Monstrous Ward must Wards are. triggered by the at half of the possible Wards he
be separated by at least 82 close passage of a living being. can create. The Player should
feet. If the Mage attempts to Thus they are often found near return to the Power Generation
place a new ward within range doorways or in passages. Once tables on pages 14-16 and
of an existing one, the new one created, Wards last until they randomly generate all the
will not function. If the new are depleted or destroyed. Powers the Mage can
Ward's area of effect would Given the durability of modern incorporate into Wards. Wards
overlap with another Ward, the building materials, a Ward can that employ a special variation
new Ward cannot have the full last for about a century or so. on normal Power use, such as
Intensity rank. The new Ward (Quick, name five 100-year-old a Power Stunt, should be
will have a maximum rank that buildings in your area!) Wards treated as individual Wards.
will only touch the edge of the can be destroyed by Example: Consider two different
earlier Ward's range. For demolishing the surface on Wards that each employ Force
example, a Good Ward covers which they are placed or by the Field Generation. One creates a
an area of ten feet radius. If the use of Magic Control/ Negation. trap that envelops anyone
Mage tries to create a Wards can be detected by a within the target area. The other
Remarkable Ward within twenty number of ways. The simplest one creates an invisible column
feet of the Good Ward, lie is the brute force method of of force that shoves anyone
discovers he can only create a triggering them (also called the back with rank level Strength.
Good ward at best. If he backs really stupid method). The Each of these is considered a
off another twenty feet, though, presence of a Ward can be separate Ward and requires a
he can create the Intensity he revealed by either Energy, unique designation. Nemesis
desires. The triggering Magic, Power, or Psionic Powers include Energy, Magic,
mechanism can be any Detection. Shortly after the Psionic, and Power Detection
condition stated by the Mage at Mage has been created, the and Resistance to Magic.
the time of creation. Normally Player should make up a list of
Matter Control Powers
•MC1/Air Control: T he hero stunt. which may be: become animated. The hero
with this Power has the ability to • Flight: at Power rank speed. can also command the now
manipulate air, winds, and • Limited Weather Control: animated figure to do anything
(potentially) weather. The hero Tornadoes of Power rank he/she desires. The hero can
can create shields of wind up to Intensity and damage, cause the figure to grow up to a
Power rank damage that are controlled by Power rank FEAT. height equal to it's current size
effective against all physical • Limited Weather Control: plus the power rank number
missile attacks of that rank or Summon Storm. multiplied by a factor of 5 feet
lower. The hero can also use air • Limited Weather Control: and to shrink to it's normal size
as a distance weapon, inflicting Summon Fog. divided by the power rank
up to the Power rank of • Lightning of Power rank range number multiplied by a factor of
damage, but repelled by any and damage. 5 centimeters. Each figure
form of Force Field, including • Reducing existing Weather when animated develops a
shields made of air. The hero Conditions with Power rank bond with the hero. The hero
can also generate winds of ability, as for each type of and the animated figure are
Power rank Intensity. The hero weather. allowed to communicate with
with Air Control may also one another through a
develop Power stunts for this •MC2/Animation: The hero telepathic link.
Power. A character with Air can cause inanimate objects to
Control begins with one Power grow or shrink and even •MC3/Bonding: The hero has
100
the ability to join two or more Power on a number of blocks. from solid to either liquid or
targets together on a molecular When he holds two together for gaseous state will work to free
level. The effect is the same as two turns, he produces a Poor the Bonded matter without
if the targets were glued or Bonding. Holding two together physical damage, although this
welded together. In actuality, for three turns produces a is not an option for most people.
the hero has induced molecular Typical Bonding. Holding two Bonding only occurs on the
adhesion. A submicroscopic bricks for four turns produces a surface and does not penetrate
examination would fail to reveal Good Bonding; in fact, K. Z. more than 1/16th of an inch into
any foreign material (such as a could concentrate on the same any Bonded material. The effect
glue) or disturbances in the two bricks all day and not be this has on living targets is that
normal arrangement of the able to exceed that Good only the epidermis is affected.
target's structure (such as the Bonding. The duration of the As it does not affect liquids, the
distortion caused by welding). Bonding is determined by a Power automatically penetrates
The Bonding is so powerful that Power FEAT at the time the any coating that might
attempting to sever its effect Power is used. A green FEAT otherwise protect the target.
results in physical damage to creates a Bond that lasts a Optional Powers include Missile
either of the Bonded targets number of turns equal to the Creation, Spray, Webcasting,
because the only way to forcibly hero's Reason rank number and Weapons Tinkering. The
separate two Bonded objects is times 100. A yellow FEAT Nemeses are Phasing, Body
to tear the surface of one or increases the multipliers to Transformation, and Energy
both of them. This causes 10,000 turns times the Reason Body.
Typical wounds to a living target rank number. A red FEAT
The range for Bonding is limited ensures a permanent Bonding. •MC4/Collection: The hero can
to Contact only. The hero need If the Bonding is temporary, its cause any desired readily
not touch the actual area to be effects end without a trace at available material to collect in a
Bonded, although the hero the expiration of the time specific location. This material
needs to touch the two targets limit. This is a Power that must already be present and
somewhere in order to direct readily combines with many of diffused throughout the hero's
the Power's effect. Once the the other listings in this book. vicinity, whether in the air,
hero is touching both targets Combining it with Webcasting water, soil, or scattered across
and has begun to manifest his produces an equivalent to the ground. The Collection area
Power, Bonding occurs at Spider-man's web. Weapons has a radius determined by the
any point where the two targets Tinkering produces an Power rank; distances are
are in contact with each other. equivalent to the Trapster's glue shown on column C of the
The Bonding process takes any gun. Chemical Touch produces Range Table inside this book’s
number of turns, depending a natural adhesive coating on cover. For example, an
both on the hero's Power rank the hero's body. Combustion or Incredible rank can collect
and the desired material Fire Generation produces material from as far as 25 miles
strength of the Bonding. The napalm. There are more but I'll away. Collected material will
first turn produces a Bonding of leave them to the player's instantly teleport to the
Feeble material strength. Each imagination to devise. The designated Collection site. The
turn the Bonding process Power can only affect solids. site must be in line of sight of
continues raises that material Liquid, gaseous, ethereal, and the hero and within his Power's
strength +1CS, up to the limit of Phasing matter are immune to range. The hero can Collect per
the Power rank. At any point the this Power's effects. Once turn a maximum amount of
hero can cease to use his Bonded, matter cannot Phase material measured in the
Power and thus produce as a means of escaping the number of pounds equal to the
Bonding of varied strengths. adhesion; doing so causes Power rank number. This
Example: K. Z. Glew has Good Typical damage as the Bonded assumes, of course, that
Bonding and is testing his surface is left behind. Transition enough material exists within
101
the vicinity in order to be limitation to this Power, it materials can be collected in a
Collected. Any material of any cannot randomly Collect dusty pile by a Green FEAT.
nature can be Collected. There foreign materials found within Common examples include
is a partial exemption to this the bodies of anyone within the metals, dirt, and water. Formed
rule in regards to living beings. Power's range. Common or complex material requires a
The Power can only Collect foreign materials include tooth yellow FEAT to collect in
living beings whose weight is fillings, prostheses, sutures, recognizable form. Examples
within the weight limits for the and drugs. If the hero must include bricks, edibles, and
Power; if the beings weighs Collect such materials from a comic books. Biological material
more, the Power can not affect body. For example if he knows requires a red FEAT, whether
them aside from a brief tug. If arsenic has been swallowed by the hero is trying to collect bile
the Power is used to Collect the someone, the conditions or hamsters. Optional Powers
bodily products of living beings, increase in difficulty. The hero include Crystallization, Matter
player and Judges are to must be in contact with the Animation, Micro Environment,
assume that so little is drawn source of the desired material Molding, Weather, Combustion,
from each being that no harm and the hero must make a red Elemental Conversion, and
results. For example, a FEAT to withdraw the material Molecular Conversion. The
character could Collect a mass without harming the donor. Nemesis is Matter Animation.
of blood without having to worry Failure to do so means the
that he bled some stranger to material is still locked within the •MC5/Crystallization: The hero
death. The Power does not target's body. Ethereal and can transform any target
after the state of any matter Phasing matter can be material into a gem like material
either before or after Collection. Collected. They just can't be that possesses Power rank
The desired matter must be in held for any length of time material strength. Crystallization
the basic chemical formulation without consciously and occurs because the hero has
desired. Desired materials that repeatedly using the Power to the ability to shape the
are in some altered state are return such matter to the molecular bonds of normally
not affected by the Power. For Collection site. This Power is amorphous matter into a crystal
example, trying to Collect steel most commonly linked to the matrix of great strength. The
in a junkyard full of rust will lead Matter Control and Conversion Crystallization can occur at any
to naught. The exception is if Powers as a way to gather site within the hero's line of
the desired material is in either sufficient raw material to permit sight and range; distances are
a state of solution or the other Powers to function. determined by the Power rank
suspension, since neither These are listed as Optional and can be found on column C
actually affects the chemical Powers. Even if used by itself, of the Range Table on the
nature of the material. For this Power can be used inside cover. The newly formed
example, imagine your hero is effectively. Matter can be Crystal is initially stationary; it
standing at the seaside and Collected to form a protective cannot be launched like a
practicing his Power. He cannot shield or to entrap a foe in a missile (unless the hero
Collect the hydrogen bound into suddenly appearing pile of possesses Missile Creation, but
the water but he could Collect debris. Dirt or water can be I'm getting ahead of myself). It
salt, gold, or anything else Collected to smother a fire or can be formed in such a
dissolved into seawater. dampen escaping position that gravity immediately
Collecting salt is easy; a radiation. The hero is free to affects it. Crystallization
Remarkable Power can Collect develop various Power Stunts automatically affects non-living,
a man sized pile within a using suddenly materialized unprotected, stationary targets.
minute's time. Gold is harder; matter The complexity of the Moving targets require the hero
each cubic mile of seawater material to be collected to make an Agility FEAT in
contains only a few ounces of determines what Intensity FEAT order to hit the target. If
gold. Due to some unexplained is required. Raw, amorphous Crystallization is used as an
102
attack against a living target, it given Crystal is the number of Changeling. Optional Powers
can be resisted by the usual minutes equal to the Power include Weapons Creation
methods. Methods of protecting rank number. At the expiration (limited to Crystal weapons
a target from being Crystallized of this time, the Crystal only), Collection, Matter
include Force Field vs. Energy reverts back to its original Animation, Missile Creation,
Attack, Resistance to Energy material. If the Crystallization and Spray. Nemeses include
Attack, True Invulnerability, and was directed in the air the Force Field vs. Energy Attack,
various Magics and Power original material was probably Force Field vs. Physical Attack,
Controls. Crystal can be formed dust particles. As mentioned Resistance to Energy,
in any shape the hero desires. earlier, if the Crystallization was Resistance to Physical Attack,
The amount of Crystal the hero used to transform a living target and Disintegration.
can create in a single turn is the and that Crystal was
number of square feet equal to subsequently shattered, the •MC6/Density Manipulation,
the Power rank number. The transformation is made Others: The hero can alter the
material to be transformed into permanent. (This rule is density of other individuals on
Crystal is drawn from particles purposefully intended to spare touch, either increasing the
in the air or from the target the Judge and players from density (and thereby mass) or
itself. Solid targets can dealing with the hamburger that reducing the density (take less
themselves be Crystallized. If would be created if the formerly damage, etc.). The hero must
the Power is used on a living living target did revert to its touch his target, and an
target, innate safeguards original state.) For game unwilling target may make a
incorporated into the Power purposes, the category of "living Psyche or Endurance FEAT
place the target into a semi- target" can be expanded by the (target's choice) to avoid the
state of Suspended Animation; Judge to encompass any of the effects (type of FEAT roll
all life functions temporarily Physical Types for player required is determined by this
cease but the target remains characters and NPCs. The Power rank. Effects are:
aware of its condition and Power can be combined with •Density Reduction: The
surroundings. A Crystallized life other Powers listed in this book. target becomes vaguely
form must remain intact if the As mentioned before, Missiles transparent, and as such will
process is to be reversed. If the can give the Crystals become both less vulnerable to
Crystallized life form is momentum and range. attacks and less effective in
shattered, the transformation is Weapons Creation can attacking. All Physical attacks
permanent. Note: the shards-of specialize in crystalline on the individual in this state
a shattered, Crystallized life instruments of destruction. are reduced by this Power rank,
form all possess some of the Body Armor or Body Coating and similarly all physical
victim's life force; the can be a suit of flexible attacks by the affected
percentage of the victim's crystalline armor with that gives character are reduced by this
Psyche possessed by a Power rank Resistance to Power rank. The affected
particular shard is equal to the physical or energy attacks. individual may not phase, but
percentage of the original body Vision based Detection Powers may be affected by winds of
represented by the shard. Such can be achieved by the hero Good Intensity or greater. This
shards can be used to create spontaneously forming optical effect lasts for 1-10 rounds, and
powerful Magic. Such shards devices and lenses of crystal. If the affected individual will be
can also lead to later Plot the hero has an exotic Physical reinstated to his original state
Complications. ("You don't Type, perhaps he can himself after this time.
understand. The gem in the be composed of living crystal. •Density Increase: The
necklace I gave Helen was part Such categories include affected individual increases in
of Leviathan!") Normally Modified Humans, Cyborgs, density (and therefore mass)
Crystallization is only Robots, Abnormal Chemistry, without the increased strength
temporary. The duration of a Mineral, Compound, and in the limbs and other structures
103
required to move that mass. UN .01% times the Reason rank number.
Each round, make an X .001% A red FEAT makes the
Endurance FEAT (type Y .00001% diminution permanent; in such a
determined by Power rank as Z .0000001% case the only way the target
Intensity) or the character Cl1000 .0000000001% can return to its original size is
becomes unconscious. Upon Cl3000 .000000000000001% through use of Enlargement,
becoming unconscious, make a Cl5000 .00000000000000000 Magic, or Power Negation.
second Endurance FEAT or the There are three very different
affected individual begins to 000000000000001% ways to create the effect of
lose Endurance ranks at a rate Diminution. Each has its own
of one rank per round, until In practical terms, a Diminished mechanism and peculiar
another Endurance FEAT halts rank of Shift X, Y, or Z is properties as a result of that
the process. Performing any sufficient to reduce a normal- mechanism. The player can
physical action while under the sized human to the size of a either choose for himself or let a
effects of this Power requires cell. Either CL1000 or CL3000 random die roll determine which
an Endurance FEAT. The will reduce him to atomic scale. form.
effects of this manipulation last CL5000 reduces a human to Atomic Collapse: The hero
for 1-10 rounds after being such a point where he can enter decreases the distance
applied. a Micro-verse such as Jarella's between the target's atoms and
world of Kaa. subatomic particles. The target
•MC7/Diminution: The hero A note on Micro-verses: does not lose weight as it
can reduce the size of a target. These are miniature dimensions shrinks. Rather, it becomes
The target must be in line of that can be reached by a increasingly dense and could
sight and within one area of the person undergoing extreme eventually collapse into
hero. Any material can be size reduction. The act of neutronium (CL3000
Diminished by this Power With Shrinking causes the person to Diminution) or even a black
the sole exception of material breach the Dimensional hole (CL5000 Diminution).
that has already been Barriers and reach a chosen Strength is unaffected by the
Diminished by an equal or Micro-verse. The worlds within change in size but leverage
higher rank of this Power. In a Micro verse roughly becomes increasingly difficult at
such a case, the would-be correspond to but are not smaller sizes.
target is assumed to already be actually atoms or molecules. Atomic Reduction: The hero
Diminished to a further point Once within a Micro verse, the decreases the number of atoms
than the hero could reach Dimension traveler finds himself in the target's body. The lost
anyway. The level to which the in an environment that matter is either disintegrated (if
hero can Diminish a target is approximates conditions in the the Diminution is permanent) or
determined by the Power rank. larger, outer world. Micro- temporarily removed from the
Levels appropriate to this verses may themselves contain target's plane of existence and
Power are: even smaller Micro-verses. stored on another plane until it
Even our own world may in fact is needed to return the target to
Rank Resultant Size be a Micro-verse to some its original size. Mass and
FE 50% inconceivably larger Macro- strength both decrease as the
PR 25% verse. The duration of target Shrinks; the lower ranks
TY 12.5% Diminution on a target is are proportional to the target's
GD 6.25% determined by a Reason FEAT new size. The target becomes
EX 3% made at the time the Power is increasingly simple in structure
RE 1% used on the target. A green and reach a stage where the
IN .5% Reason FEAT gives a duration remaining structure is too
AM .25% of the Reason rank number simple to sustain the life-force
MN .1% times 100 turns. A yellow FEAT of a living target. This occurs at
increase this to 10,000 turns
104
Shift X rank. If the Diminution is that the Power effectively stationary, unprotected target.
temporary, the target's life-force insulates them from Moving targets require the hero
is stored on the same plane as electricity, since normal-sized to make an Agility FEAT to hit
the displaced matter that electrons cannot flow into a the target with his Power. Living
normally forms his body. At Shift Diminished conductor. Treat this targets are allowed to resist the
Z Diminution, the target as rank level Resistance to Power's effects in the same way
consists of only a single Electricity. If the field exists, they would resist any energy
molecule which immediately electrons are automatically attack Targets can be protected
vanishes when the next rank is Shrunken to permit conductivity. from Diminution by such owers
reached. It is assumed that when the as Force Field vs. Energy,
Atomic Reduction : This is the Power is used, the hero intends Resistance to Energy, True
most common form of to Diminish the entire target. If Invulnerability, certain Magics
Diminution and the only form the hero specifies, he can and Power Controls, and the
that permits the target to enter a attempt to shrink only part of a simultaneous use of an
Micro-verse. The hero can target. Since this is equivalent opposing Enlargement Power.
reduce the size of the atoms to tearing the target apart, a Atomic Dispersal opposes
and subatomic particles Power FEAT determined by the Atomic Collapse, Atomic Gain
themselves, thus reducing the Material Strength of the target is opposes Atomic Reduction, and
overall size in a proportional required to do such an act. Atomic Growth opposes Atomic
manner. Mass and physical Example: Size-Master Shrinkage. If the opponent
strength are reduced a possesses Remarkable lacks the matching form of
proportional amount. While this Diminution. Seeing an uproar at Enlargement he can still try to
Power has more advantages his local bank, he wanders in to negate the effects of Diminution
than the other forms, it has a see what's up. He discovers with whatever form he
deadly disadvantage. As the The Shocker trying desperately possesses; the results can get
target's atoms shrink, they are to free people trapped in a safe a little weird, though. The
no longer able to interact with and he decides to assist the Nemeses are those Powers
other, normal sized atoms. As a rescue. He locates a section of mentioned in the previous
result, a living target is unable the safe away from The paragraph.
to breathe the air or consume Shocker and begins to manifest
food or water. Seen in this light, his Power. The safe is made of •MC8/Disruption: The hero
this form of Diminution is the steel and reinforced concrete can destroy a target's physical
equivalent of a Fatal attack. and has a Remarkable Material structure without resorting to a
Fortunately, there is a 95% Strength. Good, Size-Master physical or overt energy attack.
chance the Power envelopes only needs to make a yellow The molecular bonds that give a
the target in an energy field that FEAT to Diminish a hatch in the target its solidity are directly
shrinks anything within one foot safe's wall. Within twelve Disrupted, with the result that
(proportional to the target's seconds he has Diminished a the target collapses into dust,
current size) of the target to the six-foot-wide area into a one sand, liquid, or even vapor. The
same size as the target. This inch wide plug, which drops out Material Strength of the target
allows the target to breathe, of the wall and rolls around on determines what Intensity FEAT
drink, and eat. The existence of the floor. Size-master is helping is required. For example,
this field is randomly the trapped people out of the asphalt has Good Material
determined at the time the safe when Shocker finally burns Strength and consequently
source of the Diminution is through the opposite wall. Later would require a Good Intensity
created. If the hero lacks such the two rivals seal the hole FEAT to destroy. The hero can
field, then any target must have Size-Master made by holding Disrupt any target within both
its own supply of proportionally- the plug in place as returned to line-of-sight and range. The
sized consumables. Even non- its original size. The Power can range is determined by the
living targets can be affected in automatically effect a non-living, Power rank; distances are
105
shown on Column A of the systems. A disruptor gun can be flesh) are beyond the scope of
Range Table on the inside designed and built by a Reason this Power. The Earth Control
cover. The amount of matter the rank and an expenditure of Power allows the hero to
hero can Disrupt in a single turn Resource points equal to the manipulate an amount of
is the number of pounds equal Power rank desired for the material up to the hero's Power
to his Power rank number. If the weapon. Stationary, non-living, rank taken as Strength in every
player chooses when creating unprotected targets are round. The material may be
the character, he can increase automatically affected by the used as a weapon (inflicting
either range or amount affected Power. Moving targets require material strength damage), or
any number of +CS by the hero to make an Agility shield (of material strength).
decreasing the other factor an FEAT in order to hit the target. The player running a hero with
equal number of -CS. Example: Living targets are allowed to this Power is able to develop a
an initial rank of Good can be resist the Power in the same number of Power stunts. The
altered by up to 3CS and manner they could resist any hero starts with no stunts other
produce results as varied as energy attack. Targets can be than the mere manipulation of
Feeble range (Contact only) protected from Disruption by the myriad materials. Power stunts
and Incredible effect (40 use of such Powers as Force that may be developed can
pounds) or Incredible range (11 Field vs Energy, Resistance to include:
areas) and Feeble effect (two Energy, True Invulnerability, a • Digging (moving earth out of
pounds). Also when creating the combination of Collection and the way).
character, the player can Molding, certain Magics, and • Earthquake-type attack (All
choose whether to make the certain Power Controls. Any of targets in a given area. damage
Disruption permanent or these can reduce the Intensity equal to hero's Power rank).
temporary. Choosing the of the Disruption by the • Create "earth beings" of stone
temporary option raises the opposing Power's rank. The or rock, with physical abilities
Power rank +1CS. The duration Judge is free to decide for whose rank number sum does
of the Disruption is determined himself the results of partial not exceed the Power rank
by a separate Reason FEAT protection from Disruption. The number, with Body Armor of
made at the time the Power is Nemeses are any of the Powers material strength rank.
used. A green FEAT gives a mentioned in the previous • Transportation (creating a
duration equal to 100 turns paragraph. wave of earth that moves,
times the Reason rank number. carrying the hero along) of
A yellow FEAT increases that to •MC9/Earth Control: The hero Power rank Speed.
