The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Netbook.Character.Creation.Compendium.Reduced

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by archangel777, 2022-08-05 19:15:49

Netbook.Character.Creation.Compendium.Reduced

Netbook.Character.Creation.Compendium.Reduced

corpse, preferably of the same character's life-force invades a directly fought or even killed
species as the original body. living, physically mature within the Limbo dimension.
The body must be reasonably body and overwhelms the Sometimes a character with this
intact, although the Power does original occupant's mind. Power can be forced out of his
include a single-use form of Successful invasion is current body without that body
Self-healing that repairs the determined by pitting the Power getting killed in the process.
body and restarts bodily rank against the would-be The Judge is free to decide
functions. The hero can not victim's Psyche. The invader what conditions apply in his
control which body he enters must make a Power FEAT campaign; suggested moans
but rather is drawn to one in the whose intensity is equal to the revolve around coercion or such
following order of preference: 1) victim's Psyche. Failure means Powers as Magic, Power
closest to old body, 2) most the invader must choose Controls, Force Field vs.
recently dead, and 3) least another victim. If the invasion Hostiles, Summoning, and
severe damage. Mental Powers succeeds, the original mind Exorcism. Such Powers must
are immediately transferred. suffers one of five possible exceed the hero's Power rank
Most physical Powers are fates; the player must choose by 2CS in order to forcibly evict
regained as the hero-re shapes one that holds for all victims of the life-force from the body. If
the new body to accommodate this Power. There is an equal successful, the life-force is
the Powers' use. Powers that random chance for each. driven into Limbo or a new body
are external must be recovered Subordination: The victim in a more peaceful location. As
or recreated. The amount of retains consciousness and for the now vacated body, the
time needed to reshape the individuality but loses all results vary with the form and
body is the number of days physical control. He is a variety of Serial Immortality:
equal to 100 minus the Power prisoner in his own body. Newborn: The body is
rank number. If the corpse has Merger: The victim's mind is now occupied by the innocent
intrinsic Powers, the hero gains incorporated into the greater soul of a newborn infant,
the use of these upon re- mind of the invader. Comatose: regardless of the body's
animating the corpse. Such The victim's mind is rendered physical age.
Powers are not transferred to unconscious for the duration of Pre-made: "He's dead, Jim."
subsequent bodies. The re- the invasion. Obliteration: Re-animation: " She's dead,
animated body regains full life The victim's mind is completely Jim."
within a day of the Power's use. destroyed. Eviction: The victim's Spontaneous Creation: The
Spontaneous Creation: This is mind is driven out of his body body reverts to its original
the most sociably acceptable and becomes a Free Spirit . It is materials.
form of Serial Immortality. The incredibly difficult to finally Parasite/Subordination: The
hero creates existing matter defeat an adversary with any victim awakens with full
and energy into the flesh of a form of Serial Immortality. knowledge of his past plight.
new body. The newly created The best the foe can normally Parasite/Merger: The victim
body is identical to the previous hope for is to defeat the current awakes but is temporarily
one and possesses all Powers body and then prepare for the schizoid due to lingering effects
except externally derived ones. next incarnation. It is possible to of the merger.
Any Power that is in the hero's stop the infinite progression Parasite/Comatose: The
self-image can transfer. The from body to body by victim awakens with no
time needed to create a new preventing the hero from knowledge of the intervening
body is the number of days leaving his current body time.
equal to 100 minus the Power (suspended animation Parasite/Obliteration: "This
rank number. will do) or entering a new one one's dead, too."
Parasite: This is the nastiest, (stranding the hero in Parasite/Eviction: The body is
least socially acceptable form of intergalactic space is a good comatose but will revive when
Serial Immortality. The tactic). The life-force can be the original mind rejoins the

150

body. The Nemesis is Exorcism. Clairaudience. Optional Powers (not both), or being limited to
include Clairvoyance, Vocal contacting only other telepaths
•M50/Speech-throwing: This is Control, Hyper-hearing, and and other Psionic types.
best described as "super- Sensory Link. The Nemesis is Optional Powers include
ventriloquism." Although it is Force Field vs. Psionic. Empathy, Hallucinations, Mental
radically different in execution Invisibility, Mental Probe, Mind
from the Talent of •M51/Telepathy: : The hero can Blast, Mind Drain, Sensory Link,
Ventriloquism, the effect at low communicate on a direct mind- and Psionic Detection. The
levels is similar. Simply put, the to-mind basis. This is automatic Nemesis is Resistance to
hero can make his voice with willing minds or Psyches Psionic.
audible in a distant location, with ranks lower than the Power
without the vocal sound waves rank. Equal Psyche ranks •M52/Telekinesis: The hero
actually traveling the require a yellow FEAT. Minds can handle material objects
intervening distance. The with mental Powers or some without having to make direct or
Power is actually a specialized form of Psionic defense require indirect physical contact
form of Telekinesis which allows a red FEAT. Uncooperative (pushing or blowing, for
the hero to agitate the distant beings with Psyches exceeding example). The hero can
molecules in a way that the Power rank are impossible perform any action that could
simulates sound transmission. FEATs. Range is determined by be accomplished using normal
The Power enables the hero to Power rank. Column D of the Strength. The Power rank
be heard instantaneously at any Range Table shows the limits. serves as an equivalent for the
distance, despite any barriers to At Class 1000 the Power can Strength rank. Most Telekinesis
normal sound transmission. The breach dimensional barriers; ("TKs") visualize their Power in
only barriers that stop this this can also be accomplished if terms of an amorphous arm
Power are those that interfere the hero combines Telepathy extending from the body. This
with Psionic Powers. Speech with Extradimensional leads to a curious psychological
throwing range is determined by Detection. In the main Marvel handicap in that most TKs
its Power rank. Column E of the Universe, Magneto created a cannot lift their own bodies.
Range Table shows appropriate special magnetic flux in the Only rare examples like Marvel
distances. The hero has Earth's magnetic field. His Girl have overcome this bit of
100% accuracy, provided he purpose was to hinder irrationality. The range is
can somehow sense the target Professor X's efforts to locate determined by the Power
area. This is commonly him. The result is that terrestrial rank. Column A on the Range
provided by such Powers Telepathy is decreased -3CS in Table shows the ranges for a
as Clairaudience and range with a minimum of single act of TK activity. Each
Clairvoyance. If the hero lacks contact-only. Actual Telepathic additional simultaneous action
the means to check on his aim, strength is unaffected by reduces the range -1CS.
he cannot control anything Magneto's interference. If the Multiple activities share the
but the basic direction his voice hero is beyond Earth's altered common pool of TK strength.
is being sent. If the hero has magnetic field, in the past, or in The more actions that are
other sonic based Powers, they other dimensions, then the limit attempted, the weaker each
can be combined with this disappears and the Telepathy telekinetic arm becomes. If the
Power to greatly enhance can assume its true range. hero attempts to perform a
their range. If the hero has When the hero is created, the greater number of simultaneous
Extradimensional Detection or player can raise the Power rank complex activities than the
Dimension Travel, these can be +1CS by choosing a limitation. Judge thinks plausible, the
used to modify the Power and Examples include either Judge may require an Agility
enable the hero to Speech- receiving or transmitting only FEAT. If the hero also
throw into other Dimensions. (not both), communicating in possesses Remote Sensing,
The Bonus Power is only words or visual images she can develop a sense of

151

touch through her TK grasp. Extradimensional Detection experienced. This could be a
This permits the hero to handle (which automatically combines book he's read, the faces of
materials that are not within with this Power to extend its everyone he saw on Tuesday,
her sight. Clairvoyance can be range into other dimensions). what birth was like, and so on.
incorporated into TK to permit The Nemesis is Mental The accuracy of his recall is his
visual guidance. Optional Invisibility. Power rank number treated as
Powers include Matter a percentage. Feeble is 2%,
Animation, Molding, •M54/Tele-Mechanics: This Excellent is 20%, and so on to
Clairvoyance, Remote power upon a successful Power automatic accuracy at
Sensing/Touch, Levitation, and Feat roll will provide one with a Unearthly rank or above. The
True Flight. Nemesis is either complete and permanent color FEAT reflects the
Force Field vs. Psionic or comprehensive understanding nature of the memory being
Gravity Manipulation. of any technological device that sought. Green FEATs involve
they have been in contact with. personal memories. Yellow
•M53/Telelocation: The hero This is a truly comprehensive FEATs involve learning
can psionically locate a chosen understanding as one will be experiences. Red FEATs
target. This differs from normal capable of performing repairs, involve unconsciously gained
Tracking in that no physical or drawing up blueprints, information, such as the faces
sensory contact, however successfully making use of everyone the hero saw on
tenuous, is required. of, and in all ways be proficient Tuesday. The Power is the
Consequently, the Power is not in the use of the item in perfect complement for Hyper-
hampered by the concealment, question. Provided the proper Intelligence by providing a
erasure, or absence of the materials the hero could even built-in library. It can be used to
target's "scent." Telelocation build a working replica of the simulate that Power, Hyper-
can operate over immense item. The Power Rank is Invention, or Weapons
distances. The only factors that compared to the Reason FEAT Tinkering, provided the
can hinder the Power are those required to build the object in hero once read texts that
that diminish any Psionic order to determine the color explained how to do things that
activity. The range, determined result required to succeed. come naturally to those with the
by the Power rank, is shown on (although conventional Earth other Powers. ("Well, I read
column D of the Range Table. technologies should not have Reed Richard's notes on
This represents a sphere more than an Amazing Rank constructing dimensional
centered on the hero; the requirement.) One however, gateways, so if I just follow his
quarry must be within it. The requires additional talents plans we should be in the
hero must have a stimulus to and powers (Engineering, Negative Zone by next Monday
channel her Power toward a Electronics, Hyper Invention, night.") When playing a
specific quarry. The nature of etc) in order to understand and character with Total Memory,
the stimulus determines' the exploit this information for other assume he is a voracious
Power FEAT. A green FEAT purposes, such as upgrading consumer of all media. It is
requires contact with a part or the device in question or to his advantage, after all. Such
possession of the quarry. A incorporating its technologies characters are also fond of
yellow FEAT requires the hero into other items or inventions. quoting obscure texts or
to have previous contact with Optional Powers include Hyper- unconsciously reciting
the quarry. A red FEAT is Intelligence, Hyper Invention, encyclopedia entries. The
required if the hero only has Total Memory and Weapons Power doesn't really alter either
second-hand information about Tinkering. Intuition or Reason, thus these
the quarry (and it had better be can be used as a guide for what
good). Optional Powers include •M55/Total Memory: The hero the hero has probably read in
Clairvoyance (limited to already has the ability to remember the past. When the hero claims
located quarries) and anything that he has ever to have read a special text, the

152

player is required to make a and Weapons Tinkering. The also trade the mental abilities,
Reason FEAT to prove he has Nemesis is Mind Drain. Powers, and Talents. They do
read something along the not trade physical abilities or
desired liner. Flashback is a •M56/Transferal: Transferal is Powers, nor do they trade
real danger. If the hero was the ultimate form of Possession, Popularity, Contacts, or
ever a victim of a mental attack, in that it allows the complete Resources. The character
there is a chance the memory transferal of consciousness with performing the transferal also
will accidentally resurface at a a target within one area. The trades Karma amounts with the
later time and the effect returns target's consciousness is not target. For example, if Doctor
anew. Such flashbacks occur put away in the back of the Doom conducts a transferal
when the hero is somehow character's mind, but rather with Reed Richards, Doom
reminded of the original moved into the body of the enters Reed's body and vice
incident. The hero must make a character with the Transferal versa. Doom/Richards gains
green Psyche FEAT to avoid Power. Transferal always needs Richards' appearance,
reliving the full effects of that a red Power rank FEAT to Contacts, Popularity,
other Power. Example: succeed. And may be Resources, Karma, physical
Photomemory was under performed against creatures abilities (Fighting, Agility,
Ringmaster's Hypnotic Control with higher Psyches, those with Strength, and Endurance), and
for two days back in 1978. Mental Powers, and alien Powers (stretching). Doom
Today he saw a news report on beings or robots. If the transfer retains his own Talents,
Ringmaster's parole hearing. fails. The attacker is knowledge, and mental abilities
Suddenly the compulsion to rob unconscious for 1-10 rounds. (Reason, Intuition, and Psyche)
jewelry stores returned. and may not attempt again for and Mental Powers (including
Optional Powers include Hyper one day. When characters this Transferal Power).
Invention, Hyper-intelligence, transfer consciousness, they Richards/Doom is similarly
switched.

Physical Enhancement Powers

•P1/Armor Skin: This is a form form is that hero is always Die Roll Form
of Body Armor. The hero's skin protected. The disadvantage is 01-35 Leather
is transformed into a damage- that the hero may be a physical 36-60 Rigid Plates
resistant form. The Power rank freak. The advantage to the 61-85 Visually
number decreases the Intensity temporary from is that the hero Inorganic
of any physical or energy can live a relatively normal life 86-00 Inorganic
attack. This decrease applies when he is not performing
each turn for as long as the heroic deeds. The Leather: The epidermis retains
attack continues. The Armor disadvantages are twofold. its normal shape and flexibility
Skin may be permanent or One, the hero lacks his but is harder to the touch. The
temporary. The permanent form protective skin most of the time skin maintains its normal bodily
is a lasting modification to the and two, the temporary form is functions without the need for
hero's appearance and only available at a cost of -2CS extensive changes. Androids
physiology. The temporary form to the Power rank. The armor are often given this type of
allows the hero to retain his skin can take a variety of Armor Skin.
normal human appearance and appearances. There are four Rigid plates: The body is
identity. When the need arises, main types of Armor Skin. Each covered in interlinked plates like
the hero can manifest his has its own set of an insect's chitin or an
Power and transform himself characteristics. The player must armadillo's shell. The wrestler
into his armored self. The select one form when he first Armadillo is an example of this
advantage of the permanent generates this Power. type of Armor Skin.

153

Visually Inorganic: The body flesh. However, the tissue of should try it. This can generate
can be any shape but has the capable of withstanding major a myriad of unique Powers.
appearance of non-organic damage without showing any Some possibilities include:
matter. The layering may effects. The resistance covers • Hallucinogenic: The touch
appear rocky, metallic, or any physical and energy attacks incorporates Hallucinations to
other choice of surface. The only. The Intensity rank number produce vivid but totally false
Thing's orange rock-like exterior of the at-. tack is reduced by images in the target's mind.
is an example of this. this Power's rank number. The Fighting and Intuition drop
Non-organic: The body remaining Intensity is the actual -3CS.
actually is covered in inorganic damage the hero suffers. While • Bio-luminescence: The Touch
material. Unlike an externally the hero's skin shows the incorporates Light Generation
applied coating, this one effects of the tremendous to make the target's body
is formed by modified cells in abuse it suffers, at least it heals temporarily self illuminating.
the hero's epidermis. In all of quickly. The Power enables the • Napalm Grip: The Touch
these forms, any damage that epidermis to heal at a tenfold incorporates Fire Generation to
is suffered is healed at normal rate. An Optional Power is create fire on contact.
rates by the skin cells that Regeneration. • Boom Boxing: The Touch
underlie and support the incorporates Combustion to
specialized cells of the Armor •P5/Chemical Touch: The produce explosions on contact.
Skin. An Optional Power is hero's body secretes chemicals The Nemesis is Phasing.
Regeneration. that are capable of a variety of
effects on a target. The •P6/Claws: Claws are... well,
•P2/Augmented Health: The chemicals can be automatically claws. Sharp pointy items that
being with this power is far or consciously secreted. The inflict damage on the Edged
more durable and capable of player must choose when the Attack column of the battle
absorbing damage than one Power is first generated; there effects table. As with most
would expect given their is an equal random chance for sharp things, they inflict the
abilities. As such, he adds this each. If the hero possesses listed amount and effect, and
power's Power Rank score to a variety of Touch Powers, then cannot be reduced in damage
his Health Total. Optional the hero can alter the nature of or effect. The Power rank lists
powers include Hyper the secreted chemicals at will. A both the damage inflicted by the
Endurance. Power Touch is created by claws and the material strength.
combining this Power with any The damage cannot be
•P3/Blinding Touch: The touch other Power the hero has. Each increased from its initial roll
of this character can blind the Touch Power has Power rank except by raising the
unprotected target for 1-10 Intensity and does rank experience, but the initial
rounds. The hero with this damage, regardless of the material strength can be
Power must make a Stun or Touch Power's nature. The increased by accepting
Slam result to blind. The target behavioral characteristics limitations. Grant a + 2CS to the
receives no attempt to avoid are those of the original Power material strength of the claws
this touch, unless the target that was incorporated into the when the hero accepts
possesses Protected Senses or Touch Power. The range is any limitations, including
something similar to prevent the always limited to Contact only. A limitations required by other
touch (such as a helmet with wide variety of Touch Powers Powers. The effects of claws
covered eye slits). are possible, as this Power can depend on whether they are
combine with most of the other being wielded against living
•P4/Body Resistance: This is entries in this book. The key to creatures (people) or non-living
the form of Body Armor most it is game balance, if you can materials (things). Against living
heroes want. The hero's body is figure out a rational explanation creatures, claw attacks are
composed of apparently normal for a given combination, the you resolved on the Edged Attack

154

column for Power rank damage. greatly reduced damage (as for The hero can swallow and
Against non-living materials, living targets), and acts on digest any substance without
compare the material strength inorganic material as if harm. The digestive tract
of the claws against the breaking it with Power rank extracts useful materials and
material strength of the object. Strength. Resistance to synthesizes new ones from the
Make a Strength FEAT roll to Corrosives will offset these available material. In game
determine if the object holds up effects. Similar to Claws, this "reality" this Power is an
to the attack. This applies to may chew through inorganic internalized, automatic form of
Body Armor that is not Body Armor to affect the Matter Conversion. Materials
natural(inborn) as well as doors, individual beneath. created by this Power retain
walls, computer terminals, their new nature while within the
freelancers, and other •P9/Damage Transfer: This hero's body; upon expulsion
inanimate objects. This does Power is a relative of the they revert to their original
not apply to Body Armor that is Health-Drain Touch, except nature. In rare cases, the hero
a natural part of the character, Health may be transferred is a living filter who could
or to energy constructs such as between two separate targets eventually convert all available
force fields. Example: on touch, in effect healing one matter into useful forms. The
Everyone's favorite maniac while reducing the Health of the power also includes a +4CS
from Canada, Wolverine, goes other. The hero may not regain resistance to liquid or solid
up against a Sentinel with his any Health in this Damage toxins. These are simply
Unearthly material strength Transfer. resisted or converted into
claws which inflict Good 'useful materials. This Power
damage. If he attacks the •P10/Death Factor: The hero includes a number of physical
Sentinel directly he won't get can generate a “Death Field” of adaptations to accommodate it.
too far; the robot's Body Armor Power Rank Intensity around The hero possesses hyper
is too thick. If he concentrates himself and can be channeled strong teeth and jaws that
on the armor, however, he can through his touch attacks if so permit biting and swallowing
shred it with a Red FEAT roll. desired. This power is almost any materials, as well as
This trick would not operate on the reverse of a healing factor. resistance to internal damage
Iron Man (personal Force Field) The field saps the life force out caused by the swallowed
or the Things (natural Body of living creatures. The hero material. There are two side-
Armor). can suck the life force out of effects to this Power. The first is
everyone in the same area as the decrease of the hero's
•P7/Cloaking: The hero has a himself and can use this energy sense of taste. The second is
power rank ability to remain to regain lost health up to his that the hero's flesh is relatively
undetected by all forms of maximum score. To affect a poisonous, since much of it may
electronic tracking, psionics, or target the hero must succeed at have been formed from
physical tracking powers or a Power Rank FEAT against the converted materials that would
talents. The minimum rank for targets Psyche Ability. Each revert to their original states
this power is Intuition +1 CS, if success allows the hero to drain after their removal from the
rolled lower than this then the up to Power Rank damage form living hero's body. The hero
power rank should be raised to the victim and convert it to a like would thus be immune to a
this rank. amount of Health up the vampire's attack or could exact
maximum. If the victim dies posthumous revenge on
•P8/Corrosive Touch: Similar form this attack the body anything stupid enough to eat
to Rotting Touch, but affects disintegrates. Bonus Powers him. If the hero has this Power
inorganic materials instead. The include Energy Touch. The on a temporary basis (such as
character inflicts Power rank Nemesis is Regeneration. the result of a spell), any matter
-3CS damage to living targets, conversions are permanent.
affects organic materials with •P11/Digestive Adaptability: Optional Powers include Lung

