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WELCOME

Welcome to the Ultimate Powers Skycutters Original Note:


This book is not an exact replica of the original Ultimate
Book. Powers Book, as it contains addenda material and minor
typographical corrections. Text appearing in red is from
“The Ultimate Addenda”, an article by David Edward Martin
What you hold in your hands is a distillation of which appeared in Dragon Magazine #122, June 1987.
months of rather peculiar research. The idea was
to create an encyclopedic listing of the all the
known super powers ever to appear in any comic My Note: This version of the Ultimate Powers Book was
book, science fiction or fantasy literature, film, or created using the PDF file
role-playing game. Once these were identified and
TSR6876.MA3.Ultimate.Powers.Book.pdf
catalouges, the next phase was to fill in as many
holes as I could imagine. What super powers originally downloaded from classicmarvelforever.com.
should exist but have not yet been used? I think I
In addition to the skycutter additions from Dragon Magazine I
found most of the holes; you can discover some of have also added additional material published in Dragon
these as the more bizarre listings in the Ultimate Magazine issues #134 and #150. Both articles written by
Powers Book. David Edward Martin, the books original author and were
official additions to the game.
The final phase was adapting all this work to a These additions are included in this color for reference.
form that you, the player, can use. Okay, here it is.
(Articles from issues #151 and #197 Have been added to my
In the Player’s Book of the MARVEL SUPER updates of the Advanced Judges Book and the Advanced
HEROES Advanced Set, there is a character Players Book)
generation system that gives you a choice of five
The only other changes have made to this book are purely for
basic character types plus a way of randomly the purposes of formatting, ease of use, correction of spelling
determining what Powers and Power ranks they errors (when spotted), bringing text, headings, and tables in
possess. Other comic book role playing games line with one another, or to make the additional material fit and
read correctly within this book
have their own systems. Most of them, I feel,
generate characters that would have trouble (I would have included a full list of changes made, but I
besting the assistants of many characters in comic accidentally deleted the version that had my notes)
books today. When I was creating The Ultimate I have made no changes to any rules from the original
Powers Book, I wanted to create a system that PDF or the Dragon Magazine articles.
would allow players to generate anyone—from a
There will be many small mistakes throughout this book, as I
bonafide deity (in comics terms, naturally) to Aunt in no way attempted to edit it (I am terrible at spelling and
May. The character generation system that begins grammar… I draw and design things ;). Many of these will be
this book is what resulted from that desire. due to the way software interpreted the scan-to-text for the
original PDF.
The Ultimate Powers Book is not a game in itself. Using this PDF:
Rather it is a supplement designed to enlarge the
At The bottom of each page are links to the contents page,
character generation system of the game you are the random power tables, the alphabetical Index of powers
already playing. Think of it as souping up for game and the rank tables for Range, Area, Movement and
mechanics. Actions.
The new contents is fully linked, as is the powers index. The
This book also retains its original purpose, that of random power tables are also linked to their appropriate
a way to interpret existing comic book characters power listings pages.
and hopefully create new ones. As I sit here Legal disclaimer of sorts. This is entirely fan work, created
banging away on the keyboard, I like to think that from a digital file already in existence, for a game no longer in
maybe somewhere in here in the genesis for the print. I claim no rights to the game, this file, or any marvel
characters etc. This is done purely to put something back in to
next comic book super hero. the community for a game has given me so much over the
years.
I’ve said enough. You have a new world to
Last but not least. Shameless plug warning!
explore, the world of Ultimate Power. Enjoy!
For more of my work visit: neilgooge.com

CONTENTS POWER TABLES INDEX: POWERS 2 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
ORIGINAL CONTENTS

Table of Contents
Introduction.........................................................................2 Illusory Powers .............................................................. 31
Character Generation ....................................................... 3 Life Control Powers ....................................................... 35
How We Do It .................................................................3 Magical Powers ............................................................. 41
Physical Form..................................................................... 3 Matter Control Powers ...................................................49
Type Definitions..................................................................3 Matter Conversion Powers ............................................ 59
Origin of Power .............................................................. 10 Matter Creation Powers .................................................63
Primary and Secondary Abilities ...................................... 11 Mental Enhancement Powers .......................................68
Weakness Generation ......................................................12 Physical Enhancement Powers ....................................80
Power Generation ........................................................... 14 Power Control Powers ...................................................82
Power Categories.............................................................14 Self-Alteration Powers................................................... 86
Power Listings ................................................................. 18 Travel Powers ...............................................................93
Defense Powers ............................................................18 Index ..............................................................................101
Detection Powers .........................................................19 Range Table ............................................. inside front cover
Energy Control Powers ................................................ 21 Area of Effect Table ................................. inside front cover
Energy Emission Powers .............................................26 Movement Table ......................................inside back cover
Fighting Powers ............................................................29 Simultaneous Action/Target Table ...........inside back cover

This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the
express written consent of TSR, Inc., and Marvel Entertainment Group, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada,
Ltd, Distributed to the toy and hobby trade by regional distributors.

All characters appearing in this gamebook and the distinctive likenesses thereof are trademarks of the Marvel Entertainment Group. Inc. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS
are trademarks of the Marvel Entertainment Group, Inc. ©Copyright 1987 Marvel Entertainment Group, Inc. Game Design ©1986 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

Credits:
Author: David E. Martin Typographer: Kim N. Lindau
Editor: Karen S. Martin Keyliner: Stephanie Tabat
Cover Artist: Jeff Butler Interior Artists: The Marvel Bullpen

CONTENTS POWER TABLES INDEX: POWERS 3 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
CONTENTS

WELCOME Primary and Secondary POWER LISTINGS


Abilities 15
ORIGINAL CONTENTS 3 Definitions of terms 21
Random Ranks Table 15
CONTENTS Defensive Powers 21
Weaknesses 15 D1/Body Armor (Artificial) 21
CHARACTER CREATION Cause 15 D2/Force Field 21
Elemental Allergy 15 D3/Force Field vs. Emotion Attack 21
How We Do It 7
D4/Force Field vs. Energy Attack 21
Molecular Allergy 15
Physical Form 7 Energy Allergy 16 D5/Force Field vs. Magic 21
D6/Force Field vs. Mental Attack 21
Physical Forms Table 7 Energy Depletion 16
Energy Dampening 16 D7/Force Field vs. Physical Attack 21
Form Definitions 7 Finite Limit 16 D8/Force Field vs. Power Manipulation
Normal Human 7 21
Psychological 16
Induced Mutant 7 D9/Force Field vs. Vampirism 21
Random Mutation 7 Effect 16 D10/Reflection 21
Breed Mutants 7 Power Negation 16 D11/Resistance: Emotion Attacks 22
Androids 7 Incapacitation 16 D12/Resistance: Energy Attacks 22
Humanoid Race 8 Fatal 16 D13/Resistance: Magic Attacks 22
Surgical Composites 8 D14/Resistance: Mental Attacks 22
Duration 16
D15/Resistance: Physical Attack 22
Modified Human 8
Continuous with Contact 16 D16/Resistance: Power Manipulation 22
Modified Human-Extra Parts 8
Limited Duration with Contact 16 D17/Resistance: Vampirism 22
Demihumans 8
Limited Duration After Contact 16
Cyborgs 9
Permanent 16 Detection Powers 22
Pure Robot 10 DT1/Abnormal Sensitivity 22
Angels and Demons 10 Power Generation 17
DT2/Circular Vision 22
Deity 11 Defining Powers 17 DT3/Energy Detection 23
Animals 11 Power Class Table 17 DT4/Environmental Awareness 23
Vegetable 11 Starting Counts Table 17 DT5/Extradimensional Detection 23
Mineral Life 12
Power Category Tables 17 DT6/Hypersensitive Hearing 23
Liquid Life 12 DT7/Hypersensitive Olfactory 23
Defensive Power Table (D) 17
Gaseous Life 12 DT8/Hypersensitive Touch 23
Detection Power Table (DT) 17
Energy Body 12 DT9/Life Detection 23
Energy Control Table (EC) 18
Ethereal 12 DT10/Magic Detection 23
Energy Emission Table (EE) 18
Undead 13 DT11/Microscopic Vision 23
Fighting Powers Table (F) 18
Compound Form 13 DT12/Penetration Vision 23
Illusory Powers Table (I) 18
Changeling 13 DT13/Power Detection 23
Lifeform Control Table (L) 18
Origin of Power 14 Magical Powers Table (MG) 18 DT14/Psionic Detection 23
Matter Control Table (MC) 18 DT15/Radarsense 23
Origin Definitions 14 DT16/Sonar 23
Matter Conversion Table (MCo) 19
Natal 14 DT17/Telescopic Vision 24
Matter Creation Table (MCr) 19
Maturity 14 DT18/Thermal Vision 24
Mental Enhancement Table (M) 19
Self-Achievement 14 DT19/Tracking Ability 24
Physical Enhancement Table (P) 19
Endowment 14 DT20/True Sight 24
Power Control Table (PC) 19
Technical Mishap 14 DT21/Ultraviolet Vision 24
Self-Alteration Table (S) 20
Technical Experiment 14 DT22/Weakness Detection 24
Travel Powers Table (T) 20
Creation 14
Rules Powers Table (R) 20 Energy Control Powers 24
Biological Exposure 14
Chemical Exposure 14 MOVING ON… 20 EC1/Absorption Power 24
Energy Exposure 14 EC2/Catalytic Control 24
Rebirth: 15 EC3/Coldshaping 25

CONTENTS POWER TABLES INDEX: POWERS 4 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
EC4/Darkforce Manipulation 25 Life Control Powers 37 MC12/Weather Control 56
EC5/Electrical Control 25 L1/Biophysical Control 37 MC13/Zombie Animation 57
EC6/Energy Conversion 25 L2/Bio-Varnpirism 38 Matter Conversion Powers 58
EC7/Energy Solidification 25 L3/Body Transformation-Others 38 MCo1/Coloration 58
EC8/Energy Sponge 26 L4/Emotion Control 38 MCo2/Combustion 59
EC9/Energy Vampirism 26 L5/Exorcism 38 MCo3/Disintegration 59
EC10/Fire Control 26 L6/Force Field vs. Hostiles 39 MCo4/Elemental Conversion 60
EC11/Gravity Manipulation 27 L7/Forced Reincarnation 39 MCo5/Ionization 60
EC12/Hard Radiation Control 27 L8/Grafting 39 MCo6/Molecular Conversion 61
EC13/Kinetic Control 27 L9/Hypnotic Control 39
EC14/Light Control 27 L10/Mind Control 39 Matter Creation Powers 62
EC15/Magnetic Manipulation 27 L11/Mind Transferal 40 MCr1/Artifact Creation 62
EC16/Plasma Control 27 L12/Neural Manipulation 40 MCr2/Elemental Creation 62
EC17/Radiowave Control 27 L13/Plague Carrier 40 MCr3/Lifeform Creation 63
EC18/Shadowshaping 28 L14/Plant Control 40 MCr4/Mechanical Creation 63
EC19/Sound Manipulation 28 L15/Plant Growth 40 MCr5/Missile Creation 64
EC20/Thermal Control 28 L16/Sense Alteration 41 MCr6/Molecular Creation 64
EC21/Vibration Control 28 L17/Shapechange-Others 41 MCr7/Spray 65
L18/Sleep-Induce 41 MCr8/Webcasting 65
Energy Emission Powers 28
Energy Emission Points 28 L19/Spirit Storage 41 Mental Enhancement
Emission Point Chart 29 L20/Summoning 41 Powers 66
EE1/Cold Generation 29 L21/Undead Control 41 M1/Clairaudience 66
EE2/Electrical Generation 29 Magical Powers 42 M2/Clairvoyance 66
EE3/Energy Doppelganger 29 MG1/Enchantment 43 M3/Communicate With Animals 66
EE4/Fire Generation 30 MG2/Energy Source (Magic) 44 M4/Communicate with Cybernetics 66
EE5/Hard Radiation Emission 30 MG3/Internal Limbo 44 M5/Communicate with Non-living Matter
EE6/Heat 30 67
MG4/Magic Control 44
EE7/Kinetic Bolt 30 M6/Communicate with Plants 67
MG5/Magic Creation 45
EE8/Light Emission 30 M7/Cosmic Awareness 67
MG6/Magic Domination 45
EE9/Magnetism 30 M8/Danger Sense 67
MG7/Magic Transferal 46
EE10/Plasma Generation 30 M9/Dreamtravel 67
MG8/Magic Vampirism 46
EE11/Radiowave Generation 31 M10/Empathy 68
MG9/Power Simulation 46
EE12/Shadowcasting 31 M11/Free Spirit 68
MG10/Probability Control 47
EE13/Sonic Generation 31 M12/Hallucinations 68
MG11/Reality Alteration 47
EE14/Vibration 31 M13/Hyper-Intelligence 68
MG12/Spirit Vampirism 48
M14/Hyper-Invention 69
Fighting Powers 31 MG13/Sympathetic Magic (Voodoo) 49
M15/Incarnation Awareness 69
F1/Berserker 31 MG14/Warding 49
M16/Iron Will 70
F2/Martial Arts Supremacy 31 Matter Control Powers 49 M17/Linguistics 70
F3/Natural Weaponry 32 MC1/Bonding 49 M18/Mental Duplication 70
F4/Weapons Creation 32 MC2/Collection 50 M19/Mental Invisibility 71
F5/Weapons Tinkering 32 MC3/Crystallization 51 M20/Mental Probe 71
F6/Unique Weapon 33 MC4/Diminution 51 M21/Mind Blast 72
Illusory Powers 33 MC5/Disruption 52 M22/Mind Drain 72
I1/Animate Image 33 MC6/Enlargement 53 M23/Omni-Knowledge 72
I2/Illusion-Casting 34 MC7/Geoforce 54 M24/Postcognition 72
I3/Illusory Invisibility 35 MC8/Matter Animation 54 M25/Precognition 73
I4/Illusory Duplication 36 MC9/Machine Animation 55 M26/Psionic Vampirism 73
MC10/Micro-Environment 55 M27/Remote Sensing 74
MC11/Molding 56 M28/Sensory Link 74

CONTENTS POWER TABLES INDEX: POWERS 5 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
M29/Serial Immortality 74 S3/Anatomical Separation 84 T19/Telereformation 95
M30/Speech-throwing 75 S4/Animal Transformation-Self 84 T20/Time Travel 96
M31/Telekinesis 75 S5/Animal Mimicry 84 T21/Troubleseeker 96
M32/Telelocation 76 S6/Blending 84 T22/True Flight 97
M33/Telepathy 76 S7/Body Adaptation 85 T23/Water Walking 97
M34/Total Memory 76 S8/Body Transformation-Self 85 T24/Whirlwind 97
S9/Body Coating 85
Physical Enhancement Rule powers 98
S10/Bouncing Ball 85
Powers 76 R1/Attribute Change 98
S11/Chemical Mimicry 85
P1/Armor Skin 76 R2/Attribute Pool 98
S12/Collective Mass 85
P2/Body Resistance 77 R3/Attribute Rearrangement 98
S13/Elongation 86
P3/Chemical Touch 77 R4/Award Change 98
S14/Energy Body 86
P4/Digestive Adaptability 77 R5/Award Pool 98
S15/Energy Sheath 86
P5/Hyper-Endurance 77 R6/Award Rearrangement 98
S16/Evolution 86
P6/Hyper-Intake/Expulsion 77 R7/Initiative Change 98
S17/Growth 87
P7/Hyper-Speed 78 R8/Power Combination 98
S18/Imitation-Face Changer 87
P8/Hyper-Strength 78
S19/Imitation-Human Changeling 87
P9/Hypnotic Voice 78 INDEX: POWERS
S20/Invisibility 87
P10/Immortality* 78
P11/Longevity 78
S21/Mass Decrease 88 RANK TABLES
S22/Mass Increase 88
P12/Lung Adaptability 79
S23/Phasing 88 RANGE TABLES 101
P13/Pheromones 80
P14/Regeneration 80
S24/Physical Gestalt 88 AREA OF EFFECT 101
S25/Plant Mimicry 89
P15/Self-Revival 80
S26/Plasticity 89
MOVEMENT TABLE 102
P16/Self-Sustenance 80
P17/Stealth 80
S27/Prehensile Hair 89 NUMBER OF ACTIONS/
S28/Self-Duplication 89 TARGETS 102
P18/Suspended Animation 80
S29/Self-Vegetation 90
P19/True Invulnerability 80
S30/Shapeshifting 90
P20/Vocal Control 80
S31/Shrinking 90
P21/Waterbreathing 80
S32/Spirit Gestalt 91
P22/Water Freedom 81
S33/Two-Dimensionality 91
Power Control Powers 81
Travel Powers 91
PC1/Control 81
T1/Astral Body 91
PC2/Creation 81
T2/Carrier Wave 91
PC3/Domination 81
T3/Dimension Travel 92
PC4/Duplication 82
T4/Energy Path 92
PC5/Energy Source (Power Creation)
82 T5/Floating Disc 92
PC6/Energy Source Creation 82 T6/Gateway 92
PC7/Focus 82 T7/Gliding 93
PC8/Gestalt 82 T8/Hyper-Digging 93
PC9/Nemesis 82 T9/Hyper-Leaping 93
PC10/Power Transferal 83 T10/Hyper-Running 93
PC11/Power Vampirism 83 T11/Hyper-Swimming 94
PC12/Residual Absorption 83 T12/Levitation 94
PC13/Selection 83 T13/Rocket 94
PC14/Weakness Creation 83 T14/Skywalk 94
T15/Spiderclimb 94
Self-Alteration Powers 84 T16/Spinner 94
S1/Age-Shifting 84 T17/Teleport Self 95
S2/Alter Ego 84 T18/Teleport Others 95

CONTENTS POWER TABLES INDEX: POWERS 6 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
CHARACTER CREATION

How We Do It Physical Forms Table Form Definitions


Dice Roll Physical Form Sub-form
The following is a system for creating new Normal Human
characters in the Marvel Universe or 01-26 Normal Human — The body is completely normal and
whatever section of the Multiverse you play 26-30 Mutant Induced possesses no detectable abnormalities.
in. Newly generated characters have the 31-33 Mutant Random Any Powers the hero possesses have left
advantage of being unique to the player, 34-35 Mutant Breed no visible mark on the body.
and thus (in my eyes, at least) the player 36-38 Android —
has a firmer commitment to them. A player • Random ranks are rolled on Column 2 of
Invests more of his energy and imagination 39-46 Humanoid Race —
47 Surgical Composite — the Random Ranks Table, page 6 of the
in a character he creates himself. They also Player’s Book and reproduced in this
offer an advantage to the Judge. Because 48-19 Modified Human Organic
text for your convenience.
player-generated characters don't have to 60-61 Modified Human Muscular
• Resources are increased +1CS.
adhere to someone else's continuity, all 52-53 Modified Human Skeletal
restraints in that area of the game are 54-57 Modified Human Extra Parts
gone. All bets are off and anything can Induced Mutant
58 Demihuman Centaur
happen. 59 Demihuman Equiman The hero started life as a Normal Human,
"then something happened." As a result of
60 Demihuman Faun
The Ultimate Powers Book generation a freak happenstance, the hero has been
system has seven steps. 61-62 Demihuman Felinoid physically and genetically altered. The
63-64 Demihuman Lupinoid Fantastic Four are examples of this type.
66-66 Demihuman Avian
• Generate a physical form. 67 Demihuman Chiropteran • Induced Mutants roll their random ranks
• Generate an Origin of Power. 68 Demihuman Lamian for Primary Abilities on Column 1 of the
• Generate Primary Abilities. 69 Demihuman Merhuman Random Ranks Table.
• Generate Secondary Abilities. 70 Demihuman Other • Induced Mutants can raise any one
• Generate a Weakness. 71-72 Cyborg Artificial
Primary Ability +1CS.
• Generate Powers. limbs/organs
• Give your character life. 73-74 Cyborg Exoskeleton
Random Mutation
76-76 Cyborg Mechanical The hero was born to Normal Humans, but
The joy and exasperation of random Body a freak twist of genetic fate made him a
creation is that even when you think you mutant from birth. Most of these are the
77-79 Cyborg Mechanically
know where you're heading, you can still Mutants found in the Marvel Universe, such
be taken in a completely different direction Augmented as the X-Men.
by a roll of the dice. Each of the seven 80-82 Robot Human
steps contains factors that can totally Shape • Random Mutants roll on Column 1 of the
revamp your character. You can even 83-84 Robot Usuform Random Ranks Table.
interpret the same sets of numbers in 85-86 Robot Metamorphic • They gain one additional Power.
dramatically different ways. 87 Robot Computer • Resources are reduced -1 CS.
88 Angel/Demon — • Endurance Is raised +1CS.
89 Deity —
Physical Form 90 Animal — Breed Mutants
91 Vegetable — The hero's parents were Mutants, as were
Your character's physical form is what he 92 Abnormal Chemistry — any number of preceding generations.
looks like now. Oh, he might have been 93 Mineral — Breed Mutants form tribes and have close-
born a relatively normal child in Cleveland, knit families; this is a defense mechanism
94 Gaseous —
Ohio, but this category is how people see born from generations spent hiding their
him now. The player can either select one 95 Liquid —
true selves from normal society. Examples
of the body types below or be brave and 96 Energy —
of Breed Mutants include the Inhumans.
let the dice do it for him. Deliberate 97 Ethereal —
selection is recommended if YOU are 98 Undead — • Breed Mutants roll on Column 1 of the
setting up a special campaign that 99 Compound — Random Ranks Table.
requires certain types of characters, like 00 Changeling — • Intuition is raised +1CS.
on other worlds or in other eras. • Endurance is raised +1CS.
• Breed Mutants must have at least one
Contact, usually their tribe.

Androids
These are artificially created organic beings.
An android is made of laboratory created
protoplasm and grows to maturity in an
artificial womb. More intricately made
Androids can actually interbreed with Normal
Humans. One example is the Vision. Androids
generally resemble the race that created
them; alien androids can be any shape.

CONTENTS POWER TABLES INDEX: POWERS 7 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
FORM DEFINITIONS

• Androids roll on column 4 of the Random nervous system have been altered. Per- Climbing ability. They are popularly thought
Ranks Table. haps he now possesses new organs or of as scholars or drunken lechers.
• Popularity is initially lowered -1CS. glands that are the basis for what Powers
• Androids may raise any one Ability he has. Muscular Modification is easy to • Centaurs roll on Column 5.
+1CS. detect; just look for a person with
• Androids gain one Power. outrageous muscular development. Equimen possess horse legs in place of
• Androids have at least one Contact, the Captain America is a good example of this. human ones. They have a horse's mane
lab tech or scientist who created them. Skeletal Modification means the hero's and tail as well. Such beings are often
original skeletal structure has been confused with fauns, although equimen lack
Humanoid Race replaced or augmented by artificial means. horns. An equiman is born from two
The hero is a normal member of a human- Although he is also a Random Mutant, equimen, or from a centaur mating with a
like race from "somewhere else." This may Wolverine is a good example of this type of human. By hiding the legs and tail, an
be another world, era, dimension, or lost character. The new skeleton can be equiman can pass for human. Kicking does
land hidden somewhere on the Earth. Most crammed with various things that can give +1CS damage.
can pass as Normal Humans with a little the hero his Powers.
disguise or explanation. Some of the • Equimen roll on Column 3.
Humanoid Race's Powers don't exist in • Modified Humans roll on column 1.
their home environment but develop as a • Organics heal twice as fast as Normal
Humans. Fauns possess the hairy legs, short tail,
result of the Humanoid's exposure to and horns of a goat. They are frequently
Earth's environment. • Musculars gain +1CS Strength and
Endurance. confused with either equimen, who are
• Skeletals gain +1CS Resistance to taller, or with the traditional image of a
• Humanoids roll on column 5 of the devil. Because of the unfortunate
Random Ranks Table for their Primary Physical Attacks.
• At least one Contact should be the resemblance to the latter, fauns have an
Abilities. initial Popularity of zero. They possess
• Humanoids can raise any one Ability organization responsible for the
modification. Feeble Mental Domination over females of
+1CS. any human(oid) race, which, coupled with
• Starting Resources are set at Poor. • All Modified Humans gain one less
Power initially. their penchant for intoxication, causes them
• A Humanoid starts out with only one to gain Popularity more slowly than other
Contact, his race. Demihumans.
Modified Human-Extra Parts
Surgical Composites This type of body is harder to disguise than • Fauns roll on Column 2.
The hero was created in an operating room. the other Modifications because the body
His body contains parts taken from several now possesses extra pieces of anatomy.
These may be duplicates of normal parts Felinoids are human-shaped, cat- like
bodies. Close examination reveals the beings. The overall body shape is human,
scars from his creation. The most famous (arms are probably the most common
example), or parts that are not found on but the skin is covered in fur and the face is
example is Adam, the Frankenstein that of a cat. A felinoid has a tail, claws,
Monster. Because of the widespread a Normal Human. Such new parts include
wings, tails, antennae, fins, or anything else fangs, pointed ears on top of the head, and
knowledge of that story, Surgical slitted pupils in the eyes. A felinoid can see
Composites are feared more than Mutants. that might create Powers for the hero.
in the dark with Excellent night vision. Such
They also possess a morbid curiosity about beings possess +1CS Climbing ability. Tigra
the people whose parts now form their • Humans with Extra Parts roll on column 1.
• Arms raise Fighting +1CS. is a good example.
bodies.
• Duplicate organs doubles the Health
point total. • Felinoids roll on Column 1.
• Surgical Composites roll on column 2 of
the Random Ranks Table for their • Tails give the hero an additional attack
Primary Abilities. when engaged in blunt attacks (1 per Lupinoids are human-shaped, canine- like
• Strength, Fighting, and Endurance are all tail). beings. They are often mistaken for the
increased +1CS. • Wings give the hero Flight. cinematic conception of a werewolf. The
• Resistance to Mental Domination is body is covered in hair and the face is
reduced -1CS. Demihumans definitely canine. The body has a tail,
• Initial Popularity is zero. This covers a range of human-like beings harmless claws, big teeth, and long
• Initial Resources are Poor. who combine the physical traits of humans pointed ears atop the head. A lupinoid
• Composites heal twice as quickly as and animals. Demihumans can be unique possesses an Excellent sense of smell.
Normal Humans. individuals or members of a race that The Popularity of lupinoids varies.
• The Composite initially possesses one inhabits a different place or time. Because Because some people think every
the hospital or person responsible for of the wealth of legends surrounding lupinoid is a werewolf, their Popularity
his creation. demihumans, a new character of this type decreases -1CS. Other people see them
finds that his Popularity is influenced by as dogs, and thus as man's best friend;
Modified Human people's preconceived notions and biases this prevents the Popularity from dropping
This is someone who started life as a toward things with his shape. any further. Lupinoid genetics are the most
Normal Human and was later altered by flexible of all the demihumans. There are
some means. The change affected his body Centaurs have a human head, torso, and as many breeds of lupinoids as there are
on a physical level but did not alter his arms mated to the body of a horse. They of dogs, wolves, and foxes (the latter
DNA. Genetically, the hero is still very much possess increased Strength (+1CS), can being a subclass, the vulpinoid).
human and cannot pass on his Powers to move quickly over horizontal ground (four
his descendants. Organic Modification areas/turn), and can fight with their hooves.
On the minus side, centaurs have Feeble • Lupinoids roll on Column 4.
means the hero's internal organs and

CONTENTS POWER TABLES INDEX: POWERS 8 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Avians come in two basic types, Cyborgs causes them to have a lower initial
angels and harpies. The angelic avians Limb and Organ: The hero began as a Intuition and Psyche (-1CS to both).
resemble humans with wings sprouting Normal Human but has had parts of his
from the shoulder blades. Angel of X- body replaced by artificial devices. This Mech Bodies have Monstrous Resistance
Factor is this type. They get an increased may have been done to save the hero's life to Disease and Poisons of all sorts. This is
Popularity (+1CS). Harpies possess arms after a near-fatal accident or the hero may because the brain is doubly protected from
that are modified to also serve as wings have voluntarily undergone the operation in the outside world. However, they are prone
and feather- covered legs that end in bird order to gain Powers. The original Deathlok to things that never harm a flesh-bound
claws. They gain +1CS Fighting. Angelic is an example of the former type.Cyborgs character, like Magnetic attacks and rust.
avians reproduce by normal human initially have a decreased Intuition (-1CS)
due to mental anguish over a perceived When creating the hero, the player must
means. Harpies lay eggs. decide what his Mech Body looks like. For
loss of humanity (in the former case) or a
self-hatred toward their original weak most campaigns, the Mech Body is
• Angelic Avians roll on Column 3. Harpies basically human- shaped. It may even have
roll on Column 2. human form (in the latter).
a pseudo-flesh covering to disguise the
While most cyborgs are High Tech body's true nature. Such coverings tend not
Chiropterans are similar to angelic creations, there are also Magical Cyborgs. to survive battles, though, so the hero must
humans except that they combine the For example, the Celtic god Nuada had an have a spare supply. Replacing a full body
human parts with those of a bat. Their arms arm made of silver. cover has an Excellent cost; a head-and-
also serve as leathery wings, their feet hands-only set is a bargain of Good cost.
have elongated toes that can serve as The player should determine what parts are
hands, and in addition they possess artificial, using the randomly generated Mech Bodies can come in other shapes.
large ears. They possess the Power of Abilities and Powers as a guide. For These can be anything the hero might find
Active Sonar at Good rank. 'Pterans scare example, Strength of Remarkable or better useful in his environment: spider-bots, baby
most people, especially the bulk of the suggests the limbs and skeleton are tanks, starships, etc. Since specialized
populace who believe all bats are artificial. Speed-running could come from a Mech Bodies are less adaptable, such
Vampires. Initial Popularity is Feeble. leg-replacement. Vision Powers seem to characters tend to be NPCs. Mech Bodies
require at least one man-made eye. At least are not limited to a single body, though. A
• Chiropterans roll on Column 2. one Contact must be either the lab or lab with Remarkable facilities can adapt the
hospital that created him of a facility that life-support module for easy transferral to
Lamians are snake people. The legs have provides maintenance services. other bodies. Thus, your hero can have as
been replaced by a serpentine body, many bodies as his Resources can provide.
although the arms are normal. The skin is Exoskeletons: The hero's body is intact
covered in fine scales. Lamians have but is encased in a mechanical suit that Random ranks are rolled on column 4.If the
lidless eyes and retractable fangs. There is provides him with life-support and Powers. Mech Body has different forms, the player
a 50% chance the lamian is venomous The natural and artificial bodies exist in must generate the Physical Abilities and
(Excellent Intensity poison). Because symbiosis. Tony Stark/iron Man is the Powers of additional bodies as if they
snakes terrify so many people, the lamian's perfect example of this. were separate characters.
initial Popularity is zero. Lamians are
difficult to bind (+1CS to escape). The most common Exoskeletons are Mech Bodies initially have only one
roughly the same size and shape as the Contact—the lab where they were created.
• Lamians roll on Column 3. being within; that is, the Exoskeleton
resembles a clunky suit of armor. Mechanical Augmentation: This is a
Merhumans are amphibious relatives Exoskeletons can come in any size of Cyborg who still has all his original (human)
of lamians. The body is human from the shape, however. The giant robots of equipment but carries some options inside.
waist up; the rest is a flexible fish-tail. Japanese cartoons are actually immense Unused spaces in his body are now filled
Merhumans possess both lungs and gills, Cyborg Exoskeletons. with various useful devices. These can be
but can only stay away from water a limited directly controlled through the nervous
time because their bodies quickly dry out. Mechanical Body: The only part of the system. It is these devices that give the
Movement on dry land is limited to crawling hero's original body that remains is his hero his Powers. They can be anything
or dependence on vehicles. Merhumans brain and the nervous system. This is from a, tiny radio in the ear to a
also possess Water Freedom. They housed in a special life-support module Disintegration gun concealed in the arm.
fascinate Normal Humans and have an that fills most of the brain's needs
increased Popularity (+1CS). The (oxygen, blood, nutrients). The life- Augmenteds chose their condition and do
usefulness of a merhuman in a land-locked support module is mated with a not suffer from the depression that affects
campaign is limited, but certain Powers can mechanical form that serves the brain as most Cyborgs and Mech Bodies. Since
overcome the merhuman's disadvantages, its new body. The nervous system is there is a limited amount of extra space in
Shapechange, Alter Ego, True Flight, and directly linked with the machine's control the body, Augmenteds receive one less
so on. circuits, allowing both control and Power.
sensory feedback.
• Augmenteds roll on column 3.
• Merhumans roll on Column 2. • Initial Resources are Good or optionally
Mech bodied characters are often
mistaken for Pure Robots. In fact, an rolled.
There are numerous other Demihumans internal examination is needed to clearly • If the hero possesses Hyper intelligence,
you could create. The player can combine distinguish the two types. Of course, Pure Hyper-Invention, or Weapons Tinkering,
any animal with a human to create a new Robots don't feel the urge to cry. Mech then he may have created his new form
Demihuman, then work with the Judge to bodies are even more morose than Mech himself with the help of a Remarkable
provide it with reasonable statistics. Limb cyborgs; at least the latter retain clinic.
some of their bodies. Their depression

CONTENTS POWER TABLES INDEX: POWERS 9 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Pure Robot metamorph possesses size-altering him. The computer possesses the
Humanshape: This is a Powers, this limit is replaced by that Powers of Mental Duplication, Mind
completely mechanical being that is Power's limit. Blast, Imitation, and Rocket. RALPHs
patterned after the human body. The mainframe possesses the first two
degree of similarity varies; specimens • Metamorphs roll on column 4. Powers. With Jennifer's help, he has
can include metallic skinned caricatures radically modified his maintenance bot to
(Sentinels), metallic simulations (Jocasta), The player must generate separate possess the other Powers. The bot can
and pseudo-fleshed imitations (Delphine Physical abilities for each form and become a humanshape under RALPH's
Courtney). Most are High Tech but rare assign Powers to either or both forms. control. The bot's legs contain jets that
specimens are Magical in nature, clockwork provide Flight.
men given life by eccentric mages. Metamorphs have a minimum of two
forms. In the creation process, additional • Computers roll on column 4.
While most Humanshapes are the size forms can be gained at a cost of -1CS to • Reason is increased +2CS.
of Normal Humans, they are much all Primary Abilities for each additional • Fighting is decreased -1CS.
heavier. The average specimen weighs form gained. • Resources are increased +1CS and
500 to 2,000 pounds. represent company supplies directly
Computer: The hero is a computer, period. controlled by the computer or those
• Humanshapes roll on column 4. At first glance this seems unplayable, but which it can order without arousing
• Initial Popularity is zero. bear me out. This is a rare computer, one suspicion.
• Player character robots possess self- that is self-aware and possesses true • Computers have a decreased
repair facilities that simulate normal intelligence. While the mainframe itself is Resistance to Electrical and Magnetic
Healing. immobile and unable to physically act, Attacks and also to Phasing.
peripherals give the sentient computer a
There is Karma loss if a hero wide range of means to deal with the Loss of all electrical power to the
purposely destroys a sentient robot. physical world. Slave robots act as proxies mainframe causes deactivation and loss
Robots are people too. Non-sentient for the computer. Physical additions provide of some of the computer's abilities and
robots are cannon fodder. tile mainframe with add-on functions. The all of its Karma. Abilities and Powers are
Computer can directly interact with other reduced -1CS across the board.
Usuform Robot: This is a robot that computers, robots, and some cyborgs on
believes in the adage, "Form follows a programming level. Angels and Demons
function." This robot's body is anything These are magical beings from other
but humanshaped and is designed to In some campaigns, there may even planes of existence. They are both
best serve specific needs. For the be a computer-generated pocket supernatural and corporeal in nature. The
game's purposes, needs refers to dimension where computer programs are main difference between these types is
Powers the usuform possesses. "living" beings. If the computer their inherent personality. "Angels" are
possesses Alter Ego or Lifeform benevolent; "demons" are malevolent.
Example: A usuform hero possesses Creation, it can create a human-like Other than that, there isn't much difference.
Bio-physical Control, Cold Emission, and extension of itself. Such a being would
Levitation. His design might look like a possess all the computer's abilities and These beings resemble characters from
metal egg supported and propelled by an most of its Powers (save those assigned various mythologies. This affects their
induction field. The egg has two arms, a to the peripheral hardware). Damage to Popularity. Angels gain +2CS while demons
variety of sensors, a speaker grill, an the extension results in feedback that lose -2CS on their initial Popularity.
underslung ray- projector (the Cold causes equivalent damage to the
Power), and carries on its back an mainframe. These beings do not necessarily follow the
expandable life-support chamber (the popular traditional behavior patterns. A
Healing Power). The computer may hide its true nature heroic demon might be fighting a personal
and intelligence from its owners, creators, war against other, even more evil beings. A
• Usuforms roll on column 4. and/or programmers. Only a major threat crazed angel might be a villain, seeking to
to its existence can cause it to reveal purify the Earth at any cost.
Sentient usuforms are often mistaken for itself and risk losing its freedom.
mindless industrial robots; people usually • Angels and Demons roll on Column 5.
look for a human controller hiding nearby. In a magical setting, the computer can
be any mystical device, such as a crystal • Angels and demons have no initial
ball or an elaborate altar. Slave units and Contacts but will soon be sought out by
Popularity is unaffected because people groups who see them as symbols or
simply do not give the usuform any peripherals are likewise translated into
mystical analogs. tools.
thought other than "Oh, what a wild prop!" • All Physical Abilities are raised +1CS.
For game purposes, assume that all • Such beings possess a Psychological
Metamorphic Robot: This is a robot Weakness that Negates their Power.
whose design is so flexible it can change sentient computers have a minimum of
one remotely controlled industrial robot. • Angels gain +2CS Popularity.
into two or more forms, each possessing • Demons lose -2CS Popularity.
different Physical Abilities and Physical The owners think this robot is only used • Demons automatically possess Good
Powers. Most Metamorphs have a dual for self-maintenance and experimentation. Fire Generation and Specific
nature. The primary form is a humanshape; Invulnerability to Heat and Fire.
the secondary form may be a vehicle or Example: RALPH 3000 is a sentient • Angels automatically possess a specific
usuform. Both forms weigh the same, but computer officially owned by the Carlson form of Artifact Creation that produces a
may be different sizes. A Metamorph can Institute, a private think-tank. -Only one magical sword that does Excellent
change into a form that is up to three times programmer, Jennifer, knows RALPH is damage.
larger than the smaller form. If the alive and has been sworn to secrecy by

CONTENTS POWER TABLES INDEX: POWERS 10 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Deity living worshippers they still have. All of Plants have no legal rights. This can be a real
This is an "Entity of Great Power" these people serve as Contacts. A deity PC problem.
- or rather, was such a being. The deity who abuses his worshippers faces a stiff
was an actual god, demigod, or close Karma penalty. The Plant Hero may be a mutant, a
relative who was actually worshipped at modified plant, a member of a species of
some point in the past. Now his powers Deities are honor-bound not to actively intelligent plant life, or a human or other
have waned because the religion which promote a religion based on themselves. being who was somehow transformed into
was devoted to him is no longer Deity PCs who try this lose -1CS from all a plant. A permanent result of Induced
practiced. His followers have their Abilities and Powers. Vegetation could create such a character.
disappeared into the annals of history. Man-Thing is an example of the last type.
Thor is an example of such a being. Animals
This is a catch-all category that includes • Plants roll on column 1.
Now he is a god-on-Earth and locked fish, mammals, birds, reptiles, and the rest • Plants have zero Resources.
into a mortal shell. He is still a formidable of Earth's fauna, in addition to aliens that • Plants automatically possess Absorption
being, though. Deities have increased do not fit into any other category. About the Power of Good rank in the form of
ranks in all their primary abilities and only example of this in the Marvel Universe enhanced photosynthesis.
cannot really die in the Earth Dimension is Lockheed, the dragon. Your campaign, • Plants have -2CS Fighting.
unless the slayer is another deity. Each on the other hand, might be filled with • Plants gain +2CS Endurance.
deity has a home dimension; on that heroic Animals or really peculiar aliens (I'll • Plants have no initial Contacts; the
plane the deity loses his special exception is if the Plant was created by
fudge a little and include Lockjaw, the scientific means, in which case its
protection from death. Inhumans' "dog" as an example of this). creator might be a Contact.
Deities are usable as player characters. Animal PCs have three main types of
The Marvel Universe includes Asgardians, backgrounds. One is that the animal is a Abnormal Biochemistry
Olympians, and deities from a host of other mutant. Another is that the animal was The body is apparently normal but
pantheons. Both Thor and Hercules are altered in ways that gave his intelligence possesses a different chemical base than
members of the Avengers. Snowbird, and Power. The last is the animal is a that of Normal Humans. A key element in
daughter of an Inuit goddess, is a member relatively normal member of a race of the body's chemical makeup is replaced by
of Alpha Flight. The thing that permits their animals like him (Lockheed, for example). another element. The most common
playability is their diminished Power. Once The player can determine this in the Origins abnormalities are silicon replacing carbon,
Odin formed the Earth from the blood and of Power section and embellish it to the copper replacing iron, and cobalt replacing
bones of a slain Ice Giant, but he can't do best of his ability. iron.
things like that anymore.
Animals have to have a human Contact. • Silicon-based life has a body
There are three reasons a deity might be People tend to see the human Contact as temperature 40 degrees lower than
found on Earth. One is that his Powers the animal's owner or trainer. People refuse similar carbon-based life.
have diminished to such a point that the initially to believe the animal is intelligent. • Copper produces green blood.
Earth Dimension is the only place he can Animals have very few legal rights, but they • Cobalt produces blue blood.
survive. The second is that he has been also have few responsibilities.
sent to the Earth Dimension by other, more In all these cases, acquiring food that
powerful Deities. Both Thor and Snowbird • Animals roll on column 1. fits the hero's metabolic needs is a
are in this category. The third reason is that • Aliens in this category roll on column 5. problem. If the abnormal lacks a food
the deity is bored with timeless infinity and • Animals gain one less Power. supply, he'll have to seek one out. A lab of
is slumming it on Earth as a way of • Animals automatically have two Remarkable cost can synthesize the
generating excitement. Hercules fits this Detection Powers at Good rank. necessary foodstuffs. For game purposes,
bill. assume the hero already possesses a
Animals risk death or capture from people steady food supply.
Actually, there is also a fourth reason. The who are ignorant of the animal's true
deity might be on Earth seeking Power, nature. Because of the different body chemistries,
whether by regaining worshippers or abnormals cannot donate blood or body
establishing a portal between Earth and his Resources are zero unless the animal has tissues for transfusion into Normal Humans.
home dimension. However, for game attached himself to a human. In this case, Likewise, anything foolish enough to try to
purposes, this reason is restricted to NPC the Resource rank is assigned to that feed on the abnormal, like a lion or a Bio-
deities who are acting as villains in your human. Vampire, takes Good damage as it tries to
campaign. digest what, to its system, is poison.
Vegetable Abnormals cannot interbreed easily with
• Deities roll on Column 5. Normal Humans, even when their bodies
• All primary abilities are raised +2CS. The hero is an intelligent, mobile plant. He are virtually identical. A hospital with
• Deities automatically possess at least can be of any nature but for game purposes Incredible facilities is needed top after the
one Travel Power. the hero is assumed to be a man- shaped would-be parent's genetic material to a
• Deities gain two additional Powers. plant. His physiology is based on compatible type.
photosynthesis. The plant-man doesn't need
Deities have increased Popularity (+2CS) to eat anything except a bit of fertilizer • Abnormals roll on column 2.
with the public but zero Popularity with the occasionally. Prolonged deprivation of light • Endurance is raised +1CS.
hierarchy of the major established Earth and water reduces the hero's Strength and
religions. Endurance -1CS per day after an initial three
days.
Deities eventually attract any remaining

CONTENTS POWER TABLES INDEX: POWERS 11 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Mineral Life Energy Body
The body is composed of solid materials • Fluid Bodies roll on column 5. The hero is a field of coherent energy. The
that normally do not sustain life. In fact, the • Fluid Bodies have a natural variation of basis for this can be any Energy form found
body might not even have anything Phasing that permits them to permeate in the Energy Emission and Control
remotely resembling internal organs. In any porous material. sections of this book. The Energy Body can
such cases, an internal examination would • Fluid Bodies have no initial Contacts move at will in any direction, even though
only reveal homogenous matter. except their own race, if one exists. spaces that lack a medium to transmit it.
The Energy Body possesses an Intensity
The body can be of any single element or Because of the Fluid Bodies' control over rank of its own; this is how the Health
compound or a mixture of anything the their own fluids, it requires an Incredible points apply to this being.
player can think of. Examples of Mineral Agility FEAT to drain off any part of the
Life include golems and Warlock (of the Fluid Body. Drained parts remain under the Energy Bodies follow the same
New Mutants). main body's control as long as they are characteristics as normal energy of the
within one area. Once beyond that limit, the same type. They possess a special
Because Mineral Life is simpler, it is easier drained liquid "dies" and becomes inert. vulnerability to Plasma C control I -1CS
to feed and maintain. If food is needed, the Resistance). Energy Bodies can be
Mineral Life can digest raw matter of its Swallowing a Fluid Body can be a fatal act contained within special storage batteries;
composition. Wounds can be bandaged by if the body so chooses. It can also result in this is the only way to immobilize these
applications of the same matter as well. a symbiosis if the Fluid Body takes a liking beings.
("But Doctor, I'm not a bricklayer!") to the solid host.
Energy Bodies composed of visible energy
Mineral Life is immune to all Poisons and Gaseous Life types can create a ghost-like image of a
Diseases that harm Normal Humans. The body is completely composed of human. If the Energy Body possesses Alter
Conversely, exotic poisons and diseases gases, vapors, smoke, and mist without any Ego, Energy Solidification, or Lifeform
that do harm to Mineral Life do only Feeble solid (or even liquid) components above the Creation, it can form a solid facsimile of a
damage to Normal Humans. Mineral Life is microscopic level. The Gas Body is a human.
vulnerable to attacks with special effects on coherent cloud that retains its integrity even
the body materials. For example, an iron in the face of Amazing Intensity winds. • The only way to destroy an Energy Body
golem is prone to rust. Unlike normal clouds, the Gas Body can is to completely Negate or solidify its
more at will in any direction and even energy.
• Mineral Life rolls on column 2. penetrate liquids and permeable solids. • Energy Beings roll on column 5.
• Initial Health is doubled. However, it cannot freely move in a vacuum • Energy Beings have a Bonus Power of
• Movement rate is decreased -1CS. unless it possesses a Travel or Energy Energy Emission. Energy Control is an
Power. Optional Power.
Liquid Life • Physical contact with an Energy Being
The Gas Body may be composed of a does Feeble damage.
You know that the Normal Human body is
68% liquid? Well, this type is 100% liquid. single element or compound or any sort
However, it is composed of special liquids of exotic mixture. Ethereal
that remain together. The fluid body can be The hero is an intangible, disembodied
of any viscosity from gelatinous to watery. It If the gaseous hero possesses a spirit. He can be a ghost who once
can move at will by flowing through other Shapechanging Power, Alter Ego, or Body possesses a mortal shell, or belong to a
liquids or along surfaces. It can even climb Transformation-Self, the being can race that always exists in this form. An
vertical surfaces. temporarily assume a human-like form. Ethereal can drift about in any direction he
chooses, and can pass through solid matter
If the liquid life possesses Endurance and Gas Bodies are immobilized if converted to without any effort. The visibility of an
Psyche ranks of Excellent or better, the liquid or solid forms but take no damage Ethereal varies according to his whim; he
Fluid Body can form an erect simulation of from this act. While gaseous, can be invisible, transparent, translucent, or
a human body. This can "walk" by sliding the being can freely expand or contract. opaque.
along the ground. Minimum size is one cubic foot. The
maximum size can fill a volume equivalent If the Ethereal is a ghost, his form
Contrary to what you might think, a Fluid to the average shopping mall. resembles an idealized version of his old
Body is actually dry to the touch. This is body. The ghost's appearance is actually
because none of the body's liquids leave • Gas Bodies roll on column 5. based on his self-image and thus reflects
the body unless deliberately secreted. • On Earth, Gas Bodies have zero the ghost's attitude toward himself. This is
Resources and no initial Contacts. why ghosts are usually either very beautiful
The Fluid Body can be housed in a • The only way to destroy a Gas Body is to (or handsome) or quite pathetic.
naturally secreted sac or in an artificial alter its composition through Powers
container. This is determined by the player like Matter Conversion and Mattee Ghosts are immune to most physical
rolling such Powers as Armor, Body Armor, Control. attacks with Intensities less than Unearthly.
or Body Coating. • Inhaling a Gas Body can be a fatal act They are vulnerable to Mental and Magical
since the being's gases can prevent attacks, especially by Powers that affect the
If the Fluid Body is frozen, the hero is required gases from reaching the lungs. spirit. Either Psi or Spirit Vampirism can
immobilized until he can melt. He takes no • Gas Bodies can enter a symbiotic destroy an Ethereal.
damage from such an attack, although sacs relationship with a solid being.
or body containers might be shattered by • Gas Bodies possess a natural form of While Ethereals are intangible on the Earth
the cold. Vaporization is a fatal act for most Phasing that permits them to penetrate Dimension, they regain solidity in other
Fluid Bodies. solids. Dimensions. In such realms Ethereals are
vulnerable to all Powers except those that

CONTENTS POWER TABLES INDEX: POWERS 12 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
specifically affect Ethereals and other Most Compounds are unique individuals.
disembodied beings; these Powers are • Undead roll on column 1. Due to their peculiar nature, they do nor
Spirit Summoning and Storage, • Strength and Endurance are increased easily reproduce. Genetic offspring,
Reincarnation, and Exorcism. by +1CS. including clones, possess only a single
aspect. In the example, a clone of the freak
If the Ethereal once had a solid body, he The player and Judge must come up with would be either a Normal Human,
might not necessarily have died to reach a body maintenance procedure, unless the Chiropteran, or wasp- man.
his current state. He might have become an hero possesses a Vampiric Power.
Ethereal by being directly transformed from Popularity is decreased -1CS, cumulative
solidity to ethereality. Such transformations Undead possess a Psychological with any losses determined by the various
can be magical, scientific, Power-based, Weakness; their Power is negated while aspects (Body Types).
accidental, or deliberate. The Red Ghost is they are within 10' of a religious symbol.
an example of a Normal Human directly If the symbol is that of a religion the Changeling
transformed into an Ethereal as a result of Undead practiced while he was alive, he The hero can transform into any of a
a scientific mishap. suffers Excellent damage. number of possible Body Types. Each Body
Type aspect of the Changeling possesses
If the Ethereal possesses Alter Ego or Compound Form its regular advantages and disadvantages
Lifeform Creation, he can create a living The hero's body contains aspects of two or which apply only when the hero is in that
body for himself. If he possesses Mental more of the preceding Body Types. As particular form.
Domination, he can possess a human host. such, it possesses a mixture of the
advantages and disadvantages of each Die Roll Number
• Ethereals roll on column 1. (They're type.
about as altered as a human can be). 01-50 2
• Fighting rank is zero in the Earth Die Roll Number Adv./ 51-75 3
Dimension, unless the Ethereal fighting 76-95 4
another Ethereal. Disadv. %
• Physical attacks have a decreased effect 96-00 5
on Ethereals (-9CS).
01-50 2 50%
• Spirit Vampirism completely destroys 51-75 3 33% What powers the hero possesses are
Ethereals. Psi-Vampirism destroys the 76-95 4 25% assigned to any and all of his Aspects.
self-image and reduces the Ethereal to 96-00 5 20% Each Aspect must have one Power
a mindless Poltergeist. which is unique to it, a Power no other
• At least one Contact can be a Spiritual The Combination of advantage and Aspect has.
Medium. disadvantage is unique to each Compound. The hero can transform himself from
When creating a Compound character, the
player first generates the number of Body one Aspect to another in 10 turns. During
Undead this time, no Powers can function and all
Types combined in his character, then the
The being in question had once been a actual types, using the Body Type Table Primary Abilities temporarily drop -2CS.
Normal Human (or any other species) but above. The next step is determining the Changeling is similar to the Power of
has since died. Through some arcane and advantages and disadvantages are Alter Ego. If the player rolls that Power
possibly disgusting means, the body has
regained animation and ceased to decay. retained by the compound. while creating a Changeling character, he
The being's life force is once again in can discard it and roll another Power.
residence (although the old house just isn't Example: The dice have assigned the hero Example: Kit has rolled Changeling for
the same). Special means are required to a Compound Body Type. Muttering under his Body Type. This one has two
maintain the reunion of mind and body. his breath ("Great, I get to play a freak"),
the player rolls a 61. His Compound has Aspects: 83, Humanshape Robot, and
This can be anything from being frequently 91, Vegetable. "Great, a robot that turns
re-embalmed to utilizing any of the Vampiric three aspects, which the dice again
decide16 (Normal Human), 69 into Man-Thing." Eventually, Kit decides
Powers. If the Undead fails to follow his
required - maintenance procedures, he (Chiropteran), and 72 (Other Demihuman). his robot was specially designed to
begins to fall apart. In Undead terms, this is Three Body Types get him a 33% chance of imitate other life-forms, but the
what Health points are used for. Health is retaining advantages and disadvantages. Shapechange circuitry burned out after
the structural integrity of the Undead's own He starts rolling. By the time he's done, his recording its first form.
corpse. freak has begun to form. The character's Changelings roll on column 5, regard-
wings sprout from his back, rather than less of what the various Aspects would
The nature of the Undead can vary. being formed by his arms. The ears are
smaller and more human-like since he roll on.
Examples include Bio-Vampires like
Dracula, Zombies ("Zuvembies" in the lacks sonar. From the Other Demihuman If while in one Aspect the hero loses all
Marvel Universe), animate Mummies like aspect, a waspman, he gets a stinger that Health points, he can save his life by
those in ancient pyramids and bad B- does Excellent Paralysis damage and rigid making a red Psyche FEAT. Success
movies, and even hybrid forms that still plates on his torso. means he lives, but permanently loses
retain some humanity. Dracula's daughter the ability to transform into that Aspect.
Lilith is such a being, being conceived The artificial Body Types lend themselves Powers can be assigned to any or all
after Dracula had become an Undead. especially well to creating Compounds. All Aspects. Each Aspect must have a unique
Technical note: At this time, all Bio- such Compounds are automatically Power not shared with other Aspects.
Vampires on the Marvel Universe Earth Cyborgs.
have been destroyed. Your campaign,
however, can be free of this restriction if Compounds only roll on a single column,
you so desire. The Great Continuity determined by the A/D percentage.
Goddess bade me mention it anyway.

CONTENTS POWER TABLES INDEX: POWERS 13 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
POWER ORIGINS

Origin of Power Die Roll Origin the Gamma Blast that created the Hulk.
01-10 Natal Technical Experiment
Now that you've determined what your
character looks like, the next question is 11-20 Maturity
The hero was the subject of a controlled
how did he get that way? More importantly, 21-30 Self-Achievement scientific or magical experiment. Assuming
how did he get the Powers that set him 31-35 Endowment that all the factors are reproduced, such a
apart from mortal men (or cyborgs or 36-50 Technical Mishap Technical Experiment should be “able to
centaurs or kitty cats)? This is the stage 51-60 Technical Procedure produce a steady supply of super powered
where you determine the Origin of Power. 61-65 Creation heroes. Unfortunately, the geniuses behind
There are 11 possibilities here, each one a 66-76 Biological Exposure such experiments often leave inadequate
single event in your character's life that notes; if something happens to the genius,
transformed him/her/it into a Super Hero. 77-87 Chemical Exposure
the experiment is irreproducible. Dr.
88-98 Energy Exposure Reinstein, for example, never really wrote
The player can interpret the Origin two 99-00 Rebirth down the Super-Soldier Formula that
ways. The first way assumes that the transformed Steve Rogers into Captain
character has always had approximately Origin Definitions America. Attempts to recreate it produced
the same Physical Form that he now the Infinity Formula that has the simpler
possesses. In that case, the Origin is the Natal effect of increasing the subject's Health,
event in which his Powers first appeared. The hero-was born in the Body Type he Endurance, and lifespan.
The second way of interpreting the Origin has, and possessed all his Powers from
is to assume that the character began life birth onward (although learning to control Creation
as a perfectly Normal, Human, say a kid them took time).
from Euclid, Ohio. In that case, the Origin The hero was born in the form he now has,
Note: If a character is a Cyborg, he was that of an adult who possesses Power
was an event that not only gave him Power, severely deformed at birth and required
it may have also drastically altered his and/or whatever the Body Type is. Most of
immediate emergency medical and the Artificial Body Types belong in this
Physical form. scientific aid. class. Examples include the android
Example 1: Ken rolls a 78 for Physical Human Torch, all robots, angels, demons,
Maturity and deities.
Form, a Mechanically Augmented Cyborg,
and a 58 for Origin, Technical Experiment. The hero gained his Powers sometime after
He interprets this to create Steve Piano, a reaching adulthood. Powers may have Biological Exposure
man who has volunteered to be a test begun manifesting themselves sporadically The hero gained Power after exposure to a
subject for a new weapons system his during adolescence, or even childhood, but special lifeform or a substance secreted by
company has developed. The system is full control wasn't achieved until maturity. that lifeform. Werewolves and Bio-Vampires
surgically implanted within Steve's body. Most Random Mutants are in this class. are common examples of this. Normal
Since the implantation is experimental, the Humans are transformed into those kinds
lab wants him to retain the implant for a Self-Achievement of beings after being bitten by another
time while they study its effects on him. The hero actively sought out a means of Werewolf or Bio-Vampire. The hero can
What they aren't telling Steve is that the giving himself Power. He developed the also gain Power from an experiment using
implant is not working out at all like the methods, procedures, equipment, or bio- chemicals. For example, the late
plans said it should; the Powers Steve has whatever permits him to possess Power. Whizzer gained his Power after consecutive
manifested are entirely unexpected. This could be through scientific endeavors injections of cobra venom and mongoose
(Henry Pym/ Ant Man), arcane study (Dr. blood.
Example 2: Bruce rolls a 15 for Physical Strange), or physical training (iron Fist).
Form Other Demihuman, and a 34 for Anyone can gain Powers similar to the
Origin, Endowment. Bruce has a fondness Chemical Exposure
hero's by following this special training. The hero was transformed by exposure to
for beams, which leads him to make his
character a Ursinoid. He doesn't want to an exotic element, compound, or mixture.
have to come up with an entire racial Endowment This substance can be inhaled, ingested,
background for his character, tentatively The hero was given his Power by another injected, or just placed next to the hero
called Ursus, and chooses the second being. This includes such diverse situations for it to affect him. The chemicals involved
option for Origin. Ursus began life as a as being transformed (Tigra), being in these incidents react in random ways
normal teenager in Charlottesville, Virginia. charged with Power (the Power Pack kids), with the hero's genetic structure and
While wandering through the woods one and acquiring an item whose possession produce unique results. If another person is
night, the boy encountered a crippled UFO gives the hero Power (Black Knight, exposed to the same chemical, the results
piloted by small bear-like beings. The boy Vindicator). may be different or fatal. Madcap is an
tried to assist the bears, who transformed example of this.
him into a form more capable of performing Technical Mishap
the repairs they needed done. The alien The hero was caught in an experiment or Energy Exposure
bears completely forgot about returning procedure gone awry, with the result that The hero was exposed to a special form
their helper to his original form before they the hero gained Powers that were totally and Intensity of energy— anything out of
left. unexpected. Such freak conditions cannot the ordinary will do—and turned into his
be completely duplicated, although they present self. Most of the Marvel Super
To determine the Origin of Power, roll can be simulated. Simulations produce Heroes from the early 1960s are examples
percentage dice once and compare the slightly different results, though. Cloak and of this. The Fantastic Four, the Hulk, and
results with the following table. Dagger are examples of Mishap Origins. Daredevil, for examples, all received
The late Sasquatch was an example of a Powers after being subjected to hard
Mishap Simulation, from trying to recreate radiation.

CONTENTS POWER TABLES INDEX: POWERS 14 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
WEAKNESSES

Random Ranks Table


Rebirth:
The hero was once a perfectly ordinary Rank Initial Rank Columns
person. Then he died. Something Name Number 1 2 3 4 5
happened to him that destroyed his old
body and gave him a new one, complete
with Power. Examples of this class include Feeble 1 01-05 01-05 01-05 01-05 01-10
Marc Spector/Moon Knight and Arthur Poor 3 06-10 06-25 06-10 06-10 11-20
Douglas/Drax the Destroyer.
Typical 5 11-20 26-75 11-40 11-15 21-30
Good 8 21-40 78-95 41-80 16-40 31-40
Excellent 16 41-60 96-00 81-95 41-50 41-60
Primary and Secondary Remarkable 26 61-80 —— 96-00 51-70 61-70
Abilities Incredible 36 81-96 —— —— 71-90 71-80
Each role-playing game has a set of basic
Amazing 46 97-00 —— —— 91-98 81-95
characteristics for each character. These Monstrous 63 —— —— —— 99-00 96-00
define such things as physical and mental
traits, damage resistance, and how the
character interacts with his world. In the Weaknesses Dice Roll Cause
MARVEL SUPER HEROES'" game, these 01-13 Elemental Allergy
are the seven primary abilities. Everybody has an Achilles' Heel, a weak 14-18 Molecular Allergy
ness that can really mess up his day. The
nature and severity of the weakness varies 19-43 Energy Allergy
• Fighting - A measure of raw combat with the individual, race, or class. Normal 44-68 Energy Depletion
ability Humans have so many we don't even think 69-81 Energy Dampening
• Agility - A measure of dexterity and about them, aside from heeding such 82-94 Finite Limit
nimbleness warnings as "Poison" or skull-and- 95-00 Psychological
• Strength - Physical muscle power crossbones symbols.
• Endurance - Personal toughness and Dice Roll Effect
physical resistance A Weakness is a cause-and-effect situation.
A specific stimulus causes the Weakness to 01-50 Power Negation
• Reason - Intelligence and the capacity 51-90 Incapacitation
appear. Its effect is what actually occurs to
for logical thought the hero as a result of being exposed to the 91-00 Fatal
• Intuition - Wisdom, wit, common sense, stimulus.
and battle reflexes Dice Roll Duration
• Psyche - Mental strength and willpower. The final consideration is the duration of the 01-40 Continuous with Contact
Weakness. This is the length of time the
hero is affected. 41-60 Limited Duration with Contact
These are complemented by the four
Secondary Abilities. 61-90 Limited Duration after Contact
Okay, why should you, the player, even pay 91-00 Permanent
attention to this section? As I said,
• Health - The amount of physical damage
a character can absorb before losing
everyone has a weakness. For Normal Cause
Humans, the standard stimuli are Elemental
consciousness and possibly his life Allergy, Molecular Allergy, and Energy Elemental Allergy
• Karma - The measure of experience Allergy with Fatal Effects. Superpowered
• Resources - The hero's available wealth heroes possess an enhanced resistance to The hero suffers adverse effects if he is
exposed to a specific one of the hundred-
• Popularity - The hero's reputation within all of these stimuli but retain a special odd elements. This Allergy only occurs if
his normal environment Weakness to a specific stimulus. Normally, the element is present in a pure state and
the effect is limited to Negation and in an accumulation of at least one ounce. If
Primary Abilities, Resources, and Popularity Incapacitation, but if the hero possesses the element is combined in a molecular
any Power with a rank exceeding state or is in insufficient quantities, no
are all randomly generated on the Random Remarkable, there is a possibility that a
Ranks Table. Health is the sum of the rank Effect occurs. The element must be within
Fatal Weakness exists. 20 feet of the hero for it to have any Effect.
numbers for Fighting, Agility, Strength, and
Endurance. Karma is the sum of the rank To determine cause, effect, and duration, This allergy can be overcome by physically
numbers for Reason, Intuition, and Psyche. the player must make three separate insulating the hero from the element or by
percentage-dice rolls, on the following three increasing the distance between them.
This is only a capsule version of the tables, one for each factor. If all of the
system used to generate Primary and hero's Powers are of Remarkable rank or
Secondary Abilities because the Marketing lower, the player can convert a Fatal Molecular Allergy
Department hopes that you have already Weakness to an Incapacitating Weakness. This is similar to Elemental Allergy. A
bought either (or both!) the MARVEL specific compound causes the Effect.
SUPER HEROES Original Set or the Common examples include water, wood,
MARVEL SUPER HEROES Advanced Set. and Adamantium.

CONTENTS POWER TABLES INDEX: POWERS 15 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Energy Allergy a minimum rank of Typical is reached for all Permanent
The hero suffers when he is exposed to a of them. If the. hero is beyond the 20 foot The Stimulus does its full damage to the
specific form of energy. This can be any limit but tries to use his Powers to affect the hero, even when exposure to the Stimulus
wavelength or Intensity of energy found in Stimulus, certain uses of Power has been interrupted. In this case, the
the Energy Emission and Energy Control automatically fail. Any Power that directly Stimulus sets off a bodily self-destruction
sections of this book. Sunlight is a common acts on a target cannot affect a Stimulus. sequence that must continue to its full
example of Energy Allergy, particularly Only Powers that indirectly affect the extent. In the case of Power Negation, the
when dealing with supernatural beings. Stimulus succeed, such as using brute hero's Powers are permanently lost.
force to lob missiles at the Stimulus. Incapacitation results in the hero reaching
Energy Depletion zero Health points and lapsing into a coma
Incapacitation lasting 1 -10 days. After that time, he may
The hero has a finite energy supply that
permits him to manifest Power. This energy The hero becomes physically ill after regain his Health at the normal rate. Fatal
must be periodically renewed by means of exposure to the Stimulus. Beginning with results in the death of the hero as both
rest, food, Energy Absorption, Energy the initial contact, the hero loses one point Health and Endurance drop to zero. The
Vampirism, or simply making contact with of Health per turn. This loss continues for hero can be revived, however, and will
a source of that energy. If the hero's the Duration of the Effect. However, the eventually recover if revival occurs.
energy level drops too low, dire Effects loss stops when Health reaches zero; this
result. Effect does not directly kill the hero. The Heroes and villains should do their utmost
hero retains his Powers but finds it harder to prevent anyone except their most trusted
to use them as his condition worsens. companions from learning the nature of
Energy Dampening their Weakness. Barring that, the hero
The hero has the problem of having to Fatal should try to find ways to avoid the
release the energy pent up within himself; Stimulus or circumvent the Effect.
this is done by using his Powers. If the hero As in the above, the hero gets ill after the
is somehow prevented from using his initial exposure to the Stimulus. However, Players and Judges should work together
Powers, the energy begins to do internal the Health loss does not stop at zero. to develop a playable Weakness. The more
damage. Death will eventually occur if Health and Powerful the character, the more common
(subsequently) Endurance drop to zero the Stimulus should be. For example, when
Finite Limit during the Weakness Duration. The hero I was testing the character generation
can be revived if proper medical attention is system set out in this book, I rolled up a
All of the hero's Powers have a finite given, but only after his Health and
number of times they can be used. This is character I named "Godling." Godling was a
Endurance have both reached zero. Normal Human who had been Reborn into
determined by a second, independent
Power rank roll; this rank number is the an Entity of Great Power. He possessed 30
different Powers, but had one tragic flaw.
number of uses remaining for that Power. Duration Magnetism completely negated his Powers.
When a Power is depleted, the hero suffers
the Effect. The Judge can determine how (He spent all his days and nights trying to
Continuous with Contact escape Earth's gravitational Pull.)
such Powers can be recharged.
As long as the hero remains within the
Psychological effective range of the Stimulus, the Effect The Nemesis Power can be used to
continues. When the hero is insulated or simulate Stimuli, but this should be used as
A specific event, condition, or mental state moved away from the Stimulus, the Effect a last resort. Judges who do this should be
has an adverse effect on the hero. This immediately ceases. Lost Health points are penalized by the players. (I suggest
Stimulus directly affects the hero's mind; returned at a rate of 2 per turn. If death has withholding munchies for the next month—
any resulting physical damage is psycho- occurred, the hero now has the possibility KM)
somatic in nature. That is, any physical of being revived.
damage results are due to the hero's
instinctive belief in those results. Limited Duration with Contact
Examples include being physically bound, The Effect begins immediately upon contact
even if the hero could normally snap the with the Stimulus. However, the Effect only
binding material; facing a foe covered in a functions for a limited amount of time. After
specific color; or feeling extremely that time elapses, the hero is assumed to
confused. have either built up a temporary immunity
to the Stimulus or the Stimulus has
Psychological Weaknesses can be discharged its Effect. In either case, the
temporarily overcome by an Unearthly Stimulus cannot further affect the hero.
Intensity Psyche FEAT. They can be Duration is 1 -100 turns after initial Contact.
permanently overcome by a Shift Z The Judge makes a random die roll to
Intensity Psyche FEAT. determine this.