10,000 turns time the Reason with this Power can manipulate • Levitation (building a pillar of
rank number. A red FEAT natural or semi-natural mineral earth beneath the hero).
makes the Disruption items. The range and ability of • Entrapment(opening the earth
permanent. At the expiration of these modifications are beneath an opponent's feet, or
the duration, the Disrupted determined by the hero's Power wrapping stone around them).
matter reforms in its original rank.. This Power is limited to
shape although not necessarily naturally occurring materials •MC10/Enlargement: The hero
in its original location. If the (dirt, rock, stone), or semi- can increase the size of any
target is living, the Power has natural materials that are of target. The target can be of any
the peculiar effect of placing the consistent nature (concrete, nature and must be within both
target in a state of semi- asphalt, and glass). Radically line-of-sight and one area of the
Suspended Animation. All life altered items such as steel hero's location. Any material
function cease for the duration alloys and artificially can be enlarged with one
but the target somehow retains constructed mechanisms exception; the Power cannot
consciousness and awareness. (including computers, guns. and affect any target that has
This Power is often vehicles), and living or once already been Enlarged by
incorporated into weapons living things (rubber, wood. or another Power of equal or
106
greater rank. In such a case, Die Roll Form Shrinking, Diminution, and
the would-be target is assumed 01-30 Atomic Dispersal Disintegration. This last idea
to already be Enlarged past any 31-60 Atomic Gain could lead to a Plot
point the hero could have 61-00 Atomic Growth Complication wherein the hero
Enlarged it to anyway. The accidentally draws something
amount the hero can Enlarge a Atomic Dispersal: The Power More than raw material from
target is determined by the causes the spaces between the that unknown dimension. I'll
Power rank. The levels to which atoms and subatomic particles leave it to you to decide which
the hero can Enlarge a target to increase, thus increasing explanation you accept as the
are shown below: overall size. Mass remains the truth. As the target expands, it
same despite any increase in gains real strength sufficient to
Rank Size Weight size, causing the target's move its new mass. Real
FE 1.5x 300 lbs density to drop. Material strength increases +1CS for
PR 2x 400 lbs Strength decreases -1CS with each +2CS of Enlargement the
TY 3x 600 lbs each doubling in size. target is exposed to. The
GD 4x 800 lbs Eventually, at Shift X target's other Primary and
EX 6x 1200 lbs Enlargement a solid target Secondary Abilities remain
RM 8x 1600 lbs reaches a stage where it is less unaffected. The disadvantages
IN 10x 2000 lbs dense than air and can drift off. of great size negate the
AM 12x 2400 lbs At Class 1000 rank and beyond, advantages. However, Health
MN 15x 3600 lbs the target becomes effectively seems to increase because
UN 20x 2.5 tons intangible to contact with physical attacks do less relative
Shift X 50x 50 tons normal matter. damage. For example, a single
Shift Y 100x 100 tons Atomic Gain: The Power bullet could kill a normal sized
Shift Z 200x 200 tons causes the target to gain person but would be little more
Cl1000 500x 500 tons additional atoms. These are than a high velocity grain of
Cl3000 1000x 1000 tons automatically incorporated into sand to a giant. The damage
Cl5000 10000x 10000tons the target to duplicate and done by Physical Attacks
augment existing molecular decreases -1CS for each +2CS
The duration of the structures. As the targets gains of Enlargement. Note: the
Enlargement is determined by a new atoms, the size and mass damage that didn't affect the
Reason FEAT made at the time of the target increase giant might be fatal when he
the Power is used. A green proportionally. Where do the reverts to normal size. Wounds
FEAT gives the Enlargement a new atoms come from? There shrink but bullets do not.
duration of 100 turns times the are three possibilities. One Atomic Growth : The target's
hero's Reason rank number. A theory holds that Molecular atoms and subatomic particles
yellow FEAT increases that to Creation creates them from the actually increase in size, thus
10,000 turns times the Reason hero's force of will. A second increasing the target's overall
number. Ar ed FEAT makes the theory suggests Molecular and size. Mass increases
Enlargement permanent. There Elemental Conversion are proportionally. The target's
are three different mechanisms responsible; the new atoms are Strength increases only enough
by which Enlargement can simply Converted air molecules. to match his greater weight;
occur. Each form has a different The third explanation is that the Lifting Strength does not
set of innate properties. When hero somehow taps into increase. There is a dangerous
creating the character, the another dimension, one that drawback to this form of
player must decide which form contains nothing but the raw Enlargement. As the target's
the hero has. The player can material for this Power and the atoms grow, they become
either select one or let the dice Matter Creation Powers and unable to interact with normal
randomly determine it for him. also provides a storage place atoms. The result is that the
for the matter displaced by target is unable to breathe,
107
drink, or eat. Fortunately there increases it. Judges should use in a explosion. These attacks
is a 95% chance that the Power this guide and their imagination inflict -2 CS power rank damage
envelops the target in an to decide the results of specific and can slam or stun targets no
energy field that enlarges any Enlargement. The Power matter their comparative
atoms within its effect to the automatically affects stationary, Strength and Endurance
same scale as the target. The nonliving, unprotected targets. abilities as long as some
existence of this field must be Moving targets require the hero damage is inflicted in the attack.
determined at the time the hero to make an Agility FEAT to hit. After a full detonation, the
is created. If the field is not Living targets are allowed to character's body temporarily
present, the target must have a Resist this Power just as they exists in a gaseous state for the
proportionally sized supply of could any Energy Attack. 2 rounds required to reform. If
consumables or this Power is Targets can be protected from any fraction of the character's
considered a Fatal attack. The Enlargement by the use of such body is separated from the rest
lack of the field has one Powers as Force Field vs. during this time he can not
advantage in that Electricity Energy, Resistance to Energy, reform.
cannot flow between normal True Invulnerability, Certain
sized and Enlarged conductors. Magics and Power Controls, •MC12/Fire Control: The hero
The Power thus provides rank and any of the Shrinking or with this Power can control
level Resistance to Electricity. It Diminution Powers used existing fire sources. He can
is always assumed that the simultaneously to the Enlarging intensify the fire up to the levels
hero intends to Enlarge the attack. The opposing forms of of his Power rank, or may
entire target's body. If the hero these are Collapse vs. reduce the Intensity of the fire
intends to Enlarge a specific Dispersal, Reduction vs. Gain, by the same amount, reducing
area of a target, he must make and Shrinkage vs. Growth. Only fire damage by the rank
a special effort to do so. Since the matching form can number. The hero with this
this has the effect of tearing the completely protect a target from Power can manipulate flame, so
target apart, the hero must unwanted Enlargement; while as to form a fiery shield that will
make a Power FEAT based on the other two will apparently inflict the Power rank number of
the Material Strength of the work, the final result can be a damage on those who cross it,
target. For example, a brick wall little weird if extreme ranks of but cannot initially use the Fire
has Good Material Strength. A Power are employed. The Control to affect targets at a
hero with Typical Enlargement Nemeses are those Powers distance. (That requires the
would need to make a Red mentioned in the previous power Distance Attacks - Fire
FEAT to enlarge a specific paragraph. Generation.) The hero with Fire
section of the wall, while a hero Control can develop Power
with an Incredible rank would •MC11/Explosive**: The hero stunts using this Power as time
only have to make a Green can transform any and all parts goes on:
FEAT. The effects on the entire of his body into a explosion of • Using existing flame as a
target if only a section of it is physical force with Power rank missile weapon.
Enlarged vary by case and by AoE range.. Any one in the area • Creating shapes from flame of
degree of Enlargement. The suffers Power Rank Force Power rank number Health and
most common result of a Damage if the hero detonates damage.
section of Enlarged matter his entire body. The explosion • Writing words with flame in the
surrounded by normal matter is decreases -2 CS in intensity for sky.
that one of the two sections each area it travels through • Creating entrapment devices
shattered, depending on which beyond the first. Once the of Power rank damage.
is the weaker section. Atomic character detonates he may • Controlling heat to a Power
Dispersal weakens Material reform his body 2 rounds later. rank degree.
Strength, Atomic Growth A character may decide to • Absorbing heat and flame
doesn't alter it, and Atomic Gain explode just his hands and feet within an area as if Fire
108
Resistance of that hero can accelerate erosion by a range of up to six miles. The
Power rank number. decreasing the Material Power can be expanded into a
Strength of exposed rock. The variety of Power Stunts, such
•MC13/Geoforce: The hero can flow of magma within the earth as induced Avalanches and
detect and control geological can be redirected to anywhere sculpting chambers in the earth.
forces. These include plate the hero wants an instant baby The latter example is also a
movement, stress, faults, and volcano to erupt. By magnifying way for the hero to make some
vulcanism. This power only existing faults and decreasing money on the side by creating
applies to natural rock and the rock's Material Strength, the "secret underground
semi-natural materials such as hero can create openings in the headquarters" on commission.
concrete, cement, and asphalt. earth. These can be instant pits, The giant caves that litter the
Radically altered material (steel, valleys, caves, or tunnels. The pages of comic books do not
plastic) is not directly affected effects of the Power are occur in real life, people. A
by the Power. This Power has permanent alterations to the curious use of the Power is to
two ranges, both based on the landscape. Baby volcanoes communicate with beings who
Power rank. The ability to don't last very long, though, if are themselves composed of
detect forces and materials the area didn't have a previous natural rock. The Power
within the earth has a range history of vulcanism. For provides the hero with a seismic
shown on Column C of the example, during her tenure with equivalent of Telepathy. Such
Range Table on the inside the New Mutants, Magma has beings include golems, Earth
cover. The ability to actually created baby volcanoes in such elementals, and planetary
control those forces is more places as Rio de Janeiro's beings such as Ego the Living
limited and is determined on harbor, the living room of Planet. Is Mother Earth alive in
Column B. For example, a hero Professor Xavier's mansion, your campaign? If she is, then
with Remarkable Geoforce can and an apartment in Manhattan. this Power will let your hero talk
detect forces 12 miles distant Such freakish volcanoes to her. The Nemeses for this
but can only control those immediately cool down once the Power include itself,
forces within one mile of her Power is no longer supporting Disintegration, and Phasing.
location. The Detection aspect their existence; heat is lost at a
of this Power enables the hero rate of -1CS per hour. For •MC14/Matter Animation**:
to sense a variety of earth- example, the volcano in the X- The hero can alter the flow of
related things. These include Mansion was cool enough to sit any raw matter, impart
ground temperature (green on by the time Professor X movement to stationary matter,
FEAT), general mineral came home a few hours later. It and shape such matter into any
composition (green), specific is assumed that the cooling desired form. The Power can
minerals (red), locate caves effect extends all the way down only affect matter that is in a
(green), locate beings moving back through the ground to relatively natural state. It cannot
within the earth (yellow), identify where the magma came from in affect mechanical objects or
fault lines and stress points the first place; otherwise all material that is now or had once
(yellow), and communicate these baby vol canoes would been alive. There are three
with beings made of rock (red). act as conduits for later, normal basic forms of this Power, each
The active aspect of this Power vulcanism. The amount of with dominion over a state of
enables the hero to accelerate, matter the Power can effect is matter. When creating the hero,
slow, or alter the direction of awesome. The Power can the player must choose one of
natural geological forces. The affect a maximum amount of these forms for the character.
hero can affect plate rock equivalent to ten tons for He can do this himself or let the
movement; this can create each point of the Power rank dice choose for him.
Power rank tremors or reduce number. For example, Magma's
the intensity of existing tremors Monstrous Geoforce can affect
by the Power rank number. The 800 tons (1.5 million pounds!) at
109
Die Roll Form level Material Strength. Liquids the equivalent of 1000 pounds
01-20 Air Animation can be used as a shield that times the Power rank number.
21-50 Liquid Animation reduces the Intensity of Energy For example, a Feeble rank can
51-100 Solid Animation Attacks by the Power rank move one ton; in liquid terms
number. It can be further refined this is the weight of a water
Air Animation: The hero can into a variety of Power Stunts, bed. Matter remains Animated
directly control the movement of such as forming propulsion as long as the hero
gases and vapors and indirectly systems or being shaped into concentrates on using this
control the movement of air bubbles with "solid" floors. Power. Judges are free to
material suspended in the air, Solid Animation:: The hero develop their own criteria to
such as smoke, dust, steam, can alter the condition of solid determine how well and how
and so on. He can create winds matter, so long as it is not long a hero can do this in a
of speeds equal to Power rank biological or mechanical in given situation. Any material
speed (see the Airspeed table nature. He can give the solid can be Animated, as long as it
on the inside cover). He can movement, reshape to any is within the restrictions on the
control the actions or air, wind, form, and even give it the chosen form of that Power. Any
clouds, and potentially even the semblance of life. Solids can reshaping done to the target is
weather. The hero can use air travel at Power rank speed (see permanent; of course, this only
either defensively or offensively the Land Travel table inside the applies to solids. The
by forming shields or gales of cover) either across the ground possibilities for both
Power rank strength. Note: Air or through the air. The hero can construction and vandalism are
attacks cannot penetrate Force Mold the solid into any single immense. At the time the hero
Fields or an aerial shield of mass. Solids retain their is created, the player has the
higher Intensity. The Power can Material Strength but can be option of raising the Power rank
be developed into Power Stunts Animated to do Power rank +1CS by further specializing the
such as Gliding, Whirlwind damage to other targets. The Power's range of effect to a
Flight, and limited Weather hero can create golems or specific compound or type of
Control. The forms of Weather simulated elementals that obey matter. Examples of
Control available to the hero all his every whim; such creations specializations include Powers
depend on stirring up the air. are only sophisticated puppets that specifically Animate steam,
These include bringing in that possess no more life than water, oil, ice, clay, and so on.
storms, fog, tornadoes, and does a marionette. (Of course, The Nemeses for this Power
suddenly bringing two air there is the example of include itself and Disintegration.
masses of differing temperature Pinocchio…) Animated solids
together to form either fog or possess a Lifting Strength equal •MC15/Machine Animation:
lightning. to the Power rank. The Power The hero can control the
Liquid Animation: The hero can be refined into a variety of movement of anything
can directly control the Power Stunts, such as turning mechanical. It is as if the hero
movement of liquids and an opponent's weapon against were a combination remote-
indirectly control material him, creating self-tying knots, control panel and power source.
suspended in liquid (mud, cake and creating flying platforms The machines can only perform
batter). He can create currents that can carry the hero across those functions for which they
and waves that can travel at the ground or through the air. were designed. While under the
Power rank speed (see the The range at which the hero influence of the Power, the
Water Travel table on the inside can Animate Matter is affected machines can function
cover) and do Power rank determined by the Power rank; even in the absence of a normal
damage to anything in their distances are shown on Column power supply, such as would be
path. Liquid can animated to B of the Range Table. The provided by an electric cord,
resist gravity and act as if it maximum amount that can be wound spring, or miniature
were temporarily a solid of rank Animated is a mass weighing nuclear generator. The only
110
new function the hero can give is required. Example: A Poor gases and liquids and reduces
a machine is limited ground rank of Machine Animation the Intensity of pressure,
movement. Affected Machines could seize control of a extreme temperature, and high
can travel at -2CS Power rank Dreadnought's Feeble Psyche gravity by the Power rank
speed by sliding or rocking with a green FEAT and Ultron- number. Lesser or equal
along the ground; see the 11's Poor Psyche with a yellow Intensities are canceled out,
Surface Movement table inside FEAT, but couldn't begin to while higher ranks only
the cover. If the machine touch Jocasta's Good Psyche. penetrate in diminished form.
already incorporates a means Attempting to wrest control of The Power automatically
of propulsion (wheels, tracks, the Iron Man armor would Collects the desired materials
table legs), it can travel at require a red FEAT if either into a sphere around the hero; if
Power rank speed; see ditto. Tony Stark or Jim Rhodes were no such materials are available,
The Power can affect any single wearing it at the time but would the Power employs an innate
machine within range of the automatically succeed if the form of Matter Creation or
Power; Column B of the Range armor were, say, hanging in a Conversion to produce those
Table gives the appropriate closet somewhere. To protect materials. The Force Field
limits. If the hero attempts to against such interference, High maintains the desired pressure,
control several machines Technology types would need to temperature, and gravity levels
simultaneously, the Range develop circuitry that would give while enclosing the desired
decreases -1CS for each the equivalent of a desired materials and shielding the hero
additional Machine the hero is Psyche rank to the machine. from the undesired ones. If the
controlling. For example, a hero Optional Powers include hero requires a surface to stand
with Good Machine Animation Communication with on but none is available, the
can control a single machine 10 Cybernetics, Communication Power provides one by
areas away, two machines 5 with Non-Living Matter (limited solidifying a section of the
areas away, three machines to machines only), and Matter Force Field. The Power is
within his area, or four Animation. primarily intended to protect the
machines if he is touching all of hero when he is in places other
them at once (an interesting •MC16/Micro-Environment: than his home environment. It
Agility FEAT, I suppose). The The hero can alter his can, be used to protect him
Power is primarily intended to immediate surroundings to from extreme variations in that
control normally non-sentient create a miniature climate home environment though,
devices, which are considered around himself. The Micro- should the hero so choose.
to have a Psyche of zero. If the Environment always contains Thus the Power can be used to
hero tries to gain control of a fresh clean air (or water or protect the hero in the middle of
Robot or the mechanical part of methane or whatever the hero a house fire, gas leak at a
a Cyborg, greater effort is breathes) at any temperature fertilizer plant, radiation spill at
needed. It becomes a contest of and pressure the hero desires. a laboratory, a thunderstorm, or
wills, as the hero's Power tries The Micro- Environment a smog alert in Los Angeles.
to overcome the target's incorporates a Force Field that The Power can be used to
Psyche. The Psyche in question protects it from any factor that Resist the effects of Air or
is either that of the Robotic might harm or even annoy the Water Animation, Weather
brain or the living mind of a hero, such as rain, poisonous Control, Heat, or Cold
Cyborg; if the Cyborg gases, extreme temperatures, Generation; the Intensity of the
incorporates both living and or the pressure that naturally attack is reduced by the Power
mechanical minds, only the results from having three miles rank number. The Micro-
Psyche of the mechanical mind of ocean over your head. In Environment has a maximum
is used to determine the such cases, the Micro- radius in-feet equal to the
difficulty of the FEAT. The latter environment automatically Power rank number. Normally it
determines what Intensity FEAT excludes potentially hazardous is a sphere centered in the hero
111
but she can shape it or direct it environment the hero desires, Strength. New shapes may alter
to another location if she so provided it is beneficial to the load-bearing capacity of the
desires. The maximum range at whatever nature of being is material. For example, a arch
which the hero can direct the inside its protection. Of course, can bear greater weight than a
Micro-environment is what is a marvelous climate for plane and a honeycomb is
determined by the Power rank; one being could be instantly about the strongest shape there
appropriate distances are fatal to another. Consider the is. Using the Power
shown on Column B on the Micro-environments created by destructively is easy; using it
Range Table. The maximum beings that thrive on super- constructively is harder and
volume of the Micro- heated steam or swim in liquid requires the player to have
environment is the equivalent of helium. Player characters are some knowledge of basic
a sphere whose radius equals limited to producing only those Engineering. The maximum
the Power rank number. Micro-environments that will range at which the hero can
Figuring out the maximum help the beings inside. Mold a target is determined by
volume of other shapes Villainous and Mind Controlled the Power rank. Appropriate
requires a doing a bit of NPC heroes are able to pervert distances are. shown on
geometry. Example: A rank of the Power and create toxic Column A of the Range Table.
Good can produce a sphere of Micro-environments. In such a The amount of material the hero
3.14(10-cubed) or 3,140 cubic case, the Power is treated as can Mold is a mass weighing
feet. This can be shaped into a an attack and the intended 100 pounds times the Power
rectangular "tunnel" 10 feet victim is urged to Resist it in rank number. When creating the
high, 10 feet wide, and 31 feet any way he can. The Nemeses hero, the player has the option
long. I suggest that anyone with are either Air or Liquid of raising either range or
this Power figure out as soon as Animation, depending on the amount affected by lowering the
possible how big a nature of the Micro- other factor an equal amount.
sphere/hemisphere/column/tun environment. For example, a Remarkable
nel/cone/etc. he can make with rank can Mold 3,000 pounds of
his Power rank. If you don't, the •MC17/Molding: The hero can material at a range of 8 areas.