155

Adaptability and Body The hero may use the Power of Health that may be restored
Adaptation. Rank ability of this power to one hero maximum, on any
instead of Fighting and Agility to one day. For each attempt at
•P12/Drain Health Touch**: catch thrown objects, dodge or healing, the hero must make an
The touch of a character with evade attacks. Endurance FEAT -- failure
this Power transfers a Power indicates the loss of Karma
rank amount of Health from the •P15/Extra Body Parts: The equal to the amount of Health
target to the hero. Previous hero who gains this Power being healed. A character
damage is healed in an equal when the character is without Karma may not Heal.
amount, up to the maximum generated may choose the type Endurance ranks may be
Health of the character. Drained and number of body parts. similarly restored at a rate of
Health above that point is lost. Some of these parts may one rank per day per hero. An
Characters drained to 0 Health provide Bonus Powers. These Endurance FEAT is required for
must make an Endurance FEAT Powers are then placed in the the healing hero, with the result
to avoid dying. if they do so, the next available slot in Power of a failure being the loss of one
attack has no further effect. generation, if there is one. Endurance Rank for the hero
Reversing this process, Additional Arms: Extra attacks (the Endurance for the other is
directing one's own Health into as a bonus healed). This Endurance may
others, is a Power Stunt. Additional Legs: including only be healed naturally. If the
centaur like form give Lightning Endurance drops below Feeble,
•P13/Energy Touch: The hero Speed as a bonus the healer will perish.
with this Power may inflict Prehensile Tail: Climbing as a
damage and effects from the Bonus Power, and hero may •P17/Hyper Endurance: A
Energy column of the Battle use the tail as a limb with number of readers pointed out
Effects table, with a Bulls eye normal (for the hero) Agility. that I referred to this in the UPB
regarded as a possible Stun. Wings: Flight as a Bonus as a power rather than as a
The hero may always choose to Power at +1CS. primary ability. Sorry! Hyper-
inflict less damage than is Combat Tail: Not usable for Endurance is designed to
rolled, or to reduce the effects climbing, but may attack in slug increase your hero's (hopefully)
of the damage. The touch can fest for Strength +1CS damage. already formidable Endurance.
be carried through conductive Additional Eyes or Sensory The randomly determined rank
material, and may affect Organs: Enhanced Senses or is added to your PC's
multiple targets in this fashion. any detection Power as a previously determined
If the hero is standing on a steel Bonus Power. Endurance rank whenever he
girder facing off three goons Claws: on either hands or feet, uses a power that drains his
from HYDRA, and uses the these give Claws as a Bonus Endurance. In this way, heroes
Energy Touch on the girder (a Power, with +1CS to their can exceed their physical
conductive material), all three material strength. limitations. Hyper-Endurance is
get shocked. The hero with this Spines: Similar to those on a an optional power for such
Power gains Resistance to porcupine, these quill-like things as Hyper-Running,
Electricity as a Bonus Power. spines may be shot. Bonus Hyper-Swimming, and other
Power of Projectile Missile at powers requiring muscular
•P14/Enhanced Reflexes: The +1CS. effort. The Power Rank of this
heroes reflexes are so quick ability is added directly to the
that he receives a natural +1 •P16/Healing: This Power heroes Endurance for purposes
bonus to his initiative rolls. In allows the hero to restore lost of determining fatigue or
addition, the hero may make a Health and Endurance ranks to charging attacks only.
Power Rank FEAT roll to avoid others (but not the hero
the surprise attacks that often himself). The Power rank •P18/Hyper Intake Expulsion:
come from blindsiding attacks. indicates the maximum amount This power was in my original

156

UPB proposal, yet not only did I It is up to the Judge's discretion •P19/Hyper Speed: The hero is
forget to put this in the UPB, I as to how much weight is capable of extremely fast
also forgot to put it in the gained, with a 1% weight motion and may even surpass
original addenda article! This increase being a rule of thumb. light speed. Normally this
power is usually referred to as Note that a sudden failure of Power includes a specific
"Super Breath" and, while it is this power can be disastrous! resistance to friction and lungs
technically a Matter Control Such catastrophes range from that are adapted to breathe
power, should be listed under (at best) the sudden expulsion high-velocity air. If the hero
the class of Physical of all ingested matter, retention possesses a Travel Power, he
Enhancement powers in the of the ingested matter with the can exchange this speed for
UPB. The hero has the ability to hero suddenly bearing all of its that of the latter Power. The
ingest awesome amounts of weight, or the rapid expansion Power can also be used to
matter, retain them indefinitely, of the ingested matter to its perform tasks in greatly
then expel them with power original size (this latter reduced time. The Power rank
rank force. When creating a possibility being quite number is treated as a multiplier
hero with this power, the fatal).Normally, a hero can to show how much more quickly
player must decide what the retain the ingested matter a specific task can be
hero can handle. A random die indefinitely. A side effect of the accomplished by someone with
roll determines his chance of power gives the hero internal this Power. For example,
having the power to handle gas, invulnerability equal to his Typical rank moves four times
liquid, solids, or some power rank, preventing major as fast, an Incredible rank
combination of these internal damage due to moves 40 times as fast, and so
ingested poisons or physically on. When creating the
Die Roll Category damaging materials. Solids and character, the player can raise
01-16 Gases only liquids can be retained for as the rank +2CS by omitting the
17-32 Liquids only long as the hero can go without special adaptations for friction
33-48 Solids only food; digestion normally stops and breathing. This is a
49-64 Gases & Liquids while this power is in effect. If dangerous thing, though,
65-80 Liquids & Solids the gases ingested are toxic, people. (But what the heck-it's
81-00 Gases, Solids the hero can only retain them your character.)
&Liquids for the amount of time he can
hold his breath. If the mixture is •P20/Hyper Strength: Hyper
This power enables the hero to not toxic and contains a Strength is an addition to your
absorb quantities far exceeding sufficient quantity of oxygen, Hero's previously determined
the normal volume of the then the hero can hold his Strength Ability. The Player has
human body. He can absorb a breath indefinitely. The hero can two choices here, He can
volume of gas equal to the expel the matter harmlessly or permanently combine the two
power rank number times 100 direct it into a blast that has ranks or he can or else make
cubic feet. Liquids and solids power rank range and damage. the addition a temporary one.
are limited to the number of He can also do damage by In the latter case, the Hero can
cubic feet equal to the power ingesting. For example, by “Hulk out” and manifest great
rank number. A side effect of inhaling all the air in a room, he strength during a limited time.
this power is that the ingested can cause certain events to The daily limit on this form of
matter is somehow occur. One, everyone in the Hyper Strength is a number of
compressed, diminished in size, room must make an Endurance game turns equal to the Power
or displaced into a pocket FEAT or pass out from the Rank number. Also, the
dimension: this enables the sudden absence of air. Two, the temporary form carries with it a
hero to retain his ordinary room can implode if the bonus of +1 CS to the
shape, although his weight pressure difference exceeds the temporary rank score.
does increase a token amount. walls' material strength.

157

•P21/Hypnotic Voice: The hero decreased -4CS. The Power "dead. This Power does not
possesses a voice whose cannot control someone who have a Power rank. It counts
intrinsic qualities permit a cannot hear it. Deaf persons or as two Powers for any hero who
hypnotic domination of the those with altered senses are takes it, unless the character is
target's conscious and immune. Soundproofing, alien in origin, in which case the
subconscious thoughts. The loud noises, and simply getting cost is normal (this reflects that
bulk of the hero's commands out of range are effective tactics a large number of extra-
are sub-verbal in nature (it's not against the Power. The Power dimensional aliens are
what she says, but how she has -1CS effect on non- effectively immortal). An
says it). The hero can effect humans. (When creating the immortal character's body will
anyone within the sound of her hero, the player can raise the slowly regenerate lost parts and
voice. The optimum effect Power rank +1CS by limiting its heal. so that short of atomizing
occurs within twenty feet of her effect to members of the the remains and spreading that
location. The Power decreases opposite sex. For example, collection of atoms through a
-1CS for each additional twenty Lorelei can only affect men.) large portion of space, the
feet. Everyone within range immortal character will return at
must make an Intuition FEAT in •P22/Immortality**: The some point in the future.
order to resist falling under the character with this Power does Immortality is applicable to the
effect of this Power. Failure not age or die in a normal Earth Dimension only (including
means complete submission to fashion. Now, before you all all planets of this dimension).
the singer's command. Victims run out and grab this Power for An immortal character in
of the Power can make a new your young hero, note the fine another dimension, such as
attempt to resist every ten print. The hero can still suffer Asgard or Olympus, but
turns. The Power can be used loss of Endurance ranks as the excluding variant or divergent
for as long as the hero result of wounds, poisons, earths does not age, but may
concentrates on it. If a victim and damages, but if the results be killed normally while in that
gets beyond the sound of the call for perishing. then the dimension.
Hypnotic Voice, he can attempt character is left at Shift 0
to resist every five turns. The Endurance but does not die. •P23/Immovability: The hero
Power comes in two varieties, The character cannot move or can bond himself to whatever
automatic and deliberate. The act until Endurance reaches surface he is standing on by
automatic form is a permanent Feeble, however. so throwing force of will (requires one round
modification to the hero's voice. an Immortal character into an of concentration.) It requires
Every time she speaks, the active volcano will keep him Unearthly Strength plus a
Power can function. The out of the way for a while. (He RED Endurance FEAT roll to
deliberate form requires cannot heal while taking budge him and even this action
the hero to consciously alter his damage.) If Endurance reaches pulls up the ground around him.
voice to manifest his Power. Shift 0, or the character The hero cannot be stunned or
The player must choose which otherwise dies, the immortal slammed no matter what attack
form the hero has. The character loses all Karma, column is used. The character
automatic form costs a including that set aside for may elect to spend a power
decrease of 2CS to the Power advancement. The character slot to raise his Endurance
rank. The Power's range can be may be out of luck, but at Ability by +1 CS permanently as
extended by mechanical means least he has his Health. If an a bonus power.
like telephones and radio. immortal character is part of a
Remote control has a Karma pool, then an amount of •P24/Life Support: The hero
decreased effectiveness of Karma is subtracted as if the with this Power has the
-2CS. Reproduction of the character had left the group. potential to survive under
Hypnotic Voice is not quite as This is done each time the hostile conditions for longer
dangerous; the overall rank is immortal character becomes than normal amounts of time.

158

The Power rank number is the Amazing Strength and capable of altering a target's
amount of time in turns the hem this power automatically has behavior. These chemicals
may survive in a hostile this power begin at Monstrous vaporize instantly on contact
environment (deep space, deep rank. The character can push with air and are received by the
underwater, in lava) before any through barriers of up to Power target's nose. The complexity of
Endurance FEATS must be Rank material strength (or the commands can vary with
made. At Shift Z or higher, the power rank force fields) with the rank of the Power. The hero
individual may survive in hostile their movement being reduced can readily affect anyone within
environments indefinitely by 1 area for each turn of twenty feet of him. The Power
without requiring food, water, or continuous resistance (to rank decreases -1CS with each
air. a minimum of 1 area per round additional twenty feet. The
of movement). Such a character Power cannot affect those
•P25/Lung Adaptability: The who charges at a mountain will unable to smell it. This includes
hero can breathe any gaseous burrow through it, but exit out would-be targets who are
or liquid medium without harm. the other side at a crawling upwind, behind a force-field,
The lungs can extract required pace. have their own air supply, don't
gases (oxygen for humans) or breathe, or breathe but have no
even create them by converting •P27/Non-Stick Coating: The sense of smell. The last
available elements. In game hero is covered with a nearly example includes a hero with
"reality" this Power is an friction-less substance. This the power of Lung Adaptability.
internalized, automatic form of coating provides him with When the hero is created, the
Matter Conversion. Gases Power Rank protection against player must decide whether the
created by this Power retain grappling attacks or Power functions automatically
their new nature while still ensnarement attacks. The or deliberately. The automatic
within the hero's body; upon Power also simulates a form lowers the Power rank
exhalation they revert to their form of body armor by causing -2CS.
original nature. In rare cases, physical blows to skip off of the
the conversion is permanent. In non-friction surface providing -3 •P30/Recovery: The hero with
this case, the hero is a living CS body armor from the power this Power recovers from losses
filter who could eventually rank unless the opponent rolls a of Endurance ranks at a rate of
convert all the local breathing Yellow or higher FEAT roll when 1 rank per day, and makes a
medium into a form beneficial to attacking which indicates a solid Power rank FEAT to regain
him. Any poisons are simply blow which bypasses the the lost rank. The hero with this
resisted or converted into protection of this power causing Power may choose any
useful materials. Unfortunately, normal damage. Resistance as a Bonus Power.
this Power also has the
drawback of decreasing the •P28/Paralyzing Touch: Those •P31/Reduced Aging: The
hero's senses of taste and touched by an individual with hero has a strong resistance to
smell. Everything is bland to this Power must make an the effects of aging, causing
him. Endurance FEAT against this time to advance slower on the
Power rank, or he knocked out individual with this power. The
•P26/Momentum: Once the for 1-10 rounds. This Power is hero ages Power Rank x10
hero begins moving he has the always in operation, and the slower than the average human
effective Strength of this power user may be knocked out being. This power can reduce
rank, for purposes of breaking himself by such a touch. the effects of any aging effects
through barriers or attempts aimed at the character,
by others to bring him to a halt. •P29/Pheromones**: This is an reducing them by a Power Rank
The power has a minimum aerosol version of Hypnotic amount.
starting rank of Strength +1 CS. Control. The hero's body can
For example, a character with create and emit chemicals •P32/Regeneration**: The hero

159

can rapidly recover from any above. When the body is replenish himself when his
wound. Cuts quickly close and returned to minimum life power reached its
disease symptoms disappear. sustaining condition, the hero limit. He merely resumes
The hero heals at an comes back to life. This occurs normal consumption habits
accelerated rate equal to the despite any intervening time in (breathe normally, eat a light
Power rank number times the which the hero was dead; from snack, etc.). This is the
normal amount of time. For the hero's point of view, no time permanent form of the power.
example, a Typical rank can has passed. If the hero was The temporary form requires
heal six times as fast as normal, dismembered, the Revival the hero to consume mass
an Unearthly rank heals at a Power is concentrated on quantities at the expiration of
hundredfold rate, and so on. the largest remaining segment. the Power. ("That's the fifteenth
With time, the hero can regrow The rest of the body decays steak you've eaten, Fred. How
large areas of lost tissue, normally. In rare cases, all body long did you say it's been since
especially severed limbs. Lost parts regrow. Depending on the you ate last?") The required
limbs or organs require a red size of the segment, each intake is one-quarter what the
FEAT. It cannot repair losses attains only partial hero would normally have
that resulted in the hero's death redevelopment of growth, consumed during the time he
unless the hero is revived. If intelligence, and power. Even was abstaining. The hero can
such a fatal loss and rarer are the cases where all raise his Power rank +1CS by
subsequent revival occurs, the the newly regrown bodies attain opting for the temporary form.
hero requires life-support full development. Rarest
equipment to give his Power of all is the case where all the •P36/Solar Regeneration: The
time to function. new bodies share a single hero with this Power heals as
mind. The Judge can decide if per Regeneration, but only
•P33/Rotting Touch: This he wants to allow such rare heals the Power rank in Health
touch causes organic material cases to intrude on his tidy every ten minutes he has
to decay. The character inflicts campaign. This power contains contact with solar light. In
Power rank damage on those aspects of Free Spirit and darkness, inside buildings, and
he touches. In addition, this Matter Creation. The color in other similar situations, the
touch acts on organic material FEAT reflects the amount of the character heals normally. This
(wood, rope, cloth) as if an body available for the Power to Power has a minimum Power
attempt to break the item with work with. A green FEAT rank of the Endurance of the
Power rank Strength. means all the body is present character +1CS. This power
Resistance to Corrosives will aside from spilled blood. A represents a stimulus power,
offset the effects. This Power yellow FEAT means all vital even though Solar is given as
can be directed against organic organs are present, although the example the hero could
(natural) Body Armor in order some of the less vital parts design a different stimulus. For
to weaken it, similar to the may still be missing. A red example the hero only
effect claws have on inorganic FEAT is required if at most one regenerates in moon light or
Body Armor. quarter of the original body is salt water etc.
available. If less is available,
•P34/Self-Revival**: The hero's Revival cannot occur. •P37/Stealth: The hero can
Power is so strong that it can move in ways that cannot be
repair fatal damage and actually •P35/Self-Sustenance: The detected, whether while
return the hero to life. The hero can survive indefinitely moving or if subjected to later
power functions despite the without consuming air, water, or tracking. When the hero uses
absence of life in the body. It food. Bodily wastes are Stealth, his rank is subtracted
repairs the major damage and internally recycled back into from the efforts of those
replaces lost tissues at the usable materials. Normally the detecting him. Example:
same rate as Regeneration hero would not need to Shadow-fox has Excellent

160

Stealth. He cannot be detected brute force, sonic, and kinetic the player can substitute any
by Typical means (that is less bolts. The rank of the other breathing medium for
than Shift 0). Unfortunately, it's Invulnerability reduces the rank water. This is often the case
Wolverine who's tracking him of the attack form. Example: A when creating an alien
with Monstrous ability. Shadow- Mandroid's Excellent laser character, such as one who
fox's Stealth lowers Wolverine's would do only Feeble damage breathes liquid methane. This
chance of finding him to merely against Good Invulnerability, power may be permanent or
Good. and none at all against temporary. Characters with the
Remarkable Invulnerability. The permanent form have a
•P38/Suspended Animation: hero with this Power is still decreased resistance to heat
The hero can temporarily vulnerable to magical and and aridity. A sauna might be a
suspend all life functions and mental attacks. If the hero death trap. The hero is -1CS to
enter a death-like trance. The should lose his True resist and takes +1CS damage.
hero can later return to life Invulnerability, his Fighting rank
and normal activity without drops to Typical (he's not used •P42/Water Freedom: The
harm. During this period, the to avoiding blows). The hero's hero's body is adapted for
hero's body can be subjected to appearance is not affected by movement in the water.
normally fatal conditions and this power; he appears to be a The hero can move through
not suffer any, unless the body normal member of his race. water with the same ease that
is actually damaged (say, a normal beings can move
big rock fell on it). If this •P40/Vocal Control: This might through air. One method of
happens, the hero cannot return be considered a Talent rather accomplishing this is the
to life until the damage is than a Power, but here goes presence of a body coating that
repaired. Under normal anyway. The hero has total reduces the effects of water
conditions, the hero can control over his own voice and resistance. The more common
consciously decide when to can use it to duplicate any method is the hero is
reawaken. This may be at the desired voice of sound. The extraordinarily strong and swift
end of a predetermined length accuracy of the simulated in order to compensate for
of time, or when certain sound is 100% within the water resistance. This permits
conditions are met (like when Power's limit (determined by him to function normally, even
his spaceship has air in it rank) on a green FEAT. at great depths. If such a
again). Otherwise, the hero Exceeding the limit requires a person were on the surface, his
must be stimulated into higher.-FEAT. The hero can extra strength and speed
awakening by another person. imitate Sonic Powers that will would be evident (+2CS
Rank determines the maximum have most of the effectiveness Strength and Endurance).
length of time the hero can of the original. The rank for Unfortunately, since the
suspend animation. such mimicked Powers is -1CS hero is normally moving in
of the original's rank. water, he overcompensates on
•P39/True Invulnerability**: dry land (-2CS Agility). Water
This is a combination of •P41/Water Breathing: This Freedom also negates the
Resistances and Body Armor. may be a "wimp Power," but it effects of great pressure and
The hero is immune to any would be embarrassing for an allows the hero to travel to the
physical harm, up to his rank's extremely powerful character to depths of the oceans without
limit. The immunity includes the drown while a relatively wimpish harm. Note: This power does
following resistances: fire, heat, water breather went unharmed. not automatically include Water-
cold, electricity, radiation, When creating the character, Breathing. The player can
corrosives, disease, poison, choose that as a bonus power if
he so wishes.