Limited Duration After Contact


Effect The Effect is continuous with Contact and
also lasts for a limited time after the hero is
Power Negation no longer exposed to the Stimulus.
The hero's Powers cease to function when Duration is 1 -100 turns after the hero's
the hero is within 20 feet of the stimulus. contact, with the Stimulus is broken. The
The hero's Primary Abilities are also Judge may either randomly determine
affected; these drop -1CS per 10 turns until this or develop his own criteria.

CONTENTS POWER TABLES INDEX: POWERS 16 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
POWER TABLES

Power Generation Design Note: Clicking on any ability in a Power Category Table, Will
take you too it’s definition within the Power Listings section of the
Although the MARVEL SUPER HEROES Advanced Set had a table book.
for generating Powers, Talents, and Contacts, that one was
designed to handle the 125 Powers that came with that particular
set. This book has over twice that number, and so a change was Power Category Tables
called for. Players and Judges am free to use either the original table
or this expanded version. For consistency's sake, most players can Defensive Power Table (D)
also use this table to expand or alter previously generated PCs.
Die Roll Defensive Power (Code)
Number of Powers: The number of Powers initially possessed by the
hero is determined by a dice roll on the following table. Talents and 01-15 Body Armor D1
Contacts are rolled separately. The number before the slash 16-20 Force Field D2
indicates the initial number of Powers, Talents, or Contacts the hero 21-23 Force Field vs. Emotion D3
has, while the number after the slash represents the maximum 24-30 Force Field vs. Energy D4
number allowable. 31-35 Force Field vs. Magic D5
Starting Counts Table 36-40 Force Field vs. Mental D6
Die Roll Powers Talents Contacts 41-48 Force Field vs. Physical D7
49-50 Force Field vs. Power Manipulation D8
01-12 1/3 0/3 0/2 51-53 Force Field vs. Vampirism D9
13-26 2/4 1/4 0/4 54-65 Reflection D10
27-41 3/5 1/6 1/4 66-70 Resist: Emotion D11
42-55 4/6 2/4 2/4 71-77 Resist: Energy D12
56-66 5/7 2/6 2/6 78-82 Resist: Magic D13
67-75 2/8 2/8 3/3
83-87 Resist: Mental D14
76-83 7/9 3/4 3/4
88-94 Resist: Physical D15
84-89 8/10 3/6 3/6
95-97 Resist: Power Manipulation D16
90-94 9/12 4/8 4/4
95-97 10/12 4/4 4/5 98-00 Resist: Vampirism D17
98-99 12/14 5/6 5/5
00 14/18 6/8 6/6 Detection Power Table (DT)
Players can spend Resource ranks to gain additional Powers,
Talents, and Resources. Each additional Power lowers the Resource Die Roll Detection Power (Code)
rank -2CS. Each additional Talent or Contact lowers it by -1CS. 01-02 Abnormal Sensitivity DT1
03-04 Circular Vision DT2
Defining Powers 05-10 Energy Detection DT3
Roll two percentages for each Power. The first determines the Power 11-14 Environmental Awareness DT4
Class and the second determines the specific Power Category. 15-20 Extradimensional Detection DT5
Some Powers are marked by an asterisk (*); these count as two 21-28 Hyper-Hearing DT6
Powers because they're such heavyweights. If you don't have
enough openings for such a Power, you can make room for it by 29-34 Hyper-Olfactory DT7
discarding already-rolled Powers or spending more Resource ranks. 35-40 Hyper-Touch DT8
If you can't make room in either of those ways, discard the Power 41-42 Life Detection DT9
and roll again. 43-44 Magic Detection DT10
Power Class Table 45-50 Microscopic Vision DT11
51-54 Penetration Vision DT12
Die Roll Power Class (Code) 55-56 Power Detection DT13
01-05 Defensive (D) 57-58 Psionic Detection DT14
06-11 Detection (DT) 59 Radarsense DT15
12-16 Energy Control (EC) 60-62 Sonar DT16
17-24 Energy Emission (EE) 63-69 Telescopic Vision DT17
25-29 Fighting (F) 70-79 Thermal Vision DT18
30-31 Illusionary (I) 80-90 Tracking DT19
32-35 Lifeform Control (L) 91-94 True Sight DT20
36-40 Magic (MG) 95-98 UV Vision DT21
41-47 Matter Control (MC) 99-00 Weakness Detection DT22
48-53 Matter Conversion (MCo)
54-57 Matter Creation (MCr)
58-71 Mental Enhancement (M)
72-85 Physical Enhancement (P)
86-88 Power Control (PC)
89-92 Self-Alteration (S)
93-99 Travel (T)
00 Rules Powers (R)

CONTENTS POWER TABLES INDEX: POWERS 17 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Energy Control Table (EC) Lifeform Control Table (L)
Die Roll Energy Control (Code) Die Roll Lifeform Control (Code)
01-07 Absorption Power EC1 01-14 Biophysical Control* L1
08-10 Catalytic Control EC2 15 Bio-Vampirism * L2
11-15 Coldshaping EC3 16-18 Body Transformation—Others L3
16-18 Darkforce Manipulation EC4 19-26 Emotion Control L4
19-25 Electrical Control EC5 27-32 Exorcism L5
26-28 Energy Conversion EC6 33-34 Force Field vs. Hostiles L6
29-31 Energy Solidification EC7 35 Forced Reincarnation L7
32-36 Energy Sponge EC8 36-39 Grafting* L8
37-38 Energy Vampirism EC9 40-51 Hypnotic Control L9
39-45 Fire Control EC10 52-60 Mind Control* L10
46-49 Gravity Manipulation EC11 61-62 Mind Transferral* L11
50-53 Hard Radiation Control EC12 63-65 Neural Manipulation L12
54-59 Kinetic Control EC13 66 Plague Carrier L13
60-66 Light Control EC14 67-69 Plant Control L14
67-73 Magnetic Manipulation EC15 70-71 Plant Growth L15
74-77 Plasma Control EC16 72-80 Sense Alteration L16
78-80 Radiowave Control EC17 81-83 Shapechange-Others* L17
81-84 Shadowshaping EC18 84-89 Sleep-Induced L18
85-90 Sound Manipulation EC19 90 Spirit Storage L19
91-97 Thermal Control EC20 91-95 Summoning L20
98-00 Vibration Control EC21 96-00 Undead Control L21

Magical Powers Table (MG)


Energy Emission Table (EE)
Die Roll Magical Powers (Code)
Die Roll Energy Emission (Code)
01-08 Enchantment* MG1
01-10 Cold Generation EE1
09-15 Energy Source MG2
11-20 Electrical Generation EE2
16-17 Internal Limbo MG3
21-22 Energy Doppelganger EE3
18-25 Magic Control* MG4
23-34 Fire Generation EE4
26-28 Magic Creation* MG5
35-37 Hard Radiation EE5
29-33 Magic Domination MG6
38-42 Heat EE6
34-39 Magic Transferral MG7
43-52 Kinetic Bolt EE7
40-41 Magic Vampirism MG8
53-62 Light Emission EE8
42-71 Power Simulation MG9
63-72 Magnetism EE9
72-75 Probability Control MG10
73-75 Plasma Generation EE10
76-82 Reality Alteration* MG11
76-78 Radiowave Generation EE11
83-84 Spirit Vampirism* MG12
79-83 Shadowcasting EE12
85-95 Sympathetic Magic MG13
84-93 Sonic Generation EE13
96-00 Warding MG14
94-00 Vibration EE14

Fighting Powers Table (F)


Matter Control Table (MC)
Die Roll Fighting Powers (Code)
Die Roll Matter Control Powers (Code)
01-15 Berserker F1
16-50 Martial Supremacy F2 01-05 Bonding MC1
51-65 Natural Weaponry F3 06-17 Collection MC2
66-70 Weapons Creation* F4 18-22 Crystallization MC3
71-90 Weapons Tinkering F5 23-29 Diminution MC4
91-00 Unique Weapon F6 30-39 Disruption MC5
40-46 Enlargement MC6
Illusory Powers Table (I) 47-51 Geoforce MC7
52-61 Matter Animation* MC8
Die Roll Illusory Powers (Code) 62-68 Machine Animation* MC9
01-15 Animate Image I1 69-73 Micro-Environment MC10
16-70 Illusion-Casting* I2 74-83 Molding MC11
71-85 Illusory Invisibility I3 84-93 Weather MC12
86-00 Illusory Duplication I4 94-00 Zombie Animation* MC13

CONTENTS POWER TABLES INDEX: POWERS 18 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Matter Conversion Table (MCo) Physical Enhancement Table (P)
Die Roll Matter Conversion Power (Code) Die Roll Physical Enhancement Powers (Code)
01-10 Coloration MCo1 01-14 Armor Skin P1
11-25 Combustion MCo2 15-25 Body Resistance P2
26-45 Disintegration MCo3 26-27 Chemical Touch P3
46-70 Elemental Conversion* MCo4 28-29 Digestive Adaptation P4
71-80 Ionization MCo5 30-34 Hyper-Endurance P5
81-00 Molecular Conversion* MCo6 35-38 Hyper-Intake/Expulsion P6
39-43 Hyper-Speed P7
Matter Creation Table (MCr) 44-48 Hyper-Strength P8
Die Roll Matter Creation Power (Code) 49-50 Hypnotic Voice P9
51 Immortality* P10
01-10 Artifact Creation* MCr1 52-53 Longevity P11
11-24 Elemental Creation MCr2 54-56 Lung Adaptability P12
25-29 Lifeform Creation* MCr3 57-58 Pheromones P13
30-35 Mechanical Creation* MCr4 59-64 Regeneration* P14
36-59 Missile Creation MCr5 65-66 Self-Revival* P15
60-69 Molecular Creation MCr6 67-70 Self-Sustenance P16
70-88 Spray MCr7 71-74 Stealth P17
89-00 Webcasting MCr8 75-78 Suspended Animation P18
79-82 True Invulnerability* P19
83-90 Vocal Control P20
Mental Enhancement Table (M) 91-95 Waterbreathing P21
Die Roll Mental Enhancement Power (Code) 96-00 Water Freedom P22
01-04 Clairaudience M1
05-08 Clairvoyance M2
09-11 Communicate with Animals M3 Power Control Table (PC)
12 Communicate with Cybernetics M4
13 Communicate with Non-Living M5 Die Roll Power Control Power (Code)
14-15 Communicate with Plants M6 01-08 Control* PC1
16 Cosmic Awareness* M7 09-12 Creation PC2
17-22 Danger Sense M8 13-18 Domination* PC3
23 Dreamtravel M9 19-23 Duplication PC4
24-26 Empathy M10 24-37 Energy Source PC5
27 Free Spirit* M11 38-39 Energy Source Creation* PC6
28-31 Hallucinations* M12 40-49 Focus PC7
32-40 Hyper-Intelligence M13 50-55 Gestalt PC8
41-47 Hyper-Invention M14 56-60 Nemesis PC9
48 Incarnation Awareness M15 61-64 Power Transferal PC10
49-58 Iron Will M16 65-73 Power Vampirism * PC11
59-65 Linguistics M17 74-83 Residual Absorption PC12
66 Mental Duplication M18 84-96 Selection PC13
67 Mental Invisibility M19 97-00 Weakness Creation* PC14
68-69 Mental Probe M20
70-72 Mind Blast M21
73 Mind Drain M22
74-76 Omni-Knowledge M23
77 Postcognition M24
78 Precognition* M25
79 Psionic Vampirism* M26
80-81 Remote Sensing M27
82 Sensory Link M28
83 Serial Immortality* M29
84 Speechthrowing M30
85-88 Telekinesis M31
89 Telelocation M32
90-96 Telepathy M33
97-00 Total Memory M34

CONTENTS POWER TABLES INDEX: POWERS 19 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Self-Alteration Table (S) Travel Powers Table (T)
Die Roll Self-Alteration Power (Code) Die Roll Travel Powers (Code)
01-02 Age-Shift S1 01-02 Astral Body T1
03-09 Alter Ego S2 03-06 Carrier Wave T2
10 Anatomical Separation S3 07-10 Dimension Travel T3
11-13 Animal Transformation S4 11-12 Energy Path T4
14-19 Animal Mimicry S5 13-14 Floating Disc T5
20-21 Blending S6 15-20 Gateway* T6
21-24 Body Adaptation* S7 21-26 Gliding T7
25-27 Body Transformation* S8 27-28 Hyper-Digging T8
28-30 Body Coating S9 29-34 Hyper-Leaping T9
31-34 Bouncing Ball S10 35-42 Hyper-Running T10
35 Chemical Mimicry S11 43-46 Hyper-Swimming T11
36-38 Collective Mass S12 47-52 Levitation T12
39-42 Elongation S13 52-56 Rocket T13
43-44 Energy Body* S14 57-58 Skywalk T14
45-49 Energy Sheath S15 59-64 Spiderclimb T15
50-55 Evolution S16 65-66 Spinner T16
56-57 Growth S17 67-74 Teleport Self* T17
58 Imitation-Face Changer S18 75-77 Teleport Others* T18
59-60 Imitation-Human Changeling S19 78-79 Telereformation T19
61 Invisibility S20 80-81 Time Travel* T20
62 Mass Decrease S21 82-83 Troubleseeker T21
63 Mass Increase S22 84-93 True Flight T22
64-67 Phasing S23 94-97 Water Walking T23
68-70 Physical Gestalt S24 98-00 Whirlwind T24
71 Plant Mimicry S25
72-74 Plasticity S26 Rules Powers Table (R)
75-78 Prehensile Hair S27
79-81 Self-Duplication* S28 Die Roll Matter Creation Power (Code)
82-84 Self-Vegetation S29 01-12 Attribute Change R1
85-90 Shapeshifting S30 13-29 Attribute Pool R2
91-94 Shrinking S31 20-41 Attribute Rearrangement R3
95-99 Spirit Gestalt S32 42-47 Award Change R4
00 Two-dimensionality S33 48-59 Award Pool R5
60-65 Award Rearrangement R6
66-71 Initiative Change R7
72-00 Power Combination R8

MOVING ON…
This concludes the generation portion of the Ultimate Powers Book.
From here on, you will find all the Powers, listed in alphabetical
order by category and by name. Think of this as a wish book.
Browse through it if you like, or just look at the Powers you have
generated for your character. Perhaps something will catch your
eye, you'll find yourself trying to generate another character just so
you can say, "Oh yeah? Well, MINE has Prehensile Hair!"

CONTENTS POWER TABLES INDEX: POWERS 20 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
POWER LISTINGS

Definitions of terms D2/Force Field Power overlaps D7. When creating the
This is the type of field used by the Invisible hero, the player can raise his rank +2CS by
Bonus power: This is a power that is Woman. It provides protection against a choosing a field that protects against a
automatically included as part of the variety of forces, including brute force, specific attack.
package with certain other powers.The energy attacks, and extreme temperature
hero must take a stated bonus power conditions. It can be projected and used for D5/Force Field vs. Magic
and place it in one of his remaining a variety of Power stunts. This is the, field-effect version of D13. The
power slots.If none are available, he field protects anything within from magical
must discard an already chosen power or The following seven force fields protect attack whether mental or physical in
the power to which the bonus power is against specific forms of attack. Each orientation. Note that unlike D6, this Power
attached. protects the hero and the surrounding area. rank can be lower than the Psyche, making
The maximum size of the force field is the the field less able to protect against certain
Optional power: This is a power that is number of areas equal to 10% of the Power types of Magic.
commonly associated with the already rank number. For example, a Monstrous
determined power. Players have the option Force Field can protect 7.5 areas. D6/Force Field vs. Mental Attack
of selecting one or more of these powers to
fill their remaining power slots; this enables The force field completely absorbs any This is the field-effect version of D14. The
the player to tailor his hero’s powers, attack which has an Intensity equal to or field protects anyone within from attacks
Previously determined powers can be less than the Power's rank number. If the aimed at the mind, neural system, and
discarded in favor of the optional power. Intensity is higher, it is reduced by the Psyche, including Psionics, and Neural
Power's rank number. The remaining Manipulation. It does not protect against
Nemesis: This is a power that directly Intensity breaches the force field and emotion-based attacks (see D3) or magical
opposes or even defeats the power in affects anyone within by this diminished attacks (see D5). The Power's rank must be
question; think of it in terms of fire and effect. one rank higher than the hero's Psyche; if
water. The player cannot choose a initially lower, the player should raise it to
nemesis! The nemeses are listed These forms cannot be used for many of the Psyche rank +1CS.
primarily for the Judge’s benefit when the Power stunts suggested for force fields
choosing or creating suitable opponents as given in the Player's Book. These cannot D7/Force Field vs. Physical Attack
for the heroes. be used to physically attack or to handle This is a field-effect version of D15. The
solid materials. However, the hero can field protects anything within from such
develop Power stunts which reflect each
Defensive Powers form's special nature.
things as brute force, hostile environments,
temperature extremes, hazardous
Ranges for these Powers are found on chemicals, and airborne infection. Note that
The hero can form shields to protect distant while this Power will prevent hostile
the Range Tables, inside the front cover targets at +2CS range.
(Back pages of the PDF Link Below) environments from harming the hero, it
does not provide life support materials. For
By expanding his field outward, the hero example, this Power permits the hero to
D1/Body Armor (Artificial) can sweep his surroundings clean of walk unharmed on the surface of Venus,
The hero possesses artificially-created anything affected by his force field. provided he has his own oxygen supply.
armor that provides protection and possibly
a way of possessing other Powers. The Power can be used as a filter to sort When creating the hero, the player can
out anything affected by his force field. raise the Power rank +1CS by choosing a
Armor comes in many forms exotic plate- field that protects against a specific attack.
mail, nuclear-powered exoskeletons, or The force field can be formed around
mechanically-created force fields. The something it would affect, thus trapping it.
The hero can move the "trap" at will up to D8/Force Field vs. Power Manipulation
player should work with the Judge to
create proper Armor for his hero. The +2CS by means of a red FEAT. This is the field-effect version of D16. The
player can also determine which Powers field protects anyone within from any
are possessed by the hero and which are D3/Force Field vs. Emotion Attack attacks that directly affect the hero's
properties of the armor. Powers built into Powers, including Weakness Creation,
This is the field-effect version of D11. Power Control, Power Domination, Magic
the armor can later be modified and The Field protects anyone within from
enhanced; think of the changes Tony Stark Control, and Magician Domination.
attacks that are emotion-related or aimed
has made in the Iron Man armor. On the at the Intuition, including Emotion Control,
other hand, Powers that are built into the Hallucinations, and Domination. The D9/Force Field vs. Vampirism
armor may suffer mechanical failure. The Power's rank must be one rank higher than This is the field-effect version of D17. The
Armor's Power rank determines its ability to the hero's Intuition; if initially lower, the field protects anyone within from any
resist damage. player should raise it to +1CS. ampiric-type attacks. This includes the
forms of Psi-, Bio-, Energy, Magic, and
The player also has to determine where he Power Vampirism. When creating the
got the Armor in the first place. This is D4/Force Field vs. Energy Attack
covered in the "Character Creation" section This is the field-effect version of D12. hero, the player can raise the Power rank
elsewhere in this book. If the hero gained The Field protects anything within from any +1CS by choosing a field that protects
the armor through an accident, he might not emitted energy forms, whether natural, against a specific attack.
be able to repair it. artificial, or Power-based. Such attacks
include Light, Heat and Flame, Plasma, D10/Reflection
Powers D2 through D9 have ranges listed Hard Radiation, Electricity, Vibration, The hero can turn any attack back onto the
on column B of the Range Table. Sonics, Cold, and Kinetic Bolts (most of the attacker. The attack may be of any nature:
Energy Emission category). Note that this brute force, Power, or magic. The Power

CONTENTS POWER TABLES INDEX: POWERS 21 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
DETECTION POWERS

absorbs the energy of the attack up to this include Light, Heat, Flame, Plasma, Hard The hero can ignore any attack who rank is
rank and redirects it. A Typical FEAT send radiation, Electricity, Vibration, Sonics, less than this Power rank. He may reduce
the attack off in a random direction. An Cold, and Kinetic Bolts (most of the Energy the effectiveness of the higher level attacks
Amazing FEAT reflects some of the attack Emission category). by the Power rank number.
back onto the attacker; it is now -3CS in
Intensity. An Unearthly FEAT sends the Note: this Power overlaps D15. The hero D17/Resistance: Vampirism
entire attack back onto the attacker. If the can ignore attacks with Intensities less than The hero has increased resistance to any
attack's Intensity is higher that this Power's his Power rank and may reduce higher vampiric-type attacks. Such attacks include
rank, some of the damage passes through level attacks by his Power rank number. forms of Psi-, Bio-, Energy, Magic, and
and affects the hero. The Power rank is Power Vampirism.
subtracted from the attack's Intensity. When creating the hero, the player can
While most of the attack is reflected, the raise his rank +1CS by choosing to The hero can ignore any vampiric attack
remainder gets through to the hero. specialize in a specific Energy Resistance. whose rank is less than this Power's rank.
For example, the Player's Book contains He can reduce the effectiveness of the
Example: The terrible Turnabout is battling listings for Resistance to Fire and Heat, vampire's attack by deducting his Power
X-Factor. Cyclops fires an optic blast of Cold, Electricity, and Radiation. rank number from the vampiric attack's
Remarkable Intensity. Turnabout possesses Power rank.
Excellent Reflection. His Power splits the D13/Resistance: Magic Attacks
blast in two. A Feeble blast penetrates his The hero has increased resistance to magic When creating the hero, the player can
Power and knocks Turnabout back. The based attacks, whether physical or mental choose to raise the rank +2CS by
bulk of the blast was reflected. Turnabout in orientation. Unlike D11 and D14, this specializing in a particular form of
made an Amazing FEAT, so some of Power rank can be lower than the Psyche Resistance.
Cyclops' blast returns to him. Cyke takes rank, making the hero more vulnerable to
Typical damage from his own Power. some types of magic.
Normally, this Power is consciously
Detection Powers
The hero can ignore any magic whose rank
controlled and only appears when the hero is less than this Power's rank and can
wills it. However, the Power can be turned DT1/Abnormal Sensitivity
reduce higher level attacks by the Power
against the hero by such means as Power rank number. The hero's senses function in their normal
Control/Magnification and Power manner but their normal range of sensitivity
Domination. In such cases, the Power can is altered. The senses detect what they
be magnified beyond the hero's control to a D14/Resistance: Mental Attacks normally cannot and cannot detect what
level where it reflects everything, including The hero has increased resistance to they normally can.
air, food, and water. attacks aimed at the mind and neural
system. Such attacks include psionics, This affects either vision or hearing. The
The Power can be used indefinitely, so long neural manipulation, and any other attacks former case, the hero sees infrared and
as it isn't overcome by superior force. After aimed at the Psyche. It does not include ultraviolet light, radio waves, and radiation.
the first time the Power is breached, the emotion-based attacks (see D11) or In the latter case, the hero hears extremely
hero must make a green FEAT. Failure to magical attacks (see D13). The Power's high and low pitches.
do so means his Power has failed. After the rank must be at least one rank higher than
second breach, the hero must make a the hero's Psyche; if a lower rank is rolled This may be considered a handicap human
yellow FEAT. For each breach following initially, the player should raise it to that characters while for aliens this could be a
that, he must make a red FEAT. This rank +1CS. fact of life. A hero can turn it into an
applies to a continual use of the Power. If advantage by devising a mean.of negating
his Power fails, the hero cannot regain it D15/Resistance: Physical Attack the senses of his adversary that doesn't
until 24 hours have passed. The hero has increased resistance to any hinder his own altered senses.
physical attack. This includes brute force,
Resistances have no ranges. chemical weapons, biochemicals, disease, DT2/Circular Vision
hostile environments, and temperature This is simple enough to explain. The hero
D11/Resistance: Emotion Attacks extremes. The hero can ignore any physical can see 360 degrees around himself. There
attacks with Intensities less than. the Power are two ways to do this. The first is the
The hero has increased resistance to rank, and may reduce damage from higher hero's eyes are placed far enough apart
emotion-related attacks. Such attacks level attacks by the Power rank number. that they can see in all directions. Since this
include Emotion Control, Hallucinations, is somewhat grotesque, the hero loses
Domination, and attacks aimed at the When creating the hero, the player can -1CS on his Popularity.
Intuition. The hero can ignore attacks with raise the Power rank +1CS by choosing
Intensities less than the Power rank, to specialize in a specific Physical The second, more socially acceptable
and may reduce damage from higher level Resistance. For example, the Player's Book method is the hero possesses a weird
attacks by the Power rank number. contains listings for Resistances to Fire and lightwarping field that funnels light into his
Heat, Corrosives, and Disease. otherwise normal-looking eyes. The first
This Power rank must be at least equal to method adds +1CS to the Fighting rank.
the hero's Intuition +1CS; if a lower rank is D16/Resistance: Power Manipulation
initially rolled, the player should raise it to This method is immune to interference by
the Intuition rank +1CS. The hero has increased resistance to
attacks that directly affect the hero's power-manipulation Powers. Unfortunately
Powers. Such attacks include Weakness it also marks the hero as a geek or mutant.
D12/Resistance: Energy Attacks Creation, Power Control, Power
The hero has an increased resistance to Domination, Magic Control, and Magician This Power has no rank. The hero either
any emitted energy form, whether artificial, Domination. has it or he doesn't.
natural, or Power-based. Such attacks

CONTENTS POWER TABLES INDEX: POWERS 22 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
DT3/Energy Detection DT8/Hypersensitive Touch this material is usually a common element,
Range column D. The hero can detect The hero possesses an Enhanced sense often lead.
and identify energy and related of touch that permits him to detect
phenomena. The power can only detect extremely fine surface details and to Penetration Vision can be coupled with
actual energy, not potential energy (it identify materials either Telescopic or Microscopic Vision to
couldn't detect a bomb until it explodes, for by their surface "feel." extend its range and permit the other
example). Likewise, while it can detect the Power to function despite intervening
energies consciously emitted by barriers. If this Power is interfered with by
DT9/Life Detection outside forces, the hero might be unable to
superhumans, it cannot detect the
superhumans themselves. Range column B. The hero can detect the use his normal vision. The result is the hero
presence of life and identify the nature of perceives everything as a transparent
Rank determines range. that life. The hero can probe a specific outline.
target for more detailed physiological data
on a red FEAT. DT13/Power Detection
DT4/Environmental Awareness
Range column B. The hero has Rank determines the maximum range. A Range column B. This is another Power
increased sensitivity to conditions in, red FEAT allows the hero to locate a that can function as "Mutant Detection."
disturbances in, and influences on the specific lifeform in the midst of a number The hero can detect and identify
environment. The hero automatically of similar beings. superhuman Powers. He can also identify
maintains full knowledge of current specific superhumans by their characteristic
conditions in his surroundings. This This is one of the Powers that can function Powers (an Unearthly FEAT). The hero can
awareness extends to such factors as as "Mutant Detection." identify the presence of previously invoked
weather, chemicals, movement, and life. power when examining former targets of
Power on a Good Intensity FEAT; identify a
DT10/Magic Detection specific Power on a Remarkable Intensity
The rank determines the range to which the
awareness extends; exceeding it requires a The hero can detect and identify magic and FEAT; and identify the actual user of the
FEAT (+1CS, green; +2CS, yellow; +3CS, its effects. The Power can detect both Power on an Amazing Intensity FEAT,
red). The hero can gain +1CS by linking his magic in actual use and in potential. As provided the hero knows of him.
Health to the environment. In this such, this is another way to detect mutants,
symbiosis, harm to the environment is although it cannot differentiate them from DT14/Psionic Detection
reflected in the hero's physical welfare. normal magic-users.
Range column C. The hero can detect and
The hero can identify the past use of magic identify psionic Power and related
DT5/Extradimensional Detection (a green FEAT), a yellow FEAT identifies phenomena. It can detect both actual
The hero can sense across the dimensional the magic-user, and a red FEAT identifies psionics and the potential to use them. As
barrier and see things existing in other the actual spell. such, this is the last way to detect mutants.
dimensions.
The hero can identify the past use of
DT11/Microscopic Vision psionics on a living subject on an Excellent
A list of some of the dimensions in the
Marvel Universe is found in Realms of The hero has eyes that can focus on Intensity FEAT; identify the specific psionic
Magic. These include Asgard, the Astral extremely minute targets, objects too small Power on an Amazing Intensity FEAT; and
Plane, Avalon, the Dark Dimension, the for normal vision to perceive. This Power on an Unearthly FEAT, provided the hero
Demon Dimension, etc. The power rank functions in two stages. The first is light knows of the user, he can identify the actual
number equals the number of different magnification; the hero's eyes function as possessor of the psionic power.
dimensions into which the hero can see. normal microscopes. This allows the hero
to see things as small as chromosomes. DT15/Radarsense
Beyond this level, light no longer carries
DT6/Hypersensitive Hearing images. The second stage of this Power Range column B. The hero can gain a
The hero can detect extremely faint sounds is a variation of Clairvoyance that permits three-dimensional picture of his
and unusual frequencies. He can identify the hero to see miniature, rather than surroundings through the use of
objects by the sounds they emit. Because distant, targets. The Power automatically electromagnetic waves. The hero both
of the sensitivity of the hero's hearing, he shifts between these stages without the emits and senses these waves. He can use
is more vulnerable to sonic attacks (which hero's conscious choice. the Power to locate and identify targets by
receive a +1CS against him). their characteristic echoes. Because of the
(Rank: FE = microfilm, EX = cells, AM = hero's sensitivity to electromagnetic waves,
molecules, UN = atoms, ShY = electrons, he has an increased vulnerability to
DT7/Hypersensitive Olfactory electrical and magnetic attacks (-1CS);
CL5000 =surfaces of subatomic worlds.)
The hero can detect the presence of minute these temporarily negate the Radarsense.
traces of substances and accurately identify
them. DT12/Penetration Vision
DT16/Sonar
This is commonly called "X-ray vision" but
This Power is continually functioning, the may not actually use X-rays. The hero can Range column B. The hero can gain a
hero has learned to ignore unpleasant see through solids; the effect is as if the three-dimensional picture of his
smells. If he loses his ability to mask out obscuring material were transformed to environment through the use of
nasty odors, he'll be so distracted (and clear glass. soundwaves. The Power allows the hero to
possibly sickened) by the intruding odors locate and identify targets by the way they
that he loses -1CS on Reason and The Power rank number equals the depth reflect sound.
Endurance. in feet to which this Power can penetrate.
The hero can raise this by +1CS by There are two ways this Power can
selecting a material that blocks the vision; operate. Passive Sonar utilizes existing

CONTENTS POWER TABLES INDEX: POWERS 23 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
ENERGY CONTROL

sound. Active Sonar uses special sounds whether physical, psionic, illusionary, or water, and food. The hero converts energy
emitted by the hero (this is how bats and power-based. into healing power for the damage he's
dolphins do it). The latter form requires a taking from suffocation, dehydration,
special adaptation of the hero's voice; True Sight can penetrate any disguise at or starvation, and any other unpleasant results
otherwise there is no real difference below its rank. A green FEAT is required at of not living careful. Unfortunately, this
between them. Because of the special +1CS; a yellow FEAT at +2CS; and a red requires a steady supply of energy to
sensitivity of the hero's hearing, he is FEAT at +3CS. convert. Consider Galactus. He is
vulnerable to sonic attacks (-1CS to resist). perpetually starving. He uses this Power to
Range is limited to one area unless the absorb the energy of life-forces and convert
DT17/Telescopic Vision Power is coupled with a Power that extends it into his own life force. Yet, draining ten
his vision (Telescopic Vision, for example). billion life-forces only sustains him for a
Range column E. The hero's eyes can The Power may be automatic or deliberate. single year, at most. Your hero won't last
focus on extremely distant targets, objects If automatic, the hero gains +1CS but loses anywhere near as long.
too small for normal vision to perceive. The -2CS from his Psyche rank.
eyes function as telescopes, magnifying There is the danger that your hero A actively
normal visual images. With this Power, the seek out energies he can absorb and heal
hero can see anything in his line of sight, DT21/Ultraviolet Vision himself with. The danger occurs if the
even the surfaces of distant worlds. The hero can see ultraviolet light. Because energy type is a dangerous one that does
However, the Power is limited by the speed UV light isn't as readily absorbed by water great damage wherever it occurs. For
of light. Images of Alpha Centauri, for as normal light, this Power enables the example, consider a character whose
example, are five years old. hero to see clearly through fog and at Absorption Power affects hard radiation. In
greater distance in the water (+1CS). The the absence of other superbeings who
If the hero has other vision-based Powers, hero can also see the dim light given off by possess Radiation Powers, the character
he can couple them with Telescopic vision radioactive materials. might resort to breaking into reactors or
to extend their range. even purposefully detonating nuclear
The hero cannot actually "see in the dark" bombs to get I energy he needs. (And you
When using this Power, the distant objects but only if UV light is present. The effect is thought muties had a public image
appear very close. An adversary with a the same when seen by normal people. problem.)
means of altering the hero's control over The hero has an increased risk of being
this Power might make the Telescopic blinded by strong UV sources, like black If the hero possesses an Energy Emission
Vision continually override the hero's lights and radiation (-2CS). Power, he cannot use it directly to affect
normal sight. The effect would be himself.
disastrous (imagine trying to walk through DT22/Weakness Detection
Manhattan when all you're seeing are the EC2/Catalytic Control
sands of Mars). The hero can detect flaws and stress points
in a target. This doesn't guarantee he can The hero can control the speed at which
exploit this knowledge, though. chemical reactions occur. He can increase
DT18/Thermal Vision or decrease the energies emitted or drained
The hero can see infrared light and heat The rank determines the types of in such reactions by his Power rank
images. This allows the hero to see in the weaknesses he can detect. Good or number. For example, he could increase
dark, perceive temperature differences below: physical weakness only. Excellent the heat, emitted by exothermic reactions
(especially those left by a living person's to Amazing: mental and physical like oxidation; he could also increase the
contact with an object), and partially see weaknesses. Monstrous and above: chilling effect of endothermic reactions. He
through solids. In the last case, the hero mental physical, and Power-based can increase or decrease the speed or rate
can only see the heat patterns of objects weaknesses. at which reactions occur, like stopping iron
touching the other side of the barrier. from dissolving in acid or causing steel to
rapidly transform into rust. The hero can
With practice, the hero can judge the Energy Control Powers also develop a variety of Power stunts:
temperature of a target by its thermal
color. The hero has an increased risk of • Causing chemical reactions that are
Ranges for these Powers are found on the normally impossible, such as anything
being blinded by strong heat sources,
even those that don't affect normal vision Range Tables, inside the front cover. involving inert
(-1CS). Thermal vision may be a (Back pages of the PDF, Link Below) • Knocking out self-powered machinery by
consciously activated mode or the hero's stopping the reactions that generate
normal means of vision. Appropriate ranges are listed on Column B. their power.
• Inducing suspended animation in a living
DT19/Tracking Ability EC1/Absorption Power target by stopping all biochemical
activity, especially decay.
The hero can detect and follow the tracks The hero can absorb a specific type of • Incapacitating living targets by inducing
left by a specific target. The hero can detect energy and actually gain Health points by nausea.
environmental and spatial disturbances converting the energy into Self-Healing. The • Increasing the hero's Strength and
with the result that at high ranks the hero hero gains a number of Health points equal Endurance by increasing the
can actually track across deep space. his Power rank number each time he is hit metabolizing of oxygen and food (or
by his specific form of absorbable whatever the body uses).
DT20/True Sight energy. This addition to Health quickly heals • Collapsing a target by hastening the
any damage the hero had suffer, and acts forces of decay.
The hero can see the correct image of a as a buffer to absorb consequent damage.
target, despite any attempts at concealment • Forming compounds by simply mixing
or disguise. This Power can penetrate any materials together and not needing heat
In the absence of life-sustaining materials, or special conditions.
means of hiding something's true nature, this Power can act as a substitute for air, • Baking without an oven.

CONTENTS POWER TABLES INDEX: POWERS 24 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
The Darkforce is as yet undefined in the might Convert the heat into Cold. This
The Power can continually affect a Marvel Universe. For your game's would both protect him and extinguish the
target as long as it functions. Any results purposes, you might simply treat it as an fire. (The paramedic shook his head. "I'll be
are permanent if they do not involve a other-dimensional power source that fills danged if I can figure out how a man can
living subject. Effects on a living subject its own entire pocket dimension. That get frostbite fighting a fire.")
cease five turns after the Power ceases. definition will work in or out of the official
Marvel Universe. The maximum Intensity of Energy that a
EC3/Coldshaping hero can convert is equal to one rank
The hero can control any force that actively EC5/Electrical Control higher than his Power rank (a red FEAT).
decreases the temperature of something Excess energy remains in its original state,
The hero can control all forms of electricity, although its Intensity is diminished by the
else. This can be used to increase or whether natural, artificial, or Power-based.
decrease the Cold's Intensity by this Power's rank number.
He can control the Intensity and direction of
Power's rank number. This function electron streams and alter the conductivity
overlaps both Heat and Cold Generation Example: The Astounding Adaptor
of materials. He can shape electron possesses Excellent Energy Conversion.
but differs in that this Power cannot alter streams into any desired form. This permits
the natural temperature of a target or alter While traveling through Nebraska, he spots
him to develop Power stunts based on a tornado about to touch down. He directs
local temperatures to suit the hero's whims. lightning–constructs designed to perform
There are two primary functions to this his Power at the tornado, which possesses
certain tasks (shields, cages, barriers, etc.) Amazing Intensity. The most his Power can
Power. The first is to counteract or
supplement cold-based Powers. The hero directly affect is Remarkable Intensity. He
can alter such Powers as soon as they are The hero can increase or decrease the tries for a red FEAT and succeeds. The
emitted from the target's body. Such electricity's Intensity and reduce damage by tornado bursts into an Amazing Intensity
powers can be increased or decreased by his Power rank number. If the electricity is flash of orange light. High winds of
this Power's rank number. The hero can Power-related, then the target's Power rank Remarkable Intensity continue to buffet the
also redirect such Powers. This leads to the determines the Intensity of the FEAT the area, but at least the worst of the property
second primary function. hero must make to gain control. damage has been avoided. ("Now if I could
just get these spots out of my eyes…")
The hero can shape fields of intense cold The hero has Power rank Resistance to When creating the character, the player can
and produce useful results. Ice Generation Electrical Generation. raise his Power by +1CS by limiting him to
is a form of this Power. The hero can create a specific Energy Conversion (Sonics to
shapes of rapidly-formed ice that he can Optional Powers include Electrical Light, in Dazzler's example). The player
use in a variety of Power stunts. The hero Generation, Energy Doppelganger, Energy must determine the characteristics for the
can also develop variations on Ice Sheath, Energy Body, Carrier Wave, and secondary Power he gains by taking
Generation that use other materials present Energy Path. Energy Conversion. These would match the
in his local atmosphere. Such substances appropriate listing in the Energy Emission
include carbon dioxide (even more slippery Because electricity forms the basis for most section.
than ice, and the fog can knock people out), of our technology, the hero can use his
nitrogen, oxygen (potentially dangerous Power to remotely control any electrical
since a concentration of it can make normal device on a Good Intensity FEAT. More EC7/Energy Solidification
flames explode with +2CS damage), and complex devices like computers require a The hero can transform energy into a
the inert gases (an Amazing Intensity FEAT, more complex form of control and a matrix that simulates solid matter. This
since there are so few of these present in Remarkable Intensity FEAT. matrix may be any shape the hero desires,
Earth's atmosphere-but on other planets, although greater complexity requires a
not so tough). Cold Generation is a Bonus EC6/Energy Conversion higher Intensity FEAT to create. For
Power. example, simple solids can be formed by a
The hero can simply change any form of Feeble FEAT. Animated forms require a
Optional Powers include Thermal Control, energy into any other form. The Typical FEAT. Likenesses and simple
Condensation, Molding, and Body Coating. transformed energy's Intensity is one rank machinery require an Incredible FEAT. The
lower than its original level. The hero can energy matrix possesses Strength equal to
EC4/Darkforce Manipulation transform energy by an Intensity FEAT the Power rank. It continues to exist for a
equal to the target energy's Intensity. The duration determined by the hero's Psyche.
This is a Power that is unique to campaigns hero begins with the ability to transform any
using the Marvel Universe. It does not After that time, the matrix harmlessly
energy into one specific form. He can dissipates. Some of the uses for this Power
apply to campaigns set in other parts of the develop the ability to transform energy into
Multiverse. include:
other forms as Power stunts.
The hero can generate and control the • Forming cages or barriers.
There are two advantages to this Power. • Forming servants to perform desired
extra-dimensional energy-form known as The first is the ability to gain an Energy
"Darkforce." This resembles a tangible, tasks.
Emission Power fueled by the environment. • Creating Body Armor to protect and
impenetrable shadow and possesses Dazzler, for example, can convert sonic
several unique characteristics that the hero enhance the hero's abilities.
can use to develop Power Stunts: energy into light. She then refined that Light • At high levels, the hero can build semi
Generation into a variety of effects, permanent structures at will.
• Blunt attack damage at Power rank. including lasers, light shields, and hypnotic
• Shadowcasting of Power rank Intensity effects. Pieces that are "broken off" from the matrix
• darkness over a maximum of three immediately revert to their original energy
areas. The second advantage is the ability to form, doing -4CS damage to the vandal.
• Flight at -1CS speed. transform deadly force into less dangerous Optional Powers include any Energy
• Gateway. forms. For example, if your hero found Emission or Energy Control Power.
• Energy Solidification. himself caught in a raging firestorm, he

CONTENTS POWER TABLES INDEX: POWERS 25 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
EC8/Energy Sponge enough free to contaminate the city. possesses. The exception is this Power; no
The hero can absorb any form of energy, Sukupp had to absorb it all. He tried. He Vampire of any type can increase his own
whether natural or Power-based, and not failed the last red FEAT. For second, his Power.
suffer any damage. The hero can absorb body glowed like a small star. Than, he was
energy equal to his Power rank number. gone. Example: Evan the Energy Vampire
This stored energy can be released at any possesses Good Energy Vampirism. His
time the hero desires; upon release it has a When creating the character, the player can intended victim is Heatwave, a human with
lower Intensity than its original state (-2CS). raise the Power rank by +1CS by two Powers (Typical Gliding and Excellent
The hero may also choose to harmlessly specializing in absorbing a single type of Heat Emission) and Good Psyche. Evan
dissipate the energy over a long period; this energy. makes the required FEAT roll (not red) to
is a number of turns equal to the Intensity begin feeding, and drains 10 points from his
rank number. EC9/Energy Vampirism victim's highest Power rank number.
Heatwave's Heat Emission loses 10 points
The hero can drain the energy from a target and drops to Good. Evan's three abilities go
For example, your hero soaks up an and convert that energy into extra Strength,
Incredible radiation blast. He chooses to re- up 3 points each, thus increasing his Health
Endurance, Psyche, and other Powers he by 6. The next turn, Evan makes another
release it later as a single, Excellent possesses.
Intensity blast that could really muck up FEAT and drains another 10 points, drawn
whatever it hit, or he could let the equally from Heatwave's Psyche and Heat
The hero can force a non-living, nor Emission (dropping each by 5 points). Add
radiation slowly seep away (this takes 40 sentient target to release all its energy, an
turns, or four minutes). When the hero another 3 points to Evan's three abilities
Intensity FEAT equal to the energy potential and another 6 to his Health. The next FEAT
reaches his limit, three things can happen. of the target. For example, an auto battery
One, the hero simply cannot absorb any is a repeat performance. At this point,
can be drained on a Typical Intensity FEAT, Evan's player decides he's had enough,
more energy until he releases what he has a gallon of gasoline by Good Intensity
already soaked up. This assumes the hero and rolls a 43; quitting is no problem.
FEAT, the magnetism every tape in a music
is in control of the situation and has a shop on an Excellent intensity FEAT, the
choice in his actions. Why do Energy Vampires do it? Due to
heat of a blast furnace on an Amazing their odd nature, they lose energy at a
Intensity FEAT and so on. dreadful rate. Their rank numbers for
The second possibility is that a "gag reflex"
takes effect. Just as a human expels all Strength, Endurance, and Psyche, and all
Living and/or sentient targets are harder to Powers (except this one), drop 1 point per
food when the intake limit is reached, so drain, because they possess Psyche. The
too will the hero simply, uncontrollably hour. The Energy Vampire must feed to
target's Psyche determines the Intensity of bring those abilities and Powers up to their
release all absorbed energy at once. This the FEAT needed. A successful FEAT
situation assumes the hero doesn't know original levels.
enables the hero to drain energy from the
his own limit, or has a low Intuition (Typical target. The amount drained is equal to this
or lower). An Energy Vampire cannot actually starve
Power's rank number. The amount is drawn to death; when all his affected rank
from all the target's Energy Emission numbers reach Shift 0, he enters a
The third possibility is dangerous for the Powers and any energies that form his
hero. If he attempts to absorb more than his deathlike trance. His Vampirism continues
physical make-up; this applies if the hero is to function and tries to drain anything that
limit, he may suffer physical damage. The a non-human (a robot, for example). The
hero can temporarily absorb greater comes in contact with him. When the
Energy Vampire can only drain Powers that Vampire's abilities return to Feeble, he
amounts of energy by making repeated red actually emit energy—see the Energy
FEATs. Each successful FEAT enables him returns to life. When creating the Energy
Emission section. Powers that do not emit Vampire, the player must choose a
to absorbthe next higher Power rank energy cannot be affected by this Power
number worth of energy, minus the number weakness. He can increase the Power rank
(but, see Power Vampirism). by +1CS by choosing a second weakness,
already absorbed. When the hero fails the
red FEAT, trouble occurs. All absorbed up to a maximum of +3CS (four
The Energy Vampire can drain the Power weaknesses) for the Energy Vampire.
energy is released in a single turn, doing rank number amount of energy each turn
full damage to the hero. If the hero makes as long as he keeps making successful
one last red FEAT, he takes only half Energy Vampirism is communicable. A
FEATs. He can voluntarily stop feeding at living and/or sentient victim who was
damage but loses the Power permanently. any point by making a Psyche FEAT roll of Completely drained of all energy by an
any color except red. A red FEAT means Energy Vampire must make a mandatory
Example: The alien hero Sukupp his hunger is beyond his control. He has
possessed an Excellent level of the Energy Psyche FEAT roll. On a red result, he
entered a feeding frenzy that will only
Sponge Power. While he was visiting cease when the target has been completely becomes an Energy Vampire with Feeble
Charleston, terrorists detonated an atomic drain of energy. Power rank.
bomb of Monstrous Intensity. Sukupp had
no choice but to try to absorb the blast. He If the Energy Vampire fails to make any EC10/Fire Control
made his first red FEAT and absorbed 30 FEAT during the feeding process, he The hero can control existing flames,
points of the blast. He didn't have time to breaks off his attack and cannot reestablish whether natural or Power-based. He can
release it, nor was this the proper place; the it. The victim instantly develops an alter any factor involved in combustion
fireball was growing. He made his next red immunity to that particular Energy Vampire, without direct physical contact. The hero
FEAT and absorbed another 10 points. A and cannot be subjected to any of his future can increase or decrease the flame's
third red FEAT allowed him to absorb an attacks. However, this does not protect the Intensity up to his Power rank and reduce
Amazing amount of radiation, minus the victim from other Energy Vampires. The fire damage by his rank number. This
points already absorbed (50-40=10). drained energy is added in equal amounts Power includes Power rank Resistance to
to the Vampire's Strength, Endurance, Fire and Heat. The most important aspect
Sukupp now had 50 points of the A-blast's Psyche, and any other Powers he of this Power is enabling the hero to
75 soaked into his body. There was still reshape flame into any form he desires.

CONTENTS POWER TABLES INDEX: POWERS 26 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
This can be used in a variety of Power Emission, Energy Doppelganger, Energy A more refined use of the Power enables
stunts, as the hero develops numerous fiery Sheath, Energy Body, and Energy the hero to actually control a machine.
constructs to perform miscellaneous deeds. Sustenance.
Such fiery constructs do not act like normal EC16/Plasma Control
flames. They emit less heat and consume EC13/Kinetic Control
less oxygen. Their fire doesn't spread past The hero can control fields of highly-
the outline of the constructs. In addition, The hero can control the energy of motion charged particles. The hero can increase or
they self-extinguish rapidly upon cessation itself. He can increase or decrease kinetic decrease the plasma's Intensity and reduce
of this Power. Optional Powers include Fire energy's Intensity by his Power rank its damage by his Power rank number. The
Generation, Thermal Control, Energy number. With a Typical Intensity FEAT, he Power includes Power rank Resistance to
Sheath, and Energy Body. can change the direction of any moving plasma's effects.
target. He can impart momentum as if he
physically pushed the target, with his Power The Power has two main uses. The first is
EC11/Gravity Manipulation rank taken as Strength. shaping plasma fields into any shape
The hero can control gravity, the force that desired. This can be developed into a
attracts all particles to all other particles. The primary purpose of Kinetic Control is to variety of Power stunts as the hero
Gravity always exists wherever there is control Telekinesis and Kinetic Bolts. In the develops numerous plasm a-constructs to
tangible matter. (in dimensions composed former case, the hero can redirect the perform various deeds. Such constructs do
entirely of energy, though, gravity is target's efforts. A FEAT equal to the target's possess the typical side-effects of plasma
optional.) The hero doesn't really generate Power rank taken as Intensity ensures this. fields, and dissipate upon cessation of the
gravity; he simply changes the Intensity of In the latter case, the hero can shape Power.
what's already there. He can increase or Kinetic Bolts into forms that can perform
decrease the Intensity of gravity by his complex tasks. The difficulty of such tasks The second use of Plasma Control enables
Power rank number. This effect may be determines the Intensity of the required the hero to counteract plasma related
centered on himself or projected onto a FEAT. The hero can have a Bonus Power Powers. These include Plasma Generation,
target. This permit him to develop a variety of either Telekinesis or Kinetic Bolt. Energy Doppelganger, Energy Sheath, and
of Power stunts: Energy Body. The target's Power rank
The remaining Power can be an Optional determines the required intensity of the
• Changing the direction of gravity. one. FEAT. For example, an Excellent Intensity
• Creating artificial gravity in a normally FEAT is required to control Excellent
weightless situation. EC14/Light Control Plasma Generation.
• Launching targets into space by reducing
their weight to zero and letting the The hero can manipulate existing light. This Optional Powers include Plasma
Earth's revolution fling them upward. can be visible, infrared, or ultraviolet light. Generation, Energy Doppelganger, Energy
• Levitation at -1CS speed; this can be The hero can alter the intensity, frequency Sheath, and Energy Body.
done to the hero himself or a target. (color, in other words), and coherence of
• Incapacitating a foe by suddenly, light on a Good Intensity FEAT. The hero
can actually change the direction of light EC17/Radiowave Control
drastically increasing his weight beyond
his Strength's capacity to move. and -form crude holograms on a The hero can control existing radiowaves,
• Forcing aircraft to land by increasing Remarkable Intensity FEAT. Such whether AM., FM, or microwaves. The hero
their weight beyond their engines' lift holograms are little more than clouds or can increase or decrease the radiowaves'
potential. single-color walls. The Power allows +1CS Intensity by his Power rank number. A Good
• Sinking ships by making their weight Resistance to Light-based Powers, since intensity FEAT permits the hero to alter the
exceed their buoyancy. the hero can redirect or dispel them. frequency and direction of such waves and
• Forming large asteroids by coalescing garble transmissions. The hero has Power
spacial debris. Optional Powers include Light Generation, rank Resistance to radio-based attacks;
Energy Sheath, Carrier Wave, and Illusion such attacks are normally limited to an
The gravity remains altered for as long as Casting. The Nemesis is itself. opponent thinking he's a microwave oven
the Power functions. After cessation, gravity about to cook the hero's goose. The Power
returns to normal. EC15/Magnetic Manipulation really comes into its own when used as a
form of electronic-age Illusion Casting. That
The hero can control magnetic force. He is, the hero creates complex signals that
EC12/Hard Radiation Control can increase or decrease magnetism's simulate an actual broadcast. Voice-only
The hero can control existing radiation, Intensity by his Power rank number. He broadcasts can be simulated by a Typical
including X- rays, alpha, beta, gamma, and can use existing magnetism, whether Intensity FEAT. Musical or multi-voice
cosmic rays. The hero can increase or natural or Power-based, to perform any broadcasts require an Excellent Intensity
decrease the radiation's Intensity, up to his desired task. The required Intensity FEAT is FEAT, as does a still picture. A single figure
Power rank, and reduce the damage done equal to the Intensity rank of the with a blank background or a simple
by radiation up to his Power rank number. magnetism. cartoon-like broadcast requires an
The hero can direct the flow of radiation Incredible Intensity FEAT. A single figure
and can alter its nature by converting any The hero can alter the polarity of a with a complex background (think of an
form of radiation to any other form. If a magnetic field (but not a neutron flow!). He evening news broadcast) requires a
radiation related Power is involved, the can shape the field into forms to produce Monstrous Intensity FEAT. Any other
target's Power rank determines the any effect. These can be developed as broadcast can be simulated on a Shift X
Intensity of the required FEAT. For Power Stunts. Intensity FEAT (think Academy Awards
example, an Amazing Intensity FEAT is production numbers, and you'll see why so
required to control Amazing Radiation The Power can be used to control simple high).
Emission. machinery. The simplest form is merely
rendering the machine inoperable by Obviously, this is a Power that is only really
Optional Powers include Hard Radiation altering the magnetism of the components.

CONTENTS POWER TABLES INDEX: POWERS 27 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
ENERGY EMISSION POWERS

useful in high-tech campaigns. Oh, it could • Increasing faint sounds to enable the Richter
exist in a primitive situation, but then who hero to perform certain actions (like Number Intensity
would know? cracking a combination lock).
• Destroying boom boxes if the hero 1 FE, PR
This has a Bonus Power of Radiowave doesn't like the music. 2 TY, GD
Generation. • Cranking up boom boxes if he does 3 EX, RM
4 IN, AM
Optional Powers include Energy Okay, a lot of the uses are somewhat 5 MN, UN
Doppelganger, Energy Sheath, and Carrier frivolous. Still, the ability to knock out voice 6 Shift X, Shift Y
Wave. is a powerful weapon.
7 Shift Z, CL1000
Sound Manipulation can also be used to 8 CL3000, CL5000
EC18/Shadowshaping
reinforce sound based Powers. The hero
This is not Darkforce Manipulation; that's can raise the other Power rank +1CS as Okay, if California is determined to fall into
handled elsewhere. This Power enables the long as this Power functions. the sea, you won't be much help. Of
hero to affect normal shadows and, course, if your hero possesses Vibration as
indirectly, light as well. The hero can shift This has a Bonus Power of Sound well, he might get blamed for the quake. On
the location and size of normal shadows. Generation. Optional Powers include a smaller scale, the Power can be used in a
He can form them into two-dimensional Vibration and Vibration Control. variety of everyday situations:
images that can do Power rank damage to
real targets. The hero can also Remote • The hero can distort or even mute a
Sense through these shadow constructs. EC20/Thermal Control target's voice. This effectively negates
The hero can increase or decrease the The hero control applied heat or cold; that vocal Powers. This is done by directly
Intensity of any shadow, is, can control any force that actively affecting the target's larynx.
whether natural or Power-based, by his changes the temperature of something • If your campaign includes other
Power rank number. This overlaps with else. This includes any source of heat or Dimensions that can be reached by
Light Generation and Shadowcasting but cold, whether natural, artificial, or Power adjusting your vibratory rate to that of
differs in that either effect is possible and based. The Power overlaps both Heat and the chosen dimension, then this Power
only existing shadows or shadow-related Cold Generation but it also differs from will do the trick on an Amazing Intensity
Powers are affected. them in that this Power cannot affect the FEAT.
natural temperature of a target or alter the • The hero can cripple gyroscopes, thus
The hero has the ability to see through any local temperature to suit the hero's whim. disabling any vehicles dependent on
shadow as if it were a normally-lit area, For example, Thermal Control could cool a them (subs, aircraft). This is a Typical
provided its Intensity is less than or equal to girder being heated in a furnace, since that Intensity FEAT, which incidentally also
his Power rank. This does not apply to thing is being actively heated, but it could works against robots.
Darkforce, however. not change. the temperature of another • The hero can adjust the vibratory rate of
girder lying outside the furnace (nothing is his own atoms, permitting him to Phase
This Power includes Power rank being done to that one). through solid objects or let solids (like
Resistance to shadow-based Powers. bullets) pass harmlessly through him.
Thermal Control is mostly used to
This has the Bonus Power of counteract or supplement temperature Optional Powers include Vibration, Sonic
Shadowcasting. altering Powers. The Power can affect such Generation, and Sound Manipulation.
others as soon as they are emitted from the
Optional Powers include Light Control, target's body. That is, you can affect the
Energy Sheath, and Energy Body. In the Human Torch's fireballs but not his Fire Energy Emission Powers
last two cases, the hero resembles a living Sheath. The target's Power rank
shadow. determines the required Intensity of the Energy Emission Points
FEAT. Controlling the Torch's heat takes an
Unearthly Intensity FEAT. Power can be emitted by any part of the
EC19/Sound Manipulation hero's body. For most Powers, it is not
The hero can control existing sound. He Optional Powers include Heat Generation, important to specify the emergence point.
can increase sound's Intensity by one rank Fire Generation, Cold Generation, Fire For the Powers of the Energy Emission
by means of a Power rank FEAT or Control, and Coldshaping. class, though, emission points become
decrease it by his Power rank number. It important. This affects how the hero utilizes
also provides the hero with Resistance to his Power. It determines ways goes can
sound-based Powers; again, his Power EC21/Vibration Control negate that Power. If the hero loses the part
rank number decreases the Intensity the The hero can control existing vibrations. of his body containing the emission point,
attack. These may be natural or Power-based. The he may lose his Power as well. When
hero can increase or decrease the Intensity creating the hero, the player should
This is possibly the single most useful of the vibration by his Power rank number. determine an, emission point for any
Power of all those that don't do actual He has Power rank Resistance to Vibration Energy Emission Powers. He may select
damage. The uses are infinite: and Sonic attacks. the first one rolled as the point for all of his
character's Energy Emissions, or be
• Muting the voices of an opponent group, A Power like this can make a hero adventurous and determine one for each
thus preventing them from coordinating extremely popular in a quake-prone locale Power.
their actions. like southern California. Using the Richter
• Muting alarms. scale, these are the required Intensities of
• Magnifying distant sounds to make them the FEATs for controlling each class of
audible at the hero's location earthquake.

CONTENTS POWER TABLES INDEX: POWERS 28 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Emission Point Chart aim leg-emitted Power, which travels in the
line defined by the lower leg. Such Powers Optional Powers include Coldshaping,
E-point d100 roll are usually limited in range to contact only. Condensation, Solidification, and Molding.
Entire body 1-14 Feet: Power is emitted by the hero's soles. Nemeses include Heat Emission, Fire
As above, such Powers are difficult to aim Generation, and Thermal Control.
Head 15-22 and are usually limited to contact-only.
Eyes 23-30
Mouth and nose 31-38 EE2/Electrical Generation
Wings: Power is emitted from an aura
Torso 39-46 surrounding the hero's wings. Power may The hero can create electrical streams that
Arms 47-54 travel in the plane formed by the wings or in can do Power rank damage. The hero can
a line perpendicular to their open position. project the electricity through any
Hands 55-62 conductive medium, such as air, water, or
Fingers 63-67 Antennae/Horns: Power is emitted from metal, at Power rank range. If the player
Legs 68-70 an all the antennae on the hero's head. chooses, the hero can gain +2CS to his
Feet 71-73 Power travels in a straight line from the last damage by choosing to limit his range to
Wings 74-76 section of the antennae. contact only. In this case, the range can be
Antennae/horns 77-81 extended by conducting the Power through
Tail 82-86 Tail: Power is emitted from the tip of the solid conductors like metal. Electricity
hero's tail and follows a straight line in the comes in various forms:
Any location 87-00 direction the tail points.
Entire body: Power radiates from an aura Any location: The hero can emit Power • Static electricity causes magnetic
surrounding the entire body. Power can be from any section of the body he chooses, attraction between objects and can
emitted in any direction without the hero and can change emission points with each disrupt electronic communications.
actually having to physically point. use of the Power. • Lightning is sheer, raw, destructive power
and by far the most popular form of this
Head: Power emanates from an aura Ranges for these Powers can be found Power.
surrounding only the hero's head. Power on the Range Table, inside the front • Alternating current is what our
can be emitted in any direction desired cover. (Back pages of PDF Link Below) technology is driven by. This Power can
without the hero's having to nod his head. Appropriate ranges are listed on either energize or overload normal
column A. electrical devices.
Eyes: Power is emitted through the hero's • Direct current is what a battery produces.
pupils. The power is directed wherever the EE1/Cold Generation It can energize or overload devices that
hero is looking. If the eyelids are closed, use DC power. It can also short out
This Power is the pure form of Ice devices that use AC power.
this Power cannot function. Generation and one it is often confused
with. The hero can emit a field that The hero can use any form at will or can
Mouth and nose: The Power is primarily decreases thermal energy and infrared
emitted through the hero's mouth. To aim, raise his rank +1CS by specializing in a
he turns his head and shapes the mouth as radiation. particular form. This Power automatically
though blowing out a candle. Seepage includes Power rank Resistance to
occurs through the nose; this cannot be The Power decreases the temperature of Electricity; no FEAT is required to resist
aimed, and the Power is reduced -2CS in the target; the amount is determined both your own Power. This Power is linked to
Intensity. by a FEAT and the Power rank number. A Electrical Control and Energy Sheath.
Typical FEAT drops the temperature by 10x When creating the hero, the player can
Torso: The Power is emitted from an aura the rank number; a Remarkable FEAT exchange any randomly determined
on the hero's chest. The Power travels in a drops it by 20x the rank number; and an Powers for these if he so desires. Extreme
straight line, perpendicular to the body. Unearthly FEAT drops it by 40x the rank heat reduces this Power's rank by the
number. For example, a hero with Intensity rank of the heat. Conversely,
Arms: The Power is emitted from an aura Remarkable Cold Generation can lower a extreme cold increases the rank by the
surrounding either or both arms. The Power target's temperature by 300 (10x30) to cold's Intensity rank. At Shift X level, the
travels in the direction in which the forearm 1200 (40x3O) degrees. The only limitation hero gains the ability to create a stream of
is pointed (if one arm is used) or in a vector is that the temperature cannot drop lower conductive gas, thus allowing the Power to
(if both arms are used). than absolute zero (-273 degrees Celsius function even in a vacuum.
or -459.4 degrees Fahrenheit).
Hands: The Power is emitted from an aura EE3/Energy Doppelganger
surrounding the hero's hand, fist, or palm. The power has the side-effect of cooling the
Power travels in the plane formed by the air between the hero and the target. Gases The hero can generate an Energy Body
fingers, in line with the whole fist, or in a within that area may condense. Such from his own body. This Doppelganger can
line perpendicular to the open palm. byproducts evaporate quickly after the have Powers of its own, including those
Power ceases to operate. characteristic to the type of energy of which
Fingers: The Power is emitted form an the Doppelganger is composed. The
aura surrounding the hero's fingers (any Cold Generation can be used to negate Doppelganger automatically has the Power
number, from one to all of them). It travels other sources of cold, whether Power of True Flight, While the player can decide
in a straight line in the direction the finger based, artificial, or environmental; its Power which Powers are possessed by whom, a
points. Usually, the index finger directs the rank decreases the intensity of the affected rule of thumb is that the majority of physical
Power, if only one finger is used. If the hero cold. However, it cannot be used to raise Powers are assigned to the Doppelganger.
has multiple Powers, each Power can be the temperature of a frigid environment. The player must also decide whether the
assigned to a different finger. The hero with this Power Doppelganger is simply an extension of the
has Power rank level resistance to Cold hero's will or if it has an independent, but
Legs: Power is emitted downward from an in any form. obedient, mind. If the player chooses the
aura surrounding both legs. It is difficult to

CONTENTS POWER TABLES INDEX: POWERS 29 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
latter he raises the Power rank +1CS; he EE5/Hard Radiation Emission EE8/Light Emission
can raise it another +1CS by having the This covers the dangerous section of the The hero can emit powerful bursts of light
lapse into unconsciousness when he uses energy spectrum: ultraviolet light, x-rays, do Power rank damage at rank range. The
the Power, since his mind is directly tied and alpha and beta particles, gamma rays, light may be of any nature:
into maintaining the Doppelganger's and the ever-popular "cosmic rays." The
existence. Any damage to the Doppelganger hero can project any of these types at • Normal light in any color or intensity; the
is subtracted from the hero's Psyche. Power rank range and damage. When hero can light the area, dispel Shadow
creating the hero, the player can raise his Powers, and temporarily blind targets.
Rank determines the duration of the rank +1CS by specializing in a particular • Coherent Light (lasers) do rank level
Doppelganger and the minimum ran any type of hard radiation. For game purposes, heat damage as they burn into targets.
Powers it possesses. Normally the hero we'll assume that the hero has total control Lasers can also be used to carry
can generate only one Doppelganger at a over his own inherent radioactivity and information or to create holograms.
time. At extremely high ranks, the hero can possesses automatic safe-guards that • Optic blasts do rank level damage but
generate additional Doppelgangers. The prevent him from fatally contaminating the rather than burn a target, they act as
number is equal to 1% of the Power rank area each time he uses his Power. This Kinetic Bolts.
number (round up). For example, at Class Power is linked to Radiation Control; the
1000 rank the hero can create 10 player can exchange one of his other The player can raise the hero's rank upon
simultaneous beings. Powers for Radiation Control when creating creation by +2CS if he chooses specialization
the hero, if he so desires. in a specific form of this Power.
Such beings have a decreased Resistance
(-2CS) to plasma-based attacks since these EE6/Heat
disrupt the energy field that forms the EE9/Magnetism
Doppelganger. They possess an increased The hero can generate pure heat that is not The hero can generate intense magnetic
Resistance (+4CS) to attacks based on necessarily accompanied by light or flame force. The magnetic field may be centered
Light, Heat, Flame, Vibrations, and Sonics, by accelerating molecular motion. This on the hero's body or be projected at rank
since they have no solid mass to affect. permits the hero to do rank level effects range. The field can affect anything
over target materials. Some Power Stunts susceptible to magnetism, attracting it with
The Nemesis Power is Plasma Control. using pure heat include: Power rank Strength. If the target itself is
magnetic, the hero can attract it at +1CS or
EE4/Fire Generation • Causing the breakdown of molecular or repel it at Power rank. The hero can induce
even atomic bonds (Amazing and magnetism into any materials that can
The hero can project fire with Power rank Unearthly FEATs, respectively).
damage and range. These flames have no sustain a magnetic field; these include
• Negating a target's magnetism ferrous materials, iron-bearing clays and
apparent fuel source and spring from the • Negating a target's electrical conductivity.
hero as if he were a living fuel tank. plastics, and ferrous ores. The hero can
• Strengthening materials by heat-treating. do rank level damage to electronic
Although the flames' fuel comes out of the • Changing local weather by heating the
proverbial nowhere, free oxygen must be devices by scrambling internal signals; this
air; this can cause small cyclones and is especially effective against magnetic
present for the Power to function. If not, the electrical storms.
hero can cause a single flame that lasts' recordings and micro-chip dependent
only one turn, then fizzles out. At Shift X devices. This Power can affect other
Because this Power uses pure heat, it can Powers. It can redirect Electrical
rank, the hero gains the ability to generate function in conditions that negate Flame
oxygen as well, permitting this Power to Generation by a Typical Intensity FEAT if
Emission, like the absence of free Oxygen the other Power's rank is lower, a
function under any conditions. When or the hero's being underwater. Beings who
creating the hero, the player can choose Remarkable Intensity FEAT if equal, and an
possess Thermal Vision or Abnormal Unearthly Intensity FEAT if the other Power
the Powers of Flame Control, Energy Sensitivity can detect an infrared glow
Sheath, and Energy Body to fill any slots is higher. It can disrupt Electric or Magnetic
around, the hero and his target whenever Control and Energy Sheath or Energy
still open. For example, under the Ultimate he uses his Power. Heat Emission is the
system, the Human Torch possesses three Body, if either are magnetic in nature.
Nemesis of Cold Emission, Coldshaping,
powers: Fire and Powers that use water. This Power
Generation, Fire Control, and Energy The Power has its drawbacks. It attracts
gains +1CS when attacking those Powers some types of attacks if the hero is
Sheath. and loses -1CS when being attacked by careless. Such attacks as Electrical
This has to be the most dangerous Power them. Generation or anything using ferrous
around. Heroes have to watch out for materials (knives, missiles) gain +2CS.
accidental firestorms. They also tend to EE7/Kinetic Bolt This Power is its own primary Nemesis.
consume all the oxygen in their location, This is a crude form of M30/Telekinesis.
making everyone pass out. Then there is The hero can strike a target with a surge of EE10/Plasma Generation
the question of smoke and gases created force at Power rank range and damage. Plasma refers to here to a field of highly-
by the hero's Flame Power. It makes me The Kinetic Bolt can be shaped as desired charged particles. Common examples
wonder what kind of ventilation system the by the hero. It can be a wide cylinder, or an include the aurora borealis, the glow in a
Baxter Building has… incredibly fine needle. Its effect is the same fluorescent tube, the Van Allen Belt, and the
as if the target had been struck by a solid heart of a nuclear blast. Plasmas may be of
Fire Generation is the opposing Power to object of equal material strength. This any nature: fiery, magnetic, electrical,
Cold Emission, Coldshaping, and Powers Power can affect only tangible materials. It radioactive, or be of a previously unknown
that use water. This Power gains +1CS includes Resistance to Kinetic Bolts, Kinetic form of energy. This last group includes
when fighting these Powers. It also loses Control, or Telekinesis. Optional Powers many super-powers, living energy fields,
-1CS when being attacked by those are Kinetic Control and Telekinesis, which and beings who can transform themselves
Powers. are also the Nemeses. into pure energy.

