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Published by archangel777, 2022-08-05 19:15:49

Netbook.Character.Creation.Compendium.Reduced

Netbook.Character.Creation.Compendium.Reduced

Power Rank Range Table

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

40 areas 6 miles

60 areas 10 miles

80 areas 15 miles

160 areas 30 miles

400 areas 50 miles

100 miles 80 miles

10,000 miles 150 miles

100,000 miles 250 miles

Unlimited Unlimited

Area of Effect

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

*1 square mile = 28 million square feet
*1 cubic mile = 147 billion cubic feet

Initiative Modifier

Initiative Rank: Feeble Poor Typical Good Excellent Remarkable Incredible Amazing Monstrous Unearthly+

Modifier: 0 000 1 2 3 45 6

*The bonus to initiative for having a Intuition Rank

1

Number of Simultaneous Actions

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

Movement

Land/Water Air Space/Extradimensional

Rank Areas MPH/M Areas MPH/M MPH/M
Shift 0
Feeble 0 0/0 0 0/0 150/2.5
Poor
Typical 1 15/.25 2 30/.5 300/5
Good
Excellent 2 30/.5 4 60/1 600/10
Remarkable
Incredible 3 45/.75 6 90/1.5 1000/17
Amazing
Monstrous 4 60/1 8 120/2 1500/25
Unearthly
Shift X 5 75/1.25 10 150/2.5 2000/33
Shift Y
Shift Z 6 90/1.50 15 225/3.75 4000/66
Class 1000
Class 3000 7 105/1.75 20 300/5.00 6000/100
Class 5000
Beyond 8 120/2.00 25 375/6.25 10,000/167

9 135/2.25 30 450/7.50 20,000/333

10 150/2.50 40 600/10.0 40,000/666

12 180/3.00 50 750/12.5 80,000/1332

14 210/3.50 100 1500/25.0 150,000/20,000

16 240/4.00 200 3750/62.5 300,000/5000

32 480/8.00 400 10,000/167 1 million/16,667

50 750/12.50 800 Light Speed Light Speed

100 1500/25.00 1600 Light Speed x 100 Light Speed x 100

Unlimited Instant Unlimited Instant Instant

2

Strength FEATS

Leaping (feet/areas)

Rank Weight Throwing MPH/M UP Across Down
Shift 0 0 lbs. 0 areas 0/0
Feeble 50 lbs. 1 area 0/0 0/0 0/0 3'/0
Poor 100 lbs. 1 area 8'/0
Typical 200 lbs. 1 area 30/.50 2'/0 2'/0 9'/0
Good 400 lbs. 2 areas 15'/1
Excellent 800 lbs. 3 areas 60/1 4'/0 4'/0 30'/2
Remarkable 2,000 lbs. 4 areas 45'/3
Incredible 10 tons 5 areas 90/1.50 6'/0 6'.0 60'/4
Amazing 50 tons 6 areas 75'/5
Monstrous 80 tons 7 areas 120/2 10'/0 10'/0 105'/7
Unearthly 100 tons 8 areas 150'/10
Shift X 250 tons 10 areas 150/2.50 20'/1 20'/0 225'/15
Shift Y 500 tons 15 areas 300'/20
Shift Z 1000 tons 20 areas 225/3.75 30'/2 30'/0 750'/50
Class 1000 Unlimited LOS 1,500'/100
Class 3000 Unlimited LOS 300/5. 40'/2 40'/0 4,500'/300
Class 5000 Unlimited LOS 7,500'/500
Beyond Unlimited LOS 375/6.25 50'/3 50'/0 Unlimited

450/7.50 75'/5 75'/.50

600/10 100'/6 100'/1

750/12.50 150'/10 150'/1

1500/25 200'/13 200'/2

3750/62.50 500'/33 500'/4

Interplanetary 1,000'/60 1,000'/8

Near-Light 3,000'/180 3,000'/25

Teleportation 5,000'/300 5,000/40

Instant Unlimited Unlimited

Mystic Effects

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

Rank Updated Material Strength Table
Feeble Cloth, Glass, Brush, Paper
Poor Normal Plastic, Crystal, Wood
Typical Rubber, Soft Metals (Gold, Brass, Copper), Ice, Adobe, Computer Chips
Good Brick, Aluminum, Light Machinery Pieces, Asphalt, High Strength Plastics
Excellent Concrete, Beta Cloth, Iron, Bullet Proof Glass
Remarkable Reinforced Concrete, Steel
Incredible Solid Stone, Vibranium, Volcanic Rock
Amazing Osmium Steel, Granite, Gemstones
Monstrous Diamond, Super Heavy Alloys
Unearthly Adamantium Steel, Certain Mystical and Enchanted Elements
Class 1000-5000 Materials of these ranks are virtually indestructible, such as Cap's shield or Thor's Hammer

3

Table of Contents

Power Rank Range Table.............................1 Magic Schools..............................................34
Area of Effect Table......................................1 Spell Tables..................................................36
Initiative Modifier Table.................................1 Defensive Powers........................................ 39
Simultaneous Actions Table......................... 2 Detection Powers......................................... 43
Movement Table...........................................2 Energy Control Powers................................ 49
Strength FEATs Table...................................3 Energy Emission Powers............................. 60
Mystic Effects Table......................................3 Fighting Powers........................................... 66
Material Strength Table.................................3 Illusion Powers............................................. 70
Table of Contents......................................... 4 Life-Form Control Powers............................ 77
About This Book...........................................5 Magical Powers............................................86
Introduction.................................................. 6 Matter Control.............................................. 100
How We Do It............................................... 6 Matter Conversion Powers...........................116
Character Creation.......................................7 Matter Creation Powers................................123
Physical Form.............................................. 7 Mental Enhancement Powers...................... 131
Type Definitions........................................... 7 Physical Enhancement Powers................... 153
Origin of Power............................................ 20 Power Control Powers................................. 162
Primary and Secondary Abilities.................. 22 Self Alteration Powers.................................. 167
Weakness Generation..................................23 Travel Powers.............................................. 182
Power Generation........................................ 26 Spell Miscellany............................................193
Power Categories........................................ 27 Enhancement Spell...................................... 216
Magic Tables................................................ 32

4

About This Book

TSR faded away a long time ago, but the MSHRPG game still remains. For years I have always
wanted an updated version of David E. Martin's Ultimate Powers Book, but the only way that would
happen would be if I actually revised one for myself as unofficial fan content. My gaming groups
campaign outgrew the contents of the available character creation system years ago, so I finally
thought it was time for a revised update.

Most of the work here in still belongs to David E. Martin. The Realms of Magic information featured
within this revised edition is still the work of Kim Eastland. Any changes made were purely to fix/edit
any typographical errors. Information collected from The Advanced Set and The Revised Basic Set are
assumed to be the original works of Jeff Grubb. Steve Winter is credited with writing the Advanced Set
Powers collected from the GHOTMU series of books have a host of writers: David E. Martin, Scott
Bennie, Chris Mortika, Scott Davis, William Tracy, Raymond Maddox, Anthony Herring, John Elliot,
David Pulver and David Rogers.
Additional credit goes to Zan of Heroplay for the Demi-Plasma generation powers and long time
forum member Nightmask conceived and wrote the Ability Enhancement, Augmented Health, Reality
Manipulation, Resist: Temporal Energies, Tele-Mechanics and Limit Break Powers. The Skycutter
contributed the Molecular Instability Power and continues to make the game available at his website.
Necromancer created Enhanced Reflexes, Continuum Split, Omniversal Awareness, Mystic Energy
Manipulation, assembled all available information, fixed a LOT of errors and updated the look of the
material. (YW) . Thanks to T3h Conkster, for the Assimilation, Impart Power, Invigorate, Momentum,
Reality Perception powers, proofreading and suggestions. Finally, a really big shout out and thanks to
That Art Guy, who pointed the way and offered suggestions (and even made some Logos and
Templates) for myself to learn how to construct my own covers and quality images, this version would
not have been possible without TAG, I can't stress that enough.

5

DISCLAIMER:

This collection of information is a fan project and was created to be used for the MSHRPG game
produced by TSR who went out of business years ago. It is an attempt to organize data for the game
into one convenient resource. This project was created without any money transactions but purely as
fan work and a fan's love of the game.

Introduction

Now that we have all of that out of the way, I sincerely hope this unofficial resource helps your game
as much as it was planned to help mine. I planned this book out so that it would feature one stop
character creation, combined with The Skycutter's and Major Tom Sawyer's Ultimate Talents Book. An
experienced player will only need The Advanced set for actual game play and resources management.
The Domains of Dr. Doom Boxed set is fully compatible and works as a standalone optional. This work
uses Rank numbers common to the Advanced Set and The Revised Basic Set. I have expanded the
physical forms and the origin sections by including the ones from the Advanced Set and the Realms of
Magic backgrounds. Revising the UPB should be about more than just adding a few powers to the
book. Speaking of powers, there are quite a few more than the UPB. I tried to include as many as I
could that were actual powers and not just some power stunts that could be done by already existing
powers in the book, I felt that would be wasteful. Without further discourse I welcome you to the
Complete Compendium for Character Creation, enjoy! –The Necromancer.

How We Do It

The following is a system for creating new characters in the Marvel Universe or whatever section of
the Multiverse you play in. Newly generated characters have the advantage of being unique to the
player, and thus (in my eyes, at least) the player has a firmer commitment to them. A player Invests
more of his energy and imagination in a character he creates himself. They also offer an advantage to
the Judge. Because player-generated characters don't have to adhere to someone else' continuity, all
restraints in that area of the game are gone. All bets are off and anything can happen. The Ultimate
Powers Book generation system has seven steps.

• Generate a physical form.
• Generate an Origin of Power.
• Generate Primary Abilities.
• Generate Secondary Abilities.
• Generate a Weakness.
• Generate Powers.
• Give your character life.

The joy and exasperation of random creation is that even when you think you know where you're
heading, you can still be taken in a completely different direction by a roll of the dice. Each of the
seven steps contains factors that can totally revamp your character. You can even interpret the same
sets of numbers in dramatically different ways.

6

Physical Form/Origin

Your character's physical form is what he looks like now. Oh, he might have been born a relatively
normal child in Cleveland, Ohio, but this category is how people see him now. The player can either
select one of the body types below or be brave and let the dice do it for him. Deliberate selection is
recommended if YOU are setting up a special campaign that requires certain types of characters, like
on other worlds or in other eras.

Dice Physical Form Sub-Form Dice Physical Form Sub-Form
01-13 Normal Human Normal Human
14-15 Normal Human High 58-59 Demihuman Lamian
Technology
16-17 Normal Human Magical Items 60-61 Demihuman Merhuman
18-19 Normal Human Magic Wielder
20-21 Altered Human Altered Human 62-63 Demihuman Other
22-23 Altered Human Mystic Enhanced
24-25 Aliens Alien 64-65 Cyborg Limbs/Organs
26-27 Mutant Induced
28-29 Mutant Random 66-67 Cyborg Exoskeleton
30-31 Mutant Breed
32-33 Android 68-69 Cyborg Mechanical Body
34-35 Humanoid Race Organic
36-37 Surgical Composite Muscular 70-71 Robot Human Shape
38-39 Modified Human Skeletal
40-41 Modified Human Centaur 74-75 Robot Usu-form
42-43 Modified Human Equiman
44-45 Demihuman Faun 76-77 Robot Metamorphic
46-47 Demihuman Felinoid
48-49 Demihuman Lupine 79-79 Robot Computer
50-51 Demihuman Avian
52-53 Demihuman Chiropteran 80-81 Angel/Demon
54-55 Demihuman
56-57 Demihuman 82-83 Deity

84-85 Animal

86-87 Vegetable

88-89 Abnormal Chemistry

90-91 Mineral

92-93 Gaseous

94-95 Liquid

96 Energy

97 Ethereal

98 Undead

99 Compound

00 Changeling

7

Type Definitions

•Normal Human: The body is Body Armor as a Power, the upset the game balance, he
completely normal and high technology hero may should either reduce their
possesses no detectable choose to have all his Powers power or return to this section
abnormalities. Any Powers the combined into a battle suit (a la and roll on Table 3.9 to create
hero possesses have left no Iron Man). Check under the drawbacks for using them.
visible mark on the body. Body Armor entry for these When the items are all
Random ranks are rolled on effects. Effects are rolled on completely determined, roll
Column 2 of the Random Ranks Column 6 to see how the armor talents. Random Ranks for a
Table. Resources are increased affects the Fighting, Agility, Human are rolled on column 2
+1CS. Strength, and Endurance of the of the Random Ranks Table.
player character. Resources are increased by
•High Technology: Also called +1CS.
Hi-Tech Wonders, these heroes •Human/Magical Items: This
derive their abilities solely type of character derives his •Human/Magic Wielder: This
through equipment, whether power from a magical item or type of magical character
that equipment is mystical or items. Roll percentile dice on derives his powers from spells
technological in nature, such as Table 3.0 for the number of using personal, universal, or
Iron Man or Captain Britain. items, then again on the dimensional energy. Not all
High Technology heroes start following tables until all of the magic wielders are alike. Roll
with lower primary ability scores items have been determined. on Tables 4.0 below to
and in addition may not use Once the types of the items are determine the nature of the
their powers without their known, go to Table 3.9 to find if energies this character wields.
equipment; however. They there is a catch or drawback to After determining what types of
receive many other benefits. any of them. Each item has only energy are available for the
•High technology heroes roll on one power to begin with (a character to tap into, roll on
column 3 of the Random Ranks Judge may decide that more Table 4.1 to determine how
Table. than one power is in the item, many spells the magic wielding
•The initial Reason is raised by but that all except one are latent character has. Then go to Table
two ranks (If Good is rolled, powers that require some time 5 to find out which of the 11
then initial reason is before the character knows of schools of magic the character
Remarkable). or can control them). Once the follows. When finished, go to
•Initial Resources are set at drawbacks (if any) of the items Table 6 for the specific spells in
Good, or optionally rolled. are known, go to Table 5 to the categories that have been
•High technology heroes must determine the “school” that all established. After all of the
have at least one Contact, and of the powers belong to (treat magic wielder’s spells have
they must declare what that all of the items as one for this been completely defined, roll
Contact is before starting play. purpose). Then go to Table 6 to talents. Human Magic Wielder's
This Contact represents the determine what exact power the roll on column 2 for their initial
organization that the player item is capable of performing or ability ranks. Magic Wielder's
character works for (or, if granting to its user. Treat the initially raise their Psyche score
Resources are high enough, powers as using either personal by +1 CS. They receive a +1CS
owns). or universal energies, to their Resources rank. The
•At least one Talent chosen by whichever the player prefers. If, hero also gains the Mystic
the player must be Scientific or after the powers of the items Origin and Occult Talents for
professional in nature. are known, the Judge believes free as part of his background.
•If, when generating Powers, that the item or items are too
the high tech wonder chooses powerful and could possibly •Altered Humans: Altered

8

Humans are everyday people races that have yet to be was born to Normal Humans,
like you and me (well. me, discovered in the Marvel but a freak twist of genetic fate
anyway) who have been Universe. Aliens have the made him a mutant from birth.
accidentally or purposefully potential of being incredibly Most of these are\ the Mutants
exposed to weird radiation, powerful, but have limited found in the Marvel Universe,
secret formulas, or chose to be secondary abilities. The such as the X-Men. Random
instructed in strange and following generation system is Mutants roll on Column I of the
powerful talents. The Fantastic for super-powered aliens whose Random Ranks Table. They
Four, and Hulk are examples of races have not been gain one additional Power.
altered humans. encountered before. Resources are reduced -1 CS.
•Altered humans roll their •Alien characters roll their Endurance is raised +1CS.
random ranks for primary primary abilities on column 5 of Initial popularity is lowered by
abilities on Column 1 of the the Random Ranks Table. -1CS.
Random Ranks Table. •Alien powers may be natural or
•After the primary ability ranks the result of Equipment carried. •Breed Mutants: The hero's
are rolled. Altered humans may The player must declare parents were Mutants, as were
raise any single primary ability whether any Power is inborn to any number of preceding
rank by +1 CS. his race or external. generations. Breed Mutants
•Aliens gain one less Power form tribes and have close-knit
•Altered Human/ Mystically (minimum of two). families; this is a defense
Enhanced: This type of •Starting Resources are set at mechanism born from
character derives his power Poor. generations spent hiding their
from a permanent magical spell •An alien character starts with true selves from normal society.
or effect placed on him by a one Contact (maximum). This is Examples of Breed Mutants
powerful magical being or usually the alien's home race, include the Inhumans. Breed
enchantment. This type of dimension, or people. Those Mutants roll on Column 1 of the
character is an Altered Human. characters who do not choose Random Ranks Table. Intuition
•Altered humans roll their the race as one of their is raised +1CS. Endurance is
random ranks for primary Contacts are considered raised +1CS. Initial Popularity is
abilities on Column 1 of the outcasts of that race, planet, or lowered by -1CS. Breed
Random Ranks Table. dimension (note to Judges: Mutants must have at least one
•After the primary ability ranks Outcasts are usually hunted Contact, usually their tribe.
are rolled. Altered humans may down by others of their race).
raise any single primary ability •Androids: These are
rank by +1 CS. •Induced Mutant: The hero artificially created organic
Mystically Enhanced characters started life as a Normal Human, beings. An android is made of
may roll their powers freely "then something happened." As laboratory-created protoplasm
between the standard power a result of a freak and grows to maturity in an
charts or opt to take any roll on happenstance, the hero has artificial womb. More intricately
Table 3.0 Magic Items. They been physically and genetically made Androids can actually
may spend one roll on table 3.8 altered by having his dormant X interbreed with Normal
Creatures but this roll costs Gene activated. Induced Humans. One example is the
them two of their initial power Mutants roll their random ranks Vision. Androids generally
slots. for Primary Abilities on Column resemble the race that created
1 of the Random Ranks Table. them; alien androids can be any
•Aliens: “Alien" is a blanket Induced Mutants can raise any shape. Androids roll on column
term representing those one Primary Ability +1CS. Initial 4 of the Random Ranks Table.
individuals from other planets Popularity is lowered by -1Cs. Popularity is initially lowered
and dimensions. Eternals, Kree, -1CS. Androids may raise any
Skrulls, and Shi'ar, as well as •Random Mutation: The hero one Ability +1CS. Androids gain