161

Power Control Powers

This is a class of Powers that applied state. The hero can -1CS.
directly affect the way other control the actions of any
Powers function. These "Macro- Powers within his range and Die Roll Form
Powers" can only affect raw or capability. If the Power is free of 01-40 Manipulation
applied Power and the beings a living super-being's body, that 41-70 Magnification/
who possess Power. They have Power's rank determines what Reduction
no direct effect on normal, Intensity FEAT is required. If the 81-00 Negation
Power-less people. The Power is internalized within a
exception to this are the living super-being, the Manipulation: The hero can
Macro-Powers that can create necessary FEAT is determined alter the flow and application of
new Powers in heretofore by that being's Psyche. If Power. He can change the
normal people. Some of these Control is achieved, it affects direction of a Power with a
Powers will probably be limited the entire rank of that Power. green FEAT. He can alter the
to NPCs or high level heroes; The range at which the hero effects of a Power by a yellow
this is up to individual Judges. can exert control is determined FEAT. He can completely
by his own Power rank number. change the nature of a Power
•PC1/Absorption Power**: Distances are shown on column by a red FEAT. The hero need
The hero has the ability to A of the Range Table. The not actually possess the Power
absorb the powers, abilities, Macro-Power can affect either a that the old one was
talents and memories of his specific type of Power within a transformed into, but the
opponents up to Power Rank specific area, regardless of how new one should be something
Intensity and duration. This many super beings are harmless to both combatants.
power has a range of touch affected, or all the Powers Magnification/Reduction: The
only. The hero can absorb up possessed by a specific being. hero can either increase or
to one Ability or Power at a rate The duration of the Control lasts decrease the rank of the
of one per round. The victims a maximum number of minutes affected Power by his
FASERIP scores are added equal to the Power rank Macro-Power 's rank number.
directly to the hero's own ranks. number. After the expiration of Unfortunately, the one thing the
Powers and Talents are the Control, it must be hero cannot affect his own
absorbed at the rate of 1 each reestablished. This can be done powers' ranks.
round. The victim may resist indefinitely. Control is normally Negation: The hero can
with a successful Psyche FEAT directed in a straight line. If the completely dispel any Powers
roll. The victim is forced into a hero wishes an area effect, the within his range. Things
catatonic state until the duration sphere he creates has a radius affected by Powers revert to
of this power expires and his equal to -4CS range. For their original states. Super-
abilities return to him. When example, Excellent Control beings are reduced to Normal
using this power a RED Power can be exerted on a target six Humans (or whatever). The
FEAT roll means the hero gains areas away or be contracted worst effect is on beings who
the powers permanently and into a field that only surrounds need Power to physically
the victim is completely the hero's body. There are three survive. To them, the loss of
absorbed into the hero. The forms of Control. At least one Power is damaging and
bonus power is Power form must be chosen when the possibly fatal. Undesired
Vampirism. hero is created. This is initially Control can be avoided by
at full strength. If the player Dodging a directed attack,
•PC2/Control: The hero can wants the hero to have more moving out of the Control's
alter the behavior of pure forms, each additional form range, or by the use of
Power, whether it is in a raw or decreases all Control ranks by such Powers as this one, Force

162

Field vs. Power Manipulation, •PC4/Domination**: This is a Powers and not roll any more.
and Resistance to Power form of Mind Control. The hero The hero can use his Macro
Manipulation. Successful can control the actions of other Power to duplicate the
resistance means the would-be super-beings in regards to the characteristics of any other
victim retains his Powers, at use of their own Powers. The Power. The Power ranks for the
least for now. hero can force the victim to use duplicated Powers is equal to
his Powers in any manner the the Macro Power's own rank.
•PC3/Creation: The hero has hero desires. The hero cannot Such Powers remain as long as
the ability to create new Powers alter the actual characteristics the hero concentrates on
and invest them into sentient of the others Power's. The maintaining their existence.
beings for their own use. The Macro-Power pits this Power's Unfortunately, the hero can only
new Powers can be of any rank against the victim's Duplicate a single Power at any
nature and can be any of the Psyche. The Psyche one time. Switching Powers
listings in this book. The hero is determines what Intensity FEAT takes three turns. The hero
limited in the number and ranks is required. The range at which must be exposed to a Power in
of the Powers he can create. the hero can exert Domination order to later duplicate it. Such
The variety extends beyond his varies with his Power rank and Powers must be used within 10
own innate Powers. The Power the number of beings that are feet of the hero. A green FEAT
rank number is the maximum controlled. The range for enables the hero to store the
number of different Powers he Dominating a single being is Power for later duplication. It is
can create. This number always shown on column A of the assumed the hero has been
includes those Powers the hero Range Table. Each additional exposed to others' Powers at
has. The player and Judge super being the hero Dominates some point in his past. Initially
need to work together to decreases the overall rank the character has a limited
determine what Powers are -1CS. The duration is as long number of Powers he has
actually present in this Macro- as the hero can maintain his already encountered; these are
power. The Powers the hero concentration. If the victim fails represented by Powers already
bestows are nowhere near as his initial resistance, he can try generated but set aside. If this
highly ranked as the hero's again every ten turns by was the first Power the hero
own Powers. New Powers are making a Psyche FEAT based generated, then randomly
initially -3CS lower than this on this Power's rank. Normal, generate a single Power. The
Power's rank. This can be later Powerless beings are hero rapidly gains Powers by
increased by the recipient. The completely unaffected by duplicating those of
length the Powers remain is this Power If the victim is companions or foes. Since the
determined by the hero's cooperative, Domination is Power must be used, foes can
Reason. A green Reason FEAT automatic. Domination can be be a hazardous source of new
gives a duration of one day thwarted by such Powers as Powers. The hero has a finite
times the Reason rank number. Force Field vs. Mental Attack, number of Powers he can
A yellow FEAT increases that to Resistance to Mental Attack, duplicate. The maximum
10 days times the Reason rank and Power Control. Optional number is equal to his Power
number. A red FEAT means the Powers include Mind Control rank number. If the hero
Power is permanent. Judges and Magic Domination. The exceeds the limit, the new
may want to forbid this Power to Nemesis is an Enhanced Power replaces an old one. The
any player characters or restrict Psyche string enough to act of analyzing a Power for
it to high level characters. In resist Domination. later duplication takes three
such a case, the player should turns. In no way does this affect
roll for a new Power. The •PC/5Duplication: If the hero the source of the Power. The
Nemesis is Power Control/ acquires this Power, the player hero can develop a Power
Negation. should immediately set aside all Stunt that enables him to
his previously generated duplicate Talents as well. The

163

Nemesis is Mind Drain. must be nonliving or non- Ability or Power. All his
sentient. The target is Power and Ability rank numbers
•PC6/Energy Source: The transformed into a battery that are totaled together. This rank
hero draws his Powers from a can harmlessly store raw Power number replaces the rank
special source that provides indefinitely until needed by the number for a chosen Power.
him with all the energy he can target's new possessor. The Upon the completion of
handle. As long as the hero can hero can store any Power releasing the Power, all the
maintain his link with this except this one. If the hero's Abilities and Powers
source, he can continue to use hero is working in conjunction temporarily drop to Feeble. This
his Powers. The nature of the with another super-being, the Power's rank number is the
source and its link varies with Powers of this other being can total amount of lost points the
each hero. If the source is small also be stored with the target. hero can regain each turn.
enough, the hero may be The Macro-Power can store a Points are divided evenly
required to carry it with him. If maximum number of spells between all the depleted
not, perhaps the hero needs to equal to this Power's rank Abilities and Powers. (Okay,
periodically return to the source number. The maximum number this isn't really a Power either.
or forge an ethereal Power of total rank numbers is equal to Roll again for an additional
cord that links him to his Source this Power's rank number as Power.)
despite any intervening well. The hero must be in
distance. The Judge and player contact with the target in order •PC9/Gestalt: Two or more
need to work together to to fully charge it. If he does not users can combine to create a
produce a playable source make contact, the ranks for all new Power. The Power can be
and link. If the link is severed or spells to be bestowed drop of any nature; its Power rank is
the source destroyed, the Mage -1CS for each ten feet equal to this one. When the
is left with a finite supply of separating hero and target. The player generates this Power, he
energy left. The amount of raw act of creating an Energy must first select another
Power left is the number of Source can be disrupted by a player's character with whom
points equal to his Psyche variety of factors. The presence his hero forms the Gestalt.
rank. Each time he uses Power, of a Psyche within the target Second, both players must
he decreases the reservoir by prevents this Macro-Power from randomly determine what the
that Power's rank number. affecting it. Removing the target Gestalt-created Power actually
Obviously, it is within the hero's from range stops the process of is. Roll for additional Power; this
best interests to renew his creation. The Macro-Power can is the Gestalt. The best
link or rebuild his source in as be blocked by such Powers as example of Gestalt Power in the
little time as possible. As you Force Field vs. Power Marvel Universe was the
are beginning to suspect, this Manipulation, Resistance to Beaubier twins, Aurora and
isn't really a Power and is more Power Manipulation, Power Northstar, who could generate
of a restraint. You're right. Control, and Power Domination. Monstrous Intensity Light when
If you roll this Power, go ahead When the hero creates a new they touched.
and roll an additional Power. Power Source, he must state
what conditions are necessary •PC10/Impart Power: The
•PC7/Energy Source to release the Powers in a character can share his power,
Creation**: This is another controlled manner. When the transferring some or
Power the Judge may want to Energy Source is depleted or all of a given Power Rank to
restrict to NPCs or high level destroyed, the item reverts another with touch. The
heroes. The hero can create to its original state. recipient of this power has the
items that can in turn provide same weaknesses and/or
Powers to other people. The •PC8/Focus: The hero can limitations as the character
hero is able to charge a target channel all his raw energy into bestowing the Power on them
with raw Power. The target a single burst of a chosen and the original character's

164

power rank is is reduced by a The second problem is that the target he chooses
like amount. The power the Macro-Power is helpless to imitate and the process takes
can be taken back by the against Powerless people. If one round to complete. When
original character, but he must there is no Power to overcome, the hero duplicates someone
touch the target again to do so. then it cannot generate a they are banished to the plane
Power. Because Nemesis of Limbo for as long as the hero
•PC11/Nemesis: When this possessing heroes tend to duplicates that form. The hero
Power is first generated, it overly rely on their Macro- may duplicate another form for
replaces all other Powers Power, they tend to be a little Power Rank duration. The hero
the hero might have other had. rusty when it comes to Fighting cannot imitate the True
If a hero is clever, then no other normal people. Decrease Immortality power or magic
Powers are needed. The basis Fighting's rank -2CS for such items if he tries to do so he is
for Nemesis is the ability to cases. banished to Limbo instead of
automatically analyze an his target.
opponent's Powers and •PC12/Power Combination:
Weakness. The hero then This power normally only •PC14/Power Negation: The
instantly generates a Power occurs during the character hero with this ability may
that can defeat the opponent. creation process. Rolling temporarily negate all
The newly created Power can this power requires the hero to powers in an area at Power
be a +1CS version of the combine any two of his Rank intensity for 1-10 turns,
opponent's Power or is an previously rolled powers into a including his own. Bonus
opposing Power. The nature of new hybrid form. The new powers could include Nullifying
the Nemesis Powers varies with hybrid power permanently Powers and Nemesis. Powers
each opponent. The only Power replaces the affected powers. may still target the hero form
that a Nemesis cannot Power combination allows the outside the area of effect.
Generate is Power Control/ player to create some really
Negation. Analyzing an peculiar and unique characters. •PC15/Power Transferal: The
opponent takes one turn. High ranked NPCs may hero can transfer some or all of
Designing a suitable Power and possess a special form of this his Powers to another sentient
infusing into the hero's body power with which they can alter being. The transferal can be
takes two turns. Switching another characters powers with any combination of Powers
opponents causes an additional at any time. However, the and ranks. Only this Power
delay of seven turns, The power's use is limited to cannot be, transferred. Each
opponent must be with 10 feet once per day and only in non- transferred Power rank
of the hero for analysis to combative situations. In this diminishes the hero's own rank
occur; this can be extended to way the judge can create for that Power. A single Power
100 feet if the opponent is the character altering experiences can be transferred each turn.
only super being in the area. to enliven the campaign by The optimum range for Power
This Macro-power's rank altering previous heroes and Transferal is contact. Each ten
determines the maximum villains. feet that separates the hero
Power rank of a generated and recipient decreases both
Power. When facing a foe of •PC13/Power Imitation**: The the recipient's and hero's Power
greater strength, the player hero can transform himself into ranks -1CS. If the hero wants to
must select a Power that can a duplicate of almost any being, simultaneously transfer Power
still prevail, despite the acquiring all of its powers, to two or more recipients, he
disparity. Nemesis has two whether natural or technological simply divides the ranks
inherent weaknesses. The first in nature. He can imitate between them. The duration
is that the Macro Power can established power stunts of the of the loan varies with the
only cope with a single copied character. The hero Reason rank of the hero and
opponent's Powers at one time. must be in the same area as the FEAT made at the time of

165

transferal. A green Reason Powers. The process of feeding returns to life. When creating a
FEAT gives a duration of 100 can continue indefinitely, as Power Vampire, the player must
turns times the Reason rank long as the vampire makes choose a Weakness. The
number. A yellow FEAT successful FEATs. Each turn player can raise his Power rank
increases that to 10,000 drains another rank's worth +1CS for each additional
turns times the Reason rank of Power. The Vampire can Weaknesses he chooses, up to
number. A red FEAT changes voluntarily cease feeding at any a total of four Weaknesses.
the loan to a permanent grant. time by making a Psyche FEAT Power Vampirism is
Most recipients tend to believe of any color except red. A red communicable. A living or
that suddenly receiving Power FEAT means the hero has sentient being who was
is in their best interest and thus entered an uncontrollable completely drained by
the recipient cooperates in any feeding frenzy that can only a Power Vampire must make a
way he can. Still, if the recipient stop when the victim is drained Psyche FEAT roll. A red FEAT
wants to resist this Macro- or the Vampire is repulsed. If means the victim has himself
Power, he can do so by moving the Vampire fails to make a been transformed into a Feeble
out of range or blocking it by FEAT at any point in the feeding Power Vampire. The Nemesis is
such Powers as Force Field vs. process, he is immediately a Psyche temporarily raised
Power Manipulation, repulsed from the victim and 2CS higher than the vampire's
Resistance to Power can never resume the attack. rank.
Manipulation, and Power The victim gains an instant
Control. Optional Powers immunity to any future Vampire •PC17/Residual Absorption:
include Mind Transferal and attacks by that being. The The hero can duplicate a Power
Magic Transferal. The Nemesis Power the Vampire absorbs is by absorbing the traces left
is Force Field vs. Power used to increase his own behind whenever a Power is
Manipulation. Strength, Endurance, Psyche, used. The residue may be in
and Powers. The increase in anything that was near or the
•PC16/Power Vampirism**: equal amounts to all the target of a Power's emission.
The Power Vampire can drain adjustable Abilities. The The Power rank determines
the raw Power from a victim exception is this Power, as no what the rank is for any Powers
and convert that energy Vampire can increase his own created in this way. The
into extra Strength, Endurance, vampiric Power. Power duration of the borrowed
Psyche, and ranks for other Vampires lose energy at a Powers is determined by the
Powers the Vampire has. The depressing rate. The rank hero's Reason. A green Reason
Power Vampire can force a numbers for Strength, FEAT gives a duration equal to
nonliving, non-sentient target to Endurance, Psyche, and all the Reason rank times 100
release all its raw Power. He Powers except this one turns. A yellow FEAT raises that
must make an Intensity FEAT decrease one point per hour. to 10,000 turns times the
equal to the highest ranked The Power Vampire must feed Reason rank number. A red
Power the target possesses. A to survive. A Power Vampire FEAT increases that to
drained item reverts to its cannot actually starve to permanence. The average
original state. Living or sentient death if denied a sufficient amount of residue bearing
beings are harder to drain. The supply of victims. When all his material is about the size of a
victim's Psyche determines affected Abilities reach Shift-0, bread loaf. It is completely
what Intensity FEAT is required. the Vampire falls into a coma. drained after a single use.
A successful FEAT enables the His Power Vampirism continues
Vampire to drain Power from to function and tries to drain •PC18/Selection: The hero can
the victim. The amount of raw anyone who comes within a foot possess any number of Powers
Power equal to this Power's of the body. When the Power but can only use a single one at
rank number is drawn in equal Vampire's abilities return to a given time. Switching
portions from all the victim's Feeble rank, the Vampire between Powers takes three

166

turns. When the player victim's Psyche. Success Reason rank number. A yellow
generates this Power, he gets means the hero has temporarily FEAT increases that to 1000
to generate an additional mangled the victim's physiology turns times the Reason rank
Power as well. and given him a new number. A red FEAT further
Weakness. The player increases that to 10,000 turns
•PC19/Weakness Creation**: randomly generates the nature times the Reason rank number.
The hero can bestow a of the Weakness using the At the expiration of the duration,
weakness on a victim that is Tables in the early sections the victim returns to normal,
just as dangerous as if the of this book. The duration of the unless he has died in such a
victim as always possessed that Weakness is determined by a way he cannot be revived.
Weakness. The hero must separate Reason FEAT made This is the final Power that
make a Power FEAT whose at the time the Weakness is Judges should probably restrict
Intensity is determined by the created. A green FEAT gives a to NPCs or high level
duration of 10 turns times the characters.

Self Alteration Powers

•S1/Ability Enhancement: being controlled by an outside extended time, such as what
Once per day the hero may force. happened to Bruce Banner and
temporarily boost his Strength the Hulk. The primary drawback
and Endurance Abilities •S3/Alter Ego: The hero has to this Power is the uncontrolled
by +2CS for up to 5 rounds. two different forms. One is a reversion to the normal self,
normal, powerless being; the especially when it occurs during
•S2/Age-Shifting: The hero other is the powerful, heroic dire circumstances. For
can alter his apparent age at self. When creating the hero, example, Mightiman is rescuing
will, His body and physiology the player has to create two a sub from the ocean floor
change to simulate any age, different beings. The statistics when he reverts to his other
younger or older. Mental for the primary self should be self, little Eddy Edwards. ("Can
facilities remain unaffected (in fairly routine (all physical you say 'fish food?' Sure you
other words, you really can abilities ranging from Feeble to can.") Variations include
have a 10-year old mind in a Good). All bets are off for the automatic or voluntary
30-year-old body). When heroic self. Something many transformation, duration, and
creating the hero, the player people never consider is that shared minds versus semi-
can opt to link the hero's other the heroic self might be a independent mentalities.
physical Powers to a different relatively normal human, while
physical age. For instance, the normal self is something a •S4/Anatomical Separation:
Jon's hero can be a 10-year old little lower on the evolutionary This is the most grotesque
boy who has the ability to ladder. For example, you might Power available but it has its
become a 25-year-old with the try a character whose normal advantages nevertheless. With
Powers of. Flight, self is a mutant dog (why this Power the hero can
Shadowcasting, and Telepathy. should humans have all the spontaneously and harmlessly
Rank determines the apparent deviant fun?). The two selves separate his body into
number of years the hero can never co-exist except under independently functioning
Age-Shift. Normally, a character extraordinary circumstances. segments. Physiological
cannot voluntarily Age-Shift to Possible causes of functions like blood flow and
an age younger than a simultaneous existence include neural activity continue in
newborn, since this is definitely time warps, cloning, and Life- the same manner as if the body
suicidal. This barrier can be form Creation. The two selves were whole. Detached parts
passed of the hero's Power is may even be separated for an cannot regenerate if the body is

167

destroyed unless the hero has a X 12 50 1 day and any Power affecting
regenerative Power. If any Y 14 100 2 days Powers (+2CS for the attacker).
detached part JS: damaged or Z 16 400 2 days
destroyed, the hero suffers the Cl1000 32 500 10 days •S5/Animal Transformation-
normal damage; his body Cl3000 50 1000 20 days Self: The hero can alter his
also reassembles immediately, Cl5000 100 2000 40 days appearance, form, and
if possible. The practical basis dimensions to appear as any
for this is the power of If a single detached segment is desired animal form. This
Gateway/Space warp prevented from returning to the Power can also be used to
targeted on the hero's own body at the end of the duration, assume alien appearances (but
body. In "game reality" the hero the rest of the hero's body is not humanoid aliens). The only
forms two parallel Space warps instantly drawn to the missing limitation is that the hero's basic
at the desired point of piece. Any intervening barrier is physiology remains unchanged.
detachment, then shifts the destroyed, doing damage to
location of the outer warp. The the hero appropriate to the •S6/Animal Mimicry: This is a
perceived result is that part of barrier. If there are two or more form of Power Duplication. The
the hero's body detaches and missing parts, the rest of the hero can duplicate the natural
flies off on its own. Normally, hero's body is instantly drawn to abilities of any animal. The
the majority of the hero's body a point midway between them. hero's body does not
acts as an anchor and cannot From there he can move freely significantly change; instead,
be moved by shifting the Space in order to recover himself. He existing flesh changes the way
warps. The hero can develop loses 1 point of Health for each it functions. For instance,
Power stunts with which he can 10 turns he remains apart. perhaps the lungs can now
transport himself. (Example: the Upon reattaching the next-to- breathe water. The rank
hero sends out a hand to grab last part, he is instantly drawn determines a successful
onto a distant object and then to the last part. Separating the duplication. Normal animals
pulls himself to it.) Detached legs from the torso does not take a Typical Intensity FEAT,
segments can travel at Power cause the hero to fall. Rather, aliens a Good Intensity FEAT,
rank speed for Land/Water the torso can move freely about and magical creatures need an
movement; involuntary on its own, at normal Unearthly Intensity FEAT.
reattachment due to injury is movements rates for Should the hero wish to
instantaneous. The maximum Land/Water. Despite a player's duplicate an imaginary animal
range and duration of misgivings, this Power lends or being, he must make a Class
detachment are also based on itself to several useful Power 1000 Intensity FEAT. Duration
the Power rank. Each additional stunts. A self-propelled sword ranges from one minute to
detachment decreases the arm is handy in a fight. A hero indefinite.
range and duration by -1CS, for facing a toxic cloud could leave
a cumulative effect. his nose behind. The Power •S7/Attribute Change: The
provides +1CS protection hero has the ability to change to
Rank Move Range Duration against edged weapon attacks; temporarily increase the rank of
a blade cannot sever something a specific ability or power by the
FE 1 2 1 minute already detached. It is also rule power's rank. He can
a great Power for a macabre automatically retain the
PR 2 4 2 minutes sense of humor. Due to the increased power's rank for 1-10
nature of this Power, the hero game turns, but he must make
TY 3 6 4 minutes has a special vulnerability to a Psyche FEAT roll each turn
attacks that disrupt his own beyond that to retain the
GD 4 8 8 minutes Space warp. These include enhancement. For Example,
Gateway, Dimension Travel, Cosmic Dasher possesses
EX 5 10 15 minutes any of the Teleportation forms, Incredible Attribute Change, he

