liquid, solids, or
some combination of these ingested matter with the hero suddenly
Endurance. The randomly determined bearing all of its weight, or the rapid
rank is added to your PC's previously expansion of the ingested matter to its
determined Endurance rank whenever Die Roll Category
01-16 Gases only original size (this latter possibility being
he uses a power that drains his quite fatal).Normally, a hero can retain
Endurance. In this way, heroes an 17-32 Liquids only
33-48 Solids only the ingested matter indefinitely. A side
exceed their physical limitations. Hyper- effect of the power gives the hero
49-64 Gases & Liquids
Endurance is an optional power for such internal invulnerability equal to his
65-80 Liquids & Solids
things as Hyper-Running, Hyper- power rank, preventing major internal
81-00 Gases, Solids&Liquids
Swimming, and other powers requiring damage due to ingested poisons or
muscular effort. The Power Rank of this This power enables the hero to absorb physically damaging materials. Solids
ability is added directly to the heroes quantities far exceeding the normal and liquids can be retained for as long as
Endurance for purposes of determining

198
the hero can go without food; digestion multiplier to show how much more the target's conscious and
normally stops while this power is in quickly a specific task can be subconscious thoughts. The bulk of the
effect. If the gases ingested are toxic, accomplished by someone with this hero's commands are sub-verbal in
the hero can only retain them for the Power. For example, Typical rank moves nature (it's not what she says, but how
amount of time he can hold his breath. If four times as fast, an Incredible rank she says it). The hero can effect anyone
the mixture is not toxic and contains a moves 40 times as fast, and so on. When within the sound of her voice. The
sufficient quantity of oxygen, then the creating the character, the player can optimum effect occurs within twenty feet
hero can hold his breath indefinitely. The raise the rank +2CS by omitting the of her location. The Power decreases
hero can expel the matter harmlessly or special adaptations for friction and -1CS for each additional twenty feet.
direct it into a blast that has power rank breathing. This is a dangerous thing, Everyone within range must make an
range and damage. He can also do though, people. (But what the heck-it's Intuition FEAT in order to resist falling
damage by ingesting. For example, by your character.) under the effect of this Power. Failure
inhaling all the air in a room, he can means complete submission to the
cause certain events to occur. One, P20/Hyper Strength: Hyper Strength is singer's command. Victims of the Power
everyone in the room must make an an addition to your Hero's previously can make a new attempt to resist every
Endurance FEAT or pass out from the determined Strength Ability. The Player ten turns. The Power can be used for as
sudden absence of air. Two, the room has two choices here, He can long as the hero concentrates on it. If a
can implode if the pressure difference permanently combine the two ranks or victim gets beyond the sound of the
exceeds the walls' material strength. he can or else make the addition a Hypnotic Voice, he can attempt to resist
temporary one. In the latter case, the every five turns. The Power comes in two
P19/Hyper Speed: The hero is capable Hero can “Hulk out” and manifest great varieties, automatic and deliberate. The
of extremely fast motion and may even strength during a limited time. The daily a u t o m a t i c fo r m i s a p e r m a n e n t
surpass light speed. Normally this limit on this form of Hyper Strength is a modification to the hero's voice. Every
Power includes a specific resistance to number of game turns equal to the time she speaks, the Power can
friction and lungs that are adapted to Po w e r R a n k n u m b e r. A l s o, t h e function. The deliberate form requires
breathe high-velocity air. If the hero temporary form carries with it a bonus of the hero to consciously alter his voice to
possesses a Travel Power, he can +1 CS to the temporary rank score. manifest his Power. The player must
exchange this speed for that of the latter choose which form the hero has. The
Power. The Power can also be used to P21/Hypnotic Voice: The hero automatic form costs a decrease of 2CS
perform tasks in greatly reduced time. possesses a voice whose intrinsic to the Power rank. The Power's range
The Power rank number is treated as a qualities permit a hypnotic domination of can be extended by mechanical means,

199
like telephones and radio. Remote way for a while. (He cannot heal while while in that dimension.
control has a decreased effectiveness of taking damage.) If Endurance reaches
-2CS. Reproduction of the Hypnotic Shift 0, or the character otherwise dies, P23/Immovability: The hero can bond
Voice is not quite as dangerous; the the immortal character loses all Karma, himself to whatever surface he is
overall rank is decreased -4CS. The including that set aside for standing on by force of will (requires one
Power cannot control someone who advancement. The character may be out round of concentration.) It requires
cannot hear it. Deaf persons or those of luck, but at least he has his Health. If Unear thly Strength plus a Red
with altered senses are immune. an immortal character is part of a Karma Endurance FEAT roll to budge him and
Soundproofing, loud noises, and simply pool, then an amount of Karma is even this action pulls up the ground
getting out of range are effective tactics subtracted as if the character had left the around him. The hero cannot be stunned
against the Power. The Power has -1CS group. This is done each time the or slammed no matter what attack
effect on non-humans. (When creating immortal character becomes "dead. This column is used. The character may elect
the hero, the player can raise the Power Power does not have a Power rank. It to spend a power slot to raise his
rank +1CS by limiting its effect to counts as two Powers for any hero who Endurance Ability by +1 CS
members of the opposite sex. For takes it, unless the character is alien in permanently as a bonus power.
example, Lorelei can only affect men.) origin, in which case the cost is normal
(this reflects that a large number of P24/Life Support: The hero with this
P22/Immortality**: The character with extra-dimensional aliens are effectively Power has the potential to survive under
this Power does not age or die in a immortal). An immortal character's body hostile conditions for longer than normal
normal fashion. Now, before you all run will slowly regenerate lost parts and amounts of time. The Power rank
out and grab this Power for your young heal. so that short of atomizing the number is the amount of time in turns the
hero, note the fine print. The hero can remains and spreading that collection of hero may sur vive in a hostile
still suffer loss of Endurance ranks as the atoms through a large portion of space, environment (deep space, deep
r e s u l t o f wo u n d s, p o i s o n s, a n d the immortal character will return at underwater, in lava) before any
damages, but if the results call for some point in the future. Immortality is Endurance FEATS must be made. At
perishing. then the character is left at applicable to the Earth Dimension only Shift Z or higher, the individual may
Shift 0 Endurance but does not die. The (including all planets of this dimension). s u r v i ve i n h o s t i l e e nv i r o n m e n t s
character cannot move or act until An immor tal character in another indefinitely without requiring food, water,
Endurance reaches Feeble, however. so dimension, such as Asgard or Olympus, or air.
throwing an Immortal character into an but excluding variant or divergent earths
active volcano will keep him out of the does not age, but may be killed normally

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P25/Lung Adaptability: The hero can begin at Monstrous rank. The character operation, and the user may be knocked
breathe any gaseous or liquid medium can push through barriers of up to Power out himself by such a touch.
without harm. The lungs can extract Rank material strength (or power rank
required gases (oxygen for humans) or force fields) with their movement being P29/Phase Synchronization: The
even create them by conver ting reduced by 1 area for each turn of hero’s molecules are normally in a state
available elements. In game "reality" this continuous resistance (to a minimum of of flux and out of phase with reality. The
Power is an internalized, automatic form 1 area per round of movement). Such a benefit of this is that the hero enjoys a -
of Matter Conversion. Gases created by character who charges at a mountain 2CS reduction in any and all physical
this Power retain their new nature while will burrow through it, but exit out the and energy attacks directed against his
still within the hero's body; upon other side at a crawling pace. person. One particular power stunt the
exhalation they revert to their original hero can perform is shifting the phase
nature. In rare cases, the conversion isP27/Non-Stick Coating: The hero is state of his molecules into reality which
permanent. In this case, the hero is a covered with a nearly friction-less prevents any form of Teleportation from
substance. This coating provides him
living filter who could eventually convert working against him providing him with a
all the local breathing medium into a with Power Rank protection against anchor in reality. Optional Powers are
form beneficial to him. Any poisons are grappling attacks or ensnarement Phasing and Invisibility.
simply resisted or converted into usefulattacks. The Power also simulates a form
of body armor by causing physical blows
materials. Unfortunately, this Power also P30/Pheromones**: This is an aerosol
has the drawback of decreasing the to skip off of the non-friction surface version of Hypnotic Control. The hero's
hero's senses of taste and smell. providing -3CS body armor from the body can create and emit chemicals
Everything is bland to him. power rank unless the opponent rolls a capable of altering a target's behavior.
Yellow or higher FEAT roll when These chemicals vaporize instantly on
P26/Momentum: Once the hero begins attacking which indicates a solid blow contact with air and are received by the
moving he has the effective Strength of which bypasses the protection of this target's nose. The complexity of the
this power rank, for pur poses of power causing normal damage. commands can vary with the rank of the
breaking through barriers or attempts Power. The hero can readily affect
by others to bring him to a halt. The P28/Paralyzing Touch: Those touched anyone within twenty feet of him. The
power has a minimum starting rank of by an individual with this Power must Power rank decreases -1CS with each
Strength +1 CS. For example, a make an Endurance FEAT against this additional twenty feet. The Power cannot
character with Amazing Strength and Power rank, or he knocked out for 1-10 affect those unable to smell it. This
this power automatically has this power rounds. This Power is always in includes would be targets who are

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upwind, behind a force-field, have their disappear. The hero heals at an is so strong that it can repair fatal
own air supply, don't breathe, or breathe accelerated rate equal to the Power rank damage and actually return the hero to
but have no sense of smell. The last number times the normal amount of life. The power functions despite the
example includes a hero with the power time. For example, a Typical rank can absence of life in the body. It repairs the
of Lung Adaptability. When the hero is heal six times as fast as normal, an major damage and replaces lost tissues
created, the player must decide whether Unearthly rank heals at a hundredfold at the same rate as Regeneration above.
the Power functions automatically or rate, and so on. With time, the hero can When the body is returned to minimum
deliberately. The automatic form lowers regrow large areas of lost tissue, life sustaining condition, the hero comes
the Power rank -2CS. especially severed limbs. Lost limbs or back to life. This occurs despite any
organs require a red FEAT. It cannot intervening time in which the hero was
P31/Recovery: The hero with this repair losses that resulted in the hero's dead; from the hero's point of view, no
Po w e r r e c o ve r s f r o m l o s s e s o f death unless the hero is revived. If such time has passed. If the hero was
Endurance ranks at a rate of 1 rank per a fatal loss and subsequent revival dismembered, the Revival Power is
day, and makes a Power rank FEAT to occurs, the hero requires life-support concentrated on the largest remaining
regain the lost rank. The hero with this equipment to give his Power time to segment. The rest of the body decays
Power may choose any Resistance as a function. normally. In rare cases, all body parts
Bonus Power. regrow. Depending on the size of the
P34/Rotting Touch: This touch causes segment, each attains only partial
P32/Reduced Aging: The hero has a organic material to decay. The character redevelopment of growth, intelligence,
strong resistance to the effects of aging, inflicts Power rank damage on those he and power. Even rarer are the cases
causing time to advance slower on the touches. In addition, this touch acts on where all the newly regrown bodies
individual with this power. The hero ages organic material (wood, rope, cloth) as if attain full development. Rarest of all is
Power Rank x10 slower than the an attempt to break the item with Power the case where all the new bodies share
average human being. This power can rank Strength. Resistance to Corrosives a single mind. The Judge can decide if
reduce the effects of any aging effects will offset the effects. This Power can be he wants to allow such rare cases to
aimed at the character, reducing them directed against organic (natural) Body intrude on his tidy campaign. This power
by a Power Rank amount. Armor in order to weaken it, similar to the contains aspects of Free Spirit and
effect claws have on inorganic Body Matter Creation. The color FEAT reflects
P33/Regeneration**: The hero can Armor. the amount of the body available for the
rapidly recover from any wound. Cuts Power to work with. A green FEAT
quickly close and disease symptoms P35/Self-Revival**: The hero's Power means all the body is present aside from

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spilled blood. A yellow FEAT means all per Regeneration, but only P39/Suspended Animation: The hero
vital organs are present, although some heals the Power rank in Health can temporar ily suspend all life
of the less vital parts may still be missing. every ten minutes he has functions and enter a death-like trance.
A red FEAT is required if at most one contact with solar light. In The hero can later return to life and
quarter of the original body is available. If darkness, inside buildings, and normal activity without harm. During this
less is available, Revival cannot occur. in other similar situations, the period, the hero's body can be subjected
character heals normally. This to normally fatal conditions and not
P36/Self-Sustenance: The hero can Power has a minimum Power suffer any, unless the body is actually
survive indefinitely without consuming rank of the Endurance of the damaged (say, a big rock fell on it). If this
air, water, or food. Bodily wastes are character +1CS. This power happens, the hero cannot return to life
internally recycled back into usable represents a stimulus power, until the damage is repaired. Under
materials. Normally the hero would not even though Solar is given as normal conditions, the hero can
need to replenish himself when his the example the hero could consciously decide when to reawaken.
power reached its limit. He merely design a different stimulus. For This may be at the end of a
resumes normal consumption habits example the hero only predetermined length of time, or when
(breathe normally, eat a light snack, regenerates in moon light or certain conditions are met (like when
etc.). This is the permanent form of the salt water his spaceship has air in it again).
power. The temporary form requires the Otherwise, the hero must be stimulated
hero to consume mass quantities at the P38/Stealth: The hero can move in into awakening by another person. Rank
expiration of the Power. ("That's the ways that cannot be detected, whether determines the maximum length of time
fifteenth steak you've eaten, Fred. How while moving or if subjected to later the hero can suspend animation.
long did you say it's been since you ate tracking. When the hero uses Stealth,
last?") The required intake is one- his rank is subtracted from the efforts of P40/True Invulnerability**: This is a
quarter what the hero would normally those detecting him. Example: Shadow- combination of Resistances and Body
have consumed during the time he was fox has Excellent Stealth. He cannot be Armor. The hero is immune to any
abstaining. The hero can raise his Power detected by Typical means (that is less physical harm, up to his rank's limit. The
rank +1CS by opting for the temporary than Shift 0). Unfor tunately, it's i m mu n i t y i n c l u d e s t h e fo l l ow i n g
form. Wolverine who's tracking him with resistances: fire, heat, cold, electricity,
Monstrous ability. Shadowfox's Stealth radiation, corrosives, disease, poison,
P37/Solar Regeneration: The lowers Wolverine's chance of finding him brute force, sonic, and kinetic bolts. The
hero with this Power heals as to merely Good. rank of the invulnerability reduces the

203
rank of the attack form. Example: A " w i m p Po w e r, " b u t i t w o u l d b e Endurance). Unfortunately, since the
Mandroid's Excellent laser would do embarrassing for an extremely powerful hero is normally moving in water, he
only Feeble damage against Good character to drown while a relatively overcompensates on dry land (-2CS
Invulnerability, and none at all against wimpish water breather went unharmed. Agility). Water Freedom also negates the
Remarkable Invulnerability. The hero When creating the character, the player effects of great pressure and allows the
with this Power is still vulnerable to can substitute any other breathing hero to travel to the depths of the oceans
magical and mental attacks. If the hero medium for water. This is often the case without harm. Note: This power does not
should lose his True Invulnerability, his when creating an alien character, such automatically include Water-Breathing.
Fighting rank drops to Typical (he's not as one who breathes liquid methane. The player can choose that as a bonus
used to avoiding blows). The hero's This power may be permanent or power if he so wishes.
appearance is not affected by this t e m p o r a r y. C h a r a c t e r s w i t h t h e
power; he appears to be a normal permanent form have a decreased
member of his race. resistance to heat and aridity. A sauna
might be a death trap. The hero is -1CS
to resist and takes +1CS damage.
P41/Vocal Control: This might be
P43/Water Freedom: The hero's body
considered a Talent rather than a Power,
is adapted for movement in the water.
but here goes anyway. The hero has total
The hero can move through water with
control over his own voice and can use
the same ease that normal beings can
it to duplicate any desired voice of
move through air. One method of
sound. The accuracy of the simulated
accomplishing this is the presence of a
sound is 100% within the Power's limit
body coating that reduces the effects of
(determined by rank) on a green FEAT.
water resistance. The more common
Exceeding the limit requires a higher.-
FEAT. The hero can imitate Sonic method is the hero is extraordinarily
Powers that will have most of the strong and swift in order to compensate
for water resistance. This permits him to
effectiveness of the original. The rank
for such mimicked Powers is -1CS function normally, even at great depths.
of the original's rank. If such a person were on the surface, his
extra strength and speed would be
P42/Water Breathing: This may be a e v i d e n t ( + 2 C S S t r e n g t h a n d