9

one Power. Androids have at Resources are Poor. less Power initially.
least one Contact, the lab tech Composites heal twice as
who created them. quickly as Normal Humans. The •Modified Human/Extra Parts:
Composite initially possesses This type of body is harder to
•Humanoid Race: The hero is one contact the hospital or disguise than the other
a normal member of a human- person responsible for his Modifications because the body
like race from "somewhere creation. now possesses extra pieces of
else." This may be another anatomy. These may be
world, era, dimension, or lost •Modified Human: This is duplicates of normal parts
land hidden somewhere on the someone who started life as a (arms are probably the most
Earth. Most can pass as Normal Normal Human and was later common example), or parts that
Humans with a little disguise or altered by some means. The are not found on a Normal
explanation. Some of the change affected his body on a Human. Such new parts include
Humanoid Race's Powers physical level but did not alter wings, tails, antennae, fins, or
don't exist in their home his DNA. Genetically, the hero anything else that might create
environment but develop as a is still very much human and Powers for the hero. Humans
result of the Humanoid's cannot pass on his Powers to with Extra Parts roll on column
exposure to Earth's his descendants. Organic 1. Arms raise Fighting +1CS.
environment. Humanoids roll on Modification means the hero's Duplicate organs doubles the
column 5 of the Random Ranks internal organs and nervous Health point total. Tails give the
Table for their Primary Abilities. system have been altered. hero an additional attack when
Humanoids can raise any one Perhaps he now possesses engaged in blunt attacks (1 per
Ability +1CS. Starting new organs or glands that are tail). Wings give the hero Flight.
Resources are set at Poor. A the basis for what Powers he
humanoid starts out with only has. Muscular Modification is •Demihumans: This covers a
one Contact, his race. easy to detect; just look for a range of human-like beings who
person with outrageous combine the physical traits of
•Surgical Composites: The muscular development. Captain humans and animals.
hero was created in an America is a good example of Demihumans can be unique
operating room. His body this. Skeletal Modification individuals or members of a
contains parts taken from means the hero's original race that inhabits a different
several bodies. Close skeletal structure has been place or time. Because of the
examination reveals the scars replaced or augmented by wealth of legends surrounding
from his creation. The most artificial means. Although he is demihumans, a new character
famous example is Adam, the also a Random Mutant, of this type finds that his
Frankenstein Monster. Because Wolverine is a good example of Popularity is influenced by
of the widespread knowledge of this type of character. The new people's preconceived notions
that story, Surgical Composites skeleton can be crammed with and biases toward things with
are feared more than Mutants. various things that can give the his shape.
They also possess a morbid hero his Powers. Modified
curiosity about the people Humans roll on column 1. •Centaurs have a human head,
whose parts now form their Organics heal twice as fast torso, and arms mated to the
bodies. Surgical Composites as Normal Humans. Musculars body of a horse. They possess
roll on column 2 of the Random gain +1CS Strength and increased Strength (+1CS), can
Ranks Table for their Primary Endurance. Skeletals gain move quickly over horizontal
Abilities. Strength, Fighting, and +1CS Resistance to Physical ground (four areas per turn),
Endurance are all increased Attacks. At least one Contact and can fight with their hooves.
+1CS. Resistance to Mental should be the organization On the minus side, centaurs
Domination is reduced -1CS. responsible for the modification. have Feeble Climbing ability.
Initial Popularity is zero. Initial All Modified Humans gain one They are popularly thought of

10

as scholars or drunken lechers. canine like beings. They are that can serve as hands, and in
Centaurs roll on Column 5. often mistaken for the cinematic addition they possess large
conception of a werewolf. The ears. They possess the Power
•Equimen possess horse legs body is covered in hair and the of Active Sonar at Good rank.
in place of human ones. They face is definitely canine. The Pterans scare most people,
have a horse's mane and tail as body has a tail, harmless claws, especially the bulk of the
well. Such beings are often big teeth, and long pointed ears populace who believe all bats
confused with fauns, although atop the head. A lupinoid are Vampires. Initial Popularity
equimen lack horns. An possesses an Excellent sense is Feeble. Chiropterans roll on
equiman is born from two of smell. The Popularity of Column 2.
equimen, or from a centaur lupinoids varies. Because some
mating with a human. By hiding people think every lupinoid is a •Lamians are snake people.
the legs and tail, an equiman werewolf, their Popularity The legs have been replaced by
can pass for human. Kicking decreases -1CS. Other people a serpentine body, although the
does +1CS damage. Equimen see them as dogs, and thus as arms are normal. The skin is
roll on Column 3. man's best friend; this prevents covered in fine scales. Lamians
the Popularity from dropping have lidless eyes and
•Fauns possess the hairy legs, any further. Lupinoid genetics retractable fangs. There is a
short tail, and horns of a goat. are the most flexible of all the 50% chance the lamian is
They are frequently confused demihumans. There are as venomous (Excellent Intensity
with either equimen, who are many breeds of lupinoids as poison). Because snakes terrify
taller, or with the traditional there are of dogs, wolves, and so many people, the lamian's
image of a devil. Because of the foxes (the latter is a subclass, initial Popularity is zero.
unfortunate resemblance to the vulpinoid). Lupinoids roll on Lamians are difficult to bind
latter, fauns have an initial Column 4. (+1CS to escape). Lamians roll
Popularity of zero. They on Column 3.
possess Feeble Mental •Avians come in two basic
Domination over females of any types, angels and harpies. The •Merhumans are amphibious
human(oid) race, which, angelic avians resemble relatives of lamians. The body
coupled with their penchant for humans with wings sprouting is human from the waist up; the
intoxication, causes them to from the shoulder blades. Angel rest is a flexible fish-tail.
gain Popularity more slowly of X-Factor is this type. They Merhumans possess both lungs
than other Demihumans. Fauns get an increased Popularity and gills, but can only stay
roll on Column 2. (+1CS). Harpies possess arms away from water a limited time
that are modified to also serve because their bodies quickly dry
•Felinoids are human-shaped, as wings and feather covered out. Movement on dry land is
catlike beings. The overall body legs that end in bird claws. limited to crawling or
shape is human, but the skin is They gain +1CS Fighting. dependence on vehicles.
covered in fur and the face is Angelic avians reproduce by Merhumans also possess
that of a cat. A felinoid has a normal human means. Harpies Water Freedom. They fascinate
tail, claws, fangs, pointed ears lay eggs. Angelic Avians roll on Normal Humans and have an
on top of the head, and slitted Column 3. Harpies roll on increased Popularity (+1CS).
pupils in the eyes. A felinoid can Column 2. The usefulness of a merhuman
see in the dark with Excellent in a land-locked campaign is
night vision. Such beings •Chiropterans are similar to limited, but certain Powers can
possess +1CS Climbing ability. angelic humans except that overcome the merhuman's
Tigra is a good example. they combine the human parts disadvantages— Shapechange,
Felinoids roll on Column 1. with those of a bat. Their arms Alter Ego, True Flight, and so
also serve as leathery wings, on. Merhumans roll on Column
•Lupinoids are human-shaped, their feet have elongated toes 2.

11

•Other: There are numerous a mechanical\ suit that provides because the brain is doubly
other Demihumans you could him with life support and protected from the outside
create. The player can combine Powers. The natural and world. However, they are prone
any animal with a human to artificial bodies exist in to things that never harm a
create a new Demihuman, then symbiosis. Tony Stark/Iron Man flesh-bound character, like
work with the Judge to provide is the perfect example of this. Magnetic attacks and rust.
it with reasonable statistics. The most common When creating the hero, the
Exoskeletons are roughly the player must decide what his
•Cyborg, Limb and Organ: same size and shape as the Mech Body looks like. For most
The hero began as a Normal being within; that is, the campaigns, the Mech Body is
Human but has had parts of his Exoskeleton resembles a basically human- shaped. It
body replaced by artificial clunky suit of armor. may even have a pseudo-flesh
devices. This may have been Exoskeletons can come in any covering to disguise the body's
done to save the hero's life after size of shape, however. The true nature. Such coverings
a near-fatal accident or the hero giant robots of Japanese tend not to survive battles,
may have voluntarily undergone cartoons are actually immense though, so the hero must have
the operation in order to gain Cyborg Exoskeletons Random a spare supply. Replacing a full
Powers. The original Deathlok ranks are rolled on column 4. body cover has an Excellent
is an example of the former cost; a head-and-hands only set
type. Cyborgs initially have a •Mechanical Body: The only is a bargain of Good cost. Mech
decreased Intuition (-1CS) due part of the hero's original body Bodies can come in other
to mental anguish over a that remains is his brain and the shapes. These can be anything
perceived loss of humanity (in nervous system. This is housed the hero might find useful in his
the former case) or a in a special life-support module environment: spider-bots, baby
self-hatred toward their original that fills most of the brain's tanks, star ships, etc. Since
weak human form (in the latter). needs (oxygen, blood, specialized Mech Bodies are
While most cyborgs are High nutrients). The life support less adaptable, such characters
Tech creations, there are also module is mated with a tend to be NPCs. Mech Bodies
Magical Cyborgs. For example, mechanical form that serves the are not limited to a single body,
the Celtic god Nuada had an brain as its new body. The though. A lab with Remarkable
arm made of silver. The player nervous system is directly facilities can adapt the life-
should determine what parts linked with the machine's support module for easy
are artificial, using the randomly control circuits, allowing both transferal to other bodies. Thus,
generated Abilities and Powers control and sensory feedback. your hero can have as many
as a guide. For example, Mech bodied characters are bodies as his Resources can
Strength of Remarkable or often mistaken for Pure Robots. provide. If the Mech Body has
better suggests the limbs and In fact, an internal examination different forms, the player must
skeleton are artificial. Speed- is needed to clearly distinguish generate the\ physical Abilities
running could come from a leg- the two types. Of course, Pure and powers of additional bodies
replacement. Vision Powers Robots don't feel the urge to as if they were separate
seem to require at least one cry. Mech bodies are even more characters. Mech Bodies
man-made eye. At least one morose than Mech Limb initially have only one Contact
Contact must be either the lab cyborgs; at least the latter retain the lab where they were
or hospital that created him or a some of their bodies. Their created. Random ranks are
facility that provides depression causes them to rolled on column 4.
maintenance services. Random have a lower initial Intuition and
ranks are rolled on column 4. Psyche (-1CS to both). Mech •Mechanical Augmentation:
Bodies have Monstrous This is a Cyborg who still has all
•Exoskeletons: The hero's Resistance to Disease and his original (human) equipment
body is intact but is encased in Poisons of all sorts. This is but carries some options inside.

12

Unused spaces in his body are simulate normal Healing. There different sizes. A Meta-morph
now filled with various useful is Karma loss if a hero can change into a form that is
devices. These can be directly purposely destroys a sentient up to three times larger than the
controlled through the nervous robot. Robots are people too. smaller form. If the meta-morph
system. It is these devices that Non-sentient robots are cannon possesses size-altering
give the hero his Powers. They fodder. Powers, this limit is replaced by
can be anything from a, tiny that Power's limit. Meta-morphs
radio in the ear to a •Usu-form Robot: This is a roll on column 4. The player
Disintegration gun concealed in robot that believes in the adage, must generate separate
the arm. Augmenteds chose "Form follows function." This Physical abilities for each form
their condition and do not suffer robot's body is anything but and assign Powers to either or
from the depression that affects human shaped and is designed both forms. Meta-morphs have
most Cyborgs and Mech to best serve specific needs. a minimum of two forms. In the
Bodies. Since there is a limited For the game's purposes, creation process, additional
amount of extra space in the needs refers to Powers the usu- forms can be gained at a cost of
body, Augmenteds receive one form possesses. Example: A -1CS to all Primary Abilities for
less Power. Augmenteds roll on usu-form hero possesses Bio- each additional form gained.
column 3. Initial Resources are physical Control, Cold
Good or optionally rolled. If the Emission, and Levitation. His •Computer: The hero is a
hero possesses Hyper design might look like a metal computer, period. At first glance
Intelligence, Hyper-Invention, or egg supported and propelled by this seems unplayable, but bear
Weapons Tinkering, then he an induction field. The egg has me out. This is a rare computer,
may have created his new form two arms, a variety of sensors, one that is self-aware and
himself with the help of a a speaker grill, an under slung possesses true intelligence.
Remarkable clinic. Mechanical ray projector (the Cold Power), While the mainframe itself is
Augmentations roll on column and carries on its back an immobile and unable to
3. expandable life support physically act, peripherals give
chamber (the Healing Power). the sentient computer a wide
•Pure Robot, Human Shape: Usu-forms roll on column 4. range of means to deal with the
This is a completely mechanical Sentient usu-forms are often physical world. Slave robots act
being that is patterned after the mistaken for mindless industrial as proxies for the computer.
human body. The degree of robots; people usually look for a Physical\ additions provide tile
similarity varies; specimens can human controller hiding nearby. mainframe with add-on
include metallic skinned Popularity is unaffected functions. The Computer can
caricatures (Sentinels), metallic because people simply do not directly interact with other
simulations (Jocasta), and give the usu-form any thought computers, robots, and some
pseudo fleshed imitations other than "Oh, what a wild cyborgs on a\ programming
(Delphine Courtney). Most are prop!" level. In some campaigns, there
High Tech but rare specimens may even be a computer-
are Magical in nature, •Metamorphic Robot: This is a generated pocket dimension
clockwork men given life by robot whose design is so where computer programs are
eccentric mages. While most flexible it can change into two or "living" beings. If the computer
Human Shapes are the size of more forms, each possessing possesses Alter Ego or Life-
Normal Humans, they are different Physical Abilities and form Creation, it can create a
much heavier. The average Physical Powers. Most Meta- human-like extension of itself.
specimen weighs 500 to 2,000 morphs have a dual nature. The Such a being would possess all
pounds. Human Shapes roll on primary form is a human shape; the computer's abilities and
column 4. Initial Popularity is the secondary form may be a most of its Powers (save those
zero. Player character robots vehicle or usu-form. Both forms assigned to the peripheral
possess self repair facilities that weigh the same, but may be hardware). Damage to the

13

extension results in feedback decreased Resistance to that produces a magical sword
that causes equivalent damage Electrical and Magnetic Attacks that does Excellent damage.
to the mainframe. The computer and also to Phasing. Loss of all
may hide its true nature and electrical power to the •Deity: This is an "Entity of
intelligence from its owners, mainframe causes deactivation Great Power" - or rather, was
creators, and/or programmers. and loss of some of the such a being. The deity was an
Only a major threat to its computer's abilities and all of its actual god, demigod, or close
existence can cause it to reveal Karma. Abilities and Powers are relative who was actually
itself and risk losing its freedom. reduced -1CS across the board. worshiped at some point in the
In a magical setting, the past.\ Now his powers have
computer can be any mystical •Angels and Demons: These waned because the religion
device, such as a crystal ball or are magical beings from other which was devoted to him
an elaborate altar. Slave units planes of existence. They are is no longer practiced. His
and peripherals are likewise both supernatural and corporeal followers have disappeared into
translated into mystical analogs. in nature. The main difference the annals of history. Thor is an
For game purposes, assume between these types is their example of such a being. Now
that all sentient computers have inherent personality. "Angels" he is a god-on-Earth and locked
a minimum of one remotely are benevolent; "demons" are into a mortal shell. He is still a
controlled industrial robot. The malevolent. Other than that, formidable being, though.
owners think this robot is only there isn't much difference. Deities have increased ranks in
used for self-maintenance and These beings resemble all their primary abilities and
experimentation. Example: characters from various cannot really die in the Earth
RALPH 3000 is a sentient mythologies. This affects their Dimension unless the slayer is
computer officially owned by the Popularity. Angels gain +2CS another deity. Each deity has a
Carlson Institute, a private while demons lose -2CS on home dimension; on that plane
think-tank. Only one their initial Popularity. These the deity loses his special
programmer, Jennifer, knows beings do not necessarily follow protection from death. Deities
RALPH is alive and has been the popular traditional behavior are usable as player characters.
sworn to secrecy by him. The patterns. A heroic demon might The Marvel Universe includes
computer possesses the be fighting a personal war Asgardians, Olympians, and
Powers of Mental Duplication, against other, even more evil deities from a host of other
Mind Blast, Imitation, and beings. A crazed angel might be pantheons. Both Thor and
Rocket. RALPH's mainframe a villain, seeking to purify the Hercules are members of the
possesses the first two Powers. Earth at any cost. Angels and Avengers. Snowbird, daughter
With Jennifer's help, he has Demons roll on Column 5. of an Inuit goddess, is a
radically modified his Angels and demons have no member of Alpha Flight. The
maintenance bot to possess the initial Contacts but will soon be thing that permits their approval
other Powers. The bot can sought out by groups who see is their diminished Power. Once
become a human shape under them as symbols or tools. All Odin formed the Earth from the
RALPH's control. The robot's Physical Abilities are raised blood and bones of a slain Ice
legs contain jets that provide +1CS. Such beings possess a Giant, but he can't do things like
Flight. Computers roll on Psychological Weakness that that anymore. There are three
column 4. Reason is increased Negates their Power. Angels reasons a deity might be found
+2CS. Fighting is decreased gain +2CS Popularity. Demons on Earth. One is that his
-1CS. Resources are increased lose -2CS Popularity. Demons Powers have diminished to
+1CS and represent company automatically possess Good such a point that the Earth
supplies directly controlled by Fire Generation and Specific Dimension is the only place he
the computer or those which it Invulnerability to Heat and Fire. can survive. The second is that
can order without arousing Angels automatically possess a he has been sent to the Earth
suspicion. Computers have a specific form of Artifact Creation Dimension by other, more