RM 6 15 30 minutes

IN 7 20 1 hour

AM 8 25 2 hours

MN 9 30 4 hours

UN 10 40 8 hours

168

uses it to increase his normally of a Green FEAT roll. The Typical, that CS is carried over
Amazing Hyper Speed with an player can increase the size of into the new situation. In the
additional burst of energy a ally's Karma with a Yellow above example, if the hero
obtaining Unearthly rank Hyper FEAT roll. A Red FEAT roll can possessed Remarkable
Speed. increase or decrease an Strength on Earth, he
opponent's Karma. Such possesses Shift Y Strength on
•S8/Attribute Pool: The hero changes occur in the same the heavy world. The hero can
is able to directly combine his round the power is used and completely adapt in one to ten
power's or abilities' ranks with last for 1-10 turns, after that, the turns, depending on the degree
those of other heroes. The hero must make a Psyche of difference between the new
combined energy can then be FEAT roll to maintain the effect. and home environments
channeled into a specific power (Judge's discretion). The
or attribute shared by the •S11/Blending: The hero has adaptation may provide the
affected characters and then the ability to match his color hero with new ways to move.
used to perform a specific exactly to his surroundings. On a water world, the hero
action. A Green FEAT is This Power functions as a might sprout fins. There is only
needed to perform this action. practical invisibility. The body's one adaptation for each type of
In game terms, the players add outline and contours are still environment, and it is triggered
their ranks of the chosen detectable if the observer is automatically by the hero's
abilities; the sum is then very careful. The Power is most entrance into the new
temporarily assigned as a new effective if the hero is in low environment. The Power
rank for each member of the light or at a distance from the cannot provide the hero with
group. For example, Cyber1, viewer. Variables include speed protection against hazards that
Cyber2, and Cyber3 pool their and complexity of color change, suddenly occur; a prime
Excellent, Remarkable and and whether the Power is example is the hero failing from
Amazing Strengths together automatic or voluntary. a great height. This is a
they each then achieve an hazardous situation, but not a
effective rank of Unearthly. •S12/Body Adaptation**: This hazardous environment. When
is related to Life Support. The adaptation occurs, the hero
•S9/Attribute Rearrangement: hero's body automatically gains the subconscious
The hero can reassign the basic adapts its physiology to enable knowledge of how to use the
value of his various abilities to it to survive in hostile new adaptations for survival.
enhance other abilities. In environments. Unlike many of If not, we waste game time
effect, the hero has the ability to the other Powers that also while the hero learns to
rewrite his powers and abilities permit this, Body Adaptation breathe. At Shift X, the hero can
at will. The rules power's rank physically changes the hero's consciously control the manner
is used to make this FEAT roll, body. This Power involves of adaptation.
the effect initially lasts for 1-10 automatically functioning
game turns. Beyond that the versions of Body •S13/Body Transformation-
hero must make a successful Transformation and Shape Self**: The hero can alter the
Psyche check to maintain the shifting. The Power changes nature of elements and
rearrangement. the hero into a form that has compounds within his own
primary abilities proportional to body. Innate safeguards in this
•S10/Award Change: The the new environment. Example: Power maintain the hero's life
player can temporarily increase An Adapting hero in a heavy- force in any altered state.
the size of the Karma game gravity world might now Altered states may not
award previous given his or possess Monstrous Strength, necessarily be mobile, or may
another character. The player but so do all the natives. Note: move in new ways. (At FE and
can increase his hero's karma If the hero possesses a PR ranks, the hero is immobile.)
by this power's rank by means Strength rank greater than Note: The safeguards that

169

protect the hero might be substance. When creating the offers substantial benefits to the
disrupted or not included if hero, the player must determine hero. While he is inflated, the
another hero tries to duplicate the nature of the Body Coating bouncer can travel at power
this Power. In such cases, use material. Common examples rank speed. His Fighting rank is
of this Power may be instantly include ice, iron, steel, copper, increased by this power’s rank
fatal! While in an altered state, rock, wood, and insulation. number. He has +3CS
the hero has a special Each material has its own resistance to blunt physical
vulnerability to attacks characteristics. If the player attacks. On the down side, he
menacing that form. If the rolls this Power more than once also has a -2CS resistance to
Absorbing Man transformed when creating the hero, the slashing attacks. In a given
himself into paper while fighting player may opt for a variety of situation, the bouncer can
the Human Torch… While in coatings or increase the rank of maintain this power for the
a solid altered state, the hero -the first coating by +1CS, number of turns up to his power
retains his overall normal cumulative. When coated, rank number before he has to
appearance. If liquid or the hero is vulnerable to attacks deflate and rest. After 10 turns,
gaseous, he can assume any against that specific material, he can then reflate himself.
shape and still reform into his like flame against wood,
original appearance at the electricity against metal, -or •S16/Chemical Mimicry: This
cessation of the Power. sudden thermal change against is related to both Body
Normally, the hero must rock. Variables include the Transformation-Self and
transform his entire body into material strength of the coating, to Power Duplication. The hero
the desired material. He can its normal duration, the speed can duplicate the chemical
transform himself into multiple of creation, the rate of properties of any element or
materials or transform specific replenishment, and the effects compound without his own body
parts of himself at a cost of on the body. The Body Coating actually changing in
-1CS. Power gives the hero an added composition. The hero's flesh
vulnerability to relevant Matter simply acts as if it were the
•S14/Body Coating: The hero Control Powers. When the desired substance. Obviously
can surround himself with a coating has reached its duration the hero retains his solidity,
flexible layer of a protective limit or is no longer needed, it even when duplicating the
substance not normally found simply flakes off the heroe's properties of a liquid or gas.
on his body. The body coat body and quickly disperses as Depending on the desired
provides protection and allows dust or vapor. If an opponent effect, the range of his chemical
the hero's Power(s) to manifest has the ability to negate the power varies from contact to
(i.e., if the body coat is not coating's flexibility (through one area. Tracking the hero by
present, the hero cannot use Matter Control, Power Control, smell is difficult because his
his other Powers). Damage or Magic), the hero is paralyzed scent changes with each
to the body coating is not until he can remove the coating mimicry (-4CS to tracking
carried over to the hero's own or until it reaches its duration. ability).
Health; no points are lost even
when the coating is completely •S15/Bouncing Ball: This is a •S17/Collective Mass: Tom
destroyed. Any damage to specialized form of Shape- Lamphier looked at the Marvel
the coating can be quickly shifting. The hero can transform Super Villain Swarm and came
repaired by the hero's body his body into a resilient sphere, up with this variation of the
secreting more of the coating apparently transforming his Physical Gestalt body type. The
material. The degree of body into a balloon-like body of the character is a
protection and the speed of caricature of himself. Heroes collection of individual bodies
repair to the coating are with this power are rarely taken held tightly together and
determined by the Power rank. seriously, but—despite the functioning as a single unit.
The coating can be of any one image problem—this power Unlike Physical Gestalt, the

170

individuals retain their distinct unless something prevents this, needed if the Collective Mass is
physical forms (though like teleport half the body into a to impersonate a normal
admittedly it may be hard to parallel dimension. The human.
actually spot any given Collective Mass can be any
individual if they are tiny). One size, depending on the size and •S18/Contortionist: The hero
helpful side effect of this power number of the individuals is double jointed and can fit his
is that the individual bodies do entities that compose it. Most body through any aperture that
not physically suffer while they Collective Masses in Marvel is at least 1 foot wide. This
are joined together; breathing is Universe campaigns are power rank can also be used
assumed to occur without human-size and composed of instead of the Strength Ability
difficulty. However, the smaller creatures generally less for escape attempts.
Collective Mass will probably than 3" long (between the size
have to break apart in order to of a mouse and a dragonfly). If •S19/Density Manipulation
allow the individual units to eat. the judge allows, a Collective Self: The hero with this Power
Primary and secondary abilities Mass may be a giant composed can alter his mass at will.
are rolled on Column 1 of the of human size entities. In Density may range from Shift 0
Rank Table on page 11 of the special cases, the Collective (almost intangible) to the Power
UPB. Because of its peculiar Mass may even be a titan rank of the Ability. The hero
dual nature, a Collective Mass composed of relatively large who has altered mass weighs
has two sets of primary abilities. beings. the number of as much as a character with
The first set represents the individuals composing the that strength could lift. (A hero
average abilities possessed by Collective Mass is less than the with Feeble Density would
the individual component rank number of the Collective weigh 50 Lbs, while one with
entities; the second set is Mass's Reason, multiplied by Shift 0 would be effectively
that of the Collective Mass. The 100. The individual entities can weightless). An individual gains
majority of powers can only be be of any nature, whether Body Armor equal to his current
manifested by the Collective animal, plant, or machine; the Power rank. In addition, the
Mass. Individual entities can at individual components may be character may inflict charging
best exhibit Feeble-rank sentient or not. If the Collective damage using the Power rank
versions of the available Mass is composed of relatively instead of the Strength ability,
powers; otherwise, why bother ordinary creatures (as opposed and may affect materials of
to be a Collective Mass in the to something strange, like a lesser material strength than
first place? The Collective colony of snakes mutated by a the current Power rank. in the
Mass's abilities may be affected nuclear test at Los Alamo), the Shift 0 state the hero may not
by the loss or addition of more Collective Mass has the option initially pass through solid items
individual entities to its form. A of absorbing more of these (Phasing), but is immune
Collective Mass gains +2CS component creatures into itself. to physical attacks (though not
Resistance to physical or A Red Psyche FEAT allows this energy or force attacks). A high
directed energy attacks (lasers, to occur. In such a case, the density may slow the character
for example). Its unique addition may have the effect of down. If the density of the
physical structure allows it increasing the Collective character is higher than the
to simply create holes in its Mass's primary abilities. In an individual's Endurance, both
body to avoid making contact Earth based Marvel Universe Fighting and Agility suffer a
with the attacking force. campaign, the Collective Mass -1CS penalty. One Power Stunt
However, such beings have a has the ability to transform itself developed by density
peculiar weakness: A into a human likeness by manipulators is to solidify
successful Grappling attack making a Psyche FEAT. inside a target. Those heroes
breaks the body into two However, the visual appearance with Density Manipulation may
masses! The body can of the individual bodies does not do so initially, but may
automatically rejoin in 1-4 turns not change; a disguise is develop the ability as time goes

171

by. Solidifying inside a non- primarily used by heroes like is a relatively unlimited supply
living object will result in Mr. Fantastic to extend their of that particular energy type.
possible damage to the object. reach or stride. Other heroes The hero can expend great
Treat the character's Power might also use the power to amounts of it and still be able to
rank as Strength to determine elongate body parts like the return to normal. Completely
the FEAT needed (if any) nose, ears, or eyes. This useful, depleting the Energy Body
against the material strength. albeit grotesque, tactic enables requires a red FEAT rolled by
Disrupting the material will the hero to use his nose as a the Judge or an adversary. The
result in damage to the hero snorkel, his eyes as periscopes, hero can also ab s orb existing
equal to the material strength of and to eavesdrop on a room energy of his chosen type to
the target. This Power Stunt several floors away by sending replenish himself. This Power
may also be applied against his ear through the ceiling vent. includes the relevant form of
living targets. In this case, make The optional power is Plasticity. Energy Control and Emission
a FEAT against the Endurance for the purpose of controlling
of the target. If the target makes •S21/Energy Body**: The hero the energy within the body.
a successful FEAT, no damage can transform his body into a
is inflicted. If the target fails, the coherent energy field that •S22/Energy Sheath: The hero
target takes damage equal to supports his life force and is can surround himself with an
the Power rank and must make capable of controlled actions. energy field. This field provides
a second Endurance FEAT to The energy can be of any type protection, life support, and a
avoid losing consciousness. (see the Energy Emission means of manifesting the hero's
listings). When creating the other Powers. The energy field
•S20/Elongation: This is a character, the player can be of any type (see the
specialized form of Shape determines the nature of the Energy Emission section for
shifting. The hero can energy into which the hero can available types). Each energy
temporarily increase the length turn. The rank determines the field has its own characteristics
of any part or his body without number of possible energy that affect the ways the hero
losing leverage or strength. The types. The rank for each energy can use the Power. Only one
hero can elongate any single type is originally Good; this is Energy Sheath can be used at
part a maximum number of modified by the Ability Modifier a time. The hero may possess
yards equal to his power Table found on page 6 of the several possible Energy
rank number. If two or more Player's Book. Each Power is Sheathes. The original rank
parts are elongated, this limit is rolled separately. Thus, a hero for each is Good; this can be
the total combined length for all might have a Poor sound-form modified by the Ability Modifier
parts concerned. The hand and an Incredible radiation- Table on page 6 in the Player's
counts as part of the arm unless form. Damage to the Energy Book. Each Power is rolled
the hero is specifically Body is the same as damage to separately. Thus a hero might
elongating his fingers; in this the normal body. The Energy possess a Poor Sonic Sheath
case, the maximum is divided Body is subject to anything that and an Incredible Vibration
by the number of fingers would affect energy of its type. Sheath. Damage to the Sheath
elongated. For example, Mr. The hero makes a standard does not affect the hero's
Fantastic is usually shown Resistance roll to determine Health. If the Sheath is
elongating an arm with a normal such effects on the Energy destroyed, the hero. must make
hand at the end of it; this gives Body. The hero may find a red FEAT to regain it.
him a greater reach than if he himself confined in a storage Possible ways of destroying a
elongated his hand instead. field while in energy-form. If Sheath include Energy Control
The hero can maintain any so, he must make a red FEAT and Conversion, Power Control,
single act of Elongation for a to attempt to revert to normal. If and Magic. When the hero is
number of turns up to his power he fails, he must escape in his using this Power, he has a
rank number. This power is energy form. The Energy Body special vulnerability to Energy

172

Control and Conversion Powers are raised a corresponding atoms and incorporate them
that can affect his type of number of ranks. Divide the into his atomic structure. As the
Energy Sheath (-2CS). ranks as evenly as possible. hero gains new matter, his size
However, he also has +2CS Each stage also has intrinsic and mass increase as well. As
Resistance to attacks using the advantages. The caveman the hero grows, his strength
same energy form as his possesses Typical Tracking, increases +1CS for each +2CS
Sheath. For the duration of the while the giant brain possesses of growth. The hero’s Primary
Sheath, it is assumed to be Typical Telekinesis and True and Secondary abilities are
made of an infinite supply of Flight. unaffected. However, Health
that energy. (Otherwise, the seems to increase because
character bookkeeping would •S24/Growth: This is a self- physical attacks do less relative
be a nightmare. "Let's see, if I directed form of Enlargement. damage. Bullets, for example,
throw a fireball, that's gonna The hero can temporarily would be nothing more than
cost five minutes of power…") increase his physical size grains of high-velocity sand to a
When creating the hero, at will. As he grows, the hero giant hero. Note that when the
the player can opt to replace becomes an easier target. The hero returns to his original size,
one of the other Powers with a bonuses to be hit, given in wounds decrease in size
Transportation Power. The Table 3, are not cumulative. —but embedded bullets and
player can also replace other There are three ways the power other objects do not!
Powers with the appropriate can be attained: Atomic Atomic Growth: enables the
Energy Emission and Control Dispersal, Atomic Gain, and hero to increase the size of his
Powers, if he so chooses. Atomic Growth. The player own atoms, thus increasing his
randomly determines the overall size and mass. The
•S23/Evolution: The hero can method when he creates the hero’s strength increases only
alter his mind and body to character or when the character enough to enable him to move
simulate any stage of the first gains this power, using the his own body; lifting strength
evolutionary path of his species. sub table below. does not increase. This form of
Note: This is "comic book" Growth has a dangerous side
evolution, folks, the kind where Die Roll Form effect. As the hero’s atoms
super strong cavemen 01-25 Atomic Dispersal grow, they are unable to interact
eventually evolve into giant 26-75 Atomic Gain with normal atoms. The hero
brains with vestigial limbs. If the 76-00 Atomic Growth is unable to breathe, drink, or
hero possesses other Powers, eat normal matter. Fortunately,
the player may divide them Atomic Dispersal: the hero there is a 95% chance
among different evolutionary increases the distance between (determined at the time
stages. For example, the his own atoms, thus increasing the hero is created) that the
caveman gets the physical his overall size. His mass power envelops the hero’s body
Powers while the giant brain remains the same no matter in a field that temporarily
gets the mental ones. Rank how large he becomes. The increases the size of
determines the duration of hero also becomes increasingly consumed matter. Note that this
the assumed stages. For the fragile; his body’s material is the only form of growth that
caveman, drop the Reason, strength decreases -1CS with will enable the hero to travel
Intuition, and Psyche, but raise each doubling in size. At Shift X into macro verses or,
the Fighting, Agility, Strength, rank, the body becomes less if the hero is originally from a
and Endurance. For the giant dense than air. At CL1000 rank, micro-verse, enable the hero to
brain, reverse the process and the hero becomes intangible reach our own universe. The
raise the Reason, Intuition, and and can Phase through normal nemesis is Diminution; the
Psyche. In both cases, the matter. specific nemesis for each form
decreased abilities drop to Atomic Gain: enables the hero are, in order: Atomic Collapse,
Feeble, while the other abilities to somehow create or gain new Atomic Reduction, and Atomic

173

Shrinkage (see Shrinking). The hero to imitate Powers, Talents, can be mechanically detected
following details to hit bonuses or mannerisms. and recorded (this is where this
against Growth-using Power gets weird); a video
characters: •S27/Invisibility: With this monitor or alarm that reveals
Power a hero can render the hero's presence will be
Rank Height Plus to be Hit himself undetectable by ignored by anyone within range
FE 8 feet +1CS normal, consciously willed sight. of the hero's Power.
PR 10 feet +1CS There are four very different Photographic film records the
TY 12 feet +1CS means of accomplishing this hero, but anyone looking at it
GD 14 feet +1CS effect. Each form has unique while within range of the hero's
EX 16 feet +1CS characteristics regarding Power will ignore the hero's
RM 18 feet +2CS such factors as the area made image. Anyone outside this
IN 20 feet +2CS invisible, protection against light range can see the hero quite
AM 22 feet +2CS based attacks, mechanical clearly, and will be very
MN 25 feet +3CS detection, and detection by confused about the lack of
UN 30 feet +3CS other means. reaction by those around the
Shift X 40 feet +3CS Physics: This is the form hero. He can extend this
Shift Y 50 feet +3CS possessed by Sue Richards. invisibility to anyone in physical
Shift Z 100 feet +3CS The hero's body is totally contact with him. If the hero
transparent to the visible light loses touch (literally) with
•S25/Imitation-Face Changer: spectrum. He cannot be someone whom he was
The hero can change his mechanically detected or protecting in this way, that
superficial appearance recorded (i.e. by photography or person is immediately
but cannot alter his basic form television) and is immune to susceptible to the Power's
or dimensions. The hero has attacks using visible light effect and forgets that the
conscious control over the (lasers, mostly). At Good rank hero was ever there. Robots
movement and placement of and higher, the invisibility range and cybernetic beings are
muscles, cartilage, and minor can be extended to cover other unaffected by this Power, but
bones (nose, fingers, cheeks) sections of the energy spectrum they can be protected
and can alter the color and (infrared and ultraviolet light, by it. The Power does not affect
appearance of his skin and hair. radio waves, hard radiation); any light-based attack but does
The hero can use this Power to this also bestows immunity provide protection against
assume any human to attacks using these forms. At psionic attacks (-2CS for the
appearance, provided the these levels the hero can also attacker).
desired shape roughly matches extend the area of invisibility Hallucinatory: The hero is
his own. Examples: A child beyond his body. This permits actually visible but is
could imitate other children, the hero to protect others surrounded by a telepathic field
midgets, and dwarves. A thin and, more importantly, to wear that makes others see an empty
man could not imitate Sydney clothing. (H.G. Wells' Invisible spot where the hero is. The
Greenstreet. Man was unable to even Hallucination can incorporate
conceal undigested food within the hero's surroundings and
•S26/Imitation-Human his body.) affect real time viewers at a
Changeling: The hero can alter Telepathic: The hero is actually great distance. In other words,
his appearance, form, and visible but is ignored and the hero can disguise the
dimensions to appear in any immediately forgotten by beings area around himself and this
desired human or humanoid who would otherwise be disguise will fool anyone looking
shape. The hero may either capable of detecting his at the area, even if they are
imitate a known being or presence. He is also immune to miles away. However, this
assume a created appearance. detection by other senses. ("Did Power doesn't fool film or
This Power does not allow the you hear anything? Nah.") He videotape; these record the