CONTENTS POWER TABLES INDEX: POWERS 30 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
FIGHTING POWERS

The hero can project Plasma fields at hero's Power rank. Fighting Powers
Power rank range. Due to the unique
nature of this Power, it does damage on The Power can disrupt Darkforce F1/Berserker
two levels. The primary level is brute force; Manipulation on a Typical Intensity FEAT if
the field does Power rank damage there its rank is higher than that of the Darkforce The hero can enter into a battle rage that
are also side-effects based on the nature of manipulator, Remarkable Intensity FEAT if alters the hero in some significant ways.
each Plasma bolt. Plasma fields have two they are equal, and Unearthly Intensity Reason and Psyche plummet to Feeble
of the following side effects: FEAT if the Power's rank is lower. rank while the ranks for Strength and
Fighting increase by the same number of
• Light at -2CS level of illumination Optional Powers include Shadow shaping ranks. (That is, the total number of points
• Heat at -2CS damage and Darkforce Manipulation. The Nemesis lost are split evenly between the Fighting
• Flame at -2CS damage is Light Emission. and Strength ranks.) The hero also
• Hard Radiation at -2CS damage develops Iron Will for the duration of the
• Magnetism at -2CS damage but full EE13/Sonic Generation Berserker rage; the rank for this is the
Power rank range same as the Berserker Power's rank. The
The hero can generate intense sound and Berserker lasts for the length of combat and
• Electricity at -2CS damage. make attacks of Power rank range and 10 turns. When the rage ends, all the
damage. This Power can generate altered Abilities return to their original
The hero initially possesses a single type of frequencies normally inaudible. The hero
Plasma with two set side-effects ranks. Since the Iron Will also disappears,
can disrupt other sound-based Powers the hero finally feels the effects of any
that occur each time he uses his Power. by creating dissonance as his harmonics
Later he can develop other Plasmas with damage he suffered while in the Berserker
clash with the second Power's rage.
different side-effects as Power Stunts. harmonics. The hero's own rank is
subtracted from the target harmonic's Example: Orlando the Furious has Feeble
Plasma is a Nemesis to the Powers of Intensity. Optional Powers include Sonic
Energy Sheath and Energy Body. The hero Strength, Good Fighting, Remarkable
Control, Vibration, and Vibration Control. Reason, Incredible Psyche and Excellent
gains +1CS when attacking either Power. Nemeses are this Power itself and the
Plasma's own Nemeses are Plasma Berserker Power. When he enters the
three just listed. The Power needs a Berserker rage, the following occurs.
Control and Power Control. medium to carry the sound, whether Psyche and Reason drop to Feeble, a total
gaseous, liquid, or solid. It cannot of 66 points. This is between Orlando's
EE11/Radiowave Generation function in a vacuum unless the hero is Strength and Fighting ranks. Strength
The hero can generate radiowaves, touching a solid through which he can increases to Remarkable, Fighting to
including AM and FM signals and transmit his Power. This Power can be Incredible. Finally, he develops Excellent
microwaves. This Power primarily affects used in tandem with the Power of Iron Will. The carnage that ensues is short
broadcasting and electronics; the Power Speech-Throwing to permit Sonic and messy. Orlando emerges victorious but
can do rank damage over rank range to Generation to affect even unconnected remains rather dangerous to be around for
these. The Power can also be used to targets in a vacuum. another 10 turns (5 minutes).
directly affect any target by internally
heating it through microwave bombardment. EE14/Vibration The Optional Power is Natural Weaponry.
Used in this manner, the Power has -2CS The hero can generate non-audible Thus, you can build your own Wolverine (or
on its damage and range. vibrations. These can alter existing other violent, crotchety animal from the
harmonics, effectively negating any sonic- northwoods).
Optional Powers include Radiowave or vocal-based Power. The hero can cause
Control, Energy Sheath, and Carrier Wave. tremors at Power rank range and damage. The Nemesis Power for this is Mental
Nemeses include Radiowave Control, The Power can even be used to Domination.
Energy Absorption, and Force Field vs. incapacitate living targets; effects can vary
Energy. from motion sickness (nausea and F2/Martial Arts Supremacy
vomiting) to death by internal In the MARVEL SUPER HEROES game
EE12/Shadowcasting hemorrhaging. system Fighting is considered an Ability, not
The hero can emit a field that decreases a Power. However, this Power increases a
light and radiation. The obscured energy's This Power includes Resistance to hero's already-mastered Martial Arts (a
Intensity is lowered by the Power's rank Vibratory attacks. Optional Powers include Talent in the game system) to dramatically
taken as Intensity. The energy forms that Vibration Control and Sonic Generation. higher levels and allows him to perform
can be affected by this Power are Light, actions that would otherwise be impossible,
Heat, Hard Radiation, Radiowaves, Energy Some possible Power Stunts include: like splitting a battleship in two with a single
Doppelgangers, and Energy Bodies. karate chop.
• Forming a vibratory shield that can
The hero possesses the ability to affect provide up to +2CS protection. The Martial Arts as explained in the Advanced
only Light when his Power is at Good rank. vibrations make the hero harder to hit Set falls into five categories labeled A
At each rank above Good, he gains the as weapons are thrust aside by the through E for simplicity's sake:
ability to affect another energy form in the field. At higher ranks it can even cause
following order: EX-Heat, RM-Hard the weapon's own structure to collapse. • A-This form uses the opponent's
Radiation, IN-Radiowaves, AM-Energy • Negating vocal powers by sending the Strength against him and permits the
Doppelgangers, MN-Energy Bodies. hero's own vibrations into the target's hero to Stun or Slam an opponent
larynx. For example, your hero could regardless of their relative Strengths
This Power includes the ability to see reduce Lorelei's song to a gurgle. and Endurances.
clearly through his own natural or Power • Throwing machinery out of kilter by • B-This form is keyed to offense by
created shadows of Intensity less that the • vibrating delicate components. inflicting damage by short, quick

CONTENTS POWER TABLES INDEX: POWERS 31 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
bursts. The hero gains +1CS Fighting stated in the Player's Book, some forms of
when engaged in unarmed combat. Natural Weaponry provide Bonus Powers Normally, the Power is used to make
• C-This form concentrates on holds and (see "Claws" and "Extra Body Parts"). facsimiles of existing weapons. The hero
escapes. The hero gains +1CS to his These are placed in the next available slot must make a detailed study of the weapon
Strength when Grappling or Grabbing in the Power Generation. for at least 10 minutes before attempting a
and +1CS to his Agility when dodging. FEAT. Failure to make the FEAT means the
• D-This form seeks out the opponent's The player and the Judge need to work hero must spend another 10 minutes
weak points and strikes at them. The together to create a functional hero. A studying the weapon before attempting
hero can ignore the effects of physical drawback to this Power is that if the hero is another FEAT. Some weapons might be
Armor when determining Stun and Slam somehow deprived of his Natural beyond the hero's comprehension, if the
results. Unfortunately, the hero must Weaponry, he suffers a loss to his Fighting player has really bad luck when rolling the
study his opponent for two turns before Ability equal to his weapon's rank. dice.
he can bring this effect into play.
• E-This form encourages quick striking to Example: Due to a mishap with a matter The hero can create new weapons based
catch an opponent off-guard. The hero transmitter, Wolverine temporarily loses his solely on his imagination and basic
gains +1 to initiative rolls when claws. He's so shaken that his normal knowledge of weapons design. This
engaged in unarmed combat. Incredible Fighting Ability drops to Feeble. requires intense concentration and a red
Power rank FEAT.
The player chooses one of the above If the Natural Weaponry is made of
Martial Arts and determines its rank when materials not normally found in the body, it The newly created weapon has the same
he creates the hero. When this Power makes the hero vulnerable to attacks that characteristics as a normally created one of
shows up, add its Power rank number to affect those materials. For instance, Wolvie its type. In the case of altered or imaginary
the already determined Talent rank number. has a -1CS resistance to Magneto's weapons, the player and Judge should
powers, since they can affect his metal agree on a reasonable and playable set of
For example, the Kung Fu Kommando skeleton. characteristics for the weapon in question.
possesses Martial Arts E at Typical rank
and Martial Arts Supremacy at Good rank. F4/Weapons Creation The Power includes versions of Elemental
These combine to give Kung Fu and Molecular Creation. Each element or
Kommando an Excellent rank for his Martial The hero can create any desired weapon compound takes up its own memory slot,
Arts. out of thin air. The weapon can be of any just like the throwing daggers and
design, size, and material. The size of the broadswords that clutter the hero's mind.
Martial Arts Supremacy can be used to do weapon is limited by its weight. The hero Such raw matter can be formed into any
rank-level damage against non-living can only create in a single turn a maximum weapon's shape. This permits the hero to
matter. number of ounces equal to his Power rank change the composition of any already-
number. Heavier weapons have to be memorized designs. For example, if he has
For example, Kung Fu Kommando can assembled in pieces over a span of several already memorized the design of an arrow
shatter iron, concrete, or bullet-proof glass turns. While the material strength of the and the nature of silver he can create both
with a red Power rank FEAT. created weapon is the same as that of a wood and steel arrows and silver arrows.
normally-manufactured weapon of the
If desired, this Power can be modified to fit same type, its duration is much shorter. The Weapons created materialize in the hero's
any Fighting skill the prayer can imagine. lifespan of the weapon is determined at the hands.
This can include Supremacy in any one time of creation. A Typical Intensity FEAT
weapon, such as swordsmanship or gives the weapon a lifespan of 100 turns There is an exception to the rules thus far.
archery. times the hero's Reason rank number. On When creating the hero, the player can
an Amazing Intensity FEAT, the weapon choose to specialize in creating a single
Optional Powers include Iron Will and lasts for the hero's Reason rank number copy of a special weapon. In this case, the
Weapons Creation. times 10,000 turns. Should he make an weight limit is raised from one ounce per
Unearthly Intensity FEAT, the weapon will Health point to one pound per Health point.
The Nemesis Power is Martial Arts be permanent. Such special weapons are never
Supremacy of one rank higher than that permanent; Unearthly Intensity FEATs are
possessed by the hero. Each ounce of created matter temporarily treated the same as Amazing
costs the hero 1 Health point. All points lost Intensity ones. One example of this option
in this manner are regained after 24 hours. is Magik's Soulsword.
F3/Natural Weaponry Thus, the hero can only create a weapon
The hero's body contains special weighing the number of ounces equal to his
anatomical features that can function as The Optional Power for this is a form of
Health score in a single day. Martial Arts Supremacy that uses a special
weapons. These may be of any nature and
can be external, internal, or retractable. If weapon, as in the option explained above.
The hero must have-detailed knowledge of
these are damaged the hero suffers as if any weapon he wants to create. He can
they were normal body parts. The Nemesis Power is True Invulnerability.
only store a limited number of weapons'
designs in his memory. The total number of
When creating the hero, the player decides memory slots available to this Power F5/Weapons Tinkering
the nature of the weaponry. The equals the hero's Reason rank number. The The hero can devise and assemble any
weaponry chosen possesses this Power player must keep a record of the weapons weapon that can be made with the
and rank taken as material strength for he can create. This list can be changed at available materials. By means of a red
purposes of determining potential damage. any time. A green Reason FEAT gains the FEAT, the hero can even improvise a
hero a new design. If no open memory slots means of creating unavailable materials
Each time the player rolls this Power, he are available, an old design is tossed away (adamantium, for example). Provided he
can add another weapon to the hero. As to make room for the new one. has the resources, the hero can assemble

CONTENTS POWER TABLES INDEX: POWERS 32 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
ILLUSORY POWERS

a functional copy of any weapon. As to assigned powers then can only be Image drops drastically. When the Image
what weapons he can make, use the manifested by the weapon itself or by the gets beyond the hero's field of clear vision,
Resource costs listed in the Hardware hero.s direct contact with the device. The he can no longer make it realistically
section of the Player's Book (pages 42-46). player should work with the Judge to conform to the surroundings.
Compare the Power's rank with the cost of determine the shape and nature of the item,
the desired weapon. Equal or lower cost as well as who gets what power. Example: Kinescope Animates a lion off of
weapons can be created on a green FEAT. a circus poster and sends it after some
A cost of one to three levels higher requires The nature and function of each Unique muggers. The muggers flee around a
a yellow FEAT. A cost of four to six levels Weapon should reflect the powers corner, the lion in pursuit. Unbeknownst to
higher requires a red FEAT. If the cost of available, the player.s imagination, the Kinescope, the alley is full of trash cans,
the desired weapon is more than six levels hero’s background and physical type, and which the lion blithely passes through. The
higher than the hero's Power rank, it is an the campaign setting. The randomly rolled muggers see this and realize they've been
impossible FEAT. power rank becomes the material strength had. Kinescope gets a surprise when he
of the item. comes around the corner.
Example: Dr. Fixit has Excellent Weapons
Tinkering and access to his brother-in-law's A Unique Weapon is just that; lose it and The Image can exist for as long as the hero
junkyard. He wants to build a battle-copter you’re out of luck. The hero can acquire his concentrates on maintaining it (the Judge is
with adamantium armor. The copter has an item in a number of ways. The most free to determine how easily this can be
Amazing cost. True adamantium has a Shift common are “I Found It”, “I Received It” done given the circumstances the hero
X cost; secondary adamantium has an and “I Created It”. The player should roll finds himself in). Although the Image can
Unearthly cost. Dr. Fixit makes the yellow once on the Origin of Power Table (page only be realistically controlled within one
FEAT; his copter will work. He doesn't have 10, TUPB) to see what the background on area of the hero's location, the Image can
any adamantium, though, and tries to his item is. If the device was attained by be projected up to the full range for this
improvise. He fails to make a red FEAT; accident or as a gift, the hero might not be Power. Once beyond the one area limit, the
neither batch of "home-brewed" able to replace or repair it. Such conditions Image is easily perceived by others as a
adamantium worked. Oh well, he can must be resolved by the Judge. holographic projection. The hero can
always convert that old boiler he found overcome this limit by extending the range
into armor plate. of his own senses, either through artificial
Illusory Powers means (telescopes, remote TV camera,
When creating the hero, the player can etcetera) or by using sense extending
choose to make the character a jack-of- Ranges for the Powers in this book are Powers. In such cases, the hero can extend
all-trades or specialist in a particular field. If found on the Range Table printed on the realistic control of the Image up to the
he chooses to specialize, he can raise the inside front cover (Back pages of the PDF, range limits for this Power and whatever
rank +2CS. Categories of weapons include: Link Below). The normal range for the means he employs to extend his vision.
Powers in this section are found on column
• Edged and Blunt weapons B. Example: Kinescope has an Excellent rank
• Projectile weapons for this Power and can project an Image up
• Energy weapons to 25 areas (3300 feet) away. He also has
• Heavy weapons I1/Animate Image Good Clairvoyance with a maximum range
• Battle weapons This is a specialized form of Illusion-casting of 2500 miles. By using both Powers, he
• Alien weapons that enables the hero to apparently bring can maintain the realism of his Images up
• Battlesuits any flat image to life. Whatever the original to the maximum range of 25 areas even
• War robots nature of the image, drawing, painting, through any vision-blocking barriers.
photograph, print the image gains three
Needless to say, the player will have to dimensionality and independent movement. The Image possesses whatever abilities or
develop stats for anything he comes up A blank white area now fills the area characteristics the original model
with. If he successfully copies existing formerly occupied by the newly solidified possessed. At least, it possesses those
technology, like the Iron Man battlesuit or a Image. abilities or characteristics the hero believes
SHIELD Plasma Beam Handgun, he can the model possessed. This is after all an
simply use the established stats for that In actuality, the hero has created two Illusion that the hero has created. As such,
device. Weapons Locker (MHAC8) by Illusions. The obvious one is the Animated it conforms to his expectations. What traits
Epperson and Grubb is a valuable aid to Image that has peeled itself away from its the Image has are determined by the hero's
the player of a hero with this Power. A flat background and filled out into three imagination and memory for detail. The
clever character can also use this Power to dimensions. The second, more subtle accuracy of
make money off of other characters by Illusion is the "blank white area." The hero the Image is determined by the hero's
building weapons on commission. After all, automatically casts this Illusion to mask out Reason. A green FEAT creates an Image
somebody's got to be building all those the still-existing original picture; this that is somehow flawed; it might move the
super-weapons that fill the pages of comic secondary Illusion lasts for 10-20 turns or wrong way, lack a shadow, have no surface
books… until the primary Illusion ceases to exist, detail, and so on. A yellow FEAT creates an
whichever comes first. Image that are nearly exact; a close visual
F6/Unique Weapon examination is required to distinguish the
The hero possesses a specific tool or The initial range at which the hero can Image from reality. A red FEAT creates a
device that contains many of the powers Animate an Image is line-of-sight for one perfect Illusion.
assigned to the hero. When creating the area. This is also the maximum range at
hero, the player should assign only the which the hero can normally maintain the The typical Animated Image is an intangible
Mental and Physical Powers to the hero "realism" of the Image. Simply put, the hero holographic projection. Since most people
himself; all other powers should be has to be able to clearly see both the Image rely 'exclusively on their vision as the
assigned to the Unique Weapon. Such and its surroundings. When either is means of sensing their environment, the
beyond his vision, the believability of the Animated Image is easily accepted as

CONTENTS POWER TABLES INDEX: POWERS 33 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
reality. Only when other senses are used attack or stroke. Note also that I2/Illusion-Casting
does the Image get exposed as Illusion. psychosomatic damage cannot affect non- The hero can create realistic holographic
Such Images are mechanically detectable sentient minds. images that have apparent solidity. These
and recordable by such means as Illusions can be mechanically detected and
photography and television. Images can Animated Images can be of any nature, but recorded by such means as photography or
also deceive the artificial senses of are generally used to simulate moveable television. That separates this Power from
mechanical beings. objects and lifeforms. In all cases, the hero the psionic, image-generating Power called
must have an actual image to work from. Hallucinations, which produces images
The Animated Image is initially strictly The Animated Image that results is the directly in the target's mind and cannot
composed of light. It lacks the other same size as the original image. Not all of affect mechanical senses.
sensory details of a real object, most the model has to be present in the original
notably the sounds and smells of the image; the hero can fill in the rest from his The Illusion can take any size or
original. These can be simulated to give the imagination. As he brings the Animated appearance the hero desires and is limited
Animated Image greater reality. The Talent Image to life, it climbs out of the frame, only by his imagination. The Illusion can be
of Ventriloquism or such Powers as Speech revealing previously unshown parts. a realistic simulation, a fanciful creation
throwing or Vocal Control can add speech direct from the hero's mind, or an abstract
and incidental noises to the image. Sensory For example, Kinescope Animates a head- display of light. The hero is playing with
Manipulation can create, deceptions of and-shoulders portrait of Lincoln. The light itself and can create anything that is
smell, temperature difference, and even visible parts immediately spring out; the visible. Since most people depend. on
tactile sensations. The coherent light of the rest of Abe's body is revealed as he climbs vision to gain information on their
Image blocks normal light and creates out of the frame. surroundings, this Power presents the
normal shadows. awesome ability to apparently alter the
Animate Image can be used to alter images nature of reality.
Since the Image is intangible, it cannot within the plane of the original picture. The
directly do physical damage to a target. If hero can alter the placement of sections of The hero can cast his Illusions anywhere
the Image incorporates bright light, it has the picture or give them flat animation, even within his Power rank range, though he
the potential of blinding the target. How making sections of the picture apparently must be able to clearly see the area where
ever, if the hero possesses certain other withdraw from the depicted scene. the Illusion is forming if he wants to make it
Powers that can be combined with the at all realistic. The normal limit for unaided
Image then it can do actual damage. If the While the previous commentary has spoken vision is one area (132 feet). Beyond that
hero also uses Energy Solidification or any of this Power in terms of translating two range the hero can no longer clearly see
of the Matter Creation Powers, the Image dimensional images to three-dimensional his Illusion's surroundings and thus cannot
gains temporary solidity. This lasts for 1 -10 objects, it can also be used to simulate alter the Illusion to reflect things going on
turns, regardless of the normal duration of animation for already three-dimensional around the Illusion.
effect for the supplementing Power. Note: objects, like statues or stuffed animals. This
this is determined by the Judge, not the can be developed as a Power Stunt. The For example, an Illusionary tree cast two
player. Any of the Energy Emission Powers hero uses an existing object for a model to areas away might seem to be floating a
can be apparently redirected through the base his Illusions on. The primary Illusion is discreet two inches above the ground.
Image. the statue or whatever coming to life; the
secondary Illusion renders Illusory If the hero is unconcerned about
For example, if the hero possessed both Invisibility around the original. The maintaining the reality of his Illusions, this
Animate Image and Fire Generation, he characteristics for the Image are a limit can be ignored. The hero does not
could create a hazardous simulation of the combination of the statue's material even need to be able to see the Illusion as
Human Torch. composition and those traits the hero it forms. Such uncontrolled Illusions appear
imagines the model for the statue as transparent, free-floating apparitions. If
This Power can be combined with certain possessed. the Illusion takes the form of a living being,
Psionic Powers to create Images viewers might see it as a ghost or other
that do psychosomatic damage to a target. Example: Kinescope encounters thieves phantom form. If the hero possesses a
These Psionics, include Telepathy, Mental outside the Cleveland Art Museum. He means of extending the range of his
Domination, Hypnotic Control, and Neural casts his Power on Rodin's bronze, "The senses, he can maintain the realism m of
Manipulation. Psychosomatic damage Thinker," that sits in front of the museum. his Illusion at up to full range of both this
occurs because the target believes in the The Image that results is a 15-foot-tall man Power and that of whatever means he uses
reality of the Image and thus the. -reality of made entirely of bronze and consequently to extend his vision. Ways of increasing the
any damage the Image is inflicting upon extremely strong and heavy. senses' range include mechanical means
him. such as binoculars and remote TV cameras
By using his Power in this way, the hero and sense-extending Powers, most notably
For example, Kinescope combines his can simulate any of the Matter Animation, Telescopic Vision and Clairvoyance.
Powers of Animate Image and Neural Control, and Conversion Powers.
Manipulation to create an Image of a boa Example: Deetee has an Incredible rank
constrictor. The boa enwraps Kinescope's Optional Powers include either Telescopic and can Illusion-Cast up to two miles away.
opponent, who believes he is being Vision or Clairvoyance, Energy She also has a good pair of binoculars that
crushed and passes out from his imagined Solidification, and either Elemental or enable her to see up to one mile away. For
loss of breath. Molecular Creation. idle amusement, she likes to go to the top
of tall buildings and Cast Illusions at the
Psychosomatic damage can be resisted by The Nemesis Powers are either Sonar or pedestrians below. She also like to find the
any target who becomes aware of the Radar, combined with temporary blindness. monitors for remote surveillance cameras
Image's lack of reality. Be warned that and use them to direct her Illusions into
psychosomatic damage can lead to fatal locked rooms.
results if the target succumbs to a heart

CONTENTS POWER TABLES INDEX: POWERS 34 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
that they themselves are an Illusion being
Illusions last as long as the hero The main drawback to Illusion-Casting is cast by some unknown being.
concentrates on maintaining their that the hero must keep his Power's true
existence. The Judge is free to determine nature a secret from his adversaries. It Optional Powers include Energy
how long the hero can maintain his must be presented as if it were another Solidification, Telescopic Vision, and
concentration in a given circumstance. Power entirely. Clairvoyance.
Breaking the hero's concentration abruptly
terminates the Illusion, while merely getting For example, although she is an Illusion- Nemesis Powers include Shadowcasting,
distracted causes the Illusion to begin to caster, Deetee often presents herself as a Shadowshaping, Sonar, Radar, and closing
lose realism (drift, lose detail, become Demon-Summoner. your eyes.
translucent, and so on). The Illusion's effect
on a viewer varies. A viewer must make an Even if the Power's nature is public I3/Illusory Invisibility
Intuition FEAT against the Power rank of knowledge, the Power is still effective. The
the Illusion-caster; success means the Powers of Light Emission and Light Control This is not true Invisibility but is actually a
viewer now recognizes the Illusion's true are innate factors of Illusion Casting. As clever simulation. The effects are nearly the
nature. Players running characters viewing such, the hero has the ability to generate same, anyway; the hero becomes
an Illusion are only allowed to make a any intensity and frequency of light. He can effectively invisible to any living or artificial
FEAT if they suspect the Illusion. This can warp light, alter its frequency, and change being.
occur if they physically touch the Illusion, if its degree of coherency. The hero can do -
the Illusion is somehow flawed, or if the 2CS rank level damage using light-based The hero actually remains visible but he
character is just naturally cynical. attacks. As noted earlier, the Power can now surround himself with a
("Congratulations, Les. So far this morning ncludes -2CS Resistance to Light-based holographic Illusion of empty space. This
you have attempted to disbelieve the attacks; the hero simply casts an Illusion of field can be limited to the hero's body or
existence of a flying saucer, Galactus, two something opaque between herself and the increased to cover a large area. The
muggers, and your breakfast."). Since offending light. The hero can simulate other maximum radius of this effect is the number
Illusion-Casting includes the Power of Light visual Powers or Talents with some of feet equal to the Power rank number.
Control, Illusions can provide a measure of effectiveness as well; the -2CS limit is used
protection against light-based attacks. An as a guide for determining how well the For example, a Poor rank could cover an
Illusory tent would provide protection hero can do these things. area extending four feet from the hero, a
against both infrared and ultraviolet light, Monstrous rank could cover an area
thus keeping the hero cool and safe from Example: Once inside the building, Deetee extending 75 feet, and a Class 1000 rank
sunburn. Treat this Power as +2CS and Jay-boy discover a guard. Deetee could cover a square mile.
Resistance to Light-based attacks. It does casts an Illusion of Ringmaster and tries to
not provide protection against any of the hypnotize the guard. Her Incredible rank is Within the, Illusory Invisibility, things remain
other ways Moms Nature has of affecting reduced to merely Excellent when she tries visible. From the point of view of anyone
us. That Illusory tent would be drafty, cold, simulate Hypnotic Control. Fortunately that within the Power's protection, it appears
and flimsy. is enough; the guard falls under the that the area has been surrounded by an
spurious Ringmaster's control. irregularly-shaped transparent balloon that
Illusion Casting can be combined with other causes weird tricks of light. Outside the
Powers to give 1he Illusion enhanced Powers that are a part of or can be "balloon" a viewer sees only the Illusion of
realism; this can also create Illusions that simulated by Illusion-Casting include: empty space, even if the viewer has just
do real physical damage. If the Illusion- stepped out of the invisibility field.
caster has any of the Energy Emission • D4/Force Field vs. Energy Standing at the edge of the field can result
Powers, these can be redirected to • D12/Resistance to Energy in a headache as the viewer's eyes see
apparently originate from the Illusion rather • DT3/Energy Detection (Light) both the reality and the Illusion.
than from the hero. • EC14/Light Control
• EC18/Shadowshaping This Power can be cast at a target point
For example, combining this Power with • EE5/Hard Radiation Emission (UV Light) some distance away. The area limit is the
Plasma Generation would simulate the • EE6/Heat (infrared Light) same. The maximum range at which the
Phoenix-force and fry any electronics in the • EE8/Light Emission Illusory Invisibility can appear is determined
area. • EE12/Shadowcasting by the Power rank.
• I1/Animate Image
More commonly, the power is used to • I3/Illusory Invisibility For example, a Monstrous rank permits the
disguise the true nature of anything the • I4/Illusory Duplication hero to hide an area 150 feet wide (75 foot
hero or her companions might be doing. • L9/Hypnotic Control radius, remember?) Located up to six miles
• MCo1/Coloration away.
Example: Deetee and her buddy Jayboy • M13/Hallucinations
have to break into a certain building that • S6/Blending Of course, the hero has to be able to see
they know is under surveillance. Deetee • S12/Energy Sheath (Light) his intended target; otherwise he would be
doesn't care about subtlety, only About • S20/Self-Vegetation unable to simulate the appearance of
distraction, and casts an Illusion of a,.Large • S21/Shapeshifting emptiness appropriate to the target area.
elephant that comes lumbering around a When casting this Power at ground level, a
corner and lies down in front of the door. A drawback in characters who have this practical limit to range is one area (132
Inside the elephantine Illusion, Power is that they tend to become feet) from the hero.
philosophical about the relationship
Jayboy is free to use his Kinetic Bolt Power between Reality and Illusion. Companions Casting an Illusory Invisibility in the air or in
to smash open the door. He also uses his find themselves drawn into interminable space is easier and can be done at rank
K-bolts to simulate the effect the elephant's arguments about what is real and what is level range. Note that as this is an Illusion,
legs have when they kick against a target. not. Illusion-Casters may even begin to feel it can be detected by careful visual

CONTENTS POWER TABLES INDEX: POWERS 35 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
examination or the simplest of physical For example, the Judge decides that the Example: Myriad has an Incredible rank.
tests. The "empty space" is only what the above-mentioned airship's Invisibility This enables him to create up to 40
hero imagines such an empty space to look Generator can function for up to ten hours simultaneously existing Duplicates that can
like. As the hero tries to hide more area, the of continuous operation but shuts down if it form or travel as far as two miles away
problems of realism multiply. If the Illusory receives a single jolt of electricity with from his location.
Invisibility and the Amazing Intensity.
viewer move in relationship to each other, The Duplicates are intangible holographs
the viewer might be able to detect a slight The hero can terminate his Invisibility at and are incapable of doing any actual
distortion of light at the edge of the field. any time, either purposely or accidentally. physical activity. They are primarily used as
(The player can imagine it by thinking of a Simple physical contact can alert a viewer decoys, messengers, spies, and simulated
clear drinking glass.) to the hero's presence, whether the hero ghosts. The Duplicates can form in any
accidentally envelops him in the field or the location within the hero's range, regardless
Example: Consider an airship surrounded hero makes a distance attack at the target. of whether the hero can see that location or
by a mechanically created version of A spray of a coating material will not. As an aspect of this Power, the hero
Illusory Invisibility. Inside the airship, vision temporarily reveal the extent of the field; in automatically possesses a combination of
is unaffected. The crew can clearly see the the middle of an obscuring cloud, the field Clairvoyance, Clairaudience, and
world below. The field extends one foot shows as a silhouette of clear air. Once the Speechthrowing that permits him to see,
around the airship. From the ground and hero realizes that his field is visible, he can hear, and speak through his remote
sides the ship is invisible. The flaw is when correct the Illusion to reflect the new Duplicates.
the field is viewed from above; a viewer addition to his surroundings; this takes a
sees the ground below but may realize that green Intuition FEAT. Note: the Judge For example, Myriad is at the scene of a
the surface detail is not continuous. Rivers should roll this for the hero without telling cave-in. The rescue crew need to know
And roads have sudden, unexplained gaps. the player he has become visible; failure where any survivors are located. Myriad
means the hero has either not yet realized creates several Duplicates and sends them
Since the Invisibility is holographic in his predicament or has not yet gotten the off into the debris. Since these are energy,
nature, it can be mechanically detected and Illusion properly altered. the Duplicates can pass effortlessly through
recorded by such means as photography, the rock. Myriad sees what the Duplicates
television, and the mechanical senses of Optional Powers include Light Control and "see." There is no light in the collapsed
artificial beings. It can also be seen at any Light Emission. area but Myriad's Duplicates each carry an
distance and will deceive telescopes, illusion of a flashlight that functions as well,
remote cameras, and Telescopic Vision Nemesis Powers include Light Control, if not better, than a real one. Finally two of
used outside the field's effect. Sensory Link Radar, and Sonar. the Duplicates find survivors., The first
can be deceived if that Power is used to group of survivors are only lost; the
link up with a viewer outside the field; if it is I4/Illusory Duplication Duplicate leads them through the darkness
used to link with someone inside the field, to safety. The second group is trapped
the deception fails. Clairvoyance cannot This is a specialized form of Illusion- behind fallen rock. They are startled when
detect Illusions at all and thus would also Casting that permits the hero to generate the Duplicate passes through the rock into
penetrate the deception. completely realistic simulations of a single their area but Myriad speaks through his
object, namely himself. Unlike the other Duplicate and appraises them of the
The Power cannot deceive any of the other Illusory Powers, this permits the hero to see situation. The Duplicate remains with them
senses or such Powers as Sonar, Radar, or through these nonexistent senses and to until the rescuers finally reach them.
Psionics. communicate through apparently normal
speech. When creating the hero, the player has the
For example, Daredevil would be unaware option of assigning some or all of the hero's
of such a field even being employed; this The hero can create a finite number of other Powers to the Duplicates. The hero
can lead to Problems for Matt Murdock. exact holographic duplicates of himself. can only create a single such Powerful
("What I don't understand, DD, is how did These are Illusions based on his self Duplicate at any one time. Since this
you know the Dreadnought wasn't real?") image, which the hero had best make sure Duplicate now has a greater effect on
matches his actual appearance at that reality, it gains some reality as well. Such
The Power provides limited protection moment. The accuracy of the Duplicate is Duplicates can be affected and even
against light-based attacks originating determined by a Reason FEAT made at the destroyed by such attacks as Light
outside the field. This is equivalent to a time the Duplicate is generated. A green Emission, Light Generation, Plasma
Force Field vs. Light with a -2CS rank. Reason FEAT means the Illusory Generation, Plasma Control,
Duplicates are somehow different from the Shadowcasting, and any of the Magics and
For example, a Good form of this Power hero; they have the wrong outfit on, are too Power Controls. The Duplicate has a
provides Poor protection against lasers and muscular or handsome, and so on. A yellow "Health" equal to this Power's rank number.
hypnotic lights. or red Reason FEAT produces a perfect Any damage to the Duplicate is subtracted
copy. The maximum number of from this number. At zero the Duplicate
The main protection it offers is that if the simultaneous Duplicates the hero can suddenly vanishes. In addition, any
viewer doesn't know there is something to create is equal to his Power rank number. damage done to the Duplicate is also
shoot at, then he won't shoot. Although Duplicates are frequently used to suffered by the hero, who temporarily loses
surround the hero and act as decoys, the a number of points equal to his Power rank
The Invisibility lasts as long as the hero can Duplicates can also function several areas number. Such points are regained just like
maintain his concentration. In the case of or miles away from the hero. The maximum Health points.
mechanically derived Invisibility, it lasts for range at which the hero can either send or
as long as the equipment functions. Judges create a Duplicate is determined by his All Duplicates can be affected by the
are free to decide the difficulty of either Power rank; specific levels are shown on Powers of Light Control and
case in any given circumstance. column B. Shadowcasting. Light Control can
overpower, distort, and even destroy any

CONTENTS POWER TABLES INDEX: POWERS 36 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
LIFE CONTROL

Duplicate. It can be use to seize control of a skinnydipping when a crisis struck trauma, wounds to organs, non-fatal
Duplicate away from the hero; the effect is resulted in major embarrassment for him poisoning, and terminal diseases. Red
analogous to someone using Mind Control/ and some unfortunate media exposure.) FEATs handle mortal wounds, coronary
Puppetry on the hero's own body. attacks, strokes, toxic poisoning, and
Shadowcasting can surround the Duplicate Nemesis Powers include Light Control massive physical trauma. The Power seals
in darkness and prevent the hero's and Shadowcasting. the body and returns any still-living tissues
Clairvoyance from operating. If the to health. It cannot replace lost tissue.
Shadowcasting has a greater rank, that
Power can be used to destroy a Duplicate. Regeneration: The hero has the ability to
Life Control Powers heal (as above) and can recreate large
Note: when a Duplicate is passing through
solids, its "eyes" register total darkness. If areas of lost tissue, such as severed limbs
the hero is unaware that Shadowcasting is L1/Biophysical Control or destroyed organs. Limbs are regrown by
being used against his Duplicates, then he The hero has the ability to consciously alter a green FEAT, organs by a yellow FEAT,
will assume the continued darkness is the the physiology of a target. This is and brain and neural tissues by a red FEAT.
result of the Duplicate remaining within a accomplished by sheer force of will and
solid mass and consequently will make no does not require any physical action on the Revival: The hero can actually bring the
attempt to resist this clandestine attack. hero's part, aside from touching the target. dead back to life. The Power rank number
The Power can be used at a distance but is the maximum number of days the target
As stated earlier, all Duplicates are an each 10 feet separating the hero from the can have been deceased and still be
illusionary manifestation of the hero's self target reduces his effective Power by -1CS. revived. The condition of the corpse
image. They need not be a single, static The Power is normally concentrated on a determines the color of the required FEAT.
design but can change with the hero's single target, but the hero can affect as An intact, unembalmed, undecayed corpse
many targets as he desires. Each additional is revived on a green FEAT. A decayed but
whim. Generally, all Duplicates at a given intact corpse needs a yellow FEAT. A red
moment will have the same shape. target also decreases the rank -1CS.
FEAT is required for partial or embalmed
However, by means of a red Reason FEAT, remains.
the hero can create simultaneous For example, trying to affect two targets at
Duplicates who have different a distance of 10 feet drops the hero's rank -
4CS (-2CS per target). For example, a Good rank can revive a
appearances. All such differences are still 10-day-old, slightly moldy body if the player
based on the hero's own form. A red FEAT rolls a 75 or better.
is needed for each different type of The result of any form of this Power is
Duplicate. permanent. (What's the point of healing The Power begins by healing and
somebody if he's just going to drop dead regenerating any damage to the body,
Example: Myriad maintains a secret identity later, right?) The actual ongoing effects especially the cause of death. Once the
as a physicist at a nuclear plant in Georgia. continue for as long as the hero continues body is habitable again, the Power
One day the plant is attacked by to use his Power. Once this is done, the automatically summons the deceased spirit
supervillains. Myriad must take action but target's natural healing abilities and rates back and reconnects it with the body. If the
his civilian identity must remain at his revert to normal. There are seven forms of spirit was already reincarnated into another
emergency post. Myriad forms a number of Biophysical Control, each with its own set body, the spirit splits into identical halves.
Duplicates. Most resemble his super heroic of effects. The first four forms are One remains with the new body while the
self but Myriad alters one to appear as his benevolent, the last three are malevolent. other half returns home. If the spirit is
civilian self. The extra form requires Heroes who use the malevolent forms trapped, the hero can make an attempt to
additional concentration on Myriad's part against sentient beings risk Karma and free him based on the Power rank of
and a red FEAT. The player blows it on Popularity loss. When the hero is created, whatever is holding the spirit. Until the spirit
the first roll (a 23), second roll (03), third the player must choose one of these forms. returns, the body remains in a comatose
roll (24), but finally makes it on the fourth He can select one or let the dice decide for state.
roll (00). Myriad castigates himself on the him.
additional 24 seconds it took him to Damage Transferal: The hero can heal
generate the lab coat and glasses. Die Roll Form another by apparently taking that damage
from the victim and moving it into the hero.
While Duplicates are normally created 01-24 Healing The Power first heals the target; the
as independent beings, the Power can 25-44 Regeneration manner is the same as for Healing (above).
also be cast around the hero's own body 45-48 Revival Simultaneously, the hero's body reshapes
to immediately alter the hero's own 49-68 Damage Transferral itself into a duplication of the damage being
appearance. This is usually used to 69-76 Decay healed. Once the target is healed, the
make quick disguises and costume 77-92 Disruption hero's Self-Healing abilities (same rank)
changes. If the hero so chooses, his then cures this ersatz damage. A hero
93-00 Aging cannot heal another person until he has
entire super hero appearance and
costume can be nothing more than such returned to normal.
Healing: The hero can cure the damage Decay: The hero can accelerate the
a Illusion wrapped around the hero's caused by wounds, trauma, toxins', and
normal civilian self. This would definitely cellular collapse of body tissue. The Power
disease. The hero can increase the target's can cause Power rank damage per turn.
prevent anyone from finding your Health by'an amount equal to the Power
costume stashed in the back of the rank level. This is the maximum benefit the The target becomes leprous, dies, and
closet. In the previous example, Myriad hero can give per day to one specific quickly crumbles to dust if the Power is
had not thought to bring his costume to person. The color of the required FEAT is used long enough.
work and had to form one of his determined by the nature and severity of
Duplicates around himself. The drawback the damage. Green FEATs handle broken Disruption: The Power can upset the
is that if the hero loses concentration, bones, non-terminal disease, and simple Smooth functioning of the physiology. The
consciousness, or Power, he also loses wounds. Yellow FEATs handle physical target suffers Power rank losses to his
his costume. (The time Myriad was Health as he suffers anything from minor

CONTENTS POWER TABLES INDEX: POWERS 37 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
discomfort (nausea, chills) to fatal trauma making a Psyche FEAT roll of any color • Chemical: The target's chemical make-
(coronary attack). except red. A red FEAT means the Bio. up is changed to other chemicals.
Vampire's hunger is beyond his control. He • Physiological: The target's basic life
Aging: The Power can accelerate or has entered a feeding frenzy that only stops functions are changed. The target may
reverse the aging process. The normal rate when the victim is drained or the Bio- be changed to animal, plant, or a
is multiplied by the Power rank number. For Vampire has been repulsed. If the Bio- different chemical basis.
example, a Good rank can make aging Vampire fails a FEAT at any time in the • Energy: The solid target is converted to a
occur at tenfold rate or go in reverse at an feeding process, he is immediately coherent energy field.
equal rate. A green FEAT accelerates repulsed from the victim and can never
aging. A yellow FEAT stops it. A red FEAT resume that attack. That victim gains When creating the hero, the player decides
reverses it. As the victim's age changes, instant immunity to any future vampiric the form of change in which the hero
physiology and mental capacities change attack by that particular Bio-Vampire. specializes. If random generation provides
as well. While the Power can function as a this Power again, the player can select
Fountain of Youth, it can also be used to kill Why do Bio-Vampires do it? Because they another form or add +1CS to the first form
through old age or regression to lose energy at an accelerated rate. Their chosen. Since this can be considered an
protoplasm. A target can be protected from rank numbers for Strength, Endurance, attack, the target can choose to resist; he
unwanted Biophysical Control by such Psyche, and any Powers except Bio- can also forego resistance if he so desires.
Powers as Force Field Generation and True Vampirism drop one point per hour. The Power rank determines the Intensity of the
Invulnerability. Bio-Vampire must feed in order to maintain effects on the target, the range at which the
his life. effects can occur, and the duration of the
Optional Powers include another version of effects. Normally the Power is used on a
this Power. Even if the Bio-Vampire is deprived of single target. Each additional target
victims, he never actually starves to death. reduces the effects by -1CS.
When all his affected ranks drop to Shift 0,
The Nemesis is either Immortality or Serial the Bio-Vampire drops into a deathlike
Immortality. trance. His vampirism continues to function, L4/Emotion Control
although he can no longer actively seek out The hero can alter a target's emotional
L2/Bio-Varnpirism new biomaterials to consume. If such are state and resulting activity by forcing him to
The character is a super-carnivore able to made available to the body, the Power will feel a particular emotion. The hero can only
increase his Strength, Endurance, Psyche, immediately begin to return the Bio- instill one emotion at a time. However, he
and Power ranks by consuming living Vampire to life. can select any emotion he desires. When
biological materials. The most common creating the hero, the player can raise the
examples of Bio-Vampires are the When the player creates the BioVampire, rank +2CS by limiting the hero to a specific
traditional blood suckers like Dracula. he must choose and play a weakness. The emotion.
Although all the traditional vampires were Bio-Vampire's Power rank can be increased
destroyed on Earth in the Marvel Universe, +1CS for each additional weakness the For example, the Purple Man broadcasts
this does not prevent the player or Judge Bio-Vampire possesses, up to a maximum only the emotion of loyalty.
from creating a new race of BioVampires of four weaknesses in all.
able to withstand the spells that finally Range and duration are determined by the
destroyed Dracula. As a new type of Bio- Bio-Vampirism is communicable. A sentient Power rank. The Power affects everyone
Vampire, your character need not follow the victim who was,completely drained as a within its range. This Power is an excellent
traditional abilities and limitations result of a feeding frenzy must make a choice when the hero is facing adversaries
associated with the old Vampires. It's a new Psyche FEAT roll. A red result means the more numerous and powerful than he is. If
victim has arisen as a new, Feeble-ranked an opponent has a Power that is triggered
world and a new Vampire. Bio-Vampire. by a specific mindset, such as the way
Bio-Vampires have a Bonus Power of Mind Bruce Banner used to turn into the Hulk
Control/Puppetry that renders their victims L3/Body Transformation-Others when he was angered, this Power can be
unable to physically struggle against the The hero can alter the nature of elements used either to prevent that Power from
Bio-Vampire. However, the victim's Psyche and compounds within a living target's taking hold or to trigger it prematurely.
remains uncontrolled; the victim continues body. Innate safe-guards in the Power
to try to resist the Bio-Vampire's attack. maintain the target's lifeforce for as long as L5/Exorcism
the target is in the altered state. Such The hero can release a being from any
The Bio-Vampire must make a Power FEAT states are not necessarily mobile, but if
to initiate the attack. The victim's Psyche external domination imposed by a third
they are, they may require the target to party. Such controls include Possession,
determines the difficulty of the FEAT. The move in new ways.
first successful FEAT means the victim is Mental Domination, Serial Immortality, and
immobilized and the BioVampire can begin Magic. If there's a control, this Power can
While in a solid altered state, the target break it. This Power rank is compared to
to feed. Each successful FEAT enables the retains his overall normal appearance. If
Bio-Vampire to drain Health points from the that of the Power controlling the subject. A
liquid or gaseous, he can assume any Typical Intensity FEAT can sever a lower
victim. The amount drained is equal to the shape but can still automatically revert to
Power rank number. This is converted into ranking control Power. A Remarkable
his original shape when the Power's effects Intensity FEAT severs a controlling Power
energy that is divided equally among the end. When transforming a target, the hero
ranks for Strength, Endurance, Psyche, and of equal rank, and an Amazing Intensity
normally changes the entire body unless FEAT severs one of one or more ranks
any Powers the vampire has except this the player states beforehand which specific
one. No Vampiric Power can ever increase higher. Upon severing the being's control
section he is changing. The safeguards still over the subject, that being is immediately
its own rank. take effect, but the target loses sensation in teleported to its home dimension.
the affected areas. Transformations can
The Bio-Vampire must make a FEAT each take any of three basic forms:
turn he continues to feed. He can This Power commonly appears as a spell
voluntarily stop feeding at any point by used by sorcerers and holy men.

CONTENTS POWER TABLES INDEX: POWERS 38 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
to reflect the secondary set of Success means the result is alive; it may
The hero must be within 10' of the subject characteristics for Reason, Intuition, and not be pretty, but it's breathing.
in order to perform the Exorcism. Psyche.
A hero with this Power will use it to heal. A
The hero can use this Power to resist the When a character is reincarnated into a villain will use it to fill his lair with a variety
initial attempt by another to control him, but body, he retains his abilities of Reason, of ex-human nightmares.
if this attempt fails (as per the FEATs listed Intuition, and Psyche, and any Mental
above), he cannot Exorcise himself later. Talents and Powers. Physical abilities, L9/Hypnotic Control
secondary characteristics, Physical Powers
and Talents, and Contacts are all lost. This is a Talent in the Advanced Set. The
L6/Force Field vs. Hostiles hero can dominate a target's behavior and
The hero emits a psionic aura that repels Contacts can be quickly regained by
convincing the Contacts of who he really is actions by implanting commands, not by
any hostile lifeforms. The Power direct psionic control. The Hypnotic
automatically probes the minds of anyone (a Remarkable Intensity FEAT).
command may pertain to current conditions
in the area and analyzes their intentions or lie dormant until triggered by future
toward the hero. Anything harmful is Karma awards should depend on how well
the hero has handled the spiritual conditions (post-hypnotic suggestion).
repulsed, as if a Power rank material
strength wall had risen between them. transplant. Just dumping the spirit into the
first available body can actually cost Hypnotic controls come in two forms:
Neutral or friendly life is not affected by this
field. Okay, I hear you asking: "What if Karma, while going to extraordinary lengths
to find the perfect situation entitles the hero • Commands alter current behavior. "You
somebody starts out friendly, but turns are getting sleepy."
hostile after he's inside the field?" The to a hefty bonus.
• Suggestions alter future behavior. "You
answer is, he's catapulted harmlessly out of hate orange, rocky skin and must
the field. L8/Grafting destroy anything with it."
This is the single most likely candidate for
Rank determines the size and material raw abuse and grossing out your fellow Normal hypnosis cannot make a person
strength of the field. Appropriate ranges are players. This Power is strictly Mad Scientist perform any action that goes against his
shown on column A of the Range Table. material. (it does have its good side, too, sense of ethics. However, the Power of
The field can be breached by several though.) Hypnotic Control can override the target's
means. Brute force always works. Mental innate sense of morality by means of a red
Invisibility allows someone to bypass the The hero can perform psionically FEAT. Less conflicting commands involve
field's sorting ability. The field is ineffective augmented surgery on a subject. The hero only a green FEAT. Hypnotic Control can be
against cybernetic life. can operate on, dissect, rearrange, and established by any one of a number of
perform transplants without the need for means. These include specific gestures,
The field protects the hero from melee normal medical -techniques to ensure words, songs, or devices. When creating
weapons or slugfest, but not from projected success. No matter how crude the the hero, the Player determines which
or missile weapons. conditions in which the operation is method the hero uses.
performed or how messy it proves to be,
L7/Forced Reincarnation the subject's lifeforce is preserved. There is The Intensity and duration of a Hypnotic
The hero can capture disembodied spirits no major blood loss nor is there any need Control are determined by the Power rank.
and merge them into new bodies. The for extensive recuperation. This Power is In the case of post-hypnotic Suggestions,
spirits can be the newly-dead, ghosts, or strongly related to the Healing forms of Bio- duration does not include the time prior to
Free Spirits. The bodies can be anything Physical control and can be used to cure activation of the suggestion, but only the
new born infants, clones, androids, robots, others of physical damage. Unfortunately, time the suggestion is actually in force.
animals, or plants. Because of the Power's the Power lends itself to abuse. Those
interference, the reincarnated person possessing this Power tend more toward L10/Mind Control
retains his full memories and Mental Doctor Frankenstein than Doctor The hero has the ability to directly control a
Powers. The spirit is permanently bonded Schweitzer. Such characters might see target's mind through psionic Powers. The
to the new body for as long as that body people as machines to be rearranged at hero completely overrides the will and
lives, unless the bond is deliberately broken their whim. This Power permits the perhaps even the conscious mind of the
by the spirit (a red Psyche FEAT) or by a character to perform acts beyond 20th target.
hero with Exorcism Power (L5). century medical science (like brain
transplants). If two or more brains are There are four forms of Mind Control:
The hero can indefinitely hold the spirit in combined, the resulting character shows
stasis (one Typical Intensity FEAT per day traits of both. • Puppetry—the target mind retains
should be sufficient) while seeking a awareness but cannot control the body.
suitable body into which he can transplant The Power rank determines the success of • Possession—the target mind loses both
the soul. If the hero fails a FEAT, he has 10 the operation. A green FEAT ensures control and consciousness.
turns in which to implant the spirit or lose it success of a routine operation, like simple • Negation—the target mind is completely
forever. surgery (anything that might be done at a turned off; Mental Probes show that no
clinic). A yellow FEAT is required for more mind exists in the target's body.
The hero cannot transplant the spirit into a elaborate work transplants, grafting, • Magnification—The target mind is
living, intelligent being-with two notable anything requiring a large hospital. Outright actually enhanced. The rank of the
exceptions. As noted earlier, spirits can be medically impossible acts such as brain target's Reason, Intuition, and/or
placed within newborn infants. The hero transplants and body part rearrangement Psyche can be temporarily increased,
can also accept the spirit into himself; the (after which all the parts still work-hands up to the hero's Power rank.
result is the hero now has a complete where feet should be, and that kind of
second person living in his head. The thing) require a red FEAT. The Power rank determines the Intensity of
player now has to redo his character sheet the hero's control, the range at which he

CONTENTS POWER TABLES INDEX: POWERS 39 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
can establish and maintain that control, and unaffected by the Power; the victim knows massive injections of anti-microbial drugs.
the duration of the control. full well what is happening (even if he The hero is then reduced to a normal being.
doesn't know why it's happening to him).
L11/Mind Transferal The Power can reach across the The Power's ability to infect others can be
dimensional barriers if it is combined with negated by normal medical means or
The hero has the ability to switch minds some way of breaching the dimensions. Powers like Self-Healing, Induced Healing,
from one body to another. The hero's own It can function normally if both hero and True Invulnerability, and this Power itself.
mind and body need not be included in any target are within another -dimension.
switching that occurs. The Power operates
much like Mental Duplication, in that the L14/Plant Control
hero reshapes the brains of his targets to L13/Plague Carrier The hero can impart limited movement and
conform to those he is switching. In effect, The hero can contain within his body and self-awareness to normally unintelligent
the target believes he is the switched mind release at will a variety of disease-causing plants. The plants obey simple commands,
and thus effectively is that new person. The microorganisms (bacteria, germs, viruses). and possess rudimentary communication
accuracy of such transfers is 100%. The hero is immune to any disease and senses. The hero can accelerate the
Because of the nature of this Power, the (otherwise he'd have died as soon as he plants' growth somewhat, but cannot make
hero can also transfer one mind into gained this dubious Power) but he can it exceed normal limits on size or shape.
several people simultaneously, with each instantly infect others at will with diseases
believing he is the real person. Transferal of his choosing. Symptoms appear 1-10 Rank determines the number of plants
switches mental abilities, Talents, and turns later. Curiously, victims are not affected and the duration of the control.
mental Powers. Physical Powers are not themselves contagious to others. Obviously Exceeding the number of controlled plants
transferred, nor are physical abilities, the Power alters the genetics of the disease decreases the duration -1CS per additional
Popularity, Resources, or Contacts. The causing organisms and weakens them so 10%. Controlled plants have their own
Power rank determines the range at which that they can only survive within the hero characteristics and ranks that are increased
the Power can initially function and the and the first new body into which they are to the hero's Power rank, where applicable.
duration of its effects. Ranges are shown introduced. Upon the death of the victim or
on column A of the Range Table. Duration the end of the Power's duration, all the L15/Plant Growth
is given for a single mind-to- mind transfer. microbes die as well.
If the hero attempts to transfer one mind to The hero has the ability to make plants
multiple bodies, the duration decreases - This Power does have a beneficial side. grow nearly instantaneously, and far larger
2CS for each additional body. Because of the hero's special ability to than normal. The Power can force a seed
control microbas, he can actually cure to sprout immediately and gives it the ability
others of disease. By means of a red FEAT, to thrive, even in the absence of normal
L12/Neural Manipulation nutrients (light, soil, and water).
the hero can draw out of the target's body
The hero can alter a target's neural activity. every last microbe of a particular type.
By changing nerve messages within the The hero can affect existing plants and
target's body, the hero can cause a variety Note: This only removes the cause of seeds or use seeds and sprouts carried
of effects. damage. It does not remove the effects of with him. In the latter case, the player must
the disease. make a list of the types of seeds the hero
• Disruption: The target's body loses all carries oust as a weapons specialist needs
sensations; it falls to the ground, a limp, Example: Black Plague has a fondness for a list of those with which he is proficient).
aumb mass of flesh. red-haired children, and cures a copper-
• Paralysis: The target body becomes haired tyke of smallpox. While the child will This Power does not change the natural
completely rigid. No chemical can live, he still has the pockmarks. abilities of the affected plants; it only
counteract the paralysis while the enhances them up to the Power's rank.
Power is in effect.
• Seizure: The target's muscles spasm A character with this Power has to gain
diseases, much as others would gain This Power requires the player to develop
uncontrollably for as long as the Power some rudimentary knowledge of botany,
is in effect. weapons, as he progresses. New
characters begin with diseases common to since the more the player knows about
• Exaggeration: Nerve signals are actually plants, the more stunts the hero can
amplified, causing the target to overact everyday life, like chicken pox, mumps,
influenza, and such. The character must perform. Typical plants used with this
when attempting any movement. Power are:
actively seek out sources of new diseases
Normally, a hero can select any of these in order to add them to his inner armory.
This is done by consuming live cultures ("I • Poison ivy: rash incapacitates foes
effects. When creating the hero, the player • Kudzu: vines entangle targets
can choose to specialize in one effect for a don't get it! Why would anyone drink a vial
of smallpox culture?") or by curing a • Briar: forms impassable barriers
benefit of +2CS. • Goldenrod: hayfever city…
diseased person in the manner explained • Oak: instant support for damaged
Note: This Power only affects the voluntary earlier. This latter act will gain even the buildings
muscles; it does not affect the autonomic vilest villain a small flock of devoted people, • Venus flytrap: Catch and hold foes
nervous system which controls the heart, all cured by him.
lungs, and other automatic bodily functions. Power rank determines the speed of plant
The hero can use his Power against single growth and the rank of the affected plant's
The range and duration of this Power are targets. Multiple targets decrease his abilities. Growing a plant in normal
determined by its rank. Suitable distances Power rank by -1CS per additional person. conditions (adequate light, soil, and water)
are shown on column A of the Range Table. Rank determines the Intensity of the requires a Typical Intensity.FEAT. Growing
The Power normally affects only a single infection and duration of the symptoms. plants in less than adequate conditions
person; affecting more causes a decrease (insufficient light, soil, or water; typical
in duration of -1CS per additional person. This Power can be negated or even urban conditions) requires a Remarkable
The target's mind and senses are destroyed by Ll/Biophysical Control or Intensity FEAT. Growing plants in openly

CONTENTS POWER TABLES INDEX: POWERS 40 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
hostile conditions (no light, soil, or water) L18/Sleep-Induce Equal ranks require a yellow FEAT. Trust
requires an Unearthly Intensity FEAT. This is a nice, simple, straight-forward me, you don't want to summon beings more
Because their metabolism is accelerated by Power that is hardly ever used in any comic powerful than you (they might answer), but
this Power, the plants quickly die. The because it's not terribly dramatic. Nor is it if you do it anyway, you need a red FEAT.
lifespan is 1/8 normal. As a rule of thumb, exactly cricket. The hero has the ability to The summoned being is instantly teleported
the player can use these guidelines for put any target into a deep sleep, from which from its home dimension to a spot chosen
normal and accelerated lifespans: he cannot awake while the Power is in by the hero. Once summoned, the being
effect. During this induced sleep, the target must perform a single task ordered by the
• House plants-6 months/2 days is completely helpless (see what I mean hero. being must immediately set about
• Shrubbery-5 years/3 weeks Trees-1 00- about not being cricket?). On the other fulfilling the order. If successful, he can
• 1000 years/1 -10 years hand, when you're facing 325 battle-crazed immediately depart for his home dimension.
Skrulls, this Power can be really handy.
The point of this is that your hero doesn't Players should refer to MHAC9, Realms of
have to worry about filling the city with giant The Power rank determines the range and Magic, by Kim Eastland for a detailed list of
plants left over from old battles. He might duration of the Power. Relevant distances beings this Power can summon. Normally,
still be in trouble with the Park Department, are shown on column A of the Range Table. heroes will only summon magical creatures
though… like demons and elementals. If a hero feels
It affects everyone within range. Sleep
persists for 1 -10 hours after the Power's particularly confident, though, he might be
L16/Sense Alteration duration. During that time, the victim can be able to call magical characters like Clea
The hero can deliberately change the awakened by anyone, but he'll wake up and D'Spayre. Heroes can never summon
manner in which a target either receives naturally in any case. entities, although one might pretend to
sensory stimuli processes it within the answer a summoning on a lark.
brain. The simplest form negates one or L19/Spirit Storage
more of the senses, producing instant This Power summons one being at a time.
blindness, deafness, numbness, and so on. The hero can capture and indefinitely hold Each additional being decreases the
More complex is the ability to modify the within himself any number of disembodied Power's rank by -1CS.
senses. The hero can amplify some spirits. Such spirits find themselves within
elements and negate others. For example, a pocket dimension of the hero's creation; Remember that most magical beings are
the hero might make a target literall see red while within it, they retain a semblance to intelligent and that many are hostile to
(and only red). their original forms. This pocket dimension humans. The being a hero summons today
can have any appearance. The one within might hold a grudge against him for eons to
The most complex form is Hallucinations. Adam Warlock's Soulgem was a rather come.
By a Monstrous Intensity FEAT, the hero pleasant park.
can transfer sensory information to others, L21/Undead Control
making everyone share a common set of The hero can freely communicate with any
spirits held within. He is immune to any The hero can dominate the wills and
perceptions. These may be the hero's, or actions of previously living, still-corporeal
someone else's. attempts they might make to possess his
body. A spirit can escape on a red Psyche beings. Such beings are often called
Sensory negation takes a Typical Intensity FEAT, provided its Psyche rank is higher "zombies" or “zuvembies" and are only
FEAT; sensory alteration takes a than the Power rank. semi-intelligent. Controlling them requires a
Remarkable Intensity FEAT. green FEAT. Controlling fully intelligent,
This Power can be used in conjunction with more powerful undead like mummies or
The Power rank determines the range and L6/Forced Reincarnation to find new homes vampires requires a red FEAT.
duration of the effects. for vagrant spirits. This Power can be
mechanically simulated to provide a Once control is established, the hero can
"holding tank" for disruptive spirits like order the undead to perform any task he
L17/Shapechange-Others desires, so long as it is within their ability.
poltergeists or particularly malevolent Free
The hero has the ability to change the Spirits. In this case, the Power lasts as long Control ceases when the task is
shapes of other living beings. The result as the device is supplied with energy. accomplished, but can be reinstated at that
can take any shape and appearance the time. This Power cannot affect anything
hero wishes: animal, vegetable, mineral. alive. A cured vampire, for example, would
The target's basic physiology remains Capturing a spirit requires a FEAT.
Compare the Power rank with the Psyche ignore the Power.
unchanged despite the apparent
differences between the original and new of the intended target. If the Power rank is
higher, a green FEAT will do. Equal ranks This Power is commonly linked to MC13/
forms. Zombie Animation (the Power that actually
require a yellow FEAT. A Psyche rank
higher than the Power rank means the hero creates undead). When creating the hero,
When Shapechanging a target, the hero the player can exchange another Power for
must make sure that the new form still must make a red FEAT.
MC13.
allows basic life functions to continue
(especially breathing!). If not, using the L20/Summoning Intelligent undead may hold a grudge
Power constitutes a Kill result and all the The hero can summon and control extra- against the hero and later try to destroy
bad Karma entailed therein. dimensional, corporeal beings. Such beings him. Worse, they might attempt to make the
are commonly called "demons" but may be hero into one of themselves.
When creating the hero, the player can opt of any nature or disposition.
to exchange one of his randomly generated Exorcism, Magic Negation, or Power
Powers for L2/Body Transformation-Others. The Power enables the hero to summon Negation can all destroy the hero's control
In this case the hero really can change a any known extra-dimensional being, over his minions.
living target into anything he wants (with no Provided his Power rank is higher than the
restrictions). being's Psyche rank, on a green FEAT.