Judge is liable to say that shape any solid material into Either factor can be altered by
mysterious changes in the. any desired shape. The shaped as much as +/-5CS and
environment prevent your material retains its original produce results as varied as
hero's Power from working. The chemical nature. If the target is Feeble range (contact)/Shift X
Power only protects the hero living, its internal anatomy is effect (15,000 lb.) to Shift X
from environmental effects or rearranged in such a way that range (80 areas)/Feeble effect
Powers that employ aspects of permits life to continue without (200 lb.). The player has the
the Environment. Beside the loss of Health. The new shape further option of raising the
Powers mentioned earlier, this can be of any complexity; even Power rank +1CS by
Power will also provide limited intricate machines can be specializing in Molding a
protection against Electrical created if the proper materials particular type of matter, such
Control, Electrical Generation, are available. The newly- as wood, metal, stone, and so
Coldshaping, Gravity Molded target can be Animated, on. This option is not available if
Manipulation, Hard Radiation even if the original material or the hero also possesses any of
and its Control, Thermal the current shape is normally the Elemental or Molecular
Control, Plague Carrier, incapable of movement. This Conversion or Creation Powers.
Geoforce, Spray, and movement is accomplished by The complexity of the intended
Pheromones, but only if the the simple act of continually Re- design determines what
offending Power originates Molding the target (think of it in Reason FEAT is needed.
outside the Micro-Environment. terms of stop-motion Simple, single component
As hinted at before, the Power animation). Molded targets designs require a green Reason
can be used to create any retain their basic Material FEAT. Complex or multiple-
112
component designs require a Quinjets, body armor, and Control Power was Fire
yellow FEAT. Extremely nuclear Pogo-sticks aren't Generation of Power rank
complex designs (anything from exactly off-the shelf purchases. intensity.
a clock on up) requires a red Clever use of this Power could
FEAT and probably a set of raise the hero's Resource level •MC19/Weather Control: The
blueprints. Exactly duplicating anywhere from +1CS to +4CS; hero has complete control over
an existing object also requires the Judge and player will have the weather. He can sense
a red Reason FEAT. The Power to work this out for themselves. those factors in the air that
can function for as long as the ("Okay Jeff, in yesterday's create weather and alter any
hero can concentrate. Any game you remodeled the HQ of aspect of them at his desire.
failed rolls while attempting a Dr. Octopus. Today you try to Any of these factors can
FEAT mean that while the collect what he owes you.") produce both physical and
Power has begun to Mold the Optional Powers include psychological effects on
target, there is a problem Elemental and Molecular humans. He can control
because "something doesn't Conversion, Collection, and temperature by raising or
look quite right." Molding Crystallization. Nemeses lowering the air a maximum
automatically affects any include Force Field and number of degrees equal to his
stationary, non-living, Molding. Power rank number. For
unprotected material. Moving example, an Incredible rank can
targets require the hero to make •MC18/Water Control: The change a comfortable 70
an Agility FEAT to hit. Living hero with Water Control Powers degrees into a wintry 30
targets are allowed to Resist can use available liquid water degrees or a sweltering 100
this Power in the same way for specific effects. The water degrees. He can increase or
they would try to Resist any can be used as a missile decrease wind speed by a
Energy Attack. As mentioned weapon, inflicting Power rank number of miles per hour equal
earlier, living targets can be damage at 1 area range. The to his Power rank number. For
affected but not directly slain by water can also be used as a example, an Excellent rank can
this Power. A target can be shield, having no effect on stop a 20-mph wind, slow a 50-
protected from being Molded by physical weapons, but reducing mph gale to 30mph, or turn still
the use of such Powers as energy, force, and fire attacks air into a 20-mph wind. Gale
Force Field vs. Energy, by the rank number of the winds of 40-mph or higher
Resistance to Energy, True Power. The hero with Water begin to make travel difficult.
Invulnerability, certain Magics Control may develop Power Whole gales of 55 to 72 mph
and Power Controls, temporary stunts. including: begin to do widespread
Conversion to a liquid or • Creation of watery "servants" damage. Winds above 72 mph
gaseous state, or an equal or of Power rank Health and reach hurricane strength. Above
higher rank of Molding. The Abilities. 200 mph the wind becomes a
simultaneous use of a • Using water to speed ships tornado. Wind direction can be
protective Molding Power to and water vehicles, at Power changed up to 60 degrees by a
counteract an offensive one by rank Speed. green Power FEAT, up to 120
continually re-Molding the target • Creating bubbles of air to degrees by a yellow FEAT, and
into its original shape would allow others to survive completely reversed 180
look positively psychedelic as underwater. degrees by a red FEAT. For
the target of both Molders • Limited Weather Control: example, changing a cool
continually rippled and create fog of Power rank northern wind to an east wind is
wavered). The Power can be Intensity. a change of 90 degrees, a
used quite profitably to outfit • Limited Weather Control: yellow FEAT. Humidity can be
either heroes or villains with all create storms of Power rank increased or decreased a
the arcane and exotic Intensity. maximum percentage equal to
equipment they need. After all, • Melting solid ice as if Water the Power rank number. Note:
113
the maximum humidity is 100%. miles deep, only the bottom Weather that he can control. A
Apparently humidity has some layers of the troposphere and green FEAT enables the hero to
effect on human behavior and stratosphere really affect the know the local wind's speed
health. As humidity approaches surface weather. Beyond twenty and direction, humidity,
80% or higher, people become miles in height, the Power is temperature, the chance for
more sluggish and irritable, reduced to a negligible effect. precipitation, and the next day's
especially if the air temperature The duration of the effect the weather forecast. A yellow
is also 80 degrees or higher. If Power has over the weather FEAT enables the hero to
the air has any moisture at all, varies. The hero has a limited detect these thing anywhere
the hero can Collect it into any amount of time each day she within her Power's range and
type of cloud, whether Cirrus, can actively Control the thus figure out the weather
Cumulus, Stratus, a common weather. The maximum length forecast for the next two days. A
Fog, or any other type. He can of time is the number of minutes Red FEAT enables the hero to
form nimbus stratus clouds that equal to the hero's Health. make three day weather
continually disgorge moisture in Each minute spent using this forecasts and more importantly
the form of rain, hail, sleet,-or Power temporarily costs the detect the cause and location of
snow, depending on the air hero one point. Note: this does any change in the weather,
temperature and wind direction. not decrease the hero's actual such as distant disturbances or
Rainfall per hour can reach a Health; instead it decreases a the use of this Power by others
maximum number of inches "dummy account" set up for the elsewhere. For example, with a
equal to the Power rank purposes of the player's yellow FEAT the hero senses a
number. If the precipitation falls bookkeeping. The account is mass of hot air twenty-three
as snow, the snowfall depth is replenished at the start miles away. A red FEAT enables
equal to six inches for each inch of each new day. Returning to her to detect the cause as a fire
of rainfall (since snowflakes the example of Storm, her raging in New Rochelle. A
pack less densely than rain). Amazing rank enabled her to peculiar use of the Power
The Power can form actively control the weather fifty involves gaseous beings such
Cumulonimbus clouds into minutes each day. Furthermore, as Air Elementals. The hero can
thunderheads that deliver the effect the Power has over create puppets of air whose
lightning as well as rain. The the weather does not instantly actions simulate the behavior of
hero can control the emission vanish when the hero rests. The Air Elementals. The hero can
and direction of lightning, changes the hero made directly combat real Air
producing bolts that do rank continue for a while before Elementals with the Power
damage. The area of weather things return to their original doing rank damage to the
over which the hero has control state. Lingering effects last an opponent's Health. Imagine this
is a circle (a vertical cylinder amount of time equal to the as a vaporous equivalent of a
actually) with the Weather time spent actively controlling slug fest. Finally, the Power can
Controller at the center. The the Weather. The Intensity rank serve as a means to
diameter and height of this of the lingering Weather slowly communicate with gaseous
cylinder is determined by the decreases; the average beings. In this case the Power
Power rank. Appropriate Intensity rank is half that of the acts as an equivalent to
distances are shown on Column Power rank. For example, if Telepathy. Optional Powers
C of the Range Table. For Storm spent ten minutes include Environmental
example, when she possessed operating a thunderstorm, that Awareness and either True
her full Amazing Weather storm would last an additional Flight, Whirlwind, or Gliding
Control, Storm could control the ten minutes and produce Nemeses include itself and
weather over a fifty mile wide Excellent rainfall and lightning Phasing, since Weather cannot
area. Note: While the while it slowly dissipated. As affect a phantom.
atmosphere is composed of mentioned briefly, the hero can
four layers and is a few hundred detect any aspect of the •MC20/Wind Control: The
114
Hero can manipulate the condition of a Zombie can prepare a Zombie for Animation
properties of the air molecules range from freshly deceased to in 91 turns, a Monstrous rank
around him allowing him -2CS skeletal. The latter type of can do it in 26 turns, and any
flight by propelling hard air Zombie is little more than a rank higher than Unearthly
molecules behind him. The hero walking skeleton, though being doesn't need any Preparation
may compress the air mostly bone it is cleaner than a time at all. The next step is
molecules in an area surround still fleshed Zombie. The Activation. All this requires is a
himself and then release it all at Zombie does not have to have successful red Power FEAT.
once in a Power Rank all its body parts. In fact, the Failure requires the Animator to
explosion that affects every Power can be used to Animate Prepare for another minute. It is
target in the area and detached limbs or partial possible, if however unlikely, for
decreases in intensity by -2 CS remains. These have their uses a character to have this Power
for each area it travels through too. For example, if a and never, ever be able to
after the first. The hero may character's Physical Type is successfully Animate a Zombie.
form and shape the air either Cyborg or That's one of the mysteries of
molecules in front of him to Compound/Undead and he random chance. Once he
create a power rank force field possesses this Power, perhaps creates a Zombie, the Animator
versus physical objects. He some of his body parts are retains control over it until it is
may use his power to change Animated bones grafted onto destroyed, returned to life, or
the shape of this field to a cube, his still living sections. (I told stolen away by a higher ranked
globe, triangle or whatever you this is a grotesque Undead Controller. An Animator
other shape he desires. Power…) Zombies possess can create an infinite supply of
Physical Abilities that are -3CS Zombies but can only retain
•MC21/Zombie Animation**: Power rank. Mental Abilities are direct control of a number of
This is a macabre Power that is Zero-shift. A Zombie's "Health" them equal to his Psyche rank
definitely more at home in the is the same as the Zombie number. For example, an
horror genre than in the heroic Animator's Power rank. Karma Animator with an Excellent
genre. The hero, um… well, the is non-existent and Popularity is Psyche can control up to twenty
character with this Power can as low as the scale goes. Most Zombies simultaneously. Any
Animate any previously living Zombies were originally human Zombies over that number are
body. Normally, the Power is but there is nothing to prevent in effect free agents who can
used to Animate relatively intact your Animator from creating act independently. Such free
cadavers, since these are Zombies of other species. Since Zombies never attack their
capable of a greater variety of Zombies probably can't swim or Animator though. Curiously,
actions. Part of the Power is fly worth a darn, the Animator is some Zombies retain some
used to halt the process of best choosing land-based of their Resources and
decay and to maintain the species for his experiments. Contacts. This is an extremely
structural integrity of the Possibilities include Undead rare occurrence and is only
remaining body parts. Still, wolves, tigers, elephants, and possible if the Zombie is in a
Zombies look awful, even the so on. The Zombie Animator near-perfect condition (albeit of
fresh ones. This Power is not Can create a single Zombie in a course dead) and if the late
Bio-physical Control/Revival. process whose minimum time person's death was not widely
The Zombies are not alive. gets shorter as the Power rank known. In such a case, a clever
They lack the essential life force gets higher. It comes in two Zombie Animator can make the
that is the core of each living stages, Preparation and Zombie pretend to still be
being. The Zombies are at best Activation. The required alive. For example, Nekra
mindless slaves, at worst Preparation time is the number Animated the corpse of the
grotesque marionettes who of rounds equal to 101 minus Grim Reaper so well that the
shuffle on the end of the the Power rank number. For risen Zombie actually believed
Zombie Master's strings. The example, a Good rank can he was alive. Zombies are
115
immune to attacks based on actual life, it does weld the spirit only a reflection of their
Psionic or other Mental Powers, and body together so well that Animator's personality. A
Disease, poisons, Pheromones, only the total destruction of the currently popular fantasy series
Hard Radiation, and Sonic. body will free the spirit again. features a good willed if
They cannot see Illusions. They Such a Spirited Zombie misunderstood character whose
have Power rank Resistance to possesses his original Mental sole Magical Power is Zombie
most of the Life-form Control Abilities and can work at Animation. He uses them as
Powers; the Power rank that restoring the other Abilities to servants and if necessary
created them decreases such their original levels. The effect soldiers. He even used the
Powers by that number. The of Bio-Physical Control on a Power on himself in order to
exception is Undead Control, Zombie is peculiar. Zombies wait out the centuries until his
with which a green FEAT can don't actually Heal since that is fiancee could return to life. Your
permit control of any a function of living organisms. character will have his own
independent Zombie. Some Any attempt to Heal a Zombie justifications and uses for this
aspect of the original mind actually kills it by negating the Power. The key thing, as
remains. Zombies possess Animation. Only Revival will always, to use your imagination
rudimentary memories of their truly return the Zombie to life, and not be afraid to experiment.
previous existence. A Zombies as it negates the Animation, Be afraid of your experiment's
is also linked to the Spirit that cures any damage or decay, results instead. Optional
did once dwell within it and can and draws the spirit back home. Powers include
be used as a tool to Note: if the Spirit is now Extradimensional Detection
Communicate with, Summon, Reincarnated elsewhere, this (limited to detecting spirit
and Control that Spirit. The use action creates a person with a realms), Forced Reincarnation,
of a Zombie in this way newborn's mind and spirit. Summoning (Spirits only),
increases the other Powers' Okay, so why would anyone Undead Control, and
rank +1CS. It is possible return want to Animate Zombies, Communication with
the Spirit to its now-Zombie particularly so-called heroes? Nonliving Matter. The Nemeses
body by use of the Forced The popular misconception is for this Power include Exorcism,
Reincarnation. Although this that Zombies are inherently evil. Healing, and Undead Control.
does not return the body to This is not true. Zombies are
Matter Conversion Powers
•Mco1/Coloration: The hero either of these two modes. In Shadowcasting. In game terms,
has total control over the the first mode, the hero can consider this a -2CS form of
coloration and color transmitting consciously alter the frequency both Shadowcasting and
abilities of any target and intensity of light itself. He Shadowshaping. Different
substance, whether solid. liquid, can change any frequency to frequencies of light have
or gaseous. That's all, folks. any other frequency, including different properties. By altering
Okay, this seems like the prime infrared, the visible spectrum, the frequency of light, the hero
number one Wimp Power of all and ultraviolet. Like a prism, the can alter these properties.
time. Wrong, oh ye of little faith; Power can split apart white light Infrared light causes objects to
read on and I'll tell you how into a rainbow or re-combine heat up. By converting normal
dangerous this Power can be it back into white. He can lower light to infrared, the hero can
is when possessed by a clever the intensity of light to create cause a -2CS form of Heat
hero. This Power enables the normal darkness, even in the Emission. Conversely, by
hero to alter basic physics and midst of brilliant fight, though converting Infrared light, the
the chemical properties of any these shadows lack the opacity hero can prevent radiant
target. The Power operates in of those created by heating; treat this as a 2CS
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Force Field vs. Heat. Ultraviolet mischievous use is turning specific ways; think of a
light causes changes in someone's clothing transparent. talented artist with a very small
pigmentation; effects can vary A criminal use is turning brush. When the hero is
from the tanning of normal concealing barriers transparent covering an area, he only
human skin to the rapid fading if the character is seeking affects the exposed surface of
of printed material. It is also the information behind that barrier; any targets. For example,
key to photosynthesis. If the this can be anything from Colorizing a closed book would
light is in a coherent form, like a reading the contents of an not harm the printed pages;
laser beam, the effects of color envelope or locked file cabinet Colorizing a cow purple
become more dramatic. Red to studying a lock's mechanism wouldn't change the color of a
lasers carry more heat and do while cracking the combination. steak later on. As for the
greater damage for the Color conveys information. question of affecting the eyes of
Intensity. Blue-green lasers can Change the color and you alter a living target, the Judge and
pass unhindered through water. or even destroy the message. players should assume that the
Again, change the frequency of Consider the effect changing Power only affects the layer of
light and you change its effects. color has on things as varied as tears that protect the eye. In
The second operating mode for comic books, paintings, effect, the target is momentarily
the Power is altering the photographic film, traffic lights, blinded by colored water that
physical coloration of the target feathers, furs, and human skin. quickly washes away. Eyes are
material. The color of a object Take the last one, for example. such a small target that the
can have great importance both The reason why people get so character must make a specific
to the fickle aesthetic tastes of freaked out by the Hulk is not red FEAT to do so. Note: this
humans and to the impartiality his size or berserk rampages bending of the rules does not
of Moms Nature. Coloration but that he is bright green! Give apply to the lenses of artificial
determines the type and the Hulk a normal tan and he eyes; cameras and robots are
amount of energy that is either could work in Hollywood. On a on their own. This Power does
reflected or absorbed by the more prosaic level, the ability to not actually change the physical
material in question. White and change the color of printed or nature of a target. Elemental,
silvery surfaces reflect all light. written material can be have molecular, and genetic
Dark colors and black absorb all immense consequences in an structures remain unchanged
light. There is the matter of Information Age society such as except where Light is
transparency. A perfectly clear our own. The possibilities concerned. A steel safe made
substance lets light pass include both vandalism and glass-like is still as strong as
through. Examples include air, creation. When using this ever. A pane of glass given a
glass, and the lens in a human Power, the hero must make a steel-like surface shatters just
eye. Change the degree of Reason FEAT to determine how as before. The duration of the
transparency and you stop light fine his degree of control is. A Power varies. The normal limit
from traveling though. A green FEAT permits him to is 1 -100 hours after the
character with this Power can change all of a target to a single Coloration occurs. The hero can
stop anything in its tracks if the color; think of the target getting immediately reverse any
target depends on vision to find a paint can dumped on it. A Coloration if he chooses.
its way around. Conversely, the Yellow FEAT enables him to Sometimes the hero wants an
Power can make an opaque change the target to several act of Coloration to be
target transparent. Uses for this colors. The effect is the same permanent, such as when he
vary from humane through as being caught by a bunch tries to cure an old man's
mischievous to outright criminal. of near-sighted graffiti artists, cataracts. In that case, a red
A humane use is curing those each with a different can of Power FEAT does the trick.
types of blindness that result spray paint. A Red FEAT gives Optional Powers include Light
from the loss of the eye's the hero fine control and the Control. Nemesis Powers are
natural transparency. A ability to alter tiny areas in Radar or Sonar.
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•Mco2/Combustion: The hero begin to multiply when the target is safe. Means that can
has the ability to transform any power is used against targets prevent Combustion from
target into combustible material. that are already flammable or in occurring include Elemental and
Once this Power has been the immediate vicinity of Molecular Conversion, Fire
used, spontaneous combustion flammable materials. Most of Control, Thermal Control, Cold
occurs within 1 -10 turns after. Mankind’s manufactured items Generation, Force Field vs.