174

scene as it really is. attack the hero makes (all other is Gravity Manipulation.
Hallucination also prevents forms). A Invisible hero may find
detection by other senses. The himself surrounded by a coating •S28/Mass Increase: The hero
hero can be mechanically material (rain, dust, and paint can increase his body’s mass.
detected and recorded; as with for example). This only effects His weight is multiplied by the
the Telepathic form, anyone the Physics-based Invisibility. At power rank number. For
within, range o f the effect Feeble, Poor, and Typical ranks example, a 98-pound weakling
ignores the hero. Robots and the hero is visible for the with Remarkable rank can
cybernetic beings can also duration of the coating. At Good increase his mass to 2,940
detect him. This Power provides or higher ranks, such coatings pounds (30 x 98). Fortunately, a
no protection against light- remain visible for the number of side effect of this power
based attacks, but does provide turns equal to eight minus the increases the hero’s basic
protection against psionic number of Power rank levels. strength. No matter how much
attacks (-2CS for the attacker). (Example: Invisible Woman is the hero weighs, he can still
Holographic: The hero is struck by a balloon filled with move as if he were his normal
actually visible but has paint. Her Power is Excellent weight. Lifting strength remains
surrounded himself with a and renders the paint invisible the same. Of course, as the
holographic image of empty in three turns.) There is a base hero weighs more, he has a
space. The holograph can 2% chance that the Invisibility is greater effect on the
incorporate a wide area and permanent (4% if the hero is environment. At 2,940 pounds,
affects anyone within line of alien). Such a state can our hero can fall through
sight (if someone can see only be negated by nullifying previously sound flooring or
across interstellar space, the the Power itself, permanently. collapse the shocks on his 1973
holograph fools you). The Previously controllable VW Beetle. Physical force has a
holograph can be mechanically Invisibility can be made decreased effect on the hero
detected and recorded as if it permanent through brain because of his greater mass. In
were real. It will not prevent damage or Powers that affect game terms, the power gives
detection by other senses. the hero's control. the hero power rank resistance
Robots and cybernetic life to physical attacks. The hero
accept the holograph as real. It •S27/Mass Decrease: The can also use the power rank
provides protection against hero can diminish his body’s instead of his strength to inflict
light-based attacks equal to his mass. His weight decreases to charging damage. Formerly
Power rank -2CS. (Example: a percentage equal to his power weak characters can embarrass
the Incredible rank provides rank number. For example, the their adversaries with this new-
Excellent Resistance.) The Vision’s Unearthly rank in this found might. For example, the
duration of any form of power decreases his weight by macho super criminal Man
Invisibility is a function of the 100%, making him completely brute may flee into obscurity
Power rank. This Power can be weightless. At Shift X and when Wimp-man simply sits
reduced in effectiveness or higher, the hero attains on him with all 2,940 pounds,
even terminated by certain acts, buoyancy and can lift additional then delivers a stinging lecture
performed either by the hero or weight. The added weight is a on the benefits of niceness
someone under the Power's percentage of his normal body while the camera crews have a
effect. Simple physical contact weight; for example, a 160 lb. field day.
can alert others to the hero's Man with Shift Z rank in this •Material & Energy Duplication**:
presence (Physics, power can carry an additional The hero can take on the
Hallucinatory, Holographic). 800 pounds (500% of 160 lbs.). properties of any material he
Physical attacks by the hero When the hero is created, the touches giving him Strength,
terminate the Invisibility player can increase the power’s Endurance and Body Armor
(Telepathic) or reduce it's rank +1CS by making its effect of Rank equal to the material
protection by -1CS for each permanent. The optional power strength of the object touched

175

up to his Power Rank score. His some way around this problem, this Power, he has to create
health is increased if his the duration is unlimited. Note three different characters. The
abilities increase but does not that if the power is somehow Gestalt hero may physically
decrease if he absorbs “turned on” permanently, as resemble a blending of
properties form an object with a happened to Kitty Pryde, the features from each of the
material strength lower than his power gains the ability to merged characters, or have a
normal abilities. The hero may transform air into phased completely different
remain in a transformation for particles that the hero can appearance. In any case, the
as long as he wishes. If the breathe. In the Marvel Universe, Gestalt hero will have a normal
object touched holds some form Phasing has a damaging effect appearance. No two-headed,
of energy, such as a battery or on delicate electronic devices. split 90 torso freak results,
blast furnace, then he absorbs By Phasing through such unless this Power is distorted in
the energy properties as well. devices, the hero can disrupt some way. Interference by such
The hero is not harmed by this normal activity and scramble Powers as Magic or Power
energy and retain it for up to 10 any on-line programming. If, Control may result in the
rounds after the initial during the character creation Gestalt hero forming as a freak.
transformation. The hero may process, the player decides to The hero can still revert to his
also absorb shapes and sizes forego this side effect, he can normal selves, though, no
form objects, touching a raise his hero’s power rank matter how weird he gets (the
hammer would give him +1CS. For modesty’s sake, it is Judge may want to require
hammer like fists. The hero can assumed that the power also an Unearthly FEAT, though, at
also absorb super powers form transforms the hero’s clothing his discretion). Both or all
individuals in the same way that and carried possessions into normal selves are required to
he absorbs qualities from phased matter. The power’s form the Gestalt. If one
objects. However, the hero side effect automatically is unavailable, the Power
does not absorb the ability to scrambles any electronics the cannot function. Damage to a
control those powers and so hero is carrying (Kitty Pryde normal self is carried over to the
cannot perform most power wears a wind-up watch, never a Gestalt self; for example, if one
stunts. It should be clear that digital one). If the player wants person has a massive head
this power copies abilities and to risk his hero’s modesty for cold, so will the Gestalt.
powers it does not steal them. the sake of a more realistic However, the Gestalt hero's
game, the player can assume superior recuperative faculties
•S29/Phasing: The hero can either that the power only can quickly repair any such
render his body intangible to transforms whatever the hero illness. The normal and Gestalt
normal matter. This enables him was wearing when he first got selves never co-exist except
to pass harmlessly through any this power (severely limiting the under extraordinary
object. The hero’s power rank hero’s wardrobe) or that there is circumstances (see Alter Ego).
must exceed the barrier’s a base 70% chance that the The Gestalt mind may be a
material strength in order for power automatically transforms schizoid combination of each of
Phasing to occur. The hero can whatever the hero is wearing at the normal minds, or be a
Phase through Force Fields, the time. In either case, this completely independent mind.
Body Armors, Resistances, and must be determined when the In the latter case, the Gestalt
Invulnerability of lower ranks by hero is first created. may have full, partial, or no
making a green FEAT. Because knowledge of his component
the hero is out of phase with •S30/Physical Gestalt: This is selves. Likewise, the normal
normal matter, he cannot a variation of Alter Ego. Two or selves may not have any idea
breathe. Thus, the practical more relatively normal people of what their Gestalt self is up
duration limit on this power is actually merge their bodies to to' Variables include whether
the length of time the hero can form a single, powerful being, the merger is voluntary or
hold his breath. If the hero has the hero. When a player rolls automatic, the duration, and the

176

maximum difference between •S32/Plasticity: The hero can limited to the Power rank
normal selves when attempting change his body’s topology; of the Power Absorption (got
to merge. Normal distance is that is, he can twist, bend, pull, that?). If a Power or ability is of
contact, but at high levels stretch or otherwise distort his a higher rank (a character with
merges can occur across some body’s shape into any form. The Good Power rank tries to grab
distance; in these cases, the only limitation is that the hero Thor's Unearthly Strength). then
normal teleport to a common cannot normally create new the hero making the attempt
location (or perhaps one may holes in his body. For example, must make a successful Psyche
teleport to the other ones Mr. Fantastic can form himself FEAT or be knocked out by
location). Duration is into a parachute but not a sieve. the backlash for 1-10 rounds.
determined by the Psyche of If the hero wants to assume a And would only gain Good
the Gestalt. Time varies from shape that requires holes, he Strength in the process. A
one minute to indefinite, with a must make a red FEAT. For character starting with this
median of 1048 hours. example, a higher-ranked hero Power may only acquire one
could regularly transform Power or ability, stated before
•S31/Plant Mimicry: This is a himself into nets and ladders. the attack is made. If a
form of Power duplication. The The hero’s malleable flesh limitation on the Power
hero can duplicate the natural gives him power rank absorption is taken. a second
abilities of any plant. The body resistance to blunt Physical Power may be drained. Further
does not significantly change, attacks. The hero is able to Powers and abilities may be
aside from the instantaneous survive without harm a fall added as Power Stunts.
appearance of chlorophyll in the from the number of floors equal (Draining three powers or
hero's skin whenever he uses to his power rank number by abilities at a time would have to
this Power. Some plant turning into a bouncing shape be gained permanently before
"powers" include: before he hits the ground. The four Powers may be drained.)
• Photosynthesis: The hero can hero gains the bonus power of While the Power-absorbing
survive without eating by Elongation. Bouncing Ball is hero has the Power or ability of
converting sunlight to food. an optional power or may be another, the character
• Fragrance: The hero can simulated by a power Stunt. from whom he took it cannot
summon and control insects. use it (if the character it was
• Rooting: The hero can •S33/Power Absorption: This stolen from had a higher rank
become immovable. is not the absorption of energy. than the Power rank of the
•Poison Touch: but the acquiring of other Power thief, that ability is
The hero can have adverse individuals' super-human reduced by that amount).
effects on anyone touching him, Powers and abilities. Only those Characters with basic abilities
from rashes to death. The hero naturally occurring powers and reduced to below Feeble are
must state what plant power he abilities may be absorbed, unconscious for 1-10 rounds.
is attempting. Players should though Robot PCs with this There are a number of
also study up on their botany, Power may duplicate items of Limitations that may be
since the more plants they technology as well. The assumed with this Power.
know about, the more powers character must touch the target including:
they can have. Successful in order to gain those abilities, • Only functions on Powers
duplication is determined and the target may make a • Only functions on Talents
by a Power rank FEAT; normal Psyche or Endurance FEAT to • Only functions on Abilities
plants require green FEATs, avoid the effect. The type of • Takes memories as well, but if
alien plants require yellow FEAT is determined by the target's Psyche is higher than
FEATs, and magical plants player when the character is the hero's, the hero must make
require red FEATs. Duration created (that is, not on a case a Psyche FEAT to determine
ranges from one minute to by case basis). The maximum who controls the hero's mind.
indefinite. of any ability so acquired is • Transfer may be permanent.

177

Permanent transfer results in attacks. The maximum number the hair is, when not in active
Karma reduced to 0, and effects of simultaneous actions and the use it contracts and
of memories as noted in the Strength and Agility with which does not extend past the
above example, regardless of they can be accomplished are heroine's knees. If the heroine's
level of the target's Psyche (this functions of the Power rank. Power is nullified somehow, she
occurred to Rogue, with the retains her hair but can no
result that in periods of stress, Rank Action Str/Agi longer feel or control it. The hair
Carol Danvers' personality FE 1 -2CS immediately cascades to the
comes to the fore). PR 1 -1CS floor (and beyond) and reduces
TY 1 None her Agility and movement rate
•S34/Power Boost: The hero GD 2 None (excluding Flight) by -4CS.
who has this power gets a EX 2 +1CS
+1CS to FASE abilities anytime RM 3 +1CS •S36/Raise Lowest Ability:
a particular stimulus is available IN 3 +2CS Not really a Power by any
to activate the power. For AM 4 +2CS means, but a method of
example, the hero Moon Knight MN 5 +3CS immediate self-improvement for
receives a bonus whenever the UN 6 +3CS a character that may be
moon is full. The hero should X8 +4CS suffering from terminally low
design an appropriate stimulus Y 10 +4CS stats in a critical area (say, a
for his version of the power. A Z 12 +5CS Feeble Strength in a character
wise judge will make sure to Cl1000 20 +5CS with Body Armor, who carries a
veto any stimulus that is to Cl3000 30 +6CS mystic sword). Only one of the
easily obtained to make the Cl5000 40 +7CS seven abilities may be modified
power available constantly. in this fashion, and then only
Prehensile Hair possesses a the lowest one (if two are
•S35/Prehensile Hair: This is a sense of touch identical to that lowest, the hero gets to choose
Power that few masculine of the heroine's hands. Damage which one is modified). The
heroes would admit to having, to the hair is felt. If you yanked ability is raised 20 points. The
even if they possessed it. The out a lock of Medusa's hair, hero may then choose his next
Power gives the hero's hair the she'd feel the same pain you'd Power from the complete list.
capability of independent, feel if she broke your finger
controlled movement, as (and you'd deserve it). Loss of •S37/Self-Duplication**: The
if each strand were a tiny more than half the hair causes hero can spontaneously
tentacle, It is also a Power that pain and damage equal to that generate exact copies
apparently only women caused by a limb lost by the of himself. The new bodies are
possess. The basis for this same means; the heroine loses usually semi-independent; each
may be cultural rather than one-third of her Health (rounded possessing an independent
genetic (in the entire history of down). The motivating Power mind but all are linked
comic books, only three people for the hair is Telekinetic rather telepathically so all Duplicates
had this Power—all women). than muscular. The individual are aware of each others
Using her Prehensile Hair, strands are identical to normal actions. Each Duplicate
the heroine can perform a healthy hair. The coloration is possesses the same Powers as
variety of tasks with the hairs often a brilliant red or golden the original, except for possible
combining to form one or more blonde, but can be any color lacking this Power (that is, no
appendages. She can handle the player desires. The hair's Duplicate could generate more
objects, pick locks, ensnare a length exceeds the normal Duplicates). If a Duplicate is
target, and even deliver a limits; strands can reach a killed, the hero doesn't lose any
powerful blow with a silken fist. maximum length of 20 feet Health, though he might lose
In a blunt combat the hair plus 5 more for each rank Karma if the hero deliberately
functions as one or more above Amazing. However long sent his Duplicate into a certain-

178

death situation. If the original •S38/Self-Vegetation: The forms into which the hero
body is killed, the Duplicates hero can alter both his shape can change. Some categories
will last until the duration of the and physiology to become any include inanimate, machines,
Power is up-then disintegrate. If desired plant form. The degree specific alien or animal races,
the hero's Duplicates possess of change can vary wildly. At super beings only, and so on.
an indefinite existence and the the least, the hero's body Normal duration is determined
Power of Duplication, it matters changes into a similarly-shaped by Power rank. If the hero
not if the original body is "plant man;" at higher ranks the attempts a shape that exceeds
destroyed. Thus, this Power hero may assume normal or his normal size limits (i.e. not
offers a form of Immortality. alien plant shapes. When in more that 150% nor less than
Unfortunately, each Duplicate is plant-form, the hero is immune 50% of his original size), this
the same physical age as the to attacks that specifically affect affects the duration, dropping it
original, so this form of animal life (nerve gas, the equivalent of -3CS. This
immortality doesn't turn back pheromones, etc.) but is way a hero can attempt to
the clock at all. Sometimes this vulnerable to attacks that affect impersonate a fly or a dinosaur;
Power functions in a different plant life (herbicides, light- he just can't do it for long.
manner, producing beings blocking, etc.). When in plant
distinctly different from the form, the hero doesn't need to •S39/Shrinking: This is a
original. Such semi-duplicates eat normal food; rather he uses personal form of Diminution.
might possess altered minds, photosynthesis to gain desired The hero can temporarily
bodies, or Powers. For energy. This requires the decrease his body’s size. The
example, Shifter has the ability availability of water, air, and hero’s primary and secondary
to generate independent beings sunlight. The plant hero has abilities remain unaffected.
who each possess a single, different statistics for the Even Strength is undiminished,
unique Power. Each time he physical Abilities; the mental although it is much harder for a
uses his Power, he creates a Abilities remain unchanged. shrunken hero to gain enough
new, albeit temporary, hero. At leverage to perform tasks that
this rank, he has no real control •S38/Shape-shifting: The hero would otherwise be simple to
over what Powers come out, can drastically alter all of his perform. For example, consider
but with extensive practice, physical parameters the act of sharpening a pencil if
someday he'll be able to (dimensions, appearance, you are only ladybug-size. As
custom-create his sub-heroes. physiology) to achieve any the hero shrinks, he becomes
In a case like Shifter's, each desired shape. Despite harder to hit but conversely
sub-hero gains a Power appearances, the hero retains suffers greater damage if
randomly generated at the time his basic chemical composition struck. This is handled by the
of his creation. Shifter has the unless other Powers are used column shift as shown in the
potential to use any Power in simultaneously, such as Body table below. The column shift
this book. If he wants to try to Transformation-Self. Example: decreases the attacker’s
make a conscious selection, his Hobgoblin of the Shi'ar Imperial chance to hit and increases the
player must make a red FEAT Guard transforms himself into a damage by an equal shift. For
roll. If he blows it, the Judge stone wall. Despite its granite- example, a hero with
rolls a Power for him. If the like facade, it's composed of Remarkable rank is -2CS to hit
FEAT was yellow, the Judge flesh; instead of chips flying but suffers +2CS damage if the
rolls a Power in the same class when the wall is attacked, it attack is successful. The
of Powers as the player bleeds. The hero can attempt to following table details attack
originally wanted; less than change into any form; success modifiers against Shrinking
that, and the Judge can roll is determined by a FEAT. When characters:
under any, class he likes. All creating the hero, the player
Duplicates have statistics equal can raise the Power rank by
to those of the original hero. limiting the variety of possible

179

Rank Height Column Shift stored “elsewhere” until the power is equal to the time the
hero reverts to his original size. hero can hold his breath. There
FE 48 inches (1/2) 0 Both mass and strength is an advantage to not
decrease as the hero shrinks; possessing this aura in that
PR 24 inches (1/4) 0 these ranks remain proportional electrons cannot flow from
to the hero’s new size. If the normal to shrunken matter;
TY 12 inches (1/8) 0 hero loses too many atoms (by hence, the power acts as rank
exceeding Shift X rank), his level Resistance to Electricity.
GD 6 inches (1/16) -1 remaining structure becomes The optional power is
too simple to sustain his life Diminution. The nemesis is
EX 3 inches (1/32) -1 force. For this reason, a hero Enlargement; the specific forms
with this form cannot voluntarily are, in order, Atomic Dispersal,
RM 1 inch (1/100) -2 exceed Unearthly rank. If the Atomic Gain, and Atomic
limit is passed, the hero’s life- Growth (see Enlargement).
IN .5 inch (1/200) -2 force is automatically stored
away on the same plane with •S40/Spirit Gestalt: The hero
AM .25 inch (1/400) -2 all the displaced matter that can transform into a heroic Alter
normally forms his body. At Shift Ego by joining his mind and
MN .1(1/1000) -3 Z rank, the hero’s body consists body with one or more
of a single DNA molecule, disembodied beings (spirits,
UN .01 (1/10000) -3 which then vanishes when the semi-divine beings, and that ilk.
next rank is reached. The joining of these disparate
ShX+ Special Atomic Shrinkage: reduces beings generates the Power
the size of the hero’s atoms, possessed by the Gestalt hero.
Shrinking Power in Shift X thus reducing overall size and The merging spirit can be of
capability, or multiple shifts that mass. Strength remains any nature, determined by the
reduce the individual's size proportional to the hero’s player at the time of the hero's
below one ten thousandth current size. This is the only creation. Possibilities include:
of original size, cross the form that enables the hero to Ancestral Gestalt: The merging
Pym barrier and throw the reach a micro-verse. While this beings are the hero's own
individual into a subatomic is the most popular form of ancestors. Spiritual Gestalt: The
"Micro-verse" (see Micro-verses Shrinking, it has a potentially spirits are any Free Spirits.
in the Judge’s Book). Further deadly disadvantage. As the Demonic Gestalt: The merging
reductions are apparently not hero’s atoms shrink, they can being is a nasty supernatural
possible once in the Micro- no longer interact with other, type. Divine Gestalt: The
verse. normal-size atoms. As a result, merging spirit a bonafide divine
the hero cannot breathe, drink, being. Duration is determined
Die Roll Form or eat normal-size matter. by the Gestalt hero's Psyche.
01-20 Atomic Collapse Fortunately, there is a flat 95% Rank determines the
21-40 Atomic chance (determined at the time cohesiveness of the Gestalt,
Reduction this power is first gained) that especially its resistance to
41-00 Atomic the power envelopes the hero external attempts to dissolve
Shrinkage with an aura that temporarily the merger.
reduces all atoms to be
Atomic Collapse: decreases consumed. If the hero lacks this •S41/Strength Boost: Through
the distance between the aura, he must have a a form of Psionic Augmentation
body’s atoms and subatomic proportionally sized supply of the hero is capable of
particles, thus decreasing material for consumption or reinforcing his Strength Ability.
overall size. Mass and strength somehow not need to breathe. When this power is activated
are unaffected. As density If not, the duration for this the hero must make a Power
increases, the hero’s body
could collapse into neutronium
(CL3000) or into a black hole
(CL5000).
Atomic Reduction: decreases
the number of atoms in the
hero’s body. The lost atoms are
either disintegrated (if the
shrinkage is permanent) or
temporarily removed from the
hero’s plane of existence and