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Power Control Powers

PC1/Absorption Power**: The hero by that being's Psyche. If Control is Die Roll Form
has the ability to absorb the powers, achieved, it affects the entire rank of that 01-40 Manipulation
abilities, talents and memories of his Power. The range at which the hero can 41-70 Magnification/Reduction
opponents up to Power Rank Intensity exert control is determined by his own 81-00 Negation
and duration. This power has a range of Power rank number. Distances are
touch only. The hero can absorb up to shown on column A of the Range Table. Manipulation: The hero can alter the
one Ability or Power at a rate of one per The Macro-Power can affect either a flow and application of Power. He can
round. The victims FASERIP scores are specific type of Power within a specific change the direction of a Power with a
added directly to the hero's own ranks. area, regardless of how many super green FEAT. He can alter the effects of a
Powers and Talents are absorbed at the beings are affected, or all the Powers Power by a yellow FEAT. He can
rate of 1 each round. The victim may possessed by a specific being. The completely change the nature of a
resist with a successful Psyche FEAT duration of the Control lasts a maximum Power by a red FEAT. The hero need not
roll. The victim is forced into a catatonic number of minutes equal to the Power actually possess the Power that the old
state until the duration of this power rank number. After the expiration of one was transformed into, but the new
expires and his abilities return to him. the Control, it must be reestablished. one should be something harmless to
When using this power a RED Power This can be done indefinitely. Control is both combatants.
FEAT roll means the hero gains the normally directed in a straight line. If the Magnification/Reduction: The hero
powers permanently and the victim is hero wishes an area effect, the sphere can either increase or decrease the rank
completely absorbed into the hero. The he creates has a radius equal to -4CS of the affected Power by his Macro-
bonus power is Power Vampirism. range. For example, Excellent Control Power 's rank number. Unfortunately, the
can be exerted on a target six areas one thing the hero cannot affect his own
PC2/Control: The hero can alter the away or be contracted into a field that powers' ranks.
behavior of pure Power, whether it is in a only surrounds the hero's body. There Negation: The hero can completely
raw or applied state. The hero can are three forms of Control. At least one dispel any Powers within his range.
control the actions of any Powers within form must be chosen when the hero is Things affected by Powers revert to their
his range and capability. If the Power is created. This is initially at full strength. If or iginal states. Super beings are
free of a living super-being's body, that the player wants the hero to have more reduced to Normal Humans (or
Power's rank determines what Intensity forms, each additional form decreases whatever). The worst effect is on beings
FEAT is required. If the Power is all Control ranks by -1CS. who need Power to physically survive. To
internalized within a living super-being, them, the loss of Power is damaging and
the necessary FEAT is determined possibly fatal. Undesired control can be

205
Powers must be used within 10 feet of provide Powers to other people. The
handle. As long as the hero can maintain
the hero. A green FEAT enables the hero hero is able to charge a target with raw
his link with this source, he can continue
to store the Power for later duplication. It Power. The target must be nonliving or
to use his Powers. The nature of the
is assumed the hero has been exposed non-sentient. The target is transformed
source and its link varies with each hero.
to others' Powers at some point in his into a battery that can harmlessly store
If the source is small enough, the hero
past. Initially the character has a limited raw Power indefinitely until needed by
may be required to carry it with him. If
number of Powers he has already not, perhaps the hero needs to the target's new possessor. The hero
encountered; these are represented by can store any Power except this one. If
periodically return to the source or forge
Powers already generated but set aside. the hero is working in conjunction with
an ethereal Power cord that links him to
If this was the first Power the hero another super-being, the Powers of this
his Sourcedespite any intervening
generated, then randomly generate a other being can also be stored with the
distance. The Judge and player need to
single Power. The hero rapidly gains target. The Macro-Power can store a
work together to produce a playable
Powe r s by d u p l i c a t i n g t h o s e o f maximum number of spells equal to this
source and link. If the link is severed or
companions or foes. Since the Power Power's rank number. The maximum
the source destroyed, the Mage is left
must be used, foes can be a hazardous number of total rank numbers is equal to
with a finite supply of energy left. The
source of new Powers. The hero has a this Power's rank number as well. The
amount of raw Power left is the number
finite number of Powers he can hero must be in contact with the target in
of points equal to his Psyche rank. Each
duplicate. The maximum number is order to fully charge it. If he does not
time he uses Power, he decreases the
equal to his Power rank number. If the make contact, the ranks for all spells to
reservoir by that Power's rank number.
hero exceeds the limit, the new Power be bestowed drop -1CS for each ten feet
Obviously, it is within the hero's best
replaces an old one. The act of analyzing separating hero and target. The act of
interests to renew his link or rebuild his
a Power for later duplication takes three creating an Energy Source can be
source in as little time as possible. As
turns. In no way does this affect the disrupted by a variety of factors. The
you are beginning to suspect, this isn't
source of the Power. The hero can presence of a Psyche within the target
really a Power and is more of a restraint.
develop a Power Stunt that enables him prevents this Macro-Power from
You're right. If you roll this Power, go
to duplicate Talents as well. The affecting it. Removing the target from
ahead and roll an additional Power.
Nemesis is Mind Drain. range stops the process of creation. The
PC7/Energy Source Creation**: This is Macro-Power can be blocked by such
PC6/Energy Source: The hero draws another Power the Judge may want to Powers as Force Field vs. Power
his Powers from a special source that restrict to NPCs or high level heroes. The Manipulation, Resistance to Power
provides him with all the energy he can hero can create items that can in turn Manipulation, Power Control, and Power

206
avoided by Dodging a directed attack, FEAT gives a duration of one day times the victim fails his initial resistance, he
moving out of the Control's range, or by the Reason rank number. A yellow FEAT can try again every ten turns by making a
the use of such Powers as this one, increases that to 10 days times the Psyche FEAT based on this Power's
Force Field vs. Power Manipulation, and Reason rank number. A red FEAT rank. Normal, Powerless beings are
Resistance to Power Manipulation. means the Power is permanent. Judges completely unaffected by this Power If
Successful resistance means the would- may want to forbid this Power to any the victim is cooperative, Domination is
be victim retains his Powers, at least forplayer characters or restrict it to high automatic. Domination can be thwarted
now. level characters. In such a case, the by such Powers as Force Field vs.
player should roll for a new Power. The Mental Attack, Resistance to Mental
PC3/Creation: The hero has the ability Nemesis is Power Control/Negation. Attack, and Power Control. Optional
to create new Powers and invest them Powers include Mind Control and Magic
into sentient beings for their own use. PC4/Domination**: This is a form of Domination. The Nemesis is an
The new Powers can be of any nature Mind Control. The hero can control the Enhanced Psyche string enough to
and can be any of the listings in this actions of other super-beings in regards resist Domination.
book. The hero is limited in the number to the use of their own Powers. The hero
and ranks of the Powers he can create. can force the victim to use his Powers in PC5/Duplication: If the hero acquires
The variety extends beyond his own any manner the hero desires. The hero t h i s Po w e r, t h e p l a y e r s h o u l d
innate Powers. The Power rank number cannot alter the actual characteristics immediately set aside all his previously
is the maximum number of different of the others Power's. The Macro-Power generated Powers and not roll any more.
Powers he can create. This number pits this Power's rank against the victim's The hero can use his Macro Power to
always includes those Powers the hero Psyche. The Psyche determines what duplicate the characteristics of any other
has. The player and Judge need to work Intensity FEAT is required. The range at Power. The Power ranks for the
together to determine what Powers are which the hero can exert Domination duplicated Powers is equal to the Macro
actually present in this Macropower. The varies with his Power rank and the Power's own rank. Such Powers remain
Powers the hero bestows are nowhere number of beings that are controlled. as long as the hero concentrates on
near as highly ranked as the hero's own The range for Dominating a single being maintaining their existence.
Powers. New Powers are initially -3CS is shown on column A of the Range Unfor tunately, the hero can only
lower than this Power's rank. This can be Table. Each additional super being the Duplicate a single Power at any one
later increased by the recipient. The hero Dominates decreases the overall time. Switching Powers takes three
length the Powers remain is determined rank -1CS. The duration is as long as the turns. The hero must be exposed to a
by the hero's Reason. A green Reason hero can maintain his concentration. If Power in order to later duplicate it. Such

207
Domination. When the hero creates a Second, both players must randomly created Power can be a +1CS version of
new Power Source, he must state what determine what the Gestalt-created the opponent's Power or is an opposing
conditions are necessary to release the Power actually is. Roll for additional Power. The nature of the Nemesis
Powers in a controlled manner. When Power; this is the Gestalt. The best Powers varies with each opponent. The
the Energy Source is depleted or example of Gestalt Power in the Marvel only Power that a Nemesis cannot
destroyed, the item reverts to its original Universe was the Beaubier twins, Aurora Generate is Power Control/Negation.
state. and Northstar, who could generate Analyzing an opponent takes one turn.
Monstrous Intensity Light when they Designing a suitable Power and infusing
PC8/Focus: The hero can channel all touched. into the hero's body takes two turns.
his raw energy into a single burst of a Switching opponents causes an
chosen Ability or Power. All his Power PC10/Impart Power: The character additional delay of seven turns, The
and Ability rank numbers are totaled can share his power, transferring some opponent must be with 10 feet of the
together. This rank number replaces the or all of a given Power Rank to another hero for analysis to occur; this can be
rank number for a chosen Power. Upon with touch. The recipient of this power extended to 100 feet if the opponent is
the completion of releasing the Power, has the same weaknesses and/or the only super being in the area. This
all the hero's Abilities and Powers limitations as the character bestowing Macro-power's rank determines the
temporarily drop to Feeble. This Power's the Power on them and the original maximum Power rank of a generated
rank number is the total amount of lost character's power rank is is reduced by a Power. When facing a foe of greater
points the hero can regain each turn. like amount. The power can be taken strength, the player must select a Power
Points are divided evenly between all the back by the original character, but he that can still prevail, despite the disparity.
depleted Abilities and Powers. (Okay, must touch the target again to do so. Nemesis has two inherent weaknesses.
this isn't really a Power either. Roll again The first is that the Macro Power can
for an additional Power.) PC11/Nemesis: When this Power is only cope with a single opponent's
first generated, it replaces all other Powers at one time. The second problem
PC9/Gestalt: Two or more users can Powers the hero might have other had. is that the Macro-Power is helpless
combine to create a new Power. The If a hero is clever, then no other Powers against Powerless people. If there is no
Power can be of any nature; its Power are needed. The basis for Nemesis is the Power to overcome, then it cannot
rank is equal to this one. When the player ability to automatically analyze an generate a Power. Because Nemesis
generates this Power, he must first opponent's Powers and Weakness. The possessing heroes tend to overly rely on
select another player's character with hero then instantly generates a Power their Macro-Power, they tend to be a little
whom his hero forms the Gestalt. that can defeat the opponent. The newly rusty when it comes to Fighting

208
normal people. Decrease Fighting's PC14/Power Transferal: The hero can Powers as Force Field vs. Power
rank -2CS for such cases. transfer some or all of his Powers to Manipulation, Resistance to Power
another sentient being. The transferal Manipulation, and Power Control.
PC12/Power Imitation**: The hero can can be any combination of Powers and Optional Powers include Mind Transferal
transform himself into a duplicate of ranks. Only this Power cannot be, and Magic Transferal. The Nemesis
almost any being, acquiring all of its transferred. Each transferred Power is Force Field vs. Power Manipulation.
powers, whether natural or rank diminishes the hero's own rank for
technological in nature. He can imitate that Power. A single Power can be PC15/Power Vampirism**: The Power
established power stunts of the copied transferred each turn. The optimum Vampire can drain the raw Power from a
character. The hero must be in the same range for Power Transferal is contact. victim and convert that energy into extra
area as the target he chooses to imitate Each ten feet that separates the hero Strength, Endurance, Psyche, and
and the process takes one round to and recipient decreases both the ranks for other Powers the Vampire has.
complete. When the hero duplicates recipient's and hero's Power ranks -1CS. The Power Vampire can force a
someone they are banished to the plane If the hero wants to simultaneously nonliving, non-sentient target to release
of Limbo for as long as the hero transfer Power to two or more recipients, all its raw Power. He must make an
duplicates that form. The hero may he simply divides the ranks between Intensity FEAT equal to the highest
duplicate another form for Power Rank them. The duration of the loan varies ranked Power the target possesses. A
duration. The hero cannot imitate the with the Reason rank of the hero and drained item reverts to it’s original state.
True Immortality power or magic items if the FEAT made at the time of transferal. Living or sentient beings are harder to
he tries to do so he is banished to Limbo A green Reason FEAT gives a duration drain. The victim's Psyche determines
instead of his target. of 100 turns times the Reason rank what Intensity FEAT is required. A
number. A yellow FEAT increases that to successful FEAT enables the Vampire to
PC13/Power Negation: The hero with 10,000 turns times the Reason rank drain Power from the victim. The amount
this ability may temporarily negate all number. A red FEAT changes the loan to of raw Power equal to this Power's rank
powers in an area at Power Rank a permanent grant. Most recipients tend number is drawn in equal portions from
intensity for 1-10 turns, including his to believe that suddenly receiving Power all the victim's Powers. The process of
own. Bonus powers could include is in their best interest and thus the feeding can continue indefinitely, as
Nullifying Powers and Nemesis. Powers recipient cooperates in any way he can. long as the vampire makes successful
may still target the hero form outside the Still, if the recipient wants to resist this FEATs. Each turn drains another rank's
area of effect. Macro-Power, he can do so by moving wor th of Power. The Vampire can
out of range or blocking it by such voluntarily cease feeding at any time by

209
making a Psyche FEAT of any color Feeble rank, the Vampire returns to life. residue bearing material is about the
except red. A red FEAT means the hero When creating a Power Vampire, the size of a bread loaf. It is completely
has entered an uncontrollable feeding player must choose a Weakness. The drained after a single use.
frenzy that can only stop when the victim player can raise his Power rank +1CS for
is drained or the Vampire is repulsed. If e a c h a d d i t i o n a l We a k n e s s e s h e PC18/Selection: The hero can
the Vampire fails to make a FEAT at any chooses, up to a total of four possess any number of Powers but can
point in the feeding process, he is Weaknesses. Power Vampirism is only use a single one at a given time.
immediately repulsed from the victim communicable. A living or sentient being Switching between Powers takes three
and can never resume the attack. The who was completely drained by a Power turns. When the player generates this
victim gains an instant immunity to any Vampire must make a Psyche FEAT roll. Power, he gets to generate an additional
future Vampire attacks by that being. The A red FEAT means the victim has Power as well.
Power the Vampire absorbs is used to himself been transformed into a Feeble
increase his own Strength, Endurance, Power Vampire. The Nemesis is a PC19/Weakness Creation**: The hero
Psyche, and Powers. The increase in Psyche temporarily raised 2CS higher can bestow a weakness on a victim that
equal amounts to all the adjustable than the vampire's rank. is just as dangerous as if the victim as
Abilities. The exception is this Power, as always possessed that Weakness. The
no Vampire can increase his own PC16/Residual Absorption: The hero hero must make a Power FEAT whose
vampiric Power. Power Vampires lose can duplicate a Power by absorbing the Intensity is determined by the victim's
energy at a depressing rate. The rank traces left behind whenever a Power is Psyche. Success means the hero has
numbers for Strength, Endurance, used. The residue may be in anything temporarily mangled the victim's
Psyche, and all Powers except this one that was near or the target of a Power's physiology and given him a new
decrease one point per hour. The Power emission. The Power rank determines Weakness. The player randomly
Vampire must feed to survive. A Power what the rank is for any Powers created generates the nature of the Weakness
Vampire cannot actually starve to death in this way. The duration of the borrowed using the Tables in the early sections
if denied a sufficient supply of victims. Powers is determined by the hero's of this book. The duration of the
When all his affected Abilities reach Reason. A green Reason FEAT gives a Weakness is determined by a separate
Shift-0, the Vampire falls into a coma. duration equal to the Reason rank times Reason FEAT made at the time the
His Power Vampirism continues to 100 turns. A yellow FEAT raises that Weakness is created. A green FEAT
function and tries to drain anyone who to 10,000 turns times the Reason rank gives a duration of 10 turns times the
comes within a foot of the body. When number. A red FEAT increases that to Reason rank number. A yellow FEAT
the Power Vampire's abilities return to permanence. The average amount of increases that to 1000 turns times the

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Reason rank number. A red FEAT further
increases that to 10,000 turns times the
Reason rank number. At the expiration of
the duration, the victim returns to
normal, unless he has died in such a
way he cannot be revived. This is the
final Power that Judges should probably
restrict to NPCs or high level characters.