14

powerful Deities. Both Thor and with heroic Animals or really deprivation of light and water
Snowbird are in this category. peculiar aliens (I'll fudge a little reduces the hero's Strength and
The third reason is that the and include Lockjaw, the Endurance -1CS per day after
deity is bored with timeless Inhumans' "dog" as an example an initial three days. Plants
infinity and is slumming it on of this). Animal PCs have three have no legal rights. This can
Earth as a way of generating main types of backgrounds. be a real problem. The Plant
excitement. Hercules fits this One is that the animal is a Hero may be a mutant, a
bill. Actually, there is also a mutant. Another is that the modified plant, a member of a
fourth reason. The deity might animal was altered in ways that species of intelligent plant life,
be on Earth seeking Power, gave his\ intelligence and or a human or other being who
whether by regaining Power. The last is the animal is was somehow transformed into
worshipers or establishing a a relatively normal member of a a plant. A permanent result of
portal between Earth and his race of animals like him Induced Vegetation could
home dimension. However, for (Lockheed, for example). The create such a character. Man-
game purposes, this reason is player can determine this in the Thing is an example of the last
restricted to NPC deities who Origins of Power section and type. Plants roll on column 1.
are acting as villains in your embellish it to the best of his Plants have zero Resources.
campaign. Deities roll on ability. Animals have to have a Plants automatically possess
Column 5. All primary abilities human Contact. People tend to
are raised +2CS. Deities see the human Contact as the Absorption Power of Good rank
automatically possess at least animal's owner or trainer. in the form of enhanced
one Travel Power. Deities gain People refuse initially to believe photosynthesis. Plants have
two additional Powers. Deities the animal is intelligent. Animals -2CS Fighting. Plants gain
have increased Popularity have very few legal rights, but +2CS Endurance. Plants have
(+2CS) with the public but zero they also have few no initial Contacts; the
Popularity with the hierarchy of responsibilities. Animals roll on exception is if the Plant was
the major established Earth column 1. Aliens in this created by scientific means, in
religions. Deities eventually category roll on column 5. which case its creator might be
attract any remaining living Animals gain one less Power. a Contact.
worshipers they still have. All of Animals automatically have two
these people serve as Detection Powers at Good rank. •Abnormal Biochemistry: The
Contacts. A deity PC who Animals risk death or capture body is apparently normal but
abuses his worshipers faces a from people who are ignorant of possesses a different chemical
stiff Karma penalty. Deities are the animal's true nature. base than that of Normal
honor bound not to actively Resources are zero unless the Humans. A key element in the
promote a religion based on animal has attached himself to body's chemical makeup is
themselves. Deity PCs who try a human. In this case, the replaced by another element.
this lose -1CS from all their Resource rank is assigned to The most common
Abilities and Powers. that human. abnormalities are silicon
replacing carbon, copper
•Animals: This is a catch-all •Vegetable: The hero is an replacing iron, and cobalt
category that includes fish, intelligent, mobile plant. He can replacing iron. Silicon-based
mammals, birds, reptiles, and be of any nature but for game life has a body temperature 40
the rest of Earth's fauna, in purposes the hero is assumed degrees lower than similar
addition to aliens that do not fit to be a man- shaped plant. His carbon-based life. Copper
into any other category. About physiology is based on produces green blood. Cobalt
the only example of this in the photosynthesis. The plant-man produces blue blood. In all
Marvel Universe is Lockheed, doesn't need to eat anything these cases, acquiring food that
the dragon. Your campaign, on except a bit of fertilizer fits the hero's metabolic needs
the other hand, might be filled occasionally. Prolonged is a problem. If the abnormal
lacks a food supply, he'll have

15

to seek one out. A lab of Mineral Life is immune to all shattered by the cold.
Remarkable cost can Poisons and Diseases that Vaporization is a fatal act for\
synthesize the necessary harm Normal Humans. most Fluid Bodies. Fluid Bodies
foodstuffs. For game purposes, Conversely, exotic poisons and roll on column 5. Fluid Bodies
assume the hero already diseases that do harm to have a natural variation of
possesses a steady food Mineral Life do only Feeble Phasing that\ permits them to
supply. Because of the different damage to Normal Humans. permeate any porous material.
body chemistry, abnormal Mineral Life is vulnerable to Fluid Bodies have no initial
beings cannot donate blood or attacks with special effects on Contacts except their own race,
body tissues for transfusion into the body materials. For if one exists. Because of the
Normal Humans. Likewise, example, an iron golem is prone Fluid Bodies' control over their
anything foolish enough to try to to rust. Mineral Life rolls on own fluids, it requires an
feed on the abnormal, like a lion column 2. Initial Health is Incredible Agility FEAT to drain
or a Bio-Vampire, takes Good doubled. Movement rate is off any part of the Fluid Body.
damage as it tries to digest decreased -1CS. Drained parts remain under the
what, to its system, is poison. main body's control as long as
Abnormal beings cannot •Liquid Life: You know that the they are within one area. Once
interbreed easily with Normal Normal Human body is 68% beyond that limit, the drained
Humans, even when their liquid? Well, this type is 100% liquid "dies" and becomes inert.
bodies are virtually identical. A liquid. However, it is composed Swallowing a Fluid Body can be
hospital with Incredible facilities of special liquids that remain a fatal act if the body so
is needed top after the would- together. The fluid body can be chooses. It can also result in a
be parent's genetic material to a of any viscosity from gelatinous symbiosis if the Fluid Body
compatible type. Abnormal to watery. It can move at will by takes a liking to the solid host.
characters roll on column 2. flowing through other liquids or
Endurance is raised +1CS. along surfaces. It can even •Gaseous Life: The body is
climb vertical surfaces. If the completely composed of gases,
•Mineral Life: The body is liquid life possesses Endurance vapors, smoke, and mist
composed of solid materials and Psyche ranks of Excellent without any solid (or even
that normally do not sustain life. or better, the Fluid Body can liquid) components above the
In fact, the body might not even form an erect simulation of a microscopic level. The Gas
have anything remotely human body. This can "walk" by Body is a coherent cloud that
resembling internal organs. In sliding along the ground. retains its integrity even in the
such cases, an internal Contrary to what you might face of Amazing Intensity winds.
examination would only reveal think, a Fluid Body is actually Unlike normal clouds, the Gas
homogeneous matter. The body dry to the touch. This is Body can more at will in any
can be of any single element or because none of the body's direction and even penetrate
compound or a mixture of liquids leave the body unless liquids and permeable solids.
anything the player can think of. deliberately secreted. The Fluid However, it cannot freely move
Examples of Mineral Life Body can be housed in a in a vacuum unless it
include golems and Warlock (of naturally secreted sac or in an possesses a Travel or Energy
the New Mutants). Because artificial container. This is Power. The Gas Body may be
Mineral Life is simpler, it is determined by the player rolling composed of a single element
easier to feed and maintain. If such Powers as Armor, Body or compound or any sort of
food is needed, the Mineral Life Armor, or Body Coating. If the exotic mixture. If the gaseous
can digest\ raw matter of its Fluid Body is frozen, the hero is hero possesses a Shape-
composition. Wounds can be immobilized until he can melt. changing Power, Alter Ego, or
bandaged by applications of the He takes no damage from such Body Transformation- Self, the
same matter as well. ("But an attack, although sacs or being can temporarily assume a
Doctor, I'm not a bricklayer!") body containers might be human-like form. Gas Bodies

16

are immobilized if converted to image of a human. If the Energy to all Powers except those that
liquid or solid forms but take no Body possesses Alter Ego, specifically affect Ethereal
damage from this act. While Energy Solidification, or Life- characters and other
gaseous,the being can freely form Creation, it can form a disembodied beings; these
expand or contract. Minimum solid facsimile of a human. The Powers are Spirit Summoning
size is one cubic foot. The only way to destroy an Energy and Storage, Reincarnation,
maximum size can fill a volume Body is to completely Negate or and Exorcism. If the Ethereal
equivalent to the average solidify its energy. Energy once had a solid body,
shopping mall. Gas Bodies roll Beings roll on column 5. Energy he might not necessarily have
on column 5. On Earth, Gas Beings have a Bonus Power of died to reach his current state.
Bodies have zero Resources Energy Emission. Energy He might have become an
and no initial Contacts. The only Control is an Optional Power. Ethereal by being directly
way to destroy a Gas Body is to Physical contact with an Energy transformed from solidity to
alter its composition through Being does Feeble damage. being ethereal.. Such
Powers like Matter Conversion transformations can be magical,
and Matter Control. Inhaling a •Ethereal: The hero is an scientific accidental, or
Gas Body can be a fatal act intangible, disembodied spirit. deliberate. The Red Ghost is an
since the being's gases can He can be a ghost who once example of a Normal Human
prevent\ required gases from possesses a mortal shell, or directly transformed into an
reaching the lungs. Gas Bodies belong to a race that always Ethereal as a result of a
can enter a symbiotic exists in this form. An Ethereal scientific mishap. If the Ethereal
relationship with a solid being. can drift about in any direction possesses Alter Ego or Life
Gas Bodies possess a natural he chooses, and can pass form Creation, he can create a
form of Phasing that permits through solid matter without any living body for himself. If he
them to penetrate solids. effort. The visibility of an possesses Mental Domination,
Ethereal varies according to his he can possess a human host.
•Energy Body: The hero is a whim; he can be invisible, Ethereal beings roll on column
field of coherent energy. The transparent, translucent, or 1. (They're about as altered as
basis for this can be any Energy opaque. If the Ethereal is a a human can be). Fighting rank
form found in the Energy ghost, his form resembles an is zero in the Earth Dimension,
Emission and Control sections idealized version of his old unless the Ethereal is fighting
of this book. The Energy Body body. The ghost's appearance another Ethereal. Physical
can move at will in any is actually based on his attacks have a decreased effect
direction, even though spaces self-image and thus reflects the on Ethereal beings (-9CS).
that lack a medium to transmit ghost's attitude toward himself. Spirit Vampirism completely
it. The Energy Body possesses This is why ghosts are usually destroys Ethereal beings. Psi-
an Intensity rank of its own; this either very beautiful or quite Vampires destroys the self
is how the Health points apply pathetic. Ghosts are immune to image and reduces the Ethereal
to this being. Energy Bodies most physical attacks with to a mindless Poltergeist.
follow the same characteristics Intensities less than Unearthly. At least one Contact can be a
as normal energy of the same They are vulnerable to Mental Spiritual Medium.
type. They possess a special and Magical attacks, especially
vulnerability to Plasma Control I by Powers that affect the spirit. •Undead: The being in question
-1CS Resistance). Energy Either Psi or Spirit Vampirism had once been a Normal
Bodies can be contained within can destroy an Ethereal. While Human (or any other species)
special storage batteries; this is Ethereal beings are intangible but has since died. Through
the only way to immobilize on the Earth Dimension, they some arcane and possibly
these beings. Energy Bodies regain solidity in other disgusting means, the body has
composed of visible energy Dimensions. In such realms regained animation and ceased
types can create a ghost-like Ethereal beings are vulnerable to decay. The being's life force

17

is once again in residence •Compound Form: The hero's torso. The artificial Body Types
(although the old house just body contains aspects of two or lend themselves especially well
isn't the same). Special means more of the preceding Body to creating Compounds. All
are required to maintain the Types. As such, it possesses a such Compounds are
reunion of mind and body. This mixture of the advantages and automatically Cyborgs.
can be anything from being disadvantages of each type. Compounds only roll on a single
frequently re embalmed to The Combination of advantage column, determined by the A/D
utilizing any of the vampiric and disadvantage is unique to percentage. Most Compounds
powers. If the Undead fails to each Compound. are unique individuals. Due to
follow his required maintenance their peculiar nature, they do
procedures, he begins to fall Die Roll Number Adv./Disadv% nor easily reproduce. Genetic
apart. In Undead terms, this is offspring, including clones,
what Health points are used for. 01-50 2 50% possess only a single aspect. In
Health is the structural integrity 51-75 3 33% the example, a clone of the
of the Undead's own corpse. 76-95 4 25% freak would be either a Normal
The nature of the Undead can 96-00 5 20% Human, Chiropteran, or wasp-
vary. Examples include Bio- man. Popularity is decreased
Vampires like Dracula, Zombies When creating a Compound -1CS, cumulative with any
("Zuvembies" in the Marvel character, the player first losses determined by the
Universe), animate Mummies generates the number of Body various aspects (Body Types).
like those in ancient pyramids Types combined in his
and bad B movies, and even character, then the actual types, •Changeling: The hero can
hybrid forms that still retain using the Body Type Table transform into any of a number
some humanity. Dracula's above. The next step is of possible Body Types. Each
daughter Lilith is such a being, determining the advantages Body Type aspect of the
being conceived after Dracula and disadvantages are retained Changeling possesses its
had become an Undead. by the compound. Example: regular advantages and
Technical note: At this time, all The dice have assigned the disadvantages which apply only
Bio-Vampires on the Marvel hero a Compound Body Type. when the hero is in that
Universe Earth have been Muttering under his breath particular form.
destroyed. Your campaign, ("Great, I get to play a freak"),
however, can be free of this the player rolls a 61. His Die Roll Number
restriction if you so desire. The Compound has three aspects, 01-50 2
Great Continuity Goddess bade which the dice again decide16 51-75 3
me mention it anyway. Undead (Normal Human), 69 76-95 4
roll on column 1. Strength and (Chiropteran), and 72 (Other 96-00 5
Endurance are increased by Demihuman). Three Body
+1CS. The player and Judge Types get him a 33% chance of What powers the hero
must come up with a body retaining advantages and possesses are assigned to any
maintenance procedure, unless disadvantages. He starts rolling. and all of his Aspects. Each
the hero possesses a vampiric By the time he's done, his freak Aspect must have one Power
power. Undead possess a has begun to form. The which is unique to it, a Power
Psychological Weakness; their character's wings sprout from no other Aspect has. The hero
Power is negated while they are his back, rather than being can transform himself from one
within 10' of a religious symbol. formed by his arms. The ears Aspect to another in 10 turns.
If the symbol is that of a religion are smaller and more human- During this time, no Powers can
the Undead practiced while he like since he lacks sonar. From function and all Primary Abilities
was alive, he suffers Excellent the Other Demihuman aspect, a temporarily drop -2CS.
damage wasp-man, he gets a stinger Changeling is similar to the
that does Excellent Paralysis Power of Alter Ego. If the player
damage and rigid plates on his

18

rolls that Power while creating a imitate other life forms, but the but permanently loses the
Changeling character, he can Shape change circuitry burned ability to transform into that
discard it and roll another out after recording its first form. Aspect. Powers can be
Power. Example: Kit has rolled Changelings roll on column 5, assigned to any or all aspects.
Changeling for his Body Type. regardless of what the various Each Aspect must have a
This one has two Aspects: 83, Aspects would roll on. If while in unique power not shared with
Human-shape Robot, and one Aspect the hero loses all other aspects.
91,Vegetable. "Great, a robot Health points, he can save his
that turns into Man-Thing." life by making a red Psyche
Eventually, Kit decides his robot FEAT. Success means he lives,
was specially designed to

19

Origin of Power

Now that you've determined the implant is not working out at 88-98 Energy Exposure
what your character looks like, all like the plans said it should; 99-00 Rebirth
the next question is how did he the Powers Steve has
get that way? More importantly, manifested are entirely •Natal: The hero-was born in
how did he get the Powers that unexpected. Example 2: Bruce the Body Type he has, and
set him apart from mortal men rolls a 15 for Physical Form possessed all his Powers from
(or cyborgs or centaurs or kitty Other Demihuman, and a 34 for birth onward (although learning
cats)? This is the stage where Origin Endowment. Bruce has a to control them took time). Note:
you determine the There are 11 fondness for beams, which If a character is a Cyborg, he
possibilities here, each one a leads him to make his character was severely deformed at birth
single event in your character's a Ursinoid. He doesn't want to and required immediate
life that transformed him/her/it have to come up with an entire emergency medical and
into a Super Hero. The player racial background for his scientific aid.
can interpret the Origin two character, tentatively called
ways. The first way assumes Ursus, and chooses the second •Maturity: The hero gained his
that the character has always option for Origin. Ursus began Powers sometime after
had approximately the same life as a normal teenager in reaching adulthood. Powers
Physical Form that he now Charlottesville, Virginia. While may have begun manifesting
possesses. In that case, the wandering through the woods themselves sporadically during
Origin is the event in which his one night, the boy encountered adolescence, or even
Powers first appeared. The a crippled UFO piloted by small childhood, but full control wasn't
second way of interpreting the bear-like beings. The boy tried achieved until maturity. Most
Origin is to assume that the to assist the bears, who Random Mutants are in this
character began life as a transformed him into a form class. Self-Achievement: The
perfectly Normal, Human, say a more capable of performing the hero actively sought out a
kid from Euclid, Ohio. In that repairs they needed done. The means of giving himself Power.
case, the Origin was an event alien bears completely forgot He developed the methods,
that not only gave him Power, it about returning their helper to procedures, equipment, or
may have also drastically his original form before they left. whatever permits him to
altered his Physical form. To determine the Origin of possess Power. This\ could be
Example 1: Ken rolls a 78 for Power, roll percentage dice through scientific endeavors
Physical Form, a Mechanically once and compare the results (Henry Pym/ Ant Man), arcane
Augmented Cyborg, and a 58 with the following table. study (Dr. Strange), or physical
for Origin, Technical training (Iron Fist). Anyone can
Experiment. He interprets this Die Roll Origin gain Powers similar to the
to create Steve Piano, a man 01-10 Natal hero's by following this special
who has volunteered to be a 11-20 Maturity training. Endowment: The hero
test subject for a new weapons 21-30 Self Achievement was given his Power by another
system his company has 31-35 Endowment being. This includes such
developed. The system is 36-50 Technical Mishap diverse situations as being
surgically implanted within 51-60 Technical transformed (Tigra), being
Steve's body. Since the Procedure charged with Power (the Power
implantation is experimental, 61-65 Creation Pack kids), and acquiring an
the lab wants him to retain the 66-76 Biological item whose possession gives
implant for a time while they Exposure the hero Power (Black Knight,
study its effects on him. What 77-87 Chemical Vindicator).
they aren't telling Steve is that Exposure