180

FEAT roll. On a Green result of paper (about 1/256”). At this the result is a micron-sword
the he gets a +1CS to Strength, point, the hero can pass such as the one used by
a Yellow Result provides a through the cracks around a the late Nemesis. Such a blade
+2CS to Strength and a Red door or adhere to a wall and completely severs any matter
FEAT roll allows for a +3CS pretend to be a poster. A yellow with a Material Strength up to
increase to Strength for 1-10 FEAT reduces the hero to one +5CS greater than this power’s
rounds, after which the excess atom’s width. At this width, the rank. The name “Two-
Strength fades away. Bonus hero can pass through solid Dimensionality” is a misnomer.
Powers include Telekinesis and barriers by slicing through them While in the Marvel Universe it
Telepathy. as if he were an incredibly fine most commonly describes the
knife. The power enables the ability of normal beings to pass
•S42/Two Dimensionality: The hero to pass any barrier with a into a flat like state, it can also
hero can harmlessly reduce his Material Strength up to +5CS be used to shed more than one
body (and any nonliving matter greater than this power’s rank. dimension. Three dimensional
he carries) to a flat, two Note that if the barrier is larger beings can reduce themselves
dimensional version. To an than the hero’s body (such as a all the way down to a single line
onlooker, the hero appears to wall), then the slice made by one atom or even one “point” in
have transformed himself into a the hero’s passage immediately diameter. The power can also
life-size photograph. The hero’s reseals itself. But, if the barrier be used by multidimensional
body functions and abilities are was smaller than the hero beings to enter into this one.
unaffected. Because the hero is (such as a chain), then the
now extremely thin, gaining pieces fall apart as soon as the •S43/Ultimate Skill: Ultimate
leverage on three dimensional hero severs the entire width. A Skill: Ultimate Skill is a special
objects is extremely difficult. He red FEAT removes the third Power possessed by the hero,
is also extremely hard to hit if dimension entirely; at this point, making him literally the "best at
he can turn his flat side toward the hero can pass through what he does." The hero picks
his opponents. While in a barriers without damaging any one Talent on the following
flattened state, the hero suffers them, or he can be transported list. His ability in that Talent is
less damage from blunt into a Flatland-type dimension considered Unearthly, as
physical attacks; the power rank where everyone has only two opposed to modifying the
number decreases the damage dimensions. In the latter case, existing ability by a +1 or +2CS.
by that much for each attack. the hero vanishes from sight. Those Talents that may have
On the other hand, a flat hero The hero can choose to flatten Ultimate Skills are:
can suffer all sorts of abuse that himself in any direction. He can • Weapon Skills: All skills
he would normally ignore. For appear to be a front back, left • Fighting Skills: All skills
example, Flat-man could be profile-right profile, top view- • Professional Skills: None
forcibly folded like a map and bottom view, or similar-shaped • Scientific skills: All skills
locked in a glove compartment! two dimensional image. Note • Mystic and Mental Skills:
How thin the hero can get is that while one dimension is • Other Skills: All except
determined by an Intensity drastically altered, the student, heir to fortune and
FEAT. A green FEAT reduces remaining measurements leadership.
the hero to the width of a piece remain the same. When this
power is applied to a weapon,

181

Travel Powers

•T1/Astral Body: The hero can FEAT. If an attempt is made to enables him to tow up to a ton
send his astral form off to any damage the cord at any point, of material. The carrier wave is
destination. The physical body the astral body is immediately temporarily solid and visible.
doesn't go anywhere; it remains aware of the attempt and Flight occurs at Power rank
in a comatose state until the the location of the threatened speed. The maximum speed is
astral body returns. The astral length. If the physical body is that of normal energy of the
body is intangible and invisible killed, the cord is snapped type composing the wave. For
to normal senses. In the Earth automatically. The hero is example, a sonic carrier wave is
dimension it can use any of the now trapped in astral form as a limited to Shift-X speed. It is
hero's mental or Psionic Free Spirit. The astral body limited to areas where that
Powers but not the physical resembles the hero's self energy exists. As the limits of
ones. In other dimensions the image. As such, it might that energy's domain are
astral body regains visibility, not resemble the real body. All reached, it becomes weaker
solidity, and the physical clothing and appurtenances the and finally fizzles out. The
Powers. A magical silver astral form carries are unreal hero continues to move in a
cord connects the astral and simulations of the real items; ballistic arc before he finally
physical bodies. While it can they still have equivalent effects crashes. Carrier waves can be
stretch a great distance, it is not though. Astral bodies can be affected by the appropriate
infinite. The maximum distance detected by psionic, Magic, Energy Emission and Control
the astral body can travel form Extradimensional Detection, Powers. Emission can change
the physical body is shown on and by this Power. They can be the speed or direction of the
the Space/Extradimensional attacked from the physical hero's travel. The Intensity of an
Travel column of the Movement world by mental and Psionic opposing Energy Power
Table. The astral body travels at Powers, Exorcism, Summoning, decreases this Power's rank. A
up to Power rank speed. This Spirit Storage, and Force Field supporting Energy Power adds
allows the hero to arrive vs. Magic. Optional Powers its Intensity to the Power rank.
instantaneously at a include any of the Magic Example: Lodestone possesses
destination. The astral hero can Powers and Extradimensional Incredible Magnetic
cross into other dimensions by Detection. The Nemesis is Manipulation. He tries to stop
means of a Psyche FEAT. The Summoning. Magneto from flying away.
silver cord links both bodies in Lodestone's Incredible rank
several ways. It enables the •T2/Carrier Wave: The hero decreases Magneto's
astral to monitor the condition can manipulate energy currents Remarkable rank to -10.
and location of the physical. to support and propel his body, Magneto comes to an inaudibly
Beings in the physical world can thus attaining a form of Flight. screeching halt and begins to
use that body's connection to The energy can be any type fly in reverse at Good speed.
locate the astral body. The found in the hero's The Optional Power is Energy
silver cord is the key to the environment, such as Detection and an Energy
astral returning to its own body. magnetism, sound, light, heat, Control Power of the same
If the cord is broken, return is and electricity. The hero can type as the Carrier Wave. The
extremely difficult, if not use only one form; the player Nemesis is the appropriate
impossible. Once the cord is has to decide which one when Energy Control.
broken, the physical body he creates the hero. The Carrier
begins to die. Health drops one Wave can support the hero and •T3/Climbing: The hero with
point per hour. Fortunately, an additional load equal to its this Power can scale vertical
breaking the silver cord Power rank in terms of (but not up side down) surfaces
requires a CL1000 Intensity Strength. For example, as if possessing the Wall-
Magneto's Remarkable rank Crawling Power with Lightning

182

Speed. The speed of the along currents of that energy. either Energy Emission or
climbing is determined by the The maximum speed is that Control for the appropriate type
Power rank, and the surface normal Energy. The hero is of energy. The Nemesis is
must have sufficient handholds limited to places where the Energy Control.
or cracks (even those of energy currents flow. The
mortared bricks will do). In player must choose what form •T6/Floating Disc: The hero
addition, the hero can move of energy the hero turns into. can create a glowing platform of
through tangled pipes, vines, Upon reaching the destination solid light. The disc materializes
and other areas that require or the limit of the energy to support any part of the hero's
manual dexterity using this current, the hero safely re body; generally this is under the
Power instead of the hero's materializes. Travel can be feet or posterior. The disc is a
Agility. affected by anything that part of the hero's Power and
disrupts the current, such as a has no independent existence
•T4/Dimension Travel: The break in an electric line or the beyond him. The disc can
hero can travel into a number of use of Energy Emission or automatically support the
other Dimensions. Transit to a Control Powers. When a hero and additional mass. The
random dimension normally disruption occurs, the hero must weight is supported by a Power
occurs automatically but the make a Power FEAT to detour FEAT with the Power
Power is weakened by around the obstacle and substituting for Strength. For
adrenaline. If the hero is in any continue on. Failure means the example, creating a Floating
kind of precarious situation, he hero re-materializes on the spot Disc to lift five tons is an
must make a Power rank FEAT. and can not reenter the energy Incredible Intensity FEAT. The
He must also make a FEAT if path for an hour. The hero must disc's surface area expands to
he is trying to appear in a be within 10 feet of the current support wide loads. Travel
specific dimension or alternate in order to join it. Insulation of occurs at Power rank speed.
timeline. Specific locations an Intensity exceeding his The Power provides no innate
in the other dimension require a Power rank prevents the hero protection against high wind
red FEAT. The return trip is from joining the current. The speed and friction burns, thus
easier. Returning to a random hero can transform and tow the practical speed limit for
location on the home world is along an additional mass. Treat atmospheric Flight is
automatic. Returning to a the Power rank in terms of Remarkable (225 mph). The
familiar spot on the home world Strength to determine how Power can be used in the water
is a yellow FEAT. The hero much additional material can be with proportionally decreased
initially has two dimensions he transported by this Power. For speed. If the hero is a
can travel to, his home and one example, a Typical rank can technological type or possesses
other realm. Additional transport an additional 100-200 such Powers as Hyper
dimensions can be reached by pounds. While in an energized Intelligence, Hyper
developing the trips as Power state, the hero is extremely inventiveness, Weapons
stunts or by dropping the affinity vulnerable to the energy Tinkering, or Mechanical
that permits effortless travel to altering Powers. These are Creation, then the Floating
either of the two original Absorption Power, Energy Discs can be mechanical in
dimensions. ("What do you Solidification, Energy Sponge, nature. Such disks collapse for
mean, you don't remember and Energy Vampirism. Any of easy storage somewhere
how to get back to Earth?") these have the potential to trap on the hero's costume, such as
or even destroy the hero. a false bottom in the boots. An
•T5/Energy Path: This is a Fortunately the hero is moving example of this is the Wizard's
combination of Energy Body at the speed normal for his anti-gravity disks. The Optional
and Carrier Wave. The hero is energy type is thus a rather Power is Kinetic Bolt; the
transformed into energy and is difficult target. Optional Powers Nemesis is Energy Vampirism.
propelled at Power rank speed include Energy Detection and

183

•T7/Gateway**: The hero can possible Gateways. More most people could just barely
travel to any point in space, can be added at any time. If the squeeze through. The Gateway
time, or other dimensions by hero exceeds her limit, a forms within ten feet of the
traveling along bridges she previously established bridge is hero. It can maintain its
creates herself. She can travel replaced by the hero is trying to existence for as long as the
along a bridge from her current add. Example: Gatekeeper has hero concentrates on it or until
location to a location in space Good rank. She can establish he passes through it.
(a green FEAT), time (a yellow up to ten bridges. She
FEAT), and other dimensions (a establishes Gateways to her •T8/Gliding: The hero can
red FEAT). The destination of home, her team's headquarters travel on air currents. She can
each Gateway is a fixed at the Avengers Minnesota travel at Power rank speed, with
point in space but the departure mansion, her ex boyfriend's a top limit of Shift-X rank (Mach
end always moves with the time sharing condo in Jamaica, One). In normal air currents,
hero. A bridge to another the bottom of the Atlantic, the hero drops one story (15
location in space is created geosynchronous orbit 22,400 feet) for each turn she is in the
by a FEAT. A green FEAT miles above Minnesota, the air. Level flight can be
creates a spatial bridge. The crater of an active volcano in maintained by an Agility FEAT;
maximum distance the target Iceland, the prisoner processing failure indicates a loss of 2
can be from the hero at the area of Ryker's Island Federal stories. The glider can climb by
time the bridge is created is Prison, Tahiti in the year using updrafts. Using an updraft
shown on column E of the 1287, the surface of Lake to climb 'requires a yellow
Range Table. A Gateway Michigan (twenty miles east of Agility FEAT for each three
through time is created by a Milwaukee), and Death Valley. stories the hero ascends;
yellow FEAT. The maximum The need arises for a bridge to failure means she's caught in a
distance into the past or future an alternate Earth. Gatekeeper downdraft and descends the
the Power can initially reach is concentrates on establishing three stories instead. She can
the number of centuries equal the link; making the red FEAT carry aloft an additional mass;
to the Power rank number. takes her most of the day. Later the limit is decided by her
Gateways into other dimensions she realizes that she can't hop physical Strength. Gliding can
or alternate timelines require a over to Jamaica any more. Oh be affected by high winds or the
red FEAT. The transdimensional well, she'd hadn't been there Powers of Weather Control and
bridges are initially limited to with Wilford since he'd gotten Air Animation. The wind's
reaching only one dimension. married. Gateways Intensity or the Power rank
Additional dimensions require automatically transport willing diminishes or increases the
development as Power Stunts. passengers. The Power can be Gliding rank, depending on the
Once created, the bridge used to catch and transport direction the hero is gliding. For
functions no matter how far the unwilling passengers (like foes example, a Poor airspeed of 60
hero is in space, time, or the or rampaging water buffaloes) mph would be stopped by an
Multiverse. The hero has by means of an Agility FEAT. equally fast headwind, but if the
a finite number of locations she The would-be transporter is hero wants to travel in the other
can bridge to. Once the hero allowed to resist in any way he direction, she can be boosted to
has established the bridge, she can. Gateways deal with size a Good airspeed of 120
always returns to it when and not mass. The hero can mph. Optional Powers include
creating that type of Gateway. transport a black hole as long Weather Control and Air
The maximum number of as it's small enough. The Animation. These are also the
different Gateways the hero can maximum size of a Gateway is Nemeses.
create is equal to the Power the number of square feet equal
rank number. Shortly after to the Power rank number. For •T9/Hyper-Digging: The hero
gaining this Power, the hero example, a Feeble rank creates can travel swiftly through the
should create at least half of her a two square foot Gateway that earth by burrowing a tunnel at

184

Power rank speed (land is at least equal to this Power's speed by increasing the
movement rate). The Power rank. frequency but not the size of the
can be used indefinitely as Optional Powers include Hyper leaps. Physical burdens do not
Hyper-digging has the side- strength, Hyper-endurance, decrease the hero's speed,
effect of increasing the hero's Armor although they might decrease
Strength and Endurance. Both Skin, or Body Resistance. The his control. Anything the hero is
abilities' ranks are raised by this Nemesis is Matter Animation. carrying is also protected by the
Power's rank number. innate safeguards against
Burrowing remains the hero's •T10/Hyper-Leaping: The hero damage; the hero acts as a
preferred mode of can jump great distances. By shock absorber. While
transportation, when compared repeated leaps, the hero can the hero has a vague idea of
to running or especially to rapidly cover large distances. where he is going, he can't see
inconceivable activities like This Power's minimum rank is his touchdown point. This can
flying. Normally the tunnel the +1CS greater than the hero's be a real hazard when the hero
hero makes collapses within 10 Strength rank. If a lower rank is can make Monstrous leaps or
turns of the hero's passage at a initially rolled, it must be raised better. For example, while
specific spot. The exception is to this level. The Power rank leaping cross country, the Hulk
the tunnel within 10 feet of the determines the distances landed on seven cars (two were
hero's current location. This the hero can safely leap. Innate moving at the time), one semi
allows the hero to occasionally safeguards in this Power enable truck, eight roofs, a swimming
stop. A tunnel never collapses the hero to safely land. pool, ten mud patches, one
on the hero, unless a higher (Otherwise he might break a leg river, twelve power lines, three
Intensity force is applied. attempting even a Good leap.) street lamps, 57 trees and
Examples include explosives, The effect is the same on bushes of various sizes, and a
Vibration, and Matter Animation. the hero as if he were a Normal late Merino ram named
If the hero wants to build a Human making a 2 foot leap up Herbert. Judges can assume
relatively permanent tunnel, his or across or descending 3 feet. that the hero has enough
movement rate is cut in half as The effects on the area the hero control on his descent that he
he takes the time to make lands on might not be the same can swerve to avoid dangerous
reinforced walls. The hero may as if a normal jump occurred. landing sites. The player must
burrow through materials with Consider that the Hulk splinters make a green Reason or
lower Material Strength than his the pavement when he lands. Intuition FEAT (whichever
Power rank. Materials with To determine what sort of Ability has the higher rank)
equal or greater Material effects occur when the hero every ten leaps to make sure he
Strength are obstacles to be lands, the Judge should figure doesn't come down on
detoured around. If the hero what kind of damage results something he'd rather not have
also possesses Hyper-Strength, when a weight five times that come down on. The leaping
Armor Skin, Body Resistance, of the hero suddenly drops on tables are on page 1.
or True Invulnerability, he can the surface in question. The
add such Powers' rank actual land speed varies with •T11/Hyper-Running: The hero
numbers to this Power's rank the angle of the leaps. The can run at Power rank speed for
number. This might permit the average land speed for Hyper- extended amounts of time. The
hero to burrow through harder leaping is a -3CS Land Power has the side-effect of
materials, like granite intrusions Movement rate. For example, raising the Ability rank number
or bank vaults, at half speed. an Excellent Leaper can travel of Endurance by this Power's
When creating the hero, the 30 mph in a series of rapid 30- rank number. It includes
player must choose a Bonus foot leaps. If the hero also protection to wind resistance
Power of either Natural possesses Hyper-speed, that and windburn; this protection
Weaponry/Claws or Body can be added to this Power's extends to anything the hero is
Resistance. The rank of either rank number for additional carrying. The hero's lungs are

185

modified to breath high velocity towed object has a buoyancy be used to increase her load-
air. The last benefit can be equal to the hero's body. If bearing capacity. Levitation
crucial if the hero is capable of the object has a greater or provided Power rank
Remarkable speeds or better. If lesser buoyancy, the hero's Resistance to high winds and
the hero stumbles, he continues Strength determines the limit to fluctuations in gravity, whether
on a ballistic trajectory until what things can be towed. For these are natural or Power-
he regains his footing or rolls to example, Marlin has Typical related. Examples of Powers
a halt. To cut down on the Hyper-Swimming and Strength. that might affect the Levitate
chance of this, the Power He is trying to tow a sinking include Matter Animation/Air,
increase the hero's reaction boat back to the harbor. While Weather Control, and Gravity
time to be able cope with the boat is still floating, Marlin Manipulation. The Optional
impending problems. The can swim at Poor speed (30 Powers is Telekinesis. The
increased reaction time mph). Once the boat actually Nemesis is Matter Animation/
decreases the relative speed of sinks, Marlin feels its full Air.
any other moving object. The weight of 1000 pounds. Marlin
hero's Power rank number is dragged to a halt, then the •T14/Lightning Speed:
decreases the perceived speed boat begins to pull him under. Lightning Speed: The hero with
of the other object. For Bonus Powers include a choice this Power can move as a
example, Quicksilver's Shift X of Water breathing or Water vehicle with a speed equal to
speed lets him perceive a bullet Freedom. The remaining one is the Power rank, as opposed to
traveling at 600 mph as if it available as a Optional Power. his distance per round being
were traveling only 15 mph. The Nemesis is Matter limited by Endurance. This
This side effect enables the Animation/Water. Power will always be at the
hero to dodge or even catch Endurance rank +1CS. If a
things like bullets and missiles. •T13/Levitation: The hero can lower rank is rolled, raise it to
If the Power is Duplicated or freely resist the pull of gravity. this minimum. Lightning Speed
Transferred to another being, a She can move vertically at is assumed to apply to ground
special yellow FEAT must be Power rank speed, hover movement, but may be applied
made. Failure means the in place, or drift with the wind. to any of the following Powers,
recipient only has the actual Limited horizontal movement is if the hero has them in his
running ability and not the possible by pushing off from possession : Flight, Gliding,
safeguards. Optional Powers other objects. The maximum Wall-crawling, or Digging.
include increasing the hero's distances are determined the Characters with Lightning
Fighting or Agility ranks by this same way a normal leap is. If Speed can turn at maximum
Power's rank number. the hero possesses Hyper- speed without penalty, and
Leaping, that can be used to Agility FEATs may be
•T12/Hyper-Swimming: The greatly increase the distances made either with the Agility
hero can cover large distances the hero can propel herself. A ability or with this Power rank.
by swimming at Power rank hero with this Power can never Characters with Lightning
speed. Speed is decreased fall unless she is unconscious Speed can accelerate to full
1CS for each 100 feet of depth or purposely decides to speed in a single round, and
at which the hero us swimming. succumb to gravity. The hero decelerate from full speed to full
This is due to increased water can develop a Power Stunt that stop in the space of one area.
pressure. Water Freedom can allows the hero Levitate in her
negate this limitation. The sleep. The Power can always •T15/Rocket: The hero flies by
Power does not free the hero lift the hero's own weight. The means of a rocket-like exhaust
from the need to breathe. The hero can carry aloft additional that propels him at Power rank
hero can tow other objects in mass. The amount is limited by speed. The rocket blast is
his wake at a decreased speed her Strength rank. If the hero created by a therm-chemical
of -1CS. This assumes the possesses Telekinesis, this can reaction generated by the