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Self Alteration Powers

S1/Ability Enhancement: Once per hero, the player has to create two mentalities.
day the hero may temporarily boost his different beings. The statistics for the
Strength and Endurance Abilities primary self should be fairly routine (all S4/Anatomical Separation: This is the
by +2CS for up to 5 rounds. physical abilities ranging from Feeble to most grotesque Power available but it
Good). All bets are off for the heroic self. has its advantages nevertheless. With
S2/Age-Shifting: The hero can alter his Something many people never consider this Power the hero can spontaneously
apparent age at will, His body and is that the heroic self might be a and harmlessly separate his body into
physiology change to simulate any age, relatively normal human, while the independently functioning segments.
younger or older. Mental facilities remain normal self is something a little lower on Physiological functions like blood flow
unaffected (in other words, you really the evolutionary ladder. For example, and neural activity continue in the same
can have a 10-year old mind in a 30- you might try a character whose normal manner as if the body were whole.
year-old body). When creating the hero, self is a mutant dog (why should humans Detached parts cannot regenerate if the
the player can opt to link the hero's other have all the deviant fun?). The two selves body is destroyed unless the hero has a
physical Powers to a different physical never co-exist except under regenerative Power. If any detached
age. For instance, Jon's hero can be a extraordinary circumstances. Possible parts are damaged or destroyed, the
10-year old boy who has the ability to causes of simultaneous existence hero suffers the normal damage; his
become a 25-year-old with the Powers include time warps, cloning, and Life body also reassembles immediately, if
o f. F l i g h t , S h a d o w c a s t i n g , a n d form Creation. The two selves may even possible. The practical basis for this is
Te l e p a t hy. R a n k d e t e r m i n e s t h e be separated for an extended time, such the power of Gateway/Space warp
apparent number of years the hero can as what happened to Bruce Banner and targeted on the hero's own body. In
Age-Shift. Normally, a character cannot the Hulk. The primary drawback to this "game reality" the hero forms two
voluntarily Age-Shift to an age younger Power is the uncontrolled reversion to parallel Space warps at the desired point
than a newborn, since this is definitely the normal self, especially when it of detachment, then shifts the location of
suicidal. This barrier can be passed if the occurs during dire circumstances. For the outer warp. The perceived result is
hero's Power is being controlled by an example, Mightiman is rescuing a sub that part of the hero's body detaches and
outside force. from the ocean floor when he reverts to flies off on its own. Normally, the
his other self, little Eddy Edwards. ("Can majority of the hero's body acts as an
S3/Alter Ego: The hero has two you say 'fish food?' Sure you can.") anchor and cannot be moved by
different forms. One is a normal, Va r i a t i o n s i n c l u d e a u t o m a t i c o r shifting the Space warps. The hero can
powerless being; the other is the voluntary transformation, duration, and develop Power stunts with which he
powerful, heroic self. When creating the shared minds versus semi-independent can transport himself. (Example: the

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prevented from returning to the body at
hero sends out a hand to grab onto a include Gateway, Dimension Travel,
the end of the duration, the rest of the
distant object and then pulls himself to any of the Teleportation forms, and any
hero's body is instantly drawn to the
it.) Detached segments can travel at Power affecting Powers (+2CS for the
Power rank speed for Land/Water missing piece. Any intervening barrier is attacker).
destroyed, doing damage to the hero
movement; involuntary re-attachment
appropriate to the barrier. If there are two
due to injury is instantaneous. The S5/Animal Transformation-Self: The
maximum range and duration of or more missing parts, the rest of the hero can alter his appearance, form, and
detachment are also based on the hero's body is instantly drawn to a point dimensions to appear as any desired
midway between them. From there he
Power rank. Each additional detachment animal form. This Power can also be
can move freely in order to recover
decreases the range and duration by - used to assume alien appearances (but
1CS, for a cumulative effect. himself. He loses 1 point of Health for not humanoid aliens). The only limitation
each 10 turns he remains apart. Upon is that the hero's basic physiology
Rank Move Range Duration reattaching the next-to-last part, he is remains unchanged.
FE 1 2 1 minute instantly drawn to the last par t.
PR 2 4 2 minutes Separating the legs from the torso does S6/Animal Mimicry: This is a form of
TY 3 6 4 minutes not cause the hero to fall. Rather, the Power Duplication. The hero can
GD 4 8 8 minutes torso can move freely about on its own, duplicate the natural abilities of any
EX 5 10 15 minutes a t n o r m a l m ove m e n t s r a t e s fo r animal. The hero's body does not
RM 6 15 30 minutes L a n d / Wa t e r. D e s p i t e a p l aye r ' s significantly change; instead, existing
IN 7 20 1 hour misgivings, this Power lends itself to flesh changes the way it functions. For
AM 8 25 2 hours several useful Power stunts. A self- instance, perhaps the lungs can now
MN 9 30 4 hours propelled sword arm is handy in a fight. A breathe water. The rank determines a
UN 10 40 8 hours hero facing a toxic cloud could leave his successful duplication. Normal animals
X 12 50 1 day nose behind. The Power provides +1CS take a Typical Intensity FEAT, aliens a
Y 14 100 2 days protection against edged weapon Good Intensity FEAT, and magical
Z 16 400 2 days attacks; a blade cannot sever something creatures need an Unearthly Intensity
Cl1000 32 500 10 days already detached. It is also a great FEAT. Should the hero wish to duplicate
Cl3000 50 1000 20 days Power for a macabre sense of humor. an imaginary animal or being, he must
Cl5000 100 2000 40 days Due to the nature of this Power, the hero make a Class 1000 Intensity FEAT.
has a special vulnerability to attacks that Duration ranges from one minute to
If a single detached segment is disrupt his own Space warp. These indefinite.

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S7/Anthropomorphise: Select an change, and whether the Power is new ways to move. On a water world, the
animal withing range. You take on the automatic or voluntary. hero might sprout fins. There is only
traits of that animal but keep your one adaptation for each type of
general shape; keeping the use of your S9/Body Adaptation**: This is related environment, and it is tr iggered
hands, being able to speak and standing to Life Suppor t. The hero's body automatically by the hero's entrance into
bipedal, etc. You keep a “lock” on the automatically adapts its physiology to the new environment. The Power cannot
animal you have adopted and can take e n a b l e i t t o s u r v i v e i n h o s t i l e provide the hero with protection against
that form in the future. You can keep a environments. Unlike many of the other hazards that suddenly occur; a prime
number of forms equal to your power Powers that also permit this, Body example is the hero failing from a great
rank, or for a +2CS bonus to the power Adaptation physically changes the height. This is a hazardous situation, but
rank you can only keep one form at a hero's body. This Power involves not a hazardous environment. When
time. The Judge may provide an automatically functioning versions of adaptation occurs, the hero gains the
increase to your attributes depending on Body Transfor mation and Shape subconscious knowledge of how to use
what form you take, a Cheetah may shifting. The Power changes the hero the new adaptations for survival. If not,
increase your Agility or a Gorilla may into a form that has primary abilities we waste game time while the hero
increase your Strength, and so forth. proportional to the new environment. learns to breathe. At Shift X, the hero can
Bonus Powers include Animal Mimicry Example: An Adapting hero in a heavy consciously control the manner of
and Animal Transformation. This power gravity world might now possess adaptation.
uses range table A. Anthropomorphise Monstrous Strength, but so do all the
submitted by Christospher LaHaise of natives. Note: If the hero possesses a S10/Body Transformation-Self**: The
the Unofficial Canon Project. Strength rank greater than Typical, that hero can alter the nature of elements
CS is carried over into the new situation. and compounds within his own body.
S8/Blending: The hero has the ability In the above example, if the hero Innate safeguards in this Power maintain
to match his color exactly to his possessed Remarkable Strength on the hero's life force in any altered state.
surroundings. This Power functions as a Earth, he possesses Shift Y Strength on Altered states may not necessarily be
practical invisibility. The body's outline t h e h e av y w o r l d . T h e h e r o c a n mobile, or may move in new ways. (At FE
and contours are still detectable if the completely adapt in one to ten turns, and PR ranks, the hero is immobile.)
observer is very careful. The Power is depending on the degree of difference Note: The safeguards that protect the
most effective if the hero is in low light or b e t w e e n t h e n e w a n d h o m e hero might be disrupted or not included if
at a distance from the viewer. Variables environments (Judge's discretion). The another hero tries to duplicate this
include speed and complexity of color adaptation may provide the hero with Power. In such cases, use of this power

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may be instantly fatal! While in an altered of protection and the speed of repair to or Magic), the hero is paralyzed until he
state, the hero has a special vulnerability the coating are determined by the Power can remove the coating or until it
to attacks menacing that form. If the rank. The coating can be of any one reaches its duration.
Absorbing Man transformed himself into substance. When creating the hero, the
paper while fighting the Human Torch… player must determine the nature of the S12/Bouncing Ball: This is a
While in a solid altered state, the hero Body Coating material. Common specialized form of Shapeshifting. The
retains his overall normal appearance. If examples include ice, iron, steel, hero can transform his body into a
liquid or gaseous, he can assume any copper, rock, wood, and insulation. Each resilient sphere, apparently
shape and still reform into his original material has its own characteristics. If transforming his body into a balloon-like
appearance at the cessation of the the player rolls this Power more than caricature of himself. Heroes with this
Power. Nor mally, the hero must once when creating the hero, the player power are rarely taken seriously,
transform his entire body into the may opt for a variety of coatings or but—despite the image problem—this
desired material. He can transform increase the rank of the first coating by power offers substantial benefits to the
himself into multiple materials or +1CS, cumulative. When coated, the hero. While he is inflated, the bouncer
transform specific parts of himself at a hero is vulnerable to attacks against that can travel at power rank speed. His
cost of -1CS. specific material,like flame against Fighting rank is increased by this
wood, electricity against metal, or power’s rank number. He has +3CS
S11/Body Coating: The hero can sudden thermal change against rock. resistance to blunt physical attacks. On
surround himself with a flexible layer of a Variables include the material strength the down side, he also has a -2CS
protective substance not normally found of the coating, its normal duration, the resistance to slashing attacks. In a given
on his body. The body coat provides speed of creation, the rate of situation, the bouncer can maintain this
protection and allows the hero's replenishment, and the effects on the power for the number of turns up to his
Power(s) to manifest (i.e., if the body body. The Body Coating Power gives the power rank number before he has to
coat is not present, the hero cannot use hero an added vulnerability to relevant deflate and rest. After 10 turns, he can
his other Powers). Damage to the body Matter Control Powers. When the then reflate himself.
coating is not carried over to the hero's coating has reached its duration limit or
own Health; no points are lost even when is no longer needed, it simply flakes off S13/Chemical Mimicry: This is related
the coating is completely destroyed. Any the hero’s body and quickly disperses as to both Body Transformation-Self and to
damage to the coating can be quickly dust or vapor. If an opponent has the Power Duplication. The hero can
repaired by the hero's body secreting ability to negate the coating's flexibility duplicate the chemical properties of any
more of the coating material. The degree (through Matter Control, Power Control, element or compound without his body

215
actually changing in composition. The Power rank. In addition, the character is inflicted. If the target fails, the target
hero's flesh simply acts as if it were the may inflict charging damage using the takes damage equal to the Power rank
desired substance. Obviously the hero Power rank instead of the Strength and must make a second Endurance
r e t a i n s h i s s o l i d i t y, eve n w h e n ability, and may affect materials of lesser FEAT to avoid losing consciousness.
duplicating the properties of a liquid or material strength than the current Power
gas. Depending on the desired effect, rank. in the Shift 0 state the hero may not S16/Elongation: This is a specialized
the range of his chemical power varies initially pass through solid items form of Shape shifting. The hero can
from contact to one area. Tracking the (Phasing), but is immune to physical temporarily increase the length of any
hero by smell is difficult because his attacks (though not energy or force part or his body without losing leverage
scent changes with each mimicry (-4CS attacks). A high density may slow the or strength. The hero can elongate any
to tracking ability). character down. If the density of the single part a maximum number of yards
character is higher than the individual's equal to his power rank number. If two or
S14/Contortionist: The hero Endurance, both Fighting and Agility more parts are elongated, this limit is
is double jointed and can fit his suffer a -1CS penalty. One Power Stunt the total combined length for all parts
body through any aperture that developed by density manipulators is to concerned. The hand counts as part of
is at least 1 foot wide. This solidify inside a target. Those heroes the arm unless the hero is specifically
power rank can also be used with Density Manipulation may not do so elongating his fingers; in this case, the
instead of the Strength Ability initially, but may develop the ability as maximum is divided by the number of
for escape attempts. time goes by. Solidifying inside a fingers elongated. For example, Mr.
nonliving object will result in possible Fantastic is usually shown elongating an
S15/Density ManipulationSelf: The damage to the object. Treat the arm with a normal hand at the end of it;
hero with this Power can alter his mass character's Power rank as Strength to this gives him a greater reach than if he
at will. Density may range from Shift 0 determine the FEAT needed (if any) elongated his hand instead. The hero
(almost intangible) to the Power rank of against the material strength. Disrupting c a n m a i n t a i n a ny s i n g l e a c t o f
the Ability. The hero who has altered the material will result in damage to the Elongation for a number of turns up to
mass weighs as much as a character hero equal to the material strength of his power rank number. This power is
with that strength could lift. (A hero with the target. This Power Stunt may also be primarily used by heroes like Mr.
Feeble Density would weigh 50 Lbs, applied against living targets. In this Fantastic to extend their reach or stride.
while one with Shift 0 would be case, make a FEAT against the Other heroes might also use the power
effectively weightless). An individual Endurance of the target. If the target to elongate body parts like the nose,
gains Body Armor equal to his current makes a successful FEAT, no damage ears, or eyes. This useful, albeit

216
grotesque, tactic enables the hero to use storage field while in energy-form. If so, Ability Modifier Table on page 6 in the
his nose as a snorkel, his eyes as he must make a red FEAT to attempt to Player's Book. Each Power is rolled
periscopes, and to eavesdrop on a room revert to normal. If he fails, he must separately. Thus a hero might possess a
several floors away by sending his ear escape in his energy form. The Energy Poor Sonic Sheath and an Incredible
through the ceiling vent. The optional Body is a relatively unlimited supply of Vibration Sheath. Damage to the Sheath
power is Plasticity. that particular energy type. The hero can does not affect the hero's Health. If the
expend great amounts of it and still be Sheath is destroyed, the hero. must
S17/Energy Body**: The hero can able to return to normal. Completely make a red FEAT to regain it. Possible
transform his body into a coherent depleting the Energy Body requires a ways of destroying a Sheath include
energy field that supports his life force red FEAT rolled by the Judge or an Energy Control and Conversion, Power
and is capable of controlled actions. The adversary. The hero can also absorb Control, and Magic. When the hero is
energy can be of any type (see the existing energy of his chosen type to using this Power, he has a special
Energy Emission listings). When replenish himself. This Power includes vulnerability to Energy Control and
creating the character, the player the relevant form of Energy Control and Conversion Powers that can affect his
determines the nature of the energy into Emission for the purpose of controlling type of Energy Sheath (-2CS). However,
which the hero can turn. The rank the energy within the body. he also has +2CS Resistance to attacks
determines the number of possible using the same energy form as his
energy types. The rank for each energy S18/Energy Sheath: The hero can Sheath. For the duration of the Sheath, it
type is originally Good; this is modified surround himself with an energy field. is assumed to be made of an infinite
by the Ability Modifier Table found on This field provides protection, life supply of that energy. (Otherwise, the
page 6 of the Player's Book. Each Power support, and a means of manifesting the character bookkeeping would be a
is rolled separately. Thus, a hero might hero's other Powers. The energy field nightmare. "Let's see, if I throw a fireball,
have a Poor sound-for m and an can be of any type (see the Energy that's gonna cost five minutes of
Incredible radiation form. Damage to the Emission section for available types). power…") When creating the hero, the
EnergyBody is the same as damage to Each energy field has its own player can opt to replace one of the other
the normal body. The Energy Body is characteristics that affect the ways the Powers with a Transportation Power. The
subject to anything that would affect hero can use the Power. Only one player can also replace other Powers
energy of its type. The hero makes a Energy Sheath can be used at a time. with the appropriate Energy Emission
standard Resistance roll to determine The hero may possess several possible and Control Powers, if he so chooses.
such effects on the Energy Body. The Energy Sheathes. The original rank for
hero may find himself confined in a each is Good; this can be modified by the