20

•Technical Mishap: The hero Health, Endurance, and in random ways with the hero's
was caught in an experiment or lifespan. genetic structure and produce
procedure gone awry, with the unique results. If another
result that the hero gained •Creation: The hero was born person is exposed to the same
Powers that were totally in the form he now has, that of chemical, the results may be
unexpected. Such freak an adult who possesses Power different or fatal. Madcap is an
conditions cannot be completely and/or whatever the Body Type example of this.
duplicated, although they can is. Most of the Artificial Body
be simulated. Simulations Types belong in this class. •Energy Exposure: The hero
produce slightly different Examples include the android was exposed to a special form
results, though. Cloak and Human Torch, all robots, and Intensity of energy—
Dagger are examples of Mishap angels, demons, and deities. anything out of the ordinary will
Origins. The late Sasquatch Biological Exposure: The hero do—and turned into his present
was an example of a Mishap gained Power after exposure to self. Most of the Marvel Super
Simulation, from trying to a special life-form or a Heroes from the early 1960s
recreate the Gamma Blast that substance secreted by that life- are examples of this. The
created the Hulk. form. Werewolves and Bio- Fantastic Four, the Hulk, and
Vampires are common Daredevil, for examples, all
•Technical Experiment: The examples of this. Normal received Powers after\ being
hero was the subject of a Humans are transformed into subjected to hard radiation.
controlled scientific or magical those kinds of beings after
experiment. Assuming that all being bitten by\ another •Rebirth: The hero was once a
the factors are reproduced, Werewolf or Bio-Vampire. The perfectly ordinary person. Then
such a Technical Experiment hero can also gain Power from he died. Something happened
should be “able to produce a an experiment using bio- to him that destroyed his old
steady supply of super powered chemicals. For example, the body and gave him a new one,
heroes. Unfortunately, the late Whizzer gained his Power complete with Power. Examples
geniuses behind such after consecutive injections of of this class include Marc
experiments often leave cobra venom and mongoose Spector/Moon Knight and Arthur
inadequate notes; if something blood. Douglas/Drax the Destroyer.
happens to the genius, the
experiment is not repeatable Dr. •Chemical Exposure: The
Reinstein, for example, never hero was transformed by
really wrote down the Super- exposure to an exotic element,
Soldier Formula that compound, or mixture. This
transformed Steve Rogers into substance can be inhaled,
Captain America. Attempts to ingested, injected, or just
recreate it produced the Infinity placed next to the hero for it to
Formula that has the simpler affect him. The chemicals
effect of increasing the subject's involved in these incidents react

21

Primary and Secondary Abilities

Each role-playing game has a complemented by the four rank these powers will
set of basic characteristics for Secondary Abilities: specifically mention so in their
each character. These define Health: The amount of physical Power Descriptions.
such things as physical and damage a character can absorb
mental traits, damage before losing consciousness Initial
resistance, and how the and possibly his life.
character interacts with his Karma: The measure of Rank Rank
world. In the MARVEL SUPER experience.
HEROES'" game, these are the Resources: The hero's Name Number 1 2
seven primary abilities: available wealth.
Popularity: The hero's Feeble 2 01-05 01-05
Fighting: A measure of raw reputation within his normal
combat ability. environment. Poor 4 06-10 06-25
Agility: A measure of dexterity Primary Abilities, Resources,
and nimbleness. and Popularity are all randomly Typical 6 11-20 26-75
Strength: Physical muscle generated on the Random
power. Ranks Table. Health is the sum Good 10 21-40 76-95
Endurance: Personal of the rank numbers for
toughness and physical Fighting, Agility, Strength, and Excellent 20 41-60 96-00
resistance. Endurance. Karma is the sum
Reason: Intelligence and the of the rank numbers for Remarkable 30 61-80 ------
capacity for logical thought. Reason, Intuition, and Psyche.
Intuition: Wisdom, wit, Incredible 40 81-96 ------
common sense, and battle *The initial starting ranks for all
reflexes. powers are generated by rolling Amazing 50 97-00 ------
Psyche: Mental strength and on column 4. Some powers
willpower. These are may have a different beginning Monstrous 75 ------- ------

Rank

Name 3 45
01-05 01-10
Feeble 01-05 06-10 11-20
11-15 21-30
Poor 06-10 16-40 31-40
41-50 41-60
Typical 11-40 51-70 61-70
71-90 71-80
Good 41-80 91-98 81-95
99-00 96-00
Excellent 81-95

Remarkable 96-00

Incredible -------

Amazing -------

Monstrous -------

22

Weakness Generation

Everybody has an Achilles' Dice Roll Stimulus occurs. The element must be
Heel, a weakness that can 01-50 No Inherent Weakness within 20 feet of the hero for it
really mess up his day. The 51-57 Elemental Allergy to have any Effect. This allergy
nature and severity of the 58-64 Molecular Allergy can be overcome by physically
weakness varies with the 65-71 Energy Allergy insulating the hero from the
individual, race, or class. 72-78 Energy Depletion element or by increasing the
Normal Humans have so many 79-86 Energy Dampening distance between them.
we don't even think about them, 87-93 Finite Limit
A Weakness is a cause-and- 94-00 Psychological/Mystic •Molecular Allergy: This is
effect situation. A specific similar to Elemental Allergy. A
stimulus causes the Weakness Curse specific compound causes the
to appear. Its effect is what Effect. Common examples
actually occurs to the hero as a Dice Roll Effect include water, wood, and
result of being exposed to the 01-50 Power Negation Adamantium.
stimulus. The final 51-70 Incapacitated
consideration is the duration of 71-90 Physical •Energy Allergy: The hero
the Weakness. This is the Handicap suffers when he is exposed to a
length of time the hero is 91-00 Fatal specific form of energy. This
affected. Okay, why should you, can be any wavelength or
the player, even pay attention to Dice Roll Duration Intensity of energy found in the
this section? As I said, 01-40 Continuous with Energy Emission and Energy
everyone has a weakness. For Contact Control sections of this book.
Normal Humans, the standard 41-60 Limited Duration Sunlight is a common example
stimuli are Elemental Allergy, on Contact of Energy Allergy, particularly
Molecular Allergy, and Energy 61-90 Limited Duration when dealing with supernatural
Allergy with Fatal Effects. Super after Contact beings.
powered heroes possess an 91-00 Permanent
enhanced resistance to all of •Energy Depletion: The hero
these stimuli but retain a special Stimulus has a finite energy supply that
Weakness to a specific permits him to manifest Power.
stimulus. Normally, the effect is •No Inherent Weakness: The This energy must be
limited to Negation and hero has no inherent periodically renewed by means
Incapacitated, but if the hero weaknesses in his powers or of rest, food, Energy
possesses any Power with a abilities. In effect, he has no Absorption, Energy Vampirism,
rank exceeding Remarkable, limit to what he may or simply making contact with a
there is a possibility that a Fatal accomplish. source of that energy. If the
Weakness exists. To determine hero's energy level drops too
cause, effect, and duration, the •Elemental Allergy: The hero low, dire Effects result.
player must make three suffers adverse effects if he is
separate percentage-dice rolls, exposed to a specific one of the •Energy Dampening: The hero
one for each factor. If all of the hundred-odd elements. This has the problem of having to
hero's Powers are of Allergy only occurs if the release the energy pent up
Remarkable rank or lower, the element is present in a pure within himself; this is done by
player can convert a Fatal state and in an accumulation of using his Powers. If the hero is
Weakness to an Incapacitating at least one ounce. If the somehow prevented from using
Weakness. element is combined in a his Powers, the energy begins
molecular state or is in to do internal damage.
insufficient quantities, no Effect

23

•Finite Limit: All of the hero's of Power automatically fail. Any the effective range of the
Powers have a finite number of Power that directly acts on a Stimulus, the Effect continues.
times they can be used. This is target cannot affect a Stimulus. When the hero is insulated or
determined by a second, Only Powers that indirectly moved away from the Stimulus,
independent Power rank roll; affect the Stimulus succeed, the Effect immediately ceases.
this rank number is the number such as using brute force to lob Lost Health points are returned
of uses remaining for that missiles at the Stimulus. at a rate of 2 per turn. If death
Power. When a Power is has occurred, the hero now has
depleted, the hero suffers •Incapacitated: The hero the possibility of being revived.
the Effect. The Judge can becomes physically ill after
determine how such Powers exposure to the Stimulus. •Limited Duration on Contact:
can be recharged. Beginning with the initial The Effect begins immediately
contact, the hero loses one upon contact with the Stimulus.
•Psychological/Mystic Curse: point of Health per turn. This However, the Effect only
A specific event, condition, or loss continues for the Duration functions for a limited amount of
mental state has an adverse of the Effect. However, the loss time. After that time elapses,
effect on the hero. This stops when Health reaches the hero is assumed to have
Stimulus directly affects the zero; this Effect does not either built up a temporary
hero's mind; any resulting directly kill the hero. The hero immunity to the Stimulus or the
physical damage is retains his Powers but finds it Stimulus has\ discharged its
psychosomatic in nature. That harder to use them as his Effect. In either case, the
is, any physical damage results condition worsens. Stimulus cannot further affect
are due to the hero's instinctive the hero. Duration is 1 -100
belief in those results. •Physical Handicap: The hero turns after initial Contact. The
Examples include being has a resulting loss of one of Judge makes a\ random die roll
physically bound, even if the his five senses. Such conditions to determine this.
hero could normally snap the include things like blindness,
binding material; facing a foe deafness, becoming mute or •Limited Duration After
covered in a specific color; or even experiencing loss of Contact: The Effect is
feeling extremely confused. muscle coordination resulting in continuous with Contact and
Psychological Weaknesses can paralysis or severe clumsiness. also lasts for a limited time after
be temporarily overcome by an the hero is no longer exposed
Unearthly Intensity Psyche •Fatal: As in incapacitated to the Stimulus. Duration is 1
FEAT. They can be permanently above, the hero gets ill after the -100 turns after the hero's
overcome by a Shift Z Intensity initial exposure to the Stimulus. contact, with the Stimulus is
Psyche FEAT. However, the Health loss does broken. The Judge may
not stop at zero. Death will either randomly determine this
Effects eventually occur if Health and or develop his own criteria.
(subsequently) Endurance drop
•Power Negation: The hero's to zero during the Weakness •Permanent: The Stimulus
Powers cease to function when Duration. The hero can be does its full damage to the hero,
the hero is within 20 feet of the revived if proper medical even when exposure to the
stimulus. The hero's Primary attention is given, but only after Stimulus has been interrupted.
Abilities are also affected; these his Health and Endurance have In this case, the Stimulus sets
drop -1CS per 10 turns\ until a both reached zero. off a bodily self-destruction
minimum rank of Typical is sequence that must continue to
reached for all of them. If the. Duration its full extent. In the case of
hero is beyond the 20 foot limit Power Negation, the hero's
but tries to use his Powers to •Continuous with Contact: As Powers are permanently lost.
affect the Stimulus, certain uses long as the hero remains within Incapacitated results in the hero

24

reaching zero Health points and Barring that, the hero should try Power. He possessed 30
lapsing into a coma lasting 1 to find ways to avoid the different Powers, but had one
-10 days. After that time, he Stimulus or circumvent the tragic flaw. Magnetism
may regain his Health at the Effect. Players and Judges completely negated his Powers.
normal rate. Fatal results in the should work together to develop (He spent all his days and
death of the hero as both a playable Weakness. The nights trying to escape Earth's
Health and Endurance drop to more Powerful the character, gravitational pull.) The Nemesis
zero. The hero can be revived, the more common the Stimulus Power can be used to\ simulate
however, and will eventually should be. For example, when I Stimuli, but this should be used
recover if revival occurs. was testing the character as a last resort. Judges who do
Heroes and villains should do generation system set out in this should be penalized by the
their utmost to prevent anyone this book, I rolled up a character players. (I suggest withholding
except their most trusted I named "Godling." Godling was munchies for the next month—
companions from learning the a Normal Human who had been DEM).
nature of their Weakness. Reborn into an Entity of Great

25

Definitions of Terms

•Bonus power: This is a power that is automatically included as part of the package with certain other
powers. The hero must take a stated bonus power and place it in one of his remaining power slots. If
none are available, he must discard an already chosen power or the power to which the bonus power
is attached.

•Optional power: This is a power that is commonly associated with the already determined power.
Players have the option of selecting one or more of these powers to fill their remaining power slots;
this enables the player to tailor his hero’s powers, Previously determined powers can be discarded in
favor of the optional power.

•Nemesis: This is a power that directly opposes or even defeats the power in question; think of it in
terms of fire and water. The player cannot choose a nemesis! The nemeses are listed primarily for the
Judge’s benefit when choosing or creating suitable opponents for the heroes.

• **: Two asterisks following the name of a power denote a cost of 2 total power slots. These Powers
cost more because they are simply better or stronger than others.

Power Generation

Although the MARVEL SUPER HEROES Advanced Set had a table for generating Powers, Talents,
and Contacts, that one was designed to handle the 125 Powers that came with that particular set. This
book has over twice that number, and so a change was called for. Players and Judges are free to use
either the original table or this expanded version. For consistency's sake, most players can also use
this table to expand or alter previously generated PCs.

•Number of Powers: The number of Powers initially possessed by the hero is determined by a dice
roll on the following table. Talents and Contacts are rolled separately. The number before the slash
indicates the initial number of Powers, Talents, or Contacts the hero has, while the number after the
slash represents the maximum number allowable. Players can spend Resource ranks to gain
additional Powers, Talents, and Resources. Each additional Power lowers the Resource rank -2CS.
Each additional Talent or Contact lowers it by -1CS.

•Defining Powers: Roll two percentages for each Power. The first determines the Power Class and
the second determines the specific Power Category. Some Powers are marked by an two asterisks
(**); these count as two Powers because they're such heavyweights. If you don't have enough
openings for such a Power, you can make room for it by discarding already-rolled Powers or spending
more Resource ranks. If you can't make room in either of those ways, discard the Power and roll
again.