186

hero's body. The Power a ramp that the hero climbs or his rank to Excellent (if the
converts whatever material is descends. Note: the average Thing is hanging from a web) or
around him into fuel and incline is 30 degrees; sharper Good (if Spider-man is actually
oxidant, then it shapes the angles are harder to climb. The carrying him). The hero can
exhaust into a stream to propel Power offers Power rank move through dense vines,
him. If the hero is in a vacuum, resistance to high winds and tangled vines, or similar areas
the Power creates fuel out of sudden fluctuations in gravity, by using this Power instead of
virtual nothingness. The Power whether natural or Power- Agility. The Nemesis is Matter
is treated like Strength to based. The Optional Power is Conversion.
determine the maximum thrust Telekinesis. The Nemesis is
the Power can achieve. If the Gravity Manipulation. •T18/Spinner: The hero can
thrust is high enough, the hero attain Power rank ground speed
can carry or push additional •T17/Spider Climb: The hero by rapidly pivoting in circles
loads. For example, can travel along vertical or similar to the Whirlwind power.
Cannonball's Remarkable inverted surfaces with only The visual effect is that he blurs
thrust can lift up to one ton. The minor difficulty. The maximum into a human top. The hero
Nemesis is Gravity speed, assuming the hero is gains several useful side
Manipulation. using all his limbs to Spider- effects, first this power's rank is
climb, is the same as the hero's added to the Fighting rank
•T16/Skywalk: This is a normal ground movement rate. when someone attempts a
peculiar form of flying. The hero Each pair of limbs not used to grappling attack against the
can walk along an invisible path climb decreases the overall spinner. He gains Power rank
that he creates in the air. The speed -2CS. For example, resistance to Physical attacks
path only serves the hero and Spider-man can walk up a wall while spinning. His Endurance
only exists as long as he using only his feet if he is rank temporarily increases by
concentrates on maintaining its holding something in both arms, the power's rank while spinning
existence. The path is but it takes longer because of this allows him to prolong this
intangible to others unless the his decreased grip on the wall. type of movement as well as
hero can extend its benefits to The Power rank determines making him capable of dealing
them by such means as a how strong the hero's adhesion with the accompanying
Power Stunt, Power Transferal, is to a given surface. The dizziness associated with this
or Telekinesis. The Skywalker climber must make an Intensity form of movement. The hero's
can develop a Power Stunt that FEAT based on the relative visual acuity increases to give
maintains the path even while slipperiness of a surface. The him the equivalent of Circular
he is unconscious. Another hero can carry additional Vision. Despite his rapid
Power Stunt increases the weight. The amount is based on circular movement the hero
path's tangibility to a circular the hero's own weight and perceives the world as static
area 10 feet around the hero; strength. Each additional mass 360 degree vision. However,
this enables others to travel equal to his body's weight unless the player states
alongside him. Note that the decrease the Power's otherwise, it is assumed that he
walkway only offers protection effectiveness -1CS. Example: is looking directly outward thus
against failing. The path slides Spider-man has Incredible he can be surprised by attacks
-forward at its own speed. Strength and Amazing Spider from below or above. If the
This enables the hero to travel climbing. He weighs 165 hero has powers such as
at up to Power rank speed. pounds. Each additional increased Strength (Incredible
When the hero rests, speed is 165 pounds of mass Spider- or better), Invulnerability or
reduced to zero. The path can man carries decreases his Hyper-Digging, he can bore his
be formed at any height but Power rank -1CS. Attempting to way through any object with a
cannot climb on its own. Height climb while carrying the Thing Material Strength less than his
is changed by the path forming (weight 500 pounds) decreases power's rank. As a power stunt,

187

the hero can develop this power prevent him from consciously material that within the
to attain Flight. This is treated Teleport. Extremely dense limit is Teleport; the rest is left
as Whirlwind flight one rank materials like neutronium or behind. Example: The
lower than this power's rank. black holes are impassable. Teleportation beam aboard the
Barriers that incorporate such spaceship Jenni Lea has
•T19/Teleport Self**: The hero Powers as Power Negation, Excellent rank and can handle
can vanish at one location and Force Field vs. either Energy or up to 800 pounds of material. A
instantly reappear at a distant Magic, or True Invulnerability emergency required the
site. He does not physically. are also impassable at higher evacuation of five people
cross the intervening distance rank. The Optional Powers are (average weight 200 lbs.)
and is not affected by most Teleport Others and and their equipment. The
physical barriers. Column E of Clairvoyance. Teleportation beam sorted out
the Range Table shows the its load before taking effect.
maximum distance a hero can •T20/Teleport Others**: The Only four of the crewmen were
Teleport. Teleportation always hero can make any target teleport in the first turn. The fifth
occurs, but the hero must make except his own body vanish and crewman, the equipment, and
a Power FEAT to see how well instantly reappear at a distant the clothes the other four had
he makes the trip. Failure site. The target does not previously been wearing
means he arrives disoriented physically cross the intervening arrived on the next go-round.
and cannot take any actions the distance and is unaffected by The hero can consciously try to
following turn. The hero can most physical barriers. Column Teleport sections of a target; the
carry along anything he is E of the Range Table shows the effect is as if the hero had used
touching (except the ground on maximum distance the hero can an extremely fine scalpel. Such
which he stands), up to his Teleport a passenger. Teleportation dissection
Strength's weight limit. Teleportation always occurs if requires a Power FEAT whose
Passengers must make a green the passenger is immobile or intensity is equal to the material
Endurance FEAT or be touching the hero. The strength of a nonliving target or
disoriented for 110 turns. As the passenger must make an the actual Strength of a living
hero re materializes, gases and yellow Endurance FEAT to target. Heroes with Medical
liquids move aside before he see how he fared. Failure Talents can develop this type of
solidifies. Normal safeguards means disorientation for 110 exotic surgery as a Power
prevent the hero from turns. If the passenger is Stunt. Certain conditions can
consciously Teleport into a uncooperative or in motion, the prevent the passage of a
solid mass. If the hero hero must make an Agility Teleportation beam. neutronium
accidentally teleport into a solid, FEAT to catch him. In addition, and black holes are
he must make an Endurance each 10 feet of distance impassable. Barriers that
FEAT. Success means the separating the hero and incorporate such Powers as
hero instinctively jumped to passenger increases the Power Force Field vs. either
another location and promptly rank -1CS. The Power can Energy or Magic, Power
fainted for 1-10 turns. Failure teleport a mass equal to the Negation, or True Invulnerability
means the hero takes damage hero's Strength limit. This may are impenetrable if their
equal to twice the solid's be a single object or any Intensity ranks are greater than
Material Strength or actual number, so long as the weight this Power's rank. The act of
Strength, if the blockage was a limit isn't exceeded. If the hero Teleportation takes three turns.
living being. In the latter case, is trying to exceed his limit, he The first turn the hero affects
that being takes equal damage. only Teleport part of the mass. the target. The second turn the
Certain conditions can prevent Living targets are transported actual transportation occurs.
the hero from Teleportation. If intact; if a being weighs too The third turn the target re
the hero doesn't know where he much it simply won't Teleport. materializes. Only on the
is, psychological blockage may Only the amount of non-living fourth turn can the hero seek

188

another target. Optional Powers disintegrated and given new because it already exists from
include Teleport Self and bodies at the destination. This the hero's point of view. The
Clairvoyance. assumes the passengers are maximum range is equal to the
cooperative. Uncooperative Power rank number times 1000
•T21/Telereformation: This is a passengers cannot be years. Travel into the future is
peculiar form of Self transported in this manner. harder (at least, if you're
Teleportation. The hero can Period. When creating the hero, planning a return trip). The
disintegrate his body, transport the player has two options. At a maximum range into the future
his life-force any distance, and cost of -1CS to the Power rank, is equal to the Power rank
then create a new body out of the hero can be given the ability number times 10 years. The act
materials available at the to only temporarily disintegrate of time traveling takes 1-100
destination site. The Power his original body. When he turns of the hero's perceived
shapes these into a form that returns to his original site the time. (No time actually passes
resembles the hero's self-image body automatically re- but it sure feels like it.) The
but whose physical properties materializes. Normally the new rate of perceived time passage
may be those of the materials body is created out of the varies with each mode of time
that compose the new body. particular type of matter travel but is consistent for all
Column E of the Range Table (animal, vegetable, mineral) trips using that mode. For
shows the maximum distance that most resembles the original example, Dr. Doom's time
the hero can travel. Upon body. This limits the sites where platform makes virtually
attempting to form a new body, the hero can reform. At a cost of instantaneous trips while
the hero must make a Power -1CS the hero the hero can Kang's time ship travels at a
FEAT. A green FEAT shapes create new bodies out of rate of one year per turn. The
existing material into the hero's whatever material is available, theories behind Time travel
basic form. A yellow FEAT regardless of its nature. The vary on the flexibility of the past.
converts the material into those Power can be diminished or Two theories stress the
substances that composed the destroyed by mental Powers immutability of the time stream.
hero's original body or that alter the hero's self-image. The first theory states that all
current self-image, he was If the hero loses his self image, events are fixed; if you travel
transformed into his current then the next use of the Power into the past, you are destined
physical form. A red FEAT results in his bodily annihilation to perform those actions or
enables the hero to create an and conversion to a Free Spirit. some unknown force either
altered version of his self Barriers that incorporate Force prevents or negates your
image. Examples of a red FEAT Field vs. Mental Attack are actions. (The Collector
include additional forms or ones impassable if their Intensity suddenly appears and stops
of different sizes. Obviously, rank is equal or greater than Darkstar from assassinating a
most heroes with this Power this Power's rank. Optional ten-year-old Abraham Lincoln.)
cannot carry objects, Powers include Clairvoyance, The second theory states that
passengers, or clothing. The Free Spirit, and Serial the traveler actually travels
hero shows up stark naked Immortality/Creation. The to an alternate timeline that
unless he makes a red FEAT Nemesis is Force Field vs. closely resembles the desired
and generates a costume. If the Mental Attack. segment of the past. By
hero has the Power of changing this timeline, the
Ionization (for nonliving matter) •T22/Time Travel**: The hero hero cuts himself loose from his
or Body Transformation-Others, can travel in time to reach any original timeline and is now
then he can carry passengers point in the past or future. The linked to the one he has
or loads when using the Power. maximum range the hero can created. (Darkstar assassinates
The load limits are determined reach is varies depending on Lincoln. The U.S. breaks
by this other Power. Just which direction he's traveling. up during the Civil War and
like the hero, such targets are Travel into the past is easy never becomes a world power.

189

Darkstar emerges in a new FEAT gets the right century. A tingle, a muttered "Here I go
present where the U.S.S.R.'s red FEAT gets the hero within again," and poof!) Nothing in
chief rival is Anglo- American the 10 weeks of the desired the Marvel Universe can
Co-dominion. Meanwhile on date. Since all time travelers prevent the hero from teleport
Earth-Marvel, the Avengers must pass through the Time into a crisis area. His unwanted
intercept a secret Soviet Continuum, it serves as a place appearance can only be
communique that deals with where such travelers can attack prevented by nullifying the
Darkstar's disappearance while each other. A traveler who is Power before it functions. This
on a mission.) The third theory slain or rendered unable to can be accomplished by
states that there is only one return to normal time is lost negating either the detection,
time stream but it can be forever. The Power can analyzing, or transportation
completely changed at any transport a mass whose weight aspects of the Power (more on
point when a traveler from the is equal to the hero's Strength. this later). Once he is drawn to
future alters a part of the past. If the Power is incorporated into the scene, the hero can move
(Alison Blaire of Her Majesty's a device, it can transport an freely about. He must remain
Special Guard brings her amount equal to 100 pounds within 10 areas of the initial
superior, Lord Warren, Earl of times the Power rank number. attraction. If the hero goes
Worthington, an intercepted Time travel can be hindered beyond that limit, he is instantly
Soviet report dealing with the and even stopped by the Power teleport back to his starting
appearance and subsequent of Reality Alteration. A higher- place. Only when the crisis has
elimination of a superhuman ranked Power of this type can been dealt with can the Trouble-
who called herself Darkstar.) simply undo anything the seeker leave the area. (Of
Villains and well-meaning traveler attempts or may even course, the Power is also free
but misguided types tend to bar him from ever entering the to draw him to a new crisis
believe the third theory. This is time stream. Optional Powers elsewhere.) To compensate for
a false belief since the structure include Dimension Travel, the constant demands the
of the Marvel Universe actually Precognition, Postcognition, Power places on the hero, it
follows the second theory. and Reality Alteration. The increase the hero's Endurance
Remember, people, that each Nemesis is Reality Alteration. by this Power's rank number. At
Judge's campaign is set in a Amazing rank, the hero gains
different divergent timeline. •T23/Trouble-seeker: Heroes the additional Power of Self
Judges are fully entitled to hate this Power but it does tend Teleportation. The 10-area limit
mangle the plans of any to get an adventure going remains in effect. The Power
characters who intend to alter quickly. The Power combines automatically transports
the time stream. After all, the Teleportation with automatically anything the hero considers
players are going to create a lot functioning Mental and part of his self image. This can
of paperwork for the Judge if Detection Powers. The hero be extended to include clothing,
they succeed. By means of a subconsciously detects a crisis equipment, and even
Power Stunt, the hero can somewhere within his range companions. The additional
actually travel into the Time and automatically teleport to the weight is limited to the number
Continuum. This is a chaotic vicinity. The maximum range for of pounds equal to the Power
maelstrom of whirling lights and detection and Teleportation is rank number. Example: The
images that flash too quickly for shown on column E of the Trouble-seeker known only as
the conscious mind to Range Table. The hero has no The Medic possesses a
comprehend. Once within the control over the Power. He CL3000 rank. This allows him to
Continuum, the hero can travel usually arrives without any idea transport 1.5 tons of additional
to any point in any time stream. of what the problem is that drew mass. This is represented
Accuracy is nearly impossible. A him. His only warning is the by a hut full of equipment and at
green FEAT only gets the hero dreaded feel of the Power least two (sometimes unwilling)
to the right timeline. A yellow beginning to function. (A brief passengers. What attracts the

190

Troubleseeker? The Detection puppet dancing at the whim of as something that demands his
aspects of the Power operate an unseen master. The Power attention. Means to this end
on an Emphatic basis. The is controlled by a force beyond include Hypnotic Control,
crisis that attracts it is one that the hero's discovery. Whatever Emotion, Control, Induced
generates extreme levels of its nature, the Power will never Sleep, Mind Drain, and Psionic
turbulent emotions (fear, hate, try to get the hero killed. The Vampirism. The third mode is
pure evil, general anguish, and screening mechanism never simple enough. The villain need
so on). An event that doesn't draws the hero to a crisis that is only negate the hero's ability to
directly affect anyone will not beyond his ability to handle, Teleport. Note: the hero may
attract the Troubleshooter. A though he might not think so at actually thank the villain for
screening mechanism prevents the time. If the hero admits or this, if the villain is able to pass
the hero from traveling to "false suffers total defeat, the Power himself off as a benefactor.
alarms" such as a distressed may even allow him to escape.
accountant who just lost his If the hero is in a fatal situation •T24/True Flight: The hero can
ledgers. If the hero possesses with absolutely no way out, fly through air and space
Dimension Travel, it is the Judge rolls a red Power without an apparent means of
automatically incorporated into FEAT. Success means the hero propulsion. This is the most
this Power to extend its range. is teleport to safety, at the loss desired Power in the history
The result is that the Trouble- of all his Karma. The Power of the world. The Power rank
seeker can be drawn to crises works against the determines the maximum speed
on an infinity of alternate Troubleseeker's opponents if the hero can attain in a specific
worlds. If the hero possesses they try to carry him away from condition. There are three
Time Travel, the Power can the area. Such attempts to mediums in which a hero can
usurp control of this as well. hijack the hero proceed fly. The slowest form of Flight
The hero travels to a random normally until the 10-area limit occurs when the hero
location in time and then is reached. At that point the torpedoes through the water at
teleport to a crisis occurring hero immediately teleports back the Water Movement rate.
within that time place. The to his starting place, minus Faster speed occurs when the
Power does allow the hero to whatever had carried him away. hero flies through the air at
rest between missions. The As mentioned earlier, the only the Air Movement rate. The
Power will not function again way to prevent the Trouble- fastest flight occurs when the
until 1-10 days after the seeker's unwanted appearance hero is free of any hindering
successful conclusion of the is to somehow prevent the atmospheric friction; this is the
previous mission. If the mission Power from initially functioning. Space Movement rate.
was unsuccessful, the Power The detection aspect can be Acceleration occurs at a rate of
functions again 1-10 hours after temporarily blinded by such +1CS per turn. Deceleration
the hero's defeat. The hero has means as Mental Invisibility or occurs at -2CS per turn. The
a -1CS resistance to Emotion Force Field vs. either Mental or hero's maneuverability is
attacks. Even worse, a perfect Emotional Attack. If the determined by his Agility. The
simulation of the emotions that villain operates so covertly that hero may be able to surpass
accompany extreme distress no one gets distressed, this will light speed but if he has Feeble
can serve as a trap to lure and also do. The key is prevent the Agility he is going to need a
hold the Troubleseeker. The hero from receiving the wide turning radius. True
Troubleseeker cannot leave the broadcast emotions. The Flight includes as a side effect
10 area limit until he has second mode of prevention Power rank resistance to
discovered the deception and deals with the analysis aspect. atmospheric friction and lungs
neutralized the source of the Anything that can reduce the adapted to breathe high
spurious emotions. The hero's Reason or Intuition velocity wind. It does not
Troubleseeker resents his to below Typical can prevent include the ability to breathe
Power and often feels he is a him from recognizing distress water or survive the rigors of

191

outer space. When creating randomly by rolling on Column anything within the water. For
the hero, the player can define 4. A her may apply any one of example, a shark could rub the
the Power in any way that is his rolled power slots to his hero's soles as he walked.
consistent with the character or vehicle instead. This vehicle is Water currents and high waves
his equipment. Optional Powers free at the beginning of the can slow, speed along, or
include Body Resistance, Armor game but the hero must pay for redirect the hero's progress.
Skin, Self Sustenance, and repairs and replacement parts High waves become the
Telekinesis. The Nemesis is thereafter. equivalent of self propelled hills.
Gravity Manipulation. Fast current;s can change the
•T26/Water Walking: The hero hero's speed. Opposing
•T25/Unique Vehicle: The can temporarily solidify the currents decrease the hero's
hero possesses a special surface of the water to enable speed by the current's Intensity
vehicle with exceptional him to walk on it without getting rank number. Supporting
powers. Choose one vehicle more than his feet wet. The currents increase the hero's
form the vehicle list in the pathway smooths the water's speed by the same amount.
Player's Handbook. Use the surface to an average wave Waves and currents can be
following table to determine height and is not affected by natural or created by such
how many modifications the waves of equal or less Intensity. Powers as Matter Animation or
hero can make to the vehicle: The path slides along the Weather Control. The Nemesis
water's surface. This permits is Matter Animation/Liquid.
Dice Roll Modifications the hero to travel at Power rank
01-20 1 speed and the Water Movement •T27/Whirlwind: The hero can
21-60 2 rate. The Path only exists for fly by creating a small cyclone
61-90 3 the hero to use. It is intangible that carries him through the air.
91-00 4 to others unless the hero can The hero can travel at Power
physically carry them or directly rank speed but is limited to
A modification can be used to extend his Power to them. This Shift-X rank. Maneuverability is
change the vehicle's Control, can be done in two ways. One, determined by the hero's Agility.
Body or Speed statistics. To when the hero is created, the In addition to the hero's body,
determine the new Rank ability player can decrease his Power the Whirlwind can support
use the following table: rank -1CS by modifying the additional weight. Each
Power to extend 10' around the additional 500 pounds
Dice Roll Rank hero. This area will support decreases the Whirlwind's
01-05 Feeble (2) others, provided their combined speed -1CS. Passengers are
06-10 Poor (4) weight does not exceed the not battered by the high winds
11-20 Typical (6) hero's weight limit. The second but are safely held aloft by
21-40 Good (10) method requires the use of updrafts in the cyclone's
41-60 Excellent (20) another Power that can enable interior. Still, all passengers
61-80 Remarkable (30) others to independently use the must make an Endurance FEAT
81-96 Incredible (40) watery pathway; such Powers or become air sick. The Power
97-00 Amazing (50) include Power Transferal and provides rank level Resistance
Creation. The Power normally to Physical and Sonic attacks.
The ability must go up by at functions only when the hero is High winds can affect the hero.
least one rank and a good dice consciously using it. The hero Strong winds decrease the
roll may raise it even further. If can develop a Power Stunt that Power rank by their Intensity
rolled lower than the existing enables him to maintain the rank number. If the wind is
rank than raise the statistic in path's solidity even when the powerful enough, the Whirlwind
question by one rank. If the hero is unconscious. The Power can be dispersed. Such winds
vehicle has superpowers than only affects water itself. It can be natural or created by
the ranks must be determined provides no protection against such Powers as Matter

192

Animation or Weather Control.
Optional Powers include
Weather Control and Matter
Animation/Air. These are also
the Nemeses.

Spell Miscellany

*This spell counts as two selections from either the Personal or Universal spell list OR one choice from
the Dimensional
spell list.
** This spell can only be chosen from the Dimensional spell list.