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S19/Evolution: The hero can alter his at will. As he grows, the hero becomes structure. As the hero gains new matter,
mind and body to simulate any stage of an easier target. The bonuses to be hit, his size and mass increase as well. As
the evolutionary path of his species. given in Table 3, are not cumulative. the hero grows, his strength increases
Note: This is "comic book" evolution, There are three ways the power can be +1CS for each +2CS of growth. The
folks, the kind where super strong attained: Atomic Dispersal, Atomic Gain, hero’s Primary and Secondary abilities
cavemen eventually evolve into giant a n d A t o m i c G r ow t h . T h e p l aye r are unaffected. However, Health seems
brains with vestigial limbs. If the hero randomly determines the method when to increase because physical attacks do
possesses other Powers, the player may he creates the character or when the less relative damage. Bullets, for
divide them among different character first gains this power, using example, would be nothing more than
evolutionary stages. For example, the the sub table below. grains of high-velocity sand to a giant
caveman gets the physical Powers while hero. Note that when the hero returns to
the giant brain gets the mental ones. Die Roll Form his original size, wounds decrease in
Rank determines the duration of the 01-25 Atomic Dispersal size—but embedded bullets and other
assumed stages. For the caveman, drop 26-75 Atomic Gain objects do not!
the Reason, Intuition, and Psyche, but 76-00 Atomic Growth Atomic Growth: enables the hero to
raise the Fighting, Agility, Strength, and increase the size of his own atoms, thus
Endurance. For the giant brain, reverse Atomic Dispersal: the hero increases increasing his overall size and mass.
the process and raise the Reason, the distance between his own atoms, The hero’s strength increases only
Intuition, and Psyche. In both cases, the thus increasing his overall size. His enough to enable him to move his own
decreased abilities drop to Feeble, while mass remains the same no matter how body; lifting strength does not increase.
t h e o t h e r a b i l i t i e s a r e ra i s e d a
large he becomes. The hero also This form of Growth has a dangerous
corresponding number of ranks. Divide becomes increasingly fragile; his body’s side effect. As the hero’s atoms grow,
the ranks as evenly as possible. Each material strength decreases -1CS with they are unable to interact with normal
stage also has intrinsic advantages. The each doubling in size. At Shift X rank, the atoms. The hero is unable to breathe,
caveman possesses Typical Tracking, body becomes less dense than air. At drink, or eat normal matter. Fortunately,
while the giant brain possesses Typical CL1000 rank, the hero becomes there is a 95% chance (determined at
Telekinesis and True Flight. intangible and can Phase through the time the hero is created) that the
normal matter. power envelops the hero’s body in a field
S20/Growth: This is a self directed form Atomic Gain: enables the hero to that temporarily increases the size of
o f E n l a r g e m e n t . T h e h e r o c a n somehow create or gain new atoms and consumed matter. Note that this is the
temporarily increase his physical size incor porate them into his atomic only form of growth that will enable the

218
hero to travel into macro verses or, if the placement of muscles, cartilage, and Physics: This is the form possessed by
hero is originally from a micro-verse, minor bones (nose, fingers, cheeks) Sue Richards. The hero's body is totally
enable the hero to reach our own and can alter the color and appearance transparent to the visible light spectrum.
universe. The nemesis is Diminution; the of his skin and hair. The hero can use this He cannot be mechanically detected or
specific nemesis for each form are, in Power to assume any human recorded (i.e. by photography or
o r d e r : A t o m i c C o l l a p s e, A t o m i c appearance, provided the desired television) and is immune to attacks
Reduction, and Atomic Shrinkage (see shape roughly matches his own. using visible light (lasers, mostly). At
Shrinking). The following details to hit Examples: A child could imitate other Good rank and higher, the invisibility
bonuses against Growth-using children, midgets, and dwarves. A thin range can be extended to cover other
characters: man could not imitate Sydney sections of the energy spectrum
Greenstreet. (infrared and ultraviolet light, radio
Rank Height Plus to be Hit waves, hard radiation); this also bestows
FE 8 feet +1CS S22/Imitation-Human Changeling: immunity to attacks using these forms.
PR 10 feet +1CS The hero can alter his appearance, form, At these levels the hero can also extend
TY 12 feet +1CS and dimensions to appear in any desired the area of invisibility beyond his body.
GD 14 feet +1CS human or humanoid shape. The hero This permits the hero to protect others
EX 16 feet +1CS may either imitate a known being or and, more importantly, to wear clothing.
RM 18 feet +2CS assume a created appearance. This (H.G. Wells' Invisible Man was unable to
IN 20 feet +2CS Power does not allow the hero to imitate even conceal undigested food within his
AM 22 feet +2CS Powers, Talents, or mannerisms. body.)
MN 25 feet +3CS Telepathic: The hero is actually
UN 30 feet +3CS S23/Invisibility: With this Power a hero visible but is ignored and immediately
Shift X 40 feet +3CS can render himself undetectable by fo r g o t t e n by b e i n g s w h o w o u l d
Shift Y 50 feet +3CS normal, consciously willed sight. There otherwise be capable of detecting his
Shift Z 100 feet +3CS are four ver y different means of presence. He is also immune to
accomplishing this effect. Each form has detection by other senses. ("Did you
S21/Imitation-Face Changer: The hero unique characteristics regarding such hear anything? Nah.") He can be
can change his superficial appearance factors as the area made invisible, mechanically detected and recorded
but cannot alter his basic form or protection against light based attacks, (this is where this Power gets weird); a
dimensions. The hero has conscious mechanical detection, and detection by video monitor or alarm that reveals the
control over the movement and other means. hero's presence will be ignored by

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anyone within range of the hero's Power. videotape; these record the scene as it hero or someone under the Power's
Photographic film records the hero, but really is. Hallucination also prevents effect. Simple physical contact can alert
anyone looking at it while within range of detection by other senses. The hero can others to the hero's presence (Physics,
the hero's Power will ignore the hero's be mechanically detected and recorded; Hallucinatory, Holographic). Physical
image. Anyone outside this range can as with the Telepathic form, anyone attacks by the hero terminate the
see the hero quite clearly, and will be within, range o f the effect ignores the Invisibility (Telepathic) or reduce it's
very confused about the lack of reaction hero. Robots and cybernetic beings can protection by -1CS for each attack the
by those around the hero. He can extend also detect him. This Power provides no hero makes (all other forms). A
this invisibility to anyone in physical protection against light based attacks, Invisible hero may find himself
contact with him. If the hero loses touch but does provide protection against surrounded by a coating material (rain,
(literally) with someone whom he was psionic attacks (-2CS for the attacker). dust, and paint for example). This only
protecting in this way, that person is Holographic: The hero is actually effects the Physics-based Invisibility. At
immediately susceptible to the Power's visible but has surrounded himself with a Feeble, Poor, and Typical ranks the
effect and forgets that the hero was ever holographic image of empty space. The hero is visible for the duration of the
there. Robots and cybernetic beings are holograph can incorporate a wide area coating. At Good or higher ranks, such
unaffected by this Power, but they can be and affects anyone within line of sight (if coatings remain visible for the number
protected by it. The Power does not someone can see across interstellar of turns equal to eight minus the
affect any light-based attack but does space, the holograph fools you). The number of Power rank levels.
provide protection against psionic h o l o gra p h c a n b e m e c h a n i c a l l y (Example: Invisible Woman is struck by
attacks (-2CS for the attacker). detected and recorded as if it were real. a balloon filled with paint. Her Power is
Hallucinatory: The hero is actually It will not prevent detection by other Excellent and renders the paint
visible but is surrounded by a telepathic senses. Robots and cybernetic life invisible in three turns.) There is a base
field that makes others see an empty accept the holograph as real. It provides 2% chance that the Invisibility is
spot where the hero is. The Hallucination protection against light-based attacks permanent (4% if the hero is alien).
can incorporate the hero's surroundings equal to his Power rank -2CS. (Example: Such a state can only be negated by
and affect real time viewers at a great the Incredible rank provides Excellent nullifying the Power itself, permanently.
distance. In other words, the hero can Resistance.) The duration of any form of Previously controllableInvisibility can
disguise the area around himself and Invisibility is a function of the Power rank. be made permanent through brain
this disguise will fool anyone looking at T h i s Po w e r c a n b e r e d u c e d i n damage or Powers that affect the
the area, even if they are miles away. effectiveness or even terminated by hero's control.
However, this Power doesn't fool film or certain acts, performed either by the

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S24/Mass Decrease: The hero can greater effect on the environment. At a transformation for as long as he
diminish his body’s mass. His weight 2,940 pounds, our hero can fall through wishes. If the object touched holds some
decreases to a percentage equal to his previously sound flooring or collapse the form of energy, such as a battery or blast
power rank number. For example, the shocks on his 1973 VW Beetle. Physical furnace, then he absorbs the energy
Vision’s Unearthly rank in this power force has a decreased effect on the hero properties as well. The hero is not
decreases his weight by 100%, making because of his greater mass. In game harmed by this energy and retain it for up
him completely weightless. At Shift X terms, the power gives the hero power to 10 rounds after the initial
and higher, the hero attains buoyancy rank resistance to physical attacks. The transformation. The hero may also
and can lift additional weight. The added hero can also use the power rank absorb shapes and sizes form objects,
weight is a percentage of his normal instead of his strength to inflict charging touching a hammer would give him
body weight; for example, a 160 lb. Man damage. Formerly weak characters can hammer like fists. The hero can also
with Shift Z rank in this power can carry embarrass their adversaries with this absorb super powers form individuals in
newfound might. For example, the the same way that he absorbs qualities
an additional 800 pounds (500% of 160
from objects. However, the hero
lbs.). When the hero is created, the macho super criminal Man brute may
does not absorb the ability to control
player can increase the power’s rank flee into obscurity when Wimp-man
those powers and so cannot perform
+1CS by making its effect permanent. simply sits on him with all 2,940 pounds,
most power stunts. It should be clear
The optional power is Gravity then delivers a stinging lecture on the that this power copies abilities and
Manipulation. benefits of niceness while the camera powers it does not steal them.
crews have a field day.
S25/Mass Increase: The hero can S27/Phasing: The hero can render his
increase his body’s mass. His weight is S26/Material & Energy Duplication**: body intangible to normal matter. This
multiplied by the power rank number. For The hero can take on the properties of enables him to pass harmlessly through
example, a 98-pound weakling with any material he touches giving him any object. The hero’s power rank must
Remarkable rank can increase his mass Strength, Endurance and Body Armor of exceed the barrier’s material strength in
to 2,940 pounds (30 x 98). Fortunately, a Rank equal to the material strength of order for Phasing to occur. The hero can
side effect of this power increases the the object touched up to his Power Rank Phase through Force Fields, Body
hero’s basic strength. No matter how score. His health is increased if his
Armors, Resistances, and
much the hero weighs, he can still move abilities increase but does not decrease
Invulnerability of lower ranks by making
as if he were his normal weight. Lifting if he absorbs properties form an object
a green FEAT. Because the hero is out of
strength remains the same. Of course, with a material strength lower than his
normal abilities. The hero may remain in phase with normal matter, he cannot
as the hero weighs more, he has a

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breathe. Thus, the practical duration limit p ow e r a u t o m a t i c a l l y t r a n s fo r m s example, if one person has a massive
on this power is the length of time the whatever the hero is wearing at the time. head cold, so will the Gestalt. However,
hero can hold his breath. If the hero has In either case, this must be determined the Gestalt hero's superior recuperative
some way around this problem, the when the hero is first created. faculties can quickly repair any such
duration is unlimited. Note that if the illness. The normal and Gestalt selves
power is somehow “tur ned on” S28/Physical Gestalt: This is a never co-exist except under
permanently, as happened to Kitty variation of Alter Ego. Two or more extraordinary circumstances (see Alter
Pryde, the power gains the ability to relatively normal people actually merge Ego). The Gestalt mind may be a
transform air into phased particles that their bodies to form a single, powerful schizoid combination of each of the
the hero can breathe. In the Marvel being, the hero. When a player rolls this normal minds, or be a completely
Universe, Phasing has a damaging Power, he has to create three different independent mind. In the latter case, the
effect on delicate electronic devices. characters. The Gestalt hero may Gestalt may have full, partial, or no
By Phasing through such devices, the physically resemble a blending of knowledge of his component selves.
hero can disrupt normal activity and features from each of the merged Likewise, the normal selves may not
scramble any on-line programming. If, characters, or have a completely have any idea of what their Gestalt self is
during the character creation process, different appearance. In any case, the up to' Variables include whether the
the player decides to forego this side Gestalt hero will have a nor mal merger is voluntary or automatic, the
effect, he can raise his hero’s power rank appearance. No two-headed, split 90 duration, and the maximum difference
+1CS. For modesty’s sake, it is assumed torso freak results, unless this Power is between normal selves when attempting
that the power also transforms the hero’s distorted in some way. Interference by to merge. Normal distance is contact,
clothing and carried possessions into such Powers as Magic or Power Control but at high levels merges can occur
phased matter. The power’s side effect may result in the Gestalt hero forming as across some distance; in these cases,
automatically scrambles any electronics a freak. The hero can still revert to his the normal teleport to a common
the hero is carrying. If the player wants to normal selves, though, no matter how location (or perhaps one may teleport to
risk his hero’s modesty for the sake of a weird he gets (the Judge may want to the other ones location). Duration is
more realistic game, the player can require an Unearthly FEAT, though, at determined by the Psyche of the Gestalt.
assume either that the power only his discretion). Both or all normal selves Time varies from one minute to
transforms whatever the hero was are required to form the Gestalt. If one indefinite, with a median of 1048 hours.
wearing when he first got this power is unavailable, the Power cannot
(severely limiting the hero’s wardrobe) or function. Damage to a normal self is
that there is a base 70% chance that the carried over to the Gestalt self; for

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S29/Plant Mimicry: This is a form of bend, pull, stretch or otherwise distort abilities, and the target may make a
Power duplication. The hero can his body’s shape into any form. The only Psyche or Endurance FEAT to avoid the
duplicate the natural abilities of any limitation is that the hero cannot effect. The type of FEAT is determined
plant. The body does not significantly normally create new holes in his body. by the player when the character is
change, aside from the instantaneous For example, Mr. Fantastic can form created (that is, not on a case by case
appearance of chlorophyll in the hero's himself into a parachute but not a sieve. basis). The maximum of any ability so
skin whenever he uses this Power. Some If the hero wants to assume a shape that acquired is limited to the Power rank
plant "powers" include: requires holes, he must make a red of the Power Absorption (got that?). If a
• Photosynthesis: The hero can survive FEAT. For example, a higher-ranked Power or ability is of a higher rank (a
without eating by converting sunlight to hero could regularly transform himself character with Good Power rank tries to
food. into nets and ladders. The hero’s grab Thor's Unearthly Strength). then
• Fragrance: The hero can summon and malleable flesh gives him power rank the hero making the attempt must make
control insects. resistance to blunt Physical attacks. The a successful Psyche FEAT or be
• Rooting: The hero can become hero is able to survive without harm a fall knocked out by the backlash for 1-10
immovable. from the number of floors equal to his rounds. And would only gain Good
•Poison Touch: The hero can have power rank number by turning into a Strength in the process. A character
adverse effects on anyone touching him, bouncing shape before he hits the starting with this Power may only acquire
from rashes to death. The hero must ground. The hero gains the bonus power one Power or ability, stated before
state what plant power he is attempting. of Elongation. Bouncing Ball is an the attack is made. If a limitation on the
Players should also study up on their optional power or may be simulated by a Power absorption is taken. a second
botany, since the more plants they know power Stunt. Power may be drained. Further Powers
about, the more powers they can have. and abilities may be added as Power
Successful duplication is determined S31/Power Absorption: This is not the Stunts. (Draining three powers or
by a Power rank FEAT; normal plants absorption of energy. but the acquiring of abilities at a time would have to be
require green FEATs, alien plants other individuals' super-human Powers gained permanently before four Powers
require yellow FEATs, and magical and abilities. Only those naturally may be drained.) While the Power-
plants require red FEATs. Duration occurring powers and abilities may be absorbing hero has the Power or ability
ranges from one minute to indefinite. absorbed, though Robot PCs with this of another, the character from whom he
Po w e r m a y d u p l i c a t e i t e m s o f took it cannot use it (if the character it
S30/Plasticity: The hero can change technology as well. The character must was stolen from had a higher rank than
his body’s topology; that is, he can twist, touch the target in order to gain those the Power rank of the power thief than