Only the surface layer of matter and buildings contain some Energy, and Resistance to
is converted by this Power. As percentage of flammable Energy. Any of these Powers
such, the flames only last 10-20 material. Even materials not gives its possessor Power rank
turns since the combustible known for their combustible Resistance to Combustion's
material is quickly burned away. qualities, like plaster, will burn if effects. Example: Rusty Collins
The total amount of damage enough heat is applied. By is battling a Sentinel. He uses
done by this is equal to Power taking this into consideration, his Monstrous Power to set fire
rank Intensity. Example: Rusty the clever hero can simply use to the Sentinel's face plate. The
Collins, a student of X Factor, his Power as the spark to start Sentinel reacts by spraying
has Monstrous Combustion but an apparently normal fire. extinguishing foam on itself.
has not yet achieved full control Combustion normally occurs The foam has Unearthly fire
over it. At present, when he is only in the presence of free retardant qualities and prevents
excited, he can inflict up to oxygen. If there's no oxygen in the Combustion-affected area
Incredible Intensity damage on the air or if there is no air, from igniting. Unfortunately for
a target. When his Power first period, Combustion cannot take the Sentinel, it only lasts 25
appeared, his accidental target place. Using this Power on a turns after initial application. As
was a woman who target under such a the Sentinel grabs Rusty, his
subsequently suffered severe circumstance would have no face plate belatedly but still
burns. The range for the Power immediate effect on the target. spectacularly bursts into flame.
is determined on Column A of While the Power would still Optional Powers include Fire
the Range Table on the inside convert some of the target into, Generation and Control.
cover. The maximum amount of flammable, volatile compounds, Nemeses include Elemental
target area the hero can initially these would simply and and Molecular Conversion, Cold
affect is the number of square harmlessly evaporate; used Generation, Fire
feet equal to his Power rank under water, the Power would Control, and Thermal Control.
times ten. For example, when make bubbles suddenly appear
he is fully trained in the use of on the target. At Unearthly rank •Mco3/Corrosive Missile: The
his Power, Rusty Collins will be or higher, the hero gains the hero has some form of
able to ignite an area of 750 ability to transform some of the corrosive, acidic, or matter-
square feet at a distance of 40 target into free oxygen as well hostile attack that inflicts
areas (1 mile) away. The Power as fuel, thus permitting the damage over a long period of
only affects the surface of a Power the Power to function in time. A corrosive attack inflicts
target that is in sight of the a vacuum or hostile Power rank damage the first
hero. Using the Power against a environment. If the target is round, Power rank -2CS
gasoline tank would only burn affected by the Power but the damage the second, and Power
the outside of the tank and any flames are somehow prevented rank -4CS damage the third.
gasoline that had already from occurring, the target will Damage may be halted by
leaked through bad joints in the only remain potentially washing the exposed material
tank walls. If the damage were flammable for 21 to 30 turns or area. The character with this
sufficient to rupture the tank or after the Power has had its attack may never choose to
heat the gasoline inside to the initial effect. At any point during inflict less damage. Corrosive
combustion point, then the that time, the target can still attacks may also affect
stored liquid could join the burst into flame; materials and Body Armor.
blaze. The Power's effects after that has elapsed, the Make a FEAT roll as if the
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Power rank of the corrosive was Ken rolls 97 for his Power rank, whenever this Power is used-
a an attempt to break the an awesome Amazing rank for that's why the Power appears
material. Success indicates the both range and effect. Sue isn't as a glowing beam emitted by
attack has burned through or so lucky and rolls 77, a Good the hero-but not enough to
weakened the material such rank for her Cyborg Character. divert the Power from its
that it is no longer useful or Sue wants deadlier force and intended target. If an unseen or
provides no further protection. chooses to after her range and unanticipated barrier is present
This FEAT may be made only effect. She decreases her range between the Disintegrator and
on materials of lesser material to Feeble or Contact-only, a the target, that barrier takes the
strength than this Power rank. loss of -3CS that she can apply full brunt of the Power that turn.
Corrosive attacks must hit the to her effect. This increases Ken's hero, Starburst, sights a
target, and as such have no +3CS to an Incredible effect. Dreadnought and immediately
effect on Force Fields and the Unwilling targets of this Power tries to Disintegrate it.
like. are allowed to resist it in any Unfortunately, Starburst failed
way they can. Furthermore, the to notice the plate glass window
•Mco4/Disintegration: This is Disintegrator must make an the Dreadnought was behind.
the ever popular but never Agility FEAT to aim this Power The window vanishes in a flash
explained "Disintegration Ray." on a target. I mentioned the of pretty lights as the
The hero has the ability to maximum area the Disintegrator dreadnought ducks around the
convert any matter into pure can effect, but what of the corner. This Power is frequently
energy, usually Light although minimum area? The Power given, to weapons systems
the player can specify another comes in handy for doing all such as the ever popular
resultant energy when he first sorts of fine-detailed work like Disintegrator Pistols that fill pulp
creates the character. The sculpting, surgery, or removing Sci-Fi. In terms of normal
energy dissipates harmlessly unwanted locks. The hero can contemporary Earth technology,
and does not affect anyone in Disintegrate as small an area a Disintegrator ray gun requires
the vicinity. This Power can as he can clearly see. With Incredible Reason and Physics
affect any target within range normal, unaided vision, the Talent to design and an
and line of sight. The range is minimum limit is about 1/128th Amazing cost in Resource
determined by Power rank; of an inch. Smaller than that points to build. The Judge is
resulting distances are shown and the hero needs some kind free to decide the range and
on Column A of the Range of magnifying device or Power. effect of such a weapon.
Table. The maximum amount of Note: this limit is proportional to Nemeses for Disintegration are
matter that can be disintegrated a normally-sized human of Phasing (to protect the hero)
in a single turn is the number of about six feet in height. and Ionization (to protect
cubic feet equal to the Power Enlarged or miniaturized others) as the Power cannot
rank number. For example, a characters have a proportional affect intangible matter.
Typical Disintegration can limit. For example, a 36 foot tall
destroy six cubic feet of matter giant would have a minimum •Mco5/Elemental
at a range of two areas or 264 limit of 1/21 of an inch, while a Conversion**: The hero can
feet. When creating the one foot tall person would have convert any matter into a
character, the player can alter a minimum limit of 1/768th of an specific element. The matter to
the Power range or effect if he inch or about the size of a cell. be converted can be any one
so chooses. Either the range or As stated earlier, the target element or a combination of
the amount affected can be must be within line of sight elements. The resulting element
increased any number of since the Power affects the can be any of the hundred-odd
Column Shifts by decreasing first thing it encounters, natural, artificial, and mythical
the other factor an equal excluding air molecules. elements. Natural elements are
amount. Example: Ken and Sue Actually, some air is those numbered 1 (Hydrogen)
are both creating Disintegration. accidentally Disintegrated to 92 (Uranium) on the Periodic
119
Table; these require a green has an option of increasing his valuable elements are kept
FEAT to create. Artificial Power rank by making the strictly accounted for by a
elements are those numbering Power's effect temporary. The variety of governmental and
higher than 92 and do not hero can gain +1CS by business organizations. If your
naturally occur on Earth outside reducing the duration of his hero makes a habit of coming
of man's experiments; such transformations to the number up with large amounts of
elements include Neptunium, of turns equal to his Reason bullion, someone is going to
Plutonium, and the like. A rank number. For example, a begin to notice. That someone
yellow FEAT is required to hero with Good Reason and could be anyone from a
create these. Mythical elements Poor Elemental Conversion can relatively benign IRS agent
include Vibranium and any convert four pounds of material come to audit your hero's
other imaginary element the that reverts to its original state accounts to a sinister agent of
Judge decides to add to this in ten hours. The normal form of the Gold Cartel come to shut
category; a red FEAT is this Power is fatal if used on a down the new competitor (i.e.,
required to create these. Note: living target. Tissue transformed kill your hero). About the only
it has never been established by the Power suffers choice your hero has is selling
whether Vibranium is an instantaneous death. If the hero small amounts to local precious
element or a compound; chooses the option of metals dealers. Going this route
Judges are therefore instructed temporary effect, the Power has can raise your hero's Resource
to decide which category a different effect on living rank +3CS; any more than that
Adamantium fits into in the tissue. The affected area enters and somebody will notice and
Judge's campaign. The hero Suspended Animation until it take action. The range at which
can alter a finite amount of reverts to its original state. This the Power can operate is
matter per turn. The maximum can also be developed into a determined by the Power
amount per turn is the number variety of Power Stunts. Of rank. Distances are shown on
of pounds equal to the Power course, if only part of the living column A of the Range Table.
rank number. The amount of target is transformed, the rest of When creating the hero, the
matter weighs the same in its the body still suffers the shock player can choose the option of
original and transformed states. of having part of itself increasing either the amount
If the hero converts matter into transformed into nonliving affected or the range by
denser elements, the volume elements. The minimum decreasing the other factor an
decreases. Converting matter to amount of matter that can be equal amount. For example, a
lighter elements increases the transformed is limited only by Typical rank can convert six
volume. For example, one cubic the hero's sight. If the hero can pounds of matter at a distance
foot of lead weighs the same as see it, he can transform it. The of two areas. Either factor can
17.5 cubic feet of carbon. Just practical limit for unaided be modified a maximum of 2CS.
exploiting this little fact of life human vision is 1/128th of an One way produces a hero who
can lead the hero to develop a inch. Lest you think your hero is has Feeble effect (two pounds)
variety of Power Stunts. going to retire to Brazil and but Excellent range (6 areas).
For example, the hero might spend the rest of his days Going the opposite route
cause a sudden vacuum in a turning weeds to gold, let me produces a hero with Excellent
room by converting all air to a warn you about the drawbacks. effect (20 pounds) but Feeble
dense solid, like bismuth. Each pound of matter the hero range (contact only). Stationary,
Normally, when matter is converts temporarily costs him non-living, unprotected targets
converted by this Power, it a point of Health. This is are automatically affected.
retains its new nature automatically regained, after 24 Moving targets require an Agility
permanently or at least until a hours. On the business side, FEAT by the hero to hit the
reverse transformation is forced there is the question of selling target. Living targets are
on it at a later date. At the time the raw elements. Gold, allowed to Resist this Power
the hero is created, the player platinum, and other rare, just as they could any other
120
attack. Protections against this create warmth; this is treated as $100 bills. Outside, Shocker
Power include Force Field vs. a -2CS form of Heat. More summons his Power. The safe
Energy Attack, Resistance to interestingly, the hero can is a 15 foot cube with walls two
Energy Attack, True charge atoms in such a way feet thick. Selecting a section of
Invulnerability, various that he can make them the safe's wall with no essential
Magics,and various Power temporarily ethereal. A target mechanisms inside, he begins.
Controls. Any of these thus affected can Phase He has a Incredible rank. In the
completely protect against a through solid matter as easily first turn, static electricity
lesser ranked Elemental as someone already in crackles in the air; inside the
Conversion and have a limited possession of that Power. This safe, loose bills stand on end.
affect against equal or greater comes in handy when the hero In the second turn, electricity of
ranks. The Judge is free to is trying to protect a target from Remarkable Intensity begins to
decide the results of partial any of the Matter Conversion be generated by the affected
protection against this Power. Powers. He can use this Power area. The safe's lock shorts out
Optional Powers include Matter to Phase something threatened as the electricity flows
Animation and Molding. The by the other Power or made throughout the metal sections of
Nemeses include Force Field threatening because of it. The the safe; inside the safe the air
vs. Energy, Resistance to range at which Ionization can begins to smell of ozone. In the
Energy, and True Invulnerability. occur and its duration are third turn, Disintegration of
determined by the Power rank. Excellent Intensity begins to
•Mco6/Ionization: The hero Range is shown on Column A occur. Shocker is bathed in a
has the ability to change the on the Range Table. Duration is cloud that resembles a
state of energy in a target. This a maximum number of rounds fluorescent lamp without the
can have a variety of effects on equal to the Power rank tube. The safe walls are
the target. A target can be number. For example, a Feeble constructed of reinforced
electrified by this Power; the rank can charge a target within concrete and steel, giving it
target's atoms begin to change reach for two turns. The amount Remarkable material strength.
into electrically-charged of material affected is For Shocker to execute any
particles. The initial effect this generally limited to a man-sized meaningful Disintegration, he
has is to charge the target with continuous mass. If the target is needs to make a red FEAT
static electricity. Next the target a specific area of a much larger based on the diminished
actually emits Electricity at mass, the Ionization will directly Disintegration rank, rather than
-1CS Intensity. At this point the affect only the man sized area, his normal Ionization rank.
target will itself suffer an equal although the rest of the mass Shocker's player needs to roll a
amount of damage, provided it can experience secondary 95 or higher to burn through the
is electrically grounded in some effects based on whatever the safe. It takes him 11 turns or
way. Finally, the charged atoms hero is trying to do. For over a minute to finally
begin to fly off in an ionized example, The Shocker has to accomplish the deed. Hours
cloud. Nonliving targets can be Ionize a safe in which some later it occurred to The Shocker
destroyed in this manner as the people are trapped. He plans to that he could simply have used
molecular bonds break down. try to Disintegrate a section of his Power to make part of the
Used this way, the Power does the safe large enough to permit safe temporarily out of Phase
damage equal to 2CS fresh air to enter. There is a with the rest of the world. Had
Disintegration. Okay, what danger of he done that, those trapped
about beneficial uses for this electrocution to those trapped inside could simply have walked
Power? Well, electricity isn't the within, so Shocker tells them to through the temporarily ethereal
only energy the hero can stand on something that can wall. The Nemesis Power is
charge a target with when he insulate them from the metal Energy Sponge.
uses this Power. The hero can walls and floor. They hurriedly
excite the atoms sufficiently to cover themselves with stacks of
121
•Mco7/Molecular requires a yellow FEAT; CL3000 range (10,000 miles)
Conversion**: The hero can examples include and Feeble effect (two pounds).
transform any material into a hydrocarbons. More complex The player also has the
desired compound. This Power molecules or alloys require a option of increasing the Power
is an enhanced version of red FEAT; examples include +1CS by making its effect
Elemental Conversion. polymers, proteins, and other temporary. Normally,
Whereas that Power could only compounds essential to life. Conversions are permanent or
create a single specified Obviously, playing this Power at least remain until a reverse
element, this Power can create requires knowledge of basic Conversion occurs. If the player
a number of elements chemistry. At the least the chooses the temporary option,
simultaneously and arrange player must have a crib sheet the Conversion only lasts a
them in a desired molecular filled with various useful maximum number of turns
configuration. The matter to be compounds and their formulas. equal to the hero's Reason rank
converted can be composed of The hero can after a finite number. While permanent
any element, compound, or amount of matter each turn. Conversions may be fatal to
combination thereof. The The mass limit is the number of living targets (it depends on
elements that result can be any pounds equal to the Power rank what was Converted and what
of the hundred odd natural, number. The amount of matter the result was), the temporary
artificial, and mythical elements. converted weighs the same form has the side effect of
The compounds they form can either before or after placing the target area into a
likewise be real or mythical. An Conversion. The heavier the form of Suspended Animation
example of a fictional resulting compound, the smaller until the Conversion wears off.
compound is the alloy its volume. Conversely, the Of course, the Conversion can
Adamantium, a steel alloy lighter the compound, the more have severe, even fatal, effects
that only exists in the Marvel volume it has. This simple fact on the rest of the living target if
Universe. Mythical compounds can be exploited as a variety of the entire body is not
or compounds that incorporate Power Stunts. For example, a Converted. The target must be
a mythical element (like fist sized rock can be in line of sight of the hero for
Vibranium) require a red FEAT transformed into a roomful of the Conversion to occur. The
to create. Note: it has never the mixture of gases we Power can function even if a
been established whether humans consume as air. The normal, transparent barrier such
Vibranium is an element or a maximum range at which as glass separates the hero and
compound; while I choose to the Power can affect a target is the target. The minimum
refer to Vibranium as an determined by the Power rank; amount of material that can be
element, Judges are free to distances are shown on column affected by the Power is limited
decide for themselves whether A of the Range Table. At the only by the hero's eyesight. In
it is an element or a compound time the hero is created, the practical terms, the smallest
in their campaign. Most other player has the option of size a Normal Human can see
compounds require either a increasing either the Power's is 1/128th of an inch. Below that
green or yellow FEAT to create. range or amount affected by requires the use of something
The more complex a decreasing the remaining factor to enhance the hero's vision.
compound's formula is, the an equal amount. For example, Stationary, non-living,
harder it is to create. As a rule an Amazing rank can Convert unprotected targets are
of thumb, a compound whose 50 pounds at a range of 20 automatically affected by this
molecules incorporate from two areas. Either factor can be Power. Moving targets
to twenty atoms can be created modified by up to 7CS. This can require an Agility FEAT in order
by a green FEAT. A compound produce such extreme for the hero to hit the target.
with molecules of from twenty- combinations as Feeble range Living targets are allowed to
one to one hundred atoms, or (Contact only) and CL3000 resist Molecular Conversion just
alloys of various compounds, effect (3000 pounds per turn) or as they would any Energy
122
Attack. Targets can be Nemeses include Force Field body out in a multi-directional
protected from being effected vs. Energy, Resistance to attack the hero may make an
by this Power through the use Energy, and True Invulnerability. attack on up to 4 opponents at
of other Powers including Force one time who are not standing
Field vs. Energy, Resistance to •Mco8/Molecular Instability**: adjacent but are within his
Energy, True Invulnerability, The hero has control over every range. The hero is protected
various Magics, and various molecule in his body. He can from physical harm possessing
Power Controls. Such Powers rearrange and restructure it up to Power Rank resistance
will completely protect against a ever how he desires. This versus fire, heat, cold,
lesser or equal rank Molecular allows him to appear like any electricity, radiation, corrosives,
Conversion and offer partial person he desires even to the disease, poison, brute force,
protection against higher ranks. point that the hero may alter his sonic and kinetic bolts. Optional
The Judge is free to decide the height and weight. The hero Powers include Shape
results of partial protection. may stretch his body as if he Changing and the Bouncing
Optional Powers include Matter had the Elongation power at -2 Ball power.
Animation and Molding. CS power rank. By flailing his
Matter Creation Powers
•Mcr1/Artifact Creation**: The regain all his lost Health points these specific Matter Creation
hero can create a desired after 24 hours. Thus, the hero Powers, he would then have
object from virtually nothing. can only create a number of twice the number of memory
The artifact can be of any ounces in a single day equal to slots (equal to his Reason rank
substance, and is limited to his Health point total. The hero number times two once for each
being composed of a single must have detailed knowledge Power). Normally the Power is
piece. Although the Power can of the design of whatever he used to create facsimiles of
create facsimiles of more wants to create. He can only objects that already exist.
complex construction, close store a finite number of designs These can be directly studied
examination reveals that all the in his mind at any one time. The by the hero as he memorizes
smaller pieces are fused limit for this Power is equal to their designs. This takes at
together. However, the hero can his Reason rank number. The least ten minutes before
create complex items by player must keep a record of attempting the FEAT. Failure
forming them one piece at a which items the hero knows requires another ten minutes
time. The hero can create in how to create. The list can be of study, and another attempt.
one turn a number of ounces changed at any time. A green As you can guess, their hero
equal to his Power Rank Reason FEAT gains the hero a might never be able to master
number. The durability of the new design. If no memory slots certain designs. The hero can
artifact is determined at the time are available, the new design also create new designs based
of creation. A green FEAT gives replaces an old one. ("That's solely on his own imagination.
the artifact a lifespan of the okay; how many more Dr. Since this requires really
number of turns equal to the Doom masks was I going to intense concentration, a red
hero's Reason rank number need, anyway?") Editor's Note: Reason FEAT is needed to
times 100. A yellow FEAT raises Matter Creation Powers that store this design. The artifact
it to 10,000 times the Reason create specific items (as has the same properties as a
rank number. A red FEAT opposed to raw matter) bring normally manufactured item of
makes the artifact permanent. with them a specified number of its type. In the case of altered or
Each ounce of created matter memory slots, usually equal to imaginary designs, the player
temporarily costs the hero one the hero's Reason rank number. and the Judge should agree on
Health point. The hero can If a hero should have two of reasonable statistics for the
123
item in question. The hero can to confound the law. Optional The hero can create pure
materialize the artifact at any Powers include a form of Matter elements from virtually nothing.
site within one area. The artifact Animation that is limited to The hero can create any
is initially stationary; you can't matter created by the hero, and desired element in any shape or
launch an artifact as you can a Hyper Intelligence. The at any location within one area.
missile or a spray. The hero can Nemesis Powers are The hero can create in a single
take advantage of gravity, Disintegration and Mental turn a number of ounces equal
though, by materializing the Domination, especially induced to his Power rank number. For
artifact uphill or over a target. Amnesia. example, a hero possessing
Now that you've read all the this Power at Amazing rank
rules so far, I'll give you the one •Mcr2/Continuum Split**: This could create 50 ounces per
exception to the weight limit. power allows the hero to alter turn. The durability of the newly
When creating the character, the outcome of any single event created matter is determined at
the player can choose to creating two alternate realities the time of creation. A green
specialize in creating a single in the process. The first reality FEAT gives the element a
copy of one specific item, like a continues on its normal lifespan of 100 turns times the
suit of armor or a costume. In timeline, but the second reality hero's Reason rank number. A
this case, the weight limit is which the hero altered by yellow FEAT increases that to
raised from one ounce per changing the outcome of a 10,000 turns times the Reason
Health point to one pound per specific event becomes the new rank number. A Red FEAT
Health point. Red FEATs are alternate reality of what should means it is permanent.
treated as yellow FEATs. This have been. Within alternate Example: Synthos needs some
Power includes versions of realities even very small quick cash and tries to create
Elemental and Molecular changes can lead to drastic gold he can sell. His Power is
Creation. Each -element and differences between them. For Excellent (20) but his Reason is
compound takes up a memory example, imagine a Marvel only Typical (6). He rolls a 73 (a
slot, just like the daggers and Earth where this power was yellow FEAT) and manages to
shields that are already used and Captain America create 20 ounces of 24K gold
cluttering the hero's mind. Such didn't wake from his icy that will disintegrate in 60,000
raw matter can be formed in hibernation until after the year turns (about 4 days). He hurries
any shape, though. This permits 2000. One of the largest to the local gold bullion dealer.
the hero to change the implications this power offers to Unfortunately, the dealer was
composition of any of his the hero is the ability to create warned about Synthos. He will
already memorized designs. new realities based around his accept the gold on the condition
For example, if he already has actions of saving others from that he can wait one week
memorized a knife design and their certain doom. There would before turning over payment.
the nature of silver, he can be a reality with that person and Each ounce the hero creates
make either a steel knife (like a reality without that specific temporarily robs him of one
the one he memorized) or one version. Unfortunately for the Health point. The hero can
made of silver. The hero can hero he does not get to chose recover any Health lost in this
create facsimiles of living which reality to inhabit without way after a 24-hour period,
matter, but such facsimiles are other powers to assist him. The including eight hours of sleep.
not themselves capable of newly created reality always He must get his full rest to
living. He can make a dead becomes the default universe recover his Power; this saves
chicken, but not a live one; for the player character. Bonus the Judge and player from
however, the one he makes will Powers include Dimensional quibbling over fractions
taste just as good. Being able to Travel. The Nemesis is Reality regained by naps and so on. (if
create corpse versions of Manipulation. you like to quibble, though, then
yourself could be extremely go ahead and use partial
handy, especially for villains out •Mcr3/Elemental Creation: recovery.) Thus the hero can
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only create a number of ounces • Resisting gaseous attacks or all at once, this limits how large
equal to his Health. Example: preventing suffocation by the creation is. It can grow,
Synthos needs that money now! surrounding himself in oxygen. though, if it has the time. The
He slinks into an alley and tries Optional Powers include Matter lifespan of this new creation is
it again. A yellow FEAT results Animation (any single form) and determined at its genesis. A
in 20 more ounces of unstable- Mechanical Animation. Nemesis Green FEAT gives it a lifespan
gold. Realizing he's near his include Disintegration and of 100 turns times the hero's
limit, he makes a final try to Matter Animation (all forms). Reason rank number. A Yellow
create nine more ounces. He FEAT increases that to 10,000
succeeds with a red FEAT. A •Mcr/4Ensnaring Missile: An times the number. On a Red
very pale Synthos trudges off to ensnaring missile is a device FEAT, the life-form is
find a pawnshop. The hero can that makes a form of grappling permanent. Each ounce of
use this Power as an attack by attack. The hero making the created life costs the hero one
trying to materialize new attack rolls an Agility FEAT to Health point. All points lost in
elements on a chosen target. hit, and any hit is considered to this way are automatically
The target can dodge the have entangled the opponent. regained after 24 hours. In a
attack; if successful, the This entangling is the single day, the hero can only
materialization occurs in the equivalent of a grappling attack create lifeforms whose total
target's former location. The of Power rank Strength, and the weight does not exceed his
target must be in line of sight ensnarement is considered to Health. The hero must have
and not protected by any have Power rank material detailed knowledge of any
barriers. For example, Synthos strength. This Power may be organism he wants to create.
sees an old foe and tries to give increased in Power rank by He can only store a limited
him a face full of coal dust. He accepting any one of a number number of organic designs
didn't notice that his foe was of limitations: within his memory. The total
behind an extremely clear pane • Ensnarement only affects one number of memory slots
of glass. Synthos splatters coal target available for this Power is equal
dust all over his side of the • Ensnarement wears off after to his Reason rank number. The
window. Various Power stunts 1-10 rounds player must keep a record of
include: • Ensnarement weakens by one the organisms he can create.