CONTENTS POWER TABLES INDEX: POWERS 41 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
MAGICAL POWERS

Magical Powers Die Roll Mechanism ingredients cost an amount of


Resource points equal to 10% of the
01-08 Word Effect's rank. For example, an Effect of
The Powers referred to by the word "Magic" 09-20 Chant
cannot be easily categorized in the other Shift Y rank would require materials of
Power classes. It is, as Jeff Grubb so 21-28 Song Excellent cost stirred together for 20 turns.
quaintly put it in the Players Book of the 29-40 Gesture
Marvel Super Heroes Advanced Set, "a can 41-52 Alchemy Talisman: The Mage must possess a
of worms that, once opened, may be 53-60 Talisman specific item in order to achieve his desired
difficult to contain." The subject of Magic in 61-68 Familiar Effect. This can be a specific type of item
the Marvel Universe is dealt with at length for each type of spell, such as a marble
69-76 Necromancy sphere to communicate with spirits or a
by Kim Eastland's book, Realms of Magic 77-84 Summoning
(MHAC9). However, the book you're handful of eagle feathers to achieve flight.
85-00 Ritual Common talismans have a cost of one
reading couldn't be called The Ultimate
Powers Book if it simply shunted you off to Resource point for each point of the Effect's
Word: The hero needs to speak a single, rank number. For example, a common
Mr. Eastland's book now, could it? specific word in order to manifest his talisman for a Remarkable Effect would
Power. Subtle variations in pronunciation cost 30 points. Much rarer is the Magical
This section is for those players and change the range, direction, and Intensity
Judges who are not following following a Talisman, a unique item that possesses its
of the Effect. The higher the Effect's rank, own Power or focuses the Mage's own
strict interpretation of the aforementioned the harder the required Word is to
tome or are simply interested in forging a Power. Magic Talismans are general
pronounce properly. purpose devices that can serve the Mage's
Magic system that is unique to their
campaign. It can be treated as a every need, regardless of the type of Effect
Chant: The hero needs to recite a series of desired. An example of this is Dr. Strange's
supplement to, explanation of, or words to manifest his Power. The Chant
replacement for your current magic system. amulet, the Eye of Agamotto. Magic
can be any length and form. Generally, the Talismans can be of any nature, whether
rank of the Effect determines the length of jewelry, implements, clothing, or your
If a Magic Power appears at any time the Chant. The Chant lasts one turn for
during the character generation process, grandfather's skull.
each ten points of the Power rank number.
the player should convert the entire For example, a Chant of Incredible effect
character to a Mage and convert all the Familiar: The Mage possesses (or is
takes 4 turns. possessed by) a special lifeform who
Powers into their Magical equivalents. If the
character was a High Tech type or serves as an amplifier, conduit, and
Song: The hero need to sing or play a transmitting device for the Mage's Power.
possessed a physical type that was specific song, tune, or rhythm to bring
obviously technological in nature, these The hero must be in contact with the
about the desired Effect. The name is a Familiar to achieve any type of Effect aside
should be altered to reflect a Magical misnomer, since the nature of the Song can
background for the character. from communication. The Familiar can be
be as diverse as words-and-music, a any species, but generally is a non-sentient
hummed tune, a series of notes on an being of a lower order of life than the
For example, Robots might be now instrument, or an exotic drumbeat. The
considered to be clockwork automatons or Mage's physical form. The Familiar's
Song lasts one turn for each ten points of species is usually from the same world or
Galatea-like animated statues. the Power rank number. For example, a dimension as the Mage. Of course, if the
Song of Shift X Effect takes 15 turns to be Mage is of a higher
The research for this book revealed that properly performed.
those Powers most often referred to as order than humans, he might have a human
Magic had two basic components in the as a Familiar. The relationship between
Gesture: The hero must perform a specific Mage and Familiar bonds them together so
way they operated. I call these components physical action to bring about the desired
Mechanism and Effect. well that they can Telepathically
Effect. The nature and complexity of Magic communicate with each other. Common
Gestures varies. They can be hand and examples of Familiars include felines and
Mechanism is the manner in which the, arm movements, facial expressions,
hero manifests his Magical Power. There owls.
acrobatics, dance steps, and or anything
are ten basic types of Mechanisms with an else the player can think of. The Effect
infinite number of further variations. These Necromancy: The Mage can achieve an
determines the complexity and Effect by using the remnants of lifeforce
further variations are the actual “spells” that performance time of the
produce a specific Power/ Effect. When the contained in once-living biological
Player rolls his first Magical Power, he must materials. Unfortunately for everybody
Gesture: To properly perform a Gesture concerned, the most potent source of this
select a Mechanism. He can,choose one of takes one turn per twenty points of the
those listed below or let pure chance lifeforce is a living organism which the
Effect's Power rank number. For example, a Necromancer must slay in order to have the
decide. Upon gaining further Magical Monstrous Effect takes four turns to
Powers, the player can stay with that first benefit of its lifeforce. Necromancy is the
properly execute. nastiest form of Magic there is. If the player
Mechanism or have another go at random
determination. rolls this form, he has three options. One,
Alchemy: The hero can achieve a specific continue creating the character and then
Effect by following a recipe that combines give him to the Judge for use as an NPC
arcane or even commonplace substances villain. Two, say the magic word "Drat!,"
in a special procedure. The resulting discard this Mechanism, and roll again.
substance possesses enough Power to Three, go with this Mechanism and assume
attempt the desired Effect. The length of that your Mage is an "enlightened"
preparation time and the cost of the Necromancer who only uses already
ingredients increases with the rank of the deceased materials and is a valiant foe of
Effect. Prep time is one turn per each ten nasty, evil, "unenlightened" Necromancers
points of the Power rank number. The who still do things the old fashioned way.

CONTENTS POWER TABLES INDEX: POWERS 42 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Higher ranked Effects require harder to someone who didn't know that they else later on. If the Mage is working in
acquire body bits. The Judge will have to possessed Magical Power, then the Effect conjunction with another being who
decide his own standards for this. might unexpectedly occur. possesses other Magic or Powers, these
can be stored away as well by
For example, a dead mouse is required for For example, the famous choreographer incorporating them into the spell.
a Feeble Effect while 400-year-old bones of Rob Fusse created a ballet that
somebody named Fredrikson might be incorporated dance steps he'd once Enchantment can store any number of
required for a Shift-X Effect. witnessed in a Tibetan temple. He didn't spells, within the limit imposed by
know that the dance was really a Weather Enchantment's rank number. The total rank
Summoning: The Mage can summon Control spell. He also didn't krow that his numbers of any.spells that are Enchanted
supernatural beings and compel/ bribe/ beg lead dancer was a budding Sorceress; she into a target cannot exceed Enchantment's
them to go do the actual work that didn't know it either. On the opening night, own rank number.
produces the Effect. Such beings include the dancer's excitement finally allowed her
Spirits, Angels, Demons, and any other latent Power to connect with the spell she For example, Feeble Enchantment can only
Magical Beings who might exist in the was unwittingly casting, with torrential store a single Feeble spell; Monstrous
Judge's campaign. Generally speaking, results. Critics hailed it as a new triumph in Enchantment can store one Amazing and
each Summoner specializes in a particular bringing realism into the theatre. one Excellent spell, seven Good spells, 37
type of Magical creature. The Summoner Feeble spells, or any combination.
can draw on the services of other types but Curiously, if anyone who possesses
this is an unlikely event brought about by Powers other than Magic tries to imitate a The Mage is not required to cram
special circumstances. Mechanism, there is a chance it will everything he has into every Enchantment
succeed. In such a case, the mimic's own he makes.
For example, Illyana Rasputin can summon Powers provide the raw energy to achieve
a variety of Demons but has never tried to the Effect. Such a mimicry requires two red The Mage must make contact With the item
summon a Ghost. Reason FEATs to succeed. The first FEAT in order to fully Enchant it. If he does not
means that some kind of Effect has been make physical contact, the rank of any
The overall Power rank of the being to be achieved, while the second means the spells he is storing decreases -1CS for
summoned is dictated by the rank of the Effect is under the mimic's control. each ten feet that separates the Mage and
desired Effect. (If the being can't do the job the item. For example, a Monstrous
then why summon it in the first place?) The Example: Kitty Pride has been watching Enchantment could only place Typical
Mage runs into danger as he attempts to Illyana Rasputin closely in order to figure spells in a target 60 feet away.
summon more Powerful beings, many of out how Illyana creates space warps. Kitty
whom might resent the Mage for dragging tries to imitate her friend's actions. Kitty's Enchantment is disrupted by the presence
them away from their home dimension and Remarkable Reason gives her a slim of a Psyche in the target. This is why only
sending them off on some ridiculous chance of success. She lucks out the first non-sentient or nonliving items can be
mission. Should the Mage loses control of phase (a 95) and vanishes into a glowing used. While sentient Robots and
the situation, things might get nasty, messy, circle of light. Unfortunately she botched Computers cannot be Enchanted, mindless
and probably fatal. the second phase (a 32) and didn't servomechanisms can be. The mechanical
reappear at poolside as she intended. An components of a Cyborg may fall into this
Ritual: This is a combination of any of the hour later Professor X accepts a collect call category; the Judge is free to decide on an
preceding nine Mechanisms into a from Bristol, England. It's Kitty, asking if individual basis. If he decides so, the
compound Mechanism. The player rolls the somebody could come get her. Enchantment does not directly affect the
dice to determine how many Mechanisms living sections of the Cyborg.
are to be combined into the Ritual. The second Component to Magic is the
Effect. It's just another word for the Power Enchantment can be prevented by a variety
Die Roll # the player has already acquired through the of factors. Interrupting the Mechanism that
01-33 2 Power Generation process. There are creates this Effect will prevent Enchantment
twelve Powers that are unique to the Magic from occurring at all. Removing the target
34-67 3 classification. Since Mages often display causes the Mage to Enchant the now-
68-00 4 Magical Powers that are virtually identical empty air; if the inter. loper substitutes
to more normal Powers, the system had to another item before the Mechanism is
The player then returns to the Mechanism account for those as well. These are complete, then that item will get Enchanted
listing at the beginning of this section and handled under the category of Power instead. A would-be target can be protected
randomly generates the component Simulation. from unwanted Enchantment by Force
Mechanisms. Duplicate rolls simply means Field vs. Magic, Resistance to Magic,
that an extra effort is needed; that MG1/Enchantment Magic Control, Magic Domination, or a
Mechanism is twice as complicated as your previously created Ward.
Mage had initially thought. Examples of The Mage is able to invest a target with
Ritual combinations include Word/Gesture, Magical Power. The target must be a non- When the Mage Enchants the item, he
Chant/Talisman, and Song/Dance. sentient being or even nonliving matter. The must specify the stimulus that will release
Mechanisms are only effective if used Mage is able to turn the Enchanted item the Magic. This can be a specific time,
by someone who actually possesses into a battery that can harmlessly store event, condition, intended target, or have a
Magical Power. Mechanisms can be Magic. Any spell stored within the item can controlled release at the will of whoever is
imitated by normal people but the Effect be retained indefinitely in a state of in possession of the Enchanted item. This
won't occur because the imitator doesn't readiness until the spell is somehow last example includes such things as
have the Power to support the mimicry. So released. The Mage can store any spell he magical amulets, swords, wands, and the
forget about tape-recording Chants and already possesses with the sole exception rest of the exotic paraphernalia that clutters
playing them back whenever you want. Of of this Power; a Mage cannot Enchant the Sword-and-Sorcery genre.
course, if the Mechanism is imitated by something that will then Enchant something

CONTENTS POWER TABLES INDEX: POWERS 43 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Such an item reverts to normal when all the really a Power but is more like a restraint. body. This could be fatal and quite messy if
spells have been released. Some spells are Take heart, because it is also a freebie. some factor were to suddenly negate this
permanent modifications. These are spells Mark this down on an additional slot on Power. Two, he might be able to break off
that only directly affect the item itself and your sheet and roll again for an additional what parts of it would fit within the Gateway.
not a second, external target later on. The Power. This requires a Power FEAT based on the
innate Powers of a permanently Enchanted Material Strength of the target. Such broken
item can be resisted or even negated by MG3/Internal Limbo materials are rejoined once the enter the
such Powers as Force Field vs. Magic, Internal Limbo. Three, it simply might not
Resistance to Magic, Iron Will, Magic The Mage can create a pocket dimension
whose gateway is his own body. This is a work. The Mage would stick the target to
Control, or Magic Domination. his chest but that's as far as it would go.
timeless space of near-infinite volume. The
Optional Powers include Elemental Mage can shape conditions within the
Internal Limbo and create any environment The only thing that is guaranteed to never
Conversion, Molecular Conversion, and be able to enter a Mage's Internal Limbo is
Molding. he desires.
the Mage's own physical body. If the Mage
For example, the world inside Adarn possesses such Powers as Energy
Nemeses include Force Field vs. Magic, Doppelganger, Illusory Duplication, Lifeform
Resistance to Magic, Magic Control, or Warlock's Soul Gem is a rather pleasant
park. The Mage can also control the basic Creation, Free Spirit, Anatomical
Magic Domination. Separation, Self-Duplication, or Astral Body,
attitudes and emotions of any being within
this Limbo. Within the Soul Gem, to then he can send a part or a representation
MG2/Energy Source (Magic) continue the example, everyone feels of himself into his little world while the rest
The Mage draws his Magic from a special peace and happiness, even if they were of himself stays in the outer world. Without
source that provides him with all the raw vicious, violent people in the outside world. such an ability, the Mage is limited to only
Power he needs. As long as the Mage can Conversely, a Mage might modify his basic awareness of conditions within the
maintain his link with his Source, he can particular Internal Limbo to terrify anyone Internal Limbo. To conclude the example,
continue to use the Magic it provides. The he draws into it. The motion-altering aspect Adam Warlock had no idea at all of what
nature of the Source and the link vary by of Internal Limbo functions as +6CS conditions were like within the Soul Gem
individual case. If the source is small Emotion Control. until he physically died and was drawn in.
enough, the Mage might be required to
carry it with him. If not, perhaps the Mage While the full size of anyone's Internal Optional Powers includes any one of the
has to simply return to the Source at Limbo is difficult to measure, certain following—Energy Doppelganger, Illusory
regular intervals or forge a mystical "silver nitpicking players might want to know how Duplication, Lifeform Creation, Free Spirit,
cord" that ties him to the Source, much they can cram into theirs. The size of Anatomical Separation, Self Duplication,
regardless of the intervening distance. The this pocket dimension is the equivalent of a and Astral Body.
Judge ana player should work together to cube measuring on one side the number of
develop a playable Source and link. miles equal to the Power rank number. For The Nemesis for this is Dimension Travel.
example, a Typical rank can produce a
If the link is severed or the Source cube six miles on a side (216 cubic miles). MG4/Magic Control
destroyed, the Mage is left with a finite The Mage can alter the shape of this cube The Mage can alter the behavior of pure
supply of Magic. The amount of raw Magic anyway he wants. That cube could be Magic itself, whether it is in a raw or applied
he has left is the number of points equal to shaped into a flat tile 14 miles square or a state. The Mage can control the actions of
his Psyche rank. Each spell he casts ten foot high, ten foot wide corridor that any Magic within his range and capabilities.
depletes that reservoir by the Effects rank extends for 11,395 miles. If the Magic is free of a living Mage's body,
number. Obviously, it is in the Mage's best the Power rank of that Magic determines
interests to renew his link or repair the The real limit to how much the Mage can what Intensity FEAT is required. For
Source as quickly as possible. cram into his little world is the size of the example, a Typical Controller needs to
Gateway that everything must pass make a red FEAT to control a Good rank.
Example: Rolthes the Wizard draws his through. The Gateway in this case is the
Power from a glowing Orb he keeps in his Mage's body or rather a circle the diameter If the Magic is internalized within another
Iowa City apartment. Holding the Orb at of his body. It is in a plane with the body living Mage, the necessary FEAT is
dawn renews his Power for another day. and arms outstretched. It generally faces determined by the other Mage's Psyche.
Tuesday night the Orb got stolen. Rolthes forward; that is, something has to be in For example, a Monstrous rank is required
has Excellent Psyche and thus retains a front of the Mage in order for him to draw it to even think about manipulating Dr.
reservoir of 20 points woith of Magic. ("Why in. The size of the Gateway can be Strange's magic.
couldn't it have been stolen after I went to decreased any amount and even pinched
work?” he mutters.) He has enough Magic shut temporarily. Giant beings might limit If Control is achieved, it affects the entire
left for ten Feeble, five Poor, three Typical, their gateway to, say, their mouth or the rank of that Magic. The range at which a
two Good, or one Excellent spell. He casts palm of a hand. Mage can Control Magic is determined by
a Typical Telelocation spell with a range of his own Power rank. Distances are shown
250 miles. It costs him six points, but at A target can Resist being draw in by the on Column A of the Range Table on the
least he knows the Orb is in a truck in Gateway by using Strength, Agility, or any inside cover.
Grinnell only fifty miles away. Fourteen Travel Power. This Power's rank
points are left. Rolthes expends another six determines what Intensity of Strength The Power can be made to affect either a
in a Typical Teleportation spell into the FEAT. A moving target requires the Mage to specific type of spell or all the spells of
truck, which leaves him with eight points make an Agility FEAT to catch the target. If specific Mage. In the first case, Control is
worth of Magic with which to Mind Control the Mage tries to draw in a target larger exerted over all spells of the chosen type
the thief and reclaim the Orb. than himself, odd things can happen. One, within the Mage's range, regardless of how
he might draw in only a section of it; the many other Mages are affected. For
As you are beginning to suspect, this isn't rest would appear to be sticking out of his example, the Mage might negate all Flying

CONTENTS POWER TABLES INDEX: POWERS 44 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
spells wfthin a certain area.In the second condition. Mages are reduced to Normal combined Reason rank numbers total forty,
case, Control is exerted over a particular Humans (or whatever). The worst effect is points. She makes a yellow FEAT; the
Magical adversary and affects all the spells on Magical Creatures. The loss of Magic Power will last 400 days.
that Mage possesses. For example, the may be damaging or even fatal to such
archsorceress Jen'tmril reduces Rolthes' beings. Judges may want to forbid this Power to
Spells to Feeble level. any player characters or restrict it to
Undesired Control can be avoided by characters with high Karma. In that case,
The duration of the Control lasts a Dodging a directed attack, moving out of players should roll again for a new Power.
maximum number of minutes equal to the the Control's range, or by the use of such
Power rank number. After the expiration of Powers as Force Field vs. Magic, Optional Powers include HyperIntelligence
that Control, it must be renewed. This can Resistance to Magic, and this Magical and Total Memory.
be done indefinitely. Power. Successful resistance enables the
would be target to retain his normal Magic, The Nemesis for this Power is Magic
The range at which Control can be exerted at least for now. Control/ Negation.
is determined by the Power rank;
appropriate distances are shown on The Nemesis is an opposing or higher MG6/Magic Domination
Column A of the Range Table. Control is ranked form of Magic Control.
directed in a straight line; it is not This is a form of Mind Control. The Mage
automatically an area effect. If the Mage can control the actions of other Mages in
MG5/Magic Creation regards to the casting and use of Magic
desires an area effect, the sphere he
creates has a radius equal to -4CS range. The Mage has the ability to create new spells. The Mage acts as a Puppet master
For example, Excellent Control can be Magical Powers and invest them into who can control the physical actions but not
exerted over a six-area range or surround sentient beings for their own use. The new the conscious mind of his victim. The Mage
the Mage with a field that surrounds only Magic can be of any nature, including any can force his puppet to cast any Magic he
his body. of the listings in this book, so long as they possesses in any way the controlling Mage
are treated as Magical rather than normal desires. The Mage cannot control the
There are three forms of Magic Control. Powers. It can even be used to create any actual characteristics of the puppet Mage's
When creating the Mage, the player can Magic or Powers that are not found in this Magic. Range, area of effect, and casting
choose any single form at full Power rank. book, if you find something I overlooked. time are all unaltered.
Additional forms can be gained by
decreasing all Control ranks by -1CS for The Mage is limited in the number and The Power is a battle of the Mage's Power
each additional form. The player can select Power ranks she can Create. The variety of rank versus the would-be victim's Psyche.
forms himself or let the dice do it. such Powers as she can Create goes Psyche determines the Intensity of the
beyond her own innate Magical Powers. Power FEAT. For example, a Monstrous
Die Roll Form ("Those who can't do, teach.") The Mage rank needs a Green FEAT to overcome
can create a variety of Magical Powers Illyana Rasputin's Amazing Psyche.
01-40 Manipulation whose maximum number is equal to her
41-70 Magnification/Reduction Power rank number. This number always The range at which a Mage can attempt
71-00 Negation includes those Powers the Mage already Domination varies with his rank and the
possesses. The player and Judge should number being controlled. The normal
Manipulation: The Mage can alter the flow agree on a list of Magical Powers the Mage ranges for Dominating a single being are
and application of Magic. He can change can create in others; at least half the list shown on column A of the Range Table.
the direction of a cast spell's energies with should be randomly determined to reflect Each additional being the Mage controls
a green Power FEAT. He can alter the odd bits of arcane knowledge the Mage had causes the range to decrease -1CS. The
effects of a spell by a yellow FEAT. He can picked up along the way. duration is as long as the Mage can retain
completely change the nature of the spell his concentration. The Judge is free to
by a red FEAT. For example, Rolthes casts The Magical Powers she confers are develop his own standards of how hard that
a Feeble Fire Generation at Jen'tmril; she nowhere near as high ranked as those the is in a given situation. If a victim fails his
Manipulates the flames into a spray of rose Mage possesses. New Magic is initially initial Resistance, he can try again every
petals. The Mage need not actually ranked at -3CS of this Power's rank. This ten turns by making a Psyche FEAT based
possess the new spell the old one was can later be improved by the actions of the on this Power's rank. A green FEAT means
Manipulated into, but the new spell must be recipient. How long the recipient retains the the victim has freed himself of the
something harmless to either combatant. Power is determined by the Mage's Domination.
Reason; it is a measure of how well he
Magnification/Reduction: The Mage can taught the recipient. A separate FEAT made As you might suspect, this Power only
either increase or decrease the rank of the at the time of creation reveals the maximum works against Mages and Magical
affected Magic by his own Power rank duration. A green FEAT gives a duration of Creatures. Normal beings and non-Magical
number. For example, by means of a red one day times the combined Reason rank 'Powers are exempt. Curiously, using Magic
FEAT and Remarkable Control, a Mage numbers of -the Mage and the recipient. A Negation on a puppet-Mage will free him of
could change an Incredible spell to either yellow FEAT increases that to 10 days the effects of Domination.
Good or Monstrous rank. Unfortunately, the times the combined Reason rank numbers.
one thing the Mage cannot affect is his own A red FEAT ensures the Magic's If the target of this Power voluntarily
Magic. permanency. cooperates with the Mage, then control is
automatic. Domination can be thwarted by
Negation: This is an extreme form of Example: The arch-sorceress Jen'tmril such Powers as Force Field vs. Magic,
Reduction. The Mage can completely dispel confers the ability to Dimension Travel on Resistance to Magic, and Magic Control.
any Magic within his scope. Spells her acolyte, Eleanor. She possesses
completely dissipate. Things affected by the Monstrous Magic Creation and can give Optional Powers include Mind Control and
dispelled Magic revert to their original Eleanor a Remarkable rank. Their Power Domination.

CONTENTS POWER TABLES INDEX: POWERS 45 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
release all its raw Magic. He must make a Internal Limbo and Gateway spells and
The Nemesis is either an enhanced Psyche FEAT whose Intensity is equal to the reduces the third Magical Power by
to protect the Nemesis or Magic highest ranked Magic the target possesses. Excellent rank. Darkhound adds five points,
Domination to usurp the Mage's control of For example, draining the Magic from Silver to each of his relevant Abilities; he now has
others. Dagger's namesake weapon requires an Typical Strength, Good Endurance,
Amazing Intensity FEAT. A drained item is Excellent Psyche, and two Incredible
MG7/Magic Transferal now nothing but a collection of normal Powers. In the next turn, trouble strikes
materials. Magical beings may be hurt or when Darkhound's player rolls a 51.
The Mage can transfer some or all of her destroyed if the Magic was an intrinsic part Instantly a shock runs through Darkwolf
Magic to another sentient being. Only this of their physiology. If not, they are now and repulses him from his prey. The shaken
Power cannot be transferred. Any normal, powerless creatures. Sytanceas looks first at the fleeing and then
combination of Powers and ranks can be at the hank of fur he'd grabbed from his
transferred. The rank of each spell Living or sentient beings are harder to drain attacker…
decreases the rank for that spell held by the because they possess a Psyche. The
Mage. For example, Jen’tmril has Excellent would-be victim's Psyche determines what Why do Mage-Vampires do it? Due to their
Levitation. By transferring a Good rank of it Intensity FEAT is required. A successful peculiar nature, they lose energy at a
into her aide Eleanor, she reduces her own FEAT enables the Mage to drain Magic disturbing rate. The rank numbers for
rank to Good. The Mage can transfer a from the victim. An amount of raw Magic Strength, Endurance, Psyche, and any
single Power with each spell. equal to this Power's rank number is drawn Magic or Powers (except this one) drop one
in equal amounts from all the victim's point per hour. The Mage-Vampire must
Because suddenly gaining Magical Power Magical Powers and any Magic that forms feed to return things to their original levels.
is usually in the recipient's best interests, his physical body. The last applies if the
Resistance is not usually attempted. The victim is something other than human, such A Mage-Vampire cannot actually starve if
recipient is usually trying to cooperate as a Golem. The process of feeding can denied victims, but when all his affected
instead. If Resistance is called for, continue indefinitely, as long as the Mage- rank numbers reach Shift-0, he enters a
unwanted Transferral can be thwarted by Vampire continues to make successful death-like trance. His Magical Vampirism
such things as moving the target out of FEATs. Each turn drains another rank's continues to seek victims and can attempt
range, disrupting the spell's mechanism as worth of Magic. to drain anything Magical that comes in
it is being cast, or blocking it with such contact with the body. When the Mage-
Powers as Force Field vs. Magic, The Mage-Vampire can voluntarily cease Vampire's Abilities return to Feeble rank, he
Resistance to Magic, or Magic Control. feeding at any time by making a Psyche returns to life. When creating the Mage-
FEAT of any color except red. A red FEAT Vampire, the player must play his
The Mage should be in contact with the means the Mage-Vampire's hunger is Weakness (you cannot ignore it like many
recipient in order to transfer the full rank of beyond his control. He has entered a of your fellow players do theirs). The player
the loaned Power. For each ten feet of feeding frenzy that will only cease when the can increase the Power rank by +1CS for
distance betweEin the two, the rank of the target has been completely drained of each additional Weakness he takes, up to a
transferred Magic drops -1CS. The Magic. maxim,um of three additional Weaknesses.
decreased rank is still lost to the Mage; it is
as if she transferred part of her Magic to the If the Mage-Vampire fails to make any Magical Vampirism is communicable. A
air itself. If the Mage attempts to FEAT during the feeding process, he must living or sentient being who was completely
simultaneously transfer her Magic to two or break off his attack and cannot reestablish drained of all Magic by a Mage-Vampire
more recipients, she can by simply dividing it. The victim instantly develops an must make a mandatory Psyche FEAT roll.
the Magic equally between them. immunity to that particular MageVampire A red FEAT means the victim has himself
and cannot be subjected to any future been transformed into a Feeble Mage-
The duration of the loaned Magic varies Attaoks by him. This immunity does not Vampire.
with the Reason ranks of the Mage and the protect him from other Mage Vampires.
recipient. A green Reason FEAT at the time The Nemesis for this is an enhanced
of transferal gives a duration of 100 turns The Magic that the Mage-Vampire absorbs Psyche two levels higher than the
times the combined Reason rank numbers. is used to increase his Strength, MageVampire's Power rank.
A yellow FEAT,increases that to 10,000 Endurance, Psyche, and any other Magic
turns times the Reason total. A red FEAT or Powers he possesses. The increase is in
means the transferal is permanent. MG9/Power Simulation
equal amounts to all the adjusted Abilities.
The only Magic or Powers that cannot be This is not an actual Magical Power. What it
Optional Powers include Mind Transferal increased is this Magical Vampirism itself. is is a Magical version of any Power in the
and Power Transferal. Ultimate Powers Book. The player simply
Example: Darkhound is an Excellent Mage- rolls the dice again at this point to randomly
Nemeses include Force Field vs. Magic, Vampire but possesses Feeble Strength, determine another Power. Such a Power is
Resistance to Magic, and Magic Control. Poor Endurance, Good Psyche, and two to then considered to be Magical in nature
Powers of Remarkable rank. His intended and follows the rules for Magic rather than
MG8/Magic Vampirism victim is Sytanceas, a demihuman Mage for relatively normal Power. For example,
with three Magical Powers (Remarkable whereas Cyclops can simply open his ruby
The Mage-Vampire can drain the Magical visor to unleash a glowing Kinetic bolt, a
energy from a target and convert that Magic Sympathetic Magic. Feeble Internal Limbo,
and Typical Gateway) and an Excellent Mage with the Magical equivalent must go
into extra Strength, Endurance, Psyche, through the motions of casting a spell to
and any other Magic or Powers he Psyche. Darkhound makes the necessary
yellow FEAT to begin feeding. He drains achieve the same effect. This can be a
possesses. problem when the Mage is in a combat
twenty points worth of Magic from
Sytanceas. situation but no one said a Mage's life was
The Mage-Vampire can force a nonliving, easy.
non-sentient Magical item or being to
The loss of six points each wipes out the

CONTENTS POWER TABLES INDEX: POWERS 46 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Once this Magical Power appears and the won't occur for another twenty turns. The into those of a world from an alternate
player rolls again to gain an actual Power, complexity of the desired change decides timeline. The world she uses is one whose
any other Powers the player gains should what Intensity FEAT is required. Random natural conditions most closely matches the
also be considered to be Magical in nature. chance or a single event that is decided by desired conditions. The degree of
This may require the player to re-think his the dice requires a green FEAT to change difference between the real and the
concept of his developing hero. to the Mage's whim. Series of physical borrowed world determines what Intensity
actions or altering a person's decisions FEAT is required. A world that fairly closely
MG10/Probability Control requires a yellow FEAT. Altering several matches that of the Marvel Universe
conscious decisions by two or more people requires a green FEAT. A world of major
Unlike MG11/ Alter Future, this power requires a red FEAT. The Mage must be historical differences but similar in
functions at a more limited range; the within line-of-sight of the location of the biological and geological terms requires a
power takes effect the same turn it is used. impending event in order to use this Power. yellow FEAT. Worlds that are drastically
The original Marvel heroine with this power, Clairvoyance or Sensory Link can be different, such as a New York built by
Scarlet Witch, could only create entropic coupled with this Power to extend its range intelligent lizards, require a red FEAT.
effects. Other superhumans such as up to the limit of that Puwer's detection
Roulette developed the ability to produce range. The Mage can take any number of people
beneficial effects as well. along to this other-world. The maximum
This Power requires a great deal of number is equal to the Power rank number.
There are three ways the hero can use the cooperation with the Judge, especially at Anyone consciously brought along retains
power to affect his immediate future. The the higher levels that have an immediate their original minds and memories of
first way pits his power against the Psyche range of several minutes or hours of game conditions in their native reality. Such
of the target. In this effect, the hero makes time. If the FEAT is successful, the future passengers can operate freely anywhere
the target act in the way the hero intends. event occurs naturally at the appointed within the Mage's area of control.
The second method pits this power.s power time. If the FEAT is unsuccessful, the event
rank against the material strength of the is somehow protected from the Mage's A size of the affected region is a spherical
target. In this case, the hero can tampering. She must try a different tactic if area whose size is determined by the
temporarily control the physical properties she makes another attempt to alter that Power rank. The radius is the number of
of the target. In the third case, the hero pits future event. miles equal to the Power rank number. A
his power against the intensity rank of a curious side-effect of this Power is that the
target phenomenon (energy fields, magic, Example: Tamper has Remarkable Reality affected area can be used as a gateway to
powers, etc.). In all three cases, the range Alteration and a range of three minutes. the other-world it emulates. Anyone
is limited to the hero’s immediate area. She is incognito at a secret Congressional traveling beyond the range of the Mage's
Appropriations Committee meeting at Power is automatically transported to that
MG11/Reality Alteration which Henry Peter Gyrich is seeking real world. Fortunately they retain a link to
The Mage can reshape time itself in order funding for additional Sentinels. Tamper is the Mage that allows them to automatically
to achieve a desired situation. There are trying to cut the funding. As this requires return if they again enter the area
four forms of this Power, each with a changing the minds of several represented by the Mage's Power. This
specific area of effect. Three of these alter Congressmen, a red FEAT is required. Two assumes they return while the Mage's little
the conditions that result from the passage minutes before the vote is world still exists; if they tarry too long they
of time. The fourth alters the actual flow of taken, she tries and fails (her player rolled become accidental emigres to this other-
time. a 66). The Congressmen's minds are world and will have to find their own way
already made up. She tries another tactic home.
When the player creates a character with by concentrating on Gyrich himself. She
this Power, he must roll the dice to increases the probability that he would do The actual lifespan of the pocket dimension
randomly determine what form his Mage something incredibly obnoxious that would is determined by a separate Reason FEAT
possesses. disgrace him in front of the Congressmen. made at the time of creation. A green
This only alters a single mind and is a Reason FEAT gives a maximum duration of
Die Roll Form yellow FEAT. She fails that too (he's too two hours times the Reason rank number. A
hidebound). Finally she concentrates on yellow Feat increases it to one day times
01-40 Alter Future making the fire sprinkler system fail (a the Reason rank number. A red FEAT
41-65 Alter Present green FEAT). She succeeds, the room gets increases that to ten days times the
66-75 Alter Past drenched, and the Committee adjourns Reason rank number. In very special
76-00 Alter Temporal Flow before actually taking the vote. Tamper has circumstances, the Mage might be able to
another day to figure out some way to make the duration permanent. In such a
Alter Future: The Mage can control the succeed. case, the pocket dimension has expanded
probability of a certain event coming to to take in all of the emulated other-world.
pass. The event can have any degree of Some events appear to be too complex for Such cases are entirely at the Judge's
importance, from a simple coin toss to the this Power. In such a case, the Mage discretion and should be limited to
passage of the Mutant Control Act. Events should remember the adage, "From little extremely urgent rewritings of campaign
of greater importance require the Mage to acorns grow mighty oaks." A little time history. An example of this might be if
make the desired change in a series of tampering today can snowball into a major Fabian Stankowitz had accidentally killed
several steps over a great period of time. rewrite of history in years to come. all the Avengers in the last gaming session.
The Power is limited to directly influencing
events within a finite range of time and Alter Present: The Mage can change the The Mage can terminate the pocket
complexity. The maximum range into the conditions of her present surroundings. It is dimension at any time, thereby returning
future that the Mage can directly influence as if the Mage had somehow altered the everyone to the real world. Their locations
events is the number of turns equal to her past without realizing it. In truth, the Mage upon returning correspond to their relative
Power rank number. For example, an has built a pocket dimension that positions in the other-world. If their earlier
Excellent rank can influence an event that transformed her immediate surroundings positions had been at an altitude or depth

CONTENTS POWER TABLES INDEX: POWERS 47 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
other than ground level, upon returning that the affected area is apparently in Vampiric attack from that specific Vampire.
they are safely deposited on a surface that stasis. The maximum amount that time is The victim can be the target of attacks by
most resembles their earlier position. If altered is proportional to the Power rank other Vampires later on.
none is available, they are deposited at number. Time is accelerated by its normal
ground level. rate times the Power rank number. For The drained energy is added in equal
example, a Good rank can make time pass amounts to the Vampire's Strength,
Alter Past: The Mage can actually change at tenfold speed. Endurance, Psyche, and any Powers the
past history and thereby really alter the Vampire has. The exception is this Power;
present. This is the most powerful listing in Deceleration makes time apparently pass no Vampiric Power can ever be increased
the Ultimate Powers Book. As such, it will at arate equal to the normal rate divided by by the Vampire himself.
probably be forbidden to player characters the Power rank number. For example, a
except in the rarest of cases. The range at Monstrous rate can stretch one minute into Example: Madame Arcania is a Good
which the Mage can reach into past is 75 minutes. Clairvoyant and Incredible Vampire. She
determined by the Power rank. The Mage has Feeble Strength and Endurance and
must be at the site of any past event he The perception of time's passage depends Incredible Psyche. She normally feeds on
wants to change. His Power rank on who is actually accelerated or the customers who come to her Tea Room
decreases -1CS for each mile it is away decelerated. To an accelerated person, the on the East Side. Today she gets a
from the actual site. The maximum world has slowed down. To a decelerated surprise, as her target is a disguised
temporal range is the number of weeks person, time has sped up. Clever Mages Mesmero, who possesses Typical Intuition
equal to the Power rank number. For can really screw people up by playing on and Amazing Psyche, among his other
example, a Shift-Y rank can reach nearly this. For example, decelerating everyone Abilities. Madame Arcania is surprised to
four years into the past. around a certain person might make that discover she must make a red FEAT to
person believe that he had actually been initiate the attack but she feels up to the
The difficulty of the desired change accelerated. challenge. She makes her first FEAT under
determines what Intensity rank is required. the pretense of reading his palm.
Single physical events, such as anything The Power may be used to alter either the Mesmero's Intuition immediately drops to
determined by a single die roll, can be Mage or another target. If it is used against zero and his Psyche drops the remaining
changed by a green FEAT. Complex or another, that target is allowed to resist. 34 points to Typical. Arcania's abilities and
sequential physical events or altering a Such means include Force Field vs. Magic, Powers all rise 10 points; she now has
single being's behavior requires a yellow Resistance to Magic, and Time Travel. The Good Strength, Good Endurance, Amazing
FEAT. Altering the behavior of two or more Power can be developed into a Variety of Psyche, and Excellent Clairvoyance.
beings requires a red FEAT. The reason Power stunts. Normally she makes only a single feeding
most Judges will forbid their players to attack on her victims and she decides to
have this Power is that it requires them to Optional Powers include Precognition for stop feeding. Her player makes a Psyche
rethink. The history of their Marvel Alter Future, Clairvoyance for Alter Present, FEAT to see if she can quit. Unfortunately,
campaign in terms of this alteration. Take and Retrocognition for Alter Past. he's rolling the dice too well; he makes a
heart in the cynical knowledge that most red FEAT. For Madame Arcania, the feast is
people's actions do not significantly alter Each form is its own Nemesis. too much to resist. She makes a green
the fabric of history. As a rule of thumb Power FEAT (based on the Mesmero's now
concerning common people, there is only a MG12/Spirit Vampirism Typical Psyche) and drains the remaining
one-in-a-thousand chance that one six points. Mesmero's Psyche is now at
person's changed decision will have a The Mage can drain the Intuition and Shift-0 and he collapses. Madame Arcania
significant effect on history. When dealing Psyche from a target and use the absorbed summons her servant to dispose of the
with influential people (leaders, super energy to increase his own Strength, debris.
beings, creative types, and so on), the Endurance, Psyche, and other Powers he
probability rises to one-in-ten. possesses. Spirit Vampires lose energy at a dreadful
rate. Their rank numbers for Strength,
Note: There is much debate over the true The higher ranked Ability of the victim Endurance, Psyche, and all their Powers
nature of tampering with the past. Is there a determines what Intensity FEAT is required. except this one drop one point per hour.
single timeline that is irreparably changed A successful FEAT enables the Vampire to The Spirit Vampire must feed in order to
by each act of tampering? Are there infinite drain energy from both victim's Psyche and bring these back to at least their original
worlds and thus tampering is not only Intuition in equal amounts. The amount levels.
allowed but encouraged? Does the act of drained per turn is equal to this Power's
tampering actually catapult the tamperer rank number. The Vampire can drain this Even if deprived of victims, a Spirit Varnpire
into an alternate world of her own devising? amount each turn that he makes a will not starve to death. When all his
The game mechanics support the last successful FEAT. He can voluntarily stop atfected Abilities and Powers reach Shift-0.
interpretation. Each Judge's Marvel feeding at any point by making a Psyche he enters a death-like trance. His
campaign is set in an alternate world that FEAT of any color except red. A red FEAT vampirism continues to function and will try
more or less mirrors the published means his hunger is beyond his control. He to drain anyone who comes in contact with
accounts of the Marvel Universe (the comic has entered a feeding frenzy that cannot him. When the Vampire's Abilities return to
books, people). Extensive tampering in the stop until the victim's Psyche and Intuition Feeble, he regains consciousness.
past affects only the world of the tamperer are completely drained or the Vampire has
and her player. Judges can even play been repulsed. When creating a Vampire, the player must
several alternate timelines, switching select and use a weakness. He can
among them at each gaming session. If the Vampire fails to make a FEAT at any increase the Power rank by +1CS for each
stage in the feeding process, he is instantly additional Weakness he chooses, up to a
Alter Temporal Flow: The Mage can alter repulsed from the victim. He can never re- maximum of four weaknesses in all.
the rate at which time passes. He can establish his attack because the victim
accelerate or decelerate it to such a point develops an instant immunity to any Spirit Vampirism is communicable. A victim

CONTENTS POWER TABLES INDEX: POWERS 48 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
MATTER CONTROL

who was completely drained as a result of a by removing the material that provides the example, a Good Ward coyers an area of
feeding frenzy must make a mandatory physical link to him. Once the victim. knows ten-foot radius.If the Mage tries to create a
Psyche FEAT roll. A red FEAT transforms the existence of the Effigy, he should do Remarkable Ward within twenty feet of the
the victim into a Feeble Spirit Vampire. anything in his Power to find it and remove Good Ward, lie discovers he can only
the linking material. create a Good ward at best. If he backs off
Example: A street punk named Raoul spots another twenty feet, though, he can create
Mesmero lying in an alley. Raoul decides to The range at which the Voodoo can affect a the Intensity he desires.
strip the body of any valuables. As soon as target is determined by the Power rank.
he touches the body, Mesmero's new Appropriate distances are shown on The triggering mechanism can be any
Vampirism lashes out at Raoul and begins Column B of the Range Table. The Voodoo condition stated by the Mage at the time of
to feed. can only actively affect a single target at creation. Normally Wards are. triggered by
any one time because of the simple the close passage of a living being. Thus
Spirit Vampires can be repelled by such constraint that all the Voodoo Mage's hands they are often found near doorways or in
Powers as Force Field vs. Magic, and concentration are need to perform the passages.
Resistance to Magic, and Magic Control. Magic.
Once created, Wards last until they are
The Optional Power is concurrent Effigies can affect any living or sentient depleted or destroyed. Given the durability
BioVampirism. being. Sympathetic Magic can be used of modern building materials, a Ward can
against Robots, Computers, Cyborgs, rock- last for about a century or so. (Quick, name
The Nemesis is an enhanced Psyche. men, gas-women, and so on, provided the five 100-year-old buildings in your area!)
rules are followed. (Making an Effigy of an Wards can be destroyed by demolishing
MG13/Sympathetic Magic (Voodoo) Ethereal would be kind of tricky though.) the surface on which they are placed or by
the use of Magic Control/ Negation. Wards
This is a combination of certain Mental and The Nemesis for this Power is Iron Will. can be detected by a number of ways. The
Life Control Powers. Sympathetic Magic simplest is the brute force method of
requires the Mage make an Effigy of his triggering them (also called the really stupid
target as a way of directing the Power to MG14/Warding
method). The presence of a Ward can be
that target. The Effigy can be of any quality The Mage can create areas of latent Power revealed by either Energy, Magic, Power, or
of workmanship, from a crude wax doll to in any desired location. The Ward is Psionic Detection.
an exquisitely detailed full portrait in oil designated by a special substance or mark.
paints; however, the Effigy must incorporate The mage decides what specific Powers Shortly after the Mage has been created,
a cast-off body part, excretion, or the Ward possesses and what the the Player should make up a list of at half of
possession of the target. The most triggering stimulus will be. When that the possible Wards he can create. The
common example is a hank of hair. Once stimulus occurs, the Ward releases all its Player should return to the Power
the Effigy is created, any action that affects power is a single turn, generally in the Generation tables on pages 14-16 and
that Effigy will also affect the target. direction of whatever created the stimulus. randomly generate all the Powers the Mage
Physical manipulation of the Effigy causes can incorporate into Wards. Wards that
a similar effect on the target. For example, The Power's rank determines how great a employ a special variation on normal Power
sticking a pin into a wax doll would cause variety of Wards the Mage can create. The use, such as a Power Stunt, should be
sudden stabbing pains in the target. The rank number is also the number of Powers treated as individual Wards.
effigy can be used as a focal point for he can incorporate into his Wards, even if
Mental powers; the Voodoo Mage the Mage cannot directly use those Powers. Example: Consider two different Wards that
concentrates on the Effigy as if it were the hirrn-self. Each Wards's intensity rank is the each employ Force Field Generation. One
target. Of course, the would be victim can same as the Mage's own rank. For creates a trap that envelops anyone within
resist this Magical attack using his Psyche. example, a Mage with Excellent Warding the target area. The other one creates an
can create 20 different Wards, each invisible column of force that shoves
Sympathetic Magic incorporates forms of possessing Excellent Intensity rank. anyone back with rank level Strength. Each
the following Powers, which function at of these is considered a separate Ward and
Power rank but are limited to a single A Remarkable Intensity FEAT enables the requires a unique designation.
target: Mage to create a single-use Ward. An
Amazing Intensity FEAT enables him to Nemesis Powers include Energy, Magic,
• Life, Magic, Power, Psionic, and create a self-renewing Ward. The Power Psionic, and Power Detections and
Weakness Detections; rank number is also the maximum number Resistance to Magic.
• Biophysical Control, Emotion Control, of Wards a Mage can have in existence at
Hypnotic Control, Mind Control, any one time. If the Mage tries to surpass
Shapechange Others, Sleep—Induced, this number, his oldest still-existing Ward
and Summoning; and harmlessly vanishes. The minimum Matter Control Powers
• Communicate with Animals, Empathy, distance between Wards is one foot for
Hallucinations, Remote Sensing, and each point of the Wards' combined Intensity MC1/Bonding
Telepathy. rank numbers. For example, a Feeble and The hero has the ability to join two or more
a Monstrous Ward must be separated by at targets together on a molecular level. The
If the Mage possesses other Powers, these least 77 feet.If the Mage attempts to place effect is the same as if the targets were
should be incorporated into this Magic to a new ward within range of an existing one, glued or welded together. In actuality, the
give the Mage further forms of Voodoo the new one will not function. If the new hero has induced molecular adhesion. A
spells. Ward's area of effect would overlap with submicroscopic examination would fail to
another Ward, the new Ward cannot have reveal any foreign material (such as a glue)
Once the Effigy is made, it can be used the full Intensity rank. The new Ward will or disturbances in the normal arrangement
over and over again to effect the target. Its have a maximum rank that will only touch of the target's structure (such as the
Power over the target can only be broken the edge of the earlier Ward's range. For distortion caused by welding). The Bonding

CONTENTS POWER TABLES INDEX: POWERS 49 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
is so powerful that attempting to sever its lett behind. Transition from solid to either actually affects the chemical nature of the
effect results in physical damage to either liquid or gaseous state will work to free the material.
of the Bonded targets because the only Bonded matter without physical damage,
way to forcibly separate two Bonded although this is not an option for most For example, imagine your hero is standing
objects is to tear the surface of one or both people. at the seaside and practicing his Power. He
of them. This causes Typical wounds to a cannot Collect the hydrogen bound into the
living target. Bonding only occurs on the surface and water but he could Collect salt, gold, or
does not penetrate more than 1/16th of an anything else dissolved into seawater.
The range for Bonding is limited to Contact inch into any Bonded material. The effect Collecting salt is easy; a Remarkable
only. The hero need not touch the actual this has on living targets is that only the Power can Collect a man-sized pile within a
area to be Bonded, although the hero epidermis is affected. As it does not affect minute's time. Gold is harder; each cubic
needs to touch the two targets somewhere liquids, the Power automatically penetrates mile of seawater contains only a few
in order to direct the Power's effect. Once any coating that might otherwise protect the ounces of gold.
the hero is touching both targets and has target.
begun to manifest his Power, Bonding Due to some unexplained limitation to this
occurs at any point where the two targets Optional Powers include Missile Creation, Power, it cannot randomly Collect foreign
are in contact with each other. The Bonding Spray, Webcasting, and Weapons materials found within the bodies of anyone
process takes any number of turns, Tinkering. within the Power's range. Common foreign
depending both on the hero's Power rank materials include tooth fillings, prostheses,
and the desired material strength of the The Nemeses are Phasing, Body sutures, and drugs. If the hero must Collect
Bonding. The first turn produces a Bonding Transformation, and Energy Body. such materials from a body. For example if
of Feeble material strength. Each turn the he knows arsenic has been swallowed by
Bonding process continues raises that MC2/Collection someone, the conditions increase in
material strength +1CS, up to the limit of difficulty. The hero must be in contact with
the Power rank. At any point the hero can The hero can cause any.desired. material the source of the desired material and the
cease to use his Power and thus produce to collect in a specific location. This hero must make a red FEAT to withdraw
Bondings of varied strengths. material must already be present and the material without harming the donor.
diffused throughout the hero's vicinity, Failure to do so means the material is still
Example: K. Z. Glew has Good Bonding whether in the air, water, soil, or scattered locked within the target's body.
and is testing his Power on a number of across the ground. The Collection area has
blocks. When he holds two together for two a radius determined by the Power rank; Ethereal and Phasing matter can be
turns, he produces a Poor Bonding. Holding distances are shown on column C of the Collected. They just can't be held for any
two together for three turns produces a Range Table inside this book’s cover. For length of time without consciously and
Typical Bonding. Holding two bricks for four example, an Incredible rank can collect repeatedly using the Power to return such
turns produces a Good Bonding; in fact, K. material from as far as 25 miles away. matter to the Collection site.
Z. could concentrate on the same two Collected material instantly teleports to the
bricks all day and not be able to exceed designated Collection site. The site must be This Power is most commonly linked to the
that Good Bonding. in line of sight of the hero and within his Matter Control and Conversion Powers as a
Power's range. The hero can Collect per way to gather sufficient raw material to
The duration of the Bonding is determined turn a maximum amount of material permit the other Powers to function. These
by a Power FEAT at the time the Power is measured in the number of pounds equal to are listed as Optional Powers. Even if used
used. A green FEAT creates a Bond that the Power rank number. This assumes, of by itself, this Power can be used effectively.
lasts a number of turns equal to the hero's course, that enough material exists within Matter can be Collected to form a protective
Reason rank number times 100. A yellow the vicinity in order to be Collected. Any shield or to entrap a foe in a suddenly
FEAT increases the multipliers to 10,000 material of any nature can be Collected. appearing pile of debris. Dirt or water can
turns times the Reason rank number. A red There is a partial exemption to this rule in be Collected to smother a fire or dampen
FEAT ensures a permanent Bonding. If the regards to living beings. The Power can escaping radiation. The hero is free to
Bonding is temporary, its effects end only Collect living beings whose weight is develop various Power Stunts using
without a trace at the expiration of the time within the weight limits for the Power; if the suddenly materialized matter.
limit. beings weighs more, the Power can not
affect them aside from a brief tug. If the The complexity of the material to be
This is a Power that readily combines with Power is used to Collect the bodily products collected determines what Intensity FEAT is
many of the other listings in this book. of living beings, player and Judges are to required. Raw, amorphous materials can be
Combining it with Webcasting produces an assume that so little is drawn from each collected in a dusty pile by a green FEAT.
equivalent to Spiderman's web. Weapons being that no harm results. For example, a Common examples include metals, dirt,
Tinkering produces an equivalent to the character could Collect a mass of blood and water. Formed or complex material
Trapster's glue gun. Chemical Touch without having to worry that he bled some requires a yellow FEAT to collect in
produces a natural adhesive coating on the stranger to death. recognizable form. Examples include
hero's body. Combustion or Fire Generation bricks, edibles, and comic books. Biological
produces napalm. There are more but I'll The Power does not after the state of any material requires a red FEAT, whether the
leave them to the player's imagination to matter either before or after Collection. The hero is trying to collect bile or hamsters.
devise. desired matter must be in the basic
chemical formulation desired. Desired Optional Powers include Crystallization,
The Power can only affect solids. Liquid, materials that are in some altered state are Matter Animation, Micro Environment,
gaseous, ethereal, and Phasing matter are not affected by the Power. For example, Molding, Weather, Combustion, Elemental
immune to this Power's effects. Once trying to Collect steel in a junkyard full of Conversion, and Molecular Conversion.
Bonded, matter cannot Phase as a means rust will lead to naught. The exception is if
of escaping the adhesion; doing so causes the desired material is in either a state of The Nemesis is Matter Animation.
Typical damage as the Bonded surface is solution or suspension, since neither

CONTENTS POWER TABLES INDEX: POWERS 50 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
MC3/Crystallization the original material was probably dust Resultant Size (% of
The hero can transform any target material particles. As mentioned earlier, if the Rank Original Size)
into a gemlike material that possesses Crystallization was used to transform a
Power rank material strength. living target and that Crystal was FE 50%
Crystallization occurs because the hero has subsequently shattered, the transformation PR 25%
the ability to shape the molecular bonds of is made permanent. (This rule is TY 12.5%
normally amorphous matter into a crystal purposefully intended to spare the Judge GD 6.25%
matrix of great strength. The Crystallization and players from dealing with the EX 3%
can occur at any site within the hero's line hamburger that would be created if the
formerly living target did revert to its original RE 1%
of sight and range; distances are IN .5%
determined by the Power rank and can be state.) For game purposes, the category of
found on column C of the Range Table on "living target" can be expanded by the AM .25%
the inside cover. The newly formed Crystal Judge to encompass any of the Physical MN .1%
is initially stationary; it cannot be launched Types for player characters and NPCs. UN .01%
like a missile (unless the hero possesses X .001%
Missile Creation, but I'm getting ahead of The Power can be combined with other Y .00001%
myself). It can be formed in such a position Powers listed in this book. As mentioned
before, Missiles can give the Crystals Z .0000001%
that gravity immediately affects it. CL1000 .00000000001%
momentum and range. Weapons Creation
Crystallization automatically affects non- can specialize in crystalline instruments of CL3000 .00000000000000001%
living, unprotected, stationary targets. destruction. Body Armor or Body Coating CL5000 .000000000000000000000
Moving targets require the hero to make an can be a suit of flexible crystalline armor 000000000001%
Agility FEAT in order to hit the target. If with that gives Power rank Resistance to
Crystallization is used as an attack against physical or energy attacks. Vision-based In practical terms, a Diminishment rank of
a living target, it can be resisted by the Detection Powers can be achieved by the Shift X, Y, or Z is sufficient to reduce a
usual methods. Methods of protecting a hero spontaneously forming optical devices normal-sized human to the size of a cell.
target from being Crystallized include Force and lenses of crystal. If the hero has an Either CL1000 or CL3000 will reduce him to
Field vs. Energy Attack, Resistance to exotic Physical Type, perhaps he can atomic scale. CL5000 reduces a human to
Energy Attack, True Invulnerability, and himself be composed of living crystal. Such such a point where he can enter a
various Magics and Power Controls. categories include Modified Humans, Microverse such as Jarella's world of Kaa.
Cyborgs, Robots, Abnormal Chemistry,
Crystal can be formed in any shape the Mineral, Compound, and Changeling. A note on Microverses: These are miniature
hero desires. The amount of Crystal the dimensions that can be reached by a
hero can create in a single turn is the Optional Powers include Weapons Creation person undergoing extreme size reduction.
number of square feet equal to the Power (limited to Crystal weapons only), The act of Shrinking causes the person to
rank number. The material to be Collection, Matter Animation, Missile- breach the Dimensional Barriers and reach
transformed into Crystal is drawn from Creation, and Spray. a chosen Microverse. The worlds within a
particles in the air or from the target itself. Microverse roughly correspond to but are
Solid targets can themselves be Nemeses include Force Field vs. Energy not actually atoms or molecules. Once
Crystallized. If the Power is used on a living Attack, Force Field vs. Physical Attack, within a Microverse, the Dimension traveler
target, innate safeguards incorporated into Resistance to Energy, Resistance to finds himself in an environment that
the Power place the target into a semi-state Physical Attack, and Disintegration. approximates conditions in the larger, outer
of Suspended Animation; all life functions world. Microverses may themselves contain
temporarily cease but the target remains MC4/Diminution even smaller Microverses. Even our own
aware of its condition and surroundings. A world may in fact be a Microverse to some
The hero can reduce the size of a target. inconceivably larger Macroverse.
Crystallized lifeform must remain intact if The target must be in line of sight and
the process is to be reversed. If the within one area of the hero. Any material
Crystallized lifeform is shattered, the The duration of Diminution on a target is
can be Diminished by this Power With the determined by a Reason FEAT made at the
transformation is permanent. sole exception of material that has already time the Power is used on the target. A
been Diminished by an equal or higher rank green Reason FEAT gives a duration of the
Note: the shards-of a shattered, of this Power. In such a case, the would-be
Crystallized lifeform all possess some of Reason rank number times 100 turns. A
target is assumed to already be Diminished yellow FEAT increase this to 10,000 turns
the victim's lifeforce; the percentage of the to a further point than the hero could reach
victim's Psyche possessed by a particular times the Reason rank number. A red FEAT
anyway. makes the diminution permanent; in such a
shard is equal to the percentage of the
original body represented by the shard. case the only way the target can return to
The level to which the hero can Diminish a its original size is through use of
Such shards can be used to create target is determined by the Power rank.
powerful Magic. Such shards can also lead Enlargement, Magic, or Power Negation.
Levels appropriate to this Power are:
to later Plot Complications. ("You don't
understand. The gem in the necklace I There are three very different ways to
gave Helen was part of Leviathan!") create the effect of Diminution. Each has its
own mechanism and peculiar properties as
Normally Crystallization is only temporary. a result of that mechanism. The player can
The duration of a given Crystal is the either choose for himself or let a random
number of minutes equal to the Power rank die roll determine which form.
number. At the expiration of this time, the
Crystal reverts back to its original material.
If the Crystallization was directed in the air

CONTENTS POWER TABLES INDEX: POWERS 51 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
electrons are automatically Shrunken to For example, asphalt has Good Material
Atomic Collapse: The hero decreases the permit conductivity. Strength and consequently would require a
distance between the target's atoms and Good Intensity FEAT to destroy.
subatomic particles. The target does not It is assumed that when the Power is used,
lose weight as it shrinks. Rather, it the hero intends to Diminish the entire The hero can Disrupt any target within both
becomes increasingly dense and could target. If the hero specifies, he can attempt line-of-sight and range. The range is
eventually collapse into neutronium to shrink only part of a target. Since this is determined by the Power rank; distances
(CL3000 Diminution) or even a black hole equivalent to tearing the target apart, a are shown on Column A of the Range Table
(CL5000 Diminution). Strength is Power FEAT determined by the Material on the inside cover. The amount of matter
unaffected by the change in size but Strength of the target is required to do such the hero can Disrupt in a single turn is the
leverage becomes increasingly difficult at an act. number of pounds equal to his Power rank
smaller sizes. number. If the player chooses when
Example: Sizemaster has possesses creating the character, he can increase
Atomic Reduction: The hero decreases Remarkable Diminution. Seeing an uproar either range or amount affected any
the number of atoms in the target's body. at his local bank, he wanders in to see number of +CS by decreasing the other
The lost matter is either disintegrated (if the what's up. He discovers The Shocker trying factor an equal number of -CS.
Diminution is permanent) or temporarily desperately to free people trapped in a safe
removed from the target's plane of and he decides to assist the rescue. He Example: an initial rank of Good can be
existence and stored on another plane until locates a section of the safe away from The altered by up to 3CS and produce results
it is needed to return the target to its Shocker and begins to manifest his Power. as varied as Feeble range (Contact only)
original size. Mass and strength both The safe is made of steel and reinforced and Incredible effect (40 pounds) or
decrease as the target Shrinks; the lower concrete and has a Remarkable Material Incredible range (11 areas) and Feeble
ranks are proportional to the target's new Strength. Good, Sizemaster only needs to effect (two pounds).
size. The target becomes increasingly make a yellow FEAT to Diminish a hatch in
simple in structure and reach a stage where the safe's wall. Within twelve seconds he Also when creating the character, the
the remaining structure is too simple to has Diminished a six-foot-wide area into a player can choose whether to make the
sustain the lifeforce of a living target. This one-inch-wide plug, which drops out of the Disruption permanent or temporary.
occurs at Shift X rank. If the Diminution is wall and rolls around on the floor. Choosing the temporary option raises the
temporary, the target's lifeforce is stored on Sizemaster is helping the trapped people Power rank +1CS. The duration of the
the same plane as the displaced matter that out of the safe when Shocker finally burns Disruption is determined by a separate
normally forms his body. At Shift Z through the opposite wall. Later the two Reason FEAT made at the time the Power
Diminution, the target consists of only a rivals seal the hole Sizemaster made by is used. A green FEAT gives a duration
single molecule which immediately holding the plug in place as returned to its equal to 100 turns times the Reason rank
vanishes when the next rank is reached. original size. number. A yellow FEAT increases that to
10,000 turns time the Reason rank number.
Atomic Reduction: This is the most The Power can automatically effect a non- A red FEAT makes the Disruption
common form of Diminution and the only living, stationary, unprotected target. permanent. At the expiration of the
form that permits the target to enter a Moving targets require the hero to make an duration, the Disrupted matter reforms in its
Microverse. The hero can reduce the size Agility FEAT to hit the target with his Power. original shape although not necessarily in
of the atoms and subatomic particles Living targets are allowed to resist the its original location. If the target is living, the
themselves, thus reducing the overall size Power's effects in the same way they would Power has the peculiar effect of placing the
in a proportional manner. Mass and resist any energy attack targets can be target in a state of semi-Suspended
physical strength are reduced a protected from Diminution by such Powers Animation. All life function cease for the
proportional amount. While this Power has as Force Field vs. Energy, Resistance to duration but the target somehow retains
more advantages than the other forms, it Energy, True Invulnerability, certain Magics consciousness and awareness.
has a deadly disadvantage. As the target's and Power Controls, and the simultaneous
atoms shrink, they are no longer able to use of an opposing Enlargement Power. This Power is often incorporated into
interact with other, normal sized atoms. As Atomic Dispersal opposes Atomic Collapse, weapons systems. A Disruptor Gun can be
a result, a living target is unable to breathe Atomic Gain opposes Atomic Reduction, designed and built by a Reason rank and
the air or consume food or water. Seen in and Atomic Growth opposes Atomic an expenditure of Resource points equal to
this light, this form of Diminution is the Shrinkage. If the opponent lacks the the Power rank desired for the weapon.
equivalent of a Fatal attack. Fortunately, matching form of Enlargement he can still
there is a 95% chance the Power try to negate the effects of Diminution with Stationary, non-living, unprotected targets
envelopes the target in an energy field that whatever form he possesses; the results are automatically affected by the Power.
shrinks anything within one foot can get a little weird, though. Moving targets require the hero to make an
(proportional to the target's current size) of Agility FEAT in order to hit the target. Living
the target to the same size as the target. The Nemeses are those Powers mentioned targets are allowed to resist the Power in
This allows the target to breathe, drink, and in the previous paragraph. the same manner they could resist any
eat. The existence of this field is randomly energy attack. Targets can be protected
determined at the time the source of the MC5/Disruption from Disruption by the use of such Powers
Diminution is created. If the hero lacks such as Force Field vs. Energy, Resistance to
field, then any target must have its own The hero can destroy a target's physical Energy, True Invulnerability, a combination
supply of proportionally-sized consumables. structure without resorting to a physical or of Collection and Molding, certain Magics,
Even non-living targets can be affected in overt energy attack. The molecular bonds and certain Power Controls. Any of these
that the Power effectively insulates them that give target its solidity are directly can reduce the Intensity of the Disruption
from electricity, since normal-sized disrupted, with the result that the target by the opposing Power's rank. The Judge is
electrons cannot flow into a Diminished collapses into dust, sand, liquid, or even free to decide for himself the results of
conductor. Treat this as rank level vapor. The Material Strength of the target partial protection from Disruption.
Resistance to Electricity. If the field exists, determines what Intensity FEAT is required.