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that ability is reduced by that amount). is to easily obtained to make the power EX 2 +1CS
Characters with basic abilities reduced available constantly. RM 3 +1CS
to below Feeble are unconscious for 1- IN 3 +2CS
10 rounds. There are a number of S33/Prehensile Hair: This is a Power AM 4 +2CS
Limitations that may be assumed with that few masculine heroes would admit MN 5 +3CS
this Power. including: to having, even if they possessed it. The UN 6 +3CS
• Only functions on Powers Power gives the hero's hair the capability X 8 +4CS
• Only functions on Talents of independent, controlled movement, Y 10 +4CS
• Only functions on Abilities as if each strand were a tiny tentacle, It is Z 12 +5CS
• Takes memories as well, but if target's also a Power that apparently only Cl1000 20 +5CS
Psyche is higher than the hero's, the women possess. The basis for this may Cl3000 30 +6CS
hero must make a Psyche FEAT to be cultural rather than genetic (in the Cl5000 40 +7CS
determine who controls the hero's mind. entire history of comic books, only three
• Tr a n s f e r m a y b e p e r m a n e n t . people had this Power—all women). Prehensile Hair possesses a sense of
Permanent transfer results in Karma Using her Prehensile Hair, the heroine touch identical to that of the heroine's
reduced to 0, and effects of memories as can perform a variety of tasks with the hands. Damage to the hair is felt. If you
noted in the above example, regardless hairs combining to form one or more yanked out a lock of Medusa's hair, she'd
of level of the target's Psyche (this appendages. She can handle objects, feel the same pain you'd feel if she broke
occurred to Rogue, with the result that in pick locks, ensnare a target, and even your finger (and you'd deserve it). Loss
periods of stress, Carol Danvers' deliver a powerful blow with a silken fist. of more than half the hair causes pain
personality comes to the fore). In a blunt combat the hair functions as and damage equal to that caused by a
one or more attacks. The maximum limb lost by the same means; the heroine
S32/Power Boost: The hero who has number of simultaneous actions and the loses one-third of her Health (rounded
this power gets a +1CS to FASE abilities Strength and Agility with which they can down). The motivating Power for the hair
anytime a particular stimulus is available be accomplished are functions of the is Telekinetic rather than muscular. The
to activate the power. For example, the Power rank. individual strands are identical to normal
hero Moon Knight receives a bonus Rank Action Str/Agi healthy hair. The coloration is often a
whenever the moon is full. The hero FE 1 -2CS brilliant red or golden blonde, but can be
should design an appropriate stimulus PR 1 -1CS any color the player desires. The hair's
for his version of the power. A wise judge TY 1 None length exceeds the normal limits;
will make sure to veto any stimulus that GD 2 None strands can reach a maximum length of

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20 feet plus 5 more for each rank above independent mind but all are linked temporary, hero. At this rank, he has no
Amazing. However long the hair is, when telepathically so all Duplicates are real control over what Powers come out,
not in active use it contracts and does aware of each others actions. Each but with extensive practice, someday
not extend past the heroine's knees. If Duplicate possesses the same Powers he'll be able to custom-create his sub-
t h e h e r o i n e ' s Powe r i s nu l l i f i e d as the original, except for possible heroes. In a case like Shifter's, each
somehow, she retains her hair but can lacking this Power (that is, no Duplicate sub-hero gains a Power randomly
no longer feel or control it. The hair could generate more Duplicates). If a generated at the time of his creation.
immediately cascades to the floor (and Duplicate is killed, the hero doesn't lose Shifter has the potential to use any
beyond) and reduces her Agility and any Health, though he might lose Karma Power in this book. If he wants to try to
movement rate (excluding Flight) by - if the hero deliberately sent his Duplicate make a conscious selection, his player
4CS. into a certain-death situation. If the must make a red FEAT roll. If he blows it,
original body is killed, the Duplicates will the Judge rolls a Power for him. If the
S34/Raise Lowest Ability: Not really a last until the duration of the Power is up- FEAT was yellow, the Judge rolls a
Power by any means, but a method of then disintegrate. If the hero's Power in the same class of Powers as
immediate self-improvement for a Duplicates possess an indefinite the player originally wanted; less than
character that may be suffering from existence and the Power of Duplication, that, and the Judge can roll under any,
terminally low stats in a critical area (say, it matters not if the original body is class he likes. All Duplicates have
a Feeble Strength in a character with destroyed. Thus, this Power offers a form statistics equal to those of the original
Body Armor, who carries a mystic of Immortality. Unfortunately, each hero.
sword). Only one of the seven abilities Duplicate is the same physical age as
may be modified in this fashion, and then the original, so this form of immortality S36/Self-Vegetation: The hero can
only the lowest one (if two are lowest, the doesn't turn back the clock at all. alter both his shape and physiology to
hero gets to choose which one is Sometimes this Power functions in a become any desired plant form. The
modified). The ability is raised 20 points. different manner, producing beings degree of change can vary wildly. At
The hero may then choose his next distinctly different from the original. Such the least, the hero's body changes into a
Power from the complete list. semi-duplicates might possess altered similarly-shaped "plant man;" at higher
minds, bodies, or Powers. For example, ranks the hero may assume normal or
S35/Self-Duplication**: The hero can Shifter has the ability to generate alien plant shapes. When in plant-form,
spontaneously generate exact copies independent beings who each possess the hero is immune to attacks that
of himself. The new bodies are usually a single, unique Power. Each time he specifically affect animal life (nerve gas,
semi-independent; each possessing an uses his Power, he creates a new, albeit pheromones, etc.) but is vulnerable to

225
attacks that affect plant life (herbicides, alien or animal races, super beings only, the attack is successful. The following
light blocking, etc.). When in plant form, and so on. Nor mal duration is table details attack modifiers against
the hero doesn't need to eat normal determined by Power rank. If the hero Shrinking characters:
food; rather he uses photosynthesis to attempts a shape that exceeds his
gain desired energy. This requires the normal size limits (i.e. not more that Rank Height Column Shift
availability of water, air, and sunlight. The 150% nor less than 50% of his original FE 48 inches (1/2) 0
plant hero has different statistics for the size), this affects the duration, dropping PR 24 inches (1/4) 0
physical Abilities; the mental Abilities it the equivalent of -3CS. This way a hero TY 12 inches (1/8) 0
remain unchanged. can attempt to impersonate a fly or a GD 6 inches (1/16) -1
dinosaur; he just can't do it for long. EX 3 inches (1/32) -1
S37/Shape-shifting: The hero can RM 1 inch (1/100) -2
drastically alter all of his physical S38/Shrinking: This is a personal form IN .5 inch (1/200) -2
parameters (dimensions, appearance, of Diminution. The hero can temporarily AM .25 inch (1/400) -2
physiology) to achieve any desired decrease his body’s size. The hero’s MN .1(1/1000) -3
shape. Despite appearances, the hero primary and secondary abilities remain UN .01 (1/10000) -3
retains his basic chemical composition unaffected. Even Strength is ShX+ Special
u n l e s s o t h e r Po w e r s a r e u s e d undiminished, although it is much harder Shrinking Power in Shift X
s i m u l t a n e o u s l y, s u c h a s B o d y for a shrunken hero to gain enough capability, or multiple shifts that
Tr a n s f o r m a t i o n - S e l f . E x a m p l e : leverage to perform tasks that would reduce the individual's size
Hobgoblin of the Shi'ar Imperial Guard otherwise be simple to perform. For below one ten thousandth
transforms himself into a stone wall. example, consider the act of sharpening of original size, cross the
Despite its granitelike facade, it's a pencil if you are only ladybug-size. As Pym barrier and throw the
composed of flesh; instead of chips the hero shrinks, he becomes harder to individual into a subatomic
flying when the wall is attacked, it bleeds. hit but conversely suffers greater "Micro-verse" (see Micro-verses
The hero can attempt to change into any damage if struck. This is handled by the in the Judge’s Book). Further
form; success is determined by a FEAT. column shift as shown in the table below. reductions are apparently not
When creating the hero, the player can The column shift decreases the possible once in the Microverse.
raise the Power rank by limiting the attacker’s chance to hit and increases Die Roll Form
variety of possible forms into which the the damage by an equal shift. For 01-20 Atomic Collapse
hero can change. Some categories example, a hero with Remarkable rank is 21-40 AtomicReduction
include inanimate, machines, specific -2CS to hit but suffers +2CS damage if 41-00 Atomic

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Atomic Collapse: decreases the Atomic Shrinkage: reduces the size of Enlargement).
distance between the body’s atoms and the hero’s atoms, thus reducing overall
subatomic particles, thus decreasing size and mass. Strength remains S39/Spirit Gestalt: The hero can
overall size. Mass and strength are proportional to the hero’s current size. transform into a heroic Alter Ego by
unaffected. As density increases, the This is the only form that enables the joining his mind and body with one or
hero’s body could collapse into hero to reach a micro-verse. While this is more disembodied beings (spirits, semi-
neutronium (CL3000) or into a black the most popular form ofShrinking, it has divine beings, and that ilk. The joining of
hole (CL5000). a potentially deadly disadvantage. As these disparate beings generates the
Atomic Reduction: decreases the the hero’s atoms shrink, they can no Power possessed by the Gestalt hero.
number of atoms in the hero’s body. The longer interact with other, normal-size The merging spirit can be of any nature,
lost atoms are either disintegrated (if the atoms. As a result, the hero cannot determined by the player at the time of
shrinkage is permanent) or temporarily breathe, drink, or eat normal-size matter. the hero's creation. Possibilities include:
removed from the hero’s plane of Fortunately, there is a flat 95% chance Ancestral Gestalt: The merging beings
existence and stored “elsewhere” until (determined at the time this power is first are the hero's own ancestors. Spiritual
the hero reverts to his original size. gained) that the power envelopes the Gestalt: The spirits are any Free Spirits.
Both mass and strength decrease as the hero with an aura that temporarily Demonic Gestalt: The merging being is a
hero shrinks; these ranks remain reduces all atoms to be consumed. If the nasty supernatural type. Divine Gestalt:
proportional to the hero’s new size. If the hero lacks this aura, he must have a The merging spirit a bonafide divine
hero loses too many atoms (by proportionally sized supply of material being. Duration is determined by the
exceeding Shift X rank), his remaining for consumption or somehow not need to Gestalt hero's Psyche. Rank determines
structure becomes too simple to sustain breathe. If not, the duration for this the cohesiveness of the Gestalt,
his life force. For this reason, a hero with power is equal to the time the hero can especially its resistance to external
this form cannot voluntarily exceed hold his breath. There is an advantage to attempts to dissolve the merger.
Unearthly rank. If the limit is passed, the not possessing this aura in that
hero’s life force is automatically stored electrons cannot flow from normal to
away on the same plane with all the shrunken matter; hence, the power acts
displaced matter that normally forms his as rank level Resistance to Electricity.
body. At Shift Z rank, the hero’s body The optional power is Diminution. The
consists of a single DNA molecule, nemesis is Enlargement; the specific
which then vanishes when the next rank forms are, in order, Atomic Dispersal,
is reached. Atomic Gain, and Atomic Growth (see

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S40/Two Dimensionality: The hero as if he were an incredibly fine knife. The power’s rank. The name “Two-
can harmlessly reduce his body (and power enables the hero to pass any Dimensionality” is a misnomer. While in
any nonliving matter he carries) to a flat, barrier with a Material Strength up to the Marvel Universe it most commonly
two dimensional version. To an onlooker, +5CS greater than this power’s rank. describes the ability of normal beings to
the hero appears to have transformed Note that if the barrier is larger than the pass into a flat like state, it can also be
himself into a life-size photograph. The hero’s body (such as a wall), then the used to shed more than one dimension.
hero’s body functions and abilities are slice made by the hero’s passage Three dimensional beings can reduce
unaffected. Because the hero is now immediately reseals itself. But, if the themselves all the way down to a single
extremely thin, gaining leverage on barrier was smaller than the hero (such line one atom or even one “point” in
three dimensional objects is extremely as a chain), then the pieces fall apart as diameter. The power can also be used by
difficult. He is also extremely hard to hit if soon as the hero severs the entire width. multidimensional beings to enter into
he can turn his flat side toward his A red FEAT removes the third dimension this one.
opponents. While in a flattened state, the entirely; at this point, the hero can pass
hero suffers less damage from blunt through barriers without damaging S41/Ultimate Skill: Ultimate Skill:
physical attacks; the power rank number them, or he can be transported into a Ultimate Skill is a special Power
decreases the damage by that much for Flatland-type dimension where possessed by the hero, making him
each attack. On the other hand, a flat everyone has only two dimensions. In literally the "best at what he does." The
hero can suffer all sorts of abuse that the latter case, the hero vanishes from hero picks any one Talent on the
he would normally ignore. For example, sight. The hero can choose to flatten following list. His ability in that Talent is
Flat-man could be forcibly folded like a himself in any direction. He can appear considered Unearthly, as opposed to
map and locked in a glove compartment! to be a front back, left profile-right profile, modifying the existing ability by a +1 or
How thin the hero can get is determined top view bottom view, or similar-shaped +2CS. Those Talents that may have
by an Intensity FEAT. A green FEAT two dimensional image. Note that while Ultimate Skills are:
reduces the hero to the width of a piece one dimension is drastically altered, the • Weapon Skills: All skills
of paper (about 1/256”). At this point, the remaining measurements remain the • Fighting Skills: All skills
hero can pass through the cracks same. When this power is applied to a • Professional Skills: None
around a door or adhere to a wall and weapon, the result is a micron-sword • Scientific skills: All skills
pretend to be a poster. A yellow FEAT such as the one used by the late • Mystic and Mental Skills:
reduces the hero to one atom’s width. At Nemesis. Such a blade completely • Other Skills: All except student, heir to
this width, the hero can pass through severs any matter with a Material fortune and leadership.
solid barriers by slicing through them Strength up to +5CS greater than this

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Travel Powers

T1/Astral Body: The hero can send his and propel his body, thus attaining a
broken, return isextremely difficult, if not
astral form off to any destination. The form of Flight. The energy can be any
impossible. Once the cord is broken, the
physical body doesn't go anywhere; it physical body begins to die. Health type found in the hero's environment,
remains in a comatose state until the drops one point per hour. Fortunately,such as magnetism, sound, light, heat,
astral body returns. The astral body is breaking the silver cord requires a and electricity. The hero can use only
intangible and invisible to normal one form; the player has to decide which
CL1000 Intensity FEAT. If an attempt is
senses. In the Earth dimension it can made to damage the cord at any point, one when he creates the hero. The
use any of the hero's mental or Psionic Carrier Wave can support the hero and
the astral body is immediately aware of
Powers but not the physical ones. In the attempt and the location of the an additional load equal to its Power
other dimensions the astral body rank in terms of Strength. For example,
threatened length. If the physical body is
regains visibility, solidity, and the Magneto's Remarkable rank enables
killed, the cord is snapped automatically.
physical Powers. A magical silver cord him to tow up to a ton of material. The
The hero is now trapped in astral form as
connects the astral and physical bodies. carrier wave is temporarily solid and
a Free Spirit. The astral body resembles
While it can stretch a great distance, it is visible. Flight occurs at Power rank
the hero's self image. As such, it might
not infinite. The maximum distance speed. The maximum speed is that of
not resemble the real body. All clothing
the astral body can travel form the and appurtenances the astral form normal energy of the type composing
p hy s i c a l b o d y i s s h ow n o n t h e the wave. For example, a sonic carrier
carries are unreal simulations of the real
Space/Extradimensional Travel column wave is limited to Shift-X speed. It is
items; they still have equivalent effects
of the Movement Table. The astral body limited to areas where that energy exists.
though. Astral bodies can be detected by
travels at up to Power rank speed. This psionic, Magic, Extra-dimensional As the limits of that energy's domain are
allows the hero to arrive instantaneously Detection, and by this Power. They canreached, it becomes weaker and finally
at a destination. The astral hero can be attacked from the physical world byfizzles out. The hero continues to move
cross into other dimensions by means of mental and Psionic Powers, Exorcism, in a ballistic arc before he finally crashes.
a Psyche FEAT. The silver cord links both Summoning, Spirit Storage, and Force Carrier waves can be affected by the
bodies in several ways. It enables the appropriate Energy Emission and
Field vs. Magic. Optional Powers include
astral to monitor the condition and any of the Magic Powers and Extra- Control Powers. Emission can change
location of the physical. Beings in the dimensional Detection. The Nemesis is the speed or direction of the hero's
physical world can use that body's Summoning. travel. The Intensity of an opposing
connection to locate the astral body. The Energy Power decreases this Power's
silver cord is the key to the astral T2/Carrier Wave: The hero can rank. A supporting Energy Power adds
returning to its own body. If the cord is manipulate energy currents to support its Intensity to the Power rank.