• Dropping freshly-made material strength rank each turn The list can be changes at any
weights on a target. Setting • Ensnarement has a limited time. A green Reason FEAT
targets on fire by materializing number of charges gains the hero a new design. If
self-igniting elements like there are no available memory
sodium and phosphorus. •Mcr5/Life-form Creation**: slots, an old design is discarded
Rendering a target unconscious The hero can create living to make room for the new one.
by flooding the area with matter and even complete bio- Normally the Power is used to
nitrogen that displaces oxygen. organisms from virtually create facsimiles of existing
• Short-circuiting electrical nothing. The new life can be of organisms. The hero must
devices by forming copper in any nature, although it can only make a detailed study of the
their interiors. possess Powers that are original for at least one hour
• Knocking targets off their feet intrinsic to its physical structure. before attempting a FEAT to
by covering the ground with The size of the new life-form is memorize it. A failure means the
silicon. limited by its weight. The hero hero must study the organism
• Breaking open a lock by can create in a single turn a for another hour before
forming iron inside it (assuming maximum number of ounces attempting another FEAT. With
there is a way into the lock). equal to his Power rank sufficiently bad luck, the hero
• Increasing a fire's Intensity by number. Since the life-form may never be able to memorize
creating fresh oxygen for it to cannot be assembled in several certain lifeforms One note: This
consume. pieces, but rather must be done Power includes a mixture of
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Detection Powers that permit following statistics: original levels. The hero should
the hero to study a life-form Fighting -1CS also incur a hefty Karma loss if
down to its atomic level without Agility -1CS he was directly responsible for
having to do anything harmful to Strength no shift his companion's death. If the
that life-form (like dissect it). Endurance no shift hero possesses other Powers,
The hero can create new Reason Poor the player can assign them to
lifeforms based solely on his Intuition Poor whatever lifeforms the hero can
imagination and basic Psyche no shift summon. This is an interesting
knowledge of anatomy and Health no shift possibility for creating unique
physiology. This requires an Karma zero characters, especially if
active imagination, intense Resources zero Specialization is chosen.
concentration, and a red FEAT Popularity no shift Optional
to memorize a viable design. Only physical Powers are Powers include forms of
The newly born life-form has duplicated. Talents' are lost as Telepathy,
the same characteristics as a are Contacts, unless the Mental Domination, Animal
normally born life-form of its Contact seeks out the duplicate. Control, and Plant Control, all
type. In the case of altered or New life can learn, if it lives long limited to life-forms created by
imaginary creations, the player enough. It can even raise its the hero. These same Powers
and Judge should agree on a abilities and gain simulations of are also the Nemeses.
reasonable set of statistics for other Powers the original
the being in question. This possesses. The Judge should •Mcr6/Mechanical Creation**:
Power also includes versions of set his own standards, The hero can create complex
Elemental and Molecular based on what type of beast the mechanical devices from
Creation. This can be used to hero has come up with. Here virtually nothing. The newly
create raw biological materials comes the exception to all that's created machine originally
or foodstuffs; examples include been written here so far. When forms in one mass, then
sugar, blood, protoplasm, and creating the hero, the player separates into its components.
so on. Each material takes up a can opt to specialize in creating The size of the machine is
memory slot. The hero can one unique being, like a limited to its weight. The hero
materialize his creation at any Pegasus or a She-Hulk of the can only create in one turn a
site within one area. The new hero's very own. (No more maximum number of ounces
life is initially stationary but can trouble getting dates for this equal to his Power rank
immediately begin to move guy…) In that case, the weight number. Heavier machines
under its own power. Like the limit is raised from one ounce have to be assembled in
rest of the Matter Creation per Health point to one pound several turns. The durability of
Powers, this Power is stopped per Health point. Red FEATs the machine is determined at
by the first barrier between the are treated as yellow FEATs, the time of its creation. A green
hero and the site of his intended thus the hero is required to FEAT gives the machine a
target. So, no, people-you can't periodically recreate his chosen lifespan of 100 turns times the
have your hero inject nasty companion. Such a continually hero's Reason rank number. A
germs directly into his created being retains its yellow FEAT increases that to
opponent. As stated before, this memory from creation to 10,000 times the rank number.
Power can create living replicas creation and can learn and A red FEAT means the machine
of actual beings. The minds of develop just like any normal life- is permanent. Each ounce of
such beings are not as complex form. Any damage suffered by created matter temporarily
as the original, and lack most of this being disappears when it is costs the hero one point of
the original's memories and all summoned anew. If slain, the Health. All points lost in this way
Powers that are not strictly being immediately disintegrates are regained after 24 hours.
Physical in nature. For game and its statistics (when it is Thus the hero can only create
purposes, new life has the summoned again) drop to their in a single day a number of
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ounces equal to his Health. The into any shape, though. This Optional Powers include a form
hero must have detailed permits the hero to change the of Mechanical Animation limited
knowledge of anything he wants composition of his already- to those machines created by
to create. He can only store a memorized designs. For the hero, Hyper Intelligence,
limited number of de-' signs in example, if he has already and Hyper- Invention. Nemesis
his memory. The total number memorized a cassette player's Powers include Mechanical
of memory slots available for design and the nature of Animation, and Mental
this Power is equal to his platinum, he can create Domination (especially induced
Reason rank number. The either a normal plastic-cased Amnesia).
player must keep a record of player or a platinum coated
the designs the hero can reate. one. The hero can materialize •Mcr7/Missile Creation: The
The list can be changed at any the machine at any site within hero can spontaneously create
time. A green Reason FEAT one area. The machine is and launch projectiles. These
gains the hero a new design; if initially stationary but if it is self- are propelled to Power rank
no memory slots are available, powered, it can immediately range. Missiles that simply slam
an old design is tossed away to begin to move on its own. The into a target act as Stunning
make room for the new one. hero can also drop the machine Missiles and inflict Stunning
Normally the Power is used to on a target, but that is a real attacks of Power rank Intensity.
create facsimiles of existing waste of material, people. The If the hero has other Powers,
machines. The hero must make Power cannot create actual these are combined with this
a detailed study of the machine living beings. If the hero is Power to produce missiles with
for at least 10 minutes for each trying to create a facsimile of a specific effects.
attempted FEAT. Failure to living being, the best he can do • Nullifier: The Missile Power is
make a FEAT means another is a robotic replica, complete combined with Power
10 minutes of study is required. with simulated flesh. Internal Control/Negation to produce
Some items may be beyond the examination immediately missiles that inflict no direct
hero's comprehension. if the reveals gears and pulleys. The damage but may nullify inborn
player is really bad at rolling the Power can create potentially or technological Powers with
dice. The hero can also create sentient machines, such as a Power rank Intensity. Sleep
new designs based solely on miniature copy of a Sentinel. Darts-the Power is combined
his imagination and knowledge Such a facsimile lacks the with Induced Sleep to create
of mechanical engineering. As detailed programming of the anesthetic darts.
this requires really intense original and must be • Magnetic: The Power
concentration, a red FEAT is programmed before it can combines with Magnetism to
required to store such designs. function. This also applies to produce missiles with Power
The newly-created machine has any microchip dependent rank Intensity Magnetism.
the same properties as a device, such as a computer. These can do Power rank
normally manufactured machine Just like Matter Creation, there damage to magnetic recordings
of its type. In the case of altered is an exception to the rules or delicate electronics, and can
or imaginary designs, the player stated thus far. When creating attract any iron in the target site
and Judge should agree on the character, the player can (guns, for example).
reasonable statistics for the choose to specialize in creating • Ghost-casters: The Power is
item in question. This Power a single copy of a specific combined with Illusion-casting
includes versions of Elemental design' like a homemade Iron to create missiles that emit a
and Molecular Creation. Each Man suit or a mini jet. In this static hologram upon hitting the
element or compound takes up case, the weight limit is raised target site.
its own memory slot, just like from one ounce per Health • Vanishers: The Power is
the padlocks and pistols that point to one pound per Health combined with Induced
already clutter the hero's mind. point. Red FEATs are treated Teleportation to create missiles
Such raw matter can be formed the same as Yellow FEATs. that teleport the target to a
127
predetermined destination. works by removing the weapon disintegrates in four days. His
• Energizer: Missiles are from the hero's possession and honor on the line, Synthos tries
combined with Power giving it to the again. He succeeds with a red
Transference to give the target opponent. FEAT. However, his depleted
part of the hero's other Powers. Health only permitted him to
Any Power in this book can be •Mcr8/Molecular Creation: create 10 ounces of bronze.
combined with this Power to This is a more powerful form of Synthos is unaware of this,
create unique missiles for your Elemental Creation. The hero having passed out from the
character. When creating the can form several elements strain. The hero can use this
character, the player should simultaneously and form them Power as an attack by trying to
follow this guideline: If there is a into any desired compound. form the new material on a
way to combine external The hero can form this on any chosen target. Such targets can
Powers with this Power, do it. target within one area. He can try to dodge. If they succeed,
Powers that are completely create in one turn a number of the material forms in their
internal in their effects are ounces equal to his Power rank previous position. The hero
exempted from this. This number. For example, at Poor must be in line of sight of the
includes most of the Mental and rank he could form only four target. He cannot form material
Physical Enhancements and all ounces in one turn. The within a target's interior or
of the Self Alterations and durability of the newly created through any barrier between
Detection Powers. If the compound is determined by a himself and the target. Synthos,
character is High Tech, has FEAT at the time of creation. A for example, could not form
rolled such Powers as Hyper- green FEAT gives the material plastic explosive within a
Invention or Weapons a span of a number of turns Sentinel, unless someone left
Tinkering, or possesses a equal to 100 times the hero's an inspection hatch open where
magical device, then the Missile Reason rank number. A yellow Synthos could see it. In order to
Powers should be combined FEAT raises the multiplier to fully play this Power, the player
into a device possessed by the 10,000, and on a red FEAT the needs to know some basic
hero. This may be an exotic material is permanent. Each chemistry, especially the
gun, a wand, or any other bit of ounce the hero creates physical properties of various
super heroic paraphernalia the temporarily costs him one point compounds. The hero can
player can imagine. The hero of Health. The hero can regain develop Power stunts such as:
has a finite ammo supply, even Health points lost in this way •Negating a foe's Energy
if he creates the missiles as he after a 24-hour period Emission Power by forming a
goes. The maximum number of including eight hours of sleep. barrier of insulating material
Missiles the hero can create per Thus, the hero can create only around the target's Emission
hour is equal to the Power rank a number of ounces per day point.
number. This prevents the equal to his total Health points. •Breaking open a door by
cliche found in bad Westerns, Example: Synthos is visiting a materializing strong compounds
whereby a lone cowboy holds primitive culture and decides to within the crack between the
off the entire Apache nation with give them a gift of useful door and the frame.
a single sixshooter. This limit bronze. His Power is Excellent •Forming weights in the air
also applies to Technological (20) and his Reason is Typical above a target's head.
versions of this Power, in that (6), but his Health is only 50. •Healing others by creating
the gun/wand/whatever simply On his first try, he makes only a medicines; their effects last
overheats from repeated use. green FEAT. That batch of 20 even after the compounds
There are two Nemesis for this ounces disintegrates in 600 disintegrate.
Power. If the Power is innate to turns (1 hour). He tries again, •Creating electricity by forming
the hero, Reflection stops it. If making a yellow FEAT this time. the compounds found in
the Power is externalized in a That's not much better; the batteries.
weapon, Induced Teleportation batch of 20 ounces •Creating nonliving simulations
128
of living beings. These have no Spray has a range of up to one do Power rank damage.
cell structure, however, and are area. It has the basic properties •Shrink Dust: The Spray
only incredibly realistic wax of doing Feeble damage by combines with Diminution to
dummies. choking off the target's fresh air reduce the size of anything in
•Performing temporary repairs and reducing visibility by -2CS the target area.
on equipment. This Power for anyone within the cloud. The •Booster Dust: The Spray
includes the ability to form main purpose of Spray is combines with Power
single elements as in Elemental combining it with other Powers, Control/Magnification to raise
Creation. This is an innate (not thereby producing unique Spray the Power ranks of everyone in
a Bonus) Power. Optional Powers for the hero. In all these the target area +1CS.
Powers include Matter cases, the range remains the Any Power in the Character
Animation in any single form same. Other factors, such as Creation Compendium can be
and Mechanical Animation. The the nature and Intensity of combined with this Power to
Nemesis Powers are effects, are determined by the create unique Sprays for each
Disintegration and Matter Power that has been combined character. When creating such
Animation (all forms, with Spray. Some possibilities characters, the player should
simultaneously). include: follow this simple guideline: If
•Hallucinogenic: The Spray is you can figure out a way to
•Mcr9/Projectile Missile: A combined with Image combine externalized Powers
projectile missile represents a Generation to produce vivid with this one, do it. Powers that
specially designed weapon that visual images in the target's are completely internalized are
inflicts damage according mind; these, of course, have exempt from this rule. This
to the Shooting column. This is nothing to do with reality. The includes most of the Mental and
usually some form of target's Fighting and Intuition Physical Enhancements and all
technological device, but not drop -3CS. of the Self Alterations and
always. This weapon is •Corrosion-proofing: The Detection. If a character. is High
specialty designed for the Spray combines with Catalytic Tech, has rolled such Powers
character, and the hero suffers Control to lessen corrosive as Hyper-Invention or Weapons
no penalty for range when firing attacks' Intensity by this Power Tinkering, or possesses a
it (other individuals that may get rank number. magical device, then the Spray
their hands on it would suffer •Insulation: The Spray Power should be incorporated
such a penalty). The hero uses combines with any Energy into a device. This may be a
his Agility to determine if the Control to produce a coating gas gun, ring, horn, or any other
attack hits. The weapon or that protects any target from piece of super heroic
device has Power rank range that form of Energy Emission. paraphernalia the player can
and damage, and any increase The insulation reduces the imagine. Example: The player
in its abilities through energy attack's Intensity rank rolls up the following Fire
advancement is considered to by the Energy Control's rank Generation, Elemental
be from tinkering and number. Conversion, Spontaneous
improvement (the device is not •Healing Spray: This uses any Combustion, Spray, and
affected by the rules for building of the more pleasant forms of Enchantment. She is a
and inventing items). Examples Bio-Physical Control to produce Humanoid, an Elf to be precise.
of this type of weapon are a cloud that heals anyone in the She determines she is a
specialized handguns, needle target area who has taken magical character. The first
guns, wrist-rockets, and damage up to -1CS. three Powers readily combine
portable artillery. •Napalm: The Spray is with Spray. The player decides
combined with Fire Generation that the heroine possesses a
•Mcr10/Spray: The hero can and does Power rank damage. magical flute which she built
spontaneously create a directed •Freeze Cloud: The Spray herself. Besides playing normal
cloud of gas, mist, or dust. The combines with Cold Emission to tunes, she knows three special
129
melodies that create clouds that enable the hero to travel 3 •Glide Net: The hero can travel
which possess each of the first areas per turn, and it makes on the winds by combining his
three Powers. The hero has a shields of Monstrous material Web and Gliding Power.
finite amount of Spray. The strength. Webcasting can be •Network: The hero uses
maximum number of Sprays the combined with other Powers to Sensory Link to perceive the
hero can create in a 24-hour create unique Webs for other surroundings of any web he
period is equal to his Power characters. In all these cases, knows the location of. In effect,
rank number. This limit also the range remains the same. he turns any web into a two way
applies to Technological or Other characteristics, such as picture phone. Any Power in the
Magical versions of this Power; the nature and Intensity of the Character Creation
the gas gun/flute/whatever effects, are determined by the Compendium can be combined
simply clogs up from repeated Power that has been combined with Webcasting to produce
use. There are two Nemeses with Webcasting. Some unique. Web Powers for each
for this Power. If the Power is possibilities include: character. When creating
innate to the hero, then •Mind net: Telepathy combines characters, the player should
Reflection stops it. If the Power with the Web to form a follow this simple guideline: If
is externalized in a device, telepathic link between the hero you can figure out a way to
Induced Teleportation works be and anyone within his Web. combine externalized Powers
removing the device from the •Dream net: Dream travel with this one, do it. Powers that
hero's possession and turning it combines with the Web to are completely internalized are
over to the Nemesis. permit everyone within to share exempt from this rule. This
a common dreamworld. includes most of the Mental and
•Mcr11/Stunning Missile: The •Preserver: The Web places Physical Enhancement Powers
hero possesses a weapon, anyone wrapped within in and all of the Self-Alterations
energy bolt, or Power that either Suspended Animation. and Detection. If a character is
inflicts damage on the Force •Spirit Net: The Web is Hi-Tech, has rolled such
column, or inflicts a Stunning combined with Spirit Storage to Powers as Hyper Invention or
attack of Power rank Intensity. trap any disembodied spirits Weapons Tinkering, or
One of the two types must be within. possesses a magical device,
chosen at start, though the •Protector: The Web combines then the Web Powers should be
other may be developed as a with any Defensive Field to incorporated into a device. This
Power Stunt. Range and protect any thing within the Web can be a web shooter, reel, or
damage are determined by the from a specific form of attack. any super heroic doohickey the
Power rank, though damage •Metamorphic: The Web player can invent. The hero has
and effects may be voluntarily combines with Induced Shape- a finite amount of Webbing he
reduced. change to transform anyone can produce. The maximum
within the Web into any shape number of times the hero can
•Mcr12/Webcasting: The hero the hero desires. use Webcasting in a 24-hour
can generate and shot out a •Cocoon: The Web possesses period is equal to his Power
solid web. The web can hit any Micro-environment and rank number. This also applies
target within 100 feet and provides a safe habitat for to Technological or magical
instantly adhere to it. The Web anyone within, despite external versions of this Power; the
has some basic properties. It conditions. devices clog up from overuse.
can ensnare anyone within the •Mummy Shroud: The Web Webs created by this Power
target site. It possesses Power combines with Zombie evaporate one hour after being
rank Strength upon hardening Animation to make any corpse cast. The Nemesis for this
one round after being fired. It wrapped up in it an Undead Power is Phasing.
can be used to form swing-lines (great party gag, folks!).