Personal Spells

Absorption*. If the caster absorbed energy for a Alteration-Appearance. The
makes a successful spell rank maximum of 10 rounds. The caster can mystically alter his
FEAT roll, he can take on the caster can also absorb physical face and body structure at will.
properties of any material he properties of an object. If he He does this through the
touches, giving him the touches a spiked mace, complete control he has over
Strength, Endurance, and body he will get both the strength of his muscles, ligaments, tissues,
armor equivalent to the material iron and spikes. There is also a and skin. By manipulating these
rank of the object he touched. negative side to this absorption he can resemble almost anyone
(For example, if he grabbed a spell. When a caster absorbs a he wishes who is human. He
steel girder, he would gain material’s properties, it tends to even has control of his hair,
Remarkable Strength, slow his movement and making lengthen or shorten at
Endurance, and body armor.) reactions down proportionately. will. If the new shape and face
Each time the hero changes The higher the rank, the slower he is turning into is not vastly
form, adjust his Health to the the character. For every different from his own, he can
new sum of his Fighting, Agility, material rank above Good that change easily and completely in
Strength, and Endurance. the caster absorbs, subtract a one round. If the change is
Minus Health points he rank from his normal Endurance extreme (very thin to obese,
previously lost. The caster’s for the purposes of determining man to woman, adult to child,
Strength and Endurance are his movement rate. A magic etc.) the caster must make a
limited to a maximum of wielder in a “hardened” state successful spell rank FEAT roll
Amazing, even if the object (material rank of Good or to change, and the
touched has a higher material higher) is limited to one spell transformation will take two
rank. He can remain in his per round and his spells always rounds.
transformed state as long as he take effect at the end of the
wishes. If the object touched is round. Alteration-Body Weapons.
holding or emitting energy (such The caster can magically alter
as red-hot metal, etc.) he Admittance. The caster can his body to grow claws, fangs,
absorbs the energy properties direct enchanted energy at any or spines. This can be done in
as well. He absorbs the energy locked door or container and it one round (he must make a
immediately, thereby gaining will easily open for him, no successful power rank FEAT
body armor equal to the matter how many locks it has roll if he is distracted or under
damage it would cause. The or how big or intricate they are, stress). When attacking, the
caster is not hurt by the energy if his spell rank FEAT roll is sorcerer can use his Fighting
he absorbs. He can retain successful. rank or this spell rank,

193

whichever he prefers. Damage size of a car can be animated, touches by making a spell rank
equals the hero’s Strength rank regardless of the caster’s spell FEAT roll and, if succeeding,
+ 1 CS, and attacks are rank. keeping it in his possession.
resolved on the Bite-Claw Judge’s Note: If the player
column of the Magic Effects Apparition. The caster can wishes to make a concentrated
Table. mystically make his body non- effort at creating a character
corporeal and become an who appears like a ghost,
Alteration-Bone. The caster apparition. (This should not be striking fear and terror into
can magically alter all of the confused with Astral Projection, criminal hearts, then the
bones in the body. They as that power takes the caster Judge should keep this effect in
become malleable and the to another dimension and he is mind when the caster walks
muscle tissue is exceedingly invisible to most characters in through a wall, drops through a
resilient, making his body very this dimension.) Once the spell ceiling, etc. and faces anyone.
flexible and pliant. It is is cast, the caster need not A character encountering this
impossible to break a bone concentrate upon his state to apparition, especially for the
or tear a muscle. His flexibility remain an apparition. As an first time, must make a Psyche
enables him to slither into and apparition, the caster can still FEAT roll (see Magic Effects
out of very tight and small move, speak, cast spells, and Table) or react as described in
places. He can fit into any hole perform most other normal the Fear power. There is a
or slot down to eight inches actions. His movement rate is price the caster has to pay for
diameter. Apply a +2 CS to the same as if he were this extra “power”, however.
Strength ability for purposes of corporeal, but he can walk on This frightening effect on people
Escaping a hold when grappled. air, sink through floors, climb up only works if the caster is not
The caster must make a elevations as if he were famous, thus cutting off his
successful spell rank FEAT roll climbing stairs, etc. When a Popularity and some sources of
if distracted or under stress. caster becomes an apparition Karma gain. He must remain
his body loses its density, relatively reclusive and
Animation. The caster can allowing him to pass through unknown so the criminal
enchant an inanimate object to solid object and letting solid element does not recognize
become animate and control its objects pass through him. The him.
movements. The object must be caster can be seen, but is
of a material rank that is less obviously not completely solid. Armor. The caster can summon
than or equal to this spell rank. This power grants the caster magical body armor equal to
Only one object at a time can body armor equal to the spell this spell rank. There is a 75%
be animated and, while it must rank against any physical, chance that the body armor will
be within the area of effect to energy, or mental attacks. If the affect the caster’s appearance.
animate, it can continue to be apparition/caster physically The stronger the armor, the
animated outside of the area of attacks another character, that more his appearance will be
effect, if within the caster’s character must also be treated affected. The actual
sight. If the caster causes an as though he has body armor appearance is to be determined
animate object under his control equal to this spell rank. Magical, by the Judge and player. This
to attack an opponent, the mental, or energy attacks spell reduces the character’s
animated object’s Fighting and against the target are treated as Agility by one rank.
Agility are equal to the caster’s normal. To pass through a solid
spell rank, but the item’s object, or have a solid object Astral Projection. The caster
material rank determines its pass through him, the object’s can separate his astral self-the
Strength, Endurance, and material rank must be equal to sheath of his life essence-from
damage inflicted. The caster or less than the spell rank. In his physical self and travel
must concentrate on controlling addition, the caster can lower through space unbound by
the object. No item over the the density of an object he physical laws while retaining

194

human consciousness. The other(s) did not, a yellow or red enchantment, bands (or
astral form (also sometimes result means that the multiple whatever) form around the
called the ethereal form or astral travel worked perfectly. target and entrap him.
the ectoplasm form) is invisible, Astral projection cannot affect It takes a full round for the
intangible, and incapable of someone against his will. bands to completely form. The
being harmed except by the Characters who are in their target can try to dodge through
most powerful magic or by astral forms can see and the bands only in the round in
opponents who are themselves communicate with each other, if which they form and only if
in astral form. If the caster both parties desire. If one or the area being entrapped is as
wishes to project his astral self both parties do not desire to be large as a 10 foot cube. If the
while under duress, during a seen, they may have to hide spell is directed at the individual
combat or while he is being behind solid items, just as if himself, he cannot dodge
mentally attacked, he must they were in their physical form. through it. When a character is
make his spell rank FEAT roll. If the astral character who is surrounded by the bands there
The duration of effect seeking has a lower power rank is a 75% chance that he is
determines how long the caster than the astral character who is bound, a 25% chance that he is
can remain in this form without attempting to avoid being seen, gagged, and a 10% chance that
physical deterioration occurring he must make a Psyche FEAT he is blinded (seethe Bound,
to his physical form. If the roll, even if that character is in Gag, & Blind rule in the
astral form does not return to its plain, astral view. If seen, they Miscellany of Mysticism). A
physical body before the can have magical combat in separate roll is made for each
duration of effect has elapsed, that form. Magical items, though of these effects. The bands
the caster’s body dies; and the left behind on the physical cause no damage to the
astral form can only enter it as it plane, also have a counterpart entrapped character. Bands
would any other corpse or that can be taken into the astral have a material rank that is
dummy, creating a blind, plane. It acts in the same equal to the caster’s Psyche
zombie-like creature. If the manner as its physical rank. While normal attacks Will
caster’s body is destroyed while counterpart, but its powers are not affect bands, magical
the astral form is projecting, the lessened by one rank on the attacks may free the victim. If
caster is stranded in his astral astral plane. Any magic item the magic attack’s spell rank is
form. If a character is stranded that the character possesses on higher than the bands material
in his astral form due to the the physical plane can be rank, it will shatter the bands if
death of his physical body, the controlled by the owner’s the attacker makes a green
astral form itself will dissolve astral self. (For example, Doctor FEAT roll. If the material rank
after an amount of time equal to Strange has escaped is the same rank as the magical
the normal spell duration innumerable traps by controlling attack, the attacker must make
associated with the character’s his Cloak of Levitation and the a successful yellow FEAT roll to
Psyche rank. (For example, the Eye of Agamotto within his shatter the bands. If the
astral form of a character with amulet, while he was in his material rank is higher than the
Incredible Psyche would endure astral form.). Time alteration spell rank of the magical attack,
for one day; the astral form of spells cast from the astral plane the attacker needs a successful
someone with an Unearthly work within the physical plane, red FEAT roll to break the
Psyche would last indefinitely.) but do not affect the astral bands. The caster does not
The caster can transport other plane. have to maintain a high level
willing subjects to the astral of concentration to maintain the
plane along with himself. Bands. This spell manifests bands; he can move, cast
When attempting to do so, he itself in a variety of ways, as the spells, perform normal actions,
must make a Psyche FEAT roll: caster chooses: vapors, rings, etc. However, if the caster is
a white or green result means threads, circles, and so on. affected by a hostile attack or
that the caster traveled and the When the caster calls up this spell, he must make a

195

successful Psyche FEAT roll to the charm is broken, it will 6 The target attacks everyone
keep the bands from breaking. remain in effect for the duration (different character each
Bands automatically break if the of the spell, even if the caster round.)
caster is rendered unconscious. leaves. A charmed character
will not remember that he has 7 The target attacks the nearest
Chameleon Coloring. The been charmed once the spell large building, machine, or
caster can change color to expires. If the caster attacks an creature.
match his surroundings. If he is opponent charmed by his spell,
not moving quickly and trying the spell is automatically 8 The target walks up to the
not to be noticed, any opponent broken, and the target retains nearest character, throws an
must make a successful Yellow full memories of being charmed arm around his shoulder, and
Intuition FEAT roll to see him. and remembers who is begins discussing his
The color change can be responsible. philosophy of life.
performed in one round. If the
caster is under stress or Confusion. The effects of this 9 The target is extremely
distracted (being attacked, etc.) spell are unpredictable, but can disoriented; apply a -2 CS to
he must make a successful be devastating. When it is cast, all his actions.
spell rank FEAT roll to change. all targets within the area of
effect receive a Psyche FEAT 10 The target rolls over and falls
Charm. The caster creates a roll to avoid the effect. If a asleep.
pleasant aura about himself, target fails the roll, he is
charming opponents in the area affected by the confusion. The Conjure. This spell is used to
of effect. Every opponent in the Judge rolls a die for each teleport an item, plant, creature
area is allowed a Psyche FEAT affected target and checks or character from its current
roll (see Magic Effects Table). If Table 6.4: Confusion Results, to location to the caster’s location.
the target is affected, he will see how each is affected. The This spell can even restore a
quickly change his mind about duration is 1-10 rounds, rather broken or decayed item to its
attacking the caster because than the normal duration original form while in the act of
“there is just something about associated with the spell rank. teleportation. If conjuring a
him he likes”; if the Psyche trivial item, plant, or harmless
FEAT result is “No Effect”, the Table 6.4: Confusion Results animal, the caster need make
target is not even aware Roll Confusion Results no FEAT roll, it simply appears.
that the caster tried to charm If conjuring a complex or
him. A charmed target will not 1 The target sits down and tries dangerous item, plant, or
attack the caster, but will attack to think things over. If dangerous creature, or
another opponent, if one is attacked, he defends himself, attempting to conjure a broken
available. The caster cannot but otherwise ignores or decayed item, the caster
give orders of any kind everyone else. must make a successful spell
to a charmed character; the rank FEAT roll before it
spell is not a form of mental 2 The target begins weeping or appears. If conjuring forth a
control. A charmed target is laughing uncontrollably. He willing character (teammate,
allowed to make a Psyche receives a - 1 CS to all friend, etc.) the caster must
FEAT roll each round to attempt actions. make both a successful spell
to break the charm. Each rank FEAT roll and a successful
charmed opponent must break 3 The target walks around Psyche FEAT roll before the
the charm on his own; he randomly as if lost. If character appears. If conjuring
cannot be persuaded that he is attacked, he defends himself, forth an unwilling character, the
charmed by friends, although a but takes no other action. caster must make a successful
counter spell cast by a friend spell rank FEAT roll. The
might break the charm. Unless 4 The target becomes subject is allowed a Psyche
fascinated with one trivial FEAT roll to resist being
action and will perform or brought forth; if the resistance
watch it repeatedly. If FEAT is successful, the
attacked, he defends himself, conjuration fails. The
but otherwise ignores conjuration of the body of a
everyone else. dead character is far beyond
the abilities of any caster who
5 The target attacks the nearest
character, no matter who.

196

does not have an Unearthly column shifts, such as: caster can attempt to
spell rank in this spell. The temporary aging; warts and absorb whatever points of
conjure spell only summons or boils; etc., but no curse can damage remain. The caster’s
recreates the physical body; cause the death of a character. Strength is increased if the
however, if the dead character’s points remaining in the attack
astral form survives (see the Damage Absorption*. This exceed the rank number of
Astral Projection spell), it can spell enables the caster’s body his current Strength rank. If he
reanimate the body, restoring it to absorb without harm some of wishes, after the caster stores
to true life. the damage from energy up 100 points he may try
attacks, both magical and another spell rank FEAT roll. A
Curse. With this spell, the non-magical. The character is successful roll allows him to
caster can weave an enchanted still vulnerable to physical, redirect this energy by using all
curse around an opponent. If missile, and mental attacks. of his newly gained Strength to
the spell rank FEAT roll is The spell rank indicates how inflict a blow of up to Monstrous
successful, the curse will much damage will be absorbed damage. If the roll fails, he just
remain with the opponent for per round before the caster keeps storing up damage. This
the duration of effect. The is harmed (i.e., a Remarkable energy dissipates in 10 rounds
duration of this spell is unusual; rank would prevent the first 30 in any event. Any damage
a curse cannot exceed Amazing points of damage from an done to him after he reaches a
duration (one month), even energy attack). Health of 200 begins to subtract
if the caster’s spell rank from that number, until he
exceeds Amazing. When a Damage Conversion*. The reaches 0 Health of makes his
curse is attempted, the target spell enables the caster to spell rank roll again to add to
can avoid it by making a magically absorb kinetic energy his energy converted Health.
successful Psyche FEAT roll. If and convert it to physical
the curse takes effect, the Strength and Health. Whenever Density Control-Others. The
victim can make one Psyche the character is physically caster can control the density of
FEAT roll per day to attempt to attacked (slug fest, bite-claw another living creature or an
break it; a successful FEAT roll attacks, missile weapons, inanimate object. He must point
means the curse is broken. The charging, concussive rays, but at the target and make an
target will not know who not energy attacks or grappling, Agility FEAT roll for targeting. A
attacked him, regardless of he may make a spell rank FEAT living target can attempt to
whether or not the curse is roll. If he fails the roll, then that Dodge. If the caster’s FEAT roll
successfully cast. A curse damage is dealt with as normal succeeds, he has control over
negatively modifies all of the that round. If the FEAT is the molecular cohesion of the
opponent’s actions and spells successful, the appropriate target. The caster can reduce or
by a 1 Column Shift (plus amount of damage is increase the density of the
or minus, as long as it works immediately added to his target by one rank each round.
against the opponent). No more Health, instead of subtracted as The caster must concentrate on
than one curse can normally be damage. In this fashion, the the target, so the caster cannot
placed on a character. The caster’s Health can go as high attack or cast other spells while
exception is the use of the Link as 200. In addition, the caster’s using this spell. If the caster
spell, whereby up to two curses Strength is raised to the same stops concentrating on the
can be placed on one rank as the attack, if the target, it will stay at its present
opponent, but they cannot, attack’s rank is higher. If the density rank for the duration of
totally, exceed the effect of a -2 caster using this spell also has the spell, then begin returning
Column Shift modifier lasting some form of body armor, the to normal, shifting one rank per
one month. The Judge can attack is reduced by the body round until its normal density
decide to allow curses that have armor before the caster makes rank is restored. For each rank
different effects instead of his absorption FEAT roll; the that a living target’s density is

197

reduced, apply a -1 CS to the normal density. Inanimate the dimensional position of his
target’s Strength. Furthermore, objects have normal density home dimension. This roll to
anyone attacked by the target is equal to their material rank. return is only allowed once per
considered to have body armor week. However, the caster can
equivalent to the target’s Density Control-Self. This enter another random
current density rank. If the spell is the same as the Density dimension and try to go home
target’s density is reduced to Control- Others spell, except from there. If the caster tries to
Shift 0 rank, his body becomes that the caster has full control take anyone else with him into a
a cloudy form, like a thick fog, over his cloud-form at Shift 0 dimension, whether they are
up to two areas in volume. In density. The caster can willing or unwilling, then a
cloud form, the target is subject surround others with his cloud- Psyche FEAT roll is required of
to strong wind currents, suction, form, obscuring their vision. The each character passing through
etc. The target cannot attack caster also has a limited ability into the dimension, every
or cast spells in this form and to fly, at a maximum speed of 2 time they enter a new
has no control over his areas per round. The caster can dimension. Anyone who fails
movement. The cloud cannot also seep under doors, through the FEAT roll cannot pass
be attacked by physical or crack, etc., while in cloud form. through that particular
energy means. For each rank dimensional aperture at this
that a target’s density is Dimensional Aperture**. This time. Characters who are left
increased, he gains body armor spell causes a temporary behind can try again a day later,
equivalent to his current opening in the dimension’s if the aperture is still in effect.
density. If his current density is fabric, allowing the caster to This spell also grants the
higher than his Strength, he cross from one dimension to caster knowledge of a tiny
inflicts damage in combat equal another. Look for the section on “personal dimension” where he
to his density rank. If the Dimensions in the Miscellany of can go with perfect accuracy
target’s current density rank is Mysticism for more detail. The and safety. This pocket
higher than his Endurance, caster can automatically open a dimension is only accessible
apply a -1CS to his Fighting and portal to a dimension with which from the caster’s home
Agility for each rank that his he is familiar, but opening a dimension and contains no
density exceeds his Endurance; portal to an unfamiliar dangerous creatures. There the
also apply a -1 CS to his dimension requires a successful caster can go for peace,
Endurance for purposes of spell rank FEAT roll. If a FEAT solitude, and can even make it
determining his movement rate. roll is required, failure indicates a home away from home. The
The target’s weight at its current that the caster cannot enter caster can enter or leave his
density rank is equal to the the desired dimension that day own little dimension once per
weight that a person with the A beginning caster who does day.
same Strength rank could lift. not really know one dimension
Increasing the density of an from another can stumble into Dual Persona. This spell
intricate object, such as a plant any one of them at random. A makes the character one with a
or complex machine, might spell caster who is in a familiar magic wielder from the past.
cause thin and delicate parts to foreign dimension can There are two separate
break off. For purposes of this automatically return to his home personality patterns in the
spell, most living targets have dimension. However, if the magic wielder’s brain, and the
Typical density in their normal caster is in an unfamiliar character has at least partial
state. However, some races dimension or if his mind access to the memories and
have greater density which has been affected by traveling knowledge of his ancient
provides them with body armor in a sanity bending or sanity- counterpart. The way in which
(such as Asgardians and threatening dimension, the the character relates to his
Olympians); use the body armor caster must make a successful alter-ego is left to the Judge.
rank of these beings as their spell rank FEAT roll to locate Some suggestions include: the

198

alter-ego may exist inside or as Eldritch Beams/Bolts. This spell rank FEAT roll. Destroying
part of a magical item the spell unleashes a magical beam larger objects (like a vehicle)
character owns; the alter-ego or bolt causing damage equal to requires a successful red FEAT
may be an astral form that the spell rank (a beam is a roll. If the target is an object of
inhabits the character’s body or continuous line of energy, a bolt no importance, the Judge can
is visible to him alone; the alter is an interrupted line of energy). waive the FEAT roll and rule
ego may exist in a specific A beam or bolt (hereafter that the item is automatically
location which is the only place referred to as bolt) affects only destroyed.
where the character may one target in the target area. Energy Bolt. (Also commonly
communicate with him; etc. The When this spell is obtained, the called Bolt of Bedevilment.)
Judge must decide whether or player should roll a die to see This bolt uses pure universal or
not the ancient spell caster has where the bolts originate. The dimensional energy This is the
some physical form. If the bolts will issue forth from the most common form of eldritch
character casts this spell, the character’s: 1-4 = Hands; 5-8 = bolt.
alter-ego is a predecessor from Eyes; 9 = Chest; 10 = Fire Bolt. This bolt causes fire
the caster’s own school of Forehead. The type of bolt the and heat damage and is a
magic. If the alter-ego is character uses will be one of reddish line of flame. Impact
discovered by accident, it might the following, which the player Bolt. This bolt causes impact
not be friendly to the caster. chooses with the approval damage through reverse
While the two are joined, the of the Judge. gravity, magnetism, etc. The
player character has a strong Cold Bolt. This bolt causes bolt is invisible.
resistance to all mental probes freezing damage and is blue. Light Bolt. This bolt causes
and attacks, magic or Darkforce Bolt. This bolt uses damage through intense light.
otherwise. This resistance is in the Darkforce, a form of energy The bolt is golden.
the form of a +2 CS in the from another dimension. The Sonic Bolt. This bolt causes
caster’s favor when FEAT rolls target loses Health points equal damage through sonic
are allowed to ignore or defend to the caster’s spell rank. The disruption, nerve damage, etc.
against mental controls and bolt is black. (This bolt requires
attacks (not to exceed dimensional energy; it is not Eldritch Blast. This spell
Monstrous rank). If the Judge available to characters unable unleashes a magical blast,
so decides, the other persona to use dimensional energy.) causing damage equal
might battle for control of the Disintegrating Bolt. This bolt to the spell rank to everything in
character’s body. disintegrates non-living, the target area. In addition, the
Circumstances under which inanimate objects up to 2 areas blast has a chance to slam or
could happen include: the away from the caster. The limit stun anyone within the target
caster is in danger of immediate of what it can disintegrate is area (see the Magic Effects
death; the goals and values of determined by the spell rank. Table under Power Rank
the character are different Compare the spell rank to the Blasting). The caster’s Psyche
from those of the alter-ego; the material rank of the object to be is reduced to Typical for an hour
character is visiting a location disintegrated. If the material afterwards and he will pass out
associated with the alter ego in rank is higher than the spell for 1-10 rounds unless he
his lifetime; the caster attempts rank, the target’s material makes a successful Endurance
to use a spell or ability available strength is reduced one rank. FEAT roll. The type of blast
to the alter ego but not available If the material rank is equal to used by the character is
to himself, etc. An entirely new or less than the spell rank, the decided by the Judge and
magic wielding character can target is disintegrated. Small player when the character
even be rolled up and it might objects (fist sized, for example) obtains the spell (see Eldritch
exchange places with the caster can be destroyed automatically. Beams/Bolts for possible
on such occasions, or just give Destroying man-sized objects types). The spell rank
timely advice. requires a successful yellow determines the amount of

199


Click to View FlipBook Version