229
Example: Lodestone possesses weakened by adrenaline. If the hero is in limit of the energy current, the hero
Incredible Magnetic Manipulation. He any kind of precarious situation, he must safely re-materializes. Travel can be
tries to stop Magneto from flying away. make a Power rank FEAT. He must also affected by anything that disrupts the
Lodestone's Incredible rank decreases make a FEAT if he is trying to appear in a current, such as a break in an electric
Magneto's Remarkable rank to -10. specific dimension or alternate time line. line or the use of Energy Emission or
Magneto comes to an inaudibly Specific locations in the other dimension Control Powers. When a disruption
screeching halt and begins to fly in require a Red FEAT. The return trip is occurs, the hero must make a Power
reverse at Good speed. The Optional easier. Returning to a random location FEAT to detour around the obstacle and
Power is Energy Detection and an on the home world is automatic. continue on. Failure means the hero re-
Energy Control Power of the same type Returning to a familiar spot on the home materializes on the spot and can not
as the Carrier Wave. The Nemesis is the world is a yellow FEAT. The hero initially reenter the energy path for an hour. The
appropriate Energy Control. has two dimensions he can travel to, his hero must be within 10 feet of the current
home and one other realm. Additional in order to join it. Insulation of an
T3/Climbing: The hero with this Power d i m e n s i o n s c a n b e r e a c h e d by Intensity exceeding his Power rank
can scale vertical (but not up side down) developing the trips as Power stunts or prevents the hero from joining the
surfaces as if possessing the Wall- by dropping the affinity that permits current. The hero can transform and tow
Crawling Power with Lightning Speed. effortless travel to either of the two along an additional mass. Treat the
The speed of the climbing is determined original dimensions. ("What do you Power rank in terms of Strength to
by the Power rank, and the surface must mean, you don't remember how to get determine how much additional material
have sufficient handholds or cracks back to Earth?") can be transported by this Power. For
(even those of mortared bricks will do). example, a Typical rank can transport an
In addition, the hero can move through T5/Energy Path: This is a combination additional 100-200 pounds. While in an
tangled pipes, vines, and other areas of Energy Body and Carrier Wave. The energized state, the hero is extremely
that require manual dexterity using this hero is transformed into energy and is vulnerable to the energy altering
Power instead of the hero's Agility. propelled at Power rank speed along Powers. These are Absorption Power,
currents of that energy. The maximum Energy Solidification, Energy Sponge,
T4/Dimension Travel: The hero can speed is that normal Energy. The hero is and Energy Vampirism. Any of these
travel into a number of other limited to places where the energy have the potential to trap or even destroy
Dimensions. Transit to a random currents flow. The player must choose the hero. Fortunately the hero is moving
dimension normally occurs what form of energy the hero turns into. at the speed normal for his energy type
a u t o m a t i c a l l y bu t t h e Po w e r i s Upon reaching the destination or the is thus a rather difficult target. Optional

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Powers include Energy Detection and Creation, then the Floating Discs can be dimensions or alternate timelines
either Energy Emission or Control for the mechanical in nature. Such disks r e q u i r e a r e d F E AT. T h e t r a n s -
appropriate type of energy. The Nemesis collapse for easy storage somewhere on dimensional bridges are initially limited
is Energy Control. the hero's costume, such as a false to reaching only one dimension.
bottom in the boots. An example of this is Additional dimensions require
T6/Floating Disc: The hero can create the Wizard's anti-gravity disks. The development as Power Stunts. Once
a glowing platform of solid light. The disc Optional Power is Kinetic Bolt; the created, the bridge functions no matter
materializes to support any part of the Nemesis is Energy Vampirism. how far the hero is in space, time, or the
hero's body; generally this is under the Multiverse. The hero has a finite number
feet or posterior. The disc is a part of the T7/Gateway**: The hero can travel to of locations she can bridge to. Once the
hero's Power and has no independent any point in space, time, or other hero has established the bridge, she
existence beyond him. The disc can dimensions by traveling along bridges always returns to it when creating that
automatically support the hero and she creates herself. She can travel along type of Gateway. The maximum number
a d d i t i o n a l m a s s . T h e w e i g h t i s a bridge from her current location to a of different Gateways the hero can
supported by a Power FEAT with the location in space (a green FEAT), time (a create is equal to the Power rank
Power substituting for Strength. For yellow FEAT), and other dimensions (a number. Shortly after gaining this Power,
example, creating a Floating Disc to lift red FEAT). The destination of each the hero should create at least half of her
five tons is an Incredible Intensity FEAT. Gateway is a fixed point in space but the possible Gateways. More can be added
The disc's surface area expands to departure end always moves with the at any time. If the hero exceeds her limit,
support wide loads. Travel occurs at hero. A bridge to another location in a previously established bridge is
Power rank speed. The Power provides space is created by a FEAT. A green replaced by the hero is trying to add.
no innate protection against high wind FEAT creates a spatial bridge. The Example: Gatekeeper has Good rank.
speed and friction burns, thus the maximum distance the target can be She can establish up to ten bridges. She
practical speed limit for atmospheric from the hero at the time the bridge is establishes Gateways to her home, her
Flight is Remarkable (225 mph). The created is shown on column E of the team's headquarters at the Avengers
Power can be used in the water with Range Table. A Gateway through time is Minnesota mansion, her ex boyfriend's
proportionally decreased speed. If the created by a yellow FEAT. The maximum time sharing condo in Jamaica, the
h e r o i s a t e c h n o l o g i c a l t y p e o r distance into the past or future the Power bottom of the Atlantic, geosynchronous
possesses such Powers as Hyper can initially reach is the number of orbit 22,400 miles above Minnesota, the
Intelligence, Hyper inventiveness, centuries equal to the Power rank crater of an active volcano in Iceland, the
WeaponsTinkering, or Mechanical nu m b e r. G a t eway s i n t o o t h e r prisoner processing center of Rhyker’s

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Island Federal Prison, Tahiti in the year T8/Gliding: The hero can travel on airswiftly through the earth by burrowing a
1287, the surface of Lake Michigan currents. She can travel at Power ranktunnel at Power rank speed (land
(twenty miles east of Milwaukee), and movement rate). The Power can be used
speed, with a top limit of Shift-X rank
Death Valley. The need arises for a (Mach One). In normal air currents, indefinitely as Hyper-digging has the
bridge to an alternate Earth. Gatekeeper the hero drops one story (15 feet) forside effect of increasing the hero's
concentrates on establishing the link; Strength and Endurance. Both abilities'
each turn she is in the air. Level flight can
making the red FEAT takes her most of be maintained by an Agility FEAT; ranks are raised by this Power's rank
the day. Later she realizes that she can't number. Burrowing remains the hero's
failure indicates a loss of 2 stories. The
hop over to Jamaica any more. Oh well, preferred mode of transportation, when
glider can climb by using updrafts. Using
she'd hadn't been there with Wilford an updraft to climb 'requires a yellowcompared to running or especially to
since he'd gotten married. Gateways inconceivable activities like flying.
Agility FEAT for each three stories the
automatically transpor t willing hero ascends; failure means she's Normally the tunnel the hero makes
passengers. The Power can be used to caught in a downdraft and descends thecollapses within 10 turns of the hero's
catch and transpor t unwilling passage at a specific spot. The
three stories instead. She can carry aloft
passengers (like foes or rampaging exception is the tunnel within 10 feet of
an additional mass; the limit is decided
water buffaloes) by means of an Agility the hero's current location. This allows
by her physical Strength. Gliding can be
FEAT. The would-be transporter is the hero to occasionally stop. A tunnel
affected by high winds or the Powers of
allowed to resist in any way he can. Weather Control and Air Animation. Thenever collapses on the hero, unless a
Gateways deal with size and not mass. wind's Intensity or the Power rank higher Intensity force is applied.
The hero can transport a black hole as diminishes or increases the Gliding Examples include explosives, Vibration,
long as it's small enough. The maximum rank, depending on the direction the and Matter Animation. If the hero wants
size of a Gateway is the number of hero is gliding. For example, a Poor to build a relatively permanent tunnel,
square feet equal to the Power rank airspeed of 60 mph would be stopped byhis movement rate is cut in half as he
number. For example, a Feeble rank takes the time to make reinforced walls.
an equally fast headwind, but if the hero
creates a two square foot Gateway that The hero may burrow through materials
wants to travel in the other direction, she
most people could just barely squeeze can be boosted to a Good airspeed of with lower Material Strength than his
through. The Gateway forms within ten 120 mph. Optional Powers include Power rank. Materials with equal or
feet of the hero. It can maintain its Weather Control and Air Animation. greater Material Strength are obstacles
existence for as long as the hero These are also the Nemeses. to be detoured around. If the hero also
concentrates on it or until he passes possesses Hyper-Strength, Armor Skin,
through it. T9/Hyper-Digging: The hero can travel Body Resistance, or True Invulnerability

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he can add such Powers' rank numbers jump occurred. Consider that the Hulk patches, one river, twelve power lines,
to this Power's rank number. This might splinters the pavement when he lands. three street lamps, 57 trees and bushes
permit the hero to burrow through harder To determine what sort of effects occur of various sizes, and a late Merino ram
materials, like granite intrusions or bank when the hero lands, the Judge should named Herbert. Judges can assume
vaults, at half speed. when creating the figure what kind of damage results when that the hero has enough control on his
hero, the player must choose a Bonus a weight five times that of the hero descent that he can swerve to avoid
Power of either Natural suddenly drops on the surface in dangerous landing sites. The player
Weaponry/Claws or Body Resistance. question. The actual land speed varies must make a green Reason or Intuition
The rank of either is at least equal to this with the angle of the leaps. The average FEAT (whichever Ability has the higher
Power's rank. Optional Powers include land speed for Hyper leaping is a -3CS rank) every ten leaps to make sure he
Hyper strength, Hyper-endurance, Land Movement rate. For example, an doesn't come down on something he'd
Armor Skin, or Body Resistance. The Excellent Leaper can travel 30 mph in a rather not have come down on. The
Nemesis is Matter Animation. series of rapid 30-foot leaps. If the hero leaping tables in the back of the book.
also possesses Hyper-speed, that can
T10/Hyper-Leaping: The hero can be added to this Power's rank number for T11/Hyper-Running: The hero can run
jump great distances. By repeated additional speed by increasing the at Power rank speed for extended
leaps, the hero can rapidly cover large frequency but not the size of the leaps. amounts of time. The Power has the
distances. This Power's minimum rank is Physical burdens do not decrease the side-effect of raising the Ability rank
+1CS greater than the hero's Strength hero's speed, although they might number of Endurance by this Power's
rank. If a lower rank is initially rolled, it decrease his control. Anything the hero rank number. It includes protection to
must be raised to this level. The Power is carrying is also protected by the innate wind resistance and wind burn; this
rank determines the distances the hero safeguards against damage; the hero protection extends to anything the hero
can safely leap. Innate safeguards in this acts as a shock absorber. While the hero is carrying. The hero's lungs are
Power enable the hero to safely land. has a vague idea of where he is going, modified to breath high velocity air. The
(Otherwise he might break a leg he can't see his touchdown point. This last benefit can be crucial if the hero is
attempting even a Good leap.) The effect can be a real hazard when the hero can capable of Remarkable speeds or better.
is the same on the hero as if he were a make Monstrous leaps or better. For If the hero stumbles, he continues on a
Normal Human making a 2 foot leap up example, while leaping cross country, ballistic trajectory until he regains his
or across or descending 3 feet. The the Hulk landed on seven cars (two were footing or rolls to a halt. To cut down on
effects on the area the hero lands on moving at the time), one semi truck, the chance of this, the Power increases
might not be the same as if a normal eight roofs, a swimming pool, ten mud the hero's reaction to be able to cope

233
with impending problems. The increased hero's body. If the object has a greater or develop a Power Stunt that allows the
reaction time decreases the relative lesser buoyancy, the hero's Strength hero Levitate in her sleep. The Power
speed of any other moving object. The determines the limit to what things can can always lift the hero's own weight.
hero's Power rank number decreases be towed. For example, Marlin has The hero can carry aloft additional mass.
the perceived speed of the other object. Typical Hyper-Swimming and Strength. The amount is limited by her Strength
For example, Quicksilver's Shift X speed He is trying to tow a sinking boat back to rank. If the hero possesses Telekinesis,
lets him perceive a bullet traveling at 600 the harbor. While the boat is still floating, this can be used to increase her load
mph as if it were traveling only 15 mph. Marlin can swim at Poor speed (30 mph). bearing capacity. Levitation provided
This side effect enables the hero to Once the boat actually sinks, Marlin Power rank Resistance to high winds
dodge or even catch things like bullets feels its full weight of 1000 pounds. and fluctuations in gravity, whether
and missiles. If the Power is Duplicated Marlin is dragged to a halt, then the boat these are natural or Power related.
or Transferred to another being, a begins to pull him under. Bonus Powers Examples of Powers that might affect the
special yellow FEAT must be made. include a choice of Water breathing or Levitate include Matter Animation/Air,
Failure means the recipient only has the Water Freedom. The remaining one is Weather Control, and Gravity
actual running ability and not the available as a Optional Power. The Manipulation. The Optional Powers is
safeguards. Optional Powers include Nemesis is Matter Animation/Water. Telekinesis. The Nemesis is Matter
increasing the hero's Fighting or Agility Animation/Air.
ranks by this Power's rank number. T13/Levitation: The hero can freely
resist the pull of gravity. She can move T14/Lightning Speed: Lightning
T12/Hyper-Swimming: The hero can vertically at Power rank speed, hover Speed: The hero with this Power can
cover large distances by swimming at in place, or drift with the wind. Limited move as a vehicle with a speed equal to
Power rank speed. Speed is decreased horizontal movement is possible by the Power rank, as opposed to his
1CS for each 100 feet of depth at which pushing off from other objects. The distance per round being limited by
the hero us swimming. This is due to maximum distances are determined the Endurance. This Power will always be at
increased water pressure. Water same way a normal leap is. If the hero the Endurance rank +1CS. If a lower
Freedom can negate this limitation. The possesses Hyper-Leaping, that can be rank is rolled, raise it to this minimum.
Power does not free the hero from the used to greatly increase the distances Lightning Speed is assumed to apply to
need to breathe. The hero can tow other the hero can propel herself. A hero with ground movement, but may be applied
objects in his wake at a decreased this Power can never fall unless she is to any of the following Powers, if the hero
speed of -1CS. This assumes the towed unconscious or purposely decides to has them in his possession : Flight,
object has a buoyancy equal to the succumb to gravity. The hero can Gliding, Wall-Crawling or Digging.

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Characters with Lightning Speed can The path only serves the hero and only T17/Spider Climb: The hero can travel
turn at maximum speed without penalty, exists as long as he concentrates on along vertical or inverted surfaces with
and Agility FEATs may be made either maintaining its existence. The path is only minor difficulty. The maximum
with the Agility ability or with this Power intangible to others unless the hero can speed, assuming the hero is using all his
rank. Characters with Lightning Speed extend its benefits to them by such limbs to Spiderclimb, is the same as the
can accelerate to full speed in a single means as a Power Stunt, Power hero's normal ground movement rate.
round, and decelerate from full speed to Transferal, or Telekinesis. The Skywalker Each pair of limbs not used to climb
full stop in the space of one area. can develop a Power Stunt that decreases the overall speed -2CS. For
maintains the path even while he is example, Spider-man can walk up a wall
T15/Rocket: The hero flies by means of unconscious. Another Power Stunt using only his feet if he is holding
a rocket-like exhaust that propels him at increases the path's tangibility to a something in both arms, but it takes
Power rank speed. The rocket blast is circular area 10 feet around the hero; longer because of his decreased grip on
created by a therm-chemical reaction this enables others to travel alongside the wall. The Power rank determines
generated by the hero's body. The Power him. Note that the walkway only offers how strong the hero's adhesion is to a
converts whatever material is around protection against failing. The path given surface. The climber must make an
him into fuel and oxidant, then it shapes slides forward at its own speed. This Intensity FEAT based on the relative
the exhaust into a stream to propel him. enables the hero to travel at up to Power slipperiness of a surface. The hero can
If the hero is in a vacuum, the Power rank speed. When the hero rests, speed carry additional weight. The amount is
creates fuel out of virtual nothingness. is reduced to zero. The path can be based on the hero's own weight and
The Power is treated like Strength to formed at any height but cannot climb on strength. Each additional mass equal to
determine the maximum thrust the its own. Height is changed by the path his body's weight decrease the Power's
Power can achieve. If the thrust is high forming a ramp that the hero climbs or effectiveness -1CS. Example: Spider-
enough, the hero can carry or push descends. Note: the average incline is man has Incredible Strength and
a d d i t i o n a l l o a d s . Fo r ex a m p l e , 30 degrees; sharper angles are harder Amazing Spider climbing. He weighs
Cannonball's Remarkable thrust can lift to climb. The Power offers Power rank 165 pounds. Each additional 165
up to one ton. The Nemesis is Gravity resistance to high winds and sudden pounds of mass Spiderman carries
Manipulation. fluctuations in gravity, whether natural or d e c r e a s e s h i s Po w e r r a n k - 1 C S .
Power based. The Optional Power is Attempting to climb while carrying the Thing
T16/Skywalk: This is a peculiar form of Telekinesis. The Nemesis is Gravity (weight 500 pounds) decreases his rank to
flying. The hero can walk along an Manipulation. Excellent (if the Thing is hanging from a
web) or Good (if Spider-Man is actually
invisible path that he creates in the air.