130
Mental Enhancement Powers
•M1/Animal Communication Amazing(50) ability the result is Hellions, who draws her
and Control: A hero with this rolled on the Amazing column. animated figures from a Tarot
Power can talk to animals and Failure indicates the animal deck). The animated drawings
influence their actions. The hero may turn on the controller. will have abilities and Powers
gains a + 1CS if she chooses to Animals which are Contacts according to their nature,
influence only a particular type (always friendly) never turn on but no Power or ability can
(or class), such as sea life or the controller. Note on exceed the Power rank number
birds. This is increased to +2CS communications: Animals of the hero. No additional
if she narrows it further. to a have no language, per se, but Powers can be given to the
particular class or family such do communicate by a number animation, unless the card
as bony-skeleton fishes or of verbal and non-verbal shows those Powers in
falcons. Choosing to influence a signals. Communication is operation. In other words.
specific animal (Chucky the considered to be a super- animating a picture of the
Falcon, or Leo the Lion-fish) human ability to recognize Invisible Woman would not give
gives the hero a +3CS. in the those signals and make one's the animation force fields or
latter case. the animal is a own desires and wishes clear, invisibility Powers, unless those
companion of the hero at the as limited by the animals Powers were shown in the
start of the campaign. A intelligence level. picture. (And how can you show
character who selects one of invisibility in a picture?)
these limitations may also •M2/Animal Empathy: This Animated figures last for 1-10
converse with animals that are specialized form of Empathy rounds, the actual amount of
one step more general, but no extends to all animals in a time determined secretly by the
further, with a loss of - 1CS. primitive form of Animal Judge. They dissipate at that
The character with Chucky the Communication. The hero with time, return to their original
Falcon can also converse this Power may detect and location, and may not be
with falcons in general, at +2CS influence the surf ace emotions animated again for 24 hours.
(the Power rank raised to +3CS of the animal involved, and The figures also dissipate if
minus one for generality), but instill in it fear, hunger, affection, they are destroyed or reduced
not with birds that are not exhaustion, or other emotions to 0 Health.
falcons. Communication with on a successful Power rank
animals is considered automatic FEAT. •M4/Astral Projection: The
with these Powers, and the hero with this Power may cause
types which benefit from a •M3/Animate Drawings: The his or her astral form to leave
+2CS modifier are considered hero with this Power may the body and travel elsewhere,
Contacts (always Friendly). animate flat drawings and other either in this dimension, or
Otherwise animal reactions representations, causing them entering other dimensions. The
are Neutral to Hostile. to become fully operational range of astral travel is
Communication with Hostile items. A character may attempt determined by the Power rank
animals is chancy at best. The to animate any drawing, even of the ability. If the ability is
Power rank reflects the ability of one of his own creation. or magical in origin, use the
the hero to control the actions animate a specific type or class magical range chart. If not. use
of the animal in question, Make of object. In the latter case, a the Power rank range. The
a Popularity FEAT for any +1CS to Power rank is initially character in astral form may
requests the hero makes of the given. though the character observe actions in the "normal"
animals, using Power rank loses the ability to animate world, but may not be detected
instead of Popularity. Therefore, other drawings (an example of by normal means (Astral
if a hero controls crocodiles with this would be Tarot of the detection and Telepathy will
131
reveal the presence of the distance or barriers. The Power whom the hero shares
astral intruder). The character is not hindered by factors that an emotional rapport. ("That
may not use his other abilities in affect normal sound was Lewis crying for help!")
the Astral form against non- transmission, such as distance, When using the Power to
astral targets. An astral time lag, muffling, distortion, or eavesdrop on another
character is not affected by non the absence of a transmitting Clairaudience, that person may
telepathic objects or forms of medium. Because of this, automatically sense the first
attack, but may be affected by Clairaudience has superior Clairvoyant's effort. This is
Mental Powers (those listed range over Hyper-Hearing. Only determined by the Judge
under the Mental Powers Clairaudience enables the hero making a secret red FEAT
table, including Force Fields). to hear across a vacuum, for based on the second
The astral character may phase example. Unfortunately, hero's Power rank. The
through solid objects without Clairaudience can act as a Optional Powers for this are
damaging either character or pipeline to direct others Psionic Hyper-hearing, Clairvoyance,
object. While the astral or Sonic attacks toward the and Remote Sensing.
form is separate, the body is hero. Because of this side- The Nemesis for this is Force
immobile, in a trance. Damage effect, the hero is -1CS to resist Field vs. Psionic.
to the body will be known to the such attacks. These attacks
astral traveler if it is in this need not even be aimed at the •M6/Clairvoyance: The hero
dimension, and it is possible for hero but might still affect the can "see" distant sights without
the body to perish while the hero if the other Power is being directly seeing it with his eyes.
astral form is away. Characters used in the area the hero is The hero receives a visual
whose bodies have perished spying upon. Example: Captain simulation of what he would
are trapped in astral form. Astral Tympanic is using his Power see if he were actually present
characters may travel across to eavesdrop on bank robbers at the scene. The Power is not
dimensions with Power rank planning a heist. Unfortunately, hindered by any of the factors
ability. Locating a specific Charmer appeared and used that affect normal light
dimension is a Psyche FEAT. In her Hypnotic Voice Power to transmission, such as distance,
this dimension, the astral capture the gang. Capt. blockage, obscurity, and time
character moves up to the limit Tympanic is caught in her lag. It can be used to see things
of his or her range in a single spell as well. The ranges for that are impossible for a
round. Further separation, or Clairaudience are shown on telescope or Telescopic Vision.
the removal of the astral form column E of the Range Table. For example, a Monstrous
from the body for more When the Power operates, it Clairvoyant could see current
rounds than the Power rank of overrides the hero's natural conditions inside a sealed
this ability, results in Endurance hearing. Distant sounds are room on the surface of Venus.
FEATs for the body as if it were sensed at their original volume The ranges for this Power are
suffering a lethal (kill result) level. If the volume is too loud shown on Column E of the
attack. Characters with Astral the hero can reduce it with a Range Table. When in use, the
Projection may also detect green FEAT. Faint sounds can Power overrides normal
the astral as a Power Stunt, and be magnified by a yellow FEAT. vision. Normally the Power is
two characters in astral form will The Power is normally a consciously controlled.
be able to see each other. voluntary Power that musty be Sometimes it functions
Astral combat and other summoned. Sometimes it automatically. This can be
dimensions are covered in the functions automatically; this can the result of improper control,
Judge's Book. be the result of improper interference, or be triggered by
control, tampering by outside sudden, dramatic events
•M5/Clairaudience: The hero forces, or be triggered by occurring to someone who
can "hear" distant sounds and sudden, dramatic events whom the hero shares an
voices despite any intervening occurring to someone with emotional rapport. ("Oh no,
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Billy Jo fell off the bridge!") The communication with mammals. cranked adding machines. The
Power can work against the A yellow FEAT permits nature and quality of the
hero if unwanted visions communication with birds and information received reflects the
obscure the hero's sight or reptiles. A red FEAT covers nature of the machine that is
distract him at a crucial everything else. If the hero has spoken to. Communication
moment. For example, if Dr. a different physical type, the occurs without the hero needing
Strange had a sudden player and Judge will have to to resort to programming
flash while operating on a modify the FEATs accordingly. languages and input devices
patient, a malpractice suit might The hero must be in such as punch cards and
be in order. When the Power is communications range of the keyboards. After all, if the hero
used to spy on another animal for the Power to work. did need them this wouldn't
Clairvoyant, there is a This varies from species to really be a super power. When
possibility of that person species. The basic rule is that using the Power, the hero
detecting the use of the Power. the maximum range is the transfers part of his intelligence
The Judge makes a discreet greatest distance at which the and Psyche to the machine,
Red FEAT based on the hero and animal can sense thus allowing it to respond
observed character's Power each other. Optional Powers to him. Unfortunately, sharing
rank. Clairvoyance can function include Linguistics and any of his mind with machines on a
as a pipeline to draw light- the Communication Powers. regular basis leads the hero to
based and Psionic attacks The Nemesis is Neural identify a little too closely with
toward the hero. Such Manipulation. machines. The Optional
attacks may even affect him if Power is Linguistics. The
they were aimed at something •M8/Communication with Nemesis is Neural
else within the area he is spying Cybernetics: The hero can Manipulation.
upon. The hero has -1CS directly communicate with
resistance to such attacks. complex machines, whether •M9/Communication with
Clairvoyance can be used in these are computers or Non-living Matter: This is a
conjunction with other Powers machines not normally catchall name for anything not
to increase the range at which considered to have artificial covered by the other
those Powers can affect a intelligence. Any machine that Communication Powers. It will
target. Optional Powers include possesses any kind of enable the hero to
Clairaudience and Remote programming can be communicate with anything that
Sensing. The Nemesis is communicated with calculators, had once been either sentient,
Force Field vs. Psionic. digital watches, microwave cybernetic, or alive, as long as
ovens, even music boxes. the target lacks those qualities
•M7/Communication With The higher the rank, the simpler now. The hero transfers part of
Animals: The hero can the machine that can be spoken his intelligence and Psyche to
understand and use the to. A green FEAT can the target, thus permitting it to
languages employed by communicate with a machine respond to him. The target can
animals and other non-sentient possessing several microchips; converse, provide information,
lifeforms. The Power can be a computer is the most common and even have a personality.
used to communicate example. A yellow FEAT The Power includes an innate,
with non-sentient alien communicates with devices unconscious use of Speech
creatures but not intelligent possessing a single microchip, throwing. Although the hero
aliens. The degree of such as watches and talking actually provides the voice, it
difference between the hero dolls. A red FEAT appears that the target actually
and the animal determines what communicates with machines speaking. When the Power is
color FEAT is required. that lack microchips but are still used to speak a corpse, it uses
Assuming the hero is human, somehow programmed, like an unconscious, automatic form
a green FEAT permits player pianos and hand- of Postcognition to create a
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simulation of the spirit that FEAT communicates with Intelligence. The Nemesis
once inhabited the body. The shrubs, vines, and bushes. A power would be Control
hero does not speak with the red FEAT communicates with Machinery or Exorcism.
actual spirit. This can lead to an simple plants and fungi; if the
odd situation in which the actual hero has Hyper-hearing, it •M12/Cybernetic
ghost hears his own body can be combined with this Manipulation: With this power
speak as if he were still in it. Power to permit communication a hero can take over any
Unfortunately, the hero may with plankton and bacteria. Cybernetic instrument or
develop a personality quirk that Combining the Power with device. With a successful
blurs the distinction between life Sensory Link enables the hero Power Rank FEAT roll the
and death. As he can speak to share the experiences of manipulator can force and
with both the living and the plants, even those on alien control the actions of the device
dead, he might not be able to worlds if the latter Power's rank or cybernetic being in question
see what the difference is. This is high enough. A problem can versus the targets Psyche
can be taken to grotesque develop if the hero begins to ability used as the intensity of
extremes, especially in a horrific identify too closely with plants. the FEAT roll. The target gets
campaign. The Power can be He might find salads offensive. another FEAT roll any time an
used to pry into a person's Worse, he may begin to suffer action would violate his code of
secrets by interrogating that anguish when plants are ethics or behavior allowing the
person's possessions. For harmed in his presence. chance to break the control.
example, clothing will blithely Optional Powers include The target is retains control of
recount the wearer's activities Communication with Animals, his own mind but loses control
and a wall safe will proudly list Communication with Non-living of his body to the Cybernetic
all the things it is protecting. Matter, Plant Control, and Plant Manipulator.
Note: Projectile weapons Growth. The Nemesis is Neural
only remember when they were Manipulation. •M13/Danger Sense: This is
fired, not at whom. Optional also called Combat Sense and
Powers include •M11/Computer Spider-sense. It is a
Communications with Transmission: The hero can combination of automatically
Cybernetics. The Nemesis is transmit his memory, functioning Psionic Powers
Neural Manipulation. personality and thinking ability (Telepathy, Empathy, and
into any electronic or cybernetic Precognition) that warns the
•M10/Communication with device which has microchips hero about impending danger.
Plants: The hero can speak built into it. This allows the The advance warning time is
with plants. Anything that has a disembodied conscious of the number of seconds equal to
vegetable physiology can be the hero to inhabit various the Power rank number
affected by this Power, such as android, robotic, cybernetic or (rounded up to the nearest
grass, trees, and the Man- computerized devices. The hero turn if need be). For example,
Thing. When using the Power, may on a successful Power Spider- Man's Amazing rank
the hero imparts some of his FEAT roll versus the Psyche of can warn him of danger almost
intelligence and Psyche to the his target assume control of a minute in advance. In a
plant to facilitate the host computer. A hero with combat situation, the Power can
communication. The greater the this power could have his body be used replace other, lower
complexity of the plant, the destroyed only to return again ranked Abilities. It can replace
easier it is to communicate with. and again as he shifts his Intuition for determining
A green FEAT communicates consciousness through surprise, Fighting for blocking,
with trees and local computers and transmits Agility for dodging, and Strength
ecosystems; in the latter, all the himself in to a new body. Bonus for escaping. The minimum
plants speak as if a chorus that powers are Carrier Wave, level for this Power must be
only the hero can hear. A yellow control Machinery and Hyper equal to the hero's Intuition. If
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it's initially lower, the player can might even die. The equivalent Power rank. The distances
raise it to this level. The player of the damage appears in the shown on column B of the
can also raise its rank +1CS by hero's real body. Normally the Range Table refer to a single
choosing to make it a voluntary hero's real body retains its target. Each additional target
rather than an automatic Power. solidity during Dream travel. reduces the range -1CS. Range
That is, it only functions if the The player can raise the rank never falls below Feeble, even
hero is making it function. +1CS by making the hero's if the hero is trying to read the
Spiderman's version functions body de-materialize whenever emotions of a crowd. The
at all times, but your hero might the Power is used. In this case, Power functions for as long as
decide the risk of being caught if the hero is slain or trapped the hero concentrates on using
off-guard is worth the reward of within the dreamworld, the body it. The hero can send
the higher rank. The nature might never reappear. Each 'Emphatic, messages by means
of the Power reduces the hero's dreamworld is unique to the of a Power FEAT. The message
resistance to Emotional attacks specific dreamer and retains no is in the form of a burst of
-1CS. The Nemesis is Emotion existence except during the act emotion accompanied by a
Control. of dreaming. Dreamworlds are subtle identification of the
not the same as the Dream Empath. A green FEAT
•M14/Dream Travel: The hero Dimension, although it is transmits to a known person
can actually enter into the short- possible they exist within the and location. A yellow FEAT
lived pocket dimensions created greater Dream Dimension. It is transmits to a known person in
by a person's dreams and possible that dreamworlds an unknown location. A red
nightmares. These touch each other and may even FEAT is the Psionic equivalent
dreamworlds are outside the overlap in the case of telepathic of a general announcement.
boundaries of normal reality dreamers. If so, it is possible ("Did you feel that? Felt like
and exist solely as a reflection that the Dream traveler can somebody was really scared…
of the dreamer's imagination. enter one dreamworld and exit Wait a minute. That was
The Dream traveler must be one of someone else. The Sender. He needs us!")
within ten feet of the dreamer in Optional Power is a form of Optional Powers include
order for the Power to function Telepathy limited to dreamers. Clairvoyance and Emotion
at full rank. The Power rank Control. The Nemeses are
decreases -1CS for each •M15/Empathy: The hero can Mental Invisibility and either
additional 10 feet that separates detect the surface emotions of Force Field or Resistance to
the two. The Dream traveler others. The hero can detect the Psionic.
has no direct control over the target's emotional state and
conditions within the further refine that knowledge to •M16/Emotion Control**:
dreamworld. He can interact discover the target's physical Emotion Control is a related
with things within that world by state, surroundings, and form of Mind Control that acts
performing "physical" actions location, in so far as these have upon the subconscious fears
much as he would in the real an influence on the emotions. and attractions to produce the
world. Fighting, Agility, Strength, He can transmit his own required results. Targets
and Endurance are all emotional state but he cannot of an Emotion Control attack
represented by this Power's impose this on others (that must be in the same area as
rank. If the hero has other requires Emotion Control). the character with this Power,
Powers, these exist in Empathy is extremely useful and may make an Intuition
equivalent forms that possess when the hero has to deal with FEAT to avoid the effects, which
this Power's rank instead of non-sentient beings or large have a duration of 10-100 turns
their own. The Dream traveler numbers of people. It can read after the initial attack. The
can suffer real damage as a the target's mood and support effects must diminish before
result of events that affect him already existing emotions. The another "dose" of Emotion
within the dreamworld. He range can vary within a single Control may be applied. Robots
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and non-human alien beings • Pleasure -- The target feels projected. Personal force fields
are immune to the effects of incredibly good and non-hostile. cannot be used for Power
Emotion Control. Only one type The feeling is so overwhelming Stunts. Power Stunts using a
of emotion may be instilled in a that the character cannot do projected force field include:
target at a time. The character anything but sit contentedly for •Force missiles of -1CS range
with this Power may modify any 1-10 round, and for the and damage, attacking on the
emotions, but gains a +2CS if remainder of the duration of the Force column. Forming a
he chooses to modify one Emotion Control is Friendly to "cushion" of invisible force.
emotion exclusively Such a the hero with this Power. A resilient enough to absorb up to
character is extremely powerful, character under Emotion Power rank damage from a fall
but may not develop other types Control may gain additional or crash for all those involved.
of Emotion Control as Power chances to break the control if •Enhanced movement. by
Stunts. Those heroes placed in a Karma losing means of forming a column of
that do not limit themselves to situation, similar to breaking force and allowing it to topple
one particular emotion begin the Mind Control Power. For and elongate in a given
play with two emotions they can PCs under the effects of direction. The ability may rise a
modify, with others that may be Emotion Control, number of floors per round
developed as Power Stunts. equal to the Power rank - 2CS
Emotions may be influenced to •M17/Fear Generation: The as Levitation, or Fly at a
reflect on the user of the Power, hero can instill fear in the maximum of Typical speed.
or on another target. The types human mind by creating •Entrap others in the force field,
of emotions that may be phantom images in the targets as if protecting one's self, up to
instilled and manipulated mind at Power Rank Range and the limitations of the Power.
include: Intensity. The victim may •Make a Grabbing attack up to
• Respect -- The target treats an attempt a Psyche FEAT roll to Power rank range away (use
individual as a Friendly Contact. resist the effects of this power. Power rank as Strength for
• Love -- The target is devoted These hallucinations will be determining success.).
to the individual, to the point of situations that will cause the •Create a bubble of force inside
endangering his own life n the victim to feel terror, great a small opening and expand it
others behalf. sadness, despondency, and to inflict up to Power rank
• Fear -- The target is filled with possibly even suicidal urges. damage, avoiding the effects of
fear, of an object, a person, or a The hero's telepathic abilities Body Armor resulting from
situation. The target will flee as enable him to probe the victim's battle suits. The suit must have
quickly as possible, and only mind and seek out the images some opening, and this would
attack if backed into a corner. that would cause the most not be recommended against
• Hatred -- The target is instilled anguish. Power Stunts include: living targets.
with a great hatred, particularly • Fear: Anyone whose mind has
for former friends and allies. had fear instilled in to it has to •M19/Force Field, Personal:
The target will attack his former make a Psyche FEAT roll or The hero with this ability has
friends. suffer a -1CS penalty to any the ability to create a personal
• Loyalty -- The target will follow future attempts to do the hero force field around himself alone.
the individual's orders without any harm due to fear. If the The force field absorbs all
question, cheerfully providing all victim is affected by the fear, physical and energy attacks, up
necessary information and aid the victims Psyche decides how to that of the power rank.
as if to a longtime friend and long the character will be Additional damage will
ally. affected. overwhelm the field, and be
• Doubt -- The target is unsure taken by the hero. The force
of his actions. Intuition is •M18/Force Field Generation- field vanishes if the hero is
considered to be a (Good 10) Kinetic: May be used for Power knocked unconscious. A
for purposes of actions. Stunts only if the force field is personal force field has a +1CS
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bonus to its initial power rank. Possess the body or in any way remote TV cameras,
hinder the real owner's abilities. clairvoyance, and Telescopic
•M20/Force Field, Projected: They do share a telepathic Vision. The target need not
The hero with this ability can bond that extends into shared see the hero in order for the
create a force field that covers dreams. If the Free Spirit Power to affect him. Normally
an entire area, with effects possesses Powers that require the Power affects only a single
similar to the personal force a physical form to use, he can target. Each additional target
field. The hero can expand the lend these to whatever body he decreases the range -1CS.
force field outward, but suffers a is occupying.-When this Power Targets are allowed to
-1CS to effectiveness for every appears during the character disbelieve the Hallucination by
additional area involved. The generation process, the player making an Intuition FEAT but
projected force field gains no must decide whether the body only if they suspect the true
advantage to its initial roll. the Free Spirit is occupying is nature of what they are seeing.
his own or a loaner he picked Hallucinations last as long as
•M21/Free Spirit**: The hero's up along the way. In the latter the hero concentrates on
soul is capable of independent case, the player will then have creating them. They inflict no
existence in the real world. The to generate two complete sets real physical damage but can
Free Spirit can leave the hero's of statistics, those of the Free be used to disguise an actual
body and travel independently; Spirit and the real owner of his Power's use. The hero can use
it is often mistaken for an Astral current body. Free Spirits can one additional Power
Body. The Free Spirit can even be created later on. Any simultaneously with this one.
survive the death of the character who dies in a Hallucinations can be used to
physical body without being campaign has a chance to inflict psychosomatic damage. If
immediately drawn into an become one, even if he did not the apparent damage is
afterlife dimension; this requires possess this actual Power to believable, the target will
a red Power FEAT at the time begin with. The transformation physically react to it.
of death (more on this later). is accomplished by making an Hallucinatory "death" results in
Free Spirits possess all the Unearthly Psyche FEAT and the target lapsing into
Mental Abilities, Talents, and expending all the hero's Karma. unconsciousness for 1-20 turns.