CONTENTS POWER TABLES INDEX: POWERS 52 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
The Nemeses are any of the Powers size. Mass remains the same despite any
mentioned in the previous paragraph. increase in size, causing the target's Example: The Power is used on a normal
density to drop. Material Strength adult six feet in height, 200 pounds in
MC6/Enlargement decreases -1CS with each doubling in size. weight, and possessing Typical Strength.
Eventually, at Shift X Enlargement a solid
The hero can increase the size of any target reaches a stage where it is less Strength/
target. The target can be of any nature and Enlargement
dense than air and can drift off. At Class Rank Weight Max. Lift
must be within both line-of-sight and one 1000 rank and beyond, the target becomes
area of the hero's location. Any material effectively intangible to contact with normal FE 300 lb. TY/200 lb.
can be enlarged with one exception; the matter. PR 400 lb. GD/400 lb.
Power cannot affect any target that has TY 600 lb GD/600 lb.
already been Enlarged by another Power of Atomic Growth: The target's atoms and
equal or greater rank. In such a case, the GD 800 lb. EX/800 lb.
subatomic particles actually increase in EX 1200 lb. EX/1200
would-be target is assumed to already be size, thus increasing the target's overall
Enlarged past any point the hero could RE 1600 lb. RE/2000
size. Mass increases proportionally. The
have Enlarged it to anyway. target's Strength increases only enough to IN 2000 RE/4000
match his greater weight; Lifting Strength AM 2400 IN/3 tons
The amount the hero can Enlarge a target does not increase. There is a dangerous MN 3000 IN/10 "
is determined by the Power rank. The drawback to this form of Enlargement. As UN 2 tons AM/25 "
levels to which the hero can Enlarge a the target's atoms grow, they become
target are shown below: X 5" AM/50 "
unable to interact with normal atoms. The Y 10 " MN/65 "
result is that the target is unable to breathe, Z 20 " MN/80 "
Resultant size drink, or eat. Fortunately there is a 95%
Rank (x original size) chance that the Power envelops the target CL1000 50 " UN/80 "
in an energy field that enlarges any atoms CL3000 100" UN/100 "
FE 1.5X CL5000 1000" X/1000 "
within its effect to the same scale as the
PR 2X target. The existence of this field must be
TY 3X determined at the time the hero is created. The target's other Primary and Secondary
GD 4X If the field is not present, the target must Abilities remain unaffected. The
EX 6X have a proportionally sized supply of disadvantages of great size negate the
RM 8X consumables or this Power is considered a advantages. However, Health seems to
IN 10X Fatal attack. The lack of the field has one increase because physical attacks do less
advantage in that Electricity cannot flow relative damage. For example, a single
AM 12X between normal sized and Enlarged bullet could kill a normal sized person but
MN 15X conductors. The Power thus provides rank would be little more than a high-velocity
UN 20X level Resistance to Electricity. grain of sand to a giant. The damage done
X 50X by Physical Attacks decreases -1CS for
Y 100X Atomic Gain: The Power causes the target each +2CS of Enlargement.
Z 200X to gain additional atoms. These are
CL1000 500X automatically incorporated into the target to Note: the damage that didn't affect the giant
duplicate and augment existing molecular might be fatal when he reverts to normal
CL3000 1,00X structures. As the targets gains new atoms, size. Wounds shrink but bullets do not.
CL5000 10,00X the size and mass of the target increase
proportionally. It is always assumed that the hero intends
The duration of the Enlargement is to Enlarge the entire target's body. If the
determined by a Reason FEAT made at the Where do the new atoms come from? hero intends to Enlarge a specific area of a
time the Power is used. A green FEAT There are three possibilities. One theory target, he must make a special effort to do
gives the Enlargement a duration of 100 holds that Molecular Creation creates them so. Since this has the effect of tearing the
turns times the hero's Reason rank number. from the hero's force of will. A second target apart, the hero must make a Power
A yellow FEAT increases that to 10,000 theory suggests Molecular and Elemental FEAT based on the
turns times the Reason number. A red Conversion are responsible; the new atoms
FEAT makes the Enlargement permanent. are simply Converted air molecules. The Material Strength of the target. For
There are three different mechanisms by third explanation is that the hero somehow example, a brick wall has Good Material
which Enlargement can occur. Each form taps into another dimension, one that Strength. A hero with Typical Enlargement
has a different set of innate properties. contains nothing but the raw material for would need to make a red FEAT to enlarge
When creating the character, the player this Power and the Matter Creation Powers a specific section of the wall, while a hero
must decide which form the hero has. The and also provides a storage place for the with an Incredible rank would only have to
player can either select one or let the dice matter displaced by Shrinking, Diminution, make a green FEAT.
randomly determine it for him. and Disintegration. This last idea could lead
to a Plot Complication wherein the hero The effects on the entire target if only a
Die Roll Form accidentally draws something More than section of it is Enlarged vary by case and
01-30 Atomic Dispersal raw material from that unknown dimension. by degree of Enlargement. The most
I'll leave it to you to decide which common result of a section of Enlarged
31-60 Atomic Growth explanation you accept as the truth.
61-00 Atomic Gain matter surrounded by normal matter is that
one of the two sections shattered,
As the target expands, it gains real strength depending on which is the weaker section.
Atomic Dispersal: The Power causes the sufficient to move its new mass. Real Atomic Dispersal weakens Material
spaces between the atoms and subatomic strength increases +1CS for each +2CS of Strength, Atomic Growth doesn't alter it,
particles to increase, thus increasing overall Enlargement the target is exposed to. and Atomic Gain increases it. Judges

CONTENTS POWER TABLES INDEX: POWERS 53 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
should use this guide and their imagination the earth can be redirected to anywhere the matter that is in a relatively natural state. It
to decide the results of specific hero wants an instant baby volcano to cannot affect mechanical objects or
Enlargement. erupt. By magnifying existing faults and material that is now or had once been alive.
decreasing the rock's Material Strength, the
The Power automatically affects stationary, hero can create openings in the earth. There are three basic forms of this Power,
non-living, unprotected targets. Moving These can be instant pits, valleys, caves, or each with dominion over a state of matter.
targets require the hero to make an Agility tunnels. When creating the hero, the player must
FEAT to hit. Living targets are allowed to choose one of these forms for the
Resist this Power just as they could any The effects of the Power are permanent character. He can do this himself or let the
Energy Attack. Targets can be protected alterations to the landscape. Baby dice choose for him.
from Enlargement by the use of such volcanoes don't last very long, though, if the
Powers as Force Field vs. Energy, area didn't have a previous history of Die Roll Form
Resistance to Energy, True Invulnerability, vulcanis,. For example, during her tenure
Certain Magics and Power Controls, and with the New Mutants, Magma has created 01-20 Air Animation
any of the Shrinking or Diminution Powers baby volcanoes in such places as Rio de 21-50 Liquid Animation
used simultaneously to the Enlarging Janeiro's harbor, the living room of 51-00 Solid Animation
attack. The opposing forms of these are Professor Xavier's mansion, and an
Collapse vs. Dispersal, Reduction vs. Gain, apartment in Manhattan. Such freakish Air Animation: The hero can directly
and Shrinkage vs. Growth. Only the volcanoes immediately cool down once the control the movement of gases and vapors
matching form can completely protect a Power is no longer supporting their and indirectly control the movement of
target from unwanted Enlargement; while existence; heat is lost at a rate of -1CS per material suspended in the air, such as
the other two will apparently work, the final hour. For example, the volcano in the X- smoke, dust, steam, and so on. He can
result can be a little weird if extreme ranks Mansion was cool enough to sit on by the create winds of speeds equal to Power rank
of Power are employed. time Professor X came home a few hours speed (see the Airspeed table on the inside
later. It is assumed that the cooling effect cover). He can control the actions or air,
The Nemeses are those Powers extends all the way down back through the wind, clouds, and potentially even the
mentioned in the previous paragraph. ground to where the magma came from in weather. The hero can use air either
the first place; otherwise all these baby defensively or offensively by forming
MC7/Geoforce volcanoes would act as conduits for later, shields or gales of Power rank strength.
normal vulcanism. Note: Air attacks cannot penetrate Force
The hero can detect and control geological
forces. These include plate movement, Fields or an aerial shield of higher Intensity.
The amount of matter the Power can effect The Power can be developed into Power
stress, faults, and vulcanism. This Power is awesome. The Power can affect a
only applies to natural rock and semi- Stunts such as Gliding, Whirlwind Flight,
maximum amount of rock equivalent to ten and limited Weather Control. The forms of
natural materials such as concrete, cement, tons for each point of the Power rank
and asphalt. Radically altered material Weather Control available to the hero all
number. For example, Magma's Monstrous depend on stirring up the air. These include
(steel, plastic) is not directly affected by the Geoforce can affect 750 tons (1.5 million
Power. bringing in storms, fog, tornadoes, and
pounds!) at a range of up to six miles. suddenly bringing two air masses of
This Power has two ranges, both based on differing temperature together to form either
The Power can be expanded into a variety fog or lightning.
the Power rank. The ability to detect forces of Power Stunts, such as induced
and materials within the earth has a range Avalanches and sculpting chambers in the
shown on Column C of the Range Table on Liquid Animation: The hero can directly
earth. The latter example is also a way for control the movement of liquids and
the inside cover. The ability to actually the hero to make some money on the side
control those forces is more limited and is indirectly control material suspended in
by creating "secret underground liquid (mud, cake batter). He can create
determined on Column B. For example, a headquarters" on commission. The giant
hero with Remarkable Geoforce can detect currents and waves that can travel at
caves that litter the pages of comic books Power rank speed (see the Water Travel
forces 12 miles distant but can only control do not occur in real life, people.
those forces within one mile of her location. table on the inside cover) and do Power
rank damage to anything in their path.
A curious use of the Power is to Liquid can animated to resist gravity and
The Detection aspect of this Power enables communicate with beings who are
the hero to sense a variety of earth-related act as if it were temporarily a solid of rank
themselves composed of natural rock. The level Material Strength. Liquids can be used
things. These include ground temperature Power provides the hero with a seismic
(green FEAT), general mineral composition as a shield that reduces the Intensity of
equivalent of Telepathy. Such beings Energy Attacks by the Power rank number.
(green), specific minerals (red), locate include Golems, Earth Elementals, and
caves (green), locate beings moving within It can be further refined into a variety of
planetary beings such as Ego the Living Power Stunts, such as forming propulsion
the earth (yellow), identify faultlines and Planet. Is Mother Earth alive in your
stress points (yellow), and communicate campaign? If she is, then this Power will let
with beings made of rock (red). your hero talk to her.
The active aspect of this Power enables the The Nemeses for this Power include itself,
hero to accelerate, slow, or alter the Disintegration, and Phasing.
direction of natural geological forces. The
hero can affect plate movement; this can
create Power rank tremors or reduce the MC8/Matter Animation
intensity of existing tremors by the Power The hero can alter the flow of any raw
rank number. The hero can accelerate matter, impart movement to stationary
erosion by decreasing the Material Strength matter, and shape such matter into any
of exposed rock. The flow of magma within desired form, The Power can only affect

CONTENTS POWER TABLES INDEX: POWERS 54 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
systems or being shaped into air bubbles designed. While under the influence of the MC10/Micro-Environment
with "solid" floors. Power, the affected machines can function The hero can alter his immediate
even in the absence of a normal power surroundings to create a miniature climate
Solid Animation: The hero can alter the supply, such as would be provided by an around himself. The Micro-Environment
condition of solid matter, so long as it is not electric cord, wound spring, or miniature lways contains fresh clean air (or water or
biological or mechanical in nature. He can nuclear generator. The only new function methane or whatever the hero breathes) at
give the solid movement, reshape to any the hero can give a machine is limited any temperature and pressure the hero
form, and even give it the semblance of life. ground movement. Affected Machines can desires. The Micro-Environment
Solids can travel at Power rank speed (see travel at -2CS Power rank speed by sliding incorporates a Force Field that protects it
the Land Travel table inside the cover) or rocking along the ground; see the from any factor that might harm or even
either across the ground or through the air. Surface Movement table inside the cover. If annoy the hero, such as rain, poisonous
The hero can Mold the solid into any single the machine already incorporates a means gases, extreme temperatures, or the
mass. Solids retain their Material Strength of propulsion (wheels, tracks, table legs), it pressure that naturally results from having
but can be Animated to do Power rank can travel at Power rank speed; see ditto. three miles of ocean over your head. In
damage to other targets. The hero can such cases, the Micro-Environment
create Golems or simulated Elementals that The Power can affect any single machine automatically excludes potentially
obey his every whim; such creations are within range of the Power; Column B of the hazardous gases and liquids and reduces
only sophisticated puppets that possess no Range Table gives the appropriate limits. If the Intensity of pressure, extreme
more life than does a marionette. (Of the hero attempts to control several temperature, and high gravity by the Power
course, there is the example of machines simultaneously, the Range rank number. Lesser or equal Intensities
Pinocchio…) Animated solids possess a decreases -1CS for each additional are canceled out, while higher ranks only
Lifting Strength equal to the Power rank. Machine the hero is controlling. For penetrate in diminished form.
The Power can be refined into a variety of example, a hero with Good Machine
Power Stunts, such as turning an Animation can control a single machine 10 The Power automatically Collects the
opponent's weapon against him, creating areas away, two machines 5 areas away, desired materials into a sphere around the
self-tying knots, and creating flying three machines within his area, or four hero; if no such materials are available, the
platforms that can carry the hero across the machines if he is touching all of them at Power employs an innate form of Matter
ground or through the air. once (an interesting Agility FEAT, I creation or Conversion to produce those
suppose). materials. The Force Field maintains the
The range at which the hero can Animate desired pressure, temperature, and gravity
Matter is determined by the Power rank; The Power is primarily intended to control levels while enclosing the desired materials
distances are shown on Column B of the normally non-sentient devices, which are and shielding the hero from the undesired
Range Table. The maximum amount that considered to have a Psyche of zero. If the ones. If the hero requires a surface to stand
can be Animated is a mass weighing the hero tries to gain control of a Robot or the on but none is available, the Power
equivalent of 1000 pounds times the Power mechanical part of a Cyborg, greater effort provides one by solidifying a section of the
rank number. For example, a Feeble rank is needed. It becomes a contest of wills, as Force Field.
can move one ton; in liquid terms this is the the hero's Power tries to overcome the
weight of a water bed. Matter remains target's Psyche. The Psyche in question is The Power is primarily intended to protect
Animated as long as the hero concentrates either that of the Robotic brain or the living the hero when he is in places other than his
on using this Power. Judges are free to mind of a Cyborg; if the Cyborg home environment. It can, be used to
develop their own criteria to determine how incorporates both living and mechanical protect him from extreme variations in that
well and how long a hero can do this in a minds, only the Psyche of the mechanical home environment though, should the hero
given situation. mind is used to determine the difficulty of so choose. Thus the Power can be used to
the FEAT. The latter determines what protect the hero in the middle of a house
Any material can be Animated, as long as it Intensity FEAT is required. fire, gas leak at a fertilizer plant, radiation
is within the restrictions on the chosen form spill at a laboratory, a thunderstorm, or a
of that Power. Any reshaping done to the Example: A Poor rank of Machine smog alert in Los Angeles. The Power can
target is permanent; of course, this only Animation could seize control of a be used to Resist the effects of Air or Water
applies to solids. The possibilities for both Dreadnought's Feeble Psyche with a green Animation, Weather Control, Heat, or Cold
construction and vandalism are immense. FEAT and Ultron-11's Poor Psyche with a Generation; the Intensity of the attack is
yellow FEAT, but couldn't begin to touch reduced by the Power rank number.
At the time the hero is created, the player Jocasta's Good Psyche. Attempting to
has the option of raising the Power rank wrest control of the Iron Man armor would The Micro-Environment has a maximum
+1CS by further specializing the Power's require a red FEAT if either Tony Stark or radius in-feet equal to the Power rank
range of effect to a specific compound or Jim Rhodes were wearing it at the time but number. Normally it is a sphere centered in
type of matter. Examples of specializations would automatically succeed if the armor the hero but she can shape it or direct it to
include Powers that specifically Animate were, say, hanging in a closet somewhere. another location if she so desires. The
steam, water, oil, ice, clay, and so on. To protect against such interference, High maximum range at which the hero can
Technology types would need to develop direct the MicroEnvironment is determined
The Nemeses for this Power include itself circuitry that would give the equivalent of a by the Power rank; appropriate distances
and Disintegration. desired Psyche rank to the machine. are shown on Column B on the Range
Table. The maximum volume of the Micro-
MC9/Machine Animation Optional Powers include Communication Environment is the equivalent of a sphere
with Cybernetics, Communication with Non- whose radius equals the Power rank
The hero can control the movement of Living Matter (limited to machines only),
anything mechanical. It is as if the hero number. Figuring out the maximum volume
and Matter Animation. of other shapes requires a doing a bit of
were a combination remote-control panel
and power source. The machines can only geometry.
perform those functions for which they were

CONTENTS POWER TABLES INDEX: POWERS 55 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Example: A rank of Good can produce a bearing capacity of the material. For and wavered).
sphere of 3.14(10-cubed) or 3,140 cubic example, a arch can bear greater weight
feet. This can be shaped into a rectangular than a plane and a honeycomb is about the The Power can be used quite profitably to
"tunnel" 10 feet high, 10 feet wide, and 31 strongest shape there is. Using the Power outfit either heroes or villains with all the
feet long. I suggest that anyone with this destructively is easy; using it constructively arcane and exotic equipment they need.
Power figure out as soon as possible how is harder and requires the player to have After all, Quinjets, body armor, and nuclear
big a sphere/hemisphere/column/tunnel/ some knowledge of basic Engineering. pogo-sticks aren't exactly off-the shelf
cone/etcetera he can make with his Power purchases. Clever use of this Power could
rank. If you don't, the Judge is liable to say The maximum range at which the hero can raise the hero's Resource level anywhere
that mysterious changes in the. Mold a target is determined by the Power from +1CS to +4CS; the Judge and player
Environment prevent your hero's Power rank. Appropriate distances are. shown on will have to work this out for themselves.
from working. Column A of the Range Table. The amount ("Okay Jeff, in yesterday's game you
of material the hero can Mold is a mass remodeled the HQ of Dr. Octopus. Today
The Power only protects the hero from weighing 100 pounds times the Power rank you try to collect what he owes you.")
environmental effects or Powers that number. When creating the hero, the player
employ aspects of the Environment. Beside has the option of raising either range or Optional Powers include Elemental and
the Powers mentioned earlier, this Power amount affected by lowering the other Molecular Conversion, Collection, and
will also provide limited protection against factor an equal amount. For example, a Crystallization.
Electrical Control, Electrical Generation, Remarkable rank can Mold 3,000 pounds of
Coldshaping, Gravity Manipulation, Hard material at a range of 8 areas. Either factor Nemeses include Force Field and Molding.
Radiation and its Control, Thermal Control, can be altered by as much as 5CS and
Plague Carrier, Geoforce, Spray, and produce results as varied as Feeble range MC12/Weather Control
Pheromones, but only if the offending (contact)/Shift X effect (15,000 lb.) to Shift
Power originates outside the Micro- X range (80 areas)/Feeble effect (200 lb.). The hero has complete control over the
Environment. The player has the further option of raising weather. He can sense those factors in the
the Power rank +1CS by specializing in air that create weather and alter any aspect
As hinted at before, the Power can be used Molding a particular type of matter, such as of them at his desire. Any of these factors
to create any environment the hero desires, wood, metal, stone, and so on. This option can produce both physical and
provided it is beneficial to whatever nature is not available if the hero also possesses psychological effects on humans.
of being is inside its protection. Of course, any of the Elemental or Molecular
what is a marvelous climate for one being Conversion or Creation Powers. He can control temperature by raising or
could be instantly fatal to another. Consider lowering the air a maximum number of
the MicroEnvironments created by beings The complexity of the intended design degrees equal to his Power rank number.
that thrive on super-heated steam or swim determines what Reason FEAT is needed. For example, an Incredible rank can
in liquid helium. Player characters are Simple, single-component designs require change a comfortable 70 degrees into a
limited to producing only those a green Reason FEAT. Complex or wintry 30 degrees or a sweltering 100
MicroEnvironments that will help the beings multiple-component designs require a degrees.
inside. Villainous and Mind-Controlled NPC yellow FEAT. Extremely complex designs
heroes are able to pervert the Power and (anything from a clock on up) requires a red He can increase or decrease windspeed by
create toxic MicroEnvironments. In such a FEAT and probably a set of blueprints. a number of miles per hour equal to his
case, the Power is treated as an attack and Exactly duplicating an existing object also Power rank number. For example, an
the intended victim is urged to Resist it in requires a red Reason FEAT. The Power Excellent rank can stop a 20-mph wind,
any way he can. can function for as long as the hero can slow a 50-mph gale to 30mph, or turn still
concentrate. Any failed rolls while air into a 20-mph wind. Gale winds of 40-
The Nemeses are either Air or Liquid attempting a FEAT mean that while the mph or higher begin to make travel difficult.
Animation, depending on the nature of the Power has begun to Mold the target, there Whole gales of 55 to 72 mph begin to do
Micro-Environment. is a problem because "something doesn't widespread damage. Winds above 72 mph
look quite right." reach hurricane strength. Above 200 mph
the wind becomes a tornado.
MC11/Molding
Molding automatically affects any
The hero can shape any solid material into stationary, non-living, unprotected material. Wind direction can be changed up to 60
any desired shape. The shaped material Moving targets require the hero to make an degrees by a green Power FEAT, up to 120
retains its original chemical nature. If the Agility FEAT to hit. Living targets are degrees by a yellow FEAT, and completely
target is living, its internal anatomy is allowed to Resist this Power in the same reversed 180 degrees by a red FEAT. For
rearranged in such a way that permits life to way they would try to Resist any Energy example, changing a cool northern wind to
continue without loss of Health. The new Attack. As mentioned earlier, living targets an east wind is a change of 90 degrees, a
shape can be of any complexity; even can be affected but not directly slain by this yellow FEAT.
intricate machines can be created if the Power. A target can be protected from
proper materials are available. The newly- being Molded by the use of such Powers as Humidity can be increased or decreased a
Molded target can be Animated, even if the Force Field vs. Energy, Resistance to maximum percentage equal to the Power
original material or the current shape is Energy, True Invulnerability, certain Magics rank number.
normally incapable of movement. This and Power Controls, temporary Conversion
movement is accomplished by the simple to a liquid or gaseous state, or an equal or Note: the maximum humidity is 100%.
act of continually re-Molding the target higher rank of Molding. The simultaneous Apparently humidity has some effect on
(think of it in terms of stop-motion use of a protective Molding Power to human behavior and health. As humidity
animation). counteract an offensive one by continually approaches 80% or higher, people become
re-Molding the target into its original shape more sluggish and irritable, especially if the
Molded targets retain their basic Material would look positively psychedelic as the air temperature is also 80 degrees or
Strength. New shapes may alter the load target of both Molders continually rippled higher.

CONTENTS POWER TABLES INDEX: POWERS 56 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
last an additional ten minutes and produce freshly deceased to skeletal. The latter type
If the air has any moisture at all, the hero Excellent rainfall and lightning while it of Zombie is little more than a walking
can Collect it into any type of cloud, slowly dissipated. skeleton, though being mostly bone it is
whether Cirrus, Cumulus, Stratus, a cleaner than a still-fleshed Zombie. The
common Fog, or any other type. He can As mentioned briefly, the hero can detect Zombie does not have to have all its body
form Nimbostratus clouds that continually any aspect of the Weather that he can parts. In fact, the Power can be used to
disgorge moisture in the form of rain, hail, control. A green FEAT enables the hero to Animate detached limbs or partial remains.
sleet,-or snow, depending on the air know the local wind's speed and direction, These have their uses too. For example, if
temperature and wind direction. Rainfall per humidity, temperature, the chance for a character's Physical Type is either Cyborg
hour can reach a maximum number of precipitation, and the next day's weather or Compound/Undead and he possesses
inches equal to the Power rank number. If forecast. A yellow FEAT enables the hero to this Power, perhaps some of his body parts
the precipitation falls as snow, the snowfall detect these thing anywhere within her are Animated bones grafted onto his still
depth is equal to six inches for each inch of Power's range and thus figure out the living sections. (I told you this is a
rainfall (since snowflakes pack less densely weather forecast for the next two days. A grotesque Power…)
than rain). The Power can form red FEAT enables the hero to make three-
Cumulonimbus clouds into thunderheads day weather forecasts and more Zombies possess Physical Abilities that are
that deliver lightning as well as rain. The importantly detect the cause and location of -3CS Power rank. Mental Abilities are Zero-
hero can control the emission and direction any change in the weather, such as distant shift. A Zombie's "Health" is the same as
of lightning, producing bolts that do rank disturbances or the use of this Power by the Zombie Animator's Power rank. Karma
damage. others elsewhere. For example, with a is non-existent and Popularity is as low as
yellow FEAT the hero senses a mass of hot the scale goes.
The area of weather over which the hero air twenty-three miles away. A red FEAT
has control is a circle (a vertical cylinder enables her to detect the cause as a fire Most Zombies were originally human but
actually) with the Weather Controller at the raging in New Rochelle. there is nothing to prevent your Animator
center. The diameter and height of this from creating Zombies of other species.
cylinder is determined by the Power rank. A peculiar use of the Power involves Since Zombies probably can't swim or fly
Appropriate distances are shown on gaseous beings such as Air Elementals. worth a darn, the Animator is best choosing
Column C of the Range Table. For The hero can create puppets of air whose land-based species for his experiments.
example, when she possessed her full actions simulate the behavior of Air Possibilities include Undead wolves, tigers,
Amazing Weather Control, Storm could Elementals. The hero can directly combat elephants, and so on.
control the weather over a fifty-mile wide real Air Elementals with the Power doing
area. Note: While the atmosphere is rank damage to the opponent's Health. The Zombie Animator Can create a single
composed of four layers and is a few Imagine this as a vaporous equivalent of a Zombie in a process whose minimum time
hundred miles deep, only the bottom layers Slugfest. Finally, the Power can serve as a gets shorter as the Power rank gets higher.
of the troposphere and stratosphere really means to communicate with gaseous It comes in two stages, Preparation and
affect the surface weather. Beyond twenty beings. In this case the Power acts as an Activation. The required Preparation time is
miles in height, the Power is reduced to a equivalent to Telepathy. the number of rounds equal to 101 minus
negligible effect. the Power rank number. For example, a
Optional Powers include Environmental Good rank can prepare a Zombie for
The duration of the effect the Power has Awareness and either True Flight, Animation in 91 turns, a Monstrous rank
over the weather varies. The hero has a Whirlwind, or Gliding. can do it 4n 26 turns, and any rank -higher
limited amount of time each day she can than Unearthly doesn't need any
actively Control the weather. The maximum Nemeses include itself and Phasing, since Preparation time at all. The next step is
length of time is the number of minutes Weather cannot affect a phantom. Activation. All this requires is a successful
equal to the hero's Health. Each minute red Power FEAT. Failure requires the
spent using this Power temporarily costs MC13/Zombie Animation Animator to Prepare for another minute. It
the hero one point. is possible, if however unlikely, for a
This is a macabre Power that is definitely character to have this Power and never,
Note: this does not decrease the hero's more at home in the horror genre than in ever be able to successfully Animate a
actual Health; instead it decreases a the heroic genre. The hero, um… well, the Zombie. That's one of the mysteries of
"dummy account" set up for the purposes of character with this Power can Animate any random chance.
the player's bookkeeping. The account is previously living body. Normally, the Power
replenished at the start of each new day. is used to Animate relatively intact Once he creates a Zombie, the Animator
cadavers, since these are capable of a retains control over it until it is destroyed,
Returning to the example of Storm, her greater variety of actions. Part of the Power returned to life, or stolen away by a higher
Amazing rank enabled her to actively is used to halt the process of decay and to ranked Undead Controller. An Animator can
control the weather fifty minutes each day. maintain the structural integrity of the create an infinite supply of Zombies but can
Furthermore, the effect the Power has over remaining body parts. Still, Zombies look only retain direct control of a number of
the weather does not instantly vanish when awful, even the fresh ones. them equal to his Psyche rank number. For
the hero rests. The changes the hero made example, an Animator with an Excellent
continue for a while before things return to This Power is not Biophysical Control/ Psyche can control up to twenty Zombies
their original state. Lingering effects last an Revival. The Zombies are not alive. They simultaneously. Any Zombies over that
amount of time equal to the time spent lack the essential lifeforce that is the core of number are in effect free agents who can
actively controlling the Weather. The each living being. The Zombies are at best act independently. Such free Zombies
Intensity rank of the lingering Weather mindless slaves, at worst grotesque never attack their Animator though.
slowly decreases; the average Intensity marionettes who shuffle on the end of the
rank is half that of the Power rank. For Zombie Master's strings. Curiously, some Zombies retain some of
example, if Storm spent ten minutes their Resources and Contacts. This is an
operating a thunderstorm, that storm would The condition of a Zombie can range from extremely rare occurrence and is only

CONTENTS POWER TABLES INDEX: POWERS 57 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
MATTER CONVERSION

possible if the Zombie is in a near-perfect always, to use your imagination and not be The second operating mode for the Power
condition (albeit of course dead) and if the afraid to experiment. Be afraid of your is altering the physical coloration of the
late person's death was not widely known. experiment's results instead. target material. The color of a object can
In such a case, a clever Zombie Animator have great importance both to the fickle
can make the Zombie pretend to still be Optional Powers include Extradimensional aesthetic tastes of humans and to the
alive. For example, Nekra Animated the Detection (limited to detecting spirit impartiality of Moms Nature. Coloration
corpse of the Grim Reaper so well that the realms), Forced Reincarnation, Summoning determines the type and amount of energy
risen Zombie actually believed he was (Spirits only), Undead Control, and that is either reflected or absorbed by the
alive. Communication with Non-living Matter. material in question. White and silvery
surfaces reflect all light. Dark colors and
Zombies are immune to attacks based on The Nemeses for this Power include black absorb all light. There is the matter of
Psionics or other Mental Powers, Disease, Exorcism, Healing, and Undead Control. transparency. A perfectly clear substance
poisons, Pheromones, Hard Radiation, and lets light pass through. Examples include
Sonics. They cannot see Illusions. They air, glass, and the lens in a human eye.
have Power rank Resistance to most of the Matter Conversion Powers Change the degree of transparency and
Lifeform Control Powers; the Power rank you stop light from traveling though. A
that created them decreases such Powers character with this Power can stop anything
by that number. The exception is Undead MCo1/Coloration in its tracks if the target depends on vision
Control, with which a green FEAT can The hero has total control over the to find its way around. Conversely, the
permit control of any independent Zombie. coloration and color transmitting abilities of Power can make an opaque target
any target substance, whether solid. liquid, transparent. Uses for this vary from
Some aspect of the original mind remains. or gaseous. That's all, folks. humane through mischievous to outright
Zombies possess rudimentary memories of criminal. A humane use is curing those
their previous existence. A Zombies is also Okay, this seems like the prime number types of blindness that result from the loss
linked to the Spirit that once dwelled within one Wimp Power of all time. Wrong, oh ye of the eye's natural transparency. A
it and can be used as a tool to of little faith; read on and I'll tell you how mischievous use is turning someone's
Communicate with, Summon, and Control dangerous this Power can be it is when clothing transparent. A criminal use is
that Spirit. The use of a Zombie in this way possessed by a clever hero. turning concealing barriers transparent if
increases the other Powers' rank +1CS. It the character is seeking information behind
is possible return the Spirit to its now- This Power enables the hero to alter basic that barrier; this can be anything from
Zombie body by use of the Forced physics and the chemical properties of any reading the contents of an envelope or
Reincarnation. Although this does not target. The Power operates in either of locked file cabinet to studying a lock's
return the body to actual life, it does weld these two modes. In the first mode, the mechanism while cracking the combination.
the spirit and body together so well that hero can consciously alter the frequency
only the total destruction of the body will and intensity of light itself. He can change Color conveys information. Change the
free the spirit again. Such a Spirited any frequency to any other frequency, color and you alter or even destroy the
Zombie possesses his original Mental including infrared, the visible spectrum, and message. Consider the effect changing
Abilities and can work at restoring the other ultraviolet. Like a prism, the Power can split color has on things as varied as comic
Abilities to their original levels. apart white light into a rainbow or re- books, paintings, photographic film, traffic
combine back into white. He can lower the lights, feathers, furs, and human skin. Take
The effect of Bio-Physical Control on a intensity of light to create normal darkness, the last one, for example. The reason why
Zombie is peculiar. Zombies don't actually even in the midst of brilliant fight, though people get so freaked out by the Hulk is not
Heal since that is a function of living these shadows lack the opacity of those his size or berserk rampages but that he is
organisms. Any attempt to Heal a Zombie created by Shadowcasting. In game terms, bright green! Give the Hulk a normal tan
actually kills it by negating the Animation. consider this a -2CS form of both and he could work in Hollywood. On a more
Only Revival will truly return the Zombie to Shadowcasting and Shadowshaping. prosaic level, the ability to change the color
life, as it negates the Animation, cures any of printed or written material can be have
damage or decay, and draws the spirit back Different frequencies of light have different immense consequences in an Information
home. properties. By altering the frequency of Age society such as our own. The
light, the hero can alter these properties. possibilities include both vandalism and
Note: if the Spirit is now Reincarnated Infrared light causes objects to heat up. By creation.
elsewhere, this action creates a person with converting normal light to infrared, the hero
a newborn's mind and spirit. can cause a -2CS form of Heat Emission. When using this Power, the hero must
Conversely, by converting Infrared light, the make a Reason FEAT to determine how
Okay, so why would anyone want to hero can prevent radiant heating; treat this fine his degree of control is. A green FEAT
Animate Zombies, particularly so-called as a -2CS Force Field vs. Heat. Ultraviolet permits him to change all of a target to a
heroes? The popular misconception is that light causes changes in pigmentation; single color; think of the target getting a
Zombies are inherently evil. This is not true. effects can vary from the tanning of normal paint can dumped on it. A Yellow FEAT
Zombies are only a reflection of their human skin to the rapid fading of printed enables him to change the target to several
Animator's personality. A currently popular material. It is also the key to colors. The effect is the same as being
fantasy series features a goodwilled if photosynthesis. If the light is in a coherent caught by a bunch of near-sighted graffiti
misunderstood character whose sole form, like a laser beam, the effects of color artists, each with a different can of spray
Magical Power is Zombie Animation. He become more dramatic. Red lasers carry paint. A Red FEAT gives the hero fine
uses them as servants and if necessary more heat and do greater damage for the control and the ability to alter tiny areas in
soldiers. He even used the Power on Intensity. Blue-green lasers can pass specific ways; think of a talented artist with
himself in order to wait out the centuries unhindered through water. Again change a very small brush. When the hero is
until his fiancee could return to life. Your the frequency of light and you change its covering an area, he only affects the
character will have his own justifications effects. exposed surface of any targets. For
and uses for this Power. The key thing, as example, Colorizing a closed book would

CONTENTS POWER TABLES INDEX: POWERS 58 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
not harm the printed pages; Colorizing a that is in sight of the hero. Using the Power Optional Powers include Fire Generation
cow purple wouldn't change the color of a against a gasoline tank would only burn the and Control.
steak later on. As for the question of outside of the tank and any gasoline that
affecting the eyes of a living target, the had already leaked through bad joints in the Nemeses include Elemental and Molecular
Judge and players should assume that the tank walls. If the damage were sufficient to Conversion, Cold Generation, Fire Control,
Power only affects the layer of tears that rupture the tank or heat the gasoline inside and Thermal Control.
protect the eye. In effect, the target is to the combustion point, then the stored
momentarily blinded by colored water that liquid could join the blaze. MCo3/Disintegration
quickly washes away. Eyes are such a
small target that the character must make a The Power's effects begin to multiply when This is the ever popular but never explained
specific red FEAT to do so. the power is used against targets that are "Disintegrator Ray." The hero has the ability
already flammable or in the immediate to convert any matter into pure energy,
Note: this bending of the rules does not vicinity of flammable materials. Most of usually Light although the player can
Mankind’s manufactured items and specify another resultant energy when he
apply to the lenses of artificial eyes; first creates the character. The energy
cameras and robots are on their own. buildings contain some percentage of dissipates harmlessly and does not affect
flammable material. Even materials not anyone in the vicinity.
This Power does not actually change the known for their combustible qualities, like
physical nature of a target. Elemental, plaster, will burn if enough heat is applied. This Power can affect any target within
molecular, and genetic structures remain By taking this into consideration, the clever range and line-of-sight. The range is
unchanged except where Light is hero can simply use his Power as the spark determined by Power rank; resulting
concerned. A steel safe made glass-like is to start an apparently normal fire. distances are shown on Column A of the
still as strong as ever. A pane of glass given Range Table. The maximum amount of
a steel-like surface shatters just as before. Combustion normally occurs only in the matter that can be disintegrated in a single
presence of free oxygen. If there's no turn is the number of cubic feet equal to the
The duration of the Power varies. The oxygen in the air or if there is no air, period, Power rank number. For example, a Typical
normal limit is 1 -100 hours after the Combustion cannot take place. Using this Disintegrator can destroy six cubic feet of
Coloration occurs. The hero can Power on a target under such a matter at a range of two areas or 264 feet.
immediately reverse any Coloration if he circumstance would have no immediate When creating the character, the player can
chooses. Sometimes the hero wants an act effect on the target. While the Power would alter the Power range or effect if he so
of Coloration to be permanent, such as still convert some of the target into, chooses. Either the range or the amount
when he tries to cure an old man's flammable, volatile compounds, these affected can be increased any number of
cataracts. In that case, a red Power FEAT would simply and harmlessly evaporate; Column Shifts by decreasing the other
does the trick. used under water, the Power would make factor an equal amount.
bubbles suddenly appear on the target. At
Optional Powers include Light Control. Unearthly rank or higher, the hero gains the Example: Ken and Sue are both creating
Nemesis Powers are Radar or Sonar. ability to transform some of the target into Disintegrators. Ken rolls 97 for his Power
free oxygen as well as fuel, thus permitting rank, an awesome Amazing rank for both
MCo2/Combustion the Power the Power to function in a range and effect. Sue isn't so lucky and
vacuum or hostile environment. rolls 77, a Good rank for her Cyborg
The hero has the ability to transform any
target into combustible material. Once this Character. Sue wants deadlier force and
If the target is affected by the Power but the chooses to after her range and effect. She
Power has been used, spontaneous flames are somehow prevented from
combustion occurs within 1 -10 turns after. decreases her range to Feeble or Contact-
occurring, the target will only remain only, a loss of -3CS that she can apply to
Only the surface layer of matter is potentially flammable for 21 to 30 turns
converted by this Power. As such, the her effect. This increases +3CS to an
after the Power has had its initial effect. At Incredible effect. Unwilling targets of this
flames only last 10-20 turns since the any point during that time, the target can
combustible material is quickly burned Power are allowed to resist it in any way
still burst into flame; after that has elapsed, they can. Furthermore, the Disintegrator
away. The total amount of damage done by the target is safe. Means that can prevent
this is equal to Power rank Intensity. must make an Agility FEAT to aim this
Combustion from occurring include Power on a target.
Elemental and Molecular Conversion, Fire
Example: Rusty Collins, a student of X Control, Thermal Control, Cold Generation,
Factor, has Monstrous Combustion but has I mentioned the maximum area the
Force Field vs. Energy, and Resistance to Disintegrator can effect, but what of the
not yet achieved full control over it. At Energy. Any of these Powers gives its minimum area? The Power comes in handy
present, when he is excited, he can inflict possessor Power rank Resistance to for doing all sorts of fine-detailed work like
up to Incredible Intensity damage on a Combustion's effects. sculpting, surgery, or removing unwanted
target. When his Power first appeared, his locks. The hero can Disintegrate as small
accidental target was a woman who Example: Rusty Collins is battling a an area as he can clearly see. With normal,
subsequently suffered severe burns. Sentinel. He uses his Monstrous Power to unaided vision, the minimum limit is about
set fire to the Sentinel's faceplate. The 1/128th of an inch. Smaller than that and
The range for the Power is determined on Sentinel reacts by spraying extinguishing the hero needs some kind of magnifying
Column A of the Range Table on the inside foam on itself. The foam has Unearthly fire device or Power. Note: this limit is
cover. The maximum amount of target area retardant qualities and prevents the proportional to a normally-sized human of
the hero can initially affect is the number of Combustion-affected area from igniting. about six feet in height. Enlarged or
square feet equal to his Power rank times Unfortunately for the Sentinel, it only lasts miniaturized characters have a proportional
ten. For example, when he is fully trained in 25 turns after initial application. As the limit. For example, a 36-foot-tall giant would
the use of his Power, Rusty Collins will be Sentinel grabs Rusty, his faceplate have a minimum limit of 1/21 of an inch,
able to ignite an area of 750 square feet at belatedly but still spectacularly bursts into while a one-foot-tall person would have a
a distance of 40 areas (1 mile) away. The flame. minimum limit of 1/768th of an inch or about
Power only affects the surface of a target the size of a cell.

CONTENTS POWER TABLES INDEX: POWERS 59 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
As stated earlier, the target must be within denser elements, the volume decreases. your hero's Resource rank +3CS; any more
line of sight since the Power affects the first Converting matter to lighter elements than that and somebody will notice and
thing it encounters, excluding air molecules. increases the volume. For example, one take action.
Actually, some air is accidentally cubic foot of lead weighs the same as 17.5
Disintegrated whenever this Power is used- cubic feet of carbon. Just exploiting this The range at which the Power can operate
that's why the Power appears as a glowing little fact of life can lead the hero to develop is determined by the Power rank. Distances
beam emitted by the hero-but not enough a variety of Power Stunts. For example, the are shown on column A of the Range Table.
to divert the Power from its intended target. hero might cause a sudden vacuum in a When creating the hero, the player can
If an unseen or unanticipated barrier is room by converting all air to a dense solid, choose the option of increasing either the
present between the Disintegrator and the like bismuth. amount affected or the range by decreasing
target, that barrier takes the full brunt of the the other factor an equal amount.
Power that turn. Normally, when matter is converted by this
Power, it retains its new nature permanently For example, a Typical rank can convert six
Ken's hero, Starburst, sights a or at least until a reverse transformation is pounds of matter at a distance of two
Dreadnought and immediately tries to forced on it at a later date. areas. Either factor can be modified a
Disintegrate it. Unfortunately, Starburst maximum of 2CS. One way produces a
failed to notice the plate glass window the At the time the hero is created, the player hero who has Feeble effect (two pounds)
Dreadnought was behind. The window has an option of increasing his Power rank but Excellent range (6 areas). Going the
vanishes in a flash of pretty lights as the by making the Power's effect temporary. opposite route produces a hero with
Dreadnought ducks around the corner. The hero can gain +1CS by reducing the Excellent effect (20 pounds) but Feeble
duration of his transformations to the range (contact only).
This Power is frequently given, to weapons number of turns equal to his Reason rank
systems such as the ever popular number. For example, a hero with Good Stationary, non-living, unprotected targets
Disintegrator Pistols that fill pulp SciFi. In Reason and Poor Elemental Conversion are automatically affected. Moving targets
terms of normal contemporary Earth can convert four pounds of material that require an Agility FEAT by the hero to hit
technology, a Disintegrator raygun requires reverts to its original state in ten hours. the target. Living targets are allowed to
Incredible Reason and Physics Talent to Resist this Power just as they could any
design and an Amazing cost in Resource The normal form of this Power is fatal if other attack. Protections against this Power
points to build. The Judge is free to decide used on a living target. Tissue transformed include Force Field vs. Energy Attack,
the range and effect of such a weapon. by the Power suffers instantaneous death. Resistance to Energy Attack, True
If the hero chooses the option of temporary Invulnerability, various Magics, and various
Nemeses for Disintegration are Phasing (to effect, the Power has a different effect on Power Controls. Any of these completely
protect the hero) and Ionization (to protect living tissue. The affected area enters protect against a lesser ranked Elemental
others) as the Power cannot affect Suspended Animation until it reverts to its Conversion and have a limited affect
intangible matter. original state. This can also be developed against equal or greater ranks. The Judge
into a variety of Power Stunts. Of course, if is free to decide the results of partial
MCo4/Elemental Conversion only part of the living target is transformed, protection against this Power.
the rest of the body still suffers the shock of
The hero can convert any matter into a having part of itself transformed into Optional Powers include Matter Animation
specific element. The matter to be nonliving elements. and Molding.
converted can be any one element or a
combination of elements. The resulting The minimum amount of matter that can be The Nemeses include Force Field vs.
element can be any of the hundred-odd transformed is limited only by the hero's Energy, Resistance to Energy, and True
natural, artificial, and mythical elements. sight. If the hero can see it, he can Invulnerability.
Natural elements are those numbered 1 transform it. The practical limit for unaided
(Hydrogen) to 92 (Uranium) on the Periodic human vision is 1/128th of an inch.
Table; these require a green FEAT to MCo5/Ionization
create. Artificial elements are those Lest you think your hero is going to retire to The hero has the ability to change the state
numbering higher than 92 and do not Brazil and spend the rest of his days of energy in a target. This can have a
naturally occur on Earth outside of man's turning weeds to gold, let me warn you variety of effects on the target. A target can
experiments; such elements include about the drawbacks. Each pound of matter be electrified by this Power; the target's
Neptunium, Plutonium and the like. A yellow the hero converts temporarily costs him a atoms begin to change into electrically-
FEAT is required to create these Mythical point of Health. This is automatically charged particles. The initial effect this has
elements include Vibranium and any other regained, after 24 hours. On the business is to charge the target with static electricity.
imaginary element the Judge decides to side, there is the question of selling the raw Next the target actually emits Electricity at -
add to this category; a red FEAT is required elements. Gold, platinum, and other rare, 1CS Intensity. At this point the target will
to create these. Note: it has never been valuable elements are kept strictly itself suffer an equal amount of damage,
established whether Vibranium is an accounted for by a variety of governmental provided it is electrically grounded in some
element or a compound; Judges are and business organizations. If your hero way. Finally, the charged atoms begin to fly
therefore instructed to decide which makes a habit of coming up with large off in an ionized cloud. Nonliving targets can
category Adamantium fits into in the amounts of bullion, someone is going to be destroyed in this manner as the
Judge's campaign. begin to notice. That someone could be molecular bonds break down. Used this
anyone from a relatively benign IRS agent way, the Power does damage equal to -2CS
The hero can alter a finite amount of matter come to audit your hero's accounts to a Disintegration.
per turn. The maximum amount per turn is sinister agent of the Gold Cartel come to
the number of pounds equal to the Power shut down the new competitor (i.e., kill your Okay, what about beneficial uses for this
rank number. The amount of matter weighs hero). About the only choice your hero has Power? Well, electricity isn't the only
the same in its original and transformed is selling small amounts to local precious energy the hero can charge a target with
states. If the hero converts matter into metals dealers. Going this route can raise when he uses this Power. The hero can

CONTENTS POWER TABLES INDEX: POWERS 60 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
excite the atoms sufficiently to create through the temporarily ethereal wall. the Range Table. At the time the hero is
warmth; this is treated as a -2CS form of created, the player has the option of
Heat. More interestingly, the hero can charge The Nemesis Power is Energy Sponge. increasing either the Power's range or
atoms in such a way that he can make them amount affected by decreasing the remaining
temporarily ethereal. A target thus affected MCo6/Molecular Conversion factor an equal amount. For example, an
can Phase through solid matter as easily as Amazing rank can Convert 50 pounds at a
someone already in possession of that The hero can transform any material into a range of 20 areas. Either factor can be
Power. This comes in handy when the hero desired compound. This Power is an modified by up to 7CS. This can produce
is trying to protect a target from any of the enhanced version of Elemental Conversion. such extreme combinations as Feeble range
Matter Conversion Powers. He can use this Whereas that Power could only create a (Contact only) and CL3000 effect (3000
Power to Phase something threatened by the single specified element, this Power can pounds per turn) or CL3000 range (10,000
other Power or made threatening because of create a number of elements simultaneously miles) and Feeble effect (two
it. and arrange them in a desired molecular pounds).
configuration. The matter to be converted
The range at which Ionization can occur and can be composed of any element, The player also has the option of increasing
its duration are determined by the Power compound, or combination thereof. The the Power +1CS by making its effect
rank. Range is shown on Column A on the elements that result can be any of the temporary. Normally, Conversions are
Range Table. Duration is a maximum hundred-odd natural, artificial, and mythical permanent or at least remain until a reverse
number of rounds equal to the Power rank elements. The compounds they form can Conversion occurs. If the player chooses the
number. For example, a Feeble rank can likewise be real or mythical. An example of a temporary option, the Conversion only lasts a
charge a target within reach for two turns. fictional compound is the alloy Adamantium, maximum number of turns equal to the
The amount of material affected is generally a steel alloy that only exists in the Marvel hero's Reason rank number. While
limited to a man-sized continuous mass. If Universe. Mythical compounds or permanent Conversions may be fatal to living
the target is a specific area of a much larger compounds that incorporate a mythical targets (it depends on what was Converted
mass, the Ionization will directly affect only element (like Vibranium) require a red FEAT and what the result was), the temporary form
the man-sized area, although the rest of the to create. has the side-effect of placing the target area
mass can experience secondary effects into a form of Suspended Animation until the
based on whatever the hero is trying to do. Note: it has never been established whether Conversion wears off. Of course, the
Vibranium is an element or a compound; Conversion can have severe, even fatal,
For example, The Shocker has to Ionize a while I choose to refer to Vibranium as an effects on the rest of the living target if the
safe in which some people are trapped. He element, Judges are free to decide for entire body is not Converted.
plans to try to Disintegrate a section of the themselves whether it is an element or a
safe large enough to permit fresh air to enter. compound in their campaign. The target must be in line of sight of the hero
There is a danger of electrocution to those for the Conversion to occur. The Power can
trapped within, so Shocker tells them to Most other compounds require either a green function even if a normal, transparent barrier
stand on something that can insulate them or yellow FEAT to create. The more complex such as glass separates the hero and the
from the metal walls and floor. They hurriedly a compound's formula is, the harder it is to target.
cover themselves with stacks of $100 bills. create. As a rule of thumb, a compound
Outside, Shocker summons his Power. The whose molecules incorporate from two to The minimum amount of material that can be
safe is a 15-foot cube with walls two feet twenty atoms can be created by a green affected by the Power is limited only by the
thick. Selecting a section of the safe's wall FEAT. A compound with molecules of from hero's eyesight. In practical terms, the
with no essential mechanisms inside, he twenty-one to one hundred atoms, or alloys smallest size a Normal Human can see is
begins. He has a Incredible rank. In the first of various compounds, requires a 1/128th of an inch. Below that requires the
turn, static electricity crackles in the air; yellow FEAT; examples include use of something to enhance the hero's
inside the safe, loose bills stand on end. In hydrocarbons. More complex molecules or vision.
the second turn, electricity of Remarkable alloys require a red FEAT; examples include
Intensity begins to be generated by the polymers, proteins, and other compounds Stationary, non-living, unprotected targets
affected area. The safe's lock shorts out as essential to life. Obviously, playing this are automatically affected by this Power.
the electricity flows throughout the metal Power requires knowledge of basic Moving targets require an Agility FEAT in
sections of the safe; inside the safe the air chemistry. At the least the player must have order for the hero to hit the target. Living
begins to smell of ozone. In the third turn, a crib sheet filled with various useful targets are allowed to resist Molecular
Disintegration of Excellent Intensity begins to compounds and their formulas. Conversion just as they would any Energy
occur. Shocker is bathed in a cloud that Attack. Targets can be protected from being
resembles a fluorescent lamp without the The hero can after a finite amount of matter effected by this Power through the use of
tube. The safe walls are constructed of each turn. The mass limit is the number of other Powers including Force Field vs.
reinforced concrete and steel, giving it pounds equal to the Power rank number. The Energy, Resistance to Energy, True
Remarkable material strength. For Shocker amount of matter converted weighs the same Invulnerbility, various Magics, and various
to execute any meaningful Disintegration, he either before or after Conversion. The Power Controls. Such Powers will completely
needs to make a red FEAT based on the heavier the resulting compound, the smaller protect against a lesser or equal rank
diminished Disintegration rank, rather than its volume. Conversely, the lighter the Molecular Conversion and offer partial
his normal Ionization rank. Shocker's player compound, the more volume it has. This protection against higher ranks. The Judge is
needs to roll a 95 or higher to burn through simple fact can be exploited as a variety of free to decide the results of partial protection.
the safe. It takes him 11 turns or over a Power Stunts. For example, a fist-sized rock
minute to finally accomplish the deed. Hours can be transformed into a roomful of the Optional Powers include Matter Animation
later it occurred to The Shocker that he could mixture of gases we humans consume as air. and Molding.
simply have used his Power to make part of
the safe temporarily out-of-Phase with the The maximum range at which the Power can Nemeses include Force Field vs. Energy,
rest of the world. Had he done that, those affect a target is determined by the Power Resistance to Energy, and True
trapped inside could simply have walked rank; distances are shown on column A of Invulnerability.

CONTENTS POWER TABLES INDEX: POWERS 61 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
MATTER CREATION

Matter Creation Powers red Reason FEAT is needed to store this lifespan of 100 turns times the hero's
design. The artifact has the same Reason rank number. A yellow FEAT
MCr1/Artifact Creation properties as a normally manufactured item increases that to 10,000 turns times the
of its type. In the case of altered or Reason rank number. A Red FEAT means it
The hero can create a desired object from imaginary designs, the player and the is permanent.
virtually nothing. The artifact can be of any Judge should agree on reasonable
substance, and is limited to being statistics for the item in question. Example: Synthos needs some quick cash
composed of a single piece. Although the and tries to create gold he can sell. His
Power can create facsimiles of more The hero can materialize the artifact at any Power is Excellent (20) but his Reason is
complex construction, close examination site within one area. The artifact is initially only Typical (6). He rolls a 73 (a yellow
reveals that all the smaller pieces are fused stationary; you can't launch an artifact as FEAT) and manages to create 20 ounces of
together. However, the hero can create you can a missile or a spray. The hero can 24K gold that will disintegrate in 60,000
complex items by forming them one piece take advantage of gravity, though, by turns (about 4 days). He hurries to the local
at a time. materializing the artifact uphill or over a gold bullion dealer. Unfortunately, the
target. dealer was warned about Synthos. He will
The hero can create in one turn a number accept the gold on the condition that he can
of ounces equal to his Power rank number. Now that you've read all the rules so far, I'll wait one week before turning over payment.
The durability of the artifact is determined give you the one exception to the weight Each ounce the hero creates temporarily
at the time of creation. A green FEAT gives limit. When creating the character, the robs him of one Health point. The hero can
the artifact a lifespan of the number of turns player can choose to specialize in creating recover any Health lost in this way after a
equal to the hero's Reason rank number a single copy of one specific item, like a suit 24-hour period, including eight hours of
times 100. A yellow FEAT raises it to of armor or a costume. In this case, the sleep. He must get his full rest to recover
10,000 times the Reason rank number. A weight limit is raised from one ounce per his Power; this saves the Judge and player
red FEAT makes the artifact permanent. Health point to one pound per Health point. from quibbling over fractions regained by
Red FEATs are treated as yellow FEATs. naps and so on. (If you like to quibble,
Each ounce of created matter temporarily though, then go ahead and use partial
costs the hero one Health point. The hero This Power includes versions of Elemental recovery.) Thus the hero can only create a
can regain all his lost Health points after 24 and Molecular Creation. Each element and number of ounces equal to his Health.
hours. Thus, the hero can only create a compound takes up a memory slot, just like
number of ounces in a single day equal to the daggers and shields that are already Example: Synthos needs that money now!
his Health point total. The hero must have cluttering the hero's mind. Such raw matter He slinks into an alley and tries it again. A
detailed knowledge of the design of can be formed in any shape, though. This yellow FEAT results in 20 more ounces of
whatever he wants to create. He can only permits the hero to change the composition unstable-gold. Realizing he's near his limit,
store a finite number of designs in his mind of any of his already memorized designs. he makes a final try to create nine more
at any one time. The limit for this Power is For example, if he already has memorized ounces. He succeeds with a red FEAT. A
equal to his Reason rank number. The a knife design and the nature of silver, he very pale Synthos trudges off to find a
player must keep a record of which items can make either a steel knife (like the one pawnshop. The hero can use this Power as
the hero knows how to create. The list can he memorized) or one made of silver. The an attack by trying to materialize new
be changed at any time. A green Reason hero can create facsimiles of living matter, elements on a chosen target. The target
FEAT gains the hero a new design. If no but such facsimiles are not themselves can dodge the attack; if successful, the
memory slots are available, the new design capable of living. He can make a dead materialization occurs in the target's former
replaces an old one. ("That's okay; how chicken, but not a live one; however, the location. The target must be in line of sight
many more Dr. Doom masks was I going to one he makes will taste just as good. Being and not protected by any barriers. For
need, anyway?") able to create corpse versions of yourself example, Synthos sees an old foe and tries
could be extremely handy, especially for to give him a faceful of coal dust. He didn't
Editor's Note: Matter Creation Powers that villains out to confound the law. notice that his foe was behind an extremely
create specific items (as opposed to raw clear pane of glass. Synthos splatters coal
matter) bring with them a specified number Optional Powers include a form of Matter dust all over his side of the window. Various
of memory slots, usually equal to the hero's Animation that is limited to matter created Power stunts include:
Reason rank number. If a hero should have by the hero, and Hyper-Intelligence.
two of these specific Matter Creation • Dropping freshly-made weights on a
Powers, he would then have twice the The Nemesis Powers are Disintegration target. Setting targets on fire by
number of memory slots (equal to his and Mental Domination, especially induced materializing self-igniting elements like
Reason rank number times two once for Amnesia. sodium and phosphorus. Rendering a
each Power). target unconscious by flooding the area
MCr2/Elemental Creation with nitrogen that displaces oxygen.
Normally the Power is used to create • Short-circuiting electrical devices by
facsimiles of objects that already exist. The hero can create pure elements from forming copper in their interiors.
These can be directly studied by the hero virtually nothing. The hero can create any • Knocking targets off their feet by
as he memorizes their designs. This takes desired element in any shape or at any covering the ground with silicon.
at least ten minutes before attempting the location within one area. • Breaking open a lock by forming iron
FEAT. Failure requires another ten minutes inside it (assuming there is a way into
of study, and another attempt. As you can The hero can create in a single turn a the lock).
guess, their hero might never be able to number of ounces equal to his Power rank • Increasing a fire's Intensity by creating
master certain designs. number. For example, a hero possessing fresh oxygen for it to consume.
this Power at Amazing rank could create 50 • Resisting gaseous attacks or preventing
The hero can also create new designs ounces per turn. The durability of the newly suffocation by surrounding himself in
based solely on his own imagination. Since created matter is determined at the time of oxygen.
this requires really intense concentration, a creation. A green FEAT gives the element a

CONTENTS POWER TABLES INDEX: POWERS 62 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Optional Powers include Matter Animation The newly born lifeform has the same being retains its memory from creation to
(any single form) and Mechanical characteristics as a normally born lifeform creation and can learn and develop just like
Animation. Nemeses include Disintegration of its type. In the case of altered or any normal lifeform. Any damage suffered
and Matter Animation (all forms). imaginary creations, the player and Judge by this being disappears when it is
should agree on a reasonable set of summoned anew. If slain, the being
MCr3/Lifeform Creation statistics for the being in question. This immediately disintegrates and its statistics
Power also includes versions of Elemental (when it is summoned again) drop to their
The hero can create living matter and even and Molecular Creation. This can be used original levels. The hero should also incur a
complete bio-organisms from virtually to create raw biological materials or hefty Karma loss if he was directly
nothing. The new life can be of any nature, foodstuffs; examples include sugar, blood, responsible for his companion's death.
although it can only possess Powers that protoplasm, and so on. Each material takes
are intrinsic to its physical structure. The up a memory slot. The hero can materialize If the hero possesses other Powers, the
size of the new lifeform is limited by its his creation at any site within one area. The player can assign them to whatever
weight. The hero can create in a single turn new life is initially stationary but can lifeforms the hero can summon. This is an
a maximum number of ounces equal to his immediately begin to move under its own interesting possibility for creating unique
Power rank number. Since the lifeform power. Like the rest of the Matter Creation characters, especially if Specialization is
cannot be assembled in several pieces, but Powers, this Power is stopped by the first chosen.
rather must be done all at once, this limits barrier between the hero and the site of his
how large the creation is. It can grow, intended target. So, no, people-you can't Optional Powers include forms of
though, if it has the time. The lifespan of have your hero inject nasty germs directly Telepathy, Mental Domination, Animal
this new creation is determined at its into his opponent. Control, and Plant Control, all limited to
genesis. A green FEAT gives it a lifespan of lifeforms created by the hero.
100 turns times the hero's Reason rank As stated before, this Power can create
number. A yellow FEAT increases that to living replicas of actual beings. The minds These same Powers are also the Nemeses.
10,000 times the number. On a red FEAT, of such beings are not as complex as the
the lifeform is permanent. original, and lack most of the original's MCr4/Mechanical Creation
memories and all Powers that are not
Each ounce of created life costs the hero strictly Physical in nature. For game The hero can create complex mechanical
one Health point. All points lost in this way purposes, new life has the following devices from virtually nothing. The newly
are automatically regained after 24 hours. statistics: created machine originally forms in one
In a single day, the hero can only create mass, then separates into its components.
lifeforms whose total weight does not The size of the machine is limited to its
exceed his Health. Fighting -1CS weight. The hero can only create in one
turn a maximum number of ounces equal to
The hero must have detailed knowledge of Agility -1CS his Power rank number. Heavier machines
any organism he wants to create. He can Strength no shift have to be assembled in several turns. The
only store a limited number of organic Endurance no shift durability of the machine is determined at
designs within his memory. The total Reason Poor the time of its creation. A green FEAT gives
number of memory slots available for this Intuition Poor the machine a lifespan of 100 turns times
Power is equal to his Reason rank number. Psyche no shift the hero's Reason rank number. A yellow
The player must keep a record of the Health no shift FEAT increases that to 10,000 times the
organisms he can create. The list can be rank number. A red FEAT means the
changes at any time. A green Reason FEAT Karma zero machine is permanent.
gains the hero a new design. If there are no Resources zero
available memory slots, an old design is Popularity no shift Each ounce of created matter temporarily
discarded to make room for the new one. costs the hero one point of Health. All
Only physical Powers are duplicated. points lost in this way are regained after 24
Normally the Power is used to create Talents' are lost as are Contacts, unless the hours. Thus the hero can only create in a
facsimiles of existing organisms. The hero Contact seeks out the duplicate. single day a number of ounces equal to his
must make a detailed study of the original Health.
for at least one hour before attempting a New life can learn, if it lives long enough. It
FEAT to memorize it. A failure means the can even raise its abilities and gain The hero must have detailed knowledge of
hero must study the organism for another simulations of other Powers the original anything he wants to create. He can only
hour before attempting another FEAT. With possesses. The Judge should set his own store a limited number of designs in his
sufficiently bad luck, the hero may never be standards, based on what type of beastie memory. The total number of memory slots
able to memorize certain lifeforms. the hero has come up with. available for this Power is equal to his
Reason rank number. The player must
One note: This Power includes a mixture of Here comes the exception to all that's been keep a record of the designs the hero can
Detection Powers that permit the hero to written here so far. When creating the hero, create. The list can be changed at any time.
study a lifeform down to its atomic level the player can opt to specialize in creating A green Reason FEAT gains the hero a
without having to do anything harmful to one unique being, like a Pegasus or a She- new design; if no memory slots are
that lifeform (like dissect it). The hero can Hulk of the hero's very own. (No more available, an old design is tossed away to
create new lifeforms based solely on his trouble getting dates for this guy…) In that make room for the new one. Normally the
imagination and basic knowledge of case, the weight limit is raised from one Power is used to create facsimiles of
anatomy and physiology. This requires an ounce per Health point to one pound per existing machines. The hero must make a
active imagination, intense concentration, Health point. Red FEATs are treated as detailed study of the machine for at least 10
and a red FEAT to memorize a viable yellow FEATs, thus the hero is required to minutes for each attempted FEAT. Failure
design. periodically recreate his chosen to make a FEAT means another 10 minutes
companion. Such a continually created of study is required. Some items may be

CONTENTS POWER TABLES INDEX: POWERS 63 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
beyond the hero's comprehension, if the MCr5/Missile Creation the gun/wand/whatever simply overheats
player is really bad at rolling the dice. The hero can spontaneously create and from repeated use.
launch projectiles. These are propelled to
The hero can also create new designs based Power rank range. Missiles that simply There are two Nemeses for this Power. If
solely on his imagination and knowledge of slam into a target act as Stunning Missiles the Power is innate to the hero, Reflection
mechanical engineering. As this requires and inflict Stunning attacks of Power rank stops it. If the Power is externalized in a
really intense concentration, a red FEAT is Intensity. If the hero has other Powers, weapon, Induced Teleportation works by
required to store such designs. these are combined with this Power to removing the weapon from the hero's
produce missiles with specific effects. possession and giving it to the opponent.
The newly-created machine has the same
properties as a normally manufactured Nullifier: The Missile Power is combined MCr6/Molecular Creation
machine of its type. In the case of altered or with Power Control/Negation to produce
imaginary designs, the player and Judge This is a more powerful form of Elemental
missiles that inflict no direct damage but Creation. The hero can form several
should agree on reasonable statistics for the may nullify inborn or technological Powers
item in question. elements simultaneously and form them into
with Power rank Intensity. Sleep Darts-the any desired compound. The hero can form
This Power includes versions of Elemental Power is combined with Induced Sleep to this on any target within one area. He can
and Molecular Creation. Each element or create anesthetic darts. create in one turn a number of ounces equal
compound takes up its own memory slot, just to his Power rank number. For example, at
like the padlocks and pistols that already Magnetic: The Power combines with Poor rank he could form only four ounces in
clutter the hero's mind. Such raw matter can Magnetism to produce missiles with Power one turn. The durability of the newly created
be formed into any shape, though. This rank Intensity Magnetism. These can do compound is determined by a FEAT at the
permits the hero to change the composition Power rank damage to magnetic recordings time of creation. A green FEAT gives the
of any of his already memorized designs. For or delicate electronics, and can attract any material a span of a number of turns equal to
example, if he has already memorized a iron in the target site (guns, for example). 100 times the hero's Reason rank number. A
cassette player's design and the nature of yellow FEAT raises the multiplier to 10,000,
platinum, he can create either a normal Ghostcasters: The Power is combined and on a red FEAT the material is
plastic-cased player or a platinum coated with Illusion-casting to create missiles that permanent.
one. emit a static hologram upon hitting the
target site. Each ounce the hero creates temporarily
The hero can materialize the machine at any costs him one point of Health. The hero can
site within one area. The machine is initially Vanishers: The Power is combined with regain Health points lost in this way after a
stationary but if it is self-powered, it can Induced Teleportation to create missiles 24-hour period including eight hours of sleep.
immediately begin to move on its own. The that teleport the target to a predetermined Thus, the hero can create only a number of
hero can also drop the machine on a target, destination. ounces per day equal to his total Health
but that is a real waste of material, people. points.
Energizer: Missiles are combined with
The Power cannot create actual living Power Transference to give the target part Example: Synthos is visiting a primitive
beings. If the -hero is trying to create a of the hero's other Powers. culture and decides to give them a gift of
facsimile of a living being, the best he can do useful bronze. His Power is Excellent (20)
is a robotic replica, complete with simulated Any Power in this book can be combined and his Reason is Typical (6), but his Health
flesh. Internal examination immediately with this Power to create unique missiles is only 50. On his first try, he makes only a
reveals gears and pulleys. The Power can for your character. When creating the green FEAT. That batch of 20 ounces
create potentially sentient machines, such as character, the player should follow this disintegrates in 600 turns (1 hour). He tries
a miniature copy of a Sentinel. Such a guideline: If there is a way to combine again, making a yellow FEAT this time. That's
facsimile lacks the detailed programming of external Powers with this Power, do it. not much better; the batch of 20 ounces
the original and must be programmed before Powers that are completely internal in their disintegrates in four days. His honor on the
it can function. This also applies to any effects are exempted from this. This line, Synthos tries again. He succeeds with a
microchip dependent device, such as a includes most of the Mental and Physical red FEAT. However, his depleted Health only
computer. Enhancements and all of the Self permitted him to create 10 ounces of bronze.
Alterations and Detection Powers. If the Synthos is unaware of this, having passed
Just like MCr1/Matter Creation, there is an character is High Tech, has rolled such out from the strain. The hero can use this
exception to the rules stated thus far. When Powers as Hyper-Invention or Weapons Power as an attack by trying to form the new
creating the character, the player can choose Tinkering, or possesses a magical device, material on a chosen target. Such targets
to specialize in creating a single copy of a then the Missile Powers should be can try to dodge. If they succeed, the
specific design' like a homemade Iron Man combined into a device possessed by the material forms in their previous position. The
suit or a mini jet. In this case, the weight limit hero. This may be an exotic gun, a wand, hero must be in line of sight of the target. He
is raised from one ounce per Health point to or any other bit of superheroic cannot form material within a target's interior
one pound per Health point. Red FEATs are paraphernalia the player can imagine. or through any barrier between himself and
treated the same as Yellow FEATs. the target. Synthos, for example, could not
The hero has a finite ammo supply, even if form plastic explosive within a Sentinel,
Optional Powers include a form of he creates the missiles as he goes. The unless someone left an inspection hatch
Mechanical Animation limited to those maximum number of Missiles the hero can open where Synthos could see it.
machines created by the hero, Hyper create per hour is equal to the Power rank
Intelligence and Hyper-Invention. number. This prevents the clichéfound in In order to fully play this Power, the player
bad W esterns, whereby a lone cowboy needs to know some basic chemistry,
Nemesis Powers include Mechanical holds off the entire Apache nation with a especially the physical properties of various
Animation, and Mental Domination single sixshooter. This limit also applies to compounds. The hero can develop Power
(especially induced Amnesia). Technological versions of this Power, in that stunts such as:

CONTENTS POWER TABLES INDEX: POWERS 64 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
produce a cloud that heals anyone in the from the hero's possession and turning it
• Negating a foe's Energy Emission Power target area who has taken damage up to - over to the Nemesis.
by forming a barrier of insulating 1CS.
material around the target's Emission MCr8/Webcasting
point. Napalm: The Spray is combined with Fire
• Breaking open a door by materializing Generation and does Power rank damage. The hero can generate and shot out a solid
strong compounds within the crack web. The web can hit any target within 100
between the door and the frame. Freeze Cloud: The Spray combines with feet and instantly adhere to it. The Web has
• Forming weights in the air above a Cold Emission to do Power rank damage. some basic properties. It can ensnare
target's head. anyone within the target site. It possesses
• Healing others by creating medicines; Shrink Dust: The Spray combines with Power rank Strength upon hardening one
their effects last even after the Diminution to reduce the size of anything in round after being fired. It can be used to
compounds disintegrate. the target area. form swing-lines that enable the hero to
• Creating electricity by forming the travel 3 areas per turn, and it makes shields
compounds found in batteries. Booster Dust: The Spray combines with of Monstrous material strength.
• Creating unliving simulations of living Power Control/Magnification to raise the
beings. These have no cell structure, Power ranks of everyone in the target area Webcasting can be combined with other
however, and are only incredibly +1CS. Powers to create unique Webs for other
realistic wax dummies. characters. In all these cases, the range
• Performing temporary repairs on Any Power in the Ultimate Powers Book remains the same. Other characteristics,
equipment. can be combined with this Power to create such as the nature and
unique Sprays for each character. When Intensity of the effects, are determined by
This Power includes the ability to form creating such characters, the player should the Power that has been combined with
single elements as in Elemental Creation. follow this simple guideline: If you can Webcasting. Some possibilities include:
This is an innate (not a Bonus) Power. figure out a way to combine externalized
Optional Powers include Matter Animation Powers with this one, do it. Mind net: Telepathy combines with the
in any single form and Mechanical Web to form a telepathic link between the
Animation. The Nemesis Powers are Powers that are completely internalized are hero and anyone within his Web.
Disintegration and Matter Animation (all exempt from this rule. This includes most of
forms, simultaneously). the Mental and Physical Enhancements Dream net: Dreamtravel combines with the
and all of the Self Alterations and Web to permit everyone within to share a
MCr7/Spray Detections. common dreamworld.
The hero can spontaneously create a Preserver: The Web places anyone
directed cloud of gas, mist, or dust. The If a character. is High Tech, has rolled such
Powers as Hyper-Invention or Weapons wrapped within in Suspended Animation.
Spray has a range of up to one area. It has
the basic properties of doing Feeble Tinkering, or possesses a magical device,
then the Spray Power should be Spirit Net: The Web is combined with Spirit
damage by choking off the target's fresh air Storage to trap any disembodied spirits
and reducing visibility by -2CS for anyone incorporated into a device. This may be a
gas gun, ring, horn, or any other piece of within.
within the cloud. The main purpose of
Spray is combining it with other Powers, superheroic paraphernalia the player can
imagine. Protector: The Web combines with any
thereby producing unique Spray Powers for Defensive Field to protect any thing within
the hero. In all these cases, the range the Web from a specific form of attack.
remains the same. Other factors, such as Example: The player rolls up the following
the nature and Intensity of effects, are Fire Generation, Elemental Conversion,
Spontaneous Combustion, Spray, and Metamorphic: The Web combines with
determined by the Power that has been Induced Shapechange to transform anyone
combined with Spray. Some possibilities Enchantment. She is a Humanoid, an Elf to
be precise. She determines she is a within the Web into any shape the hero
include: desires.
magical character. The first three Powers
Hallucinogenic: The Spray is combined readily combine with Spray. The player
decides that the heroine possesses a Cocoon: The Web possesses
with Image Generation to produce vivid MicroEnvironment and provides a safe
visual images in the target's mind; these, of magical flute which she built herself.
Besides playing normal tunes, she knows habitat for anyone within, despite external
course, have nothing to do with reality. The conditions.
target's Fighting and Intuition drop -3CS. three special melodies that create clouds
which possess each of the first three
Powers. Mummy Shroud: The Web combines with
Corrosion-proofing: The Spray combines Zombie Animation to make any corpse
with Catalytic Control tolessen corrosive wrapped up in it an Undead (great party
attacks' Intensity by this Power rank The hero has a finite amount of Spray. The
maximum number of Sprays the hero can gag, folks!).
number.
create in a 24-hour period is equal to his
Power rank number. This limit also applies Glide Net: The hero can travel on the
Insulation: The Spray combines with any winds by combining his Web and Gliding
Energy Control to produce a coating that to Technological or Magical versions of this
Power; the gasgun/flute/whatever simply Power.
protects any target from that form of Energy
Emission. The insulation reduces the clogs up from repeated use.
Network: The hero uses Sensory Link to
energy attack's Intensity rank by the Energy perceive the surroundings of any web he
Control's rank number. There are two Nemeses for this Power. If
the Power is innate to the hero, then knows the location of. In effect, he turns
Reflection stops it. If the Power is any web into a two-way picture phone.
Healing Spray: This uses any of the more
pleasant forms of Bio-Physical Control to externalized in a device, Induced
Teleportation works be removing the device Any Power in the UPB can be combined

CONTENTS POWER TABLES INDEX: POWERS 65 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
MENTAL ENHANCEMENT

with Webcasting to produce unique. green FEAT. Faint sounds can be magnified hero has -1CS resistance to such attacks.
WebPowers for each character. When by a yellow FEAT. The Power is normally a
creating characters, the player should voluntary Power that musty be summoned. Clairvoyance can be used in conjunction
follow this simple guideline: If you can Sometimes it functions automatically; this with other Powers to increase the range at
figure out a way to combine externalized can be the result of improper control, which those Powers can affect a target.
Powers with this one, do it. Powers that are tampering by outside forces, or be triggered
completely internalized are exempt from by sudden, dramatic events occurring to Optional Powers include Clairaudience and
this rule. This includes most of the Mental someone with whom the hero shares an Remote Sensing.
and Physical Enhancement Powers and all emotional rapport. ("That was Lewis crying
of the Self-Alterations and Detections. If a for help!") The Nemesis is Force Field vs. Psionics.
character is Hi-Tech, has rolled such
Powers as Hyper-Invention or Weapons When using the Power to eavesdrop on M3/Communicate With Animals
Tinkering, or possesses a magical device, another Clairaudient, that person may
then the Web Powers should be automatically sense the first Clairaudient's The hero can understand and use the
incorporated into a device. This can be a effort. This is determined by the Judge languages employed by animals and other
webshooter, reel, or any superheroic making a secret red FEAT based on the non-sentient lifeforms. The Power can be
doohickey the player can invent. The hero second hero's Power rank. used to communicate with non-sentient
has a finite amount of Webbing he can alien creatures but not intelligent aliens.
produce. The maximum number of times The Optional Powers for this are Hyper- The degree of difference between the hero
the hero can use Webcasting in a 24-hour hearing, Clairvoyance, and Remote and the animal determines what color FEAT
period is equal to his Power rank number. Sensing. is required. Assuming the hero is human, a
This also applies to Technological or green FEAT permits communication with
magical versions of this Power; the devices The Nemesis for this is Force Field vs. mammals. A yellow FEAT permits
clog up from overuse. Psionics. communication with birds and reptiles. A
red FEAT covers everything else. If the
Webs created by this Power evaporate one hero has a different physical type, the
M2/Clairvoyance player and Judge will have to modify the
hour after being cast.
The hero can "see" distant sights without FEATs accordingly.
The Nemesis for this Power is Phasing. directly seeing it with his eyes. The hero
receives a visual simulation of what he The hero must be in communications range
would see if he were actually present at the of the animal for the Power to work. This
scene. The Power is not hindered by any of varies from species to species. The basic
Mental Enhancement Powers the factors that affect normal light rule is that the maximum range is the
transmission, such as distance, blockage, greatest distance at which the hero and
M1/Clairaudience obscurement, and time lag. It can be used animal can sense each other.
The hero can "hear" distant sounds and to see things that are impossible for a
voices despite any intervening distance or telescope or Telescopic Vision. For Optional Powers include Linguistics and
barriers. The Power is not hindered by example, a Monstrous Clairvoyant could any of the Communication Powers.
factors that affect normal sound see current conditions inside a sealed room
transmission, such as distance, time lag, on the surface of Venus. The Nemesis is Neural Manipulation.
muffling, distortion, or the absence of a
transmitting medium. Because of this, The ranges for this Power are shown on M4/Communicate with Cybernetics
Clairaudience has superior range over Column E of the Range Table. When in
use, the Power overrides normal vision. The hero can directly communicate with
Hyper-Hearing. Only Clairaudience enables complex machines, whether these are
the hero to hear across a vacuum, for Normally the Power is consciously
controlled. Sometimes it functions computers or machines not normally
example. considered to have artificial intelligence.
automatically. This can be the result of
improper control, interference, or be Any machine that possesses any kind of
Unfortunately, Clairaudience can act as a programming can be communicated with
pipeline to direct another's Psionic or Sonic triggered by sudden, dramatic events
occurring to someone who whom the hero calculators, digital watches, microwave
attacks toward the hero. Because of this ovens, even music boxes. The higher the
side-effect, the hero is -1CS to resist such shares an emotional rapport. ("Oh no, Billy
Jo fell off the bridge!") The Power can work rank, the simpler the machine that can be
attacks. These attacks need not even be spoken to. A green FEAT can communicate
aimed at the hero but might still affect the against the hero if unwanted visions
obscure the hero's sight or distract him at a with a machine possessing several
hero if the other Power is being used in the microchips; a computer is the most
area the hero is spying upon. crucial moment. For example, if Dr. Strange
had a sudden flash while operating on a common example. A yellow FEAT
patient, a malpractice suit might be in order. communicates with devices possessing a
Example: Captain Tympanic is using his single microchip, such as watches and
Power to eavesdrop on bankrobbers talking dolls. A red FEAT communicates
planning a heist. Unfortunately, Charmer When the Power is used to spy on another
Clairvoyant, there is a possibility of that with machines that lack microchips but are
appeared and used her Hypnotic Voice still somehow programmed, like player
Power to capture the gang. Capt. Tympanic person detecting the use of the Power. The
Judge makes a discreet Red FEAT based pianos and hand-cranked adding machines.
is caught in her spell as well. The nature and quality of the information
on the observed character's Power rank.
received reflects the nature of the machine
The ranges for Clairaudience are shown on that is spoken to.
column E of the Range Table. When the Clairvoyance can function as a pipeline to
Power operates, it overrides the hero's draw light-based and Psionic attacks
toward the hero. Such attacks may even Communication occurs without the hero
natural hearing. Distant sounds are sensed needing to resort to programming
at their original volume level. If the volume affect him if they were aimed at something
else within the area he is spying upon. The languages and input devices such as
is too loud the hero can reduce it with a

CONTENTS POWER TABLES INDEX: POWERS 66 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
punchcards and keyboards. After all, if the affected by this Power, such as grass, making a Reason FEAT for the hero; a
hero did need them this wouldn't really be a trees, and the Man-Thing. When using the green, yellow, or red FEAT means the hero
super power. When using the Power, the Power, the hero imparts some of his has retained all his marbles for another day.
hero transfers part of his intelligence and intelligence and Psyche to the plant to The Judge should make this check any
Psyche to the machine, thus allowing it to facilitate communication. The greater the time the hero uses the Power more than
respond to him. Unfortunately, sharing his complexity of the plant, the easier it is to five times a day or a number equal to 10%
mind with machines on a regular basis communicate with. A green FEAT of the Power rank number, whichever is
leads the hero to identify a little too closely communicates with trees and local higher. Because of this, caution is urged in
with machines. ecosystems; in the latter, all the plants the use of this Power. If the Power is
speak as if a chorus that only the hero can somehow negated, the hero may also go
The Optional Power is Linguistics. hear. A yellow FEAT communicates with into a state of shock or severe depression.
shrubs, vines, and bushes. A red FEAT Any mental problems the hero suffers can
The Nemesis is Neural Manipulation. communicates with simple plants and fungi; be cured by normal psychotherapy.
if the hero has Hyper-hearing, it can be
M5/Communicate with Non-living Matter combined with this Power to permit The Optional Power is Hyper-Intelligence.
communication with plankton and bacteria.
This is a catchall name for anything not Combining the Power with Sensory Link The Nemesis is Emotion Control.
covered by the other Communication enables the hero to share the experiences
Powers (M3 Communicate with Animals, of plants, even those on alien worlds if the
M4 Communicate with Cybernetics, M6 M8/Danger Sense
latter Power's rank is high enough.
Communicate with Plants). It will enable the This is also called Combat Sense and
hero to communicate with anything that had A problem can develop if the hero begins to Spider-sense. It is a combination of
once been either sentient, cybernetic, or identify too closely with plants. He might automatically functioning Psionic Powers
alive, as long as the target lacks those find salads offensive. Worse, he may begin (Telepathy, Empathy, and Precognition) that
qualities now. The hero transfers part of his to suffer anguish when plants are harmed warns the hero about impending danger.
intelligence and Psyche to the target, thus in his presence. The advance warning time is the number of
permitting it to respond to him. The target seconds equal to the Power rank number
can converse, provide information, and Optional Powers include Communication (rounded up to the nearest turn if need be).
even have a personality. The Power with Animals, Communication with Non- For example, Spider-Man's Amazing rank
includes an innate, unconscious use of living Matter, Plant Control, and Plant can warn him of danger almost a minute in
Speechthrowing. Although the hero actually Growth. advance.
provides the voice, it appears that the
target actually speaking. The Nemesis is Neural Manipulation. In a combat situation, the Power can be
used replace other, lower ranked Abilities. It
When the Power is used to speak a corpse, can replace Intuition for determining
it uses an unconscious, automatic form of M7/Cosmic Awareness surprise, Fighting for blocking, Agility for
Postcognition to create a simulation of the The hero is in tune with the entire scope of dodging, and Strength for escaping.
spirit that once inhabited the body. The reality. He possesses a detached,
hero does not speak with the actual spirit. omniscient viewpoint that allows him to The minimum level for this Power must be
This can lead to an odd situation in which explore the entire existence of a chosen equal to the -hero's Intuition. If it's initially
the actual ghost hears his own body speak subject. Unfortunately, this causes such a lower, the player can raise it to this level.
as if he were still in it. Unfortunately, the massive overload of superfluous The player can also raise its rank +1CS by
hero may develop a personality quirk that information that the hero is hard pressed to choosing to make it a voluntary rather than
blurs the distinction between life and death. sort it all out. The FEAT represents the an automatic Power. That is, it only
As he can speak with both the living and hero's ability to recover a specific bit of functions if the hero is making it function.
the dead, he might not be able to see what information from all the effluvia. The more Spiderman's version functions at all times,
the difference is. This can be taken to exact the required detail, the higher the but your hero might decide the risk of being
grotesque extremes, especially in a horrific difficulty. Discovering basic facts or locating caught off-guard is worth the reward of the
campaign. any one on the Earth requires a green higher rank.
FEAT. Complex information or finding
The Power can be used to pry into a anyone within a star system requires a The nature of the Power reduces the hero's
person's secrets by interrogating that yellow FEAT. Secrets, weaknesses, arcane resistance to Emotional attacks -1CS.
person's possessions. For example, knowledge, and anything else the Judge
clothing will blithely recount the wearer's wants to make difficult to find out requires a The Nemesis is Emotion Control.
activities and a wall safe will proudly list all red FEAT.
the things it is protecting. M9/Dreamtravel
The Power can be used to automatically
Note: Projectile weapons only remember track any Class 1000 or higher Power The hero can actually enter into the short-
when they were fired, not at whom. within ten miles of the hero's position. In lived pocket dimensions created by a
combat the Power raises the hero's own person's dreams and nightmares. These
Optional Powers include Communications attacks +1CS by detecting the weak points dreamworlds are outside the boundaries of
with Cybernetics. in the opponent. normal reality and exist solely as a
reflection of the dreamer's imagination.
The Nemesis is Neural Manipulation. The major drawback to this Power is that
can lead to insanity, especially catatonic The Dreamtraveler must be within ten feet
withdrawal, as the hero's Psyche is of the dreamer in order for the Power to
M6/Communicate with Plants function at full rank. The Power rank
continually inundated by a flood of
The hero can speak with plants. Anything information. The Judge can determine the decreases -1CS for each additional 10 feet
that has a vegetable physiology can be chance of temporary insanity by secretly that separates the two.

CONTENTS POWER TABLES INDEX: POWERS 67 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
transmits to a known person and location. A
The Dreamtraveler has no direct control yellow FEAT transmits to a known person in The Nemeses are Summoning and Spirit
over the conditions within the dreamworld. an unknown location. A red FEAT is the Storage.
He can interact with things within that world Psionic equivalent of a general
by performing "physical" actions much as announcement. ("Did you feel that? Felt like M12/Hallucinations
he would in the real world. Fighting, Agility, somebody was really scared… Wait a
Strength, and Endurance are all minute. That was Sender. He needs us!") The hero can create illusions directly within
represented by this Power's rank. If the the target's mind. Such illusions are
hero has other Powers, these exist in Optional Powers include Clairvoyance and telepathic, not holographic, in nature. As
equivalent forms that possess this Power's Emotion Control. such, they cannot be mechanically detected
rank instead of their own. The or recorded except by devices that simulate
Dreamtraveler can suffer real damage as a The Nemeses are Mental Invisibility and Telepathy or human thought patterns (such
result of events that affect him within the either Force Field or Resistance to as player character Robots). Hallucinations
dreamworld. He might even die. The Psionics. can only be seen by the target of this
equivalent of the damage appears in the Power.
hero's real body. M11/Free Spirit The ranges for this Power is shown on
Normally the hero's real body retains its The hero's soul is capable of independent column A of the Range Table. The target
solidity during Dreamtravel. The player can existence in the real world. The Free Spirit must be within sight of the hero, although
raise the rank +1CS by making the hero's can leave the hero's body and travel the hero can extend his sight and thus his
body dematerialize whenever the Power is independently; it is often mistaken for an Power range by the use of artificial aids.
used. In this case, if the hero is slain or Astral Body. The Free Spirit can even These include telescopes, remote TV
trapped within the dreamworld, the body survive the death of the physical body cameras, clairvoyance, and Telescopic
might never reappear. without being immediately drawn into an Vision. The target need not see the hero in
afterlife dimension; this requires a red order for the Power to affect him. Normally
Each dreamworld is unique to the specific Power FEAT at the time of death (more on the Power affects only a single target. Each
dreamer and retains no existence except this later). additional target decreases the range -1CS.
during the act of dreaming. Dreamworlds Targets are allowed to disbelieve the
are not the same as the Dream Dimension, Free Spirits possess all the Mental Abilities, Hallucination by making an Intuition FEAT
although it is possible they exist within the Talents, and Powers of the whole being. but only if they suspect the true nature of
greater Dream Dimension. It is possible Health remains unchanged although now it wha t they are seeing.
that dreamworlds touch each other and is more of a measure of how well the Free
may even overlap in the case of telepathic Spirit can resist entering the appropriate Hallucinations last as long as the hero
dreamers. If so, it is possible that the afterlife. concentrates on creating them. They inflict
Dreamtraveler can enter one dreamworld no real physical damage but can be used to
and exit one of someone else's. If the Free Spirit is still in his original body, disguise an actual Power's use. The hero
that body may either retain a share of the can use one additional Power
The Optional Power is a form of Telepathy overall consciousness when the spirit is simultaneously with this one.
limited to dreamers. away or the body may lapse into a coma at Hallucinations can be used to inflict
these times. There an equal chance of psychosomatic damage. If the apparent
either, although the player should choose damage is believable, the target will
M10/Empathy one at the time the hero is created. If the physically react to it. Hallucinatory "death"
The hero can detect the surface emotions original body is dead, the Free Spirit can results in the target lapsing into
of others. The hero can detect the target's develop bonds to one or more new bodies, unconsciousness for 1-20 turns. Since a
emotional state and further refine that dwelling like a tenant in each but tied to target who takes the time to examine his
knowledge to discover the target's physical none. The Free Spirit cannot Possess the wounds will realize he has not been hurt (at
state, surroundings, and location, insofar as body or in any way hinder the real owner's least not in the way he thinks he should
these have an influence on the emotions. abilities. They do share a telepathic bond be), the hero is advised not to use
He can transmit his own emotional state but that extends into shared dreams. If the Free Hallucinations that rely on direct attacks.
he cannot impose this on others (that Spirit possesses Powers that require a
requires Emotion Control). physical form to use, he can lend these to Hallucinations have limited effects on non-
whatever body he is occupying. When this sentient or extremely alien beings. They
Empathy is extremely useful when the hero Power appears during the character have no effect at all on Moms Nature. A
has to deal with non-sentient beings or generation process, the player must decide Hallucinatory wall might stop a puma but it
large numbers of people. It can read the whether the body the Free Spirit is won't stop a boulder rolling down on the
target's mood and support already existing occupying is his own or a loaner he picked hero.
emotions. The range can vary within a up along the way. In the latter case, the
single Power rank. The distances shown on player will then have to generate two M13/Hyper-Intelligence
column B of the Range Table refer to a complete sets of statistics, those of the
single target. Each additional target Free Spirit and the real owner of his current Normally a character's Intelligence is
reduces the range -1CS. Range never falls body. determined in the Character Generation
below Feeble, even if the hero is trying to Process. However, the research for the
read the emotions of a crowd. The Power Free Spirits can be created later on. Any Ultimate Powers Book showed that extreme
functions for as long as the hero character who dies in a campaign has a levels of Intelligence can be a Power in its
concentrates on using it. The hero can chance to become one, even if he did not own right. Examples include The Leader
send 'Empathic, messages by means of a possess this actual Power to begin with. and the late Soviet scientist known only as
Power FEAT. The message is in the form of The transformation is accomplished by Gargoyle. The hyper-intelligent character is
a burst of emotion accompanied by a subtle making an Unearthly Psyche FEAT and a genius of awesome potential. He can
identification of the Empath. A green FEAT expending all the hero's Karma. quickly master new subjects, retain that

CONTENTS POWER TABLES INDEX: POWERS 68 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
knowledge indefinitely, and easily succeed M14/Hyper-Invention M15/Incarnation Awareness
in any mental endeavor. This is a special form of Hyper-intelligence This Power is based on the idea that a spirit
that is common enough to merit its own enters countless reincarnations throughout
There are two ways the Power can be classification. It is a permanent enhancement eternity but that the memory of each past
incorporated into a character. The player of the hero's overall intelligence that is life is usually lost somewhere in the
should choose one when he first creates channeled into the field of mechanical design transition from one life to another. This
the character (a coin toss will do). and engineering. The hero is an Edison-like Power allows the hero to remember the
genius who take existing materials and details of his more recent lives and to
The first method is a permanent technologies and use them to create new actually communicate with them. Such
modification of the hero's Intelligence. The devices or applied technologies. He can communications include the transmission of
Power rank number is added to the hero's repair previously operational devices, even if the complete range of senses and
previously generated Reason or Intuition the device was of an unknown type. thoughts.
rank number. The total is the hero's actual
Hyper-intelligence. For example, a The hero can learn new technologies at a There are two limits on communication with
character like the Leader started off with rate determined by his rank, the complexity other lives. One, the communication can
Good Reason. The gamma rays added of the technology, and the amount of only be initiated by the hero's current
Incredible Hyper-Intelligence for a final total instruction available. Modern technology incarnation. He cannot be called by past
of Amazing Reason rank. requires an Excellent Intensity FEAT. lives nor can he call future lives. However,
Advanced technology requires a Remarkable that doesn't prevent the hero from receiving
The second method uses Hyper- Intensity FEAT. Alien or futuristic technology messages from his future selves. This can
Intelligence the same way most other vary from Incredible Intensity (Shi'ar) to be a quick way to start an adventure (more
Powers are used-intermittently. Just as Unearthly (the Watcher). The color of the later).
Siryn doesn't scream all the time, so too FEAT is determined by the amount of
would a Hyper-intelligent character have instruction the hero receives. A green FEAT
requires instructional materials that explain Two, the hero can only reach past selves at
normal intelligence most of the time. When points when they are actually living. He
he uses his Power, he transforms himself the technology (a teacher, books,
holocubes). A yellow FEAT is required if the cannot reach selves that are in an afterlife
into a mental giant. The way it operates is situation. In fact, the hero can't really recall
the character's normal rank for either hero has access to materials not specially
designed to instruct someone in that ever being in any form of afterlife.
Reason or Intuition is raised the number of
levels equal to the Power rank (Feeble is technology (readouts, performance specs,
operating manuals, a copy of a working The Power rank number is also the number
+1CS, Poor +2CS, and so on). The total is of consecutive past lives the hero can
the actual Hyper-Intelligence rank the device). A red FEAT is required if all the hero
is has an inoperational device if that contact. The earliest incarnation is the
character can achieve using this Power. lifespan in -which the Power first appeared;
The hero can retain this higher rank for a technology.
it has been growing one point at a time ever
limited amount of time; the duration is the since. This limit spares the player the
number of minutes equal to the original Like Hyper-intelligence, the Hyper-Inventor
can raise his rank +1CS by specializing in a responsibility for making up a mega-
Ability's rank number. This is for the first biography going back to the dawn of time. It
time each day the hero uses the Power. particular field. Examples include vehicles,
weapons, biomedical technology, and spares the Judge by limiting the potential
Each successive time the hero uses his architectural engineering. havoc the player can wreak using his now-
Power within the same day decreases the dead contacts. Assume a full but average
duration -1CS. The hero has the ability to manufacture or lifespan for all past lives. From the 18th
modify items using any technology he century on, this is 70 years. Prior to that,
Example: Steve is creating an awesomely knows. He still requires adequate physical the average is 50. The time elapsed
wise alien named Shepherd. Shepherd has resources to create the items, though the between incarnations is up to the player,
a normal Incredible Intuition rank. His cost of anything he builds himself is but at least one incarnation per century is
Power rank is Excellent. This raises the decreased -2CS compared to the list price recommended.
Intuition rank by +5CS to a potential Shift-Y for off-the-shelf versions. A Power FEAT
rank. Shepherd can retain this enhanced based on the desired item's tech level Soon after the player acquires this Power,
state for an Excellent duration of 40 determines the durability of the item. A green he should work out a basic timeline for and
minutes before he reverts to normal. or yellow FEAT means the item has the list of his past incarnations. Players are
Summoning his Power a second time, he same durability as a normally manufactured urged to make their past lives relatively
returns to Shift-Y Intuition for a Remarkable item. A red FEAT means the item will function normal people. Still, if the player is
duration of only 30 minutes. He can but has performance problems; the Judge determined to fill up his past with glory after
summon his Power five more times after can decide how long or well the item glory, the Judge can insist on a simple rule.
that, then he has to rest. functions before it fails. To wit: there is a 1% chance that any
specific historical figure was a former
When creating the character, the player can Note: This is one of those Powers that can incarnation of the present-day hero.
increase the Power rank +1CS by be used for personal profit. The hero can
specializing in a specific fields. After all, design and build exotic paraphernalia for The Power is used primarily to gain
comics are filled with characters who are other characters and NPCs on commission. information. The hero can make extremely
titans in the lab but failures in other fields. This can raise the hero's Resource level by long-ranged plans that involve the
Possible fields include Professional and whatever fees he can get away with. assistance of past lives in solving current
other Talents, such as Medicine, problems.
Engineering, and Animal Training. Optional Powers include Weapons Tinkering,
Machine Animation, Molding, Artifact Example: Self-1988 asks Self-1920 to have
Optional Powers include Hyper-Invention Creation, and Machine Creation. a tunnel dug under the site of the present
and Total Memory. day Latverian Embassy. A trust fund to be
Nemeses are Mental Duplication and Mind set up by Self-1855 will pay for it.
The Nemesis is Mind Drain. Drain.

CONTENTS POWER TABLES INDEX: POWERS 69 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Health points; this reflects the strain the FEAT (note: not all animals have an actual
Sometimes a future incarnation will request Power places on the body. Once the language). Alien, nonhumanoid languages
that the hero perform a special act. The translation occurs and the Iron Will has are an Amazing FEAT. The color of the
reason for the act might never be been purged of its burden, it is able to FEAT is determined by the source of the
explained. In this, way, the hero and his absorb new damage. The cycle of language. A green FEAT is needed if the
associates might suddenly find themselves absorption/purging/absorption can continue hero has access to actual instructional
thrust into extremely strange or terribly until the hero's Health drops to zero or materials or a cooperative native speaker of
mundane situations. ("It is crucial that you below. that language who also speaks a language
make sure Jon Clifton gets to school today! the hero knows. A yellow FEAT is needed if
Then bury ten pounds of Adamantium 72 at Note: The Power. can still absorb damage, the hero has a native speaker who cannot
these coordinates in the Gobi Desert.") even if the conversion of that damage into speak any tongue the hero knows or if the
Health points will result in the immediate hero only has non-instructional samples of
Even the best laid plans of mice and men death of the hero. In such a case, the hero that language. A red FEAT is needed if the
go astray. Any time the hero asks a past- had best make sure he is already in an hero has only fragments of the new
self to perform an action that has a direct, excellent Trauma Center when he relaxes language. For example, learning Shi'ar
physical effect on the present, he must his Power. from watching a broadcast of a speech by
make a FEAT roll. This represents the Majestrix Lilandra is a yellow Remarkable
chance of long-range plans coming to Example: Sunstone is battling the Intensity FEAT. Learning spoken Primate by
fruition. Each century between the present- Marauders and not doing too well. He actually using sign language to talk with a
self and the past-self raises the Intensity possesses Incredible Iron Will and has 100 chimpanzee requires a green incredible
FEAT +1CS. Health points. Harpoon hits him with a intensity FEAT.
Slayspear; this does 40 points of damage.
Example: The Trust Fund set up in 1855 Iron Will absorbs it all but immediately The hero can try a FEAT roll every hour.
requires a Poor Intensity FEAT. reconverts it to a loss of 20 Health points. Failure means he simply has not yet gotten
Sabertooth slashes and gnaws Sunstone the hang of the new language.
The tunnel requires a Feeble Intensity for 60 points. Iron Will only absorbs the first
FEAT. The player rolled a 30 and a 56. The 40, then immediately converts it. Health The only real drawback to the Power is that
trust fund failed somewhere along the way now stands at 40 points. Malice attempts to the hero may accidentally forget his native
but the tunnel got built anyway using Possess Sunstone; Iron Will fends off the language, especially if he rarely uses it.
alternative funding. mental attack but at a cost of another 38 Still, he can always re-learn it. There is a
points. Sunstone decides discretion is danger that an adversary might warp the
The Optional Powers include either Time better than valor and flees. Scalphunter hero's Linguistic Power and actually negate
Travel limited to any past lifetime, a fires at the retreating figure and inflicts thirty his language comprehension; in such a
combination of Time Travel and Free Spirit more points of damage. Sunstone heads case, the hero becomes dyslexic and
that enables the present-self to possess the for the best-equipped hospital in the area. unable to understand simple English.
bodies of other selves, or a specialized He manages to maintain his self-control
form of Time Travel that enables the until he is actually in the operating room, A curious side-effect of the Power is that it
present self to draw other selves from their then he passes out as wounds suddenly provides Power rank Resistance to
times to the present. appear across his body. Hypnotic Voice and other sonic-based
forms of Hypnotic or Mind Control. The
M16/Iron Will M17/Linguistics hero's mind shifts into its translation mode;
it studies the medium through which the
The hero has complete conscious control This is a specialized form of Hyper- hypnosis is communicated rather than the
over his mind and body. By using his Iron intelligence. The hero has the ability to actual message. ("Lorelei, did you ever
Will, the hero can temporarily halt the rapidly learn any language if sufficient realize that your sleep command is a high
damage done by mental or physical material is available for him to work with. C-sharp while your paralysis command is a
attacks; he can even postpone his own Once the language is mastered, the hero is high C-flat?")
death. fluent in that language, provided he is
physically capable of communicating in it. The Optional Power is Hyper-Intelligence.
Iron Will can be used in place of any lower
ranked Ability to determine Resistance to The number of languages a hero is The Nemesis is Mind Drain.
an attack. Any time the hero suffers currently fluent in is limited to the Power
damage from an attack, the Power can rank number. For example, Doug Ramsey's
temporarily absorb it before it can affect Incredible rank enables him to retain M18/Mental Duplication
any of the hero's Ability ranks. The fluency in up to forty languages at a time. This is a combination of Powers that
maximum amount of damage Iron Will can When a hero exceeds that limit, he begins enables the hero to psionically study a
absorb at one time is equal to its rank to forget a previously mastered language. subject's mind and then create a simulation
number. Absorbed damage does not affect This will usually be some obscure tongue of that mind within the hero's own brain.
the hero at that time. Damage exceeding the hero has had little use for, like Basic This is a great way to learn secrets and
that amount affects the hero in its normal Otter or Mephitish. interrogate subjects who would otherwise
manner. The hero can maintain his Iron Will be rather uncooperative (at best). The
indefinitely but will eventually have to relax The speed with which a hero can learn a duplicated mind contains the personality of
his self-control in order to heal and renew new language is determined by its the original, most memories, and possibly
his Power. Letting down his control causes strangeness and what source materials are the mental or psionic Powers of the original.
him to immediately suffer a loss of Health available. Current human languages The subject is unaffected by the Power and
points equal to one half the amount of require a Poor FEAT. Archaic human loses none of his own mental abilities. He is
damage Iron Will had absorbed. languages are a Good FEAT. Alien but usually unaware that Duplication has even
Regardless of the original nature of the Humanoid languages are Remarkable occurred.
attack, it is always translated into lost FEAT. Animal languages are an Incredible

CONTENTS POWER TABLES INDEX: POWERS 70 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
The relationship between the hero's and creating a joint Incredible Psyche. One In rare cases, the duration of a specific
the duplicate’s mind takes one of three fourth of the joint personality is Carbon duplicate mind can be extended to
forms. The player must choose one form copy, the remaining three-quarters are the permanence. Such cases result from a
when he first creates the hero; this form Thing. combination of extremely peculiar factors.
applies for any duplicates the hero creates. One such example occurred when Rogue's
Transformation: The hero's mind is Mutant Power interacted with Ms. Marvel's
Dice Roll Form automatically overwhelmed by the new Kree-Modified Human physiology. The
mind. The hero's personality, memories, result is that Rogue's mind permanently
01-40 Detachment and mental Powers are temporarily merged with a facsimile of Carol Danvers'
41-70 Merge replaced by the new mind. The effects mind. If permanence occurs to someone
71-00 Transformation appear identical to Mind Transferral, at with the Transformation form, then the
least where the hero is concerned. The hero's original mind is permanently
Detachment: The hero's mind is hero's Reason and Intuition are replaced by destroyed.
completely separate from the duplicate and those of the original mind; after expiration
retains full control over the body and other of the Power, these return to their original Optional Powers include Mind Drain and
Powers. The hero can examine and ranks. Power Duplication.
communicate with the duplicate. The
duplicate retains a facsimile of the original's Regardless of the form, the hero must The Nemesis is Mind Blast; this negates all
will and may not choose to voluntarily make a FEAT at the time of Duplication in duplicate minds.
cooperate with the hero. If the duplicate order to determine the completeness of the
chooses to resist, the hero must make a duplicate mind. Any mind can be M19/Mental Invisibility
Psyche FEAT whose Intensity is duplicated, regardless of its Psyche rank.
determined by the duplicate's Psyche rank. The hero always duplicates the subject's The hero has the ability to render his own
A successful FEAT means the duplicate will personality and basic memories; the mental energies undetectable by external
grudgingly cooperate (for now). The FEAT duplicate mind is an amnesiac. A green means. Such means can be technological
must be made with each new attempt to FEAT copies the subject's detailed (EEG scans), psionic, Magical, or Power-
force cooperation. memories. A yellow FEAT copies the based in nature. It is Invisibility in telepathic
subject's Talents. A red FEAT duplicates the terms.
The duplicate mind can attempt to subject's Mental and Psionic Powers.
overwhelm the hero's own mind. Success The Power protects the hero from discovery
occurs if the duplicate makes a -3CS The range at which the hero can duplicate by outside forces. It serves as Power rank
Psyche FEAT whose intensity is based on a mind is determined by the Power rank. Resistance to undesired probes and psionic
the hero's Psyche. The duplicate mind can Appropriate ranges are shown on Column A attacks. Success means the external probe
attempt its coup at the initial duplication and of the Range Table. shows nothing at all, including the presence
at any time the hero forces cooperation. of this Power, and psionic attacks simply
Success means the two minds' positions The duration of the duplication is pass through the target (think of someone
are now reversed; the duplicate now determined by the hero's Psyche rank. A trying to punch air). The Power can extend
controls the body and any Powers for the duplicate mind has a duration of the to other minds, but each additional mind
duration of the duplication. number of minutes equal to the Psyche decreases the effective Invisibility -1CS.
rank number. The duration decreases -1CS
Example: Copicat successfully duplicates for all duplicate-minds with each additional The Nemesis is Mental Probe.
Dr. Doom's mind. Doom won't stand for mind. For example, Copicat's Excellent
anything resembling subservience and Psyche enables him to maintain one M20/Mental Probe
immediately rebels. Copicat has Excellent duplicate-mind for 20 minutes or a The hero can telepathically probe a living
Psyche; Dr. Doom has Amazing Psyche, maximum of five minds for two minutes. If mind or a psionic phenomenon to gain a
reduced -3CS to Excellent when attempting the hero exceeds his limit, the new detailed analysis of the target. Living minds
to overwhelm. The Doom-mind fails to duplicate-mind will last for one turn and can be searched for specific images and
make the required Excellent Intensity FEAT. then all his copied minds will vanish. thoughts, although the hero must have a
"Doom" decides to examine his situation; basic idea beforehand of what she is
from the Doom-mind's point of view, "he" Note: the decreased duration only applies looking for. The target mind is allowed to
has been captured by means of a Mind to the Detachment and Merge forms; the make a Psyche FEAT to resist a Mental
Transferral of unknown type. Copicat is Transformation form can be used Probe. This is automatic, even if the target
trying to get the Doom-mind to draw up a repeatedly since the latest duplication mind is initially unaware if the attempted
set of plans for his time machine. automatically erases the previous one. probe. If resistance is successful, the probe
Unfortunately Doom's Psyche is too high is rejected with a headache-like backlash
for even a red FEAT. When the hero is created, the player must that prevents the hero from trying to probe
determine how much control the hero has that target again for 24 hours. A side-effect
Merge: The duplicate mind blends with the over his Power. Failure to make at least a of the Power is that the target's Psyche
hero's mind to create a composite green Reason FEAT means the Power may temporarily drop -1CS for 24 hours as
mentality. The new mind contains aspects functions automatically, despite the hero's a result of fending off the probe. This
of both minds' personalities, memories, and wishes. In the case of uncontrolled Power potential loss is determined by a second
Powers. The new mind's Psyche is the sum usage, the range at which duplication Psyche FEAT made after the initial
of the original two Psyche ranks. The occurs drops to contact-only. The hero can resistance. A successful probe reveals only
degree of each mind's influence is maintain some control by covering all parts information known by the target.
proportional to its original Psyche. Each of her body that might normally touch
original Psyche represents a section of the another person's skin. For example, Rogue Mental Probes can be used to analyze
pooled Psyche. For example, Carboncopy wears a full body covering complete with independently existing psychic phenomena.
has a Good Psyche. He merges with a gloves. Such things include poltergeists, psionic
Thing duplicate (Remarkable Psyche),

CONTENTS POWER TABLES INDEX: POWERS 71 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
emissions that were so strong they target had. The target can resist by making goes to work. He makes a Red FEAT, gains
permeated an area and now continually a Psyche FEAT; success means the hero is the necessary knowledge, and says “It.s a
echo, and psionic Powers intercepted by repelled by a headache-inducing backlash television set”. Well, how do we
the hero. The hero can examine any that prevents the hero from attacking that turn it on?. asks Jaunt. Ref-Book fails his
unknown psionic phenomena in stages. target for 24 hours. Part of the target's next FEAT and says, “Beats me”.
The first FEAT reveals basic information, Psyche may be depleted by resisting the
such as the nature of the psionics in use. attack. If the target fails a second Psyche M24/Postcognition
Further FEATs reveal increasingly detailed FEAT, then his Psyche drops -1CS for 24
information. hours. The hero has the ability to "see" the past.
The Power requires the hero to have
Mental Probes have a range determined by The target's Reason and Intuition rank physical contact with the target whose
the Power rank. Maximum ranges are numbers are reduced by the Power rank history is being examined. The hero can
shown on column A of the Range Table. number. If both are reduced to zero, the mentally examine a person, item, or site
The player has the option, when creating loss is permanent. If the attack is broken off and mentally re-live a specific moment of
the hero, of raising the Power rank +1CS before this point, the target can regain his history from the target's point-of-view. As
by decreasing the range to contact-only. loss in the standard manner. Although such such, it only reveals factors that somehow
things as memory and personality are not affected the target.
Optional Powers include Telepathy and directly tied to a number, they are still
Sensory Link. The Nemesis is Mental reduced by the Power. The target becomes It is important that the Judge secretly roll
Invisibility. forgetful or outright amnesiac and develops the dice whenever the hero uses the
a bland personality. Power. This prevents the player from
knowing the accuracy of his vision.
M21/Mind Blast
Note: The hero does not gain the abilities
The hero can create bolts of pure psionic he denies the target. The hero can delve into the past the
energy that can be used to directly damage number of weeks equal to the Power rank
a target's neural system. The Power does Range is determined by Power rank. number. For example, a Poor rank can see
rank Intensity damage to the target. The Maximums ranges for attacking a single events of four weeks ago, an Amazing rank
maximum ranges are shown on column A of target are shown on column A of the Range can look back almost one year, and a
the Range Table. Table. Each additional target decreases the CL5000 rank can look back a century.
range -1CS. The Power can be used
Targets are allowed to resist by making a repeatedly on the same target until both The clarity of the vision is determined by
Psyche FEAT. Failure means the target is Reason and Intuition reach zero or until the what FEAT color is attained. A white roll lets
knocked unconscious for 1-10 turns, as well target repels the hero. the Judge say anything that comes to his
as taking neural damage. Targets who head; accuracy and truthfulness are
possess Mental or Psionic Powers can use Optional Powers include Telepathy, Mental optional. ("This doll was once a living
these Powers' ranks instead of the Psyche Probe, Mental Duplication, and Mind Blast. child.") A green FEAT gives vague
when resisting this Power. Powers like Iron impressions; the Judge should be honest
Will, Mental Invisibility, Force Field The Nemesis is Force Field vs. Psionics. about the real past but give only partial
Generation, Force Field vs. Psionics, and details. ("A little girl held this doll. She had
Resistance to Psionics should always bear black hair.") A yellow FEAT gives general
the initial assault. M23/Omni-Knowledge information; the Judge should give any
A character with this power has an innate, information he can, though within the limits
The Power directly damages only neural subconscious link to a sort of cosmic of what the target would know. ("The girl's
tissue (brain tissue, nerve fibers). Damage reference library. When he is presented name is Helen. She is feeling very angry.
to the rest of the body is indirect and is with a question concerning information of She is mad at her friend Davey.") A red
consistent with the seizures caused by a which he was previously ignorant, the PC FEAT reveals information that might not be
mangled nervous system. must make a FEAT Green FEATS give him otherwise available, including details that
access to contemporary human knowledge. the subject might not have known at the
Note that this Power can only be used Yellow FEATS give him access to alien time. ("Helen is mad because Davey broke
against a target that actually possesses a knowledge. Red FEATS give him access to her doll. Helen is going to get even with
functioning brain. Zombies, animate matter, Entity-level knowledge. Success means he Davey. Helen is a mutant.")
plants, and non-sentient Robots are is able to give a short, concise answer that
immune to the Power. Player characters only answers the initial question. As a limit Postcognition can be used to gain
Robots are assumed to have a sufficiently to this power, the question must be asked information on what an item is and who
human-like mind that they are susceptible of the hero by another person. Also, despite may have handled it. It cannot provide a
to the Power's effects. his ability to .know. any given topic, the PC detailed analysis of the item's internal
might not be able to understand it. His structure or as-yet-unrealized potential. For
Optional Powers include Telepathy and comprehension is still limited by his e xample, examining a nuclear bomb would
Mental Probe. Reason. This power enables the Judge to reveal how it was manufactured and
create idiot savants who can decipher the handled but the Power wouldn't even hint at
The Nemesis is Force Field vs. Psionics. workings of Galactus’s Worldship but are the bomb's explosive potential.
unable to tie their shoelaces,
M22/Mind Drain The hero gains +1CS when using
For example: Ref-Book and his buddy Postcognition on friends, possessions, and
The hero can deplete, negate, or even Jaunt find themselves in the Watcher’s his dwelling place. He gains +2CS when
destroy a target's mental faculties. This recreation room, facing a piece of alien using the Power on himself. This can be
alters the target's personality, memory, technology. Ref-Book has no idea of what used to probe times of which the hero has
thought process (Reason and Intuition), the thing is, but when Jaunt asks the magic no memory, such as sleep or amnesia.
and any Mental or Psionic Powers the question .What is that?. Ref-Book’s power ("What was the Black Widow doing in my

CONTENTS POWER TABLES INDEX: POWERS 72 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
apartment while I was asleep?") man named Jubal leads the aliens.") A hero's capabilities may lead to aberrant
green result requires the Judge to be behavior, such as chronic depression or
Optional Powers include modified forms of truthful but to only reveal basic details. A chemical dependency.
Telepathy and Time Travel. Telepathy can yellow FEAT requires full disclosure of
be used to read the minds of anyone within anything the Judge can imagine being Optional Powers include modified forms of
the scope of the Postcognitive vision. Time visible at the time of the vision's Telepathy and Time Travel. Telepathy
Travel can be used to draw the hero to that occurrence. A red FEAT enables the hero to enables the hero to actually read the minds
point in the past; note that this often results learn things that might not be readily of anyone within the scope of the Precog
in the creation if a divergent timeline. apparent at the time the vision comes to flash. Time Travel enables the hero to
pass. actually travel to the time when the vision
M25/Precognition portrays.
One problem with the Power is that the
(Judges detest this Power with a passion.) timestream is extremely malleable. Each
The hero can see into the future. The M26/Psionic Vampirism
decision made creates an alternate
Power gives the hero sufficiently clear timeline, a parallel Earth almost but not The Psi-vampire can drain the mental
insight into upcoming events that he might quite identical to the version of Earth where energies of his victim. He then uses the
be able to use that foreknowledge to his your campaign occurs. Each vision is an purloined energy to increase his own
advantage. The problem lies in two areas, event that will come to pass in some Strength, Endurance, Psyche, and his own
the flexibility of the timestream and the timestream somewhere. It need not be the Powers' ranks.
preparedness of the Judge (more on these hero's impending timeline. That's where
later). Precognition is an awesome Power Precognition comes in. Each Precog vision The Psi-vampire can drain the mental
and thus has more limits than the Hulk can gives the hero a chance to consciously energy from a target by means of a Power
shake a stick at. ("Hulk no need puny shape his world's timeline. Because of this, FEAT. The intensity rank is determined by
stick!") The Power can normally be used the envisioned event might never come to the victim's Psyche. A successful FEAT
only once per day at full rank. Each pass, at least not where the hero is enables the Psi-vampire to drain an amount
additional use decreases the rank -1CS concerned. of energy equal to his Power rank number.
down to a minimum of 1 turns lead-time. This amount is drawn in equal amounts
Second, the player must choose a limitation This leads to the second problem, that of from the victim's Reason, Intuition, and
on the Power. Examples include: Judge preparedness. To accurately and whatever Mental Powers he possesses.
realistically portray Precog, the Judge The process can continue indefinitely, with
• The Power is uncontrollable; the Judge would need to work out a detailed timeline each successful FEAT enabling the Psi-
decides when the visions occur. of the campaign's future events, including vampire to drain more mental energy.
• Subject matter limited to people. variables that account for probable player
• Subject matter limited to objects the hero actions. This is a major headache for The Psi-vampire can voluntarily cease
is touching. Judges. This is a leading reason why feeding at any time by making any color
• Subject matter is limited to sites within 10 Galactuses throughout the multiverse FEAT except red. A red FEAT means he
feet of the hero. devour any world where Precognition has entered an uncontrollable feeding
• Power only works when the hero is appears. Precogs are therefore warned to frenzy that can only end when the victim is
sleeping or in a trance. use their Power carefully. completely drained or the Psi-vampire has.
• Power is linked to a specific mental or been repelled.
emotional state that is felt by the hero Short-range Precog can be useful in
or a person in a vision. combat. The hero can use his Power to If the Psi-vampire fails to make a FEAT at
• Visions surround the hero with a discover his opponent's next move. This any point in the feeding process, he is
Hallucination of the future scene. form can be used by any Precog, instantly repulsed by the victim and can
• The Power only works once per vision regardless of the limits otherwise never re-establish his attack. Furthermore,
and cannot function again until the constraining the Power. In game terms, the the victim is now immune to any further
envisioned time has come to pass. player tries to make a yellow FEAT at the vampire attacks by that particular Psi-
start of each turn. Success means the vampire. This immunity does not extend to
The third limit is that the Judge, not the Judge must reveal the NPCs' next moves. other Psi-vampires.
player, rolls the dice. The Player cannot try Initiative is rolled. If the Precog gets it, she
to influence the dice by expending Karma. has a chance to share her information with The Psi-vampire distributes the gained
The Judge never tells the player the her teammates. This use of Precognition energy among his Strength, Endurance,
outcome or if he even threw the dice at all. must be developed as a Power Stunt. Psyche, and whatever Powers he has. He
This keeps the player from knowing the cannot raise this Power's rank; no Vampire
accuracy of his visions. The hero gains an advantage of +1CS of any type can ever raise his own Power
when she has a Precog flash pertaining to rank.
Player characters can look into the future a friends, special enemies, possessions and
number of hours equal to twice the Power dwelling places. This increases to +2CS if So why do Psi-vampires do it? The answer
rank number. For example, a Good rank the flash involves dire events occurring to is they lose energy at a frightful rate. The
can see almost a day ahead, an Unearthly the Precog herself. rank numbers for Strength, Endurance,
rank can see over a week ahead, and a Psyche, and all his Powers (except this
CL3000 rank can see eight months ahead. The Power can be psychologically one) each drop one point per hour. The Psi-
damaging to the Precog. The Power is vampire must feed in order to return the
The color FEAT determines the accuracy of often limited to times within the hero's own affected Abilities to their original ranks. This
the vision. White results can be completely lifespan. Most of the time, there is no cause also explains why Vampires are so rare:
untainted by truth; the Judge can improvise for alarm until the Power starts consistently lower ranked Vampires must constantly
to his heart's delight. ("Three days from failing. Delusions may result from frequent feed and are therefore easily detected and
now… Sentinels fighting in space… an but inaccurate visions. Frequent, accurate destroyed.
armada of aliens swarming upon them… A visions of doom and destruction beyond the

CONTENTS POWER TABLES INDEX: POWERS 73 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
If the Psi-vampire is-deprived of victims, he because of this. five forms of Serial Immortality, each with a
enters a death-like trance when all his different means of rebirth and Power
afflicted Abilities drop to Shift 0. His Optional Powers include additional forms of transferal. The player must choose one of
Vampiric Power continues to function and this Power, Clairaudience, and these methods, either selecting for himself
will try to feed on anything that comes in Clairvoyance. or letting the die decide.
contact with the body. When the Abilities
return to Feeble rank, the Psi-vampire The Nemesis is Mental Invisibility. Die Roll Form
returns to life.
01-20 Newborn
M28/Sensory Link 21-40 Premade
When the Psi-vampire is created, the player
must choose at least one weakness. The The hero can telepathically link his senses 41-60 Re-animation
player can increase his Power rank +1CS with those of another being. He can use the 61-80 Spontaneous Creation
for each additional Weakness he chooses, information gained from the others senses
as if it came from the hero's own senses. 81-00 Parasite
up to a limit of three additional
Weaknesses. An example would be a blind man really Newborn: The body is that of an infant.
seeing through his guide dog's eyes. The character can enter the body at any
Psi-vampirism is communicable. A sentient point from conception to birth. He is
being who was completely drained by a The Power is crucial to sense-impaired helpless until birth actually occurs. He can
Psi-vampire must make a Psyche. FEAT characters. Such characters need other accelerate the body's physical development
roll. A red FEAT means the victim has beings with the necessary senses to in order to induce birth and quickly regain
himself been transformed into a Feeble Psi- replace the hero's own deficiency. The hero physical maturity. The rate of accelerated
vampire. could receive input from any living being, development is a multiplier equal to the
including companions, adversaries, Power rank number. A Feeble rank ages
The Nemesis is an Enhanced Psyche onlookers, and even animals. The range for twice as fast as normal, a Remarkable rank
raised two levels higher than the Psi- this is line-of-sight within one area. The ages one month for each day that passes,
vampire's Power rank. hero can concentrate on the input from a and a Shift-Z can age over a year for each
single being but he can also automatically real day.
scan for other possible sense-donors. This
M27/Remote Sensing is a mental reflex action that permits the Example: Avengers #200 revealed that
This is a catchall name for any Power that hero to constantly seek out new contacts. Immortus' son Marcus had entered the
enables the hero to psionically extend the Earth Dimension by way of an embryo he
range of any sense. The senses include Sensory Link can be of benefit to heroes had implanted in Ms. Marvel's body. He
taste, smell, touch, balance (including who are not sense-impaired. In such cases, was born within weeks of her discovering
gravity sensing), and temperature. The the hero can scan distant areas through the she was pregnant and grew into a seeming
exceptions are sight and hearing, as these senses of beings within the target area. The 20-year-old within a day of his birth.
are already covered by the Powers of Power can be used to locate people, spy on
Clairvoyance and Clairaudience. The foes, or simply to check out the scenery. Mental Powers are immediately transferred
Power can also be used to extend the The sense donor is unaware that part of his to the new body. Physical Powers are
range of senses not present in Normal senses are being siphoned by the hero. A regained as the body matures. The Judge
Humans, such as senses that detect Kirlian red Reason FEAT is required for the sense- can decide how and when the Powers
auras or magnetic fields. The player must donor to feel the Power's presence and reappear. Powers that are derived
choose a single sense to be extended by even then the donor would probably not externally or result from massive alterations
this Power. It must be a sense that is recognize what is happening to him. of the hero's original form are not
common to the hero's physical type. transferred. The hero will have to recover or
A weakness of the Power is that it recreate the source of these Powers in
The taste/smell form can be useful in decreases -1CS the hero's resistance to order to regain them.
analyzing distant and possibly toxic psionic attacks aimed at him or at the
substances. He can savor tastes and current sense-donor. A second Premade: The new body is a previously
smells that might kill him if he were to disadvantage is that the hero's initial Agility prepared clone or android body that was
directly experience them. ("Nerve gas and Fighting ranks are decreased -1CS due prepared specifically for this purpose. Such
smells like freshly baked cinnamon buns.") to the fact that the hero is operating with a a body is already physically mature and in
He can develop an extensive palate that detached point of view. Either of these can possession of the full range of the hero's
permits him to identify substances by taste; be overcome by expending Karma. Powers. It is completely mindless and rests
a green Reason FEAT should suffice. in a comatose state until activated by the
An Optional Power is Telepathy. hero's lifeforce.
The tactile form is good for identifying
concealed or inaccessible shapes. The Nemesis is Neural Manipulation. The knowledge of how to create these
Examples include the interior of a lock or a bodies can be learned by characters with
non-surgical examination of a patient. M29/Serial Immortality Remarkable or better Reason, provided
Again, a green Reason FEAT coupled with they are properly trained. Someone with
the hero's Talents should suffice. A character with this Power can suffer
damage, get sick, age, and even die. None Amazing Reason can figure it out for
of it is permanent to the character, though. himself. A Laboratory or Medical Package
The range is determined by the Power of Amazing cost is required to create these
rank. Maximum ranges are shown on When the hero's body dies from any cause,
the unique nature of his lifeforce enables it bodies. Each body has an Remarkable
column E of the Range Table. cost. Magically created bodies require an
to transfer to a new body. He can also
transfer some but not all of his Powers to equivalent Resource level.
A drawback to this Power is that it acts as a
funnel to direct Psionic attacks against the the new body. The hero loses all Karma
with the death of the old body. There are If a premade body is unavailable at the time
hero. Resistance is decreased -1CS the old one dies, the lifeforce drifts in Limbo

CONTENTS POWER TABLES INDEX: POWERS 74 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
until such a body becomes available. Comatose: The victim's mind is rendered The Nemesis is Exorcism.
unconscious for the duration of the
Re-animation: The lifeforce enters and invasion. M30/Speech-throwing
revives a recently deceased but
unmutilated corpse, preferably of the same Obliteration: The victim's mind is This is best described as "super-
species as the original body. The body completely destroyed. ventriloquism." Although it is radically
must be reasonably intact, although the different in execution from the Talent of
Power does include a single-use form of Eviction: The victim's mind is driven out of Ventriloquism, the effect at low levels is
Self-healing that repairs the body and his body and becomes a Free Spirit (M11). similar. Simply put, the hero can make his
restarts bodily functions. The hero can not voice audible in a distant location, without
control which body he enters but rather is It is incredibly difficult to finally defeat an the vocal soundwaves actually traveling the
drawn to one in the following order of adversary with any form of Serial intervening distance. The Power is actually
preference: Immortality. The best the foe can normally a specialized form of Telekinesis which
hope for is to defeat the current body and allows the hero to agitate the distant
1. Closest to old body then prepare for the next incarnation. It is molecules in a way that simulates sound
2. Most recently dead possible to stop the infinite progression transmission. The Power enables the hero
3. Least severe damage. from body to body by preventing the hero to be heard instantaneously at any
from leaving his current body (suspended distance, despite any barriers to normal
Mental Powers are immediately transferred. animation will do) or entering a new one sound transmission. The only barriers that
Most physical Powers are regained as the (stranding the hero in intergalactic space is stop this Power are those that interfere with
hero-re shapes the new body to a good tactic). The lifeforce can be directly Psionic Powers.
accommodate the Powers' use. Powers fought or even killed within the Limbo
that are external must be recovered or dimension. Speechthrowing's range is determined by
recreated. The amount of time needed to its Power rank. Column E of the Range
reshape the body is the number of days Sometimes a character with this Power can Table shows appropriate distances. The
equal to 100 minus the Power rank number. be forced out of his current body without hero has 100% accuracy, provided he can
If the corpse has intrinsic Powers, the hero that body getting killed in the process. The somehow sense the target area. This is
gains the use of these upon re-animating Judge is free to decide what conditions commonly provided by such Powers as
the corpse. Such Powers are not apply in his campaign; suggested moans Clairaudience and Clairvoyance. If the hero
transferred to subsequent bodies. The re revolve around coercion or such Powers as lacks the means to check on his aim, he
animated body regains full life within a day Magic, Power Controls, Force Field vs. cannot control anything but the basic
of the Power's use. Hostiles, Summoning, and Exorcism. Such direction his voice is being sent.
Powers must exceed the hero's Power rank
Spontaneous Creation: This is the most by 2CS in order to forcibly evict the lifeforce If the hero has other sonic-based Powers,
sociably acceptable form of Serial from the body. If successful, the lifeforce is they can be combined with this Power to
Immortality. The hero creates existing driven into Limbo or a new body in a more greatly enhance their range. If the hero has
matter and energy into the flesh of a new peaceful location. As for the now vacated Extradimensional Detection or Dimension
body. The newly-created body is identical to body, the results vary with the form and Travel, these can be used to modify the
the previous one and possesses all Powers variety of Serial Immortality: Power and enable the hero to Speech-
except externally derived ones. Any Power throw into other Dimensions.
that is in the hero's self-image can transfer. Newborn: The body is now occupied by
The time needed to create a new body is the innocent soul of a newborn infant, The Bonus Power is Clairaudience.
the number of days equal to 100 minus the regardless of the body's physical age.
Power rank number. Optional Powers include Clairvoyance,
Premade: "He's dead, Jim." Vocal Control, Hyper-hearing, and Sensory
Parasite: This is the nastiest, least socially Link.
acceptable form of Serial Immortality. The Re-animation " She's dead, Jim."
character's lifeforce invades a living, The Nemesis is Force Field vs. Psionics.
physically mature body and overwhelms the Creation: The body reverts to its original
original occupant's mind. Successful materials. M31/Telekinesis
invasion is determined by pitting the Power The hero can handle material objects
rank against the would-be victim's Psyche. Parasite/Subordination: The victim without having to make direct or indirect
The invader must make a Power FEAT awakens with full knowledge of his past physical contact (pushing or blowing, for
whose intensity is equal to the victim's plight. example). The hero can perform any action
Psyche. Failure means the invader must that could be accomplished using normal
choose another victim. If the invasion Parasite/Merger: The victim awakes but is Strength. The Power rank serves as an
succeeds, the original mind suffers one of temporarily schizoid due to lingering effects equivalent for the Strength rank. Most
five possible fates; the player must choose of the merger. Telekinetics ("TKs") visualize their Power in
one that holds for all victims of this Power. terms of an amorphous arm extending from
There is an equal random chance for each. Parasite/Comatose: The victim awakens the body. This leads to a curious
with no knowledge of the intervening time. psychological handicap in that most Tks
Subordination: The victim retains cannot lift their own bodies. Only rare
consciousness and individuality but loses Parasite/Obliteration: "This one's dead, examples like Marvel Girl have overcome
all physical control. He is a prisoner in his too." this bit of irrationality.
own body.
Parasite/Eviction: The body is comatose The range is determined by the Power
Merger: The victim's mind is incorporated but will revive when the original mind rank. Column A on the Range Table shows
into the greater mind of the invader. rejoins the body. the ranges for a single act of TK activity.

CONTENTS POWER TABLES INDEX: POWERS 75 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
PHYSICAL ENHANCEMENT

Each additional simultaneous action require a red FEAT. Uncooperative beings gateways, so if I just follow his plans we
reduces the range -1CS. Multiple activities with Psyches exceeding the Power rank are should be in the Negative Zone by next
share the common pool of TK strength. The impossible FEATs. Monday night.")
more actions that are attempted, the
weaker each telekinetic arm becomes. If Range is determined by Power rank. When playing a character with Total
the hero attempts to perform a greater Column D of the Range Table shows the Memory, assume he is a voracious
number of simultaneous complex activities limits. At Class 1000 the Power can breach consumer of all media. It is to his
than the Judge thinks plausible, the Judge dimensional barriers; this can also be advantage, after all. Such characters are
may require an Agility FEAT. accomplished if the hero combines also fond of quoting obscure texts or
Telepathy with Extradimensional Detection. unconsciously reciting encyclopedia
If the hero also possesses Remote entries. The Power doesn't really alter
Sensing, she can develop a sense of touch In the main Marvel Universe, Magneto either Intuition or Reason, thus these can
through her TK grasp. This permits the hero created a special magnetic flux in the be used as a guide for what the hero has
to handle materials that are not within her Earth's magnetic field. His purpose was to probably read in the past. When the hero
sight. Clairvoyance can be incorporated hinder Professor X's efforts to locate him. claims to have read a special text, the
into TK to permit visual guidance. The result is that terrestrial Telepathy is player is required to make a Reason FEAT
decreased -3CS in range with a minimum to prove he has read something along the
Optional Powers include Matter Animation, of contact-only. Actual Telepathic strength is desired liner.
Molding, Clairvoyance, Remote Sensing/ unaffected by Magneto's interference. If the
Touch, Levitation, and True Flight. hero is beyond Earth's altered magnetic Flashback is a real danger. If the hero was
field, in the past, or in other dimensions, ever a victim of a mental attack, there is a
Nemesis is either Force Field vs. Psionics then the limit disappears and the Telepathy chance the memory will accidentally
or Gravity Manipulation. can assume its true range. resurface at a later time and the effect
returns anew. Such flashbacks occur when
M32/Telelocation When the hero is created, the player can the hero is somehow reminded of
raise the Power rank +1CS by choosing a the original incident. The hero must make a
The hero can Psionically locate a chosen limitation. Examples include either receiving green Psyche FEAT to avoid reliving the full
target. This differs from normal Tracking in or transmitting only (not both), effects of that other Power.
that no physical or sensory contact, communicating in only words or visual
however tenuous, is required. images (not both), or being limited to Example: Phtomemry was under
Consequently, the Power is not hampered contacting only other telepaths and other Ringmaster's Hypnotic Control for two days
by the concealment, erasure, or absence of Psionic types. back in 1978. Today he saw a news report
the target's "scent." Telelocation can on Ringmaster's parole hearing. Suddenly
operate over immense distances. The only Optional Powers include Empathy, the compulsion to rob jewelry stores
factors that can hinder the Power are those Hallucinations, Mental Invisibility, Mental returned.
that diminish any Psionic activity. Probe, Mind Blast, Mind Drain, Sensory
Link, and Psionic Detection. Optional Powers include Hyper-Invention,
The range, determined by the Power rank, Hyper-intelligence, and Weapons Tinkering.
is shown on column D of the Range Table. The Nemesis is Resistance to Psionics.
This represents a sphere centered on the The Nemesis is Mind Drain.
hero; the quarry must be within it. The hero
must have a stimulus to channel her Power M34/Total Memory
toward a specific quarry. The nature of the The hero has the ability to remember
stimulus determines' the Power FEAT. A anything that he has ever experienced. This Physical Enhancement
green FEAT requires contact with a part or could be a book he's read, the faces of Powers
possession of the quarry. A yellow FEAT everyone he saw on Tuesday, what birth
requires the hero to have previous contact was like, and so on. The accuracy of his P1/Armor Skin
with the quarry. recall is his Power rank number treated as
a percentage. Feeble is 2%, Excellent is This is a form of Body Armor. The hero's
A red FEAT is required if the hero only has 20%, and so on to automatic accuracy at skin is transformed into a damage-resistant
second-hand information about the quarry Unearthly rank or above. form. The Power rank number decreases
(and it had better be good). the Intensity of any physical or energy
The color FEAT reflects the nature of the attack. This decrease applies each turn for
Optional Powers include Clairvoyance memory being sought. Green FEATs as long as the attack continues.
(limited to already located quarries) and involve personal memories. Yellow FEATs
Extradimensional Detection (which involve learning experiences. Red FEATs The Armor Skin may be permanent or
automatically combines with this Power to involve unconsciously gained information, temporary. The permanent form is a lasting
extend its range into other dimensions). such as the faces of everyone the hero saw modification to the hero's appearance and
on Tuesday. physiology. The temporary form allows the
The Nemesis is Mental Invisibility. hero to retain his normal human appearance
The Power is the perfect complement for and identity. When the need arises, the
Hyper-Intelligence by providing a built-in hero can manifest his Power and transform
M33/Telepathy himself into his armored self. The
library. It can be used to simulate that
The hero can communicate on a direct Power, Hyper-Invention, or Weapons advantage of the permanent form is that
mind-to-mind basis. This is automatic with Tinkering, provided the hero once read hero is always protected. The disadvantage
willing minds or Psyches with ranks lower texts that explained how to do things that is that the hero may be a physical freak.
than the Power rank. Equal Psyche ranks come naturally to those with the other The advantage to the temporary from is
require a yellow FEAT. Minds with mental Powers. ("Well, I read Reed Richard's that the hero can live a relatively normal life
Powers or some form of Psionic defense notes on constructing dimensional when he is not performing heroic deeds.