235
carrying him). The hero can move attacks from below or above. If the hero aside before he solidifies. Normal
through dense vines, tangled vines, or has powers such as increased Strength safeguards prevent the hero from
similar areas by using this Power instead (Incredible or better), Invulnerability or consciously Teleport into a solid mass. If
of Agility. The Nemesis is Matter Hyper-Digging, he can bore his way the hero accidentally teleport into a
Conversion. through any object with a Material solid, he must make an Endurance
Strength less than his power's rank. As a F E AT. S u c c e s s m e a n s t h e h e r o
T18/Spinner: The hero can attain power stunt, the hero can develop this instinctively jumped to another location
Power rank ground speed by rapidly power to attain Flight. This is treated and promptly fainted for 1-10 turns.
pivoting in circles similar to the as Whirlwind flight one rank lower than Failure means the hero takes damage
Whirlwind power. The visual effect is that this power's rank. equal to twice the solid's Material
he blurs into a human top. The hero Strength or actual Strength, if the
gains several useful side effects, first this T19/Teleport Self**: The hero can blockage was a living being. In the latter
power's rank is added to the Fighting vanish at one location and instantly case, that being takes equal damage.
rank when someone attempts a reappear at a distant site. He does not Certain conditions can prevent the hero
grappling attack against the spinner. He physically. cross the inter vening from Teleportation. If the hero doesn't
gains Power rank resistance to Physical distance and is not affected by most know where he is, psychological
attacks while spinning. His Endurance physical barriers. Column E of the blockage may prevent him from
rank temporarily increases by the Range Table shows the maximum consciously Teleport. Extremely dense
power's rank while spinning this allows d i s t a n c e a h e r o c a n Te l e p o r t . materials like neutronium or black holes
him to prolong this type of movement as Teleportation always occurs, but the are impassable. Barriers that
well as making him capable of dealing hero must make a Power FEAT to see incorporate such Powers as Power
with the accompanying dizziness how well he makes the trip. Failure Negation, Force Field vs. either Energy
associated with this form of movement. means he arrives disoriented and or Magic, or True Invulnerability are also
The hero's visual acuity increases to cannot take any actions the following impassable at higher rank. The Optional
give him the equivalent of Circular turn. The hero can carry along anything Powers are Telepor t Others and
Vision. Despite his rapid circular he is touching (except the ground on Clairvoyance.
movement the hero perceives the world which he stands), up to his Strength's
as static 360 degree vision. However, weight limit. Passengers must make a
unless the player states otherwise, it is green Endurance FEAT or be
assumed that he is looking directly disoriented for 110 turns. As the hero re
outward thus he can be surprised by materializes, gases and liquids move

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T20/Teleport Others**: The hero can beam aboard the spaceship Jenni Lea affects the target. The second turn the
make any target except his own body has Excellent rank and can handle up to actual transportation occurs. The third
vanish and instantly reappear at a 800 pounds of material. A emergency turn the target re materializes. Only on
distant site. The target does not required the evacuation of five people the fourth turn can the hero seek another
physically cross the intervening distance (average weight 200 lbs.) and their target. Optional Powers include Teleport
and is unaffected by most physical equipment. The Teleportation beam Self and Clairvoyance.
barriers. Column E of the Range Table sorted out its load before taking effect.
shows the maximum distance the hero Only four of the crewmen were teleport T21/Telereformation: This is a peculiar
can Teleport a passenger. Teleportation in the first turn. The fifth crewman, the form of Self Teleportation. The hero can
always occurs if the passenger is equipment, and the clothes the other disintegrate his body, transport his life-
immobile or touching the hero. The four had previously been wearing force any distance, and then create a
passenger must make an yellow arrived on the next go-round. The hero new body out of materials available at
Endurance FEAT to see how he fared. can consciously try to Teleport sections the destination site. The Power shapes
Failure means disorientation for 110 of a target; the effect is as if the hero had these into a form that resembles the
turns. If the passenger is uncooperative used an extremely fine scalpel. Such hero's self-image but whose physical
or in motion, the hero must make an Teleportation dissection requires a properties may be those of the materials
Agility FEAT to catch him. In addition, Power FEAT whose intensity is equal to that compose the new body. Column E of
each 10 feet of distance separating the the material strength of a nonliving the Range Table shows the maximum
hero and passenger increases the target or the actual Strength of a living distance the hero can travel. Upon
Power rank -1CS. The Power can target. Heroes with Medical Talents can attempting to form a new body, the hero
teleport a mass equal to the hero's develop this type of exotic surgery as a must make a Power FEAT. A green FEAT
Strength limit. This may be a single Power Stunt. Certain conditions can shapes existing material into the hero's
object or any number, so long as the prevent the passage of a Teleportation basic form. A yellow FEAT converts the
weight limit isn't exceeded. If the hero beam. neutronium and black holes are material into those substances that
is trying to exceed his limit, he only impassable. Barriers that incorporate composed the hero's original body or
Teleport part of the mass. Living targets such Powers as Force Field vs. either current self-image, he was transformed
are transported intact; if a being weighs Energy or Magic, Power Negation, or into his current physical form. A red
too much it simply won't Teleport. Only True Invulnerability are impenetrable if FEAT enables the hero to create an altered
the amount of non-living material that their Intensity ranks are greater than this version of his self image. Examples of a red
within the limit is Teleport; the rest is left Power's rank. The act of Teleportation FEAT include additional forms or ones of
behind. Example: The Teleportation takes three turns. The first turn the hero different sizes. Obviously, most heroes with

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this Power cannot carry objects, are impassable if their Intensity rank is p a s t . Tw o t h e o r i e s s t r e s s t h e
passengers, or clothing. The hero shows equal or greater than this Power's rank. immutability of the time stream. The first
up stark naked unless he makes a red Optional Powers include Clairvoyance, theory states that all events are fixed; if
FEAT and generates a costume. If the Free Spirit, and Serial
you travel into the past, you are destined
hero has the Power of Ionization (for Immortality/Creation. The Nemesis is
nonliving matter) or Body Transformation- Force Field vs. Mental Attack. to perform those actions or some
Others, then he can carry passengers or unknown force either prevents or
loads when using the Power. The load T22/Time Travel**: The hero can travel negates your actions. (The Collector
limits are determined by this other Power. in time to reach any point in the past or suddenly appears and stops Darkstar
Just like the hero, such targets are future. The maximum range the hero can from assassinating a ten-year-old
disintegrated and given new bodies at the Abraham Lincoln.) The second theory
destination. This assumes the passengers
reach is varies depending on which
direction he's traveling. Travel into the states that the traveler actually travels
are cooperative. Uncooperative
passengers cannot be transported in this past is easy because it already exists to an alternate time line that closely
manner. Period. When creating the hero, from the hero's point of view. The resembles the desired segment of the
the player has two options. At a cost of - maximum range is equal to the Power past. By changing this time line, the hero
1CS to the Power rank, the hero can be rank number times 1000 years. Travel cuts himself loose from his original
given the ability to only temporarily into the future is harder (at least, if you're timeline and is now linked to the one he
disintegrate his original body. When he planning a return trip). The maximum has created. (Darkstar assassinates
returns to his original site the body Lincoln. The U.S. breaks up during the
automatically re-materializes. Normally the
range into the future is equal to the
Power rank number times 10 years. The Civil War and never becomes a world
new body is created out of the particular
type of matter (animal, vegetable, mineral) act of time traveling takes 1-100 turns of power. Darkstar emerges in a new
that most resembles the original body. This the hero's perceived time. (No time present where the U.S.S.R.'s chief rival
limits the sites where the hero can reform. actually passes but it sure feels like it.) is Anglo- American Co-dominion.
At a cost of -1CS the hero the hero can The rate of perceived time passage Meanwhile on Ear th-Mar vel, the
create new bodies out of whatever varies with each mode of time travel but Avengers intercept a secret Soviet
material is available, regardless of its communique that deals with Darkstar's
is consistent for all trips using that mode.
nature. The Power can be diminished or disappearance while on a mission.) The
destroyed by mental Powers that alter the For example, Dr. Doom's time platform
makes virtually instantaneous trips third theory states that there is only one
hero's self-image. If the hero loses his self
image, then the next use of the Power while Kang's time ship travels at a rate of time stream but it can be completely
results in his bodily annihilation and one year per turn. The theories behind changed at any point when a traveler
conversion to a Free Spirit. Barriers that Time travel vary on the flexibility of the from the future alters a part of the past.
incorporate Force Field vs. Mental Attack (Alison Blaire of Her Majesty's Special

238
Guard brings her superior, Lord Warren, as a place where such travelers can the Range Table. The hero has no
Earl of Worthington, an intercepted attack each other. A traveler who is slain control over the Power. He usually
Soviet repor t dealing with the or rendered unable to return to normal arrives without any idea of what the
appearance and subsequent elimination time is lost forever. The Power can problem is that drew him. His only
of a superhuman who called herself transport a mass whose weight is equal warning is the dreaded feel of the Power
Darkstar.) Villains and well-meaning to the hero's Strength. If the Power is beginning to function. (A brief tingle, a
but misguided types tend to believe the incorporated into a device, it can muttered "Here I go again," and poof!)
third theory. This is a false belief since transport an amount equal to 100 Nothing in the Marvel Universe can
the structure of the Marvel Universe pounds times the Power rank number. prevent the hero from teleport into a
actually follows the second theory. Time travel can be hindered and even crisis area. His unwanted appearance
Remember, people, that each Judge's stopped by the Power of Reality can only be prevented by nullifying the
campaign is set in a different divergent Alteration. A higher ranked Power of this Power before it functions. This can be
time line. Judges are fully entitled to type can simply undo anything the accomplished by negating either the
mangle the plans of any characters who traveler attempts or may even bar him detection, analyzing, or transportation
intend to alter the time stream. After all, from ever entering the time stream. aspects of the Power (more on this later).
the players are going to create a lot of Optional Powers include Dimension Once he is drawn to the scene, the hero
paperwork for the Judge if they succeed. Travel, Precognition, Postcognition, and can move freely about. He must remain
By means of a Power Stunt, the hero can Reality Alteration. The Nemesis is within 10 areas of the initial attraction. If
actually travel into the Time Continuum. Reality Alteration the hero goes beyond that limit, he is
This is a chaotic maelstrom of whirling instantly teleport back to his starting
lights and images that flash too quickly T23/Trouble-seeker: Heroes hate this place. Only when the crisis has been
for the conscious mind to comprehend. Power but it does tend to get an dealt with can the Troubleseeker leave
Once within the Continuum, the hero adventure going quickly. The Power the area. (Of course, the Power is also
can travel to any point in any time c o m b i n e s Te l e p o r t a t i o n w i t h free to draw him to a new crisis
stream. Accuracy is nearly impossible. A automatically functioning Mental and elsewhere.) To compensate for the
green FEAT only gets the hero to the D e t e c t i o n Powe r s. T h e h e r o constant demands the Power places on
right time line. A yellow FEAT gets the subconsciously detects a crisis the hero, it increase the hero's
right century. A red FEAT gets the hero somewhere within his range and Endurance by this Power's rank number.
within the 10 weeks of the desired date. automatically teleport to the vicinity. The At Amazing rank, the hero gains the
Since all time travelers must pass maximum range for detection and additional Power of Self Teleportation.
through the Time Continuum, it serves Teleportation is shown on column E of The 10-area limit remains in effect. The

239
The Power automatically transports Power can usurp control of this as well. the Power may even allow him to
anything the hero considers part of his The hero travels to a random location in escape. If the hero is in a fatal situation
self image. This can be extended to time and then teleport to a crisis with absolutely no way out, the Judge
include clothing, equipment, and even occurring within that time place. The rolls a red Power FEAT. Success means
companions. The additional weight is Power does allow the hero to rest the hero is teleport to safety, at the loss
limited to the number of pounds equal to between missions. The Power will not of all his Karma. The Power works
the Power rank number. Example: The function again until 1-10 days after the against the Troubleseeker's opponents if
Trouble-seeker known only as The successful conclusion of the previous they try to carry him away from the area.
Medic possesses a CL3000 rank. This mission. If the mission was Such attempts to hijack the hero
allows him to transport 1.5 tons of unsuccessful, the Power functions again proceed normally until the 10-area limit
additional mass. This is represented by a 1-10 hours after the hero's defeat. The is reached. At that point the hero
hut full of equipment and at least two hero has a -1CS resistance to Emotion immediately teleports back to his
(sometimes unwilling) passengers. a t t a ck s . E ve n w o r s e , a p e r fe c t starting place, minus whatever had
What attracts the Troubleseeker? The s i mu l a t i o n o f t h e e m o t i o n s t h a t carried him away. As mentioned earlier,
Detection aspects of the Power operate accompany extreme distress can serve the only way to prevent the
on an Emphatic basis. The crisis that as a trap to lure and hold the Troubleseeker's unwanted appearance
attracts it is one that generates extreme Troubleseeker. The Troubleseeker is to somehow prevent the Power from
levels of turbulent emotions (fear, hate, cannot leave the 10 area limit until he initially functioning. The detection
pure evil, general anguish, and so on). has discovered the deception and aspect can be temporarily blinded by
An event that doesn't directly affect neutralized the source of the spurious such means as Mental Invisibility or
anyone will not attract the emotions. The Troubleseeker resents his Force Field vs. either Mental or
Troubleshooter. A screening mechanism Power and often feels he is a puppet Emotional Attack. If the villain operates
prevents the hero from traveling to "false dancing at the whim of an unseen so covertly that
alarms" such as a distressed accountant master. The Power is controlled by a no one gets distressed, this will also
who just lost his ledgers. If the hero force beyond the hero's discovery. do. The key is prevent the hero from
possesses Dimension Travel, it is Whatever its nature, the Power will never receiving the broadcast emotions. The
automatically incorporated into this try to get the hero killed. The screening second mode of prevention deals with
Power to extend its range. The result is mechanism never draws the hero to a the analysis aspect. Anything that can
that the Troubleseeker can be drawn to crisis that is beyond his ability to handle, reduce the hero's Reason or Intuition
crises on an infinity of alternate worlds. If though he might not think so at the time. to below Typical can prevent him from
the hero possesses Time Travel, the If the hero admits or suffers total defeat, recognizing distress as something that

240
his attention. Means to this end include has Feeble Agility he is going to need a statistics. To determine the new Rank
Hypnotic Control, Emotion, Control, wide turning radius. True Flight includes ability use the following table:
Induced Sleep, Mind Drain, and Psionic as a side effect Power rank resistance to
Vampirism. The third mode is simple atmospheric friction and lungs adapted Dice Roll Rank
enough. The villain need only negate the to breathe high velocity wind. It does not 01-05 Feeble (2)
hero's ability to Teleport. Note: the hero include the ability to breathe water or 06-10 Poor (4)
may actually thank the villain for this, if survive the rigors of outer space. When 11-20 Typical (6)
the villain is able to pass himself off as a creating the hero, the player can define 21-40 Good (10)
benefactor. the Power in any way that is consistent 41-60 Excellent (20)
with the character or his equipment. 61-80 Remarkable (30)
T24/True Flight: The hero can fly O p t i o n a l Po w e r s i n c l u d e B o d y 81-96 Incredible (40)
through air and space without an Resistance, Armor Skin, Self 97-00 Amazing (50)
apparent means of propulsion. This is Sustenance, and Telekinesis. The
the most desired Power in the history of Nemesis is Gravity Manipulation. The ability must go up by at least one
the world. The Power rank determines rank and a good dice roll may raise it
the maximum speed the hero can attain T 2 5 / U n i q u e Ve h i cl e : T h e h e r o even further. If rolled lower than the
in a specific condition. There are three possesses a special vehicle with existing rank than raise the statistic in
mediums in which a hero can fly. The exceptional powers. Choose one vehicle question by one rank. If the vehicle has
slowest form of Flight occurs when the from the vehicle list in the Player's superpowers than the ranks must be
hero torpedoes through the water at the Handbook. Use the following table to determined randomly by rolling on
Water Movement rate. Faster speed determine how many modifications the Column 4. A hero may apply any one of
occurs when the hero flies through the hero can make to the vehicle: his rolled power slots to his vehicle
air at the Air Movement rate. The fastest instead. This vehicle is free at the
flight occurs when the hero is free of any Dice Roll Modifications beginning of the game but the hero must
hindering atmospheric friction; this is the 01-20 1 pay for repairs and replacement parts
Space Movement rate. Acceleration 21-60 2 thereafter.
occurs at a rate of +1CS per turn. 61-90 3
Deceleration occurs at -2CS per turn. 91-00 4
The hero's maneuverability is
determined by his Agility. The hero may A modification can be used to change
be able to surpass light speed but if he the vehicle's Control, Body or Speed