Powers of the whole being. Since a target who takes the
Health remains unchanged •M22/Hallucinations**: The time to examine his wounds
although now it is more of hero can create illusions directly will realize he has not been hurt
a measure of how well the Free within the target's mind. Such (at least not in the way he
Spirit can resist entering the illusions are telepathic, not thinks he should be), the hero is
appropriate afterlife. If the Free holographic, in nature. As such, advised not to use
Spirit is still in his original body, they cannot be mechanically Hallucinations that rely on direct
that body may either retain a detected or recorded except by attacks. Hallucinations have
share of the overall devices that simulate Telepathy limited effects on non-sentient
consciousness when the spirit or human thought patterns or extremely alien beings. They
is away or the body may lapse (such as player character have no effect at all on Moms
into a coma at these times. Robots). Hallucinations can Nature. A Hallucinatory wall
There an equal chance of only be seen by the target of might stop a puma but it won't
either, although the player this Power. The ranges for this stop a boulder rolling down on
should choose one at the time Power is shown on column A of the hero.
the hero is created. If the the Range Table. The target
original body is dead, the Free must be within sight of the hero, •M23/Hyper Intelligence:
Spirit can develop bonds to one although the hero can extend Normally a character's
or more new bodies, dwelling his sight and thus his Power Intelligence is determined
like a tenant in each but tied to range by the use of artificial in the Character Generation
none. The Free Spirit cannot aids. These include telescopes, Process. However, the research
137
for the Character Creation can achieve using this Power. channeled into the
Compendium showed that The hero can retain this higher field of mechanical design and
extreme levels of Intelligence rank for a limited amount of engineering. The hero is an
can be a Power in its own right. time; the duration is the number Edison like genius who take
Examples include The Leader of minutes equal to the original existing materials and
and the late Soviet scientist Ability's rank number. This is technologies and use them to
known only as Gargoyle. The for the first time each day the create new devices or applied
hyper-intelligent character is a hero uses the Power. Each technologies. He can repair
genius of awesome potential. successive time the hero uses previously operational devices,
He can quickly master new his Power within the same day even if the device was of an
subjects, retain that knowledge decreases the duration -1CS. unknown type. The hero can
indefinitely, and easily succeed Example: Steve is creating an learn new technologies at a rate
in any mental endeavor. There awesomely wise alien named determined by his rank, the
are two ways the Power can be Shepherd. Shepherd has a complexity of the technology,
incorporated into a character. normal Incredible Intuition rank. and the amount of instruction
The player should choose one His Power rank is Excellent. available. Modern technology
when he first creates the This raises the Intuition rank by requires an Excellent Intensity
character (a coin toss will do). +5CS to a potential Shift-Y FEAT. Advanced technology
The first method is a permanent rank. Shepherd can retain this requires a Remarkable
modification of the hero's enhanced state for an Excellent Intensity FEAT. Alien or
Intelligence. The Power rank duration of 40 minutes before futuristic technology vary from
number is added to the hero's he reverts to normal. Incredible Intensity (Shi'ar) to
previously generated Reason or summoning his Power a second Unearthly (the Watcher). The
Intuition rank number. The total time, he returns to Shift-Y color of the FEAT is determined
is the hero's actual Hyper- Intuition for a Remarkable by the amount of instruction the
intelligence. For example, a duration of only 30 minutes. He hero receives. A green
character like the Leader can summon his Power five FEAT requires instructional
started off with Good Reason. more times after that, then he materials that explain the
The gamma rays added has to rest. When creating the technology (a teacher,
Incredible Hyper Intelligence character, the player can books, holographic cubes). A
for a final total of Amazing increase the Power rank +1CS yellow FEAT is required if the
Reason rank. The second by specializing in a specific hero has access to materials
method uses Hyper Intelligence fields. After all, comics are filled not specially designed to
the same way most other with characters who are titans instruct someone in that
Powers are used-intermittently. in the lab but failures in other technology (readouts,
Just as Siryn doesn't scream all fields. Possible fields include performance specs, operating
the time, so too would a Hyper- Professional and other Talents, manuals, a copy of a working
intelligent character have such as Medicine, Engineering, device). A red FEAT is
normal intelligence most of the and Animal Training. Optional required if all the hero is has an
time. When he uses his Power, Powers include Hyper Invention in operational device if that
he transforms himself into a and Total Memory. The technology. Like Hyper-
mental giant. The way it Nemesis is Mind Drain. intelligence, the Hyper Inventor
operates is the character's can raise his rank +1CS by
normal rank for either •M24/Hyper Invention: This is specializing in a particular field.
Reason or Intuition is raised the a special form of Hyper- Examples include vehicles,
number of levels equal to the intelligence that is common weapons, biomedical
Power rank (Feeble is +1CS, enough to merit its own technology, and architectural
Poor +2CS, and so on). The classification. It is a permanent engineering. The hero has the
total is the actual Hyper- enhancement of the hero's ability to manufacture or modify
Intelligence rank the character overall intelligence that is items using any technology he
138
knows. He still requires illusions. Targets must make an eternity but that the memory of
adequate physical resources to Intuition FEAT against the each past life is usually lost
create the items, though the intensity of the illusion (the somewhere in the transition
cost of anything he builds Power rank of the caster). from one life to another. This
himself is decreased -2CS Targets only gain a FEAT roll if Power allows the hero to
compared to the list price for the players running those remember the details of his
off-the-shelf versions. A Power characters decide that the more recent lives and to
FEAT based on the desired images are false. (If they think actually communicate with
item's tech level determines that yes, that's a brontosaurus them. Such communications
the durability of the item. A walking up Park Avenue, then include the transmission of the
green or yellow FEAT means as far as they are concerned, complete range of senses and
the item has the same durability that's a brontosaurus walking thoughts. There are two limits
as a normally manufactured up Park Avenue.) Illusions on communication with other
item. A red FEAT means the will last as long as the hero lives. One, the communication
item will function but has concentrates on them. Illusions can only be initiated by the
performance problems; the inflict no intrinsic damage, but if hero's current incarnation. He
Judge can decide how long or they are believed, the cannot be called by past lives
well the item functions before it characters that believe them will nor can he call future lives.
fails. Note: This is one of those take imaginary damage, with However, that doesn't prevent
Powers that can be used for apparent "death" resulting in the hero from receiving
personal profit. The hero can unconsciousness for 1-10 messages from his future
design and build exotic rounds. Since a character who selves. This can be a quick way
paraphernalia for other has time to examine his wounds to start an adventure (more
characters and NPCs on will find he is not hurt, and the later). Two, the hero can only
commission. This can raise the damage is all an illusion, most reach past selves at points
hero's Resource level by illusion casters do not make when they are actually living.
whatever fees he can get away direct attacks but use their He cannot reach selves that are
with. Optional Powers include illusions for subterfuge and in an afterlife situation. In fact,
Weapons Tinkering, Machine deception (perhaps the hero can't really recall ever
Animation, Molding, Artifact covering a true threat). Illusions being in any form of afterlife.
Creation, and Machine fool characters but do not fool The Power rank number is also
Creation. Nemeses are Mental nature. If a hero creates a brick the number of consecutive past
Duplication and Mind Drain. wall, which the opponent lives the hero can contact. The
believes is real, the opponent earliest incarnation is the
•M25/Image Generation: The will not move through the lifespan in -which the Power
hero with this Power may create brick wall because he believes first appeared; it has been
vivid mental images. These it to be real. If the hero creates growing one point at a time ever
images do not register on the illusion of a bridge over a since. This limit spares the
cameras, film, or in the minds of chasm, and the character player the responsibility for
non-sentient robots. (Player believes in it, the character making up a mega-biography
Characters are considered to will still fall into the chasm. In going back to the dawn of time.
duplicate human eye and brain the former case, it is the It spares the Judge by limiting
patterns, and as such are limitations of the mind that the potential havoc the player
subject to the effects of these dominate. In the latter the laws can wreak using his now dead
Powers, though they gain a of gravity override. contacts. Assume a full but
+1CS to disbelieve them.) average lifespan for all past
Heroes with Image Generation •M26/Incarnation Awareness: lives. From the 18th century on,
may cast their illusions within This Power is based on the idea this is 70 years. Prior to that,
the Power rank range, but must that a spirit enters countless the average is 50. The time
be in line of sight of these reincarnations throughout elapsed between incarnations is
139
up to the player, but at least one coming to fruition. Each century eventually have to relax his self
incarnation per century is between the present-self and control in order to heal and
recommended. Soon after the the past-self raises the Intensity renew his Power. Letting down
player acquires this Power, he FEAT +1CS. Example: The his control causes him to
should work out a basic timeline Trust Fund set up in 1855 immediately suffer a loss of
for and list of his past requires a Poor Intensity FEAT. Health points equal to one half
incarnations. Players are urged The tunnel requires a Feeble the amount of damage Iron Will
to make their past lives Intensity FEAT. The player had absorbed. Regardless of
relatively normal people. Still, if rolled a 30 and a 56. The trust the original nature of the attack,
the player is determined to fill fund failed somewhere along it is always translated into lost
up his past with glory after the way but the tunnel got built Health points; this reflects the
glory, the Judge can insist anyway using alternative strain the Power places on
on a simple rule. To wit: there is funding. The Optional the body. Once the translation
a 1% chance that any specific Powers include either Time occurs and the Iron Will has
historical figure was a former Travel limited to any past been purged of its burden, it is
incarnation of the present-day lifetime, a combination of Time able to absorb new damage.
hero. The Power is used Travel and Free Spirit that The cycle of absorption/purging/
primarily to gain information. enables the present-self to absorption can continue until
The hero can make extremely possess the bodies of other the hero's Health drops to zero
long-ranged plans that involve selves, or a specialized form of or below. Note: The Power.
the assistance of past lives in Time Travel that enables the can still absorb damage, even if
solving current problems. present self to draw other the conversion of that damage
Example: Self-1988 asks Self- selves from their times to the into Health points will result in
1920 to have a tunnel dug present. the immediate death of the
under the site of the present hero. In such a case, the hero
day Latverian Embassy. A trust •M27/Iron Will: The hero has had best make sure he is
fund to be set up by Self-1855 complete conscious control already in an excellent Trauma
will pay for it. Sometimes a over his mind and body. By Center when he relaxes his
future incarnation will request using his Iron Will, the hero Power. Example: Sunstone is
that the hero perform a special can temporarily halt the battling the Marauders and not
act. The reason for the act damage done by mental or doing too well. He possesses
might never be explained. In physical attacks; he can Incredible Iron Will and has 100
this, way, the hero and his even postpone his own death. Health points. Harpoon hits him
associates might suddenly find Iron Will can be used in place of with a Slay spear; this does 40
themselves thrust into any lower-ranked Ability to points of damage. Iron Will
extremely strange or terribly determine Resistance to an absorbs it all but immediately
mundane situations. ("It is attack. Any time the hero reconverts it to a loss of 20
crucial that you make sure Jon suffers damage from an attack, Health points. Sabertooth
Clifton gets to school today! the Power can temporarily slashes and gnaws Sunstone
Then bury ten pounds of absorb it before it can affect any for 60 points. Iron Will only
Adamantium at these of the hero's Ability ranks. The absorbs the first 40, then
coordinates in the Gobi maximum amount of damage immediately converts it. Health
Desert.") Even the best laid Iron Will can absorb at one now stands at 40 points. Malice
plans of mice and men go time is equal to its rank number. attempts to Possess Sunstone;
astray. Any time the hero asks a Absorbed damage does not Iron Will fends off the mental
past-self to perform an action affect the hero at that time. attack but at a cost of another
that has a direct, physical effect Damage exceeding that amount 38 points. Sunstone decides
on the present, he must make a affects the hero in its normal discretion is better than valor
FEAT roll. This represents the manner. The hero can maintain and flees. Scalphunter fires at
chance of long-range plans his Iron Will indefinitely but will the retreating figure and inflicts
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thirty more points of damage. hero can learn a new language Power and actually negate his
Sunstone heads for the best- is determined by its language comprehension; in
equipped hospital in the area. strangeness and what source such a case, the hero becomes
He manages to maintain his materials are available. Current dyslexic and unable to
self-control until he is actually in human languages require a understand simple English.
the operating room, then he Poor FEAT. Archaic human A curious side-effect of the
passes out as wounds suddenly languages are a Good FEAT. Power is that it provides Power
appear across his body. Alien but Humanoid languages rank Resistance to Hypnotic
are Remarkable FEAT. Animal Voice and other sonic based
•M28/Karmic Tap: This power languages are an Incredible forms of Hypnotic or Mind
allows heroes to tap into their FEAT (note: not all animals Control. The hero's mind shifts
reservoir of willpower (Karma) have an actual language). Alien, into its translation mode; it
and increase any Ability or non-humanoid languages are studies the medium through
Power by 1 point for every 2 an Amazing FEAT. The color of which the hypnosis is
Karma spent. The power rank the FEAT is determined by the communicated rather than the
is the maximum amount of source of the language. A green actual message. ("Lorelei, did
Karma a hero can spend in a FEAT is needed if the hero has you ever realize that your sleep
single round. The duration of access to actual instructional command is a high C-sharp
the effect is limited to the round materials or a cooperative while your paralysis command
in which the hero spends the native speaker of that language is a high C-flat?") The Optional
Karma. This power is who also speaks a language Power is Hyper Intelligence.
considered a free action and the hero knows. A yellow FEAT The Nemesis is Mind Drain.
may be used with another is needed if the hero has a
action, ability or power. native speaker who cannot •M30/Mechanical Intuition:
speak any tongue the hero Mechanical intuition: This is a
•M29/Linguistics: This is a knows or if the hero only has specific form of Ultimate Skill
specialized form of Hyper- non-instructional samples of that affects repairs. inventing,
intelligence. The hero has the that language. A red FEAT is and building things. The
ability to rapidly learn any needed if the hero has only character with this Power has a
language if sufficient material is fragments of the new language. strong intuitive knowledge of
available for him to work with. For example, learning Shi'ar machinery. Regardless of
Once the language is mastered, from watching a broadcast of a Reason, any rolls for
the hero is fluent in that speech by Majestrix Lilandra is determining whether an
language, provided he is a yellow Remarkable Intensity invention works or not are at
physically capable of FEAT. Learning spoken Primate Unearthly Rank. No modifiers
communicating in it. The by actually using sign language may be added to this roll. The
number of languages a hero to talk with a chimpanzee character with this Power must
is currently fluent in is limited to requires a green incredible still provide Resources for these
the Power rank number. For intensity FEAT. The hero can try inventions in the standard
example, Doug Ramsey's a FEAT roll every hour. Failure fashion.
Incredible rank enables him to means he simply has not yet
retain fluency in up to forty gotten the hang of the new •M31/Mental Duplication: This
languages at a time. When a language. The only real is a combination of Powers that
hero exceeds that limit, he drawback to the Power is that enables the hero to psionic
begins to forget a previously the hero may accidentally forget study a subject's mind and then
mastered language. This will his native language, especially create a simulation of that mind
usually be some obscure if he rarely uses it. Still, he can within the hero's own brain. This
tongue the hero has had little always re-learn it. There is a is a great way to learn secrets
use for, like Basic Otter or danger that an adversary and interrogate subjects who
impish The speed with which a might warp the hero's Linguistic would otherwise be rather
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uncooperative (at best). The attempt its coup at the initial Transformation: The hero's
duplicated mind contains duplication and at any time mind is automatically
the personality of the original, the hero forces cooperation. overwhelmed by the new mind.
most memories, and possibly Success means the two minds' The hero's personality,
the mental or psionic Powers of positions are now reversed; the memories, and mental Powers
the original. The subject is duplicate now controls the body are temporarily replaced by the
unaffected by the Power and and any Powers for the duration new mind. The effects appear
loses none of his own mental of the duplication. Example: identical to Mind Transferal, at
abilities. He is usually unaware Copicat successfully duplicates least where the hero is
that Duplication has even Dr. Doom's mind. Doom won't concerned. The hero's Reason
occurred. The relationship stand for anything resembling and Intuition are replaced by
between the hero's and the subservience and immediately those of the original mind; after
duplicate’s mind takes one of rebels. Copicat has Excellent expiration of the Power, these
three forms. The player must Psyche; Dr. Doom has Amazing return to their original ranks.
choose one form when he first Psyche, reduced -3CS to Regardless of the form,
creates the hero; this form Excellent when attempting to the hero must make a FEAT at
applies for any duplicates the overwhelm. The Doom-mind the time of Duplication in order
hero creates. fails to make the required to determine the completeness
Excellent Intensity FEAT. of the duplicate mind. Any mind
Die Roll Form "Doom" decides to examine his can be duplicated, regardless of
01-40 Detachment situation; from the Doom-mind's its Psyche rank. The hero
41-70 Merge point of view, "he" has been always duplicates the subject's
71-00 Transformation captured by means of a Mind personality and basic
Transferal of unknown type. memories; the duplicate mind is
Detachment: The hero's mind Copicat is trying to get the an amnesiac. A green FEAT
is completely separate from the Doom-mind to draw up a set of copies the subject's detailed
duplicate and retains full control plans for his time machine. memories. A yellow FEAT
over the body and other Unfortunately Doom's Psyche is copies the subject's Talents. A
Powers. The hero can examine too high for even a red FEAT. red FEAT duplicates the
and communicate with the Merge: The duplicate mind subject's Mental and Psionic
duplicate. The duplicate retains blends with the hero's mind to Powers. The range at which the
a facsimile of the original's will create a composite mentality. hero can duplicate a mind is
and may not choose to The new mind contains aspects determined by the Power rank.
voluntarily cooperate with the of both minds' personalities, Appropriate ranges are shown
hero. If the duplicate chooses to memories, and Powers. The on Column A of the Range
resist, the hero must make a new mind's Psyche is the sum Table. The duration of the
Psyche FEAT whose Intensity is of the original two Psyche duplication is determined by the
determined by the duplicate's ranks. The degree of each hero's Psyche rank. A duplicate
Psyche rank. A successful mind's influence is proportional mind has a duration of the
FEAT means the duplicate will to its original Psyche. Each number of minutes equal to the
grudgingly cooperate (for now). original Psyche represents a Psyche rank number. The
The FEAT must be made with section of the pooled Psyche. duration decreases 1CS for all
each new attempt to force For example, Carbon copy has duplicate-minds with each
cooperation. The duplicate mind a Good Psyche. He merges additional mind. For example,
can attempt to overwhelm the with a Thing duplicate Copicat's Excellent Psyche
hero's own mind. Success (Remarkable Psyche), creating enables him to maintain one
occurs if the duplicate makes a joint Incredible Psyche. One duplicate-mind for 20 minutes
a -3CS Psyche FEAT whose fourth of the joint personality is or a maximum of five minds for
intensity is based on the hero's Carbon copy, the remaining two minutes. If the hero
Psyche. The duplicate mind can three quarters are the Thing. exceeds his limit, the new
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duplicate-mind will last for one •M32/Mental Invisibility: The fending off the probe. This
turn and then all his copied hero has the ability to render his potential loss is determined by
minds will vanish. Note: the own mental energies a second Psyche FEAT made
decreased duration only applies undetectable by external after the initial resistance. A
to the Detachment and Merge means. Such means can be successful probe reveals only
forms; the Transformation form technological (EEG scans), information known by the target.
can be used repeatedly since psionic, Magical, or Power- Mental Probes can be used
the latest duplication based in nature. It is Invisibility to analyze independently
automatically erases the in telepathic terms. The Power existing psychic phenomena.
previous one. When the hero is protects the hero from Such things include
created, the player must discovery by outside forces. It poltergeists, psionic emissions
determine how much control the serves as Power rank that were so strong they
hero has over his Power. Resistance to undesired probes permeated an area and now
Failure to make at least a green and psionic attacks. Success continually echo, and psionic
Reason FEAT means the means the external probe Powers intercepted by the
Power functions automatically, shows nothing at all, including hero. The hero can examine
despite the hero's wishes. In the presence of this Power, and any unknown psionic
the case of uncontrolled Power psionic attacks simply pass phenomena in stages. The first
usage, the range at which through the target (think of FEAT reveals basic information,
duplication occurs drops to someone trying to punch air). such as the nature of the
contact only. The hero can The Power can extend to other psionics in use. Further FEATs
maintain some control by minds, but each additional mind reveal increasingly detailed
covering all parts of her body decreases the effective information. Mental Probes
that might normally touch Invisibility -1CS. The Nemesis have a range determined by the
another person's skin. For is Mental Probe. Power rank. Maximum ranges
example, Rogue wears a full are shown on column A of the
body covering complete with •M33/Mental Probe: The hero Range Table. The player has
gloves. In rare cases, the can telepathically probe a living the option, when creating the
duration of a specific duplicate mind or a psionic phenomenon hero, of raising the Power rank
mind can be extended to to gain a detailed analysis of +1CS by decreasing the range
permanence. Such cases result the target. Living minds can be to contact-only. Optional
from a combination of extremely searched for specific images Powers include Telepathy and
peculiar factors. One such and thoughts, although the hero Sensory Link. The Nemesis is
example occurred when must have a basic idea Mental Invisibility.