CONTENTS POWER TABLES INDEX: POWERS 76 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
The disadvantages are twofold. One, the epidermis to heal at a tenfold rate. This Power includes a number of physical
hero lacks his protective skin most of the adaptations to accommodate it. The hero
time and two, the temporary form is only An Optional Power is Regeneration. possesses hyperstrong teeth and jaws that
available at a cost of -2CS to the Power permit biting and swallowing any materials,
rank. P3/Chemical Touch as well as resistance to internal damage
caused by the swallowed material.
The armor skin can take a variety of The hero's body secretes chemicals that
appearances. There are four main types of are capable of a variety of effects on a There are two side-effects to this Power.
Armor Skin. Each has its own set of target. The chemicals can be automatically The first is the decrease of the hero's sense
characteristics. The player must select one or consciously secreted. The player must of taste. The second is that the hero's flesh
form when he first generates this Power. choose when the Power is first generated; is relatively poisonous, since much of it
there is an equal random chance for each. may have been formed from converted
Die Roll Form If the hero possesses a variety of Touch materials that would revert to their original
Powers, then the hero can alter the nature states after their removal from the living
01-35 Leather of the secreted chemicals at will. hero's body. The hero would thus be
36-60 Rigid Plates immune to a vampire's attack or could
61-85 Visually Inorganic A Power Touch is created by combining this exact posthumous revenge on anything
86-00 Inorganic Power with any other Power the hero has. stupid enough to eat him.
Each Touch Power has Power rank
Leather: The epidermis retains its normal Intensity and does rank damage, If the hero has this Power on a temporary
shape and flexibility but is harder to the regardless of the Touch Power's nature. basis (such as the result of a spell), any
touch. The skin maintains its normal bodily The behavioral characteristics are those of matter conversions are permanent.
functions without the need for extensive the original Power that was incorporated
changes. Androids are often given this type into the Touch Power. The range is always Optional Powers include Lung Adaptability
of Armor Skin. limited to Contact only. and Body Adaptation.
Rigid plates: The body is covered in A wide variety of Touch Powers are
possible, as this Power can combine with P5/Hyper-Endurance
interlinked plates like an insect's chitin or
an armadillo's shell. The wrestler known as most of the other entries in this book. The Hyper-Endurance is designed to increase
the Armadillo is an example of this type of key to it is playability; if you can figure out a your hero’s (hopefully) already formidable
Armor Skin. rational explanation for a given combination, Endurance. The randomly determined rank
the you should try it. This can generate a is added to your PC.s previously
Visually Inorganic: The body can be any myriad of unique Powers. Some determined Endurance rank whenever he
shape but has the appearance of inorganic possibilities include: uses a power that drains his Endurance. In
matter. The layering may appear rocky, this way, heroes can exceed their physical
metallic, or any other choice of surface. The • Hallucinogenic: The touch incorporates limitations. Hyper-Endurance is an optional
Thing's orange rock-like exterior is an Hallucinations to produce vivid but power for such things as Hyper-Running,
example of this. totally false images in the target's mind. Hyper-Swimming, and other powers
Fighting and Intuition drop -3CS. requiring muscular effort.
Non-organic: The body actually is covered • Bioluminescence: The Touch
in inorganic material. Unlike an externally incorporates Light Generation to make P6/Hyper-Intake/Expulsion
applied coating, this one is formed by the target's body temporarily self
illuminating. The hero has the ability to ingest awesome
modified cells in the hero's epidermis. amounts of matter, retain them indefinitely,
• Napalm Grip: The Touch incorporates
Fire Generation to create fire on then expel them with power rank force.
In all of these forms, any damage that is contact. When creating a hero with this power, the
suffered is healed at normal rates by the • Boom Boxing: The Touch incorporates player must decide what the hero can
skin cells that underlie and support the Combustion to produce explosions on handle. A random die roll determines his
specialized cells of the Armor Skin. contact. chance of having the power to handle gas,
liquid, solids, or some combination of these.
An Optional Power is Regeneration. The Nemesis is Phasing.
Die roll Category
P2/Body Resistance P4/Digestive Adaptability
This is the form of Body Armor most heroes 01-16 Gases only
The hero can swallow and digest any 17-32 Liquids only
want. The hero's body is composed of substance without harm. The digestive tract
apparently normal flesh. However, the 33-48 Solids only
extracts useful materials and synthesizes 49-64 Gases and liquids
tissue of capable of withstanding major new ones from the available material. In
damage without showing any effects. The 65-80 Liquids and solids
game "reality" this Power is an internalized, 81-00 Gases, solids, and liquids
resistance covers physical and energy automatic form of Matter Conversion.
attacks only. Materials created by this Power retain their
new nature while within the hero's body; This power enables the hero to absorb
The Intensity rank number of the attack is upon expulsion they revert to their original quantities far exceeding the normal volume
reduced by this Power's rank number. The nature. In rare cases, the hero is a living of the human body. He can absorb a
remaining Intensity is the actual damage filter who could eventually convert all volume of gas equal to the power rank
the hero suffers. available matter into useful forms. number times 100 cubic feet. Liquids and
solids are limited to the number of cubic
While the hero's skin shows the effects of The power also includes a +4CS resistance feet equal to the power rank number. A side
the tremendous abuse it suffers, at least it to liquid or solid toxins. These are simply effect of this power is that the ingested
heals quickly. The Power enables the resisted or converted into 'useful materials. matter is somehow compressed,

CONTENTS POWER TABLES INDEX: POWERS 77 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
diminished in size, or displaced into a P8/Hyper-Strength P10/Immortality*
pocket dimension; this enables the hero to Hyper-Strength is an addition to your hero’s When creating a character with this power,
retain his ordinary shape, although his previously determined Strength rank. The you need to determine both the actual age
weight does increase a token amount, It is player has two choices here: He can of the PC (P/10-11 Table 1: Apparent Age
up to the Judge.s discretion as to how permanently combine the two ranks, or else Table) and his apparent age (P/10-11 Table
much weight is gained, with a 1% weight make the addition a temporary one. In the 2: Actual Age Table).
increase being a rule of thumb. Note that a latter case, the hero can “Hulk out” and
sudden failure of this power can be manifest great strength during a limited The character with this Power does not age
disastrous! Such catastrophes range from time. The daily limit on this form of Hyper- or die in a normal fashion. Now, before you
(at best) the sudden expulsion of all Strength is a number of game turns equal all run out and grab this Power for your
ingested matter, retention of the ingested to the power rank number, Also, the young hero, note the fine print. The hero
matter with the hero suddenly bearing all of temporary form carries with it a bonus of can still suffer loss of Endurance ranks as
its weight, or the rapid expansion of the + 1CS rank. the result of wounds, poisons, and
ingested matter to its original size (this damages, but if the results call for
latter possibility being quite fatal). perishing. then the character is left at Shift
P9/Hypnotic Voice
0 Endurance but does not die. The
Normally, a hero can retain the ingested The hero possesses a voice whose intrinsic character cannot move or act until
matter indefinitely. A side effect of the qualities permit a hypnotic domination of Endurance reaches Feeble, however. So
power gives the hero internal invulnerability the target's conscious and subconscious throwing an Immortal character into an
equal to his power rank, preventing major thoughts. The bulk of the hero's commands active volcano will keep him out of the way
internal damage due to ingested poisons or are sub-verbal in nature (it's not what she for a while. (He cannot heal while taking
physically damaging materials. Solids and says, but how she says it). damage.)
liquids can be retained for as long as the
hero can go without food; digestion The hero can effect anyone within the If Endurance reaches Shift 0, or the
normally stops while this power is in effect. sound of her voice. The optimum effect character otherwise dies, the immortal
If the gases ingested are toxic, the hero can occurs within twenty feet of her location. character loses all Karma, including that set
only retain them for the amount of time he The Power decreases -1CS for each aside for advancement. The character may
can hold his breath. If the mixture is not additional twenty feet. Everyone within be out of luck, but at least he has his
toxic and contains a sufficient quantity of range must make an Intuition FEAT in order Health. If an immortal character is part of a
oxygen, then the hero can hold his breath to resist falling under the effect of this Karma pool, then an amount of Karma is
indefinitely. Power. Failure means complete submission subtracted as if the character had left the
to the singer's command. Victims of the group. This is done each time the immortal
The hero can expel the matter harmlessly Power can make a new attempt to resist character becomes "dead.
or direct it into a blast that has power rank every ten turns.
range and damage. He can also do This Power does not have a Power rank. It
damage by ingesting. For example, by The Power can be used for as long as the counts as two Powers for any hero who
inhaling all the air in a room, he can cause hero concentrates on it. If a victim gets takes it, unless the character is alien in
certain events to occur. One, everyone in beyond the sound of the Hypnotic Voice, he origin, in which case the cost is normal (this
the room must make an Endurance FEAT can attempt to resist every five turns. reflects that a large number of extra-
or pass out from the sudden absence of air. dimensional aliens are effectively immortal).
Two, the room can implode if the pressure The Power comes in two varieties,
difference exceeds the walls. material automatic and deliberate. The automatic An immortal character's body will slowly
strength. form is a permanent modification to the regenerate lost parts and heal. so that short
hero's voice. Every time she speaks, the of atomizing the remains and spreading
P7/Hyper-Speed Power can function. The deliberate form that collection of atoms through a large
requires the hero to consciously alter his portion of space, the immortal character will
The hero is capable of extremely fast voice to manifest his Power. The player
motion and may even surpass light speed. return at some point in the future.
must choose which form the hero has. The
Normally this Power includes a specific automatic form costs a decrease of -2CS to
resistance to friction and lungs that are Immortality is applicable to the Earth
the Power rank. Dimension only (including all planets of this
adapted to breathe high-velocity air. If the
hero possesses a Travel Power, he can dimension). An immortal character in
The Power's range can be extended by another dimension -- such as Asgard or
exchange this speed for that of the latter mechanical means like telephones and
Power. Olympus, but excluding variant or divergent
radio. Remote control has a decreased earths --does not age, but may be killed
effectiveness of -2CS. Reproduction of the normally while in that dimension.
The Power can also be used to perform Hypnotic Voice is not quite as dangerous;
tasks in greatly reduced time. The Power the overall rank is decreased -4CS.
rank number is treated as a multiplier to If an Immortals power is somehow removed
show how much more quickly a specific or negated roll on P/10-11 Table 3: After
The Power cannot control someone who Effects of Ability Loss
task can be accomplished by someone with cannot hear it. Deaf persons or those with
this Power. For example, Typical rank altered senses are immune. Soundproofing,
moves four times as fast, an Incredible rank loud noises, and simply getting out of range P11/Longevity
moves 40 times as fast, and so on. When are effective tactics against the Power. The Greatly increased lifespan is not
creating the character, the player can raise Power has -1CS effect on non-humans. necessarily the same as Immortality.
the rank +2CS by omitting the special (When creating the hero, the player can Longevity does not automatically include
adaptations for friction and breathing. This raise the Power rank +1CS by limiting its immunity to disease, aging, or bodily
is a dangerous thing, though, people. (But effect to members of the opposite sex. For destruction, and someone with Longevity
what the heck-it's your character.) example, Lorelei can only affect men. merely has a greatly increased but finite
lifespan.

CONTENTS POWER TABLES INDEX: POWERS 78 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
the Longevity rank is higher than the Individual of his apparent age with a normal
When creating a character with this power, Endurance number, it can also be used to life expectancy. If the power can be later
you need to determine both the actual age determine the characters rate of healing. restored before a natural death occurs, he
of the PC (P/10-11 Table 2: Apparent Age The player shouldalso determine the continues living on as if little had happened.
Table) and his apparent age (P/10-11 Table characters aging rate. Does he age in a If death occurs meanwhile, an immortal
3: Actual Age Table). steady but incredibly slow rate? Does he might still resurrect himself if the power is
suddenly gain a years worth of aging once restored to his remains.
In the case of the recently born (those each century? Although this information
under 100 years old), the apparent age might have little game use, the information Sudden aging: The character rapidly ages
should be middle age or younger; to his true age but doesn’t necessarily die.
otherwise, how would you know the hero P/10-11 Table 1: Apparent Age of A character whose age exceeds his normal
was long-lived? The total lifespan of Immortal or Long Lived Super-Heroes life expectancy withers to a mummy like
someone with Longevity is determined by state. If his age exceeds four times his
his power rank. The power rank number Dice Roll Apparent Age (Years) normal life expectancy, the mummy is
is cubed, then multiplied by 70 years apparently lifeless. Consciousness
(current average human life expectancy) to 01-07 Baby (0-2) remains, though, and the “mummy” is free
generate the probable lifespan of the being 08-14 Child (2-11) to use its other powers as best it can. If the
in question see the table below:. 15-29 Teen (12-19) Longevity or Immortality power is later
30-58 Young Adult (20-40) restored, the character might regain his
Life Expectancy of Long-Lived Super-Beings 59-80 Middle Age (41-60) previous appearance, depending on the
Rank Modifier Life Expectancy 81-94 Old (61-80) circumstances and the Judge’s discretion.
95-00 Very Old (81+)
FE (2) 8 560 Aging and death: The character rapidly
PR (4) 64 4,480 ages to his true age. The shock tends to be
P/10-11 Table 2: Actual Age of Immortal
Ty (6) 216 15,120 fatal, especially if the character’s actual age
GD (10) 1,000 70,000 or Long-Lived Super-Heroes is more than twice that of his normal life
EX (20) 8,000 560,000 Dice Roll Actual Age expectancy. Rapid decomposition occurs in
RM (30) 27,000 1,890,000 1-100 turns; the remains attain a state
IN (40) 64,000 4,480,000 01-06 0 - 99 similar to that of a normal body the same
AM (50) 125,000 8,750,000 07-39 100 - 500 age as the recently deceased’s actual age.
MN (75) 421,875 29,531,250 40-67 501 - 1,500
68-79 1501 - 4000 Bodies under 4,000 years old are
UN (100) 1,000,000 70,000,000 mummified; those up to 10,000 years old
3,375,000 236,250,000 80-88 4001 - 10,000
Shift X (150) become skeletons, and those older than
560,000,000 89-94 10,001 - 100,000
Shift Y (200) 8,000,000 that collapse into dust. If the power is
8.75 billion 95-97 100,001 - 10,000,000
Shift Z (500) 125,000,000 restored to an immortal’s remains, the
70 billion 98-99 10 million - 5 billion
C1000 1 billion immortal can eventually return to life
1.890 trillion 00 5 billion + (traditional vampires are an example of
C3000 27 billion
C5000 125billion 8.750 trillion Reference: these are the Birth Eras this). Longevity-powered characters require
for the ages rolled above aid from such powers as Resurrection or
For beings with other lifespans, multiply the Roll Birth Era Self-Revival before they can regain their
modifier in this table by the lifespan previous physical conditions.
common to that race. For example, a field 01-06 Modern Industrial
mouse with Typical Longevity could reach 07-39 Post-Renaissance
P12/Lung Adaptability
an age of 216 years. In such cases where 40-67 Dark Ages
the actual age of a hero is greater than his 68-79 Classical Period The hero can breathe any gaseous or liquid
expected lifespan, assume the character 80-88 Ancient, Post Ice Age medium without harm. The lungs can
was either affected by a process or event extract required gases (oxygen for humans)
89-94 Cro-Magnon, Ice Age or even create them by converting available
that further increased his lifespan (for 95-97 Primitive Man
example, being a time traveler) or that he is elements. In game "reality" this Power is an
98-99 Prehistoric Eras internalized, automatic form of Matter
aware that his remaining days are few in 00 Before Earths Creation
number. In either case, this extension can Conversion. Gases created by this Power
lead to all sorts of plot complications. Is the retain their new nature while still within the
will help flesh out your PCs long life story hero's body; upon exhalation they revert to
character trying to complete a final task or give motivation to long-lived NPCs
before dying? Is he trying to do something their original nature. In rare cases, the
machinations. conversion is permanent. In this case, the
to prevent death and renew his as-yet-
unexplained extension? hero is a living filter who could eventually
If a Long Lived characters power is convert all the local breathing medium into
somehow removed or negated roll on P/10- a form beneficial to him. Any poisons are
Remember that a long life expectancy 11 Table 3: After Effects of Ability Loss
includes no guarantee of actually living that simply resisted or converted into useful
Normal life: Character is now a normal materials.
long. PCs are still prey to accidents. For
example, consider the case of a mad
scientist who, having just completed a P/10-11 Table 3: After Effects for Unfortunately, this Power also has the
Immortal/ Longevity Ability Loss drawback of decreasing the hero's senses
process that gives him a potential lifespan
of thousands of years, promptly trips on a Dice Roll Effect of taste and smell. Everything is bland to
power cord and dies of a fractured skull. A him.
characters Longevity rank can be added to 01-40 Normal life
his Endurance rank when determining 41-60 Sudden aging
the effects of disease on a long-lived PC. If 61-00 Aging and Death

CONTENTS POWER TABLES INDEX: POWERS 79 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
P13/Pheromones development. Rarest of all is the case Under normal conditions, the hero can
This is an aerosol version of Hypnotic where all the new bodies share a single consciously decide when to reawaken. This
Control. The hero's body can create and mind. The Judge can decide if he wants to may be at the end of a predetermined
emit chemicals capable of altering a allow such rare cases to intrude on his tidy length of time, or when certain conditions
target's behavior. These chemicals vaporize campaign. This power contains aspects of are met (like when his spaceship has air in
instantly on contact with air and are Free Spirit and Matter Creation. it again). Otherwise, the hero must be
received by the target's nose. The stimulated into awakening by another
complexity of the commands can vary with The color FEAT reflects the amount of the person.
the rank of the Power. The hero can readily body available for the Power to work with. A
affect anyone within twenty feet of him. The green FEAT means all the body is present Rank determines the maximum length of
Power rank decreases -1CS with each aside from spilled blood. A yellow FEAT time the hero can suspend animation.
additional twenty feet. means all vital organs are present, although
some of the less vital parts may still be P19/True Invulnerability
The Power cannot affect those unable to missing. A red FEAT is required if at most
one quarter of the original body is available. This is a combination of Resistances and
smell it. This includes would-be targets who Body Armor. The hero is immune to any
are upwind, behind a force-field, have their If less is available, Revival cannot occur.
physical harm, up to his rank's limit. The
own air supply, don't breathe, or breathe immunity includes the following resistances:
but have no sense of smell. The last P16/Self-Sustenance fire, heat, cold, electricity, radiation,
example includes a hero with the power of The hero can survive indefinitely without corrosives, disease, poison, brute force,
Lung Adaptability. consuming air, water, or food. Bodily sonics, and kinetic bolts. The rank of the
wastes are internally recycled back into Invulnerability reduces the rank of the
When the hero is created, the player must useable materials. attack form.
decide whether the Power functions
automatically or deliberately. The automatic Normally the hero would not need to Example: A Mandroid's Excellent laser
form lowers the Power rank -2CS. replenish himself when his power reached would do only Feeble damage against
its limit. He merely resumes normal Good Invulnerability, and none at all against
P14/Regeneration consumption habits (breathe normally, eat a Remarkable Invulnerability.
The hero can rapidly recover from any light snack, etc.). This is the permanent
wound. Cuts quickly close and disease form of the power. The temporary form The hero with this Power is still vulnerable
symptoms disappear. The hero heals at an requires the hero to consume mass to magical and mental attacks. If the hero
accelerated rate equal to the Power rank quantities at the expiration of the Power. should lose his True Invulnerability, his
number times the normal amount of time. ("That's the fifteenth steak you've eaten, Fighting rank drops to Typical (he's not
For example, a Typical rank can heal six Fred. How long did you say it's been since used to avoiding blows).
times as fast as normal, an Unearthly rank you ate last?") The required intake is one-
heals at a hundredfold rate, and so on. With quarter what the hero would normally have The hero's appearance is not affected by
time, the hero can regrow large areas of consumed during the time he was this power; he appears to be a normal
lost tissue, especially severed limbs. Lost abstaining. The hero can raise his Power member of his race.
limbs or organs require a red FEAT. It rank +1CS by opting for the temporary
cannot repair losses that resulted in the form. P20/Vocal Control
hero's death unless the hero is revived. If This might be considered a Talent rather
such a fatal loss and subsequent revival P17/Stealth than a Power, but here goes anyway.
occurs, the hero requires life-support The hero can move in ways that cannot be
equipment to give his Power time to detected, whether while moving or if The hero has total control over his own
function. subjected to later tracking. When the hero voice and can use it to duplicate any
uses Stealth, his rank is subtracted from desired voice of sound. The accuracy of the
P15/Self-Revival the efforts of those detecting him. simulated sound is 100% within the
The hero's Power is so strong that it can Power's limit (determined by rank) on a
repair fatal damage and actually return the Example: Shadowfox has Excellent Stealth. green FEAT. Exceeding the limit requires a
hero to life. The power functions despite the He cannot be detected by Typical means higher.-FEAT. The hero can imitate Sonic
absence of life in the body. It repairs the (that is less than Shift 0). Unfortunately, it's Powers that will have most of the
major damage and replaces lost tissues at Wolverine who's tracking him with effectiveness of the original. The rank for
the same rate as Regeneration above. Monstrous ability. Shadowfox's Stealth such mimicked Powers is -1CS of the
When the body is returned to minimum life lowers Wolverine's chance of finding him to original's rank.
sustaining condition, the hero comes back merely Good.
to life. This occurs despite any intervening P21/Waterbreathing
time in which the hero was dead; from the P18/Suspended Animation This may be a "wimp Power," but it would
hero's point of view, no time has passed. The hero can temporarily suspend all life be embarrassing for an extremely powerful
functions and enter a death-like trance. The character to drown while a relatively
If the hero was dismembered, the Revival hero can later return to life and normal wimpish water breather went unharmed.
Power is concentrated on the largest activity without harm. During this period, the
remaining segment. The rest of the body hero's body can be subjected to normally When creating the character, the player can
decays normally. In rare cases, all body fatal conditions and not suffer any, unless substitute any other breathing medium for
parts regrow. Depending on the size of the the body is actually damaged (say, a big water. This is often the case when creating
segment, each attains only partial rock fell on it). If this happens, the hero an alien character, such as one who
redevelopment of growth, intelligence, and cannot return to life until the damage is breathes liquid methane. This power may
power. Even rarer are the cases where all repaired. be permanent or temporary. Characters
the newly regrown bodies attain full with the permanent form have a decreased

CONTENTS POWER TABLES INDEX: POWERS 80 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
POWER CONTROL

resistance to heat and aridity. A sauna specific type of Power within a specific PC2/Creation
might be a death trap. The hero is -1CS to area, regardless of how many superbeings The hero has the ability to create new
resist and takes +1CS damage. are affected, or all the Powers possessed Powers and invest them into sentient
by a specific being. The duration of the beings for their own use. The new Powers
P22/Water Freedom Control lasts a maximum number of can be of any nature and can be any of the
minutes equal to the Power rank number. listings in this book.
The hero's body is adapted for movement After the expiration of the Control, it must
in the water. The hero can move through be reestablished. This can be done
water with the same ease that normal The hero is limited in the number and ranks
indefinitely. of the Powers he can create. The variety
beings can move through air. One method
of accomplishing this is the presence of a extends beyond his own innate Powers.
Control is normally directed in a straight The Power rank number is the maximum
body coating that reduces the effects of line. If the hero wishes an area effect, the
water resistance. The more common number of different Powers he can create.
sphere he creates has a radius equal to - This number always includes those Powers
method is the hero is extraordinarily strong 4CS range. For example, Excellent Control
and swift in order to compensate for water the hero has. The player and Judge need to
can be exerted on a target six areas away work together to determine what Powers
resistance. This permits him to function or be contracted into a field that only
normally, even at great depths. If such a are actually present in this Macro-power.
surrounds the hero's body.
person were on the surface, his extra
strength and speed would be evident The Powers the hero bestows are nowhere
There are three forms of Control. At least near as highly ranked as the hero's own
(+2CS Strength and Endurance). one form must be chosen when the hero is
Unfortunately, since the hero is normally Powers. New Powers are initially -3CS
created. This is initially at full strength. If the lower than this Power's rank. This can be
moving in water, he overcompensates on player wants the hero to have more forms,
dry land (-2CS Agility). later increased by the recipient.
each additional form decreases all Control
ranks by -1CS. The length the Powers remain is
Water Freedom also negates the effects of
great pressure and allows the hero to travel determined by the hero's Reason. A green
Die Roll Form Reason FEAT gives a duration of one day
to the depths of the oceans without harm.
01-40 Manipulation times the Reason rank number. A yellow
Note: This power does not automatically 41-70 Magnification/Reduction FEAT increases that to 10 days times the
include Water-Breathing. The player can Reason rank number. A red FEAT means
71-00 Negation the Power is permanent.
choose that as a bonus power if he so
wishes. Manipulation: The hero can alter the flow
and application of Power. He can change Judges may want to forbid this Power to
the direction of a Power with a green FEAT. any player characters or restrict it to high
level characters. In such a case, the player
Power Control Powers He can alter the effects of a Power by a
should roll for a new Power.
yellow FEAT. He can completely change
This somewhat redundant title refers to a the nature of a Power by a red FEAT. The
hero need not actually possess the Power The Nemesis is Power Control/Negation.
class of Powers that directly affect the way
other Powers function. These "Macro that the old one was transformed into, but
Powers" can only affect raw or applied the new one should be something harmless PC3/Domination
Power and the beings who possess Power. to both combatants. This is a form of Mind Control. The hero
They have no direct effect on normal, can control the actions of other super-
Power-less people. The exception to this Magnification/Reduction: The hero can beings in regards to the use of their own
are the Macro-Powers that can create new either increase or decrease the rank of the Powers. The hero can force the victim to
Powers in heretofore normal people. Some affected Power by his Macro-Power's rank use his Powers in any manner the hero
of these Powers will probably be limited to number. Unfortunately, the one thing the desires. The hero cannot alter the actual
NPCs or high level heroes; this is up to hero cannot affect his own powers' ranks. characteristics of the other's Power's.
individual Judges.
Negation: The hero can completely dispel The Macro-Power pits this Power's rank
PC1/Control any Powers within his range. Things against the victim's Psyche. The Psyche
affected by Powers revert to their original determines what Intensity FEAT is required.
The hero can alter the behavior of pure states. Super-beings are reduced to Normal
Power, whether it is in a raw or applied Humans (or whatever). The worst effect is The range at which the hero can exert
state. The hero can control the actions of on beings who need Power to physically Domination varies with his Power rank and
any Powers within his range and capability. survive. To them, the loss of Power is the number of beings that are controlled.
If the Power is free of a living super-being's damaging and possibly fatal. The range for Dominating a single being is
body, that Power's rank determines what shown on column A of the Range Table.
Intensity FEAT is required. If the Power is Undesired Control can be avoided by Each additional super-being the hero
internalized within a living super-being, the Dodging a directed attack, moving out of Dominates decreases the overall rank -1CS.
necessary FEAT is determined by that the Control's range, or by the use of such The duration is as long as the hero can
being's Psyche. If Control is achieved, it Powers as this one, Force Field vs. Power maintain his concentration.
affects the entire rank of that Power. Manipulation, and Resistance to Power
Manipulation. Successful resistance means If the victim fails his initial resistance, he
The range at which the hero can exert the would-be victim retains his Powers, at can try again every ten turns by making a
control is determined by his own Power least for now. Psyche FEAT based on this Power's rank.
rank number. Distances are shown on
column A of the Range Table. Normal, Power-less beings are completely
unaffected by this Power
The Macro-Power can affect either a

CONTENTS POWER TABLES INDEX: POWERS 81 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
If the victim is cooperative, Domination is continue to use his Powers. The nature of necessary to release the Powers in a
automatic. Domination can be thwarted by the source and its link varies with each controlled manner.
such Powers as Force Field vs. Mental hero. If the source is small enough, the
Attack, Resistance to Mental Attack, and hero may be required to carry it with him. If When the Energy Source is depleted or
Power Control. not, perhaps the hero needs to periodically destroyed, the item reverts to its original
return to the source or forge an ethereal state.
Optional Powers include Mind Control and Power cord that links him to his Source
Magic Domination. despite any intervening distance. The PC7/Focus
Judge and player need to work together to
The Nemesis is an Enhanced Psyche string produce a playable source and link. The hero can channel all his raw energy
enough to resist Domination. into a single burst of a chosen Ability or
If the link is severed or the source Power. All his Power and Ability rank
destroyed, the Mage is left with a finite numbers are totaled together. This rank
PC4/Duplication number replaces the rank number for a
supply of energy left. The amount of raw
If the hero acquires this Power, the player Power left is the number of points equal to chosen Power. Upon the completion of
should immediately set aside all his his Psyche rank. Each time he uses Power, releasing the Power, all the hero's Abilities
previously generated Powers and not roll he decreases the reservoir by that Power's and Powers temporarily drop to Feeble.
any more. The hero can use his rank number. Obviously, it is within the This Power's rank number is the total
MacroPower to duplicate the characteristics hero's best interests to renew his link or amount of lost points the hero can regain
of any other Power. The Power ranks for rebuild his source in as little time as each turn. Points are divided evenly
the duplicated Powers is equal to the possible. between all the depleted Abilities and
MacroPower's own rank. Such Powers Powers. (Okay, this isn't really a Power
remain as long as the hero concentrates on As you are beginning to suspect, this isn't either. Roll again for an additional Power.)
maintaining their existence. Unfortunately, really a Power and is more of a restraint.
the hero can only Duplicate a single Power You're right. If you roll this Power, go ahead PC8/Gestalt
at any one time. Switching Powers takes and roll an additional Power.
three turns. Two or more users can combine to create a
new Power. The Power can be of any
The hero must be exposed to a Power in PC6/Energy Source Creation nature; its Power rank is equal to this one.
order to later duplicate it. Such Powers This is another Power the Judge may want When the player generates this Power, he
must be used within 10 feet of the hero. A to restrict to NPCs or high level heroes. The must first select another player's character
green FEAT enables the hero to store the hero can create items that can in turn with whom his hero forms the Gestalt.
Power for later duplication. provide Powers to other people. The hero is Second, both players must randomly
able to charge a target with raw Power. The determine what the Gestalt-created Power
It is assumed the hero has been exposed to target must be non-living or non-sentient. actually is. Roll for additional Power; this is
others' Powers at some point in his past. The target is transformed into a battery that the Gestalt.
Initially the character has a limited number can harmlessly store raw Power indefinitely
of Powers he has already encountered; until needed by the target's new possessor. The best example of Gestalt Power in the
these are represented by Powers already The hero can store any Power except this Marvel Universe was the Beaubier twins,
generated but set aside. If this was the first one. If the hero is working in conjunction Aurora and Northstar, who could generate
Power the hero generated, then randomly with another super-being, the Powers of Monstrous Intensity Light when they
generate a single Power. this other being can also be stored with the touched.
target.
The hero rapidly gains Powers by PC9/Nemesis
duplicating those of companions or foes. The Macro-Power can store a maximum When this Power is first generated, it
Since the Power must be used, foes can be number of spells equal to this Power's rank replaces all other Powers the hero might
a hazardous source of new Powers. number. The maximum number of total rank have other had. If a hero is clever, then no
numbers is equal to this Power's rank other Powers are needed. The basis for
The hero has a finite number of Powers he number as well. Nemesis is the ability to automatically
can duplicate. The maximum number is analyze an opponent's Powers and
equal to his Power rank number. If the hero The hero must be in contact with the target Weakness. The hero then instantly
exceeds the limit, the new Power replaces in order to fully charge it. If he does not generates a Power that can defeat the
an old one. make contact, the ranks for all spells to be opponent. The newly created Power can be
bestowed drop -1CS for each ten feet a +1CS version of the opponent's Power or
The act of analyzing a Power for later separating hero and target. is an opposing Power. The nature of the
duplication takes three turns. In no way Nemesis Powers varies with each
does this affect the source of the Power. The act of creating an Energy Source can opponent. The only Power that a Nemesis
be disrupted by a variety of factors. The cannot Generate is Power Control/
The hero can develop a Power Stunt that presence of a Psyche within the target Negation.
enables him to duplicate Talents as well. prevents this Macro-Power from affecting it.
Removing the target from range stops the Analyzing an opponent takes one turn.
The Nemesis is Mind Drain. process of creation. The Macro-Power can Designing a suitable Power and infusing
be blocked by such Powers as Force Field into the hero's body takes two turns.
PC5/Energy Source (Power Creation) vs. Power Manipulation, Resistance to Switching opponents causes an additional
Power Manipulation, Power Control, and delay of seven turns, The opponent must
The hero draws his Powers from a special Power Domination.
source that provides him with all the energy be with 10 feet of the hero for analysis to
he can handle. As long as the hero can occur; this can be extended to 100 feet if
When the hero creates a new Power the opponent is the only superbeing in the
maintain his link with this source, he can Source, he must state what conditions are area.

CONTENTS POWER TABLES INDEX: POWERS 82 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Psyche, and ranks for other Powers the Feeble Power Vampire.
This Macro-power's rank determines the Vampire has. The Power Vampire can force
maximum Power rank of a generated a nonliving, non-sentient target to release The Nemesis is a Psyche temporarily
Power. When facing a foe of greater all its raw Power. He must make an raised 2CS higher than the vampire's rank.
strength, the player must select a Power Intensity FEAT equal to the highest ranked
that can still prevail, despite the disparity. Power the target possesses. A drained item PC12/Residual Absorption
reverts to its original state. The hero can duplicate a Power by
Nemesis has two inherent weaknesses. absorbing the traces left behind whenever a
The first is that the Macro-Power can only Living or sentient beings are harder to Power is used. The residue may be in
cope with a single opponent's Powers at drain. The victim's Psyche determines what anything that was near or the target of a
one time. The second problem is that the Intensity FEAT is required. A successful Power's emission.
Macro-Power is helpless against Powerless FEAT enables the Vampire to drain Power
people. If there is no Power to overcome, from the victim. The amount of raw Power The Power rank determines what the rank
then it cannot generate a Power. Because equal to this Power's rank number is drawn is for any Powers created in this way. The
Nemesis possessing heroes tend to overly in equal portions from all the victim's duration of the borrowed Powers is
rely on their Macro-Power, they tend to be a Powers. The process of feeding can determined by the hero's Reason. A green
little rusty when it comes to Fighting normal continue indefinitely, as long as the vampire Reason FEAT gives a duration equal to the
people. Decrease Fighting's rank -2CS for makes successful FEATs. Each turn drains Reason rank times 100 turns. A yellow
such cases. another rank's worth of Power. FEAT raises that to 10,000 turns times the
Reason rank number. A red FEAT
PC10/Power Transferal The Vampire can voluntarily cease feeding increases that to permanence.
at any time by making a Psyche FEAT of
The hero can transfer some or all of his any color except red. A red FEAT means
Powers to another sentient being. The The average amount of residue bearing
the hero has entered an uncontrollable material is about the size of a breadloaf. It
transferal can be any combination of feeding frenzy that can only stop when the
Powers and ranks. Only this Power cannot is completely drained after a single use.
victim is drained or the Vampire is repulsed.
be, transferred. Each transferred Power
rank diminishes the hero's own rank for that PC13/Selection
If the Vampire fails to make a FEAT at any
Power. A single Power can be transferred point in the feeding process, he is The hero can possess any number of
each turn. immediately repulsed from the victim and Powers but can only use a single one at a
can never resume the attack. The victim given time. Switching between Powers
The optimum range for Power Transferal is gains an instant immunity to any future takes three turns.
contact. Each ten feet that separates the Vampiric attacks by that being.
hero and recipient decreases both the When the player generates this Power, he
recipient's and hero's Power ranks -1CS. If The Power the Vampire absorbs is used to gets to generate an additional Power as
the hero wants to simultaneously transfer increase his own Strength, Endurance, well.
Power to two or more recipients, he simply Psyche, and Powers. The increase in equal
divides the ranks between them. amounts to all the adjustable Abilities. The PC14/Weakness Creation
exception is this Power, as no Vampire can The hero can bestow a weakness on a
The duration of the loan varies with the increase his own Vampiric Power. victim that is just as dangerous as if the
Reason rank of the hero and the FEAT victim as always possessed that
made at the time of transferal. A green Power Vampires lose energy at a Weakness.
Reason FEAT gives a duration of 100 turns depressing rate. The rank numbers for
times the Reason rank number. A yellow Strength, Endurance, Psyche, and all The hero must make a Power FEAT whose
FEAT increases that to 10,000 turns times Powers except this one decrease one point Intensity is determined by the victim's
the Reason rank number. A red FEAT per hour. The Power Vampire must feed to Psyche. Success means the hero has
changes the loan to a permanent grant. survive. temporarily mangled the victim's physiology
and given him a new Weakness. The player
Most recipients tend to believe that A Power Vampire cannot actually starve to randomly generates the nature of the
suddenly receiving Power is in their best death if denied a sufficient supply of Weakness using the Tables in the early
interest and thus the recipient cooperates in victims. When all his affected Abilities reach sections of this book.
any way he can. Still, if the recipient wants Shift-0, the Vampire falls into a coma. His
to resist this Macro-Power, he can do so by Power Vampirism continues to function and The duration of the Weakness is
moving out of range or blocking it by such tries to drain anyone who comes within a determined by a separate Reason FEAT
Powers as Force Field vs. Power foot of the body. When the Power Vampire's made at the time the Weakness is created.
Manipulation, Resistance to Power abilities return to Feeble rank, the Vampire A green FEAT gives a duration of 10 turns
Manipulation, and Power Control. returns to life. times the Reason rank number. A yellow
FEAT increases that to 1000 turns times
Optional Powers include Mind Transferal When creating a Power Vampire, the player the Reason rank number. A red FEAT
and Magic Transferal. must choose a Weakness. The player can further increases that to 10,000 turns times
raise his Power rank +1CS for each the Reason rank number.
The Nemesis is Force Field vs. Power additional Weaknesses he chooses, up to a
Manipulation. total of four Weaknesses. At the expiration of the duration, the victim
returns to normal, unless he has died in
PC11/Power Vampirism Power Vampirism is communicable. A living such a way he cannot be revived.
The Power Vampire can drain the raw or sentient being who was completely
Power from a victim and convert that drained by a Power Vampire must make a This is the final Power that Judges should
energy into extra Strength, Endurance, Psyche FEAT roll. A red FEAT means the probably restrict to NPCs or high level
victim has himself been transformed into a characters.

CONTENTS POWER TABLES INDEX: POWERS 83 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
SELF-ALTERATION

Self-Alteration Powers independently functioning segments.


Physiological functions like blood flow and If there are two or more missing parts, the
S1/Age-Shifting neural activity continue in the same manner rest of the hero's body is instantly drawn to
as if the body were whole. Detached parts a point midway between them. From there
The hero can alter his apparent age at will, cannot regenerate if the body is destroyed he can move freely in order to recover
His body and physiology change to unless the hero has a regenerative Power. himself. He loses 1 point of Health for each
simulate any age, younger or older. Mental If any detached part is damaged or 10 turns he remains apart. Upon
facilities remain unaffected (in other words, destroyed, the hero suffers the normal reattaching the next-to-last part, he is
you really can have a 10-year-old mind in a damage; his body also reassembles instantly drawn to the last part.
30-year-old body). When creating the hero, immediately, if possible.
the player can opt to link the hero's other Separating the legs from the torso does not
physical Powers to a different physical age. The practical basis for this is the power of cause the hero to fall. Rather, the torso can
For instance, Jon's hero can be a 10-year- Gateway/Spacewarp targeted on the hero's move freely about on its own, at normal
old boy who has the ability to become a 25- own body. In "game reality" the hero forms movements rates for Land/Water.
year-old with the Powers of. Flight, two parallel Spacewarps at the desired
Shadowcasting, and Telepathy. point of detachment, then shifts the location Despite a player's misgivings, this Power
of the outer warp. The perceived result is lends itself to several useful Power stunts.
Rank determines the apparent number of that part of the hero's body detaches and A self-propelled swordarm is handy in a
years the hero can Age-Shift. Normally, a flies off on its own. fight. A hero facing a toxic cloud could
character cannot voluntarily Age-Shift to an leave his nose behind. The Power provides
age younger than a newborn, since this is Normally, the majority of the hero's body +1CS protection against edged weapon
definitely suicidal. This barrier can be acts as an anchor and cannot be moved by attacks; a blade cannot sever something
passed of the hero's Power is being shifting the Spacewarps. The hero can already detached. It is also a great Power
controlled by an outside force. develop Power stunts with which he can for a macabre sense of humor.
transport himself.
S2/Alter Ego Due to the nature of this Power, the hero
The hero has two different forms. One is a Example: the hero sends out a hand to has a special vulnerability to attacks that
normal, powerless being; the other is the grab onto a distant object and then pulls disrupt his own Spacewarp. These include
powerful, heroic self. When creating the himself to it. Gateway, Dimension Travel, any of the
hero, the player has to create two different Teleportation forms, and any Power
beings. The statistics for the primary self Detached segments can travel at Power affecting Powers (+2CS for the attacker).
should be fairly routine (all physical abilities rank speed for Land/Water movement;
ranging from Feeble to Good). All bets are involuntary reattachment due to injury is S4/Animal Transformation-Self
off for the heroic self. Something many instantaneous. The maximum range and
duration of detachment are also based on The hero can alter his appearance, form,
people never consider is that the heroic self and dimensions to appear as any desired
might be a relatively normal human, while the Power rank. Each additional
detachment decreases the range and animal form. This Power can also be used
the normal self is something a little lower on to assume alien appearances (but not
the evolutionary ladder. For example, you duration by -1CS, for a cumulative effect.
humanoid aliens). The only limitation is that
might try a character whose normal self is a Movement the hero's basic physiology remains
mutant dog (why should humans have all in Areas unchanged.
the deviant fun?). Rank per Turn Range Duration
S5/Animal Mimicry
The two selves never co-exist except under FE 1 2 1 minute
extraordinary circumstances. Possible This is a form of Power Duplication. The
PR 2 4 2 minutes hero can duplicate the natural abilities of
causes of simultaneous existence include
time warps, cloning, and Lifeform Creation. TY 3 6 4 minutes any animal. The hero's body does not
The two selves may even be separated for GD 4 8 8 minutes significantly change; instead, existing flesh
an extended time, such as what happened EX 5 10 15 minutes changes the way it functions. For instance,
to Bruce Banner and the Hulk. RM 6 15 30 minutes perhaps the lungs can now breathe water.
IN 7 20 1 hour The rank determines a successful
The primary drawback to this Power is the duplication. Normal animals take a Typical
AM 8 25 2 hours Intensity FEAT, aliens a Good Intensity
uncontrolled reversion to the normal self, MN 9 30 4 hours
especially when it occurs during dire FEAT, and magical creatures need an
circumstances. For example, Mightiman is UN 10 40 8 hours Unearthly Intensity
rescuing a sub from the ocean floor when X 12 50 1 day FEAT. Should the hero wish to duplicate an
he reverts to his other self, little Eddy Y 14 100 2 days imaginary animal or being, he must make a
Edwards. ("Can you say 'fish food?' Sure Z 16 200 4 days Class 1000 Intensity FEAT. Duration
you can.") CL1000 32 500 10 days ranges from one minute to indefinite.
CL3000 50 1,000 20 days
Variations include automatic or voluntary CL5000 100 2,000 40 days S6/Blending
transformation, duration, and shared minds The hero has the ability to match his color
versus semi-independent mentalities. If a single detached segment is prevented exactly to his surroundings. This Power
from returning to the body at the end of the functions as a practical invisibility. The
S3/Anatomical Separation duration, the rest of the hero's body is body's outline and contours are still
This is the most grotesque Power available instantly drawn to the missing piece. Any detectable if the observer is very careful.
but it has its advantages nevertheless. With intervening barrier is destroyed, doing The Power is most effective if the hero is in
this Power the hero can spontaneously and damage to the hero appropriate to the low light or at a distance from the viewer.
harmlessly separate his body into barrier.

CONTENTS POWER TABLES INDEX: POWERS 84 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Variables include speed and complexity of Note: The safeguards that protect the hero
color change, and whether the Power is might be disrupted or not included if If an opponent has the ability to negate the
automatic or voluntary. another hero tries to duplicate this Power. coating's flexibility (through Matter Control,
In such cases, use of this Power may be Power Control, or Magic), the hero is
S7/Body Adaptation instantly fatal! While in an altered state, the paralyzed until he can remove the coating
hero has a special vulnerability to attacks or until it reaches its duration.
This is related to Life Support. menacing that form. If the Absorbing Man
transformed himself into paper while S10/Bouncing Ball
The hero's body automatically adapts its fighting the Human Torch…
physiology to enable it to survive in hostile This is a specialized form of Shapeshifting.
environments. Unlike many of the other While in a solid altered state, the hero The hero can transform his body into a
Powers that also permit this, Body retains his overall normal appearance. If resilient sphere, apparently transforming his
Adaptation physically changes the hero's liquid or gaseous, he can assume any body into a balloon-like caricature of
body. This Power involves automatically shape and still reform into his original himself. Heroes with this power are rarely
functioning versions of Body appearance at the cessation of the Power. taken seriously, but despite the image
Transformation and Shapeshifting. The problem this power offers substantial
Power changes the hero into a form that Normally, the hero must transform his entire benefits to the hero. While he is inflated,
has primary abilities proportional to the new body into the desired material. He can the bouncer can travel at power rank
environment. transform himself into multiple materials or speed. His Fighting rank is increased by
transform specific parts of himself at a cost this power’s rank number. He has +3CS
Example: An Adapting hero in a heavy of -1CS. resistance to blunt physical attacks. On the
gravity world might now possess down side, he also has a -2CS resistance
Monstrous Strength, but so do all the to slashing attacks. In a given situation, the
natives. S9/Body Coating bouncer can maintain this power for the
The hero can surround himself with a number of turns up to his power rank
Note: If the hero possesses a Strength rank flexible layer of a protective substance not number before he has to deflate and rest.
greater than Typical, that CS is carried over normally found on his body. The body coat After 10 turns, he can then reinflate himself.
into the new situation. In the above provides protection and allows the hero's
example, if the hero possessed Remarkable Power(s) to manifest (i.e., if the body coat S11/Chemical Mimicry
Strength on Earth, he possesses Shift Y is not present, the hero cannot use his
Strength on the heavy world. other Powers). Damage to the body coating This is related to both S7/Body
is not carried over to the hero's own Health; Transformation-Self and to Power
The hero can completely adapt in one to no points are lost even when the coating is Duplication. The hero can duplicate the
ten turns, depending on the degree of completely destroyed. Any damage to the chemical properties of any element or
difference between the new and home coating can be quickly repaired by the compound without his own body actually
environments (Judge's discretion). hero's body secreting more of the coating changing in composition. The hero's flesh
material. The degree of protection and the simply acts as if it were the desired
The adaptation may provide the hero with speed of repair to the coating are substance. Obviously the hero retains his
new ways to move. On a water world, the determined by the Power rank. solidity, even when duplicating the
hero might sprout fins. properties of a liquid or gas. Depending on
The coating can be of any one substance. the desired effect, the range of his chemical
There is only one adaptation for each type When creating the hero, the player must power varies from contact to one area.
of environment, and it is triggered determine the nature of the Body Coating
automatically by the hero's entrance into material. Common examples include ice, Tracking the hero by smell is difficult
the new environment. The Power cannot iron, steel, copper, rock, wood, and because his scent changes with each
provide the hero with protection against insulation. Each material has its own mimicry (-4CS to tracking ability).
hazards that suddenly occur; a prime characteristics.
example is the hero failing from a great S12/Collective Mass
height. This is a hazardous situation, but If the player rolls this Power more than The body of the character is a collection of
not a hazardous environment. once when creating the hero, the player individual bodies held tightly together and
may opt for a variety of coatings or increase functioning as a single unit. Unlike S23/
When adaptation occurs, the hero gains the rank of -the first coating by +1CS, Physical Gestalt, the individuals retain their
the subconscious knowledge of how to use cumulative. distinct physical forms (though admittedly it
the new adaptations for survival. If not, we may be hard to actually spot any given
waste game time while the hero learns to When coated, the hero is vulnerable to individual if they are tiny). One helpful side
breathe. At Shift X, the hero can attacks against that specific material, like effect of this power is that the individual
consciously control the manner of flame against wood, electricity against bodies do not physically suffer while they
adaptation. metal, -or sudden thermal change against are joined together; breathing is assumed
rock. Variables include the material strength to occur without difficulty. However, the
S8/Body Transformation-Self of the coating, its normal duration, the Collective Mass will probably have to break
speed of creation, the rate of apart in order to allow the individual units to
The hero can alter the nature of elements replenishment, and the effects on the body.
and compounds within his own body. eat.
Innate safeguards in this Power maintain The Body Coating Power gives the hero an
the hero's lifeforce in any altered state. Primary and secondary abilities are rolled
added vulnerability to relevant Matter on Column 1 of the Random Rank Table
Altered states may not necessarily be Control Powers. When the coating has
mobile, or may move in new ways. (At FE on Pg 15. Because of its peculiar dual
reached its duration limit or is no longer nature, a Collective Mass has two sets of
and PR ranks, the hero is immobile.) needed, it simply flakes off the hero, s body primary abilities. The first set represents the
and quickly disperses as dust or vapor. average abilities possessed by the

CONTENTS POWER TABLES INDEX: POWERS 85 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
individual component entities; the second leverage or strength. The hero can Energy Control and Emission for the
set is that of the Collective Mass. The elongate any single part a maximum purpose of controlling the energy within the
majority of powers can only be manifested number of yards equal to his power rank body.
by the Collective Mass. Individual entities number. If two or more parts are elongated,
can at best exhibit Feeble-rank versions of this limit is the total combined length for all S15/Energy Sheath
the available powers; otherwise, why bother parts concerned. The hand counts as part
to be a Collective Mass in the first place?. of the arm unless the hero is specifically The hero can surround himself with an
The Collective Mass abilities may be elongating his fingers; in this case, the energy field. This field provides protection,
affected by the loss or addition of more maximum is divided by the number of life support, and a means of manifesting the
individual entities to its form. fingers elongated. For example, Mr. hero's other Powers. The energy field can
Fantastic is usually shown elongating an be of any type (see the Energy Emission
A Collective Mass gains + 2CS Resistance arm with a normal hand at the end of it; this section for available types). Each energy
to physical or directed energy attacks gives him a greater reach than if he field has its own characteristics that affect
(lasers, for example). Its unique physical elongated his hand instead. The hero can the ways the hero can use the Power.
structure allows it to simply create holes in maintain any single act of Elongation for a
its body to avoid making contact with the number of turns up to his power rank Only one Energy Sheath can be used at a
attacking force. However, such beings have number. time. The hero may possess several
a peculiar weakness: A successful possible Energy Sheathes. The original
Grappling attack breaks the body into two This power is primarily used by heroes like rank for each is Good; this can be modified
masses! The body can automatically rejoin Mr. Fantastic to extend their reach or stride. by the Ability Modifier Table on page 6 in
in 1-4 turns unless something prevents this, Other heroes might also use the power to the Player's Book. Each Power is rolled
like teleporting half the body into a parallel elongate body parts like the nose, ears, or separately. Thus a hero might possess a
dimension. eyes. This useful, albeit grotesque, tactic Poor Sonic Sheath and an Incredible
enables the hero to use his nose as a Vibration Sheath.
The Collective Mass can be any size, snorkel, his eyes as periscopes, and to
depending on the size and number of the eavesdrop on a room several floors away Damage to the Sheath does not affect the
individuals entities that compose it. Most by sending his ear through the ceiling vent. hero's Health. If the Sheath is destroyed,
Collective Masses in Marvel Universe The optional power is Plasticity. the hero. must make a red FEAT to regain
campaigns are human-size and composed it. Possible ways of destroying a Sheath
of smaller creatures generally less than 3” include Energy Control and Conversion,
S14/Energy Body Power Control, and Magic. When the hero
long (between the size of a mouse and a
dragonfly). If the Judge allows, a Collective The hero can transform his body into a is using this Power, he has a special
Mass may be a giant composed of human coherent energy field that supports his vulnerability to Energy Control and
size entities. In special cases, the lifeforce and is capable of controlled Conversion Powers that can affect his type
Collective Mass may even be a titan actions. The energy can be of any type of Energy Sheath (-2CS). However, he also
composed of relatively large beings. (see the Energy Emission listings). has +2CS Resistance to attacks using the
same energy form as his Sheath. For the
Ordinarily, the number of individuals When creating the character, the player duration of the Sheath, it is assumed to be
composing the Collective Mass is less than determines the nature of the energy into made of an infinite supply of that energy.
the rank number of the Collective Mass’s which the hero can turn. The rank (Otherwise, the character bookkeeping
Reason, multiplied by 100. The individual determines the number of possible energy would be a nightmare. "Let's see, if I throw
entities can be of any nature, whether types. The rank for each energy type is a fireball, that's gonna cost five minutes of
animal, plant, or machine; the individual originally Good; this is modified by the power…")
components may be sentient or not. If the Ability Modifier Table found on page 6 of
Collective Mass is composed of relatively the Player's Book. Each Power is rolled When creating the hero, the player can opt
ordinary creatures (as opposed to separately. Thus, a hero might have a Poor to replace one of the other Powers with a
something strange, like a colony of snakes sound-form and an Incredible radiation Transportation Power. The player can also
mutated by a nuclear test at Los Alamos), form. Damage to the Energy Body is the replace other Powers with the appropriate
the Collective Mass has the option of same as damage to the normal body. The Energy Emission and Control Powers, if he
absorbing more of these component Energy Body is subject to anything that so chooses.
creatures into itself. A Red Psyche FEAT would affect energy of its type. The hero
allows this to occur. In such a case, the makes a standard Resistance roll to S16/Evolution
addition may have the effect of increasing determine such effects on the Energy Body.
The hero may find himself confined in a The hero can alter his mind and body to
the Collective Mass.s primary abilities. simulate any stage of the evolutionary path
storage field while in energy-form. If so, he
must make a red FEAT to attempt to revert of his species. Note: This is "comic book"
In an Earth-based Marvel Universe evolution, folks, the kind where superstrong
campaign, the Collective Mass has the to normal. If he fails, he must escape in his
energy form. cavemen eventually evolve into giant brains
ability to transform itself into a human with vestigial limbs. If the hero possesses
likeness by making a Psyche FEAT. other Powers, the player may divide them
However, the visual appearance of the The Energy Body is a relatively unlimited
supply of that particular energy type. The among different evolutionary stages. For
individual bodies does not change; a example, the caveman gets the physical
disguise is needed if the Collective Mass is hero can expend great amounts of it and
still be able to return to normal. Completely Powers while the giant brain gets the
to impersonate a normal human. mental ones.
depleting the Energy Body requires a red
FEAT rolled by the Judge or an adversary.
S13/Elongation The hero can also ab s orb existing energy Rank determines the duration of the
This is a specialized form of Shapeshifting. of his chosen type to replenish himself. assumed stages.
The hero can temporarily increase the
length of any part or his body without losing This Power includes the relevant form of For the caveman, drop the Reason,

CONTENTS POWER TABLES INDEX: POWERS 86 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Intuition, and Psyche, but raise the strength does not increase. This form of
Fighting, Agility, Strength, and Endurance. Growth has a dangerous side effect. As the This Power does not allow the hero to
For the giant brain, reverse the process and hero’s atoms grow, they are unable to imitate Powers, Talents, or mannerisms.
raise the Reason, Intuition, and ' Psyche. In interact with normal atoms. The hero is
both cases, the decreased abilities drop to unable to breathe, drink, or eat normal S20/Invisibility
Feeble, while the other abilities are raised a matter. Fortunately, there is a 95% chance
corresponding number of ranks. Divide the (determined at the time the hero is created) With this Power a hero can render himself
ranks as evenly as possible. that the power envelops the hero’s body in undetectable by normal, consciously willed
a field that temporarily increases the size of sight. There are four very different means
Each stage also has intrinsic advantages. consumed matter. Note that this is the only of accomplishing this effect. Each form has
The caveman possesses Typical Tracking, form of growth that will enable the hero to unique characteristics regarding such
while the giant brain possesses Typical travel into macroverses or, if the hero is factors as the area made invisible,
Telekinesis and True Flight. originally from a microverse, enable the protection against light-based attacks,
hero to reach our own universe. mechanical detection, and detection by
other means.
S17/Growth
The nemesis is MC4/Diminution; the
This is a self-directed form of MC6/ specific nemeses for each form are, in Physics: This is the form possessed by
Enlargement. The hero can temporarily order: Atomic Collapse, Atomic Reduction, Sue Richards. The hero's body is totally
increase his physical size at will. As he and Atomic Shrinkage (see Shrinking). transparent to the visible light spectrum. He
grows, the hero becomes an easier target. cannot be mechanically detected or
The bonuses to be hit, given in Table 3, are The following details to-hit bonuses against recorded (i.e. by photography or television)
not cumulative. There are three ways the Growth-using characters: and is immune to attacks using visible light
power can be attained: Atomic Dispersal, (lasers, mostly). At Good rank and higher,
Atomic Gain, and Atomic Growth. The Resultant the invisibility range can be extended to
player randomly determines the method Rank Size Bonus to be hit cover other sections of the energy
when he creates the character or when the spectrum (infrared and ultraviolet light,
character first gains this power, using the FE 1.5x +1CS radiowaves, hard radiation); this also
sub-table below. PR 2x +1CS bestows immunity to attacks using these
TY 3x +1CS forms. At these levels the hero can also
Die Roll Form GD 4x +1CS extend the area of invisibility beyond his
EX 6x +1CS body. This permits the hero to protect
01-25 Atomic Dispersal RM 8x +2CS others and more importantly, to wear
26-75 Atomic Gain IN 10x +2CS clothing. (H.G. Wells' Invisible Man was
76-00 Atomic Growth unable to even conceal undigested food
AM 12x +2CS within his body.)
Atomic Dispersal: the hero increases the MN 15x +3CS
distance between his own atoms, thus UN 20x +3CS Telepathic: The hero is actually visible but
increasing his overall size. His mass X 50x +3CS is ignored and immediately forgotten by
remains the same no matter how large he Y 100x +3CS beings who would otherwise be capable of
becomes. The hero also becomes Z 200x +3CS detecting his presence. He is also immune
increasingly fragile; his body’s material CL1000 500x +4CS to detection by other senses. ("Did you
strength decreases -1CS with each hear anything? Nah.") He can be
doubling in size. At Shift X rank, the body CL3000 1000x +5CS mechanically detected and re corded (this
becomes less dense than air. At CL1000 CL5000 10,000x +6CS is where this Power gets weird); a video
rank, the hero becomes intangible and can monitor or alarm that reveals the hero's
Phase through normal matter. S18/Imitation-Face Changer presence will be ignored by anyone within
The hero can change his superficial range of the hero's Power. Photographic
Atomic Gain: enables the hero to appearance but cannot alter his basic form film records the hero, but anyone looking at
somehow create or gain new atoms and or dimensions. The hero has conscious it while within range of the hero's Power will
incorporate them into his atomic structure. control over the movement and placement ignore the hero's image. Anyone outside
As the hero gains new matter, his size and of muscles, cartilage, and minor bones this range can see the hero quite clearly,
mass increase as well. As the hero grows, (nose, fingers, cheeks) and can alter the and will be very confused about the lack of
his strength increases +1CS for each +2CS color and appearance of his skin and hair. reaction by those around the hero. He can
of growth. The hero’s Primary and extend this invisibility to anyone in physical
Secondary abilities are unaffected. The hero can use this Power to assume contact with him. If the hero loses touch
However, Health seems to increase any human appearance, provided the (literally) with someone whom he was
because physical attacks do less relative desired shape roughly matches his own. protecting in this way, that person is
damage. Bullets, for example, would be immediately susceptible to the Power's
nothing more than grains of high-velocity Examples: A child could imitate other effect and forgets that the hero was ever
sand to a giant hero. Note that when the children, midgets, and dwarves. A thin man there. Robots and cybernetic beings are
hero returns to his original size, wounds could not imitate Sydney Greenstreet. unaffected by this Power, but they can be
decrease in size but embedded bullets and protected by it. The Power does not affect
other objects do not! S19/Imitation-Human Changeling any light-based attack but does provide
protection against psionic attacks (-2CS for
Atomic Growth: enables the hero to The hero can alter his appearance, form, the attacker).
increase the size of his own atoms, thus and dimensions to appear in any desired
increasing his overall size and mass. The human or humanoid shape. The hero may Hallucinatory: The hero is actually visible
hero’s strength increases only enough to either imitate a known being or assume a but is surrounded by a telepathic field that
enable him to move his own body; lifting created appearance. makes others see an empty spot where the

CONTENTS POWER TABLES INDEX: POWERS 87 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
hero is. The Hallucination can incorporate Previously controllable Invisibility can be can hold his breath. If the hero has some
the hero's surroundings and affect real-time made permanent through brain damage or way around this problem, the duration is
viewers at a great distance. In other words, Powers that affect the hero's control. unlimited.
the hero can disguise the area around
himself and this disguise will fool anyone S21/Mass Decrease Note: if the power is somehow “turned on”
looking at the area, even if they are miles permanently, as happened to Kitty Pryde,
away. However, this Power doesn't fool film The hero can diminish his body’s mass. His the power gains the ability to transform air
or videotape; these record the scene as it weight decreases to a percentage equal to into phased particles that the hero can
really is. his power rank number. For example, the breathe.
Vision’s Unearthly rank in this power
Hallucination also prevents detection by decreases his weight by 100%, making him In the Marvel Universe, Phasing has a
other senses. The hero can be completely weightless. At Shift X and damaging effect on delicate electronic
mechanically detected and recorded; as higher, the hero attains buoyancy and can devices. By Phasing through such devices,
with the Telepathic form, anyone within, lift additional weight. The added weight is a the hero can disrupt normal activity and
range o f the effect ignores the hero. percentage of his normal body weight; for scramble any on-line programming. If,
Robots and cybernetic beings can also example, a 160 lb. Man with Shift Z rank in during the character creation process, the
detect him. This Power provides no this power can carry an additional 800 player decides to forego this side effect, he
protection against light-based attacks, but pounds (500% of 160 lbs.). When the hero can raise his hero’s power rank +1CS. For
does provide protection against psionic is created, the player can increase the modesty’s sake, it is assumed that the
attacks (-2CS for the attacker). power’s rank +1CS by making its effect power also transforms the hero’s clothing
permanent. The optional power is Gravity and carried possessions into phased
Holographic: The hero is actually visible Manipulation. matter.
but has surrounded himself with a
holographic image of empty space. The S22/Mass Increase The power’s side effect automatically
holograph can incorporate a wide area and The hero can increase his body’s mass. His scrambles any electronics the hero is
affects anyone within line of sight (if weight is multiplied by the power rank carrying (Kitty Pryde wears a wind-up
someone can see across interstellar space, number. For example, a 98-pound weakling watch, never a digital one). If the player
the holograph fools you). The holograph with Remarkable rank can increase his mas wants to risk his hero’s modesty for the
can be mechanically detected and recorded to 2,940 pounds (30 x 98). Fortunately, a sake of a more realistic game, the player
as if it were real. It will not prevent detection side effect of this power increases the can assume either that the power only
by other senses. Robots and cybernetic life hero’s basic strength. No matter how much transforms whatever the hero was wearing
accept the holograph as real. It provides the hero weighs, he can still move as if he when he first got this power (severely
protection against light-based attacks equal were his normal weight. Lifting strength limiting the hero’s wardrobe) or that there is
to his Power rank -2CS. remains the same. Of course, as the hero a base 70% chance that the power
weighs more, he has a greater effect on the automatically transforms whatever the hero
Example: the Incredible rank provides environment. At 2,940 pounds, our hero is wearing at the time. In either case, this
Excellent Resistance. can fall through previously sound flooring or must be determined when the hero is first
collapse the shocks on his 1973 VW created.
The duration of any form of Invisibility is a Beetle.
function of the Power rank. This Power can S24/Physical Gestalt
be reduced in effectiveness or even Physical force has a decreased effect on
terminated by certain acts, performed either This is a variation of S2/Alter Ego. Two or
the hero because of his greater mass. In more relatively normal people actually
by the hero or someone under the Power's game terms, the power gives the hero
effect. Simple physical contact can alert merge their bodies to form a single,
power rank resistance to physical attacks. powerful being the hero. When a player
others to the hero's presence (Physics, The hero can also use the power rank
Hallucinatory, Holographic). Physical rolls this Power, he has to create three
instead of his strength to inflict charging different characters.
attacks by the hero terminate the Invisibility damage. Formerly weak characters can
(Telepathic) or reduce its protection by - embarrass their adversaries with this new-
1CS for each attack the hero makes (all The Gestalt hero may physically resemble
found might. For example, the macho a blending of features from each of the
other forms). A Invisible hero may find super-criminal Manbrute may flee into
himself surrounded by a coating material merged characters, or have a completely
obscurity when Wimp-man simply sits on different appearance. In any case, the
(rain, dust, and paint for example). This him with all 2,940 pounds, then delivers a
only effects the Physics-based Invisibility. Gestalt hero will have a normal
stinging lecture on the benefits of niceness appearance. No two-headed, split-torsoed
At Feeble, Poor, and Typical ranks the hero while the camera crews have a field day.
is visible for the duration of the coating. At freak results, unless this Power is distorted
Good or higher ranks, such coatings remain in some way. Interference by such Powers
S23/Phasing as Magic or Power Control may result in the
visible for the number of turns equal to
eight minus the number of Power rank The hero can render his body intangible to Gestalt hero forming as a freak. The hero
levels. normal matter. This enables him to pass can still revert to his normal selves, though,
harmlessly through any object. The hero’s no matter how weird he gets (the Judge
Example: Invisible Woman is struck by a power rank must exceed the barrier’s may want to require an Unearthly FEAT,
balloon filled with paint. Her Power is material strength in order for Phasing to though, at his discretion). Both or all normal
Excellent and renders the paint invisible in occur. The hero can Phase through Force selves are required to form the Gestalt. If
three turns. Fields, Body Armors, Resistances, and one is unavailable, the Power cannot
Invulnerabilities of lower ranks by making a function. Damage to a normal self is carried
There is a base 2% chance that the green FEAT. Because the hero is out of over to the Gestalt self; for example, if one
Invisibility is permanent (4% if the hero is phase with normal matter, he cannot person has a whomping head cold, so will
alien). Such a state can only be negated by breathe. Thus, the practical duration limit the Gestalt. However, the Gestalt hero's
nullifying the Power itself, permanently. on this power is the length of time the hero superior recuperative faculties can quickly

CONTENTS POWER TABLES INDEX: POWERS 88 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
repair any such illness. The normal and requires holes, he must make a red FEAT. your finger (and you'd deserve it). Loss of
Gestalt selves never co-exist except under For example, a higher-ranked hero could more than half the hair causes pain and
extraordinary circumstances (see S2/Alter regularly transform himself into nets and damage equal to that caused by a limb lost
Ego). ladders. by the same means; the heroine loses
one-third of her Health (rounded down).
The Gestalt mind may be a schizoid The hero’s malleable flesh gives him power
combination of each of the normal minds, rank resistance to blunt Physical attacks.
or be a completely independent mind. In The hero is able to survive without harm a The motivating Power for the hair is
the latter case, the Gestalt may have full, fall from the number of floors equal to his Telekinetic rather than muscular. The
partial, or no knowledge of his component power rank number by turning into a individual strands are identical to normal
selves. Likewise, the normal selves may bouncing shape before he hits the ground. healthy hair. The coloration is often a
not have any idea of what their Gestalt self brilliant red or golden blonde, but can be
is up to' Variables include whether the The hero gains the bonus power of any color the player desires. The hair's
merger is voluntary or automatic, the Elongation. Bouncing Ball is an optional length exceeds the normal limits; strands
duration, and the maximum difference power or may be simulated by a power can reach a maximum length of 20 feet plus
between normal selves when attempting to Stunt. 5 more for each rank above Amazing.
merge.
S27/Prehensile Hair However long the hair is, when not in active
Normal distance is contact, but at high use it contracts and does not extend past
levels merges can occur across some This is a Power that few masculine heroes the heroine's knees.
distance; in these cases, the normals would admit to having, even if they
teleport to a common location (or perhaps possessed it. The Power gives the hero's If the heroine's Power is nullified somehow,
one teleports to the other's location). hair the capability of independent, she retains her hair but can no longer feel
controlled movement, as if each strand or control it. The hair immediately cascades
Duration is determined by the Psyche of the were a tiny tentacle, It is also a Power that to the floor (and beyond) and reduces her
Gestalt. Time varies from one minute to apparently only women possess. The basis Agility and movement rate (excluding
indefinite, with a median of 1048 hours. for this may be cultural rather than genetic Flight) by -4CS.
(in the entire history of comic books, only
three people had this Power… all women).
S25/Plant Mimicry S28/Self-Duplication
This is a form of Power duplication. The Using her Prehensile Hair, the heroine can The hero can spontaneously generate
hero can duplicate the natural abilities of perform a variety of tasks with the hairs exact copies of himself. The new bodies
any plant. The body does not significantly combining to form one or more are usually semi-independent; each
change, aside from the instantaneous appendages. She can handle objects, pick possessing an independent mind but all are
appearance of chlorophyll in the hero's skin locks, ensnare a target, and even deliver a linked telepathically so all Duplicates are
whenever he uses this Power. Some plant powerful blow with a silken fist. In a blunt aware of each others actions. Each
"powers" include: combat the hair functions as one or more Duplicate possesses the same Powers as
attacks. The maximum number of the original, except for possible lacking this
• Photosynthesis: The hero can survive simultaneous actions and the Strength Power (that is, no Duplicate could generate
without eating by converting sunlight to and Agility with which they can be more Duplicates).
food. accomplished are functions of the Power
• Fragrance: The hero can summon and rank. If a Duplicate is killed, the hero doesn't lose
control insects. Str./Agil. any Health, though he might lose Karma if
• Rooting: The hero can become the hero deliberately sent his Duplicate into
immovable. Rank # of Actions Adjustment a certain-death situation. If the original body
• Poison Touch: The hero can have FE 1 -2CS is killed, the Duplicates will last until the
adverse effects on anyone touching PR 1 -1CS duration of the Power is up-then
him, from rashes to death. TY 1 none disintegrate. If the hero's Duplicates
GD 2 none possess an indefinite existence and the
The hero must state what plant power he is EX 2 +1CS Power of Duplication, it matters not if the
attempting. Players should also study up on RM 3 +1CS original body is destroyed. Thus, this Power
their botany, since the more plants they offers a form of Immortality. Unfortunately,
know about, the more powers they can IN 3 +2CS
each Duplicate is the same physical age as
have. Successful duplication is determined AM 4 +2CS the original, so this form of immortality
by a Power rank FEAT; normal plants MN 5 +3CS doesn't turn back the clock at all.
require green FEATs, alien plants require UN 6 +3CS
yellow FEATs, and magical plants require Z 8 +4CS Sometimes this Power functions in a
red FEATs. Duration ranges from one Y 10 +4CS different manner, producing beings
minute to indefinite. Z 12 +5CS distinctly different from the original. Such
CL1000 20 +5CS semi-duplicates might possess altered
S26/Plasticity minds, bodies, or Powers. For example,
CL3000 30 +6CS Shifter has the ability to generate
The hero can change his body’s topology; CL5000 40 +7CS
that is, he can twist, bend, pull, stretch or independent beings who each possess a
otherwise distort his body’s shape into any single, unique Power. Each time he uses
Prehensile Hair possesses a sense of his Power, he creates a new, albeit
form. The only limitation is that the hero touch identical to that of the heroine's
cannot normally create new holes in his temporary, hero. At this rank, he has no real
hands. Damage to the hair is felt. If you control over what Powers come out, but
body. For example, Mr. Fantastic can form yanked out a lock of Medusa's hair, she'd
himself into a parachute but not a sieve. If with extensive practice, someday he'll be
feel the same pain you'd feel if she broke able to custom-create his sub-heroes.
the hero wants to assume a shape that

CONTENTS POWER TABLES INDEX: POWERS 89 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
that 150% nor less than 50% of his original involved, using the following sub-table.
In a case like Shifter's, each sub-hero gains size), this affects the duration, dropping it
a Power randomly generated at the time of the equivalent of -3CS. Die Roll Form
his creation. Shifter has the potential to use
any Power in this book. If he wants to try to This way a hero can attempt to 01-20 Atomic Collapse
make a conscious selection, his player impersonate a fly or a dinosaur; he just 21-40 Atomic Reduction
must make a red FEAT roll. If he blows it, can't do it for long. 41-00 Atomic Shrinkage
the Judge rolls a Power for him. If the FEAT
was yellow, the Judge rolls a Power in the S31/Shrinking
same class of Powers as the player Atomic Collapse: decreases the distance
originally wanted; less than that, and the This is a personal form of MC4/Diminution. between the body’s atoms and subatomic
Judge can roll under any, class he likes. The hero can temporarily decrease his particles, thus decreasing overall size.
body’s size. The hero’s primary and Mass and strength are unaffected. As
All Duplicates possess statistics identical to secondary abilities remain unaffected. Even density increases, the hero’s body could
those of the original hero. Strength is undiminished, although it is collapse into neutronium (CL3000) or into a
much harder for a shrunken hero to gain black hole (CL5000).
enough leverage to perform tasks that
S29/Self-Vegetation would otherwise be simple to perform. For Atomic Reduction: decreases the number
The hero can alter both his shape and example, consider the act of sharpening a of atoms in the hero’s body. The lost atoms
physiology to become any desired pencil if you are only ladybug-size. are either disintegrated (if the shrinkage is
plantform. The degree of change can vary permanent) or temporarily removed from
wildly. At the least, the hero's body changes As the hero shrinks, he becomes harder to the hero’s plane of existence and stored
into a similarly-shaped "plantman;" at hit but conversely suffers greater damage if “elsewhere” until the hero reverts to his
higher ranks the hero may assume normal struck. This is handled by the column shift original size. Both mass and strength
or alien plant shapes. as shown in the table below. The column decrease as the hero shrinks; these ranks
shift decreases the attacker’s chance to hit remain proportional to the hero’s new size.
When in plant-form, the hero is immune to and increases the damage by an equal If the hero loses too many atoms (by
attacks that specifically affect animal life shift. For example, a hero with Remarkable exceeding Shift X rank), his remaining
(nerve gas, pheromones, etc.) but is rank is -2CS to hit but suffers +2CS structure becomes too simple to sustain his
vulnerable to attacks that affect plant life damage if the attack is successful. life force. For this reason, a hero with this
(herbicides, light-blocking, etc.). form cannot voluntarily exceed Unearthly
The following table details attack modifiers rank. If the limit is passed, the hero’s
When in plant form, the hero doesn't need against Shrinking characters: lifeforce is automatically stored away on the
to eat normal food; rather he uses same plane with all the displaced matter
photosynthesis to gain desired energy. This that normally forms his body. At Shift Z
requires the availability of water, air, and Resultant
Rank Size Column Shift rank, the hero’s body consists of a single
sunlight. The plant-hero has different DNA molecule, which then vanishes when
statistics for the physical Abilities; the FE 50% 0 the next rank is reached.
mental Abilities remain unchanged.
PR 25% 0
TY 12.5% 0 Atomic Shrinkage: reduces the size of the
S30/Shapeshifting hero’s atoms, thus reducing overall size
GD 6.25% 1
The hero can drastically alter all of his and mass. Strength remains proportional to
EX 3% 1 the hero’s current size. This is the only form
physical parameters (dimensions,
appearance, physiology) to achieve any RE 1% 2 that enables the hero to reach a
desired shape. Despite appearances, the IN .5% 2 microverse. While this is the most popular
hero retains his basic chemical composition AM .25% 2 form of Shrinking, it has a potentially deadly
unless other Powers are used MN .1% 3 disadvantage. As the hero’s atoms shrink,
simultaneously, such as S8/Body UN .01% 3 they can no longer interact with other,
Transformation-Self. X .001% 4 normal-size atoms. As a result, the hero
cannot breathe, drink, or eat normal-size
Y .00001% 5 matter. Fortunately, there is a flat 95%
Example: Hobgoblin of the Shi'ar Imperial
Guard transforms himself into a stone wall. Z .0000001% 6 chance (determined at the time this power
Despite its granite-like facade, it's CL1000 10 E-12 8 is first gained) that the power envelops the
composed of flesh; instead of chips flying CL3000 10 E -18 10 hero with an aura that temporarily reduces
when the wall is attacked, it bleeds. CL5000 10 E -33 12 all atoms to be consumed. If the hero lacks
this aura, he must have a proportionally
The hero can attempt to change into any In practical terms, a Shrinking rank of Shift sized supply of material for consumption or
form; success is determined by a FEAT. X, Y, or Z is sufficient to reduce a normal somehow not need to breathe. If not, the
When creating the hero, the player can human to the size of a single cell or virus. duration for this power is equal to the time
raise the Power rank by limiting the variety Either CL1000 or CL3000 will reduce him to the hero can hold his breath. There is an
of possible forms into which the hero can atomic scale. CL5000 reduces him to the advantage to not possessing this aura in
change. Some categories include point at which he can enter microverse that electrons cannot flow from normal to
inanimates, machines, specific alien or worlds. On such worlds, the hero is shrunken matter; hence, the power acts as
animal races, superbeings only, and so on. proportional to his new environment. rank-level Resistance to Electricity.