26

Power Categories

Die Roll Powers Talents Contacts 37-39 Invulnerability** D14

01-12 1/4 1/4 0/4 40-43 Null Field D15

27-41 3/5 1/6 1/4 44-46 Reflection D16

42-55 4/6 2/4 2/4 47-50 Resist: Cold D17

56-66 5/7 2/6 2/6 51-54 Resist: Corrosives D18

67-75 2/8 2/8 3/3 55-58 Resist: Diseases D19

76-83 7/9 3/4 3/4 59-62 Resist: Electricity D20

84-89 8/10 3/6 3/6 63-66 Resist: Emotion D21

90-94 9/12 4/8 4/4 67-70 Resist: Energy D22

95-97 10/12 4/4 4/5 71-74 Resist: Fire and Heat D23

98-99 12/14 6/6 5/5 75-78 Resist: Magic D24

00 14/18 6/8 6/6 79-82 Resist: Mental D25

______________________________________ 83-86 Resist: Physical D26

Die Roll Power Class Code 87-90 Resist: Power Manipulation D27

01-05 Defensive D 91-94 Resist: Radiation D28

06-11 Detection DT 95-96 Resist: Temporal Energies D29

12-16 Energy Control EC 97-98 Resist: Toxins D30

17-24 Energy Emission EE 99 Resist: Vampirism D31

25-29 Fighting F 00 Sense Protection D32

30-31 Illusion I ______________________________________

32-35 Life-form Control L Die Roll Detection Code

36-40 Magic MG 01-02 Abnormal Sensitivity DT1

41-47 Matter Control MC 03-05 Astral Detection DT2

48-53 Matter Conversion MCo 06-08 Aura Perception** DT3

54-57 Matter Creation MCr 09-12 Circular Vision DT4

58-71 Mental Enhancement M 13-16 Combat Sense DT5

72-85 Physical Enhancement P 17-20 Computer Links DT6

86-88 Power Control PC 21 Cosmic Awareness** DT7

89-92 Self Alterations S 22 Cosmic Perception** DT8

93-00 Travel T 23-24 Death Sense DT9

______________________________________ 25-26 Energy Detection DT10

Die Roll Defensive Code 27-28 Emotion Detection DT11

01 Aura Field** D1 29-32 Enhanced Senses DT12

02-03 Body Armor D2 33-36 Environmental Awareness DT13

04 Bubble D3 37-39 Extra Dimensional DT14

05-06 Death Field** D4 40-42 Hyper Hearing DT15

07-08 Electronic Counter 43-45 Hyper Olfactory DT16

Measures D5 46-48 Hyper Touch DT17

09-10 Force Field D6 49-51 Omniversal Awareness DT18

11-12 Force Field vs Emotion D7 52-54 Life Detection DT19

13-16 Force Field vs Energy D8 55-57 Magic Detection DT20

17-20 Force Field vs Magic D9 58-60 Magnetic Detection DT21

21-24 Force Field vs Mental D10 61-63 Microscopic Vision DT22

25-28 Force Field vs Physical D11 64-66 Mutant Detection DT23

29-32 Force Field vs 67-69 Penetration Vision DT24

Power Manipulation D12 70-72 Power Detection DT25

33-36 Force Field vs Vampirism D13 73-75 Protected Senses DT26

27

76-78 Psionic Detection DT27 86-87 Radio-wave Control EC35

79-81 Radar Sense DT28 88-90 Shadow Shaping EC36

82-83 Reality Perception DT29 91-93 Sound Manipulation EC37

84 Sense Artificial Intelligence DT30 94-95 Thermal Control EC38

85-86 Sonar DT31 96-97 Time Control** EC39

87-88 Telescopic Vision DT32 98-99 Space Manipulation EC40

89-91 Thermal Vision DT33 00 Vibration Control EC41

92-94 Tracking DT34 ______________________________________

95-97 True Sight DT35 Die Roll Energy Emission Code

98-99 UV Vision DT36 01-06 Cold Generation EE1

00 Weakness Detection DT37 07-11 Darkforce Generation EE2

______________________________________ 12-15 Demi-Plasma Generation EE3

Die Roll Energy Control Code 16-18 Ectoplasm Casting EE4

01-03 Absorption Power EC1 19-22 Electrical Generation EE5

04-06 Award Pool EC2 23-28 Energy Doppelganger EE6

07-08 Award Rearrangement EC3 29-33 Fire Generation EE7

09-10 Bio-Spheric Energy 34-39 Hard Radiation EE8

Manipulation** EC4 40-45 Heat Emission EE9

11-12 Catalytic Control EC5 46-51 Ice Generation EE10

13-14 Channel** EC6 52-57 Kinetic Bolt EE11

15-16 Cold Shaping EC7 58-63 Light Emission EE12

17-18 Cosmic Energy 64-68 Magnetism EE13

Manipulation** EC8 69-74 Plasma Generation EE14

19-20 Cyberspace Manipulation EC9 75-80 Radio-wave Generation EE15

21-22 Dark-Force Manipulation EC10 81-86 Shadow Casting EE16

23-25 Dreamscape Manipulation EC11 87-91 Sonic Generation EE17

26-27 Ectoplasmic Control EC12 92-00 Vibration EE18

28-29 Electrical Control EC13 ______________________________________

30-31 Electro-magnetic Die Roll Fighting Code

Manipulation EC14 01-10 Adrenal Strength F1

32-34 Energy Absorption EC15 11-15 Atemi** F2

35-36 Energy Conversion EC16 16-22 Beserker F3

37-38 Entropy Magnification EC17 23-31 Chi/Ki Manipulation** F4

39-41 Energy Plasmoids EC18 32-36 Dimak** F5

42-44 Energy Reflection EC19 37-41 Extra Attacks F6

45-49 Energy Solidification EC20 42-46 Initiative Change F7

50-54 Energy Sponge EC21 47-50 Intelligent Weapon F8

55-57 Energy Vampirism EC22 51-55 Martial Supremacy F9

58-60 Explosive Power EC23 56-66 Natural Weaponry F10

61-62 Fire Control EC24 67-74 Photographic Reflexes F11

63-64 Gravity Manipulation EC25 75-80 Unique Weapon F12

65-66 Hard Radiation Control EC26 81-88 Weapons Creation** F13

67-68 Imbuement EC27 89-00 Weapons Tinkering F14

69-71 Kinetic Control EC28 ______________________________________

72-75 Light Control EC29 Die Roll Illusion Code

76-77 Magnetic Manipulation EC30 01-20 Animate Image I1

78-79 Microwave Manipulation EC31 21-40 Illusion Casting** I2

80-81 Nullifying Power** EC32 41-60 Illusory Invisibility I3

82-83 Plasma Control EC33 61-80 Illusory Duplication I4

84-85 Probability Manipulation** EC34 81-90 Reality Manipulation** I5

28

91-00 Tattoo I6 86-90 Spirit Vampirism** MG19

______________________________________ 91-95 Sympathetic Magic MG20

Die Roll Life-Form Control Code 96-00 Warding MG21

01-03 Assimilation** L1 ______________________________________

04-06 Bio-Physical Control** L2 Die Roll Matter Control Code

07-08 Bio-Toxin L3 01-04 Animation MC1

09-10 Bio-Vampirism** L4 05-07 Air Control MC2

11-15 Body Transformation L5 08-10 Bonding MC3

16-20 Emotion Control L6 11-15 Collection MC4

21-25 Exorcism L7 16-20 Crystallization MC5

26-30 Force Field vs Hostiles L8 21-25 Density Manipulation-

31-35 Forced Reincarnation L9 Others MC6

36-40 Grafting** L10 26-30 Diminution MC7

41-43 Hypnotic Control L11 31-35 Disruption MC8

44-47 Invigorate L12 36-40 Earth Control MC9

48-50 Limit Break** L13 41-45 Enlargement MC10

51-55 Mind Control** L14 46-50 Explosive** MC11

56-60 Mind Transferal** L15 51-55 Fire Control MC12

61-65 Neural Manipulation L16 56-60 Geo Force MC13

66-70 Plague Carrier L17 61-65 Matter Animation** MC14

71-75 Plant Control L18 66-70 Machine Animation MC15

76-80 Plant Growth L19 71-75 Micro Environment MC16

81-85 Sense Alteration L20 76-80 Molding MC17

86-87 Shape-change-Others L21 81-85 Water Control MC18

88-91 Sidekick L22 86-90 Weather Control MC19

90-95 Sleep Induction L23 91-95 Wind Control MC20

96-98 Spirit Storage L24 96-00 Zombie Animation** MC21

99 Summoning L25 ______________________________________

00 Undead Control L26 Die Roll Matter Conversion Code

______________________________________ 01-12 Coloration Mco1

Die Roll Magical Power Code 13-24 Combustion Mco2

01-05 Enchantment** MG1 25-36 Corrosive Missile Mco3

05-10 Energy Source MG2 37-48 Disintegration Mco4

11-15 Hellfire** MG3 49-60 Elemental Conversion** Mco5

16-20 Creatures MG4 61-72 Ionization Mco6

21-25 Internal Limbo MG5 73-88 Molecular Conversion** Mco7

26-30 Magic Control** MG6 89-00 Molecular Instability** Mco8

31-35 Magic Creation** MG7 ______________________________________

36-40 Magic Domination MG8 Die Roll Matter Creation Code

41-45 Magical Item MG9 01-10 Artifact Creation** Mcr1

46-50 School of Magic MG10 11-20 Continuum Split** Mcr2

51-55 Magical Energy 21-30 Elemental Creation Mcr3

Manipulation** MG11 31-40 Ensnaring Missile Mcr4

56-60 Magic Transferal MG12 41-48 Life-form Creation** Mcr5

61-65 Magic Vampirism MG13 49-58 Mechanical Creation** Mcr6

66-68 Power Simulation MG14 59-68 Missile Creation Mcr7

70-73 Probability Control MG15 69-78 Molecular Creation Mcr8

74-75 Reality Alteration** MG16 79-86 Projectile Missile Mcr9

76-80 Soul Fire MG17 87-91 Spray Mcr10

81-85 Soul Sword** MG18 92-96 Stunning Missile Mcr11

29

97-00 Webcasting Mcr12 77-78 Psionic Attack M43

______________________________________ 79-80 Psi-Screen M44

Die Roll Mental Enhancement Code 81-82 Pyrokinesis M45

01-02 Animal Communication 83-84 Psionic Vampirism** M46

and Control M1 85-86 Remote Sensing M47

03 Animal Empathy M2 87-88 Sensory Link M48

04-05 Animate Drawings M3 89-90 Serial Immortality** M49

06 Astral Projection M4 91-92 Speech Throwing M50

07-08 Clairaudience M5 93-94 Telepathy M51

09 Clairvoyance M6 95-96 Telekinesis M52

10-11 Communicate With 97 Telelocation M53

Animals M7 98 Tele-Mechanics M54

12 Communicate with 99 Total Memory M55

Cybernetics M8 00 Transferal M56

13-14 Communicate with ______________________________________

Non-Living M9 Die Roll Physical Enhancement Code

15 Communicate with Plants M10 01-03 Armor Skin P1

16-17 Computer Transmission M11 04-06 Augmented Health P2

18-20 Cybernetic Manipulation M12 07-09 Blinding Touch P3

21-22 Danger Sense M13 10-12 Body Resistance P4

23-24 Dream Travel M14 13-15 Chemical Touch P5

25-26 Empathy M15 16-18 Claws P6

27-28 Emotion Control** M16 19-21 Cloaking P7

29-30 Fear Generation M17 22-24 Corrosive Touch P8

31-32 Force Field Generation- 25-27 Damage Transfer P9

Kinetic M18 28-30 Death Factor P10

33-34 Force Field-Personal M19 31-33 Digestive Adaption P11

35-36 Force Field-Projected M20 34-36 Drain Health Touch** P12

37-38 Free Spirit** M21 37-39 Energy Touch P13

39-40 Hallucinations** M22 40-42 Enhanced Reflexes P14

41-42 Hyper Intelligence M23 43-45 Extra Body Parts P15

43-44 Hyper Invention M24 46-48 Healing P16

45-46 Image Generation M25 49-50 Hyper Endurance P17

47-48 Incarnation Awareness M26 51-52 Hyper Intake/Expulsion P18

49 Iron Will M27 53 Hyper Speed P19

50 Karmic Tap M28 54 Hyper Strength P20

51-52 Linguistics M29 55 Hypnotic Voice P21

53-54 Mechanical Intuition M30 56-57 Immortality** P22

55-56 Mental Duplication M31 58-59 Immovability P23

57-58 Mental Invisibility M32 60-61 Life Support P24

59-60 Mental Probe M33 63 Lung Adaptability P25

61-62 Mind Blast M34 63-64 Momentum P26

63-64 Mind Control** M35 65 Non Stick Coating P27

65-66 Mind Drain M36 66-67 Paralyzing Touch P28

67-68 Mental Force Bolt M37 68-69 Pheromones** P29

69 Multitasking M38 70-71 Recovery P30

70 Omni-Knowledge M39 72-73 Reduced Aging P31

71-72 Precognition** M40 74-75 Regeneration** P32

73-74 Possession** M41 76-77 Rotting Touch P33

75-76 Postcognition M42 78-79 Self Revival** P34

30

80-81 Self Sustenance P35 41-43 Elongation S20

82-83 Solar Regeneration P36 44-46 Energy Body** S21

84-85 Stealth P37 47-48 Energy Sheath S22

86-87 Suspended Animation P38 49-50 Evolution S23

88-90 True Invulnerability** P39 51-53 Growth S24

91-95 Vocal Control P40 54-56 Imitation Face Changer S25

96-98 Water Breathing P41 57-60 Imitation Human-Changeling S26

99-00 Water Freedom P42 61-62 Invisibility S27

___________________________________ 63-64 Mass Decrease S28

Die Roll Power Control Code 65-67 Mass Increase S29

01-06 Absorption Power** PC1 68-70 Material &

07-12 Control** PC2 Energy Duplication** S30

13-17 Creation PC3 71-73 Phasing S31

18-22 Domination** PC4 74-77 Physical Gestalt S32

23-27 Duplication PC5 78-80 Plant Mimicry S33

28-32 Energy Source PC6 81-83 Plasticity S34

33-37 Energy Source Creation** PC7 84-85 Power Absorption S35

38-42 Focus PC8 86-87 Power Boost S36

43-45 Gestalt PC9 88-89 Prehensile Hair S37

46-48 Impart Power PC10 90-91 Raise Lowest Ability S38

49-51 Nemesis PC11 92-93 Self Duplication** S39

52-55 Power Combination PC12 94 Self Vegetation S40

56-59 Power Imitation** PC13 95 Shape Shifting S41

60-67 Power Negation PC14 96 Shrinking S42

68-72 Power Transferal PC15 97 Spirit Gestalt S43

73-77 Power Vampirism** PC16 98 Strength Boost S44

78-83 Residual Absorption PC17 99 Two Dimensionality S45

84-92 Selection PC18 00 Ultimate Skill S46

93-00 Weakness Creation** PC19 ______________________________________

______________________________________ Die Roll Travel Code

Die Roll Self Alteration Code 01-04 Astral Body T1

01-03 Ability Enhancement S1 05-08 Carrier Wave T2

04-06 Age Shift S2 09-12 Climbing T3

07-09 Alter Ego S3 13-16 Dimensional Travel T4

10-11 Anatomical Separation S4 17-20 Energy Path T5

12-14 Animal Transformation S5 21-24 Floating Disc T6

15-16 Animal Mimicry S6 25-28 Gateway** T7

17-18 Attribute Change S7 29-32 Gliding T8

19 Attribute Pool S8 33-36 Hyper Digging T9

20 Attribute Rearrangement S9 37-40 Hyper Leaping T10

21 Award Change S10 41-44 Hyper Running T11

22 Blending S11 45-48 Hyper Swimming T12

23 Body Adaption** S12 49-52 Levitation T13

24-26 Body Transformation** S13 53-56 Lightning Speed T14

27-30 Body Coating S14 57-60 Rocket T15

31-33 Bouncing Ball S15 61-64 Sky Walk T16

34-35 Chemical Mimicry S16 65-68 Spider Climb T17

36 Collective Mass S17 69-70 Spinner T18

37-38 Contortionist S18 71-72 Teleport Self** T19

39-40 Density Manipulation-Self S19 73-76 Teleport Others** T20

31

77-80 Telereformation T21
81-84 Time Travel** T22
85-88 Trouble Seeker T23
89-90 True Flight T24
91-93 Unique Vehicle T25
94-96 Water Walking T26
97-00 Whirlwind T27

Magical Tables

3.0 Magic Items 3.3 Armor

01-10 1 item. Character also 01-20 Full Medieval Plate Armor

receives a +2 CS increase to 21-40 Full Chain Mail

an Ability of his choice. Roll 41-50 Chest Plate

on table 3.1 to determine the 51-60 Shield

magic item. 61-70 Helmet

11-50 2 Items. The player also gets 71-80 Full Leather Armor

a +1 CS bonus to one ability 81-90 Exotic Armor Judge's Choice

of his choice. Roll on table 91-00 Armor of Player's Choice

3.1 to generate each magic ______________________________________

51-90 3 items. Roll on table 3.1 for 3.4 Gemstones

each item. 1-10 Diamond

91-00 4 items. Roll on table 3.1 for 11-20 Ruby

each item. 21-30 Pearl

*Initial Abilities cannot be increased above 31-40 Emerald

Amazing rank. 41-50 Sapphire

51-60 Opal

Magical Item Categories 61-70 Amethyst

______________________________________ 71-80 Topaz

3.1 Item Table 81-90 Aquamarine

01-25 Weapon 3.2 91-95 Judge's Choice

26-35 Armor 3.3 96-00 Player's Choice

36-45 Gemstone 3.4 ______________________________________

46-60 Jewelry 1 3.5 3.5 Jewelry 1

61-75 Jewelry 2 3.6 01-10 Headband

76-95 Miscellaneous 3.7 11-20 Bracelet

96-00 Creatures 3.8 21-30 Medallion

______________________________________ 31-40 Scarab

3.2 Weapons 41-50 Pendant

01-25 Sword 51-60 Arm Band

26-30 Two Handed Sword 61-70 Necklace/Collar

31-40 Dagger 71-80 Earrings

41-50 Battle Ax 81-90 Belt

51-60 War Hammer 91-95 Judge's Choice

61-70 Mace 96-00 Player's Choice

71-80 Bow ______________________________________

81-90 Spear 3.6 Jewelry 2

91-95 Unusual Weapon Judge Choice 01-35 Ring

96-00 Weapon of Player's Choice 36-55 Amulet

32

56-65 Scepter •Familiar: indicates a being that is very powerful

66-70 Charm magically and actively assists the hero. Two

71-85 Orb powers should be rolled randomly or selected by

86-90 Crown the Judge from the personal and universal

91-95 Judge's Choice energy lists for this familiar. In addition, the

96-00 Player's Choice familiar is intelligent (Reason and Psyche at

______________________________________ least Typical) and can communicate with its

3.7 Miscellaneous owner (the kind of communication is left to the

01-10 Wand Judge’s discretion). The form of the familiar can

11-20 Rod either be that of a normal animal (usually a cat)

21-25 Staff or an unusual type, such as a small dragon or

26-35 Cloak other mythical creature. The familiar’s form is at

36-40 Carpet (Flying) the player’s discretion.

41-45 Mask ______________________________________

46-55 Bag, Pouch, Box, Etc. 3.9 Item Conditions

55-60 Horn or Musical Instrument 01-50 There are no conditions on the

61-65 Cube, Pyramid, Etc. item, it works as described.