241
T26/Water Walking: The hero can Power only affects water itself. It an Endurance FEAT or become air sick.
temporarily solidify the surface of the provides no protection against anything T h e Po w e r p r o v i d e s r a n k l eve l
water to enable him to walk on it without within the water. For example, a shark Resistance to Physical and Sonic
getting more than his feet wet. The could rub the hero's soles as he walked. attacks. High winds can affect the hero.
pathway smooths the water's surface to Water currents and high waves can slow, Strong winds decrease the Power rank
an average wave height and is not speed along, or redirect the hero's by their Intensity rank number. If the wind
affected by waves of equal or less progress. High waves become the is powerful enough, the Whirlwind can
Intensity. The path slides along the equivalent of self propelled hills. Fast be dispersed. Such winds can be natural
water's surface. This permits the hero to currents can change the hero's speed. or created by such Powers as Matter
travel at Power rank speed and the Opposing currents decrease the hero's Animation or Weather Control. Optional
Water Movement rate. The Path only speed by the current's Intensity rank Powers include Weather Control and
exists for the hero to use. It is intangible number. Supporting currents increase Matter Animation/Air. These are also
to others unless the hero can physically the hero's speed by the same amount. the Nemeses.
carry them or directly extend his Power Waves and currents can be natural or
to them. This can be done in two ways. created by such Powers as Matter
One, when the hero is created, the Animation or Weather Control. The
player can decrease his Power rank - Nemesis is Matter Animation/Liquid.
1CS by modifying the Power to extend
10' around the hero. This area will T27/Whirlwind: The hero can fly by
support others, provided their combined creating a small cyclone that carries him
weight does not exceed the hero's through the air. The hero can travel at
weight limit. The second method Power rank speed but is limited to Shift-X
requires the use of another Power that rank. Maneuverability is determined by
can enable others to independently use the hero's Agility. In addition to the hero's
the watery pathway; such Powers body, the Whirlwind can suppor t
include Power Transferal and Creation. additional weight. Each additional 500
The Power normally functions only when pounds decreases the Whirlwind's
the hero is consciously using it. The hero speed -1CS. Passengers are not
can develop a Power Stunt that enables battered by the high winds but are safely
him to maintain the path's solidity even held aloft by updrafts in the cyclone's
when the hero is unconscious. The interior. Still, all passengers must make

242
Rules Powers

R1/Attribute Change: The hero has achieve an effective rank of Unearthly. this would be respecting the Author's
the ability to change to temporarily Intent. Related to the Author's Intent,
increase the rank of a specific ability or R3/Attribute Rearrangement: The through a complex series of dimensional
power by the rule power's rank. He can hero can reassign the basic value of his interactions, "Marked" duplicates of the
automatically retain the increased various abilities to enhance other character may exist. These Marked
power's rank for 1-10 game turns, but abilities. In effect, the hero has the ability characters do not respect Author's Intent
he must make a Psyche FEAT roll to rewrite his powers and abilities at will. and may advance normally - but are also
each turn beyond that to retain the The rules power's rank is used to make d i s p o s a bl e, b e i n g u n a bl e t o b e
enhancement. For Example, Cosmic this FEAT roll, the effect initially lasts for resurrected or otherwise returned to
Dasher possesses Incredible Attribute 1-10 game turns. Beyond that the hero play through use of Karma. These
Change, he uses it to increase his must make a successful Psyche check forgettable versions of the baseline
normally Amazing Hyper Speed with to maintain the rearrangement. character usually appear in a single
an additional burst of energy obtaining adventure. In game terms this allowed
Unearthly rank Hyper Speed. R4/Author: the character has an the player to keep a single unchanging
indescr ibably powerful extra- character, but then add gadgets,
R2/Attribute Pool: The hero is able to dimensional entity who watches over the trophies, gimmicks and vehicles as
directly combine his power's or abilities' character and who is seen as, or may temporary or permanent
ranks with those of other heroes. The actually be, the individual creator-god of enhancements, whilst also generating
combined energy can then be that character. This godlike "sponsor" or one-off or short run versions of the
channeled into a specific power or author has a particular and definite view character. These Marked short run
attribute shared by the affected of the character. In game terms, this versions must have different costumes
characters and then used to perform a means that if the Author intervenes, the and natures to the baseline character -
specific action. A Green FEAT is needed character can return from the dead even for example Whatever Man could have
to perform this action. In game terms, if disintegrated, can restore lost or "variants" such as Extreme Ice Skating
the players add their ranks of the chosen altered appearance, powers or even Whatever Man, Chromium Covered
abilities; the sum is then temporarily altered personality and physical form Whatever Man and Brutal Revenge
assigned as a new rank for each back to the Author's version. However Activity Play Set Whatever Man. This
member of the group. For example, this also means that this character, power submitted by John Knowles of the
Cyber1, Cyber2, and Cyber3 pool their whilst effectively indestructible, is also Unofficial Canon Project.
Excellent, Remarkable and Amazing unable to advance in power levels for
Strengths together they each then their chosen powers and abilities unless

243
R5/Award Change: The player can opponents. Unscrupulous PC's can use R10/Power Combination: This power
temporarily increase the karma award this power to siphon Karma from civilian nor mally only occurs dur ing the
given to his or another character. The NPC's ( onlookers, passers-by, etc.) this character creation process. Rolling this
player can increase his karma pool by is considered a villainous act since it is power requires the hero to combine any
this powers rank by means of a Green akin to Vampirism. two of his previously rolled powers into a
FEAT roll. The player can increase the new hybrid form. The new hybrid power
size of another character’s karma pool R8/Fourth Wall: the character has an permanently replaces the affected
with a Yellow FEAT roll. A Red FEAT can inter-dimensional sense of their own powers. Power combination allows the
either increase or decrease an existence as a character in a tabletop player to create some really peculiar and
opponents Karma. Such changes occur r o l e p l ay i n g g a m e t h a t t a ke s i t s unique characters. High ranked NPCs
in the same round the power is used and inspiration from Marvel Comics and may possess a special form of this
last for 1-10 turns, after that the hero related indicia. This allows the character power with which they can alter another
must make a Psyche FEAT each turn to to resist being surprised on a successful characters powers with at any time.
maintain the effect. power check as well as allowing them on However, the power's use is limited to
a red feat to walk between panels. This once per day and only in noncombative
R6/Award Pool: In the MARVEL means they can move directly inter- situations. In this way the judge can
SUPER HEROES game, this is called dimensionally from any one game create character altering experiences
location to any other, provided the
K a r m a Po o l i n g . T h e p l aye r c a n to enliven the campaign by altering
temporarily pool his award value with location is or will be significant in the previous heroes and villains.
with that of other player characters, then current adventure or story line.
use that increased reward to perform a
group function. The pooling lasts for 10 R9/Initiative Change: The player can
turns plus a number of turns equal to the temporarily alter the order of play,
number of PC's participating in the pool. deciding who plays in what order if he
makes a successful Green FEAT roll.
R7/Award Rearrangement: The player A Red FEAT roll can be used to either
can temporarily reassign the Karma take away another character's turn or to
values of other player's characters by instate a turn at a time when the affected
means of a Green FEAT roll. He can player would be otherwise unable to roll.
transfer a number of Karma points equal
to his power rank between either allies or

244
Power Rank Range Table
Rank Range A Range B Range C Range D Range E
Shift 0 Contact Contact 0.5 area 5 feet 250 feet
Feeble Contact Contact 1 area 10 feet 2 miles
Poor 1 area 1 area 0 areas 1 area 25 miles
Typical 2 areas 5 areas 1 mile 4 areas 250 miles
Good 4 areas 10 areas 3 miles 16 areas 2,500 miles
Excellent 6 areas 25 areas 6 miles 64 areas 25,000 miles
Remarkable 8 areas 1 mile 12 miles 6 miles 250,000 miles
Incredible 10 areas 2 miles 25 miles 250 miles 2.5 million miles
Amazing 20 areas 3 miles 50 miles 1,000 miles 25 million miles
Monstrous 40 areas 6 miles 20 miles 4,000 miles 250 million miles
Unearthly 60 areas 10 miles 250 miles 16,000 miles 2.5 billion miles
Shift X 80 areas 15 miles 500 miles 64,000 miles 25 billion miles
Shift Y 160 areas 30 miles 1,200 miles 250,000 miles 250 billion miles
Shift Z 400 areas 50 miles 2,500 miles 1 million miles .5 light years
Class 1000 100 miles 80 miles 5,000 miles 4 million miles 5 light years
Class 3000 10,000 miles 150 miles 12,000 miles 16 million miles 50 light years
Class 5000 100,000 miles 250 miles 250,000 miles 64 million miles 500 light years
Beyond Unlimited Unlimited Unlimited Unlimited Unlimited

Initiative Modifier
Initiative Rank: Feeble Poor Typical Good Excellent Remarkable Incredible Amazing Monstrous Unearthly+
Modifier: 0 0 0 0 1 2 3 4 5 6
*The bonus to initiative for having a high Intuition Rank

245
Area of Effect
Rank Radius (in feet) Area Volume
Feeble 1 3 sq. ft. 3 cu. ft.
Poor 2 12 sq. ft. 25 cu. ft.
Typical 4 200 sq. ft. 200 cu. ft.
Good 10 314 sq. ft. 3,140 cu. ft.
Excellent 15 707 sq. ft. 10,600 cu. ft.
Remarkable 20 1,256 sq. ft. 25,120 cu. ft.
Incredible 30 2,826 sq. ft. 85,000 cu. ft.
Amazing 50 7,850 sq. ft. 392,000 cu. ft.
Monstrous 100 31,400 sq. ft. 3,140,000 cu. ft.
Unearthly 200 125,600 sq. ft. 25,120,000 cu. ft.
Shift X 500 785,000 sq. ft. 392,500,000 cu. ft.
Shift Y 1000 3,140,000 sq. ft. 3,140,000,000 cu. ft.
Shift Z 2000 12,560,000 sq. ft. 25,120,000,000 cu. ft.
Class 1000 1 mile 3 sq. miles 1.3 cu. miles
Class 3000 2 miles 12 sq. miles 25 cu. miles
Class 5000 5 miles 78 sq. miles 392 cu. miles
Beyond Unlimited Unlimited Unlimited

*1 square mile = 28 million square feet


*1 cubic mile = 147 billion cubic feet

Rank Updated Material Strength Table


Feeble Cloth, Glass, Brush, Paper
Poor Normal Plastic, Crystal, Wood
Typical Rubber, Soft Metals (Gold, Brass, Copper), Ice, Adobe, Computer Chips
Good Brick, Aluminum, Light Machinery Pieces, Asphalt, High Strength Plastics
Excellent Concrete, Beta Cloth, Iron, Bullet Proof Glass
Remarkable Reinforced Concrete, Steel
Incredible Solid Stone, Vibranium, Volcanic Rock
Amazing Osmium Steel, Granite, Gemstones
Monstrous Diamond, Super Heavy Alloys
Unearthly Adamantium Steel, Certain Mystical and Enchanted Elements
Class1000-5000 Materials of these ranks are virtually indestructible, such as Cap's shield or Thor's Hammer

246
Number of Simultaneous Actions
Rank A B C D E
Shift 0 0 0 0 1 1
Feeble 1 1 1 2 2
Poor 1 1 1 4 4
Typical 1 2 1 6 10
Good 1 3 1 10 25
Excellent 2 5 2 20 50
Remarkable 2 10 2 30 100
Incredible 2 15 2 40 200
Amazing 3 25 4 50 500
Monstrous 3 40 4 75 1,000
Unearthly 4 50 8 100 2,000
Shift X 5 75 20 150 5,000
Shift Y 10 100 50 200 10,000
Shift Z 20 250 100 500 20,000
Class 1000 50 500 1,000 1,000 50,000
Class 3000 100 1,500 5,000 3,000 100,000
Class 5000 200 2,500 10,000 5,000 200,000
Beyond Infinite Infinite Infinite Infinite Infinite

247
Movement
Land/Water Air Space/Extradimensional
Rank Areas MPH/M Areas MPH/M MPH/M
Shift 0 0 0/0 0 0/0 150/2.5
Feeble 1 15/.25 2 30/.5 300/5
Poor 2 30/.5 4 60/1 600/10
Typical 3 45/.75 6 90/1.5 1000/17
Good 4 60/1 8 120/2 1500/25
Excellent 5 75/1.25 10 150/2.5 2000/33
Remarkable 6 90/1.50 15 225/3.75 4000/66
Incredible 7 105/1.75 20 300/5.00 6000/100
Amazing 8 120/2.00 25 375/6.25 10,000/167
Monstrous 9 135/2.25 30 450/7.50 20,000/333
Unearthly 10 150/2.50 40 600/10.0 40,000/666
Shift X 12 180/3.00 50 750/12.5 80,000/1332
Shift Y 14 210/3.50 100 1500/25.0 150,000/20,000
Shift Z 16 240/4.00 200 3750/62.5 300,000/5000
Class 1000 32 480/8.00 400 10,000/167 1 million/16,667
Class 3000 50 750/12.50 800 Light Speed Light Speed
Class 5000 100 1500/25.00 1600 Light Speed x 100 Light Speed x 100
Beyond Unlimited Instant Unlimited Instant Instant

248
Strength FEATS
Leaping (feet/areas)
Rank Weight Throwing MPH/M UP Across Down
Shift 0 0 lbs. 0 areas 0/0 0/0 0/0 0/0
Feeble 50 lbs. 1 area 30/.50 2'/0 2'/0 3'/0
Poor 100 lbs. 1 area 60/1 4'/0 4'/0 8'/0
Typical 200 lbs. 1 area 90/1.50 6'/0 6'.0 9'/0
Good 400 lbs. 2 areas 120/2 10'/0 10'/0 15'/1
Excellent 800 lbs. 3 areas 150/2.50 20'/1 20'/0 30'/2
Remarkable 2,000 lbs. 4 areas 225/3.75 30'/2 30'/0 45'/3
Incredible 10 tons 5 areas 300/5. 40'/2 40'/0 60'/4
Amazing 50 tons 6 areas 375/6.25 50'/3 50'/0 75'/5
Monstrous 80 tons 7 areas 450/7.50 75'/5 75'/.50 105'/7
Unearthly 100 tons 8 areas 600/10 100'/6 100'/1 150'/10
Shift X 250 tons 10 areas 750/12.50 150'/10 150'/1 225'/15
Shift Y 500 tons 15 areas 1500/25 200'/13 200'/2 300'/20
Shift Z 1000 tons 20 areas 3750/62.50 500'/33 500'/4 750'/50
Class 1000 Unlimited LOS Interplanetary 1,000'/60 1,000'/8 1,500'/100
Class 3000 Unlimited LOS Near-Light 3,000'/180 3,000'/25 4,500'/300
Class 5000 Unlimited LOS Teleportation 5,000'/300 5,000/40 7,500'/500
Beyond Unlimited LOS Instant Unlimited Unlimited Unlimited

249
Mystic Effects
Rank Duration Area Damage
Shift 0 None None None
Feeble 1 Round Touch 2
Poor 1 Round Touch 4
Typical 1 Round Touch 6
Good 1 Round Same Area 10
Excellent 1 Minute 1 Area 20
Remarkable 1 Hour 2 Areas 30
Incredible 1 Day 5 Areas 40
Amazing 1 Month 12 Areas 50
Monstrous 1 Year 1 Square Mile 75
Unearthly Permanent 1 Planet 100
Shift X Permanent 1 Planet 150
Shift Y Permanent 1 Planet 250
Shift Z Permanent 1 Planet 500
Class 1000 Permanent 1 Dimension 1000
Class 3000 Permanent 3 Dimensions 3000
Class 5000 Permanent 5 Dimensions 5000
Beyond Permanent All Infinite

250
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