Rogue's Mutant Power beforehand of what she is
interacted with Ms. Marvel's looking for. The target mind is •M34/Mind Blast: The hero can
Kree Modified Human allowed to make a Psyche create bolts of pure psionic
physiology. The result is that FEAT to resist a Mental Probe. energy that can be used to
Rogue's mind permanently This is automatic, even if the directly damage a target's
merged with a facsimile of Carol target mind is initially unaware if neural system. The Power does
Danvers' mind. If permanence the attempted probe. If rank Intensity damage to the
occurs to someone with the resistance is successful, the target. The maximum ranges
Transformation form, then the probe is rejected with a are shown on column A of the
hero's original mind is headache-like backlash that Range Table. Targets are
permanently destroyed. prevents the hero from trying to allowed to resist by making a
Optional Powers include Mind probe that target again for 24 Psyche FEAT. Failure means
Drain and Power Duplication. hours. A side-effect of the the target is knocked
The Nemesis is Mind Blast; this Power is that the target's unconscious for 1-10 turns, as
negates all duplicate minds. Psyche may temporarily drop well as taking neural damage.
-1CS for 24 hours as a result of Targets who possess Mental
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or Psionic Powers can use only obey the orders of the •M36/Mind Drain: The hero
these Powers' ranks instead of controller, though those orders can deplete, negate, or even
the Psyche when resisting this may be verbal or telepathic (if destroy a target's mental
Power. Powers like Iron Will, the controlling character faculties. This alters the target's
Mental Invisibility, Force Field has that Power) in nature. The personality, memory, thought
Generation, Force Field vs. victim of a successful Mind process (Reason and Intuition),
Psionic, and Resistance to Control gains an additional and any Mental or Psionic
Psionic should always bear the Psyche FEAT roll each time Powers the target had. The
initial assault. The Power he is placed in a Karma-losing target can resist by making a
directly damages only neural situation. No Karma may be Psyche FEAT; success means
tissue (brain tissue, nerve added to any FEATS while the hero is repelled -by a
fibers). Damage to the rest of under the control of another, headache-inducing backlash
the body is indirect and is including this one. An additional that prevents the hero from
consistent with the seizures Psyche FEAT is gained if the attacking that target for 24
caused by a mangled nervous victim is placed in a life hours. Part of the target's
system. Note that this Power threatening situation (that is, the Psyche may be depleted by
can only be used against a situation threatens the victim). resisting the attack. If the target
target that actually possesses a Karma may be added to this fails a second Psyche FEAT,
functioning brain. Zombies, roll. Controlling another mind is then his Psyche drops -1CS for
animate matter, plants, and the psychic equivalent of 24 hours. The target's Reason
non-sentient Robots are breaking and entering. The hem and Intuition rank numbers
immune to the Power. Player loses 10 Karma points are reduced by the Power rank
characters Robots are assumed whenever this Power is used. number. If both are reduced to
to have a sufficiently human-like (Heroes may choose to lose zero, the loss is permanent. If
mind that they are susceptible more Karma as a limitation by the attack is broken off before
to the Power's effects. Optional which they can raise this this point, the target can regain
Powers include Telepathy and Power.) If Karma is gained or his loss in the standard manner.
Mental Probe. The Nemesis is lost as a result of the actions of Although such things as
Force Field vs. Psionic. a mind controlled character, that memory and personality are not
gain or loss is ascribed to the directly tied to a number, they
•M35/Mind Control**: Mind hero, as if the mind controlling are still reduced by the Power.
Control is the total overriding of hero had performed the action The target becomes forgetful or
the conscious mind. The himself. (You mind control the outright amnesiac and develops
character's personality remains, Vulture to bump off Electro. You a bland personality. Note: The
but his actions are controlled lose all Karma for slaying hero does not gain the abilities
by the character with this power Electro, even though Vulture, he denies the target. Range is
The target may make a Psyche being a villain, would not determined by Power rank.
FEAT to avoid this effect normally lose Karma for doing Maximums ranges for attacking
against the Intensity of the Mind so.) A character who has been a single target are shown on
Control Power rank. If that Mind Controlled is unaware of column A of the Range Table.
FEAT fails, the conscious his actions, knowing only that Each additional target
actions of the character are he has blanked out for a while. decreases the range -1CS. The
controlled. The target has no If a Player Character is under Power can be used repeatedly
memory of the period he is the effects of a Mind Control, on the same target until both
under control. The attacker and run him normally, but all actions Reason and Intuition reach zero
target must be within 1 area must be OKed by the controlling or until the target repels the
initially to effect Mind Control, character. Naturally, the hero. Optional Powers include
though the target and attacker controlled PC cannot Telepathy, Mental Probe,
may be separated by miles pass on the information of his Mental Duplication, and Mind
afterwards. The target will state to others. Blast. The Nemesis is Force
144
Field vs. Psionic. to "know" any given topic, the Power. Examples include:
PC might not be able to •The Power is uncontrollable;
•M37/Mental Force Bolts: A understand it. His the Judge decides when the
mental version of force attacks, comprehension is still limited by visions occur.
the hero can cast invisible force his Reason. This power enables •Subject matter limited to
bolts by force of his mind. the Judge to create idiot people
Psyche instead of Agility is savants who can decipher the •Subject matter limited to
used to determine if these hit, workings of Galactus's objects the hero is touching.
and they can strike up to power Worldship but are unable to tie •Subject matter is limited to
rank range for power rank force their shoelaces. For example: sites within 10 feet of the hero.
damage. Ref-Book and his buddy Jaunt •Power only works when the
find themselves in the hero is sleeping or in a trance.
•M38/Multitasking: Watcher's recreation room, •Power is linked to a specific
Multitasking allows a character facing a piece of alien mental or emotional state that is
to use any two Mental powers technology. Ref-Book has no felt by the hero or a person in a
in a single round as he wishes idea of what the thing is, but vision.
or to use one Mental Power and when Jaunt asks the magic •Visions surround the hero with
still perform a single action in a question "What is that?" Ref- a Hallucination of the future
round. This ability has no power Book's power goes to work. He scene.
rank. Only requiring the hero to makes a Red FEAT, gains the • The Power only works once
pass a successful Yellow necessary knowledge, and says per vision and cannot function
Psyche FEAT roll. Bonus "It's a television set." "Well, how again until the envisioned time
powers include Telepathy and do we turn it on?" asks Jaunt. has come to pass.
Mind Probe. Ref-Book fails his next FEAT The third limit is that the Judge,
and says, "Beats me." not the player, rolls the dice.
•M39/Omni Knowledge: A The Player cannot try to
reader named "Comalite J" •M40/Precognition**: (Judges influence the dice by
created this interesting variant detest this Power with a expending Karma. The Judge
on the learning process. A passion.) The hero can see into never tells the player the
character with this power has the future. The Power gives outcome or if he even threw the
an innate, subconscious link to the hero sufficiently clear insight dice at all. This keeps the
a sort of cosmic reference into upcoming events that he player from knowing the
library. When he is presented might be able to use that accuracy of his visions. Player
with a question concerning foreknowledge to his characters can look into the
information of which he was advantage. The problem lies in future a number of hours
previously ignorant, the PC two areas, the flexibility of the equal to twice the Power rank
must make a FEAT. Green time stream and the number. For example, a Good
FEATs give him access to preparedness of the Judge rank can see almost a day
contemporary human (more on these later). ahead, an Unearthly rank
knowledge. Yellow FEATs give Precognition is an awesome can see over a week ahead,
him access to alien knowledge. Power and thus has more and a CL3000 rank can see
Red FEATs give him access to limits than the Hulk can shake a eight months ahead. The color
Entity-level knowledge. stick at. ("Hulk no need puny FEAT determines the accuracy
Success means he is able stick!") The Power can normally of the vision. White results
to give a short, concise answer be used only once per day at can be completely untainted by
that only answers the initial full rank. Each additional use truth; the Judge can improvise
question. As a limit to this decreases the rank -1CS to his heart's delight. ("Three
power, the question must be down to a minimum of 1 turns days from now… Sentinels
asked of the hero by another lead time. Second, the player fighting in space… an armada
person. Also, despite his ability must choose a limitation on the of aliens swarming upon
145
them… A man named Jubal Precognition can be useful in the vision portrays.
leads the aliens.") A green combat. The hero can use his
result requires the Judge to be Power to discover his •M41/Possession**: This
truthful but to only reveal basic opponent's next move. This Power is a specific form of Mind
details. A yellow FEAT requires form can be used by any Control in which all actions of
full disclosure of anything the Precognition, regardless of the the character are assumed by
Judge can imagine being visible limits otherwise constraining the the controller. The controller is
at the time of the vision's Power. In game terms, the in effect "inside" the mind of the
occurrence. A red FEAT player tries to make a yellow character and as such controls
enables the hero to learn things FEAT at the start of each turn. all actions without having to
that might not be readily Success means the Judge must give commands. Possession is
apparent at the time the vision reveal the NPCs' next moves. only possible against targets
comes to pass. One problem Initiative is rolled. If the with no greater Psyche than the
with the Power is that the time Precognition gets it, she has a hero's Power rank. The target
stream is extremely malleable. chance to share her information may make a Psyche FEAT to
Each decision made creates an with her teammates. This use of avoid the Possession. A
alternate timeline, a parallel Precognition must be character who is possessed
Earth almost but not quite developed as a Power Stunt. neither gains nor lose Karma
identical to the version of Earth The hero gains an advantage of when being possessed. though
where your campaign occurs. +1CS when she has a she may suffer from losses of
Each vision is an event that Precognition flash pertaining to Popularity while her body
will come to pass in some time friends, special enemies, performs actions that are not
stream somewhere. It need not possessions and dwelling heroic in nature. The character
be the hero's impending places. This increases to +2CS may make a Psyche FEAT to
timeline. That's where if the flash involves dire events escape if placed in a life-
Precognition comes in. Each occurring to the Precognition threatening situation. The
Precognitive vision gives the herself. The Power can be character possessing another
hero a chance to consciously psychologically damaging to the may spend her own Karma (but
shape his world's timeline. Precognition. The Power is not the Karma of the possessed
Because of this, the envisioned often limited to times within character) to influence actions.
event might never come to the hero's own lifespan. Most of
pass, at least not where the the time, there is no cause for •M42/Postcognition: The hero
hero is concerned. This leads to alarm until the Power starts has the ability to "see" the past.
the second problem, that of consistently failing. Delusions The Power requires the hero to
Judge preparedness. To may result from frequent but have physical contact with the
accurately and realistically inaccurate visions. Frequent, target whose history is being
portray Precognition, the Judge accurate visions of doom and examined. The hero can
would need to work out a destruction beyond the hero's mentally examine a person,
detailed timeline of the capabilities may lead to item, or site and mentally re-live
campaign's future events, aberrant behavior, such as a specific moment of history
including variables that account chronic depression or chemical from the target's point-of-view.
for probable player actions. This dependency. Optional Powers As such, it only reveals factors
is a major headache for Judges. include modified forms of that somehow affected the
This is a leading reason why Telepathy and Time Travel. target. It is important that the
Galactus' throughout the Telepathy enables the hero to Judge secretly roll the dice
multiverse devour any world actually read the minds of whenever the hero uses the
where Precognition appears. anyone within the scope of Power. This prevents the
Precognittives are therefore the Precognition flash. Time player from knowing the
warned to use their Power Travel enables the hero to accuracy of his vision. The hero
carefully. Short-range actually travel to the time when can delve into the past the
146
number of weeks equal to the friends, possessions, and his Screen may use this value
Power rank number. For dwelling place. He gains +2CS instead of the Psyche to resist
example, a Poor rank can see when using the Power on the effects of any Mental Power
events of four weeks ago, an himself. This can be used to that requires a Psyche FEAT
Amazing rank can look back probe times of which the hero roil. This Power differs from the
almost one year, and a CL5000 has no memory, such as sleep Talent of the same name in that
rank can look back a century. or amnesia. ("What was the it may be extended over a
The clarity of the vision is Black Widow doing in my number of targets to attempt to
determined by what FEAT color apartment while I was asleep?") protect others from attacks.
is attained. A white roll lets the Optional Powers include Each target protected requires
Judge say anything that comes modified forms of Telepathy and a Power rank FEAT. with failure
to his head; accuracy and Time Travel. Telepathy can be indicating all such Powers are
truthfulness are optional. ("This used to read the minds of lost for 1-10 turns (usually
doll was once a living child.") A anyone within the scope of enough time for the opponent to
green FEAT gives vague the Post-cognitive vision. Time gain advantage). Also, the
impressions; the Judge should Travel can be used to draw the attacker will be aware of the
be honest about the real past hero to that point in the past; protector's mental presence.
but give only partial details. ("A note that this often results in the
little girl held this doll. She had creation if a divergent timeline. •M45/Pyrokinesis: The hero
black hair.") A yellow FEAT has advanced telekinetic
gives general information; the •M43/Psionic Attack: This abilities which have manifested
Judge should give any Power gives the hero the ability themselves in a spectacular
information he can, though to project psionic force blasts at fashion of being able to set
within the limits of what the Power rank range and Intensity. items alight with mental fire.
target would know. ("The girl's The target of this attack must The hero may set fire to any
name is Helen. She is feeling make a successful Psyche flammable object or individual
very angry. She is mad at FEAT or be knocked with Power Rank range and
her friend Davey.") A red FEAT unconscious for 1-10 rounds. Intensity. Such individuals
reveals information that might Characters with Mental Powers may use their Psyche to resist
not be otherwise available, may use their Power ranks the effect. The hero may also
including details that the subject instead of Psyche, and those use Psychokinesis to damage
might not have known at the with Psi-Screen should use that inanimate matter. The intensity
time. ("Helen is mad because Power rank before any other. of this FEAT is the Material
Davey broke her doll. Helen is Force Field's operate against Strength of the item. Bonus
going to get even with Davey. psionic attack. powers include Telekinesis,
Helen is a mutant.") Telepathy, Mental Force Bolts
Postcognition can be used to •M45/Psi-Screen: This form of and Kinetic Bolt.
gain information on what an Psi-Screen is an inborn Power
item is and who may have that resists mental scans and •M46/Psionic Vampirism**:
handled it. It cannot provide a domination. All characters with The Psi-vampire can drain the
detailed analysis of the item's any of the mental Powers have mental energies of his victim.
internal structure or as-yet this Power at an equal level to He then uses the purloined
unrealized potential. For their Psyche (hence the energy to increase his own
example, examining a nuclear difficulties in reading their Strength, Endurance, Psyche,
bomb would reveal how it was thoughts). A character with this and his own Powers' ranks. The
manufactured and handled but Power will have a Psi-Screen at Psi-vampire can drain the
the Power wouldn't even +1CS higher than his Psyche at mental energy from a target by
hint at the bomb's explosive start, and may increase it means of a Power FEAT. The
potential. The hero gains +1CS through experience to higher intensity rank is determined by
when using Postcognition on levels. A character with Psi- the victim's Psyche. A
147
successful FEAT enables the ranked Vampires must be extended by this Power. It
Psi-vampire to drain an amount constantly feed and are must be a sense that is
of energy equal to his Power therefore easily detected and common to the hero's physical
rank number. This amount is destroyed. If the Psi-vampire is type. The taste/smell form can
drawn in equal amounts from deprived of victims, he enters a be useful in analyzing distant
the victim's Reason, Intuition, deathlike trance when all his and possibly toxic substances.
and whatever Mental Powers afflicted Abilities drop to Shift 0. He can savor tastes and smells
he possesses. The process can His vampiric Power continues to that might kill him if he were
continue indefinitely, with each function and will try to feed on to directly experience them.
successful FEAT enabling the anything that comes in contact ("Nerve gas smells like freshly
Psi-vampire to drain more with the body. When the baked cinnamon buns.") He can
mental energy. The Psi-vampire Abilities return to Feeble rank, develop an extensive palate
can voluntarily cease feeding at the Psi-vampire returns to life. that permits him to identify
any time by making any color When the Psi-vampire is substances by taste; a green
FEAT except red. A red FEAT created, the player must choose Reason FEAT should suffice.
means he has entered an at least one Weakness. The The tactile form is good for
uncontrollable feeding frenzy player can increase his Power identifying concealed or
that can only end when the rank +1CS for each additional inaccessible shapes. Examples
victim is completely drained or Weakness he chooses, up to a include the interior of a lock or a
the Psi-vampire has. been limit of three additional non-surgical examination of
repelled. If the Psi-vampire fails Weaknesses. Psi vampirism is a patient. Again, a green
to make a FEAT at any point in communicable. A sentient being Reason FEAT coupled with the
the feeding process, he is who was completely drained by hero's Talents should suffice.
instantly repulsed by the victim a Psi-vampire must make a The range is determined by the
and can never re-establish his Psyche. FEAT roll. A red FEAT Power rank. Maximum ranges
attack. Furthermore, the victim means the victim has himself are shown on column E of the
is now immune to any further been transformed into a Feeble Range Table. A drawback to this
vampire attacks by that Psi-vampire. The Nemesis is an Power is that it acts as a funnel
particular Psi-vampire. This Enhanced Psyche raised two to direct Psionic attacks against
immunity does not extend to levels higher than the Psi the hero. Resistance is
other Psi-vampires. The Psi- vampire's Power rank. decreased -1CS because of
vampire distributes the gained this. Optional Powers include
energy among his Strength, •M47/Remote Sensing: This is additional forms of this Power,
Endurance, Psyche, and a catchall name for any Power Clairaudience, and
whatever Powers he has. He that enables the hero to Clairvoyance. The Nemesis is
cannot raise this Power's rank; psionically extend the range of Mental Invisibility.
no Vampire of any type can any sense. The senses include
ever raise his own Power rank. taste, smell, touch, balance •M48/Sensory Link: The hero
So why do Psi-vampires do it? (including gravity sensing), and can telepathically link his
The answer is they lose energy temperature. The exceptions senses with those of another
at a frightful rate. The rank are sight and hearing, as being. He can use the
numbers for Strength, these are already covered by information gained from the
Endurance, Psyche, and all the Powers of Clairvoyance and others senses as if it came from
his Powers (except this one) Clairaudience. The Power can the hero's own senses. An
each drop one point per hour. also be used to extend the example would be a blind man
The Psi-vampire must feed in range of senses not present in really seeing through his guide
order to return the affected Normal Humans, such as dog's eyes. The Power is
Abilities to their original ranks. senses that detect Kirlian auras crucial to sense-impaired
This also explains why or magnetic fields. The player characters. Such characters
Vampires are so rare: lower must choose a single sense to need other beings with the
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necessary senses to replace suffer damage, get sick, age, Marvel's body. He was born
the hero's own deficiency. The and even die. None of it within weeks of her discovering
hero could receive input from is permanent to the character, she was pregnant and grew into
any living being, including though. When the hero's body a seeming 20-year-old within a
companions, adversaries, dies from any cause, the unique day of his birth. Mental Powers
onlookers, and even animals. nature of his life force enables it are immediately transferred to
The range for this is line-of- to transfer to a new body. He the new body. Physical Powers
sight within one area. The hero can also transfer some but not are regained as the body
can concentrate on the input all of his Powers to the new matures. The Judge can decide
from a single being but he can body. The hero loses all Karma how and when the Powers
also automatically scan for with the death of the old body. reappear. Powers that are
other possible sense-donors. There are five forms of Serial derived externally or result from
This is a mental reflex action Immortality, each with a massive alterations of the
that permits the hero to different means of rebirth and hero's original form are not
constantly seek out new Power transferal. The player transferred. The hero will have
contacts. Sensory Link can be must choose one of these to recover or recreate the
of benefit to heroes who are not methods, either selecting for source of these Powers in order
sense impaired. In such cases, himself or letting the die decide. to regain them.
the hero can scan distant areas Pre-made: The new body is a
through the senses of beings Die Roll Form previously prepared clone or
within the target area. The 01-20 Newborn android body that was prepared
Power can be used to locate 21-40 Pre-made specifically for this purpose.
people, spy on foes, or simply 41-60 Reanimation Such a body is already
to check out the scenery. The 61-80 Spontaneous physically mature and in
sense donor is unaware Creation possession of the full range of
that part of his senses are being 81-100 Parasite the hero's Powers. It is
siphoned by the hero. A red completely mindless and rests
Reason FEAT is required for Newborn: The body is that of in a comatose state until
the sense-donor to feel the an infant. The character can activated by the hero's life-
Power's presence and even enter the body at any point from force. The knowledge of how to
then the donor would probably conception to birth. He is create these bodies can be
not recognize what is helpless until birth actually learned by characters with
happening to him. A weakness occurs. He can accelerate the Remarkable or better Reason,
of the Power is that it decreases body's physical development in provided they are properly
-1CS the hero's resistance to order to induce birth and quickly trained. Someone with Amazing
psionic attacks aimed at him or regain physical maturity. The Reason can figure it out for
at the current sense-donor. A rate of accelerated himself. A Laboratory or Medical
second disadvantage is that the development is a multiplier Package of Amazing cost
hero's initial Agility and Fighting equal to the Power rank is required to create these
ranks are decreased -1CS due number. A Feeble rank ages bodies. Each body has an
to the fact that the hero is twice as fast as normal, a Remarkable cost. Magically
operating with a detached Remarkable rank ages one created bodies require an
point of view. Either of these month for each day that passes, equivalent Resource level. If a
can be overcome by expending and a Shift-Z can age over a Pre-made body is unavailable
Karma. An Optional Power is year for each real day. at the time the old one dies, the
Telepathy. The Nemesis is Example: Avengers #200 life-force drifts in Limbo until
Neural Manipulation. revealed that Immortus' son such a body becomes available.
Marcus had entered the Earth Re-animation: The life-force
•M49/Serial Immortality**: A Dimension by way of an embryo enters and revives a recently
character with this Power can he had implanted in Ms. deceased but non-mutilated
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