66-70 Sculpture 51-53 The item has no effect versus a

71-75 Boots certain material.

76-80 Brazier 54-56 versus a certain type of creature

81-85 Robe (aliens, mutants, magicians, etc.)

86-90 Rope, Chain, Etc. 57-60 when not in plain sight

91-95 Judge's Choice 61-63 versus one type of magical energy

96-00 Player's Choice (personal, universal, dimensional)

______________________________________ 64-66 unless used in the light

3.8 Creatures 67-70 on a condition set by the Judge

01-20 Pet 71-73 The item will not work unless it

21-60 Mount consumes or destroys an evil

61-00 Familiar magical monster (once a year)

74-76 at least 10 resource points of

•Pet: indicates a normal-looking animal that is precious metal or jewels (once
completely obedient to the character. The animal
has some magical link to the character, such as every two weeks)
it can magically communicate with the character,
the hero can see through the animal’s eyes 77-80 a huge energy charge of some
when he wishes, the hero can switch bodies with
the pet when he wishes, and so on (Judge’s form (once a week)
discretion). If the pet is ever destroyed, the
player character may be able to find and train a 81-82 a roomful of light or darkness
new one (Judge’s discretion). The size and type
of animal is completely up to the Judge and (once a week)
player.
84-86 a condition and usage rate

defined by the Judge

87-89 The item has a hatred for a

specific type of creature or thing

and takes over the hero when it is

close forcing him to attack.

Possibilities include demons, evil

•Mount: indicates a large animal such as a mutants, etc.
horse, giant bird, large cat, etc., that the hero
can ride. The mount usually has at least one 90-92 The item doubles its effectiveness
powerful magical ability or power of its own such
as, flying, phasing through solid objects, body under certain conditions. The
armor, etc. (Judge’s discretion). Valkyrie’s
winged horse, Aragorn is a magical mount. doubling effect could be damage

caused, twice the range, twice the

duration, etc. The conditions could

include a certain level of karma

33

______________________________________

points that must be obtained by 4.0 Magic Wielders
the hero, if the item is used during
certain times of the day, and so 01-15 Personal Energy
forth.
The item has an additional known 16-50 Personal and Universal Energies
power that manifests itself under
certain conditions. Roll or select 51-00 All Energies
the new power as normal, then
93-97 assign a condition ______________________________________
98-00 The item grants the user
knowledge of 3 powers from the 4.1 Number of Spells
list of universal energy. Assign a
condition to the item as a single 01-05 2 spells
item.
06-50 3 spells

51-85 4 spells

86-97 5 spells

98-00 6 spells

Magic Schools

Most mystics, magicians and violated the teachings of the 5.0 Magic Schools
sorcerers in the Marvel Ancient One by using evil 01-10 Magic for Chaos
Universe follow a specific magic. Such renegade magic 11-20 Druidic magic
school of magic. Magic schools wielders usually become 21-30 Voodoo magic
are divided into three general outcasts from their original 31-40 Faerie magic
types: magic for the schools, but a wise sorcerer 41-50 Atlantean magic
establishment of order in the should always beware of them. 51-60 Scientific magic
dimensions (usually referred to The major schools of magic are 61-70 Specific Realm/
as “white” or “good” magic); listed below. Unlike the other
magic for the breakdown of Steps, random selection is not Pantheon
order that results in chaos in the involved; the Judge should 71-80 Nature Magic
dimensions (usually referred to allow each player to choose his 81-90 Magic for Order
as “chaotic”, “evil”, or “black” school of magic. The Judge 91-00 Eclectic magic
magic; magic that neither should not interfere in a player’s
strives for chaos or for order, choice unless he believes that •Magic for Chaos: This is a
but remains neutral in its the chosen school of magic has forbidden or dangerous type of
existence (usually referred to as no place in his campaign. A magical school whose goal is to
“neutral” or “gray” magic). Each random system for school promote chaos, which will lead
magic school is more choice is included only for those to an evil tyranny. One of the
complicated than the definitions players who have no preference primary schools of “chaotic”
above. Each school includes in schools. A player should not magic is one that follows the
concepts of nature and the be forced to play a character little-known archaic rituals and
character’s place in it, with a school that is not beliefs based on the existence
guidelines on what entities to interesting to the player. A of the Elder Gods. This type of
entreat if dimensional magic is better feel for the different magic is much more powerful in
being used, and goals to strive schools of magic, and of magic certain settings (such as
for. Furthermore, despite the overall, can be obtained from ancient temples to the unknown
general tendency of each reading the Miscellany of gods) and with the use of
school (“white”, “gray”, black”) Mysticism. Most schools have “chaotic” magic artifacts. The
each school contains sorcerers strengths and vulnerabilities vulnerability of “chaotic” magic
who violate the principles of the listed in their brief descriptions. is that it tends to attract “white”
school, much as Baron Mordo magic wielders or creatures
who wish to negate it.

34

•Druidic Magic: This school Atlantean magic seems to be a three more spells, 2 of Personal
practices Celtic earth magic, “white” magic, that which draws Energy and 1 of Universal
drawing strength from the upon the powers of order. Energy to his capabilities, in
powers of nature. It is Therefore, it can be very artificial forms, of course). The
particularly powerful in natural powerful if used in conjunction time required to gather
Earth settings, but has a special with “white” magical artifacts or materials and create new items,
vulnerability to iron or steel. It is against chaotic magic. powders, potions, or tablets are
a neutral” magic school. Vulnerability would exist in the left to the Judge and depend on
fact that chaotic magical the spell, how strong it is and
•Voodoo Magic: This is a creatures would be constantly what its effects are. It is
school derived from the Loa, trying to find and neutralize a suggested that times with
the spirit-gods of voodoo, a faith wielder of “white” magic. effects of Remarkable rank or
originated and practiced in less can be created at the rate
Haiti. The character is most •Scientific Magic: This is a of 2 per day, while items up to
likely a houngan, or voodoo school that has no particular Amazing rank can be produced
priest. Voodoo magic is philosophy or ethical at the rate of 1 per day. The
particularly effective in its background. Magic is regarded creation of items with greater
homeland and in locations of not as a way of life, but rather effect, or the creation of any
the dead. It has no special as a tactic used to attain one’s permanent item requires the
vulnerabilities and is considered goal. Followers of this school equivalent of a ceremony and
a “white” magic, but can be are seldom spellcasters must be handled by the Judge.
perverted into a chaotic magic. themselves, but rather combine A scientific magic wielder
elements of magic with obscure begins his career with access to
•Faerie Magic: This school is or highly advanced forms of his master’s laboratory, which is
based on the practices of the science to create effects that stocked with equipment whose
faerie, an ancient race of beings seem magical. In this school, cost in resource points equals
with supernatural powers who the distinction between science at least 20 times the master’s
originated in an and magic is never clear; either Psyche rank number. The
multidimensional world that or both could be used to magic wielder can use his
borders upon Britain and produce a single effect. master’s lab as long as the
Ireland on Earth. This magic Alchemy is the best example of master agrees. If the student
school is similar to the Druidic a semi-magical science. The wishes to set up his own lab, he
school, except that a character character, such as Diablo, only needs to spend 10 times
in this school most likely would be an alchemist, that is, his Psyche rank number in
possesses faerie blood. This he brings about his effects resource points for equipment
makes him extremely powerful through the use of potions, (the master makes up the
when wielding an ancient faerie powders, and pills he himself difference). The Judge should
artifact or in Britain or Ireland, creates (sometimes through use the guidelines on
but extremely vulnerable to iron materials or energy tapped from ceremonies and ceremonial
or steel. dimensional or universal areas to handle the creation of
sources). A scientific sorcerer is items in laboratories. A
•Atlantean Magic: This school somewhat vulnerable (his items scientific magic wielder
was established eons ago in the and creations can be destroyed automatically receives one
ancient Earth civilization of or stolen, robbing him of power; scientific talent of his choice
Atlantis. Little is known about or he could run out of items (such as engineering, biology,
the school, except that Dakimh whereas spells are usually genetics, physics, etc.) in
the Enchanter, last disciple of always available). However, a addition to any other talents he
the Atlantean sorceress Zhered- scientific spell caster is may normally receive. The
Na, practices it and is now the somewhat less restricted in automatic talent received by
mentor of Jennifer Kale. what he can accomplish (add alchemists is pharmacy (the

35

mixture and preparation of surrounding all nature schools bonuses attached to this type of
medicines). Scientific magic is a is that all of nature is sacred school are the various magical
“neutral” school, and no special and is bound together as one. characters that Doctor Strange
bonuses or vulnerabilities apply Therefore it is magic given has managed to ally with over
to it. towards order, though some of the years and the vast
its splinter schools tend towards knowledge that Doctor Strange,
•Special Realm or Pantheon: neutral magic in a belief that and others of the same bent,
This is a school usually nature should be balanced can teach a good pupil. The
reserved for non player between order and chaos. The penalties include Doctor
characters, but can be the basis bonuses that accompany a Strange’s enemies, who are
for a player character if carefully nature school are in the form of numerous and powerful.
defined by a Judge. The greater effect upon and
magical teachings and spells communication with nature, •Eclectic Magic: This is an
come from the history of a especially animals. Most spells unorganized school of magic,
Special Realm or Pantheon of rolled for this school would be that is, it follows no one school
the Marvel Universe (such as similar to those used by of philosophy but is a hodge
Asgard or Olympus). Bonuses Shaman (see Book 3): podge of “get-as-get-can”
for this type of magic would controlling elements, animal magic. It is considered neutral
come with the use of items or control, and so forth. The magic. Many of those who
spells developed by this penalties include drawing the “dabble” in magic, and are not
pantheon or realm, and when at attention of chaotic creatures up to the level of a Marvel super
certain locations (Greece for the and characters who desire to hero, usually wind up with this
Olympian pantheon, etc.) destroy nature and the Earth. type of magic. A spell learned
Penalties would exist as items here, an enchantment
or locations that exist to destroy •Magic for Order: This is the discovered there, makes up the
the specific pantheon or realm school to which Earth’s former whole of their philosophy. The
(an Asgardian character casting Sorcerer Supreme, the Ancient bonus with this is that there is
a spell while in the hostile realm One, and Earth’s current very little to bind the character
of Muspelheim would have a - 1 Sorcerer Supreme, Doctor (enemies, rituals, obligations,
CS penalty. Strange, belong. It is the most etc.), the penalty with this type
powerful “white” school of of magic is that there is no one
•Nature Magic: This important magic, striving for order and to learn from in a complete and
school of magic is sometimes good by practicing an ascetic, comprehensive manner; thus
splintered off into more disciplined approach that has its advancement can be very slow.
specialized and defined foundations deeply rooted in
schools, such as the Druidic Oriental philosophy and magic.
and Faerie schools. The belief It is cur recently the strongest
form of magic on Earth. The\

Spell Tables

6.0 Spell Ranks many spells he has, he needs maximum “strength” at which
01-15 Good to know their spell rank. The this character can use this spell
16-45 Excellent spell rank for each is rolled when he begins the campaign.
46-70 Remarkable separately on Table 6.0.
71-90 Incredible Sometimes this rank will not
91-00 Amazing matter, but usually the spell’s
effectiveness, range, duration,
After a character knows how etc. depends on it. This is the

36

_________________________ 83-84 Shield-Great 80-81 Shield-Aura
6.1 Personal Energy Spells 85-86 Shield-Individual 82-83 Shrinking-Others
87-88 Shrinking 84-85 Static Field
01 Absorption** 89-90 Telekinesis
02-03 Admittance 91-92 Telepathy 86 Teleportation**
04-05 Alteration-Appearance 93-94 Tongues 87-88 Trap
06-07 Alteration-Body 95-96 Trance 89-92 Vapors-Obscurity
97-98 Transformation 93-96 Vapors-Sleep
Weapons 99-00 Vapors-Enhancement 97-98 Vapors-Resist Death
08-09 Alteration-Bone _________________________ 99-00 Wave
10-11 Armor 6.2 Universal Energy Spells _________________________
12-13 Apparition 01-02 Animation
14-17 Astral Projection 03-06 Bands 6.3 Dimensional Energy Spells
18-19 Chameleon Coloring 07-08 Charm
09-10 Confusion 01-03 Absorption
20 Damage Absorption** 11-12 Conjure 04-06 Cyttorak
21 Damage Conversion** 13-14 Curse 07-10 Damage Absorption
22-23 Density Control-Self 15-16 Density Control-Others 11-14 Damage Conversion
24-25 Dual Persona 17-22 Eldritch Beams/Bolts 15-17 Denak
26-27 Empathy 23-24 Eldritch Blast 18-21 Dimensional Aperture
28-29 Enchanted Eye 25-26 Eldritch Breath 22-24 Disguise
30-31 Flaw 27-28 Eldritch Crystals 25-28 Eldritch Attacks
32-35 Flight 29-30 Eldritch Flames 29-31 Environmental
36-37 Foretelling 31-32 Emotion Control
38-39 Gramarye 33-34 Energy Control Independence
40-41 Growing 35-36 Fear 32-34 Faltine
42-43 Heal 37-40 Forgetfulness 35-37 Hoggoth
44-47 Image Projection 41-42 Glamour 38-40 Ikonn
48-49 Immovability 43-44 Growing-Others 41-43 Link
50-51 Invisibility 45-46 Healing-Others 44-46 Munnopor
52-53 Learning 47-50 Illusion 47-49 Oshtur
54-57 Levitation 51-52 Invisibility-Others 50-53 Passing
58-59 Luck 53-54 Matter Rearrangement 54-56 Pishogue
60-61 Manipulation 55-57 Mental Control 57-59 Power Block
62-63 Mental Barrier 58-60 Mental Probe 60-62 Power Duplication
64-65 Post-Cognition 61-64 Mesmerism 63-65 Raggadorr
66-67 Protected Senses 65-66 Mesmer-mechanism 66-69 Scrying
68-69 Reflective Aura 67-69 Nature Control 70-72 Sensing
70-71 Resistance Aura 70-71 Net 73-75 Seraphim
72-73 Sensing-Clairaudience 72-74 Paralyze 76-79 Shape Shifting,
74-75 Sensing-Clairvoyance 75-76 Plant Control
76-77 Sensing Danger Unlimited
78-79 Servant 77 Power Block** 80-83 Shield-Multiple
80-81 Shape-Shifting, Limited 78-79 Revival 84-87 Teleportation
82 Shape-Shifting, 88-90 Thaumaturgy
91-93 Valtorr
Unlimited** 94-96 Vishanti
97-00 Witchery

37

Number of Spells/Round

•Personal and Universal (including entreaty spells) per has been generating interest.
Spells: A magic wielder can round, and cannot cast a
normally cast one personal or personal or universal spell in This translates into one, large
universal spell per round. the same round that he cast a
However, at the beginning of dimensional spells. lump sum of Resource Points
the round, the magic wielder
can announce that he will for the hero at the outset of the
attempt to cast two spells that
round. He then makes an Agility campaign. To determine the
FEAT roll. If he obtains a Red
result, he can successfully cast size of this lump sum, roll a
both spells. If the FEAT roll
fails, he is limited to one spell Group Spells: Group spells percentile dice on Table 9.2
that round, and a -1CS is use dimensional energies, and
applied to the spell rank (in his only one group spell can be Magic Wielders Starting
haste, he has garbled the spell cast per round.
slightly). If the sorcerer Resource Cache. Magically
succeeds in his attempt to cast
two spells in one round, he can enhanced characters and
cast two personal or two
universal spells, or one of each heroes who wield magic items
type. A magic wielder cannot
cast a dimensional spell in the 9.1 Caster Resource Ranks start the campaign per normal
same round that he casts a
personal or universal spell. Dice Resource Weekly procedures (page 8 of the MSH

Dimensional and Entreaty Roll Rank Rate Game Campaign Book).
Spells: A magic wielder can
cast only one dimensional spell 01-05 Poor 4 rp _________________________

06-15 Typical 6 rp 9.2 Starting Resources

16-45 Good 10 rp 01-20 250 rp

46-75 Excellent 20 rp 21-45 500 rp

76-95 Remarkable 30 rp 46-75 1,000 rp

96-99 Incredible 40 rp 76-90 2,500 rp

00 Amazing 50 rp 91-00 5,000 rp

A character who is a magic This concludes the
wielder has generally been in encapsulated character creation
seclusion for many years, process. After finishing your
studying with his master. powers and contacts
Consequently, he has spent continue on to the Ultimate
very little money over this time Talents Book created by Major
and any money he had saved Tom Sawyer and the Skycutter.