Normal duration is determined by Power There are three forms of this power. When The optional power is MC4/Diminution.
rank. If the hero attempts a shape that the power or the hero is first created, the
exceeds his normal size limits (i.e. not more player must determine which form is The nemesis is MC6/Enlargement; the
specific forms are, in order, Atomic

CONTENTS POWER TABLES INDEX: POWERS 90 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
TRAVEL POWERS

Dispersal, Atomic Gain, and Atomic Growth reseals itself. But, if the barrier was smaller astral body. The silver cord is the key to the
(see Enlargement). than the hero (such as a chain), then the astral returning to its own body. If the cord
pieces fall apart as soon as the hero severs is broken, return is extremely difficult, if not
S32/Spirit Gestalt the entire width. A red FEAT removes the impossible. Once the cord is broken, the
third dimension entirely; at this point, the physical body begins to die. Health drops
The hero can transform into a heroic Alter hero can pass through barriers without one point per hour. Fortunately, breaking
Ego by joining his mind and body with one damaging them, or he can be transported the silver cord requires a CL1000 Intensity
or more disembodied beings (spirits, semi- into a Flatland-type dimension where FEAT. If an attempt is made to damage the
divine beings, and that ilk. The joining of everyone has only two dimensions. In the cord at any point, the astral body is
these disparate beings generates the latter case, the hero vanishes from sight. immediately aware of the attempt and the
Power possessed by the Gestalt hero. The location of the threatened length.
merging spirit can be of any nature, The hero can choose to flatten himself in
determined by the player at the time of the any direction. He can appear to be a front- If the physical body is killed, the cord is
hero's creation. Possibilities include: back, left profile-right profile, top view- snapped automatically. The hero is now
bottom view, or similar-shaped two- trapped in astral form as a Free Spirit.
• Ancestral Gestalt: The merging beings dimensional image. Note that while one
are the hero's own ancestors. dimension is drastically altered, the The astral body resembles the hero's self
• Spiritual Gestalt: The spirits are any Free remaining measurements remain the same. image. As such, it might not resemble the
Spirits. real body. All clothing and appurtenances
• Demonic Gestalt: The merging being is a
nasty supernatural type. When this power is applied to a weapon, the astral form carries are unreal
• Divine Gestalt: The merging spirit a the result is a micron-sword such as the simulations of the real items; they still have
bonafide divine being. one used by the late Nemesis. Such a equivalent effects though.
blade completely severs any matter with a
Duration is determined by the Gestalt Material Strength up to +5CS greater than Astral bodies can be detected by Psionics,
hero's Psyche. Rank determines the this power’s rank. Magic, Extradimensional Detection, and by
cohesiveness of the Gestalt, especially its this Power. They can be attacked from the
resistance to external attempts to dissolve The name “Two-Dimensionality” is a physical world by mental and Psionic
the merger. misnomer. While in the Marvel Universe it Powers, Exorcism, Summoning, Spirit
most commonly describes the ability of Storage, and Force Field vs. Magic.
normal beings to pass into a Flatland-like
S33/Two-Dimensionality state, it can also be used to shed more than Optional Powers include any of the Magic
The hero can harmlessly reduce his body one dimension. Three-dimensional beings Powers and Extradimensional Detection.
(and any nonliving matter he carries) to a can reduce themselves all the way down to
flat, two-dimensional version. To an a single line one atom or even one “point” The Nemesis is Summoning.
onlooker, the hero appears to have in diameter. The power can also be used by
transformed himself into a life-size multidimensional beings to enter into this T2/Carrier Wave
photograph. The hero’s body functions and one.
abilities are unaffected. Because the hero is The hero can manipulate energy currents to
now extremely thin, gaining leverage on support and propel his body, thus attaining
three-dimensional objects is extremely a form of Flight. The energy can be any
Travel Powers type found in the hero's environment, such
difficult. He is also extremely hard to hit if
he can turn his flat side toward his as magnetism, sound, light, heat, and
opponents. While in a flattened state, the T1/Astral Body electricity. The hero can use only one form;
hero suffers less damage from blunt The hero can send his astral form off to any the player has to decide which one when
physical attacks; the power rank number destination. The physical body doesn't go he creates the hero.
decreases the damage by that much for anywhere; it remains in a comatose state
each attack. On the other hand, a flat hero until the astral body returns. The astral The Carrier Wave can support the hero and
can suffer all sorts of abuse that he would body is intangible and invisible to normal an additional load equal to its Power rank in
normally ignore. For example, Flatman senses. In the Earth dimension it can use terms of Strength. For example, Magneto's
could be forcibly folded like a map and any of the hero's mental or Psionic Powers Remarkable rank enables him to tow up to
locked in a glove compartment! but not the physical ones. In other a ton of material. The carrier wave is
dimensions the astral body regains visibility, temporarily solid and visible.
How thin the hero can get is determined by solidity, and the physical Powers. A magical
an Intensity FEAT. A green FEAT reduces silver cord connects the astral and physical Flight occurs at Power rank speed. The
the hero to the width of a piece of paper bodies. While it can stretch a great maximum speed is that of normal energy of
(about 1/256”). At this point, the hero can distance, it is not infinite. The maximum the type composing the wave. For example,
pass through the cracks around a door or distance the astral body can travel form the a sonic carrier wave is limited to Shift-X
adhere to a wall and pretend to be a poster. physical body is shown on the Space/ speed. It is limited to areas where that
A yellow FEAT reduces the hero to one Extradimensional Travel column of the energy exists. As the limits of that energy's
atom’s width. At this width, the hero can Movement Table. The astral body travels at domain are reached, it becomes weaker
pass through solid barriers by slicing up to Power rank speed. This allows the and finally fizzles out. The hero continues
through them as if he were an incredibly hero to arrive instantaneously at a to move in a ballistic arc before he finally
fine knife. The power enables the hero to destination. The astral hero can cross into crashes.
pass any barrier with a Material Strength up other dimensions by means of a Psyche
to +5CS greater than this power’s rank. FEAT. The silver cord links both bodies in Carrier waves can be affected by the
several ways. It enables the astral to appropriate Energy Emission and Control
Note that if the barrier is larger than the monitor the condition and location of the Powers. Emission can change the speed or
hero’s body (such as a wall), then the slice physical. Beings in the physical world can direction of the hero's travel. The Intensity
made by the hero’s passage immediately use that body's connection to locate the of an opposing Energy Power decreases

CONTENTS POWER TABLES INDEX: POWERS 91 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
this Power's rank. A supporting Energy The hero must be within 10 feet of the T6/Gateway
Power adds its Intensity to the Power rank. current in order to join it. Insulation of an The hero can travel to any point in space,
Intensity exceeding his Power rank time, or other dimensions by traveling along
Example: Lodestone possesses Incredible prevents the hero from joining the current. bridges she creates herself. She can travel
Magnetic Manipulation. He tries to stop along a bridge from her current location to a
Magneto from flying away. Lodestone's The hero can transform and tow along an location in space (a green FEAT), time (a
Incredible rank decreases Magneto's additional mass. Treat the Power rank in yellow FEAT), and other dimensions (a red
Remarkable rank to -10. Magneto comes to terms of Strength to determine how much FEAT). The destination of each Gateway is
an inaudibly screeching halt and begins to additional material can be transported by a fixed point in space but the departure end
fly in reverse at Good speed. this Power. For example, a Typical rank can always moves with the hero.
transport an additional 100-200 pounds.
The Optional Power is Energy Detection A bridge to another location in space is
and an Energy Control Power of the same While in an energized state, the hero is created by a FEAT. A green FEAT creates a
type as the Carrier Wave. extremely vulnerable to the energy altering spatial bridge. The maximum distance the
Powers. These are Absorption Power, target can be from the hero at the time the
The Nemesis is the appropriate Energy Energy Solidification, Energy Sponge, and bridge is created is shown on column E of
Control. Energy Vampirism. Any of these have the the Range Table. A Gateway through time
potential to trap or even destroy the hero. is created by a yellow FEAT. The maximum
T3/Dimension Travel Fortunately the hero is moving at the speed distance into the past or future the Power
normal for his energy type is thus a rather can initially reach is the number of
The hero can travel into a number of other difficult target.
Dimensions. Transit to a random dimension centuries equal to the Power rank number.
normally occurs automatically but the Gateways into other dimensions or
Optional Powers include Energy Detection alternate timelines require a red FEAT. The
Power is weakened by adrenaline. If the and either Energy Emission or Control for
hero is in any kind of precarious situation, transdimensional bridges are initially limited
the appropriate type of energy. to reaching only one dimension. Additional
he must make a Power rank FEAT. He must
also make a FEAT if he is trying to appear dimensions require development as Power
The Nemesis is Energy Control. Stunts. Once created, the bridge functions
in a specific dimension or alternate timeline.
Specific locations in the other dimension no matter how far the hero is in space,
require a red FEAT. The return trip is easier. T5/Floating Disc time, or the Multiverse.
Returning to a random location on the The hero can create a glowing platform of
homeworld is automatic. Returning to a solid light. The disc materializes to support The hero has a finite number of locations
familiar spot on the homeworld is a yellow any part of the hero's body; generally this is she can bridge to. Once the hero has
FEAT. under the feet or posterior. The disc is a established the bridge, she always returns
part of the hero's Power and has no to it when creating that type of Gateway.
The hero initially has two dimensions he independent existence beyond him. The The maximum number of different
can travel to, his home and one other disc can automatically support the hero and Gateways the hero can create is equal to
realm. Additional dimensions can be additional mass. The weight is supported the Power rank number. Shortly after
reached by developing the trips as Power by a Power FEAT with the Power gaining this Power, the hero should create
stunts or by dropping the affinity that substituting for Strength. For example, at least half of her possible Gateways.
permits effortless travel to either of the two creating a Floating Disc to lift five tons is an More can be added at any time. If the hero
original dimensions. ("What do you mean, Incredible Intensity FEAT. The disc's exceeds her limit, a previously established
you don't remember how to get back to surface area expands to support wide bridge is replaced by the hero is trying to
Earth?") loads. add.

T4/Energy Path Travel occurs at Power rank speed. The Example: Gatekeeper has Good rank. She
Power provides no innate protection can establish up to ten bridges. She
This is a combination of Energy Body and against high windspeed and friction burns, establishes Gateways to her home, her
Carrier Wave. The hero is transformed into thus the practical speed limit for team's headquarters at the Avengers
energy and is propelled at Power rank atmospheric Flight is Remarkable Minnesota mansion, her ex-boyfriend's
speed along currents of that energy. The (225mph). The Power can be used in the timesharing condo in Jamaica, the bottom
maximum speed is that normal Energy. The water with proportionally decreased speed. of the Atlantic, geosynchronous orbit
hero is limited to places where the energy 22,400 miles above Minnesota, the crater
currents flow. The player must choose what If the hero is a technological type or of an active volcano in Iceland, the prisoner
form of energy the hero turns into. Upon possesses such Powers as Hyper- processing area of Ryker's Island Federal
reaching the destination or the limit of the Intelligence, Hyper-inventiveness, Prison, Tahiti in the year 1287, the surface
energy current, the hero safely Weapons Tinkering, or Mechanical of Lake Michigan (twenty miles east of
rematerializes. Creation, then the Floating Discs can be Milwaukee), and Death Valley. The need
mechanical in nature. Such disks collapse arises for a bridge to an alternate Earth.
Travel can be affected by anything that for easy storage somewhere on the hero's Gatekeeper concentrates on establishing
disrupts the current, such as a break in an costume, such as a false bottom in the the link; making the red FEAT takes her
electric line or the use of Energy Emission boots. An example of this is the Wizard's most of the day. Later she realizes that she
or Control Powers. When a disruption anti-grav disks. can't hop over to Jamaica any more. Oh
occurs, the hero must make a Power FEAT well, she'd hadn't been there with Wilford
to detour around the obstacle and continue The Optional Power is Kinetic Bolt; the since he'd gotten married.
on. Failure means the hero rematerializes energy resembles the Floating Disc.
on the spot and can not reenter the energy Gateways automatically transport willing
path for an hour. Nemesis is Energy Vampirism. passengers. The Power can be used to
catch and transport unwilling passengers

CONTENTS POWER TABLES INDEX: POWERS 92 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
(like foes or rampaging water buffaloes) by the tunnel within 10 feet of the hero's break a leg attempting even a Good leap.)
means of an Agility FEAT. The would-be current location. This allows the hero to The effect is the same on the hero as if he
transportee is allowed to resist in any way occasionally stop. A tunnel never collapses were a Normal Human making a 2 foot leap
he can. on the hero, unless a higher Intensity force up or across or descending 3 feet.
is applied. Examples include explosives,
Gateways deal with size and not mass. The Vibration, and Matter Animation. If the hero The effects on the area the hero lands on
hero can transport a black hole as long as wants to build a relatively permanent might not be the same as if a normal jump
it's small enough. The maximum size of a tunnel, his movement rate is cut in half as occurred. Consider that the Hulk splinters
Gateway is the number of square feet equal he takes the time to make reinforced walls. the pavement when he lands. To determine
to the Power rank number. For example, a what sort of effects occur when the hero
Feeble rank creates a two square foot The hero may burrow through materials lands, the Judge should figure what kind of
Gateway that most people could just barely with lower Material Strength than his Power damage results when a weight five times
squeeze through. The Gateway forms rank. Materials with equal or greater that of the hero suddenly drops on the
within ten feet of the hero. It can maintain Material Strength are obstacles to be surface in question.
its existence for as long as the hero detoured around. If the hero also
concentrates on it or until he passes possesses Hyper-Strength, Armor Skin, The actual landspeed varies with the angle
through it. Body Resistance, or True Invulnerability, he of the leaps. The average landspeed for
can add such Powers' rank numbers to this Hyper-leaping is a -3CS Land Movement
T7/Gliding Power's rank number. This might permit the rate. For example, an Excellent Leaper can
hero to burrow through harder materials, travel 30 mph in a series of rapid 30-foot
The hero can travel on air currents. She like granite intrusions or bank vaults, at half leaps. If the hero also possesses Hyper-
can travel at Power rank speed, with a top speed. When creating the hero, the player speed, that can be added to this Power's
limit of Shift-X rank (Mach One). In normal must choose a Bonus Power of either rank number for additional speed by
air currents, the hero drops one story (15 Natural Weaponry/Claws or Body increasing the frequency but not the size of
feet) for each turn she is in the air. Level Resistance. The rank of either is at least the leaps.
flight can be maintained by an Agility FEAT; equal to this Power's rank.
failure indicates a loss of 2 stories. The Physical burdens do not decrease the
glider can climb by using updrafts. Using an Optional Powers include Hyper-strength, hero's speed, although they might decrease
updraft to climb 'requires a yellow Agility Hyper-endurance, Armor Skin, or Body his control. Anything the hero is carrying is
FEAT for each three stories the hero Resistance. also protected by the innate safeguards
ascends; failure means she's caught in a against damage; the hero acts as a shock-
downdraft and descends the three stories The Nemesis is Matter Animation. absorber.
instead.
T9/Hyper-Leaping While the hero has a vague idea of where
She can carry aloft an additional mass; the he is going, he can't see his touchdown
limit is decided by her physical Strength. The hero can jump great distances. By point. This can be a real hazard when the
Gliding can be affected by high winds or the repeated leaps, the hero can rapidly cover hero can make Monstrous leaps or better.
Powers of Weather Control and Air large distances. This Power's minimum For example, while leaping cross country,
Animation. The wind's Intensity or the rank is +1CS greater than the hero's the Hulk landed on seven cars (two were
Power rank diminishes or increases the Strength rank. If a lower rank is initially moving at the time), one semi truck, eight
Gliding rank, depending on the direction the rolled, it must be raised to this level. roofs, a swimming pool, ten mud patches,
hero is gliding. For example, a Poor one river, twelve power lines, three street
airspeed of 60 mph would be stopped by an The Power rank determines the distances lamps, 57 trees and bushes of various
equally fast headwind, but if the hero wants the hero can safely leap. sizes, and a late Merino ram named
to travel in the other direction, she can be Herbert. Judges can assume that the hero
boosted to a Good airspeed of 120 mph. Maximum Distance has enough control on his descent that he
Rank Up/Across Down can swerve to avoid dangerous landing
Optional Powers include Weather Control sites. The player must make a green
and Air Animation. FE 4' 6' Reason or Intuition FEAT (whichever Ability
PR 6' 9' has the higher rank) every ten leaps to
These are also the Nemeses. TY 10' 15' make sure he doesn't come down on
GD 20' 30' something he'd rather not have come down
T8/Hyper-Digging EX 30' 45' on.
The hero can travel swiftly through the RE 40' 60'
earth by burrowing a tunnel at Power rank IN 50' 75' T10/Hyper-Running
speed (land movement rate). The Power The hero can run at Power rank speed for
can be used indefinitely as Hyper-digging AM 75' 105'
MN 100' 150' extended amounts of time. The Power has
has the side-effect of increasing the hero's the side-effect of raising the Ability rank
Strength and Endurance. Both abilities' UN 1 area 1.5 areas
X 1.5 2.5 number of Endurance by this Power's rank
ranks are raised by this Power's rank number. It includes protection to wind
number. Burrowing remains the hero's Y 4 6 resistance and windburn; this protection
preferred mode of transportation, when Z 8 12 extends to anything the hero is carrying.
compared to running or especially to C1000 .5 mile .75 mile The hero's lungs are modified to breath
inconceivable activities like flying. C3000 1 1.5 high velocity air. The last benefit can be
C5000 2 3 crucial if the hero is capable of Remarkable
Normally the tunnel the hero makes speeds or better.
collapses within 10 turns of the hero's
passage at a specific spot. The exception is Innate safeguards in this Power enable the
hero to safely land. (Otherwise he might If the hero stumbles, he continues on a

CONTENTS POWER TABLES INDEX: POWERS 93 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
ballistic trajectory until he regains his possesses Hyper-Leaping, that can be The path slides -forward at its own speed.
footing or rolls to a halt. To cut down on the used to greatly increase the distances the This enables the hero to travel at up to
chance of this, the Power increase the hero can propel herself. Power rank speed. When the hero rests,
hero's reaction time to be able cope with speed is reduced to zero. The path can be
impending problems. The increased A hero with this Power can never fall unless formed at any height but cannot climb on its
reaction time decreases the relative speed she is unconscious or purposely decides to own. Height is changed by the path forming
of any other moving object. The hero's succumb to gravity. The hero can develop a a ramp that the hero climbs or descends.
Power rank number decreases the Power Stunt that allows the hero Levitate in
perceived speed of the other object. For her sleep. Note: the average incline is 30 degrees;
example, Quicksilver's Shift X speed lets sharper angles are harder to climb.
him perceive a bullet traveling at 600 mph The Power can always lift the hero's own
as if it were traveling only 15 mph. This weight. The hero can carry aloft additional The Power offers Power rank resistance to
side-effect enables the hero to dodge or mass. The amount is limited by her St high winds and sudden fluctuations in
even catch things like bullets and missiles. rength rank. If the hero possesses gravity, whether natural or Power-based.
Telekinesis, this can be used to increase
If the Power is Duplicated or Transferred to her load-bearing capacity. The Optional Power is Telekinesis.
another being, a special yellow FEAT must
be made. Failure means the recipient only Levitation provided Power rank Resistance The Nemesis is Gravity Manipulation.
has the actual running ability and not the to high winds and fluctuations in gravity,
safeguards. whether these are natural or Power-related. T15/Spiderclimb
Examples of Powers that might affect the
Optional Powers include increasing the Levitator include Matter Animation/Air, The hero can travel along vertical or
hero's Fighting or Agility ranks by this Weather Control, and Gravity Manipulation. inverted surfaces with only minor difficulty.
Power's rank number. The maximum speed, assuming the hero is
The Optional Powers is Telekinesis. using all his limbs to Spiderclimb, is the
same as the hero's normal ground
T11/Hyper-Swimming movement rate. Each pair of limbs not used
The Nemesis is Matter Animation/Air.
The hero can cover large distances by to climb decreases the overall speed -2CS.
swimming at Power rank speed. Speed is For example, Spider-man can walk up a
decreased -1CS for each 100 feet of depth T13/Rocket wall using only his feet if he is holding
at which the hero us swimming. This is due The hero flies by means of a rocket-like something in both arms, but it takes longer
to increased water pressure. Water exhaust that propels him at Power rank because of his decreased grip on the wall.
Freedom can negate this limitation. speed. The rocket blast is created by a
thermo-chemical reaction generated by the The Power rank determines how strong the
The Power does not free the hero from the hero's body. The Power converts whatever hero's adhesion is to a given surface. The
need to breathe. material is around him into fuel and oxidant, climber must make an Intensity FEAT
then it shapes the exhaust into a stream to based on the relative slipperiness of a
The hero can tow other objects in his wake propel him. If the hero is in a vacuum, the surface.
at a decreased speed of -1CS. This Power creates fuel out of virtual
assumes the towed object has a buoyancy nothingness. The hero can carry additional weight. The
equal to the hero's body. If the object has a amount is based on the hero's own weight
greater or lesser buoyancy, the hero's The Power is treated like Strength to and strength. Each additional mass equal
Strength determines the limit to what things determine the maximum thrust the Power to his body's weight decrease the Power's
can be towed. For example, Marlin has can achieve. If the thrust is high enough, effectiveness -1CS.
Typical Hyper-Swimming and Strength. He the hero can carry or push additional loads.
is trying to tow a sinking boat back to the For example, Cannonball's Remarkable Example: Spiderman has Incredible
harbor. While the boat is still floating, Marlin thrust can lift up to one ton. Strength and Amazing Spiderclimbing. He
can swim at Poor speed (30 mph). Once weighs 165 pounds. Each additional 165
the boat actually sinks, Marlin feels its full The Nemesis is Gravity Manipulation. pounds of mass Spiderman carries
weight of 1000 pounds. Marlin is dragged to decreases his Power rank -1CS. Attempting
a halt, then the boat begins to pull him T14/Skywalk to climb while carrying the Thing (weight
under. 500 pounds) decreases his rank to
This is a peculiar form of flying. The hero Excellent (if the Thing is hanging from a
Bonus Powers include a choice of Water- can walk along an invisible path that he web) or Good (if Spiderman is actually
breathing or Water Freedom. The emaining creates in the air. The path only serves the carrying him).
one is available as a Optional Power. hero and only exists as long as he
concentrates on maintaining its existence. The hero can move through dense vines,
The Nemesis is Matter Animation/Water. The path is intangible to others unless the tangled vines, or similar areas by using this
hero can extend its benefits to them by Power instead of Agility.
such means as a Power Stunt, Power
T12/Levitation Transferral, or Telekinesis. The Sky-walker The Nemesis is Matter Conversion.
The hero can freely resist the pull of gravity. can develop a Power Stunt that maintains
She can move vertically at Power rank the path even while he is unconscious.
speed, hover in place, or drift with the wind. Another Power Stunt increases the path's T16/Spinner
tangibility to a circular area 10 feet around The hero can attain power rank ground
Limited horizontal movement is possible by the hero; this enables others to travel speed by rapidly pivoting. The visual effect
pushing off from other objects. The alongside him. Note that the walkway only is that he blurs into a human top. The hero
maximum distances are determined the offers protection against failing. gains several useful side effects. This
same way a normal leap is. If the hero power’s rank is added to the Fighting rank

CONTENTS POWER TABLES INDEX: POWERS 94 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
when a grappling attack is used against the Magic, or True Invulnerability are also Power's rank.
Spinner. He gains power rank resistance to impassable at higher rank.
physical attacks. His Endurance rank The act of Teleportation takes three turns.
increases by this power.s rank number; this The Optional Powers are Teleport Others The first turn the hero affects the target.
enables him to maintain his power for and Clairvoyance. The second turn the actual transportation
extended periods as well as avoid the occurs. The third turn the target
obvious dizziness and nausea. T18/Teleport Others rematerializes. Only on the fourth turn can
the hero seek another target.
The heros visual acuity increases to give The hero can make any target except his
him the equivalent of Circular Vision; own body vanish and instantly reappear at Optional Powers include Teleport Self and
despite his rapid rotation the hero perceives a distant site. The target does not Clairvoyance.
the world as a static, 360-degree field of physically cross the intervening distance
vision. However, unless the player states and is unaffected by most physical barriers.
Column E of the Range Table shows the T19/Telereformation
otherwise, it is assumed that he is only
looking directly outward. Thus, he can be maximum distance the hero can Teleport a This is a peculiar form of Self Teleportation.
surprised by attacks from below or above. If passenger. The hero can disintegrate his body,
the hero has such powers as increased transport his lifeforce any distance, and
Strength (Incredible rank or better), Teleportation always occurs if the then create a new body out of materials
Invulnerability, or Hyper-Digging, he can passenger is immobile or touching the hero. available at the destination site. The Power
bore his way through any target with a The passenger must make an yellow shapes these into a form that resembles
Material Strength less than this power.s Endurance FEAT to see how he fared. the hero's self-image but whose physical
rank. As a power stunt, the hero can Failure means disorientation for 1-10 turns. properties may be those of the materials
develop his power to attain flight. This is that compose the new body.
treated as T23/Whirlwind flight of one rank If the passenger is uncooperative or in
lower than the Spinners power rank. motion, the hero must make an Agility Column E of the Range Table shows the
FEAT to catch him. In addition, each 10 feet maximum distance the hero can travel.
of distance separating the hero and
passenger increases the Power rank -1CS. Upon attempting to form a new body, the
T17/Teleport Self hero must make a Power FEAT. A green
The hero can vanish at one location and The Power can teleport a mass equal to the FEAT shapes existing material into the
instantly reappear at a distant site. He does hero's Strength limit. This may be a single hero's basic form. A yellow FEAT converts
not physically. cross the intervening object or any number, so long as the weight the material into those substances that
distance and is not affected by most limit isn't exceeded. If the hero is trying to composed the hero's original body or
physical barriers. Column E of the Range exceed his limit, he only Teleports part of current self-image, he was transformed into
Table shows the maximum distance a hero the mass. Living targets are transported his current physical form. A red FEAT
can Teleport. Teleportation always occurs, intact; if a being weighs too much it simply enables the hero to create an altered
but the hero must make a Power FEAT to won't Teleport. Only the amount of non- version of his self-image. Examples of a red
see how well he makes the trip. Failure living material that within the limit is FEAT include additional forms or ones of
means he arrives disoriented and cannot Teleported; the rest is left behind. different sizes.
take any actions the following turn.
Example: The Teleportation beam aboard Obviously, most heroes with this Power
The hero can carry along anything he is the spaceship Jenni Lea has Excellent rank cannot carry objects, passengers, or
touching (except the ground on which he and can handle up to 800 pounds of clothing. The hero shows up stark naked
stands), up to his Strength's weight limit. material. A emergency required the unless he makes a red FEAT and
Passengers must make a green Endurance evacuation of five people (average weight generates a costume. If the hero has the
FEAT or be disoriented for 1-10 turns. 200 lbs.) and their equipment. The Power of Ionization (for nonliving matter) or
Teleportation beam sorted out its load Body Transformation-Others, then he can
As the hero rematerializes, gases and before taking effect. Only four of the carry passengers or loads when using the
liquids move aside before he solidifies. crewmen were teleported in the first turn. Power. The load limits are determined by
Normal safeguards prevent the hero from The fifth crewman, the equipment, and the this other Power. Just like the hero, such
consciously Teleporting into a solid mass. If clothes the other four had previously been targets are disintegrated and given new
the hero accidentally teleports into a solid, wearing arrived on the next go-round. The bodies at the destination. This assumes the
he must make an Endurance FEAT. hero can consciously try to Teleport passengers are cooperative. Uncooperative
Success means the hero instinctively sections of a target; the effect is as if the passengers cannot be transported in this
jumped to another location and promptly hero had used an extremely fine scalpel. manner. Period.
fainted for 1-10 turns. Failure means the Such Teleportational dissection requires a
hero takes damage equal to twice the Power FEAT whose intensity is equal to the When creating the hero, the player has two
solid's Material Strength or actual Strength, material strength of a nonliving target or the options. At a cost of -1CS to the Power
if the blockage was a living being. In the actual Strength of a living target. Heroes rank, the hero can be given the ability to
latter case, that being takes equal damage. with Medical Talents can develop this type only temporarily disintegrate his original
of exotic surgery as a Power Stunt. body. When he returns to his original site
Certain conditions can prevent the hero the body automatically rematerializes.
from Teleporting. If the hero doesn't know Certain conditions can prevent the passage Normally the new body is created out of the
where he is, psychological blockage may of a Teleportation beam. Neutronium and particular type of matter (animal, vegetable,
prevent him from consciously Teleporting. black holes are impassable. Barriers that mineral) that most resembles the original
Extremely dense materials like Neutronium incorporate such Powers as Force Field vs. body. This limits the sites where the hero
or black holes are impassable. Barriers that either Energy or Magic, Power Negation, or can reform. At a cost of -1CS the hero the
incorporate such Powers as Power True Invulnerability are impenetrable if their hero can create new bodies out of whatever
Negation, Force Field vs. either Energy or Intensity ranks are greater than this material is available, regardless of its nature.

CONTENTS POWER TABLES INDEX: POWERS 95 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
The Power can be diminished or destroyed past. (Alison Blaire of Her Majesty's Special Range Table.
by mental Powers that alter the hero's self- Guard brings her superior, Lord Warren,
image. If the hero loses his self image, then Earl of Worthington, an intercepted Soviet The hero has no control over the Power. He
the next use of the Power results in his report dealing with the appearance and usually arrives without any idea of what the
bodily annihilation and conversion to a Free subsequent elimination of a superhuman problem is that drew him. His only warning
Spirit. Barriers that incorporate Force Field who called herself Darkstar.) is the dreaded feel of the Power beginning
vs. Mental Attack are impassable if their to function. (A brief tingle, a muttered "Here
Intensity rank is equal or greater than this Villains and well-meaning but misguided I go again," and poof!)
Power's rank. types tend to believe the third theory. This
is a false belief since the structure of the Nothing in the Marvel Universe can prevent
Optional Powers include Clairvoyance, Marvel Universe actually follows the second the hero from teleporting into a crisis area.
Free Spirit, and Serial Immortality/Creation. theory. Remember, people, that e ach His unwanted appearance can only be
Judge's campaign is set in a different prevented by nullifying the Power before it
The Nemesis is Force Field vs. Mental divergent timeline. functions. This can be accomplished by
Attack. negating either the detection, analyzing, or
Judges are fully entitled to mangle the transportational aspects of the Power (more
T20/Time Travel plans of any characters who intend to alter on this later).
the timestream. After all, the players are
The hero can travel in time to reach any going to create a lot of paperwork for the Once he is drawn to the scene, the hero
point in the past or future. The maximum Judge if they succeed. can move freely about. He must remain
range the hero can reach is varies within 10 areas of the initial attraction. If the
depending on which direction he's traveling. By means of a Power Stunt, the hero can hero goes beyond that limit, he is instantly
Travel into the past is easy because it actually travel into the Time Continuum. teleported back to his starting place. Only
already exists from the hero's point of view. This is a chaotic maelstrom of whirling when the crisis has been dealt with can the
The maximum range is equal to the Power lights and images that flash too quickly for Troubleseeker leave the area. (Of course,
rank number times 1000 years. Travel into the conscious mind to comprehend. Once the Power is also free to draw him to a new
the future is harder (at least, if you're within the Continuum, the hero can travel to crisis elsewhere.)
planning a return trip). The maximum range any point in any timestream. Accuracy is
into the future is equal to the Power rank nearly impossible. A green FEAT only gets To compensate for the constant demands
number times 10 years. The act of time the hero to the right timeline. A yellow FEAT the Power places on the hero, it increase
traveling takes 1-100 turns of the hero's gets the right century. A red FEAT gets the the hero's Endurance by this Power's rank
perceived time. (No time actually passes hero within the 10 weeks of the desired number. At Amazing rank, the hero gains
but it sure feels like it.) The rate of date. Since all time travelers must pass the additional Power of Self Teleportation.
perceived time passage varies with each through the Time Continuum, it serves as a The 10-area limit remains in effect. The
mode of time travel but is consistent for all place where such travelers can attack each Power automatically transports anything the
trips using that mode. For example, Dr. other. A traveler who is slain or rendered hero considers part of his self image. This
Doom's time platform makes virtually unable to return to normal time is lost can be extended to include clothing,
instantaneous trips while Kang's timeship forever. equipment, and even companions. The
travels at a rate of one year per turn. additional weight is limited to the number of
The Power can transport a mass whose pounds equal to the Power rank number.
The theories behind Time travel vary on the weight is equal to the hero's Strength. If the
flexibility of the past. Two theories stress Power is incorporated into a device, it can Example: The Troubleseeker known only as
the immutability of the timestream. The first transport an amount equal to 100 pounds The Medic possesses a CL3000 rank. This
theory states that all events are fixed; if you times the Power rank number. allows him to transport 1.5 tons of
travel into the past, you are destined to additional mass. This is represented by a
perform those actions or some unknown Time travel can be hindered and even hut full of equipment and at least two
force either prevents or negates your stopped by the Power of Reality Alteration. (sometimes unwilling) passengers.
actions. (The Collector suddenly appears A higher-ranked Power of this type can
and stops Darkstar from assassinating a simply undo anything the traveler attempts What attracts the Troubleseeker? The
ten-year-old Abraham Lincoln.) The second or may even bar him from ever entering the Detection aspects of the Power operate on
theory states that the traveler actually timestream. an Empathic basis. The crisis that attracts it
travels to an alternate timeline that closely is one that generates extreme levels of
resembles the desired segment of the past. Optional Powers include Dimension Travel, turbulent emotions (fear, hate, pure evil,
By changing this timeline, the hero cuts Precognition, Postcognition, and Reality general anguish, and so on). An event that
himself loose from his original timeline and Alteration. doesn't directly affect anyone will not attract
is now linked to the one he has created. the Troubleseeker. A screening mechanism
(Darkstar assassinates Lincoln. The U.S. The Nemesis is Reality Alteration. prevents the hero from traveling to "false
breaks up during the Civil War and never alarms" such as a distressed accountant
becomes a world power. Darkstar emerges T21/Troubleseeker who just lost his ledgers.
in a new present where the U.S.S.R.'s chief
rival is Anglo-American Codominion. Heroes hate this Power but it does tend to If the hero possesses Dimension Travel, it
get an adventure going quickly. The Power is automatically incorporated into this
Meanwhile on Earth-Marvel, the Avengers combines Teleportation with automatically Power to extend its range. The result is that
intercept a secret Soviet communique that functioning Mental and Detection Powers. the Troubleseeker can be drawn to crises
deals with Darkstar's disappearance while The hero subconsciously detects a crisis on an infinity of alternate worlds.
on a mission.) The third theory states that somewhere within his range and
there is only one timestream but it can be automatically teleports to the vicinity. The If the hero possesses Time Travel, the
completely changed at any point when a maximum range for detection and Power can usurp control of this as well. The
traveler from the future alters a part of the Teleportation is shown on column E of the hero travels to a random location in time

CONTENTS POWER TABLES INDEX: POWERS 96 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
and then teleports to a crisis occurring villain need only negate the hero's ability to around the hero. This area will support
within that time place. Teleport. Note: the hero may actually thank others, provided their combined weight
the villain for this, if the villain is able to does not exceed the hero's weight limit.
The Power does allow the hero to rest pass himself off as a benefactor. The second method requires the use of
between missions. The Power will not another Power that can enable others to
function again until 1-10 days after the T22/True Flight independently use the watery pathway;
successful conclusion of the previous such Powers include Power Transferal and
mission. If the mission was unsuccessful, The hero can fly through air and space Creation.
the Power functions again 1-10 hours after without an apparent means of propulsion.
the hero's defeat. This is the most desired Power in the The Power normally functions only when
history of the world. The Power rank the hero is consciously using it. The hero
The hero has a -1CS resistance to Emotion determines the maximum speed the hero can develop a Power Stunt that enables
attacks. Even worse, a perfect simulation of can attain in a specific condition. There are him to maintain the path's solidity even
the emotions that accompany extreme three mediums in which a hero can fly. The when the hero is unconscious.
distress can serve as a trap to lure and hold slowest form of Flight occurs when the hero
the Troubleseeker. The Troubleseeker torpedoes through the water at the Water The Power only affects water itself. It
cannot leave the 10 area limit until he has Movement rate. Faster speed occurs when provides no protection against anything
discovered the deception and neutralized the hero flies through the air at the Air within the water. For example, a shark
the source of the spurious emotions. Movement rate. The fastest flight occurs could rub the hero's soles as he walked.
when the hero is free of any hindering
The Troubleseeker resents his Power and atmospheric friction; this is the Space Water currents and high waves can slow,
often feels he is a puppet dancing at the Movement rate. Acceleration occurs at a speed along, or redirect the hero's
whim of an unseen master. The Power is rate of +1CS per turn. Deceleration occurs progress. High waves become the
controlled by a force beyond the hero's at -2CS per turn. equivalent of self-propelled hills. Fast
discovery. Whatever its nature, the Power current;s can change the hero's speed.
will never try to get the hero killed. The The hero's maneuverability is determined Opposing currents decrease the hero's
screening mechanism never draws the hero by his Agility. The hero may be able to speed by the current's Intensity rank
to a crisis that is beyond his ability to surpass light speed but if he has Feeble number. Supporting currents increase the
handle, though he might not think so at the Agility he is going to need a wide turning hero's speed by the same amount. Waves
time. If the hero admits or suffers total radius. and currents can be natural or created by
defeat, the Power may even allow him to such Powers as Matter Animation or
escape. If the hero is in a fatal situation with True Flight includes as a side effect Power Weather Control.
absolutely no way out, the Judge rolls a red rank resistance to atmospheric friction and
Power FEAT. Success means the hero is lungs adapted to breathe high velocity The Nemesis is Matter Animation/Liquid.
teleported to safety, at the loss of all his wind. It does not include the ability to
Karma. breathe water or survive the rigors of outer
space. T24/Whirlwind
The Power works against the Trouble- The hero can fly by creating a small
seeker's opponents if they try to carry him When creating the hero, the player can cyclone that carries him through the air. The
away from the area. Such attempts to define the Power in any way that is hero can travel a Power rank speed but is
hijack the hero proceed normally until the consistent with the character or his limited to Shift-X rank. Maneuverability is
10-area limit is reached. At that point the equipment. determined by the hero's Agility.
hero immediately teleports back to his
starting place, minus whatever had carried Optional Powers include Body Resistance, In addition to the hero's body, the Whirlwind
him away. Armor Skin, Self-Sustenance, and can support additional weight. Each
Telekinesis. additional 500 pounds decreases the
As mentioned earlier, the only way to Whirlwind's speed -1CS. Passengers are
prevent the Troubleseeker's unwanted The Nemesis is Gravity Manipulation. not battered by the high winds but are
appearance is to somehow prevent the safely held aloft by updrafts in the cyclone's
Power from initially functioning. The T23/Water Walking interior. Still, all passengers must make an
detection aspect can be temporarily blinded Endurance FEAT or become air sick.
The hero can temporarily solidify the
by such means as Mental Invisibility or surface of the water to enable him to walk
Force Field vs. either Mental or Emotional The Power provides rank level Resistance
on it without getting more than his feet wet. to Physical and Sonic attacks.
Attack. If the villain operates so covertly The pathway smoothes the water's surface
that no one gets distressed, this will also to an average wave height and is not
do. The key is prevent the hero from High winds can affect the hero. Strong
affected by waves of equal or less Intensity. winds decrease the Power rank by their
receiving the broadcast emotions.
Intensity rank number. If the wind is
The path slides along the water's surface. powerful enough, the Whirlwind can be
The second mode of prevention deals with This permits the hero to travel at Power
the analysis aspect. Anything that can dispersed. Such winds can be natural or
rank speed and the Water Movement rate. created by such Powers as Matter
reduce the hero's Reason or Intuition to
below Typical can prevent him from Animation or Weather Control.
The Path only exists for the hero to use. It
recognizing distress as something that is intangible to others unless the hero can
demands his attention. Means to this end Optional Powers include Weather Control
physically carry them or directly extend his and Matter Animation/Air.
include Hypnotic Control, Emotion, Control, Power to them. This can be done in two
Induced Sleep, Mind Drain, and Psionic ways. One, when the hero is created, the
Vampirism. These are also the Nemeses.
player can decrease his Power rank -1CS
by modifying the Power to extend 10'
The third mode is simple enough. The

CONTENTS POWER TABLES INDEX: POWERS 97 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
RULES POWERS

Rule powers R4/Award Change


The player can temporarily increase the
Several powers in current RPGs exist size of the Karma game award previously
only for the sake of altering the mechanics of given his or another.s character. The player
that specific game. Such examples include can increase his hero.s Karma by this
Mystic Link (from Mayfaur.s DC. HEROES power’s rank by means of a Green FEAT.
game) and Spending Karma (in the MARVEL The player can increase the size of an ally.s
SUPER HEROES game). I hadn.t touched Karma with a Yellow FEAT. A Red FEAT can
on these because most of these powers only either increase or decrease an opponent.s
function within the confines of their home Karma. Such changes occur in the same
games. They cannot be easily transformed turn the power is used and last for 1-10
into other settings, such as actions in a turns; after that, the hero must make a
comic book. Psyche FEAT to maintain the effects.
However, that doesn.t justify my further R5/Award Pool
ignoring their existence; hence, the creation
of a new class of powers. The rule powers In the MARVEL SUPER HEROES game,
class is the rarest form of power. During the this is called Karma Pooling. The player can
Character Creation process, this class of temporarily pool his award value with that of
powers has only a base 3% chance of other player characters, then use that
occurring. All rule powers have extremely increased reward to perform a group
short ranges; their initial effects are limited function. The pooling lasts for 10 turns plus
to the hero and those beings and objects a number of turns equal to the number of
within the immediate vicinity (i.e., the same PCs participating in the pool.
area). Rule powers include the following:

R1/Attribute Change R6/Award Rearrangement


The hero has the ability to temporarily The player can temporarily reassign the
increase the rank of a specific ability or Karma values of other players. Characters
power by the rule power.s rank. He can by means of a Green FEAT. He can transfer
automatically retain the enhanced rank for 1- a number of Karma Points equal to his
10 game turns, but he must make a Psyche power rank between either allies or
FEAT each turn beyond that to retain the opponents. Unscrupulous PCs can use this
enhancement. For example, Cosmic Dasher power to siphon Karma from civilian NPCs
possesses Incredible Attribute Change. He (onlookers, passers-by, etc.); this is
uses it to increases his normally Amazing considered a villainous act since it is akin to
Hyperspeed with an additional burst of Vampirism.
energy, thus attaining Unearthly speed.
R7/Initiative Change
R2/Attribute Pool The player can temporarily alter the order of
The hero is able to directly combine his play, deciding who plays in what order if he
powers. or abilities. ranks with those of makes a successful Green FEAT. A Red
other heroes. The combined energy can FEAT can be used to either take away
then be channeled into a specific power or another character .s turn or to instate a turn
attribute shared by the affected characters at a time when the affected player would
and then used to perform a specific action. otherwise be unable to roll.
A Green FEAT is needed to perform this. In
game terms, the players add their R8/Power Combination
characters ranks of the chosen ability; the
sum is then temporarily reassigned as a This power normally occurs only during the
new rank for each member of the group. Character Creation process. Rolling this
rule power requires the player to combine
For example, Cyber1, Cyber2, and Cyber3 two of his hero.s already existing powers
pool their Excellent, Remarkable, and into a new hybrid form. The new hybrid
Amazing Strengths together; they each power permanently replaces the affected
then achieve an effective rank of Unearthly powers. Power Combination enables the
Strength. player to create some really peculiar,
unique characters. High-ranked NPCs may
possess a special form of this power with
R3/Attribute Rearrangement which they can alter another character.s
The hero can reassign the basic value of his powers at any time. However, the power.s
various abilities to enhance other abilities. In use is limited to once per day and only in
effect, the player has the ability to rewrite his non-combative situations. In this way, the
hero.s abilities and powers at will. The rule Judge can create character-transforming
power’s rank is used to make this FEAT. The incidents to enliven, confuse, or rearrange
effect initially lasts 1-10 game turns; beyond the existing campaign.
that, he must make a successful Psyche
FEAT each turn to maintain the
rearrangement.

CONTENTS POWER TABLES INDEX: POWERS 98 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
INDEX: POWERS

A D G
Abnormal Sensitivity ..........................22 Danger Sense ...................................67 Gateway ............................................92
Absorption Power ..............................24 Darkforce Manipulation .....................25 Geoforce ............................................54
Age-Shifting .......................................84 Digestive Adaptability ........................77 Gestalt ...............................................82
Alter Ego ............................................84 Dimension Travel ...............................92 Gliding ...............................................93
Anatomical Separation ......................84 Diminution .........................................51 Grafting ..............................................39
Animal Mimicry ..................................84 Disintegration ....................................59 Gravity Manipulation ..........................27
Animal Transformation-Self ...............84 Disruption ..........................................52 Growth ...............................................87
Animate Image ..................................33 Domination ........................................81
Armor Skin .........................................76 Dreamtravel .......................................67 H
Artifact Creation .................................62 Hallucinations ....................................68
Astral Body ........................................91 E Hard Radiation Control ......................27
Attribute Change ...............................98 Electrical Control ...............................25 Hard Radiation Emission ...................30
Attribute Pool .....................................98 Electrical Generation .........................29 Heat ...................................................30
Attribute Rearrangement ...................98 Elemental Conversion .......................60 Hyper-Digging ...................................93
Award Change ...................................98 Elemental Creation ............................62 Hyper-Endurance ..............................77
Award Pool ........................................98 Elongation .........................................86 Hyper-Intake/Expulsion .....................77
Award Rearrangement ......................98 Emotion Control .................................38 Hyper-Intelligence .............................68
Empathy ............................................68 Hyper-Invention .................................69
B Enchantment .....................................43 Hyper-Leaping ...................................93
Berserker ...........................................31 Energy Body ......................................86 Hyper-Running ..................................93
Bio-Varnpirism ...................................38 Energy Conversion ............................25 Hyper-Speed .....................................78
Biophysical Control ............................37 Energy Detection ...............................23 Hyper-Strength ..................................78
Blending ............................................84 Energy Doppelganger .......................29 Hyper-Swimming ...............................94
Body Adaptation ................................85 Energy Path .......................................92 Hypersensitive Hearing .....................23
Body Armor (Artificial) ........................21 Energy Sheath ...................................86 Hypersensitive Olfactory ...................23
Body Coating .....................................85 Energy Solidification ..........................25 Hypersensitive Touch ........................23
Body Resistance ...............................77 Energy Source (Magic) ......................44 Hypnotic Control ................................39
Body Transformation-Others .............38 Energy Source (Power Creation) ......82 Hypnotic Voice ...................................78
Body Transformation-Self ..................85 Energy Source Creation ....................82
Bonding .............................................49 Energy Sponge ..................................26 I
Bouncing Ball ....................................85 Energy Vampirism .............................26 Illusion-Casting ..................................34
Enlargement ......................................53 Illusory Duplication ............................36
C Environmental Awareness .................23 Illusory Invisibility ...............................35
Carrier Wave .....................................91 Evolution ............................................86 Imitation-Face Changer .....................87
Catalytic Control ................................24 Exorcism ............................................38 Imitation-Human Changeling .............87
Chemical Mimicry ..............................85 Extradimensional Detection ...............23 Immortality .........................................78
Chemical Touch .................................77 Incarnation Awareness ......................69
Circular Vision ...................................22 F Initiative Change ................................98
Clairaudience ....................................66 Fire Control ........................................26 Internal Limbo ....................................44
Clairvoyance ......................................66 Fire Generation .................................30 Invisibility ...........................................87
Cold Generation ................................29 Floating Disc ......................................92 Ionization ...........................................60
Coldshaping ......................................25 Focus .................................................82 Iron Will ..............................................70
Collection ...........................................50 Force Field ........................................21
Collective Mass .................................85 Force Field vs. Emotion Attack ..........21 K
Coloration ..........................................58 Force Field vs. Energy Attack ............21 Kinetic Bolt ........................................30
Combustion .......................................59 Force Field vs. Hostiles .....................39 Kinetic Control ...................................27
Communicate With Animals ..............66 Force Field vs. Magic ........................21
L
Communicate with Cybernetics .........66 Force Field vs. Mental Attack ............21
Levitation ...........................................94
Communicate with Non-living Matter .67 Force Field vs. Power Manipulation ..21
Life Detection ....................................23
Communicate with Plants ..................67 Force Field vs. Vampirism .................21
Lifeform Creation ...............................63
Control ...............................................81 Forced Reincarnation ........................39
Light Control ......................................27
Cosmic Awareness ............................67 Free Spirit ..........................................68
Light Emission ...................................30
Creation .............................................81
Linguistics ..........................................70
Crystallization ....................................51
Longevity ...........................................78
Lung Adaptability ...............................79

CONTENTS POWER TABLES INDEX: POWERS 99 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
M T
Machine Animation ............................55 Prehensile Hair ..................................89 Telekinesis .........................................75
Magic Control ....................................44 Probability Control .............................47 Telelocation .......................................76
Magic Creation ..................................45 Psionic Detection ...............................23 Telepathy ...........................................76
Magic Detection .................................23 Psionic Vampirism .............................73 Teleport Others ..................................95
Magic Domination ..............................45 Teleport Self ......................................95
Magic Transferal ................................46 R Telereformation ..................................95
Magic Vampirism ...............................46 Radarsense .......................................23 Telescopic Vision ...............................24
Magnetic Manipulation ......................27 Radiowave Control ............................27 Thermal Control .................................28
Magnetism .........................................30 Radiowave Generation ......................31 Thermal Vision ...................................24
Martial Arts Supremacy .....................31 Reality Alteration ...............................47 Time Travel ........................................96
Mass Decrease .................................88 Reflection ..........................................21 Total Memory .....................................76
Mass Increase ...................................88 Regeneration .....................................80 Tracking Ability ..................................24
Matter Animation ...............................54 Remote Sensing ................................74 Troubleseeker ....................................96
Mechanical Creation ..........................63 Residual Absorption ..........................83 True Flight .........................................97
Mental Duplication .............................70 Resistance: Emotion Attacks .............22 True Invulnerability ............................80
Mental Invisibility ...............................71 Resistance: Energy Attacks ...............22 True Sight ..........................................24
Mental Probe .....................................71 Resistance: Magic Attacks ................22 Two-Dimensionality ...........................91
Micro-Environment ............................55 Resistance: Mental Attacks ...............22
Resistance: Physical Attack ..............22 U
Microscopic Vision .............................23
Resistance: Power Manipulation .......22 Ultraviolet Vision ................................24
Mind Blast ..........................................72
Resistance: Vampirism ......................22 Undead Control .................................41
Mind Control ......................................39
Rocket ...............................................94 Unique Weapon .................................33
Mind Drain .........................................72
Mind Transferral ................................40 S V
Missile Creation .................................64 Selection ............................................83 Vibration ............................................31
Molding ..............................................56 Self-Duplication .................................89 Vibration Control ................................28
Molecular Conversion ........................61 Self-Revival .......................................80 Vocal Control .....................................80
Molecular Creation ............................64 Self-Sustenance ................................80
Self-Vegetation ..................................90 W
N Warding .............................................49
Natural Weaponry ..............................32 Sense Alteration ................................41
Sensory Link ......................................74 Water Freedom ..................................81
Nemesis .............................................82 Water Walking ...................................97
Neural Manipulation ..........................40 Serial Immortality ...............................74
Shadowcasting ..................................31 Waterbreathing ..................................80
Shadowshaping .................................28 Weakness Creation ...........................83
O
Shapechange-Others ........................41 Weakness Detection ..........................24
Omni-Knowledge ...............................72
Shapeshifting .....................................90 Weapons Creation .............................32
P Shrinking ...........................................90 Weapons Tinkering ............................32
Penetration Vision .............................23 Skywalk .............................................94 Weather Control ................................56
Phasing .............................................88 Sleep-Induce .....................................41 Webcasting ........................................65
Pheromones ......................................80 Sonar .................................................23 Whirlwind ...........................................97
Physical Gestalt .................................88 Sonic Generation ...............................31 Z
Plague Carrier ...................................40 Sound Manipulation ...........................28 Zombie Animation ..............................57
Plant Control ......................................40 Speech-throwing ...............................75
Plant Growth ......................................40 Spiderclimb ........................................94
Plant Mimicry .....................................89 Spinner ..............................................94
Plasma Control ..................................27 Spirit Gestalt ......................................91
Plasma Generation ............................30 Spirit Storage .....................................41
Plasticity ............................................89 Spirit Vampirism .................................48
Postcognition .....................................72 Spray .................................................65
Power Combination ...........................98 Stealth ...............................................80
Power Detection ................................23 Summoning .......................................41
Power Simulation ..............................46 Suspended Animation .......................80
Power Transferal ...............................83 Sympathetic Magic (Voodoo) ............49
Power Vampirism ...............................83
Precognition ......................................73

CONTENTS POWER TABLES INDEX: POWERS 100 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
RANK TABLES
RANGE TABLES

Rank Range A Range B Range C Range D Range E


Feeble Contact Contact 1 area 10 feet 2 miles
Poor 1 area 1 area 10 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 2500 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 11 areas 2 miles 25 miles 250 miles 2.5 million miles
Amazing 20 areas 3 miles 50 miles 1000 miles 25 million miles
Monstrous 40 areas 6 miles 120 miles 4000 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 1200 miles 250,000 miles 250 billion miles
Shift Z 400 areas 50 miles 2500 miles 1 million miles 1/2 light year
CL1000 100 miles 80 miles 5000 miles 4 million miles .5 light years
CL3000 10,000 miles 150 miles 12,000 miles 16 million miles 50 light years
CL5000 100,000 miles 250 miles 250,000 miles 64 million miles 500 light years

AREA OF EFFECT

Rank Name 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 1,000 3,140,000 sq. ft. 3,140,000,000 cu. ft.
Shift Z 2,000 12,560,000 sq. ft. 25,120,000,000 cu. ft.
CL1000 1 mile 3 sq. miles 1.3 cu. miles
CL3000 2 miles 12 sq. miles 25 cu. miles
CL5000 5 miles 78 sq. miles 392 cu. miles

1 square mile = 28 million square feet


1 cubic mile = 147 billion square feet

CONTENTS POWER TABLES INDEX: POWERS 101 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
MOVEMENT TABLE

Land/Water Air Space/Extradimensional


Rank Name Areas Mph/m Areas Mph/m Mph/m
Fe 1 15/.25 2 30/.5 300/5
Pr 2 30/.5 4 60/1 600/10
Ty 3 45/.75 6 90/1.5 1000/17
Gd 4 60/1 8 120/2 1500/25
Ex 5 75/1.25 10 150/2.5 2000/33
Rm 6 90/1.5 15 225/3.75 4000/66
In 7 105/1.75 20 300/5 6000/100
Am 8 120/2 25 375/6.25 10,000/167
Mn 9 135/2.25 30 450/7.5 20,000/333
Un 10 150/2.5 40 600/10 40,000/666
ShX 12 180/3 50 750/12.5 80,000/1332
ShY 14 210/3.5 100 1500/25 150,000/2500
ShZ 16 240/4 200 3750/62.5 300,000/500
CL1000 32 480/8 — 10,000 1 million/16,667
CL3000 50 480/8 — lightspeed
CL5000 100 1500 — 100 x lightspeed

NUMBERNUMBER OF ACTIONS/TARGETS
OF SIMULTANEOUS ACTIONS/TARGETS

Rank Name A B C D E
Fe 1 1 1 2 2
Pr 1 1 1 4 4
Ty 1 2 1 6 10
Gd 1 3 1 10 25
Ex 2 5 2 20 50
Rm 2 10 2 30 100
In 2 15 2 40 200
Am 3 25 4 50 500
Mn 3 40 4 75 1,000
Un 4 50 8 100 2,000
ShX 5 75 20 150 5,000
ShY 10 100 50 200 10,000
ShZ 20 250 100 500 20,000
CL1000 50 500 1,000 1,000 50,000
CL3000 100 1,500 5,000 3,000 100,000
CL5000 200 2,500 10,000 5,000 200,000

CONTENTS POWER TABLES INDEX: POWERS 102 RANK TABLES: RANGE AREA MOVEMENT ACTIONS
Advanced Game Official Accessory

THE ULTIMATE POWERS BOOK


by David E. Martin

Two-hundred and ninety-three powers


times five ranges times eighteen power levels
equals—26,370 discrete powers!

Within these covers are nearly 300 powers, gleaned


from your favorite comics, science fiction and fantasy
novels, and dozens of other sources. All are detailed
in MARVEL SUPER HEROES® Advanced Set terms.

From Energy Emission to Mental Control, from En-


ergy Doppelgangers to Forced Reincarnation, the
powers you’ve been waiting for are here. A new kind
of character generation system (to use or not, the
choice is yours) has been created, enabling you to
do even more than before. New tables for ranges
and movements have also been set up, to take into ac-
count the staggering proportions of these powers.

Now, whether you dream of creating a CPA or the


BEYONDER™, here’s the book that’ll help you do it.

This game accessory is designed for use with the


MARVEL SUPER HEROES™ Advanced Set.

TSR Inc.
POB 756
Lake Geneva,
WI 53147
6878XXX1401
0-88038-413-1
$12.00

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