38

Defensive Powers

•D1/Aura Field**: This is an power is considered temporary. The armor may raise the heroes
energy type of force field (Cold, If the player does not choose FASE statistics while worn as
Darkforce, Ectoplasmic, the latter, then the power is modified by the chart below
Electrical, Electo-Magnetic, permanent. The permanent when the armor is first created.
Extradimensional, power begins at Shift 0
Extraterrestrial, Fire, Hard increasing every round until it Ability Modifier Table
Radiation, Heat, Kinetic, Light, reaches an intensity equal to
Magnetic, Microwave, Nuclear, that of the power's maximum Dice Roll Modification
Plasma, Radio-wave, Sonic, or power rank.
Gas. See the Energy Emission 01-15 -1 rank
section) of the Player's Choice •D2/Body Armor (Artificial):
of type. Each field carries it's The hero possesses artificially- 16-50 No Change
own characteristics, which created armor that provides
effect the way the PC uses the protection and possibly a way of 51-70 +1 rank
power. The maximum size of possessing other Powers.
the field is the number of areas Armor comes in many forms 71-85 +2 ranks
equal to 10% of the power's exotic plate-mail, nuclear-
rank number. For example, an powered exoskeletons, or 86-95 +3 ranks
Amazing Aura Field can mechanically created force
encompass 5 areas. This field fields. The player should work 96-00 +4 ranks
automatically provides with the Judge to create proper
protection and Life Support of Armor for his hero. The player *Unless noted otherwise, no
rank number. The field can also determine which ability may be modified in any
completely absorbs any Powers are possessed by the fashion below Feeble or above
physical attack that has an hero and which are properties Monstrous.
intensity that is equal to or less of the armor. Powers built into
than the power's rank number. the armor can later be modified •D3/Bubble: This is a force
The remaining intensity and enhanced. On the other bubble that surrounds the PC.
breaches the field and affects hand, Powers that are built into The bubble provides protection
the PC's health at its diminished the armor may suffer against all physical and energy
rank. If the field is destroyed, mechanical failure. The attacks that are equal to or less
the PC must make a Red FEAT Armor's Power rank determines than the power's rank number.
roll to regain it. Possible ways its ability to resist damage. The If an intensity of applied force is
of destroying an Aura Field are player also has to determine equal to at least half of this
include Energy Control and where he got the Armor in the power's rank number, the
Conversion, Power Control and first place. This is covered in bubble merely bounces away.
Magic. The hero has a -2CS the "Character Creation" The bubble is also slippery, so
vulnerability to powers that can section elsewhere in this book. that all attempts to grapple it
effect his particular type of If the hero gained the armor are at a -1CS that is equal to
energy field, however, he gains through an accident, he might 10% of the power's rank
a +2CS bonus to attacks of the not be able to repair it. Powers number. For example, all
same form of energy. This field have ranges listed on column B attempts to grapple a Incredible
is also assumed to have an of the Range Table. rank bubble would be at -4 CS.
unlimited supply of energy. Body Armor Option
When creating the PC, the When not wearing their armor •D4/Death Field**: This is a
player may opt to raise the Hi-Techs have the same stats field effect version of Life
power rank by +1CS if the as given for normal humans. Absorption. The Death Field
drains the life force out of all
within the area of the field, and
adds this energy to the PC's
health. The PC must first make
a Power FEAT against the
intensity of the victims Psyche.
Each FEAT allows the PC to

39

drain up to a number of health reduced by the Power's rank Kinetic Bolts (most of the
points from each target in the number. The remaining Energy Emission category).
field area that is equal to the Intensity breaches the force Note that this Power overlaps
power's rank until the hero field and affects anyone within Force Field vs. Physical. When
reaches their maximum amount by this diminished effect. These creating the hero, the player
of health. If the target's health forms cannot be used for many can raise his rank +2CS by
drops to zero as a result, the of the Power stunts suggested choosing a field that protects
victim dies and his/her body for force fields as given in the against a specific attack.
disintegrates. Player's Book. These cannot be
used to physically attack or to •D9/Force Field vs. Magic:
•D5/Electronic Counter handle solid materials. The field protects anything
Measures: This power reflects However, the hero can develop within from magical attack
the ability to avoid electronic Power stunts which reflect each whether mental or physical in
detection and thwart any and all form's special nature. The hero orientation. This Power rank
attempts to be controlled by can form shields to protect can be lower than the Psyche,
electronic means. This power distant targets at +2CS range. making the field less able to
provides power rank Invisibility By expanding his field outward, protect against certain types of
against such detection efforts the hero can sweep his Magic.
as Radar and Sonar, as well as surroundings clean of anything
any other power, which is being affected by his force field. The •D10/Force Field vs. Mental
duplicated through electronic Power can be used as a filter to Attack: The field protects
means. It also grants power sort out\ anything affected by anyone within from attacks
rank resistance to hackers, or if his force field. The force field aimed at the mind, neural
the character is in a powered can be formed around system, and Psyche, including
suit of armor, to outside something it would affect, thus Psionic, and Neural
override attempts. trapping it. The hero can move Manipulation. It does not protect
the "trap" at will up to +2CS by against emotion based
•D6/Force Field: This is the means of a red FEAT. attacks or magical attacks The
type of field used by the Power's rank must be one rank
Invisible Woman. It provides •D7/Force Field vs. Emotion higher than the\ hero's Psyche;
protection against a variety of Attack: The Field protects if initially lower, the player
forces, including brute force, anyone within from attacks that should raise it to the Psyche
energy attacks, and extreme are emotion-related or aimed at rank +1CS.
temperature conditions. It can the Intuition, including Emotion
be projected and used for a Control, Hallucinations, and •D11/Force Field vs. Physical
variety of Power stunts. The Domination. The Power's rank Attack: The field protects
following seven force fields must be one rank higher than anything within from such things
protect against specific forms of the hero's Intuition; if initially as brute force, hostile
attack. Each protects the hero lower, the player should raise it environments, temperature
and the surrounding area. The to +1CS. extremes, hazardous
maximum size of the force field chemicals, and airborne
is the number of areas equal to •D8/Force Field vs. Energy infection. Note that while this
10% of the Power rank number. Attack: The Field protects Power will prevent hostile
For example, a Monstrous anything within from any environments from harming the
Force Field can protect 8 areas. emitted energy forms, whether hero, it does not provide life
The force field completely natural, artificial, or Power support materials. For example,
absorbs any attack which has based Such attacks include this Power permits the hero to
an Intensity equal to or less Light, Heat and Flame, Plasma, walk unharmed on the surface
than the Power's rank number. Hard Radiation, Electricity, of Venus, provided he has his
If the Intensity is higher, it is Vibration, Sonic, Cold, and own oxygen supply. When

40

creating the hero, the player •D15/Null Field: This field turned against the hero by such
can raise the Power rank +1CS completely absorbs any attacks means as Power Control/
by choosing a field that protects that have an intensity equal to Magnification and Power
against a specific attack. or less than the power rank Domination. In such cases, the
number. The remaining Power can be magnified
•D12/Force Field vs. Power intensity breaches the field and beyond the hero's control to a
Manipulation: The field affects anyone within with it's level where it reflects
protects anyone within from any diminished effect. everything, including air, food,
attacks that directly affect the and water. The Power can be
hero's Powers, including •D16/Reflection: The hero can used indefinitely, so long as it
Weakness Creation, Power turn any attack back onto the isn't overcome by superior
Control, Power Domination, attacker. The attack may be of force. After the first time the
Magic Control, and Magician any nature: brute force, Power, Power is breached, the hero
Domination. or magic. The Power absorbs must make a green FEAT.
the energy of the attack up to Failure to do so means his
•D13/Force Field vs. this rank and redirects it. A Power has failed. After the
Vampirism:. The field protects Typical FEAT send the attack second breach, the hero must
anyone within from any off in a random direction. A make a yellow FEAT. For each
vampire-type attacks. This Fantastic FEAT reflects some of breach following that, he must
includes the forms of Psi-, Bio-, the attack back onto the make a red FEAT. This applies
Energy, Magic, and Power attacker; it is now -3CS in to a continual use of the Power.
Vampirism. When creating the Intensity. An Unearthly FEAT If his Power fails, the hero
hero, the player can raise the sends the entire attack back cannot regain it until 24 hours
Power rank +1CS by choosing onto the attacker. If the attack's have passed. Resistances have
a field that protects against a Intensity is higher that this no ranges.
specific attack. Power's rank, some of the
damage passes through and •D17/Resist Cold: All damage
•D14/Invulnerability**: The affects the hero. The Power from cold based attacks is
hero with this Power is totally rank is subtracted from the reduced by the Power rank
unaffected by one or more of attack's Intensity. While most of number. Further, ice and cold of
the attack forms listed above. the\ attack is reflected, the less than this Power rank may
The initial choosing of remainder gets through to the be ignored. Physical items
Invulnerability counts as two hero. Example: The terrible made of ice may still affect the
choices, but every additional Turnabout is battling X-Factor. hero. A hero with Resistance to
choice in Resistances may be Cyclops fires an optic blast of Cold would not be easily frozen
changed to an Invulnerability. Remarkable Intensity. by Iceman, but could still be hit
(Example -- A hero being Turnabout possesses Excellent with a club made of ice.
generated picks up Reflection. His Power splits the
Invulnerability to Fire, counting blast in two. A Feeble •D18/Resist Corrosives: This
it as two slots. She then gets blast penetrates his Power and resistance reduces the amount
another resistance, and knocks Turnabout back. The of damage from acids and other
chooses Resistance to Cold. bulk of the blast was reflected. caustic agents, including but not
She may then choose to be Turnabout made an Amazing limited to rust, rot, acids. salt
Invulnerable to Cold instead at FEAT, so some of Cyclops' blast deterioration. And destructive
no additional cost.) returns to him. Cyclops takes microbes. The hero with this
Invulnerability means that the Typical damage from his own Power may ignore acids and
hero in question has a Class Power. Normally, this Power is corrosives of less than this
1000 resistance to that attack consciously controlled and only resistance's Power rank
form. appears when the hero wills it. number in Intensity, and may
However, the Power can be reduce damage from higher

41

level acids by the Power rank the hero's Intuition +1CS; if a types of magic. The hero can
number. lower rank is initially rolled, the ignore any magic whose rank is
player should raise it to the less than this Power's rank and
•D19/Resist Disease: The Intuition rank +1CS. can reduce higher level attacks
individual with this resistance is by the Power rank number.
less susceptible to disease than •D22/Resist Energy Attacks:
other heroes with the same The hero has an increased •D25/Resist Mental Attacks:
Endurance. Included are resistance to any emitted The hero has increased
common diseases, as well as energy form, whether artificial, resistance to attacks aimed at
the effects of biological warfare natural, or Power-based. Such the mind and neural system.
and vampirism. The individual's attacks include Light, Heat, Such attacks include Psionic,
rank in this Power is no less Flame, Plasma, Hard radiation, neural manipulation, and any
than one rank above the Electricity, Vibration, Sonic, other attacks aimed at the
individual's Endurance. (Any roll Cold, and Kinetic Bolts (most of Psyche. It does not include
of less than that rank should be the Energy Emission category). emotion-based attacks. The
raised to the Endurance Rank The hero can ignore attacks Power's rank must be at least
+1CS.) with Intensities less than his one rank higher than the hero's
Power rank and may reduce Psyche; if a lower rank is rolled
•D20/Resist Electricity: All higher level attacks by his initially, the player should raise
damage resulting from Power rank number. When it to that rank +1CS.
electrical-based attacks is creating the hero, the player
reduced by the Power rank can raise his rank +1CS by •D26/Resist Physical Attacks:
number. Further, electricity of choosing to specialize in a The hero has increased
less than this Power rank is specific Energy Resistance. For resistance to any physical
ignored by the hero. The hero example, the Player's Book attack. This includes brute
must decide if this Power is contains listings for Resistance force, chemical weapons,
conductive or non conductive in to Fire and Heat, Cold, biochemicals, disease, hostile
nature. Conductive resistance Electricity, and Radiation. environments, and temperature
allows energy to pass through extremes. The hero can ignore
the hero into those the hero is •D23/Resist Fire and Heat: All any physical attacks with
touching (like a copper wire). damage from fire and heat- Intensities less than. the Power
Non-conductive resistance based attacks is reduced by the rank, and may reduce damage
stops the energy at the contact Power rank number. Further. from higher level attacks by the
point, allowing those being\ any fire of less than this Power Power rank number. When
touched or held to be unharmed rank has no effect on the hero. creating the hero, the player
like rubber insulation). (Example -- the hero with a can raise the Power rank +1CS
Resistance to Fire/Heat of by choosing to specialize in a
•D21/Resist Emotion Attacks: Amazing (50) rank could walk specific Physical Resistance.
The hero has increased through super heated steam of For example, the powers listing
resistance to emotion related Incredible (40) Intensity without contains listings for Resistances
attacks. Such attacks include ill effect.) to Fire and Heat, Corrosives,
Emotion Control, Hallucinations, and Disease.
Domination, and attacks aimed •D24/Resist Magic Attacks:
at the Intuition. The hero can The hero has increased •D27/Resist Power
ignore attacks with Intensities resistance to magic based Manipulation: The hero has
less than the Power rank, and attacks, whether physical or increased resistance to attacks
may reduce damage from mental in orientation. This that directly affect the hero's
higher level attacks by the Power rank can be lower than Powers. Such attacks include
Power rank number. This Power the Psyche rank, making the Weakness Creation, Power
rank must be at least equal to hero more vulnerable to some Control, Power Domination,

42

Magic Control, and Magician have occurred. This may result involving poison, and is not
Domination. The hero can in the character suddenly reduced by damage or effects
ignore any attack who rank is finding themselves in an of poison. Failing a FEAT with
less than this Power rank. He alternate reality. Whereby he this Power will mean Endurance
may reduce the effectiveness of has no knowledge of what has drops by one rank, but this
the higher level attacks by the occurred but others either Power rank does not drop. It will
Power rank number. recognize him as his temporal be used next turn at its normal
counterpart (that may or may no level for determining further
•D28/Resist Radiation: All exist in this current timeline) or effects.
damage resulting from fail to recognize him at all. (for
radiation-based attacks, alterations that may mean he •D31/Resist Vampirism: The
including but not limited to X- never came into existence). hero has increased resistance
rays, alpha and beta particles, Even failing to resist is not to any vampire type attacks.
and gamma rays, is reduced by complete as the character will Such attacks include forms of
the Power rank number. Most somehow have a feeling that Psi-, Bio-, Energy, Magic, and
non-concussive energy rays something is wrong about Power Vampirism. The hero can
used by super powered reality and flashes of memory ignore any vampiric attack
individuals may be so reduced from what things were like whose rank is less than this
(i.e.: this resistance would before events were altered. Power's rank. He can reduce
provide protection from Captain This can result in the hero the effectiveness of the
Marvel in X-ray form. but not seeking to set right what has vampire's attack by deducting
from Radioactive Man's force been set wrong. Optional his Power rank number from the
based attacks). Any radiation of powers include Time Control, vampiric attack's Power rank.
a lower Intensity than the hero's Reality Alteration or When creating the hero, the
Power rank has no effect on the Manipulation, Precognition and player can choose to raise the
hero. Postcognition. rank +2CS by specializing in a
particular form of Resistance.
•D29/Resist Temporal •D30/Resist Toxins: This
Energies: The superhuman Power rank is always a •D32/Sense Protection: The
with this power is resistant to minimum of one rank greater PC has a Class 1000 resistance
the results of time being than the hero's Endurance rank versus any attack that would
manipulated no matter the (if the random roll sets this effect one of the five basic
source, as such on a successful Power as less than this stated senses. (Player choice of
Power FEAT roll the hero is minimum, it is raised to which one.)
completely unaffected by any Endurance rank +1CS). This
manipulations of time that may rank is used instead of
Endurance for all FEATs

Detection Powers

•DT1/Abnormal Sensitivity: case, the hero sees infrared an advantage by devising a
The hero's senses function in and ultraviolet light, radio means of negating the senses
their normal manner but their waves, and radiation. In the of his adversary that doesn't
normal range of sensitivity is latter case, the hero hears hinder his own altered senses.
altered. The senses detect what extremely high and low pitches.
they normally cannot and This may be considered a •DT2/Astral Detection: The
cannot detect what they handicap human characters hero with this Power can see
normally can. This affects either while for aliens this could be a the forms of creatures operating
vision or hearing. The former fact of life. A hero can turn it into in the astral plane, including

43

ectoplasm of those adepts who ways to do this. The first is the This Power also allows the
can astral project. This is an hero's eyes are placed far reprogramming of simple robots
automatic ability: the individual enough apart that they can see (but not Player Character robots
can always recognize that an in all directions. Since this is under normal circumstances).
astral form is nearby. Use the somewhat grotesque, the hero
Power rank FEAT to determine loses 1CS on his Popularity. •DT7/Cosmic Awareness**:
if the individual can note the The second, more socially The hero is in tune with the
features of the astral individual, acceptable method is the hero entire scope of reality. He
such that the individual can be possesses a weird light warping possesses a detached,
recognized or later identified. field that funnels light into his omniscient viewpoint that allows
otherwise normal-looking eyes. him to explore the entire
•DT3/Aura Perception**: The The first method adds +1CS to existence of a chosen subject.
PC can virtually see and gain the Fighting rank. This method Unfortunately, this causes
knowledge of almost anything is immune to interference by such a massive overload of
about a person or an object a power manipulation Powers. superfluous information that the
person has been in proximity Unfortunately it also marks the hero is hard pressed to sort it all
with. Seeing an aura can hero as a geek or mutant. This out. The FEAT represents the
indicate the following: Power has no rank. The hero hero's ability to recover a
•The Karma of a character or either has it or he doesn't. specific bit of information from
object. all the effluvia. The more exact
•The Popularity of a character •DT5/Combat Sense: A hero the required detail, the higher
or object. with this power can anticipate the difficulty. Discovering basic
•The Resource rank of a the movements of their facts or locating any one on the
character or object. opponents in combat and attack Earth requires a green FEAT.
•The health of a character or accordingly. This power Complex information or finding
object. requires that the hero must anyone within a star system
•The rank number of a have studied his opponent for at requires a yellow FEAT.
pronounced ability or object. least 10 rounds previously Secrets, weaknesses, arcane
•The physical form of a before gaining any bonuses to knowledge, and anything else
character or object. combat. Once the requirement the Judge wants to make
This power also allows the PC is met a hero gains a +2 CS to difficult to find out requires a red
to read the psychic aura of a Fighting, a +1 CS to Agility and FEAT. The Power can be used
object and hear the psychic a +1 CS to all Intuition FEATs to automatically track any Class
“thoughts” of characters who including a +1 bonus to initiative 1000 or higher Power within ten
have been in proximity of a against that particular foe only. miles of the hero's position. In
object. The PC can recognize combat the Power raises the
that he/she has previously •DT6/Computer Links: The hero's own attacks +1CS by
seen. Even if the target is character with this Power may detecting the weak points in the
disguised it can be recognized communicate with and retrieve opponent. The major drawback
by it's distinct aura. A Red information from computer to this Power is that can lead to
Psyche FEAT roll against the systems with Power rank ability. insanity, especially catatonic
intensity of the rank number of The hero must be able to withdrawal, as the hero's
the disguise must be made in access the computer in some Psyche is continually inundated
order to allow the hidden target way; usually this is by means of by a flood of information. The
to be seen by the PC. an implant relayed to a Judge can determine the
predetermined computer. If chance of temporary insanity by
•DT4/Circular Vision: This is attempting to break into a new secretly making a Reason
simple enough to explain. The computer, compare this Power FEAT for the hero; a green,
hero can see 360 degrees rank with the Reason of the yellow, or red FEAT means the
around himself. There are two computer or mechanical being. hero has retained all his

44

marbles for another day. The roll fails, then the PC sees a smell, touch, taste) is increased
Judge should make this check “death aura” around a random to the Power rank level. Use
any time the hero uses the character. The player of the this rank instead of Intuition to
Power more than five times a character then is unable to discover clues, spot items. and
day or a number equal to 10% spend Karma on Endurance determine initiative (in
of the Power rank number, FEATs for the adventure. the case of Hearing). These
whichever is higher. Because of extraordinary senses are more
this, caution is urged in the •DT10/Energy Detection: vulnerable to attack. such that
use of this Power. If the Power Range column D. The hero can attacks against them are at
is somehow negated, the hero detect and identify energy and +1CS. Examples of such
may also go into a state of related phenomena. The power attacks include bright lights for
shock or severe depression. can only detect actual energy, sight, sonic attacks for hearing.
Any mental problems the hero not potential energy (it couldn't traps activated by touch, or
suffers can be cured by normal detect a bomb until it explodes, knock-out gases for smell.
psychotherapy. The Optional for example). Likewise, while it
Power is Hyper Intelligence. can detect the energies •D13/Environmental
The Nemesis is Emotion consciously emitted by super Awareness: Range column B.
Control. humans, it cannot detect the The hero has increased
super humans themselves. sensitivity to conditions in,
•DT8/Cosmic Perception**: Rank determines range. disturbances in, and influences
The PC has a heightened on the environment. The hero
sense on a universal scale. •DT11/Emotion Detection: The automatically maintains full
This sense is a detection power hero can detect emotion in knowledge of current conditions
at Class 1000 power rank. The others with Power rank ability. in his surroundings. This
player can choose to roll on the This Power may be a limited awareness extends to such
table below or choose one of form of Empathy, or merely the factors as weather, chemicals,
the five types of detection. ability to catch the subtle movement, and life. The rank
physiological clues that indicate determines the range to which
Dice Sense a person is under stress, lying, the awareness extends;
01-20 Energy or worried. Success with this exceeding it requires a FEAT
21-40 Magic FEAT roll indicates the hero (+1CS, green; +2CS, yellow;
41-67 Space (telescopic, detects only the target's +3CS, red). The hero can gain
emotional state, not the cause +1CS by linking his Health to
microscopic, of it. (The target may be lying, the environment. In this
extradimensional, all in but the hero with this Power is symbiosis, harm to the
one) able to detect only that the environment is reflected in the
68-91 Psionic individual is worried, the hero's physical welfare.
92-00 Time heartbeat pattern is up, etc.)
Targets trying to conceal their •DT14/Extradimensional
•DT9/Death Sense: The PC emotional state use their Detection: The hero can sense
can detect auras of of imminent Intuition as an Intensity rank to across the dimensional barrier
death. The Death Sense determine the type of FEAT and see things existing in other
automatically functions if the required. Detecting non-human dimensions. A list of some of
target or targets are in a life emotions -- those of robots and the dimensions in the Marvel
threatening situation, or if they aliens, for instance -- should be Universe is found in Realms of
are fixing to enter one. Before done at a higher shift. Magic. These include Asgard,
an adventure, the Judge makes the Astral Plane, Avalon, the
a secret Psyche FEAT roll to •DT12/Enhanced Senses: One Dark Dimension, the Demon
see if any of the character's will or more of the hero's five Dimension, etc. The power rank
die that adventure. If there is a normal senses (hearing. sight, number equals the number of
success, no one will die. If the

45

different dimensions into which the enemy in question. The The hero with this Power can
the hero can see. hero may develop a power stunt detect the magnetic field of
in the form of reality swapping Earth (and likely other planets\
•DT15/Hypersensitive by overcoming the Psyche of as well), as well as aberrations
Hearing: The hero can detect one of his current selves with of that field (created by large
extremely faint sounds and this Power FEAT he may iron deposits, huge
unusual frequencies. He can possess that version of himself. electromagnetic doomsday
identify objects by the sounds The other version may decide devices, etc.) with Power rank
they emit. Because of the to resist with the Psyche of the ability. It is difficult for a hero
sensitivity of the hero's hearing, target used as the FEAT with this Power to become lost.
he is more vulnerable to sonic intensity. The Psyche and
attacks (which receive a +1CS personality of the invaded •DT22/Microscopic Vision:
against him). version is immediate and The hero has eyes can focus on
irrevocably slain, causing the extremely minute targets,
•DT16/Hypersensitive hero to lose all of his Karma objects too small for normal
Olfactory: The hero can detect and becoming a resident in the vision to perceive. This Power
the presence of minute traces universe of the slain version of functions in two stages. The
of substances and accurately himself. first is light magnification; the
identify them. This Power is hero's eyes function as normal
continually functioning; the hero •DT19/Life Detection: Range microscopes. This allows the
has learned to ignore column B. The hero can detect hero to see things as small as
unpleasant smells. If he loses the presence of life and identify chromosomes. Beyond this
his ability to mask out nasty the nature of that life. The hero level, light no longer carries
odors, he'll be so distracted can probe a specific target for images. The second stage of
(and possibly sickened) by the more detailed physiological this Power is a variation of
intruding odors that he loses data on a red FEAT. Rank Clairvoyance that permits the
-1CS on Reason and determines the maximum hero to see miniature, rather
Endurance. range. A red FEAT allows the than distant, targets. The Power
hero to locate a specific life- automatically shifts between
•DT17/Hypersensitive Touch: form in the midst of a number of these stages without the hero's
The hero possesses an similar beings. This is one of conscious choice. (Rank: FE =
Enhanced sense of touch that the Powers that can function as microfilm, EX = cells, AM =
permits him to detect extremely "Mutant Detection." molecules, UN = atoms, Sh Y =
fine surface details and to electrons, CL5000 = surfaces of
identify materials by their •DT20/Magic Detection: The subatomic worlds.)
surface "feel." hero can detect and identify
magic and its effects. The •DT23/Mutant Detection: The
•DT18/Omniversal Power can detect both magic in hero with this Power is attuned
Awareness: The hero with this actual use and in potential. As to the specific mental radiation
power is connected with his such, this is another way to given out by mutants. The
alternate reality selves in all detect mutants, although it range is dependent on the
universes in the Omniverse. On cannot differentiate them from Power rank of the individual.
a successful power feat the normal magic users. The hero (See the Power Rank range
hero may be able to attain can identify the past use of table). This Power reflects the
useful information from any of magic (a green FEAT), a yellow conscious will to detect
his other selves. With a Power FEAT identifies the magic user, mutants,
FEAT roll the hero may gain a and a red FEAT identifies the
+1 CS to attacks by finding a actual spell. •DT24/Penetration Vision:
foes weakness if any of his This is commonly called "X-ray
other selves have ever faced •DT21/Magnetic Detection: vision" but may not actually use

46

X-rays. The hero can see potentially damaging attacks of alternate timelines, parallel
through solids; the effect is as if less than the Power rank in dimensions, portals to other
the obscuring material were intensity level. In many cases, dimensions, or characters with
transformed to clear glass. The this considers the effects of reality altering powers. With a
Power rank number equals the specially polarized goggles that successful power FEAT roll the
depth in feet to which this prevent being suddenly blinded character is able to identify if a
Power can penetrate. The hero by high Intensity light. or specific object or character is
can raise this by +1CS by earplugs or headgear that from a different reality or is
selecting a material that blocks reduce the effects of sonic altering reality.
the vision; this material is attacks. •Green FEAT: You are not the
usually a common element, Spider- Man I know.
often lead. Penetration Vision •DT27/Psionic Detection: •Yellow FEAT: You are Spider-
can be coupled with either Range column C. The hero can Man from the divergent timeline
Telescopic or Microscopic detect and identify psionic where he kept the Captain
Vision to extend its range and Power and related phenomena. Universe powers.
permit the other Power to It can detect both actual •Red FEAT: You were brought
function despite intervening psionics and the potential to here by a Cosmic Cube to over
barriers. If this Power is use them. As such, this is the write this realities Spider-Man.
interfered with by outside last way to detect mutants. The
forces, the hero might be hero can identify the past use of •DT30/Sense Artificial
unable to use his normal vision. psionics on a living subject on Intelligence: The range for this
The result is the hero perceives an Excellent Intensity FEAT; power is determined by Power
everything as a transparent identify the specific psionic rank range column B. The hero
outline. Power on an Amazing Intensity has a Power rank ability to
FEAT; and on an Unearthly detect any Artificial Intelligence
•DT25/Power Detection: FEAT, provided the hero knows within range of his power.
Range column B. This is of the user, he can identify the
another Power that can function actual possessor of the psionic •DT31/Sonar: Range column B.
as "Mutant Detection." The hero power. The hero can gain a three-
can detect and identify dimensional picture of his
superhuman Powers. He can •DT28/Radar Sense: Range environment through the use of
also identify specific super column B. The hero can gain a sound waves. The Power
humans by their characteristic three-dimensional picture of his allows the hero to locate and
Powers (an Unearthly FEAT). surroundings through the use of identify targets by the way they
The hero can identify the electromagnetic waves. The reflect sound. There are\ two
presence of previously invoked hero both emits and senses ways this Power can operate.
power when examining former these waves. He can use the Passive Sonar utilizes existing
targets of Power on a Good Power to locate and identify sound. Active Sonar uses
Intensity FEAT; identify a targets by their characteristic special sounds emitted by the
specific Power on a echoes. Because of the hero's hero (this is how bats and
Remarkable Intensity FEAT; sensitivity to electromagnetic dolphins do it). The latter form
and identify the actual user of waves, he has an increased requires a special adaptation of
the Power on an Amazing vulnerability to electrical and the hero's voice; otherwise
Intensity FEAT, provided the magnetic attacks (-1CS); these there is no real difference
hero knows of him. temporarily negate the Radar between them. Because of the
Sense. special sensitivity of the hero's
•DT26/Protected Senses: One hearing, he is vulnerable to
or more of the hero's basic •DT29/Reality Perception: The sonic attacks (-1CS to resist).
senses are protected from character is able to detect
attack. The hero ignores changes in reality created by •DT32/Telescopic Vision:

47

Range column E. The hero's increased risk of being blinded +3CS. Range is limited to one
eyes can focus on extremely by strong heat sources, even area unless the Power is
distant targets, objects too those that don't affect normal coupled with a Power that
small for normal vision to vision (-1CS). Thermal vision extends his vision (Telescopic
perceive. The eyes function as may be a consciously activated Vision, for example). The Power
telescopes, magnifying normal mode or the hero's normal may be automatic or deliberate.
visual images. With his Power, means of vision. If automatic, the hero gains
the hero can see anything in his +1CS but loses -2CS from his
line of sight, even the surfaces •DT34/Tracking Ability: Psyche rank.
of distant worlds. However, the Through use of heightened
Power is limited by the speed of senses, learned abilities, or •DT36/Ultraviolet Vision: The
light. mages of Alpha Centauri, mutant Powers the hero with hero can see ultraviolet light.
for example, are five years old. this Power can track another Because UV light isn't as
If the hero has other vision- individual's path. Make a Power readily absorbed by water as
based Powers, he can couple rank FEAT to catch the track, normal light, this Power enables
them with Telescopic vision to but once on the trail, FEAT rolls the hero to see clearly through
extend their range. When using should only be required when fog and at greater distance in
this Power, the distant objects there is a chance of losing the the water (+1CS). The hero can
appear very close. An track. This will depend on the also see the dim light given off
adversary with a means of nature of the tracking ability. For by radioactive materials. The
altering the hero's control over example, a hero who tracks by hero cannot actually "see in the
this Power might make the scent may have to make dark" but only if UV light is
Telescopic Vision continually another FEAT (perhaps yellow present. The effect is the same
override the hero's normal or red) if the trail leads through when seen by normal people.
sight. The effect would be a stockyard or perfume The hero has an increased risk
disastrous (imagine trying to plant, while one who tracks by of being blinded by strong UV
walk through Manhattan when the heat left from his prey's sources, like black lights and
all you're seeing are the sands footsteps must check when thr radiation (-2CS).
of Mars). individual passes through a
stream. •DT37/Weakness Detection:
•DT33/Thermal Vision: The The hero can detect flaws and
hero can see infrared light and •DT35/True Sight: The hero stress points in a target. This
heat images. This allows the can see the correct image of a doesn't guarantee he can
hero to see in the dark, target, despite any attempts at exploit this knowledge, though.
perceive temperature concealment or disguise. This The rank determines the types
differences (especially those left Power can penetrate any of weaknesses he can detect.
by a living person's contact with means of hiding something's Good or below: physical
an object), and partially see true nature, whether physical, weakness only. Excellent to
through solids. In the last case, psionic, illusion, or power- Spectacular: mental and
the hero can only see the heat based. True Sight can penetrate physical weaknesses.
patterns of objects touching the any disguise at or below its Monstrous and above: mental
other side of the barrier. With rank. A green FEAT is required physical, and Power based
practice, the hero can judge the at +1CS; a yellow FEAT at weaknesses.
temperature of a target by its +2CS; and a red FEAT at
thermal color. The hero has an

48

Energy Control Powers

•EC1/Absorption Power: The purposefully detonating nuclear force damage and may
hero can absorb a specific type bombs to get the energy he generate a force field at -1 CS
of energy and actually gain needs. (And you thought muties power rank versus physical and
Health points by converting the had a public image problem.) If energy attacks. The hero may
energy into Self- Healing. The the hero possesses an Energy attempt power feats revolving
hero gains a number of Health Emission Power, he cannot use around manipulating the energy
points equal his Power rank it directly to affect himself. of entire planets. Possible
number each time he is hit by power stunts the hero may
his specific form of absorb-able •EC2/Award Pool: In the develop with this power include
energy. This addition to Health MARVEL SUPER HEROES Teleportation, Flight, Gateway,
quickly heals any damage the game, this is called Karma Dimensional Travel and
hero had suffer, and acts as a Pooling. The player can Disintegration.
buffer to absorb consequent temporarily pool his award
damage. In the absence of life value with with that of other •EC5/Catalytic Control: The
sustaining materials, this Power player characters, then use that hero can control the speed at
can act as a substitute for air, increased reward to perform a which chemical reactions occur.
water, and food. The hero group function. The pooling He can increase or decrease
converts energy into healing lasts for 10 turns plus a number the energies emitted or drained
power for the damage he's of turns equal to the number of in such reactions by his Power
taking from suffocation, PC's participating in the pool. rank number. For example, he
dehydration, starvation, and any could increase the heat, emitted
other unpleasant results of not •EC3/Award Rearrangement: by exothermic reactions like
living careful. Unfortunately, this The player can temporarily oxidation; he could also
requires a steady supply of reassign the Karma values of increase the chilling effect of
energy to convert. Consider other player's characters by endothermic reactions. He can
Galactus. He is perpetually means of a Green FEAT roll. increase or decrease the speed
starving. He uses this Power to He can transfer a number of or rate at which reactions occur,
absorb the energy of life-forces Karma points equal to his like stopping iron from
and convert it into his own life power rank between either dissolving in acid or causing
force. Yet, draining ten billion allies or opponents. steel to rapidly transform into
life-forces only sustains him for Unscrupulous PC's can use this rust. The hero can also develop
a single year, at most. Your power to siphon Karma from a variety of Power stunts:
hero won't last anywhere near civilian NPC's ( onlookers, • Causing chemical reactions
as long. There is the danger passers-by, etc.) this is that are normally impossible,
that your hero A actively seek considered a villainous act such as anything involving inert
out energies he can absorb and since it is akin to Vampirism. gases.
heal himself with. The danger • Knocking out self-powered
occurs if the energy type is a •EC4/Bio-Spheric Energy machinery by stopping the
dangerous one that does great Manipulation**: This power will reactions that generate their
damage wherever it occurs. For allow a hero to manipulate the power. • Inducing suspended
example, consider a character Bio-Spheric energy fields of animation in a living target by
whose Absorption Power affects living plants. This power will not stopping all biochemical activity,
hard radiation. In the absence function in any environment that especially decay.
of other super beings who is incapable of supporting life. • Incapacitating living targets by
possess Radiation Powers, the When first acquired the hero inducing nausea.
character might resort to can emit -1 CS power rank Bio- •Increasing the hero's Strength
breaking into reactors or even Spheric blasts of energy or and Endurance by increasing

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